{"version":3,"file":"index.522176b5.js","sources":["../../vite/modulepreload-polyfill","../../../backend/roborally-frontend-wasm/pkg/roborally_frontend_wasm.js","../../node_modules/svelte/internal/index.mjs","../../src/cardExamples.ts","../../src/defaultCards.ts","../../src/Dialog.svelte","../../node_modules/svelte/store/index.mjs","../../src/assets/robot.png?url","../../node_modules/svelte-layer-zoomable/dist/Zoomable.svelte","../../src/assets/textures/antenna.png?url","../../src/assets/textures/checkpoint.png?url","../../src/assets/textures/fast-belt-0.jpg?url","../../src/assets/textures/fast-belt-1.jpg?url","../../src/assets/textures/fast-belt-2.jpg?url","../../src/assets/textures/fast-belt-3.jpg?url","../../src/assets/textures/fast-belt-5.jpg?url","../../src/assets/textures/fast-belt-7.jpg?url","../../src/assets/textures/floor.jpg?url","../../src/assets/textures/laser.png?url","../../src/assets/textures/push-panel-indicator-active.png?url","../../src/assets/textures/push-panel-indicator-inactive.png?url","../../src/assets/textures/push-panel.png?url","../../src/assets/textures/reboot-token.png?url","../../src/assets/textures/rotate.png?url","../../src/assets/textures/slow-belt-0.jpg?url","../../src/assets/textures/slow-belt-1.jpg?url","../../src/assets/textures/slow-belt-2.jpg?url","../../src/assets/textures/slow-belt-3.jpg?url","../../src/assets/textures/slow-belt-5.jpg?url","../../src/assets/textures/slow-belt-7.jpg?url","../../src/assets/textures/wall.png?url","../../src/utils.ts","../../src/Map.svelte","../../node_modules/svelte/easing/index.mjs","../../node_modules/svelte/animate/index.mjs","../../src/Programmer.svelte","../../node_modules/svelte/transition/index.mjs","../../src/assets/unfold_less.svg?url","../../src/assets/unfold_more.svg?url","../../src/Collapsible.svelte","../../src/Game.svelte","../../src/App.svelte","../../src/main.ts"],"sourcesContent":["__VITE_IS_MODERN__&&(function polyfill() {\n const relList = document.createElement('link').relList;\n if (relList && relList.supports && relList.supports('modulepreload')) {\n return;\n }\n for (const link of document.querySelectorAll('link[rel=\"modulepreload\"]')) {\n processPreload(link);\n }\n new MutationObserver((mutations) => {\n for (const mutation of mutations) {\n if (mutation.type !== 'childList') {\n continue;\n }\n for (const node of mutation.addedNodes) {\n if (node.tagName === 'LINK' && node.rel === 'modulepreload')\n processPreload(node);\n }\n }\n }).observe(document, { childList: true, subtree: true });\n function getFetchOpts(script) {\n const fetchOpts = {};\n if (script.integrity)\n fetchOpts.integrity = script.integrity;\n if (script.referrerpolicy)\n fetchOpts.referrerPolicy = script.referrerpolicy;\n if (script.crossorigin === 'use-credentials')\n fetchOpts.credentials = 'include';\n else if (script.crossorigin === 'anonymous')\n fetchOpts.credentials = 'omit';\n else\n fetchOpts.credentials = 'same-origin';\n return fetchOpts;\n }\n function processPreload(link) {\n if (link.ep)\n // ep marker = processed\n return;\n link.ep = true;\n // prepopulate the load record\n const fetchOpts = getFetchOpts(link);\n fetch(link.href, fetchOpts);\n }\n}());","\nlet wasm;\n\nconst heap = new Array(32).fill(undefined);\n\nheap.push(undefined, null, true, false);\n\nfunction getObject(idx) { return heap[idx]; }\n\nlet heap_next = heap.length;\n\nfunction dropObject(idx) {\n if (idx < 36) return;\n heap[idx] = heap_next;\n heap_next = idx;\n}\n\nfunction takeObject(idx) {\n const ret = getObject(idx);\n dropObject(idx);\n return ret;\n}\n\nfunction addHeapObject(obj) {\n if (heap_next === heap.length) heap.push(heap.length + 1);\n const idx = heap_next;\n heap_next = heap[idx];\n\n heap[idx] = obj;\n return idx;\n}\n\nconst cachedTextDecoder = new TextDecoder('utf-8', { ignoreBOM: true, fatal: true });\n\ncachedTextDecoder.decode();\n\nlet cachedUint8Memory0 = new Uint8Array();\n\nfunction getUint8Memory0() {\n if (cachedUint8Memory0.byteLength === 0) {\n cachedUint8Memory0 = new Uint8Array(wasm.memory.buffer);\n }\n return cachedUint8Memory0;\n}\n\nfunction getStringFromWasm0(ptr, len) {\n return cachedTextDecoder.decode(getUint8Memory0().subarray(ptr, ptr + len));\n}\n\nlet cachedInt32Memory0 = new Int32Array();\n\nfunction getInt32Memory0() {\n if (cachedInt32Memory0.byteLength === 0) {\n cachedInt32Memory0 = new Int32Array(wasm.memory.buffer);\n }\n return cachedInt32Memory0;\n}\n\nfunction getCachedStringFromWasm0(ptr, len) {\n if (ptr === 0) {\n return getObject(len);\n } else {\n return getStringFromWasm0(ptr, len);\n }\n}\n/**\n*/\nexport function run_initializations() {\n wasm.run_initializations();\n}\n\nlet WASM_VECTOR_LEN = 0;\n\nfunction passArray8ToWasm0(arg, malloc) {\n const ptr = malloc(arg.length * 1);\n getUint8Memory0().set(arg, ptr / 1);\n WASM_VECTOR_LEN = arg.length;\n return ptr;\n}\n/**\n* @param {Uint8Array} bytes\n* @returns {ServerMessageWrapper}\n*/\nexport function parse_message(bytes) {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n const ptr0 = passArray8ToWasm0(bytes, wasm.__wbindgen_malloc);\n const len0 = WASM_VECTOR_LEN;\n wasm.parse_message(retptr, ptr0, len0);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var r2 = getInt32Memory0()[retptr / 4 + 2];\n if (r2) {\n throw takeObject(r1);\n }\n return ServerMessageWrapper.__wrap(r0);\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n}\n\nfunction getArrayU8FromWasm0(ptr, len) {\n return getUint8Memory0().subarray(ptr / 1, ptr / 1 + len);\n}\n/**\n* @param {Uint8Array} cards\n* @returns {Uint8Array}\n*/\nexport function create_program_cards_message(cards) {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n const ptr0 = passArray8ToWasm0(cards, wasm.__wbindgen_malloc);\n const len0 = WASM_VECTOR_LEN;\n wasm.create_program_cards_message(retptr, ptr0, len0);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var v1 = getArrayU8FromWasm0(r0, r1).slice();\n wasm.__wbindgen_free(r0, r1 * 1);\n return v1;\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n}\n\n/**\n* @param {Uint8Array} bytes\n* @returns {ParsedMap}\n*/\nexport function parse_map(bytes) {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n const ptr0 = passArray8ToWasm0(bytes, wasm.__wbindgen_malloc);\n const len0 = WASM_VECTOR_LEN;\n wasm.parse_map(retptr, ptr0, len0);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var r2 = getInt32Memory0()[retptr / 4 + 2];\n if (r2) {\n throw takeObject(r1);\n }\n return ParsedMap.__wrap(r0);\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n}\n\nconst cachedTextEncoder = new TextEncoder('utf-8');\n\nconst encodeString = (typeof cachedTextEncoder.encodeInto === 'function'\n ? function (arg, view) {\n return cachedTextEncoder.encodeInto(arg, view);\n}\n : function (arg, view) {\n const buf = cachedTextEncoder.encode(arg);\n view.set(buf);\n return {\n read: arg.length,\n written: buf.length\n };\n});\n\nfunction passStringToWasm0(arg, malloc, realloc) {\n\n if (realloc === undefined) {\n const buf = cachedTextEncoder.encode(arg);\n const ptr = malloc(buf.length);\n getUint8Memory0().subarray(ptr, ptr + buf.length).set(buf);\n WASM_VECTOR_LEN = buf.length;\n return ptr;\n }\n\n let len = arg.length;\n let ptr = malloc(len);\n\n const mem = getUint8Memory0();\n\n let offset = 0;\n\n for (; offset < len; offset++) {\n const code = arg.charCodeAt(offset);\n if (code > 0x7F) break;\n mem[ptr + offset] = code;\n }\n\n if (offset !== len) {\n if (offset !== 0) {\n arg = arg.slice(offset);\n }\n ptr = realloc(ptr, len, len = offset + arg.length * 3);\n const view = getUint8Memory0().subarray(ptr + offset, ptr + len);\n const ret = encodeString(arg, view);\n\n offset += ret.written;\n }\n\n WASM_VECTOR_LEN = offset;\n return ptr;\n}\n\nfunction handleError(f, args) {\n try {\n return f.apply(this, args);\n } catch (e) {\n wasm.__wbindgen_exn_store(addHeapObject(e));\n }\n}\n\nfunction notDefined(what) { return () => { throw new Error(`${what} is not defined`); }; }\n/**\n*/\nexport const RegisterMovePhase = Object.freeze({ PlayerCards:0,\"0\":\"PlayerCards\",FastBelts:1,\"1\":\"FastBelts\",SlowBelts:2,\"2\":\"SlowBelts\",PushPanels:3,\"3\":\"PushPanels\",Rotations:4,\"4\":\"Rotations\",Lasers:5,\"5\":\"Lasers\",Checkpoints:6,\"6\":\"Checkpoints\", });\n/**\n*/\nexport const Direction = Object.freeze({ Up:0,\"0\":\"Up\",Right:1,\"1\":\"Right\",Down:2,\"2\":\"Down\",Left:3,\"3\":\"Left\", });\n/**\n*/\nexport const ServerMessageType = Object.freeze({ Notice:0,\"0\":\"Notice\",GameLog:1,\"1\":\"GameLog\",GeneralState:2,\"2\":\"GeneralState\",ProgrammingState:3,\"3\":\"ProgrammingState\",AnimatedState:4,\"4\":\"AnimatedState\", });\n\nconst AnimationItemFinalization = new FinalizationRegistry(ptr => wasm.__wbg_animationitem_free(ptr));\n/**\n*/\nexport class AnimationItem {\n\n static __wrap(ptr) {\n const obj = Object.create(AnimationItem.prototype);\n obj.ptr = ptr;\n AnimationItemFinalization.register(obj, obj.ptr, obj);\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n AnimationItemFinalization.unregister(this);\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_animationitem_free(ptr);\n }\n /**\n * @param {(from: Position, to: Position, direction: Direction, is_from_tank: boolean) => void} process_bullet_closure\n * @param {(player_i: number) => void} process_checkpoint_visited_closure\n * @param {(player_i: number, direction: Direction) => void} process_attempted_move_closure\n */\n process_animations(process_bullet_closure, process_checkpoint_visited_closure, process_attempted_move_closure) {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.animationitem_process_animations(retptr, this.ptr, addHeapObject(process_bullet_closure), addHeapObject(process_checkpoint_visited_closure), addHeapObject(process_attempted_move_closure));\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n if (r1) {\n throw takeObject(r0);\n }\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n }\n /**\n * @returns {boolean}\n */\n get has_state() {\n const ret = wasm.animationitem_has_state(this.ptr);\n return ret !== 0;\n }\n /**\n * @returns {number}\n */\n get register() {\n const ret = wasm.animationitem_register(this.ptr);\n return ret >>> 0;\n }\n /**\n * @returns {number}\n */\n get register_phase() {\n const ret = wasm.animationitem_register_phase(this.ptr);\n return ret >>> 0;\n }\n /**\n * @returns {Uint8Array}\n */\n get my_cards() {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.animationitem_my_cards(retptr, this.ptr);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var v0 = getArrayU8FromWasm0(r0, r1).slice();\n wasm.__wbindgen_free(r0, r1 * 1);\n return v0;\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n }\n /**\n * @returns {Array}\n */\n get player_states() {\n const ret = wasm.animationitem_player_states(this.ptr);\n return takeObject(ret);\n }\n /**\n * @param {number} player_i\n * @returns {Uint8Array}\n */\n get_revealed_cards(player_i) {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.animationitem_get_revealed_cards(retptr, this.ptr, player_i);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var v0 = getArrayU8FromWasm0(r0, r1).slice();\n wasm.__wbindgen_free(r0, r1 * 1);\n return v0;\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n }\n}\n\nconst AssetFinalization = new FinalizationRegistry(ptr => wasm.__wbg_asset_free(ptr));\n/**\n*/\nexport class Asset {\n\n static __wrap(ptr) {\n const obj = Object.create(Asset.prototype);\n obj.ptr = ptr;\n AssetFinalization.register(obj, obj.ptr, obj);\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n AssetFinalization.unregister(this);\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_asset_free(ptr);\n }\n /**\n * @returns {string}\n */\n get value() {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.asset_value(retptr, this.ptr);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var v0 = getCachedStringFromWasm0(r0, r1);\n if (r0 !== 0) { wasm.__wbindgen_free(r0, r1); }\n return v0;\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n}\n/**\n* @returns {string}\n*/\nget style() {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.asset_style(retptr, this.ptr);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var v0 = getCachedStringFromWasm0(r0, r1);\n if (r0 !== 0) { wasm.__wbindgen_free(r0, r1); }\n return v0;\n} finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n}\n}\n/**\n* @returns {boolean}\n*/\nget is_text() {\n const ret = wasm.asset_is_text(this.ptr);\n return ret !== 0;\n}\n}\n\nconst AssetMapFinalization = new FinalizationRegistry(ptr => wasm.__wbg_assetmap_free(ptr));\n/**\n*/\nexport class AssetMap {\n\n static __wrap(ptr) {\n const obj = Object.create(AssetMap.prototype);\n obj.ptr = ptr;\n AssetMapFinalization.register(obj, obj.ptr, obj);\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n AssetMapFinalization.unregister(this);\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_assetmap_free(ptr);\n }\n /**\n * @returns {number}\n */\n get checkpoints() {\n const ret = wasm.__wbg_get_assetmap_checkpoints(this.ptr);\n return ret >>> 0;\n }\n /**\n * @param {number} x\n * @param {number} y\n * @returns {TileAssets}\n */\n get(x, y) {\n const ret = wasm.assetmap_get(this.ptr, x, y);\n return TileAssets.__wrap(ret);\n }\n /**\n * @returns {number}\n */\n get width() {\n const ret = wasm.assetmap_width(this.ptr);\n return ret;\n }\n /**\n * @returns {number}\n */\n get height() {\n const ret = wasm.assetmap_height(this.ptr);\n return ret;\n }\n}\n\nconst GeneralStateFinalization = new FinalizationRegistry(ptr => wasm.__wbg_generalstate_free(ptr));\n/**\n* Player's view of the game - doesn't inlude other players' cards etc.\n*/\nexport class GeneralState {\n\n static __wrap(ptr) {\n const obj = Object.create(GeneralState.prototype);\n obj.ptr = ptr;\n GeneralStateFinalization.register(obj, obj.ptr, obj);\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n GeneralStateFinalization.unregister(this);\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_generalstate_free(ptr);\n }\n /**\n * @param {number} player_i\n * @returns {string}\n */\n get_player_name(player_i) {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.generalstate_get_player_name(retptr, this.ptr, player_i);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var v0 = getCachedStringFromWasm0(r0, r1);\n if (r0 !== 0) { wasm.__wbindgen_free(r0, r1); }\n return v0;\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n}\n/**\n* @returns {string}\n*/\nget status() {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.generalstate_status(retptr, this.ptr);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var v0 = getCachedStringFromWasm0(r0, r1);\n if (r0 !== 0) { wasm.__wbindgen_free(r0, r1); }\n return v0;\n} finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n}\n}\n}\n\nconst ParsedMapFinalization = new FinalizationRegistry(ptr => wasm.__wbg_parsedmap_free(ptr));\n/**\n*/\nexport class ParsedMap {\n\n static __wrap(ptr) {\n const obj = Object.create(ParsedMap.prototype);\n obj.ptr = ptr;\n ParsedMapFinalization.register(obj, obj.ptr, obj);\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n ParsedMapFinalization.unregister(this);\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_parsedmap_free(ptr);\n }\n /**\n * @returns {AssetMap}\n */\n get assets() {\n const ret = wasm.parsedmap_assets(this.ptr);\n return AssetMap.__wrap(ret);\n }\n /**\n * Used to render a map preview\n *\n * A specific asset for \"Spawnpoint\" doesn't exist, so for map preview, this method creates an artificial\n * state with a robot named \"Spawnpoint\" at each spawnpoint location\n * @returns {Array}\n */\n get_artificial_spawn_state() {\n const ret = wasm.parsedmap_get_artificial_spawn_state(this.ptr);\n return takeObject(ret);\n }\n}\n\nconst PlayerPublicStateFinalization = new FinalizationRegistry(ptr => wasm.__wbg_playerpublicstate_free(ptr));\n/**\n* Public state of 1 player\n*/\nexport class PlayerPublicState {\n\n static __wrap(ptr) {\n const obj = Object.create(PlayerPublicState.prototype);\n obj.ptr = ptr;\n PlayerPublicStateFinalization.register(obj, obj.ptr, obj);\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n PlayerPublicStateFinalization.unregister(this);\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_playerpublicstate_free(ptr);\n }\n /**\n * @returns {Position}\n */\n get position() {\n const ret = wasm.playerpublicstate_position(this.ptr);\n return Position.__wrap(ret);\n }\n /**\n * Note: doesn't include transform to current tile\n * @returns {string}\n */\n get style() {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.playerpublicstate_style(retptr, this.ptr);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var v0 = getCachedStringFromWasm0(r0, r1);\n if (r0 !== 0) { wasm.__wbindgen_free(r0, r1); }\n return v0;\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n}\n/**\n* @returns {number}\n*/\nget checkpoint() {\n const ret = wasm.playerpublicstate_checkpoint(this.ptr);\n return ret >>> 0;\n}\n/**\n* @returns {boolean}\n*/\nget is_rebooting() {\n const ret = wasm.playerpublicstate_is_rebooting(this.ptr);\n return ret !== 0;\n}\n/**\n* @returns {boolean}\n*/\nget is_hidden() {\n const ret = wasm.playerpublicstate_is_hidden(this.ptr);\n return ret !== 0;\n}\n}\n\nconst PositionFinalization = new FinalizationRegistry(ptr => wasm.__wbg_position_free(ptr));\n/**\n* (0,0) → +x \\\n* ↓ \\\n* +y\n*/\nexport class Position {\n\n static __wrap(ptr) {\n const obj = Object.create(Position.prototype);\n obj.ptr = ptr;\n PositionFinalization.register(obj, obj.ptr, obj);\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n PositionFinalization.unregister(this);\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_position_free(ptr);\n }\n /**\n * @returns {number}\n */\n get x() {\n const ret = wasm.__wbg_get_position_x(this.ptr);\n return ret;\n }\n /**\n * @param {number} arg0\n */\n set x(arg0) {\n wasm.__wbg_set_position_x(this.ptr, arg0);\n }\n /**\n * @returns {number}\n */\n get y() {\n const ret = wasm.__wbg_get_position_y(this.ptr);\n return ret;\n }\n /**\n * @param {number} arg0\n */\n set y(arg0) {\n wasm.__wbg_set_position_y(this.ptr, arg0);\n }\n}\n\nconst ProgrammingStateFinalization = new FinalizationRegistry(ptr => wasm.__wbg_programmingstate_free(ptr));\n/**\n*/\nexport class ProgrammingState {\n\n static __wrap(ptr) {\n const obj = Object.create(ProgrammingState.prototype);\n obj.ptr = ptr;\n ProgrammingStateFinalization.register(obj, obj.ptr, obj);\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n ProgrammingStateFinalization.unregister(this);\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_programmingstate_free(ptr);\n }\n /**\n * @returns {Uint8Array}\n */\n get hand() {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.programmingstate_hand(retptr, this.ptr);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var v0 = getArrayU8FromWasm0(r0, r1).slice();\n wasm.__wbindgen_free(r0, r1 * 1);\n return v0;\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n }\n /**\n * @returns {Uint8Array | undefined}\n */\n get prepared_cards() {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.programmingstate_prepared_cards(retptr, this.ptr);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n let v0;\n if (r0 !== 0) {\n v0 = getArrayU8FromWasm0(r0, r1).slice();\n wasm.__wbindgen_free(r0, r1 * 1);\n }\n return v0;\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n }\n /**\n * @returns {Uint8Array}\n */\n get ready_players() {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.programmingstate_ready_players(retptr, this.ptr);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var v0 = getArrayU8FromWasm0(r0, r1).slice();\n wasm.__wbindgen_free(r0, r1 * 1);\n return v0;\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n }\n /**\n * @returns {Array}\n */\n get player_states() {\n const ret = wasm.programmingstate_player_states(this.ptr);\n return takeObject(ret);\n }\n}\n\nconst RunningStateViewFinalization = new FinalizationRegistry(ptr => wasm.__wbg_runningstateview_free(ptr));\n/**\n* Player's view of the game - doesn't inlude other players' cards etc.\n*/\nexport class RunningStateView {\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n RunningStateViewFinalization.unregister(this);\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_runningstateview_free(ptr);\n }\n}\n\nconst ServerMessageWrapperFinalization = new FinalizationRegistry(ptr => wasm.__wbg_servermessagewrapper_free(ptr));\n/**\n*/\nexport class ServerMessageWrapper {\n\n static __wrap(ptr) {\n const obj = Object.create(ServerMessageWrapper.prototype);\n obj.ptr = ptr;\n ServerMessageWrapperFinalization.register(obj, obj.ptr, obj);\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n ServerMessageWrapperFinalization.unregister(this);\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_servermessagewrapper_free(ptr);\n }\n /**\n * @returns {number}\n */\n get typ() {\n const ret = wasm.servermessagewrapper_typ(this.ptr);\n return ret >>> 0;\n }\n /**\n * @returns {string}\n */\n get notice() {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.servermessagewrapper_notice(retptr, this.ptr);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var v0 = getCachedStringFromWasm0(r0, r1);\n if (r0 !== 0) { wasm.__wbindgen_free(r0, r1); }\n return v0;\n } finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n }\n}\n/**\n* @returns {string}\n*/\nget game_log() {\n try {\n const retptr = wasm.__wbindgen_add_to_stack_pointer(-16);\n wasm.servermessagewrapper_game_log(retptr, this.ptr);\n var r0 = getInt32Memory0()[retptr / 4 + 0];\n var r1 = getInt32Memory0()[retptr / 4 + 1];\n var v0 = getCachedStringFromWasm0(r0, r1);\n if (r0 !== 0) { wasm.__wbindgen_free(r0, r1); }\n return v0;\n} finally {\n wasm.__wbindgen_add_to_stack_pointer(16);\n}\n}\n/**\n* @returns {GeneralState}\n*/\nget general_state() {\n const ret = wasm.servermessagewrapper_general_state(this.ptr);\n return GeneralState.__wrap(ret);\n}\n/**\n* @returns {ProgrammingState}\n*/\nget programming_state() {\n const ret = wasm.servermessagewrapper_programming_state(this.ptr);\n return ProgrammingState.__wrap(ret);\n}\n/**\n* @returns {AnimationItem}\n*/\nget animated_state() {\n const ret = wasm.servermessagewrapper_animated_state(this.ptr);\n return AnimationItem.__wrap(ret);\n}\n}\n\nconst TileAssetsFinalization = new FinalizationRegistry(ptr => wasm.__wbg_tileassets_free(ptr));\n/**\n*/\nexport class TileAssets {\n\n static __wrap(ptr) {\n const obj = Object.create(TileAssets.prototype);\n obj.ptr = ptr;\n TileAssetsFinalization.register(obj, obj.ptr, obj);\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n TileAssetsFinalization.unregister(this);\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_tileassets_free(ptr);\n }\n /**\n * @returns {Array}\n */\n into_jsarray() {\n const ptr = this.__destroy_into_raw();\n const ret = wasm.tileassets_into_jsarray(ptr);\n return takeObject(ret);\n }\n}\n\nasync function load(module, imports) {\n if (typeof Response === 'function' && module instanceof Response) {\n if (typeof WebAssembly.instantiateStreaming === 'function') {\n try {\n return await WebAssembly.instantiateStreaming(module, imports);\n\n } catch (e) {\n if (module.headers.get('Content-Type') != 'application/wasm') {\n console.warn(\"`WebAssembly.instantiateStreaming` failed because your server does not serve wasm with `application/wasm` MIME type. Falling back to `WebAssembly.instantiate` which is slower. Original error:\\n\", e);\n\n } else {\n throw e;\n }\n }\n }\n\n const bytes = await module.arrayBuffer();\n return await WebAssembly.instantiate(bytes, imports);\n\n } else {\n const instance = await WebAssembly.instantiate(module, imports);\n\n if (instance instanceof WebAssembly.Instance) {\n return { instance, module };\n\n } else {\n return instance;\n }\n }\n}\n\nfunction getImports() {\n const imports = {};\n imports.wbg = {};\n imports.wbg.__wbg_asset_new = function(arg0) {\n const ret = Asset.__wrap(arg0);\n return addHeapObject(ret);\n };\n imports.wbg.__wbindgen_object_drop_ref = function(arg0) {\n takeObject(arg0);\n };\n imports.wbg.__wbg_new_abda76e883ba8a5f = function() {\n const ret = new Error();\n return addHeapObject(ret);\n };\n imports.wbg.__wbg_stack_658279fe44541cf6 = function(arg0, arg1) {\n const ret = getObject(arg1).stack;\n const ptr0 = passStringToWasm0(ret, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);\n const len0 = WASM_VECTOR_LEN;\n getInt32Memory0()[arg0 / 4 + 1] = len0;\n getInt32Memory0()[arg0 / 4 + 0] = ptr0;\n };\n imports.wbg.__wbg_error_f851667af71bcfc6 = function(arg0, arg1) {\n var v0 = getCachedStringFromWasm0(arg0, arg1);\n if (arg0 !== 0) { wasm.__wbindgen_free(arg0, arg1); }\n console.error(v0);\n};\nimports.wbg.__wbindgen_number_new = function(arg0) {\n const ret = arg0;\n return addHeapObject(ret);\n};\nimports.wbg.__wbg_position_new = function(arg0) {\n const ret = Position.__wrap(arg0);\n return addHeapObject(ret);\n};\nimports.wbg.__wbg_playerpublicstate_new = function(arg0) {\n const ret = PlayerPublicState.__wrap(arg0);\n return addHeapObject(ret);\n};\nimports.wbg.__wbindgen_string_new = function(arg0, arg1) {\n const ret = getStringFromWasm0(arg0, arg1);\n return addHeapObject(ret);\n};\nimports.wbg.__wbg_debug_f15cb542ea509609 = function(arg0) {\n console.debug(getObject(arg0));\n};\nimports.wbg.__wbg_error_ef9a0be47931175f = function(arg0) {\n console.error(getObject(arg0));\n};\nimports.wbg.__wbg_info_2874fdd5393f35ce = function(arg0) {\n console.info(getObject(arg0));\n};\nimports.wbg.__wbg_log_4b5638ad60bdc54a = function(arg0) {\n console.log(getObject(arg0));\n};\nimports.wbg.__wbg_warn_58110c4a199df084 = function(arg0) {\n console.warn(getObject(arg0));\n};\nimports.wbg.__wbg_new_1d9a920c6bfc44a8 = function() {\n const ret = new Array();\n return addHeapObject(ret);\n};\nimports.wbg.__wbg_push_740e4b286702d964 = function(arg0, arg1) {\n const ret = getObject(arg0).push(getObject(arg1));\n return ret;\n};\nimports.wbg.__wbg_apply_22a3220d244124da = function() { return handleError(function (arg0, arg1, arg2) {\n const ret = getObject(arg0).apply(getObject(arg1), getObject(arg2));\n return addHeapObject(ret);\n}, arguments) };\nimports.wbg.__wbg_call_168da88779e35f61 = function() { return handleError(function (arg0, arg1, arg2) {\n const ret = getObject(arg0).call(getObject(arg1), getObject(arg2));\n return addHeapObject(ret);\n}, arguments) };\nimports.wbg.__wbg_call_3999bee59e9f7719 = function() { return handleError(function (arg0, arg1, arg2, arg3) {\n const ret = getObject(arg0).call(getObject(arg1), getObject(arg2), getObject(arg3));\n return addHeapObject(ret);\n}, arguments) };\nimports.wbg.__wbg_now_58886682b7e790d7 = function() {\n const ret = Date.now();\n return ret;\n};\nimports.wbg.__wbg_random_656f2ae924b2540e = typeof Math.random == 'function' ? Math.random : notDefined('Math.random');\nimports.wbg.__wbindgen_throw = function(arg0, arg1) {\n throw new Error(getStringFromWasm0(arg0, arg1));\n};\n\nreturn imports;\n}\n\nfunction initMemory(imports, maybe_memory) {\n\n}\n\nfunction finalizeInit(instance, module) {\n wasm = instance.exports;\n init.__wbindgen_wasm_module = module;\n cachedInt32Memory0 = new Int32Array();\n cachedUint8Memory0 = new Uint8Array();\n\n wasm.__wbindgen_start();\n return wasm;\n}\n\nfunction initSync(module) {\n const imports = getImports();\n\n initMemory(imports);\n\n if (!(module instanceof WebAssembly.Module)) {\n module = new WebAssembly.Module(module);\n }\n\n const instance = new WebAssembly.Instance(module, imports);\n\n return finalizeInit(instance, module);\n}\n\nasync function init(input) {\n if (typeof input === 'undefined') {\n input = new URL('roborally_frontend_wasm_bg.wasm', import.meta.url);\n }\n const imports = getImports();\n\n if (typeof input === 'string' || (typeof Request === 'function' && input instanceof Request) || (typeof URL === 'function' && input instanceof URL)) {\n input = fetch(input);\n }\n\n initMemory(imports);\n\n const { instance, module } = await load(await input, imports);\n\n return finalizeInit(instance, module);\n}\n\nexport { initSync }\nexport default init;\n","function noop() { }\nconst identity = x => x;\nfunction assign(tar, src) {\n // @ts-ignore\n for (const k in src)\n tar[k] = src[k];\n return tar;\n}\nfunction is_promise(value) {\n return value && typeof value === 'object' && typeof value.then === 'function';\n}\nfunction add_location(element, file, line, column, char) {\n element.__svelte_meta = {\n loc: { file, line, column, char }\n };\n}\nfunction run(fn) {\n return fn();\n}\nfunction blank_object() {\n return Object.create(null);\n}\nfunction run_all(fns) {\n fns.forEach(run);\n}\nfunction is_function(thing) {\n return typeof thing === 'function';\n}\nfunction safe_not_equal(a, b) {\n return a != a ? b == b : a !== b || ((a && typeof a === 'object') || typeof a === 'function');\n}\nlet src_url_equal_anchor;\nfunction src_url_equal(element_src, url) {\n if (!src_url_equal_anchor) {\n src_url_equal_anchor = document.createElement('a');\n }\n src_url_equal_anchor.href = url;\n return element_src === src_url_equal_anchor.href;\n}\nfunction not_equal(a, b) {\n return a != a ? b == b : a !== b;\n}\nfunction is_empty(obj) {\n return Object.keys(obj).length === 0;\n}\nfunction validate_store(store, name) {\n if (store != null && typeof store.subscribe !== 'function') {\n throw new Error(`'${name}' is not a store with a 'subscribe' method`);\n }\n}\nfunction subscribe(store, ...callbacks) {\n if (store == null) {\n return noop;\n }\n const unsub = store.subscribe(...callbacks);\n return unsub.unsubscribe ? () => unsub.unsubscribe() : unsub;\n}\nfunction get_store_value(store) {\n let value;\n subscribe(store, _ => value = _)();\n return value;\n}\nfunction component_subscribe(component, store, callback) {\n component.$$.on_destroy.push(subscribe(store, callback));\n}\nfunction create_slot(definition, ctx, $$scope, fn) {\n if (definition) {\n const slot_ctx = get_slot_context(definition, ctx, $$scope, fn);\n return definition[0](slot_ctx);\n }\n}\nfunction get_slot_context(definition, ctx, $$scope, fn) {\n return definition[1] && fn\n ? assign($$scope.ctx.slice(), definition[1](fn(ctx)))\n : $$scope.ctx;\n}\nfunction get_slot_changes(definition, $$scope, dirty, fn) {\n if (definition[2] && fn) {\n const lets = definition[2](fn(dirty));\n if ($$scope.dirty === undefined) {\n return lets;\n }\n if (typeof lets === 'object') {\n const merged = [];\n const len = Math.max($$scope.dirty.length, lets.length);\n for (let i = 0; i < len; i += 1) {\n merged[i] = $$scope.dirty[i] | lets[i];\n }\n return merged;\n }\n return $$scope.dirty | lets;\n }\n return $$scope.dirty;\n}\nfunction update_slot_base(slot, slot_definition, ctx, $$scope, slot_changes, get_slot_context_fn) {\n if (slot_changes) {\n const slot_context = get_slot_context(slot_definition, ctx, $$scope, get_slot_context_fn);\n slot.p(slot_context, slot_changes);\n }\n}\nfunction update_slot(slot, slot_definition, ctx, $$scope, dirty, get_slot_changes_fn, get_slot_context_fn) {\n const slot_changes = get_slot_changes(slot_definition, $$scope, dirty, get_slot_changes_fn);\n update_slot_base(slot, slot_definition, ctx, $$scope, slot_changes, get_slot_context_fn);\n}\nfunction get_all_dirty_from_scope($$scope) {\n if ($$scope.ctx.length > 32) {\n const dirty = [];\n const length = $$scope.ctx.length / 32;\n for (let i = 0; i < length; i++) {\n dirty[i] = -1;\n }\n return dirty;\n }\n return -1;\n}\nfunction exclude_internal_props(props) {\n const result = {};\n for (const k in props)\n if (k[0] !== '$')\n result[k] = props[k];\n return result;\n}\nfunction compute_rest_props(props, keys) {\n const rest = {};\n keys = new Set(keys);\n for (const k in props)\n if (!keys.has(k) && k[0] !== '$')\n rest[k] = props[k];\n return rest;\n}\nfunction compute_slots(slots) {\n const result = {};\n for (const key in slots) {\n result[key] = true;\n }\n return result;\n}\nfunction once(fn) {\n let ran = false;\n return function (...args) {\n if (ran)\n return;\n ran = true;\n fn.call(this, ...args);\n };\n}\nfunction null_to_empty(value) {\n return value == null ? '' : value;\n}\nfunction set_store_value(store, ret, value) {\n store.set(value);\n return ret;\n}\nconst has_prop = (obj, prop) => Object.prototype.hasOwnProperty.call(obj, prop);\nfunction action_destroyer(action_result) {\n return action_result && is_function(action_result.destroy) ? action_result.destroy : noop;\n}\n\nconst is_client = typeof window !== 'undefined';\nlet now = is_client\n ? () => window.performance.now()\n : () => Date.now();\nlet raf = is_client ? cb => requestAnimationFrame(cb) : noop;\n// used internally for testing\nfunction set_now(fn) {\n now = fn;\n}\nfunction set_raf(fn) {\n raf = fn;\n}\n\nconst tasks = new Set();\nfunction run_tasks(now) {\n tasks.forEach(task => {\n if (!task.c(now)) {\n tasks.delete(task);\n task.f();\n }\n });\n if (tasks.size !== 0)\n raf(run_tasks);\n}\n/**\n * For testing purposes only!\n */\nfunction clear_loops() {\n tasks.clear();\n}\n/**\n * Creates a new task that runs on each raf frame\n * until it returns a falsy value or is aborted\n */\nfunction loop(callback) {\n let task;\n if (tasks.size === 0)\n raf(run_tasks);\n return {\n promise: new Promise(fulfill => {\n tasks.add(task = { c: callback, f: fulfill });\n }),\n abort() {\n tasks.delete(task);\n }\n };\n}\n\n// Track which nodes are claimed during hydration. Unclaimed nodes can then be removed from the DOM\n// at the end of hydration without touching the remaining nodes.\nlet is_hydrating = false;\nfunction start_hydrating() {\n is_hydrating = true;\n}\nfunction end_hydrating() {\n is_hydrating = false;\n}\nfunction upper_bound(low, high, key, value) {\n // Return first index of value larger than input value in the range [low, high)\n while (low < high) {\n const mid = low + ((high - low) >> 1);\n if (key(mid) <= value) {\n low = mid + 1;\n }\n else {\n high = mid;\n }\n }\n return low;\n}\nfunction init_hydrate(target) {\n if (target.hydrate_init)\n return;\n target.hydrate_init = true;\n // We know that all children have claim_order values since the unclaimed have been detached if target is not \n let children = target.childNodes;\n // If target is , there may be children without claim_order\n if (target.nodeName === 'HEAD') {\n const myChildren = [];\n for (let i = 0; i < children.length; i++) {\n const node = children[i];\n if (node.claim_order !== undefined) {\n myChildren.push(node);\n }\n }\n children = myChildren;\n }\n /*\n * Reorder claimed children optimally.\n * We can reorder claimed children optimally by finding the longest subsequence of\n * nodes that are already claimed in order and only moving the rest. The longest\n * subsequence of nodes that are claimed in order can be found by\n * computing the longest increasing subsequence of .claim_order values.\n *\n * This algorithm is optimal in generating the least amount of reorder operations\n * possible.\n *\n * Proof:\n * We know that, given a set of reordering operations, the nodes that do not move\n * always form an increasing subsequence, since they do not move among each other\n * meaning that they must be already ordered among each other. Thus, the maximal\n * set of nodes that do not move form a longest increasing subsequence.\n */\n // Compute longest increasing subsequence\n // m: subsequence length j => index k of smallest value that ends an increasing subsequence of length j\n const m = new Int32Array(children.length + 1);\n // Predecessor indices + 1\n const p = new Int32Array(children.length);\n m[0] = -1;\n let longest = 0;\n for (let i = 0; i < children.length; i++) {\n const current = children[i].claim_order;\n // Find the largest subsequence length such that it ends in a value less than our current value\n // upper_bound returns first greater value, so we subtract one\n // with fast path for when we are on the current longest subsequence\n const seqLen = ((longest > 0 && children[m[longest]].claim_order <= current) ? longest + 1 : upper_bound(1, longest, idx => children[m[idx]].claim_order, current)) - 1;\n p[i] = m[seqLen] + 1;\n const newLen = seqLen + 1;\n // We can guarantee that current is the smallest value. Otherwise, we would have generated a longer sequence.\n m[newLen] = i;\n longest = Math.max(newLen, longest);\n }\n // The longest increasing subsequence of nodes (initially reversed)\n const lis = [];\n // The rest of the nodes, nodes that will be moved\n const toMove = [];\n let last = children.length - 1;\n for (let cur = m[longest] + 1; cur != 0; cur = p[cur - 1]) {\n lis.push(children[cur - 1]);\n for (; last >= cur; last--) {\n toMove.push(children[last]);\n }\n last--;\n }\n for (; last >= 0; last--) {\n toMove.push(children[last]);\n }\n lis.reverse();\n // We sort the nodes being moved to guarantee that their insertion order matches the claim order\n toMove.sort((a, b) => a.claim_order - b.claim_order);\n // Finally, we move the nodes\n for (let i = 0, j = 0; i < toMove.length; i++) {\n while (j < lis.length && toMove[i].claim_order >= lis[j].claim_order) {\n j++;\n }\n const anchor = j < lis.length ? lis[j] : null;\n target.insertBefore(toMove[i], anchor);\n }\n}\nfunction append(target, node) {\n target.appendChild(node);\n}\nfunction append_styles(target, style_sheet_id, styles) {\n const append_styles_to = get_root_for_style(target);\n if (!append_styles_to.getElementById(style_sheet_id)) {\n const style = element('style');\n style.id = style_sheet_id;\n style.textContent = styles;\n append_stylesheet(append_styles_to, style);\n }\n}\nfunction get_root_for_style(node) {\n if (!node)\n return document;\n const root = node.getRootNode ? node.getRootNode() : node.ownerDocument;\n if (root && root.host) {\n return root;\n }\n return node.ownerDocument;\n}\nfunction append_empty_stylesheet(node) {\n const style_element = element('style');\n append_stylesheet(get_root_for_style(node), style_element);\n return style_element.sheet;\n}\nfunction append_stylesheet(node, style) {\n append(node.head || node, style);\n return style.sheet;\n}\nfunction append_hydration(target, node) {\n if (is_hydrating) {\n init_hydrate(target);\n if ((target.actual_end_child === undefined) || ((target.actual_end_child !== null) && (target.actual_end_child.parentNode !== target))) {\n target.actual_end_child = target.firstChild;\n }\n // Skip nodes of undefined ordering\n while ((target.actual_end_child !== null) && (target.actual_end_child.claim_order === undefined)) {\n target.actual_end_child = target.actual_end_child.nextSibling;\n }\n if (node !== target.actual_end_child) {\n // We only insert if the ordering of this node should be modified or the parent node is not target\n if (node.claim_order !== undefined || node.parentNode !== target) {\n target.insertBefore(node, target.actual_end_child);\n }\n }\n else {\n target.actual_end_child = node.nextSibling;\n }\n }\n else if (node.parentNode !== target || node.nextSibling !== null) {\n target.appendChild(node);\n }\n}\nfunction insert(target, node, anchor) {\n target.insertBefore(node, anchor || null);\n}\nfunction insert_hydration(target, node, anchor) {\n if (is_hydrating && !anchor) {\n append_hydration(target, node);\n }\n else if (node.parentNode !== target || node.nextSibling != anchor) {\n target.insertBefore(node, anchor || null);\n }\n}\nfunction detach(node) {\n if (node.parentNode) {\n node.parentNode.removeChild(node);\n }\n}\nfunction destroy_each(iterations, detaching) {\n for (let i = 0; i < iterations.length; i += 1) {\n if (iterations[i])\n iterations[i].d(detaching);\n }\n}\nfunction element(name) {\n return document.createElement(name);\n}\nfunction element_is(name, is) {\n return document.createElement(name, { is });\n}\nfunction object_without_properties(obj, exclude) {\n const target = {};\n for (const k in obj) {\n if (has_prop(obj, k)\n // @ts-ignore\n && exclude.indexOf(k) === -1) {\n // @ts-ignore\n target[k] = obj[k];\n }\n }\n return target;\n}\nfunction svg_element(name) {\n return document.createElementNS('http://www.w3.org/2000/svg', name);\n}\nfunction text(data) {\n return document.createTextNode(data);\n}\nfunction space() {\n return text(' ');\n}\nfunction empty() {\n return text('');\n}\nfunction listen(node, event, handler, options) {\n node.addEventListener(event, handler, options);\n return () => node.removeEventListener(event, handler, options);\n}\nfunction prevent_default(fn) {\n return function (event) {\n event.preventDefault();\n // @ts-ignore\n return fn.call(this, event);\n };\n}\nfunction stop_propagation(fn) {\n return function (event) {\n event.stopPropagation();\n // @ts-ignore\n return fn.call(this, event);\n };\n}\nfunction self(fn) {\n return function (event) {\n // @ts-ignore\n if (event.target === this)\n fn.call(this, event);\n };\n}\nfunction trusted(fn) {\n return function (event) {\n // @ts-ignore\n if (event.isTrusted)\n fn.call(this, event);\n };\n}\nfunction attr(node, attribute, value) {\n if (value == null)\n node.removeAttribute(attribute);\n else if (node.getAttribute(attribute) !== value)\n node.setAttribute(attribute, value);\n}\nfunction set_attributes(node, attributes) {\n // @ts-ignore\n const descriptors = Object.getOwnPropertyDescriptors(node.__proto__);\n for (const key in attributes) {\n if (attributes[key] == null) {\n node.removeAttribute(key);\n }\n else if (key === 'style') {\n node.style.cssText = attributes[key];\n }\n else if (key === '__value') {\n node.value = node[key] = attributes[key];\n }\n else if (descriptors[key] && descriptors[key].set) {\n node[key] = attributes[key];\n }\n else {\n attr(node, key, attributes[key]);\n }\n }\n}\nfunction set_svg_attributes(node, attributes) {\n for (const key in attributes) {\n attr(node, key, attributes[key]);\n }\n}\nfunction set_custom_element_data_map(node, data_map) {\n Object.keys(data_map).forEach((key) => {\n set_custom_element_data(node, key, data_map[key]);\n });\n}\nfunction set_custom_element_data(node, prop, value) {\n if (prop in node) {\n node[prop] = typeof node[prop] === 'boolean' && value === '' ? true : value;\n }\n else {\n attr(node, prop, value);\n }\n}\nfunction xlink_attr(node, attribute, value) {\n node.setAttributeNS('http://www.w3.org/1999/xlink', attribute, value);\n}\nfunction get_binding_group_value(group, __value, checked) {\n const value = new Set();\n for (let i = 0; i < group.length; i += 1) {\n if (group[i].checked)\n value.add(group[i].__value);\n }\n if (!checked) {\n value.delete(__value);\n }\n return Array.from(value);\n}\nfunction to_number(value) {\n return value === '' ? null : +value;\n}\nfunction time_ranges_to_array(ranges) {\n const array = [];\n for (let i = 0; i < ranges.length; i += 1) {\n array.push({ start: ranges.start(i), end: ranges.end(i) });\n }\n return array;\n}\nfunction children(element) {\n return Array.from(element.childNodes);\n}\nfunction init_claim_info(nodes) {\n if (nodes.claim_info === undefined) {\n nodes.claim_info = { last_index: 0, total_claimed: 0 };\n }\n}\nfunction claim_node(nodes, predicate, processNode, createNode, dontUpdateLastIndex = false) {\n // Try to find nodes in an order such that we lengthen the longest increasing subsequence\n init_claim_info(nodes);\n const resultNode = (() => {\n // We first try to find an element after the previous one\n for (let i = nodes.claim_info.last_index; i < nodes.length; i++) {\n const node = nodes[i];\n if (predicate(node)) {\n const replacement = processNode(node);\n if (replacement === undefined) {\n nodes.splice(i, 1);\n }\n else {\n nodes[i] = replacement;\n }\n if (!dontUpdateLastIndex) {\n nodes.claim_info.last_index = i;\n }\n return node;\n }\n }\n // Otherwise, we try to find one before\n // We iterate in reverse so that we don't go too far back\n for (let i = nodes.claim_info.last_index - 1; i >= 0; i--) {\n const node = nodes[i];\n if (predicate(node)) {\n const replacement = processNode(node);\n if (replacement === undefined) {\n nodes.splice(i, 1);\n }\n else {\n nodes[i] = replacement;\n }\n if (!dontUpdateLastIndex) {\n nodes.claim_info.last_index = i;\n }\n else if (replacement === undefined) {\n // Since we spliced before the last_index, we decrease it\n nodes.claim_info.last_index--;\n }\n return node;\n }\n }\n // If we can't find any matching node, we create a new one\n return createNode();\n })();\n resultNode.claim_order = nodes.claim_info.total_claimed;\n nodes.claim_info.total_claimed += 1;\n return resultNode;\n}\nfunction claim_element_base(nodes, name, attributes, create_element) {\n return claim_node(nodes, (node) => node.nodeName === name, (node) => {\n const remove = [];\n for (let j = 0; j < node.attributes.length; j++) {\n const attribute = node.attributes[j];\n if (!attributes[attribute.name]) {\n remove.push(attribute.name);\n }\n }\n remove.forEach(v => node.removeAttribute(v));\n return undefined;\n }, () => create_element(name));\n}\nfunction claim_element(nodes, name, attributes) {\n return claim_element_base(nodes, name, attributes, element);\n}\nfunction claim_svg_element(nodes, name, attributes) {\n return claim_element_base(nodes, name, attributes, svg_element);\n}\nfunction claim_text(nodes, data) {\n return claim_node(nodes, (node) => node.nodeType === 3, (node) => {\n const dataStr = '' + data;\n if (node.data.startsWith(dataStr)) {\n if (node.data.length !== dataStr.length) {\n return node.splitText(dataStr.length);\n }\n }\n else {\n node.data = dataStr;\n }\n }, () => text(data), true // Text nodes should not update last index since it is likely not worth it to eliminate an increasing subsequence of actual elements\n );\n}\nfunction claim_space(nodes) {\n return claim_text(nodes, ' ');\n}\nfunction find_comment(nodes, text, start) {\n for (let i = start; i < nodes.length; i += 1) {\n const node = nodes[i];\n if (node.nodeType === 8 /* comment node */ && node.textContent.trim() === text) {\n return i;\n }\n }\n return nodes.length;\n}\nfunction claim_html_tag(nodes, is_svg) {\n // find html opening tag\n const start_index = find_comment(nodes, 'HTML_TAG_START', 0);\n const end_index = find_comment(nodes, 'HTML_TAG_END', start_index);\n if (start_index === end_index) {\n return new HtmlTagHydration(undefined, is_svg);\n }\n init_claim_info(nodes);\n const html_tag_nodes = nodes.splice(start_index, end_index - start_index + 1);\n detach(html_tag_nodes[0]);\n detach(html_tag_nodes[html_tag_nodes.length - 1]);\n const claimed_nodes = html_tag_nodes.slice(1, html_tag_nodes.length - 1);\n for (const n of claimed_nodes) {\n n.claim_order = nodes.claim_info.total_claimed;\n nodes.claim_info.total_claimed += 1;\n }\n return new HtmlTagHydration(claimed_nodes, is_svg);\n}\nfunction set_data(text, data) {\n data = '' + data;\n if (text.wholeText !== data)\n text.data = data;\n}\nfunction set_input_value(input, value) {\n input.value = value == null ? '' : value;\n}\nfunction set_input_type(input, type) {\n try {\n input.type = type;\n }\n catch (e) {\n // do nothing\n }\n}\nfunction set_style(node, key, value, important) {\n if (value === null) {\n node.style.removeProperty(key);\n }\n else {\n node.style.setProperty(key, value, important ? 'important' : '');\n }\n}\nfunction select_option(select, value) {\n for (let i = 0; i < select.options.length; i += 1) {\n const option = select.options[i];\n if (option.__value === value) {\n option.selected = true;\n return;\n }\n }\n select.selectedIndex = -1; // no option should be selected\n}\nfunction select_options(select, value) {\n for (let i = 0; i < select.options.length; i += 1) {\n const option = select.options[i];\n option.selected = ~value.indexOf(option.__value);\n }\n}\nfunction select_value(select) {\n const selected_option = select.querySelector(':checked') || select.options[0];\n return selected_option && selected_option.__value;\n}\nfunction select_multiple_value(select) {\n return [].map.call(select.querySelectorAll(':checked'), option => option.__value);\n}\n// unfortunately this can't be a constant as that wouldn't be tree-shakeable\n// so we cache the result instead\nlet crossorigin;\nfunction is_crossorigin() {\n if (crossorigin === undefined) {\n crossorigin = false;\n try {\n if (typeof window !== 'undefined' && window.parent) {\n void window.parent.document;\n }\n }\n catch (error) {\n crossorigin = true;\n }\n }\n return crossorigin;\n}\nfunction add_resize_listener(node, fn) {\n const computed_style = getComputedStyle(node);\n if (computed_style.position === 'static') {\n node.style.position = 'relative';\n }\n const iframe = element('iframe');\n iframe.setAttribute('style', 'display: block; position: absolute; top: 0; left: 0; width: 100%; height: 100%; ' +\n 'overflow: hidden; border: 0; opacity: 0; pointer-events: none; z-index: -1;');\n iframe.setAttribute('aria-hidden', 'true');\n iframe.tabIndex = -1;\n const crossorigin = is_crossorigin();\n let unsubscribe;\n if (crossorigin) {\n iframe.src = \"data:text/html,\";\n unsubscribe = listen(window, 'message', (event) => {\n if (event.source === iframe.contentWindow)\n fn();\n });\n }\n else {\n iframe.src = 'about:blank';\n iframe.onload = () => {\n unsubscribe = listen(iframe.contentWindow, 'resize', fn);\n };\n }\n append(node, iframe);\n return () => {\n if (crossorigin) {\n unsubscribe();\n }\n else if (unsubscribe && iframe.contentWindow) {\n unsubscribe();\n }\n detach(iframe);\n };\n}\nfunction toggle_class(element, name, toggle) {\n element.classList[toggle ? 'add' : 'remove'](name);\n}\nfunction custom_event(type, detail, { bubbles = false, cancelable = false } = {}) {\n const e = document.createEvent('CustomEvent');\n e.initCustomEvent(type, bubbles, cancelable, detail);\n return e;\n}\nfunction query_selector_all(selector, parent = document.body) {\n return Array.from(parent.querySelectorAll(selector));\n}\nfunction head_selector(nodeId, head) {\n const result = [];\n let started = 0;\n for (const node of head.childNodes) {\n if (node.nodeType === 8 /* comment node */) {\n const comment = node.textContent.trim();\n if (comment === `HEAD_${nodeId}_END`) {\n started -= 1;\n result.push(node);\n }\n else if (comment === `HEAD_${nodeId}_START`) {\n started += 1;\n result.push(node);\n }\n }\n else if (started > 0) {\n result.push(node);\n }\n }\n return result;\n}\nclass HtmlTag {\n constructor(is_svg = false) {\n this.is_svg = false;\n this.is_svg = is_svg;\n this.e = this.n = null;\n }\n c(html) {\n this.h(html);\n }\n m(html, target, anchor = null) {\n if (!this.e) {\n if (this.is_svg)\n this.e = svg_element(target.nodeName);\n else\n this.e = element(target.nodeName);\n this.t = target;\n this.c(html);\n }\n this.i(anchor);\n }\n h(html) {\n this.e.innerHTML = html;\n this.n = Array.from(this.e.childNodes);\n }\n i(anchor) {\n for (let i = 0; i < this.n.length; i += 1) {\n insert(this.t, this.n[i], anchor);\n }\n }\n p(html) {\n this.d();\n this.h(html);\n this.i(this.a);\n }\n d() {\n this.n.forEach(detach);\n }\n}\nclass HtmlTagHydration extends HtmlTag {\n constructor(claimed_nodes, is_svg = false) {\n super(is_svg);\n this.e = this.n = null;\n this.l = claimed_nodes;\n }\n c(html) {\n if (this.l) {\n this.n = this.l;\n }\n else {\n super.c(html);\n }\n }\n i(anchor) {\n for (let i = 0; i < this.n.length; i += 1) {\n insert_hydration(this.t, this.n[i], anchor);\n }\n }\n}\nfunction attribute_to_object(attributes) {\n const result = {};\n for (const attribute of attributes) {\n result[attribute.name] = attribute.value;\n }\n return result;\n}\nfunction get_custom_elements_slots(element) {\n const result = {};\n element.childNodes.forEach((node) => {\n result[node.slot || 'default'] = true;\n });\n return result;\n}\nfunction construct_svelte_component(component, props) {\n return new component(props);\n}\n\n// we need to store the information for multiple documents because a Svelte application could also contain iframes\n// https://github.com/sveltejs/svelte/issues/3624\nconst managed_styles = new Map();\nlet active = 0;\n// https://github.com/darkskyapp/string-hash/blob/master/index.js\nfunction hash(str) {\n let hash = 5381;\n let i = str.length;\n while (i--)\n hash = ((hash << 5) - hash) ^ str.charCodeAt(i);\n return hash >>> 0;\n}\nfunction create_style_information(doc, node) {\n const info = { stylesheet: append_empty_stylesheet(node), rules: {} };\n managed_styles.set(doc, info);\n return info;\n}\nfunction create_rule(node, a, b, duration, delay, ease, fn, uid = 0) {\n const step = 16.666 / duration;\n let keyframes = '{\\n';\n for (let p = 0; p <= 1; p += step) {\n const t = a + (b - a) * ease(p);\n keyframes += p * 100 + `%{${fn(t, 1 - t)}}\\n`;\n }\n const rule = keyframes + `100% {${fn(b, 1 - b)}}\\n}`;\n const name = `__svelte_${hash(rule)}_${uid}`;\n const doc = get_root_for_style(node);\n const { stylesheet, rules } = managed_styles.get(doc) || create_style_information(doc, node);\n if (!rules[name]) {\n rules[name] = true;\n stylesheet.insertRule(`@keyframes ${name} ${rule}`, stylesheet.cssRules.length);\n }\n const animation = node.style.animation || '';\n node.style.animation = `${animation ? `${animation}, ` : ''}${name} ${duration}ms linear ${delay}ms 1 both`;\n active += 1;\n return name;\n}\nfunction delete_rule(node, name) {\n const previous = (node.style.animation || '').split(', ');\n const next = previous.filter(name\n ? anim => anim.indexOf(name) < 0 // remove specific animation\n : anim => anim.indexOf('__svelte') === -1 // remove all Svelte animations\n );\n const deleted = previous.length - next.length;\n if (deleted) {\n node.style.animation = next.join(', ');\n active -= deleted;\n if (!active)\n clear_rules();\n }\n}\nfunction clear_rules() {\n raf(() => {\n if (active)\n return;\n managed_styles.forEach(info => {\n const { ownerNode } = info.stylesheet;\n // there is no ownerNode if it runs on jsdom.\n if (ownerNode)\n detach(ownerNode);\n });\n managed_styles.clear();\n });\n}\n\nfunction create_animation(node, from, fn, params) {\n if (!from)\n return noop;\n const to = node.getBoundingClientRect();\n if (from.left === to.left && from.right === to.right && from.top === to.top && from.bottom === to.bottom)\n return noop;\n const { delay = 0, duration = 300, easing = identity, \n // @ts-ignore todo: should this be separated from destructuring? Or start/end added to public api and documentation?\n start: start_time = now() + delay, \n // @ts-ignore todo:\n end = start_time + duration, tick = noop, css } = fn(node, { from, to }, params);\n let running = true;\n let started = false;\n let name;\n function start() {\n if (css) {\n name = create_rule(node, 0, 1, duration, delay, easing, css);\n }\n if (!delay) {\n started = true;\n }\n }\n function stop() {\n if (css)\n delete_rule(node, name);\n running = false;\n }\n loop(now => {\n if (!started && now >= start_time) {\n started = true;\n }\n if (started && now >= end) {\n tick(1, 0);\n stop();\n }\n if (!running) {\n return false;\n }\n if (started) {\n const p = now - start_time;\n const t = 0 + 1 * easing(p / duration);\n tick(t, 1 - t);\n }\n return true;\n });\n start();\n tick(0, 1);\n return stop;\n}\nfunction fix_position(node) {\n const style = getComputedStyle(node);\n if (style.position !== 'absolute' && style.position !== 'fixed') {\n const { width, height } = style;\n const a = node.getBoundingClientRect();\n node.style.position = 'absolute';\n node.style.width = width;\n node.style.height = height;\n add_transform(node, a);\n }\n}\nfunction add_transform(node, a) {\n const b = node.getBoundingClientRect();\n if (a.left !== b.left || a.top !== b.top) {\n const style = getComputedStyle(node);\n const transform = style.transform === 'none' ? '' : style.transform;\n node.style.transform = `${transform} translate(${a.left - b.left}px, ${a.top - b.top}px)`;\n }\n}\n\nlet current_component;\nfunction set_current_component(component) {\n current_component = component;\n}\nfunction get_current_component() {\n if (!current_component)\n throw new Error('Function called outside component initialization');\n return current_component;\n}\n/**\n * Schedules a callback to run immediately before the component is updated after any state change.\n *\n * The first time the callback runs will be before the initial `onMount`\n *\n * https://svelte.dev/docs#run-time-svelte-beforeupdate\n */\nfunction beforeUpdate(fn) {\n get_current_component().$$.before_update.push(fn);\n}\n/**\n * The `onMount` function schedules a callback to run as soon as the component has been mounted to the DOM.\n * It must be called during the component's initialisation (but doesn't need to live *inside* the component;\n * it can be called from an external module).\n *\n * `onMount` does not run inside a [server-side component](/docs#run-time-server-side-component-api).\n *\n * https://svelte.dev/docs#run-time-svelte-onmount\n */\nfunction onMount(fn) {\n get_current_component().$$.on_mount.push(fn);\n}\n/**\n * Schedules a callback to run immediately after the component has been updated.\n *\n * The first time the callback runs will be after the initial `onMount`\n */\nfunction afterUpdate(fn) {\n get_current_component().$$.after_update.push(fn);\n}\n/**\n * Schedules a callback to run immediately before the component is unmounted.\n *\n * Out of `onMount`, `beforeUpdate`, `afterUpdate` and `onDestroy`, this is the\n * only one that runs inside a server-side component.\n *\n * https://svelte.dev/docs#run-time-svelte-ondestroy\n */\nfunction onDestroy(fn) {\n get_current_component().$$.on_destroy.push(fn);\n}\n/**\n * Creates an event dispatcher that can be used to dispatch [component events](/docs#template-syntax-component-directives-on-eventname).\n * Event dispatchers are functions that can take two arguments: `name` and `detail`.\n *\n * Component events created with `createEventDispatcher` create a\n * [CustomEvent](https://developer.mozilla.org/en-US/docs/Web/API/CustomEvent).\n * These events do not [bubble](https://developer.mozilla.org/en-US/docs/Learn/JavaScript/Building_blocks/Events#Event_bubbling_and_capture).\n * The `detail` argument corresponds to the [CustomEvent.detail](https://developer.mozilla.org/en-US/docs/Web/API/CustomEvent/detail)\n * property and can contain any type of data.\n *\n * https://svelte.dev/docs#run-time-svelte-createeventdispatcher\n */\nfunction createEventDispatcher() {\n const component = get_current_component();\n return (type, detail, { cancelable = false } = {}) => {\n const callbacks = component.$$.callbacks[type];\n if (callbacks) {\n // TODO are there situations where events could be dispatched\n // in a server (non-DOM) environment?\n const event = custom_event(type, detail, { cancelable });\n callbacks.slice().forEach(fn => {\n fn.call(component, event);\n });\n return !event.defaultPrevented;\n }\n return true;\n };\n}\n/**\n * Associates an arbitrary `context` object with the current component and the specified `key`\n * and returns that object. The context is then available to children of the component\n * (including slotted content) with `getContext`.\n *\n * Like lifecycle functions, this must be called during component initialisation.\n *\n * https://svelte.dev/docs#run-time-svelte-setcontext\n */\nfunction setContext(key, context) {\n get_current_component().$$.context.set(key, context);\n return context;\n}\n/**\n * Retrieves the context that belongs to the closest parent component with the specified `key`.\n * Must be called during component initialisation.\n *\n * https://svelte.dev/docs#run-time-svelte-getcontext\n */\nfunction getContext(key) {\n return get_current_component().$$.context.get(key);\n}\n/**\n * Retrieves the whole context map that belongs to the closest parent component.\n * Must be called during component initialisation. Useful, for example, if you\n * programmatically create a component and want to pass the existing context to it.\n *\n * https://svelte.dev/docs#run-time-svelte-getallcontexts\n */\nfunction getAllContexts() {\n return get_current_component().$$.context;\n}\n/**\n * Checks whether a given `key` has been set in the context of a parent component.\n * Must be called during component initialisation.\n *\n * https://svelte.dev/docs#run-time-svelte-hascontext\n */\nfunction hasContext(key) {\n return get_current_component().$$.context.has(key);\n}\n// TODO figure out if we still want to support\n// shorthand events, or if we want to implement\n// a real bubbling mechanism\nfunction bubble(component, event) {\n const callbacks = component.$$.callbacks[event.type];\n if (callbacks) {\n // @ts-ignore\n callbacks.slice().forEach(fn => fn.call(this, event));\n }\n}\n\nconst dirty_components = [];\nconst intros = { enabled: false };\nconst binding_callbacks = [];\nconst render_callbacks = [];\nconst flush_callbacks = [];\nconst resolved_promise = Promise.resolve();\nlet update_scheduled = false;\nfunction schedule_update() {\n if (!update_scheduled) {\n update_scheduled = true;\n resolved_promise.then(flush);\n }\n}\nfunction tick() {\n schedule_update();\n return resolved_promise;\n}\nfunction add_render_callback(fn) {\n render_callbacks.push(fn);\n}\nfunction add_flush_callback(fn) {\n flush_callbacks.push(fn);\n}\n// flush() calls callbacks in this order:\n// 1. All beforeUpdate callbacks, in order: parents before children\n// 2. All bind:this callbacks, in reverse order: children before parents.\n// 3. All afterUpdate callbacks, in order: parents before children. EXCEPT\n// for afterUpdates called during the initial onMount, which are called in\n// reverse order: children before parents.\n// Since callbacks might update component values, which could trigger another\n// call to flush(), the following steps guard against this:\n// 1. During beforeUpdate, any updated components will be added to the\n// dirty_components array and will cause a reentrant call to flush(). Because\n// the flush index is kept outside the function, the reentrant call will pick\n// up where the earlier call left off and go through all dirty components. The\n// current_component value is saved and restored so that the reentrant call will\n// not interfere with the \"parent\" flush() call.\n// 2. bind:this callbacks cannot trigger new flush() calls.\n// 3. During afterUpdate, any updated components will NOT have their afterUpdate\n// callback called a second time; the seen_callbacks set, outside the flush()\n// function, guarantees this behavior.\nconst seen_callbacks = new Set();\nlet flushidx = 0; // Do *not* move this inside the flush() function\nfunction flush() {\n const saved_component = current_component;\n do {\n // first, call beforeUpdate functions\n // and update components\n while (flushidx < dirty_components.length) {\n const component = dirty_components[flushidx];\n flushidx++;\n set_current_component(component);\n update(component.$$);\n }\n set_current_component(null);\n dirty_components.length = 0;\n flushidx = 0;\n while (binding_callbacks.length)\n binding_callbacks.pop()();\n // then, once components are updated, call\n // afterUpdate functions. This may cause\n // subsequent updates...\n for (let i = 0; i < render_callbacks.length; i += 1) {\n const callback = render_callbacks[i];\n if (!seen_callbacks.has(callback)) {\n // ...so guard against infinite loops\n seen_callbacks.add(callback);\n callback();\n }\n }\n render_callbacks.length = 0;\n } while (dirty_components.length);\n while (flush_callbacks.length) {\n flush_callbacks.pop()();\n }\n update_scheduled = false;\n seen_callbacks.clear();\n set_current_component(saved_component);\n}\nfunction update($$) {\n if ($$.fragment !== null) {\n $$.update();\n run_all($$.before_update);\n const dirty = $$.dirty;\n $$.dirty = [-1];\n $$.fragment && $$.fragment.p($$.ctx, dirty);\n $$.after_update.forEach(add_render_callback);\n }\n}\n\nlet promise;\nfunction wait() {\n if (!promise) {\n promise = Promise.resolve();\n promise.then(() => {\n promise = null;\n });\n }\n return promise;\n}\nfunction dispatch(node, direction, kind) {\n node.dispatchEvent(custom_event(`${direction ? 'intro' : 'outro'}${kind}`));\n}\nconst outroing = new Set();\nlet outros;\nfunction group_outros() {\n outros = {\n r: 0,\n c: [],\n p: outros // parent group\n };\n}\nfunction check_outros() {\n if (!outros.r) {\n run_all(outros.c);\n }\n outros = outros.p;\n}\nfunction transition_in(block, local) {\n if (block && block.i) {\n outroing.delete(block);\n block.i(local);\n }\n}\nfunction transition_out(block, local, detach, callback) {\n if (block && block.o) {\n if (outroing.has(block))\n return;\n outroing.add(block);\n outros.c.push(() => {\n outroing.delete(block);\n if (callback) {\n if (detach)\n block.d(1);\n callback();\n }\n });\n block.o(local);\n }\n else if (callback) {\n callback();\n }\n}\nconst null_transition = { duration: 0 };\nfunction create_in_transition(node, fn, params) {\n let config = fn(node, params);\n let running = false;\n let animation_name;\n let task;\n let uid = 0;\n function cleanup() {\n if (animation_name)\n delete_rule(node, animation_name);\n }\n function go() {\n const { delay = 0, duration = 300, easing = identity, tick = noop, css } = config || null_transition;\n if (css)\n animation_name = create_rule(node, 0, 1, duration, delay, easing, css, uid++);\n tick(0, 1);\n const start_time = now() + delay;\n const end_time = start_time + duration;\n if (task)\n task.abort();\n running = true;\n add_render_callback(() => dispatch(node, true, 'start'));\n task = loop(now => {\n if (running) {\n if (now >= end_time) {\n tick(1, 0);\n dispatch(node, true, 'end');\n cleanup();\n return running = false;\n }\n if (now >= start_time) {\n const t = easing((now - start_time) / duration);\n tick(t, 1 - t);\n }\n }\n return running;\n });\n }\n let started = false;\n return {\n start() {\n if (started)\n return;\n started = true;\n delete_rule(node);\n if (is_function(config)) {\n config = config();\n wait().then(go);\n }\n else {\n go();\n }\n },\n invalidate() {\n started = false;\n },\n end() {\n if (running) {\n cleanup();\n running = false;\n }\n }\n };\n}\nfunction create_out_transition(node, fn, params) {\n let config = fn(node, params);\n let running = true;\n let animation_name;\n const group = outros;\n group.r += 1;\n function go() {\n const { delay = 0, duration = 300, easing = identity, tick = noop, css } = config || null_transition;\n if (css)\n animation_name = create_rule(node, 1, 0, duration, delay, easing, css);\n const start_time = now() + delay;\n const end_time = start_time + duration;\n add_render_callback(() => dispatch(node, false, 'start'));\n loop(now => {\n if (running) {\n if (now >= end_time) {\n tick(0, 1);\n dispatch(node, false, 'end');\n if (!--group.r) {\n // this will result in `end()` being called,\n // so we don't need to clean up here\n run_all(group.c);\n }\n return false;\n }\n if (now >= start_time) {\n const t = easing((now - start_time) / duration);\n tick(1 - t, t);\n }\n }\n return running;\n });\n }\n if (is_function(config)) {\n wait().then(() => {\n // @ts-ignore\n config = config();\n go();\n });\n }\n else {\n go();\n }\n return {\n end(reset) {\n if (reset && config.tick) {\n config.tick(1, 0);\n }\n if (running) {\n if (animation_name)\n delete_rule(node, animation_name);\n running = false;\n }\n }\n };\n}\nfunction create_bidirectional_transition(node, fn, params, intro) {\n let config = fn(node, params);\n let t = intro ? 0 : 1;\n let running_program = null;\n let pending_program = null;\n let animation_name = null;\n function clear_animation() {\n if (animation_name)\n delete_rule(node, animation_name);\n }\n function init(program, duration) {\n const d = (program.b - t);\n duration *= Math.abs(d);\n return {\n a: t,\n b: program.b,\n d,\n duration,\n start: program.start,\n end: program.start + duration,\n group: program.group\n };\n }\n function go(b) {\n const { delay = 0, duration = 300, easing = identity, tick = noop, css } = config || null_transition;\n const program = {\n start: now() + delay,\n b\n };\n if (!b) {\n // @ts-ignore todo: improve typings\n program.group = outros;\n outros.r += 1;\n }\n if (running_program || pending_program) {\n pending_program = program;\n }\n else {\n // if this is an intro, and there's a delay, we need to do\n // an initial tick and/or apply CSS animation immediately\n if (css) {\n clear_animation();\n animation_name = create_rule(node, t, b, duration, delay, easing, css);\n }\n if (b)\n tick(0, 1);\n running_program = init(program, duration);\n add_render_callback(() => dispatch(node, b, 'start'));\n loop(now => {\n if (pending_program && now > pending_program.start) {\n running_program = init(pending_program, duration);\n pending_program = null;\n dispatch(node, running_program.b, 'start');\n if (css) {\n clear_animation();\n animation_name = create_rule(node, t, running_program.b, running_program.duration, 0, easing, config.css);\n }\n }\n if (running_program) {\n if (now >= running_program.end) {\n tick(t = running_program.b, 1 - t);\n dispatch(node, running_program.b, 'end');\n if (!pending_program) {\n // we're done\n if (running_program.b) {\n // intro — we can tidy up immediately\n clear_animation();\n }\n else {\n // outro — needs to be coordinated\n if (!--running_program.group.r)\n run_all(running_program.group.c);\n }\n }\n running_program = null;\n }\n else if (now >= running_program.start) {\n const p = now - running_program.start;\n t = running_program.a + running_program.d * easing(p / running_program.duration);\n tick(t, 1 - t);\n }\n }\n return !!(running_program || pending_program);\n });\n }\n }\n return {\n run(b) {\n if (is_function(config)) {\n wait().then(() => {\n // @ts-ignore\n config = config();\n go(b);\n });\n }\n else {\n go(b);\n }\n },\n end() {\n clear_animation();\n running_program = pending_program = null;\n }\n };\n}\n\nfunction handle_promise(promise, info) {\n const token = info.token = {};\n function update(type, index, key, value) {\n if (info.token !== token)\n return;\n info.resolved = value;\n let child_ctx = info.ctx;\n if (key !== undefined) {\n child_ctx = child_ctx.slice();\n child_ctx[key] = value;\n }\n const block = type && (info.current = type)(child_ctx);\n let needs_flush = false;\n if (info.block) {\n if (info.blocks) {\n info.blocks.forEach((block, i) => {\n if (i !== index && block) {\n group_outros();\n transition_out(block, 1, 1, () => {\n if (info.blocks[i] === block) {\n info.blocks[i] = null;\n }\n });\n check_outros();\n }\n });\n }\n else {\n info.block.d(1);\n }\n block.c();\n transition_in(block, 1);\n block.m(info.mount(), info.anchor);\n needs_flush = true;\n }\n info.block = block;\n if (info.blocks)\n info.blocks[index] = block;\n if (needs_flush) {\n flush();\n }\n }\n if (is_promise(promise)) {\n const current_component = get_current_component();\n promise.then(value => {\n set_current_component(current_component);\n update(info.then, 1, info.value, value);\n set_current_component(null);\n }, error => {\n set_current_component(current_component);\n update(info.catch, 2, info.error, error);\n set_current_component(null);\n if (!info.hasCatch) {\n throw error;\n }\n });\n // if we previously had a then/catch block, destroy it\n if (info.current !== info.pending) {\n update(info.pending, 0);\n return true;\n }\n }\n else {\n if (info.current !== info.then) {\n update(info.then, 1, info.value, promise);\n return true;\n }\n info.resolved = promise;\n }\n}\nfunction update_await_block_branch(info, ctx, dirty) {\n const child_ctx = ctx.slice();\n const { resolved } = info;\n if (info.current === info.then) {\n child_ctx[info.value] = resolved;\n }\n if (info.current === info.catch) {\n child_ctx[info.error] = resolved;\n }\n info.block.p(child_ctx, dirty);\n}\n\nconst globals = (typeof window !== 'undefined'\n ? window\n : typeof globalThis !== 'undefined'\n ? globalThis\n : global);\n\nfunction destroy_block(block, lookup) {\n block.d(1);\n lookup.delete(block.key);\n}\nfunction outro_and_destroy_block(block, lookup) {\n transition_out(block, 1, 1, () => {\n lookup.delete(block.key);\n });\n}\nfunction fix_and_destroy_block(block, lookup) {\n block.f();\n destroy_block(block, lookup);\n}\nfunction fix_and_outro_and_destroy_block(block, lookup) {\n block.f();\n outro_and_destroy_block(block, lookup);\n}\nfunction update_keyed_each(old_blocks, dirty, get_key, dynamic, ctx, list, lookup, node, destroy, create_each_block, next, get_context) {\n let o = old_blocks.length;\n let n = list.length;\n let i = o;\n const old_indexes = {};\n while (i--)\n old_indexes[old_blocks[i].key] = i;\n const new_blocks = [];\n const new_lookup = new Map();\n const deltas = new Map();\n i = n;\n while (i--) {\n const child_ctx = get_context(ctx, list, i);\n const key = get_key(child_ctx);\n let block = lookup.get(key);\n if (!block) {\n block = create_each_block(key, child_ctx);\n block.c();\n }\n else if (dynamic) {\n block.p(child_ctx, dirty);\n }\n new_lookup.set(key, new_blocks[i] = block);\n if (key in old_indexes)\n deltas.set(key, Math.abs(i - old_indexes[key]));\n }\n const will_move = new Set();\n const did_move = new Set();\n function insert(block) {\n transition_in(block, 1);\n block.m(node, next);\n lookup.set(block.key, block);\n next = block.first;\n n--;\n }\n while (o && n) {\n const new_block = new_blocks[n - 1];\n const old_block = old_blocks[o - 1];\n const new_key = new_block.key;\n const old_key = old_block.key;\n if (new_block === old_block) {\n // do nothing\n next = new_block.first;\n o--;\n n--;\n }\n else if (!new_lookup.has(old_key)) {\n // remove old block\n destroy(old_block, lookup);\n o--;\n }\n else if (!lookup.has(new_key) || will_move.has(new_key)) {\n insert(new_block);\n }\n else if (did_move.has(old_key)) {\n o--;\n }\n else if (deltas.get(new_key) > deltas.get(old_key)) {\n did_move.add(new_key);\n insert(new_block);\n }\n else {\n will_move.add(old_key);\n o--;\n }\n }\n while (o--) {\n const old_block = old_blocks[o];\n if (!new_lookup.has(old_block.key))\n destroy(old_block, lookup);\n }\n while (n)\n insert(new_blocks[n - 1]);\n return new_blocks;\n}\nfunction validate_each_keys(ctx, list, get_context, get_key) {\n const keys = new Set();\n for (let i = 0; i < list.length; i++) {\n const key = get_key(get_context(ctx, list, i));\n if (keys.has(key)) {\n throw new Error('Cannot have duplicate keys in a keyed each');\n }\n keys.add(key);\n }\n}\n\nfunction get_spread_update(levels, updates) {\n const update = {};\n const to_null_out = {};\n const accounted_for = { $$scope: 1 };\n let i = levels.length;\n while (i--) {\n const o = levels[i];\n const n = updates[i];\n if (n) {\n for (const key in o) {\n if (!(key in n))\n to_null_out[key] = 1;\n }\n for (const key in n) {\n if (!accounted_for[key]) {\n update[key] = n[key];\n accounted_for[key] = 1;\n }\n }\n levels[i] = n;\n }\n else {\n for (const key in o) {\n accounted_for[key] = 1;\n }\n }\n }\n for (const key in to_null_out) {\n if (!(key in update))\n update[key] = undefined;\n }\n return update;\n}\nfunction get_spread_object(spread_props) {\n return typeof spread_props === 'object' && spread_props !== null ? spread_props : {};\n}\n\n// source: https://html.spec.whatwg.org/multipage/indices.html\nconst boolean_attributes = new Set([\n 'allowfullscreen',\n 'allowpaymentrequest',\n 'async',\n 'autofocus',\n 'autoplay',\n 'checked',\n 'controls',\n 'default',\n 'defer',\n 'disabled',\n 'formnovalidate',\n 'hidden',\n 'inert',\n 'ismap',\n 'itemscope',\n 'loop',\n 'multiple',\n 'muted',\n 'nomodule',\n 'novalidate',\n 'open',\n 'playsinline',\n 'readonly',\n 'required',\n 'reversed',\n 'selected'\n]);\n\n/** regex of all html void element names */\nconst void_element_names = /^(?:area|base|br|col|command|embed|hr|img|input|keygen|link|meta|param|source|track|wbr)$/;\nfunction is_void(name) {\n return void_element_names.test(name) || name.toLowerCase() === '!doctype';\n}\n\nconst invalid_attribute_name_character = /[\\s'\">/=\\u{FDD0}-\\u{FDEF}\\u{FFFE}\\u{FFFF}\\u{1FFFE}\\u{1FFFF}\\u{2FFFE}\\u{2FFFF}\\u{3FFFE}\\u{3FFFF}\\u{4FFFE}\\u{4FFFF}\\u{5FFFE}\\u{5FFFF}\\u{6FFFE}\\u{6FFFF}\\u{7FFFE}\\u{7FFFF}\\u{8FFFE}\\u{8FFFF}\\u{9FFFE}\\u{9FFFF}\\u{AFFFE}\\u{AFFFF}\\u{BFFFE}\\u{BFFFF}\\u{CFFFE}\\u{CFFFF}\\u{DFFFE}\\u{DFFFF}\\u{EFFFE}\\u{EFFFF}\\u{FFFFE}\\u{FFFFF}\\u{10FFFE}\\u{10FFFF}]/u;\n// https://html.spec.whatwg.org/multipage/syntax.html#attributes-2\n// https://infra.spec.whatwg.org/#noncharacter\nfunction spread(args, attrs_to_add) {\n const attributes = Object.assign({}, ...args);\n if (attrs_to_add) {\n const classes_to_add = attrs_to_add.classes;\n const styles_to_add = attrs_to_add.styles;\n if (classes_to_add) {\n if (attributes.class == null) {\n attributes.class = classes_to_add;\n }\n else {\n attributes.class += ' ' + classes_to_add;\n }\n }\n if (styles_to_add) {\n if (attributes.style == null) {\n attributes.style = style_object_to_string(styles_to_add);\n }\n else {\n attributes.style = style_object_to_string(merge_ssr_styles(attributes.style, styles_to_add));\n }\n }\n }\n let str = '';\n Object.keys(attributes).forEach(name => {\n if (invalid_attribute_name_character.test(name))\n return;\n const value = attributes[name];\n if (value === true)\n str += ' ' + name;\n else if (boolean_attributes.has(name.toLowerCase())) {\n if (value)\n str += ' ' + name;\n }\n else if (value != null) {\n str += ` ${name}=\"${value}\"`;\n }\n });\n return str;\n}\nfunction merge_ssr_styles(style_attribute, style_directive) {\n const style_object = {};\n for (const individual_style of style_attribute.split(';')) {\n const colon_index = individual_style.indexOf(':');\n const name = individual_style.slice(0, colon_index).trim();\n const value = individual_style.slice(colon_index + 1).trim();\n if (!name)\n continue;\n style_object[name] = value;\n }\n for (const name in style_directive) {\n const value = style_directive[name];\n if (value) {\n style_object[name] = value;\n }\n else {\n delete style_object[name];\n }\n }\n return style_object;\n}\nconst ATTR_REGEX = /[&\"]/g;\nconst CONTENT_REGEX = /[&<]/g;\n/**\n * Note: this method is performance sensitive and has been optimized\n * https://github.com/sveltejs/svelte/pull/5701\n */\nfunction escape(value, is_attr = false) {\n const str = String(value);\n const pattern = is_attr ? ATTR_REGEX : CONTENT_REGEX;\n pattern.lastIndex = 0;\n let escaped = '';\n let last = 0;\n while (pattern.test(str)) {\n const i = pattern.lastIndex - 1;\n const ch = str[i];\n escaped += str.substring(last, i) + (ch === '&' ? '&' : (ch === '\"' ? '"' : '<'));\n last = i + 1;\n }\n return escaped + str.substring(last);\n}\nfunction escape_attribute_value(value) {\n // keep booleans, null, and undefined for the sake of `spread`\n const should_escape = typeof value === 'string' || (value && typeof value === 'object');\n return should_escape ? escape(value, true) : value;\n}\nfunction escape_object(obj) {\n const result = {};\n for (const key in obj) {\n result[key] = escape_attribute_value(obj[key]);\n }\n return result;\n}\nfunction each(items, fn) {\n let str = '';\n for (let i = 0; i < items.length; i += 1) {\n str += fn(items[i], i);\n }\n return str;\n}\nconst missing_component = {\n $$render: () => ''\n};\nfunction validate_component(component, name) {\n if (!component || !component.$$render) {\n if (name === 'svelte:component')\n name += ' this={...}';\n throw new Error(`<${name}> is not a valid SSR component. You may need to review your build config to ensure that dependencies are compiled, rather than imported as pre-compiled modules. Otherwise you may need to fix a <${name}>.`);\n }\n return component;\n}\nfunction debug(file, line, column, values) {\n console.log(`{@debug} ${file ? file + ' ' : ''}(${line}:${column})`); // eslint-disable-line no-console\n console.log(values); // eslint-disable-line no-console\n return '';\n}\nlet on_destroy;\nfunction create_ssr_component(fn) {\n function $$render(result, props, bindings, slots, context) {\n const parent_component = current_component;\n const $$ = {\n on_destroy,\n context: new Map(context || (parent_component ? parent_component.$$.context : [])),\n // these will be immediately discarded\n on_mount: [],\n before_update: [],\n after_update: [],\n callbacks: blank_object()\n };\n set_current_component({ $$ });\n const html = fn(result, props, bindings, slots);\n set_current_component(parent_component);\n return html;\n }\n return {\n render: (props = {}, { $$slots = {}, context = new Map() } = {}) => {\n on_destroy = [];\n const result = { title: '', head: '', css: new Set() };\n const html = $$render(result, props, {}, $$slots, context);\n run_all(on_destroy);\n return {\n html,\n css: {\n code: Array.from(result.css).map(css => css.code).join('\\n'),\n map: null // TODO\n },\n head: result.title + result.head\n };\n },\n $$render\n };\n}\nfunction add_attribute(name, value, boolean) {\n if (value == null || (boolean && !value))\n return '';\n const assignment = (boolean && value === true) ? '' : `=\"${escape(value, true)}\"`;\n return ` ${name}${assignment}`;\n}\nfunction add_classes(classes) {\n return classes ? ` class=\"${classes}\"` : '';\n}\nfunction style_object_to_string(style_object) {\n return Object.keys(style_object)\n .filter(key => style_object[key])\n .map(key => `${key}: ${style_object[key]};`)\n .join(' ');\n}\nfunction add_styles(style_object) {\n const styles = style_object_to_string(style_object);\n return styles ? ` style=\"${styles}\"` : '';\n}\n\nfunction bind(component, name, callback) {\n const index = component.$$.props[name];\n if (index !== undefined) {\n component.$$.bound[index] = callback;\n callback(component.$$.ctx[index]);\n }\n}\nfunction create_component(block) {\n block && block.c();\n}\nfunction claim_component(block, parent_nodes) {\n block && block.l(parent_nodes);\n}\nfunction mount_component(component, target, anchor, customElement) {\n const { fragment, after_update } = component.$$;\n fragment && fragment.m(target, anchor);\n if (!customElement) {\n // onMount happens before the initial afterUpdate\n add_render_callback(() => {\n const new_on_destroy = component.$$.on_mount.map(run).filter(is_function);\n // if the component was destroyed immediately\n // it will update the `$$.on_destroy` reference to `null`.\n // the destructured on_destroy may still reference to the old array\n if (component.$$.on_destroy) {\n component.$$.on_destroy.push(...new_on_destroy);\n }\n else {\n // Edge case - component was destroyed immediately,\n // most likely as a result of a binding initialising\n run_all(new_on_destroy);\n }\n component.$$.on_mount = [];\n });\n }\n after_update.forEach(add_render_callback);\n}\nfunction destroy_component(component, detaching) {\n const $$ = component.$$;\n if ($$.fragment !== null) {\n run_all($$.on_destroy);\n $$.fragment && $$.fragment.d(detaching);\n // TODO null out other refs, including component.$$ (but need to\n // preserve final state?)\n $$.on_destroy = $$.fragment = null;\n $$.ctx = [];\n }\n}\nfunction make_dirty(component, i) {\n if (component.$$.dirty[0] === -1) {\n dirty_components.push(component);\n schedule_update();\n component.$$.dirty.fill(0);\n }\n component.$$.dirty[(i / 31) | 0] |= (1 << (i % 31));\n}\nfunction init(component, options, instance, create_fragment, not_equal, props, append_styles, dirty = [-1]) {\n const parent_component = current_component;\n set_current_component(component);\n const $$ = component.$$ = {\n fragment: null,\n ctx: [],\n // state\n props,\n update: noop,\n not_equal,\n bound: blank_object(),\n // lifecycle\n on_mount: [],\n on_destroy: [],\n on_disconnect: [],\n before_update: [],\n after_update: [],\n context: new Map(options.context || (parent_component ? parent_component.$$.context : [])),\n // everything else\n callbacks: blank_object(),\n dirty,\n skip_bound: false,\n root: options.target || parent_component.$$.root\n };\n append_styles && append_styles($$.root);\n let ready = false;\n $$.ctx = instance\n ? instance(component, options.props || {}, (i, ret, ...rest) => {\n const value = rest.length ? rest[0] : ret;\n if ($$.ctx && not_equal($$.ctx[i], $$.ctx[i] = value)) {\n if (!$$.skip_bound && $$.bound[i])\n $$.bound[i](value);\n if (ready)\n make_dirty(component, i);\n }\n return ret;\n })\n : [];\n $$.update();\n ready = true;\n run_all($$.before_update);\n // `false` as a special case of no DOM component\n $$.fragment = create_fragment ? create_fragment($$.ctx) : false;\n if (options.target) {\n if (options.hydrate) {\n start_hydrating();\n const nodes = children(options.target);\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n $$.fragment && $$.fragment.l(nodes);\n nodes.forEach(detach);\n }\n else {\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n $$.fragment && $$.fragment.c();\n }\n if (options.intro)\n transition_in(component.$$.fragment);\n mount_component(component, options.target, options.anchor, options.customElement);\n end_hydrating();\n flush();\n }\n set_current_component(parent_component);\n}\nlet SvelteElement;\nif (typeof HTMLElement === 'function') {\n SvelteElement = class extends HTMLElement {\n constructor() {\n super();\n this.attachShadow({ mode: 'open' });\n }\n connectedCallback() {\n const { on_mount } = this.$$;\n this.$$.on_disconnect = on_mount.map(run).filter(is_function);\n // @ts-ignore todo: improve typings\n for (const key in this.$$.slotted) {\n // @ts-ignore todo: improve typings\n this.appendChild(this.$$.slotted[key]);\n }\n }\n attributeChangedCallback(attr, _oldValue, newValue) {\n this[attr] = newValue;\n }\n disconnectedCallback() {\n run_all(this.$$.on_disconnect);\n }\n $destroy() {\n destroy_component(this, 1);\n this.$destroy = noop;\n }\n $on(type, callback) {\n // TODO should this delegate to addEventListener?\n if (!is_function(callback)) {\n return noop;\n }\n const callbacks = (this.$$.callbacks[type] || (this.$$.callbacks[type] = []));\n callbacks.push(callback);\n return () => {\n const index = callbacks.indexOf(callback);\n if (index !== -1)\n callbacks.splice(index, 1);\n };\n }\n $set($$props) {\n if (this.$$set && !is_empty($$props)) {\n this.$$.skip_bound = true;\n this.$$set($$props);\n this.$$.skip_bound = false;\n }\n }\n };\n}\n/**\n * Base class for Svelte components. Used when dev=false.\n */\nclass SvelteComponent {\n $destroy() {\n destroy_component(this, 1);\n this.$destroy = noop;\n }\n $on(type, callback) {\n if (!is_function(callback)) {\n return noop;\n }\n const callbacks = (this.$$.callbacks[type] || (this.$$.callbacks[type] = []));\n callbacks.push(callback);\n return () => {\n const index = callbacks.indexOf(callback);\n if (index !== -1)\n callbacks.splice(index, 1);\n };\n }\n $set($$props) {\n if (this.$$set && !is_empty($$props)) {\n this.$$.skip_bound = true;\n this.$$set($$props);\n this.$$.skip_bound = false;\n }\n }\n}\n\nfunction dispatch_dev(type, detail) {\n document.dispatchEvent(custom_event(type, Object.assign({ version: '3.53.1' }, detail), { bubbles: true }));\n}\nfunction append_dev(target, node) {\n dispatch_dev('SvelteDOMInsert', { target, node });\n append(target, node);\n}\nfunction append_hydration_dev(target, node) {\n dispatch_dev('SvelteDOMInsert', { target, node });\n append_hydration(target, node);\n}\nfunction insert_dev(target, node, anchor) {\n dispatch_dev('SvelteDOMInsert', { target, node, anchor });\n insert(target, node, anchor);\n}\nfunction insert_hydration_dev(target, node, anchor) {\n dispatch_dev('SvelteDOMInsert', { target, node, anchor });\n insert_hydration(target, node, anchor);\n}\nfunction detach_dev(node) {\n dispatch_dev('SvelteDOMRemove', { node });\n detach(node);\n}\nfunction detach_between_dev(before, after) {\n while (before.nextSibling && before.nextSibling !== after) {\n detach_dev(before.nextSibling);\n }\n}\nfunction detach_before_dev(after) {\n while (after.previousSibling) {\n detach_dev(after.previousSibling);\n }\n}\nfunction detach_after_dev(before) {\n while (before.nextSibling) {\n detach_dev(before.nextSibling);\n }\n}\nfunction listen_dev(node, event, handler, options, has_prevent_default, has_stop_propagation) {\n const modifiers = options === true ? ['capture'] : options ? Array.from(Object.keys(options)) : [];\n if (has_prevent_default)\n modifiers.push('preventDefault');\n if (has_stop_propagation)\n modifiers.push('stopPropagation');\n dispatch_dev('SvelteDOMAddEventListener', { node, event, handler, modifiers });\n const dispose = listen(node, event, handler, options);\n return () => {\n dispatch_dev('SvelteDOMRemoveEventListener', { node, event, handler, modifiers });\n dispose();\n };\n}\nfunction attr_dev(node, attribute, value) {\n attr(node, attribute, value);\n if (value == null)\n dispatch_dev('SvelteDOMRemoveAttribute', { node, attribute });\n else\n dispatch_dev('SvelteDOMSetAttribute', { node, attribute, value });\n}\nfunction prop_dev(node, property, value) {\n node[property] = value;\n dispatch_dev('SvelteDOMSetProperty', { node, property, value });\n}\nfunction dataset_dev(node, property, value) {\n node.dataset[property] = value;\n dispatch_dev('SvelteDOMSetDataset', { node, property, value });\n}\nfunction set_data_dev(text, data) {\n data = '' + data;\n if (text.wholeText === data)\n return;\n dispatch_dev('SvelteDOMSetData', { node: text, data });\n text.data = data;\n}\nfunction validate_each_argument(arg) {\n if (typeof arg !== 'string' && !(arg && typeof arg === 'object' && 'length' in arg)) {\n let msg = '{#each} only iterates over array-like objects.';\n if (typeof Symbol === 'function' && arg && Symbol.iterator in arg) {\n msg += ' You can use a spread to convert this iterable into an array.';\n }\n throw new Error(msg);\n }\n}\nfunction validate_slots(name, slot, keys) {\n for (const slot_key of Object.keys(slot)) {\n if (!~keys.indexOf(slot_key)) {\n console.warn(`<${name}> received an unexpected slot \"${slot_key}\".`);\n }\n }\n}\nfunction validate_dynamic_element(tag) {\n const is_string = typeof tag === 'string';\n if (tag && !is_string) {\n throw new Error(' expects \"this\" attribute to be a string.');\n }\n}\nfunction validate_void_dynamic_element(tag) {\n if (tag && is_void(tag)) {\n console.warn(` is self-closing and cannot have content.`);\n }\n}\nfunction construct_svelte_component_dev(component, props) {\n const error_message = 'this={...} of should specify a Svelte component.';\n try {\n const instance = new component(props);\n if (!instance.$$ || !instance.$set || !instance.$on || !instance.$destroy) {\n throw new Error(error_message);\n }\n return instance;\n }\n catch (err) {\n const { message } = err;\n if (typeof message === 'string' && message.indexOf('is not a constructor') !== -1) {\n throw new Error(error_message);\n }\n else {\n throw err;\n }\n }\n}\n/**\n * Base class for Svelte components with some minor dev-enhancements. Used when dev=true.\n */\nclass SvelteComponentDev extends SvelteComponent {\n constructor(options) {\n if (!options || (!options.target && !options.$$inline)) {\n throw new Error(\"'target' is a required option\");\n }\n super();\n }\n $destroy() {\n super.$destroy();\n this.$destroy = () => {\n console.warn('Component was already destroyed'); // eslint-disable-line no-console\n };\n }\n $capture_state() { }\n $inject_state() { }\n}\n/**\n * Base class to create strongly typed Svelte components.\n * This only exists for typing purposes and should be used in `.d.ts` files.\n *\n * ### Example:\n *\n * You have component library on npm called `component-library`, from which\n * you export a component called `MyComponent`. For Svelte+TypeScript users,\n * you want to provide typings. Therefore you create a `index.d.ts`:\n * ```ts\n * import { SvelteComponentTyped } from \"svelte\";\n * export class MyComponent extends SvelteComponentTyped<{foo: string}> {}\n * ```\n * Typing this makes it possible for IDEs like VS Code with the Svelte extension\n * to provide intellisense and to use the component like this in a Svelte file\n * with TypeScript:\n * ```svelte\n * \n * \n * ```\n *\n * #### Why not make this part of `SvelteComponent(Dev)`?\n * Because\n * ```ts\n * class ASubclassOfSvelteComponent extends SvelteComponent<{foo: string}> {}\n * const component: typeof SvelteComponent = ASubclassOfSvelteComponent;\n * ```\n * will throw a type error, so we need to separate the more strictly typed class.\n */\nclass SvelteComponentTyped extends SvelteComponentDev {\n constructor(options) {\n super(options);\n }\n}\nfunction loop_guard(timeout) {\n const start = Date.now();\n return () => {\n if (Date.now() - start > timeout) {\n throw new Error('Infinite loop detected');\n }\n };\n}\n\nexport { HtmlTag, HtmlTagHydration, SvelteComponent, SvelteComponentDev, SvelteComponentTyped, SvelteElement, action_destroyer, add_attribute, add_classes, add_flush_callback, add_location, add_render_callback, add_resize_listener, add_styles, add_transform, afterUpdate, append, append_dev, append_empty_stylesheet, append_hydration, append_hydration_dev, append_styles, assign, attr, attr_dev, attribute_to_object, beforeUpdate, bind, binding_callbacks, blank_object, bubble, check_outros, children, claim_component, claim_element, claim_html_tag, claim_space, claim_svg_element, claim_text, clear_loops, component_subscribe, compute_rest_props, compute_slots, construct_svelte_component, construct_svelte_component_dev, createEventDispatcher, create_animation, create_bidirectional_transition, create_component, create_in_transition, create_out_transition, create_slot, create_ssr_component, current_component, custom_event, dataset_dev, debug, destroy_block, destroy_component, destroy_each, detach, detach_after_dev, detach_before_dev, detach_between_dev, detach_dev, dirty_components, dispatch_dev, each, element, element_is, empty, end_hydrating, escape, escape_attribute_value, escape_object, exclude_internal_props, fix_and_destroy_block, fix_and_outro_and_destroy_block, fix_position, flush, getAllContexts, getContext, get_all_dirty_from_scope, get_binding_group_value, get_current_component, get_custom_elements_slots, get_root_for_style, get_slot_changes, get_spread_object, get_spread_update, get_store_value, globals, group_outros, handle_promise, hasContext, has_prop, head_selector, identity, init, insert, insert_dev, insert_hydration, insert_hydration_dev, intros, invalid_attribute_name_character, is_client, is_crossorigin, is_empty, is_function, is_promise, is_void, listen, listen_dev, loop, loop_guard, merge_ssr_styles, missing_component, mount_component, noop, not_equal, now, null_to_empty, object_without_properties, onDestroy, onMount, once, outro_and_destroy_block, prevent_default, prop_dev, query_selector_all, raf, run, run_all, safe_not_equal, schedule_update, select_multiple_value, select_option, select_options, select_value, self, setContext, set_attributes, set_current_component, set_custom_element_data, set_custom_element_data_map, set_data, set_data_dev, set_input_type, set_input_value, set_now, set_raf, set_store_value, set_style, set_svg_attributes, space, spread, src_url_equal, start_hydrating, stop_propagation, subscribe, svg_element, text, tick, time_ranges_to_array, to_number, toggle_class, transition_in, transition_out, trusted, update_await_block_branch, update_keyed_each, update_slot, update_slot_base, validate_component, validate_dynamic_element, validate_each_argument, validate_each_keys, validate_slots, validate_store, validate_void_dynamic_element, xlink_attr };\n","export const cardExamples = [\n {\n name: \"Move forward until you hit a wall or a hole (without falling into it)\",\n code: `fn execute(player_i, register_i) {\n let dir = GAME.get_player_direction(player_i);\n let can_move = !GAME.is_void_at(GAME.get_player_position(player_i) + dir);\n while can_move {\n let res = GAME.move_player_in_direction(player_i, dir);\n can_move = res.moved && !GAME.is_void_at(GAME.get_player_position(player_i) + dir);\n }\n}`,\n },\n {\n name: \"Jump onto the nearest player (in any direction)\",\n code: `fn find_closest_player_pos(player_pos, player_dir, GAME) {\n print(\"Player at \" + player_pos.x + \",\" + player_pos.y + \" seeking jump target\\\\n\");\n let dist = 0;\n loop {\n dist += 1;\n let pos = player_pos;\n for i in 0..dist {\n pos = pos + player_dir;\n }\n let clockwise_dir = player_dir;\n for i_ in 0..4 {\n clockwise_dir = clockwise_dir + 1;\n for j_ in 0..dist {\n print(\"Checking \" + pos.x + \",\" + pos.y + \"\\\\n\");\n let found_player = GAME.get_player_at_position(pos);\n if found_player != () {\n print(\"Found player at that tile: player no. \" + (found_player + 1) + \"\\\\n\");\n return pos;\n }\n pos = (pos + clockwise_dir) + (clockwise_dir + 1);\n }\n }\n }\n}\n\nfn execute(player_i, register_i) {\n if PLAYER_COUNT <= 1 {\n print(\"Can't use this card if there's only one player!\\\\n\");\n }\n let player_pos = GAME.get_player_position(player_i);\n let player_dir = GAME.get_player_direction(player_i);\n let closest_player_pos = find_closest_player_pos(player_pos, player_dir, GAME);\n GAME.force_move_player_to(player_i, closest_player_pos, player_dir);\n}`,\n },\n];\n","export const DEFAULT_CARDS = {\n again_count: 2,\n cards: [\n {\n assetName: \"turn-right\",\n name: \"Turn Right\",\n code: [\n \"GAME.set_player_direction(player_i, GAME.get_player_direction(player_i) + 1)\",\n ],\n count: 3,\n },\n {\n assetName: \"turn-left\",\n name: \"Turn Left\",\n code: [\n \"GAME.set_player_direction(player_i, GAME.get_player_direction(player_i) - 1)\",\n ],\n count: 3,\n },\n {\n assetName: \"u-turn\",\n name: \"U-Turn\",\n code: [\n \"GAME.set_player_direction(player_i, GAME.get_player_direction(player_i) + 2)\",\n ],\n count: 1,\n },\n {\n assetName: \"move1\",\n name: \"Move 1\",\n code: [\n \"GAME.move_player_in_direction(player_i, GAME.get_player_direction(player_i))\",\n ],\n count: 5,\n },\n {\n assetName: \"move2\",\n name: \"Move 2\",\n code: [\n \"if GAME.move_player_in_direction(player_i, GAME.get_player_direction(player_i)).rebooted { return; }\",\n \"GAME.move_player_in_direction(player_i, GAME.get_player_direction(player_i))\",\n ],\n count: 3,\n },\n {\n assetName: \"move3\",\n name: \"Move 3\",\n code: [\n \"if GAME.move_player_in_direction(player_i, GAME.get_player_direction(player_i)).rebooted { return; }\",\n \"if GAME.move_player_in_direction(player_i, GAME.get_player_direction(player_i)).rebooted { return; }\",\n \"GAME.move_player_in_direction(player_i, GAME.get_player_direction(player_i))\",\n ],\n count: 1,\n },\n {\n assetName: \"reverse1\",\n name: \"Reverse 1\",\n code: [\n \"GAME.move_player_in_direction(player_i, GAME.get_player_direction(player_i) + 2)\",\n ],\n count: 2,\n },\n ].map(({ assetName, code, ...rest }) => ({\n asset: new URL(`/assets/${assetName}.png`, window.location.href).toString(),\n code: [\n \"fn execute(player_i, register_i) {\",\n ...code.map((l) => \" \" + l + \";\"),\n \"}\",\n ].join(\"\\n\"),\n ...rest,\n })),\n};\n\nexport const NEW_CARD = {\n code: \"\",\n asset: \"https://example.com/image.png\",\n count: 1,\n name: \"New Card\",\n};\n","\n\n
eventSource(\"close\")}>\n
\n
\n

{title}

\n

\n

\n \n
\n
\n\n\n","import { noop, safe_not_equal, subscribe, run_all, is_function } from '../internal/index.mjs';\nexport { get_store_value as get } from '../internal/index.mjs';\n\nconst subscriber_queue = [];\n/**\n * Creates a `Readable` store that allows reading by subscription.\n * @param value initial value\n * @param {StartStopNotifier}start start and stop notifications for subscriptions\n */\nfunction readable(value, start) {\n return {\n subscribe: writable(value, start).subscribe\n };\n}\n/**\n * Create a `Writable` store that allows both updating and reading by subscription.\n * @param {*=}value initial value\n * @param {StartStopNotifier=}start start and stop notifications for subscriptions\n */\nfunction writable(value, start = noop) {\n let stop;\n const subscribers = new Set();\n function set(new_value) {\n if (safe_not_equal(value, new_value)) {\n value = new_value;\n if (stop) { // store is ready\n const run_queue = !subscriber_queue.length;\n for (const subscriber of subscribers) {\n subscriber[1]();\n subscriber_queue.push(subscriber, value);\n }\n if (run_queue) {\n for (let i = 0; i < subscriber_queue.length; i += 2) {\n subscriber_queue[i][0](subscriber_queue[i + 1]);\n }\n subscriber_queue.length = 0;\n }\n }\n }\n }\n function update(fn) {\n set(fn(value));\n }\n function subscribe(run, invalidate = noop) {\n const subscriber = [run, invalidate];\n subscribers.add(subscriber);\n if (subscribers.size === 1) {\n stop = start(set) || noop;\n }\n run(value);\n return () => {\n subscribers.delete(subscriber);\n if (subscribers.size === 0) {\n stop();\n stop = null;\n }\n };\n }\n return { set, update, subscribe };\n}\nfunction derived(stores, fn, initial_value) {\n const single = !Array.isArray(stores);\n const stores_array = single\n ? [stores]\n : stores;\n const auto = fn.length < 2;\n return readable(initial_value, (set) => {\n let inited = false;\n const values = [];\n let pending = 0;\n let cleanup = noop;\n const sync = () => {\n if (pending) {\n return;\n }\n cleanup();\n const result = fn(single ? values[0] : values, set);\n if (auto) {\n set(result);\n }\n else {\n cleanup = is_function(result) ? result : noop;\n }\n };\n const unsubscribers = stores_array.map((store, i) => subscribe(store, (value) => {\n values[i] = value;\n pending &= ~(1 << i);\n if (inited) {\n sync();\n }\n }, () => {\n pending |= (1 << i);\n }));\n inited = true;\n sync();\n return function stop() {\n run_all(unsubscribers);\n cleanup();\n };\n });\n}\n\nexport { derived, readable, writable };\n","export default \"__VITE_ASSET__355ce52e__\"","\n\n\n\n (moving = false)}\n on:mousemove={(e) => {\n if (!moving || moveStart === undefined) return;\n if (e.shiftKey || e.ctrlKey || e.altKey) return;\n\n x = moveStart.x + (moveStart.ex - e.clientX) / (innerWidth * scale);\n y = moveStart.y + (moveStart.ey - e.clientY) / (innerHeight * scale);\n }}\n/>\n {\n if (e.shiftKey || e.ctrlKey || e.altKey) return;\n zoom(scale * (1 - e.deltaY * 0.001), e.clientX, e.clientY);\n e.preventDefault();\n }}\n on:mousedown={(e) => {\n if (e.shiftKey || e.ctrlKey || e.altKey) return;\n if (e.buttons !== 1) return;\n if (\n // @ts-expect-error Can't include typescript here to explain to compiler\n e.target.matches(\"a, a *, button, button *\")\n )\n return;\n e.preventDefault();\n moving = true;\n moveStart = { x, ex: e.clientX, y, ey: e.clientY };\n }}\n>\n \n \n \n\n\n\n","export default \"__VITE_ASSET__2f70a812__\"","export default \"__VITE_ASSET__7657a1b6__\"","export default \"__VITE_ASSET__5a8e9afb__\"","export default \"__VITE_ASSET__531a973a__\"","export default \"__VITE_ASSET__09c7a5e5__\"","export default \"__VITE_ASSET__09fe0bc9__\"","export default \"__VITE_ASSET__4f871921__\"","export default \"__VITE_ASSET__8ba7cac6__\"","export default \"__VITE_ASSET__7a88237b__\"","export default \"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABACAYAAACqaXHeAAAABHNCSVQICAgIfAhkiAAAAKhJREFUeJzt10kOwjAMAECD+v8vlwuVegBUULwIzTwgXuK4agQAAAAAAAAAAAAA8I9uncH3iP2USEsu946gk7RNwITbf8audy7+lEhLLuVBXxV/6GjCqB3wqTlZSjt+tcDKSSibgI7bvaKk078UXzUFo3ZABw3oTuCdqp2R3oCpy+8wdgKqpG7aFbef/TUwARmHrn73mVOw/OCspZfVhC3j0Ijef3y+8AAB3BoazrwwvgAAAABJRU5ErkJggg==\"","export default \"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAwAAAARCAYAAADpPU2iAAAACXBIWXMAAA2gAAAQuwGJubKJAAAAGXRFWHRTb2Z0d2FyZQB3d3cuaW5rc2NhcGUub3Jnm+48GgAAAPJJREFUKJGNkKFOA0EURc9bSCsWww8g6TaEKhyCD8BgUE0wZJE0dVTQHZYvKBI8AlWDJanAIVaQ0FbiSGobCIR9FZtNJ2TKzlOTzD33vBkwzQcudjfxnADVY+o/GZfRgR9QzBYBTyTRALNT8wHK8zn6+4yJtn2AcvaAjH6j4wKEJNLVC+gQ0Rgznf1nsPuOIHil3zz0NJQiFOEOCbvrleGiVoAzdL5RsZJlgFskjKsNwgcqp1y9PQJUADoEjUmXv+QGhE9y7ZFOBn+vXMAL0CadTF1d9qNz4AZZ28eMnWHb8E7OCdfj0aqgbbjn67vlEwZYAM3jQwq9XqScAAAAAElFTkSuQmCC\"","export default \"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAwAAAARCAYAAADpPU2iAAAACXBIWXMAAA2gAAAQuwGJubKJAAAAGXRFWHRTb2Z0d2FyZQB3d3cuaW5rc2NhcGUub3Jnm+48GgAAAQBJREFUKJGNj6FOA0EURc/bkNaQkFpmWIkpQeEQfAAGgyLBkCIhlZh2FoMuEjwCVYMlqcAhKlBIMrsJCQlBkZAwD9EVS9ktc+3c884dMrN2e5GmHSKTgO5/fYfpubU7kQAAqSr3btWOXLfbigEAEhFO5P3jwRmzHgPMImwJMs2sPa0DJDNWm66JMA4h9FxRvDUbKlFlT0SeMmN2owy/Wa7R0F+KKJfrOFaS5YWT5gxXEHoRBn0Fjlye38E/nxZhrKobw7IM0GT4RDgbeD+af/gLKI8qeuB8/lx3qTopqHKpnZVtl9eXq4YXEQ6HuZ9Q+KbuzKDKTbvd2hx4P1nYLPMDujFYqGpJDQ8AAAAASUVORK5CYII=\"","export default \"data:image/png;base64,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\"","export default \"data:image/png;base64,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\"","export default \"__VITE_ASSET__a58b61c7__\"","export default \"__VITE_ASSET__5bc2e277__\"","export default \"__VITE_ASSET__739e876a__\"","export default \"__VITE_ASSET__0c3c171e__\"","export default \"__VITE_ASSET__cf874efd__\"","export default \"__VITE_ASSET__8143d25b__\"","export default \"__VITE_ASSET__a5a399d5__\"","export default \"__VITE_ASSET__98c2b1c8__\"","import { ParsedMap, parse_map } from \"frontend-wasm\";\n\nconst assets = import.meta.glob(\"./assets/textures/*.???\", {\n eager: true,\n as: \"url\",\n}) as Record;\n\nexport function getTexture(name: string): string {\n return (\n assets[\"./assets/textures/\" + name] ??\n (console.warn(`Unknown asset ${name}, using floor as fallback`),\n assets[\"./assets/textures/floor.jpg\"])\n );\n}\n\nexport async function fetchMap(name: string): Promise {\n const r = await fetch(\"/api/map?\" + new URLSearchParams({ name }));\n return parse_map(new Uint8Array(await r.arrayBuffer()));\n}\n","\n\n
\n \n \n
\n {#each Array(map.height) as _, y}\n {#each Array(map.width) as _, x}\n \n
\n {#each map.get(x, y).into_jsarray() as asset}\n {@const assetUri = asset.is_text\n ? undefined\n : getTexture(asset.value)}\n {#if asset.is_text}\n {asset.value}\n {:else if assetUri !== undefined}\n \"\"\n {/if}\n {/each}\n
\n {/each}\n {/each}\n {#each players as player, i}\n {@const pos = player.position}\n \n \"Robot\"\n {#if player_names[i] !== undefined}\n
{player_names[i]}
\n {/if}\n
\n {/each}\n
\n \n\n\n\n","export { identity as linear } from '../internal/index.mjs';\n\n/*\nAdapted from https://github.com/mattdesl\nDistributed under MIT License https://github.com/mattdesl/eases/blob/master/LICENSE.md\n*/\nfunction backInOut(t) {\n const s = 1.70158 * 1.525;\n if ((t *= 2) < 1)\n return 0.5 * (t * t * ((s + 1) * t - s));\n return 0.5 * ((t -= 2) * t * ((s + 1) * t + s) + 2);\n}\nfunction backIn(t) {\n const s = 1.70158;\n return t * t * ((s + 1) * t - s);\n}\nfunction backOut(t) {\n const s = 1.70158;\n return --t * t * ((s + 1) * t + s) + 1;\n}\nfunction bounceOut(t) {\n const a = 4.0 / 11.0;\n const b = 8.0 / 11.0;\n const c = 9.0 / 10.0;\n const ca = 4356.0 / 361.0;\n const cb = 35442.0 / 1805.0;\n const cc = 16061.0 / 1805.0;\n const t2 = t * t;\n return t < a\n ? 7.5625 * t2\n : t < b\n ? 9.075 * t2 - 9.9 * t + 3.4\n : t < c\n ? ca * t2 - cb * t + cc\n : 10.8 * t * t - 20.52 * t + 10.72;\n}\nfunction bounceInOut(t) {\n return t < 0.5\n ? 0.5 * (1.0 - bounceOut(1.0 - t * 2.0))\n : 0.5 * bounceOut(t * 2.0 - 1.0) + 0.5;\n}\nfunction bounceIn(t) {\n return 1.0 - bounceOut(1.0 - t);\n}\nfunction circInOut(t) {\n if ((t *= 2) < 1)\n return -0.5 * (Math.sqrt(1 - t * t) - 1);\n return 0.5 * (Math.sqrt(1 - (t -= 2) * t) + 1);\n}\nfunction circIn(t) {\n return 1.0 - Math.sqrt(1.0 - t * t);\n}\nfunction circOut(t) {\n return Math.sqrt(1 - --t * t);\n}\nfunction cubicInOut(t) {\n return t < 0.5 ? 4.0 * t * t * t : 0.5 * Math.pow(2.0 * t - 2.0, 3.0) + 1.0;\n}\nfunction cubicIn(t) {\n return t * t * t;\n}\nfunction cubicOut(t) {\n const f = t - 1.0;\n return f * f * f + 1.0;\n}\nfunction elasticInOut(t) {\n return t < 0.5\n ? 0.5 *\n Math.sin(((+13.0 * Math.PI) / 2) * 2.0 * t) *\n Math.pow(2.0, 10.0 * (2.0 * t - 1.0))\n : 0.5 *\n Math.sin(((-13.0 * Math.PI) / 2) * (2.0 * t - 1.0 + 1.0)) *\n Math.pow(2.0, -10.0 * (2.0 * t - 1.0)) +\n 1.0;\n}\nfunction elasticIn(t) {\n return Math.sin((13.0 * t * Math.PI) / 2) * Math.pow(2.0, 10.0 * (t - 1.0));\n}\nfunction elasticOut(t) {\n return (Math.sin((-13.0 * (t + 1.0) * Math.PI) / 2) * Math.pow(2.0, -10.0 * t) + 1.0);\n}\nfunction expoInOut(t) {\n return t === 0.0 || t === 1.0\n ? t\n : t < 0.5\n ? +0.5 * Math.pow(2.0, 20.0 * t - 10.0)\n : -0.5 * Math.pow(2.0, 10.0 - t * 20.0) + 1.0;\n}\nfunction expoIn(t) {\n return t === 0.0 ? t : Math.pow(2.0, 10.0 * (t - 1.0));\n}\nfunction expoOut(t) {\n return t === 1.0 ? t : 1.0 - Math.pow(2.0, -10.0 * t);\n}\nfunction quadInOut(t) {\n t /= 0.5;\n if (t < 1)\n return 0.5 * t * t;\n t--;\n return -0.5 * (t * (t - 2) - 1);\n}\nfunction quadIn(t) {\n return t * t;\n}\nfunction quadOut(t) {\n return -t * (t - 2.0);\n}\nfunction quartInOut(t) {\n return t < 0.5\n ? +8.0 * Math.pow(t, 4.0)\n : -8.0 * Math.pow(t - 1.0, 4.0) + 1.0;\n}\nfunction quartIn(t) {\n return Math.pow(t, 4.0);\n}\nfunction quartOut(t) {\n return Math.pow(t - 1.0, 3.0) * (1.0 - t) + 1.0;\n}\nfunction quintInOut(t) {\n if ((t *= 2) < 1)\n return 0.5 * t * t * t * t * t;\n return 0.5 * ((t -= 2) * t * t * t * t + 2);\n}\nfunction quintIn(t) {\n return t * t * t * t * t;\n}\nfunction quintOut(t) {\n return --t * t * t * t * t + 1;\n}\nfunction sineInOut(t) {\n return -0.5 * (Math.cos(Math.PI * t) - 1);\n}\nfunction sineIn(t) {\n const v = Math.cos(t * Math.PI * 0.5);\n if (Math.abs(v) < 1e-14)\n return 1;\n else\n return 1 - v;\n}\nfunction sineOut(t) {\n return Math.sin((t * Math.PI) / 2);\n}\n\nexport { backIn, backInOut, backOut, bounceIn, bounceInOut, bounceOut, circIn, circInOut, circOut, cubicIn, cubicInOut, cubicOut, elasticIn, elasticInOut, elasticOut, expoIn, expoInOut, expoOut, quadIn, quadInOut, quadOut, quartIn, quartInOut, quartOut, quintIn, quintInOut, quintOut, sineIn, sineInOut, sineOut };\n","import { cubicOut } from '../easing/index.mjs';\nimport { is_function } from '../internal/index.mjs';\n\nfunction flip(node, { from, to }, params = {}) {\n const style = getComputedStyle(node);\n const transform = style.transform === 'none' ? '' : style.transform;\n const [ox, oy] = style.transformOrigin.split(' ').map(parseFloat);\n const dx = (from.left + from.width * ox / to.width) - (to.left + ox);\n const dy = (from.top + from.height * oy / to.height) - (to.top + oy);\n const { delay = 0, duration = (d) => Math.sqrt(d) * 120, easing = cubicOut } = params;\n return {\n delay,\n duration: is_function(duration) ? duration(Math.sqrt(dx * dx + dy * dy)) : duration,\n easing,\n css: (t, u) => {\n const x = u * dx;\n const y = u * dy;\n const sx = t + u * from.width / to.width;\n const sy = t + u * from.height / to.height;\n return `transform: ${transform} translate(${x}px, ${y}px) scale(${sx}, ${sy});`;\n }\n };\n}\n\nexport { flip };\n","\n\n\n
\n {#if cardsInHand.length > 0}\n
\n
Cards in your hand
\n
\n Programmed registers\n c.card === undefined) ||\n selected !== undefined}\n on:click={() => {\n eventSource(\n \"programmingDone\",\n programmedCards.map((c) => c.card)\n );\n }}>Save program\n
\n
\n {/if}\n
\n {#each cardsInHand.concat(programmedCards) as card (card.id)}\n Math.sqrt(d) * 80,\n }}\n class:empty={card.card === undefined}\n class:selected={card.selected}\n class:drag-target={card.selected && dragTarget?.id === card.id}\n on:dragstart={(e) => {\n e.dataTransfer.setData(\"application/json\", JSON.stringify(card));\n e.dataTransfer.effectAllowed = \"move\";\n }}\n on:dragover={(e) => handleDragOver(e, card)}\n on:dragenter={(e) => handleDragOver(e, card)}\n on:dragend={() => (dragTarget = undefined)}\n on:dragleave={() => (dragTarget = undefined)}\n on:drop={handleDrop}\n >\n {#if !card.selected && card.id === dragTarget?.id}\n
\n {/if}\n {#if card.card !== undefined}\n \n {:else if card.selected}\n {card.position + 1}\n {/if}\n
\n {/each}\n
\n
\n\n\n\n","import { cubicInOut, linear, cubicOut } from '../easing/index.mjs';\nimport { is_function, assign } from '../internal/index.mjs';\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n t[p[i]] = s[p[i]];\r\n }\r\n return t;\r\n}\n\nfunction blur(node, { delay = 0, duration = 400, easing = cubicInOut, amount = 5, opacity = 0 } = {}) {\n const style = getComputedStyle(node);\n const target_opacity = +style.opacity;\n const f = style.filter === 'none' ? '' : style.filter;\n const od = target_opacity * (1 - opacity);\n return {\n delay,\n duration,\n easing,\n css: (_t, u) => `opacity: ${target_opacity - (od * u)}; filter: ${f} blur(${u * amount}px);`\n };\n}\nfunction fade(node, { delay = 0, duration = 400, easing = linear } = {}) {\n const o = +getComputedStyle(node).opacity;\n return {\n delay,\n duration,\n easing,\n css: t => `opacity: ${t * o}`\n };\n}\nfunction fly(node, { delay = 0, duration = 400, easing = cubicOut, x = 0, y = 0, opacity = 0 } = {}) {\n const style = getComputedStyle(node);\n const target_opacity = +style.opacity;\n const transform = style.transform === 'none' ? '' : style.transform;\n const od = target_opacity * (1 - opacity);\n return {\n delay,\n duration,\n easing,\n css: (t, u) => `\n\t\t\ttransform: ${transform} translate(${(1 - t) * x}px, ${(1 - t) * y}px);\n\t\t\topacity: ${target_opacity - (od * u)}`\n };\n}\nfunction slide(node, { delay = 0, duration = 400, easing = cubicOut } = {}) {\n const style = getComputedStyle(node);\n const opacity = +style.opacity;\n const height = parseFloat(style.height);\n const padding_top = parseFloat(style.paddingTop);\n const padding_bottom = parseFloat(style.paddingBottom);\n const margin_top = parseFloat(style.marginTop);\n const margin_bottom = parseFloat(style.marginBottom);\n const border_top_width = parseFloat(style.borderTopWidth);\n const border_bottom_width = parseFloat(style.borderBottomWidth);\n return {\n delay,\n duration,\n easing,\n css: t => 'overflow: hidden;' +\n `opacity: ${Math.min(t * 20, 1) * opacity};` +\n `height: ${t * height}px;` +\n `padding-top: ${t * padding_top}px;` +\n `padding-bottom: ${t * padding_bottom}px;` +\n `margin-top: ${t * margin_top}px;` +\n `margin-bottom: ${t * margin_bottom}px;` +\n `border-top-width: ${t * border_top_width}px;` +\n `border-bottom-width: ${t * border_bottom_width}px;`\n };\n}\nfunction scale(node, { delay = 0, duration = 400, easing = cubicOut, start = 0, opacity = 0 } = {}) {\n const style = getComputedStyle(node);\n const target_opacity = +style.opacity;\n const transform = style.transform === 'none' ? '' : style.transform;\n const sd = 1 - start;\n const od = target_opacity * (1 - opacity);\n return {\n delay,\n duration,\n easing,\n css: (_t, u) => `\n\t\t\ttransform: ${transform} scale(${1 - (sd * u)});\n\t\t\topacity: ${target_opacity - (od * u)}\n\t\t`\n };\n}\nfunction draw(node, { delay = 0, speed, duration, easing = cubicInOut } = {}) {\n let len = node.getTotalLength();\n const style = getComputedStyle(node);\n if (style.strokeLinecap !== 'butt') {\n len += parseInt(style.strokeWidth);\n }\n if (duration === undefined) {\n if (speed === undefined) {\n duration = 800;\n }\n else {\n duration = len / speed;\n }\n }\n else if (typeof duration === 'function') {\n duration = duration(len);\n }\n return {\n delay,\n duration,\n easing,\n css: (t, u) => `stroke-dasharray: ${t * len} ${u * len}`\n };\n}\nfunction crossfade(_a) {\n var { fallback } = _a, defaults = __rest(_a, [\"fallback\"]);\n const to_receive = new Map();\n const to_send = new Map();\n function crossfade(from, node, params) {\n const { delay = 0, duration = d => Math.sqrt(d) * 30, easing = cubicOut } = assign(assign({}, defaults), params);\n const to = node.getBoundingClientRect();\n const dx = from.left - to.left;\n const dy = from.top - to.top;\n const dw = from.width / to.width;\n const dh = from.height / to.height;\n const d = Math.sqrt(dx * dx + dy * dy);\n const style = getComputedStyle(node);\n const transform = style.transform === 'none' ? '' : style.transform;\n const opacity = +style.opacity;\n return {\n delay,\n duration: is_function(duration) ? duration(d) : duration,\n easing,\n css: (t, u) => `\n\t\t\t\topacity: ${t * opacity};\n\t\t\t\ttransform-origin: top left;\n\t\t\t\ttransform: ${transform} translate(${u * dx}px,${u * dy}px) scale(${t + (1 - t) * dw}, ${t + (1 - t) * dh});\n\t\t\t`\n };\n }\n function transition(items, counterparts, intro) {\n return (node, params) => {\n items.set(params.key, {\n rect: node.getBoundingClientRect()\n });\n return () => {\n if (counterparts.has(params.key)) {\n const { rect } = counterparts.get(params.key);\n counterparts.delete(params.key);\n return crossfade(rect, node, params);\n }\n // if the node is disappearing altogether\n // (i.e. wasn't claimed by the other list)\n // then we need to supply an outro\n items.delete(params.key);\n return fallback && fallback(node, params, intro);\n };\n };\n }\n return [\n transition(to_send, to_receive, false),\n transition(to_receive, to_send, true)\n ];\n}\n\nexport { blur, crossfade, draw, fade, fly, scale, slide };\n","export default \"__VITE_ASSET__1fa00a0a__\"","export default \"__VITE_ASSET__6371d44b__\"","\n\n\n\n{#key key}\n \n {#if $expandedStore}\n ($expandedStore = false)}\n in:flippyTransition={false}\n out:flippyTransition={true}\n >\n \"Collapse\"\n Hide\n \n {:else}\n ($expandedStore = true)}\n in:flippyTransition={false}\n out:flippyTransition={true}\n >\n \"Uncollapse\"\n {label}\n \n {/if}\n
\n \n
\n \n{/key}\n\n\n","\n\n {\n // show a confirmation prompt\n e.preventDefault();\n }}\n/>\n\n {#if map === undefined || generalState === undefined}\n

Connecting...

\n {:else}\n
\n generalState.get_player_name(i))}\n animationDuration={automaticPlaybackDelay}\n bind:this={mapComponent}\n />\n
\n\n \n \n
\n

\n {generalState.status}\n

\n {#if phase === GamePhase.Moving}\n
\n Register: {currentAnimationState.register + 1}\n
\n \n >\n Programmed cards\n Fast belts\n Slow belts\n Push panels\n Rotations\n Lasers\n Checkpoints\n
\n {/if}\n
\n

Show player movement:

\n

\n \n \n

\n

\n {\n autoplay = false;\n do {\n stateIndicator -= 1;\n } while (!stateArray[stateIndicator].has_state);\n currentAnimationState = stateArray[stateIndicator];\n }}\n disabled={stateIndicator === undefined || stateIndicator <= 0}\n >Previous\n = stateArray.length - 1}>Next\n {\n stateIndicator = undefined;\n currentAnimationState = undefined;\n stateArray = [];\n programmingState = nextProgrammingState;\n nextProgrammingState = undefined;\n }}\n disabled={stateIndicator === undefined ||\n stateIndicator < stateArray.length - 1 ||\n nextProgrammingState === undefined}\n >Continue to next round\n

\n
\n \n \n\n \n \n {#each phase === GamePhase.Moving ? currentAnimationState.player_states : programmingState.player_states as player, player_i}\n {@const name = generalState.get_player_name(player_i)}\n
\n {#if player_i === seat}\n
\n You ({name})\n
\n \n {:else if name === undefined}\n
\n Seat {player_i + 1} (disconnected)\n
\n {:else}\n
{name}
\n {/if}\n
\n Checkpoints\n
\n {#each [...Array(map.checkpoints)].map((_, i) => player.checkpoint > i) as checkpoint_reached}\n
\n {/each}\n
\n
\n {#if phase === GamePhase.Moving}\n
\n {#each currentAnimationState.get_revealed_cards(player_i) as card}\n
\n \n
\n {/each}\n
\n
\n Rebooting: \n
\n {:else}\n
\n Ready: \n
\n {/if}\n
\n {/each}\n \n\n \n \n {#key [phase, currentAnimationState]}\n \n {/key}\n \n\n \n \n \n {log}\n
\n \n {/if}\n\n\n\n","\n\n{#if state.state === \"inGame\"}\n {\n state = { state: \"disconnected\" };\n games_promise = refresh_game_list();\n // refresh again soon after, the seat this player just left should be empty then\n setTimeout(\n () =>\n refresh_game_list().then(\n (val) => (games_promise = Promise.resolve(val))\n ),\n 1000\n );\n }}\n />\n{:else}\n
\n

\n

\n \n{/if}\n\n{#if state.state === \"choosingSeat\"}\n (state = { state: \"disconnected\" })}\n title=\"Connect to game {state.game_name}\"\n >\n {\n if (state.state !== \"choosingSeat\") return;\n state = {\n state: \"inGame\",\n name: state.name,\n game_name: state.game_name,\n seat: state.chosenSeat,\n map_name: state.map_name,\n cards_assets_names: state.cards_assets_names,\n player_count: state.seats.length,\n round_registers: state.round_registers,\n };\n }}\n >\n \n \n Connect\n \n \n{/if}\n\n{#if state.state === \"creatingGame\"}\n (state = { state: \"disconnected\" })}\n title=\"Create new game\"\n >\n
\n \n \n \n \n {#await fetchMaps()}\n Please wait, loading available maps\n {:then maps}\n \n {\n if (state.state === \"creatingGame\") previewedMap = state.chosenMap;\n }}>Preview map\n {/await}\n \n Starting pack of cards: {state.card_pack.cards.reduce(\n (sum, next) => next.count + sum,\n 0\n ) + state.card_pack.again_count} cards\n {\n if (state.state === \"creatingGame\")\n editingPack = JSON.parse(JSON.stringify(state.card_pack));\n }}\n >\n Edit\n \n \n \n Create\n \n \n \n{/if}\n\n{#if previewedMap !== undefined}\n (previewedMap = undefined)}\n title=\"Map preview: {previewedMap}\"\n >\n {#await fetchMapWithErrorHandler(previewedMap)}\n Please wait, loading map preview\n {:then map}\n {@const artificialPlayers = map.get_artificial_spawn_state()}\n
\n \"Spawnpoint\")}\n animationDuration={700}\n />\n
\n {/await}\n \n{/if}\n\n{#if editingPack !== undefined}\n {\n if (state.state === \"creatingGame\") state.card_pack = editingPack;\n editingPack = undefined;\n }}\n title=\"Edit starting card pack\"\n >\n
\n Code\n Name\n Asset URL\n Count\n\n <Special card: Again>\n \n \n \n {#each editingPack.cards as _, i}\n