!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 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 = factory.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 () { var foodEnergy = step.creature.energy * this.efficiency; // add foodEnergy if eating, subtract 10 if moving 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; }; baseCreature.prototype.wait = function () { this.energy -= 5; return true; }; baseCreature.prototype.process = function (neighbors, x, y) { var step = {}; var maxEnergy = this.maxEnergy; if (this.energy > maxEnergy * this.reproduceLv && this.reproduce) { step = this.reproduce(neighbors); } else if (this.energy > maxEnergy * this.moveLv && this.move) { 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, observed: true }; } else return this.energy !== this.maxEnergy; }; baseCA.prototype.actionRadius = 1; baseCA.prototype.boundEnergy = function () {}; baseCA.prototype.isDead = function () { return false; }; baseCA.prototype.process = function (neighbors, x, y) {}; baseCA.prototype.wait = function () {}; // Storage for our creature types var types = {}; return { make: function (type, options) { var Creature = types[type]; return (Creature ? new Creature(options) : false); }, registerCreature: function (options, init) { // required attributes var type = options.type; // only register classes that fulfill the creature contract if (typeof type === 'string' && typeof types[type] === 'undefined') { // 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; }; } var color = options.color || options.colour; // set the color randomly if none is provided if (typeof color !== 'object' || color.length !== 3) { options.color = [_.random(255), _.random(255), _.random(255)]; } 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].prototype.wait; types[type].prototype.failureFn = types[type].prototype.wait; types[type].prototype.energy = options.initialEnergy; return true; } else return false; }, registerCA: function (options, init) { // required attributes var type = options.type; // only register classes that fulfill the creature contract if (typeof type === 'string' && typeof types[type] === 'undefined') { // set the constructor, including init if it's defined types[type] = typeof init === 'function' ? function () { init.call(this); } : function () {}; var color = options.color = options.color || options.colour; // set the color randomly if none is provided if (typeof color !== 'object' || color.length !== 3) { options.color = [_.random(255), _.random(255), _.random(255)]; } options.colorFn = options.colorFn || options.colourFn; types[type].prototype = new baseCA(); types[type].prototype.constructor = types[type]; _.each(options, function(value, key) { types[type].prototype[key] = value; }); return true; } else return false; } }; })(); module.exports = factory; },{"./util.js":6}],3:[function(require,module,exports){ var _ = require('./util.js'); module.exports = function (canvas, grid, cellSize, trails, background) { var ctx = canvas.getContext('2d'); if (trails && background) { ctx.fillStyle = 'rgba(' + background + ',' + (1 - trails) + ')'; ctx.fillRect(0, 0, canvas.width, canvas.height); } else if (trails) { throw "Background must also be set for trails"; } else 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 var createCanvasElement = function (width, height, cellSize, id, insertAfter, background) { width *= cellSize; height *= cellSize; // Creates a scaled-up canvas based on the device's // resolution, then displays it properly using styles function createHDCanvas () { var canvas = document.createElement('canvas'); var ctx = canvas.getContext('2d'); // Creates a dummy canvas to test device's pixel ratio var ratio = (function () { var ctx = document.createElement('canvas').getContext('2d'); var dpr = window.devicePixelRatio || 1; var bsr = ctx.webkitBackingStorePixelRatio || ctx.mozBackingStorePixelRatio || ctx.msBackingStorePixelRatio || ctx.oBackingStorePixelRatio || ctx.backingStorePixelRatio || 1; return dpr / bsr; })(); canvas.width = width * ratio; canvas.height = height * ratio; canvas.style.width = width + 'px'; canvas.style.height = height + 'px'; ctx.scale(ratio, ratio); ctx.font = 'bold ' + cellSize + 'px Arial'; if (id) canvas.id = id; if (background) canvas.style.background = 'rgb(' + background + ')'; 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 factory = require('./creature.js'); var display = require('./display.js'); var dom = require('./dom.js'); /** * Terrarium constructor function * @param {int} width number of cells in the x-direction * @param {int} height number of cells in the y-direction * @param {object} options * @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 * @param {float} trails a number from [0, 1] indicating whether trails should * be drawn (0 = no trails, 1 = neverending trails) * "background" option is required if trails is set * @param {array} background an RGB triplet for the canvas' background */ function Terrarium (width, height, options) { var cellSize, neighborhood; // parse width and height as integers width = Math.ceil(width); height = Math.ceil(height); // set default options options = options || {}; cellSize = options.cellSize || 10; neighborhood = options.neighborhood || options.neighbourhood; if (typeof neighborhood === 'string') neighborhood = neighborhood.toLowerCase(); this.width = width; this.height = height; this.cellSize = cellSize; this.trails = options.trails; this.background = options.background; this.canvas = dom.createCanvasElement(width, height, cellSize, options.id, options.insertAfter, this.background); this.grid = []; this.nextFrame = false; this.hasChanged = false; this.getNeighborCoords = _.getNeighborCoordsFn(width, height, neighborhood === 'vonneumann', options.periodic); } /** * 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 */ Terrarium.prototype.makeGrid = function (content) { var grid = [], type = typeof content; 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(factory.make( type === 'function' ? content(x, y) : type === 'object' && content.length ? (content[y] || [])[x] : type === 'string' ? content : undefined )); } } return grid; }; /** * 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(factory.make(_.pickRandomWeighted(distribution))); } } return grid; }; /** * Returns the next step of the simulation * @param {} steps the number of steps to run through before returning * @return {grid} a new grid after || 1 steps */ Terrarium.prototype.step = function (steps) { function copyAndRemoveInner (origCreature) { if (origCreature) { var copy = _.assign(new (origCreature.constructor)(), origCreature); var dead = copy && copy.isDead(); if (dead && !self.hasChanged) self.hasChanged = true; copy.age++; return !dead ? copy : false; } else return false; } function copyAndRemove (origCols) { return _.map(origCols, copyAndRemoveInner); } // TODO: Switch coords to just x and y to be consistent w/ pickWinnerInner 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( self.getNeighborCoords(x, y, creature.actionRadius), zipCoordsWithNeighbors ); var result = creature.process(neighbors, x, y); if (typeof result === 'object') { var eigenColumn = eigenGrid[result.x]; var returnedCreature = result.creature; var returnedY = result.y; if (!eigenColumn[returnedY]) eigenColumn[returnedY] = []; eigenColumn[returnedY].push({ x: x, y: y, creature: returnedCreature }); if (!self.hasChanged && result.observed) self.hasChanged = true; } else { if (result && !self.hasChanged) self.hasChanged = true; 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 if (!winnerCreature.successFn()) { newGrid[winner.x][winner.y] = false; } // TODO: so many calls to this. Can we just run it once at the start of a step? 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 self = this; var gridWidth = this.width; var gridHeight = this.height; var oldGrid = this.grid, newGrid, eigenGrid; if (typeof steps !== 'number') steps = 1; while (steps--) { this.hasChanged = false; 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 eigenGrid = this.makeGrid(); // 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); if (!this.hasChanged) return false; } return newGrid; }; /** * Updates the canvas to reflect the current grid */ Terrarium.prototype.draw = function () { display(this.canvas, this.grid, this.cellSize, this.trails, this.background); }; /** * Starts animating the simulation. Can be called with only a function. * @param {int} steps the simulation will stop after steps if specified * @param {Function} fn called as a callback once the animation finishes */ Terrarium.prototype.animate = function (steps, fn) { function tick () { var grid = self.step(); if (grid) { self.grid = grid; self.draw(); if (++i !== steps) return self.nextFrame = requestAnimationFrame(tick); } // if grid hasn't changed || reached last step self.nextFrame = false; if (fn) fn(); } if (typeof steps === 'function') { fn = steps; steps = null; } if (!this.nextFrame) { var i = 0; var self = this; self.nextFrame = requestAnimationFrame(tick); } }; /** * Stops a currently running animation */ Terrarium.prototype.stop = function () { cancelAnimationFrame(this.nextFrame); this.nextFrame = false; }; /** * Stops any currently running animation and cleans up the DOM */ Terrarium.prototype.destroy = function () { var canvas = this.canvas; this.stop(); canvas.parentNode.removeChild(canvas); }; module.exports = Terrarium; },{"./creature.js":2,"./display.js":3,"./dom.js":4,"./util":6}],6:[function(require,module,exports){ // Seed Math.random() with seedrandom require('../bower_components/seedrandom/seedrandom.js')('terra :)', {global: true}); // 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 * @param {int} yMax - maximum x index i.e. grid height * @param {int} radius - (default = 1) neighbor radius * @return {array} - an array of [x, y] pairs of the neighboring cells */ _.getNeighborCoordsFn = function (xMax, yMax, vonNeumann, periodic) { if (periodic) { if (vonNeumann) { // periodic von neumann return function (x0, y0, radius) { var coords = [], x, rX, y, rY, rYMax; for (rX = -radius; rX <= radius; ++rX) { rYMax = radius - Math.abs(rX); for (rY = -rYMax; rY <= rYMax; ++rY) { x = ((rX + x0) % xMax + xMax) % xMax; y = ((rY + y0) % yMax + yMax) % yMax; if (x !== x0 || y !== y0) { coords.push({ x: x, y: y }); } } } return coords; }; } else { // periodic moore return function (x0, y0, radius) { var coords = [], x, xLo, xHi, y, yLo, yHi; xLo = x0 - radius; yLo = y0 - radius; xHi = x0 + radius; yHi = y0 + radius; for (x = xLo; x <= xHi; ++x) { for (y = yLo; y <= yHi; ++y) { if (x !== x0 || y !== y0) { coords.push({ x: (x % xMax + xMax) % xMax, y: (y % yMax + yMax) % yMax }); } } } return coords; }; } } else { // non-periodic, need to restrict to within [0, max) xMax -= 1; yMax -= 1; if (vonNeumann) { //non-periodic von-neumann return function (x0, y0, radius) { var coords = [], x, rX, y, rY, rYMax; for (rX = -radius; rX <= radius; ++rX) { rYMax = radius - Math.abs(rX); for (rY = -rYMax; rY <= rYMax; ++rY) { x = rX + x0; y = rY + y0; if (x >= 0 && y >=0 && x <= xMax && y <= yMax && (x !== x0 || y !== y0)) { coords.push({ x: x, y: y }); } } } return coords; }; } else { // non-periodic moore return function (x0, y0, radius) { var coords = [], x, xLo, xHi, y, yLo, yHi; 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 (x = xLo; x <= xHi; ++x) for (y = yLo; y <= yHi; ++y) if (x !== x0 || y !== y0) coords.push({ x: x, y: y }); return coords; }; } } }; _.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; }; /** * 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
Author: David Bau
Date: 2014 May 14 Can be used as a plain script, a node.js module or an AMD module. Script tag usage ---------------- // 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 -------------------------------- 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 1.5ghz 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. 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