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>
78 lines
3.9 KiB
Scala
78 lines
3.9 KiB
Scala
package snake
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/**
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* (m10) A 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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*/
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final case class Recording(seed: Long, actions: List[Action])
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/** The viewer's whole state: which frame is shown, the index of the last frame, and whether autoplay is on. */
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final case class Viewer(index: Int, last: Int, playing: Boolean)
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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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enum ViewerAction:
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case Next, Prev, First, Last, TogglePlay, Beat
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object Replay:
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val REPLAY_MS: Long = 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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def frames(recording: Recording): List[GameState] =
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Game.history(Spawn.newGame(recording.seed), recording.actions)
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def viewerStart(last: Int): Viewer = Viewer(0, last, playing = false)
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private def clampIndex(viewer: Viewer, index: Int): Int = 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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private def move(viewer: Viewer, action: ViewerAction): Viewer = action match
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case ViewerAction.Next => viewer.copy(index = clampIndex(viewer, viewer.index + 1))
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case ViewerAction.Prev => viewer.copy(index = clampIndex(viewer, viewer.index - 1))
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case ViewerAction.First => viewer.copy(index = 0)
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case ViewerAction.Last => viewer.copy(index = viewer.last)
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// Play from the end means: watch it again from the start.
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case ViewerAction.TogglePlay =>
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if viewer.playing then viewer.copy(playing = false)
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else viewer.copy(index = if viewer.index == viewer.last then 0 else viewer.index, playing = true)
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case ViewerAction.Beat =>
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if viewer.playing then viewer.copy(index = clampIndex(viewer, viewer.index + 1)) else viewer
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// 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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def viewerUpdate(viewer: Viewer, action: ViewerAction): Viewer =
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val next = move(viewer, action)
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next.copy(playing = next.playing && next.index < next.last)
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def viewerKey(key: String): Option[ViewerAction] = key match
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case "ArrowRight" | "d" | "D" => Some(ViewerAction.Next)
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case "ArrowLeft" | "a" | "A" => Some(ViewerAction.Prev)
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case "Home" => Some(ViewerAction.First)
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case "End" => Some(ViewerAction.Last)
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case " " => Some(ViewerAction.TogglePlay)
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case _ => None
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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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def viewerView(frames: List[GameState], viewer: Viewer): Scene =
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val game = frames(viewer.index)
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val w = game.width * View.CELL
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val hint = if viewer.playing then "Space: pause" else "Left/Right: step Home/End: jump Space: play"
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View.view(game) ++ List(
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Shape.Text(w - 6, 18, s"step ${viewer.index} / ${viewer.last}", "#ffffff", 16, "right"),
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Shape.Text(w / 2, game.height * View.CELL - 8, hint, "#aaaaaa", 12, "center")
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)
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lazy val replayActions: Stream[ViewerAction] =
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Stream.interval(REPLAY_MS).map(_ => ViewerAction.Beat).merge(Stream.keyDowns.filterMap(viewerKey))
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def viewerStates(last: Int, actions: Stream[ViewerAction]): Stream[Viewer] =
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actions.scan(viewerStart(last))(viewerUpdate).startWith(viewerStart(last))
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// 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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def replayMain(recording: Recording): IO[Stream[IO[Unit]]] =
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val fs = frames(recording)
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IO.pure(
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viewerStates(fs.length - 1, replayActions).map(v => IO.drawScene(viewerView(fs, v))).clampTime(App.MAX_GAP_MS)
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)
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