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>
111 lines
4.9 KiB
JavaScript
111 lines
4.9 KiB
JavaScript
// m10 replay viewer: a recorded game is a seed and a list of actions; watching it is a second, tiny program
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// whose state is only a position in the list of the game's states.
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import { history } 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 { pure, drawScene } from './io.js'
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import { keyDowns, interval, map, filterMap, merge, scan, startWith, clampTime } from './stream.js'
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import { MAX_GAP_MS } from './app.js'
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/** @import { GameState, Scene, Stream, Recording, Program } from './types' */
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/** @typedef {{index: number, last: number, playing: boolean}} Viewer */
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/** @typedef {{tag: 'Next'} | {tag: 'Prev'} | {tag: 'First'} | {tag: 'Last'} | {tag: 'TogglePlay'} | {tag: 'Beat'}} ViewerAction */
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/** Milliseconds between two frames of autoplay. */
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export const REPLAY_MS = 100
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/** Every state of the recorded game, from the new game to the end: the recording replayed with `history`.
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* @type {(recording: Recording) => GameState[]} */
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export const frames = (recording) => history(newGame(recording.seed), recording.actions)
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/** The viewer at the first frame, not playing. `last` is the index of the last frame (the number of actions).
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* @type {(last: number) => Viewer} */
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export const viewerStart = (last) => ({ index: 0, last, playing: false })
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/** Everything the viewer can be asked to do, as data. `Beat` is one beat of the autoplay clock.
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* @type {{Next: ViewerAction, Prev: ViewerAction, First: ViewerAction, Last: ViewerAction, TogglePlay: ViewerAction, Beat: ViewerAction}} */
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export const ViewerAction = {
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Next: { tag: 'Next' },
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Prev: { tag: 'Prev' },
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First: { tag: 'First' },
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Last: { tag: 'Last' },
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TogglePlay: { tag: 'TogglePlay' },
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Beat: { tag: 'Beat' },
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}
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const clampIndex = (viewer, index) => Math.min(viewer.last, Math.max(0, index))
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// Where each action moves the viewer, and whether it plays afterwards (before the end-of-recording rule).
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const move = (viewer, action) => {
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switch (action.tag) {
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case 'Next': return { ...viewer, index: clampIndex(viewer, viewer.index + 1) }
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case 'Prev': return { ...viewer, index: clampIndex(viewer, viewer.index - 1) }
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case 'First': return { ...viewer, index: 0 }
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case 'Last': return { ...viewer, index: viewer.last }
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// Play from the end means: watch it again from the start.
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case 'TogglePlay':
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return viewer.playing ? { ...viewer, playing: false }
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: { ...viewer, index: viewer.index === viewer.last ? 0 : viewer.index, playing: true }
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case 'Beat': return viewer.playing ? { ...viewer, index: clampIndex(viewer, viewer.index + 1) } : viewer
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default: return viewer
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}
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}
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/**
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* One step of the viewer. Total: the index never leaves `[0, last]`, and the viewer never plays on the last frame,
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* so autoplay stops by itself at the end.
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* @type {(viewer: Viewer, action: ViewerAction) => Viewer}
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*/
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export const viewerUpdate = (viewer, action) => {
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const next = move(viewer, action)
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return { ...next, playing: next.playing && next.index < next.last }
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}
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const keys = {
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ArrowRight: ViewerAction.Next, d: ViewerAction.Next, D: ViewerAction.Next,
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ArrowLeft: ViewerAction.Prev, a: ViewerAction.Prev, A: ViewerAction.Prev,
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Home: ViewerAction.First,
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End: ViewerAction.Last,
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' ': ViewerAction.TogglePlay,
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}
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/** A key to a viewer action, or null.
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* @type {(key: string) => ViewerAction | null} */
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export const viewerKey = (key) => (Object.hasOwn(keys, key) ? keys[key] : null)
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/** The game's own picture of the current frame, then the position at the top right and a hint at the bottom.
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* @type {(frames: GameState[], viewer: Viewer) => Scene} */
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export const viewerView = (frames, viewer) => {
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const game = frames[viewer.index]
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const w = game.width * CELL
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return [
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...view(game),
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{ tag: 'Text', x: w - 6, y: 18, text: `step ${viewer.index} / ${viewer.last}`, color: '#ffffff', size: 16, align: 'right' },
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{
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tag: 'Text', x: w / 2, y: game.height * CELL - 8,
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text: viewer.playing ? 'Space: pause' : 'Left/Right: step Home/End: jump Space: play',
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color: '#aaaaaa', size: 12, align: 'center',
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},
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]
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}
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/** Beats every REPLAY_MS, merged with the viewer's keys.
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* @type {Stream<ViewerAction>} */
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export const replayActions = merge(
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map(interval(REPLAY_MS), () => ViewerAction.Beat),
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filterMap(keyDowns, viewerKey))
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/** The viewer over time: the start first, then one viewer per action.
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* @type {(last: number, actions: Stream<ViewerAction>) => Stream<Viewer>} */
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export const viewerStates = (last, actions) =>
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startWith(scan(actions, viewerUpdate, viewerStart(last)), viewerStart(last))
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/**
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* The whole viewer as a value. It needs no seed from the world (the recording has one), so it starts with `pure`.
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* The frames are computed once, here, and every drawing picks one of them.
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* @type {(recording: Recording) => Program}
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*/
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export const replayMain = (recording) => {
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const fs = frames(recording)
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return pure(clampTime(map(viewerStates(fs.length - 1, replayActions), (v) => drawScene(viewerView(fs, v))), MAX_GAP_MS))
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}
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