Files
functional-programming-snake/fsharp/tests/M09App.fs
T
Lucas WintherandClaude Fable 5.2 edd57f0148 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>
2026-11-11 12:05:29 +01:00

87 lines
4.5 KiB
FSharp

module Snake.Tests.M09App
open Expecto
open Snake
open Snake.Model
open Snake.IO
open Snake.Stream
open Snake.Tests.M09Helpers
// The ops of drawing one state's view.
let private drawOps (state: GameState) : Op list = View.view state |> List.map Draw
[<Tests>]
let tests =
testList "M09 App" [
testCase "the game ticks every 150 ms" (fun () -> Expect.equal App.TICK_MS 150L "TICK_MS")
testCase "classicActions turns the clock into Tick actions and keys into Turn actions" (fun () ->
Expect.equal
(Stream.run [ Time 150L; KeyDown "ArrowUp"; KeyDown "x"; Time 300L ] App.classicActions)
[ Tick; Turn Up; Tick ]
"actions")
testCase "states starts with the new game, then yields one state per action" (fun () ->
let out = App.states 42u App.classicActions |> Stream.run [ Time 150L; KeyDown "ArrowUp"; Time 300L ]
Expect.equal (List.length out) 4 "length"
Expect.equal (List.head out) (Spawn.newGame 42u) "first state"
Expect.equal
(out |> List.map (fun s -> List.head s.Snake))
[ { X = 10; Y = 10 }; { X = 11; Y = 10 }; { X = 11; Y = 10 }; { X = 11; Y = 9 } ]
"heads"
Expect.equal (out |> List.map (fun s -> s.NextDir)) [ Right; Right; Up; Up ] "nextDir"
Expect.equal (out |> List.map (fun s -> s.Dir)) [ Right; Right; Right; Up ] "dir")
testCase "render draws the whole view of the state" (fun () ->
Expect.equal
(IO.trace 0u (App.render (Spawn.newGame 42u))).Ops
(View.view (Spawn.newGame 42u) |> List.map Draw)
"ops")
// Module 10 (Exercise 10.7) makes `main` also load the stored best and draw one more shape after the game's
// view, so this test accepts both versions; M10 pins the final one exactly.
testCase "main asks for a random seed, then builds the stream from it" (fun () ->
let traced = IO.trace 42u (App.main ())
Expect.isTrue
(traced.Ops = [ RandomSeed ] || traced.Ops = [ RandomSeed; LoadBest ])
$"main may only ask for the seed (and, from m10 on, the stored best); it asked for %A{traced.Ops}"
let outs, _ = Stream.step (Time 0L) traced.Result
Expect.equal (List.length outs) 1 "one drawing"
let expected = View.view (Spawn.newGame 42u)
Expect.equal (drawn (List.head outs) |> List.truncate (List.length expected)) expected "drawing")
// `main` itself switches to speedActions in m10, so the 150 ms behaviour is checked on the same program built from classicActions.
testCase "the program built from classicActions draws the new game first, then the ticked game after 150 ms" (fun () ->
let stream = (IO.trace 42u (classicMain ())).Result
let first, next = Stream.step (Time 0L) stream
let second, _ = Stream.step (Time 150L) next
Expect.equal (drawn (List.head first)) (View.view (Spawn.newGame 42u)) "first drawing"
Expect.equal (List.length second) 1 "one more drawing"
Expect.notEqual (drawn (List.head second)) (drawn (List.head first)) "the game moved")
// Holds before and after m10: whatever `main` ticks with, the clock must be wired in, so time passing produces more drawings.
testCase "main draws again once time has passed" (fun () ->
let stream = (IO.trace 42u (App.main ())).Result
let first, next = Stream.step (Time 0L) stream
let later, _ = Stream.step (Time 150L) next
Expect.equal (List.length first) 1 "one drawing"
Expect.isNonEmpty later "more drawings")
// ---- play: the whole program in one equality (Exercise 9.5)
testCase "play on the classic program equals the scenes of the expected states" (fun () ->
let events = [ Time 150L; KeyDown "ArrowUp"; KeyDown "x"; Time 300L; Time 310L ]
let expectedStates = Game.history (Spawn.newGame 42u) [ Tick; Turn Up; Tick ]
Expect.equal (App.play 42u events (classicMain ())) (List.map drawOps expectedStates) "drawings")
testCase "play with no events gives no drawings" (fun () ->
Expect.equal (App.play 42u [] (classicMain ())) [] "drawings")
testCase "play uses the seed for the program's RandomSeed" (fun () ->
Expect.equal (App.play 7u [ Time 0L ] (classicMain ())) [ drawOps (Spawn.newGame 7u) ] "drawings")
]