Compare commits

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Author SHA1 Message Date
Jon Eugster bb214f426b Merge branch 'dev' into world_overviews 2023-12-10 00:18:47 +01:00
Jon Eugster 527f58e3a4 separate lean server from socket server 2023-12-09 22:42:40 +01:00
Jon Eugster b239a5d3dc Merge branch 'main' into dev 2023-12-09 22:09:58 +01:00
Jon Eugster 63cf5e8b72 update docs 2023-12-09 22:09:05 +01:00
Jon Eugster 25f166f57f do not filter hidden hints #142 2023-12-09 22:06:12 +01:00
Jon Eugster c89e2e4020 remove consequtive identical hints #142 2023-12-09 13:27:03 +01:00
Jon Eugster f6738faf46 golf 2023-12-09 11:14:55 +01:00
Jon Eugster cb7224934c fix cwd for gameserver 2023-12-08 21:06:31 +01:00
Jon Eugster 13d54ff0ff fix gameserver path 2023-12-08 20:38:35 +01:00
Jon Eugster 72e4011c62 update vite 2023-12-08 18:35:29 +01:00
Jon Eugster 4f5256fa88 fix bubblewrap script 2023-12-08 18:32:45 +01:00
Jon Eugster c2b9175fe5 use the gameserver of each game individually 2023-12-08 18:14:35 +01:00
Jon Eugster a1a6862b5a add tmp option to test images 2023-12-08 10:18:00 +01:00
Jon Eugster 0a057913be update landing page 2023-12-08 03:16:26 +01:00
Jon Eugster bedb2ad5ec Update README.md 2023-12-08 02:22:10 +01:00
Jon Eugster e02e73c1c0 Update DOCUMENTATION.md 2023-12-08 02:17:30 +01:00
Jon Eugster c82a88867f Update create_game.md 2023-12-08 02:12:09 +01:00
Jon Eugster 8b43aed596 Update publish_game.md 2023-12-08 01:57:47 +01:00
Jon Eugster 8c84d3fae7 Merge branch 'dev' 2023-12-08 01:54:02 +01:00
Jon Eugster d5697d052e images folder might not exist 2023-12-08 00:58:17 +01:00
Jon Eugster 0e652256f8 Revert "update lean4web dependency"
This reverts commit 6bced7575b.
2023-12-08 00:51:28 +01:00
Jon Eugster 9492c1011a Revert "use pre-cleanup commit of lean4web"
This reverts commit 3f8b180b04.
2023-12-08 00:51:17 +01:00
Jon Eugster 54bab2a016 add support for images 2023-12-08 00:39:45 +01:00
Alexander Bentkamp 3f8b180b04 use pre-cleanup commit of lean4web 2023-12-07 21:38:51 +01:00
Jon Eugster 23b1074aa2 cleanup tmp files after import 2023-12-07 18:09:12 +01:00
Jon Eugster 0964a06f2f Merge pull request #159 from Wzixiao/cache-typewriter-mode
Add the function of caching typewriterMode
2023-12-07 16:00:19 +01:00
ran b17c8fc4cb remove \n in progress.ts 211 line 2023-12-07 21:45:47 +08:00
ran 0c4ae92856 Optimize the typewriterMode code logic about the game 2023-12-07 21:43:50 +08:00
ran 088711b5d1 Use 'progress' to construct the processing flow of typewriterMode 2023-12-07 21:38:15 +08:00
Jon Eugster 4c93b3a091 Update running_locally.md 2023-12-07 14:10:03 +01:00
ran aa00e359c4 Add the function of caching typewriterMode 2023-12-07 15:06:58 +08:00
joneugster f6a2632d80 fix error message on importing non-existing game tile 2023-12-07 02:29:56 +01:00
joneugster f2190d648f fix manual dependencies being added twice to svg 2023-12-07 02:28:57 +01:00
joneugster d7fd8709cb fix inventory sorting #158 2023-12-07 02:27:24 +01:00
joneugster 7a03c4fe0d move landing page tiles to the games 2023-12-06 18:21:37 +01:00
Jon Eugster 333c9498f1 Update update_game.md 2023-12-01 14:50:27 +01:00
joneugster 121b36b542 bump to v4.3.0 2023-12-01 12:19:58 +01:00
Alexander Bentkamp 6bced7575b update lean4web dependency 2023-12-01 11:32:17 +01:00
Alexander Bentkamp d18b48db2f make json files directly accessible 2023-11-30 20:55:03 +01:00
Alexander Bentkamp 97dc648452 use goal lctx for hints
Closes  #135
2023-11-30 20:38:25 +01:00
joneugster 472e2c66df remove old-nng tile 2023-11-30 20:29:47 +01:00
Jon Eugster 622e9d3897 Update update_game.md 2023-11-30 19:32:38 +01:00
joneugster 7f91ae7da8 Merge branch 'dev' 2023-11-30 19:29:18 +01:00
joneugster 28a7c65db2 update doc, including #148 2023-11-30 19:26:42 +01:00
joneugster 56525c6234 update doc 2023-11-30 17:39:29 +01:00
joneugster 44f7b6703e Revert "fix variables in hints"
This reverts commit 8851cd8b1f.
2023-11-30 12:16:06 +01:00
joneugster 8851cd8b1f fix variables in hints 2023-11-30 11:18:56 +01:00
Alexander Bentkamp bae360874c json api 2023-11-30 10:51:03 +01:00
joneugster 07b6525c58 fix local setup 2023-11-30 09:20:16 +01:00
joneugster 8e8026aa38 more fixing 2023-11-29 15:17:16 +01:00
joneugster a3a421f504 fix bubblewrap script 2023-11-29 15:14:00 +01:00
joneugster 084e25c0dc wip on imports 2023-11-29 14:43:33 +01:00
Alexander Bentkamp 6580afb622 fix names in hints
Fixes #135
2023-11-28 20:51:44 +01:00
joneugster 0c0a7ab400 bubblewrap test 2023-11-28 16:32:19 +01:00
joneugster dfb2f10219 correct std version 2023-11-28 16:27:20 +01:00
Alexander Bentkamp a57a5af111 also display loading of constants 2023-11-28 14:53:05 +01:00
joneugster 946a7fa673 update gitignore 2023-11-28 14:26:41 +01:00
Alexander Bentkamp 244c373192 model.dispose() 2023-11-28 14:05:15 +01:00
Alexander Bentkamp 374afa318a fix gameserver path 2023-11-28 13:55:24 +01:00
joneugster d0636b1d85 update workflow 2023-11-28 13:45:13 +01:00
joneugster 2e121363b3 update workflow 2023-11-28 13:45:13 +01:00
Alexander Bentkamp 590d68ccfb gitignore .lake 2023-11-28 11:43:55 +01:00
Alexander Bentkamp f6727e5c9f loading progress 2023-11-28 11:43:32 +01:00
joneugster 241ef4b67a bump to v4.3.0-rc2 2023-11-28 11:29:40 +01:00
joneugster ea4250f38d modify message of import script 2023-11-28 11:26:07 +01:00
joneugster 1d2420331d make URL case insensitive 2023-11-28 11:05:50 +01:00
joneugster 2213862998 disable bad try catch 2023-11-27 22:48:46 +01:00
joneugster 81073b24b8 fix bubblewrap script 2023-11-27 22:42:31 +01:00
joneugster 33068f1183 improve error message 2023-11-27 22:10:15 +01:00
joneugster 8ab37d4344 disable queue 2023-11-27 22:06:16 +01:00
joneugster 9d9902cce1 edit pm2 config 2023-11-27 21:29:22 +01:00
joneugster f53316c591 fix paths 2023-11-27 20:57:18 +01:00
joneugster 427ce43e95 fix import mechanism 2023-11-27 17:22:02 +01:00
joneugster 15d79244d4 update workflow 2023-11-27 16:50:45 +01:00
joneugster f13027f75c update workflow 2023-11-27 16:47:35 +01:00
joneugster 5fcdee4f71 import seems to be working 2023-11-27 16:40:38 +01:00
joneugster 7ad23dab24 work on importing 2023-11-22 15:54:45 +01:00
joneugster 89e19cc019 update lean4web and npm packages 2023-11-22 13:14:18 +01:00
joneugster 4db5260ed8 shrink nng image 2023-11-20 12:31:37 +01:00
joneugster d19046aebd fix dist path 2023-11-20 12:27:23 +01:00
joneugster 6e0fcb1d50 fixes for vite 2023-11-20 11:19:25 +01:00
joneugster 04c70ba522 fix for STG on landing page 2023-11-18 12:12:19 +01:00
joneugster 1b3993ad3e fix 2023-11-17 22:45:02 +01:00
joneugster 45a95bbdc4 update landing page 2023-11-17 22:27:29 +01:00
joneugster 7c9f3d7a0a remove token 2023-11-17 16:43:42 +01:00
joneugster 823000d5d4 partial implementation of loading mechanism 2023-11-17 13:10:07 +01:00
joneugster c706b66af1 update doc to use -K option for local setup 2023-11-14 21:52:23 +01:00
Jon Eugster 933394bb6f Update running_locally.md 2023-11-10 11:16:25 +01:00
Jon Eugster e09c016c4c Update update_game.md 2023-11-10 11:15:53 +01:00
Jon Eugster 06d9656e88 Update running_locally.md 2023-11-09 17:30:48 +01:00
Jon Eugster b30164dec4 Update README.md 2023-11-09 17:28:58 +01:00
Jon Eugster ea685f0b19 Update README.md 2023-11-09 17:27:32 +01:00
Jon Eugster d71b895550 Update create_game.md 2023-11-09 17:20:47 +01:00
Jon Eugster 21070af13c Update create_game.md 2023-11-09 17:20:13 +01:00
Jon Eugster 2b9f791655 Create update_game.md 2023-11-09 17:18:02 +01:00
Jon Eugster 51ca5354dc Update running_locally.md 2023-11-09 17:04:17 +01:00
Jon Eugster ebcde9d588 Update create_game.md 2023-11-09 16:54:06 +01:00
Jon Eugster 335e7e6883 Update README.md 2023-11-09 16:51:45 +01:00
joneugster 6f92d61381 fix redirect from landing page in dev container #145 2023-11-09 15:26:53 +01:00
joneugster 506677ee02 bump to v4.2.0 2023-11-08 10:36:13 +01:00
joneugster 3d97cff0f4 change to vite 2023-11-08 09:30:59 +01:00
Alexander Bentkamp bda1f98693 remove docker isntructions 2023-10-31 15:35:20 +01:00
Alexander Bentkamp 7e0b82cb14 better handling of breaking connection 2023-10-31 15:34:54 +01:00
joneugster 918151ade5 npm audit 2023-10-27 14:07:24 +02:00
joneugster c2b5754371 Merge branch 'refactor' 2023-10-27 14:05:25 +02:00
joneugster d1cd0f80fd refactor app_bar 2023-10-27 14:03:25 +02:00
joneugster d52d63020c fix dropdown on safari 2023-10-27 14:00:54 +02:00
TentativeConvert efdc9ee536 Merge pull request #132 from pitmonticone/main
Fix typos
2023-10-27 09:54:24 +02:00
Pietro Monticone 9b8e84cc9c Update landing_page.tsx 2023-10-26 17:24:49 +02:00
Pietro Monticone 3416b32ddc Update FileWorker.lean 2023-10-26 17:19:53 +02:00
Pietro Monticone 2951747d1a Update EnvExtensions.lean 2023-10-26 17:19:49 +02:00
Pietro Monticone f0f998298f Update Commands.lean 2023-10-26 17:19:47 +02:00
Pietro Monticone c4dc48292a Update running_locally.md 2023-10-26 17:19:44 +02:00
Pietro Monticone d3a450f5b1 Update npm_scripts.md 2023-10-26 17:19:40 +02:00
Pietro Monticone fe8f8b6df3 Update DOCUMENTATION.md 2023-10-26 17:19:37 +02:00
Pietro Monticone 207bb88c59 Update create_game.md 2023-10-26 17:19:33 +02:00
joneugster 5c41d5c83c Merge branch 'main' into refactor 2023-10-24 11:39:50 +02:00
joneugster 8e4c993bd7 fix Exercise statement 2023-10-24 09:39:32 +02:00
joneugster 787d010b6c cleanup app_bar.tsx 2023-10-23 21:07:33 +02:00
joneugster e740027144 move css files 2023-10-23 18:07:55 +02:00
joneugster 53e015a2fe cleanup app.tsx 2023-10-23 18:00:42 +02:00
joneugster 4266c090db WIP progress on world overviews 2023-10-23 15:41:29 +02:00
joneugster b70ac78cf7 split Typewriterinterface and catch promise file close error #127 2023-10-22 01:00:47 +02:00
joneugster 853f797157 add comment for rpc bug 2023-10-21 04:20:19 +02:00
joneugster 84ad619537 Improve input and deletion of typewriter #122 2023-10-21 03:16:57 +02:00
joneugster b6bc77828d remove 'Exercise' word #123 2023-10-21 02:21:05 +02:00
joneugster ceee1b38e1 move circular loading 2023-10-21 02:13:44 +02:00
joneugster b5927a1024 Fix assumption display in inventory and editor mode #84 2023-10-20 21:59:47 +02:00
joneugster 2b159f508f move test 2023-10-20 17:59:46 +02:00
joneugster 30f9d46489 check for structural recursion #117 2023-10-19 13:46:44 +02:00
joneugster 5de8ce8be7 fixes of lean bump 2023-10-19 12:10:58 +02:00
joneugster 2de82a1106 fix from lean bump 2023-10-18 14:57:14 +02:00
joneugster ca58cb0e78 typo 2023-10-18 14:56:53 +02:00
joneugster ec96f2c80e bump lean-toolchain 2023-10-18 14:53:42 +02:00
joneugster cafe74a22b add file 2023-10-18 14:49:30 +02:00
joneugster cc4321ff3f Turn some logInfo into trace[debug] to toggle the off for building 2023-10-17 16:01:39 +02:00
joneugster 19592668ae documentation 2023-10-17 02:06:32 +02:00
joneugster 556c072cef NewLemma checks if specified theorem exists and searches for docstrings 2023-10-17 02:05:17 +02:00
joneugster bb0ba83f18 load arbitrary games with tags g/local/FolderName 2023-10-16 21:24:50 +02:00
joneugster 0c65a2e4f1 reorganise popups 2023-10-16 15:20:00 +02:00
joneugster 06aa5d5339 help button explaining Game Rules 2023-10-16 14:59:55 +02:00
joneugster 63a0d8d5f0 typo 2023-10-16 04:30:44 +02:00
joneugster d66546a7f1 fix empty typewriter containing two lines 2023-10-15 03:16:27 +02:00
joneugster caee7195db lean4game.verbose option 2023-10-15 03:15:02 +02:00
joneugster 2b5c42a3c5 insert template when editor empty 2023-10-14 14:53:19 +02:00
joneugster 4ca570e232 landing page html 2023-10-14 14:24:39 +02:00
joneugster ae5413f82e improve world tree 2023-10-13 22:58:08 +02:00
joneugster 60069191dd update doc 2023-10-13 22:57:42 +02:00
joneugster 9cd44911a4 strip newlines when switching to typewriter 2023-10-13 15:51:00 +02:00
joneugster 047c5ae268 force editor mode if template present 2023-10-13 15:51:00 +02:00
joneugster 04038a32c8 fix inventory local storage 2023-10-13 15:51:00 +02:00
Jon Eugster 6970f10e30 Merge pull request #116 from leanprover-community/eugster/level-error-msg
fix: show error on duplicated level number
2023-10-10 10:07:26 +02:00
joneugster 165c0e176a typo 2023-10-09 14:29:49 +02:00
joneugster 7563963c34 npm update and landing page update 2023-10-09 12:29:16 +02:00
Jon Eugster 7016173f53 tweak world tree 2023-10-09 11:23:54 +02:00
Jon Eugster 6ce5131c63 open-book icon for closing inventory button on mobile #89 2023-10-09 11:23:50 +02:00
Jon Eugster 0b1fe3baf1 Update DOCUMENTATION.md #111 2023-10-09 11:23:47 +02:00
Jon Eugster b2936e0200 show typewriter input as disabled if non-primary goal is selected 2023-10-09 11:23:43 +02:00
Jon Eugster 24eed37f89 split intro text consistently into bubbles #100 2023-10-09 11:23:40 +02:00
Jon Eugster 3a3471c615 throw error in regular difficulty if tactic not unlocked 2023-10-09 11:23:37 +02:00
Jon Eugster 8730c2067c uniform impressum everywhere #96 2023-10-09 11:23:34 +02:00
Jon Eugster 5257865b47 highlight only goals without command #115 2023-10-09 11:23:32 +02:00
Jon Eugster 9689b8ca53 rename filename to typewriter 2023-10-09 11:23:29 +02:00
Jon Eugster 7b26280ae9 rename commandline to typewriter #107 2023-10-09 11:23:26 +02:00
Jon Eugster c3a36e2cf3 change name from lemma to theorem #108 2023-10-09 11:23:12 +02:00
Jon 6e046d72b6 show error on duplicated level number 2023-10-07 21:03:44 +02:00
75 changed files with 7387 additions and 4434 deletions
-1
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@@ -1 +0,0 @@
LEAN4GAME_SINGLE_GAME=false
+11 -1
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@@ -5,7 +5,17 @@ jobs:
build: build:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: 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 - uses: actions/setup-node@v3
- name: print lean and lake versions
run: |
lean --version
lake --version
- run: npm install - run: npm install
- run: npm run build - run: npm run build
+3 -2
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@@ -1,4 +1,5 @@
node_modules node_modules
client/dist client/dist
server/build games/
**/lake-packages/ server/.lake
**/.DS_Store
-9
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@@ -15,9 +15,6 @@ npm install -g http-server
``` ```
git clone https://github.com/hhu-adam/NNG4.git git clone https://github.com/hhu-adam/NNG4.git
cd NNG4
docker rmi nng4:latest
docker build --pull --rm -f "Dockerfile" -t nng4:latest "."
``` ```
@@ -146,12 +143,6 @@ Activate config:
``` ```
## Install `unzip` for Importing Docker Images
```
sudo apt-get install unzip
```
## Install bubblewrap (bwrap) ## Install bubblewrap (bwrap)
``` ```
sudo apt-get install bubblewrap sudo apt-get install bubblewrap
+31 -18
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@@ -1,33 +1,46 @@
# Lean 4 Game # Lean 4 Game
This is a prototype for a Lean 4 game platform. The project is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game This is the source code for a Lean 4 game platform hosted at [adam.math.hhu.de](https://adam.math.hhu.de).
(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).
### Progress & Contributing ## Creating a Game
Currently the interface is still undergoing bigger changes, contributions are of course welcome, but it might be better to wait with them for a bit until proper support for external games is implemented and the existing games are separated from this repository. (ca. Sept. 2023)
Please follow the tutorial [Creating a Game](doc/create_game.md). In particular, the following steps might be of interest:
### Documentation * Step 5: [How to Run Games Locally](doc/running_locally.md)
* Step 7: [How to Update an existing Game](doc/update_game.md)
* Step 8: [How to Publishing a Game](doc/publish_game.md)
For game developers, there is a work-in-progress Documentation: [Create a Game](DOCUMENTATION.md). ## Documentation
Best to talk with us directly.
For the game engine itself, documentation is missing currently. The documentation is very much work in progress but the linked documentation here
should be up-to-date:
## NPM Scripts ### Game creation API
* `npm start`: Start the project in development mode. The browser will automatically reload when client files get changed. The Lean server will get recompiled and restarted when lean files get changed. The Lean server will be started without a container. The client and server can be started separately using the scripts `npm run start_client` and `npm run start_server`. The project can be accessed via `http://localhost:3000`. - [Creating a Game](doc/create_game.md): **the main document to consult**.
Internally, websocket requests to `ws://localhost:3000/websockets` will be forwarded to a Lean server running on port `8080`. - [More about Hints](doc/hints.md): describes the `Hint` and `Branch` tactic.
* `npm run build`: Build the project in production mode. All assets of the client will be compiled into `client/dist`. ### Frontend API
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 specifiv port by running `PORT=80 npm run production`. The server will serve the files in `client/dist` via http and give access to the docker-contained Lean server via the web socket protocol. * [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
### Backend
not written yet
## Contributing
Contributions to `lean4game` are always welcome!
## Security ## 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 in a Docker container 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.
secured by [gVisor](https://gvisor.dev/).
## Credits
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/)
by Kevin Buzzard and Mohammad Pedramfar.
The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
+7 -12
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@@ -6,33 +6,28 @@ import '@fontsource/roboto/400.css';
import '@fontsource/roboto/500.css'; import '@fontsource/roboto/500.css';
import '@fontsource/roboto/700.css'; import '@fontsource/roboto/700.css';
import './reset.css'; import './css/reset.css';
import './app.css'; import './css/app.css';
import { MobileContext } from './components/infoview/context'; import { MobileContext } from './components/infoview/context';
import { useWindowDimensions } from './window_width'; import { useWindowDimensions } from './window_width';
import { selectOpenedIntro } from './state/progress'; import { connection } from './connection';
import { useSelector } from 'react-redux';
export const GameIdContext = React.createContext<string>(undefined); export const GameIdContext = React.createContext<string>(undefined);
function App() { function App() {
const params = useParams() const params = useParams()
const gameId = "g/" + params.owner + "/" + params.repo const gameId = "g/" + params.owner + "/" + params.repo
// TODO: Make mobileLayout be changeable in settings
// TODO: Handle resize Events
const {width, height} = useWindowDimensions() const {width, height} = useWindowDimensions()
const [mobile, setMobile] = React.useState(width < 800) const [mobile, setMobile] = React.useState(width < 800)
// On mobile, there are multiple pages on the welcome page to switch between React.useEffect(() => {
const openedIntro = useSelector(selectOpenedIntro(gameId)) connection.startLeanClient(gameId);
// On mobile, there are multiple pages to switch between }, [gameId])
const [pageNumber, setPageNumber] = React.useState(openedIntro ? 1 : 0)
return ( return (
<div className="app"> <div className="app">
<GameIdContext.Provider value={gameId}> <GameIdContext.Provider value={gameId}>
<MobileContext.Provider value={{mobile, setMobile, pageNumber, setPageNumber}}> <MobileContext.Provider value={{mobile, setMobile}}>
<Outlet /> <Outlet />
</MobileContext.Provider> </MobileContext.Provider>
</GameIdContext.Provider> </GameIdContext.Provider>
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@@ -1,45 +1,45 @@
/**
* @file contains the navigation bars of the app.
*/
import * as React from 'react' 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 } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from "../app" import { GameIdContext } from "../app"
import { InputModeContext, MobileContext, WorldLevelIdContext } from "./infoview/context" import { InputModeContext, MobileContext, WorldLevelIdContext } from "./infoview/context"
import { GameInfo, useGetGameInfoQuery } from '../state/api' import { GameInfo, useGetGameInfoQuery } from '../state/api'
import { changedOpenedIntro, selectCompleted, selectDifficulty, selectProgress } from '../state/progress' import { changedOpenedIntro, selectCompleted, selectDifficulty, selectProgress } from '../state/progress'
import { useSelector } from 'react-redux'
import { useAppDispatch, useAppSelector } from '../hooks' import { useAppDispatch, useAppSelector } from '../hooks'
import { Button } from './button' import { Button } from './button'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome' import { downloadProgress } from './popup/erase'
import { faDownload, faUpload, faEraser, faBook, faGlobe, faHome, faArrowRight, faArrowLeft, faXmark, faBars, faCode, faCircleInfo, faTerminal } from '@fortawesome/free-solid-svg-icons'
import { PrivacyPolicyPopup } from './privacy_policy'
import { WorldSelectionMenu, downloadFile } from './world_tree'
/** navigation to switch between pages on mobile */ /** navigation buttons for mobile welcome page to switch between intro/tree/inventory. */
function MobileNav({pageNumber, setPageNumber}: function MobileNavButtons({pageNumber, setPageNumber}:
{ pageNumber: number, { pageNumber: number,
setPageNumber: any}) { setPageNumber: any}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
let prevText = {0 : null, 1: "Intro", 2: null}[pageNumber] // if `prevText` or `prevIcon` is set, show a button to go back
let prevIcon = {0 : null, 1: null, 2: faXmark}[pageNumber] let prevText = {0: null, 1: "Intro", 2: null}[pageNumber]
let prevTitle = { let prevIcon = {0: null, 1: null, 2: faBookOpen}[pageNumber]
0: null, let prevTitle = {0: null, 1: "Game Introduction", 2: "World selection"}[pageNumber]
1: "Game Introduction", // if `nextText` or `nextIcon` is set, show a button to go forward
2: "World selection"}[pageNumber] let nextText = {0: "Start", 1: null, 2: null}[pageNumber]
let nextText = {0 : "Start", 1: null, 2: null}[pageNumber] let nextIcon = {0: null, 1: faBook, 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: "World selection",
1: "Inventory",
2: null}[pageNumber]
return <> return <>
{(prevText || prevTitle || prevIcon) && {(prevText || prevIcon) &&
<Button className="btn btn-inverted toggle-width" to={pageNumber == 0 ? "/" : ""} inverted="true" title={prevTitle} <Button className="btn btn-inverted toggle-width" to={pageNumber == 0 ? "/" : ""}
inverted="true" title={prevTitle}
onClick={() => {pageNumber == 0 ? null : setPageNumber(pageNumber - 1)}}> onClick={() => {pageNumber == 0 ? null : setPageNumber(pageNumber - 1)}}>
{prevIcon && <FontAwesomeIcon icon={prevIcon} />} {prevIcon && <FontAwesomeIcon icon={prevIcon} />}
{prevText && `${prevText}`} {prevText && `${prevText}`}
</Button> </Button>
} }
{(nextText || nextTitle || nextIcon) && {(nextText || nextIcon) &&
<Button className="btn btn-inverted toggle-width" to="" inverted="true" <Button className="btn btn-inverted toggle-width" to="" inverted="true"
title={nextTitle} onClick={() => { title={nextTitle} onClick={() => {
console.log(`page number: ${pageNumber}`) console.log(`page number: ${pageNumber}`)
@@ -52,349 +52,203 @@ function MobileNav({pageNumber, setPageNumber}:
</> </>
} }
export function WelcomeAppBar({gameInfo, toggleImpressum, openEraseMenu, openUploadMenu, toggleInfo} : { /** button to toggle dropdown menu. */
function MenuButton({navOpen, setNavOpen}) {
return <Button to="" className="btn toggle-width" id="menu-btn" onClick={(ev) => {setNavOpen(!navOpen)}}>
{navOpen ? <FontAwesomeIcon icon={faXmark} /> : <FontAwesomeIcon icon={faBars} />}
</Button>
}
/** button to go one level futher.
* for the last level, this button turns into a button going back to the welcome page.
*/
function NextButton({worldSize, difficulty, completed, setNavOpen}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
return (levelId < worldSize ?
<Button inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} title="next level"
disabled={difficulty >= 2 && !(completed || levelId == 0)}
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? "Next" : "Start"}
</Button>
:
<Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn">
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
</Button>
)
}
/** button to go one level back.
* only renders if the current level id is > 0.
*/
function PreviousButton({setNavOpen}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
return (levelId > 0 && <>
<Button disabled={levelId <= 0} inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId - 1}`}
title="previous level"
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;Previous
</Button>
</>)
}
/** button to toggle between editor and typewriter */
function InputModeButton({setNavOpen, isDropdown}) {
const {levelId} = React.useContext(WorldLevelIdContext)
const {typewriterMode, setTypewriterMode, lockInputMode} = React.useContext(InputModeContext)
/** toggle input mode if allowed */
function toggleInputMode(ev: React.MouseEvent) {
if (!lockInputMode){
setTypewriterMode(!typewriterMode)
setNavOpen(false)
}
}
return <Button
className={`btn btn-inverted ${isDropdown? '' : 'toggle-width'}`} disabled={levelId <= 0 || lockInputMode}
inverted="true" to=""
onClick={(ev) => toggleInputMode(ev)}
title={lockInputMode ? "Editor mode is enforced!" : typewriterMode ? "Editor mode" : "Typewriter mode"}>
<FontAwesomeIcon icon={typewriterMode ? faCode : faTerminal} />
{isDropdown && (typewriterMode ? <>&nbsp;Editor mode</> : <>&nbsp;Typewriter mode</>)}
</Button>
}
/** button to toggle iimpressum popup */
function ImpressumButton({setNavOpen, toggleImpressum, isDropdown}) {
return <Button className="btn btn-inverted toggle-width"
title="information, Impressum, privacy policy" inverted="true" to="" onClick={(ev) => {toggleImpressum(ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />
{isDropdown && <>&nbsp;Info &amp; Impressum</>}
</Button>
}
/** button to go back to welcome page */
function HomeButton({isDropdown}) {
const gameId = React.useContext(GameIdContext)
return <Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn">
<FontAwesomeIcon icon={faHome} />
{isDropdown && <>&nbsp;Home</>}
</Button>
}
/** button in mobile level to toggle inventory.
* only displays a button if `setPageNumber` is set.
*/
function InventoryButton({pageNumber, setPageNumber}) {
return (setPageNumber &&
<Button to="" className="btn btn-inverted toggle-width"
title={pageNumber ? "close inventory" : "show inventory"}
inverted="true" onClick={() => {setPageNumber(pageNumber ? 0 : 1)}}>
<FontAwesomeIcon icon={pageNumber ? faBookOpen : faBook} />
</Button>
)
}
/** the navigation bar on the welcome page */
export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpressum, toggleEraseMenu, toggleUploadMenu, toggleInfo} : {
pageNumber: number,
setPageNumber: any,
gameInfo: GameInfo, gameInfo: GameInfo,
toggleImpressum: any, toggleImpressum: any,
openEraseMenu: any, toggleEraseMenu: any,
openUploadMenu: any, toggleUploadMenu: any,
toggleInfo: any toggleInfo: any
}) { }) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {mobile, pageNumber, setPageNumber} = React.useContext(MobileContext) const gameProgress = useAppSelector(selectProgress(gameId))
const {mobile} = React.useContext(MobileContext)
const [navOpen, setNavOpen] = React.useState(false) const [navOpen, setNavOpen] = React.useState(false)
return <div className="app-bar">
<div>
/** Download the current progress (i.e. what's saved in the browser store) */ <Button inverted="false" title="back to games selection" to="/">
const gameProgress = useSelector(selectProgress(gameId)) <FontAwesomeIcon icon={faArrowLeft} />&nbsp;<FontAwesomeIcon icon={faGlobe} />
const downloadProgress = (e) => { </Button>
e.preventDefault() <span className="app-bar-title"></span>
downloadFile({ </div>
data: JSON.stringify(gameProgress, null, 2), <div>
fileName: `lean4game-${gameId}-${new Date().toLocaleDateString()}.json`, {!mobile && <span className="app-bar-title">{gameInfo?.title}</span>}
fileType: 'text/json', </div>
}) <div className="nav-btns">
} {mobile && <MobileNavButtons pageNumber={pageNumber} setPageNumber={setPageNumber} />}
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen} />
</div>
return <div className="app-bar" > <div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
<> <Button title="Game Info & Credits" inverted="true" to="" onClick={() => {toggleInfo(); setNavOpen(false)}}>
<div> <FontAwesomeIcon icon={faCircleInfo} />&nbsp;Game Info
<Button inverted="false" title="back to games selection" to="/"> </Button>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;<FontAwesomeIcon icon={faGlobe} /> <Button title="Clear Progress" inverted="true" to="" onClick={() => {toggleEraseMenu(); setNavOpen(false)}}>
</Button> <FontAwesomeIcon icon={faEraser} />&nbsp;Erase
<span className="app-bar-title"></span> </Button>
</div> <Button title="Download Progress" inverted="true" to="" onClick={(ev) => {downloadProgress(gameId, gameProgress, ev); setNavOpen(false)}}>
<div> <FontAwesomeIcon icon={faDownload} />&nbsp;Download
<span className="app-bar-title"> </Button>
{mobile ? '' : gameInfo?.title} <Button title="Load Progress from JSON" inverted="true" to="" onClick={() => {toggleUploadMenu(); setNavOpen(false)}}>
</span> <FontAwesomeIcon icon={faUpload} />&nbsp;Upload
</div> </Button>
<div className="nav-btns"> <Button title="Impressum, privacy policy" inverted="true" to="" onClick={() => {toggleImpressum(); setNavOpen(false)}}>
{mobile && <> <FontAwesomeIcon icon={faCircleInfo} />&nbsp;Impressum
{/* BUTTONS for MOBILE */} </Button>
<MobileNav pageNumber={pageNumber} setPageNumber={setPageNumber} /> </div>
</>}
<Button to="" className="btn toggle-width" id="menu-btn" onClick={(ev) => {setNavOpen(!navOpen)}} >
{navOpen ? <FontAwesomeIcon icon={faXmark} /> : <FontAwesomeIcon icon={faBars} />}
</Button>
</div>
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
{/* {levelId < gameInfo.data?.worldSize[worldId] &&
<Button inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} title="next level"
disabled={difficulty >= 2 && !(completed || levelId == 0)}
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? "Next" : "Start"}
</Button>
}
{levelId > 0 && <>
<Button disabled={levelId <= 0} inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId - 1}`}
title="previous level"
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;Previous
</Button>
</>}
<Button to={`/${gameId}`} inverted="true" title="back to world selection">
<FontAwesomeIcon icon={faHome} />&nbsp;Home
</Button>
<Button disabled={levelId <= 0} inverted="true" to=""
onClick={(ev) => { setCommandLineMode(!commandLineMode); setNavOpen(false) }}
title="toggle Editor mode">
<FontAwesomeIcon icon={faCode} />&nbsp;Toggle Editor
</Button> */}
<Button title="Game Info & Credits" inverted="true" to="" onClick={(ev) => {toggleInfo(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Game Info
</Button>
<Button title="Clear Progress" inverted="true" to="" onClick={(ev) => {openEraseMenu(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faEraser} />&nbsp;Erase
</Button>
<Button title="Download Progress" inverted="true" to="" onClick={(ev) => {downloadProgress(ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={faDownload} />&nbsp;Download
</Button>
<Button title="Load Progress from JSON" inverted="true" to="" onClick={(ev) => {openUploadMenu(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faUpload} />&nbsp;Upload
</Button>
<Button title="Impressum, privacy policy" inverted="true" to="" onClick={(ev) => {toggleImpressum(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Impressum
</Button>
</div>
</>
</div> </div>
} }
// /** The menu that is shown next to the world selection graph */ /** the navigation bar in a level */
// function WorldSelectionMenu() { export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=undefined, setPageNumber=undefined} : {
// const [file, setFile] = React.useState<File>(); isLoading: boolean,
levelTitle: string,
// const gameId = React.useContext(GameIdContext) toggleImpressum: any,
// const store = useStore() pageNumber?: number,
// const difficulty = useSelector(selectDifficulty(gameId)) setPageNumber?: any,
}) {
// /* state variables to toggle the pop-up menus */
// const [eraseMenu, setEraseMenu] = React.useState(false);
// const openEraseMenu = () => setEraseMenu(true);
// const closeEraseMenu = () => setEraseMenu(false);
// const [uploadMenu, setUploadMenu] = React.useState(false);
// const openUploadMenu = () => setUploadMenu(true);
// const closeUploadMenu = () => setUploadMenu(false);
// const gameProgress = useSelector(selectProgress(gameId))
// const dispatch = useAppDispatch()
// /** Download the current progress (i.e. what's saved in the browser store) */
// const downloadProgress = (e) => {
// e.preventDefault()
// downloadFile({
// data: JSON.stringify(gameProgress, null, 2),
// fileName: `lean4game-${gameId}-${new Date().toLocaleDateString()}.json`,
// fileType: 'text/json',
// })
// }
// const handleFileChange = (e) => {
// if (e.target.files) {
// setFile(e.target.files[0])
// }
// }
// /** Upload progress from a */
// const uploadProgress = (e) => {
// if (!file) {return}
// const fileReader = new FileReader()
// fileReader.readAsText(file, "UTF-8")
// fileReader.onload = (e) => {
// const data = JSON.parse(e.target.result.toString()) as GameProgressState
// console.debug("Json Data", data)
// dispatch(loadProgress({game: gameId, data: data}))
// }
// closeUploadMenu()
// }
// const eraseProgress = () => {
// dispatch(deleteProgress({game: gameId}))
// closeEraseMenu()
// }
// const downloadAndErase = (e) => {
// downloadProgress(e)
// eraseProgress()
// }
// function label(x : number) {
// return x == 0 ? 'none' : x == 1 ? 'lax' : 'regular'
// }
// return <nav className="world-selection-menu">
// <Button onClick={downloadProgress} title="Download game progress" to=""><FontAwesomeIcon icon={faDownload} /></Button>
// <Button title="Load game progress from JSON" onClick={openUploadMenu} to=""><FontAwesomeIcon icon={faUpload} /></Button>
// <Button title="Clear game progress" to="" onClick={openEraseMenu}><FontAwesomeIcon icon={faEraser} /></Button>
// <div className="slider-wrap">
// <span className="difficulty-label">Game Rules:</span>
// <Slider
// title="Game Rules:&#10;- regular: 🔐 levels, 🔐 tactics&#10;- lax: 🔓 levels, 🔐 tactics&#10;- none: 🔓 levels, 🔓 tactics"
// min={0} max={2}
// aria-label="Game Rules"
// defaultValue={difficulty}
// marks={[
// {value: 0, label: label(0)},
// {value: 1, label: label(1)},
// {value: 2, label: label(2)}
// ]}
// valueLabelFormat={label}
// getAriaValueText={label}
// valueLabelDisplay="auto"
// onChange={(ev, val: number) => {
// dispatch(changedDifficulty({game: gameId, difficulty: val}))
// }}
// ></Slider>
// </div>
// {eraseMenu?
// <div className="modal-wrapper">
// <div className="modal-backdrop" onClick={closeEraseMenu} />
// <div className="modal">
// <div className="codicon codicon-close modal-close" onClick={closeEraseMenu}></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={closeEraseMenu} to="">Cancel</Button>
// </div>
// </div> : null}
// {uploadMenu ?
// <div className="modal-wrapper">
// <div className="modal-backdrop" onClick={closeUploadMenu} />
// <div className="modal">
// <div className="codicon codicon-close modal-close" onClick={closeUploadMenu}></div>
// <h2>Upload Saved Progress</h2>
// <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>
// <input type="file" onChange={handleFileChange}/>
// <Button to="" onClick={uploadProgress}>Load selected file</Button>
// </div>
// </div> : null}
// </nav>
// }
/** The top-navigation bar */
export function LevelAppBar({
isLoading, levelTitle, impressum, toggleImpressum,
pageNumber = undefined, setPageNumber = undefined}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext) const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const {mobile} = React.useContext(MobileContext) const {mobile} = React.useContext(MobileContext)
const difficulty = useSelector(selectDifficulty(gameId))
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
const { commandLineMode, setCommandLineMode } = React.useContext(InputModeContext)
const [navOpen, setNavOpen] = React.useState(false) const [navOpen, setNavOpen] = React.useState(false)
const gameInfo = useGetGameInfoQuery({game: gameId})
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
const difficulty = useAppSelector(selectDifficulty(gameId))
let worldTitle = gameInfo.data?.worlds.nodes[worldId].title
return <div className="app-bar" style={isLoading ? {display: "none"} : null} > return <div className="app-bar" style={isLoading ? {display: "none"} : null} >
{mobile ? {mobile ?
<> <>
{/* MOBILE VERSION */} {/* MOBILE VERSION */}
<div> <div>
<span className="app-bar-title"> <span className="app-bar-title">{levelTitle}</span>
{levelTitle}
</span>
</div> </div>
<div className="nav-btns"> <div className="nav-btns">
{mobile && pageNumber == 0 ? <InventoryButton pageNumber={pageNumber} setPageNumber={setPageNumber}/>
<Button to="" className="btn btn-inverted toggle-width" <MenuButton navOpen={navOpen} setNavOpen={setNavOpen}/>
title="show inventory" inverted="true" onClick={() => {setPageNumber(1)}}>
<FontAwesomeIcon icon={faBook}/>
</Button>
: pageNumber == 1 &&
<Button className="btn btn-inverted toggle-width" to=""
title="show inventory" inverted="true" onClick={() => {setPageNumber(0)}}>
<FontAwesomeIcon icon={faXmark}/>
</Button>
}
<Button to="" className="btn toggle-width" id="menu-btn" onClick={(ev) => {setNavOpen(!navOpen)}} >
{navOpen ? <FontAwesomeIcon icon={faXmark} /> : <FontAwesomeIcon icon={faBars} />}
</Button>
</div> </div>
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}> <div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
{levelId < gameInfo.data?.worldSize[worldId] && <NextButton worldSize={gameInfo.data?.worldSize[worldId]} difficulty={difficulty} completed={completed} setNavOpen={setNavOpen} />
<Button inverted="true" <PreviousButton setNavOpen={setNavOpen} />
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} title="next level" <HomeButton isDropdown={true} />
disabled={difficulty >= 2 && !(completed || levelId == 0)} <InputModeButton setNavOpen={setNavOpen} isDropdown={true}/>
onClick={() => setNavOpen(false)}> <ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
<FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? "Next" : "Start"}
</Button>
}
{levelId > 0 && <>
<Button disabled={levelId <= 0} inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId - 1}`}
title="previous level"
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;Previous
</Button>
</>}
<Button to={`/${gameId}`} inverted="true" title="back to world selection">
<FontAwesomeIcon icon={faHome} />&nbsp;Home
</Button>
<Button disabled={levelId <= 0} inverted="true" to=""
onClick={(ev) => { setCommandLineMode(!commandLineMode); setNavOpen(false) }}
title="toggle Editor mode">
<FontAwesomeIcon icon={faCode} />&nbsp;Toggle Editor
</Button>
<Button title="information, Impressum, privacy policy" inverted="true" to="" onClick={(ev) => {toggleImpressum(ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Info &amp; Impressum
</Button>
</div> </div>
</> </> :
:
<> <>
{/* DESKTOP VERSION */} {/* DESKTOP VERSION */}
<div> <div>
<Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn"> <HomeButton isDropdown={false} />
<FontAwesomeIcon icon={faHome} /> <span className="app-bar-title">{worldTitle && `World: ${worldTitle}`}</span>
</Button>
<span className="app-bar-title">
{gameInfo.data?.worlds.nodes[worldId].title && `World: ${gameInfo.data?.worlds.nodes[worldId].title}`}
</span>
</div> </div>
<div> <div>
<span className="app-bar-title"> <span className="app-bar-title">{levelTitle}</span>
{levelTitle}
</span>
</div> </div>
<div className="nav-btns"> <div className="nav-btns">
{levelId > 0 && <> <PreviousButton setNavOpen={setNavOpen} />
<Button disabled={levelId <= 0} inverted="true" <NextButton worldSize={gameInfo.data?.worldSize[worldId]} difficulty={difficulty} completed={completed} setNavOpen={setNavOpen} />
to={`/${gameId}/world/${worldId}/level/${levelId - 1}`} <InputModeButton setNavOpen={setNavOpen} isDropdown={false}/>
title="previous level" <ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={false} />
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;Previous
</Button>
</>}
{levelId < gameInfo.data?.worldSize[worldId] ?
<Button inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} title="next level"
disabled={difficulty >= 2 && !(completed || levelId == 0)}
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? "Next" : "Start"}
</Button>
:
<Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn">
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
</Button>
}
<Button className="btn btn-inverted toggle-width" disabled={levelId <= 0} inverted="true" to=""
onClick={(ev) => { setCommandLineMode(!commandLineMode); setNavOpen(false) }}
title="toggle Editor mode">
<FontAwesomeIcon icon={commandLineMode ? faCode : faTerminal} />
</Button>
<Button className="btn btn-inverted toggle-width" title="information, Impressum, privacy policy" inverted="true" to="" onClick={(ev) => {toggleImpressum(ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={impressum ? faXmark : faCircleInfo} />
</Button>
</div> </div>
</> </>
} }
+22
View File
@@ -1,6 +1,7 @@
import { GameHint } from "./infoview/rpc_api"; import { GameHint } from "./infoview/rpc_api";
import * as React from 'react'; import * as React from 'react';
import Markdown from './markdown'; import Markdown from './markdown';
import { ProofStep } from "./infoview/context";
export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) { export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}> return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
@@ -43,3 +44,24 @@ export function DeletedHints({hints} : {hints: GameHint[]}) {
{hiddenHints.map((hint, i) => <DeletedHint key={`deleted-hidden-hint-${i}`} hint={hint}/>)} {hiddenHints.map((hint, i) => <DeletedHint key={`deleted-hidden-hint-${i}`} hint={hint}/>)}
</> </>
} }
/** Filter hints to not show consequtive identical hints twice.
*
* This function takes a `ProofStep[]` and extracts the hints in form of an
* element of type `GameHint[][]` where it removes hints that are identical to hints
* appearing in the previous step. Hidden hints are not filtered.
*
* This effectively means we prevent consequtive identical hints from being shown.
*/
export function filterHints(proof: ProofStep[]): GameHint[][] {
return proof.map((step, i) => {
if (i == 0){
return step.hints
} else {
// TODO: Writing all fields explicitely is somewhat fragile to changes, is there a
// good way to shallow-compare objects?
return step.hints.filter((hint) => hint.hidden ||
(proof[i-1].hints.find((x) => (x.text == hint.text && x.hidden == hint.hidden)) === undefined))
}
})
}
+12 -12
View File
@@ -65,13 +65,9 @@ export const ProofStateContext = React.createContext<{
export const MobileContext = React.createContext<{ export const MobileContext = React.createContext<{
mobile : boolean, mobile : boolean,
setMobile: React.Dispatch<React.SetStateAction<Boolean>>, setMobile: React.Dispatch<React.SetStateAction<Boolean>>,
pageNumber: number,
setPageNumber: React.Dispatch<React.SetStateAction<Number>>
}>({ }>({
mobile : false, mobile : false,
setMobile: () => {}, setMobile: () => {},
pageNumber: 0,
setPageNumber: () => {}
}) })
export const WorldLevelIdContext = React.createContext<{ export const WorldLevelIdContext = React.createContext<{
@@ -105,13 +101,17 @@ export const DeletedChatContext = React.createContext<{
}) })
export const InputModeContext = React.createContext<{ export const InputModeContext = React.createContext<{
commandLineMode: boolean, typewriterMode: boolean,
setCommandLineMode: React.Dispatch<React.SetStateAction<boolean>>, setTypewriterMode: React.Dispatch<React.SetStateAction<boolean>>,
commandLineInput: string, typewriterInput: string,
setCommandLineInput: React.Dispatch<React.SetStateAction<string>> setTypewriterInput: React.Dispatch<React.SetStateAction<string>>,
lockInputMode: boolean,
setLockInputMode: React.Dispatch<React.SetStateAction<boolean>>,
}>({ }>({
commandLineMode: true, typewriterMode: true,
setCommandLineMode: () => {}, setTypewriterMode: () => {},
commandLineInput: "", typewriterInput: "",
setCommandLineInput: () => {}, setTypewriterInput: () => {},
lockInputMode: false,
setLockInputMode: () => {},
}); });
+8 -8
View File
@@ -124,7 +124,7 @@ interface GoalProps {
goal: InteractiveGoal goal: InteractiveGoal
filter: GoalFilterState filter: GoalFilterState
showHints?: boolean showHints?: boolean
commandLine: boolean typewriter: boolean
} }
interface ProofDisplayProps { interface ProofDisplayProps {
@@ -136,7 +136,7 @@ interface ProofDisplayProps {
* Displays the hypotheses, target type and optional case label of a goal according to the * Displays the hypotheses, target type and optional case label of a goal according to the
* provided `filter`. */ * provided `filter`. */
export const Goal = React.memo((props: GoalProps) => { export const Goal = React.memo((props: GoalProps) => {
const { goal, filter, showHints, commandLine } = props const { goal, filter, showHints, typewriter } = props
// TODO: Apparently `goal` can be `undefined` // TODO: Apparently `goal` can be `undefined`
if (!goal) {return <></>} if (!goal) {return <></>}
@@ -163,18 +163,18 @@ export const Goal = React.memo((props: GoalProps) => {
// const hints = <Hints hints={goal.hints} key={goal.mvarId} /> // const hints = <Hints hints={goal.hints} key={goal.mvarId} />
const objectHyps = hyps.filter(hyp => !hyp.isAssumption) const objectHyps = hyps.filter(hyp => !hyp.isAssumption)
const assumptionHyps = hyps.filter(hyp => hyp.isAssumption) const assumptionHyps = hyps.filter(hyp => hyp.isAssumption)
const {commandLineMode} = React.useContext(InputModeContext) const {typewriterMode} = React.useContext(InputModeContext)
return <div> return <div>
{/* {goal.userName && <div><strong className="goal-case">case </strong>{goal.userName}</div>} */} {/* {goal.userName && <div><strong className="goal-case">case </strong>{goal.userName}</div>} */}
{filter.reverse && goalLi} {filter.reverse && goalLi}
{! commandLine && objectHyps.length > 0 && {! typewriter && objectHyps.length > 0 &&
<div className="hyp-group"><div className="hyp-group-title">Objects:</div> <div className="hyp-group"><div className="hyp-group-title">Objects:</div>
{objectHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> } {objectHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> }
{!commandLine && assumptionHyps.length > 0 && {!typewriter && assumptionHyps.length > 0 &&
<div className="hyp-group"><div className="hyp-group-title">Assumptions:</div> <div className="hyp-group"><div className="hyp-group-title">Assumptions:</div>
{assumptionHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> } {assumptionHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> }
{/* {commandLine && commandLineMode && <CommandLine />} */} {/* {typewriter && typewriterMode && <Typewriter />} */}
{!filter.reverse && goalLi} {!filter.reverse && goalLi}
{/* {showHints && hints} */} {/* {showHints && hints} */}
</div> </div>
@@ -229,7 +229,7 @@ export const OtherGoals = React.memo((props: GoalProps2) => {
<summary> <summary>
<InteractiveCode fmt={goal.type} /> <InteractiveCode fmt={goal.type} />
</summary> </summary>
<Goal commandLine={false} filter={filter} goal={goal} /> <Goal typewriter={false} filter={filter} goal={goal} />
</details>)} </details>)}
</div>} </div>}
</> </>
@@ -264,7 +264,7 @@ export function Goals({ goals, filter }: GoalsProps) {
return <>No goals</> return <>No goals</>
} else { } else {
return <> return <>
{goals.goals.map((g, i) => <Goal commandLine={false} key={i} goal={g} filter={filter} />)} {goals.goals.map((g, i) => <Goal typewriter={false} key={i} goal={g} filter={filter} />)}
</> </>
} }
} }
+2 -2
View File
@@ -129,7 +129,7 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
</div> </div>
<div> <div>
{ goals && (goals.goals.length > 0 { goals && (goals.goals.length > 0
? <Goal commandLine={true} filter={goalFilter} key='mainGoal' goal={goals.goals[0]} showHints={true} /> ? <Goal typewriter={true} filter={goalFilter} key='mainGoal' goal={goals.goals[0]} showHints={true} />
: <div className="goals-section-title">No Goals</div> : <div className="goals-section-title">No Goals</div>
)} )}
</div> </div>
@@ -156,7 +156,7 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
<div className="goals-section-title">Weitere Goals</div> <div className="goals-section-title">Weitere Goals</div>
{goals.goals.slice(1).map((goal, i) => {goals.goals.slice(1).map((goal, i) =>
<details key={i}><summary><InteractiveCode fmt={goal.type} /></summary> <Goal commandLine={false} filter={goalFilter} goal={goal} /></details>)} <details key={i}><summary><InteractiveCode fmt={goal.type} /></summary> <Goal typewriter={false} filter={goalFilter} goal={goal} /></details>)}
</div>} </div>}
</LocationsContext.Provider> */} </LocationsContext.Provider> */}
</> </>
+166 -122
View File
@@ -6,7 +6,7 @@ import type { DidCloseTextDocumentParams, DidChangeTextDocumentParams, Location,
import 'tachyons/css/tachyons.css'; import 'tachyons/css/tachyons.css';
import '@vscode/codicons/dist/codicon.css'; import '@vscode/codicons/dist/codicon.css';
import '../../../../node_modules/lean4-infoview/src/infoview/index.css'; import '../../../../node_modules/lean4-infoview/src/infoview/index.css';
import './infoview.css' import '../../css/infoview.css'
import { LeanFileProgressParams, LeanFileProgressProcessingInfo, defaultInfoviewConfig, EditorApi, InfoviewApi } from '@leanprover/infoview-api'; import { LeanFileProgressParams, LeanFileProgressProcessingInfo, defaultInfoviewConfig, EditorApi, InfoviewApi } from '@leanprover/infoview-api';
import { useClientNotificationEffect, useServerNotificationEffect, useEventResult, useServerNotificationState } from '../../../../node_modules/lean4-infoview/src/infoview/util'; import { useClientNotificationEffect, useServerNotificationEffect, useEventResult, useServerNotificationState } from '../../../../node_modules/lean4-infoview/src/infoview/util';
@@ -21,39 +21,36 @@ import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { GameIdContext } from '../../app'; import { GameIdContext } from '../../app';
import { useAppDispatch, useAppSelector } from '../../hooks'; import { useAppDispatch, useAppSelector } from '../../hooks';
import { LevelInfo } from '../../state/api'; import { LevelInfo } from '../../state/api';
import { changedInventory, levelCompleted, selectCompleted, selectInventory } from '../../state/progress'; import { changedInventory, levelCompleted, selectCode, selectCompleted, selectInventory } from '../../state/progress';
import Markdown from '../markdown'; import Markdown from '../markdown';
import { Infos } from './infos'; import { Infos } from './infos';
import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages'; import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages';
import { Goal } from './goals'; import { Goal } from './goals';
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, ProofContext, ProofStep, SelectionContext } from './context'; import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './context';
import { CommandLine, hasErrors, hasInteractiveErrors } from './command_line'; import { Typewriter, hasErrors, hasInteractiveErrors } from './typewriter';
import { InteractiveDiagnostic } from '@leanprover/infoview/*'; import { InteractiveDiagnostic } from '@leanprover/infoview/*';
import { Button } from '../button'; import { Button } from '../button';
import { CircularProgress } from '@mui/material'; import { CircularProgress } from '@mui/material';
import { GameHint } from './rpc_api'; import { GameHint } from './rpc_api';
import { store } from '../../state/store'; import { store } from '../../state/store';
import { Hints } from '../hints'; import { Hints, filterHints } from '../hints';
/** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is /** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
* always present, or the monaco editor cannot start. * always present, or the monaco editor cannot start.
*/ */
export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize }) { export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize }) {
const ec = React.useContext(EditorContext) const ec = React.useContext(EditorContext)
const { commandLineMode } = React.useContext(InputModeContext) const { typewriterMode } = React.useContext(InputModeContext)
return <> return <>
<div className={commandLineMode ? 'hidden' : ''}> <div className={typewriterMode ? 'hidden' : ''}>
<ExerciseStatement data={level} /> <ExerciseStatement data={level} showLeanStatement={true} />
<div ref={codeviewRef} className={'codeview'}></div> <div ref={codeviewRef} className={'codeview'}></div>
</div> </div>
{ec ? {ec ?
<DualEditorMain worldId={worldId} levelId={levelId} level={level} worldSize={worldSize} /> : <DualEditorMain worldId={worldId} levelId={levelId} level={level} worldSize={worldSize} /> :
// TODO: Style this if relevant. // TODO: Style this if relevant.
<> <></>
<p>Editor is starting up...</p>
<CircularProgress />
</>
} }
</> </>
} }
@@ -62,7 +59,7 @@ export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize })
function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: string, levelId: number, level: LevelInfo, worldSize: number }) { function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: string, levelId: number, level: LevelInfo, worldSize: number }) {
const ec = React.useContext(EditorContext) const ec = React.useContext(EditorContext)
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const { commandLineMode } = React.useContext(InputModeContext) const { typewriterMode } = React.useContext(InputModeContext)
// Mark level as completed when server gives notification // Mark level as completed when server gives notification
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
@@ -70,7 +67,7 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
'$/game/completed', '$/game/completed',
(params: any) => { (params: any) => {
if (ec.events.changedCursorLocation.current && if (ec.events.changedCursorLocation.current &&
ec.events.changedCursorLocation.current.uri === params.uri) { ec.events.changedCursorLocation.current.uri === params.uri) {
dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId })) dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId }))
// On completion, add the names of all new items to the local storage // On completion, add the names of all new items to the local storage
@@ -80,6 +77,11 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
...level?.definitions ...level?.definitions
].filter((tile) => tile.new).map((tile) => tile.name) ].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()) let inv: string[] = selectInventory(gameId)(store.getState())
// add new items and remove duplicates // add new items and remove duplicates
@@ -108,10 +110,10 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
<WithRpcSessions> <WithRpcSessions>
<WithLspDiagnosticsContext> <WithLspDiagnosticsContext>
<ProgressContext.Provider value={allProgress}> <ProgressContext.Provider value={allProgress}>
{commandLineMode ? {typewriterMode ?
<CommandLineInterface world={worldId} level={levelId} data={level} worldSize={worldSize}/> <TypewriterInterfaceWrapper world={worldId} level={levelId} data={level} worldSize={worldSize}/>
: :
<Main key={`${worldId}/${levelId}`} world={worldId} level={levelId} /> <Main key={`${worldId}/${levelId}`} world={worldId} level={levelId} data={level} />
} }
</ProgressContext.Provider> </ProgressContext.Provider>
</WithLspDiagnosticsContext> </WithLspDiagnosticsContext>
@@ -126,22 +128,45 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
* - Theorem xyz: description * - Theorem xyz: description
* - Theorem xyz * - Theorem xyz
* - Exercises: description * - Exercises: description
*
* If `showLeanStatement` is true, it will additionally display the lean code.
*/ */
function ExerciseStatement({ data }) { function ExerciseStatement({ data, showLeanStatement = false }) {
if (!data?.descrText) { return <></> } if (!(data?.descrText || data?.descrFormat)) { return <></> }
return <div className="exercise-statement"><Markdown> return <>
{(data?.statementName ? `**Theorem** \`${data?.statementName}\`: ` : data?.descrText && "**Exercise**: ") + `${data?.descrText}`} <div className="exercise-statement">
</Markdown></div> {data?.descrText &&
<Markdown>
{(data?.displayName ? `**Theorem** \`${data?.displayName}\`: ` : '') + data?.descrText}
</Markdown>
}
{data?.descrFormat && showLeanStatement &&
<p><code className="lean-code">{data?.descrFormat}</code></p>
}
</div>
</>
} }
// TODO: This is only used in `EditorInterface` // TODO: This is only used in `EditorInterface`
// while `CommandLineInterface` has this copy-pasted in. // while `TypewriterInterface` has this copy-pasted in.
export function Main(props: { world: string, level: number }) { export function Main(props: { world: string, level: number, data: LevelInfo}) {
const ec = React.useContext(EditorContext); const ec = React.useContext(EditorContext);
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level)) const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
console.debug(`template: ${props.data?.template}`)
// React.useEffect (() => {
// if (props.data.template) {
// let code: string = selectCode(gameId, worldId, levelId)(store.getState())
// if (!code.length) {
// //models.push(monaco.editor.createModel(code, 'lean4', uri))
// }
// }
// }, [props.data.template])
/* Set up updates to the global infoview state on editor events. */ /* Set up updates to the global infoview state on editor events. */
const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig; const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
@@ -203,8 +228,8 @@ function Command({ command, deleteProof }: { command: string, deleteProof: any }
if (!command) { return <></> } if (!command) { return <></> }
return <div className="command"> return <div className="command">
<div className="command-text">{command}</div> <div className="command-text">{command}</div>
<Button to="" className="undo-button btn btn-inverted" title="Delete this and future commands" onClick={deleteProof}> <Button to="" className="undo-button btn btn-inverted" title="Retry proof from here" onClick={deleteProof}>
<FontAwesomeIcon icon={faDeleteLeft} />&nbsp;Delete <FontAwesomeIcon icon={faDeleteLeft} />&nbsp;Retry
</Button> </Button>
</div> </div>
} }
@@ -232,7 +257,7 @@ function Command({ command, deleteProof }: { command: string, deleteProof: any }
// message = diag.message // message = diag.message
// } // }
// const { commandLineMode } = React.useContext(InputModeContext) // const { typewriterMode } = React.useContext(InputModeContext)
// return ( // return (
// // <details open> // // <details open>
@@ -251,7 +276,7 @@ function Command({ command, deleteProof }: { command: string, deleteProof: any }
// // </span> // // </span>
// // </summary> // // </summary>
// <div className={severityClass + ' ml1 message'}> // <div className={severityClass + ' ml1 message'}>
// {!commandLineMode && <p className="mv2">{title}</p>} // {!typewriterMode && <p className="mv2">{title}</p>}
// <pre className="font-code pre-wrap"> // <pre className="font-code pre-wrap">
// <InteractiveMessage fmt={message} /> // <InteractiveMessage fmt={message} />
// </pre> // </pre>
@@ -261,103 +286,29 @@ function Command({ command, deleteProof }: { command: string, deleteProof: any }
// }, fastIsEqual) // }, fastIsEqual)
/** The tabs of goals that lean ahs after the command of this step has been processed */ /** The tabs of goals that lean ahs after the command of this step has been processed */
function GoalsTab({ proofStep, last}: { proofStep: ProofStep, last : boolean }) { function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofStep: ProofStep, last : boolean, onClick? : any, onGoalChange?: (n?: number) => void }) {
const [selectedGoal, setSelectedGoal] = React.useState<number>(0) const [selectedGoal, setSelectedGoal] = React.useState<number>(0)
if (!proofStep.goals.length) { return <></> } return <div className="goal-tabs" onClick={onClick}>
return <div>
<div className={`tab-bar ${last ? 'current' : ''}`}> <div className={`tab-bar ${last ? 'current' : ''}`}>
{proofStep.goals.map((goal, i) => ( {proofStep.goals.map((goal, i) => (
// TODO: Should not use index as key. // TODO: Should not use index as key.
<div key={`proof-goal-${i}`} className={`tab ${i == (selectedGoal) ? "active" : ""}`} onClick={(ev) => { setSelectedGoal(i); ev.stopPropagation() }}> <div key={`proof-goal-${i}`} className={`tab ${i == (selectedGoal) ? "active" : ""}`} onClick={(ev) => { onGoalChange(i); setSelectedGoal(i); ev.stopPropagation() }}>
{i ? `Goal ${i + 1}` : "Active Goal"} {i ? `Goal ${i + 1}` : "Active Goal"}
</div> </div>
))} ))}
</div> </div>
<div className="goal-tab vscode-light"> <div className="goal-tab vscode-light">
<Goal commandLine={false} filter={goalFilter} goal={proofStep.goals[selectedGoal]} /> <Goal typewriter={false} filter={goalFilter} goal={proofStep.goals[selectedGoal]} />
</div> </div>
</div> </div>
} }
/** The interface in command line mode */ // Splitting up Typewriter into two parts is a HACK
export function CommandLineInterface(props: { world: string, level: number, data: LevelInfo, worldSize: number }) { export function TypewriterInterfaceWrapper(props: { world: string, level: number, data: LevelInfo, worldSize: number }) {
const ec = React.useContext(EditorContext) const ec = React.useContext(EditorContext)
const editor = React.useContext(MonacoEditorContext)
const model = editor.getModel()
const uri = model.uri.toString()
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const { proof } = React.useContext(ProofContext)
const { selectedStep, setSelectedStep } = React.useContext(SelectionContext)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
const {mobile} = React.useContext(MobileContext)
const proofPanelRef = React.useRef<HTMLDivElement>(null)
/** Delete all proof lines starting from a given line.
* Note that the first line (i.e. deleting everything) is `1`!
*/
function deleteProof(line: number) {
return (ev) => {
let deletedChat: Array<GameHint> = []
proof.slice(line).map((step, i) => {
// Only add these hidden hints to the deletion stack which were visible
deletedChat = [...deletedChat, ...step.hints.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
})
setDeletedChat(deletedChat)
editor.executeEdits("command-line", [{
range: monaco.Selection.fromPositions(
{ lineNumber: line, column: 1 },
editor.getModel().getFullModelRange().getEndPosition()
),
text: '',
forceMoveMarkers: false
}])
setSelectedStep(undefined)
ev.stopPropagation()
}
}
function toggleSelectStep(line: number) {
return (ev) => {
if (mobile) {return}
if (selectedStep == line) {
setSelectedStep(undefined)
console.debug(`unselected step`)
} else {
setSelectedStep(line)
console.debug(`step ${line} selected`)
}
}
}
// Scroll to the end of the proof if it is updated.
React.useEffect(() => {
if (proof?.length > 1) {
proofPanelRef.current?.lastElementChild?.scrollIntoView() //scrollTo(0,0)
} else {
proofPanelRef.current?.scrollTo(0,0)
}
}, [proof])
// Scroll to element if selection changes
React.useEffect(() => {
if (typeof selectedStep !== 'undefined') {
Array.from(proofPanelRef.current?.getElementsByClassName(`step-${selectedStep}`)).map((elem) => {
elem.scrollIntoView({ block: "center" })
})
}
}, [selectedStep])
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);
useClientNotificationEffect( useClientNotificationEffect(
'textDocument/didClose', 'textDocument/didClose',
@@ -376,7 +327,7 @@ export function CommandLineInterface(props: { world: string, level: number, data
// it's important not to reconstruct the `WithBlah` wrappers below since they contain state // it's important not to reconstruct the `WithBlah` wrappers below since they contain state
// that we want to persist. // that we want to persist.
if (!serverVersion) { return <p>Waiting for Lean server to start...</p> } if (!serverVersion) { return <></> }
if (serverStoppedResult) { if (serverStoppedResult) {
return <div> return <div>
<p>{serverStoppedResult.message}</p> <p>{serverStoppedResult.message}</p>
@@ -384,6 +335,94 @@ export function CommandLineInterface(props: { world: string, level: number, data
</div> </div>
} }
return <TypewriterInterface props={props} />
}
/** The interface in command line mode */
export function TypewriterInterface({props}) {
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 [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 { 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);
const rpcSess = useRpcSessionAtPos({uri: uri, line: 0, character: 0})
/** Delete all proof lines starting from a given line.
* Note that the first line (i.e. deleting everything) is `1`!
*/
function deleteProof(line: number) {
return (ev) => {
let deletedChat: Array<GameHint> = []
filterHints(proof).slice(line).map((hintsAtStep, i) => {
// Only add these hidden hints to the deletion stack which were visible
deletedChat = [...deletedChat, ...hintsAtStep.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
})
setDeletedChat(deletedChat)
editor.executeEdits("typewriter", [{
range: monaco.Selection.fromPositions(
{ lineNumber: line, column: 1 },
editor.getModel().getFullModelRange().getEndPosition()
),
text: '',
forceMoveMarkers: false
}])
setSelectedStep(undefined)
setTypewriterInput(proof[line].command)
ev.stopPropagation()
}
}
function toggleSelectStep(line: number) {
return (ev) => {
if (mobile) {return}
if (selectedStep == line) {
setSelectedStep(undefined)
console.debug(`unselected step`)
} else {
setSelectedStep(line)
console.debug(`step ${line} selected`)
}
}
}
// Scroll to the end of the proof if it is updated.
React.useEffect(() => {
if (proof?.length > 1) {
proofPanelRef.current?.lastElementChild?.scrollIntoView() //scrollTo(0,0)
} else {
proofPanelRef.current?.scrollTo(0,0)
}
// also reenable the commandline when the proof changes
// BUG: If selecting 2nd goal on a intermediate proofstep and then delete proof to there,
// the commandline is not displaying disabled even though it should.
setDisableInput(false)
}, [proof])
// Scroll to element if selection changes
React.useEffect(() => {
if (typeof selectedStep !== 'undefined') {
Array.from(proofPanelRef.current?.getElementsByClassName(`step-${selectedStep}`)).map((elem) => {
elem.scrollIntoView({ block: "center" })
})
}
}, [selectedStep])
// TODO: This about hidden hints is all copied from `level.tsx`. Can we move that into `hints.tsx`? // TODO: This about hidden hints is all copied from `level.tsx`. Can we move that into `hints.tsx`?
// If the last step has errors, we want to treat it as if it is part of the second-to-last step // If the last step has errors, we want to treat it as if it is part of the second-to-last step
@@ -417,16 +456,21 @@ export function CommandLineInterface(props: { world: string, level: number, data
let lastStepErrors = proof.length ? hasInteractiveErrors(proof[proof.length - 1].errors) : false let lastStepErrors = proof.length ? hasInteractiveErrors(proof[proof.length - 1].errors) : false
// TODO: does the position matter at all?
const rpcSess = useRpcSessionAtPos({uri: uri, line: 0, character: 0})
return <div className="commandline-interface"> useServerNotificationEffect("$/game/loading", (params : any) => {
if (params.kind == "loadConstants") {
setLoadingProgress(params.counter/100*50)
} else if (params.kind == "finalizeExtensions") {
setLoadingProgress(50 + params.counter/150*50)
} else {
console.error(`Unknown loading kind: ${params.kind}`)
}
})
return <div className="typewriter-interface">
<RpcContext.Provider value={rpcSess}> <RpcContext.Provider value={rpcSess}>
<div className="content"> <div className="content">
<div className="tmp-pusher"> <div className="tmp-pusher">
{!proof.length &&
<CircularProgress />
}
</div> </div>
<div className='proof' ref={proofPanelRef}> <div className='proof' ref={proofPanelRef}>
<ExerciseStatement data={props.data} /> <ExerciseStatement data={props.data} />
@@ -438,12 +482,12 @@ export function CommandLineInterface(props: { world: string, level: number, data
// entered command as it is still present in the command line. // entered command as it is still present in the command line.
// TODO: Should not use index as key. // TODO: Should not use index as key.
return <div key={`proof-step-${i}`}> return <div key={`proof-step-${i}`}>
<Errors errors={step.errors} commandLineMode={true} /> <Errors errors={step.errors} typewriterMode={true} />
</div> </div>
} else { } else {
return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')} onClick={toggleSelectStep(i)}> return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')}>
<Command command={step.command} deleteProof={deleteProof(i)} /> <Command command={step.command} deleteProof={deleteProof(i)} />
<Errors errors={step.errors} commandLineMode={true} /> <Errors errors={step.errors} typewriterMode={true} />
{mobile && i == 0 && props.data?.introduction && {mobile && i == 0 && props.data?.introduction &&
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelectStep(0)}> <div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelectStep(0)}>
<Markdown>{props.data?.introduction}</Markdown> <Markdown>{props.data?.introduction}</Markdown>
@@ -460,7 +504,7 @@ export function CommandLineInterface(props: { world: string, level: number, data
} }
</> </>
} }
<GoalsTab proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} /> <GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/>
{/* Show a message that there are no goals left */} {/* Show a message that there are no goals left */}
{!step.goals.length && ( {!step.goals.length && (
<div className="message information"> <div className="message information">
@@ -489,11 +533,11 @@ export function CommandLineInterface(props: { world: string, level: number, data
} }
</div> </div>
} }
</> : <></> </> : <CircularProgress variant="determinate" value={loadingProgress} />
} }
</div> </div>
</div> </div>
<CommandLine hidden={!withErr && proof[proof.length - 1]?.goals.length == 0}/> <Typewriter hidden={!withErr && proof[proof.length - 1]?.goals.length == 0} disabled={disableInput || !proof.length}/>
</RpcContext.Provider> </RpcContext.Provider>
</div> </div>
} }
+6 -6
View File
@@ -18,7 +18,7 @@ interface MessageViewProps {
} }
/** A list of messages (info/warning/error) that are produced after this command */ /** A list of messages (info/warning/error) that are produced after this command */
function Error({error, commandLineMode} : {error : InteractiveDiagnostic, commandLineMode : boolean}) { function Error({error, typewriterMode} : {error : InteractiveDiagnostic, typewriterMode : boolean}) {
// The first step will always have an empty command // The first step will always have an empty command
const severityClass = error.severity ? { const severityClass = error.severity ? {
@@ -41,7 +41,7 @@ function Error({error, commandLineMode} : {error : InteractiveDiagnostic, comman
} }
return <div className={severityClass + ' ml1 message'}> return <div className={severityClass + ' ml1 message'}>
{!commandLineMode && <p className="mv2">{title}</p>} {!typewriterMode && <p className="mv2">{title}</p>}
<pre className="font-code pre-wrap"> <pre className="font-code pre-wrap">
<InteractiveMessage fmt={message} /> <InteractiveMessage fmt={message} />
</pre> </pre>
@@ -50,9 +50,9 @@ function Error({error, commandLineMode} : {error : InteractiveDiagnostic, comman
// TODO: Should not use index as key. // TODO: Should not use index as key.
/** A list of messages (info/warning/error) that are produced after this command */ /** A list of messages (info/warning/error) that are produced after this command */
export function Errors ({errors, commandLineMode} : {errors : InteractiveDiagnostic[], commandLineMode : boolean}) { export function Errors ({errors, typewriterMode} : {errors : InteractiveDiagnostic[], typewriterMode : boolean}) {
return <div> return <div>
{errors.map((err, i) => (<Error key={`error-${i}`} error={err} commandLineMode={commandLineMode}/>))} {errors.map((err, i) => (<Error key={`error-${i}`} error={err} typewriterMode={typewriterMode}/>))}
</div> </div>
} }
@@ -79,7 +79,7 @@ const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
message = diag.message message = diag.message
} }
const { commandLineMode } = React.useContext(InputModeContext) const { typewriterMode } = React.useContext(InputModeContext)
return ( return (
// <details open> // <details open>
@@ -98,7 +98,7 @@ const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
// </span> // </span>
// </summary> // </summary>
<div className={severityClass + ' ml1 message'}> <div className={severityClass + ' ml1 message'}>
{!commandLineMode && <p className="mv2">{title}</p>} {!typewriterMode && <p className="mv2">{title}</p>}
<pre className="font-code pre-wrap"> <pre className="font-code pre-wrap">
<InteractiveMessage fmt={message} /> <InteractiveMessage fmt={message} />
</pre> </pre>
@@ -64,7 +64,7 @@ config.autoClosingPairs = config.autoClosingPairs.map(
monaco.languages.setLanguageConfiguration('lean4cmd', config); monaco.languages.setLanguageConfiguration('lean4cmd', config);
/** The input field */ /** The input field */
export function CommandLine({hidden}: {hidden?: boolean}) { export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boolean}) {
/** Reference to the hidden multi-line editor */ /** Reference to the hidden multi-line editor */
const editor = React.useContext(MonacoEditorContext) const editor = React.useContext(MonacoEditorContext)
@@ -74,7 +74,7 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
const [oneLineEditor, setOneLineEditor] = useState<monaco.editor.IStandaloneCodeEditor>(null) const [oneLineEditor, setOneLineEditor] = useState<monaco.editor.IStandaloneCodeEditor>(null)
const [processing, setProcessing] = useState(false) const [processing, setProcessing] = useState(false)
const {commandLineInput, setCommandLineInput} = React.useContext(InputModeContext) const {typewriterInput, setTypewriterInput} = React.useContext(InputModeContext)
const inputRef = useRef() const inputRef = useRef()
@@ -100,7 +100,7 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
rpcSess.call('Game.getInteractiveGoals', DocumentPosition.toTdpp({line: i, character: 0, uri: uri})) rpcSess.call('Game.getInteractiveGoals', DocumentPosition.toTdpp({line: i, character: 0, uri: uri}))
) )
msgCalls.push( msgCalls.push(
getInteractiveDiagnostics(rpcSess, {start: i, end: i+1}) getInteractiveDiagnostics(rpcSess, {start: i, end: i+1}).catch((error) => {console.debug("promise broken")})
) )
} }
@@ -178,8 +178,8 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
}) })
// Save the proof to the context // Save the proof to the context
setProof(tmpProof) setProof(tmpProof)
}) }).catch((error) => {console.debug("promise broken")})
}) }).catch((error) => {console.debug("promise broken")})
}, [editor, rpcSess, uri, model]) }, [editor, rpcSess, uri, model])
// Run the command // Run the command
@@ -190,26 +190,33 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
setDeletedChat([]) setDeletedChat([])
const pos = editor.getPosition() const pos = editor.getPosition()
if (commandLineInput) { if (typewriterInput) {
setProcessing(true) setProcessing(true)
editor.executeEdits("command-line", [{ editor.executeEdits("typewriter", [{
range: monaco.Selection.fromPositions( range: monaco.Selection.fromPositions(
pos, pos,
editor.getModel().getFullModelRange().getEndPosition() editor.getModel().getFullModelRange().getEndPosition()
), ),
text: commandLineInput.trim() + "\n", text: typewriterInput.trim() + "\n",
forceMoveMarkers: false forceMoveMarkers: false
}]) }])
setTypewriterInput('')
} }
editor.setPosition(pos) editor.setPosition(pos)
}, [commandLineInput, editor]) }, [typewriterInput, editor])
useEffect(() => { useEffect(() => {
if (oneLineEditor && oneLineEditor.getValue() !== commandLineInput) { if (oneLineEditor && oneLineEditor.getValue() !== typewriterInput) {
oneLineEditor.setValue(commandLineInput) oneLineEditor.setValue(typewriterInput)
} }
}, [commandLineInput]) }, [typewriterInput])
useEffect(() => {
if (proof.length && hasInteractiveErrors(proof[proof.length - 1].errors)) {
setTypewriterInput(proof[proof.length - 1].command)
}
}, [proof])
// React when answer from the server comes back // React when answer from the server comes back
useServerNotificationEffect('textDocument/publishDiagnostics', (params: PublishDiagnosticsParams) => { useServerNotificationEffect('textDocument/publishDiagnostics', (params: PublishDiagnosticsParams) => {
@@ -217,7 +224,7 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
setProcessing(false) setProcessing(false)
loadAllGoals() loadAllGoals()
if (!hasErrors(params.diagnostics)) { if (!hasErrors(params.diagnostics)) {
setCommandLineInput("") //setTypewriterInput("")
editor.setPosition(editor.getModel().getFullModelRange().getEndPosition()) editor.setPosition(editor.getModel().getFullModelRange().getEndPosition())
} }
} else { } else {
@@ -231,7 +238,7 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
useEffect(() => { useEffect(() => {
const myEditor = monaco.editor.create(inputRef.current!, { const myEditor = monaco.editor.create(inputRef.current!, {
value: commandLineInput, value: typewriterInput,
language: "lean4cmd", language: "lean4cmd",
quickSuggestions: false, quickSuggestions: false,
lightbulb: { lightbulb: {
@@ -274,14 +281,14 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
// Ensure that our one-line editor can only have a single line // Ensure that our one-line editor can only have a single line
const l = oneLineEditor.getModel().onDidChangeContent((e) => { const l = oneLineEditor.getModel().onDidChangeContent((e) => {
const value = oneLineEditor.getValue() const value = oneLineEditor.getValue()
setCommandLineInput(value) setTypewriterInput(value)
const newValue = value.replace(/[\n\r]/g, '') const newValue = value.replace(/[\n\r]/g, '')
if (value != newValue) { if (value != newValue) {
oneLineEditor.setValue(newValue) oneLineEditor.setValue(newValue)
} }
}) })
return () => { l.dispose() } return () => { l.dispose() }
}, [oneLineEditor, setCommandLineInput]) }, [oneLineEditor, setTypewriterInput])
useEffect(() => { useEffect(() => {
if (!oneLineEditor) return if (!oneLineEditor) return
@@ -308,10 +315,10 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
runCommand() runCommand()
} }
return <div className={`command-line${hidden ? ' hidden' : ''}`}> return <div className={`typewriter${hidden ? ' hidden' : ''}${disabled ? ' disabled' : ''}`}>
<form onSubmit={handleSubmit}> <form onSubmit={handleSubmit}>
<div className="command-line-input-wrapper"> <div className="typewriter-input-wrapper">
<div ref={inputRef} className="command-line-input" /> <div ref={inputRef} className="typewriter-input" />
</div> </div>
<button type="submit" disabled={processing} className="btn btn-inverted"> <button type="submit" disabled={processing} className="btn btn-inverted">
<FontAwesomeIcon icon={faWandMagicSparkles} /> Execute <FontAwesomeIcon icon={faWandMagicSparkles} /> Execute
+96 -5
View File
@@ -1,11 +1,11 @@
import * as React from 'react'; import * as React from 'react';
import { useState, useEffect } from 'react'; import { useState, useEffect } from 'react';
import './inventory.css' import '../css/inventory.css'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome' import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faLock, faLockOpen, faBook, faHammer, faBan } from '@fortawesome/free-solid-svg-icons' import { faLock, faBan } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app'; import { GameIdContext } from '../app';
import Markdown from './markdown'; import Markdown from './markdown';
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery } from '../state/api'; import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery, WorldOverview } from '../state/api';
import { selectDifficulty, selectInventory } from '../state/progress'; import { selectDifficulty, selectInventory } from '../state/progress';
import { store } from '../state/store'; import { store } from '../state/store';
import { useSelector } from 'react-redux'; import { useSelector } from 'react-redux';
@@ -29,7 +29,7 @@ export function Inventory({levelInfo, openDoc, enableAll=false} :
{levelInfo?.definitions && {levelInfo?.definitions &&
<InventoryList items={levelInfo?.definitions} docType="Definition" openDoc={openDoc} enableAll={enableAll}/> <InventoryList items={levelInfo?.definitions} docType="Definition" openDoc={openDoc} enableAll={enableAll}/>
} }
<h2>Lemmas</h2> <h2>Theorems</h2>
{levelInfo?.lemmas && {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} defaultTab={levelInfo?.lemmaTab} level={levelInfo} enableAll={enableAll}/>
} }
@@ -37,6 +37,79 @@ export function Inventory({levelInfo, openDoc, enableAll=false} :
) )
} }
export function OverviewInventory({data, openDoc, enableAll=false, showOverview=true} :
{
data: WorldOverview[],
openDoc: (props: {name: string, type: string}) => void,
enableAll?: boolean,
showOverview?: boolean
}) {
const gameId = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId))
const [tab, setTab] = useState<string>()
let inv: string[] = selectInventory(gameId)(store.getState())
let levelInfo : InventoryOverview = {
tactics : data ? data.map(world => (world.tactics.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile))).flat() : [],
lemmas : data ? data.map(world => (world.lemmas.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile))).flat() : [],
definitions : data ? data.map(world => (world.definitions.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile))).flat() : [],
lemmaTab: null,
}
return (
<>
<Inventory levelInfo={levelInfo} openDoc={openDoc} enableAll={enableAll}/>
{showOverview &&
<div className="inventory">
{data && <>
<h2>Overviews</h2>
<div className="tab-bar">
{data.map(world => {
return <div key={`category-${world.world}`} className={`tab ${world.world == tab ? "active": ""}`} onClick={() => { setTab((tab == world.world) ? null : world.world) }}>{world.world}</div>
})}
</div>
<div className="inventory-list">
{/* TODO: a bit hacky, do we need to redesign inventory completely and provide it in a better order? */}
{data.map(world => {
if (world.world == tab) {
return [
...world.tactics.map(item => {
return <InventoryItem
key={`${world.world}-${item.name}`}
showDoc={() => {openDoc({name: item.name, type: 'Tactic'})}}
name={item.name} displayName={item.displayName}
locked={difficulty > 0 ? !inv.includes(item.name) : false}
disabled={item.disabled} newly={false} enableAll={enableAll} />
}),
...world.lemmas.map(item => {
return <InventoryItem
key={`${world.world}-${item.name}`}
showDoc={() => {openDoc({name: item.name, type: 'Lemma'})}}
name={item.name} displayName={item.displayName}
locked={difficulty > 0 ? item.locked : false}
disabled={item.disabled} newly={false} enableAll={enableAll} />
}),
...world.definitions.map(item => {
return <InventoryItem
key={`${world.world}-${item.name}`}
showDoc={() => {openDoc({name: item.name, type: 'Definition'})}}
name={item.name} displayName={item.displayName}
locked={difficulty > 0 ? item.locked : false}
disabled={item.disabled} newly={false} enableAll={enableAll} />
})
]
}
})}
</div>
</>}
</div>
}
</>
)
}
function InventoryList({items, docType, openDoc, defaultTab=null, level=undefined, enableAll=false} : function InventoryList({items, docType, openDoc, defaultTab=null, level=undefined, enableAll=false} :
{ {
items: InventoryTile[], items: InventoryTile[],
@@ -86,7 +159,7 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
{[...modifiedItems].sort( {[...modifiedItems].sort(
// For lemas, sort entries `available > disabled > locked` // For lemas, sort entries `available > disabled > locked`
// otherwise alphabetically // otherwise alphabetically
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled) (x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled) || x.displayName.localeCompare(y.displayName)
).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => { ).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => {
return <InventoryItem key={`${item.category}-${item.name}`} return <InventoryItem key={`${item.category}-${item.name}`}
showDoc={() => {openDoc({name: item.name, type: docType})}} showDoc={() => {openDoc({name: item.name, type: docType})}}
@@ -144,3 +217,21 @@ export function InventoryPanel({levelInfo, visible = true}) {
} }
</div> </div>
} }
/** The panel (on the welcome page) showing the user's inventory with tactics, definitions, and lemmas */
export function InventoryOverviewPanel({data, visible = true, showOverview=true} : {data : WorldOverview[], visible?: boolean, showOverview?: boolean}) {
const gameId = React.useContext(GameIdContext)
// 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)}
return <div className={`column inventory-panel ${visible ? '' : 'hidden'}`}>
{inventoryDoc ?
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
:
<OverviewInventory data={data} openDoc={setInventoryDoc} enableAll={true} showOverview={showOverview}/>
}
</div>
}
+95 -60
View File
@@ -6,12 +6,13 @@ import '@fontsource/roboto/400.css';
import '@fontsource/roboto/500.css'; import '@fontsource/roboto/500.css';
import '@fontsource/roboto/700.css'; import '@fontsource/roboto/700.css';
import './landing_page.css' import '../css/landing_page.css'
import coverRobo from '../assets/covers/formaloversum.png'
import bgImage from '../assets/bg.jpg' import bgImage from '../assets/bg.jpg'
import Markdown from './markdown'; import Markdown from './markdown';
import {PrivacyPolicyPopup} from './privacy_policy' import {PrivacyPolicyPopup} from './popup/privacy_policy'
import { GameTile, useGetGameInfoQuery } from '../state/api'
import path from 'path';
const flag = { const flag = {
'Dutch': '🇳🇱', 'Dutch': '🇳🇱',
@@ -19,6 +20,7 @@ const flag = {
'French': '🇫🇷', 'French': '🇫🇷',
'German': '🇩🇪', 'German': '🇩🇪',
'Italian': '🇮🇹', 'Italian': '🇮🇹',
'Spanish': '🇪🇸',
} }
function GithubIcon({url='https://github.com'}) { function GithubIcon({url='https://github.com'}) {
@@ -32,47 +34,44 @@ function GithubIcon({url='https://github.com'}) {
</div> </div>
} }
function GameTile({ function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
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}) {
let navigate = useNavigate(); let navigate = useNavigate();
const routeChange = () =>{ const routeChange = () =>{
navigate(gameId); navigate(gameId);
} }
if (typeof data === 'undefined') {
return <></>
}
return <div className="game" onClick={routeChange}> return <div className="game" onClick={routeChange}>
<div className="wrapper"> <div className="wrapper">
<div className="title">{title}</div> <div className="title">{data.title}</div>
<div className="short-description">{intro} <div className="short-description">{data.short}
</div> </div>
{ image ? <img className="image" src={image} alt="" /> : <div className="image"/> } { data.image ? <img className="image" src={path.join("data", gameId, data.image)} alt="" /> : <div className="image"/> }
<div className="long description"><Markdown>{description}</Markdown></div> <div className="long description"><Markdown>{data.long}</Markdown></div>
</div> </div>
<table className="info"> <table className="info">
<tbody>
<tr> <tr>
<td title="consider playing these games first.">Prerequisites</td> <td title="consider playing these games first.">Prerequisites</td>
<td><Markdown>{prereq}</Markdown></td> <td><Markdown>{data.prerequisites.join(', ')}</Markdown></td>
</tr> </tr>
<tr> <tr>
<td>Worlds</td> <td>Worlds</td>
<td>{worlds}</td> <td>{data.worlds}</td>
</tr> </tr>
<tr> <tr>
<td>Levels</td> <td>Levels</td>
<td>{levels}</td> <td>{data.levels}</td>
</tr> </tr>
<tr> <tr>
<td>Language</td> <td>Language</td>
<td title={`in ${language}`}>{flag[language]}</td> <td title={`in ${data.languages.join(', ')}`}>{data.languages.map((lan) => flag[lan]).join(', ')}</td>
</tr> </tr>
</tbody>
</table> </table>
</div> </div>
@@ -86,6 +85,58 @@ function LandingPage() {
const openImpressum = () => setImpressum(true); const openImpressum = () => setImpressum(true);
const closeImpressum = () => setImpressum(false); const closeImpressum = () => setImpressum(false);
// const [allGames, setAllGames] = React.useState([])
// const [allTiles, setAllTiles] = React.useState([])
// const getTiles=()=>{
// fetch('featured_games.json', {
// headers : {
// 'Content-Type': 'application/json',
// 'Accept': 'application/json'
// }
// }
// ).then(function(response){
// return response.json()
// }).then(function(data) {
// setAllGames(data.featured_games)
// })
// }
// React.useEffect(()=>{
// getTiles()
// },[])
// React.useEffect(()=>{
// Promise.allSettled(
// allGames.map((gameId) => (
// fetch(`data/g/${gameId}/game.json`).catch(err => {return undefined})))
// ).then(responses =>
// responses.forEach((result) => console.log(result)))
// // Promise.all(responses.map(res => {
// // if (res.status == "fulfilled") {
// // console.log(res.value.json())
// // return res.value.json()
// // } else {
// // return undefined
// // }
// // }))
// // ).then(allData => {
// // setAllTiles(allData.map(data => data?.tile))
// // })
// },[allGames])
// TODO: I would like to read the supported games list form a JSON,
// Then load all these games in
//
let allGames = [
"leanprover-community/nng4",
"hhu-adam/robo",
"djvelleman/stg4",
"miguelmarco/STG4",
]
let allTiles = allGames.map((gameId) => (useGetGameInfoQuery({game: `g/${gameId}`}).data?.tile))
return <div className="landing-page"> return <div className="landing-page">
<header style={{backgroundImage: `url(${bgImage})`}}> <header style={{backgroundImage: `url(${bgImage})`}}>
@@ -102,40 +153,26 @@ function LandingPage() {
</div> </div>
</header> </header>
<div className="game-list"> <div className="game-list">
{allTiles.length == 0 ?
<GameTile <p>No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a
title="Natural Number Game" game directly from a local folder.
gameId="g/hhu-adam/NNG4" </p>
intro="The classical introduction game for Lean." : allGames.map((id, i) => (
description="In this game you recreate the natural numbers $\mathbb{N}$ from the Peano axioms, <Tile
learning the basics about theorem proving in Lean. key={id}
gameId={`g/${id}`}
This is a good first introduction to Lean!" data={allTiles[i]}
worlds="9" />
levels="72" ))
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"
/>
</div> </div>
<section> <section>
<div className="wrapper"> <div className="wrapper">
<h2>Development notes</h2> <h2>Development notes</h2>
<p> <p>
As this server runs lean on our university machines, it has a limited capacity. 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 Our current estimate is about 70 simultaneous games.
mathlib. We hope to address this limitation in the future. We hope to address and test this limitation better in the future.
</p> </p>
<p> <p>
Most aspects of the games and the infrastructure are still in development. Feel free to Most aspects of the games and the infrastructure are still in development. Feel free to
@@ -149,18 +186,19 @@ Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet
<h2>Adding new games</h2> <h2>Adding new games</h2>
<p> <p>
If you are considering writing your own game, you should use 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 the <a target="_blank" href="https://github.com/hhu-adam/GameSkeleton">GameSkeleton Github Repo</a> as
a template. a template and read <a target="_blank" href="https://github.com/leanprover-community/lean4game/">How to Create a Game</a>.
</p> </p>
<p> <p>
There is an option to load and run your own games direclty on the server, You can directly load your games into the server and play it using
instructions are in the NNG repo. Since this is still in development we'd like to the correct URL. The <a target="_blank" href="https://github.com/leanprover-community/lean4game/">instructions above</a> also
encourage you to contact us for support creating your own game. The documentation is explain the details for how to load your game to the server.
not polished yet.
We'd like to encourage you to contact us if you have any questions.
</p> </p>
<p> <p>
To add games to this main page, you should get in contact as Featured games on this page are added manually.
games will need to be added manually. Please get in contact and we-ll happily add yours.
</p> </p>
</div> </div>
</section> </section>
@@ -178,9 +216,6 @@ Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet
<a className="link" onClick={openImpressum}>Impressum</a> <a className="link" onClick={openImpressum}>Impressum</a>
{impressum? <PrivacyPolicyPopup handleClose={closeImpressum} />: null} {impressum? <PrivacyPolicyPopup handleClose={closeImpressum} />: null}
</footer> </footer>
{/* <PrivacyPolicy/> */}
</div> </div>
} }
+126 -91
View File
@@ -4,7 +4,7 @@ import { useSelector, useStore } from 'react-redux'
import Split from 'react-split' import Split from 'react-split'
import { useParams } from 'react-router-dom' import { useParams } from 'react-router-dom'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome' import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faBars, faBook, faCode, faXmark, faHome, faCircleInfo, faArrowRight, faArrowLeft, faTerminal } from '@fortawesome/free-solid-svg-icons' import { faHome, faArrowRight } from '@fortawesome/free-solid-svg-icons'
import { CircularProgress } from '@mui/material' import { CircularProgress } from '@mui/material'
import type { Location } from 'vscode-languageserver-protocol' import type { Location } from 'vscode-languageserver-protocol'
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js' import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
@@ -22,18 +22,19 @@ import { ConnectionContext, connection, useLeanClient } from '../connection'
import { useAppDispatch, useAppSelector } from '../hooks' import { useAppDispatch, useAppSelector } from '../hooks'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api' import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited, 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 { store } from '../state/store'
import { Button } from './button' import { Button } from './button'
import Markdown from './markdown' import Markdown from './markdown'
import {InventoryPanel} from './inventory' import {InventoryOverviewPanel, InventoryPanel} from './inventory'
import { hasInteractiveErrors } from './infoview/command_line' import { hasInteractiveErrors } from './infoview/typewriter'
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext,
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context' ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
import { DualEditor } from './infoview/main' import { DualEditor } from './infoview/main'
import { GameHint } from './infoview/rpc_api' import { GameHint } from './infoview/rpc_api'
import { DeletedHints, Hint, Hints } from './hints' import { DeletedHints, Hint, Hints, filterHints } from './hints'
import { Impressum } from './privacy_policy' import { PrivacyPolicyPopup } from './popup/privacy_policy'
import path from 'path';
import '@fontsource/roboto/300.css' import '@fontsource/roboto/300.css'
import '@fontsource/roboto/400.css' import '@fontsource/roboto/400.css'
@@ -41,17 +42,25 @@ import '@fontsource/roboto/500.css'
import '@fontsource/roboto/700.css' import '@fontsource/roboto/700.css'
import 'lean4web/client/src/editor/infoview.css' import 'lean4web/client/src/editor/infoview.css'
import 'lean4web/client/src/editor/vscode.css' import 'lean4web/client/src/editor/vscode.css'
import './level.css' import '../css/level.css'
import { LevelAppBar } from './app_bar' import { LevelAppBar } from './app_bar'
function Level() { function Level() {
const params = useParams() const params = useParams()
const levelId = parseInt(params.levelId) const levelId = parseInt(params.levelId)
const worldId = params.worldId const worldId = params.worldId
// useLoadWorldFiles(worldId)
const [impressum, setImpressum] = React.useState(false)
const closeImpressum = () => {
setImpressum(false)
}
return <WorldLevelIdContext.Provider value={{worldId, levelId}}> return <WorldLevelIdContext.Provider value={{worldId, levelId}}>
{levelId == 0 ? <Introduction /> : <PlayableLevel key={`${worldId}/${levelId}`}/>} {levelId == 0 ?
<Introduction impressum={impressum} setImpressum={setImpressum} /> :
<PlayableLevel key={`${worldId}/${levelId}`} impressum={impressum} setImpressum={setImpressum} />}
{impressum ? <PrivacyPolicyPopup handleClose={closeImpressum} /> : null}
</WorldLevelIdContext.Provider> </WorldLevelIdContext.Provider>
} }
@@ -127,20 +136,26 @@ function ChatPanel({lastLevel}) {
// // chatRef.current!.scrollTo(0,0) // // chatRef.current!.scrollTo(0,0)
// }, [gameId, worldId, levelId]) // }, [gameId, worldId, levelId])
let introText: Array<string> = level?.data?.introduction.split(/\n(\s*\n)+/)
// experimental: Remove all hints that appeared identically in the previous step
// This effectively prevent consequtive hints being shown.
let modifiedHints : GameHint[][] = filterHints(proof)
return <div className="chat-panel"> return <div className="chat-panel">
<div ref={chatRef} className="chat"> <div ref={chatRef} className="chat">
{level?.data?.introduction && {introText?.filter(t => t.trim()).map(((t, i) =>
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelection(0)}> // Show the level's intro text as hints, too
<Markdown>{level?.data?.introduction}</Markdown> <Hint key={`intro-p-${i}`}
</div> hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
} ))}
{proof.map((step, i) => { {modifiedHints.map((step, i) => {
// It the last step has errors, it will have the same hints // It the last step has errors, it will have the same hints
// as the second-to-last step. Therefore we should not display them. // as the second-to-last step. Therefore we should not display them.
if (!(i == proof.length - 1 && withErr)) { if (!(i == proof.length - 1 && withErr)) {
// TODO: Should not use index as key. // TODO: Should not use index as key.
return <Hints key={`hints-${i}`} return <Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i} hints={step} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.length - 1}/> selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.length - 1}/>
} }
})} })}
@@ -176,7 +191,7 @@ function ChatPanel({lastLevel}) {
</div> </div>
} }
function ExercisePanel({codeviewRef, impressum, closeImpressum, visible=true}) { function ExercisePanel({codeviewRef, visible=true}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext) const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId}) const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
@@ -185,21 +200,25 @@ function ExercisePanel({codeviewRef, impressum, closeImpressum, visible=true}) {
<div className="exercise"> <div className="exercise">
<DualEditor level={level?.data} codeviewRef={codeviewRef} levelId={levelId} worldId={worldId} worldSize={gameInfo.data?.worldSize[worldId]}/> <DualEditor level={level?.data} codeviewRef={codeviewRef} levelId={levelId} worldId={worldId} worldSize={gameInfo.data?.worldSize[worldId]}/>
</div> </div>
{impressum ? <Impressum handleClose={closeImpressum} /> : null}
</div> </div>
} }
function PlayableLevel() { function PlayableLevel({impressum, setImpressum}) {
const codeviewRef = useRef<HTMLDivElement>(null) const codeviewRef = useRef<HTMLDivElement>(null)
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext) const {worldId, levelId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext) const {mobile} = React.useContext(MobileContext)
const dispatch = useAppDispatch()
const difficulty = useSelector(selectDifficulty(gameId)) const difficulty = useSelector(selectDifficulty(gameId))
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId)) const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId)) const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
const inventory: Array<String> = useSelector(selectInventory(gameId)) 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 gameInfo = useGetGameInfoQuery({game: gameId})
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId}) const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
@@ -212,14 +231,13 @@ function PlayableLevel() {
const [showHelp, setShowHelp] = useState<Set<number>>(new Set()) const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
// Only for mobile layout // Only for mobile layout
const [pageNumber, setPageNumber] = useState(0) const [pageNumber, setPageNumber] = useState(0)
const [commandLineMode, setCommandLineMode] = useState(true)
const [commandLineInput, setCommandLineInput] = useState("") // set to true to prevent switching between typewriter and editor
const [lockInputMode, setLockInputMode] = useState(false)
const [typewriterInput, setTypewriterInput] = useState("")
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId] const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
const dispatch = useAppDispatch()
// impressum pop-up // impressum pop-up
const [impressum, setImpressum] = React.useState(false)
function closeImpressum() {setImpressum(false)}
function toggleImpressum() {setImpressum(!impressum)} function toggleImpressum() {setImpressum(!impressum)}
// When clicking on an inventory item, the inventory is overlayed by the item's doc. // When clicking on an inventory item, the inventory is overlayed by the item's doc.
@@ -246,7 +264,7 @@ function PlayableLevel() {
useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection)
/** Unused. Was implementing an undo button, which has been replaced by `deleteProof` inside /** Unused. Was implementing an undo button, which has been replaced by `deleteProof` inside
* `CommandLineInterface`. * `TypewriterInterface`.
*/ */
const handleUndo = () => { const handleUndo = () => {
const endPos = editor.getModel().getFullModelRange().getEndPosition() const endPos = editor.getModel().getFullModelRange().getEndPosition()
@@ -278,29 +296,63 @@ function PlayableLevel() {
// if the user inventory changes, notify the server // if the user inventory changes, notify the server
useEffect(() => { useEffect(() => {
let leanClient = connection.getLeanClient(gameId) let leanClient = connection.getLeanClient(gameId)
leanClient.sendNotification('$/game/setInventory', {inventory: inventory, checkEnabled: difficulty > 0}) leanClient.sendNotification('$/game/setInventory', {inventory: inventory, difficulty: difficulty})
}, [inventory]) }, [inventory])
useEffect (() => {
// Lock editor mode
if (level?.data?.template) {
setTypewriterMode(false)
if (editor) {
let code = editor.getModel().getLinesContent()
// console.log(`insert. code: ${code}`)
// console.log(`insert. join: ${code.join('')}`)
// console.log(`insert. trim: ${code.join('').trim()}`)
// console.log(`insert. length: ${code.join('').trim().length}`)
// console.log(`insert. range: ${editor.getModel().getFullModelRange()}`)
// TODO: It does seem that the template is always indented by spaces.
// This is a hack, assuming there are exactly two.
if (!code.join('').trim().length) {
console.debug(`inserting template:\n${level.data.template}`)
// TODO: This does not work! HERE
// Probably overwritten by a query to the server
editor.executeEdits("template-writer", [{
range: editor.getModel().getFullModelRange(),
text: level.data.template + `\n`,
forceMoveMarkers: true
}])
} else {
console.debug(`not inserting template.`)
}
}
}
}, [level, levelId, worldId, gameId, editor])
useEffect(() => { useEffect(() => {
// TODO: That's a problem if the saved proof contains an error // TODO: That's a problem if the saved proof contains an error
// Reset command line input when loading a new level // Reset command line input when loading a new level
setCommandLineInput("") setTypewriterInput("")
// Load the selected help steps from the store // Load the selected help steps from the store
setShowHelp(new Set(selectHelp(gameId, worldId, levelId)(store.getState()))) setShowHelp(new Set(selectHelp(gameId, worldId, levelId)(store.getState())))
}, [gameId, worldId, levelId]) }, [gameId, worldId, levelId])
useEffect(() => { useEffect(() => {
if (!commandLineMode) { if (!typewriterMode && editor) {
// Delete last input attempt from command line // Delete last input attempt from command line
editor.executeEdits("command-line", [{ editor.executeEdits("typewriter", [{
range: editor.getSelection(), range: editor.getSelection(),
text: "", text: "",
forceMoveMarkers: false forceMoveMarkers: false
}]); }]);
editor.focus() editor.focus()
} }
}, [commandLineMode]) }, [typewriterMode])
useEffect(() => { useEffect(() => {
// Forget whether hidden hints are displayed for steps that don't exist yet // Forget whether hidden hints are displayed for steps that don't exist yet
@@ -320,46 +372,50 @@ function PlayableLevel() {
// Effect when command line mode gets enabled // Effect when command line mode gets enabled
useEffect(() => { useEffect(() => {
if (editor && commandLineMode) { if (editor && typewriterMode) {
let endPos = editor.getModel().getFullModelRange().getEndPosition() let code = editor.getModel().getLinesContent().filter(line => line.trim())
if (editor.getModel().getLineContent(endPos.lineNumber).trim() !== "") { editor.executeEdits("typewriter", [{
editor.executeEdits("command-line", [{ range: editor.getModel().getFullModelRange(),
range: monaco.Selection.fromPositions(endPos, endPos), text: code.length ? code.join('\n') + '\n' : '',
text: "\n", forceMoveMarkers: true
forceMoveMarkers: true }]);
}]);
} // let endPos = editor.getModel().getFullModelRange().getEndPosition()
endPos = editor.getModel().getFullModelRange().getEndPosition() // if (editor.getModel().getLineContent(endPos.lineNumber).trim() !== "") {
let currPos = editor.getPosition() // editor.executeEdits("typewriter", [{
if (currPos.column != 1 || (currPos.lineNumber != endPos.lineNumber && currPos.lineNumber != endPos.lineNumber - 1)) { // range: monaco.Selection.fromPositions(endPos, endPos),
// This is not a position that would naturally occur from CommandLine, reset: // text: "\n",
editor.setSelection(monaco.Selection.fromPositions(endPos, endPos)) // forceMoveMarkers: true
} // }]);
// }
// let endPos = editor.getModel().getFullModelRange().getEndPosition()
// let currPos = editor.getPosition()
// if (currPos.column != 1 || (currPos.lineNumber != endPos.lineNumber && currPos.lineNumber != endPos.lineNumber - 1)) {
// // This is not a position that would naturally occur from Typewriter, reset:
// editor.setSelection(monaco.Selection.fromPositions(endPos, endPos))
// }
} }
}, [editor, commandLineMode]) }, [editor, typewriterMode])
return <> return <>
<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div> <div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
<DeletedChatContext.Provider value={{deletedChat, setDeletedChat, showHelp, setShowHelp}}> <DeletedChatContext.Provider value={{deletedChat, setDeletedChat, showHelp, setShowHelp}}>
<SelectionContext.Provider value={{selectedStep, setSelectedStep}}> <SelectionContext.Provider value={{selectedStep, setSelectedStep}}>
<InputModeContext.Provider value={{commandLineMode, setCommandLineMode, commandLineInput, setCommandLineInput}}> <InputModeContext.Provider value={{typewriterMode, setTypewriterMode, typewriterInput, setTypewriterInput, lockInputMode, setLockInputMode}}>
<ProofContext.Provider value={{proof, setProof}}> <ProofContext.Provider value={{proof, setProof}}>
<EditorContext.Provider value={editorConnection}> <EditorContext.Provider value={editorConnection}>
<MonacoEditorContext.Provider value={editor}> <MonacoEditorContext.Provider value={editor}>
<LevelAppBar <LevelAppBar
pageNumber={pageNumber} setPageNumber={setPageNumber}
isLoading={level.isLoading} isLoading={level.isLoading}
levelTitle={`${mobile ? '' : 'Level '}${levelId} / ${gameInfo.data?.worldSize[worldId]}` + levelTitle={`${mobile ? '' : 'Level '}${levelId} / ${gameInfo.data?.worldSize[worldId]}` +
(level?.data?.title && ` : ${level?.data?.title}`)} (level?.data?.title && ` : ${level?.data?.title}`)}
impressum={impressum} toggleImpressum={toggleImpressum} />
toggleImpressum={toggleImpressum}
pageNumber={pageNumber} setPageNumber={setPageNumber} />
{mobile? {mobile?
// TODO: This is copied from the `Split` component below... // TODO: This is copied from the `Split` component below...
<> <>
<div className={`app-content level-mobile ${level.isLoading ? 'hidden' : ''}`}> <div className={`app-content level-mobile ${level.isLoading ? 'hidden' : ''}`}>
<ExercisePanel <ExercisePanel
impressum={impressum}
closeImpressum={closeImpressum}
codeviewRef={codeviewRef} codeviewRef={codeviewRef}
visible={pageNumber == 0} /> visible={pageNumber == 0} />
<InventoryPanel levelInfo={level?.data} visible={pageNumber == 1} /> <InventoryPanel levelInfo={level?.data} visible={pageNumber == 1} />
@@ -369,8 +425,6 @@ function PlayableLevel() {
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level ${level.isLoading ? 'hidden' : ''}`}> <Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level ${level.isLoading ? 'hidden' : ''}`}>
<ChatPanel lastLevel={lastLevel}/> <ChatPanel lastLevel={lastLevel}/>
<ExercisePanel <ExercisePanel
impressum={impressum}
closeImpressum={closeImpressum}
codeviewRef={codeviewRef} /> codeviewRef={codeviewRef} />
<InventoryPanel levelInfo={level?.data} /> <InventoryPanel levelInfo={level?.data} />
</Split> </Split>
@@ -384,7 +438,7 @@ function PlayableLevel() {
</> </>
} }
function IntroductionPanel({gameInfo, impressum, closeImpressum}) { function IntroductionPanel({gameInfo}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId} = useContext(WorldLevelIdContext) const {worldId} = useContext(WorldLevelIdContext)
@@ -396,7 +450,6 @@ function IntroductionPanel({gameInfo, impressum, closeImpressum}) {
<Hint key={`intro-p-${i}`} <Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={null} toggleSelection={undefined} /> hint={{text: t, hidden: false}} step={0} selected={null} toggleSelection={undefined} />
))} ))}
{impressum ? <Impressum handleClose={closeImpressum} /> : null}
</div> </div>
<div className="button-row"> <div className="button-row">
{gameInfo.data?.worldSize[worldId] == 0 ? {gameInfo.data?.worldSize[worldId] == 0 ?
@@ -412,7 +465,7 @@ function IntroductionPanel({gameInfo, impressum, closeImpressum}) {
export default Level export default Level
/** The site with the introduction text of a world */ /** The site with the introduction text of a world */
function Introduction() { function Introduction({impressum, setImpressum}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {mobile} = useContext(MobileContext) const {mobile} = useContext(MobileContext)
@@ -420,27 +473,32 @@ function Introduction() {
const gameInfo = useGetGameInfoQuery({game: gameId}) const gameInfo = useGetGameInfoQuery({game: gameId})
const [impressum, setImpressum] = React.useState(false) const {worldId} = useContext(WorldLevelIdContext)
let image: string = gameInfo.data?.worlds.nodes[worldId].image
const closeImpressum = () => {
setImpressum(false)
}
const toggleImpressum = () => { const toggleImpressum = () => {
setImpressum(!impressum) setImpressum(!impressum)
} }
return <> return <>
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle="Introduction" impressum={impressum} toggleImpressum={toggleImpressum}/> <LevelAppBar isLoading={gameInfo.isLoading} levelTitle="Introduction" toggleImpressum={toggleImpressum}/>
{gameInfo.isLoading ? {gameInfo.isLoading ?
<div className="app-content loading"><CircularProgress /></div> <div className="app-content loading"><CircularProgress /></div>
: mobile ? : mobile ?
<IntroductionPanel gameInfo={gameInfo} impressum={impressum} closeImpressum={closeImpressum} /> <IntroductionPanel gameInfo={gameInfo} />
: :
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}> <Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}>
<IntroductionPanel gameInfo={gameInfo} impressum={impressum} closeImpressum={closeImpressum} /> <IntroductionPanel gameInfo={gameInfo} />
<div className="world-image-container empty"></div> <div className="world-image-container empty">
<InventoryPanel levelInfo={inventory?.data} /> {image &&
// TODO: Temporary for testing
<img className={worldId=="Proposition" ? "cover" : "contain"} src={path.join("data", gameId, image)} alt="" />
}
</div>
<InventoryOverviewPanel data={inventory?.data} />
</Split> </Split>
} }
@@ -575,7 +633,8 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
return () => { return () => {
editorConnection.api.sendClientNotification(uriStr, "textDocument/didClose", {textDocument: {uri: uriStr}}) editorConnection.api.sendClientNotification(uriStr, "textDocument/didClose", {textDocument: {uri: uriStr}})
model.dispose(); } model.dispose();
}
} }
}, [editor, levelId, connection, leanClientStarted]) }, [editor, levelId, connection, leanClientStarted])
@@ -597,27 +656,3 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
return {editor, infoProvider, editorConnection} 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}/${levelId}`)
let model = monaco.editor.getModel(uri)
if (model) {
models.push(model)
} else {
const code = selectCode(gameId, worldId, levelId)(store.getState())
models.push(monaco.editor.createModel(code, 'lean4', uri))
}
}
return () => { for (let model of models) { model.dispose() } }
}
}, [gameInfo.data, worldId])
}
+59
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@@ -0,0 +1,59 @@
/**
* @fileOverview
*/
import * as React from 'react'
import { useSelector } from 'react-redux'
import { GameIdContext } from '../../app'
import { useAppDispatch } from '../../hooks'
import { deleteProgress, selectProgress } from '../../state/progress'
import { downloadFile } from '../world_tree'
import { Button } from '../button'
/** download the current progress (i.e. what's saved in the browser store) */
export function downloadProgress(gameId: string, gameProgress: any, ev: React.MouseEvent) {
ev.preventDefault()
downloadFile({
data: JSON.stringify(gameProgress, null, 2),
fileName: `lean4game-${gameId}-${new Date().toLocaleDateString()}.json`,
fileType: 'text/json',
})
}
/** Pop-up to delete game progress.
*
* `handleClose` is the function to close it again because it's open/closed state is
* controlled by the containing element.
*/
export function ErasePopup ({handleClose}) {
const gameId = React.useContext(GameIdContext)
const gameProgress = useSelector(selectProgress(gameId))
const dispatch = useAppDispatch()
const eraseProgress = () => {
dispatch(deleteProgress({game: gameId}))
handleClose()
}
const downloadAndErase = (ev) => {
downloadProgress(gameId, gameProgress, ev)
eraseProgress()
}
return <div className="modal-wrapper">
<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>
</div>
</div>
}
+23
View File
@@ -0,0 +1,23 @@
/**
* @fileOverview
*/
import * as React from 'react'
import { Typography } from '@mui/material'
import Markdown from '../markdown'
/** Pop-up that is displaying the Game Info.
*
* `handleClose` is the function to close it again because it's open/closed state is
* controlled by the containing element.
*/
export function InfoPopup ({info, handleClose}: {info: string, handleClose: () => void}) {
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>
</Typography>
</div>
</div>
}
@@ -11,7 +11,7 @@ import * as React from 'react'
* controlled by the containing element. * controlled by the containing element.
*/ */
export function PrivacyPolicyPopup ({handleClose}: {handleClose: () => void}) { export function PrivacyPolicyPopup ({handleClose}: {handleClose: () => void}) {
return <div className="modal-wrapper"> return <div className="privacy-policy modal-wrapper">
<div className="modal-backdrop" onClick={handleClose} /> <div className="modal-backdrop" onClick={handleClose} />
<div className="modal"> <div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div> <div className="codicon codicon-close modal-close" onClick={handleClose}></div>
@@ -31,7 +31,7 @@ export function PrivacyPolicyPopup ({handleClose}: {handleClose: () => void}) {
<p>Our server is located in Germany.</p> <p>Our server is located in Germany.</p>
<p> <p>
<strong>Contact information:</strong><br /> <strong>Contact information:</strong><br />
Jon Eugster<br /> Alexander Bentkamp, Jon Eugster<br />
Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br /> Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br />
Universitätsstr. 1<br /> Universitätsstr. 1<br />
40225 Düsseldorf<br /> 40225 Düsseldorf<br />
@@ -39,6 +39,21 @@ export function PrivacyPolicyPopup ({handleClose}: {handleClose: () => void}) {
+49 211 81-12173<br /> +49 211 81-12173<br />
<a href="https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster">Contact Details</a> <a href="https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster">Contact Details</a>
</p> </p>
<h2>Development &amp; Funding</h2>
<p>
The source code of this Lean game engine
is <a href="https://github.com/leanprover-community/lean4game" target="_blank">available on Github</a>.
If you experience any problems, please
file an <a href="https://github.com/leanprover-community/lean4game/issues" target="_blank">Issue on Github</a> or
get directly in contact.
</p>
<p>
The game engine has been developed as part of the
project <a href="https://hhu-adam.github.io/" target="_blank">ADAM: Anticipating the Digital
Age of Mathematics</a> at
Heinrich-Heine-Universität Düsseldorf. It is funded by
the <i>Stiftung Innovation in der Hochschullehre</i> as part of project <i>Freiraum 2022</i>.
</p>
</div> </div>
</div> </div>
} }
@@ -58,49 +73,3 @@ export const PrivacyPolicy: React.FC = () => {
</> </>
) )
} }
export function Impressum({handleClose}) {
return <div className="impressum">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<h2>Funding</h2>
<p>
This Lean game engine has been developed as part of the
project <a href="https://hhu-adam.github.io/" target="_blank">ADAM: Anticipating the Digital
Age of Mathematics</a> at
Heinrich-Heine-Universität Düsseldorf. It is funded by
the <i>Stiftung Innovation in der Hochschullehre</i> as part of project <i>Freiraum 2022</i>.
</p>
<h2>Development</h2>
<p>
The source code is <a href="https://github.com/leanprover-community/lean4game" target="_blank">available on Github</a>.
If you experience any problems, please
file an <a href="https://github.com/leanprover-community/lean4game/issues" target="_blank">Issue on Github</a> or
get directly in contact.
</p>
<h2>Privacy Policy &amp; Impressum</h2>
<p>
Our server collects metadata (such as IP address, browser, operating system)
and the data that the user enters into the editor. The data is used to
compute the Lean output and display it to the user. The information will be stored
as long as the user stays on our website and will be deleted immediately afterwards.
We keep logs to improve our software, but the contained data is anonymised.
</p>
<p>
We do not use cookies, but your game progress is stored in the browser storage
as site data. Your game progress is not saved on the server; if you delete
your browser storage, it is completely gone.
</p>
<p>Our server is located in Germany.</p>
<p>
<strong>Contact information:</strong><br />
Jon Eugster<br />
Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br />
Universitätsstr. 1<br />
40225 Düsseldorf<br />
Germany<br />
+49 211 81-12173<br />
<a href="https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster">Contact Details</a>
</p>
</div>
}
@@ -0,0 +1,55 @@
/**
* @fileOverview
*/
import * as React from 'react'
/** Pop-up that is displayed when opening the help explaining the game rules.
*
* `handleClose` is the function to close it again because it's open/closed state is
* controlled by the containing element.
*/
export function RulesHelpPopup ({handleClose}: {handleClose: () => void}) {
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>
<table>
<thead>
<tr>
<th scope="col"></th>
<th scope="col">levels</th>
<th scope="col">tactics</th>
</tr>
</thead>
<tbody>
<tr>
<th scope="row">regular</th>
<td>🔐</td>
<td>🔐</td>
</tr>
<tr>
<th scope="row">relaxed</th>
<td>🔓</td>
<td>🔐</td>
</tr>
<tr>
<th scope="row">none</th>
<td>🔓</td>
<td>🔓</td>
</tr>
</tbody>
</table>
</div>
</div>
}
+70
View File
@@ -0,0 +1,70 @@
/**
* @fileOverview
*/
import * as React from 'react'
import { useSelector } from 'react-redux'
import { GameIdContext } from '../../app'
import { useAppDispatch } from '../../hooks'
import { GameProgressState, loadProgress, selectProgress } from '../../state/progress'
import { downloadFile } from '../world_tree'
import { Button } from '../button'
/** Pop-up that is displaying the Game Info.
*
* `handleClose` is the function to close it again because it's open/closed state is
* controlled by the containing element.
*/
export function UploadPopup ({handleClose}) {
const [file, setFile] = React.useState<File>();
const gameId = React.useContext(GameIdContext)
const gameProgress = useSelector(selectProgress(gameId))
const dispatch = useAppDispatch()
const handleFileChange = (e) => {
if (e.target.files) {
setFile(e.target.files[0])
}
}
/** Upload progress from a */
const uploadProgress = (e) => {
if (!file) {return}
const fileReader = new FileReader()
fileReader.readAsText(file, "UTF-8")
fileReader.onload = (e) => {
const data = JSON.parse(e.target.result.toString()) as GameProgressState
console.debug("Json Data", data)
dispatch(loadProgress({game: gameId, data: data}))
}
handleClose()
}
/** Download the current progress (i.e. what's saved in the browser store) */
const downloadProgress = (e) => {
e.preventDefault()
downloadFile({
data: JSON.stringify(gameProgress, null, 2),
fileName: `lean4game-${gameId}-${new Date().toLocaleDateString()}.json`,
fileType: 'text/json',
})
}
return <div className="modal-wrapper">
<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>
<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>
<input type="file" onChange={handleFileChange}/>
</p>
<Button to="" onClick={uploadProgress}>Load selected file</Button>
</div>
</div>
}
+48 -156
View File
@@ -1,29 +1,32 @@
import * as React from 'react' import * as React from 'react'
import { useState, useEffect } from 'react' import { useEffect } from 'react'
import { useSelector } from 'react-redux'
import Split from 'react-split' import Split from 'react-split'
import { Box, Typography, CircularProgress } from '@mui/material' import { Box, CircularProgress } from '@mui/material'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome' import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faGlobe, faBook, faArrowRight, faArrowLeft } from '@fortawesome/free-solid-svg-icons' import { faArrowRight } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app' import { GameIdContext } from '../app'
import { useAppDispatch } from '../hooks' import { useAppDispatch, useAppSelector } from '../hooks'
import { GameProgressState, changedOpenedIntro, deleteProgress, loadProgress, selectOpenedIntro, selectProgress } from '../state/progress' import { changedOpenedIntro, selectOpenedIntro } from '../state/progress'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api' import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api'
import { Button } from './button' import { Button } from './button'
import { MobileContext } from './infoview/context' import { MobileContext } from './infoview/context'
import { InventoryPanel } from './inventory' import { InventoryOverviewPanel, InventoryPanel } from './inventory'
import Markdown from './markdown' import { ErasePopup } from './popup/erase'
import {PrivacyPolicyPopup} from './privacy_policy' import { InfoPopup } from './popup/game_info'
import { WorldTreePanel, downloadFile } from './world_tree' import { PrivacyPolicyPopup } from './popup/privacy_policy'
import { RulesHelpPopup } from './popup/rules_help'
import { UploadPopup } from './popup/upload'
import { WorldTreePanel } from './world_tree'
import './welcome.css' import '../css/welcome.css'
import { WelcomeAppBar } from './app_bar' import { WelcomeAppBar } from './app_bar'
import { Hint } from './hints' import { Hint } from './hints'
/** The panel showing the game's introduction text */
function IntroductionPanel({introduction}: {introduction: string}) { /** the panel showing the game's introduction text */
const {mobile, setPageNumber} = React.useContext(MobileContext) function IntroductionPanel({introduction, setPageNumber}: {introduction: string, setPageNumber}) {
const {mobile} = React.useContext(MobileContext)
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
@@ -43,11 +46,6 @@ function IntroductionPanel({introduction}: {introduction: string}) {
: <></> : <></>
))} ))}
</div> </div>
{/* <Typography variant="body1" component="div" className="welcome-text">
<h1>{title}</h1>
<Markdown>{introduction}</Markdown>
</Typography>
*/}
{mobile && {mobile &&
<div className="button-row"> <div className="button-row">
<Button className="btn" to="" <Button className="btn" to=""
@@ -62,142 +60,32 @@ function IntroductionPanel({introduction}: {introduction: string}) {
</div> </div>
} }
export function InfoPopup ({info, handleClose}: {info: string, handleClose: () => void}) { /** main page of the game showing among others the tree of worlds/levels */
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>
</Typography>
</div>
</div>
}
function ErasePopup ({handleClose}) {
const gameId = React.useContext(GameIdContext)
const gameProgress = useSelector(selectProgress(gameId))
const dispatch = useAppDispatch()
/** Download the current progress (i.e. what's saved in the browser store) */
const downloadProgress = (e) => {
e.preventDefault()
downloadFile({
data: JSON.stringify(gameProgress, null, 2),
fileName: `lean4game-${gameId}-${new Date().toLocaleDateString()}.json`,
fileType: 'text/json',
})
}
const eraseProgress = () => {
dispatch(deleteProgress({game: gameId}))
handleClose()
}
const downloadAndErase = (e) => {
downloadProgress(e)
eraseProgress()
}
return <div className="modal-wrapper">
<div className="modal-backdrop" onClick={handleClose} />
<div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<h2>Delete Progress?</h2>
<p>Do you want to delete your saved progress irreversibly?</p>
<p>
(This deletes your proofs and your collected inventory.
Saves from other games are not deleted.)
</p>
<Button onClick={eraseProgress} to="">Delete</Button>
<Button onClick={downloadAndErase} to="">Download & Delete</Button>
<Button onClick={handleClose} to="">Cancel</Button>
</div>
</div>
}
function UploadPopup ({handleClose}) {
const [file, setFile] = React.useState<File>();
const gameId = React.useContext(GameIdContext)
const gameProgress = useSelector(selectProgress(gameId))
const dispatch = useAppDispatch()
const handleFileChange = (e) => {
if (e.target.files) {
setFile(e.target.files[0])
}
}
/** Upload progress from a */
const uploadProgress = (e) => {
if (!file) {return}
const fileReader = new FileReader()
fileReader.readAsText(file, "UTF-8")
fileReader.onload = (e) => {
const data = JSON.parse(e.target.result.toString()) as GameProgressState
console.debug("Json Data", data)
dispatch(loadProgress({game: gameId, data: data}))
}
handleClose()
}
/** Download the current progress (i.e. what's saved in the browser store) */
const downloadProgress = (e) => {
e.preventDefault()
downloadFile({
data: JSON.stringify(gameProgress, null, 2),
fileName: `lean4game-${gameId}-${new Date().toLocaleDateString()}.json`,
fileType: 'text/json',
})
}
return <div className="modal-wrapper">
<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>
<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>
<input type="file" onChange={handleFileChange}/>
<Button to="" onClick={uploadProgress}>Load selected file</Button>
</div>
</div>
}
/** main page of the game showing amoung others the tree of worlds/levels */
function Welcome() { function Welcome() {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {mobile, pageNumber, setPageNumber} = React.useContext(MobileContext) const {mobile} = React.useContext(MobileContext)
const gameInfo = useGetGameInfoQuery({game: gameId}) const gameInfo = useGetGameInfoQuery({game: gameId})
const inventory = useLoadInventoryOverviewQuery({game: gameId}) const inventory = useLoadInventoryOverviewQuery({game: gameId})
// impressum pop-up // For mobile only
const openedIntro = useAppSelector(selectOpenedIntro(gameId))
const [pageNumber, setPageNumber] = React.useState(openedIntro ? 1 : 0)
// pop-ups
const [eraseMenu, setEraseMenu] = React.useState(false)
const [impressum, setImpressum] = React.useState(false) const [impressum, setImpressum] = React.useState(false)
function closeImpressum() {setImpressum(false)}
function toggleImpressum() {setImpressum(!impressum)}
const [info, setInfo] = React.useState(false) const [info, setInfo] = React.useState(false)
function closeInfo() {setInfo(false)} const [rulesHelp, setRulesHelp] = React.useState(false)
function toggleInfo() {setInfo(!impressum)} const [uploadMenu, setUploadMenu] = React.useState(false)
function closeEraseMenu() {setEraseMenu(false)}
function closeImpressum() {setImpressum(false)}
/* state variables to toggle the pop-up menus */ function closeInfo() {setInfo(false)}
const [eraseMenu, setEraseMenu] = React.useState(false); function closeRulesHelp() {setRulesHelp(false)}
const openEraseMenu = () => setEraseMenu(true); function closeUploadMenu() {setUploadMenu(false)}
const closeEraseMenu = () => setEraseMenu(false); function toggleEraseMenu() {setEraseMenu(!eraseMenu)}
const [uploadMenu, setUploadMenu] = React.useState(false); function toggleImpressum() {setImpressum(!impressum)}
const openUploadMenu = () => setUploadMenu(true); function toggleInfo() {setInfo(!info)}
const closeUploadMenu = () => setUploadMenu(false); function toggleUploadMenu() {setUploadMenu(!uploadMenu)}
// set the window title // set the window title
useEffect(() => { useEffect(() => {
@@ -211,28 +99,32 @@ function Welcome() {
<CircularProgress /> <CircularProgress />
</Box> </Box>
: <> : <>
<WelcomeAppBar gameInfo={gameInfo.data} toggleImpressum={toggleImpressum} openEraseMenu={openEraseMenu} <WelcomeAppBar pageNumber={pageNumber} setPageNumber={setPageNumber} gameInfo={gameInfo.data} toggleImpressum={toggleImpressum}
openUploadMenu={openUploadMenu} toggleInfo={toggleInfo} /> toggleEraseMenu={toggleEraseMenu} toggleUploadMenu={toggleUploadMenu}
toggleInfo={toggleInfo} />
<div className="app-content"> <div className="app-content">
{ mobile ? { mobile ?
<div className="welcome mobile"> <div className="welcome mobile">
{(pageNumber == 0 ? {(pageNumber == 0 ?
<IntroductionPanel introduction={gameInfo.data?.introduction} /> <IntroductionPanel introduction={gameInfo.data?.introduction} setPageNumber={setPageNumber} />
: pageNumber == 1 ? : pageNumber == 1 ?
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize} /> <WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
: :
<InventoryPanel levelInfo={inventory?.data} /> <InventoryOverviewPanel data={inventory?.data} />
)} )}
</div> </div>
: :
<Split className="welcome" minSize={0} snapOffset={200} sizes={[25, 50, 25]}> <Split className="welcome" minSize={0} snapOffset={200} sizes={[25, 50, 25]}>
<IntroductionPanel introduction={gameInfo.data?.introduction} /> <IntroductionPanel introduction={gameInfo.data?.introduction} setPageNumber={setPageNumber} />
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize} /> <WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
<InventoryPanel levelInfo={inventory?.data} /> rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
<InventoryOverviewPanel data={inventory?.data} />
</Split> </Split>
} }
</div> </div>
{impressum ? <PrivacyPolicyPopup handleClose={closeImpressum} /> : null} {impressum ? <PrivacyPolicyPopup handleClose={closeImpressum} /> : null}
{rulesHelp ? <RulesHelpPopup handleClose={closeRulesHelp} /> : null}
{eraseMenu? <ErasePopup handleClose={closeEraseMenu}/> : null} {eraseMenu? <ErasePopup handleClose={closeEraseMenu}/> : null}
{uploadMenu? <UploadPopup handleClose={closeUploadMenu}/> : null} {uploadMenu? <UploadPopup handleClose={closeUploadMenu}/> : null}
{info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null} {info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null}
+33 -21
View File
@@ -8,16 +8,14 @@ import { Slider } from '@mui/material'
import cytoscape, { LayoutOptions } from 'cytoscape' import cytoscape, { LayoutOptions } from 'cytoscape'
import klay from 'cytoscape-klay' import klay from 'cytoscape-klay'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome' import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faDownload, faUpload, faEraser, faGlobe, faArrowLeft } from '@fortawesome/free-solid-svg-icons' import { faXmark, faCircleQuestion } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app' import { GameIdContext } from '../app'
import { useAppDispatch } from '../hooks' import { useAppDispatch } from '../hooks'
import { deleteProgress, selectProgress, loadProgress, GameProgressState, import { selectDifficulty, changedDifficulty, selectCompleted } from '../state/progress'
selectDifficulty, changedDifficulty, selectCompleted } from '../state/progress'
import { store } from '../state/store' import { store } from '../state/store'
import { Button } from './button'
import './world_tree.css' import '../css/world_tree.css'
// Settings for the world tree // Settings for the world tree
cytoscape.use( klay ) cytoscape.use( klay )
@@ -28,8 +26,11 @@ const lineWidth = 10 //
const ds = .75 // scale the resulting svg image const ds = .75 // scale the resulting svg image
const NMIN = 5 // min. worldsize const NMIN = 5 // min. worldsize
const NLABEL = 9 // max. world size to display label below the world const NLABEL = 8 // max. world size to display label below the world
const NMAX = 16 // max. world size. Level icons start spiraling out if the world has more levels. const NMAX = 16 // max. world size. Level icons start spiraling out if the world has more levels.
const NSPIRAL = 12 // world size if NMAX has been passed and need to spiral.
const MINFONT = 12
// colours // colours
const grey = '#999' const grey = '#999'
@@ -54,8 +55,9 @@ export function LevelIcon({ world, level, position, completed, unlocked, worldSi
const N = Math.max(worldSize, NMIN) const N = Math.max(worldSize, NMIN)
// divide circle into `N+2` equal pieces // divide circle into `N+2` equal pieces.
const beta = 2 * Math.PI / Math.min(N+2, (NMAX+1)) // only for non-spiraling case
const beta = 2 * Math.PI / Math.min(N+2, ((N < (NMAX+1) ? NMAX : NSPIRAL)+1))
// We want distance between two level icons to be `2.2*r`, therefore: // We want distance between two level icons to be `2.2*r`, therefore:
// Sinus-Satz: (1.1*r) / sin(β/2) = R / sin(π/2) // Sinus-Satz: (1.1*r) / sin(β/2) = R / sin(π/2)
@@ -70,19 +72,19 @@ export function LevelIcon({ world, level, position, completed, unlocked, worldSi
* works fine in tests up to `N=30`. * works fine in tests up to `N=30`.
*/ */
function betaSpiral(level) { function betaSpiral(level) {
return 2 * Math.PI / ((NMAX+1) + Math.max(0, (level-2)) / (NMAX+1)) return 2 * Math.PI / ((NSPIRAL+1) + 2 * Math.max(0, (level-2)) / (NSPIRAL+1))
} }
const x = N < (NMAX+1) ? const x = N < (NMAX+1) ?
// normal case // normal case
s * position.x + Math.sin(level * beta) * R : s * position.x + Math.sin(level * beta) * R :
// spiraling case // spiraling case
s * position.x + Math.sin(level * betaSpiral(level)) * (R + 2*r*(level-1)/(NMAX+1)) s * position.x + Math.sin(level * betaSpiral(level)) * (R + 2*r*(level-1)/(NSPIRAL+1))
const y = N < (NMAX+1) ? const y = N < (NMAX+1) ?
// normal case // normal case
s * position.y - Math.cos(level * beta) * R : s * position.y - Math.cos(level * beta) * R :
// spiraling case // spiraling case
s * position.y - Math.cos(level * betaSpiral(level)) * (R + 2*r*(level-1)/(NMAX+1)) s * position.y - Math.cos(level * betaSpiral(level)) * (R + 2*r*(level-1)/(NSPIRAL+1))
return ( return (
<Link to={levelDisabled ? '' : `/${gameId}/world/${world}/level/${level == 1 ? 0 : level}`} <Link to={levelDisabled ? '' : `/${gameId}/world/${world}/level/${level == 1 ? 0 : level}`}
@@ -112,9 +114,11 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
// See level icons. Match radius computed there minus `1.2*r` // See level icons. Match radius computed there minus `1.2*r`
const N = Math.max(worldSize, NMIN) const N = Math.max(worldSize, NMIN)
const betaHalf = Math.PI / Math.min(N+2, (NMAX + 1)) const betaHalf = Math.PI / Math.min(N+2, ((N < (NMAX+1) ? NMAX : NSPIRAL) + 1))
let R = 1.1 * r / Math.sin(betaHalf) - 1.2 * r let R = 1.1 * r / Math.sin(betaHalf) - 1.2 * r
let fontSize = Math.floor(R/4)
// Offset for the labels for small worlds // Offset for the labels for small worlds
let labelOffset = R + 2.5 * r let labelOffset = R + 2.5 * r
@@ -137,12 +141,14 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
className={playable ? '' : 'disabled'}> className={playable ? '' : 'disabled'}>
<circle className="world-circle" cx={s*position.x} cy={s*position.y} r={R} <circle className="world-circle" cx={s*position.x} cy={s*position.y} r={R}
fill={completed ? green : unlocked ? blue : grey}/> fill={completed ? green : unlocked ? blue : grey}/>
{worldSize > NLABEL ? { false ? // fontSize >= MINFONT ?
// NOTE: This code would display the world names inside the bubble, but currently
// it isn't used.
// Label for large worlds // Label for large worlds
<foreignObject className="world-title-wrapper" x={s*position.x} y={s*position.y} <foreignObject className="world-title-wrapper" x={s*position.x} y={s*position.y}
width={1.42*R} height={1.42*R} transform={"translate("+ -.71*R +","+ -.71*R +")"}> width={1.42*R} height={1.42*R} transform={"translate("+ -.71*R +","+ -.71*R +")"}>
<div className={unlocked && !completed ? "playable-world" : ''}> <div className={unlocked && !completed ? "playable-world" : ''}>
<p className="world-title" style={{fontSize: Math.floor(R/4) + "px"}}> <p className="world-title" style={{fontSize: fontSize + "px"}}>
{title ? title : world} {title ? title : world}
</p> </p>
</div> </div>
@@ -153,7 +159,7 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
width='150px' height='2em' style={{overflow: 'visible'}} width='150px' height='2em' style={{overflow: 'visible'}}
> >
<div className='world-label' style={{backgroundColor: completed ? darkgreen : unlocked ? darkblue : darkgrey}}> <div className='world-label' style={{backgroundColor: completed ? darkgreen : unlocked ? darkblue : darkgrey}}>
<p className='world-title'> <p className='world-title' style={{fontSize: MINFONT + "px"}}>
{title ? title : world} {title ? title : world}
</p> </p>
</div> </div>
@@ -187,7 +193,7 @@ export const downloadFile = ({ data, fileName, fileType } :
} }
/** The menu that is shown next to the world selection graph */ /** The menu that is shown next to the world selection graph */
export function WorldSelectionMenu() { export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId)) const difficulty = useSelector(selectDifficulty(gameId))
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
@@ -196,12 +202,15 @@ export function WorldSelectionMenu() {
return x == 0 ? 'none' : x == 1 ? 'relaxed' : 'regular' return x == 0 ? 'none' : x == 1 ? 'relaxed' : 'regular'
} }
return <nav className="world-selection-menu"> return <nav className="world-selection-menu">
<div className="slider-wrap"> <div className="slider-wrap">
<span className="difficulty-label">Game Rules</span> <span className="difficulty-label">Rules
<FontAwesomeIcon icon={rulesHelp ? faXmark : faCircleQuestion} className='helpButton' onClick={() => (setRulesHelp(!rulesHelp))}/>
</span>
<Slider <Slider
orientation="vertical" orientation="vertical"
title="Game Rules:&#10;- regular: 🔐 levels, 🔐 tactics&#10;- relaxed: 🔓 levels, 🔐 tactics&#10;- none: 🔓 levels, 🔓 tactics" title="Game Rules"
min={0} max={2} min={0} max={2}
aria-label="Game Rules" aria-label="Game Rules"
defaultValue={difficulty} defaultValue={difficulty}
@@ -256,9 +265,12 @@ export function computeWorldLayout(worlds) {
} }
export function WorldTreePanel({worlds, worldSize}: export function WorldTreePanel({worlds, worldSize, rulesHelp, setRulesHelp}:
{ worlds: any, { worlds: any,
worldSize: any}) { worldSize: any,
rulesHelp: boolean,
setRulesHelp: any,
}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId)) const difficulty = useSelector(selectDifficulty(gameId))
const {nodes, bounds}: any = worlds ? computeWorldLayout(worlds) : {nodes: []} const {nodes, bounds}: any = worlds ? computeWorldLayout(worlds) : {nodes: []}
@@ -342,7 +354,7 @@ export function WorldTreePanel({worlds, worldSize}:
let dx = bounds ? s*(bounds.x2 - bounds.x1) + 2*padding : null let dx = bounds ? s*(bounds.x2 - bounds.x1) + 2*padding : null
return <div className="column"> return <div className="column">
<WorldSelectionMenu /> <WorldSelectionMenu rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
<svg xmlns="http://www.w3.org/2000/svg" xmlnsXlink="http://www.w3.org/1999/xlink" <svg xmlns="http://www.w3.org/2000/svg" xmlnsXlink="http://www.w3.org/1999/xlink"
width={bounds ? `${ds * dx}` : ''} width={bounds ? `${ds * dx}` : ''}
viewBox={bounds ? `${s*bounds.x1 - padding} ${s*bounds.y1 - padding} ${dx} ${s*(bounds.y2 - bounds.y1) + 2 * padding}` : ''} viewBox={bounds ? `${s*bounds.x1 - padding} ${s*bounds.y1 - padding} ${dx} ${s*(bounds.y2 - bounds.y1) + 2 * padding}` : ''}
@@ -42,12 +42,6 @@ body {
border-radius: .3em; border-radius: .3em;
} }
/* Hide monaco editor notifications */
.monaco-workbench > .notifications-toasts.visible {
display: none !important;
}
.loading { .loading {
margin: auto; margin: auto;
height: 100%; height: 100%;
@@ -108,6 +102,7 @@ em {
flex: 0; flex: 0;
background: var(--clr-primary); background: var(--clr-primary);
display: flex; display: flex;
position: relative;
flex-direction: row; flex-direction: row;
justify-content: space-between; justify-content: space-between;
padding: 1.1em; padding: 1.1em;
@@ -139,3 +134,7 @@ em {
.markdown ul, .markdown ol { .markdown ul, .markdown ol {
margin:0 1.5em 1.5em 1.5em; margin:0 1.5em 1.5em 1.5em;
} }
.privacy-policy {
z-index: 10;
}
@@ -43,7 +43,7 @@
font-weight: 500; font-weight: 500;
} }
.command-line { .typewriter {
background: var(--clr-primary); background: var(--clr-primary);
padding: 0.5em; padding: 0.5em;
font-family: var(--ff-primary); font-family: var(--ff-primary);
@@ -51,17 +51,33 @@
/* margin: 0.2em 0 0; */ /* margin: 0.2em 0 0; */
} }
.command-line form { .typewriter.disabled{
background: #bbb;
}
.typewriter.disabled .btn-inverted,
.typewriter.disabled .mtk1 {
color: #777;
}
.typewriter.disabled .typewriter-input-wrapper,
.typewriter.disabled .monaco-editor,
.typewriter.disabled .monaco-editor-background,
.typewriter.disabled .btn-inverted {
background-color: #eee;
}
.typewriter form {
display: flex; display: flex;
} }
.command-line button, .undo-button { .typewriter button, .undo-button {
display: block; display: block;
white-space: nowrap; white-space: nowrap;
flex: 0; flex: 0;
} }
.command-line .command-line-input-wrapper{ .typewriter .typewriter-input-wrapper{
min-width: 0; min-width: 0;
flex: 1; flex: 1;
padding: 0.4em .6em 0; padding: 0.4em .6em 0;
@@ -71,15 +87,22 @@
flex-direction: column; flex-direction: column;
} }
.command-line .command-line-input { .typewriter-interface .proof .MuiCircularProgress-root {
left: 50%;
position: relative;
margin-left: -20px;
margin-bottom: 0.6em;
}
.typewriter .typewriter-input {
flex: 1; flex: 1;
} }
/* Turn off some monaco decorations: */ /* Turn off some monaco decorations: */
.command-line-input .monaco-editor .view-overlays .current-line { .typewriter-input .monaco-editor .view-overlays .current-line {
border: 0; border: 0;
} }
.command-line-input .monaco-editor .scroll-decoration { .typewriter-input .monaco-editor .scroll-decoration {
box-shadow: none; box-shadow: none;
} }
@@ -138,7 +161,7 @@
/* Push the goals to the bottom for now, until we insert the proof history above. */ /* Push the goals to the bottom for now, until we insert the proof history above. */
.commandline-interface .content { .typewriter-interface .content {
display: flex; display: flex;
flex-direction: column; flex-direction: column;
scroll-behavior: smooth; scroll-behavior: smooth;
@@ -149,7 +172,7 @@
scroll-behavior: smooth; scroll-behavior: smooth;
} }
.commandline-interface .content .tmp-pusher { .typewriter-interface .content .tmp-pusher {
flex: 1; flex: 1;
} }
@@ -157,7 +180,10 @@
background-color: #bbb; background-color: #bbb;
padding: .5em; padding: .5em;
border-radius: .2em; border-radius: .2em;
margin-bottom: 2rem; /* 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; display: flex;
flex-direction: row; flex-direction: row;
} }
@@ -48,6 +48,7 @@ a {
border: 1px solid rgb(140, 140, 140); border: 1px solid rgb(140, 140, 140);
border-radius: 20px; border-radius: 20px;
box-shadow: 5px 5px 8px rgb(140, 140, 140); box-shadow: 5px 5px 8px rgb(140, 140, 140);
width: 100%;
max-width: 500px; max-width: 500px;
display: flex; display: flex;
flex-direction: column; flex-direction: column;
@@ -41,6 +41,20 @@
padding-right: .5em; padding-right: .5em;
} }
.exercise-statement {
padding-top: 1em;
padding-bottom: 1em;
}
.exercise-statement p {
margin: 0;
}
.exercise-statement .lean-code {
color: rgba(0, 32, 90, 0.87);
font-size: 12px; /* TODO: is the monaco font-size hardcoded? */
}
.conclusion { .conclusion {
padding: 1em; padding: 1em;
} }
@@ -218,17 +232,17 @@ td code {
height: 100%; height: 100%;
} */ } */
.commandline-interface { .typewriter-interface {
display: flex; display: flex;
flex-flow: column; flex-flow: column;
height: 100%; height: 100%;
} }
.command-line { .typewriter {
flex: 0 1 auto; flex: 0 1 auto;
} }
.commandline-interface .content { .typewriter-interface .content {
flex: 1 1 auto; flex: 1 1 auto;
overflow-y: scroll; overflow-y: scroll;
padding: 0; padding: 0;
@@ -257,7 +271,7 @@ td code {
box-shadow: .0em .0em .4em .1em #8cbbe9; box-shadow: .0em .0em .4em .1em #8cbbe9;
} }
.exercise .step.selected, .chat .selected { .exercise .step.selected .goal-tabs, .chat .selected {
/* border: 3px solid #5191d1; */ /* border: 3px solid #5191d1; */
box-shadow: .0em .0em .4em .1em var(--clr-primary); box-shadow: .0em .0em .4em .1em var(--clr-primary);
} }
@@ -318,11 +332,26 @@ td code {
justify-content: center; justify-content: center;
} }
.commandline-interface .content, .world-image-container.empty { .typewriter-interface .content, .world-image-container.empty {
background-color: #eee; background-color: #eee;
} }
.commandline-interface .proof { .world-image-container {
display: flex;
flex-direction: column;
justify-content: center;
}
.world-image-container img.contain {
object-fit: contain;
}
.world-image-container img.cover {
height: 100%;
object-fit: cover;
}
.typewriter-interface .proof {
background-color: #fff; background-color: #fff;
} }
@@ -49,7 +49,6 @@ svg .disabled {
} }
.world-selection-menu { .world-selection-menu {
padding: .5em 1em;
position: absolute; position: absolute;
right: 1em; right: 1em;
top: 1em; top: 1em;
@@ -75,7 +74,7 @@ svg .disabled {
/* width: 100%; */ /* width: 100%; */
height: 7em; height: 7em;
/* min-width: 16em; */ /* min-width: 16em; */
padding-bottom: .8em; padding: .5em 1em 1.3em 1em;
margin-left: auto; margin-left: auto;
margin-right: auto; margin-right: auto;
} }
@@ -109,3 +108,10 @@ svg .disabled {
padding: .2em; padding: .2em;
border-radius: .5em; border-radius: .5em;
} }
.world-selection-menu .helpButton {
position: absolute;
right: .5em;
top: .5em;
color: var(--clr-primary);
}
+32 -20
View File
@@ -1,32 +1,44 @@
import * as React from 'react'; import * as React from 'react'
import { createRoot } from 'react-dom/client'; import { createRoot } from 'react-dom/client'
import App from './app'; import App from './app'
import { ConnectionContext, connection } from './connection' import { ConnectionContext, connection } from './connection'
import { store } from './state/store'; import { store } from './state/store'
import { Provider } from 'react-redux'; import { Provider } from 'react-redux'
import { import type { RouteObject } from "react-router"
createHashRouter, import { createHashRouter, RouterProvider, Route, redirect } from "react-router-dom"
RouterProvider, import ErrorPage from './components/error_page'
Route, import Welcome from './components/welcome'
} from "react-router-dom"; import LandingPage from './components/landing_page'
import ErrorPage from './components/error_page'; import Level from './components/level'
import Welcome from './components/welcome'; import { monacoSetup } from 'lean4web/client/src/monacoSetup'
import LandingPage from './components/landing_page';
import Level from './components/level';
import { monacoSetup } from 'lean4web/client/src/monacoSetup';
import { redirect } from 'react-router-dom';
monacoSetup() monacoSetup()
// If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to
// `/g/local/game`. This is used for the devcontainer setup
let single_game = (import.meta.env.VITE_LEAN4GAME_SINGLE == "true")
let root_object: RouteObject = single_game ? {
path: "/",
loader: () => redirect("/g/local/game")
} : {
path: "/",
element: <LandingPage />,
}
const router = createHashRouter([ const router = createHashRouter([
root_object,
{ {
path: "/", // For backwards compatibility
element: <LandingPage />,
},
{
path: "/game/nng", path: "/game/nng",
loader: () => redirect("/g/hhu-adam/NNG4") loader: () => redirect("/g/hhu-adam/NNG4")
}, },
{
// For backwards compatibility
path: "/g/hhu-adam/NNG4",
loader: () => redirect("/g/leanprover-community/NNG4")
},
{ {
path: "/g/:owner/:repo", path: "/g/:owner/:repo",
element: <App />, element: <App />,
-55
View File
@@ -1,55 +0,0 @@
// This file is a copy of `index.tsx` where the path "/" is redirected to "/g/local/game".
// It is used for the dev. setup where there is only one game in a folder called `game`.
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 {
createHashRouter,
RouterProvider,
Route,
} from "react-router-dom";
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 { redirect } from 'react-router-dom';
monacoSetup()
const router = createHashRouter([
{
path: "/",
loader: () => redirect("/g/local/game")
},
{
path: "/g/:owner/:repo",
element: <App />,
errorElement: <ErrorPage />,
children: [
{
path: "/g/:owner/:repo",
element: <Welcome />,
},
{
path: "/g/:owner/:repo/world/:worldId/level/:levelId",
element: <Level />,
},
],
},
]);
const container = document.getElementById('root');
const root = createRoot(container!);
root.render(
<React.StrictMode>
<Provider store={store}>
<ConnectionContext.Provider value={connection}>
<RouterProvider router={router} />
</ConnectionContext.Provider>
</Provider>
</React.StrictMode>
);
+29 -25
View File
@@ -2,16 +2,29 @@
* @fileOverview Define API of the server-client communication * @fileOverview Define API of the server-client communication
*/ */
import { createApi, fetchBaseQuery } from '@reduxjs/toolkit/query/react' 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 { export interface GameInfo {
title: null|string, title: null|string,
introduction: null|string, introduction: null|string,
info: 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}, worldSize: null|{[key: string]: number},
authors: null|string[], authors: null|string[],
conclusion: null|string, conclusion: null|string,
tile: null|GameTile,
image: null|string
} }
export interface InventoryTile { export interface InventoryTile {
@@ -36,7 +49,9 @@ export interface LevelInfo {
descrFormat: null|string, descrFormat: null|string,
lemmaTab: null|string, lemmaTab: null|string,
statementName: null|string, statementName: null|string,
template: null|string displayName: null|string,
template: null|string,
image: null|string
} }
/** Used to display the inventory on the welcome page */ /** Used to display the inventory on the welcome page */
@@ -56,40 +71,29 @@ interface Doc {
category: string, category: string,
} }
export interface WorldOverview {
const customBaseQuery = async ( world: string
args : {game: string, method: string, params?: any}, tactics: InventoryTile[]
{ signal, dispatch, getState, extra }, lemmas: InventoryTile[]
extraOptions definitions: InventoryTile[]
) => {
try {
const connection : Connection = extra.connection
let leanClient = await connection.startLeanClient(args.game)
console.log(`Sending request ${args.method}`)
let res = await leanClient.sendRequest(args.method, args.params)
console.log('Received response') //, res)
return {'data': res}
} catch (e) {
return {'error': e}
}
} }
// Define a service using a base URL and expected endpoints // Define a service using a base URL and expected endpoints
export const apiSlice = createApi({ export const apiSlice = createApi({
reducerPath: 'gameApi', reducerPath: 'gameApi',
baseQuery: customBaseQuery, baseQuery: fetchBaseQuery({ baseUrl: window.location.origin + "/data" }),
endpoints: (builder) => ({ endpoints: (builder) => ({
getGameInfo: builder.query<GameInfo, {game: string}>({ getGameInfo: builder.query<GameInfo, {game: string}>({
query: ({game}) => {return {game, method: 'info', params: {}}}, query: ({game}) => `${game}/game.json`,
}), }),
loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({ 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}__${level}.json`,
}), }),
loadInventoryOverview: builder.query<InventoryOverview, {game: string}>({ loadInventoryOverview: builder.query<WorldOverview[], {game: string}>({
query: ({game}) => {return {game, method: "loadInventoryOverview", params: {}}}, query: ({game}) => `${game}/inventory.json`,
}), }),
loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({ 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`,
}), }),
}), }),
}) })
+15 -2
View File
@@ -26,7 +26,8 @@ export interface GameProgressState {
inventory: string[], inventory: string[],
difficulty: number, difficulty: number,
openedIntro: boolean, openedIntro: boolean,
data: WorldProgressState data: WorldProgressState,
typewriterMode?: boolean
} }
/** /**
@@ -126,6 +127,11 @@ export const progressSlice = createSlice({
addGameProgress(state, action) addGameProgress(state, action)
state.games[action.payload.game].openedIntro = action.payload.openedIntro state.games[action.payload.game].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].typewriterMode = action.payload.typewriterMode
}
} }
}) })
@@ -196,7 +202,14 @@ export function selectOpenedIntro(game: string) {
} }
} }
/** return typewriter mode for the current game if it exists */
export function selectTypewriterMode(game: string) {
return (state) => {
return state.progress.games[game]?.typewriterMode ?? true
}
}
/** Export actions to modify the progress */ /** Export actions to modify the progress */
export const { changedSelection, codeEdited, levelCompleted, deleteProgress, export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro, deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro,
changedDifficulty } = progressSlice.actions changedDifficulty, changeTypewriterMode} = progressSlice.actions
+51 -39
View File
@@ -1,6 +1,8 @@
**NOTE! This document is deprecated! The current documentation is [How To Create A Game](create_game.md)**
# Creating a game. # Creating a game.
Ideally one takes the [NNG template](https://github.com/hhu-adam/NNG4) to create a new game. Ideally one takes the [GameSkeleton template](https://github.com/hhu-adam/GameSkeleton) to create a new game.
## Game Structure ## Game Structure
@@ -8,9 +10,7 @@ A game consist of worlds which have multiple levels each. In the following we de
### Level ### Level
#### Preample A level file is a lean file that imports at least `import GameServer.Commands` and starts with the following Lean commands.
A level file is a lean file that imports at least `GameServer.Commands` and starts with the four lean commands
```lean ```lean
Game "NNG" Game "NNG"
@@ -19,12 +19,12 @@ Level 1
Title "The rfl tactic" Title "The rfl tactic"
``` ```
Note that the levels inside a world must have consequtive numbering starting with `1`. The `Game` Note that the levels inside a world must have consecutive numbering starting with `1`. The `Game`
and `World` strings can be anything. and `World` strings can be anything, see below.
#### Statement #### Statement
The core of a level is the `Statement`, which is the exercise that should be proven: The core of a level is the `Statement`, which is the exercise that should be proven.
```lean ```lean
/-- For all natural numbers $n$, we have $0 + n = n$. -/ /-- For all natural numbers $n$, we have $0 + n = n$. -/
@@ -53,10 +53,12 @@ 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 - `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. 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 alternativ tactic sequence, which - `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 setting `Hints` in different places. The `Branch` does not affect the main
proof and does not need to finish any goals. proof and does not need to finish any goals.
- `Template`/`Hole`: not implemented yet, but used to provide a sample proof template. - `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) ##### Statement Name (optional)
@@ -77,26 +79,27 @@ There are three places where the documentation comment appears:
description there including examples etc. description there including examples etc.
Both latter points support Markdown (including katex). Both latter points support Markdown (including katex).
##### Attributes (optional) ##### Attributes (optional)
the `@[ attributes ]` prefix should work just like you know it from the `theorem` keyword. the `@[ attributes ]` prefix should work just like you know it from the `theorem` keyword.
#### Introduction/Conclusion #### Introduction/Conclusion
Optionally, you can add a `Introduction "some text"` and `Conclusion "some text"` to your level. 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 The introduction will be shown at the beginning, the conclusion is displayed once the level
is solved. is solved.
#### Lemmas/Tactics/Definitions #### Theorems/Tactics/Definitions
Only enabled lemmas/tactics/definitions (called "items" here) are available in a level. Only enabled theorems/tactics/definitions (called "items" here) are available in a level.
To add a new item in a level, you can add To add a new item in a level, you can add
```lean ```lean
NewTactic rfl simp NewTactic rfl simp
NewLemma MyNat.add_zero NewLemma MyNat.add_zero MyNat.add_succ
NewDefinition Nat NewDefinition Nat Pow Mul
``` ```
Once added, items will be available in all future levels/worlds, Once added, items will be available in all future levels/worlds,
@@ -107,7 +110,7 @@ DisabledTactic tauto
DisabledLemma MyNat.add_zero DisabledLemma MyNat.add_zero
``` ```
or specify explicitely which items should be available with or specify explicitly which items should be available with
```lean ```lean
OnlyTactic rw rfl apply OnlyTactic rw rfl apply
@@ -134,10 +137,9 @@ Introduction "some text"
``` ```
The `Title` is the world's display title. The `Introduction` is displayed before loading level 1. 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 and they **must not** be Note that all levels of a world should be imported by the world file.
imported in another world's levels. (bug?)
However, you can import an entire world in a different world's level: `import NNG.Levels.Addition` 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 ### Game
@@ -152,17 +154,18 @@ Game "NNG"
Title "Natural Number Game" Title "Natural Number Game"
Introduction "some text" Introduction "some text"
Path Addition → Multiplication → Power
MakeGame MakeGame
``` ```
There can be several `Path` statements to define the relation between the worlds. The worlds 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`.
must form a directed acyclic graph, i.e. have no loops. The order of worlds influences which tactics and lemmas will be unlocked in a given level. 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 ### Documentation
Each tactic, lemma, or definition (all called items here) that is introduced in the game 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: needs a documentation entry. These are statements of the following form:
```lean ```lean
@@ -194,7 +197,7 @@ There will be features added to get automatic information from mathlib!
Inside the doc comment you don't need to escape the backslashes: Inside the doc comment you don't need to escape the backslashes:
``` ```lean
/-- $\operatorname{succ}(n)$. notation for naturals is `\N`. -/ /-- $\operatorname{succ}(n)$. notation for naturals is `\N`. -/
Statement ... Statement ...
``` ```
@@ -203,11 +206,17 @@ However, inside interpolated strings (e.g. in `Hint`, `Introduction` and `Conclu
you do need to escape backslashes you do need to escape backslashes
with `\\` and `{` with `\{`: with `\\` and `{` with `\{`:
``` ```lean
Hint "This code has some $\\operatorname\{succ}(n)$ math. The value of `h` is {h}. Hint "This code has some $\\operatorname\{succ}(n)$ math. The value of `h` is {h}.
Notation for naturals is `\\N`." 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 # Running Games Locally
@@ -217,7 +226,7 @@ The installation instructions are not yet tested on Mac/Windows. Comments very w
1. **Install Docker and Dev Containers** *(once)*:<br/> 1. **Install Docker and Dev Containers** *(once)*:<br/>
See [official instructions](https://code.visualstudio.com/docs/devcontainers/containers#_getting-started). See [official instructions](https://code.visualstudio.com/docs/devcontainers/containers#_getting-started).
Explicitely this means: Explicitly this means:
* Install docker engine if you have not yet: [Instructions](https://docs.docker.com/engine/install/). * Install docker engine if you have not yet: [Instructions](https://docs.docker.com/engine/install/).
I followed the "Server" instructions for linux. I followed the "Server" instructions for linux.
* Note that on Linux you need to add your user to the `docker` group * Note that on Linux you need to add your user to the `docker` group
@@ -244,29 +253,30 @@ The installation instructions are not yet tested on Mac/Windows. Comments very w
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode. running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
* If the starting the container fails, in particular with a message `Error: network xyz not found`, * 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 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 explicitly in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time) container. (this will again take some time)
## Without Dev Containers ## Without Dev Containers
Install `nvm`: Install `nvm`:
``` ```bash
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.39.2/install.sh | 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"). then reopen bash and test with `command -v nvm` if it is available (Should print "nvm").
Now install node: Now install node:
``` ```bash
nvm install node nvm install node
``` ```
Clone the game (e.g. `NNG4` here): Clone the game (e.g. `NNG4` here):
``` ```bash
git clone git@github.com:hhu-adam/NNG4.git git clone https://github.com/hhu-adam/NNG4.git
# or: git clone git@github.com:hhu-adam/NNG4.git
``` ```
Download dependencies and build the game: Download dependencies and build the game:
``` ```bash
cd NNG4 cd NNG4
lake update lake update
lake exe cache get # if your game depends on mathlib lake exe cache get # if your game depends on mathlib
@@ -274,21 +284,23 @@ lake build
``` ```
Clone the game repository into a directory next to the game: Clone the game repository into a directory next to the game:
``` ```bash
cd .. cd ..
git clone git@github.com:leanprover-community/lean4game.git 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 `NNG4` and `lean4game` must be in the same directory!
In `lean4game`, install dependencies: In `lean4game`, install dependencies:
``` ```bash
cd lean4game cd lean4game
npm install npm install
``` ```
TODO: This is outdated!
If you are developing a game other than `Robo` or `NNG4`, adapt the If you are developing a game other than `Robo` or `NNG4`, adapt the
code at the beginning of `lean4game/server/index.mjs`: code at the beginning of `lean4game/relay/index.mjs`:
``` ```typescript
const games = { const games = {
"g/hhu-adam/robo": { "g/hhu-adam/robo": {
dir: "../../../../Robo", dir: "../../../../Robo",
@@ -302,7 +314,7 @@ const games = {
``` ```
Run the game: Run the game:
``` ```bash
npm start npm start
``` ```
@@ -314,7 +326,7 @@ and the game is available on http://localhost:3000/#/g/hhu-adam/NNG4.
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with this 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: setup by setting `export NODE_ENV=development` inside your local game before building it:
``` ```bash
cd NNG4 cd NNG4
export NODE_ENV=development export NODE_ENV=development
lake update lake update
+270
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@@ -0,0 +1,270 @@
# Creating a new game
This tutorial walks you through creating a new game for lean4. It covers from writing new levels, over testing the game locally, to publishing the game online.
## 1. Create the project
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.
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.
## 2. Game.lean
The file `Game.lean` is the backbone of the game putting everything together.
1. `MakeGame`: This command is where the game gets built. If there are things to fix, they will be shown here as warnings or errors (orange/red squigglies in VSCode). Note that you might have to call "Lean: Restart File" (Ctrl+Shift+X) to reload the file and see changes made in other files.
1. `Title`: Set the display title of your game.
1. `Introduction`: This is the text displayed at the beginning next to the world selection tree.
1. `Info`: This will be displayed in the game's menu as "Game Info". Use it for credits, funding and other meta information about the game.
1. Imports: The file needs to import all world files, which we look at in a second. If you add a new world, remember to import it here!
1. `Dependency`: (optional) This command adds another edge in the world tree. The game computes them automatically based on used tactics/theorems. However, sometimes you need a dependency the game can't compute, for example you explained `≠` in one world and in another world, the user is expected to know it already. The syntax is `Dependency World₁ → World₂ → World₃`.
So the `Game.lean` has the following structure:
```lean
import GameServer.Commands
-- import all worlds
import Game.Levels.Tutorial
Title "My Game"
Introduction "
Hi, nice you're here! Click on a world to start.
"
Info "
This game has been developed by me.
"
-- Dependency World₁ → World₂ -- because of `≠`
MakeGame
```
## 3. Creating a Level
In this tutorial we first learn about Levels. A game consists of a tree of worlds, each world has
a number of levels, enumerated 1 to n. Here we create level 1 of a world `MyWorld`. We add this world to the game in the next section.
A minimal level file looks like the following. There are many options to add, which we will dive
into in a later section
```lean
import GameServer.Commands
World "MyWorld"
Level 1
Title "Hello World"
Introduction "
A message shown at the beginning of the level. Use it to explain any new concepts.
"
/-- The exercise statement in natural language using latex: $\iff$. -/
Statement (n : Nat) : 0 + n = n := by
sorry
Conclusion "
The message shown when the level is completed
"
```
1. Create a folder `Game/Levels/MyWorld`
1. Create a file `Game/Levels/MyWorld/L01_hello.lean`
1. Copy the above inside your first level.
## 4. Creating a World
Now we create a world. For that we create a file `MyWorld.lean` that imports all levels of this world:
```lean
import Game.Levels.MyWorld.L01_hello
World "MyWorld"
Title "My First World"
Introduction
"
This introduction text is shown when one first enters a world.
"
```
1. Create a file `Game/Levels/MyWorld.lean`
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
```text
No world introducing sorry, but required by MyWorld
```
which means that the world `MyWorld` uses the tactic `sorry` in a proof, but `sorry` has not been
introduced anywhere.
## 5. Testing the Game Locally
Now it's time to test the game locally and play it.
There are multiple ways how you can start the game locally to test-play it described at [How to Run the Game Locally](running_locally.md). If you have problems getting one of the setups to work, please get in contact!
## 6. Dive into Level creation
Now that you have a running game, we have a closer look at the level files and all the options
you have to design your game.
### 6. a) Inventory
The player has an inventory with tactics, theorems, and definitions that unlock during the game. You can unlock/introduce such items in a Level by adding one of the following below the `Statement`.
```lean
NewTactic induction simp
NewLemma Nat.zero_mul
NewDefinition Pow
```
#### 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.
```lean
LemmaDoc Nat.zero_mul as "zero_mul" in "Mul"
"some description"
TacticDoc simp
"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)
If you do not provide any content for the inventory, the game will try to find a docstring of that item and display that docstring.
#### Inventory management
You have a few options to disable inventory items that have been unlocked in previous levels:
```lean
DisableTactic, DisableLemma, OnlyTactic, OnlyLemma
```
have the same syntax as above. The former two disable items for this level, the latter two
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.
#### HiddenTactic
`NewHiddenTactic` lets you add a tactic without adding it to the inventory. This can be useful for variants of tactics. E.g. you could do
```lean
NewTactic rw
NewHiddenTactic rewrite nth_rewrite rwa
```
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
#### 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.
#### 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.
```lean
/-- The exercise statement in natural language using latex: $\iff$. -/
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 ...
```
### 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:
- `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.
One thing to keep in mind is that the game will look at the main proof to figure out which tactics and theorems are needed, but it ignores any `Branch`es.
### 6. d) Hints
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.
Read [More about Hints](doc/hints.md) for how they work and what the options are.
### 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.
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).
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](doc/update_game.md).
## 8. Publish your game
To publish your game on the official server, see [Publishing a game](doc/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"
```
* `Languages`: Currently only a single language (capital English name). The tile will show a corresponding flag.
* `CaptionShort`: One catch phrase. 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
Here are some random further things you should consider designing a new game:
* 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.
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# 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"
...
```
## 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 proofing the goal.
```
Statement .... := by
Hint "Huse `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.
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 add use markdown to format your hints, for example you can use KaTex: `$\\iff$`
TODO: Write a doc about latex/markdown options available.
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## NPM Scripts
* `npm start`: Start the project in development mode. The browser will automatically reload when client files get changed. The Lean server will get recompiled and restarted when lean files get changed. The Lean server will be started without a container. The client and server can be started separately using the scripts `npm run start_client` and `npm run start_server`. The project can be accessed via `http://localhost:3000`.
Internally, websocket requests to `ws://localhost:3000/websockets` will be forwarded to a Lean server running on port `8080`.
* `npm run build`: Build the project in production mode. All assets of the client will be compiled into `client/dist`.
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.
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# 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. Explicitely 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. 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).
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# Running Games Locally
The installation instructions are not yet tested on Mac/Windows. Comments very welcome!
There are several options to play a game locally:
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/>
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). (Alternatively install it from the VSCode extensions).
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. 2-15 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.
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)
* 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.
## 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".
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.
## Gitpod
TODO: Not sure this works yet!
Open the game clicking on the gitpod link. Again you will need to wait until it is fully built and then enter `lake build` in the shell whenever you made changes.
## Manual installation
This installs the `lean4game` manually on your computer. (It is the same installation as one would
use to setup a proper server online, only the run command (i.e. `npm start`) is different.)
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. `GameSkeleton` here):
```bash
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 GameSkeleton
lake update -R
lake build
```
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 `GameSkeleton` and `lean4game` must be in the same directory!
In `lean4game`, install dependencies:
```bash
cd lean4game
npm install
```
Run the game:
```bash
npm start
```
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 using `lake update -R -Klean4game.local`:
```bash
cd NNG4
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, 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.
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# 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 seet 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.
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# 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.
* 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.)
+5 -3
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@@ -2,10 +2,12 @@
module.exports = { module.exports = {
apps : [{ apps : [{
name : "lean4game", name : "lean4game",
script : "server/index.mjs", script : "relay/index.mjs",
env: { env: {
NODE_ENV: "production", LEAN4GAME_GITHUB_USER: "",
PORT: 8002 LEAN4GAME_GITHUB_TOKEN: "",
NODE_ENV: "production",
PORT: 8002
}, },
}] }]
} }
Vendored
+10
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@@ -0,0 +1,10 @@
/// <reference types="vite/client" />
interface ImportMetaEnv {
readonly VITE_LEAN4GAME_SINGLE: string
// more env variables...
}
interface ImportMeta {
readonly env: ImportMetaEnv
}
+1 -1
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@@ -33,7 +33,7 @@
</p> </p>
</div> </div>
</noscript> </noscript>
<script src="bundle.js"></script> <script type="module" src="/client/src/index.tsx"></script>
</body> </body>
</html> </html>
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+16 -19
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@@ -1,9 +1,11 @@
{ {
"name": "lean4-game", "name": "lean4-game",
"version": "0.1.0", "version": "0.1.0",
"type": "module",
"private": true, "private": true,
"homepage": ".", "homepage": ".",
"dependencies": { "dependencies": {
"@babel/plugin-transform-optional-chaining": "^7.23.0",
"@emotion/react": "^11.10.5", "@emotion/react": "^11.10.5",
"@emotion/styled": "^11.10.5", "@emotion/styled": "^11.10.5",
"@fontsource/roboto": "^4.5.8", "@fontsource/roboto": "^4.5.8",
@@ -14,6 +16,7 @@
"@reduxjs/toolkit": "^1.9.1", "@reduxjs/toolkit": "^1.9.1",
"@types/cytoscape": "^3.19.9", "@types/cytoscape": "^3.19.9",
"@types/react-router-dom": "^5.3.3", "@types/react-router-dom": "^5.3.3",
"@vitejs/plugin-react-swc": "^3.4.0",
"cross-env": "^7.0.3", "cross-env": "^7.0.3",
"cytoscape": "^3.23.0", "cytoscape": "^3.23.0",
"cytoscape-elk": "^2.1.0", "cytoscape-elk": "^2.1.0",
@@ -34,45 +37,39 @@
"rehype-katex": "^6.0.2", "rehype-katex": "^6.0.2",
"remark-gfm": "^3.0.1", "remark-gfm": "^3.0.1",
"remark-math": "^5.1.1", "remark-math": "^5.1.1",
"request": "^2.88.2",
"request-progress": "^3.0.0", "request-progress": "^3.0.0",
"vite": "^4.5.0",
"vite-plugin-static-copy": "^0.17.0",
"vite-plugin-svgr": "^4.1.0",
"vscode-ws-jsonrpc": "^2.0.1", "vscode-ws-jsonrpc": "^2.0.1",
"web-worker": "^1.2.0", "web-worker": "^1.2.0",
"ws": "^8.11.0" "ws": "^8.11.0"
}, },
"devDependencies": { "devDependencies": {
"@babel/cli": "^7.19.3",
"@babel/core": "^7.20.5",
"@babel/preset-env": "^7.20.2",
"@babel/preset-react": "^7.18.6",
"@babel/preset-typescript": "^7.18.6",
"@pmmmwh/react-refresh-webpack-plugin": "^0.5.10", "@pmmmwh/react-refresh-webpack-plugin": "^0.5.10",
"@redux-devtools/core": "^3.13.1", "@redux-devtools/core": "^3.13.1",
"@testing-library/react": "^13.4.0", "@testing-library/react": "^13.4.0",
"@types/debounce": "^1.2.1", "@types/debounce": "^1.2.1",
"babel-loader": "^8.3.0",
"concurrently": "^7.6.0", "concurrently": "^7.6.0",
"css-loader": "^6.7.3", "css-loader": "^6.7.3",
"file-loader": "^6.2.0", "file-loader": "^6.2.0",
"nodemon": "^2.0.20", "nodemon": "^3.0.1",
"react-refresh": "^0.14.0", "react-refresh": "^0.14.0",
"style-loader": "^3.3.1", "style-loader": "^3.3.1",
"ts-loader": "^9.4.2", "ts-loader": "^9.4.2",
"typescript": "^4.9.4", "typescript": "^4.9.4",
"url-loader": "^4.1.1", "url-loader": "^4.1.1"
"webpack": "^5.75.0",
"webpack-cli": "^4.10.0",
"webpack-dev-server": "^4.11.1",
"webpack-shell-plugin-next": "^2.3.1"
}, },
"scripts": { "scripts": {
"start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"", "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 webpack-dev-server --hot", "start_client": "cross-env NODE_ENV=development vite --host",
"build": "cross-env NODE_ENV=production webpack", "build": "npm run build_server && npm run build_client",
"production": "cross-env NODE_ENV=production node server/index.mjs", "preview": "vite preview",
"build_robo": "rm -rf ./Robo && git clone https://github.com/hhu-adam/Robo && docker build ./Robo --file ./Robo/Dockerfile --tag g/hhu-adam/robo && rm -rf ./Robo", "build_server": "cd server && lake build",
"build_nng": "rm -rf ./NNG4 && git clone https://github.com/hhu-adam/NNG4 && docker build ./NNG4 --file ./NNG4/Dockerfile --tag g/hhu-adam/nng4 && rm -rf ./NNG4", "build_client": "cross-env NODE_ENV=production vite build",
"update_lean": "./UPDATE_LEAN.sh" "production": "cross-env NODE_ENV=production node relay/index.mjs"
}, },
"eslintConfig": { "eslintConfig": {
"extends": [ "extends": [
+9 -5
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@@ -2,11 +2,15 @@
ELAN_HOME=$(lake env printenv ELAN_HOME) ELAN_HOME=$(lake env printenv ELAN_HOME)
# $1 : the game directory
# $2 : the lean4game folder
# $3 : the gameserver executable
(exec bwrap\ (exec bwrap\
--ro-bind ../../lean4game /lean4game \ --bind $2 /lean4game \
--ro-bind ../../$1 /game \ --bind $1 /game \
--ro-bind $ELAN_HOME /elan \ --bind $ELAN_HOME /elan \
--ro-bind /usr /usr \ --bind /usr /usr \
--dev /dev \ --dev /dev \
--proc /proc \ --proc /proc \
--symlink usr/lib /lib\ --symlink usr/lib /lib\
@@ -22,6 +26,6 @@ ELAN_HOME=$(lake env printenv ELAN_HOME)
--unshare-uts \ --unshare-uts \
--unshare-cgroup \ --unshare-cgroup \
--die-with-parent \ --die-with-parent \
--chdir "/lean4game/server/build/bin/" \ --chdir "/game/.lake/packages/GameServer/server/.lake/build/bin/" \
./gameserver --server /game ./gameserver --server /game
) )
+31 -20
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@@ -11,6 +11,7 @@ const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename); const __dirname = path.dirname(__filename);
const TOKEN = process.env.LEAN4GAME_GITHUB_TOKEN const TOKEN = process.env.LEAN4GAME_GITHUB_TOKEN
const USERNAME = process.env.LEAN4GAME_GITHUB_USER
const octokit = new Octokit({ const octokit = new Octokit({
auth: TOKEN auth: TOKEN
}) })
@@ -41,9 +42,10 @@ async function download(id, url, dest) {
requestProgress(request({ requestProgress(request({
url, url,
headers: { headers: {
'User-Agent': 'abentkamp', 'accept': 'application/vnd.github+json',
'User-Agent': USERNAME,
'X-GitHub-Api-Version': '2022-11-28', 'X-GitHub-Api-Version': '2022-11-28',
'Authorization': 'Bearer '+TOKEN 'Authorization': 'Bearer ' + TOKEN
} }
})) }))
.on('progress', function (state) { .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) .reduce((acc, cur) => acc.created_at < cur.created_at ? cur : acc)
artifactId = artifact.id artifactId = artifact.id
const url = artifact.archive_download_url const url = artifact.archive_download_url
if (!fs.existsSync("tmp")){ // Make sure the download folder exists
fs.mkdirSync("tmp"); 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` 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()}_${artifactId}.zip`))
progress[id].output += `Download finished.\n` progress[id].output += `Download finished.\n`
await runProcess(id, "/bin/bash", [`${__dirname}/unpack.sh`, artifactId],".")
let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`); await runProcess(id, "/bin/bash", [path.join(__dirname, "unpack.sh"), artifactId, owner.toLowerCase(), repo.toLowerCase()], path.join(__dirname, ".."))
manifest = JSON.parse(manifest);
if (manifest.length !== 1) {
throw `Unexpected manifest: ${JSON.stringify(manifest)}` // let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`);
} // manifest = JSON.parse(manifest);
manifest[0].RepoTags = [`g/${owner.toLowerCase()}/${repo.toLowerCase()}:latest`] // if (manifest.length !== 1) {
fs.writeFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`, JSON.stringify(manifest)); // throw `Unexpected manifest: ${JSON.stringify(manifest)}`
await runProcess(id, "tar", ["-cvf", `../archive_${artifactId}.tar`, "."], `tmp/artifact_${artifactId}_inner/`) // }
await runProcess(id, "docker", ["load", "-i", `tmp/archive_${artifactId}.tar`]) // 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].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) { } catch (e) {
progress[id].output += `Error: ${e.toString()}\n${e.stack}` progress[id].output += `Error: ${e.toString()}\n${e.stack}`
} finally { } finally {
// clean-up temp. files
if (artifactId) { if (artifactId) {
fs.rmSync(`tmp/artifact_${artifactId}.zip`, {force: true, recursive: true}); fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}.zip`), {force: true, recursive: false});
fs.rmSync(`tmp/artifact_${artifactId}`, {force: true, recursive: true}); fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${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});
} }
progress[id].done = true progress[id].done = true
} }
await new Promise(resolve => setTimeout(resolve, 10000))
} }
export const importTrigger = (req, res) => { export const importTrigger = (req, res) => {
+203
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@@ -0,0 +1,203 @@
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 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/hhu-adam/nng4": 5,
"g/djvelleman/stg4": 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('/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('/', 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: ${req.url}`); return; }
const owner = reRes[1]
const repo = reRes[2]
const tag = getTag(owner, repo)
let ps
if (!queue[tag] || queue[tag].length == 0) {
ps = startServerProcess(owner, repo)
} else {
console.info('Got process from the queue')
ps = queue[tag].shift() // Pick the first Lean process; it's likely to be ready immediately
fillQueue(tag)
}
if (ps == null) {
console.error('server process is undefined/null')
return
}
socketCounter += 1;
const ip = anonymize(req.headers['x-forwarded-for'] || req.socket.remoteAddress)
console.log(`[${new Date()}] Socket opened - ${ip}`)
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())
})
+30
View File
@@ -0,0 +1,30 @@
#/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
-3
View File
@@ -1,3 +0,0 @@
build
adam
nng
+1
View File
@@ -1,4 +1,5 @@
import Lean import Lean
import GameServer.Utils
section AbstractCtx section AbstractCtx
open Lean open Lean
+250 -107
View File
@@ -10,6 +10,14 @@ register_option lean4game.showDependencyReasons : Bool := {
descr := "show reasons for calculated world dependencies." descr := "show reasons for calculated world dependencies."
} }
/-- Let `MakeGame` print the reasons why the worlds depend on each other.
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."
}
/-! # Game metadata -/ /-! # Game metadata -/
/-- Switch to the specified `Game` (and create it if non-existent). Example: `Game "NNG"` -/ /-- Switch to the specified `Game` (and create it if non-existent). Example: `Game "NNG"` -/
@@ -38,7 +46,9 @@ elab "Title" t:str : command => do
match ← getCurLayer with match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with title := t.getString} | .Level => modifyCurLevel fun level => pure {level with title := t.getString}
| .World => modifyCurWorld fun world => pure {world with title := t.getString} | .World => modifyCurWorld fun world => pure {world with title := t.getString}
| .Game => modifyCurGame fun game => pure {game with title := t.getString} | .Game => modifyCurGame fun game => pure {game with
title := t.getString
tile := {game.tile with title := t.getString}}
/-- Define the introduction of the current game/world/level. -/ /-- Define the introduction of the current game/world/level. -/
elab "Introduction" t:str : command => do elab "Introduction" t:str : command => do
@@ -50,10 +60,32 @@ elab "Introduction" t:str : command => do
/-- Define the info of the current game. Used for e.g. credits -/ /-- Define the info of the current game. Used for e.g. credits -/
elab "Info" t:str : command => do elab "Info" t:str : command => do
match ← getCurLayer with match ← getCurLayer with
| .Level => pure () | .Level =>
| .World => pure () 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 := t.getString} | .Game => modifyCurGame fun game => pure {game with info := t.getString}
/-- 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 /-- Define the conclusion of the current game or current level if some
building a level. -/ building a level. -/
@@ -63,6 +95,38 @@ elab "Conclusion" t:str : command => do
| .World => modifyCurWorld fun world => pure {world with conclusion := t.getString} | .World => modifyCurWorld fun world => pure {world with conclusion := t.getString}
| .Game => modifyCurGame fun game => pure {game with conclusion := t.getString} | .Game => modifyCurGame fun game => pure {game with conclusion := t.getString}
/-- 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
modifyCurGame fun game => pure {game with
tile := {game.tile with short := t.getString}}
/-- More detailed description what the game is about (2-4 sentences). -/
elab "CaptionLong" t:str : command => do
modifyCurGame fun game => pure {game with
tile := {game.tile with long := t.getString}}
/-- A list of Languages the game is translated to. For example `Languages "German" "English"`.
NOTE: For the time being, only a single language is supported.
-/
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 impementeds -/
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 /-! # Inventory
@@ -72,6 +136,64 @@ in the first level and get enabled during the game.
/-! ## Doc entries -/ /-! ## 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 /-- 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 a warning otherwise. If `template` is provided, it will add such an entry instead of yielding a
warning. warning.
@@ -94,13 +216,22 @@ def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.g
match template with match template with
-- Warn about missing documentation -- Warn about missing documentation
| none => | 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 -- We just add a dummy entry
modifyEnv (inventoryTemplateExt.addEntry · { modifyEnv (inventoryTemplateExt.addEntry · {
type := type type := type
name := name name := name
category := if type == .Lemma then s!"{n.getPrefix}" else "" }) category := if type == .Lemma then s!"{n.getPrefix}" else ""
logWarningAt ref (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++ content := docstring})
m!"somewhere above this statement.")
-- Add the default documentation -- Add the default documentation
| some s => | some s =>
modifyEnv (inventoryTemplateExt.addEntry · { modifyEnv (inventoryTemplateExt.addEntry · {
@@ -109,8 +240,8 @@ def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.g
category := if type == .Lemma then s!"{n.getPrefix}" else "" category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := s }) content := s })
logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++ logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++
m!"docstring) instead. If you want to write a different description, add " ++ m!"docstring) instead. If you want to write a different description, add " ++
m!"`{type}Doc {name}` somewhere above this statement.") m!"`{type}Doc {name}` somewhere above this statement.")
/-- Documentation entry of a tactic. Example: /-- Documentation entry of a tactic. Example:
@@ -140,7 +271,7 @@ LemmaDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
* The identifier after `in` is the category to group lemmas by (in the Inventory). * The identifier after `in` is the category to group lemmas by (in the Inventory).
* The description is a string supporting Markdown. * The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requries 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 lemma/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 "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str : command =>
@@ -168,7 +299,7 @@ DefinitionDoc Function.Bijective as "Bijective" "defined as `Injective f ∧ Sur
* The string following `as` is the displayed name (in the Inventory). * The string following `as` is the displayed name (in the Inventory).
* The description is a string supporting Markdown. * The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requries 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 lemma/definition to have the same fully qualified name as in mathlib.
-/ -/
elab "DefinitionDoc" name:ident "as" displayName:str template:str : command => elab "DefinitionDoc" name:ident "as" displayName:str template:str : command =>
@@ -180,31 +311,17 @@ elab "DefinitionDoc" name:ident "as" displayName:str template:str : command =>
/-! ## Add inventory items -/ /-! ## Add inventory items -/
-- namespace Lean.PrettyPrinter
-- def ppSignature' (c : Name) : MetaM String := do
-- let decl ← getConstInfo c
-- let e := .const c (decl.levelParams.map mkLevelParam)
-- let (stx, _) ← delabCore e (delab := Delaborator.delabConstWithSignature)
-- let f ← ppTerm stx
-- return toString f
-- end Lean.PrettyPrinter
def getStatement (name : Name) : CommandElabM MessageData := do def getStatement (name : Name) : CommandElabM MessageData := do
-- let c := name.getId
let decl ← getConstInfo name
-- -- TODO: How to go between CommandElabM and MetaM
-- addCompletionInfo <| .id name c (danglingDot := false) {} none
return ← addMessageContextPartial (.ofPPFormat { pp := fun return ← addMessageContextPartial (.ofPPFormat { pp := fun
| some ctx => ctx.runMetaM <| ppExpr decl.type | some ctx => ctx.runMetaM <| PrettyPrinter.ppSignature name
-- PrettyPrinter.ppSignature' c
-- PrettyPrinter.ppSignature c
| none => return "that's a bug." }) | none => return "that's a bug." })
-- Note: We use `String` because we can't send `MessageData` as json, but -- Note: We use `String` because we can't send `MessageData` as json, but
-- `MessageData` might be better for interactive highlighting. -- `MessageData` might be better for interactive highlighting.
/-- Get a string of the form `my_lemma (n : ℕ) : n + n = 2 * n`. -/ /-- Get a string of the form `my_lemma (n : 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 def getStatementString (name : Name) : CommandElabM String := do
try try
return ← (← getStatement name).toString return ← (← getStatement name).toString
@@ -214,12 +331,15 @@ def getStatementString (name : Name) : CommandElabM String := do
/-- Declare tactics that are introduced by this level. -/ /-- Declare tactics that are introduced by this level. -/
elab "NewTactic" args:ident* : command => do elab "NewTactic" args:ident* : command => do
for name in ↑args do checkInventoryDoc .Tactic name -- TODO: Add (template := "[docstring]") for name in ↑args do
checkInventoryDoc .Tactic name -- TODO: Add (template := "[docstring]")
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId)}} tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId)}}
/-- Declare tactics that are introduced by this level. -/ /-- Declare tactics that are introduced by this level but do not show up in inventory. -/
elab "NewHiddenTactic" args:ident* : command => do elab "NewHiddenTactic" args:ident* : command => do
for name in ↑args do
checkInventoryDoc .Tactic name (template := "")
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId), tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId),
hidden := level.tactics.hidden ++ args.map (·.getId)}} hidden := level.tactics.hidden ++ args.map (·.getId)}}
@@ -227,6 +347,8 @@ elab "NewHiddenTactic" args:ident* : command => do
/-- Declare lemmas that are introduced by this level. -/ /-- Declare lemmas that are introduced by this level. -/
elab "NewLemma" args:ident* : command => do elab "NewLemma" args:ident* : command => do
for name in ↑args do 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]") checkInventoryDoc .Lemma name -- TODO: Add (template := "[mathlib]")
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with new := args.map (·.getId)}} lemmas := {level.lemmas with new := args.map (·.getId)}}
@@ -409,13 +531,11 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
-- the namespace? -- the namespace?
let currNamespace ← getCurrNamespace let currNamespace ← getCurrNamespace
let st ← match statementName with -- Format theorem statement for displaying
| some name => getStatementString <| currNamespace ++ name.getId let sigString := sig.raw.reprint.getD ""
| none => getStatementString <| currNamespace ++ (defaultDeclName).getId let descrFormat : String := match statementName with
| some name => s!"theorem {name.getId} {sigString} := by"
let head := match statementName with | none => s!"example {sigString} := by"
| some name => Format.join ["theorem ", (currNamespace ++ name.getId).toString]
| none => "example"
modifyCurLevel fun level => pure { level with modifyCurLevel fun level => pure { level with
module := env.header.mainModule module := env.header.mainModule
@@ -425,7 +545,7 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
statementName := match statementName with statementName := match statementName with
| none => default | none => default
| some name => currNamespace ++ name.getId | some name => currNamespace ++ name.getId
descrFormat := (Format.join [head, " ", st, " := by"]).pretty 10 descrFormat := descrFormat
hints := hints hints := hints
tactics := {level.tactics with used := usedInventory.tactics.toArray} tactics := {level.tactics with used := usedInventory.tactics.toArray}
definitions := {level.definitions with used := usedInventory.definitions.toArray} definitions := {level.definitions with used := usedInventory.definitions.toArray}
@@ -457,7 +577,7 @@ elab (name := GameServer.Tactic.Hint) "Hint" args:hintArg* msg:interpolatedStr(t
let mut strict := false let mut strict := false
let mut hidden := false let mut hidden := false
-- remove spaces at the beginngng of new lines -- remove spaces at the beginning of new lines
let msg := TSyntax.mk $ msg.raw.setArgs $ ← msg.raw.getArgs.mapM fun m => do let msg := TSyntax.mk $ msg.raw.setArgs $ ← msg.raw.getArgs.mapM fun m => do
match m with match m with
| Syntax.node info k args => | Syntax.node info k args =>
@@ -511,9 +631,9 @@ elab (name := GameServer.Tactic.Branch) "Branch" t:tacticSeq : tactic => do
-- Show an info whether the branch proofs all remaining goals. -- Show an info whether the branch proofs all remaining goals.
let gs ← Tactic.getUnsolvedGoals let gs ← Tactic.getUnsolvedGoals
if gs.isEmpty then if gs.isEmpty then
logInfo "This branch finishes the proof." trace[debug] "This branch finishes the proof."
else else
logInfo "This branch leaves open goals." trace[debug] "This branch leaves open goals."
let msgs ← Core.getMessageLog let msgs ← Core.getMessageLog
b.restore b.restore
@@ -525,7 +645,7 @@ elab (name := GameServer.Tactic.Hole) "Hole" t:tacticSeq : tactic => do
/-- /--
Iterate recursively through the Syntax, replace `Hole` with `sorry` and remove all Iterate recursively through the Syntax, replace `Hole` with `sorry` and remove all
`Hint`/`Branch` occurences. `Hint`/`Branch` occurrences.
-/ -/
def replaceHoles (tacs : Syntax) : Syntax := def replaceHoles (tacs : Syntax) : Syntax :=
match tacs with match tacs with
@@ -539,7 +659,7 @@ where filterArgs (args : List Syntax) : List Syntax :=
-- replace `Hole` with `sorry`. -- replace `Hole` with `sorry`.
| Syntax.node info `GameServer.Tactic.Hole _ :: r => | Syntax.node info `GameServer.Tactic.Hole _ :: r =>
Syntax.node info `Lean.Parser.Tactic.tacticSorry #[Syntax.atom info "sorry"] :: filterArgs r Syntax.node info `Lean.Parser.Tactic.tacticSorry #[Syntax.atom info "sorry"] :: filterArgs r
-- delete all `Hint` and `Branch` occurences in the middle. -- delete all `Hint` and `Branch` occurrences in the middle.
| Syntax.node _ `GameServer.Tactic.Hint _ :: _ :: r | Syntax.node _ `GameServer.Tactic.Hint _ :: _ :: r
| Syntax.node _ `GameServer.Tactic.Branch _ :: _ :: r => | Syntax.node _ `GameServer.Tactic.Branch _ :: _ :: r =>
filterArgs r filterArgs r
@@ -558,10 +678,31 @@ elab "Template" tacs:tacticSeq : tactic => do
Tactic.evalTactic tacs Tactic.evalTactic tacs
let newTacs : TSyntax `Lean.Parser.Tactic.tacticSeq := ⟨replaceHoles tacs.raw⟩ let newTacs : TSyntax `Lean.Parser.Tactic.tacticSeq := ⟨replaceHoles tacs.raw⟩
let template ← PrettyPrinter.ppCategory `Lean.Parser.Tactic.tacticSeq newTacs let template ← PrettyPrinter.ppCategory `Lean.Parser.Tactic.tacticSeq newTacs
logInfo s!"Template:\n{template}" trace[debug] s!"Template:\n{template}"
modifyLevel (←getCurLevelId) fun level => do modifyLevel (←getCurLevelId) fun level => do
return {level with template := s!"{template}"} return {level with template := s!"{template}"}
open IO.FS System FilePath in
/-- Copies the folder `images/` to `.lake/gamedata/images/` -/
def copyImages : IO Unit := do
let target : FilePath := ".lake" / "gamedata"
if ← FilePath.pathExists "images" then
for file in ← walkDir "images" do
let outFile := target.join file
-- create the directories
if ← file.isDir then
createDirAll outFile
else
if let some parent := outFile.parent then
createDirAll parent
-- copy file
let content ← readBinFile file
writeBinFile outFile content
-- TODO: Notes for testing if a declaration has the simp attribute -- TODO: Notes for testing if a declaration has the simp attribute
-- -- Test: From zulip -- -- Test: From zulip
@@ -580,6 +721,47 @@ elab "Template" tacs:tacticSeq : tactic => do
/-! # Make Game -/ /-! # Make Game -/
#eval IO.FS.createDirAll ".lake/gamedata/"
-- TODO: register all of this as ToJson instance?
def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name)) : CommandElabM Unit := do
let game ← getCurGame
let env ← getEnv
let path : System.FilePath := s!"{← IO.currentDir}" / ".lake" / "gamedata"
if ← path.isDir then
IO.FS.removeDirAll path
IO.FS.createDirAll path
-- copy the images folder
copyImages
for (worldId, world) in game.worlds.nodes.toArray do
for (levelId, level) in world.levels.toArray do
IO.FS.writeFile (path / s!"level__{worldId}__{levelId}.json") (toString (toJson (level.toInfo env)))
IO.FS.writeFile (path / s!"game.json") (toString (getGameJson game))
for inventoryType in [InventoryType.Lemma, .Tactic, .Definition] do
for name in allItemsByType.findD inventoryType {} do
let some item ← getInventoryItem? name inventoryType
| throwError "Expected item to exist: {name}"
IO.FS.writeFile (path / s!"doc__{inventoryType}__{name}.json") (toString (toJson item))
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
tactics := ← getTiles .Tactic
definitions := ← getTiles .Definition
lemmaTab := none
}
IO.FS.writeFile (path / s!"inventory.json") (toString (toJson inventory))
def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
| .Tactic => level.tactics | .Tactic => level.tactics
| .Definition => level.definitions | .Definition => level.definitions
@@ -591,65 +773,6 @@ def GameLevel.setComputedInventory (level : GameLevel) :
| .Definition, v => {level with definitions := {level.definitions with tiles := v}} | .Definition, v => {level with definitions := {level.definitions with tiles := v}}
| .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}} | .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}}
/-- 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
partial def removeTransitiveAux (id : Name) (arrows : HashMap Name (HashSet Name)) partial def removeTransitiveAux (id : Name) (arrows : HashMap Name (HashSet Name))
(newArrows : HashMap Name (HashSet Name)) (decendants : 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 HashMap Name (HashSet Name) × HashMap Name (HashSet Name) := Id.run do
@@ -805,8 +928,12 @@ elab "MakeGame" : command => do
-- Items that should not be displayed in inventory -- Items that should not be displayed in inventory
let mut hiddenItems : HashSet Name := {} 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 -- 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 usedItems : HashSet Name := {}
let mut newItems : HashSet Name := {} let mut newItems : HashSet Name := {}
for inventoryType in #[.Tactic, .Definition, .Lemma] do for inventoryType in #[.Tactic, .Definition, .Lemma] do
@@ -845,9 +972,12 @@ elab "MakeGame" : command => do
-- logInfo m!"{worldId} uses: {usedItems.toList}" -- logInfo m!"{worldId} uses: {usedItems.toList}"
-- logInfo m!"{worldId} introduces: {newItems.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 -/ /- for each "item" this is a HashSet of `worldId`s that introduce this item -/
let mut worldsWithNewItem : HashMap Name (HashSet Name) := {} 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 for newItem in newItemsInWorld.findD worldId {} do
worldsWithNewItem := worldsWithNewItem.insert newItem $ worldsWithNewItem := worldsWithNewItem.insert newItem $
(worldsWithNewItem.findD newItem {}).insert worldId (worldsWithNewItem.findD newItem {}).insert worldId
@@ -859,7 +989,7 @@ elab "MakeGame" : command => do
let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {} let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {}
-- Calculate world dependency graph `game.worlds` -- 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 := {} let mut dependsOnWorlds : HashSet Name := {}
-- Adding manual dependencies that were specified via the `Dependency` command. -- Adding manual dependencies that were specified via the `Dependency` command.
for (sourceId, targetId) in game.worlds.edges do for (sourceId, targetId) in game.worlds.edges do
@@ -910,14 +1040,25 @@ elab "MakeGame" : command => do
logError m!"{w1} depends on {w2} because of {items.toList}." logError m!"{w1} depends on {w2} because of {items.toList}."
else else
worldDependsOnWorlds ← removeTransitive worldDependsOnWorlds 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 for (dependentWorldId, worldIds) in worldDependsOnWorlds.toArray do
modifyCurGame fun game => modifyCurGame fun game =>
pure {game with worlds := {game.worlds with pure {game with worlds := {game.worlds with
edges := game.worlds.edges.append (worldIds.toArray.map fun wid => (wid, dependentWorldId))}} 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 -- Apparently we need to reload `game` to get the changes to `game.worlds` we just made
let game ← getCurGame let game ← getCurGame
let mut allItemsByType : HashMap InventoryType (HashSet Name) := {}
-- Compute which inventory items are available in which level: -- Compute which inventory items are available in which level:
for inventoryType in #[.Tactic, .Definition, .Lemma] do for inventoryType in #[.Tactic, .Definition, .Lemma] do
@@ -1047,7 +1188,9 @@ elab "MakeGame" : command => do
modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do
return level.setComputedInventory inventoryType itemsArray return level.setComputedInventory inventoryType itemsArray
allItemsByType := allItemsByType.insert inventoryType allItems
saveGameData allItemsByType
/-! # Debugging tools -/ /-! # Debugging tools -/
+122 -6
View File
@@ -67,7 +67,7 @@ structure InventoryTemplate where
/-- Depends on the type: /-- Depends on the type:
* Tactic: the tactic's name * Tactic: the tactic's name
* Lemma: fully qualified lemma name * Lemma: fully qualified lemma name
* Definition: no restrictions (preferrably the definions fully qualified name) * Definition: no restrictions (preferably the definitions fully qualified name)
-/ -/
name: Name name: Name
/-- Only for Lemmas. To sort them into tabs -/ /-- Only for Lemmas. To sort them into tabs -/
@@ -108,6 +108,12 @@ structure InventoryTile where
hidden := false hidden := false
deriving ToJson, FromJson, Repr, Inhabited 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 /-- The extension that stores the doc templates. Note that you can only add, but never modify
entries! -/ entries! -/
initialize inventoryTemplateExt : initialize inventoryTemplateExt :
@@ -135,7 +141,12 @@ def getInventoryItem? [Monad m] [MonadEnv m] (n : Name) (type : InventoryType) :
m (Option InventoryItem) := do m (Option InventoryItem) := do
return (inventoryExt.getState (← getEnv)).find? (fun x => x.name == n && x.type == type) 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
/-! ## Environment extensions for game specification -/ /-! ## Environment extensions for game specification -/
@@ -254,8 +265,68 @@ structure GameLevel where
lemmas: InventoryInfo := default lemmas: InventoryInfo := default
/-- A proof template that is printed in an empty editor. -/ /-- A proof template that is printed in an empty editor. -/
template: Option String := none template: Option String := none
deriving Inhabited, Repr /-- The image for this level. -/
image : String := default
deriving Inhabited, Repr
structure WorldOverview where
world: Name
tactics: Array InventoryTile := default
definitions: Array InventoryTile := default
lemmas: Array InventoryTile := default
deriving FromJson, ToJson, 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
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
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 -/ /-! ## World -/
@@ -271,17 +342,46 @@ structure World where
conclusion : String := default conclusion : String := default
/-- The levels of the world. -/ /-- The levels of the world. -/
levels: HashMap Nat GameLevel := default levels: HashMap Nat GameLevel := default
/-- The introduction image of the world. -/
image: String := default
deriving Inhabited deriving Inhabited
instance : ToJson World := ⟨ instance : ToJson World := ⟨
fun world => Json.mkObj [ fun world => Json.mkObj [
("name", toJson world.name), ("name", toJson world.name),
("title", world.title), ("title", world.title),
("introduction", world.introduction)] ("introduction", world.introduction),
("image", world.image)]
⟩ ⟩
/-! ## Game -/ /-! ## 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
structure Game where structure Game where
/-- Internal name of the game. -/ /-- Internal name of the game. -/
name : Name name : Name
@@ -296,8 +396,19 @@ structure Game where
/-- TODO: currently unused. -/ /-- TODO: currently unused. -/
authors : List String := default authors : List String := default
worlds : Graph Name World := default worlds : Graph Name World := default
/-- 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 deriving Inhabited, ToJson
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 -/ /-! ## Game environment extension -/
def HashMap.merge [BEq α] [Hashable α] (old : HashMap α β) (new : HashMap α β) (merge : β → β → β) : def HashMap.merge [BEq α] [Hashable α] (old : HashMap α β) (new : HashMap α β) (merge : β → β → β) :
@@ -386,8 +497,13 @@ def modifyCurWorld (fn : World → m World) [MonadError m] : m Unit := do
return {game with worlds := {game.worlds with nodes := game.worlds.nodes.insert world.name (← fn world) }} return {game with worlds := {game.worlds with nodes := game.worlds.nodes.insert world.name (← fn world) }}
def addLevel (level : GameLevel) [MonadError m] : m Unit := do def addLevel (level : GameLevel) [MonadError m] : m Unit := do
modifyCurWorld fun world => do let worldId ← getCurWorldId
return {world with levels := world.levels.insert level.index level} match ← getLevel? ⟨← getCurGameId, worldId, level.index⟩ with
| some _existingLevel =>
throwError m!"Level {level.index} already exists for world {worldId}!"
| none =>
modifyCurWorld fun world => do
return {world with levels := world.levels.insert level.index level}
def getCurLevel [MonadError m] : m GameLevel := do def getCurLevel [MonadError m] : m GameLevel := do
let some level := (← getCurWorld).levels.find? (← getCurLevelIdx) let some level := (← getCurWorld).levels.find? (← getCurLevelIdx)
+38 -18
View File
@@ -1,6 +1,7 @@
/- This file is mostly copied from `Lean/Server/FileWorker.lean`. -/ /- This file is mostly copied from `Lean/Server/FileWorker.lean`. -/
import Lean.Server.FileWorker import Lean.Server.FileWorker
import GameServer.Game import GameServer.Game
import GameServer.ImportModules
namespace MyModule namespace MyModule
open Lean open Lean
@@ -57,6 +58,17 @@ open JsonRpc
section Elab section Elab
def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : MessageData) :
Elab.Command.CommandElabM Unit := do
modify fun st => { st with
messages := st.messages.add {
fileName := inputCtx.fileName
severity := MessageSeverity.error
pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0)
data := s
}
}
-- TODO: use HashSet for allowed tactics? -- TODO: use HashSet for allowed tactics?
/-- Find all tactics in syntax object that are forbidden according to a /-- Find all tactics in syntax object that are forbidden according to a
set `allowed` of allowed tactics. -/ set `allowed` of allowed tactics. -/
@@ -65,7 +77,7 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
Elab.Command.CommandElabM Unit := do Elab.Command.CommandElabM Unit := do
match stx with match stx with
| .missing => return () | .missing => return ()
| .node info kind args => | .node _info _kind args =>
for arg in args do for arg in args do
findForbiddenTactics inputCtx levelParams arg findForbiddenTactics inputCtx levelParams arg
| .atom info val => | .atom info val =>
@@ -89,13 +101,17 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
| some _ => pure () -- tactic is in the inventory, allow it. | some _ => pure () -- tactic is in the inventory, allow it.
else if tac.disabled then else if tac.disabled then
addWarningMessage info s!"The tactic '{val}' is disabled in this level!" addWarningMessage info s!"The tactic '{val}' is disabled in this level!"
| .ident info rawVal val preresolved => | .ident info _rawVal val _preresolved =>
let ns ← let ns ←
try resolveGlobalConst (mkIdent val) try resolveGlobalConst (mkIdent val)
catch | _ => pure [] -- catch "unknown constant" error catch | _ => pure [] -- catch "unknown constant" error
for n in ns do for n in ns do
let some (.thmInfo ..) := (← getEnv).find? n let some (.thmInfo ..) := (← getEnv).find? n
| return () -- not a theroem -> ignore | return () -- not a theorem -> ignore
-- Forbid the theorem we are proving currently
if n = levelParams.statementName then
addErrorMessage info inputCtx s!"Structural recursion: you can't use '{n}' to proof itself!"
let lemmasAndDefs := levelParams.lemmas ++ levelParams.definitions let lemmasAndDefs := levelParams.lemmas ++ levelParams.definitions
match lemmasAndDefs.find? (fun l => l.name == n) with match lemmasAndDefs.find? (fun l => l.name == n) with
| none => addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!" | none => addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!"
@@ -105,14 +121,19 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
else if lem.disabled then else if lem.disabled then
addWarningMessage info s!"The lemma/definition '{n}' is disabled in this level!" addWarningMessage info s!"The lemma/definition '{n}' is disabled in this level!"
where addWarningMessage (info : SourceInfo) (s : MessageData) := where addWarningMessage (info : SourceInfo) (s : MessageData) :=
modify fun st => { st with let difficulty := levelParams.difficulty
messages := st.messages.add { if difficulty > 0 then
fileName := inputCtx.fileName modify fun st => { st with
severity := MessageSeverity.warning messages := st.messages.add {
pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0) fileName := inputCtx.fileName
data := s severity := if difficulty > 1 then MessageSeverity.error else MessageSeverity.warning
pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0)
data := s
}
} }
} else pure ()
-- where addErrorMessage (info : SourceInfo) (s : MessageData) :=
-- pure ()
open Elab Meta Expr in open Elab Meta Expr in
def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets : Bool) def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets : Bool)
@@ -170,8 +191,7 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
parseResultRef.set (tacticStx, cmdParserState) parseResultRef.set (tacticStx, cmdParserState)
-- Check for forbidden tactics -- Check for forbidden tactics
if levelParams.checkEnabled then findForbiddenTactics inputCtx levelParams tacticStx
findForbiddenTactics inputCtx levelParams tacticStx
-- Insert invisible `skip` command to make sure we always display the initial goal -- Insert invisible `skip` command to make sure we always display the initial goal
let skip := Syntax.node (.original default 0 default endOfWhitespace) ``Lean.Parser.Tactic.skip #[] let skip := Syntax.node (.original default 0 default endOfWhitespace) ``Lean.Parser.Tactic.skip #[]
@@ -273,7 +293,7 @@ where
-- TODO(MH): check for interrupt with increased precision -- TODO(MH): check for interrupt with increased precision
cancelTk.check cancelTk.check
/- NOTE(MH): This relies on the client discarding old diagnostics upon receiving new ones /- NOTE(MH): This relies on the client discarding old diagnostics upon receiving new ones
while prefering newer versions over old ones. The former is necessary because we do while preferring newer versions over old ones. The former is necessary because we do
not explicitly clear older diagnostics, while the latter is necessary because we do not explicitly clear older diagnostics, while the latter is necessary because we do
not guarantee that diagnostics are emitted in order. Specifically, it may happen that not guarantee that diagnostics are emitted in order. Specifically, it may happen that
we interrupted this elaboration task right at this point and a newer elaboration task we interrupted this elaboration task right at this point and a newer elaboration task
@@ -281,7 +301,7 @@ where
the interrupt. Explicitly clearing diagnostics is difficult for a similar reason, the interrupt. Explicitly clearing diagnostics is difficult for a similar reason,
because we cannot guarantee that no further diagnostics are emitted after clearing because we cannot guarantee that no further diagnostics are emitted after clearing
them. -/ them. -/
-- NOTE(WN): this is *not* redundent even if there are no new diagnostics in this snapshot -- NOTE(WN): this is *not* redundant even if there are no new diagnostics in this snapshot
-- because empty diagnostics clear existing error/information squiggles. Therefore we always -- because empty diagnostics clear existing error/information squiggles. Therefore we always
-- want to publish in case there was previously a message at this position. -- want to publish in case there was previously a message at this position.
publishDiagnostics m snap.diagnostics.toArray ctx.hOut publishDiagnostics m snap.diagnostics.toArray ctx.hOut
@@ -393,7 +413,7 @@ section Initialization
-- Set the search path -- Set the search path
Lean.searchPathRef.set paths Lean.searchPathRef.set paths
let env ← importModules [{ module := `Init : Import }, { module := levelParams.levelModule : Import }] {} 0 let env ← importModules' #[{ module := `Init : Import }, { module := levelParams.levelModule : Import }]
-- return (env, paths) -- return (env, paths)
-- use empty header -- use empty header
@@ -477,7 +497,7 @@ section NotificationHandling
IO.eprintln s!"Got outdated version number: {newVersion} ≤ {oldDoc.meta.version}" IO.eprintln s!"Got outdated version number: {newVersion} ≤ {oldDoc.meta.version}"
else if ¬ changes.isEmpty then else if ¬ changes.isEmpty then
let newDocText := foldDocumentChanges changes oldDoc.meta.text let newDocText := foldDocumentChanges changes oldDoc.meta.text
updateDocument ⟨docId.uri, newVersion, newDocText⟩ updateDocument ⟨docId.uri, newVersion, newDocText, .always⟩
end NotificationHandling end NotificationHandling
@@ -533,7 +553,7 @@ section MainLoop
set {s with levelParams := {s.levelParams with set {s with levelParams := {s.levelParams with
inventory := p.inventory, inventory := p.inventory,
checkEnabled := p.checkEnabled}} difficulty := p.difficulty}}
mainLoop mainLoop
| Message.notification method (some params) => | Message.notification method (some params) =>
handleNotification method (toJson params) handleNotification method (toJson params)
@@ -554,7 +574,7 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) : IO UInt32 := do
This is because LSP always refers to characters by (line, column), This is because LSP always refers to characters by (line, column),
so if we get the line number correct it shouldn't matter that there so if we get the line number correct it shouldn't matter that there
is a CR there. -/ is a CR there. -/
let meta : DocumentMeta := ⟨doc.uri, doc.version, doc.text.toFileMap⟩ let meta : DocumentMeta := ⟨doc.uri, doc.version, doc.text.toFileMap, .always⟩
let e := e.withPrefix s!"[{param.textDocument.uri}] " let e := e.withPrefix s!"[{param.textDocument.uri}] "
let _ ← IO.setStderr e let _ ← IO.setStderr e
try try
+58 -153
View File
@@ -7,7 +7,7 @@ structure GameServerState :=
(game : Name) (game : Name)
(gameDir : String) (gameDir : String)
(inventory : Array String) (inventory : Array String)
(checkEnabled : Bool) (difficulty : Nat)
abbrev GameServerM := StateT GameServerState Server.Watchdog.ServerM abbrev GameServerM := StateT GameServerState Server.Watchdog.ServerM
@@ -25,52 +25,6 @@ open Lsp
open JsonRpc open JsonRpc
open IO 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
/--
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
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 structure DidOpenLevelParams where
uri : String uri : String
gameDir : String gameDir : String
@@ -79,18 +33,20 @@ structure DidOpenLevelParams where
lemmas : Array InventoryTile lemmas : Array InventoryTile
definitions : Array InventoryTile definitions : Array InventoryTile
inventory : Array String inventory : Array String
/-- if true the server gives warnings for used tactics/lemmas that are not unlocked. -/ /--
checkEnabled : Bool Check for tactics/theorems that are not unlocked.
0: no check
1: give warnings
2: give errors
-/
difficulty : Nat
/-- The name of the theorem to be proven in this level. -/
statementName : Name
deriving ToJson, FromJson deriving ToJson, FromJson
structure LoadDocParams where
name : Name
type : InventoryType
deriving ToJson, FromJson
structure SetInventoryParams where structure SetInventoryParams where
inventory : Array String inventory : Array String
checkEnabled : Bool difficulty : Nat
deriving ToJson, FromJson deriving ToJson, FromJson
def handleDidOpenLevel (params : Json) : GameServerM Unit := do def handleDidOpenLevel (params : Json) : GameServerM Unit := do
@@ -117,95 +73,20 @@ def handleDidOpenLevel (params : Json) : GameServerM Unit := do
lemmas := lvl.lemmas.tiles lemmas := lvl.lemmas.tiles
definitions := lvl.definitions.tiles definitions := lvl.definitions.tiles
inventory := s.inventory inventory := s.inventory
checkEnabled := s.checkEnabled difficulty := s.difficulty
statementName := lvl.statementName
: DidOpenLevelParams : DidOpenLevelParams
} }
} }
partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
match ev with match ev with
| ServerEvent.clientMsg msg => | ServerEvent.clientMsg msg =>
match msg with 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 := 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 s ← get
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 "$/game/setInventory" params => | Message.notification "$/game/setInventory" params =>
let p := (← parseParams SetInventoryParams (toJson params)) let p := (← parseParams SetInventoryParams (toJson params))
let s ← get let s ← get
set {s with inventory := p.inventory, checkEnabled := p.checkEnabled} set {s with inventory := p.inventory, difficulty := p.difficulty}
let st ← read let st ← read
let workers ← st.fileWorkersRef.get let workers ← st.fileWorkersRef.get
for (_, fw) in workers do for (_, fw) in workers do
@@ -216,26 +97,50 @@ partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
let s ← get let s ← get
let some game ← getGame? s.game let some game ← getGame? s.game
| return false | 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`. let mut overview : Array WorldOverview := #[]
-- Note: as we allow worlds without any levels (for developing), we might need for ⟨worldId, world⟩ in game.worlds.nodes.toList do
-- to try until we find the first world with levels. let mut tactics : Array InventoryTile := #[]
for ⟨worldId, _⟩ in game.worlds.nodes.toList do let mut theorems : Array InventoryTile := #[]
let some lvl ← getLevel? {game := s.game, world := worldId, level := 1} let mut definitions : Array InventoryTile := #[]
| do continue for ⟨_levelId, lvl⟩ in world.levels.toList do
let inventory : InventoryOverview := { tactics := tactics ++ lvl.tactics.tiles.filterMap (fun tile => match tile.new with
tactics := lvl.tactics.tiles.map | true => some {tile with new := false, locked := true, disabled := false}
({ · with locked := true, disabled := false, new := false }), | false => none)
lemmas := lvl.lemmas.tiles.map theorems := theorems ++ lvl.lemmas.tiles.filterMap (fun tile => match tile.new with
({ · with locked := true, disabled := false, new := false }), | true => some {tile with new := false, locked := true, disabled := false}
definitions := lvl.definitions.tiles.map | false => none)
({ · with locked := true, disabled := false, new := false }), definitions := definitions ++ lvl.definitions.tiles.filterMap (fun tile => match tile.new with
lemmaTab := none | true => some {tile with new := false, locked := true, disabled := false}
} | false => none)
let c ← read overview := overview.push {
c.hOut.writeLspResponse ⟨id, ToJson.toJson inventory⟩ world := worldId,
return true tactics := tactics,
return false lemmas := theorems,
definitions := definitions }
let c ← read
c.hOut.writeLspResponse ⟨id, ToJson.toJson overview⟩
return true
-- -- 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
| _ => return false | _ => return false
+108
View File
@@ -0,0 +1,108 @@
import Lean.Environment
import Std.Tactic.OpenPrivate
import Lean.Data.Lsp.Communication
open Lean
inductive LoadingKind := | finalizeExtensions | loadConstants
deriving ToJson
structure LoadingParams : Type where
counter : Nat
kind : LoadingKind
deriving ToJson
-- Code adapted from `Lean/Environment.lean`
partial def importModulesCore' (imports : Array Import) : ImportStateM Unit := do
for i in imports do
if i.runtimeOnly || (← get).moduleNameSet.contains i.module then
continue
modify fun s => { s with moduleNameSet := s.moduleNameSet.insert i.module }
let mFile ← findOLean i.module
unless (← mFile.pathExists) do
throw <| IO.userError s!"object file '{mFile}' of module {i.module} does not exist"
let (mod, region) ← readModuleData mFile
importModulesCore' mod.imports
modify fun s => { s with
moduleData := s.moduleData.push mod
regions := s.regions.push region
moduleNames := s.moduleNames.push i.module
}
open private mkInitialExtensionStates Environment.mk setImportedEntries finalizePersistentExtensions
ensureExtensionsArraySize from Lean.Environment
private partial def finalizePersistentExtensions' (env : Environment) (mods : Array ModuleData) (opts : Options) : IO Environment := do
loop 0 env
where
loop (i : Nat) (env : Environment) : IO Environment := do
(← IO.getStdout).writeLspNotification {
method := "$/game/loading",
param := {counter := i, kind := .finalizeExtensions : LoadingParams} }
-- Recall that the size of the array stored `persistentEnvExtensionRef` may increase when we import user-defined environment extensions.
let pExtDescrs ← persistentEnvExtensionsRef.get
if i < pExtDescrs.size then
let extDescr := pExtDescrs[i]!
let s := extDescr.toEnvExtension.getState env
let prevSize := (← persistentEnvExtensionsRef.get).size
let prevAttrSize ← getNumBuiltinAttributes
let newState ← extDescr.addImportedFn s.importedEntries { env := env, opts := opts }
let mut env := extDescr.toEnvExtension.setState env { s with state := newState }
env ← ensureExtensionsArraySize env
if (← persistentEnvExtensionsRef.get).size > prevSize || (← getNumBuiltinAttributes) > prevAttrSize then
-- This branch is executed when `pExtDescrs[i]` is the extension associated with the `init` attribute, and
-- a user-defined persistent extension is imported.
-- Thus, we invoke `setImportedEntries` to update the array `importedEntries` with the entries for the new extensions.
env ← setImportedEntries env mods prevSize
-- See comment at `updateEnvAttributesRef`
env ← updateEnvAttributes env
loop (i + 1) env
else
return env
def finalizeImport' (s : ImportState) (imports : Array Import) (opts : Options) (trustLevel : UInt32 := 0) : IO Environment := do
let numConsts := s.moduleData.foldl (init := 0) fun numConsts mod =>
numConsts + mod.constants.size + mod.extraConstNames.size
let mut const2ModIdx : HashMap Name ModuleIdx := mkHashMap (capacity := numConsts)
let mut constantMap : HashMap Name ConstantInfo := mkHashMap (capacity := numConsts)
for h:modIdx in [0:s.moduleData.size] do
if modIdx % 100 = 0 then
let percentage := modIdx * 100 / s.moduleData.size
(← IO.getStdout).writeLspNotification {
method := "$/game/loading",
param := {counter := percentage, kind := .loadConstants : LoadingParams} }
let mod := s.moduleData[modIdx]'h.upper
for cname in mod.constNames, cinfo in mod.constants do
match constantMap.insert' cname cinfo with
| (constantMap', replaced) =>
constantMap := constantMap'
if replaced then
throwAlreadyImported s const2ModIdx modIdx cname
const2ModIdx := const2ModIdx.insert cname modIdx
for cname in mod.extraConstNames do
const2ModIdx := const2ModIdx.insert cname modIdx
let constants : ConstMap := SMap.fromHashMap constantMap false
let exts ← mkInitialExtensionStates
let env : Environment := Environment.mk
(const2ModIdx := const2ModIdx)
(constants := constants)
(extraConstNames := {})
(extensions := exts)
(header := {
quotInit := !imports.isEmpty -- We assume `core.lean` initializes quotient module
trustLevel := trustLevel
imports := imports
regions := s.regions
moduleNames := s.moduleNames
moduleData := s.moduleData
})
let env ← setImportedEntries env s.moduleData
finalizePersistentExtensions' env s.moduleData opts
def importModules' (imports : Array Import) : IO Environment := do
withImporting do
let (_, s) ← importModulesCore' imports |>.run
let env ← finalizeImport' s imports {} 0
return env
+9 -8
View File
@@ -78,7 +78,7 @@ partial def matchExpr (pattern : Expr) (e : Expr) (bij : FVarBijection := {}) :
| _, _ => none | _, _ => none
/-- Check if each fvar in `patterns` has a matching fvar in `fvars` -/ /-- Check if each fvar in `patterns` has a matching fvar in `fvars` -/
def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (initBij : FVarBijection := {}) : MetaM Bool := do def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (initBij : FVarBijection := {}) : MetaM (Option FVarBijection) := do
-- We iterate through the array backwards hoping that this will find us faster results -- We iterate through the array backwards hoping that this will find us faster results
-- TODO: implement backtracking -- TODO: implement backtracking
let mut bij := initBij let mut bij := initBij
@@ -97,11 +97,11 @@ def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (in
-- usedFvars := usedFvars.set! (fvars.size - j - 1) true -- usedFvars := usedFvars.set! (fvars.size - j - 1) true
bij := bij'.insert pattern.fvarId! fvar.fvarId! bij := bij'.insert pattern.fvarId! fvar.fvarId!
break break
if ! bij.forward.contains pattern.fvarId! then return false if ! bij.forward.contains pattern.fvarId! then return none
if strict then if !strict || fvars.all (fun fvar => bij.backward.contains fvar.fvarId!)
return fvars.all (fun fvar => bij.backward.contains fvar.fvarId!) then return some bij
return true else return none
unsafe def evalHintMessageUnsafe : Expr → MetaM (Array Expr → MessageData) := unsafe def evalHintMessageUnsafe : Expr → MetaM (Array Expr → MessageData) :=
evalExpr (Array Expr → MessageData) evalExpr (Array Expr → MessageData)
@@ -122,10 +122,11 @@ def findHints (goal : MVarId) (doc : FileWorker.EditableDocument) (initParams :
if let some fvarBij := matchExpr (← instantiateMVars $ hintGoal) (← instantiateMVars $ ← inferType $ mkMVar goal) if let some fvarBij := matchExpr (← instantiateMVars $ hintGoal) (← instantiateMVars $ ← inferType $ mkMVar goal)
then then
let lctx := (← goal.getDecl).lctx let lctx := (← goal.getDecl).lctx
if ← matchDecls hintFVars lctx.getFVars (strict := hint.strict) (initBij := fvarBij) if let some bij ← matchDecls hintFVars lctx.getFVars (strict := hint.strict) (initBij := fvarBij)
then then
let text := (← evalHintMessage hint.text) hintFVars let userFVars := hintFVars.map fun v => bij.forward.findD v.fvarId! v.fvarId!
let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := ← getLCtx, opts := {}} let text := (← evalHintMessage hint.text) (userFVars.map Expr.fvar)
let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := lctx, opts := {}}
let text ← (MessageData.withContext ctx text).toString let text ← (MessageData.withContext ctx text).toString
return some { text := text, hidden := hint.hidden } return some { text := text, hidden := hint.hidden }
else return none else return none
+50
View File
@@ -0,0 +1,50 @@
import Lean
open Lean Meta Elab Tactic Command
syntax showOptArg := atomic(" (" (&"strict" <|> &"verbose") " := " withoutPosition(term) ")")
/--
Lists all available options that can be used with `set_option`.
Use `set_option (verbose := true)` to display more than just the option names.
The form `#show_option id` will show only options that begin with `id`.
Copied from `#help option` from mathlib.
-/
elab "#show_option" verbose:(ppSpace showOptArg)? id:(ppSpace Parser.rawIdent)? : command => do
let id := id.map (·.raw.getId.toString false)
let mut decls : Lean.RBMap _ _ compare := {}
for (name, decl) in show Lean.RBMap .. from ← getOptionDecls do
let name := name.toString false
if let some id := id then
if !id.isPrefixOf name then
continue
decls := decls.insert name decl
let mut msg := Format.nil
let opts ← getOptions
if decls.isEmpty then
match id with
| some id => throwError "no options start with {id}"
| none => throwError "no options found (!)"
for (name, decl) in decls do
let mut msg1 := match decl.defValue with
| .ofString val => s!"String := {repr val}"
| .ofBool val => s!"Bool := {repr val}"
| .ofName val => s!"Name := {repr val}"
| .ofNat val => s!"Nat := {repr val}"
| .ofInt val => s!"Int := {repr val}"
| .ofSyntax val => s!"Syntax := {repr val}"
if let some val := opts.find name then
msg1 := s!"{msg1} (currently: {val})"
msg := match verbose with
| some opt =>
match opt with
| `(showOptArg| (verbose := true)) =>
msg ++ .nest 2 (f!"option {name} : {msg1}" ++ .line ++ decl.descr) ++ .line ++ .line
| _ =>
msg ++ (f!"{name}" ++ .line )
| none =>
msg ++ (f!"{name}" ++ .line )
logInfo msg
+2 -2
View File
@@ -91,7 +91,7 @@ def createEnv (gameDir : String) (module : String) : IO Environment := do
-- Set the search path -- Set the search path
Lean.searchPathRef.set paths Lean.searchPathRef.set paths
let env ← importModules [{ module := `Init : Import }, { module := module : Import }] {} 0 let env ← importModules #[{ module := `Init : Import }, { module := module : Import }] {} 0
return env return env
def initAndRunWatchdog (args : List String) (i o e : FS.Stream) : IO Unit := do def initAndRunWatchdog (args : List String) (i o e : FS.Stream) : IO Unit := do
@@ -114,7 +114,7 @@ def initAndRunWatchdog (args : List String) (i o e : FS.Stream) : IO Unit := do
game := gameName, game := gameName,
gameDir := gameDir, gameDir := gameDir,
inventory := #[] inventory := #[]
checkEnabled := false difficulty := 0
} }
let initRequest ← i.readLspRequestAs "initialize" InitializeParams let initRequest ← i.readLspRequestAs "initialize" InitializeParams
-- We misuse the `rootUri` field to the gameName -- We misuse the `rootUri` field to the gameName
+4
View File
@@ -1,5 +1,9 @@
import GameServer.FileWorker import GameServer.FileWorker
import GameServer.Watchdog import GameServer.Watchdog
import GameServer.Commands
-- TODO: The only reason we import `Commands` is so that it gets built to on `lake build`
-- should we have a different solution?
unsafe def main : List String → IO UInt32 := fun args => do unsafe def main : List String → IO UInt32 := fun args => do
let e ← IO.getStderr let e ← IO.getStderr
-164
View File
@@ -1,164 +0,0 @@
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 anonymize from 'ip-anonymize';
// import { importTrigger, importStatus } from './import.mjs'
/** Preloaded games. The keys refer to the docker tags of the virtual machines.
* The number `queueLength` determines how many instances of the docker container
* get started before any user shows up to have them up and running immediately.
* The values `name`, `module`, and `dir` are just used for development where we
* use a project directory instead of a docker container.
*/
const games = {
"g/hhu-adam/robo": {
// module: "Game", // The lean module's name. Defaults to "Game"
// name: "Adam", // For the `Game "Adam"` tag in the games. Defaults to "MyGame"
dir: "Robo",
queueLength: 5
},
"g/hhu-adam/nng4": {
// module: "Game",
// name: "NNG",
dir: "NNG4",
queueLength: 5
},
"g/local/game": {
dir: "game",
queueLength: 0
}
}
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/')))
.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 startServerProcess(tag) {
if (! games[tag]?.dir) {
console.error(`Unknown game: ${tag}`)
return
}
let serverProcess
if (isDevelopment) {
let args = ["--server", path.join("../../../../", games[tag].dir)]
if (games[tag].module) {
args.push(games[tag].module)
if (games[tag].name) { args.push(games[tag].name) }
}
serverProcess = cp.spawn("./gameserver", args,
{ cwd: path.join(__dirname, "./build/bin/") })
} else {
serverProcess = cp.spawn("./bubblewrap.sh",
[games[tag].dir],
{ 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: ${data}`)
);
}
return serverProcess
}
/** start Lean Server processes to refill the queue */
function fillQueue(tag) {
while (queue[tag].length < games[tag].queueLength) {
const serverProcess = startServerProcess(tag)
queue[tag].push(serverProcess)
}
}
if (!isDevelopment) { // Don't use queue in development
for (let tag in games) {
queue[tag] = []
fillQueue(tag)
}
}
const urlRegEx = /^\/websocket\/g\/([\w.-]+)\/([\w.-]+)$/
wss.addListener("connection", function(ws, req) {
const reRes = urlRegEx.exec(req.url)
if (!reRes) { console.error(`Connection refused because of invalid URL: ${req.url}`); return; }
const owner = reRes[1]
const repo = reRes[2]
const tag = `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
if (isDevelopment && process.env.DEV_CONTAINER) {
tag = `g/local/game`
}
let ps;
if (!queue[tag] || queue[tag].length == 0) {
ps = startServerProcess(tag)
} else {
ps = queue[tag].shift() // Pick the first Lean process; it's likely to be ready immediately
fillQueue(tag)
}
socketCounter += 1;
const ip = anonymize(req.headers['x-forwarded-for'] || req.socket.remoteAddress)
console.log(`[${new Date()}] Socket opened - ${ip}`)
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());
})
+14 -1
View File
@@ -1 +1,14 @@
{"version": 5, "packagesDir": "lake-packages", "packages": []} {"version": 7,
"packagesDir": ".lake/packages",
"packages":
[{"url": "https://github.com/leanprover/std4.git",
"type": "git",
"subDir": null,
"rev": "2e4a3586a8f16713f16b2d2b3af3d8e65f3af087",
"name": "std",
"manifestFile": "lake-manifest.json",
"inputRev": "v4.3.0",
"inherited": false,
"configFile": "lakefile.lean"}],
"name": "GameServer",
"lakeDir": ".lake"}
+15
View File
@@ -3,6 +3,11 @@ open Lake DSL
package GameServer package GameServer
-- Using this assumes that each dependency has a tag of the form `v4.X.0`.
def leanVersion : String := s!"v{Lean.versionString}"
require std from git "https://github.com/leanprover/std4.git" @ leanVersion
lean_lib GameServer lean_lib GameServer
@[default_target] @[default_target]
@@ -10,3 +15,13 @@ lean_exe gameserver {
root := `Main root := `Main
supportInterpreter := true supportInterpreter := true
} }
/--
When a package depending on GameServer updates its dependencies,
build the `gameserver` executable.
-/
post_update pkg do
let rootPkg ← getRootPackage
if rootPkg.name = pkg.name then
return -- do not run in GameServer itself
discard <| runBuild gameserver.build >>= (·.await)
+1 -1
View File
@@ -1 +1 @@
leanprover/lean4:v4.0.0 leanprover/lean4:v4.3.0
+5 -2
View File
@@ -13,13 +13,16 @@ Level 1
Statement foo.bar : 5 ≤ 7 := by Statement foo.bar : 5 ≤ 7 := by
simp simp
-- Shows warning on `foo.bar₂`: Game "Test"
World "TestW"
Level 2 -- should warn if set to `1`
-- Shows warning on `foo.bar₂`:
Statement foo.bar2 : 3 ≤ 7 := by Statement foo.bar2 : 3 ≤ 7 := by
simp simp
NewLemma foo.baz NewLemma foo.bar
DisabledTactic tauto DisabledTactic tauto
-13
View File
@@ -1,13 +0,0 @@
#/bin/bash
ARTIFACT_ID=$1
echo "Unpacking ZIP."
unzip -o tmp/artifact_${ARTIFACT_ID}.zip -d tmp/artifact_${ARTIFACT_ID}
echo "Unpacking TAR."
for f in tmp/artifact_${ARTIFACT_ID}/* #Should only be one file
do
echo "Unpacking $f"
mkdir tmp/artifact_${ARTIFACT_ID}_inner
tar -xvf $f -C tmp/artifact_${ARTIFACT_ID}_inner
done
+1 -1
View File
@@ -12,5 +12,5 @@
"experimentalDecorators": true, "experimentalDecorators": true,
"allowSyntheticDefaultImports": true, "allowSyntheticDefaultImports": true,
}, },
"exclude": ["server"] "exclude": ["server", "relay"]
} }
+54
View File
@@ -0,0 +1,54 @@
import { defineConfig } from 'vite'
import react from '@vitejs/plugin-react-swc'
import { viteStaticCopy } from 'vite-plugin-static-copy'
import svgr from "vite-plugin-svgr"
// https://vitejs.dev/config/
export default defineConfig({
//root: 'client/src',
build: {
// Relative to the root
// Note: This has to match the path in `relay/index.mjs`
outDir: 'client/dist',
},
plugins: [
react(),
svgr({
svgrOptions: {
// svgr options
},
}),
viteStaticCopy({
targets: [
{
src: 'node_modules/@leanprover/infoview/dist/*.production.min.js',
dest: '.'
}
]
})
],
publicDir: "client/public",
optimizeDeps: {
exclude: ['games']
},
server: {
port: 3000,
proxy: {
'/websocket': {
target: 'ws://localhost:8080',
ws: true
},
'/import': {
target: 'http://localhost:8080',
},
'/data': {
target: 'http://localhost:8080',
},
}
},
resolve: {
alias: {
path: "path-browserify",
},
},
})
-106
View File
@@ -1,106 +0,0 @@
const path = require("path");
const webpack = require('webpack');
const ReactRefreshWebpackPlugin = require('@pmmmwh/react-refresh-webpack-plugin');
const WebpackShellPluginNext = require('webpack-shell-plugin-next');
module.exports = env => {
const single_game = process.env.LEAN4GAME_SINGLE_GAME
const environment = process.env.NODE_ENV
const isDevelopment = environment === 'development'
const babelOptions = {
presets: ['@babel/preset-env', '@babel/preset-react', '@babel/preset-typescript'],
plugins: [
isDevelopment && require.resolve('react-refresh/babel'),
].filter(Boolean),
};
global.$RefreshReg$ = () => {};
global.$RefreshSig$ = () => () => {};
return {
entry: [single_game ? "./client/src/index_local.tsx" : "./client/src/index.tsx"],
mode: isDevelopment ? 'development' : 'production',
module: {
rules: [
{
test: /\.(js|jsx)$/,
exclude: [/server/, /node_modules/],
use: [{
loader: require.resolve('babel-loader'),
options: babelOptions,
}]
},
{
test: /\.tsx?$/,
use: [{
loader: 'ts-loader',
options: { allowTsInNodeModules: true }
}],
// exclude: /node_modules(?!\/(lean4web|lean4|lean4-infoview))/,
// Allow .ts imports from node_modules/lean4web and node_modules/lean4
},
{
test: /\.css$/,
use: ["style-loader", "css-loader"]
},
{
test: /\.(jpg|png)$/,
use: {
loader: 'file-loader',
},
},
]
},
resolve: {
extensions: ["*", ".js", ".jsx", ".tsx", ".ts"],
fallback: {
"http": require.resolve("stream-http") ,
"path": require.resolve("path-browserify")
},
},
output: {
path: path.resolve(__dirname, "client/dist/"),
filename: "bundle.js",
},
devServer: {
proxy: {
'/websocket': {
target: 'ws://localhost:8080',
ws: true
},
'/import': {
target: 'http://localhost:3000',
router: () => 'http://localhost:8080',
},
},
static: path.join(__dirname, 'client/public/'),
port: 3000,
hot: true,
},
devtool: "source-map",
plugins: [
!isDevelopment && new WebpackShellPluginNext({
onBuildEnd:{
scripts: [
// It's hard to set up webpack to copy the index.html correctly,
// so we copy it explicitly after every build:
'cp client/public/index.html client/dist/',
// Similarly, I haven't been able to load `onigasm.wasm` properly:
'cp client/public/onigasm.wasm client/dist/',],
blocking: false,
parallel: true
}
}),
isDevelopment && new ReactRefreshWebpackPlugin(),
].filter(Boolean),
// Webpack is not happy about the dynamically loaded widget code in the function
// `dynamicallyLoadComponent` in `infoview/userWidget.tsx`. If we want to support
// dynamically loaded widget code, we need to make sure that the files are available.
ignoreWarnings: [/Critical dependency: the request of a dependency is an expression/]
};
}