slTrain/sl
developtheweb@protonmail.com fc828c22ca 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.
2026-08-09 13:24:43 -04:00

1113 lines
44 KiB
Python
Executable file

#!/usr/bin/env python3
"""
sl - Steam Locomotive
A joke command that displays an animated train when you type 'sl' instead of 'ls'
Author: Reverend Steven Milanese
License: MIT
Design notes (v3):
The entire point of sl is maximal output for minimal input -- two
mistyped letters buy you a locomotive. v3 keeps the original contract
(one file, stdlib only, same flags, Ctrl+C still works) and upgrades
the show: a flicker-free double-buffered renderer on the alternate
screen, wheels that actually turn, smoke that drifts and dissipates,
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,
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 math
import os
import random
import signal
import sys
import time
from typing import Dict, List, Optional
# Version
__version__ = "4.0.0"
# ANSI escape codes for colors and cursor control
class ANSI:
# Colors
RED = '\033[91m'
GREEN = '\033[92m'
YELLOW = '\033[93m'
BLUE = '\033[94m'
MAGENTA = '\033[95m'
CYAN = '\033[96m'
WHITE = '\033[97m'
RESET = '\033[0m'
# Cursor and screen control
HIDE_CURSOR = '\033[?25l'
SHOW_CURSOR = '\033[?25h'
ALT_SCREEN_ON = '\033[?1049h'
ALT_SCREEN_OFF = '\033[?1049l'
BELL = '\a'
@staticmethod
def gray(level: int) -> str:
"""256-color grayscale (232 = near black .. 255 = near white)."""
return f'\033[38;5;{level}m'
@staticmethod
def move_cursor(x: int, y: int) -> str:
"""Move cursor to position (1-based)."""
return f'\033[{y};{x}H'
# Character-based coloring of the train art (original v2 palette)
CHAR_COLORS = {
'D': ANSI.RED,
'_': ANSI.YELLOW,
'|': ANSI.BLUE,
'=': ANSI.GREEN,
'O': ANSI.WHITE,
'o': ANSI.WHITE,
'~': ANSI.CYAN,
}
# Alternate liveries for surprise mode
COLOR_THEMES = [
CHAR_COLORS,
{'D': ANSI.YELLOW, '_': ANSI.RED, '|': ANSI.RED,
'=': ANSI.YELLOW, 'O': ANSI.WHITE, 'o': ANSI.WHITE, '~': ANSI.MAGENTA},
{'D': ANSI.WHITE, '_': ANSI.CYAN, '|': ANSI.BLUE,
'=': ANSI.CYAN, 'O': ANSI.WHITE, 'o': ANSI.WHITE, '~': ANSI.BLUE},
{'D': ANSI.MAGENTA, '_': ANSI.GREEN, '|': ANSI.MAGENTA,
'=': ANSI.CYAN, 'O': ANSI.YELLOW, 'o': ANSI.YELLOW, '~': ANSI.GREEN},
]
def random_theme() -> Dict[str, str]:
"""A one-off livery: each character class gets a random color."""
pool = [ANSI.RED, ANSI.GREEN, ANSI.YELLOW, ANSI.BLUE,
ANSI.MAGENTA, ANSI.CYAN, ANSI.WHITE]
return {ch: random.choice(pool) for ch in CHAR_COLORS}
class Train:
"""The ASCII art trains, their animated wheel frames, and rolling stock."""
# Classic steam locomotive
CLASSIC = [
" ==== ________ ___________",
" _D _| |_______/ \\__I_I_____===__|_________|",
" |(_)--- | H\\________/ | | =|___ ___| ",
" / | | H | | | | ||_| |_|| ",
" | | | H |__--------------------| [___] | ",
" | ________|___H__/__|_____/[][]~\\_______| | ",
" |/ | |-----------I_____I [][] [] D |=======|__",
"__/ =| o |=-~~\\ /~~\\ /~~\\ /~~\\ ____Y___________|__",
" |/-=|___|= || || || |_____/~\\___/ ",
" \\_/ \\O=====O=====O=====O_/ \\_/ "
]
# Small locomotive for narrow terminals
SMALL = [
" ++ +------ ",
" || |+-+ | ",
" /---------|| | | ",
" + ======== +-+ | ",
" _|--O========O~\\-+ ",
"//// \\_/ \\_/ "
]
# D51 locomotive (Japanese style)
D51 = [
" ==== ________ ___________ ",
" _D _| |_______/ \\__I_I_____===__|_________|",
" |(_)--- | H\\________/ | | =|___ ___| ",
" / | | H | | | | ||_| |_|| ",
" | | | H |__--------------------| [___] | ",
" | ________|___H__/__|_____/[][]~\\_______| | ",
" |/ | |-----------I_____I [][] [] D |=======|__",
"__/ =| o |=-O=====O=====O=====O \\ ____Y___________|__",
" |/-=|___|= || || || |_____/~\\___/ ",
" \\_/ \\__/ \\__/ \\__/ \\__/ \\_/ "
]
# C51 locomotive
C51 = [
" ___ ",
" _|_|_ _ __ __ ___________",
" D__/ \\_(_)___| |__H__| |_____I_Ii_()|_________|",
" | `---' |:: `--' H `--' | |___ ___| ",
" +|~~~~~~~~++::~~~~~~~H~~+=====+~~~~~~|~~||_| |_|| ",
" || | :: H +=====+ | |:: ...| ",
"| | _______|_::-----------------[][]-----| | ",
"| /~~ || |-----/~~~~\\ /[I_____I][][] --|||_______|__",
"------'|oOo|===[]- || || | ||=======_|__",
"/~\\____|___|/~\\_| O=======O=======O |__|\\ / ",
"\\_/ \\_/ \\____/ \\____/ \\____/ \\_____/ "
]
# Coal tender, adapted from Toyoda Masashi's original sl
COAL_CAR = [
" ",
" _________________ ",
" _| \\_____A ",
" =| | ",
" -| | ",
"__|________________________|_ ",
"|__________________________|_ ",
" |_D__D__D_| |_D__D__D_| ",
" \\_/ \\_/ \\_/ \\_/ ",
]
TRAINS = {
"classic": CLASSIC,
"small": SMALL,
"d51": D51,
"c51": C51,
}
# Wheel animation: (row index, pattern, 4-frame cycle). Each cycle entry
# must be the same width as the pattern it replaces.
WHEEL_SPEC = {
"classic": [
(8, "||", ["||", "//", "--", "\\\\"]),
(9, "=====", ["=====", "-====", "==-==", "===-="]),
],
"d51": [
(7, "=====", ["=====", "-====", "==-==", "===-="]),
(8, "||", ["||", "//", "--", "\\\\"]),
],
"c51": [
(9, "=======", ["=======", "-======", "===-===", "=====-="]),
],
"small": [
(4, "========", ["========", "-=======", "===-====", "=====-=="]),
],
}
# Column of the smokestack, relative to the left edge of the art
FUNNEL_X = {"classic": 7, "d51": 7, "c51": 9, "small": 5}
@classmethod
def frames(cls, style: str) -> List[List[str]]:
"""Build the wheel-animation frames for a train style."""
base = cls.TRAINS.get(style, cls.CLASSIC)
frames = []
for k in range(4):
art = list(base)
for row, pattern, cycle in cls.WHEEL_SPEC.get(style, []):
art[row] = art[row].replace(pattern, cycle[k])
frames.append(art)
return frames
@classmethod
def couple(cls, train_art: List[str], cars: int) -> List[str]:
"""Attach coal cars behind the locomotive, bottom-aligned."""
parts = [train_art] + [cls.COAL_CAR] * max(0, cars)
height = max(len(p) for p in parts)
widths = [max(len(r) for r in p) for p in parts]
rows = []
for i in range(height):
row = ""
for part, width in zip(parts, widths):
pad = height - len(part)
src = part[i - pad] if i >= pad else ""
row += src.ljust(width)
rows.append(row)
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:
"""Double-buffered frame composer: draw everything into an off-screen
cell buffer, then emit the whole frame as one write. No per-frame
clear-screen means no flicker."""
def __init__(self, width: int, height: int, use_color: bool):
self.w = width
self.h = height
self.use_color = use_color
self.chars: List[List[str]] = []
self.colors: List[List[Optional[str]]] = []
self.clear()
def clear(self):
self.chars = [[' '] * self.w for _ in range(self.h)]
self.colors = [[None] * self.w for _ in range(self.h)]
def put(self, x: int, y: int, text: str,
color: Optional[str] = None,
charmap: Optional[Dict[str, str]] = None,
opaque: bool = False):
"""Draw text at (x, y), clipping to the screen. Spaces are
transparent unless opaque, in which case interior spaces (between
the first and last visible character) overwrite what's below."""
if not (0 <= y < self.h) or not text:
return
start = end = 0
if opaque:
body = text.rstrip()
start = len(body) - len(body.lstrip())
end = len(body)
row, crow = self.chars[y], self.colors[y]
for i, ch in enumerate(text):
if ch == ' ' and not (opaque and start <= i < end):
continue
cx = x + i
if 0 <= cx < self.w:
row[cx] = ch
if charmap and ch in charmap:
crow[cx] = charmap[ch]
else:
crow[cx] = color
def frame(self) -> str:
"""Serialize the buffer to a single escape-code string."""
parts = [ANSI.RESET] if self.use_color else []
current = None
for y in range(self.h):
parts.append(ANSI.move_cursor(1, y + 1))
row, crow = self.chars[y], self.colors[y]
for x in range(self.w):
if self.use_color:
color = crow[x]
if color != current:
parts.append(color if color is not None else ANSI.RESET)
current = color
parts.append(row[x])
if self.use_color and current is not None:
parts.append(ANSI.RESET)
return ''.join(parts)
class Particles:
"""Tiny particle system for smoke, crash sparks, and stardust."""
KINDS = {
# chars are indexed by age; drift/gravity give each kind its motion
"smoke": {"chars": "@@Oo*..", "gravity": 0.0, "drag": 0.98},
"spark": {"chars": "@**+x..", "gravity": 0.12, "drag": 1.0},
"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]):
self.items: List[dict] = []
self.smoke_colors = smoke_colors
def emit_smoke(self, x: float, y: float):
self.items.append({
"kind": "smoke",
"x": x + random.uniform(-1, 1), "y": y,
"vx": random.uniform(0.4, 0.9), # smoke trails behind the train
"vy": -random.uniform(0.2, 0.45),
"age": 0, "life": random.randint(14, 22),
})
def emit_spark(self, x: float, y: float):
angle = random.uniform(0, 2 * math.pi)
speed = random.uniform(0.4, 1.8)
self.items.append({
"kind": "spark",
"x": x, "y": y,
"vx": math.cos(angle) * speed,
"vy": math.sin(angle) * speed * 0.6 - 0.4,
"age": 0, "life": random.randint(10, 18),
})
def emit_stardust(self, x: float, y: float):
self.items.append({
"kind": "stardust",
"x": x, "y": y + random.uniform(-1, 1),
"vx": random.uniform(0.5, 1.1),
"vy": random.uniform(-0.15, 0.15),
"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):
alive = []
for p in self.items:
spec = self.KINDS[p["kind"]]
p["x"] += p["vx"]
p["y"] += p["vy"]
p["vx"] *= spec["drag"]
p["vy"] += spec["gravity"]
p["age"] += 1
if p["age"] < p["life"]:
alive.append(p)
self.items = alive
def draw(self, screen: Screen):
for p in self.items:
spec = self.KINDS[p["kind"]]
t = p["age"] / p["life"]
chars = spec["chars"]
ch = chars[min(int(t * len(chars)), len(chars) - 1)]
if p["kind"] == "smoke":
idx = min(int(t * len(self.smoke_colors)), len(self.smoke_colors) - 1)
color = self.smoke_colors[idx]
elif p["kind"] == "spark":
color = ANSI.WHITE if t < 0.3 else (ANSI.YELLOW if t < 0.6 else ANSI.RED)
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
screen.put(int(round(p["x"])), int(round(p["y"])), ch, color=color)
class SLAnimation:
"""Main animation controller."""
def __init__(self, train_type: str = "classic", speed: float = 1.0,
fly: bool = False, accident: bool = False,
cars: int = 0, whistle: bool = False,
use_color: bool = True,
palette: Optional[Dict[str, str]] = None,
dolphin: bool = False):
self.train_type = train_type
self.speed = max(0.1, min(speed, 20.0))
self.fly = fly
self.accident = accident
self.whistle = whistle
self.use_color = use_color
self.palette = palette or CHAR_COLORS
self.running = True
self.resized = False
self.is_vessel = train_type in Vessel.VESSELS
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_h = len(self.frames[0])
if self.scene == 'rail':
# If a coal car is taller than the loco, the loco is padded down
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.dolphin_color = (ANSI.gray(251)
if self.smoke_colors[0] != ANSI.WHITE
else ANSI.CYAN)
self.update_terminal_size()
signal.signal(signal.SIGINT, self._handle_interrupt)
if hasattr(signal, 'SIGWINCH'):
signal.signal(signal.SIGWINCH, self._handle_resize)
def _palette(self):
"""Grayscale smoke on 256-color terminals, plain white elsewhere."""
term = os.environ.get('TERM', '')
if '256' in term or os.environ.get('COLORTERM'):
smoke = [ANSI.gray(g) for g in (255, 251, 248, 245, 242)]
rail = ANSI.gray(240)
else:
smoke = [ANSI.WHITE] * 5
rail = None
return smoke, rail
def update_terminal_size(self):
"""Update terminal dimensions."""
try:
size = os.get_terminal_size()
# Some ptys report 0x0; a degenerate size gets the default
self.width = size.columns if size.columns > 0 else 80
self.height = size.lines if size.lines > 0 else 24
except OSError:
self.width = 80
self.height = 24
def _handle_resize(self, signum, frame):
"""Handle terminal resize (applied at the next frame)."""
self.resized = True
def _handle_interrupt(self, signum, frame):
"""Handle Ctrl+C gracefully."""
self.running = False
@staticmethod
def _smooth(p: float) -> float:
"""Smoothstep easing for the flight path."""
return p * p * (3 - 2 * p)
def print_static(self):
"""stdout is not a terminal: print one honest craft, no escapes."""
for line in self.frames[0]:
print(line.rstrip())
if self.is_vessel:
print('~' * self.total_w)
def run(self):
"""Run the animation."""
if not sys.stdout.isatty():
self.print_static()
return
sys.stdout.write(ANSI.ALT_SCREEN_ON + ANSI.HIDE_CURSOR)
sys.stdout.flush()
try:
if self.scene == 'sea':
self._animate_sea()
else:
self._animate()
finally:
# The alternate screen restores whatever was there before
sys.stdout.write(ANSI.SHOW_CURSOR + ANSI.ALT_SCREEN_OFF)
sys.stdout.flush()
def _animate(self):
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 + 12
toot_until = -1
toot_marks = {int(self.width * 0.66), int(self.width * 0.33)}
next_tick = time.monotonic()
frame_i = 0
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)
x = self.width - frame_i
progress = frame_i / total_frames
if self.fly:
floor_y = max(1, self.height - self.total_h - 2)
y = int(2 + (floor_y - 2) * (1 - self._smooth(progress))
+ 1.5 * math.sin(progress * 7))
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:
y = max(1, (self.height - self.total_h) // 2)
art = self.frames[(frame_i // 2) % len(self.frames)]
# Emit particles
if self.fly:
if frame_i % 2 == 0:
particles.emit_stardust(x + self.total_w, y + self.total_h - 2)
if frame_i % 2 == 0:
for sx, sy in self.stacks:
particles.emit_smoke(x + sx, y + sy)
particles.step()
# Whistle as the funnel passes the marks
if self.whistle and (x + self.funnel_dx) in toot_marks:
sys.stdout.write(ANSI.BELL)
toot_until = frame_i + 8
# Compose the frame: rails, smoke, train, overlays
screen.clear()
if not self.fly and self.scene == 'rail':
screen.put(0, y + self.total_h, '-' * self.width,
color=self.rail_color)
particles.draw(screen)
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 + self.funnel_dx + 3, y + self.funnel_dy - 2,
self.toot_text, color=ANSI.WHITE)
sys.stdout.write(screen.frame())
sys.stdout.flush()
# The -a flag: the train makes it halfway, and no further.
# 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)
return
# Monotonic pacing: no drift from render time
next_tick += frame_dt
delay = next_tick - time.monotonic()
if delay > 0:
time.sleep(delay)
else:
next_tick = time.monotonic()
frame_i += 1
def _draw_sea(self, screen: Screen, water_y: int, frame_i: int):
"""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,
x: int, y: int, art: List[str]):
"""Accident mode finale: shake, sparks, and a proper BOOM."""
messages = ['C R A S H !', 'B O O M !']
front_y = y + self.total_h // 2
for f in range(55):
if not self.running:
return
if f < 14:
for _ in range(5):
particles.emit_spark(x + random.randint(0, 8),
front_y + random.randint(-2, 2))
elif f < 40 and f % 3 == 0:
particles.emit_smoke(x + random.randint(0, 6), front_y - 2)
particles.step()
shake = f < 20
dx = random.randint(-1, 1) if shake else 0
dy = random.randint(-1, 0) if shake else 0
screen.clear()
if self.scene == 'rail':
screen.put(0, y + self.total_h, '-' * self.width,
color=self.rail_color)
particles.draw(screen)
for i, line in enumerate(art):
screen.put(x + dx, y + i + dy, line,
charmap=self.palette, opaque=True)
if f < 32 and (f // 3) % 2 == 0:
color = ANSI.RED if (f // 6) % 2 == 0 else ANSI.YELLOW
screen.put(x + 6, y - 2, messages[(f // 6) % 2], color=color)
sys.stdout.write(screen.frame())
sys.stdout.flush()
time.sleep(0.06 / self.speed)
def main():
"""Main entry point."""
parser = argparse.ArgumentParser(
prog='sl',
description='sl - Display animated steam locomotive',
epilog='A joke command for when you type sl instead of ls'
)
parser.add_argument('-a', '--accident', action='store_true',
help='an accident occurs')
parser.add_argument('-F', '--fly', action='store_true',
help='make the train fly')
parser.add_argument('-l', '--long', action='store_true',
help='use a longer train (D51 pulling coal cars)')
parser.add_argument('-c', '--C51', action='store_true',
help='use C51 train type')
parser.add_argument('-t', '--type',
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',
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',
help='sound the whistle as the train passes')
parser.add_argument('-s', '--speed', type=float, default=1.0,
help='animation speed multiplier, '
'clamped to 0.1-20 (default: 1.0)')
parser.add_argument('--no-color', action='store_true',
help='disable colors (NO_COLOR is also honored)')
parser.add_argument('-v', '--version', action='version',
version=f'sl version {__version__}')
args = parser.parse_args()
# Determine what rolls out (or sets sail)
if args.type:
craft = args.type
elif args.C51:
craft = "c51"
elif args.long:
craft = "d51"
else:
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))
if args.long and not args.type and args.cars == 0:
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
and 'NO_COLOR' not in os.environ
and sys.stdout.isatty())
# Surprise mode: a bare `sl` -- the classic mistyped `ls` -- rolls the
# dice on everything, so no two typos look alike. Any flag at all
# switches back to fully deterministic behavior.
palette = None
speed = args.speed
fly, accident, whistle = args.fly, args.accident, args.whistle
dolphin = args.dolphin
if len(sys.argv) == 1:
if random.random() < 0.35: # some typos are nautical
craft = random.choice(sorted(Vessel.VESSELS))
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)
whistle = random.random() < 0.25
roll = random.random()
accident = roll < 0.05 # rare: the typo ends in tragedy
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
animation = SLAnimation(
train_type=craft,
speed=speed,
fly=fly,
accident=accident,
cars=cars,
whistle=whistle,
use_color=use_color,
palette=palette,
dolphin=dolphin,
)
animation.run()
if __name__ == "__main__":
main()