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>
84 lines
4.1 KiB
JavaScript
84 lines
4.1 KiB
JavaScript
import test from 'node:test'
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import assert from 'node:assert/strict'
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import { states, classicActions, render, main, play, TICK_MS } from '../src/app.js'
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import { run } from '../src/stream.js'
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import { trace } from '../src/io.js'
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import { view } from '../src/view.js'
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import { newGame } from '../src/spawn.js'
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import { Action } from '../src/model.js'
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import { history } from '../src/game.js'
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import { freeze } from './helpers.js'
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import { classicMain } from './m09-helpers.js'
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const time = (t) => ({ tag: 'Time', t })
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const down = (key) => ({ tag: 'KeyDown', key })
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test('m09 the game ticks every 150 ms', () => assert.equal(TICK_MS, 150))
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test('m09 classicActions turns Tick into actions on the clock and keys into Turn actions', () =>
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assert.deepStrictEqual(
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run(classicActions, freeze([time(150), down('ArrowUp'), down('x'), time(300)])),
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[Action.Tick, Action.Turn('Up'), Action.Tick]))
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test('m09 states starts with the new game, then yields one state per action', () => {
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const out = run(states(42, classicActions), freeze([time(150), down('ArrowUp'), time(300)]))
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assert.equal(out.length, 4)
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assert.deepStrictEqual(out[0], newGame(42))
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assert.deepStrictEqual(out.map((s) => s.snake[0]), [
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{ x: 10, y: 10 }, { x: 11, y: 10 }, { x: 11, y: 10 }, { x: 11, y: 9 },
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])
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assert.deepStrictEqual(out.map((s) => s.nextDir), ['Right', 'Right', 'Up', 'Up'])
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assert.deepStrictEqual(out.map((s) => s.dir), ['Right', 'Right', 'Right', 'Up'])
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})
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test('m09 render draws the whole view of the state', () =>
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assert.deepStrictEqual(trace(render(newGame(42)), 0).ops, view(newGame(42)).map((shape) => ({ tag: 'Draw', shape }))))
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// Module 10 (Exercise 10.7) makes `main` also load the stored best and draw one more shape after the game's view,
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// so this test accepts both versions; m10 pins the final one exactly.
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test('m09 main asks for a random seed, then builds the stream from it', () => {
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const { ops, result: stream } = trace(main, 42)
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assert.deepStrictEqual(ops[0], { tag: 'RandomSeed' })
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assert.ok(ops.length === 1 || (ops.length === 2 && ops[1].tag === 'LoadBest'),
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`main may only ask for the seed (and, from m10 on, the stored best); it asked for ${JSON.stringify(ops)}`)
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const [outs] = stream.step(time(0))
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assert.equal(outs.length, 1)
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const expected = trace(render(newGame(42)), 0).ops
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assert.deepStrictEqual(trace(outs[0], 0).ops.slice(0, expected.length), expected)
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})
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// `main` itself switches to speedActions in m10, so the 150 ms behaviour is checked on the same program built from classicActions.
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test('m09 the program built from classicActions draws the new game first, then the ticked game after 150 ms', () => {
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const { result: stream } = trace(classicMain, 42)
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const [first, next] = stream.step(time(0))
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const [second] = next.step(time(150))
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assert.deepStrictEqual(trace(first[0], 0).ops.map((o) => o.shape), view(newGame(42)))
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assert.equal(second.length, 1)
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assert.notDeepEqual(trace(second[0], 0).ops, trace(first[0], 0).ops)
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})
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// Holds before and after m10: whatever `main` ticks with, the clock must be wired in, so time passing produces more drawings.
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test('m09 main draws again once time has passed', () => {
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const { result: stream } = trace(main, 42)
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const [first, next] = stream.step(time(0))
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const [later] = next.step(time(150))
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assert.equal(first.length, 1)
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assert.ok(later.length >= 1)
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})
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// ---- play: the whole program in one equality (Exercise 9.5)
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const drawOps = (state) => view(state).map((shape) => ({ tag: 'Draw', shape }))
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test('m09 play on the classic program equals the scenes of the expected states', () => {
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const events = freeze([time(150), down('ArrowUp'), down('x'), time(300), time(310)])
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const expectedStates = history(newGame(42), [Action.Tick, Action.Turn('Up'), Action.Tick])
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assert.deepStrictEqual(play(classicMain, 42, events), expectedStates.map(drawOps))
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})
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test('m09 play with no events gives no drawings', () =>
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assert.deepStrictEqual(play(classicMain, 42, []), []))
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test('m09 play uses the seed for the program\'s RandomSeed', () =>
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assert.deepStrictEqual(play(classicMain, 7, freeze([time(0)])), [drawOps(newGame(7))]))
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