WIP progress on world overviews

This commit is contained in:
joneugster
2023-10-23 15:41:29 +02:00
parent b70ac78cf7
commit 4266c090db
6 changed files with 154 additions and 27 deletions
+6
View File
@@ -256,6 +256,12 @@ structure GameLevel where
template: Option String := none
deriving Inhabited, Repr
structure WorldOverview where
world: Name
tactics: Array InventoryTile := default
definitions: Array InventoryTile := default
lemmas: Array InventoryTile := default
deriving FromJson, ToJson, Inhabited, Repr
/-! ## World -/
+44 -20
View File
@@ -225,26 +225,50 @@ partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
let s ← get
let some game ← getGame? s.game
| return false
-- All Levels have the same tiles, so we just load them from level 1 of an arbitrary world
-- and reset `new`, `disabled` and `unlocked`.
-- Note: as we allow worlds without any levels (for developing), we might need
-- to try until we find the first world with levels.
for ⟨worldId, _⟩ in game.worlds.nodes.toList do
let some lvl ← getLevel? {game := s.game, world := worldId, level := 1}
| do continue
let inventory : InventoryOverview := {
tactics := lvl.tactics.tiles.map
({ · with locked := true, disabled := false, new := false }),
lemmas := lvl.lemmas.tiles.map
({ · with locked := true, disabled := false, new := false }),
definitions := lvl.definitions.tiles.map
({ · with locked := true, disabled := false, new := false }),
lemmaTab := none
}
let c ← read
c.hOut.writeLspResponse ⟨id, ToJson.toJson inventory⟩
return true
return false
let mut overview : Array WorldOverview := #[]
for ⟨worldId, world⟩ in game.worlds.nodes.toList do
let mut tactics : Array InventoryTile := #[]
let mut theorems : Array InventoryTile := #[]
let mut definitions : Array InventoryTile := #[]
for ⟨_levelId, lvl⟩ in world.levels.toList do
tactics := tactics ++ lvl.tactics.tiles.filterMap (fun tile => match tile.new with
| true => some {tile with new := false, locked := true, disabled := false}
| false => none)
theorems := theorems ++ lvl.lemmas.tiles.filterMap (fun tile => match tile.new with
| true => some {tile with new := false, locked := true, disabled := false}
| false => none)
definitions := definitions ++ lvl.definitions.tiles.filterMap (fun tile => match tile.new with
| true => some {tile with new := false, locked := true, disabled := false}
| false => none)
overview := overview.push {
world := worldId,
tactics := tactics,
lemmas := theorems,
definitions := definitions }
let c ← read
c.hOut.writeLspResponse ⟨id, ToJson.toJson overview⟩
return true
-- -- All Levels have the same tiles, so we just load them from level 1 of an arbitrary world
-- -- and reset `new`, `disabled` and `unlocked`.
-- -- Note: as we allow worlds without any levels (for developing), we might need
-- -- to try until we find the first world with levels.
-- for ⟨worldId, _⟩ in game.worlds.nodes.toList do
-- let some lvl ← getLevel? {game := s.game, world := worldId, level := 1}
-- | do continue
-- let inventory : InventoryOverview := {
-- tactics := lvl.tactics.tiles.map
-- ({ · with locked := true, disabled := false, new := false }),
-- lemmas := lvl.lemmas.tiles.map
-- ({ · with locked := true, disabled := false, new := false }),
-- definitions := lvl.definitions.tiles.map
-- ({ · with locked := true, disabled := false, new := false }),
-- lemmaTab := none
-- }
-- let c ← read
-- c.hOut.writeLspResponse ⟨id, ToJson.toJson inventory⟩
-- return true
-- return false
| _ => return false
| _ => return false