unlock items of previous worlds

pull/118/head
Alexander Bentkamp 3 years ago
parent d40fd1d6cb
commit 0a2c4552bf

@ -710,11 +710,60 @@ elab "MakeGame" : command => do
})
-- Which items are used/new in which world?
let mut usedItemsInWorld : HashMap Name (HashSet Name) := {}
let mut newItemsInWorld : HashMap Name (HashSet Name) := {}
for (worldId, world) in game.worlds.nodes.toArray do
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
usedItemsInWorld := usedItemsInWorld.insert worldId usedItems
newItemsInWorld := newItemsInWorld.insert worldId newItems
let mut worldsWithNewItem : HashMap Name (HashSet Name) := {}
for (worldId, world) in game.worlds.nodes.toArray do
for newItem in newItemsInWorld.find! worldId do
worldsWithNewItem := worldsWithNewItem.insert newItem $
(worldsWithNewItem.findD newItem {}).insert worldId
-- which world depends on which world?
let mut worldDependsOnWorlds : HashMap Name (HashSet Name) := {}
let mut dependencyReason : HashMap (Name × Name) Name := {}
for (dependentWorldId, dependentWorld) in game.worlds.nodes.toArray do
let mut dependsOnWorlds : HashSet Name := {}
for usedItem in usedItemsInWorld.find! dependentWorldId do
match worldsWithNewItem.find? usedItem with
| some worldIds =>
if !worldIds.contains dependentWorldId then
dependsOnWorlds := dependsOnWorlds.insertMany worldIds
for worldId in worldIds do
dependencyReason := dependencyReason.insert (dependentWorldId, worldId) usedItem
| none => logWarning m!"No world introducing {usedItem}, but required by {dependentWorldId}"
worldDependsOnWorlds := worldDependsOnWorlds.insert dependentWorldId dependsOnWorlds
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]!
let item := dependencyReason.find! (w1, w2)
logError m!"{w1} depends on {w2} because of {item}"
else
worldDependsOnWorlds ← removeTransitive worldDependsOnWorlds
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))}}
-- 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 newItemsInWorld : HashMap Name (HashSet Name) := {}
let mut newItemsInWorld' : HashMap Name (HashSet Name) := {}
let mut lemmaStatements : HashMap (Name × Nat) Name := {}
let mut allItems : HashSet Name := {}
for (worldId, world) in game.worlds.nodes.toArray do
@ -749,7 +798,7 @@ elab "MakeGame" : command => do
let name := Name.str pre s
newItems := newItems.insert name
allItems := allItems.insert name
newItemsInWorld := newItemsInWorld.insert worldId newItems
newItemsInWorld' := newItemsInWorld'.insert worldId newItems
-- Basic inventory item availability: all locked.
let Availability₀ : HashMap Name InventoryTile :=
@ -767,9 +816,9 @@ elab "MakeGame" : command => do
for (worldId, _) in game.worlds.nodes.toArray do
-- Unlock all items from previous worlds
let mut items := Availability₀
let predecessors := game.worlds.predecessors worldId
let predecessors := worldDependsOnWorlds.find! worldId
for predWorldId in predecessors do
for item in newItemsInWorld.find! predWorldId do
for item in newItemsInWorld'.find! predWorldId do
let data := (← getInventoryItem? item inventoryType).get!
items := items.insert item {
name := item
@ -825,55 +874,6 @@ elab "MakeGame" : command => do
return level.setComputedInventory inventoryType itemsArray
-- Which items are used/new in which world?
let mut usedItemsInWorld : HashMap Name (HashSet Name) := {}
let mut newItemsInWorld : HashMap Name (HashSet Name) := {}
for (worldId, world) in game.worlds.nodes.toArray do
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
usedItemsInWorld := usedItemsInWorld.insert worldId usedItems
newItemsInWorld := newItemsInWorld.insert worldId newItems
let mut worldsWithNewItem : HashMap Name (HashSet Name) := {}
for (worldId, world) in game.worlds.nodes.toArray do
for newItem in newItemsInWorld.find! worldId do
worldsWithNewItem := worldsWithNewItem.insert newItem $
(worldsWithNewItem.findD newItem {}).insert worldId
-- which world depends on which world?
let mut worldDependsOnWorlds : HashMap Name (HashSet Name) := {}
let mut dependencyReason : HashMap (Name × Name) Name := {}
for (dependentWorldId, dependentWorld) in game.worlds.nodes.toArray do
let mut dependsOnWorlds : HashSet Name := {}
for usedItem in usedItemsInWorld.find! dependentWorldId do
match worldsWithNewItem.find? usedItem with
| some worldIds =>
if !worldIds.contains dependentWorldId then
dependsOnWorlds := dependsOnWorlds.insertMany worldIds
for worldId in worldIds do
dependencyReason := dependencyReason.insert (dependentWorldId, worldId) usedItem
| none => logWarning m!"No world introducing {usedItem}, but required by {dependentWorldId}"
worldDependsOnWorlds := worldDependsOnWorlds.insert dependentWorldId dependsOnWorlds
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]!
let item := dependencyReason.find! (w1, w2)
logError m!"{w1} depends on {w2} because of {item}"
else
worldDependsOnWorlds ← removeTransitive worldDependsOnWorlds
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))}}
/-! # Debugging tools -/
-- /-- Print current game for debugging purposes. -/

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