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Author SHA1 Message Date
Jon Eugster 92acdb7f85 wip 2 years ago
Jon Eugster 64ad36dd4f wip 2 years ago
Jon Eugster 3a885245ae WIP implementing new editor 2 years ago
Jon Eugster 545ac8b0f7 grey-out locked items 2 years ago
Jon Eugster 5a09776b5b npm audit fix 2 years ago
Jon Eugster 38cac494ab fix maximal recursion in useEffect 2 years ago
Jon Eugster 5b6f5f0db7 adding keys 2 years ago
Jon Eugster fbe48d26c5 add support for diags in chat 2 years ago
Jon Eugster d05767d74c add dev version of new typewriter input 2 years ago
Jon Eugster aab6dbb329 cleanup 2 years ago
Jon Eugster 5310e69d98 cleanup 2 years ago
Jon Eugster 67090f53fa add basic infos to inventory 2 years ago
Jon Eugster 2896237772 css 2 years ago
Jon Eugster 30d9b881b9 use GoalsTab in editor mode 2 years ago
Jon Eugster 937c4714dd update game info 2 years ago
Jon Eugster 75b367e3d1 remove LemmaDoc etc. 2 years ago
Jon Eugster b815b86c0d sort theorems alphabetically #110 2 years ago
Jon Eugster 8b4215e407 update documentation about opening local notations #216 2 years ago
Jon Eugster a0ecaeeece fix button display #199 2 years ago
Jon Eugster dea5fd0558 add buttons to delete level/world only #199 2 years ago
Jon Eugster c03e2f123e add next/home back button to chat 2 years ago
Jon Eugster b1cdcfc113 press enter to go to next level #170 2 years ago
Jon Eugster 503ea51f95 add framework to allow unbundle hypotheses #105 2 years ago
Jon Eugster aed2899fb6 do not display any errors before the first step #209 2 years ago
Jon Eugster 1f14ad185f internally rename lemma to theorem #108 2 years ago
Jon Eugster 17d2ba5a2c use JuliaMono and Roboto as fonts consistently #192 2 years ago
Jon Eugster 2a070332f2 side-by-side goals #90 2 years ago
Jon Eugster aedf073a33 unlock inventory items in relaxed mode #194 2 years ago
Jon Eugster d684f260bb cleanup imports of world_tree 2 years ago
Jon Eugster 925d729725 doc 2 years ago
Jon Eugster 9f4fe656c8 style 2 years ago
Jon Eugster 72ccdd1478 move Button and Markdown 2 years ago
Jon Eugster b66954248f cleanup context 2 years ago
Jon Eugster 096bd55f9b image for world intro 2 years ago
Jon Eugster 02d0d57453 fail gracefully on bad gameId #150 2 years ago
Jon Eugster 762c1ef0c4 drop comment 2 years ago
Jon Eugster 4652f6d50f add support for external images in chat #235 2 years ago
Jon Eugster f158250341 improve chat scrolling #82 2 years ago
Jon Eugster 7dc0a507ed fix css 2 years ago
Jon Eugster 80d4b88f5a mostly remove 'world' as a word #237 2 years ago
Jon Eugster 714b4f45b1 redefine chat scrolling #230 2 years ago
Jon Eugster 6da902aede cleanup chat css 2 years ago
Jon Eugster cdffe03f9a cleanup chat 2 years ago
Jon Eugster adeed03da8 cleanup; including cleaning up chat 2 years ago
Jon Eugster 8e3dfdea30 wip 2 years ago
Jon Eugster 71fad5699e turn defeq-hints on by default #45 2 years ago
Jon Eugster a7d746a8e5 add defeq-hints #45 2 years ago
Jon Eugster c735211cd8 cleanup 2 years ago
Jon Eugster 369b77f00f add search parameter to set language #220 2 years ago
Jon Eugster 895c71dc91 cleanup 2 years ago
Jon Eugster 8b5d6ff2f3 improve language selection 2 years ago
Jon Eugster c1642cf09b cleanup: popups 2 years ago
Jon Eugster d82ef8af8f refactor: navigation and other stuff 2 years ago
Jon Eugster 08875e4415 style error page 2 years ago
Jon Eugster 5765c78a1d add submenu for inventory categories 2 years ago
Jon Eugster b9112bfb09 add 'using' as known keyword 2 years ago
Jon Eugster 05fbee9365 mark inventory item from the last level 2 years ago
Jon Eugster 1daef0d80f show exercise name even if no text present 2 years ago
Jon Eugster 06cc52bb7e mark tabs with new theorems 2 years ago
Jon Eugster eac945e7b5 update impressum & privacy policy 2 years ago
Jon Eugster a1b1a33a9b remove more flags #208 2 years ago
Jon Eugster 02978a38ed add allowed keywords #215 2 years ago
Jon Eugster 8cf358e17b add config option to disable flags in preferences #208 2 years ago
Jon Eugster 3ddcc35137
Merge pull request #206 from JiechengZhao/cn-i18n
add Chinese translation
2 years ago
Jon Eugster 4e7c958348
Update client/public/locales/zh/translation.json 2 years ago
Hydrogenbear 237371a77f Merge branch 'main' of https://github.com/leanprover-community/lean4game into cn-i18n 2 years ago
Jon Eugster f308e1ad49 fix CSS of tooltips #207 2 years ago
Jon Eugster 62f1fb87d1 add numpad-enter key #212 2 years ago
Hydrogenbear c5df85ce66 Add a missed translation 2 years ago
Jon Eugster 848b2cddc8 fix hhu-adam/Robo#22 2 years ago
Jon Eugster 3d9d244b31 mark another string from translation 2 years ago
Hydrogenbear ded9c38170 Merge remote-tracking branch 'upstream/dev' into cn-i18n 2 years ago
Hydrogenbear af5426856e Some updates, and fix. 2 years ago
Jiecheng 470a184cac some update 2 years ago
Hydrogenbear 1006097e32 Merge branch 'dev' of https://github.com/leanprover-community/lean4game into cn-i18n 2 years ago
Hydrogenbear 1431ff8b49 remove the mistyped key 2 years ago
Hydrogenbear d3a55a4dd3 add Chinese translation 2 years ago

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Copyright (c) 2020 - 2023, cormullion
with Reserved Font Name JuliaMono.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
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The OFL allows the licensed fonts to be used, studied, modified and
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names are not used by derivative works. The fonts and derivatives,
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DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
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Permission is hereby granted, free of charge, to any person obtaining
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This license becomes null and void if any of the above conditions are
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@ -0,0 +1,93 @@
Copyright 2021 Google Inc. All Rights Reserved.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
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The OFL allows the licensed fonts to be used, studied, modified and
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names are not used by derivative works. The fonts and derivatives,
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@ -0,0 +1,202 @@
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@ -1,7 +1,7 @@
{ {
"Tactics": "Taktiken", "Tactics": "Taktiken",
"Lean Game Server": "Lean-Spielserver", "Lean Game Server": "Lean-Spielserver",
"<p>Game rules determine if it is allowed to skip levels and if the games runs checks to only allow unlocked tactics and theorems in proofs.</p><1>Note: \"Unlocked\" tactics (or theorems) are determined by two things: The set of minimal tactics needed to solve a level, plus any tactics you unlocked in another level. That means if you unlock <1>simp</1> in a level, you can use it henceforth in any level.</1><p>The options are:</p>": "<p>Die Spielregeln bestimmen ob es erlaubt ist, Levels zu überspringen und ob das Spiel überprüft welche Taktiken und Theoreme freigeschaltet sind und nur diese im Beweis akzeptiert.</p><1>Bemerkung: \"Freigeschaltete\" Taktiken (und Theoreme) werden durch zwei Faktoren bestimmt: The Menge der Taktiken die minimal notwending sind um den Level zu lösen und dazu die Menge aller Taktiken, die in einem anderen Level freigeschaltet wurden. Das bedeutet wenn <1>simp</1> in einem Level freigeschaltet wird, kann diese Taktik danach in jeglichen Levels verwendet werden.", "<p>Game rules determine if it is allowed to skip levels and if the games runs checks to only allow unlocked tactics and theorems in proofs.</p><1>Note: \"Unlocked\" tactics (or theorems) are determined by two things: The set of minimal tactics needed to solve a level, plus any tactics you unlocked in another level. That means if you unlock <1>simp</1> in a level, you can use it henceforth in any level.</1><p>The options are:</p>": "<p>Die Spielregeln bestimmen ob es erlaubt ist, Levels zu überspringen und ob das Spiel überprüft welche Taktiken und Theoreme freigeschaltet sind und nur diese im Beweis akzeptiert.</p><1>Bemerkung: \"Freigeschaltete\" Taktiken (und Theoreme) werden durch zwei Faktoren bestimmt: The Menge der Taktiken die minimal notwendig sind um den Level zu lösen und dazu die Menge aller Taktiken, die in einem anderen Level freigeschaltet wurden. Das bedeutet wenn <1>simp</1> in einem Level freigeschaltet wird, kann diese Taktik danach in jeglichen Levels verwendet werden.",
"Game Rules": "Spielregeln", "Game Rules": "Spielregeln",
"levels": "Levels", "levels": "Levels",
"tactics": "Taktiken", "tactics": "Taktiken",
@ -9,34 +9,20 @@
"relaxed": "relaxed", "relaxed": "relaxed",
"none": "keine", "none": "keine",
"Rules": "Regeln", "Rules": "Regeln",
"Intro": "Inführung", "Intro": "Einführung",
"Game Introduction": "Spieleinführung",
"World selection": "Weltenauswahl",
"Start": "Start", "Start": "Start",
"Inventory": "Inventar",
"next level": "nächstes Level",
"Next": "Weiter", "Next": "Weiter",
"back to world selection": "Zurück zur Weltenauswahl",
"Leave World": "Welt verlassen",
"previous level": "voheriges Level",
"Previous": "Zurück", "Previous": "Zurück",
"Editor mode is enforced!": "Editor kann nicht verlassen werden!", "Editor mode is enforced!": "Editor kann nicht verlassen werden!",
"Editor mode": "Editor", "Editor mode": "Editor",
"Typewriter mode": "Schreibmaschine", "Typewriter mode": "Schreibmaschine",
"information, Impressum, privacy policy": "Informationen, Impressum, Privacy Policy",
"Preferences": "Einstellungen", "Preferences": "Einstellungen",
"Game Info & Credits": "Spielinfo & Credits",
"Game Info": "Spielinfo", "Game Info": "Spielinfo",
"Clear Progress": "Spielstand löschen",
"Erase": "Löschen", "Erase": "Löschen",
"Download Progress": "Spielstand herunterladen",
"Download": "Herunterladen", "Download": "Herunterladen",
"Load Progress from JSON": "Spielstand von JSON laden",
"Upload": "Laden", "Upload": "Laden",
"Home": "Home", "Home": "Home",
"back to games selection": "Zurück zur Spielauswahl", "back to games selection": "Zurück zur Spielauswahl",
"close inventory": "Inventar schliessen",
"show inventory": "Inventar öffnen",
"World": "Welt", "World": "Welt",
"Show more help!": "Mehr Hilfe", "Show more help!": "Mehr Hilfe",
"Goal": "Goal", "Goal": "Goal",
@ -87,8 +73,22 @@
"Desktop": "Desktop", "Desktop": "Desktop",
"<0>If you are considering writing your own game, you should use the <1>GameSkeleton Github Repo</1> as a template and read <3>How to Create a Game</3>.</0><1>You can directly load your games into the server and play it using the correct URL. The <1>instructions above</1> also explain the details for how to load your game to the server. We'd like to encourage you to contact us if you have any questions.</1><p>Featured games on this page are added manually. Please get in contact and we'll happily add yours.</p>": "", "<0>If you are considering writing your own game, you should use the <1>GameSkeleton Github Repo</1> as a template and read <3>How to Create a Game</3>.</0><1>You can directly load your games into the server and play it using the correct URL. The <1>instructions above</1> also explain the details for how to load your game to the server. We'd like to encourage you to contact us if you have any questions.</1><p>Featured games on this page are added manually. Please get in contact and we'll happily add yours.</p>": "",
"Level": "", "Level": "",
"Introduction": "", "Introduction": "Einführung",
"Retry proof from here": "", "Retry proof from here": "Ab hier erneut versuchen",
"Retry": "", "Retry": "",
"Failed command": "" "Failed command": "Befehl fehlgeschlagen",
"view the Lean game server on Github": "Lean game Server auf Github ansehen",
"Theorem": "Theorem",
"Impressum": "Impressum",
"Privacy Policy": "Datenschutzerklärung",
"<0>Impressum</0><1><strong>Contact:</strong><br/>Marcus Zibrowius, Jon Eugster<br/>Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br/>Universitätsstr. 1<br/>40225 Düsseldorf<br/>Germany<br/>+49 211 81-14690<br/><14>Contact Details</14></1><2><strong>Legal form:</strong><br/>The Heinrich Heine University Düsseldorf is a corporation under public law. It is legally represented by the Rector Prof. Dr. Anja Steinbeck. The responsible supervisory authority is the Ministry of Culture and Science of North Rhine-Westphalia, Völklinger Straße 49, 40221 Düsseldorf.</2><3><strong>VAT identification number:</strong><br/>according to §27a Sales Tax Act<br/>DE 811222416</3><4><0>Impressum HHU</0></4>": "<0>Impressum</0><1><strong>Kontakt:</strong><br/>Marcus Zibrowius, Jon Eugster<br/>Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br/>Universitätsstr. 1<br/>40225 Düsseldorf<br/>Deutschland<br/>+49 211 81-14690<br/><14>Kontaktinformationen</14></1><2><strong>Rechtsform:</strong><br />Die Heinrich-Heine Universität Düsseldorf ist eine Körperschaft des Öffentlichen Rechts. Sie wird durch die Rektorin Prof. Dr. Anja Steinbeck gesetzlich vertreten. Zuständige Aufsichtsbehörde ist das Ministerium für Kultur und Wissenschaft des Landes Nordrhein-Westfalen, Völklinger Straße 49, 40221 Düsseldorf.</2><3><strong>Umsatzsteuer-Identifikationsnummer:</strong><br />gemäß §27a Umsatzsteuergesetz<br />DE 811222416</3><4><0>Impressum der HHU</0></4>",
"<0>Progress saving</0><1>The game stores your progress in your local browser storage. If you delete it, your progress will be lost!<br/>Warning: In most browsers, deleting cookies will also clear the local storage (or \"local site data\"). Make sure to download your game progress first!</1><2>Development</2><3>The game engine has been created by <strong>Alexander Bentkamp</strong>, <strong>Jon Eugster</strong>. On a prototype by <strong>Patrick Massot</strong>.</3><4>The source code of this Lean game engine is <1>available on Github</1>. If you experience any problems, please file an <3>Issue on Github</3> or get directly in contact.</4><5>Funding</5><6>The game engine has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich-Heine-Universität Düsseldorf. It is funded by the <i>Stiftung Innovation in der Hochschullehre</i> as part of project <i>Freiraum 2022</i>.</6>": "<0>Spielstandspeicherung</0><1>Das Spiel speichert den Spielstand im lokalen Browserspeicher. Wird dieser gelöscht, ist der Spielstand nicht wiederherstellbar!<br/>Achtung: In üblichen Browsern bewirkt ein löschen von Cookies auch ein löschen des lokalen Browserspeichers (z.B. \"local site data\"). Der Spielstand sollte vorgehend heruntergeladen werden!</1><2>Entwicklung</2><3>Der Spieleserver wurde entwickelt von <strong>Alexander Bentkamp</strong>, <strong>Jon Eugster</strong>. Basierend auf einem Prototyp von <strong>Patrick Massot</strong>.</3><4>Der Sourcecode dieses Lean-Game-Engine ist <1>auf Github verfügbar</1>. Bei Problemen, bitte einen <3>Github-Issue</3> ausfüllen oder direkt mit uns Kontakt aufnehmen.</4><5>Funding</5><6>Dieser Spielserver wurde im Rahmen des Projekts <1>ADAM: Anticipating the Digital Age of Mathematics</1> an der Heinrich-Heine-Universität Düsseldorf entwickelt. Es wird finanziell durch das Projekt <i>Freiraum 2022</i> der <i>Stiftung Innovation in der Hochschullehre</i> unterstützt.</6>",
"<0>Privacy Policy</0><p>Our server collects metadata (such as IP address, browser, operating system) and the data that the user enters into the editor. The data is used to compute the Lean output and display it to the user. The information will be stored as long as the user stays on our website and will be deleted immediately afterwards. We keep logs to improve our software, but the contained data is anonymized.</p><p>We do not use cookies, but your game progress is stored in the browser as site data. Your game progress is not saved on the server; if you delete your browser storage, it is completely gone.</p><p>Our server is located in Germany.</p><4><strong>Contact:</strong><br/>Marcus Zibrowius, Jon Eugster<br/>Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br/>Universitätsstr. 1<br/>40225 Düsseldorf<br/>Germany<br/>+49 211 81-14690<br/><14>Contact Details</14></4>": "<0>Datenschutzerklärung</0><p>Unser Server verarbeitet Benutzer-Metadaten (zum Beispiel IP-Addresse, Browser-Version, Betriebssystem) sowie die Benutzereingaben in den Editor. Diese Daten werden verwendet um die Lean-Ausgabe zu berechnen und dem Benutzer darzustellen. Die Informationen werden nur gespeichert, solange der Benutzer auf unserer Webseite bleibt und anschliessend sofort gelöscht. Wir führen Log-Dateien um die Software zu verbessern, aber die enthaltenen Daten sind anonymisiert.</p><p>Wir verwenden keine Cookies, aber der Spielstand wird im Browser als \"Site Data\" gespeichert. Der Spielstand wird nicht auf dem Server gespeichert; wird er lokal gelöscht, kann er nicht wiederhergestellt werden.</p><p>Unser Server ist in Deutschland stationiert.</p><4><strong>Kontakt:</strong><br/>Markus Zibrowius, Jon Eugster<br/>Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br/>Universitätsstr. 1<br/>40225 Düsseldorf<br/>Deutschland<br/>+49 211 81-14690<br/><14>Kontaktdetails</14></4>",
"home": "",
"close language menu": "Sprachmenü schließen",
"open language menu": "Sprachmenü öffnen",
"close menu": "Menü schließen",
"open menu": "Menü öffnen",
"Editor Mode": "",
"Typewriter Mode": ""
} }

@ -10,33 +10,19 @@
"none": "none", "none": "none",
"Rules": "Rules", "Rules": "Rules",
"Intro": "Intro", "Intro": "Intro",
"Game Introduction": "Game Introduction",
"World selection": "World selection",
"Start": "Start", "Start": "Start",
"Inventory": "Inventory",
"next level": "next level",
"Next": "Next", "Next": "Next",
"back to world selection": "back to world selection",
"Leave World": "Leave World",
"previous level": "previous level",
"Previous": "Previous", "Previous": "Previous",
"Editor mode is enforced!": "Editor mode is enforced!", "Editor mode is enforced!": "Editor mode is enforced!",
"Editor mode": "Editor mode", "Editor mode": "Editor mode",
"Typewriter mode": "Typewriter mode", "Typewriter mode": "Typewriter mode",
"information, Impressum, privacy policy": "information, Impressum, privacy policy",
"Preferences": "Preferences", "Preferences": "Preferences",
"Game Info & Credits": "Game Info & Credits",
"Game Info": "Game Info", "Game Info": "Game Info",
"Clear Progress": "Clear Progress",
"Erase": "Erase", "Erase": "Erase",
"Download Progress": "Download Progress",
"Download": "Download", "Download": "Download",
"Load Progress from JSON": "Load Progress from JSON",
"Upload": "Upload", "Upload": "Upload",
"Home": "Home", "Home": "Home",
"back to games selection": "back to games selection", "back to games selection": "back to games selection",
"close inventory": "close inventory",
"show inventory": "show inventory",
"World": "World", "World": "World",
"Show more help!": "Show more help!", "Show more help!": "Show more help!",
"Goal": "Goal", "Goal": "Goal",
@ -90,5 +76,19 @@
"Introduction": "Introduction", "Introduction": "Introduction",
"Retry proof from here": "Retry proof from here", "Retry proof from here": "Retry proof from here",
"Retry": "Retry", "Retry": "Retry",
"Failed command": "Failed command" "Failed command": "Failed command",
"view the Lean game server on Github": "view the Lean game server on Github",
"Theorem": "Theorem",
"Impressum": "Impressum",
"Privacy Policy": "Privacy Policy",
"<0>Impressum</0><1><strong>Contact:</strong><br/>Marcus Zibrowius, Jon Eugster<br/>Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br/>Universitätsstr. 1<br/>40225 Düsseldorf<br/>Germany<br/>+49 211 81-14690<br/><14>Contact Details</14></1><2><strong>Legal form:</strong><br/>The Heinrich Heine University Düsseldorf is a corporation under public law. It is legally represented by the Rector Prof. Dr. Anja Steinbeck. The responsible supervisory authority is the Ministry of Culture and Science of North Rhine-Westphalia, Völklinger Straße 49, 40221 Düsseldorf.</2><3><strong>VAT identification number:</strong><br/>according to §27a Sales Tax Act<br/>DE 811222416</3><4><0>Impressum HHU</0></4>": "<0>Impressum</0><1><strong>Contact:</strong><br/>Marcus Zibrowius, Jon Eugster<br/>Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br/>Universitätsstr. 1<br/>40225 Düsseldorf<br/>Germany<br/>+49 211 81-14690<br/><14>Contact Details</14></1><2><strong>Legal form:</strong><br/>The Heinrich Heine University Düsseldorf is a corporation under public law. It is legally represented by the Rector Prof. Dr. Anja Steinbeck. The responsible supervisory authority is the Ministry of Culture and Science of North Rhine-Westphalia, Völklinger Straße 49, 40221 Düsseldorf.</2><3><strong>VAT identification number:</strong><br/>according to §27a Sales Tax Act<br/>DE 811222416</3><4><0>Impressum HHU</0></4>",
"<0>Progress saving</0><1>The game stores your progress in your local browser storage. If you delete it, your progress will be lost!<br/>Warning: In most browsers, deleting cookies will also clear the local storage (or \"local site data\"). Make sure to download your game progress first!</1><2>Development</2><3>The game engine has been created by <strong>Alexander Bentkamp</strong>, <strong>Jon Eugster</strong>. On a prototype by <strong>Patrick Massot</strong>.</3><4>The source code of this Lean game engine is <1>available on Github</1>. If you experience any problems, please file an <3>Issue on Github</3> or get directly in contact.</4><5>Funding</5><6>The game engine has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich-Heine-Universität Düsseldorf. It is funded by the <i>Stiftung Innovation in der Hochschullehre</i> as part of project <i>Freiraum 2022</i>.</6>": "<0>Progress saving</0><1>The game stores your progress in your local browser storage. If you delete it, your progress will be lost!<br/>Warning: In most browsers, deleting cookies will also clear the local storage (or \"local site data\"). Make sure to download your game progress first!</1><2>Development</2><3>The game engine has been created by <strong>Alexander Bentkamp</strong>, <strong>Jon Eugster</strong>. On a prototype by <strong>Patrick Massot</strong>.</3><4>The source code of this Lean game engine is <1>available on Github</1>. If you experience any problems, please file an <3>Issue on Github</3> or get directly in contact.</4><5>Funding</5><6>The game engine has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich-Heine-Universität Düsseldorf. It is funded by the <i>Stiftung Innovation in der Hochschullehre</i> as part of project <i>Freiraum 2022</i>.</6>",
"<0>Privacy Policy</0><p>Our server collects metadata (such as IP address, browser, operating system) and the data that the user enters into the editor. The data is used to compute the Lean output and display it to the user. The information will be stored as long as the user stays on our website and will be deleted immediately afterwards. We keep logs to improve our software, but the contained data is anonymized.</p><p>We do not use cookies, but your game progress is stored in the browser as site data. Your game progress is not saved on the server; if you delete your browser storage, it is completely gone.</p><p>Our server is located in Germany.</p><4><strong>Contact:</strong><br/>Marcus Zibrowius, Jon Eugster<br/>Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br/>Universitätsstr. 1<br/>40225 Düsseldorf<br/>Germany<br/>+49 211 81-14690<br/><14>Contact Details</14></4>": "<0>Privacy Policy</0><p>Our server collects metadata (such as IP address, browser, operating system) and the data that the user enters into the editor. The data is used to compute the Lean output and display it to the user. The information will be stored as long as the user stays on our website and will be deleted immediately afterwards. We keep logs to improve our software, but the contained data is anonymized.</p><p>We do not use cookies, but your game progress is stored in the browser as site data. Your game progress is not saved on the server; if you delete your browser storage, it is completely gone.</p><p>Our server is located in Germany.</p><4><strong>Contact:</strong><br/>Marcus Zibrowius, Jon Eugster<br/>Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br/>Universitätsstr. 1<br/>40225 Düsseldorf<br/>Germany<br/>+49 211 81-14690<br/><14>Contact Details</14></4>",
"home": "home",
"close language menu": "close language menu",
"open language menu": "open language menu",
"close menu": "close menu",
"open menu": "open menu",
"Editor Mode": "Editor Mode",
"Typewriter Mode": "Typewriter Mode"
} }

@ -0,0 +1,95 @@
{
"Intro": "",
"Game Introduction": "",
"World selection": "",
"Start": "",
"Inventory": "",
"next level": "",
"Next": "",
"back to world selection": "",
"Leave World": "",
"previous level": "",
"Previous": "",
"Editor mode is enforced!": "",
"Editor mode": "",
"Typewriter mode": "",
"information, Impressum, privacy policy": "",
"Preferences": "",
"Game Info & Credits": "",
"Game Info": "",
"Clear Progress": "",
"Erase": "",
"Download Progress": "",
"Download": "",
"Load Progress from JSON": "",
"Upload": "",
"Home": "",
"back to games selection": "",
"close inventory": "",
"show inventory": "",
"World": "",
"Show more help!": "",
"Goal": "",
"Objects": "",
"Assumptions": "",
"Current Goal": "",
"Further Goals": "",
"No Goals": "",
"Loading goal…": "",
"Click somewhere in the Lean file to enable the infoview.": "",
"Waiting for Lean server to start…": "",
"Level completed! 🎉": "",
"Level completed with warnings 🎭": "",
"Failed command": "",
"Retry proof from here": "",
"Retry": "",
"Active Goal": "",
"Crashed! Go to editor mode and fix your proof! Last server response:": "",
"Line": "",
"Character": "",
"Loading messages…": "",
"Execute": "",
"Tactics": "",
"Definitions": "",
"Theorems": "",
"Not unlocked yet": "",
"Not available in this level": "",
"A repository of learning games for the proof assistant <1>Lean</1> <i>(Lean 4)</i> and its mathematical library <5>mathlib</5>": "",
"No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "",
"<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games. We hope to address and test this limitation better in the future.</p><1>Most aspects of the games and the infrastructure are still in development. Feel free to file a <1>GitHub Issue</1> about any problems you experience!</1>": "",
"<0>If you are considering writing your own game, you should use the <1>GameSkeleton Github Repo</1> as a template and read <3>How to Create a Game</3>.</0><1>You can directly load your games into the server and play it using the correct URL. The <1>instructions above</1> also explain the details for how to load your game to the server. We'd like to encourage you to contact us if you have any questions.</1><p>Featured games on this page are added manually. Please get in contact and we'll happily add yours.</p>": "",
"This server has been developed as part of the project <1>ADAM : Anticipating the Digital Age of Mathematics</1> at Heinrich-Heine-Universität in Düsseldorf.": "",
"view the Lean game server on Github": "",
"Prerequisites": "",
"Worlds": "",
"Levels": "",
"Language": "",
"Lean Game Server": "",
"Development notes": "",
"Adding new games": "",
"Funding": "",
"Level": "",
"Introduction": "",
"<p>Do you want to delete your saved progress irreversibly?</p><p>(This deletes your proofs and your collected inventory. Saves from other games are not deleted.)</p>": "",
"Delete Progress?": "",
"Delete": "",
"Download & Delete": "",
"Cancel": "",
"Mobile": "",
"Auto": "",
"Desktop": "",
"Layout": "",
"Always visible": "",
"Save my settings (in the browser store)": "",
"<p>Game rules determine if it is allowed to skip levels and if the games runs checks to only allow unlocked tactics and theorems in proofs.</p><1>Note: \"Unlocked\" tactics (or theorems) are determined by two things: The set of minimal tactics needed to solve a level, plus any tactics you unlocked in another level. That means if you unlock <1>simp</1> in a level, you can use it henceforth in any level.</1><p>The options are:</p>": "",
"Game Rules": "",
"levels": "",
"tactics": "",
"regular": "",
"relaxed": "",
"none": "",
"<p>Select a JSON file with the saved game progress to load your progress.</p><1><0>Warning:</0> This will delete your current game progress! Consider <2>downloading your current progress</2> first!</1>": "",
"Upload Saved Progress": "",
"Load selected file": "",
"Rules": ""
}

@ -1,6 +1,6 @@
{ {
"Tactics": "策略", "Tactics": "策略",
"Lean Game Server": "", "Lean Game Server": "Lean游戏服务器",
"<p>Game rules determine if it is allowed to skip levels and if the games runs checks to only allow unlocked tactics and theorems in proofs.</p><1>Note: \"Unlocked\" tactics (or theorems) are determined by two things: The set of minimal tactics needed to solve a level, plus any tactics you unlocked in another level. That means if you unlock <1>simp</1> in a level, you can use it henceforth in any level.</1><p>The options are:</p>": "<p>游戏规则决定是否允许跳过关卡,以及游戏是否允许在证明中使用未解锁的策略和定理。<p><1>注意:“解锁”的策略(或定理)由两个因素决定:解决关卡所需的最小策略集合,加上你在另一个关卡中解锁的任何策略。这意味着,如果你在某个关卡中解锁了<1>simp</1>,那么你可以在任何关卡中使用它。</1><p>选项是:</p>", "<p>Game rules determine if it is allowed to skip levels and if the games runs checks to only allow unlocked tactics and theorems in proofs.</p><1>Note: \"Unlocked\" tactics (or theorems) are determined by two things: The set of minimal tactics needed to solve a level, plus any tactics you unlocked in another level. That means if you unlock <1>simp</1> in a level, you can use it henceforth in any level.</1><p>The options are:</p>": "<p>游戏规则决定是否允许跳过关卡,以及游戏是否允许在证明中使用未解锁的策略和定理。<p><1>注意:“解锁”的策略(或定理)由两个因素决定:解决关卡所需的最小策略集合,加上你在另一个关卡中解锁的任何策略。这意味着,如果你在某个关卡中解锁了<1>simp</1>,那么你可以在任何关卡中使用它。</1><p>选项是:</p>",
"Game Rules": "游戏规则", "Game Rules": "游戏规则",
"levels": "关卡", "levels": "关卡",
@ -23,8 +23,7 @@
"Editor mode is enforced!": "编辑器模式开启!", "Editor mode is enforced!": "编辑器模式开启!",
"Editor mode": "编辑器模式", "Editor mode": "编辑器模式",
"Typewriter mode": "打字机模式", "Typewriter mode": "打字机模式",
"information, Impressum, privacy policy": "", "Preferences": "偏好设置",
"Preferences": "",
"Game Info & Credits": "游戏信息和荣誉", "Game Info & Credits": "游戏信息和荣誉",
"Game Info": "游戏信息", "Game Info": "游戏信息",
"Clear Progress": "清除进度", "Clear Progress": "清除进度",
@ -59,20 +58,21 @@
"Execute": "执行", "Execute": "执行",
"Definitions": "定义", "Definitions": "定义",
"Theorems": "定理", "Theorems": "定理",
"Theorem": "定理",
"Not unlocked yet": "尚未解锁", "Not unlocked yet": "尚未解锁",
"Not available in this level": "本关卡不提供", "Not available in this level": "本关卡不提供",
"A repository of learning games for the proof assistant <1>Lean</1> <i>(Lean 4)</i> and its mathematical library <5>mathlib</5>": "", "A repository of learning games for the proof assistant <1>Lean</1> <i>(Lean 4)</i> and its mathematical library <5>mathlib</5>": "一个用于<1>Lean</1> <i>Lean 4</i>及其数学库<5>mathlib</5>的学习游戏库",
"No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "没有加载游戏。使用<1>http://localhost:3000/#/g/local/FOLDER</1>直接从本地文件夹打开游戏。", "No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "没有加载游戏。使用<1>http://localhost:3000/#/g/local/FOLDER</1>直接从本地文件夹打开游戏。",
"<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games. We hope to address and test this limitation better in the future.</p><1>Most aspects of the games and the infrastructure are still in development. Feel free to file a <1>GitHub Issue</1> about any problems you experience!</1>": "", "<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games. We hope to address and test this limitation better in the future.</p><1>Most aspects of the games and the infrastructure are still in development. Feel free to file a <1>GitHub Issue</1> about any problems you experience!</1>": "<p>由于这个服务器在我们大学的机器上运行Lean它的容量是有限的。我们当前的估计是大约70个同时进行的游戏。我们希望将来能更好地解决和测试这个限制。</p><1>游戏和基础设施的大多数方面仍在开发中。遇到任何问题,请随时提交<1>GitHub Issue</1></1>",
"<0>If you are considering writing your own game, you should use the <1>GameSkeleton Github Repo</1> as a template and read <3>How to Create a Game</3>.</0><1>You can directly load your games into the server and play it using the correct URL. The <1>instructions above</1> also explain the details for how to load your game to the server. We'd like to encourage you to contact us if you have any questions.</1><p>Featured games on this page are added manually. Please get in contact and we'll happily add yours.</p>": "", "<0>If you are considering writing your own game, you should use the <1>GameSkeleton Github Repo</1> as a template and read <3>How to Create a Game</3>.</0><1>You can directly load your games into the server and play it using the correct URL. The <1>instructions above</1> also explain the details for how to load your game to the server. We'd like to encourage you to contact us if you have any questions.</1><p>Featured games on this page are added manually. Please get in contact and we'll happily add yours.</p>": "<0>如果您想编写自己的游戏,您应该使用<1>GameSkeleton Github Repo</1>作为模板,并阅读<3>如何创建游戏</3>。</0><1>您可以直接将游戏加载到服务器上并使用正确的URL进行游戏。上面的<1>说明</1>也解释了如何将游戏加载到服务器的详细步骤。如果您有任何疑问,请您与我们联系。</1><p>本页面上的游戏是手动添加的。请与我们联系,我们很乐意添加您的游戏。</p>",
"This server has been developed as part of the project <1>ADAM : Anticipating the Digital Age of Mathematics</1> at Heinrich-Heine-Universität in Düsseldorf.": "", "This server has been developed as part of the project <1>ADAM : Anticipating the Digital Age of Mathematics</1> at Heinrich-Heine-Universität in Düsseldorf.": "这个服务器是作为杜塞尔多夫海因里希·海涅大学项目<1>ADAM预见数学的数字时代</1>的一部分而开发的。",
"Prerequisites": "前置条件", "Prerequisites": "前置条件",
"Worlds": "世界(Worlds)", "Worlds": "世界(Worlds)",
"Levels": "关卡", "Levels": "关卡",
"Language": "语言", "Language": "语言",
"Development notes": "", "Development notes": "开发信息",
"Adding new games": "", "Adding new games": "添加新游戏",
"Funding": "", "Funding": "赞助",
"<p>Do you want to delete your saved progress irreversibly?</p><p>(This deletes your proofs and your collected inventory. Saves from other games are not deleted.)</p>": "<p>您是否想要不可逆转地删除您的游戏进度?</p><p>(这将删除您的证明和您收集的定理和策略。其他游戏的进度不会被删除。)</p>", "<p>Do you want to delete your saved progress irreversibly?</p><p>(This deletes your proofs and your collected inventory. Saves from other games are not deleted.)</p>": "<p>您是否想要不可逆转地删除您的游戏进度?</p><p>(这将删除您的证明和您收集的定理和策略。其他游戏的进度不会被删除。)</p>",
"Delete Progress?": "删除进度?", "Delete Progress?": "删除进度?",
"Delete": "删除", "Delete": "删除",
@ -80,15 +80,21 @@
"Cancel": "取消", "Cancel": "取消",
"Layout": "布局", "Layout": "布局",
"Always visible": "始终可见", "Always visible": "始终可见",
"Save my settings (in the browser store)": "", "Save my settings (in the browser store)": "保存我的设置(在浏览器商店中)",
"<p>Select a JSON file with the saved game progress to load your progress.</p><1><0>Warning:</0> This will delete your current game progress! Consider <2>downloading your current progress</2> first!</1>": "<p>选择一个包含已保存游戏进度的JSON文件来加载您的进度。</p><1><0>警告:</0>这将删除您当前的游戏进度!首先考虑<2>下载您当前的进度</2></1>", "<p>Select a JSON file with the saved game progress to load your progress.</p><1><0>Warning:</0> This will delete your current game progress! Consider <2>downloading your current progress</2> first!</1>": "<p>选择一个包含已保存游戏进度的JSON文件来加载您的进度。</p><1><0>警告:</0>这将删除您当前的游戏进度!首先考虑<2>下载您当前的进度</2></1>",
"Upload Saved Progress": "上传保存的进度", "Upload Saved Progress": "上传保存的进度",
"Load selected file": "加载所选文件", "Load selected file": "加载所选文件",
"Mobile": "移动端", "Mobile": "移动端",
"Auto": "自动", "Auto": "自动",
"Desktop": "桌面端", "Desktop": "桌面端",
"Level": "", "Level": "关卡",
"Introduction": "", "Introduction": "介绍",
"Retry": "", "Retry": "重试",
"Failed command": "" "Failed command": "命令失败",
"view the Lean game server on Github": "",
"Impressum": "版权声明",
"Privacy Policy": "隐私政策",
"<0>Impressum</0><1><strong>Contact:</strong><br/>Marcus Zibrowius, Jon Eugster<br/>Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br/>Universitätsstr. 1<br/>40225 Düsseldorf<br/>Germany<br/>+49 211 81-14690<br/><14>Contact Details</14></1><2><strong>Legal form:</strong><br/>The Heinrich Heine University Düsseldorf is a corporation under public law. It is legally represented by the Rector Prof. Dr. Anja Steinbeck. The responsible supervisory authority is the Ministry of Culture and Science of North Rhine-Westphalia, Völklinger Straße 49, 40221 Düsseldorf.</2><3><strong>VAT identification number:</strong><br/>according to §27a Sales Tax Act<br/>DE 811222416</3><4><0>Impressum HHU</0></4>": "",
"<0>Progress saving</0><1>The game stores your progress in your local browser storage. If you delete it, your progress will be lost!<br/>Warning: In most browsers, deleting cookies will also clear the local storage (or \"local site data\"). Make sure to download your game progress first!</1><2>Development</2><3>The game engine has been created by <strong>Alexander Bentkamp</strong>, <strong>Jon Eugster</strong>. On a prototype by <strong>Patrick Massot</strong>.</3><4>The source code of this Lean game engine is <1>available on Github</1>. If you experience any problems, please file an <3>Issue on Github</3> or get directly in contact.</4><5>Funding</5><6>The game engine has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich-Heine-Universität Düsseldorf. It is funded by the <i>Stiftung Innovation in der Hochschullehre</i> as part of project <i>Freiraum 2022</i>.</6>": "",
"<0>Privacy Policy</0><p>Our server collects metadata (such as IP address, browser, operating system) and the data that the user enters into the editor. The data is used to compute the Lean output and display it to the user. The information will be stored as long as the user stays on our website and will be deleted immediately afterwards. We keep logs to improve our software, but the contained data is anonymized.</p><p>We do not use cookies, but your game progress is stored in the browser as site data. Your game progress is not saved on the server; if you delete your browser storage, it is completely gone.</p><p>Our server is located in Germany.</p><4><strong>Contact:</strong><br/>Marcus Zibrowius, Jon Eugster<br/>Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br/>Universitätsstr. 1<br/>40225 Düsseldorf<br/>Germany<br/>+49 211 81-14690<br/><14>Contact Details</14></4>": ""
} }

@ -1,5 +1,6 @@
import * as React from 'react'; import * as React from 'react';
import { Outlet, useParams } from "react-router-dom"; import { Outlet, useParams, useSearchParams } from "react-router-dom";
import { Suspense, useEffect, useState } from 'react';
import '@fontsource/roboto/300.css'; import '@fontsource/roboto/300.css';
import '@fontsource/roboto/400.css'; import '@fontsource/roboto/400.css';
@ -8,31 +9,101 @@ import '@fontsource/roboto/700.css';
import './css/reset.css'; import './css/reset.css';
import './css/app.css'; import './css/app.css';
import { PreferencesContext} from './components/infoview/context'; import { GameIdContext, PageContext, PreferencesContext} from './state/context';
import UsePreferences from "./state/hooks/use_preferences" import UsePreferences from "./state/hooks/use_preferences"
import i18n from './i18n'; import { Navigation } from './components/navigation';
import { useSelector } from 'react-redux';
export const GameIdContext = React.createContext<string>(undefined); import { changeTypewriterMode, selectReadIntro, selectTypewriterMode } from './state/progress';
import { useAppDispatch } from './hooks';
import { Popup, PopupContext } from './components/popup/popup';
import { useGetGameInfoQuery } from './state/api';
import lean4gameConfig from './config.json'
import { useTranslation } from 'react-i18next';
function App() { function App() {
let { t, i18n } = useTranslation()
const params = useParams() const params = useParams()
const gameId = "g/" + params.owner + "/" + params.repo const gameId = (params.owner && params.repo) ? "g/" + params.owner + "/" + params.repo : null
const worldId = params.worldId
const levelId = parseInt(params.levelId)
const {mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage} = UsePreferences() const {mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage} = UsePreferences()
React.useEffect(() => { const dispatch = useAppDispatch()
i18n.changeLanguage(language) const typewriterMode = useSelector(selectTypewriterMode(gameId))
}, [language]) const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
const [lockEditorMode, setLockEditorMode] = useState(false)
const [typewriterInput, setTypewriterInput] = useState("")
const [page, setPage] = useState(0)
const [popupContent, setPopupContent] = useState(null)
const gameInfo = useGetGameInfoQuery({game: gameId})
const [searchParams, setSearchParams] = useSearchParams()
const readIntro = useSelector(selectReadIntro(gameId, worldId))
// mobile only: game intro should only be shown once and skipped afterwards
useEffect(() => {
if (worldId) {
console.log('setting page to 1')
setPage(1)
} else {
if (readIntro && page == 0) {
console.log('setting page to 1')
setPage(1)
} else {
// setPage(0)
}
}
}, [worldId, levelId])
// option to pass language as `?lang=de` in the URL
useEffect(() => {
let urlLang = searchParams.get("lang")
let availableLangs = gameInfo.data?.tile?.languages
if (gameId) {
if (availableLangs?.includes(urlLang)) {
setLanguage(urlLang)
// Delete the search param as we processed it.
searchParams.delete('lang')
setSearchParams(searchParams)
}
} else {
if (urlLang in lean4gameConfig.newLanguages) {
setLanguage(urlLang)
// Delete the search param as we processed it.
searchParams.delete('lang')
setSearchParams(searchParams)
}
}
}, [gameId, gameInfo.data?.tile?.languages])
// set the correct language
useEffect(() => {
let availableLangs = gameInfo.data?.tile?.languages
if (gameId && availableLangs?.length > 0 && !(availableLangs.includes(language))) {
// if the game is not available in the preferred language, display it in the original
// language
console.debug(`using default language: ${availableLangs[0]}`)
i18n.changeLanguage(availableLangs[0])
} else {
console.debug(`using language: ${language}`)
i18n.changeLanguage(language)
}
}, [gameId, gameInfo.data?.tile?.languages, language])
return ( return (
<div className="app"> <div className="app">
<GameIdContext.Provider value={gameId}> <GameIdContext.Provider value={{gameId, worldId, levelId}}>
<PreferencesContext.Provider value={{mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage}}> <PreferencesContext.Provider value={{mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage}}>
<React.Suspense> <PopupContext.Provider value={{popupContent, setPopupContent}}>
<PageContext.Provider value={{typewriterMode, setTypewriterMode, typewriterInput, setTypewriterInput, lockEditorMode, setLockEditorMode, page, setPage}}>
<Navigation />
<Outlet /> <Outlet />
</React.Suspense> { popupContent && <Popup /> }
</PreferencesContext.Provider> </PageContext.Provider>
</PopupContext.Provider>
</PreferencesContext.Provider>
</GameIdContext.Provider> </GameIdContext.Provider>
</div> </div>
) )

@ -1,311 +0,0 @@
/**
* @file contains the navigation bars of the app.
*/
import * as React from 'react'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome,
faArrowRight, faArrowLeft, faXmark, faBars, faCode,
faCircleInfo, faTerminal, faGear } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from "../app"
import { InputModeContext, PreferencesContext, WorldLevelIdContext } from "./infoview/context"
import { GameInfo, useGetGameInfoQuery } from '../state/api'
import { changedOpenedIntro, selectCompleted, selectDifficulty, selectProgress } from '../state/progress'
import { useAppDispatch, useAppSelector } from '../hooks'
import { Button } from './button'
import { downloadProgress } from './popup/erase'
import { useTranslation } from 'react-i18next'
/** navigation buttons for mobile welcome page to switch between intro/tree/inventory. */
function MobileNavButtons({pageNumber, setPageNumber}:
{ pageNumber: number,
setPageNumber: any}) {
const gameId = React.useContext(GameIdContext)
const { t } = useTranslation()
const dispatch = useAppDispatch()
// if `prevText` or `prevIcon` is set, show a button to go back
let prevText = {0: null, 1: t("Intro"), 2: null}[pageNumber]
let prevIcon = {0: null, 1: null, 2: faBookOpen}[pageNumber]
let prevTitle = {0: null, 1: t("Game Introduction"), 2: t("World selection")}[pageNumber]
// if `nextText` or `nextIcon` is set, show a button to go forward
let nextText = {0: t("Start"), 1: null, 2: null}[pageNumber]
let nextIcon = {0: null, 1: faBook, 2: null}[pageNumber]
let nextTitle = {0: t("World selection"), 1: t("Inventory"), 2: null}[pageNumber]
return <>
{(prevText || prevIcon) &&
<Button className="btn btn-inverted toggle-width" to={pageNumber == 0 ? "/" : ""}
inverted="true" title={prevTitle}
onClick={() => {pageNumber == 0 ? null : setPageNumber(pageNumber - 1)}}>
{prevIcon && <FontAwesomeIcon icon={prevIcon} />}
{prevText && `${prevText}`}
</Button>
}
{(nextText || nextIcon) &&
<Button className="btn btn-inverted toggle-width" to="" inverted="true"
title={nextTitle} onClick={() => {
console.log(`page number: ${pageNumber}`)
setPageNumber(pageNumber+1);
dispatch(changedOpenedIntro({game: gameId, openedIntro: true}))}}>
{nextText && `${nextText}`}
{nextIcon && <FontAwesomeIcon icon={nextIcon} />}
</Button>
}
</>
}
/** button to toggle dropdown menu. */
export function MenuButton({navOpen, setNavOpen}) {
return <Button to="" className="btn toggle-width" id="menu-btn" onClick={(ev) => {setNavOpen(!navOpen)}}>
{navOpen ? <FontAwesomeIcon icon={faXmark} /> : <FontAwesomeIcon icon={faBars} />}
</Button>
}
/** button to go one level futher.
* for the last level, this button turns into a button going back to the welcome page.
*/
function NextButton({worldSize, difficulty, completed, setNavOpen}) {
const { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
return (levelId < worldSize ?
<Button inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} title={t("next level")}
disabled={difficulty >= 2 && !(completed || levelId == 0)}
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? t("Next") : t("Start")}
</Button>
:
<Button to={`/${gameId}`} inverted="true" title={t("back to world selection")} id="home-btn">
<FontAwesomeIcon icon={faHome} />&nbsp;{t("Leave World")}
</Button>
)
}
/** button to go one level back.
* only renders if the current level id is > 0.
*/
function PreviousButton({setNavOpen}) {
const { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
return (levelId > 0 && <>
<Button disabled={levelId <= 0} inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId - 1}`}
title={t("previous level")}
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;{t("Previous")}
</Button>
</>)
}
/** button to toggle between editor and typewriter */
function InputModeButton({setNavOpen, isDropdown}) {
const { t } = useTranslation()
const {levelId} = React.useContext(WorldLevelIdContext)
const {typewriterMode, setTypewriterMode, lockEditorMode} = React.useContext(InputModeContext)
/** toggle input mode if allowed */
function toggleInputMode(ev: React.MouseEvent) {
if (!lockEditorMode){
setTypewriterMode(!typewriterMode)
setNavOpen(false)
}
}
return <Button
className={`btn btn-inverted ${isDropdown? '' : 'toggle-width'}`} disabled={levelId <= 0 || lockEditorMode}
inverted="true" to=""
onClick={(ev) => toggleInputMode(ev)}
title={lockEditorMode ? t("Editor mode is enforced!") : typewriterMode ? t("Editor mode") : t("Typewriter mode")}>
<FontAwesomeIcon icon={(typewriterMode && !lockEditorMode) ? faCode : faTerminal} />
{isDropdown && ((typewriterMode && !lockEditorMode) ? <>&nbsp;{t("Editor mode")}</> : <>&nbsp;{t("Typewriter mode")}</>)}
</Button>
}
/** button to toggle iimpressum popup
*
* Note: Do not translate the word "Impressum"! German GDPR needs this.
*/
export function ImpressumButton({setNavOpen, toggleImpressum, isDropdown}) {
const { t } = useTranslation()
return <Button className="btn btn-inverted"
title={t("information, Impressum, privacy policy")} inverted="true" to="" onClick={(ev) => {toggleImpressum(ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />
{isDropdown && <>&nbsp;Impressum</>}
</Button>
}
export function PreferencesButton({setNavOpen, togglePreferencesPopup}) {
const { t } = useTranslation()
return <Button title={t("Preferences")} inverted="true" to="" onClick={() => {togglePreferencesPopup(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faGear} />&nbsp;{t("Preferences")}
</Button>
}
function GameInfoButton({setNavOpen, toggleInfo}) {
const { t } = useTranslation()
return <Button className="btn btn-inverted"
title={t("Game Info & Credits")} inverted="true" to="" onClick={() => {toggleInfo(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;{t("Game Info")}
</Button>
}
function EraseButton ({setNavOpen, toggleEraseMenu}) {
const { t } = useTranslation()
return <Button title={t("Clear Progress")} inverted="true" to="" onClick={() => {toggleEraseMenu(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faEraser} />&nbsp;{t("Erase")}
</Button>
}
function DownloadButton ({setNavOpen, gameId, gameProgress}) {
const { t } = useTranslation()
return <Button title={t("Download Progress")} inverted="true" to="" onClick={(ev) => {downloadProgress(gameId, gameProgress, ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={faDownload} />&nbsp;{t("Download")}
</Button>
}
function UploadButton ({setNavOpen, toggleUploadMenu}) {
const { t } = useTranslation()
return <Button title={t("Load Progress from JSON")} inverted="true" to="" onClick={() => {toggleUploadMenu(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faUpload} />&nbsp;{t("Upload")}
</Button>
}
/** button to go back to welcome page */
function HomeButton({isDropdown}) {
const { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
return <Button to={`/${gameId}`} inverted="true" title={t("back to world selection")} id="home-btn">
<FontAwesomeIcon icon={faHome} />
{isDropdown && <>&nbsp;{t("Home")}</>}
</Button>
}
function LandingPageButton() {
const { t } = useTranslation()
return <Button inverted="false" title={t("back to games selection")} to="/">
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;<FontAwesomeIcon icon={faGlobe} />
</Button>
}
/** button in mobile level to toggle inventory.
* only displays a button if `setPageNumber` is set.
*/
function InventoryButton({pageNumber, setPageNumber}) {
const { t } = useTranslation()
return (setPageNumber &&
<Button to="" className="btn btn-inverted toggle-width"
title={pageNumber ? t("close inventory") : t("show inventory")}
inverted="true" onClick={() => {setPageNumber(pageNumber ? 0 : 1)}}>
<FontAwesomeIcon icon={pageNumber ? faBookOpen : faBook} />
</Button>
)
}
/** the navigation bar on the welcome page */
export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpressum, toggleEraseMenu, toggleUploadMenu, toggleInfo, togglePreferencesPopup} : {
pageNumber: number,
setPageNumber: any,
gameInfo: GameInfo,
toggleImpressum: any,
toggleEraseMenu: any,
toggleUploadMenu: any,
toggleInfo: any,
togglePreferencesPopup: () => void;
}) {
const { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
const gameProgress = useAppSelector(selectProgress(gameId))
const {mobile} = React.useContext(PreferencesContext)
const [navOpen, setNavOpen] = React.useState(false)
return <div className="app-bar">
<div className='app-bar-left'>
<LandingPageButton />
<span className="app-bar-title"></span>
</div>
<div>
{!mobile && <span className="app-bar-title">{t(gameInfo?.title, {ns: gameId})}</span>}
</div>
<div className="nav-btns">
{mobile && <MobileNavButtons pageNumber={pageNumber} setPageNumber={setPageNumber} />}
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen} />
</div>
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
<GameInfoButton setNavOpen={setNavOpen} toggleInfo={toggleInfo}/>
<EraseButton setNavOpen={setNavOpen} toggleEraseMenu={toggleEraseMenu}/>
<DownloadButton setNavOpen={setNavOpen} gameId={gameId} gameProgress={gameProgress}/>
<UploadButton setNavOpen={setNavOpen} toggleUploadMenu={toggleUploadMenu}/>
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
<PreferencesButton setNavOpen={setNavOpen} togglePreferencesPopup={togglePreferencesPopup}/>
</div>
</div>
}
/** the navigation bar in a level */
export function LevelAppBar({isLoading, levelTitle, toggleImpressum, toggleInfo, togglePreferencesPopup, pageNumber=undefined, setPageNumber=undefined} : {
isLoading: boolean,
levelTitle: string,
toggleImpressum: any,
toggleInfo: any,
togglePreferencesPopup: any,
pageNumber?: number,
setPageNumber?: any,
}) {
const { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const {mobile} = React.useContext(PreferencesContext)
const [navOpen, setNavOpen] = React.useState(false)
const gameInfo = useGetGameInfoQuery({game: gameId})
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
const difficulty = useAppSelector(selectDifficulty(gameId))
let worldTitle = gameInfo.data?.worlds.nodes[worldId].title
return <div className="app-bar" style={isLoading ? {display: "none"} : null} >
{mobile ?
<>
{/* MOBILE VERSION */}
<div>
<span className="app-bar-title">{levelTitle}</span>
</div>
<div className="nav-btns">
<InventoryButton pageNumber={pageNumber} setPageNumber={setPageNumber}/>
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen}/>
</div>
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
<NextButton worldSize={gameInfo.data?.worldSize[worldId]} difficulty={difficulty} completed={completed} setNavOpen={setNavOpen} />
<PreviousButton setNavOpen={setNavOpen} />
<HomeButton isDropdown={true} />
<InputModeButton setNavOpen={setNavOpen} isDropdown={true}/>
<GameInfoButton setNavOpen={setNavOpen} toggleInfo={toggleInfo}/>
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
<PreferencesButton setNavOpen={setNavOpen} togglePreferencesPopup={togglePreferencesPopup}/>
</div>
</> :
<>
{/* DESKTOP VERSION */}
<div className='app-bar-left'>
<HomeButton isDropdown={false} />
<span className="app-bar-title">{worldTitle && `${t("World")}: ${t(worldTitle, {ns: gameId})}`}</span>
</div>
<div>
<span className="app-bar-title">{levelTitle}</span>
</div>
<div className="nav-btns">
<PreviousButton setNavOpen={setNavOpen} />
<NextButton worldSize={gameInfo.data?.worldSize[worldId]} difficulty={difficulty} completed={completed} setNavOpen={setNavOpen} />
<InputModeButton setNavOpen={setNavOpen} isDropdown={false}/>
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen}/>
</div>
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
<GameInfoButton setNavOpen={setNavOpen} toggleInfo={toggleInfo}/>
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
<PreferencesButton setNavOpen={setNavOpen} togglePreferencesPopup={togglePreferencesPopup}/>
</div>
</>
}
</div>
}

@ -1,15 +0,0 @@
import * as React from 'react';
import { Link, LinkProps } from "react-router-dom";
export interface ButtonProps extends LinkProps {
disabled?: boolean
inverted?: string // Apparently "inverted" in DOM cannot be `boolean` but must be `inverted`
}
export function Button(props: ButtonProps) {
if (props.disabled) {
return <span className={`btn btn-disabled ${props.inverted === "true" ? 'btn-inverted' : ''}`} {...props}>{props.children}</span>
} else {
return <Link className={`btn ${props.inverted === "true" ? 'btn-inverted' : ''}`} {...props}>{props.children}</Link>
}
}

@ -0,0 +1,450 @@
import * as React from 'react'
import { useContext, useEffect, useRef, useState } from 'react'
import { useSelector } from 'react-redux'
import { useTranslation } from 'react-i18next'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faArrowRight } from '@fortawesome/free-solid-svg-icons'
import { changedReadIntro, selectCompleted, selectReadIntro } from '../state/progress'
import { useGetGameInfoQuery, useLoadLevelQuery } from '../state/api'
import { useAppDispatch, useAppSelector } from '../hooks'
import { Button, Markdown } from './utils'
import { ChatContext, GameIdContext, PageContext, PreferencesContext, ProofContext } from '../state/context'
import { GameHint, InteractiveGoalsWithHints } from './infoview/rpc_api'
// import { lastStepHasErrors } from './infoview/goals'
// import { AllMessages } from '../../../node_modules/@leanprover/infoview/dist/infoview/messages'
// import { LeanDiagnostic, RpcErrorCode, getInteractiveDiagnostics, InteractiveDiagnostic, TaggedText_stripTags } from '@leanprover/infoview-api'
import { Location, DocumentUri, Diagnostic, DiagnosticSeverity, PublishDiagnosticsParams } from 'vscode-languageserver-protocol'
// import { InteractiveMessage } from '../../../node_modules/lean4-infoview/src/infoview/traceExplorer'
import '../css/chat.css'
import { faHome } from '@fortawesome/free-solid-svg-icons'
/** Split a string by double newlines and filters out empty segments. */
function splitIntro (intro : string) {
return intro.split(/\n(\s*\n)+/).filter(t => t.trim())
}
/** Helper to check if a step has any hidden hints. */
function hasHiddenHints(step: InteractiveGoalsWithHints): boolean {
return step?.goals[0]?.hints.some((hint) => hint.hidden)
}
/** Button which only appears if the current step has hidden hints that are not shown yet. */
export function MoreHelpButton({selected=null} : {selected?: number}) {
const { t } = useTranslation()
const { proof } = React.useContext(ProofContext)
const { showHelp, setShowHelp } = React.useContext(ChatContext)
let k = 0
// let k = proof?.steps.length ?
// ((selected === null) ? (proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1)) : selected)
// : 0
const activateHiddenHints = (ev) => {
// If the last step (`k`) has errors, we want the hidden hints from the
// second-to-last step to be affected
if (!(proof?.steps.length)) {return <></>}
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k)) {
tmp.delete(k)
} else {
tmp.add(k)
}
setShowHelp(tmp)
console.debug(`help: ${Array.from(tmp.values())}`)
}
if (hasHiddenHints(proof?.steps[k]) && !showHelp.has(k)) {
return <Button to="" onClick={activateHiddenHints}>
{t("Show more help!")}
</Button>
}
return <></>
}
/** Placeholder that takes the same space as a button. */
function ButtonPlaceholder() {
return <div className='btn-placeholder'/>
}
/** The buttons at the bottom of chat. */
export function ChatButtons ({counter=undefined, setCounter=()=>{}, introMessages=[]} : {
counter?: number
setCounter?: React.Dispatch<React.SetStateAction<number>>
introMessages?: GameHintWithStep[]
}) {
let { t } = useTranslation()
const { mobile } = useContext(PreferencesContext)
const { gameId, worldId, levelId } = useContext(GameIdContext)
const {setPage} = useContext(PageContext)
const dispatch = useAppDispatch()
const gameInfo = useGetGameInfoQuery({game: gameId})
const { proof } = useContext(ProofContext)
const readIntro = useSelector(selectReadIntro(gameId, worldId))
return <div className="button-row">
{!levelId && (readIntro || (counter >= introMessages.length) ?
((worldId || mobile) &&
<>
<ButtonPlaceholder />
<Button className="btn"
title=""
to={worldId ? `/${gameId}/world/${worldId}/level/1` : ''}
onClick={() => {
if (!worldId) {
console.log('setting `readIntro` to true')
setPage(1)
}
}} >
Start&nbsp;<FontAwesomeIcon icon={faArrowRight}/>
</Button>
</>
)
:
<>
<Button className="btn"
title=""
to=""
onClick={() => {
if (counter + 1 >= introMessages.length) {
dispatch(changedReadIntro({game: gameId, world: worldId, readIntro: true}))
}
setCounter(counter + 1)
}} >
{"Read"}
</Button>
<Button className="btn"
title=""
to=""
onClick={() => {
dispatch(changedReadIntro({game: gameId, world: worldId, readIntro: true}))
setCounter(introMessages.length)
}} >
Skip all
</Button>
</>
)}
{ (worldId && levelId) ? <MoreHelpButton /> : <></> }
{ (worldId && levelId && proof?.completed) ?
(levelId == gameInfo.data?.worldSize[worldId] ?
<Button className="btn"
title=""
to={`/${gameId}`} >
<FontAwesomeIcon icon={faHome} />&nbsp;{t("Home")}
</Button> :
<Button className="btn"
title=""
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} >
{t("Next")}&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button>
) : <></> }
</div>
}
/** Insert the variable names in a hint. We do this client-side to prepare
* for i18n in the future. i.e. one should be able translate the `rawText`
* and have the variables substituted just before displaying.
*/
function getHintText(hint: GameHint): string {
const {gameId} = React.useContext(GameIdContext)
let { t } = useTranslation()
if (hint.rawText) {
// Replace the variable names used in the hint with the ones used by the player
// variable names are marked like `«{g}»` inside the text.
return t(hint.rawText, {ns: gameId}).replaceAll(/«\{(.*?)\}»/g, ((_, v) =>
// `hint.varNames` contains tuples `[oldName, newName]`
(hint.varNames.find(x => x[0] == v))[1]))
} else {
// hints created in the frontend do not have a `rawText`
// TODO: `hint.text` could be removed in theory.
return t(hint.text, {ns: gameId})
}
}
/** Hint kinds. Note that number 1-4 are matching the numbers from `DiagnosticSeverity`
* from the vscode language server protocol.
*/
enum HintKind {
Error = 1,
Warning = 2,
Information = 3,
Hint = 4,
GameHint = 5,
Conclusion = 7,
}
/** Bundling a hint with the proof-step it comes from. */
type GameHintWithStep = {
hint: GameHint
kind: HintKind
step?: number
}
/** Filter hints to not show consequtive identical hints twice.
* Hidden hints are not filtered.
*/
export function filterHints(hints: GameHint[], prevHints: GameHint[]): GameHint[] {
if (!hints) {
return []
} else if (!prevHints) {
return [...hints.filter((hint) => !hint.hidden), ...hints.filter((hint) => hint.hidden)]
} else {
return [...hints.filter((hint) => !hint.hidden &&
(prevHints.find(x => (x.text == hint.text && x.hidden == hint.hidden)) === undefined)
), ...hints.filter((hint) => hint.hidden)]
}
}
// TODO
// function helper(step, proof, kind, typewriterMode, selectedStep) {
// return (step == proof?.steps?.length - (lastStepHasErrors(proof) ? 2 : 1) ? ' recent' : '') +
// (!(kind == HintKind.Conclusion) && step >= (typewriterMode ? proof?.steps?.length : selectedStep+1) ? ' deleted-hint' : '')
// }
/** A hint as it is displayed in the chat. */
export function Hint({hint, kind, step=null} : GameHintWithStep) {
const { levelId } = useContext(GameIdContext)
const { selectedStep, setSelectedStep } = useContext(ChatContext)
const { proof } = useContext(ProofContext)
const { typewriterMode } = useContext(PageContext)
function toggleSelection () {
if (!levelId) {return}
if (selectedStep !== null && selectedStep == step) {
setSelectedStep(null)
} else if (step < proof?.steps?.length) {
setSelectedStep(step)
}
}
// "Deleted hints" are marked in grey. They are used two-fold:
// In typewriter, deleting parts of the proof stores the removed hints as `deletedChat`
// until the next command is submitted; in editor, moving the cursor through the proof will
// render all hints
return <div className={`message kind-${kind} step-${step}` +
((selectedStep !== null && step == selectedStep) ? ' selected' : '') //+ helper(step, proof, kind, typewriterMode, selectedStep)
} onClick={toggleSelection}>
<Markdown>{getHintText(hint)}</Markdown>
</div>
}
/** A collection of hints. If the `counter` is defined, only the first elements will be
* shown up to the value of the `counter`.
*
* Set `conclusion` to true to trigger different style and disable selecting/deleting.
*/
export function Hints({ hints, counter=undefined } : {
hints: GameHintWithStep[],
counter?: number
}) {
const { showHelp } = useContext(ChatContext)
if (!hints) {
return <></>
}
// NOTE: This builds on the fact that `.slice(0, undefined)` returns the whole array!
// TODO: Should not use index as key.
return <>
{ hints.slice(0, counter).map((hint, j) =>
((!hint.hint.hidden || showHelp.has(hint.step)) &&
<Hint key={`hint-${hint.step}-${j}`} hint={hint.hint} kind={hint.kind} step={hint.step} />
)
)}
{/* { //showHelp.has(hint.step) &&
hints.filter(hint => hint.hint.hidden).map((hint, j) =>
<Hint
key={`hidden-hint-${hint.step}-${j}`}
hint={hint.hint}
step={hint.step}
conclusion={hint.conclusion} />
)} */}
</>
}
/** the panel showing the game's introduction text */
export function ChatPanel ({visible = true}) {
let { t } = useTranslation()
const { mobile } = useContext(PreferencesContext)
const { gameId, worldId, levelId } = useContext(GameIdContext)
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
const gameInfo = useGetGameInfoQuery({game: gameId})
const levelInfo = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
const [counter, setCounter] = useState(1)
const [introText, setIntroText] = useState<Array<GameHintWithStep>>([])
const { chatRef, deletedChat, showHelp, selectedStep } = useContext(ChatContext)
const { proof } = useContext(ProofContext)
const readIntro = useSelector(selectReadIntro(gameId, worldId))
useEffect(() => {
setCounter(1)
}, [gameId, worldId, levelId])
// load and display the correct intro text
useEffect(() => {
if (levelId > 0) {
let introText = t(levelInfo.data?.introduction, {ns : gameId}).trim()
let introHint: GameHintWithStep = {hint: {text: introText, hidden: false, rawText: introText }, kind: HintKind.GameHint, step: 0}
// playable level: show the level's intro
if (levelInfo.data?.introduction) {
setIntroText([introHint])
// messages = messages.concat([introHint])
}
else {
setIntroText([])
}
} else {
if (worldId) {
let introText = t(gameInfo.data?.worlds.nodes[worldId].introduction, {ns: gameId}).trim()
let introHints: GameHintWithStep[] = splitIntro(introText).map( txt => ({hint: {text: txt, hidden: false, rawText: txt }, kind: HintKind.GameHint, step: 0}))
// Level 0: show the world's intro
if (gameInfo.data?.worlds.nodes[worldId].introduction) {
// messages = messages.concat(introHints)
setIntroText(introHints)
} else {
setIntroText([])
}
} else {
let introText = t(gameInfo.data?.introduction, {ns : gameId}).trim()
let introHints: GameHintWithStep[] = splitIntro(introText).map( txt => ({hint: {text: txt, hidden: false, rawText: txt }, kind: HintKind.GameHint, step: 0}))
// world overview: show the game's intro
if (gameInfo.data?.introduction) {
// messages = messages.concat(introHints)
setIntroText(introHints)
} else {
setIntroText([])
}
}
}
}, [gameInfo, levelInfo, gameId, worldId, levelId, proof])
// Scroll the chat
useEffect(() => {
if (levelId > 0) {
if (proof) {
if (proof?.completed) {
// proof currently completed: scroll down
console.debug('scroll chat: down to conclusion')
chatRef.current!.lastElementChild?.scrollIntoView({block: "center"})
} else {
// proof currently not completed: first message of last step
let lastStep = proof?.steps.length //- (lastStepHasErrors(proof) ? 2 : 1)
console.debug(`scroll chat: first message of step ${lastStep}`)
chatRef.current?.getElementsByClassName(`step-${lastStep}`)[0]?.scrollIntoView({block: "center"})
}
} else {
// no proof available: scroll to top.
console.debug(`scroll chat: top`)
chatRef.current!.scrollTo(0,0)
}
} else {
// introduction: scroll to last message
console.debug('scroll chat: down')
chatRef.current!.lastElementChild?.scrollIntoView({block: "center"})
}
}, [counter, introText, gameId, worldId, levelId])
// Scroll down when new hidden hints are triggered
useEffect(() => {
if (levelId > 0) {
let lastStep = proof?.steps.length //- (lastStepHasErrors(proof) ? 2 : 1)
if (showHelp.has(lastStep)) {
console.debug('scroll chat: down to hidden hints')
// TODO: last element of hidden hints?
chatRef.current!.lastElementChild?.scrollIntoView({block: "center"})
}
}
}, [showHelp, gameId, worldId, levelId])
// Scroll to corresponding messages if selected step changes
useEffect(() => {
if (levelId > 0 && selectedStep !== null) {
console.debug(`scroll chat: first message of selected step ${selectedStep}`)
chatRef.current?.getElementsByClassName(`step-${selectedStep}`)[0]?.scrollIntoView({block: "center"})
// Array.from(chatRef.current?.getElementsByClassName(`step-${selectedStep}`)).map((elem) => {
// elem.scrollIntoView({block: "center"})
// })
}
}, [selectedStep, gameId, worldId, levelId])
/** TODO: What's the magic here? Only needed if diags are displayed in chat. */
function diagToString (diag) {
// Hide "unsolved goals" messages
let message;
if ("append" in diag.message && "text" in diag.message.append[0] &&
diag.message?.append[0].text === "unsolved goals") {
message = diag.message.append[0]
} else {
message = diag.message
}
return message
}
return <div className={`column chat-panel${visible ? '' : ' hidden'}`}>
<div ref={chatRef} className="chat" >
{ gameInfo.error &&
<div className="message error">
Could not find the game!
</div>
}
<Hints hints={introText} counter={readIntro ? undefined : counter}/>
{proof?.steps.map((step, i) => {
let x = [].concat(
filterHints(step.goals[0]?.hints, proof.steps[i-1]?.goals[0]?.hints).map(hint => ({hint: hint, kind: HintKind.GameHint, step: i})),
// // TODO: Uncomment this if you want to see the diags in chat
// step.diags.map(diag => ({hint: diagToString(diag), kind: diag.severity, step: i}))
)
return <Hints key={`hints-step-${i}`} hints={x}/>
})}
{/* <Hints hints={chatMessages}/> */}
{/* {proof?.steps.map((step, i) =>
<Hints hints={step.goals[0]?.hints.map(hint => ({hint: hint, step: i}))}/>
)} */}
{/* <Hints hints={proof?.steps[proof?.steps?.length - 1]?.goals[0].hints.map(hint => ({hint: hint, step: proof?.steps?.length - 1}))} /> */}
{ deletedChat &&
<Hints hints={deletedChat.map(hint => ({hint: hint, kind: HintKind.GameHint, step: proof?.steps?.length}))} />
}
{ completed && levelInfo.data?.conclusion &&
<Hints hints={[
{hint: {text: t("Level completed! 🎉"), rawText: t("Level completed! 🎉"), hidden: false}, kind: HintKind.Conclusion, step: proof?.steps?.length},
{hint: {text: levelInfo.data?.conclusion, rawText: levelInfo.data?.conclusion, hidden: false}, kind: HintKind.GameHint, step: proof?.steps?.length}
]} />
}
{/* {chatMessages.map(((t, i) =>
t.trim() ?
<Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false, rawText: t, varNames: []}}
step={0} />
: <></>
))} */}
</div>
{ <ChatButtons counter={counter} setCounter={setCounter} introMessages={introText}/> }
</div>
}

@ -1,67 +1,72 @@
/** /**
* @fileOverview Defines the interface for the communication with the server. * @fileOverview Defines the interface for the communication with the server.
* *
* This file is based on `vscode-lean4/vscode-lean4/src/rpcApi.ts`
*/ */
import type { Range } from 'vscode-languageserver-protocol'; import type { Range } from 'vscode-languageserver-protocol'
import type { ContextInfo, FVarId, CodeWithInfos, MVarId } from '@leanprover/infoview-api'; import type {
import { InteractiveDiagnostic, TermInfo } from '@leanprover/infoview/*'; CodeWithInfos,
import type { Diagnostic } from 'vscode-languageserver-protocol'; ContextInfo,
FVarId,
InteractiveDiagnostic,
MVarId,
TermInfo
} from '@leanprover/infoview-api'
import type { Diagnostic } from 'vscode-languageserver-protocol'
export interface InteractiveHypothesisBundle { export interface InteractiveHypothesisBundle {
/** The pretty names of the variables in the bundle. Anonymous names are rendered /** The pretty names of the variables in the bundle. Anonymous names are rendered
* as `"[anonymous]"` whereas inaccessible ones have a `` appended at the end. * as `"[anonymous]"` whereas inaccessible ones have a `` appended at the end.
* Use `InteractiveHypothesisBundle_nonAnonymousNames` to filter anonymouse ones out. */ * Use `InteractiveHypothesisBundle_nonAnonymousNames` to filter anonymouse ones out. */
names: string[]; names: string[]
fvarIds?: FVarId[]; fvarIds?: FVarId[]
type: CodeWithInfos; type: CodeWithInfos
val?: CodeWithInfos; val?: CodeWithInfos
isInstance?: boolean; isInstance?: boolean
isType?: boolean; isType?: boolean
isInserted?: boolean; isInserted?: boolean
isRemoved?: boolean; isRemoved?: boolean
isAssumption?: boolean; isAssumption?: boolean
} }
export interface InteractiveGoalCore { export interface InteractiveGoalCore {
hyps: InteractiveHypothesisBundle[]; hyps: InteractiveHypothesisBundle[]
type: CodeWithInfos; type: CodeWithInfos
ctx?: ContextInfo; ctx?: ContextInfo
} }
export interface InteractiveGoal extends InteractiveGoalCore { export interface InteractiveGoal extends InteractiveGoalCore {
userName?: string; userName?: string
goalPrefix?: string; goalPrefix?: string
mvarId?: MVarId; mvarId?: MVarId
isInserted?: boolean; isInserted?: boolean
isRemoved?: boolean; isRemoved?: boolean
} }
export interface InteractiveGoals extends InteractiveGoalCore { export interface InteractiveGoals extends InteractiveGoalCore {
goals: InteractiveGoals[]; goals: InteractiveGoals[]
} }
export interface InteractiveTermGoal extends InteractiveGoalCore { export interface InteractiveTermGoal extends InteractiveGoalCore {
range?: Range; range?: Range
term?: TermInfo; term?: TermInfo
} }
export interface GameHint { export interface GameHint {
text: string; text: string
hidden: boolean; hidden: boolean
rawText: string; rawText: string
varNames: string[][]; // in Lean: `Array (Name × Name)` varNames?: string[][] // in Lean: `Array (Name × Name)`
} }
export interface InteractiveGoalWithHints { export interface InteractiveGoalWithHints {
goal: InteractiveGoal; goal: InteractiveGoal
hints: GameHint[]; hints: GameHint[]
} }
export interface InteractiveGoalsWithHints { export interface InteractiveGoalsWithHints {
goals: InteractiveGoalWithHints[]; goals: InteractiveGoalWithHints[]
command: string; command: string
diags: InteractiveDiagnostic[]; diags: InteractiveDiagnostic[]
} }
/** /**
@ -74,11 +79,11 @@ export interface ProofState {
* *
* In particular `step[i]` is the proof step at the beginning of line `i` in vscode. * In particular `step[i]` is the proof step at the beginning of line `i` in vscode.
*/ */
steps: InteractiveGoalsWithHints[]; steps: InteractiveGoalsWithHints[]
/** The remaining diagnostics that are not in the steps. Usually this should only /** The remaining diagnostics that are not in the steps. Usually this should only
* be the "unsolved goals" message, I believe. * be the "unsolved goals" message, I believe.
*/ */
diagnostics : InteractiveDiagnostic[]; diagnostics : InteractiveDiagnostic[]
completed : Boolean; completed : Boolean
completedWithWarnings : Boolean; completedWithWarnings : Boolean
} }

@ -0,0 +1,104 @@
import * as React from 'react';
import Split from 'react-split'
import { useContext, useEffect, useRef, useState } from 'react'
import { useTranslation } from "react-i18next"
import { GameIdContext, MonacoEditorContext } from '../../state/context';
import { useLoadLevelQuery } from '../../state/api';
import { Markdown } from '../utils';
import * as monaco from 'monaco-editor'
import { LeanMonaco, LeanMonacoEditor, LeanMonacoOptions } from 'lean4monaco'
import '../../css/editor.css'
import { useSelector } from 'react-redux';
import { selectTypewriterMode } from '../../state/progress';
import { TypewriterInterFace } from './Typewriter';
export function Editor() {
let { t } = useTranslation()
const {gameId, worldId, levelId } = useContext(GameIdContext)
const typewriterMode = useSelector(selectTypewriterMode(gameId))
const editorRef = useRef<HTMLDivElement>(null)
const infoviewRef = useRef<HTMLDivElement>(null)
const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor>()
const [leanMonaco, setLeanMonaco] = useState<LeanMonaco>()
const [code, setCode] = useState<string>('')
const [options, setOptions] = useState<LeanMonacoOptions>({
// placeholder. gets set below
websocket: {
url: ''
}
})
// Update LeanMonaco options when preferences are loaded or change
useEffect(() => {
var socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") +
window.location.host + `/websocket/${gameId}`
console.log(`[LeanGame] socket url: ${socketUrl}`)
var _options: LeanMonacoOptions = {
websocket: {
url: socketUrl,
// @ts-ignore
difficulty: 1,
inventory: []
},
// Restrict monaco's extend (e.g. context menu) to the editor itself
htmlElement: editorRef.current ?? undefined,
vscode: {
/* To add settings here, you can open your settings in VSCode (Ctrl+,), search
* for the desired setting, select "Copy Setting as JSON" from the "More Actions"
* menu next to the selected setting, and paste the copied string here.
*/
// "workbench.colorTheme": preferences.theme,
"editor.tabSize": 2,
// "editor.rulers": [100],
"editor.lightbulb.enabled": "on",
"editor.wordWrap": "on",
"editor.wrappingStrategy": "advanced",
"editor.semanticHighlighting.enabled": true,
"editor.acceptSuggestionOnEnter": "off",
"lean4.input.eagerReplacementEnabled": true,
// "lean4.input.leader": preferences.abbreviationCharacter
}
}
setOptions(_options)
}, [editorRef])
// Setting up the editor and infoview
useEffect(() => {
console.debug('[LeanGame] Restarting Editor!')
var _leanMonaco = new LeanMonaco()
var leanMonacoEditor = new LeanMonacoEditor()
_leanMonaco.setInfoviewElement(infoviewRef.current!)
;(async () => {
await _leanMonaco.start(options)
console.warn('gameId', gameId)
await leanMonacoEditor.start(editorRef.current!, `/${worldId}/L_${levelId}.lean`, code)
setEditor(leanMonacoEditor.editor)
setLeanMonaco(_leanMonaco)
// Keeping the `code` state up-to-date with the changes in the editor
leanMonacoEditor.editor?.onDidChangeModelContent(() => {
setCode(leanMonacoEditor.editor?.getModel()?.getValue()!)
})
})()
return () => {
leanMonacoEditor.dispose()
_leanMonaco.dispose()
}
}, [options, infoviewRef, editorRef, gameId, worldId, levelId])
return <MonacoEditorContext.Provider value={editor}>
<div className="editor-wrapper"><Split direction='vertical' minSize={200} sizes={[50, 50]}
className={`editor-split ${typewriterMode ? 'hidden' : ''}`} >
<div ref={editorRef} id="editor" />
<div ref={infoviewRef} id="infoview" />
</Split>
{typewriterMode && <TypewriterInterFace />}
</div>
</MonacoEditorContext.Provider>
}

@ -0,0 +1,37 @@
import * as React from 'react';
import { useContext, useEffect, useRef, useState } from 'react'
import { useTranslation } from "react-i18next"
import { GameIdContext } from '../../state/context';
import { useLoadLevelQuery } from '../../state/api';
import { Markdown } from '../utils';
/** The mathematical formulation of the statement, supporting e.g. Latex
* It takes three forms, depending on the precence of name and description:
* - Theorem xyz: description
* - Theorem xyz
* - Exercises: description
*
* If `showLeanStatement` is true, it will additionally display the lean code.
*/
export function ExerciseStatement({ showLeanStatement = false }) {
let { t } = useTranslation()
const {gameId, worldId, levelId } = useContext(GameIdContext)
const levelInfo = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
if (!(levelInfo.data?.descrText || levelInfo.data?.descrFormat)) { return <></> }
return <>
<div className="exercise-statement">
{levelInfo.data?.descrText ?
<Markdown>
{(levelInfo.data?.displayName ? `**${t("Theorem")}** \`${levelInfo.data?.displayName}\`: ` : '') + t(levelInfo.data?.descrText, {ns: gameId})}
</Markdown> : levelInfo.data?.displayName &&
<Markdown>
{`**${t("Theorem")}** \`${levelInfo.data?.displayName}\``}
</Markdown>
}
{levelInfo.data?.descrFormat && showLeanStatement &&
<p><code className="lean-code">{levelInfo.data?.descrFormat}</code></p>
}
</div>
</>
}

@ -0,0 +1,443 @@
import * as React from 'react'
import { useContext } from 'react'
import { useRef, useState, useEffect } from 'react'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faArrowRight, faHome, faWandMagicSparkles } from '@fortawesome/free-solid-svg-icons'
import { DiagnosticSeverity, PublishDiagnosticsParams, DocumentUri } from 'vscode-languageserver-protocol';
import { useTranslation } from 'react-i18next'
import * as monaco from 'monaco-editor'
import { ChatContext, GameIdContext, InputModeContext, MonacoEditorContext, PageContext, PreferencesContext, ProofContext } from '../../state/context';
import { RpcContext, WithRpcSessions, useRpcSessionAtPos } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions';
import { useServerNotificationEffect } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import '../../css/infoview.css'
import { useGetGameInfoQuery } from '../../state/api'
import { GameHint } from './Defs'
import { MoreHelpButton, filterHints } from '../chat'
import { isLastStepWithErrors, lastStepHasErrors, loadGoals } from '../infoview/goals'
import { getInteractiveDiagsAt, hasInteractiveErrors } from '../infoview/typewriter'
import { Errors } from '../infoview/messages'
import { Button, Markdown } from '../utils'
import { Command, GoalsTabs } from '../infoview/main'
import { CircularProgress } from '@mui/material'
/** The input field */
export function TypewriterInput({disabled}: {disabled?: boolean}) {
let { t } = useTranslation()
/** Reference to the hidden multi-line editor */
// const editor = React.useContext(MonacoEditorContext)
// const model = editor.getModel()
// const uri = model.uri.toString()
const [oneLineEditor, setOneLineEditor] = useState<monaco.editor.IStandaloneCodeEditor>(null)
const [processing, setProcessing] = useState(false)
// const {typewriterInput, setTypewriterInput} = React.useContext(InputModeContext)
const inputRef = useRef()
// // The context storing all information about the current proof
const {proof, setProof, interimDiags, setInterimDiags, setCrashed} = React.useContext(ProofContext)
// // state to store the last batch of deleted messages
// const {setDeletedChat} = React.useContext(DeletedChatContext)
// const rpcSess = React.useContext(RpcContext)
// // Run the command
// const runCommand = React.useCallback(() => {
// if (processing) {return}
// // TODO: Desired logic is to only reset this after a new *error-free* command has been entered
// setDeletedChat([])
// const pos = editor.getPosition()
// if (typewriterInput) {
// setProcessing(true)
// editor.executeEdits("typewriter", [{
// range: monaco.Selection.fromPositions(
// pos,
// editor.getModel().getFullModelRange().getEndPosition()
// ),
// text: typewriterInput.trim() + "\n",
// forceMoveMarkers: false
// }])
// setTypewriterInput('')
// // Load proof after executing edits
// loadGoals(rpcSess, uri, setProof, setCrashed)
// }
// editor.setPosition(pos)
// }, [typewriterInput, editor])
// useEffect(() => {
// if (oneLineEditor && oneLineEditor.getValue() !== typewriterInput) {
// oneLineEditor.setValue(typewriterInput)
// }
// }, [typewriterInput])
// /* Load proof on start/switching to typewriter */
// useEffect(() => {
// loadGoals(rpcSess, uri, setProof, setCrashed)
// }, [])
// /** If the last step has an error, add the command to the typewriter. */
// useEffect(() => {
// if (lastStepHasErrors(proof)) {
// setTypewriterInput(proof?.steps[proof?.steps.length - 1].command)
// }
// }, [proof])
// // React when answer from the server comes back
// useServerNotificationEffect('textDocument/publishDiagnostics', (params: PublishDiagnosticsParams) => {
// if (params.uri == uri) {
// setProcessing(false)
// console.log('Received lean diagnostics')
// console.log(params.diagnostics)
// setInterimDiags(params.diagnostics)
// //loadGoals(rpcSess, uri, setProof)
// // TODO: loadAllGoals()
// if (!hasErrors(params.diagnostics)) {
// //setTypewriterInput("")
// editor.setPosition(editor.getModel().getFullModelRange().getEndPosition())
// }
// } else {
// // console.debug(`expected uri: ${uri}, got: ${params.uri}`)
// // console.debug(params)
// }
// // TODO: This is the wrong place apparently. Where do wee need to load them?
// // TODO: instead of loading all goals every time, we could only load the last one
// // loadAllGoals()
// }, [uri]);
// // // React when answer from the server comes back
// // useServerNotificationEffect('$/game/publishDiagnostics', (params: GameDiagnosticsParams) => {
// // console.log('Received game diagnostics')
// // console.log(`diag. uri : ${params.uri}`)
// // console.log(params.diagnostics)
// // }, [uri]);
// useEffect(() => {
// const myEditor = monaco.editor.create(inputRef.current!, {
// value: typewriterInput,
// language: "lean4cmd",
// quickSuggestions: false,
// lightbulb: {
// enabled: true
// },
// unicodeHighlight: {
// ambiguousCharacters: false,
// },
// automaticLayout: true,
// minimap: {
// enabled: false
// },
// lineNumbers: 'off',
// tabSize: 2,
// glyphMargin: false,
// folding: false,
// lineDecorationsWidth: 0,
// lineNumbersMinChars: 0,
// 'semanticHighlighting.enabled': true,
// overviewRulerLanes: 0,
// hideCursorInOverviewRuler: true,
// scrollbar: {
// vertical: 'hidden',
// horizontalScrollbarSize: 3
// },
// overviewRulerBorder: false,
// theme: 'vs-code-theme-converted',
// contextmenu: false
// })
// setOneLineEditor(myEditor)
// const abbrevRewriter = new AbbreviationRewriter(new AbbreviationProvider(), myEditor.getModel(), myEditor)
// return () => {abbrevRewriter.dispose(); myEditor.dispose()}
// }, [])
// useEffect(() => {
// if (!oneLineEditor) return
// // Ensure that our one-line editor can only have a single line
// const l = oneLineEditor.getModel().onDidChangeContent((e) => {
// const value = oneLineEditor.getValue()
// setTypewriterInput(value)
// const newValue = value.replace(/[\n\r]/g, '')
// if (value != newValue) {
// oneLineEditor.setValue(newValue)
// }
// })
// return () => { l.dispose() }
// }, [oneLineEditor, setTypewriterInput])
// useEffect(() => {
// if (!oneLineEditor) return
// // Run command when pressing enter
// const l = oneLineEditor.onKeyUp((ev) => {
// if (ev.code === "Enter") {
// runCommand()
// }
// })
// return () => { l.dispose() }
// }, [oneLineEditor, runCommand])
// // BUG: Causes `file closed` error
// //TODO: Intention is to run once when loading, does that work?
// useEffect(() => {
// console.debug(`time to update: ${uri} \n ${rpcSess}`)
// console.debug(rpcSess)
// // console.debug('LOAD ALL GOALS')
// // TODO: loadAllGoals()
// }, [rpcSess])
/** Process the entered command */
const handleSubmit : React.FormEventHandler<HTMLFormElement> = (ev) => {
// ev.preventDefault()
// runCommand()
}
// do not display if the proof is completed (with potential warnings still present)
return <div className={`typewriter-cmd${proof?.completedWithWarnings ? ' hidden' : ''}${disabled ? ' disabled' : ''}`}>
<form onSubmit={handleSubmit}>
<div className="typewriter-input-wrapper">
<div ref={inputRef} className="typewriter-input" />
</div>
<button type="submit" disabled={processing} className="btn btn-inverted">
<FontAwesomeIcon icon={faWandMagicSparkles} />&nbsp;{t("Execute")}
</button>
</form>
</div>
}
export function TypewriterInterFace() {
let { t } = useTranslation()
const {gameId, worldId, levelId} = useContext(GameIdContext)
const editor = useContext(MonacoEditorContext)
const model = editor.getModel()
const uri = model.uri.toString()
const gameInfo = useGetGameInfoQuery({game: gameId})
let image: string = gameInfo.data?.worlds.nodes[worldId].image
const [disableInput, setDisableInput] = useState<boolean>(false)
const [loadingProgress, setLoadingProgress] = useState<number>(0)
const { selectedStep, setSelectedStep, setDeletedChat, showHelp, setShowHelp } = useContext(ChatContext)
const {mobile} = useContext(PreferencesContext)
const { proof, setProof, crashed, setCrashed, interimDiags } = useContext(ProofContext)
const { setTypewriterInput } = useContext(PageContext)
const proofPanelRef = React.useRef<HTMLDivElement>(null)
// const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
// const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri);
const rpcSess = useRpcSessionAtPos({uri: uri, line: 0, character: 0})
/** Delete all proof lines starting from a given line.
* Note that the first line (i.e. deleting everything) is `1`!
*/
function deleteProof(line: number) {
return (ev) => {
let deletedChat: Array<GameHint> = []
proof?.steps.slice(line).map((step, i) => {
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
// Only add these hidden hints to the deletion stack which were visible
deletedChat = [...deletedChat, ...filteredHints.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
})
setDeletedChat(deletedChat)
// delete showHelp for deleted steps
setShowHelp(new Set(Array.from(showHelp).filter(i => i < line - 1)))
editor.executeEdits("typewriter", [{
range: monaco.Selection.fromPositions(
{ lineNumber: line, column: 1 },
editor.getModel().getFullModelRange().getEndPosition()
),
text: '',
forceMoveMarkers: false
}])
setSelectedStep(null)
setTypewriterInput(proof?.steps[line].command)
// Reload proof on deleting
loadGoals(rpcSess, uri, setProof, setCrashed)
ev.stopPropagation()
}
}
function toggleSelectStep(line: number) {
return (ev) => {
if (mobile) {return}
if (selectedStep == line) {
setSelectedStep(null)
console.debug(`unselected step`)
} else {
setSelectedStep(line)
console.debug(`step ${line} selected`)
}
}
}
// Scroll to the end of the proof if it is updated.
React.useEffect(() => {
if (proof?.steps.length > 1) {
proofPanelRef.current?.lastElementChild?.scrollIntoView() //scrollTo(0,0)
} else {
proofPanelRef.current?.scrollTo(0,0)
}
// also reenable the commandline when the proof changes
// BUG: If selecting 2nd goal on a intermediate proofstep and then delete proof to there,
// the commandline is not displaying disabled even though it should.
setDisableInput(false)
}, [proof])
// Scroll to element if selection changes
React.useEffect(() => {
if (typeof selectedStep !== 'undefined') {
Array.from(proofPanelRef.current?.getElementsByClassName(`step-${selectedStep}`)).map((elem) => {
elem.scrollIntoView({ block: "center" })
})
}
}, [selectedStep])
// TODO: superfluous, can be replaced with `withErr` from above
let lastStepErrors = proof?.steps.length ? hasInteractiveErrors(getInteractiveDiagsAt(proof, proof?.steps.length)) : false
useServerNotificationEffect("$/game/loading", (params : any) => {
if (params.kind == "loadConstants") {
setLoadingProgress(params.counter/100*50)
} else if (params.kind == "finalizeExtensions") {
setLoadingProgress(50 + params.counter/150*50)
} else {
console.error(`Unknown loading kind: ${params.kind}`)
}
})
return <div className="typewriter-interface">
<RpcContext.Provider value={rpcSess}>
<div className="content">
{/* <div className='world-image-container empty'>
{image &&
<img className="contain" src={path.join("data", gameId, image)} alt="" />
}
</div> */}
{/* <div className="tmp-pusher">
<div className="world-image-container empty">
</div>
</div> */}
<div className='proof' ref={proofPanelRef}>
{/* <ExerciseStatement /> */}
{crashed ? <div>
<p className="crashed_message">{t("Crashed! Go to editor mode and fix your proof! Last server response:")}</p>
{interimDiags.map(diag => {
const severityClass = diag.severity ? {
[DiagnosticSeverity.Error]: 'error',
[DiagnosticSeverity.Warning]: 'warning',
[DiagnosticSeverity.Information]: 'information',
[DiagnosticSeverity.Hint]: 'hint',
}[diag.severity] : '';
return <div key={diag.message} >
<div className={`${severityClass} ml1 message`}>
<p className="mv2">{t("Line")}&nbsp;{diag.range.start.line}, {t("Character")}&nbsp;{diag.range.start.character}</p>
<pre className="font-code pre-wrap">
{diag.message}as React
</pre>
</div>
</div>
})}
</div> : proof?.steps.length ?
<>
{proof?.steps.map((step, i) => {
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
// if (i == proof?.steps.length - 1 && hasInteractiveErrors(step.diags)) {
// // if the last command contains an error, we only display the errors but not the
// // entered command as it is still present in the command line.
// // TODO: Should not use index as key.
// return <div key={`proof-step-${i}`} className={`step step-${i}`}>
// <Errors errors={step.diags} typewriterMode={true} />
// </div>
// } else {
return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')}>
{i > 0 && <>
<Command proof={proof} i={i} deleteProof={deleteProof(i)} />
<Errors errors={step.diags} typewriterMode={true} />
</>}
{/* {mobile && i == 0 && props.data?.introduction &&
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelectStep(0)}>
<Markdown>{props.data?.introduction}</Markdown>
</div>
}
{mobile &&
<Hints key={`hints-${i}`}
hints={filteredHints.map(hint => ({hint: hint, step: i}))} />
} */}
{/* <GoalsTabs proofStep={step} last={i == proof?.steps.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof?.steps.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/> */}
{!(isLastStepWithErrors(proof, i)) &&
<GoalsTabs goals={step.goals} last={i == proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1) ? (n) => setDisableInput(n > 0) : (n) => {}}/>
}
{mobile && i == proof?.steps.length - 1 &&
<MoreHelpButton />
}
{/* Show a message that there are no goals left */}
{/* {!step.goals.length && (
<div className="message information">
{proof?.completed ?
<p>Level completed! 🎉</p> :
<p>
<b>no goals left</b><br />
<i>This probably means you solved the level with warnings or Lean encountered a parsing error.</i>
</p>
}
</div>
)} */}
</div>
}
//}
)}
{proof?.diagnostics.length > 0 &&
<div key={`proof-step-remaining`} className="step step-remaining">
<Errors errors={proof?.diagnostics} typewriterMode={true} />
</div>
}
{mobile && proof?.completed &&
<div className="button-row mobile">
{/* {props.level >= props.worldSize ?
<Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;{t("Home")}
</Button>
:
<Button to={`/${gameId}/world/${props.world}/level/${props.level + 1}`}>
Next&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button>
} */}
</div>
}
</> : <CircularProgress variant="determinate" value={100*(1 - 1.024 ** (- loadingProgress))} />
// note: since we don't know the total number of files,
// we use a function which strictly monotonely increases towards `100` as `x → ∞`
// The base is chosen at random s.t. we get roughly 91% for `x = 100`.
}
</div>
</div>
{/* <Typewriter disabled={disableInput || !proof?.steps.length}/> */}
<TypewriterInput />
</RpcContext.Provider>
</div>
}

@ -1,17 +1,24 @@
import * as React from 'react' import * as React from 'react'
import { useRouteError } from "react-router-dom"; import { useRouteError } from "react-router-dom";
import '../css/error_page.css'
/** The fallback error page */
export default function ErrorPage() { export default function ErrorPage() {
const error: any = useRouteError(); const error: any = useRouteError()
console.error(error); console.error(error)
return ( return (
<div id="error-page"> <div id="error-page">
<h1>Oops!</h1> <div className="error-message">
<p>Sorry, an unexpected error has occurred.</p> <h1>Oops!</h1>
<p> <p>Something unexpected happened:</p>
<i>{error.statusText || error.message}</i> <p><code>({error.status}) {error.statusText || error.message}<br/>{error.data}</code></p>
</p> <p>Please create an issue at the <a href="https://github.com/leanprover-community/lean4game/issues" target="_blank">lean4game repo</a>.</p>
<div className="thought-bubble" />
<div className="thought-bubble" />
<div className="thought-bubble" />
<div className="thought-bubble" />
</div>
</div> </div>
); )
} }

@ -0,0 +1,14 @@
import * as React from 'react'
import ReactCountryFlag from 'react-country-flag'
import lean4gameConfig from '../config.json'
/** Displays either a flag or the language-code, depending on the settings.
* The argument `iso` is an ISO-language code.
*/
export const Flag : React.FC<{ iso: string, showTitle?: boolean}> = ({iso, showTitle=false}) => {
let lang = lean4gameConfig.newLanguages[iso]
if (lean4gameConfig.useFlags && lang) {
return <ReactCountryFlag countryCode={lang.flag} title={showTitle ? lang.name : null} />
}
return <span>{iso}</span>
}

@ -0,0 +1,112 @@
import * as React from 'react'
import { useContext, useEffect, useRef, useState } from 'react'
import Split from 'react-split'
import { useAppDispatch, useAppSelector } from '../hooks'
import { changeTypewriterMode, selectCode, selectSelections, selectTypewriterMode } from '../state/progress'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
import { ChatContext, GameIdContext, PageContext, PreferencesContext, ProofContext } from '../state/context'
import { InventoryPanel } from './inventory'
import { WorldTreePanel } from './world_tree'
import i18next from 'i18next'
import { ChatPanel } from './chat'
import { NewLevel } from './level'
import { GameHint, ProofState } from './editor/Defs'
import { useSelector } from 'react-redux'
import { Diagnostic } from 'vscode-languageserver-types'
import '../css/game.css'
import '../css/welcome.css'
import '../css/level.css'
/** main page of the game showing among others the tree of worlds/levels */
function Game() {
const dispatch = useAppDispatch()
const { gameId, worldId, levelId } = React.useContext(GameIdContext)
// Load the namespace of the game
i18next.loadNamespaces(gameId)
const {mobile} = useContext(PreferencesContext)
const {isSavePreferences, language, setIsSavePreferences, setLanguage} = React.useContext(PreferencesContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const levelInfo = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
const inventory = useLoadInventoryOverviewQuery({game: gameId})
const {page, setPage} = useContext(PageContext)
const chatRef = useRef<HTMLDivElement>(null)
// When deleting the proof, we want to keep to old messages around until
// a new proof has been entered. e.g. to consult messages coming from dead ends
const [deletedChat, setDeletedChat] = useState<Array<GameHint>>([])
// A set of row numbers where help is displayed
const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
// Select and highlight proof steps and corresponding hints
// TODO: with the new design, there is no difference between the introduction and
// a hint at the beginning of the proof...
const [selectedStep, setSelectedStep] = useState<number>(null)
// The state variables for the `ProofContext`
const [proof, setProof] = useState<ProofState>({steps: [], diagnostics: [], completed: false, completedWithWarnings: false})
const [interimDiags, setInterimDiags] = useState<Array<Diagnostic>>([])
const [isCrashed, setIsCrashed] = useState<Boolean>(false)
const typewriterMode = useSelector(selectTypewriterMode(gameId))
const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
// set the window title
useEffect(() => {
if (gameInfo.data?.title) {
window.document.title = gameInfo.data.title
}
}, [gameInfo.data?.title])
// Delete the current proof on changing level
useEffect(() => {
setProof(null)
setSelectedStep(null)
setDeletedChat([])
setShowHelp(new Set())
}, [gameId, worldId, levelId])
return <ChatContext.Provider value={{selectedStep, setSelectedStep, deletedChat, setDeletedChat, showHelp, setShowHelp, chatRef}}>
<ProofContext.Provider value={{proof, setProof, interimDiags, setInterimDiags, crashed: isCrashed, setCrashed: setIsCrashed}}>
{ mobile ?
<div className="app-content mobile">
{<>
<ChatPanel visible={worldId ? (levelId == 0 && page == 1) :(page == 0)} />
{ worldId ?
<NewLevel visible={page == 1} /> :
<WorldTreePanel visible={page == 1} />
}
<InventoryPanel visible={page == 2} />
</>
}
</div>
:
<Split className="app-content" minSize={0} snapOffset={200} sizes={[25, 50, 25]}>
<ChatPanel />
<div className="column">
{/* Note: apparently without this `div` the split panel bugs out. */}
{worldId ?
<NewLevel />
: <WorldTreePanel /> }
</div>
<InventoryPanel />
</Split>
}
</ProofContext.Provider>
</ChatContext.Provider>
}
export default Game
function useLevelEditor(codeviewRef: React.MutableRefObject<HTMLDivElement>, initialCode: any, initialSelections: any, onDidChangeContent: any, onDidChangeSelection: any): { editor: any; infoProvider: any; editorConnection: any } {
throw new Error('Function not implemented.')
}

@ -1,125 +0,0 @@
import { GameHint, InteractiveGoalsWithHints, ProofState } from "./infoview/rpc_api";
import * as React from 'react';
import Markdown from './markdown';
import { DeletedChatContext, ProofContext } from "./infoview/context";
import { lastStepHasErrors } from "./infoview/goals";
import { Button } from "./button";
import { useTranslation } from "react-i18next";
import { GameIdContext } from "../app";
/** Plug-in the variable names in a hint. We do this client-side to prepare
* for i18n in the future. i.e. one should be able translate the `rawText`
* and have the variables substituted just before displaying.
*/
function getHintText(hint: GameHint): string {
const gameId = React.useContext(GameIdContext)
let { t } = useTranslation()
if (hint.rawText) {
// Replace the variable names used in the hint with the ones used by the player
// variable names are marked like `«{g}»` inside the text.
return t(hint.rawText, {ns: gameId}).replaceAll(/«\{(.*?)\}»/g, ((_, v) =>
// `hint.varNames` contains tuples `[oldName, newName]`
(hint.varNames.find(x => x[0] == v))[1]))
} else {
// hints created in the frontend do not have a `rawText`
// TODO: `hint.text` could be removed in theory.
return t(hint.text, {ns: gameId})
}
}
export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
<Markdown>{getHintText(hint)}</Markdown>
</div>
}
export function HiddenHint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
return <div className={`message warning step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
<Markdown>{getHintText(hint)}</Markdown>
</div>
}
export function Hints({hints, showHidden, step, selected, toggleSelection, lastLevel} : {hints: GameHint[], showHidden: boolean, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
if (!hints) {return <></>}
const openHints = hints.filter(hint => !hint.hidden)
const hiddenHints = hints.filter(hint => hint.hidden)
// TODO: Should not use index as key.
return <>
{openHints.map((hint, j) => <Hint key={`hint-${step}-${j}`} hint={hint} step={step} selected={selected} toggleSelection={toggleSelection} lastLevel={lastLevel} />)}
{showHidden && hiddenHints.map((hint, j) => <HiddenHint key={`hidden-hint-${step}-${j}`} hint={hint} step={step} selected={selected} toggleSelection={toggleSelection} lastLevel={lastLevel} />)}
</>
}
export function DeletedHint({hint} : {hint: GameHint}) {
return <div className="message information deleted-hint">
<Markdown>{getHintText(hint)}</Markdown>
</div>
}
export function DeletedHints({hints} : {hints: GameHint[]}) {
const openHints = hints.filter(hint => !hint.hidden)
const hiddenHints = hints.filter(hint => hint.hidden)
// TODO: Should not use index as key.
return <>
{openHints.map((hint, i) => <DeletedHint key={`deleted-hint-${i}`} hint={hint} />)}
{hiddenHints.map((hint, i) => <DeletedHint key={`deleted-hidden-hint-${i}`} hint={hint}/>)}
</>
}
/** Filter hints to not show consequtive identical hints twice.
* Hidden hints are not filtered.
*/
export function filterHints(hints: GameHint[], prevHints: GameHint[]): GameHint[] {
if (!hints) {
return []}
else if (!prevHints) {
return hints }
else {
return hints.filter((hint) => hint.hidden ||
(prevHints.find(x => (x.text == hint.text && x.hidden == hint.hidden)) === undefined)
)
}
}
function hasHiddenHints(step: InteractiveGoalsWithHints): boolean {
return step?.goals[0]?.hints.some((hint) => hint.hidden)
}
export function MoreHelpButton({selected=null} : {selected?: number}) {
const { t } = useTranslation()
const {proof, setProof} = React.useContext(ProofContext)
const {deletedChat, setDeletedChat, showHelp, setShowHelp} = React.useContext(DeletedChatContext)
let k = proof?.steps.length ?
((selected === null) ? (proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1)) : selected)
: 0
const activateHiddenHints = (ev) => {
// If the last step (`k`) has errors, we want the hidden hints from the
// second-to-last step to be affected
if (!(proof?.steps.length)) {return}
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k)) {
tmp.delete(k)
} else {
tmp.add(k)
}
setShowHelp(tmp)
console.debug(`help: ${Array.from(tmp.values())}`)
}
if (hasHiddenHints(proof?.steps[k]) && !showHelp.has(k)) {
return <Button to="" onClick={activateHiddenHints}>
{t("Show more help!")}
</Button>
}
}

@ -4,15 +4,15 @@
* Mostly copied from https://github.com/leanprover/vscode-lean4/blob/master/lean4-infoview/src/infoview/goals.tsx * Mostly copied from https://github.com/leanprover/vscode-lean4/blob/master/lean4-infoview/src/infoview/goals.tsx
*/ */
import * as React from 'react' import * as React from 'react'
import { InteractiveHypothesisBundle_nonAnonymousNames, MVarId, TaggedText_stripTags } from '@leanprover/infoview-api' // import { InteractiveHypothesisBundle_nonAnonymousNames, MVarId, TaggedText_stripTags } from '@leanprover/infoview-api'
import { EditorContext } from '../../../../node_modules/lean4-infoview/src/infoview/contexts'; // import { EditorContext } from '../../../../node_modules/lean4-infoview/src/infoview/contexts';
import { Locations, LocationsContext, SelectableLocation } from '../../../../node_modules/lean4-infoview/src/infoview/goalLocation'; // import { Locations, LocationsContext, SelectableLocation } from '../../../../node_modules/lean4-infoview/src/infoview/goalLocation';
import { InteractiveCode } from '../../../../node_modules/lean4-infoview/src/infoview/interactiveCode' // import { InteractiveCode } from '../../../../node_modules/lean4-infoview/src/infoview/interactiveCode'
import { WithTooltipOnHover } from '../../../../node_modules/lean4-infoview/src/infoview/tooltips'; // import { WithTooltipOnHover } from '../../../../node_modules/lean4-infoview/src/infoview/tooltips';
import { InputModeContext } from './context'; import { PageContext } from '../../state/context';
import { InteractiveGoal, InteractiveGoals, InteractiveGoalsWithHints, InteractiveHypothesisBundle, ProofState } from './rpc_api'; import { InteractiveGoal, InteractiveGoals, InteractiveGoalsWithHints, InteractiveHypothesisBundle, ProofState } from './rpc_api';
import { RpcSessionAtPos } from '@leanprover/infoview/*'; // import { RpcSessionAtPos } from '@leanprover/infoview/*';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util'; // import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { DiagnosticSeverity } from 'vscode-languageserver-protocol'; import { DiagnosticSeverity } from 'vscode-languageserver-protocol';
import { useTranslation } from 'react-i18next'; import { useTranslation } from 'react-i18next';
@ -76,7 +76,7 @@ function getFilteredHypotheses(hyps: InteractiveHypothesisBundle[], filter: Goal
interface HypProps { interface HypProps {
hyp: InteractiveHypothesisBundle hyp: InteractiveHypothesisBundle
mvarId?: MVarId mvarId?: any // MVarId
} }
function Hyp({ hyp: h, mvarId }: HypProps) { function Hyp({ hyp: h, mvarId }: HypProps) {
@ -133,13 +133,14 @@ interface GoalProps {
filter: GoalFilterState filter: GoalFilterState
showHints?: boolean showHints?: boolean
typewriter: boolean typewriter: boolean
unbundle?: boolean /** unbundle `x y : Nat` into `x : Nat` and `y : Nat` */
} }
/** /**
* Displays the hypotheses, target type and optional case label of a goal according to the * Displays the hypotheses, target type and optional case label of a goal according to the
* provided `filter`. */ * provided `filter`. */
export const Goal = React.memo((props: GoalProps) => { export const Goal = React.memo((props: GoalProps) => {
const { goal, filter, showHints, typewriter } = props const { goal, filter, showHints, typewriter, unbundle } = props
let { t } = useTranslation() let { t } = useTranslation()
// TODO: Apparently `goal` can be `undefined` // TODO: Apparently `goal` can be `undefined`
@ -153,8 +154,8 @@ export const Goal = React.memo((props: GoalProps) => {
{ ...locs, subexprTemplate: { mvarId: goal.mvarId, loc: { target: '' }}} : { ...locs, subexprTemplate: { mvarId: goal.mvarId, loc: { target: '' }}} :
undefined, undefined,
[locs, goal.mvarId]) [locs, goal.mvarId])
const goalLi = <div key={'goal'}> const goalLi = <div key={'goal'} className="goal">
<div className="goal-title">{t("Goal")}:</div> {/* <div className="goal-title">{t("Goal")}:</div> */}
<LocationsContext.Provider value={goalLocs}> <LocationsContext.Provider value={goalLocs}>
<InteractiveCode fmt={goal.type} /> <InteractiveCode fmt={goal.type} />
</LocationsContext.Provider> </LocationsContext.Provider>
@ -164,22 +165,38 @@ export const Goal = React.memo((props: GoalProps) => {
// if (props.goal.isInserted) cn += 'b--inserted ' // if (props.goal.isInserted) cn += 'b--inserted '
// if (props.goal.isRemoved) cn += 'b--removed ' // if (props.goal.isRemoved) cn += 'b--removed '
function unbundleHyps (hyps: InteractiveHypothesisBundle[]) : InteractiveHypothesisBundle[] {
return hyps.flatMap(hyp => (
unbundle ? hyp.names.map(name => {return {...hyp, names: [name]}}) : [hyp]
))
}
// const hints = <Hints hints={goal.hints} key={goal.mvarId} /> // const hints = <Hints hints={goal.hints} key={goal.mvarId} />
const objectHyps = hyps.filter(hyp => !hyp.isAssumption) const objectHyps = unbundleHyps(hyps.filter(hyp => !hyp.isAssumption))
const assumptionHyps = hyps.filter(hyp => hyp.isAssumption) const assumptionHyps = unbundleHyps(hyps.filter(hyp => hyp.isAssumption))
return <div> return <>
{/* {goal.userName && <div><strong className="goal-case">case </strong>{goal.userName}</div>} */} {/* {goal.userName && <div><strong className="goal-case">case </strong>{goal.userName}</div>} */}
{filter.reverse && goalLi} {filter.reverse && goalLi}
<div className="hypotheses">
{! typewriter && objectHyps.length > 0 && {! typewriter && objectHyps.length > 0 &&
<div className="hyp-group"><div className="hyp-group-title">{t("Objects")}:</div> <div className="hyp-group"><div className="hyp-group-title">{t("Objects")}:</div>
{objectHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> } {objectHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> }
{!typewriter && assumptionHyps.length > 0 && {!typewriter && assumptionHyps.length > 0 &&
<div className="hyp-group"><div className="hyp-group-title">{t("Assumptions")}:</div> <div className="hyp-group"><div className="hyp-group-title">{t("Assumptions")}:</div>
{assumptionHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> } {assumptionHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> }
{!filter.reverse && goalLi} </div>
{!filter.reverse && <>
<div className='goal-sign'>
<svg width="100%" height="100%">
<line x1="0%" y1="0%" x2="0%" y2="100%" />
<line x1="0%" y1="50%" x2="100%" y2="50%" />
</svg>
</div>
{goalLi}
</>}
{/* {showHints && hints} */} {/* {showHints && hints} */}
</div> </>
}) })
export const MainAssumptions = React.memo((props: GoalProps2) => { export const MainAssumptions = React.memo((props: GoalProps2) => {

@ -13,10 +13,11 @@ import { RpcContext, useRpcSessionAtPos } from '../../../../node_modules/lean4-i
import { GoalsLocation, Locations, LocationsContext } from '../../../../node_modules/lean4-infoview/src/infoview/goalLocation' import { GoalsLocation, Locations, LocationsContext } from '../../../../node_modules/lean4-infoview/src/infoview/goalLocation'
import { AllMessages, lspDiagToInteractive } from './messages' import { AllMessages, lspDiagToInteractive } from './messages'
import { goalsToString, Goal, MainAssumptions, OtherGoals } from './goals' // import { goalsToString, Goal, MainAssumptions, OtherGoals } from './goals'
import { InteractiveTermGoal, InteractiveGoalsWithHints, InteractiveGoals, ProofState } from './rpc_api' import { InteractiveTermGoal, InteractiveGoalsWithHints, InteractiveGoals, ProofState } from './rpc_api'
import { MonacoEditorContext, ProofStateProps, InfoStatus, ProofContext } from './context' import { MonacoEditorContext, ProofStateProps, InfoStatus, ProofContext } from '../../state/context'
import { useTranslation } from 'react-i18next' import { useTranslation } from 'react-i18next'
import { GoalsTabs } from './main'
// TODO: All about pinning could probably be removed // TODO: All about pinning could probably be removed
type InfoKind = 'cursor' | 'pin' type InfoKind = 'cursor' | 'pin'
@ -123,37 +124,39 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
Error updating:{' '}{error}. Error updating:{' '}{error}.
<a className='link pointer dim' onClick={e => { e.preventDefault(); void triggerUpdate() }}>{' '}Try again.</a> <a className='link pointer dim' onClick={e => { e.preventDefault(); void triggerUpdate() }}>{' '}Try again.</a>
</div>} </div>}
<AllMessages /> {/* TODO: Move error messages to Chat instead */}
<LocationsContext.Provider value={locs}> <LocationsContext.Provider value={locs}>
<div className="goals-section"> <div className="goals-section">
{ goals && goals.goals.length > 0 && <> { goals && goals.goals.length > 0 && <>
<MainAssumptions filter={goalFilter} key='mainGoal' goals={goals.goals} /> <GoalsTabs goals={goals.goals.map(goal => ({goal: goal, hints: []}))} last={false} onClick={() => {}} onGoalChange={() => {}}/>
<OtherGoals filter={goalFilter} goals={goals.goals} /> {/* <MainAssumptions filter={goalFilter} key='mainGoal' goals={goals.goals} />
<OtherGoals filter={goalFilter} goals={goals.goals} /> */}
</>} </>}
</div> </div>
<div> {/* <div>
{ goals && (goals.goals.length > 0 { goals && (goals.goals.length > 0
? <Goal typewriter={true} filter={goalFilter} key='mainGoal' goal={goals.goals[0]} showHints={true} /> ? <Goal typewriter={true} filter={goalFilter} key='mainGoal' goal={goals.goals[0]} showHints={true} />
: <div className="goals-section-title">{t("No Goals")}</div> : <div className="goals-section-title">{t("No Goals")}</div>
)} )}
</div> </div> */}
</LocationsContext.Provider> </LocationsContext.Provider>
{userWidgets.map(widget => {/* {userWidgets.map(widget =>
<details key={`widget::${widget.id}::${widget.range?.toString()}`} open> <details key={`widget::${widget.id}::${widget.range?.toString()}`} open>
<summary className='mv2 pointer'>{widget.name}</summary> <summary className='mv2 pointer'>{widget.name}</summary>
<PanelWidgetDisplay pos={pos} goals={goals ? goals.goals : []} <PanelWidgetDisplay pos={pos} goals={goals ? goals.goals : []}
termGoal={termGoal} selectedLocations={selectedLocs} widget={widget}/> termGoal={termGoal} selectedLocations={selectedLocs} widget={widget}/>
</details> </details>
)} )} */}
{nothingToShow && ( {/* {nothingToShow && (
isPaused ? isPaused ?
/* Adding {' '} to manage string literals properly: https://reactjs.org/docs/jsx-in-depth.html#string-literals-1 */ /* Adding {' '} to manage string literals properly: https://reactjs.org/docs/jsx-in-depth.html#string-literals-1 * /
<span>Updating is paused.{' '} <span>Updating is paused.{' '}
<a className='link pointer dim' onClick={e => { e.preventDefault(); void triggerUpdate() }}>Refresh</a> <a className='link pointer dim' onClick={e => { e.preventDefault(); void triggerUpdate() }}>Refresh</a>
{' '}or <a className='link pointer dim' onClick={e => { e.preventDefault(); setPaused(false) }}>resume updating</a> {' '}or <a className='link pointer dim' onClick={e => { e.preventDefault(); setPaused(false) }}>resume updating</a>
{' '}to see information. {' '}to see information.
</span> : </span> :
<><CircularProgress /><div>{t("Loading goal…")}</div></>)} <><CircularProgress /><div>{t("Loading goal…")}</div></>)} */}
<AllMessages />
{/* <LocationsContext.Provider value={locs}> {/* <LocationsContext.Provider value={locs}>
{goals && goals.goals.length > 1 && <div className="goals-section other-goals"> {goals && goals.goals.length > 1 && <div className="goals-section other-goals">
<div className="goals-section-title">Weitere Goals</div> <div className="goals-section-title">Weitere Goals</div>

@ -18,27 +18,26 @@ import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faDeleteLeft, faHome, faArrowRight, faArrowLeft, faRotateLeft } from '@fortawesome/free-solid-svg-icons' import { faDeleteLeft, faHome, faArrowRight, faArrowLeft, faRotateLeft } from '@fortawesome/free-solid-svg-icons'
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js' import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { GameIdContext } from '../../app';
import { useAppDispatch, useAppSelector } from '../../hooks'; import { useAppDispatch, useAppSelector } from '../../hooks';
import { LevelInfo, useGetGameInfoQuery } from '../../state/api'; import { LevelInfo, useGetGameInfoQuery, useLoadLevelQuery } from '../../state/api';
import { changedInventory, levelCompleted, selectCode, selectCompleted, selectInventory } from '../../state/progress'; import { changedInventory, levelCompleted, selectCode, selectCompleted, selectInventory } from '../../state/progress';
import Markdown from '../markdown';
import { Infos } from './infos'; import { Infos } from './infos';
import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages'; import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages';
import { Goal, isLastStepWithErrors, lastStepHasErrors, loadGoals } from './goals'; import { Goal, isLastStepWithErrors, lastStepHasErrors, loadGoals } from './goals';
import { DeletedChatContext, InputModeContext, PreferencesContext, MonacoEditorContext, ProofContext, SelectionContext, WorldLevelIdContext } from './context'; import { ChatContext, PageContext, PreferencesContext, MonacoEditorContext, ProofContext, GameIdContext } from '../../state/context';
import { Typewriter, getInteractiveDiagsAt, hasErrors, hasInteractiveErrors } from './typewriter'; import { Typewriter, getInteractiveDiagsAt, hasErrors, hasInteractiveErrors } from './typewriter';
import { InteractiveDiagnostic } from '@leanprover/infoview/*'; import { InteractiveDiagnostic } from '@leanprover/infoview/*';
import { Button } from '../button';
import { CircularProgress } from '@mui/material'; import { CircularProgress } from '@mui/material';
import { GameHint, InteractiveGoalsWithHints, ProofState } from './rpc_api'; import { GameHint, InteractiveGoalWithHints, InteractiveGoalsWithHints, ProofState } from './rpc_api';
import { store } from '../../state/store'; import { store } from '../../state/store';
import { Hints, MoreHelpButton, filterHints } from '../hints';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util'; import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { DiagnosticSeverity } from 'vscode-languageclient'; import { DiagnosticSeverity } from 'vscode-languageclient';
import { useTranslation } from 'react-i18next'; import { useTranslation } from 'react-i18next';
import path from 'path'; import path from 'path';
import { useContext } from 'react';
import { Hints, MoreHelpButton, filterHints } from '../chat';
import { Button, Markdown } from '../utils'
/** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is /** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
@ -46,10 +45,10 @@ import path from 'path';
*/ */
export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize }) { export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize }) {
const ec = React.useContext(EditorContext) const ec = React.useContext(EditorContext)
const { typewriterMode, lockEditorMode } = React.useContext(InputModeContext) const { typewriterMode, lockEditorMode } = React.useContext(PageContext)
return <> return <>
<div className={(typewriterMode && !lockEditorMode) ? 'hidden' : ''}> <div className={(typewriterMode && !lockEditorMode) ? 'hidden' : ''}>
<ExerciseStatement data={level} showLeanStatement={true} /> {/* <ExerciseStatement showLeanStatement={true} /> */}
<div ref={codeviewRef} className={'codeview'}></div> <div ref={codeviewRef} className={'codeview'}></div>
</div> </div>
{ec ? {ec ?
@ -63,8 +62,8 @@ export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize })
/** The part of the two editors that needs the editor connection first */ /** The part of the two editors that needs the editor connection first */
function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: string, levelId: number, level: LevelInfo, worldSize: number }) { function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: string, levelId: number, level: LevelInfo, worldSize: number }) {
const ec = React.useContext(EditorContext) const ec = React.useContext(EditorContext)
const gameId = React.useContext(GameIdContext) const {gameId} = React.useContext(GameIdContext)
const { typewriterMode, lockEditorMode } = React.useContext(InputModeContext) const { typewriterMode, lockEditorMode } = React.useContext(PageContext)
const {proof, setProof} = React.useContext(ProofContext) const {proof, setProof} = React.useContext(ProofContext)
@ -77,7 +76,7 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
// On completion, add the names of all new items to the local storage // On completion, add the names of all new items to the local storage
let newTiles = [ let newTiles = [
...level?.tactics, ...level?.tactics,
...level?.lemmas, ...level?.theorems,
...level?.definitions ...level?.definitions
].filter((tile) => tile.new).map((tile) => tile.name) ].filter((tile) => tile.new).map((tile) => tile.name)
@ -135,20 +134,24 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
* *
* If `showLeanStatement` is true, it will additionally display the lean code. * If `showLeanStatement` is true, it will additionally display the lean code.
*/ */
function ExerciseStatement({ data, showLeanStatement = false }) { export function ExerciseStatement({ showLeanStatement = false }) {
let { t } = useTranslation() let { t } = useTranslation()
const gameId = React.useContext(GameIdContext) const {gameId, worldId, levelId } = React.useContext(GameIdContext)
const levelInfo = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
if (!(data?.descrText || data?.descrFormat)) { return <></> } if (!(levelInfo.data?.descrText || levelInfo.data?.descrFormat)) { return <></> }
return <> return <>
<div className="exercise-statement"> <div className="exercise-statement">
{data?.descrText && {levelInfo.data?.descrText ?
<Markdown> <Markdown>
{(data?.displayName ? `**Theorem** \`${data?.displayName}\`: ` : '') + t(data?.descrText, {ns: gameId})} {(levelInfo.data?.displayName ? `**${t("Theorem")}** \`${levelInfo.data?.displayName}\`: ` : '') + t(levelInfo.data?.descrText, {ns: gameId})}
</Markdown> : levelInfo.data?.displayName &&
<Markdown>
{`**${t("Theorem")}** \`${levelInfo.data?.displayName}\``}
</Markdown> </Markdown>
} }
{data?.descrFormat && showLeanStatement && {levelInfo.data?.descrFormat && showLeanStatement &&
<p><code className="lean-code">{data?.descrFormat}</code></p> <p><code className="lean-code">{levelInfo.data?.descrFormat}</code></p>
} }
</div> </div>
</> </>
@ -159,19 +162,16 @@ function ExerciseStatement({ data, showLeanStatement = false }) {
export function Main(props: { world: string, level: number, data: LevelInfo}) { export function Main(props: { world: string, level: number, data: LevelInfo}) {
let { t } = useTranslation() let { t } = useTranslation()
const ec = React.useContext(EditorContext); const ec = React.useContext(EditorContext);
const gameId = React.useContext(GameIdContext) const {gameId, worldId, levelId} = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const { proof, setProof } = React.useContext(ProofContext) const { proof, setProof } = React.useContext(ProofContext)
const {selectedStep, setSelectedStep} = React.useContext(SelectionContext) const {selectedStep, setSelectedStep, setDeletedChat, showHelp, setShowHelp} = React.useContext(ChatContext)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
function toggleSelection(line: number) { function toggleSelection(line: number) {
return (ev) => { return (ev) => {
console.debug('toggled selection') console.debug('toggled selection')
if (selectedStep == line) { if (selectedStep == line) {
setSelectedStep(undefined) setSelectedStep(null)
} else { } else {
setSelectedStep(line) setSelectedStep(line)
} }
@ -246,11 +246,11 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
</div> </div>
} }
<Infos /> <Infos />
<Hints hints={proof?.steps[curPos?.line]?.goals[0]?.hints} {/* <Hints hints={proof?.steps[curPos?.line]?.goals[0]?.hints}
showHidden={showHelp.has(curPos?.line)} step={curPos?.line} showHidden={showHelp.has(curPos?.line)} step={curPos?.line}
selected={selectedStep} toggleSelection={toggleSelection(curPos?.line)} selected={selectedStep} toggleSelection={toggleSelection(curPos?.line)}
lastLevel={curPos?.line == proof?.steps.length - 1}/> lastLevel={curPos?.line == proof?.steps.length - 1}/>
<MoreHelpButton selected={curPos?.line}/> <MoreHelpButton selected={curPos?.line}/> */}
</div> </div>
} }
@ -266,7 +266,7 @@ const goalFilter = {
} }
/** The display of a single entered lean command */ /** The display of a single entered lean command */
function Command({ proof, i, deleteProof }: { proof: ProofState, i: number, deleteProof: any }) { export function Command({ proof, i, deleteProof }: { proof: ProofState, i: number, deleteProof: any }) {
let {t} = useTranslation() let {t} = useTranslation()
// The first step will always have an empty command // The first step will always have an empty command
@ -311,7 +311,7 @@ function Command({ proof, i, deleteProof }: { proof: ProofState, i: number, dele
// message = diag.message // message = diag.message
// } // }
// const { typewriterMode } = React.useContext(InputModeContext) // const { typewriterMode } = React.useContext(PageContext)
// return ( // return (
// // <details open> // // <details open>
@ -339,18 +339,18 @@ function Command({ proof, i, deleteProof }: { proof: ProofState, i: number, dele
// ) // )
// }, fastIsEqual) // }, fastIsEqual)
/** The tabs of goals that lean ahs after the command of this step has been processed */ /** The tabs of goals that lean has after the command of this step has been processed */
function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofStep: InteractiveGoalsWithHints, last : boolean, onClick? : any, onGoalChange?: (n?: number) => void }) { export function GoalsTabs({ goals, last, onClick, onGoalChange=(n)=>{}}: { goals: InteractiveGoalWithHints[], last : boolean, onClick? : any, onGoalChange?: (n?: number) => void }) {
let { t } = useTranslation() let { t } = useTranslation()
const [selectedGoal, setSelectedGoal] = React.useState<number>(0) const [selectedGoal, setSelectedGoal] = React.useState<number>(0)
if (proofStep.goals.length == 0) { if (goals.length == 0) {
return <></> return <></>
} }
return <div className="goal-tabs" onClick={onClick}> return <div className="goal-tabs" onClick={onClick}>
<div className={`tab-bar ${last ? 'current' : ''}`}> <div className={`tab-bar ${last ? 'current' : ''}`}>
{proofStep.goals.map((goal, i) => ( {goals.map((goal, i) => (
// TODO: Should not use index as key. // TODO: Should not use index as key.
<div key={`proof-goal-${i}`} className={`tab ${i == (selectedGoal) ? "active" : ""}`} onClick={(ev) => { onGoalChange(i); setSelectedGoal(i); ev.stopPropagation() }}> <div key={`proof-goal-${i}`} className={`tab ${i == (selectedGoal) ? "active" : ""}`} onClick={(ev) => { onGoalChange(i); setSelectedGoal(i); ev.stopPropagation() }}>
{i ? t("Goal") + ` ${i + 1}` : t("Active Goal")} {i ? t("Goal") + ` ${i + 1}` : t("Active Goal")}
@ -358,7 +358,7 @@ function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofSte
))} ))}
</div> </div>
<div className="goal-tab vscode-light"> <div className="goal-tab vscode-light">
<Goal typewriter={false} filter={goalFilter} goal={proofStep.goals[selectedGoal]?.goal} /> <Goal typewriter={false} filter={goalFilter} goal={goals[selectedGoal]?.goal} unbundle={false} />
</div> </div>
</div> </div>
} }
@ -366,7 +366,7 @@ function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofSte
// Splitting up Typewriter into two parts is a HACK // Splitting up Typewriter into two parts is a HACK
export function TypewriterInterfaceWrapper(props: { world: string, level: number, data: LevelInfo, worldSize: number }) { export function TypewriterInterfaceWrapper(props: { world: string, level: number, data: LevelInfo, worldSize: number }) {
const ec = React.useContext(EditorContext) const ec = React.useContext(EditorContext)
const gameId = React.useContext(GameIdContext) const {gameId} = React.useContext(GameIdContext)
useClientNotificationEffect( useClientNotificationEffect(
'textDocument/didClose', 'textDocument/didClose',
@ -400,23 +400,21 @@ export function TypewriterInterfaceWrapper(props: { world: string, level: number
export function TypewriterInterface({props}) { export function TypewriterInterface({props}) {
let { t } = useTranslation() let { t } = useTranslation()
const ec = React.useContext(EditorContext) const ec = React.useContext(EditorContext)
const gameId = React.useContext(GameIdContext) const {gameId,worldId, levelId} = React.useContext(GameIdContext)
const editor = React.useContext(MonacoEditorContext) const editor = React.useContext(MonacoEditorContext)
const model = editor.getModel() const model = editor.getModel()
const uri = model.uri.toString() const uri = model.uri.toString()
const gameInfo = useGetGameInfoQuery({game: gameId}) const gameInfo = useGetGameInfoQuery({game: gameId})
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
let image: string = gameInfo.data?.worlds.nodes[worldId].image let image: string = gameInfo.data?.worlds.nodes[worldId].image
const [disableInput, setDisableInput] = React.useState<boolean>(false) const [disableInput, setDisableInput] = React.useState<boolean>(false)
const [loadingProgress, setLoadingProgress] = React.useState<number>(0) const [loadingProgress, setLoadingProgress] = React.useState<number>(0)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext) const { selectedStep, setSelectedStep, setDeletedChat, showHelp, setShowHelp } = React.useContext(ChatContext)
const {mobile} = React.useContext(PreferencesContext) const {mobile} = React.useContext(PreferencesContext)
const { proof, setProof, crashed, setCrashed, interimDiags } = React.useContext(ProofContext) const { proof, setProof, crashed, setCrashed, interimDiags } = React.useContext(ProofContext)
const { setTypewriterInput } = React.useContext(InputModeContext) const { setTypewriterInput } = React.useContext(PageContext)
const { selectedStep, setSelectedStep } = React.useContext(SelectionContext)
const proofPanelRef = React.useRef<HTMLDivElement>(null) const proofPanelRef = React.useRef<HTMLDivElement>(null)
// const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig; // const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
@ -449,7 +447,7 @@ export function TypewriterInterface({props}) {
text: '', text: '',
forceMoveMarkers: false forceMoveMarkers: false
}]) }])
setSelectedStep(undefined) setSelectedStep(null)
setTypewriterInput(proof?.steps[line].command) setTypewriterInput(proof?.steps[line].command)
// Reload proof on deleting // Reload proof on deleting
loadGoals(rpcSess, uri, setProof, setCrashed) loadGoals(rpcSess, uri, setProof, setCrashed)
@ -461,7 +459,7 @@ export function TypewriterInterface({props}) {
return (ev) => { return (ev) => {
if (mobile) {return} if (mobile) {return}
if (selectedStep == line) { if (selectedStep == line) {
setSelectedStep(undefined) setSelectedStep(null)
console.debug(`unselected step`) console.debug(`unselected step`)
} else { } else {
setSelectedStep(line) setSelectedStep(line)
@ -510,19 +508,19 @@ export function TypewriterInterface({props}) {
return <div className="typewriter-interface"> return <div className="typewriter-interface">
<RpcContext.Provider value={rpcSess}> <RpcContext.Provider value={rpcSess}>
<div className="content"> <div className="content">
<div className='world-image-container empty'> {/* <div className='world-image-container empty'>
{image && {image &&
<img className="contain" src={path.join("data", gameId, image)} alt="" /> <img className="contain" src={path.join("data", gameId, image)} alt="" />
} }
</div> </div> */}
<div className="tmp-pusher"> {/* <div className="tmp-pusher">
{/* <div className="world-image-container empty"> <div className="world-image-container empty">
</div> */} </div>
</div> </div> */}
<div className='proof' ref={proofPanelRef}> <div className='proof' ref={proofPanelRef}>
<ExerciseStatement data={props.data} /> {/* <ExerciseStatement /> */}
{crashed ? <div> {crashed ? <div>
<p className="crashed_message">{t("Crashed! Go to editor mode and fix your proof! Last server response:")}</p> <p className="crashed_message">{t("Crashed! Go to editor mode and fix your proof! Last server response:")}</p>
{interimDiags.map(diag => { {interimDiags.map(diag => {
@ -533,7 +531,7 @@ export function TypewriterInterface({props}) {
[DiagnosticSeverity.Hint]: 'hint', [DiagnosticSeverity.Hint]: 'hint',
}[diag.severity] : ''; }[diag.severity] : '';
return <div> return <div key={diag.message} >
<div className={`${severityClass} ml1 message`}> <div className={`${severityClass} ml1 message`}>
<p className="mv2">{t("Line")}&nbsp;{diag.range.start.line}, {t("Character")}&nbsp;{diag.range.start.character}</p> <p className="mv2">{t("Line")}&nbsp;{diag.range.start.line}, {t("Character")}&nbsp;{diag.range.start.character}</p>
<pre className="font-code pre-wrap"> <pre className="font-code pre-wrap">
@ -557,8 +555,10 @@ export function TypewriterInterface({props}) {
// </div> // </div>
// } else { // } else {
return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')}> return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')}>
<Command proof={proof} i={i} deleteProof={deleteProof(i)} /> {i > 0 && <>
<Errors errors={step.diags} typewriterMode={true} /> <Command proof={proof} i={i} deleteProof={deleteProof(i)} />
<Errors errors={step.diags} typewriterMode={true} />
</>}
{mobile && i == 0 && props.data?.introduction && {mobile && i == 0 && props.data?.introduction &&
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelectStep(0)}> <div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelectStep(0)}>
<Markdown>{props.data?.introduction}</Markdown> <Markdown>{props.data?.introduction}</Markdown>
@ -566,12 +566,11 @@ export function TypewriterInterface({props}) {
} }
{mobile && {mobile &&
<Hints key={`hints-${i}`} <Hints key={`hints-${i}`}
hints={filteredHints} showHidden={showHelp.has(i)} step={i} hints={filteredHints.map(hint => ({hint: hint, step: i}))} />
selected={selectedStep} toggleSelection={toggleSelectStep(i)}/>
} }
{/* <GoalsTabs proofStep={step} last={i == proof?.steps.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof?.steps.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/> */} {/* <GoalsTabs proofStep={step} last={i == proof?.steps.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof?.steps.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/> */}
{!(isLastStepWithErrors(proof, i)) && {!(isLastStepWithErrors(proof, i)) &&
<GoalsTabs proofStep={step} last={i == proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1) ? (n) => setDisableInput(n > 0) : (n) => {}}/> <GoalsTabs goals={step.goals} last={i == proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1) ? (n) => setDisableInput(n > 0) : (n) => {}}/>
} }
{mobile && i == proof?.steps.length - 1 && {mobile && i == proof?.steps.length - 1 &&
<MoreHelpButton /> <MoreHelpButton />
@ -602,7 +601,7 @@ export function TypewriterInterface({props}) {
<div className="button-row mobile"> <div className="button-row mobile">
{props.level >= props.worldSize ? {props.level >= props.worldSize ?
<Button to={`/${gameId}`}> <Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;{t("Leave World")} <FontAwesomeIcon icon={faHome} />&nbsp;{t("Home")}
</Button> </Button>
: :
<Button to={`/${gameId}/world/${props.world}/level/${props.level + 1}`}> <Button to={`/${gameId}/world/${props.world}/level/${props.level + 1}`}>

@ -10,7 +10,7 @@ import { Details } from '../../../../node_modules/lean4-infoview/src/infoview/co
import { InteractiveMessage } from '../../../../node_modules/lean4-infoview/src/infoview/traceExplorer' import { InteractiveMessage } from '../../../../node_modules/lean4-infoview/src/infoview/traceExplorer'
import { RpcContext, useRpcSessionAtPos } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions' import { RpcContext, useRpcSessionAtPos } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions'
import { InputModeContext } from './context' import { PageContext } from '../../state/context'
import { useTranslation } from 'react-i18next' import { useTranslation } from 'react-i18next'
interface MessageViewProps { interface MessageViewProps {
@ -80,7 +80,7 @@ const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
message = diag.message message = diag.message
} }
const { typewriterMode, lockEditorMode } = React.useContext(InputModeContext) const { typewriterMode, lockEditorMode } = React.useContext(PageContext)
return ( return (
// <details open> // <details open>

@ -3,24 +3,26 @@ import { useRef, useState, useEffect } from 'react'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome' import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faWandMagicSparkles } from '@fortawesome/free-solid-svg-icons' import { faWandMagicSparkles } from '@fortawesome/free-solid-svg-icons'
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js' import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { Registry } from 'monaco-textmate' // peer dependency // import { Registry } from 'monaco-textmate' // peer dependency
import { wireTmGrammars } from 'monaco-editor-textmate' // import { wireTmGrammars } from 'monaco-editor-textmate'
import { DiagnosticSeverity, PublishDiagnosticsParams, DocumentUri } from 'vscode-languageserver-protocol'; import { DiagnosticSeverity, PublishDiagnosticsParams, DocumentUri } from 'vscode-languageserver-protocol';
import { useServerNotificationEffect } from '../../../../node_modules/lean4-infoview/src/infoview/util'; import { useServerNotificationEffect } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { AbbreviationRewriter } from 'lean4web/client/src/editor/abbreviation/rewriter/AbbreviationRewriter'; // import { AbbreviationRewriter } from 'lean4web/client/src/editor/abbreviation/rewriter/AbbreviationRewriter';
import { AbbreviationProvider } from 'lean4web/client/src/editor/abbreviation/AbbreviationProvider'; // import { AbbreviationProvider } from 'lean4web/client/src/editor/abbreviation/AbbreviationProvider';
import * as leanSyntax from 'lean4web/client/src/syntaxes/lean.json' // import * as leanSyntax from 'lean4web/client/src/syntaxes/lean.json'
import * as leanMarkdownSyntax from 'lean4web/client/src/syntaxes/lean-markdown.json' // import * as leanMarkdownSyntax from 'lean4web/client/src/syntaxes/lean-markdown.json'
import * as codeblockSyntax from 'lean4web/client/src/syntaxes/codeblock.json' // import * as codeblockSyntax from 'lean4web/client/src/syntaxes/codeblock.json'
import languageConfig from 'lean4/language-configuration.json'; // import languageConfig from 'lean4/language-configuration.json';
import { InteractiveDiagnostic, RpcSessionAtPos, getInteractiveDiagnostics } from '@leanprover/infoview-api'; import { InteractiveDiagnostic, RpcSessionAtPos, getInteractiveDiagnostics } from '@leanprover/infoview-api';
import { Diagnostic } from 'vscode-languageserver-types'; import { Diagnostic } from 'vscode-languageserver-types';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util'; import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { RpcContext } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions'; import { RpcContext } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions';
import { DeletedChatContext, InputModeContext, MonacoEditorContext, ProofContext } from './context' import { ChatContext, PageContext, MonacoEditorContext, ProofContext, GameIdContext } from '../../state/context'
import { goalsToString, lastStepHasErrors, loadGoals } from './goals' import { goalsToString, lastStepHasErrors, loadGoals } from './goals'
import { GameHint, ProofState } from './rpc_api' import { GameHint, ProofState } from './rpc_api'
import { useTranslation } from 'react-i18next' import { useTranslation } from 'react-i18next'
import { InputAbbreviationRewriter } from '@leanprover/unicode-input-component'
import ContentEditable from 'react-contenteditable'
export interface GameDiagnosticsParams { export interface GameDiagnosticsParams {
uri: DocumentUri; uri: DocumentUri;
@ -35,6 +37,12 @@ monaco.languages.register({
extensions: ['.leancmd'] extensions: ['.leancmd']
}) })
// register Monaco languages // TODO: JE. I dont understand why I suddenly had to add this when it worked without before.
monaco.languages.register({
id: 'lean4',
extensions: ['.lean']
})
// map of monaco "language id's" to TextMate scopeNames // map of monaco "language id's" to TextMate scopeNames
const grammars = new Map() const grammars = new Map()
grammars.set('lean4', 'source.lean') grammars.set('lean4', 'source.lean')
@ -75,21 +83,23 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
/** Reference to the hidden multi-line editor */ /** Reference to the hidden multi-line editor */
const editor = React.useContext(MonacoEditorContext) const editor = React.useContext(MonacoEditorContext)
const model = editor.getModel() const model = editor?.getModel()
const uri = model.uri.toString() const uri = model?.uri.toString()
const [oneLineEditor, setOneLineEditor] = useState<monaco.editor.IStandaloneCodeEditor>(null) const [oneLineEditor, setOneLineEditor] = useState<monaco.editor.IStandaloneCodeEditor>(null)
const [processing, setProcessing] = useState(false) const [processing, setProcessing] = useState(false)
const {typewriterInput, setTypewriterInput} = React.useContext(InputModeContext) const {typewriterInput, setTypewriterInput} = React.useContext(PageContext)
const inputRef = useRef() const inputRef = useRef()
// The context storing all information about the current proof // The context storing all information about the current proof
const {proof, setProof, interimDiags, setInterimDiags, setCrashed} = React.useContext(ProofContext) const {proof, setProof, interimDiags, setInterimDiags, setCrashed} = React.useContext(ProofContext)
const {gameId, worldId, levelId} = React.useContext(GameIdContext)
// state to store the last batch of deleted messages // state to store the last batch of deleted messages
const {setDeletedChat} = React.useContext(DeletedChatContext) const {setDeletedChat} = React.useContext(ChatContext)
const rpcSess = React.useContext(RpcContext) const rpcSess = React.useContext(RpcContext)
@ -100,13 +110,13 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
// TODO: Desired logic is to only reset this after a new *error-free* command has been entered // TODO: Desired logic is to only reset this after a new *error-free* command has been entered
setDeletedChat([]) setDeletedChat([])
const pos = editor.getPosition() const pos = editor?.getPosition()
if (typewriterInput) { if (typewriterInput) {
setProcessing(true) setProcessing(true)
editor.executeEdits("typewriter", [{ editor?.executeEdits("typewriter", [{
range: monaco.Selection.fromPositions( range: monaco.Selection.fromPositions(
pos, pos,
editor.getModel().getFullModelRange().getEndPosition() editor?.getModel()?.getFullModelRange()?.getEndPosition()
), ),
text: typewriterInput.trim() + "\n", text: typewriterInput.trim() + "\n",
forceMoveMarkers: false forceMoveMarkers: false
@ -116,7 +126,7 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
loadGoals(rpcSess, uri, setProof, setCrashed) loadGoals(rpcSess, uri, setProof, setCrashed)
} }
editor.setPosition(pos) editor?.setPosition(pos)
}, [typewriterInput, editor]) }, [typewriterInput, editor])
useEffect(() => { useEffect(() => {
@ -127,8 +137,9 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
/* Load proof on start/switching to typewriter */ /* Load proof on start/switching to typewriter */
useEffect(() => { useEffect(() => {
setProof(null)
loadGoals(rpcSess, uri, setProof, setCrashed) loadGoals(rpcSess, uri, setProof, setCrashed)
}, []) }, [gameId, worldId, levelId])
/** If the last step has an error, add the command to the typewriter. */ /** If the last step has an error, add the command to the typewriter. */
useEffect(() => { useEffect(() => {
@ -151,7 +162,7 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
// TODO: loadAllGoals() // TODO: loadAllGoals()
if (!hasErrors(params.diagnostics)) { if (!hasErrors(params.diagnostics)) {
//setTypewriterInput("") //setTypewriterInput("")
editor.setPosition(editor.getModel().getFullModelRange().getEndPosition()) editor?.setPosition(editor?.getModel()?.getFullModelRange()?.getEndPosition())
} }
} else { } else {
// console.debug(`expected uri: ${uri}, got: ${params.uri}`) // console.debug(`expected uri: ${uri}, got: ${params.uri}`)
@ -170,7 +181,6 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
// }, [uri]); // }, [uri]);
useEffect(() => { useEffect(() => {
const myEditor = monaco.editor.create(inputRef.current!, { const myEditor = monaco.editor.create(inputRef.current!, {
value: typewriterInput, value: typewriterInput,
@ -201,6 +211,7 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
}, },
overviewRulerBorder: false, overviewRulerBorder: false,
theme: 'vs-code-theme-converted', theme: 'vs-code-theme-converted',
fontFamily: "JuliaMono",
contextmenu: false contextmenu: false
}) })
@ -229,7 +240,7 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
if (!oneLineEditor) return if (!oneLineEditor) return
// Run command when pressing enter // Run command when pressing enter
const l = oneLineEditor.onKeyUp((ev) => { const l = oneLineEditor.onKeyUp((ev) => {
if (ev.code === "Enter") { if (ev.code === "Enter" || ev.code === "NumpadEnter") {
runCommand() runCommand()
} }
}) })

@ -1,172 +1,274 @@
import * as React from 'react'; import * as React from 'react'
import { useState, useEffect } from 'react'; import { useState, useEffect, createContext, useContext } from 'react';
import '../css/inventory.css' import '../css/inventory.css'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome' import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faLock, faBan, faCheck } from '@fortawesome/free-solid-svg-icons' import { faLock, faBan, faCheck, faXmark } from '@fortawesome/free-solid-svg-icons'
import { faClipboard } from '@fortawesome/free-regular-svg-icons' import { faClipboard } from '@fortawesome/free-regular-svg-icons'
import { GameIdContext } from '../app'; import { useLoadDocQuery, InventoryTile, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api';
import Markdown from './markdown'; import { changedInventory, selectDifficulty, selectInventory } from '../state/progress';
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery } from '../state/api';
import { selectDifficulty, selectInventory } from '../state/progress';
import { store } from '../state/store'; import { store } from '../state/store';
import { useSelector } from 'react-redux'; import { useSelector } from 'react-redux';
import { useTranslation } from 'react-i18next'; import { useTranslation } from 'react-i18next';
import { t } from 'i18next'; import { t } from 'i18next';
import { NavButton } from './navigation';
import { LoadingIcon, Markdown } from './utils';
import { GameIdContext } from '../state/context';
import { useAppDispatch } from '../hooks';
export function Inventory({levelInfo, openDoc, lemmaTab, setLemmaTab, enableAll=false} :
{
levelInfo: LevelInfo|InventoryOverview,
openDoc: (props: {name: string, type: string}) => void,
lemmaTab: any,
setLemmaTab: any,
enableAll?: boolean,
}) {
const { t } = useTranslation()
return ( /** Context which manages the inventory */
<div className="inventory"> const InventoryContext = createContext<{
{/* TODO: Click on Tactic: show info theoremTab: string,
TODO: click on paste icon -> paste into command line */} setTheoremTab: React.Dispatch<React.SetStateAction<string>>,
<h2>{t("Tactics")}</h2> categoryTab: "tactic"|"theorem"|"definition",
{levelInfo?.tactics && setCategoryTab: React.Dispatch<React.SetStateAction<"tactic"|"theorem"|"definition">>,
<InventoryList items={levelInfo?.tactics} docType="Tactic" openDoc={openDoc} enableAll={enableAll}/> docTile: InventoryTile,
} setDocTile: React.Dispatch<React.SetStateAction<InventoryTile>>
<h2>{t("Definitions")}</h2> }>({
{levelInfo?.definitions && theoremTab: null,
<InventoryList items={levelInfo?.definitions} docType="Definition" openDoc={openDoc} enableAll={enableAll}/> setTheoremTab: () => {},
} categoryTab: "tactic",
<h2>{t("Theorems")}</h2> setCategoryTab: () => {},
{levelInfo?.lemmas && docTile: null,
<InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} level={levelInfo} enableAll={enableAll} tab={lemmaTab} setTab={setLemmaTab}/> setDocTile: () => {}
} })
/**
*/
function InventoryItem({item, name, displayName, locked, disabled, newly, showDoc } :
{ item: InventoryTile,
name: any,
displayName: any,
locked: any,
disabled: any,
newly: any,
showDoc: any
}) {
const icon = locked ? <FontAwesomeIcon icon={faLock} /> :
disabled ? <FontAwesomeIcon icon={faBan} /> : <></>
const className = locked ? "locked" : disabled ? "disabled" : newly ? "new" : ""
// Note: This is somewhat a hack as the statement of theorems comes currently in the form
// `Namespace.statement_name (x y : Nat) : some type`
const title = locked ? t("Not unlocked yet") :
disabled ? t("Not available in this level") : (item.altTitle ? item.altTitle.substring(item.altTitle.indexOf(' ') + 1) : '')
const { gameId, worldId, levelId } = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId))
// local state to show checkmark after pressing the copy button
const [copied, setCopied] = useState(false)
const handleClick = () => {
// if ((difficulty == 0) || !locked) {
showDoc()
// }
}
const copyItemName = (ev) => {
navigator.clipboard.writeText(displayName)
setCopied(true)
setInterval(() => {
setCopied(false)
}, 3000);
ev.stopPropagation()
}
return <div className={`item ${className}` +
`${(difficulty == 0) ? ' enabled' : ''}` +
`${item.world == worldId && item.level == levelId - 1 ? ' recent' : ''}` +
`${item.world == worldId && item.level < levelId ? ' current-world' : ''}` } onClick={handleClick} title={title}>
{icon} {displayName}
<div className="copy-button" onClick={copyItemName}>
{copied ? <FontAwesomeIcon icon={faCheck} /> : <FontAwesomeIcon icon={faClipboard} />}
</div> </div>
) </div>
} }
function InventoryList({items, docType, openDoc, tab=null, setTab=undefined, level=undefined, enableAll=false} :
function InventoryList({ items, tab=null, setTab=()=>{} } :
{ {
items: InventoryTile[], items: InventoryTile[],
docType: string, tab?: string,
openDoc(props: {name: string, type: string}): void, setTab?: React.Dispatch<React.SetStateAction<string>>
tab?: any,
setTab?: any,
level?: LevelInfo|InventoryOverview,
enableAll?: boolean,
}) { }) {
// TODO: `level` is only used in the `useEffect` below to check if a new level has
// been loaded. Is there a better way to observe this?
const gameId = React.useContext(GameIdContext) const { gameId, worldId, levelId } = React.useContext(GameIdContext)
const { setDocTile, categoryTab, setCategoryTab } = useContext(InventoryContext)
const difficulty = useSelector(selectDifficulty(gameId)) const difficulty = useSelector(selectDifficulty(gameId))
const categorySet = new Set<string>() const inventory: string[] = selectInventory(gameId)(store.getState())
for (let item of items) {
categorySet.add(item.category)
}
const categories = Array.from(categorySet).sort()
// Add inventory items from local store as unlocked. const [categories, setCategories] = useState<Array<string>>([])
// Items are unlocked if they are in the local store, or if the server says they should be const [modifiedItems, setModifiedItems] = useState<Array<InventoryTile>>([])
// given the dependency graph. (OR-connection) (TODO: maybe add different logic for different const [currentWorldItems, setCurrentWorldItems] = useState<Array<InventoryTile>>([])
// modi)
let inv: string[] = selectInventory(gameId)(store.getState())
let modifiedItems : InventoryTile[] = items.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile) useEffect(() => {
const categorySet = new Set<string>()
if (!items) {return}
for (let item of items) {
categorySet.add(item.category)
}
setCategories(Array.from(categorySet).sort())
// Add inventory items from local store as unlocked.
// Items are unlocked if they are in the local store, or if the server says they should be
// given the dependency graph. (OR-connection) (TODO: maybe add different logic for different
// modi)
let _modifiedItems : InventoryTile[] = items?.map(tile => inventory.includes(tile.name) ? {...tile, locked: false} : tile)
setModifiedItems(_modifiedItems)
// Item(s) proved in the preceeding level
setCurrentWorldItems(_modifiedItems.filter(x => x.world == worldId && x.level < levelId))
// setRecentItems(_modifiedItems.filter(x => x.world == worldId && x.level == levelId - 1))
}, []) // TODO: had `items, inventory`
return <> return <>
{categories.length > 1 && { categories.length > 1 &&
<div className="tab-bar"> <div className="tab-bar">
{categories.map((cat) => {categories.map((cat) => {
<div key={`category-${cat}`} className={`tab ${cat == (tab ?? categories[0]) ? "active": ""}`} let hasNew = modifiedItems.filter(item => item.new && (cat == item.category)).length > 0
onClick={() => { setTab(cat) }}>{cat}</div>)} return <div key={`category-${cat}`} className={`tab${cat == (tab ?? categories[0]) ? " active": ""}${hasNew ? ' new': ''}${currentWorldItems.map(x => x.category).includes(cat) ? ' recent': ''}`}
onClick={() => { setTab(cat) }}>{cat}</div>})}
</div>} </div>}
<div className="inventory-list"> <div className="inventory-list">
{[...modifiedItems].sort( {[...modifiedItems].sort(
// For lemas, sort entries `available > disabled > locked` // alternative approach:
// otherwise alphabetically // // For theorems, sort entries `available > disabled > locked`
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled) || x.displayName.localeCompare(y.displayName) // // otherwise alphabetically
// (x, y) => +(categoryTab == "theorem") * (+x.locked - +y.locked || +x.disabled - +y.disabled) || x.displayName.localeCompare(y.displayName)
// sort alphabetically
(x, y) => x.displayName.localeCompare(y.displayName)
).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => { ).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => {
return <InventoryItem key={`${item.category}-${item.name}`} return <InventoryItem key={`${item.category}-${item.name}`}
item={item} item={item}
showDoc={() => {openDoc({name: item.name, type: docType})}} showDoc={() => {setDocTile(item)}}
name={item.name} displayName={item.displayName} locked={difficulty > 0 ? item.locked : false} name={item.name} displayName={item.displayName} locked={difficulty > 0 ? item.locked : false}
disabled={item.disabled} newly={item.new} enableAll={enableAll} /> disabled={item.disabled}
newly={item.new} />
}) })
} }
</div> </div>
</> </>
} }
function InventoryItem({item, name, displayName, locked, disabled, newly, showDoc, enableAll=false}) {
const icon = locked ? <FontAwesomeIcon icon={faLock} /> :
disabled ? <FontAwesomeIcon icon={faBan} /> : item.st
const className = locked ? "locked" : disabled ? "disabled" : newly ? "new" : ""
// Note: This is somewhat a hack as the statement of lemmas comes currently in the form
// `Namespace.statement_name (x y : Nat) : some type`
const title = locked ? t("Not unlocked yet") :
disabled ? t("Not available in this level") : (item.altTitle ? item.altTitle.substring(item.altTitle.indexOf(' ') + 1) : '')
const [copied, setCopied] = useState(false)
const handleClick = () => { /** The `Inventory` shows all items present in the game sorted by item type. */
if (enableAll || !locked) { export function Inventory () {
showDoc() const { t } = useTranslation()
}
}
const copyItemName = (ev) => { const { gameId, worldId, levelId } = React.useContext(GameIdContext)
navigator.clipboard.writeText(displayName) const levelInfo = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
setCopied(true)
setInterval(() => { let { theoremTab, setTheoremTab, categoryTab, setCategoryTab } = useContext(InventoryContext)
setCopied(false)
}, 3000); /** Helper function to find if a list of tiles comprises any new elements. */
ev.stopPropagation() function containsNew(tiles: InventoryTile[]) {
return tiles?.filter(item => item.new).length > 0
} }
return <div className={`item ${className}${enableAll ? ' enabled' : ''}`} onClick={handleClick} title={title}> return (
{icon} {displayName} <div className="inventory">
<div className="copy-button" onClick={copyItemName}> { levelInfo.data ? <>
{copied ? <FontAwesomeIcon icon={faCheck} /> : <FontAwesomeIcon icon={faClipboard} />} <div className="tab-bar major">
<div className={`tab${(categoryTab == "theorem") ? " active": ""}${containsNew(levelInfo.data?.theorems) ? " new" : ""}`} onClick={() => { setCategoryTab("theorem") }}>{t("Theorems")}</div>
<div className={`tab${(categoryTab == "tactic") ? " active": ""}${containsNew(levelInfo.data?.tactics) ? " new" : ""}`} onClick={() => { setCategoryTab("tactic") }}>{t("Tactics")}</div>
<div className={`tab${(categoryTab == "definition") ? " active": ""}${containsNew(levelInfo.data?.definitions) ? " new" : ""}`} onClick={() => { setCategoryTab("definition") }}>{t("Definitions")}</div>
</div>
{ (categoryTab == "theorem") &&
<InventoryList items={levelInfo.data?.theorems} tab={theoremTab} setTab={setTheoremTab} />
}
{ (categoryTab == "tactic") &&
<InventoryList items={levelInfo.data?.tactics} />
}
{ (categoryTab == "definition") &&
<InventoryList items={levelInfo.data?.definitions} />
}
</> : <LoadingIcon /> }
</div> </div>
</div> )
} }
export function Documentation({name, type, handleClose}) { /** The `documentation` */
const gameId = React.useContext(GameIdContext) export function Documentation() {
const doc = useLoadDocQuery({game: gameId, type: type, name: name}) const dispatch = useAppDispatch()
const { gameId } = useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId))
// const docEntry = useLoadDocQuery({game: gameId, type: type, name: name})
let { docTile, setDocTile } = useContext(InventoryContext)
const docEntry = useLoadDocQuery({game: gameId, name: docTile.name})
let inv: string[] = selectInventory(gameId)(store.getState())
// Set `inventoryDoc` to `null` to close the doc
function closeInventoryDoc() { setDocTile(null) }
return <div className="documentation"> return <div className="documentation">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div> <NavButton
<h1 className="doc">{doc.data?.displayName}</h1> icon={faXmark}
<p><code>{doc.data?.statement}</code></p> onClick={closeInventoryDoc}
{/* <code>docstring: {doc.data?.docstring}</code> */} inverted={true} />
<Markdown>{t(doc.data?.content, {ns: gameId})}</Markdown> { difficulty == 1 && docTile.locked &&
<NavButton
icon={faLock}
title={t("Unlock this item!")}
onClick={() => {
console.log(`Adding '${docTile.name}' to the inventory.`)
dispatch(changedInventory({ game: gameId, inventory: [...inv, docTile.name] }))
closeInventoryDoc() // note: closing seems better than keeping it open without the lock disappearing
}}
className="lock"
inverted={true} />
}
<h1 className="doc">{docTile.displayName}</h1>
<p><code>{docEntry.data?.statement}</code></p>
<Markdown>{t(docEntry.data?.content, {ns: gameId})}</Markdown>
{/* TODO: The condition below should be updated so that the section
is displayed whenever it's non-empty. */}
{docTile.proven && <>
<h2>Further details</h2>
<ul>
{docTile.proven && <li>Proven in: <a href={`#/${gameId}/world/${docTile.world}/level/${docTile.level}`}>{docTile.world} level {docTile.level}</a></li>}
</ul>
</>
}
</div> </div>
} }
/** The panel (on the welcome page) showing the user's inventory with tactics, definitions, and lemmas */ /** The panel showing the user's inventory with tactics, definitions, and theorems */
export function InventoryPanel({levelInfo, visible = true}) { export function InventoryPanel({visible = true}) {
const gameId = React.useContext(GameIdContext) const {gameId, worldId, levelId} = React.useContext(GameIdContext)
const levelInfo = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
const [lemmaTab, setLemmaTab] = useState(levelInfo?.lemmaTab) const inventory = useLoadInventoryOverviewQuery({game: gameId})
const [theoremTab, setTheoremTab] = useState<string>(null)
const [categoryTab, setCategoryTab] = useState<"tactic"|"theorem"|"definition">('tactic')
// The inventory is overlayed by the doc entry of a clicked item // The inventory is overlayed by the doc entry of a clicked item
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null) const [docTile, setDocTile] = useState<InventoryTile>(null)
// Set `inventoryDoc` to `null` to close the doc
function closeInventoryDoc() {setInventoryDoc(null)}
useEffect(() => { useEffect(() => {
// If the level specifies `LemmaTab "Nat"`, we switch to this tab on loading. // If the level specifies `TheoremTab "Nat"`, we switch to this tab on loading.
// `defaultTab` is `null` or `undefined` otherwise, in which case we don't want to switch. // `defaultTab` is `null` or `undefined` otherwise, in which case we don't want to switch.
if (levelInfo?.lemmaTab) { if (levelInfo?.data?.theoremTab) {
setLemmaTab(levelInfo?.lemmaTab) setTheoremTab(levelInfo?.data?.theoremTab)
}}, [levelInfo]) }}, [levelInfo])
return <div className={`column inventory-panel ${visible ? '' : 'hidden'}`}> return <div className={`column inventory-panel ${visible ? '' : 'hidden'}`}>
{inventoryDoc ? <InventoryContext.Provider value={{theoremTab, setTheoremTab, categoryTab, setCategoryTab, docTile, setDocTile }}>
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/> {docTile ?
<Documentation />
: :
<Inventory levelInfo={levelInfo} openDoc={setInventoryDoc} enableAll={true} lemmaTab={lemmaTab} setLemmaTab={setLemmaTab}/> <Inventory />
} }
</InventoryContext.Provider>
</div> </div>
} }
// HERE: next up: locked items should not be disabled!

@ -10,27 +10,16 @@ import '@fontsource/roboto/700.css';
import '../css/landing_page.css' import '../css/landing_page.css'
import bgImage from '../assets/bg.jpg' import bgImage from '../assets/bg.jpg'
import Markdown from './markdown';
import {PrivacyPolicyPopup} from './popup/privacy_policy'
import { GameTile, useGetGameInfoQuery } from '../state/api' import { GameTile, useGetGameInfoQuery } from '../state/api'
import path from 'path'; import path from 'path';
import { PreferencesPopup } from './popup/preferences';
import { ImpressumButton, MenuButton, PreferencesButton } from './app_bar';
import ReactCountryFlag from 'react-country-flag'; import ReactCountryFlag from 'react-country-flag';
import lean4gameConfig from '../config.json' import lean4gameConfig from '../config.json'
import i18next from 'i18next'; import i18next from 'i18next';
import { useContext } from 'react';
function GithubIcon({url='https://github.com'}) { import { PopupContext } from './popup/popup';
import { Flag } from './flag';
return <div className="github-link"> import { Markdown } from './utils';
<a title="view the Lean game server on Github" href={url}>
<svg height="24" aria-hidden="true" viewBox="0 0 16 16" version="1.1" width="24" className="">
<path fill="#fff" d="M8 0c4.42 0 8 3.58 8 8a8.013 8.013 0 0 1-5.45 7.59c-.4.08-.55-.17-.55-.38 0-.27.01-1.13.01-2.2 0-.75-.25-1.23-.54-1.48 1.78-.2 3.65-.88 3.65-3.95 0-.88-.31-1.59-.82-2.15.08-.2.36-1.02-.08-2.12 0 0-.67-.22-2.2.82-.64-.18-1.32-.27-2-.27-.68 0-1.36.09-2 .27-1.53-1.03-2.2-.82-2.2-.82-.44 1.1-.16 1.92-.08 2.12-.51.56-.82 1.28-.82 2.15 0 3.06 1.86 3.75 3.64 3.95-.23.2-.44.55-.51 1.07-.46.21-1.61.55-2.33-.66-.15-.24-.6-.83-1.23-.82-.67.01-.27.38.01.53.34.19.73.9.82 1.13.16.45.68 1.31 2.69.94 0 .67.01 1.3.01 1.49 0 .21-.15.45-.55.38A7.995 7.995 0 0 1 0 8c0-4.42 3.58-8 8-8Z"></path>
</svg>
</a>
</div>
}
function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) { function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
let { t } = useTranslation() let { t } = useTranslation()
@ -65,15 +54,13 @@ function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
<td>{t("Levels")}</td> <td>{t("Levels")}</td>
<td>{data.levels}</td> <td>{data.levels}</td>
</tr> </tr>
<tr> <tr className="languages">
<td>{t("Language")}</td> <td>{t("Language")}</td>
<td> <td>
{data.languages.map((lang) => { {data.languages.map((lang) => (
let langOpt = lean4gameConfig.languages.find((e) => e.iso == lang) <Flag key={lang} iso={lang} showTitle={true} />
return <ReactCountryFlag key={`flag-${lang}`} title={langOpt?.name} countryCode={langOpt?.flag} className="emojiFlag"/> ))}
})}
</td> </td>
</tr> </tr>
</tbody> </tbody>
@ -85,15 +72,7 @@ function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
function LandingPage() { function LandingPage() {
const navigate = useNavigate(); const navigate = useNavigate();
const { setPopupContent } = useContext(PopupContext)
const [impressumPopup, setImpressumPopup] = React.useState(false);
const [preferencesPopup, setPreferencesPopup] = React.useState(false);
const [navOpen, setNavOpen] = React.useState(false);
const openImpressum = () => setImpressumPopup(true);
const closeImpressum = () => setImpressumPopup(false);
const toggleImpressum = () => setImpressumPopup(!impressumPopup);
const closePreferencesPopup = () => setPreferencesPopup(false);
const togglePreferencesPopup = () => setPreferencesPopup(!preferencesPopup);
const { t, i18n } = useTranslation() const { t, i18n } = useTranslation()
@ -103,30 +82,11 @@ function LandingPage() {
let allTiles = lean4gameConfig.allGames.map((gameId) => { let allTiles = lean4gameConfig.allGames.map((gameId) => {
let q = useGetGameInfoQuery({game: `g/${gameId}`}) let q = useGetGameInfoQuery({game: `g/${gameId}`})
// if (q.isError) {
// if (q.error?.originalStatus === 404) {
// // Handle 404 error
// console.log('File not found');
// } else {
// // Suppress additional console.error messages
// console.error(q.error);
// }
// }
return q.data?.tile return q.data?.tile
}) })
return <div className="landing-page"> return <div className="landing-page">
<header style={{backgroundImage: `url(${bgImage})`}}> <header style={{backgroundImage: `url(${bgImage})`}}>
<nav className="landing-page-nav">
<GithubIcon url="https://github.com/leanprover-community/lean4game"/>
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen}/>
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
<PreferencesButton setNavOpen={setNavOpen} togglePreferencesPopup={togglePreferencesPopup}/>
</div>
</nav>
<div id="main-title"> <div id="main-title">
<h1>{t("Lean Game Server")}</h1> <h1>{t("Lean Game Server")}</h1>
<p> <p>
@ -138,23 +98,26 @@ function LandingPage() {
</p> </p>
</div> </div>
</header> </header>
<div className="game-list"> <React.Suspense>
{allTiles.filter(x => x != null).length == 0 ? <div className="game-list">
<p>
<Trans> {allTiles.filter(x => x != null).length == 0 ?
No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a <p>
game directly from a local folder. <Trans>
</Trans> No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a
</p> game directly from a local folder.
: lean4gameConfig.allGames.map((id, i) => ( </Trans>
<Tile </p>
key={id} : lean4gameConfig.allGames.map((id, i) => (
gameId={`g/${id}`} <Tile
data={allTiles[i]} key={id}
/> gameId={`g/${id}`}
)) data={allTiles[i]}
} />
</div> ))
}
</div>
</React.Suspense>
<section> <section>
<div className="wrapper"> <div className="wrapper">
<h2>{t("Development notes")}</h2> <h2>{t("Development notes")}</h2>
@ -209,9 +172,8 @@ function LandingPage() {
</section> </section>
<footer> <footer>
{/* Do not translate "Impressum", it's needed for German GDPR */} {/* Do not translate "Impressum", it's needed for German GDPR */}
<a className="link" onClick={openImpressum}>Impressum</a> <a className="link" onClick={() => {setPopupContent("impressum")}}>{t("Impressum")}</a>
{impressumPopup? <PrivacyPolicyPopup handleClose={closeImpressum} />: null} <a className="link" onClick={() => {setPopupContent("privacy")}}>{t("Privacy Policy")}</a>
{preferencesPopup ? <PreferencesPopup handleClose={closePreferencesPopup} /> : null}
</footer> </footer>
</div> </div>

File diff suppressed because it is too large Load Diff

@ -1,19 +0,0 @@
import * as React from 'react';
import ReactMarkdown from 'react-markdown';
import remarkMath from 'remark-math'
import rehypeKatex from 'rehype-katex'
import 'katex/dist/katex.min.css' // `rehype-katex` does not import the CSS for you
import gfm from "remark-gfm";
function Markdown(props) {
const newProps = {
...props,
remarkPlugins: [...props.remarkPlugins ?? [], remarkMath, gfm],
rehypePlugins: [...props.remarkPlugins ?? [], rehypeKatex],
};
return (
<ReactMarkdown {...newProps} className="markdown" />
);
}
export default Markdown

@ -5,7 +5,7 @@ import '@fontsource/roboto/500.css';
import '@fontsource/roboto/700.css'; import '@fontsource/roboto/700.css';
import { Button, Dialog, DialogContent, DialogContentText, DialogActions } from '@mui/material'; import { Button, Dialog, DialogContent, DialogContentText, DialogActions } from '@mui/material';
import Markdown from './markdown'; import { Markdown } from './utils';
function Message({ isOpen, content, close }) { function Message({ isOpen, content, close }) {

@ -0,0 +1,363 @@
import * as React from 'react'
import { createContext, useContext, useState } from 'react'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome,
faArrowRight, faArrowLeft, faXmark, faBars, faCode,
faCircleInfo, faTerminal, faGear, IconDefinition, faShield } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext, PageContext, PreferencesContext } from "../state/context"
import { useGetGameInfoQuery, useLoadLevelQuery } from '../state/api'
import { downloadProgress } from './popup/erase'
import { useTranslation } from 'react-i18next'
import '../css/navigation.css'
import { PopupContext } from './popup/popup'
import { useSelector } from 'react-redux'
import { selectCompleted, selectDifficulty, selectProgress, selectReadIntro } from '../state/progress'
import lean4gameConfig from '../config.json'
import { Flag } from './flag'
import { useAppSelector } from '../hooks'
/** SVG github icon */
function GithubIcon () {
return <svg className="svg-inline--fa" height="24" aria-hidden="true" viewBox="0 0 16 16" version="1.1" width="24" >
<path fill="#fff" d="M8 0c4.42 0 8 3.58 8 8a8.013 8.013 0 0 1-5.45 7.59c-.4.08-.55-.17-.55-.38 0-.27.01-1.13.01-2.2 0-.75-.25-1.23-.54-1.48 1.78-.2 3.65-.88 3.65-3.95 0-.88-.31-1.59-.82-2.15.08-.2.36-1.02-.08-2.12 0 0-.67-.22-2.2.82-.64-.18-1.32-.27-2-.27-.68 0-1.36.09-2 .27-1.53-1.03-2.2-.82-2.2-.82-.44 1.1-.16 1.92-.08 2.12-.51.56-.82 1.28-.82 2.15 0 3.06 1.86 3.75 3.64 3.95-.23.2-.44.55-.51 1.07-.46.21-1.61.55-2.33-.66-.15-.24-.6-.83-1.23-.82-.67.01-.27.38.01.53.34.19.73.9.82 1.13.16.45.68 1.31 2.69.94 0 .67.01 1.3.01 1.49 0 .21-.15.45-.55.38A7.995 7.995 0 0 1 0 8c0-4.42 3.58-8 8-8Z"></path>
</svg>
}
/** A button to appear in the navigation (both, top bar or dropdown). */
export const NavButton: React.FC<{
icon?: IconDefinition
iconElement?: JSX.Element
text?: string
onClick?: React.MouseEventHandler<HTMLAnchorElement>
title?: string
href?: string
inverted?: boolean
disabled?: boolean
className?: string
}> = ({icon, iconElement, text, onClick=()=>{}, title, href=null, inverted=false, disabled=false, className=''}) => {
return <a className={`${className} nav-button btn${inverted?' btn-inverted':''}${disabled?' btn-disabled':''}`} onClick={disabled?null:onClick} href={disabled?null:href} title={title}>
{iconElement ?? (icon && <FontAwesomeIcon icon={icon} />)}{text && <>&nbsp;{text}</>}
</a>
}
/** Context which manages the dropdown navigation */
const NavigationContext = createContext<{
navOpen: boolean,
setNavOpen: React.Dispatch<React.SetStateAction<boolean>>
}>({navOpen: false, setNavOpen: () => {}})
/** Content of the navigation during game selection. */
function NavigationLandingPage () {
return <div className="nav-content">
<div className="nav-title-left"></div>
<div className="nav-title-middle"></div>
<div className="nav-title-right"></div>
</div>
}
/** Content of the navigation on Desktop during world selection. */
function DesktopNavigationOverview () {
const { t } = useTranslation()
const { gameId } = useContext(GameIdContext)
const { setPopupContent } = useContext(PopupContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
return <div className="nav-content">
<div className="nav-title-left">
<NavButton
text={t("Rules")}
onClick={() => {setPopupContent("rules")}}
inverted={true} />
</div>
<div className="nav-title-middle">
<span className="nav-title">{t(gameInfo.data?.title, {ns: gameId})}</span>
</div>
<div className="nav-title-right"></div>
</div>
}
/** Content of the navigation on Mobile during world selection. */
function MobileNavigationOverview () {
const { t } = useTranslation()
const {page, setPage} = useContext(PageContext)
const { setPopupContent } = useContext(PopupContext)
const { gameId, worldId } = useContext(GameIdContext)
const readIntro = useSelector(selectReadIntro(gameId, worldId))
return <div className="nav-content">
<div className="nav-title-left">
<NavButton
text={t("Rules")}
onClick={() => {setPopupContent("rules")}}
inverted={true} />
</div>
<div className="nav-title-middle">
<span className="nav-title">
</span>
</div>
<div className="nav-title-right">
{page > 0 &&
<NavButton
text={page == 1 ? t("Intro") : null}
icon={page == 1 ? null : faBookOpen}
onClick={() => setPage(page - 1)}
inverted={true} />
}
{ page < 2 &&
<NavButton
text={(page==0) ? t("Start") : null}
icon={(page==0) ? null : faBook}
onClick={() => setPage(page+1)}
disabled={!readIntro}
inverted={true} />
}
</div>
</div>
}
/** Content of the navigation on Desktop in a level. */
function DesktopNavigationLevel () {
const { t } = useTranslation()
const { gameId, worldId, levelId } = useContext(GameIdContext)
const { typewriterMode, setTypewriterMode, lockEditorMode } = useContext(PageContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const levelInfo = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
const difficulty = useSelector(selectDifficulty(gameId))
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
const readIntro = useSelector(selectReadIntro(gameId, worldId))
const worldTitle = gameInfo.data?.worlds.nodes[worldId]?.title
const levelTitle = ((levelId == 0) ?
t("Introduction") :
(
t("Level") +
` ${levelId}` +
(gameInfo.data?.worldSize[worldId] ? ` / ${gameInfo.data?.worldSize[worldId]}` : '') +
(levelInfo.data?.title ? ` : ${t(levelInfo?.data?.title, {ns: gameId})}` : '')
)
)
return <div className="nav-content">
<div className="nav-title-left">
<span className="nav-title">{worldTitle ? `${t(worldTitle, {ns: gameId})}` : '' /* ${t("World")}: */ }
</span>
</div>
<div className="nav-title-middle">
<span className="nav-title">
{ levelTitle
}
</span>
</div>
<div className="nav-title-right" >
{ levelId > 0 &&
<NavButton
icon={faArrowLeft}
text={t("Previous")}
inverted={true}
href={`#/${gameId}/world/${worldId}/level/${levelId - 1}`} />
}
{ levelId == gameInfo.data?.worldSize[worldId] ?
<NavButton
icon={faHome}
text={t("Home")}
inverted={true}
disabled={levelId > 0 && difficulty == 2 && !completed}
href={`#/${gameId}`} /> :
<NavButton
icon={faArrowRight}
text={levelId == 0 ? t("Start") : t("Next")} inverted={true}
disabled={levelId == 0 ? !readIntro : (difficulty == 2 && !completed)}
href={`#/${gameId}/world/${worldId}/level/${levelId + 1}`} />
}
</div>
</div>
}
/** Content of the navigation on Mobile in a level. */
function MobileNavigationLevel () {
const { t } = useTranslation()
const {gameId, worldId, levelId} = useContext(GameIdContext)
const {page, setPage} = useContext(PageContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const levelInfo = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
let title = worldId ?
` ${levelId} / ${gameInfo.data?.worldSize[worldId]}`+ (levelInfo?.data?.title && ` : ${t(levelInfo?.data?.title, {ns: gameId})}`)
:
''
return <div className="nav-content">
<div className="nav-title-left"></div>
<div className="nav-title-middle">
<span className="nav-title">
{title}
</span>
</div>
<div className="nav-title-right">
<NavButton
icon={(page == 1) ? faBook : faBookOpen}
onClick={() => setPage((page == 1) ? 2 : 1)}
inverted={true} />
</div>
</div>
}
/** The skeleton of the navigation which is the same across all layouts. */
export function Navigation () {
const { t, i18n } = useTranslation()
const { gameId, worldId, levelId } = useContext(GameIdContext)
const { mobile, language, setLanguage } = useContext(PreferencesContext)
const { setPopupContent } = useContext(PopupContext)
const { typewriterMode, setTypewriterMode, lockEditorMode } = useContext(PageContext)
const gameProgress = useSelector(selectProgress(gameId))
const gameInfo = useGetGameInfoQuery({game: gameId})
const levelInfo = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
const difficulty = useSelector(selectDifficulty(gameId))
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
const readIntro = useSelector(selectReadIntro(gameId, worldId))
const [navOpen, setNavOpen] = useState(false)
const [langNavOpen, setLangNavOpen] = useState(false)
function toggleNav () {setNavOpen(!navOpen); setLangNavOpen(false)}
function toggleLangNav () {setLangNavOpen(!langNavOpen); setNavOpen(false)}
/** toggle input mode if allowed */
function toggleInputMode(ev: React.MouseEvent) {
if (!lockEditorMode) {
setTypewriterMode(!typewriterMode)
console.log('test')
}
}
return <nav>
<NavigationContext.Provider value={{navOpen, setNavOpen}}>
{ gameId && <>
<NavButton
icon={worldId ? faHome : faGlobe}
title={worldId ? t("home") : t("back to games selection")}
href={worldId ? `#/${gameId}` : `#`} />
</>}
{ gameId ?
worldId ?
(mobile ? <MobileNavigationLevel /> : <DesktopNavigationLevel />) :
(mobile ? <MobileNavigationOverview /> : <DesktopNavigationOverview />) :
<NavigationLandingPage />
}
{ !gameId &&
<NavButton
iconElement={<GithubIcon />}
title={t("view the Lean game server on Github")}
href='https://github.com/leanprover-community/lean4game' />
}
{(!gameId || gameInfo.data?.tile?.languages.length > 1) &&
// Language button only visible if the game exists in `>1` languages
<NavButton
iconElement={langNavOpen ? null : <Flag iso={i18n.language} />}
icon={langNavOpen ? faXmark : null}
title={langNavOpen ? t('close language menu') : t('open language menu')}
onClick={toggleLangNav}
/>
}
<NavButton
icon={navOpen ? faXmark : faBars}
title={navOpen ? t('close menu') : t('open menu')}
onClick={toggleNav} />
{ langNavOpen &&
<div className='dropdown' onClick={toggleLangNav} >
{gameId && gameInfo.data?.tile?.languages ?
// Show all languages the game is available in
gameInfo.data?.tile?.languages.map(iso =>
<NavButton
key={`lang-selection-${iso}`}
iconElement={<Flag iso={iso} />}
text={lean4gameConfig.newLanguages[iso]?.name}
onClick={() => {setLanguage(iso)}}
inverted={true} />) :
// Show all languages the interface is available in (e.g. landing page)
Object.entries(lean4gameConfig.newLanguages).map(([iso, val]) =>
<NavButton
key={`lang-selection-${iso}`}
iconElement={<Flag iso={iso} />}
text={lean4gameConfig.newLanguages[iso]?.name}
onClick={() => {setLanguage(iso)}}
inverted={true} />)
}
</div>
}
{ navOpen &&
<div className='dropdown' onClick={toggleNav} >
{ gameId && <>
{ mobile && (levelId == gameInfo.data?.worldSize[worldId] ?
<NavButton
icon={faHome}
text={t("Home")}
inverted={true}
disabled={levelId > 0 && difficulty == 2 && !completed}
href={`#/${gameId}`} /> :
<NavButton
icon={faArrowRight}
text={levelId == 0 ? t("Start") : t("Next")} inverted={true}
disabled={levelId == 0 ? !readIntro : (difficulty == 2 && !completed)}
href={`#/${gameId}/world/${worldId}/level/${levelId + 1}`} />
)}
{mobile && levelId > 0 &&
<NavButton
icon={faArrowLeft}
text={t("Previous")}
inverted={true}
href={`#/${gameId}/world/${worldId}/level/${levelId - 1}`} />
}
{ mobile && levelId > 0 &&
<NavButton
icon={(typewriterMode && !lockEditorMode) ? faCode : faTerminal}
inverted={true}
text={typewriterMode ? t("Editor Mode") : t("Typewriter Mode")}
disabled={levelId == 0 || lockEditorMode}
onClick={(ev) => toggleInputMode(ev)}
title={lockEditorMode ? t("Editor mode is enforced!") : typewriterMode ? t("Editor mode") : t("Typewriter mode")} />
}
<NavButton
icon={faCircleInfo}
text={t("Game Info")}
onClick={() => {setPopupContent("info")}}
inverted={true} />
<NavButton
icon={faEraser}
text={t("Erase")}
onClick={() => {setPopupContent("erase")}}
inverted={true} />
<NavButton
icon={faDownload}
text={t("Download")}
onClick={() => {downloadProgress(gameId, gameProgress)}}
inverted={true} />
<NavButton
icon={faUpload}
text={t("Upload")}
onClick={() => {setPopupContent("upload")}}
inverted={true} />
</>}
<NavButton
icon={faCircleInfo}
text={t("Impressum")}
onClick={() => {setPopupContent("impressum")}}
inverted={true} />
<NavButton
icon={faShield}
text={t("Privacy Policy")}
onClick={() => {setPopupContent("privacy")}}
inverted={true} />
<NavButton
icon={faGear}
text={t("Preferences")}
onClick={() => {setPopupContent("preferences")}}
inverted={true} />
</div>
}
</NavigationContext.Provider>
</nav>
}

@ -1,18 +1,18 @@
/**
* @fileOverview
*/
import * as React from 'react' import * as React from 'react'
import { useSelector } from 'react-redux' import { useSelector } from 'react-redux'
import { GameIdContext } from '../../app'
import { useAppDispatch } from '../../hooks' import { useAppDispatch } from '../../hooks'
import { deleteProgress, selectProgress } from '../../state/progress' import { deleteLevelProgress, deleteProgress, deleteWorldProgress, selectProgress } from '../../state/progress'
import { downloadFile } from '../world_tree' import { downloadFile } from '../world_tree'
import { Button } from '../button' import { Button } from '../utils'
import { Trans, useTranslation } from 'react-i18next' import { Trans, useTranslation } from 'react-i18next'
import { useContext } from 'react'
import { PopupContext } from './popup'
import { GameIdContext, PageContext } from '../../state/context'
/** download the current progress (i.e. what's saved in the browser store) */ /** download the current progress (i.e. what's saved in the browser store) */
export function downloadProgress(gameId: string, gameProgress: any, ev: React.MouseEvent) { export function downloadProgress(gameId: string, gameProgress) {
ev.preventDefault()
// ev.preventDefault()
downloadFile({ downloadFile({
data: JSON.stringify(gameProgress, null, 2), data: JSON.stringify(gameProgress, null, 2),
fileName: `lean4game-${gameId}-${new Date().toLocaleDateString()}.json`, fileName: `lean4game-${gameId}-${new Date().toLocaleDateString()}.json`,
@ -25,37 +25,60 @@ export function downloadProgress(gameId: string, gameProgress: any, ev: React.Mo
* `handleClose` is the function to close it again because it's open/closed state is * `handleClose` is the function to close it again because it's open/closed state is
* controlled by the containing element. * controlled by the containing element.
*/ */
export function ErasePopup ({handleClose}) { export function ErasePopup () {
let { t } = useTranslation() let { t } = useTranslation()
const gameId = React.useContext(GameIdContext) const { gameId, worldId, levelId } = React.useContext(GameIdContext)
const { setPage } = useContext(PageContext)
const gameProgress = useSelector(selectProgress(gameId)) const gameProgress = useSelector(selectProgress(gameId))
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
const { setPopupContent } = useContext(PopupContext)
const eraseProgress = () => { const eraseProgress = (ev) => {
dispatch(deleteProgress({game: gameId})) dispatch(deleteProgress({game: gameId}))
handleClose() setPopupContent(null)
setPage(0)
// ev.preventDefault() // TODO: this is a hack to prevent the buttons below from opening a link
}
function eraseLevel (ev) {
dispatch(deleteLevelProgress({game: gameId, world: worldId, level: levelId}))
setPopupContent(null)
ev.preventDefault()
}
function eraseWorld (ev) {
dispatch(deleteWorldProgress({game: gameId, world: worldId}))
setPopupContent(null)
ev.preventDefault()
} }
const downloadAndErase = (ev) => { const downloadAndErase = (ev) => {
downloadProgress(gameId, gameProgress, ev) downloadProgress(gameId, gameProgress)
eraseProgress() eraseProgress(ev)
} }
return <div className="modal-wrapper"> return <>
<div className="modal-backdrop" onClick={handleClose} />
<div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<h2>{t("Delete Progress?")}</h2> <h2>{t("Delete Progress?")}</h2>
<Trans> <Trans>
<p>Do you want to delete your saved progress irreversibly?</p> <p>Do you want to delete your saved progress irreversibly?</p>
</Trans>
<div className='settings-buttons'>
<Button onClick={levelId && eraseLevel} to="" disabled={!levelId} >{t("Delete this Level")}</Button>
<Button onClick={worldId && eraseWorld} to="" disabled={!worldId} >{t("Delete this World")}</Button>
<Button onClick={eraseProgress} to={`/${gameId}/`}>{t("Delete Everything")}</Button>
</div>
<Trans>
<p>
Deleting everything will delete all your proofs and your collected inventory! It's recommended
to download your progress first.
</p>
<p> <p>
(This deletes your proofs and your collected inventory. (Saves from other games are not deleted.)
Saves from other games are not deleted.)
</p> </p>
</Trans> </Trans>
<Button onClick={eraseProgress} to="">{t("Delete")}</Button> <div className='settings-buttons'>
<Button onClick={downloadAndErase} to="">{t("Download & Delete")}</Button> <Button onClick={downloadAndErase} to={`/${gameId}/`}>{t("Download & Delete everything")}</Button>
<Button onClick={handleClose} to="">{t("Cancel")}</Button> <Button onClick={(ev) => {setPopupContent(null); ev.preventDefault()}} to="">{t("Cancel")}</Button>
</div> </div>
</div> </>
} }

@ -1,28 +0,0 @@
/**
* @fileOverview
*/
import * as React from 'react'
import { Typography } from '@mui/material'
import Markdown from '../markdown'
import { useTranslation } from 'react-i18next'
import { GameIdContext } from '../../app'
/** Pop-up that is displaying the Game Info.
*
* `handleClose` is the function to close it again because it's open/closed state is
* controlled by the containing element.
*/
export function InfoPopup ({info, handleClose}: {info: string, handleClose: () => void}) {
let { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
return <div className="modal-wrapper">
<div className="modal-backdrop" onClick={handleClose} />
<div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<Typography variant="body1" component="div" className="welcome-text">
<Markdown>{t(info, {ns: gameId})}</Markdown>
</Typography>
</div>
</div>
}

@ -0,0 +1,43 @@
import * as React from 'react'
import { Trans, useTranslation } from 'react-i18next';
/** Pop-up that is displayed when opening the privacy policy. */
export function ImpressumPopup () {
let {t, i18n} = useTranslation()
function content (lng = i18n.language) {
const tt = i18n.getFixedT(lng);
return <Trans t={tt} >
<h2>Impressum</h2>
<p>
<strong>Contact:</strong><br />
Marcus Zibrowius, Jon Eugster<br />
Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br />
Universitätsstr. 1<br />
40225 Düsseldorf<br />
Germany<br />
+49 211 81-14690<br />
<a href="https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team">Contact Details</a>
</p>
<p>
<strong>Legal form:</strong><br />
The Heinrich Heine University Düsseldorf is a corporation under public law. It is legally represented by the Rector Prof. Dr. Anja Steinbeck. The responsible supervisory authority is the Ministry of Culture and Science of North Rhine-Westphalia, Völklinger Straße 49, 40221 Düsseldorf.
</p>
<p>
<strong>VAT identification number:</strong><br />
according to §27a Sales Tax Act<br />
DE 811222416
</p>
<p><a href="https://www.hhu.de/impressum" target="_blank">Impressum HHU</a></p>
</Trans>
}
return <>
{i18n.language != 'en' && <>
<p><i>(English version below)</i></p>
{content()}
<hr />
</>}
{content('en')}
</>
}

@ -0,0 +1,56 @@
import * as React from 'react'
import { Typography } from '@mui/material'
import { Markdown } from '../utils'
import { Trans, useTranslation } from 'react-i18next'
import { useGetGameInfoQuery } from '../../state/api'
import { GameIdContext } from '../../state/context'
/** Pop-up that is displaying the Game Info.
*
* `handleClose` is the function to close it again because it's open/closed state is
* controlled by the containing element.
*/
export function InfoPopup () {
let { t } = useTranslation()
const {gameId} = React.useContext(GameIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
return <>
<Typography variant="body1" component="div" className="welcome-text">
<Markdown>{t(gameInfo.data?.info, {ns: gameId})}</Markdown>
<hr />
<Trans>
<h2>Progress saving</h2>
<p>
The game stores your progress in your local browser storage. If you delete it, your progress will be lost!<br />
Warning: In most browsers, deleting cookies will also clear the local storage (or "local site data").
Make sure to download your game progress first!
</p>
<h2>Accessibility</h2>
<p>
If you experience any accessibilty barriers, please get in contact with us!
We are dedicated to address such barriers to the best of our abilities.
</p>
<h2>Development</h2>
<p>The game engine has been created by <strong>Alexander Bentkamp</strong>, <strong>Jon Eugster</strong>.
On a prototype by <strong>Patrick Massot</strong>.
</p>
<p>
The source code of this Lean game engine
is <a href="https://github.com/leanprover-community/lean4game" target="_blank">available on Github</a>.
If you experience any problems, please
file an <a href="https://github.com/leanprover-community/lean4game/issues" target="_blank">Issue on Github</a> or
get directly in contact.
</p>
<h2>Funding</h2>
<p>
The game engine has been developed as part of the
project <a href="https://hhu-adam.github.io/" target="_blank">ADAM: Anticipating the Digital
Age of Mathematics</a> at
Heinrich-Heine-Universität Düsseldorf. It is funded by
the <i>Stiftung Innovation in der Hochschullehre</i> as part of project <i>Freiraum 2022</i>.
</p>
</Trans>
</Typography>
</>
}

@ -0,0 +1,58 @@
import * as React from 'react'
import { useContext } from 'react'
import { PrivacyPolicyPopup } from './privacy'
import { ImpressumPopup } from './impressum'
import { InfoPopup } from './info'
import { ErasePopup } from './erase'
import { PreferencesPopup } from './preferences'
import { UploadPopup } from './upload'
import { RulesPopup } from './rules'
import '../../css/popup.css'
import { NavButton } from '../navigation'
import { faXmark } from '@fortawesome/free-solid-svg-icons'
/** The context which manages if a popup is shown.
* If `popupContent` is `null`, the popup is closed.
*/
export const PopupContext = React.createContext<{
popupContent: string,
setPopupContent: React.Dispatch<React.SetStateAction<string>>
}>({
popupContent: null,
setPopupContent: () => {}
})
/** To create a new Popup, one needs to add its content as `React.JSX.Element` here
* and then call `setPopupConent(key)` at the place where to popup should be opened.
*
* TODO: The drawback of this design is that there is no check for key missmatches.
* How could that be achieved?
*/
export const Popups = {
"erase": <ErasePopup />,
"impressum": <ImpressumPopup />,
"info": <InfoPopup />,
"preferences": <PreferencesPopup />,
"privacy": <PrivacyPolicyPopup />,
"rules": <RulesPopup />,
"upload": <UploadPopup />,
}
/** The skeleton for the popups. */
export function Popup () {
const {popupContent, setPopupContent} = useContext(PopupContext)
function closePopup() {
setPopupContent(null)
}
return <div className="modal-wrapper">
<div className="modal-backdrop" onClick={closePopup} />
<div className="modal">
{/* <NavButton icon={faXmark}
onClick={closePopup}
inverted={true} /> */}
<div className="codicon codicon-close modal-close" onClick={closePopup}></div>
{Popups[popupContent]}
</div>
</div>
}

@ -1,6 +1,6 @@
import * as React from 'react' import * as React from 'react'
import { Input, MenuItem, Select, SelectChangeEvent, Typography } from '@mui/material' import { Input, MenuItem, Select, SelectChangeEvent, Typography } from '@mui/material'
import Markdown from '../markdown' import { Markdown } from '../utils'
import { Switch, Button, ButtonGroup } from '@mui/material'; import { Switch, Button, ButtonGroup } from '@mui/material';
import Box from '@mui/material/Box'; import Box from '@mui/material/Box';
import Slider from '@mui/material/Slider'; import Slider from '@mui/material/Slider';
@ -8,14 +8,15 @@ import lean4gameConfig from '../../config.json'
import FormControlLabel from '@mui/material/FormControlLabel'; import FormControlLabel from '@mui/material/FormControlLabel';
import { IPreferencesContext, PreferencesContext } from "../infoview/context" import { IPreferencesContext, PreferencesContext } from "../../state/context"
import ReactCountryFlag from 'react-country-flag'; import ReactCountryFlag from 'react-country-flag';
import { useTranslation } from 'react-i18next'; import { useTranslation } from 'react-i18next';
export function PreferencesPopup({ handleClose }: { handleClose: () => void }) { export function PreferencesPopup () {
let { t } = useTranslation() let { t } = useTranslation()
const {layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage} = React.useContext(PreferencesContext) const {layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage} = React.useContext(PreferencesContext)
const marks = [ const marks = [
{ {
value: 0, value: 0,
@ -42,10 +43,7 @@ export function PreferencesPopup({ handleClose }: { handleClose: () => void }) {
setLanguage(ev.target.value as IPreferencesContext["language"]) setLanguage(ev.target.value as IPreferencesContext["language"])
} }
return <div className="modal-wrapper"> return <>
<div className="modal-backdrop" onClick={handleClose} />
<div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<Typography variant="body1" component="div" className="settings"> <Typography variant="body1" component="div" className="settings">
<div className='preferences-category'> <div className='preferences-category'>
<div className='category-title'> <div className='category-title'>
@ -59,12 +57,23 @@ export function PreferencesPopup({ handleClose }: { handleClose: () => void }) {
value={language} value={language}
label={t("Language")} label={t("Language")}
onChange={handlerChangeLanguage}> onChange={handlerChangeLanguage}>
{lean4gameConfig.languages.map(lang => {return <MenuItem key={`menu-item-lang-${lang.iso}`} value={lang.iso}><ReactCountryFlag countryCode={lang.flag}/>&nbsp;{lang.name}</MenuItem>})} {lean4gameConfig.languages.map(lang => {
return <MenuItem key={`menu-item-lang-${lang.iso}`} value={lang.iso}>
{lean4gameConfig.useFlags && <ReactCountryFlag countryCode={lang.flag}/>}
&nbsp;
{lang.name}
</MenuItem>
})}
</Select> </Select>
</Box> </Box>
} }
label="" label=""
/> />
<p>
If a game does not exist in the language selected, this setting has no effect
and the game's default language is used.
</p>
</div> </div>
</div> </div>
<div className='preferences-category'> <div className='preferences-category'>
@ -110,6 +119,5 @@ export function PreferencesPopup({ handleClose }: { handleClose: () => void }) {
</div> </div>
</div> </div>
</Typography> </Typography>
</div> </>
</div>
} }

@ -0,0 +1,48 @@
import * as React from 'react'
import { Trans, useTranslation } from 'react-i18next';
/** Pop-up that is displayed when opening the privacy policy.
*
* Note: Do not translate the Impressum!
*/
export function PrivacyPolicyPopup () {
let {t, i18n} = useTranslation()
function content (lng = i18n.language) {
const tt = i18n.getFixedT(lng);
return <Trans t={tt} >
<h2>Privacy Policy</h2>
<p>
Our server collects metadata (such as IP address, browser, operating system)
and the data that the user enters into the editor. The data is used to
compute the Lean output and display it to the user. The information will be stored
as long as the user stays on our website and will be deleted immediately afterwards.
We keep logs to improve our software, but the contained data is anonymized.
</p>
<p>
We do not use cookies, but your game progress is stored in the browser
as site data. Your game progress is not saved on the server; if you delete
your browser storage, it is completely gone.
</p>
<p>Our server is located in Germany.</p>
<p>
<strong>Contact:</strong><br />
Marcus Zibrowius, Jon Eugster<br />
Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br />
Universitätsstr. 1<br />
40225 Düsseldorf<br />
Germany<br />
+49 211 81-14690<br />
<a href="https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team">Contact Details</a>
</p>
</Trans>
}
return <>
{i18n.language != 'en' && <>
<p><i>(English version below)</i></p>
{content()}
<hr />
</>}
{content('en')}
</>
}

@ -1,61 +0,0 @@
/**
* @fileOverview The impressum/privacy policy
*/
import { faShield } from '@fortawesome/free-solid-svg-icons';
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome';
import * as React from 'react'
/** Pop-up that is displayed when opening the privacy policy.
*
* `handleClose` is the function to close it again because it's open/closed state is
* controlled by the containing element.
*
* Note: Do not translate the Impressum!
*/
export function PrivacyPolicyPopup ({handleClose}: {handleClose: () => void}) {
return <div className="privacy-policy modal-wrapper">
<div className="modal-backdrop" onClick={handleClose} />
<div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<h2>Privacy Policy &amp; Impressum</h2>
<p>
Our server collects metadata (such as IP address, browser, operating system)
and the data that the user enters into the editor. The data is used to
compute the Lean output and display it to the user. The information will be stored
as long as the user stays on our website and will be deleted immediately afterwards.
We keep logs to improve our software, but the contained data is anonymized.
</p>
<p>
We do not use cookies, but your game progress is stored in the browser
as site data. Your game progress is not saved on the server; if you delete
your browser storage, it is completely gone.
</p>
<p>Our server is located in Germany.</p>
<p>
<strong>Contact information:</strong><br />
Alexander Bentkamp, Jon Eugster<br />
Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br />
Universitätsstr. 1<br />
40225 Düsseldorf<br />
Germany<br />
+49 211 81-12173<br />
<a href="https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster">Contact Details</a>
</p>
<h2>Development &amp; Funding</h2>
<p>
The source code of this Lean game engine
is <a href="https://github.com/leanprover-community/lean4game" target="_blank">available on Github</a>.
If you experience any problems, please
file an <a href="https://github.com/leanprover-community/lean4game/issues" target="_blank">Issue on Github</a> or
get directly in contact.
</p>
<p>
The game engine has been developed as part of the
project <a href="https://hhu-adam.github.io/" target="_blank">ADAM: Anticipating the Digital
Age of Mathematics</a> at
Heinrich-Heine-Universität Düsseldorf. It is funded by
the <i>Stiftung Innovation in der Hochschullehre</i> as part of project <i>Freiraum 2022</i>.
</p>
</div>
</div>
}

@ -0,0 +1,88 @@
import { Box, Slider } from '@mui/material'
import * as React from 'react'
import { Trans, useTranslation } from 'react-i18next'
import { changedDifficulty, selectDifficulty } from '../../state/progress'
import { useSelector } from 'react-redux'
import { useContext } from 'react'
import { useAppDispatch } from '../../hooks'
import { GameIdContext } from '../../state/context'
/** Pop-up that is displayed when opening the help explaining the game rules.
*
*/
export function RulesPopup () {
const { t } = useTranslation()
const { gameId } = useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId))
const dispatch = useAppDispatch()
function label(x : number) {
return x == 0 ? t("none") : x == 1 ? t("relaxed") : t("regular")
}
return <>
<h2>{t("Game Rules")}</h2>
{/* <span className="difficulty-label">{t("Rules")}
<FontAwesomeIcon icon={rulesHelp ? faXmark : faCircleQuestion} className='helpButton' onClick={() => (setRulesHelp(!rulesHelp))}/>
</span> */}
<Box className="slider-wrapper">
<Slider
orientation="horizontal"
title={t("Game Rules")}
min={0} max={2}
aria-label={t("Game Rules")}
value={difficulty}
marks={[
{value: 0, label: label(0)},
{value: 1, label: label(1)},
{value: 2, label: label(2)}
]}
valueLabelFormat={label}
getAriaValueText={label}
valueLabelDisplay="off"
onChange={(ev, val: number) => {
dispatch(changedDifficulty({game: gameId, difficulty: val}))
}}
/>
</Box>
<Trans>
<p>
Game rules determine if it is allowed to skip levels and if the games runs checks to only
allow unlocked tactics and theorems in proofs.
</p>
<p>
Note: "Unlocked" tactics (or theorems) are determined by two things: The set of minimal
tactics needed to solve a level, plus any tactics you unlocked in another level. That means
if you unlock <code>simp</code> in a level, you can use it henceforth in any level.
</p>
<p>The options are:</p>
</Trans>
<table>
<thead>
<tr>
<th scope="col"></th>
<th scope="col">{t("levels")}</th>
<th scope="col">{t("tactics")}</th>
</tr>
</thead>
<tbody>
<tr>
<th scope="row">{t("regular")}</th>
<td>🔐</td>
<td>🔐</td>
</tr>
<tr>
<th scope="row">{t("relaxed")}</th>
<td>🔓</td>
<td>🔐</td>
</tr>
<tr>
<th scope="row">{t("none")}</th>
<td>🔓</td>
<td>🔓</td>
</tr>
</tbody>
</table>
</>
}

@ -1,60 +0,0 @@
/**
* @fileOverview
*/
import * as React from 'react'
import { Trans, useTranslation } from 'react-i18next'
/** Pop-up that is displayed when opening the help explaining the game rules.
*
* `handleClose` is the function to close it again because it's open/closed state is
* controlled by the containing element.
*/
export function RulesHelpPopup ({handleClose}: {handleClose: () => void}) {
const { t } = useTranslation()
return <div className="privacy-policy modal-wrapper">
<div className="modal-backdrop" onClick={handleClose} />
<div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<h2>{t("Game Rules")}</h2>
<Trans>
<p>
Game rules determine if it is allowed to skip levels and if the games runs checks to only
allow unlocked tactics and theorems in proofs.
</p>
<p>
Note: "Unlocked" tactics (or theorems) are determined by two things: The set of minimal
tactics needed to solve a level, plus any tactics you unlocked in another level. That means
if you unlock <code>simp</code> in a level, you can use it henceforth in any level.
</p>
<p>The options are:</p>
</Trans>
<table>
<thead>
<tr>
<th scope="col"></th>
<th scope="col">{t("levels")}</th>
<th scope="col">{t("tactics")}</th>
</tr>
</thead>
<tbody>
<tr>
<th scope="row">{t("regular")}</th>
<td>🔐</td>
<td>🔐</td>
</tr>
<tr>
<th scope="row">{t("relaxed")}</th>
<td>🔓</td>
<td>🔐</td>
</tr>
<tr>
<th scope="row">{t("none")}</th>
<td>🔓</td>
<td>🔓</td>
</tr>
</tbody>
</table>
</div>
</div>
}

@ -3,26 +3,30 @@
*/ */
import * as React from 'react' import * as React from 'react'
import { useSelector } from 'react-redux' import { useSelector } from 'react-redux'
import { GameIdContext } from '../../app'
import { useAppDispatch } from '../../hooks' import { useAppDispatch } from '../../hooks'
import { GameProgressState, loadProgress, selectProgress } from '../../state/progress' import { GameProgressState, loadProgress, selectProgress } from '../../state/progress'
import { downloadFile } from '../world_tree' import { downloadFile } from '../world_tree'
import { Button } from '../button' import { Button } from '../utils'
import { Trans, useTranslation } from 'react-i18next' import { Trans, useTranslation } from 'react-i18next'
import { PopupContext } from './popup'
import { useContext } from 'react'
import { GameIdContext } from '../../state/context'
/** Pop-up that is displaying the Game Info. /** Pop-up that is displaying the Game Info.
* *
* `handleClose` is the function to close it again because it's open/closed state is * `handleClose` is the function to close it again because it's open/closed state is
* controlled by the containing element. * controlled by the containing element.
*/ */
export function UploadPopup ({handleClose}) { export function UploadPopup () {
let { t } = useTranslation() let { t } = useTranslation()
const [file, setFile] = React.useState<File>(); const [file, setFile] = React.useState<File>();
const gameId = React.useContext(GameIdContext) const {gameId} = React.useContext(GameIdContext)
const gameProgress = useSelector(selectProgress(gameId)) const gameProgress = useSelector(selectProgress(gameId))
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
const { setPopupContent } = useContext(PopupContext)
const handleFileChange = (e) => { const handleFileChange = (e) => {
if (e.target.files) { if (e.target.files) {
setFile(e.target.files[0]) setFile(e.target.files[0])
@ -39,7 +43,7 @@ export function UploadPopup ({handleClose}) {
console.debug("Json Data", data) console.debug("Json Data", data)
dispatch(loadProgress({game: gameId, data: data})) dispatch(loadProgress({game: gameId, data: data}))
} }
handleClose() setPopupContent(null) // close the popup
} }
/** Download the current progress (i.e. what's saved in the browser store) */ /** Download the current progress (i.e. what's saved in the browser store) */
@ -53,10 +57,7 @@ export function UploadPopup ({handleClose}) {
} }
return <div className="modal-wrapper"> return <>
<div className="modal-backdrop" onClick={handleClose} />
<div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<h2>{t("Upload Saved Progress")}</h2> <h2>{t("Upload Saved Progress")}</h2>
<Trans> <Trans>
<p>Select a JSON file with the saved game progress to load your progress.</p> <p>Select a JSON file with the saved game progress to load your progress.</p>
@ -70,6 +71,5 @@ export function UploadPopup ({handleClose}) {
</p> </p>
<Button to="" onClick={uploadProgress}>{t("Load selected file")}</Button> <Button to="" onClick={uploadProgress}>{t("Load selected file")}</Button>
</div> </>
</div>
} }

@ -0,0 +1,43 @@
import * as React from 'react'
import { Link, LinkProps } from "react-router-dom"
import { Box, CircularProgress } from "@mui/material"
import ReactMarkdown from 'react-markdown'
import remarkMath from 'remark-math'
import rehypeKatex from 'rehype-katex'
import rehypeRaw from 'rehype-raw'
import 'katex/dist/katex.min.css' // `rehype-katex` does not import the CSS for you
import gfm from "remark-gfm"
/** Simple loading icon */
export function LoadingIcon () {
return <Box display="flex" alignItems="center" justifyContent="center" sx={{ flex: 1, height: "calc(100vh - 64px)" }}>
<CircularProgress />
</Box>
}
export interface ButtonProps extends LinkProps {
disabled?: boolean
inverted?: string // Apparently "inverted" in DOM cannot be `boolean` but must be `inverted`
}
/** Our own button class */
export function Button(props: ButtonProps) {
if (props.disabled) {
return <span className={`btn btn-disabled ${props.inverted === "true" ? 'btn-inverted' : ''}`} {...props}>{props.children}</span>
} else {
return <Link className={`btn ${props.inverted === "true" ? 'btn-inverted' : ''}`} {...props}>{props.children}</Link>
}
}
/** Spiced-up markdown */
export function Markdown(props) {
const newProps = {
...props,
remarkPlugins: [...props.remarkPlugins ?? [], remarkMath, gfm],
rehypePlugins: [...props.remarkPlugins ?? [], rehypeKatex, rehypeRaw],
};
return (
<ReactMarkdown {...newProps} className="markdown" />
);
}

@ -1,151 +0,0 @@
import * as React from 'react'
import { useEffect } from 'react'
import Split from 'react-split'
import { Box, CircularProgress } from '@mui/material'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faArrowRight } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app'
import { useAppDispatch, useAppSelector } from '../hooks'
import { changedOpenedIntro, selectOpenedIntro } from '../state/progress'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api'
import { Button } from './button'
import { PreferencesContext } from './infoview/context'
import { InventoryPanel } from './inventory'
import { ErasePopup } from './popup/erase'
import { InfoPopup } from './popup/game_info'
import { PrivacyPolicyPopup } from './popup/privacy_policy'
import { RulesHelpPopup } from './popup/rules_help'
import { UploadPopup } from './popup/upload'
import { PreferencesPopup} from "./popup/preferences"
import { WorldTreePanel } from './world_tree'
import '../css/welcome.css'
import { WelcomeAppBar } from './app_bar'
import { Hint } from './hints'
import i18next from 'i18next'
import { useTranslation } from 'react-i18next'
/** the panel showing the game's introduction text */
function IntroductionPanel({introduction, setPageNumber}: {introduction: string, setPageNumber}) {
const {mobile} = React.useContext(PreferencesContext)
const gameId = React.useContext(GameIdContext)
let { t } = useTranslation()
const dispatch = useAppDispatch()
// TODO: I left the setup for splitting up the introduction in place, but if it's not needed
// then this can be simplified.
// let text: Array<string> = introduction.split(/\n(\s*\n)+/)
let text: Array<string> = introduction ? [t(introduction, {ns : gameId})] : []
return <div className="column chat-panel">
<div className="chat">
{text?.map(((t, i) =>
t.trim() ?
<Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false, rawText: t, varNames: []}}
step={0} selected={null} toggleSelection={undefined} />
: <></>
))}
</div>
{mobile &&
<div className="button-row">
<Button className="btn" to=""
title="" onClick={() => {
setPageNumber(1);
dispatch(changedOpenedIntro({game: gameId, openedIntro: true}))
}}>
Start&nbsp;<FontAwesomeIcon icon={faArrowRight}/>
</Button>
</div>
}
</div>
}
/** main page of the game showing among others the tree of worlds/levels */
function Welcome() {
const gameId = React.useContext(GameIdContext)
// Load the namespace of the game
i18next.loadNamespaces(gameId)
const {mobile} = React.useContext(PreferencesContext)
const {layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage} = React.useContext(PreferencesContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const inventory = useLoadInventoryOverviewQuery({game: gameId})
// For mobile only
const openedIntro = useAppSelector(selectOpenedIntro(gameId))
const [pageNumber, setPageNumber] = React.useState(openedIntro ? 1 : 0)
// pop-ups
const [eraseMenu, setEraseMenu] = React.useState(false)
const [impressum, setImpressum] = React.useState(false)
const [info, setInfo] = React.useState(false)
const [rulesHelp, setRulesHelp] = React.useState(false)
const [uploadMenu, setUploadMenu] = React.useState(false)
const [preferencesPopup, setPreferencesPopup] = React.useState(false)
function closeEraseMenu() {setEraseMenu(false)}
function closeImpressum() {setImpressum(false)}
function closeInfo() {setInfo(false)}
function closeRulesHelp() {setRulesHelp(false)}
function closeUploadMenu() {setUploadMenu(false)}
function closePreferencesPopup() {setPreferencesPopup(false)}
function toggleEraseMenu() {setEraseMenu(!eraseMenu)}
function toggleImpressum() {setImpressum(!impressum)}
function toggleInfo() {setInfo(!info)}
function toggleUploadMenu() {setUploadMenu(!uploadMenu)}
function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)}
// set the window title
useEffect(() => {
if (gameInfo.data?.title) {
window.document.title = gameInfo.data.title
}
}, [gameInfo.data?.title])
return gameInfo.isLoading ?
<Box display="flex" alignItems="center" justifyContent="center" sx={{ height: "calc(100vh - 64px)" }}>
<CircularProgress />
</Box>
: <>
<WelcomeAppBar pageNumber={pageNumber} setPageNumber={setPageNumber} gameInfo={gameInfo.data} toggleImpressum={toggleImpressum}
toggleEraseMenu={toggleEraseMenu} toggleUploadMenu={toggleUploadMenu}
toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup}/>
<div className="app-content">
{ mobile ?
<div className="welcome mobile">
{(pageNumber == 0 ?
<IntroductionPanel introduction={gameInfo.data?.introduction} setPageNumber={setPageNumber} />
: pageNumber == 1 ?
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
:
<InventoryPanel levelInfo={inventory?.data} />
)}
</div>
:
<Split className="welcome" minSize={0} snapOffset={200} sizes={[25, 50, 25]}>
<IntroductionPanel introduction={gameInfo.data?.introduction} setPageNumber={setPageNumber} />
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
<InventoryPanel levelInfo={inventory?.data} />
</Split>
}
</div>
{impressum ? <PrivacyPolicyPopup handleClose={closeImpressum} /> : null}
{rulesHelp ? <RulesHelpPopup handleClose={closeRulesHelp} /> : null}
{eraseMenu? <ErasePopup handleClose={closeEraseMenu}/> : null}
{uploadMenu? <UploadPopup handleClose={closeUploadMenu}/> : null}
{info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null}
{preferencesPopup ? <PreferencesPopup handleClose={closePreferencesPopup} /> : null}
</>
}
export default Welcome

@ -3,21 +3,18 @@
*/ */
import * as React from 'react' import * as React from 'react'
import { Link } from 'react-router-dom' import { Link } from 'react-router-dom'
import { useStore, useSelector } from 'react-redux' import { useSelector } from 'react-redux'
import { Slider } from '@mui/material'
import cytoscape, { LayoutOptions } from 'cytoscape' import cytoscape, { LayoutOptions } from 'cytoscape'
import klay from 'cytoscape-klay' import klay from 'cytoscape-klay'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faXmark, faCircleQuestion } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app' import { selectDifficulty, selectCompleted } from '../state/progress'
import { useAppDispatch } from '../hooks'
import { selectDifficulty, changedDifficulty, selectCompleted } from '../state/progress'
import { store } from '../state/store' import { store } from '../state/store'
import '../css/world_tree.css' import '../css/world_tree.css'
import { PreferencesContext } from './infoview/context' import { GameIdContext } from '../state/context'
import { useTranslation } from 'react-i18next' import { useTranslation } from 'react-i18next'
import { useGetGameInfoQuery } from '../state/api'
import { LoadingIcon } from './utils'
// Settings for the world tree // Settings for the world tree
cytoscape.use( klay ) cytoscape.use( klay )
@ -65,7 +62,7 @@ export function LevelIcon({ world, level, position, completed, unlocked, worldSi
// Sinus-Satz: (1.1*r) / sin(β/2) = R / sin(π/2) // Sinus-Satz: (1.1*r) / sin(β/2) = R / sin(π/2)
let R = 1.1 * r / Math.sin(beta/2) let R = 1.1 * r / Math.sin(beta/2)
const gameId = React.useContext(GameIdContext) const {gameId} = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId)) const difficulty = useSelector(selectDifficulty(gameId))
const levelDisabled = (difficulty >= 2 && !(unlocked || completed)) const levelDisabled = (difficulty >= 2 && !(unlocked || completed))
@ -137,7 +134,7 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
nextLevel = 0 nextLevel = 0
} }
let playable = difficulty <= 1 || completed || unlocked let playable = difficulty <= 1 || completed || unlocked
const gameId = React.useContext(GameIdContext) const {gameId} = React.useContext(GameIdContext)
return <Link return <Link
to={playable ? `/${gameId}/world/${world}/level/${nextLevel}` : ''} to={playable ? `/${gameId}/world/${world}/level/${nextLevel}` : ''}
@ -195,47 +192,6 @@ export const downloadFile = ({ data, fileName, fileType } :
a.remove() a.remove()
} }
/** The menu that is shown next to the world selection graph */
export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
const { t, i18n } = useTranslation()
const gameId = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId))
const dispatch = useAppDispatch()
const { mobile } = React.useContext(PreferencesContext)
function label(x : number) {
return x == 0 ? t("none") : x == 1 ? t("relaxed") : t("regular")
}
return <nav className={`world-selection-menu${mobile ? '' : ' desktop'}`}>
<div className="slider-wrap">
<span className="difficulty-label">{t("Rules")}
<FontAwesomeIcon icon={rulesHelp ? faXmark : faCircleQuestion} className='helpButton' onClick={() => (setRulesHelp(!rulesHelp))}/>
</span>
<Slider
orientation="vertical"
title={t("Game Rules")}
min={0} max={2}
aria-label={t("Game Rules")}
value={difficulty}
marks={[
{value: 0, label: label(0)},
{value: 1, label: label(1)},
{value: 2, label: label(2)}
]}
valueLabelFormat={label}
getAriaValueText={label}
valueLabelDisplay="off"
onChange={(ev, val: number) => {
dispatch(changedDifficulty({game: gameId, difficulty: val}))
}}
></Slider>
</div>
</nav>
}
export function computeWorldLayout(worlds) { export function computeWorldLayout(worlds) {
let elements = [] let elements = []
for (let id in worlds.nodes) { for (let id in worlds.nodes) {
@ -271,15 +227,14 @@ export function computeWorldLayout(worlds) {
} }
export function WorldTreePanel({worlds, worldSize, rulesHelp, setRulesHelp}: export function WorldTreePanel ({visible = true}) {
{ worlds: any, const {gameId} = React.useContext(GameIdContext)
worldSize: any,
rulesHelp: boolean,
setRulesHelp: any,
}) {
const gameId = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId)) const difficulty = useSelector(selectDifficulty(gameId))
const {nodes, bounds}: any = worlds ? computeWorldLayout(worlds) : {nodes: []} const gameInfo = useGetGameInfoQuery({game: gameId})
const {nodes, bounds}: any = gameInfo.data?.worlds ? computeWorldLayout(gameInfo.data?.worlds) : {nodes: []}
// scroll to playable world // scroll to playable world
React.useEffect(() => { React.useEffect(() => {
@ -292,7 +247,7 @@ export function WorldTreePanel({worlds, worldSize, rulesHelp, setRulesHelp}:
console.debug(`scrolling to ${elem.textContent}`) console.debug(`scrolling to ${elem.textContent}`)
elem.scrollIntoView({block: "center"}) elem.scrollIntoView({block: "center"})
} }
}, [worlds, worldSize]) }, [gameInfo])
let svgElements = [] let svgElements = []
@ -301,18 +256,18 @@ export function WorldTreePanel({worlds, worldSize, rulesHelp, setRulesHelp}:
// Indices `1, …, n` indicate if the corresponding level is completed // Indices `1, …, n` indicate if the corresponding level is completed
var completed = {} var completed = {}
if (worlds && worldSize) { if (gameInfo.data?.worlds && gameInfo.data?.worldSize) {
// Fill `completed` with the level data. // Fill `completed` with the level data.
for (let worldId in nodes) { for (let worldId in nodes) {
completed[worldId] = Array.from({ length: worldSize[worldId] + 1 }, (_, i) => { completed[worldId] = Array.from({ length: gameInfo.data?.worldSize[worldId] + 1 }, (_, i) => {
// index `0` starts off as `true` but can be set to `false` by any edge with non-completed source // index `0` starts off as `true` but can be set to `false` by any edge with non-completed source
return i == 0 || selectCompleted(gameId, worldId, i)(store.getState()) return i == 0 || selectCompleted(gameId, worldId, i)(store.getState())
}) })
} }
// draw all connecting paths // draw all connecting paths
for (let i in worlds.edges) { for (let i in gameInfo.data?.worlds.edges) {
const edge = worlds.edges[i] const edge = gameInfo.data?.worlds.edges[i]
let sourceCompleted = completed[edge[0]].slice(1).every(Boolean) let sourceCompleted = completed[edge[0]].slice(1).every(Boolean)
// if the origin world is not completed, mark the target world as non-playable // if the origin world is not completed, mark the target world as non-playable
if (!sourceCompleted) {completed[edge[1]][0] = false} if (!sourceCompleted) {completed[edge[1]][0] = false}
@ -332,11 +287,11 @@ export function WorldTreePanel({worlds, worldSize, rulesHelp, setRulesHelp}:
completedLevels={completed[worldId]} completedLevels={completed[worldId]}
difficulty={difficulty} difficulty={difficulty}
key={`${gameId}-${worldId}`} key={`${gameId}-${worldId}`}
worldSize={worldSize[worldId]} worldSize={gameInfo.data?.worldSize[worldId]}
/> />
) )
for (let i = 1; i <= worldSize[worldId]; i++) { for (let i = 1; i <= gameInfo.data?.worldSize[worldId]; i++) {
svgElements.push( svgElements.push(
<LevelIcon <LevelIcon
world={worldId} world={worldId}
@ -345,7 +300,7 @@ export function WorldTreePanel({worlds, worldSize, rulesHelp, setRulesHelp}:
completed={completed[worldId][i]} completed={completed[worldId][i]}
unlocked={completed[worldId][i-1]} unlocked={completed[worldId][i-1]}
key={`${gameId}-${worldId}-${i}`} key={`${gameId}-${worldId}-${i}`}
worldSize={worldSize[worldId]} worldSize={gameInfo.data?.worldSize[worldId]}
/> />
) )
} }
@ -359,13 +314,14 @@ export function WorldTreePanel({worlds, worldSize, rulesHelp, setRulesHelp}:
let dx = bounds ? s*(bounds.x2 - bounds.x1) + 2*padding : null let dx = bounds ? s*(bounds.x2 - bounds.x1) + 2*padding : null
return <div className="column"> return <div className={`${visible ? '' : 'hidden'}`}>
<WorldSelectionMenu rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} /> {/* <WorldSelectionMenu rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} /> */}
{ gameInfo.data ?
<svg xmlns="http://www.w3.org/2000/svg" xmlnsXlink="http://www.w3.org/1999/xlink" <svg xmlns="http://www.w3.org/2000/svg" xmlnsXlink="http://www.w3.org/1999/xlink"
width={bounds ? `${ds * dx}` : ''} width={bounds ? `${ds * dx}` : ''}
viewBox={bounds ? `${s*bounds.x1 - padding} ${s*bounds.y1 - padding} ${dx} ${s*(bounds.y2 - bounds.y1) + 2 * padding}` : ''} viewBox={bounds ? `${s*bounds.x1 - padding} ${s*bounds.y1 - padding} ${dx} ${s*(bounds.y2 - bounds.y1) + 2 * padding}` : ''}
className="world-selection" > className="world-selection" >
{svgElements} {svgElements}
</svg> </svg> : <LoadingIcon/> }
</div> </div>
} }

@ -1,7 +1,7 @@
{ {
"allGames": [ "allGames": [
"leanprover-community/nng4", "leanprover-community/nng4",
"hhu-adam/robo", "hhu-adam/Robo",
"djvelleman/stg4", "djvelleman/stg4",
"trequetrum/lean4game-logic" "trequetrum/lean4game-logic"
], ],
@ -22,5 +22,20 @@
"flag": "CN", "flag": "CN",
"name": "中文" "name": "中文"
} }
] ],
"newLanguages": {
"en": {
"flag": "GB",
"name": "English"
},
"de": {
"flag": "DE",
"name": "Deutsch"
},
"zh": {
"flag": "CN",
"name": "中文"
}
},
"useFlags": false
} }

@ -6,18 +6,25 @@
--clr-light-gray: #ddd; --clr-light-gray: #ddd;
--clr-dark-gray: #aaa; --clr-dark-gray: #aaa;
--clr-darker-gray: #555; --clr-darker-gray: #555;
--ff-primary: Roboto;
} }
/* General styling */ /* General styling */
html, body, #root, .app {
height: 100%;
}
body { body {
font-family: var(--ff-primary); font-family: "Roboto", sans-serif;
-webkit-font-smoothing: antialiased; -webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale; -moz-osx-font-smoothing: grayscale;
} }
.hidden {
display: none !important;
}
.markdown code { .markdown code {
color: rgba(0, 32, 90, 0.87); color: rgba(0, 32, 90, 0.87);
background-color: rgba(223, 227, 234); background-color: rgba(223, 227, 234);
@ -75,6 +82,7 @@ body {
.btn-disabled, .btn[disabled] { .btn-disabled, .btn[disabled] {
color: var(--clr-dark-gray); color: var(--clr-dark-gray);
background: var(--clr-light-gray); background: var(--clr-light-gray);
cursor: not-allowed;
} }
.btn-inverted.btn-disabled, .btn-inverted.btn[disabled] { .btn-inverted.btn-disabled, .btn-inverted.btn[disabled] {
@ -88,16 +96,12 @@ em {
/* App Bar */ /* App Bar */
#root {
height: 100%;
}
.app { .app {
height: 100%;
display: flex; display: flex;
flex-direction: column; flex-direction: column;
} }
/* TODO: remove */
.app-bar { .app-bar {
flex: 0; flex: 0;
background: var(--clr-primary); background: var(--clr-primary);
@ -126,14 +130,6 @@ em {
/* margin: 0 1em; */ /* margin: 0 1em; */
} }
.app-content {
height: 100%;
flex: 1;
min-height: 0;
display: flex;
}
.markdown li ul, .markdown li ol { .markdown li ul, .markdown li ol {
margin:0 1.5em; margin:0 1.5em;
} }
@ -142,6 +138,27 @@ em {
margin:0 1.5em 1.5em 1.5em; margin:0 1.5em 1.5em 1.5em;
} }
.privacy-policy { .modal-wrapper {
z-index: 10; z-index: 10;
} }
.modal hr {
margin-top: 3rem;
margin-bottom: 3rem;
border-color: var(--vscode-breadcrumb-foreground);
}
/* TODO: should not be #root */
#root code {
font-family: "JuliaMono", monospace;
}
@font-face {
font-family: 'JuliaMono';
src: local('JuliaMono'), url('/fonts/JuliaMono-Regular.ttf') format('truetype');
}
@font-face {
font-family: 'Roboto';
src: local('Roboto'), url('/fonts/Roboto-Regular.ttf') format('truetype');
}

@ -0,0 +1,99 @@
.chat {
flex: 1;
overflow-y: scroll;
margin-left: .5em;
margin-right: .5em;
}
.chat-panel {
padding-top: 0;
padding-bottom: 0;
overflow: hidden;
display: flex;
flex-direction: column;
}
.button-row {
/* width:100%; */
/* margin-left: .5em;
margin-right: .5em; */
min-height: 2.5em;
border-top: 0.1em solid #aaa;
display: flex;
padding-top: .2rem;
margin: .5rem;
}
.button-row > .btn:not(:last-child), .button-row > .btn-placeholder:not(:last-child) {
/* display: block; */
margin-right: .2rem;
}
.button-row .btn-placeholder {
display: inline-block;
flex: 1;
margin: 0;
}
.button-row .btn {
flex: 1;
/* margin-top: 1rem;
margin-bottom: 1rem;
margin-left: .5rem;
margin-right: .5rem; */
text-align: center;
margin: 0;
padding: .5em;
}
.message {
margin: 10px 0;
padding: 5px 10px;
border-radius: 3px 3px 3px 3px;
}
.message.information, .message.info, .message.kind-5, .message.kind-3, .message.kind-4 {
/* color: #059; */
color: #000;
background-color: #DDF6FF;
}
.message.warning, .message.kind-2 {
color: #9F6000;
background-color: #FEEFB3;
}
.message.error, .message.kind-1 {
color: #D8000C;
background-color: #FFBABA;
}
.message.deleted-hint {
background-color: #EEE;
color: #777;
box-shadow: .0em .0em .5em .2em #EEE;
}
.message.success, , .message.kind-6 {
color: #000;
background-color: #E5FFDD;
}
.chat .message {
margin-left: .5em;
margin-right: .5em;
overflow-x: auto;
}
.chat .recent {
box-shadow: .0em .0em .4em .1em #8cbbe9;
}
.chat .selected {
/* border: 3px solid #5191d1; */
box-shadow: .0em .0em .4em .1em var(--clr-primary);
}

@ -0,0 +1,27 @@
.editor-wrapper {
flex: 1;
position: relative;
}
.editor-wrapper .editor-split {
height: 100%;
}
#editor {
height: 400px;
}
#infoview {
height: 400px;
}
#infoview iframe {
width: 100%;
height: 95%; /* TODO: setting this to 100% makes it a few pixels too high... */
border: unset;
}
/* .typewriter {
background-color: lightpink;
min-height: 400px;
} */

@ -0,0 +1,60 @@
#error-page {
height: 100vh;
background-image: url("/RoboSurprised.png");
background-repeat: no-repeat;
background-size: contain;
background-position: right bottom;
}
/* these colours are matching the ones of `.messages.error` */
.error-message{
border: 2px solid #D8000C;
background-color: #FFBABA;
border-radius: 1rem;
display: inline-block;
margin: 3rem;
padding-left: 1rem;
padding-right: 1rem;
/* color: #D8000C; */
position: relative;
}
.thought-bubble {
border: 2px solid #D8000C;
background-color: #FFBABA;
position: absolute;
display: block;
}
.thought-bubble:nth-of-type(1) {
bottom: -3.5rem;
left: 1rem;
border-radius: 1.2rem;
width: 2.4rem;
height: 2.4rem;
}
.thought-bubble:nth-of-type(2) {
bottom: -6rem;
left: 2.5rem;
border-radius: 1rem;
width: 2rem;
height: 2rem;
}
.thought-bubble:nth-of-type(3) {
bottom: -7.5rem;
left: 4.5rem;
border-radius: 0.8rem;
width: 1.6rem;
height: 1.6rem;
}
.thought-bubble:nth-of-type(4) {
bottom: -8.2rem;
left: 6.8rem;
border-radius: 0.6rem;
width: 1.4rem;
height: 1.4rem;
}

@ -0,0 +1,37 @@
.app-content {
height: 100%;
flex: 1;
min-height: 0;
display: flex;
}
.gutter {
background-color: #eee;
background-repeat: no-repeat;
background-position: 50%;
}
.gutter.gutter-vertical {
background-image: url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAB4AAAAFAQMAAABo7865AAAABlBMVEVHcEzMzMzyAv2sAAAAAXRSTlMAQObYZgAAABBJREFUeF5jOAMEEAIEEFwAn3kMwcB6I2AAAAAASUVORK5CYII=');
}
.gutter.gutter-horizontal {
background-image: url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAeCAYAAADkftS9AAAAIklEQVQoU2M4c+bMfxAGAgYYmwGrIIiDjrELjpo5aiZeMwF+yNnOs5KSvgAAAABJRU5ErkJggg==');
}
.column {
width: 100%;
height: 100%;
overflow: auto;
position: relative;
scroll-behavior: smooth;
}
.slider .column {
height: 100%;
overflow: auto;
position: relative;
scroll-behavior: smooth;
}

@ -1,28 +1,4 @@
.message {
margin: 10px 0;
padding: 5px 10px;
border-radius: 3px 3px 3px 3px;
}
.message.information, .message.info {
/* color: #059; */
color: #000;
background-color: #DDF6FF;
}
.message.warning {
color: #9F6000;
background-color: #FEEFB3;
}
.message.error {
color: #D8000C;
background-color: #FFBABA;
}
.message.deleted-hint {
background-color: #eee;
color: #777;
box-shadow: .0em .0em .5em .2em #eee;
}
.hyp-group { .hyp-group {
margin-bottom: 0.3em; margin-bottom: 0.3em;
@ -94,13 +70,6 @@
flex-direction: column; flex-direction: column;
} }
.typewriter-interface .proof .MuiCircularProgress-root {
left: 50%;
position: relative;
margin-left: -20px;
margin-bottom: 0.6em;
}
.typewriter .typewriter-input { .typewriter .typewriter-input {
flex: 1; flex: 1;
} }
@ -122,8 +91,8 @@
flex-direction: row; flex-direction: row;
} }
.goals-section div { .goal-tabs {
flex-grow: 1; width: 100%;
} }
#current-proof, #main-assumptions { #current-proof, #main-assumptions {
@ -167,22 +136,12 @@
} }
/* Push the goals to the bottom for now, until we insert the proof history above. */
.typewriter-interface .content {
display: flex;
flex-direction: column;
scroll-behavior: smooth;
}
/* TODO this is in the wrong file */ /* TODO this is in the wrong file */
.chat { .chat {
scroll-behavior: smooth; scroll-behavior: smooth;
} }
.typewriter-interface .content .tmp-pusher {
flex: 1;
}
.exercise .command { .exercise .command {
background-color: #bbb; background-color: #bbb;
padding: .5em; padding: .5em;
@ -210,8 +169,8 @@
.exercise .command-text { .exercise .command-text {
flex: 1; flex: 1;
background-color: #fff; background-color: #fff;
font-family: "Droid Sans Mono", "monospace", monospace;
font-size: 14px; font-size: 14px;
font-family: "JuliaMono", monospace;
padding: 0.4em .6em 0; padding: 0.4em .6em 0;
} }
@ -225,3 +184,43 @@
padding-left: .5em; padding-left: .5em;
padding-right: .5em; padding-right: .5em;
} }
/* Apparently this prevents the layout from jumping around when hovering over expressions. */
.tooltip-arrow {
display: none;
}
.goal-tab {
/* border: 2px dotted darkgreen; */
padding: .2rem;
display: flex;
flex-direction: row;
font-family: "JuliaMono", monospace;
}
.goal-tab .hyp-group-title {
font-family: "Roboto", sans-serif;
}
.goal-tab .goal, .goal-tab .hypotheses {
/* border: 1px solid lightblue; */
display: inline-block;
flex: 1;
display: flex;
flex-direction: column;
justify-content: center;
}
.goal-sign {
/* border: 1px solid lightblue; */
width: 1rem;
margin-left: .5rem;
margin-right: .5rem;
display: inline-block;
}
.goal-sign line {
stroke: var(--clr-dark-gray);
stroke-width: 2;
}

@ -10,6 +10,7 @@
.documentation h1 { .documentation h1 {
font-weight: 900; font-weight: 900;
font-family: "JuliaMono", monospace;
} }
.documentation.hidden { .documentation.hidden {
@ -33,9 +34,15 @@
position: relative; position: relative;
} }
.inventory .item, .inventory .tab-bar:not(.major) .tab {
font-family: "JuliaMono", monospace;
font-size: .9rem;
}
.inventory .item.locked { .inventory .item.locked {
border: solid 1px #ccc; border: solid 1px #ccc;
color: #ccc; color: #ccc;
background-color: #f2f2f2;
} }
.inventory .item.disabled { .inventory .item.disabled {
@ -46,13 +53,21 @@
background-color: rgb(255, 242, 190); background-color: rgb(255, 242, 190);
} }
.inventory .item:not(.locked), .inventory .item.enabled { .inventory .item.current-world {
background-color: rgb(250, 231, 255);
}
.inventory .item.recent {
background-color: rgb(242, 190, 255);
}
.inventory .item, .inventory .item.enabled {
cursor: pointer; cursor: pointer;
} }
.tab-bar { .tab-bar {
border-bottom: 0.1em solid var(--clr-dark-gray); border-bottom: 0.1em solid var(--clr-dark-gray);
margin-bottom: 0.5em; margin-bottom: 1em;
} }
.tab { .tab {
@ -67,11 +82,43 @@
display: inline-block; display: inline-block;
} }
.tab-bar.major {
display: flex;
flex-direction: row;
flex-wrap: wrap;
padding-top: .5em;
font-weight: bold;
}
.tab-bar.major .tab {
flex: 1;
text-align: center;
font-size: 1.2em;
padding-left: 0;
padding-right: 0;
}
.tab-bar.current .tab.active { .tab-bar.current .tab.active {
color: black; color: black;
border-bottom: 0.3em solid var(--clr-primary); border-bottom: 0.3em solid var(--clr-primary);
} }
.inventory .tab.recent {
background-image: linear-gradient(to bottom, rgba(255,0,0,0), rgb(242, 190, 255));
}
.inventory .tab.recent:not(.active) {
border-bottom: 0.3em solid rgb(242, 190, 255);
}
.inventory .tab.new {
background-image: linear-gradient(to bottom, rgba(255,0,0,0), rgb(255, 242, 190));
}
.inventory .tab.new:not(.active) {
border-bottom: 0.3em solid rgb(255, 242, 190);
}
.tab.active { .tab.active {
color: black; color: black;
border-bottom: 0.3em solid #999; border-bottom: 0.3em solid #999;
@ -94,3 +141,13 @@
align-items: end; align-items: end;
text-align: end; text-align: end;
} }
.documentation .nav-button {
float: right;
font-size: 1.5rem;
}
.documentation .nav-button.lock {
float: left;
font-size: .7rem;
}

@ -9,10 +9,6 @@ html {
font-size: 16px; font-size: 16px;
} }
body {
font-family: system-ui, -apple-system, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", "Liberation Sans", sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji";
}
a { a {
text-decoration: none; text-decoration: none;
} }
@ -165,12 +161,12 @@ header {
font-style: italic; font-style: italic;
} }
header nav { /* header nav {
display: flex; display: flex;
justify-content: flex-end; justify-content: flex-end;
padding: 8px; padding: 8px;
background-color: rgba(0, 133, 162, .7); background-color: rgba(0, 133, 162, .7);
} } */
footer { footer {
background-color: rgba(0, 133, 162, 1); background-color: rgba(0, 133, 162, 1);
@ -231,3 +227,7 @@ footer .link {
margin-right: calc(50% - 650px); margin-right: calc(50% - 650px);
} }
} }
.info .languages span + span {
margin-left: .5em;
}

@ -5,31 +5,12 @@
/* display: flex; */ /* display: flex; */
} }
.hidden { /* .inventory-panel, .exercise-panel, .doc-panel, .introduction-panel {
display: none;
}
.gutter {
background-color: #eee;
background-repeat: no-repeat;
background-position: 50%;
}
.gutter.gutter-vertical {
background-image: url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAB4AAAAFAQMAAABo7865AAAABlBMVEVHcEzMzMzyAv2sAAAAAXRSTlMAQObYZgAAABBJREFUeF5jOAMEEAIEEFwAn3kMwcB6I2AAAAAASUVORK5CYII=');
}
.gutter.gutter-horizontal {
background-image: url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAeCAYAAADkftS9AAAAIklEQVQoU2M4c+bMfxAGAgYYmwGrIIiDjrELjpo5aiZeMwF+yNnOs5KSvgAAAABJRU5ErkJggg==');
}
.inventory-panel, .exercise-panel, .doc-panel, .introduction-panel {
height: 100%; height: 100%;
width: 100%; width: 100%;
overflow: auto; overflow: auto;
position: relative; position: relative;
} } */
.infoview { .infoview {
padding-top: 1em; padding-top: 1em;
@ -63,11 +44,11 @@
padding-top: 0em; padding-top: 0em;
} }
.exercise { /* .exercise {
flex: 1 1 auto; flex: 1 1 auto;
display: flex; display: flex;
flex-flow: column; flex-flow: column;
} } */
.codeview { .codeview {
flex: 1 1 auto; flex: 1 1 auto;
@ -193,70 +174,21 @@ td code {
.exercise { .exercise {
height: 100%; height: 100%;
}
.chat {
flex: 1;
overflow-y: scroll;
margin-left: .5em;
margin-right: .5em;
}
.chat-panel {
padding-top: 0;
padding-bottom: 0;
overflow: hidden;
display: flex;
flex-direction: column;
}
.chat-panel .button-row {
/* width:100%; */
margin-left: .5em;
margin-right: .5em;
min-height: 2.5em;
border-top: 0.1em solid #aaa;
}
.chat-panel .btn {
margin-top: 1rem;
margin-bottom: 1rem;
margin-left: .5rem;
margin-right: .5rem;
}
/* .exercise-panel {
display: flex;
flex-flow: column;
height: 100%;
} */
.button-row.mobile {
margin: .5rem;
padding-top: .2rem;
}
.button-row.mobile .btn {
padding: .5em;
border-radius: .2em;
width: 100%; width: 100%;
margin: 0;
text-align: center;
} }
.exercise-content {
.typewriter-interface {
display: flex; display: flex;
flex-flow: column; flex-flow: column;
height: 100%; height: 100%;
z-index: 1;
} }
.typewriter { .typewriter {
flex: 0 1 auto; flex: 0 1 auto;
} }
.typewriter-interface .content { .exercise-content {
flex: 1 1 auto; flex: 1 1 auto;
overflow-y: scroll; overflow-y: scroll;
padding: 0; padding: 0;
@ -276,16 +208,7 @@ td code {
margin-top: 10px; margin-top: 10px;
} }
.chat .message { .exercise .step.selected .goal-tab {
margin-left: .5em;
margin-right: .5em;
}
.chat .recent {
box-shadow: .0em .0em .4em .1em #8cbbe9;
}
.exercise .step.selected .goal-tabs, .chat .selected {
/* border: 3px solid #5191d1; */ /* border: 3px solid #5191d1; */
box-shadow: .0em .0em .4em .1em var(--clr-primary); box-shadow: .0em .0em .4em .1em var(--clr-primary);
} }
@ -341,22 +264,31 @@ td code {
justify-content: center; justify-content: center;
} }
.typewriter-interface .content, .world-image-container.empty { .exercise {
background-color: #eee; background-color: #eee;
position: relative;
} }
.world-image-container { .world-image {
height: 100%;
width: 100%;
overflow: hidden;
display: flex; display: flex;
flex-direction: column; flex-direction: column;
min-height: 0px; /* somehow this has a desired affect, but why? */ position: absolute;
overflow: hidden; z-index: 0;
/* min-height: 0px;*/ /* somehow this has a desired affect, but why? */
} }
.world-image-container img.contain { .world-image img.contain {
height: 100%;
width: 100%;
object-fit: contain; object-fit: contain;
object-position: top center;
pointer-events: none;
} }
.world-image-container.center { .world-image.center {
justify-content: center; justify-content: center;
} }
@ -366,10 +298,43 @@ td code {
object-fit: cover; object-fit: cover;
} }
.typewriter-interface .proof { .proof {
z-index: 2;
background-color: #fff; background-color: #fff;
} }
.exercise-content .tmp-pusher {
flex: 1;
}
.exercise-content {
background: none;
}
.editor-mode .proof {
height: 100%;
display: flex;
flex-direction: column;
}
.editor-mode .tmp-pusher {
height: 0;
}
/* Push the goals to the bottom for now, until we insert the proof history above. */
.exercise-content {
display: flex;
flex-direction: column;
scroll-behavior: smooth;
}
.exercise-content .proof .MuiCircularProgress-root {
left: 50%;
position: relative;
margin-left: -20px;
margin-bottom: 0.6em;
}
.toggle-width { .toggle-width {
min-width: 40px; min-width: 40px;
text-align: center; text-align: center;
@ -393,3 +358,16 @@ td code {
background: #DDF6FF; background: #DDF6FF;
text-align: center; text-align: center;
} }
#unicode-input, .lean-abbrev-input {
min-width: 0;
white-space: pre;
flex: 1;
/* padding: 0.4em .6em 0; */
font-size: var(--vscode-editor-font-size);
background-color: white;
border: 2px solid orange;
display: flex;
flex-direction: column;
font-family: JuliaMono, monospace;
}

@ -0,0 +1,97 @@
nav {
flex: 0;
background: var(--clr-primary);
display: flex;
position: relative;
flex-direction: row;
justify-content: space-between;
align-items: center;
padding: 1.1em;
filter: drop-shadow(0 0 5px rgba(0,0,0,0.5));
z-index: 2;
}
.nav-content {
flex: 1;
display: flex;
}
.nav-content > div {
/* border: 1px solid red; */
text-align: center;
}
.nav-title-left, .nav-title-right {
flex-grow: 0;
flex-shrink: 0;
display: flex;
align-items: center;
}
.nav-title-middle {
flex-grow: 1;
flex-shrink: 1;
margin-left: .5rem;
margin-right: .5rem;
}
.nav-title {
color: white;
font-weight: 500;
font-size: 1.3rem;
display: inline-block;
margin: 0;
/* margin: 0 1em; */
}
/* fix to make toggle buttons work */
.svg-inline--fa {
width: 1em;
}
/* TODO */
.nav-button:not(.btn-inverted) {
font-size: 1.3rem;
}
.dropdown {
z-index: 10;
}
.dropdown {
position: absolute;
display: flex;
flex-direction: column;
right: 0;
top: 100%;
background-color: #fff;
z-index: 5;
border-top: 1px solid rgba(0, 0, 0, 0.1);
border-bottom: 1px solid rgba(0, 0, 0, 0.1);
box-shadow: -.1rem .3rem .3rem 0 rgba(0, 0, 0, 0.1);
}
.dropdown .svg-inline--fa {
width: 1.8rem;
}
.btn-right {
float: right;
margin: 0.2rem;
}
.btn-input-mode {
position: absolute;
right: 0.4rem;
z-index: 5;
top: 0.4rem;
margin: 0;
border: 1px solid var(--clr-primary);
background-color: #eee;
font-size: .7rem;
/* box-shadow: .0em .0em .4em .1em var(--clr-primary); */
/* box-shadow: -.1rem .3rem .3rem 0 var(--clr-primary); */
/* border-top-right-radius: 0;
border-bottom-right-radius: 0; */
}

@ -0,0 +1,30 @@
/* For the "Rules" popup. */
.slider-wrapper {
padding-left: 2rem;
padding-right: 2rem;
padding-top: 1rem;
}
.modal-close {
float: right;
scale: 2;
color: var(--vscode-breadcrumb-foreground);
cursor: pointer;
}
.modal-close:hover {
float: right;
scale: 2;
color: var(--vscode-breadcrumb-focusForeground);
}
.modal .nav-button {
float: right;
font-size: 1.5rem;
}
.settings-buttons .btn {
margin-top: 0.2rem;
margin-bottom: 0.2rem;
}

@ -14,9 +14,6 @@
width: 100%; width: 100%;
} }
.app-content {
height: 100%
}
.welcome .column { .welcome .column {
height: 100%; height: 100%;
@ -159,19 +156,6 @@ h5, h6 {
margin: 1em auto; margin: 1em auto;
} }
.modal-close {
float: right;
scale: 2;
color: var(--vscode-breadcrumb-foreground);
cursor: pointer;
}
.modal-close:hover {
float: right;
scale: 2;
color: var(--vscode-breadcrumb-focusForeground);
}
.modal table { .modal table {
width: 100%; width: 100%;
} }
@ -198,4 +182,4 @@ h5, h6 {
.preferences-item.leave-left-gap{ .preferences-item.leave-left-gap{
margin-left: 3em; margin-left: 3em;
} }

@ -8,31 +8,29 @@ import { createHashRouter, RouterProvider, Route, redirect } from "react-router-
import ErrorPage from './components/error_page' import ErrorPage from './components/error_page'
import Welcome from './components/welcome' import Welcome from './components/welcome'
import LandingPage from './components/landing_page' import LandingPage from './components/landing_page'
import Level from './components/level'
import './i18n'; import './i18n';
import Game from './components/game'
// If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to // If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to
// `/g/local/game`. This is used for the devcontainer setup // `/g/local/game`. This is used for the devcontainer setup
let single_game = (import.meta.env.VITE_LEAN4GAME_SINGLE == "true") let single_game = (import.meta.env.VITE_LEAN4GAME_SINGLE == "true")
let root_object: RouteObject = single_game ? { // let root_object: RouteObject = single_game ? {
path: "/", // path: "/",
loader: () => redirect("/g/local/game") // loader: () => redirect("/g/local/game")
} : { // }
path: "/",
element: <App />, let landing_page: RouteObject = single_game ? {
errorElement: <ErrorPage />, path: "/",
children: [ loader: () => redirect("/g/local/game")
{ } : {
path: "/", path: "/",
element: <LandingPage />, element: <LandingPage />,
} }
]
}
const router = createHashRouter([ const router = createHashRouter([
root_object, // root_object,
{ {
// For backwards compatibility // For backwards compatibility
path: "/game/nng", path: "/game/nng",
@ -44,17 +42,18 @@ const router = createHashRouter([
loader: () => redirect("/g/leanprover-community/NNG4") loader: () => redirect("/g/leanprover-community/NNG4")
}, },
{ {
path: "/g/:owner/:repo", path: "/",
element: <App />, element: <App />,
errorElement: <ErrorPage />, errorElement: <ErrorPage />,
children: [ children: [
landing_page,
{ {
path: "/g/:owner/:repo", path: "/g/:owner/:repo",
element: <Welcome />, element: <Game />,
}, },
{ {
path: "/g/:owner/:repo/world/:worldId/level/:levelId", path: "/g/:owner/:repo/world/:worldId/level/:levelId",
element: <Level />, element: <Game />,
}, },
], ],
}, },

@ -36,6 +36,9 @@ export interface InventoryTile {
new: boolean, new: boolean,
hidden: boolean hidden: boolean
altTitle: string, altTitle: string,
world : string|null,
level : number|null,
proven : boolean
} }
export interface LevelInfo { export interface LevelInfo {
@ -44,11 +47,11 @@ export interface LevelInfo {
conclusion: null|string, conclusion: null|string,
index: number, index: number,
tactics: InventoryTile[], tactics: InventoryTile[],
lemmas: InventoryTile[], theorems: InventoryTile[],
definitions: InventoryTile[], definitions: InventoryTile[],
descrText: null|string, descrText: null|string,
descrFormat: null|string, descrFormat: null|string,
lemmaTab: null|string, theoremTab: null|string,
statementName: null|string, statementName: null|string,
displayName: null|string, displayName: null|string,
template: null|string, template: null|string,
@ -58,9 +61,9 @@ export interface LevelInfo {
/** Used to display the inventory on the welcome page */ /** Used to display the inventory on the welcome page */
export interface InventoryOverview { export interface InventoryOverview {
tactics: InventoryTile[], tactics: InventoryTile[],
lemmas: InventoryTile[], theorems: InventoryTile[],
definitions: InventoryTile[], definitions: InventoryTile[],
lemmaTab: null, theoremTab: null,
} }
interface Doc { interface Doc {
@ -81,13 +84,19 @@ export const apiSlice = createApi({
query: ({game}) => `${game}/game.json`, query: ({game}) => `${game}/game.json`,
}), }),
loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({ loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({
query: ({game, world, level}) => `${game}/level__${world}__${level}.json`, query: ({game, world, level}) => {
if (world && level > 0) {
return `${game}/level__${world}__${level}.json`
} else {
return `${game}/inventory.json`
}
},
}), }),
loadInventoryOverview: builder.query<InventoryOverview, {game: string}>({ loadInventoryOverview: builder.query<InventoryOverview, {game: string}>({
query: ({game}) => `${game}/inventory.json`, query: ({game}) => `${game}/inventory.json`,
}), }),
loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({ loadDoc: builder.query<Doc, {game: string, name: string }>({
query: ({game, type, name}) => `${game}/doc__${type}__${name}.json`, query: ({game, name}) => `${game}/doc__${name}.json`,
}), }),
}), }),
}) })

@ -5,14 +5,20 @@ import * as React from 'react';
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js' import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { InteractiveDiagnostic } from '@leanprover/infoview-api'; import { InteractiveDiagnostic } from '@leanprover/infoview-api';
import { Diagnostic } from 'vscode-languageserver-types' import { Diagnostic } from 'vscode-languageserver-types'
import { GameHint, InteractiveGoal, InteractiveTermGoal,InteractiveGoalsWithHints, ProofState } from './rpc_api'; import { GameHint, InteractiveGoal, InteractiveTermGoal,InteractiveGoalsWithHints, ProofState } from '../components/infoview/rpc_api';
import { PreferencesState } from '../../state/preferences'; import { PreferencesState } from './preferences';
export const MonacoEditorContext = React.createContext<monaco.editor.IStandaloneCodeEditor>( export const MonacoEditorContext = React.createContext<monaco.editor.IStandaloneCodeEditor>(
null as any) null as any)
export type InfoStatus = 'updating' | 'error' | 'ready'; export type InfoStatus = 'updating' | 'error' | 'ready';
export const GameIdContext = React.createContext<{
gameId: string,
worldId: string|null,
levelId: number|null}>({gameId: null, worldId: null, levelId: null});
// /** One step of the proof */ // /** One step of the proof */
// export type ProofStep = { // export type ProofStep = {
// /** The command in this step */ // /** The command in this step */
@ -93,36 +99,45 @@ export const PreferencesContext = React.createContext<IPreferencesContext>({
setLanguage: () => {}, setLanguage: () => {},
}) })
export const WorldLevelIdContext = React.createContext<{
worldId : string,
levelId: number
}>({
worldId : null,
levelId: 0,
})
/** Context to keep highlight selected proof step and corresponding chat messages. */ export const ChatContext = React.createContext<{
export const SelectionContext = React.createContext<{ selectedStep : number
selectedStep : number,
setSelectedStep: React.Dispatch<React.SetStateAction<number>> setSelectedStep: React.Dispatch<React.SetStateAction<number>>
}>({ deletedChat : GameHint[]
selectedStep : undefined,
setSelectedStep: () => {}
})
/** Context for deleted Hints that are visible just a bit after they've been deleted */
export const DeletedChatContext = React.createContext<{
deletedChat : GameHint[],
setDeletedChat: React.Dispatch<React.SetStateAction<Array<GameHint>>> setDeletedChat: React.Dispatch<React.SetStateAction<Array<GameHint>>>
showHelp : Set<number>, showHelp : Set<number>
setShowHelp: React.Dispatch<React.SetStateAction<Set<number>>> setShowHelp: React.Dispatch<React.SetStateAction<Set<number>>>
chatRef: React.MutableRefObject<HTMLDivElement>
}>({ }>({
selectedStep : undefined,
setSelectedStep: () => {},
deletedChat: undefined, deletedChat: undefined,
setDeletedChat: () => {}, setDeletedChat: () => {},
showHelp: undefined, showHelp: undefined,
setShowHelp: () => {} setShowHelp: () => {},
chatRef: null
}) })
export const PageContext = React.createContext<{
typewriterMode: boolean,
setTypewriterMode: React.Dispatch<React.SetStateAction<boolean>>,
typewriterInput: string,
setTypewriterInput: React.Dispatch<React.SetStateAction<string>>,
lockEditorMode: boolean,
setLockEditorMode: React.Dispatch<React.SetStateAction<boolean>>,
page: number, /* only for mobile */
setPage: React.Dispatch<React.SetStateAction<number>>,
}>({
typewriterMode: true,
setTypewriterMode: () => {},
typewriterInput: "",
setTypewriterInput: () => {},
lockEditorMode: false,
setLockEditorMode: () => {},
page: 0,
setPage: () => {}
});
export const InputModeContext = React.createContext<{ export const InputModeContext = React.createContext<{
typewriterMode: boolean, typewriterMode: boolean,
setTypewriterMode: React.Dispatch<React.SetStateAction<boolean>>, setTypewriterMode: React.Dispatch<React.SetStateAction<boolean>>,

@ -19,13 +19,13 @@ interface LevelProgressState {
help: number[], // A set of rows where hidden hints have been displayed help: number[], // A set of rows where hidden hints have been displayed
} }
interface WorldProgressState { interface WorldProgressState {
[world: string] : {[level: number]: LevelProgressState}, [world: string] : {[level: number]: LevelProgressState, readIntro: boolean},
} }
export interface GameProgressState { export interface GameProgressState {
inventory: string[], inventory: string[],
difficulty: number, difficulty: number,
openedIntro: boolean, readIntro: boolean,
data: WorldProgressState, data: WorldProgressState,
typewriterMode?: boolean typewriterMode?: boolean
} }
@ -54,19 +54,24 @@ const initalLevelProgressState: LevelProgressState = {code: "", completed: false
/** Add an empty skeleton with progress for the current game */ /** Add an empty skeleton with progress for the current game */
function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) { function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) {
if (!state.games[action.payload.game.toLowerCase()]) { if (!state.games[action.payload.game.toLowerCase()]) {
state.games[action.payload.game.toLowerCase()] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY} state.games[action.payload.game.toLowerCase()] = {inventory: [], readIntro: false, data: {}, difficulty: DEFAULT_DIFFICULTY}
} }
if (!state.games[action.payload.game.toLowerCase()].data) { if (!state.games[action.payload.game.toLowerCase()].data) {
state.games[action.payload.game.toLowerCase()].data = {} state.games[action.payload.game.toLowerCase()].data = {}
} }
} }
/** Add an empty skeleton with progress for the current level */ function addWorldProgress(state: ProgressState, action: PayloadAction<{game: string, world: string}>) {
function addLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addGameProgress(state, action) addGameProgress(state, action)
if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world]) { if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world]) {
state.games[action.payload.game.toLowerCase()].data[action.payload.world] = {} state.games[action.payload.game.toLowerCase()].data[action.payload.world] = {readIntro: false}
} }
}
/** 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)
addWorldProgress(state, action)
if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level]) { if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level]) {
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level] = {...initalLevelProgressState} state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level] = {...initalLevelProgressState}
} }
@ -80,7 +85,7 @@ export const progressSlice = createSlice({
codeEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, code: string}>) { codeEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, code: string}>) {
addLevelProgress(state, action) addLevelProgress(state, action)
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].code = action.payload.code state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].code = action.payload.code
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].completed = false // state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].completed = false
}, },
/** TODO: docstring */ /** TODO: docstring */
changedSelection(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) { changedSelection(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) {
@ -100,11 +105,16 @@ export const progressSlice = createSlice({
}, },
/** delete all progress for this game */ /** delete all progress for this game */
deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) { deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) {
state.games[action.payload.game.toLowerCase()] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY} state.games[action.payload.game.toLowerCase()] = {inventory: [], data: {}, readIntro: false, difficulty: DEFAULT_DIFFICULTY}
},
/** delete progress for this world */
deleteWorldProgress(state: ProgressState, action: PayloadAction<{game: string, world: string}>) {
// addWorldProgress(state, action)
state.games[action.payload.game.toLowerCase()].data[action.payload.world] = {readIntro: false}
}, },
/** delete progress for this level */ /** delete progress for this level */
deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) { deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action) // addLevelProgress(state, action)
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level] = initalLevelProgressState state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level] = initalLevelProgressState
}, },
/** load progress, e.g. from external import */ /** load progress, e.g. from external import */
@ -123,9 +133,13 @@ export const progressSlice = createSlice({
state.games[action.payload.game.toLowerCase()].difficulty = action.payload.difficulty state.games[action.payload.game.toLowerCase()].difficulty = action.payload.difficulty
}, },
/** set the difficulty */ /** set the difficulty */
changedOpenedIntro(state: ProgressState, action: PayloadAction<{game: string, openedIntro: boolean}>) { changedReadIntro(state: ProgressState, action: PayloadAction<{game: string, world: string, readIntro: boolean}>) {
addGameProgress(state, action) addWorldProgress(state, action)
state.games[action.payload.game.toLowerCase()].openedIntro = action.payload.openedIntro if (action.payload.world) {
state.games[action.payload.game.toLowerCase()].data[action.payload.world].readIntro = action.payload.readIntro
} else {
state.games[action.payload.game.toLowerCase()].readIntro = action.payload.readIntro
}
}, },
/** set the typewriter mode */ /** set the typewriter mode */
changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) { changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) {
@ -137,79 +151,82 @@ export const progressSlice = createSlice({
/** if the level does not exist, return default values */ /** if the level does not exist, return default values */
export function selectLevel(game: string, world: string, level: number) { export function selectLevel(game: string, world: string, level: number) {
return (state) =>{ return (state) => {
if (!state.progress.games[game.toLowerCase()]) { return initalLevelProgressState } if (!state.progress.games[game?.toLowerCase()]) { return initalLevelProgressState }
if (!state.progress.games[game.toLowerCase()].data[world]) { return initalLevelProgressState } if (!state.progress.games[game?.toLowerCase()]?.data[world]) { return initalLevelProgressState }
if (!state.progress.games[game.toLowerCase()].data[world][level]) { return initalLevelProgressState } if (!state.progress.games[game?.toLowerCase()]?.data[world][level]) { return initalLevelProgressState }
return state.progress.games[game.toLowerCase()].data[world][level] return state.progress.games[game?.toLowerCase()]?.data[world][level]
} }
} }
/** return the code of the current level */ /** return the code of the current level */
export function selectCode(game: string, world: string, level: number) { export function selectCode(game: string, world: string, level: number) {
return (state) => { return (state) => {
return selectLevel(game.toLowerCase(), world, level)(state).code return selectLevel(game?.toLowerCase(), world, level)(state).code
} }
} }
/** return the current inventory */ /** return the current inventory */
export function selectInventory(game: string) { export function selectInventory(game: string) {
return (state) => { return (state) => {
if (!state.progress.games[game.toLowerCase()]) { return [] } if (!state.progress.games[game?.toLowerCase()]) { return [] }
return state.progress.games[game.toLowerCase()].inventory return state.progress.games[game?.toLowerCase()]?.inventory
} }
} }
/** return the code of the current level */ /** return the code of the current level */
export function selectHelp(game: string, world: string, level: number) { export function selectHelp(game: string, world: string, level: number) {
return (state) => { return (state) => {
return selectLevel(game.toLowerCase(), world, level)(state).help return selectLevel(game?.toLowerCase(), world, level)(state).help
} }
} }
/** return the selections made in the current level */ /** return the selections made in the current level */
export function selectSelections(game: string, world: string, level: number) { export function selectSelections(game: string, world: string, level: number) {
return (state) => { return (state) => {
return selectLevel(game.toLowerCase(), world, level)(state).selections return selectLevel(game?.toLowerCase(), world, level)(state).selections
} }
} }
/** return whether the current level is clompleted */ /** return whether the current level is clompleted */
export function selectCompleted(game: string, world: string, level: number) { export function selectCompleted(game: string, world: string, level: number) {
return (state) => { return (state) => {
return selectLevel(game.toLowerCase(), world, level)(state).completed return selectLevel(game?.toLowerCase(), world, level)(state).completed
} }
} }
/** return progress for the current game if it exists */ /** return progress for the current game if it exists */
export function selectProgress(game: string) { export function selectProgress(game: string) {
return (state) => { return (state) => {
return state.progress.games[game.toLowerCase()] ?? null return state.progress.games[game?.toLowerCase()] ?? null
} }
} }
/** return difficulty for the current game if it exists */ /** return difficulty for the current game if it exists */
export function selectDifficulty(game: string) { export function selectDifficulty(game: string) {
return (state) => { return (state) => {
return state.progress.games[game.toLowerCase()]?.difficulty ?? DEFAULT_DIFFICULTY return state.progress.games[game?.toLowerCase()]?.difficulty ?? DEFAULT_DIFFICULTY
} }
} }
/** return whether the intro has been read */ /** return whether the intro has been read */
export function selectOpenedIntro(game: string) { export function selectReadIntro(game: string, worldId: string) {
return (state) => { return (state) => {
return state.progress.games[game.toLowerCase()]?.openedIntro if (worldId) {
return state.progress.games[game?.toLowerCase()]?.data[worldId]?.readIntro
}
return state.progress.games[game?.toLowerCase()]?.readIntro
} }
} }
/** return typewriter mode for the current game if it exists */ /** return typewriter mode for the current game if it exists */
export function selectTypewriterMode(game: string) { export function selectTypewriterMode(game: string) {
return (state) => { return (state) => {
return state.progress.games[game.toLowerCase()]?.typewriterMode ?? true return state.progress.games[game?.toLowerCase()]?.typewriterMode ?? true
} }
} }
/** Export actions to modify the progress */ /** Export actions to modify the progress */
export const { changedSelection, codeEdited, levelCompleted, deleteProgress, export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro, deleteLevelProgress, deleteWorldProgress, loadProgress, helpEdited, changedInventory, changedReadIntro,
changedDifficulty, changeTypewriterMode} = progressSlice.actions changedDifficulty, changeTypewriterMode} = progressSlice.actions

@ -0,0 +1,9 @@
# Client
This document describes features of the frontent/client side.
## URL
You can add `?lang=de` at the end of the URL to specify the language that should be set. This
will change the user's preferred language to the one specified.

@ -46,6 +46,22 @@ This game has been developed by me.
MakeGame MakeGame
``` ```
### Local notations
**Important**: If you use any local notations in your game, you need to open these
namespaces manually before `MakeGame` in order to see the notation in the inventory.
For example (using mathlib), write
```
open BigOperators
MakeGame
```
in order to see `∑ x in s, f x` instead of `Finset.sum s fun x => f x`.
## 3. Creating a Level ## 3. Creating a Level
In this tutorial we first learn about Levels. A game consists of a tree of worlds, each world has In this tutorial we first learn about Levels. A game consists of a tree of worlds, each world has

@ -119,3 +119,17 @@ $$
``` ```
See https://www.jmilne.org/not/Mamscd.pdf See https://www.jmilne.org/not/Mamscd.pdf
### Images
Hints and introductions/conclusions can also contain images.
For remote images, simply add:
```
<img src=\"https://url.com/to/image\"/>
```
Local images can currently only be included with a hack:
Images in the game's `images/` folder will be accessible at `data/g/[user]/[repo]/[image].[png|jpg|…]` and thus can be included as if they were external images.

@ -48,9 +48,9 @@ only evaluated at the beginning of the proof.
## Attributes ## Attributes
You can add attributes as you would for a `theorem`. Most notably, you can make your named exercise a `simp` lemma: You can add attributes as you would for a `theorem`. Most notably, you can make your named exercise a `simp` theorem:
```lean ```lean
@[simp] @[simp]
Statement my_simp_lemma ... Statement my_simp_theorem ...
``` ```

@ -5,11 +5,6 @@
<meta charset="UTF-8" /> <meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1"> <meta name="viewport" content="width=device-width, initial-scale=1">
<title>Lean Game Server</title> <title>Lean Game Server</title>
<style>
body {
font-family: system-ui, -apple-system, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", "Liberation Sans", sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji";
}
</style>
</head> </head>
<body> <body>
@ -23,13 +18,19 @@
</p> </p>
<p> <p>
<strong>Impressum:</strong><br /> <strong>Impressum:</strong><br />
Jon Eugster<br /> Marcus Zibrowius, Jon Eugster<br />
Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br /> Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br />
Universitätsstr. 1<br /> Universitätsstr. 1<br />
40225 Düsseldorf<br /> 40225 Düsseldorf<br />
Germany<br /> Germany<br />
+49 211 81-12173<br /> +49 211 81-14690<br />
<a href="https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster">Contact Details</a> <a href="https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team">Contact Details</a>
</p>
<p>
<strong>Datenschutzerklärung:</strong><br />
Without JavaScript this website cannot be used and therefore no personal data is collected
or stored.<br />
Our Server is located in Germany.<br />
</p> </p>
</div> </div>
</noscript> </noscript>

20170
package-lock.json generated

File diff suppressed because it is too large Load Diff

@ -14,7 +14,6 @@
"@fortawesome/free-regular-svg-icons": "^6.5.1", "@fortawesome/free-regular-svg-icons": "^6.5.1",
"@fortawesome/free-solid-svg-icons": "^6.5.1", "@fortawesome/free-solid-svg-icons": "^6.5.1",
"@fortawesome/react-fontawesome": "^0.2.0", "@fortawesome/react-fontawesome": "^0.2.0",
"@leanprover/infoview": "^0.4.3",
"@mui/icons-material": "^5.11.0", "@mui/icons-material": "^5.11.0",
"@mui/material": "^5.11.1", "@mui/material": "^5.11.1",
"@reduxjs/toolkit": "^1.9.1", "@reduxjs/toolkit": "^1.9.1",
@ -30,25 +29,28 @@
"i18next": "^23.10.1", "i18next": "^23.10.1",
"i18next-http-backend": "^2.5.0", "i18next-http-backend": "^2.5.0",
"i18next-scanner-typescript": "^1.2.0", "i18next-scanner-typescript": "^1.2.0",
"ip-anonymize": "^0.1.0",
"lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c", "lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
"lean4web": "github:hhu-adam/lean4web#414d9e62638a392fca278761b4c61a1d2e138bc7", "lean4monaco": "^1.0.29",
"memfs": "^4.11.1",
"octokit": "^3.1.2", "octokit": "^3.1.2",
"path-browserify": "^1.0.1", "path-browserify": "^1.0.1",
"react": "^18.2.0", "react-contenteditable": "^3.3.7",
"react-country-flag": "^3.1.0", "react-country-flag": "^3.1.0",
"react-dom": "^18.2.0", "react-dom": "^18.2.0",
"react-i18next": "^14.1.0", "react-i18next": "^14.1.0",
"react-markdown": "^8.0.4", "react-markdown": "^8.0.4",
"react-native": "^0.72.3",
"react-redux": "^8.0.5", "react-redux": "^8.0.5",
"react-router-dom": "^6.5.0", "react-router-dom": "^6.5.0",
"react-split": "^2.0.14", "react-split": "^2.0.14",
"rehype-katex": "^6.0.2", "rehype-katex": "^6.0.2",
"rehype-raw": "^7.0.0",
"remark-gfm": "^3.0.1", "remark-gfm": "^3.0.1",
"remark-math": "^5.1.1", "remark-math": "^5.1.1",
"request": "^2.88.2", "request": "^2.88.2",
"request-progress": "^3.0.0", "request-progress": "^3.0.0",
"vite": "^4.5.0", "vite": "^4.5.0",
"vite-plugin-node-polyfills": "0.17.0",
"vite-plugin-static-copy": "^0.17.0", "vite-plugin-static-copy": "^0.17.0",
"vite-plugin-svgr": "^4.1.0", "vite-plugin-svgr": "^4.1.0",
"vscode-ws-jsonrpc": "^2.0.1", "vscode-ws-jsonrpc": "^2.0.1",
@ -56,6 +58,7 @@
"ws": "^8.11.0" "ws": "^8.11.0"
}, },
"devDependencies": { "devDependencies": {
"@codingame/esbuild-import-meta-url-plugin": "https://gitpkg.vercel.app/hhu-adam/lean4monaco/esbuild-import-meta-url-plugin?main",
"@pmmmwh/react-refresh-webpack-plugin": "^0.5.10", "@pmmmwh/react-refresh-webpack-plugin": "^0.5.10",
"@redux-devtools/core": "^3.13.1", "@redux-devtools/core": "^3.13.1",
"@testing-library/react": "^13.4.0", "@testing-library/react": "^13.4.0",
@ -68,7 +71,6 @@
"react-refresh": "^0.14.0", "react-refresh": "^0.14.0",
"style-loader": "^3.3.1", "style-loader": "^3.3.1",
"ts-loader": "^9.4.2", "ts-loader": "^9.4.2",
"typescript": "^4.9.4",
"url-loader": "^4.1.1" "url-loader": "^4.1.1"
}, },
"scripts": { "scripts": {

@ -1,17 +1,21 @@
#/bin/bash #/bin/bash
# Note: This fails if there is no default toolchain installed # Note: This fails if there is no default toolchain installed
ELAN_HOME=$(lake env printenv ELAN_HOME) LEAN_ROOT="$(cd $1 && lean --print-prefix)"
LEAN_PATH="$(cd $1 && lake env printenv LEAN_PATH)"
# $1 : the game directory # $1 : the game directory
# $2 : the lean4game folder # $2 : the lean4game folder
# $3 : the gameserver executable # $3 : the gameserver executable
# # print commands as they are executed
# set -x
(exec bwrap\ (exec bwrap\
--bind $2 /lean4game \ --ro-bind $2 /lean4game \
--bind $1 /game \ --ro-bind $1 /game \
--bind $ELAN_HOME /elan \ --ro-bind "$LEAN_ROOT" /lean \
--bind /usr /usr \ --ro-bind /usr /usr \
--dev /dev \ --dev /dev \
--proc /proc \ --proc /proc \
--symlink usr/lib /lib\ --symlink usr/lib /lib\
@ -19,8 +23,9 @@ ELAN_HOME=$(lake env printenv ELAN_HOME)
--symlink usr/bin /bin\ --symlink usr/bin /bin\
--symlink usr/sbin /sbin\ --symlink usr/sbin /sbin\
--clearenv \ --clearenv \
--setenv PATH "/elan/bin:/bin" \ --setenv PATH "/lean/bin" \
--setenv ELAN_HOME "/elan" \ --setenv LAKE "/no" `# tries to invoke git otherwise` \
--setenv LEAN_PATH "$LEAN_PATH" \
--unshare-user \ --unshare-user \
--unshare-pid \ --unshare-pid \
--unshare-net \ --unshare-net \
@ -30,3 +35,7 @@ ELAN_HOME=$(lake env printenv ELAN_HOME)
--chdir "/game/.lake/packages/GameServer/server/.lake/build/bin/" \ --chdir "/game/.lake/packages/GameServer/server/.lake/build/bin/" \
./gameserver --server /game ./gameserver --server /game
) )
# TODO
# --chdir "/game/.lake/packages/GameServer/server/.lake/build/bin/" \
# ./gameserver --server /game

@ -1,15 +1,18 @@
import { WebSocketServer } from 'ws'; import { WebSocketServer } from 'ws'
import express from 'express' import express from 'express'
import path from 'path' import * as cp from 'child_process'
import * as cp from 'child_process'; import * as url from 'url'
import * as url from 'url'; import * as rpc from 'vscode-ws-jsonrpc'
import * as rpc from 'vscode-ws-jsonrpc'; import * as path from 'path'
import * as jsonrpcserver from 'vscode-ws-jsonrpc/server'; import * as jsonrpcserver from 'vscode-ws-jsonrpc/server'
import os from 'os'; // import nocache from 'nocache'
import fs from 'fs'; import anonymize from 'ip-anonymize'
import anonymize from 'ip-anonymize'; import os from 'os'
import fs from 'fs'
import http from 'http'
import https from 'https'
import { importTrigger, importStatus } from './import.mjs' import { importTrigger, importStatus } from './import.mjs'
// import fs from 'fs'
/** /**
* Add a game here if the server should keep a queue of pre-loaded games ready at all times. * Add a game here if the server should keep a queue of pre-loaded games ready at all times.
@ -23,44 +26,70 @@ const queueLength = {
"g/trequetrum/lean4game-logic": 0, "g/trequetrum/lean4game-logic": 0,
} }
const __filename = url.fileURLToPath(import.meta.url); let socketCounter = 0
const __dirname = url.fileURLToPath(new URL('.', import.meta.url));
function logStats() {
console.log(`[${new Date()}] Number of open sockets - ${socketCounter}`)
console.log(`[${new Date()}] Free RAM - ${Math.round(os.freemem() / 1024 / 1024)} / ${Math.round(os.totalmem() / 1024 / 1024)} MB`)
}
const __filename = url.fileURLToPath(import.meta.url)
const __dirname = url.fileURLToPath(new URL('.', import.meta.url))
const app = express()
const PORT = process.env.PORT || 8080; const environment = process.env.NODE_ENV
const isDevelopment = environment === 'development'
const crtFile = process.env.SSL_CRT_FILE
const keyFile = process.env.SSL_KEY_FILE
const app = express()
var router = express.Router(); var router = express.Router()
// Paths for game import logic
router.get('/import/status/:owner/:repo', importStatus) router.get('/import/status/:owner/:repo', importStatus)
router.get('/import/trigger/:owner/:repo', importTrigger) router.get('/import/trigger/:owner/:repo', importTrigger)
const server = app app.use(express.static(path.join(__dirname, '..', 'client', 'dist'))) // TODO: add a dist folder from inside the game
.use(express.static(path.join(__dirname, '..', 'client', 'dist'))) // TODO: add a dist folder from inside the game app.use('/i18n/g/:owner/:repo/:lang/*', (req, res, next) => {
.use('/i18n/g/:owner/:repo/:lang/*', (req, res, next) => { const owner = req.params.owner
const owner = req.params.owner;
const repo = req.params.repo const repo = req.params.repo
const lang = req.params.lang const lang = req.params.lang
const filename = req.params[0]; const filename = req.params[0]
req.url = filename; req.url = filename
express.static(path.join(getGameDir(owner,repo),".i18n",lang))(req, res, next); express.static(path.join(getGameDir(owner,repo),".i18n",lang))(req, res, next)
}) })
.use('/data/g/:owner/:repo/*', (req, res, next) => { app.use('/data/g/:owner/:repo/*', (req, res, next) => {
const owner = req.params.owner; const owner = req.params.owner
const repo = req.params.repo const repo = req.params.repo
const filename = req.params[0]; const filename = req.params[0]
req.url = filename; req.url = filename
express.static(path.join(getGameDir(owner,repo),".lake","gamedata"))(req, res, next); express.static(path.join(getGameDir(owner,repo),".lake","gamedata"))(req, res, next)
}) })
.use('/', router) app.use('/', router)
.listen(PORT, () => console.log(`Listening on ${PORT}`));
const wss = new WebSocketServer({ server }) let server
if (crtFile && keyFile) {
var privateKey = fs.readFileSync(keyFile, 'utf8')
var certificate = fs.readFileSync(crtFile, 'utf8')
var credentials = {key: privateKey, cert: certificate}
var socketCounter = 0 const PORT = process.env.PORT ?? 443
server = https.createServer(credentials, app).listen(PORT,
() => console.log(`HTTPS on port ${PORT}`))
const environment = process.env.NODE_ENV // redirect http to https
const isDevelopment = environment === 'development' express().get('*', function(req, res) {
res.redirect('https://' + req.headers.host + req.url).listen(80)
})
} else {
const PORT = process.env.PORT ?? 8080
server = app.listen(PORT,
() => console.log(`HTTP on port ${PORT}`))
}
const wss = new WebSocketServer({ server })
/** We keep queues of started Lean Server processes to be ready when a user arrives */ /** We keep queues of started Lean Server processes to be ready when a user arrives */
const queue = {} const queue = {}
@ -85,7 +114,8 @@ function getGameDir(owner, repo) {
} }
let game_dir = (owner == 'local') ? let game_dir = (owner == 'local') ?
path.join(__dirname, '..', '..', repo) : // note: here we need `repo` to be case sensitive // note: in the local case we need `repo` to be case sensitive
path.join(__dirname, '..', '..', repo) :
path.join(__dirname, '..', 'games', `${owner}`, `${repo.toLowerCase()}`) path.join(__dirname, '..', 'games', `${owner}`, `${repo.toLowerCase()}`)
if(!fs.existsSync(game_dir)) { if(!fs.existsSync(game_dir)) {
@ -93,16 +123,20 @@ function getGameDir(owner, repo) {
return "" return ""
} }
return game_dir; return game_dir
} }
function startServerProcess(owner, repo) { function startServerProcess(owner, repo) {
let game_dir = getGameDir(owner, repo) let game_dir = getGameDir(owner, repo)
if (!game_dir) return; if (!game_dir) { return }
let serverProcess let serverProcess
if (isDevelopment) { if (isDevelopment) {
console.warn("Running without Bubblewrap container!")
// TODO: use the gameserver
// serverProcess = cp.spawn("lean", ["--server"], { cwd: game_dir })
let args = ["--server", game_dir] let args = ["--server", game_dir]
let binDir = path.join(game_dir, ".lake", "packages", "GameServer", "server", ".lake", "build", "bin") let binDir = path.join(game_dir, ".lake", "packages", "GameServer", "server", ".lake", "build", "bin")
// Note: `cwd` is important to be the `bin` directory as `Watchdog` calls `./gameserver` again // Note: `cwd` is important to be the `bin` directory as `Watchdog` calls `./gameserver` again
@ -115,19 +149,24 @@ function startServerProcess(owner, repo) {
{ cwd: path.join(__dirname, "..", "server", ".lake", "build", "bin") }) { cwd: path.join(__dirname, "..", "server", ".lake", "build", "bin") })
} }
} else { } else {
serverProcess = cp.spawn("./bubblewrap.sh", console.info("Running with Bubblewrap container.")
serverProcess = cp.spawn(
"./bubblewrap.sh",
[ game_dir, path.join(__dirname, '..')], [ game_dir, path.join(__dirname, '..')],
{ cwd: __dirname }) { cwd: __dirname }
)
} }
serverProcess.stderr.on('data', data =>
console.error(`Lean Server: ${data}`)
)
serverProcess.on('error', error => serverProcess.on('error', error =>
console.error(`Launching Lean Server failed: ${error}`) console.error(`Launching Lean Server failed: ${error}`)
) )
if (serverProcess.stderr !== null) { serverProcess.on('close', (code, _signal) => {
serverProcess.stderr.on('data', data => console.log(`Lean server exited with code ${code}`)
console.error(`Lean Server: ${data}`) })
)
}
return serverProcess return serverProcess
} }
@ -152,61 +191,64 @@ function fillQueue(tag) {
// } // }
// } // }
const urlRegEx = /^\/websocket\/g\/([\w.-]+)\/([\w.-]+)$/
wss.addListener("connection", function(ws, req) { wss.addListener("connection", function(ws, req) {
const reRes = urlRegEx.exec(req.url) // server expects URL of the form `/websocket/g/{owner}/{repo}`
if (!reRes) { console.error(`Connection refused because of invalid URL: ${req.url}`); return; } const urlRegEx = /^\/websocket\/g\/([\w.-]+)\/([\w.-]+)\/?$/
const owner = reRes[1] const reRes = urlRegEx.exec(req.url)
const repo = reRes[2] if (!reRes) { console.error(`Connection refused because of invalid URL: ${req.url}`); return }
const owner = reRes[1]
const tag = getTag(owner, repo) const repo = reRes[2]
const tag = getTag(owner, repo)
const ip = anonymize(req.headers['x-forwarded-for'] || req.socket.remoteAddress)
let ps
if (!queue[tag] || queue[tag].length == 0) {
ps = startServerProcess(owner, repo)
} else {
console.info('Got process from the queue')
ps = queue[tag].shift() // Pick the first Lean process; it's likely to be ready immediately
// TODO
// async () => {
// fillQueue(tag)
// }
}
if (ps == null) {
console.error('server process is undefined/null')
return
}
let ps const socket = {
if (!queue[tag] || queue[tag].length == 0) { onMessage: (cb) => { ws.on("message", cb) },
ps = startServerProcess(owner, repo) onError: (cb) => { ws.on("error", cb) },
} else { onClose: (cb) => { ws.on("close", cb) },
console.info('Got process from the queue') send: (data, cb) => { ws.send(data,cb) }
ps = queue[tag].shift() // Pick the first Lean process; it's likely to be ready immediately }
fillQueue(tag) const reader = new rpc.WebSocketMessageReader(socket)
const writer = new rpc.WebSocketMessageWriter(socket)
const socketConnection = jsonrpcserver.createConnection(reader, writer, () => ws.close())
const serverConnection = jsonrpcserver.createProcessStreamConnection(ps)
socketConnection.forward(serverConnection, message => {
if (isDevelopment) {
console.log(`CLIENT: ${JSON.stringify(message)}`)
} }
return message
if (ps == null) { })
console.error('server process is undefined/null') serverConnection.forward(socketConnection, message => {
return if (isDevelopment) {
console.log(`SERVER: ${JSON.stringify(message)}`)
} }
return message
})
socketCounter += 1; ws.on('close', () => {
const ip = anonymize(req.headers['x-forwarded-for'] || req.socket.remoteAddress) console.log(`[${new Date()}] Socket closed - ${ip}`)
console.log(`[${new Date()}] Socket opened - ${ip}`) socketCounter -= 1
})
const socket = { socketConnection.onClose(() => serverConnection.dispose())
onMessage: (cb) => { ws.on("message", cb) }, serverConnection.onClose(() => socketConnection.dispose())
onError: (cb) => { ws.on("error", cb) },
onClose: (cb) => { ws.on("close", cb) }, console.log(`[${new Date()}] Socket opened - ${ip}`)
send: (data, cb) => { ws.send(data,cb) } socketCounter += 1
} logStats()
const reader = new rpc.WebSocketMessageReader(socket)
const writer = new rpc.WebSocketMessageWriter(socket)
const socketConnection = jsonrpcserver.createConnection(reader, writer, () => ws.close())
const serverConnection = jsonrpcserver.createProcessStreamConnection(ps)
socketConnection.forward(serverConnection, message => {
if (isDevelopment) {console.log(`CLIENT: ${JSON.stringify(message)}`)}
return message;
})
serverConnection.forward(socketConnection, message => {
if (isDevelopment) {console.log(`SERVER: ${JSON.stringify(message)}`)}
return message;
});
console.log(`[${new Date()}] Number of open sockets - ${socketCounter}`)
console.log(`[${new Date()}] Free RAM - ${Math.round(os.freemem() / 1024 / 1024)} / ${Math.round(os.totalmem() / 1024 / 1024)} MB`)
ws.on('close', () => {
console.log(`[${new Date()}] Socket closed - ${ip}`)
socketCounter -= 1
})
socketConnection.onClose(() => serverConnection.dispose())
serverConnection.onClose(() => socketConnection.dispose())
}) })

@ -4,7 +4,7 @@ import GameServer.Options
import GameServer.SaveData import GameServer.SaveData
import GameServer.Hints import GameServer.Hints
import GameServer.Tactic.LetIntros import GameServer.Tactic.LetIntros
import GameServer.RpcHandlers -- only needed to collect the translations of "level completed" msgs -- import GameServer.RpcHandlers -- only needed to collect the translations of "level completed" msgs
import I18n import I18n
open Lean Meta Elab Command open Lean Meta Elab Command
@ -176,7 +176,7 @@ elab doc:docComment ? "TheoremDoc" name:ident "as" displayName:str "in" category
let doc ← parseDocCommentLegacy doc content let doc ← parseDocCommentLegacy doc content
let doc ← doc.translate let doc ← doc.translate
modifyEnv (inventoryTemplateExt.addEntry · { modifyEnv (inventoryTemplateExt.addEntry · {
type := .Lemma type := .Theorem
name := name.getId name := name.getId
category := category.getString category := category.getString
displayName := displayName.getString displayName := displayName.getString
@ -236,13 +236,13 @@ elab "NewHiddenTactic" args:ident* : command => do
/-- Declare theorems that are introduced by this level. -/ /-- Declare theorems that are introduced by this level. -/
elab "NewTheorem" args:ident* : command => do elab "NewTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewTheorem" checkCommandNotDuplicated ((←getCurLevel).theorems.new) "NewTheorem"
for name in ↑args do for name in ↑args do
try let _decl ← getConstInfo name.getId catch try let _decl ← getConstInfo name.getId catch
| _ => logErrorAt name m!"unknown identifier '{name}'." | _ => logErrorAt name m!"unknown identifier '{name}'."
checkInventoryDoc .Lemma name -- TODO: Add (template := "[mathlib]") checkInventoryDoc .Theorem name -- TODO: Add (template := "[mathlib]")
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with new := args.map (·.getId)}} theorems := {level.theorems with new := args.map (·.getId)}}
/-- Declare definitions that are introduced by this level. -/ /-- Declare definitions that are introduced by this level. -/
elab "NewDefinition" args:ident* : command => do elab "NewDefinition" args:ident* : command => do
@ -262,10 +262,10 @@ elab "DisabledTactic" args:ident* : command => do
/-- Declare theorems that are temporarily disabled in this level. /-- Declare theorems that are temporarily disabled in this level.
This is ignored if `OnlyTheorem` is set. -/ This is ignored if `OnlyTheorem` is set. -/
elab "DisabledTheorem" args:ident* : command => do elab "DisabledTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledTheorem" checkCommandNotDuplicated ((←getCurLevel).theorems.disabled) "DisabledTheorem"
for name in ↑args do checkInventoryDoc .Lemma name for name in ↑args do checkInventoryDoc .Theorem name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with disabled := args.map (·.getId)}} theorems := {level.theorems with disabled := args.map (·.getId)}}
/-- Declare definitions that are temporarily disabled in this level -/ /-- Declare definitions that are temporarily disabled in this level -/
elab "DisabledDefinition" args:ident* : command => do elab "DisabledDefinition" args:ident* : command => do
@ -283,10 +283,10 @@ elab "OnlyTactic" args:ident* : command => do
/-- Temporarily disable all theorems except the ones declared here -/ /-- Temporarily disable all theorems except the ones declared here -/
elab "OnlyTheorem" args:ident* : command => do elab "OnlyTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyTheorem" checkCommandNotDuplicated ((←getCurLevel).theorems.only) "OnlyTheorem"
for name in ↑args do checkInventoryDoc .Lemma name for name in ↑args do checkInventoryDoc .Theorem name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with only := args.map (·.getId)}} theorems := {level.theorems with only := args.map (·.getId)}}
/-- Temporarily disable all definitions except the ones declared here. /-- Temporarily disable all definitions except the ones declared here.
This is ignored if `OnlyDefinition` is set. -/ This is ignored if `OnlyDefinition` is set. -/
@ -296,52 +296,10 @@ elab "OnlyDefinition" args:ident* : command => do
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
definitions := {level.definitions with only := args.map (·.getId)}} definitions := {level.definitions with only := args.map (·.getId)}}
/-- Define which tab of Lemmas is opened by default. Usage: `TheoremTab "Nat"`. /-- Define which tab of Theorems is opened by default. Usage: `TheoremTab "Nat"`.
If omitted, the current tab will remain open. -/ If omitted, the current tab will remain open. -/
elab "TheoremTab" category:str : command => elab "TheoremTab" category:str : command =>
modifyCurLevel fun level => pure {level with lemmaTab := category.getString} modifyCurLevel fun level => pure {level with theoremTab := category.getString}
/-! DEPRECATED -/
elab doc:docComment ? "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str ? :
command => do
logWarning "Deprecated. Has been renamed to `TheoremDoc`"
let doc ← parseDocCommentLegacy doc content
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Lemma
name := name.getId
category := category.getString
displayName := displayName.getString
content := doc })
elab "NewLemma" args:ident* : command => do
logWarning "Deprecated. Has been renamed to `NewTheorem`"
checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewLemma"
for name in ↑args do
try let _decl ← getConstInfo name.getId catch
| _ => logErrorAt name m!"unknown identifier '{name}'."
checkInventoryDoc .Lemma name -- TODO: Add (template := "[mathlib]")
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with new := args.map (·.getId)}}
elab "DisabledLemma" args:ident* : command => do
logWarning "Deprecated. Has been renamed to `DisabledTheorem`"
checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledLemma"
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with disabled := args.map (·.getId)}}
elab "OnlyLemma" args:ident* : command => do
logWarning "Deprecated. Has been renamed to `OnlyTheorem`"
checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyLemma"
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with only := args.map (·.getId)}}
elab "LemmaTab" category:str : command => do
logWarning "Deprecated. Has been renamed to `TheoremTab`"
modifyCurLevel fun level => pure {level with lemmaTab := category.getString}
/-! # Exercise Statement -/ /-! # Exercise Statement -/
@ -368,15 +326,15 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
"Statement" statementName:ident ? preamble:preambleArg ? sig:declSig val:declVal : command => do "Statement" statementName:ident ? preamble:preambleArg ? sig:declSig val:declVal : command => do
let lvlIdx ← getCurLevelIdx let lvlIdx ← getCurLevelIdx
-- add an optional tactic sequence that the engine executes before the game starts -- Add an optional tactic sequence that the engine executes before the game starts
let preambleSeq : TSyntax `Lean.Parser.Tactic.tacticSeq ← match preamble with let preambleSeq : TSyntax `Lean.Parser.Tactic.tacticSeq ← match preamble with
| none => `(Parser.Tactic.tacticSeq|skip) | some arg => match arg with
| some x => match x with
| `(preambleArg| (preamble := $tac)) => pure tac | `(preambleArg| (preamble := $tac)) => pure tac
| _ => `(Parser.Tactic.tacticSeq|skip) | _ => `(Parser.Tactic.tacticSeq| skip)
| none => `(Parser.Tactic.tacticSeq| skip)
let docContent ← parseDocComment doc -- Translate the docstring of the `Statement`
let docContent ← match docContent with let docComment : Option String ← match (← parseDocComment doc) with
| none => pure none | none => pure none
| some d => d.translate | some d => d.translate
@ -388,18 +346,17 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
let defaultDeclName : Ident := mkIdent <| (← getCurGame).name ++ (← getCurWorld).name ++ let defaultDeclName : Ident := mkIdent <| (← getCurGame).name ++ (← getCurWorld).name ++
("level" ++ toString lvlIdx : String) ("level" ++ toString lvlIdx : String)
-- Collect all used tactics/lemmas in the sample proof: -- Collect all used tactics/theorems in the sample proof:
let usedInventory ← match val with let usedInventory : UsedInventory ← match val with
| `(Parser.Command.declVal| := $proof:term) => do | `(Parser.Command.declVal| := $proof:term) => do
collectUsedInventory proof collectUsedInventory proof
| _ => throwError "expected `:=`" | _ => throwError "expected `:=`"
-- extract the `tacticSeq` from `val` in order to add `let_intros` in front. -- modify the proof to start with `let_intros` and any specified preamble sequence.
-- TODO: don't understand meta-programming enough to avoid having `let_intros` let modifiedVal ← match val with
-- duplicated three times below… | `(Parser.Command.declVal| := by $proof) =>
let tacticStx : TSyntax `Lean.Parser.Tactic.tacticSeq := match val with `(Parser.Command.declVal| := by {let_intros; $(⟨preambleSeq⟩); $(⟨proof⟩)})
| `(Parser.Command.declVal| := by $proof) => proof | _ => panic "Expected `:= by`!"
| _ => panic "expected `:= by`"
-- Add theorem to context. -- Add theorem to context.
match statementName with match statementName with
@ -414,17 +371,17 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
-- in that case. -- in that case.
logWarningAt name (m!"Environment already contains {fullName}! Only the existing " ++ logWarningAt name (m!"Environment already contains {fullName}! Only the existing " ++
m!"statement will be available in later levels:\n\n{origType}") m!"statement will be available in later levels:\n\n{origType}")
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig := by {let_intros; $(⟨preambleSeq⟩); $(⟨tacticStx⟩)}) let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig $modifiedVal)
elabCommand thmStatement elabCommand thmStatement
-- Check that statement has a docs entry. -- Check that statement has a docs entry.
checkInventoryDoc .Lemma name (name := fullName) (template := docContent) checkInventoryDoc .Theorem name (name := fullName) (template := docComment)
else else
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $name $sig := by {let_intros; $(⟨preambleSeq⟩); $(⟨tacticStx⟩)}) let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $name $sig $modifiedVal)
elabCommand thmStatement elabCommand thmStatement
-- Check that statement has a docs entry. -- Check that statement has a docs entry.
checkInventoryDoc .Lemma name (name := fullName) (template := docContent) checkInventoryDoc .Theorem name (name := fullName) (template := docComment)
| none => | none =>
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig := by {let_intros; $(⟨preambleSeq⟩); $(⟨tacticStx⟩)}) let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig $modifiedVal)
elabCommand thmStatement elabCommand thmStatement
let msgs := (← get).messages let msgs := (← get).messages
@ -437,6 +394,7 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
.tagged `Hint $ .tagged `Hint $
.nest strict $ .nest strict $
.nest hidden $ .nest hidden $
.nest defeq $
.compose (.ofGoal text) (.ofGoal goal) := msg.data then .compose (.ofGoal text) (.ofGoal goal) := msg.data then
let hint ← liftTermElabM $ withMCtx ctx.mctx $ withLCtx ctx.lctx #[] $ withEnv ctx.env do let hint ← liftTermElabM $ withMCtx ctx.mctx $ withLCtx ctx.lctx #[] $ withEnv ctx.env do
@ -467,6 +425,7 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
rawText := rawText rawText := rawText
strict := strict == 1 strict := strict == 1
hidden := hidden == 1 hidden := hidden == 1
defeq := defeq == 1
} }
-- Note: The current setup for hints is a bit convoluted, but for now we need to -- Note: The current setup for hints is a bit convoluted, but for now we need to
@ -501,7 +460,7 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
goal := sig, goal := sig,
preamble := preambleSeq preamble := preambleSeq
scope := scope, scope := scope,
descrText := docContent descrText := docComment
statementName := match statementName with statementName := match statementName with
| none => default | none => default
| some name => currNamespace ++ name.getId | some name => currNamespace ++ name.getId
@ -509,7 +468,7 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
hints := hints hints := hints
tactics := {level.tactics with used := usedInventory.tactics.toArray} tactics := {level.tactics with used := usedInventory.tactics.toArray}
definitions := {level.definitions with used := usedInventory.definitions.toArray} definitions := {level.definitions with used := usedInventory.definitions.toArray}
lemmas := {level.lemmas with used := usedInventory.lemmas.toArray} theorems := {level.theorems with used := usedInventory.theorems.toArray}
} }
/-! # Hints -/ /-! # Hints -/
@ -522,6 +481,7 @@ see hints. The tactic does not affect the goal state.
elab (name := GameServer.Tactic.Hint) "Hint" args:hintArg* msg:interpolatedStr(term) : tactic => do elab (name := GameServer.Tactic.Hint) "Hint" args:hintArg* msg:interpolatedStr(term) : tactic => do
let mut strict := false let mut strict := false
let mut hidden := false let mut hidden := false
let mut defeq := true
-- remove spaces at the beginning of new lines -- remove spaces at the beginning of new lines
let msg := TSyntax.mk $ msg.raw.setArgs $ ← msg.raw.getArgs.mapM fun m => do let msg := TSyntax.mk $ msg.raw.setArgs $ ← msg.raw.getArgs.mapM fun m => do
@ -543,6 +503,8 @@ elab (name := GameServer.Tactic.Hint) "Hint" args:hintArg* msg:interpolatedStr(t
| `(hintArg| (strict := false)) => strict := false | `(hintArg| (strict := false)) => strict := false
| `(hintArg| (hidden := true)) => hidden := true | `(hintArg| (hidden := true)) => hidden := true
| `(hintArg| (hidden := false)) => hidden := false | `(hintArg| (hidden := false)) => hidden := false
| `(hintArg| (defeq := true)) => defeq := true
| `(hintArg| (defeq := false)) => defeq := false
| _ => throwUnsupportedSyntax | _ => throwUnsupportedSyntax
let goal ← Tactic.getMainGoal let goal ← Tactic.getMainGoal
@ -566,6 +528,7 @@ elab (name := GameServer.Tactic.Hint) "Hint" args:hintArg* msg:interpolatedStr(t
.tagged `Hint $ .tagged `Hint $
.nest (if strict then 1 else 0) $ .nest (if strict then 1 else 0) $
.nest (if hidden then 1 else 0) $ .nest (if hidden then 1 else 0) $
.nest (if defeq then 1 else 0) $
.compose (.ofGoal textmvar.mvarId!) (.ofGoal goal) .compose (.ofGoal textmvar.mvarId!) (.ofGoal goal)
/-- This tactic allows us to execute an alternative sequence of tactics, but without affecting the /-- This tactic allows us to execute an alternative sequence of tactics, but without affecting the
@ -638,7 +601,7 @@ elab "Template" tacs:tacticSeq : tactic => do
-- open Lean Meta Elab Command Tactic Simp -- open Lean Meta Elab Command Tactic Simp
-- def Lean.Meta.SimpTheorems.hasAttribute (d : SimpTheorems) (decl : Name) := -- def Lean.Meta.SimpTheorems.hasAttribute (d : SimpTheorems) (decl : Name) :=
-- d.isLemma (.decl decl) || d.isDeclToUnfold decl -- d.isTheorem (.decl decl) || d.isDeclToUnfold decl
-- def isInSimpset (simpAttr decl: Name) : CoreM Bool := do -- def isInSimpset (simpAttr decl: Name) : CoreM Bool := do
-- let .some simpDecl ←getSimpExtension? simpAttr | return false -- let .some simpDecl ←getSimpExtension? simpAttr | return false
@ -656,8 +619,8 @@ def Parser.dependency := Parser.sepBy1Indent Parser.ident "→"
/-- Manually add a dependency between two worlds. /-- Manually add a dependency between two worlds.
Normally, the dependencies are computed automatically by the Normally, the dependencies are computed automatically by the
tactics & lemmas used in the example tactics & theorems used in the example
proof and the ones introduced by `NewLemma`/`NewTactic`. proof and the ones introduced by `NewTheorem`/`NewTactic`.
Use the command `Dependency World₁ → World₂` to add a manual edge to the graph, Use the command `Dependency World₁ → World₂` to add a manual edge to the graph,
for example if the only dependency between the worlds is given by for example if the only dependency between the worlds is given by
the narrative. -/ the narrative. -/
@ -702,10 +665,10 @@ elab "MakeGame" : command => do
s!"[mathlib doc](https://leanprover-community.github.io/mathlib4_docs/find/?pattern={name}#doc)" s!"[mathlib doc](https://leanprover-community.github.io/mathlib4_docs/find/?pattern={name}#doc)"
match item.type with match item.type with
| .Lemma => | .Theorem =>
modifyEnv (inventoryExt.addEntry · { item with modifyEnv (inventoryExt.addEntry · { item with
content := content content := content
-- Add the lemma statement to the doc -- Add the theorem statement to the doc
statement := (← getStatementString name) statement := (← getStatementString name)
}) })
| _ => | _ =>
@ -730,14 +693,14 @@ elab "MakeGame" : command => do
for (worldId, world) in allWorlds do for (worldId, world) in allWorlds do
let mut usedItems : HashSet Name := {} let mut usedItems : HashSet Name := {}
let mut newItems : HashSet Name := {} let mut newItems : HashSet Name := {}
for inventoryType in #[.Tactic, .Definition, .Lemma] do for inventoryType in #[.Tactic, .Definition, .Theorem] do
for (levelId, level) in world.levels.toArray do for (levelId, level) in world.levels.toArray do
usedItems := usedItems.insertMany (level.getInventory inventoryType).used usedItems := usedItems.insertMany (level.getInventory inventoryType).used
newItems := newItems.insertMany (level.getInventory inventoryType).new newItems := newItems.insertMany (level.getInventory inventoryType).new
hiddenItems := hiddenItems.insertMany (level.getInventory inventoryType).hidden hiddenItems := hiddenItems.insertMany (level.getInventory inventoryType).hidden
-- if the previous level was named, we need to add it as a new lemma -- if the previous level was named, we need to add it as a new theorem
if inventoryType == .Lemma then if inventoryType == .Theorem then
match levelId with match levelId with
| 0 => pure () | 0 => pure ()
| 1 => pure () -- level ids start with 1, so we need to skip 1, too | 1 => pure () -- level ids start with 1, so we need to skip 1, too
@ -750,9 +713,9 @@ elab "MakeGame" : command => do
let name := Name.str pre s let name := Name.str pre s
newItems := newItems.insert name newItems := newItems.insert name
if inventoryType == .Lemma then if inventoryType == .Theorem then
-- if the last level was named, we need to add it as a new lemma -- if the last level was named, we need to add it as a new theorem
let i₀ := world.levels.size let i₀ := world.levels.size
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀} not found for world {worldId}!" let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀} not found for world {worldId}!"
@ -857,27 +820,27 @@ elab "MakeGame" : command => do
let mut allItemsByType : HashMap InventoryType (HashSet Name) := {} let mut allItemsByType : HashMap InventoryType (HashSet Name) := {}
-- Compute which inventory items are available in which level: -- Compute which inventory items are available in which level:
for inventoryType in #[.Tactic, .Definition, .Lemma] do for inventoryType in #[.Tactic, .Definition, .Theorem] do
-- Which items are introduced in which world? -- Which items are introduced in which world?
let mut lemmaStatements : HashMap (Name × Nat) Name := {} let mut theoremStatements : HashMap (Name × Nat) Name := {}
-- TODO: I believe `newItemsInWorld` has way to many elements in it which we iterate over -- TODO: I believe `newItemsInWorld` has way to many elements in it which we iterate over
-- e.g. we iterate over `ring` for `Lemma`s as well, but so far that seems to cause no problems -- e.g. we iterate over `ring` for `Theorem`s as well, but so far that seems to cause no problems
let mut allItems : HashSet Name := {} let mut allItems : HashSet Name := {}
for (worldId, world) in game.worlds.nodes.toArray do for (worldId, world) in game.worlds.nodes.toArray do
let mut newItems : HashSet Name := {} let mut newItems : HashSet Name := {}
for (levelId, level) in world.levels.toArray do for (levelId, level) in world.levels.toArray do
let newLemmas := (level.getInventory inventoryType).new let newTheorems := (level.getInventory inventoryType).new
newItems := newItems.insertMany newLemmas newItems := newItems.insertMany newTheorems
allItems := allItems.insertMany newLemmas allItems := allItems.insertMany newTheorems
if inventoryType == .Lemma then if inventoryType == .Theorem then
-- For levels `2, 3, …` we check if the previous level was named -- For levels `2, 3, …` we check if the previous level was named
-- in which case we add it as available lemma. -- in which case we add it as available theorem.
match levelId with match levelId with
| 0 => pure () | 0 => pure ()
| 1 => pure () -- level ids start with 1, so we need to skip 1, too. | 1 => pure () -- level ids start with 1, so we need to skip 1, too.
| i₀ + 1 => | i₀ + 1 =>
-- add named statement from previous level to the available lemmas. -- add named statement from previous level to the available theorems.
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀ + 1} not found for world {worldId}!" let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀ + 1} not found for world {worldId}!"
match (idx).statementName with match (idx).statementName with
| .anonymous => pure () | .anonymous => pure ()
@ -886,9 +849,9 @@ elab "MakeGame" : command => do
let name := Name.str pre s let name := Name.str pre s
newItems := newItems.insert name newItems := newItems.insert name
allItems := allItems.insert name allItems := allItems.insert name
lemmaStatements := lemmaStatements.insert (worldId, levelId) name theoremStatements := theoremStatements.insert (worldId, levelId) name
if inventoryType == .Lemma then if inventoryType == .Theorem then
-- if named, add the lemma from the last level of the world to the inventory -- if named, add the theorem from the last level of the world to the inventory
let i₀ := world.levels.size let i₀ := world.levels.size
match i₀ with match i₀ with
| 0 => logWarning m!"World `{worldId}` contains no levels." | 0 => logWarning m!"World `{worldId}` contains no levels."
@ -910,7 +873,7 @@ elab "MakeGame" : command => do
-- Using a match statement because the error message of `Option.get!` is not helpful. -- Using a match statement because the error message of `Option.get!` is not helpful.
match (← getInventoryItem? item inventoryType) with match (← getInventoryItem? item inventoryType) with
| none => | none =>
-- Note: we did have a panic here before because lemma statement and doc entry -- Note: we did have a panic here before because theorem statement and doc entry
-- had mismatching namespaces -- had mismatching namespaces
logError m!"There is no inventory item ({inventoryType}) for: {item}." logError m!"There is no inventory item ({inventoryType}) for: {item}."
panic s!"Inventory item {item} not found!" panic s!"Inventory item {item} not found!"
@ -964,8 +927,8 @@ elab "MakeGame" : command => do
-- add the exercise statement from the previous level -- add the exercise statement from the previous level
-- if it was named -- if it was named
if inventoryType == .Lemma then if inventoryType == .Theorem then
match lemmaStatements.find? (worldId, levelId) with match theoremStatements.find? (worldId, levelId) with
| none => pure () | none => pure ()
| some name => | some name =>
let data := (← getInventoryItem? name inventoryType).get! let data := (← getInventoryItem? name inventoryType).get!
@ -973,11 +936,17 @@ elab "MakeGame" : command => do
name := name name := name
displayName := data.displayName displayName := data.displayName
category := data.category category := data.category
world := worldId
-- from the previous level. This is fine b/c in practise levels start at 1
level := (levelId - 1 : Nat)
proven := true
altTitle := data.statement altTitle := data.statement
locked := false } locked := false }
-- add marks for `disabled` and `new` lemmas here, so that they only apply to -- add marks for `disabled` and `new` theorems here, so that they only apply to
-- the current level. -- the current level.
let itemsArray := items.toArray let itemsArray := items.toArray
|>.insertionSort (fun a b => a.1.toString < b.1.toString) |>.insertionSort (fun a b => a.1.toString < b.1.toString)
|>.map (·.2) |>.map (·.2)
@ -999,10 +968,10 @@ elab "MakeGame" : command => do
| throwError "Expected item to exist: {name}" | throwError "Expected item to exist: {name}"
return item.toTile) return item.toTile)
let inventory : InventoryOverview := { let inventory : InventoryOverview := {
lemmas := (← getTiles .Lemma).map (fun tile => {tile with hidden := hiddenItems.contains tile.name}) theorems := (← getTiles .Theorem).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
tactics := (← getTiles .Tactic).map (fun tile => {tile with hidden := hiddenItems.contains tile.name}) tactics := (← getTiles .Tactic).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
definitions := (← getTiles .Definition).map (fun tile => {tile with hidden := hiddenItems.contains tile.name}) definitions := (← getTiles .Definition).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
lemmaTab := none theoremTab := none
} }
saveGameData allItemsByType inventory saveGameData allItemsByType inventory

@ -5,9 +5,14 @@ import GameServer.Hints
open GameServer open GameServer
-- TODO: Is there a better place? -- TODO: Is there a better place?
/-- Keywords that the server should not consider as tactics. -/ /-- Keywords that the server should not consider as tactics.
Note: Added `clear` tactic because currently it is very useful in combination with
`Branch` and `Hint` (i.e. using `clear` before a `Hint` in order to remove any irrelevant
hypotheses).
-/
def GameServer.ALLOWED_KEYWORDS : List String := def GameServer.ALLOWED_KEYWORDS : List String :=
["with", "fun", "at", "only", "by", "generalizing"] ["with", "fun", "at", "only", "by", "generalizing", "if", "then", "else", "clear", "using"]
/-- The default game name if `Game "MyGame"` is not used. -/ /-- The default game name if `Game "MyGame"` is not used. -/
def defaultGameName: String := "MyGame" def defaultGameName: String := "MyGame"
@ -27,40 +32,40 @@ open Lean
/-! ## Inventory (documentation) /-! ## Inventory (documentation)
The inventory contains documentation that the user can access. The inventory contains documentation that the user can access.
There are three inventory types: Lemma, Tactic, Definition. They vary about in the information There are three inventory types: Theorem, Tactic, Definition. They vary about in the information
they carry. they carry.
The commands `TheoremDoc`, `TacticDoc`, and `DefinitionDoc` add keys and templates to an The commands `TheoremDoc`, `TacticDoc`, and `DefinitionDoc` add keys and templates to an
env. extension called `InventoryTemplateExt`. Commands like `NewLemma`, etc. as well as env. extension called `InventoryTemplateExt`. Commands like `NewTheorem`, etc. as well as
`Statement` check if there is a key registered in this extension and might add a default or `Statement` check if there is a key registered in this extension and might add a default or
print a warning if not. print a warning if not.
Then, `MakeGame` takes the templates from `InventoryTemplateExt` and creates the documentation entries Then, `MakeGame` takes the templates from `InventoryTemplateExt` and creates the documentation entries
that are sent to the client. This allows us to modify them like adding information from that are sent to the client. This allows us to modify them like adding information from
mathlib or from parsing the lemma in question. mathlib or from parsing the theorem in question.
-/ -/
/-- The game knows three different inventory types that contain slightly different information -/ /-- The game knows three different inventory types that contain slightly different information -/
inductive InventoryType := | Tactic | Lemma | Definition inductive InventoryType := | Tactic | Theorem | Definition
deriving ToJson, FromJson, Repr, BEq, Hashable, Inhabited deriving ToJson, FromJson, Repr, BEq, Hashable, Inhabited
-- TODO: golf this? -- TODO: golf this?
instance : ToString InventoryType := ⟨fun t => match t with instance : ToString InventoryType := ⟨fun t => match t with
| .Tactic => "Tactic" | .Tactic => "Tactic"
| .Lemma => "Lemma" | .Theorem => "Theorem"
| .Definition => "Definition"⟩ | .Definition => "Definition"⟩
/-- The keys/templates of the inventory items, stored in `InventoryTemplateExt`. -/ /-- The keys/templates of the inventory items, stored in `InventoryTemplateExt`. -/
structure InventoryTemplate where structure InventoryTemplate where
/-- Lemma, Tactic, or Definition -/ /-- Theorem, Tactic, or Definition -/
type: InventoryType type: InventoryType
/-- Depends on the type: /-- Depends on the type:
* Tactic: the tactic's name * Tactic: the tactic's name
* Lemma: fully qualified lemma name * Theorem: fully qualified theorem name
* Definition: no restrictions (preferably the definitions fully qualified name) * Definition: no restrictions (preferably the definitions fully qualified name)
-/ -/
name: Name name: Name
/-- Only for Lemmas. To sort them into tabs -/ /-- Only for Theorems. To sort them into tabs -/
category: String := default category: String := default
/-- Free-text short name -/ /-- Free-text short name -/
displayName: String := name.toString displayName: String := name.toString
@ -80,14 +85,20 @@ structure InventoryTile where
The name of the item. The restrictions are: The name of the item. The restrictions are:
* for Tactics: The name of the tactic. * for Tactics: The name of the tactic.
* for Lemmas: *Fully qualified* lemma name. * for Theorems: *Fully qualified* theorem name.
* for Definitions: no restrictions. * for Definitions: no restrictions.
-/ -/
name : Name name : Name
/-- The display name shown in the inventory. This can be free-text. -/ /-- The display name shown in the inventory. This can be free-text. -/
displayName : String displayName : String
/-- Category to group inventory items by (currently only used for lemmas). -/ /-- Category to group inventory items by (currently only used for theorems). -/
category : String category : String
/-- The world which introduced this item. -/
world : Option Name := none
/-- The level which introduced this item. -/
level : Option Nat := none
/-- Set to `true` if there exists an exercise in the game proving this statement. -/
proven := false
/-- If `true` then the item only gets unlocked in a later level. -/ /-- If `true` then the item only gets unlocked in a later level. -/
locked := true locked := true
/-- If `true` then the item is blocked for this level. -/ /-- If `true` then the item is blocked for this level. -/
@ -98,7 +109,7 @@ structure InventoryTile where
hidden := false hidden := false
/-- hover text -/ /-- hover text -/
altTitle : String := default altTitle : String := default
deriving ToJson, FromJson, Repr, Inhabited deriving ToJson, FromJson, Repr, Inhabited, BEq
def InventoryItem.toTile (item : InventoryItem) : InventoryTile := { def InventoryItem.toTile (item : InventoryItem) : InventoryTile := {
name := item.name, name := item.name,
@ -135,16 +146,16 @@ def getInventoryItem? [Monad m] [MonadEnv m] (n : Name) (type : InventoryType) :
structure InventoryOverview where structure InventoryOverview where
tactics : Array InventoryTile tactics : Array InventoryTile
lemmas : Array InventoryTile theorems : Array InventoryTile
definitions : Array InventoryTile definitions : Array InventoryTile
lemmaTab : Option String theoremTab : Option String
deriving ToJson, FromJson deriving ToJson, FromJson
-- TODO: Reuse the following code for checking available tactics in user code: -- TODO: Reuse the following code for checking available tactics in user code:
structure UsedInventory where structure UsedInventory where
(tactics : HashSet Name := {}) (tactics : HashSet Name := {})
(definitions : HashSet Name := {}) (definitions : HashSet Name := {})
(lemmas : HashSet Name := {}) (theorems : HashSet Name := {})
/-! ## Environment extensions for game specification -/ /-! ## Environment extensions for game specification -/
@ -244,7 +255,7 @@ structure GameLevel where
/-- Introduction text shown all the time. (markdown) -/ /-- Introduction text shown all the time. (markdown) -/
introduction: String := default introduction: String := default
conclusion: String := default conclusion: String := default
/-- The name of the exercise proven. If provided this lemma will be available in /-- The name of the exercise proven. If provided this theorem will be available in
future levels. -/ future levels. -/
statementName: Name := default statementName: Name := default
hints: Array GoalHintEntry := default hints: Array GoalHintEntry := default
@ -254,13 +265,13 @@ structure GameLevel where
/-- The mathematical statement in mathematician-readable form. (markdown) -/ /-- The mathematical statement in mathematician-readable form. (markdown) -/
descrText: Option String := none descrText: Option String := none
descrFormat : String := default descrFormat : String := default
/-- The `category` of lemmas to be open by default -/ /-- The `category` of theorems to be open by default -/
lemmaTab: Option String := none theoremTab: Option String := none
/-- The module to be imported when playing this level -/ /-- The module to be imported when playing this level -/
module : Name := default module : Name := default
tactics: InventoryInfo := default tactics: InventoryInfo := default
definitions: InventoryInfo := default definitions: InventoryInfo := default
lemmas: InventoryInfo := default theorems: InventoryInfo := default
/-- A proof template that is printed in an empty editor. -/ /-- A proof template that is printed in an empty editor. -/
template: Option String := none template: Option String := none
/-- The image for this level. -/ /-- The image for this level. -/
@ -271,20 +282,20 @@ deriving Inhabited, Repr
/-- Json-encodable version of `GameLevel` /-- Json-encodable version of `GameLevel`
Fields: Fields:
- description: Lemma in mathematical language. - description: Theorem in mathematical language.
- descriptionGoal: Lemma printed as Lean-Code. - descriptionGoal: Theorem printed as Lean-Code.
-/ -/
structure LevelInfo where structure LevelInfo where
index : Nat index : Nat
title : String title : String
tactics : Array InventoryTile tactics : Array InventoryTile
lemmas : Array InventoryTile theorems : Array InventoryTile
definitions : Array InventoryTile definitions : Array InventoryTile
introduction : String introduction : String
conclusion : String conclusion : String
descrText : Option String := none descrText : Option String := none
descrFormat : String := "" descrFormat : String := ""
lemmaTab : Option String theoremTab : Option String
module : Name module : Name
displayName : Option String displayName : Option String
statementName : Option String statementName : Option String
@ -296,17 +307,17 @@ def GameLevel.toInfo (lvl : GameLevel) (env : Environment) : LevelInfo :=
{ index := lvl.index, { index := lvl.index,
title := lvl.title, title := lvl.title,
tactics := lvl.tactics.tiles, tactics := lvl.tactics.tiles,
lemmas := lvl.lemmas.tiles, theorems := lvl.theorems.tiles,
definitions := lvl.definitions.tiles, definitions := lvl.definitions.tiles,
descrText := lvl.descrText, descrText := lvl.descrText,
descrFormat := lvl.descrFormat --toExpr <| format (lvl.goal.raw) --toString <| Syntax.formatStx (lvl.goal.raw) --Syntax.formatStx (lvl.goal.raw) , -- TODO descrFormat := lvl.descrFormat --toExpr <| format (lvl.goal.raw) --toString <| Syntax.formatStx (lvl.goal.raw) --Syntax.formatStx (lvl.goal.raw) , -- TODO
introduction := lvl.introduction introduction := lvl.introduction
conclusion := lvl.conclusion conclusion := lvl.conclusion
lemmaTab := match lvl.lemmaTab with theoremTab := match lvl.theoremTab with
| some tab => tab | some tab => tab
| none => | none =>
-- Try to set the lemma tab to the category of the first added lemma -- Try to set the theorem tab to the category of the first added theorem
match lvl.lemmas.tiles.find? (·.new) with match lvl.theorems.tiles.find? (·.new) with
| some tile => tile.category | some tile => tile.category
| none => none | none => none
statementName := lvl.statementName.toString statementName := lvl.statementName.toString
@ -314,11 +325,11 @@ def GameLevel.toInfo (lvl : GameLevel) (env : Environment) : LevelInfo :=
displayName := match lvl.statementName with displayName := match lvl.statementName with
| .anonymous => none | .anonymous => none
| name => match (inventoryExt.getState env).find? | name => match (inventoryExt.getState env).find?
(fun x => x.name == name && x.type == .Lemma) with (fun x => x.name == name && x.type == .Theorem) with
| some n => n.displayName | some n => n.displayName
| none => name.toString | none => name.toString
-- Note: we could call `.find!` because we check in `Statement` that the -- Note: we could call `.find!` because we check in `Statement` that the
-- lemma doc must exist. -- theorem doc must exist.
template := lvl.template template := lvl.template
image := lvl.image image := lvl.image
} }
@ -521,3 +532,11 @@ def modifyLevel (levelId : LevelId) (fn : GameLevel → m GameLevel) [MonadError
let world' := {world with levels := world.levels.insert levelId.level level'} let world' := {world with levels := world.levels.insert levelId.level level'}
let game' := {game with worlds := game.worlds.insertNode levelId.world world'} let game' := {game with worlds := game.worlds.insertNode levelId.world world'}
insertGame levelId.game game' insertGame levelId.game game'
-- def getIntroducedInventory (game : Game) [MonadError m] : m (Array Name) := do
-- let allItems : Array Name := game.worlds.nodes.fold (fun L _ world => L ++
-- world.levels.fold (fun LL _ level =>
-- LL ++ level.tactics.new ++ level.theorems.new
-- ) #[]) #[]
-- pure allItems

@ -166,7 +166,7 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext) (workerState :
-- Forbid the theorem we are proving currently -- Forbid the theorem we are proving currently
addMessage info inputCtx (severity := .error) addMessage info inputCtx (severity := .error)
s!"Structural recursion: you can't use '{n}' to proof itself!" s!"Structural recursion: you can't use '{n}' to proof itself!"
let theoremsAndDefs := levelInfo.lemmas ++ levelInfo.definitions let theoremsAndDefs := levelInfo.theorems ++ levelInfo.definitions
match theoremsAndDefs.find? (·.name == n) with match theoremsAndDefs.find? (·.name == n) with
| none => | none =>
-- Theorem will never be introduced in this game -- Theorem will never be introduced in this game
@ -257,13 +257,13 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
-- Insert final `done` command to display unsolved goal error in the end -- Insert final `done` command to display unsolved goal error in the end
let done := Syntax.node (.synthetic cmdParserState.pos cmdParserState.pos) ``Lean.Parser.Tactic.done #[] let done := Syntax.node (.synthetic cmdParserState.pos cmdParserState.pos) ``Lean.Parser.Tactic.done #[]
let tacticStx := (#[skip] ++ tacticStx.getArgs ++ #[done]).map (⟨.⟩) let tacticStx := (#[skip] ++ tacticStx.getArgs ++ #[done]).map (⟨.⟩)
let tacticStx := ← `(Lean.Parser.Tactic.tacticSeq| $[$(tacticStx)]*) let tacticStx' := ← `(Lean.Parser.Tactic.tacticSeq| $[$(tacticStx)]*)
-- Always call `let_intros` to get rid `let` statements in the goal. -- Always call `let_intros` to get rid `let` statements in the goal.
-- This makes the experience for the user much nicer and allows for local -- This makes the experience for the user much nicer and allows for local
-- definitions in the exercise. -- definitions in the exercise.
let cmdStx ← `(command| let cmdStx ← `(command|
theorem the_theorem $(level.goal) := by {let_intros; $(⟨level.preamble⟩); $(⟨tacticStx⟩)} ) theorem the_theorem $(level.goal) := by {let_intros; $(⟨level.preamble⟩); $(⟨tacticStx'⟩)} )
Elab.Command.elabCommandTopLevel cmdStx) Elab.Command.elabCommandTopLevel cmdStx)
cmdCtx cmdStateRef cmdCtx cmdStateRef
let postNew := (← tacticCacheNew.get).post let postNew := (← tacticCacheNew.get).post
@ -742,7 +742,6 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : I
let _ ← IO.setStderr e let _ ← IO.setStderr e
try try
-- BIG MODIFICATION -- BIG MODIFICATION
let game ← loadGameData gameDir let game ← loadGameData gameDir
-- TODO: We misuse the `rootUri` field to the gameName -- TODO: We misuse the `rootUri` field to the gameName
@ -752,8 +751,18 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : I
initParams meta.mkInputContext.fileName initParams meta.mkInputContext.fileName
| throwServerError s!"Could not determine level ID: {meta.mkInputContext.fileName}" | throwServerError s!"Could not determine level ID: {meta.mkInputContext.fileName}"
let levelInfo ← loadLevelData gameDir levelId.world levelId.level let levelInfo ← loadLevelData gameDir levelId.world levelId.level
let some initializationOptions := initRequest.param.initializationOptions?
| throwServerError "no initialization options found" -- TODO: I don't know how to pass these options to the Lean server
-- with the new lean4monaco setup!!
-- let some initializationOptions := initRequest.param.initializationOptions?
-- | throwServerError "no initialization options found"
let initializationOptions : Game.InitializationOptions := {
difficulty := 1
inventory := #[]
editDelay? := none
hasWidgets? := none
}
let gameWorkerState : WorkerState := { let gameWorkerState : WorkerState := {
inventory := initializationOptions.inventory inventory := initializationOptions.inventory
difficulty := initializationOptions.difficulty difficulty := initializationOptions.difficulty

@ -81,7 +81,7 @@ def getStatement (name : Name) : CommandElabM MessageData := do
-- Note: We use `String` because we can't send `MessageData` as json, but -- Note: We use `String` because we can't send `MessageData` as json, but
-- `MessageData` might be better for interactive highlighting. -- `MessageData` might be better for interactive highlighting.
/-- Get a string of the form `my_lemma (n : ) : n + n = 2 * n`. /-- Get a string of the form `my_theorem (n : ) : n + n = 2 * n`.
Note: A statement like `theorem abc : ∀ x : Nat, x ≥ 0` would be turned into Note: A statement like `theorem abc : ∀ x : Nat, x ≥ 0` would be turned into
`theorem abc (x : Nat) : x ≥ 0` by `PrettyPrinter.ppSignature`. -/ `theorem abc (x : Nat) : x ≥ 0` by `PrettyPrinter.ppSignature`. -/

@ -8,7 +8,7 @@ open Lean Meta Elab
namespace GameServer namespace GameServer
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")") syntax hintArg := atomic(" (" (&"strict" <|> &"hidden" <|> &"defeq") " := " withoutPosition(term) ")")
/-- A hint to help the user with a specific goal state -/ /-- A hint to help the user with a specific goal state -/
structure GoalHintEntry where structure GoalHintEntry where
@ -20,6 +20,7 @@ structure GoalHintEntry where
hidden : Bool := false hidden : Bool := false
/-- If true, then the goal must contain only the assumptions specified in `goal` and no others -/ /-- If true, then the goal must contain only the assumptions specified in `goal` and no others -/
strict : Bool := false strict : Bool := false
defeq : Bool := true
instance : Repr GoalHintEntry := { instance : Repr GoalHintEntry := {
reprPrec := fun a n => reprPrec a.text n reprPrec := fun a n => reprPrec a.text n

@ -59,7 +59,7 @@ def getDocstring (env : Environment) (name : Name) (type : InventoryType) :
match type with match type with
-- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one. -- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one.
| .Tactic => getTacticDocstring env name | .Tactic => getTacticDocstring env name
| .Lemma => findDocString? env name | .Theorem => findDocString? env name
-- TODO: for definitions not implemented yet, does it work? -- TODO: for definitions not implemented yet, does it work?
| .Definition => findDocString? env name | .Definition => findDocString? env name
@ -99,14 +99,14 @@ def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.g
modifyEnv (inventoryTemplateExt.addEntry · { modifyEnv (inventoryTemplateExt.addEntry · {
type := type type := type
name := name name := name
category := if type == .Lemma then s!"{n.getPrefix}" else "" category := if type == .Theorem then s!"{n.getPrefix}" else ""
content := docstring}) content := docstring})
-- Add the default documentation -- Add the default documentation
| some s => | some s =>
modifyEnv (inventoryTemplateExt.addEntry · { modifyEnv (inventoryTemplateExt.addEntry · {
type := type type := type
name := name name := name
category := if type == .Lemma then s!"{n.getPrefix}" else "" category := if type == .Theorem then s!"{n.getPrefix}" else ""
content := s }) content := s })
logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++ logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++
m!"docstring) instead. If you want to write a different description, add " ++ m!"docstring) instead. If you want to write a different description, add " ++
@ -133,7 +133,7 @@ partial def collectUsedInventory (stx : Syntax) (acc : UsedInventory := {}) : Co
catch | _ => pure [] -- catch "unknown constant" error catch | _ => pure [] -- catch "unknown constant" error
return ← ns.foldlM (fun acc n => do return ← ns.foldlM (fun acc n => do
if let some (.thmInfo ..) := (← getEnv).find? n then if let some (.thmInfo ..) := (← getEnv).find? n then
return {acc with lemmas := acc.lemmas.insertMany ns} return {acc with theorems := acc.theorems.insertMany ns}
else else
return {acc with definitions := acc.definitions.insertMany ns} return {acc with definitions := acc.definitions.insertMany ns}
) acc ) acc
@ -143,10 +143,10 @@ partial def collectUsedInventory (stx : Syntax) (acc : UsedInventory := {}) : Co
def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
| .Tactic => level.tactics | .Tactic => level.tactics
| .Definition => level.definitions | .Definition => level.definitions
| .Lemma => level.lemmas | .Theorem => level.theorems
def GameLevel.setComputedInventory (level : GameLevel) : def GameLevel.setComputedInventory (level : GameLevel) :
InventoryType → Array InventoryTile → GameLevel InventoryType → Array InventoryTile → GameLevel
| .Tactic, v => {level with tactics := {level.tactics with tiles := v}} | .Tactic, v => {level with tactics := {level.tactics with tiles := v}}
| .Definition, v => {level with definitions := {level.definitions with tiles := v}} | .Definition, v => {level with definitions := {level.definitions with tiles := v}}
| .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}} | .Theorem, v => {level with theorems := {level.theorems with tiles := v}}

@ -13,11 +13,16 @@ open Meta
namespace GameServer namespace GameServer
/-- expects a file name of the form `/{worldId}/Level_{levelId}.lean` where `{levelId}` is a Nat. -/
def levelIdFromFileName? (initParams : Lsp.InitializeParams) (fileName : String) : Option LevelId := Id.run do def levelIdFromFileName? (initParams : Lsp.InitializeParams) (fileName : String) : Option LevelId := Id.run do
let fileParts := fileName.splitOn "/" let fileParts := fileName.splitOn "/"
if fileParts.length == 3 then if fileParts.length == 3 then
if let (some level, some game) := (fileParts[2]!.toNat?, initParams.rootUri?) then let some game := initParams.rootUri?
return some {game, world := fileParts[1]!, level := level} | return none
-- the filename has the form `Level_01.lean` and we extract `01`.
let some level := ((fileParts[2]!.splitOn ".")[0]!.splitOn "_")[1]!.toNat?
| return none
return some {game := game, world := fileParts[1]!, level := level}
return none return none
def getLevelByFileName? [Monad m] [MonadEnv m] (initParams : Lsp.InitializeParams) (fileName : String) : m (Option GameLevel) := do def getLevelByFileName? [Monad m] [MonadEnv m] (initParams : Lsp.InitializeParams) (fileName : String) : m (Option GameLevel) := do
@ -79,7 +84,9 @@ partial def matchExpr (pattern : Expr) (e : Expr) (bij : FVarBijection := {}) :
| _, _ => none | _, _ => none
/-- Check if each fvar in `patterns` has a matching fvar in `fvars` -/ /-- Check if each fvar in `patterns` has a matching fvar in `fvars` -/
def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (initBij : FVarBijection := {}) : MetaM (Option FVarBijection) := do def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true)
(initBij : FVarBijection := {}) (defeq := false) : MetaM (Option FVarBijection) := do
let reducer := if defeq then whnf else pure
-- We iterate through the array backwards hoping that this will find us faster results -- We iterate through the array backwards hoping that this will find us faster results
-- TODO: implement backtracking -- TODO: implement backtracking
let mut bij := initBij let mut bij := initBij
@ -93,8 +100,8 @@ def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (in
continue continue
if let some bij' := matchExpr if let some bij' := matchExpr
(← instantiateMVars $ ← inferType pattern) (← reducer <| ← instantiateMVars $ ← inferType pattern)
(← instantiateMVars $ ← inferType fvar) bij then (← reducer <| ← instantiateMVars $ ← inferType fvar) bij then
-- usedFvars := usedFvars.set! (fvars.size - j - 1) true -- usedFvars := usedFvars.set! (fvars.size - j - 1) true
bij := bij'.insert pattern.fvarId! fvar.fvarId! bij := bij'.insert pattern.fvarId! fvar.fvarId!
break break
@ -112,7 +119,10 @@ def findHints (goal : MVarId) (m : DocumentMeta) (initParams : Lsp.InitializePar
| throwError "Level not found: {m.mkInputContext.fileName}" | throwError "Level not found: {m.mkInputContext.fileName}"
let hints ← level.hints.filterMapM fun hint => do let hints ← level.hints.filterMapM fun hint => do
openAbstractCtxResult hint.goal fun hintFVars hintGoal => do openAbstractCtxResult hint.goal fun hintFVars hintGoal => do
if let some fvarBij := matchExpr (← instantiateMVars $ hintGoal) (← instantiateMVars $ ← inferType $ mkMVar goal) let reducer := if hint.defeq then whnf else pure
if let some fvarBij := matchExpr
(← reducer <| ← instantiateMVars $ hintGoal)
(← reducer <| ← instantiateMVars $ ← inferType $ mkMVar goal)
then then
-- NOTE: This code for `hintFVarsNames` is also duplicated in the -- NOTE: This code for `hintFVarsNames` is also duplicated in the
@ -127,7 +137,7 @@ def findHints (goal : MVarId) (m : DocumentMeta) (initParams : Lsp.InitializePar
let lctx := (← goal.getDecl).lctx -- the player's local context let lctx := (← goal.getDecl).lctx -- the player's local context
if let some bij ← matchDecls hintFVars lctx.getFVars if let some bij ← matchDecls hintFVars lctx.getFVars
(strict := hint.strict) (initBij := fvarBij) (strict := hint.strict) (initBij := fvarBij) (defeq := hint.defeq)
then then
let userFVars := hintFVars.map fun v => bij.forward.findD v.fvarId! v.fvarId! let userFVars := hintFVars.map fun v => bij.forward.findD v.fvarId! v.fvarId!
-- Evaluate the text in the player's context to get the new variable names. -- Evaluate the text in the player's context to get the new variable names.

@ -25,7 +25,7 @@ def copyImages : IO Unit := do
namespace GameData namespace GameData
def gameDataPath : System.FilePath := ".lake" / "gamedata" def gameDataPath : System.FilePath := ".lake" / "gamedata"
def gameFileName := s!"game.json" def gameFileName := s!"game.json"
def docFileName := fun (inventoryType : InventoryType) (name : Name) => s!"doc__{inventoryType}__{name}.json" def docFileName := fun (inventoryType : InventoryType) (name : Name) => s!"doc__{name}.json"
def levelFileName := fun (worldId : Name) (levelId : Nat) => s!"level__{worldId}__{levelId}.json" def levelFileName := fun (worldId : Name) (levelId : Nat) => s!"level__{worldId}__{levelId}.json"
def inventoryFileName := s!"inventory.json" def inventoryFileName := s!"inventory.json"
end GameData end GameData
@ -51,7 +51,7 @@ def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name))
IO.FS.writeFile (path / gameFileName) (toString (getGameJson game)) IO.FS.writeFile (path / gameFileName) (toString (getGameJson game))
for inventoryType in [InventoryType.Lemma, .Tactic, .Definition] do for inventoryType in [InventoryType.Theorem, .Tactic, .Definition] do
for name in allItemsByType.findD inventoryType {} do for name in allItemsByType.findD inventoryType {} do
let some item ← getInventoryItem? name inventoryType let some item ← getInventoryItem? name inventoryType
| throwError "Expected item to exist: {name}" | throwError "Expected item to exist: {name}"

@ -53,9 +53,9 @@ def getTacticDocstring (name: Name) : CommandElabM String := do
-- TODO: Things we want: -- TODO: Things we want:
-- 1) Getting docstring this way is a problem if we want to "reprove" a mathlib lemma because -- 1) Getting docstring this way is a problem if we want to "reprove" a mathlib theorem because
-- either it would not be imported from mathlib or have a different name in `Statement` -- either it would not be imported from mathlib or have a different name in `Statement`
-- 3) is the lemma a simp lemma? (are there other attributes on it? --> hard/impossible) -- 3) is the theorem a simp theorem? (are there other attributes on it? --> hard/impossible)
-- 4) which mathlib file is it imported from? -- 4) which mathlib file is it imported from?
-- 5) namespace -- 5) namespace
-- 6) tactics: are there alternative variations like `ext`, `ext?`, `ext1?`, … -- 6) tactics: are there alternative variations like `ext`, `ext?`, `ext1?`, …

@ -22,7 +22,7 @@ Statement foo.bar2 : 3 ≤ 7 := by
simp simp
NewLemma foo.bar NewTheorem foo.bar
DisabledTactic tauto DisabledTactic tauto
@ -39,7 +39,7 @@ end myNamespace
/- Other tests -/ /- Other tests -/
LemmaDoc add_zero as "add_zero" in "Nat" "(nothing)" TheoremDoc add_zero as "add_zero" in "Nat" "(nothing)"
/-- test -/ /-- test -/
Statement add_zero (n : Nat) : n + 0 = n := by Statement add_zero (n : Nat) : n + 0 = n := by
@ -58,7 +58,7 @@ Statement (n : Nat) : 0 + n = n := by
simp simp
NewLemma add_zero NewTheorem add_zero
--attribute [simp] add_zero --attribute [simp] add_zero

@ -1,20 +1,43 @@
{ {
"compilerOptions": { "compilerOptions": {
"outDir": "./client/dist/", "outDir": "./client/dist/",
"module": "esnext", "composite": true,
"target": "es5", "tsBuildInfoFile": "./node_modules/.tmp/tsconfig.app.tsbuildinfo",
"allowJs": true, "target": "ES2020",
"resolveJsonModule": true,
"esModuleInterop": true, "useDefineForClassFields": true,
"moduleResolution": "node",
"jsx": "react",
"downlevelIteration": true,
"experimentalDecorators": true,
"allowSyntheticDefaultImports": true,
"lib": [ "lib": [
"ES2021.String", "ES2020.String",
"DOM" "DOM",
] "DOM.Iterable"
],
"module": "ESNext",
"skipLibCheck": true,
/* Bundler mode */
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"resolveJsonModule": true,
"isolatedModules": true,
"moduleDetection": "force",
"noEmit": true,
"jsx": "react-jsx",
/* Linting */
// "strict": true,
// "noUnusedLocals": true,
// "noUnusedParameters": true,
// "noFallthroughCasesInSwitch": true
// "allowJs": true,
// "esModuleInterop": true,
// "downlevelIteration": true,
// "experimentalDecorators": true,
// "allowSyntheticDefaultImports": true,
}, },
"exclude": ["server", "relay"] "exclude": [
"server",
"relay",
"node_modules"
]
} }

@ -2,35 +2,57 @@ import { defineConfig } from 'vite'
import react from '@vitejs/plugin-react-swc' import react from '@vitejs/plugin-react-swc'
import { viteStaticCopy } from 'vite-plugin-static-copy' import { viteStaticCopy } from 'vite-plugin-static-copy'
import svgr from "vite-plugin-svgr" import svgr from "vite-plugin-svgr"
import { nodePolyfills } from 'vite-plugin-node-polyfills'
import importMetaUrlPlugin from '@codingame/esbuild-import-meta-url-plugin'
import { normalizePath } from 'vite'
import path from 'node:path'
// https://vitejs.dev/config/ // https://vitejs.dev/config/
export default defineConfig({ export default defineConfig({
//root: 'client/src', optimizeDeps: {
esbuildOptions: {
plugins: [importMetaUrlPlugin]
},
exclude: ['games']
},
build: { build: {
// Relative to the root // Relative to the root
// Note: This has to match the path in `relay/index.mjs` // Note: This has to match the path in `relay/index.mjs` and in `tsconfig.json`
outDir: 'client/dist', outDir: 'client/dist',
}, },
plugins: [ plugins: [
react(), react(),
svgr({ svgr({
svgrOptions: { // svgr options: https://react-svgr.com/docs/options/
// svgr options svgrOptions: { exportType: "default", ref: true, svgo: false, titleProp: true },
include: "**/*.svg",
}),
nodePolyfills({
overrides: {
fs: 'memfs',
}, },
}), }),
viteStaticCopy({ viteStaticCopy({
targets: [ targets: [
{ {
src: 'node_modules/@leanprover/infoview/dist/*.production.min.js', src: [
dest: '.' normalizePath(path.resolve(__dirname, './node_modules/@leanprover/infoview/dist/*')),
normalizePath(path.resolve(__dirname, './node_modules/lean4monaco/dist/webview/webview.js')),
],
dest: 'infoview'
},
{
src: [
normalizePath(path.resolve(__dirname, './node_modules/@leanprover/infoview/dist/codicon.ttf'))
],
dest: 'assets'
} }
] ]
}) })
], ],
publicDir: "client/public", publicDir: "client/public",
optimizeDeps: { base: "/", // setting this to `/leanweb/` means the server is now accessible at `localhost:3000/leanweb`
exclude: ['games'] //root: 'client/src',
},
server: { server: {
port: 3000, port: 3000,
proxy: { proxy: {

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