init
initalize repo Co-authored-by: Patrick Massot PatrickMassot@users.noreply.github.com
This commit is contained in:
co-authored by
Patrick Massot PatrickMassot@users.noreply.github.com
commit
7563730292
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node_modules
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client/dist
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server/build
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# Install docker
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```
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sudo apt-get update
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sudo apt-get install ca-certificates curl gnupg lsb-release -y
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sudo mkdir -p /etc/apt/keyrings
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curl -fsSL https://download.docker.com/linux/ubuntu/gpg | sudo gpg --dearmor -o /etc/apt/keyrings/docker.gpg
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echo \
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"deb [arch=$(dpkg --print-architecture) signed-by=/etc/apt/keyrings/docker.gpg] https://download.docker.com/linux/ubuntu \
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$(lsb_release -cs) stable" | sudo tee /etc/apt/sources.list.d/docker.list > /dev/null
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sudo apt-get update
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sudo apt-get install docker-ce docker-ce-cli containerd.io docker-compose-plugin -y
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sudo groupadd docker
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sudo usermod -aG docker ${USER}
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newgrp docker
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```
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# Install gVisor
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```
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sudo apt-get update && \
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sudo apt-get install -y \
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apt-transport-https \
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ca-certificates \
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curl \
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gnupg
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curl -fsSL https://gvisor.dev/archive.key | sudo gpg --dearmor -o /usr/share/keyrings/gvisor-archive-keyring.gpg
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echo "deb [arch=$(dpkg --print-architecture) signed-by=/usr/share/keyrings/gvisor-archive-keyring.gpg] https://storage.googleapis.com/gvisor/releases release main" | sudo tee /etc/apt/sources.list.d/gvisor.list > /dev/null
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sudo apt-get update && sudo apt-get install -y runsc
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sudo runsc install
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sudo systemctl reload docker
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```
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# Install NPM
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```
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sudo apt-get install npm
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sudo npm install -g http-server
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```
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# Clone NNG interface
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```
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(
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git clone https://github.com/hhu-adam/nng4-interface.git
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cd nng4-interface
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rm package-lock.json
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npm install
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npm run build
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)
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```
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```
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git clone https://github.com/hhu-adam/NNG4.git
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cd NNG4
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docker rmi nng4:latest
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docker build --pull --rm -f "Dockerfile" -t nng4:latest "."
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```
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# Start HTTP server
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```
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http-server ./nng4-interface/build
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```
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# Start WebSocket server
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```
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cd NNG4 && python3 ./gameserver.py
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```
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# Test docker
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```
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docker run --runtime=runsc --network=none --rm -it nng4:latest
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```
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# Lean 4 Game
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This is a prototype for a Lean 4 game platform. It is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
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(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
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of Kevin Buzzard and Mohammad Pedramfar.
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The project is currently mostly copied from Patrick Massot's [NNG4](https://github.com/PatrickMassot/NNG4), but we plan to extend it significantly.
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Building this requires a [npm](https://www.npmjs.com/) toolchain. After cloning the repository you should run
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`npm install` to pull in all dependencies. For development and experimentation, you can run `npm start` that will perform a non-optimized build and then run a local webserver on port 3000.
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="UTF-8" />
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<title>Lean 4 Game</title>
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</head>
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<body>
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<div id="root"></div>
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<noscript>
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You need to enable JavaScript to run this app.
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</noscript>
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<script src="../dist/bundle.js"></script>
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</body>
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</html>
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{
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"short_name": "React App",
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"name": "Create React App Sample",
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"icons": [
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{
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"src": "favicon.ico",
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"sizes": "64x64 32x32 24x24 16x16",
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"type": "image/x-icon"
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},
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{
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"src": "logo192.png",
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"type": "image/png",
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"sizes": "192x192"
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},
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{
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"src": "logo512.png",
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"type": "image/png",
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"sizes": "512x512"
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}
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],
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"start_url": ".",
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"display": "standalone",
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"theme_color": "#000000",
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"background_color": "#ffffff"
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}
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# https://www.robotstxt.org/robotstxt.html
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User-agent: *
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Disallow:
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import React, { useState } from 'react';
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import { MathJaxContext } from "better-react-mathjax";
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import useWebSocket from 'react-use-websocket';
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import '@fontsource/roboto/300.css';
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import '@fontsource/roboto/400.css';
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import '@fontsource/roboto/500.css';
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import '@fontsource/roboto/700.css';
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import { AppBar, CssBaseline, Toolbar, Typography } from '@mui/material';
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import Welcome from './components/Welcome';
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import Level from './components/Level';
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import GoodBye from './components/GoodBye';
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function App() {
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const [title, setTitle] = useState("")
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const [conclusion, setConclusion] = useState("")
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const [levelTitle, setLevelTitle] = useState("")
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const [nbLevels, setNbLevels] = useState(0)
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const [curLevel, setCurLevel] = useState(0)
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const [finished, setFinished] = useState(false)
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const socketUrl = 'ws://' + window.location.hostname + ':8765'
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const { sendJsonMessage, lastMessage, lastJsonMessage } = useWebSocket(socketUrl)
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const mathJaxConfig = {
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loader: {
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load: ['input/tex-base', 'output/svg']
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},
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tex: {
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inlineMath: [['$', '$'], ['\\(', '\\)']]
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},
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svg: {
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fontCache: 'global'
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}
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}
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function startGame() {
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setCurLevel(1)
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}
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let mainComponent;
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if (finished) {
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mainComponent = <GoodBye message={conclusion} />
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} else if (curLevel > 0) {
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mainComponent = <Level sendJsonMessage={sendJsonMessage} lastMessage={lastMessage} lastJsonMessage={lastJsonMessage} nbLevels={nbLevels} level={curLevel} setCurLevel={setCurLevel} setLevelTitle={setLevelTitle} setFinished={setFinished}/>
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} else {
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mainComponent = <Welcome sendJsonMessage={sendJsonMessage} lastMessage={lastMessage} lastJsonMessage={lastJsonMessage} setNbLevels={setNbLevels} setTitle={setTitle} startGame={startGame} setConclusion={setConclusion}/>
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}
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return (
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<div className="App">
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<MathJaxContext config={mathJaxConfig}>
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<CssBaseline />
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<AppBar position="sticky" sx={{ zIndex: (theme) => theme.zIndex.drawer + 1 }}>
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<Toolbar sx={{ justifyContent: "space-between" }}>
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<Typography variant="h6" noWrap component="div">
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{title}
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</Typography>
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<Typography variant="h6" noWrap component="div">
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{levelTitle}
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</Typography>
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</Toolbar>
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</AppBar>
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{mainComponent}
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</MathJaxContext>
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</div>
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)
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}
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export default App
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import { render, screen } from '@testing-library/react';
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import App from './App';
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test('renders learn react link', () => {
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render(<App />);
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const linkElement = screen.getByText(/learn react/i);
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expect(linkElement).toBeInTheDocument();
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});
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import React from 'react';
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import '@fontsource/roboto/300.css';
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import '@fontsource/roboto/400.css';
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import '@fontsource/roboto/500.css';
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import '@fontsource/roboto/700.css';
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import { Box, Typography, Grid } from '@mui/material';
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function GoodBye({ message }) {
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return (<Grid container
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direction="row"
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justifyContent="center"
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alignItems="center">
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<Grid item xs={12} sm={6}>
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<Box sx={{ m: 3 }}>
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<Typography variant="body1" component="div">{message}</Typography>
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</Box>
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</Grid>
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</Grid>)
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}
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export default GoodBye
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import React, { useEffect, useState } from 'react';
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import '@fontsource/roboto/300.css';
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import '@fontsource/roboto/400.css';
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import '@fontsource/roboto/500.css';
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import '@fontsource/roboto/700.css';
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import { Typography, Button, Paper, TextField, List, ListItem } from '@mui/material';
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function InputZone({ index, history, messageOpen, setMessageOpen, completed, sendTactic, nbLevels, loadNextLevel, errors, lastTactic, undo, finishGame }) {
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const [curInput, setCurInput] = useState("")
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const inputRef = React.createRef()
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const nextRef = React.createRef()
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function handleCurInputChange(evt) { setCurInput(evt.target.value) }
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function showPrevMessage() { setMessageOpen(true) }
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useEffect(() => {
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if (!messageOpen && !completed) inputRef.current.focus()
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if (!messageOpen && completed && index < nbLevels) nextRef.current.focus()
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if (!messageOpen && completed && index === nbLevels) finishGame()
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}, [messageOpen, inputRef, nextRef, completed, finishGame, index, nbLevels])
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async function submitForm(evt) {
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evt.preventDefault(); // prevent app reloading on form submission
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await sendTactic(curInput)
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setCurInput("");
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}
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return (
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<Paper sx={{
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height: "100%", pt: 1, pl: 3, pr: 3, pb: 1,
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justifyContent: "space-between", alignItems: "center", textAlign: "center"
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}}
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elevation={5}>
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<Typography variant="h5">Invocation zone</Typography>
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<List dense={true}>
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{history.map((item, idx) => <ListItem key={idx}>{item}</ListItem>)}
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</List>
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<form onSubmit={submitForm}>
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<TextField
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id="outlined-input"
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label="Invocation"
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autoFocus={true}
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inputRef={inputRef}
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value={curInput}
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onChange={handleCurInputChange}
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/>
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<br />
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<Button type="submit" variant="contained" sx={{ mt: 2 }} disabled={errors.length > 0 || completed || curInput.trim() === ""} disableFocusRipple>Cast spell</Button>
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<br />
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<Button variant="text" onClick={undo} sx={{ ml: 3, mt: 2, mb: 2 }} disabled={lastTactic === "" ? true : false || completed}>Undo</Button>
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{!messageOpen && <Button variant="text" onClick={showPrevMessage} sx={{ ml: 3, mt: 2, mb: 2 }}>See previous message</Button>}
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<br />
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{completed && index < nbLevels && <Button variant="contained" ref={nextRef} onClick={loadNextLevel} sx={{ ml: 3, mt: 2, mb: 2 }} disableFocusRipple>Go to Next Level</Button>}
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</form>
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</Paper>)
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}
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export default InputZone
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import React, { useState, useEffect } from 'react';
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import ReactMarkdown from 'react-markdown';
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import { MathJax } from "better-react-mathjax";
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import '@fontsource/roboto/300.css';
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import '@fontsource/roboto/400.css';
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import '@fontsource/roboto/500.css';
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import '@fontsource/roboto/700.css';
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import { Paper, Box, Typography, Accordion, AccordionSummary, AccordionDetails, Tabs, Tab } from '@mui/material';
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import ExpandMoreIcon from '@mui/icons-material/ExpandMore';
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function TacticDoc(props) {
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return (
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<Accordion>
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<AccordionSummary expandIcon={<ExpandMoreIcon />}>
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<Typography>{props.tactic.name}</Typography>
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</AccordionSummary>
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<AccordionDetails>
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<MathJax>
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<ReactMarkdown>{props.tactic.content}</ReactMarkdown>
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</MathJax>
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</AccordionDetails>
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</Accordion>)
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}
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function LemmaDoc({ lemma }) {
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return (
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<Accordion>
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<AccordionSummary expandIcon={<ExpandMoreIcon />}>
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<Typography>{lemma.userName}</Typography>
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</AccordionSummary>
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<AccordionDetails>
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<MathJax>
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<ReactMarkdown>{lemma.content}</ReactMarkdown>
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</MathJax>
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</AccordionDetails>
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</Accordion>)
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}
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function LemmaDocs({ lemmas }) {
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const [categories, setCategories] = useState(new Map())
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const [curCategory, setCurCategory] = useState("")
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useEffect(() => {
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const cats = new Map()
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lemmas.forEach(function (item) {
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const category = item.category
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cats.set(category, (cats.get(category) || []).concat([item]))
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});
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setCategories(cats)
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setCurCategory(cats.keys().next().value)
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}, [lemmas]);
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return (
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<Paper sx={{ px: 2, py: 1, mt: 2 }}>
|
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<Typography variant="h5">Inventory</Typography>
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<Box sx={{ borderBottom: 1, borderColor: 'divider' }}>
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<Tabs
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value={curCategory}
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aria-label="Categories" variant="scrollable" scrollButtons="auto">
|
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{(Array.from(categories)).map(([category, _]) => <Tab value={category} label={category} key={category} wrapped />)}
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</Tabs>
|
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</Box>
|
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{curCategory && categories.get(curCategory).map((lemma) => <LemmaDoc lemma={lemma} key={lemma.name} />)}
|
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</Paper>
|
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)
|
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}
|
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|
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function LeftPanel({ spells, inventory }) {
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return (
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<Box>
|
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{spells.length > 0 &&
|
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<Paper sx={{ px: 2, py: 1 }}>
|
||||
<Typography variant="h5" sx={{ mb: 2 }}>Spell book</Typography>
|
||||
{spells.map((spell) => <TacticDoc key={spell.name} tactic={spell} />)}
|
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</Paper>}
|
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{inventory.length > 0 && <LemmaDocs lemmas={inventory} />}
|
||||
</Box>)
|
||||
}
|
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|
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export default LeftPanel;
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import React, { useEffect, useState } from 'react';
|
||||
import '@fontsource/roboto/300.css';
|
||||
import '@fontsource/roboto/400.css';
|
||||
import '@fontsource/roboto/500.css';
|
||||
import '@fontsource/roboto/700.css';
|
||||
|
||||
import Grid from '@mui/material/Unstable_Grid2';
|
||||
|
||||
import LeftPanel from './LeftPanel';
|
||||
import InputZone from './InputZone';
|
||||
import Message from './Message';
|
||||
import TacticState from './TacticState';
|
||||
|
||||
|
||||
|
||||
function Level({ sendJsonMessage, lastMessage, lastJsonMessage, nbLevels, level, setCurLevel, setLevelTitle, setFinished }) {
|
||||
const [index, setIndex] = useState(level) // Level number
|
||||
const [tacticDocs, setTacticDocs] = useState([])
|
||||
const [lemmaDocs, setLemmaDocs] = useState([])
|
||||
|
||||
const [leanData, setLeanData] = useState({})
|
||||
const [history, setHistory] = useState([])
|
||||
const [lastTactic, setLastTactic] = useState("")
|
||||
const [errors, setErrors] = useState([])
|
||||
|
||||
const [message, setMessage] = useState("")
|
||||
const [messageOpen, setMessageOpen] = useState(false)
|
||||
|
||||
|
||||
const [completed, setCompleted] = useState(false)
|
||||
|
||||
// The next function will be called when the level changes
|
||||
useEffect(() => {
|
||||
sendJsonMessage({ "loadLevel": level });
|
||||
}, [level, sendJsonMessage])
|
||||
|
||||
// The next function will be called when a message arrives or the level title changes
|
||||
useEffect(() => {
|
||||
console.log(lastMessage)
|
||||
console.log(lastJsonMessage)
|
||||
if ("nb_levels" in lastJsonMessage) { return } // this is an old message from starting the game
|
||||
const data = lastJsonMessage;
|
||||
if ("title" in data) { // This is the level metadata coming in
|
||||
setLevelTitle("Level " + data["index"] + ": " + data["title"])
|
||||
setIndex(parseInt(data["index"]))
|
||||
setTacticDocs(data["tactics"])
|
||||
setLemmaDocs(data["lemmas"])
|
||||
}
|
||||
|
||||
if (data["message"] !== "" && data.errors.length === 0) {
|
||||
setMessage(data["message"])
|
||||
setMessageOpen(true)
|
||||
}
|
||||
setLeanData(data);
|
||||
setErrors(data.errors);
|
||||
if (data.goals.length === 0 && data.errors.length === 0) {
|
||||
setCompleted(true)
|
||||
}
|
||||
|
||||
}, [lastJsonMessage, lastMessage, setLevelTitle])
|
||||
|
||||
|
||||
function sendTactic(input) {
|
||||
sendJsonMessage({ "runTactic": input });
|
||||
setLastTactic(input);
|
||||
setHistory(history.concat([input]));
|
||||
}
|
||||
|
||||
function undo() {
|
||||
if (errors.length === 0) {
|
||||
sendJsonMessage('undo');
|
||||
}
|
||||
if (history.length > 1) {
|
||||
setLastTactic(history[history.length - 1]);
|
||||
} else {
|
||||
setLastTactic("");
|
||||
};
|
||||
setErrors([]);
|
||||
setHistory(history.slice(0, -1));
|
||||
}
|
||||
|
||||
function loadNextLevel() {
|
||||
setCompleted(false)
|
||||
setHistory([])
|
||||
setCurLevel(index + 1)
|
||||
}
|
||||
|
||||
function closeMessage() {
|
||||
setMessageOpen(false)
|
||||
}
|
||||
|
||||
function finishGame() {
|
||||
setLevelTitle("")
|
||||
setFinished(true)
|
||||
}
|
||||
|
||||
return (
|
||||
<Grid container sx={{ mt: 3, ml: 1, mr: 1 }} columnSpacing={{ xs: 1, sm: 2, md: 3 }}>
|
||||
<Grid xs={4}>
|
||||
<LeftPanel spells={tacticDocs} inventory={lemmaDocs} />
|
||||
</Grid>
|
||||
<Grid xs={4}>
|
||||
<InputZone index={index} history={history} messageOpen={messageOpen} setMessageOpen={setMessageOpen} completed={completed} sendTactic={sendTactic} nbLevels={nbLevels} loadNextLevel={loadNextLevel}
|
||||
errors={errors} lastTactic={lastTactic} undo={undo} finishGame={finishGame} />
|
||||
<Message isOpen={messageOpen} content={message} close={closeMessage} />
|
||||
</Grid>
|
||||
<Grid xs={4}>
|
||||
<TacticState goals={leanData.goals} errors={errors} lastTactic={lastTactic} completed={completed} />
|
||||
</Grid>
|
||||
</Grid>
|
||||
)
|
||||
}
|
||||
|
||||
export default Level
|
||||
@@ -0,0 +1,29 @@
|
||||
import React from 'react';
|
||||
import ReactMarkdown from 'react-markdown';
|
||||
import { MathJax } from "better-react-mathjax";
|
||||
import '@fontsource/roboto/300.css';
|
||||
import '@fontsource/roboto/400.css';
|
||||
import '@fontsource/roboto/500.css';
|
||||
import '@fontsource/roboto/700.css';
|
||||
|
||||
import { Button, Dialog, DialogContent, DialogContentText, DialogActions } from '@mui/material';
|
||||
|
||||
function Message({ isOpen, content, close }) {
|
||||
|
||||
return (
|
||||
<Dialog open={isOpen} onClose={close}>
|
||||
<DialogContent>
|
||||
<DialogContentText id="alert-dialog-description">
|
||||
<MathJax><ReactMarkdown>{content}</ReactMarkdown></MathJax>
|
||||
</DialogContentText>
|
||||
</DialogContent>
|
||||
<DialogActions>
|
||||
<Button onClick={close} autoFocus={true} disableFocusRipple>
|
||||
Ok
|
||||
</Button>
|
||||
</DialogActions>
|
||||
</Dialog>
|
||||
)
|
||||
}
|
||||
|
||||
export default Message
|
||||
@@ -0,0 +1,69 @@
|
||||
import React from 'react';
|
||||
import '@fontsource/roboto/300.css';
|
||||
import '@fontsource/roboto/400.css';
|
||||
import '@fontsource/roboto/500.css';
|
||||
import '@fontsource/roboto/700.css';
|
||||
|
||||
import List from '@mui/material/List';
|
||||
import ListItem from '@mui/material/ListItem';
|
||||
import { Paper, Box, Typography } from '@mui/material';
|
||||
|
||||
const errorRegex = /<stdin>:1:(?<col>[^:]*): (?<msg>.*)/;
|
||||
|
||||
function Goal({ goal }) {
|
||||
const hasObject = typeof goal.objects === "object" && goal.objects.length > 0
|
||||
const hasAssumption = typeof goal.assumptions === "object" && goal.assumptions.length > 0
|
||||
return (
|
||||
<Box sx={{ pl: 2 }}>
|
||||
{hasObject && <Box><Typography variant="h7">Objects</Typography>
|
||||
<List>
|
||||
{goal.objects.map((item) =>
|
||||
<ListItem key={item[0]}>
|
||||
<Typography color="primary" sx={{ mr: 1 }}>{item[0]}</Typography> :
|
||||
<Typography color="secondary" sx={{ ml: 1 }}>{item[1]}</Typography>
|
||||
</ListItem>)}
|
||||
</List></Box>}
|
||||
{hasAssumption && <Box><Typography variant="h7">Assumptions</Typography>
|
||||
<List>
|
||||
{goal.assumptions.map((item) => <ListItem key={item}><Typography color="primary" sx={{ mr: 1 }}>{item[0]}</Typography> :
|
||||
<Typography color="secondary" sx={{ ml: 1 }}>{item[1]}</Typography></ListItem>)}
|
||||
</List></Box>}
|
||||
<Typography variant="h7">Prove:</Typography>
|
||||
<Typography color="primary" sx={{ ml: 2 }}>{goal.goal}</Typography>
|
||||
</Box>)
|
||||
}
|
||||
|
||||
function TacticState({ goals, errors, lastTactic, completed }) {
|
||||
const hasError = typeof errors === "object" && errors.length > 0
|
||||
const hasGoal = typeof goals === "object" && goals.length > 0
|
||||
const hasManyGoal = hasGoal && goals.length > 1
|
||||
var col = ""
|
||||
var msg = ""
|
||||
if (hasError) {
|
||||
const m = errors[0].match(errorRegex)
|
||||
if (m) {
|
||||
col = `Column ${m.groups.col}: `
|
||||
msg = m.groups.msg
|
||||
} else {
|
||||
msg = errors[0]
|
||||
if (msg === "Unrecognized tactic") { msg = "Unknown spell!" }
|
||||
}
|
||||
}
|
||||
return (
|
||||
<Box sx={{ height: "100%" }}>
|
||||
{hasGoal && <Paper sx={{ pt: 1, pl: 2, pr: 3, pb: 1, height: "100%" }}><Typography variant="h5">Current goal</Typography> <Goal goal={goals[0]} /></Paper>}
|
||||
{completed && <Typography variant="h6">Level completed ! 🎉</Typography>}
|
||||
{hasError && <Paper sx={{ pt: 1, pl: 2, pr: 3, pb: 1, height: "100%" }}><Typography variant="h5" color="error">Spell invocation failed</Typography>
|
||||
<Typography sx={{ my: 1 }}>{lastTactic}</Typography>
|
||||
<Typography component="pre" sx={{ my: 1 }}>{col}{msg}</Typography>
|
||||
<Typography>Use the undo button to go back to a sane state.</Typography>
|
||||
</Paper>}
|
||||
{hasManyGoal && <Paper sx={{ pt: 1, pl: 2, pr: 3, pb: 1, mt: 1 }}>
|
||||
<Typography variant="h6" sx={{ mb: 2 }}>Other goals</Typography>
|
||||
{goals.slice(1).map((goal, index) => <Paper><Goal key={index} goal={goal} /></Paper>)}
|
||||
</Paper>}
|
||||
</Box>
|
||||
)
|
||||
}
|
||||
|
||||
export default TacticState
|
||||
@@ -0,0 +1,52 @@
|
||||
import React, { useState, useEffect } from 'react';
|
||||
import ReactMarkdown from 'react-markdown';
|
||||
import { MathJax } from "better-react-mathjax";
|
||||
import '@fontsource/roboto/300.css';
|
||||
import '@fontsource/roboto/400.css';
|
||||
import '@fontsource/roboto/500.css';
|
||||
import '@fontsource/roboto/700.css';
|
||||
|
||||
import { Box, Typography, Button, CircularProgress, Grid } from '@mui/material';
|
||||
|
||||
|
||||
function Welcome({ sendJsonMessage, lastJsonMessage, setNbLevels, setTitle, startGame, setConclusion }) {
|
||||
|
||||
const [leanData, setLeanData] = useState({})
|
||||
|
||||
// Will run at the very beginning
|
||||
useEffect(() => {
|
||||
sendJsonMessage('info')
|
||||
}, [sendJsonMessage])
|
||||
|
||||
// Will run when a Json message arrives
|
||||
useEffect(() => {
|
||||
if (lastJsonMessage != null && lastJsonMessage.hasOwnProperty("nb_levels")) {
|
||||
setLeanData(lastJsonMessage)
|
||||
setNbLevels(lastJsonMessage.nb_levels)
|
||||
setTitle(lastJsonMessage.title)
|
||||
document.title = lastJsonMessage.title
|
||||
setConclusion(lastJsonMessage.conclusion)
|
||||
}
|
||||
}, [lastJsonMessage, setNbLevels, setTitle, setConclusion])
|
||||
|
||||
let content
|
||||
if ("introduction" in leanData) {
|
||||
content = (<Box sx={{ m: 3 }}>
|
||||
<Typography variant="body1" component="div">
|
||||
<MathJax>
|
||||
<ReactMarkdown>{leanData["introduction"]}</ReactMarkdown>
|
||||
</MathJax>
|
||||
</Typography>
|
||||
<Box textAlign='center' sx={{ m: 5 }}>
|
||||
<Button onClick={startGame} variant="contained">Start rescue mission</Button>
|
||||
</Box>
|
||||
</Box>)
|
||||
} else {
|
||||
content = <Box display="flex" alignItems="center" justifyContent="center" sx={{ height: "calc(100vh - 64px)" }}><CircularProgress /></Box>
|
||||
}
|
||||
return <Grid container direction="row" justifyContent="center" alignItems="center">
|
||||
<Grid item xs={12} sm={6}>{content}</Grid>
|
||||
</Grid>
|
||||
}
|
||||
|
||||
export default Welcome
|
||||
@@ -0,0 +1,11 @@
|
||||
body {
|
||||
margin: 0;
|
||||
font-family: Roboto;
|
||||
-webkit-font-smoothing: antialiased;
|
||||
-moz-osx-font-smoothing: grayscale;
|
||||
}
|
||||
|
||||
code {
|
||||
font-family: Roboto Mono;
|
||||
color: rgba(0, 32, 90, 0.87);
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
import React from 'react'
|
||||
import { createRoot } from 'react-dom/client';
|
||||
import './index.css';
|
||||
import App from './App';
|
||||
|
||||
self.$RefreshReg$ = () => {};
|
||||
self.$RefreshSig$ = () => () => {};
|
||||
|
||||
const container = document.getElementById('root');
|
||||
const root = createRoot(container); // createRoot(container!) if you use TypeScript
|
||||
root.render(<App />);
|
||||
@@ -0,0 +1 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 841.9 595.3"><g fill="#61DAFB"><path d="M666.3 296.5c0-32.5-40.7-63.3-103.1-82.4 14.4-63.6 8-114.2-20.2-130.4-6.5-3.8-14.1-5.6-22.4-5.6v22.3c4.6 0 8.3.9 11.4 2.6 13.6 7.8 19.5 37.5 14.9 75.7-1.1 9.4-2.9 19.3-5.1 29.4-19.6-4.8-41-8.5-63.5-10.9-13.5-18.5-27.5-35.3-41.6-50 32.6-30.3 63.2-46.9 84-46.9V78c-27.5 0-63.5 19.6-99.9 53.6-36.4-33.8-72.4-53.2-99.9-53.2v22.3c20.7 0 51.4 16.5 84 46.6-14 14.7-28 31.4-41.3 49.9-22.6 2.4-44 6.1-63.6 11-2.3-10-4-19.7-5.2-29-4.7-38.2 1.1-67.9 14.6-75.8 3-1.8 6.9-2.6 11.5-2.6V78.5c-8.4 0-16 1.8-22.6 5.6-28.1 16.2-34.4 66.7-19.9 130.1-62.2 19.2-102.7 49.9-102.7 82.3 0 32.5 40.7 63.3 103.1 82.4-14.4 63.6-8 114.2 20.2 130.4 6.5 3.8 14.1 5.6 22.5 5.6 27.5 0 63.5-19.6 99.9-53.6 36.4 33.8 72.4 53.2 99.9 53.2 8.4 0 16-1.8 22.6-5.6 28.1-16.2 34.4-66.7 19.9-130.1 62-19.1 102.5-49.9 102.5-82.3zm-130.2-66.7c-3.7 12.9-8.3 26.2-13.5 39.5-4.1-8-8.4-16-13.1-24-4.6-8-9.5-15.8-14.4-23.4 14.2 2.1 27.9 4.7 41 7.9zm-45.8 106.5c-7.8 13.5-15.8 26.3-24.1 38.2-14.9 1.3-30 2-45.2 2-15.1 0-30.2-.7-45-1.9-8.3-11.9-16.4-24.6-24.2-38-7.6-13.1-14.5-26.4-20.8-39.8 6.2-13.4 13.2-26.8 20.7-39.9 7.8-13.5 15.8-26.3 24.1-38.2 14.9-1.3 30-2 45.2-2 15.1 0 30.2.7 45 1.9 8.3 11.9 16.4 24.6 24.2 38 7.6 13.1 14.5 26.4 20.8 39.8-6.3 13.4-13.2 26.8-20.7 39.9zm32.3-13c5.4 13.4 10 26.8 13.8 39.8-13.1 3.2-26.9 5.9-41.2 8 4.9-7.7 9.8-15.6 14.4-23.7 4.6-8 8.9-16.1 13-24.1zM421.2 430c-9.3-9.6-18.6-20.3-27.8-32 9 .4 18.2.7 27.5.7 9.4 0 18.7-.2 27.8-.7-9 11.7-18.3 22.4-27.5 32zm-74.4-58.9c-14.2-2.1-27.9-4.7-41-7.9 3.7-12.9 8.3-26.2 13.5-39.5 4.1 8 8.4 16 13.1 24 4.7 8 9.5 15.8 14.4 23.4zM420.7 163c9.3 9.6 18.6 20.3 27.8 32-9-.4-18.2-.7-27.5-.7-9.4 0-18.7.2-27.8.7 9-11.7 18.3-22.4 27.5-32zm-74 58.9c-4.9 7.7-9.8 15.6-14.4 23.7-4.6 8-8.9 16-13 24-5.4-13.4-10-26.8-13.8-39.8 13.1-3.1 26.9-5.8 41.2-7.9zm-90.5 125.2c-35.4-15.1-58.3-34.9-58.3-50.6 0-15.7 22.9-35.6 58.3-50.6 8.6-3.7 18-7 27.7-10.1 5.7 19.6 13.2 40 22.5 60.9-9.2 20.8-16.6 41.1-22.2 60.6-9.9-3.1-19.3-6.5-28-10.2zM310 490c-13.6-7.8-19.5-37.5-14.9-75.7 1.1-9.4 2.9-19.3 5.1-29.4 19.6 4.8 41 8.5 63.5 10.9 13.5 18.5 27.5 35.3 41.6 50-32.6 30.3-63.2 46.9-84 46.9-4.5-.1-8.3-1-11.3-2.7zm237.2-76.2c4.7 38.2-1.1 67.9-14.6 75.8-3 1.8-6.9 2.6-11.5 2.6-20.7 0-51.4-16.5-84-46.6 14-14.7 28-31.4 41.3-49.9 22.6-2.4 44-6.1 63.6-11 2.3 10.1 4.1 19.8 5.2 29.1zm38.5-66.7c-8.6 3.7-18 7-27.7 10.1-5.7-19.6-13.2-40-22.5-60.9 9.2-20.8 16.6-41.1 22.2-60.6 9.9 3.1 19.3 6.5 28.1 10.2 35.4 15.1 58.3 34.9 58.3 50.6-.1 15.7-23 35.6-58.4 50.6zM320.8 78.4z"/><circle cx="420.9" cy="296.5" r="45.7"/><path d="M520.5 78.1z"/></g></svg>
|
||||
|
After Width: | Height: | Size: 2.6 KiB |
Generated
+22853
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,67 @@
|
||||
{
|
||||
"name": "lean4-game",
|
||||
"version": "0.1.0",
|
||||
"private": true,
|
||||
"homepage": ".",
|
||||
"dependencies": {
|
||||
"@emotion/react": "^11.10.4",
|
||||
"@emotion/styled": "^11.10.4",
|
||||
"@fontsource/roboto": "^4.5.8",
|
||||
"@fontsource/roboto-mono": "^4.5.8",
|
||||
"@mui/icons-material": "^5.10.6",
|
||||
"@mui/material": "^5.10.9",
|
||||
"@pmmmwh/react-refresh-webpack-plugin": "^0.5.8",
|
||||
"@testing-library/jest-dom": "^5.16.5",
|
||||
"@testing-library/react": "^13.4.0",
|
||||
"@testing-library/user-event": "^14.4.3",
|
||||
"better-react-mathjax": "^2.0.2",
|
||||
"concurrently": "^7.4.0",
|
||||
"express": "^4.18.2",
|
||||
"react": "^18.2.0",
|
||||
"react-dom": "^18.2.0",
|
||||
"react-markdown": "^8.0.3",
|
||||
"react-refresh": "^0.14.0",
|
||||
"react-use-websocket": "^4.2.0",
|
||||
"web-vitals": "^3.0.3",
|
||||
"ws": "^8.9.0"
|
||||
},
|
||||
"scripts": {
|
||||
"start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"",
|
||||
"start_server": "cd server && node ./index.js",
|
||||
"start_client": "webpack-dev-server --env.NODE_ENV=development --hot",
|
||||
"build": "npm run build_server && npm run build_client",
|
||||
"build_server": "cd server && lake build",
|
||||
"build_client": "webpack --env.NODE_ENV=production"
|
||||
},
|
||||
"eslintConfig": {
|
||||
"extends": [
|
||||
"react-app",
|
||||
"react-app/jest"
|
||||
]
|
||||
},
|
||||
"browserslist": {
|
||||
"production": [
|
||||
">0.2%",
|
||||
"not dead",
|
||||
"not op_mini all"
|
||||
],
|
||||
"development": [
|
||||
"last 1 chrome version",
|
||||
"last 1 firefox version",
|
||||
"last 1 safari version"
|
||||
]
|
||||
},
|
||||
"devDependencies": {
|
||||
"@babel/cli": "^7.1.0",
|
||||
"@babel/core": "^7.1.0",
|
||||
"@babel/preset-env": "^7.1.0",
|
||||
"@babel/preset-react": "^7.0.0",
|
||||
"babel-loader": "^8.0.2",
|
||||
"css-loader": "^1.0.0",
|
||||
"file-loader": "^6.2.0",
|
||||
"style-loader": "^0.23.0",
|
||||
"webpack": "^4.19.1",
|
||||
"webpack-cli": "^3.1.1",
|
||||
"webpack-dev-server": "^3.1.8"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
build
|
||||
node_modules
|
||||
@@ -0,0 +1,25 @@
|
||||
FROM ubuntu:18.04
|
||||
|
||||
WORKDIR /
|
||||
|
||||
RUN apt-get update
|
||||
RUN apt-get upgrade -y
|
||||
RUN apt-get install -y git curl
|
||||
|
||||
# Install elan
|
||||
RUN curl -sSfL https://github.com/leanprover/elan/releases/download/v1.4.2/elan-x86_64-unknown-linux-gnu.tar.gz | tar xz
|
||||
RUN ./elan-init -y --default-toolchain leanprover/lean4:stable
|
||||
ENV PATH="${PATH}:/root/.elan/bin"
|
||||
|
||||
# clone repos
|
||||
RUN git clone https://github.com/hhu-adam/lean4-game-server.git game-server
|
||||
RUN cd game-server && git checkout gvisor
|
||||
RUN cd game-server && lake build
|
||||
|
||||
RUN git clone https://github.com/hhu-adam/NNG4.git
|
||||
|
||||
WORKDIR /NNG4
|
||||
|
||||
RUN git checkout gvisor
|
||||
RUN lake build
|
||||
CMD ["./build/bin/nng"]
|
||||
@@ -0,0 +1,13 @@
|
||||
import NNG.GameServer.Server
|
||||
import NNG.NNG
|
||||
|
||||
def System.FilePath.parent! (fp : System.FilePath) : System.FilePath :=
|
||||
match fp.parent with
|
||||
| some path => path
|
||||
| none => panic! "Couldn't find parent folder"
|
||||
|
||||
unsafe def main : IO Unit := do
|
||||
let build_folder := (← IO.appPath).parent!.parent!
|
||||
let paths : List System.FilePath := [build_folder/"lib",
|
||||
(← Lean.findSysroot) / "lib" / "lean"]
|
||||
Server.runGame `NNG paths
|
||||
@@ -0,0 +1,229 @@
|
||||
import Lean
|
||||
|
||||
import NNG.GameServer.Utils
|
||||
import NNG.GameServer.EnvExtensions
|
||||
|
||||
open Lean Meta
|
||||
|
||||
set_option autoImplicit false
|
||||
|
||||
/-! ## Easy metadata -/
|
||||
|
||||
section metadata
|
||||
|
||||
open Lean Meta Elab Command Term
|
||||
|
||||
/-- Create a game with the given identifier as name. -/
|
||||
elab "Game" n:str : command => do
|
||||
gameExt.set {name := n.getString}
|
||||
|
||||
/-- Define the current level number. -/
|
||||
elab "Level" n:num : command => do
|
||||
let idx := n.getNat
|
||||
setCurLevelIdx idx
|
||||
levelsExt.insert idx {index := idx}
|
||||
|
||||
/-- Define the title of the current game or current level if some
|
||||
building a level. -/
|
||||
elab "Title" t:str : command => do
|
||||
let lvlIdx ← getCurLevelIdx
|
||||
if lvlIdx > 0 then
|
||||
let some lvl := (← levelsExt.find? lvlIdx) | throwError "Unable to find level"
|
||||
levelsExt.update lvlIdx {lvl with title := t.getString}
|
||||
else
|
||||
gameExt.set {← gameExt.get with title := t.getString}
|
||||
|
||||
/-- Define the introduction of the current game or current level if some
|
||||
building a level. -/
|
||||
elab "Introduction" t:str : command => do
|
||||
let lvlIdx ← getCurLevelIdx
|
||||
if lvlIdx > 0 then
|
||||
let some lvl := (← levelsExt.find? lvlIdx) | throwError "Unable to find level"
|
||||
levelsExt.update lvlIdx {lvl with introduction := t.getString}
|
||||
else
|
||||
gameExt.set {← gameExt.get with introduction := t.getString}
|
||||
|
||||
/-- Define the statement of the current level. -/
|
||||
elab "Statement" sig:declSig val:declVal : command => do
|
||||
let lvlIdx ← getCurLevelIdx
|
||||
let declName : Name := (← gameExt.get).name ++ ("level" ++ toString lvlIdx : String)
|
||||
elabCommand (← `(theorem $(mkIdent declName) $sig $val))
|
||||
let (binders, _) := expandDeclSig sig
|
||||
let mut nb : Nat := 0
|
||||
for arg in binders.getArgs do
|
||||
nb := nb + arg[1].getArgs.size
|
||||
let some cInfo := (← getEnv).find? declName | throwError "Declaration not found"
|
||||
levelsExt.update lvlIdx {← getCurLevel with goal := cInfo.type, intro_nb := nb}
|
||||
|
||||
/-- Define the conclusion of the current game or current level if some
|
||||
building a level. -/
|
||||
elab "Conclusion" t:str : command => do
|
||||
let lvlIdx ← getCurLevelIdx
|
||||
if lvlIdx > 0 then
|
||||
let some lvl := (← levelsExt.find? lvlIdx) | throwError "Unable to find level"
|
||||
levelsExt.update lvlIdx {lvl with conclusion := t.getString}
|
||||
else
|
||||
gameExt.set {← gameExt.get with conclusion := t.getString}
|
||||
|
||||
/-- Print current game for debugging purposes. -/
|
||||
elab "PrintCurGame" : command => do
|
||||
logInfo (repr (← gameExt.get))
|
||||
|
||||
/-- Print current level for debugging purposes. -/
|
||||
elab "PrintCurLevel" : command => do
|
||||
match ← levelsExt.find? (← getCurLevelIdx) with
|
||||
| some lvl => logInfo (repr lvl)
|
||||
| none => logInfo "Could not find level"
|
||||
|
||||
/-- Print levels for debugging purposes. -/
|
||||
elab "PrintLevels" : command => do
|
||||
logInfo $ repr $ (levelsExt.getState (← getEnv)).toList.map (·.fst)
|
||||
|
||||
end metadata
|
||||
|
||||
/-! ## Messages -/
|
||||
|
||||
open Lean Meta Elab Command Term
|
||||
|
||||
declare_syntax_cat mydecl
|
||||
syntax "(" ident ":" term ")" : mydecl
|
||||
|
||||
def getIdent : TSyntax `mydecl → Ident
|
||||
| `(mydecl| ($n:ident : $_t:term)) => n
|
||||
| _ => default
|
||||
|
||||
def getType : TSyntax `mydecl → Term
|
||||
| `(mydecl| ($_n:ident : $t:term)) => t
|
||||
| _ => default
|
||||
|
||||
/-- From a term `s` and a list of pairs `(i, t) ; Ident × Term`, create the syntax
|
||||
where `s` is preceded with universal quantifiers `∀ i : t`. -/
|
||||
def mkGoalSyntax (s : Term) : List (Ident × Term) → MacroM Term
|
||||
| (n, t)::tail => do return (← `(∀ $n : $t, $(← mkGoalSyntax s tail)))
|
||||
| [] => return s
|
||||
|
||||
/-- Declare a message. This version doesn't prevent the unused linter variable from running. -/
|
||||
local elab "Message'" decls:mydecl* ":" goal:term "=>" msg:str : command => do
|
||||
let g ← liftMacroM $ mkGoalSyntax goal (decls.map (λ decl => (getIdent decl, getType decl))).toList
|
||||
let g ← liftTermElabM do (return ← instantiateMVars (← elabTerm g none))
|
||||
let (ctx_size, normalized_goal) ← liftTermElabM do
|
||||
let msg_mvar ← mkFreshExprMVar g MetavarKind.syntheticOpaque
|
||||
msg_mvar.mvarId!.withContext do
|
||||
let (_, msg_mvar) ← msg_mvar.mvarId!.introNP decls.size
|
||||
return ((← msg_mvar.getDecl).lctx.size, (← normalizedRevertExpr msg_mvar))
|
||||
let lvlIdx ← getCurLevelIdx
|
||||
let lvl ← getCurLevel
|
||||
levelsExt.update lvlIdx {lvl with messages := lvl.messages.push {
|
||||
ctx_size := ctx_size,
|
||||
normalized_goal := normalized_goal,
|
||||
intro_nb := decls.size,
|
||||
message := msg.getString }}
|
||||
|
||||
/-- Declare a message in reaction to a given tactic state in the current level. -/
|
||||
macro "Message" decls:mydecl* ":" goal:term "=>" msg:str : command => do
|
||||
`(set_option linter.unusedVariables false in Message' $decls* : $goal => $msg)
|
||||
|
||||
|
||||
/-! ## Tactics -/
|
||||
|
||||
/-- Declare a documentation entry for some tactic.
|
||||
Expect an identifier and then a string literal. -/
|
||||
elab "TacticDoc" name:ident content:str : command =>
|
||||
modifyEnv (tacticDocExt.addEntry · {
|
||||
name := name.getId,
|
||||
content := content.getString })
|
||||
|
||||
/-- Declare a set of tactic documentation entries.
|
||||
Expect an identifier used as the set name then `:=` and a
|
||||
space separated list of identifiers.
|
||||
-/
|
||||
elab "TacticSet" name:ident ":=" args:ident* : command => do
|
||||
let docs := tacticDocExt.getState (← getEnv)
|
||||
let mut entries : Array TacticDocEntry := #[]
|
||||
for arg in args do
|
||||
let name := arg.getId
|
||||
match docs.find? (·.name = name) with
|
||||
| some doc => entries := entries.push doc
|
||||
| none => throwError "Documentation for tactic {name} wasn't found."
|
||||
modifyEnv (tacticSetExt.addEntry · {
|
||||
name := name.getId,
|
||||
tactics := entries })
|
||||
|
||||
instance : Quote TacticDocEntry `term :=
|
||||
⟨λ entry => Syntax.mkCApp ``TacticDocEntry.mk #[quote entry.name, quote entry.content]⟩
|
||||
|
||||
/-- Declare the list of tactics that will be displayed in the current level.
|
||||
Expects a space separated list of identifiers that refer to either a tactic doc
|
||||
entry or a tactic doc set. -/
|
||||
elab "Tactics" args:ident* : command => do
|
||||
let env ← getEnv
|
||||
let docs := tacticDocExt.getState env
|
||||
let sets := tacticSetExt.getState env
|
||||
let mut tactics : Array TacticDocEntry := #[]
|
||||
for arg in args do
|
||||
let name := arg.getId
|
||||
match docs.find? (·.name = name) with
|
||||
| some entry => tactics := tactics.push entry
|
||||
| none => match sets.find? (·.name = name) with
|
||||
| some entry => tactics := tactics ++ entry.tactics
|
||||
| none => throwError "Tactic doc or tactic set {name} wasn't found."
|
||||
let lvlIdx ← getCurLevelIdx
|
||||
if lvlIdx > 0 then
|
||||
let some lvl := (← levelsExt.find? lvlIdx) | throwError "Unable to find level"
|
||||
levelsExt.update lvlIdx {lvl with tactics := tactics}
|
||||
else
|
||||
throwError "This command can be used only while building a level."
|
||||
|
||||
/-! ## Lemmas -/
|
||||
|
||||
/-- Declare a documentation entry for some lemma.
|
||||
Expect two identifiers and then a string literal. The first identifier is meant
|
||||
as the real name of the lemma while the second is the displayed name. Currently
|
||||
the real name isn't used. -/
|
||||
elab "LemmaDoc" name:ident "as" userName:ident "in" category:str content:str : command =>
|
||||
modifyEnv (lemmaDocExt.addEntry · {
|
||||
name := name.getId,
|
||||
userName := userName.getId,
|
||||
category := category.getString,
|
||||
content := content.getString })
|
||||
|
||||
/-- Declare a set of lemma documentation entries.
|
||||
Expect an identifier used as the set name then `:=` and a
|
||||
space separated list of identifiers. -/
|
||||
elab "LemmaSet" name:ident ":" title:str ":=" args:ident* : command => do
|
||||
let docs := lemmaDocExt.getState (← getEnv)
|
||||
let mut entries : Array LemmaDocEntry := #[]
|
||||
for arg in args do
|
||||
let name := arg.getId
|
||||
match docs.find? (·.userName = name) with
|
||||
| some doc => entries := entries.push doc
|
||||
| none => throwError "Lemma doc {name} wasn't found."
|
||||
modifyEnv (lemmaSetExt.addEntry · {
|
||||
name := name.getId,
|
||||
title := title.getString,
|
||||
lemmas := entries })
|
||||
|
||||
instance : Quote LemmaDocEntry `term :=
|
||||
⟨λ entry => Syntax.mkCApp ``LemmaDocEntry.mk #[quote entry.name, quote entry.userName, quote entry.category, quote entry.content]⟩
|
||||
|
||||
/-- Declare the list of lemmas that will be displayed in the current level.
|
||||
Expects a space separated list of identifiers that refer to either a lemma doc
|
||||
entry or a lemma doc set. -/
|
||||
elab "Lemmas" args:ident* : command => do
|
||||
let env ← getEnv
|
||||
let docs := lemmaDocExt.getState env
|
||||
let sets := lemmaSetExt.getState env
|
||||
let mut lemmas : Array LemmaDocEntry := #[]
|
||||
for arg in args do
|
||||
let name := arg.getId
|
||||
match docs.find? (·.userName = name) with
|
||||
| some entry => lemmas := lemmas.push entry
|
||||
| none => match sets.find? (·.name = name) with
|
||||
| some entry => lemmas := lemmas ++ entry.lemmas
|
||||
| none => throwError "Lemma doc or lemma set {name} wasn't found."
|
||||
let lvlIdx ← getCurLevelIdx
|
||||
if lvlIdx > 0 then
|
||||
let some lvl := (← levelsExt.find? lvlIdx) | throwError "Unable to find level"
|
||||
levelsExt.update lvlIdx {lvl with lemmas := lemmas}
|
||||
else
|
||||
throwError "This command can be used only while building a level."
|
||||
@@ -0,0 +1,151 @@
|
||||
import NNG.GameServer.HashMapExtension
|
||||
import NNG.GameServer.SingleValPersistentEnvExtension
|
||||
|
||||
/-! # Environment extensions
|
||||
|
||||
The game framework stores almost all its game building data in environment extensions
|
||||
defined in this file. MAyn of them are `SimplePersistentEnvExtension` but we also
|
||||
use `HashMapExtension` and `SingleValPersistentEnvExtension`
|
||||
-/
|
||||
|
||||
|
||||
open Lean
|
||||
|
||||
/-! ## Messages -/
|
||||
|
||||
structure GoalMessageEntry where
|
||||
ctx_size : Nat
|
||||
normalized_goal : Expr
|
||||
intro_nb : Nat
|
||||
message : String
|
||||
deriving Repr
|
||||
|
||||
/-! ## Tactic documentation -/
|
||||
|
||||
structure TacticDocEntry where
|
||||
name : Name
|
||||
content : String
|
||||
deriving ToJson, Repr
|
||||
|
||||
/-- Environment extension for tactic documentation. -/
|
||||
initialize tacticDocExt : SimplePersistentEnvExtension TacticDocEntry (Array TacticDocEntry) ←
|
||||
registerSimplePersistentEnvExtension {
|
||||
name := `tactic_doc
|
||||
addEntryFn := Array.push
|
||||
addImportedFn := Array.concatMap id
|
||||
}
|
||||
|
||||
open Elab Command in
|
||||
/-- Print a registered tactic doc for debugging purposes. -/
|
||||
elab "#print_tactic_doc" : command => do
|
||||
for entry in tacticDocExt.getState (← getEnv) do
|
||||
dbg_trace "{entry.name} : {entry.content}"
|
||||
|
||||
structure TacticSetEntry where
|
||||
name : Name
|
||||
tactics : Array TacticDocEntry
|
||||
deriving ToJson, Repr
|
||||
|
||||
/-- Environment extension for tactic sets. -/
|
||||
initialize tacticSetExt : SimplePersistentEnvExtension TacticSetEntry (Array TacticSetEntry) ←
|
||||
registerSimplePersistentEnvExtension {
|
||||
name := `tactic_set
|
||||
addEntryFn := Array.push
|
||||
addImportedFn := Array.concatMap id
|
||||
}
|
||||
|
||||
open Elab Command in
|
||||
/-- Print all registered tactic sets for debugging purposes. -/
|
||||
elab "#print_tactic_set" : command => do
|
||||
for entry in tacticSetExt.getState (← getEnv) do
|
||||
dbg_trace "{entry.name} : {entry.tactics.map TacticDocEntry.name}"
|
||||
|
||||
/-! ## Lemma documentation -/
|
||||
|
||||
structure LemmaDocEntry where
|
||||
name : Name
|
||||
userName : Name
|
||||
category : String
|
||||
content : String
|
||||
deriving ToJson, Repr
|
||||
|
||||
/-- Environment extension for lemma documentation. -/
|
||||
initialize lemmaDocExt : SimplePersistentEnvExtension LemmaDocEntry (Array LemmaDocEntry) ←
|
||||
registerSimplePersistentEnvExtension {
|
||||
name := `lemma_doc
|
||||
addEntryFn := Array.push
|
||||
addImportedFn := Array.concatMap id
|
||||
}
|
||||
|
||||
open Elab Command in
|
||||
/-- Print a lemma doc for debugging purposes. -/
|
||||
elab "#print_lemma_doc" : command => do
|
||||
for entry in lemmaDocExt.getState (← getEnv) do
|
||||
dbg_trace "{entry.userName} ({entry.name}) in {entry.category}: {entry.content}"
|
||||
|
||||
structure LemmaSetEntry where
|
||||
name : Name
|
||||
title : String
|
||||
lemmas : Array LemmaDocEntry
|
||||
deriving ToJson, Repr
|
||||
|
||||
/-- Environment extension for lemma sets. -/
|
||||
initialize lemmaSetExt : SimplePersistentEnvExtension LemmaSetEntry (Array LemmaSetEntry) ←
|
||||
registerSimplePersistentEnvExtension {
|
||||
name := `lemma_set
|
||||
addEntryFn := Array.push
|
||||
addImportedFn := Array.concatMap id
|
||||
}
|
||||
|
||||
open Elab Command in
|
||||
/-- Print all registered lemma sets for debugging purposes. -/
|
||||
elab "#print_lemma_set" : command => do
|
||||
for entry in lemmaSetExt.getState (← getEnv) do
|
||||
dbg_trace "{entry.name} : {entry.lemmas.map LemmaDocEntry.name}"
|
||||
|
||||
/-! ## Game -/
|
||||
|
||||
structure Game where
|
||||
name : Name
|
||||
title : String := ""
|
||||
introduction : String := ""
|
||||
conclusion : String := ""
|
||||
authors : List String := []
|
||||
nb_levels : Nat := 0
|
||||
deriving Repr, Inhabited, ToJson
|
||||
|
||||
initialize gameExt : SingleValPersistentEnvExtension Game ← registerSingleValPersistentEnvExtension `gameExt Game
|
||||
|
||||
/-! ## Levels -/
|
||||
|
||||
/- Register a (non-persistent) environment extension to hold the current level number. -/
|
||||
initialize curLevelExt : EnvExtension Nat ← registerEnvExtension (pure 0)
|
||||
|
||||
variable {m: Type → Type} [Monad m] [MonadEnv m]
|
||||
|
||||
def setCurLevelIdx (lvl : Nat) : m Unit :=
|
||||
modifyEnv (curLevelExt.setState · lvl)
|
||||
|
||||
def getCurLevelIdx : m Nat := do
|
||||
return curLevelExt.getState (← getEnv)
|
||||
|
||||
structure GameLevel where
|
||||
index: Nat
|
||||
title: String := default
|
||||
introduction: String := default
|
||||
conclusion: String := default
|
||||
tactics: Array TacticDocEntry := default
|
||||
lemmas: Array LemmaDocEntry := default
|
||||
messages: Array GoalMessageEntry := default
|
||||
goal : Expr := default
|
||||
intro_nb : Nat := default
|
||||
deriving Inhabited, Repr
|
||||
|
||||
initialize levelsExt : HashMapExtension Nat GameLevel ← mkHashMapExtension `levels Nat GameLevel
|
||||
|
||||
def getCurLevel [MonadError m] : m GameLevel := do
|
||||
let idx ← getCurLevelIdx
|
||||
match (← levelsExt.find? idx) with
|
||||
| some level => return level
|
||||
| none => throwError "Couldn't find level {idx}"
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
import Lean
|
||||
|
||||
open Lean Std
|
||||
|
||||
def HashMapExtension (α β : Type) [BEq α] [Hashable α] := SimplePersistentEnvExtension (α × β) (HashMap α β)
|
||||
|
||||
instance (α β : Type) [BEq α] [Hashable α] : Inhabited (HashMapExtension α β) :=
|
||||
inferInstanceAs (Inhabited (SimplePersistentEnvExtension (α × β) (HashMap α β)))
|
||||
|
||||
def mkHashMapExtension (name : Name) (α β : Type) [BEq α] [Hashable α] : IO (HashMapExtension α β) :=
|
||||
registerSimplePersistentEnvExtension {
|
||||
name := name,
|
||||
addImportedFn := mkStateFromImportedEntries (λ s n => s.insert n.1 n.2) {},
|
||||
addEntryFn := (λ s n => s.insert n.1 n.2),
|
||||
toArrayFn := fun es => es.toArray
|
||||
}
|
||||
|
||||
namespace HashMapExtension
|
||||
|
||||
variable {α β : Type} [BEq α] [Hashable α] {m: Type → Type} [Monad m] [MonadEnv m]
|
||||
|
||||
def find? (ext : HashMapExtension α β) (a : α) : m $ Option β := do
|
||||
return (ext.getState (← getEnv)).find? a
|
||||
|
||||
def insert (ext : HashMapExtension α β) (a : α) (b : β) : m Unit :=
|
||||
modifyEnv (ext.addEntry · (a, b))
|
||||
|
||||
def update (ext : HashMapExtension α β) (a : α) (b : β) : m Unit :=
|
||||
modifyEnv (ext.addEntry · (a, b))
|
||||
|
||||
end HashMapExtension
|
||||
@@ -0,0 +1,243 @@
|
||||
/-
|
||||
This is the Lean 4 game server. It offers a way to interact with Lean 4 which
|
||||
is completely distinct from running the command-line lean or the language server protocol.
|
||||
|
||||
It is based on lean-gym by Daniel Selsam.
|
||||
-/
|
||||
import Lean.Data.Json.Basic
|
||||
|
||||
import NNG.GameServer.Utils
|
||||
import NNG.GameServer.EnvExtensions
|
||||
|
||||
open Lean Meta Elab Tactic Std
|
||||
|
||||
/- Convert JSON to string without line breaks -/
|
||||
-- TODO: this is too slow...
|
||||
instance instToStringJsonOneLine : ToString Json := ToString.mk (fun o => (toString o).replace "\n" "")
|
||||
attribute [-instance] Lean.Json.instToStringJson
|
||||
|
||||
/-! ## GameGoal -/
|
||||
structure GameGoal where
|
||||
objects : List LocalDecl
|
||||
assumptions : List LocalDecl
|
||||
goal : String
|
||||
mvarid : MVarId
|
||||
|
||||
def Lean.MVarId.toGameGoal (goal : MVarId) : MetaM GameGoal := do
|
||||
match (← getMCtx).findDecl? goal with
|
||||
| none => throwError "unknown goal"
|
||||
| some mvarDecl => do
|
||||
-- toGameGoalAux below will sort local declarations from the context of goal into data and assumptions,
|
||||
-- discarding auxilliary declarations
|
||||
let rec toGameGoalAux : List (Option LocalDecl) → MetaM (List LocalDecl × List LocalDecl)
|
||||
| (some decl)::t => withLCtx mvarDecl.lctx mvarDecl.localInstances do
|
||||
let (o, a) ← toGameGoalAux t
|
||||
if decl.isAuxDecl then
|
||||
return (o, a)
|
||||
if (← inferType decl.type).isProp then
|
||||
return (o, decl::a)
|
||||
else
|
||||
return (decl::o, a)
|
||||
| none:: t => toGameGoalAux t
|
||||
| [] => return ([], [])
|
||||
withLCtx mvarDecl.lctx mvarDecl.localInstances do
|
||||
let (objects, assumptions) ← toGameGoalAux mvarDecl.lctx.decls.toList
|
||||
return {objects := objects, assumptions := assumptions, goal := toString (← Meta.ppExpr mvarDecl.type),
|
||||
mvarid := goal }
|
||||
|
||||
def GameGoal.toJson (gameGoal : GameGoal) : MetaM Json :=
|
||||
gameGoal.mvarid.withContext do
|
||||
return Json.mkObj [("objects", Lean.ToJson.toJson (← gameGoal.objects.mapM Lean.LocalDecl.toJson)),
|
||||
("assumptions", Lean.ToJson.toJson (← gameGoal.assumptions.mapM Lean.LocalDecl.toJson)),
|
||||
("goal", gameGoal.goal)]
|
||||
|
||||
|
||||
/-! ## Action -/
|
||||
|
||||
inductive Action where
|
||||
| info : Action
|
||||
| loadLevel : Nat → Action
|
||||
| runTactic : String → Action
|
||||
| undo : Action
|
||||
| restartGame : Action
|
||||
| restartLevel : Action
|
||||
| quit : Action
|
||||
| next : Action
|
||||
| prev : Action
|
||||
| invalid : String → Action -- Used for broken Json parsing
|
||||
deriving ToJson, FromJson, Repr
|
||||
|
||||
def Action.parse (s : String) : Action :=
|
||||
let e : Except String Action :=
|
||||
try
|
||||
return ← fromJson? (← Json.parse s)
|
||||
catch _ => return Action.invalid s
|
||||
match e with
|
||||
| Except.ok a => a
|
||||
| _ => Action.info
|
||||
|
||||
def Action.get : IO Action :=
|
||||
return Action.parse (← (← IO.getStdin).getLine)
|
||||
|
||||
|
||||
/-! ## LevelInfo -/
|
||||
|
||||
structure LevelInfo extends GameLevel where
|
||||
goals : List GameGoal := []
|
||||
errors : Array String := #[]
|
||||
message : String := ""
|
||||
|
||||
def LevelInfo.toJson (info : LevelInfo) : MetaM Json :=
|
||||
return Json.mkObj [("index", Lean.ToJson.toJson info.index),
|
||||
("title", Lean.ToJson.toJson info.title),
|
||||
("tactics", Lean.ToJson.toJson info.tactics),
|
||||
("lemmas", Lean.ToJson.toJson info.lemmas),
|
||||
("errors", Lean.ToJson.toJson info.errors),
|
||||
("goals", Lean.ToJson.toJson (← info.goals.mapM (·.toJson))),
|
||||
("message", info.message)]
|
||||
|
||||
namespace Server
|
||||
|
||||
/-! ## LevelM and Response -/
|
||||
|
||||
structure SavedState where
|
||||
tacticState : Tactic.SavedState
|
||||
message : String := ""
|
||||
|
||||
abbrev LevelM := ReaderT GameLevel StateRefT (Array SavedState) TermElabM
|
||||
|
||||
/-- Returns the most recent SavedState. -/
|
||||
def getState : LevelM SavedState := do
|
||||
let some state := (← get).back? | throwError "Couldn't find tactic state"
|
||||
return state
|
||||
|
||||
|
||||
structure Response : Type where
|
||||
goals : List GameGoal := []
|
||||
errors : Array String := #[]
|
||||
message : String := ""
|
||||
|
||||
def Response.toJson (resp : Response) : MetaM Json :=
|
||||
return Json.mkObj [("errors", Lean.ToJson.toJson resp.errors),
|
||||
("goals", Lean.ToJson.toJson (← resp.goals.mapM (·.toJson))),
|
||||
("message", resp.message)]
|
||||
|
||||
/-! ## Main running functions -/
|
||||
|
||||
/-- Dummy `Core.Context` value to be fed to `Lean.Core.CoreM.toIO` -/
|
||||
def coreCtx : Core.Context := {
|
||||
currNamespace := Name.anonymous,
|
||||
openDecls := [],
|
||||
fileName := "<Game>",
|
||||
fileMap := { source := "", positions := #[0], lines := #[1] } }
|
||||
|
||||
|
||||
partial def runLevel (GameName : Name) (levels : HashMap Nat GameLevel) (idx : Nat) : IO Unit := do
|
||||
let levelName : Name := s!"Level{toString idx}"
|
||||
let termElabM : TermElabM Unit := do
|
||||
let some lvl := levels.find? idx | throwError s!"Cannot find level {idx}"
|
||||
let mvar ← mkFreshExprMVar (some lvl.goal) (kind := MetavarKind.synthetic)
|
||||
let (_, mvar) ← mvar.mvarId!.introNP lvl.intro_nb
|
||||
mvar.withContext do
|
||||
let state := #[{tacticState := { term := ← Term.saveState, tactic := { goals := [mvar] }}}]
|
||||
let levelM : LevelM Unit := do
|
||||
let resp := {← mkResponse with message := lvl.introduction}
|
||||
let levelInfo : LevelInfo :=
|
||||
{ index := lvl.index,
|
||||
title := lvl.title,
|
||||
tactics := lvl.tactics,
|
||||
lemmas := lvl.lemmas,
|
||||
errors := resp.errors,
|
||||
goals := resp.goals,
|
||||
message := resp.message }
|
||||
output (← levelInfo.toJson)
|
||||
mainLoop
|
||||
levelM.run lvl |>.run' state
|
||||
let metaM : MetaM Unit := termElabM.run' (ctx := {})
|
||||
try
|
||||
let env ← importModules [{ module := `Init : Import }, { module := GameName ++ "Levels" ++ levelName : Import }] {} 0
|
||||
discard <| metaM.run'.toIO coreCtx { env := env }
|
||||
catch
|
||||
| .userError s => output s!"Could not run level {idx}: {s}"
|
||||
| _ => output s!"Could not run level {idx}"
|
||||
|
||||
where
|
||||
|
||||
mkResponse (errors : Array String := #[]) : LevelM Response := do
|
||||
let savedState ← getState
|
||||
let goals := savedState.tacticState.tactic.goals
|
||||
return { goals := (← liftM $ goals.mapM Lean.MVarId.toGameGoal), message := savedState.message, errors := errors }
|
||||
|
||||
/-- Try to parse the given String as a single line tactic invocation. Update the LevelM state only
|
||||
if the tactic succeeds. Always return a Response object which contains information about the current
|
||||
state with a message and errors if any. -/
|
||||
runTactic (tacticString : String) : LevelM Response := do
|
||||
let lvl ← read
|
||||
let tacticNames := (lvl.tactics.map (·.name.toString)).toList
|
||||
let tacName := (tacticString.trim.splitOn " ").headD ""
|
||||
if not (tacticNames.contains tacName) then mkResponse #["Unrecognized tactic"] else
|
||||
let savedState ← getState
|
||||
match Parser.runParserCategory (← getEnv) `tactic tacticString "<stdin>" with
|
||||
| Except.error err => mkResponse #[err]
|
||||
| Except.ok stx => do
|
||||
savedState.tacticState.term.restore
|
||||
let mvarId : MVarId := savedState.tacticState.tactic.goals.head!
|
||||
try
|
||||
let unsolvedGoals ← Tactic.run mvarId do set savedState.tacticState.tactic
|
||||
evalTactic stx
|
||||
if (← getThe Core.State).messages.hasErrors then
|
||||
let messages := (← getThe Core.State).messages.getErrorMessages.toList.toArray
|
||||
mkResponse (← (messages.map Message.data).mapM fun md => md.toString)
|
||||
else
|
||||
let savedState : Tactic.SavedState := { term := (← Term.saveState), tactic := { goals := unsolvedGoals}}
|
||||
let mut message := ""
|
||||
match unsolvedGoals with
|
||||
| goal::_ => do
|
||||
let normalized_tgt ← normalizedRevertExpr goal
|
||||
for msg in lvl.messages do
|
||||
if ← isDefEq normalized_tgt msg.normalized_goal then
|
||||
message := msg.message
|
||||
break
|
||||
| [] => pure ()
|
||||
if unsolvedGoals matches [] then
|
||||
message := (← read).conclusion
|
||||
modify fun s => s.push {tacticState := savedState, message := message}
|
||||
mkResponse
|
||||
catch ex => mkResponse #[← ex.toMessageData.toString]
|
||||
|
||||
mainLoop : LevelM Unit := do
|
||||
match ← Action.get with
|
||||
| Action.runTactic tac => do let resp ← runTactic tac; output s!"{← resp.toJson}"
|
||||
| Action.loadLevel n => runLevel GameName levels n
|
||||
| Action.undo => do modify fun s => s.pop; output s!"{← (← mkResponse).toJson}"
|
||||
| Action.restartLevel => runLevel GameName levels idx
|
||||
| Action.prev => runLevel GameName levels idx.pred
|
||||
| Action.next => runLevel GameName levels idx.succ
|
||||
| Action.quit => IO.Process.exit 0
|
||||
| Action.restartGame => output "Can't restart game now"
|
||||
| Action.info => output "Can't get info now"
|
||||
| Action.invalid s => output s!"{← { ← mkResponse with errors := #[s!"Invalid action: {s}"] : Response}.toJson}"
|
||||
mainLoop
|
||||
|
||||
|
||||
open System Lean Std in
|
||||
partial def runGame (GameName : Name) (paths : List FilePath): IO Unit := do
|
||||
searchPathRef.set paths
|
||||
let env ← importModules [{ module := `Init : Import }, { module := GameName ++ GameName : Import }] {} 0
|
||||
let termElabM : TermElabM Unit := do
|
||||
let levels := levelsExt.getState env
|
||||
let game := {← gameExt.get with nb_levels := levels.size }
|
||||
mainLoop game levels
|
||||
let metaM : MetaM Unit := termElabM.run' (ctx := {})
|
||||
discard <| metaM.run'.toIO coreCtx { env := env }
|
||||
where
|
||||
mainLoop (game : Game) (levels : HashMap Nat GameLevel): IO Unit := do
|
||||
match ← Action.get with
|
||||
| Action.info => output (toJson game)
|
||||
| Action.loadLevel n => runLevel GameName levels n
|
||||
| Action.quit => IO.Process.exit 0
|
||||
| Action.invalid s => output s!"Invalid action: {s}"
|
||||
| _ => output "Invalid action"
|
||||
mainLoop game levels
|
||||
|
||||
end Server
|
||||
@@ -0,0 +1,26 @@
|
||||
import Lean
|
||||
|
||||
open Lean
|
||||
|
||||
/-- A persistent environment extension that is meant to hold a single (mutable) value. -/
|
||||
def SingleValPersistentEnvExtension (α : Type) := PersistentEnvExtension α α α
|
||||
|
||||
instance {α} [Inhabited α] : Inhabited (SingleValPersistentEnvExtension α) :=
|
||||
inferInstanceAs <| Inhabited <| PersistentEnvExtension α α α
|
||||
|
||||
def registerSingleValPersistentEnvExtension (name : Name) (α : Type) [Inhabited α] : IO (SingleValPersistentEnvExtension α) :=
|
||||
registerPersistentEnvExtension {
|
||||
name := name,
|
||||
mkInitial := pure default,
|
||||
addImportedFn := mkStateFromImportedEntries (fun _ b => return b) (return default),
|
||||
addEntryFn := (λ _ b => b),
|
||||
exportEntriesFn := λ x => #[x]
|
||||
}
|
||||
|
||||
variable {m: Type → Type} [Monad m] [MonadEnv m] {α : Type} [Inhabited α]
|
||||
|
||||
def SingleValPersistentEnvExtension.get (ext : SingleValPersistentEnvExtension α) : m α :=
|
||||
return ext.getState (← getEnv)
|
||||
|
||||
def SingleValPersistentEnvExtension.set (ext : SingleValPersistentEnvExtension α) (a : α) : m Unit := do
|
||||
modifyEnv (ext.modifyState · (λ _ => a))
|
||||
@@ -0,0 +1,30 @@
|
||||
import Lean
|
||||
|
||||
open Lean
|
||||
|
||||
def Lean.Expr.getFVars (e : Expr) : Array FVarId :=
|
||||
(Lean.collectFVars {} e).fvarIds
|
||||
|
||||
|
||||
/-- Returns the type of the goal after reverting all free variables in the order
|
||||
where they appear in the goal type. -/
|
||||
partial def normalizedRevertExpr (goal : MVarId) : MetaM Expr := do
|
||||
goal.withContext do
|
||||
let (_, new) ← goal.revert (← goal.getType).getFVars true
|
||||
let e ← new.getType
|
||||
if e.hasFVar then
|
||||
return ← normalizedRevertExpr new
|
||||
else
|
||||
return (← new.getType)
|
||||
|
||||
|
||||
def Lean.MessageLog.getErrorMessages (log : MessageLog) : MessageLog :=
|
||||
{ msgs := log.msgs.filter (·.severity matches .error) }
|
||||
|
||||
/-- A version of `println!` that actually does its job by flushing stdout. -/
|
||||
def output {α : Type} [ToString α] (s : α) : IO Unit := do
|
||||
println! s
|
||||
IO.FS.Stream.flush (← IO.getStdout)
|
||||
|
||||
def Lean.LocalDecl.toJson (decl : LocalDecl) : MetaM Json :=
|
||||
return Lean.ToJson.toJson [toString decl.userName, toString (← Meta.ppExpr decl.type)]
|
||||
@@ -0,0 +1,14 @@
|
||||
import NNG.GameServer.Commands
|
||||
import NNG.MyNat
|
||||
|
||||
LemmaDoc zero_add as zero_add in "Addition"
|
||||
"This lemma says `∀ a : ℕ, 0 + a = a`."
|
||||
|
||||
LemmaDoc add_zero as add_zero in "Addition"
|
||||
"This lemma says `∀ a : ℕ, a + 0 = a`."
|
||||
|
||||
LemmaDoc add_succ as add_succ in "Addition"
|
||||
"This lemma says `∀ a b : ℕ, a + succ b = succ (a + b)`."
|
||||
|
||||
LemmaSet addition : "Addition lemmas" :=
|
||||
zero_add add_zero
|
||||
@@ -0,0 +1,26 @@
|
||||
import NNG.Metadata
|
||||
|
||||
Level 1
|
||||
|
||||
Title "The reflexivity spell"
|
||||
|
||||
Introduction
|
||||
"
|
||||
Let's learn a first spell: the `rfl` spell. `rfl` stands for \"reflexivity\", which is a fancy
|
||||
way of saying that it will prove any goal of the form `A = A`. It doesn't matter how
|
||||
complicated `A` is, all that matters is that the left hand side is *exactly equal* to the
|
||||
right hand side (a computer scientist would say \"definitionally equal\"). I really mean
|
||||
\"press the same buttons on your computer in the same order\" equal.
|
||||
For example, `x * y + z = x * y + z` can be proved by `rfl`, but `x + y = y + x` cannot.
|
||||
This is a very low level spell, but you need to start somewhere.
|
||||
|
||||
After closing this message, type rfl in the invocation zone and hit Enter or click
|
||||
the \"Cast spell\" button.
|
||||
"
|
||||
|
||||
Statement (x y z : ℕ) : x * y + z = x * y + z := by
|
||||
rfl
|
||||
|
||||
Conclusion "Congratulations for completing your first level! You can now click on the *Go to next level* button."
|
||||
|
||||
Tactics rfl
|
||||
@@ -0,0 +1,36 @@
|
||||
import NNG.Metadata
|
||||
|
||||
Level 2
|
||||
|
||||
Title "The rewriting spell"
|
||||
|
||||
Introduction
|
||||
"
|
||||
The rewrite spell is the way to \"substitute in\" the value
|
||||
of an expression. In general, if you have a hypothesis of the form `A = B`, and your
|
||||
goal mentions the left hand side `A` somewhere, then
|
||||
the `rewrite` tactic will replace the `A` in your goal with a `B`.
|
||||
|
||||
The documentation for `rewrite` just appeared in your spell book.
|
||||
Play around with the menus and see what is there currently.
|
||||
More information will appear as you progress.
|
||||
|
||||
Take a look in the top right box at what we have.
|
||||
The variables $x$ and $y$ are natural numbers, and we have
|
||||
an assumption `h` that $y = x + 7$. Our goal
|
||||
is to prove that $2y=2(x+7)$. This goal is obvious -- we just
|
||||
substitute in $y = x+7$ and we're done. In Lean, we do
|
||||
this substitution using the `rewrite` spell. This spell takes a list of equalities
|
||||
or equivalences so you can cast `rewrite [h]`.
|
||||
"
|
||||
|
||||
Statement (x y : ℕ) (h : y = x + 7) : 2 * y = 2 * (x + 7) := by
|
||||
rewrite [h]
|
||||
rfl
|
||||
|
||||
Message (x : ℕ) (y : ℕ) (h : y = x + 7) : 2*(x + 7) = 2*(x + 7) =>
|
||||
"Great! Now the goal should be easy to reach using the `rfl` spell."
|
||||
|
||||
Conclusion "Congratulations for completing your second level!"
|
||||
|
||||
Tactics rfl rewrite
|
||||
@@ -0,0 +1,81 @@
|
||||
import NNG.Metadata
|
||||
|
||||
Level 3
|
||||
|
||||
Title "Peano's axioms"
|
||||
|
||||
Introduction
|
||||
"
|
||||
The team that salvaged the type `ℕ` of natural numbers actually got us three things:
|
||||
|
||||
* a term `0 : ℕ`, interpreted as the number zero.
|
||||
* a function `succ : ℕ → ℕ`, with `succ n` interpreted as \"the number after $n$\".
|
||||
* The principle of mathematical induction.
|
||||
|
||||
These are essentially the axioms isolated by Peano which uniquely characterise
|
||||
the natural numbers (we also need recursion, but we can ignore it for now).
|
||||
The first axiom says that $0$ is a natural number. The second says that there
|
||||
is a `succ` function which eats a number and spits out the number after it,
|
||||
so $\\operatorname{succ}(0)=1$, $\\operatorname{succ}(1)=2$ and so on.
|
||||
|
||||
Peano's last axiom is the principle of mathematical induction. This is a deeper
|
||||
fact. It says that if we have infinitely many true/false statements $P(0)$, $P(1)$,
|
||||
$P(2)$ and so on, and if $P(0)$ is true, and if for every natural number $d$
|
||||
we know that $P(d)$ implies $P(\\operatorname{succ}(d))$, then $P(n)$ must be true for every
|
||||
natural number $n$. It's like saying that if you have a long line of dominoes, and if
|
||||
you knock the first one down, and if you know that if a domino falls down then the one
|
||||
after it will fall down too, then you can deduce that all the dominos will fall down.
|
||||
One can also think of it as saying that every natural number
|
||||
can be built by starting at `0` and then applying `succ` a finite number of times.
|
||||
|
||||
Peano's insights were firstly that these axioms completely characterise
|
||||
the natural numbers, and secondly that these axioms alone can be used to build
|
||||
a whole bunch of other structure on the natural numbers, for example
|
||||
addition, multiplication and so on.
|
||||
|
||||
This game is all about seeing how far these axioms of Peano can take us.
|
||||
|
||||
Let's practice our use of the `rewrite` tactic in the following example.
|
||||
Our hypothesis `h` is a proof that `succ(a) = b` and we want to prove that
|
||||
`succ(succ(a))=succ(b)`. In words, we're going to prove that if
|
||||
`b` is the number after `a` then `succ(b)` is the number after `succ(a)`.
|
||||
Note that the system drops brackets when they're not
|
||||
necessary, so `succ b` just means `succ(b)`.
|
||||
|
||||
Now here's a tricky question. Knowing that our goal is `succ (succ a) = succ b`,
|
||||
and our assumption is `h : succ a = b`, then what will the goal change
|
||||
to when we type
|
||||
|
||||
`rewrite [h]`
|
||||
|
||||
and hit enter? Remember that `rewrite [h]` will
|
||||
look for the *left* hand side of `h` in the goal, and will replace it with
|
||||
the *right* hand side. Try and figure out how the goal will change, and
|
||||
then try it.
|
||||
"
|
||||
|
||||
Statement (a b : ℕ) (h : succ a = b) : succ (succ a) = succ b := by
|
||||
rewrite [h]
|
||||
rfl
|
||||
|
||||
Message (a : ℕ) (b : ℕ) (h : succ a = b) : succ b = succ b =>
|
||||
"
|
||||
Look: Lean changed `succ a` into `b`, so the goal became `succ b = succ b`.
|
||||
That goal is of the form `X = X`, so you know what to do.
|
||||
"
|
||||
|
||||
|
||||
Conclusion "Congratulations for completing the third level!
|
||||
You may be wondering whether we could have just substituted in the definition of `b`
|
||||
and proved the goal that way. To do that, we would want to replace the right hand
|
||||
side of `h` with the left hand side. You do this in Lean by writing `rewrite [<- h]`. You get the
|
||||
left-arrow by typing `\\l` and then a space; note that this is a small letter L,
|
||||
not a number 1. You can just edit your proof and try it.
|
||||
|
||||
You may also be wondering why we keep writing `succ(b)` instead of `b+1`. This
|
||||
is because we haven't defined addition yet! On the next level, the final level
|
||||
of the tutorial, we will introduce addition, and then
|
||||
we'll be ready to enter Addition World.
|
||||
"
|
||||
|
||||
Tactics rfl rewrite
|
||||
@@ -0,0 +1,62 @@
|
||||
import NNG.Metadata
|
||||
|
||||
Level 4
|
||||
|
||||
Title "Addition"
|
||||
|
||||
Introduction
|
||||
"
|
||||
Peano defined addition `a + b` by induction on `b`, or,
|
||||
more precisely, by *recursion* on `b`. He first explained how to add 0 to a number:
|
||||
this is the base case.
|
||||
|
||||
* `add_zero (a : ℕ) : a + 0 = a`
|
||||
|
||||
We will call this theorem `add_zero`. It has just appeared in your inventory!
|
||||
Mathematicians sometimes call it \"Lemma 2.1\" or \"Hypothesis P6\" or something. But
|
||||
computer scientists call it `add_zero` because it tells you
|
||||
what the answer to \"$x$ add zero\" is. It's a *much* better name than \"Lemma 2.1\".
|
||||
Even better, we can use the rewrite tactic with `add_zero`.
|
||||
If you ever see `x + 0` in your goal, `rewrite [add_zero]` will simplify it to `x`.
|
||||
This is because `add_zero` is a proof that `x + 0 = x` (more precisely,
|
||||
`add_zero x` is a proof that `x + 0 = x` but Lean can figure out the `x` from the context).
|
||||
|
||||
Now here's the inductive step. If you know how to add `d` to `a`, then
|
||||
Peano tells you how to add `succ(d)` to `a`. It looks like this:
|
||||
|
||||
* `add_succ (a d : ℕ) : a + succ(d) = succ (a + d)`
|
||||
|
||||
What's going on here is that we assume `a + d` is already
|
||||
defined, and we define `a + succ(d)` to be the number after it.
|
||||
This is also in your inventory now -- `add_succ` tells you
|
||||
how to add a successor to something. If you ever see `... + succ ...`
|
||||
in your goal, you should be able to use `rewrite [add_succ]` to make
|
||||
progress. Here is a simple example where we shall see both. Let's prove
|
||||
that $x$ add the number after $0$ is the number after $x$.
|
||||
|
||||
Observe that the goal mentions `... + succ ...`. So type
|
||||
|
||||
`rewrite [add_succ]`
|
||||
|
||||
and hit enter; see the goal change.
|
||||
"
|
||||
|
||||
Statement (a : ℕ ) : a + succ 0 = succ a := by
|
||||
rewrite [add_succ]
|
||||
rewrite [add_zero]
|
||||
rfl
|
||||
|
||||
Message (a : ℕ) : succ (a + 0) = succ a => "
|
||||
Do you see that the goal now mentions ` ... + 0 ...`? So type
|
||||
|
||||
`rewrite [add_zero]`
|
||||
|
||||
and try to finish the level alone from there.
|
||||
"
|
||||
|
||||
Conclusion "Congratulations for completing your fourth level! This is the end of the tutorial part
|
||||
of the game. Serious things start in the next level."
|
||||
|
||||
Tactics rfl rewrite
|
||||
|
||||
Lemmas add_succ add_zero
|
||||
@@ -0,0 +1,125 @@
|
||||
import NNG.Metadata
|
||||
import NNG.Tactics
|
||||
|
||||
Level 5
|
||||
|
||||
Title "The induction_on spell"
|
||||
|
||||
Introduction
|
||||
"
|
||||
Welcome to Addition World. If you've done all four levels in tutorial world
|
||||
and know about `rewrite` and `rfl`, then you're in the right place. Here's
|
||||
a reminder of the things you're now equipped with which we'll need in this world.
|
||||
|
||||
## Data:
|
||||
|
||||
* a type called `ℕ`
|
||||
* a term `0 : ℕ`, interpreted as the number zero.
|
||||
* a function `succ : ℕ → ℕ`, with `succ n` interpreted as \"the number after `n`\".
|
||||
* Usual numerical notation 0,1,2 etc (although 2 onwards will be of no use to us until much later ;-) ).
|
||||
* Addition (with notation `a + b`).
|
||||
|
||||
## Theorems:
|
||||
|
||||
* `add_zero (a : ℕ) : a + 0 = a`. Use with `rewrite [add_zero]`.
|
||||
* `add_succ (a b : ℕ) : a + succ(b) = succ(a + b)`. Use with `rewrite [add_succ]`.
|
||||
* The principle of mathematical induction. Use with `induction_on` (see below)
|
||||
|
||||
|
||||
## Spells:
|
||||
|
||||
* `rfl` : proves goals of the form `X = X`
|
||||
* `rewrite [h]` : if h is a proof of `A = B`, changes all A's in the goal to B's.
|
||||
* `induction_on n with d hd` : we're going to learn this right now.
|
||||
|
||||
# Important thing:
|
||||
|
||||
This is a *really* good time to check you understand about the spell book and the inventory on
|
||||
the left. Eveything you need is collected in those lists. They
|
||||
will prove invaluable as the number of theorems we prove gets bigger. On the other hand,
|
||||
we only need to learn one more spell to really start going places, so let's learn about
|
||||
that spell right now.
|
||||
|
||||
OK so let's see induction in action. We're going to prove
|
||||
|
||||
`zero_add (n : ℕ) : 0 + n = n`.
|
||||
|
||||
That is: for all natural numbers $n$, $0+n=n$. Wait $-$ what is going on here?
|
||||
Didn't we already prove that adding zero to $n$ gave us $n$?
|
||||
No we didn't! We proved $n + 0 = n$, and that proof was called `add_zero`. We're now
|
||||
trying to establish `zero_add`, the proof that $0 + n = n$. But aren't these two theorems
|
||||
the same? No they're not! It is *true* that `x + y = y + x`, but we haven't
|
||||
*proved* it yet, and in fact we will need both `add_zero` and `zero_add` in order
|
||||
to prove this. In fact `x + y = y + x` is the boss level for addition world,
|
||||
and `induction_on` is the only other spell you'll need to beat it.
|
||||
|
||||
Now `add_zero` is one of Peano's axioms, so we don't need to prove it, we already have it
|
||||
(indeed, if you've opened the Addition World theorem statements on the left, you can even see it).
|
||||
To prove `0 + n = n` we need to use induction on $n$. While we're here,
|
||||
note that `zero_add` is about zero add something, and `add_zero` is about something add zero.
|
||||
The names of the proofs tell you what the theorems are. Anyway, let's prove `0 + n = n`.
|
||||
|
||||
Start by casting `induction_on n`.
|
||||
"
|
||||
|
||||
Statement (n : ℕ) : 0 + n = n := by
|
||||
induction_on n
|
||||
rewrite [add_zero]
|
||||
rfl
|
||||
rewrite [add_succ]
|
||||
rewrite [ind_hyp]
|
||||
rfl
|
||||
|
||||
Message : (0 : ℕ) + 0 = 0 => "
|
||||
We now have *two goals!* The
|
||||
induction spell has generated for us a base case with `n = 0` (the goal at the top)
|
||||
and an inductive step (the goal underneath). The golden rule: **spells operate on the current goal** --
|
||||
the goal at the top. So let's just worry about that top goal now, the base case `0 + 0 = 0`.
|
||||
|
||||
Remember that `add_zero` (the proof we have already) is the proof of `x + 0 = x`
|
||||
(for any $x$) so we can try
|
||||
|
||||
`rewrite [add_zero]`
|
||||
|
||||
What do you think the goal will change to? Remember to just keep
|
||||
focussing on the top goal, ignore the other one for now, it's not changing
|
||||
and we're not working on it.
|
||||
"
|
||||
|
||||
Message (n : ℕ) (ind_hyp: 0 + n = n) : 0 + succ n = succ n =>
|
||||
"
|
||||
Great! You solved the base case. We are now be back down
|
||||
to one goal -- the inductive step.
|
||||
|
||||
We have a fixed natural number `n`, and the inductive hypothesis `ind_hyp : 0 + n = n`
|
||||
saying that we have a proof of `0 + n = n`.
|
||||
Our goal is to prove `0 + succ n = succ n`. In words, we're showing that
|
||||
if the lemma is true for `n`, then it's also true for the number after `n`.
|
||||
That's the inductive step. Once we've proved this inductive step, we will have proved
|
||||
`zero_add` by the principle of mathematical induction.
|
||||
|
||||
To prove our goal, we need to use `add_succ`. We know that `add_succ 0 n`
|
||||
is the result that `0 + succ n = succ (0 + n)`, so the first thing
|
||||
we need to do is to replace the left hand side `0 + succ n` of our
|
||||
goal with the right hand side. We do this with the `rewrite` spell. You can write
|
||||
|
||||
`rewrite [add_succ]`
|
||||
|
||||
(or even `rewrite [add_succ 0 n]` if you want to give Lean all the inputs instead of making it
|
||||
figure them out itself).
|
||||
"
|
||||
|
||||
Message (n : ℕ) (ind_hyp: 0 + n = n) : succ (0 + n) = succ n =>
|
||||
"Well-done! We're almost there. It's time to use our induction hypothesis.
|
||||
Cast
|
||||
|
||||
`rewrite [ind_hyp]`
|
||||
|
||||
and finish by yourself.
|
||||
"
|
||||
|
||||
Conclusion "Congratulations for completing your first inductive proof!"
|
||||
|
||||
Tactics rfl rewrite induction_on
|
||||
|
||||
Lemmas add_succ add_zero
|
||||
@@ -0,0 +1,21 @@
|
||||
import NNG.GameServer.Commands
|
||||
import NNG.MyNat
|
||||
import NNG.TacticDocs
|
||||
import NNG.LemmaDocs
|
||||
|
||||
Game "NNG"
|
||||
|
||||
Title "The Natural Number Game"
|
||||
|
||||
Introduction
|
||||
"This is a sad day for mathematics. While trying to find glorious new foundations for mathematics,
|
||||
someone removed the law of excluded middle and the axiom of choice. Unsurprisingly,
|
||||
everything collapsed. A brave rescue team managed to retrieve our precious axioms from the wreckage
|
||||
but now we need to rebuild all of mathematics from scratch.
|
||||
|
||||
As a beginning mathematics wizard, you've been tasked to rebuild the theory of natural numbers from
|
||||
the axioms that Giuseppe Peano found under the collapsed tower of number theory. You've been equipped
|
||||
with a level 1 spell book. Good luck."
|
||||
|
||||
Conclusion
|
||||
"There is nothing else so far. Thanks for rescuing natural numbers!"
|
||||
@@ -0,0 +1,20 @@
|
||||
axiom MyNat : Type
|
||||
|
||||
notation "ℕ" => MyNat
|
||||
|
||||
--axiom zero : ℕ
|
||||
|
||||
axiom succ : ℕ → ℕ
|
||||
|
||||
@[instance] axiom MyOfNat (n : Nat) : OfNat ℕ n
|
||||
|
||||
@[instance] axiom myAddition : HAdd ℕ ℕ ℕ
|
||||
|
||||
@[instance] axiom myMultiplication : HMul ℕ ℕ ℕ
|
||||
|
||||
axiom add_zero : ∀ a : ℕ, a + 0 = a
|
||||
|
||||
axiom add_succ : ∀ a b : ℕ, a + succ b = succ (a + b)
|
||||
|
||||
@[elabAsElim] axiom myInduction {P : ℕ → Prop} (n : ℕ) (h₀ : P 0) (h : ∀ n, P n → P (succ n)) : P n
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
import NNG.Metadata
|
||||
import NNG.Levels.Level1
|
||||
import NNG.Levels.Level2
|
||||
import NNG.Levels.Level3
|
||||
import NNG.Levels.Level4
|
||||
import NNG.Levels.Level5
|
||||
|
||||
@@ -0,0 +1,148 @@
|
||||
import NNG.GameServer.Commands
|
||||
|
||||
import NNG.Tactics
|
||||
|
||||
TacticDoc rfl
|
||||
"
|
||||
## Summary
|
||||
|
||||
`rfl` proves goals of the form `X = X`.
|
||||
|
||||
## Details
|
||||
|
||||
The `rfl` tactic will close any goal of the form `A = B`
|
||||
where `A` and `B` are *exactly the same thing*.
|
||||
|
||||
### Example:
|
||||
If it looks like this in the top right hand box:
|
||||
```
|
||||
Objects
|
||||
a b c d : ℕ
|
||||
Prove:
|
||||
(a + b) * (c + d) = (a + b) * (c + d)
|
||||
```
|
||||
|
||||
then
|
||||
|
||||
`rfl`
|
||||
|
||||
will close the goal and solve the level."
|
||||
|
||||
TacticDoc induction_on
|
||||
"
|
||||
## Summary
|
||||
|
||||
If `n : ℕ` is in our objects list, then `induction_on n`
|
||||
attempts to prove the current goal by induction on `n`, with the inductive
|
||||
assumption in the `succ` case being `ind_hyp`.
|
||||
|
||||
### Example:
|
||||
If your current goal is:
|
||||
```
|
||||
Objects
|
||||
n : ℕ
|
||||
Prove:
|
||||
2 * n = n + n
|
||||
```
|
||||
|
||||
then
|
||||
|
||||
`induction_on n`
|
||||
|
||||
will give us two goals:
|
||||
|
||||
```
|
||||
Prove:
|
||||
2 * 0 = 0 + 0
|
||||
```
|
||||
|
||||
and
|
||||
```
|
||||
Objects
|
||||
n : ℕ,
|
||||
Assumptions
|
||||
ind_hyp : 2 * n = n + n
|
||||
Prove:
|
||||
2 * succ n = succ n + succ n
|
||||
```
|
||||
"
|
||||
|
||||
TacticDoc rewrite
|
||||
"
|
||||
## Summary
|
||||
|
||||
If `h` is a proof of `X = Y`, then `rewrite [h],` will change
|
||||
all `X`s in the goal to `Y`s. Variants: `rewrite [<- h]` (changes
|
||||
`Y` to `X`) and
|
||||
`rewrite [h] at h2` (changes `X` to `Y` in hypothesis `h2` instead
|
||||
of the goal).
|
||||
|
||||
## Details
|
||||
|
||||
The `rewrite` tactic is a way to do \"substituting in\". There
|
||||
are two distinct situations where use this tactics.
|
||||
|
||||
1) If `h : A = B` is a hypothesis (i.e., a proof of `A = B`)
|
||||
in your local context (the box in the top right)
|
||||
and if your goal contains one or more `A`s, then `rewrite h`
|
||||
will change them all to `B`'s.
|
||||
|
||||
2) The `rewrite` tactic will also work with proofs of theorems
|
||||
which are equalities (look for them in the inventory).
|
||||
For example, if your inventory contains `add_zero x : x + 0 = x`,
|
||||
then `rewrite [add_zero]` will change `x + 0` into `x` in your goal
|
||||
(or fail with an error if Lean cannot find `x + 0` in the goal).
|
||||
|
||||
Important note: if `h` is not a proof of the form `A = B`
|
||||
or `A ↔ B` (for example if `h` is a function, an implication,
|
||||
or perhaps even a proposition itself rather than its proof),
|
||||
then `rewrite` is not the tactic you want to use. For example,
|
||||
`rewrite [P = Q]` is never correct: `P = Q` is the true-false
|
||||
statement itself, not the proof.
|
||||
If `h : P = Q` is its proof, then `rewrite [h]` will work.
|
||||
|
||||
Pro tip 1: If `h : A = B` and you want to change
|
||||
`B`s to `A`s instead, try `rewrite [<- h]` (get the arrow with `\\l` and
|
||||
note that this is a small letter L, not a number 1).
|
||||
|
||||
### Example:
|
||||
If it looks like this in the top right hand box:
|
||||
```
|
||||
Objects
|
||||
x y : ℕ
|
||||
Assumptions
|
||||
h : x = y + y
|
||||
Prove:
|
||||
succ (x + 0) = succ (y + y)
|
||||
```
|
||||
|
||||
then
|
||||
|
||||
`rewrite [add_zero]`
|
||||
|
||||
will change the goal into `succ x = succ (y + y)`, and then
|
||||
|
||||
`rewrite [h]`
|
||||
|
||||
will change the goal into `succ (y + y) = succ (y + y)`, which
|
||||
can be solved with `rfl,`.
|
||||
|
||||
### Example:
|
||||
You can use `rewrite` to change a hypothesis as well.
|
||||
For example, if your local context looks like this:
|
||||
```
|
||||
Objects
|
||||
x y : ℕ
|
||||
Assumptions
|
||||
h1 : x = y + 3
|
||||
h2 : 2 * y = x
|
||||
Prove:
|
||||
y = 3
|
||||
```
|
||||
then `rewrite [h1] at h2` will turn `h2` into `h2 : 2 * y = y + 3`.
|
||||
"
|
||||
|
||||
TacticDoc intro
|
||||
"Useful to introduce stuff"
|
||||
|
||||
TacticSet basics := rfl induction_on intro rewrite
|
||||
@@ -0,0 +1,12 @@
|
||||
import Lean
|
||||
import NNG.MyNat
|
||||
|
||||
open Lean Elab Tactic
|
||||
|
||||
elab "swap" : tactic => do
|
||||
match ← getGoals with
|
||||
| g₁::g₂::t => setGoals (g₂::g₁::t)
|
||||
| _ => pure ()
|
||||
|
||||
macro "induction_on" n:ident : tactic =>
|
||||
`(tactic| refine myInduction $n ?base ?inductive_step; swap; clear $n; intro $n $(mkIdent `ind_hyp); swap)
|
||||
@@ -0,0 +1,81 @@
|
||||
const WebSocket = require("ws");
|
||||
const express = require("express");
|
||||
const app = express()
|
||||
const path = require("path")
|
||||
const fs = require("fs");
|
||||
const { spawn } = require('child_process');
|
||||
|
||||
|
||||
const PORT = 8765;
|
||||
|
||||
const server = app
|
||||
.use(express.static('./build'))
|
||||
.listen(PORT, () => console.log(`Listening on ${PORT}`));
|
||||
|
||||
const wss = new WebSocket.Server({ server })
|
||||
|
||||
let cmd = "./build/bin/nng";
|
||||
let cmdArgs = [];
|
||||
// let cmd = "docker";
|
||||
// let cmdArgs = ["run", "--runtime=runsc", "--network=none", "--rm", "-i", "nng4:latest"];
|
||||
|
||||
class ClientConnection {
|
||||
|
||||
content = Buffer.alloc(0)
|
||||
|
||||
constructor(ws){
|
||||
console.log("Socket opened.")
|
||||
this.ws = ws
|
||||
this.ws.send("ok");
|
||||
|
||||
this.ws.on("message", (msg) => {
|
||||
this.send(JSON.parse(msg.toString("utf8")));
|
||||
})
|
||||
|
||||
this.ws.on("close", () => {
|
||||
this.lean.kill();
|
||||
console.log("Socket closed.")
|
||||
})
|
||||
|
||||
this.lean = spawn(cmd, cmdArgs);
|
||||
|
||||
this.lean.stdout.on('readable', () => {
|
||||
this.read();
|
||||
});
|
||||
|
||||
this.lean.stderr.on('data', (data) => {
|
||||
console.error(`stderr: ${data}`);
|
||||
});
|
||||
}
|
||||
|
||||
read () {
|
||||
let chr;
|
||||
while (chr = this.lean.stdout.read(1)) {
|
||||
this.content = Buffer.concat([this.content,chr])
|
||||
if (chr.toString() == "\n") {
|
||||
console.log(this.content.toString())
|
||||
this.ws.send(this.content.toString());
|
||||
this.content = Buffer.alloc(0)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
send(data) {
|
||||
const str = JSON.stringify(data) + "\n";
|
||||
const byteLength = Buffer.byteLength(str, "utf-8");
|
||||
|
||||
this.lean.stdin.cork();
|
||||
this.lean.stdin.write(str);
|
||||
this.lean.stdin.uncork();
|
||||
}
|
||||
}
|
||||
|
||||
wss.on("connection", function(ws) { // what should a websocket do on connection
|
||||
new ClientConnection(ws)
|
||||
})
|
||||
|
||||
// server.on('upgrade', async function upgrade(request, socket, head) {
|
||||
// wss.handleUpgrade(request, socket, head, function done(ws) {
|
||||
// wss.emit('connection', ws, request);
|
||||
// });
|
||||
// });
|
||||
@@ -0,0 +1,20 @@
|
||||
import Lake
|
||||
open Lake DSL
|
||||
|
||||
package nng {
|
||||
-- add package configuration options here
|
||||
}
|
||||
|
||||
lean_lib NNG {
|
||||
-- add library configuration options here
|
||||
}
|
||||
|
||||
lean_lib NNG.levels {
|
||||
-- add library configuration options here
|
||||
}
|
||||
|
||||
@[defaultTarget]
|
||||
lean_exe nng {
|
||||
root := `Main
|
||||
supportInterpreter := true
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
leanprover/lean4:nightly-2022-09-23
|
||||
@@ -0,0 +1,63 @@
|
||||
const path = require("path");
|
||||
const webpack = require("webpack");
|
||||
const ReactRefreshWebpackPlugin = require('@pmmmwh/react-refresh-webpack-plugin');
|
||||
|
||||
module.exports = env => {
|
||||
const isDevelopment = env.NODE_ENV !== 'production';
|
||||
|
||||
const babelOptions = {
|
||||
presets: ['@babel/preset-env', '@babel/preset-react'],
|
||||
plugins: [
|
||||
isDevelopment && require.resolve('react-refresh/babel'),
|
||||
].filter(Boolean),
|
||||
};
|
||||
|
||||
global.$RefreshReg$ = () => {};
|
||||
global.$RefreshSig$ = () => () => {};
|
||||
|
||||
return {
|
||||
entry: "./client/src/index.js",
|
||||
mode: isDevelopment ? 'development' : 'production',
|
||||
module: {
|
||||
rules: [
|
||||
{
|
||||
test: /\.(js|jsx)$/,
|
||||
exclude: [/server/, /node_modules/],
|
||||
use: [{
|
||||
loader: require.resolve('babel-loader'),
|
||||
options: babelOptions,
|
||||
}]
|
||||
},
|
||||
{
|
||||
test: /\.css$/,
|
||||
use: ["style-loader", "css-loader"]
|
||||
},
|
||||
{
|
||||
test: /\.(woff(2)?|ttf|eot|svg)(\?v=\d+\.\d+\.\d+)?$/,
|
||||
use: [
|
||||
{
|
||||
loader: 'file-loader',
|
||||
options: {
|
||||
name: '[name].[ext]',
|
||||
outputPath: 'fonts/'
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
},
|
||||
resolve: { extensions: ["*", ".js", ".jsx"] },
|
||||
output: {
|
||||
path: path.resolve(__dirname, "client/dist/"),
|
||||
publicPath: "/client/dist/",
|
||||
filename: "bundle.js"
|
||||
},
|
||||
devServer: {
|
||||
contentBase: path.join(__dirname, "client/public/"),
|
||||
port: 3000,
|
||||
publicPath: "http://localhost:3000/dist/",
|
||||
hotOnly: true
|
||||
},
|
||||
plugins: [isDevelopment && new ReactRefreshWebpackPlugin()].filter(Boolean),
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user