track completed levels
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@@ -6,13 +6,16 @@ import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
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import * as ls from 'vscode-languageserver-protocol'
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import TacticState from './TacticState';
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import { useLeanClient } from '../connection';
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import { useAppDispatch } from '../hooks';
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import { levelCompleted, selectCompleted } from '../state/progress';
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// TODO: move into Lean 4 web
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function toLanguageServerPosition (pos: monaco.Position): ls.Position {
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return {line : pos.lineNumber - 1, character: pos.column - 1}
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}
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function Infoview({ editor, editorApi } : {editor: monaco.editor.IStandaloneCodeEditor, editorApi: EditorApi}) {
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function Infoview({ worldId, levelId, editor, editorApi } : {worldId: string, levelId: number, editor: monaco.editor.IStandaloneCodeEditor, editorApi: EditorApi}) {
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const dispatch = useAppDispatch()
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const [rpcSession, setRpcSession] = useState<string>()
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const [goals, setGoals] = useState<any[]>(null)
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const [completed, setCompleted] = useState<boolean>(false)
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@@ -74,7 +77,11 @@ function Infoview({ editor, editorApi } : {editor: monaco.editor.IStandaloneCode
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"position": pos
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}).then((res) => {
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// Check that there are no errors and no warnings
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setCompleted(!res.some(({severity}) => severity <= 2))
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const completed = !res.some(({severity}) => severity <= 2)
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if (completed) {
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dispatch(levelCompleted({world: worldId, level: levelId}))
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}
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setCompleted(completed)
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setGlobalDiagnostics(res)
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}).catch((err) => {
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console.error(err)
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@@ -176,7 +176,7 @@ function Level() {
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<Button disabled={levelId <= 1} component={RouterLink} to={`/world/${worldId}/level/${levelId - 1}`} sx={{ ml: 3, mt: 2, mb: 2 }} disableFocusRipple>Previous Level</Button>
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<Button disabled={levelId >= gameInfo.data?.worldSize[worldId]} component={RouterLink} to={`/world/${worldId}/level/${levelId + 1}`} sx={{ ml: 3, mt: 2, mb: 2 }} disableFocusRipple>Next Level</Button>
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<Infoview key={worldId + "/Level" + levelId} editor={editor} editorApi={infoProvider?.getApi()} />
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<Infoview key={worldId + "/Level" + levelId} worldId={worldId} levelId={levelId} editor={editor} editorApi={infoProvider?.getApi()} />
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</Grid>
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</Grid>
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</Box>
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@@ -7,16 +7,28 @@ import '@fontsource/roboto/700.css';
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import cytoscape, { LayoutOptions } from 'cytoscape'
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import klay from 'cytoscape-klay';
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import { Link as RouterLink, useNavigate } from 'react-router-dom';
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import { useSelector } from 'react-redux';
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cytoscape.use( klay );
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import { Box, Typography, Button, CircularProgress, Grid } from '@mui/material';
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import { Box, Typography, Button, CircularProgress, Grid, selectClasses } from '@mui/material';
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import { useGetGameInfoQuery } from '../state/api';
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import { Link } from 'react-router-dom';
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import Markdown from './Markdown';
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import { selectCompleted } from '../state/progress';
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function LevelIcon({ worldId, levelId, position }) {
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const completed = useSelector(selectCompleted(worldId,levelId))
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// TODO: relative positioning?
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return (
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<Link to={`/world/${worldId}/level/${levelId}`} key={`/world/${worldId}/level/${levelId}`}>
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<circle fill={completed ? "green" :"#aaa"} cx={position.x + Math.sin(levelId/5) * 9} cy={position.y - Math.cos(levelId/5) * 9} r="0.8" />
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</Link>
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)
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}
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function Welcome() {
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const navigate = useNavigate();
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@@ -51,9 +63,7 @@ function Welcome() {
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for (let i = 1; i <= gameInfo.data.worldSize[id]; i++) {
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svgElements.push(
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<Link to={`/world/${id}/level/${i}`} key={`/world/${id}/level/${i}`}>
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<circle fill="#aaa" cx={position.x + Math.sin(i/5) * 9} cy={position.y - Math.cos(i/5) * 9} r="0.8" />
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</Link>
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<LevelIcon position={position} worldId={id} levelId={i} />
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)
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}
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}
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@@ -2,29 +2,66 @@ import { createSlice } from '@reduxjs/toolkit'
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import type { PayloadAction } from '@reduxjs/toolkit'
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interface ProgressState {
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code: {[world: string]: {[level: number]: string}}
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level: {[world: string]: {[level: number]: LevelProgressState}}
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}
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const initialState = { code: {} } as ProgressState
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interface LevelProgressState {
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code: string,
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completed: boolean
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}
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const initialProgressState = { level: {} } as ProgressState
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const initalLevelProgressState = {code: "", completed: false} as LevelProgressState
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function addLevelProgress(state, action: PayloadAction<{world: string, level: number}>) {
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if (!state.level[action.payload.world]) {
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state.level[action.payload.world] = {}
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}
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if (!state.level[action.payload.world][action.payload.level]) {
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state.level[action.payload.world][action.payload.level] = {...initalLevelProgressState}
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}
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}
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export const progressSlice = createSlice({
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name: 'progress',
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initialState,
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initialState: initialProgressState,
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reducers: {
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codeEdited(state, action: PayloadAction<{world: string, level: number, code: string}>) {
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if (!state.code[action.payload.world]) {
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state.code[action.payload.world] = {}
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}
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state.code[action.payload.world][action.payload.level] = action.payload.code
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addLevelProgress(state, action)
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state.level[action.payload.world][action.payload.level].code = action.payload.code
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state.level[action.payload.world][action.payload.level].completed = false
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},
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levelCompleted(state, action: PayloadAction<{world: string, level: number}>) {
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addLevelProgress(state, action)
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state.level[action.payload.world][action.payload.level].completed = true
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},
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}
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})
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export function selectCode(world: string, level: number) {
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return (state) => {
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if (!state.progress.code[world]) { return undefined }
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return state.progress.code[world][level];
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export function selectLevel(world: string, level: number) {
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return (state) =>{
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if (!state.progress.level[world]) { return initalLevelProgressState }
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if (!state.progress.level[world][level]) { return initalLevelProgressState }
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return state.progress.level[world][level]
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}
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}
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export const { codeEdited } = progressSlice.actions
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export function selectCode(world: string, level: number) {
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return (state) => {
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return selectLevel(world, level)(state).code
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}
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}
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export function selectCompleted(world: string, level: number) {
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return (state) => {
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return selectLevel(world, level)(state).completed
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}
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}
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export function selectProgress() {
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return (state) => {
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return state.progress
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}
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}
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export const { codeEdited, levelCompleted } = progressSlice.actions
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