In every step, an agent receives an observation and takes action in response to the observation. The agent can use any decision-making algorithm to make the choice of the action as long as the format of the action conforms with the prescribed format. In the base environment of Civrealm, an action is a tuple consisting of the type of actor, the index of the actor, and the name of the action, respectively. The type of actor specifies which type of actor the agent wants to control in this step. This type could be:
+
+
unit - The 'unit' actor handles many fine-grained operations. They can be categorized into three main types: engineering actions, which handle tasks like city construction, planting, mining, and more; movement actions, including moving, transportation, embarking, and so on; and military actions, such as attacking, fortifying, bribing, etc.
+
city - The 'city' actor develops and manages cities. Their actions include unit production, building construction, city worker assignment, and more.
+
dipl - The 'dipl' actor is in charge of diplomacy actions including trading technologies, negotiating ceasefires, forming alliances, etc.
+
gov - The 'gov' actor allows the agent to change the government type to gain corresponding political benefits, adjust tax rates to balance economic expansion and citizen happiness, etc.
+
tech - The 'tech' actor sets immediate or long-term goals for their technology research.
+
+
The index of the actor specifies which actor of the specified type the agent wants to control. The name of the action denotes the specific action the agent requires the specified actor to take. For instance, if the agent wants to let a unit whose index is 111 plant trees, the action will be of the format ('unit', 111, 'plant').
+
+
Note
+
The observations returned by the environment include the indexes of the actors who can take actions in this step and the names of their actions that are allowed to be taken in the current state.
+
+
For more details about the actions that each type of actor can take, please refer to the following tables.
+
Unit Actions
+
+
+
Action Class
+
Action Description
+
Parameter
+
+
+
ActGoto
+
Go to a target tile
+
the target tile
+
+
+
ActHutEnter
+
Enter a hut in the target tile for random events
+
+
+
ActEmbark
+
Embark on a target boat mooring in an ocean tile
+
the target boat unit
+
+
+
ActDisembark
+
Disembark from a target boat mooring in an ocean tile
+
+
+
ActUnloadUnit
+
Unload all units carried by the transporter unit
+
-
+
+
+
ActBoard
+
Board a boat mooring in the city of the current tile
+
+
+
ActDeboard
+
Deboard a boat mooring in the city of the current tile
+
+
+
ActFortify
+
Fortify in the current tile
+
+
+
ActAttack
+
Attack the unit in a target tile
+
the target tile
+
+
+
ActSpyBribeUnit
+
Bribe a unit of other players to join us
+
the target unit
+
+
+
ActConquerCity
+
Conquer a city belongs to other players
+
the target city
+
+
+
ActSpySabotageCity
+
Sabotage a city belongs to other players
+
+
+
ActSpyStealTech
+
Steal technology from a city belongs to other players
+
+
+
ActMine
+
Mine in the current tile
+
-
+
+
+
ActIrrigation
+
Irrigate in the current tile
+
+
+
ActBuildRoad
+
Build road in the current tile
+
+
+
ActBuildRailRoad
+
Build railroad in the current tile
+
+
+
ActPlant
+
Plant trees in the current tile
+
+
+
ActBuildCity
+
Build a city in the current tile
+
+
+
ActAirbase
+
Build airbase in the current tile
+
+
+
ActFortress
+
Build fortress in the current tile
+
+
+
ActTransform
+
Transform the terrain of the current tile
+
+
+
ActPillage
+
Pillage an infrastructure in the current tile
+
+
+
ActCultivate
+
Cultivate the forest in the current tile into a plain
+
+
+
ActUpgrade
+
Upgrade the unit
+
+
+
ActDisband
+
Disband the unit itself to save cost
+
+
+
ActKeepActivity
+
Keep the current activity in this turn
+
+
+
ActHomecity
+
Set the unit's home city as the city in the current tile
+
+
+
ActJoinCity
+
Join the city in the current tile (increase city population)
+
+
+
ActMarketplace
+
Sell goods in the target city's marketplace
+
the target city
+
+
+
ActInvestigateSpend
+
Investigate a target city belongs to other players
+
+
+
ActEmbassyStay
+
Establish embassy in a target city belongs to other players
+
+
+
ActTradeRoute
+
Establish a trade route from the unit's home city to the target city
+
+
+
+
City Actions
+
+
+
Action Class
+
Action Description
+
Parameter
+
+
+
CityWorkTile
+
Choose a working tile for city
+
the target tile
+
+
+
CityUnworkTile
+
Do not work on a tile
+
+
+
CityBuyProduction
+
Buy building or unit
+
-
+
+
+
CityChangeSpecialist
+
Change the type of a specialist
+
type of the target specialist
+
+
+
CitySellImprovement
+
Sell a building
+
the target building
+
+
+
CityChangeImprovementProduction
+
Construct a building
+
+
+
CityChangeUnitProduction
+
Produce a unit
+
the target unit
+
+
+
+
Diplomacy Actions
+
+
+
Action Class
+
Action Description
+
Parameter
+
+
+
StartNegotiate
+
Start a negotiation
+
target player ID
+
+
+
StopNegotiate
+
End a negotiation
+
+
+
AcceptTreaty
+
Accept treaties
+
+
+
CancelTreaty
+
Cancel a treaty
+
+
+
CancelVision
+
Cancel sharing vision
+
+
+
AddClause
+
Add a basic clause
+
target player ID + target basic clause type
+
+
+
AddTradeTechClause
+
Add a trading tech clause
+
target player ID + giver ID + target technology ID
+
+
+
AddTradeGoldClause
+
Add a trading gold clause
+
target player ID + giver ID + how much gold
+
+
+
AddTradeCityClause
+
Add a trading city clause
+
target player ID + giver ID + target city ID
+
+
+
RemoveClause
+
Remove a clause
+
target player ID + parameters of the target clause
In the full-game, each player acts as a civilization leader. The objective of players is to guide their civilization from its humble beginnings to the greatest civilization. Civilizations evolve through eras from the Bronze Age to the Space Age and the number of controllable objects (units, cities, diplomatic relations, etc.) explodes as the game progresses. In addition, each decision made typically carries a multi-faceted impact, encompassing both long-term strategic consequences and short-term tactical outcomes. It is worth noting that a favorable tactical outcome may not necessarily translate into a positive strategic outcome. For instance, the immediate construction of a city at the beginning of the game can yield greater resources in the early stages (a tactical advantage). In contrast, settling in a resource-rich area after thorough exploration may result in substantial resource accumulation over the long haul (a strategic advantage).
+
Besides the long decision-making horizon, multi-faceted decision impacts, and huge state-action spaces, the full-game exhibits additional characteristics that elevate its complexity:
+
Imperfect info. Players typically only gain the information discovered by their own units and cities, resulting in partially observable states. Players may also obtain others’ vision by diplomatic actions.
+
Stochastic. The dynamics of the environment is stochastic. Moreover, there exist random events and crises that can disrupt plans, forcing players to adapt on the fly and make tough decisions.
+
Multi-goal. There are multiple victory paths, i.e., (1) military: conquering all other civilizations; (2) science: being the first civilization that launches a spacecraft destined for Alpha Centauri; and (3) time: obtaining the highest score, computed based on criteria such as civilization size, wealth, cultural accomplishments, and scientific advancements, before reaching a predetermined number of turns, in case the first two conditions are not met. These paths necessitate a delicate balance between economic expansion, military development, diplomatic influence, cultural achievements, and technological research, which poses a high requirement for learning and reasoning.
+
Dynamic space. As the game unfolds, players continuously produce new units, construct additional cities, engage in battles, and conquer other players. Consequently, the state and action space of a player undergo dynamic changes throughout the gameplay. Designing an effective decision model for the agent to adapt to this evolving space presents a significant challenge.
+
Multi-agent. Multiple players can interact with one another, including hand-crafted AI players provided by Freeciv on the server side. CivRealm allows multiple agents to connect to the same game simultaneously, facilitating self-play training.
+
General-sum. Players are free to form alliances or wage war against others, rendering the full game a general-sum game that necessitates considerations of both cooperative and competitive strategies.
+
Changing players. The number of players can fluctuate during a game due to factors like revolts or civilization conquests, introducing new players controlled by built-in AI or removing existing ones. Such changes often result in significant alterations to the state-action space.
+
Communication. Players can communicate explicitly using two types of communication: diplomatic actions (e.g., adding a clause) and natural language chat through a chat box. This feature enriches player interactions and enables LLM agents to fully leverage their natural language processing capabilities.
+
To implement an agent that plays the full-game, it is important to understand the content of the observations returned by the environment and the format of the actions required by the environment. Please check Observations and Actions for more details.
+The environment provides essential information about the game state, with the most crucial details being observations and info.
+
Info
+
The info returned includes details about the current turn of the game and the actions available to the agent at this step. The dictionary "info['available_actions']" encompasses keys such as 'unit', 'city', 'dipl', 'gov', and 'tech', signifying the types of actors the agent can control. Within each actor type, sub-dictionaries exist, where the keys represent possible actions for the respective actor type, and the values are boolean indicators of action availability. Using this information, the agent can make informed decisions by selecting appropriate actions from the available set.
+
Observations
+
The observations returned reflects the game state in the current time step. It is a dictionary whose keys correspond to different aspects of the decision-making in the game. The keys of observations useful for training include:
+
+
map - Overview on the map, i.e., status (known, visible, etc.), terrain types and potential extras.
+
unit - Overview of the status (health, activity, moves left, etc.) of units. Using this key on observation (i.e., observations['unit']) will retrieve a dictionary whose keys are the indexes of units, and the content under each unit index is the status of the corresponding unit.
+
city - Overview of the status of cities (improvements, production, etc.). Using this key on observation (i.e., observations['city']) will retrieve a dictionary whose keys are the indexes of cities, and the content under each city index is the status of the corresponding city.
+
player - Overview of the status of players. Using this key on observation (i.e., observations['player']) will retrieve a dictionary whose keys are the indexes of players, and the content under each player index is the status of the corresponding player. The status of each player conveys information about multiple aspects, including diplomacy, government, and technology.
+
+
For additional details regarding the observations, kindly consult the tables provided below. It's important to note that information pertaining to diplomacy, government, and technology within the observations' 'player' data is described separately.
+
+
Note
+
There exist other keys besides the above keys. However, the information under those keys is irrelevant to training, so we do not describe them here.
+
+
Observations of Map
+
+
+
Fields
+
Attributes
+
Value domains
+
Descriptions
+
+
+
Basic map
+
Status
+
[0, 2]
+
Size: M * N
+
+
+
Type of terrain
+
[0, 13]
+
+
+
Owner of tiles
+
[0, 255]
+
+
+
Infrastructures
+
0 or 1
+
34 layers of size M * N
+
+
+
Output
+
6 layers of size M * N for 6 output types
+
+
+
Units and city on each tile
+
Unit owner
+
[0, 255]
+
Size: M * N
+
+
+
City owner
+
+
+
Unit distribution
+
52 layers of size M * N for 52 unit types
+
+
+
+
Observations of Unit
+
+
+
Fields
+
Attributes
+
Value domains
+
Descriptions
+
+
+
Common unit field
+
X
+
[0, M]
+
X-coordinate
+
+
+
Y
+
[0, N]
+
Y-coordinate
+
+
+
Owner
+
[0, 255]
+
Player the unit belongs to
+
+
+
HP
+
[0, 65535]
+
Health point of the unit
+
+
+
Produce cost
+
Cost needed to produce this type of unit
+
+
+
Veteran
+
0 or 1
+
Whether the unit is veteran
+
+
+
Can transport
+
Whether the unit can transport other units
+
+
+
Unit type
+
[0, 51]
+
One of 52 unit types
+
+
+
Obsoleted by
+
The unit type this unit can upgrade to
+
+
+
Attack strength
+
[0, 65535]
+
Affect the attack success rate
+
+
+
Defense strength
+
+
+
Firepower
+
The damage of a successful attack
+
+
+
My unit field
+
Unit ID
+
[0, 32767]
+
The ID of the unit
+
+
+
Moves left
+
Actions the unit can take in this turn
+
+
+
Home city
+
City that supports this unit
+
+
+
Upkeep shield
+
Resources needed to support this unit
+
+
+
Upkeep gold
+
+
+
Upkeep food
+
+
+
+
Observations of City
+
+
+
General
+
Attributes
+
Value domains
+
Descriptions
+
+
+
Common city field
+
City name
+
text
+
The name of city
+
+
+
X
+
[0, M]
+
X-Coordinate
+
+
+
Y
+
[0, N]
+
Y-Coordinate
+
+
+
Owner
+
[0, 255]
+
Player this city belongs to
+
+
+
Size
+
The size of this city
+
+
+
My city field
+
City ID
+
[0, 32767]
+
The ID of the city
+
+
+
Food stock
+
The food stock of the city
+
+
+
Shield stock
+
The shield stock of the city
+
+
+
Granary size
+
The granary size of the city
+
+
+
Buy cost
+
Cost to buy the undergoing production
+
+
Turns to complete
+
Number of turns to finish the current production
+
+
+
Luxury
+
Resource outputs in each turn
+
+
+
Science
+
+
+
Food
+
+
+
Gold
+
+
+
Shield
+
+
+
Trade
+
+
+
Bulbs
+
+
+
City waste
+
The waste of the city
+
+
+
City corruption
+
The corruption of the city
+
+
+
City pollution
+
The pollution of the city
+
+
+
Growth in
+
text
+
Number of turns for city population to grow
+
+
+
State
+
[0, 2]
+
City state: disorder, peace, etc.
+
+
+
Production kind
+
[0, 1]
+
Unit or building
+
+
+
Production value
+
[0, 67]
+
Unit or building type being produced
+
+
+
People angry
+
[0, 127]
+
Number of people of each mood
+
+
+
People unhappy
+
+
+
People content
+
+
+
People happy
+
+
+
Surplus food
+
[-32768, 32767]
+
The surplus of the resource
+
+
+
Surplus gold
+
+
+
Surplus shield
+
+
+
Surplus trade
+
+
+
Can build unit
+
0 or 1
+
Binary vectors corresponding to units or buildings
+
+
+
Can build building
+
+
+
Having Buildings
+
+
+
Last completion turn
+
[0,32767]
+
Turn Number when the city completed the last production
+
+
+
+
Observations of Diplomacy
+
+
+
General
+
Attributes
+
Values
+
Descriptions
+
+
+
Common player field
+
Player ID
+
[0, 255]
+
The ID of player
+
+
+
Team
+
The ID of team
+
+
+
Name
+
text
+
The name of the player
+
+
+
Is alive
+
0 or 1
+
Whether the player is alive or not
+
+
+
Score
+
[0, 65535]
+
The score of the player
+
+
+
Turns alive
+
How many turns the player has lived for
+
+
+
Nation
+
[0, 559]
+
The nation of the player
+
+
+
Embassy text
+
text
+
Describe if there are embassies between players
+
+
+
Love
+
Describe players’ attitudes to others
+
+
+
My player field
+
Mood
+
0 or 1
+
Peaceful or Combat
+
+
+
Diplomacy state
+
[0, 6]
+
A categorical vector of my diplomacy states with other players: armistice, war, ceasefire, etc.
+
+
+
+
Observations of Government
+
+
+
General
+
Attributes
+
Values
+
Descriptions
+
+
+
Common government fields
+
Government ID
+
[0, 6]
+
The ID of the government
+
+
+
Government name
+
text
+
The name of the government
+
+
+
My government fields
+
Goal government
+
[0, 6]
+
The goal of revolution
+
+
+
Gold
+
[0, 65535]
+
Gold in treasury
+
+
+
Revolution finishes
+
Number of turns for current revolution to complete
+
+
+
Science
+
[0, 100]
+
Government investment for each aspect. Sum to 100.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/advanced_materials/game_setting_tables/basic_settings.csv b/advanced_materials/game_setting_tables/basic_settings.csv
new file mode 100644
index 0000000..38a6edb
--- /dev/null
+++ b/advanced_materials/game_setting_tables/basic_settings.csv
@@ -0,0 +1,24 @@
+Argument,Default value,Description
+username,myagent,"The user name used to log in the game. Spaces and underscores are not allowed."
+max_turns,1000,"The maximum number of turns per game. The game will end after the turn number reaches this limit."
+host,localhost,"The URL that hosts the game."
+client_port,6001,"The port to be connected by the client. Used in the single-thread mode. For parallel running, the client port is chosen from available ports."
+multiplayer_game,True,"Whether to start a multiplayer game or single-player game."
+hotseat_game,False,"Whether to use the hotseat mode in a single-player game."
+wait_for_observer,False,"Whether to wait for an observer to join before starting the game. If set to True, the game will not start until a user observes the game through the browser."
+server_timeout,30,"The duration in seconds before considering the server as timed out. In pytest, we automatically set it to be 5 in conftest.py."
+wait_for_timeout,10000,"Sometimes we perform an invalid action and cannot receive the response to wait_for_packs. We wait for wait_for_timeout seconds and clear the wait_for_packs to prevent the process from sticking."
+begin_turn_timeout,30,"Sometimes, the server is stuck for unknown reasons and will not return a begin_turn packet. We wait for begin_turn_timeout seconds before we close the environment. This configuration should be carefully set when playing with human or AI agents because they may take more than 60 seconds for each of their turns. In those cases, the server will send a begin_turn packet only after they finish their turns."
+pytest,False,"Whether in pytest mode. In pytest, we automatically set it as True in conftest.py."
+score_window,10,"The number of episode scores maintained in the ParallelTensorEnv."
+aifill,4,"The number of AI players to be initialized when a game starts."
+maxplayers,10,"The maximum number of players allowed to join a game."
+self_play,True,"Whether to start multiple clients for self-play. When it is true, the following clients will add an increasing index to their username for login to the same game. Note that when running pytest, we automatically set this as False. By doing so, different tests connecting to the same port will raise an exception and force one test to re-select a random new port."
+minp,1,"The minimum number of players needed for starting a game."
+allowtake,"HAhadOo","Decides whether one can take control/observe a player. Please check the details of this setting in the Freeciv instruction."
+autotoggle,disabled,"Whether to allow an AI to control a player when the previous player disconnects."
+endvictory,enabled,"Whether to end the game when some players succeed under victory conditions. Options: enabled, disabled."
+victories,"SPACERACE|ALLIED","Victory condition options: SPACERACE|ALLIED|CULTURE. If a certain victory condition is not set, the calculation logic for that victory condition will be skipped."
+openchatbox,enabled,"Whether to open the chatbox in the web interface. Options: enabled, disabled."
+ruleset,classic,"The ruleset to be used."
+runner_type,"parallel","The type of runner."
diff --git a/advanced_materials/game_setting_tables/debug.csv b/advanced_materials/game_setting_tables/debug.csv
new file mode 100644
index 0000000..58c61ac
--- /dev/null
+++ b/advanced_materials/game_setting_tables/debug.csv
@@ -0,0 +1,19 @@
+Argument,Default value,Description
+record_action_and_observation,False,"Records the game state and available actions at every step. **Warning**: generates many log files if True. Turned off by default."
+take_screenshot,False,"Take screenshots during playing. *wait_for_observer* flag should be set to *True* if enabling screenshots. You can execute the 'update_javascript_for_clean_screenshot' command first for generating cleaner screenshots. **Warning**: generates many log files if True. Turned off by default."
+global_view_screenshot,True,"Global view screenshot."
+sleep_time_after_turn,0.0,"The sleep time after each turn."
+headless,False,"The headless mode for the browser when take_screenshot is true."
+window_size_x,null,"The window size (width) for screenshot."
+window_size_y,null,"The window size (height) for screenshot."
+get_webpage_image,null,"Get webpage image data by locating elements by ID on the web page. *wait_for_observer* flag should be set to 'True' if enabling screenshots. Options include, but are not limited to: ['cities_tab', 'tech_tab', 'players_tab', 'civ_tab', 'map_tab']."
+autosave,True,"If true, auto save the game at the beginning of every turn. The save will be deleted at the end of that turn unless the program finds issues in that turn."
+interrupt_save,False,"If true, will save the game when using KeyboardInterrupt. Note that when using this, autosave should be disabled. Otherwise, the game will be saved at the beginning of every turn and cannot be saved again when using KeyboardInterrupt."
+password,civrealm,"Password used to log in to the Freeciv-web account."
+load_game,"","The name of the saved game to be loaded."
+randomly_generate_seeds,True,"Whether to use randomly generated seeds for running games. If True, the following random seeds (mapseed, gameseed, agentseed) are ignored."
+mapseed,88,"The seed for generating a map. The same seed leads to the same map."
+gameseed,1729,"The seed for fixing the behavior of random outputs."
+agentseed,1729,"The seed for fixing the action sequence when the game/map is fixed."
+tensor_debug,False,"Whether to print debug information for tensor env."
+logging_path,null,"The path to the directory that stores the log files. Use null for the default path 'civrealm/logs'."
diff --git a/advanced_materials/game_setting_tables/parallel.csv b/advanced_materials/game_setting_tables/parallel.csv
new file mode 100644
index 0000000..0e53f90
--- /dev/null
+++ b/advanced_materials/game_setting_tables/parallel.csv
@@ -0,0 +1,4 @@
+Argument,Default value,Description
+batch_size_run,5,"Number of environments running simultaneously to sample experience."
+epoch_num,1,"Number of epochs to run. Each epoch runs batch_size_run environments."
+port_start,6300,"The port used by the first environment; other parallel environments use ports following this port."
diff --git a/advanced_materials/game_settings.html b/advanced_materials/game_settings.html
new file mode 100644
index 0000000..4ab6ade
--- /dev/null
+++ b/advanced_materials/game_settings.html
@@ -0,0 +1,2080 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Game Settings - CivRealm
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
The game setting is specified in the default_settings.yaml file under the civrealm folder. To overwrite a setting, you can do either of the following:
+
+
Directly change the value in the default_settings.yaml file. Or
+
Use the --setting argument. For example, to set the maximum number of turns to 5 for a quick test, you can use the following command:
+
+
test_civrealm--max_turns5
+
+
The details of the game setting are as follows:
+
Basic Settings for Game Play
+
+
+
+
Argument
+
Default value
+
Description
+
+
+
+
+
username
+
myagent
+
The user name used to log in the game. Spaces and underscores are not allowed.
+
+
+
max_turns
+
1000
+
The maximum number of turns per game. The game will end after the turn number reaches this limit.
+
+
+
host
+
localhost
+
The URL that hosts the game.
+
+
+
client_port
+
6001
+
The port to be connected by the client. Used in the single-thread mode. For parallel running, the client port is chosen from available ports.
+
+
+
multiplayer_game
+
True
+
Whether to start a multiplayer game or single-player game.
+
+
+
hotseat_game
+
False
+
Whether to use the hotseat mode in a single-player game.
+
+
+
wait_for_observer
+
False
+
Whether to wait for an observer to join before starting the game. If set to True, the game will not start until a user observes the game through the browser.
+
+
+
server_timeout
+
30
+
The duration in seconds before considering the server as timed out. In pytest, we automatically set it to be 5 in conftest.py.
+
+
+
wait_for_timeout
+
10000
+
Sometimes we perform an invalid action and cannot receive the response to wait_for_packs. We wait for wait_for_timeout seconds and clear the wait_for_packs to prevent the process from sticking.
+
+
+
begin_turn_timeout
+
30
+
Sometimes, the server is stuck for unknown reasons and will not return a begin_turn packet. We wait for begin_turn_timeout seconds before we close the environment. This configuration should be carefully set when playing with human or AI agents because they may take more than 60 seconds for each of their turns. In those cases, the server will send a begin_turn packet only after they finish their turns.
+
+
+
pytest
+
False
+
Whether in pytest mode. In pytest, we automatically set it as True in conftest.py.
+
+
+
score_window
+
10
+
The number of episode scores maintained in the ParallelTensorEnv.
+
+
+
aifill
+
4
+
The number of AI players to be initialized when a game starts.
+
+
+
maxplayers
+
10
+
The maximum number of players allowed to join a game.
+
+
+
self_play
+
True
+
Whether to start multiple clients for self-play. When it is true, the following clients will add an increasing index to their username for login to the same game. Note that when running pytest, we automatically set this as False. By doing so, different tests connecting to the same port will raise an exception and force one test to re-select a random new port.
+
+
+
minp
+
1
+
The minimum number of players needed for starting a game.
+
+
+
allowtake
+
HAhadOo
+
Decides whether one can take control/observe a player. Please check the details of this setting in the Freeciv instruction.
+
+
+
autotoggle
+
disabled
+
Whether to allow an AI to control a player when the previous player disconnects.
+
+
+
endvictory
+
enabled
+
Whether to end the game when some players succeed under victory conditions. Options: enabled, disabled.
+
+
+
victories
+
SPACERACE|ALLIED
+
Victory condition options: SPACERACE|ALLIED|CULTURE. If a certain victory condition is not set, the calculation logic for that victory condition will be skipped.
+
+
+
openchatbox
+
enabled
+
Whether to open the chatbox in the web interface. Options: enabled, disabled.
+
+
+
ruleset
+
classic
+
The ruleset to be used.
+
+
+
runner_type
+
parallel
+
The type of runner.
+
+
+
+
Settings for parallel running
+
+
+
+
Argument
+
Default value
+
Description
+
+
+
+
+
batch_size_run
+
5
+
Number of environments running simultaneously to sample experience.
+
+
+
epoch_num
+
1
+
Number of epochs to run. Each epoch runs batch_size_run environments.
+
+
+
port_start
+
6300
+
The port used by the first environment; other parallel environments use ports following this port.
+
+
+
+
Settings for debug
+
+
+
+
Argument
+
Default value
+
Description
+
+
+
+
+
record_action_and_observation
+
False
+
Records the game state and available actions at every step. Warning: generates many log files if True. Turned off by default.
+
+
+
take_screenshot
+
False
+
Take screenshots during playing. wait_for_observer flag should be set to True if enabling screenshots. You can execute the 'update_javascript_for_clean_screenshot' command first for generating cleaner screenshots. Warning: generates many log files if True. Turned off by default.
+
+
+
global_view_screenshot
+
True
+
Global view screenshot.
+
+
+
sleep_time_after_turn
+
0.0
+
The sleep time after each turn.
+
+
+
headless
+
False
+
The headless mode for the browser when take_screenshot is true.
+
+
+
window_size_x
+
null
+
The window size (width) for screenshot.
+
+
+
window_size_y
+
null
+
The window size (height) for screenshot.
+
+
+
get_webpage_image
+
null
+
Get webpage image data by locating elements by ID on the web page. wait_for_observer flag should be set to 'True' if enabling screenshots. Options include, but are not limited to: ['cities_tab', 'tech_tab', 'players_tab', 'civ_tab', 'map_tab'].
+
+
+
autosave
+
True
+
If true, auto save the game at the beginning of every turn. The save will be deleted at the end of that turn unless the program finds issues in that turn.
+
+
+
interrupt_save
+
False
+
If true, will save the game when using KeyboardInterrupt. Note that when using this, autosave should be disabled. Otherwise, the game will be saved at the beginning of every turn and cannot be saved again when using KeyboardInterrupt.
+
+
+
password
+
civrealm
+
Password used to log in to the Freeciv-web account.
+
+
+
load_game
+
+
The name of the saved game to be loaded.
+
+
+
randomly_generate_seeds
+
True
+
Whether to use randomly generated seeds for running games. If True, the following random seeds (mapseed, gameseed, agentseed) are ignored.
+
+
+
mapseed
+
88
+
The seed for generating a map. The same seed leads to the same map.
+
+
+
gameseed
+
1729
+
The seed for fixing the behavior of random outputs.
+
+
+
agentseed
+
1729
+
The seed for fixing the action sequence when the game/map is fixed.
+
+
+
tensor_debug
+
False
+
Whether to print debug information for tensor env.
+
+
+
logging_path
+
null
+
The path to the directory that stores the log files. Use null for the default path 'civrealm/logs'.
Welcome to Civrealm LLM Agent! This documentation will guide you through the process of building LLM agents in CivRealm Environment. We will first provide an overview of CivRealm LLM Env, followed by instruction on how to use the civrealm-llm-baseline repository to build llm agents Mastaba and BaseLang on this environment.
+
🌏 Civrealm LLM Environment
+
The Civrealm LLM Environment is a LLM environment wrapped
+upon Civrealm Base Env specifically designed for building LLM agents. This environment
+
+
provides observations of each actor in natural language
+
provides valid actions of each actor in natural language
+
restricts valid actions in order to reduce meaningless actions
+
executes actions described by natural language
+
+
Besides, a LLM wrapper is open to customize your own environment.
Observations and actions in natural language are stored in llm_info as:
+
info["llm_info"]
+
+
llm_info is a Dict consisting of 6 subspaces with keys "player", "city", tech", "unit", "dipl", and "gov". Subspace of "unit" is a Dict with keys of unit_id, and subspace of "city" is a Dict with keys of city_id, describing "name", "available_actions", and local "observations" of the corresponding unit and city. Subspaces of "player", tech", "dipl", and "gov" are currently empty, and will be completed in the future, meaning that LLM Env only support controlling units and cities by natural language at this stage.
+
Read llm_info of "unit 121" by:
+
info["llm_info"]['unit']['121']
+
+
+
Choose an existing unit or city
+
You should read llm_info of an currently existing unit or city
BaseLang consists of three components: observation, reasoning, and commands. For observation, a 5 * 5 tile-based observation is employed, centered on each unit's location, optimizing tactical information provision while accommodating strategic depth. The reasoning module mimics AutoGPT and outputs in three stages: thought, reasoning, and command. Commands empower the agent with the choice between "manual and history search" and "final decision" commands, enabling data retrieval from a vector database or selecting available actions to execute based on environmental and historical context. Finally, individual LLMs are assigned to each unit, with their context histories, to facilitate detailed planning.
+
Mastaba
+
To facilitate cooperation between independent entities, Mastaba introduces a hierarchical structure, organizing LLM workers, observations, and decision-making into a pyramid-like structure.
+
LLM Workers.
+Within Mastaba, LLM workers are structured as two layers. At the pinnacle is the "advisor", tasked with overseeing all other LLM workers. The advisor monitors the holistic nationwide perspective, including unit counts, city metrics, and enemy player information. At the operational level, Mastaba maintains LLM workers that resemble BaseLang's structure.
+
Observation.
+Mastaba adopts a pyramid-like map view, condensing data from a 15 * 15 tile region into 9 blocks, each spanning 5 * 5 tiles. This design enables entities to grasp information within a broader range while managing prompt loads effectively, thereby elevating map awareness.
+
Decision-making.
+Mastaba's decision-making workflow follows its agent structure. The advisor initiates each turn with a nationwide assessment, encompassing cities, units, and potential threats. It generates suggestions during each turn and communicates them to other LLM workers, who independently select actions for their entities. Additionally, workers possess the capability to query a vector database for knowledge, enabling informed decisions based on manual or stored experiences.
+
🏃 Using civrealm-llm-baseline Repository
+
The civrelam-llm-baseline repository is a collection of code and utilities that provide a baseline implementation for building llm agents. It includes two agents: Mastaba and BaseLang, in the Civrealm LLM Environment.
+
🏌️ Getting Started
+
To get started, follow these steps:
+
+
+
Clone the civrealm-llm-baseline repository from GitHub and enter the directory:
+
cdcivrealm-llm-baseline
+
+
+
+
Set environment variables. The following groups are independent. Set only one group and use that group. OpenAI GPT is preferred.
+
# Group 1
+export OPENAI_API_TYPE=<api-type> # e.g. 'azure'
+export OPENAI_API_VERSION='<openai-api-version>'
+export OPENAI_API_BASE=<openai-api-base> # e.g. 'https://xxx.openai.azure.com'
+export OPENAI_API_KEY=<openai-api-key>
+export DEPLOYMENT_NAME=<deployment-name> # e.g. 'gpt-35-turbo-16k'
+
+
# Group 2
+export AZURE_OPENAI_API_TYPE=<azure-openai-api-type> # e.g. 'azure'
+export AZURE_OPENAI_API_VERSION=<azure-openai-api-version> # e.g. '2023-05-15'
+export AZURE_OPENAI_API_BASE=<azure-openai-api-base>
+export AZURE_OPENAI_API_KEY=<azure-openai-api-key>
+
+
# Group 3
+export LOCAL_LLM_URL=<local-llm-url> # You may choose to use local LLM.
+# Pinecone
+export MY_PINECONE_API_KEY=<pinecone-api-key> # Necessary. Free account is enough.
+export MY_PINECONE_ENV=<pinecone-env> # e.g. 'gcp-starter'
+
In this guide, we introduced the CivRealm LLM Environment and explained
+how to use the civrealm-llm-baseline repository to build llm agents on this environment. We encourage you to experiment with different LLM frameworks to further enhance your agent's performance.
The general pipeline of creating new mini-game is as follows:
+
+
graph TD
+ A(<a href="#be-clear-about-what-to-do">Be clear about \nwhat to do<a>) --> D(<a href="#use-gtk-tool-to-generate-basic-archive">Use gtk tool to generate basic archive</a>)
+ D --> F(<a href="#set-mini-game-messages-by-lua-script">Set mini-game messages by lua script</a>)
+ F --> E(<b><a href="#large-batch-auto-random-generation">Large batch auto random generation</a></b>)
+ E --> H{<a href="#mini-game-validation">Mini-Game Validation</a>}
+ H --> |Not Pass| J{Bug from \nCivrealm}
+ J --> |Yes| K[Contribute bugfix for Civrealm]
+ J --> |No| D
+ H --> |Pass| I[Create new Mini-Game successfully]
+
+
+
Be clear about what to do
+
The basic design mechanisms of mini-game are:
+
+
+
Single Goal. Don't consider multiple learning objectives at the same time, otherwise the game will become less mini after more influences are introduced.
+
+
+
Feasible Action. In the huge space of action, be clear about which actions are relevant to your goal, and avoid too many unrelated or paradoxical actions in actionable actions.
+
+
+
Computable Reward. In addition to the final score at the end of the game, the reward for each step or turn can be defined and calculated.
+
+
+
At the beginning of designing a mini-game, you have to answer the following questions:
+
+
+
What type of the mini-game do you want to design?
+
+
+
When does the mini-game end?
+
+
+
How to calculate the reward for each step?
+
+
+
How to set the difficulty of the game?
+
+
+
These questions will be given appropriate suggestions to some extent below.
+
Use gtk tool to generate basic archive
+
The tool of freeciv-gtk is provided by freeciv official team to help us design the very basic version of each mini-game. Please follow the instructions in ((https://github.com/freeciv/freeciv/tree/main/doc)) to install the tool and run it, specify the game settings and ruleset, which would be like:
+
+
+
+
+
+
After start a new game, use 'Edit -> Edit Mode' to design the scenario as you expect and then finish making an initial version of savegame. Save the edited scenario so that you can further edit or load it in the game. After that, you can continue to add messages and generate random maps based on it, which is introduced as followed.
+
+
+
+
+
Set mini-game messages by lua script
+
+
Warning
+
Donot modify sav file directly in general. Because the fields in the sav file have dependencies on each other, if you modify a field without noticing some other fields that need to be modified at the same time, it will cause the server to load the sav file unsuccessfully.
+
+
The lua script is used to send mini-game messages to the agent. Before adding the lua script for basic sav file, you need to understand the archive format of freeciv and how it defines the game state internally.
+
+
+
The suffix of the game archive file is .sav, and usually compressed as a compressed file with .xz or .zst suffix. If the archive file is compressed, you need to use the corresponding component to decompress it to get the sav file.
+
+
+
In the sav file, there are many key-value structures to describe the current game state. Here, We list the main tags and their explanations:
+
+
+
+
+
Tag
+
Description
+
+
+
savefile
+
A set of definition rules for common elements, including activity, technology, etc.
+
+
+
game
+
The base state values of the game, such as turn, launch order and year.
+
+
+
script
+
The script of lua. At the inherent or designed trigger points of the game, obtain the internal data of the game, calculate the custom game state values, and send out event messages.
+
+
+
settings
+
The setting of freeciv server.
+
+
+
map
+
The global map of world, and distribution information of resources, cities, and land development.
+
+
+
player0
+
The game status of a player with an id of 0, including information such as how many units and cities the player0 have.
+
+
+
score0
+
The scores of a player with an id of 0, including information such as total score and unhappy degree.
+
+
+
research
+
The progress of research for each player.
+
+
+
+
Here, we focus on the implementation of script tag. In the sav file, the format of script as below:
+
[script]
+code=${lua code}$
+
+
{lua code} is the code of lua language that implements to send mini-game messages.
+
Firstly, you need to consider which trigger points to set during the game in order to change the status value of the mini-game, and set up the end conditions of the game.
+All trigger action functions can be referred to the Lua Reference manual. We list the common trigger action functions as follows:
+
+
+
(return) type
+
function name/variable
+
arguments
+
comments
+
+
+
Boolean
+
turn_begin
+
(Number turn, Number year)
+
Trigger at each turn begining.
+
+
+
Boolean
+
city_built
+
(City city)
+
Trigger at city built.
+
+
+
Boolean
+
unit_lost
+
(Unit unit, Player loser, String reason)
+
Trigger at unit lost.
+
+
+
Boolean
+
city_destroyed
+
(City city, Player loser, Player destroyer)
+
Trigger at city destroyed.
+
+
+
+
In addition, we developed the following trigger action function to enhance the perception of the freeciv-server game process:
+
+
+
(return) type
+
function name/variable
+
arguments
+
comments
+
+
+
Boolean
+
game_started
+
(Player player)
+
Trigger at game started. The `game_started` supports to display the welcome message at the beginning of the game, if you use the `turn_begin` to set turn=1 to display the welcome message, it will not take effect, because the game thinks that it is already in the current turn running state, and will not trigger the judgment of the `turn_begin`, although this function can be achieved by setting the technique of phase=1 additionally, but the setting will cause other players to act first, which will bring unexpected problems.
+
+
+
Boolean
+
game_ended
+
(Player player)
+
Trigger at game ended. Since freeciv-server has many internal conditions for ending the game, all the end states of the game can be recycled by using game_ended. If game ended, set mini-game `status`=1(MinitaskGameStatus.MGS_END_GAME).
+
+
+
Boolean
+
action_finished_worker_build
+
(City city)
+
Trigger at activity finished by worker.
+
+
+
Boolean
+
action_started_worker_build
+
(City city)
+
Trigger at activity started by worker.
+
+
+
+
Secondly, calculate the mini-score and mini-goal.
+
Taking mini-game battle as an example, the formula for calculating the mini-score is as follows:
The larger the mini_score is, the more units of human player survives, the better, and the more units of ai player is destroyed, the better. The mini-goal is setting to
It means that if you want to satisfy mini_score>=mini_goal to succeed, you need to destroy all units of ai player.
+
Finally, wrap your message of mini-game and send it out throught E.SCRIPT event. The event function is:
+
notify.event(nil, nil, E.SCRIPT, _(${message}))
+
+
Large batch auto random generation
+
The auto random generation is supported by the civrealm-sav module. To implement a new mini-game dependently, you should inherit class SavTaskGenerator. For example,
The tools contains map_opunit_op, player_op, game_op, etc. The main functions of tools are as follows:
+
+
+
OP
+
function name
+
comments
+
+
+
map_op
+
gen_random_walk_map
+
Randomly generate mini-game map by random walk with modifying the terrain, resource and shape of land.
+
+
+
unit_op
+
set_location_with_cluster
+
Randomly set location for units.
+
+
+
player_op
+
set_name
+
Assignment the name of mini-game.
+
+
+
game_op
+
set_init_status
+
Set game status initially.
+
+
+
+
Use these functions to help you to implement large batch auto random generation of mini-game.
+
Mini-Game Validation
+
Check your mini-game inside freeciv-web, and test the mini-game to follow the section Play mini-game as a random agent. If the tests pass, congratulations on completing the task for creating new mini-game.
Based on the richness of terrain resources, the comparison of unit quantities, and other information, we designed the difficulty level of the mini-game.
In the mini-game, the player’s current victory status can be represented as: failure, success, and unknown. The unknown state signifies that the game has not yet concluded, while the determination of failure and success only occurs after the game ends.
Due to the multifaceted aspects of a full game, including economic expansion, military development, diplomatic negotiations, cultural construction, and technological research, we have devised mini games to address each component individually. Each mini-game is designed with specific objectives, varying difficulty levels, step-based rewards, and an overall game score. The designed details could be found in the paper.
+
By the end of this tutorial, you will be able to use API to play the mini-game.
+
Load Mini-Game by freeciv-web
+
+Prepare Dataset For Freeciv-web version == 1.3
+
Before you start the mini-game, you need to load the mini-game designed archives into the server’s laoding archive path.
+
The steps are as follows:
+
Step 1: find your used version on the releases page, and download the data files for the mini-game to your local path such as /tmp/minigame/
+
Step 2: copy the data files, and extract them into the corresponding docker savegame path. If the docker image is freeciv-web, and the tomcat version is 10, then execute the following commands:
To load the mini-game sav file MINIGAME_FILE_NAME by the freeciv-web service, follow these steps:
+
+
+
Login by the Player name minitask, and click the Customize Game button;
+
+
+
+
Enter the command /load MINIGAME_FILE_NAME in the input box at the bottom;
+
+
+
+
Click the Start Game button to start the mini-game.
+
+
+
+
Initialize Random Mini-Game
+
civrealm/FreecivMinitask-v0 is the environment of mini-game. When the mini game is launched, its internal design will randomly select a game of any type and any difficulty.
The messages of mini-game are passed from the server to the agent at each trigger point by lua script setting. The general json structure of message is:
The task is used to label the source of message. The task for messages from mini-game is set to be minitask.
+
+
+
The final element of metrics records the final game review status for each trigger action, which is actually used in civrealm. In the dict structure of metrics elements, we can define other useful auxiliary information
+
+
+
The metrics.mini_score is used to record the agent's mini-game score.
+
+
+
The metrics.mini_goal is used to record the agent's mini-game goal, which is to set the game victory score threshold.
+
+
+
The metrics.max_turn is limited to a certain number of turns. If the maximum number of turns is exceeded, failure is returned in civrealm.
+
+
+
The metrics.is_mini_success is used to record the player succeed status of player, which is the same as success defined of minitask info in civrealm. If succeed, it requires that mini_score>=mini_goal.
+
+
+
Play mini-game as a random agent
+
Generally speaking, it is difficult for random agents to win the battle and diplomacy mini-game, and in the development mini-game, the game victory condition will be met with a certain probability.
In the log, We can see that each step displays some fields from the above definitions as Definition of Mini-game messages, and some are auxiliary fields designed by mini-game itself such as human_leader_alive.
+
Play mini-game as a AI-assistant agent
+
+
Warning
+
The AI-assistant agent only supports development_build_city.
+
+
To engage in a dialogue with the rule-based AI assistant integrated within the freeciv server, please configure the following command:
+
fc_args['advisor']='enabled'
+
+
The comprehensive script for invoking the AI assistant within the minigame setting is outlined below:
+
Civrealm supports parallel training to speed up the learning process. Concretely, we use Ray to implement the parallel training function in the FreecivParallelEnv class located in src/civrealm/envs/freeciv_parallel_env.py. To initialize the parallel running environments, simply create multiple FreecivParallelEnvobjects:
+
def__init__(self,env_name,agent):
+# Number of envs that run simultaneously
+self.batch_size_run=fc_args['batch_size_run']
+# Initialize envs
+self.envs=[]
+for_inrange(self.batch_size_run):
+env=FreecivParallelEnv.remote(env_name)
+self.envs.append(env)
+
+
To reset the environments to get initial observations, we can call the reset() method of each FreecivParallelEnvobject. Each FreecivParallelEnvobject will run its reset process simultaneously and we can retrieve the results based on the result ids.
After the environments are reset, we call the step() method of each FreecivParallelEnvobject to play the game. Similar to reset, each FreecivParallelEnvobject runs its step process simultaneously and we can retrieve the results based on the result ids. After all parallel running environments are terminated, we call the close() method of FreecivParallelEnvobjects to close them.
+
defrun(self):
+self.reset()
+all_terminated=False
+# Store whether an env has terminated
+dones=[False]*self.batch_size_run
+# Store whether an env has closed its connection
+closed_envs=[False]*self.batch_size_run
+
+whileTrue:
+observations=[None]*self.batch_size_run
+infos=[None]*self.batch_size_run
+rewards=[0]*self.batch_size_run
+# Start the parallel running
+result_ids=[]
+# key: index of result_ids, value: id of env
+id_env_map={}
+# Make a decision and send action for each parallel environment
+foriinrange(self.batch_size_run):
+ifnotdones[i]:
+observation=self.batchs[self.t][0][i]
+info=self.batchs[self.t][1][i]
+ifrandom.random()<0.1:
+action=None
+else:
+action=self.agent.act(observation,info)
+print(f"Env ID: {i}, turn: {info['turn']}, action: {action}")
+id=self.envs[i].step.remote(action)
+result_ids.append(id)
+id_env_map[id]=i
+
+finished=False
+unready=result_ids
+# Get the result of each environment one by one
+whilenotfinished:
+# The num_returns=1 ensures ready length is 1.
+ready,unready=ray.wait(unready,num_returns=1)
+# Get the env id corresponding to the given result id
+env_id=id_env_map[ready[0]]
+try:
+result=ray.get(ready[0])
+observations[env_id]=result[0]
+rewards[env_id]=result[1]
+terminated=result[2]
+truncated=result[3]
+infos[env_id]=result[4]
+dones[env_id]=terminatedortruncated
+print(f'Env ID: {env_id}, reward: {rewards[env_id]}, done: {dones[env_id]}')
+exceptExceptionase:
+print(str(e))
+self.logger.warning(repr(e))
+dones[env_id]=True
+ifnotunready:
+finished=True
+self.batchs.append(
+(observations,infos,rewards,dones))
+
+result_ids=[]
+# Close the terminated environment
+foriinrange(self.batch_size_run):
+ifdones[i]andnotclosed_envs[i]:
+result_ids.append(self.envs[i].close.remote())
+closed_envs[i]=True
+ray.get(result_ids)
+all_terminated=all(dones)
+ifall_terminated:
+break
+# Move onto the next timestep
+self.t+=1
+
+returnself.batchs
+
+
For a complete example, you may refer to the ParallelRunner class located in src/civrealm/runners/parallel_runner.py. You can run src/civrealm/random_game_parallel.py to test ParallelRunner. In addition, you can also regard the ParallelTensorEnv class located in src/civrealm/envs/parallel_tensor_env.py as an example. The TensorBaselineEnv class in the civtensor package uses the ParallelTensorEnv class to achieve parallel training.
Welcome to Civrealm Tensor Agent!
+This documentation will guide you through the process of training tensor-based agents,
+specifically using the Proximal Policy Optimization (PPO), in the Civrealm Environment.
+We will first provide an overview of the Civrealm Tensor Env,
+followed by instructions on how to use the civrealm-tensor-baseline repository
+to train a PPO agent on this environment.
+
🌏 Civrealm Tensor Environment
+
The Civrealm Tensor Environment is a reinforcement learning environment wrapped
+upon Civrealm Base Env specifically designed for training agents using tensor-based algorithms.
+This environment
+
+
offer immutable spaces for mutable observation and actions,
+
provides flattened, tensorized observation and action spaces,
+
restrict available actions in order to reduce meaningless actions,
+
offers delta game score as a basic reward for RL agents,
+
provide parallel environments with batched inputs and outputs for efficient training,
+
+
and various modular wrappers which are open to customize your own environment.
Start a parallel tensor environment with 8 parallel FreecivTensor envs:
+
# Training Fullgame
+env=gymnasium.make("civtensor/TensorBaselineEnv-v0",parallel_number=8,task="fullgame")
+# Training Minitasks
+# env = gymnasium.make("civtensor/TensorBaselineEnv-v0", parallel_number=8,task="development_build_city normal")
+obs,info=env.reset()
+
+
Observation
+
The observation space is a gymnasium.Dict() consisting of 9 subspaces with keys listed below.
+
Observations can be immutable and mutable.
+
Immutable Obs: map, player, rules.
+
hey have fixed dimensions through the game-play.
+
+Immutable Observations
+
Immutables
Field
Dimension
rules
build_cost
(120,)
map
status
(84, 56, 3)
terrain
(84, 56, 14)
extras
(84, 56, 34)
output
(84, 56, 6)
tile_owner
(84, 56, 1)
city_owner
(84, 56, 1)
unit
(84, 56, 52)
unit_owner
(84, 56, 1)
player
score
(1,)
is_alive
(1,)
turns_alive
(1,)
government
(6,)
target_government
(7,)
tax
(1,)
science
(1,)
luxury
(1,)
gold
(1,)
culture
(1,)
revolution_finishes
(1,)
science_cost
(1,)
tech_upkeep
(1,)
techs_researched
(1,)
total_bulbs_prod
(1,)
techs
(87,)
+
+
Mutable Obs: unit, city, others_unit, others_city, others_player, dipl.
+
The number of units, cities, and other mutable observations are constantly changing.
+Nevertheless, we truncate or pad mutable entities to a fixed size.
+
+
+
+
Mutables
+
Size
+
+
+
+
+
unit
+
128
+
+
+
city
+
32
+
+
+
others_unit
+
128
+
+
+
others_city
+
64
+
+
+
others_player
+
10
+
+
+
dipl
+
10
+
+
+
+
+Mutable Observations for a Single Entity
+
Mutables
Field
Dimension per Entity
city
owner
(1,)
size
(1,)
x
(1,)
y
(1,)
food_stock
(1,)
granary_size
(1,)
granary_turns
(1,)
production_value
(120,)
city_radius_sq
(1,)
buy_cost
(1,)
shield_stock
(1,)
disbanded_shields
(1,)
caravan_shields
(1,)
last_turns_shield_surplus
(1,)
improvements
(68,)
luxury
(1,)
science
(1,)
prod_food
(1,)
surplus_food
(1,)
prod_gold
(1,)
surplus_gold
(1,)
prod_shield
(1,)
surplus_shield
(1,)
prod_trade
(1,)
surplus_trade
(1,)
bulbs
(1,)
city_waste
(1,)
city_corruption
(1,)
city_pollution
(1,)
state
(5,)
turns_to_prod_complete
(1,)
prod_process
(1,)
ppl_angry
(6,)
ppl_unhappy
(6,)
ppl_content
(6,)
ppl_happy
(6,)
before_change_shields
(1,)
unit
owner
(1,)
health
(1,)
veteran
(1,)
x
(1,)
y
(1,)
type_rule_name
(52,)
type_attack_strength
(1,)
type_defense_strength
(1,)
type_firepower
(1,)
type_build_cost
(1,)
type_convert_time
(1,)
type_obsoleted_by
(53,)
type_hp
(1,)
type_move_rate
(1,)
type_vision_radius_sq
(1,)
type_worker
(1,)
type_can_transport
(1,)
home_city
(1,)
moves_left
(1,)
upkeep_food
(1,)
upkeep_shield
(1,)
upkeep_gold
(1,)
others_city
owner
(1,)
size
(1,)
improvements
(68,)
style
(10,)
capital
(1,)
occupied
(1,)
walls
(1,)
happy
(1,)
unhappy
(1,)
others_unit
owner
(1,)
veteran
(1,)
x
(1,)
y
(1,)
type
(52,)
occupied
(1,)
transported
(1,)
hp
(1,)
activity
(1,)
activity_tgt
(1,)
transported_by
(1,)
others_player
score
(1,)
is_alive
(2,)
love
(12,)
diplomatic_state
(8,)
techs
(87,)
dipl
type
(20,)
give_city
(32,)
ask_city
(64,)
give_gold
(16,)
ask_gold
(16,)
+
+
Action
+
In tensor environment, the complete action space is
The actor_type indicate which actor type this action belongs to, the value \(\in [0\dots5]\) indicating city,unit,gov,dipl,tech,end-turn respectively.
+
For a mutable type $mutable, ${mutable}_id indicates the position of the unit to take this action in the list of entities. For example, unit_id=0 might indicate a Settler located at a specific tile.
+
${actor_type}_action_type is an action index which can be translated into a specific action, for example goto_8 or stop_negotiation.
+
+Tip
+
Although the full action space is a Cartesion product of 9 subspaces, the actor_type will determine which category of entity should execute this action, and ${actor_type}_id will determine which entity should execute a specific action ${actor_type}_action_type.
+
Thus it suffices for the env to only look at 3 tuples: (actor_type, ${actor_type}_id, ${actor_type}_action_type), and it's legitimate to pass a 3-tuple if their values and types are compatible.
+
+
+Action Space Details
+
Category
Actions
Count
city
city_work_None_
4
city_unwork_None_
4
city_work_
20
city_unwork_
20
city_buy_production
1
city_change_specialist_
3
city_sell
35
produce
120
unit
transform_terrain
1
mine
1
cultivate
1
plant
1
fortress
1
airbase
1
irrigation
1
fallout
1
pollution
1
keep_activity
1
paradrop
1
build_city
1
join_city
1
fortify
1
build_road
1
build_railroad
1
pillage
1
set_homecity
1
airlift
1
upgrade
1
deboard
1
board
1
unit_unload
1
cancel_order
1
goto_
8
attack_
8
conquer_city_
8
spy_bribe_unit_
8
spy_steal_tech_
8
spy_sabotage_city_
8
hut_enter_
8
embark_
8
disembark_
8
trade_route_
9
marketplace_
9
embassy_stay_
8
investigate_spend_
8
dipl
stop_negotiation_
1
accept_treaty_
1
cancel_treaty_
1
cancel_vision_
1
add_clause_ShareMap_
2
remove_clause_ShareMap_
2
add_clause_ShareSeaMap_
2
remove_clause_ShareSeaMap_
2
add_clause_Vision_
2
remove_clause_Vision_
2
add_clause_Embassy_
2
remove_clause_Embassy_
2
add_clause_Ceasefire_
2
remove_clause_Ceasefire_
2
add_clause_Peace_
2
remove_clause_Peace_
2
add_clause_Alliance_
2
remove_clause_Alliance_
2
trade_tech_clause_Advance_
174
remove_clause_Advance_
174
trade_gold_clause_TradeGold_
30
remove_clause_TradeGold_
30
trunc_trade_city_clause_TradeCity_
96
trunc_remove_clause_TradeCity_
96
gov
change_gov_Anarchy
1
change_gov_Despotism
1
change_gov_Monarchy
1
change_gov_Communism
1
change_gov_Republic
1
change_gov_Democracy
1
set_sci_luax_tax
66
tech
research
87
+
+
You can copy the above HTML table and use it in your HTML file or any other HTML-supported platform.
+
🤖 Network Architecture for a Tensor Agent
+
+
To effectively handle multi-source and variable-length inputs,
+we draw inspiration from AlphaStar
+and implement a serialized hierarchical feature extraction and action selection approach,
+as shown above.
+This method involves generating layered actions and predicting value function outputs,
+and our neural network architecture comprises three main components:
+representation learning, action selection, and value estimation.
+
Representation.
+At the representation level, we adopt a hierarchical structure.
+In the lower layer, we extract controller features using various models like
+MLP, Transformer, and CNN, depending on whether the input is a
+single vector, sequence, or image-based.
+These extracted features are then fed into a transformer to facilitate attention across different entities,
+creating globally meaningful representations.
+Additionally,
+we utilize an RNN to combine the current-state features with the memory state,
+enabling conditional policy decisions based on the state history.
+
Action selection.
+At the action selection level, we leverage the learned representations to make decisions.
+In the actor selection module,
+we determine the primary action category to be executed,
+including options like unit, city, government, technology, diplomacy, or termination.
+Subsequently,
+we employ a pointer network to select the specific action ID to be executed,
+followed by the determination of the exact action to be performed.
+
Value estimation. To enable the use of an actor-critic algorithm,
+we incorporate a value prediction head after the representation learning phase.
+This shared representation part of the network benefits both the actor and critic,
+enhancing training efficiency.
+
Training.
+We use the Proximal Policy Optimization (PPO)
+algorithm to train the agent.
+To mitigate the on-policy sample complexity of PPO,
+we harness Ray for parallelizing tensor environments,
+optimizing training speed and efficiency.
+
🏃 Using civrealm-tensor-baseline Repository
+
The civrelam-tensor-baseline repository is a collection of code and utilities
+that provide a baseline implementation for training reinforcement learning agents
+using tensor-based algorithms.
+
It includes an implementation of the PPO algorithm,
+which we will use to train our agents in the Civrealm Tensor Environment.
+
🏌️ Getting Started
+
To get started, follow these steps:
+
+
+
Clone the civrealm-tensor-baseline repository from GitHub and enter the directory:
+
cdcivrealm-tensor-baseline
+
+
+
+
Install the required dependencies by running:
+
pipinstall-e.
+
+
+
+
Training
+ PPO baseline for fullgame
+
cdexamples
+pythontrain.py
+
+
In default, this would start a runner with the config specified in civrealm-tensor-baseline/civtensor/configs/.
+
+
+
OR Train PPO baseline for minitasks:
+
cdexamples
+pythonrun.py
+
+
In default, this would start a sequence of runners each with a minitask config specified in civrealm-tensor-baseline/examples/run_configs.
+Either will start the training process, allowing the agent to interact with the environment,
+collect experiences, and update its policy using the PPO algorithm.
+
+
+
Monitor the training progress and evaluate the agent's performance,
+ using the provided metrics and visualization tools in
+ the civrealm-tensor-baseline repository.
+
cdexamples/results/freeciv_tensor_env/$game_type/ppo/installtest/seed-XXXXXXXXX
+# where $game_type = fullgame or minitask
+tensorboard--logdirlogs/
+
+The output of the last command should return a url.
+
+Visit this url with your favorite web browser, and you can view your agent performance in real time.
+
+
+
+
Congratulations!
+You have successfully set up the Civrealm Tensor Agent and
+started training a PPO agent on the Civrealm Tensor Environment,
+using the civrealm-tensor-baseline repository.
+
Runner Configuration
+
The default configs reside in civtensor/configs/
+
freeciv_tensor_env.yaml defines environment-related properties. You may specify which task to run by specifying task_name.
+
Acceptable task_name are "fullgame" or "$minitask_type $minitask_difficulty".
+
+
+
Note
+
For available mini-task types and difficulties, please check minigame
+
+
ppo.yaml defines environment-related properties. You may specify which task to run by specifying task_name.
+
+Details of ppo.yaml
+
civtensor/configs/algos_cfgs/ppo.yaml
seed:
+# whether to use the specified seed
+seed_specify:False
+# seed
+seed:1
+device:
+# whether to use CUDA
+cuda:True
+# whether to set CUDA deterministic
+cuda_deterministic:True
+# arg to torch.set_num_threads
+torch_threads:4
+train:
+# number of parallel environments for training data collection
+n_rollout_threads:8
+# number of total training steps
+num_env_steps:10000000
+# number of steps per environment per training data collection
+episode_length:125
+# logging interval
+log_interval:1
+# evaluation interval
+eval_interval:5
+# whether to use ValueNorm
+use_valuenorm:True
+# whether to use linear learning rate decay
+use_linear_lr_decay:False
+# whether to consider the case of truncation when an episode is done
+use_proper_time_limits:True
+# if set, load models from this directory; otherwise, randomly initialise the models
+model_dir:~
+eval:
+# whether to use evaluation
+use_eval:True
+# number of parallel environments for evaluation
+n_eval_rollout_threads:1
+# number of episodes per evaluation
+eval_episodes:20
+render:
+# whether to use render
+use_render:False
+# number of episodes to render
+render_episodes:10
+model:
+# hidden dimension
+hidden_dim:256
+# hidden dimension for rnn
+rnn_hidden_dim:1024
+# number of heads in transformer
+n_head:2
+# number of layers in transformer
+n_layers:2
+# dropout probability
+drop_prob:0
+# number of rnn layers
+n_rnn_layers:2
+# initialization method for network parameters, choose from xavier_uniform_, orthogonal_, ...
+initialization_method:orthogonal_
+# gain of the output layer of the network.
+gain:0.01
+# length of data chunk; only useful when use_recurrent_policy is True; episode_length has to be a multiple of data_chunk_length
+data_chunk_length:10
+# actor learning rate
+lr:0.0005
+# eps in Adam
+opti_eps:0.00001
+# weight_decay in Adam
+weight_decay:0
+algo:
+# ppo parameters
+# number of epochs for actor update
+ppo_epoch:5
+# whether to use clipped value loss
+use_clipped_value_loss:True
+# clip parameter
+clip_param:0.2
+# number of mini-batches per epoch
+num_mini_batch:1
+# coefficient for entropy term in actor loss
+entropy_coef:0.01
+# coefficient for value loss
+value_loss_coef:0.001
+# whether to clip gradient norm
+use_max_grad_norm:True
+# max gradient norm (0.5?)
+max_grad_norm:10.0
+# whether to use Generalized Advantage Estimation (GAE)
+use_gae:True
+# discount factor
+gamma:0.99
+# GAE lambda
+gae_lambda:0.95
+# whether to use huber loss
+use_huber_loss:True
+# huber delta
+huber_delta:10.0
+logger:
+# logging directory
+log_dir:"./results"
+
+
+
Conclusion
+
In this guide, we introduced the Civrealm Tensor Environment and explained
+how to use the civrealm-tensor-baseline repository to train a PPO agent on this environment.
+
We encourage you to explore the various features and customization options available,
+and experiment with different reinforcement learning algorithms to
+further enhance your agent's performance. Happy training!
classFreecivMinitaskEnv(FreecivBaseEnv):
+""" CivRealm environment for mini-game. """
+
+def__init__(self,username:str=DEFAULT_TASK,client_port:int=fc_args['client_port']):
+super().__init__(username=username,client_port=client_port,is_minitask=True)
+fc_args['username']=username
+self.filename=None
+self.task_type=None
+fc_args['debug.autosave']=False
+self._last_minitask_score=None
+self.overall_mini_score=0
+
+@staticmethod
+defget_minitask(name,minitask_pattern,max_id):
+ifnotisinstance(minitask_pattern,dict):
+minitask_pattern=dict()
+
+minitask_id=minitask_pattern.get('id',random.randint(0,max_id))
+minitask_level=minitask_pattern.get(
+'level',random.choice(MinitaskDifficulty.list()))
+minitask_type=minitask_pattern.get(
+'type',random.choice(MinitaskType.list()))
+
+ifisinstance(minitask_type,list):
+minitask_type=random.choice(minitask_type)
+
+ifminitask_typenotinMinitaskType.list():
+raiseValueError(
+f"Not supported type as {minitask_pattern}. The suppported list is {MinitaskType.list()}!")
+ifminitask_id>max_idorminitask_id<0:
+raiseValueError(
+f"Not supported id as {minitask_id}. The suppported range is [0, {max_id}]!")
+ifminitask_levelnotinMinitaskDifficulty.list():
+raiseValueError(
+f"Not supported diffculty as {minitask_level}. The suppported list is {MinitaskDifficulty.list()}!")
+
+minitask='{}_T1_task_{}_level_{}_id_{}'.format(
+name,minitask_type,minitask_level,minitask_id)
+set_logging_file('minitask',minitask)
+fc_logger.warning(f"Randomly selected minitask {minitask}!")
+returnminitask
+
+def_get_info_and_observation(self):
+info,observation=super()._get_info_and_observation()
+if'player'ininfo['available_actions']andself.task_typeinBATTLE_MINITASK_LIST:
+delinfo['available_actions']['player']
+returninfo,observation
+
+def_set_minitask_info(self,info):
+info['minitask']={
+'status':self._get_game_status(),
+'success':self._get_success(),
+}
+info['minitask'].update(self._get_detail())
+return
+
+defreset(self,seed=None,options=None,minitask_pattern=None,max_id=MAX_ID):
+"""
+ Reset the mini-game environment as fully random game or specific game.
+
+ Parameters
+ ----------
+ seed : int
+ Random seed for game.
+ options : dict
+ Env configuration.
+ minitask_pattern : dict
+ Assignment the following fields to return a specified game:\n
+ `type`: the type of mini-game, see the available options MinitaskType;\n
+ `level`: the difficulty of mini-game, see the available options MinitaskDifficulty;\n
+ `id`: the id of mini-game, the available range is 0 to MAX_ID.\n
+ If a field is not assigned a value, the field will be randomly selected within the feasible domain.
+ max_id : int
+ The max id of mini-game.
+ """
+self.overall_mini_score=0
+self.set_minitask(seed,minitask_pattern,max_id)
+observations,info=super().reset(seed,options)
+self._set_minitask_info(info)
+self._last_minitask_score=None
+returnobservations,info
+
+defset_minitask(self,seed,minitask_pattern,max_id):
+random.seed(seed)
+minitask=self.get_minitask(
+fc_args['username'],minitask_pattern,max_id)
+self.filename=minitask
+self.task_type=re.match(
+r"{}_T\d+_task_([a-z]+)_.*".format(fc_args['username']),minitask)[1]
+self.civ_controller.set_parameter('debug.load_game',minitask)
+return
+
+defminitask_has_terminated(self):
+"""
+ In addition to the game termination judgment of the full game,
+ the mini-game has additional conditions for the end of the game process.
+ """
+minitask_info=self.civ_controller.get_turn_message()
+ifany([msg.get("status")==MinitaskGameStatus.MGS_END_GAME.valueformsginminitask_info]):
+returnTrue
+returnFalse
+
+def_get_terminated(self):
+returnself.civ_controller.game_has_terminated()orself.minitask_has_terminated()
+
+def_get_step_msg(self,key):
+minitask_results=self.civ_controller.get_turn_message()
+formsginminitask_results[::-1]:
+ifkeyinmsg:
+ifkey=='metrics':
+returnmsg[key][-1]
+returnmsg[key]
+return
+
+def_get_reward(self):
+metrics=self._get_step_msg('metrics')
+current_score=0.0
+ifmetricsisNone:
+returncurrent_score
+ifself._last_minitask_scoreisNone:
+self._last_minitask_score=metrics['mini_score']
+current_score=metrics['mini_score']-self._last_minitask_score
+self._last_minitask_score=metrics['mini_score']
+self.overall_mini_score=metrics['mini_score']
+returncurrent_score
+
+def_get_game_status(self):
+status=self._get_step_msg('status')
+ifstatusisNone:
+returnMinitaskGameStatus.MGS_IN_GAME.value
+returnstatus
+
+def_get_success(self):
+metrics=self._get_step_msg('metrics')
+ifmetricsisNone:
+returnMinitaskPlayerStatus.MPS_UNKNOWN.value
+returnmetrics.get('is_mini_success')
+
+def_get_detail(self):
+metrics=self._get_step_msg('metrics')
+ifmetricsisNone:
+returndict()
+returnmetrics
+
+defstep(self,action):
+fc_logger.debug(f"mini-env step action: {action}")
+observation,reward,terminated,truncated,info=super().step(action)
+self._set_minitask_info(info)
+returnobservation,reward,terminated,truncated,info
+
+defget_game_results(self):
+game_results=self.civ_controller.game_ctrl.game_results
+minitask_results=self.civ_controller.get_turn_message()
+results=dict(sorted(game_results.items()))
+results.update({"minitask_sav":self.filename})
+results.update({"minitask_type":self.task_type})
+results.update(dict(minitask=minitask_results))
+returnresults
+
+defget_final_score(self):
+score={}
+score['mini_score']=self.overall_mini_score
+returnscore
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ minitask_has_terminated()
+
+
+
+
+
+
+
In addition to the game termination judgment of the full game,
+the mini-game has additional conditions for the end of the game process.
+
+
+ Source code in src/civrealm/envs/freeciv_minitask_env.py
+
defminitask_has_terminated(self):
+"""
+ In addition to the game termination judgment of the full game,
+ the mini-game has additional conditions for the end of the game process.
+ """
+minitask_info=self.civ_controller.get_turn_message()
+ifany([msg.get("status")==MinitaskGameStatus.MGS_END_GAME.valueformsginminitask_info]):
+returnTrue
+returnFalse
+
defreset(self,seed=None,options=None,minitask_pattern=None,max_id=MAX_ID):
+"""
+ Reset the mini-game environment as fully random game or specific game.
+
+ Parameters
+ ----------
+ seed : int
+ Random seed for game.
+ options : dict
+ Env configuration.
+ minitask_pattern : dict
+ Assignment the following fields to return a specified game:\n
+ `type`: the type of mini-game, see the available options MinitaskType;\n
+ `level`: the difficulty of mini-game, see the available options MinitaskDifficulty;\n
+ `id`: the id of mini-game, the available range is 0 to MAX_ID.\n
+ If a field is not assigned a value, the field will be randomly selected within the feasible domain.
+ max_id : int
+ The max id of mini-game.
+ """
+self.overall_mini_score=0
+self.set_minitask(seed,minitask_pattern,max_id)
+observations,info=super().reset(seed,options)
+self._set_minitask_info(info)
+self._last_minitask_score=None
+returnobservations,info
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Tensor Environment
+
+
+
+
+
+
+
+ envs.freeciv_tensor_env.FreecivTensorEnv
+
+
+
+
+
+
+
+ Bases: Wrapper
+
+
+
CivRealm environment with Tensor actions
+
+
+ Source code in src/civrealm/envs/freeciv_tensor_env.py
+
The Gymnasium definition for the observation space. At the root is a Dict space with the following keys: ['game', 'rules', 'map', 'player', 'city', 'tech', 'unit', 'options', 'dipl', 'gov', 'client']. We describe the important state spaces below.
+
+
Click on the source code below to show the space definition.
+
+
Map State
+
+
+
+
+
+
+
+
+
+
+
+
+ Source code in src/civrealm/freeciv/map/map_state.py
+
defget_observation_space(self):
+unit_space=gymnasium.spaces.Dict({
+# Common unit fields
+'owner':gymnasium.spaces.Box(low=0,high=255,shape=(1,),dtype=np.uint8),
+'health':gymnasium.spaces.Box(low=0,high=100,shape=(1,),dtype=np.uint8),
+'veteran':gymnasium.spaces.Box(low=0,high=1,shape=(1,),dtype=np.uint8),
+# TODO: may change this to actual map size
+'x':gymnasium.spaces.Box(low=0,high=255,shape=(1,),dtype=np.uint8),
+'y':gymnasium.spaces.Box(low=0,high=255,shape=(1,),dtype=np.uint8),
+
+# Unit type fields
+'type_rule_name':gymnasium.spaces.Box(low=0,high=len(self.rule_ctrl.unit_types)-1,shape=(1,),dtype=np.uint8),
+'type_attack_strength':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=np.uint16),
+'type_defense_strength':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=np.uint16),
+'type_firepower':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=np.uint16),
+'type_build_cost':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=np.uint16),
+'type_convert_time':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=np.uint16),
+'type_converted_to':gymnasium.spaces.Box(low=0,high=len(self.rule_ctrl.unit_types)-1,shape=(1,),dtype=np.uint8),
+'type_obsoleted_by':gymnasium.spaces.Box(low=0,high=len(self.rule_ctrl.unit_types)-1,shape=(1,),dtype=np.uint8),
+'type_hp':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=np.uint16),
+'type_move_rate':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=np.uint16),
+'type_vision_radius_sq':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=np.uint16),
+'type_worker':gymnasium.spaces.Discrete(1),# Boolean
+'type_can_transport':gymnasium.spaces.Discrete(1),# Boolean
+
+# My unit specific fields
+'home_city':gymnasium.spaces.Box(low=-1,high=len(self.city_ctrl.cities)-1,shape=(1,),dtype=np.int16),
+'moves_left':gymnasium.spaces.Box(low=-1,high=32767,shape=(1,),dtype=np.int16),
+'upkeep_food':gymnasium.spaces.Box(low=-1,high=32767,shape=(1,),dtype=np.int16),
+'upkeep_shield':gymnasium.spaces.Box(low=-1,high=32767,shape=(1,),dtype=np.int16),
+'upkeep_gold':gymnasium.spaces.Box(low=-1,high=32767,shape=(1,),dtype=np.int16),
+})
+
+returngymnasium.spaces.Dict({unit_id:unit_spaceforunit_idinself.unit_ctrl.units.keys()})
+
+
+
+
+
Tech State
+
+
+
+
+
+
+
+
+
+
+
+
Get observation space.
+
+
+
+
Returns:
+
+
+
+
Type
+
Description
+
+
+
+
+
+ gymnasium.space.Dict(
+
+
+
+
"tech_status": Box,
+"current_tech": Box
+
+
+
+
+
+ )
+
+
+
+
+
+
+
+
+
+ "tech_status": Box of shape (reqtree_size,)
+
+
+
+
list status of all techs, with values of each entry:
+-1: obtained,
+ 0: under research,
+ 1: can be researched,
+ 2: need other prerequest tech(s),
defget_observation_space(self):
+player_space=gymnasium.spaces.Dict({
+**{
+# Common player fields
+'player_id':gymnasium.spaces.Box(low=0,high=255,shape=(1,),dtype=int),
+'name':gymnasium.spaces.Text(max_length=100),
+'score':gymnasium.spaces.Box(low=-1,high=65535,shape=(1,),dtype=int),
+'team':gymnasium.spaces.Box(low=0,high=255,shape=(1,),dtype=int),
+'is_alive':gymnasium.spaces.Discrete(2),# Boolean
+'nation':gymnasium.spaces.Box(low=0,high=list(self.rule_ctrl.nations.keys())[-1],shape=(1,),dtype=int),
+'turns_alive':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=int),
+'government':gymnasium.spaces.Box(low=0,high=len(self.rule_ctrl.governments)-1,shape=(1,),dtype=int),
+'target_government':gymnasium.spaces.Box(low=0,high=len(self.rule_ctrl.governments)-1,shape=(1,),dtype=int),
+'government_name':gymnasium.spaces.Text(max_length=100),
+'researching':gymnasium.spaces.Box(low=0,high=len(self.rule_ctrl.techs)-1,shape=(1,),dtype=int),
+'research_name':gymnasium.spaces.Text(max_length=100),
+# Tax, science, luxury are percentages, should sum to 100
+'tax':gymnasium.spaces.Box(low=0,high=100,shape=(1,),dtype=int),
+'science':gymnasium.spaces.Box(low=0,high=100,shape=(1,),dtype=int),
+'luxury':gymnasium.spaces.Box(low=0,high=100,shape=(1,),dtype=int),
+
+# My player fields
+'gold':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=int),
+'culture':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=int),
+# mood_type, values are MOOD_PEACEFUL and MOOD_COMBAT
+'mood':gymnasium.spaces.Discrete(2),
+# The turn when the revolution finishes
+'revolution_finishes':gymnasium.spaces.Box(low=-1,high=65535,shape=(1,),dtype=int),
+'science_cost':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=int),
+'bulbs_researched':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=int),
+'researching_cost':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=int),
+'tech_goal':gymnasium.spaces.Box(low=0,high=len(self.rule_ctrl.techs)-1,shape=(1,),dtype=int),
+'tech_upkeep':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=int),
+'techs_researched':gymnasium.spaces.Box(low=0,high=len(self.rule_ctrl.techs)-1,shape=(1,),dtype=int),
+'total_bulbs_prod':gymnasium.spaces.Box(low=0,high=65535,shape=(1,),dtype=int),
+'embassy_txt':gymnasium.spaces.Text(max_length=100),
+
+# Other player fields
+# Possible values are player_const.ATTITUDE_TXT
+'love':gymnasium.spaces.Text(max_length=100),
+},
+**{
+f'tech_{tech_id}':gymnasium.spaces.Discrete(2)fortech_idinself.rule_ctrl.techs.keys()
+}
+})
+
+returngymnasium.spaces.Dict({player_id:player_spaceforplayer_idinself.player_ctrl.players.keys()})
+
+
+
+
+
Diplomatic state
+
+
+
+
+
+
+
+
+
+
+
+
+ Source code in src/civrealm/freeciv/players/diplomacy_state_ctrl.py
+
TensorWrapper is used to make Civrealm environment tensorized by converting
+observations from FreecivBaseEnv into tensors and tensor actions back to actions compatible with
+FreecivBaseEnv.
+
TensorWrapper is composed TensorBase, TensorAction, TensorObservation
+and CacheLastObs.
+
+
+
+
Parameters:
+
+
+
+
Name
+
Type
+
Description
+
Default
+
+
+
+
+
env
+
+ FreecivBaseEnv
+
+
+
+
+
+
+
+ required
+
+
+
+
config
+
+ dict
+
+
+
+
tensor env configuration
+
+
+
+ default_tensor_config
+
+
+
+
+
+
+
+
Attributes:
+
+
+
+
Name
+
Type
+
Description
+
+
+
+
+
config
+
+ dict
+
+
+
+
tensor wrapper configuration
+
+
+
+
+
+
+
+ Source code in src/civrealm/envs/freeciv_wrapper/tensor_wrapper.py
+
classTensorBase(Wrapper):
+"""
+ A basic wrapper that deals with config loading and entity id recording,
+ required by all tensor-related wrappers.
+
+
+ Parameters
+ ----------
+ env: FreecivBaseEnv
+ config: dict
+ tensor env configuration
+
+ Attributes
+ ---------
+ config: dict
+ A dict that specifies all configurations related to tensor wrapper.
+ my_player_id: int
+ My player id.
+ unit_ids: list
+ A sorted list of my unit ids.
+ city_ids: list
+ A sorted list of my city ids.
+ others_unit_ids: list
+ A sorted list of others unit ids.
+ others_city_ids: list
+ A sorted list of others city ids.
+ dipl_ids : list
+ A list of others player ids.
+ units : dict
+ ruleset information about units.
+ unit_types :list
+ A list of all unit types.
+ unit_costs : list
+ A list of int indicating unit costs.
+ improvements : dict
+ Ruleset information about city improvements.
+ impr_costs :list
+ A list of int indicating city improvements costs.
+
+ """
+
+def__init__(self,env:FreecivBaseEnv,config:dict=default_tensor_config):
+self.config=config
+self.my_player_id=-1
+
+# mutable ids
+self.unit_ids=[]
+self.city_ids=[]
+self.others_unit_ids=[]
+self.others_city_ids=[]
+self.dipl_ids=[]
+
+# ruleset
+self.units={}
+self.unit_types=[]
+self.unit_costs=[]
+self.improvements={}
+self.impr_costs=[]
+
+super().__init__(env)
+
+defupdate_sequence_ids(self,observation):
+"""
+ Use city, unit and dipl information in observation to update ids.
+ """
+self.unit_ids=sorted(
+list(
+k
+forkinobservation.get("unit",{}).keys()
+ifobservation["unit"][k]["owner"]==self.my_player_id
+)
+)
+self.others_unit_ids=sorted(
+list(
+k
+forkinobservation.get("unit",{}).keys()
+ifobservation["unit"][k]["owner"]!=self.my_player_id
+)
+)
+self.city_ids=sorted(
+list(
+k
+forkinobservation.get("city",{}).keys()
+ifobservation["city"][k]["owner"]==self.my_player_id
+)
+)
+self.others_city_ids=sorted(
+list(
+k
+forkinobservation.get("city",{}).keys()
+ifobservation["city"][k]["owner"]!=self.my_player_id
+)
+)
+self.dipl_ids=[
+player
+forplayerinsorted(observation.get("dipl",{}).keys())
+ifplayer!=self.my_player_id
+]
+
+defupdate_config(self):
+"""
+ Update config using ruleset information at the start of the turn.
+ """
+self.units=self.unwrapped.civ_controller.rule_ctrl.unit_types
+self.unit_types=[self.units[i]["name"]
+foriinrange(len(self.units))]
+self.unit_costs=[self.units[i]["build_cost"]
+foriinrange(len(self.units))]
+self.improvements=self.unwrapped.civ_controller.rule_ctrl.improvements
+self.impr_costs=[
+self.improvements[i]["build_cost"]foriinrange(len(self.improvements))
+]
+self.config["obs_ops"]["unit"]["type_rule_name"]=onehotifier_maker(
+self.unit_types
+)
+self.config["obs_ops"]["rules"]["build_cost"]=lambda_:np.array(
+self.unit_costs+self.impr_costs
+)
+
+defreset(self,*args,**kwargs):
+obs,info=self.env.reset(*args,**kwargs)
+self.my_player_id=self.unwrapped.civ_controller.player_ctrl.my_player_id
+
+self.update_config()
+self.update_sequence_ids(obs)
+returnobs,info
+
+defstep(self,*args,**kwargs):
+obs,reward,terminated,truncated,info=self.env.step(
+*args,**kwargs)
+self.update_sequence_ids(obs)
+returnobs,reward,terminated,truncated,info
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ update_config()
+
+
+
+
+
+
+
Update config using ruleset information at the start of the turn.
+
+
+ Source code in src/civrealm/envs/freeciv_wrapper/tensor_base_wrapper.py
+
A wrapper that defines tensor action spaces, transforms tensor actions into
+actions that could be handeled by FreecivBaseEnv instance, and adds masks to
+observations.
+
TensorAction wrapper is composed of five wrappers, including TruncateDiplCity,
+DiplomacyLoop, CombineTechResearchGoal, PersistentCityProduction, and EmbarkWrapper.
+
+
+
+
Parameters:
+
+
+
+
Name
+
Type
+
Description
+
Default
+
+
+
+
+
env
+
+ TensorBase
+
+
+
+
A FreecivBaseEnv instance that has been wrapped by TensorBase.
+
+
+
+ required
+
+
+
+
+
+
+
+
Attributes:
+
+
+
+
Name
+
Type
+
Description
+
+
+
+
+
aciton_config
+
+ dict
+
+
+
+
a dict that configs that specify sizes of mutable entities and action layout.
+
+
+
+
+
mask
+
+ dict
+
+
+
+
a dict of masks of type numpy ndarray indicating available actions and entities. 0-> unavilalbe, 1->availble.
+
+
+
+
+
available_actions
+
+ dict
+
+
+
+
cached info['available_actions'], a dict that indicates available actions.
+
+
+
+
+
action_space
+
+ Dict
+
+
+
+
a gymnasium.spaces.Dict with keys ['actor_type','city_id','unit_id',
+'dipl_id','city_action_type','unit_action_type','dipl_action_type',
+'gov_action_type','tech_action_type']
+
+
+
+
+
+
+
+ Source code in src/civrealm/envs/freeciv_wrapper/action_wrapper.py
+
defreset_mask(self):
+"""
+ Reset self.mask
+
+ This is usually called at the start of a new turn to reset masks.
+ """
+# Reset mask
+sizes=self.action_config["resize"]
+self.mask["actor_type_mask"]=np.ones(
+len(self.actor_type_list),dtype=np.int32
+)
+
+# Units/Cities/Players and others Masks
+forfieldin["unit","city","others_unit","others_city","others_player"]:
+self.mask[field+"_mask"]=np.ones(sizes[field],dtype=np.int32)[
+...,np.newaxis
+]
+
+# Units/Cities Id Masks same as their Masks
+self.mask["unit_id_mask"]=self.mask["unit_mask"]
+self.mask["city_id_mask"]=self.mask["city_mask"]
+
+# Dipl id mask
+self.mask["dipl_id_mask"]=np.ones(sizes["dipl"],dtype=np.int32)[
+...,np.newaxis
+]
+
+# Action type mask
+forfieldin["city","unit","dipl"]:
+self.mask[field+"_action_type_mask"]=np.ones(
+(
+sizes[field],
+sum(self.action_config["action_layout"][field].values()),
+),
+dtype=np.int32,
+)
+forfieldin["gov","tech"]:
+self.mask[field+"_action_type_mask"]=np.ones(
+(sum(self.action_config["action_layout"][field].values()),),
+dtype=np.int32,
+)
+
defupdate_obs_with_mask(self,observation,info,action=None):
+"""
+ Update self.mask using observation, info and action from the unwrapped env,
+ and add self.mask to the observation of the wrapped env.
+ """
+ifinfo[
+"turn"
+]!=self.__turnorself.__dealing_with_incoming!=self.get_wrapper_attr(
+"dealing_with_incoming"
+):
+self.reset_mask()
+self.available_actions=deepcopy(info["available_actions"])
+self.__turn=info["turn"]
+self.__dealing_with_incoming=self.get_wrapper_attr(
+"dealing_with_incoming")
+self._update_mask(observation,info,action)
+
+returnupdate(observation,deepcopy(self.mask))
+
Unify embark actions of all units to 'embark_{dir8}' where dir8 in [0,...7]
+indicating 8 directions.
+
Sometimes a unit can embark multiple carrier on the same direction. In that
+case, the wrapper automatically choose the carrier with the smallest unit id.
+
+
+
+
Attributes:
+
+
+
+
Name
+
Type
+
Description
+
+
+
+
+
embarkable_units
+
+ dict
+
+
+
+
a dict of embarkable units with key=(embarking_unit_id, dir8) and value=[carrier_ids]
+
+
+
+
+
+
+
+ Source code in src/civrealm/envs/freeciv_wrapper/embark_wrapper.py
+
@wrapper_override(["action","info"])
+classEmbarkWrapper(Wrapper):
+"""
+ Unify embark actions of all units to 'embark_{dir8}' where dir8 in `[0,...7]`
+ indicating 8 directions.
+
+ Sometimes a unit can embark multiple carrier on the same direction. In that
+ case, the wrapper automatically choose the carrier with the smallest unit id.
+
+ Attributes
+ ----------
+ embarkable_units : dict
+ a dict of embarkable units with key=(embarking_unit_id, dir8) and value=[carrier_ids]
+ """
+
+def__init__(self,env):
+self.embarkable_units={}
+super().__init__(env)
+
+defaction(self,action):
+"""
+ Translate `embark_{dir8}` action into embark actions that can be handled by FreecivBaseEnv.
+ """
+ifactionisNone:
+returnaction
+(actor_name,entity_id,action_name)=action
+ifactor_name!="unit":
+returnaction
+ifaction_name[:6]!="embark":
+returnaction
+
+dir8=int(action_name.split("_")[-1])
+
+iflen(self.embarkable_units.get((entity_id,dir8),[]))>0:
+assertdir8<=8
+target_id=sorted(self.embarkable_units[(entity_id,dir8)])[0]
+action_name=f"embark_{dir8}_{target_id}"
+
+return(actor_name,entity_id,action_name)
+
+definfo(self,info):
+"""
+ Complete or modify embark actions in info['availble_actions']['unit']
+
+ If a unit has no `embark_.*` action, then set all `embark_{dir8}` action to False
+
+ If a unit has `embark_{dir}=True`, set all `embark_{other_dirs}` action to False
+
+ If a unit has `embark_{carrier_id}_{dir}=True`, store that carrier_id
+ and set its `embark_{dir8}` accordingly.
+ """
+
+self.embarkable_units={}
+unit_actions=info["available_actions"].get("unit",{})
+
+iflen(unit_actions)==0:
+returninfo
+
+forunit_id,actionsinunit_actions.items():
+unavailable_embarks=["embark_"+f"{i}"foriinrange(8)]
+foractioninlist(actions.keys()):
+ifaction[:6]!="embark":
+continue
+
+args=action.split("_")
+
+iflen(args)==3:
+# action == embark_dir_id
+[dir8,target_id]=map(int,args[1::])
+if(unit_dir:=(unit_id,dir8))notinself.embarkable_units:
+self.embarkable_units[unit_dir]=[target_id]
+else:
+self.embarkable_units[unit_dir].append(target_id)
+actions.pop(action)
+embark_action=f"embark_{dir8}"
+else:
+# action == embark_dir
+assert(
+len(args)==2
+),f"Expected embark_{{dir}}_{{target_id}},\
+ but got unsupported embark action name {action}"
+dir8=int(action.split("_")[-1])
+embark_action=f"embark_{dir8}"
+actions[f"embark_{dir8}"]=True
+ifembark_actioninunavailable_embarks:
+unavailable_embarks.remove(embark_action)
+
+forembark_actioninunavailable_embarks:
+# set unavailable embark actions to False
+actions[embark_action]=False
+
+info["available_actions"]["unit"]=unit_actions
+
+returninfo
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ action(action)
+
+
+
+
+
+
+
Translate embark_{dir8} action into embark actions that can be handled by FreecivBaseEnv.
+
+
+ Source code in src/civrealm/envs/freeciv_wrapper/embark_wrapper.py
+
definfo(self,info):
+"""
+ Complete or modify embark actions in info['availble_actions']['unit']
+
+ If a unit has no `embark_.*` action, then set all `embark_{dir8}` action to False
+
+ If a unit has `embark_{dir}=True`, set all `embark_{other_dirs}` action to False
+
+ If a unit has `embark_{carrier_id}_{dir}=True`, store that carrier_id
+ and set its `embark_{dir8}` accordingly.
+ """
+
+self.embarkable_units={}
+unit_actions=info["available_actions"].get("unit",{})
+
+iflen(unit_actions)==0:
+returninfo
+
+forunit_id,actionsinunit_actions.items():
+unavailable_embarks=["embark_"+f"{i}"foriinrange(8)]
+foractioninlist(actions.keys()):
+ifaction[:6]!="embark":
+continue
+
+args=action.split("_")
+
+iflen(args)==3:
+# action == embark_dir_id
+[dir8,target_id]=map(int,args[1::])
+if(unit_dir:=(unit_id,dir8))notinself.embarkable_units:
+self.embarkable_units[unit_dir]=[target_id]
+else:
+self.embarkable_units[unit_dir].append(target_id)
+actions.pop(action)
+embark_action=f"embark_{dir8}"
+else:
+# action == embark_dir
+assert(
+len(args)==2
+),f"Expected embark_{{dir}}_{{target_id}},\
+ but got unsupported embark action name {action}"
+dir8=int(action.split("_")[-1])
+embark_action=f"embark_{dir8}"
+actions[f"embark_{dir8}"]=True
+ifembark_actioninunavailable_embarks:
+unavailable_embarks.remove(embark_action)
+
+forembark_actioninunavailable_embarks:
+# set unavailable embark actions to False
+actions[embark_action]=False
+
+info["available_actions"]["unit"]=unit_actions
+
+returninfo
+
A wrapper for llm. It tells the surrounding observations of each unit and city extracted from FreecivBaseEnv, based
+on which llm can generate actions for units and cities. It transforms action_keys of actions from FreecivBaseEnv to
+readable action_names such that llm can understand. After llm have chosen an action and return the action_name to
+env, this wrapper transforms the action_name to an action_key, and then execute the corresponding action.
+
+
+
+
Parameters:
+
+
+
+
Name
+
Type
+
Description
+
Default
+
+
+
+
+
env
+
+ FreecivBaseEnv
+
+
+
+
A FreecivBaseEnv
+
+
+
+ required
+
+
+
+
+
+
+
+
Attributes:
+
+
+
+
Name
+
Type
+
Description
+
+
+
+
+
llm_default_settings
+
+ dict
+
+
+
+
settings for llm_wrapper.
+
+
+
+
+
action_names
+
+ dict
+
+
+
+
a dict matches action_keys from FreecivBaseEnv to readable action_names
+
+
+
+
+
tile_length_radius
+
+ int
+
+
+
+
(length of a tile - 1) / 2
+
+
+
+
+
tile_width_radius
+
+ int
+
+
+
+
(width of a tile - 1) / 2
+
+
+
+
+
tile_info_template
+
+ dict
+
+
+
+
a dict describes detailed surrounding observations of a unit or a city
+
+
+
+
+
block_length_radius
+
+ int
+
+
+
+
(length of a block - 1) / 2
+
+
+
+
+
block_width_radius
+
+ int
+
+
+
+
(width of a block - 1) / 2
+
+
+
+
+
block_info_template
+
+ dict
+
+
+
+
a dict describes zoomed-out surrounding observations of a unit or a city
+
+
+
+
+
ctrl_types
+
+ list
+
+
+
+
a list describes which components of the game to control by llm; we temporarily only consider unit and city in
+llm_wrapper
+
+
+
+
+
ctrl_action_categories
+
+ dict
+
+
+
+
a dict describes which categories of actions llm can take; it can be seen as an action mask
+
+
+
+
+
+
+
+ Source code in src/civrealm/envs/freeciv_wrapper/llm_wrapper.py
+
classLLMWrapper(Wrapper):
+"""
+ A wrapper for llm. It tells the surrounding observations of each unit and city extracted from FreecivBaseEnv, based
+ on which llm can generate actions for units and cities. It transforms action_keys of actions from FreecivBaseEnv to
+ readable action_names such that llm can understand. After llm have chosen an action and return the action_name to
+ env, this wrapper transforms the action_name to an action_key, and then execute the corresponding action.
+
+ Parameters
+ ----------
+ env:
+ A FreecivBaseEnv
+
+ Attributes
+ ---------
+ llm_default_settings: dict
+ settings for llm_wrapper.
+ action_names: dict
+ a dict matches action_keys from FreecivBaseEnv to readable action_names
+ tile_length_radius: int
+ (length of a tile - 1) / 2
+ tile_width_radius: int
+ (width of a tile - 1) / 2
+ tile_info_template: dict
+ a dict describes detailed surrounding observations of a unit or a city
+ block_length_radius: int
+ (length of a block - 1) / 2
+ block_width_radius: int
+ (width of a block - 1) / 2
+ block_info_template: dict
+ a dict describes zoomed-out surrounding observations of a unit or a city
+ ctrl_types: list
+ a list describes which components of the game to control by llm; we temporarily only consider unit and city in
+ llm_wrapper
+ ctrl_action_categories: dict
+ a dict describes which categories of actions llm can take; it can be seen as an action mask
+ """
+
+def__init__(self,env:FreecivBaseEnv):
+super().__init__(env)
+self.llm_default_settings=parse_llm_default_settings()
+
+(self.action_names,self.tile_length_radius,self.tile_width_radius,self.tile_info_template,
+self.block_length_radius,self.block_width_radius,self.block_info_template,self.ctrl_types,
+self.ctrl_action_categories)=self.llm_default_settings.values()
+
+self.action_keys={val:keyforkey,valinself.action_names.items()}
+self.controller=self.unwrapped.civ_controller
+
+defreset(self,seed=None,options=None,**kwargs):
+if'minitask_pattern'inkwargs:
+observation,info=self.env.reset(
+minitask_pattern=kwargs['minitask_pattern'])
+else:
+observation,info=self.env.reset()
+
+info['llm_info']=self.get_llm_info(observation,info)
+info['my_player_id']=self.controller.player_ctrl.my_player_id
+returnobservation,info
+
+defstep(self,action):
+ifactionisnotNone:
+action_name=action[2]
+action=(action[0],action[1],get_action_from_readable_name(
+action_name,self.action_keys))
+
+observation,reward,terminated,truncated,info=self.env.step(
+action)
+info['llm_info']=self.get_llm_info(observation,info)
+info['my_player_id']=self.controller.player_ctrl.my_player_id
+returnobservation,reward,terminated,truncated,info
+
+defget_llm_info(self,obs,info):
+"""
+ Convert observations and available actions of all actors from `FreecivBaseEnv` into a dict of natural language
+ """
+current_turn=info['turn']
+
+llm_info=dict()
+forctrl_type,actors_can_actininfo['available_actions'].items():
+llm_info[ctrl_type]=dict()
+
+ifctrl_type=='unit':
+units=self.controller.unit_ctrl.units
+forunit_idinactors_can_act:
+if(units[unit_id]['type']==1andunits[unit_id]['activity']notin
+[ACTIVITY_IDLE,ACTIVITY_FORTIFIED,ACTIVITY_SENTRY,ACTIVITY_FORTIFYING]):
+continue
+
+x=obs[ctrl_type][unit_id]['x']
+y=obs[ctrl_type][unit_id]['y']
+utype=obs[ctrl_type][unit_id]['type_rule_name']
+
+unit_dict=self.get_actor_info(
+x,y,obs,info,ctrl_type,unit_id,utype)
+ifunit_dict:
+llm_info[ctrl_type][unit_id]=unit_dict
+
+elifctrl_type=='city':
+forcity_idinactors_can_act:
+# The following two conditions are used to check if 1. the city is just built or is building
+# coinage, and 2. the city has just built a unit or an improvement last turn and there are some
+# production points left in stock.
+if(obs[ctrl_type][city_id]['prod_process']==0or
+current_turn==obs[ctrl_type][city_id]['turn_last_built']+1):
+x=obs[ctrl_type][city_id]['x']
+y=obs[ctrl_type][city_id]['y']
+
+city_dict=self.get_actor_info(
+x,y,obs,info,ctrl_type,city_id)
+ifcity_dict:
+llm_info[ctrl_type][city_id]=city_dict
+else:
+continue
+else:
+continue
+
+returnllm_info
+
+defget_actor_info(self,x,y,obs,info,ctrl_type,actor_id,utype=None):
+"""
+ Convert observations and available actions of a specific actor from `FreecivBaseEnv` into a dict of natural language
+ """
+actor_info=dict()
+
+actor_name=None
+ifctrl_type=='unit':
+actor_name=utype+' '+str(actor_id)
+elifctrl_type=='city':
+actor_name=ctrl_type+' '+str(actor_id)
+actor_info['name']=actor_name
+
+available_actions=get_valid_actions(info,ctrl_type,actor_id)
+ifnotavailable_actionsor(len(available_actions)==1andavailable_actions[0]=='keep_activity'):
+returndict()
+else:
+ifctrl_typenotinself.ctrl_action_categories:
+actor_info['available_actions']=make_action_list_readable(
+available_actions,self.action_names)
+else:
+actor_info['available_actions']=make_action_list_readable(action_mask(
+self.ctrl_action_categories[ctrl_type],available_actions),self.action_names)
+
+actor_info['observations']=dict()
+actor_info['observations']['minimap']=self.get_mini_map_info(
+x,y,self.tile_length_radius,self.tile_width_radius,self.tile_info_template)
+actor_info['observations']['upper_map']=self.get_mini_map_info(
+x,y,self.block_length_radius,self.block_width_radius,self.block_info_template)
+
+ifctrl_type=='city':
+actor_info['observations']['producing']=self.get_city_producing(
+obs[ctrl_type],actor_id)
+
+fc_logger.debug(f'actor observations: {actor_info}')
+
+returnactor_info
+
+defget_city_producing(self,obs,actor_id):
+producing=None
+ifobs[actor_id]['production_kind']==VUT_UTYPE:
+producing=self.controller.rule_ctrl.unit_types_list[obs[actor_id]
+['production_value']-self.controller.rule_ctrl.ruleset_control['num_impr_types']]
+elifobs[actor_id]['production_kind']==VUT_IMPROVEMENT:
+producing=self.controller.rule_ctrl.improvement_types_list[
+obs[actor_id]['production_value']]
+returnproducing
+
+defget_mini_map_info(self,x,y,length_r,width_r,template):
+"""
+ Convert observations of a specific actor from `FreecivBaseEnv` into a dict of natural language
+ """
+mini_map_info=dict()
+
+tile_id=0
+map_state=self.controller.map_ctrl.prop_state.get_state()
+forptileintemplate:
+mini_map_info[ptile]=[]
+pdir=DIR[tile_id]
+center_x=x+pdir[0]*(length_r*2+1)
+center_y=y+pdir[1]*(width_r*2+1)
+
+ifnotself.controller.map_ctrl.is_out_of_map(center_x,center_y):
+""" consider map_const.TF_WRAPX == 1 """
+start_x=center_x-length_r
+end_x=center_x+length_r+1
+start_y=center_y-width_r
+end_y=center_y+width_r+1
+
+status_arr=read_sub_arr_with_wrap(
+map_state['status'],start_x,end_x,start_y,end_y)
+terrain_arr=read_sub_arr_with_wrap(
+map_state['terrain'],start_x,end_x,start_y,end_y)
+extras_arr=read_sub_arr_with_wrap(
+map_state['extras'],start_x,end_x,start_y,end_y)
+unit_arr=read_sub_arr_with_wrap(
+map_state['unit'],start_x,end_x,start_y,end_y)
+unit_owner_arr=read_sub_arr_with_wrap(
+map_state['unit_owner'],start_x,end_x,start_y,end_y)
+city_owner_arr=read_sub_arr_with_wrap(
+map_state['city_owner'],start_x,end_x,start_y,end_y)
+
+unexplored_tiles_num=len(list(status_arr[status_arr==0]))
+ifunexplored_tiles_num>0:
+status_str=str(unexplored_tiles_num)+ \
+' '+'tiles unexplored'
+mini_map_info[ptile].append(status_str)
+
+forterrain_id,terraininenumerate(TERRAIN_NAMES):
+terrains_num=len(
+list(terrain_arr[terrain_arr==terrain_id]))
+ifterrains_num>0:
+terrain_str=str(terrains_num)+' '+terrain
+mini_map_info[ptile].append(terrain_str)
+
+forextra_id,extrainenumerate(EXTRA_NAMES):
+extras_of_id=extras_arr[:,:,extra_id]
+extras_num=len(list(extras_of_id[extras_of_id!=0]))
+ifextras_num>0:
+extra_str=str(extras_num)+' '+extra
+mini_map_info[ptile].append(extra_str)
+
+forunit_id,unitinenumerate(self.controller.rule_ctrl.unit_types_list):
+units_of_id=unit_arr[:,:,unit_id]
+units_num=np.sum(units_of_id)
+ifunits_num>0:
+unit_str=str(int(units_num))+' '+unit
+mini_map_info[ptile].append(unit_str)
+
+unit_owners=list(unit_owner_arr[unit_owner_arr!=255])
+iflen(unit_owners)!=0:
+owner_set=[]
+unit_owner_str='unit owners are:'
+forunit_ownerinunit_owners:
+ifunit_ownerinowner_set:
+continue
+
+ifunit_owner==self.controller.player_ctrl.my_player_id:
+unit_owner_str+=' myself player_'+ \
+str(int(unit_owner))
+else:
+ds_of_owner=self.controller.dipl_ctrl.diplstates[unit_owner]
+unit_owner_str+=' '+ \
+DS_TXT[ds_of_owner]+' player_'+ \
+str(int(unit_owner))
+owner_set.append(unit_owner)
+mini_map_info[ptile].append(unit_owner_str)
+
+city_owners=list(city_owner_arr[city_owner_arr!=255])
+forcity_ownerinself.controller.player_ctrl.players:
+owner_num=city_owners.count(city_owner)
+ifowner_num==0:
+continue
+
+ifcity_owner==self.controller.player_ctrl.my_player_id:
+city_owner_str=str(
+owner_num)+' cities of myself player_'+str(int(city_owner))
+else:
+ds_of_owner=self.controller.dipl_ctrl.diplstates[city_owner]
+city_owner_str=(str(owner_num)+' cities of a '+DS_TXT[ds_of_owner]+
+' player_'+str(int(city_owner)))
+mini_map_info[ptile].append(city_owner_str)
+
+tile_id+=1
+returnmini_map_info
+
defget_llm_info(self,obs,info):
+"""
+ Convert observations and available actions of all actors from `FreecivBaseEnv` into a dict of natural language
+ """
+current_turn=info['turn']
+
+llm_info=dict()
+forctrl_type,actors_can_actininfo['available_actions'].items():
+llm_info[ctrl_type]=dict()
+
+ifctrl_type=='unit':
+units=self.controller.unit_ctrl.units
+forunit_idinactors_can_act:
+if(units[unit_id]['type']==1andunits[unit_id]['activity']notin
+[ACTIVITY_IDLE,ACTIVITY_FORTIFIED,ACTIVITY_SENTRY,ACTIVITY_FORTIFYING]):
+continue
+
+x=obs[ctrl_type][unit_id]['x']
+y=obs[ctrl_type][unit_id]['y']
+utype=obs[ctrl_type][unit_id]['type_rule_name']
+
+unit_dict=self.get_actor_info(
+x,y,obs,info,ctrl_type,unit_id,utype)
+ifunit_dict:
+llm_info[ctrl_type][unit_id]=unit_dict
+
+elifctrl_type=='city':
+forcity_idinactors_can_act:
+# The following two conditions are used to check if 1. the city is just built or is building
+# coinage, and 2. the city has just built a unit or an improvement last turn and there are some
+# production points left in stock.
+if(obs[ctrl_type][city_id]['prod_process']==0or
+current_turn==obs[ctrl_type][city_id]['turn_last_built']+1):
+x=obs[ctrl_type][city_id]['x']
+y=obs[ctrl_type][city_id]['y']
+
+city_dict=self.get_actor_info(
+x,y,obs,info,ctrl_type,city_id)
+ifcity_dict:
+llm_info[ctrl_type][city_id]=city_dict
+else:
+continue
+else:
+continue
+
+returnllm_info
+
{"use strict";/*!
+ * escape-html
+ * Copyright(c) 2012-2013 TJ Holowaychuk
+ * Copyright(c) 2015 Andreas Lubbe
+ * Copyright(c) 2015 Tiancheng "Timothy" Gu
+ * MIT Licensed
+ */var Wa=/["'&<>]/;Vn.exports=Ua;function Ua(e){var t=""+e,r=Wa.exec(t);if(!r)return t;var o,n="",i=0,s=0;for(i=r.index;i0&&i[i.length-1])&&(p[0]===6||p[0]===2)){r=0;continue}if(p[0]===3&&(!i||p[1]>i[0]&&p[1]=e.length&&(e=void 0),{value:e&&e[o++],done:!e}}};throw new TypeError(t?"Object is not iterable.":"Symbol.iterator is not defined.")}function z(e,t){var r=typeof Symbol=="function"&&e[Symbol.iterator];if(!r)return e;var o=r.call(e),n,i=[],s;try{for(;(t===void 0||t-- >0)&&!(n=o.next()).done;)i.push(n.value)}catch(a){s={error:a}}finally{try{n&&!n.done&&(r=o.return)&&r.call(o)}finally{if(s)throw s.error}}return i}function K(e,t,r){if(r||arguments.length===2)for(var o=0,n=t.length,i;o1||a(u,d)})})}function a(u,d){try{c(o[u](d))}catch(y){f(i[0][3],y)}}function c(u){u.value instanceof ot?Promise.resolve(u.value.v).then(p,l):f(i[0][2],u)}function p(u){a("next",u)}function l(u){a("throw",u)}function f(u,d){u(d),i.shift(),i.length&&a(i[0][0],i[0][1])}}function po(e){if(!Symbol.asyncIterator)throw new TypeError("Symbol.asyncIterator is not defined.");var t=e[Symbol.asyncIterator],r;return t?t.call(e):(e=typeof be=="function"?be(e):e[Symbol.iterator](),r={},o("next"),o("throw"),o("return"),r[Symbol.asyncIterator]=function(){return this},r);function o(i){r[i]=e[i]&&function(s){return new Promise(function(a,c){s=e[i](s),n(a,c,s.done,s.value)})}}function n(i,s,a,c){Promise.resolve(c).then(function(p){i({value:p,done:a})},s)}}function k(e){return typeof e=="function"}function pt(e){var t=function(o){Error.call(o),o.stack=new Error().stack},r=e(t);return r.prototype=Object.create(Error.prototype),r.prototype.constructor=r,r}var Ut=pt(function(e){return function(r){e(this),this.message=r?r.length+` errors occurred during unsubscription:
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r.subscribe(({url:n})=>{e.setAttribute("data-clipboard-text",e.href),e.href=`${n}`}),h(e,"click").pipe(j(o)).subscribe(n=>n.preventDefault()),Va(e,t).pipe(T(n=>r.next(n)),A(()=>r.complete()),m(n=>P({ref:e},n)))}function Xn(e,{worker$:t,keyboard$:r}){let o=new x,n=Oe("search-query"),i=L(h(n,"keydown"),h(n,"focus")).pipe(Me(ie),m(()=>n.value),X());return o.pipe(Ze(i),m(([{suggest:a},c])=>{let p=c.split(/([\s-]+)/);if(a!=null&&a.length&&p[p.length-1]){let l=a[a.length-1];l.startsWith(p[p.length-1])&&(p[p.length-1]=l)}else p.length=0;return p})).subscribe(a=>e.innerHTML=a.join("").replace(/\s/g," ")),r.pipe(v(({mode:a})=>a==="search")).subscribe(a=>{switch(a.type){case"ArrowRight":e.innerText.length&&n.selectionStart===n.value.length&&(n.value=e.innerText);break}}),t.pipe(v(dr),m(({data:a})=>a)).pipe(T(a=>o.next(a)),A(()=>o.complete()),m(()=>({ref:e})))}function Zn(e,{index$:t,keyboard$:r}){let o=he();try{let n=Qn(o.search,t),i=Oe("search-query",e),s=Oe("search-result",e);h(e,"click").pipe(v(({target:c})=>c instanceof Element&&!!c.closest("a"))).subscribe(()=>Ye("search",!1)),r.pipe(v(({mode:c})=>c==="search")).subscribe(c=>{let p=Ie();switch(c.type){case"Enter":if(p===i){let l=new Map;for(let f of W(":first-child [href]",s)){let u=f.firstElementChild;l.set(f,parseFloat(u.getAttribute("data-md-score")))}if(l.size){let[[f]]=[...l].sort(([,u],[,d])=>d-u);f.click()}c.claim()}break;case"Escape":case"Tab":Ye("search",!1),i.blur();break;case"ArrowUp":case"ArrowDown":if(typeof p=="undefined")i.focus();else{let l=[i,...W(":not(details) > [href], summary, details[open] [href]",s)],f=Math.max(0,(Math.max(0,l.indexOf(p))+l.length+(c.type==="ArrowUp"?-1:1))%l.length);l[f].focus()}c.claim();break;default:i!==Ie()&&i.focus()}}),r.pipe(v(({mode:c})=>c==="global")).subscribe(c=>{switch(c.type){case"f":case"s":case"/":i.focus(),i.select(),c.claim();break}});let a=Bn(i,{worker$:n});return L(a,Gn(s,{worker$:n,query$:a})).pipe(Re(...ne("search-share",e).map(c=>Jn(c,{query$:a})),...ne("search-suggest",e).map(c=>Xn(c,{worker$:n,keyboard$:r}))))}catch(n){return e.hidden=!0,Ke}}function ei(e,{index$:t,location$:r}){return B([t,r.pipe(q(me()),v(o=>!!o.searchParams.get("h")))]).pipe(m(([o,n])=>Kn(o.config)(n.searchParams.get("h"))),m(o=>{var s;let n=new Map,i=document.createNodeIterator(e,NodeFilter.SHOW_TEXT);for(let a=i.nextNode();a;a=i.nextNode())if((s=a.parentElement)!=null&&s.offsetHeight){let c=a.textContent,p=o(c);p.length>c.length&&n.set(a,p)}for(let[a,c]of n){let{childNodes:p}=S("span",null,c);a.replaceWith(...Array.from(p))}return{ref:e,nodes:n}}))}function za(e,{viewport$:t,main$:r}){let o=e.closest(".md-grid"),n=o.offsetTop-o.parentElement.offsetTop;return B([r,t]).pipe(m(([{offset:i,height:s},{offset:{y:a}}])=>(s=s+Math.min(n,Math.max(0,a-i))-n,{height:s,locked:a>=i+n})),X((i,s)=>i.height===s.height&&i.locked===s.locked))}function Br(e,o){var n=o,{header$:t}=n,r=oo(n,["header$"]);let i=U(".md-sidebar__scrollwrap",e),{y:s}=Ue(i);return H(()=>{let a=new x,c=a.pipe(ee(),oe(!0)),p=a.pipe(Le(0,ge));return p.pipe(ae(t)).subscribe({next([{height:l},{height:f}]){i.style.height=`${l-2*s}px`,e.style.top=`${f}px`},complete(){i.style.height="",e.style.top=""}}),p.pipe(Pe()).subscribe(()=>{for(let l of W(".md-nav__link--active[href]",e)){if(!l.clientHeight)continue;let f=l.closest(".md-sidebar__scrollwrap");if(typeof f!="undefined"){let u=l.offsetTop-f.offsetTop,{height:d}=le(f);f.scrollTo({top:u-d/2})}}}),fe(W("label[tabindex]",e)).pipe(re(l=>h(l,"click").pipe(Me(ie),m(()=>l),j(c)))).subscribe(l=>{let f=U(`[id="${l.htmlFor}"]`);U(`[aria-labelledby="${l.id}"]`).setAttribute("aria-expanded",`${f.checked}`)}),za(e,r).pipe(T(l=>a.next(l)),A(()=>a.complete()),m(l=>P({ref:e},l)))})}function ti(e,t){if(typeof t!="undefined"){let r=`https://api.github.com/repos/${e}/${t}`;return Lt(De(`${r}/releases/latest`).pipe(xe(()=>M),m(o=>({version:o.tag_name})),$e({})),De(r).pipe(xe(()=>M),m(o=>({stars:o.stargazers_count,forks:o.forks_count})),$e({}))).pipe(m(([o,n])=>P(P({},o),n)))}else{let r=`https://api.github.com/users/${e}`;return De(r).pipe(m(o=>({repositories:o.public_repos})),$e({}))}}function ri(e,t){let r=`https://${e}/api/v4/projects/${encodeURIComponent(t)}`;return De(r).pipe(xe(()=>M),m(({star_count:o,forks_count:n})=>({stars:o,forks:n})),$e({}))}function oi(e){let t=e.match(/^.+github\.com\/([^/]+)\/?([^/]+)?/i);if(t){let[,r,o]=t;return ti(r,o)}if(t=e.match(/^.+?([^/]*gitlab[^/]+)\/(.+?)\/?$/i),t){let[,r,o]=t;return ri(r,o)}return M}var qa;function Ka(e){return qa||(qa=H(()=>{let t=__md_get("__source",sessionStorage);if(t)return R(t);if(ne("consent").length){let o=__md_get("__consent");if(!(o&&o.github))return M}return 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c)p.classList.remove("md-nav__link--passed"),p.classList.remove("md-nav__link--active");for(let[p,[l]]of a.entries())l.classList.add("md-nav__link--passed"),l.classList.toggle("md-nav__link--active",p===a.length-1)}),G("toc.follow")){let a=L(t.pipe(ye(1),m(()=>{})),t.pipe(ye(250),m(()=>"smooth")));i.pipe(v(({prev:c})=>c.length>0),Ze(o.pipe(Me(ie))),ae(a)).subscribe(([[{prev:c}],p])=>{let[l]=c[c.length-1];if(l.offsetHeight){let f=sr(l);if(typeof f!="undefined"){let u=l.offsetTop-f.offsetTop,{height:d}=le(f);f.scrollTo({top:u-d/2,behavior:p})}}})}return G("navigation.tracking")&&t.pipe(j(s),te("offset"),ye(250),Ee(1),j(n.pipe(Ee(1))),at({delay:250}),ae(i)).subscribe(([,{prev:a}])=>{let c=me(),p=a[a.length-1];if(p&&p.length){let[l]=p,{hash:f}=new URL(l.href);c.hash!==f&&(c.hash=f,history.replaceState({},"",`${c}`))}else c.hash="",history.replaceState({},"",`${c}`)}),Ya(e,{viewport$:t,header$:r}).pipe(T(a=>i.next(a)),A(()=>i.complete()),m(a=>P({ref:e},a)))})}function 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o.title=r,Be(o).pipe(j(e.pipe(Ee(1))),A(()=>o.removeAttribute("title")))})).subscribe(),e.pipe(w(()=>W(".md-status")),re(t=>Be(t))).subscribe()}function pi({document$:e,tablet$:t}){e.pipe(w(()=>W(".md-toggle--indeterminate")),T(r=>{r.indeterminate=!0,r.checked=!1}),re(r=>h(r,"change").pipe(Ur(()=>r.classList.contains("md-toggle--indeterminate")),m(()=>r))),ae(t)).subscribe(([r,o])=>{r.classList.remove("md-toggle--indeterminate"),o&&(r.checked=!1)})}function Ga(){return/(iPad|iPhone|iPod)/.test(navigator.userAgent)}function li({document$:e}){e.pipe(w(()=>W("[data-md-scrollfix]")),T(t=>t.removeAttribute("data-md-scrollfix")),v(Ga),re(t=>h(t,"touchstart").pipe(m(()=>t)))).subscribe(t=>{let r=t.scrollTop;r===0?t.scrollTop=1:r+t.offsetHeight===t.scrollHeight&&(t.scrollTop=r-1)})}function mi({viewport$:e,tablet$:t}){B([Ne("search"),t]).pipe(m(([r,o])=>r&&!o),w(r=>R(r).pipe(Qe(r?400:100))),ae(e)).subscribe(([r,{offset:{y:o}}])=>{if(r)document.body.setAttribute("data-md-scrolllock",""),document.body.style.top=`-${o}px`;else{let n=-1*parseInt(document.body.style.top,10);document.body.removeAttribute("data-md-scrolllock"),document.body.style.top="",n&&window.scrollTo(0,n)}})}Object.entries||(Object.entries=function(e){let t=[];for(let r of Object.keys(e))t.push([r,e[r]]);return t});Object.values||(Object.values=function(e){let t=[];for(let r of Object.keys(e))t.push(e[r]);return t});typeof Element!="undefined"&&(Element.prototype.scrollTo||(Element.prototype.scrollTo=function(e,t){typeof e=="object"?(this.scrollLeft=e.left,this.scrollTop=e.top):(this.scrollLeft=e,this.scrollTop=t)}),Element.prototype.replaceWith||(Element.prototype.replaceWith=function(...e){let t=this.parentNode;if(t){e.length===0&&t.removeChild(this);for(let r=e.length-1;r>=0;r--){let o=e[r];typeof o=="string"?o=document.createTextNode(o):o.parentNode&&o.parentNode.removeChild(o),r?t.insertBefore(this.previousSibling,o):t.replaceChild(o,this)}}}));function Ja(){return location.protocol==="file:"?gt(`${new URL("search/search_index.js",Gr.base)}`).pipe(m(()=>__index),Z(1)):De(new URL("search/search_index.json",Gr.base))}document.documentElement.classList.remove("no-js");document.documentElement.classList.add("js");var rt=zo(),Pt=Zo(),wt=tn(Pt),Jr=Xo(),_e=pn(),hr=At("(min-width: 960px)"),ui=At("(min-width: 1220px)"),di=rn(),Gr=he(),hi=document.forms.namedItem("search")?Ja():Ke,Xr=new x;Un({alert$:Xr});var Zr=new x;G("navigation.instant")&&Dn({location$:Pt,viewport$:_e,progress$:Zr}).subscribe(rt);var fi;((fi=Gr.version)==null?void 0:fi.provider)==="mike"&&Yn({document$:rt});L(Pt,wt).pipe(Qe(125)).subscribe(()=>{Ye("drawer",!1),Ye("search",!1)});Jr.pipe(v(({mode:e})=>e==="global")).subscribe(e=>{switch(e.type){case"p":case",":let t=ce("link[rel=prev]");typeof t!="undefined"&&st(t);break;case"n":case".":let r=ce("link[rel=next]");typeof r!="undefined"&&st(r);break;case"Enter":let o=Ie();o instanceof HTMLLabelElement&&o.click()}});ci({document$:rt});pi({document$:rt,tablet$:hr});li({document$:rt});mi({viewport$:_e,tablet$:hr});var tt=Pn(Oe("header"),{viewport$:_e}),$t=rt.pipe(m(()=>Oe("main")),w(e=>Fn(e,{viewport$:_e,header$:tt})),Z(1)),Xa=L(...ne("consent").map(e=>fn(e,{target$:wt})),...ne("dialog").map(e=>$n(e,{alert$:Xr})),...ne("header").map(e=>Rn(e,{viewport$:_e,header$:tt,main$:$t})),...ne("palette").map(e=>jn(e)),...ne("progress").map(e=>Wn(e,{progress$:Zr})),...ne("search").map(e=>Zn(e,{index$:hi,keyboard$:Jr})),...ne("source").map(e=>ni(e))),Za=H(()=>L(...ne("announce").map(e=>mn(e)),...ne("content").map(e=>Hn(e,{viewport$:_e,target$:wt,print$:di})),...ne("content").map(e=>G("search.highlight")?ei(e,{index$:hi,location$:Pt}):M),...ne("header-title").map(e=>In(e,{viewport$:_e,header$:tt})),...ne("sidebar").map(e=>e.getAttribute("data-md-type")==="navigation"?Dr(ui,()=>Br(e,{viewport$:_e,header$:tt,main$:$t})):Dr(hr,()=>Br(e,{viewport$:_e,header$:tt,main$:$t}))),...ne("tabs").map(e=>ii(e,{viewport$:_e,header$:tt})),...ne("toc").map(e=>ai(e,{viewport$:_e,header$:tt,main$:$t,target$:wt})),...ne("top").map(e=>si(e,{viewport$:_e,header$:tt,main$:$t,target$:wt})))),bi=rt.pipe(w(()=>Za),Re(Xa),Z(1));bi.subscribe();window.document$=rt;window.location$=Pt;window.target$=wt;window.keyboard$=Jr;window.viewport$=_e;window.tablet$=hr;window.screen$=ui;window.print$=di;window.alert$=Xr;window.progress$=Zr;window.component$=bi;})();
+//# sourceMappingURL=bundle.7389ff0e.min.js.map
+
diff --git a/assets/javascripts/bundle.7389ff0e.min.js.map b/assets/javascripts/bundle.7389ff0e.min.js.map
new file mode 100644
index 0000000..dbee324
--- /dev/null
+++ b/assets/javascripts/bundle.7389ff0e.min.js.map
@@ -0,0 +1,7 @@
+{
+ "version": 3,
+ "sources": ["node_modules/focus-visible/dist/focus-visible.js", "node_modules/clipboard/dist/clipboard.js", "node_modules/escape-html/index.js", "src/templates/assets/javascripts/bundle.ts", "node_modules/rxjs/node_modules/tslib/tslib.es6.js", "node_modules/rxjs/src/internal/util/isFunction.ts", "node_modules/rxjs/src/internal/util/createErrorClass.ts", "node_modules/rxjs/src/internal/util/UnsubscriptionError.ts", "node_modules/rxjs/src/internal/util/arrRemove.ts", "node_modules/rxjs/src/internal/Subscription.ts", "node_modules/rxjs/src/internal/config.ts", "node_modules/rxjs/src/internal/scheduler/timeoutProvider.ts", "node_modules/rxjs/src/internal/util/reportUnhandledError.ts", "node_modules/rxjs/src/internal/util/noop.ts", "node_modules/rxjs/src/internal/NotificationFactories.ts", "node_modules/rxjs/src/internal/util/errorContext.ts", "node_modules/rxjs/src/internal/Subscriber.ts", "node_modules/rxjs/src/internal/symbol/observable.ts", "node_modules/rxjs/src/internal/util/identity.ts", "node_modules/rxjs/src/internal/util/pipe.ts", "node_modules/rxjs/src/internal/Observable.ts", "node_modules/rxjs/src/internal/util/lift.ts", "node_modules/rxjs/src/internal/operators/OperatorSubscriber.ts", "node_modules/rxjs/src/internal/scheduler/animationFrameProvider.ts", "node_modules/rxjs/src/internal/util/ObjectUnsubscribedError.ts", "node_modules/rxjs/src/internal/Subject.ts", "node_modules/rxjs/src/internal/scheduler/dateTimestampProvider.ts", "node_modules/rxjs/src/internal/ReplaySubject.ts", "node_modules/rxjs/src/internal/scheduler/Action.ts", "node_modules/rxjs/src/internal/scheduler/intervalProvider.ts", "node_modules/rxjs/src/internal/scheduler/AsyncAction.ts", "node_modules/rxjs/src/internal/Scheduler.ts", "node_modules/rxjs/src/internal/scheduler/AsyncScheduler.ts", "node_modules/rxjs/src/internal/scheduler/async.ts", "node_modules/rxjs/src/internal/scheduler/AnimationFrameAction.ts", "node_modules/rxjs/src/internal/scheduler/AnimationFrameScheduler.ts", "node_modules/rxjs/src/internal/scheduler/animationFrame.ts", "node_modules/rxjs/src/internal/observable/empty.ts", "node_modules/rxjs/src/internal/util/isScheduler.ts", "node_modules/rxjs/src/internal/util/args.ts", "node_modules/rxjs/src/internal/util/isArrayLike.ts", "node_modules/rxjs/src/internal/util/isPromise.ts", "node_modules/rxjs/src/internal/util/isInteropObservable.ts", "node_modules/rxjs/src/internal/util/isAsyncIterable.ts", "node_modules/rxjs/src/internal/util/throwUnobservableError.ts", "node_modules/rxjs/src/internal/symbol/iterator.ts", "node_modules/rxjs/src/internal/util/isIterable.ts", "node_modules/rxjs/src/internal/util/isReadableStreamLike.ts", "node_modules/rxjs/src/internal/observable/innerFrom.ts", "node_modules/rxjs/src/internal/util/executeSchedule.ts", "node_modules/rxjs/src/internal/operators/observeOn.ts", "node_modules/rxjs/src/internal/operators/subscribeOn.ts", "node_modules/rxjs/src/internal/scheduled/scheduleObservable.ts", "node_modules/rxjs/src/internal/scheduled/schedulePromise.ts", "node_modules/rxjs/src/internal/scheduled/scheduleArray.ts", "node_modules/rxjs/src/internal/scheduled/scheduleIterable.ts", "node_modules/rxjs/src/internal/scheduled/scheduleAsyncIterable.ts", "node_modules/rxjs/src/internal/scheduled/scheduleReadableStreamLike.ts", "node_modules/rxjs/src/internal/scheduled/scheduled.ts", "node_modules/rxjs/src/internal/observable/from.ts", "node_modules/rxjs/src/internal/observable/of.ts", "node_modules/rxjs/src/internal/observable/throwError.ts", "node_modules/rxjs/src/internal/util/EmptyError.ts", "node_modules/rxjs/src/internal/util/isDate.ts", "node_modules/rxjs/src/internal/operators/map.ts", "node_modules/rxjs/src/internal/util/mapOneOrManyArgs.ts", "node_modules/rxjs/src/internal/util/argsArgArrayOrObject.ts", "node_modules/rxjs/src/internal/util/createObject.ts", "node_modules/rxjs/src/internal/observable/combineLatest.ts", "node_modules/rxjs/src/internal/operators/mergeInternals.ts", "node_modules/rxjs/src/internal/operators/mergeMap.ts", "node_modules/rxjs/src/internal/operators/mergeAll.ts", "node_modules/rxjs/src/internal/operators/concatAll.ts", "node_modules/rxjs/src/internal/observable/concat.ts", "node_modules/rxjs/src/internal/observable/defer.ts", "node_modules/rxjs/src/internal/observable/fromEvent.ts", "node_modules/rxjs/src/internal/observable/fromEventPattern.ts", "node_modules/rxjs/src/internal/observable/timer.ts", "node_modules/rxjs/src/internal/observable/merge.ts", "node_modules/rxjs/src/internal/observable/never.ts", "node_modules/rxjs/src/internal/util/argsOrArgArray.ts", "node_modules/rxjs/src/internal/operators/filter.ts", "node_modules/rxjs/src/internal/observable/zip.ts", "node_modules/rxjs/src/internal/operators/audit.ts", "node_modules/rxjs/src/internal/operators/auditTime.ts", "node_modules/rxjs/src/internal/operators/bufferCount.ts", "node_modules/rxjs/src/internal/operators/catchError.ts", "node_modules/rxjs/src/internal/operators/scanInternals.ts", "node_modules/rxjs/src/internal/operators/combineLatest.ts", "node_modules/rxjs/src/internal/operators/combineLatestWith.ts", "node_modules/rxjs/src/internal/operators/debounceTime.ts", "node_modules/rxjs/src/internal/operators/defaultIfEmpty.ts", "node_modules/rxjs/src/internal/operators/take.ts", "node_modules/rxjs/src/internal/operators/ignoreElements.ts", "node_modules/rxjs/src/internal/operators/mapTo.ts", "node_modules/rxjs/src/internal/operators/delayWhen.ts", "node_modules/rxjs/src/internal/operators/delay.ts", "node_modules/rxjs/src/internal/operators/distinctUntilChanged.ts", "node_modules/rxjs/src/internal/operators/distinctUntilKeyChanged.ts", "node_modules/rxjs/src/internal/operators/throwIfEmpty.ts", "node_modules/rxjs/src/internal/operators/endWith.ts", "node_modules/rxjs/src/internal/operators/finalize.ts", "node_modules/rxjs/src/internal/operators/first.ts", "node_modules/rxjs/src/internal/operators/takeLast.ts", "node_modules/rxjs/src/internal/operators/merge.ts", "node_modules/rxjs/src/internal/operators/mergeWith.ts", "node_modules/rxjs/src/internal/operators/repeat.ts", "node_modules/rxjs/src/internal/operators/sample.ts", "node_modules/rxjs/src/internal/operators/scan.ts", "node_modules/rxjs/src/internal/operators/share.ts", "node_modules/rxjs/src/internal/operators/shareReplay.ts", "node_modules/rxjs/src/internal/operators/skip.ts", "node_modules/rxjs/src/internal/operators/skipUntil.ts", "node_modules/rxjs/src/internal/operators/startWith.ts", "node_modules/rxjs/src/internal/operators/switchMap.ts", "node_modules/rxjs/src/internal/operators/takeUntil.ts", "node_modules/rxjs/src/internal/operators/takeWhile.ts", "node_modules/rxjs/src/internal/operators/tap.ts", "node_modules/rxjs/src/internal/operators/throttle.ts", "node_modules/rxjs/src/internal/operators/throttleTime.ts", "node_modules/rxjs/src/internal/operators/withLatestFrom.ts", "node_modules/rxjs/src/internal/operators/zip.ts", "node_modules/rxjs/src/internal/operators/zipWith.ts", "src/templates/assets/javascripts/browser/document/index.ts", "src/templates/assets/javascripts/browser/element/_/index.ts", "src/templates/assets/javascripts/browser/element/focus/index.ts", "src/templates/assets/javascripts/browser/element/hover/index.ts", "src/templates/assets/javascripts/browser/element/offset/_/index.ts", "src/templates/assets/javascripts/browser/element/offset/content/index.ts", "src/templates/assets/javascripts/utilities/h/index.ts", "src/templates/assets/javascripts/utilities/round/index.ts", "src/templates/assets/javascripts/browser/script/index.ts", "src/templates/assets/javascripts/browser/element/size/_/index.ts", "src/templates/assets/javascripts/browser/element/size/content/index.ts", "src/templates/assets/javascripts/browser/element/visibility/index.ts", "src/templates/assets/javascripts/browser/toggle/index.ts", "src/templates/assets/javascripts/browser/keyboard/index.ts", "src/templates/assets/javascripts/browser/location/_/index.ts", "src/templates/assets/javascripts/browser/location/hash/index.ts", "src/templates/assets/javascripts/browser/media/index.ts", "src/templates/assets/javascripts/browser/request/index.ts", "src/templates/assets/javascripts/browser/viewport/offset/index.ts", "src/templates/assets/javascripts/browser/viewport/size/index.ts", "src/templates/assets/javascripts/browser/viewport/_/index.ts", "src/templates/assets/javascripts/browser/viewport/at/index.ts", "src/templates/assets/javascripts/browser/worker/index.ts", "src/templates/assets/javascripts/_/index.ts", "src/templates/assets/javascripts/components/_/index.ts", "src/templates/assets/javascripts/components/announce/index.ts", "src/templates/assets/javascripts/components/consent/index.ts", "src/templates/assets/javascripts/templates/tooltip/index.tsx", "src/templates/assets/javascripts/templates/annotation/index.tsx", "src/templates/assets/javascripts/templates/clipboard/index.tsx", "src/templates/assets/javascripts/templates/search/index.tsx", "src/templates/assets/javascripts/templates/source/index.tsx", "src/templates/assets/javascripts/templates/tabbed/index.tsx", "src/templates/assets/javascripts/templates/table/index.tsx", "src/templates/assets/javascripts/templates/version/index.tsx", "src/templates/assets/javascripts/components/tooltip/index.ts", "src/templates/assets/javascripts/components/content/annotation/_/index.ts", "src/templates/assets/javascripts/components/content/annotation/list/index.ts", "src/templates/assets/javascripts/components/content/annotation/block/index.ts", "src/templates/assets/javascripts/components/content/code/_/index.ts", "src/templates/assets/javascripts/components/content/details/index.ts", "src/templates/assets/javascripts/components/content/mermaid/index.css", "src/templates/assets/javascripts/components/content/mermaid/index.ts", "src/templates/assets/javascripts/components/content/table/index.ts", "src/templates/assets/javascripts/components/content/tabs/index.ts", "src/templates/assets/javascripts/components/content/_/index.ts", "src/templates/assets/javascripts/components/dialog/index.ts", "src/templates/assets/javascripts/components/header/_/index.ts", "src/templates/assets/javascripts/components/header/title/index.ts", "src/templates/assets/javascripts/components/main/index.ts", "src/templates/assets/javascripts/components/palette/index.ts", "src/templates/assets/javascripts/components/progress/index.ts", "src/templates/assets/javascripts/integrations/clipboard/index.ts", "src/templates/assets/javascripts/integrations/sitemap/index.ts", "src/templates/assets/javascripts/integrations/instant/index.ts", "src/templates/assets/javascripts/integrations/search/highlighter/index.ts", "src/templates/assets/javascripts/integrations/search/worker/message/index.ts", "src/templates/assets/javascripts/integrations/search/worker/_/index.ts", "src/templates/assets/javascripts/integrations/version/index.ts", "src/templates/assets/javascripts/components/search/query/index.ts", "src/templates/assets/javascripts/components/search/result/index.ts", "src/templates/assets/javascripts/components/search/share/index.ts", "src/templates/assets/javascripts/components/search/suggest/index.ts", "src/templates/assets/javascripts/components/search/_/index.ts", "src/templates/assets/javascripts/components/search/highlight/index.ts", "src/templates/assets/javascripts/components/sidebar/index.ts", "src/templates/assets/javascripts/components/source/facts/github/index.ts", "src/templates/assets/javascripts/components/source/facts/gitlab/index.ts", "src/templates/assets/javascripts/components/source/facts/_/index.ts", "src/templates/assets/javascripts/components/source/_/index.ts", "src/templates/assets/javascripts/components/tabs/index.ts", "src/templates/assets/javascripts/components/toc/index.ts", "src/templates/assets/javascripts/components/top/index.ts", "src/templates/assets/javascripts/patches/ellipsis/index.ts", "src/templates/assets/javascripts/patches/indeterminate/index.ts", "src/templates/assets/javascripts/patches/scrollfix/index.ts", "src/templates/assets/javascripts/patches/scrolllock/index.ts", "src/templates/assets/javascripts/polyfills/index.ts"],
+ "sourcesContent": ["(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? factory() :\n typeof define === 'function' && define.amd ? define(factory) :\n (factory());\n}(this, (function () { 'use strict';\n\n /**\n * Applies the :focus-visible polyfill at the given scope.\n * A scope in this case is either the top-level Document or a Shadow Root.\n *\n * @param {(Document|ShadowRoot)} scope\n * @see https://github.com/WICG/focus-visible\n */\n function applyFocusVisiblePolyfill(scope) {\n var hadKeyboardEvent = true;\n var hadFocusVisibleRecently = false;\n var hadFocusVisibleRecentlyTimeout = null;\n\n var inputTypesAllowlist = {\n text: true,\n search: true,\n url: true,\n tel: true,\n email: true,\n password: true,\n number: true,\n date: true,\n month: true,\n week: true,\n time: true,\n datetime: true,\n 'datetime-local': true\n };\n\n /**\n * Helper function for legacy browsers and iframes which sometimes focus\n * elements like document, body, and non-interactive SVG.\n * @param {Element} el\n */\n function isValidFocusTarget(el) {\n if (\n el &&\n el !== document &&\n el.nodeName !== 'HTML' &&\n el.nodeName !== 'BODY' &&\n 'classList' in el &&\n 'contains' in el.classList\n ) {\n return true;\n }\n return false;\n }\n\n /**\n * Computes whether the given element should automatically trigger the\n * `focus-visible` class being added, i.e. whether it should always match\n * `:focus-visible` when focused.\n * @param {Element} el\n * @return {boolean}\n */\n function focusTriggersKeyboardModality(el) {\n var type = el.type;\n var tagName = el.tagName;\n\n if (tagName === 'INPUT' && inputTypesAllowlist[type] && !el.readOnly) {\n return true;\n }\n\n if (tagName === 'TEXTAREA' && !el.readOnly) {\n return true;\n }\n\n if (el.isContentEditable) {\n return true;\n }\n\n return false;\n }\n\n /**\n * Add the `focus-visible` class to the given element if it was not added by\n * the author.\n * @param {Element} el\n */\n function addFocusVisibleClass(el) {\n if (el.classList.contains('focus-visible')) {\n return;\n }\n el.classList.add('focus-visible');\n el.setAttribute('data-focus-visible-added', '');\n }\n\n /**\n * Remove the `focus-visible` class from the given element if it was not\n * originally added by the author.\n * @param {Element} el\n */\n function removeFocusVisibleClass(el) {\n if (!el.hasAttribute('data-focus-visible-added')) {\n return;\n }\n el.classList.remove('focus-visible');\n el.removeAttribute('data-focus-visible-added');\n }\n\n /**\n * If the most recent user interaction was via the keyboard;\n * and the key press did not include a meta, alt/option, or control key;\n * then the modality is keyboard. Otherwise, the modality is not keyboard.\n * Apply `focus-visible` to any current active element and keep track\n * of our keyboard modality state with `hadKeyboardEvent`.\n * @param {KeyboardEvent} e\n */\n function onKeyDown(e) {\n if (e.metaKey || e.altKey || e.ctrlKey) {\n return;\n }\n\n if (isValidFocusTarget(scope.activeElement)) {\n addFocusVisibleClass(scope.activeElement);\n }\n\n hadKeyboardEvent = true;\n }\n\n /**\n * If at any point a user clicks with a pointing device, ensure that we change\n * the modality away from keyboard.\n * This avoids the situation where a user presses a key on an already focused\n * element, and then clicks on a different element, focusing it with a\n * pointing device, while we still think we're in keyboard modality.\n * @param {Event} e\n */\n function onPointerDown(e) {\n hadKeyboardEvent = false;\n }\n\n /**\n * On `focus`, add the `focus-visible` class to the target if:\n * - the target received focus as a result of keyboard navigation, or\n * - the event target is an element that will likely require interaction\n * via the keyboard (e.g. a text box)\n * @param {Event} e\n */\n function onFocus(e) {\n // Prevent IE from focusing the document or HTML element.\n if (!isValidFocusTarget(e.target)) {\n return;\n }\n\n if (hadKeyboardEvent || focusTriggersKeyboardModality(e.target)) {\n addFocusVisibleClass(e.target);\n }\n }\n\n /**\n * On `blur`, remove the `focus-visible` class from the target.\n * @param {Event} e\n */\n function onBlur(e) {\n if (!isValidFocusTarget(e.target)) {\n return;\n }\n\n if (\n e.target.classList.contains('focus-visible') ||\n e.target.hasAttribute('data-focus-visible-added')\n ) {\n // To detect a tab/window switch, we look for a blur event followed\n // rapidly by a visibility change.\n // If we don't see a visibility change within 100ms, it's probably a\n // regular focus change.\n hadFocusVisibleRecently = true;\n window.clearTimeout(hadFocusVisibleRecentlyTimeout);\n hadFocusVisibleRecentlyTimeout = window.setTimeout(function() {\n hadFocusVisibleRecently = false;\n }, 100);\n removeFocusVisibleClass(e.target);\n }\n }\n\n /**\n * If the user changes tabs, keep track of whether or not the previously\n * focused element had .focus-visible.\n * @param {Event} e\n */\n function onVisibilityChange(e) {\n if (document.visibilityState === 'hidden') {\n // If the tab becomes active again, the browser will handle calling focus\n // on the element (Safari actually calls it twice).\n // If this tab change caused a blur on an element with focus-visible,\n // re-apply the class when the user switches back to the tab.\n if (hadFocusVisibleRecently) {\n hadKeyboardEvent = true;\n }\n addInitialPointerMoveListeners();\n }\n }\n\n /**\n * Add a group of listeners to detect usage of any pointing devices.\n * These listeners will be added when the polyfill first loads, and anytime\n * the window is blurred, so that they are active when the window regains\n * focus.\n */\n function addInitialPointerMoveListeners() {\n document.addEventListener('mousemove', onInitialPointerMove);\n document.addEventListener('mousedown', onInitialPointerMove);\n document.addEventListener('mouseup', onInitialPointerMove);\n document.addEventListener('pointermove', onInitialPointerMove);\n document.addEventListener('pointerdown', onInitialPointerMove);\n document.addEventListener('pointerup', onInitialPointerMove);\n document.addEventListener('touchmove', onInitialPointerMove);\n document.addEventListener('touchstart', onInitialPointerMove);\n document.addEventListener('touchend', onInitialPointerMove);\n }\n\n function removeInitialPointerMoveListeners() {\n document.removeEventListener('mousemove', onInitialPointerMove);\n document.removeEventListener('mousedown', onInitialPointerMove);\n document.removeEventListener('mouseup', onInitialPointerMove);\n document.removeEventListener('pointermove', onInitialPointerMove);\n document.removeEventListener('pointerdown', onInitialPointerMove);\n document.removeEventListener('pointerup', onInitialPointerMove);\n document.removeEventListener('touchmove', onInitialPointerMove);\n document.removeEventListener('touchstart', onInitialPointerMove);\n document.removeEventListener('touchend', onInitialPointerMove);\n }\n\n /**\n * When the polfyill first loads, assume the user is in keyboard modality.\n * If any event is received from a pointing device (e.g. mouse, pointer,\n * touch), turn off keyboard modality.\n * This accounts for situations where focus enters the page from the URL bar.\n * @param {Event} e\n */\n function onInitialPointerMove(e) {\n // Work around a Safari quirk that fires a mousemove on whenever the\n // window blurs, even if you're tabbing out of the page. \u00AF\\_(\u30C4)_/\u00AF\n if (e.target.nodeName && e.target.nodeName.toLowerCase() === 'html') {\n return;\n }\n\n hadKeyboardEvent = false;\n removeInitialPointerMoveListeners();\n }\n\n // For some kinds of state, we are interested in changes at the global scope\n // only. For example, global pointer input, global key presses and global\n // visibility change should affect the state at every scope:\n document.addEventListener('keydown', onKeyDown, true);\n document.addEventListener('mousedown', onPointerDown, true);\n document.addEventListener('pointerdown', onPointerDown, true);\n document.addEventListener('touchstart', onPointerDown, true);\n document.addEventListener('visibilitychange', onVisibilityChange, true);\n\n addInitialPointerMoveListeners();\n\n // For focus and blur, we specifically care about state changes in the local\n // scope. This is because focus / blur events that originate from within a\n // shadow root are not re-dispatched from the host element if it was already\n // the active element in its own scope:\n scope.addEventListener('focus', onFocus, true);\n scope.addEventListener('blur', onBlur, true);\n\n // We detect that a node is a ShadowRoot by ensuring that it is a\n // DocumentFragment and also has a host property. This check covers native\n // implementation and polyfill implementation transparently. If we only cared\n // about the native implementation, we could just check if the scope was\n // an instance of a ShadowRoot.\n if (scope.nodeType === Node.DOCUMENT_FRAGMENT_NODE && scope.host) {\n // Since a ShadowRoot is a special kind of DocumentFragment, it does not\n // have a root element to add a class to. So, we add this attribute to the\n // host element instead:\n scope.host.setAttribute('data-js-focus-visible', '');\n } else if (scope.nodeType === Node.DOCUMENT_NODE) {\n document.documentElement.classList.add('js-focus-visible');\n document.documentElement.setAttribute('data-js-focus-visible', '');\n }\n }\n\n // It is important to wrap all references to global window and document in\n // these checks to support server-side rendering use cases\n // @see https://github.com/WICG/focus-visible/issues/199\n if (typeof window !== 'undefined' && typeof document !== 'undefined') {\n // Make the polyfill helper globally available. This can be used as a signal\n // to interested libraries that wish to coordinate with the polyfill for e.g.,\n // applying the polyfill to a shadow root:\n window.applyFocusVisiblePolyfill = applyFocusVisiblePolyfill;\n\n // Notify interested libraries of the polyfill's presence, in case the\n // polyfill was loaded lazily:\n var event;\n\n try {\n event = new CustomEvent('focus-visible-polyfill-ready');\n } catch (error) {\n // IE11 does not support using CustomEvent as a constructor directly:\n event = document.createEvent('CustomEvent');\n event.initCustomEvent('focus-visible-polyfill-ready', false, false, {});\n }\n\n window.dispatchEvent(event);\n }\n\n if (typeof document !== 'undefined') {\n // Apply the polyfill to the global document, so that no JavaScript\n // coordination is required to use the polyfill in the top-level document:\n applyFocusVisiblePolyfill(document);\n }\n\n})));\n", "/*!\n * clipboard.js v2.0.11\n * https://clipboardjs.com/\n *\n * Licensed MIT \u00A9 Zeno Rocha\n */\n(function webpackUniversalModuleDefinition(root, factory) {\n\tif(typeof exports === 'object' && typeof module === 'object')\n\t\tmodule.exports = factory();\n\telse if(typeof define === 'function' && define.amd)\n\t\tdefine([], factory);\n\telse if(typeof exports === 'object')\n\t\texports[\"ClipboardJS\"] = factory();\n\telse\n\t\troot[\"ClipboardJS\"] = factory();\n})(this, function() {\nreturn /******/ (function() { // webpackBootstrap\n/******/ \tvar __webpack_modules__ = ({\n\n/***/ 686:\n/***/ (function(__unused_webpack_module, __webpack_exports__, __webpack_require__) {\n\n\"use strict\";\n\n// EXPORTS\n__webpack_require__.d(__webpack_exports__, {\n \"default\": function() { return /* binding */ clipboard; }\n});\n\n// EXTERNAL MODULE: ./node_modules/tiny-emitter/index.js\nvar tiny_emitter = __webpack_require__(279);\nvar tiny_emitter_default = /*#__PURE__*/__webpack_require__.n(tiny_emitter);\n// EXTERNAL MODULE: ./node_modules/good-listener/src/listen.js\nvar listen = __webpack_require__(370);\nvar listen_default = /*#__PURE__*/__webpack_require__.n(listen);\n// EXTERNAL MODULE: ./node_modules/select/src/select.js\nvar src_select = __webpack_require__(817);\nvar select_default = /*#__PURE__*/__webpack_require__.n(src_select);\n;// CONCATENATED MODULE: ./src/common/command.js\n/**\n * Executes a given operation type.\n * @param {String} type\n * @return {Boolean}\n */\nfunction command(type) {\n try {\n return document.execCommand(type);\n } catch (err) {\n return false;\n }\n}\n;// CONCATENATED MODULE: ./src/actions/cut.js\n\n\n/**\n * Cut action wrapper.\n * @param {String|HTMLElement} target\n * @return {String}\n */\n\nvar ClipboardActionCut = function ClipboardActionCut(target) {\n var selectedText = select_default()(target);\n command('cut');\n return selectedText;\n};\n\n/* harmony default export */ var actions_cut = (ClipboardActionCut);\n;// CONCATENATED MODULE: ./src/common/create-fake-element.js\n/**\n * Creates a fake textarea element with a value.\n * @param {String} value\n * @return {HTMLElement}\n */\nfunction createFakeElement(value) {\n var isRTL = document.documentElement.getAttribute('dir') === 'rtl';\n var fakeElement = document.createElement('textarea'); // Prevent zooming on iOS\n\n fakeElement.style.fontSize = '12pt'; // Reset box model\n\n fakeElement.style.border = '0';\n fakeElement.style.padding = '0';\n fakeElement.style.margin = '0'; // Move element out of screen horizontally\n\n fakeElement.style.position = 'absolute';\n fakeElement.style[isRTL ? 'right' : 'left'] = '-9999px'; // Move element to the same position vertically\n\n var yPosition = window.pageYOffset || document.documentElement.scrollTop;\n fakeElement.style.top = \"\".concat(yPosition, \"px\");\n fakeElement.setAttribute('readonly', '');\n fakeElement.value = value;\n return fakeElement;\n}\n;// CONCATENATED MODULE: ./src/actions/copy.js\n\n\n\n/**\n * Create fake copy action wrapper using a fake element.\n * @param {String} target\n * @param {Object} options\n * @return {String}\n */\n\nvar fakeCopyAction = function fakeCopyAction(value, options) {\n var fakeElement = createFakeElement(value);\n options.container.appendChild(fakeElement);\n var selectedText = select_default()(fakeElement);\n command('copy');\n fakeElement.remove();\n return selectedText;\n};\n/**\n * Copy action wrapper.\n * @param {String|HTMLElement} target\n * @param {Object} options\n * @return {String}\n */\n\n\nvar ClipboardActionCopy = function ClipboardActionCopy(target) {\n var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {\n container: document.body\n };\n var selectedText = '';\n\n if (typeof target === 'string') {\n selectedText = fakeCopyAction(target, options);\n } else if (target instanceof HTMLInputElement && !['text', 'search', 'url', 'tel', 'password'].includes(target === null || target === void 0 ? void 0 : target.type)) {\n // If input type doesn't support `setSelectionRange`. Simulate it. https://developer.mozilla.org/en-US/docs/Web/API/HTMLInputElement/setSelectionRange\n selectedText = fakeCopyAction(target.value, options);\n } else {\n selectedText = select_default()(target);\n command('copy');\n }\n\n return selectedText;\n};\n\n/* harmony default export */ var actions_copy = (ClipboardActionCopy);\n;// CONCATENATED MODULE: ./src/actions/default.js\nfunction _typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\n\n\n/**\n * Inner function which performs selection from either `text` or `target`\n * properties and then executes copy or cut operations.\n * @param {Object} options\n */\n\nvar ClipboardActionDefault = function ClipboardActionDefault() {\n var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n // Defines base properties passed from constructor.\n var _options$action = options.action,\n action = _options$action === void 0 ? 'copy' : _options$action,\n container = options.container,\n target = options.target,\n text = options.text; // Sets the `action` to be performed which can be either 'copy' or 'cut'.\n\n if (action !== 'copy' && action !== 'cut') {\n throw new Error('Invalid \"action\" value, use either \"copy\" or \"cut\"');\n } // Sets the `target` property using an element that will be have its content copied.\n\n\n if (target !== undefined) {\n if (target && _typeof(target) === 'object' && target.nodeType === 1) {\n if (action === 'copy' && target.hasAttribute('disabled')) {\n throw new Error('Invalid \"target\" attribute. Please use \"readonly\" instead of \"disabled\" attribute');\n }\n\n if (action === 'cut' && (target.hasAttribute('readonly') || target.hasAttribute('disabled'))) {\n throw new Error('Invalid \"target\" attribute. You can\\'t cut text from elements with \"readonly\" or \"disabled\" attributes');\n }\n } else {\n throw new Error('Invalid \"target\" value, use a valid Element');\n }\n } // Define selection strategy based on `text` property.\n\n\n if (text) {\n return actions_copy(text, {\n container: container\n });\n } // Defines which selection strategy based on `target` property.\n\n\n if (target) {\n return action === 'cut' ? actions_cut(target) : actions_copy(target, {\n container: container\n });\n }\n};\n\n/* harmony default export */ var actions_default = (ClipboardActionDefault);\n;// CONCATENATED MODULE: ./src/clipboard.js\nfunction clipboard_typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { clipboard_typeof = function _typeof(obj) { return typeof obj; }; } else { clipboard_typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return clipboard_typeof(obj); }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\nfunction _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\nfunction _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }\n\nfunction _possibleConstructorReturn(self, call) { if (call && (clipboard_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } return _assertThisInitialized(self); }\n\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); return true; } catch (e) { return false; } }\n\nfunction _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\n\n\n\n\n\n/**\n * Helper function to retrieve attribute value.\n * @param {String} suffix\n * @param {Element} element\n */\n\nfunction getAttributeValue(suffix, element) {\n var attribute = \"data-clipboard-\".concat(suffix);\n\n if (!element.hasAttribute(attribute)) {\n return;\n }\n\n return element.getAttribute(attribute);\n}\n/**\n * Base class which takes one or more elements, adds event listeners to them,\n * and instantiates a new `ClipboardAction` on each click.\n */\n\n\nvar Clipboard = /*#__PURE__*/function (_Emitter) {\n _inherits(Clipboard, _Emitter);\n\n var _super = _createSuper(Clipboard);\n\n /**\n * @param {String|HTMLElement|HTMLCollection|NodeList} trigger\n * @param {Object} options\n */\n function Clipboard(trigger, options) {\n var _this;\n\n _classCallCheck(this, Clipboard);\n\n _this = _super.call(this);\n\n _this.resolveOptions(options);\n\n _this.listenClick(trigger);\n\n return _this;\n }\n /**\n * Defines if attributes would be resolved using internal setter functions\n * or custom functions that were passed in the constructor.\n * @param {Object} options\n */\n\n\n _createClass(Clipboard, [{\n key: \"resolveOptions\",\n value: function resolveOptions() {\n var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n this.action = typeof options.action === 'function' ? options.action : this.defaultAction;\n this.target = typeof options.target === 'function' ? options.target : this.defaultTarget;\n this.text = typeof options.text === 'function' ? options.text : this.defaultText;\n this.container = clipboard_typeof(options.container) === 'object' ? options.container : document.body;\n }\n /**\n * Adds a click event listener to the passed trigger.\n * @param {String|HTMLElement|HTMLCollection|NodeList} trigger\n */\n\n }, {\n key: \"listenClick\",\n value: function listenClick(trigger) {\n var _this2 = this;\n\n this.listener = listen_default()(trigger, 'click', function (e) {\n return _this2.onClick(e);\n });\n }\n /**\n * Defines a new `ClipboardAction` on each click event.\n * @param {Event} e\n */\n\n }, {\n key: \"onClick\",\n value: function onClick(e) {\n var trigger = e.delegateTarget || e.currentTarget;\n var action = this.action(trigger) || 'copy';\n var text = actions_default({\n action: action,\n container: this.container,\n target: this.target(trigger),\n text: this.text(trigger)\n }); // Fires an event based on the copy operation result.\n\n this.emit(text ? 'success' : 'error', {\n action: action,\n text: text,\n trigger: trigger,\n clearSelection: function clearSelection() {\n if (trigger) {\n trigger.focus();\n }\n\n window.getSelection().removeAllRanges();\n }\n });\n }\n /**\n * Default `action` lookup function.\n * @param {Element} trigger\n */\n\n }, {\n key: \"defaultAction\",\n value: function defaultAction(trigger) {\n return getAttributeValue('action', trigger);\n }\n /**\n * Default `target` lookup function.\n * @param {Element} trigger\n */\n\n }, {\n key: \"defaultTarget\",\n value: function defaultTarget(trigger) {\n var selector = getAttributeValue('target', trigger);\n\n if (selector) {\n return document.querySelector(selector);\n }\n }\n /**\n * Allow fire programmatically a copy action\n * @param {String|HTMLElement} target\n * @param {Object} options\n * @returns Text copied.\n */\n\n }, {\n key: \"defaultText\",\n\n /**\n * Default `text` lookup function.\n * @param {Element} trigger\n */\n value: function defaultText(trigger) {\n return getAttributeValue('text', trigger);\n }\n /**\n * Destroy lifecycle.\n */\n\n }, {\n key: \"destroy\",\n value: function destroy() {\n this.listener.destroy();\n }\n }], [{\n key: \"copy\",\n value: function copy(target) {\n var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {\n container: document.body\n };\n return actions_copy(target, options);\n }\n /**\n * Allow fire programmatically a cut action\n * @param {String|HTMLElement} target\n * @returns Text cutted.\n */\n\n }, {\n key: \"cut\",\n value: function cut(target) {\n return actions_cut(target);\n }\n /**\n * Returns the support of the given action, or all actions if no action is\n * given.\n * @param {String} [action]\n */\n\n }, {\n key: \"isSupported\",\n value: function isSupported() {\n var action = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ['copy', 'cut'];\n var actions = typeof action === 'string' ? [action] : action;\n var support = !!document.queryCommandSupported;\n actions.forEach(function (action) {\n support = support && !!document.queryCommandSupported(action);\n });\n return support;\n }\n }]);\n\n return Clipboard;\n}((tiny_emitter_default()));\n\n/* harmony default export */ var clipboard = (Clipboard);\n\n/***/ }),\n\n/***/ 828:\n/***/ (function(module) {\n\nvar DOCUMENT_NODE_TYPE = 9;\n\n/**\n * A polyfill for Element.matches()\n */\nif (typeof Element !== 'undefined' && !Element.prototype.matches) {\n var proto = Element.prototype;\n\n proto.matches = proto.matchesSelector ||\n proto.mozMatchesSelector ||\n proto.msMatchesSelector ||\n proto.oMatchesSelector ||\n proto.webkitMatchesSelector;\n}\n\n/**\n * Finds the closest parent that matches a selector.\n *\n * @param {Element} element\n * @param {String} selector\n * @return {Function}\n */\nfunction closest (element, selector) {\n while (element && element.nodeType !== DOCUMENT_NODE_TYPE) {\n if (typeof element.matches === 'function' &&\n element.matches(selector)) {\n return element;\n }\n element = element.parentNode;\n }\n}\n\nmodule.exports = closest;\n\n\n/***/ }),\n\n/***/ 438:\n/***/ (function(module, __unused_webpack_exports, __webpack_require__) {\n\nvar closest = __webpack_require__(828);\n\n/**\n * Delegates event to a selector.\n *\n * @param {Element} element\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @param {Boolean} useCapture\n * @return {Object}\n */\nfunction _delegate(element, selector, type, callback, useCapture) {\n var listenerFn = listener.apply(this, arguments);\n\n element.addEventListener(type, listenerFn, useCapture);\n\n return {\n destroy: function() {\n element.removeEventListener(type, listenerFn, useCapture);\n }\n }\n}\n\n/**\n * Delegates event to a selector.\n *\n * @param {Element|String|Array} [elements]\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @param {Boolean} useCapture\n * @return {Object}\n */\nfunction delegate(elements, selector, type, callback, useCapture) {\n // Handle the regular Element usage\n if (typeof elements.addEventListener === 'function') {\n return _delegate.apply(null, arguments);\n }\n\n // Handle Element-less usage, it defaults to global delegation\n if (typeof type === 'function') {\n // Use `document` as the first parameter, then apply arguments\n // This is a short way to .unshift `arguments` without running into deoptimizations\n return _delegate.bind(null, document).apply(null, arguments);\n }\n\n // Handle Selector-based usage\n if (typeof elements === 'string') {\n elements = document.querySelectorAll(elements);\n }\n\n // Handle Array-like based usage\n return Array.prototype.map.call(elements, function (element) {\n return _delegate(element, selector, type, callback, useCapture);\n });\n}\n\n/**\n * Finds closest match and invokes callback.\n *\n * @param {Element} element\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @return {Function}\n */\nfunction listener(element, selector, type, callback) {\n return function(e) {\n e.delegateTarget = closest(e.target, selector);\n\n if (e.delegateTarget) {\n callback.call(element, e);\n }\n }\n}\n\nmodule.exports = delegate;\n\n\n/***/ }),\n\n/***/ 879:\n/***/ (function(__unused_webpack_module, exports) {\n\n/**\n * Check if argument is a HTML element.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.node = function(value) {\n return value !== undefined\n && value instanceof HTMLElement\n && value.nodeType === 1;\n};\n\n/**\n * Check if argument is a list of HTML elements.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.nodeList = function(value) {\n var type = Object.prototype.toString.call(value);\n\n return value !== undefined\n && (type === '[object NodeList]' || type === '[object HTMLCollection]')\n && ('length' in value)\n && (value.length === 0 || exports.node(value[0]));\n};\n\n/**\n * Check if argument is a string.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.string = function(value) {\n return typeof value === 'string'\n || value instanceof String;\n};\n\n/**\n * Check if argument is a function.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.fn = function(value) {\n var type = Object.prototype.toString.call(value);\n\n return type === '[object Function]';\n};\n\n\n/***/ }),\n\n/***/ 370:\n/***/ (function(module, __unused_webpack_exports, __webpack_require__) {\n\nvar is = __webpack_require__(879);\nvar delegate = __webpack_require__(438);\n\n/**\n * Validates all params and calls the right\n * listener function based on its target type.\n *\n * @param {String|HTMLElement|HTMLCollection|NodeList} target\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listen(target, type, callback) {\n if (!target && !type && !callback) {\n throw new Error('Missing required arguments');\n }\n\n if (!is.string(type)) {\n throw new TypeError('Second argument must be a String');\n }\n\n if (!is.fn(callback)) {\n throw new TypeError('Third argument must be a Function');\n }\n\n if (is.node(target)) {\n return listenNode(target, type, callback);\n }\n else if (is.nodeList(target)) {\n return listenNodeList(target, type, callback);\n }\n else if (is.string(target)) {\n return listenSelector(target, type, callback);\n }\n else {\n throw new TypeError('First argument must be a String, HTMLElement, HTMLCollection, or NodeList');\n }\n}\n\n/**\n * Adds an event listener to a HTML element\n * and returns a remove listener function.\n *\n * @param {HTMLElement} node\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenNode(node, type, callback) {\n node.addEventListener(type, callback);\n\n return {\n destroy: function() {\n node.removeEventListener(type, callback);\n }\n }\n}\n\n/**\n * Add an event listener to a list of HTML elements\n * and returns a remove listener function.\n *\n * @param {NodeList|HTMLCollection} nodeList\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenNodeList(nodeList, type, callback) {\n Array.prototype.forEach.call(nodeList, function(node) {\n node.addEventListener(type, callback);\n });\n\n return {\n destroy: function() {\n Array.prototype.forEach.call(nodeList, function(node) {\n node.removeEventListener(type, callback);\n });\n }\n }\n}\n\n/**\n * Add an event listener to a selector\n * and returns a remove listener function.\n *\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenSelector(selector, type, callback) {\n return delegate(document.body, selector, type, callback);\n}\n\nmodule.exports = listen;\n\n\n/***/ }),\n\n/***/ 817:\n/***/ (function(module) {\n\nfunction select(element) {\n var selectedText;\n\n if (element.nodeName === 'SELECT') {\n element.focus();\n\n selectedText = element.value;\n }\n else if (element.nodeName === 'INPUT' || element.nodeName === 'TEXTAREA') {\n var isReadOnly = element.hasAttribute('readonly');\n\n if (!isReadOnly) {\n element.setAttribute('readonly', '');\n }\n\n element.select();\n element.setSelectionRange(0, element.value.length);\n\n if (!isReadOnly) {\n element.removeAttribute('readonly');\n }\n\n selectedText = element.value;\n }\n else {\n if (element.hasAttribute('contenteditable')) {\n element.focus();\n }\n\n var selection = window.getSelection();\n var range = document.createRange();\n\n range.selectNodeContents(element);\n selection.removeAllRanges();\n selection.addRange(range);\n\n selectedText = selection.toString();\n }\n\n return selectedText;\n}\n\nmodule.exports = select;\n\n\n/***/ }),\n\n/***/ 279:\n/***/ (function(module) {\n\nfunction E () {\n // Keep this empty so it's easier to inherit from\n // (via https://github.com/lipsmack from https://github.com/scottcorgan/tiny-emitter/issues/3)\n}\n\nE.prototype = {\n on: function (name, callback, ctx) {\n var e = this.e || (this.e = {});\n\n (e[name] || (e[name] = [])).push({\n fn: callback,\n ctx: ctx\n });\n\n return this;\n },\n\n once: function (name, callback, ctx) {\n var self = this;\n function listener () {\n self.off(name, listener);\n callback.apply(ctx, arguments);\n };\n\n listener._ = callback\n return this.on(name, listener, ctx);\n },\n\n emit: function (name) {\n var data = [].slice.call(arguments, 1);\n var evtArr = ((this.e || (this.e = {}))[name] || []).slice();\n var i = 0;\n var len = evtArr.length;\n\n for (i; i < len; i++) {\n evtArr[i].fn.apply(evtArr[i].ctx, data);\n }\n\n return this;\n },\n\n off: function (name, callback) {\n var e = this.e || (this.e = {});\n var evts = e[name];\n var liveEvents = [];\n\n if (evts && callback) {\n for (var i = 0, len = evts.length; i < len; i++) {\n if (evts[i].fn !== callback && evts[i].fn._ !== callback)\n liveEvents.push(evts[i]);\n }\n }\n\n // Remove event from queue to prevent memory leak\n // Suggested by https://github.com/lazd\n // Ref: https://github.com/scottcorgan/tiny-emitter/commit/c6ebfaa9bc973b33d110a84a307742b7cf94c953#commitcomment-5024910\n\n (liveEvents.length)\n ? e[name] = liveEvents\n : delete e[name];\n\n return this;\n }\n};\n\nmodule.exports = E;\nmodule.exports.TinyEmitter = E;\n\n\n/***/ })\n\n/******/ \t});\n/************************************************************************/\n/******/ \t// The module cache\n/******/ \tvar __webpack_module_cache__ = {};\n/******/ \t\n/******/ \t// The require function\n/******/ \tfunction __webpack_require__(moduleId) {\n/******/ \t\t// Check if module is in cache\n/******/ \t\tif(__webpack_module_cache__[moduleId]) {\n/******/ \t\t\treturn __webpack_module_cache__[moduleId].exports;\n/******/ \t\t}\n/******/ \t\t// Create a new module (and put it into the cache)\n/******/ \t\tvar module = __webpack_module_cache__[moduleId] = {\n/******/ \t\t\t// no module.id needed\n/******/ \t\t\t// no module.loaded needed\n/******/ \t\t\texports: {}\n/******/ \t\t};\n/******/ \t\n/******/ \t\t// Execute the module function\n/******/ \t\t__webpack_modules__[moduleId](module, module.exports, __webpack_require__);\n/******/ \t\n/******/ \t\t// Return the exports of the module\n/******/ \t\treturn module.exports;\n/******/ \t}\n/******/ \t\n/************************************************************************/\n/******/ \t/* webpack/runtime/compat get default export */\n/******/ \t!function() {\n/******/ \t\t// getDefaultExport function for compatibility with non-harmony modules\n/******/ \t\t__webpack_require__.n = function(module) {\n/******/ \t\t\tvar getter = module && module.__esModule ?\n/******/ \t\t\t\tfunction() { return module['default']; } :\n/******/ \t\t\t\tfunction() { return module; };\n/******/ \t\t\t__webpack_require__.d(getter, { a: getter });\n/******/ \t\t\treturn getter;\n/******/ \t\t};\n/******/ \t}();\n/******/ \t\n/******/ \t/* webpack/runtime/define property getters */\n/******/ \t!function() {\n/******/ \t\t// define getter functions for harmony exports\n/******/ \t\t__webpack_require__.d = function(exports, definition) {\n/******/ \t\t\tfor(var key in definition) {\n/******/ \t\t\t\tif(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n/******/ \t\t\t\t\tObject.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n/******/ \t\t\t\t}\n/******/ \t\t\t}\n/******/ \t\t};\n/******/ \t}();\n/******/ \t\n/******/ \t/* webpack/runtime/hasOwnProperty shorthand */\n/******/ \t!function() {\n/******/ \t\t__webpack_require__.o = function(obj, prop) { return Object.prototype.hasOwnProperty.call(obj, prop); }\n/******/ \t}();\n/******/ \t\n/************************************************************************/\n/******/ \t// module exports must be returned from runtime so entry inlining is disabled\n/******/ \t// startup\n/******/ \t// Load entry module and return exports\n/******/ \treturn __webpack_require__(686);\n/******/ })()\n.default;\n});", "/*!\n * escape-html\n * Copyright(c) 2012-2013 TJ Holowaychuk\n * Copyright(c) 2015 Andreas Lubbe\n * Copyright(c) 2015 Tiancheng \"Timothy\" Gu\n * MIT Licensed\n */\n\n'use strict';\n\n/**\n * Module variables.\n * @private\n */\n\nvar matchHtmlRegExp = /[\"'&<>]/;\n\n/**\n * Module exports.\n * @public\n */\n\nmodule.exports = escapeHtml;\n\n/**\n * Escape special characters in the given string of html.\n *\n * @param {string} string The string to escape for inserting into HTML\n * @return {string}\n * @public\n */\n\nfunction escapeHtml(string) {\n var str = '' + string;\n var match = matchHtmlRegExp.exec(str);\n\n if (!match) {\n return str;\n }\n\n var escape;\n var html = '';\n var index = 0;\n var lastIndex = 0;\n\n for (index = match.index; index < str.length; index++) {\n switch (str.charCodeAt(index)) {\n case 34: // \"\n escape = '"';\n break;\n case 38: // &\n escape = '&';\n break;\n case 39: // '\n escape = ''';\n break;\n case 60: // <\n escape = '<';\n break;\n case 62: // >\n escape = '>';\n break;\n default:\n continue;\n }\n\n if (lastIndex !== index) {\n html += str.substring(lastIndex, index);\n }\n\n lastIndex = index + 1;\n html += escape;\n }\n\n return lastIndex !== index\n ? html + str.substring(lastIndex, index)\n : html;\n}\n", "/*\n * Copyright (c) 2016-2024 Martin Donath \n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to\n * deal in the Software without restriction, including without limitation the\n * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or\n * sell copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS\n * IN THE SOFTWARE.\n */\n\nimport \"focus-visible\"\n\nimport {\n EMPTY,\n NEVER,\n Observable,\n Subject,\n defer,\n delay,\n filter,\n map,\n merge,\n mergeWith,\n shareReplay,\n switchMap\n} from \"rxjs\"\n\nimport { configuration, feature } from \"./_\"\nimport {\n at,\n getActiveElement,\n getOptionalElement,\n requestJSON,\n setLocation,\n setToggle,\n watchDocument,\n watchKeyboard,\n watchLocation,\n watchLocationTarget,\n watchMedia,\n watchPrint,\n watchScript,\n watchViewport\n} from \"./browser\"\nimport {\n getComponentElement,\n getComponentElements,\n mountAnnounce,\n mountBackToTop,\n mountConsent,\n mountContent,\n mountDialog,\n mountHeader,\n mountHeaderTitle,\n mountPalette,\n mountProgress,\n mountSearch,\n mountSearchHiglight,\n mountSidebar,\n mountSource,\n mountTableOfContents,\n mountTabs,\n watchHeader,\n watchMain\n} from \"./components\"\nimport {\n SearchIndex,\n setupClipboardJS,\n setupInstantNavigation,\n setupVersionSelector\n} from \"./integrations\"\nimport {\n patchEllipsis,\n patchIndeterminate,\n patchScrollfix,\n patchScrolllock\n} from \"./patches\"\nimport \"./polyfills\"\n\n/* ----------------------------------------------------------------------------\n * Functions - @todo refactor\n * ------------------------------------------------------------------------- */\n\n/**\n * Fetch search index\n *\n * @returns Search index observable\n */\nfunction fetchSearchIndex(): Observable {\n if (location.protocol === \"file:\") {\n return watchScript(\n `${new URL(\"search/search_index.js\", config.base)}`\n )\n .pipe(\n // @ts-ignore - @todo fix typings\n map(() => __index),\n shareReplay(1)\n )\n } else {\n return requestJSON(\n new URL(\"search/search_index.json\", config.base)\n )\n }\n}\n\n/* ----------------------------------------------------------------------------\n * Application\n * ------------------------------------------------------------------------- */\n\n/* Yay, JavaScript is available */\ndocument.documentElement.classList.remove(\"no-js\")\ndocument.documentElement.classList.add(\"js\")\n\n/* Set up navigation observables and subjects */\nconst document$ = watchDocument()\nconst location$ = watchLocation()\nconst target$ = watchLocationTarget(location$)\nconst keyboard$ = watchKeyboard()\n\n/* Set up media observables */\nconst viewport$ = watchViewport()\nconst tablet$ = watchMedia(\"(min-width: 960px)\")\nconst screen$ = watchMedia(\"(min-width: 1220px)\")\nconst print$ = watchPrint()\n\n/* Retrieve search index, if search is enabled */\nconst config = configuration()\nconst index$ = document.forms.namedItem(\"search\")\n ? fetchSearchIndex()\n : NEVER\n\n/* Set up Clipboard.js integration */\nconst alert$ = new Subject()\nsetupClipboardJS({ alert$ })\n\n/* Set up progress indicator */\nconst progress$ = new Subject()\n\n/* Set up instant navigation, if enabled */\nif (feature(\"navigation.instant\"))\n setupInstantNavigation({ location$, viewport$, progress$ })\n .subscribe(document$)\n\n/* Set up version selector */\nif (config.version?.provider === \"mike\")\n setupVersionSelector({ document$ })\n\n/* Always close drawer and search on navigation */\nmerge(location$, target$)\n .pipe(\n delay(125)\n )\n .subscribe(() => {\n setToggle(\"drawer\", false)\n setToggle(\"search\", false)\n })\n\n/* Set up global keyboard handlers */\nkeyboard$\n .pipe(\n filter(({ mode }) => mode === \"global\")\n )\n .subscribe(key => {\n switch (key.type) {\n\n /* Go to previous page */\n case \"p\":\n case \",\":\n const prev = getOptionalElement(\"link[rel=prev]\")\n if (typeof prev !== \"undefined\")\n setLocation(prev)\n break\n\n /* Go to next page */\n case \"n\":\n case \".\":\n const next = getOptionalElement(\"link[rel=next]\")\n if (typeof next !== \"undefined\")\n setLocation(next)\n break\n\n /* Expand navigation, see https://bit.ly/3ZjG5io */\n case \"Enter\":\n const active = getActiveElement()\n if (active instanceof HTMLLabelElement)\n active.click()\n }\n })\n\n/* Set up patches */\npatchEllipsis({ document$ })\npatchIndeterminate({ document$, tablet$ })\npatchScrollfix({ document$ })\npatchScrolllock({ viewport$, tablet$ })\n\n/* Set up header and main area observable */\nconst header$ = watchHeader(getComponentElement(\"header\"), { viewport$ })\nconst main$ = document$\n .pipe(\n map(() => getComponentElement(\"main\")),\n switchMap(el => watchMain(el, { viewport$, header$ })),\n shareReplay(1)\n )\n\n/* Set up control component observables */\nconst control$ = merge(\n\n /* Consent */\n ...getComponentElements(\"consent\")\n .map(el => mountConsent(el, { target$ })),\n\n /* Dialog */\n ...getComponentElements(\"dialog\")\n .map(el => mountDialog(el, { alert$ })),\n\n /* Header */\n ...getComponentElements(\"header\")\n .map(el => mountHeader(el, { viewport$, header$, main$ })),\n\n /* Color palette */\n ...getComponentElements(\"palette\")\n .map(el => mountPalette(el)),\n\n /* Progress bar */\n ...getComponentElements(\"progress\")\n .map(el => mountProgress(el, { progress$ })),\n\n /* Search */\n ...getComponentElements(\"search\")\n .map(el => mountSearch(el, { index$, keyboard$ })),\n\n /* Repository information */\n ...getComponentElements(\"source\")\n .map(el => mountSource(el))\n)\n\n/* Set up content component observables */\nconst content$ = defer(() => merge(\n\n /* Announcement bar */\n ...getComponentElements(\"announce\")\n .map(el => mountAnnounce(el)),\n\n /* Content */\n ...getComponentElements(\"content\")\n .map(el => mountContent(el, { viewport$, target$, print$ })),\n\n /* Search highlighting */\n ...getComponentElements(\"content\")\n .map(el => feature(\"search.highlight\")\n ? mountSearchHiglight(el, { index$, location$ })\n : EMPTY\n ),\n\n /* Header title */\n ...getComponentElements(\"header-title\")\n .map(el => mountHeaderTitle(el, { viewport$, header$ })),\n\n /* Sidebar */\n ...getComponentElements(\"sidebar\")\n .map(el => el.getAttribute(\"data-md-type\") === \"navigation\"\n ? at(screen$, () => mountSidebar(el, { viewport$, header$, main$ }))\n : at(tablet$, () => mountSidebar(el, { viewport$, header$, main$ }))\n ),\n\n /* Navigation tabs */\n ...getComponentElements(\"tabs\")\n .map(el => mountTabs(el, { viewport$, header$ })),\n\n /* Table of contents */\n ...getComponentElements(\"toc\")\n .map(el => mountTableOfContents(el, {\n viewport$, header$, main$, target$\n })),\n\n /* Back-to-top button */\n ...getComponentElements(\"top\")\n .map(el => mountBackToTop(el, { viewport$, header$, main$, target$ }))\n))\n\n/* Set up component observables */\nconst component$ = document$\n .pipe(\n switchMap(() => content$),\n mergeWith(control$),\n shareReplay(1)\n )\n\n/* Subscribe to all components */\ncomponent$.subscribe()\n\n/* ----------------------------------------------------------------------------\n * Exports\n * ------------------------------------------------------------------------- */\n\nwindow.document$ = document$ /* Document observable */\nwindow.location$ = location$ /* Location subject */\nwindow.target$ = target$ /* Location target observable */\nwindow.keyboard$ = keyboard$ /* Keyboard observable */\nwindow.viewport$ = viewport$ /* Viewport observable */\nwindow.tablet$ = tablet$ /* Media tablet observable */\nwindow.screen$ = screen$ /* Media screen observable */\nwindow.print$ = print$ /* Media print observable */\nwindow.alert$ = alert$ /* Alert subject */\nwindow.progress$ = progress$ /* Progress indicator subject */\nwindow.component$ = component$ /* Component observable */\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/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n if (typeof b !== \"function\" && b !== null)\r\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __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}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n if (k2 === undefined) k2 = k;\r\n Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } });\r\n}) : (function(o, m, k, k2) {\r\n if (k2 === undefined) k2 = k;\r\n o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n if (m) return m.call(o);\r\n if (o && typeof o.length === \"number\") return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spreadArrays() {\r\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n r[k] = a[j];\r\n return r;\r\n}\r\n\r\nexport function __spreadArray(to, from, pack) {\r\n if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\r\n if (ar || !(i in from)) {\r\n if (!ar) ar = Array.prototype.slice.call(from, 0, i);\r\n ar[i] = from[i];\r\n }\r\n }\r\n return to.concat(ar || Array.prototype.slice.call(from));\r\n}\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n __setModuleDefault(result, mod);\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n", "/**\n * Returns true if the object is a function.\n * @param value The value to check\n */\nexport function isFunction(value: any): value is (...args: any[]) => any {\n return typeof value === 'function';\n}\n", "/**\n * Used to create Error subclasses until the community moves away from ES5.\n *\n * This is because compiling from TypeScript down to ES5 has issues with subclassing Errors\n * as well as other built-in types: https://github.com/Microsoft/TypeScript/issues/12123\n *\n * @param createImpl A factory function to create the actual constructor implementation. The returned\n * function should be a named function that calls `_super` internally.\n */\nexport function createErrorClass(createImpl: (_super: any) => any): T {\n const _super = (instance: any) => {\n Error.call(instance);\n instance.stack = new Error().stack;\n };\n\n const ctorFunc = createImpl(_super);\n ctorFunc.prototype = Object.create(Error.prototype);\n ctorFunc.prototype.constructor = ctorFunc;\n return ctorFunc;\n}\n", "import { createErrorClass } from './createErrorClass';\n\nexport interface UnsubscriptionError extends Error {\n readonly errors: any[];\n}\n\nexport interface UnsubscriptionErrorCtor {\n /**\n * @deprecated Internal implementation detail. Do not construct error instances.\n * Cannot be tagged as internal: https://github.com/ReactiveX/rxjs/issues/6269\n */\n new (errors: any[]): UnsubscriptionError;\n}\n\n/**\n * An error thrown when one or more errors have occurred during the\n * `unsubscribe` of a {@link Subscription}.\n */\nexport const UnsubscriptionError: UnsubscriptionErrorCtor = createErrorClass(\n (_super) =>\n function UnsubscriptionErrorImpl(this: any, errors: (Error | string)[]) {\n _super(this);\n this.message = errors\n ? `${errors.length} errors occurred during unsubscription:\n${errors.map((err, i) => `${i + 1}) ${err.toString()}`).join('\\n ')}`\n : '';\n this.name = 'UnsubscriptionError';\n this.errors = errors;\n }\n);\n", "/**\n * Removes an item from an array, mutating it.\n * @param arr The array to remove the item from\n * @param item The item to remove\n */\nexport function arrRemove(arr: T[] | undefined | null, item: T) {\n if (arr) {\n const index = arr.indexOf(item);\n 0 <= index && arr.splice(index, 1);\n }\n}\n", "import { isFunction } from './util/isFunction';\nimport { UnsubscriptionError } from './util/UnsubscriptionError';\nimport { SubscriptionLike, TeardownLogic, Unsubscribable } from './types';\nimport { arrRemove } from './util/arrRemove';\n\n/**\n * Represents a disposable resource, such as the execution of an Observable. A\n * Subscription has one important method, `unsubscribe`, that takes no argument\n * and just disposes the resource held by the subscription.\n *\n * Additionally, subscriptions may be grouped together through the `add()`\n * method, which will attach a child Subscription to the current Subscription.\n * When a Subscription is unsubscribed, all its children (and its grandchildren)\n * will be unsubscribed as well.\n *\n * @class Subscription\n */\nexport class Subscription implements SubscriptionLike {\n /** @nocollapse */\n public static EMPTY = (() => {\n const empty = new Subscription();\n empty.closed = true;\n return empty;\n })();\n\n /**\n * A flag to indicate whether this Subscription has already been unsubscribed.\n */\n public closed = false;\n\n private _parentage: Subscription[] | Subscription | null = null;\n\n /**\n * The list of registered finalizers to execute upon unsubscription. Adding and removing from this\n * list occurs in the {@link #add} and {@link #remove} methods.\n */\n private _finalizers: Exclude[] | null = null;\n\n /**\n * @param initialTeardown A function executed first as part of the finalization\n * process that is kicked off when {@link #unsubscribe} is called.\n */\n constructor(private initialTeardown?: () => void) {}\n\n /**\n * Disposes the resources held by the subscription. May, for instance, cancel\n * an ongoing Observable execution or cancel any other type of work that\n * started when the Subscription was created.\n * @return {void}\n */\n unsubscribe(): void {\n let errors: any[] | undefined;\n\n if (!this.closed) {\n this.closed = true;\n\n // Remove this from it's parents.\n const { _parentage } = this;\n if (_parentage) {\n this._parentage = null;\n if (Array.isArray(_parentage)) {\n for (const parent of _parentage) {\n parent.remove(this);\n }\n } else {\n _parentage.remove(this);\n }\n }\n\n const { initialTeardown: initialFinalizer } = this;\n if (isFunction(initialFinalizer)) {\n try {\n initialFinalizer();\n } catch (e) {\n errors = e instanceof UnsubscriptionError ? e.errors : [e];\n }\n }\n\n const { _finalizers } = this;\n if (_finalizers) {\n this._finalizers = null;\n for (const finalizer of _finalizers) {\n try {\n execFinalizer(finalizer);\n } catch (err) {\n errors = errors ?? [];\n if (err instanceof UnsubscriptionError) {\n errors = [...errors, ...err.errors];\n } else {\n errors.push(err);\n }\n }\n }\n }\n\n if (errors) {\n throw new UnsubscriptionError(errors);\n }\n }\n }\n\n /**\n * Adds a finalizer to this subscription, so that finalization will be unsubscribed/called\n * when this subscription is unsubscribed. If this subscription is already {@link #closed},\n * because it has already been unsubscribed, then whatever finalizer is passed to it\n * will automatically be executed (unless the finalizer itself is also a closed subscription).\n *\n * Closed Subscriptions cannot be added as finalizers to any subscription. Adding a closed\n * subscription to a any subscription will result in no operation. (A noop).\n *\n * Adding a subscription to itself, or adding `null` or `undefined` will not perform any\n * operation at all. (A noop).\n *\n * `Subscription` instances that are added to this instance will automatically remove themselves\n * if they are unsubscribed. Functions and {@link Unsubscribable} objects that you wish to remove\n * will need to be removed manually with {@link #remove}\n *\n * @param teardown The finalization logic to add to this subscription.\n */\n add(teardown: TeardownLogic): void {\n // Only add the finalizer if it's not undefined\n // and don't add a subscription to itself.\n if (teardown && teardown !== this) {\n if (this.closed) {\n // If this subscription is already closed,\n // execute whatever finalizer is handed to it automatically.\n execFinalizer(teardown);\n } else {\n if (teardown instanceof Subscription) {\n // We don't add closed subscriptions, and we don't add the same subscription\n // twice. Subscription unsubscribe is idempotent.\n if (teardown.closed || teardown._hasParent(this)) {\n return;\n }\n teardown._addParent(this);\n }\n (this._finalizers = this._finalizers ?? []).push(teardown);\n }\n }\n }\n\n /**\n * Checks to see if a this subscription already has a particular parent.\n * This will signal that this subscription has already been added to the parent in question.\n * @param parent the parent to check for\n */\n private _hasParent(parent: Subscription) {\n const { _parentage } = this;\n return _parentage === parent || (Array.isArray(_parentage) && _parentage.includes(parent));\n }\n\n /**\n * Adds a parent to this subscription so it can be removed from the parent if it\n * unsubscribes on it's own.\n *\n * NOTE: THIS ASSUMES THAT {@link _hasParent} HAS ALREADY BEEN CHECKED.\n * @param parent The parent subscription to add\n */\n private _addParent(parent: Subscription) {\n const { _parentage } = this;\n this._parentage = Array.isArray(_parentage) ? (_parentage.push(parent), _parentage) : _parentage ? [_parentage, parent] : parent;\n }\n\n /**\n * Called on a child when it is removed via {@link #remove}.\n * @param parent The parent to remove\n */\n private _removeParent(parent: Subscription) {\n const { _parentage } = this;\n if (_parentage === parent) {\n this._parentage = null;\n } else if (Array.isArray(_parentage)) {\n arrRemove(_parentage, parent);\n }\n }\n\n /**\n * Removes a finalizer from this subscription that was previously added with the {@link #add} method.\n *\n * Note that `Subscription` instances, when unsubscribed, will automatically remove themselves\n * from every other `Subscription` they have been added to. This means that using the `remove` method\n * is not a common thing and should be used thoughtfully.\n *\n * If you add the same finalizer instance of a function or an unsubscribable object to a `Subscription` instance\n * more than once, you will need to call `remove` the same number of times to remove all instances.\n *\n * All finalizer instances are removed to free up memory upon unsubscription.\n *\n * @param teardown The finalizer to remove from this subscription\n */\n remove(teardown: Exclude): void {\n const { _finalizers } = this;\n _finalizers && arrRemove(_finalizers, teardown);\n\n if (teardown instanceof Subscription) {\n teardown._removeParent(this);\n }\n }\n}\n\nexport const EMPTY_SUBSCRIPTION = Subscription.EMPTY;\n\nexport function isSubscription(value: any): value is Subscription {\n return (\n value instanceof Subscription ||\n (value && 'closed' in value && isFunction(value.remove) && isFunction(value.add) && isFunction(value.unsubscribe))\n );\n}\n\nfunction execFinalizer(finalizer: Unsubscribable | (() => void)) {\n if (isFunction(finalizer)) {\n finalizer();\n } else {\n finalizer.unsubscribe();\n }\n}\n", "import { Subscriber } from './Subscriber';\nimport { ObservableNotification } from './types';\n\n/**\n * The {@link GlobalConfig} object for RxJS. It is used to configure things\n * like how to react on unhandled errors.\n */\nexport const config: GlobalConfig = {\n onUnhandledError: null,\n onStoppedNotification: null,\n Promise: undefined,\n useDeprecatedSynchronousErrorHandling: false,\n useDeprecatedNextContext: false,\n};\n\n/**\n * The global configuration object for RxJS, used to configure things\n * like how to react on unhandled errors. Accessible via {@link config}\n * object.\n */\nexport interface GlobalConfig {\n /**\n * A registration point for unhandled errors from RxJS. These are errors that\n * cannot were not handled by consuming code in the usual subscription path. For\n * example, if you have this configured, and you subscribe to an observable without\n * providing an error handler, errors from that subscription will end up here. This\n * will _always_ be called asynchronously on another job in the runtime. This is because\n * we do not want errors thrown in this user-configured handler to interfere with the\n * behavior of the library.\n */\n onUnhandledError: ((err: any) => void) | null;\n\n /**\n * A registration point for notifications that cannot be sent to subscribers because they\n * have completed, errored or have been explicitly unsubscribed. By default, next, complete\n * and error notifications sent to stopped subscribers are noops. However, sometimes callers\n * might want a different behavior. For example, with sources that attempt to report errors\n * to stopped subscribers, a caller can configure RxJS to throw an unhandled error instead.\n * This will _always_ be called asynchronously on another job in the runtime. This is because\n * we do not want errors thrown in this user-configured handler to interfere with the\n * behavior of the library.\n */\n onStoppedNotification: ((notification: ObservableNotification, subscriber: Subscriber) => void) | null;\n\n /**\n * The promise constructor used by default for {@link Observable#toPromise toPromise} and {@link Observable#forEach forEach}\n * methods.\n *\n * @deprecated As of version 8, RxJS will no longer support this sort of injection of a\n * Promise constructor. If you need a Promise implementation other than native promises,\n * please polyfill/patch Promise as you see appropriate. Will be removed in v8.\n */\n Promise?: PromiseConstructorLike;\n\n /**\n * If true, turns on synchronous error rethrowing, which is a deprecated behavior\n * in v6 and higher. This behavior enables bad patterns like wrapping a subscribe\n * call in a try/catch block. It also enables producer interference, a nasty bug\n * where a multicast can be broken for all observers by a downstream consumer with\n * an unhandled error. DO NOT USE THIS FLAG UNLESS IT'S NEEDED TO BUY TIME\n * FOR MIGRATION REASONS.\n *\n * @deprecated As of version 8, RxJS will no longer support synchronous throwing\n * of unhandled errors. All errors will be thrown on a separate call stack to prevent bad\n * behaviors described above. Will be removed in v8.\n */\n useDeprecatedSynchronousErrorHandling: boolean;\n\n /**\n * If true, enables an as-of-yet undocumented feature from v5: The ability to access\n * `unsubscribe()` via `this` context in `next` functions created in observers passed\n * to `subscribe`.\n *\n * This is being removed because the performance was severely problematic, and it could also cause\n * issues when types other than POJOs are passed to subscribe as subscribers, as they will likely have\n * their `this` context overwritten.\n *\n * @deprecated As of version 8, RxJS will no longer support altering the\n * context of next functions provided as part of an observer to Subscribe. Instead,\n * you will have access to a subscription or a signal or token that will allow you to do things like\n * unsubscribe and test closed status. Will be removed in v8.\n */\n useDeprecatedNextContext: boolean;\n}\n", "import type { TimerHandle } from './timerHandle';\ntype SetTimeoutFunction = (handler: () => void, timeout?: number, ...args: any[]) => TimerHandle;\ntype ClearTimeoutFunction = (handle: TimerHandle) => void;\n\ninterface TimeoutProvider {\n setTimeout: SetTimeoutFunction;\n clearTimeout: ClearTimeoutFunction;\n delegate:\n | {\n setTimeout: SetTimeoutFunction;\n clearTimeout: ClearTimeoutFunction;\n }\n | undefined;\n}\n\nexport const timeoutProvider: TimeoutProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n setTimeout(handler: () => void, timeout?: number, ...args) {\n const { delegate } = timeoutProvider;\n if (delegate?.setTimeout) {\n return delegate.setTimeout(handler, timeout, ...args);\n }\n return setTimeout(handler, timeout, ...args);\n },\n clearTimeout(handle) {\n const { delegate } = timeoutProvider;\n return (delegate?.clearTimeout || clearTimeout)(handle as any);\n },\n delegate: undefined,\n};\n", "import { config } from '../config';\nimport { timeoutProvider } from '../scheduler/timeoutProvider';\n\n/**\n * Handles an error on another job either with the user-configured {@link onUnhandledError},\n * or by throwing it on that new job so it can be picked up by `window.onerror`, `process.on('error')`, etc.\n *\n * This should be called whenever there is an error that is out-of-band with the subscription\n * or when an error hits a terminal boundary of the subscription and no error handler was provided.\n *\n * @param err the error to report\n */\nexport function reportUnhandledError(err: any) {\n timeoutProvider.setTimeout(() => {\n const { onUnhandledError } = config;\n if (onUnhandledError) {\n // Execute the user-configured error handler.\n onUnhandledError(err);\n } else {\n // Throw so it is picked up by the runtime's uncaught error mechanism.\n throw err;\n }\n });\n}\n", "/* tslint:disable:no-empty */\nexport function noop() { }\n", "import { CompleteNotification, NextNotification, ErrorNotification } from './types';\n\n/**\n * A completion object optimized for memory use and created to be the\n * same \"shape\" as other notifications in v8.\n * @internal\n */\nexport const COMPLETE_NOTIFICATION = (() => createNotification('C', undefined, undefined) as CompleteNotification)();\n\n/**\n * Internal use only. Creates an optimized error notification that is the same \"shape\"\n * as other notifications.\n * @internal\n */\nexport function errorNotification(error: any): ErrorNotification {\n return createNotification('E', undefined, error) as any;\n}\n\n/**\n * Internal use only. Creates an optimized next notification that is the same \"shape\"\n * as other notifications.\n * @internal\n */\nexport function nextNotification(value: T) {\n return createNotification('N', value, undefined) as NextNotification;\n}\n\n/**\n * Ensures that all notifications created internally have the same \"shape\" in v8.\n *\n * TODO: This is only exported to support a crazy legacy test in `groupBy`.\n * @internal\n */\nexport function createNotification(kind: 'N' | 'E' | 'C', value: any, error: any) {\n return {\n kind,\n value,\n error,\n };\n}\n", "import { config } from '../config';\n\nlet context: { errorThrown: boolean; error: any } | null = null;\n\n/**\n * Handles dealing with errors for super-gross mode. Creates a context, in which\n * any synchronously thrown errors will be passed to {@link captureError}. Which\n * will record the error such that it will be rethrown after the call back is complete.\n * TODO: Remove in v8\n * @param cb An immediately executed function.\n */\nexport function errorContext(cb: () => void) {\n if (config.useDeprecatedSynchronousErrorHandling) {\n const isRoot = !context;\n if (isRoot) {\n context = { errorThrown: false, error: null };\n }\n cb();\n if (isRoot) {\n const { errorThrown, error } = context!;\n context = null;\n if (errorThrown) {\n throw error;\n }\n }\n } else {\n // This is the general non-deprecated path for everyone that\n // isn't crazy enough to use super-gross mode (useDeprecatedSynchronousErrorHandling)\n cb();\n }\n}\n\n/**\n * Captures errors only in super-gross mode.\n * @param err the error to capture\n */\nexport function captureError(err: any) {\n if (config.useDeprecatedSynchronousErrorHandling && context) {\n context.errorThrown = true;\n context.error = err;\n }\n}\n", "import { isFunction } from './util/isFunction';\nimport { Observer, ObservableNotification } from './types';\nimport { isSubscription, Subscription } from './Subscription';\nimport { config } from './config';\nimport { reportUnhandledError } from './util/reportUnhandledError';\nimport { noop } from './util/noop';\nimport { nextNotification, errorNotification, COMPLETE_NOTIFICATION } from './NotificationFactories';\nimport { timeoutProvider } from './scheduler/timeoutProvider';\nimport { captureError } from './util/errorContext';\n\n/**\n * Implements the {@link Observer} interface and extends the\n * {@link Subscription} class. While the {@link Observer} is the public API for\n * consuming the values of an {@link Observable}, all Observers get converted to\n * a Subscriber, in order to provide Subscription-like capabilities such as\n * `unsubscribe`. Subscriber is a common type in RxJS, and crucial for\n * implementing operators, but it is rarely used as a public API.\n *\n * @class Subscriber\n */\nexport class Subscriber extends Subscription implements Observer {\n /**\n * A static factory for a Subscriber, given a (potentially partial) definition\n * of an Observer.\n * @param next The `next` callback of an Observer.\n * @param error The `error` callback of an\n * Observer.\n * @param complete The `complete` callback of an\n * Observer.\n * @return A Subscriber wrapping the (partially defined)\n * Observer represented by the given arguments.\n * @nocollapse\n * @deprecated Do not use. Will be removed in v8. There is no replacement for this\n * method, and there is no reason to be creating instances of `Subscriber` directly.\n * If you have a specific use case, please file an issue.\n */\n static create(next?: (x?: T) => void, error?: (e?: any) => void, complete?: () => void): Subscriber {\n return new SafeSubscriber(next, error, complete);\n }\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n protected isStopped: boolean = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n protected destination: Subscriber | Observer; // this `any` is the escape hatch to erase extra type param (e.g. R)\n\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n * There is no reason to directly create an instance of Subscriber. This type is exported for typings reasons.\n */\n constructor(destination?: Subscriber | Observer) {\n super();\n if (destination) {\n this.destination = destination;\n // Automatically chain subscriptions together here.\n // if destination is a Subscription, then it is a Subscriber.\n if (isSubscription(destination)) {\n destination.add(this);\n }\n } else {\n this.destination = EMPTY_OBSERVER;\n }\n }\n\n /**\n * The {@link Observer} callback to receive notifications of type `next` from\n * the Observable, with a value. The Observable may call this method 0 or more\n * times.\n * @param {T} [value] The `next` value.\n * @return {void}\n */\n next(value?: T): void {\n if (this.isStopped) {\n handleStoppedNotification(nextNotification(value), this);\n } else {\n this._next(value!);\n }\n }\n\n /**\n * The {@link Observer} callback to receive notifications of type `error` from\n * the Observable, with an attached `Error`. Notifies the Observer that\n * the Observable has experienced an error condition.\n * @param {any} [err] The `error` exception.\n * @return {void}\n */\n error(err?: any): void {\n if (this.isStopped) {\n handleStoppedNotification(errorNotification(err), this);\n } else {\n this.isStopped = true;\n this._error(err);\n }\n }\n\n /**\n * The {@link Observer} callback to receive a valueless notification of type\n * `complete` from the Observable. Notifies the Observer that the Observable\n * has finished sending push-based notifications.\n * @return {void}\n */\n complete(): void {\n if (this.isStopped) {\n handleStoppedNotification(COMPLETE_NOTIFICATION, this);\n } else {\n this.isStopped = true;\n this._complete();\n }\n }\n\n unsubscribe(): void {\n if (!this.closed) {\n this.isStopped = true;\n super.unsubscribe();\n this.destination = null!;\n }\n }\n\n protected _next(value: T): void {\n this.destination.next(value);\n }\n\n protected _error(err: any): void {\n try {\n this.destination.error(err);\n } finally {\n this.unsubscribe();\n }\n }\n\n protected _complete(): void {\n try {\n this.destination.complete();\n } finally {\n this.unsubscribe();\n }\n }\n}\n\n/**\n * This bind is captured here because we want to be able to have\n * compatibility with monoid libraries that tend to use a method named\n * `bind`. In particular, a library called Monio requires this.\n */\nconst _bind = Function.prototype.bind;\n\nfunction bind any>(fn: Fn, thisArg: any): Fn {\n return _bind.call(fn, thisArg);\n}\n\n/**\n * Internal optimization only, DO NOT EXPOSE.\n * @internal\n */\nclass ConsumerObserver implements Observer {\n constructor(private partialObserver: Partial>) {}\n\n next(value: T): void {\n const { partialObserver } = this;\n if (partialObserver.next) {\n try {\n partialObserver.next(value);\n } catch (error) {\n handleUnhandledError(error);\n }\n }\n }\n\n error(err: any): void {\n const { partialObserver } = this;\n if (partialObserver.error) {\n try {\n partialObserver.error(err);\n } catch (error) {\n handleUnhandledError(error);\n }\n } else {\n handleUnhandledError(err);\n }\n }\n\n complete(): void {\n const { partialObserver } = this;\n if (partialObserver.complete) {\n try {\n partialObserver.complete();\n } catch (error) {\n handleUnhandledError(error);\n }\n }\n }\n}\n\nexport class SafeSubscriber extends Subscriber {\n constructor(\n observerOrNext?: Partial> | ((value: T) => void) | null,\n error?: ((e?: any) => void) | null,\n complete?: (() => void) | null\n ) {\n super();\n\n let partialObserver: Partial>;\n if (isFunction(observerOrNext) || !observerOrNext) {\n // The first argument is a function, not an observer. The next\n // two arguments *could* be observers, or they could be empty.\n partialObserver = {\n next: (observerOrNext ?? undefined) as (((value: T) => void) | undefined),\n error: error ?? undefined,\n complete: complete ?? undefined,\n };\n } else {\n // The first argument is a partial observer.\n let context: any;\n if (this && config.useDeprecatedNextContext) {\n // This is a deprecated path that made `this.unsubscribe()` available in\n // next handler functions passed to subscribe. This only exists behind a flag\n // now, as it is *very* slow.\n context = Object.create(observerOrNext);\n context.unsubscribe = () => this.unsubscribe();\n partialObserver = {\n next: observerOrNext.next && bind(observerOrNext.next, context),\n error: observerOrNext.error && bind(observerOrNext.error, context),\n complete: observerOrNext.complete && bind(observerOrNext.complete, context),\n };\n } else {\n // The \"normal\" path. Just use the partial observer directly.\n partialObserver = observerOrNext;\n }\n }\n\n // Wrap the partial observer to ensure it's a full observer, and\n // make sure proper error handling is accounted for.\n this.destination = new ConsumerObserver(partialObserver);\n }\n}\n\nfunction handleUnhandledError(error: any) {\n if (config.useDeprecatedSynchronousErrorHandling) {\n captureError(error);\n } else {\n // Ideal path, we report this as an unhandled error,\n // which is thrown on a new call stack.\n reportUnhandledError(error);\n }\n}\n\n/**\n * An error handler used when no error handler was supplied\n * to the SafeSubscriber -- meaning no error handler was supplied\n * do the `subscribe` call on our observable.\n * @param err The error to handle\n */\nfunction defaultErrorHandler(err: any) {\n throw err;\n}\n\n/**\n * A handler for notifications that cannot be sent to a stopped subscriber.\n * @param notification The notification being sent\n * @param subscriber The stopped subscriber\n */\nfunction handleStoppedNotification(notification: ObservableNotification, subscriber: Subscriber) {\n const { onStoppedNotification } = config;\n onStoppedNotification && timeoutProvider.setTimeout(() => onStoppedNotification(notification, subscriber));\n}\n\n/**\n * The observer used as a stub for subscriptions where the user did not\n * pass any arguments to `subscribe`. Comes with the default error handling\n * behavior.\n */\nexport const EMPTY_OBSERVER: Readonly> & { closed: true } = {\n closed: true,\n next: noop,\n error: defaultErrorHandler,\n complete: noop,\n};\n", "/**\n * Symbol.observable or a string \"@@observable\". Used for interop\n *\n * @deprecated We will no longer be exporting this symbol in upcoming versions of RxJS.\n * Instead polyfill and use Symbol.observable directly *or* use https://www.npmjs.com/package/symbol-observable\n */\nexport const observable: string | symbol = (() => (typeof Symbol === 'function' && Symbol.observable) || '@@observable')();\n", "/**\n * This function takes one parameter and just returns it. Simply put,\n * this is like `(x: T): T => x`.\n *\n * ## Examples\n *\n * This is useful in some cases when using things like `mergeMap`\n *\n * ```ts\n * import { interval, take, map, range, mergeMap, identity } from 'rxjs';\n *\n * const source$ = interval(1000).pipe(take(5));\n *\n * const result$ = source$.pipe(\n * map(i => range(i)),\n * mergeMap(identity) // same as mergeMap(x => x)\n * );\n *\n * result$.subscribe({\n * next: console.log\n * });\n * ```\n *\n * Or when you want to selectively apply an operator\n *\n * ```ts\n * import { interval, take, identity } from 'rxjs';\n *\n * const shouldLimit = () => Math.random() < 0.5;\n *\n * const source$ = interval(1000);\n *\n * const result$ = source$.pipe(shouldLimit() ? take(5) : identity);\n *\n * result$.subscribe({\n * next: console.log\n * });\n * ```\n *\n * @param x Any value that is returned by this function\n * @returns The value passed as the first parameter to this function\n */\nexport function identity(x: T): T {\n return x;\n}\n", "import { identity } from './identity';\nimport { UnaryFunction } from '../types';\n\nexport function pipe(): typeof identity;\nexport function pipe(fn1: UnaryFunction): UnaryFunction;\nexport function pipe(fn1: UnaryFunction, fn2: UnaryFunction): UnaryFunction;\nexport function pipe(fn1: UnaryFunction, fn2: UnaryFunction, fn3: UnaryFunction): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction,\n fn9: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction,\n fn9: UnaryFunction,\n ...fns: UnaryFunction[]\n): UnaryFunction;\n\n/**\n * pipe() can be called on one or more functions, each of which can take one argument (\"UnaryFunction\")\n * and uses it to return a value.\n * It returns a function that takes one argument, passes it to the first UnaryFunction, and then\n * passes the result to the next one, passes that result to the next one, and so on. \n */\nexport function pipe(...fns: Array>): UnaryFunction {\n return pipeFromArray(fns);\n}\n\n/** @internal */\nexport function pipeFromArray(fns: Array>): UnaryFunction {\n if (fns.length === 0) {\n return identity as UnaryFunction;\n }\n\n if (fns.length === 1) {\n return fns[0];\n }\n\n return function piped(input: T): R {\n return fns.reduce((prev: any, fn: UnaryFunction) => fn(prev), input as any);\n };\n}\n", "import { Operator } from './Operator';\nimport { SafeSubscriber, Subscriber } from './Subscriber';\nimport { isSubscription, Subscription } from './Subscription';\nimport { TeardownLogic, OperatorFunction, Subscribable, Observer } from './types';\nimport { observable as Symbol_observable } from './symbol/observable';\nimport { pipeFromArray } from './util/pipe';\nimport { config } from './config';\nimport { isFunction } from './util/isFunction';\nimport { errorContext } from './util/errorContext';\n\n/**\n * A representation of any set of values over any amount of time. This is the most basic building block\n * of RxJS.\n *\n * @class Observable\n */\nexport class Observable implements Subscribable {\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n */\n source: Observable | undefined;\n\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n */\n operator: Operator | undefined;\n\n /**\n * @constructor\n * @param {Function} subscribe the function that is called when the Observable is\n * initially subscribed to. This function is given a Subscriber, to which new values\n * can be `next`ed, or an `error` method can be called to raise an error, or\n * `complete` can be called to notify of a successful completion.\n */\n constructor(subscribe?: (this: Observable, subscriber: Subscriber) => TeardownLogic) {\n if (subscribe) {\n this._subscribe = subscribe;\n }\n }\n\n // HACK: Since TypeScript inherits static properties too, we have to\n // fight against TypeScript here so Subject can have a different static create signature\n /**\n * Creates a new Observable by calling the Observable constructor\n * @owner Observable\n * @method create\n * @param {Function} subscribe? the subscriber function to be passed to the Observable constructor\n * @return {Observable} a new observable\n * @nocollapse\n * @deprecated Use `new Observable()` instead. Will be removed in v8.\n */\n static create: (...args: any[]) => any = (subscribe?: (subscriber: Subscriber) => TeardownLogic) => {\n return new Observable(subscribe);\n };\n\n /**\n * Creates a new Observable, with this Observable instance as the source, and the passed\n * operator defined as the new observable's operator.\n * @method lift\n * @param operator the operator defining the operation to take on the observable\n * @return a new observable with the Operator applied\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n * If you have implemented an operator using `lift`, it is recommended that you create an\n * operator by simply returning `new Observable()` directly. See \"Creating new operators from\n * scratch\" section here: https://rxjs.dev/guide/operators\n */\n lift(operator?: Operator): Observable {\n const observable = new Observable();\n observable.source = this;\n observable.operator = operator;\n return observable;\n }\n\n subscribe(observerOrNext?: Partial> | ((value: T) => void)): Subscription;\n /** @deprecated Instead of passing separate callback arguments, use an observer argument. Signatures taking separate callback arguments will be removed in v8. Details: https://rxjs.dev/deprecations/subscribe-arguments */\n subscribe(next?: ((value: T) => void) | null, error?: ((error: any) => void) | null, complete?: (() => void) | null): Subscription;\n /**\n * Invokes an execution of an Observable and registers Observer handlers for notifications it will emit.\n *\n * Use it when you have all these Observables, but still nothing is happening.\n *\n * `subscribe` is not a regular operator, but a method that calls Observable's internal `subscribe` function. It\n * might be for example a function that you passed to Observable's constructor, but most of the time it is\n * a library implementation, which defines what will be emitted by an Observable, and when it be will emitted. This means\n * that calling `subscribe` is actually the moment when Observable starts its work, not when it is created, as it is often\n * the thought.\n *\n * Apart from starting the execution of an Observable, this method allows you to listen for values\n * that an Observable emits, as well as for when it completes or errors. You can achieve this in two\n * of the following ways.\n *\n * The first way is creating an object that implements {@link Observer} interface. It should have methods\n * defined by that interface, but note that it should be just a regular JavaScript object, which you can create\n * yourself in any way you want (ES6 class, classic function constructor, object literal etc.). In particular, do\n * not attempt to use any RxJS implementation details to create Observers - you don't need them. Remember also\n * that your object does not have to implement all methods. If you find yourself creating a method that doesn't\n * do anything, you can simply omit it. Note however, if the `error` method is not provided and an error happens,\n * it will be thrown asynchronously. Errors thrown asynchronously cannot be caught using `try`/`catch`. Instead,\n * use the {@link onUnhandledError} configuration option or use a runtime handler (like `window.onerror` or\n * `process.on('error)`) to be notified of unhandled errors. Because of this, it's recommended that you provide\n * an `error` method to avoid missing thrown errors.\n *\n * The second way is to give up on Observer object altogether and simply provide callback functions in place of its methods.\n * This means you can provide three functions as arguments to `subscribe`, where the first function is equivalent\n * of a `next` method, the second of an `error` method and the third of a `complete` method. Just as in case of an Observer,\n * if you do not need to listen for something, you can omit a function by passing `undefined` or `null`,\n * since `subscribe` recognizes these functions by where they were placed in function call. When it comes\n * to the `error` function, as with an Observer, if not provided, errors emitted by an Observable will be thrown asynchronously.\n *\n * You can, however, subscribe with no parameters at all. This may be the case where you're not interested in terminal events\n * and you also handled emissions internally by using operators (e.g. using `tap`).\n *\n * Whichever style of calling `subscribe` you use, in both cases it returns a Subscription object.\n * This object allows you to call `unsubscribe` on it, which in turn will stop the work that an Observable does and will clean\n * up all resources that an Observable used. Note that cancelling a subscription will not call `complete` callback\n * provided to `subscribe` function, which is reserved for a regular completion signal that comes from an Observable.\n *\n * Remember that callbacks provided to `subscribe` are not guaranteed to be called asynchronously.\n * It is an Observable itself that decides when these functions will be called. For example {@link of}\n * by default emits all its values synchronously. Always check documentation for how given Observable\n * will behave when subscribed and if its default behavior can be modified with a `scheduler`.\n *\n * #### Examples\n *\n * Subscribe with an {@link guide/observer Observer}\n *\n * ```ts\n * import { of } from 'rxjs';\n *\n * const sumObserver = {\n * sum: 0,\n * next(value) {\n * console.log('Adding: ' + value);\n * this.sum = this.sum + value;\n * },\n * error() {\n * // We actually could just remove this method,\n * // since we do not really care about errors right now.\n * },\n * complete() {\n * console.log('Sum equals: ' + this.sum);\n * }\n * };\n *\n * of(1, 2, 3) // Synchronously emits 1, 2, 3 and then completes.\n * .subscribe(sumObserver);\n *\n * // Logs:\n * // 'Adding: 1'\n * // 'Adding: 2'\n * // 'Adding: 3'\n * // 'Sum equals: 6'\n * ```\n *\n * Subscribe with functions ({@link deprecations/subscribe-arguments deprecated})\n *\n * ```ts\n * import { of } from 'rxjs'\n *\n * let sum = 0;\n *\n * of(1, 2, 3).subscribe(\n * value => {\n * console.log('Adding: ' + value);\n * sum = sum + value;\n * },\n * undefined,\n * () => console.log('Sum equals: ' + sum)\n * );\n *\n * // Logs:\n * // 'Adding: 1'\n * // 'Adding: 2'\n * // 'Adding: 3'\n * // 'Sum equals: 6'\n * ```\n *\n * Cancel a subscription\n *\n * ```ts\n * import { interval } from 'rxjs';\n *\n * const subscription = interval(1000).subscribe({\n * next(num) {\n * console.log(num)\n * },\n * complete() {\n * // Will not be called, even when cancelling subscription.\n * console.log('completed!');\n * }\n * });\n *\n * setTimeout(() => {\n * subscription.unsubscribe();\n * console.log('unsubscribed!');\n * }, 2500);\n *\n * // Logs:\n * // 0 after 1s\n * // 1 after 2s\n * // 'unsubscribed!' after 2.5s\n * ```\n *\n * @param {Observer|Function} observerOrNext (optional) Either an observer with methods to be called,\n * or the first of three possible handlers, which is the handler for each value emitted from the subscribed\n * Observable.\n * @param {Function} error (optional) A handler for a terminal event resulting from an error. If no error handler is provided,\n * the error will be thrown asynchronously as unhandled.\n * @param {Function} complete (optional) A handler for a terminal event resulting from successful completion.\n * @return {Subscription} a subscription reference to the registered handlers\n * @method subscribe\n */\n subscribe(\n observerOrNext?: Partial> | ((value: T) => void) | null,\n error?: ((error: any) => void) | null,\n complete?: (() => void) | null\n ): Subscription {\n const subscriber = isSubscriber(observerOrNext) ? observerOrNext : new SafeSubscriber(observerOrNext, error, complete);\n\n errorContext(() => {\n const { operator, source } = this;\n subscriber.add(\n operator\n ? // We're dealing with a subscription in the\n // operator chain to one of our lifted operators.\n operator.call(subscriber, source)\n : source\n ? // If `source` has a value, but `operator` does not, something that\n // had intimate knowledge of our API, like our `Subject`, must have\n // set it. We're going to just call `_subscribe` directly.\n this._subscribe(subscriber)\n : // In all other cases, we're likely wrapping a user-provided initializer\n // function, so we need to catch errors and handle them appropriately.\n this._trySubscribe(subscriber)\n );\n });\n\n return subscriber;\n }\n\n /** @internal */\n protected _trySubscribe(sink: Subscriber): TeardownLogic {\n try {\n return this._subscribe(sink);\n } catch (err) {\n // We don't need to return anything in this case,\n // because it's just going to try to `add()` to a subscription\n // above.\n sink.error(err);\n }\n }\n\n /**\n * Used as a NON-CANCELLABLE means of subscribing to an observable, for use with\n * APIs that expect promises, like `async/await`. You cannot unsubscribe from this.\n *\n * **WARNING**: Only use this with observables you *know* will complete. If the source\n * observable does not complete, you will end up with a promise that is hung up, and\n * potentially all of the state of an async function hanging out in memory. To avoid\n * this situation, look into adding something like {@link timeout}, {@link take},\n * {@link takeWhile}, or {@link takeUntil} amongst others.\n *\n * #### Example\n *\n * ```ts\n * import { interval, take } from 'rxjs';\n *\n * const source$ = interval(1000).pipe(take(4));\n *\n * async function getTotal() {\n * let total = 0;\n *\n * await source$.forEach(value => {\n * total += value;\n * console.log('observable -> ' + value);\n * });\n *\n * return total;\n * }\n *\n * getTotal().then(\n * total => console.log('Total: ' + total)\n * );\n *\n * // Expected:\n * // 'observable -> 0'\n * // 'observable -> 1'\n * // 'observable -> 2'\n * // 'observable -> 3'\n * // 'Total: 6'\n * ```\n *\n * @param next a handler for each value emitted by the observable\n * @return a promise that either resolves on observable completion or\n * rejects with the handled error\n */\n forEach(next: (value: T) => void): Promise;\n\n /**\n * @param next a handler for each value emitted by the observable\n * @param promiseCtor a constructor function used to instantiate the Promise\n * @return a promise that either resolves on observable completion or\n * rejects with the handled error\n * @deprecated Passing a Promise constructor will no longer be available\n * in upcoming versions of RxJS. This is because it adds weight to the library, for very\n * little benefit. If you need this functionality, it is recommended that you either\n * polyfill Promise, or you create an adapter to convert the returned native promise\n * to whatever promise implementation you wanted. Will be removed in v8.\n */\n forEach(next: (value: T) => void, promiseCtor: PromiseConstructorLike): Promise;\n\n forEach(next: (value: T) => void, promiseCtor?: PromiseConstructorLike): Promise {\n promiseCtor = getPromiseCtor(promiseCtor);\n\n return new promiseCtor((resolve, reject) => {\n const subscriber = new SafeSubscriber({\n next: (value) => {\n try {\n next(value);\n } catch (err) {\n reject(err);\n subscriber.unsubscribe();\n }\n },\n error: reject,\n complete: resolve,\n });\n this.subscribe(subscriber);\n }) as Promise;\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): TeardownLogic {\n return this.source?.subscribe(subscriber);\n }\n\n /**\n * An interop point defined by the es7-observable spec https://github.com/zenparsing/es-observable\n * @method Symbol.observable\n * @return {Observable} this instance of the observable\n */\n [Symbol_observable]() {\n return this;\n }\n\n /* tslint:disable:max-line-length */\n pipe(): Observable;\n pipe(op1: OperatorFunction): Observable;\n pipe(op1: OperatorFunction, op2: OperatorFunction): Observable;\n pipe(op1: OperatorFunction, op2: OperatorFunction, op3: OperatorFunction): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction,\n op9: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction,\n op9: OperatorFunction,\n ...operations: OperatorFunction[]\n ): Observable;\n /* tslint:enable:max-line-length */\n\n /**\n * Used to stitch together functional operators into a chain.\n * @method pipe\n * @return {Observable} the Observable result of all of the operators having\n * been called in the order they were passed in.\n *\n * ## Example\n *\n * ```ts\n * import { interval, filter, map, scan } from 'rxjs';\n *\n * interval(1000)\n * .pipe(\n * filter(x => x % 2 === 0),\n * map(x => x + x),\n * scan((acc, x) => acc + x)\n * )\n * .subscribe(x => console.log(x));\n * ```\n */\n pipe(...operations: OperatorFunction[]): Observable {\n return pipeFromArray(operations)(this);\n }\n\n /* tslint:disable:max-line-length */\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(): Promise;\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(PromiseCtor: typeof Promise): Promise;\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(PromiseCtor: PromiseConstructorLike): Promise;\n /* tslint:enable:max-line-length */\n\n /**\n * Subscribe to this Observable and get a Promise resolving on\n * `complete` with the last emission (if any).\n *\n * **WARNING**: Only use this with observables you *know* will complete. If the source\n * observable does not complete, you will end up with a promise that is hung up, and\n * potentially all of the state of an async function hanging out in memory. To avoid\n * this situation, look into adding something like {@link timeout}, {@link take},\n * {@link takeWhile}, or {@link takeUntil} amongst others.\n *\n * @method toPromise\n * @param [promiseCtor] a constructor function used to instantiate\n * the Promise\n * @return A Promise that resolves with the last value emit, or\n * rejects on an error. If there were no emissions, Promise\n * resolves with undefined.\n * @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise\n */\n toPromise(promiseCtor?: PromiseConstructorLike): Promise {\n promiseCtor = getPromiseCtor(promiseCtor);\n\n return new promiseCtor((resolve, reject) => {\n let value: T | undefined;\n this.subscribe(\n (x: T) => (value = x),\n (err: any) => reject(err),\n () => resolve(value)\n );\n }) as Promise;\n }\n}\n\n/**\n * Decides between a passed promise constructor from consuming code,\n * A default configured promise constructor, and the native promise\n * constructor and returns it. If nothing can be found, it will throw\n * an error.\n * @param promiseCtor The optional promise constructor to passed by consuming code\n */\nfunction getPromiseCtor(promiseCtor: PromiseConstructorLike | undefined) {\n return promiseCtor ?? config.Promise ?? Promise;\n}\n\nfunction isObserver(value: any): value is Observer {\n return value && isFunction(value.next) && isFunction(value.error) && isFunction(value.complete);\n}\n\nfunction isSubscriber(value: any): value is Subscriber {\n return (value && value instanceof Subscriber) || (isObserver(value) && isSubscription(value));\n}\n", "import { Observable } from '../Observable';\nimport { Subscriber } from '../Subscriber';\nimport { OperatorFunction } from '../types';\nimport { isFunction } from './isFunction';\n\n/**\n * Used to determine if an object is an Observable with a lift function.\n */\nexport function hasLift(source: any): source is { lift: InstanceType['lift'] } {\n return isFunction(source?.lift);\n}\n\n/**\n * Creates an `OperatorFunction`. Used to define operators throughout the library in a concise way.\n * @param init The logic to connect the liftedSource to the subscriber at the moment of subscription.\n */\nexport function operate(\n init: (liftedSource: Observable, subscriber: Subscriber) => (() => void) | void\n): OperatorFunction {\n return (source: Observable) => {\n if (hasLift(source)) {\n return source.lift(function (this: Subscriber, liftedSource: Observable) {\n try {\n return init(liftedSource, this);\n } catch (err) {\n this.error(err);\n }\n });\n }\n throw new TypeError('Unable to lift unknown Observable type');\n };\n}\n", "import { Subscriber } from '../Subscriber';\n\n/**\n * Creates an instance of an `OperatorSubscriber`.\n * @param destination The downstream subscriber.\n * @param onNext Handles next values, only called if this subscriber is not stopped or closed. Any\n * error that occurs in this function is caught and sent to the `error` method of this subscriber.\n * @param onError Handles errors from the subscription, any errors that occur in this handler are caught\n * and send to the `destination` error handler.\n * @param onComplete Handles completion notification from the subscription. Any errors that occur in\n * this handler are sent to the `destination` error handler.\n * @param onFinalize Additional teardown logic here. This will only be called on teardown if the\n * subscriber itself is not already closed. This is called after all other teardown logic is executed.\n */\nexport function createOperatorSubscriber(\n destination: Subscriber