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dungeoneer

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(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.Dungeoneer = f()}})(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){ /** * Based on Bob Nystrom's procedural dungeon generation logic that he wrote for Hauberk * http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes/ */ 'use strict'; const Victor = require('victor'); const _ = require('underscore'); const Room = require('./room'); const Tile = require('./tile'); /** * @desc The random dungeon generator. * * Starting with a stage of solid walls, it works like so: * * 1. Place a number of randomly sized and positioned rooms. If a room * overlaps an existing room, it is discarded. Any remaining rooms are * carved out. * 2. Any remaining solid areas are filled in with mazes. The maze generator * will grow and fill in even odd-shaped areas, but will not touch any * rooms. * 3. The result of the previous two steps is a series of unconnected rooms * and mazes. We walk the stage and find every tile that can be a * "connector". This is a solid tile that is adjacent to two unconnected * regions. * 4. We randomly choose connectors and open them or place a door there until * all of the unconnected regions have been joined. There is also a slight * chance to carve a connector between two already-joined regions, so that * the dungeon isn't single connected. * 5. The mazes will have a lot of dead ends. Finally, we remove those by * repeatedly filling in any open tile that's closed on three sides. When * this is done, every corridor in a maze actually leads somewhere. * * The end result of this is a multiply-connected dungeon with rooms and lots * of winding corridors. * * @constructor */ const Dungeon = function Dungeon() { var numRoomTries = 50; // The inverse chance of adding a connector between two regions that have // already been joined. Increasing this leads to more loosely connected // dungeons. var extraConnectorChance = 50; // Increasing this allows rooms to be larger. var roomExtraSize = 0; var windingPercent = 50; var _rooms = []; // The index of the current region being carved. var _currentRegion = -1; var stage; const n = new Victor(0, 1); const e = new Victor(1, 0); const s = new Victor(0, -1); const w = new Victor(-1, 0); // The four cardinal directions: north, south, east, and west. const cardinalDirections = [n, e, s, w]; const bindStage = givenStage => { stage = givenStage; }; let _tiles = []; /** * @desc returns a tile at the provided coordinates * * @param {Number} x - The x coordinate to retrieve * @param {Number} y - The y coordinate to retrieve * * @returns {Object} - A Tile object */ const getTile = (x, y) => { return _tiles[x][y]; }; /** * @desc Sets a tile's type and region. This function will thrown an error if * the tile doesn't exist. * * @param {Number} x - The x coordinate of the tile to set * @param {Number} y - The y coordinate of the tile to set * @param {String} type - The type to set on the tile * * @returns {Object} - The Tile object or null if the tile was not found * */ const setTile = (x, y, type) => { if (_tiles[x] && _tiles[x][y]) { _tiles[x][y].type = type; _tiles[x][y].region = _currentRegion; return _tiles[x][y]; } throw new RangeError(`tile at ${x}, ${y} is unreachable`); }; /** * @desc Generates tile data to the dimension of the stage. * * @param {String} type - The tile type to set on newly created tiles * * @returns {Array} - The _tiles array */ const fill = type => { let neighbours = []; let nesw = {}; var x; var y; for (x = 0; x < stage.width; x++) { _tiles.push([]); for (y = 0; y < stage.height; y++) { _tiles[x].push(new Tile(type)); } } for (x = 0; x < stage.width; x++) { for (y = 0; y < stage.height; y++) { neighbours = []; nesw = {}; if (_tiles[x][y - 1]) { neighbours.push(_tiles[x][y - 1]); nesw.north = _tiles[x][y - 1]; } if (_tiles[x + 1] && _tiles[x + 1][y - 1]) { neighbours.push(_tiles[x + 1][y - 1]); } if (_tiles[x + 1] && _tiles[x + 1][y]) { neighbours.push(_tiles[x + 1][y]); nesw.east = _tiles[x + 1][y]; } if (_tiles[x + 1] && _tiles[x + 1][y + 1]) { neighbours.push(_tiles[x + 1][y + 1]); } if (_tiles[x] && _tiles[x][y + 1]) { neighbours.push(_tiles[x][y + 1]); nesw.south = _tiles[x][y + 1]; } if (_tiles[x - 1] && _tiles[x - 1][y + 1]) { neighbours.push(_tiles[x - 1][y + 1]); } if (_tiles[x - 1] && _tiles[x - 1][y]) { neighbours.push(_tiles[x - 1][y]); nesw.west = _tiles[x - 1][y]; } if (_tiles[x - 1] && _tiles[x - 1][y - 1]) { neighbours.push(_tiles[x - 1][y - 1]); } _tiles[x][y].setNeighbours(neighbours); _tiles[x][y].nesw = nesw; } } return _tiles; }; /** * @desc Master function for generating a dungeon * * @param {Object} stage - An object with a width key and a height key. Used * to determine the size of the dungeon. Must be odd with and height. * @param {Boolean} debug - outputs debug info if set to true * * @returns {Object} - Tile information for the dungeon */ const generate = (stage, debug = false) => { let startDate = Date.now(); if (stage.width % 2 === 0 || stage.height % 2 === 0) { throw new Error('The stage must be odd-sized.'); } bindStage(stage); fill('wall'); _addRooms(); // Fill in all of the empty space with mazes. for (var y = 1; y < stage.height; y += 2) { for (var x = 1; x < stage.width; x += 2) { // Skip the maze generation if the tile is already carved if (getTile(x, y).type === 'floor') { continue; } _growMaze(x, y); } } _connectRegions(); _removeDeadEnds(); let endDate = Date.now(); if (debug) { console.log('Dungeon generated in ' + (endDate - startDate) + 'ms'); } return { rooms: _rooms, tiles: _tiles }; }; /** * @desc Implementation of the "growing tree" algorithm from here: * http://www.astrolog.org/labyrnth/algrithm.htm. * * @param {Number} startX - The x coordinate to start at * @param {Number} startY - The y coordinate to start at * * @returns {void} */ const _growMaze = (startX, startY) => { var cells = []; var lastDir; if (_tiles[startX][startY].neighbours.filter(x => x.type === 'floor').length > 0) { return; } _startRegion(); _carve(startX, startY); cells.push(new Victor(startX, startY)); let count = 0; while (cells.length && count < 500) { count++; var cell = cells[cells.length - 1]; // See which adjacent cells are open. var unmadeCells = []; for (let dir of cardinalDirections) { if (_canCarve(cell, dir)) { unmadeCells.push(dir); } } if (unmadeCells.length) { // Based on how "windy" passages are, try to prefer carving in the // same direction. var dir; var stringifiedCells = unmadeCells.map(v => v.toString()); if (lastDir && stringifiedCells.indexOf(lastDir.toString()) > -1 && _.random(1, 100) > windingPercent) { dir = lastDir.clone(); } else { let rand = _.random(0, unmadeCells.length - 1); dir = unmadeCells[rand].clone(); } let carveLoc1 = cell.clone().add(dir).toObject(); _carve(carveLoc1.x, carveLoc1.y); let carveLoc2 = cell.clone().add(dir).add(dir).toObject(); _carve(carveLoc2.x, carveLoc2.y); cells.push(cell.clone().add(dir).add(dir)); lastDir = dir.clone(); } else { // No adjacent uncarved cells. cells.pop(); // This path has ended. lastDir = null; } } }; /** * @desc Creates rooms in the dungeon by repeatedly creating random rooms and * seeing if they overlap. Rooms that overlap are discarded. This process is * repeated until it hits the maximum tries determined by the 'numRoomTries' * variable. * * @returns {void} */ const _addRooms = () => { for (var i = 0; i < numRoomTries; i++) { // Pick a random room size. The funny math here does two things: // - It makes sure rooms are odd-sized to line up with maze. // - It avoids creating rooms that are too rectangular: too tall and // narrow or too wide and flat. var size = _.random(1, 3 + roomExtraSize) * 2 + 1; var rectangularity = _.random(0, 1 + Math.floor(size / 2)) * 2; var width = size; var height = size; if (_oneIn(2)) { width += rectangularity; } else { height += rectangularity; } var x = _.random(0, Math.floor((stage.width - width) / 2)) * 2 + 1; var y = _.random(0, Math.floor((stage.height - height) / 2)) * 2 + 1; if (x > stage.width - width) { x = stage.width - width - 1; } if (y > stage.height - height) { y = stage.height - height - 1; } var room = new Room(x, y, width, height); var overlaps = false; for (var other of _rooms) { if (room.intersects(other)) { overlaps = true; break; } } if (overlaps) { continue; } _rooms.push(room); _startRegion(); // Convert room tiles to floor carveArea(x, y, width, height); } }; /** * @desc converts an area of tiles to floor type * * @param {Number} x - The starting x coordinate * @param {Number} y - The starting y coordinate * @param {Number} width - The width of the area to carve * @param {Number} height - The height of the area to carve * * @returns {void} */ const carveArea = (x, y, width, height) => { for (var i = x; i < x + width; i++) { for (var j = y; j < y + height; j++) { _carve(i, j); } } }; /** * @desc Creates doorways between each generated region of tiles * * @return {void} */ const _connectRegions = () => { let regionConnections = {}; _tiles.forEach(row => { row.forEach(tile => { if (tile.type === 'floor') { return; } let tileRegions = _.unique(_.values(tile.nesw).map(x => x.region).filter(x => !_.isUndefined(x))); if (tileRegions.length <= 1) { return; } let key = tileRegions.join('-'); if (!regionConnections[key]) { regionConnections[key] = []; } regionConnections[key].push(tile); }); }); _.each(regionConnections, connections => { let index = _.random(0, connections.length - 1); connections[index].type = 'door'; connections.splice(index, 1); // Occasional open up additional connections connections.forEach(conn => { if (_oneIn(extraConnectorChance)) { conn.type = 'door'; } }); }); }; /** * @desc Helper function for calculating random chance. The higher the number * provided the less likely this value is to return true. * * @param {Number} num - The ceiling number that could be calculated * * @returns {Boolean} - True if the function rolled a one * * @example * _oneIn(50); // - Has a 1 in 50 chance of returning true */ const _oneIn = num => { return _.random(1, num) === 1; }; /** * @desc Fills in dead ends in the dungeon with wall tiles * * @returns {void} */ const _removeDeadEnds = () => { var done = false; const cycle = () => { let done = true; _tiles.forEach(row => { row.forEach(tile => { // If it only has one exit, it's a dead end --> fill it in! if (tile.type === 'wall') { return; } if (_.values(tile.nesw).filter(t => t.type !== 'wall').length <= 1) { tile.type = 'wall'; done = false; } }); }); return done; }; while (!done) { done = true; done = cycle(); } }; /** * @desc Gets whether or not an opening can be carved from the given starting * [Cell] at [pos] to the adjacent Cell facing [direction]. Returns `true` * if the starting Cell is in bounds and the destination Cell is filled * (or out of bounds).</returns> * * @param {Victor} cell - Victor JS vector object * @param {Victor} direction - Victor JS vector object indicating direction * * @return {Boolean} - true if the path can be carved */ const _canCarve = (cell, direction) => { // Must end in bounds. let end = cell.clone().add(direction).add(direction).add(direction).toObject(); if (!_tiles[end.x] || !_tiles[end.x][end.y]) { return false; } if (getTile(end.x, end.y).type !== 'wall') { return false; } // Destination must not be open. let dest = cell.clone().add(direction).add(direction).toObject(); return getTile(dest.x, dest.y).type !== 'floor'; }; /** * @desc Increments the current region. Typically called every time a new area * starts being carved * * @returns {Number} - The current region number */ const _startRegion = () => { _currentRegion++; return _currentRegion; }; /** * @desc Changes the Tile at a given coordinate to a provided type. Typically * used to change the type to 'floor' * * @param {Number} x - The x coordinate to change * @param {Number} y - The y coordinate to change * @param {String} type - The type to change the tile to. Defaults to 'floor' * * @returns {void} */ const _carve = (x, y, type = 'floor') => { setTile(x, y, type); }; return { generate }; }; const generate = options => { return new Dungeon().generate(options); }; module.exports = { generate }; },{"./room":2,"./tile":3,"underscore":4,"victor":5}],2:[function(require,module,exports){ 'use strict'; /** * @desc Helper class for drawing rooms when generating dungeons * @constructor * * @param {Number} x - The x coordinate of the top side of the room * @param {Number} y - The y coordinate of the left hand side of the room * @param {Number} width - The width of the room * @param {Number} height - The height of the room */ const Room = function Room(x, y, width, height) { this.x = x; this.y = y; this.width = width; this.height = height; }; /** * @desc Returns the bounding box for this room * @function * * @returns {Object} - Bounding box object containing a top, right, bottom and * left value. */ Room.prototype.getBoundingBox = function getBoundingBox() { return { top: this.y, right: this.x + this.width, bottom: this.y + this.height, left: this.x }; }; /** * @desc Compares this room with an entity that has a bounding box method to see * if they intersect. * * @param {Object} other - An object with a getBoundingBox() method * * @returns {Boolean} - true if there is an intersection */ Room.prototype.intersects = function intersects(other) { if (!other.getBoundingBox) { throw new Error('Given entity has no method getBoundingBox'); } var r1 = this.getBoundingBox(); var r2 = other.getBoundingBox(); return !(r2.left > r1.right || r2.right < r1.left || r2.top > r1.bottom || r2.bottom < r1.top); }; module.exports = Room; },{}],3:[function(require,module,exports){ 'use strict'; /** * @desc Class for a single tilein a dungeon * @constructor * * @param {String} type - The type of tile, e.g. 'wall', 'floor' */ const Tile = function Tile(type) { this.type = type; this.neighbours = []; }; /** * @desc Sets an array containing this tiles immediate neighbours * * @param {Object[]} neighbours - An array of neighbouring Tiles * * @return {Object} - returns the Tile object, useful for chaining */ Tile.prototype.setNeighbours = function (neighbours) { this.neighbours = neighbours; return this; }; module.exports = Tile; },{}],4:[function(require,module,exports){ (function (global){ // Underscore.js 1.9.1 // http://underscorejs.org // (c) 2009-2018 Jeremy Ashkenas, DocumentCloud and Investigative Reporters & Editors // Underscore may be freely distributed under the MIT license. (function() { // Baseline setup // -------------- // Establish the root object, `window` (`self`) in the browser, `global` // on the server, or `this` in some virtual machines. We use `self` // instead of `window` for `WebWorker` support. var root = typeof self == 'object' && self.self === self && self || typeof global == 'object' && global.global === global && global || this || {}; // Save the previous value of the `_` variable. var previousUnderscore = root._; // Save bytes in the minified (but not gzipped) version: var ArrayProto = Array.prototype, ObjProto = Object.prototype; var SymbolProto = typeof Symbol !== 'undefined' ? Symbol.prototype : null; // Create quick reference variables for speed access to core prototypes. var push = ArrayProto.push, slice = ArrayProto.slice, toString = ObjProto.toString, hasOwnProperty = ObjProto.hasOwnProperty; // All **ECMAScript 5** native function implementations that we hope to use // are declared here. var nativeIsArray = Array.isArray, nativeKeys = Object.keys, nativeCreate = Object.create; // Naked function reference for surrogate-prototype-swapping. var Ctor = function(){}; // Create a safe reference to the Underscore object for use below. var _ = function(obj) { if (obj instanceof _) return obj; if (!(this instanceof _)) return new _(obj); this._wrapped = obj; }; // Export the Underscore object for **Node.js**, with // backwards-compatibility for their old module API. If we're in // the browser, add `_` as a global object. // (`nodeType` is checked to ensure that `module` // and `exports` are not HTML elements.) if (typeof exports != 'undefined' && !exports.nodeType) { if (typeof module != 'undefined' && !module.nodeType && module.exports) { exports = module.exports = _; } exports._ = _; } else { root._ = _; } // Current version. _.VERSION = '1.9.1'; // Internal function that returns an efficient (for current engines) version // of the passed-in callback, to be repeatedly applied in other Underscore // functions. var optimizeCb = function(func, context, argCount) { if (context === void 0) return func; switch (argCount == null ? 3 : argCount) { case 1: return function(value) { return func.call(context, value); }; // The 2-argument case is omitted because we’re not using it. case 3: return function(value, index, collection) { return func.call(context, value, index, collection); }; case 4: return function(accumulator, value, index, collection) { return func.call(context, accumulator, value, index, collection); }; } return function() { return func.apply(context, arguments); }; }; var builtinIteratee; // An internal function to generate callbacks that can be applied to each // element in a collection, returning the desired result — either `identity`, // an arbitrary callback, a property matcher, or a property accessor. var cb = function(value, context, argCount) { if (_.iteratee !== builtinIteratee) return _.iteratee(value, context); if (value == null) return _.identity; if (_.isFunction(value)) return optimizeCb(value, context, argCount); if (_.isObject(value) && !_.isArray(value)) return _.matcher(value); return _.property(value); }; // External wrapper for our callback generator. Users may customize // `_.iteratee` if they want additional predicate/iteratee shorthand styles. // This abstraction hides the internal-only argCount argument. _.iteratee = builtinIteratee = function(value, context) { return cb(value, context, Infinity); }; // Some functions take a variable number of arguments, or a few expected // arguments at the beginning and then a variable number of values to operate // on. This helper accumulates all remaining arguments past the function’s // argument length (or an explicit `startIndex`), into an array that becomes // the last argument. Similar to ES6’s "rest parameter". var restArguments = function(func, startIndex) { startIndex = startIndex == null ? func.length - 1 : +startIndex; return function() { var length = Math.max(arguments.length - startIndex, 0), rest = Array(length), index = 0; for (; index < length; index++) { rest[index] = arguments[index + startIndex]; } switch (startIndex) { case 0: return func.call(this, rest); case 1: return func.call(this, arguments[0], rest); case 2: return func.call(this, arguments[0], arguments[1], rest); } var args = Array(startIndex + 1); for (index = 0; index < startIndex; index++) { args[index] = arguments[index]; } args[startIndex] = rest; return func.apply(this, args); }; }; // An internal function for creating a new object that inherits from another. var baseCreate = function(prototype) { if (!_.isObject(prototype)) return {}; if (nativeCreate) return nativeCreate(prototype); Ctor.prototype = prototype; var result = new Ctor; Ctor.prototype = null; return result; }; var shallowProperty = function(key) { return function(obj) { return obj == null ? void 0 : obj[key]; }; }; var has = function(obj, path) { return obj != null && hasOwnProperty.call(obj, path); } var deepGet = function(obj, path) { var length = path.length; for (var i = 0; i < length; i++) { if (obj == null) return void 0; obj = obj[path[i]]; } return length ? obj : void 0; }; // Helper for collection methods to determine whether a collection // should be iterated as an array or as an object. // Related: http://people.mozilla.org/~jorendorff/es6-draft.html#sec-tolength // Avoids a very nasty iOS 8 JIT bug on ARM-64. #2094 var MAX_ARRAY_INDEX = Math.pow(2, 53) - 1; var getLength = shallowProperty('length'); var isArrayLike = function(collection) { var length = getLength(collection); return typeof length == 'number' && length >= 0 && length <= MAX_ARRAY_INDEX; }; // Collection Functions // -------------------- // The cornerstone, an `each` implementation, aka `forEach`. // Handles raw objects in addition to array-likes. Treats all // sparse array-likes as if they were dense. _.each = _.forEach = function(obj, iteratee, context) { iteratee = optimizeCb(iteratee, context); var i, length; if (isArrayLike(obj)) { for (i = 0, length = obj.length; i < length; i++) { iteratee(obj[i], i, obj); } } else { var keys = _.keys(obj); for (i = 0, length = keys.length; i < length; i++) { iteratee(obj[keys[i]], keys[i], obj); } } return obj; }; // Return the results of applying the iteratee to each element. _.map = _.collect = function(obj, iteratee, context) { iteratee = cb(iteratee, context); var keys = !isArrayLike(obj) && _.keys(obj), length = (keys || obj).length, results = Array(length); for (var index = 0; index < length; index++) { var currentKey = keys ? keys[index] : index; results[index] = iteratee(obj[currentKey], currentKey, obj); } return results; }; // Create a reducing function iterating left or right. var createReduce = function(dir) { // Wrap code that reassigns argument variables in a separate function than // the one that accesses `arguments.length` to avoid a perf hit. (#1991) var reducer = function(obj, iteratee, memo, initial) { var keys = !isArrayLike(obj) && _.keys(obj), length = (keys || obj).length, index = dir > 0 ? 0 : length - 1; if (!initial) { memo = obj[keys ? keys[index] : index]; index += dir; } for (; index >= 0 && index < length; index += dir) { var currentKey = keys ? keys[index] : index; memo = iteratee(memo, obj[currentKey], currentKey, obj); } return memo; }; return function(obj, iteratee, memo, context) { var initial = arguments.length >= 3; return reducer(obj, optimizeCb(iteratee, context, 4), memo, initial); }; }; // **Reduce** builds up a single result from a list of values, aka `inject`, // or `foldl`. _.reduce = _.foldl = _.inject = createReduce(1); // The right-associative version of reduce, also known as `foldr`. _.reduceRight = _.foldr = createReduce(-1); // Return the first value which passes a truth test. Aliased as `detect`. _.find = _.detect = function(obj, predicate, context) { var keyFinder = isArrayLike(obj) ? _.findIndex : _.findKey; var key = keyFinder(obj, predicate, context); if (key !== void 0 && key !== -1) return obj[key]; }; // Return all the elements that pass a truth test. // Aliased as `select`. _.filter = _.select = function(obj, predicate, context) { var results = []; predicate = cb(predicate, context); _.each(obj, function(value, index, list) { if (predicate(value, index, list)) results.push(value); }); return results; }; // Return all the elements for which a truth test fails. _.reject = function(obj, predicate, context) { return _.filter(obj, _.negate(cb(predicate)), context); }; // Determine whether all of the elements match a truth test. // Aliased as `all`. _.every = _.all = function(obj, predicate, context) { predicate = cb(predicate, context); var keys = !isArrayLike(obj) && _.keys(obj), length = (keys || obj).length; for (var index = 0; index < length; index++) { var currentKey = keys ? keys[index] : index; if (!predicate(obj[currentKey], currentKey, obj)) return false; } return true; }; // Determine if at least one element in the object matches a truth test. // Aliased as `any`. _.some = _.any = function(obj, predicate, context) { predicate = cb(predicate, context); var keys = !isArrayLike(obj) && _.keys(obj), length = (keys || obj).length; for (var index = 0; index < length; index++) { var currentKey = keys ? keys[index] : index; if (predicate(obj[currentKey], currentKey, obj)) return true; } return false; }; // Determine if the array or object contains a given item (using `===`). // Aliased as `includes` and `include`. _.contains = _.includes = _.include = function(obj, item, fromIndex, guard) { if (!isArrayLike(obj)) obj = _.values(obj); if (typeof fromIndex != 'number' || guard) fromIndex = 0; return _.indexOf(obj, item, fromIndex) >= 0; }; // Invoke a method (with arguments) on every item in a collection. _.invoke = restArguments(function(obj, path, args) { var contextPath, func; if (_.isFunction(path)) { func = path; } else if (_.isArray(path)) { contextPath = path.slice(0, -1); path = path[path.length - 1]; } return _.map(obj, function(context) { var method = func; if (!method) { if (contextPath && contextPath.length) { context = deepGet(context, contextPath); } if (context == null) return void 0; method = context[path]; } return method == null ? method : method.apply(context, args); }); }); // Convenience version of a common use case of `map`: fetching a property. _.pluck = function(obj, key) { return _.map(obj, _.property(key)); }; // Convenience version of a common use case of `filter`: selecting only objects // containing specific `key:value` pairs. _.where = function(obj, attrs) { return _.filter(obj, _.matcher(attrs)); }; // Convenience version of a common use case of `find`: getting the first object // containing specific `key:value` pairs. _.findWhere = function(obj, attrs) { return _.find(obj, _.matcher(attrs)); }; // Return the maximum element (or element-based computation). _.max = function(obj, iteratee, context) { var result = -Infinity, lastComputed = -Infinity, value, computed; if (iteratee == null || typeof iteratee == 'number' && typeof obj[0] != 'object' && obj != null) { obj = isArrayLike(obj) ? obj : _.values(obj); for (var i = 0, length = obj.length; i < length; i++) { value = obj[i]; if (value != null && value > result) { result = value; } } } else { iteratee = cb(iteratee, context); _.each(obj, function(v, index, list) { computed = iteratee(v, index, list); if (computed > lastComputed || computed === -Infinity && result === -Infinity) { result = v; lastComputed = computed; } }); } return result; }; // Return the minimum element (or element-based computation). _.min = function(obj, iteratee, context) { var result = Infinity, lastComputed = Infinity, value, computed; if (iteratee == null || typeof iteratee == 'number' && typeof obj[0] != 'object' && obj != null) { obj = isArrayLike(obj) ? obj : _.values(obj); for (var i = 0, length = obj.length; i < length; i++) { value = obj[i]; if (value != null && value < result) { result = value; } } } else { iteratee = cb(iteratee, context); _.each(obj, function(v, index, list) { computed = iteratee(v, index, list); if (computed < lastComputed || computed === Infinity && result === Infinity) { result = v; lastComputed = computed; } }); } return result; }; // Shuffle a collection. _.shuffle = function(obj) { return _.sample(obj, Infinity); }; // Sample **n** random values from a collection using the modern version of the // [Fisher-Yates shuffle](http://en.wikipedia.org/wiki/Fisher–Yates_shuffle). // If **n** is not specified, returns a single random element. // The internal `guard` argument allows it to work with `map`. _.sample = function(obj, n, guard) { if (n == null || guard) { if (!isArrayLike(obj)) obj = _.values(obj); return obj[_.random(obj.length - 1)]; } var sample = isArrayLike(obj) ? _.clone(obj) : _.values(obj); var length = getLength(sample); n = Math.max(Math.min(n, length), 0); var last = length - 1; for (var index = 0; index < n; index++) { var rand = _.random(index, last); var temp = sample[index]; sample[index] = sample[rand]; sample[rand] = temp; } return sample.slice(0, n); }; // Sort the object's values by a criterion produced by an iteratee. _.sortBy = function(obj, iteratee, context) { var index = 0; iteratee = cb(iteratee, context); return _.pluck(_.map(obj, function(value, key, list) { return { value: value, index: index++, criteria: iteratee(value, key, list) }; }).sort(function(left, right) { var a = left.criteria; var b = right.criteria; if (a !== b) { if (a > b || a === void 0) return 1; if (a < b || b === void 0) return -1; } return left.index - right.index; }), 'value'); }; // An internal function used for aggregate "group by" operations. var group = function(behavior, partition) { return function(obj, iteratee, context) { var result = partition ? [[], []] : {}; iteratee = cb(iteratee, context); _.each(obj, function(value, index) { var key = iteratee(value, index, obj); behavior(result, value, key); }); return result; }; }; // Groups the object's values by a criterion. Pass either a string attribute // to group by, or a function that returns the criterion. _.groupBy = group(function(result, value, key) { if (has(result, key)) result[key].push(value); else result[key] = [value]; }); // Indexes the object's values by a criterion, similar to `groupBy`, but for // when you know that your index values will be unique. _.indexBy = group(function(result, value, key) { result[key] = value; }); // Counts instances of an object that group by a certain criterion. Pass // either a string attribute to count by, or a function that returns the // criterion. _.countBy = group(function(result, value, key) { if (has(result, key)) result[key]++; else result[key] = 1; }); var reStrSymbol = /[^\ud800-\udfff]|[\ud800-\udbff][\udc00-\udfff]|[\ud800-\udfff]/g; // Safely create a real, live array from anything iterable. _.toArray = function(obj) { if (!obj) return []; if (_.isArray(obj)) return slice.call(obj); if (_.isString(obj)) { // Keep surrogate pair characters together return obj.match(reStrSymbol); } if (isArrayLike(obj)) return _.map(obj, _.identity); return _.values(obj); }; // Return the number of elements in an object. _.size = function(obj) { if (obj == null) return 0; return isArrayLike(obj) ? obj.length : _.keys(obj).length; }; // Split a collection into two arrays: one whose elements all satisfy the given // predicate, and one whose elements all do not satisfy the predicate. _.partition = group(function(result, value, pass) { result[pass ? 0 : 1].push(value); }, true); // Array Functions // --------------- // Get the first element of an array. Passing **n** will return the first N // values in the array. Aliased as `head` and `take`. The **guard** check // allows it to work with `_.map`. _.first = _.head = _.take = function(array, n, guard) { if (array == null || array.length < 1) return n == null ? void 0 : []; if (n == null || guard) return array[0]; return _.initial(array, array.length - n); }; // Returns everything but the last entry of the array. Especially useful on // the arguments object. Passing **n** will return all the values in // the array, excluding the last N. _.initial = function(array, n, guard) { return slice.call(array, 0, Math.max(0, array.length - (n == null || guard ? 1 : n))); }; // Get the last element of an array. Passing **n** will return the last N // values in the array. _.last = function(array, n, guard) { if (array == null || array.length < 1) return n == null ? void 0 : []; if (n == null || guard) return array[array.length - 1]; return _.rest(array, Math.max(0, array.length - n)); }; // Returns everything but the first entry of the array. Aliased as `tail` and `drop`. // Especially useful on the arguments object. Passing an **n** will return // the rest N values in the array. _.rest = _.tail = _.drop = function(array, n, guard) { return slice.call(array, n == null || guard ? 1 : n); }; // Trim out all falsy values from an array. _.compact = function(array) { return _.filter(array, Boolean); }; // Internal implementation of a recursive `flatten` function. var flatten = function(input, shallow, strict, output) { output = output || []; var idx = output.length; for (var i = 0, length = getLength(input); i < length; i++) { var value = input[i]; if (isArrayLike(value) && (_.isArray(value) || _.isArguments(value))) { // Flatten current level of array or arguments object. if (shallow) { var j = 0, len = value.length; while (j < len) output[idx++] = value[j++]; } else { flatten(value, shallow, strict, output); idx = output.length; } } else if (!strict) { output[idx++] = value; } } return output; }; // Flatten out an array, either recursively (by default), or just one level. _.flatten = function(array, shallow) { return flatten(array, shallow, false); }; // Return a version of the array that does not contain the specified value(s). _.without = restArguments(function(array, otherArrays) { return _.difference(array, otherArrays); }); // Produce a duplicate-free version of the array. If the array has already // been sorted, you have the option of using a faster algorithm. // The faster algorithm will not work with an iteratee if the iteratee // is not a one-to-one function, so providing an iteratee will disable // the faster algorithm. // Aliased as `unique`. _.uniq = _.unique = function(array, isSorted, iteratee, context) { if (!_.isBoolean(isSorted)) { context = iteratee; iteratee = isSorted; isSorted = false; } if (iteratee != null) iteratee = cb(iteratee, context); var result = []; var seen = []; for (var i = 0, length = getLength(array); i < length; i++) { var value = array[i], computed = iteratee ? iteratee(value, i, array) : value; if (isSorted && !iteratee) { if (!i || seen !== computed) result.push(value); seen = computed; } else if (iteratee) { if (!_.contains(seen, computed)) { seen.push(computed); result.push(value); } } else if (!_.contains(result, value)) { result.push(value); } } return result; }; // Produce an array that contains the union: each distinct element from all of // the passed-in arrays. _.union = restArguments(function(arrays) { return _.uniq(flatten(arrays, true, true)); }); // Produce an array that contains every item shared between all the // passed-in arrays. _.intersection = function(array) { var result = []; var argsLength = arguments.length; for (var i = 0, length = getLength(array); i < length; i++) { var item = array[i]; if (_.contains(result, item)) continue; var j; for (j = 1; j < argsLength; j++) { if (!_.contains(arguments[j], item)) break; } if (j === argsLength) result.push(item); } return result; }; // Take the difference between one array and a number of other arrays. // Only the elements present in just the first array will remain. _.difference = restArguments(function(array, rest) { rest = flatten(rest, true, true); return _.filter(array, function(value){ return !_.contains(rest, value); }); }); // Complement of _.zip. Unzip accepts an array of arrays and groups // each array's elements on shared indices. _.unzip = function(array) { var length = array && _.max(array, getLength).length || 0; var result = Array(length); for (var index = 0; index < length; index++) { result[index] = _.pluck(array, index); } return result; }; // Zip together multiple lists into a single array -- elements that share // an index go together. _.zip = restArguments(_.unzip); // Converts lists into objects. Pass either a single array of `[key, value]` // pairs, or two parallel arrays of the same length -- one of keys, and one of // the corresponding values. Passing by pairs is the reverse of _.pairs. _.object = function(list, values) { var result = {}; for (var i = 0, length = getLength(list); i < length; i++) { if (values) { result[list[i]] = values[i]; } else { result[list[i][0]] = list[i][1]; } } return result; }; // Generator function to create the findIndex and findLastIndex functions. var createPredicateIndexFinder = function(dir) { return function(array, predicate, context) { predicate = cb(predicate, context); var length = getLength(array); var index = dir > 0 ? 0 : length - 1; for (; index >= 0 && index < length; index += dir) { if (predicate(array[index], index, array)) return index; } return -1; }; }; // Returns the first index on an array-like that passes a predicate test. _.findIndex = createPredicateIndexFinder(1); _.findLastIndex = createPredicateIndexFinder(-1); // Use a comparator function to figure out the smallest index at which // an object should be inserted so as to maintain order. Uses binary search. _.sortedIndex = function(array, obj, iteratee, context) { iteratee = cb(iteratee, context, 1); var value = iteratee(obj); var low = 0, high = getLength(array); while (low < high) { var mid = Math.floor((low + high) / 2); if (iteratee(array[mid]) < value) low = mid + 1; else high = mid; } return low; }; // Generator function to create the indexOf and lastIndexOf functions. var createIndexFinder = function(dir, predicateFind, sortedIndex) { return function(array, item, idx) { var i = 0, length = getLength(array); if (typeof idx == 'number') { if (dir > 0) { i = idx >= 0 ? idx : Math.max(idx + length, i); } else { length = idx >= 0 ? Math.min(idx + 1, length) : idx + length + 1; } } else if (sortedIndex && idx && length) { idx = sortedIndex(array, item); return array[idx] === item ? idx : -1; } if (item !== item) { idx = predicateFind(slice.call(array, i, length), _.isNaN); return idx >= 0 ? idx + i : -1; } for (idx = dir > 0 ? i : length - 1; idx >= 0 && idx < length; idx += dir) { if (array[idx] === item) return idx; } return -1; }; }; // Return the position of the first occurrence of an item in an array, // or -1 if the item is not included in the array. // If the array is large and already in sort order, pass `true` // for **isSorted** to use binary search. _.indexOf = createIndexFinder(1, _.findIndex, _.sortedIndex); _.lastIndexOf = createIndexFinder(-1, _.findLastIndex); // Generate an integer Array containing an arithmetic progression. A port of // the native Python `range()` function. See // [the Python documentation](http://docs.python.org/library/functions.html#range). _.range = function(start, stop, step) { if (stop == null) { stop = start || 0; start = 0; } if (!step) { step = stop < start ? -1 : 1; } var length = Math.max(Math.ceil((stop - start) / step), 0); var range = Array(length); for (var idx = 0; idx < length; idx++, start += step) { range[idx] = start; } return range; }; // Chunk a single array into multiple arrays, each containing `count` or fewer // items. _.chunk = function(array, count) { if (count == null || count < 1) return []; var result = []; var i = 0, length = array.length; while (i < length) { result.push(slice.call(array, i, i += count)); } return result; }; // Function (ahem) Functions // ------------------ // Determines whether to execute a function as a constructor // or a normal function with the provided arguments. var executeBound = function(sourceFunc, boundFunc, context, callingContext, args) { if (!(callingContext instanceof boundFunc)) return sourceFunc.apply(context, args); var self = baseCreate(sourceFunc.prototype); var result = sourceFunc.apply(self, args); if (_.isObject(result)) return result; return self; }; // Create a function bound to a given object (assigning `this`, and arguments, // optionally). Delegates to **ECMAScript 5**'s native `Function.bind` if // available. _.bind = restArguments(function(func, context, args) { if (!_.isFunction(func)) throw new TypeError('Bind must be called on a function'); var bound = restArguments(function(callArgs) { return executeBound(func, bound, context, this, args.concat(callArgs)); }); return bound; }); // Partially apply a function by creating a version that has had some of its // arguments pre-filled, without changing its dynamic `this` context. _ acts // as a placeholder by default, allowing any combination of arguments to be // pre-filled. Set `_.partial.placeholder` for a custom placeholder argument. _.partial = restArguments(function(func, boundArgs) { var placeholder = _.partial.placeholder; var bound = function() { var position = 0, length = boundArgs.length; var args = Array(length); for (var i = 0; i < length; i++) { args[i] = boundArgs[i] === placeholder ? arguments[position++] : boundArgs[i]; } while (position < arguments.length) args.push(arguments[position++]); return executeBound(func, bound, this, this, args); }; return bound; }); _.partial.placeholder = _; // Bind a number of an object's methods to that object. Remaining arguments // are the method names to be bound. Useful for ensuring that all callbacks // defined on an object belong to it. _.bindAll = restArguments(function(obj, keys) { keys = flatten(keys, false, false); var index = keys.length; if (index < 1) throw new Error('bindAll must be passed function names'); while (index--) { var key = keys[index]; obj[key] = _.bind(obj[key], obj); } }); // Memoize an expensive function by storing its results. _.memoize = function(func, hasher) { var memoize = function(key) { var cache = memoize.cache; var address = '' + (hasher ? hasher.apply(this, arguments) : key); if (!has(cache, address)) cache[address] = func.apply(this, arguments); return cache[address]; }; memoize.cache = {}; return memoize; }; // Delays a function for the given number of milliseconds, and then calls // it with the arguments supplied. _.delay = restArguments(function(func, wait, args) { return setTimeout(function() { return func.apply(null, args); }, wait); }); // Defers a function, scheduling it to run after the current call stack has // cleared. _.defer = _.partial(_.delay, _, 1); // Returns a function, that, when invoked, will only be triggered at most once // during a given window of time. Normally, the throttled function will run // as much as it can, without ever going more than once per `wait` duration; // but if you'd like to disable the execution on the leading edge, pass // `{leading: false}`. To disable execution on the trailing edge, ditto. _.throttle = function(func, wait, options) { var timeout, context, args, result; var previous = 0; if (!options) options = {}; var later = function() { previous = options.leading === false ? 0 : _.now(); timeout = null; result = func.apply(context, args); if (!timeout) context = args = null; }; var throttled = function() { var now = _.now(); if (!previous && options.leading === false) previous = now; var remaining = wait - (now - previous); context = this; args = arguments; if (remaining <= 0 || remaining > wait) { if (timeout) { clearTimeout(timeout); timeout = null; } previous = now; result = func.apply(context, args); if (!timeout) context = args = null; } else if (!timeout && options.trailing !== false) { timeout = setTimeout(later, remaining); } return result; }; throttled.cancel = function() { clearTimeout(timeout); previous = 0; timeout = context = args = null; }; return throttled; }; // Returns a function, that, as long as it continues to be invoked, will not // be triggered. The function will be called after it stops being called for // N milliseconds. If `immediate` is passed, trigger the function on the // leading edge, instead of the trailing. _.debounce = function(func, wait, immediate) { var timeout, result; var later = function(context, args) { timeout = null; if (args) result = func.apply(context, args); }; var debounced = restArguments(function(args) { if (timeout) clearTimeout(timeout); if (immediate) { var callNow = !timeout; timeout = setTimeout(later, wait); if (callNow) result = func.apply(this, args); } else { timeout = _.delay(later, wait, this, args); } return result; }); debounced.cancel = function() { clearTimeout(timeout); timeout = null; }; return debounced; }; // Returns the first function passed as an argument to the second, // allowing you to adjust arguments, run code before and after, and // conditionally execute the original function. _.wrap = function(func, wrapper) { return _.partial(wrapper, func); }; // Returns a negated version of the passed-in predicate. _.negate = function(predicate) { return function() { return !predicate.apply(this, argumen