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flamecoals-boardgame.io

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'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); function _typeof(obj) { if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function (obj) { return typeof obj; }; } else { _typeof = function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; } function _defineProperty(obj, key, value) { if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; } function _objectSpread(target) { for (var i = 1; i < arguments.length; i++) { var source = arguments[i] != null ? arguments[i] : {}; var ownKeys = Object.keys(source); if (typeof Object.getOwnPropertySymbols === 'function') { ownKeys = ownKeys.concat(Object.getOwnPropertySymbols(source).filter(function (sym) { return Object.getOwnPropertyDescriptor(source, sym).enumerable; })); } ownKeys.forEach(function (key) { _defineProperty(target, key, source[key]); }); } return target; } function _objectWithoutPropertiesLoose(source, excluded) { if (source == null) return {}; var target = {}; var sourceKeys = Object.keys(source); var key, i; for (i = 0; i < sourceKeys.length; i++) { key = sourceKeys[i]; if (excluded.indexOf(key) >= 0) continue; target[key] = source[key]; } return target; } function _objectWithoutProperties(source, excluded) { if (source == null) return {}; var target = _objectWithoutPropertiesLoose(source, excluded); var key, i; if (Object.getOwnPropertySymbols) { var sourceSymbolKeys = Object.getOwnPropertySymbols(source); for (i = 0; i < sourceSymbolKeys.length; i++) { key = sourceSymbolKeys[i]; if (excluded.indexOf(key) >= 0) continue; if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue; target[key] = source[key]; } } return target; } function _toConsumableArray(arr) { return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _nonIterableSpread(); } function _arrayWithoutHoles(arr) { if (Array.isArray(arr)) { for (var i = 0, arr2 = new Array(arr.length); i < arr.length; i++) arr2[i] = arr[i]; return arr2; } } function _iterableToArray(iter) { if (Symbol.iterator in Object(iter) || Object.prototype.toString.call(iter) === "[object Arguments]") return Array.from(iter); } function _nonIterableSpread() { throw new TypeError("Invalid attempt to spread non-iterable instance"); } var Flatted = (function (Primitive, primitive) { /*! * ISC License * * Copyright (c) 2018, Andrea Giammarchi, @WebReflection * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY * AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM * LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE * OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */ var Flatted = { parse: function parse(text) { var input = JSON.parse(text, Primitives).map(primitives); var value = input[0]; return typeof value === 'object' && value ? revive(input, new Set, value) : value; }, stringify: function stringify(value) { for (var firstRun, known = new Map, input = [], output = [], i = +set(known, input, value), replace = function (key, value) { if (firstRun) return (firstRun = !firstRun), value; switch (typeof value) { case 'object': if (value === null) return value; case primitive: return known.get(value) || set(known, input, value); } return value; }; i < input.length; i++ ) { firstRun = true; output[i] = JSON.stringify(input[i], replace); } return '[' + output.join(',') + ']'; } }; return Flatted; function revive(input, parsed, output) { return Object.keys(output).reduce( function (output, key) { var value = output[key]; if (value instanceof Primitive) { var tmp = input[value]; if (typeof tmp === 'object' && !parsed.has(tmp)) { parsed.add(tmp); output[key] = revive(input, parsed, tmp); } else { output[key] = tmp; } } return output; }, output ); } function set(known, input, value) { var index = Primitive(input.push(value) - 1); known.set(value, index); return index; } function primitives(value) { return value instanceof Primitive ? Primitive(value) : value; } function Primitives(key, value) { return typeof value === primitive ? new Primitive(value) : value; } }(String, 'string')); const parse = Flatted.parse; const stringify = Flatted.stringify; /* * Copyright 2017 The boardgame.io Authors * * Use of this source code is governed by a MIT-style * license that can be found in the LICENSE file or at * https://opensource.org/licenses/MIT. */ var MAKE_MOVE = 'MAKE_MOVE'; var GAME_EVENT = 'GAME_EVENT'; var REDO = 'REDO'; var RESET = 'RESET'; var SYNC = 'SYNC'; var UNDO = 'UNDO'; var UPDATE = 'UPDATE'; // Inlined version of Alea from https://github.com/davidbau/seedrandom. /* * Copyright 2015 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. */ function Alea(seed) { var me = this, mash = Mash(); me.next = function () { var t = 2091639 * me.s0 + me.c * 2.3283064365386963e-10; // 2^-32 me.s0 = me.s1; me.s1 = me.s2; return me.s2 = t - (me.c = t | 0); }; // Apply the seeding algorithm from Baagoe. me.c = 1; me.s0 = mash(' '); me.s1 = mash(' '); me.s2 = mash(' '); me.s0 -= mash(seed); if (me.s0 < 0) { me.s0 += 1; } me.s1 -= mash(seed); if (me.s1 < 0) { me.s1 += 1; } me.s2 -= mash(seed); if (me.s2 < 0) { me.s2 += 1; } mash = null; } function copy(f, t) { t.c = f.c; t.s0 = f.s0; t.s1 = f.s1; t.s2 = f.s2; return t; } function Mash() { var n = 0xefc8249d; var mash = function mash(data) { data = data.toString(); for (var i = 0; i < data.length; i++) { n += data.charCodeAt(i); var h = 0.02519603282416938 * n; n = h >>> 0; h -= n; h *= n; n = h >>> 0; h -= n; n += h * 0x100000000; // 2^32 } return (n >>> 0) * 2.3283064365386963e-10; // 2^-32 }; return mash; } function alea(seed, opts) { var xg = new Alea(seed), state = opts && opts.state, prng = xg.next; prng.quick = prng; if (state) { if (_typeof(state) == 'object') copy(state, xg); prng.state = function () { return copy(xg, {}); }; } return prng; } /** * Random * * Calls that require a pseudorandom number generator. * Uses a seed from ctx, and also persists the PRNG * state in ctx so that moves can stay pure. */ var Random = /*#__PURE__*/ function () { /** * constructor * @param {object} ctx - The ctx object to initialize from. */ function Random(ctx) { _classCallCheck(this, Random); // If we are on the client, the seed is not present. // Just use a temporary seed to execute the move without // crashing it. The move state itself is discarded, // so the actual value doesn't matter. this.state = ctx._random || { seed: '0' }; } /** * Updates ctx with the PRNG state. * @param {object} ctx - The ctx object to update. */ _createClass(Random, [{ key: "update", value: function update(state) { var ctx = _objectSpread({}, state.ctx, { _random: this.state }); return _objectSpread({}, state, { ctx: ctx }); } /** * Attaches the Random API to ctx. * @param {object} ctx - The ctx object to attach to. */ }, { key: "attach", value: function attach(ctx) { return _objectSpread({}, ctx, { random: this._api() }); } /** * Generate a random number. */ }, { key: "_random", value: function _random() { var R = this.state; var fn; if (R.prngstate === undefined) { // No call to a random function has been made. fn = new alea(R.seed, { state: true }); } else { fn = new alea('', { state: R.prngstate }); } var number = fn(); this.state = _objectSpread({}, R, { prngstate: fn.state() }); return number; } }, { key: "_api", value: function _api() { var random = this._random.bind(this); var SpotValue = { D4: 4, D6: 6, D8: 8, D10: 10, D12: 12, D20: 20 }; // Generate functions for predefined dice values D4 - D20. var predefined = {}; var _loop = function _loop(key) { var spotvalue = SpotValue[key]; predefined[key] = function (diceCount) { if (diceCount === undefined) { return Math.floor(random() * spotvalue) + 1; } else { return _toConsumableArray(new Array(diceCount).keys()).map(function () { return Math.floor(random() * spotvalue) + 1; }); } }; }; for (var key in SpotValue) { _loop(key); } return _objectSpread({}, predefined, { /** * Roll a die of specified spot value. * * @param {number} spotvalue - The die dimension (default: 6). * @param {number} diceCount - number of dice to throw. * if not defined, defaults to 1 and returns the value directly. * if defined, returns an array containing the random dice values. */ Die: function Die(spotvalue, diceCount) { if (spotvalue === undefined) { spotvalue = 6; } if (diceCount === undefined) { return Math.floor(random() * spotvalue) + 1; } else { return _toConsumableArray(new Array(diceCount).keys()).map(function () { return Math.floor(random() * spotvalue) + 1; }); } }, /** * Generate a random number between 0 and 1. */ Number: function Number() { return random(); }, /** * Shuffle an array. * * @param {Array} deck - The array to shuffle. Does not mutate * the input, but returns the shuffled array. */ Shuffle: function Shuffle(deck) { var clone = deck.slice(0); var srcIndex = deck.length; var dstIndex = 0; var shuffled = new Array(srcIndex); while (srcIndex) { var randIndex = srcIndex * random() | 0; shuffled[dstIndex++] = clone[randIndex]; clone[randIndex] = clone[--srcIndex]; } return shuffled; } }); } }]); return Random; }(); /** * Removes the attached Random api from ctx. * * @param {object} ctx - The ctx object with the Random API attached. * @returns {object} A plain ctx object without the Random API. */ Random.detach = function (ctx) { var random = ctx.random, rest = _objectWithoutProperties(ctx, ["random"]); // eslint-disable-line no-unused-vars return rest; }; /** * Generates a new seed from the current date / time. */ Random.seed = function () { return (+new Date()).toString(36).slice(-10); }; /* * Copyright 2017 The boardgame.io Authors * * Use of this source code is governed by a MIT-style * license that can be found in the LICENSE file or at * https://opensource.org/licenses/MIT. */ /** * Generate an automatic game event that is a side-effect of a move. * @param {string} type - The event type. * @param {Array} args - Additional arguments. * @param {string} playerID - The ID of the player making this action. * @param {string} credentials - (optional) The credentials for the player making this action. */ var automaticGameEvent = function automaticGameEvent(type, args, playerID, credentials) { return { type: GAME_EVENT, payload: { type: type, args: args, playerID: playerID, credentials: credentials }, automatic: true }; }; /** * Events */ var Events = /*#__PURE__*/ function () { function Events(flow, playerID) { _classCallCheck(this, Events); this.flow = flow; this.playerID = playerID; this.dispatch = []; } /** * Attaches the Events API to ctx. * @param {object} ctx - The ctx object to attach to. */ _createClass(Events, [{ key: "attach", value: function attach(ctx) { var _this = this; var events = {}; var _iteratorNormalCompletion = true; var _didIteratorError = false; var _iteratorError = undefined; try { var _loop = function _loop() { var key = _step.value; events[key] = function () { for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) { args[_key] = arguments[_key]; } _this.dispatch.push({ key: key, args: args }); }; }; for (var _iterator = this.flow.eventNames[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) { _loop(); } } catch (err) { _didIteratorError = true; _iteratorError = err; } finally { try { if (!_iteratorNormalCompletion && _iterator.return != null) { _iterator.return(); } } finally { if (_didIteratorError) { throw _iteratorError; } } } return _objectSpread({}, ctx, { events: events }); } /** * Updates ctx with the triggered events. * @param {object} state - The state object { G, ctx }. */ }, { key: "update", value: function update$$1(state) { var _iteratorNormalCompletion2 = true; var _didIteratorError2 = false; var _iteratorError2 = undefined; try { for (var _iterator2 = this.dispatch[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) { var item = _step2.value; var action = automaticGameEvent(item.key, item.args, this.playerID); state = _objectSpread({}, state, this.flow.processGameEvent(state, action)); } } catch (err) { _didIteratorError2 = true; _iteratorError2 = err; } finally { try { if (!_iteratorNormalCompletion2 && _iterator2.return != null) { _iterator2.return(); } } finally { if (_didIteratorError2) { throw _iteratorError2; } } } return state; } }]); return Events; }(); /** * Detaches the Events API from ctx. * @param {object} ctx - The ctx object to strip. */ Events.detach = function (ctx) { var events = ctx.events, rest = _objectWithoutProperties(ctx, ["events"]); // eslint-disable-line no-unused-vars return rest; }; var _typeof$1 = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; var classCallCheck = function (instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }; var createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var defineProperty = function (obj, key, value) { if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; }; var NOTHING = typeof Symbol !== "undefined" ? Symbol("immer-nothing") : defineProperty({}, "immer-nothing", true); var DRAFT_STATE = typeof Symbol !== "undefined" ? Symbol("immer-state") : "__$immer_state"; function isDraft(value) { return !!value && !!value[DRAFT_STATE]; } function isDraftable(value) { if (!value) return false; if ((typeof value === "undefined" ? "undefined" : _typeof$1(value)) !== "object") return false; if (Array.isArray(value)) return true; var proto = Object.getPrototypeOf(value); return proto === null || proto === Object.prototype; } var assign = Object.assign || function assign(target, value) { for (var key in value) { if (has(value, key)) { target[key] = value[key]; } } return target; }; function shallowCopy(value) { if (Array.isArray(value)) return value.slice(); var target = value.__proto__ === undefined ? Object.create(null) : {}; return assign(target, value); } function each(value, cb) { if (Array.isArray(value)) { for (var i = 0; i < value.length; i++) { cb(i, value[i], value); } } else { for (var key in value) { cb(key, value[key], value); } } } function has(thing, prop) { return Object.prototype.hasOwnProperty.call(thing, prop); } function is(x, y) { // From: https://github.com/facebook/fbjs/blob/c69904a511b900266935168223063dd8772dfc40/packages/fbjs/src/core/shallowEqual.js if (x === y) { return x !== 0 || 1 / x === 1 / y; } else { return x !== x && y !== y; } } function generatePatches(state, basePath, patches, inversePatches) { Array.isArray(state.base) ? generateArrayPatches(state, basePath, patches, inversePatches) : generateObjectPatches(state, basePath, patches, inversePatches); } function generateArrayPatches(state, basePath, patches, inversePatches) { var base = state.base, copy = state.copy, assigned = state.assigned; var minLength = Math.min(base.length, copy.length); // Look for replaced indices. for (var i = 0; i < minLength; i++) { if (assigned[i] && base[i] !== copy[i]) { var path = basePath.concat(i); patches.push({ op: "replace", path: path, value: copy[i] }); inversePatches.push({ op: "replace", path: path, value: base[i] }); } } // Did the array expand? if (minLength < copy.length) { for (var _i = minLength; _i < copy.length; _i++) { patches.push({ op: "add", path: basePath.concat(_i), value: copy[_i] }); } inversePatches.push({ op: "replace", path: basePath.concat("length"), value: base.length }); } // ...or did it shrink? else if (minLength < base.length) { patches.push({ op: "replace", path: basePath.concat("length"), value: copy.length }); for (var _i2 = minLength; _i2 < base.length; _i2++) { inversePatches.push({ op: "add", path: basePath.concat(_i2), value: base[_i2] }); } } } function generateObjectPatches(state, basePath, patches, inversePatches) { var base = state.base, copy = state.copy; each(state.assigned, function (key, assignedValue) { var origValue = base[key]; var value = copy[key]; var op = !assignedValue ? "remove" : key in base ? "replace" : "add"; if (origValue === base && op === "replace") return; var path = basePath.concat(key); patches.push(op === "remove" ? { op: op, path: path } : { op: op, path: path, value: value }); inversePatches.push(op === "add" ? { op: "remove", path: path } : op === "remove" ? { op: "add", path: path, value: origValue } : { op: "replace", path: path, value: origValue }); }); } function applyPatches(draft, patches) { for (var i = 0; i < patches.length; i++) { var patch = patches[i]; var path = patch.path; if (path.length === 0 && patch.op === "replace") { draft = patch.value; } else { var base = draft; for (var _i3 = 0; _i3 < path.length - 1; _i3++) { base = base[path[_i3]]; if (!base || (typeof base === "undefined" ? "undefined" : _typeof$1(base)) !== "object") throw new Error("Cannot apply patch, path doesn't resolve: " + path.join("/")); // prettier-ignore } var key = path[path.length - 1]; switch (patch.op) { case "replace": case "add": // TODO: add support is not extensive, it does not support insertion or `-` atm! base[key] = patch.value; break; case "remove": if (Array.isArray(base)) { if (key !== base.length - 1) throw new Error("Only the last index of an array can be removed, index: " + key + ", length: " + base.length); // prettier-ignore base.length -= 1; } else { delete base[key]; } break; default: throw new Error("Unsupported patch operation: " + patch.op); } } } return draft; } // @ts-check var descriptors = {}; // For nested produce calls: var scopes = []; var currentScope = function currentScope() { return scopes[scopes.length - 1]; }; function willFinalize(result, baseDraft, needPatches) { var scope = currentScope(); scope.forEach(function (state) { return state.finalizing = true; }); if (result === undefined || result === baseDraft) { if (needPatches) markChangesRecursively(baseDraft); // This is faster when we don't care about which attributes changed. markChangesSweep(scope); } } function createDraft(base, parent) { var draft = void 0; if (isDraft(base)) { var _state = base[DRAFT_STATE]; // Avoid creating new drafts when copying. _state.finalizing = true; draft = shallowCopy(_state.draft); _state.finalizing = false; } else { draft = shallowCopy(base); } each(base, function (prop) { Object.defineProperty(draft, "" + prop, createPropertyProxy("" + prop)); }); // See "proxy.js" for property documentation. var state = { scope: parent ? parent.scope : currentScope(), modified: false, finalizing: false, // es5 only finalized: false, assigned: {}, parent: parent, base: base, draft: draft, copy: null, revoke: revoke, revoked: false // es5 only }; createHiddenProperty(draft, DRAFT_STATE, state); state.scope.push(state); return draft; } function revoke() { this.revoked = true; } function source(state) { return state.copy || state.base; } function _get$1(state, prop) { assertUnrevoked(state); var value = source(state)[prop]; // Drafts are only created for proxyable values that exist in the base state. if (!state.finalizing && value === state.base[prop] && isDraftable(value)) { prepareCopy(state); return state.copy[prop] = createDraft(value, state); } return value; } function _set$1(state, prop, value) { assertUnrevoked(state); state.assigned[prop] = true; if (!state.modified) { if (is(source(state)[prop], value)) return; markChanged(state); prepareCopy(state); } state.copy[prop] = value; } function markChanged(state) { if (!state.modified) { state.modified = true; if (state.parent) markChanged(state.parent); } } function prepareCopy(state) { if (!state.copy) state.copy = shallowCopy(state.base); } function createPropertyProxy(prop) { return descriptors[prop] || (descriptors[prop] = { configurable: true, enumerable: true, get: function get$$1() { return _get$1(this[DRAFT_STATE], prop); }, set: function set$$1(value) { _set$1(this[DRAFT_STATE], prop, value); } }); } function assertUnrevoked(state) { if (state.revoked === true) throw new Error("Cannot use a proxy that has been revoked. Did you pass an object from inside an immer function to an async process? " + JSON.stringify(state.copy || state.base)); } // This looks expensive, but only proxies are visited, and only objects without known changes are scanned. function markChangesSweep(scope) { // The natural order of drafts in the `scope` array is based on when they // were accessed. By processing drafts in reverse natural order, we have a // better chance of processing leaf nodes first. When a leaf node is known to // have changed, we can avoid any traversal of its ancestor nodes. for (var i = scope.length - 1; i >= 0; i--) { var state = scope[i]; if (state.modified === false) { if (Array.isArray(state.base)) { if (hasArrayChanges(state)) markChanged(state); } else if (hasObjectChanges(state)) markChanged(state); } } } function markChangesRecursively(object) { if (!object || (typeof object === "undefined" ? "undefined" : _typeof$1(object)) !== "object") return; var state = object[DRAFT_STATE]; if (!state) return; var base = state.base, draft = state.draft, assigned = state.assigned; if (!Array.isArray(object)) { // Look for added keys. Object.keys(draft).forEach(function (key) { // The `undefined` check is a fast path for pre-existing keys. if (base[key] === undefined && !has(base, key)) { assigned[key] = true; markChanged(state); } else if (!assigned[key]) { // Only untouched properties trigger recursion. markChangesRecursively(draft[key]); } }); // Look for removed keys. Object.keys(base).forEach(function (key) { // The `undefined` check is a fast path for pre-existing keys. if (draft[key] === undefined && !has(draft, key)) { assigned[key] = false; markChanged(state); } }); } else if (hasArrayChanges(state)) { markChanged(state); assigned.length = true; if (draft.length < base.length) { for (var i = draft.length; i < base.length; i++) { assigned[i] = false; } } else { for (var _i = base.length; _i < draft.length; _i++) { assigned[_i] = true; } } for (var _i2 = 0; _i2 < draft.length; _i2++) { // Only untouched indices trigger recursion. if (assigned[_i2] === undefined) markChangesRecursively(draft[_i2]); } } } function hasObjectChanges(state) { var base = state.base, draft = state.draft; // Search for added keys. Start at the back, because non-numeric keys // are ordered by time of definition on the object. var keys = Object.keys(draft); for (var i = keys.length - 1; i >= 0; i--) { // The `undefined` check is a fast path for pre-existing keys. if (base[keys[i]] === undefined && !has(base, keys[i])) { return true; } } // Since no keys have been added, we can compare lengths to know if an // object has been deleted. return keys.length !== Object.keys(base).length; } function hasArrayChanges(state) { var draft = state.draft; if (draft.length !== state.base.length) return true; // See #116 // If we first shorten the length, our array interceptors will be removed. // If after that new items are added, result in the same original length, // those last items will have no intercepting property. // So if there is no own descriptor on the last position, we know that items were removed and added // N.B.: splice, unshift, etc only shift values around, but not prop descriptors, so we only have to check // the last one var descriptor = Object.getOwnPropertyDescriptor(draft, draft.length - 1); // descriptor can be null, but only for newly created sparse arrays, eg. new Array(10) if (descriptor && !descriptor.get) return true; // For all other cases, we don't have to compare, as they would have been picked up by the index setters return false; } function createHiddenProperty(target, prop, value) { Object.defineProperty(target, prop, { value: value, enumerable: false, writable: true }); } var legacyProxy = Object.freeze({ scopes: scopes, currentScope: currentScope, willFinalize: willFinalize, createDraft: createDraft }); // @ts-check // For nested produce calls: var scopes$1 = []; var currentScope$1 = function currentScope() { return scopes$1[scopes$1.length - 1]; }; // Do nothing before being finalized. function willFinalize$1() {} function createDraft$1(base, parent) { var state = { // Track which produce call this is associated with. scope: parent ? parent.scope : currentScope$1(), // True for both shallow and deep changes. modified: false, // Used during finalization. finalized: false, // Track which properties have been assigned (true) or deleted (false). assigned: {}, // The parent draft state. parent: parent, // The base state. base: base, // The base proxy. draft: null, // Any property proxies. drafts: {}, // The base copy with any updated values. copy: null, // Called by the `produce` function. revoke: null }; var _ref = Array.isArray(base) ? Proxy.revocable([state], arrayTraps) : Proxy.revocable(state, objectTraps), revoke = _ref.revoke, proxy = _ref.proxy; state.draft = proxy; state.revoke = revoke; state.scope.push(state); return proxy; } var objectTraps = { get: get$1, has: function has$$1(target, prop) { return prop in source$1(target); }, ownKeys: function ownKeys(target) { return Reflect.ownKeys(source$1(target)); }, set: set$1, deleteProperty: deleteProperty, getOwnPropertyDescriptor: getOwnPropertyDescriptor, defineProperty: defineProperty$1, setPrototypeOf: function setPrototypeOf() { throw new Error("Immer does not support `setPrototypeOf()`."); } }; var arrayTraps = {}; each(objectTraps, function (key, fn) { arrayTraps[key] = function () { arguments[0] = arguments[0][0]; return fn.apply(this, arguments); }; }); arrayTraps.deleteProperty = function (state, prop) { if (isNaN(parseInt(prop))) throw new Error("Immer does not support deleting properties from arrays: " + prop); return objectTraps.deleteProperty.call(this, state[0], prop); }; arrayTraps.set = function (state, prop, value) { if (prop !== "length" && isNaN(parseInt(prop))) throw new Error("Immer does not support setting non-numeric properties on arrays: " + prop); return objectTraps.set.call(this, state[0], prop, value); }; function source$1(state) { return state.copy || state.base; } function get$1(state, prop) { if (prop === DRAFT_STATE) return state; var drafts = state.drafts; // Check for existing draft in unmodified state. if (!state.modified && has(drafts, prop)) { return drafts[prop]; } var value = source$1(state)[prop]; if (state.finalized || !isDraftable(value)) return value; // Check for existing draft in modified state. if (state.modified) { // Assigned values are never drafted. This catches any drafts we created, too. if (value !== state.base[prop]) return value; // Store drafts on the copy (when one exists). drafts = state.copy; } return drafts[prop] = createDraft$1(value, state); } function set$1(state, prop, value) { if (!state.modified) { // Optimize based on value's truthiness. Truthy values are guaranteed to // never be undefined, so we can avoid the `in` operator. Lastly, truthy // values may be drafts, but falsy values are never drafts. var isUnchanged = value ? is(state.base[prop], value) || value === state.drafts[prop] : is(state.base[prop], value) && prop in state.base; if (isUnchanged) return true; markChanged$1(state); } state.assigned[prop] = true; state.copy[prop] = value; return true; } function deleteProperty(state, prop) { // The `undefined` check is a fast path for pre-existing keys. if (state.base[prop] !== undefined || prop in state.base) { state.assigned[prop] = false; markChanged$1(state); } if (state.copy) delete state.copy[prop]; return true; } function getOwnPropertyDescriptor(state, prop) { var owner = state.modified ? state.copy : has(state.drafts, prop) ? state.drafts : state.base; var descriptor = Reflect.getOwnPropertyDescriptor(owner, prop); if (descriptor && !(Array.isArray(owner) && prop === "length")) descriptor.configurable = true; return descriptor; } function defineProperty$1() { throw new Error("Immer does not support defining properties on draft objects."); } function markChanged$1(state) { if (!state.modified) { state.modified = true; state.copy = assign(shallowCopy(state.base), state.drafts); state.drafts = null; if (state.parent) markChanged$1(state.parent); } } var modernProxy = Object.freeze({ scopes: scopes$1, currentScope: currentScope$1, willFinalize: willFinalize$1, createDraft: createDraft$1 }); function verifyMinified() {} var configDefaults = { useProxies: typeof Proxy !== "undefined" && typeof Reflect !== "undefined", autoFreeze: typeof process !== "undefined" ? process.env.NODE_ENV !== "production" : verifyMinified.name === "verifyMinified", onAssign: null, onDelete: null, onCopy: null }; var Immer = function () { function Immer(config) { classCallCheck(this, Immer); assign(this, configDefaults, config); this.setUseProxies(this.useProxies); this.produce = this.produce.bind(this); } createClass(Immer, [{ key: "produce", value: function produce(base, recipe, patchListener) { var _this = this; // curried invocation if (typeof base === "function" && typeof recipe !== "function") { var defaultBase = recipe; recipe = base; // prettier-ignore return function () { for (var _len = arguments.length, args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) { args[_key - 1] = arguments[_key]; } var base = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : defaultBase; return _this.produce(base, function (draft) { var _recipe; return (_recipe = recipe).call.apply(_recipe, [draft, draft].concat(args)); }); }; } // prettier-ignore { if (typeof recipe !== "function") throw new Error("if first argument is not a function, the second argument to produce should be a function"); if (patchListener !== undefined && typeof patchListener !== "function") throw new Error("the third argument of a producer should not be set or a function"); } var result = void 0; // Only create proxies for plain objects/arrays. if (!isDraftable(base)) { result = recipe(base); if (result === undefined) return base; } // See #100, don't nest producers else if (isDraft(base)) { result = recipe.call(base, base); if (result === undefined) return base; } // The given value must be proxied. else { this.scopes.push([]); var baseDraft = this.createDraft(base); try { result = recipe.call(baseDraft, baseDraft); this.willFinalize(result, baseDraft, !!patchListener); // Never generate patches when no listener exists. var patches = patchListener && [], inversePatches = patchListener && []; // Finalize the modified draft... if (result === undefined || result === baseDraft) { result = this.finalize(baseDraft, [], patches, inversePatches); } // ...or use a replacement value. else { // Users must never modify the draft _and_ return something else. if (baseDraft[DRAFT_STATE].modified) throw new Error("An immer producer returned a new value *and* modified its draft. Either return a new value *or* modify the draft."); // prettier-ignore // Finalize the replacement in case it contains (or is) a subset of the draft. if (isDraftable(result)) result = this.finalize(result); if (patchListener) { patches.push({ op: "replace", path: [], value: result }); inversePatches.push({ op: "replace", path: [], value: base }); } } } finally { this.currentScope().forEach(function (state) { return state.revoke(); }); this.scopes.pop(); } patchListener && patchListener(patches, inversePatches); } // Normalize the result. return result === NOTHING ? undefined : result; } }, { key: "setAutoFreeze", value: function setAutoFreeze(value) { this.autoFreeze = value; } }, { key: "setUseProxies", value: function setUseProxies(value) { this.useProxies = value; assign(this, value ? modernProxy : legacyProxy); } /** * @internal * Finalize a draft, returning either the unmodified base state or a modified * copy of the base state. */ }, { key: "finalize", value: function finalize(draft, path, patches, inversePatches) { var state = draft[DRAFT_STATE]; if (!state) { if (Object.isFrozen(draft)) return draft; return this.finalizeTree(draft); } // Never finalize drafts owned by an outer scope. if (state.scope !== this.currentScope()) { return draft; } if (!state.modified) return state.base; if (!state.finalized) { state.finalized = true; this.finalizeTree(state.draft, path, patches, inversePatches); if (this.onDelete) { var assigned = state.assigned; for (var prop in assigned) { assigned[prop] || this.onDelete(state, prop); } } if (this.onCopy) this.onCopy(state); // Nested producers must never auto-freeze their result, // because it may contain drafts from parent producers. if (this.autoFreeze && this.scopes.length === 1) { Object.freeze(state.copy); } if (patches) generatePatches(state, path, patches, inversePatches); } return state.copy; } /** * @internal * Finalize all drafts in the given state tree. */ }, { key: "finalizeTree", value: function finalizeTree(root, path, patches, inversePatches) { var _this2 = this; var state = root[DRAFT_STATE]; if (state) { root = this.useProxies ? state.copy : state.copy = shallowCopy(state.draft); } var onAssign = this.onAssign; var finalizeProperty = function finalizeProperty(prop, value, parent) { // Only `root` can be a draft in here. var inDraft = !!state && parent === root; if (isDraft(value)) { // prettier-ignore parent[prop] = value = // Patches are never generated for assigned properties. patches && inDraft && !state.assigned[prop] ? _this2.finalize(value, path.concat(prop), patches, inversePatches) : _this2.finalize(value); // Unchanged drafts are ignored. if (inDraft && value === state.base[prop]) return; } // Unchanged draft properties are ignored. else if (inDraft && is(value, state.base[prop])) { return; } // Search new objects for unfinalized drafts. Frozen objects should never contain drafts. else if (isDraftable(value) && !Object.isFrozen(value)) { each(value, finalizeProperty); } if (inDraft && onAssign) { onAssign(state, prop, value); } }; each(root, finalizeProperty); return root; } }]); return Immer; }(); var immer = new Immer(); /** * The `produce` function takes a value and a "recipe function" (whose * return value often depends on the base state). The recipe function is * free to mutate its first argument however it wants. All mutations are * only ever applied to a __copy__ of the base state. * * Pass only a function to create a "curried producer" which relieves you * from passing the recipe function every time. * * Only plain objects and arrays are made mutable. All other objects are * considered uncopyable. * * Note: This function is __bound__ to its `Immer` instance. * * @param {any} base - the initial state * @param {Function} producer - function that receives a proxy of the base state as first argument and which can be freely modified * @param {Function} patchListener - optional function that will be called with all the patches produced here * @returns {any} a new state, or the initial state if nothing was modified */ var produce = immer.produce; /** * Apply an array of Immer patches to the first argument. * * This function is a producer, which means copy-on-write is in effect. */ var applyPatches$1 = produce(applyPatches); /* * Copyright 2018 The boardgame.io Authors * * Use of this source code is governed by a MIT-style * license that can be found in the LICENSE file or at * https://opensource.org/licenses/MIT. */ /** * Plugin that allows using Immer to make immutable changes * to G by just mutating it. */ var PluginImmer = { fnWrap: function fnWrap(move) { return produce(move); } }; /** * List of plugins that are always added. */ var DEFAULT_PLUGINS = [PluginImmer]; var G = { /** * Applies the provided plugins to G during game setup. * * @param {object} G - The G object. * @param {object} ctx - The ctx object. * @param {object} game - The game object. */ setup: function setup(G, ctx, game) { [].concat(DEFAULT_PLUGINS, _toConsumableArray(game.plugins)).filter(function (plugin) { return plugin.G !== undefined; }).filter(function (plugin) { return plugin.G.setup !== undefined; }).forEach(function (plugin) { G = plugin.G.setup(G, ctx, game); }); return G; }, /** * Applies the provided plugins to G during the beginning of the phase. * * @param {object} G - The G object. * @param {object} ctx - The ctx object. * @param {object} game - The game object. */ onPhaseBegin: function onPhaseBegin(G, ctx, game) { [].concat(DEFAULT_PLUGINS, _toConsumableArray(game.plugins)).filter(function (plugin) { return plugin.G !== undefined; }).filter(function (plugin) { return plugin.G.onPhaseBegin !== undefined; }).forEach(function (plugin) { G = plugin.G.onPhaseBegin(G, ctx, game); }); return G; } }; var ctx = { /** * Applies the provided plugins to ctx during game setup. * * @param {object} ctx - The ctx object. * @param {object} game - The game object. */ setup: function setup(ctx, game) { [].concat(DEFAULT_PLUGINS, _toConsumableArray(game.plugins)).filter(function (plugin) { return plugin.ctx !== undefined; }).filter(function (plugin) { return plugin.ctx.setup !== undefined; }).forEach(function (plugin) { ctx = plugin.ctx.setup(ctx, game); }); return ctx; }, /** * Applies the provided plugins to ctx during the beginning of the phase. * * @param {object} ctx - The ctx object. * @param {object} game - The game object. */ onPhaseBegin: function onPhaseBegin(ctx, game) { [].concat(DEFAULT_PLUGINS, _toConsumableArray(game.plugins)).filter(function (plugin) { return plugin.ctx !== undefined; }).filter(function (plugin) { return plugin.ctx.onPhaseBegin !== undefined; }).forEach(function (plugin) { ctx = plugin.ctx.onPhaseBegin(ctx, game); }); return ctx;