feat(course): audit fixes and twelve extensions (Modules 7b, 12, 13)

Audit pass:
- Frame rule counts frames since the last move, so every step lasts
  exactly movesEvery(score) frames, also right after a speed-up
- clampTime + MAX_GAP_MS: a hidden tab no longer replays the whole gap
- Pong Restart keeps held keys
- Fact corrections (mulberry32 output coverage, Haskell IO, uniform)
- New fixture cases from a mutation analysis

Extensions (all three tracks, shared fixtures, course text):
- Turn queue (Exercise 10.6), persisted high score (10.7),
  replay viewer (10.8), play() end-to-end helper (9.5)
- Optional State (4.7) and optional Module 7b, stack-safe IO
- Module 12, property-based testing with generators, shrinking,
  invariants and a model-based oracle
- Module 13, Conway's Life with a Click event
- JS type checking via jsconfig, JSDoc and types.d.ts
- Maintainer tools: scripts/mutate.mjs, scripts/typecheck-js.sh,
  Playwright end-to-end suite (e2e/, scripts/e2e.sh)

Docs: docs/contract.md is the canonical contract; specs and build log
under docs/superpowers.

Verified: JS 728, Scala 689, F# 691 unit tests; stubs and progression
M01-M13 and M07b; 176 end-to-end tests on Chromium and WebKit.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
This commit is contained in:
Lucas WintherandClaude Fable 5.2 committed 2026-11-11 12:05:29 +01:00
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@@ -2,11 +2,14 @@
module Snake.App
open Snake.Model
open Snake.View
open Snake.IO
open Snake.Stream
let TICK_MS = 150L
let FRAME_MS = 25L
// m10: the longest step of time the game accepts at once; a longer silence (a background tab) counts as this much.
let MAX_GAP_MS = 250L
// Everything that can happen to the game: a Tick every TICK_MS, and an action for each bound key.
let classicActions: Stream<Action> =
@@ -22,7 +25,47 @@ let states (seed: uint32) (actions: Stream<Action>) : Stream<GameState> =
let render (state: GameState) : IO<unit> = IO.drawScene (View.view state)
// The whole program as a value: get a seed, then turn the stream of states into a stream of drawings.
// m10: a session wraps the game with the best score so far. GameState, update and view do not know about it.
// `Improved` says whether the action that produced this session raised the best, which is when it must be saved.
type Session = { Game: GameState; Best: int; Improved: bool }
let sessionUpdate (session: Session) (action: Action) : Session =
let game = Game.update session.Game action
let best = max session.Best game.Score
{ Game = game; Best = best; Improved = best > session.Best }
// The same running fold as `states`, one level up.
let sessions (seed: uint32) (best: int) (actions: Stream<Action>) : Stream<Session> =
let s0 = { Game = Spawn.newGame seed; Best = best; Improved = false }
actions |> Stream.scan sessionUpdate s0 |> Stream.startWith s0
// The game's picture with the best score at the top right, level with the score on the left.
let sessionView (session: Session) : Scene =
View.view session.Game
@ [ Text(session.Game.Width * CELL - 6, 18, $"Best: {session.Best}", "#ffffff", 16, "right") ]
// Draw, and save the best only on the action that raised it.
let renderSession (session: Session) : IO<unit> =
if session.Improved then
IO.sequence [ IO.drawScene (sessionView session); IO.saveBest session.Best ]
else
IO.drawScene (sessionView session)
// The whole program as a value: get a seed, then the stored best, then turn the stream of sessions into a stream
// of drawings. clampTime wraps the whole stream, so everything inside it sees the clamped clock.
// Nothing runs here; Runtime interprets it.
let main () : IO<Stream<IO<unit>>> =
IO.randomSeed () |> IO.map (fun seed -> states seed speedActions |> Stream.map render)
IO.randomSeed ()
|> IO.bind (fun seed ->
IO.loadBest ()
|> IO.map (fun best -> sessions seed best speedActions |> Stream.map renderSession |> Stream.clampTime MAX_GAP_MS))
// m09: the whole program in one equality. For each drawing that `main` emits while fed `events`, the ops it
// performs, answered by the pure interpreter (`seed` for RandomSeed, and from m10 `best` for LoadBest).
let playWith (seed: uint32) (best: int) (events: Event list) (main: IO<Stream<IO<unit>>>) : Op list list =
(IO.traceWith seed best main).Result
|> Stream.run events
|> List.map (fun io -> (IO.traceWith seed best io).Ops)
// The Module 9 helper is the "no stored best" case.
let play (seed: uint32) (events: Event list) (main: IO<Stream<IO<unit>>>) : Op list list = playWith seed 0 events main