Waiting for Lean server to start...
}
- if (serverStoppedResult) {return Waiting for Lean server to start...
}
+ if (serverStoppedResult) {
+ return
- {[...items].sort(
+ {[...modifiedItems].sort(
// For lemas, sort entries `available > disabled > locked`
// otherwise alphabetically
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled)
diff --git a/client/src/components/level.tsx b/client/src/components/level.tsx
index 7314a51..117b0ab 100644
--- a/client/src/components/level.tsx
+++ b/client/src/components/level.tsx
@@ -324,7 +324,7 @@ function PlayableLevel({worldId, levelId}) {
-
+
diff --git a/client/src/state/progress.ts b/client/src/state/progress.ts
index d87b098..396fc69 100644
--- a/client/src/state/progress.ts
+++ b/client/src/state/progress.ts
@@ -4,6 +4,7 @@
import { createSlice } from '@reduxjs/toolkit'
import type { PayloadAction } from '@reduxjs/toolkit'
import { loadState } from "./local_storage";
+import { WorkDoneProgressBegin } from 'vscode-languageserver-protocol';
interface Selection {
selectionStartLineNumber: number,
@@ -17,9 +18,13 @@ interface LevelProgressState {
completed: boolean,
help: number[], // A set of rows where hidden hints have been displayed
}
+interface WorldProgressState {
+ [world: string] : {[level: number]: LevelProgressState},
+}
export interface GameProgressState {
- [world: string] : {[level: number]: LevelProgressState}
+ inventory: string[],
+ data: WorldProgressState
}
/** The progress made on all lean4-games */
@@ -32,16 +37,21 @@ const initialProgressState: ProgressState = loadState() ?? { games: {} }
// TODO: There was some weird unreproducible bug with removing `as LevelProgressState` here...
const initalLevelProgressState: LevelProgressState = {code: "", completed: false, selections: [], help: []}
-/** Add an empty skeleton with progress for the current level */
-function addLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
+/** Add an empty skeleton with progress for the current game */
+function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) {
if (!state.games[action.payload.game]) {
- state.games[action.payload.game] = {}
+ state.games[action.payload.game] = {inventory: [], data: {}}
}
- if (!state.games[action.payload.game][action.payload.world]) {
- state.games[action.payload.game][action.payload.world] = {}
+}
+
+/** Add an empty skeleton with progress for the current level */
+function addLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
+ addGameProgress(state, action)
+ if (!state.games[action.payload.game].data[action.payload.world]) {
+ state.games[action.payload.game].data[action.payload.world] = {}
}
- if (!state.games[action.payload.game][action.payload.world][action.payload.level]) {
- state.games[action.payload.game][action.payload.world][action.payload.level] = {...initalLevelProgressState}
+ if (!state.games[action.payload.game].data[action.payload.world][action.payload.level]) {
+ state.games[action.payload.game].data[action.payload.world][action.payload.level] = {...initalLevelProgressState}
}
}
@@ -52,39 +62,44 @@ export const progressSlice = createSlice({
/** put edited code in the state and set completed to false */
codeEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, code: string}>) {
addLevelProgress(state, action)
- state.games[action.payload.game][action.payload.world][action.payload.level].code = action.payload.code
- state.games[action.payload.game][action.payload.world][action.payload.level].completed = false
+ state.games[action.payload.game].data[action.payload.world][action.payload.level].code = action.payload.code
+ state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = false
},
/** TODO: docstring */
changedSelection(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) {
addLevelProgress(state, action)
- state.games[action.payload.game][action.payload.world][action.payload.level].selections = action.payload.selections
+ state.games[action.payload.game].data[action.payload.world][action.payload.level].selections = action.payload.selections
},
/** mark level as completed */
levelCompleted(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action)
- state.games[action.payload.game][action.payload.world][action.payload.level].completed = true
+ state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = true
},
/** Set the list of rows where help is displayed */
helpEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, help: number[]}>) {
addLevelProgress(state, action)
console.debug(`!setting help to: ${action.payload.help}`)
- state.games[action.payload.game][action.payload.world][action.payload.level].help = action.payload.help
+ state.games[action.payload.game].data[action.payload.world][action.payload.level].help = action.payload.help
},
/** delete all progress for this game */
deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) {
- state.games[action.payload.game] = {}
+ state.games[action.payload.game] = {inventory: [], data: {}}
},
/** delete progress for this level */
deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action)
- state.games[action.payload.game][action.payload.world][action.payload.level] = initalLevelProgressState
+ state.games[action.payload.game].data[action.payload.world][action.payload.level] = initalLevelProgressState
},
/** load progress, e.g. from external import */
loadProgress(state: ProgressState, action: PayloadAction<{game: string, data:GameProgressState}>) {
console.debug(`setting data to:\n ${action.payload.data}`)
state.games[action.payload.game] = action.payload.data
},
+ /** set the current inventory */
+ changedInventory(state: ProgressState, action: PayloadAction<{game: string, inventory: string[]}>) {
+ addGameProgress(state, action)
+ state.games[action.payload.game].inventory = action.payload.inventory
+ },
}
})
@@ -92,9 +107,9 @@ export const progressSlice = createSlice({
export function selectLevel(game: string, world: string, level: number) {
return (state) =>{
if (!state.progress.games[game]) { return initalLevelProgressState }
- if (!state.progress.games[game][world]) { return initalLevelProgressState }
- if (!state.progress.games[game][world][level]) { return initalLevelProgressState }
- return state.progress.games[game][world][level]
+ if (!state.progress.games[game].data[world]) { return initalLevelProgressState }
+ if (!state.progress.games[game].data[world][level]) { return initalLevelProgressState }
+ return state.progress.games[game].data[world][level]
}
}
@@ -105,6 +120,14 @@ export function selectCode(game: string, world: string, level: number) {
}
}
+/** return the current inventory */
+export function selectInventory(game: string) {
+ return (state) => {
+ if (!state.progress.games[game]) { return [] }
+ return state.progress.games[game].inventory
+ }
+}
+
/** return the code of the current level */
export function selectHelp(game: string, world: string, level: number) {
return (state) => {
@@ -135,4 +158,4 @@ export function selectProgress(game: string) {
/** Export actions to modify the progress */
export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
- deleteLevelProgress, loadProgress, helpEdited } = progressSlice.actions
+ deleteLevelProgress, loadProgress, helpEdited, changedInventory } = progressSlice.actions