Files
functional-programming-snake/scala/src/life/Rules.scala
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

34 lines
1.9 KiB
Scala

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