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-

-

These are pages for all the characters in USM-eM. On this page, characters that have been changed from the base game are lighter than the other characters.
- Values in these pages that have been changed from the base game are bolded and underlined.
- If a move in one of these pages is marked with an asterisk (*), then that move may have some more changes listed in 'Extra Notes' under the table the move is in.

- -

Credits to Kurogane Hammer for the original tables. -

-
- - diff --git a/custom_theme/main.html b/custom_theme/main.html new file mode 100644 index 0000000..98cd6d8 --- /dev/null +++ b/custom_theme/main.html @@ -0,0 +1,1207 @@ +{%- set d = config.extra.design | default({}) -%} + +{%- set logo_path = d.logo | default('') -%} +{%- set gif_path = d.preloader_gif | default('assets/preloader.gif') -%} +{%- set preloader_ms = d.preloader_ms | default(500) -%} + +{%- set bg = d.bg | default('#ffffff') -%} +{%- set panel_l = d.panel_l | default('#ffffff') -%} +{%- set panel_r = d.panel_r | default('#AAAAAA') -%} +{%- set seam = d.seam | default('rgba(0,0,0,0.10)') -%} +{%- set c_text = d.c_text | default('#333333') -%} +{%- set c_dim = d.c_dim | default('#888888') -%} +{%- set c_head = d.c_head | default('#111111') -%} +{%- set c_accent = d.c_accent | default('#555555') -%} +{%- set btn_stroke = d.btn_stroke | default('#3a3a3a') -%} +{%- set btn_stroke_h = d.btn_stroke_h | default('#111111') -%} +{%- set btn_stroke_a = d.btn_stroke_a | default('#000000') -%} +{%- set btn_fill = d.btn_fill | default('#1e1e1e') -%} +{%- set btn_fill_h = d.btn_fill_h | default('#252525') -%} +{%- set btn_fill_a = d.btn_fill_a | default('#111111') -%} +{%- set btn_text = d.btn_text | default('#2e2e2e') -%} +{%- set btn_text_h = d.btn_text_h | default('#000000') -%} +{%- set btn_text_a = d.btn_text_a | default('#000000') -%} + +{%- set bg_alpha = d.bg_alpha | default(0.06) -%} +{%- set bg_speed = d.bg_speed | default(0.0048) -%} +{%- set bg_spacing = d.bg_spacing | default(48) -%} + + + + + + +{% if page and page.title %}{{ page.title }} — {% endif %}{{ config.site_name }} + + + + + + + + +
+ +
+ + + +
+
+
{{ page.content }}
+ + +
+
+
+ + {{ config.site_name }} + +
+
+
+ + — + + {{ config.site_name }} +
+
+ +
+ +
+
+ + + + + diff --git a/defaultpage.html b/defaultpage.html deleted file mode 100644 index bd2974a..0000000 --- a/defaultpage.html +++ /dev/null @@ -1,35 +0,0 @@ - - - - - USM-eM - Releases - - - - - - - - - -
-

-

-

Content.

- -
- - diff --git a/devblog.html b/devblog.html deleted file mode 100644 index f1db612..0000000 --- a/devblog.html +++ /dev/null @@ -1,58 +0,0 @@ - - - - - USM-eM - Devblog - - - - - - - - - -
-

-

-

Ever since Alpha 4's release, we've underwent a plethora of major changes and breakthroughs. This time, LinkSoraZelda (or, Ken) is speaking on behalf of the team. It has been over 6 months since the release of the last Alpha. We are proud to announce that we have released a new version, entitled Release 0.1.

- From now on, we plan to create a new release at least once a month, and by the time Release 1.0 rolls around, we will have every character finished! During the time we have been a bit quiet, and we have many things to announce. We have officially launched our brand new Tournament Server aimed for both platforms! We also have an official 3DS theme based off of the mod's name as well. Swiftloke has worked steadfast on steady builds of Smash Selector. USM-eM itself has gone through almost a complete rework internally thanks to Karma, and now has a more complete user interface on 3DS, created by yours truly. There's even three new stages for 3DS by M-1!

- The latest release was majorly delayed due to the Hurricane Irma, but everyone on the team is now safe, thankfully. For specifics on what has changed with gameplay, we are compiling a changelog which will be ready soon.

- In short,

- -Replays will automagically rename themselves while running USM-eM for less confusion between Vanilla Smash.

- -UI elements have received a major overhaul, including a revised logo.

- -New competitive oriented tips have been included with the game.

- -Stages such as Temple, 75m, 75m BF, and Pirate Ship have been added to 3DS.

- -Global parameters, slight unification of the size classes, the buffer system removed, and landing lag has been restored. (Major gameplay features)

- -Bugfixes, new characters such as Sonic, Ness, Mega Man, Samus, Dr. Mario, and Bowser, have been added.

- -New costumes for various characters.

- We hope to have pleased you with many months of hard work and determination and hope you will continue to support us in the future. Our smaller development team has undoubtedly gotten a bit tiresome and slower, what with managing a website, repository, three servers, developing the pack itself, and personal life. Two unannounced members have joined the dev team to ease these burdens. Consider joining our Discord server for our individuals' opinions and chill with the team!

-

- -'LinkSoraZelda'

-

-

Well would you look at that... we actually released something, Amazing. Let me introduce myself and the mod: I am Karma, Short for Karmic_Backlash, I am one of the main moveset modders for USM-eM, the Melee inspired mod for Smash 4. We strive to make a mod that pleases Melee fans and Smash 4 fans, veering more toward melee, possible in a PM-wordly direction, but pleases both fans nonetheless.

- This blog in the future will be used to give public announcements, trailers, teasers, development details and development woes, and in this edition of the USM-eM Devblog, I want to talk to you the process of creating Alpha 4.

- It was not a simple process. It involves the joining of many members (Including Me!), the loss of one, the retooling of our privite file sharing system, the disasterous near merger of USM and Pheonix (Another mod for smash 4), and the purge that lead to the departure of that one team member.

- If you have been following our discord for a long time, you may remember a time when the only mainly active members of dev team comprised of Yudowat, Gryz, Swiftloke, LinkSoraZelda FM360, and Rhys. They are the ones that assembled the first 3 alphas of USM-eM, they worked in harmony and created the mod for which you now read the blog. The first member to join the team after the was me, Karma, the reason for me joing the mod was due to Yudowat seeing a rather in depth write up on how to improve zelda, this was very soon after the release alpha 3, and at this point the only people who were posting anything on the server were either shitposting or not being helpful, so Yudowat seeing me being helpful and useful was a Strike of great fortune, He asked me if I wanted to join as a developer, And I said Yes.

- The next major event to transpire was the rather unfortunate event of the merger between USM-eM and Phoenix, Something that could take an entire blog to itself, Ill just say that it was something that was attempted without consent and was ended before any damage was done.

- After this, was the single largest problem we encountered with the mod, and the was the departure of one of the core members of the mod, FM360, For reasons that I will not disclose, for his sake and mine, it was nearly universally decided that he needed to be ejected from the dev team. It was a hard time and it caused very strong emotions for everybody on the team, nearly leading to a collapse of the mod. But as you can see, it is still going strong.

- Since the, two more members have joined the team, those being seijinshu, coming on as a programmer and researcher, and the second member to join is cydget, of smash selector fame, has also programmer and researcher, working with Swiftloke to improve Smash Selector, For USM-eM and other mods in the future.

- Anyway, this concludes USM-eM's first devblog! Thank you for your support!

- - Karma

- -
- - diff --git a/docs/about.md b/docs/about.md new file mode 100644 index 0000000..6ebc58b --- /dev/null +++ b/docs/about.md @@ -0,0 +1,24 @@ +# About +#### What is USM? — 10/3/2017 + +
+
+ +USM-eM is a competitive-oriented mod for Smash 3DS. + +It stands for Unnamed Smash Mod (USM) / Unnamed Smash Melee-esque Mod (USM-eM). + +Changes include character and faster-paced gameplay changes, as well as a handful of extras like stages, sound effects, an OST, skins, UI, and more. + +Every single character will have balance changes eventually to increase their viability, and currently every character is affected by global changes such as increased gravity, altered ledge mechanics, dash dancing, and more. As of yet, only a few characters have been overhauled. + +If you stumbled upon this page in search of the [Nintendo 3DS userland exploit](https://github.com/zoogie/unSAFE_MODE), this is an unrelated game specific mod. +You can (and should!) use [USM](https://3ds.hacks.guide/) to play USM, of course. It's free and of no risk to modify your console. + +
+
+ + + +
+
diff --git a/docs/assets/logo.png b/docs/assets/logo.png new file mode 100644 index 0000000..234a38b Binary files /dev/null and b/docs/assets/logo.png differ diff --git a/docs/assets/preloader.gif b/docs/assets/preloader.gif new file mode 100644 index 0000000..4dab574 Binary files /dev/null and b/docs/assets/preloader.gif differ diff --git a/docs/devblog.md b/docs/devblog.md new file mode 100644 index 0000000..47177aa --- /dev/null +++ b/docs/devblog.md @@ -0,0 +1,47 @@ +# Devblog + +#### Devblog 2 — 10/3/2017 + +Ever since Alpha 4's release, we've underwent a plethora of major changes and breakthroughs. This time, Halvorsen is speaking on behalf of the team. It has been over 6 months since the release of the last Alpha. We are proud to announce that we have released a new version, entitled Release 0.1. + +From now on, we plan to create a new release at least once a month, and by the time Release 1.0 rolls around, we will have every character finished! During the time we have been a bit quiet, and we have many things to announce. We also have an official 3DS theme based off of the mod's name as well. Swiftloke has worked steadfast on steady builds of Smash Selector, now known as [Mod-Moon](https://gbatemp.net/threads/modmoon-a-beautiful-simple-and-compact-mods-manager-for-the-nintendo-3ds.519080/). USM-eM itself has gone through almost a complete rework internally thanks to Karma, and now has a more complete user interface on 3DS, created by yours truly. There's even three new stages for 3DS by M-1! + +The latest release was majorly delayed due to the Hurricane Irma, but everyone on the team is now safe, thankfully. For specifics on what has changed with gameplay, we are compiling a changelog which will be ready soon. + +In short, + +- Replays will automagically rename themselves while running USM-eM for less confusion between Vanilla Smash. +- UI elements have received a major overhaul, including a revised logo. +- New competitive oriented tips have been included with the game. +- Stages such as Temple, 75m, 75m BF, and Pirate Ship have been added to 3DS. +- Global parameters, slight unification of the size classes, the buffer system removed, and landing lag has been restored. (Major gameplay features) +- Bugfixes, new characters such as Sonic, Ness, Mega Man, Samus, Dr. Mario, and Bowser, have been added. +- New costumes for various characters. + +We hope to have pleased you with many months of hard work and determination and hope you will continue to support us in the future. Our smaller development team has undoubtedly gotten a bit tiresome and slower, what with managing a website, repository, three servers, developing the pack itself, and personal life. Two unannounced members have joined the dev team to ease these burdens. Consider joining our Discord server for our individuals' opinions and chill with the team. + +(...oh, did you notice? Smash 3DS is exactly four years old today!) + +— Halvorsen + +--- + +#### Devblog 1 — 4/03/2017 + +Well, would you look at that... we actually released something. Amazing. Let me introduce myself and the mod: I am Karma, Short for Karmic_Backlash, I am one of the main moveset modders for USM-eM, the Melee inspired mod for Smash 4. We strive to make a mod that pleases Melee fans and Smash 4 fans, veering more toward Melee, possible in a PM-wordly direction, but pleases both fans nonetheless. + +This blog in the future will be used to give public announcements, trailers, teasers, development details and development woes, and in this edition of the USM-eM Devblog, I want to talk to you the process of creating Alpha 4. + +It was not a simple process. It involves the joining of many members (Including me!), the loss of one, the retooling of our privite file sharing system, the disasterous near merger of USM and Pheonix (Another mod for Smash 4), and the purge that lead to the departure of that one team member. + +If you have been following [our Discord server](https://discord.gg/9zzpnrc) for a long time, you may remember a time when the only mainly active members of dev team comprised of Vye, Gryz, Swiftloke, Halvorsen, and FM360. They are the ones that assembled the first 3 alphas of USM-eM, they worked in harmony and created the mod for which you now read the blog. The first member to join the team after the was me, Karma, the reason for me joing the mod was due to Vye seeing a rather in depth write up on how to improve Zelda, this was very soon after the release of Alpha 3, and at this point the only people who were posting anything on the server were either shitposting or not being helpful. But Vye saw something in me. He asked me if I wanted to join as a developer, and I said "Yes.". + +The next major event to transpire was the rather unfortunate event of the merger between USM-eM and Phoenix, something that could take an entire blog to itself. I'll just say that it was something that was attempted without consent and was ended before any damage was done. + +After this, was the single largest problem we encountered with the mod, and the was the departure of one of the core members of the mod (FM360). For reasons that I will not disclose, for his sake and mine, it was nearly universally decided that he needed to be ejected from the devlopment team. It was a hard time and it caused very strong emotions for everybody on the team, nearly leading to a collapse of the mod. But as you can see, it is still going strong. + +Since the, two more members have joined the team, those being seijinshu, coming on as a programmer and researcher, and Cydget, of Smash-Selector fame. He also programs and researches, with Swiftloke, to produce Smash-Selector. + +This concludes USM-eM's first devblog! Thank you for your support! + +— Karma diff --git a/docs/downloads.md b/docs/downloads.md new file mode 100644 index 0000000..c7e5573 --- /dev/null +++ b/docs/downloads.md @@ -0,0 +1,29 @@ +# Downloads + +## Releases of USM-eM + +| Release | Release Date | Download | +|---|---|---| +| **USM-eM: Winds Edition 0.1** | 2018/3/27 | [3DS](https://gamebanana.com/gamefiles/6517) | +| USM-eM Release 0.1 | 2017/10/3 | [3DS](https://unnamedmods.com/3ds/USM-eM_v0.1_3DS.zip) \| Wii U | +| USM-eM v0.1-Alpha4 | 2017/3/29 | [3DS](https://unnamedmods.com/3ds/USM-eM_Alpha4_3DS.zip) \| Wii U | +| USM-eM v0.1-Alpha3 | 2016/10/30 | [3DS](https://unnamedmods.com/3ds/USM-eM_3DS_Alpha3.zip) \| Wii U | +| USM-eM v0.1-Alpha2 | 2016/9/29 | [3DS](https://unnamedmods.com/3ds/Alpha_2.zip) | +| Project Dolphin \| USM-eM Alpha1 | 2016/9/26 | [3DS](https://unnamedmods.com/3ds/dolphin.zip) | + +## Changelog + + +Please check the [#changelogs](https://discordapp.com/channels/224330292209516544/426573762566291457/426578295119806465) channel on our Discord server for in-depth and character-specific differences. +These are the following global changes: + +- Jump Squat frames have been normalised on all characters. They now range from 3-6, instead of 3-7. +- Ground to Air momentum conversion has been added to Fox, Yoshi. +- Rage has been fully removed. +- There is now a *three* frame input buffer, compared to ten frames. +- From now on, you can now grab the ledge backwards. +- On-stage meteors have a lower chance of throwing the character upwards. (Grounded meteor KB multiplier 0.8 > 0.4) +- Tech window is now seven frames. +- Consecutive tech inputs will be disabled for 20 frames (from 30) from the last input, which prevents mashing to tech. +- 10 points of grab time are lost per input while being grabbed, compared to 8. +- Repeated grabs no longer are ignored, meaning chaingrabs return. diff --git a/docs/index.md b/docs/index.md new file mode 100644 index 0000000..eabec58 --- /dev/null +++ b/docs/index.md @@ -0,0 +1,3 @@ +# Home + +Welcome. diff --git a/docs/installation.md b/docs/installation.md new file mode 100644 index 0000000..862456e --- /dev/null +++ b/docs/installation.md @@ -0,0 +1,41 @@ +# Installation + +#### Prerequisites + +(Time required: N/A) + +- A Nintendo 3DS family console running a recent custom firmware. Luma3DS 8.0 is the minimum version for Luma3DS. Info on Luma3DS installation can be found [here](https://3ds.hacks.guide/). (Note that this guide assumes you have followed these instructions.) +- A copy of Super Smash Bros. for Nintendo 3DS +- A device capable of transferring files to an SD card. + +*This guide assumes you are using Mod-Moon for the first time.* + +**Warning:** American copies of Smash 4 have the best compatibility with this mod. We officially do not support Japanese or European copies at this time, though we are working to change this. Some users, especially those who have purchased their copy at any point after 2017, may not be able to properly run this mod. + +#### Prep work + +(Time required: ~3 minutes) + +1. Ensure your device is off. Enter the Luma3DS config by holding START while pressing the Power button. +2. Enable Game Patching, if it isn't already enabled. Then press START to save your settings. +3. Download [ModMoon](https://github.com/Swiftloke/ModMoon/releases) onto your SD Card. Both the .3dsx or .cia work equally. +4. Download the latest version of USM from our [releases page](https://unnamedmods.com/downloads/). + +#### Starting USM + +(Time required: ~3 minutes) + +1. Launch ModMoon and follow the tutorial. Select Smash as the active title. Power off and place your SD in your PC. +2. Insert your SD Card into your computer. Navigate to /3ds/ModMoon/. Create a new folder, titled as the following (copy and paste if necessary): + - `00040000000EDF00` if your version of Smash is from North America. + - `00040000000EE000` if it's a European version. + - `00040000000B8B00` if it's a Japanese version. +3. Extract the mod to the folder you just created. The contents of the "0004" folder should have folders like **animcmd**, **model**, and **ui** inside of it. +4. Place the Luma folder on the root of your SD Card. +5. Create a folder named "SaltySD" on the root, then "smash" inside that folder. Leave it empty. +6. Reinsert your SD Card into your 3DS, and launch ModMoon. +7. If you see the tutorial again, skip it. If you see the modpack name show up on the bottom screen, then it was successful! +8. Launch the game. The title screen should now show the USM-eM logo rather than the default logo, this means this mod loaded properly! +9. The selected Smash modpacks will always play after Smash is launched from the HOME Menu whether you launch Mod-Moon beforehand or not. If you want to launch normal Smash, launch Mod-Moon and disable the active title. Enable it to re-enable modpacks. + +**Special thanks to Bread for guide help, and Swiftloke for ModMoon!** diff --git a/docs/media.md b/docs/media.md new file mode 100644 index 0000000..542266d --- /dev/null +++ b/docs/media.md @@ -0,0 +1,7 @@ +# Media + + + + + + diff --git a/docs/more.md b/docs/more.md new file mode 100644 index 0000000..407f98f --- /dev/null +++ b/docs/more.md @@ -0,0 +1,7 @@ +# More + +## More Downloads + +| Release | Release Date | Download | +|---|---|---| +| **Cave Story+ Aeon Genesis Translation** | 2020/10/20 | [Nintendo Switch](https://unnamedmods.com/nx/agcs.zip) | diff --git a/images/Logo.png b/images/Logo.png deleted file mode 100644 index 82d4ba2..0000000 Binary files a/images/Logo.png and /dev/null differ diff --git a/images/storm.jpg b/images/storm.jpg deleted file mode 100644 index 71a8820..0000000 Binary files a/images/storm.jpg and /dev/null differ diff --git a/images/storm.png b/images/storm.png deleted file mode 100644 index 7ecf5cd..0000000 Binary files a/images/storm.png and /dev/null differ diff --git a/index.html b/index.html deleted file mode 100644 index 8a028ea..0000000 --- a/index.html +++ /dev/null @@ -1,61 +0,0 @@ - - - - - USM-eM - - - - - - - - - -
-

-
-

Wii U Release for Version 0.1!

-

We apoologise for the delay between a 3DS and Wii U release, but our Wii U build is finally released! Download it now for EU and US over on our releases page! -

Release 0.1 out now! - 3/10/17

-

After six whole months, we've finally released our latest build for 3DS! This includes new stages, costumes, and characters. Keep an eye out for the Wii U version soonâ„¢.

-

New Devblog! - 3/4/17

-

It's been a hot topic between us devs for a while, and we can now proudly announce the USM-eM Devblog!

-

Alpha 4 Released! - 29/3/17

-

Thank you for your patience everyone! You can find the release on the releases page!

-

USM-eM Teaser Trailer - 20/3/17

-

After many months, we now have a date for our next release, Alpha 4: March 29th. This will be our first release for both systems; Wii U and 3DS. You can check out the trailer too!

-
-

-

USM-eM is a new competitive mod for Smash 3DS and Wii U, inspired by Project M and Melee. Changes include character and gameplay changes that match Melee closely, as well as a handful of extras like Stages, SFX and Music, Skins, and more! Every single character will have balance changes eventually to make them more tournament viable, but currently every character is affected by global changes such as increased gravity, altered ledge mechanics, dash dancing, and more but only a few characters have been changed completely.

-

-

- Q: What do I need to play USM-eM?
- A: All you need is a 3DS with Luma3DS CFW or a Wii U and a copy of Smash!
- Q: Why do I need CFW? Couldn’t I just play this mod from the Homebrew Launcher?
- A: Smash packs its files in a very strange way: into 2 massive files called DT and LS. We have enough info right here but nobody has made a repakcer as of now, we need another way, for now. ShinyQuagsire23’s SaltySD bypasses this entirely by hijacking Smash’s code to redirect file reading to the SaltySD folder on the SD card. It uses Luma’s support of Yifan Lu's "loader" to implement this, which is why Luma is required for now.
- Q: OK, when can we expect a HBL version?
- A: As soon as someone makes a DTLS repacker because it is possible we have info here It should happen eventually, although we’d suggest getting Luma as it's unlikely to happen for a while.
- Q: Wait, I’m on a different CFW, like rxTools or ReiNAND! Can I still use this mod?
- A: Technically, you can use this mod with any CFW that supports Yifan Lu's loader to implement SaltySD through code modifications. While some other CFWs do support it, Luma is easily the most simplistic CFW that includes this feature.
- Q: How do you guys do this tech wizardry?
- A: All kinds of tools and tricks and hacks! If you’re interested, Yudowat has composed guides on general Smash 3DS hacking and basic moveset editing.
-

- -
- - diff --git a/instructions.html b/instructions.html deleted file mode 100644 index 7c04259..0000000 --- a/instructions.html +++ /dev/null @@ -1,72 +0,0 @@ - - - - - USM-eM - Instructions - - - - - - - - - -
-

How to Install USM-eM

-

-

Prerequisites:

- - A Nintendo 3DS family console running Luma 8.0 or higher.
-
- Info on Luma installation from normal consoles can be found here. (Note that this guide assumes you have followed these instructions and have Luma3DS and FBI installed).
- If you are running Luma 7.0.5 or below, update to boot9strap here.
- If you are running Luma 7.1, AuReiNAND, or any other CFW, update boot9strap here.
-
- - A copy of Super Smash Bros. for Nintendo 3DS
-

Instructions:

- - Turn on your 3DS while holding select to access the Luma configuration menu.
- - Turn on "Enable game patching". This is required to load mods properly.
- - Reboot your 3DS by pressing start and open FBI.
- - Confirm that FBI is on its latest update, 2.4.12
- - - Navigate to the main FBI Menu, and select TitleDB. Scroll down, and select Smash Selector. Press A to confirm and install.
- - Return to the HOME Menu, and open your gift - spoilers, it's Smash Selector!
- - Follow these instructions.
- - Make sure that "Slot 1" is selected, and the description is "USM-eM - Release 0.1", then load Smash!
- - The title screen should now show the USM-eM logo rather than the default logo, this means the mod loaded properly!
- - The selected Smash modpacks will always play after Smash is launched from the HOME Menu whether you launch Smash Selector beforehand or not. If you want to launch vanilla Smash, launch Smash Selector and disable SaltySD. Enable it to re-enable loading modpacks.
- -

-

Prerequisites:

- - A Wii U on version 5.5.1 or 5.5.2
- - A copy of Super Smash Bros. for Nintendo Wii U
- - A way to access the Homebrew Launcher
- - SDCafiine 1.4 installed
-

Instructions:

- - Download and open the latest Wii U version from the Releases page.
- - Copy the folder called USM-eM_v0.1 to your Smash mod folder.
-          SD:\sdcafiine\0005000010145000\USM-eM_v0.1 for EU
-          SD:\sdcafiine\0005000010144F00\USM-eM_v0.1 for US

- - Insert your SD card into your Wii U.
- - Load the Homebrew Launcher through any method of your choice, then load SDCafiine.
- - You should be sent back to the HOME Menu, so now open Smash.
- - If you have other modpacks in your Smash mod folder, select USM-eM_v0.1. If you don't have any other modpacks, skip this step.
- - Once Smash has loaded completely, the USM-eM logo should appear in place of the Smash 4 logo - this means the mod has loaded successfully!
-
*Note that the mod will continue to run in place of Smash 4 as long as the console is turned on. Once it’s turned off, it’s cleared from memory, and until you load SDCafiine again, Smash 4 will load normally - the mod isn’t persistent.

- -
- - diff --git a/mkdocs.yml b/mkdocs.yml new file mode 100644 index 0000000..464252e --- /dev/null +++ b/mkdocs.yml @@ -0,0 +1,50 @@ +site_name: Site +docs_dir: docs +theme: + name: null + custom_dir: custom_theme + +nav: + - Home: index.md + - About: about.md + - Downloads: downloads.md + - Installation: installation.md + - Devblog: devblog.md + - Media: media.md + - More...: more.md + +markdown_extensions: + - md_in_html + +extra: + design: + # ── Assets ──────────────────────────────────────────────────────── + logo: "" + preloader_gif: "assets/preloader.gif" + preloader_ms: 500 + + # ── Colour palette ──────────────────────────────────────────────── + bg: "#ffffff" + panel_l: "#ffffff" + panel_r: "#121212" + seam: "rgba(255,255,255,0.08)" + c_text: "#333333" + c_dim: "#888888" + c_head: "#111111" + c_accent: "#555555" + + # Buttons sit on the gray (#AAAAAA) right panel — dark strokes/text + btn_stroke: "#2e2e2e" + btn_stroke_h: "#444444" + btn_stroke_a: "#555555" + btn_fill: "#1e1e1e" # Button fill (default) — slightly lighter than panel + btn_fill_h: "#2c2c2c" + btn_fill_a: "#383838" + btn_text: "#555555" + btn_text_h: "#bbbbbb" + btn_text_a: "#ffffff" + + # ── Background animation ────────────────────────────────────────── + bg_alpha: 0.06 + bg_speed: 0.0048 + bg_spacing: 48 diff --git a/releases.html b/releases.html deleted file mode 100644 index 53a16b2..0000000 --- a/releases.html +++ /dev/null @@ -1,71 +0,0 @@ - - - - - USM-eM - Releases - - - - - - - - - -
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VersionRelease DateDownload
USM-eM Release 0.13/10/20173DSWii U - US EU
USM-eM v0.1-Alpha429/3/20173DSWii U - US EU
USM-eM v0.1-Alpha330/10/20163DSN/A
USM-eM v0.1-Alpha229/9/2016N/AN/A
USM-eM v0.1-Alpha126/9/2016N/AN/A
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Coming soon!

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- - diff --git a/site/about/index.html b/site/about/index.html new file mode 100644 index 0000000..962193f --- /dev/null +++ b/site/about/index.html @@ -0,0 +1,1225 @@ + + + + + +About — Site + + + + + + + + +
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About

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What is USM? — 10/3/2017

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USM-eM is a competitive-oriented mod for Smash 3DS.

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It stands for Unnamed Smash Mod (USM) / Unnamed Smash Melee-esque Mod (USM-eM).

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Changes include character and faster-paced gameplay changes, as well as a handful of extras like stages, sound effects, an OST, skins, UI, and more.

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Every single character will have balance changes eventually to increase their viability, and currently every character is affected by global changes such as increased gravity, altered ledge mechanics, dash dancing, and more. As of yet, only a few characters have been overhauled.

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If you stumbled upon this page in search of the Nintendo 3DS userland exploit, this is an unrelated game specific mod. +You can (and should!) use USM to play USM, of course. It's free and of no risk to modify your console.

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Devblog

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Devblog 2 — 10/3/2017

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Ever since Alpha 4's release, we've underwent a plethora of major changes and breakthroughs. This time, Halvorsen is speaking on behalf of the team. It has been over 6 months since the release of the last Alpha. We are proud to announce that we have released a new version, entitled Release 0.1.

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From now on, we plan to create a new release at least once a month, and by the time Release 1.0 rolls around, we will have every character finished! During the time we have been a bit quiet, and we have many things to announce. We also have an official 3DS theme based off of the mod's name as well. Swiftloke has worked steadfast on steady builds of Smash Selector, now known as Mod-Moon. USM-eM itself has gone through almost a complete rework internally thanks to Karma, and now has a more complete user interface on 3DS, created by yours truly. There's even three new stages for 3DS by M-1!

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The latest release was majorly delayed due to the Hurricane Irma, but everyone on the team is now safe, thankfully. For specifics on what has changed with gameplay, we are compiling a changelog which will be ready soon.

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In short,

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We hope to have pleased you with many months of hard work and determination and hope you will continue to support us in the future. Our smaller development team has undoubtedly gotten a bit tiresome and slower, what with managing a website, repository, three servers, developing the pack itself, and personal life. Two unannounced members have joined the dev team to ease these burdens. Consider joining our Discord server for our individuals' opinions and chill with the team.

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(...oh, did you notice? Smash 3DS is exactly four years old today!)

+

— Halvorsen

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Devblog 1 — 4/03/2017

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Well, would you look at that... we actually released something. Amazing. Let me introduce myself and the mod: I am Karma, Short for Karmic_Backlash, I am one of the main moveset modders for USM-eM, the Melee inspired mod for Smash 4. We strive to make a mod that pleases Melee fans and Smash 4 fans, veering more toward Melee, possible in a PM-wordly direction, but pleases both fans nonetheless.

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This blog in the future will be used to give public announcements, trailers, teasers, development details and development woes, and in this edition of the USM-eM Devblog, I want to talk to you the process of creating Alpha 4.

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It was not a simple process. It involves the joining of many members (Including me!), the loss of one, the retooling of our privite file sharing system, the disasterous near merger of USM and Pheonix (Another mod for Smash 4), and the purge that lead to the departure of that one team member.

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If you have been following our Discord server for a long time, you may remember a time when the only mainly active members of dev team comprised of Vye, Gryz, Swiftloke, Halvorsen, and FM360. They are the ones that assembled the first 3 alphas of USM-eM, they worked in harmony and created the mod for which you now read the blog. The first member to join the team after the was me, Karma, the reason for me joing the mod was due to Vye seeing a rather in depth write up on how to improve Zelda, this was very soon after the release of Alpha 3, and at this point the only people who were posting anything on the server were either shitposting or not being helpful. But Vye saw something in me. He asked me if I wanted to join as a developer, and I said "Yes.".

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The next major event to transpire was the rather unfortunate event of the merger between USM-eM and Phoenix, something that could take an entire blog to itself. I'll just say that it was something that was attempted without consent and was ended before any damage was done.

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After this, was the single largest problem we encountered with the mod, and the was the departure of one of the core members of the mod (FM360). For reasons that I will not disclose, for his sake and mine, it was nearly universally decided that he needed to be ejected from the devlopment team. It was a hard time and it caused very strong emotions for everybody on the team, nearly leading to a collapse of the mod. But as you can see, it is still going strong.

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Since the, two more members have joined the team, those being seijinshu, coming on as a programmer and researcher, and Cydget, of Smash-Selector fame. He also programs and researches, with Swiftloke, to produce Smash-Selector.

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This concludes USM-eM's first devblog! Thank you for your support!

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— Karma

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Downloads

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Releases of USM-eM

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ReleaseRelease DateDownload
USM-eM: Winds Edition 0.12018/3/273DS
USM-eM Release 0.12017/10/33DS | Wii U
USM-eM v0.1-Alpha42017/3/293DS | Wii U
USM-eM v0.1-Alpha32016/10/303DS | Wii U
USM-eM v0.1-Alpha22016/9/293DS
Project Dolphin | USM-eM Alpha12016/9/263DS
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Changelog

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Please check the #changelogs channel on our Discord server for in-depth and character-specific differences. +These are the following global changes:

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Home

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Welcome.

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Installation

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Prerequisites

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(Time required: N/A)

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This guide assumes you are using Mod-Moon for the first time.

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Warning: American copies of Smash 4 have the best compatibility with this mod. We officially do not support Japanese or European copies at this time, though we are working to change this. Some users, especially those who have purchased their copy at any point after 2017, may not be able to properly run this mod.

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Prep work

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(Time required: ~3 minutes)

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  1. Ensure your device is off. Enter the Luma3DS config by holding START while pressing the Power button.
  2. +
  3. Enable Game Patching, if it isn't already enabled. Then press START to save your settings.
  4. +
  5. Download ModMoon onto your SD Card. Both the .3dsx or .cia work equally.
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  7. Download the latest version of USM from our releases page.
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Starting USM

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(Time required: ~3 minutes)

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  1. Launch ModMoon and follow the tutorial. Select Smash as the active title. Power off and place your SD in your PC.
  2. +
  3. Insert your SD Card into your computer. Navigate to /3ds/ModMoon/. Create a new folder, titled as the following (copy and paste if necessary):
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    • 00040000000EDF00 if your version of Smash is from North America.
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    • 00040000000EE000 if it's a European version.
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    • 00040000000B8B00 if it's a Japanese version.
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  5. Extract the mod to the folder you just created. The contents of the "0004" folder should have folders like animcmd, model, and ui inside of it.
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  7. Place the Luma folder on the root of your SD Card.
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  9. Create a folder named "SaltySD" on the root, then "smash" inside that folder. Leave it empty.
  10. +
  11. Reinsert your SD Card into your 3DS, and launch ModMoon.
  12. +
  13. If you see the tutorial again, skip it. If you see the modpack name show up on the bottom screen, then it was successful!
  14. +
  15. Launch the game. The title screen should now show the USM-eM logo rather than the default logo, this means this mod loaded properly!
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  17. The selected Smash modpacks will always play after Smash is launched from the HOME Menu whether you launch Mod-Moon beforehand or not. If you want to launch normal Smash, launch Mod-Moon and disable the active title. Enable it to re-enable modpacks.
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Special thanks to Bread for guide help, and Swiftloke for ModMoon!

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Media

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More

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More Downloads

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ReleaseRelease DateDownload
Cave Story+ Aeon Genesis Translation2020/10/20Nintendo Switch
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+ + + + + \ No newline at end of file diff --git a/site/search/lunr.js b/site/search/lunr.js new file mode 100644 index 0000000..aca0a16 --- /dev/null +++ b/site/search/lunr.js @@ -0,0 +1,3475 @@ +/** + * lunr - http://lunrjs.com - A bit like Solr, but much smaller and not as bright - 2.3.9 + * Copyright (C) 2020 Oliver Nightingale + * @license MIT + */ + +;(function(){ + +/** + * A convenience function for configuring and constructing + * a new lunr Index. + * + * A lunr.Builder instance is created and the pipeline setup + * with a trimmer, stop word filter and stemmer. + * + * This builder object is yielded to the configuration function + * that is passed as a parameter, allowing the list of fields + * and other builder parameters to be customised. + * + * All documents _must_ be added within the passed config function. + * + * @example + * var idx = lunr(function () { + * this.field('title') + * this.field('body') + * this.ref('id') + * + * documents.forEach(function (doc) { + * this.add(doc) + * }, this) + * }) + * + * @see {@link lunr.Builder} + * @see {@link lunr.Pipeline} + * @see {@link lunr.trimmer} + * @see {@link lunr.stopWordFilter} + * @see {@link lunr.stemmer} + * @namespace {function} lunr + */ +var lunr = function (config) { + var builder = new lunr.Builder + + builder.pipeline.add( + lunr.trimmer, + lunr.stopWordFilter, + lunr.stemmer + ) + + builder.searchPipeline.add( + lunr.stemmer + ) + + config.call(builder, builder) + return builder.build() +} + +lunr.version = "2.3.9" +/*! + * lunr.utils + * Copyright (C) 2020 Oliver Nightingale + */ + +/** + * A namespace containing utils for the rest of the lunr library + * @namespace lunr.utils + */ +lunr.utils = {} + +/** + * Print a warning message to the console. + * + * @param {String} message The message to be printed. + * @memberOf lunr.utils + * @function + */ +lunr.utils.warn = (function (global) { + /* eslint-disable no-console */ + return function (message) { + if (global.console && console.warn) { + console.warn(message) + } + } + /* eslint-enable no-console */ +})(this) + +/** + * Convert an object to a string. + * + * In the case of `null` and `undefined` the function returns + * the empty string, in all other cases the result of calling + * `toString` on the passed object is returned. + * + * @param {Any} obj The object to convert to a string. + * @return {String} string representation of the passed object. + * @memberOf lunr.utils + */ +lunr.utils.asString = function (obj) { + if (obj === void 0 || obj === null) { + return "" + } else { + return obj.toString() + } +} + +/** + * Clones an object. + * + * Will create a copy of an existing object such that any mutations + * on the copy cannot affect the original. + * + * Only shallow objects are supported, passing a nested object to this + * function will cause a TypeError. + * + * Objects with primitives, and arrays of primitives are supported. + * + * @param {Object} obj The object to clone. + * @return {Object} a clone of the passed object. + * @throws {TypeError} when a nested object is passed. + * @memberOf Utils + */ +lunr.utils.clone = function (obj) { + if (obj === null || obj === undefined) { + return obj + } + + var clone = Object.create(null), + keys = Object.keys(obj) + + for (var i = 0; i < keys.length; i++) { + var key = keys[i], + val = obj[key] + + if (Array.isArray(val)) { + clone[key] = val.slice() + continue + } + + if (typeof val === 'string' || + typeof val === 'number' || + typeof val === 'boolean') { + clone[key] = val + continue + } + + throw new TypeError("clone is not deep and does not support nested objects") + } + + return clone +} +lunr.FieldRef = function (docRef, fieldName, stringValue) { + this.docRef = docRef + this.fieldName = fieldName + this._stringValue = stringValue +} + +lunr.FieldRef.joiner = "/" + +lunr.FieldRef.fromString = function (s) { + var n = s.indexOf(lunr.FieldRef.joiner) + + if (n === -1) { + throw "malformed field ref string" + } + + var fieldRef = s.slice(0, n), + docRef = s.slice(n + 1) + + return new lunr.FieldRef (docRef, fieldRef, s) +} + +lunr.FieldRef.prototype.toString = function () { + if (this._stringValue == undefined) { + this._stringValue = this.fieldName + lunr.FieldRef.joiner + this.docRef + } + + return this._stringValue +} +/*! + * lunr.Set + * Copyright (C) 2020 Oliver Nightingale + */ + +/** + * A lunr set. + * + * @constructor + */ +lunr.Set = function (elements) { + this.elements = Object.create(null) + + if (elements) { + this.length = elements.length + + for (var i = 0; i < this.length; i++) { + this.elements[elements[i]] = true + } + } else { + this.length = 0 + } +} + +/** + * A complete set that contains all elements. + * + * @static + * @readonly + * @type {lunr.Set} + */ +lunr.Set.complete = { + intersect: function (other) { + return other + }, + + union: function () { + return this + }, + + contains: function () { + return true + } +} + +/** + * An empty set that contains no elements. + * + * @static + * @readonly + * @type {lunr.Set} + */ +lunr.Set.empty = { + intersect: function () { + return this + }, + + union: function (other) { + return other + }, + + contains: function () { + return false + } +} + +/** + * Returns true if this set contains the specified object. + * + * @param {object} object - Object whose presence in this set is to be tested. + * @returns {boolean} - True if this set contains the specified object. + */ +lunr.Set.prototype.contains = function (object) { + return !!this.elements[object] +} + +/** + * Returns a new set containing only the elements that are present in both + * this set and the specified set. + * + * @param {lunr.Set} other - set to intersect with this set. + * @returns {lunr.Set} a new set that is the intersection of this and the specified set. + */ + +lunr.Set.prototype.intersect = function (other) { + var a, b, elements, intersection = [] + + if (other === lunr.Set.complete) { + return this + } + + if (other === lunr.Set.empty) { + return other + } + + if (this.length < other.length) { + a = this + b = other + } else { + a = other + b = this + } + + elements = Object.keys(a.elements) + + for (var i = 0; i < elements.length; i++) { + var element = elements[i] + if (element in b.elements) { + intersection.push(element) + } + } + + return new lunr.Set (intersection) +} + +/** + * Returns a new set combining the elements of this and the specified set. + * + * @param {lunr.Set} other - set to union with this set. + * @return {lunr.Set} a new set that is the union of this and the specified set. + */ + +lunr.Set.prototype.union = function (other) { + if (other === lunr.Set.complete) { + return lunr.Set.complete + } + + if (other === lunr.Set.empty) { + return this + } + + return new lunr.Set(Object.keys(this.elements).concat(Object.keys(other.elements))) +} +/** + * A function to calculate the inverse document frequency for + * a posting. This is shared between the builder and the index + * + * @private + * @param {object} posting - The posting for a given term + * @param {number} documentCount - The total number of documents. + */ +lunr.idf = function (posting, documentCount) { + var documentsWithTerm = 0 + + for (var fieldName in posting) { + if (fieldName == '_index') continue // Ignore the term index, its not a field + documentsWithTerm += Object.keys(posting[fieldName]).length + } + + var x = (documentCount - documentsWithTerm + 0.5) / (documentsWithTerm + 0.5) + + return Math.log(1 + Math.abs(x)) +} + +/** + * A token wraps a string representation of a token + * as it is passed through the text processing pipeline. + * + * @constructor + * @param {string} [str=''] - The string token being wrapped. + * @param {object} [metadata={}] - Metadata associated with this token. + */ +lunr.Token = function (str, metadata) { + this.str = str || "" + this.metadata = metadata || {} +} + +/** + * Returns the token string that is being wrapped by this object. + * + * @returns {string} + */ +lunr.Token.prototype.toString = function () { + return this.str +} + +/** + * A token update function is used when updating or optionally + * when cloning a token. + * + * @callback lunr.Token~updateFunction + * @param {string} str - The string representation of the token. + * @param {Object} metadata - All metadata associated with this token. + */ + +/** + * Applies the given function to the wrapped string token. + * + * @example + * token.update(function (str, metadata) { + * return str.toUpperCase() + * }) + * + * @param {lunr.Token~updateFunction} fn - A function to apply to the token string. + * @returns {lunr.Token} + */ +lunr.Token.prototype.update = function (fn) { + this.str = fn(this.str, this.metadata) + return this +} + +/** + * Creates a clone of this token. Optionally a function can be + * applied to the cloned token. + * + * @param {lunr.Token~updateFunction} [fn] - An optional function to apply to the cloned token. + * @returns {lunr.Token} + */ +lunr.Token.prototype.clone = function (fn) { + fn = fn || function (s) { return s } + return new lunr.Token (fn(this.str, this.metadata), this.metadata) +} +/*! + * lunr.tokenizer + * Copyright (C) 2020 Oliver Nightingale + */ + +/** + * A function for splitting a string into tokens ready to be inserted into + * the search index. Uses `lunr.tokenizer.separator` to split strings, change + * the value of this property to change how strings are split into tokens. + * + * This tokenizer will convert its parameter to a string by calling `toString` and + * then will split this string on the character in `lunr.tokenizer.separator`. + * Arrays will have their elements converted to strings and wrapped in a lunr.Token. + * + * Optional metadata can be passed to the tokenizer, this metadata will be cloned and + * added as metadata to every token that is created from the object to be tokenized. + * + * @static + * @param {?(string|object|object[])} obj - The object to convert into tokens + * @param {?object} metadata - Optional metadata to associate with every token + * @returns {lunr.Token[]} + * @see {@link lunr.Pipeline} + */ +lunr.tokenizer = function (obj, metadata) { + if (obj == null || obj == undefined) { + return [] + } + + if (Array.isArray(obj)) { + return obj.map(function (t) { + return new lunr.Token( + lunr.utils.asString(t).toLowerCase(), + lunr.utils.clone(metadata) + ) + }) + } + + var str = obj.toString().toLowerCase(), + len = str.length, + tokens = [] + + for (var sliceEnd = 0, sliceStart = 0; sliceEnd <= len; sliceEnd++) { + var char = str.charAt(sliceEnd), + sliceLength = sliceEnd - sliceStart + + if ((char.match(lunr.tokenizer.separator) || sliceEnd == len)) { + + if (sliceLength > 0) { + var tokenMetadata = lunr.utils.clone(metadata) || {} + tokenMetadata["position"] = [sliceStart, sliceLength] + tokenMetadata["index"] = tokens.length + + tokens.push( + new lunr.Token ( + str.slice(sliceStart, sliceEnd), + tokenMetadata + ) + ) + } + + sliceStart = sliceEnd + 1 + } + + } + + return tokens +} + +/** + * The separator used to split a string into tokens. Override this property to change the behaviour of + * `lunr.tokenizer` behaviour when tokenizing strings. By default this splits on whitespace and hyphens. + * + * @static + * @see lunr.tokenizer + */ +lunr.tokenizer.separator = /[\s\-]+/ +/*! + * lunr.Pipeline + * Copyright (C) 2020 Oliver Nightingale + */ + +/** + * lunr.Pipelines maintain an ordered list of functions to be applied to all + * tokens in documents entering the search index and queries being ran against + * the index. + * + * An instance of lunr.Index created with the lunr shortcut will contain a + * pipeline with a stop word filter and an English language stemmer. Extra + * functions can be added before or after either of these functions or these + * default functions can be removed. + * + * When run the pipeline will call each function in turn, passing a token, the + * index of that token in the original list of all tokens and finally a list of + * all the original tokens. + * + * The output of functions in the pipeline will be passed to the next function + * in the pipeline. To exclude a token from entering the index the function + * should return undefined, the rest of the pipeline will not be called with + * this token. + * + * For serialisation of pipelines to work, all functions used in an instance of + * a pipeline should be registered with lunr.Pipeline. Registered functions can + * then be loaded. If trying to load a serialised pipeline that uses functions + * that are not registered an error will be thrown. + * + * If not planning on serialising the pipeline then registering pipeline functions + * is not necessary. + * + * @constructor + */ +lunr.Pipeline = function () { + this._stack = [] +} + +lunr.Pipeline.registeredFunctions = Object.create(null) + +/** + * A pipeline function maps lunr.Token to lunr.Token. A lunr.Token contains the token + * string as well as all known metadata. A pipeline function can mutate the token string + * or mutate (or add) metadata for a given token. + * + * A pipeline function can indicate that the passed token should be discarded by returning + * null, undefined or an empty string. This token will not be passed to any downstream pipeline + * functions and will not be added to the index. + * + * Multiple tokens can be returned by returning an array of tokens. Each token will be passed + * to any downstream pipeline functions and all will returned tokens will be added to the index. + * + * Any number of pipeline functions may be chained together using a lunr.Pipeline. + * + * @interface lunr.PipelineFunction + * @param {lunr.Token} token - A token from the document being processed. + * @param {number} i - The index of this token in the complete list of tokens for this document/field. + * @param {lunr.Token[]} tokens - All tokens for this document/field. + * @returns {(?lunr.Token|lunr.Token[])} + */ + +/** + * Register a function with the pipeline. + * + * Functions that are used in the pipeline should be registered if the pipeline + * needs to be serialised, or a serialised pipeline needs to be loaded. + * + * Registering a function does not add it to a pipeline, functions must still be + * added to instances of the pipeline for them to be used when running a pipeline. + * + * @param {lunr.PipelineFunction} fn - The function to check for. + * @param {String} label - The label to register this function with + */ +lunr.Pipeline.registerFunction = function (fn, label) { + if (label in this.registeredFunctions) { + lunr.utils.warn('Overwriting existing registered function: ' + label) + } + + fn.label = label + lunr.Pipeline.registeredFunctions[fn.label] = fn +} + +/** + * Warns if the function is not registered as a Pipeline function. + * + * @param {lunr.PipelineFunction} fn - The function to check for. + * @private + */ +lunr.Pipeline.warnIfFunctionNotRegistered = function (fn) { + var isRegistered = fn.label && (fn.label in this.registeredFunctions) + + if (!isRegistered) { + lunr.utils.warn('Function is not registered with pipeline. This may cause problems when serialising the index.\n', fn) + } +} + +/** + * Loads a previously serialised pipeline. + * + * All functions to be loaded must already be registered with lunr.Pipeline. + * If any function from the serialised data has not been registered then an + * error will be thrown. + * + * @param {Object} serialised - The serialised pipeline to load. + * @returns {lunr.Pipeline} + */ +lunr.Pipeline.load = function (serialised) { + var pipeline = new lunr.Pipeline + + serialised.forEach(function (fnName) { + var fn = lunr.Pipeline.registeredFunctions[fnName] + + if (fn) { + pipeline.add(fn) + } else { + throw new Error('Cannot load unregistered function: ' + fnName) + } + }) + + return pipeline +} + +/** + * Adds new functions to the end of the pipeline. + * + * Logs a warning if the function has not been registered. + * + * @param {lunr.PipelineFunction[]} functions - Any number of functions to add to the pipeline. + */ +lunr.Pipeline.prototype.add = function () { + var fns = Array.prototype.slice.call(arguments) + + fns.forEach(function (fn) { + lunr.Pipeline.warnIfFunctionNotRegistered(fn) + this._stack.push(fn) + }, this) +} + +/** + * Adds a single function after a function that already exists in the + * pipeline. + * + * Logs a warning if the function has not been registered. + * + * @param {lunr.PipelineFunction} existingFn - A function that already exists in the pipeline. + * @param {lunr.PipelineFunction} newFn - The new function to add to the pipeline. + */ +lunr.Pipeline.prototype.after = function (existingFn, newFn) { + lunr.Pipeline.warnIfFunctionNotRegistered(newFn) + + var pos = this._stack.indexOf(existingFn) + if (pos == -1) { + throw new Error('Cannot find existingFn') + } + + pos = pos + 1 + this._stack.splice(pos, 0, newFn) +} + +/** + * Adds a single function before a function that already exists in the + * pipeline. + * + * Logs a warning if the function has not been registered. + * + * @param {lunr.PipelineFunction} existingFn - A function that already exists in the pipeline. + * @param {lunr.PipelineFunction} newFn - The new function to add to the pipeline. + */ +lunr.Pipeline.prototype.before = function (existingFn, newFn) { + lunr.Pipeline.warnIfFunctionNotRegistered(newFn) + + var pos = this._stack.indexOf(existingFn) + if (pos == -1) { + throw new Error('Cannot find existingFn') + } + + this._stack.splice(pos, 0, newFn) +} + +/** + * Removes a function from the pipeline. + * + * @param {lunr.PipelineFunction} fn The function to remove from the pipeline. + */ +lunr.Pipeline.prototype.remove = function (fn) { + var pos = this._stack.indexOf(fn) + if (pos == -1) { + return + } + + this._stack.splice(pos, 1) +} + +/** + * Runs the current list of functions that make up the pipeline against the + * passed tokens. + * + * @param {Array} tokens The tokens to run through the pipeline. + * @returns {Array} + */ +lunr.Pipeline.prototype.run = function (tokens) { + var stackLength = this._stack.length + + for (var i = 0; i < stackLength; i++) { + var fn = this._stack[i] + var memo = [] + + for (var j = 0; j < tokens.length; j++) { + var result = fn(tokens[j], j, tokens) + + if (result === null || result === void 0 || result === '') continue + + if (Array.isArray(result)) { + for (var k = 0; k < result.length; k++) { + memo.push(result[k]) + } + } else { + memo.push(result) + } + } + + tokens = memo + } + + return tokens +} + +/** + * Convenience method for passing a string through a pipeline and getting + * strings out. This method takes care of wrapping the passed string in a + * token and mapping the resulting tokens back to strings. + * + * @param {string} str - The string to pass through the pipeline. + * @param {?object} metadata - Optional metadata to associate with the token + * passed to the pipeline. + * @returns {string[]} + */ +lunr.Pipeline.prototype.runString = function (str, metadata) { + var token = new lunr.Token (str, metadata) + + return this.run([token]).map(function (t) { + return t.toString() + }) +} + +/** + * Resets the pipeline by removing any existing processors. + * + */ +lunr.Pipeline.prototype.reset = function () { + this._stack = [] +} + +/** + * Returns a representation of the pipeline ready for serialisation. + * + * Logs a warning if the function has not been registered. + * + * @returns {Array} + */ +lunr.Pipeline.prototype.toJSON = function () { + return this._stack.map(function (fn) { + lunr.Pipeline.warnIfFunctionNotRegistered(fn) + + return fn.label + }) +} +/*! + * lunr.Vector + * Copyright (C) 2020 Oliver Nightingale + */ + +/** + * A vector is used to construct the vector space of documents and queries. These + * vectors support operations to determine the similarity between two documents or + * a document and a query. + * + * Normally no parameters are required for initializing a vector, but in the case of + * loading a previously dumped vector the raw elements can be provided to the constructor. + * + * For performance reasons vectors are implemented with a flat array, where an elements + * index is immediately followed by its value. E.g. [index, value, index, value]. This + * allows the underlying array to be as sparse as possible and still offer decent + * performance when being used for vector calculations. + * + * @constructor + * @param {Number[]} [elements] - The flat list of element index and element value pairs. + */ +lunr.Vector = function (elements) { + this._magnitude = 0 + this.elements = elements || [] +} + + +/** + * Calculates the position within the vector to insert a given index. + * + * This is used internally by insert and upsert. If there are duplicate indexes then + * the position is returned as if the value for that index were to be updated, but it + * is the callers responsibility to check whether there is a duplicate at that index + * + * @param {Number} insertIdx - The index at which the element should be inserted. + * @returns {Number} + */ +lunr.Vector.prototype.positionForIndex = function (index) { + // For an empty vector the tuple can be inserted at the beginning + if (this.elements.length == 0) { + return 0 + } + + var start = 0, + end = this.elements.length / 2, + sliceLength = end - start, + pivotPoint = Math.floor(sliceLength / 2), + pivotIndex = this.elements[pivotPoint * 2] + + while (sliceLength > 1) { + if (pivotIndex < index) { + start = pivotPoint + } + + if (pivotIndex > index) { + end = pivotPoint + } + + if (pivotIndex == index) { + break + } + + sliceLength = end - start + pivotPoint = start + Math.floor(sliceLength / 2) + pivotIndex = this.elements[pivotPoint * 2] + } + + if (pivotIndex == index) { + return pivotPoint * 2 + } + + if (pivotIndex > index) { + return pivotPoint * 2 + } + + if (pivotIndex < index) { + return (pivotPoint + 1) * 2 + } +} + +/** + * Inserts an element at an index within the vector. + * + * Does not allow duplicates, will throw an error if there is already an entry + * for this index. + * + * @param {Number} insertIdx - The index at which the element should be inserted. + * @param {Number} val - The value to be inserted into the vector. + */ +lunr.Vector.prototype.insert = function (insertIdx, val) { + this.upsert(insertIdx, val, function () { + throw "duplicate index" + }) +} + +/** + * Inserts or updates an existing index within the vector. + * + * @param {Number} insertIdx - The index at which the element should be inserted. + * @param {Number} val - The value to be inserted into the vector. + * @param {function} fn - A function that is called for updates, the existing value and the + * requested value are passed as arguments + */ +lunr.Vector.prototype.upsert = function (insertIdx, val, fn) { + this._magnitude = 0 + var position = this.positionForIndex(insertIdx) + + if (this.elements[position] == insertIdx) { + this.elements[position + 1] = fn(this.elements[position + 1], val) + } else { + this.elements.splice(position, 0, insertIdx, val) + } +} + +/** + * Calculates the magnitude of this vector. + * + * @returns {Number} + */ +lunr.Vector.prototype.magnitude = function () { + if (this._magnitude) return this._magnitude + + var sumOfSquares = 0, + elementsLength = this.elements.length + + for (var i = 1; i < elementsLength; i += 2) { + var val = this.elements[i] + sumOfSquares += val * val + } + + return this._magnitude = Math.sqrt(sumOfSquares) +} + +/** + * Calculates the dot product of this vector and another vector. + * + * @param {lunr.Vector} otherVector - The vector to compute the dot product with. + * @returns {Number} + */ +lunr.Vector.prototype.dot = function (otherVector) { + var dotProduct = 0, + a = this.elements, b = otherVector.elements, + aLen = a.length, bLen = b.length, + aVal = 0, bVal = 0, + i = 0, j = 0 + + while (i < aLen && j < bLen) { + aVal = a[i], bVal = b[j] + if (aVal < bVal) { + i += 2 + } else if (aVal > bVal) { + j += 2 + } else if (aVal == bVal) { + dotProduct += a[i + 1] * b[j + 1] + i += 2 + j += 2 + } + } + + return dotProduct +} + +/** + * Calculates the similarity between this vector and another vector. + * + * @param {lunr.Vector} otherVector - The other vector to calculate the + * similarity with. + * @returns {Number} + */ +lunr.Vector.prototype.similarity = function (otherVector) { + return this.dot(otherVector) / this.magnitude() || 0 +} + +/** + * Converts the vector to an array of the elements within the vector. + * + * @returns {Number[]} + */ +lunr.Vector.prototype.toArray = function () { + var output = new Array (this.elements.length / 2) + + for (var i = 1, j = 0; i < this.elements.length; i += 2, j++) { + output[j] = this.elements[i] + } + + return output +} + +/** + * A JSON serializable representation of the vector. + * + * @returns {Number[]} + */ +lunr.Vector.prototype.toJSON = function () { + return this.elements +} +/* eslint-disable */ +/*! + * lunr.stemmer + * Copyright (C) 2020 Oliver Nightingale + * Includes code from - http://tartarus.org/~martin/PorterStemmer/js.txt + */ + +/** + * lunr.stemmer is an english language stemmer, this is a JavaScript + * implementation of the PorterStemmer taken from http://tartarus.org/~martin + * + * @static + * @implements {lunr.PipelineFunction} + * @param {lunr.Token} token - The string to stem + * @returns {lunr.Token} + * @see {@link lunr.Pipeline} + * @function + */ +lunr.stemmer = (function(){ + var step2list = { + "ational" : "ate", + "tional" : "tion", + "enci" : "ence", + "anci" : "ance", + "izer" : "ize", + "bli" : "ble", + "alli" : "al", + "entli" : "ent", + "eli" : "e", + "ousli" : "ous", + "ization" : "ize", + "ation" : "ate", + "ator" : "ate", + "alism" : "al", + "iveness" : "ive", + "fulness" : "ful", + "ousness" : "ous", + "aliti" : "al", + "iviti" : "ive", + "biliti" : "ble", + "logi" : "log" + }, + + step3list = { + "icate" : "ic", + "ative" : "", + "alize" : "al", + "iciti" : "ic", + "ical" : "ic", + "ful" : "", + "ness" : "" + }, + + c = "[^aeiou]", // consonant + v = "[aeiouy]", // vowel + C = c + "[^aeiouy]*", // consonant sequence + V = v + "[aeiou]*", // vowel sequence + + mgr0 = "^(" + C + ")?" + V + C, // [C]VC... is m>0 + meq1 = "^(" + C + ")?" + V + C + "(" + V + ")?$", // [C]VC[V] is m=1 + mgr1 = "^(" + C + ")?" + V + C + V + C, // [C]VCVC... is m>1 + s_v = "^(" + C + ")?" + v; // vowel in stem + + var re_mgr0 = new RegExp(mgr0); + var re_mgr1 = new RegExp(mgr1); + var re_meq1 = new RegExp(meq1); + var re_s_v = new RegExp(s_v); + + var re_1a = /^(.+?)(ss|i)es$/; + var re2_1a = /^(.+?)([^s])s$/; + var re_1b = /^(.+?)eed$/; + var re2_1b = /^(.+?)(ed|ing)$/; + var re_1b_2 = /.$/; + var re2_1b_2 = /(at|bl|iz)$/; + var re3_1b_2 = new RegExp("([^aeiouylsz])\\1$"); + var re4_1b_2 = new RegExp("^" + C + v + "[^aeiouwxy]$"); + + var re_1c = /^(.+?[^aeiou])y$/; + var re_2 = /^(.+?)(ational|tional|enci|anci|izer|bli|alli|entli|eli|ousli|ization|ation|ator|alism|iveness|fulness|ousness|aliti|iviti|biliti|logi)$/; + + var re_3 = /^(.+?)(icate|ative|alize|iciti|ical|ful|ness)$/; + + var re_4 = /^(.+?)(al|ance|ence|er|ic|able|ible|ant|ement|ment|ent|ou|ism|ate|iti|ous|ive|ize)$/; + var re2_4 = /^(.+?)(s|t)(ion)$/; + + var re_5 = /^(.+?)e$/; + var re_5_1 = /ll$/; + var re3_5 = new RegExp("^" + C + v + "[^aeiouwxy]$"); + + var porterStemmer = function porterStemmer(w) { + var stem, + suffix, + firstch, + re, + re2, + re3, + re4; + + if (w.length < 3) { return w; } + + firstch = w.substr(0,1); + if (firstch == "y") { + w = firstch.toUpperCase() + w.substr(1); + } + + // Step 1a + re = re_1a + re2 = re2_1a; + + if (re.test(w)) { w = w.replace(re,"$1$2"); } + else if (re2.test(w)) { w = w.replace(re2,"$1$2"); } + + // Step 1b + re = re_1b; + re2 = re2_1b; + if (re.test(w)) { + var fp = re.exec(w); + re = re_mgr0; + if (re.test(fp[1])) { + re = re_1b_2; + w = w.replace(re,""); + } + } else if (re2.test(w)) { + var fp = re2.exec(w); + stem = fp[1]; + re2 = re_s_v; + if (re2.test(stem)) { + w = stem; + re2 = re2_1b_2; + re3 = re3_1b_2; + re4 = re4_1b_2; + if (re2.test(w)) { w = w + "e"; } + else if (re3.test(w)) { re = re_1b_2; w = w.replace(re,""); } + else if (re4.test(w)) { w = w + "e"; } + } + } + + // Step 1c - replace suffix y or Y by i if preceded by a non-vowel which is not the first letter of the word (so cry -> cri, by -> by, say -> say) + re = re_1c; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + w = stem + "i"; + } + + // Step 2 + re = re_2; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + suffix = fp[2]; + re = re_mgr0; + if (re.test(stem)) { + w = stem + step2list[suffix]; + } + } + + // Step 3 + re = re_3; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + suffix = fp[2]; + re = re_mgr0; + if (re.test(stem)) { + w = stem + step3list[suffix]; + } + } + + // Step 4 + re = re_4; + re2 = re2_4; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + re = re_mgr1; + if (re.test(stem)) { + w = stem; + } + } else if (re2.test(w)) { + var fp = re2.exec(w); + stem = fp[1] + fp[2]; + re2 = re_mgr1; + if (re2.test(stem)) { + w = stem; + } + } + + // Step 5 + re = re_5; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + re = re_mgr1; + re2 = re_meq1; + re3 = re3_5; + if (re.test(stem) || (re2.test(stem) && !(re3.test(stem)))) { + w = stem; + } + } + + re = re_5_1; + re2 = re_mgr1; + if (re.test(w) && re2.test(w)) { + re = re_1b_2; + w = w.replace(re,""); + } + + // and turn initial Y back to y + + if (firstch == "y") { + w = firstch.toLowerCase() + w.substr(1); + } + + return w; + }; + + return function (token) { + return token.update(porterStemmer); + } +})(); + +lunr.Pipeline.registerFunction(lunr.stemmer, 'stemmer') +/*! + * lunr.stopWordFilter + * Copyright (C) 2020 Oliver Nightingale + */ + +/** + * lunr.generateStopWordFilter builds a stopWordFilter function from the provided + * list of stop words. + * + * The built in lunr.stopWordFilter is built using this generator and can be used + * to generate custom stopWordFilters for applications or non English languages. + * + * @function + * @param {Array} token The token to pass through the filter + * @returns {lunr.PipelineFunction} + * @see lunr.Pipeline + * @see lunr.stopWordFilter + */ +lunr.generateStopWordFilter = function (stopWords) { + var words = stopWords.reduce(function (memo, stopWord) { + memo[stopWord] = stopWord + return memo + }, {}) + + return function (token) { + if (token && words[token.toString()] !== token.toString()) return token + } +} + +/** + * lunr.stopWordFilter is an English language stop word list filter, any words + * contained in the list will not be passed through the filter. + * + * This is intended to be used in the Pipeline. If the token does not pass the + * filter then undefined will be returned. + * + * @function + * @implements {lunr.PipelineFunction} + * @params {lunr.Token} token - A token to check for being a stop word. + * @returns {lunr.Token} + * @see {@link lunr.Pipeline} + */ +lunr.stopWordFilter = lunr.generateStopWordFilter([ + 'a', + 'able', + 'about', + 'across', + 'after', + 'all', + 'almost', + 'also', + 'am', + 'among', + 'an', + 'and', + 'any', + 'are', + 'as', + 'at', + 'be', + 'because', + 'been', + 'but', + 'by', + 'can', + 'cannot', + 'could', + 'dear', + 'did', + 'do', + 'does', + 'either', + 'else', + 'ever', + 'every', + 'for', + 'from', + 'get', + 'got', + 'had', + 'has', + 'have', + 'he', + 'her', + 'hers', + 'him', + 'his', + 'how', + 'however', + 'i', + 'if', + 'in', + 'into', + 'is', + 'it', + 'its', + 'just', + 'least', + 'let', + 'like', + 'likely', + 'may', + 'me', + 'might', + 'most', + 'must', + 'my', + 'neither', + 'no', + 'nor', + 'not', + 'of', + 'off', + 'often', + 'on', + 'only', + 'or', + 'other', + 'our', + 'own', + 'rather', + 'said', + 'say', + 'says', + 'she', + 'should', + 'since', + 'so', + 'some', + 'than', + 'that', + 'the', + 'their', + 'them', + 'then', + 'there', + 'these', + 'they', + 'this', + 'tis', + 'to', + 'too', + 'twas', + 'us', + 'wants', + 'was', + 'we', + 'were', + 'what', + 'when', + 'where', + 'which', + 'while', + 'who', + 'whom', + 'why', + 'will', + 'with', + 'would', + 'yet', + 'you', + 'your' +]) + +lunr.Pipeline.registerFunction(lunr.stopWordFilter, 'stopWordFilter') +/*! + * lunr.trimmer + * Copyright (C) 2020 Oliver Nightingale + */ + +/** + * lunr.trimmer is a pipeline function for trimming non word + * characters from the beginning and end of tokens before they + * enter the index. + * + * This implementation may not work correctly for non latin + * characters and should either be removed or adapted for use + * with languages with non-latin characters. + * + * @static + * @implements {lunr.PipelineFunction} + * @param {lunr.Token} token The token to pass through the filter + * @returns {lunr.Token} + * @see lunr.Pipeline + */ +lunr.trimmer = function (token) { + return token.update(function (s) { + return s.replace(/^\W+/, '').replace(/\W+$/, '') + }) +} + +lunr.Pipeline.registerFunction(lunr.trimmer, 'trimmer') +/*! + * lunr.TokenSet + * Copyright (C) 2020 Oliver Nightingale + */ + +/** + * A token set is used to store the unique list of all tokens + * within an index. Token sets are also used to represent an + * incoming query to the index, this query token set and index + * token set are then intersected to find which tokens to look + * up in the inverted index. + * + * A token set can hold multiple tokens, as in the case of the + * index token set, or it can hold a single token as in the + * case of a simple query token set. + * + * Additionally token sets are used to perform wildcard matching. + * Leading, contained and trailing wildcards are supported, and + * from this edit distance matching can also be provided. + * + * Token sets are implemented as a minimal finite state automata, + * where both common prefixes and suffixes are shared between tokens. + * This helps to reduce the space used for storing the token set. + * + * @constructor + */ +lunr.TokenSet = function () { + this.final = false + this.edges = {} + this.id = lunr.TokenSet._nextId + lunr.TokenSet._nextId += 1 +} + +/** + * Keeps track of the next, auto increment, identifier to assign + * to a new tokenSet. + * + * TokenSets require a unique identifier to be correctly minimised. + * + * @private + */ +lunr.TokenSet._nextId = 1 + +/** + * Creates a TokenSet instance from the given sorted array of words. + * + * @param {String[]} arr - A sorted array of strings to create the set from. + * @returns {lunr.TokenSet} + * @throws Will throw an error if the input array is not sorted. + */ +lunr.TokenSet.fromArray = function (arr) { + var builder = new lunr.TokenSet.Builder + + for (var i = 0, len = arr.length; i < len; i++) { + builder.insert(arr[i]) + } + + builder.finish() + return builder.root +} + +/** + * Creates a token set from a query clause. + * + * @private + * @param {Object} clause - A single clause from lunr.Query. + * @param {string} clause.term - The query clause term. + * @param {number} [clause.editDistance] - The optional edit distance for the term. + * @returns {lunr.TokenSet} + */ +lunr.TokenSet.fromClause = function (clause) { + if ('editDistance' in clause) { + return lunr.TokenSet.fromFuzzyString(clause.term, clause.editDistance) + } else { + return lunr.TokenSet.fromString(clause.term) + } +} + +/** + * Creates a token set representing a single string with a specified + * edit distance. + * + * Insertions, deletions, substitutions and transpositions are each + * treated as an edit distance of 1. + * + * Increasing the allowed edit distance will have a dramatic impact + * on the performance of both creating and intersecting these TokenSets. + * It is advised to keep the edit distance less than 3. + * + * @param {string} str - The string to create the token set from. + * @param {number} editDistance - The allowed edit distance to match. + * @returns {lunr.Vector} + */ +lunr.TokenSet.fromFuzzyString = function (str, editDistance) { + var root = new lunr.TokenSet + + var stack = [{ + node: root, + editsRemaining: editDistance, + str: str + }] + + while (stack.length) { + var frame = stack.pop() + + // no edit + if (frame.str.length > 0) { + var char = frame.str.charAt(0), + noEditNode + + if (char in frame.node.edges) { + noEditNode = frame.node.edges[char] + } else { + noEditNode = new lunr.TokenSet + frame.node.edges[char] = noEditNode + } + + if (frame.str.length == 1) { + noEditNode.final = true + } + + stack.push({ + node: noEditNode, + editsRemaining: frame.editsRemaining, + str: frame.str.slice(1) + }) + } + + if (frame.editsRemaining == 0) { + continue + } + + // insertion + if ("*" in frame.node.edges) { + var insertionNode = frame.node.edges["*"] + } else { + var insertionNode = new lunr.TokenSet + frame.node.edges["*"] = insertionNode + } + + if (frame.str.length == 0) { + insertionNode.final = true + } + + stack.push({ + node: insertionNode, + editsRemaining: frame.editsRemaining - 1, + str: frame.str + }) + + // deletion + // can only do a deletion if we have enough edits remaining + // and if there are characters left to delete in the string + if (frame.str.length > 1) { + stack.push({ + node: frame.node, + editsRemaining: frame.editsRemaining - 1, + str: frame.str.slice(1) + }) + } + + // deletion + // just removing the last character from the str + if (frame.str.length == 1) { + frame.node.final = true + } + + // substitution + // can only do a substitution if we have enough edits remaining + // and if there are characters left to substitute + if (frame.str.length >= 1) { + if ("*" in frame.node.edges) { + var substitutionNode = frame.node.edges["*"] + } else { + var substitutionNode = new lunr.TokenSet + frame.node.edges["*"] = substitutionNode + } + + if (frame.str.length == 1) { + substitutionNode.final = true + } + + stack.push({ + node: substitutionNode, + editsRemaining: frame.editsRemaining - 1, + str: frame.str.slice(1) + }) + } + + // transposition + // can only do a transposition if there are edits remaining + // and there are enough characters to transpose + if (frame.str.length > 1) { + var charA = frame.str.charAt(0), + charB = frame.str.charAt(1), + transposeNode + + if (charB in frame.node.edges) { + transposeNode = frame.node.edges[charB] + } else { + transposeNode = new lunr.TokenSet + frame.node.edges[charB] = transposeNode + } + + if (frame.str.length == 1) { + transposeNode.final = true + } + + stack.push({ + node: transposeNode, + editsRemaining: frame.editsRemaining - 1, + str: charA + frame.str.slice(2) + }) + } + } + + return root +} + +/** + * Creates a TokenSet from a string. + * + * The string may contain one or more wildcard characters (*) + * that will allow wildcard matching when intersecting with + * another TokenSet. + * + * @param {string} str - The string to create a TokenSet from. + * @returns {lunr.TokenSet} + */ +lunr.TokenSet.fromString = function (str) { + var node = new lunr.TokenSet, + root = node + + /* + * Iterates through all characters within the passed string + * appending a node for each character. + * + * When a wildcard character is found then a self + * referencing edge is introduced to continually match + * any number of any characters. + */ + for (var i = 0, len = str.length; i < len; i++) { + var char = str[i], + final = (i == len - 1) + + if (char == "*") { + node.edges[char] = node + node.final = final + + } else { + var next = new lunr.TokenSet + next.final = final + + node.edges[char] = next + node = next + } + } + + return root +} + +/** + * Converts this TokenSet into an array of strings + * contained within the TokenSet. + * + * This is not intended to be used on a TokenSet that + * contains wildcards, in these cases the results are + * undefined and are likely to cause an infinite loop. + * + * @returns {string[]} + */ +lunr.TokenSet.prototype.toArray = function () { + var words = [] + + var stack = [{ + prefix: "", + node: this + }] + + while (stack.length) { + var frame = stack.pop(), + edges = Object.keys(frame.node.edges), + len = edges.length + + if (frame.node.final) { + /* In Safari, at this point the prefix is sometimes corrupted, see: + * https://github.com/olivernn/lunr.js/issues/279 Calling any + * String.prototype method forces Safari to "cast" this string to what + * it's supposed to be, fixing the bug. */ + frame.prefix.charAt(0) + words.push(frame.prefix) + } + + for (var i = 0; i < len; i++) { + var edge = edges[i] + + stack.push({ + prefix: frame.prefix.concat(edge), + node: frame.node.edges[edge] + }) + } + } + + return words +} + +/** + * Generates a string representation of a TokenSet. + * + * This is intended to allow TokenSets to be used as keys + * in objects, largely to aid the construction and minimisation + * of a TokenSet. As such it is not designed to be a human + * friendly representation of the TokenSet. + * + * @returns {string} + */ +lunr.TokenSet.prototype.toString = function () { + // NOTE: Using Object.keys here as this.edges is very likely + // to enter 'hash-mode' with many keys being added + // + // avoiding a for-in loop here as it leads to the function + // being de-optimised (at least in V8). From some simple + // benchmarks the performance is comparable, but allowing + // V8 to optimize may mean easy performance wins in the future. + + if (this._str) { + return this._str + } + + var str = this.final ? '1' : '0', + labels = Object.keys(this.edges).sort(), + len = labels.length + + for (var i = 0; i < len; i++) { + var label = labels[i], + node = this.edges[label] + + str = str + label + node.id + } + + return str +} + +/** + * Returns a new TokenSet that is the intersection of + * this TokenSet and the passed TokenSet. + * + * This intersection will take into account any wildcards + * contained within the TokenSet. + * + * @param {lunr.TokenSet} b - An other TokenSet to intersect with. + * @returns {lunr.TokenSet} + */ +lunr.TokenSet.prototype.intersect = function (b) { + var output = new lunr.TokenSet, + frame = undefined + + var stack = [{ + qNode: b, + output: output, + node: this + }] + + while (stack.length) { + frame = stack.pop() + + // NOTE: As with the #toString method, we are using + // Object.keys and a for loop instead of a for-in loop + // as both of these objects enter 'hash' mode, causing + // the function to be de-optimised in V8 + var qEdges = Object.keys(frame.qNode.edges), + qLen = qEdges.length, + nEdges = Object.keys(frame.node.edges), + nLen = nEdges.length + + for (var q = 0; q < qLen; q++) { + var qEdge = qEdges[q] + + for (var n = 0; n < nLen; n++) { + var nEdge = nEdges[n] + + if (nEdge == qEdge || qEdge == '*') { + var node = frame.node.edges[nEdge], + qNode = frame.qNode.edges[qEdge], + final = node.final && qNode.final, + next = undefined + + if (nEdge in frame.output.edges) { + // an edge already exists for this character + // no need to create a new node, just set the finality + // bit unless this node is already final + next = frame.output.edges[nEdge] + next.final = next.final || final + + } else { + // no edge exists yet, must create one + // set the finality bit and insert it + // into the output + next = new lunr.TokenSet + next.final = final + frame.output.edges[nEdge] = next + } + + stack.push({ + qNode: qNode, + output: next, + node: node + }) + } + } + } + } + + return output +} +lunr.TokenSet.Builder = function () { + this.previousWord = "" + this.root = new lunr.TokenSet + this.uncheckedNodes = [] + this.minimizedNodes = {} +} + +lunr.TokenSet.Builder.prototype.insert = function (word) { + var node, + commonPrefix = 0 + + if (word < this.previousWord) { + throw new Error ("Out of order word insertion") + } + + for (var i = 0; i < word.length && i < this.previousWord.length; i++) { + if (word[i] != this.previousWord[i]) break + commonPrefix++ + } + + this.minimize(commonPrefix) + + if (this.uncheckedNodes.length == 0) { + node = this.root + } else { + node = this.uncheckedNodes[this.uncheckedNodes.length - 1].child + } + + for (var i = commonPrefix; i < word.length; i++) { + var nextNode = new lunr.TokenSet, + char = word[i] + + node.edges[char] = nextNode + + this.uncheckedNodes.push({ + parent: node, + char: char, + child: nextNode + }) + + node = nextNode + } + + node.final = true + this.previousWord = word +} + +lunr.TokenSet.Builder.prototype.finish = function () { + this.minimize(0) +} + +lunr.TokenSet.Builder.prototype.minimize = function (downTo) { + for (var i = this.uncheckedNodes.length - 1; i >= downTo; i--) { + var node = this.uncheckedNodes[i], + childKey = node.child.toString() + + if (childKey in this.minimizedNodes) { + node.parent.edges[node.char] = this.minimizedNodes[childKey] + } else { + // Cache the key for this node since + // we know it can't change anymore + node.child._str = childKey + + this.minimizedNodes[childKey] = node.child + } + + this.uncheckedNodes.pop() + } +} +/*! + * lunr.Index + * Copyright (C) 2020 Oliver Nightingale + */ + +/** + * An index contains the built index of all documents and provides a query interface + * to the index. + * + * Usually instances of lunr.Index will not be created using this constructor, instead + * lunr.Builder should be used to construct new indexes, or lunr.Index.load should be + * used to load previously built and serialized indexes. + * + * @constructor + * @param {Object} attrs - The attributes of the built search index. + * @param {Object} attrs.invertedIndex - An index of term/field to document reference. + * @param {Object} attrs.fieldVectors - Field vectors + * @param {lunr.TokenSet} attrs.tokenSet - An set of all corpus tokens. + * @param {string[]} attrs.fields - The names of indexed document fields. + * @param {lunr.Pipeline} attrs.pipeline - The pipeline to use for search terms. + */ +lunr.Index = function (attrs) { + this.invertedIndex = attrs.invertedIndex + this.fieldVectors = attrs.fieldVectors + this.tokenSet = attrs.tokenSet + this.fields = attrs.fields + this.pipeline = attrs.pipeline +} + +/** + * A result contains details of a document matching a search query. + * @typedef {Object} lunr.Index~Result + * @property {string} ref - The reference of the document this result represents. + * @property {number} score - A number between 0 and 1 representing how similar this document is to the query. + * @property {lunr.MatchData} matchData - Contains metadata about this match including which term(s) caused the match. + */ + +/** + * Although lunr provides the ability to create queries using lunr.Query, it also provides a simple + * query language which itself is parsed into an instance of lunr.Query. + * + * For programmatically building queries it is advised to directly use lunr.Query, the query language + * is best used for human entered text rather than program generated text. + * + * At its simplest queries can just be a single term, e.g. `hello`, multiple terms are also supported + * and will be combined with OR, e.g `hello world` will match documents that contain either 'hello' + * or 'world', though those that contain both will rank higher in the results. + * + * Wildcards can be included in terms to match one or more unspecified characters, these wildcards can + * be inserted anywhere within the term, and more than one wildcard can exist in a single term. Adding + * wildcards will increase the number of documents that will be found but can also have a negative + * impact on query performance, especially with wildcards at the beginning of a term. + * + * Terms can be restricted to specific fields, e.g. `title:hello`, only documents with the term + * hello in the title field will match this query. Using a field not present in the index will lead + * to an error being thrown. + * + * Modifiers can also be added to terms, lunr supports edit distance and boost modifiers on terms. A term + * boost will make documents matching that term score higher, e.g. `foo^5`. Edit distance is also supported + * to provide fuzzy matching, e.g. 'hello~2' will match documents with hello with an edit distance of 2. + * Avoid large values for edit distance to improve query performance. + * + * Each term also supports a presence modifier. By default a term's presence in document is optional, however + * this can be changed to either required or prohibited. For a term's presence to be required in a document the + * term should be prefixed with a '+', e.g. `+foo bar` is a search for documents that must contain 'foo' and + * optionally contain 'bar'. Conversely a leading '-' sets the terms presence to prohibited, i.e. it must not + * appear in a document, e.g. `-foo bar` is a search for documents that do not contain 'foo' but may contain 'bar'. + * + * To escape special characters the backslash character '\' can be used, this allows searches to include + * characters that would normally be considered modifiers, e.g. `foo\~2` will search for a term "foo~2" instead + * of attempting to apply a boost of 2 to the search term "foo". + * + * @typedef {string} lunr.Index~QueryString + * @example Simple single term query + * hello + * @example Multiple term query + * hello world + * @example term scoped to a field + * title:hello + * @example term with a boost of 10 + * hello^10 + * @example term with an edit distance of 2 + * hello~2 + * @example terms with presence modifiers + * -foo +bar baz + */ + +/** + * Performs a search against the index using lunr query syntax. + * + * Results will be returned sorted by their score, the most relevant results + * will be returned first. For details on how the score is calculated, please see + * the {@link https://lunrjs.com/guides/searching.html#scoring|guide}. + * + * For more programmatic querying use lunr.Index#query. + * + * @param {lunr.Index~QueryString} queryString - A string containing a lunr query. + * @throws {lunr.QueryParseError} If the passed query string cannot be parsed. + * @returns {lunr.Index~Result[]} + */ +lunr.Index.prototype.search = function (queryString) { + return this.query(function (query) { + var parser = new lunr.QueryParser(queryString, query) + parser.parse() + }) +} + +/** + * A query builder callback provides a query object to be used to express + * the query to perform on the index. + * + * @callback lunr.Index~queryBuilder + * @param {lunr.Query} query - The query object to build up. + * @this lunr.Query + */ + +/** + * Performs a query against the index using the yielded lunr.Query object. + * + * If performing programmatic queries against the index, this method is preferred + * over lunr.Index#search so as to avoid the additional query parsing overhead. + * + * A query object is yielded to the supplied function which should be used to + * express the query to be run against the index. + * + * Note that although this function takes a callback parameter it is _not_ an + * asynchronous operation, the callback is just yielded a query object to be + * customized. + * + * @param {lunr.Index~queryBuilder} fn - A function that is used to build the query. + * @returns {lunr.Index~Result[]} + */ +lunr.Index.prototype.query = function (fn) { + // for each query clause + // * process terms + // * expand terms from token set + // * find matching documents and metadata + // * get document vectors + // * score documents + + var query = new lunr.Query(this.fields), + matchingFields = Object.create(null), + queryVectors = Object.create(null), + termFieldCache = Object.create(null), + requiredMatches = Object.create(null), + prohibitedMatches = Object.create(null) + + /* + * To support field level boosts a query vector is created per + * field. An empty vector is eagerly created to support negated + * queries. + */ + for (var i = 0; i < this.fields.length; i++) { + queryVectors[this.fields[i]] = new lunr.Vector + } + + fn.call(query, query) + + for (var i = 0; i < query.clauses.length; i++) { + /* + * Unless the pipeline has been disabled for this term, which is + * the case for terms with wildcards, we need to pass the clause + * term through the search pipeline. A pipeline returns an array + * of processed terms. Pipeline functions may expand the passed + * term, which means we may end up performing multiple index lookups + * for a single query term. + */ + var clause = query.clauses[i], + terms = null, + clauseMatches = lunr.Set.empty + + if (clause.usePipeline) { + terms = this.pipeline.runString(clause.term, { + fields: clause.fields + }) + } else { + terms = [clause.term] + } + + for (var m = 0; m < terms.length; m++) { + var term = terms[m] + + /* + * Each term returned from the pipeline needs to use the same query + * clause object, e.g. the same boost and or edit distance. The + * simplest way to do this is to re-use the clause object but mutate + * its term property. + */ + clause.term = term + + /* + * From the term in the clause we create a token set which will then + * be used to intersect the indexes token set to get a list of terms + * to lookup in the inverted index + */ + var termTokenSet = lunr.TokenSet.fromClause(clause), + expandedTerms = this.tokenSet.intersect(termTokenSet).toArray() + + /* + * If a term marked as required does not exist in the tokenSet it is + * impossible for the search to return any matches. We set all the field + * scoped required matches set to empty and stop examining any further + * clauses. + */ + if (expandedTerms.length === 0 && clause.presence === lunr.Query.presence.REQUIRED) { + for (var k = 0; k < clause.fields.length; k++) { + var field = clause.fields[k] + requiredMatches[field] = lunr.Set.empty + } + + break + } + + for (var j = 0; j < expandedTerms.length; j++) { + /* + * For each term get the posting and termIndex, this is required for + * building the query vector. + */ + var expandedTerm = expandedTerms[j], + posting = this.invertedIndex[expandedTerm], + termIndex = posting._index + + for (var k = 0; k < clause.fields.length; k++) { + /* + * For each field that this query term is scoped by (by default + * all fields are in scope) we need to get all the document refs + * that have this term in that field. + * + * The posting is the entry in the invertedIndex for the matching + * term from above. + */ + var field = clause.fields[k], + fieldPosting = posting[field], + matchingDocumentRefs = Object.keys(fieldPosting), + termField = expandedTerm + "/" + field, + matchingDocumentsSet = new lunr.Set(matchingDocumentRefs) + + /* + * if the presence of this term is required ensure that the matching + * documents are added to the set of required matches for this clause. + * + */ + if (clause.presence == lunr.Query.presence.REQUIRED) { + clauseMatches = clauseMatches.union(matchingDocumentsSet) + + if (requiredMatches[field] === undefined) { + requiredMatches[field] = lunr.Set.complete + } + } + + /* + * if the presence of this term is prohibited ensure that the matching + * documents are added to the set of prohibited matches for this field, + * creating that set if it does not yet exist. + */ + if (clause.presence == lunr.Query.presence.PROHIBITED) { + if (prohibitedMatches[field] === undefined) { + prohibitedMatches[field] = lunr.Set.empty + } + + prohibitedMatches[field] = prohibitedMatches[field].union(matchingDocumentsSet) + + /* + * Prohibited matches should not be part of the query vector used for + * similarity scoring and no metadata should be extracted so we continue + * to the next field + */ + continue + } + + /* + * The query field vector is populated using the termIndex found for + * the term and a unit value with the appropriate boost applied. + * Using upsert because there could already be an entry in the vector + * for the term we are working with. In that case we just add the scores + * together. + */ + queryVectors[field].upsert(termIndex, clause.boost, function (a, b) { return a + b }) + + /** + * If we've already seen this term, field combo then we've already collected + * the matching documents and metadata, no need to go through all that again + */ + if (termFieldCache[termField]) { + continue + } + + for (var l = 0; l < matchingDocumentRefs.length; l++) { + /* + * All metadata for this term/field/document triple + * are then extracted and collected into an instance + * of lunr.MatchData ready to be returned in the query + * results + */ + var matchingDocumentRef = matchingDocumentRefs[l], + matchingFieldRef = new lunr.FieldRef (matchingDocumentRef, field), + metadata = fieldPosting[matchingDocumentRef], + fieldMatch + + if ((fieldMatch = matchingFields[matchingFieldRef]) === undefined) { + matchingFields[matchingFieldRef] = new lunr.MatchData (expandedTerm, field, metadata) + } else { + fieldMatch.add(expandedTerm, field, metadata) + } + + } + + termFieldCache[termField] = true + } + } + } + + /** + * If the presence was required we need to update the requiredMatches field sets. + * We do this after all fields for the term have collected their matches because + * the clause terms presence is required in _any_ of the fields not _all_ of the + * fields. + */ + if (clause.presence === lunr.Query.presence.REQUIRED) { + for (var k = 0; k < clause.fields.length; k++) { + var field = clause.fields[k] + requiredMatches[field] = requiredMatches[field].intersect(clauseMatches) + } + } + } + + /** + * Need to combine the field scoped required and prohibited + * matching documents into a global set of required and prohibited + * matches + */ + var allRequiredMatches = lunr.Set.complete, + allProhibitedMatches = lunr.Set.empty + + for (var i = 0; i < this.fields.length; i++) { + var field = this.fields[i] + + if (requiredMatches[field]) { + allRequiredMatches = allRequiredMatches.intersect(requiredMatches[field]) + } + + if (prohibitedMatches[field]) { + allProhibitedMatches = allProhibitedMatches.union(prohibitedMatches[field]) + } + } + + var matchingFieldRefs = Object.keys(matchingFields), + results = [], + matches = Object.create(null) + + /* + * If the query is negated (contains only prohibited terms) + * we need to get _all_ fieldRefs currently existing in the + * index. This is only done when we know that the query is + * entirely prohibited terms to avoid any cost of getting all + * fieldRefs unnecessarily. + * + * Additionally, blank MatchData must be created to correctly + * populate the results. + */ + if (query.isNegated()) { + matchingFieldRefs = Object.keys(this.fieldVectors) + + for (var i = 0; i < matchingFieldRefs.length; i++) { + var matchingFieldRef = matchingFieldRefs[i] + var fieldRef = lunr.FieldRef.fromString(matchingFieldRef) + matchingFields[matchingFieldRef] = new lunr.MatchData + } + } + + for (var i = 0; i < matchingFieldRefs.length; i++) { + /* + * Currently we have document fields that match the query, but we + * need to return documents. The matchData and scores are combined + * from multiple fields belonging to the same document. + * + * Scores are calculated by field, using the query vectors created + * above, and combined into a final document score using addition. + */ + var fieldRef = lunr.FieldRef.fromString(matchingFieldRefs[i]), + docRef = fieldRef.docRef + + if (!allRequiredMatches.contains(docRef)) { + continue + } + + if (allProhibitedMatches.contains(docRef)) { + continue + } + + var fieldVector = this.fieldVectors[fieldRef], + score = queryVectors[fieldRef.fieldName].similarity(fieldVector), + docMatch + + if ((docMatch = matches[docRef]) !== undefined) { + docMatch.score += score + docMatch.matchData.combine(matchingFields[fieldRef]) + } else { + var match = { + ref: docRef, + score: score, + matchData: matchingFields[fieldRef] + } + matches[docRef] = match + results.push(match) + } + } + + /* + * Sort the results objects by score, highest first. + */ + return results.sort(function (a, b) { + return b.score - a.score + }) +} + +/** + * Prepares the index for JSON serialization. + * + * The schema for this JSON blob will be described in a + * separate JSON schema file. + * + * @returns {Object} + */ +lunr.Index.prototype.toJSON = function () { + var invertedIndex = Object.keys(this.invertedIndex) + .sort() + .map(function (term) { + return [term, this.invertedIndex[term]] + }, this) + + var fieldVectors = Object.keys(this.fieldVectors) + .map(function (ref) { + return [ref, this.fieldVectors[ref].toJSON()] + }, this) + + return { + version: lunr.version, + fields: this.fields, + fieldVectors: fieldVectors, + invertedIndex: invertedIndex, + pipeline: this.pipeline.toJSON() + } +} + +/** + * Loads a previously serialized lunr.Index + * + * @param {Object} serializedIndex - A previously serialized lunr.Index + * @returns {lunr.Index} + */ +lunr.Index.load = function (serializedIndex) { + var attrs = {}, + fieldVectors = {}, + serializedVectors = serializedIndex.fieldVectors, + invertedIndex = Object.create(null), + serializedInvertedIndex = serializedIndex.invertedIndex, + tokenSetBuilder = new lunr.TokenSet.Builder, + pipeline = lunr.Pipeline.load(serializedIndex.pipeline) + + if (serializedIndex.version != lunr.version) { + lunr.utils.warn("Version mismatch when loading serialised index. Current version of lunr '" + lunr.version + "' does not match serialized index '" + serializedIndex.version + "'") + } + + for (var i = 0; i < serializedVectors.length; i++) { + var tuple = serializedVectors[i], + ref = tuple[0], + elements = tuple[1] + + fieldVectors[ref] = new lunr.Vector(elements) + } + + for (var i = 0; i < serializedInvertedIndex.length; i++) { + var tuple = serializedInvertedIndex[i], + term = tuple[0], + posting = tuple[1] + + tokenSetBuilder.insert(term) + invertedIndex[term] = posting + } + + tokenSetBuilder.finish() + + attrs.fields = serializedIndex.fields + + attrs.fieldVectors = fieldVectors + attrs.invertedIndex = invertedIndex + attrs.tokenSet = tokenSetBuilder.root + attrs.pipeline = pipeline + + return new lunr.Index(attrs) +} +/*! + * lunr.Builder + * Copyright (C) 2020 Oliver Nightingale + */ + +/** + * lunr.Builder performs indexing on a set of documents and + * returns instances of lunr.Index ready for querying. + * + * All configuration of the index is done via the builder, the + * fields to index, the document reference, the text processing + * pipeline and document scoring parameters are all set on the + * builder before indexing. + * + * @constructor + * @property {string} _ref - Internal reference to the document reference field. + * @property {string[]} _fields - Internal reference to the document fields to index. + * @property {object} invertedIndex - The inverted index maps terms to document fields. + * @property {object} documentTermFrequencies - Keeps track of document term frequencies. + * @property {object} documentLengths - Keeps track of the length of documents added to the index. + * @property {lunr.tokenizer} tokenizer - Function for splitting strings into tokens for indexing. + * @property {lunr.Pipeline} pipeline - The pipeline performs text processing on tokens before indexing. + * @property {lunr.Pipeline} searchPipeline - A pipeline for processing search terms before querying the index. + * @property {number} documentCount - Keeps track of the total number of documents indexed. + * @property {number} _b - A parameter to control field length normalization, setting this to 0 disabled normalization, 1 fully normalizes field lengths, the default value is 0.75. + * @property {number} _k1 - A parameter to control how quickly an increase in term frequency results in term frequency saturation, the default value is 1.2. + * @property {number} termIndex - A counter incremented for each unique term, used to identify a terms position in the vector space. + * @property {array} metadataWhitelist - A list of metadata keys that have been whitelisted for entry in the index. + */ +lunr.Builder = function () { + this._ref = "id" + this._fields = Object.create(null) + this._documents = Object.create(null) + this.invertedIndex = Object.create(null) + this.fieldTermFrequencies = {} + this.fieldLengths = {} + this.tokenizer = lunr.tokenizer + this.pipeline = new lunr.Pipeline + this.searchPipeline = new lunr.Pipeline + this.documentCount = 0 + this._b = 0.75 + this._k1 = 1.2 + this.termIndex = 0 + this.metadataWhitelist = [] +} + +/** + * Sets the document field used as the document reference. Every document must have this field. + * The type of this field in the document should be a string, if it is not a string it will be + * coerced into a string by calling toString. + * + * The default ref is 'id'. + * + * The ref should _not_ be changed during indexing, it should be set before any documents are + * added to the index. Changing it during indexing can lead to inconsistent results. + * + * @param {string} ref - The name of the reference field in the document. + */ +lunr.Builder.prototype.ref = function (ref) { + this._ref = ref +} + +/** + * A function that is used to extract a field from a document. + * + * Lunr expects a field to be at the top level of a document, if however the field + * is deeply nested within a document an extractor function can be used to extract + * the right field for indexing. + * + * @callback fieldExtractor + * @param {object} doc - The document being added to the index. + * @returns {?(string|object|object[])} obj - The object that will be indexed for this field. + * @example Extracting a nested field + * function (doc) { return doc.nested.field } + */ + +/** + * Adds a field to the list of document fields that will be indexed. Every document being + * indexed should have this field. Null values for this field in indexed documents will + * not cause errors but will limit the chance of that document being retrieved by searches. + * + * All fields should be added before adding documents to the index. Adding fields after + * a document has been indexed will have no effect on already indexed documents. + * + * Fields can be boosted at build time. This allows terms within that field to have more + * importance when ranking search results. Use a field boost to specify that matches within + * one field are more important than other fields. + * + * @param {string} fieldName - The name of a field to index in all documents. + * @param {object} attributes - Optional attributes associated with this field. + * @param {number} [attributes.boost=1] - Boost applied to all terms within this field. + * @param {fieldExtractor} [attributes.extractor] - Function to extract a field from a document. + * @throws {RangeError} fieldName cannot contain unsupported characters '/' + */ +lunr.Builder.prototype.field = function (fieldName, attributes) { + if (/\//.test(fieldName)) { + throw new RangeError ("Field '" + fieldName + "' contains illegal character '/'") + } + + this._fields[fieldName] = attributes || {} +} + +/** + * A parameter to tune the amount of field length normalisation that is applied when + * calculating relevance scores. A value of 0 will completely disable any normalisation + * and a value of 1 will fully normalise field lengths. The default is 0.75. Values of b + * will be clamped to the range 0 - 1. + * + * @param {number} number - The value to set for this tuning parameter. + */ +lunr.Builder.prototype.b = function (number) { + if (number < 0) { + this._b = 0 + } else if (number > 1) { + this._b = 1 + } else { + this._b = number + } +} + +/** + * A parameter that controls the speed at which a rise in term frequency results in term + * frequency saturation. The default value is 1.2. Setting this to a higher value will give + * slower saturation levels, a lower value will result in quicker saturation. + * + * @param {number} number - The value to set for this tuning parameter. + */ +lunr.Builder.prototype.k1 = function (number) { + this._k1 = number +} + +/** + * Adds a document to the index. + * + * Before adding fields to the index the index should have been fully setup, with the document + * ref and all fields to index already having been specified. + * + * The document must have a field name as specified by the ref (by default this is 'id') and + * it should have all fields defined for indexing, though null or undefined values will not + * cause errors. + * + * Entire documents can be boosted at build time. Applying a boost to a document indicates that + * this document should rank higher in search results than other documents. + * + * @param {object} doc - The document to add to the index. + * @param {object} attributes - Optional attributes associated with this document. + * @param {number} [attributes.boost=1] - Boost applied to all terms within this document. + */ +lunr.Builder.prototype.add = function (doc, attributes) { + var docRef = doc[this._ref], + fields = Object.keys(this._fields) + + this._documents[docRef] = attributes || {} + this.documentCount += 1 + + for (var i = 0; i < fields.length; i++) { + var fieldName = fields[i], + extractor = this._fields[fieldName].extractor, + field = extractor ? extractor(doc) : doc[fieldName], + tokens = this.tokenizer(field, { + fields: [fieldName] + }), + terms = this.pipeline.run(tokens), + fieldRef = new lunr.FieldRef (docRef, fieldName), + fieldTerms = Object.create(null) + + this.fieldTermFrequencies[fieldRef] = fieldTerms + this.fieldLengths[fieldRef] = 0 + + // store the length of this field for this document + this.fieldLengths[fieldRef] += terms.length + + // calculate term frequencies for this field + for (var j = 0; j < terms.length; j++) { + var term = terms[j] + + if (fieldTerms[term] == undefined) { + fieldTerms[term] = 0 + } + + fieldTerms[term] += 1 + + // add to inverted index + // create an initial posting if one doesn't exist + if (this.invertedIndex[term] == undefined) { + var posting = Object.create(null) + posting["_index"] = this.termIndex + this.termIndex += 1 + + for (var k = 0; k < fields.length; k++) { + posting[fields[k]] = Object.create(null) + } + + this.invertedIndex[term] = posting + } + + // add an entry for this term/fieldName/docRef to the invertedIndex + if (this.invertedIndex[term][fieldName][docRef] == undefined) { + this.invertedIndex[term][fieldName][docRef] = Object.create(null) + } + + // store all whitelisted metadata about this token in the + // inverted index + for (var l = 0; l < this.metadataWhitelist.length; l++) { + var metadataKey = this.metadataWhitelist[l], + metadata = term.metadata[metadataKey] + + if (this.invertedIndex[term][fieldName][docRef][metadataKey] == undefined) { + this.invertedIndex[term][fieldName][docRef][metadataKey] = [] + } + + this.invertedIndex[term][fieldName][docRef][metadataKey].push(metadata) + } + } + + } +} + +/** + * Calculates the average document length for this index + * + * @private + */ +lunr.Builder.prototype.calculateAverageFieldLengths = function () { + + var fieldRefs = Object.keys(this.fieldLengths), + numberOfFields = fieldRefs.length, + accumulator = {}, + documentsWithField = {} + + for (var i = 0; i < numberOfFields; i++) { + var fieldRef = lunr.FieldRef.fromString(fieldRefs[i]), + field = fieldRef.fieldName + + documentsWithField[field] || (documentsWithField[field] = 0) + documentsWithField[field] += 1 + + accumulator[field] || (accumulator[field] = 0) + accumulator[field] += this.fieldLengths[fieldRef] + } + + var fields = Object.keys(this._fields) + + for (var i = 0; i < fields.length; i++) { + var fieldName = fields[i] + accumulator[fieldName] = accumulator[fieldName] / documentsWithField[fieldName] + } + + this.averageFieldLength = accumulator +} + +/** + * Builds a vector space model of every document using lunr.Vector + * + * @private + */ +lunr.Builder.prototype.createFieldVectors = function () { + var fieldVectors = {}, + fieldRefs = Object.keys(this.fieldTermFrequencies), + fieldRefsLength = fieldRefs.length, + termIdfCache = Object.create(null) + + for (var i = 0; i < fieldRefsLength; i++) { + var fieldRef = lunr.FieldRef.fromString(fieldRefs[i]), + fieldName = fieldRef.fieldName, + fieldLength = this.fieldLengths[fieldRef], + fieldVector = new lunr.Vector, + termFrequencies = this.fieldTermFrequencies[fieldRef], + terms = Object.keys(termFrequencies), + termsLength = terms.length + + + var fieldBoost = this._fields[fieldName].boost || 1, + docBoost = this._documents[fieldRef.docRef].boost || 1 + + for (var j = 0; j < termsLength; j++) { + var term = terms[j], + tf = termFrequencies[term], + termIndex = this.invertedIndex[term]._index, + idf, score, scoreWithPrecision + + if (termIdfCache[term] === undefined) { + idf = lunr.idf(this.invertedIndex[term], this.documentCount) + termIdfCache[term] = idf + } else { + idf = termIdfCache[term] + } + + score = idf * ((this._k1 + 1) * tf) / (this._k1 * (1 - this._b + this._b * (fieldLength / this.averageFieldLength[fieldName])) + tf) + score *= fieldBoost + score *= docBoost + scoreWithPrecision = Math.round(score * 1000) / 1000 + // Converts 1.23456789 to 1.234. + // Reducing the precision so that the vectors take up less + // space when serialised. Doing it now so that they behave + // the same before and after serialisation. Also, this is + // the fastest approach to reducing a number's precision in + // JavaScript. + + fieldVector.insert(termIndex, scoreWithPrecision) + } + + fieldVectors[fieldRef] = fieldVector + } + + this.fieldVectors = fieldVectors +} + +/** + * Creates a token set of all tokens in the index using lunr.TokenSet + * + * @private + */ +lunr.Builder.prototype.createTokenSet = function () { + this.tokenSet = lunr.TokenSet.fromArray( + Object.keys(this.invertedIndex).sort() + ) +} + +/** + * Builds the index, creating an instance of lunr.Index. + * + * This completes the indexing process and should only be called + * once all documents have been added to the index. + * + * @returns {lunr.Index} + */ +lunr.Builder.prototype.build = function () { + this.calculateAverageFieldLengths() + this.createFieldVectors() + this.createTokenSet() + + return new lunr.Index({ + invertedIndex: this.invertedIndex, + fieldVectors: this.fieldVectors, + tokenSet: this.tokenSet, + fields: Object.keys(this._fields), + pipeline: this.searchPipeline + }) +} + +/** + * Applies a plugin to the index builder. + * + * A plugin is a function that is called with the index builder as its context. + * Plugins can be used to customise or extend the behaviour of the index + * in some way. A plugin is just a function, that encapsulated the custom + * behaviour that should be applied when building the index. + * + * The plugin function will be called with the index builder as its argument, additional + * arguments can also be passed when calling use. The function will be called + * with the index builder as its context. + * + * @param {Function} plugin The plugin to apply. + */ +lunr.Builder.prototype.use = function (fn) { + var args = Array.prototype.slice.call(arguments, 1) + args.unshift(this) + fn.apply(this, args) +} +/** + * Contains and collects metadata about a matching document. + * A single instance of lunr.MatchData is returned as part of every + * lunr.Index~Result. + * + * @constructor + * @param {string} term - The term this match data is associated with + * @param {string} field - The field in which the term was found + * @param {object} metadata - The metadata recorded about this term in this field + * @property {object} metadata - A cloned collection of metadata associated with this document. + * @see {@link lunr.Index~Result} + */ +lunr.MatchData = function (term, field, metadata) { + var clonedMetadata = Object.create(null), + metadataKeys = Object.keys(metadata || {}) + + // Cloning the metadata to prevent the original + // being mutated during match data combination. + // Metadata is kept in an array within the inverted + // index so cloning the data can be done with + // Array#slice + for (var i = 0; i < metadataKeys.length; i++) { + var key = metadataKeys[i] + clonedMetadata[key] = metadata[key].slice() + } + + this.metadata = Object.create(null) + + if (term !== undefined) { + this.metadata[term] = Object.create(null) + this.metadata[term][field] = clonedMetadata + } +} + +/** + * An instance of lunr.MatchData will be created for every term that matches a + * document. However only one instance is required in a lunr.Index~Result. This + * method combines metadata from another instance of lunr.MatchData with this + * objects metadata. + * + * @param {lunr.MatchData} otherMatchData - Another instance of match data to merge with this one. + * @see {@link lunr.Index~Result} + */ +lunr.MatchData.prototype.combine = function (otherMatchData) { + var terms = Object.keys(otherMatchData.metadata) + + for (var i = 0; i < terms.length; i++) { + var term = terms[i], + fields = Object.keys(otherMatchData.metadata[term]) + + if (this.metadata[term] == undefined) { + this.metadata[term] = Object.create(null) + } + + for (var j = 0; j < fields.length; j++) { + var field = fields[j], + keys = Object.keys(otherMatchData.metadata[term][field]) + + if (this.metadata[term][field] == undefined) { + this.metadata[term][field] = Object.create(null) + } + + for (var k = 0; k < keys.length; k++) { + var key = keys[k] + + if (this.metadata[term][field][key] == undefined) { + this.metadata[term][field][key] = otherMatchData.metadata[term][field][key] + } else { + this.metadata[term][field][key] = this.metadata[term][field][key].concat(otherMatchData.metadata[term][field][key]) + } + + } + } + } +} + +/** + * Add metadata for a term/field pair to this instance of match data. + * + * @param {string} term - The term this match data is associated with + * @param {string} field - The field in which the term was found + * @param {object} metadata - The metadata recorded about this term in this field + */ +lunr.MatchData.prototype.add = function (term, field, metadata) { + if (!(term in this.metadata)) { + this.metadata[term] = Object.create(null) + this.metadata[term][field] = metadata + return + } + + if (!(field in this.metadata[term])) { + this.metadata[term][field] = metadata + return + } + + var metadataKeys = Object.keys(metadata) + + for (var i = 0; i < metadataKeys.length; i++) { + var key = metadataKeys[i] + + if (key in this.metadata[term][field]) { + this.metadata[term][field][key] = this.metadata[term][field][key].concat(metadata[key]) + } else { + this.metadata[term][field][key] = metadata[key] + } + } +} +/** + * A lunr.Query provides a programmatic way of defining queries to be performed + * against a {@link lunr.Index}. + * + * Prefer constructing a lunr.Query using the {@link lunr.Index#query} method + * so the query object is pre-initialized with the right index fields. + * + * @constructor + * @property {lunr.Query~Clause[]} clauses - An array of query clauses. + * @property {string[]} allFields - An array of all available fields in a lunr.Index. + */ +lunr.Query = function (allFields) { + this.clauses = [] + this.allFields = allFields +} + +/** + * Constants for indicating what kind of automatic wildcard insertion will be used when constructing a query clause. + * + * This allows wildcards to be added to the beginning and end of a term without having to manually do any string + * concatenation. + * + * The wildcard constants can be bitwise combined to select both leading and trailing wildcards. + * + * @constant + * @default + * @property {number} wildcard.NONE - The term will have no wildcards inserted, this is the default behaviour + * @property {number} wildcard.LEADING - Prepend the term with a wildcard, unless a leading wildcard already exists + * @property {number} wildcard.TRAILING - Append a wildcard to the term, unless a trailing wildcard already exists + * @see lunr.Query~Clause + * @see lunr.Query#clause + * @see lunr.Query#term + * @example query term with trailing wildcard + * query.term('foo', { wildcard: lunr.Query.wildcard.TRAILING }) + * @example query term with leading and trailing wildcard + * query.term('foo', { + * wildcard: lunr.Query.wildcard.LEADING | lunr.Query.wildcard.TRAILING + * }) + */ + +lunr.Query.wildcard = new String ("*") +lunr.Query.wildcard.NONE = 0 +lunr.Query.wildcard.LEADING = 1 +lunr.Query.wildcard.TRAILING = 2 + +/** + * Constants for indicating what kind of presence a term must have in matching documents. + * + * @constant + * @enum {number} + * @see lunr.Query~Clause + * @see lunr.Query#clause + * @see lunr.Query#term + * @example query term with required presence + * query.term('foo', { presence: lunr.Query.presence.REQUIRED }) + */ +lunr.Query.presence = { + /** + * Term's presence in a document is optional, this is the default value. + */ + OPTIONAL: 1, + + /** + * Term's presence in a document is required, documents that do not contain + * this term will not be returned. + */ + REQUIRED: 2, + + /** + * Term's presence in a document is prohibited, documents that do contain + * this term will not be returned. + */ + PROHIBITED: 3 +} + +/** + * A single clause in a {@link lunr.Query} contains a term and details on how to + * match that term against a {@link lunr.Index}. + * + * @typedef {Object} lunr.Query~Clause + * @property {string[]} fields - The fields in an index this clause should be matched against. + * @property {number} [boost=1] - Any boost that should be applied when matching this clause. + * @property {number} [editDistance] - Whether the term should have fuzzy matching applied, and how fuzzy the match should be. + * @property {boolean} [usePipeline] - Whether the term should be passed through the search pipeline. + * @property {number} [wildcard=lunr.Query.wildcard.NONE] - Whether the term should have wildcards appended or prepended. + * @property {number} [presence=lunr.Query.presence.OPTIONAL] - The terms presence in any matching documents. + */ + +/** + * Adds a {@link lunr.Query~Clause} to this query. + * + * Unless the clause contains the fields to be matched all fields will be matched. In addition + * a default boost of 1 is applied to the clause. + * + * @param {lunr.Query~Clause} clause - The clause to add to this query. + * @see lunr.Query~Clause + * @returns {lunr.Query} + */ +lunr.Query.prototype.clause = function (clause) { + if (!('fields' in clause)) { + clause.fields = this.allFields + } + + if (!('boost' in clause)) { + clause.boost = 1 + } + + if (!('usePipeline' in clause)) { + clause.usePipeline = true + } + + if (!('wildcard' in clause)) { + clause.wildcard = lunr.Query.wildcard.NONE + } + + if ((clause.wildcard & lunr.Query.wildcard.LEADING) && (clause.term.charAt(0) != lunr.Query.wildcard)) { + clause.term = "*" + clause.term + } + + if ((clause.wildcard & lunr.Query.wildcard.TRAILING) && (clause.term.slice(-1) != lunr.Query.wildcard)) { + clause.term = "" + clause.term + "*" + } + + if (!('presence' in clause)) { + clause.presence = lunr.Query.presence.OPTIONAL + } + + this.clauses.push(clause) + + return this +} + +/** + * A negated query is one in which every clause has a presence of + * prohibited. These queries require some special processing to return + * the expected results. + * + * @returns boolean + */ +lunr.Query.prototype.isNegated = function () { + for (var i = 0; i < this.clauses.length; i++) { + if (this.clauses[i].presence != lunr.Query.presence.PROHIBITED) { + return false + } + } + + return true +} + +/** + * Adds a term to the current query, under the covers this will create a {@link lunr.Query~Clause} + * to the list of clauses that make up this query. + * + * The term is used as is, i.e. no tokenization will be performed by this method. Instead conversion + * to a token or token-like string should be done before calling this method. + * + * The term will be converted to a string by calling `toString`. Multiple terms can be passed as an + * array, each term in the array will share the same options. + * + * @param {object|object[]} term - The term(s) to add to the query. + * @param {object} [options] - Any additional properties to add to the query clause. + * @returns {lunr.Query} + * @see lunr.Query#clause + * @see lunr.Query~Clause + * @example adding a single term to a query + * query.term("foo") + * @example adding a single term to a query and specifying search fields, term boost and automatic trailing wildcard + * query.term("foo", { + * fields: ["title"], + * boost: 10, + * wildcard: lunr.Query.wildcard.TRAILING + * }) + * @example using lunr.tokenizer to convert a string to tokens before using them as terms + * query.term(lunr.tokenizer("foo bar")) + */ +lunr.Query.prototype.term = function (term, options) { + if (Array.isArray(term)) { + term.forEach(function (t) { this.term(t, lunr.utils.clone(options)) }, this) + return this + } + + var clause = options || {} + clause.term = term.toString() + + this.clause(clause) + + return this +} +lunr.QueryParseError = function (message, start, end) { + this.name = "QueryParseError" + this.message = message + this.start = start + this.end = end +} + +lunr.QueryParseError.prototype = new Error +lunr.QueryLexer = function (str) { + this.lexemes = [] + this.str = str + this.length = str.length + this.pos = 0 + this.start = 0 + this.escapeCharPositions = [] +} + +lunr.QueryLexer.prototype.run = function () { + var state = lunr.QueryLexer.lexText + + while (state) { + state = state(this) + } +} + +lunr.QueryLexer.prototype.sliceString = function () { + var subSlices = [], + sliceStart = this.start, + sliceEnd = this.pos + + for (var i = 0; i < this.escapeCharPositions.length; i++) { + sliceEnd = this.escapeCharPositions[i] + subSlices.push(this.str.slice(sliceStart, sliceEnd)) + sliceStart = sliceEnd + 1 + } + + subSlices.push(this.str.slice(sliceStart, this.pos)) + this.escapeCharPositions.length = 0 + + return subSlices.join('') +} + +lunr.QueryLexer.prototype.emit = function (type) { + this.lexemes.push({ + type: type, + str: this.sliceString(), + start: this.start, + end: this.pos + }) + + this.start = this.pos +} + +lunr.QueryLexer.prototype.escapeCharacter = function () { + this.escapeCharPositions.push(this.pos - 1) + this.pos += 1 +} + +lunr.QueryLexer.prototype.next = function () { + if (this.pos >= this.length) { + return lunr.QueryLexer.EOS + } + + var char = this.str.charAt(this.pos) + this.pos += 1 + return char +} + +lunr.QueryLexer.prototype.width = function () { + return this.pos - this.start +} + +lunr.QueryLexer.prototype.ignore = function () { + if (this.start == this.pos) { + this.pos += 1 + } + + this.start = this.pos +} + +lunr.QueryLexer.prototype.backup = function () { + this.pos -= 1 +} + +lunr.QueryLexer.prototype.acceptDigitRun = function () { + var char, charCode + + do { + char = this.next() + charCode = char.charCodeAt(0) + } while (charCode > 47 && charCode < 58) + + if (char != lunr.QueryLexer.EOS) { + this.backup() + } +} + +lunr.QueryLexer.prototype.more = function () { + return this.pos < this.length +} + +lunr.QueryLexer.EOS = 'EOS' +lunr.QueryLexer.FIELD = 'FIELD' +lunr.QueryLexer.TERM = 'TERM' +lunr.QueryLexer.EDIT_DISTANCE = 'EDIT_DISTANCE' +lunr.QueryLexer.BOOST = 'BOOST' +lunr.QueryLexer.PRESENCE = 'PRESENCE' + +lunr.QueryLexer.lexField = function (lexer) { + lexer.backup() + lexer.emit(lunr.QueryLexer.FIELD) + lexer.ignore() + return lunr.QueryLexer.lexText +} + +lunr.QueryLexer.lexTerm = function (lexer) { + if (lexer.width() > 1) { + lexer.backup() + lexer.emit(lunr.QueryLexer.TERM) + } + + lexer.ignore() + + if (lexer.more()) { + return lunr.QueryLexer.lexText + } +} + +lunr.QueryLexer.lexEditDistance = function (lexer) { + lexer.ignore() + lexer.acceptDigitRun() + lexer.emit(lunr.QueryLexer.EDIT_DISTANCE) + return lunr.QueryLexer.lexText +} + +lunr.QueryLexer.lexBoost = function (lexer) { + lexer.ignore() + lexer.acceptDigitRun() + lexer.emit(lunr.QueryLexer.BOOST) + return lunr.QueryLexer.lexText +} + +lunr.QueryLexer.lexEOS = function (lexer) { + if (lexer.width() > 0) { + lexer.emit(lunr.QueryLexer.TERM) + } +} + +// This matches the separator used when tokenising fields +// within a document. These should match otherwise it is +// not possible to search for some tokens within a document. +// +// It is possible for the user to change the separator on the +// tokenizer so it _might_ clash with any other of the special +// characters already used within the search string, e.g. :. +// +// This means that it is possible to change the separator in +// such a way that makes some words unsearchable using a search +// string. +lunr.QueryLexer.termSeparator = lunr.tokenizer.separator + +lunr.QueryLexer.lexText = function (lexer) { + while (true) { + var char = lexer.next() + + if (char == lunr.QueryLexer.EOS) { + return lunr.QueryLexer.lexEOS + } + + // Escape character is '\' + if (char.charCodeAt(0) == 92) { + lexer.escapeCharacter() + continue + } + + if (char == ":") { + return lunr.QueryLexer.lexField + } + + if (char == "~") { + lexer.backup() + if (lexer.width() > 0) { + lexer.emit(lunr.QueryLexer.TERM) + } + return lunr.QueryLexer.lexEditDistance + } + + if (char == "^") { + lexer.backup() + if (lexer.width() > 0) { + lexer.emit(lunr.QueryLexer.TERM) + } + return lunr.QueryLexer.lexBoost + } + + // "+" indicates term presence is required + // checking for length to ensure that only + // leading "+" are considered + if (char == "+" && lexer.width() === 1) { + lexer.emit(lunr.QueryLexer.PRESENCE) + return lunr.QueryLexer.lexText + } + + // "-" indicates term presence is prohibited + // checking for length to ensure that only + // leading "-" are considered + if (char == "-" && lexer.width() === 1) { + lexer.emit(lunr.QueryLexer.PRESENCE) + return lunr.QueryLexer.lexText + } + + if (char.match(lunr.QueryLexer.termSeparator)) { + return lunr.QueryLexer.lexTerm + } + } +} + +lunr.QueryParser = function (str, query) { + this.lexer = new lunr.QueryLexer (str) + this.query = query + this.currentClause = {} + this.lexemeIdx = 0 +} + +lunr.QueryParser.prototype.parse = function () { + this.lexer.run() + this.lexemes = this.lexer.lexemes + + var state = lunr.QueryParser.parseClause + + while (state) { + state = state(this) + } + + return this.query +} + +lunr.QueryParser.prototype.peekLexeme = function () { + return this.lexemes[this.lexemeIdx] +} + +lunr.QueryParser.prototype.consumeLexeme = function () { + var lexeme = this.peekLexeme() + this.lexemeIdx += 1 + return lexeme +} + +lunr.QueryParser.prototype.nextClause = function () { + var completedClause = this.currentClause + this.query.clause(completedClause) + this.currentClause = {} +} + +lunr.QueryParser.parseClause = function (parser) { + var lexeme = parser.peekLexeme() + + if (lexeme == undefined) { + return + } + + switch (lexeme.type) { + case lunr.QueryLexer.PRESENCE: + return lunr.QueryParser.parsePresence + case lunr.QueryLexer.FIELD: + return lunr.QueryParser.parseField + case lunr.QueryLexer.TERM: + return lunr.QueryParser.parseTerm + default: + var errorMessage = "expected either a field or a term, found " + lexeme.type + + if (lexeme.str.length >= 1) { + errorMessage += " with value '" + lexeme.str + "'" + } + + throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) + } +} + +lunr.QueryParser.parsePresence = function (parser) { + var lexeme = parser.consumeLexeme() + + if (lexeme == undefined) { + return + } + + switch (lexeme.str) { + case "-": + parser.currentClause.presence = lunr.Query.presence.PROHIBITED + break + case "+": + parser.currentClause.presence = lunr.Query.presence.REQUIRED + break + default: + var errorMessage = "unrecognised presence operator'" + lexeme.str + "'" + throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) + } + + var nextLexeme = parser.peekLexeme() + + if (nextLexeme == undefined) { + var errorMessage = "expecting term or field, found nothing" + throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) + } + + switch (nextLexeme.type) { + case lunr.QueryLexer.FIELD: + return lunr.QueryParser.parseField + case lunr.QueryLexer.TERM: + return lunr.QueryParser.parseTerm + default: + var errorMessage = "expecting term or field, found '" + nextLexeme.type + "'" + throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) + } +} + +lunr.QueryParser.parseField = function (parser) { + var lexeme = parser.consumeLexeme() + + if (lexeme == undefined) { + return + } + + if (parser.query.allFields.indexOf(lexeme.str) == -1) { + var possibleFields = parser.query.allFields.map(function (f) { return "'" + f + "'" }).join(', '), + errorMessage = "unrecognised field '" + lexeme.str + "', possible fields: " + possibleFields + + throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) + } + + parser.currentClause.fields = [lexeme.str] + + var nextLexeme = parser.peekLexeme() + + if (nextLexeme == undefined) { + var errorMessage = "expecting term, found nothing" + throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) + } + + switch (nextLexeme.type) { + case lunr.QueryLexer.TERM: + return lunr.QueryParser.parseTerm + default: + var errorMessage = "expecting term, found '" + nextLexeme.type + "'" + throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) + } +} + +lunr.QueryParser.parseTerm = function (parser) { + var lexeme = parser.consumeLexeme() + + if (lexeme == undefined) { + return + } + + parser.currentClause.term = lexeme.str.toLowerCase() + + if (lexeme.str.indexOf("*") != -1) { + parser.currentClause.usePipeline = false + } + + var nextLexeme = parser.peekLexeme() + + if (nextLexeme == undefined) { + parser.nextClause() + return + } + + switch (nextLexeme.type) { + case lunr.QueryLexer.TERM: + parser.nextClause() + return lunr.QueryParser.parseTerm + case lunr.QueryLexer.FIELD: + parser.nextClause() + return lunr.QueryParser.parseField + case lunr.QueryLexer.EDIT_DISTANCE: + return lunr.QueryParser.parseEditDistance + case lunr.QueryLexer.BOOST: + return lunr.QueryParser.parseBoost + case lunr.QueryLexer.PRESENCE: + parser.nextClause() + return lunr.QueryParser.parsePresence + default: + var errorMessage = "Unexpected lexeme type '" + nextLexeme.type + "'" + throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) + } +} + +lunr.QueryParser.parseEditDistance = function (parser) { + var lexeme = parser.consumeLexeme() + + if (lexeme == undefined) { + return + } + + var editDistance = parseInt(lexeme.str, 10) + + if (isNaN(editDistance)) { + var errorMessage = "edit distance must be numeric" + throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) + } + + parser.currentClause.editDistance = editDistance + + var nextLexeme = parser.peekLexeme() + + if (nextLexeme == undefined) { + parser.nextClause() + return + } + + switch (nextLexeme.type) { + case lunr.QueryLexer.TERM: + parser.nextClause() + return lunr.QueryParser.parseTerm + case lunr.QueryLexer.FIELD: + parser.nextClause() + return lunr.QueryParser.parseField + case lunr.QueryLexer.EDIT_DISTANCE: + return lunr.QueryParser.parseEditDistance + case lunr.QueryLexer.BOOST: + return lunr.QueryParser.parseBoost + case lunr.QueryLexer.PRESENCE: + parser.nextClause() + return lunr.QueryParser.parsePresence + default: + var errorMessage = "Unexpected lexeme type '" + nextLexeme.type + "'" + throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) + } +} + +lunr.QueryParser.parseBoost = function (parser) { + var lexeme = parser.consumeLexeme() + + if (lexeme == undefined) { + return + } + + var boost = parseInt(lexeme.str, 10) + + if (isNaN(boost)) { + var errorMessage = "boost must be numeric" + throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) + } + + parser.currentClause.boost = boost + + var nextLexeme = parser.peekLexeme() + + if (nextLexeme == undefined) { + parser.nextClause() + return + } + + switch (nextLexeme.type) { + case lunr.QueryLexer.TERM: + parser.nextClause() + return lunr.QueryParser.parseTerm + case lunr.QueryLexer.FIELD: + parser.nextClause() + return lunr.QueryParser.parseField + case lunr.QueryLexer.EDIT_DISTANCE: + return lunr.QueryParser.parseEditDistance + case lunr.QueryLexer.BOOST: + return lunr.QueryParser.parseBoost + case lunr.QueryLexer.PRESENCE: + parser.nextClause() + return lunr.QueryParser.parsePresence + default: + var errorMessage = "Unexpected lexeme type '" + nextLexeme.type + "'" + throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) + } +} + + /** + * export the module via AMD, CommonJS or as a browser global + * Export code from https://github.com/umdjs/umd/blob/master/returnExports.js + */ + ;(function (root, factory) { + if (typeof define === 'function' && define.amd) { + // AMD. Register as an anonymous module. + define(factory) + } else if (typeof exports === 'object') { + /** + * Node. Does not work with strict CommonJS, but + * only CommonJS-like environments that support module.exports, + * like Node. + */ + module.exports = factory() + } else { + // Browser globals (root is window) + root.lunr = factory() + } + }(this, function () { + /** + * Just return a value to define the module export. + * This example returns an object, but the module + * can return a function as the exported value. + */ + return lunr + })) +})(); diff --git a/site/search/main.js b/site/search/main.js new file mode 100644 index 0000000..a5e469d --- /dev/null +++ b/site/search/main.js @@ -0,0 +1,109 @@ +function getSearchTermFromLocation() { + var sPageURL = window.location.search.substring(1); + var sURLVariables = sPageURL.split('&'); + for (var i = 0; i < sURLVariables.length; i++) { + var sParameterName = sURLVariables[i].split('='); + if (sParameterName[0] == 'q') { + return decodeURIComponent(sParameterName[1].replace(/\+/g, '%20')); + } + } +} + +function joinUrl (base, path) { + if (path.substring(0, 1) === "/") { + // path starts with `/`. Thus it is absolute. + return path; + } + if (base.substring(base.length-1) === "/") { + // base ends with `/` + return base + path; + } + return base + "/" + path; +} + +function escapeHtml (value) { + return value.replace(/&/g, '&') + .replace(/"/g, '"') + .replace(//g, '>'); +} + +function formatResult (location, title, summary) { + return '

'+ escapeHtml(title) + '

' + escapeHtml(summary) +'

'; +} + +function displayResults (results) { + var search_results = document.getElementById("mkdocs-search-results"); + while (search_results.firstChild) { + search_results.removeChild(search_results.firstChild); + } + if (results.length > 0){ + for (var i=0; i < results.length; i++){ + var result = results[i]; + var html = formatResult(result.location, result.title, result.summary); + search_results.insertAdjacentHTML('beforeend', html); + } + } else { + var noResultsText = search_results.getAttribute('data-no-results-text'); + if (!noResultsText) { + noResultsText = "No results found"; + } + search_results.insertAdjacentHTML('beforeend', '

' + noResultsText + '

'); + } +} + +function doSearch () { + var query = document.getElementById('mkdocs-search-query').value; + if (query.length > min_search_length) { + if (!window.Worker) { + displayResults(search(query)); + } else { + searchWorker.postMessage({query: query}); + } + } else { + // Clear results for short queries + displayResults([]); + } +} + +function initSearch () { + var search_input = document.getElementById('mkdocs-search-query'); + if (search_input) { + search_input.addEventListener("keyup", doSearch); + } + var term = getSearchTermFromLocation(); + if (term) { + search_input.value = term; + doSearch(); + } +} + +function onWorkerMessage (e) { + if (e.data.allowSearch) { + initSearch(); + } else if (e.data.results) { + var results = e.data.results; + displayResults(results); + } else if (e.data.config) { + min_search_length = e.data.config.min_search_length-1; + } +} + +if (!window.Worker) { + console.log('Web Worker API not supported'); + // load index in main thread + $.getScript(joinUrl(base_url, "search/worker.js")).done(function () { + console.log('Loaded worker'); + init(); + window.postMessage = function (msg) { + onWorkerMessage({data: msg}); + }; + }).fail(function (jqxhr, settings, exception) { + console.error('Could not load worker.js'); + }); +} else { + // Wrap search in a web worker + var searchWorker = new Worker(joinUrl(base_url, "search/worker.js")); + searchWorker.postMessage({init: true}); + searchWorker.onmessage = onWorkerMessage; +} diff --git a/site/search/search_index.json b/site/search/search_index.json new file mode 100644 index 0000000..4fcdc53 --- /dev/null +++ b/site/search/search_index.json @@ -0,0 +1 @@ +{"config":{"indexing":"full","lang":["en"],"min_search_length":3,"prebuild_index":false,"separator":"[\\s\\-]+"},"docs":[{"location":"","text":"Home Welcome.","title":"Home"},{"location":"#home","text":"Welcome.","title":"Home"},{"location":"about/","text":"About What is USM? \u2014 10/3/2017 USM-eM is a competitive-oriented mod for Smash 3DS. It stands for Unnamed Smash Mod (USM) / Unnamed Smash Melee-esque Mod (USM-eM). Changes include character and faster-paced gameplay changes, as well as a handful of extras like stages, sound effects, an OST, skins, UI, and more. Every single character will have balance changes eventually to increase their viability, and currently every character is affected by global changes such as increased gravity, altered ledge mechanics, dash dancing, and more. As of yet, only a few characters have been overhauled. If you stumbled upon this page in search of the Nintendo 3DS userland exploit , this is an unrelated game specific mod. You can (and should!) use USM to play USM, of course. It's free and of no risk to modify your console.","title":"About"},{"location":"about/#about","text":"","title":"About"},{"location":"about/#what-is-usm-1032017","text":"USM-eM is a competitive-oriented mod for Smash 3DS. It stands for Unnamed Smash Mod (USM) / Unnamed Smash Melee-esque Mod (USM-eM). Changes include character and faster-paced gameplay changes, as well as a handful of extras like stages, sound effects, an OST, skins, UI, and more. Every single character will have balance changes eventually to increase their viability, and currently every character is affected by global changes such as increased gravity, altered ledge mechanics, dash dancing, and more. As of yet, only a few characters have been overhauled. If you stumbled upon this page in search of the Nintendo 3DS userland exploit , this is an unrelated game specific mod. You can (and should!) use USM to play USM, of course. It's free and of no risk to modify your console.","title":"What is USM? \u2014 10/3/2017"},{"location":"devblog/","text":"Devblog Devblog 2 \u2014 10/3/2017 Ever since Alpha 4's release, we've underwent a plethora of major changes and breakthroughs. This time, Halvorsen is speaking on behalf of the team. It has been over 6 months since the release of the last Alpha. We are proud to announce that we have released a new version, entitled Release 0.1. From now on, we plan to create a new release at least once a month, and by the time Release 1.0 rolls around, we will have every character finished! During the time we have been a bit quiet, and we have many things to announce. We also have an official 3DS theme based off of the mod's name as well. Swiftloke has worked steadfast on steady builds of Smash Selector, now known as Mod-Moon . USM-eM itself has gone through almost a complete rework internally thanks to Karma, and now has a more complete user interface on 3DS, created by yours truly. There's even three new stages for 3DS by M-1! The latest release was majorly delayed due to the Hurricane Irma, but everyone on the team is now safe, thankfully. For specifics on what has changed with gameplay, we are compiling a changelog which will be ready soon. In short, Replays will automagically rename themselves while running USM-eM for less confusion between Vanilla Smash. UI elements have received a major overhaul, including a revised logo. New competitive oriented tips have been included with the game. Stages such as Temple, 75m, 75m BF, and Pirate Ship have been added to 3DS. Global parameters, slight unification of the size classes, the buffer system removed, and landing lag has been restored. (Major gameplay features) Bugfixes, new characters such as Sonic, Ness, Mega Man, Samus, Dr. Mario, and Bowser, have been added. New costumes for various characters. We hope to have pleased you with many months of hard work and determination and hope you will continue to support us in the future. Our smaller development team has undoubtedly gotten a bit tiresome and slower, what with managing a website, repository, three servers, developing the pack itself, and personal life. Two unannounced members have joined the dev team to ease these burdens. Consider joining our Discord server for our individuals' opinions and chill with the team. (...oh, did you notice? Smash 3DS is exactly four years old today!) \u2014 Halvorsen Devblog 1 \u2014 4/03/2017 Well, would you look at that... we actually released something. Amazing. Let me introduce myself and the mod: I am Karma, Short for Karmic_Backlash, I am one of the main moveset modders for USM-eM, the Melee inspired mod for Smash 4. We strive to make a mod that pleases Melee fans and Smash 4 fans, veering more toward Melee, possible in a PM-wordly direction, but pleases both fans nonetheless. This blog in the future will be used to give public announcements, trailers, teasers, development details and development woes, and in this edition of the USM-eM Devblog, I want to talk to you the process of creating Alpha 4. It was not a simple process. It involves the joining of many members (Including me!), the loss of one, the retooling of our privite file sharing system, the disasterous near merger of USM and Pheonix (Another mod for Smash 4), and the purge that lead to the departure of that one team member. If you have been following our Discord server for a long time, you may remember a time when the only mainly active members of dev team comprised of Vye, Gryz, Swiftloke, Halvorsen, and FM360. They are the ones that assembled the first 3 alphas of USM-eM, they worked in harmony and created the mod for which you now read the blog. The first member to join the team after the was me, Karma, the reason for me joing the mod was due to Vye seeing a rather in depth write up on how to improve Zelda, this was very soon after the release of Alpha 3, and at this point the only people who were posting anything on the server were either shitposting or not being helpful. But Vye saw something in me. He asked me if I wanted to join as a developer, and I said \"Yes.\". The next major event to transpire was the rather unfortunate event of the merger between USM-eM and Phoenix, something that could take an entire blog to itself. I'll just say that it was something that was attempted without consent and was ended before any damage was done. After this, was the single largest problem we encountered with the mod, and the was the departure of one of the core members of the mod (FM360). For reasons that I will not disclose, for his sake and mine, it was nearly universally decided that he needed to be ejected from the devlopment team. It was a hard time and it caused very strong emotions for everybody on the team, nearly leading to a collapse of the mod. But as you can see, it is still going strong. Since the, two more members have joined the team, those being seijinshu, coming on as a programmer and researcher, and Cydget, of Smash-Selector fame. He also programs and researches, with Swiftloke, to produce Smash-Selector. This concludes USM-eM's first devblog! Thank you for your support! \u2014 Karma","title":"Devblog"},{"location":"devblog/#devblog","text":"","title":"Devblog"},{"location":"devblog/#devblog-2-1032017","text":"Ever since Alpha 4's release, we've underwent a plethora of major changes and breakthroughs. This time, Halvorsen is speaking on behalf of the team. It has been over 6 months since the release of the last Alpha. We are proud to announce that we have released a new version, entitled Release 0.1. From now on, we plan to create a new release at least once a month, and by the time Release 1.0 rolls around, we will have every character finished! During the time we have been a bit quiet, and we have many things to announce. We also have an official 3DS theme based off of the mod's name as well. Swiftloke has worked steadfast on steady builds of Smash Selector, now known as Mod-Moon . USM-eM itself has gone through almost a complete rework internally thanks to Karma, and now has a more complete user interface on 3DS, created by yours truly. There's even three new stages for 3DS by M-1! The latest release was majorly delayed due to the Hurricane Irma, but everyone on the team is now safe, thankfully. For specifics on what has changed with gameplay, we are compiling a changelog which will be ready soon. In short, Replays will automagically rename themselves while running USM-eM for less confusion between Vanilla Smash. UI elements have received a major overhaul, including a revised logo. New competitive oriented tips have been included with the game. Stages such as Temple, 75m, 75m BF, and Pirate Ship have been added to 3DS. Global parameters, slight unification of the size classes, the buffer system removed, and landing lag has been restored. (Major gameplay features) Bugfixes, new characters such as Sonic, Ness, Mega Man, Samus, Dr. Mario, and Bowser, have been added. New costumes for various characters. We hope to have pleased you with many months of hard work and determination and hope you will continue to support us in the future. Our smaller development team has undoubtedly gotten a bit tiresome and slower, what with managing a website, repository, three servers, developing the pack itself, and personal life. Two unannounced members have joined the dev team to ease these burdens. Consider joining our Discord server for our individuals' opinions and chill with the team. (...oh, did you notice? Smash 3DS is exactly four years old today!) \u2014 Halvorsen","title":"Devblog 2 \u2014 10/3/2017"},{"location":"devblog/#devblog-1-4032017","text":"Well, would you look at that... we actually released something. Amazing. Let me introduce myself and the mod: I am Karma, Short for Karmic_Backlash, I am one of the main moveset modders for USM-eM, the Melee inspired mod for Smash 4. We strive to make a mod that pleases Melee fans and Smash 4 fans, veering more toward Melee, possible in a PM-wordly direction, but pleases both fans nonetheless. This blog in the future will be used to give public announcements, trailers, teasers, development details and development woes, and in this edition of the USM-eM Devblog, I want to talk to you the process of creating Alpha 4. It was not a simple process. It involves the joining of many members (Including me!), the loss of one, the retooling of our privite file sharing system, the disasterous near merger of USM and Pheonix (Another mod for Smash 4), and the purge that lead to the departure of that one team member. If you have been following our Discord server for a long time, you may remember a time when the only mainly active members of dev team comprised of Vye, Gryz, Swiftloke, Halvorsen, and FM360. They are the ones that assembled the first 3 alphas of USM-eM, they worked in harmony and created the mod for which you now read the blog. The first member to join the team after the was me, Karma, the reason for me joing the mod was due to Vye seeing a rather in depth write up on how to improve Zelda, this was very soon after the release of Alpha 3, and at this point the only people who were posting anything on the server were either shitposting or not being helpful. But Vye saw something in me. He asked me if I wanted to join as a developer, and I said \"Yes.\". The next major event to transpire was the rather unfortunate event of the merger between USM-eM and Phoenix, something that could take an entire blog to itself. I'll just say that it was something that was attempted without consent and was ended before any damage was done. After this, was the single largest problem we encountered with the mod, and the was the departure of one of the core members of the mod (FM360). For reasons that I will not disclose, for his sake and mine, it was nearly universally decided that he needed to be ejected from the devlopment team. It was a hard time and it caused very strong emotions for everybody on the team, nearly leading to a collapse of the mod. But as you can see, it is still going strong. Since the, two more members have joined the team, those being seijinshu, coming on as a programmer and researcher, and Cydget, of Smash-Selector fame. He also programs and researches, with Swiftloke, to produce Smash-Selector. This concludes USM-eM's first devblog! Thank you for your support! \u2014 Karma","title":"Devblog 1 \u2014 4/03/2017"},{"location":"downloads/","text":"Downloads Releases of USM-eM Release Release Date Download USM-eM: Winds Edition 0.1 2018/3/27 3DS USM-eM Release 0.1 2017/10/3 3DS | Wii U USM-eM v0.1-Alpha4 2017/3/29 3DS | Wii U USM-eM v0.1-Alpha3 2016/10/30 3DS | Wii U USM-eM v0.1-Alpha2 2016/9/29 3DS Project Dolphin | USM-eM Alpha1 2016/9/26 3DS Changelog Please check the #changelogs channel on our Discord server for in-depth and character-specific differences. These are the following global changes: Jump Squat frames have been normalised on all characters. They now range from 3-6, instead of 3-7. Ground to Air momentum conversion has been added to Fox, Yoshi. Rage has been fully removed. There is now a three frame input buffer, compared to ten frames. From now on, you can now grab the ledge backwards. On-stage meteors have a lower chance of throwing the character upwards. (Grounded meteor KB multiplier 0.8 > 0.4) Tech window is now seven frames. Consecutive tech inputs will be disabled for 20 frames (from 30) from the last input, which prevents mashing to tech. 10 points of grab time are lost per input while being grabbed, compared to 8. Repeated grabs no longer are ignored, meaning chaingrabs return.","title":"Downloads"},{"location":"downloads/#downloads","text":"","title":"Downloads"},{"location":"downloads/#releases-of-usm-em","text":"Release Release Date Download USM-eM: Winds Edition 0.1 2018/3/27 3DS USM-eM Release 0.1 2017/10/3 3DS | Wii U USM-eM v0.1-Alpha4 2017/3/29 3DS | Wii U USM-eM v0.1-Alpha3 2016/10/30 3DS | Wii U USM-eM v0.1-Alpha2 2016/9/29 3DS Project Dolphin | USM-eM Alpha1 2016/9/26 3DS","title":"Releases of USM-eM"},{"location":"downloads/#changelog","text":"Please check the #changelogs channel on our Discord server for in-depth and character-specific differences. These are the following global changes: Jump Squat frames have been normalised on all characters. They now range from 3-6, instead of 3-7. Ground to Air momentum conversion has been added to Fox, Yoshi. Rage has been fully removed. There is now a three frame input buffer, compared to ten frames. From now on, you can now grab the ledge backwards. On-stage meteors have a lower chance of throwing the character upwards. (Grounded meteor KB multiplier 0.8 > 0.4) Tech window is now seven frames. Consecutive tech inputs will be disabled for 20 frames (from 30) from the last input, which prevents mashing to tech. 10 points of grab time are lost per input while being grabbed, compared to 8. Repeated grabs no longer are ignored, meaning chaingrabs return.","title":"Changelog"},{"location":"installation/","text":"Installation Prerequisites (Time required: N/A) A Nintendo 3DS family console running a recent custom firmware. Luma3DS 8.0 is the minimum version for Luma3DS. Info on Luma3DS installation can be found here . (Note that this guide assumes you have followed these instructions.) A copy of Super Smash Bros. for Nintendo 3DS A device capable of transferring files to an SD card. This guide assumes you are using Mod-Moon for the first time. Warning: American copies of Smash 4 have the best compatibility with this mod. We officially do not support Japanese or European copies at this time, though we are working to change this. Some users, especially those who have purchased their copy at any point after 2017, may not be able to properly run this mod. Prep work (Time required: ~3 minutes) Ensure your device is off. Enter the Luma3DS config by holding START while pressing the Power button. Enable Game Patching, if it isn't already enabled. Then press START to save your settings. Download ModMoon onto your SD Card. Both the .3dsx or .cia work equally. Download the latest version of USM from our releases page . Starting USM (Time required: ~3 minutes) Launch ModMoon and follow the tutorial. Select Smash as the active title. Power off and place your SD in your PC. Insert your SD Card into your computer. Navigate to /3ds/ModMoon/. Create a new folder, titled as the following (copy and paste if necessary): 00040000000EDF00 if your version of Smash is from North America. 00040000000EE000 if it's a European version. 00040000000B8B00 if it's a Japanese version. Extract the mod to the folder you just created. The contents of the \"0004\" folder should have folders like animcmd , model , and ui inside of it. Place the Luma folder on the root of your SD Card. Create a folder named \"SaltySD\" on the root, then \"smash\" inside that folder. Leave it empty. Reinsert your SD Card into your 3DS, and launch ModMoon. If you see the tutorial again, skip it. If you see the modpack name show up on the bottom screen, then it was successful! Launch the game. The title screen should now show the USM-eM logo rather than the default logo, this means this mod loaded properly! The selected Smash modpacks will always play after Smash is launched from the HOME Menu whether you launch Mod-Moon beforehand or not. If you want to launch normal Smash, launch Mod-Moon and disable the active title. Enable it to re-enable modpacks. Special thanks to Bread for guide help, and Swiftloke for ModMoon!","title":"Installation"},{"location":"installation/#installation","text":"","title":"Installation"},{"location":"installation/#prerequisites","text":"(Time required: N/A) A Nintendo 3DS family console running a recent custom firmware. Luma3DS 8.0 is the minimum version for Luma3DS. Info on Luma3DS installation can be found here . (Note that this guide assumes you have followed these instructions.) A copy of Super Smash Bros. for Nintendo 3DS A device capable of transferring files to an SD card. This guide assumes you are using Mod-Moon for the first time. Warning: American copies of Smash 4 have the best compatibility with this mod. We officially do not support Japanese or European copies at this time, though we are working to change this. Some users, especially those who have purchased their copy at any point after 2017, may not be able to properly run this mod.","title":"Prerequisites"},{"location":"installation/#prep-work","text":"(Time required: ~3 minutes) Ensure your device is off. Enter the Luma3DS config by holding START while pressing the Power button. Enable Game Patching, if it isn't already enabled. Then press START to save your settings. Download ModMoon onto your SD Card. Both the .3dsx or .cia work equally. Download the latest version of USM from our releases page .","title":"Prep work"},{"location":"installation/#starting-usm","text":"(Time required: ~3 minutes) Launch ModMoon and follow the tutorial. Select Smash as the active title. Power off and place your SD in your PC. Insert your SD Card into your computer. Navigate to /3ds/ModMoon/. Create a new folder, titled as the following (copy and paste if necessary): 00040000000EDF00 if your version of Smash is from North America. 00040000000EE000 if it's a European version. 00040000000B8B00 if it's a Japanese version. Extract the mod to the folder you just created. The contents of the \"0004\" folder should have folders like animcmd , model , and ui inside of it. Place the Luma folder on the root of your SD Card. Create a folder named \"SaltySD\" on the root, then \"smash\" inside that folder. Leave it empty. Reinsert your SD Card into your 3DS, and launch ModMoon. If you see the tutorial again, skip it. If you see the modpack name show up on the bottom screen, then it was successful! Launch the game. The title screen should now show the USM-eM logo rather than the default logo, this means this mod loaded properly! The selected Smash modpacks will always play after Smash is launched from the HOME Menu whether you launch Mod-Moon beforehand or not. If you want to launch normal Smash, launch Mod-Moon and disable the active title. Enable it to re-enable modpacks. Special thanks to Bread for guide help, and Swiftloke for ModMoon!","title":"Starting USM"},{"location":"media/","text":"Media","title":"Media"},{"location":"media/#media","text":"","title":"Media"},{"location":"more/","text":"More More Downloads Release Release Date Download Cave Story+ Aeon Genesis Translation 2020/10/20 Nintendo Switch","title":"More..."},{"location":"more/#more","text":"","title":"More"},{"location":"more/#more-downloads","text":"Release Release Date Download Cave Story+ Aeon Genesis Translation 2020/10/20 Nintendo Switch","title":"More Downloads"}]} \ No newline at end of file diff --git a/site/search/worker.js b/site/search/worker.js new file mode 100644 index 0000000..8628dbc --- /dev/null +++ b/site/search/worker.js @@ -0,0 +1,133 @@ +var base_path = 'function' === typeof importScripts ? '.' : '/search/'; +var allowSearch = false; +var index; +var documents = {}; +var lang = ['en']; +var data; + +function getScript(script, callback) { + console.log('Loading script: ' + script); + $.getScript(base_path + script).done(function () { + callback(); + }).fail(function (jqxhr, settings, exception) { + console.log('Error: ' + exception); + }); +} + +function getScriptsInOrder(scripts, callback) { + if (scripts.length === 0) { + callback(); + return; + } + getScript(scripts[0], function() { + getScriptsInOrder(scripts.slice(1), callback); + }); +} + +function loadScripts(urls, callback) { + if( 'function' === typeof importScripts ) { + importScripts.apply(null, urls); + callback(); + } else { + getScriptsInOrder(urls, callback); + } +} + +function onJSONLoaded () { + data = JSON.parse(this.responseText); + var scriptsToLoad = ['lunr.js']; + if (data.config && data.config.lang && data.config.lang.length) { + lang = data.config.lang; + } + if (lang.length > 1 || lang[0] !== "en") { + scriptsToLoad.push('lunr.stemmer.support.js'); + if (lang.length > 1) { + scriptsToLoad.push('lunr.multi.js'); + } + if (lang.includes("ja") || lang.includes("jp")) { + scriptsToLoad.push('tinyseg.js'); + } + for (var i=0; i < lang.length; i++) { + if (lang[i] != 'en') { + scriptsToLoad.push(['lunr', lang[i], 'js'].join('.')); + } + } + } + loadScripts(scriptsToLoad, onScriptsLoaded); +} + +function onScriptsLoaded () { + console.log('All search scripts loaded, building Lunr index...'); + if (data.config && data.config.separator && data.config.separator.length) { + lunr.tokenizer.separator = new RegExp(data.config.separator); + } + + if (data.index) { + index = lunr.Index.load(data.index); + data.docs.forEach(function (doc) { + documents[doc.location] = doc; + }); + console.log('Lunr pre-built index loaded, search ready'); + } else { + index = lunr(function () { + if (lang.length === 1 && lang[0] !== "en" && lunr[lang[0]]) { + this.use(lunr[lang[0]]); + } else if (lang.length > 1) { + this.use(lunr.multiLanguage.apply(null, lang)); // spread operator not supported in all browsers: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Spread_operator#Browser_compatibility + } + this.field('title'); + this.field('text'); + this.ref('location'); + + for (var i=0; i < data.docs.length; i++) { + var doc = data.docs[i]; + this.add(doc); + documents[doc.location] = doc; + } + }); + console.log('Lunr index built, search ready'); + } + allowSearch = true; + postMessage({config: data.config}); + postMessage({allowSearch: allowSearch}); +} + +function init () { + var oReq = new XMLHttpRequest(); + oReq.addEventListener("load", onJSONLoaded); + var index_path = base_path + '/search_index.json'; + if( 'function' === typeof importScripts ){ + index_path = 'search_index.json'; + } + oReq.open("GET", index_path); + oReq.send(); +} + +function search (query) { + if (!allowSearch) { + console.error('Assets for search still loading'); + return; + } + + var resultDocuments = []; + var results = index.search(query); + for (var i=0; i < results.length; i++){ + var result = results[i]; + doc = documents[result.ref]; + doc.summary = doc.text.substring(0, 200); + resultDocuments.push(doc); + } + return resultDocuments; +} + +if( 'function' === typeof importScripts ) { + onmessage = function (e) { + if (e.data.init) { + init(); + } else if (e.data.query) { + postMessage({ results: search(e.data.query) }); + } else { + console.error("Worker - Unrecognized message: " + e); + } + }; +} diff --git a/site/site.zip b/site/site.zip new file mode 100644 index 0000000..263e1ad Binary files /dev/null and b/site/site.zip differ diff --git a/site/sitemap.xml b/site/sitemap.xml new file mode 100644 index 0000000..0f8724e --- /dev/null +++ b/site/sitemap.xml @@ -0,0 +1,3 @@ + + + \ No newline at end of file diff --git a/slowsdcard.html b/slowsdcard.html deleted file mode 100644 index 9e2f383..0000000 --- a/slowsdcard.html +++ /dev/null @@ -1,40 +0,0 @@ - - - - - USM-eM - Alternate instructions - - - - - - - - - -
-

Alternate instructions:

- - Put your 3DS' SD card into your computer.
- - On the root of the SD card, make a new folder called "saltysdMODS" if it doesn't already exist.
- - Within this folder, make a folder called "Slot_1".
- - Download the latest version of USM-eM.
- - Unzip the archive, then navigate to a "smash" folder.
- - Copy the contents of this folder to the "Slot_1" folder you created earlier.
- - Return to the main instructions. - -
- - diff --git a/stylesheets/github-light.css b/stylesheets/github-light.css deleted file mode 100644 index 0c6b24d..0000000 --- a/stylesheets/github-light.css +++ /dev/null @@ -1,124 +0,0 @@ -/* -The MIT License (MIT) - -Copyright (c) 2016 GitHub, Inc. - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -SOFTWARE. - -*/ - -.pl-c /* comment */ { - color: #969896; -} - -.pl-c1 /* constant, variable.other.constant, support, meta.property-name, support.constant, support.variable, meta.module-reference, markup.raw, meta.diff.header */, -.pl-s .pl-v /* string variable */ { - color: #0086b3; -} - -.pl-e /* entity */, -.pl-en /* entity.name */ { - color: #795da3; -} - -.pl-smi /* variable.parameter.function, storage.modifier.package, storage.modifier.import, storage.type.java, variable.other */, -.pl-s .pl-s1 /* string source */ { - color: #333; -} - -.pl-ent /* entity.name.tag */ { - color: #63a35c; -} - -.pl-k /* keyword, storage, storage.type */ { - color: #a71d5d; -} - -.pl-s /* string */, -.pl-pds /* punctuation.definition.string, string.regexp.character-class */, -.pl-s .pl-pse .pl-s1 /* string punctuation.section.embedded source */, -.pl-sr /* string.regexp */, -.pl-sr .pl-cce /* string.regexp constant.character.escape */, -.pl-sr .pl-sre /* string.regexp source.ruby.embedded */, -.pl-sr .pl-sra /* string.regexp string.regexp.arbitrary-repitition */ { - color: #183691; -} - -.pl-v /* variable */ { - color: #ed6a43; -} - -.pl-id /* invalid.deprecated */ { - color: #b52a1d; -} - -.pl-ii /* invalid.illegal */ { - color: #f8f8f8; - background-color: #b52a1d; -} - -.pl-sr .pl-cce /* string.regexp constant.character.escape */ { - font-weight: bold; - color: #63a35c; -} - -.pl-ml /* markup.list */ { - color: #693a17; -} - -.pl-mh /* markup.heading */, -.pl-mh .pl-en /* markup.heading entity.name */, -.pl-ms /* meta.separator */ { - font-weight: bold; - color: #1d3e81; -} - -.pl-mq /* markup.quote */ { - color: #008080; -} - -.pl-mi /* markup.italic */ { - font-style: italic; - color: #333; -} - -.pl-mb /* markup.bold */ { - font-weight: bold; - color: #333; -} - -.pl-md /* markup.deleted, meta.diff.header.from-file */ { - color: #bd2c00; - background-color: #ffecec; -} - -.pl-mi1 /* markup.inserted, meta.diff.header.to-file */ { - color: #55a532; - background-color: #eaffea; -} - -.pl-mdr /* meta.diff.range */ { - font-weight: bold; - color: #795da3; -} - -.pl-mo /* meta.output */ { - color: #1d3e81; -} - diff --git a/stylesheets/normalize.css b/stylesheets/normalize.css deleted file mode 100644 index 30366a6..0000000 --- a/stylesheets/normalize.css +++ /dev/null @@ -1,424 +0,0 @@ -/*! normalize.css v3.0.2 | MIT License | git.io/normalize */ - -/** - * 1. Set default font family to sans-serif. - * 2. Prevent iOS text size adjust after orientation change, without disabling - * user zoom. - */ - -html { - font-family: sans-serif; /* 1 */ - -ms-text-size-adjust: 100%; /* 2 */ - -webkit-text-size-adjust: 100%; /* 2 */ -} - -/** - * Remove default margin. - */ - -body { - margin: 0; -} - -/* HTML5 display definitions - ========================================================================== */ - -/** - * Correct `block` display not defined for any HTML5 element in IE 8/9. - * Correct `block` display not defined for `details` or `summary` in IE 10/11 - * and Firefox. - * Correct `block` display not defined for `main` in IE 11. - */ - -article, -aside, -details, -figcaption, -figure, -footer, -header, -hgroup, -main, -menu, -nav, -section, -summary { - display: block; -} - -/** - * 1. Correct `inline-block` display not defined in IE 8/9. - * 2. Normalize vertical alignment of `progress` in Chrome, Firefox, and Opera. - */ - -audio, -canvas, -progress, -video { - display: inline-block; /* 1 */ - vertical-align: baseline; /* 2 */ -} - -/** - * Prevent modern browsers from displaying `audio` without controls. - * Remove excess height in iOS 5 devices. - */ - -audio:not([controls]) { - display: none; - height: 0; -} - -/** - * Address `[hidden]` styling not present in IE 8/9/10. - * Hide the `template` element in IE 8/9/11, Safari, and Firefox < 22. - */ - -[hidden], -template { - display: none; -} - -/* Links - ========================================================================== */ - -/** - * Remove the gray background color from active links in IE 10. - */ - -a { - background-color: transparent; -} - -/** - * Improve readability when focused and also mouse hovered in all browsers. - */ - -a:active, -a:hover { - outline: 0; -} - -/* Text-level semantics - ========================================================================== */ - -/** - * Address styling not present in IE 8/9/10/11, Safari, and Chrome. - */ - -abbr[title] { - border-bottom: 1px dotted; -} - -/** - * Address style set to `bolder` in Firefox 4+, Safari, and Chrome. - */ - -b, -strong { - font-weight: bold; -} - -/** - * Address styling not present in Safari and Chrome. - */ - -dfn { - font-style: italic; -} - -/** - * Address variable `h1` font-size and margin within `section` and `article` - * contexts in Firefox 4+, Safari, and Chrome. - */ - -h1 { - font-size: 2em; - margin: 0.67em 0; -} - -/** - * Address styling not present in IE 8/9. - */ - -mark { - background: #ff0; - color: #000; -} - -/** - * Address inconsistent and variable font size in all browsers. - */ - -small { - font-size: 80%; -} - -/** - * Prevent `sub` and `sup` affecting `line-height` in all browsers. - */ - -sub, -sup { - font-size: 75%; - line-height: 0; - position: relative; - vertical-align: baseline; -} - -sup { - top: -0.5em; -} - -sub { - bottom: -0.25em; -} - -/* Embedded content - ========================================================================== */ - -/** - * Remove border when inside `a` element in IE 8/9/10. - */ - -img { - border: 0; -} - -/** - * Correct overflow not hidden in IE 9/10/11. - */ - -svg:not(:root) { - overflow: hidden; -} - -/* Grouping content - ========================================================================== */ - -/** - * Address margin not present in IE 8/9 and Safari. - */ - -figure { - margin: 1em 40px; -} - -/** - * Address differences between Firefox and other browsers. - */ - -hr { - box-sizing: content-box; - height: 0; -} - -/** - * Contain overflow in all browsers. - */ - -pre { - overflow: auto; -} - -/** - * Address odd `em`-unit font size rendering in all browsers. - */ - -code, -kbd, -pre, -samp { - font-family: monospace, monospace; - font-size: 1em; -} - -/* Forms - ========================================================================== */ - -/** - * Known limitation: by default, Chrome and Safari on OS X allow very limited - * styling of `select`, unless a `border` property is set. - */ - -/** - * 1. Correct color not being inherited. - * Known issue: affects color of disabled elements. - * 2. Correct font properties not being inherited. - * 3. Address margins set differently in Firefox 4+, Safari, and Chrome. - */ - -button, -input, -optgroup, -select, -textarea { - color: inherit; /* 1 */ - font: inherit; /* 2 */ - margin: 0; /* 3 */ -} - -/** - * Address `overflow` set to `hidden` in IE 8/9/10/11. - */ - -button { - overflow: visible; -} - -/** - * Address inconsistent `text-transform` inheritance for `button` and `select`. - * All other form control elements do not inherit `text-transform` values. - * Correct `button` style inheritance in Firefox, IE 8/9/10/11, and Opera. - * Correct `select` style inheritance in Firefox. - */ - -button, -select { - text-transform: none; -} - -/** - * 1. Avoid the WebKit bug in Android 4.0.* where (2) destroys native `audio` - * and `video` controls. - * 2. Correct inability to style clickable `input` types in iOS. - * 3. Improve usability and consistency of cursor style between image-type - * `input` and others. - */ - -button, -html input[type="button"], /* 1 */ -input[type="reset"], -input[type="submit"] { - -webkit-appearance: button; /* 2 */ - cursor: pointer; /* 3 */ -} - -/** - * Re-set default cursor for disabled elements. - */ - -button[disabled], -html input[disabled] { - cursor: default; -} - -/** - * Remove inner padding and border in Firefox 4+. - */ - -button::-moz-focus-inner, -input::-moz-focus-inner { - border: 0; - padding: 0; -} - -/** - * Address Firefox 4+ setting `line-height` on `input` using `!important` in - * the UA stylesheet. - */ - -input { - line-height: normal; -} - -/** - * It's recommended that you don't attempt to style these elements. - * Firefox's implementation doesn't respect box-sizing, padding, or width. - * - * 1. Address box sizing set to `content-box` in IE 8/9/10. - * 2. Remove excess padding in IE 8/9/10. - */ - -input[type="checkbox"], -input[type="radio"] { - box-sizing: border-box; /* 1 */ - padding: 0; /* 2 */ -} - -/** - * Fix the cursor style for Chrome's increment/decrement buttons. For certain - * `font-size` values of the `input`, it causes the cursor style of the - * decrement button to change from `default` to `text`. - */ - -input[type="number"]::-webkit-inner-spin-button, -input[type="number"]::-webkit-outer-spin-button { - height: auto; -} - -/** - * 1. Address `appearance` set to `searchfield` in Safari and Chrome. - * 2. Address `box-sizing` set to `border-box` in Safari and Chrome - * (include `-moz` to future-proof). - */ - -input[type="search"] { - -webkit-appearance: textfield; /* 1 */ /* 2 */ - box-sizing: content-box; -} - -/** - * Remove inner padding and search cancel button in Safari and Chrome on OS X. - * Safari (but not Chrome) clips the cancel button when the search input has - * padding (and `textfield` appearance). - */ - -input[type="search"]::-webkit-search-cancel-button, -input[type="search"]::-webkit-search-decoration { - -webkit-appearance: none; -} - -/** - * Define consistent border, margin, and padding. - */ - -fieldset { - border: 1px solid #c0c0c0; - margin: 0 2px; - padding: 0.35em 0.625em 0.75em; -} - -/** - * 1. Correct `color` not being inherited in IE 8/9/10/11. - * 2. Remove padding so people aren't caught out if they zero out fieldsets. - */ - -legend { - border: 0; /* 1 */ - padding: 0; /* 2 */ -} - -/** - * Remove default vertical scrollbar in IE 8/9/10/11. - */ - -textarea { - overflow: auto; -} - -/** - * Don't inherit the `font-weight` (applied by a rule above). - * NOTE: the default cannot safely be changed in Chrome and Safari on OS X. - */ - -optgroup { - font-weight: bold; -} - -/* Tables - ========================================================================== */ - -/** - * Remove most spacing between table cells. - */ - -table { - border-collapse: collapse; - border-spacing: 0; -} - -td, -th { - padding: 0; -} diff --git a/stylesheets/stylesheet.css b/stylesheets/stylesheet.css deleted file mode 100644 index d0d9a7f..0000000 --- a/stylesheets/stylesheet.css +++ /dev/null @@ -1,506 +0,0 @@ -* { - box-sizing: border-box; } - -body { - background-color: #040404; - padding: 0; - margin: 0; - font-family: "Open Sans", "Helvetica Neue", Helvetica, Arial, sans-serif; - font-size: 16px; - line-height: 1.5; - color: #e6efe1; } - -a { - color: #4baf67; - text-decoration: none; } - a:hover { - text-decoration: underline; - color: #159957; } - -.btn { - display: inline-block; - margin-bottom: 1rem; - color: rgba(255, 255, 255, 1); - text-shadow: - -1px -1px 0 #000, - 1px -1px 0 #000, - -1px 1px 0 #000, - 1px 1px 0 #000; - background-color: rgba(255, 255, 255, 0.2); - border-color: rgba(255, 255, 255, 0.4); - border-style: solid; - border-width: 1px; - border-radius: 0.3rem; - transition: color 0.2s, background-color 0.2s, border-color 0.2s; } - .btn + .btn { - margin-left: 1rem; } - -.btn:hover { - color: rgba(255, 255, 255, 1); - text-decoration: none; - background-color: rgba(255, 255, 255, 0.4); - border-color: rgba(255, 255, 255, 0.6); } - -@media screen and (min-width: 64em) { - .btn { - padding: 0.75rem 1rem; } } - -@media screen and (min-width: 42em) and (max-width: 64em) { - .btn { - padding: 0.6rem 0.9rem; - font-size: 0.9rem; } } - -@media screen and (max-width: 42em) { - .btn { - display: block; - width: 100%; - padding: 0.75rem; - font-size: 0.9rem; } - .btn + .btn { - margin-top: 1rem; - margin-left: 0; } } - -.page-header { - color: #fff; - text-align: center; - background-color: #000000; - background-image: url('../images/storm.png'); - background-attachment: fixed; - background-position: center; - background-repeat: no-repeat; - background-size: cover; } - -@media screen and (min-width: 64em) { - .page-header { - padding: 5rem 6rem; } } - -@media screen and (min-width: 42em) and (max-width: 64em) { - .page-header { - padding: 3rem 4rem; } } - -@media screen and (max-width: 42em) { - .page-header { - padding: 2rem 1rem; } } - -.project-name{ - animation: fadein ease-out 2s; - animation-iteration-count: 1; - transform-origin: 50% 50%; - animation-fill-mode:forwards; /*when the spec is finished*/ - -webkit-animation: fadein ease-out 2s; - -webkit-animation-iteration-count: 1; - -webkit-transform-origin: 50% 50%; - -webkit-animation-fill-mode:forwards; /*Chrome 16+, Safari 4+*/ - -moz-animation: fadein ease-out 2s; - -moz-animation-iteration-count: 1; - -moz-transform-origin: 50% 50%; - -moz-animation-fill-mode:forwards; /*FF 5+*/ - -o-animation: fadein ease-out 2s; - -o-animation-iteration-count: 1; - -o-transform-origin: 50% 50%; - -o-animation-fill-mode:forwards; /*Not implemented yet*/ - -ms-animation: fadein ease-out 2s; - -ms-animation-iteration-count: 1; - -ms-transform-origin: 50% 50%; - -ms-animation-fill-mode:forwards; /*IE 10+*/ -} - -@keyframes fadein{ - 0% { - opacity:0; - } - 25% { - opacity:0; - } - 100% { - opacity:1; - } -} - -@-moz-keyframes fadein{ - 0% { - opacity:0; - } - 25% { - opacity:0; - } - 100% { - opacity:1; - } -} - -@-webkit-keyframes fadein { - 0% { - opacity:0; - } - 25% { - opacity:0; - } - 100% { - opacity:1; - } -} - -@-o-keyframes fadein { - 0% { - opacity:0; - } - 25% { - opacity:0; - } - 100% { - opacity:1; - } -} - -@-ms-keyframes fadein { - 0% { - opacity:0; - } - 25% { - opacity:0; - } - 100% { - opacity:1; - } -} - -.project-name { - margin-top: 0; - margin-bottom: 0.1rem; } - -@media screen and (min-width: 64em) { - .project-name { - font-size: 3.25rem; } } - -@media screen and (min-width: 42em) and (max-width: 64em) { - .project-name { - font-size: 2.25rem; } } - -@media screen and (max-width: 42em) { - .project-name { - font-size: 1.75rem; } } - -.project-tagline { - margin-bottom: 2rem; - text-shadow: - -1px -1px 0 #000, - 1px -1px 0 #000, - -1px 1px 0 #000, - 1px 1px 0 #000; } - -@media screen and (min-width: 64em) { - .project-tagline { - font-size: 1.25rem; } } - -@media screen and (min-width: 42em) and (max-width: 64em) { - .project-tagline { - font-size: 1.15rem; } } - -@media screen and (max-width: 42em) { - .project-tagline { - font-size: 1rem; } } - -.main-content :first-child { - margin-top: 0; } -.main-content img { - max-width: 100%; } -.main-content h1, .main-content h2, .main-content h3, .main-content h4, .main-content h5, .main-content h6 { - margin-top: 2rem; - margin-bottom: 1rem; - font-weight: normal; - color: #159957; } -.main-content p { - margin-bottom: 1em; } -.main-content code { - padding: 2px 4px; - font-family: Consolas, "Liberation Mono", Menlo, Courier, monospace; - font-size: 0.9rem; - color: #383e41; - background-color: #000000; - border-radius: 0.3rem; } -.main-content pre { - padding: 0.8rem; - margin-top: 0; - margin-bottom: 1rem; - font: 1rem Consolas, "Liberation Mono", Menlo, Courier, monospace; - color: #567482; - word-wrap: normal; - background-color: #000000; - border: solid 1px #dce6f0; - border-radius: 0.3rem; } - .main-content pre > code { - padding: 0; - margin: 0; - font-size: 0.9rem; - color: #567482; - word-break: normal; - white-space: pre; - background: transparent; - border: 0; } -.main-content .highlight { - margin-bottom: 1rem; } - .main-content .highlight pre { - margin-bottom: 0; - word-break: normal; } -.main-content .highlight pre, .main-content pre { - padding: 0.8rem; - overflow: auto; - font-size: 0.9rem; - line-height: 1.45; - border-radius: 0.3rem; } -.main-content pre code, .main-content pre tt { - display: inline; - max-width: initial; - padding: 0; - margin: 0; - overflow: initial; - line-height: inherit; - word-wrap: normal; - background-color: transparent; - border: 0; } - .main-content pre code:before, .main-content pre code:after, .main-content pre tt:before, .main-content pre tt:after { - content: normal; } -.main-content ul, .main-content ol { - margin-top: 0; } -.main-content blockquote { - padding: 0 1rem; - margin-left: 0; - color: #819198; - border-left: 0.3rem solid #dce6f0; } - .main-content blockquote > :first-child { - margin-top: 0; } - .main-content blockquote > :last-child { - margin-bottom: 0; } -.main-content table { - display: block; - width: 100%; - overflow: auto; - word-break: normal; - word-break: keep-all; } - .main-content table th { - background-color: #353535; - font-weight: bold; } - .main-content table th, .main-content table td { - padding: 0.5rem 1rem; - border: 1px solid #e9ebec; } -.main-content dl { - padding: 0; } - .main-content dl dt { - padding: 0; - margin-top: 1rem; - font-size: 1rem; - font-weight: bold; } - .main-content dl dd { - padding: 0; - margin-bottom: 1rem; } -.main-content hr { - height: 2px; - padding: 0; - margin: 1rem 0; - background-color: #000000; - border: 0; } - -@media screen and (min-width: 64em) { - .main-content { - max-width: 100rem; - padding: 2rem 6rem; - margin: 0 auto; - font-size: 1.1rem; } } - -@media screen and (min-width: 42em) and (max-width: 64em) { - .main-content { - padding: 2rem 4rem; - font-size: 1.1rem; } } - -@media screen and (max-width: 42em) { - .main-content { - padding: 2rem 1rem; - font-size: 1rem; } } - -.site-footer { - padding-top: 2rem; - margin-top: 2rem; - border-top: solid 1px #ffffff; } - -.site-footer-owner { - display: block; - font-weight: bold; } - -.site-footer-credits { - color: #819198; } - -@media screen and (min-width: 64em) { - .site-footer { - font-size: 1rem; } } - -@media screen and (min-width: 42em) and (max-width: 64em) { - .site-footer { - font-size: 1rem; } } - -@media screen and (max-width: 42em) { - .site-footer { - font-size: 0.9rem; } } - -.aspect-ratio { - position: relative; - width: 100%; - height: 0; - padding-bottom: 56%; } - -.aspect-ratio iframe { - position: absolute; - width: 100%; - height: 100%; - left: 0; - top: 0; } - - #rig { - max-width:900px; - margin:0 auto; /*center aligned*/ - padding:0; - font-size:0; /* Remember to change it back to normal font size if have captions */ - list-style:none; - background-color:#000; } - - #rig li { - display: inline-block; - *display:inline;/*for IE6 - IE7*/ - width:25%; - vertical-align:middle; - box-sizing:border-box; - margin:0; - padding:0; } - - /* The wrapper for each item */ - .rig-cell { - /*margin:12px; - box-shadow:0 0 6px rgba(0,0,0,0.3); - 050505*/ - display:block; - background-color: #050505; - border: 1px solid #ffffff; - position: relative; - overflow:hidden; } - - .rig-cell-vanilla { - /*margin:12px; - box-shadow:0 0 6px rgba(0,0,0,0.3);*/ - display:block; - background-color: #000000; - border: 1px solid #ffffff; - position: relative; - overflow:hidden; } - - .rig-cell-placeholder { - /*margin:12px; - box-shadow:0 0 6px rgba(0,0,0,0.3);*/ - display:block; - background-color: #040404; - border-top: 1px solid #ffffff; - position: relative; - overflow:hidden; } - - /* If have the image layer */ - .rig-img { - display:block; - - width: 100%; - height: auto; - border:none; - transform:scale(1); - transition:all 1s; } - - .rig-img-vanilla { - display:block; - opacity: 0.2; - width: 100%; - height: auto; - border:none; - transform:scale(1); - transition:all 1s; } - - .rig-img-placeholder { - display:block; - opacity: 1; - color: #040404; - width: 100%; - height: auto; - border:none; - transform:scale(1); - transition:all 1s; - user-drag: none; - user-select: none; - -moz-user-select: none; - -webkit-user-drag: none; - -webkit-user-select: none; - -ms-user-select: none; } - - #rig li:hover .rig-img { - transform:scale(1.1); } - - /* If have the overlay layer */ - .rig-overlay { - position: absolute; - display:block; - top: 0; - left: 0; - bottom: 0; - right: 0; - margin: auto; - background: #000000 url(img/link.png) no-repeat center 20%; - background-size:50px 50px; - opacity:0; - filter:alpha(opacity=0);/*For IE6 - IE8*/ - transition:all 0.6s; } - - #rig li:hover .rig-overlay { - opacity:0.6; } - - #rig li:hover .rig-overlay-placeholder { - opacity:0; } - - /* If have captions */ - .rig-text { - display:block; - padding:0 30px; - box-sizing:border-box; - position:absolute; - left:0; - width:100%; - text-align:center; - text-transform:capitalize; - font-size:18px; - font-weight:bold; - font-family: 'Oswald', sans-serif; - font-weight:normal!important; - text-shadow: - -1px -1px 0 #000000, - 1px -1px 0 #000000, - -1px 1px 0 #000000, - 1px 1px 0 #000000; - top:40%; - color: #ffffff; - opacity:0; - filter:alpha(opacity=0);/*For older IE*/ - transform:translateY(-20px); - transition:all .075s; } - - #rig li:hover .rig-text { - transform:translateY(0px); - opacity:0.9; } - - @media (max-width: 9000px) { - #rig li { - height: auto; - width:25%; } } - - @media (max-width: 700px) { - #rig li { - height: auto; - width:33.33%; } } - - @media (max-width: 550px) { - #rig li { - height: auto; - width:50%; } }