fix bug for marking new inventory items

pull/68/head
Jon Eugster 2 years ago
parent e3c14256fb
commit 48ba131d2c

@ -522,7 +522,6 @@ elab "MakeGame" : command => do
name := item
displayName := data.displayName
category := data.category
new := true
locked := false }
-- add the exercise statement from the previous level
@ -536,18 +535,19 @@ elab "MakeGame" : command => do
name := name
displayName := data.displayName
category := data.category
new := true
locked := false }
-- sort items and disable disabled ones
-- add marks for `disabled` and `new` lemmas here, so that they only apply to
-- the current level.
let itemsArray := items.toArray
|>.insertionSort (fun a b => a.1.toString < b.1.toString)
|>.map (·.2)
|>.map (fun item => { item with
disabled := if levelInfo.only.size == 0 then
levelInfo.disabled.contains item.name
else
not (levelInfo.only.contains item.name)
levelInfo.disabled.contains item.name
else
not (levelInfo.only.contains item.name)
new := levelInfo.new.contains item.name
})
modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do

@ -0,0 +1,10 @@
import GameServer.Commands
Game "Test"
World "TestW"
Level 1
LemmaDoc add_zero as "add_zero" in "Nat" "(nothing)"
Statement add_zero (attr := simp, to_additive) "test" (n : Nat) : n + 0 = n := by
rfl
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