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>
34 lines
1.9 KiB
Scala
34 lines
1.9 KiB
Scala
package snake
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package life
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import LifeModel.*
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/** m13 life rules: the next generation is a function of the whole old board, and nothing else. */
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object LifeRules:
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/**
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* One generation of Conway's Life on the LW x LH board (B3/S23), from a canonical list of live cells to a canonical
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* list (sorted row-major: by `y`, then `x`; no duplicates).
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* - A live cell with 2 or 3 live neighbours stays alive; a dead cell with exactly 3 live neighbours is born;
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* every other cell is dead in the next generation.
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* - The neighbours of a cell are the up to 8 cells around it that are on the board: the edges are dead,
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* nothing wraps around.
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* - Every cell is judged by the *old* board only.
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*/
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def lifeStep(cells: List[Point]): List[Point] = ???
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/**
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* The one function that says how the world changes: `(state, action) => state`.
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* - `Frame`: when running, the next generation (`lifeStep`) and `generation + 1`; when paused, unchanged.
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* - `Step`: when paused, the next generation and `generation + 1`; when running, unchanged.
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* - `TogglePause`: `running` flips.
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* - `Toggle(cell)`: a dead cell becomes alive, a live one dead, whether the world runs or not; `cells` stays canonical
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* (insert the new cell at its row-major place). A cell off the board changes nothing. `generation` is unchanged.
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* - `Clear`: no live cells, generation 0; `running` and `seed` are kept.
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* - `Randomize`: draw `Random.intBelow(4)` (Module 4) once for every cell of the board, in row-major order
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* (y = 0 until LH, and within a row x = 0 until LW), threading the seed from `state.seed`; a cell is alive when its
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* draw is 0. The state gets those cells, the seed after the last draw, and generation 0; `running` is kept.
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* 1200 draws: thread the seed with a fold, not with deep recursion.
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*/
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def lifeUpdate(state: LifeState, action: LifeAction): LifeState = ???
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