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>
77 lines
3.8 KiB
JavaScript
77 lines
3.8 KiB
JavaScript
import { Action } from './model.js'
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import { update } from './game.js'
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import { newGame } from './spawn.js'
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import { view, CELL } from './view.js'
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import { map as mapIO, flatMap as flatMapIO, sequence, randomSeed, drawScene, loadBest, saveBest, trace } from './io.js'
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import { keyDowns, interval, map, filterMap, merge, scan, startWith, clampTime, run } from './stream.js'
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import { keyToAction } from './input.js'
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/** @import { GameState, Session, Scene, IO, Stream, Input, Op, Program } from './types' */
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export const TICK_MS = 150
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export const FRAME_MS = 25
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// m10: the longest step of time the game accepts at once; a longer silence (a background tab) counts as this much.
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export const MAX_GAP_MS = 250
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// Everything that can happen to the game: a Tick every TICK_MS, and a Turn for each steering key.
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/** @type {Stream<Action>} */
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export const classicActions = merge(
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map(interval(TICK_MS), () => Action.Tick),
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filterMap(keyDowns, keyToAction))
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// m10: a Frame every FRAME_MS instead of a Tick; the game itself decides (movesEvery) which frames take a step.
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/** @type {Stream<Action>} */
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export const speedActions = merge(
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map(interval(FRAME_MS), () => Action.Frame),
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filterMap(keyDowns, keyToAction))
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// Actions folded into game states. startWith puts the initial state first so it is drawn right away.
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/** @type {(seed: number, actions: Stream<Action>) => Stream<GameState>} */
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export const states = (seed, actions) =>
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startWith(scan(actions, update, newGame(seed)), newGame(seed))
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/** @type {(state: GameState) => IO<undefined>} */
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export const render = (state) => drawScene(view(state))
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// m10: a session wraps the game with the best score so far. GameState, update and view do not know about it.
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// `improved` says whether the action that produced this session raised the best, which is when it must be saved.
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/** @type {(session: Session, action: Action) => Session} */
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export const sessionUpdate = (session, action) => {
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const game = update(session.game, action)
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const best = Math.max(session.best, game.score)
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return { game, best, improved: best > session.best }
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}
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// The same running fold as `states`, one level up.
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/** @type {(seed: number, best: number, actions: Stream<Action>) => Stream<Session>} */
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export const sessions = (seed, best, actions) => {
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const s0 = { game: newGame(seed), best, improved: false }
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return startWith(scan(actions, sessionUpdate, s0), s0)
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}
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// The game's picture with the best score at the top right, level with the score on the left.
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/** @type {(session: Session) => Scene} */
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export const sessionView = (session) => [
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...view(session.game),
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{ tag: 'Text', x: session.game.width * CELL - 6, y: 18, text: `Best: ${session.best}`, color: '#ffffff', size: 16, align: 'right' },
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]
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// Draw, and save the best only on the action that raised it.
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/** @type {(session: Session) => IO<undefined>} */
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export const renderSession = (session) =>
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session.improved
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? sequence([drawScene(sessionView(session)), saveBest(session.best)])
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: drawScene(sessionView(session))
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// The whole program as a value: get a seed, then the stored best, then turn the stream of sessions into a stream
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// of drawings. clampTime wraps the whole stream, so everything inside it sees the clamped clock.
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// Nothing runs here; runtime.js interprets it.
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/** @type {Program} */
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export const main = flatMapIO(randomSeed, (seed) =>
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mapIO(loadBest, (best) => clampTime(map(sessions(seed, best, speedActions), renderSession), MAX_GAP_MS)))
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// m09: the whole program in one equality. For each drawing that `main` emits while fed `events`, the ops it
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// performs, answered by the pure interpreter (`seed` for RandomSeed, and from m10 `best` for LoadBest).
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/** @type {(main: Program, seed: number, events: Input[], best?: number) => Op[][]} */
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export const play = (main, seed, events, best = 0) =>
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run(trace(main, seed, best).result, events).map((io) => trace(io, seed, best).ops)
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