feat(js): m03 rules with fixtures and tests
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
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Claude Sonnet 5.5
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// m03 rules: the pure game rules. Each function takes a state and returns a new one.
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import { contains, dropLast } from './util.js'
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import { pointEquals, point, delta, opposite } from './model.js'
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/** The cell one step from `p` in direction `dir`. No wrapping: it may land outside the board. */
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export const move = (p, dir) => {
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const d = delta(dir)
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return point(p.x + d.x, p.y + d.y)
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}
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/** True if `p` lies on the board. */
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export const inBounds = (state, p) => p.x >= 0 && p.x < state.width && p.y >= 0 && p.y < state.height
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/**
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* Ask to turn. We compare with `dir` (where the snake last moved), not `nextDir`:
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* otherwise Up-then-Left within one tick would turn a Right-moving snake back onto itself.
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*/
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export const turn = (state, dir) =>
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state.status === 'Playing' && dir !== opposite(state.dir) ? { ...state, nextDir: dir } : state
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/** One step of the game. */
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export const advance = (state) => {
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if (state.status !== 'Playing') return state
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const d = state.nextDir
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const head = move(state.snake[0], d)
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const eating = state.apple !== null && pointEquals(head, state.apple)
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// When not eating, the tail leaves its cell this step, so the head may move into it.
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const body = eating ? state.snake : dropLast(state.snake)
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return !inBounds(state, head) || contains(body, head, pointEquals)
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? { ...state, dir: d, status: 'GameOver' }
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: {
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...state,
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snake: [head, ...body],
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dir: d,
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apple: eating ? null : state.apple,
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score: state.score + (eating ? 1 : 0),
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}
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}
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