Merge pull request #79 from leanprover-community/automatic_inventory_doc

add automatic inventory doc
pull/83/head
Jon Eugster 2 years ago committed by GitHub
commit 2c2c6a0c5e
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@ -4,7 +4,7 @@ import './inventory.css'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faLock, faLockOpen, faBook, faHammer, faBan } from '@fortawesome/free-solid-svg-icons'
import Markdown from './Markdown';
import { useLoadDocQuery, ComputedInventoryItem, LevelInfo } from '../state/api';
import { useLoadDocQuery, InventoryTile, LevelInfo } from '../state/api';
import { GameIdContext } from '../App';
export function Inventory({levelInfo, setInventoryDoc } :
@ -13,6 +13,7 @@ export function Inventory({levelInfo, setInventoryDoc } :
setInventoryDoc: (inventoryDoc: {name: string, type: string}) => void,
}) {
// TODO: This seems like a useless wrapper to me
function openDoc(name, type) {
setInventoryDoc({name, type})
}
@ -36,7 +37,7 @@ export function Inventory({levelInfo, setInventoryDoc } :
function InventoryList({items, docType, openDoc, defaultTab=null, level=undefined} :
{
items: ComputedInventoryItem[],
items: InventoryTile[],
docType: string,
openDoc(name: string, type: string): void,
defaultTab? : string,
@ -103,6 +104,8 @@ export function Documentation({name, type}) {
return <>
<h2 className="doc">{doc.data?.displayName}</h2>
<Markdown>{doc.data?.text}</Markdown>
<p><code>{doc.data?.statement}</code></p>
{/* <code>docstring: {doc.data?.docstring}</code> */}
<Markdown>{doc.data?.content}</Markdown>
</>
}

@ -171,6 +171,7 @@ function PlayableLevel({worldId, levelId}) {
}
}, [editor, commandLineMode])
// if this is set to a pair `(name, type)` then the according doc will be open.
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null)
const levelTitle = <>{levelId && `Level ${levelId}`}{level?.data?.title && `: ${level?.data?.title}`}</>

@ -10,7 +10,7 @@ interface GameInfo {
conclusion: null|string,
}
export interface ComputedInventoryItem {
export interface InventoryTile {
name: string,
displayName: string,
category: string,
@ -24,9 +24,9 @@ export interface LevelInfo {
introduction: null|string,
conclusion: null|string,
index: number,
tactics: ComputedInventoryItem[],
lemmas: ComputedInventoryItem[],
definitions: ComputedInventoryItem[],
tactics: InventoryTile[],
lemmas: InventoryTile[],
definitions: InventoryTile[],
descrText: null|string,
descrFormat: null|string,
lemmaTab: null|string,
@ -36,7 +36,10 @@ export interface LevelInfo {
interface Doc {
name: string,
displayName: string,
text: string
content: string,
statement: string,
type: string, // TODO: can I remove these?
category: string,
}

@ -78,33 +78,40 @@ in the first level and get enabled during the game.
/-! ## Doc entries -/
/-- Throw a warning if inventory doc does not exist. If `(default := _)` is provided,
it will create a new inverntory entry with the specified default description. -/
def checkInventoryDoc (type : InventoryType) (name : Syntax)
(default : Option (String) := none) : CommandElabM Unit := do
let some _ := (inventoryDocExt.getState (← getEnv)).find?
(fun x => x.name == name.getId && x.type == type)
| match default with
| some _ =>
logInfoAt name (m!"Missing {type} Documentation: {name}, used provided default (e.g. " ++
m!"statement description) instead. If you want to write your own description, add " ++
m!"`{type}Doc {name}` somewhere above this statement.")
| none =>
logWarningAt name (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
/-- Checks if `inventoryTemplateExt` contains an entry with `(type, name)` and yields
a warning otherwise. If `template` is provided, it will add such an entry instead of yielding a
warning. -/
def checkInventoryDoc (type : InventoryType) (name : Ident)
(template : Option String := none) : CommandElabM Unit := do
-- note: `name` is an `Ident` (instead of `Name`) for the log messages.
let env ← getEnv
let n := name.getId
-- Find a key with matching `(type, name)`.
match (inventoryTemplateExt.getState env).findIdx?
(fun x => x.name == n && x.type == type) with
-- Nothing to do if the entry exists
| some _ => pure ()
| none =>
match template with
-- Warn about missing documentation
| none =>
-- We just add a dummy entry
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name.getId
category := if type == .Lemma then s!"{n.getPrefix}" else "" })
logWarningAt name (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
m!"somewhere above this statement.")
let default₀ := match default with
| some d => d
| none => "missing"
-- Create a default inventory entry
let n := name.getId
modifyEnv (inventoryDocExt.addEntry · {
name := n
-- Add the default documentation
| some s =>
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
displayName := s!"{n}" -- TODO: for lemmas, only take the last part of the name
name := name.getId
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := default₀ })
content := s })
logInfoAt name (m!"Missing {type} Documentation: {name}, used provided default (e.g. " ++
m!"statement description) instead. If you want to write your own description, add " ++
m!"`{type}Doc {name}` somewhere above this statement.")
/-- Documentation entry of a tactic. Example:
@ -116,8 +123,7 @@ TacticDoc rw "`rw` stands for rewrite, etc. "
* The description is a string supporting Markdown.
-/
elab "TacticDoc" name:ident content:str : command =>
modifyEnv (inventoryDocExt.addEntry · {
category := default
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Tactic
name := name.getId
displayName := name.getId.toString
@ -134,14 +140,23 @@ LemmaDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
* The string following `as` is the displayed name (in the Inventory).
* The identifier after `in` is the category to group lemmas 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 requries
The lemma/definition to have the same fully qualified name as in mathlib.
-/
elab "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str : command =>
modifyEnv (inventoryDocExt.addEntry · {
name := name.getId,
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Lemma
displayName := displayName.getString,
category := category.getString,
name := name.getId
category := category.getString
displayName := displayName.getString
content := content.getString })
-- TODO: Catch the following behaviour.
-- 1. if `LemmaDoc` 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:
@ -153,32 +168,67 @@ DefinitionDoc Function.Bijective as "Bijective" "defined as `Injective f ∧ Sur
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 requries
The lemma/definition to have the same fully qualified name as in mathlib.
-/
elab "DefinitionDoc" name:ident "as" displayName:str content:str : command =>
modifyEnv (inventoryDocExt.addEntry · {
category := default
elab "DefinitionDoc" name:ident "as" displayName:str template:str : command =>
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Definition
name := name.getId,
displayName := displayName.getString,
content := content.getString })
content := template.getString })
/-! ## Add inventory items -/
-- namespace Lean.PrettyPrinter
-- def ppSignature' (c : Name) : MetaM String := do
-- let decl ← getConstInfo c
-- let e := .const c (decl.levelParams.map mkLevelParam)
-- let (stx, _) ← delabCore e (delab := Delaborator.delabConstWithSignature)
-- let f ← ppTerm stx
-- return toString f
-- end Lean.PrettyPrinter
def getStatement (name : Name) : CommandElabM MessageData := do
-- let c := name.getId
let decl ← getConstInfo name
-- -- TODO: How to go between CommandElabM and MetaM
-- addCompletionInfo <| .id name c (danglingDot := false) {} none
return ← addMessageContextPartial (.ofPPFormat { pp := fun
| some ctx => ctx.runMetaM <| ppExpr decl.type
-- PrettyPrinter.ppSignature' c
-- PrettyPrinter.ppSignature c
| none => return "that's a bug." })
-- Note: We use `String` because we can't send `MessageData` as json, but
-- `MessageData` might be better for interactive highlighting.
/-- Get a string of the form `my_lemma (n : ) : n + n = 2 * n`. -/
def getStatementString (name : Name) : CommandElabM String := do
try
return ← (← getStatement name).toString
catch
| _ => throwError m!"Could not find {name} in context."
-- TODO: I think it would be nicer to unresolve Namespaces as much as possible.
/-- Declare tactics that are introduced by this level. -/
elab "NewTactic" args:ident* : command => do
for name in ↑args do checkInventoryDoc .Tactic name
for name in ↑args do checkInventoryDoc .Tactic name -- TODO: Add (template := "[docstring]")
modifyCurLevel fun level => pure {level with
tactics := {level.tactics with new := args.map (·.getId)}}
/-- Declare lemmas that are introduced by this level. -/
elab "NewLemma" args:ident* : command => do
for name in ↑args do checkInventoryDoc .Lemma name
for name in ↑args do
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
for name in ↑args do checkInventoryDoc .Definition name
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)}}
@ -228,22 +278,6 @@ elab "LemmaTab" category:str : command =>
/-! # Exercise Statement -/
-- TODO: Instead of this, it would be nice to have a proper syntax parser that enables
-- us highlighting on the client side.
partial def reprintCore : Syntax → Option Format
| Syntax.missing => none
| Syntax.atom _ val => val.trim
| Syntax.ident _ rawVal _ _ => rawVal.toString
| Syntax.node _ _ args =>
match args.toList.filterMap reprintCore with
| [] => none
| [arg] => arg
| args => Format.group <| Format.nest 2 <| Format.joinSep args " "
/-- `reprint` is used to display the Lean-statement to the user-/
def reprint (stx : Syntax) : Format :=
reprintCore stx |>.getD ""
/-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")"
-- TODO
@ -259,14 +293,9 @@ elab "Statement" statementName:ident ? descr:str ? sig:declSig val:declVal : com
-- Save the messages before evaluation of the proof.
let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} })
-- Check that statement has a docs entry.
match statementName with
| some name => checkInventoryDoc .Lemma name (default := descr)
| none => pure ()
-- 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 : Name := (← getCurGame).name ++ (← getCurWorld).name ++
let defaultDeclName : Ident := mkIdent <| (← getCurGame).name ++ (← getCurWorld).name ++
("level" ++ toString lvlIdx : String)
-- Add theorem to context.
@ -277,35 +306,21 @@ elab "Statement" statementName:ident ? descr:str ? sig:declSig val:declVal : com
let origType := (env.constants.map₁.find! name.getId).type
-- TODO: Check if `origType` agrees with `sig` and output `logInfo` instead of `logWarning`
-- in that case.
logWarningAt name m!"Environment already contains {name.getId}!
Only the existing statement will be available in later levels:
{origType}"
-- let (binders, typeStx) := expandDeclSig sig
-- --let type ← Term.elabType typeStx
-- runTermElabM (fun vars =>
-- Term.elabBinders binders.getArgs (fun xs => do
-- let type ← Term.elabType typeStx
-- --Term.synthesizeSyntheticMVarsNoPostponing
-- --let type ← instantiateMVars type
-- --let type ← mkForallFVars xs type
-- ))
--let newType := Term.elabTerm sig.raw
--dbg_trace newType
--logInfo origType
-- dbg_trace sig
-- dbg_trace origType
--dbg_trace (env.constants.map₁.find! name.getId).value! -- that's the proof
--let newType := Lean.Elab.Term.elabTerm sig none
let thmStatement ← `(theorem $(mkIdent defaultDeclName) $sig $val)
logWarningAt name (m!"Environment already contains {name.getId}! Only the existing " ++
m!"statement will be available in later levels:\n\n{origType}")
let thmStatement ← `(theorem $defaultDeclName $sig $val)
elabCommand thmStatement
-- Check that statement has a docs entry.
checkInventoryDoc .Lemma name (template := descr)
else
-- logInfo attr
let thmStatement ← `( theorem $(mkIdent name.getId) $sig $val)
let thmStatement ← `( theorem $name $sig $val)
elabCommand thmStatement
-- Check that statement has a docs entry.
checkInventoryDoc .Lemma name (template := descr)
| none =>
let thmStatement ← `(theorem $(mkIdent defaultDeclName) $sig $val)
let thmStatement ← `(theorem $defaultDeclName $sig $val)
elabCommand thmStatement
let msgs := (← get).messages
@ -339,7 +354,15 @@ Only the existing statement will be available in later levels:
let scope ← getScope
let env ← getEnv
modifyCurLevel fun level => pure {level with
let st ← match statementName with
| some name => getStatementString name.getId
| none => getStatementString defaultDeclName.getId -- TODO: We dont want the internal lemma name here
let head := match statementName with
| some name => Format.join ["theorem ", name.getId.toString]
| none => "example"
modifyCurLevel fun level => pure { level with
module := env.header.mainModule
goal := sig,
scope := scope,
@ -347,13 +370,8 @@ Only the existing statement will be available in later levels:
statementName := match statementName with
| none => default
| some name => name.getId
descrFormat := match statementName with
| none => "example " ++ (toString <| reprint sig.raw) ++ " := by"
| some name => (Format.join ["theorem ", reprint name.raw, " ", reprint sig.raw, " := by"]).pretty 10 -- "lemma " ++ (toString <| reprint name.raw) ++ " " ++ (Format.pretty (reprint sig.raw) 40) ++ " := by"
hints := hints
} -- Format.pretty <| format thmStatement.raw }
descrFormat := (Format.join [head, " ", st, " := by"]).pretty 10
hints := hints }
/-! # Hints -/
@ -475,8 +493,21 @@ elab "Hole" t:tacticSeq : tactic => do
Tactic.evalTactic t
-- 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 -/
@ -486,10 +517,68 @@ def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
| .Lemma => level.lemmas
def GameLevel.setComputedInventory (level : GameLevel) :
InventoryType → Array ComputedInventoryItem → GameLevel
| .Tactic, v => {level with tactics := {level.tactics with computed := v}}
| .Definition, v => {level with definitions := {level.definitions with computed := v}}
| .Lemma, v => {level with lemmas := {level.lemmas with computed := v}}
InventoryType → Array InventoryTile → GameLevel
| .Tactic, v => {level with tactics := {level.tactics with tiles := v}}
| .Definition, v => {level with definitions := {level.definitions with tiles := v}}
| .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}}
/-- Copied from `Mathlib.Tactic.HelpCmd`.
Gets the initial string token in a parser description. For example, for a declaration like
`syntax "bla" "baz" term : tactic`, it returns `some "bla"`. Returns `none` for syntax declarations
that don't start with a string constant. -/
partial def getHeadTk (e : Expr) : Option String :=
match (Expr.withApp e λ e a => (e.constName?.getD Name.anonymous, a)) with
| (``ParserDescr.node, #[_, _, p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "withPosition")), p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "atomic")), p]) => getHeadTk p
| (``ParserDescr.binary, #[.app _ (.lit (.strVal "andthen")), p, _]) => getHeadTk p
| (``ParserDescr.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``ParserDescr.symbol, #[.lit (.strVal tk)]) => some tk
| (``Parser.withAntiquot, #[_, p]) => getHeadTk p
| (``Parser.leadingNode, #[_, _, p]) => getHeadTk p
| (``HAndThen.hAndThen, #[_, _, _, _, p, _]) => getHeadTk p
| (``Parser.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``Parser.symbol, #[.lit (.strVal tk)]) => some tk
| _ => none
/-- Modified from `#help` in `Mathlib.Tactic.HelpCmd` -/
def getTacticDocstring (env : Environment) (name: Name) : CommandElabM (Option String) := do
let name := name.toString (escape := false)
let mut decls : Lean.RBMap String (Array SyntaxNodeKind) compare := {}
let catName : Name := `tactic
let catStx : Ident := mkIdent catName -- TODO
let some cat := (Parser.parserExtension.getState env).categories.find? catName
| throwErrorAt catStx "{catStx} is not a syntax category"
liftTermElabM <| Term.addCategoryInfo catStx catName
for (k, _) in cat.kinds do
let mut used := false
if let some tk := do getHeadTk (← (← env.find? k).value?) then
let tk := tk.trim
if name ≠ tk then -- was `!name.isPrefixOf tk`
continue
used := true
decls := decls.insert tk ((decls.findD tk #[]).push k)
for (_name, ks) in decls do
for k in ks do
if let some doc ← findDocString? env k then
return doc
logWarning <| m!"Could not find a docstring for this tactic, consider adding one " ++
m!"using `TacticDoc {name} \"some doc\"`"
return none
/-- Retrieve the docstring associated to an inventory item. For Tactics, this
is not guaranteed to work. -/
def getDocstring (env : Environment) (name : Name) (type : InventoryType) :
CommandElabM (Option String) :=
match type with
-- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one.
| .Tactic => getTacticDocstring env name
| .Lemma => findDocString? env name
-- TODO: for definitions not implemented yet, does it work?
| .Definition => findDocString? env name
/-- Build the game. This command will precompute various things about the game, such as which
tactics are available in each level etc. -/
@ -500,6 +589,37 @@ elab "MakeGame" : command => do
if game.worlds.hasLoops then
throwError "World graph must not contain loops! Check your `Path` declarations."
let env ← getEnv
-- Now create The doc entries from the templates
for item in inventoryTemplateExt.getState env do
let name := item.name
let docstring ← getDocstring env name item.type
let content : String := match item.content with
| "" =>
-- If documentation is missing, try using the docstring instead.
match docstring with
| some ds => s!"*(lean docstring)*\\\n{ds}" -- TODO `\n` does not work in markdown
| none => "(missing)"
| template =>
-- TODO: Process content template.
-- TODO: Add information about inventory items
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
})
-- Compute which inventory items are available in which level:
for inventoryType in #[.Tactic, .Definition, .Lemma] do
let mut newItemsInWorld : HashMap Name (HashSet Name) := {}
@ -540,24 +660,25 @@ elab "MakeGame" : command => do
newItemsInWorld := newItemsInWorld.insert worldId newItems
-- Basic inventory item availability: all locked.
let Availability₀ : HashMap Name ComputedInventoryItem :=
let Availability₀ : HashMap Name InventoryTile :=
HashMap.ofList $
← allItems.toList.mapM fun item => do
let data := (← getInventoryDoc? item inventoryType).get!
let data := (← getInventoryItem? item inventoryType).get!
-- TODO: BUG, panic at `get!` in vscode
return (item, {
name := item
displayName := data.displayName
category := data.category })
-- Availability after a given world
let mut itemsInWorld : HashMap Name (HashMap Name ComputedInventoryItem) := {}
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
for predWorldId in predecessors do
for item in newItemsInWorld.find! predWorldId do
let data := (← getInventoryDoc? item inventoryType).get!
let data := (← getInventoryItem? item inventoryType).get!
items := items.insert item {
name := item
displayName := data.displayName
@ -575,7 +696,7 @@ elab "MakeGame" : command => do
-- unlock items that are unlocked in this level
for item in levelInfo.new do
let data := (← getInventoryDoc? item inventoryType).get!
let data := (← getInventoryItem? item inventoryType).get!
items := items.insert item {
name := item
displayName := data.displayName
@ -588,7 +709,7 @@ elab "MakeGame" : command => do
match lemmaStatements.find? (worldId, levelId) with
| none => pure ()
| some name =>
let data := (← getInventoryDoc? name inventoryType).get!
let data := (← getInventoryItem? name inventoryType).get!
items := items.insert name {
name := name
displayName := data.displayName

@ -1,6 +1,15 @@
import GameServer.AbstractCtx
import GameServer.Graph
/-- The default game name if `Game "MyGame"` is not used. -/
def defaultGameName: String := "MyGame"
-- Note: When changing any of these default names, one also needs to change them in `index.mjs`
/-- The default game module name. -/
def defaultGameModule: String := "Game"
/-! # Environment extensions
The game framework stores almost all its game building data in environment extensions
@ -9,19 +18,9 @@ defined in this file.
open Lean
-- Note: When changing these, one also needs to change them in `index.mjs`
/-! The default game name if `Game "MyGame"` is not used. -/
def defaultGameName: String := "MyGame"
/-! The default game module name. -/
def defaultGameModule: String := "Game"
/-! ## Hints -/
/--
A hint to help the user with a specific goal state
-/
/-- A hint to help the user with a specific goal state -/
structure GoalHintEntry where
goal : AbstractCtxResult
/-- Text of the hint as an expression of type `Array Expr → MessageData` -/
@ -35,38 +34,58 @@ instance : Repr GoalHintEntry := {
reprPrec := fun a n => reprPrec a.text n
}
/-! ## Tactic/Definition/Lemma documentation -/
/-! ## Inventory (documentation)
The inventory contains documentation that the user can access.
There are three inventory types: Lemma, Tactic, Definition. They vary about in the information
they carry.
The commands `LemmaDoc`, `TacticDoc`, and `DefinitionDoc` add keys and templates to an
env. extension called `InventoryTemplateExt`. Commands like `NewLemma`, etc. as well as
`Statement` check if there is a key registered in this extension and might add a default or
print a warning if not.
Then, `MakeGame` takes the templates from `InventoryTemplateExt` and creates the documentation entries
that are sent to the client. This allows us to modify them like adding information from
mathlib or from parsing the lemma in question.
-/
/-- The game knows three different inventory types that contain slightly different information -/
inductive InventoryType := | Tactic | Lemma | Definition
deriving ToJson, FromJson, Repr, BEq, Hashable, Inhabited
-- TODO: golf this?
instance : ToString InventoryType := ⟨fun t => match t with
| .Tactic => "Tactic"
| .Lemma => "Lemma"
| .Definition => "Definition"
/-- An inventory item represents the documentation of a tactic/lemma/definitions. -/
structure InventoryDocEntry where
/--
The name of the item. The restrictions are:
* for Tactics: The name of the tactic.
* for Lemmas: *Fully qualified* lemma name.
* for Definitions: no restrictions.
| .Definition => "Definition"⟩
/-- The keys/templates of the inventory items, stored in `InventoryTemplateExt`. -/
structure InventoryTemplate where
/-- Lemma, Tactic, or Definition -/
type: InventoryType
/-- Depends on the type:
* Tactic: the tactic's name
* Lemma: fully qualified lemma name
* Definition: no restrictions (preferrably the definions fully qualified name)
-/
name : Name
/-- One of `Tactic`, `Lemma` and `Definition`. -/
type : InventoryType
/-- The display name shown in the inventory. This can be free-text. -/
displayName : String
/-- Category to group inventory items by. (currently only used for lemmas) -/
category : String
/-- The description (doc) of the item. (free-text) -/
content : String
name: Name
/-- Only for Lemmas. To sort them into tabs -/
category: String := default
/-- Free-text short name -/
displayName: String := name.toString
/-- Template documentation. Allows for special tags to insert mathlib info [TODO!] -/
content: String := ""
deriving ToJson, Repr, Inhabited
structure ComputedInventoryItem where
/-- A full inventory item including the processing by `MakeGame`, which creates these
from the `InventoryTemplate`s and modifies them. -/
structure InventoryItem extends InventoryTemplate where
statement: String := ""
deriving ToJson, Repr, Inhabited
/-- A reduced variant of `InventoryItem` which is used for the tiles in the doc -/
structure InventoryTile where
/--
The name of the item. The restrictions are:
@ -87,26 +106,36 @@ structure ComputedInventoryItem where
new := false
deriving ToJson, FromJson, Repr, Inhabited
/-- Environment extension for inventory documentation. -/
initialize inventoryDocExt : SimplePersistentEnvExtension InventoryDocEntry (Array InventoryDocEntry) ←
/-- The extension that stores the doc templates. Note that you can only add, but never modify
entries! -/
initialize inventoryTemplateExt :
SimplePersistentEnvExtension InventoryTemplate (Array InventoryTemplate) ←
registerSimplePersistentEnvExtension {
name := `inventory_keys
addEntryFn := Array.push
addImportedFn := Array.concatMap id }
/-- Receive the template with that matches `(name, type)` -/
def getInventoryTemplate? [Monad m] [MonadEnv m] (n : Name) (type : InventoryType) :
m (Option InventoryTemplate) := do
return (inventoryTemplateExt.getState (← getEnv)).find? (fun x => x.name == n && x.type == type)
/-- The extension that contains the inventory content after it has been processed.
`MakeGame` is the only command adding items here. -/
initialize inventoryExt : SimplePersistentEnvExtension InventoryItem (Array InventoryItem) ←
registerSimplePersistentEnvExtension {
name := `inventory_doc
addEntryFn := Array.push
addImportedFn := Array.concatMap id
}
addImportedFn := Array.concatMap id }
def getInventoryDoc? {m : Type → Type} [Monad m] [MonadEnv m] (n : Name) (type : InventoryType) :
m (Option InventoryDocEntry) := do
return (inventoryDocExt.getState (← getEnv)).find? (fun x => x.name == n && x.type == type)
/-- Receive the item with that matches `(name, type)` -/
def getInventoryItem? [Monad m] [MonadEnv m] (n : Name) (type : InventoryType) :
m (Option InventoryItem) := do
return (inventoryExt.getState (← getEnv)).find? (fun x => x.name == n && x.type == type)
open Elab Command in
/-- Print a registered tactic doc for debugging purposes. -/
elab "#print_doc" : command => do
for entry in inventoryDocExt.getState (← getEnv) do
dbg_trace "[{entry.type}] {entry.name} : {entry.content}"
/-! ## Environment extensions for game specification-/
/-! ## Environment extensions for game specification -/
/-- Register a (non-persistent) environment extension to hold the current level -/
initialize curGameExt : EnvExtension (Option Name) ← registerEnvExtension (pure none)
@ -115,37 +144,50 @@ initialize curWorldExt : EnvExtension (Option Name) ← registerEnvExtension (pu
/-- Register a (non-persistent) environment extension to hold the current level -/
initialize curLevelExt : EnvExtension (Option Nat) ← registerEnvExtension (pure none)
/--
A game has three layers: Game, World, Levels. These are set with the commands
`Game`, `World`, and `Level`. Commands like `Introduction` depend on the current level.
-/
inductive Layer :=
| Game | World | Level
variable {m: Type → Type} [Monad m] [MonadEnv m]
/-- Set the current game -/
def setCurGameId (game : Name) : m Unit :=
modifyEnv (curGameExt.setState · (some game))
modifyEnv (curGameExt.setState · game)
/-- Set the current world -/
def setCurWorldId (world : Name) : m Unit :=
modifyEnv (curWorldExt.setState · (some world))
modifyEnv (curWorldExt.setState · world)
/-- Set the current level -/
def setCurLevelIdx (level : Nat) : m Unit :=
modifyEnv (curLevelExt.setState · (some level))
modifyEnv (curLevelExt.setState · level)
/-- Get the current layer. -/
def getCurLayer [MonadError m] : m Layer := do
match curGameExt.getState (← getEnv), curWorldExt.getState (← getEnv), curLevelExt.getState (← getEnv) with
| _, some _, some _ => return Layer.Level
| _, some _, none => return Layer.World
| _, none, none => return Layer.Game
| _, _, _ => throwError "Invalid Layer"
-- previously, we also had `curGameExt.getState (← getEnv), ` in here, which got removed
-- when we made the `Game` command optional
match curWorldExt.getState (← getEnv), curLevelExt.getState (← getEnv) with
| some _, some _ => return Layer.Level
| some _, none => return Layer.World
| none, none => return Layer.Game
| _, _ => throwError "Invalid Layer"
/-- Get the current game, or default if none is specified -/
def getCurGameId [Monad m] : m Name := do
match curGameExt.getState (← getEnv) with
| some game => return game
| none => return defaultGameName
/-- Get the current world -/
def getCurWorldId [MonadError m] : m Name := do
match curWorldExt.getState (← getEnv) with
| some world => return world
| none => throwError "Current world not set"
/-- Get the current level -/
def getCurLevelIdx [MonadError m] : m Nat := do
match curLevelExt.getState (← getEnv) with
| some level => return level
@ -160,14 +202,14 @@ structure LevelId where
deriving Inhabited
structure InventoryInfo where
-- new inventory items introduced by this level:
/-- new inventory items introduced by this level -/
new : Array Name
-- inventory items exceptionally forbidden in this level:
/-- inventory items exceptionally forbidden in this level -/
disabled : Array Name
-- only these inventory items are allowed in this level (ignored if empty):
/-- only these inventory items are allowed in this level (ignored if empty) -/
only : Array Name
-- inventory items in this level (computed by `MakeGame`):
computed : Array ComputedInventoryItem
/-- inventory items in this level (computed by `MakeGame`) -/
tiles : Array InventoryTile
deriving ToJson, FromJson, Repr, Inhabited
def getCurLevelId [MonadError m] : m LevelId := do

@ -40,9 +40,9 @@ Fields:
structure LevelInfo where
index : Nat
title : String
tactics : Array ComputedInventoryItem
lemmas : Array ComputedInventoryItem
definitions : Array ComputedInventoryItem
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
introduction : String
conclusion : String
descrText : Option String := none
@ -60,17 +60,11 @@ structure DidOpenLevelParams where
uri : String
gameDir : String
levelModule : Name
tactics : Array ComputedInventoryItem
lemmas : Array ComputedInventoryItem
definitions : Array ComputedInventoryItem
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
deriving ToJson, FromJson
structure Doc where
name: String
displayName: String
text: String
deriving ToJson
structure LoadDocParams where
name : Name
type : InventoryType
@ -95,9 +89,9 @@ def handleDidOpenLevel (params : Json) : GameServerM Unit := do
uri := m.uri
gameDir := (← get).gameDir
levelModule := lvl.module
tactics := lvl.tactics.computed
lemmas := lvl.lemmas.computed
definitions := lvl.definitions.computed
tactics := lvl.tactics.tiles
lemmas := lvl.lemmas.tiles
definitions := lvl.definitions.tiles
: DidOpenLevelParams
}
}
@ -126,9 +120,9 @@ partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
let levelInfo : LevelInfo :=
{ index := lvl.index,
title := lvl.title,
tactics := lvl.tactics.computed,
lemmas := lvl.lemmas.computed,
definitions := lvl.definitions.computed,
tactics := lvl.tactics.tiles,
lemmas := lvl.lemmas.tiles,
definitions := lvl.definitions.tiles,
descrText := lvl.descrText,
descrFormat := lvl.descrFormat --toExpr <| format (lvl.goal.raw) --toString <| Syntax.formatStx (lvl.goal.raw) --Syntax.formatStx (lvl.goal.raw) , -- TODO
introduction := lvl.introduction
@ -136,7 +130,7 @@ partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
lemmaTab := lvl.lemmaTab
statementName := match lvl.statementName with
| .anonymous => none
| name => match (inventoryDocExt.getState env).find?
| name => match (inventoryExt.getState env).find?
(fun x => x.name == name && x.type == .Lemma) with
| some n => n.displayName
| none => name.toString
@ -149,14 +143,15 @@ partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
let p ← parseParams LoadDocParams (toJson params)
-- let s ← get
let c ← read
let some doc ← getInventoryDoc? p.name p.type
let some doc ← getInventoryItem? p.name p.type
| do
c.hOut.writeLspResponseError ⟨id, .invalidParams, s!"Documentation not found: {p.name}", none⟩
c.hOut.writeLspResponseError ⟨id, .invalidParams,
s!"Documentation not found: {p.name}", none⟩
return true
let doc : Doc :=
{ name := doc.name.toString
displayName := doc.displayName
text := doc.content }
-- TODO: not necessary at all?
-- Here we only need to convert the fields that were not `String` in the `InventoryDocEntry`
-- let doc : InventoryItem := { doc with
-- name := doc.name.toString }
c.hOut.writeLspResponse ⟨id, ToJson.toJson doc⟩
return true
| _ => return false

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