Turtle Dungeon

A small and simple Dungeon generator. The algorithm used to generate the structure is far from perfect: you will find a lot of hidden (=not connected) rooms.

Better procedural dungeons can be found here: watabou.itch.io/one-page-dungeon

Change the seed-value for other randomly generated dungeons.

#procedural #hatching

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// Forked from "Turtle Dungeon" by reinder
// https://turtletoy.net/turtle/40c9efd210

// Turtle Dungeon. Created by Reinder Nijhoff 2019 - @reindernijhoff
//
// https://turtletoy.net/turtle/40c9efd210
//

const cols = 15;
const rows = 12;
const hatchRadius = 2;

let seed = 492; // min=1, max=500, step=1

const gridScale = 190/(1+Math.max(cols, rows));
const maxGrowIterations = 40000/hatchRadius;
const maxDepth = 4;

const angle = .01*(Math.random()-.5);
const turtle = new Tortoise()
            .addTransform(new Sketch(0))
            .addTransform(new Rotate(angle));
const turtl2 = new Tortoise()
            .addTransform(new Sketch(2.39996))
            .addTransform(new Rotate(angle));

const disc = new PoissonDisc([[0,0]], hatchRadius);
const grid = [], columns = [], circles = [];
const polygons = new Polygons();

const doorTop = [[0,0],[1/3,0],[1/3,1/6],[2/3,1/6],[2/3,0], [.99,0]];
const doorBtm = [[.99,.99],[2/3,1],[2/3,5/6],[1/3,5/6],[1/3,.99], [0,.99]];
const doorIns = [[4/9,1/6],[4/9,5/6],[5/9,5/6], [5/9,1/6]];

genDungeonGrid();

drawColumns();
drawFloor();
drawCircles();
drawTitle();

function walk(i) {
    const x = (i % cols)|0, y = (i / cols)|0;

    tile(turtle, x, y);
    tile(turtl2, x, y);

    const points = disc.addPoints(1, 32, 0, 1);
    const r = .9 + .2*Math.random();
    hatch(turtle, points[points.length-1], 3, hatchRadius*1.25*r, hatchRadius*r);
    
    return i < maxGrowIterations;
}

function drawColumns() {
    const w = .1;
    columns.forEach( column => {
        const p = polygons.create(), x=column[0], y=column[1];
        p.addPoints( g2w([x-w,y]), g2w([x,y-w]), g2w([x+w,y]), g2w([x,y+w]));
        p.addOutline();
        p.addHatching(0, .6);
        polygons.draw(turtle, p);
    });
}

function drawCircles() {
    circles.forEach(circle => {
       turtle.jump(g2w([circle[0],circle[1]-.4]));
       turtle.circle(gridScale*.4);
       turtle.jump(g2w([circle[0],circle[1]-.3]));
       turtle.circle(gridScale*.3);
    });
}

function drawFloor() {
    for (let x=0; x<cols; x++) {
        for (let y=0; y<rows; y++) {
            const p = polygons.create();
            if (grid[x][y] == 1) {
                p.addPoints( g2w([x,y]), g2w([x+.99,y]), g2w([x+.99,y+.99]), g2w([x,y+.99]));
            } else if (gin([x,y]) == 2 && gin([x-1,y]) == 1 && gin([x+1,y]) == 1) {
                p.addPoints( ...doorTop.map(c => g2w(add(c,[x,y]))),
                             ...doorBtm.map(c => g2w(add(c,[x,y]))));
            } else if (gin([x,y]) == 3 && gin([x,y-1]) == 1 && gin([x,y+1]) == 1) {
                p.addPoints( ...doorTop.map(c => g2w(add([c[1],c[0]],[x,y]))),
                             ...doorBtm.map(c => g2w(add([c[1],c[0]],[x,y]))));
            } else {
                grid[x][y]=0;
            }
            polygons.draw(turtle, p);
        }   
    }
}

function drawTitle() {
    const a ="Abandoned,Ancient,Desolate,Cursed,Burning,Feared,Forgotten,Eternal,Misty,Hidden,Gloomy,Decrepit".split(",").sort( () => random()-.5);
    const b ="Catacombs,Chambers,Crypt,Dungeon,Labyrinth,Lair,Pit,Cavern,Tomb,Vault,Ruins".split(",").sort( () => random()-.5);
    const c ="Turtle,Tortoise,Chelonian,Cooter,Leatherback,Loggerhead,Slowpoke,Terrapin,Testudinal".split(",").sort( () => random()-.5);
    let title = "The ";
    if (random() > .5) {
        title += (random() > .5 ? a.shift()+" ":"")+b.shift()+" of the " +  (random() > .5 ? a.shift()+" ":"") + c.shift();
    } else {
        title += (random() > .5 ? a.shift()+" ":"")+c.shift()+"'s " +  (random() > .5 ? a.shift()+" ":"") + b.shift();        
    }
    const text = new Text();
    const turtle = new Tortoise().addTransform(new Sketch(2.39996));

    // hack to measure width of title
    turtle.jump([0, 200]);
    text.print(turtle, "~ " + title + " ~", .2);
    
    turtle.jump([-turtle.x()/2, 87]);
    text.print(turtle, "~ " + title + " ~", .2);
}

function tile(t, x, y) {
    const type = gin([x,y]);
    switch (type) {
        case 1: // normal tile
            if (!gin([x-1,y])) line(t, g2w([x,y]), g2w([x,y+1]));
            if (!gin([x+1,y])) line(t, g2w([x+1,y]), g2w([x+1,y+1]));
            if (!gin([x,y-1])) line(t, g2w([x,y]), g2w([x+1,y]));
            if (!gin([x,y+1])) line(t, g2w([x,y+1]), g2w([x+1,y+1]));
            break;
        case 2:
            drawLines(t, x, y, doorTop, false);
            drawLines(t, x, y, doorBtm, false);
            if (random() > .25) drawLines(t, x, y, doorIns, false);
            break;
        case 3:
            drawLines(t, x, y, doorTop, true);
            drawLines(t, x, y, doorBtm, true);
            if (random() > .25) drawLines(t, x, y, doorIns, true);
            break;            
    }
}

function line(t, p0, p1) {
    t.jump(p0);
    t.goto(p1);
}

function drawLines(t, x, y, a, f) {
    a.forEach( (p, i) => {
        if (i > 0 && !f) line(t, g2w(add([x,y], p)), g2w(add([x,y], a[i-1])));
        if (i > 0 && f)  line(t, g2w(add([x,y], [p[1],p[0]])), g2w(add([x,y], [a[i-1][1], a[i-1][0]])));
    });
}

// hatch
function hatch(t, p, n, l, w) {
    if (!win(p, l*(2+.75*Math.random()))) return;
    
    const a = Math.random() * 2 * Math.PI;
    const c = Math.cos(a), s = Math.sin(a);
    const m = Math.max(l, w);
    
    const poly = polygons.create();
    poly.addPoints([p[0]-m,p[1]-m],[p[0]+m,p[1]-m],[p[0]+m,p[1]+m],[p[0]-m,p[1]+m]);
    
    for (let i=0; i<n; i++) {
        const o = scl([s,-c], (i/(n-1)-.5) * w);
        poly.addSegments(add(o,add(p, scl([c,s], l*.5))), add(o,add(p, scl([-c,-s], l*.5))));
    }
    
    polygons.draw(turtle, poly, false);
}

// very, very, hacky dungeon generation code
function genDungeonGrid(vertical=true, depth=0, lt=[0,0], rb=[cols,rows]) {
    if (grid.length < cols) {
        for (let x=0; x<cols; x++) {
            grid[x] = [];
            for (let y=0; y<rows; y++) grid[x][y]=0;
        }
    }
    if (rb[0]-lt[0] <= 2 || rb[1]-lt[1] <= 2 || depth >= maxDepth || (depth > 1 && random() < .35)) {
        
        if ((rb[0]-lt[0]) > 1 && (rb[1]-lt[1]) > 1 && 
                !(depth >= maxDepth && ((rb[0]-lt[0])*(rb[1]-lt[1]) < 4))) {
                    
            if (rb[0]-lt[0] >= 4 && lt[0] == 0 && random() > .5) lt[0]++;
            if (rb[0]-lt[0] >= 4 && rb[0] == cols-1 && random() > .5) rb[0]--;
                    
            if (rb[1]-lt[1] >= 4 && lt[1] == 0 && random() > .5) lt[1]++;
            if (rb[1]-lt[1] >= 4 && rb[1] == rows-1 && random() > .5) rb[1]--;
            
            for (let x=lt[0]; x<rb[0]; x++) {
                for (let y=lt[1]; y<rb[1]; y++) {
                    grid[x][y] = 1;
                }    
            }
            // place random doors - clean up later.
            if (lt[0] > 0) grid[lt[0]-1][lt[1]+(rb[1]-lt[1])/2|0] = 2;
            if (rb[0] < cols-1) grid[rb[0]+1][lt[1]+(rb[1]-lt[1])/2|0] = 2;
            if (lt[1] > 0) grid[lt[0]+(rb[0]-lt[0])/2|0][lt[1]-1] = 3;
            if (rb[1] < rows-1) grid[lt[0]+(rb[0]-lt[0])/2|0][rb[1]+1] = 3;
            
            const w = rb[0]-lt[0], h = rb[1]-lt[1];
            if (w >= 3 && h >= 3 && random() > .5) {
                // columns
                const type = 1;
                for (let x=lt[0]+1; x<rb[0]-1;x++) {
                    columns.push([x,lt[1]+1,type]);
                    columns.push([x,rb[1]-1,type]);
                }
                for (let y=lt[1]+1; y<rb[1];y++) {
                    columns.push([lt[0]+1,y,type]);
                    columns.push([rb[0]-1,y,type]);
                }
            } else if (w == 3 && h == 3 && random() > .5) {
                circles.push([lt[0]+w/2, lt[1]+h/2]);
            }
        }
    } else {
        let cell1, cell2;
        let splitX = lt[0]+2+(rb[0]-lt[0]-5)*random()|0;
        let splitY = lt[1]+2+(rb[1]-lt[1]-5)*random()|0;
        
        if (vertical) { // split with vertical wall
            cell1 = [[...lt], [splitX, rb[1]]];
            cell2 = [[splitX+1, lt[1]], [...rb]];
        } else {
            cell1 = [[...lt], [rb[0], splitY]];
            cell2 = [[lt[0], splitY+1], [...rb]];
        }
        
        genDungeonGrid(!vertical, depth+1, cell1[0], cell1[1]);
        genDungeonGrid(!vertical, depth+1, cell2[0], cell2[1]);
    }
}

// utility functions
function random() {
    seed = 1103515245 * ((seed >> 1) ^ seed);
    seed = 1103515245 * (seed ^ (seed>>3));
    seed = seed ^ (seed >> 16);
    return seed / 1103515245 % 1;	
}

function g2w(p) {
    return scl(sub(p, [cols/2, rows/2]), gridScale);
}
function w2g(p) {
    return flr(add(scl(p, 1/gridScale),[cols/2, rows/2]));
}
function gin(g) { // g inside ? (grid space)
    if (g[0] < 0 || g[0] >= cols || g[1] < 0 || g[1] >= rows) {
        return false;
    }
    return grid[g[0]][g[1]];    
}
function win(p, margin=0) { // p inside? (world space)
    if (margin > 0) {
        const radius = Math.sqrt(.5)*margin;
        return win([p[0]-margin, p[1]]) || win([p[0]+margin, p[1]]) ||
               win([p[0], p[1]-margin]) || win([p[0], p[1]+margin]) ||
               win([p[0]-radius, p[1]-radius]) || win([p[0]+radius, p[1]+radius]) ||
               win([p[0]+radius, p[1]-radius]) || win([p[0]-radius, p[1]+radius]);
    } 
    return gin(w2g(p));
}
function flr(a) { return [Math.floor(a[0]), Math.floor(a[1])]; }
function add(a, b) { return [a[0]+b[0], a[1]+b[1]]; }
function sub(a, b) { return [a[0]-b[0], a[1]-b[1]]; }
function scl(a, b) { return [a[0]*b, a[1]*b]; }
function mxx(a, b) { return [Math.max(a[0],b[0]), Math.max(a[1],b[1])]; }
function mnn(a, b) { return [Math.min(a[0],b[1]), Math.min(a[1],b[1])]; }
function lrp(a, b, t) { return add(a, scl(sub(b, a),t)); }

////////////////////////////////////////////////////////////////
// Poisson-Disc utility code. Created by Reinder Nijhoff 2019
// https://turtletoy.net/turtle/b5510898dc
////////////////////////////////////////////////////////////////

function PoissonDisc(startPoints, radius) {
    class PoissonDiscGrid {
        constructor(sp, radius) {
            this.cellSize = 1/Math.sqrt(2)/radius;
            this.radius2 = radius*radius;
            this.cells = [];
            sp.forEach( p => this.insert(p) );
        }
        insert(p) {
            const x = p[0]*this.cellSize|0, y=p[1]*this.cellSize|0;
            for (let xi = x-1; xi<=x+1; xi++) {
                for (let yi = y-1; yi<=y+1; yi++) {
                    const ps = this.cell(xi,yi);
                    for (let i=0; i<ps.length; i++) {
                        if ((ps[i][0]-p[0])**2 + (ps[i][1]-p[1])**2 < this.radius2) {
                            return false;
                        }
                    }
                }       
            }
            this.cell(x, y).push(p);
            return true;
        }
        cell(x,y) {
            const c = this.cells;
            return (c[x]?c[x]:c[x]=[])[y]?c[x][y]:c[x][y]=[];
        }
    }
    class PoissonDisc {
        constructor(sp, radius) {
            this.result = [...sp];
            this.active = [...sp];
            this.grid = new PoissonDiscGrid(sp, radius);
        }
        addPoints(count, maxTries=16, loosePacking=0, randomGrowOrder=0) {
        	mainLoop: while (this.active.length > 0 && count > 0) {
        		const index = (Math.random() * this.active.length * randomGrowOrder) | 0;
        		const point = this.active[index];
        		for (let i=0; i < maxTries; i++) {
        			const a = Math.random() * 2 * Math.PI;
        			const d = (Math.random()*loosePacking + 1) * radius;
        			const p = [point[0] + Math.cos(a)*d, point[1] + Math.sin(a)*d, point];
        			if (this.grid.insert(p)) {
            			this.result.push(p);
            			this.active.push(p);
            			count--;
            			continue mainLoop;
        			}
        		}
    		    this.active.splice(index, 1);
        	}
        	return this.result;
        }
    }
    return new PoissonDisc(startPoints, radius);
}




////////////////////////////////////////////////////////////////
// Polygon Clipping utility code - Created by Reinder Nijhoff 2019
// https://turtletoy.net/turtle/a5befa1f8d
////////////////////////////////////////////////////////////////

function Polygons() {
	const polygonList = [];
	const Polygon = class {
		constructor() {
			this.cp = [];       // clip path: array of [x,y] pairs
			this.dp = [];       // 2d lines [x0,y0],[x1,y1] to draw
			this.aabb = [];     // AABB bounding box
		}
		addPoints(...points) {
		    // add point to clip path and update bounding box
		    let xmin = 1e5, xmax = -1e5, ymin = 1e5, ymax = -1e5;
			(this.cp = [...this.cp, ...points]).forEach( p => {
				xmin = Math.min(xmin, p[0]), xmax = Math.max(xmax, p[0]);
				ymin = Math.min(ymin, p[1]), ymax = Math.max(ymax, p[1]);
			});
		    this.aabb = [(xmin+xmax)/2, (ymin+ymax)/2, (xmax-xmin)/2, (ymax-ymin)/2];
		}
		addSegments(...points) {
		    // add segments (each a pair of points)
		    points.forEach(p => this.dp.push(p));
		}
		addOutline() {
			for (let i = 0, l = this.cp.length; i < l; i++) {
				this.dp.push(this.cp[i], this.cp[(i + 1) % l]);
			}
		}
		draw(t) {
			for (let i = 0, l = this.dp.length; i < l; i+=2) {
				t.jump(this.dp[i]), t.goto(this.dp[i + 1]);
			}
		}
		addHatching(a, d) {
			const tp = new Polygon();
			tp.cp.push([-1e5,-1e5],[1e5,-1e5],[1e5,1e5],[-1e5,1e5]);
			const dx = Math.sin(a) * d,   dy = Math.cos(a) * d;
			const cx = Math.sin(a) * 200, cy = Math.cos(a) * 200;
			for (let i = 0.5; i < 150 / d; i++) {
				tp.dp.push([dx * i + cy,   dy * i - cx], [dx * i - cy,   dy * i + cx]);
				tp.dp.push([-dx * i + cy, -dy * i - cx], [-dx * i - cy, -dy * i + cx]);
			}
			tp.boolean(this, false);
			this.dp = [...this.dp, ...tp.dp];
		}
		inside(p) {
			let int = 0; // find number of i ntersection points from p to far away
			for (let i = 0, l = this.cp.length; i < l; i++) {
				if (this.segment_intersect(p, [0.1, -1000], this.cp[i], this.cp[(i + 1) % l])) {
					int++;
				}
			}
			return int & 1; // if even your outside
		}
		boolean(p, diff = true) {
		    // bouding box optimization by ge1doot.
		    if (Math.abs(this.aabb[0] - p.aabb[0]) - (p.aabb[2] + this.aabb[2]) >= 0 &&
				Math.abs(this.aabb[1] - p.aabb[1]) - (p.aabb[3] + this.aabb[3]) >= 0) return this.dp.length > 0;
				
			// polygon diff algorithm (narrow phase)
			const ndp = [];
			for (let i = 0, l = this.dp.length; i < l; i+=2) {
				const ls0 = this.dp[i];
				const ls1 = this.dp[i + 1];
				// find all intersections with clip path
				const int = [];
				for (let j = 0, cl = p.cp.length; j < cl; j++) {
					const pint = this.segment_intersect(ls0, ls1, p.cp[j], p.cp[(j + 1) % cl]);
					if (pint !== false) {
						int.push(pint);
					}
				}
				if (int.length === 0) {
					// 0 intersections, inside or outside?
					if (diff === !p.inside(ls0)) {
						ndp.push(ls0, ls1);
					}
				} else {
					int.push(ls0, ls1);
					// order intersection points on line ls.p1 to ls.p2
					const cmpx = ls1[0] - ls0[0];
					const cmpy = ls1[1] - ls0[1];
					int.sort( (a,b) =>  (a[0] - ls0[0]) * cmpx + (a[1] - ls0[1]) * cmpy - 
					                    (b[0] - ls0[0]) * cmpx - (b[1] - ls0[1]) * cmpy);
					 
					for (let j = 0; j < int.length - 1; j++) {
						if ((int[j][0] - int[j+1][0])**2 + (int[j][1] - int[j+1][1])**2 >= 0.001) {
							if (diff === !p.inside([(int[j][0]+int[j+1][0])/2,(int[j][1]+int[j+1][1])/2])) {
								ndp.push(int[j], int[j+1]);
							}
						}
					}
				}
			}
			return (this.dp = ndp).length > 0;
		}
		//port of http://paulbourke.net/geometry/pointlineplane/Helpers.cs
		segment_intersect(l1p1, l1p2, l2p1, l2p2) {
			const d   = (l2p2[1] - l2p1[1]) * (l1p2[0] - l1p1[0]) - (l2p2[0] - l2p1[0]) * (l1p2[1] - l1p1[1]);
			if (d === 0) return false;
			const n_a = (l2p2[0] - l2p1[0]) * (l1p1[1] - l2p1[1]) - (l2p2[1] - l2p1[1]) * (l1p1[0] - l2p1[0]);
			const n_b = (l1p2[0] - l1p1[0]) * (l1p1[1] - l2p1[1]) - (l1p2[1] - l1p1[1]) * (l1p1[0] - l2p1[0]);
			const ua = n_a / d;
			const ub = n_b / d;
			if (ua >= 0 && ua <= 1 && ub >= 0 && ub <= 1) {
				return [l1p1[0] + ua * (l1p2[0] - l1p1[0]), l1p1[1] + ua * (l1p2[1] - l1p1[1])];
			}
			return false;
		}
	};
	return {
		list: () => polygonList,
		create: () => new Polygon(),
		draw: (turtle, p, addToVisList=true) => {
			for (let j = 0; j < polygonList.length && p.boolean(polygonList[j]); j++);
			p.draw(turtle);
			if (addToVisList) polygonList.push(p);
		}
	};
}

////////////////////////////////////////////////////////////////
// Tortoise utility code. Created by Reinder Nijhoff 2019
// https://turtletoy.net/turtle/102cbd7c4d
////////////////////////////////////////////////////////////////

function Rotate(a) { return p => [p[0]*Math.cos(a)+p[1]*Math.sin(a), p[1]*Math.cos(a)-p[0]*Math.sin(a)]; }
function Sketch(a) { return (p) => {
        const c0 = [p[0]+Math.cos(p[1]*2+a)*.04, p[1]+Math.cos(p[0]*2.1+a)*.04];
        const c1 = [c0[0]+Math.cos(c0[1]*9+a)*.02, c0[1]+Math.cos(c0[0]*9.1+a)*.02];
        return c1; 
    }
}

function Tortoise(x, y) {
    class Tortoise extends Turtle {
        constructor(x, y) {
            super(x, y);
            this.ps = Array.isArray(x) ? [...x] : [x || 0, y || 0];
            this.transforms = [];
        }
        addTransform(t) {
            this.transforms.push(t);
            this.jump(this.ps);
            return this;
        }
        applyTransforms(p) {
            if (!this.transforms) return p;
            let pt = [...p];
            this.transforms.map(t => { pt = t(pt); });
            return pt;
        }
        goto(x, y) {
            const p = Array.isArray(x) ? [...x] : [x, y];
            const pt = this.applyTransforms(p);
            if (this.isdown() && (this.pt[0]-pt[0])**2 + (this.pt[1]-pt[1])**2 > 4) {
               this.goto((this.ps[0]+p[0])/2, (this.ps[1]+p[1])/2);
               this.goto(p);
            } else {
                super.goto(pt);
                this.ps = p;
                this.pt = pt;
            }
        }
        position() { return this.ps; }
    }
    return new Tortoise(x,y);
}

////////////////////////////////////////////////////////////////
// Text utility code. Created by Reinder Nijhoff 2019
// https://turtletoy.net/turtle/1713ddbe99
////////////////////////////////////////////////////////////////

function Text() {
    class Text {
        print (t, str, scale) {
            t.radians();
            let pos = [t.x(), t.y()], h = t.h(), o = pos;
            str.split('').map(c => {
                const i = c.charCodeAt(0) - 32;
                if (i < 0 ) {
                    pos = o = this.rotAdd([0, 48*scale], o, h);
                } else if (i > 96 ) {
                    pos = this.rotAdd([16*scale, 0], o, h);
                } else {
                    const d = dat[i], lt = d[0]*scale, rt = d[1]*scale, paths = d[2];
                    paths.map( p => {
                        t.up();
                    	p.map( s=> {
                        	t.goto(this.rotAdd([s[0]*scale - lt, s[1]*scale], pos, h));
                        	t.down();
                        });
                    });
                    pos = this.rotAdd([rt - lt, 0], pos, h);
                }
            });
        }
        rotAdd (a, b, h) {
            return [Math.cos(h)*a[0] - Math.sin(h)*a[1] + b[0], 
                    Math.cos(h)*a[1] + Math.sin(h)*a[0] + b[1]];
        }
    }
    
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'gmiojpkqmqporlshsercp>^vs^as<f^h`hbgdeeceacaab_d^f^h_k`n`q_s^<olmmlolqnspsrrspsnqlol>]wtgtfsereqfph'+
'nmlpjrhsdsbraq`o`makbjifjekckaj_h^f_eaecffhimporqssstrtq>eoj`i_j^k_kajcid>cqnZl\\j_hcghglhqjulxnz>c'+
'qfZh\\j_lcmhmllqjuhxfz>brjdjp<egom<ogem>]wjajs<ajsj>fnkojpiojnkokqis>]wajsj>fnjniojpkojn>_usZaz>`ti'+
'^f_dbcgcjdofrisksnrpoqjqgpbn_k^i^>`tfbhak^ks>`tdcdbe`f_h^l^n_o`pbpdofmicsqs>`te^p^jfmfogphqkqmppnrk'+
'shserdqco>`tm^clrl<m^ms>`to^e^dgefhekenfphqkqmppnrkshserdqco>`tpao_l^j^g_ebdgdlepgrjsksnrppqmqlping'+
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'eigki<j[k]k_jaibhdhfihmjilhnhpirjskukwjy<kkimiojqkrltlvkxjyhz>^vamakbhdgfghhlknlplrksi<akbidhfhhill'+
'nmpmrlsisg>brb^bscsc^d^dsese^f^fsgsg^h^hsisi^j^jsksk^l^lsmsm^n^nsoso^p^psqsq^r^rs').split('>').map(
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    = []; for (let i=0; i<a.length; i+=2) {ret.push(a.substr(i, 2).split('').map(b => b.charCodeAt(0)
    -106));} return ret; })]; });

    return new Text();
}