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! function ( e ) { if ( "object" == typeof exports && "undefined" != typeof module ) module . exports = e ( ) ; else if ( "function" == typeof define && define . amd ) define ( [ ] , e ) ; else { var f ; "undefined" != typeof window ? f = window : "undefined" != typeof global ? f = global : "undefined" != typeof self && ( f = self ) , f . terra = e ( ) } } ( function ( ) { var define , module , exports ; return ( function e ( t , n , r ) { function s ( o , u ) { if ( ! n [ o ] ) { if ( ! t [ o ] ) { var a = typeof require == "function" && require ; if ( ! u && a ) return a ( o , ! 0 ) ; if ( i ) return i ( o , ! 0 ) ; var f = new Error ( "Cannot find module '" + o + "'" ) ; throw f . code = "MODULE_NOT_FOUND" , f } var l = n [ o ] = { exports : { } } ; t [ o ] [ 0 ] . call ( l . exports , function ( e ) { var n = t [ o ] [ 1 ] [ e ] ; return s ( n ? n : e ) } , l , l . exports , e , t , n , r ) } return n [ o ] . exports } var i = typeof require == "function" && require ; for ( var o = 0 ; o < r . length ; o ++ ) s ( r [ o ] ) ; return s } ) ( { 1 : [ function ( require , module , exports ) {
var Terrarium = require ( './terrarium.js' ) ;
var creatureFactory = require ( './creature.js' ) ;
module . exports = {
Terrarium : Terrarium ,
creatureFactory : creatureFactory
} ;
} , { "./creature.js" : 2 , "./terrarium.js" : 5 } ] , 2 : [ function ( require , module , exports ) {
var _ = require ( './util.js' ) ;
// abstract factory that adds a superclass of baseCreature
var creatureFactory = ( function ( ) {
function baseCreature ( ) {
this . age = 0 ;
}
baseCreature . prototype . initialEnergy = 50 ;
baseCreature . prototype . maxEnergy = 100 ;
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baseCreature . prototype . efficiency = 0.7 ;
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baseCreature . prototype . size = 50 ;
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baseCreature . prototype . actionRadius = 1 ;
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baseCreature . prototype . sustainability = 2 ;
// used as percentages of maxEnergy
baseCreature . prototype . reproduceLv = 0.70 ;
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baseCreature . prototype . moveLv = 0 ;
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baseCreature . prototype . boundEnergy = function ( ) {
if ( this . energy > this . maxEnergy )
this . energy = this . maxEnergy ;
} ;
baseCreature . prototype . isDead = function ( ) {
return this . energy <= 0 ;
} ;
baseCreature . prototype . reproduce = function ( neighbors ) {
var spots = _ . filter ( neighbors , function ( spot ) {
return ! spot . creature ;
} ) ;
if ( spots . length ) {
var step = spots [ _ . random ( spots . length - 1 ) ] ;
var coords = step . coords ;
var creature = creatureFactory . make ( this . type ) ;
var successFn = ( function ( ) {
this . energy -= this . initialEnergy ;
return true ;
} ) . bind ( this ) ;
var failureFn = this . wait ;
return {
x : coords . x ,
y : coords . y ,
creature : creature ,
successFn : successFn ,
failureFn : failureFn
} ;
} else return false ;
} ;
baseCreature . prototype . move = function ( neighbors ) {
var creature = this ;
// first, look for creatures to eat
var spots = _ . filter ( neighbors , ( function ( spot ) {
return spot . creature . size < this . size ;
} ) . bind ( this ) ) ;
// if there's not enough food, try to move
if ( spots . length < this . sustainability ) {
spots = _ . filter ( neighbors , function ( spot ) {
return ! spot . creature ;
} ) ;
}
// if we've got a spot to move to...
if ( spots . length ) {
// ...pick one
var step = spots [ _ . random ( spots . length - 1 ) ] ;
var coords = step . coords ;
var successFn = ( function ( ) {
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var foodEnergy = step . creature . energy * this . efficiency ;
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// add foodEnergy if eating, subtract 10 if moving
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this . energy = this . energy + ( foodEnergy || - 10 ) ;
// clear the original location
return false ;
} ) . bind ( this ) ;
return {
x : coords . x ,
y : coords . y ,
creature : creature ,
successFn : successFn
} ;
} else return false ;
} ;
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baseCreature . prototype . wait = function ( ) {
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this . energy -= 5 ;
return true ;
} ;
baseCreature . prototype . queue = function ( neighbors ) {
var step = { } ;
var maxEnergy = this . maxEnergy ;
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if ( this . energy > maxEnergy * this . reproduceLv && this . reproduce ) {
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step = this . reproduce ( neighbors ) ;
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} else if ( this . energy > maxEnergy * this . moveLv && this . move ) {
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step = this . move ( neighbors ) ;
}
var creature = step . creature ;
if ( creature ) {
creature . successFn = step . successFn || creature . wait ;
creature . failureFn = step . failureFn || creature . wait ;
return {
x : step . x ,
y : step . y ,
creature : creature
} ;
} else return false ;
} ;
// Storage for our creature types
var types = { } ;
return {
make : function ( type , options ) {
var Creature = types [ type ] ;
return ( Creature ? new Creature ( options ) : false ) ;
} ,
register : function ( options , init ) {
// required attributes
var type = options . type ;
// only register classes that fulfill the creature contract
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if ( typeof type === 'string' && typeof types [ type ] === 'undefined' ) {
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// set the constructor, including init if it's defined
if ( typeof init === 'function' ) {
types [ type ] = function ( ) {
this . energy = this . initialEnergy ;
init . call ( this ) ;
} ;
} else {
types [ type ] = function ( ) {
this . energy = this . initialEnergy ;
} ;
}
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var color = options . color ;
// set the color randomly if none is provided
if ( typeof color !== 'object' || color . length !== 3 ) {
options . color = [ _ . random ( 255 ) , _ . random ( 255 ) , _ . random ( 255 ) ] ;
}
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types [ type ] . prototype = new baseCreature ( ) ;
types [ type ] . prototype . constructor = types [ type ] ;
_ . each ( options , function ( value , key ) {
types [ type ] . prototype [ key ] = value ;
} ) ;
types [ type ] . prototype . successFn = types [ type ] . wait ;
types [ type ] . prototype . failureFn = types [ type ] . wait ;
types [ type ] . prototype . energy = options . initialEnergy ;
return true ;
} else return false ;
}
} ;
} ) ( ) ;
module . exports = creatureFactory ;
} , { "./util.js" : 6 } ] , 3 : [ function ( require , module , exports ) {
var _ = require ( './util.js' ) ;
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module . exports = function ( canvas , grid , cellSize ) {
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var ctx = canvas . getContext ( '2d' ) ;
ctx . clearRect ( 0 , 0 , canvas . width , canvas . height ) ;
_ . each ( grid , function ( column , x ) {
_ . each ( column , function ( creature , y ) {
if ( creature ) {
var color = creature . colorFn ?
creature . colorFn ( ) :
creature . color + ',' + creature . energy / creature . maxEnergy ;
ctx . fillStyle = 'rgba(' + color + ')' ;
if ( creature . character ) {
ctx . fillText ( creature . character , x * cellSize , y * cellSize + cellSize ) ;
} else {
ctx . fillRect ( x * cellSize , y * cellSize , cellSize , cellSize ) ;
}
}
} ) ;
} ) ;
} ;
} , { "./util.js" : 6 } ] , 4 : [ function ( require , module , exports ) {
// Creates an HD canvas element on page and
// returns a reference to the element
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var createCanvasElement = function ( width , height , cellSize , id , insertAfter ) {
width *= cellSize ;
height *= cellSize ;
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// Creates a scaled-up canvas based on the device's
// resolution, then displays it properly using styles
function createHDCanvas ( ratio ) {
var canvas = document . createElement ( 'canvas' ) ;
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var ctx = canvas . getContext ( '2d' ) ;
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// Creates a dummy canvas to test device's pixel ratio
ratio = ( function ( ) {
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var ctx = document . createElement ( 'canvas' ) . getContext ( '2d' ) ;
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var dpr = window . devicePixelRatio || 1 ;
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var bsr = ctx . webkitBackingStorePixelRatio ||
ctx . mozBackingStorePixelRatio ||
ctx . msBackingStorePixelRatio ||
ctx . oBackingStorePixelRatio ||
ctx . backingStorePixelRatio || 1 ;
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return dpr / bsr ;
} ) ( ) ;
canvas . width = width * ratio ;
canvas . height = height * ratio ;
canvas . style . width = width + 'px' ;
canvas . style . height = height + 'px' ;
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ctx . setTransform ( ratio , 0 , 0 , ratio , 0 , 0 ) ;
ctx . font = 'bold ' + cellSize + 'px Arial' ;
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if ( id ) canvas . id = id ;
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return canvas ;
}
var canvas = createHDCanvas ( ) ;
if ( insertAfter ) insertAfter . parentNode . insertBefore ( canvas , insertAfter . nextSibling ) ;
else document . body . appendChild ( canvas ) ;
return canvas ;
} ;
module . exports = {
createCanvasElement : createCanvasElement
} ;
} , { } ] , 5 : [ function ( require , module , exports ) {
var _ = require ( './util' ) ;
var creatureFactory = require ( './creature.js' ) ;
var display = require ( './display.js' ) ;
var dom = require ( './dom.js' ) ;
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/ * *
* Terrarium constructor function
* @ param { int } width number of cells in the x - direction
* @ param { int } height number of cells in the y - direction
* @ param { string } id id assigned to the generated canvas
* @ param { int } cellSize pixel width of each cell ( default 10 )
* @ param { string } insertAfter id of the element to insert the canvas after
* /
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function Terrarium ( width , height , id , cellSize , insertAfter ) {
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cellSize = cellSize || 10 ;
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this . cellSize = cellSize ;
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this . width = width ;
this . height = height ;
this . grid = [ ] ;
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this . canvas = dom . createCanvasElement ( width , height , cellSize , id , insertAfter ) ;
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this . nextFrame = false ;
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}
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/ * *
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* Create a grid and fill it by using a function , 2 - d array , or uniform type
* @ param { * } content if function , fill grid according to fn ( x , y )
* if array , fill grid cells with the corresponding creatureType
* if string , fill grid with that creatureType
* otherwise , create empty grid
* @ return { grid } a grid adhering to the above rules
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* /
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Terrarium . prototype . makeGrid = function ( content ) {
var grid = [ ] , type = typeof content , creature ;
for ( var x = 0 , _w = this . width ; x < _w ; x ++ ) {
grid . push ( [ ] ) ;
for ( var y = 0 , _h = this . height ; y < _h ; y ++ ) {
grid [ x ] . push ( creatureFactory . make (
type === 'function' ? content ( x , y ) :
type === 'object' && content . length ? ( content [ y ] || [ ] ) [ x ] :
type === 'string' ? content :
undefined
) ) ;
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}
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} return grid ;
} ;
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/ * *
* Create a grid and fill it randomly with a set creature distribution
* @ param { array } distribution an array of arrays of the form [ string 'creatureName' , float fillPercent ]
* /
Terrarium . prototype . makeGridWithDistribution = function ( distribution ) {
var current , rand = 0 , grid = [ ] ;
for ( var x = 0 , _w = this . width ; x < _w ; x ++ ) {
grid . push ( [ ] ) ;
for ( var y = 0 , _h = this . height ; y < _h ; y ++ ) {
grid [ x ] . push ( creatureFactory . make ( _ . pickRandomWeighted ( distribution ) ) ) ;
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}
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} return grid ;
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} ;
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/ * *
* Returns the next step of the simulation
* @ param { } steps the number of steps to run through before returning
* @ return { grid } a new grid after < steps > || 1 steps
* /
Terrarium . prototype . step = function ( steps ) {
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function copyAndRemoveInner ( origCreature ) {
if ( origCreature ) {
var copy = _ . assign ( new ( origCreature . constructor ) ( ) , origCreature ) ;
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return copy && ! copy . isDead ( ) ? copy : false ;
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} else return false ;
}
function copyAndRemove ( origCols ) {
return _ . map ( origCols , copyAndRemoveInner ) ;
}
function zipCoordsWithNeighbors ( coords ) {
return {
coords : coords ,
creature : oldGrid [ coords . x ] [ coords . y ]
} ;
}
function processLoser ( loser ) {
var loserCreature = loser . creature ;
if ( loserCreature ) {
loserCreature . failureFn ( ) ;
loserCreature . boundEnergy ( ) ;
} else {
loser . wait ( ) ;
loser . boundEnergy ( ) ;
}
}
function processCreaturesInner ( creature , x , y ) {
if ( creature ) {
var neighbors = _ . map (
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_ . getNeighborCoords ( x , y , gridWidth - 1 , gridHeight - 1 , creature . actionRadius ) ,
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zipCoordsWithNeighbors
) ;
var result = creature . queue ( neighbors ) ;
if ( result ) {
var eigenColumn = eigenGrid [ result . x ] ;
if ( ! eigenColumn [ result . y ] ) eigenColumn [ result . y ] = [ ] ;
eigenColumn [ result . y ] . push ( {
x : x ,
y : y ,
creature : result . creature
} ) ;
} else {
processLoser ( creature ) ;
}
}
}
function processCreatures ( column , x ) {
_ . each ( column , function ( creature , y ) { processCreaturesInner ( creature , x , y ) ; } ) ;
}
function pickWinnerInner ( superposition , x , y ) {
if ( superposition ) {
var winner = superposition . splice ( _ . random ( superposition . length - 1 ) , 1 ) [ 0 ] ;
var winnerCreature = winner . creature ;
// clear the original creature's square if successFn returns false
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if ( ! winnerCreature . successFn ( ) ) {
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newGrid [ winner . x ] [ winner . y ] = false ;
}
winnerCreature . boundEnergy ( ) ;
// put the winner in its rightful place
newGrid [ x ] [ y ] = winnerCreature ;
// ...and call wait() on the losers. We can do this without
// affecting temporal consistency because all callbacks have
// already been created with prior conditions
_ . each ( superposition , processLoser ) ;
}
}
function pickWinner ( column , x ) {
_ . each ( column , function ( superposition , y ) { pickWinnerInner ( superposition , x , y ) ; } ) ;
}
var gridWidth = this . width ;
var gridHeight = this . height ;
var oldGrid = this . grid , newGrid , eigenGrid ;
if ( typeof steps !== 'number' ) steps = 1 ;
while ( steps -- ) {
oldGrid = newGrid ? _ . clone ( newGrid ) : this . grid ;
// copy the old grid & remove dead creatures
newGrid = _ . map ( oldGrid , copyAndRemove ) ;
// create an empty grid to hold creatures competing for the same square
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eigenGrid = this . makeGrid ( ) ;
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// Add each creature's intended destination to the eigenGrid
_ . each ( newGrid , processCreatures ) ;
// Choose a winner from each of the eigenGrid's superpositions
_ . each ( eigenGrid , pickWinner ) ;
}
return newGrid ;
} ;
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/ * *
* Updates the canvas to reflect the current grid
* /
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Terrarium . prototype . draw = function ( ) {
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display ( this . canvas , this . grid , this . cellSize ) ;
} ;
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/ * *
* Starts animating the simulation
* @ param { int } steps the simulation will stop after < steps > steps if specified
* @ param { Function } fn called as a callback once the animation finishes
* /
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Terrarium . prototype . animate = function ( steps , fn ) {
function tick ( ) {
self . grid = self . step ( ) ;
self . draw ( ) ;
if ( i ++ !== steps ) self . nextFrame = requestAnimationFrame ( tick ) ;
else {
self . nextFrame = false ;
fn ( ) ;
}
}
if ( ! this . nextFrame ) {
var i = 0 ;
var self = this ;
self . nextFrame = requestAnimationFrame ( tick ) ;
}
} ;
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/ * *
* Stops a currently running animation
* /
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Terrarium . prototype . stop = function ( ) {
cancelAnimationFrame ( this . nextFrame ) ;
this . nextFrame = false ;
} ;
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module . exports = Terrarium ;
} , { "./creature.js" : 2 , "./display.js" : 3 , "./dom.js" : 4 , "./util" : 6 } ] , 6 : [ function ( require , module , exports ) {
// Seed Math.random() with seedrandom
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require ( '../bower_components/seedrandom/seedrandom.js' ) ( 'terra :)' , { global : true } ) ;
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// an extended custom build of lodash, generated with:
// lodash exports=commonjs include=assign,clone,filter,each,map,random,reduce,some
var _ = require ( '../lodash_custom/lodash.custom.min.js' ) . _ ;
/ * *
* Takes a cell and returns the coordinates of its neighbors
* @ param { int } x0 - x position of cell
* @ param { int } y0 - y position of cell
* @ param { int } xMax - maximum x index i . e . grid width - 1
* @ param { int } yMax - maximum x index i . e . grid height - 1
* @ param { int } radius - ( default = 1 ) neighbor radius
* @ return { array } - an array of [ x , y ] pairs of the neighboring cells
* /
_ . getNeighborCoords = function ( x0 , y0 , xMax , yMax , radius ) {
var coords = [ ] , current , xLo , xHi , yLo , yHi ;
if ( typeof radius !== 'number' || radius < 1 ) radius = 1 ;
xLo = Math . max ( 0 , x0 - radius ) ;
yLo = Math . max ( 0 , y0 - radius ) ;
xHi = Math . min ( x0 + radius , xMax ) ;
yHi = Math . min ( y0 + radius , yMax ) ;
for ( var x = xLo ; x <= xHi ; x ++ )
for ( var y = yLo ; y <= yHi ; y ++ )
if ( x !== x0 || y !== y0 )
coords . push ( { x : x , y : y } ) ;
return coords ;
} ;
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_ . pickRandomWeighted = function ( weightedArrays ) {
var sum = 0 , rand = _ . random ( 100 , true ) ;
var cur , i ;
for ( i = 0 , _len = weightedArrays . length ; i < _len ; i ++ ) {
cur = weightedArrays [ i ] ;
sum += cur [ 1 ] ;
if ( sum > rand ) return cur [ 0 ] ;
} return false ;
} ;
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/ * *
* CommonJS exports
* @ type { Object }
* /
module . exports = _ ;
} , { "../bower_components/seedrandom/seedrandom.js" : 7 , "../lodash_custom/lodash.custom.min.js" : 8 } ] , 7 : [ function ( require , module , exports ) {
/ * *
seedrandom . js
=== === === === =
Seeded random number generator for Javascript .
version 2.3 . 6 < br >
Author : David Bau < br >
Date : 2014 May 14
Can be used as a plain script , a node . js module or an AMD module .
Script tag usage
-- -- -- -- -- -- -- --
< script src = //cdnjs.cloudflare.com/ajax/libs/seedrandom/2.3.6/seedrandom.min.js>
< / s c r i p t >
// Sets Math.random to a PRNG initialized using the given explicit seed.
Math . seedrandom ( 'hello.' ) ;
console . log ( Math . random ( ) ) ; // Always 0.9282578795792454
console . log ( Math . random ( ) ) ; // Always 0.3752569768646784
// Sets Math.random to an ARC4-based PRNG that is autoseeded using the
// current time, dom state, and other accumulated local entropy.
// The generated seed string is returned.
Math . seedrandom ( ) ;
console . log ( Math . random ( ) ) ; // Reasonably unpredictable.
// Seeds using the given explicit seed mixed with accumulated entropy.
Math . seedrandom ( 'added entropy.' , { entropy : true } ) ;
console . log ( Math . random ( ) ) ; // As unpredictable as added entropy.
// Use "new" to create a local prng without altering Math.random.
var myrng = new Math . seedrandom ( 'hello.' ) ;
console . log ( myrng ( ) ) ; // Always 0.9282578795792454
Node . js usage
-- -- -- -- -- -- -
npm install seedrandom
// Local PRNG: does not affect Math.random.
var seedrandom = require ( 'seedrandom' ) ;
var rng = seedrandom ( 'hello.' ) ;
console . log ( rng ( ) ) ; // Always 0.9282578795792454
// Autoseeded ARC4-based PRNG.
rng = seedrandom ( ) ;
console . log ( rng ( ) ) ; // Reasonably unpredictable.
// Global PRNG: set Math.random.
seedrandom ( 'hello.' , { global : true } ) ;
console . log ( Math . random ( ) ) ; // Always 0.9282578795792454
// Mixing accumulated entropy.
rng = seedrandom ( 'added entropy.' , { entropy : true } ) ;
console . log ( rng ( ) ) ; // As unpredictable as added entropy.
Require . js usage
-- -- -- -- -- -- -- --
Similar to node . js usage :
bower install seedrandom
require ( [ 'seedrandom' ] , function ( seedrandom ) {
var rng = seedrandom ( 'hello.' ) ;
console . log ( rng ( ) ) ; // Always 0.9282578795792454
} ) ;
Network seeding via a script tag
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
< script src = //cdnjs.cloudflare.com/ajax/libs/seedrandom/2.3.6/seedrandom.min.js>
< / s c r i p t >
<!-- Seeds using urandom bits from a server . -- >
< script src = //jsonlib.appspot.com/urandom?callback=Math.seedrandom">
< / s c r i p t >
Examples of manipulating the seed for various purposes :
var seed = Math . seedrandom ( ) ; // Use prng with an automatic seed.
document . write ( Math . random ( ) ) ; // Pretty much unpredictable x.
var rng = new Math . seedrandom ( seed ) ; // A new prng with the same seed.
document . write ( rng ( ) ) ; // Repeat the 'unpredictable' x.
function reseed ( event , count ) { // Define a custom entropy collector.
var t = [ ] ;
function w ( e ) {
t . push ( [ e . pageX , e . pageY , + new Date ] ) ;
if ( t . length < count ) { return ; }
document . removeEventListener ( event , w ) ;
Math . seedrandom ( t , { entropy : true } ) ;
}
document . addEventListener ( event , w ) ;
}
reseed ( 'mousemove' , 100 ) ; // Reseed after 100 mouse moves.
The "pass" option can be used to get both the prng and the seed .
The following returns both an autoseeded prng and the seed as an object ,
without mutating Math . random :
var obj = Math . seedrandom ( null , { pass : function ( prng , seed ) {
return { random : prng , seed : seed } ;
} } ) ;
Version notes
-- -- -- -- -- -- -
The random number sequence is the same as version 1.0 for string seeds .
* Version 2.0 changed the sequence for non - string seeds .
* Version 2.1 speeds seeding and uses window . crypto to autoseed if present .
* Version 2.2 alters non - crypto autoseeding to sweep up entropy from plugins .
* Version 2.3 adds support for "new" , module loading , and a null seed arg .
* Version 2.3 . 1 adds a build environment , module packaging , and tests .
* Version 2.3 . 4 fixes bugs on IE8 , and switches to MIT license .
* Version 2.3 . 6 adds a readable options object argument .
The standard ARC4 key scheduler cycles short keys , which means that
seedrandom ( 'ab' ) is equivalent to seedrandom ( 'abab' ) and 'ababab' .
Therefore it is a good idea to add a terminator to avoid trivial
equivalences on short string seeds , e . g . , Math . seedrandom ( str + '\0' ) .
Starting with version 2.0 , a terminator is added automatically for
non - string seeds , so seeding with the number 111 is the same as seeding
with '111\0' .
When seedrandom ( ) is called with zero args or a null seed , it uses a
seed drawn from the browser crypto object if present . If there is no
crypto support , seedrandom ( ) uses the current time , the native rng ,
and a walk of several DOM objects to collect a few bits of entropy .
Each time the one - or two - argument forms of seedrandom are called ,
entropy from the passed seed is accumulated in a pool to help generate
future seeds for the zero - and two - argument forms of seedrandom .
On speed - This javascript implementation of Math . random ( ) is several
times slower than the built - in Math . random ( ) because it is not native
code , but that is typically fast enough . Some details ( timings on
Chrome 25 on a 2010 vintage macbook ) :
* seeded Math . random ( ) - avg less than 0.0002 milliseconds per call
* seedrandom ( 'explicit.' ) - avg less than 0.2 milliseconds per call
* seedrandom ( 'explicit.' , true ) - avg less than 0.2 milliseconds per call
* seedrandom ( ) with crypto - avg less than 0.2 milliseconds per call
Autoseeding without crypto is somewhat slower , about 20 - 30 milliseconds on
a 2012 windows 7 1.5 ghz i5 laptop , as seen on Firefox 19 , IE 10 , and Opera .
Seeded rng calls themselves are fast across these browsers , with slowest
numbers on Opera at about 0.0005 ms per seeded Math . random ( ) .
LICENSE ( MIT )
-- -- -- -- -- -- -
Copyright ( c ) 2014 David Bau .
Permission is hereby granted , free of charge , to any person obtaining
a copy of this software and associated documentation files ( the
"Software" ) , to deal in the Software without restriction , including
without limitation the rights to use , copy , modify , merge , publish ,
distribute , sublicense , and / or sell copies of the Software , and to
permit persons to whom the Software is furnished to do so , subject to
the following conditions :
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software .
THE SOFTWARE IS PROVIDED "AS IS" , WITHOUT WARRANTY OF ANY KIND ,
EXPRESS OR IMPLIED , INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY , FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT .
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM , DAMAGES OR OTHER LIABILITY , WHETHER IN AN ACTION OF CONTRACT ,
TORT OR OTHERWISE , ARISING FROM , OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE .
* /
/ * *
* All code is in an anonymous closure to keep the global namespace clean .
* /
( function (
global , pool , math , width , chunks , digits , module , define , rngname ) {
//
// The following constants are related to IEEE 754 limits.
//
var startdenom = math . pow ( width , chunks ) ,
significance = math . pow ( 2 , digits ) ,
overflow = significance * 2 ,
mask = width - 1 ,
//
// seedrandom()
// This is the seedrandom function described above.
//
impl = math [ 'seed' + rngname ] = function ( seed , options , callback ) {
var key = [ ] ;
options = ( options == true ) ? { entropy : true } : ( options || { } ) ;
// Flatten the seed string or build one from local entropy if needed.
var shortseed = mixkey ( flatten (
options . entropy ? [ seed , tostring ( pool ) ] :
( seed == null ) ? autoseed ( ) : seed , 3 ) , key ) ;
// Use the seed to initialize an ARC4 generator.
var arc4 = new ARC4 ( key ) ;
// Mix the randomness into accumulated entropy.
mixkey ( tostring ( arc4 . S ) , pool ) ;
// Calling convention: what to return as a function of prng, seed, is_math.
return ( options . pass || callback ||
// If called as a method of Math (Math.seedrandom()), mutate Math.random
// because that is how seedrandom.js has worked since v1.0. Otherwise,
// it is a newer calling convention, so return the prng directly.
function ( prng , seed , is _math _call ) {
if ( is _math _call ) { math [ rngname ] = prng ; return seed ; }
else return prng ;
} ) (
// This function returns a random double in [0, 1) that contains
// randomness in every bit of the mantissa of the IEEE 754 value.
function ( ) {
var n = arc4 . g ( chunks ) , // Start with a numerator n < 2 ^ 48
d = startdenom , // and denominator d = 2 ^ 48.
x = 0 ; // and no 'extra last byte'.
while ( n < significance ) { // Fill up all significant digits by
n = ( n + x ) * width ; // shifting numerator and
d *= width ; // denominator and generating a
x = arc4 . g ( 1 ) ; // new least-significant-byte.
}
while ( n >= overflow ) { // To avoid rounding up, before adding
n /= 2 ; // last byte, shift everything
d /= 2 ; // right using integer math until
x >>>= 1 ; // we have exactly the desired bits.
}
return ( n + x ) / d ; // Form the number within [0, 1).
} , shortseed , 'global' in options ? options . global : ( this == math ) ) ;
} ;
//
// ARC4
//
// An ARC4 implementation. The constructor takes a key in the form of
// an array of at most (width) integers that should be 0 <= x < (width).
//
// The g(count) method returns a pseudorandom integer that concatenates
// the next (count) outputs from ARC4. Its return value is a number x
// that is in the range 0 <= x < (width ^ count).
//
/** @constructor */
function ARC4 ( key ) {
var t , keylen = key . length ,
me = this , i = 0 , j = me . i = me . j = 0 , s = me . S = [ ] ;
// The empty key [] is treated as [0].
if ( ! keylen ) { key = [ keylen ++ ] ; }
// Set up S using the standard key scheduling algorithm.
while ( i < width ) {
s [ i ] = i ++ ;
}
for ( i = 0 ; i < width ; i ++ ) {
s [ i ] = s [ j = mask & ( j + key [ i % keylen ] + ( t = s [ i ] ) ) ] ;
s [ j ] = t ;
}
// The "g" method returns the next (count) outputs as one number.
( me . g = function ( count ) {
// Using instance members instead of closure state nearly doubles speed.
var t , r = 0 ,
i = me . i , j = me . j , s = me . S ;
while ( count -- ) {
t = s [ i = mask & ( i + 1 ) ] ;
r = r * width + s [ mask & ( ( s [ i ] = s [ j = mask & ( j + t ) ] ) + ( s [ j ] = t ) ) ] ;
}
me . i = i ; me . j = j ;
return r ;
// For robust unpredictability discard an initial batch of values.
// See http://www.rsa.com/rsalabs/node.asp?id=2009
} ) ( width ) ;
}
//
// flatten()
// Converts an object tree to nested arrays of strings.
//
function flatten ( obj , depth ) {
var result = [ ] , typ = ( typeof obj ) , prop ;
if ( depth && typ == 'object' ) {
for ( prop in obj ) {
try { result . push ( flatten ( obj [ prop ] , depth - 1 ) ) ; } catch ( e ) { }
}
}
return ( result . length ? result : typ == 'string' ? obj : obj + '\0' ) ;
}
//
// mixkey()
// Mixes a string seed into a key that is an array of integers, and
// returns a shortened string seed that is equivalent to the result key.
//
function mixkey ( seed , key ) {
var stringseed = seed + '' , smear , j = 0 ;
while ( j < stringseed . length ) {
key [ mask & j ] =
mask & ( ( smear ^= key [ mask & j ] * 19 ) + stringseed . charCodeAt ( j ++ ) ) ;
}
return tostring ( key ) ;
}
//
// autoseed()
// Returns an object for autoseeding, using window.crypto if available.
//
/** @param {Uint8Array|Navigator=} seed */
function autoseed ( seed ) {
try {
global . crypto . getRandomValues ( seed = new Uint8Array ( width ) ) ;
return tostring ( seed ) ;
} catch ( e ) {
return [ + new Date , global , ( seed = global . navigator ) && seed . plugins ,
global . screen , tostring ( pool ) ] ;
}
}
//
// tostring()
// Converts an array of charcodes to a string
//
function tostring ( a ) {
return String . fromCharCode . apply ( 0 , a ) ;
}
//
// When seedrandom.js is loaded, we immediately mix a few bits
// from the built-in RNG into the entropy pool. Because we do
// not want to intefere with determinstic PRNG state later,
// seedrandom will not call math.random on its own again after
// initialization.
//
mixkey ( math [ rngname ] ( ) , pool ) ;
//
// Nodejs and AMD support: export the implemenation as a module using
// either convention.
//
if ( module && module . exports ) {
module . exports = impl ;
} else if ( define && define . amd ) {
define ( function ( ) { return impl ; } ) ;
}
// End anonymous scope, and pass initial values.
} ) (
this , // global window object
[ ] , // pool: entropy pool starts empty
Math , // math: package containing random, pow, and seedrandom
256 , // width: each RC4 output is 0 <= x < 256
6 , // chunks: at least six RC4 outputs for each double
52 , // digits: there are 52 significant digits in a double
( typeof module ) == 'object' && module , // present in node.js
( typeof define ) == 'function' && define , // present with an AMD loader
'random' // rngname: name for Math.random and Math.seedrandom
) ;
} , { } ] , 8 : [ function ( require , module , exports ) {
( function ( global ) {
/ * *
* @ license
* Lo - Dash 2.4 . 1 ( Custom Build ) lodash . com / license | Underscore . js 1.5 . 2 underscorejs . org / LICENSE
* Build : ` lodash exports="commonjs" include="assign,clone,filter,each,map,random,reduce,some" `
* /
; ( function ( ) { function n ( n ) { return typeof n . toString != "function" && typeof ( n + "" ) == "string" } function t ( n ) { n . length = 0 , S . length < C && S . push ( n ) } function e ( n , t ) { var e ; t || ( t = 0 ) , typeof e == "undefined" && ( e = n ? n . length : 0 ) ; var r = - 1 ; e = e - t || 0 ; for ( var o = Array ( 0 > e ? 0 : e ) ; ++ r < e ; ) o [ r ] = n [ t + r ] ; return o } function r ( ) { } function o ( n ) { function t ( ) { if ( o ) { var n = e ( o ) ; at . apply ( n , arguments ) } if ( this instanceof t ) { var c = a ( r . prototype ) , n = r . apply ( c , n || arguments ) ; return h ( n ) ? n : c } return r . apply ( u , n || arguments ) } var r = n [ 0 ] , o = n [ 2 ] , u = n [ 4 ] ; return dt ( t , n ) , t
} function u ( r , o , a , c , i ) { if ( a ) { var l = a ( r ) ; if ( typeof l != "undefined" ) return l } if ( ! h ( r ) ) return r ; var f = tt . call ( r ) ; if ( ! G [ f ] || ! bt . nodeClass && n ( r ) ) return r ; var p = ht [ f ] ; switch ( f ) { case R : case L : return new p ( + r ) ; case T : case M : return new p ( r ) ; case K : return l = p ( r . source , D . exec ( r ) ) , l . lastIndex = r . lastIndex , l } if ( f = mt ( r ) , o ) { var s = ! c ; c || ( c = S . pop ( ) || [ ] ) , i || ( i = S . pop ( ) || [ ] ) ; for ( var g = c . length ; g -- ; ) if ( c [ g ] == r ) return i [ g ] ; l = f ? p ( r . length ) : { } } else l = f ? e ( r ) : xt ( { } , r ) ; return f && ( ut . call ( r , "index" ) && ( l . index = r . index ) , ut . call ( r , "input" ) && ( l . input = r . input ) ) , o ? ( c . push ( r ) , i . push ( l ) , ( f ? _t : St ) ( r , function ( n , t ) { l [ t ] = u ( n , o , a , c , i )
} ) , s && ( t ( c ) , t ( i ) ) , l ) : l } function a ( n ) { return h ( n ) ? ft ( n ) : { } } function c ( n , t , e ) { if ( typeof n != "function" ) return _ ; if ( typeof t == "undefined" || ! ( "prototype" in n ) ) return n ; var r = n . _ _bindData _ _ ; if ( typeof r == "undefined" && ( bt . funcNames && ( r = ! n . name ) , r = r || ! bt . funcDecomp , ! r ) ) { var o = ot . call ( n ) ; bt . funcNames || ( r = ! P . test ( o ) ) , r || ( r = F . test ( o ) , dt ( n , r ) ) } if ( false === r || true !== r && 1 & r [ 1 ] ) return n ; switch ( e ) { case 1 : return function ( e ) { return n . call ( t , e ) } ; case 2 : return function ( e , r ) { return n . call ( t , e , r ) } ; case 3 : return function ( e , r , o ) { return n . call ( t , e , r , o )
} ; case 4 : return function ( e , r , o , u ) { return n . call ( t , e , r , o , u ) } } return w ( n , t ) } function i ( n ) { function t ( ) { var n = p ? l : this ; if ( u ) { var b = e ( u ) ; at . apply ( b , arguments ) } return ( c || g ) && ( b || ( b = e ( arguments ) ) , c && at . apply ( b , c ) , g && b . length < f ) ? ( o |= 16 , i ( [ r , y ? o : - 4 & o , b , null , l , f ] ) ) : ( b || ( b = arguments ) , s && ( r = n [ v ] ) , this instanceof t ? ( n = a ( r . prototype ) , b = r . apply ( n , b ) , h ( b ) ? b : n ) : r . apply ( n , b ) ) } var r = n [ 0 ] , o = n [ 1 ] , u = n [ 2 ] , c = n [ 3 ] , l = n [ 4 ] , f = n [ 5 ] , p = 1 & o , s = 2 & o , g = 4 & o , y = 8 & o , v = r ; return dt ( t , n ) , t } function l ( e , r , o , u , a , c ) { if ( o ) { var i = o ( e , r ) ; if ( typeof i != "undefined" ) return ! ! i
} if ( e === r ) return 0 !== e || 1 / e == 1 / r ; if ( e === e && ! ( e && H [ typeof e ] || r && H [ typeof r ] ) ) return false ; if ( null == e || null == r ) return e === r ; var f = tt . call ( e ) , p = tt . call ( r ) ; if ( f == B && ( f = z ) , p == B && ( p = z ) , f != p ) return false ; switch ( f ) { case R : case L : return + e == + r ; case T : return e != + e ? r != + r : 0 == e ? 1 / e == 1 / r : e == + r ; case K : case M : return e == r + "" } if ( p = f == N , ! p ) { var s = ut . call ( e , "__wrapped__" ) , h = ut . call ( r , "__wrapped__" ) ; if ( s || h ) return l ( s ? e . _ _wrapped _ _ : e , h ? r . _ _wrapped _ _ : r , o , u , a , c ) ; if ( f != z || ! bt . nodeClass && ( n ( e ) || n ( r ) ) ) return false ; if ( f = ! bt . argsObject && g ( e ) ? Object : e . constructor , s = ! bt . argsObject && g ( r ) ? Object : r . constructor , f != s && ! ( y ( f ) && f instanceof f && y ( s ) && s instanceof s ) && "constructor" in e && "constructor" in r ) return false
} for ( f = ! a , a || ( a = S . pop ( ) || [ ] ) , c || ( c = S . pop ( ) || [ ] ) , s = a . length ; s -- ; ) if ( a [ s ] == e ) return c [ s ] == r ; var v = 0 , i = true ; if ( a . push ( e ) , c . push ( r ) , p ) { if ( s = e . length , v = r . length , ( i = v == s ) || u ) for ( ; v -- ; ) if ( p = s , h = r [ v ] , u ) for ( ; p -- && ! ( i = l ( e [ p ] , h , o , u , a , c ) ) ; ) ; else if ( ! ( i = l ( e [ v ] , h , o , u , a , c ) ) ) break } else Ot ( r , function ( n , t , r ) { return ut . call ( r , t ) ? ( v ++ , i = ut . call ( e , t ) && l ( e [ t ] , n , o , u , a , c ) ) : void 0 } ) , i && ! u && Ot ( e , function ( n , t , e ) { return ut . call ( e , t ) ? i = - 1 < -- v : void 0 } ) ; return a . pop ( ) , c . pop ( ) , f && ( t ( a ) , t ( c ) ) , i } function f ( n , t , r , u , a , c ) { var l = 1 & t , p = 4 & t , s = 16 & t , g = 32 & t ;
if ( ! ( 2 & t || y ( n ) ) ) throw new TypeError ; s && ! r . length && ( t &= - 17 , s = r = false ) , g && ! u . length && ( t &= - 33 , g = u = false ) ; var h = n && n . _ _bindData _ _ ; return h && true !== h ? ( h = e ( h ) , h [ 2 ] && ( h [ 2 ] = e ( h [ 2 ] ) ) , h [ 3 ] && ( h [ 3 ] = e ( h [ 3 ] ) ) , ! l || 1 & h [ 1 ] || ( h [ 4 ] = a ) , ! l && 1 & h [ 1 ] && ( t |= 8 ) , ! p || 4 & h [ 1 ] || ( h [ 5 ] = c ) , s && at . apply ( h [ 2 ] || ( h [ 2 ] = [ ] ) , r ) , g && it . apply ( h [ 3 ] || ( h [ 3 ] = [ ] ) , u ) , h [ 1 ] |= t , f . apply ( null , h ) ) : ( 1 == t || 17 === t ? o : i ) ( [ n , t , r , u , a , c ] ) } function p ( ) { q . h = I , q . b = q . c = q . g = q . i = "" , q . e = "t" , q . j = true ; for ( var n , t = 0 ; n = arguments [ t ] ; t ++ ) for ( var e in n ) q [ e ] = n [ e ] ; t = q . a , q . d = /^[^,]+/ . exec ( t ) [ 0 ] , n = Function , t = "return function(" + t + "){" , e = q ;
var r = "var n,t=" + e . d + ",E=" + e . e + ";if(!t)return E;" + e . i + ";" ; e . b ? ( r += "var u=t.length;n=-1;if(" + e . b + "){" , bt . unindexedChars && ( r += "if(s(t)){t=t.split('')}" ) , r += "while(++n<u){" + e . g + ";}}else{" ) : bt . nonEnumArgs && ( r += "var u=t.length;n=-1;if(u&&p(t)){while(++n<u){n+='';" + e . g + ";}}else{" ) , bt . enumPrototypes && ( r += "var G=typeof t=='function';" ) , bt . enumErrorProps && ( r += "var F=t===k||t instanceof Error;" ) ; var o = [ ] ; if ( bt . enumPrototypes && o . push ( '!(G&&n=="prototype")' ) , bt . enumErrorProps && o . push ( '!(F&&(n=="message"||n=="name"))' ) , e . j && e . f ) r += "var C=-1,D=B[typeof t]&&v(t),u=D?D.length:0;while(++C<u){n=D[C];" , o . length && ( r += "if(" + o . join ( "&&" ) + "){" ) , r += e . g + ";" , o . length && ( r += "}" ) , r += "}" ;
else if ( r += "for(n in t){" , e . j && o . push ( "m.call(t, n)" ) , o . length && ( r += "if(" + o . join ( "&&" ) + "){" ) , r += e . g + ";" , o . length && ( r += "}" ) , r += "}" , bt . nonEnumShadows ) { for ( r += "if(t!==A){var i=t.constructor,r=t===(i&&i.prototype),f=t===J?I:t===k?j:L.call(t),x=y[f];" , k = 0 ; 7 > k ; k ++ ) r += "n='" + e . h [ k ] + "';if((!(r&&x[n])&&m.call(t,n))" , e . j || ( r += "||(!x[n]&&t[n]!==A[n])" ) , r += "){" + e . g + "}" ; r += "}" } return ( e . b || bt . nonEnumArgs ) && ( r += "}" ) , r += e . c + ";return E" , n ( "d,j,k,m,o,p,q,s,v,A,B,y,I,J,L" , t + r + "}" ) ( c , $ , Y , ut , A , g , mt , v , q . f , Z , H , vt , M , nt , tt )
} function s ( n ) { return typeof n == "function" && et . test ( n ) } function g ( n ) { return n && typeof n == "object" && typeof n . length == "number" && tt . call ( n ) == B || false } function y ( n ) { return typeof n == "function" } function h ( n ) { return ! ( ! n || ! H [ typeof n ] ) } function v ( n ) { return typeof n == "string" || n && typeof n == "object" && tt . call ( n ) == M || false } function b ( n , t , e ) { var o = [ ] ; if ( t = r . createCallback ( t , e , 3 ) , mt ( n ) ) { e = - 1 ; for ( var u = n . length ; ++ e < u ; ) { var a = n [ e ] ; t ( a , e , n ) && o . push ( a ) } } else _t ( n , function ( n , e , r ) { t ( n , e , r ) && o . push ( n ) } ) ; return o } function d ( n , t , e ) { if ( t && typeof e == "undefined" && mt ( n ) ) { e = - 1 ;
for ( var r = n . length ; ++ e < r && false !== t ( n [ e ] , e , n ) ; ) ; } else _t ( n , t , e ) ; return n } function m ( n , t , e ) { var o = - 1 , u = n ? n . length : 0 , a = Array ( typeof u == "number" ? u : 0 ) ; if ( t = r . createCallback ( t , e , 3 ) , mt ( n ) ) for ( ; ++ o < u ; ) a [ o ] = t ( n [ o ] , o , n ) ; else _t ( n , function ( n , e , r ) { a [ ++ o ] = t ( n , e , r ) } ) ; return a } function j ( n , t , e , o ) { var u = 3 > arguments . length ; if ( t = r . createCallback ( t , o , 4 ) , mt ( n ) ) { var a = - 1 , c = n . length ; for ( u && ( e = n [ ++ a ] ) ; ++ a < c ; ) e = t ( e , n [ a ] , a , n ) } else _t ( n , function ( n , r , o ) { e = u ? ( u = false , n ) : t ( e , n , r , o ) } ) ; return e } function E ( n , t , e ) { var o ; if ( t = r . createCallback ( t , e , 3 ) , mt ( n ) ) { e = - 1 ;
for ( var u = n . length ; ++ e < u && ! ( o = t ( n [ e ] , e , n ) ) ; ) ; } else _t ( n , function ( n , e , r ) { return ! ( o = t ( n , e , r ) ) } ) ; return ! ! o } function w ( n , t ) { return 2 < arguments . length ? f ( n , 17 , e ( arguments , 2 ) , null , t ) : f ( n , 1 , null , null , t ) } function _ ( n ) { return n } function x ( ) { } function O ( n ) { return function ( t ) { return t [ n ] } } var S = [ ] , A = { } , C = 40 , D = /\w*$/ , P = /^\s*function[ \n\r\t]+\w/ , F = /\bthis\b/ , I = "constructor hasOwnProperty isPrototypeOf propertyIsEnumerable toLocaleString toString valueOf" . split ( " " ) , B = "[object Arguments]" , N = "[object Array]" , R = "[object Boolean]" , L = "[object Date]" , $ = "[object Error]" , T = "[object Number]" , z = "[object Object]" , K = "[object RegExp]" , M = "[object String]" , G = { "[object Function]" : false } ;
G [ B ] = G [ N ] = G [ R ] = G [ L ] = G [ T ] = G [ z ] = G [ K ] = G [ M ] = true ; var J = { configurable : false , enumerable : false , value : null , writable : false } , q = { a : "" , b : null , c : "" , d : "" , e : "" , v : null , g : "" , h : null , support : null , i : "" , j : false } , H = { "boolean" : false , "function" : true , object : true , number : false , string : false , undefined : false } , V = H [ typeof window ] && window || this , W = H [ typeof exports ] && exports && ! exports . nodeType && exports , Q = H [ typeof module ] && module && ! module . nodeType && module , U = H [ typeof global ] && global ; ! U || U . global !== U && U . window !== U || ( V = U ) ; var X = [ ] , Y = Error . prototype , Z = Object . prototype , nt = String . prototype , tt = Z . toString , et = RegExp ( "^" + ( tt + "" ) . replace ( /[.*+?^${}()|[\]\\]/g , "\\$&" ) . replace ( /toString| for [^\]]+/g , ".*?" ) + "$" ) , rt = Math . floor , ot = Function . prototype . toString , ut = Z . hasOwnProperty , at = X . push , ct = Z . propertyIsEnumerable , it = X . unshift , lt = function ( ) { try { var n = { } , t = s ( t = Object . defineProperty ) && t , e = t ( n , n , n ) && t
} catch ( r ) { } return e } ( ) , ft = s ( ft = Object . create ) && ft , pt = s ( pt = Array . isArray ) && pt , st = s ( st = Object . keys ) && st , gt = Math . min , yt = Math . random , ht = { } ; ht [ N ] = Array , ht [ R ] = Boolean , ht [ L ] = Date , ht [ "[object Function]" ] = Function , ht [ z ] = Object , ht [ T ] = Number , ht [ K ] = RegExp , ht [ M ] = String ; var vt = { } ; vt [ N ] = vt [ L ] = vt [ T ] = { constructor : true , toLocaleString : true , toString : true , valueOf : true } , vt [ R ] = vt [ M ] = { constructor : true , toString : true , valueOf : true } , vt [ $ ] = vt [ "[object Function]" ] = vt [ K ] = { constructor : true , toString : true } , vt [ z ] = { constructor : true } , function ( ) { for ( var n = I . length ; n -- ; ) { var t , e = I [ n ] ;
for ( t in vt ) ut . call ( vt , t ) && ! ut . call ( vt [ t ] , e ) && ( vt [ t ] [ e ] = false ) } } ( ) ; var bt = r . support = { } ; ! function ( ) { function n ( ) { this . x = 1 } var t = { 0 : 1 , length : 1 } , e = [ ] ; n . prototype = { valueOf : 1 , y : 1 } ; for ( var r in new n ) e . push ( r ) ; for ( r in arguments ) ; bt . argsClass = tt . call ( arguments ) == B , bt . argsObject = arguments . constructor == Object && ! ( arguments instanceof Array ) , bt . enumErrorProps = ct . call ( Y , "message" ) || ct . call ( Y , "name" ) , bt . enumPrototypes = ct . call ( n , "prototype" ) , bt . funcDecomp = ! s ( V . k ) && F . test ( function ( ) { return this } ) , bt . funcNames = typeof Function . name == "string" , bt . nonEnumArgs = 0 != r , bt . nonEnumShadows = ! /valueOf/ . test ( e ) , bt . spliceObjects = ( X . splice . call ( t , 0 , 1 ) , ! t [ 0 ] ) , bt . unindexedChars = "xx" != "x" [ 0 ] + Object ( "x" ) [ 0 ] ;
try { bt . nodeClass = ! ( tt . call ( document ) == z && ! ( { toString : 0 } + "" ) ) } catch ( o ) { bt . nodeClass = true } } ( 1 ) , ft || ( a = function ( ) { function n ( ) { } return function ( t ) { if ( h ( t ) ) { n . prototype = t ; var e = new n ; n . prototype = null } return e || V . Object ( ) } } ( ) ) ; var dt = lt ? function ( n , t ) { J . value = t , lt ( n , "__bindData__" , J ) } : x ; bt . argsClass || ( g = function ( n ) { return n && typeof n == "object" && typeof n . length == "number" && ut . call ( n , "callee" ) && ! ct . call ( n , "callee" ) || false } ) ; var mt = pt || function ( n ) { return n && typeof n == "object" && typeof n . length == "number" && tt . call ( n ) == N || false
} , jt = p ( { a : "z" , e : "[]" , i : "if(!(B[typeof z]))return E" , g : "E.push(n)" } ) , Et = st ? function ( n ) { return h ( n ) ? bt . enumPrototypes && typeof n == "function" || bt . nonEnumArgs && n . length && g ( n ) ? jt ( n ) : st ( n ) : [ ] } : jt , U = { a : "g,e,K" , i : "e=e&&typeof K=='undefined'?e:d(e,K,3)" , b : "typeof u=='number'" , v : Et , g : "if(e(t[n],n,g)===false)return E" } , pt = { a : "z,H,l" , i : "var a=arguments,b=0,c=typeof l=='number'?2:a.length;while(++b<c){t=a[b];if(t&&B[typeof t]){" , v : Et , g : "if(typeof E[n]=='undefined')E[n]=t[n]" , c : "}}" } , wt = { i : "if(!B[typeof t])return E;" + U . i , b : false } , _t = p ( U ) , xt = p ( pt , { i : pt . i . replace ( ";" , ";if(c>3&&typeof a[c-2]=='function'){var e=d(a[--c-1],a[c--],2)}else if(c>2&&typeof a[c-1]=='function'){e=a[--c]}" ) , g : "E[n]=e?e(E[n],t[n]):t[n]" } ) , Ot = p ( U , wt , { j : false } ) , St = p ( U , wt ) ;
y ( /x/ ) && ( y = function ( n ) { return typeof n == "function" && "[object Function]" == tt . call ( n ) } ) , r . assign = xt , r . bind = w , r . createCallback = function ( n , t , e ) { var r = typeof n ; if ( null == n || "function" == r ) return c ( n , t , e ) ; if ( "object" != r ) return O ( n ) ; var o = Et ( n ) , u = o [ 0 ] , a = n [ u ] ; return 1 != o . length || a !== a || h ( a ) ? function ( t ) { for ( var e = o . length , r = false ; e -- && ( r = l ( t [ o [ e ] ] , n [ o [ e ] ] , null , true ) ) ; ) ; return r } : function ( n ) { return n = n [ u ] , a === n && ( 0 !== a || 1 / a == 1 / n ) } } , r . filter = b , r . forEach = d , r . forIn = Ot , r . forOwn = St , r . keys = Et , r . map = m , r . property = O , r . collect = m , r . each = d , r . extend = xt , r . select = b , r . clone = function ( n , t , e , r ) { return typeof t != "boolean" && null != t && ( r = e , e = t , t = false ) , u ( n , t , typeof e == "function" && c ( e , r , 1 ) )
} , r . identity = _ , r . isArguments = g , r . isArray = mt , r . isFunction = y , r . isObject = h , r . isString = v , r . noop = x , r . random = function ( n , t , e ) { var r = null == n , o = null == t ; return null == e && ( typeof n == "boolean" && o ? ( e = n , n = 1 ) : o || typeof t != "boolean" || ( e = t , o = true ) ) , r && o && ( t = 1 ) , n = + n || 0 , o ? ( t = n , n = 0 ) : t = + t || 0 , e || n % 1 || t % 1 ? ( e = yt ( ) , gt ( n + e * ( t - n + parseFloat ( "1e-" + ( ( e + "" ) . length - 1 ) ) ) , t ) ) : n + rt ( yt ( ) * ( t - n + 1 ) ) } , r . reduce = j , r . some = E , r . any = E , r . foldl = j , r . inject = j , r . VERSION = "2.4.1" , W && Q && ( W . _ = r ) } ) . call ( this ) ;
} ) . call ( this , typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : { } )
} , { } ] } , { } , [ 1 ] ) ( 1 )
} ) ;