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lean4game/server/GameServer/Commands.lean

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import GameServer.Helpers
import GameServer.Inventory
import GameServer.Options
import GameServer.SaveData
open Lean Meta Elab Command
set_option autoImplicit false
/-! # Game metadata -/
/-- Switch to the specified `Game` (and create it if non-existent). Example: `Game "NNG"` -/
elab "Game" n:str : command => do
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let name := n.getString
setCurGameId name
if (← getGame? name).isNone then
insertGame name {name}
/-- Create a new world in the active game. Example: `World "Addition"` -/
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elab "World" n:str : command => do
let name := n.getString
setCurWorldId name
if ¬ (← getCurGame).worlds.nodes.contains name then
addWorld {name}
/-- Define the current level number. Levels inside a world must be
numbered consecutive starting with `1`. Example: `Level 1` -/
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elab "Level" level:num : command => do
let level := level.getNat
setCurLevelIdx level
addLevel {index := level}
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/-- Define the title of the current game/world/level. -/
elab "Title" t:str : command => do
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match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with title := t.getString}
| .World => modifyCurWorld fun world => pure {world with title := t.getString}
| .Game => modifyCurGame fun game => pure {game with
title := t.getString
tile := {game.tile with title := t.getString}}
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/-- Define the introduction of the current game/world/level. -/
elab "Introduction" t:str : command => do
let intro := t.getString
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match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with introduction := intro}
| .World => modifyCurWorld fun world => pure {world with introduction := intro}
| .Game => modifyCurGame fun game => pure {game with introduction := intro}
/-- Define the info of the current game. Used for e.g. credits -/
elab "Info" t:str : command => do
let info:= t.getString
match ← getCurLayer with
| .Level =>
logError "Can't use `Info` in a level!"
pure ()
| .World =>
logError "Can't use `Info` in a world"
pure ()
| .Game => modifyCurGame fun game => pure {game with info := info}
/-- Provide the location of the image for the current game/world/level.
Paths are relative to the lean project's root. -/
elab "Image" t:str : command => do
let file := t.getString
if not <| ← System.FilePath.pathExists file then
logWarningAt t s!"Make sure the cover image '{file}' exists."
if not <| file.startsWith "images/" then
logWarningAt t s!"The file name should start with `images/`. Make sure all images are in that folder."
match ← getCurLayer with
| .Level =>
logWarning "Level-images not implemented yet" -- TODO
modifyCurLevel fun level => pure {level with image := file}
| .World =>
modifyCurWorld fun world => pure {world with image := file}
| .Game =>
logWarning "Main image of the game not implemented yet" -- TODO
modifyCurGame fun game => pure {game with image := file}
/-- Define the conclusion of the current game or current level if some
building a level. -/
elab "Conclusion" t:str : command => do
let conclusion := t.getString
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match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with conclusion := conclusion}
| .World => modifyCurWorld fun world => pure {world with conclusion := conclusion}
| .Game => modifyCurGame fun game => pure {game with conclusion := conclusion}
/-- A list of games that should be played before this one. Example `Prerequisites "NNG" "STG"`. -/
elab "Prerequisites" t:str* : command => do
modifyCurGame fun game => pure {game with
tile := {game.tile with prerequisites := t.map (·.getString) |>.toList}}
/-- Short caption for the game (1 sentence) -/
elab "CaptionShort" t:str : command => do
let caption := t.getString
modifyCurGame fun game => pure {game with
tile := {game.tile with short := caption}}
/-- More detailed description what the game is about (2-4 sentences). -/
elab "CaptionLong" t:str : command => do
let caption := t.getString
modifyCurGame fun game => pure {game with
tile := {game.tile with long := caption}}
/-- A list of Languages the game is translated to. For example `Languages "German" "English"`.
NOTE: For the time being, only a single language is supported.
-/
elab "Languages" t:str* : command => do
modifyCurGame fun game => pure {game with
tile := {game.tile with languages := t.map (·.getString) |>.toList}}
/-- The Image of the game (optional). TODO: Not impementeds -/
elab "CoverImage" t:str : command => do
let file := t.getString
if not <| ← System.FilePath.pathExists file then
logWarningAt t s!"Make sure the cover image '{file}' exists."
if not <| file.startsWith "images/" then
logWarningAt t s!"The file name should start with `images/`. Make sure all images are in that folder."
modifyCurGame fun game => pure {game with
tile := {game.tile with image := file}}
/-! # Inventory
The inventory contains docs for tactics, theorems, and definitions. These are all locked
in the first level and get enabled during the game.
-/
/-! ## Doc entries -/
/-- Documentation entry of a tactic. Example:
```
TacticDoc rw "`rw` stands for rewrite, etc. "
```
* The identifier is the tactics name. Some need to be escaped like `«have»`.
* The description is a string supporting Markdown.
-/
elab doc:docComment ? "TacticDoc" name:ident content:str ? : command => do
let doc ← parseDocCommentLegacy doc content
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Tactic
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name := name.getId
displayName := name.getId.toString
content := doc })
/-- Documentation entry of a theorem. Example:
```
TheoremDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
```
* The first identifier is used in the commands `[New/Only/Disabled]Theorem`.
It is preferably the true name of the theorem. However, this is not required.
* The string following `as` is the displayed name (in the Inventory).
* The identifier after `in` is the category to group theorems by (in the Inventory).
* The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires
The theorem/definition to have the same fully qualified name as in mathlib.
-/
elab doc:docComment ? "TheoremDoc" name:ident "as" displayName:str "in" category:str content:str ? :
command => do
let doc ← parseDocCommentLegacy doc content
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Lemma
name := name.getId
category := category.getString
displayName := displayName.getString
content := doc })
-- TODO: Catch the following behaviour.
-- 1. if `TheoremDoc` appears in the same file as `Statement`, it will silently use
-- it but display the info that it wasn't found in `Statement`
-- 2. if it appears in a later file, however, it will silently not do anything and keep
-- the first one.
/-- Documentation entry of a definition. Example:
```
DefinitionDoc Function.Bijective as "Bijective" "defined as `Injective f ∧ Surjective`, etc."
```
* The first identifier is used in the commands `[New/Only/Disabled]Definition`.
It is preferably the true name of the definition. However, this is not required.
* The string following `as` is the displayed name (in the Inventory).
* The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires
The theorem/definition to have the same fully qualified name as in mathlib.
-/
elab doc:docComment ? "DefinitionDoc" name:ident "as" displayName:str template:str ? : command => do
let doc ← parseDocCommentLegacy doc template
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Definition
name := name.getId,
displayName := displayName.getString,
content := doc })
/-! ## Add inventory items -/
def checkCommandNotDuplicated (items : Array Name) (cmd := "Command") : CommandElabM Unit := do
if ¬ items.isEmpty then
logWarning s!"You should only use one `{cmd}` per level, but it takes multiple arguments: `{cmd} obj₁ obj₂ obj₃`!"
/-- Declare tactics that are introduced by this level. -/
elab "NewTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.new) "NewTactic"
for name in ↑args do
checkInventoryDoc .Tactic name -- TODO: Add (template := "[docstring]")
modifyCurLevel fun level => pure {level with
tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId)}}
/-- Declare tactics that are introduced by this level but do not show up in inventory. -/
elab "NewHiddenTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.hidden) "NewHiddenTactic"
for name in ↑args do
checkInventoryDoc .Tactic name (template := "")
modifyCurLevel fun level => pure {level with
tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId),
hidden := level.tactics.hidden ++ args.map (·.getId)}}
/-- Declare theorems that are introduced by this level. -/
elab "NewTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewTheorem"
for name in ↑args do
try let _decl ← getConstInfo name.getId catch
| _ => logErrorAt name m!"unknown identifier '{name}'."
checkInventoryDoc .Lemma name -- TODO: Add (template := "[mathlib]")
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with new := args.map (·.getId)}}
/-- Declare definitions that are introduced by this level. -/
elab "NewDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.new) "NewDefinition"
for name in ↑args do checkInventoryDoc .Definition name -- TODO: Add (template := "[mathlib]")
modifyCurLevel fun level => pure {level with
definitions := {level.definitions with new := args.map (·.getId)}}
/-- Declare tactics that are temporarily disabled in this level.
This is ignored if `OnlyTactic` is set. -/
elab "DisabledTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.disabled) "DisabledTactic"
for name in ↑args do checkInventoryDoc .Tactic name
modifyCurLevel fun level => pure {level with
tactics := {level.tactics with disabled := args.map (·.getId)}}
/-- Declare theorems that are temporarily disabled in this level.
This is ignored if `OnlyTheorem` is set. -/
elab "DisabledTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledTheorem"
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with disabled := args.map (·.getId)}}
/-- Declare definitions that are temporarily disabled in this level -/
elab "DisabledDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.disabled) "DisabledDefinition"
for name in ↑args do checkInventoryDoc .Definition name
modifyCurLevel fun level => pure {level with
definitions := {level.definitions with disabled := args.map (·.getId)}}
/-- Temporarily disable all tactics except the ones declared here -/
elab "OnlyTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.only) "OnlyTactic"
for name in ↑args do checkInventoryDoc .Tactic name
modifyCurLevel fun level => pure {level with
tactics := {level.tactics with only := args.map (·.getId)}}
/-- Temporarily disable all theorems except the ones declared here -/
elab "OnlyTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyTheorem"
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with only := args.map (·.getId)}}
/-- Temporarily disable all definitions except the ones declared here.
This is ignored if `OnlyDefinition` is set. -/
elab "OnlyDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.only) "OnlyDefinition"
for name in ↑args do checkInventoryDoc .Definition name
modifyCurLevel fun level => pure {level with
definitions := {level.definitions with only := args.map (·.getId)}}
/-- Define which tab of Lemmas is opened by default. Usage: `TheoremTab "Nat"`.
If omitted, the current tab will remain open. -/
elab "TheoremTab" category:str : command =>
modifyCurLevel fun level => pure {level with lemmaTab := category.getString}
/-! DEPRECATED -/
elab doc:docComment ? "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str ? :
command => do
logWarning "Deprecated. Has been renamed to `TheoremDoc`"
let doc ← parseDocCommentLegacy doc content
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Lemma
name := name.getId
category := category.getString
displayName := displayName.getString
content := doc })
elab "NewLemma" args:ident* : command => do
logWarning "Deprecated. Has been renamed to `NewTheorem`"
checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewLemma"
for name in ↑args do
try let _decl ← getConstInfo name.getId catch
| _ => logErrorAt name m!"unknown identifier '{name}'."
checkInventoryDoc .Lemma name -- TODO: Add (template := "[mathlib]")
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with new := args.map (·.getId)}}
elab "DisabledLemma" args:ident* : command => do
logWarning "Deprecated. Has been renamed to `DisabledTheorem`"
checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledLemma"
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with disabled := args.map (·.getId)}}
elab "OnlyLemma" args:ident* : command => do
logWarning "Deprecated. Has been renamed to `OnlyTheorem`"
checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyLemma"
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with only := args.map (·.getId)}}
elab "LemmaTab" category:str : command => do
logWarning "Deprecated. Has been renamed to `TheoremTab`"
modifyCurLevel fun level => pure {level with lemmaTab := category.getString}
/-! # Exercise Statement -/
/-- Define the statement of the current level. -/
elab doc:docComment ? attrs:Parser.Term.attributes ?
"Statement" statementName:ident ? sig:declSig val:declVal : command => do
let lvlIdx ← getCurLevelIdx
let docContent ← parseDocComment doc
-- Save the messages before evaluation of the proof.
let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} })
-- The default name of the statement is `[Game].[World].level[no.]`, e.g. `NNG.Addition.level1`
-- However, this should not be used when designing the game.
let defaultDeclName : Ident := mkIdent <| (← getCurGame).name ++ (← getCurWorld).name ++
("level" ++ toString lvlIdx : String)
-- Collect all used tactics/lemmas in the sample proof:
let usedInventory ← match val with
| `(Parser.Command.declVal| := $proof:term) => do
collectUsedInventory proof
| _ => throwError "expected `:=`"
-- Add theorem to context.
match statementName with
| some name =>
let env ← getEnv
let fullName := (← getCurrNamespace) ++ name.getId
if env.contains fullName then
let origType := (env.constants.map₁.find! fullName).type
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-- TODO: Check if `origType` agrees with `sig` and output `logInfo` instead of `logWarning`
-- in that case.
logWarningAt name (m!"Environment already contains {fullName}! Only the existing " ++
m!"statement will be available in later levels:\n\n{origType}")
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig $val)
elabCommand thmStatement
-- Check that statement has a docs entry.
checkInventoryDoc .Lemma name (name := fullName) (template := docContent)
else
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $name $sig $val)
elabCommand thmStatement
-- Check that statement has a docs entry.
checkInventoryDoc .Lemma name (name := fullName) (template := docContent)
| none =>
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig $val)
elabCommand thmStatement
let msgs := (← get).messages
let mut hints := #[]
let mut nonHintMsgs := #[]
for msg in msgs.msgs do
-- Look for messages produced by the `Hint` tactic. They are used to pass information about the
-- intermediate goal state
if let MessageData.withNamingContext _ $ MessageData.withContext ctx $
.tagged `Hint $
.nest strict $
.nest hidden $
.compose (.ofGoal text) (.ofGoal goal) := msg.data then
let hint ← liftTermElabM $ withMCtx ctx.mctx $ withLCtx ctx.lctx #[] $ withEnv ctx.env do
return {
goal := ← abstractCtx goal
text := ← instantiateMVars (mkMVar text)
strict := strict == 1
hidden := hidden == 1
}
hints := hints.push hint
else
nonHintMsgs := nonHintMsgs.push msg
-- restore saved messages and non-hint messages
modify fun st => { st with
messages := initMsgs ++ ⟨nonHintMsgs.toPArray'⟩
}
let scope ← getScope
let env ← getEnv
-- TODO: Is this desired or would it be better to get `elabCommand` above to ignore
-- the namespace?
let currNamespace ← getCurrNamespace
-- Format theorem statement for displaying
let sigString := sig.raw.reprint.getD ""
let descrFormat : String := match statementName with
| some name => s!"theorem {name.getId} {sigString} := by"
| none => s!"example {sigString} := by"
modifyCurLevel fun level => pure { level with
module := env.header.mainModule
goal := sig,
scope := scope,
descrText := docContent
statementName := match statementName with
| none => default
| some name => currNamespace ++ name.getId
descrFormat := descrFormat
hints := hints
tactics := {level.tactics with used := usedInventory.tactics.toArray}
definitions := {level.definitions with used := usedInventory.definitions.toArray}
lemmas := {level.lemmas with used := usedInventory.lemmas.toArray} }
/-! # Hints -/
/-- A tactic that can be used inside `Statement`s to indicate in which proof states players should
see hints. The tactic does not affect the goal state.
-/
elab (name := GameServer.Tactic.Hint) "Hint" args:hintArg* msg:interpolatedStr(term) : tactic => do
let mut strict := false
let mut hidden := false
-- remove spaces at the beginning of new lines
let msg := TSyntax.mk $ msg.raw.setArgs $ ← msg.raw.getArgs.mapM fun m => do
match m with
| Syntax.node info k args =>
if k == interpolatedStrLitKind && args.size == 1 then
match args.get! 0 with
| (Syntax.atom info' val) =>
let val := removeIndentation val
return Syntax.node info k #[Syntax.atom info' val]
| _ => return m
else
return m
| _ => return m
for arg in args do
match arg with
| `(hintArg| (strict := true)) => strict := true
| `(hintArg| (strict := false)) => strict := false
| `(hintArg| (hidden := true)) => hidden := true
| `(hintArg| (hidden := false)) => hidden := false
| _ => throwUnsupportedSyntax
let goal ← Tactic.getMainGoal
goal.withContext do
-- We construct an expression that can produce the hint text. The difficulty is that we
-- want the text to possibly contain quotation of the local variables which might have been
-- named differently by the player.
let varsName := `vars
let text ← withLocalDeclD varsName (mkApp (mkConst ``Array [levelZero]) (mkConst ``Expr)) fun vars => do
let mut text ← `(m! $msg)
let goalDecl ← goal.getDecl
let decls := goalDecl.lctx.decls.toArray.filterMap id
for i in [:decls.size] do
text ← `(let $(mkIdent decls[i]!.userName) := $(mkIdent varsName)[$(quote i)]!; $text)
return ← mkLambdaFVars #[vars] $ ← Term.elabTermAndSynthesize text none
let textmvar ← mkFreshExprMVar none
guard $ ← isDefEq textmvar text -- Store the text in a mvar.
-- The information about the hint is logged as a message using `logInfo` to transfer it to the
-- `Statement` command:
logInfo $
.tagged `Hint $
.nest (if strict then 1 else 0) $
.nest (if hidden then 1 else 0) $
.compose (.ofGoal textmvar.mvarId!) (.ofGoal goal)
/-- This tactic allows us to execute an alternative sequence of tactics, but without affecting the
proof state. We use it to define Hints for alternative proof methods or dead ends. -/
elab (name := GameServer.Tactic.Branch) "Branch" t:tacticSeq : tactic => do
let b ← saveState
Tactic.evalTactic t
-- Show an info whether the branch proofs all remaining goals.
let gs ← Tactic.getUnsolvedGoals
if gs.isEmpty then
trace[debug] "This branch finishes the proof."
else
trace[debug] "This branch leaves open goals."
let msgs ← Core.getMessageLog
b.restore
Core.setMessageLog msgs
/-- A hole inside a template proof that will be replaced by `sorry`. -/
elab (name := GameServer.Tactic.Hole) "Hole" t:tacticSeq : tactic => do
Tactic.evalTactic t
/--
Iterate recursively through the Syntax, replace `Hole` with `sorry` and remove all
`Hint`/`Branch` occurrences.
-/
def replaceHoles (tacs : Syntax) : Syntax :=
match tacs with
| Syntax.node info kind ⟨args⟩ =>
let newArgs := filterArgs args
Syntax.node info kind ⟨newArgs⟩
| other => other
where filterArgs (args : List Syntax) : List Syntax :=
match args with
| [] => []
-- replace `Hole` with `sorry`.
| Syntax.node info `GameServer.Tactic.Hole _ :: r =>
Syntax.node info `Lean.Parser.Tactic.tacticSorry #[Syntax.atom info "sorry"] :: filterArgs r
-- delete all `Hint` and `Branch` occurrences in the middle.
| Syntax.node _ `GameServer.Tactic.Hint _ :: _ :: r
| Syntax.node _ `GameServer.Tactic.Branch _ :: _ :: r =>
filterArgs r
-- delete `Hint` and `Branch` occurence at the end of the tactic sequence.
| Syntax.node _ `GameServer.Tactic.Hint _ :: []
| Syntax.node _ `GameServer.Tactic.Branch _ :: [] =>
[]
-- Recurse on all other Syntax.
| a :: rest =>
replaceHoles a :: filterArgs rest
/-- The tactic block inside `Template` will be copied into the users editor.
Use `Hole` inside the template for a part of the proof that should be replaced
with `sorry`. -/
elab "Template" tacs:tacticSeq : tactic => do
Tactic.evalTactic tacs
let newTacs : TSyntax `Lean.Parser.Tactic.tacticSeq := ⟨replaceHoles tacs.raw⟩
let template ← PrettyPrinter.ppCategory `Lean.Parser.Tactic.tacticSeq newTacs
trace[debug] s!"Template:\n{template}"
modifyLevel (←getCurLevelId) fun level => do
return {level with template := s!"{template}"}
-- TODO: Notes for testing if a declaration has the simp attribute
-- -- Test: From zulip
-- section test
-- open Lean Meta Elab Command Tactic Simp
-- def Lean.Meta.SimpTheorems.hasAttribute (d : SimpTheorems) (decl : Name) :=
-- d.isLemma (.decl decl) || d.isDeclToUnfold decl
-- def isInSimpset (simpAttr decl: Name) : CoreM Bool := do
-- let .some simpDecl ←getSimpExtension? simpAttr | return false
-- return (← simpDecl.getTheorems).hasAttribute decl
-- end test
/-! # Make Game -/
/-- The worlds of a game are joint by dependencies. These are
automatically computed but can also be defined with the syntax
`Dependency World₁ → World₂ → World₃`. -/
def Parser.dependency := Parser.sepBy1Indent Parser.ident "→"
/-- Manually add a dependency between two worlds.
Normally, the dependencies are computed automatically by the
tactics & lemmas used in the example
proof and the ones introduced by `NewLemma`/`NewTactic`.
Use the command `Dependency World₁ → World₂` to add a manual edge to the graph,
for example if the only dependency between the worlds is given by
the narrative. -/
elab "Dependency" s:Parser.dependency : command => do
let mut source? : Option Name := none
for stx in s.raw.getArgs.getEvenElems do
let some source := source?
| do
source? := some stx.getId
continue
let target := stx.getId
match (← getCurGame).worlds.nodes.find? target with
| some _ => pure ()
| none => logErrorAt stx m!"World `{target}` seems not to exist"
modifyCurGame fun game =>
pure {game with worlds := {game.worlds with edges := game.worlds.edges.push (source, target)}}
source? := some target
/-- Build the game. This command will precompute various things about the game, such as which
tactics are available in each level etc. -/
elab "MakeGame" : command => do
let game ← getCurGame
let env ← getEnv
-- Now create The doc entries from the templates
for item in inventoryTemplateExt.getState env do
let name := item.name
let content : String ← match item.content with
| "" =>
-- If documentation is missing, try using the docstring instead.
let docstring ← getDocstring env name item.type
match docstring with
| some ds => pure s!"*(lean docstring)*\\\n{ds}"
| none => pure "(missing)"
| template =>
-- TODO: Process content template.
-- TODO: Add information about inventory items
pure $ template.replace "[[mathlib_doc]]"
s!"[mathlib doc](https://leanprover-community.github.io/mathlib4_docs/find/?pattern={name}#doc)"
match item.type with
| .Lemma =>
modifyEnv (inventoryExt.addEntry · { item with
content := content
-- Add the lemma statement to the doc
statement := (← getStatementString name)
})
| _ =>
modifyEnv (inventoryExt.addEntry · { item with
content := content
})
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-- For each `worldId` this contains a set of items used in this world
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let mut usedItemsInWorld : HashMap Name (HashSet Name) := {}
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-- For each `worldId` this contains a set of items newly defined in this world
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let mut newItemsInWorld : HashMap Name (HashSet Name) := {}
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-- Items that should not be displayed in inventory
let mut hiddenItems : HashSet Name := {}
let allWorlds := game.worlds.nodes.toArray
let nrWorlds := allWorlds.size
let mut nrLevels := 0
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-- Calculate which "items" are used/new in which world
for (worldId, world) in allWorlds do
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let mut usedItems : HashSet Name := {}
let mut newItems : HashSet Name := {}
for inventoryType in #[.Tactic, .Definition, .Lemma] do
for (levelId, level) in world.levels.toArray do
usedItems := usedItems.insertMany (level.getInventory inventoryType).used
newItems := newItems.insertMany (level.getInventory inventoryType).new
hiddenItems := hiddenItems.insertMany (level.getInventory inventoryType).hidden
-- if the previous level was named, we need to add it as a new lemma
if inventoryType == .Lemma then
match levelId with
| 0 => pure ()
| 1 => pure () -- level ids start with 1, so we need to skip 1, too
| i₀ + 1 =>
match (world.levels.find! (i₀)).statementName with
| .anonymous => pure ()
| .num _ _ => panic "Did not expect to get a numerical statement name!"
| .str pre s =>
let name := Name.str pre s
newItems := newItems.insert name
if inventoryType == .Lemma then
-- if the last level was named, we need to add it as a new lemma
let i₀ := world.levels.size
match (world.levels.find! (i₀)).statementName with
| .anonymous => pure ()
| .num _ _ => panic "Did not expect to get a numerical statement name!"
| .str pre s =>
let name := Name.str pre s
newItems := newItems.insert name
2 years ago
usedItemsInWorld := usedItemsInWorld.insert worldId usedItems
newItemsInWorld := newItemsInWorld.insert worldId newItems
2 years ago
-- DEBUG: print new/used items
-- logInfo m!"{worldId} uses: {usedItems.toList}"
-- logInfo m!"{worldId} introduces: {newItems.toList}"
2 years ago
-- Moreover, count the number of levels in the game
nrLevels := nrLevels + world.levels.toArray.size
2 years ago
/- for each "item" this is a HashSet of `worldId`s that introduce this item -/
2 years ago
let mut worldsWithNewItem : HashMap Name (HashSet Name) := {}
for (worldId, _world) in allWorlds do
for newItem in newItemsInWorld.findD worldId {} do
2 years ago
worldsWithNewItem := worldsWithNewItem.insert newItem $
(worldsWithNewItem.findD newItem {}).insert worldId
2 years ago
-- For each `worldId` this is a HashSet of `worldId`s that this world depends on.
2 years ago
let mut worldDependsOnWorlds : HashMap Name (HashSet Name) := {}
2 years ago
-- For a pair of `worldId`s `(id₁, id₂)` this is a HasSet of "items" why `id₁` depends on `id₂`.
let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {}
-- Calculate world dependency graph `game.worlds`
for (dependentWorldId, _dependentWorld) in allWorlds do
2 years ago
let mut dependsOnWorlds : HashSet Name := {}
-- Adding manual dependencies that were specified via the `Dependency` command.
for (sourceId, targetId) in game.worlds.edges do
if targetId = dependentWorldId then
dependsOnWorlds := dependsOnWorlds.insert sourceId
for usedItem in usedItemsInWorld.findD dependentWorldId {} do
2 years ago
match worldsWithNewItem.find? usedItem with
2 years ago
| none => logWarning m!"No world introducing {usedItem}, but required by {dependentWorldId}"
2 years ago
| some worldIds =>
2 years ago
-- Only need a new dependency if the world does not introduce an item itself
2 years ago
if !worldIds.contains dependentWorldId then
2 years ago
-- Add all worlds as dependencies which introduce this item
-- TODO: Could do something more clever here.
2 years ago
dependsOnWorlds := dependsOnWorlds.insertMany worldIds
2 years ago
-- Store the dependency reasons for debugging
2 years ago
for worldId in worldIds do
2 years ago
let tmp := (dependencyReasons.findD (dependentWorldId, worldId) {}).insert usedItem
dependencyReasons := dependencyReasons.insert (dependentWorldId, worldId) tmp
2 years ago
worldDependsOnWorlds := worldDependsOnWorlds.insert dependentWorldId dependsOnWorlds
-- Debugging: show all dependency reasons if the option `lean4game.showDependencyReasons` is set
if lean4game.showDependencyReasons.get (← getOptions) then
for (world, dependencies) in worldDependsOnWorlds.toArray do
if dependencies.isEmpty then
logInfo m!"Dependencies of '{world}': none"
else
let mut msg := m!"Dependencies of '{world}':"
for dep in dependencies do
match dependencyReasons.find? (world, dep) with
| none =>
msg := msg ++ m!"\n· '{dep}': no reason found (manually added?)"
| some items =>
msg := msg ++ m!"\n· '{dep}' because of:\n {items.toList}"
logInfo msg
2 years ago
-- Check graph for loops and remove transitive edges
2 years ago
let loop := findLoops worldDependsOnWorlds
if loop != [] then
logError m!"Loop: Dependency graph has a loop: {loop}"
for i in [:loop.length] do
let w1 := loop[i]!
let w2 := loop[if i == loop.length - 1 then 0 else i + 1]!
2 years ago
match dependencyReasons.find? (w1, w2) with
-- This should not happen. Could use `find!` again...
| none => logError m!"Did not find a reason why {w1} depends on {w2}."
| some items =>
logError m!"{w1} depends on {w2} because of {items.toList}."
2 years ago
else
worldDependsOnWorlds ← removeTransitive worldDependsOnWorlds
-- need to delete all existing edges as they are already present in `worldDependsOnWorlds`.
modifyCurGame fun game =>
pure {game with worlds := {game.worlds with edges := Array.empty}}
2 years ago
for (dependentWorldId, worldIds) in worldDependsOnWorlds.toArray do
modifyCurGame fun game =>
pure {game with worlds := {game.worlds with
edges := game.worlds.edges.append (worldIds.toArray.map fun wid => (wid, dependentWorldId))}}
-- Add the number of levels and worlds to the tile for the landing page
modifyCurGame fun game => pure {game with tile := {game.tile with
levels := nrLevels
worlds := nrWorlds }}
-- Apparently we need to reload `game` to get the changes to `game.worlds` we just made
let game ← getCurGame
1 year ago
let mut allItemsByType : HashMap InventoryType (HashSet Name) := {}
-- Compute which inventory items are available in which level:
for inventoryType in #[.Tactic, .Definition, .Lemma] do
-- Which items are introduced in which world?
let mut lemmaStatements : HashMap (Name × Nat) Name := {}
-- TODO: I believe `newItemsInWorld` has way to many elements in it which we iterate over
-- e.g. we iterate over `ring` for `Lemma`s as well, but so far that seems to cause no problems
let mut allItems : HashSet Name := {}
for (worldId, world) in game.worlds.nodes.toArray do
let mut newItems : HashSet Name := {}
for (levelId, level) in world.levels.toArray do
let newLemmas := (level.getInventory inventoryType).new
newItems := newItems.insertMany newLemmas
allItems := allItems.insertMany newLemmas
if inventoryType == .Lemma then
-- For levels `2, 3, …` we check if the previous level was named
-- in which case we add it as available lemma.
match levelId with
| 0 => pure ()
| 1 => pure () -- level ids start with 1, so we need to skip 1, too.
| i₀ + 1 =>
-- add named statement from previous level to the available lemmas.
match (world.levels.find! (i₀)).statementName with
| .anonymous => pure ()
| .num _ _ => panic "Did not expect to get a numerical statement name!"
| .str pre s =>
let name := Name.str pre s
newItems := newItems.insert name
allItems := allItems.insert name
lemmaStatements := lemmaStatements.insert (worldId, levelId) name
if inventoryType == .Lemma then
-- if named, add the lemma from the last level of the world to the inventory
let i₀ := world.levels.size
match i₀ with
| 0 => logWarning m!"World `{worldId}` contains no levels."
| i₀ =>
match (world.levels.find! (i₀)).statementName with
| .anonymous => pure ()
| .num _ _ => panic "Did not expect to get a numerical statement name!"
| .str pre s =>
let name := Name.str pre s
newItems := newItems.insert name
allItems := allItems.insert name
newItemsInWorld := newItemsInWorld.insert worldId newItems
-- Basic inventory item availability: all locked.
let Availability₀ : HashMap Name InventoryTile :=
HashMap.ofList $
← allItems.toList.mapM fun item => do
-- Using a match statement because the error message of `Option.get!` is not helpful.
match (← getInventoryItem? item inventoryType) with
| none =>
-- Note: we did have a panic here before because lemma statement and doc entry
-- had mismatching namespaces
logError m!"There is no inventory item ({inventoryType}) for: {item}."
panic s!"Inventory item {item} not found!"
| some data =>
return (item, {
name := item
displayName := data.displayName
category := data.category
altTitle := data.statement
hidden := hiddenItems.contains item })
-- Availability after a given world
let mut itemsInWorld : HashMap Name (HashMap Name InventoryTile) := {}
for (worldId, _) in game.worlds.nodes.toArray do
-- Unlock all items from previous worlds
let mut items := Availability₀
let predecessors := game.worlds.predecessors worldId
-- logInfo m!"Predecessors: {predecessors.toArray.map fun (a) => (a)}"
for predWorldId in predecessors do
for item in newItemsInWorld.findD predWorldId {} do
let data := (← getInventoryItem? item inventoryType).get!
items := items.insert item {
name := item
displayName := data.displayName
category := data.category
locked := false
altTitle := data.statement
hidden := hiddenItems.contains item }
itemsInWorld := itemsInWorld.insert worldId items
for (worldId, world) in game.worlds.nodes.toArray do
let mut items := itemsInWorld.findD worldId {}
let levels := world.levels.toArray.insertionSort fun a b => a.1 < b.1
for (levelId, level) in levels do
let levelInfo := level.getInventory inventoryType
-- unlock items that are unlocked in this level
for item in levelInfo.new do
let data := (← getInventoryItem? item inventoryType).get!
items := items.insert item {
name := item
displayName := data.displayName
category := data.category
locked := false
altTitle := data.statement
hidden := hiddenItems.contains item }
-- add the exercise statement from the previous level
-- if it was named
if inventoryType == .Lemma then
match lemmaStatements.find? (worldId, levelId) with
| none => pure ()
| some name =>
let data := (← getInventoryItem? name inventoryType).get!
items := items.insert name {
name := name
displayName := data.displayName
category := data.category
altTitle := data.statement
locked := false }
-- add marks for `disabled` and `new` lemmas here, so that they only apply to
-- the current level.
let itemsArray := items.toArray
|>.insertionSort (fun a b => a.1.toString < b.1.toString)
|>.map (·.2)
|>.map (fun item => { item with
disabled := if levelInfo.only.size == 0 then
levelInfo.disabled.contains item.name
else
not (levelInfo.only.contains item.name)
new := levelInfo.new.contains item.name
})
modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do
return level.setComputedInventory inventoryType itemsArray
1 year ago
allItemsByType := allItemsByType.insert inventoryType allItems
let getTiles (type : InventoryType) : CommandElabM (Array InventoryTile) := do
(allItemsByType.findD type {}).toArray.mapM (fun name => do
let some item ← getInventoryItem? name type
| throwError "Expected item to exist: {name}"
return item.toTile)
let inventory : InventoryOverview := {
lemmas := (← getTiles .Lemma).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
tactics := (← getTiles .Tactic).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
definitions := (← getTiles .Definition).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
lemmaTab := none
}
saveGameData allItemsByType inventory