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334 Commits

Author SHA1 Message Date
Antonio De Lucreziis 61ed224788 added fork info to readme 1 year ago
Antonio De Lucreziis 39137f6d0b some docs 1 year ago
Antonio De Lucreziis cd5870347b feat: added dockerfile and dockercompose 1 year ago
Jon Eugster 50bf73a0c5
Update publish_game.md 1 year ago
Jon Eugster 39d7af9d3e
Merge pull request #287 from leanprover-community/add_game_knights
feat: add game `Knights and Knaves` by JadAbouHawili
1 year ago
Jon Eugster 49062cc3d5 add new game 1 year ago
Matvey Lorkish f75389e93f
Merge pull request #283 from leanprover-community/server_capacity
Server capacity
1 year ago
matlorr 92665b7521 Merge branch 'main' into server_capacity 1 year ago
matlorr 1845644e86 Extract fetching of stats and perform it every 2 seconds 1 year ago
Matvey Lorkish 341a9ae14b
Merge pull request #281 from leanprover-community/server_capacity
Adjust memory to be approx. the same as by htop
1 year ago
matlorr 0895821baa Merge branch 'main' into server_capacity 1 year ago
matlorr 5b0715629a Adjust memory to be approx. the same as by htop 1 year ago
Matvey Lorkish 39e08194f6
Merge pull request #280 from leanprover-community/server_capacity
Fixed display error of server capacity by performing rounding as last…
1 year ago
matlorr 451dc262b2 Fixed display error of server capacity by performing rounding as last step. 1 year ago
matlorr 52898d93e7 Fix turning stats to zero by casting them to int before multiplying. 2 years ago
matlorr 5f30572741 Merge branch 'main' of github.com:leanprover-community/lean4game 2 years ago
matlorr 76f2414bd5 Refactor stats.sh to be more efficient. 2 years ago
Jon Eugster f1f9325c54 update gitignore 2 years ago
matlorr bd3375ada7 Create CPU-usage script 2 years ago
ADAM 64f34acd7a TMP: set github token 2 years ago
TentativeConvert ae38ad977a
update redirects 2 years ago
TentativeConvert a191c47b8e
update queue of pre-loaded games 2 years ago
Jon Eugster 0e58e81875 parse CPU/MEM usage as integer. 2 years ago
Marcus Zibrowius f0aa6b58ed Edits on landing page, with updates to German & Spanish translations.
modified:   ../de/translation.json
	modified:   ../en/translation.json
	modified:   ../es/translation.json
	modified:   ../ko/target/translation.json
	modified:   translation.json
	modified:   ../../../src/components/landing_page.tsx
2 years ago
Matvey Lorkish 045b1ea3fb
Merge pull request #261 from leanprover-community/stats
feat: improved stat logging
2 years ago
matlorr dc6f7b2822 Specify that logs should be created relative to the current working directory. 2 years ago
Jon Eugster db5ac7ed15
Merge pull request #269 from chabulhwi/fix-korean
fix `config.json` and add Korean translation
2 years ago
Jon Eugster 6a0e739301
Merge pull request #267 from chabulhwi/update-npm-deps
update npm deps
2 years ago
Jon Eugster ed96cf9534
Merge pull request #268 from chabulhwi/add-translation-keys
add some translation keys
2 years ago
Bulhwi Cha 64670d1579 fix `config.json` and add Korean translation
* In the `config.json` file, the ISO code representing Korean should be
  `ko`, not `kr`.
* Remove the `client/public/locales/kr` subdirectory.
* Add the `client/public/locales/ko` subdirectory, which itself is the
  OmegaT project for the Korean translation of `lean4game`.

OmegaT[0] is a translation memory application intended for professional
translators. I use it to translate English documentation into Korean.

[0] https://omegat.org/
2 years ago
Bulhwi Cha 25141b9613 add some translation keys 2 years ago
Bulhwi Cha ab9d0d0679 add some translation keys 2 years ago
Bulhwi Cha 6dca770dbf update npm deps 2 years ago
matlorr 2022fa9a44 Added logging game-access data 2 years ago
Jon Eugster b77afebe0a add sample 2 years ago
matlorr 4ac38ef7dd Refactored stats.sh to display approx. cpu usage and mem usage in .csv format 2 years ago
Jon Eugster 6a8abf41bd implement stats script 2 years ago
Jon Eugster 1466a41169 fix fetch url for stats 2 years ago
Jon Eugster 3cdb9a026b fix stats 2 years ago
Jon Eugster ebd7268421 feat: add option to display server capacity 2 years ago
Jon Eugster af15982804
Merge pull request #260 from 0417taehyun/feat/generate-structure-of-korean-document
feat: Generate a structure of Korean document
2 years ago
Taehyun Lee 5a404a9a58 Generate translation.json of Korean 2 years ago
Taehyun Lee cebea6a6aa Add Korean on config.json 2 years ago
Jon Eugster 36499c0257 add note for servers with different base url 2 years ago
Jon Eugster 8c5e47dd7b improve doc, adaptation of #250
Co-authored-by: JadAbouHawili <jad-abou-hawili@hotmail.com>
2 years ago
Jon Eugster a46840d327
Merge pull request #253 from pitmonticone/fix-typos
Fix typos
2 years ago
Pietro Monticone f518efc81c Update LetIntros.lean 2 years ago
Pietro Monticone 9b93e3817d Update RpcHandlers.lean 2 years ago
Pietro Monticone 54c1e0dcaf Update FileWorker.lean 2 years ago
Pietro Monticone 2c1e69611b Update Commands.lean 2 years ago
Pietro Monticone 2c22c445b1 Update AbstractCtx.lean 2 years ago
Pietro Monticone b6b31a06ac Update README.md 2 years ago
Jon Eugster 255839fea7
Merge pull request #248 from Lean-zh/main
Environment Variable for Default Language Setting
2 years ago
Jon Eugster b961030db2
Update hints.md 2 years ago
rexwzh c20d807d5c add default language configuration 2 years ago
Jon Eugster 23c8099401
Merge pull request #244 from RexWzh/main
Update ZH-Translation for Lean Game Server
2 years ago
rexwzh 6bd9e95db9 update zh-translation 2 years ago
Jon Eugster 1febc51791
Update create_game.md 2 years ago
Jon Eugster d53b57a764
Update create_game.md 2 years ago
Jon Eugster 020b4f7803
Update create_game.md 2 years ago
Jon Eugster 0ae099414c
Update create_game.md 2 years ago
Jon Eugster b091ec579b
Merge pull request #236 from RexWzh/main
Fix Bug with Environment Variables for Ports
2 years ago
cubenlp 2a14f48f45 use environment variable for port 2 years ago
Jon Eugster 4ed0753bb0
Merge pull request #234 from miguelmarco/patch-1
Spanish translation of the UI
2 years ago
Jon Eugster 6b5fc80896
Update client/public/locales/es/translation.json 2 years ago
Jon Eugster e56c7a0670
Update client/public/locales/es/translation.json 2 years ago
Jon Eugster 5b710da197
Update client/public/locales/es/translation.json 2 years ago
miguelmarco b275bbb94f
Update translation.json
Spanish translation of the UI.
2 years ago
Jon Eugster 29eb90e6c8 add spanish 2 years ago
Jon Eugster 4e9ac54cde
Merge pull request #224 from JadAbouHawili/patch-1
Typo in documentation, hints.md
2 years ago
JadAbouHawili 18f21fa324
Typo in documentation, hints.md 2 years ago
Jon Eugster d034148bec
Update README.md 2 years ago
Jon Eugster feaf6dae0c
Update translate.md 2 years ago
Jon Eugster 6059ff1da7
Update translate.md 2 years ago
Jon Eugster 6f95f41d14
Update translate.md 2 years ago
Jon Eugster 335209b094
Update README.md 2 years ago
Jon Eugster de1ff4fadc
Update create_game.md 2 years ago
Jon Eugster db66cb1fcc
Create translate.md 2 years ago
Jon Eugster 66aa8e688e npm audit 2 years ago
Jon Eugster a523bab1d6 fix css warning 2 years ago
Jon Eugster 499bb00d4f fix language loading on landing page 2 years ago
Jon Eugster 67b03d9ccf bump to v4.7.0 2 years ago
Jon Eugster a15dd0a1bd bump i18n 2 years ago
Jon Eugster d456621875 apply suggestions from PR #206 manually 2 years ago
Jon Eugster 74059bd5af fix typo 2 years ago
Jon Eugster ce71bc81c6 remove logInfo for Branch finishing proof 2 years ago
Jon Eugster 7cedfc5038 mark some server messages for translation 2 years ago
Jon Eugster a8d3169ebb add some translation keys 2 years ago
Jon Eugster 9b05a27888 use translation of level title 2 years ago
Jon Eugster 3124d90cd6 typo 2 years ago
Jon Eugster 5a768c25b7 mark two more translations 2 years ago
Jon Eugster 39be34e83a improve landing page 2 years ago
Jon Eugster dd7a2d1bc1 bump lean-i18n 2 years ago
Jon Eugster 684a1bc72b fix initial translation loading on starting page 2 years ago
Jon Eugster 10391b616c add chinese translations 2 years ago
Jon Eugster aaa6c3b576 add german translations 2 years ago
Jon Eugster d60dc3fcb2 mark most of the game text for translation 2 years ago
Jon Eugster 1a54edffd4 bump lean-i18n and other stuff 2 years ago
Jon Eugster ad1add5264 support translations of the games 2 years ago
Jon Eugster a26022e3fc fix css 2 years ago
Jon Eugster 7c44d49b2a images on all levels 2 years ago
Jon Eugster a111814973 improve error messages 2 years ago
Jon Eugster a7784ef66b center github icon 2 years ago
Jon Eugster 389e120117 add translations 2 years ago
Jon Eugster ee9fd18a56 use global configs in i18n-scanner 2 years ago
Jon Eugster 8b29f88407 use flags for game tiles 2 years ago
Jon Eugster ebda6cc162 more progress on internationalisation 2 years ago
Jon Eugster 7e9514fe96 mark all texts for translation #179 2 years ago
Jon Eugster 038dbe71b8 fix i18next-scanner overwriting existing translations 2 years ago
Jon Eugster 19d2ea363a refactor i18next-scanner config 2 years ago
Jon Eugster 3ac8fdace7 mark translations in app-bar 2 years ago
Jon Eugster 8d0493acb5 make preferences work #179 2 years ago
Jon Eugster 27c661f08f modify generated statement in inventory 2 years ago
Jon Eugster b37f050da5
Merge pull request #204 from noamraph/patch-1
Update level.css - hide .katex-mathml, to fix scrolling issue
2 years ago
Noam Yorav-Raphael 09c81ea43f
Update level.css - hide .katex-mathml, to fix scrolling issue
Fixes https://github.com/leanprover-community/lean4game/issues/202
2 years ago
Jon Eugster ff12b34295 add suspense to wait for loading #179 2 years ago
Jon Eugster 45bc0468df implement i18next and i18next-scanner 2 years ago
Jon Eugster c24efb1377
Merge pull request #203 from JiechengZhao/main
add next_i18n
2 years ago
Hydrogenbear 830bffaf11 Remove gitignore introduced by accidently lake init 2 years ago
Jon Eugster a9447a70d4 add interface buttons for i18n #179 2 years ago
Jon Eugster eaa4eecad2 add doc 2 years ago
Jon Eugster 1828e73b30 add preample tactic sequence to Statement 2 years ago
Jon Eugster ce9f5c7840 fix locked editor mode 2 years ago
Hydrogenbear 64d7879c32 delete accidently lake init 2 years ago
Hydrogenbear cb711205a2 Add react_i18n 2 years ago
Jon Eugster f42829422d delete hidden hints in chat on Retry 2 years ago
Jon Eugster ee6741232f add doc 2 years ago
Jon Eugster fa4ae5672d bump to v4.6.1 2 years ago
Jon Eugster 9bc0a3de46 add let_intros for better experience with levels about functions 2 years ago
Jon Eugster 6cdbfbd9cb Revert "DisableTheorem and co. should not warn if doc does not exist"
This reverts commit 381930e547.
2 years ago
Jon Eugster f55581a5f2 doc 2 years ago
Jon Eugster 381930e547 DisableTheorem and co. should not warn if doc does not exist 2 years ago
Jon Eugster e07570181c typo 2 years ago
Jon Eugster 87689e1c3a dont show 'intermediate goal solved' on error 2 years ago
Jon Eugster 47297e4194 temporary fix to improve message on server crash 2 years ago
Jon Eugster f3f077741d fix client breaking if server timed out. 2 years ago
Jon Eugster edf1085310 fix ts warnings 2 years ago
Jon Eugster 68f84a3426 fix replacement for 2+ variables 2 years ago
Jon Eugster 217f86ce5e fix allowed keywords that are not tactics 2 years ago
Jon Eugster dd60093dfc bump i18n again 2 years ago
Jon Eugster 85347a54d9 bump i18n 2 years ago
Jon Eugster 3b4afd6e0e update i18n dependency 2 years ago
Jon Eugster 2c12872a6e npm audit 2 years ago
Jon Eugster ad819bf7ff npm package 2 years ago
Jon Eugster c0f366abba Merge branch 'dev' 2 years ago
Jon Eugster f72ebdf050 bump to v4.6.0 2 years ago
Jon Eugster af8463ca5d fixes for v4.6.0-rc1 2 years ago
Jon Eugster d0a444205a bump to v4.6.0-rc1 2 years ago
Jon Eugster 1796c76a84 remove debugging css 2 years ago
Jon Eugster a75a4a81ac add i18n dependency (#179) 2 years ago
Jon Eugster 45d84103c1 bump npm packages 2 years ago
Jon Eugster 92e9ed38b2 add manual trigger to github action 2 years ago
Jon Eugster d689c7ec86 update npm deps 2 years ago
Jon Eugster 16c979a6c2 bump npm dependencies 2 years ago
Jon Eugster 2b85386373 move Hint tactic back 2 years ago
Jon Eugster 8008b68fd6 cleanup code surrounding hints 2 years ago
Jon Eugster 2649f985fa plug-in variables in hints client-side 2 years ago
Jon Eugster 698a88c545
Update troubleshoot.md 2 years ago
Jon Eugster 3775ad98c8 level completed message in editor 2 years ago
Jon Eugster 780514e45a fix: allow theorems from inventory #191 2 years ago
Jon Eugster 19f2ceface fix indent 2 years ago
Jon Eugster 800d1f3308 drop importGraph dependency in server 2 years ago
Jon Eugster c0acde14e2 hints and diags in editor 2 years ago
Jon Eugster 976d1c6901 fix: goal in editor didnt show 2 years ago
Jon Eugster 5bb6c559bc update npm deps 2 years ago
Jon Eugster 11ee6c1535 bump npm dependencies 2 years ago
Jon Eugster 3998fb2fc9 Merge branch 'main' into dev 2 years ago
Jon Eugster 538f74004c allow for empty lines in editor 2 years ago
Jon Eugster 6aebb8993f update proof from editor 2 years ago
Jon Eugster 6472ef5b31 First big junk of communication refactor 2 years ago
Jon Eugster 72ffab5b46 cleanup InteractiveGoal 2 years ago
Jon Eugster 3b660c5185 Merge branch 'dev'. Bump to v4.5.0 2 years ago
Jon Eugster ebb8c98145 bump to v4.5.0 2 years ago
Jon Eugster 4abf05b77e Merge branch 'dev' into v4.5.0-bump 2 years ago
Jon Eugster df423aaace
Merge pull request #181 from Wzixiao/auto-mobile-layout
Modify logic for preferences
2 years ago
Jon Eugster a67dcb306f fix indent 2 years ago
Jon Eugster 37582e04d4 fix errors for disabled tactics #188 2 years ago
ran 9d4a6df139 Remove MobileContext and use PreferencesContext instead 2 years ago
Jon Eugster 26202e5f36 fix typo 2 years ago
Jon Eugster ed017fa605 documentation & cleanup in FileWorker 2 years ago
Jon Eugster 36bc52c960 add logic game to landing page 2 years ago
Jon Eugster e085f2f106
Merge pull request #186 from Geoc2022/main
Cleaned up Documentation
2 years ago
Jon Eugster e975c455fe
Update doc/DOCUMENTATION.md 2 years ago
geo c006be5a9f Fix minor typos 2 years ago
geo 49379a0930 Fix link references 2 years ago
geo 03076b0161 Add example `npm start` message 2 years ago
geo bfb60ffedd Updated "Doc entries" 2 years ago
Jon Eugster ca576542ba whitelist generalizing and says. #173 2 years ago
Jon Eugster fd5e507541 lint: fix line widths 2 years ago
Jon Eugster c103eeacfa fix: case insensitive url in local store #183 2 years ago
Jon Eugster e277a48749 add changelog file 2 years ago
Jon Eugster 16ff701518
Update troubleshoot.md 2 years ago
Jon Eugster 20ca385e14
Update README.md 2 years ago
Jon Eugster 5a38543e3b
Merge pull request #185 from leanprover-community/joneugster-patch-1
Update docs
2 years ago
Jon Eugster a4a6f2e725
Merge pull request #184 from leanprover-community/joneugster-patch-1-1
Create troubleshoot.md
2 years ago
Jon Eugster cc89e78e4c
Create troubleshoot.md 2 years ago
Jon Eugster c533a635c2
Update docs 2 years ago
ran ab98eaa3ba Change the selected button to a slider 2 years ago
Jon Eugster 7114a8c4cb fix: remove tmp files after import 2 years ago
Jon Eugster b7eb15184d
Merge pull request #182 from lnay/patch-1
Minor: correct error in markdown
2 years ago
Luke Naylor 892c70165a
Minor: correct error in markdown 2 years ago
ran 8929813e48 Added a missing space regarding code style in store.ts 2 years ago
ran 5d88cd6739 Remove logically duplicated code 2 years ago
ran d16956da9b Modify the props definition of the preference popup component 2 years ago
ran e15e5af126 Add todo about setMobile 2 years ago
ran 8c93b3c5b3 Modify logic for all preferences 2 years ago
Jon Eugster cd1d212a3c npm audit 2 years ago
Jon Eugster 406c2799b1 bump to v4.5.0-rc1 3 years ago
Jon Eugster e579071a3b Merge branch 'v4.4.0' 3 years ago
Jon Eugster 8cdac88b5a bump to v4.4.0 3 years ago
Jon Eugster 7882958f54
Update update_game.md 3 years ago
Alexander Bentkamp c9f97b3285 remove watchdog 3 years ago
Jon Eugster 614b762b6c rename LemmaDoc into TheoremDoc and so on 3 years ago
Jon Eugster c4f4dbdc6b update doc #171 3 years ago
Jon Eugster 5a78118bb6 improve display of buttons on mobile 3 years ago
Jon Eugster a6775d5495 move 'show more help'-button on mobile #143 3 years ago
Jon Eugster 03a370464b fix altTitle for backwards compatibility 3 years ago
Jon Eugster eaa214ec37 improve world tree on mobile #101 3 years ago
Jon Eugster d7f1f70d41
Merge pull request #168 from Wzixiao/mobile-option
Mobile option (template)
3 years ago
Jon Eugster 2d0f69d337 fix: prevent multiple NewTactic per level #125 3 years ago
Jon Eugster 1ab50710f5 fix: update rules slider on erasing progress #157 3 years ago
Jon Eugster e76e287763 fix: persistent lemma tab #144 3 years ago
Jon Eugster 5fd49abb90 improve hover text for inventory items #144 3 years ago
Jon Eugster 4b7d540a80 update fortawesome packages to matching versions 3 years ago
Jon Eugster aec196deff add button to copy inventory item name to clipboard #144 3 years ago
Jon Eugster ae636a03ed fix: hide hidden inventory items in overview #169 3 years ago
Jon Eugster deec431620
Merge branch 'dev' into mobile-option 3 years ago
Jon Eugster 5aa0764844 add comment 3 years ago
Jon Eugster 93c55dc9f7
Merge pull request #167 from Wzixiao/home-button-margin
Adjust the margin of the home button.
3 years ago
Jon Eugster aab7441323
Merge pull request #166 from Wzixiao/app-bar-align-center
Adjust the top navigation bar to center both the Home button and some divs on the right.
3 years ago
ran 2ba36b91d5 Adjust the margin of the home button 3 years ago
ran a2726ae287 Adjust the top navigation bar so that it is centered above and below 3 years ago
joneugster 8c39fb6664 cleanup; including using doc comment syntax for documentation like TacticDoc 3 years ago
Jon Eugster 5f52e23f29
Update hints.md 3 years ago
Jon Eugster b067dea6e7
Update README.md 3 years ago
Jon Eugster 4edf67f0d6
Update README.md 3 years ago
Jon Eugster 004f81835f write more docs 3 years ago
Jon Eugster 527f58e3a4 separate lean server from socket server 3 years ago
Jon Eugster b239a5d3dc Merge branch 'main' into dev 3 years ago
Jon Eugster 63cf5e8b72 update docs 3 years ago
Jon Eugster 25f166f57f do not filter hidden hints #142 3 years ago
Jon Eugster c89e2e4020 remove consequtive identical hints #142 3 years ago
Jon Eugster f6738faf46 golf 3 years ago
Jon Eugster cb7224934c fix cwd for gameserver 3 years ago
Jon Eugster 13d54ff0ff fix gameserver path 3 years ago
Jon Eugster 72e4011c62 update vite 3 years ago
Jon Eugster 4f5256fa88 fix bubblewrap script 3 years ago
Jon Eugster c2b9175fe5 use the gameserver of each game individually 3 years ago
Jon Eugster a1a6862b5a add tmp option to test images 3 years ago
Jon Eugster 0a057913be update landing page 3 years ago
Jon Eugster bedb2ad5ec
Update README.md 3 years ago
Jon Eugster e02e73c1c0
Update DOCUMENTATION.md 3 years ago
Jon Eugster c82a88867f
Update create_game.md 3 years ago
Jon Eugster 8b43aed596
Update publish_game.md 3 years ago
Jon Eugster 8c84d3fae7 Merge branch 'dev' 3 years ago
Jon Eugster d5697d052e images folder might not exist 3 years ago
Jon Eugster 0e652256f8 Revert "update lean4web dependency"
This reverts commit 6bced7575b.
3 years ago
Jon Eugster 9492c1011a Revert "use pre-cleanup commit of lean4web"
This reverts commit 3f8b180b04.
3 years ago
Jon Eugster 54bab2a016 add support for images 3 years ago
Alexander Bentkamp 3f8b180b04 use pre-cleanup commit of lean4web 3 years ago
Jon Eugster 23b1074aa2 cleanup tmp files after import 3 years ago
Jon Eugster 0964a06f2f
Merge pull request #159 from Wzixiao/cache-typewriter-mode
Add the function of caching typewriterMode
3 years ago
ran b17c8fc4cb remove \n in progress.ts 211 line 3 years ago
ran 0c4ae92856 Optimize the typewriterMode code logic about the game 3 years ago
ran 088711b5d1 Use 'progress' to construct the processing flow of typewriterMode 3 years ago
Jon Eugster 4c93b3a091
Update running_locally.md 3 years ago
ran aa00e359c4 Add the function of caching typewriterMode 3 years ago
joneugster f6a2632d80 fix error message on importing non-existing game tile 3 years ago
joneugster f2190d648f fix manual dependencies being added twice to svg 3 years ago
joneugster d7fd8709cb fix inventory sorting #158 3 years ago
joneugster 7a03c4fe0d move landing page tiles to the games 3 years ago
Jon Eugster 333c9498f1
Update update_game.md 3 years ago
joneugster 121b36b542 bump to v4.3.0 3 years ago
Alexander Bentkamp 6bced7575b update lean4web dependency 3 years ago
Alexander Bentkamp d18b48db2f make json files directly accessible 3 years ago
Alexander Bentkamp 97dc648452 use goal lctx for hints
Closes  #135
3 years ago
joneugster 472e2c66df remove old-nng tile 3 years ago
Jon Eugster 622e9d3897
Update update_game.md 3 years ago
joneugster 7f91ae7da8 Merge branch 'dev' 3 years ago
joneugster 28a7c65db2 update doc, including #148 3 years ago
joneugster 56525c6234 update doc 3 years ago
joneugster 44f7b6703e Revert "fix variables in hints"
This reverts commit 8851cd8b1f.
3 years ago
joneugster 8851cd8b1f fix variables in hints 3 years ago
Alexander Bentkamp bae360874c json api 3 years ago
joneugster 07b6525c58 fix local setup 3 years ago
joneugster 8e8026aa38 more fixing 3 years ago
joneugster a3a421f504 fix bubblewrap script 3 years ago
joneugster 084e25c0dc wip on imports 3 years ago
Alexander Bentkamp 6580afb622 fix names in hints
Fixes #135
3 years ago
joneugster 0c0a7ab400 bubblewrap test 3 years ago
joneugster dfb2f10219 correct std version 3 years ago
Alexander Bentkamp a57a5af111 also display loading of constants 3 years ago
joneugster 946a7fa673 update gitignore 3 years ago
Alexander Bentkamp 244c373192 model.dispose() 3 years ago
Alexander Bentkamp 374afa318a fix gameserver path 3 years ago
joneugster d0636b1d85 update workflow 3 years ago
joneugster 2e121363b3 update workflow 3 years ago
Alexander Bentkamp 590d68ccfb gitignore .lake 3 years ago
Alexander Bentkamp f6727e5c9f loading progress 3 years ago
joneugster 241ef4b67a bump to v4.3.0-rc2 3 years ago
joneugster ea4250f38d modify message of import script 3 years ago
joneugster 1d2420331d make URL case insensitive 3 years ago
joneugster 2213862998 disable bad try catch 3 years ago
joneugster 81073b24b8 fix bubblewrap script 3 years ago
joneugster 33068f1183 improve error message 3 years ago
joneugster 8ab37d4344 disable queue 3 years ago
joneugster 9d9902cce1 edit pm2 config 3 years ago
joneugster f53316c591 fix paths 3 years ago
joneugster 427ce43e95 fix import mechanism 3 years ago
joneugster 15d79244d4 update workflow 3 years ago
joneugster f13027f75c update workflow 3 years ago
joneugster 5fcdee4f71 import seems to be working 3 years ago
joneugster 7ad23dab24 work on importing 3 years ago
joneugster 89e19cc019 update lean4web and npm packages 3 years ago
joneugster 4db5260ed8 shrink nng image 3 years ago
joneugster d19046aebd fix dist path 3 years ago
joneugster 6e0fcb1d50 fixes for vite 3 years ago
joneugster 04c70ba522 fix for STG on landing page 3 years ago
joneugster 1b3993ad3e fix 3 years ago
joneugster 45a95bbdc4 update landing page 3 years ago
joneugster 7c9f3d7a0a remove token 3 years ago
joneugster 823000d5d4 partial implementation of loading mechanism 3 years ago
joneugster c706b66af1 update doc to use -K option for local setup 3 years ago
Jon Eugster 933394bb6f
Update running_locally.md 3 years ago
Jon Eugster e09c016c4c
Update update_game.md 3 years ago
Jon Eugster 06d9656e88
Update running_locally.md 3 years ago
Jon Eugster b30164dec4
Update README.md 3 years ago
Jon Eugster ea685f0b19
Update README.md 3 years ago
Jon Eugster d71b895550
Update create_game.md 3 years ago
Jon Eugster 21070af13c
Update create_game.md 3 years ago
Jon Eugster 2b9f791655
Create update_game.md 3 years ago
Jon Eugster 51ca5354dc
Update running_locally.md 3 years ago
Jon Eugster ebcde9d588
Update create_game.md 3 years ago
Jon Eugster 335e7e6883
Update README.md 3 years ago

@ -0,0 +1,8 @@
node_modules
client/dist
games/
server/.lake
**/.DS_Store
logs/
relay/prev_cpu_metric
test.ecosystem.config.cjs

@ -1 +0,0 @@
LEAN4GAME_SINGLE_GAME=false

@ -1,11 +1,23 @@
name: Build
run-name: Build the project
on: [push]
on:
workflow_dispatch:
push:
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: install elan
run: |
set -o pipefail
curl -sSfL https://github.com/leanprover/elan/releases/download/v3.0.0/elan-x86_64-unknown-linux-gnu.tar.gz | tar xz
./elan-init -y
echo "$HOME/.elan/bin" >> $GITHUB_PATH
- uses: actions/checkout@v4
- uses: actions/setup-node@v3
- name: print lean and lake versions
run: |
lean --version
lake --version
- run: npm install
- run: npm run build

8
.gitignore vendored

@ -1,6 +1,8 @@
node_modules
client/dist
server/build
server/lakefile.olean
**/lake-packages/
games/
server/.lake
**/.DS_Store
logs/
relay/prev_cpu_metric
test.ecosystem.config.cjs

@ -0,0 +1,7 @@
GameSkeleton
HiddenTactic
subgoals
KaTex
gameserver
lakefile
Zulip

@ -0,0 +1,29 @@
FROM node:23-bookworm
RUN apt update && apt upgrade -y
RUN apt install -y bubblewrap
WORKDIR /app
# Install elan
RUN curl -sSfL https://github.com/leanprover/elan/releases/download/v3.0.0/elan-x86_64-unknown-linux-gnu.tar.gz | tar xz && \
./elan-init -y
ENV PATH="/root/.elan/bin:${PATH}"
# Copy package files
COPY package.json package-lock.json ./
# Install dependencies
RUN npm install
# Copy project files
COPY . .
# Build the project
RUN npm run build
EXPOSE 8080
# Set the entrypoint
CMD ["npm", "run", "production"]

@ -1,36 +1,93 @@
# Lean 4 Game
# lean4game fork
This is the source code for a Lean 4 game platform hosted at [adam.math.hhu.de](https://adam.math.hhu.de).
Questo è un fork di **lean4game** con supporto per essere self-hostato con Docker.
The project is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
of Kevin Buzzard and Mohammad Pedramfar.
The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
## Deployment con Docker Compose
## Creating a Game
Dopo aver clonato questa repo, per prima cosa serve creare [un token di API per GitHub](https://github.com/settings/developers) per permettere a lean4game di importare da solo i vari "game". Possiamo mettere questo token ed il nostro nome utente in un file `.env` come segue
```
export LEAN4GAME_GITHUB_USER='...'
export LEAN4GAME_GITHUB_TOKEN='...'
```
poi per lanciare tutto con docker compose basta eseguire
```bash
$ source .env
$ docker compose up -d
```
Questo comando lancierà lean4game su `http://locahost:8080`.
### Aggiungere Giochi
Per scaricare nuovi giochi basta fare una chiamata al seguente url
- `https://{host}/import/trigger/{org}/{repo}`
Ad esempio per scaricare <https://github.com/leanprover-community/nng4> basta andare all'indirizzo `https://{host}/import/trigger/leanprover-community/nng4` per aggiungere _Natural Number Game_.
---
# Lean 4 Game
Please follow the tutorial [Creating a Game](doc/create_game.md).
In particular step 5 thereof explains [How to Run Games Locally](doc/running_locally.md).
This is the source code for a Lean game platform hosted at [adam.math.hhu.de](https://adam.math.hhu.de).
### Publishing a Game
## Creating a Game
We encourage anybody to have games hosted on our [Lean Game Server](https://adam.math.hhu.de) for anybody to play. For that you simply need to contact us with the link to your game repo. We are also happy to add work-in-progress games and games in any language.
Please follow the tutorial [Creating a Game](doc/create_game.md). In particular, the following steps might be of interest:
For example, you can [contact Jon on Zulip](https://leanprover.zulipchat.com/#narrow/dm/385895-Jon-Eugster). Or [via Email](https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster).
* Step 5: [How to Run Games Locally](doc/running_locally.md)
* Step 7: [How to Update an existing Game](doc/update_game.md)
* Step 9: [How to Publishing a Game](doc/publish_game.md)
* [Troubleshooting](doc/troubleshoot.md)
## Documentation
The documentation for the game engine itself is still missing, but there is [Creating a Game](doc/create_game.md) explaining the API to create a game.
The documentation is very much work in progress but the linked documentation here
should be up-to-date:
### Game creation API
- [Creating a Game](doc/create_game.md): **the main document to consult**.
- [More about Hints](doc/hints.md): describes the `Hint` and `Branch` tactic.
### Frontend API
Some documentation:
* [How to Run Games Locally](doc/running_locally.md): play a game on your computer
* [How to Update an existing Game](doc/update_game.md): update to a new lean version
* [How to Publishing a Game](doc/publish_game.md): load your game to adam.math.hhu.de for others to play
- [NPM Scripts](doc/npm_scripts.md)
- [Old documentation](doc/DOCUMENTATION.md)
### Backend
not fully written yet.
* [Server](doc/DOCUMENTATION.md): describes the server part (i.e. the content of `server/` und `relay/`).
## Contributing
Contributions to `lean4game` are always welcome!
### Translation
The interface can be translated to various languages. For adding a translation, one needs to do the following:
1. In `client/src/config.json`, add your new language. The "iso" key is the ISO language code, i.e. it should be accepted by "i18next" and "GNU gettext"; the "flag" key is once accepted by [react-country-flag](https://www.npmjs.com/package/react-country-flag).
2. Run `npm run translate`. This should create a new file `client/public/locales/{language}/translation.json`. (alternatively you can copy-paste `client/public/locales/en/translation.json`)
3. Add all translations.
4. Commit the changes you made to `config.json` together with the new `translation.json`.
For translating games, see [Translating a game](doc/translate.md).
## Security
Providing the use access to a Lean instance running on the server is a severe security risk. That is why we start the Lean server with bubblewrap.
## Credits
The project has primarily been developed by Alexander Bentkamp and Jon Eugster.
It is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
by Kevin Buzzard and Mohammad Pedramfar, and on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).

2964
bun.lock

File diff suppressed because it is too large Load Diff

@ -0,0 +1,152 @@
const lean4gameConfig = require("./src/config.json")
const typescriptTransform = require('i18next-scanner-typescript');
const fs = require('fs');
const chalk = require('chalk');
const eol = require('eol');
const path = require('path');
const VirtualFile = require('vinyl');
function flush(done) {
const { parser } = this;
const { options } = parser;
// Flush to resource store
const resStore = parser.get({ sort: options.sort });
const { jsonIndent } = options.resource;
const lineEnding = String(options.resource.lineEnding).toLowerCase();
Object.keys(resStore).forEach((lng) => {
const namespaces = resStore[lng];
Object.keys(namespaces).forEach((ns) => {
const resPath = parser.formatResourceSavePath(lng, ns);
let resContent;
try {
resContent = JSON.parse(
fs.readFileSync(
fs.realpathSync(path.join('public', 'locales', resPath))
).toString('utf-8')
);
} catch (e) {
console.log("no previous translation found!")
resContent = {};
}
const obj = { ...namespaces[ns], ...resContent };
let text = JSON.stringify(obj, null, jsonIndent) + '\n';
if (lineEnding === 'auto') {
text = eol.auto(text);
} else if (lineEnding === '\r\n' || lineEnding === 'crlf') {
text = eol.crlf(text);
} else if (lineEnding === '\n' || lineEnding === 'lf') {
text = eol.lf(text);
} else if (lineEnding === '\r' || lineEnding === 'cr') {
text = eol.cr(text);
} else { // Defaults to LF
text = eol.lf(text);
}
let contents = null;
try {
// "Buffer.from(string[, encoding])" is added in Node.js v5.10.0
contents = Buffer.from(text);
} catch (e) {
// Fallback to "new Buffer(string[, encoding])" which is deprecated since Node.js v6.0.0
contents = new Buffer(text);
}
this.push(new VirtualFile({
path: resPath,
contents: contents
}));
});
});
done();
}
module.exports = {
input: [
'client/src/**/*.{tsx,ts}',
// Use ! to filter out files or directories
'!client/i18n/**',
'!**/node_modules/**',
],
options: {
debug: true,
removeUnusedKeys: true,
func: {
list: ['i18next.t', 'i18n.t', 't'],
extensions: ['.js', '.jsx'] // not .ts or .tsx since we use i18next-scanner-typescript!
},
trans: {
component: 'Trans',
i18nKey: 'i18nKey',
defaultsKey: 'defaults',
extensions: ['.js', '.jsx'], // not .ts or .tsx since we use i18next-scanner-typescript!
fallbackKey: (ns, value) => {return value},
// https://react.i18next.com/latest/trans-component#usage-with-simple-html-elements-like-less-than-br-greater-than-and-others-v10.4.0
supportBasicHtmlNodes: true, // Enables keeping the name of simple nodes (e.g. <br/>) in translations instead of indexed keys.
keepBasicHtmlNodesFor: ['br', 'strong', 'i', 'p'], // Which nodes are allowed to be kept in translations during defaultValue generation of <Trans>.
// // https://github.com/acornjs/acorn/tree/master/acorn#interface
// acorn: {
// ecmaVersion: 2020,
// sourceType: 'module', // defaults to 'module'
// }
},
lngs: lean4gameConfig.languages.map(e => e.iso),
ns: [],
defaultLng: 'en',
defaultNs: 'translation',
defaultValue: (lng, ns, key) => {
if (lng === 'en') {
return key; // Use key as value for base language
}
return ''; // Return empty string for other languages
},
resource: {
loadPath: './client/public/locales/{{lng}}/{{ns}}.json',
savePath: './client/public/locales/{{lng}}/{{ns}}.json',
jsonIndent: 2,
lineEnding: '\n'
},
nsSeparator: false, // namespace separator
keySeparator: false, // key separator
plurals: false,
interpolation: {
prefix: '{{',
suffix: '}}'
},
metadata: {},
allowDynamicKeys: false,
},
transform: typescriptTransform(
// options
{
// default value for extensions
extensions: [".ts", ".tsx"],
// optional ts configuration
tsOptions: {
target: "es2017",
},
},
function(outputText, file, enc, done) {
'use strict';
const parser = this.parser;
parser.parseTransFromString(outputText);
parser.parseFuncFromString(outputText);
done();
}
),
};

@ -0,0 +1,99 @@
{
"Tactics": "Taktiken",
"Lean Game Server": "Lean-Lern-Spiel-Server",
"<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.",
"Game Rules": "Spielregeln",
"levels": "Level",
"tactics": "Taktiken",
"regular": "regulär",
"relaxed": "relaxed",
"none": "keine",
"Rules": "Regeln",
"Intro": "Prolog",
"Game Introduction": "Prolog",
"World selection": "Übersicht",
"Start": "Start",
"Inventory": "Inventar",
"next level": "nächstes Level",
"Next": "Weiter",
"back to world selection": "Zurück zur Übersicht",
"Leave World": "Welt verlassen",
"previous level": "voheriges Level",
"Previous": "Zurück",
"Editor mode is enforced!": "Editor kann nicht verlassen werden!",
"Editor mode": "Editor",
"Typewriter mode": "Schreibmaschine",
"information, Impressum, privacy policy": "Informationen, Impressum, Privacy Policy",
"Preferences": "Einstellungen",
"Game Info & Credits": "Spielinfo & Credits",
"Game Info": "Spielinfo",
"Clear Progress": "Spielstand löschen",
"Erase": "Löschen",
"Download Progress": "Spielstand herunterladen",
"Download": "Herunterladen",
"Load Progress from JSON": "Spielstand aus JSON laden",
"Upload": "Laden",
"Home": "Home",
"back to games selection": "Zurück zur Spielauswahl",
"close inventory": "Inventar schließen",
"show inventory": "Inventar öffnen",
"World": "Welt",
"Show more help!": "Mehr Hilfe",
"Goal": "Beweisziel",
"Current Goal": "Aktuelles Beweisziel",
"Objects": "Objekte",
"Assumptions": "Annahmen",
"Further Goals": "Weitere Ziele",
"No Goals": "Keine Beweisziele",
"Loading goal…": "Beweisziel wird geladen…",
"Click somewhere in the Lean file to enable the infoview.": "Ein Klick in den Lean-Code aktiviert den Infoview.",
"Waiting for Lean server to start…": "Warte auf den Lean-Server …",
"Level completed! 🎉": "Level gelöst! 🎉",
"Level completed with warnings 🎭": "Level mit Warnungen abgeschlossen 🎭",
"Active Goal": "Aktuelles Ziel",
"Crashed! Go to editor mode and fix your proof! Last server response:": "Abgestürzt! Wechsle in den Editor-Modus, um deinen Beweis zu repariaeren. Letzte Meldung vom Server:",
"Line": "Zeile",
"Character": "Charakter",
"Loading messages…": "Lade Meldungen …",
"Execute": "Ausführen",
"Definitions": "Definitionen",
"Theorems": "Theoreme",
"Not unlocked yet": "Noch nicht verfügbar",
"Not available in this level": "In diesem Level nicht verfügbar",
"A repository of learning games for the proof assistant <1>Lean</1> <i>(Lean 4)</i> and its mathematical library <5>mathlib</5>": "Eine Sammlung von Lernspielen für den Beweisassistenten <1>Lean</1> <i>(Lean 4)</i> und dessen mathematische Bibliothek <5>mathlib</5>",
"No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "Kein Spiel geladen. Öffne <1>http://localhost:3000/#/g/local/FOLDER</1> um ein Spiel direkt aus einem lokalen Ordner zu laden.",
"Prerequisites": "Voraussetzungen",
"Worlds": "Welten",
"Levels": "Level",
"Language": "Sprache",
"Development notes": "Entwicklungsstand",
"Adding new games": "Neue Spiele hinzufügen",
"Funding": "Finanzierung",
"<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>Soll der Spielstand unwiderruflich gelöscht werden?</p><p>(Dies löscht sämtliche Beweise und das gesammelte Inventar. Spielstände anderer Spiele werden nicht gelöscht.)</p>",
"Delete Progress?": "Spielstand löschen?",
"Delete": "Löschen",
"Download & Delete": "Herunterladen & löschen",
"Cancel": "Abbrechen",
"Layout": "Seitenlayout",
"Always visible": "Immer sichtbar",
"Save my settings (in the browser store)": "Einstellungen im Browser speichern.",
"<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>Wähle eine JSON-Datei mit einem Spielstand, um diesen zu laden.</p><1><0>Achtung:</0> Deraktuelle Spielstand wird dabei überschrieben! Wenn du noch einmal zum aktuellen Spielstand zurückkehren möchtest, solltest du zunächst den <2>aktuellen Spielstand herunterladen</2>!</1>",
"Upload Saved Progress": "Spielstand hochladen",
"Load selected file": "Ausgewählte Datei hochladen",
"Mobile": "Mobil",
"Auto": "Auto",
"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>Für alle, die selbst Spiel entwickeln möchten, gibt es ein <1>GameSkeleton Github Repo</1> als Vorlage und die Anleitung <3>How to Create a Game</3>.</0><1>Die <1>Anleitung</1> erklärt auch, wie ein solches Spiel mittels einer passenden URL auf den Sever geladen und gespiel werden kann. Fragen dazu beantworten wir gern.</1><p>Als Kacheln sichtbar ist auf dieser Seite nur eine kuratierte Auswahl an existierenden Spielen. Wir erweitern diese Auswahl auf Anfrage sehr gerne.</p>",
"Level": "Level",
"Introduction": "Prolog",
"Retry proof from here": "Ab hier neu ansetzen",
"Retry": "Noch einmal",
"Failed command": "Gescheiterter Befehl",
"<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games.</p>": "Diese Server läuft auf universitäter Infrastruktur mit begrenzten Kapazitäten. Wir schätzen, dass die Belastungsgrenze bei rund 70 gleichzeitig laufenden Spielen besteht.",
"<0>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!</0>": "Der Spieleserver und die alle Spiele befinden sich in fortlaufender Entwicklung. Wir bitten darum, Fehler und Ungereimtheiten als <1>GitHub Issue</1> zu melden.",
"This server has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich Heine University Düsseldorf.": "Die Lean-Spiele-Software und dieser Spiele-Server werden als Teils der Projekts <1>ADAM: Anticipating the Digital Age of Mathematics</1> an der Heinrich-Heine-Universität Düsseldorf entwickelt.",
"Server capacity": "Server-Auslastung",
"RAM": "RAM",
" used": "",
"CPU": "CPU"
}

@ -0,0 +1,99 @@
{
"Tactics": "Tactics",
"Lean Game Server": "Lean Game Server",
"<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>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": "Game Rules",
"levels": "levels",
"tactics": "tactics",
"regular": "regular",
"relaxed": "relaxed",
"none": "none",
"Rules": "Rules",
"Intro": "Intro",
"Game Introduction": "Game Introduction",
"World selection": "World selection",
"Start": "Start",
"Inventory": "Inventory",
"next level": "next level",
"Next": "Next",
"back to world selection": "back to world selection",
"Leave World": "Leave World",
"previous level": "previous level",
"Previous": "Previous",
"Editor mode is enforced!": "Editor mode is enforced!",
"Editor mode": "Editor mode",
"Typewriter mode": "Typewriter mode",
"information, Impressum, privacy policy": "information, Impressum, privacy policy",
"Preferences": "Preferences",
"Game Info & Credits": "Game Info & Credits",
"Game Info": "Game Info",
"Clear Progress": "Clear Progress",
"Erase": "Erase",
"Download Progress": "Download Progress",
"Download": "Download",
"Load Progress from JSON": "Load Progress from JSON",
"Upload": "Upload",
"Home": "Home",
"back to games selection": "back to games selection",
"close inventory": "close inventory",
"show inventory": "show inventory",
"World": "World",
"Show more help!": "Show more help!",
"Goal": "Goal",
"Current Goal": "Current Goal",
"Objects": "Objects",
"Assumptions": "Assumptions",
"Further Goals": "Further Goals",
"No Goals": "No Goals",
"Loading goal…": "Loading goal…",
"Click somewhere in the Lean file to enable the infoview.": "Click somewhere in the Lean file to enable the infoview.",
"Waiting for Lean server to start…": "Waiting for Lean server to start…",
"Level completed! 🎉": "Level completed! 🎉",
"Level completed with warnings 🎭": "Level completed with warnings 🎭",
"Active Goal": "Active Goal",
"Crashed! Go to editor mode and fix your proof! Last server response:": "Crashed! Go to editor mode and fix your proof! Last server response:",
"Line": "Line",
"Character": "Character",
"Loading messages…": "Loading messages…",
"Execute": "Execute",
"Definitions": "Definitions",
"Theorems": "Theorems",
"Not unlocked yet": "Not unlocked yet",
"Not available in this level": "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>": "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.": "No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.",
"Prerequisites": "Prerequisites",
"Worlds": "Worlds",
"Levels": "Levels",
"Language": "Language",
"Server capacity": "Server capacity",
"RAM": "RAM",
"CPU": "CPU",
"Development notes": "Development notes",
"Adding new games": "Adding new games",
"Funding": "Funding",
"<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>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 Progress?",
"Delete": "Delete",
"Download & Delete": "Download & Delete",
"Cancel": "Cancel",
"Layout": "Layout",
"Always visible": "Always visible",
"Save my settings (in the browser store)": "Save my settings (in the browser store)",
"<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>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": "Upload Saved Progress",
"Load selected file": "Load selected file",
"Mobile": "Mobile",
"Auto": "Auto",
"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",
"Retry proof from here": "Retry proof from here",
"Retry": "Retry",
"Failed command": "Failed command",
"<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games.</p>": "<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games.</p>",
"<0>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!</0>": "<0>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!</0>",
"This server has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich Heine University Düsseldorf.": "This server has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich Heine University Düsseldorf.",
" used": " used"
}

@ -0,0 +1,99 @@
{
"Intro": "Introducción",
"Game Introduction": "Introducción del juego",
"World selection": "Seleccionar mundo",
"Start": "Empezar",
"Inventory": "Inventario",
"next level": "siguiente nivel",
"Next": "Siguiente",
"back to world selection": "volver a la selección de mundos",
"Leave World": "Abandonar mundo",
"previous level": "nivel anterior",
"Previous": "Anterior",
"Editor mode is enforced!": "¡El modo editor es obligatorio!",
"Editor mode": "Modo editor",
"Typewriter mode": "Modo línea a línea",
"information, Impressum, privacy policy": "información, Impressum, política de privacidad",
"Preferences": "Preferencias",
"Game Info & Credits": "Información del juego y reconocimientos",
"Game Info": "Información del juego",
"Clear Progress": "Limpiar el progreso",
"Erase": "Borrar",
"Download Progress": "Descargar progreso",
"Download": "Descargar",
"Load Progress from JSON": "Cargar progreso desde JSON",
"Upload": "Subir",
"Home": "Inicio",
"back to games selection": "volver a la selección de juegos",
"close inventory": "cerrar inventario",
"show inventory": "mostrar inventario",
"World": "Mundo",
"Show more help!": "¡Mostrar más ayuda!",
"Goal": "Objetivo",
"Objects": "Objetos",
"Assumptions": "Hipótesis",
"Current Goal": "Objetivo actual",
"Further Goals": "Objetivos pendientes",
"No Goals": "Sin objetivos",
"Loading goal…": "Cargando objetivo…",
"Click somewhere in the Lean file to enable the infoview.": "Pulsa en algún lugar del archivo Lean para habilitar la vista de información.",
"Waiting for Lean server to start…": "Esperando a que el servidor Lean se inicie…",
"Level completed! 🎉": "Nivel completado 🎉",
"Level completed with warnings 🎭": "Nivel completado con advertencias 🎭",
"Failed command": "Comando fallido",
"Retry proof from here": "Reintentar la prueba desde aquí",
"Retry": "Reintentar",
"Active Goal": "Objetivo activo",
"Crashed! Go to editor mode and fix your proof! Last server response:": "¡Error! Vaya al modo editor y corrija su prueba. Última respuesta del servidor:",
"Line": "Línea",
"Character": "Carácter",
"Loading messages…": "Cargando mensajes…",
"Execute": "Ejecutar",
"Tactics": "Tácticas",
"Definitions": "Definiciones",
"Theorems": "Teoremas",
"Not unlocked yet": "No desbloqueado aún",
"Not available in this level": "No disponible en este nivel",
"A repository of learning games for the proof assistant <1>Lean</1> <i>(Lean 4)</i> and its mathematical library <5>mathlib</5>": "Un repositorio de juegos para aprender el asistente de demostración <1>Lean</1>, <i>(Lean 4)</i> y su biblioteca matemática <5>mathlib</5> ",
"No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "No se ha cargado ningún juego. Use <1>http://localhost:3000/#/g/local/FOLDER</1> para abrir un juego directamente desde una carpeta local",
"<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>Si está considerando escribir su propio juego, use el <1>GameSkeleton Github Repo</1> como plantilla y lea <3>How to Create a Game</3>.</0><1>Puede cargar directamente los juegos en el servidor y jugarlo usando la URL adecuada. Las <1>instrucciones anteriores</1> también explican los detalles sobre cómo cargar su juego en el servidor. Le animamos a ponerse en contacto con nosotros si tiene preguntas.</1><p>Los juegos incluidos en esta página son añadidos manualmente. Por favor, contactenos y añadiremos el suyo encantados.</p>",
"Prerequisites": "Requisitos previos",
"Worlds": "Mundos",
"Levels": "Niveles",
"Language": "Idioma",
"Lean Game Server": "Servidor de Juegos de Lean",
"Development notes": "Notas de desarrollo",
"Adding new games": "Añadir nuevos juegos",
"Funding": "Financiación",
"Level": "Nivel",
"Introduction": "Introducción",
"<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>¿Desea eliminar su progreso guardado definitivamente?</p><p>(Esto elimina sus pruebas y su inventario recopilado. Los progresos guardados de otros juegos no se eliminan.)</p>",
"Delete Progress?": "¿Borrar Progreso?",
"Delete": "Borrar",
"Download & Delete": "Descargar y Borrar",
"Cancel": "Cancelar",
"Mobile": "Móvil",
"Auto": "Automático",
"Desktop": "Escritorio",
"Layout": "Diseño",
"Always visible": "Siempre visible",
"Save my settings (in the browser store)": "Guardar mis ajustes (en el almacenamiento del navegador)",
"<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>Las reglas del juego determinan si se permite saltarse niveles y si el juego realiza comprobaciones para permitir únicamente tácticas y teoremas desbloqueados en las pruebas.</p><1>Nota: las tácticas (o teoremas) \"Desbloqueadas\" está determinadas por dos cosas: el conjunto mínimo de tácticas necesarias para resolver un nivel, más cualquier táctica que hayas desbloqueado en otro nivel. Esto significa que si desbloqueas <1>simp</1> en un nivel, puedes usarlo a partir de entonces en cualquier nivel.</1><p>Las opciones son:</p>",
"Game Rules": "Reglas del juego",
"levels": "niveles",
"tactics": "tácticas",
"regular": "normal",
"relaxed": "relajado",
"none": "ninguno",
"<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>Seleccione un archivo JSON con el progreso del juego guardado para cargar su progreso.</p><1><0>Advertencia:</0> Esto borrará su progreso actual en el juego. Considere <2>descargar su progreso actual</2> antes</1>",
"Upload Saved Progress": "Subir progreso guardado",
"Load selected file": "Cargar archivo seleccionado",
"Rules": "Reglas",
"<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games.</p>": "<p>Como este servidor corre en máquinas de nuestra universidad, tiene una capacidad limitada. Nuestra estimación actual es de unos 70 juegos simultaneos.</p>.",
"<0>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!</0>": "<1>Muchos aspectos de los juegos y la infrastructura están aún en desarrollo. No dude en abrir una <1>GitHub Issue</1> sobre cualquier problema que experimente.</1>",
"This server has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich Heine University Düsseldorf.": "Este servidor se ha desarrollado como parte del proyecto <1>ADAM: Anticipating the Digital Age of Mathematics</1> en la Heinrich-Heine-Universität de Düsseldorf.",
"Server capacity": "",
"RAM": "",
" used": "",
"CPU": ""
}

@ -0,0 +1,8 @@
/ko-level1.tmx
/ko-level2.tmx
/ko-omegat.tmx
/**/*.bak
/omegat/last_entry.properties
/omegat/files_order.txt
/omegat/project_stats.txt
/tm/*.tmx

@ -0,0 +1,15 @@
# 린 4 게임
[English (영어)](./README.md) | 한국어
## 기여하기
`lean4game`의 한국어 번역에 기여하는 활동은 언제든지 환영합니다!
### 한국어 번역
저([차불휘][bc])는 [오메가T(OmegaT)][omt]를 이용해 영어 문서를 한국어로 번역합니다. 오메가T 프로젝트는 이 디렉터리, 다시 말해 `client/public/locales/ko`에 있습니다. 오메가T로 JSON 파일을 구문 분석 하려면 [오메가T를 위한 오카피(Okapi) 필터 플러그인][okapi]을 설치해야 됩니다.
[bc]: https://github.com/chabulhwi
[omt]: https://omegat.org/
[okapi]: https://okapiframework.org/wiki/index.php/Okapi_Filters_Plugin_for_OmegaT

@ -0,0 +1,18 @@
# Lean 4 Game
English | [한국어[Korean]](./README.ko.md)
## Contributing
Contributions to the Korean translation of `lean4game` are always welcome!
### Korean Translation
I ([Bulhwi Cha][bc]) use [OmegaT][omt] to translate English documentation into
Korean. The OmegaT project is in this directory, that is,
`client/public/locales/ko`. You need to install the [Okapi filters plugin for
OmegaT][okapi] to make OmegaT parse JSON files.
[bc]: https://github.com/chabulhwi
[omt]: https://omegat.org/
[okapi]: https://okapiframework.org/wiki/index.php/Okapi_Filters_Plugin_for_OmegaT

@ -0,0 +1,167 @@
# Glossary in tab-separated format -*- coding: utf-8 -*-
St. Anselm 안셀무스
ontological 존재론적
argument 논증
argument 인수
Lean 린
Lean community 린 커뮤니티
God 신
Alvin Plantinga 앨빈 플랜팅아
exist 존재하다
existence 존재
the understanding 지성
reality 현실
assumption 가정
reductio 귀류법
great 큰
premise 전제
being 존재자
conceive 생각하다
definition 정의
true 참
true 참인
false 거짓
false 거짓인
formulate 정식화하다
formulation 정식화
formalize 형식화하다
formalization 형식화
property 속성
redundant 불필요한
sentence 문장
state 진술하다
statement 진술
proposition 명제
negation 부정
axiom 공리
theorem 정리
theory 이론
conclude 결론하다
prove 증명하다
SEP 스탠퍼드 철학 백과사전
Eric Wieser 에릭 비저
Alistair Tucker 앨리스터 터커
philosophy 철학
Owl of Sogang 서강올빼미
type theory 유형론
universe level 유형 세계 변수
type 유형
type 입력하다
type check 유형을 확인하다
type check 유형이 확인되다
type check 유형 확인이 잘되다
type class 유형 클래스
instance 사례
category mistake 범주 실수
class 클래스
example 보기
example 예
inductive type 귀납형
define 정의하다
constructor 구성자
Apache License, Version 2.0 아파치 라이선스, 버전 2.0
under the terms of 의 조건에 따라
OmegaT 오메가T
symbolic link 심벌릭 링크
directory 디렉터리
root directory 최상위 디렉터리
documentation 문서
English 영어
Korean 한국어
chapter 장
quiz 퀴즈
question 문제
command 명령어
error 오류
code 코드
evaluate 계산하다
keyword 핵심어
declare 선언하다
constant 상수
reference 참고 문헌
universe-polymorphic 세계 다형적
parametrically polymorphic 매개 변수 다형적
function 함수
identifier 식별자
definitionally equal 정의상 같은
natural number 자연수
input 입력값
return 반환하다
non-zero 영이 아닌
zero 영
alpha-equivalent 알파 동등한
less-than-or-equal-to sign 작거나 같음 부호
dependent function 의존 함수
dependent function type 의존 함수형
dependent product 의존곱
dependent product type 의존곱형
underscore 밑줄
implicit 암시적
explicit 명시적
sigma type 시그마
propositional logic 명제 논리
term 항
contemporary 동시대
term 용어
truth-value 진릿값
bearer 담지자
propositional attitudes 명제적 태도
believe 믿다
doubt 의심하다
South Korea 한국
school mathematics 학교 수학
sentence 문장
high school mathematics 고등학교 수학
teacher 교사
Stanford Encyclopedia of Philosophy 스탠퍼드 철학 백과사전
ordered triple 순서세짝
conjecture 추측
Goldbach's conjecture 골드바흐의 추측
interactive theorem prover 상호 작용 정리 증명기
truth 참
falsity 거짓
rule of inference 추론 규칙
introduction rule 도입 규칙
elimination rule 제거 규칙
ex falso quodlibet 엑스 팔소 세퀴투르 쿠오들리베트
principle of explosion 폭발 원리
propositional connective 명제 연결사
symbol 기호
refutation by contradiction 모순에 따른 부인
contradiction 모순
conjunction 연언
disjunction 선언(選言)
implication 함의
material implication 내용적 함의
conditional 조건문
modus ponens 긍정 논법[모더스 포넨스]
necessary condition 필요조건
conversion 역
inversion 이(裏)
contraposition 대우(對偶)
equivalence 동등
biconditional 쌍조건문
abbreviation 준말
if and only if …일 때 그리고 그럴 때만
editor 편집기
shortcut 단축키
Theorem Proving in Lean 4 린 4로 하는 정리 증명
exercise 연습 문제
repository 저장소
Jeremy Avigad 제러미 아비가드
Leonardo de Moura 레오나르두 지 모라
Soonho Kong 공순호
Sebastian Ullrich 제바스티안 울리히
file 파일
Markdown 마크다운
quiz 퀴즈
translation 번역
contribute 기여하다
progress 진도
capacity 이용량
GitHub 깃허브
repo 저장소
game rule 게임 규칙
unlocked 잠금 해제가 된
unlock 잠금 해제를 하다
Markdown 마크다운

@ -0,0 +1,33 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<omegat>
<project version="1.0">
<source_dir>__DEFAULT__</source_dir>
<source_dir_excludes>
<mask>**/.svn/**</mask>
<mask>**/CVS/**</mask>
<mask>**/.cvs/**</mask>
<mask>**/.git/**</mask>
<mask>**/.hg/**</mask>
<mask>**/.repositories/**</mask>
<mask>**/desktop.ini</mask>
<mask>**/Thumbs.db</mask>
<mask>**/.DS_Store</mask>
<mask>**/~$*</mask>
</source_dir_excludes>
<target_dir>__DEFAULT__</target_dir>
<tm_dir>__DEFAULT__</tm_dir>
<glossary_dir>__DEFAULT__</glossary_dir>
<glossary_file>__DEFAULT__</glossary_file>
<dictionary_dir>__DEFAULT__</dictionary_dir>
<export_tm_dir>__DEFAULT__</export_tm_dir>
<export_tm_levels>omegat level1 level2</export_tm_levels>
<source_lang>en</source_lang>
<target_lang>ko</target_lang>
<source_tok>org.omegat.tokenizer.LuceneEnglishTokenizer</source_tok>
<target_tok>org.omegat.tokenizer.HunspellTokenizer</target_tok>
<sentence_seg>true</sentence_seg>
<support_default_translations>true</support_default_translations>
<remove_tags>false</remove_tags>
<external_command></external_command>
</project>
</omegat>

File diff suppressed because it is too large Load Diff

@ -0,0 +1,15 @@
# 린 4 게임
[English (영어)](./README.md) | 한국어
## 기여하기
`lean4game`의 한국어 번역에 기여하는 활동은 언제든지 환영합니다!
### 한국어 번역
저([차불휘][bc])는 [오메가T(OmegaT)][omt]를 이용해 영어 문서를 한국어로 번역합니다. 오메가T 프로젝트는 이 디렉터리, 다시 말해 `client/public/locales/ko`에 있습니다. 오메가T로 JSON 파일을 구문 분석 하려면 [오메가T를 위한 오카피(Okapi) 필터 플러그인][okapi]을 설치해야 됩니다.
[bc]: https://github.com/chabulhwi
[omt]: https://omegat.org/
[okapi]: https://okapiframework.org/wiki/index.php/Okapi_Filters_Plugin_for_OmegaT

@ -0,0 +1,99 @@
{
"Tactics": "전략",
"Lean Game Server": "린 게임 서버",
"<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>게임 규칙에 따라, 단계들을 건너뛰어도 되는지 그리고 증명을 작성할 때 잠금 해제가 된 전략과 정리만 이용할 수 있는지가 정해집니다.</p><1>\n\n참고: '잠금 해제'가 된 전략이나 정리는 다음 두 부류로 정해집니다. (1) 해당 단계를 푸는 데 필요한 최소한의 전략이나 정리의 모임, (2) 다른 단계에서 잠금 해제를 한 전략이나 정리. 따라서 여러분이 <1>simp</1> 전략을 잠금 해제 하면, 그 뒤로 어느 단계에서든 이 전략을 이용할 수 있습니다.</1><p>선택할 수 있는 게임 규칙은 다음과 같습니다.</p>",
"Game Rules": "게임 규칙",
"levels": "단계",
"tactics": "전략",
"regular": "일반",
"relaxed": "완화됨",
"none": "없음",
"Rules": "규칙",
"Intro": "소개",
"Game Introduction": "게임 소개",
"World selection": "세계 선택",
"Start": "시작하기",
"Inventory": "인벤토리",
"next level": "다음 단계",
"Next": "다음",
"back to world selection": "세계 선택하러 돌아가기",
"Leave World": "세계에서 나가기",
"previous level": "이전 단계",
"Previous": "이전",
"Editor mode is enforced!": "편집기 모드가 강제됐습니다!",
"Editor mode": "편집기 모드",
"Typewriter mode": "타자기 모드",
"information, Impressum, privacy policy": "정보, 관리자 정보, 사생활 정책",
"Preferences": "기본 설정",
"Game Info & Credits": "게임 정보 및 제작자 명단",
"Game Info": "게임 정보",
"Clear Progress": "진도 없애기",
"Erase": "지우기",
"Download Progress": "진도 내려받기",
"Download": "내려받기",
"Load Progress from JSON": "JSON에서 진도 불러오기",
"Upload": "업로드",
"Home": "홈",
"back to games selection": "게임 선택하러 돌아가기",
"close inventory": "인벤토리 닫기",
"show inventory": "인벤토리 보기",
"World": "세계",
"Show more help!": "도움말 더 보기!",
"Goal": "목표",
"Current Goal": "현재 목표",
"Objects": "객체",
"Assumptions": "가정",
"Further Goals": "이후 목표",
"No Goals": "목표 없음",
"Loading goal…": "목표 불러오는 중…",
"Click somewhere in the Lean file to enable the infoview.": "린 파일의 아무 곳이나 눌러 정보창을 여십시오.",
"Waiting for Lean server to start…": "린 서버가 시작하기를 기다리는 중…",
"Level completed! 🎉": "단계 완료! 🎉",
"Level completed with warnings 🎭": "경고 있는 채로 단계 완료 🎭",
"Active Goal": "활성화된 목표",
"Crashed! Go to editor mode and fix your proof! Last server response:": "시스템 다운됨! 편집기 모드에서 증명을 고치십시오! 마지막 서버 응답:",
"Line": "줄",
"Character": "문자",
"Loading messages…": "메시지 불러오는 중…",
"Execute": "실행하기",
"Definitions": "정의",
"Theorems": "정리",
"Not unlocked yet": "아직 잠금 해제가 안 됨",
"Not available in this level": "이 단계에서 쓸 수 없음",
"A repository of learning games for the proof assistant <1>Lean</1> <i>(Lean 4)</i> and its mathematical library <5>mathlib</5>": "<1>린(Lean 4)</1> 증명 보조기와 그 수학 라이브러리 <5>매스리브(mathlib)</5>를 학습하기 위한 게임들의 저장소",
"No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "불러온 게임 없음. <1>http://localhost:3000/#/g/local/FOLDER</1>를 이용해 지역[로컬] 폴더에서 게임을 직접 여십시오.",
"Prerequisites": "선행 요건",
"Worlds": "세계",
"Levels": "단계",
"Language": "언어",
"Server capacity": "서버 이용량",
"RAM": "램",
"CPU": "CPU",
"Development notes": "개발 노트",
"Adding new games": "새 게임 추가하기",
"Funding": "재정 지원",
"<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>저장된 진도를 불가역적으로 삭제하시겠습니까?</p><p>(이를 선택하시면 증명과 인벤토리 안의 수집 항목들이 삭제됩니다. 다른 게임에 저장된 정보는 삭제되지 않습니다.)</p>",
"Delete Progress?": "진도를 삭제하시겠습니까?",
"Delete": "삭제하기",
"Download & Delete": "내려받고 삭제하기",
"Cancel": "취소하기",
"Layout": "레이아웃",
"Always visible": "항상 보임",
"Save my settings (in the browser store)": "(브라우저에) 설정 저장하기",
"<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>저장된 게임 진도가 있는 JSON 파일을 선택해 진도를 불러오십시오.</p><1><0>경고:</0> 이를 실행하면 현재의 게임 진도가 삭제됩니다! <2>현재의 게임 진도</2>를 먼저 내려받을지 판단하십시오!</1>",
"Upload Saved Progress": "저장된 진도 업로드",
"Load selected file": "선택한 파일 열기",
"Mobile": "모바일",
"Auto": "자동",
"Desktop": "데스크톱",
"<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>여러분이 직접 게임을 작성할 생각이 있다면, <1>GameSkeleton 깃허브 저장소</1>를 양식[템플릿]으로 이용하고 <3>'게임 만들기(Creating a Game)'</3> 문서를 읽으십시오.</0><1>여러분이 작성한 게임을 직접 서버에서 불러오고, 정확한 URL을 이용해 그 게임을 하실 수 있습니다. 여러분의 게임을 서버에서 불러오는 방법에 관한 세부 사항도 위의 <1>설명서</1>에 나와 있습니다. 궁금한 점이 있으면 저희에게 연락해 주십시오.</1><p>이 페이지에 실린 게임들은 수동으로 추가됐습니다. 저희에게 연락하시면 여러분의 게임을 기꺼이 추가하겠습니다.",
"Level": "단계",
"Introduction": "소개",
"Retry proof from here": "여기부터 증명 다시 시도하기",
"Retry": "다시 시도하기",
"Failed command": "실패한 명령",
"<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games.</p>": "",
"<0>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!</0>": "",
"This server has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich Heine University Düsseldorf.": "",
" used": ""
}

@ -0,0 +1,99 @@
{
"Tactics": "策略",
"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,以及游戏是否只允许在证明中使用已解锁的策略和定理。</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,加上你在其他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>,你可以在任何关卡中使用它。</1><p>选项有:</p>",
"Game Rules": "游戏规则",
"levels": "关卡",
"tactics": "策略",
"regular": "标准",
"relaxed": "休闲",
"none": "自由",
"Rules": "规则",
"Intro": "介绍",
"Game Introduction": "游戏介绍",
"World selection": "世界选择",
"Start": "开始",
"Inventory": "定理清单",
"next level": "下一关",
"Next": "下一关",
"back to world selection": "返回世界选择",
"Leave World": "离开世界",
"previous level": "上一关",
"Previous": "上一关",
"Editor mode is enforced!": "编辑器模式已启用!",
"Editor mode": "编辑器模式",
"Typewriter mode": "打字机模式",
"information, Impressum, privacy policy": "信息、版权说明、隐私政策",
"Preferences": "偏好设置",
"Game Info & Credits": "游戏信息和荣誉",
"Game Info": "游戏信息",
"Clear Progress": "清除进度",
"Erase": "删除",
"Download Progress": "下载进度",
"Download": "下载",
"Load Progress from JSON": "从 JSON 加载进度",
"Upload": "上传",
"Home": "首页",
"back to games selection": "返回游戏选择",
"close inventory": "关闭定理清单面板",
"show inventory": "打开定理清单面板",
"World": "世界",
"Show more help!": "显示更多帮助!",
"Goal": "目标",
"Current Goal": "当前目标",
"Objects": "对象",
"Assumptions": "假设",
"Further Goals": "进一步目标",
"No Goals": "无目标",
"Loading goal…": "加载目标中。。。",
"Click somewhere in the Lean file to enable the infoview.": "单击 Lean 文件中的某处以启用信息视图。",
"Waiting for Lean server to start…": "等待 Lean 服务器启动中…",
"Level completed! 🎉": "关卡完成!🎉",
"Level completed with warnings 🎭": "关卡完成(带有警告) 🎭",
"Retry proof from here": "从这里重新尝试证明",
"Active Goal": "当前目标",
"Crashed! Go to editor mode and fix your proof! Last server response:": "程序崩溃!请转到编辑器模式,修复您的证明!最后一次服务器响应:",
"Line": "行",
"Character": "字符",
"Loading messages…": "正在加载信息。。。",
"Execute": "执行",
"Definitions": "定义",
"Theorems": "定理",
"Not unlocked yet": "尚未解锁",
"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>": "这是一个为证明助手 <1>Lean</1> <i>(Lean 4)</i> 及其数学库 <5>mathlib</5> 设计的学习游戏库",
"No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "未加载游戏。访问 <1>http://localhost:3000/#/g/local/FOLDER</1> 从本地文件夹打开游戏。",
"<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>如果你打算编写自己的游戏,可以使用 <1>GameSkeleton Github Repo</1> 作为模板,并参阅 <3>如何创建游戏</3>。</0><1>你可以直接将游戏上传至服务器,并通过正确的 URL 进行游戏。上面的 <1>说明</1> 已详细介绍了如何将游戏加载到服务器的步骤。如果你有任何疑问,请随时联系我们。</1><p>本页上的精选游戏都是手动添加的。如果你想添加你的游戏,请与我们联系,我们非常欢迎。</p>",
"Prerequisites": "前置条件",
"Worlds": "世界",
"Levels": "关卡",
"Language": "语言",
"Development notes": "开发笔记",
"Adding new games": "添加新游戏",
"Funding": "资助",
"<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>您确定要永久删除您的游戏进度吗?</p><p>(此操作将删除您的所有证明和收集的定理与策略,但不会影响其他游戏的保存数据。)</p>",
"Delete Progress?": "删除进度?",
"Delete": "删除",
"Download & Delete": "下载和删除",
"Cancel": "取消",
"Layout": "布局",
"Always visible": "始终可见",
"Save my settings (in the browser store)": "保存我的设置(在浏览器中存储)",
"<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!请考虑先<2>下载您当前的进度</2></1>",
"Upload Saved Progress": "上传保存的进度",
"Load selected file": "加载所选文件",
"Mobile": "移动端",
"Auto": "自动",
"Desktop": "桌面端",
"Level": "关卡",
"Introduction": "介绍",
"Retry": "重试",
"Failed command": "命令失败",
"<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games.</p>": "",
"<0>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!</0>": "",
"This server has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich Heine University Düsseldorf.": "",
"Server capacity": "",
"RAM": "",
" used": "",
"CPU": ""
}

@ -8,41 +8,31 @@ import '@fontsource/roboto/700.css';
import './css/reset.css';
import './css/app.css';
import { MobileContext } from './components/infoview/context';
import { useMobile } from './hooks';
import { AUTO_SWITCH_THRESHOLD, getWindowDimensions} from './state/preferences';
import { PreferencesContext} from './components/infoview/context';
import UsePreferences from "./state/hooks/use_preferences"
import i18n from './i18n';
export const GameIdContext = React.createContext<string>(undefined);
function App() {
const { mobile, setMobile, lockMobile, setLockMobile } = useMobile();
const params = useParams()
const gameId = "g/" + params.owner + "/" + params.repo
const automaticallyAdjustLayout = () => {
const {width} = getWindowDimensions()
setMobile(width < AUTO_SWITCH_THRESHOLD)
}
React.useEffect(()=>{
if (!lockMobile){
void automaticallyAdjustLayout()
window.addEventListener('resize', automaticallyAdjustLayout)
const {mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage} = UsePreferences()
return () => {
window.removeEventListener('resize', automaticallyAdjustLayout)
}
}
}, [lockMobile])
React.useEffect(() => {
i18n.changeLanguage(language)
}, [language])
return (
<div className="app">
<GameIdContext.Provider value={gameId}>
<MobileContext.Provider value={{mobile, setMobile, lockMobile, setLockMobile}}>
<Outlet />
</MobileContext.Provider>
<PreferencesContext.Provider value={{mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage}}>
<React.Suspense>
<Outlet />
</React.Suspense>
</PreferencesContext.Provider>
</GameIdContext.Provider>
</div>
)

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@ -5,30 +5,32 @@ 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, faMobileScreenButton, faDesktop, faGear } from '@fortawesome/free-solid-svg-icons'
faCircleInfo, faTerminal, faGear } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from "../app"
import { InputModeContext, MobileContext, WorldLevelIdContext } from "./infoview/context"
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: "Intro", 2: null}[pageNumber]
let prevText = {0: null, 1: t("Intro"), 2: null}[pageNumber]
let prevIcon = {0: null, 1: null, 2: faBookOpen}[pageNumber]
let prevTitle = {0: null, 1: "Game Introduction", 2: "World selection"}[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: "Start", 1: null, 2: null}[pageNumber]
let nextText = {0: t("Start"), 1: null, 2: null}[pageNumber]
let nextIcon = {0: null, 1: faBook, 2: null}[pageNumber]
let nextTitle = {0: "World selection", 1: "Inventory", 2: null}[pageNumber]
let nextTitle = {0: t("World selection"), 1: t("Inventory"), 2: null}[pageNumber]
return <>
{(prevText || prevIcon) &&
@ -53,7 +55,7 @@ function MobileNavButtons({pageNumber, setPageNumber}:
}
/** button to toggle dropdown menu. */
function MenuButton({navOpen, setNavOpen}) {
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>
@ -63,18 +65,19 @@ function MenuButton({navOpen, setNavOpen}) {
* 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/${levelId + 1}`} title="next level"
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} title={t("next level")}
disabled={difficulty >= 2 && !(completed || levelId == 0)}
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? "Next" : "Start"}
<FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? t("Next") : t("Start")}
</Button>
:
<Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn">
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
<Button to={`/${gameId}`} inverted="true" title={t("back to world selection")} id="home-btn">
<FontAwesomeIcon icon={faHome} />&nbsp;{t("Leave World")}
</Button>
)
}
@ -83,66 +86,117 @@ function NextButton({worldSize, difficulty, completed, setNavOpen}) {
* 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="previous level"
title={t("previous level")}
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;Previous
<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, lockInputMode} = React.useContext(InputModeContext)
const {typewriterMode, setTypewriterMode, lockEditorMode} = React.useContext(InputModeContext)
/** toggle input mode if allowed */
function toggleInputMode(ev: React.MouseEvent) {
if (!lockInputMode){
if (!lockEditorMode){
setTypewriterMode(!typewriterMode)
setNavOpen(false)
}
}
return <Button
className={`btn btn-inverted ${isDropdown? '' : 'toggle-width'}`} disabled={levelId <= 0 || lockInputMode}
className={`btn btn-inverted ${isDropdown? '' : 'toggle-width'}`} disabled={levelId <= 0 || lockEditorMode}
inverted="true" to=""
onClick={(ev) => toggleInputMode(ev)}
title={lockInputMode ? "Editor mode is enforced!" : typewriterMode ? "Editor mode" : "Typewriter mode"}>
<FontAwesomeIcon icon={typewriterMode ? faCode : faTerminal} />
{isDropdown && (typewriterMode ? <>&nbsp;Editor mode</> : <>&nbsp;Typewriter mode</>)}
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 */
function ImpressumButton({setNavOpen, toggleImpressum, isDropdown}) {
return <Button className="btn btn-inverted toggle-width"
title="information, Impressum, privacy policy" inverted="true" to="" onClick={(ev) => {toggleImpressum(ev); setNavOpen(false)}}>
/** 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;Info &amp; Impressum</>}
{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="back to world selection" id="home-btn">
return <Button to={`/${gameId}`} inverted="true" title={t("back to world selection")} id="home-btn">
<FontAwesomeIcon icon={faHome} />
{isDropdown && <>&nbsp;Home</>}
{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 ? "close inventory" : "show inventory"}
title={pageNumber ? t("close inventory") : t("show inventory")}
inverted="true" onClick={() => {setPageNumber(pageNumber ? 0 : 1)}}>
<FontAwesomeIcon icon={pageNumber ? faBookOpen : faBook} />
</Button>
@ -160,59 +214,49 @@ export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpres
toggleInfo: any,
togglePreferencesPopup: () => void;
}) {
const { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
const gameProgress = useAppSelector(selectProgress(gameId))
const {mobile, setMobile} = React.useContext(MobileContext)
const {mobile} = React.useContext(PreferencesContext)
const [navOpen, setNavOpen] = React.useState(false)
return <div className="app-bar">
<div>
<Button inverted="false" title="back to games selection" to="/">
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;<FontAwesomeIcon icon={faGlobe} />
</Button>
<div className='app-bar-left'>
<LandingPageButton />
<span className="app-bar-title"></span>
</div>
<div>
{!mobile && <span className="app-bar-title">{gameInfo?.title}</span>}
{!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')}>
<Button title="Game Info & Credits" inverted="true" to="" onClick={() => {toggleInfo(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Game Info
</Button>
<Button title="Clear Progress" inverted="true" to="" onClick={() => {toggleEraseMenu(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faEraser} />&nbsp;Erase
</Button>
<Button title="Download Progress" inverted="true" to="" onClick={(ev) => {downloadProgress(gameId, gameProgress, ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={faDownload} />&nbsp;Download
</Button>
<Button title="Load Progress from JSON" inverted="true" to="" onClick={() => {toggleUploadMenu(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faUpload} />&nbsp;Upload
</Button>
<Button title="Impressum, privacy policy" inverted="true" to="" onClick={() => {toggleImpressum(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Impressum
</Button>
<Button title="Preferences" inverted="true" to="" onClick={() => {togglePreferencesPopup(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faGear} />&nbsp;Preferences
</Button>
<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, pageNumber=undefined, setPageNumber=undefined} : {
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(MobileContext)
const {mobile} = React.useContext(PreferencesContext)
const [navOpen, setNavOpen] = React.useState(false)
const gameInfo = useGetGameInfoQuery({game: gameId})
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
@ -236,14 +280,16 @@ export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=
<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>
<div className='app-bar-left'>
<HomeButton isDropdown={false} />
<span className="app-bar-title">{worldTitle && `World: ${worldTitle}`}</span>
<span className="app-bar-title">{worldTitle && `${t("World")}: ${t(worldTitle, {ns: gameId})}`}</span>
</div>
<div>
<span className="app-bar-title">{levelTitle}</span>
@ -252,7 +298,12 @@ export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=
<PreviousButton setNavOpen={setNavOpen} />
<NextButton worldSize={gameInfo.data?.worldSize[worldId]} difficulty={difficulty} completed={completed} setNavOpen={setNavOpen} />
<InputModeButton setNavOpen={setNavOpen} isDropdown={false}/>
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} 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>
</>
}

@ -1,21 +1,46 @@
import { GameHint } from "./infoview/rpc_api";
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-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
<Markdown>{hint.text}</Markdown>
<Markdown>{getHintText(hint)}</Markdown>
</div>
}
export function HiddenHint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
return <div className={`message warning step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
<Markdown>{hint.text}</Markdown>
<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)
@ -28,7 +53,7 @@ export function Hints({hints, showHidden, step, selected, toggleSelection, lastL
export function DeletedHint({hint} : {hint: GameHint}) {
return <div className="message information deleted-hint">
<Markdown>{hint.text}</Markdown>
<Markdown>{getHintText(hint)}</Markdown>
</div>
}
@ -43,3 +68,58 @@ export function DeletedHints({hints} : {hints: GameHint[]}) {
{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>
}
}

@ -3,45 +3,59 @@
*/
import * as React from 'react';
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { InteractiveDiagnostic, InteractiveTermGoal } from '@leanprover/infoview-api';
import { GameHint, InteractiveGoal, InteractiveGoals } from './rpc_api';
import { InteractiveDiagnostic } from '@leanprover/infoview-api';
import { Diagnostic } from 'vscode-languageserver-types'
import { GameHint, InteractiveGoal, InteractiveTermGoal,InteractiveGoalsWithHints, ProofState } from './rpc_api';
import { PreferencesState } from '../../state/preferences';
export const MonacoEditorContext = React.createContext<monaco.editor.IStandaloneCodeEditor>(
null as any)
export type InfoStatus = 'updating' | 'error' | 'ready';
/** One step of the proof */
export type ProofStep = {
/** The command in this step */
command : string
/** List of goals *after* this command */
goals: InteractiveGoal[] // TODO: Add correct type
/** Story relevant messages */
hints: GameHint[] // TODO: Add correct type
/** Errors and warnings */
errors: InteractiveDiagnostic[] // TODO: Add correct type
}
// /** One step of the proof */
// export type ProofStep = {
// /** The command in this step */
// command : string
// /** List of goals *after* this command */
// goals: InteractiveGoal[] // TODO: Add correct type
// /** Story relevant messages */
// hints: GameHint[] // TODO: Add correct type
// /** Errors and warnings */
// errors: InteractiveDiagnostic[] // TODO: Add correct type
// }
/** The context storing the proof step-by-step for the command line mode */
export const ProofContext = React.createContext<{
/** The proof consists of multiple steps that are processed one after the other.
* In particular multi-line terms like `match`-statements will not be supported.
*
* Note that the first step will always have `null` as command
* Note that the first step will always have "" as command
*/
proof: ProofStep[],
setProof: React.Dispatch<React.SetStateAction<Array<ProofStep>>>
proof: ProofState,
setProof: React.Dispatch<React.SetStateAction<ProofState>>
/** TODO: Workaround to capture a crash of the gameserver. */
interimDiags: Diagnostic[],
setInterimDiags: React.Dispatch<React.SetStateAction<Array<Diagnostic>>>
/** TODO: Workaround to capture a crash of the gameserver. */
crashed: Boolean,
setCrashed: React.Dispatch<React.SetStateAction<Boolean>>
}>({
proof: [],
setProof: () => {} // TODO: implement me
proof: {steps: [], diagnostics: [], completed: false, completedWithWarnings: false},
setProof: () => {},
interimDiags: [],
setInterimDiags: () => {},
crashed: false,
setCrashed: () => {}
})
// TODO: Do we still need that?
export interface ProofStateProps {
// pos: DocumentPosition;
status: InfoStatus;
messages: InteractiveDiagnostic[];
goals?: InteractiveGoals;
goals?: InteractiveGoalsWithHints;
termGoal?: InteractiveTermGoal;
error?: string;
// userWidgets: UserWidgetInstance[];
@ -49,31 +63,34 @@ export interface ProofStateProps {
// triggerUpdate: () => Promise<void>;
}
export const ProofStateContext = React.createContext<{
proofState : ProofStateProps,
setProofState: React.Dispatch<React.SetStateAction<ProofStateProps>>
}>({
proofState : {
status: 'updating',
messages: [],
goals: undefined,
termGoal: undefined,
error: undefined},
setProofState: () => {},
})
// export const ProofStateContext = React.createContext<{
// proofState : ProofStateProps,
// setProofState: React.Dispatch<React.SetStateAction<ProofStateProps>>
// }>({
// proofState : {
// status: 'updating',
// messages: [],
// goals: undefined,
// termGoal: undefined,
// error: undefined},
// setProofState: () => {},
// })
export interface IMobileContext {
mobile : boolean,
setMobile: React.Dispatch<React.SetStateAction<Boolean>>,
lockMobile: boolean,
setLockMobile: React.Dispatch<React.SetStateAction<Boolean>>,
export interface IPreferencesContext extends PreferencesState{
mobile: boolean, // The variables that actually control the page 'layout' can only be changed through layout.
setLayout: React.Dispatch<React.SetStateAction<PreferencesState["layout"]>>;
setIsSavePreferences: React.Dispatch<React.SetStateAction<PreferencesState["isSavePreferences"]>>;
setLanguage: React.Dispatch<React.SetStateAction<PreferencesState["language"]>>;
}
export const MobileContext = React.createContext<IMobileContext>({
export const PreferencesContext = React.createContext<IPreferencesContext>({
mobile: false,
setMobile: () => {},
lockMobile: false,
setLockMobile: () => {}
layout: "auto",
isSavePreferences: false,
language: "en",
setLayout: () => {},
setIsSavePreferences: () => {},
setLanguage: () => {},
})
export const WorldLevelIdContext = React.createContext<{
@ -111,13 +128,13 @@ export const InputModeContext = React.createContext<{
setTypewriterMode: React.Dispatch<React.SetStateAction<boolean>>,
typewriterInput: string,
setTypewriterInput: React.Dispatch<React.SetStateAction<string>>,
lockInputMode: boolean,
setLockInputMode: React.Dispatch<React.SetStateAction<boolean>>,
lockEditorMode: boolean,
setLockEditorMode: React.Dispatch<React.SetStateAction<boolean>>,
}>({
typewriterMode: true,
setTypewriterMode: () => {},
typewriterInput: "",
setTypewriterInput: () => {},
lockInputMode: false,
setLockInputMode: () => {},
lockEditorMode: false,
setLockEditorMode: () => {},
});

@ -10,7 +10,11 @@ import { Locations, LocationsContext, SelectableLocation } from '../../../../nod
import { InteractiveCode } from '../../../../node_modules/lean4-infoview/src/infoview/interactiveCode'
import { WithTooltipOnHover } from '../../../../node_modules/lean4-infoview/src/infoview/tooltips';
import { InputModeContext } from './context';
import { InteractiveGoal, InteractiveGoals, InteractiveHypothesisBundle } from './rpc_api';
import { InteractiveGoal, InteractiveGoals, InteractiveGoalsWithHints, InteractiveHypothesisBundle, ProofState } from './rpc_api';
import { RpcSessionAtPos } from '@leanprover/infoview/*';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { DiagnosticSeverity } from 'vscode-languageserver-protocol';
import { useTranslation } from 'react-i18next';
/** Returns true if `h` is inaccessible according to Lean's default name rendering. */
function isInaccessibleName(h: string): boolean {
@ -39,7 +43,11 @@ function goalToString(g: InteractiveGoal): string {
}
export function goalsToString(goals: InteractiveGoals): string {
return goals.goals.map(goalToString).join('\n\n')
return goals.goals.map(g => goalToString(g)).join('\n\n')
}
export function goalsWithHintsToString(goals: InteractiveGoalsWithHints): string {
return goals.goals.map(g => goalToString(g.goal)).join('\n\n')
}
interface GoalFilterState {
@ -127,16 +135,12 @@ interface GoalProps {
typewriter: boolean
}
interface ProofDisplayProps {
proof: string
}
/**
* Displays the hypotheses, target type and optional case label of a goal according to the
* provided `filter`. */
export const Goal = React.memo((props: GoalProps) => {
const { goal, filter, showHints, typewriter } = props
let { t } = useTranslation()
// TODO: Apparently `goal` can be `undefined`
if (!goal) {return <></>}
@ -150,7 +154,7 @@ export const Goal = React.memo((props: GoalProps) => {
undefined,
[locs, goal.mvarId])
const goalLi = <div key={'goal'}>
<div className="goal-title">Goal: </div>
<div className="goal-title">{t("Goal")}:</div>
<LocationsContext.Provider value={goalLocs}>
<InteractiveCode fmt={goal.type} />
</LocationsContext.Provider>
@ -163,24 +167,23 @@ export const Goal = React.memo((props: GoalProps) => {
// const hints = <Hints hints={goal.hints} key={goal.mvarId} />
const objectHyps = hyps.filter(hyp => !hyp.isAssumption)
const assumptionHyps = hyps.filter(hyp => hyp.isAssumption)
const {typewriterMode} = React.useContext(InputModeContext)
return <div>
{/* {goal.userName && <div><strong className="goal-case">case </strong>{goal.userName}</div>} */}
{filter.reverse && goalLi}
{! typewriter && objectHyps.length > 0 &&
<div className="hyp-group"><div className="hyp-group-title">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> }
{!typewriter && assumptionHyps.length > 0 &&
<div className="hyp-group"><div className="hyp-group-title">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> }
{/* {typewriter && typewriterMode && <Typewriter />} */}
{!filter.reverse && goalLi}
{/* {showHints && hints} */}
</div>
})
export const MainAssumptions = React.memo((props: GoalProps2) => {
let { t } = useTranslation()
const { goals, filter } = props
const goal = goals[0]
@ -195,7 +198,7 @@ export const MainAssumptions = React.memo((props: GoalProps2) => {
[locs, goal.mvarId])
const goalLi = <div key={'goal'}>
<div className="goal-title">Goal: </div>
<div className="goal-title">{t("Goal") + ":"}</div>
<LocationsContext.Provider value={goalLocs}>
<InteractiveCode fmt={goal.type} />
</LocationsContext.Provider>
@ -205,25 +208,26 @@ export const MainAssumptions = React.memo((props: GoalProps2) => {
const assumptionHyps = hyps.filter(hyp => hyp.isAssumption)
return <div id="main-assumptions">
<div className="goals-section-title">Current Goal</div>
<div className="goals-section-title">{t("Current Goal")}</div>
{filter.reverse && goalLi}
{ objectHyps.length > 0 &&
<div className="hyp-group"><div className="hyp-group-title">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> }
{ assumptionHyps.length > 0 &&
<div className="hyp-group">
<div className="hyp-group-title">Assumptions:</div>
<div className="hyp-group-title">{t("Assumptions") + ":"}</div>
{assumptionHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}
</div> }
</div>
})
export const OtherGoals = React.memo((props: GoalProps2) => {
let { t } = useTranslation()
const { goals, filter } = props
return <>
{goals && goals.length > 1 &&
<div id="other-goals" className="other-goals">
<div className="goals-section-title">Further Goals</div>
<div className="goals-section-title">{t("Further Goals")}</div>
{goals.slice(1).map((goal, i) =>
<details key={i}>
<summary>
@ -235,36 +239,17 @@ export const OtherGoals = React.memo((props: GoalProps2) => {
</>
})
// TODO: deprecated
export const ProofDisplay = React.memo((props : ProofDisplayProps) => {
const { proof } = props
const steps = proof.match(/.+/g)
return <>
{ steps &&
<div id="current-proof">
<div className="goals-section-title">Proof history</div>
<div className="proof-display-wrapper">
<div className="proof-display">
{steps.map((s) =>
<div>{s}</div>
)}
</div>
</div>
</div>}
</>
})
interface GoalsProps {
goals: InteractiveGoals
goals: InteractiveGoalsWithHints
filter: GoalFilterState
}
export function Goals({ goals, filter }: GoalsProps) {
if (goals.goals.length === 0) {
return <>No goals</>
return <></>
} else {
return <>
{goals.goals.map((g, i) => <Goal typewriter={false} key={i} goal={g} filter={filter} />)}
{goals.goals.map((g, i) => <Goal typewriter={false} key={i} goal={g.goal} filter={filter} />)}
</>
}
}
@ -276,7 +261,7 @@ interface FilteredGoalsProps {
* When this is `undefined`, the component will not appear at all but will remember its state
* by virtue of still being mounted in the React tree. When it does appear again, the filter
* settings and collapsed state will be as before. */
goals?: InteractiveGoals
goals?: InteractiveGoalsWithHints
}
/**
@ -291,7 +276,7 @@ export const FilteredGoals = React.memo(({ headerChildren, goals }: FilteredGoal
data-id="copy-goal-to-comment"
onClick={e => {
e.preventDefault();
if (goals) void ec.copyToComment(goalsToString(goals))
if (goals) void ec.copyToComment(goalsWithHintsToString(goals))
}}
title="copy state to comment" />
@ -336,3 +321,45 @@ export const FilteredGoals = React.memo(({ headerChildren, goals }: FilteredGoal
</details>
</div>
})
export function loadGoals(
rpcSess: RpcSessionAtPos,
uri: string,
setProof: React.Dispatch<React.SetStateAction<ProofState>>,
setCrashed: React.Dispatch<React.SetStateAction<Boolean>>) {
console.info('sending rpc request to load the proof state')
rpcSess.call('Game.getProofState', DocumentPosition.toTdpp({line: 0, character: 0, uri: uri})).then(
(proof : ProofState) => {
if (typeof proof !== 'undefined') {
console.info(`received a proof state!`)
console.log(proof)
setProof(proof)
setCrashed(false)
} else {
console.warn('received undefined proof state!')
setCrashed(true)
// setProof(undefined)
}
}
).catch((error) => {
setCrashed(true)
console.warn(error)
})
}
export function lastStepHasErrors (proof : ProofState): boolean {
if (!proof?.steps.length) {return false}
let diags = [...proof.steps[proof.steps.length - 1].diags, ...proof.diagnostics]
return diags.some(
(d) => (d.severity == DiagnosticSeverity.Error ) // || d.severity == DiagnosticSeverity.Warning
)
}
export function isLastStepWithErrors (proof : ProofState, i: number): boolean {
if (!proof?.steps.length) {return false}
return (i == proof.steps.length - 1) && lastStepHasErrors(proof)
}

@ -4,7 +4,7 @@ import * as React from 'react'
import { CircularProgress } from '@mui/material'
import type { Location, Diagnostic } from 'vscode-languageserver-protocol'
import { getInteractiveTermGoal, InteractiveDiagnostic, UserWidgetInstance, Widget_getWidgets, RpcSessionAtPos, isRpcError,
RpcErrorCode, getInteractiveDiagnostics, InteractiveTermGoal } from '@leanprover/infoview-api'
RpcErrorCode, getInteractiveDiagnostics } from '@leanprover/infoview-api'
import { basename, DocumentPosition, RangeHelpers, useEvent, usePausableState, discardMethodNotFound,
mapRpcError, useAsyncWithTrigger, PausableProps } from '../../../../node_modules/lean4-infoview/src/infoview/util'
import { ConfigContext, EditorContext, LspDiagnosticsContext, ProgressContext } from '../../../../node_modules/lean4-infoview/src/infoview/contexts'
@ -13,9 +13,10 @@ import { RpcContext, useRpcSessionAtPos } from '../../../../node_modules/lean4-i
import { GoalsLocation, Locations, LocationsContext } from '../../../../node_modules/lean4-infoview/src/infoview/goalLocation'
import { AllMessages, lspDiagToInteractive } from './messages'
import { goalsToString, Goal, MainAssumptions, OtherGoals, ProofDisplay } from './goals'
import { InteractiveGoals } from './rpc_api'
import { goalsToString, Goal, MainAssumptions, OtherGoals } from './goals'
import { InteractiveTermGoal, InteractiveGoalsWithHints, InteractiveGoals, ProofState } from './rpc_api'
import { MonacoEditorContext, ProofStateProps, InfoStatus, ProofContext } from './context'
import { useTranslation } from 'react-i18next'
// TODO: All about pinning could probably be removed
type InfoKind = 'cursor' | 'pin'
@ -83,11 +84,12 @@ interface InfoDisplayContentProps extends PausableProps {
error?: string
userWidgets: UserWidgetInstance[]
triggerUpdate: () => Promise<void>
proof? : string
proofString? : string
}
const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
const {pos, messages, goals, termGoal, error, userWidgets, triggerUpdate, isPaused, setPaused, proof} = props
let { t } = useTranslation()
const {pos, messages, goals, termGoal, error, userWidgets, triggerUpdate, isPaused, setPaused, proofString} = props
const hasWidget = userWidgets.length > 0
const hasError = !!error
@ -114,7 +116,8 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
const goalFilter = { reverse: false, showType: true, showInstance: true, showHiddenAssumption: true, showLetValue: true }
/* Adding {' '} to manage string literals properly: https://reactjs.org/docs/jsx-in-depth.html#string-literals-1 */
return <>
return <>
{hasError &&
<div className='error' key='errors'>
Error updating:{' '}{error}.
@ -130,14 +133,14 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
<div>
{ goals && (goals.goals.length > 0
? <Goal typewriter={true} filter={goalFilter} key='mainGoal' goal={goals.goals[0]} showHints={true} />
: <div className="goals-section-title">No Goals</div>
: <div className="goals-section-title">{t("No Goals")}</div>
)}
</div>
</LocationsContext.Provider>
{userWidgets.map(widget =>
<details key={`widget::${widget.id}::${widget.range?.toString()}`} open>
<summary className='mv2 pointer'>{widget.name}</summary>
<PanelWidgetDisplay pos={pos} goals={goals ? goals.goals.map (goal => goal) : []}
<PanelWidgetDisplay pos={pos} goals={goals ? goals.goals : []}
termGoal={termGoal} selectedLocations={selectedLocs} widget={widget}/>
</details>
)}
@ -149,7 +152,7 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
{' '}or <a className='link pointer dim' onClick={e => { e.preventDefault(); setPaused(false) }}>resume updating</a>
{' '}to see information.
</span> :
<><CircularProgress /><div>Loading goal...</div></>)}
<><CircularProgress /><div>{t("Loading goal…")}</div></>)}
<AllMessages />
{/* <LocationsContext.Provider value={locs}>
{goals && goals.goals.length > 1 && <div className="goals-section other-goals">
@ -166,6 +169,7 @@ interface InfoDisplayProps {
pos: DocumentPosition,
status: InfoStatus,
messages: InteractiveDiagnostic[],
proof?: ProofState,
goals?: InteractiveGoals,
termGoal?: InteractiveTermGoal,
error?: string,
@ -175,7 +179,7 @@ interface InfoDisplayProps {
}
/** Displays goal state and messages. Can be paused. */
function InfoDisplay(props0: ProofStateProps & InfoDisplayProps & InfoPinnable) {
function InfoDisplay(props0: InfoDisplayProps & InfoPinnable) {
// Used to update the paused state *just once* if it is paused,
// but a display update is triggered
const [shouldRefresh, setShouldRefresh] = React.useState<boolean>(false)
@ -214,7 +218,7 @@ function InfoDisplay(props0: ProofStateProps & InfoDisplayProps & InfoPinnable)
{/* <details open> */}
{/* <InfoStatusBar {...props} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} /> */}
<div className="vscode-light">
<InfoDisplayContent {...props} proof={editor.getValue()} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} />
<InfoDisplayContent {...props} proofString={editor.getValue()} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} />
</div>
{/* </details> */}
</RpcContext.Provider>
@ -252,7 +256,7 @@ function useIsProcessingAt(p: DocumentPosition): boolean {
function InfoAux(props: InfoProps) {
const proofContext = React.useContext(ProofContext)
const { setProof } = React.useContext(ProofContext)
const config = React.useContext(ConfigContext)
@ -290,6 +294,10 @@ function InfoAux(props: InfoProps) {
// with e.g. a new `pos`.
type InfoRequestResult = Omit<InfoDisplayProps, 'triggerUpdate'>
const [state, triggerUpdateCore] = useAsyncWithTrigger(() => new Promise<InfoRequestResult>((resolve, reject) => {
const proofReq = rpcSess.call('Game.getProofState', DocumentPosition.toTdpp(pos)).catch((error) => {
console.warn(error)
})
const goalsReq = rpcSess.call('Game.getInteractiveGoals', DocumentPosition.toTdpp(pos))
const termGoalReq = getInteractiveTermGoal(rpcSess, DocumentPosition.toTdpp(pos))
const widgetsReq = Widget_getWidgets(rpcSess, pos).catch(discardMethodNotFound)
@ -308,6 +316,7 @@ function InfoAux(props: InfoProps) {
pos,
status: 'updating',
messages: lspDiagsHere.map(lspDiagToInteractive),
proof: undefined,
goals: undefined,
termGoal: undefined,
error: undefined,
@ -318,11 +327,12 @@ function InfoAux(props: InfoProps) {
// NB: it is important to await await reqs at once, otherwise
// if both throw then one exception becomes unhandled.
Promise.all([goalsReq, termGoalReq, widgetsReq, messagesReq]).then(
([goals, termGoal, userWidgets, messages]) => resolve({
Promise.all([proofReq, goalsReq, termGoalReq, widgetsReq, messagesReq]).then(
([proof, goals, termGoal, userWidgets, messages]) => resolve({
pos,
status: 'ready',
messages,
proof : proof as any,
goals: goals as any,
termGoal,
error: undefined,
@ -353,6 +363,7 @@ function InfoAux(props: InfoProps) {
pos,
status: 'error',
messages: lspDiagsHere.map(lspDiagToInteractive),
proof: undefined,
goals: undefined,
termGoal: undefined,
error: `Error fetching goals: ${errorString}`,
@ -389,6 +400,7 @@ function InfoAux(props: InfoProps) {
pos,
status: 'updating',
messages: [],
proof: undefined,
goals: undefined,
termGoal: undefined,
error: undefined,
@ -412,6 +424,11 @@ function InfoAux(props: InfoProps) {
// hintContext.setHints(state.value.goals.goals[0].hints)
// }
setDisplayProps({ ...state.value, triggerUpdate })
// Update the game's proof state
console.info('updating proof from editor mode.')
setProof(state.value.proof)
} else if (state.state === 'rejected' && state.error !== 'retry') {
// The code inside `useAsyncWithTrigger` may only ever reject with a `retry` exception.
console.warn('Unreachable code reached with error: ', state.error)

@ -6,9 +6,11 @@ import { DidChangeTextDocumentParams, DidCloseTextDocumentParams, TextDocumentCo
import { EditorContext } from '../../../../node_modules/lean4-infoview/src/infoview/contexts';
import { DocumentPosition, Keyed, PositionHelpers, useClientNotificationEffect, useClientNotificationState, useEvent, useEventResult } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { Info, InfoProps } from './info';
import { useTranslation } from 'react-i18next';
/** Manages and displays pinned infos, as well as info for the current location. */
export function Infos() {
let { t } = useTranslation()
const ec = React.useContext(EditorContext);
// Update pins when the document changes. In particular, when edits are made
@ -126,6 +128,6 @@ export function Infos() {
return <div>
{infoProps.map (ps => <Info {...ps} />)}
{!curPos && <p>Click somewhere in the Lean file to enable the infoview.</p> }
{!curPos && <p>{t("Click somewhere in the Lean file to enable the infoview.")}</p> }
</div>;
}

@ -20,30 +20,35 @@ import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { GameIdContext } from '../../app';
import { useAppDispatch, useAppSelector } from '../../hooks';
import { LevelInfo } from '../../state/api';
import { LevelInfo, useGetGameInfoQuery } from '../../state/api';
import { changedInventory, levelCompleted, selectCode, selectCompleted, selectInventory } from '../../state/progress';
import Markdown from '../markdown';
import { Infos } from './infos';
import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages';
import { Goal } from './goals';
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './context';
import { Typewriter, hasErrors, hasInteractiveErrors } from './typewriter';
import { Goal, isLastStepWithErrors, lastStepHasErrors, loadGoals } from './goals';
import { DeletedChatContext, InputModeContext, PreferencesContext, MonacoEditorContext, ProofContext, SelectionContext, WorldLevelIdContext } from './context';
import { Typewriter, getInteractiveDiagsAt, hasErrors, hasInteractiveErrors } from './typewriter';
import { InteractiveDiagnostic } from '@leanprover/infoview/*';
import { Button } from '../button';
import { CircularProgress } from '@mui/material';
import { GameHint } from './rpc_api';
import { GameHint, InteractiveGoalsWithHints, ProofState } from './rpc_api';
import { store } from '../../state/store';
import { Hints } from '../hints';
import { Hints, MoreHelpButton, filterHints } from '../hints';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { DiagnosticSeverity } from 'vscode-languageclient';
import { useTranslation } from 'react-i18next';
import path from 'path';
/** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
* always present, or the monaco editor cannot start.
*/
export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize }) {
const ec = React.useContext(EditorContext)
const { typewriterMode } = React.useContext(InputModeContext)
const { typewriterMode, lockEditorMode } = React.useContext(InputModeContext)
return <>
<div className={typewriterMode ? 'hidden' : ''}>
<div className={(typewriterMode && !lockEditorMode) ? 'hidden' : ''}>
<ExerciseStatement data={level} showLeanStatement={true} />
<div ref={codeviewRef} className={'codeview'}></div>
</div>
@ -59,38 +64,37 @@ export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize })
function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: string, levelId: number, level: LevelInfo, worldSize: number }) {
const ec = React.useContext(EditorContext)
const gameId = React.useContext(GameIdContext)
const { typewriterMode } = React.useContext(InputModeContext)
const { typewriterMode, lockEditorMode } = React.useContext(InputModeContext)
const {proof, setProof} = React.useContext(ProofContext)
// Mark level as completed when server gives notification
const dispatch = useAppDispatch()
useServerNotificationEffect(
'$/game/completed',
(params: any) => {
if (ec.events.changedCursorLocation.current &&
ec.events.changedCursorLocation.current.uri === params.uri) {
dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId }))
// On completion, add the names of all new items to the local storage
let newTiles = [
...level?.tactics,
...level?.lemmas,
...level?.definitions
].filter((tile) => tile.new).map((tile) => tile.name)
// Add the proven statement to the local storage as well.
if (level?.statementName != null) {
newTiles.push(level?.statementName)
}
let inv: string[] = selectInventory(gameId)(store.getState())
React.useEffect(() => {
if (proof?.completed) {
dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId }))
// On completion, add the names of all new items to the local storage
let newTiles = [
...level?.tactics,
...level?.lemmas,
...level?.definitions
].filter((tile) => tile.new).map((tile) => tile.name)
// Add the proven statement to the local storage as well.
if (level?.statementName != null) {
newTiles.push(level?.statementName)
}
// add new items and remove duplicates
let newInv = [...inv, ...newTiles].filter((item, i, array) => array.indexOf(item) == i)
let inv: string[] = selectInventory(gameId)(store.getState())
dispatch(changedInventory({ game: gameId, inventory: newInv }))
}
}, [level]
)
// add new items and remove duplicates
let newInv = [...inv, ...newTiles].filter((item, i, array) => array.indexOf(item) == i)
dispatch(changedInventory({ game: gameId, inventory: newInv }))
}
}, [proof, level])
/* Set up updates to the global infoview state on editor events. */
const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
@ -110,7 +114,7 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
<WithRpcSessions>
<WithLspDiagnosticsContext>
<ProgressContext.Provider value={allProgress}>
{typewriterMode ?
{(typewriterMode && !lockEditorMode) ?
<TypewriterInterfaceWrapper world={worldId} level={levelId} data={level} worldSize={worldSize}/>
:
<Main key={`${worldId}/${levelId}`} world={worldId} level={levelId} data={level} />
@ -132,12 +136,15 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
* If `showLeanStatement` is true, it will additionally display the lean code.
*/
function ExerciseStatement({ data, showLeanStatement = false }) {
let { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
if (!(data?.descrText || data?.descrFormat)) { return <></> }
return <>
<div className="exercise-statement">
{data?.descrText &&
<Markdown>
{(data?.displayName ? `**Theorem** \`${data?.displayName}\`: ` : '') + data?.descrText}
{(data?.displayName ? `**Theorem** \`${data?.displayName}\`: ` : '') + t(data?.descrText, {ns: gameId})}
</Markdown>
}
{data?.descrFormat && showLeanStatement &&
@ -150,13 +157,27 @@ function ExerciseStatement({ data, showLeanStatement = false }) {
// TODO: This is only used in `EditorInterface`
// while `TypewriterInterface` has this copy-pasted in.
export function Main(props: { world: string, level: number, data: LevelInfo}) {
let { t } = useTranslation()
const ec = React.useContext(EditorContext);
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
const { proof, setProof } = React.useContext(ProofContext)
const {selectedStep, setSelectedStep} = React.useContext(SelectionContext)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
console.debug(`template: ${props.data.template}`)
function toggleSelection(line: number) {
return (ev) => {
console.debug('toggled selection')
if (selectedStep == line) {
setSelectedStep(undefined)
} else {
setSelectedStep(line)
}
}
}
console.debug(`template: ${props.data?.template}`)
// React.useEffect (() => {
// if (props.data.template) {
@ -182,6 +203,19 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri);
const curPos: DocumentPosition | undefined =
useEventResult(ec.events.changedCursorLocation, loc => loc ? { uri: loc.uri, ...loc.range.start } : undefined)
// Effect when the cursor changes in the editor
React.useEffect(() => {
// TODO: this is a bit of a hack and will yield unexpected behaviour if lines
// are indented.
let newPos = curPos?.line + (curPos?.character == 0 ? 0 : 1)
// scroll the chat along
setSelectedStep(newPos)
}, [curPos])
useClientNotificationEffect(
'textDocument/didClose',
(params: DidCloseTextDocumentParams) => {
@ -201,13 +235,22 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
// that we want to persist.
let ret
if (!serverVersion) {
ret = <p>Waiting for Lean server to start...</p>
ret = <p>{t("Waiting for Lean server to start…")}</p>
} else if (serverStoppedResult) {
ret = <div><p>{serverStoppedResult.message}</p><p className="error">{serverStoppedResult.reason}</p></div>
} else {
ret = <div className="infoview vscode-light">
{completed && <div className="level-completed">Level completed! 🎉</div>}
{proof?.completedWithWarnings &&
<div className="level-completed">
{proof?.completed ? t("Level completed! 🎉") : t("Level completed with warnings 🎭")}
</div>
}
<Infos />
<Hints hints={proof?.steps[curPos?.line]?.goals[0]?.hints}
showHidden={showHelp.has(curPos?.line)} step={curPos?.line}
selected={selectedStep} toggleSelection={toggleSelection(curPos?.line)}
lastLevel={curPos?.line == proof?.steps.length - 1}/>
<MoreHelpButton selected={curPos?.line}/>
</div>
}
@ -223,15 +266,26 @@ const goalFilter = {
}
/** The display of a single entered lean command */
function Command({ command, deleteProof }: { command: string, deleteProof: any }) {
function Command({ proof, i, deleteProof }: { proof: ProofState, i: number, deleteProof: any }) {
let {t} = useTranslation()
// The first step will always have an empty command
if (!command) { return <></> }
return <div className="command">
<div className="command-text">{command}</div>
<Button to="" className="undo-button btn btn-inverted" title="Retry proof from here" onClick={deleteProof}>
<FontAwesomeIcon icon={faDeleteLeft} />&nbsp;Retry
</Button>
</div>
if (!proof?.steps[i]?.command) { return <></> }
if (isLastStepWithErrors(proof, i)) {
// If the last step has errors, we display the command in a different style
// indicating that it will be removed on the next try.
return <div className="failed-command">
<i>{t("Failed command")}</i>: {proof?.steps[i].command}
</div>
} else {
return <div className="command">
<div className="command-text">{proof?.steps[i].command}</div>
<Button to="" className="undo-button btn btn-inverted" title={t("Retry proof from here")} onClick={deleteProof}>
<FontAwesomeIcon icon={faDeleteLeft} />&nbsp;{t("Retry")}
</Button>
</div>
}
}
// const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
@ -286,21 +340,25 @@ function Command({ command, deleteProof }: { command: string, deleteProof: any }
// }, fastIsEqual)
/** The tabs of goals that lean ahs after the command of this step has been processed */
function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofStep: ProofStep, last : boolean, onClick? : any, onGoalChange?: (n?: number) => void }) {
function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofStep: InteractiveGoalsWithHints, last : boolean, onClick? : any, onGoalChange?: (n?: number) => void }) {
let { t } = useTranslation()
const [selectedGoal, setSelectedGoal] = React.useState<number>(0)
if (proofStep.goals.length == 0) {
return <></>
}
return <div className="goal-tabs" onClick={onClick}>
<div className={`tab-bar ${last ? 'current' : ''}`}>
{proofStep.goals.map((goal, i) => (
// TODO: Should not use index as key.
<div key={`proof-goal-${i}`} className={`tab ${i == (selectedGoal) ? "active" : ""}`} onClick={(ev) => { onGoalChange(i); setSelectedGoal(i); ev.stopPropagation() }}>
{i ? `Goal ${i + 1}` : "Active Goal"}
{i ? t("Goal") + ` ${i + 1}` : t("Active Goal")}
</div>
))}
</div>
<div className="goal-tab vscode-light">
<Goal typewriter={false} filter={goalFilter} goal={proofStep.goals[selectedGoal]} />
<Goal typewriter={false} filter={goalFilter} goal={proofStep.goals[selectedGoal]?.goal} />
</div>
</div>
}
@ -340,21 +398,27 @@ export function TypewriterInterfaceWrapper(props: { world: string, level: number
/** The interface in command line mode */
export function TypewriterInterface({props}) {
let { t } = useTranslation()
const ec = React.useContext(EditorContext)
const gameId = React.useContext(GameIdContext)
const editor = React.useContext(MonacoEditorContext)
const model = editor.getModel()
const uri = model.uri.toString()
const gameInfo = useGetGameInfoQuery({game: gameId})
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
let image: string = gameInfo.data?.worlds.nodes[worldId].image
const [disableInput, setDisableInput] = React.useState<boolean>(false)
const [loadingProgress, setLoadingProgress] = React.useState<number>(0)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
const {mobile} = React.useContext(MobileContext)
const { proof } = React.useContext(ProofContext)
const {mobile} = React.useContext(PreferencesContext)
const { proof, setProof, crashed, setCrashed, interimDiags } = React.useContext(ProofContext)
const { setTypewriterInput } = React.useContext(InputModeContext)
const { selectedStep, setSelectedStep } = React.useContext(SelectionContext)
const proofPanelRef = React.useRef<HTMLDivElement>(null)
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
// const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
// const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri);
@ -366,12 +430,17 @@ export function TypewriterInterface({props}) {
function deleteProof(line: number) {
return (ev) => {
let deletedChat: Array<GameHint> = []
proof.slice(line).map((step, i) => {
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, ...step.hints.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
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 },
@ -381,7 +450,9 @@ export function TypewriterInterface({props}) {
forceMoveMarkers: false
}])
setSelectedStep(undefined)
setTypewriterInput(proof[line].command)
setTypewriterInput(proof?.steps[line].command)
// Reload proof on deleting
loadGoals(rpcSess, uri, setProof, setCrashed)
ev.stopPropagation()
}
}
@ -401,7 +472,7 @@ export function TypewriterInterface({props}) {
// Scroll to the end of the proof if it is updated.
React.useEffect(() => {
if (proof?.length > 1) {
if (proof?.steps.length > 1) {
proofPanelRef.current?.lastElementChild?.scrollIntoView() //scrollTo(0,0)
} else {
proofPanelRef.current?.scrollTo(0,0)
@ -422,81 +493,94 @@ export function TypewriterInterface({props}) {
}
}, [selectedStep])
// TODO: This about hidden hints is all copied from `level.tsx`. Can we move that into `hints.tsx`?
// TODO: superfluous, can be replaced with `withErr` from above
let lastStepErrors = proof?.steps.length ? hasInteractiveErrors(getInteractiveDiagsAt(proof, proof?.steps.length)) : false
// If the last step has errors, we want to treat it as if it is part of the second-to-last step
let k = proof.length - 1
let withErr = hasInteractiveErrors(proof[k]?.errors) ? 1 : 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.length)) {return}
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k - withErr)) {
tmp.delete(k - withErr)
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 {
tmp.add(k - withErr)
console.error(`Unknown loading kind: ${params.kind}`)
}
setShowHelp(tmp)
console.debug(`help: ${Array.from(tmp.values())}`)
}
function hasHiddenHints(i : number): boolean {
let step = proof[i]
// For example if the proof isn't loaded yet
if(!step) {return false}
return step.hints.some((hint) => hint.hidden)
}
let lastStepErrors = proof.length ? hasInteractiveErrors(proof[proof.length - 1].errors) : false
})
return <div className="typewriter-interface">
<RpcContext.Provider value={rpcSess}>
<div className="content">
<div className='world-image-container empty'>
{image &&
<img className="contain" src={path.join("data", gameId, image)} alt="" />
}
</div>
<div className="tmp-pusher">
{/* <div className="world-image-container empty">
</div> */}
</div>
<div className='proof' ref={proofPanelRef}>
<ExerciseStatement data={props.data} />
{proof.length ?
<>
{proof.map((step, i) => {
if (i == proof.length - 1 && lastStepErrors) {
// if the last command contains an error, we only display the errors but not the
// entered command as it is still present in the command line.
// TODO: Should not use index as key.
return <div key={`proof-step-${i}`}>
<Errors errors={step.errors} typewriterMode={true} />
{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>
<div className={`${severityClass} ml1 message`}>
<p className="mv2">{t("Line")}&nbsp;{diag.range.start.line}, {t("Character")}&nbsp;{diag.range.start.character}</p>
<pre className="font-code pre-wrap">
{diag.message}
</pre>
</div>
} else {
</div>
})}
</div> : proof?.steps.length ?
<>
{proof?.steps.map((step, i) => {
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
// if (i == proof?.steps.length - 1 && hasInteractiveErrors(step.diags)) {
// // if the last command contains an error, we only display the errors but not the
// // entered command as it is still present in the command line.
// // TODO: Should not use index as key.
// return <div key={`proof-step-${i}`} className={`step step-${i}`}>
// <Errors errors={step.diags} typewriterMode={true} />
// </div>
// } else {
return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')}>
<Command command={step.command} deleteProof={deleteProof(i)} />
<Errors errors={step.errors} typewriterMode={true} />
<Command proof={proof} i={i} deleteProof={deleteProof(i)} />
<Errors errors={step.diags} typewriterMode={true} />
{mobile && i == 0 && props.data?.introduction &&
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelectStep(0)}>
<Markdown>{props.data?.introduction}</Markdown>
</div>
}
{mobile && <>
{mobile &&
<Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i}
hints={filteredHints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelectStep(i)}/>
{i == proof.length - 1 && hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button className="btn btn-help" to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
</>
}
<GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/>
{/* <GoalsTabs proofStep={step} last={i == proof?.steps.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof?.steps.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/> */}
{!(isLastStepWithErrors(proof, i)) &&
<GoalsTabs proofStep={step} last={i == proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1) ? (n) => setDisableInput(n > 0) : (n) => {}}/>
}
{mobile && i == proof?.steps.length - 1 &&
<MoreHelpButton />
}
{/* Show a message that there are no goals left */}
{!step.goals.length && (
{/* {!step.goals.length && (
<div className="message information">
{completed ?
{proof?.completed ?
<p>Level completed! 🎉</p> :
<p>
<b>no goals left</b><br />
@ -504,15 +588,21 @@ export function TypewriterInterface({props}) {
</p>
}
</div>
)}
)} */}
</div>
}
})}
{mobile && completed &&
<div className="button-row">
//}
)}
{proof?.diagnostics.length > 0 &&
<div key={`proof-step-remaining`} className="step step-remaining">
<Errors errors={proof?.diagnostics} typewriterMode={true} />
</div>
}
{mobile && proof?.completed &&
<div className="button-row mobile">
{props.level >= props.worldSize ?
<Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
<FontAwesomeIcon icon={faHome} />&nbsp;{t("Leave World")}
</Button>
:
<Button to={`/${gameId}/world/${props.world}/level/${props.level + 1}`}>
@ -521,11 +611,14 @@ export function TypewriterInterface({props}) {
}
</div>
}
</> : <CircularProgress />
</> : <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 hidden={!withErr && proof[proof.length - 1]?.goals.length == 0} disabled={disableInput || !proof.length}/>
<Typewriter disabled={disableInput || !proof?.steps.length}/>
</RpcContext.Provider>
</div>
}

@ -11,6 +11,7 @@ import { InteractiveMessage } from '../../../../node_modules/lean4-infoview/src/
import { RpcContext, useRpcSessionAtPos } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions'
import { InputModeContext } from './context'
import { useTranslation } from 'react-i18next'
interface MessageViewProps {
uri: DocumentUri;
@ -79,7 +80,7 @@ const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
message = diag.message
}
const { typewriterMode } = React.useContext(InputModeContext)
const { typewriterMode, lockEditorMode } = React.useContext(InputModeContext)
return (
// <details open>
@ -98,7 +99,7 @@ const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
// </span>
// </summary>
<div className={severityClass + ' ml1 message'}>
{!typewriterMode && <p className="mv2">{title}</p>}
{!(typewriterMode && !lockEditorMode) && <p className="mv2">{title}</p>}
<pre className="font-code pre-wrap">
<InteractiveMessage fmt={message} />
</pre>
@ -194,17 +195,26 @@ export function AllMessages() {
</a>
</span>
</summary> */}
<AllMessagesBody uri={curPos.uri} key={curPos.uri} messages={iDiags0} />
<AllMessagesBody uri={curPos.uri} key={curPos.uri} messages={iDiags0} curPos={curPos} />
{/* </Details> */}
</RpcContext.Provider>
)
}
/** We factor out the body of {@link AllMessages} which lazily fetches its contents only when expanded. */
function AllMessagesBody({uri, messages}: {uri: DocumentUri, messages: () => Promise<InteractiveDiagnostic[]>}) {
function AllMessagesBody({uri, curPos, messages}: {uri: DocumentUri, curPos: DocumentPosition | undefined , messages: () => Promise<InteractiveDiagnostic[]>}) {
let { t } = useTranslation()
const [msgs, setMsgs] = React.useState<InteractiveDiagnostic[] | undefined>(undefined)
React.useEffect(() => { void messages().then(setMsgs) }, [messages])
if (msgs === undefined) return <div>Loading messages...</div>
React.useEffect(() => { void messages().then(
msgs => setMsgs(msgs.filter(
(d)=>{
//console.log(`message start: ${d.range.start.line}. CurPos: ${curPos.line}`)
// Only show the messages from the line where the cursor is.
return d.range.start.line == curPos.line
}))
) }, [messages, curPos])
if (msgs === undefined) return <div>{t("Loading messages…")}</div>
else return <MessagesList uri={uri} messages={msgs}/>
}

@ -3,46 +3,82 @@
*
* This file is based on `vscode-lean4/vscode-lean4/src/rpcApi.ts`
*/
import { ContextInfo, FVarId, CodeWithInfos, MVarId } from '@leanprover/infoview-api';
export interface GameHint {
text: string;
hidden: boolean;
}
import type { Range } from 'vscode-languageserver-protocol';
import type { ContextInfo, FVarId, CodeWithInfos, MVarId } from '@leanprover/infoview-api';
import { InteractiveDiagnostic, TermInfo } from '@leanprover/infoview/*';
import type { Diagnostic } from 'vscode-languageserver-protocol';
export interface InteractiveHypothesisBundle {
/** The pretty names of the variables in the bundle. Anonymous names are rendered
* as `"[anonymous]"` whereas inaccessible ones have a `` appended at the end.
* Use `InteractiveHypothesisBundle_nonAnonymousNames` to filter anonymouse ones out. */
names: string[];
/** Present since server version 1.1.2. */
fvarIds?: FVarId[];
type: CodeWithInfos;
val?: CodeWithInfos;
isInstance?: boolean;
isType?: boolean;
isAssumption?: boolean;
isInserted?: boolean;
isRemoved?: boolean;
isAssumption?: boolean;
}
export interface InteractiveGoalCore {
hyps: InteractiveHypothesisBundle[];
type: CodeWithInfos;
/** Present since server version 1.1.2. */
ctx?: ContextInfo;
}
export interface InteractiveGoal extends InteractiveGoalCore {
userName?: string;
goalPrefix?: string;
/** Present since server version 1.1.2. */
mvarId?: MVarId;
isInserted?: boolean;
isRemoved?: boolean;
}
export interface InteractiveGoals extends InteractiveGoalCore {
goals: InteractiveGoals[];
}
export interface InteractiveTermGoal extends InteractiveGoalCore {
range?: Range;
term?: TermInfo;
}
export interface GameHint {
text: string;
hidden: boolean;
rawText: string;
varNames: string[][]; // in Lean: `Array (Name × Name)`
}
export interface InteractiveGoalWithHints {
goal: InteractiveGoal;
hints: GameHint[];
}
export interface InteractiveGoals {
goals: InteractiveGoal[];
export interface InteractiveGoalsWithHints {
goals: InteractiveGoalWithHints[];
command: string;
diags: InteractiveDiagnostic[];
}
/**
* The proof state as it is received from the server.
* Per proof step of the tactic proof, there is one `InteractiveGoalWithHints[]`.
*/
export interface ProofState {
/** The proof steps. step 0 is the state at the beginning of the proof. step one
* contains the goal after the first line has been evaluated.
*
* In particular `step[i]` is the proof step at the beginning of line `i` in vscode.
*/
steps: InteractiveGoalsWithHints[];
/** The remaining diagnostics that are not in the steps. Usually this should only
* be the "unsolved goals" message, I believe.
*/
diagnostics : InteractiveDiagnostic[];
completed : Boolean;
completedWithWarnings : Boolean;
}

@ -5,7 +5,7 @@ import { faWandMagicSparkles } from '@fortawesome/free-solid-svg-icons'
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { Registry } from 'monaco-textmate' // peer dependency
import { wireTmGrammars } from 'monaco-editor-textmate'
import { DiagnosticSeverity, PublishDiagnosticsParams } from 'vscode-languageserver-protocol';
import { DiagnosticSeverity, PublishDiagnosticsParams, DocumentUri } from 'vscode-languageserver-protocol';
import { useServerNotificationEffect } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { AbbreviationRewriter } from 'lean4web/client/src/editor/abbreviation/rewriter/AbbreviationRewriter';
import { AbbreviationProvider } from 'lean4web/client/src/editor/abbreviation/AbbreviationProvider';
@ -13,13 +13,19 @@ import * as leanSyntax from 'lean4web/client/src/syntaxes/lean.json'
import * as leanMarkdownSyntax from 'lean4web/client/src/syntaxes/lean-markdown.json'
import * as codeblockSyntax from 'lean4web/client/src/syntaxes/codeblock.json'
import languageConfig from 'lean4/language-configuration.json';
import { InteractiveDiagnostic, getInteractiveDiagnostics } from '@leanprover/infoview-api';
import { InteractiveDiagnostic, RpcSessionAtPos, getInteractiveDiagnostics } from '@leanprover/infoview-api';
import { Diagnostic } from 'vscode-languageserver-types';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { RpcContext } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions';
import { DeletedChatContext, InputModeContext, MonacoEditorContext, ProofContext, ProofStep } from './context'
import { goalsToString } from './goals'
import { GameHint, InteractiveGoals } from './rpc_api'
import { DeletedChatContext, InputModeContext, MonacoEditorContext, ProofContext } from './context'
import { goalsToString, lastStepHasErrors, loadGoals } from './goals'
import { GameHint, ProofState } from './rpc_api'
import { useTranslation } from 'react-i18next'
export interface GameDiagnosticsParams {
uri: DocumentUri;
diagnostics: Diagnostic[];
}
/* We register a new language `leancmd` that looks like lean4, but does not use the lsp server. */
@ -64,7 +70,8 @@ config.autoClosingPairs = config.autoClosingPairs.map(
monaco.languages.setLanguageConfiguration('lean4cmd', config);
/** The input field */
export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boolean}) {
export function Typewriter({disabled}: {disabled?: boolean}) {
let { t } = useTranslation()
/** Reference to the hidden multi-line editor */
const editor = React.useContext(MonacoEditorContext)
@ -79,109 +86,13 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
const inputRef = useRef()
// The context storing all information about the current proof
const {proof, setProof} = React.useContext(ProofContext)
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)
/** Load all goals an messages of the current proof (line-by-line) and save
* the retrieved information into context (`ProofContext`)
*/
const loadAllGoals = React.useCallback(() => {
let goalCalls = []
let msgCalls = []
// For each line of code ask the server for the goals and the messages on this line
for (let i = 0; i < model.getLineCount(); i++) {
goalCalls.push(
rpcSess.call('Game.getInteractiveGoals', DocumentPosition.toTdpp({line: i, character: 0, uri: uri}))
)
msgCalls.push(
getInteractiveDiagnostics(rpcSess, {start: i, end: i+1}).catch((error) => {console.debug("promise broken")})
)
}
// Wait for all these requests to be processed before saving the results
Promise.all(goalCalls).then((steps : InteractiveGoals[]) => {
Promise.all(msgCalls).then((diagnostics : [InteractiveDiagnostic[]]) => {
let tmpProof : ProofStep[] = []
let goalCount = 0
steps.map((goals, i) => {
// The first step has an empty command and therefore also no error messages
// Usually there is a newline at the end of the editors content, so we need to
// display diagnostics from potentally two lines in the last step.
let messages = i ? (i == steps.length - 1 ? diagnostics.slice(i-1).flat() : diagnostics[i-1]) : []
// Filter out the 'unsolved goals' message
messages = messages.filter((msg) => {
return !("append" in msg.message &&
"text" in msg.message.append[0] &&
msg.message.append[0].text === "unsolved goals")
})
if (typeof goals == 'undefined') {
tmpProof.push({
command: i ? model.getLineContent(i) : '',
goals: [],
hints: [],
errors: messages
} as ProofStep)
console.debug('goals is undefined')
return
}
// If the number of goals reduce, show a message
if (goals.goals.length && goalCount > goals.goals.length) {
messages.unshift({
range: {
start: {
line: i-1,
character: 0,
},
end: {
line: i-1,
character: 0,
}},
severity: DiagnosticSeverity.Information,
message: {
text: 'intermediate goal solved 🎉'
}
})
}
goalCount = goals.goals.length
// with no goals there will be no hints.
let hints : GameHint[] = goals.goals.length ? goals.goals[0].hints : []
console.debug(`Command (${i}): `, i ? model.getLineContent(i) : '')
console.debug(`Goals: (${i}): `, goalsToString(goals)) //
console.debug(`Hints: (${i}): `, hints)
console.debug(`Errors: (${i}): `, messages)
tmpProof.push({
// the command of the line above. Note that `getLineContent` starts counting
// at `1` instead of `zero`. The first ProofStep will have an empty command.
command: i ? model.getLineContent(i) : '',
// TODO: store correct data
goals: goals.goals,
// only need the hints of the active goals in chat
hints: hints,
// errors and messages from the server
errors: messages
} as ProofStep)
})
// Save the proof to the context
setProof(tmpProof)
}).catch((error) => {console.debug("promise broken")})
}).catch((error) => {console.debug("promise broken")})
}, [editor, rpcSess, uri, model])
// Run the command
const runCommand = React.useCallback(() => {
if (processing) {return}
@ -201,6 +112,8 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
forceMoveMarkers: false
}])
setTypewriterInput('')
// Load proof after executing edits
loadGoals(rpcSess, uri, setProof, setCrashed)
}
editor.setPosition(pos)
@ -212,9 +125,15 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
}
}, [typewriterInput])
/* Load proof on start/switching to typewriter */
useEffect(() => {
if (proof.length && hasInteractiveErrors(proof[proof.length - 1].errors)) {
setTypewriterInput(proof[proof.length - 1].command)
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])
@ -222,7 +141,14 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
useServerNotificationEffect('textDocument/publishDiagnostics', (params: PublishDiagnosticsParams) => {
if (params.uri == uri) {
setProcessing(false)
loadAllGoals()
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())
@ -236,6 +162,15 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
// 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,
@ -306,7 +241,8 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
useEffect(() => {
console.debug(`time to update: ${uri} \n ${rpcSess}`)
console.debug(rpcSess)
loadAllGoals()
// console.debug('LOAD ALL GOALS')
// TODO: loadAllGoals()
}, [rpcSess])
/** Process the entered command */
@ -315,13 +251,14 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
runCommand()
}
return <div className={`typewriter${hidden ? ' hidden' : ''}${disabled ? ' disabled' : ''}`}>
// do not display if the proof is completed (with potential warnings still present)
return <div className={`typewriter${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} /> Execute
<FontAwesomeIcon icon={faWandMagicSparkles} />&nbsp;{t("Execute")}
</button>
</form>
</div>
@ -343,3 +280,14 @@ export function hasInteractiveErrors (diags: InteractiveDiagnostic[]) {
(d) => (d.severity == DiagnosticSeverity.Error ) // || d.severity == DiagnosticSeverity.Warning
)
}
export function getInteractiveDiagsAt (proof: ProofState, k : number) {
if (k == 0) {
return []
} else if (k >= proof?.steps.length-1) {
// TODO: Do we need that?
return proof?.diagnostics.filter(msg => msg.range.start.line >= proof?.steps.length-1)
} else {
return proof?.diagnostics.filter(msg => msg.range.start.line == k-1)
}
}

@ -2,48 +2,55 @@ import * as React from 'react';
import { useState, useEffect } from 'react';
import '../css/inventory.css'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faLock, faBan } from '@fortawesome/free-solid-svg-icons'
import { faLock, faBan, faCheck } from '@fortawesome/free-solid-svg-icons'
import { faClipboard } from '@fortawesome/free-regular-svg-icons'
import { GameIdContext } from '../app';
import Markdown from './markdown';
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery } from '../state/api';
import { selectDifficulty, selectInventory } from '../state/progress';
import { store } from '../state/store';
import { useSelector } from 'react-redux';
import { useTranslation } from 'react-i18next';
import { t } from 'i18next';
export function Inventory({levelInfo, openDoc, enableAll=false} :
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 (
<div className="inventory">
{/* TODO: Click on Tactic: show info
TODO: click on paste icon -> paste into command line */}
<h2>Tactics</h2>
<h2>{t("Tactics")}</h2>
{levelInfo?.tactics &&
<InventoryList items={levelInfo?.tactics} docType="Tactic" openDoc={openDoc} enableAll={enableAll}/>
}
<h2>Definitions</h2>
<h2>{t("Definitions")}</h2>
{levelInfo?.definitions &&
<InventoryList items={levelInfo?.definitions} docType="Definition" openDoc={openDoc} enableAll={enableAll}/>
}
<h2>Theorems</h2>
<h2>{t("Theorems")}</h2>
{levelInfo?.lemmas &&
<InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} defaultTab={levelInfo?.lemmaTab} level={levelInfo} enableAll={enableAll}/>
<InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} level={levelInfo} enableAll={enableAll} tab={lemmaTab} setTab={setLemmaTab}/>
}
</div>
)
}
function InventoryList({items, docType, openDoc, defaultTab=null, level=undefined, enableAll=false} :
function InventoryList({items, docType, openDoc, tab=null, setTab=undefined, level=undefined, enableAll=false} :
{
items: InventoryTile[],
docType: string,
openDoc(props: {name: string, type: string}): void,
defaultTab? : string,
level? : LevelInfo|InventoryOverview,
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
@ -59,8 +66,6 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
}
const categories = Array.from(categorySet).sort()
const [tab, setTab] = useState(defaultTab)
// 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
@ -68,13 +73,6 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
let inv: string[] = selectInventory(gameId)(store.getState())
let modifiedItems : InventoryTile[] = items.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile)
useEffect(() => {
// If the level specifies `LemmaTab "Nat"`, we switch to this tab on loading.
// `defaultTab` is `null` or `undefined` otherwise, in which case we don't want to switch.
if (defaultTab) {
setTab(defaultTab)
}}, [level])
return <>
{categories.length > 1 &&
<div className="tab-bar">
@ -86,24 +84,29 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
{[...modifiedItems].sort(
// For lemas, sort entries `available > disabled > locked`
// otherwise alphabetically
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled)
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled) || x.displayName.localeCompare(y.displayName)
).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => {
return <InventoryItem key={`${item.category}-${item.name}`}
item={item}
showDoc={() => {openDoc({name: item.name, type: docType})}}
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} enableAll={enableAll} />
})
}
</div>
</>
}
function InventoryItem({name, displayName, locked, disabled, newly, showDoc, enableAll=false}) {
function InventoryItem({item, name, displayName, locked, disabled, newly, showDoc, enableAll=false}) {
const icon = locked ? <FontAwesomeIcon icon={faLock} /> :
disabled ? <FontAwesomeIcon icon={faBan} /> : ""
disabled ? <FontAwesomeIcon icon={faBan} /> : item.st
const className = locked ? "locked" : disabled ? "disabled" : newly ? "new" : ""
const title = locked ? "Not unlocked yet" :
disabled ? "Not available in this level" : ""
// 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 = () => {
if (enableAll || !locked) {
@ -111,7 +114,21 @@ function InventoryItem({name, displayName, locked, disabled, newly, showDoc, ena
}
}
return <div className={`item ${className}${enableAll ? ' enabled' : ''}`} onClick={handleClick} title={title}>{icon} {displayName}</div>
const copyItemName = (ev) => {
navigator.clipboard.writeText(displayName)
setCopied(true)
setInterval(() => {
setCopied(false)
}, 3000);
ev.stopPropagation()
}
return <div className={`item ${className}${enableAll ? ' enabled' : ''}`} onClick={handleClick} title={title}>
{icon} {displayName}
<div className="copy-button" onClick={copyItemName}>
{copied ? <FontAwesomeIcon icon={faCheck} /> : <FontAwesomeIcon icon={faClipboard} />}
</div>
</div>
}
export function Documentation({name, type, handleClose}) {
@ -123,7 +140,7 @@ export function Documentation({name, type, handleClose}) {
<h1 className="doc">{doc.data?.displayName}</h1>
<p><code>{doc.data?.statement}</code></p>
{/* <code>docstring: {doc.data?.docstring}</code> */}
<Markdown>{doc.data?.content}</Markdown>
<Markdown>{t(doc.data?.content, {ns: gameId})}</Markdown>
</div>
}
@ -131,16 +148,25 @@ export function Documentation({name, type, handleClose}) {
export function InventoryPanel({levelInfo, visible = true}) {
const gameId = React.useContext(GameIdContext)
const [lemmaTab, setLemmaTab] = useState(levelInfo?.lemmaTab)
// The inventory is overlayed by the doc entry of a clicked item
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null)
// Set `inventoryDoc` to `null` to close the doc
function closeInventoryDoc() {setInventoryDoc(null)}
useEffect(() => {
// If the level specifies `LemmaTab "Nat"`, we switch to this tab on loading.
// `defaultTab` is `null` or `undefined` otherwise, in which case we don't want to switch.
if (levelInfo?.lemmaTab) {
setLemmaTab(levelInfo?.lemmaTab)
}}, [levelInfo])
return <div className={`column inventory-panel ${visible ? '' : 'hidden'}`}>
{inventoryDoc ?
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
:
<Inventory levelInfo={levelInfo} openDoc={setInventoryDoc} enableAll={true}/>
<Inventory levelInfo={levelInfo} openDoc={setInventoryDoc} enableAll={true} lemmaTab={lemmaTab} setLemmaTab={setLemmaTab}/>
}
</div>
}

@ -1,5 +1,6 @@
import * as React from 'react';
import { useNavigate, Link } from "react-router-dom";
import { Trans, useTranslation } from 'react-i18next';
import '@fontsource/roboto/300.css';
import '@fontsource/roboto/400.css';
@ -7,19 +8,18 @@ import '@fontsource/roboto/500.css';
import '@fontsource/roboto/700.css';
import '../css/landing_page.css'
import coverRobo from '../assets/covers/formaloversum.png'
import bgImage from '../assets/bg.jpg'
import Markdown from './markdown';
import {PrivacyPolicyPopup} from './popup/privacy_policy'
import { GameTile, useGetGameInfoQuery } from '../state/api'
import path from 'path';
const flag = {
'Dutch': '🇳🇱',
'English': '🇬🇧',
'French': '🇫🇷',
'German': '🇩🇪',
'Italian': '🇮🇹',
}
import { PreferencesPopup } from './popup/preferences';
import { ImpressumButton, MenuButton, PreferencesButton } from './app_bar';
import ReactCountryFlag from 'react-country-flag';
import lean4gameConfig from '../config.json'
import i18next from 'i18next';
function GithubIcon({url='https://github.com'}) {
@ -32,47 +32,49 @@ function GithubIcon({url='https://github.com'}) {
</div>
}
function GameTile({
title,
gameId,
intro, // Catchy intro phrase.
image=null,
worlds='?',
levels='?',
prereq='&ndash;', // Optional list of games that this game builds on. Use markdown.
description, // Longer description. Supports Markdown.
language}) {
function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
let { t } = useTranslation()
let navigate = useNavigate();
const routeChange = () =>{
navigate(gameId);
}
if (typeof data === 'undefined') {
return <></>
}
return <div className="game" onClick={routeChange}>
<div className="wrapper">
<div className="title">{title}</div>
<div className="short-description">{intro}
<div className="title">{t(data.title, { ns: gameId })}</div>
<div className="short-description">{t(data.short, { ns: gameId })}
</div>
{ image ? <img className="image" src={image} alt="" /> : <div className="image"/> }
<div className="long description"><Markdown>{description}</Markdown></div>
{ data.image ? <img className="image" src={path.join("data", gameId, data.image)} alt="" /> : <div className="image"/> }
<div className="long description"><Markdown>{t(data.long, { ns: gameId })}</Markdown></div>
</div>
<table className="info">
<tbody>
<tr>
<td title="consider playing these games first.">Prerequisites</td>
<td><Markdown>{prereq}</Markdown></td>
<td title="consider playing these games first.">{t("Prerequisites")}</td>
<td><Markdown>{t(data.prerequisites.join(', '), { ns: gameId })}</Markdown></td>
</tr>
<tr>
<td>Worlds</td>
<td>{worlds}</td>
<td>{t("Worlds")}</td>
<td>{data.worlds}</td>
</tr>
<tr>
<td>Levels</td>
<td>{levels}</td>
<td>{t("Levels")}</td>
<td>{data.levels}</td>
</tr>
<tr>
<td>Language</td>
<td title={`in ${language}`}>{flag[language]}</td>
<td>{t("Language")}</td>
<td>
{data.languages.map((lang) => {
let langOpt = lean4gameConfig.languages.find((e) => e.iso == lang)
return <ReactCountryFlag key={`flag-${lang}`} title={langOpt?.name} countryCode={langOpt?.flag} className="emojiFlag"/>
})}
</td>
</tr>
</tbody>
</table>
@ -84,116 +86,184 @@ function LandingPage() {
const navigate = useNavigate();
const [impressum, setImpressum] = React.useState(false);
const openImpressum = () => setImpressum(true);
const closeImpressum = () => setImpressum(false);
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 [usageCPU, setUsageCPU] = React.useState<number>()
const [usageMem, setUsageMem] = React.useState<number>()
const { t, i18n } = useTranslation()
// Load the namespaces of all games
// TODO: should `allGames` contain game-ids starting with `g/`?
i18next.loadNamespaces(lean4gameConfig.allGames.map(id => `g/${id}`))
let allTiles = lean4gameConfig.allGames.map((gameId) => {
let q = useGetGameInfoQuery({game: `g/${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
})
/** Parse `games/stats.csv` if present and display server capacity. */
React.useEffect(() => {
const interval = setInterval(() => {
fetch_stats();
}, 2000)
return () => clearInterval(interval)
}, [])
return <div className="landing-page">
<header style={{backgroundImage: `url(${bgImage})`}}>
<nav>
<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">
<h1>Lean Game Server</h1>
<h1>{t("Lean Game Server")}</h1>
<p>
A repository of learning games for the
proof assistant <a target="_blank" href="https://leanprover-community.github.io/">Lean</a> <i>(Lean 4)</i> and
its mathematical library <a target="_blank" href="https://github.com/leanprover-community/mathlib4">mathlib</a>
<Trans>
A repository of learning games for the
proof assistant <a target="_blank" href="https://leanprover-community.github.io/">Lean</a> <i>(Lean 4)</i> and
its mathematical library <a target="_blank" href="https://github.com/leanprover-community/mathlib4">mathlib</a>
</Trans>
</p>
</div>
</header>
<div className="game-list">
<GameTile
title="Natural Number Game"
gameId="g/hhu-adam/NNG4"
intro="The classical introduction game for Lean."
description="In this game you recreate the natural numbers $\mathbb{N}$ from the Peano axioms,
learning the basics about theorem proving in Lean.
This is a good first introduction to Lean!"
worlds="4"
levels="30"
language="English"
/>
<GameTile
title="Formaloversum"
gameId="g/hhu-adam/Robo"
intro="Erkunde das Leansche Universum mit deinem Robo, welcher dir bei der Verständigung mit den Formalosophen zur Seite steht."
description="
Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet danach verschiedene Bereiche des Bachelorstudiums an.
(Das Spiel befindet sich noch in der Entstehungsphase.)"
image={coverRobo}
language="German"
/>
<GameTile
title="NNG (OLD)"
gameId="g/hhu-adam/nng4-old"
intro="The old version of the NNG copied from lean3."
description="This version is not maintained and might break at any point. You should play the new version instead"
worlds="9"
levels="72"
language="English"
/>
{allTiles.filter(x => x != null).length == 0 ?
<p>
<Trans>
No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a
game directly from a local folder.
</Trans>
</p>
: lean4gameConfig.allGames.map((id, i) => (
<Tile
key={id}
gameId={`g/${id}`}
data={allTiles[i]}
/>
))
}
</div>
{ // show server capacity from `games/stats.csv` if present
(usageMem >= 0 || usageCPU >= 0 ) &&
<section>
<div className="wrapper">
<h2>{t("Server capacity")}</h2>
<Trans>
<p>
As this server runs lean on our university machines, it has a limited capacity.
Our current estimate is about 70 simultaneous games.
</p>
</Trans>
<p>
{ usageMem >= 0 && <> {t("RAM")}: <strong>{usageMem.toFixed(2)} %</strong>{t(" used")}.<br/></> }
{ usageCPU >= 0 && <> {t("CPU")}: <strong>{usageCPU.toFixed(2)} %</strong>{t(" used")}. </> }
</p>
</div>
</section>
}
<section>
<div className="wrapper">
<h2>Development notes</h2>
<p>
As this server runs lean on our university machines, it has a limited capacity.
Our current estimate is about 55 copies of the NNG or 25 copies of games importing
mathlib. We hope to address this limitation in the future.
</p>
<p>
Most aspects of the games and the infrastructure are still in development. Feel free to
file a <a target="_blank" href="https://github.com/leanprover-community/lean4game/issues">GitHub Issue</a> about
any problems you experience!
</p>
<h2>{t("Development notes")}</h2>
<Trans>
<p>
Most aspects of the games and the infrastructure are still in development. Feel free to
file a <a target="_blank" href="https://github.com/leanprover-community/lean4game/issues">GitHub Issue</a> about
any problems you experience!
</p>
</Trans>
</div>
</section>
<section>
<div className="wrapper">
<h2>Adding new games</h2>
<p>
If you are considering writing your own game, you should use
the <a target="_blank" href="https://github.com/hhu-adam/NNG4">NNG Github Repo</a> as
a template.
</p>
<p>
There is an option to load and run your own games directly on the server,
instructions are in the NNG repo. Since this is still in development we'd like to
encourage you to contact us for support creating your own game. The documentation is
not polished yet.
</p>
<p>
To add games to this main page, you should get in contact as
games will need to be added manually.
</p>
<h2>{t("Adding new games")}</h2>
<Trans>
<p>
If you are considering writing your own game, you should use
the <a target="_blank" href="https://github.com/hhu-adam/GameSkeleton">GameSkeleton Github Repo</a> as
a template and read <a target="_blank" href="https://github.com/leanprover-community/lean4game/">How to Create a Game</a>.
</p>
<p>
You can directly load your games into the server and play it using
the correct URL. The <a target="_blank" href="https://github.com/leanprover-community/lean4game/">instructions above</a> 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.
</p>
<p>
Featured games on this page are added manually.
Please get in contact and we'll happily add yours.
</p>
</Trans>
</div>
</section>
<section>
<div className="wrapper">
<h2>Funding</h2>
<h2>{t("Funding")}</h2>
<p>
This server has been developed as part of the
project <a target="_blank" href="https://hhu-adam.github.io">ADAM : Anticipating the Digital Age of Mathematics</a> at
Heinrich-Heine-Universität in Düsseldorf.
<Trans>
This server has been developed as part of the
project <a target="_blank" href="https://hhu-adam.github.io">ADAM: Anticipating the Digital Age of Mathematics</a> at
Heinrich Heine University Düsseldorf.
</Trans>
</p>
</div>
</section>
<footer>
{/* Do not translate "Impressum", it's needed for German GDPR */}
<a className="link" onClick={openImpressum}>Impressum</a>
{impressum? <PrivacyPolicyPopup handleClose={closeImpressum} />: null}
{impressumPopup? <PrivacyPolicyPopup handleClose={closeImpressum} />: null}
{preferencesPopup ? <PreferencesPopup handleClose={closePreferencesPopup} /> : null}
</footer>
{/* <PrivacyPolicy/> */}
</div>
function fetch_stats() {
fetch(`${window.location.origin}/data/stats`)
.then(response => {
if (response.ok) {
return response.text();
} else { throw ""; }
})
.then(data => {
// Parse the CSV content
const lines = data.split('\n');
const [header, line2] = lines;
if (!(header.replace(' ', '').startsWith("CPU,MEM"))) {
console.info("Not displaying server stats: received unexpected: ", header);
}
if (line2) {
let values = line2.split(',');
setUsageCPU(100 * parseFloat(values[0]));
setUsageMem(100 * parseFloat(values[1]));
}
}).catch(err => {
console.info('server stats unavailable');
console.debug(err);
});
}
}
export default LandingPage

@ -16,24 +16,25 @@ import { InfoviewApi } from '@leanprover/infoview'
import { EditorContext } from '../../../node_modules/lean4-infoview/src/infoview/contexts'
import { EditorConnection, EditorEvents } from '../../../node_modules/lean4-infoview/src/infoview/editorConnection'
import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event'
import { Diagnostic } from 'vscode-languageserver-types'
import { GameIdContext } from '../app'
import { ConnectionContext, connection, useLeanClient } from '../connection'
import { useAppDispatch, useAppSelector } from '../hooks'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
selectHelp, selectDifficulty, selectInventory } from '../state/progress'
selectHelp, selectDifficulty, selectInventory, selectTypewriterMode, changeTypewriterMode } from '../state/progress'
import { store } from '../state/store'
import { Button } from './button'
import Markdown from './markdown'
import {InventoryPanel} from './inventory'
import { hasInteractiveErrors } from './infoview/typewriter'
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext,
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
import { DeletedChatContext, InputModeContext, PreferencesContext, MonacoEditorContext,
ProofContext, SelectionContext, WorldLevelIdContext } from './infoview/context'
import { DualEditor } from './infoview/main'
import { GameHint } from './infoview/rpc_api'
import { DeletedHints, Hint, Hints } from './hints'
import { GameHint, InteractiveGoalsWithHints, ProofState } from './infoview/rpc_api'
import { DeletedHints, Hint, Hints, MoreHelpButton, filterHints } from './hints'
import { PrivacyPolicyPopup } from './popup/privacy_policy'
import path from 'path';
import '@fontsource/roboto/300.css'
import '@fontsource/roboto/400.css'
@ -43,30 +44,61 @@ import 'lean4web/client/src/editor/infoview.css'
import 'lean4web/client/src/editor/vscode.css'
import '../css/level.css'
import { LevelAppBar } from './app_bar'
import { LeanClient } from 'lean4web/client/src/editor/leanclient'
import { DisposingWebSocketMessageReader } from 'lean4web/client/src/reader'
import { WebSocketMessageWriter, toSocket } from 'vscode-ws-jsonrpc'
import { IConnectionProvider } from 'monaco-languageclient'
import { monacoSetup } from 'lean4web/client/src/monacoSetup'
import { onigasmH } from 'onigasm/lib/onigasmH'
import { isLastStepWithErrors, lastStepHasErrors } from './infoview/goals'
import { InfoPopup } from './popup/game_info'
import { PreferencesPopup } from './popup/preferences'
import { useTranslation } from 'react-i18next'
import i18next from 'i18next'
monacoSetup()
function Level() {
const params = useParams()
const levelId = parseInt(params.levelId)
const worldId = params.worldId
// useLoadWorldFiles(worldId)
const gameId = React.useContext(GameIdContext)
// Load the namespace of the game
i18next.loadNamespaces(gameId).catch(err => {
console.warn(`translations for ${gameId} do not exist.`)
})
const gameInfo = useGetGameInfoQuery({game: gameId})
// pop-ups
const [impressum, setImpressum] = React.useState(false)
const [info, setInfo] = React.useState(false)
const [preferencesPopup, setPreferencesPopup] = React.useState(false)
const closeImpressum = () => {
setImpressum(false)
}
function closeImpressum() {setImpressum(false)}
function closeInfo() {setInfo(false)}
function closePreferencesPopup() {setPreferencesPopup(false)}
function toggleImpressum() {setImpressum(!impressum)}
function toggleInfo() {setInfo(!info)}
function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)}
return <WorldLevelIdContext.Provider value={{worldId, levelId}}>
{levelId == 0 ?
<Introduction impressum={impressum} setImpressum={setImpressum} /> :
<PlayableLevel key={`${worldId}/${levelId}`} impressum={impressum} setImpressum={setImpressum} />}
<Introduction impressum={impressum} setImpressum={setImpressum} toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup} /> :
<PlayableLevel key={`${worldId}/${levelId}`} impressum={impressum} setImpressum={setImpressum} toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup}/>}
{impressum ? <PrivacyPolicyPopup handleClose={closeImpressum} /> : null}
{info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null}
{preferencesPopup ? <PreferencesPopup handleClose={closePreferencesPopup} /> : null}
</WorldLevelIdContext.Provider>
}
function ChatPanel({lastLevel}) {
function ChatPanel({lastLevel, visible = true}) {
let { t } = useTranslation()
const chatRef = useRef<HTMLDivElement>(null)
const {mobile} = useContext(MobileContext)
const {mobile} = useContext(PreferencesContext)
const gameId = useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
@ -75,9 +107,7 @@ function ChatPanel({lastLevel}) {
const {selectedStep, setSelectedStep} = useContext(SelectionContext)
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
// If the last step has errors, we want to treat it as if it is part of the second-to-last step
let k = proof.length - 1
let withErr = hasInteractiveErrors(proof[k]?.errors) ? 1 : 0
let k = proof?.steps.length ? proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1) : 0
function toggleSelection(line: number) {
return (ev) => {
@ -90,29 +120,6 @@ function ChatPanel({lastLevel}) {
}
}
function hasHiddenHints(i : number): boolean {
let step = proof[i]
// For example if the proof isn't loaded yet
if(!step) {return false}
return step.hints.some((hint) => hint.hidden)
}
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.length)) {return}
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k - withErr)) {
tmp.delete(k - withErr)
} else {
tmp.add(k - withErr)
}
setShowHelp(tmp)
console.debug(`help: ${Array.from(tmp.values())}`)
}
useEffect(() => {
// TODO: For some reason this is always called twice
console.debug('scroll chat')
@ -136,57 +143,64 @@ function ChatPanel({lastLevel}) {
// // chatRef.current!.scrollTo(0,0)
// }, [gameId, worldId, levelId])
let introText: Array<string> = level?.data?.introduction.split(/\n(\s*\n)+/)
let introText: Array<string> = t(level?.data?.introduction, {ns: gameId}).split(/\n(\s*\n)+/)
return <div className="chat-panel">
return <div className={`chat-panel ${visible ? '' : 'hidden'}`}>
<div ref={chatRef} className="chat">
{introText?.filter(t => t.trim()).map(((t, i) =>
// Show the level's intro text as hints, too
<Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
hint={{text: t, hidden: false, rawText: t, varNames: []}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
))}
{proof.map((step, i) => {
{proof?.steps.map((step, i) => {
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
if (step.goals.length > 0 && !isLastStepWithErrors(proof, i)) {
return <Hints key={`hints-${i}`}
hints={filteredHints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof?.steps.length - 1}/>
}
})}
{/* {modifiedHints.map((step, i) => {
// It the last step has errors, it will have the same hints
// as the second-to-last step. Therefore we should not display them.
if (!(i == proof.length - 1 && withErr)) {
if (!(i == proof?.steps.length - 1 && withErr)) {
// TODO: Should not use index as key.
return <Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.length - 1}/>
hints={step} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof?.steps.length - 1}/>
}
})}
})} */}
<DeletedHints hints={deletedChat}/>
{completed &&
{proof?.completed &&
<>
<div className={`message information recent step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
Level completed! 🎉
{t("Level completed! 🎉")}
</div>
{level?.data?.conclusion?.trim() &&
<div className={`message information recent step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
<Markdown>{level?.data?.conclusion}</Markdown>
<Markdown>{t(level?.data?.conclusion, {ns: gameId})}</Markdown>
</div>
}
</>
}
</div>
<div className="button-row">
{completed && (lastLevel ?
{proof?.completed && (lastLevel ?
<Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
<FontAwesomeIcon icon={faHome} />&nbsp;{t("Leave World")}
</Button> :
<Button to={`/${gameId}/world/${worldId}/level/${levelId + 1}`}>
Next&nbsp;<FontAwesomeIcon icon={faArrowRight} />
{t("Next")}&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button>)
}
{hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
<MoreHelpButton />
</div>
</div>
}
function ExercisePanel({codeviewRef, visible=true}) {
function ExercisePanel({codeviewRef, visible=true}: {codeviewRef: React.MutableRefObject<HTMLDivElement>, visible?: boolean}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
@ -198,22 +212,30 @@ function ExercisePanel({codeviewRef, visible=true}) {
</div>
}
function PlayableLevel({impressum, setImpressum}) {
function PlayableLevel({impressum, setImpressum, toggleInfo, togglePreferencesPopup}) {
let { t } = useTranslation()
const codeviewRef = useRef<HTMLDivElement>(null)
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext)
const {mobile} = React.useContext(PreferencesContext)
const dispatch = useAppDispatch()
const difficulty = useSelector(selectDifficulty(gameId))
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
const inventory: Array<String> = useSelector(selectInventory(gameId))
const typewriterMode = useSelector(selectTypewriterMode(gameId))
const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
const gameInfo = useGetGameInfoQuery({game: gameId})
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
// The state variables for the `ProofContext`
const [proof, setProof] = useState<Array<ProofStep>>([])
const [proof, setProof] = useState<ProofState>({steps: [], diagnostics: [], completed: false, completedWithWarnings: false})
const [interimDiags, setInterimDiags] = useState<Array<Diagnostic>>([])
const [isCrashed, setIsCrashed] = useState<Boolean>(false)
// 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>>([])
@ -221,12 +243,11 @@ function PlayableLevel({impressum, setImpressum}) {
const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
// Only for mobile layout
const [pageNumber, setPageNumber] = useState(0)
const [typewriterMode, setTypewriterMode] = useState(true)
// set to true to prevent switching between typewriter and editor
const [lockInputMode, setLockInputMode] = useState(false)
const [lockEditorMode, setLockEditorMode] = useState(false)
const [typewriterInput, setTypewriterInput] = useState("")
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
const dispatch = useAppDispatch()
// impressum pop-up
function toggleImpressum() {setImpressum(!impressum)}
@ -284,16 +305,11 @@ function PlayableLevel({impressum, setImpressum}) {
// a hint at the beginning of the proof...
const [selectedStep, setSelectedStep] = useState<number>()
// if the user inventory changes, notify the server
useEffect(() => {
let leanClient = connection.getLeanClient(gameId)
leanClient.sendNotification('$/game/setInventory', {inventory: inventory, difficulty: difficulty})
}, [inventory])
useEffect (() => {
// Lock editor mode
if (level?.data?.template) {
setTypewriterMode(false)
setLockEditorMode(true)
if (editor) {
let code = editor.getModel().getLinesContent()
@ -321,7 +337,7 @@ function PlayableLevel({impressum, setImpressum}) {
}
}
} else {
setTypewriterMode(true)
setLockEditorMode(false)
}
}, [level, levelId, worldId, gameId, editor])
@ -336,7 +352,7 @@ function PlayableLevel({impressum, setImpressum}) {
}, [gameId, worldId, levelId])
useEffect(() => {
if (!typewriterMode) {
if (!(typewriterMode && !lockEditorMode) && editor) {
// Delete last input attempt from command line
editor.executeEdits("typewriter", [{
range: editor.getSelection(),
@ -345,19 +361,19 @@ function PlayableLevel({impressum, setImpressum}) {
}]);
editor.focus()
}
}, [typewriterMode])
}, [typewriterMode, lockEditorMode])
useEffect(() => {
// Forget whether hidden hints are displayed for steps that don't exist yet
if (proof.length) {
if (proof?.steps.length) {
console.debug(Array.from(showHelp))
setShowHelp(new Set(Array.from(showHelp).filter(i => (i < proof.length))))
setShowHelp(new Set(Array.from(showHelp).filter(i => (i < proof?.steps.length))))
}
}, [proof])
// save showed help in store
useEffect(() => {
if (proof.length) {
if (proof?.steps.length) {
console.debug(`showHelp:\n ${showHelp}`)
dispatch(helpEdited({game: gameId, world: worldId, level: levelId, help: Array.from(showHelp)}))
}
@ -365,7 +381,7 @@ function PlayableLevel({impressum, setImpressum}) {
// Effect when command line mode gets enabled
useEffect(() => {
if (editor && typewriterMode) {
if (onigasmH && editor && (typewriterMode && !lockEditorMode)) {
let code = editor.getModel().getLinesContent().filter(line => line.trim())
editor.executeEdits("typewriter", [{
range: editor.getModel().getFullModelRange(),
@ -388,22 +404,25 @@ function PlayableLevel({impressum, setImpressum}) {
// editor.setSelection(monaco.Selection.fromPositions(endPos, endPos))
// }
}
}, [editor, typewriterMode])
}, [editor, typewriterMode, lockEditorMode, onigasmH == null])
return <>
<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
<DeletedChatContext.Provider value={{deletedChat, setDeletedChat, showHelp, setShowHelp}}>
<SelectionContext.Provider value={{selectedStep, setSelectedStep}}>
<InputModeContext.Provider value={{typewriterMode, setTypewriterMode, typewriterInput, setTypewriterInput, lockInputMode, setLockInputMode}}>
<ProofContext.Provider value={{proof, setProof}}>
<InputModeContext.Provider value={{typewriterMode, setTypewriterMode, typewriterInput, setTypewriterInput, lockEditorMode, setLockEditorMode}}>
<ProofContext.Provider value={{proof, setProof, interimDiags, setInterimDiags, crashed: isCrashed, setCrashed: setIsCrashed}}>
<EditorContext.Provider value={editorConnection}>
<MonacoEditorContext.Provider value={editor}>
<LevelAppBar
pageNumber={pageNumber} setPageNumber={setPageNumber}
isLoading={level.isLoading}
levelTitle={`${mobile ? '' : 'Level '}${levelId} / ${gameInfo.data?.worldSize[worldId]}` +
(level?.data?.title && ` : ${level?.data?.title}`)}
toggleImpressum={toggleImpressum} />
levelTitle={(mobile ? "" : t("Level")) + ` ${levelId} / ${gameInfo.data?.worldSize[worldId]}` +
(level?.data?.title && ` : ${t(level?.data?.title, {ns: gameId})}`)}
toggleImpressum={toggleImpressum}
toggleInfo={toggleInfo}
togglePreferencesPopup={togglePreferencesPopup}
/>
{mobile?
// TODO: This is copied from the `Split` component below...
<>
@ -432,23 +451,25 @@ function PlayableLevel({impressum, setImpressum}) {
}
function IntroductionPanel({gameInfo}) {
let { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
const {worldId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(PreferencesContext)
let text: Array<string> = gameInfo.data?.worlds.nodes[worldId].introduction.split(/\n(\s*\n)+/)
let text: Array<string> = t(gameInfo.data?.worlds.nodes[worldId].introduction, {ns: gameId}).split(/\n(\s*\n)+/)
return <div className="chat-panel">
<div className="chat">
{text?.filter(t => t.trim()).map(((t, i) =>
<Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={null} toggleSelection={undefined} />
hint={{text: t, hidden: false, rawText: t, varNames: []}} step={0} selected={null} toggleSelection={undefined} />
))}
</div>
<div className="button-row">
<div className={`button-row${mobile ? ' mobile' : ''}`}>
{gameInfo.data?.worldSize[worldId] == 0 ?
<Button to={`/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> :
<Button to={`/${gameId}/world/${worldId}/level/1`}>
Start&nbsp;<FontAwesomeIcon icon={faArrowRight} />
{t("Start")}&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button>
}
</div>
@ -458,20 +479,27 @@ function IntroductionPanel({gameInfo}) {
export default Level
/** The site with the introduction text of a world */
function Introduction({impressum, setImpressum}) {
function Introduction({impressum, setImpressum, toggleInfo, togglePreferencesPopup}) {
let { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
const {mobile} = useContext(MobileContext)
const {mobile} = useContext(PreferencesContext)
const inventory = useLoadInventoryOverviewQuery({game: gameId})
const gameInfo = useGetGameInfoQuery({game: gameId})
const {worldId} = useContext(WorldLevelIdContext)
let image: string = gameInfo.data?.worlds.nodes[worldId].image
const toggleImpressum = () => {
setImpressum(!impressum)
}
return <>
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle="Introduction" toggleImpressum={toggleImpressum}/>
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle={t("Introduction")} toggleImpressum={toggleImpressum} toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup}/>
{gameInfo.isLoading ?
<div className="app-content loading"><CircularProgress /></div>
: mobile ?
@ -479,7 +507,12 @@ function Introduction({impressum, setImpressum}) {
:
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}>
<IntroductionPanel gameInfo={gameInfo} />
<div className="world-image-container empty"></div>
<div className="world-image-container empty center">
{image &&
<img className="contain" src={path.join("data", gameId, image)} alt="" />
}
</div>
<InventoryPanel levelInfo={inventory?.data} />
</Split>
}
@ -512,21 +545,32 @@ function Introduction({impressum, setImpressum}) {
function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) {
const connection = React.useContext(ConnectionContext)
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null)
const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null)
const [infoviewApi, setInfoviewApi] = useState<null|InfoviewApi>(null)
const [editorConnection, setEditorConnection] = useState<null|EditorConnection>(null)
// Create Editor
const uriStr = `file:///${worldId}/${levelId}`
const uri = monaco.Uri.parse(uriStr)
const inventory: Array<String> = useSelector(selectInventory(gameId))
const difficulty: number = useSelector(selectDifficulty(gameId))
useEffect(() => {
const model = monaco.editor.createModel(initialCode ?? '', 'lean4', uri)
if (onDidChangeContent) {
model.onDidChangeContent(() => onDidChangeContent(model.getValue()))
}
const editor = monaco.editor.create(codeviewRef.current!, {
model,
glyphMargin: true,
quickSuggestions: false,
lineDecorationsWidth: 5,
folding: false,
lineNumbers: 'on',
lightbulb: {
enabled: true
},
@ -538,11 +582,63 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
enabled: false
},
lineNumbersMinChars: 3,
tabSize: 2,
'semanticHighlighting.enabled': true,
theme: 'vs-code-theme-converted'
})
if (onDidChangeSelection) {
editor.onDidChangeCursorSelection(() => onDidChangeSelection(editor.getSelections()))
}
if (initialSelections) {
console.debug("Initial Selection: ", initialSelections)
// BUG: Somehow I get an `invalid arguments` bug here
// editor.setSelections(initialSelections)
}
setEditor(editor)
const abbrevRewriter = new AbbreviationRewriter(new AbbreviationProvider(), model, editor)
const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + gameId
const connectionProvider : IConnectionProvider = {
get: async () => {
return await new Promise((resolve, reject) => {
console.log(`connecting ${socketUrl}`)
const websocket = new WebSocket(socketUrl)
websocket.addEventListener('error', (ev) => {
reject(ev)
})
websocket.addEventListener('message', (msg) => {
// console.log(msg.data)
})
websocket.addEventListener('open', () => {
const socket = toSocket(websocket)
const reader = new DisposingWebSocketMessageReader(socket)
const writer = new WebSocketMessageWriter(socket)
resolve({
reader,
writer
})
})
})
}
}
// Following `vscode-lean4/webview/index.ts`
const client = new LeanClient(connectionProvider, showRestartMessage, {inventory, difficulty})
const infoProvider = new InfoProvider(client)
// const div: HTMLElement = infoviewRef.current!
const imports = {
'@leanprover/infoview': `${window.location.origin}/index.production.min.js`,
'react': `${window.location.origin}/react.production.min.js`,
'react/jsx-runtime': `${window.location.origin}/react-jsx-runtime.production.min.js`,
'react-dom': `${window.location.origin}/react-dom.production.min.js`,
'react-popper': `${window.location.origin}/react-popper.production.min.js`
}
// loadRenderInfoview(imports, [infoProvider.getApi(), div], setInfoviewApi)
setInfoProvider(infoProvider)
const infoProvider = new InfoProvider(connection.getLeanClient(gameId))
// TODO: it looks like we get errors "File Changed" here.
client.restart("Lean4Game")
const editorApi = infoProvider.getApi()
@ -587,77 +683,27 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
setEditor(editor)
setInfoProvider(infoProvider)
setInfoviewApi(infoviewApi)
return () => { infoProvider.dispose(); editor.dispose() }
}, [])
infoProvider.openPreview(editor, infoviewApi)
const taskgutter = new LeanTaskGutter(infoProvider.client, editor)
const {leanClient, leanClientStarted} = useLeanClient(gameId)
const uriStr = `file:///${worldId}/${levelId}`
const uri = monaco.Uri.parse(uriStr)
// Create model when level changes
useEffect(() => {
if (editor && leanClientStarted) {
let model = monaco.editor.getModel(uri)
if (!model) {
model = monaco.editor.createModel(initialCode, 'lean4', uri)
}
model.onDidChangeContent(() => onDidChangeContent(model.getValue()))
editor.onDidChangeCursorSelection(() => onDidChangeSelection(editor.getSelections()))
editor.setModel(model)
if (initialSelections) {
console.debug("Initial Selection: ", initialSelections)
// BUG: Somehow I get an `invalid arguments` bug here
// editor.setSelections(initialSelections)
}
// TODO:
// setRestart(() => restart)
return () => {
editorConnection.api.sendClientNotification(uriStr, "textDocument/didClose", {textDocument: {uri: uriStr}})
}
return () => {
editor.dispose();
model.dispose();
abbrevRewriter.dispose();
taskgutter.dispose();
infoProvider.dispose();
client.dispose();
}
}, [editor, levelId, connection, leanClientStarted])
useEffect(() => {
if (editor && leanClientStarted) {
let model = monaco.editor.getModel(uri)
infoviewApi.serverRestarted(leanClient.initializeResult)
infoProvider.openPreview(editor, infoviewApi)
const taskGutter = new LeanTaskGutter(infoProvider.client, editor)
const abbrevRewriter = new AbbreviationRewriter(new AbbreviationProvider(), model, editor)
}, [gameId, worldId, levelId])
return () => { abbrevRewriter.dispose(); taskGutter.dispose(); }
}
}, [editor, connection, leanClientStarted])
const showRestartMessage = () => {
// setRestartMessage(true)
console.log("TODO: SHOW RESTART MESSAGE")
}
return {editor, infoProvider, editorConnection}
}
/** Open all files in this world on the server so that they will load faster when accessed */
function useLoadWorldFiles(worldId) {
const gameId = React.useContext(GameIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const store = useStore()
useEffect(() => {
if (gameInfo.data) {
const models = []
for (let levelId = 1; levelId <= gameInfo.data.worldSize[worldId]; levelId++) {
const uri = monaco.Uri.parse(`file:///${worldId}/${levelId}`)
let model = monaco.editor.getModel(uri)
if (model) {
models.push(model)
} else {
const code = selectCode(gameId, worldId, levelId)(store.getState())
models.push(monaco.editor.createModel(code, 'lean4', uri))
}
}
return () => { for (let model of models) { model.dispose() } }
}
}, [gameInfo.data, worldId])
}

@ -8,6 +8,7 @@ import { useAppDispatch } from '../../hooks'
import { deleteProgress, selectProgress } from '../../state/progress'
import { downloadFile } from '../world_tree'
import { Button } from '../button'
import { Trans, useTranslation } from 'react-i18next'
/** download the current progress (i.e. what's saved in the browser store) */
export function downloadProgress(gameId: string, gameProgress: any, ev: React.MouseEvent) {
@ -25,6 +26,7 @@ export function downloadProgress(gameId: string, gameProgress: any, ev: React.Mo
* controlled by the containing element.
*/
export function ErasePopup ({handleClose}) {
let { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
const gameProgress = useSelector(selectProgress(gameId))
const dispatch = useAppDispatch()
@ -43,17 +45,17 @@ export function ErasePopup ({handleClose}) {
<div className="modal-backdrop" onClick={handleClose} />
<div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<h2>Delete Progress?</h2>
<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>
<Button onClick={eraseProgress} to="">Delete</Button>
<Button onClick={downloadAndErase} to="">Download & Delete</Button>
<Button onClick={handleClose} to="">Cancel</Button>
<h2>{t("Delete Progress?")}</h2>
<Trans>
<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>
</Trans>
<Button onClick={eraseProgress} to="">{t("Delete")}</Button>
<Button onClick={downloadAndErase} to="">{t("Download & Delete")}</Button>
<Button onClick={handleClose} to="">{t("Cancel")}</Button>
</div>
</div>
}

@ -4,6 +4,8 @@
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.
*
@ -11,12 +13,15 @@ import Markdown from '../markdown'
* 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>{info}</Markdown>
<Markdown>{t(info, {ns: gameId})}</Markdown>
</Typography>
</div>
</div>

@ -1,55 +1,115 @@
import * as React from 'react'
import { Input, Typography } from '@mui/material'
import { Input, MenuItem, Select, SelectChangeEvent, Typography } from '@mui/material'
import Markdown from '../markdown'
import Switch from '@mui/material/Switch';
import { Switch, Button, ButtonGroup } from '@mui/material';
import Box from '@mui/material/Box';
import Slider from '@mui/material/Slider';
import lean4gameConfig from '../../config.json'
import FormControlLabel from '@mui/material/FormControlLabel';
import { IMobileContext } from "../infoview/context"
interface PreferencesPopupProps extends IMobileContext{
handleClose: () => void
}
export function PreferencesPopup({ mobile, setMobile, lockMobile, setLockMobile, handleClose }: PreferencesPopupProps) {
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="settings">
<div className='preferences-category'>
<div className='category-title'>
<h3>Mobile layout</h3>
</div>
<div className='preferences-item'>
<FormControlLabel
control={
<Switch
checked={mobile}
onChange={() => setMobile(!mobile)}
name="checked"
color="primary"
/>
}
label="Enable"
labelPlacement="start"
/>
</div>
<div className='preferences-item'>
<FormControlLabel
control={
<Switch
checked={!lockMobile}
onChange={() => setLockMobile(!lockMobile)}
name="checked"
color="primary"
/>
}
label="Auto"
labelPlacement="start"
/>
</div>
</div>
</Typography>
import { IPreferencesContext, PreferencesContext } from "../infoview/context"
import ReactCountryFlag from 'react-country-flag';
import { useTranslation } from 'react-i18next';
export function PreferencesPopup({ handleClose }: { handleClose: () => void }) {
let { t } = useTranslation()
const {layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage} = React.useContext(PreferencesContext)
const marks = [
{
value: 0,
label: t('Mobile'),
key: "mobile"
},
{
value: 1,
label: t('Auto'),
key: "auto"
},
{
value: 2,
label: t('Desktop'),
key: "desktop"
},
];
const handlerChangeLayout = (_: Event, value: number) => {
setLayout(marks[value].key as IPreferencesContext["layout"])
}
const handlerChangeLanguage = (ev: SelectChangeEvent<string>) => {
setLanguage(ev.target.value as IPreferencesContext["language"])
}
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="settings">
<div className='preferences-category'>
<div className='category-title'>
<h3>{t("Language")}</h3>
</div>
<div className='preferences-item first leave-left-gap'>
<FormControlLabel
control={
<Box sx={{ width: 300 }}>
<Select
value={language}
label={t("Language")}
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>})}
</Select>
</Box>
}
label=""
/>
</div>
</div>
<div className='preferences-category'>
<div className='category-title'>
<h3>{t("Layout")}</h3>
</div>
<div className='preferences-item first leave-left-gap'>
<FormControlLabel
control={
<Box sx={{ width: 300 }}>
<Slider
aria-label={t("Always visible")}
value={marks.find(item => item.key === layout).value}
step={1}
marks={marks}
max={2}
sx={{
'& .MuiSlider-track': { display: 'none', },
}}
onChange={handlerChangeLayout}
/>
</Box>
}
label=""
/>
</div>
</div>
<div className='preferences-category tail-category'>
<div className='preferences-item'>
<FormControlLabel
control={
<Switch
checked={isSavePreferences}
onChange={() => setIsSavePreferences(!isSavePreferences)}
name="checked"
color="primary"
/>
}
label={t("Save my settings (in the browser store)")}
labelPlacement="end"
/>
</div>
</div>
</Typography>
</div>
</div>
}

@ -9,6 +9,8 @@ import * as React from 'react'
*
* `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">
@ -57,19 +59,3 @@ export function PrivacyPolicyPopup ({handleClose}: {handleClose: () => void}) {
</div>
</div>
}
export const PrivacyPolicy: React.FC = () => {
const [open, setOpen] = React.useState(false)
const handleOpen = () => setOpen(true)
const handleClose = () => setOpen(false)
return (
<>
<div className="privacy" onClick={handleOpen} title="Privacy Policy &amp; Impressum">
<FontAwesomeIcon icon={faShield} />
<p className="p1">legal</p>
<p className="p2">notes</p>
</div>
{open ? <PrivacyPolicyPopup handleClose={handleClose} /> : null}
</>
)
}

@ -2,6 +2,7 @@
* @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.
*
@ -9,42 +10,46 @@ import * as React from 'react'
* 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>Game Rules</h2>
<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>
<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">levels</th>
<th scope="col">tactics</th>
<th scope="col">{t("levels")}</th>
<th scope="col">{t("tactics")}</th>
</tr>
</thead>
<tbody>
<tr>
<th scope="row">regular</th>
<th scope="row">{t("regular")}</th>
<td>🔐</td>
<td>🔐</td>
</tr>
<tr>
<th scope="row">relaxed</th>
<th scope="row">{t("relaxed")}</th>
<td>🔓</td>
<td>🔐</td>
</tr>
<tr>
<th scope="row">none</th>
<th scope="row">{t("none")}</th>
<td>🔓</td>
<td>🔓</td>
</tr>

@ -8,6 +8,7 @@ import { useAppDispatch } from '../../hooks'
import { GameProgressState, loadProgress, selectProgress } from '../../state/progress'
import { downloadFile } from '../world_tree'
import { Button } from '../button'
import { Trans, useTranslation } from 'react-i18next'
/** Pop-up that is displaying the Game Info.
*
@ -15,6 +16,8 @@ import { Button } from '../button'
* controlled by the containing element.
*/
export function UploadPopup ({handleClose}) {
let { t } = useTranslation()
const [file, setFile] = React.useState<File>();
const gameId = React.useContext(GameIdContext)
const gameProgress = useSelector(selectProgress(gameId))
@ -54,17 +57,19 @@ export function UploadPopup ({handleClose}) {
<div className="modal-backdrop" onClick={handleClose} />
<div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<h2>Upload Saved Progress</h2>
<p>Select a JSON file with the saved game progress to load your progress.</p>
<h2>{t("Upload Saved Progress")}</h2>
<Trans>
<p>Select a JSON file with the saved game progress to load your progress.</p>
<p><b>Warning:</b> This will delete your current game progress!
Consider <a className="download-link" onClick={downloadProgress} >downloading your current progress</a> first!</p>
<p><b>Warning:</b> This will delete your current game progress!
Consider <a className="download-link" onClick={downloadProgress} >downloading your current progress</a> first!
</p>
</Trans>
<p>
<input type="file" onChange={handleFileChange}/>
</p>
<Button to="" onClick={uploadProgress}>Load selected file</Button>
<Button to="" onClick={uploadProgress}>{t("Load selected file")}</Button>
</div>
</div>
}

@ -10,7 +10,7 @@ import { useAppDispatch, useAppSelector } from '../hooks'
import { changedOpenedIntro, selectOpenedIntro } from '../state/progress'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api'
import { Button } from './button'
import { MobileContext } from './infoview/context'
import { PreferencesContext } from './infoview/context'
import { InventoryPanel } from './inventory'
import { ErasePopup } from './popup/erase'
import { InfoPopup } from './popup/game_info'
@ -23,26 +23,31 @@ 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(MobileContext)
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 ? [introduction] : []
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}}
hint={{text: t, hidden: false, rawText: t, varNames: []}}
step={0} selected={null} toggleSelection={undefined} />
: <></>
))}
@ -64,7 +69,13 @@ function IntroductionPanel({introduction, setPageNumber}: {introduction: string,
/** main page of the game showing among others the tree of worlds/levels */
function Welcome() {
const gameId = React.useContext(GameIdContext)
const {mobile, setMobile, lockMobile, setLockMobile} = React.useContext(MobileContext)
// 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})
@ -92,7 +103,6 @@ function Welcome() {
function toggleUploadMenu() {setUploadMenu(!uploadMenu)}
function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)}
// set the window title
useEffect(() => {
if (gameInfo.data?.title) {
@ -134,7 +144,7 @@ function Welcome() {
{eraseMenu? <ErasePopup handleClose={closeEraseMenu}/> : null}
{uploadMenu? <UploadPopup handleClose={closeUploadMenu}/> : null}
{info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null}
{preferencesPopup ? <PreferencesPopup mobile={mobile} setMobile={setMobile} lockMobile={lockMobile} setLockMobile={setLockMobile} handleClose={closePreferencesPopup}/> : null}
{preferencesPopup ? <PreferencesPopup handleClose={closePreferencesPopup} /> : null}
</>
}

@ -16,6 +16,8 @@ import { selectDifficulty, changedDifficulty, selectCompleted } from '../state/p
import { store } from '../state/store'
import '../css/world_tree.css'
import { PreferencesContext } from './infoview/context'
import { useTranslation } from 'react-i18next'
// Settings for the world tree
cytoscape.use( klay )
@ -111,6 +113,7 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
difficulty: number,
worldSize: number
}) {
const { t } = useTranslation()
// See level icons. Match radius computed there minus `1.2*r`
const N = Math.max(worldSize, NMIN)
@ -149,7 +152,7 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
width={1.42*R} height={1.42*R} transform={"translate("+ -.71*R +","+ -.71*R +")"}>
<div className={unlocked && !completed ? "playable-world" : ''}>
<p className="world-title" style={{fontSize: fontSize + "px"}}>
{title ? title : world}
{title ? t(title, {ns: gameId}) : world}
</p>
</div>
</foreignObject>
@ -160,7 +163,7 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
>
<div className='world-label' style={{backgroundColor: completed ? darkgreen : unlocked ? darkblue : darkgrey}}>
<p className='world-title' style={{fontSize: MINFONT + "px"}}>
{title ? title : world}
{title ? t(title, {ns: gameId}) : world}
</p>
</div>
</foreignObject>}
@ -194,26 +197,29 @@ export const downloadFile = ({ data, fileName, fileType } :
/** 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 ? 'none' : x == 1 ? 'relaxed' : 'regular'
return x == 0 ? t("none") : x == 1 ? t("relaxed") : t("regular")
}
return <nav className="world-selection-menu">
return <nav className={`world-selection-menu${mobile ? '' : ' desktop'}`}>
<div className="slider-wrap">
<span className="difficulty-label">Rules
<span className="difficulty-label">{t("Rules")}
<FontAwesomeIcon icon={rulesHelp ? faXmark : faCircleQuestion} className='helpButton' onClick={() => (setRulesHelp(!rulesHelp))}/>
</span>
<Slider
orientation="vertical"
title="Game Rules"
title={t("Game Rules")}
min={0} max={2}
aria-label="Game Rules"
defaultValue={difficulty}
aria-label={t("Game Rules")}
value={difficulty}
marks={[
{value: 0, label: label(0)},
{value: 1, label: label(1)},

@ -0,0 +1,37 @@
{
"allGames": [
"leanprover-community/nng4",
"hhu-adam/robo",
"djvelleman/stg4",
"trequetrum/lean4game-logic",
"jadabouhawili/knightsandknaves-lean4game"
],
"languages": [
{
"iso": "en",
"flag": "GB",
"name": "English"
},
{
"iso": "de",
"flag": "DE",
"name": "Deutsch"
},
{
"iso": "zh",
"flag": "CN",
"name": "中文"
},
{
"iso": "es",
"flag": "ES",
"name": "Español"
},
{
"iso": "ko",
"flag": "KR",
"name": "한국어"
}
]
}

@ -1,68 +0,0 @@
/**
* @fileOverview todo
*/
import * as React from 'react';
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { LeanClient } from 'lean4web/client/src/editor/leanclient';
export class Connection {
private game: string = undefined // We only keep a connection to a single game at a time
private leanClient: LeanClient = null
getLeanClient(game): LeanClient {
if (this.game !== game) {
if (this.leanClient) {
this.leanClient.stop() // Stop previous Lean client
}
this.game = game
// Start a new Lean client for the new `gameId`.
const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + game
const uri = monaco.Uri.parse('file:///')
this.leanClient = new LeanClient(socketUrl, undefined, uri, () => {})
}
return this.leanClient
}
/** If not already started, starts the Lean client. resolves the returned promise as soon as a
* Lean client is running.
*/
startLeanClient = (game) => {
return new Promise<LeanClient>((resolve) => {
const leanClient = this.getLeanClient(game)
if (leanClient.isRunning()) {
resolve(leanClient)
} else {
if (!leanClient.isStarted()) {
leanClient.start()
}
leanClient.restarted(() => {
// This keep alive message is not recognized by the server,
// but it makes sure that the websocket connection does not
// time out after 60 seconds.
setInterval(() => {leanClient.sendNotification('$/keepAlive', {}) }, 5000)
resolve(leanClient)
})
}
})
}
}
export const connection = new Connection()
export const ConnectionContext = React.createContext(null);
export const useLeanClient = (gameId) => {
const leanClient = connection.getLeanClient(gameId)
const [leanClientStarted, setLeanClientStarted] = React.useState(leanClient.isStarted())
React.useEffect(() => {
const t1 = leanClient.restarted(() => { console.log("START"); setLeanClientStarted(true) })
const t2 = leanClient.stopped(() => { console.log("STOP"); setLeanClientStarted(false) })
return () => {t1.dispose(); t2.dispose()}
}, [leanClient, setLeanClientStarted])
return {leanClientStarted, leanClient}
}

@ -105,11 +105,18 @@ em {
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;
}
.app-bar > .app-bar-left{
display: flex;
align-items: center;
gap: .5em;
}
.app-bar-title, .app-bar-subtitle {
color: white;
font-weight: 500;

@ -41,6 +41,13 @@
.level-completed {
font-size: 1.8rem;
font-weight: 500;
padding-left: .5em;
padding-right: .5em;
padding-top: .2em;
padding-bottom: .2em;
border-radius: .5em;
background-color: #eee;
}
.typewriter {
@ -188,6 +195,18 @@
flex-direction: row;
}
.exercise .failed-command {
background-color: #eee;
padding: .5em;
border-radius: .2em;
/* TODO: It seems my browsers merge the margings of the proof steps,
so that it only shows once 0.5rem instead of twice. Thus have 1.5 here now.
*/
margin-bottom: 1.5rem;
display: flex;
flex-direction: row;
}
.exercise .command-text {
flex: 1;
background-color: #fff;
@ -199,3 +218,10 @@
.undo-button {
color: #888;
}
.crashed_message {
color: #D8000C;
font-weight: bold;
padding-left: .5em;
padding-right: .5em;
}

@ -26,7 +26,11 @@
.inventory .item {
background: #fff;
border: solid 1px #777;
padding: .1em .5em;
padding-left: .5rem;
padding-right: 1.0rem;
padding-top: .1rem;
padding-bottom: .1rem;
position: relative;
}
.inventory .item.locked {
@ -72,3 +76,21 @@
color: black;
border-bottom: 0.3em solid #999;
}
.inventory .item .copy-button {
min-width: 3px;
min-height: 3px;
display: inline-block;
color: #ccc;
font-size: 0.6em;
padding-right: .2rem;
vertical-align: top;
position: absolute;
top: 0;
right: 0;
height: 100%;
width: 1rem;
align-items: end;
text-align: end;
}

@ -19,7 +19,7 @@ a {
@viewport {
width: device-width ;
zoom: 1.0 ;
initial-scale: 1.0 ;
}
.landing-page {
@ -36,6 +36,13 @@ a {
padding-bottom: 80px;
}
.landing-page-nav {
position: relative;
}
#menu-btn {
background-color: unset;
}
@media screen and (max-width: 440px) {
.game-list {
@ -48,6 +55,7 @@ a {
border: 1px solid rgb(140, 140, 140);
border-radius: 20px;
box-shadow: 5px 5px 8px rgb(140, 140, 140);
width: 100%;
max-width: 500px;
display: flex;
flex-direction: column;
@ -181,6 +189,8 @@ footer .link {
.github-link {
height: 24px; /* TODO: why do I need that? s*/
margin-top: auto;
margin-bottom: auto;
}
.landing-page > section {

@ -232,6 +232,20 @@ td code {
height: 100%;
} */
.button-row.mobile {
margin: .5rem;
padding-top: .2rem;
}
.button-row.mobile .btn {
padding: .5em;
border-radius: .2em;
width: 100%;
margin: 0;
text-align: center;
}
.typewriter-interface {
display: flex;
flex-flow: column;
@ -317,11 +331,6 @@ td code {
margin-right: 0;
}
#home-btn {
margin-right: .5em;
margin-left: 0;
}
.menu.dropdown .svg-inline--fa {
width: 1.8rem;
}
@ -336,6 +345,27 @@ td code {
background-color: #eee;
}
.world-image-container {
display: flex;
flex-direction: column;
min-height: 0px; /* somehow this has a desired affect, but why? */
overflow: hidden;
}
.world-image-container img.contain {
object-fit: contain;
}
.world-image-container.center {
justify-content: center;
}
.world-image-container img.cover {
height: 100%;
object-fit: cover;
}
.typewriter-interface .proof {
background-color: #fff;
}
@ -344,3 +374,22 @@ td code {
min-width: 40px;
text-align: center;
}
/* Fixes https://github.com/leanprover-community/lean4game/issues/202 */
.katex-mathml {
display: none;
}
/* DEBUG */
/* .proof .step {
border: 2px solid rgb(0, 123, 255);
} */
.nav-btns {
height: 2rem;
}
.nav-btns .language-btn {
background: #DDF6FF;
text-align: center;
}

@ -187,3 +187,15 @@ h5, h6 {
margin-left: 0.3rem;
margin-right: 0.3rem;
}
.preferences-category.tail-category{
margin-top: 2em;
}
.preferences-item.first{
margin-top: 1em;
}
.preferences-item.leave-left-gap{
margin-left: 3em;
}

@ -49,7 +49,6 @@ svg .disabled {
}
.world-selection-menu {
position: absolute;
right: 1em;
top: 1em;
/* margin: 1em; */
@ -60,6 +59,10 @@ svg .disabled {
filter: drop-shadow(4px 4px 5px rgba(0,0,0,0.5));
}
.world-selection-menu.desktop {
position: absolute;
}
.world-selection-menu .btn, .welcome .btn {
min-width: 5em;
text-align: center;

@ -1,30 +1,6 @@
import { TypedUseSelectorHook, useDispatch, useSelector } from 'react-redux'
import type { RootState, AppDispatch } from './state/store'
import { setMobile as setMobileState, setLockMobile as setLockMobileState} from "./state/preferences"
// Use throughout your app instead of plain `useDispatch` and `useSelector`
export const useAppDispatch: () => AppDispatch = useDispatch
export const useAppSelector: TypedUseSelectorHook<RootState> = useSelector
export const useMobile = () => {
const dispatch = useAppDispatch();
const mobile = useAppSelector((state) => state.preferences.mobile);
const lockMobile = useAppSelector((state) => state.preferences.lockMobile);
const setMobile = (val: boolean) => {
dispatch(setMobileState(val));
};
const setLockMobile = (val: boolean) => {
dispatch(setLockMobileState(val));
};
return {
mobile,
setMobile,
lockMobile,
setLockMobile,
};
};

@ -0,0 +1,35 @@
import i18n from "i18next";
import Backend from "i18next-http-backend"
import { initReactI18next } from "react-i18next";
i18n
.use(initReactI18next)
.use(Backend)
.init({
ns: ['translation'],
backend: {
// > see https://github.com/i18next/i18next-http-backend
loadPath: function(lngs, namespaces: Array<string>) {
if (namespaces[0].startsWith("g/")) {
return '/i18n/{{ns}}/{{lng}}/Game.json';
} else {
return '/locales/{{lng}}/{{ns}}.json';
}
}
},
// > language to use, more information here:
// > https://www.i18next.com/overview/configuration-options#languages-namespaces-resources
lng: "en",
// we use natural language keys, so we don't need a fallback language.
fallbackLng: false,
// > you can use the i18n.changeLanguage function to change the language manually:
// > https://www.i18next.com/overview/api#changelanguage
// > if you're using a language detector, do not define the lng option
returnEmptyString: false,
interpolation: {
// > react already safes from xss
escapeValue: false
}
});
export default i18n;

@ -1,7 +1,6 @@
import * as React from 'react'
import { createRoot } from 'react-dom/client'
import App from './app'
import { ConnectionContext, connection } from './connection'
import { store } from './state/store'
import { Provider } from 'react-redux'
import type { RouteObject } from "react-router"
@ -10,20 +9,9 @@ import ErrorPage from './components/error_page'
import Welcome from './components/welcome'
import LandingPage from './components/landing_page'
import Level from './components/level'
import { monacoSetup } from 'lean4web/client/src/monacoSetup'
import './i18n';
monacoSetup()
// // Do not show the landing page in the dev-container context
// let root_path: RouteObject = (process.env.LEAN4GAME_SINGLE_GAME == "true") ? {
// path: "/",
// loader: () => redirect("/g/local/game")
// } : {
// path: "/",
// element: <LandingPage />,
// }
// If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to
// `/g/local/game`. This is used for the devcontainer setup
@ -33,7 +21,14 @@ let root_object: RouteObject = single_game ? {
loader: () => redirect("/g/local/game")
} : {
path: "/",
element: <LandingPage />,
element: <App />,
errorElement: <ErrorPage />,
children: [
{
path: "/",
element: <LandingPage />,
}
]
}
const router = createHashRouter([
@ -41,7 +36,12 @@ const router = createHashRouter([
{
// For backwards compatibility
path: "/game/nng",
loader: () => redirect("/g/hhu-adam/NNG4")
loader: () => redirect("/g/leanprover-community/nng4")
},
{
// For backwards compatibility
path: "/g/hhu-adam/NNG4",
loader: () => redirect("/g/leanprover-community/nng4")
},
{
path: "/g/:owner/:repo",
@ -65,9 +65,7 @@ const root = createRoot(container!);
root.render(
<React.StrictMode>
<Provider store={store}>
<ConnectionContext.Provider value={connection}>
<RouterProvider router={router} />
</ConnectionContext.Provider>
<RouterProvider router={router} />
</Provider>
</React.StrictMode>
);

@ -2,16 +2,29 @@
* @fileOverview Define API of the server-client communication
*/
import { createApi, fetchBaseQuery } from '@reduxjs/toolkit/query/react'
import { Connection } from '../connection'
export interface GameTile {
title: string
short: string
long: string
languages: Array<string>
prerequisites: Array<string>
worlds: number
levels: number
image: string
}
export interface GameInfo {
title: null|string,
introduction: null|string,
info: null|string,
worlds: null|{nodes: {[id:string]: {id: string, title: string, introduction: string}}, edges: string[][]},
worlds: null|{nodes: {[id:string]: {id: string, title: string, introduction: string, image: string}}, edges: string[][]},
worldSize: null|{[key: string]: number},
authors: null|string[],
conclusion: null|string,
tile: null|GameTile,
image: null|string
}
export interface InventoryTile {
@ -22,6 +35,7 @@ export interface InventoryTile {
locked: boolean,
new: boolean,
hidden: boolean
altTitle: string,
}
export interface LevelInfo {
@ -37,7 +51,8 @@ export interface LevelInfo {
lemmaTab: null|string,
statementName: null|string,
displayName: null|string,
template: null|string
template: null|string,
image: null|string
}
/** Used to display the inventory on the welcome page */
@ -57,40 +72,22 @@ interface Doc {
category: string,
}
const customBaseQuery = async (
args : {game: string, method: string, params?: any},
{ signal, dispatch, getState, extra },
extraOptions
) => {
try {
const connection : Connection = extra.connection
let leanClient = await connection.startLeanClient(args.game)
console.log(`Sending request ${args.method}`)
let res = await leanClient.sendRequest(args.method, args.params)
console.log('Received response') //, res)
return {'data': res}
} catch (e) {
return {'error': e}
}
}
// Define a service using a base URL and expected endpoints
export const apiSlice = createApi({
reducerPath: 'gameApi',
baseQuery: customBaseQuery,
baseQuery: fetchBaseQuery({ baseUrl: window.location.origin + "/data" }),
endpoints: (builder) => ({
getGameInfo: builder.query<GameInfo, {game: string}>({
query: ({game}) => {return {game, method: 'info', params: {}}},
query: ({game}) => `${game}/game.json`,
}),
loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({
query: ({game, world, level}) => {return {game, method: "loadLevel", params: {world, level}}},
query: ({game, world, level}) => `${game}/level__${world}__${level}.json`,
}),
loadInventoryOverview: builder.query<InventoryOverview, {game: string}>({
query: ({game}) => {return {game, method: "loadInventoryOverview", params: {}}},
query: ({game}) => `${game}/inventory.json`,
}),
loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({
query: ({game, name, type}) => {return {game, method: "loadDoc", params: {name, type}}},
query: ({game, type, name}) => `${game}/doc__${type}__${name}.json`,
}),
}),
})

@ -0,0 +1,45 @@
import React, { useState } from "react";
import { useAppDispatch, useAppSelector } from "../../hooks";
import {
PreferencesState,
setLayout as setPreferencesLayout,
setIsSavePreferences as setPreferencesIsSavePreferences,
setLanguage as setLanguagePreferences,
getWindowDimensions,
AUTO_SWITCH_THRESHOLD
} from "../preferences";
const UsePreferences = () => {
const dispatch = useAppDispatch()
const [mobile, setMobile] = React.useState<boolean>()
const layout = useAppSelector((state) => state.preferences.layout);
const setLayout = (layout: PreferencesState["layout"]) => dispatch(setPreferencesLayout(layout))
const isSavePreferences = useAppSelector((state) => state.preferences.isSavePreferences);
const setIsSavePreferences = (isSave: boolean) => dispatch(setPreferencesIsSavePreferences(isSave))
const language = useAppSelector((state) => state.preferences.language);
const setLanguage = (lang: string) => dispatch(setLanguagePreferences(lang))
const automaticallyAdjustLayout = () => {
const {width} = getWindowDimensions()
setMobile(width < AUTO_SWITCH_THRESHOLD)
}
React.useEffect(()=>{
if (layout === "auto"){
void automaticallyAdjustLayout()
window.addEventListener('resize', automaticallyAdjustLayout)
return () => window.removeEventListener('resize', automaticallyAdjustLayout)
} else {
setMobile(layout === "mobile")
}
}, [layout])
return {mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage}
}
export default UsePreferences;

@ -57,3 +57,12 @@ export function savePreferences(state: any) {
// Ignore
}
}
export function removePreferences() {
try {
localStorage.removeItem(PREFERENCES_KEY);
} catch (e) {
// Ignore
}
}

@ -1,10 +1,11 @@
import { createSlice } from "@reduxjs/toolkit";
import { loadPreferences } from "./local_storage";
import { loadPreferences, removePreferences, savePreferences } from "./local_storage";
interface PreferencesState {
mobile: boolean;
lockMobile: boolean;
export interface PreferencesState {
layout: "mobile" | "auto" | "desktop";
isSavePreferences: boolean;
language: string;
}
export function getWindowDimensions() {
@ -12,26 +13,28 @@ export function getWindowDimensions() {
return {width, height}
}
const { width } = getWindowDimensions()
export const AUTO_SWITCH_THRESHOLD = 800
const initialState: PreferencesState = loadPreferences() ?? {
mobile: width < AUTO_SWITCH_THRESHOLD,
lockMobile: false
}
const initialState: PreferencesState = loadPreferences() ??{
layout: "auto",
isSavePreferences: false,
language: import.meta.env.VITE_CLIENT_DEFAULT_LANGUAGE || "en",
};
export const preferencesSlice = createSlice({
name: "preferences",
initialState,
reducers: {
setMobile: (state, action) => {
state.mobile = action.payload;
setLayout: (state, action) => {
state.layout = action.payload;
},
setIsSavePreferences: (state, action) => {
state.isSavePreferences = action.payload;
},
setLockMobile: (state, action) => {
state.lockMobile = action.payload;
setLanguage: (state, action) => {
state.language = action.payload;
},
},
});
export const { setMobile, setLockMobile } = preferencesSlice.actions;
export const { setLayout, setIsSavePreferences, setLanguage } = preferencesSlice.actions;

@ -26,7 +26,8 @@ export interface GameProgressState {
inventory: string[],
difficulty: number,
openedIntro: boolean,
data: WorldProgressState
data: WorldProgressState,
typewriterMode?: boolean
}
/**
@ -52,22 +53,22 @@ const initalLevelProgressState: LevelProgressState = {code: "", completed: false
/** Add an empty skeleton with progress for the current game */
function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) {
if (!state.games[action.payload.game]) {
state.games[action.payload.game] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY}
if (!state.games[action.payload.game.toLowerCase()]) {
state.games[action.payload.game.toLowerCase()] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY}
}
if (!state.games[action.payload.game].data) {
state.games[action.payload.game].data = {}
if (!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 addLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addGameProgress(state, action)
if (!state.games[action.payload.game].data[action.payload.world]) {
state.games[action.payload.game].data[action.payload.world] = {}
if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world]) {
state.games[action.payload.game.toLowerCase()].data[action.payload.world] = {}
}
if (!state.games[action.payload.game].data[action.payload.world][action.payload.level]) {
state.games[action.payload.game].data[action.payload.world][action.payload.level] = {...initalLevelProgressState}
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}
}
}
@ -78,125 +79,137 @@ export const progressSlice = createSlice({
/** put edited code in the state and set completed to false */
codeEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, code: string}>) {
addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].code = action.payload.code
state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = false
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
},
/** TODO: docstring */
changedSelection(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) {
addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].selections = action.payload.selections
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].selections = action.payload.selections
},
/** mark level as completed */
levelCompleted(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = true
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].completed = true
},
/** Set the list of rows where help is displayed */
helpEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, help: number[]}>) {
addLevelProgress(state, action)
console.debug(`!setting help to: ${action.payload.help}`)
state.games[action.payload.game].data[action.payload.world][action.payload.level].help = action.payload.help
state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].help = action.payload.help
},
/** delete all progress for this game */
deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) {
state.games[action.payload.game] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY}
state.games[action.payload.game.toLowerCase()] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY}
},
/** delete progress for this level */
deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action)
state.games[action.payload.game].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 */
loadProgress(state: ProgressState, action: PayloadAction<{game: string, data:GameProgressState}>) {
console.debug(`setting data to:\n ${action.payload.data}`)
state.games[action.payload.game] = action.payload.data
state.games[action.payload.game.toLowerCase()] = action.payload.data
},
/** set the current inventory */
changedInventory(state: ProgressState, action: PayloadAction<{game: string, inventory: string[]}>) {
addGameProgress(state, action)
state.games[action.payload.game].inventory = action.payload.inventory
state.games[action.payload.game.toLowerCase()].inventory = action.payload.inventory
},
/** set the difficulty */
changedDifficulty(state: ProgressState, action: PayloadAction<{game: string, difficulty: number}>) {
addGameProgress(state, action)
state.games[action.payload.game].difficulty = action.payload.difficulty
state.games[action.payload.game.toLowerCase()].difficulty = action.payload.difficulty
},
/** set the difficulty */
changedOpenedIntro(state: ProgressState, action: PayloadAction<{game: string, openedIntro: boolean}>) {
addGameProgress(state, action)
state.games[action.payload.game].openedIntro = action.payload.openedIntro
state.games[action.payload.game.toLowerCase()].openedIntro = action.payload.openedIntro
},
/** set the typewriter mode */
changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) {
addGameProgress(state, action)
state.games[action.payload.game.toLowerCase()].typewriterMode = action.payload.typewriterMode
}
}
})
/** if the level does not exist, return default values */
export function selectLevel(game: string, world: string, level: number) {
return (state) =>{
if (!state.progress.games[game]) { return initalLevelProgressState }
if (!state.progress.games[game].data[world]) { return initalLevelProgressState }
if (!state.progress.games[game].data[world][level]) { return initalLevelProgressState }
return state.progress.games[game].data[world][level]
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][level]) { return initalLevelProgressState }
return state.progress.games[game.toLowerCase()].data[world][level]
}
}
/** return the code of the current level */
export function selectCode(game: string, world: string, level: number) {
return (state) => {
return selectLevel(game, world, level)(state).code
return selectLevel(game.toLowerCase(), world, level)(state).code
}
}
/** return the current inventory */
export function selectInventory(game: string) {
return (state) => {
if (!state.progress.games[game]) { return [] }
return state.progress.games[game].inventory
if (!state.progress.games[game.toLowerCase()]) { return [] }
return state.progress.games[game.toLowerCase()].inventory
}
}
/** return the code of the current level */
export function selectHelp(game: string, world: string, level: number) {
return (state) => {
return selectLevel(game, world, level)(state).help
return selectLevel(game.toLowerCase(), world, level)(state).help
}
}
/** return the selections made in the current level */
export function selectSelections(game: string, world: string, level: number) {
return (state) => {
return selectLevel(game, world, level)(state).selections
return selectLevel(game.toLowerCase(), world, level)(state).selections
}
}
/** return whether the current level is clompleted */
export function selectCompleted(game: string, world: string, level: number) {
return (state) => {
return selectLevel(game, world, level)(state).completed
return selectLevel(game.toLowerCase(), world, level)(state).completed
}
}
/** return progress for the current game if it exists */
export function selectProgress(game: string) {
return (state) => {
return state.progress.games[game] ?? null
return state.progress.games[game.toLowerCase()] ?? null
}
}
/** return difficulty for the current game if it exists */
export function selectDifficulty(game: string) {
return (state) => {
return state.progress.games[game]?.difficulty ?? DEFAULT_DIFFICULTY
return state.progress.games[game.toLowerCase()]?.difficulty ?? DEFAULT_DIFFICULTY
}
}
/** return whether the intro has been read */
export function selectOpenedIntro(game: string) {
return (state) => {
return state.progress.games[game]?.openedIntro
return state.progress.games[game.toLowerCase()]?.openedIntro
}
}
/** return typewriter mode for the current game if it exists */
export function selectTypewriterMode(game: string) {
return (state) => {
return state.progress.games[game.toLowerCase()]?.typewriterMode ?? true
}
}
/** Export actions to modify the progress */
export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro,
changedDifficulty } = progressSlice.actions
changedDifficulty, changeTypewriterMode} = progressSlice.actions

@ -8,7 +8,7 @@ import { connection } from '../connection'
import { apiSlice } from './api'
import { progressSlice } from './progress'
import { preferencesSlice } from "./preferences"
import { saveState, savePreferences } from "./local_storage";
import { saveState, savePreferences, removePreferences} from "./local_storage";
export const store = configureStore({
@ -19,11 +19,7 @@ export const store = configureStore({
},
// Make connection available in thunks:
middleware: getDefaultMiddleware =>
getDefaultMiddleware({
thunk: {
extraArgument: { connection }
}
}).concat(apiSlice.middleware),
getDefaultMiddleware().concat(apiSlice.middleware),
});
/**
@ -33,7 +29,9 @@ export const store = configureStore({
store.subscribe(
debounce(() => {
saveState(store.getState()[progressSlice.name]);
savePreferences(store.getState()[preferencesSlice.name]);
const preferencesState = store.getState()[preferencesSlice.name]
preferencesState.isSavePreferences ? savePreferences(preferencesState) : removePreferences()
}, 800)
);

@ -1,332 +1,67 @@
# Creating a game.
# Server
Ideally one takes the [NNG template](https://github.com/hhu-adam/NNG4) to create a new game.
The server is made out of two parts, named "relay" and "server".
## Game Structure
The former, "relay", is the server which
sets up a socket connection to the client, starts the lean servers to work on files and
relays messages between the lean server and the client. `index.mjs` is the file that needs to
be run, which is done for example using `pm2` or by calling `npm run start_server` or
`npm run production`, see more later.
A game consist of worlds which have multiple levels each. In the following we describe how to create a level file and how to combine these into a game.
The latter, "server", is the lean server which has two jobs. For one, it produces the "gameserver"
executable which is the lean server that handles the files the player plays on. The second job
is to provide the lean commands which are used when creating a game. These are located in
`Commands.lean`.
### Level
A level file is a lean file that imports at least `import GameServer.Commands` and starts with the following Lean commands.
## Integration into Games
```lean
Game "NNG"
World "Addition"
Level 1
Title "The rfl tactic"
```
Note that the levels inside a world must have consecutive numbering starting with `1`. The `Game`
and `World` strings can be anything, see below.
#### Statement
The core of a level is the `Statement`, which is the exercise that should be proven.
```lean
/-- For all natural numbers $n$, we have $0 + n = n$. -/
@[simp]
Statement MyNat.zero_add
(n : ) : 0 + n = n := by
Hint "You can start a proof by `induction n`."
induction n with n hn
· Hint "This is the base case."
rw [add_zero]
rfl
· Hint "This is the induction hypothesis"
rw [add_succ]
Branch
simp
Hint "A branch is an alternative tactic sequence. Does not need to finish the proof."
rw [hn]
rfl
```
##### Proof
The proof must always be a tactic proof, i.e. `:= by` is a mandatory part of the syntax.
There are a few extra tactics that help you structuring the proof:
- `Hint`: You can use `Hint "text"` to display text if the goal state in-game matches
the one where `Hint` is placed. For more options about hints, see below.
- `Branch`: In the proof you can add a `Branch` that runs an alternative tactic sequence, which
helps setting `Hints` in different places. The `Branch` does not affect the main
proof and does not need to finish any goals.
- `Template`/`Hole`: Used to provide a sample proof template. Anything inside `Template`
will be copied into the editor with all `Hole`s replaced with `sorry`. Note that
having a `Template` will force the user to use Editor-mode for this level.
##### Statement Name (optional)
If you specify a name (`MyNat.zero_add`), this lemma will be available in future levels.
(Note that a future level must also import this level,
so that Lean knows about the added statement).
The name must be *fully qualified*. (TODO: is that still true? Did we implement namespaces?)
##### Doc Comment (optional)
There are three places where the documentation comment appears:
1. as doc comment when hovering over the theorem
2. as exercise description at the top of the level: ``Theorem `zero_add`: yada yada.``
3. in the inventory. This can be overwritten by using
`LemmaDoc MyNat.zero_add "different yada yada"` as one might want to add a more detailed
description there including examples etc.
Both latter points support Markdown (including katex).
##### Attributes (optional)
the `@[ attributes ]` prefix should work just like you know it from the `theorem` keyword.
#### Introduction/Conclusion
Optionally, you can add an `Introduction "some text"` and `Conclusion "some text"` to your level.
The introduction will be shown at the beginning, the conclusion is displayed once the level
is solved.
Games need the "server" as a lake-dependency, which is done in the game's lakefile.
#### Theorems/Tactics/Definitions
A game imports `GameServer.Commands` which provides to all the API required to
create a game.
Only enabled theorems/tactics/definitions (called "items" here) are available in a level.
In particular the lean command `MakeGame` compiles the entire game. Static information is
stored as JSON files in `.lake/gamedata` for faster loading, while other data is only
saved to lean env-extensions which the lean server has access to after loading the lean file.
To add a new item in a level, you can add
For games to be run successfully, it is important that the "gameserver" executable inside
the game's `.lake` folder is actually built.
Currently, this happens through a lake-post-update-hook when calling `lake update -R` (in the game's folder), but if this fails, you can always build it manually by calling `lake build gameserver`.
(both commands are to be executed in the game's directory!)
```lean
NewTactic rfl simp
NewLemma MyNat.add_zero MyNat.add_succ
NewDefinition Nat Pow Mul
```
Once added, items will be available in all future levels/worlds,
unless you disable them for a particular level with
## Modifying the server
```lean
DisabledTactic tauto
DisabledLemma MyNat.add_zero
```
### Starting the server
or specify explicitly which items should be available with
When using the [manual installation](running_locally.md#manual-installation) you can run the server
using
```lean
OnlyTactic rw rfl apply
OnlyLemma MyNat.add_zero
```
Lastly, all items need documentation entries (which are imported in the level),
see more about that below. There is also explains the `LemmaTab` keyword.
### World
Multiple levels are combined into a world and the worlds are then added to the game. It is recommended that all levels of a world are inside one folder (e.g. `NNG/Levels/Addition/`) and
then there is one world file (`NNG/Levels/Addition.lean`) which contains the following
```lean
import NNG.Levels.Addition.Level_1
import NNG.Levels.Addition.Level_2
Game "NNG"
World "Addition"
Title "Addition World"
Introduction "some text"
```
The `Title` is the world's display title. The `Introduction` is displayed before loading level 1.
Note that all levels of a world should be imported by the world file.
BUG: A level **must not** be imported in a different world's level. Instead, you have to import an entire world there: `import NNG.Levels.Addition`
### Game
The Game itself (i.e. the main file of you lake project, `NNG.lean`) should import all worlds and have the following layout, concluding with `MakeGame`:
```lean
import NNG.Levels.Addition
import NNG.Levels.Multiplication
import NNG.Levels.Power
Game "NNG"
Title "Natural Number Game"
Introduction "some text"
MakeGame
```
The game will automatically compute the order of the worlds depending on the sample proofs of the Levels (ignoring anything inside a `Branch`). You can add additional dependencies manually by adding `Dependency PowerWorld → ImpossibleWorld` before `MakeGame`.
The order of worlds influences which tactics and lemmas will be unlocked in a given level.
`MakeGame` will display warnings about things in the game that need to be fixed, like missing
documentation or if a tactic is never introduced.
### Documentation
Each tactic, theorem, or definition (all called items here) that is introduced in the game
needs a documentation entry. These are statements of the following form:
```lean
LemmaDoc MyNat.add_squared as "add_squared" in "Pow"
"(missing)"
TacticDoc constructor
"(missing)"
DefinitionDoc One as "1"
"(missing)"
```
Notes:
* The lemma name must be **fully qualified**. The string display name can be arbitrary.
* Tactics must have their proper name. use `TacticDoc «have» ""` if it does not work
without french quotes.
* Definition names can be arbitrary. E.g. I used `DefinitionDoc Symbol.Fun as "fun x ↦ x" "(missing)"` once.
Moreover, the lemmas are in sorted in tabs (the `in "Pow`) part. In each level file, you
can define which tab is open when the level is loaded by adding `LemmaTab "Pow"`.
There will be features added to get automatic information from mathlib!
## Escaping
(TODO: Move)
Inside the doc comment you don't need to escape the backslashes:
```lean
/-- $\operatorname{succ}(n)$. notation for naturals is `\N`. -/
Statement ...
```
However, inside interpolated strings (e.g. in `Hint`, `Introduction` and `Conclusion`)
you do need to escape backslashes
with `\\` and `{` with `\{`:
```lean
Hint "This code has some $\\operatorname\{succ}(n)$ math. The value of `h` is {h}.
Notation for naturals is `\\N`."
```
## Game design
Here are some things you should consider designing a new game:
* A world with more than 16 levels will be displayed with the levels spiraling outwards,
it might be desirable to stay below that bound. Above 22 levels the spiral start getting out
of control.
# Running Games Locally
The installation instructions are not yet tested on Mac/Windows. Comments very welcome!
## VSCode Dev Containers
1. **Install Docker and Dev Containers** *(once)*:<br/>
See [official instructions](https://code.visualstudio.com/docs/devcontainers/containers#_getting-started).
Explicitly this means:
* Install docker engine if you have not yet: [Instructions](https://docs.docker.com/engine/install/).
I followed the "Server" instructions for linux.
* Note that on Linux you need to add your user to the `docker` group
([see instructions](https://docs.docker.com/engine/install/linux-postinstall/)) and probably reboot.
* Open the games folder in VSCode: `cd NNG4 && code .` or "Open Folder" within VSCode
* a message appears prompting you to install the "Dev Containers" extension (by Microsoft).
2. **Open Project in Dev Container** *(everytime)*:<br/>
Once you have the Dev Containers Extension installed, (re)open the project folder of your game in VSCode.
A message appears asking you to "Reopen in Container".
* The first start will take a while, ca. 2-10 minutes. After the first
start this should be very quickly.
* Once built, it should open a tab "Simple Browser" inside VSCode displaying
the game. (Alternatively, open http://localhost:3000 in your browser).
3. **Editing Files** *(everytime)*:<br/>
After editing some files in VSCode, open VSCode's terminal (View > Terminal) and run `lake build`.
Now you can reload your browser to see the changes.
### Errors
* If you don't get the pop-up, you might have disabled them and you can reenable it by
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
* If the starting the container fails, in particular with a message `Error: network xyz not found`,
you might have deleted stuff from docker via your shell. Try deleting the container and image
explicitly in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time)
## Without Dev Containers
Install `nvm`:
```bash
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.39.2/install.sh | bash
```
then reopen bash and test with `command -v nvm` if it is available (Should print "nvm").
Now install node:
```bash
nvm install node
```
Clone the game (e.g. `NNG4` here):
```bash
git clone https://github.com/hhu-adam/NNG4.git
# or: git clone git@github.com:hhu-adam/NNG4.git
npm start
```
Download dependencies and build the game:
```bash
cd NNG4
lake update
lake exe cache get # if your game depends on mathlib
lake build
```
This way any changes to files in `client/` or `relay/` will cause the server to restart automatically.
Clone the game repository into a directory next to the game:
```bash
cd ..
git clone https://github.com/leanprover-community/lean4game.git
# or: git clone git@github.com:leanprover-community/lean4game.git
```
The folders `NNG4` and `lean4game` must be in the same directory!
Alternative, you can run `npm run build` followed by the commands
In `lean4game`, install dependencies:
```bash
cd lean4game
npm install
```
If you are developing a game other than `Robo` or `NNG4`, adapt the
code at the beginning of `lean4game/server/index.mjs`:
```typescript
const games = {
"g/hhu-adam/robo": {
dir: "../../../../Robo",
queueLength: 5
},
"g/hhu-adam/nng4": {
dir: "../../../../NNG4",
queueLength: 5
}
}
npm run start_client
npm run production
```
Run the game:
```bash
npm start
```
(in two separate terminals) to test the production mode of the server. This way it will only
change once you build and restart the server.
This takes a little time. Eventually, the server is available on http://localhost:3000/
and the game is available on http://localhost:3000/#/g/hhu-adam/NNG4.
### Modifying the lean server
### Modifying the GameServer
To test a modified lean server (i.e. content of `server/`), you can use the local dev setup and call
`lake update -R -Klean4game.local` in your game followed by `lake build`.
This will cause lake to look for the
local lean server as a dependency instead of the version it downloaded from git.
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with this
setup by setting `export NODE_ENV=development` inside your local game before building it:
You can play a local game at https://localhost:3000/#/g/local/{FolderName} where you replace `{FolderName}` with the game folder name.
```bash
cd NNG4
export NODE_ENV=development
lake update
lake build
```
This causes lake to search locally for the `GameServer` lake package instead of using the version from github.
After modifications in `server/`, you will need to call `lake build gameserver` (called in `server/` or in your game's folder) to rebuild
the gameserver executable and
`lake build` (called in the game's folder) to rebuild the game.

@ -0,0 +1,9 @@
# Changelog
## v4.5.0
### Breaking changes
* Fix (#183): local store accepts case insensitive URL. The game progress has previously been saved under case sensitive URLs. You might need to recover old progress from your browser storage.
## Other

@ -4,13 +4,13 @@ This tutorial walks you through creating a new game for lean4. It covers from wr
## 1. Create the project
1. Use the [NNG template](https://github.com/hhu-adam/NNG4) to create a new github repo for your game: On github, click on "Use this template" > "Create a new repository".
1. Use the [GameSkeleton template](https://github.com/hhu-adam/GameSkeleton) to create a new github repo for your game: On github, click on "Use this template" > "Create a new repository".
2. Clone the game repo.
3. Call `lake update && lake exe cache get && lake build` to build the Lean project.
3. Call `lake update -R && lake build` to build the Lean project.
Note that you need to host your game's code on github to publish it online later on. If you only
want to play it locally, you can simply clone the NNG repo and start modifying that one.
### Running the game
Now you can open the game in VSCode (`cd YourGame/` and `code .`), and start modifying it like a regular Lean project. To run the game consult the section "**5. Testing the Game Locally**" below.
## 2. Game.lean
@ -98,7 +98,7 @@ This introduction text is shown when one first enters a world.
1. Use the template above and make sure you import all levels of this world.
1. In `Game.lean` import the world with `import Game.Levels.MyWorld`
Now you created a world with one level and added it🎉 The command `MakeGame` in `Game.lean` shows you any problems you might need to fix. Currently it shows
Now you created a world with one level and added it🎉 The command `MakeGame` in `Game.lean` shows you any problems you might need to fix. Currently, it shows
```text
No world introducing sorry, but required by MyWorld
@ -125,23 +125,32 @@ The player has an inventory with tactics, theorems, and definitions that unlock
```lean
NewTactic induction simp
NewLemma Nat.zero_mul
NewTheorem Nat.zero_mul
NewDefinition Pow
```
**Important:** All commands in this section 6a) expect the `Name` they take as input
to be **fully qualified**. For example `NewTheorem Nat.zero_mul` and not `NewTheorem zero_mul`.
#### Doc entries
You'll see a warning about a missing Lemma documentation. You can fix it by adding doc-entries like the following somewhere above it.
You'll see a warning about a missing Theorem documentation. You can fix it by adding doc-entries like the following somewhere above it.
```lean
LemmaDoc Nat.zero_mul as "zero_mul" in "Mul"
"some description"
/--
some description
-/
TheoremDoc Nat.zero_mul as "zero_mul" in "Mul"
/--
some description
-/
TacticDoc simp
"some description"
/--
some description
-/
DefinitionDoc Pow as "^"
"some description"
```
(e.g. you could also create a file `Game/Doc/MyTheorems.lean`, add there your documentation and import it)
@ -153,7 +162,7 @@ If you do not provide any content for the inventory, the game will try to find a
You have a few options to disable inventory items that have been unlocked in previous levels:
```lean
DisableTactic, DisableLemma, OnlyTactic, OnlyLemma
DisabledTactic, DisabledTheorem, OnlyTactic, OnlyTheorem
```
have the same syntax as above. The former two disable items for this level, the latter two
@ -161,7 +170,7 @@ disable all items except the ones specified.
#### Theorem Tab
Theorems are sorted into tabs. with `LemmaTab "Mul"` you specify which tab should be open by default in this level.
Theorems are sorted into tabs. With `TheoremTab "Mul"` you specify which tab should be open by default in this level.
#### HiddenTactic
@ -176,15 +185,16 @@ and only `rw` would show up in the inventory.
### 6. b) Statement
The statement is the exercise of the level. the basics work the same as they would in `example` or `theorem`. Note however, that you **must** do a tactic proof, i.e. the `:= by` is a hard-coded part of the syntax
The statement is the exercise of the level. The basics work the same as they would in `example` or `theorem`. Note however, that you **must** do a tactic proof, i.e. the `:= by` is a hard-coded part of the syntax
#### Name
You can give your exercise a name: `Statement my_first_exercise (n : Nat) ...`. If you do so, it will be added to the inventory and be available in future levels.
You can give your exercise a name: `Statement my_first_exercise (n : Nat) …`. If you do so, it will be added to the inventory and be available in future levels.
You can but a `Statement` inside namespaces like you would with `theorem`.
#### Doc String / Exercise statement
Add a docstring that contains the exercise statement in natural language. If you do this, it will appear at the top of the exercise. It supports Latex.
Add a docstring that contains the exercise statement in natural language. If you do this, it will appear at the top of the exercise. See [LaTeX in Games](latex.md) for more details on formatting.
```lean
/-- The exercise statement in natural language using latex: $\iff$. -/
@ -192,25 +202,18 @@ Statement ...
sorry
```
#### Attributes
You can add attributes as you would for a `theorem`. Most notably, you can make your named exercise a `simp` lemma:
```lean
@[simp]
Statement my_simp_lemma ...
```
For more details and features, read [Writing Exercises](writing_exercises.md)
### 6. c) Proof
The proof must always be a tactic proof, i.e. `:= by` is a mandatory part of the syntax.
There are a few extra tactics that help you structuring the proof:
There are a few extra tactics that help you with structuring the proof:
- `Hint`: You can use `Hint "text"` to display text if the goal state in-game matches
the one where `Hint` is placed. For more options about hints, see below.
- `Branch`: In the proof you can add a `Branch` that runs an alternative tactic sequence, which
helps setting `Hints` in different places. The `Branch` does not affect the main
helps to set `Hints` in different places. The `Branch` does not affect the main
proof and does not need to finish any goals.
- `Template`/`Hole`: Used to provide a sample proof template. Anything inside `Template`
will be copied into the editor with all `Hole`s replaced with `sorry`. Note that
@ -223,33 +226,60 @@ One thing to keep in mind is that the game will look at the main proof to figure
Most important for game development are probably the `Hints`.
The hints will be displayed whenever the player's current goal matches the goal the hint is
placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands. If you specify
placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands.
```
Hint (strict := true) "some hidden hint"
```
Read [More about Hints](hints.md) for how they work and what the options are.
a hint only matches iff the assumptions match exactly one-to-one. (Otherwise, it does not care if there are additional assumptions in context)
### 6. e) Extra: Images
You can add images on any layer of the game (i.e. game/world/level). These will be displayed in your game.
Further, you can choose to hide hints and only have them displayed when the player presses "More Help":
```
Hint (hidden := true) "some hidden hint"
```
The images need to be placed in `images/` and you need to add a command like `Image "images/path/to/myWorldImage.png"`
in one of the files you created in 2), 3), or 4) (i.e. game/world/level).
Lastly, you should put variable names in hints inside brackets:
NOTE: At present, only the images for a world are displayed. They appear in the introduction of the world.
## 7. Update your game
In principle, it is as simple as modifying `lean-toolchain` to update your game to a new Lean version. However, you should read about the details in [Update An Existing Game](update_game.md).
## 8. Add translation
See [Translating a game](translate.md).
## 9. Publish your game
To publish your game on the official server, see [Publishing a game](publish_game.md)
There are a few more options you can add in `Game.lean` before the `MakeGame` command, which describe the tile that is visible on the server's landing page:
```lean
Languages "English"
CaptionShort "Game Template"
CaptionLong "You should use this game as a template for your own game and add your own levels."
Prerequisites "NNG"
CoverImage "images/cover.png"
```
Hint "now use `rw [{h}]` to use your assumption {h}."
```
That way, the game will replace it with the actual name the assumption has in the player's proof state.
* `Languages`: Currently only a single language (capital English name). The tile will show a corresponding flag.
* `CaptionShort`: One catchphrase. Appears above the image.
* `CaptionLong`: 2-4 sentences to describe the game.
* `Prerequisites` a list of other games you should play before this one, e.g. `Prerequisites "NNG" "STG"`. The game names are free-text.
* `CoverImage`: You can create a folder `images/` and put images there for the game to use. The maximal ratio is ca. 500x200 (W x H) but it might be cropped horizontally on narrow screens.
## Further Notes
## 10. Advanced Topics
Here are some random further things you should consider designing a new game:
### Escaping
* Inside strings, you need to escape backslashes, but not inside doc-strings, therefore you
Inside strings, you need to escape backslashes, but not inside doc-strings, therefore you
would write `Introduction "some latex here: $\\iff$."` but
`/-- some latex here: $\iff$. -/ Statement ...`
* A world with more than 16 levels will be displayed with the levels spiraling outwards,
it might be desirable to stay below that bound. Above 22 levels the spiral starts getting out
of control.
### LaTeX support
LaTeX is rendered using the [KaTeX library](https://katex.org/),
see [Using LaTeX in the Game](latex.md) for details.
### Number Of Levels Limit
A world with more than 16 levels will be displayed with the levels spiraling outwards,
it might be desirable to stay below that bound. Above 22 levels the spiral starts getting out
of control.

@ -0,0 +1,105 @@
# Hints
Most important for game development are probably the "Hints". You can add Hints at any place in your proof using the `Hint` tactic
```
Statement .... := by
Hint "Hint to show at the start"
rw [h]
Hint "some tip after using rw"
...
```
Note that hints are only **context-aware but not history-aware**. In particular, they only look at the assumptions and the current goal. Player's might encounter hints in a different order - or not at all - if they decide to go for a unique proof idea. The `Branch` tactic helps to place hints outside the sample solution's proof.
## 1. When do hints show?
A hint will be displayed if the player's goal matches the one where the hint was placed in the
sample solutions and the entire context from the sample solutions is present in the
player's context. The player's context may contain additional items.
This means if you have multiple identical
subgoals, you should only place a single hint in one of them, and it will be displayed in
all of them.
However, identical (non-hidden) hints which where already present in the step
before are omitted. This is to allow a player to add new assumptions to context, for example
with `have`, without seeing the same hint over and over again.
Hidden hints are not filtered.
## 2. Alternative Proofs / `Branch`
You can use `Branch` to place hints
in dead ends or alternative proof strands.
A proof inside a `Branch`-block is normally evaluated by lean, but it's discarded at the end
so that no progress has been made on proving the goal.
```
Statement .... := by
Hint "use `rw` or `rewrite`."
Branch
rewrite [h]
Hint "now you still need `rfl`"
rw [h]
```
## 3. Variables names
Put variables in the hint text inside brackets like this: `{h}`! This way the server can replace
the variable's name with the one the user actually used.
*Note*: This means you need to escape any other uses of **opening** curly brackets (i.e. `\{`). See also [LaTeX in Games](latex.md) for
examples of this.
For example, if the sample proof contains
```
have h : True := trivial
Hint "Now use `rw [{h}]` to use your assumption `{h}`."
```
but the player writes `have g : True := trivial`, they will see a hint saying
"Now use `rw [g]` to use your assumption `g`."
## 4. Hidden hints
Some hints can be hidden, and only show after the user clicks on a button to get additional
help. You mark a hint as hidden with `(hidden := true)`:
```
Hint (hidden := true) "some hidden hint"
```
## 5. Strict context matching
If you use the attribute `(strict := true)` a hint is only shown if the entire context
matches exactly the one where the hint is placed. With `(hint := false)`, which is the default,
it does not matter if additional assumptions are present in the player's context.
```
Hint (strict := true) "now use `have` to create a new assumption."
```
You should probably use `(strict := true)` if you want to give fine-grained details about
tactics like `have` which do not modify the goal or any existing assumptions, but only
create new assumptions.
## 6. Formatting
You can use Markdown to format your hints and you can
use LaTeX. See [LaTeX in Games](latex.md) for more details.
### 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.

@ -0,0 +1,78 @@
There are multiple ways how to format the text content of your game. Notably Markdown with KaTeX.
# Escaping
Generally, if you add text inside quotes `" "` (e.g. in `Hint`) you need to escape
backslashes, but if you provide text inside a doc comment
`/-- -/` (e.g. in the `Statement` description) you do not!
This means for example you'd write `/-- $\iff$ -/` but `"$\\iff$"`.
Furthermore, inside `Hint` you need to escape all opening curly brackets as `\{` since `{h}` is syntax for inserting a variable name `h`.
# KaTeX
LaTeX syntax is provided trough the [KaTeX library](https://katex.org). KateX supports most but not all of latex and its packages.
See [supported](https://katex.org/docs/supported.html).
## Examples
### Commutative diagrams
Here is an example of how to write a commutative diagram in KaTeX:
$$
\begin{CD}
A @>{f}>> B @<{g}<< C \\
@V{h}VV @V{i}VV @V{j}VV \\
D @<{k}<< E @>{l}>> F \\
@A{m}AA @A{n}AA @V{p}VV \\
G @<{q}<< H @>{r}>> I
\end{CD}
$$
```
$$
\begin{CD}
A @>{f}>> B @<{g}<< C \\
@V{h}VV @V{i}VV @V{j}VV \\
D @<{k}<< E @>{l}>> F \\
@A{m}AA @A{n}AA @V{p}VV \\
G @<{q}<< H @>{r}>> I
\end{CD}
$$
```
Again, note that inside a string like `Hint`/`Introduction`/`Conclusion`/etc. you need to escape `\` and potentially `{`.
E.g. `\begin` as `\\begin`, `\\` as `\\\\` and inside a
`Hint`, `@>{f}>>` as `@>\{f}>>`.
See https://www.jmilne.org/not/Mamscd.pdf
### Truth Tables
KaTeX does not support the tabular environment. You can use the array environment instead.
$$
\begin{array}{|c|c|}
\hline
P & ¬P \\
\hline
T & F \\
F & T \\
\hline
\end{array}
$$
```
$$
\begin{array}{|c|c|}
\hline
P & ¬P \\
\hline
T & F \\
F & T \\
\hline
\end{array}
$$
```

@ -7,3 +7,13 @@ Internally, websocket requests to `ws://localhost:3000/websockets` will be forwa
On the server side, the command will set up a docker image containing the Lean server. The two parts can be built separately using `npm run build_client` and `npm run build_server`.
* `npm run production`: Start the project in production mode. This requires that the build script has been run. It will start a server on the port specified in the `PORT` environment variable or by default on `8080`. You can run on a specific port by running `PORT=80 npm run production`. The server will serve the files in `client/dist` via http and give access to the bubblewrapped Lean server via the web socket protocol.
### Environment Variables
The client and server ports, as well as the default language, can be configured using environment variables:
* `PORT`: Sets the port for the backend server (default: `8080`).
* `CLIENT_PORT`: Sets the port for the client server (default: `3000`).
* `VITE_CLIENT_DEFAULT_LANGUAGE`: Sets the default language for the application (default: `en`).
Ensure these environment variables are set appropriately in your environment to configure the project as needed.

@ -0,0 +1,36 @@
# Publishing games
You can publish your game on the official [Lean Game Server](https://adam.math.hhu.de) in a few simple
steps.
## 1. Upload Game to github
First, you need your game in a public Github repository and make sure the github action has run.
You can check this by spotting the green checkmark on the start page, or by looking at the "Actions"
tab.
## 2. Import the game
You call the URL that's listed under "What's Next?" in the latest action run. Explicitly you call
the URL of the form
> adam.math.hhu.de/import/trigger/{USER}/{REPOSITORY}
where `{USER}` and `{REPOSITORY}` are replaced with the github user and repository name.
You should see a white screen which shows import updates and eventually reports "Done."
## 3. Play the game
Now you can immediately play the game at `adam.math.hhu.de/#/g/{USER}/{REPOSITORY}`!
## 4. Update
To upload a new version of the game you will have to repeat 1. and 2. whenever you want to publish the updated version.
## 5. Main page
Adding games to the main page happens manually by the server maintainers. Tell us if you want us
to add a tile for your game!
For example, you can [contact Jon on Zulip](https://leanprover.zulipchat.com/#narrow/dm/385895-Jon-Eugster). Or [via Email](https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster).

@ -2,15 +2,19 @@
The installation instructions are not yet tested on Mac/Windows. Comments very welcome!
Please also consult the [Troubleshooting Collection](troubleshoot.md), where some known pitfalls are collected.
There are several options to play a game locally:
- VSCode Dev Container: needs `docker` installed on your machine
- Codespaces: Needs active internet connection and computing time is limited.
- Gitpod: does not work yet (I that true?)
- Manual installation: Needs `npm` installed on your system
1. VSCode Dev Container: needs `docker` installed on your machine
2. Codespaces: Needs active internet connection and computing time is limited.
3. Gitpod: does not work yet (Is that true?)
4. Manual installation: Needs `npm` installed on your system
The recommended option is "VSCode Dev containers" but you may choose any option above depending on your setup.
The template game [GameSkeleton](https://github.com/hhu-adam/GameSkeleton) contains all the relevant files to make your local setup (dev container / gitpod / codespaces) work. You might need to update these files manually by copying them from there if you need any new improvements to the dev setup you're using in an existing game.
## VSCode Dev Containers
1. **Install Docker and Dev Containers** *(once)*:<br/>
@ -27,27 +31,18 @@ The recommended option is "VSCode Dev containers" but you may choose any option
Once you have the Dev Containers Extension installed, (re)open the project folder of your game in VSCode.
A message appears asking you to "Reopen in Container".
* The first start will take a while, ca. 2-10 minutes. After the first
* The first start will take a while, ca. 2-15 minutes. After the first
start this should be very quickly.
* Once built, you can open http://localhost:3000 in your browser. which should load the game
* Once built, you can open http://localhost:3000 in your browser, which should load the game.
3. **Editing Files** *(everytime)*:<br/>
After editing some Lean files in VSCode, open VSCode's terminal (View > Terminal) and run `lake build`. Now you can reload your browser to see the changes.
### Errors
* If you don't get the pop-up, you might have disabled them and you can reenable it by
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
* If the starting the container fails, in particular with a message `Error: network xyz not found`,
you might have deleted stuff from docker via your shell. Try deleting the container and image
explicitely in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time)
## Codespaces
You can work on your game using Github codespaces (click "Code" and then "Codespaces" and then "create codespace on main"). It it should run the game locally in the background. You can open it for example under "Ports" and clicking on "Open in Browser".
You can work on your game using Github codespaces (click "Code" and then "Codespaces" and then "create codespace on main"). It should run the game locally in the background. You can open it for example under "Ports" and clicking on "Open in Browser".
Note: You have to wait until npm started properly. In particular, this is after a message like `[client] webpack 5.81.0 compiled successfully in 38119 ms` appears in the terminal, which might take a good while.
Note: You have to wait until npm started properly, which might take a good while.
As with devcontainers, you need to run `lake build` after changing any lean files and then reload the browser.
@ -73,27 +68,26 @@ Now install node:
nvm install node
```
Clone the game (e.g. `NNG4` here):
Clone the game (e.g. `GameSkeleton` here):
```bash
git clone https://github.com/hhu-adam/NNG4.git
# or: git clone git@github.com:hhu-adam/NNG4.git
git clone https://github.com/hhu-adam/GameSkeleton.git
# or: git clone git@github.com:hhu-adam/GameSkeleton.git
```
Download dependencies and build the game:
```bash
cd NNG4
lake update
lake exe cache get # if your game depends on mathlib
cd GameSkeleton
lake update -R
lake build
```
Clone the game repository into a directory next to the game:
Clone the server repository into a directory next to the game:
```bash
cd ..
git clone https://github.com/leanprover-community/lean4game.git
# or: git clone git@github.com:leanprover-community/lean4game.git
```
The folders `NNG4` and `lean4game` must be in the same directory!
The folders `GameSkeleton` and `lean4game` must be in the same directory!
In `lean4game`, install dependencies:
```bash
@ -106,16 +100,39 @@ Run the game:
npm start
```
This takes a little time. Eventually, the game is available on http://localhost:3000/#/g/local/NNG4. Replace `NNG4` with the folder name of your local game.
You should see a message like this:
```bash
[server] > lean4-game@0.1.0 start_server
[server] > (cd server && lake build) && (cd relay && cross-env NODE_ENV=development nodemon -e mjs --exec "node ./index.mjs")
[server]
[client]
[client] > lean4-game@0.1.0 start_client
[client] > cross-env NODE_ENV=development vite --host
[client]
[server] [nodemon] 3.0.#
[server] [nodemon] to restart at any time, enter `rs`
[server] [nodemon] watching path(s): *.*
[server] [nodemon] watching extensions: mjs
[server] [nodemon] starting `node ./index.mjs`
[client]
[client] VITE v4.5.1 ready in \#\#\# ms
[client]
[client] ➜ Local: http://localhost:3000/
[client] ➜ Network: http://###.###.###.##:3000/
[client] [vite-plugin-static-copy] Collected 7 items.
[server] (node:#####) [DEP0040] [server] Listening on 8080
```
This takes a little time. Eventually, the game is available on http://localhost:3000/#/g/local/GameSkeleton. Replace `GameSkeleton` with the folder name of your local game.
## Modifying the GameServer
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with the same setup as above (manual installation) by setting `export NODE_ENV=development` inside your local game before building it:
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with the same setup as above (manual installation) by using `lake update -R -Klean4game.local`:
```bash
cd NNG4
export NODE_ENV=development
lake update
lake update -R -Klean4game.local
lake build
```
This causes lake to search locally for the `GameServer` lake package instead of using the version from github. Therefore, when you `lake build` your game, it will rebuild with the modified `GameServer`.
This causes lake to search locally for the `GameServer` lake package instead of using the version from github. Therefore, you can the local copy of the edit `GameServer` in `../lean4game` and
`lake build` will then directly use this modified copy to build your game.

@ -0,0 +1,47 @@
# Notes for Server maintainer
In order to set up the server to allow imports, one needs to create a
[Github Access token](https://docs.github.com/en/authentication/keeping-your-account-and-data-secure/managing-your-personal-access-tokens). A fine-grained access token with only reading rights for public
repos will suffice.
You need to set the environment variables `LEAN4GAME_GITHUB_USER` and `LEAN4GAME_GITHUB_TOKEN`
with your user name and access token. For example, you can set these in `ecosystem.config.cjs` if
you're using `pm2`
Then people can call:
> https://{website}/import/trigger/{owner}/{repo}
where you replace:
- website: The website your server runs on, e.g. `localhost:3000`
- owner, repo: The owner and repository name of the game you want to load from github.
will trigger to download the latest version of your game from github onto your server.
Once this import reports "Done", you should be able to play your game under:
> https://{website}/#/g/{owner}/{repo}
## Data management
Everything downloaded remains in the folder `lean4game/games`.
The subfolder `tmp` contains downloaded artifacts and can be deleted without loss.
The other folders should only contain the built lean-games, sorted by owner and repo.
## Server capacity
If you would like to display the server capacity on the landing page,
you can create a file `lean4game/games/stats.csv` of the following form:
```
CPU,MEM
0.1,0.8
```
These numbers will be displayed on the landing page ("CPU: 10 % used" and "RAM: 80 % used").
If you only want one of the numbers, replace the number you don't want with `nan` (or anything
else which does not parse as number).
If you don't want to show either, simply do not create `stats.csv`
Use your own script or cronjob to update the CSV file as desired.

@ -0,0 +1,30 @@
# Translation
The game server supports internationalisation ("i18n") using [lean-i18n](https://github.com/hhu-adam/lean-i18n) and [i18next](https://www.npmjs.com/package/i18next).
The intended workflow currently is the following:
1. When you call `lake build` in your game, it should automatically create a template file `.i18n/en/Game.pot`. Alternatively you can call `lake exe i18n --template` to recreate it.
2. Open the file `Game.pot` (the "t" stands for "template") with [Poedit](https://poedit.net/) (or a similar software) and translate all strings. Save your work as `.i18n/{language}/Game.po`.
4. Call `lake exe i18n --export-json` to create all Json files `.i18n/{language}/Game.json` which the server needs.
5. Add your translations (i.e. `.po` and `.json`, but not the `.mo` files) and push your results, and [publish the game](publish_game.md).
If you choose the correct language in the "Preferences" of the game, you should see your translations.
## Alternative: avoiding .po
Note: This workflow is subject to change, and it might be that in future the server can directly read `.po` files. Until then, there is also an alternative workflow you might choose:
0. Add `useJson: true` to `.i18n/config.json`
1. `lake build` or `lake exe i18n --template` will now create a Json instead: `.i18n/en/Game.json`.
2. Add translations to a copy of this Json an save it as `.i18n/{language}/Game.json`
## Non-English games
For games written in a language different than English, you should set the correct source language (`sourceLang`) in `.i18n/config.json`. Afterwards, on `lake build` the template should appear under the chosen language, and can be translated (e.g. into English) as described above.
## New languages
The server has a set number of languages one can select.
If your game has been translated to a language not selectable, [open an issue at lean4game](https://github.com/leanprover-community/lean4game/issues) requesting this new language.
Or, even better, create a PR to translate the [server interface](https://github.com/leanprover-community/lean4game/tree/main/client/public/locales) into that new language.

@ -0,0 +1,37 @@
# Troubleshooting
Here are some issues experienced by users.
- You can reset the lake projects involved (i.e. the `server/` folder here as well as your [game's folder](https://github.com/hhu-adam/GameSkeleton)) with the following commands:
```
cd [THE PROJECT]
rm -rf .lake/
lake update -R
lake build
```
If you experience problems related to Lean or lake, you should first try to reset it this way.
# VSCode Dev-Container
* If you don't get the pop-up, you might have disabled them, and you can reenable it by
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
* If the starting the container fails, in particular with a message `Error: network xyz not found`,
you might have deleted stuff from docker via your shell. Try deleting the container and image
explicitly in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time)
* On a working dev container setup, http://localhost:3000 should directly redirect you to http://localhost:3000/#/g/local/game, try if the latter is accessible.
# Manual Installation
Here are known issues/pitfalls with the local setup using `npm`.
* If `CDPATH` is set on your mac/linux system, it might provide issues with `npm start` resulting in a server crash or blank screen. In particular `npm start` will display
```
[server] sh: line 0: cd: server: No such file or directory
[server] npm run start_server exited with code 1
```
As a fix you might need to delete your manually set `CDPATH` environment variable.
# Publication
Errors concerning uploads to the server.
* Your game overview loads but the server crashes on loading a level: Check your game's github action is identical to the [GameSkeleton's](https://github.com/hhu-adam/GameSkeleton/blob/main/.github/workflows/build.yml), in particular that there is a step about building the "`gameserver`-executable".

@ -0,0 +1,52 @@
# How to update your Game
## New Lean version
You can update the game to any Lean version by simply editing the `lean-toolchain` in your game repo to contain the
new lean version `leanprover/lean4:v4.X.0`.
Before you continue, make sure there [exists a `v4.X.0`-tag in this repo](https://github.com/leanprover-community/lean4game/tags).
Then, depending on the setup you use, do one of the following:
* **Dev Container**: Rebuild the VSCode Devcontainer (without Cache!).
* **Local Setup**: in your game's folder run the following:
```
lake update -R
lake build
```
* Additionally, if you have a local copy of the server `lean4game`,
you should update this one to the matching version. Run the following in the folder `lean4game/`:
```
git fetch
git checkout {VERSION_TAG}
npm install
```
where `{VERSION_TAG}` is the tag from above of the form `v4.X.0`
* **Gitpod/Codespaces**: Create a fresh one
This will update your game (and the mathlib version you might be using) to the new lean version.
## Newest developing setup
There are a few files in your game repository which are used for the developing setup
(dev container/codespaces/gitpod). If you need to update your developing setup, for example because it doesn't work
anymore, you will need to copy the relevant files from the [GameSkeleton](https://github.com/hhu-adam/GameSkeleton) template into your game repo.
The relevant files are:
```
.devcontainer/
.docker/
.github/
.gitpod/
.vscode/
lakefile.lean
```
simply copy them from the `GameSkeleton` into your game and proceed as above,
i.e. `lake update -R && lake build`.
(Note: You should not need to modify any of these files, with the exception of the `lakefile.lean`,
where you need to add any dependencies of your game, or remove mathlib if you don't need it.)

@ -0,0 +1,56 @@
# Writing exercises
This page deals in more details with the `Statement` command and all the options you have
to write better exercises/levels.
## Local `let` definitions
If you want to make a local definition/notation which only holds for this exercise (e.g.
a function `f : := fun x ↦ 2 * x`) the recommended way is to use a `let`-statement:
```lean
Statement (a : ) (h : 0 < a) :
let f : := fun x ↦ 2 * x
0 < f a := by
sorry
```
The game automatically `intros` such `let`-statements, such that you and the player will see
the following initial proof state:
```
a:
h: 0 < a
f: := fun x => 2 * x
⊢ 0 < f a
```
## "Preamble" & non-`Prop`-valued exercises
You can use the following syntax with `(preamble := tac)` where `tac` is a tactic sequence.
```
Statement my_statement (preamble := dsimp) (a : ) (h : 0 < a) :
0 < f a := by
sorry
```
This tactic sequence will be executed before the exercise is handed to the player.
For example, if your exercise is to construct a structure, you could use `preamble` to fill
all data fields correctly, leaving all `Prop`-valued fields of the structure as separate goals
for the player to proof.
Note: `(preamble := tac)` always has to be written between the optional name and the first
hypothesis. Nevertheless, you can use all hypotheses in the tactic sequence, because it is
only evaluated at the beginning of the proof.
## Attributes
You can add attributes as you would for a `theorem`. Most notably, you can make your named exercise a `simp` lemma:
```lean
@[simp]
Statement my_simp_lemma ...
```

@ -0,0 +1,14 @@
services:
lean4game:
build: .
privileged: true # needed to run bubblewrap inside docker
environment:
- LEAN4GAME_GITHUB_USER=${LEAN4GAME_GITHUB_USER}
- LEAN4GAME_GITHUB_TOKEN=${LEAN4GAME_GITHUB_TOKEN}
ports:
- "8080:8080"
volumes:
- games_data:/app/games
volumes:
games_data:

@ -2,10 +2,12 @@
module.exports = {
apps : [{
name : "lean4game",
script : "server/index.mjs",
script : "relay/index.mjs",
env: {
NODE_ENV: "production",
PORT: 8002
LEAN4GAME_GITHUB_USER: "",
LEAN4GAME_GITHUB_TOKEN: "",
NODE_ENV: "production",
PORT: 8002
},
}]
}

@ -33,7 +33,7 @@
</p>
</div>
</noscript>
<script type="module" src="/client/src/index.tsx"></script>
<script type="module" src="client/src/index.tsx"></script>
</body>
</html>

6545
package-lock.json generated

File diff suppressed because it is too large Load Diff

@ -1,6 +1,7 @@
{
"name": "lean4-game",
"version": "0.1.0",
"type": "module",
"private": true,
"homepage": ".",
"dependencies": {
@ -9,6 +10,10 @@
"@emotion/styled": "^11.10.5",
"@fontsource/roboto": "^4.5.8",
"@fontsource/roboto-mono": "^4.5.8",
"@fortawesome/fontawesome-svg-core": "^6.5.1",
"@fortawesome/free-regular-svg-icons": "^6.5.1",
"@fortawesome/free-solid-svg-icons": "^6.5.1",
"@fortawesome/react-fontawesome": "^0.2.0",
"@leanprover/infoview": "^0.4.3",
"@mui/icons-material": "^5.11.0",
"@mui/material": "^5.11.1",
@ -22,12 +27,17 @@
"cytoscape-klay": "^3.1.4",
"debounce": "^1.2.1",
"express": "^4.18.2",
"i18next": "^23.10.1",
"i18next-http-backend": "^2.5.0",
"i18next-scanner-typescript": "^1.2.0",
"lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
"lean4web": "github:hhu-adam/lean4web",
"octokit": "^2.0.14",
"lean4web": "github:hhu-adam/lean4web#414d9e62638a392fca278761b4c61a1d2e138bc7",
"octokit": "^3.1.2",
"path-browserify": "^1.0.1",
"react": "^18.2.0",
"react-country-flag": "^3.1.0",
"react-dom": "^18.2.0",
"react-i18next": "^14.1.0",
"react-markdown": "^8.0.4",
"react-native": "^0.72.3",
"react-redux": "^8.0.5",
@ -36,6 +46,7 @@
"rehype-katex": "^6.0.2",
"remark-gfm": "^3.0.1",
"remark-math": "^5.1.1",
"request": "^2.88.2",
"request-progress": "^3.0.0",
"vite": "^4.5.0",
"vite-plugin-static-copy": "^0.17.0",
@ -52,7 +63,8 @@
"concurrently": "^7.6.0",
"css-loader": "^6.7.3",
"file-loader": "^6.2.0",
"nodemon": "^2.0.20",
"i18next-scanner": "^4.4.0",
"nodemon": "^3.0.1",
"react-refresh": "^0.14.0",
"style-loader": "^3.3.1",
"ts-loader": "^9.4.2",
@ -61,12 +73,14 @@
},
"scripts": {
"start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"",
"start_server": "cd server && lake build && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\"",
"start_server": "(cd server && lake build) && (cd relay && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\")",
"start_client": "cross-env NODE_ENV=development vite --host",
"build": "npm run build_server && npm run build_client",
"preview": "vite preview",
"build_server": "cd server && lake build",
"build_client": "cross-env NODE_ENV=production vite build",
"production": "cross-env NODE_ENV=production node server/index.mjs"
"production": "cross-env NODE_ENV=production node relay/index.mjs",
"translate": "npx i18next-scanner --config client/i18next-scanner.config.cjs"
},
"eslintConfig": {
"extends": [

@ -1,12 +1,17 @@
#/bin/bash
# Note: This fails if there is no default toolchain installed
ELAN_HOME=$(lake env printenv ELAN_HOME)
# $1 : the game directory
# $2 : the lean4game folder
# $3 : the gameserver executable
(exec bwrap\
--ro-bind ../../lean4game /lean4game \
--ro-bind ../../$1 /game \
--ro-bind $ELAN_HOME /elan \
--ro-bind /usr /usr \
--bind $2 /lean4game \
--bind $1 /game \
--bind $ELAN_HOME /elan \
--bind /usr /usr \
--dev /dev \
--proc /proc \
--symlink usr/lib /lib\
@ -22,6 +27,6 @@ ELAN_HOME=$(lake env printenv ELAN_HOME)
--unshare-uts \
--unshare-cgroup \
--die-with-parent \
--chdir "/lean4game/server/build/bin/" \
--chdir "/game/.lake/packages/GameServer/server/.lake/build/bin/" \
./gameserver --server /game
)

@ -0,0 +1,43 @@
import time
def measure_proc_stat() -> dict[str, int]:
proc_stat_header = open("/proc/stat", "r").readline()
proc_stat = proc_stat_header.split(' ')[2:]
proc_stat[-1] = proc_stat[-1].removesuffix('\n')
proc_stat = list(map(int, proc_stat))
proc_stat_dict= {'user': proc_stat[0],
'nice': proc_stat[1],
'system': proc_stat[2],
'idle': proc_stat[3],
'iowait': proc_stat[4],
'irq': proc_stat[5],
'softirq': proc_stat[6],
'steal': proc_stat[7],
'guest': proc_stat[8],
'guest_nice': proc_stat[9]}
return proc_stat_dict
if __name__ == "__main__":
"""
Script emulates htop calculation of CPU at the
moment of calling.
"""
prev = measure_proc_stat()
prev_idle = prev.get('idle') + prev.get('iowait')
prev_non_idle = prev.get('user') + prev.get('nice') + prev.get('system') + prev.get('irq') + prev.get('softirq') + prev.get('steal')
prev_total = prev_idle + prev_non_idle
time.sleep(0.1)
curr = measure_proc_stat()
curr_idle = curr.get('idle') + curr.get('iowait')
curr_non_idle = curr.get('user') + curr.get('nice') + curr.get('system') + curr.get('irq') + curr.get('softirq') + curr.get('steal')
curr_total = curr_idle + curr_non_idle
d_total = curr_total - prev_total
d_idle = curr_idle - prev_idle
cpu_usage = ((d_total - d_idle)/d_total)
print(cpu_usage)

@ -11,6 +11,7 @@ const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
const TOKEN = process.env.LEAN4GAME_GITHUB_TOKEN
const USERNAME = process.env.LEAN4GAME_GITHUB_USER
const octokit = new Octokit({
auth: TOKEN
})
@ -41,9 +42,10 @@ async function download(id, url, dest) {
requestProgress(request({
url,
headers: {
'User-Agent': 'abentkamp',
'accept': 'application/vnd.github+json',
'User-Agent': USERNAME,
'X-GitHub-Api-Version': '2022-11-28',
'Authorization': 'Bearer '+TOKEN
'Authorization': 'Bearer ' + TOKEN
}
}))
.on('progress', function (state) {
@ -76,35 +78,44 @@ async function doImport (owner, repo, id) {
.reduce((acc, cur) => acc.created_at < cur.created_at ? cur : acc)
artifactId = artifact.id
const url = artifact.archive_download_url
if (!fs.existsSync("tmp")){
fs.mkdirSync("tmp");
// Make sure the download folder exists
if (!fs.existsSync(path.join(__dirname, "..", "games"))){
fs.mkdirSync(path.join(__dirname, "..", "games"));
}
if (!fs.existsSync(path.join(__dirname, "..", "games", "tmp"))){
fs.mkdirSync(path.join(__dirname, "..", "games", "tmp"));
}
progress[id].output += `Download from ${url}\n`
await download(id, url, `tmp/artifact_${artifactId}.zip`)
await download(id, url, path.join(__dirname, "..", "games", "tmp", `${owner.toLowerCase()}_${repo.toLowerCase()}_${artifactId}.zip`))
progress[id].output += `Download finished.\n`
await runProcess(id, "/bin/bash", [`${__dirname}/unpack.sh`, artifactId],".")
let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`);
manifest = JSON.parse(manifest);
if (manifest.length !== 1) {
throw `Unexpected manifest: ${JSON.stringify(manifest)}`
}
manifest[0].RepoTags = [`g/${owner.toLowerCase()}/${repo.toLowerCase()}:latest`]
fs.writeFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`, JSON.stringify(manifest));
await runProcess(id, "tar", ["-cvf", `../archive_${artifactId}.tar`, "."], `tmp/artifact_${artifactId}_inner/`)
await runProcess(id, "docker", ["load", "-i", `tmp/archive_${artifactId}.tar`])
await runProcess(id, "/bin/bash", [path.join(__dirname, "unpack.sh"), artifactId, owner.toLowerCase(), repo.toLowerCase()], path.join(__dirname, ".."))
// let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`);
// manifest = JSON.parse(manifest);
// if (manifest.length !== 1) {
// throw `Unexpected manifest: ${JSON.stringify(manifest)}`
// }
// manifest[0].RepoTags = [`g/${owner.toLowerCase()}/${repo.toLowerCase()}:latest`]
// fs.writeFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`, JSON.stringify(manifest));
// await runProcess(id, "tar", ["-cvf", `../archive_${artifactId}.tar`, "."], `tmp/artifact_${artifactId}_inner/`)
// // await runProcess(id, "docker", ["load", "-i", `tmp/archive_${artifactId}.tar`])
progress[id].done = true
progress[id].output += `Done.\n`
progress[id].output += `Done!\n`
progress[id].output += `Play the game at: {your website}/#/g/${owner}/${repo}\n`
} catch (e) {
progress[id].output += `Error: ${e.toString()}\n${e.stack}`
} finally {
// clean-up temp. files
if (artifactId) {
fs.rmSync(`tmp/artifact_${artifactId}.zip`, {force: true, recursive: true});
fs.rmSync(`tmp/artifact_${artifactId}`, {force: true, recursive: true});
fs.rmSync(`tmp/artifact_${artifactId}_inner`, {force: true, recursive: true});
fs.rmSync(`tmp/archive_${artifactId}.tar`, {force: true, recursive: true});
fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}.zip`), {force: true, recursive: false});
fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}`), {force: true, recursive: true});
}
progress[id].done = true
}
await new Promise(resolve => setTimeout(resolve, 10000))
}
export const importTrigger = (req, res) => {

@ -0,0 +1,251 @@
import { WebSocketServer } from 'ws';
import express from 'express'
import path from 'path'
import * as cp from 'child_process';
import * as url from 'url';
import * as rpc from 'vscode-ws-jsonrpc';
import * as jsonrpcserver from 'vscode-ws-jsonrpc/server';
import os from 'os';
import fs from 'fs';
import anonymize from 'ip-anonymize';
import { importTrigger, importStatus } from './import.mjs'
import process from 'process';
import { spawn } from 'child_process'
// import fs from 'fs'
/**
* Add a game here if the server should keep a queue of pre-loaded games ready at all times.
*
* IMPORTANT! Tags here need to be lower case!
*/
const queueLength = {
"g/hhu-adam/robo": 2,
"g/leanprover-community/nng4": 5,
"g/djvelleman/stg4": 2,
"g/trequetrum/lean4game-logic": 2,
}
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;
var router = express.Router();
router.get('/import/status/:owner/:repo', importStatus)
router.get('/import/trigger/:owner/:repo', importTrigger)
const server = app
.use(express.static(path.join(__dirname, '..', 'client', 'dist'))) // TODO: add a dist folder from inside the game
.use('/i18n/g/:owner/:repo/:lang/*', (req, res, next) => {
const owner = req.params.owner;
const repo = req.params.repo
const lang = req.params.lang
const ip = anonymize(req.headers['x-forwarded-for'] || req.socket.remoteAddress)
const log = `${process.cwd()}/logs/game-access.log`
const header = "date;anon-ip;game;lang\n"
const data = `${new Date()};${ip};${owner}/${repo};${lang}\n`
fs.writeFile(log, header.concat(data), { flag: 'ax' }, (file_exists) => {
if (file_exists) {
fs.appendFile(log, data, (err) => {
if (err) console.log("Failed to append to log!")
});
}
});
console.log(`[${new Date()}] ${ip} requested translation for ${owner}/${repo} in ${lang}`)
const filename = req.params[0];
req.url = filename;
express.static(path.join(getGameDir(owner,repo),".i18n",lang))(req, res, next);
})
.use('/data/g/:owner/:repo/*', (req, res, next) => {
const owner = req.params.owner;
const repo = req.params.repo
const filename = req.params[0];
req.url = filename;
express.static(path.join(getGameDir(owner,repo),".lake","gamedata"))(req, res, next);
})
.use('/data/stats', (req, res, next) => {
const statsProcess = spawn('/bin/bash', [path.join(__dirname, "stats.sh"), process.pid])
let outputData = ''
let errorData = ''
statsProcess.stdout.on('data', (data) => {
outputData += data.toString();
})
statsProcess.stderr.on('data', (data) => {
errorData += data.toString();
})
statsProcess.on('close', (code) => {
if (code === 0) {
res.send(outputData);
} else {
res.status(500).send(`Error executing script: ${errorData}`)
console.error(`stats.sh exited with code ${code}. Error: ${errorData}`)
}
})
})
.use('/', router)
.listen(PORT, () => console.log(`Listening on ${PORT}`));
const wss = new WebSocketServer({ server })
var socketCounter = 0
const environment = process.env.NODE_ENV
const isDevelopment = environment === 'development'
/** We keep queues of started Lean Server processes to be ready when a user arrives */
const queue = {}
function getTag(owner, repo) {
return `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
}
function getGameDir(owner, repo) {
owner = owner.toLowerCase()
if (owner == 'local') {
if(!isDevelopment) {
console.error(`No local games in production mode.`)
return ""
}
} else {
if(!fs.existsSync(path.join(__dirname, '..', 'games'))) {
console.error(`Did not find the following folder: ${path.join(__dirname, '..', 'games')}`)
console.error('Did you already import any games?')
return ""
}
}
let game_dir = (owner == 'local') ?
path.join(__dirname, '..', '..', repo) : // note: here we need `repo` to be case sensitive
path.join(__dirname, '..', 'games', `${owner}`, `${repo.toLowerCase()}`)
if(!fs.existsSync(game_dir)) {
console.error(`Game '${game_dir}' does not exist!`)
return ""
}
return game_dir;
}
function startServerProcess(owner, repo) {
let game_dir = getGameDir(owner, repo)
if (!game_dir) return;
let serverProcess
if (isDevelopment) {
let args = ["--server", game_dir]
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
if (fs.existsSync(binDir)) {
// Try to use the game's own copy of `gameserver`.
serverProcess = cp.spawn("./gameserver", args, { cwd: binDir })
} else {
// If the game is built with `-Klean4game.local` there is no copy in the lake packages.
serverProcess = cp.spawn("./gameserver", args,
{ cwd: path.join(__dirname, "..", "server", ".lake", "build", "bin") })
}
} else {
serverProcess = cp.spawn("./bubblewrap.sh",
[ game_dir, path.join(__dirname, '..')],
{ cwd: __dirname })
}
serverProcess.on('error', error =>
console.error(`Launching Lean Server failed: ${error}`)
)
if (serverProcess.stderr !== null) {
serverProcess.stderr.on('data', data =>
console.error(`Lean Server: ${data}`)
)
}
return serverProcess
}
/** start Lean Server processes to refill the queue */
function fillQueue(tag) {
while (queue[tag].length < queueLength[tag]) {
let serverProcess
serverProcess = startServerProcess(tag)
if (serverProcess == null) {
console.error('serverProcess was undefined/null')
return
}
queue[tag].push(serverProcess)
}
}
// // TODO: We disabled queue for now
// if (!isDevelopment) { // Don't use queue in development
// for (let tag in queueLength) {
// queue[tag] = []
// fillQueue(tag)
// }
// }
const urlRegEx = /^\/websocket\/g\/([\w.-]+)\/([\w.-]+)$/
wss.addListener("connection", function(ws, req) {
const reRes = urlRegEx.exec(req.url)
if (!reRes) { console.error(`Connection refused because of invalid URL: ${req.url}`); return; }
const owner = reRes[1]
const repo = reRes[2]
const tag = getTag(owner, repo)
let ps
if (!queue[tag] || queue[tag].length == 0) {
ps = startServerProcess(owner, repo)
} else {
console.info('Got process from the queue')
ps = queue[tag].shift() // Pick the first Lean process; it's likely to be ready immediately
fillQueue(tag)
}
if (ps == null) {
console.error('server process is undefined/null')
return
}
socketCounter += 1;
const ip = anonymize(req.headers['x-forwarded-for'] || req.socket.remoteAddress)
// TODO (Matvey): extract further information from `req`, for example browser language.
console.log(`[${new Date()}] Socket opened - ${ip} - ${owner}/${repo}`)
const socket = {
onMessage: (cb) => { ws.on("message", cb) },
onError: (cb) => { ws.on("error", cb) },
onClose: (cb) => { ws.on("close", cb) },
send: (data, cb) => { ws.send(data,cb) }
}
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())
})

@ -0,0 +1,12 @@
#!/usr/bin/env bash
# Load python interpreter
python=/usr/bin/python3
# Load python script
cpu_usage=relay/cpu_usage.py
# Execute python script
cpu=$($python $cpu_usage)
# Calculate memory usage by computing 1 - %free_memory
mem=$(free | sed '2q;d' | awk '{print 1 - ($4/$2)}')
printf "CPU, MEM\n%f, %f\n" $cpu $mem

@ -0,0 +1,34 @@
#/bin/bash
ARTIFACT_ID=$1
OWNER=$2
REPO=$3
# mkdir -p games
cd games
# mkdir -p tmp
mkdir -p ${OWNER}
echo "Unpacking ZIP."
unzip -o tmp/${OWNER}_${REPO}_${ARTIFACT_ID}.zip -d tmp/${OWNER}_${REPO}_${ARTIFACT_ID}
echo "Unpacking game."
# exit the npm project to avoid reloading. TODO: Where should we actually save these?
echo "Delete old version of the game"
rm -rf ${OWNER}/${REPO}
mkdir -p ${OWNER}/${REPO}
for f in tmp/${OWNER}_${REPO}_${ARTIFACT_ID}/* #Should only be one file
do
echo "Unpacking $f"
#tar -xvzf $f -C games/${OWNER}/${REPO}
unzip -q -o $f -d ${OWNER}/${REPO}
done
# Delete temporary files
rm -f tmp/${OWNER}_${REPO}_${ARTIFACT_ID}.zip
rm -fr tmp/${OWNER}_${REPO}_${ARTIFACT_ID}

3
server/.gitignore vendored

@ -1,3 +0,0 @@
build
adam
nng

@ -1,5 +1,4 @@
import GameServer.FileWorker
import GameServer.Watchdog
import GameServer.Commands
-- TODO: The only reason we import `Commands` is so that it gets built to on `lake build`
@ -10,13 +9,9 @@ unsafe def main : List String → IO UInt32 := fun args => do
Lean.enableInitializersExecution
-- TODO: remove this argument
if args[0]? == some "--server" then
MyServer.Watchdog.watchdogMain args
else if args[0]? == some "--worker" then
MyServer.FileWorker.workerMain {}
GameServer.FileWorker.workerMain {} args
else
e.putStrLn s!"Expected `--server` or `--worker`"
e.putStrLn s!"Expected `--server`"
return 1
-- TODO: Potentially it could be useful to pass in the `gameName` via the websocket connection

@ -21,7 +21,7 @@ def abstractCtx (goal : MVarId) : MetaM AbstractCtxResult := do
def openAbstractCtxResult (res : AbstractCtxResult) (k : Array Expr → Expr → MetaM α) : MetaM α := do
let (_mvars, _binderInfo, expr) ← openAbstractMVarsResult res.abstractMVarsResult
lambdaLetTelescope (← instantiateMVars expr) k
-- TODO: Unfornately, lambdaLetTelescope does not allow us to provide the number of arguments.
-- TODO: Unfortunately, lambdaLetTelescope does not allow us to provide the number of arguments.
-- If the goal is a function, this will not work.
end AbstractCtx

@ -1,22 +1,17 @@
import GameServer.EnvExtensions
import GameServer.Helpers
import GameServer.Inventory
import GameServer.Options
import GameServer.SaveData
import GameServer.Hints
import GameServer.Tactic.LetIntros
import GameServer.RpcHandlers -- only needed to collect the translations of "level completed" msgs
import I18n
open Lean Meta Elab Command
set_option autoImplicit false
/-- Let `MakeGame` print the reasons why the worlds depend on each other. -/
register_option lean4game.showDependencyReasons : Bool := {
defValue := false
descr := "show reasons for calculated world dependencies."
}
/-- Let `MakeGame` print the reasons why the worlds depend on each other.
open GameServer
Note: currently unused in favour of setting `set_option trace.debug true`. -/
register_option lean4game.verbose : Bool := {
defValue := false
descr := "display more info messages to help developing the game."
}
set_option autoImplicit false
/-! # Game metadata -/
@ -43,150 +38,106 @@ elab "Level" level:num : command => do
/-- Define the title of the current game/world/level. -/
elab "Title" t:str : command => do
let title ← t.getString.translate
match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with title := t.getString}
| .World => modifyCurWorld fun world => pure {world with title := t.getString}
| .Game => modifyCurGame fun game => pure {game with title := t.getString}
| .Level => modifyCurLevel fun level => pure {level with title := title}
| .World => modifyCurWorld fun world => pure {world with title := title}
| .Game => modifyCurGame fun game => pure {game with
title := title
tile := {game.tile with title := title}}
/-- Define the introduction of the current game/world/level. -/
elab "Introduction" t:str : command => do
let intro ← t.getString.translate
match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with introduction := t.getString}
| .World => modifyCurWorld fun world => pure {world with introduction := t.getString}
| .Game => modifyCurGame fun game => pure {game with introduction := t.getString}
| .Level => modifyCurLevel fun level => pure {level with introduction := intro}
| .World => modifyCurWorld fun world => pure {world with introduction := intro}
| .Game => modifyCurGame fun game => pure {game with introduction := intro}
/-- Define the info of the current game. Used for e.g. credits -/
elab "Info" t:str : command => do
let info ← t.getString.translate
match ← getCurLayer with
| .Level => pure ()
| .World => pure ()
| .Game => modifyCurGame fun game => pure {game with info := t.getString}
| .Level =>
logError "Can't use `Info` in a level!"
pure ()
| .World =>
logError "Can't use `Info` in a world"
pure ()
| .Game => modifyCurGame fun game => pure {game with info := info}
/-- Provide the location of the image for the current game/world/level.
Paths are relative to the lean project's root. -/
elab "Image" t:str : command => do
let file := t.getString
if not <| ← System.FilePath.pathExists file then
logWarningAt t s!"Make sure the cover image '{file}' exists."
if not <| file.startsWith "images/" then
logWarningAt t s!"The file name should start with `images/`. Make sure all images are in that folder."
match ← getCurLayer with
| .Level =>
logWarning "Level-images not implemented yet" -- TODO
modifyCurLevel fun level => pure {level with image := file}
| .World =>
modifyCurWorld fun world => pure {world with image := file}
| .Game =>
logWarning "Main image of the game not implemented yet" -- TODO
modifyCurGame fun game => pure {game with image := file}
/-- Define the conclusion of the current game or current level if some
building a level. -/
elab "Conclusion" t:str : command => do
let conclusion ← t.getString.translate
match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with conclusion := t.getString}
| .World => modifyCurWorld fun world => pure {world with conclusion := t.getString}
| .Game => modifyCurGame fun game => pure {game with conclusion := t.getString}
| .Level => modifyCurLevel fun level => pure {level with conclusion := conclusion}
| .World => modifyCurWorld fun world => pure {world with conclusion := conclusion}
| .Game => modifyCurGame fun game => pure {game with conclusion := conclusion}
/-- A list of games that should be played before this one. Example `Prerequisites "NNG" "STG"`. -/
elab "Prerequisites" t:str* : command => do
modifyCurGame fun game => pure {game with
tile := {game.tile with prerequisites := t.map (·.getString) |>.toList}}
/-- Short caption for the game (1 sentence) -/
elab "CaptionShort" t:str : command => do
let caption ← t.getString.translate
modifyCurGame fun game => pure {game with
tile := {game.tile with short := caption}}
/-- More detailed description what the game is about (2-4 sentences). -/
elab "CaptionLong" t:str : command => do
let caption ← t.getString.translate
modifyCurGame fun game => pure {game with
tile := {game.tile with long := caption}}
/-- A list of Languages the game is translated to. For example `Languages "de" "en"`.
The keys are ISO language codes.
-/
elab "Languages" t:str* : command => do
modifyCurGame fun game => pure {game with
tile := {game.tile with languages := t.map (·.getString) |>.toList}}
/-- The Image of the game (optional). TODO: Not implemented -/
elab "CoverImage" t:str : command => do
let file := t.getString
if not <| ← System.FilePath.pathExists file then
logWarningAt t s!"Make sure the cover image '{file}' exists."
if not <| file.startsWith "images/" then
logWarningAt t s!"The file name should start with `images/`. Make sure all images are in that folder."
modifyCurGame fun game => pure {game with
tile := {game.tile with image := file}}
/-! # Inventory
The inventory contains docs for tactics, lemmas, and definitions. These are all locked
The inventory contains docs for tactics, theorems, and definitions. These are all locked
in the first level and get enabled during the game.
-/
/-! ## Doc entries -/
/-- Copied from `Mathlib.Tactic.HelpCmd`.
Gets the initial string token in a parser description. For example, for a declaration like
`syntax "bla" "baz" term : tactic`, it returns `some "bla"`. Returns `none` for syntax declarations
that don't start with a string constant. -/
partial def getHeadTk (e : Expr) : Option String :=
match (Expr.withApp e λ e a => (e.constName?.getD Name.anonymous, a)) with
| (``ParserDescr.node, #[_, _, p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "withPosition")), p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "atomic")), p]) => getHeadTk p
| (``ParserDescr.binary, #[.app _ (.lit (.strVal "andthen")), p, _]) => getHeadTk p
| (``ParserDescr.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``ParserDescr.symbol, #[.lit (.strVal tk)]) => some tk
| (``Parser.withAntiquot, #[_, p]) => getHeadTk p
| (``Parser.leadingNode, #[_, _, p]) => getHeadTk p
| (``HAndThen.hAndThen, #[_, _, _, _, p, _]) => getHeadTk p
| (``Parser.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``Parser.symbol, #[.lit (.strVal tk)]) => some tk
| _ => none
/-- Modified from `#help` in `Mathlib.Tactic.HelpCmd` -/
def getTacticDocstring (env : Environment) (name: Name) : CommandElabM (Option String) := do
let name := name.toString (escape := false)
let mut decls : Lean.RBMap String (Array SyntaxNodeKind) compare := {}
let catName : Name := `tactic
let catStx : Ident := mkIdent catName -- TODO
let some cat := (Parser.parserExtension.getState env).categories.find? catName
| throwErrorAt catStx "{catStx} is not a syntax category"
liftTermElabM <| Term.addCategoryInfo catStx catName
for (k, _) in cat.kinds do
let mut used := false
if let some tk := do getHeadTk (← (← env.find? k).value?) then
let tk := tk.trim
if name ≠ tk then -- was `!name.isPrefixOf tk`
continue
used := true
decls := decls.insert tk ((decls.findD tk #[]).push k)
for (_name, ks) in decls do
for k in ks do
if let some doc ← findDocString? env k then
return doc
logWarning <| m!"Could not find a docstring for tactic {name}, consider adding one " ++
m!"using `TacticDoc {name} \"some doc\"`"
return none
/-- Retrieve the docstring associated to an inventory item. For Tactics, this
is not guaranteed to work. -/
def getDocstring (env : Environment) (name : Name) (type : InventoryType) :
CommandElabM (Option String) :=
match type with
-- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one.
| .Tactic => getTacticDocstring env name
| .Lemma => findDocString? env name
-- TODO: for definitions not implemented yet, does it work?
| .Definition => findDocString? env name
/-- Checks if `inventoryTemplateExt` contains an entry with `(type, name)` and yields
a warning otherwise. If `template` is provided, it will add such an entry instead of yielding a
warning.
`ref` is the syntax piece. If `name` is not provided, it will use `ident.getId`.
I used this workaround, because I needed a new name (with correct namespace etc)
to be used, and I don't know how to create a new ident with same position but different name.
-/
def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.getId)
(template : Option String := none) : CommandElabM Unit := do
-- note: `name` is an `Ident` (instead of `Name`) for the log messages.
let env ← getEnv
let n := name
-- Find a key with matching `(type, name)`.
match (inventoryTemplateExt.getState env).findIdx?
(fun x => x.name == n && x.type == type) with
-- Nothing to do if the entry exists
| some _ => pure ()
| none =>
match template with
-- Warn about missing documentation
| none =>
let docstring ← match (← getDocstring env name type) with
| some ds =>
logInfoAt ref (m!"Missing {type} Documentation. Using existing docstring. " ++
m!"Add {name}\nAdd `{type}Doc {name}` somewhere above this statement.")
pure s!"*(lean docstring)*\\\n{ds}"
| none =>
logWarningAt ref (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
m!"somewhere above this statement.")
pure "(missing)"
-- We just add a dummy entry
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := docstring})
-- Add the default documentation
| some s =>
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := s })
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!"`{type}Doc {name}` somewhere above this statement.")
/-- Documentation entry of a tactic. Example:
```
@ -196,37 +147,42 @@ TacticDoc rw "`rw` stands for rewrite, etc. "
* The identifier is the tactics name. Some need to be escaped like `«have»`.
* The description is a string supporting Markdown.
-/
elab "TacticDoc" name:ident content:str : command =>
elab doc:docComment ? "TacticDoc" name:ident content:str ? : command => do
let doc ← parseDocCommentLegacy doc content
let doc ← doc.translate
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Tactic
name := name.getId
displayName := name.getId.toString
content := content.getString })
content := doc })
/-- Documentation entry of a lemma. Example:
/-- Documentation entry of a theorem. Example:
```
LemmaDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
TheoremDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
```
* The first identifier is used in the commands `[New/Only/Disabled]Lemma`.
It is preferably the true name of the lemma. However, this is not required.
* The first identifier is used in the commands `[New/Only/Disabled]Theorem`.
It is preferably the true name of the theorem. However, this is not required.
* The string following `as` is the displayed name (in the Inventory).
* The identifier after `in` is the category to group lemmas by (in the Inventory).
* The identifier after `in` is the category to group theorems by (in the Inventory).
* The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires
The lemma/definition to have the same fully qualified name as in mathlib.
The theorem/definition to have the same fully qualified name as in mathlib.
-/
elab "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str : command =>
elab doc:docComment ? "TheoremDoc" name:ident "as" displayName:str "in" category:str content:str ? :
command => do
let doc ← parseDocCommentLegacy doc content
let doc ← doc.translate
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Lemma
name := name.getId
category := category.getString
displayName := displayName.getString
content := content.getString })
content := doc })
-- TODO: Catch the following behaviour.
-- 1. if `LemmaDoc` appears in the same file as `Statement`, it will silently use
-- 1. if `TheoremDoc` appears in the same file as `Statement`, it will silently use
-- it but display the info that it wasn't found in `Statement`
-- 2. if it appears in a later file, however, it will silently not do anything and keep
-- the first one.
@ -244,37 +200,26 @@ DefinitionDoc Function.Bijective as "Bijective" "defined as `Injective f ∧ Sur
* The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires
The lemma/definition to have the same fully qualified name as in mathlib.
The theorem/definition to have the same fully qualified name as in mathlib.
-/
elab "DefinitionDoc" name:ident "as" displayName:str template:str : command =>
elab doc:docComment ? "DefinitionDoc" name:ident "as" displayName:str template:str ? : command => do
let doc ← parseDocCommentLegacy doc template
let doc ← doc.translate
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Definition
name := name.getId,
displayName := displayName.getString,
content := template.getString })
content := doc })
/-! ## Add inventory items -/
def getStatement (name : Name) : CommandElabM MessageData := do
return ← addMessageContextPartial (.ofPPFormat { pp := fun
| some ctx => ctx.runMetaM <| PrettyPrinter.ppSignature name
| none => return "that's a bug." })
-- Note: We use `String` because we can't send `MessageData` as json, but
-- `MessageData` might be better for interactive highlighting.
/-- Get a string of the form `my_lemma (n : ) : n + n = 2 * n`.
Note: A statement like `theorem abc : ∀ x : Nat, x ≥ 0` would be turned into
`theorem abc (x : Nat) : x ≥ 0` by `PrettyPrinter.ppSignature`. -/
def getStatementString (name : Name) : CommandElabM String := do
try
return ← (← getStatement name).toString
catch
| _ => throwError m!"Could not find {name} in context."
-- TODO: I think it would be nicer to unresolve Namespaces as much as possible.
def checkCommandNotDuplicated (items : Array Name) (cmd := "Command") : CommandElabM Unit := do
if ¬ items.isEmpty then
logWarning s!"You should only use one `{cmd}` per level, but it takes multiple arguments: `{cmd} obj₁ obj₂ obj₃`!"
/-- Declare tactics that are introduced by this level. -/
elab "NewTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.new) "NewTactic"
for name in ↑args do
checkInventoryDoc .Tactic name -- TODO: Add (template := "[docstring]")
modifyCurLevel fun level => pure {level with
@ -282,14 +227,16 @@ elab "NewTactic" args:ident* : command => do
/-- Declare tactics that are introduced by this level but do not show up in inventory. -/
elab "NewHiddenTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.hidden) "NewHiddenTactic"
for name in ↑args do
checkInventoryDoc .Tactic name (template := "")
modifyCurLevel fun level => pure {level with
tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId),
hidden := level.tactics.hidden ++ args.map (·.getId)}}
/-- Declare lemmas that are introduced by this level. -/
elab "NewLemma" args:ident* : command => do
/-- Declare theorems that are introduced by this level. -/
elab "NewTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewTheorem"
for name in ↑args do
try let _decl ← getConstInfo name.getId catch
| _ => logErrorAt name m!"unknown identifier '{name}'."
@ -299,6 +246,7 @@ elab "NewLemma" args:ident* : command => do
/-- Declare definitions that are introduced by this level. -/
elab "NewDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.new) "NewDefinition"
for name in ↑args do checkInventoryDoc .Definition name -- TODO: Add (template := "[mathlib]")
modifyCurLevel fun level => pure {level with
definitions := {level.definitions with new := args.map (·.getId)}}
@ -306,31 +254,36 @@ elab "NewDefinition" args:ident* : command => do
/-- Declare tactics that are temporarily disabled in this level.
This is ignored if `OnlyTactic` is set. -/
elab "DisabledTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.disabled) "DisabledTactic"
for name in ↑args do checkInventoryDoc .Tactic name
modifyCurLevel fun level => pure {level with
tactics := {level.tactics with disabled := args.map (·.getId)}}
/-- Declare lemmas that are temporarily disabled in this level.
This is ignored if `OnlyLemma` is set. -/
elab "DisabledLemma" args:ident* : command => do
/-- Declare theorems that are temporarily disabled in this level.
This is ignored if `OnlyTheorem` is set. -/
elab "DisabledTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledTheorem"
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with disabled := args.map (·.getId)}}
/-- Declare definitions that are temporarily disabled in this level -/
elab "DisabledDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.disabled) "DisabledDefinition"
for name in ↑args do checkInventoryDoc .Definition name
modifyCurLevel fun level => pure {level with
definitions := {level.definitions with disabled := args.map (·.getId)}}
/-- Temporarily disable all tactics except the ones declared here -/
elab "OnlyTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.only) "OnlyTactic"
for name in ↑args do checkInventoryDoc .Tactic name
modifyCurLevel fun level => pure {level with
tactics := {level.tactics with only := args.map (·.getId)}}
/-- Temporarily disable all lemmas except the ones declared here -/
elab "OnlyLemma" args:ident* : command => do
/-- Temporarily disable all theorems except the ones declared here -/
elab "OnlyTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyTheorem"
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with only := args.map (·.getId)}}
@ -338,65 +291,94 @@ elab "OnlyLemma" args:ident* : command => do
/-- Temporarily disable all definitions except the ones declared here.
This is ignored if `OnlyDefinition` is set. -/
elab "OnlyDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.only) "OnlyDefinition"
for name in ↑args do checkInventoryDoc .Definition name
modifyCurLevel fun level => pure {level with
definitions := {level.definitions with only := args.map (·.getId)}}
/-- Define which tab of Lemmas is opened by default. Usage: `LemmaTab "Nat"`.
/-- Define which tab of Lemmas is opened by default. Usage: `TheoremTab "Nat"`.
If omitted, the current tab will remain open. -/
elab "LemmaTab" category:str : command =>
elab "TheoremTab" category:str : command =>
modifyCurLevel fun level => pure {level with lemmaTab := 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 -/
/-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")"
-- TODO
-- TODO: Reuse the following code for checking available tactics in user code:
structure UsedInventory where
(tactics : HashSet Name := {})
(definitions : HashSet Name := {})
(lemmas : HashSet Name := {})
partial def collectUsedInventory (stx : Syntax) (acc : UsedInventory := {}) : CommandElabM UsedInventory := do
match stx with
| .missing => return acc
| .node _info kind args =>
if kind == `GameServer.Tactic.Hint || kind == `GameServer.Tactic.Branch then return acc
return ← args.foldlM (fun acc arg => collectUsedInventory arg acc) acc
| .atom _info val =>
-- ignore syntax elements that do not start with a letter
-- and ignore some standard keywords
let allowed := ["with", "fun", "at", "only", "by"]
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
return {acc with tactics := acc.tactics.insert val}
else
return acc
| .ident _info _rawVal val _preresolved =>
let ns ←
try resolveGlobalConst (mkIdent val)
catch | _ => pure [] -- catch "unknown constant" error
return ← ns.foldlM (fun acc n => do
if let some (.thmInfo ..) := (← getEnv).find? n then
return {acc with lemmas := acc.lemmas.insertMany ns}
else
return {acc with definitions := acc.definitions.insertMany ns}
) acc
-- #check expandOptDocComment?
/-- You can write `Statement add_comm (preamble := simp) .... := by` which
will automatically execute the given tactic sequence before the exercise
is handed to the player.
A common example is to use
```
refine { carrier := M, ?.. }
```
in exercises, where the statement is a structure, to fill in all the data fields.
For example in "Show that all matrices with first column zero form a submodule",
you could provide the set of all these matrices as `carrier` and the player will receive
all the `Prop`-valued fields as goals.
-/
syntax preambleArg := atomic(" (preamble := " withoutPosition(tacticSeq) ")")
/-- Define the statement of the current level. -/
elab doc:docComment ? attrs:Parser.Term.attributes ?
"Statement" statementName:ident ? sig:declSig val:declVal : command => do
"Statement" statementName:ident ? preamble:preambleArg ? sig:declSig val:declVal : command => do
let lvlIdx ← getCurLevelIdx
let docContent : Option String := match doc with
| none => none
| some s => match s.raw[1] with
| .atom _ val => val.dropRight 2 |>.trim -- some (val.extract 0 (val.endPos - ⟨2⟩))
| _ => none --panic "not implemented error message" --throwErrorAt s "unexpected doc string{indentD s.raw[1]}"
-- add an optional tactic sequence that the engine executes before the game starts
let preambleSeq : TSyntax `Lean.Parser.Tactic.tacticSeq ← match preamble with
| none => `(Parser.Tactic.tacticSeq|skip)
| some x => match x with
| `(preambleArg| (preamble := $tac)) => pure tac
| _ => `(Parser.Tactic.tacticSeq|skip)
let docContent ← parseDocComment doc
let docContent ← match docContent with
| none => pure none
| some d => d.translate
-- Save the messages before evaluation of the proof.
let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} })
@ -412,36 +394,40 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
collectUsedInventory proof
| _ => throwError "expected `:=`"
-- extract the `tacticSeq` from `val` in order to add `let_intros` in front.
-- TODO: don't understand meta-programming enough to avoid having `let_intros`
-- duplicated three times below…
let tacticStx : TSyntax `Lean.Parser.Tactic.tacticSeq := match val with
| `(Parser.Command.declVal| := by $proof) => proof
| _ => panic "expected `:= by`"
-- Add theorem to context.
match statementName with
| some name =>
let env ← getEnv
let fullName := (← getCurrNamespace) ++ name.getId
if env.contains fullName then
let origType := (env.constants.map₁.find! fullName).type
let some orig := env.constants.map₁.find? fullName
| throwError s!"error in \"Statement\": `{fullName}` not found."
let origType := orig.type
-- TODO: Check if `origType` agrees with `sig` and output `logInfo` instead of `logWarning`
-- in that case.
logWarningAt name (m!"Environment already contains {fullName}! Only the existing " ++
m!"statement will be available in later levels:\n\n{origType}")
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig $val)
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig := by {let_intros; $(⟨preambleSeq⟩); $(⟨tacticStx⟩)})
elabCommand thmStatement
-- Check that statement has a docs entry.
checkInventoryDoc .Lemma name (name := fullName) (template := docContent)
else
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $name $sig $val)
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $name $sig := by {let_intros; $(⟨preambleSeq⟩); $(⟨tacticStx⟩)})
elabCommand thmStatement
-- Check that statement has a docs entry.
checkInventoryDoc .Lemma name (name := fullName) (template := docContent)
| none =>
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig $val)
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig := by {let_intros; $(⟨preambleSeq⟩); $(⟨tacticStx⟩)})
elabCommand thmStatement
let msgs := (← get).messages
let mut hints := #[]
let mut nonHintMsgs := #[]
for msg in msgs.msgs do
@ -453,12 +439,41 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
.nest hidden $
.compose (.ofGoal text) (.ofGoal goal) := msg.data then
let hint ← liftTermElabM $ withMCtx ctx.mctx $ withLCtx ctx.lctx #[] $ withEnv ctx.env do
let goalDecl ← goal.getDecl
let fvars := goalDecl.lctx.decls.toArray.filterMap id |> Array.map (·.fvarId)
-- NOTE: This code about `hintFVarsNames` is duplicated from `RpcHandlers`
-- where the variable bijection is constructed, and they
-- need to be matching.
-- NOTE: This is a bit a hack of somebody who does not know how meta-programming works.
-- All we want here is a list of `userNames` for the `FVarId`s in `hintFVars`...
-- and we wrap them in `«{}»` here since I don't know how to do it later.
let mut hintFVarsNames : Array Expr := #[]
for fvar in fvars do
let name₁ ← fvar.getUserName
hintFVarsNames := hintFVarsNames.push <| Expr.fvar ⟨s!"«\{{name₁}}»"⟩
let text ← instantiateMVars (mkMVar text)
-- Evaluate the text in the `Hint`'s context to get the old variable names.
let rawText := (← GameServer.evalHintMessage text) hintFVarsNames
let ctx₂ := {env := ← getEnv, mctx := ← getMCtx, lctx := ← getLCtx, opts := {}}
let rawText : String ← (MessageData.withContext ctx₂ rawText).toString
return {
goal := ← abstractCtx goal
text := ← instantiateMVars (mkMVar text)
text := text
rawText := rawText
strict := strict == 1
hidden := hidden == 1
}
-- Note: The current setup for hints is a bit convoluted, but for now we need to
-- send the text once through i18n to register it in the env extension.
-- This could probably be rewritten once i18n works fully.
let _ ← hint.rawText.translate
hints := hints.push hint
else
nonHintMsgs := nonHintMsgs.push msg
@ -484,6 +499,7 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
modifyCurLevel fun level => pure { level with
module := env.header.mainModule
goal := sig,
preamble := preambleSeq
scope := scope,
descrText := docContent
statementName := match statementName with
@ -493,26 +509,12 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
hints := hints
tactics := {level.tactics with used := usedInventory.tactics.toArray}
definitions := {level.definitions with used := usedInventory.definitions.toArray}
lemmas := {level.lemmas with used := usedInventory.lemmas.toArray} }
lemmas := {level.lemmas with used := usedInventory.lemmas.toArray}
}
/-! # Hints -/
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")")
/-- Remove any spaces at the beginning of a new line -/
partial def removeIndentation (s : String) : String :=
let rec loop (i : String.Pos) (acc : String) (removeSpaces := false) : String :=
let c := s.get i
let i := s.next i
if s.atEnd i then
acc.push c
else if removeSpaces && c == ' ' then
loop i acc (removeSpaces := true)
else if c == '\n' then
loop i (acc.push c) (removeSpaces := true)
else
loop i (acc.push c)
loop ⟨0⟩ ""
open GameServer in
/-- A tactic that can be used inside `Statement`s to indicate in which proof states players should
see hints. The tactic does not affect the goal state.
@ -575,7 +577,8 @@ elab (name := GameServer.Tactic.Branch) "Branch" t:tacticSeq : tactic => do
-- Show an info whether the branch proofs all remaining goals.
let gs ← Tactic.getUnsolvedGoals
if gs.isEmpty then
trace[debug] "This branch finishes the proof."
-- trace[debug] "This branch finishes the proof."
pure ()
else
trace[debug] "This branch leaves open goals."
@ -607,7 +610,7 @@ where filterArgs (args : List Syntax) : List Syntax :=
| Syntax.node _ `GameServer.Tactic.Hint _ :: _ :: r
| Syntax.node _ `GameServer.Tactic.Branch _ :: _ :: r =>
filterArgs r
-- delete `Hint` and `Branch` occurence at the end of the tactic sequence.
-- delete `Hint` and `Branch` occurrence at the end of the tactic sequence.
| Syntax.node _ `GameServer.Tactic.Hint _ :: []
| Syntax.node _ `GameServer.Tactic.Branch _ :: [] =>
[]
@ -626,6 +629,7 @@ elab "Template" tacs:tacticSeq : tactic => do
modifyLevel (←getCurLevelId) fun level => do
return {level with template := s!"{template}"}
-- TODO: Notes for testing if a declaration has the simp attribute
-- -- Test: From zulip
@ -644,98 +648,6 @@ elab "Template" tacs:tacticSeq : tactic => do
/-! # Make Game -/
def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
| .Tactic => level.tactics
| .Definition => level.definitions
| .Lemma => level.lemmas
def GameLevel.setComputedInventory (level : GameLevel) :
InventoryType → Array InventoryTile → GameLevel
| .Tactic, v => {level with tactics := {level.tactics with tiles := v}}
| .Definition, v => {level with definitions := {level.definitions with tiles := v}}
| .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}}
partial def removeTransitiveAux (id : Name) (arrows : HashMap Name (HashSet Name))
(newArrows : HashMap Name (HashSet Name)) (decendants : HashMap Name (HashSet Name)) :
HashMap Name (HashSet Name) × HashMap Name (HashSet Name) := Id.run do
match (newArrows.find? id, decendants.find? id) with
| (some _, some _) => return (newArrows, decendants)
| _ =>
let mut newArr := newArrows
let mut desc := decendants
desc := desc.insert id {} -- mark as worked in case of loops
newArr := newArr.insert id {} -- mark as worked in case of loops
let children := arrows.findD id {}
let mut trimmedChildren := children
let mut theseDescs := children
for child in children do
(newArr, desc) := removeTransitiveAux child arrows newArr desc
let childDescs := desc.findD child {}
theseDescs := theseDescs.insertMany childDescs
for d in childDescs do
trimmedChildren := trimmedChildren.erase d
desc := desc.insert id theseDescs
newArr := newArr.insert id trimmedChildren
return (newArr, desc)
def removeTransitive (arrows : HashMap Name (HashSet Name)) : CommandElabM (HashMap Name (HashSet Name)) := do
let mut newArr := {}
let mut desc := {}
for id in arrows.toArray.map Prod.fst do
(newArr, desc) := removeTransitiveAux id arrows newArr desc
if (desc.findD id {}).contains id then
logError <| m!"Loop at {id}. " ++
m!"This should not happen and probably means that `findLoops` has a bug."
-- DEBUG:
-- for ⟨x, hx⟩ in desc.toList do
-- m := m ++ m!"{x}: {hx.toList}\n"
-- logError m
return newArr
/-- The recursive part of `findLoops`. Finds loops that appear as successors of `node`.
For performance reason it returns a HashSet of visited
nodes as well. This is filled with all nodes ever looked at as they cannot be
part of a loop anymore. -/
partial def findLoopsAux (arrows : HashMap Name (HashSet Name)) (node : Name)
(path : Array Name := #[]) (visited : HashSet Name := {}) :
Array Name × HashSet Name := Id.run do
let mut visited := visited
match path.getIdx? node with
| some i =>
-- Found a loop: `node` is already the iᵗʰ element of the path
return (path.extract i path.size, visited.insert node)
| none =>
for successor in arrows.findD node {} do
-- If we already visited the successor, it cannot be part of a loop anymore
if visited.contains successor then
continue
-- Find any loop involving `successor`
let (loop, _) := findLoopsAux arrows successor (path.push node) visited
visited := visited.insert successor
-- No loop found in the dependants of `successor`
if loop.isEmpty then
continue
-- Found a loop, return it
return (loop, visited)
return (#[], visited.insert node)
/-- Find a loop in the graph and return it. Returns `[]` if there are no loops. -/
partial def findLoops (arrows : HashMap Name (HashSet Name)) : List Name := Id.run do
let mut visited : HashSet Name := {}
for node in arrows.toArray.map (·.1) do
-- Skip a node if it was already visited
if visited.contains node then
continue
-- `findLoopsAux` returns a loop or `[]` together with a set of nodes it visited on its
-- search starting from `node`
let (loop, moreVisited) := (findLoopsAux arrows node (visited := visited))
visited := moreVisited
if !loop.isEmpty then
return loop.toList
return []
/-- The worlds of a game are joint by dependencies. These are
automatically computed but can also be defined with the syntax
`Dependency World₁ → World₂ → World₃`. -/
@ -810,8 +722,12 @@ elab "MakeGame" : command => do
-- Items that should not be displayed in inventory
let mut hiddenItems : HashSet Name := {}
let allWorlds := game.worlds.nodes.toArray
let nrWorlds := allWorlds.size
let mut nrLevels := 0
-- Calculate which "items" are used/new in which world
for (worldId, world) in game.worlds.nodes.toArray do
for (worldId, world) in allWorlds do
let mut usedItems : HashSet Name := {}
let mut newItems : HashSet Name := {}
for inventoryType in #[.Tactic, .Definition, .Lemma] do
@ -826,7 +742,8 @@ elab "MakeGame" : command => do
| 0 => pure ()
| 1 => pure () -- level ids start with 1, so we need to skip 1, too
| i₀ + 1 =>
match (world.levels.find! (i₀)).statementName with
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀ + 1} not found for world {worldId}!"
match (idx).statementName with
| .anonymous => pure ()
| .num _ _ => panic "Did not expect to get a numerical statement name!"
| .str pre s =>
@ -837,7 +754,9 @@ elab "MakeGame" : command => do
-- if the last level was named, we need to add it as a new lemma
let i₀ := world.levels.size
match (world.levels.find! (i₀)).statementName with
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀} not found for world {worldId}!"
match (idx).statementName with
| .anonymous => pure ()
| .num _ _ => panic "Did not expect to get a numerical statement name!"
| .str pre s =>
@ -850,9 +769,12 @@ elab "MakeGame" : command => do
-- logInfo m!"{worldId} uses: {usedItems.toList}"
-- logInfo m!"{worldId} introduces: {newItems.toList}"
-- Moreover, count the number of levels in the game
nrLevels := nrLevels + world.levels.toArray.size
/- for each "item" this is a HashSet of `worldId`s that introduce this item -/
let mut worldsWithNewItem : HashMap Name (HashSet Name) := {}
for (worldId, _world) in game.worlds.nodes.toArray do
for (worldId, _world) in allWorlds do
for newItem in newItemsInWorld.findD worldId {} do
worldsWithNewItem := worldsWithNewItem.insert newItem $
(worldsWithNewItem.findD newItem {}).insert worldId
@ -864,7 +786,7 @@ elab "MakeGame" : command => do
let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {}
-- Calculate world dependency graph `game.worlds`
for (dependentWorldId, _dependentWorld) in game.worlds.nodes.toArray do
for (dependentWorldId, _dependentWorld) in allWorlds do
let mut dependsOnWorlds : HashSet Name := {}
-- Adding manual dependencies that were specified via the `Dependency` command.
for (sourceId, targetId) in game.worlds.edges do
@ -915,14 +837,25 @@ elab "MakeGame" : command => do
logError m!"{w1} depends on {w2} because of {items.toList}."
else
worldDependsOnWorlds ← removeTransitive worldDependsOnWorlds
-- need to delete all existing edges as they are already present in `worldDependsOnWorlds`.
modifyCurGame fun game =>
pure {game with worlds := {game.worlds with edges := Array.empty}}
for (dependentWorldId, worldIds) in worldDependsOnWorlds.toArray do
modifyCurGame fun game =>
pure {game with worlds := {game.worlds with
edges := game.worlds.edges.append (worldIds.toArray.map fun wid => (wid, dependentWorldId))}}
-- Add the number of levels and worlds to the tile for the landing page
modifyCurGame fun game => pure {game with tile := {game.tile with
levels := nrLevels
worlds := nrWorlds }}
-- Apparently we need to reload `game` to get the changes to `game.worlds` we just made
let game ← getCurGame
let mut allItemsByType : HashMap InventoryType (HashSet Name) := {}
-- Compute which inventory items are available in which level:
for inventoryType in #[.Tactic, .Definition, .Lemma] do
@ -945,7 +878,8 @@ elab "MakeGame" : command => do
| 1 => pure () -- level ids start with 1, so we need to skip 1, too.
| i₀ + 1 =>
-- add named statement from previous level to the available lemmas.
match (world.levels.find! (i₀)).statementName with
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀ + 1} not found for world {worldId}!"
match (idx).statementName with
| .anonymous => pure ()
| .num _ _ => panic "Did not expect to get a numerical statement name!"
| .str pre s =>
@ -959,7 +893,8 @@ elab "MakeGame" : command => do
match i₀ with
| 0 => logWarning m!"World `{worldId}` contains no levels."
| i₀ =>
match (world.levels.find! (i₀)).statementName with
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀} not found for world {worldId}!"
match (idx).statementName with
| .anonymous => pure ()
| .num _ _ => panic "Did not expect to get a numerical statement name!"
| .str pre s =>
@ -984,6 +919,7 @@ elab "MakeGame" : command => do
name := item
displayName := data.displayName
category := data.category
altTitle := data.statement
hidden := hiddenItems.contains item })
@ -1003,6 +939,7 @@ elab "MakeGame" : command => do
displayName := data.displayName
category := data.category
locked := false
altTitle := data.statement
hidden := hiddenItems.contains item }
itemsInWorld := itemsInWorld.insert worldId items
@ -1022,7 +959,8 @@ elab "MakeGame" : command => do
displayName := data.displayName
category := data.category
locked := false
hidden := levelInfo.hidden.contains item }
altTitle := data.statement
hidden := hiddenItems.contains item }
-- add the exercise statement from the previous level
-- if it was named
@ -1035,6 +973,7 @@ elab "MakeGame" : command => do
name := name
displayName := data.displayName
category := data.category
altTitle := data.statement
locked := false }
-- add marks for `disabled` and `new` lemmas here, so that they only apply to
@ -1052,17 +991,18 @@ elab "MakeGame" : command => do
modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do
return level.setComputedInventory inventoryType itemsArray
allItemsByType := allItemsByType.insert inventoryType allItems
let getTiles (type : InventoryType) : CommandElabM (Array InventoryTile) := do
(allItemsByType.findD type {}).toArray.mapM (fun name => do
let some item ← getInventoryItem? name type
| throwError "Expected item to exist: {name}"
return item.toTile)
let inventory : InventoryOverview := {
lemmas := (← getTiles .Lemma).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})
lemmaTab := none
}
/-! # Debugging tools -/
-- /-- Print current game for debugging purposes. -/
-- elab "PrintCurGame" : command => do
-- logInfo (toJson (← getCurGame))
/-- Print current level for debugging purposes. -/
elab "PrintCurLevel" : command => do
logInfo (repr (← getCurLevel))
/-- Print levels for debugging purposes. -/
elab "PrintLevels" : command => do
logInfo $ repr $ (← getCurWorld).levels.toArray
saveGameData allItemsByType inventory

@ -1,7 +1,13 @@
import GameServer.AbstractCtx
import GameServer.Graph
import GameServer.Hints
open GameServer
-- TODO: Is there a better place?
/-- Keywords that the server should not consider as tactics. -/
def GameServer.ALLOWED_KEYWORDS : List String :=
["with", "fun", "at", "only", "by", "generalizing"]
/-- The default game name if `Game "MyGame"` is not used. -/
def defaultGameName: String := "MyGame"
@ -18,29 +24,13 @@ defined in this file.
open Lean
/-! ## Hints -/
/-- A hint to help the user with a specific goal state -/
structure GoalHintEntry where
goal : AbstractCtxResult
/-- Text of the hint as an expression of type `Array Expr → MessageData` -/
text : Expr
/-- If true, then hint should be hidden and only be shown on player's request -/
hidden : Bool := false
/-- If true, then the goal must contain only the assumptions specified in `goal` and no others -/
strict : Bool := false
instance : Repr GoalHintEntry := {
reprPrec := fun a n => reprPrec a.text n
}
/-! ## Inventory (documentation)
The inventory contains documentation that the user can access.
There are three inventory types: Lemma, Tactic, Definition. They vary about in the information
they carry.
The commands `LemmaDoc`, `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
`Statement` check if there is a key registered in this extension and might add a default or
print a warning if not.
@ -106,8 +96,16 @@ structure InventoryTile where
new := false
/-- hide the item in the inventory display -/
hidden := false
/-- hover text -/
altTitle : String := default
deriving ToJson, FromJson, Repr, Inhabited
def InventoryItem.toTile (item : InventoryItem) : InventoryTile := {
name := item.name,
displayName := item.displayName
category := item.category
}
/-- The extension that stores the doc templates. Note that you can only add, but never modify
entries! -/
initialize inventoryTemplateExt :
@ -135,7 +133,18 @@ def getInventoryItem? [Monad m] [MonadEnv m] (n : Name) (type : InventoryType) :
m (Option InventoryItem) := do
return (inventoryExt.getState (← getEnv)).find? (fun x => x.name == n && x.type == type)
structure InventoryOverview where
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
lemmaTab : Option String
deriving ToJson, FromJson
-- TODO: Reuse the following code for checking available tactics in user code:
structure UsedInventory where
(tactics : HashSet Name := {})
(definitions : HashSet Name := {})
(lemmas : HashSet Name := {})
/-! ## Environment extensions for game specification -/
@ -254,8 +263,65 @@ structure GameLevel where
lemmas: InventoryInfo := default
/-- A proof template that is printed in an empty editor. -/
template: Option String := none
deriving Inhabited, Repr
/-- The image for this level. -/
image : String := default
/-- A sequence of tactics the game automatically executes before the first step. -/
preamble : TSyntax `Lean.Parser.Tactic.tacticSeq := default
deriving Inhabited, Repr
/-- Json-encodable version of `GameLevel`
Fields:
- description: Lemma in mathematical language.
- descriptionGoal: Lemma printed as Lean-Code.
-/
structure LevelInfo where
index : Nat
title : String
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
introduction : String
conclusion : String
descrText : Option String := none
descrFormat : String := ""
lemmaTab : Option String
module : Name
displayName : Option String
statementName : Option String
template : Option String
image: Option String
deriving ToJson, FromJson
def GameLevel.toInfo (lvl : GameLevel) (env : Environment) : LevelInfo :=
{ index := lvl.index,
title := lvl.title,
tactics := lvl.tactics.tiles,
lemmas := lvl.lemmas.tiles,
definitions := lvl.definitions.tiles,
descrText := lvl.descrText,
descrFormat := lvl.descrFormat --toExpr <| format (lvl.goal.raw) --toString <| Syntax.formatStx (lvl.goal.raw) --Syntax.formatStx (lvl.goal.raw) , -- TODO
introduction := lvl.introduction
conclusion := lvl.conclusion
lemmaTab := match lvl.lemmaTab with
| some tab => tab
| none =>
-- Try to set the lemma tab to the category of the first added lemma
match lvl.lemmas.tiles.find? (·.new) with
| some tile => tile.category
| none => none
statementName := lvl.statementName.toString
module := lvl.module
displayName := match lvl.statementName with
| .anonymous => none
| name => match (inventoryExt.getState env).find?
(fun x => x.name == name && x.type == .Lemma) with
| some n => n.displayName
| none => name.toString
-- Note: we could call `.find!` because we check in `Statement` that the
-- lemma doc must exist.
template := lvl.template
image := lvl.image
}
/-! ## World -/
@ -271,17 +337,46 @@ structure World where
conclusion : String := default
/-- The levels of the world. -/
levels: HashMap Nat GameLevel := default
/-- The introduction image of the world. -/
image: String := default
deriving Inhabited
instance : ToJson World := ⟨
fun world => Json.mkObj [
("name", toJson world.name),
("title", world.title),
("introduction", world.introduction)]
("introduction", world.introduction),
("image", world.image)]
/-! ## Game -/
/-- A tile as they are displayed on the servers landing page. -/
structure GameTile where
/-- The title of the game -/
title: String
/-- One catch phrase about the game -/
short: String := default
/-- One paragraph description what the game is about -/
long: String := default
/-- List of languages the game supports
TODO: What's the expectected format
TODO: Must be a list with a single language currently
-/
languages: List String := default
/-- A list of games which this one builds upon -/
prerequisites: List String := default
/-- Number of worlds in the game -/
worlds: Nat := default
/-- Number of levels in the game -/
levels: Nat := default
/-- A cover image of the game
TODO: What's the format? -/
image: String := default
deriving Inhabited, ToJson, FromJson
structure Game where
/-- Internal name of the game. -/
name : Name
@ -296,7 +391,18 @@ structure Game where
/-- TODO: currently unused. -/
authors : List String := default
worlds : Graph Name World := default
deriving Inhabited, ToJson
/-- The tile displayed on the server's landing page. -/
tile : GameTile := default
/-- The path to the background image of the world. -/
image : String := default
deriving Inhabited, ToJson, FromJson
def getGameJson (game : «Game») : Json := Id.run do
let gameJson : Json := toJson game
-- Add world sizes to Json object
let worldSize := game.worlds.nodes.toList.map (fun (n, w) => (n.toString, w.levels.size))
let gameJson := gameJson.mergeObj (Json.mkObj [("worldSize", Json.mkObj worldSize)])
return gameJson
/-! ## Game environment extension -/

File diff suppressed because it is too large Load Diff

@ -25,227 +25,56 @@ open Lsp
open JsonRpc
open IO
def getGame (game : Name): GameServerM Json := do
let some game ← getGame? game
| throwServerError "Game not found"
let gameJson : Json := toJson game
-- Add world sizes to Json object
let worldSize := game.worlds.nodes.toList.map (fun (n, w) => (n.toString, w.levels.size))
let gameJson := gameJson.mergeObj (Json.mkObj [("worldSize", Json.mkObj worldSize)])
return gameJson
/- Game-specific version of `InitializeParams` that allows for extra options: -/
/--
Fields:
- description: Lemma in mathematical language.
- descriptionGoal: Lemma printed as Lean-Code.
-/
structure LevelInfo where
index : Nat
title : String
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
introduction : String
conclusion : String
descrText : Option String := none
descrFormat : String := ""
lemmaTab : Option String
displayName : Option String
statementName : Option String
template : Option String
deriving ToJson, FromJson
structure InventoryOverview where
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
lemmaTab : Option String
deriving ToJson, FromJson
structure LoadLevelParams where
world : Name
level : Nat
deriving ToJson, FromJson
-- structure LoadTemplateParams where
-- world : Name
-- level : Nat
-- deriving ToJson, FromJson
structure DidOpenLevelParams where
uri : String
gameDir : String
levelModule : Name
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
inventory : Array String
/--
Check for tactics/theorems that are not unlocked.
0: no check
1: give warnings
2: give errors
-/
structure InitializationOptions extends Lean.Lsp.InitializationOptions :=
difficulty : Nat
/-- The name of the theorem to be proven in this level. -/
statementName : Name
deriving ToJson, FromJson
structure LoadDocParams where
name : Name
type : InventoryType
deriving ToJson, FromJson
structure SetInventoryParams where
inventory : Array String
difficulty : Nat
deriving ToJson, FromJson
deriving ToJson, FromJson
def handleDidOpenLevel (params : Json) : GameServerM Unit := do
let p ← parseParams _ params
let m := p.textDocument
-- Execute the regular handling of the `didOpen` event
handleDidOpen p
let fw ← findFileWorker! m.uri
-- let s ← get
let c ← read
let some lvl ← GameServer.getLevelByFileName? c.initParams ((System.Uri.fileUriToPath? m.uri).getD m.uri |>.toString)
| do
c.hLog.putStr s!"Level not found: {m.uri} {c.initParams.rootUri?}"
c.hLog.flush
-- Send an extra notification to the file worker to inform it about the level data
let s ← get
fw.stdin.writeLspNotification {
method := "$/game/didOpenLevel"
param := {
uri := m.uri
gameDir := s.gameDir
levelModule := lvl.module
tactics := lvl.tactics.tiles
lemmas := lvl.lemmas.tiles
definitions := lvl.definitions.tiles
inventory := s.inventory
difficulty := s.difficulty
statementName := lvl.statementName
: DidOpenLevelParams
}
structure InitializeParams where
processId? : Option Int := none
clientInfo? : Option ClientInfo := none
/- We don't support the deprecated rootPath
(rootPath? : Option String) -/
rootUri? : Option String := none
initializationOptions? : Option InitializationOptions := none
capabilities : ClientCapabilities
/-- If omitted, we default to off. -/
trace : Trace := Trace.off
workspaceFolders? : Option (Array WorkspaceFolder) := none
deriving ToJson
instance : FromJson InitializeParams where
fromJson? j := do
let processId? := j.getObjValAs? Int "processId"
let clientInfo? := j.getObjValAs? ClientInfo "clientInfo"
let rootUri? := j.getObjValAs? String "rootUri"
let initializationOptions? := j.getObjValAs? InitializationOptions "initializationOptions"
let capabilities ← j.getObjValAs? ClientCapabilities "capabilities"
let trace := (j.getObjValAs? Trace "trace").toOption.getD Trace.off
let workspaceFolders? := j.getObjValAs? (Array WorkspaceFolder) "workspaceFolders"
return ⟨
processId?.toOption,
clientInfo?.toOption,
rootUri?.toOption,
initializationOptions?.toOption,
capabilities,
trace,
workspaceFolders?.toOption⟩
def InitializeParams.toLeanInternal (p : InitializeParams) : Lean.Lsp.InitializeParams :=
{
processId? := p.processId?
clientInfo? := p.clientInfo?
rootUri? := p.rootUri?
initializationOptions? := p.initializationOptions?.map fun o => {
editDelay? := o.editDelay?
hasWidgets? := o.hasWidgets?
}
partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
match ev with
| ServerEvent.clientMsg msg =>
match msg with
| Message.request id "info" _ =>
let s ← get
let c ← read
c.hOut.writeLspResponse ⟨id, (← getGame s.game)⟩
return true
| Message.request id "loadLevel" params =>
let p ← parseParams LoadLevelParams (toJson params)
let s ← get
let c ← read
let some lvl ← getLevel? {game := s.game, world := p.world, level := p.level}
| do
c.hOut.writeLspResponseError ⟨id, .invalidParams, s!"Level not found: world {p.world}, level {p.level}", none⟩
return true
let env ← getEnv
let levelInfo : LevelInfo :=
{ index := lvl.index,
title := lvl.title,
tactics := lvl.tactics.tiles,
lemmas := lvl.lemmas.tiles,
definitions := lvl.definitions.tiles,
descrText := lvl.descrText,
descrFormat := lvl.descrFormat --toExpr <| format (lvl.goal.raw) --toString <| Syntax.formatStx (lvl.goal.raw) --Syntax.formatStx (lvl.goal.raw) , -- TODO
introduction := lvl.introduction
conclusion := lvl.conclusion
lemmaTab := match lvl.lemmaTab with
| some tab => tab
| none =>
-- Try to set the lemma tab to the category of the first added lemma
match lvl.lemmas.tiles.find? (·.new) with
| some tile => tile.category
| none => none
statementName := lvl.statementName.toString
displayName := match lvl.statementName with
| .anonymous => none
| name => match (inventoryExt.getState env).find?
(fun x => x.name == name && x.type == .Lemma) with
| some n => n.displayName
| none => name.toString
-- Note: we could call `.find!` because we check in `Statement` that the
-- lemma doc must exist.
template := lvl.template
}
c.hOut.writeLspResponse ⟨id, ToJson.toJson levelInfo⟩
return true
-- | Message.request id "loadTemplate" params =>
-- let p ← parseParams LoadTemplateParams (toJson params)
-- let s ← get
-- let c ← read
-- let some game ← getGame? s.game
-- | throwServerError "Game not found"
-- let some world := game.worlds.nodes.find? p.world
-- | throwServerError "World not found"
-- let mut templates : Array <| Option String := #[]
-- for (_, level) in world.levels.toArray do
-- templates := templates.push level.template
-- c.hOut.writeLspResponse ⟨id, ToJson.toJson templates⟩
-- return true
| Message.request id "loadDoc" params =>
let p ← parseParams LoadDocParams (toJson params)
let c ← read
let some doc ← getInventoryItem? p.name p.type
| do
c.hOut.writeLspResponseError ⟨id, .invalidParams,
s!"Documentation not found: {p.name}", none⟩
return true
-- TODO: not necessary at all?
-- Here we only need to convert the fields that were not `String` in the `InventoryDocEntry`
-- let doc : InventoryItem := { doc with
-- name := doc.name.toString }
c.hOut.writeLspResponse ⟨id, ToJson.toJson doc⟩
return true
| Message.notification "$/game/setInventory" params =>
let p := (← parseParams SetInventoryParams (toJson params))
let s ← get
set {s with inventory := p.inventory, difficulty := p.difficulty}
let st ← read
let workers ← st.fileWorkersRef.get
for (_, fw) in workers do
fw.stdin.writeLspMessage msg
return true
| Message.request id "loadInventoryOverview" _ =>
let s ← get
let some game ← getGame? s.game
| return false
-- All Levels have the same tiles, so we just load them from level 1 of an arbitrary world
-- and reset `new`, `disabled` and `unlocked`.
-- Note: as we allow worlds without any levels (for developing), we might need
-- to try until we find the first world with levels.
for ⟨worldId, _⟩ in game.worlds.nodes.toList do
let some lvl ← getLevel? {game := s.game, world := worldId, level := 1}
| do continue
let inventory : InventoryOverview := {
tactics := lvl.tactics.tiles.map
({ · with locked := true, disabled := false, new := false }),
lemmas := lvl.lemmas.tiles.map
({ · with locked := true, disabled := false, new := false }),
definitions := lvl.definitions.tiles.map
({ · with locked := true, disabled := false, new := false }),
lemmaTab := none
}
let c ← read
c.hOut.writeLspResponse ⟨id, ToJson.toJson inventory⟩
return true
return false
| _ => return false
| _ => return false
capabilities := p.capabilities
trace := p.trace
workspaceFolders? := p.workspaceFolders?
}
end Game

@ -18,6 +18,14 @@ instance [ToJson β] : ToJson (Graph Name β) := {
]
}
-- Just a dummy implementation for now:
instance : FromJson (Graph Name β) := {
fromJson? := fun _ => .ok {
nodes := {}
edges := {}
}
}
instance : EmptyCollection (Graph α β) := ⟨default⟩
def Graph.insertNode (g : Graph α β) (a : α) (b : β) :=

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