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>
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@@ -25,6 +25,7 @@ type Action =
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| Frame
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/// The whole game. `Snake` is head first; `Seed` is the unsigned 32-bit random seed.
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/// `Frame` and `Queued` stay unused until m10 (`Queued` holds a turn waiting for the next step).
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type GameState =
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{ Width: int
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Height: int
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@@ -35,7 +36,8 @@ type GameState =
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Seed: uint32
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Score: int
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Status: Status
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Frame: int }
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Frame: int
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Queued: Direction option }
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let delta (dir: Direction) : Point =
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match dir with
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@@ -61,4 +63,5 @@ let initialState (seed: uint32) : GameState =
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Seed = seed
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Score = 0
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Status = Playing
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Frame = 0 }
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Frame = 0
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Queued = None }
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