Use 'progress' to construct the processing flow of typewriterMode
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@@ -103,7 +103,6 @@ function InputModeButton({setNavOpen, isDropdown}) {
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/** toggle input mode if allowed */
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function toggleInputMode(ev: React.MouseEvent) {
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if (!lockInputMode){
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localStorage.setItem("lean4game:typewriterMode", JSON.stringify(!typewriterMode))
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setTypewriterMode(!typewriterMode)
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setNavOpen(false)
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}
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@@ -22,7 +22,7 @@ import { ConnectionContext, connection, useLeanClient } from '../connection'
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import { useAppDispatch, useAppSelector } from '../hooks'
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import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
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import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
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selectHelp, selectDifficulty, selectInventory } from '../state/progress'
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selectHelp, selectDifficulty, selectInventory, selectTypewriterMode, changeTypewriterMode } from '../state/progress'
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import { store } from '../state/store'
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import { Button } from './button'
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import Markdown from './markdown'
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@@ -204,12 +204,17 @@ function PlayableLevel({impressum, setImpressum}) {
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const {worldId, levelId} = useContext(WorldLevelIdContext)
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const {mobile} = React.useContext(MobileContext)
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const dispatch = useAppDispatch()
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const difficulty = useSelector(selectDifficulty(gameId))
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const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
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const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
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const inventory: Array<String> = useSelector(selectInventory(gameId))
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const gameInfo = useGetGameInfoQuery({game: gameId})
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const typewriterMode = useSelector(selectTypewriterMode(gameId))
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const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
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const gameInfo = useGetGameInfoQuery({game: gameId})
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const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
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// The state variables for the `ProofContext`
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@@ -221,15 +226,11 @@ function PlayableLevel({impressum, setImpressum}) {
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const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
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// Only for mobile layout
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const [pageNumber, setPageNumber] = useState(0)
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const [typewriterMode, setTypewriterMode] = useState(()=>{
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const savedMode = localStorage.getItem('lean4game:typewriterMode');
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return savedMode !== null ? JSON.parse(savedMode) : true;
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})
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// set to true to prevent switching between typewriter and editor
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const [lockInputMode, setLockInputMode] = useState(false)
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const [typewriterInput, setTypewriterInput] = useState("")
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const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
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const dispatch = useAppDispatch()
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// impressum pop-up
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function toggleImpressum() {setImpressum(!impressum)}
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@@ -26,7 +26,8 @@ export interface GameProgressState {
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inventory: string[],
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difficulty: number,
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openedIntro: boolean,
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data: WorldProgressState
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data: WorldProgressState,
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typewriterMode: boolean
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}
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/**
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@@ -53,7 +54,7 @@ const initalLevelProgressState: LevelProgressState = {code: "", completed: false
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/** Add an empty skeleton with progress for the current game */
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function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) {
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if (!state.games[action.payload.game]) {
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state.games[action.payload.game] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY}
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state.games[action.payload.game] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY, typewriterMode: true}
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}
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if (!state.games[action.payload.game].data) {
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state.games[action.payload.game].data = {}
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@@ -99,7 +100,7 @@ export const progressSlice = createSlice({
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},
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/** delete all progress for this game */
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deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) {
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state.games[action.payload.game] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY}
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state.games[action.payload.game] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY, typewriterMode: true}
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},
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/** delete progress for this level */
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deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
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@@ -126,6 +127,10 @@ export const progressSlice = createSlice({
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addGameProgress(state, action)
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state.games[action.payload.game].openedIntro = action.payload.openedIntro
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},
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changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) {
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addGameProgress(state, action)
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state.games[action.payload.game].typewriterMode = action.payload.typewriterMode
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}
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}
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})
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@@ -196,7 +201,15 @@ export function selectOpenedIntro(game: string) {
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}
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}
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/** return whether the intro has been read */
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export function selectTypewriterMode(game: string) {
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return (state) => {
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return state.progress.games[game] ? state.progress.games[game].typewriterMode : true
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}
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}
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/** Export actions to modify the progress */
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export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
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deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro,
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changedDifficulty } = progressSlice.actions
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changedDifficulty, changeTypewriterMode} = progressSlice.actions
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