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>
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@@ -54,6 +54,12 @@ export interface Obj {
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y: number;
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}
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/** What `Board.restore` puts back (Module 9, undo): every object, oldest first, and the id counter. */
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export interface BoardState {
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objects: Obj[];
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nextId: ObjectId;
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}
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export class Board {
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private readonly objectsById = new Map<ObjectId, Obj>();
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private nextId = 0;
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@@ -124,4 +130,16 @@ export class Board {
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objects(): Obj[] {
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return [...this.objectsById.values()];
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}
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/** A copy of everything the board holds (Module 9, undo). */
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snapshot(): BoardState {
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return { objects: this.objects().map((o) => ({ ...o })), nextId: this.nextId };
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}
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/** Put the board back as `state` recorded it: the same objects, ids, ages and id counter. */
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restore(state: BoardState): void {
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this.objectsById.clear();
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for (const o of state.objects) this.objectsById.set(o.id, { ...o });
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this.nextId = state.nextId;
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}
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}
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@@ -8,11 +8,16 @@
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// A turn (Module 9) runs the phases of `TURN` in order: movement, parse,
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// conversion, parse, content's hazards, the win check, parse.
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//
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// Undo (Module 9): before each move or turn the level saves the board (every
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// object's id, kind and position, oldest first, and the id counter) and `won`.
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// The rules are not saved: undo restores the board and reparses.
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//
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// Module 10: what happens to the objects a turn destroys is a `Destroy` the caller
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// may pass in. The default removes them. SpellGrid passes one that sends minions to
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// Part I's Death Creation Step instead.
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// Part I's Death Creation Step instead. SpellGrid doesn't offer undo: Part I has
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// state the level's snapshot doesn't cover.
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import { Board, Kind, type LevelDef, type ObjectId } from "./grid";
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import { Board, Kind, type BoardState, type LevelDef, type ObjectId } from "./grid";
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import { delta, Planner, type Dir, type Plan, type Response } from "./movement";
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import { isConversion, isIdentity, parse, type Rule } from "./parse";
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import { resolve } from "./resolve";
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@@ -46,6 +51,8 @@ export class Level {
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private compiled: Rule[] = [];
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private active: Rule[] = [];
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private hasWon = false;
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/** What `undo` puts back: one entry per move or turn, the latest last (Module 9). */
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private history: { board: BoardState; won: boolean }[] = [];
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/**
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* A level from its definition, the words content provides, and content's
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@@ -65,6 +72,7 @@ export class Level {
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place(kind: string, x: number, y: number): ObjectId {
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const id = this.board.place(Kind.parse(kind), x, y);
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this.history = [];
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this.reparse();
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return id;
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}
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@@ -125,12 +133,14 @@ export class Level {
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* only: no conversion, hazard or win.
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*/
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moveYou(dir: Dir, destroy: Destroy = removeAll): void {
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this.save();
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this.movement(dir, destroy);
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this.reparse();
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}
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/** Play one turn: the phases of `TURN`, in order. Destroyed objects go to `destroy`. */
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step(dir: Dir, destroy: Destroy = removeAll): void {
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this.save();
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for (const phase of TURN) {
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switch (phase) {
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case "movement":
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@@ -152,6 +162,23 @@ export class Level {
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}
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}
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/**
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* Put the level back as it was before the last `moveYou` or `step` (Module 9),
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* and reparse. False, and no change, if there is none; `place` forgets them all.
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*/
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undo(): boolean {
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const last = this.history.pop();
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if (last === undefined) return false;
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this.board.restore(last.board);
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this.hasWon = last.won;
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this.reparse();
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return true;
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}
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private save(): void {
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this.history.push({ board: this.board.snapshot(), won: this.hasWon });
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}
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/**
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* The `YOU` objects move one at a time, the one furthest ahead in `dir` first
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* (oldest first on a tie); each one's move is planned in full, then committed,
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@@ -159,10 +159,12 @@ export interface Baba {
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move(dir: puzzle.Dir): void; // every YOU object one tile, with what it pushes; then reparse. Movement only.
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posOf(id: Id): [number, number] | null; // null once destroyed
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kindsAt(x: number, y: number): string[]; // kinds as placed ("baba", "text:ROCK"), sorted
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stackAt(x: number, y: number): string[]; // the same tile, oldest object first
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// Module 9
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step(dir: puzzle.Dir): void; // one whole turn: movement, parse, conversion, parse, hazards, win (then parse)
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won(): boolean; // a turn found a YOU object on a WIN one (or WIN itself); stays true
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lost(): boolean; // no object is YOU
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undo(): boolean; // back to before the last step or move; false if there is none
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}
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/** Distinct rules as normalised strings, sorted. */
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@@ -186,9 +188,14 @@ export function newBaba(level: puzzle.LevelDef): Baba {
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.at(x, y)
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.map((o) => puzzle.Kind.format(o.kind))
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.sort(),
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stackAt: (x, y) =>
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lvl.board
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.at(x, y)
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.map((o) => puzzle.Kind.format(o.kind)),
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step: (dir) => lvl.step(dir),
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won: () => lvl.won(),
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lost: () => lvl.lost(),
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undo: () => lvl.undo(),
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};
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}
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@@ -254,9 +261,17 @@ export function newSpellGrid(level: puzzle.LevelDef, extra: CardDef[]): SpellGri
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.at(x, y)
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.map((o) => puzzle.Kind.format(o.kind))
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.sort(),
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stackAt: (x, y) =>
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lvl.board
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.at(x, y)
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.map((o) => puzzle.Kind.format(o.kind)),
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step: (dir) => g.step(dir),
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won: () => lvl.won(),
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lost: () => lvl.lost(),
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// Part I has state (health, hands, the log) that the level's snapshot doesn't cover.
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undo: () => {
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throw new Error("undo is not supported in SpellGrid");
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},
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cast: (card, target) => g.cast(card, target),
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play: (card, x, y) => g.play(card, x, y),
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