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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@@ -3,14 +3,17 @@ import { range, contains } from './util.js'
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import { point, pointEquals, initialState } from './model.js'
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import { advance } from './rules.js'
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import { intBelow, run } from './random.js'
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/** @import { Point, GameState } from './types' */
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/** Every board cell not covered by the snake, row-major (y outer, x inner). */
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/** Every board cell not covered by the snake, row-major (y outer, x inner).
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* @type {(state: {width: number, height: number, snake: Point[]}) => Point[]} */
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export const freeCells = (state) =>
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range(state.height)
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.flatMap((y) => range(state.width).map((x) => point(x, y)))
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.filter((p) => !contains(state.snake, p, pointEquals))
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/** Put an apple on a random free cell; a full board means the player has won. */
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/** Put an apple on a random free cell; a full board means the player has won.
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* @type {(state: GameState) => GameState} */
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export const spawnApple = (state) => {
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if (state.apple !== null || state.status !== 'Playing') return state
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const cells = freeCells(state)
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@@ -19,8 +22,10 @@ export const spawnApple = (state) => {
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return { ...state, apple: cells[i], seed }
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}
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/** One game step: move the snake, then make sure there is an apple. */
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/** One game step: move the snake, then make sure there is an apple.
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* @type {(state: GameState) => GameState} */
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export const tick = (state) => spawnApple(advance(state))
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/** A fresh game with its first apple already placed. */
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/** A fresh game with its first apple already placed.
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* @type {(seed: number) => GameState} */
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export const newGame = (seed) => spawnApple(initialState(seed))
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