plug-in variables in hints client-side
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@@ -5,15 +5,33 @@ import { DeletedChatContext, ProofContext } from "./infoview/context";
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import { lastStepHasErrors } from "./infoview/goals";
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import { Button } from "./button";
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/** Plug-in the variable names in a hint. We do this client-side to prepare
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* for i18n in the future. i.e. one should be able translate the `rawText`
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* and have the variables substituted just before displaying.
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*/
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function getHintText(hint: GameHint): string {
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if (hint.rawText) {
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// Replace the variable names used in the hint with the ones used by the player
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// variable names are marked like `«{g}»` inside the text.
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return hint.rawText.replace(/«\{(.*?)\}»/, ((_, v) =>
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// `hint.varNames` contains tuples `[oldName, newName]`
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(hint.varNames.find(x => x[0] == v))[1]))
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} else {
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// hints created in the frontend do not have a `rawText`
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// TODO: `hint.text` could be removed in theory.
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return hint.text
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}
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}
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export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
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return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
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<Markdown>{hint.text}</Markdown>
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<Markdown>{getHintText(hint)}</Markdown>
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</div>
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}
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export function HiddenHint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
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return <div className={`message warning step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
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<Markdown>{hint.text}</Markdown>
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<Markdown>{getHintText(hint)}</Markdown>
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</div>
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}
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@@ -31,7 +49,7 @@ export function Hints({hints, showHidden, step, selected, toggleSelection, lastL
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export function DeletedHint({hint} : {hint: GameHint}) {
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return <div className="message information deleted-hint">
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<Markdown>{hint.text}</Markdown>
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<Markdown>{getHintText(hint)}</Markdown>
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</div>
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}
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@@ -49,6 +49,8 @@ export interface InteractiveTermGoal extends InteractiveGoalCore {
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export interface GameHint {
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text: string;
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hidden: boolean;
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rawText: string;
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varNames: string[][]; // in Lean: `Array (Name × Name)`
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}
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export interface InteractiveGoalWithHints {
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@@ -121,14 +121,45 @@ def findHints (goal : MVarId) (m : DocumentMeta) (initParams : Lsp.InitializePar
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openAbstractCtxResult hint.goal fun hintFVars hintGoal => do
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if let some fvarBij := matchExpr (← instantiateMVars $ hintGoal) (← instantiateMVars $ ← inferType $ mkMVar goal)
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then
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let lctx := (← goal.getDecl).lctx
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if let some bij ← matchDecls hintFVars lctx.getFVars (strict := hint.strict) (initBij := fvarBij)
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-- NOTE: This is a bit a hack of somebody who does not know how meta-programming works.
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-- All we want here is a list of `userNames` for the `FVarId`s in `hintFVars`...
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-- and we wrap them in `«{}»` here since I don't know how to do it later.
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let mut hintFVarsNames : Array Expr := #[]
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for fvar in hintFVars do
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let name₁ ← fvar.fvarId!.getUserName
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hintFVarsNames := hintFVarsNames.push <| Expr.fvar ⟨s!"«\{{name₁}}»"⟩
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let lctx := (← goal.getDecl).lctx -- the player's local context
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if let some bij ← matchDecls hintFVars lctx.getFVars
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(strict := hint.strict) (initBij := fvarBij)
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then
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let userFVars := hintFVars.map fun v => bij.forward.findD v.fvarId! v.fvarId!
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-- Evaluate the text in the player's context to get the new variable names.
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let text := (← evalHintMessage hint.text) (userFVars.map Expr.fvar)
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let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := lctx, opts := {}}
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let text ← (MessageData.withContext ctx text).toString
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return some { text := text, hidden := hint.hidden }
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-- Evaluate the text in the `Hint`'s context to get the old variable names.
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let rawText := (← evalHintMessage hint.text) hintFVarsNames
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let ctx₂ := {env := ← getEnv, mctx := ← getMCtx, lctx := ← getLCtx, opts := {}}
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let rawText ← (MessageData.withContext ctx₂ rawText).toString
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-- Here we map the goal's variable names to the player's variable names.
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let mut varNames : Array <| Name × Name := #[]
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for (fvar₁, fvar₂) in bij.forward.toArray do
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-- get the `userName` of the fvar in the opened local context of the hint.
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let name₁ ← fvar₁.getUserName
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-- get the `userName` in the player's local context.
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let name₂ := (lctx.get! fvar₂).userName
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varNames := varNames.push (name₁, name₂)
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return some {
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text := text,
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hidden := hint.hidden,
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rawText := rawText,
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varNames := varNames }
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else return none
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else
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return none
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@@ -54,8 +54,17 @@ deriving RpcEncodable
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/-- A hint in the game at the corresponding goal. -/
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structure GameHint where
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/-- The text with the variable names already inserted.
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Note: This is in theory superfluous and will be completely replaced by `rawText`. We just left
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it in for debugging for now. -/
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text : String
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/-- Flag whether the hint should be hidden initially. -/
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hidden : Bool
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/-- The text with the variables not inserted yet. -/
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rawText : String
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/-- The assignment of variable names in the `rawText` to the ones the player used. -/
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varNames : Array <| Name × Name
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deriving FromJson, ToJson
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/-- Bundled `InteractiveGoal` together with an array of hints that apply at this stage. -/
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