$/game/setInventory no longer needed
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@@ -219,10 +219,8 @@ function PlayableLevel({impressum, setImpressum}) {
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const dispatch = useAppDispatch()
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const difficulty = useSelector(selectDifficulty(gameId))
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const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
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const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
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const inventory: Array<String> = useSelector(selectInventory(gameId))
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const typewriterMode = useSelector(selectTypewriterMode(gameId))
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const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
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@@ -301,12 +299,6 @@ function PlayableLevel({impressum, setImpressum}) {
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// a hint at the beginning of the proof...
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const [selectedStep, setSelectedStep] = useState<number>()
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// TODO: if the user inventory changes, notify the server
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// useEffect(() => {
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// let leanClient = connection.getLeanClient(gameId)
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// leanClient.sendNotification('$/game/setInventory', {inventory: inventory, difficulty: difficulty})
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// }, [inventory])
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useEffect (() => {
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// Lock editor mode
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if (level?.data?.template) {
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@@ -562,13 +562,6 @@ section MainLoop
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| Message.request id "shutdown" none =>
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ctx.hOut.writeLspResponse ⟨id, Json.null⟩
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mainLoop
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| Message.notification "$/game/setInventory" params =>
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let p := (← parseParams Game.SetInventoryParams (toJson params))
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let s ← get
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set {s with
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inventory := p.inventory,
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difficulty := p.difficulty}
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mainLoop
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| Message.notification method (some params) =>
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handleNotification method (toJson params)
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mainLoop
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@@ -77,9 +77,4 @@ def InitializeParams.toLeanInternal (p : InitializeParams) : Lean.Lsp.Initialize
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workspaceFolders? := p.workspaceFolders?
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}
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structure SetInventoryParams where
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inventory : Array String
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difficulty : Nat
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deriving ToJson, FromJson
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end Game
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