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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@@ -1,7 +1,9 @@
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// m11 pong rules: one pure `pongUpdate`, built from small steps that each return a new piece of state.
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import { H, W, PADDLE, PLAYER_X, CPU_X, WIN, initialPong } from './model.js'
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import { nextUint32 } from '../random.js'
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/** @import { PongState, PongAction } from '../types' */
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/** @type {(lo: number, hi: number, x: number) => number} */
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export const clamp = (lo, hi, x) => Math.min(hi, Math.max(lo, x))
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const clampPaddle = (y) => clamp(0, H - PADDLE, y)
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@@ -62,11 +64,13 @@ const heldFlag = { Up: 'up', Down: 'down' }
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const setHeld = (state, key, value) =>
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Object.hasOwn(heldFlag, key) ? { ...state, held: { ...state.held, [heldFlag[key]]: value } } : state
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/** @type {(state: PongState, action: PongAction) => PongState} */
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export const pongUpdate = (state, action) => {
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switch (action.tag) {
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case 'Press': return setHeld(state, action.key, true)
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case 'Release': return setHeld(state, action.key, false)
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case 'Restart': return initialPong(state.seed)
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// A new match, but the keys are still where the player's fingers are.
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case 'Restart': return { ...initialPong(state.seed), held: state.held }
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case 'Frame': return frame(state)
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default: return state
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}
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