Files
functional-programming-snake/js/solutions/life/rules.js
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

75 lines
3.3 KiB
JavaScript

// m13 life rules: the next generation is a function of the whole old board, and nothing else.
import { LW, LH } from './model.js'
import { intBelow } from '../random.js'
/** @import { Point, LifeState, LifeAction } from '../types' */
// Every cell of the board, row-major (y, then x). Filtering this list keeps any result in canonical order for free.
const board = Array.from({ length: LW * LH }, (_, i) => ({ x: i % LW, y: Math.floor(i / LW) }))
/** Is `p` on the board? */
const onBoard = (p) => p.x >= 0 && p.x < LW && p.y >= 0 && p.y < LH
// A cell's position in row-major order: the order the canonical list is sorted by.
const index = (p) => p.y * LW + p.x
const offsets = [[-1, -1], [0, -1], [1, -1], [-1, 0], [1, 0], [-1, 1], [0, 1], [1, 1]]
/** The up to eight neighbours of `p` that are on the board (the edges are dead: nothing wraps around). */
const neighbours = (p) => offsets.map(([dx, dy]) => ({ x: p.x + dx, y: p.y + dy })).filter(onBoard)
/**
* One generation, B3/S23: a live cell with 2 or 3 live neighbours stays alive, a dead cell with exactly 3 is born,
* every other cell is dead afterwards. Every cell is judged on the *old* list only. A Set of the old cells' indices
* makes "is this neighbour alive?" one lookup, so a generation is 1200 x 8 lookups however many cells live.
* @type {(cells: Point[]) => Point[]}
*/
export const lifeStep = (cells) => {
const alive = new Set(cells.map(index))
const isAlive = (p) => alive.has(index(p))
const count = (p) => neighbours(p).filter(isAlive).length
return board.filter((p) => {
const n = count(p)
return n === 3 || (n === 2 && isAlive(p))
})
}
/** Add a dead cell or remove a live one, keeping the list sorted row-major without duplicates. Off the board: unchanged. */
const toggle = (cells, p) =>
!onBoard(p) ? cells
: cells.some((c) => index(c) === index(p)) ? cells.filter((c) => index(c) !== index(p))
: [...cells.filter((c) => index(c) < index(p)), { x: p.x, y: p.y }, ...cells.filter((c) => index(c) > index(p))]
/**
* A random board from `seed`: one `intBelow(4)` per cell in row-major order, the cell alive when the draw is 0
* (about one cell in four). Returns `[cells, nextSeed]`.
* @type {(seed: number) => [Point[], number]}
*/
const randomCells = (seed) => {
const [draws, next] = board.reduce(
([ds, s], _) => {
const [d, s2] = intBelow(4)(s)
return [[...ds, d], s2]
},
/** @type {[number[], number]} */ ([[], seed]))
return [board.filter((_, i) => draws[i] === 0), next]
}
const nextGeneration = (state) => ({ ...state, cells: lifeStep(state.cells), generation: state.generation + 1 })
/** @type {(state: LifeState, action: LifeAction) => LifeState} */
export const lifeUpdate = (state, action) => {
switch (action.tag) {
case 'Frame': return state.running ? nextGeneration(state) : state
case 'Step': return state.running ? state : nextGeneration(state)
case 'TogglePause': return { ...state, running: !state.running }
// Clicking edits the world whether it runs or not: the click is one action between two generations.
case 'Toggle': return { ...state, cells: toggle(state.cells, action.cell) }
case 'Clear': return { ...state, cells: [], generation: 0 }
case 'Randomize': {
const [cells, seed] = randomCells(state.seed)
return { ...state, cells, seed, generation: 0 }
}
default: return state
}
}