feat(js): m01 util and m02 model with tests, fixtures, purity audit

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
This commit is contained in:
Lucas Winther
2026-10-28 23:38:29 +01:00
co-authored by Claude Sonnet 5.5
parent 5be3cebe71
commit 22c221a042
14 changed files with 508 additions and 4 deletions
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// m02 model: the data the whole game is built from. Plain objects, never mutated.
/** @typedef {{x: number, y: number}} Point */
/** @typedef {'Up'|'Down'|'Left'|'Right'} Direction */
/** @typedef {'Playing'|'Paused'|'GameOver'|'Won'} Status */
/** @typedef {{width: number, height: number, snake: Point[], dir: Direction, nextDir: Direction,
* apple: Point|null, seed: number, score: number, status: Status, frame: number}} GameState */
/** A grid cell. */
export const point = (x, y) => ({ x, y })
/** Structural equality: same x and same y. */
export const pointEquals = (a, b) => a.x === b.x && a.y === b.y
const deltas = {
Up: point(0, -1),
Down: point(0, 1),
Left: point(-1, 0),
Right: point(1, 0),
}
/** The unit step for a direction (y grows downward). */
export const delta = (dir) => deltas[dir]
const opposites = { Up: 'Down', Down: 'Up', Left: 'Right', Right: 'Left' }
/** The direction pointing the other way. */
export const opposite = (dir) => opposites[dir]
/** Everything that can happen to the game, as data. `Turn` is a function because it carries a direction. */
export const Action = {
Tick: { tag: 'Tick' },
Turn: (dir) => ({ tag: 'Turn', dir }),
TogglePause: { tag: 'TogglePause' },
Restart: { tag: 'Restart' },
Frame: { tag: 'Frame' },
}
/** A fresh 20x20 game: 3-segment snake heading Right, no apple yet. */
export const initialState = (seed) => ({
width: 20,
height: 20,
snake: [point(10, 10), point(9, 10), point(8, 10)],
dir: 'Right',
nextDir: 'Right',
apple: null,
seed,
score: 0,
status: 'Playing',
frame: 0,
})
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// Placeholder body for unimplemented stubs: replace each `todo('mNN')` call with real code.
export const todo = (module) => {
throw new Error(`TODO: implement in ${module}`)
}
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// m01 util: small helpers used by every later module.
/** `range(n)` is `[0, 1, ..., n-1]`; `range(0)` is `[]`. */
export const range = (n) => Array.from({ length: n }, (_, i) => i)
/** `xs` without its last element; an empty list stays empty. Never mutates `xs`. */
export const dropLast = (xs) => xs.slice(0, -1)
/** True if some element `x` of `xs` satisfies `eq(x, p)`. `eq` lets callers compare structurally (e.g. `pointEquals`). */
export const contains = (xs, p, eq) => xs.some((x) => eq(x, p))
/** `pipe(x, f, g)` is `g(f(x))`: thread a value through functions left to right. */
export const pipe = (x, ...fns) => fns.reduce((acc, f) => f(acc), x)
/** `compose(f, g)(x)` is `f(g(x))`: functions applied right to left. */
export const compose = (...fns) => (x) => fns.reduceRight((acc, f) => f(acc), x)
/**
* Freeze `obj` and everything reachable from it, then return it.
* Freezing is the one deliberate "mutation" here: it makes later accidental mutation throw.
*/
export const deepFreeze = (obj) => {
Object.freeze(obj)
// Freezing before recursing means cyclic structures stop at the already-frozen node.
Object.values(obj).forEach((v) => {
if (v !== null && typeof v === 'object' && !Object.isFrozen(v)) deepFreeze(v)
})
return obj
}