mirror of
https://github.com/rileyjshaw/terra.git
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957 lines
41 KiB
JavaScript
Executable File
957 lines
41 KiB
JavaScript
Executable File
!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){
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var Terrarium = require('./terrarium.js');
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var factory = require('./creature.js');
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module.exports = {
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Terrarium: Terrarium,
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registerCreature: factory.registerCreature,
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registerCA: factory.registerCA
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};
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},{"./creature.js":2,"./terrarium.js":5}],2:[function(require,module,exports){
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var _ = require('./util.js');
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// abstract factory that adds a superclass of baseCreature
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var factory = (function () {
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function baseCreature() {
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this.age = 0;
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}
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function baseCA() {}
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baseCreature.prototype.initialEnergy = 50;
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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;
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// used as percentages of maxEnergy
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baseCreature.prototype.reproduceLv = 0.70;
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baseCreature.prototype.moveLv = 0;
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baseCreature.prototype.boundEnergy = function() {
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if (this.energy > this.maxEnergy)
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this.energy = this.maxEnergy;
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};
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baseCreature.prototype.isDead = function() {
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return this.energy <= 0;
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};
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baseCreature.prototype.reproduce = function (neighbors) {
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var spots = _.filter(neighbors, function (spot) {
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return !spot.creature;
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});
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if (spots.length) {
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var step = spots[_.random(spots.length - 1)];
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var coords = step.coords;
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var creature = factory.make(this.type);
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var successFn = (function () {
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this.energy -= this.initialEnergy;
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return true;
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}).bind(this);
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var failureFn = this.wait;
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return {
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x: coords.x,
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y: coords.y,
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creature: creature,
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successFn: successFn,
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failureFn: failureFn
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};
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} else return false;
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};
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baseCreature.prototype.move = function (neighbors) {
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var creature = this;
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// first, look for creatures to eat
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var spots = _.filter(neighbors, (function (spot) {
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return spot.creature.size < this.size;
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}).bind(this));
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// if there's not enough food, try to move
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if (spots.length < this.sustainability) {
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spots = _.filter(neighbors, function (spot) {
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return !spot.creature;
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});
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}
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// if we've got a spot to move to...
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if (spots.length) {
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// ...pick one
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var step = spots[_.random(spots.length - 1)];
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var coords = step.coords;
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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);
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// clear the original location
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return false;
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}).bind(this);
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return {
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x: coords.x,
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y: coords.y,
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creature: creature,
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successFn: successFn
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};
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} else return false;
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};
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baseCreature.prototype.wait = function () {
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this.energy -= 5;
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return true;
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};
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baseCreature.prototype.process = function (neighbors) {
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var step = {};
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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);
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}
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var creature = step.creature;
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if (creature) {
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creature.successFn = step.successFn || creature.wait;
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creature.failureFn = step.failureFn || creature.wait;
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return {
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x: step.x,
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y: step.y,
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creature: creature
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};
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} else return false;
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};
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baseCA.prototype.boundEnergy = function () {};
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baseCA.prototype.isDead = function () { return false; };
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baseCA.prototype.process = function (neighbors) {};
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baseCA.prototype.wait = function () {};
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// Storage for our creature types
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var types = {};
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return {
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make: function (type, options) {
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var Creature = types[type];
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return (Creature ? new Creature(options) : false);
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},
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registerCreature: function (options, init) {
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// required attributes
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var type = options.type;
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// 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
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if (typeof init === 'function') {
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types[type] = function () {
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this.energy = this.initialEnergy;
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init.call(this);
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};
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} else {
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types[type] = function () {
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this.energy = this.initialEnergy;
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};
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}
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var color = options.color;
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// set the color randomly if none is provided
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if (typeof color !== 'object' || color.length !== 3) {
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options.color = [_.random(255), _.random(255), _.random(255)];
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}
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types[type].prototype = new baseCreature();
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types[type].prototype.constructor = types[type];
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_.each(options, function(value, key) {
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types[type].prototype[key] = value;
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});
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types[type].prototype.successFn = types[type].wait;
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types[type].prototype.failureFn = types[type].wait;
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types[type].prototype.energy = options.initialEnergy;
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return true;
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} else return false;
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},
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registerCA: function (options, init) {
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// required attributes
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var type = options.type;
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// 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
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types[type] = typeof init === 'function' ?
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function () { init.call(this); } :
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function () {};
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var color = options.color;
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// set the color randomly if none is provided
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if (typeof color !== 'object' || color.length !== 3) {
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options.color = [_.random(255), _.random(255), _.random(255)];
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}
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types[type].prototype = new baseCA();
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types[type].prototype.constructor = types[type];
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_.each(options, function(value, key) {
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types[type].prototype[key] = value;
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});
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return true;
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} else return false;
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}
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};
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})();
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module.exports = factory;
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},{"./util.js":6}],3:[function(require,module,exports){
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var _ = require('./util.js');
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module.exports = function (canvas, grid, cellSize) {
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var ctx = canvas.getContext('2d');
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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_.each(grid, function (column, x) {
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_.each(column, function (creature, y) {
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if (creature) {
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var color = creature.colorFn ?
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creature.colorFn() :
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creature.color + ',' + creature.energy / creature.maxEnergy;
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ctx.fillStyle = 'rgba(' + color + ')';
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if (creature.character) {
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ctx.fillText(creature.character, x * cellSize, y * cellSize + cellSize);
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} else {
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ctx.fillRect(x * cellSize, y * cellSize, cellSize, cellSize);
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}
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}
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});
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});
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};
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},{"./util.js":6}],4:[function(require,module,exports){
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// Creates an HD canvas element on page and
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// returns a reference to the element
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var createCanvasElement = function (width, height, cellSize, id, insertAfter) {
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width *= cellSize;
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height *= cellSize;
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// Creates a scaled-up canvas based on the device's
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// resolution, then displays it properly using styles
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function createHDCanvas (ratio) {
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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
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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 ||
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ctx.mozBackingStorePixelRatio ||
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ctx.msBackingStorePixelRatio ||
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ctx.oBackingStorePixelRatio ||
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ctx.backingStorePixelRatio || 1;
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return dpr / bsr;
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})();
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canvas.width = width * ratio;
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canvas.height = height * ratio;
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canvas.style.width = width + 'px';
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canvas.style.height = height + 'px';
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ctx.setTransform(ratio, 0, 0, ratio, 0, 0);
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ctx.font = 'bold ' + cellSize + 'px Arial';
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if (id) canvas.id = id;
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return canvas;
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}
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var canvas = createHDCanvas();
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if (insertAfter) insertAfter.parentNode.insertBefore(canvas, insertAfter.nextSibling);
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else document.body.appendChild(canvas);
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return canvas;
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};
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module.exports = {
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createCanvasElement: createCanvasElement
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};
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},{}],5:[function(require,module,exports){
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var _ = require('./util');
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var factory = require('./creature.js');
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var display = require('./display.js');
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var dom = require('./dom.js');
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/**
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* Terrarium constructor function
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* @param {int} width number of cells in the x-direction
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* @param {int} height number of cells in the y-direction
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* @param {string} id id assigned to the generated canvas
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* @param {int} cellSize pixel width of each cell (default 10)
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* @param {string} insertAfter id of the element to insert the canvas after
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*/
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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;
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this.height = height;
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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
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* @param {*} content if function, fill grid according to fn(x, y)
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* if array, fill grid cells with the corresponding creatureType
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* if string, fill grid with that creatureType
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* otherwise, create empty grid
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* @return {grid} a grid adhering to the above rules
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*/
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Terrarium.prototype.makeGrid = function (content) {
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var grid = [], type = typeof content, creature;
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for (var x = 0, _w = this.width; x < _w; x++) {
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grid.push([]);
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for (var y = 0, _h = this.height; y < _h; y++) {
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grid[x].push(factory.make(
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type === 'function' ? content(x, y) :
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type === 'object' && content.length ? (content[y] || [])[x] :
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type === 'string' ? content :
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undefined
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));
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}
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} return grid;
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};
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/**
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* Create a grid and fill it randomly with a set creature distribution
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* @param {array} distribution an array of arrays of the form [string 'creatureName', float fillPercent]
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*/
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Terrarium.prototype.makeGridWithDistribution = function (distribution) {
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var current, rand = 0, grid = [];
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for (var x = 0, _w = this.width; x < _w; x++) {
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grid.push([]);
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for (var y = 0, _h = this.height; y < _h; y++) {
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grid[x].push(factory.make(_.pickRandomWeighted(distribution)));
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}
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} return grid;
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};
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/**
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* Returns the next step of the simulation
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* @param {} steps the number of steps to run through before returning
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* @return {grid} a new grid after <steps> || 1 steps
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*/
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Terrarium.prototype.step = function (steps) {
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function copyAndRemoveInner (origCreature) {
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if (origCreature) {
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var copy = _.assign(new (origCreature.constructor)(), origCreature);
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return copy && !copy.isDead() ? copy : false;
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} else return false;
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}
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function copyAndRemove (origCols) {
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return _.map(origCols, copyAndRemoveInner);
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}
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function zipCoordsWithNeighbors (coords) {
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return {
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coords: coords,
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creature: oldGrid[coords.x][coords.y]
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};
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}
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function processLoser (loser) {
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var loserCreature = loser.creature;
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if (loserCreature) {
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loserCreature.failureFn();
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loserCreature.boundEnergy();
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} else {
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loser.wait();
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loser.boundEnergy();
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}
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}
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function processCreaturesInner (creature, x, y) {
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if (creature) {
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var neighbors = _.map(
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_.getNeighborCoords(x, y, gridWidth - 1, gridHeight - 1, creature.actionRadius),
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zipCoordsWithNeighbors
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);
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var result = creature.process(neighbors);
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if (result) {
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var eigenColumn = eigenGrid[result.x];
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if (!eigenColumn[result.y]) eigenColumn[result.y] = [];
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eigenColumn[result.y].push({
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x: x,
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y: y,
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creature: result.creature
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});
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} else {
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processLoser(creature);
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}
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}
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}
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function processCreatures (column, x) {
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_.each(column, function (creature, y) { processCreaturesInner(creature, x, y); });
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}
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function pickWinnerInner (superposition, x, y) {
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if (superposition) {
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var winner = superposition.splice(_.random(superposition.length - 1), 1)[0];
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var winnerCreature = winner.creature;
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// 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;
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}
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winnerCreature.boundEnergy();
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// put the winner in its rightful place
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newGrid[x][y] = winnerCreature;
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// ...and call wait() on the losers. We can do this without
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// affecting temporal consistency because all callbacks have
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// already been created with prior conditions
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_.each(superposition, processLoser);
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}
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}
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function pickWinner (column, x) {
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_.each(column, function (superposition, y) { pickWinnerInner(superposition, x, y); });
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}
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var gridWidth = this.width;
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var gridHeight = this.height;
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var oldGrid = this.grid, newGrid, eigenGrid;
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if (typeof steps !== 'number') steps = 1;
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while (steps--) {
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oldGrid = newGrid ? _.clone(newGrid) : this.grid;
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// copy the old grid & remove dead creatures
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newGrid = _.map(oldGrid, copyAndRemove);
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// 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
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_.each(newGrid, processCreatures);
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// Choose a winner from each of the eigenGrid's superpositions
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_.each(eigenGrid, pickWinner);
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}
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return newGrid;
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};
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/**
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* Updates the canvas to reflect the current grid
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*/
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Terrarium.prototype.draw = function () {
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display(this.canvas, this.grid, this.cellSize);
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};
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/**
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* Starts animating the simulation
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* @param {int} steps the simulation will stop after <steps> steps if specified
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* @param {Function} fn called as a callback once the animation finishes
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*/
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Terrarium.prototype.animate = function (steps, fn) {
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function tick () {
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self.grid = self.step();
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self.draw();
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if (i++ !== steps) self.nextFrame = requestAnimationFrame(tick);
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else {
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self.nextFrame = false;
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fn();
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}
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}
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if (!this.nextFrame) {
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var i = 0;
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var self = this;
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self.nextFrame = requestAnimationFrame(tick);
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}
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};
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/**
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* Stops a currently running animation
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*/
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Terrarium.prototype.stop = function () {
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cancelAnimationFrame(this.nextFrame);
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this.nextFrame = false;
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};
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module.exports = Terrarium;
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},{"./creature.js":2,"./display.js":3,"./dom.js":4,"./util":6}],6:[function(require,module,exports){
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// 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:
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// lodash exports=commonjs include=assign,clone,filter,each,map,random,reduce,some
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var _ = require('../lodash_custom/lodash.custom.min.js')._;
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/**
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* Takes a cell and returns the coordinates of its neighbors
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* @param {int} x0 - x position of cell
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* @param {int} y0 - y position of cell
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* @param {int} xMax - maximum x index i.e. grid width - 1
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* @param {int} yMax - maximum x index i.e. grid height - 1
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* @param {int} radius - (default = 1) neighbor radius
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* @return {array} - an array of [x, y] pairs of the neighboring cells
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*/
|
|
_.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;
|
|
};
|
|
|
|
_.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<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>
|
|
</script>
|
|
|
|
// 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>
|
|
</script>
|
|
<!-- Seeds using urandom bits from a server. -->
|
|
<script src=//jsonlib.appspot.com/urandom?callback=Math.seedrandom">
|
|
</script>
|
|
|
|
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. 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
|
|
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