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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@@ -17,7 +17,10 @@ enum Action:
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case Restart
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case Frame
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/** The whole game. `snake` is head first; `seed` is the unsigned 32-bit random seed (0 until 2^32). */
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/**
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* The whole game. `snake` is head first; `seed` is the unsigned 32-bit random seed (0 until 2^32).
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* `frame` and `queued` stay unused until Module 10 (`queued` is the turn waiting for the next step, Exercise 10.6).
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*/
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final case class GameState(
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width: Int,
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height: Int,
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@@ -28,7 +31,8 @@ final case class GameState(
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seed: Long,
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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: Option[Direction]
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)
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/** m02 model: the data the whole game is built from. Case classes and enums are immutable. */
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@@ -56,5 +60,6 @@ object Model:
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seed = seed,
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score = 0,
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status = Status.Playing,
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frame = 0
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frame = 0,
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queued = None
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)
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