- Rename course/11-break-your-engine to 13-break-your-engine and update every link and mention; start-module explains that Module 13 has no tests to start. - tools/diff-tracks.mjs (npm run diff:tracks): stages both references of a module, generates a seeded random SpellGrid level and script per seed, pipes it to the Rust and TypeScript CLIs and diffs their output; crashes on one or both sides fail. stagePlay takes a module number. - register_assembled: the TypeScript track compared only the text of an existing Assembled card, so a base re-registered with a new cost (or a different split) silently rewrote the earlier card. It now compares every field the engine reads, as Rust does (Modules 5-10). New test_05_assemble_never_rewrites_an_earlier_card. - SpellGrid CLIs: coordinates and chooser numbers are 1-9 plain digits in both tracks (Rust accepted signs, TypeScript accepted "+2", "0x2", "1e0"); Rust quotes card names verbatim instead of with Debug escapes; Rust joins the minion list with "; " instead of rewriting ", ". Two new CLI tests per track. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Module 8 reference engine (TypeScript)
The course's own engine as of the end of Module 8. Part I's card engine is unchanged, and all of its tests still pass. The Part II engine in src/engine/puzzle/ now moves objects: each YOU object's move is planned in full, push chain and all, and only then committed. Module 7's reference was the starting point, so a diff between the two shows what this module adds.
cards/(at the package root; not in this directory): Part I's card data, a copy ofcourse/cards/staged bytools/verify-references.mjs. Part II doesn't read it.src/engine/puzzle/: the Part II engine. It names no noun: the engine's own words are the operatorsIS,AND,NOT, the meta-nounTEXT, the propertyPUSHof the base ruleTEXT IS PUSH, and from Module 8 the propertyYOU, which picks the objects that move.grid.ts: the level format, object kinds and the board. Module 8 addsBoard.find,Board.remove,Board.shift,Board.atandKind.format(the kind as placed, forkindsAt).movement.ts(new): validate, then commit.Planner(tryMove,stayingAt,destroy,has),Step,Plan,ResponseandDir. The planner reads the board and plans one step at a time; for each step it runs content's movement responses in order, and rolls back everything a step added if a response blocks it. The edge of the level blocks every step, and an object that has already stepped in the same move can't step again.level.ts: a level in play. Module 8 addsLevel.moveYou: theYOUobjects move one at a time, furthest ahead first, each planned and then committed, and an object steps at most once per move (aYOUobject that an earlier move carried along doesn't start its own); the rules are reparsed once at the end.hasPropertyisfalsefor a destroyed object.word.ts,parse.ts,resolve.ts: unchanged.index.ts: the module's exports.
- The rest of
src/engine/: Part I, unchanged. src/content/movement.ts(new) andsrc/content/index.ts: the movement responses, in the order the engine runs them:OPEN/SHUT,PUSH,STOP. What a property does when something moves is content, not engine.src/content/words.json: Module 8 addsOPENandSHUT.src/harness.ts: the adapter the course tests call. Module 8 addsmove,posOfandkindsAtonBaba.
Run it with the module's tests: node tools/verify-references.mjs 08 from the course repository.