feat: undo in Module 9 and stackAt from Module 8; Lesson 8 quote matches the reference

Baba.undo() restores the level before the last step or move (board snapshot:
objects in age order with ids, the id counter, and won; rules recompiled).
place clears the history. SpellGrid's undo throws/panics 'not supported'.
stackAt / stack_at lists a tile's kinds oldest first, on Baba and SpellGrid.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Lucas WintherandClaude Opus 5.5 committed 2026-11-11 11:20:03 +01:00
1 parent 21fb40c6f5
commit 820b378929
27 files changed
+530 -30

No files matched your search

@@ -7,8 +7,12 @@
//
// A turn (Module 9) runs the phases of `TURN` in order: movement, parse,
// conversion, parse, content's hazards, the win check, parse.
//
// Undo (Module 9): before each move or turn the level saves the board (every
// object's id, kind and position, oldest first, and the id counter) and `won`.
// The rules are not saved: undo restores the board and reparses.
import { Board, Kind, type LevelDef, type ObjectId } from "./grid";
import { Board, Kind, type BoardState, type LevelDef, type ObjectId } from "./grid";
import { delta, Planner, type Dir, type Plan, type Response } from "./movement";
import { isConversion, isIdentity, parse, type Rule } from "./parse";
import { resolve } from "./resolve";
@@ -31,6 +35,8 @@ export class Level {
private compiled: Rule[] = [];
private active: Rule[] = [];
private hasWon = false;
/** What `undo` puts back: one entry per move or turn, the latest last (Module 9). */
private history: { board: BoardState; won: boolean }[] = [];
/**
* A level from its definition, the words content provides, and content's
@@ -50,6 +56,7 @@ export class Level {
place(kind: string, x: number, y: number): ObjectId {
const id = this.board.place(Kind.parse(kind), x, y);
this.history = [];
this.reparse();
return id;
}
@@ -110,12 +117,14 @@ export class Level {
* only: no conversion, hazard or win.
*/
moveYou(dir: Dir): void {
this.save();
this.movement(dir);
this.reparse();
}
/** Play one turn: the phases of `TURN`, in order. */
step(dir: Dir): void {
this.save();
for (const phase of TURN) {
switch (phase) {
case "movement":
@@ -137,6 +146,23 @@ export class Level {
}
}
/**
* Put the level back as it was before the last `moveYou` or `step` (Module 9),
* and reparse. False, and no change, if there is none; `place` forgets them all.
*/
undo(): boolean {
const last = this.history.pop();
if (last === undefined) return false;
this.board.restore(last.board);
this.hasWon = last.won;
this.reparse();
return true;
}
private save(): void {
this.history.push({ board: this.board.snapshot(), won: this.hasWon });
}
/**
* The `YOU` objects move one at a time, the one furthest ahead in `dir` first
* (oldest first on a tie); each one's move is planned in full, then committed,