Release 4.0.0: the Sea Update — galleon, steamer, sloop, tug, and a dolphin

The rails now end at a shoreline. Four vessels join the roster with an
animated sea (swell pattern, glints, hull bob, bow spray, stern wake),
a flapping Jolly Roger and turning paddle wheel on the same 4-frame
machinery as the locomotive wheels, per-vessel liveries and whistles,
an iceberg finale for -a at sea, the Flying Dutchman for -F, and -d,
which summons a dolphin that dives ahead of the ship on the angle its
art was drawn at. The tug travels diagonally for the same reason.

Also ships the outstanding audit fixes: smoke lingers after the train
exits, narrow-terminal crashes stay on-screen, -t fully overrides -l,
make demo runs the train it advertises, --speed documents its clamp,
CODE_OF_CONDUCT.md exists, LICENSE year range updated.
This commit is contained in:
developtheweb@protonmail.com 2026-08-09 13:24:43 -04:00
parent 9b39a996b2
commit fc828c22ca
6 changed files with 708 additions and 41 deletions

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@ -7,6 +7,56 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
## [Unreleased] ## [Unreleased]
## [4.0.0] - 2026-08-09 — The Sea Update
### Added
- Four vessels join the roster via `-t`: `galleon` (three-masted pirate
ship with a flapping Jolly Roger, animated pennants, rigging, gunports,
and a rubber-duck figurehead), `steamer` (sternwheeler whose paddle
wheel turns on the same 4-frame machinery as the locomotive wheels,
with churn that streams aft), `sloop` (racing yacht for narrow
terminals), and `tug` (drawn in three-quarter perspective — it travels
diagonally on the angle its art implies, so it appears to grow as it
approaches the viewer)
- Animated sea for side-view vessels: a drifting swell pattern on the
surface, deterministic glints below, hull bob on a slow sine, bow
spray, and stern wake (three new particle kinds: spray, wake, bubble)
- `-d`/`--dolphin` — on special request, a dolphin dives ahead of the
ship along its drawn angle, cut cleanly at the waterline, with splash.
Requesting a dolphin with a train books sea passage instead
- At sea, `-a` finds an iceberg: crunch, shudder, bubbles, and a
dignified descent below the waterline. The iceberg wins
- At sea, `-F` is the Flying Dutchman: the ship climbs out of the water
trailing stardust while the sea stays below
- Per-vessel whistles for `-w`: the steamer HOOOONKs, the tug TOOOOTs,
the galleon goes YARRR!, the sloop rings its little bell
- Per-vessel liveries (white sails, red hulls, brass fittings), honored
in surprise mode too
- Surprise mode: about 1 typo in 3 is now nautical; dolphins accompany
1 in 5 sea voyages
- CODE_OF_CONDUCT.md (Contributor Covenant 2.1), fixing the broken link in
CONTRIBUTING.md
- `--speed` help text now documents the 0.120 clamp
### Changed
- `-n`/`--cars` is rail-only; coal cars do not float and the count is
ignored at sea (documented in `--help`)
- `-t`/`--type` now fully overrides `-l`: it no longer inherits the two
implicit coal cars (`-l` alone still couples them)
### Fixed
- Trailing smoke now lingers and dissipates after the train exits, instead
of being cut off the moment the last car leaves the screen
- In accident mode on terminals narrower than the train, the crash now
happens at the left edge instead of off-screen
- `make demo` labeled its first run "Classic Train" but ran surprise mode;
it now runs `./sl -t classic`
- LICENSE copyright year updated to 2024-2026
### Notes
- Tug and dolphin artwork adapted from reference pieces contributed by
the project author
## [3.1.0] - 2026-07-06 ## [3.1.0] - 2026-07-06
### Added ### Added

65
CODE_OF_CONDUCT.md Normal file
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@ -0,0 +1,65 @@
# Code of Conduct
## Our Pledge
We as members, contributors, and leaders pledge to make participation in the
sl community a harassment-free experience for everyone, regardless of age,
body size, visible or invisible disability, ethnicity, sex characteristics,
gender identity and expression, level of experience, education,
socio-economic status, nationality, personal appearance, race, religion, or
sexual identity and orientation.
We pledge to act and interact in ways that contribute to an open, welcoming,
diverse, inclusive, and healthy community. The train carries everyone.
## Our Standards
Examples of behavior that contributes to a positive environment:
- Demonstrating empathy and kindness toward other people
- Being respectful of differing opinions, viewpoints, and experiences
- Giving and gracefully accepting constructive feedback
- Accepting responsibility and apologizing to those affected by our
mistakes, and learning from the experience
- Focusing on what is best not just for us as individuals, but for the
overall community
Examples of unacceptable behavior:
- The use of sexualized language or imagery, and sexual attention or
advances of any kind
- Trolling, insulting or derogatory comments, and personal or political
attacks
- Public or private harassment
- Publishing others' private information, such as a physical or email
address, without their explicit permission
- Other conduct which could reasonably be considered inappropriate in a
professional setting
## Enforcement Responsibilities
Project maintainers are responsible for clarifying and enforcing our
standards of acceptable behavior and will take appropriate and fair
corrective action in response to any behavior that they deem inappropriate,
threatening, offensive, or harmful.
## Scope
This Code of Conduct applies within all community spaces (issues, pull
requests, discussions), and also applies when an individual is officially
representing the community in public spaces.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported to the maintainer at
[contact@stevenmilanese.com](mailto:contact@stevenmilanese.com).
All complaints will be reviewed and investigated promptly and fairly, and
the privacy and security of the reporter will be respected.
## Attribution
This Code of Conduct is adapted from the
[Contributor Covenant](https://www.contributor-covenant.org), version 2.1,
available at
https://www.contributor-covenant.org/version/2/1/code_of_conduct.html.

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@ -1,6 +1,6 @@
MIT License MIT License
Copyright (c) 2024 Reverend Steven Milanese Copyright (c) 2024-2026 Reverend Steven Milanese
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal

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@ -32,12 +32,22 @@ test:
# Run with different options # Run with different options
demo: demo:
@echo "=== Classic Train ===" @echo "=== Classic Train ==="
./sl ./sl -t classic
@echo "=== Flying Train ===" @echo "=== Flying Train ==="
./sl -F ./sl -F
@echo "=== C51 Train ===" @echo "=== C51 Train ==="
./sl -c ./sl -c
@echo "=== Accident ===" @echo "=== Accident ==="
./sl -a ./sl -a
@echo "=== Pirate Galleon ==="
./sl -t galleon
@echo "=== Sternwheel Steamer ==="
./sl -t steamer
@echo "=== Tug (perspective) ==="
./sl -t tug
@echo "=== Dolphin Escort ==="
./sl -t galleon -d
@echo "=== Iceberg ==="
./sl -t steamer -a
.PHONY: all install uninstall test demo .PHONY: all install uninstall test demo

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@ -43,17 +43,68 @@ Very rarely, it does not make it across.
| Event | Odds | | Event | Odds |
|-------|------| |-------|------|
| 📣 The train whistles | 1 in 4 | | ⚓ The typo turns out to be nautical | about 1 in 3 |
| 📣 The train (or ship) whistles | 1 in 4 |
| 🐬 A dolphin escorts the voyage | 1 in 5 sea voyages |
| ✈️ The train takes flight | 1 in 10 | | ✈️ The train takes flight | 1 in 10 |
| 💥 The train does not arrive at the station | 1 in 20 | | 💥 The journey does not reach its destination | 1 in 20 |
Pass any flag and the dice are off — explicit options are fully Pass any flag and the dice are off — explicit options are fully
deterministic, so your customizations always behave exactly as written. deterministic, so your customizations always behave exactly as written.
## ⚓ New in 4.0: the rails end at a shoreline
Four vessels join the roster. Type `sl -t galleon` and a three-masted
pirate ship crosses your terminal on an animated sea — flapping Jolly
Roger, turning nothing, fearing nothing, figurehead shaped like a rubber
duck. Her name is SQUEAKY. She has gunports.
```
|~~~~~~,
` ` ` ` |x_x__/
` ` ` ` ` | ` ` `
|> | ` ` `
.___|___. .___|___. |>
( | \ ( | \ |
( | \ ( | \ .____|____.
(___________\ (___________\ ( ( | ) \
` | | ( ( | ) \
.____|____. .____|____. ( ( | ) \
` ( ( | ) \ ( ( | ) \ (__)_________(__\
` /| ( ( | ) \ ( ( | ) \ |
/ | ( ( | ) \ ( ( | ) \ /| _____
` / |(__)_________(__\ (__)_________(__\ / | __|~ ~ ~|
/ | /|\ /|\ / || o o |
<o)_/___| / | \ / | \ / || o o |
\__\__________________________________________________|________|
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
\ [] [] [] [] [] [] [] [] [] |
\_________S Q U E A K Y____________________________________/
\=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_/
```
The fleet:
- 🏴‍☠️ **`galleon`** — the Jolly Roger flaps on a 4-frame cycle, pennants
flick, and the sea shimmers under her hull
- 🛞 **`steamer`** — a sternwheeler whose paddle wheel actually turns
(same 4-frame machinery as the locomotive wheels), churn streaming aft
- ⛵ **`sloop`** — a racing yacht for narrow terminals
- 🚢 **`tug`** — drawn in three-quarter perspective, so it travels
*diagonally*, on the angle its art implies, growing as it approaches
Sea voyages come with bow spray, stern wake, hull bob, and per-vessel
whistles (`-w`): the steamer HOOOONKs, the galleon goes YARRR!. At sea,
`-a` finds an iceberg — crunch, bubbles, and a dignified descent. `-F`
is the Flying Dutchman. And on special request, `-d` summons a dolphin
that dives ahead of the ship, cut cleanly at the waterline.
## ✨ Features ## ✨ Features
- 🎲 **Surprise mode** — a bare `sl` randomizes the whole show, every run - 🎲 **Surprise mode** — a bare `sl` randomizes the whole show, every run
- 🚂 **Four locomotives** — Classic, Small, D51, and C51 (`-t`) - 🚂 **Four locomotives** — Classic, Small, D51, and C51 (`-t`)
- ⚓ **Four vessels** — Galleon, Steamer, Sloop, and Tug (`-t`), with an
animated sea, spray, wake, and a dolphin on request (`-d`)
- 🛞 **Animated wheels** — a 4-frame rotation cycle on every engine - 🛞 **Animated wheels** — a 4-frame rotation cycle on every engine
- 💨 **Particle smoke** — drifts behind the train and dissipates, with grayscale shading on 256-color terminals - 💨 **Particle smoke** — drifts behind the train and dissipates, with grayscale shading on 256-color terminals
- 🚃 **Coal cars** — couple up to 8 tenders behind the engine (`-n`) - 🚃 **Coal cars** — couple up to 8 tenders behind the engine (`-n`)
@ -120,9 +171,10 @@ $ sl -s 0.1 # You do not
| `-F` | `--fly` | Make the train fly through the sky | | `-F` | `--fly` | Make the train fly through the sky |
| `-l` | `--long` | Use a longer train (D51 pulling coal cars) | | `-l` | `--long` | Use a longer train (D51 pulling coal cars) |
| `-c` | `--C51` | Use the C51 train type | | `-c` | `--C51` | Use the C51 train type |
| `-t` | `--type` | Locomotive type: `classic`, `small`, `d51`, `c51` (overrides `-l`/`-c`) | | `-t` | `--type` | Type: `classic`, `small`, `d51`, `c51`, `galleon`, `steamer`, `sloop`, `tug` (overrides `-l`/`-c`) |
| `-n` | `--cars` | Number of coal cars to pull, up to 8 (default: 0) | | `-n` | `--cars` | Number of coal cars to pull, up to 8 (default: 0; rail only — coal cars do not float) |
| `-w` | `--whistle` | Sound the whistle as the train passes | | `-d` | `--dolphin` | A dolphin joins the voyage (implies a vessel) |
| `-w` | `--whistle` | Sound the whistle as the train or ship passes |
| `-s` | `--speed` | Animation speed multiplier, 0.120 (default: 1.0) | | `-s` | `--speed` | Animation speed multiplier, 0.120 (default: 1.0) |
| | `--no-color` | Disable colors (`NO_COLOR` is also honored) | | | `--no-color` | Disable colors (`NO_COLOR` is also honored) |
| `-v` | `--version` | Show version information | | `-v` | `--version` | Show version information |
@ -173,6 +225,14 @@ of surprise mode, and honestly, it's a little bit on you for typing `sl`.
**Why would a train fly?** **Why would a train fly?**
1-in-10 odds say you'll find out. 1-in-10 odds say you'll find out.
**I asked for a dolphin and got a ship.**
A dolphin will not follow a train. Requesting one books sea passage.
**Why does the tug move diagonally?**
It was drawn in three-quarter perspective, so it sails the angle its
art implies — toward you. It appears to grow because it is, in the
only sense that matters, getting closer.
**Is this compatible with the original `sl`?** **Is this compatible with the original `sl`?**
The spirit, the D51/C51 art heritage, and the `-a`/`-F`/`-l`/`-c` flags are The spirit, the D51/C51 art heritage, and the `-a`/`-F`/`-l`/`-c` flags are
all honored. The renderer, particles, and surprise mode are new. all honored. The renderer, particles, and surprise mode are new.

550
sl
View file

@ -14,6 +14,17 @@ Design notes (v3):
coal cars, a whistle, and a crash that earns the -a flag. When stdout coal cars, a whistle, and a crash that earns the -a flag. When stdout
is not a terminal, a static train is printed instead of escape codes, is not a terminal, a static train is printed instead of escape codes,
so `sl | cat` stays a train and not a mess. so `sl | cat` stays a train and not a mess.
Design notes (v4, the Sea Update):
The rails now end at a shoreline. Four vessels join the roster: a
pirate galleon (flapping Jolly Roger, rubber-duck figurehead), a
sternwheel steamer (the paddle wheel turns on the same 4-frame
machinery as the locomotive wheels), a racing sloop, and a harbor tug
drawn in three-quarter perspective -- it travels diagonally, on the
angle its art implies, so it appears to grow as it approaches. Sea
scenes get animated water, hull bob, bow spray, stern wake, and, on
special request (-d), a dolphin that dives ahead of the ship. At sea,
-a finds an iceberg, and the iceberg wins.
""" """
import argparse import argparse
@ -26,7 +37,7 @@ import time
from typing import Dict, List, Optional from typing import Dict, List, Optional
# Version # Version
__version__ = "3.1.0" __version__ = "4.0.0"
# ANSI escape codes for colors and cursor control # ANSI escape codes for colors and cursor control
@ -216,6 +227,210 @@ class Train:
return rows return rows
class Vessel:
"""The fleet: side-view sailing craft that ride an animated sea, plus
the tug and the dolphin, both drawn in three-quarter perspective and
therefore sailed on the diagonal their artwork implies."""
# Three-masted pirate galleon, rubber-duck figurehead, gunports
GALLEON = [
' |~~~~~~,',
' ` ` ` ` |x_x__/',
' ` ` ` ` ` | ` ` `',
' |> | ` ` `',
' .___|___. .___|___. |>',
' ( | \\ ( | \\ |',
' ( | \\ ( | \\ .____|____.',
' (___________\\ (___________\\ ( ( | ) \\',
' ` | | ( ( | ) \\',
' .____|____. .____|____. ( ( | ) \\',
' ` ( ( | ) \\ ( ( | ) \\ (__)_________(__\\',
' ` /| ( ( | ) \\ ( ( | ) \\ |',
' / | ( ( | ) \\ ( ( | ) \\ /| _____',
' ` / |(__)_________(__\\ (__)_________(__\\ / | __|~ ~ ~|',
' / | /|\\ /|\\ / || o o |',
'<o)_/___| / | \\ / | \\ / || o o |',
' \\__\\__________________________________________________|________|',
' |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|',
' \\ [] [] [] [] [] [] [] [] [] |',
' \\_________S Q U E A K Y____________________________________/',
' \\=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_/',
]
# Sternwheel steamer: the wheel spokes rotate via ANIM_SPEC
STEAMER = [
' |==| |==| |>',
' | | | | |',
' / | | | | \\ .---------.',
' / | | | | \\ | o o o |',
' _____________________________________',
' | H H H H H H H H H |',
' |> _____________________________________________ .=======.',
' | | H H H H H H H H H H H | // | \\\\',
' |____________________________________________________==||----O----||',
' | | H H H H . T Y P O . H H H H | \\\\ | //',
" \\=====================================================/ '======='",
' \\___________________________________________________/ ~o~O~o~O~',
]
# Racing sloop for narrow terminals
SLOOP = [
' |>',
' | \\',
' /| | \\',
' / | | ) \\',
' / | | ) \\',
' / | | ) \\',
' / | | ) \\',
' /____| |_______\\ _/',
' ____________|____________',
' \\ o o o __/',
' \\________________________/',
]
# Harbor tug, adapted from a reference piece; drawn in three-quarter
# perspective, so it travels diagonally toward the viewer
TUG = [
' $$$$$$$',
' .ooooooo. $$!!!!!',
" .'.........'.$$!!!!!",
" .o' oooooo '$$!!!!! o$$oo.",
" ..o$ooo... $ '!!''!. $$!!!!!",
" $ .. '''oo$$$$$$$$$$$$$. ' 'oo. $$!!!!!",
" !....... '''..$$ $$ $$$ .. '$$!!''!",
" !!$$$!!!!!!!!oooo...... ''' $$ $$ :o",
" !!$$$!!!$$!$$!!!!!!!!!!oo..... ' '' o$$o .",
" !!!$$!!!!!!!!!!!!!!!!!!!!!!!!!!!!ooooo.. 'o oo.. $",
" '!!$$!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!oooooo.. '' ,$",
" '!!$!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!oooo..$$",
" !!$!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!$'",
" '$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$!!!!!!!!!!!!!!!!!!,",
' .....$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$.....',
]
# The dolphin (special request). Dives down-left along its drawn angle.
DOLPHIN = [
' _',
' _.-~~.)',
" _.--~~~~~---....__ .' . .,'",
" ,'. . . . . . . . . .~- ._ (",
' ( .. .g. . . . . . . . . . .~-._',
'.~__.-~ ~`. . . . . . . . . . . -.',
'`----..._ ~-=~~-. . . . . . . . ~-.',
' ~-._ `-._ ~=_~~--. . . . . .~.',
' | .~-.._ ~--._-. ~-. . . . ~-.',
" \\ .( ~~--.._~' `. . . . .~-. ,",
" `._\\ ~~--.._ `. . . . . ~-. .- . ,'/",
". _ . -~\\ _ .. _ ~~--.`_. . . . . ~-_ ,-','` .",
" ` ._ ~ ~--. . . . .~=.-'. /. `",
' - . -~ -. _ . - ~ - _ - ~ ~--..__~ _,. / \\ -',
' . __ .. ~- ~~_. ( `',
' _ _ `- .. - . . - ~ ~ . \\ ~-` ` ` `.',
' - . ` . \\ \\ `.',
]
# What the -a flag finds at sea
ICEBERG = [
' /\\',
' / \\ /\\',
' /\\/ \\ / \\',
' / \\/\\/ \\',
' / \\',
' / \\',
' (~~~~~~~~~~~~~~~~~~~~~~)',
]
VESSELS = {
"galleon": GALLEON,
"steamer": STEAMER,
"sloop": SLOOP,
"tug": TUG,
}
SIDE_VIEW = ("galleon", "steamer", "sloop") # ride the drawn sea
PERSPECTIVE = ("tug",) # travel their drawn angle
# Per-row 4-frame cycles: flapping colours, turning wheel, churning wake.
# Same contract as Train.WHEEL_SPEC: every frame matches pattern width.
ANIM_SPEC = {
'galleon': [
(0, '~~~~~~,', ['~~~~~~,', '~~~-~~.', '~~~~-~,', '~-~~~~.']),
(1, 'x_x__/', ['x_x__/', 'x_x_-.', 'x_x__)', "x_x,-'"]),
(3, '|>', ['|>', '|=', '|>', '|-']),
(4, '|>', ['|>', '|-', '|>', '|=']),
],
'steamer': [
(0, '|>', ['|>', '|=', '|>', '|-']),
(6, '|>', ['|>', '|-', '|>', '|=']),
(6, '.=======.', ['.=======.', '.======-.', '.====-==.', '.==-====.']),
(7, '// | \\', ['// | \\', '// / \\', '// --- \\', '// \\ \\']),
(9, '\\ | //', ['\\ | //', '\\ \\ //', '\\ --- //', '\\ / //']),
(10, "'======='", ["'======='", "'-======'", "'==-===='", "'====-=='"]),
(11, '~o~O~o~O~', ['~o~O~o~O~', '~~o~O~o~O', 'O~~o~O~o~', '~O~~o~O~o']),
],
'sloop': [
(0, '|>', ['|>', '|=', '|>', '|-']),
],
'tug': [
],
}
# Smoke emitters as (dx, dy) from the art's top-left corner
STACKS = {
"steamer": [(13, -1), (21, -1)],
"tug": [(34, -1), (46, 2)],
}
# Row of the art that sits on the water surface
WATERLINE = {
"galleon": 20,
"steamer": 11,
"sloop": 10,
"tug": 14,
}
WHISTLE = {
"galleon": "YARRR!",
"steamer": "HOOOONK!",
"sloop": "ding! ding!",
"tug": "TOOOOT!",
}
# Per-vessel liveries (character-class colouring, like CHAR_COLORS)
COLORS = {
"galleon": {'(': ANSI.WHITE, ')': ANSI.WHITE, '\\': ANSI.WHITE,
'.': ANSI.WHITE, '`': ANSI.WHITE, 'x': ANSI.WHITE,
'~': ANSI.WHITE, '|': ANSI.YELLOW, '_': ANSI.YELLOW,
'/': ANSI.YELLOW, '<': ANSI.YELLOW, 'o': ANSI.YELLOW,
'>': ANSI.RED, '=': ANSI.RED, '-': ANSI.RED,
'[': ANSI.YELLOW, ']': ANSI.YELLOW},
"steamer": {'|': ANSI.WHITE, '_': ANSI.WHITE, 'H': ANSI.WHITE,
'.': ANSI.WHITE, "'": ANSI.WHITE, '-': ANSI.WHITE,
'=': ANSI.RED, 'O': ANSI.YELLOW, 'o': ANSI.YELLOW,
'>': ANSI.RED, '/': ANSI.WHITE, '\\': ANSI.WHITE,
'~': ANSI.CYAN},
"sloop": {'|': ANSI.WHITE, '\\': ANSI.WHITE, '/': ANSI.WHITE,
')': ANSI.WHITE, '_': ANSI.YELLOW, '.': ANSI.WHITE,
'o': ANSI.YELLOW, '>': ANSI.RED, '~': ANSI.CYAN},
"tug": {'$': ANSI.RED, '!': ANSI.YELLOW, 'o': ANSI.WHITE,
'.': ANSI.WHITE, "'": ANSI.WHITE, ',': ANSI.WHITE,
':': ANSI.WHITE},
}
@classmethod
def frames(cls, style):
"""Build the 4-frame animation cycle for a vessel style."""
base = cls.VESSELS.get(style, cls.GALLEON)
frames = []
for k in range(4):
art = list(base)
for row, pattern, cycle in cls.ANIM_SPEC.get(style, []):
art[row] = art[row].replace(pattern, cycle[k])
frames.append(art)
return frames
class Screen: class Screen:
"""Double-buffered frame composer: draw everything into an off-screen """Double-buffered frame composer: draw everything into an off-screen
cell buffer, then emit the whole frame as one write. No per-frame cell buffer, then emit the whole frame as one write. No per-frame
@ -286,6 +501,9 @@ class Particles:
"smoke": {"chars": "@@Oo*..", "gravity": 0.0, "drag": 0.98}, "smoke": {"chars": "@@Oo*..", "gravity": 0.0, "drag": 0.98},
"spark": {"chars": "@**+x..", "gravity": 0.12, "drag": 1.0}, "spark": {"chars": "@**+x..", "gravity": 0.12, "drag": 1.0},
"stardust": {"chars": "**++...", "gravity": 0.0, "drag": 0.99}, "stardust": {"chars": "**++...", "gravity": 0.0, "drag": 0.99},
"spray": {"chars": "oO*'..", "gravity": 0.18, "drag": 0.96},
"wake": {"chars": "oO~-..", "gravity": 0.0, "drag": 0.97},
"bubble": {"chars": ".oOo..", "gravity": -0.06, "drag": 0.98},
} }
def __init__(self, smoke_colors: List[str]): def __init__(self, smoke_colors: List[str]):
@ -321,6 +539,36 @@ class Particles:
"age": 0, "life": random.randint(8, 14), "age": 0, "life": random.randint(8, 14),
}) })
def emit_spray(self, x: float, y: float):
"""Foam kicked up where a hull (or a dolphin) meets the water."""
self.items.append({
"kind": "spray",
"x": x + random.uniform(-1, 1), "y": y,
"vx": -random.uniform(0.1, 0.6),
"vy": -random.uniform(0.2, 0.7),
"age": 0, "life": random.randint(8, 14),
})
def emit_wake(self, x: float, y: float):
"""Churned water trailing off the stern."""
self.items.append({
"kind": "wake",
"x": x, "y": y + random.uniform(0, 0.6),
"vx": random.uniform(0.3, 0.8),
"vy": random.uniform(-0.05, 0.1),
"age": 0, "life": random.randint(10, 16),
})
def emit_bubble(self, x: float, y: float):
"""Air escaping a ship that is no longer, strictly, a ship."""
self.items.append({
"kind": "bubble",
"x": x + random.uniform(-1, 1), "y": y,
"vx": random.uniform(-0.2, 0.2),
"vy": -random.uniform(0.05, 0.25),
"age": 0, "life": random.randint(10, 20),
})
def step(self): def step(self):
alive = [] alive = []
for p in self.items: for p in self.items:
@ -345,7 +593,11 @@ class Particles:
color = self.smoke_colors[idx] color = self.smoke_colors[idx]
elif p["kind"] == "spark": elif p["kind"] == "spark":
color = ANSI.WHITE if t < 0.3 else (ANSI.YELLOW if t < 0.6 else ANSI.RED) color = ANSI.WHITE if t < 0.3 else (ANSI.YELLOW if t < 0.6 else ANSI.RED)
else: elif p["kind"] == "spray":
color = ANSI.WHITE if t < 0.4 else ANSI.CYAN
elif p["kind"] == "bubble":
color = ANSI.CYAN if t < 0.6 else ANSI.WHITE
else: # stardust and wake share a sea-foam fade
color = ANSI.CYAN if t < 0.5 else ANSI.WHITE color = ANSI.CYAN if t < 0.5 else ANSI.WHITE
screen.put(int(round(p["x"])), int(round(p["y"])), ch, color=color) screen.put(int(round(p["x"])), int(round(p["y"])), ch, color=color)
@ -357,7 +609,8 @@ class SLAnimation:
fly: bool = False, accident: bool = False, fly: bool = False, accident: bool = False,
cars: int = 0, whistle: bool = False, cars: int = 0, whistle: bool = False,
use_color: bool = True, use_color: bool = True,
palette: Optional[Dict[str, str]] = None): palette: Optional[Dict[str, str]] = None,
dolphin: bool = False):
self.train_type = train_type self.train_type = train_type
self.speed = max(0.1, min(speed, 20.0)) self.speed = max(0.1, min(speed, 20.0))
self.fly = fly self.fly = fly
@ -368,15 +621,38 @@ class SLAnimation:
self.running = True self.running = True
self.resized = False self.resized = False
base = Train.TRAINS.get(train_type, Train.CLASSIC) self.is_vessel = train_type in Vessel.VESSELS
self.frames = [Train.couple(f, cars) for f in Train.frames(train_type)] self.dolphin = dolphin and self.is_vessel
if self.is_vessel:
# Side-view craft sail the animated sea; perspective craft
# travel the diagonal their artwork implies.
self.scene = 'persp' if train_type in Vessel.PERSPECTIVE else 'sea'
self.frames = Vessel.frames(train_type)
self.stacks = list(Vessel.STACKS.get(train_type, []))
self.waterline = Vessel.WATERLINE[train_type]
self.toot_text = Vessel.WHISTLE.get(train_type, 'TOOT! TOOT!')
self.funnel_dx = self.stacks[0][0] if self.stacks else 10
else:
self.scene = 'rail'
base = Train.TRAINS.get(train_type, Train.CLASSIC)
self.frames = [Train.couple(f, cars)
for f in Train.frames(train_type)]
self.waterline = 0
self.toot_text = 'TOOT! TOOT!'
self.total_w = max(len(r) for r in self.frames[0]) self.total_w = max(len(r) for r in self.frames[0])
self.total_h = len(self.frames[0]) self.total_h = len(self.frames[0])
# If a coal car is taller than the loco, the loco is padded down if self.scene == 'rail':
self.funnel_dy = self.total_h - len(base) # If a coal car is taller than the loco, the loco is padded down
self.funnel_dx = Train.FUNNEL_X.get(train_type, 7) self.funnel_dy = self.total_h - len(base)
self.funnel_dx = Train.FUNNEL_X.get(train_type, 7)
self.stacks = [(self.funnel_dx, self.funnel_dy - 1)]
else:
self.funnel_dy = 0
self.smoke_colors, self.rail_color = self._palette() self.smoke_colors, self.rail_color = self._palette()
self.dolphin_color = (ANSI.gray(251)
if self.smoke_colors[0] != ANSI.WHITE
else ANSI.CYAN)
self.update_terminal_size() self.update_terminal_size()
signal.signal(signal.SIGINT, self._handle_interrupt) signal.signal(signal.SIGINT, self._handle_interrupt)
@ -419,9 +695,11 @@ class SLAnimation:
return p * p * (3 - 2 * p) return p * p * (3 - 2 * p)
def print_static(self): def print_static(self):
"""stdout is not a terminal: print one honest train, no escapes.""" """stdout is not a terminal: print one honest craft, no escapes."""
for line in self.frames[0]: for line in self.frames[0]:
print(line.rstrip()) print(line.rstrip())
if self.is_vessel:
print('~' * self.total_w)
def run(self): def run(self):
"""Run the animation.""" """Run the animation."""
@ -432,7 +710,10 @@ class SLAnimation:
sys.stdout.write(ANSI.ALT_SCREEN_ON + ANSI.HIDE_CURSOR) sys.stdout.write(ANSI.ALT_SCREEN_ON + ANSI.HIDE_CURSOR)
sys.stdout.flush() sys.stdout.flush()
try: try:
self._animate() if self.scene == 'sea':
self._animate_sea()
else:
self._animate()
finally: finally:
# The alternate screen restores whatever was there before # The alternate screen restores whatever was there before
sys.stdout.write(ANSI.SHOW_CURSOR + ANSI.ALT_SCREEN_OFF) sys.stdout.write(ANSI.SHOW_CURSOR + ANSI.ALT_SCREEN_OFF)
@ -461,6 +742,13 @@ class SLAnimation:
y = int(2 + (floor_y - 2) * (1 - self._smooth(progress)) y = int(2 + (floor_y - 2) * (1 - self._smooth(progress))
+ 1.5 * math.sin(progress * 7)) + 1.5 * math.sin(progress * 7))
y = max(1, min(self.height - self.total_h - 1, y)) y = max(1, min(self.height - self.total_h - 1, y))
elif self.scene == 'persp':
# Perspective craft descend as they cross: the travel path
# matches the angle the art was drawn at, so the craft
# reads as approaching the viewer.
drop = max(2, self.height // 3)
y = max(0, (self.height - self.total_h) // 2 - drop // 2) \
+ int(drop * self._smooth(progress))
else: else:
y = max(1, (self.height - self.total_h) // 2) y = max(1, (self.height - self.total_h) // 2)
@ -471,7 +759,8 @@ class SLAnimation:
if frame_i % 2 == 0: if frame_i % 2 == 0:
particles.emit_stardust(x + self.total_w, y + self.total_h - 2) particles.emit_stardust(x + self.total_w, y + self.total_h - 2)
if frame_i % 2 == 0: if frame_i % 2 == 0:
particles.emit_smoke(x + self.funnel_dx, y + self.funnel_dy - 1) for sx, sy in self.stacks:
particles.emit_smoke(x + sx, y + sy)
particles.step() particles.step()
# Whistle as the funnel passes the marks # Whistle as the funnel passes the marks
@ -481,7 +770,7 @@ class SLAnimation:
# Compose the frame: rails, smoke, train, overlays # Compose the frame: rails, smoke, train, overlays
screen.clear() screen.clear()
if not self.fly: if not self.fly and self.scene == 'rail':
screen.put(0, y + self.total_h, '-' * self.width, screen.put(0, y + self.total_h, '-' * self.width,
color=self.rail_color) color=self.rail_color)
particles.draw(screen) particles.draw(screen)
@ -489,13 +778,15 @@ class SLAnimation:
screen.put(x, y + i, line, charmap=self.palette, opaque=True) screen.put(x, y + i, line, charmap=self.palette, opaque=True)
if frame_i < toot_until: if frame_i < toot_until:
screen.put(x + self.funnel_dx + 3, y + self.funnel_dy - 2, screen.put(x + self.funnel_dx + 3, y + self.funnel_dy - 2,
'TOOT! TOOT!', color=ANSI.WHITE) self.toot_text, color=ANSI.WHITE)
sys.stdout.write(screen.frame()) sys.stdout.write(screen.frame())
sys.stdout.flush() sys.stdout.flush()
# The -a flag: the train makes it halfway, and no further # The -a flag: the train makes it halfway, and no further.
if self.accident and x <= (self.width - self.total_w) // 2: # On terminals narrower than the train, crash at the left edge
# so the wreck stays visible.
if self.accident and x <= max(0, (self.width - self.total_w) // 2):
self._crash(screen, particles, x, y, art) self._crash(screen, particles, x, y, art)
return return
@ -508,8 +799,176 @@ class SLAnimation:
next_tick = time.monotonic() next_tick = time.monotonic()
frame_i += 1 frame_i += 1
if x + self.total_w < 0: def _draw_sea(self, screen: Screen, water_y: int, frame_i: int):
break """Animated sea: a drifting swell pattern on the surface and
deterministic glints in the depths (no randomness, so the water
shimmers instead of boiling)."""
pat = '~~~~ ~~~ ~~~~~ ~~ ~~~ ~~~~ '
off = (frame_i // 2) % len(pat)
row = (pat * (self.width // len(pat) + 2))[off:off + self.width]
screen.put(0, water_y, row, color=ANSI.CYAN)
deep = self.rail_color or ANSI.CYAN
for gy in range(water_y + 1, self.height):
step = 11 + (gy * 7) % 9
phase = (frame_i // 3 + gy * 5) % step
for gx in range(phase, self.width, step):
screen.put(gx, gy, '~' if (gx + gy) % 3 else '.', color=deep)
def _animate_sea(self):
"""A sea voyage: animated water, a bobbing hull, spray and wake,
optionally a dolphin, and -- with -a -- an iceberg."""
screen = Screen(self.width, self.height, self.use_color)
particles = Particles(self.smoke_colors)
frame_dt = 0.05 / self.speed
total_frames = self.width + self.total_w + 24
toot_until = -1
toot_marks = {int(self.width * 0.66), int(self.width * 0.33)}
next_tick = time.monotonic()
frame_i = 0
# The sea rises to meet tall ships; it pans down slightly across
# the crossing so the whole scene leans toward the viewer.
sea0 = max(1, min(max(int(self.height * 0.60), self.waterline),
self.height - 3))
pan = max(0, min(2, (self.height - 3) - sea0))
ice_x = max(2, self.width // 6)
dolphin_at = self.width // 4 if self.dolphin else -1
dol_h = len(Vessel.DOLPHIN)
while self.running and frame_i < total_frames:
if self.resized:
self.resized = False
self.update_terminal_size()
screen = Screen(self.width, self.height, self.use_color)
sea0 = max(1, min(max(int(self.height * 0.60),
self.waterline), self.height - 3))
pan = max(0, min(2, (self.height - 3) - sea0))
x = self.width - frame_i
progress = frame_i / total_frames
water_y = sea0 + int(pan * self._smooth(progress))
if self.fly:
# The Flying Dutchman: the sea stays low, the ship does not
water_y = self.height - 3
floor_y = max(1, water_y - self.total_h - 1)
y = int(2 + (floor_y - 2) * (1 - self._smooth(progress))
+ 1.5 * math.sin(progress * 7))
y = max(1, min(floor_y, y))
else:
bob = int(round(math.sin(frame_i * 0.15) * 0.9))
y = water_y - self.waterline + bob
art = self.frames[(frame_i // 2) % len(self.frames)]
# Spray at the bow, wake off the stern, smoke from the stacks
if self.fly:
if frame_i % 2 == 0:
particles.emit_stardust(x + self.total_w,
y + self.total_h - 2)
else:
if frame_i % 2 == 0:
particles.emit_spray(x + 4, water_y)
if frame_i % 3 == 0:
particles.emit_wake(x + self.total_w - 3, water_y)
if frame_i % 2 == 0:
for sx, sy in self.stacks:
particles.emit_smoke(x + sx, y + sy)
particles.step()
if self.whistle and (x + 10) in toot_marks:
sys.stdout.write(ANSI.BELL)
toot_until = frame_i + 8
screen.clear()
self._draw_sea(screen, water_y, frame_i)
# The dolphin dives ahead of the ship, on its drawn angle
if dolphin_at >= 0 and frame_i >= dolphin_at:
t = frame_i - dolphin_at
dy = water_y - dol_h + 2 + t // 2
dx = int(self.width * 0.45) - 40 - t
if dy >= water_y:
dolphin_at = -1 # fully sounded; gone
else:
for i, line in enumerate(Vessel.DOLPHIN):
if dy + i < water_y:
screen.put(dx, dy + i, line,
color=self.dolphin_color)
i0 = water_y - dy # art row crossing the surface
particles.emit_spray(dx + max(2, 2 * (dol_h - i0)),
water_y)
particles.draw(screen)
if self.accident and not self.fly:
by = water_y - len(Vessel.ICEBERG) + 1
for i, line in enumerate(Vessel.ICEBERG):
screen.put(ice_x, by + i, line, color=ANSI.WHITE)
for i, line in enumerate(art):
screen.put(x, y + i, line, charmap=self.palette, opaque=True)
if frame_i < toot_until:
screen.put(x + 12, max(0, y - 2), self.toot_text,
color=ANSI.WHITE)
sys.stdout.write(screen.frame())
sys.stdout.flush()
# The -a flag, at sea: the iceberg wins. It always wins.
if self.accident and not self.fly and x <= ice_x + 16:
self._sink(screen, particles, x, y, art, water_y, ice_x)
return
next_tick += frame_dt
delay = next_tick - time.monotonic()
if delay > 0:
time.sleep(delay)
else:
next_tick = time.monotonic()
frame_i += 1
def _sink(self, screen: Screen, particles: Particles,
x: int, y: int, art: List[str], water_y: int, ice_x: int):
"""Iceberg finale: a crunch, a shudder, and a dignified descent."""
depth = 0
frames = 30 + (self.total_h + 2) * 3
for f in range(frames):
if not self.running:
return
if f < 12:
for _ in range(4):
particles.emit_spray(x + random.randint(0, 8),
water_y - random.randint(0, 2))
if f >= 14:
depth = (f - 14) // 3
if f % 2 == 0:
particles.emit_bubble(
x + random.randint(4, max(5, self.total_w - 4)),
water_y + 1)
particles.step()
shake = random.randint(-1, 1) if f < 12 else 0
screen.clear()
self._draw_sea(screen, water_y, f)
by = water_y - len(Vessel.ICEBERG) + 1
for i, line in enumerate(Vessel.ICEBERG):
screen.put(ice_x, by + i, line, color=ANSI.WHITE)
particles.draw(screen)
sy = y + depth
for i, line in enumerate(art):
if sy + i <= water_y: # what's under stays under
screen.put(x + shake, sy + i, line,
charmap=self.palette, opaque=True)
if f < 34 and (f // 3) % 2 == 0:
msg = 'C R U N C H !' if f < 14 else 'B L U B B L U B'
color = ANSI.RED if f < 14 else ANSI.CYAN
screen.put(max(2, x + 6), max(1, water_y - self.total_h - 1),
msg, color=color)
sys.stdout.write(screen.frame())
sys.stdout.flush()
time.sleep(0.06 / self.speed)
def _crash(self, screen: Screen, particles: Particles, def _crash(self, screen: Screen, particles: Particles,
x: int, y: int, art: List[str]): x: int, y: int, art: List[str]):
@ -532,8 +991,9 @@ class SLAnimation:
dy = random.randint(-1, 0) if shake else 0 dy = random.randint(-1, 0) if shake else 0
screen.clear() screen.clear()
screen.put(0, y + self.total_h, '-' * self.width, if self.scene == 'rail':
color=self.rail_color) screen.put(0, y + self.total_h, '-' * self.width,
color=self.rail_color)
particles.draw(screen) particles.draw(screen)
for i, line in enumerate(art): for i, line in enumerate(art):
screen.put(x + dx, y + i + dy, line, screen.put(x + dx, y + i + dy, line,
@ -563,14 +1023,19 @@ def main():
help='use a longer train (D51 pulling coal cars)') help='use a longer train (D51 pulling coal cars)')
parser.add_argument('-c', '--C51', action='store_true', parser.add_argument('-c', '--C51', action='store_true',
help='use C51 train type') help='use C51 train type')
parser.add_argument('-t', '--type', choices=sorted(Train.TRAINS), parser.add_argument('-t', '--type',
help='locomotive type (overrides -l/-c)') choices=sorted(Train.TRAINS) + sorted(Vessel.VESSELS),
help='locomotive or vessel type (overrides -l/-c)')
parser.add_argument('-n', '--cars', type=int, default=0, metavar='N', parser.add_argument('-n', '--cars', type=int, default=0, metavar='N',
help='number of coal cars to pull (default: 0)') help='number of coal cars to pull (default: 0; '
'rail only -- coal cars do not float)')
parser.add_argument('-d', '--dolphin', action='store_true',
help='a dolphin joins the voyage (implies a vessel)')
parser.add_argument('-w', '--whistle', action='store_true', parser.add_argument('-w', '--whistle', action='store_true',
help='sound the whistle as the train passes') help='sound the whistle as the train passes')
parser.add_argument('-s', '--speed', type=float, default=1.0, parser.add_argument('-s', '--speed', type=float, default=1.0,
help='animation speed multiplier (default: 1.0)') help='animation speed multiplier, '
'clamped to 0.1-20 (default: 1.0)')
parser.add_argument('--no-color', action='store_true', parser.add_argument('--no-color', action='store_true',
help='disable colors (NO_COLOR is also honored)') help='disable colors (NO_COLOR is also honored)')
parser.add_argument('-v', '--version', action='version', parser.add_argument('-v', '--version', action='version',
@ -578,19 +1043,25 @@ def main():
args = parser.parse_args() args = parser.parse_args()
# Determine train type # Determine what rolls out (or sets sail)
if args.type: if args.type:
train_type = args.type craft = args.type
elif args.C51: elif args.C51:
train_type = "c51" craft = "c51"
elif args.long: elif args.long:
train_type = "d51" craft = "d51"
else: else:
train_type = "classic" craft = "classic"
# A dolphin will not follow a train. Requesting one books sea passage.
if args.dolphin and craft not in Vessel.VESSELS:
craft = random.choice(Vessel.SIDE_VIEW)
cars = max(0, min(args.cars, 8)) cars = max(0, min(args.cars, 8))
if args.long and args.cars == 0: if args.long and not args.type and args.cars == 0:
cars = 2 # --long should actually be long cars = 2 # --long should actually be long (unless -t overrides it)
if craft in Vessel.VESSELS:
cars = 0 # coal cars do not float
use_color = (not args.no_color use_color = (not args.no_color
and 'NO_COLOR' not in os.environ and 'NO_COLOR' not in os.environ
@ -602,19 +1073,29 @@ def main():
palette = None palette = None
speed = args.speed speed = args.speed
fly, accident, whistle = args.fly, args.accident, args.whistle fly, accident, whistle = args.fly, args.accident, args.whistle
dolphin = args.dolphin
if len(sys.argv) == 1: if len(sys.argv) == 1:
train_type = random.choice(list(Train.TRAINS)) if random.random() < 0.35: # some typos are nautical
cars = random.choice([0, 0, 0, 1, 2, 2, 3, 4, 8]) craft = random.choice(sorted(Vessel.VESSELS))
palette = random.choice(COLOR_THEMES + [random_theme()]) dolphin = (craft in Vessel.SIDE_VIEW
and random.random() < 0.20)
else:
craft = random.choice(list(Train.TRAINS))
cars = random.choice([0, 0, 0, 1, 2, 2, 3, 4, 8])
palette = random.choice(COLOR_THEMES + [random_theme()])
speed = random.uniform(0.8, 1.5) speed = random.uniform(0.8, 1.5)
whistle = random.random() < 0.25 whistle = random.random() < 0.25
roll = random.random() roll = random.random()
accident = roll < 0.05 # rare: the typo ends in tragedy accident = roll < 0.05 # rare: the typo ends in tragedy
fly = 0.05 <= roll < 0.15 # rare: the typo takes flight fly = 0.05 <= roll < 0.15 # rare: the typo takes flight
# Vessels sail under their own colors, surprise or not
if craft in Vessel.VESSELS:
palette = Vessel.COLORS.get(craft, CHAR_COLORS)
# Run animation # Run animation
animation = SLAnimation( animation = SLAnimation(
train_type=train_type, train_type=craft,
speed=speed, speed=speed,
fly=fly, fly=fly,
accident=accident, accident=accident,
@ -622,6 +1103,7 @@ def main():
whistle=whistle, whistle=whistle,
use_color=use_color, use_color=use_color,
palette=palette, palette=palette,
dolphin=dolphin,
) )
animation.run() animation.run()