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65 Commits
Author SHA1 Message Date
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 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
51 changed files with 5671 additions and 3754 deletions
+1 -1
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@@ -3,7 +3,7 @@ run-name: Build the project
on: [push]
jobs:
build:
runs-on: ubuntu-20.04
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- uses: actions/setup-node@v3
+2
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@@ -1,4 +1,6 @@
node_modules
client/dist
server/build
server/lakefile.olean
**/lake-packages/
**/.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
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)
```
sudo apt-get install bubblewrap
+18 -15
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@@ -1,33 +1,36 @@
# 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).
The project is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
of Kevin Buzzard and Mohammad Pedramfar.
The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
### Progress & Contributing
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)
## Creating a Game
Please follow the tutorial [Creating a Game](doc/create_game.md).
In particular step 5 thereof explains [How to Run Games Locally](doc/running_locally.md).
### Documentation
### Publishing a Game
For game developers, there is a work-in-progress Documentation: [Create a Game](DOCUMENTATION.md).
Best to talk with us directly.
We encourage anybody to have games hosted on our [Lean Game Server](https://adam.math.hhu.de) for anybody to play. For that you simply need to contact us with the link to your game repo. We are also happy to add work-in-progress games and games in any language.
For the game engine itself, documentation is missing currently.
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).
## NPM Scripts
## Documentation
* `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`.
The documentation for the game engine itself is still missing, but there is [Creating a Game](doc/create_game.md) explaining the API to create a game.
* `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`.
Some documentation:
* `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.
- [NPM Scripts](doc/npm_scripts.md)
- [Old documentation](doc/DOCUMENTATION.md)
## Contributing
Contributions to `lean4game` are always welcome!
## 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
secured by [gVisor](https://gvisor.dev/).
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.
+3 -13
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@@ -6,33 +6,23 @@ import '@fontsource/roboto/400.css';
import '@fontsource/roboto/500.css';
import '@fontsource/roboto/700.css';
import './reset.css';
import './app.css';
import './css/reset.css';
import './css/app.css';
import { MobileContext } from './components/infoview/context';
import { useWindowDimensions } from './window_width';
import { selectOpenedIntro } from './state/progress';
import { useSelector } from 'react-redux';
export const GameIdContext = React.createContext<string>(undefined);
function App() {
const params = useParams()
const gameId = "g/" + params.owner + "/" + params.repo
// TODO: Make mobileLayout be changeable in settings
// TODO: Handle resize Events
const {width, height} = useWindowDimensions()
const [mobile, setMobile] = React.useState(width < 800)
// On mobile, there are multiple pages on the welcome page to switch between
const openedIntro = useSelector(selectOpenedIntro(gameId))
// On mobile, there are multiple pages to switch between
const [pageNumber, setPageNumber] = React.useState(openedIntro ? 1 : 0)
return (
<div className="app">
<GameIdContext.Provider value={gameId}>
<MobileContext.Provider value={{mobile, setMobile, pageNumber, setPageNumber}}>
<MobileContext.Provider value={{mobile, setMobile}}>
<Outlet />
</MobileContext.Provider>
</GameIdContext.Provider>
+187 -333
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@@ -1,45 +1,45 @@
/**
* @file contains the navigation bars of the app.
*/
import * as React from 'react'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome,
faArrowRight, faArrowLeft, faXmark, faBars, faCode,
faCircleInfo, faTerminal } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from "../app"
import { InputModeContext, MobileContext, WorldLevelIdContext } from "./infoview/context"
import { GameInfo, useGetGameInfoQuery } from '../state/api'
import { changedOpenedIntro, selectCompleted, selectDifficulty, selectProgress } from '../state/progress'
import { useSelector } from 'react-redux'
import { useAppDispatch, useAppSelector } from '../hooks'
import { Button } from './button'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
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'
import { downloadProgress } from './popup/erase'
/** navigation to switch between pages on mobile */
function MobileNav({pageNumber, setPageNumber}:
/** navigation buttons for mobile welcome page to switch between intro/tree/inventory. */
function MobileNavButtons({pageNumber, setPageNumber}:
{ pageNumber: number,
setPageNumber: any}) {
const gameId = React.useContext(GameIdContext)
const dispatch = useAppDispatch()
let prevText = {0 : null, 1: "Intro", 2: null}[pageNumber]
let prevIcon = {0 : null, 1: null, 2: faXmark}[pageNumber]
let prevTitle = {
0: null,
1: "Game Introduction",
2: "World selection"}[pageNumber]
let nextText = {0 : "Start", 1: null, 2: null}[pageNumber]
let nextIcon = {0 : null, 1: faBook, 2: null}[pageNumber]
let nextTitle = {
0: "World selection",
1: "Inventory",
2: null}[pageNumber]
// if `prevText` or `prevIcon` is set, show a button to go back
let prevText = {0: null, 1: "Intro", 2: null}[pageNumber]
let prevIcon = {0: null, 1: null, 2: faBookOpen}[pageNumber]
let prevTitle = {0: null, 1: "Game Introduction", 2: "World selection"}[pageNumber]
// if `nextText` or `nextIcon` is set, show a button to go forward
let nextText = {0: "Start", 1: null, 2: null}[pageNumber]
let nextIcon = {0: null, 1: faBook, 2: null}[pageNumber]
let nextTitle = {0: "World selection", 1: "Inventory", 2: null}[pageNumber]
return <>
{(prevText || prevTitle || prevIcon) &&
<Button className="btn btn-inverted toggle-width" to={pageNumber == 0 ? "/" : ""} inverted="true" title={prevTitle}
{(prevText || prevIcon) &&
<Button className="btn btn-inverted toggle-width" to={pageNumber == 0 ? "/" : ""}
inverted="true" title={prevTitle}
onClick={() => {pageNumber == 0 ? null : setPageNumber(pageNumber - 1)}}>
{prevIcon && <FontAwesomeIcon icon={prevIcon} />}
{prevText && `${prevText}`}
</Button>
}
{(nextText || nextTitle || nextIcon) &&
{(nextText || nextIcon) &&
<Button className="btn btn-inverted toggle-width" to="" inverted="true"
title={nextTitle} onClick={() => {
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,
toggleImpressum: any,
openEraseMenu: any,
openUploadMenu: any,
toggleEraseMenu: any,
toggleUploadMenu: any,
toggleInfo: any
}) {
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)
/** Download the current progress (i.e. what's saved in the browser store) */
const gameProgress = useSelector(selectProgress(gameId))
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="app-bar" >
<>
<div>
<Button inverted="false" title="back to games selection" to="/">
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;<FontAwesomeIcon icon={faGlobe} />
</Button>
<span className="app-bar-title"></span>
</div>
<div>
<span className="app-bar-title">
{mobile ? '' : gameInfo?.title}
</span>
</div>
<div className="nav-btns">
{mobile && <>
{/* BUTTONS for MOBILE */}
<MobileNav pageNumber={pageNumber} setPageNumber={setPageNumber} />
</>}
<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>
</>
return <div className="app-bar">
<div>
<Button inverted="false" title="back to games selection" to="/">
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;<FontAwesomeIcon icon={faGlobe} />
</Button>
<span className="app-bar-title"></span>
</div>
<div>
{!mobile && <span className="app-bar-title">{gameInfo?.title}</span>}
</div>
<div className="nav-btns">
{mobile && <MobileNavButtons pageNumber={pageNumber} setPageNumber={setPageNumber} />}
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen} />
</div>
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
<Button title="Game Info & Credits" inverted="true" to="" onClick={() => {toggleInfo(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Game Info
</Button>
<Button title="Clear Progress" inverted="true" to="" onClick={() => {toggleEraseMenu(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faEraser} />&nbsp;Erase
</Button>
<Button title="Download Progress" inverted="true" to="" onClick={(ev) => {downloadProgress(gameId, gameProgress, ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={faDownload} />&nbsp;Download
</Button>
<Button title="Load Progress from JSON" inverted="true" to="" onClick={() => {toggleUploadMenu(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faUpload} />&nbsp;Upload
</Button>
<Button title="Impressum, privacy policy" inverted="true" to="" onClick={() => {toggleImpressum(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Impressum
</Button>
</div>
</div>
}
// /** The menu that is shown next to the world selection graph */
// function WorldSelectionMenu() {
// const [file, setFile] = React.useState<File>();
// const gameId = React.useContext(GameIdContext)
// const store = useStore()
// const difficulty = useSelector(selectDifficulty(gameId))
// /* 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}) {
/** the navigation bar in a level */
export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=undefined, setPageNumber=undefined} : {
isLoading: boolean,
levelTitle: string,
toggleImpressum: any,
pageNumber?: number,
setPageNumber?: any,
}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
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 gameInfo = useGetGameInfoQuery({game: gameId})
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
const difficulty = useAppSelector(selectDifficulty(gameId))
let worldTitle = gameInfo.data?.worlds.nodes[worldId].title
return <div className="app-bar" style={isLoading ? {display: "none"} : null} >
{mobile ?
<>
{/* MOBILE VERSION */}
<div>
<span className="app-bar-title">
{levelTitle}
</span>
<span className="app-bar-title">{levelTitle}</span>
</div>
<div className="nav-btns">
{mobile && pageNumber == 0 ?
<Button to="" className="btn btn-inverted toggle-width"
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>
<InventoryButton pageNumber={pageNumber} setPageNumber={setPageNumber}/>
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen}/>
</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="information, Impressum, privacy policy" inverted="true" to="" onClick={(ev) => {toggleImpressum(ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Info &amp; Impressum
</Button>
<NextButton worldSize={gameInfo.data?.worldSize[worldId]} difficulty={difficulty} completed={completed} setNavOpen={setNavOpen} />
<PreviousButton setNavOpen={setNavOpen} />
<HomeButton isDropdown={true} />
<InputModeButton setNavOpen={setNavOpen} isDropdown={true}/>
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
</div>
</>
:
</> :
<>
{/* DESKTOP VERSION */}
<div>
<Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn">
<FontAwesomeIcon icon={faHome} />
</Button>
<span className="app-bar-title">
{gameInfo.data?.worlds.nodes[worldId].title && `World: ${gameInfo.data?.worlds.nodes[worldId].title}`}
</span>
<HomeButton isDropdown={false} />
<span className="app-bar-title">{worldTitle && `World: ${worldTitle}`}</span>
</div>
<div>
<span className="app-bar-title">
{levelTitle}
</span>
<span className="app-bar-title">{levelTitle}</span>
</div>
<div className="nav-btns">
{levelId > 0 && <>
<Button disabled={levelId <= 0} inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId - 1}`}
title="previous level"
onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;Previous
</Button>
</>}
{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>
<PreviousButton setNavOpen={setNavOpen} />
<NextButton worldSize={gameInfo.data?.worldSize[worldId]} difficulty={difficulty} completed={completed} setNavOpen={setNavOpen} />
<InputModeButton setNavOpen={setNavOpen} isDropdown={false}/>
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={false} />
</div>
</>
}
+12 -12
View File
@@ -65,13 +65,9 @@ export const ProofStateContext = React.createContext<{
export const MobileContext = React.createContext<{
mobile : boolean,
setMobile: React.Dispatch<React.SetStateAction<Boolean>>,
pageNumber: number,
setPageNumber: React.Dispatch<React.SetStateAction<Number>>
}>({
mobile : false,
setMobile: () => {},
pageNumber: 0,
setPageNumber: () => {}
})
export const WorldLevelIdContext = React.createContext<{
@@ -105,13 +101,17 @@ export const DeletedChatContext = React.createContext<{
})
export const InputModeContext = React.createContext<{
commandLineMode: boolean,
setCommandLineMode: React.Dispatch<React.SetStateAction<boolean>>,
commandLineInput: string,
setCommandLineInput: React.Dispatch<React.SetStateAction<string>>
typewriterMode: boolean,
setTypewriterMode: React.Dispatch<React.SetStateAction<boolean>>,
typewriterInput: string,
setTypewriterInput: React.Dispatch<React.SetStateAction<string>>,
lockInputMode: boolean,
setLockInputMode: React.Dispatch<React.SetStateAction<boolean>>,
}>({
commandLineMode: true,
setCommandLineMode: () => {},
commandLineInput: "",
setCommandLineInput: () => {},
typewriterMode: true,
setTypewriterMode: () => {},
typewriterInput: "",
setTypewriterInput: () => {},
lockInputMode: false,
setLockInputMode: () => {},
});
+8 -8
View File
@@ -124,7 +124,7 @@ interface GoalProps {
goal: InteractiveGoal
filter: GoalFilterState
showHints?: boolean
commandLine: boolean
typewriter: boolean
}
interface ProofDisplayProps {
@@ -136,7 +136,7 @@ interface ProofDisplayProps {
* Displays the hypotheses, target type and optional case label of a goal according to the
* provided `filter`. */
export const Goal = React.memo((props: GoalProps) => {
const { goal, filter, showHints, commandLine } = props
const { goal, filter, showHints, typewriter } = props
// TODO: Apparently `goal` can be `undefined`
if (!goal) {return <></>}
@@ -163,18 +163,18 @@ export const Goal = React.memo((props: GoalProps) => {
// const hints = <Hints hints={goal.hints} key={goal.mvarId} />
const objectHyps = hyps.filter(hyp => !hyp.isAssumption)
const assumptionHyps = hyps.filter(hyp => hyp.isAssumption)
const {commandLineMode} = React.useContext(InputModeContext)
const {typewriterMode} = React.useContext(InputModeContext)
return <div>
{/* {goal.userName && <div><strong className="goal-case">case </strong>{goal.userName}</div>} */}
{filter.reverse && goalLi}
{! commandLine && objectHyps.length > 0 &&
{! typewriter && objectHyps.length > 0 &&
<div className="hyp-group"><div className="hyp-group-title">Objects:</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>
{assumptionHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> }
{/* {commandLine && commandLineMode && <CommandLine />} */}
{/* {typewriter && typewriterMode && <Typewriter />} */}
{!filter.reverse && goalLi}
{/* {showHints && hints} */}
</div>
@@ -229,7 +229,7 @@ export const OtherGoals = React.memo((props: GoalProps2) => {
<summary>
<InteractiveCode fmt={goal.type} />
</summary>
<Goal commandLine={false} filter={filter} goal={goal} />
<Goal typewriter={false} filter={filter} goal={goal} />
</details>)}
</div>}
</>
@@ -264,7 +264,7 @@ export function Goals({ goals, filter }: GoalsProps) {
return <>No goals</>
} else {
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>
{ 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>
@@ -156,7 +156,7 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
<div className="goals-section-title">Weitere Goals</div>
{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>}
</LocationsContext.Provider> */}
</>
+154 -122
View File
@@ -6,7 +6,7 @@ import type { DidCloseTextDocumentParams, DidChangeTextDocumentParams, Location,
import 'tachyons/css/tachyons.css';
import '@vscode/codicons/dist/codicon.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 { useClientNotificationEffect, useServerNotificationEffect, useEventResult, useServerNotificationState } from '../../../../node_modules/lean4-infoview/src/infoview/util';
@@ -21,14 +21,14 @@ import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { GameIdContext } from '../../app';
import { useAppDispatch, useAppSelector } from '../../hooks';
import { LevelInfo } from '../../state/api';
import { changedInventory, levelCompleted, selectCompleted, selectInventory } from '../../state/progress';
import { changedInventory, levelCompleted, selectCode, selectCompleted, selectInventory } from '../../state/progress';
import Markdown from '../markdown';
import { Infos } from './infos';
import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages';
import { Goal } from './goals';
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, ProofContext, ProofStep, SelectionContext } from './context';
import { CommandLine, hasErrors, hasInteractiveErrors } from './command_line';
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './context';
import { Typewriter, hasErrors, hasInteractiveErrors } from './typewriter';
import { InteractiveDiagnostic } from '@leanprover/infoview/*';
import { Button } from '../button';
import { CircularProgress } from '@mui/material';
@@ -41,19 +41,16 @@ import { Hints } from '../hints';
*/
export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize }) {
const ec = React.useContext(EditorContext)
const { commandLineMode } = React.useContext(InputModeContext)
const { typewriterMode } = React.useContext(InputModeContext)
return <>
<div className={commandLineMode ? 'hidden' : ''}>
<ExerciseStatement data={level} />
<div className={typewriterMode ? 'hidden' : ''}>
<ExerciseStatement data={level} showLeanStatement={true} />
<div ref={codeviewRef} className={'codeview'}></div>
</div>
{ec ?
<DualEditorMain worldId={worldId} levelId={levelId} level={level} worldSize={worldSize} /> :
// 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 }) {
const ec = React.useContext(EditorContext)
const gameId = React.useContext(GameIdContext)
const { commandLineMode } = React.useContext(InputModeContext)
const { typewriterMode } = React.useContext(InputModeContext)
// Mark level as completed when server gives notification
const dispatch = useAppDispatch()
@@ -70,7 +67,7 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
'$/game/completed',
(params: any) => {
if (ec.events.changedCursorLocation.current &&
ec.events.changedCursorLocation.current.uri === params.uri) {
ec.events.changedCursorLocation.current.uri === params.uri) {
dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId }))
// On completion, add the names of all new items to the local storage
@@ -80,6 +77,11 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
...level?.definitions
].filter((tile) => tile.new).map((tile) => tile.name)
// Add the proven statement to the local storage as well.
if (level?.statementName != null) {
newTiles.push(level?.statementName)
}
let inv: string[] = selectInventory(gameId)(store.getState())
// add new items and remove duplicates
@@ -108,10 +110,10 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
<WithRpcSessions>
<WithLspDiagnosticsContext>
<ProgressContext.Provider value={allProgress}>
{commandLineMode ?
<CommandLineInterface world={worldId} level={levelId} data={level} worldSize={worldSize}/>
{typewriterMode ?
<TypewriterInterfaceWrapper world={worldId} level={levelId} data={level} worldSize={worldSize}/>
:
<Main key={`${worldId}/${levelId}`} world={worldId} level={levelId} />
<Main key={`${worldId}/${levelId}`} world={worldId} level={levelId} data={level} />
}
</ProgressContext.Provider>
</WithLspDiagnosticsContext>
@@ -126,22 +128,45 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
* - Theorem xyz: description
* - Theorem xyz
* - Exercises: description
*
* If `showLeanStatement` is true, it will additionally display the lean code.
*/
function ExerciseStatement({ data }) {
if (!data?.descrText) { return <></> }
return <div className="exercise-statement"><Markdown>
{(data?.statementName ? `**Theorem** \`${data?.statementName}\`: ` : data?.descrText && "**Exercise**: ") + `${data?.descrText}`}
</Markdown></div>
function ExerciseStatement({ data, showLeanStatement = false }) {
if (!(data?.descrText || data?.descrFormat)) { return <></> }
return <>
<div className="exercise-statement">
{data?.descrText &&
<Markdown>
{(data?.displayName ? `**Theorem** \`${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`
// while `CommandLineInterface` has this copy-pasted in.
export function Main(props: { world: string, level: number }) {
// while `TypewriterInterface` has this copy-pasted in.
export function Main(props: { world: string, level: number, data: LevelInfo}) {
const ec = React.useContext(EditorContext);
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
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. */
const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
@@ -203,8 +228,8 @@ function Command({ command, deleteProof }: { command: string, deleteProof: any }
if (!command) { return <></> }
return <div className="command">
<div className="command-text">{command}</div>
<Button to="" className="undo-button btn btn-inverted" title="Delete this and future commands" onClick={deleteProof}>
<FontAwesomeIcon icon={faDeleteLeft} />&nbsp;Delete
<Button to="" className="undo-button btn btn-inverted" title="Retry proof from here" onClick={deleteProof}>
<FontAwesomeIcon icon={faDeleteLeft} />&nbsp;Retry
</Button>
</div>
}
@@ -232,7 +257,7 @@ function Command({ command, deleteProof }: { command: string, deleteProof: any }
// message = diag.message
// }
// const { commandLineMode } = React.useContext(InputModeContext)
// const { typewriterMode } = React.useContext(InputModeContext)
// return (
// // <details open>
@@ -251,7 +276,7 @@ function Command({ command, deleteProof }: { command: string, deleteProof: any }
// // </span>
// // </summary>
// <div className={severityClass + ' ml1 message'}>
// {!commandLineMode && <p className="mv2">{title}</p>}
// {!typewriterMode && <p className="mv2">{title}</p>}
// <pre className="font-code pre-wrap">
// <InteractiveMessage fmt={message} />
// </pre>
@@ -261,103 +286,29 @@ function Command({ command, deleteProof }: { command: string, deleteProof: any }
// }, fastIsEqual)
/** The tabs of goals that lean ahs after the command of this step has been processed */
function 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)
if (!proofStep.goals.length) { return <></> }
return <div>
return <div className="goal-tabs" onClick={onClick}>
<div className={`tab-bar ${last ? 'current' : ''}`}>
{proofStep.goals.map((goal, i) => (
// TODO: Should not use index as key.
<div key={`proof-goal-${i}`} className={`tab ${i == (selectedGoal) ? "active" : ""}`} onClick={(ev) => { setSelectedGoal(i); ev.stopPropagation() }}>
<div key={`proof-goal-${i}`} className={`tab ${i == (selectedGoal) ? "active" : ""}`} onClick={(ev) => { onGoalChange(i); setSelectedGoal(i); ev.stopPropagation() }}>
{i ? `Goal ${i + 1}` : "Active Goal"}
</div>
))}
</div>
<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>
}
/** The interface in command line mode */
export function CommandLineInterface(props: { world: string, level: number, data: LevelInfo, worldSize: number }) {
// Splitting up Typewriter into two parts is a HACK
export function TypewriterInterfaceWrapper(props: { world: string, level: number, data: LevelInfo, worldSize: number }) {
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 { 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(
'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
// that we want to persist.
if (!serverVersion) { return <p>Waiting for Lean server to start...</p> }
if (!serverVersion) { return <></> }
if (serverStoppedResult) {
return <div>
<p>{serverStoppedResult.message}</p>
@@ -384,6 +335,93 @@ export function CommandLineInterface(props: { world: string, level: number, data
</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 { 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> = []
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("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`?
// If the last step has errors, we want to treat it as if it is part of the second-to-last step
@@ -417,16 +455,10 @@ export function CommandLineInterface(props: { world: string, level: number, data
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">
return <div className="typewriter-interface">
<RpcContext.Provider value={rpcSess}>
<div className="content">
<div className="tmp-pusher">
{!proof.length &&
<CircularProgress />
}
</div>
<div className='proof' ref={proofPanelRef}>
<ExerciseStatement data={props.data} />
@@ -438,12 +470,12 @@ export function CommandLineInterface(props: { world: string, level: number, data
// entered command as it is still present in the command line.
// TODO: Should not use index as key.
return <div key={`proof-step-${i}`}>
<Errors errors={step.errors} commandLineMode={true} />
<Errors errors={step.errors} typewriterMode={true} />
</div>
} else {
return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')} onClick={toggleSelectStep(i)}>
return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')}>
<Command command={step.command} deleteProof={deleteProof(i)} />
<Errors errors={step.errors} commandLineMode={true} />
<Errors errors={step.errors} typewriterMode={true} />
{mobile && i == 0 && props.data?.introduction &&
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelectStep(0)}>
<Markdown>{props.data?.introduction}</Markdown>
@@ -460,7 +492,7 @@ 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 */}
{!step.goals.length && (
<div className="message information">
@@ -489,11 +521,11 @@ export function CommandLineInterface(props: { world: string, level: number, data
}
</div>
}
</> : <></>
</> : <CircularProgress />
}
</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>
</div>
}
+6 -6
View File
@@ -18,7 +18,7 @@ interface MessageViewProps {
}
/** 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
const severityClass = error.severity ? {
@@ -41,7 +41,7 @@ function Error({error, commandLineMode} : {error : InteractiveDiagnostic, comman
}
return <div className={severityClass + ' ml1 message'}>
{!commandLineMode && <p className="mv2">{title}</p>}
{!typewriterMode && <p className="mv2">{title}</p>}
<pre className="font-code pre-wrap">
<InteractiveMessage fmt={message} />
</pre>
@@ -50,9 +50,9 @@ function Error({error, commandLineMode} : {error : InteractiveDiagnostic, comman
// TODO: Should not use index as key.
/** 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>
{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>
}
@@ -79,7 +79,7 @@ const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
message = diag.message
}
const { commandLineMode } = React.useContext(InputModeContext)
const { typewriterMode } = React.useContext(InputModeContext)
return (
// <details open>
@@ -98,7 +98,7 @@ const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
// </span>
// </summary>
<div className={severityClass + ' ml1 message'}>
{!commandLineMode && <p className="mv2">{title}</p>}
{!typewriterMode && <p className="mv2">{title}</p>}
<pre className="font-code pre-wrap">
<InteractiveMessage fmt={message} />
</pre>
@@ -64,7 +64,7 @@ config.autoClosingPairs = config.autoClosingPairs.map(
monaco.languages.setLanguageConfiguration('lean4cmd', config);
/** 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 */
const editor = React.useContext(MonacoEditorContext)
@@ -74,7 +74,7 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
const [oneLineEditor, setOneLineEditor] = useState<monaco.editor.IStandaloneCodeEditor>(null)
const [processing, setProcessing] = useState(false)
const {commandLineInput, setCommandLineInput} = React.useContext(InputModeContext)
const {typewriterInput, setTypewriterInput} = React.useContext(InputModeContext)
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}))
)
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
setProof(tmpProof)
})
})
}).catch((error) => {console.debug("promise broken")})
}).catch((error) => {console.debug("promise broken")})
}, [editor, rpcSess, uri, model])
// Run the command
@@ -190,26 +190,33 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
setDeletedChat([])
const pos = editor.getPosition()
if (commandLineInput) {
if (typewriterInput) {
setProcessing(true)
editor.executeEdits("command-line", [{
editor.executeEdits("typewriter", [{
range: monaco.Selection.fromPositions(
pos,
editor.getModel().getFullModelRange().getEndPosition()
),
text: commandLineInput.trim() + "\n",
text: typewriterInput.trim() + "\n",
forceMoveMarkers: false
}])
setTypewriterInput('')
}
editor.setPosition(pos)
}, [commandLineInput, editor])
}, [typewriterInput, editor])
useEffect(() => {
if (oneLineEditor && oneLineEditor.getValue() !== commandLineInput) {
oneLineEditor.setValue(commandLineInput)
if (oneLineEditor && oneLineEditor.getValue() !== typewriterInput) {
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
useServerNotificationEffect('textDocument/publishDiagnostics', (params: PublishDiagnosticsParams) => {
@@ -217,7 +224,7 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
setProcessing(false)
loadAllGoals()
if (!hasErrors(params.diagnostics)) {
setCommandLineInput("")
//setTypewriterInput("")
editor.setPosition(editor.getModel().getFullModelRange().getEndPosition())
}
} else {
@@ -231,7 +238,7 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
useEffect(() => {
const myEditor = monaco.editor.create(inputRef.current!, {
value: commandLineInput,
value: typewriterInput,
language: "lean4cmd",
quickSuggestions: false,
lightbulb: {
@@ -274,14 +281,14 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
// Ensure that our one-line editor can only have a single line
const l = oneLineEditor.getModel().onDidChangeContent((e) => {
const value = oneLineEditor.getValue()
setCommandLineInput(value)
setTypewriterInput(value)
const newValue = value.replace(/[\n\r]/g, '')
if (value != newValue) {
oneLineEditor.setValue(newValue)
}
})
return () => { l.dispose() }
}, [oneLineEditor, setCommandLineInput])
}, [oneLineEditor, setTypewriterInput])
useEffect(() => {
if (!oneLineEditor) return
@@ -308,10 +315,10 @@ export function CommandLine({hidden}: {hidden?: boolean}) {
runCommand()
}
return <div className={`command-line${hidden ? ' hidden' : ''}`}>
return <div className={`typewriter${hidden ? ' hidden' : ''}${disabled ? ' disabled' : ''}`}>
<form onSubmit={handleSubmit}>
<div className="command-line-input-wrapper">
<div ref={inputRef} className="command-line-input" />
<div className="typewriter-input-wrapper">
<div ref={inputRef} className="typewriter-input" />
</div>
<button type="submit" disabled={processing} className="btn btn-inverted">
<FontAwesomeIcon icon={faWandMagicSparkles} /> Execute
+3 -3
View File
@@ -1,8 +1,8 @@
import * as React from 'react';
import { useState, useEffect } from 'react';
import './inventory.css'
import '../css/inventory.css'
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 Markdown from './markdown';
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery } from '../state/api';
@@ -29,7 +29,7 @@ export function Inventory({levelInfo, openDoc, enableAll=false} :
{levelInfo?.definitions &&
<InventoryList items={levelInfo?.definitions} docType="Definition" openDoc={openDoc} enableAll={enableAll}/>
}
<h2>Lemmas</h2>
<h2>Theorems</h2>
{levelInfo?.lemmas &&
<InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} defaultTab={levelInfo?.lemmaTab} level={levelInfo} enableAll={enableAll}/>
}
+16 -5
View File
@@ -6,12 +6,12 @@ import '@fontsource/roboto/400.css';
import '@fontsource/roboto/500.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 Markdown from './markdown';
import {PrivacyPolicyPopup} from './privacy_policy'
import {PrivacyPolicyPopup} from './popup/privacy_policy'
const flag = {
'Dutch': '🇳🇱',
@@ -57,6 +57,7 @@ function GameTile({
<div className="long description"><Markdown>{description}</Markdown></div>
</div>
<table className="info">
<tbody>
<tr>
<td title="consider playing these games first.">Prerequisites</td>
<td><Markdown>{prereq}</Markdown></td>
@@ -73,6 +74,7 @@ function GameTile({
<td>Language</td>
<td title={`in ${language}`}>{flag[language]}</td>
</tr>
</tbody>
</table>
</div>
@@ -111,8 +113,8 @@ function LandingPage() {
learning the basics about theorem proving in Lean.
This is a good first introduction to Lean!"
worlds="9"
levels="72"
worlds="4"
levels="30"
language="English"
/>
@@ -128,6 +130,15 @@ Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet
language="German"
/>
<GameTile
title="NNG (OLD)"
gameId="g/hhu-adam/nng4-old"
intro="The old version of the NNG copied from lean3."
description="This version is not maintained and might break at any point. You should play the new version instead"
worlds="9"
levels="72"
language="English"
/>
</div>
<section>
<div className="wrapper">
@@ -153,7 +164,7 @@ Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet
a template.
</p>
<p>
There is an option to load and run your own games direclty on the server,
There is an option to load and run your own games directly on the server,
instructions are in the NNG repo. Since this is still in development we'd like to
encourage you to contact us for support creating your own game. The documentation is
not polished yet.
+100 -60
View File
@@ -4,7 +4,7 @@ import { useSelector, useStore } from 'react-redux'
import Split from 'react-split'
import { useParams } from 'react-router-dom'
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 type { Location } from 'vscode-languageserver-protocol'
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
@@ -27,13 +27,13 @@ import { store } from '../state/store'
import { Button } from './button'
import Markdown from './markdown'
import {InventoryPanel} from './inventory'
import { hasInteractiveErrors } from './infoview/command_line'
import { hasInteractiveErrors } from './infoview/typewriter'
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext,
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
import { DualEditor } from './infoview/main'
import { GameHint } from './infoview/rpc_api'
import { DeletedHints, Hint, Hints } from './hints'
import { Impressum } from './privacy_policy'
import { PrivacyPolicyPopup } from './popup/privacy_policy'
import '@fontsource/roboto/300.css'
import '@fontsource/roboto/400.css'
@@ -41,7 +41,7 @@ import '@fontsource/roboto/500.css'
import '@fontsource/roboto/700.css'
import 'lean4web/client/src/editor/infoview.css'
import 'lean4web/client/src/editor/vscode.css'
import './level.css'
import '../css/level.css'
import { LevelAppBar } from './app_bar'
function Level() {
@@ -50,8 +50,17 @@ function Level() {
const worldId = params.worldId
// useLoadWorldFiles(worldId)
const [impressum, setImpressum] = React.useState(false)
const closeImpressum = () => {
setImpressum(false)
}
return <WorldLevelIdContext.Provider value={{worldId, levelId}}>
{levelId == 0 ? <Introduction /> : <PlayableLevel key={`${worldId}/${levelId}`}/>}
{levelId == 0 ?
<Introduction impressum={impressum} setImpressum={setImpressum} /> :
<PlayableLevel key={`${worldId}/${levelId}`} impressum={impressum} setImpressum={setImpressum} />}
{impressum ? <PrivacyPolicyPopup handleClose={closeImpressum} /> : null}
</WorldLevelIdContext.Provider>
}
@@ -127,13 +136,14 @@ function ChatPanel({lastLevel}) {
// // chatRef.current!.scrollTo(0,0)
// }, [gameId, worldId, levelId])
let introText: Array<string> = level?.data?.introduction.split(/\n(\s*\n)+/)
return <div className="chat-panel">
<div ref={chatRef} className="chat">
{level?.data?.introduction &&
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelection(0)}>
<Markdown>{level?.data?.introduction}</Markdown>
</div>
}
{introText?.filter(t => t.trim()).map(((t, i) =>
<Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
))}
{proof.map((step, i) => {
// It the last step has errors, it will have the same hints
// as the second-to-last step. Therefore we should not display them.
@@ -176,7 +186,7 @@ function ChatPanel({lastLevel}) {
</div>
}
function ExercisePanel({codeviewRef, impressum, closeImpressum, visible=true}) {
function ExercisePanel({codeviewRef, visible=true}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
@@ -185,11 +195,10 @@ function ExercisePanel({codeviewRef, impressum, closeImpressum, visible=true}) {
<div className="exercise">
<DualEditor level={level?.data} codeviewRef={codeviewRef} levelId={levelId} worldId={worldId} worldSize={gameInfo.data?.worldSize[worldId]}/>
</div>
{impressum ? <Impressum handleClose={closeImpressum} /> : null}
</div>
}
function PlayableLevel() {
function PlayableLevel({impressum, setImpressum}) {
const codeviewRef = useRef<HTMLDivElement>(null)
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
@@ -212,14 +221,14 @@ function PlayableLevel() {
const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
// Only for mobile layout
const [pageNumber, setPageNumber] = useState(0)
const [commandLineMode, setCommandLineMode] = useState(true)
const [commandLineInput, setCommandLineInput] = useState("")
const [typewriterMode, setTypewriterMode] = useState(true)
// 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 dispatch = useAppDispatch()
// impressum pop-up
const [impressum, setImpressum] = React.useState(false)
function closeImpressum() {setImpressum(false)}
function toggleImpressum() {setImpressum(!impressum)}
// When clicking on an inventory item, the inventory is overlayed by the item's doc.
@@ -246,7 +255,7 @@ function PlayableLevel() {
useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection)
/** Unused. Was implementing an undo button, which has been replaced by `deleteProof` inside
* `CommandLineInterface`.
* `TypewriterInterface`.
*/
const handleUndo = () => {
const endPos = editor.getModel().getFullModelRange().getEndPosition()
@@ -278,29 +287,65 @@ function PlayableLevel() {
// if the user inventory changes, notify the server
useEffect(() => {
let leanClient = connection.getLeanClient(gameId)
leanClient.sendNotification('$/game/setInventory', {inventory: inventory, checkEnabled: difficulty > 0})
leanClient.sendNotification('$/game/setInventory', {inventory: inventory, difficulty: difficulty})
}, [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.`)
}
}
} else {
setTypewriterMode(true)
}
}, [level, levelId, worldId, gameId, editor])
useEffect(() => {
// TODO: That's a problem if the saved proof contains an error
// Reset command line input when loading a new level
setCommandLineInput("")
setTypewriterInput("")
// Load the selected help steps from the store
setShowHelp(new Set(selectHelp(gameId, worldId, levelId)(store.getState())))
}, [gameId, worldId, levelId])
useEffect(() => {
if (!commandLineMode) {
if (!typewriterMode) {
// Delete last input attempt from command line
editor.executeEdits("command-line", [{
editor.executeEdits("typewriter", [{
range: editor.getSelection(),
text: "",
forceMoveMarkers: false
}]);
editor.focus()
}
}, [commandLineMode])
}, [typewriterMode])
useEffect(() => {
// Forget whether hidden hints are displayed for steps that don't exist yet
@@ -320,46 +365,50 @@ function PlayableLevel() {
// Effect when command line mode gets enabled
useEffect(() => {
if (editor && commandLineMode) {
let endPos = editor.getModel().getFullModelRange().getEndPosition()
if (editor.getModel().getLineContent(endPos.lineNumber).trim() !== "") {
editor.executeEdits("command-line", [{
range: monaco.Selection.fromPositions(endPos, endPos),
text: "\n",
forceMoveMarkers: true
}]);
}
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 CommandLine, reset:
editor.setSelection(monaco.Selection.fromPositions(endPos, endPos))
}
if (editor && typewriterMode) {
let code = editor.getModel().getLinesContent().filter(line => line.trim())
editor.executeEdits("typewriter", [{
range: editor.getModel().getFullModelRange(),
text: code.length ? code.join('\n') + '\n' : '',
forceMoveMarkers: true
}]);
// let endPos = editor.getModel().getFullModelRange().getEndPosition()
// if (editor.getModel().getLineContent(endPos.lineNumber).trim() !== "") {
// editor.executeEdits("typewriter", [{
// range: monaco.Selection.fromPositions(endPos, endPos),
// text: "\n",
// 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 <>
<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
<DeletedChatContext.Provider value={{deletedChat, setDeletedChat, showHelp, setShowHelp}}>
<SelectionContext.Provider value={{selectedStep, setSelectedStep}}>
<InputModeContext.Provider value={{commandLineMode, setCommandLineMode, commandLineInput, setCommandLineInput}}>
<InputModeContext.Provider value={{typewriterMode, setTypewriterMode, typewriterInput, setTypewriterInput, lockInputMode, setLockInputMode}}>
<ProofContext.Provider value={{proof, setProof}}>
<EditorContext.Provider value={editorConnection}>
<MonacoEditorContext.Provider value={editor}>
<LevelAppBar
pageNumber={pageNumber} setPageNumber={setPageNumber}
isLoading={level.isLoading}
levelTitle={`${mobile ? '' : 'Level '}${levelId} / ${gameInfo.data?.worldSize[worldId]}` +
(level?.data?.title && ` : ${level?.data?.title}`)}
impressum={impressum}
toggleImpressum={toggleImpressum}
pageNumber={pageNumber} setPageNumber={setPageNumber} />
toggleImpressum={toggleImpressum} />
{mobile?
// TODO: This is copied from the `Split` component below...
<>
<div className={`app-content level-mobile ${level.isLoading ? 'hidden' : ''}`}>
<ExercisePanel
impressum={impressum}
closeImpressum={closeImpressum}
codeviewRef={codeviewRef}
visible={pageNumber == 0} />
<InventoryPanel levelInfo={level?.data} visible={pageNumber == 1} />
@@ -369,8 +418,6 @@ function PlayableLevel() {
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level ${level.isLoading ? 'hidden' : ''}`}>
<ChatPanel lastLevel={lastLevel}/>
<ExercisePanel
impressum={impressum}
closeImpressum={closeImpressum}
codeviewRef={codeviewRef} />
<InventoryPanel levelInfo={level?.data} />
</Split>
@@ -384,7 +431,7 @@ function PlayableLevel() {
</>
}
function IntroductionPanel({gameInfo, impressum, closeImpressum}) {
function IntroductionPanel({gameInfo}) {
const gameId = React.useContext(GameIdContext)
const {worldId} = useContext(WorldLevelIdContext)
@@ -396,7 +443,6 @@ function IntroductionPanel({gameInfo, impressum, closeImpressum}) {
<Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={null} toggleSelection={undefined} />
))}
{impressum ? <Impressum handleClose={closeImpressum} /> : null}
</div>
<div className="button-row">
{gameInfo.data?.worldSize[worldId] == 0 ?
@@ -412,7 +458,7 @@ function IntroductionPanel({gameInfo, impressum, closeImpressum}) {
export default Level
/** The site with the introduction text of a world */
function Introduction() {
function Introduction({impressum, setImpressum}) {
const gameId = React.useContext(GameIdContext)
const {mobile} = useContext(MobileContext)
@@ -420,25 +466,19 @@ function Introduction() {
const gameInfo = useGetGameInfoQuery({game: gameId})
const [impressum, setImpressum] = React.useState(false)
const closeImpressum = () => {
setImpressum(false)
}
const toggleImpressum = () => {
setImpressum(!impressum)
}
return <>
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle="Introduction" impressum={impressum} toggleImpressum={toggleImpressum}/>
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle="Introduction" toggleImpressum={toggleImpressum}/>
{gameInfo.isLoading ?
<div className="app-content loading"><CircularProgress /></div>
: mobile ?
<IntroductionPanel gameInfo={gameInfo} impressum={impressum} closeImpressum={closeImpressum} />
<IntroductionPanel gameInfo={gameInfo} />
:
<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>
<InventoryPanel levelInfo={inventory?.data} />
</Split>
@@ -575,7 +615,7 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
return () => {
editorConnection.api.sendClientNotification(uriStr, "textDocument/didClose", {textDocument: {uri: uriStr}})
model.dispose(); }
}
}
}, [editor, levelId, connection, leanClientStarted])
+59
View File
@@ -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.
*/
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">
<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>
<strong>Contact information:</strong><br />
Jon Eugster<br />
Alexander Bentkamp, Jon Eugster<br />
Mathematisches Institut der Heinrich-Heine-Universität Düsseldorf<br />
Universitätsstr. 1<br />
40225 Düsseldorf<br />
@@ -39,6 +39,21 @@ export function PrivacyPolicyPopup ({handleClose}: {handleClose: () => void}) {
+49 211 81-12173<br />
<a href="https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster">Contact Details</a>
</p>
<h2>Development &amp; Funding</h2>
<p>
The source code of this Lean game engine
is <a href="https://github.com/leanprover-community/lean4game" target="_blank">available on Github</a>.
If you experience any problems, please
file an <a href="https://github.com/leanprover-community/lean4game/issues" target="_blank">Issue on Github</a> or
get directly in contact.
</p>
<p>
The game engine has been developed as part of the
project <a href="https://hhu-adam.github.io/" target="_blank">ADAM: Anticipating the Digital
Age of Mathematics</a> at
Heinrich-Heine-Universität Düsseldorf. It is funded by
the <i>Stiftung Innovation in der Hochschullehre</i> as part of project <i>Freiraum 2022</i>.
</p>
</div>
</div>
}
@@ -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>
}
+45 -153
View File
@@ -1,29 +1,32 @@
import * as React from 'react'
import { useState, useEffect } from 'react'
import { useSelector } from 'react-redux'
import { useEffect } from 'react'
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 { faGlobe, faBook, faArrowRight, faArrowLeft } from '@fortawesome/free-solid-svg-icons'
import { faArrowRight } from '@fortawesome/free-solid-svg-icons'
import { GameIdContext } from '../app'
import { useAppDispatch } from '../hooks'
import { GameProgressState, changedOpenedIntro, deleteProgress, loadProgress, selectOpenedIntro, selectProgress } from '../state/progress'
import { useAppDispatch, useAppSelector } from '../hooks'
import { changedOpenedIntro, selectOpenedIntro } from '../state/progress'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api'
import { Button } from './button'
import { MobileContext } from './infoview/context'
import { InventoryPanel } from './inventory'
import Markdown from './markdown'
import {PrivacyPolicyPopup} from './privacy_policy'
import { WorldTreePanel, downloadFile } from './world_tree'
import { ErasePopup } from './popup/erase'
import { InfoPopup } from './popup/game_info'
import { PrivacyPolicyPopup } from './popup/privacy_policy'
import { RulesHelpPopup } from './popup/rules_help'
import { UploadPopup } from './popup/upload'
import { WorldTreePanel } from './world_tree'
import './welcome.css'
import '../css/welcome.css'
import { WelcomeAppBar } from './app_bar'
import { Hint } from './hints'
/** The panel showing the game's introduction text */
function IntroductionPanel({introduction}: {introduction: string}) {
const {mobile, setPageNumber} = React.useContext(MobileContext)
/** the panel showing the game's introduction text */
function IntroductionPanel({introduction, setPageNumber}: {introduction: string, setPageNumber}) {
const {mobile} = React.useContext(MobileContext)
const gameId = React.useContext(GameIdContext)
const dispatch = useAppDispatch()
@@ -43,11 +46,6 @@ function IntroductionPanel({introduction}: {introduction: string}) {
: <></>
))}
</div>
{/* <Typography variant="body1" component="div" className="welcome-text">
<h1>{title}</h1>
<Markdown>{introduction}</Markdown>
</Typography>
*/}
{mobile &&
<div className="button-row">
<Button className="btn" to=""
@@ -62,142 +60,32 @@ function IntroductionPanel({introduction}: {introduction: string}) {
</div>
}
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>
}
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 */
/** main page of the game showing among others the tree of worlds/levels */
function Welcome() {
const gameId = React.useContext(GameIdContext)
const {mobile, pageNumber, setPageNumber} = React.useContext(MobileContext)
const {mobile} = React.useContext(MobileContext)
const gameInfo = useGetGameInfoQuery({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)
function closeImpressum() {setImpressum(false)}
function toggleImpressum() {setImpressum(!impressum)}
const [info, setInfo] = React.useState(false)
function closeInfo() {setInfo(false)}
function toggleInfo() {setInfo(!impressum)}
/* 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 [rulesHelp, setRulesHelp] = React.useState(false)
const [uploadMenu, setUploadMenu] = React.useState(false)
function closeEraseMenu() {setEraseMenu(false)}
function closeImpressum() {setImpressum(false)}
function closeInfo() {setInfo(false)}
function closeRulesHelp() {setRulesHelp(false)}
function closeUploadMenu() {setUploadMenu(false)}
function toggleEraseMenu() {setEraseMenu(!eraseMenu)}
function toggleImpressum() {setImpressum(!impressum)}
function toggleInfo() {setInfo(!info)}
function toggleUploadMenu() {setUploadMenu(!uploadMenu)}
// set the window title
useEffect(() => {
@@ -211,28 +99,32 @@ function Welcome() {
<CircularProgress />
</Box>
: <>
<WelcomeAppBar gameInfo={gameInfo.data} toggleImpressum={toggleImpressum} openEraseMenu={openEraseMenu}
openUploadMenu={openUploadMenu} toggleInfo={toggleInfo} />
<WelcomeAppBar pageNumber={pageNumber} setPageNumber={setPageNumber} gameInfo={gameInfo.data} toggleImpressum={toggleImpressum}
toggleEraseMenu={toggleEraseMenu} toggleUploadMenu={toggleUploadMenu}
toggleInfo={toggleInfo} />
<div className="app-content">
{ mobile ?
<div className="welcome mobile">
{(pageNumber == 0 ?
<IntroductionPanel introduction={gameInfo.data?.introduction} />
<IntroductionPanel introduction={gameInfo.data?.introduction} setPageNumber={setPageNumber} />
: 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} />
)}
</div>
:
<Split className="welcome" minSize={0} snapOffset={200} sizes={[25, 50, 25]}>
<IntroductionPanel introduction={gameInfo.data?.introduction} />
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize} />
<IntroductionPanel introduction={gameInfo.data?.introduction} setPageNumber={setPageNumber} />
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
<InventoryPanel levelInfo={inventory?.data} />
</Split>
}
</div>
{impressum ? <PrivacyPolicyPopup handleClose={closeImpressum} /> : null}
{rulesHelp ? <RulesHelpPopup handleClose={closeRulesHelp} /> : null}
{eraseMenu? <ErasePopup handleClose={closeEraseMenu}/> : null}
{uploadMenu? <UploadPopup handleClose={closeUploadMenu}/> : null}
{info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null}
+33 -21
View File
@@ -8,16 +8,14 @@ import { Slider } from '@mui/material'
import cytoscape, { LayoutOptions } from 'cytoscape'
import klay from 'cytoscape-klay'
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 { useAppDispatch } from '../hooks'
import { deleteProgress, selectProgress, loadProgress, GameProgressState,
selectDifficulty, changedDifficulty, selectCompleted } from '../state/progress'
import { selectDifficulty, changedDifficulty, selectCompleted } from '../state/progress'
import { store } from '../state/store'
import { Button } from './button'
import './world_tree.css'
import '../css/world_tree.css'
// Settings for the world tree
cytoscape.use( klay )
@@ -28,8 +26,11 @@ const lineWidth = 10 //
const ds = .75 // scale the resulting svg image
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 NSPIRAL = 12 // world size if NMAX has been passed and need to spiral.
const MINFONT = 12
// colours
const grey = '#999'
@@ -54,8 +55,9 @@ export function LevelIcon({ world, level, position, completed, unlocked, worldSi
const N = Math.max(worldSize, NMIN)
// divide circle into `N+2` equal pieces
const beta = 2 * Math.PI / Math.min(N+2, (NMAX+1))
// divide circle into `N+2` equal pieces.
// 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:
// 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`.
*/
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) ?
// normal case
s * position.x + Math.sin(level * beta) * R :
// 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) ?
// normal case
s * position.y - Math.cos(level * beta) * R :
// 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 (
<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`
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 fontSize = Math.floor(R/4)
// Offset for the labels for small worlds
let labelOffset = R + 2.5 * r
@@ -137,12 +141,14 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
className={playable ? '' : 'disabled'}>
<circle className="world-circle" cx={s*position.x} cy={s*position.y} r={R}
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
<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 +")"}>
<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}
</p>
</div>
@@ -153,7 +159,7 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
width='150px' height='2em' style={{overflow: 'visible'}}
>
<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}
</p>
</div>
@@ -187,7 +193,7 @@ export const downloadFile = ({ data, fileName, fileType } :
}
/** 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 difficulty = useSelector(selectDifficulty(gameId))
const dispatch = useAppDispatch()
@@ -196,12 +202,15 @@ export function WorldSelectionMenu() {
return x == 0 ? 'none' : x == 1 ? 'relaxed' : 'regular'
}
return <nav className="world-selection-menu">
<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
orientation="vertical"
title="Game Rules:&#10;- regular: 🔐 levels, 🔐 tactics&#10;- relaxed: 🔓 levels, 🔐 tactics&#10;- none: 🔓 levels, 🔓 tactics"
title="Game Rules"
min={0} max={2}
aria-label="Game Rules"
defaultValue={difficulty}
@@ -256,9 +265,12 @@ export function computeWorldLayout(worlds) {
}
export function WorldTreePanel({worlds, worldSize}:
export function WorldTreePanel({worlds, worldSize, rulesHelp, setRulesHelp}:
{ worlds: any,
worldSize: any}) {
worldSize: any,
rulesHelp: boolean,
setRulesHelp: any,
}) {
const gameId = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId))
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
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"
width={bounds ? `${ds * dx}` : ''}
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;
}
/* Hide monaco editor notifications */
.monaco-workbench > .notifications-toasts.visible {
display: none !important;
}
.loading {
margin: auto;
height: 100%;
@@ -108,6 +102,7 @@ em {
flex: 0;
background: var(--clr-primary);
display: flex;
position: relative;
flex-direction: row;
justify-content: space-between;
padding: 1.1em;
@@ -139,3 +134,7 @@ em {
.markdown ul, .markdown ol {
margin:0 1.5em 1.5em 1.5em;
}
.privacy-policy {
z-index: 10;
}
@@ -43,7 +43,7 @@
font-weight: 500;
}
.command-line {
.typewriter {
background: var(--clr-primary);
padding: 0.5em;
font-family: var(--ff-primary);
@@ -51,17 +51,33 @@
/* 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;
}
.command-line button, .undo-button {
.typewriter button, .undo-button {
display: block;
white-space: nowrap;
flex: 0;
}
.command-line .command-line-input-wrapper{
.typewriter .typewriter-input-wrapper{
min-width: 0;
flex: 1;
padding: 0.4em .6em 0;
@@ -71,15 +87,22 @@
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;
}
/* Turn off some monaco decorations: */
.command-line-input .monaco-editor .view-overlays .current-line {
.typewriter-input .monaco-editor .view-overlays .current-line {
border: 0;
}
.command-line-input .monaco-editor .scroll-decoration {
.typewriter-input .monaco-editor .scroll-decoration {
box-shadow: none;
}
@@ -138,7 +161,7 @@
/* Push the goals to the bottom for now, until we insert the proof history above. */
.commandline-interface .content {
.typewriter-interface .content {
display: flex;
flex-direction: column;
scroll-behavior: smooth;
@@ -149,7 +172,7 @@
scroll-behavior: smooth;
}
.commandline-interface .content .tmp-pusher {
.typewriter-interface .content .tmp-pusher {
flex: 1;
}
@@ -157,7 +180,10 @@
background-color: #bbb;
padding: .5em;
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;
flex-direction: row;
}
@@ -41,6 +41,20 @@
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 {
padding: 1em;
}
@@ -218,17 +232,17 @@ td code {
height: 100%;
} */
.commandline-interface {
.typewriter-interface {
display: flex;
flex-flow: column;
height: 100%;
}
.command-line {
.typewriter {
flex: 0 1 auto;
}
.commandline-interface .content {
.typewriter-interface .content {
flex: 1 1 auto;
overflow-y: scroll;
padding: 0;
@@ -257,7 +271,7 @@ td code {
box-shadow: .0em .0em .4em .1em #8cbbe9;
}
.exercise .step.selected, .chat .selected {
.exercise .step.selected .goal-tabs, .chat .selected {
/* border: 3px solid #5191d1; */
box-shadow: .0em .0em .4em .1em var(--clr-primary);
}
@@ -318,11 +332,11 @@ td code {
justify-content: center;
}
.commandline-interface .content, .world-image-container.empty {
.typewriter-interface .content, .world-image-container.empty {
background-color: #eee;
}
.commandline-interface .proof {
.typewriter-interface .proof {
background-color: #fff;
}
@@ -49,7 +49,6 @@ svg .disabled {
}
.world-selection-menu {
padding: .5em 1em;
position: absolute;
right: 1em;
top: 1em;
@@ -75,7 +74,7 @@ svg .disabled {
/* width: 100%; */
height: 7em;
/* min-width: 16em; */
padding-bottom: .8em;
padding: .5em 1em 1.3em 1em;
margin-left: auto;
margin-right: auto;
}
@@ -109,3 +108,10 @@ svg .disabled {
padding: .2em;
border-radius: .5em;
}
.world-selection-menu .helpButton {
position: absolute;
right: .5em;
top: .5em;
color: var(--clr-primary);
}
+1
View File
@@ -36,6 +36,7 @@ export interface LevelInfo {
descrFormat: null|string,
lemmaTab: null|string,
statementName: null|string,
displayName: null|string,
template: null|string
}
+46 -37
View File
@@ -8,9 +8,7 @@ A game consist of worlds which have multiple levels each. In the following we de
### Level
#### Preample
A level file is a lean file that imports at least `GameServer.Commands` and starts with the four lean commands
A level file is a lean file that imports at least `import GameServer.Commands` and starts with the following Lean commands.
```lean
Game "NNG"
@@ -19,12 +17,12 @@ Level 1
Title "The rfl tactic"
```
Note that the levels inside a world must have consequtive numbering starting with `1`. The `Game`
and `World` strings can be anything.
Note that the levels inside a world must have consecutive numbering starting with `1`. The `Game`
and `World` strings can be anything, see below.
#### Statement
The core of a level is the `Statement`, which is the exercise that should be proven:
The core of a level is the `Statement`, which is the exercise that should be proven.
```lean
/-- For all natural numbers $n$, we have $0 + n = n$. -/
@@ -53,10 +51,12 @@ 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
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
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)
@@ -77,26 +77,27 @@ There are three places where the documentation comment appears:
description there including examples etc.
Both latter points support Markdown (including katex).
##### Attributes (optional)
the `@[ attributes ]` prefix should work just like you know it from the `theorem` keyword.
#### Introduction/Conclusion
Optionally, you can add 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
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
```lean
NewTactic rfl simp
NewLemma MyNat.add_zero
NewDefinition Nat
NewLemma MyNat.add_zero MyNat.add_succ
NewDefinition Nat Pow Mul
```
Once added, items will be available in all future levels/worlds,
@@ -107,7 +108,7 @@ DisabledTactic tauto
DisabledLemma MyNat.add_zero
```
or specify explicitely which items should be available with
or specify explicitly which items should be available with
```lean
OnlyTactic rw rfl apply
@@ -134,10 +135,9 @@ Introduction "some text"
```
The `Title` is the world's display title. The `Introduction` is displayed before loading level 1.
Note that all levels of a world should be imported by the world file and they **must not** be
imported in another world's levels. (bug?)
Note that all levels of a world should be imported by the world file.
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
@@ -152,17 +152,18 @@ Game "NNG"
Title "Natural Number Game"
Introduction "some text"
Path Addition → Multiplication → Power
MakeGame
```
There can be several `Path` statements to define the relation between the worlds. The worlds
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 game will automatically compute the order of the worlds depending on the sample proofs of the Levels (ignoring anything inside a `Branch`). You can add additional dependencies manually by adding `Dependency PowerWorld → ImpossibleWorld` before `MakeGame`.
The order of worlds influences which tactics and lemmas will be unlocked in a given level.
`MakeGame` will display warnings about things in the game that need to be fixed, like missing
documentation or if a tactic is never introduced.
### Documentation
Each tactic, 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:
```lean
@@ -194,7 +195,7 @@ There will be features added to get automatic information from mathlib!
Inside the doc comment you don't need to escape the backslashes:
```
```lean
/-- $\operatorname{succ}(n)$. notation for naturals is `\N`. -/
Statement ...
```
@@ -203,11 +204,17 @@ However, inside interpolated strings (e.g. in `Hint`, `Introduction` and `Conclu
you do need to escape backslashes
with `\\` and `{` with `\{`:
```
```lean
Hint "This code has some $\\operatorname\{succ}(n)$ math. The value of `h` is {h}.
Notation for naturals is `\\N`."
```
## Game design
Here are some things you should consider designing a new game:
* A world with more than 16 levels will be displayed with the levels spiraling outwards,
it might be desirable to stay below that bound. Above 22 levels the spiral start getting out
of control.
# Running Games Locally
@@ -217,7 +224,7 @@ The installation instructions are not yet tested on Mac/Windows. Comments very w
1. **Install Docker and Dev Containers** *(once)*:<br/>
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/).
I followed the "Server" instructions for linux.
* Note that on Linux you need to add your user to the `docker` group
@@ -244,29 +251,30 @@ The installation instructions are not yet tested on Mac/Windows. Comments very w
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
explicitly in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time)
## Without Dev Containers
Install `nvm`:
```
```bash
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.39.2/install.sh | bash
```
then reopen bash and test with `command -v nvm` if it is available (Should print "nvm").
Now install node:
```
```bash
nvm install node
```
Clone the game (e.g. `NNG4` here):
```
git clone git@github.com:hhu-adam/NNG4.git
```bash
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:
```
```bash
cd NNG4
lake update
lake exe cache get # if your game depends on mathlib
@@ -274,21 +282,22 @@ lake build
```
Clone the game repository into a directory next to the game:
```
```bash
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!
In `lean4game`, install dependencies:
```
```bash
cd lean4game
npm install
```
If you are developing a game other than `Robo` or `NNG4`, adapt the
code at the beginning of `lean4game/server/index.mjs`:
```
```typescript
const games = {
"g/hhu-adam/robo": {
dir: "../../../../Robo",
@@ -302,7 +311,7 @@ const games = {
```
Run the game:
```
```bash
npm start
```
@@ -314,7 +323,7 @@ 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
setup by setting `export NODE_ENV=development` inside your local game before building it:
```
```bash
cd NNG4
export NODE_ENV=development
lake update
+255
View File
@@ -0,0 +1,255 @@
# 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 [NNG template](https://github.com/hhu-adam/NNG4) to create a new github repo for your game: On github, click on "Use this template" > "Create a new repository".
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. If you specify
```
Hint (strict := true) "some hidden hint"
```
a hint only matches iff the assumptions match exactly one-to-one. (Otherwise, it does not care if there are additional assumptions in context)
Further, you can choose to hide hints and only have them displayed when the player presses "More Help":
```
Hint (hidden := true) "some hidden hint"
```
Lastly, you should put variable names in hints inside brackets:
```
Hint "now use `rw [{h}]` to use your assumption {h}."
```
That way, the game will replace it with the actual name the assumption has in the player's proof state.
## 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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@@ -0,0 +1,9 @@
## 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.
+121
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@@ -0,0 +1,121 @@
# 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:
- VSCode Dev Container: needs `docker` installed on your machine
- Codespaces: Needs active internet connection and computing time is limited.
- Gitpod: does not work yet (I that true?)
- Manual installation: Needs `npm` installed on your system
The recommended option is "VSCode Dev containers" but you may choose any option above depending on your setup.
## 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. 2-10 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)
## 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. In particular, this is after a message like `[client] webpack 5.81.0 compiled successfully in 38119 ms` appears in the terminal, which might take a good while.
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. `NNG4` here):
```bash
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:
```bash
cd NNG4
lake update
lake exe cache get # if your game depends on mathlib
lake build
```
Clone the game repository into a directory next to the game:
```bash
cd ..
git clone https://github.com/leanprover-community/lean4game.git
# or: git clone git@github.com:leanprover-community/lean4game.git
```
The folders `NNG4` and `lean4game` must be in the same directory!
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/NNG4. Replace `NNG4` with the folder name of your local game.
## Modifying the GameServer
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with the same setup as above (manual installation) by setting `export NODE_ENV=development` inside your local game before building it:
```bash
cd NNG4
export NODE_ENV=development
lake update
lake build
```
This causes lake to search locally for the `GameServer` lake package instead of using the version from github. Therefore, when you `lake build` your game, it will rebuild with the modified `GameServer`.
+1 -1
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@@ -33,7 +33,7 @@
</p>
</div>
</noscript>
<script src="bundle.js"></script>
<script type="module" src="/client/src/index.tsx"></script>
</body>
</html>
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+11 -17
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@@ -4,6 +4,7 @@
"private": true,
"homepage": ".",
"dependencies": {
"@babel/plugin-transform-optional-chaining": "^7.23.0",
"@emotion/react": "^11.10.5",
"@emotion/styled": "^11.10.5",
"@fontsource/roboto": "^4.5.8",
@@ -14,6 +15,7 @@
"@reduxjs/toolkit": "^1.9.1",
"@types/cytoscape": "^3.19.9",
"@types/react-router-dom": "^5.3.3",
"@vitejs/plugin-react-swc": "^3.4.0",
"cross-env": "^7.0.3",
"cytoscape": "^3.23.0",
"cytoscape-elk": "^2.1.0",
@@ -35,21 +37,18 @@
"remark-gfm": "^3.0.1",
"remark-math": "^5.1.1",
"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",
"web-worker": "^1.2.0",
"ws": "^8.11.0"
},
"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",
"@redux-devtools/core": "^3.13.1",
"@testing-library/react": "^13.4.0",
"@types/debounce": "^1.2.1",
"babel-loader": "^8.3.0",
"concurrently": "^7.6.0",
"css-loader": "^6.7.3",
"file-loader": "^6.2.0",
@@ -58,21 +57,16 @@
"style-loader": "^3.3.1",
"ts-loader": "^9.4.2",
"typescript": "^4.9.4",
"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"
"url-loader": "^4.1.1"
},
"scripts": {
"start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"",
"start_server": "cd server && lake build && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\"",
"start_client": "cross-env NODE_ENV=development webpack-dev-server --hot",
"build": "cross-env NODE_ENV=production webpack",
"production": "cross-env NODE_ENV=production node server/index.mjs",
"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_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",
"update_lean": "./UPDATE_LEAN.sh"
"start_client": "cross-env NODE_ENV=development vite --host",
"build": "npm run build_server && npm run build_client",
"build_server": "cd server && lake build",
"build_client": "cross-env NODE_ENV=production vite build",
"production": "cross-env NODE_ENV=production node server/index.mjs"
},
"eslintConfig": {
"extends": [
+1
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@@ -1,4 +1,5 @@
import Lean
import GameServer.Utils
section AbstractCtx
open Lean
+106 -102
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@@ -10,6 +10,14 @@ register_option lean4game.showDependencyReasons : Bool := {
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 -/
/-- Switch to the specified `Game` (and create it if non-existent). Example: `Game "NNG"` -/
@@ -72,6 +80,64 @@ in the first level and get enabled during the game.
/-! ## Doc entries -/
/-- Copied from `Mathlib.Tactic.HelpCmd`.
Gets the initial string token in a parser description. For example, for a declaration like
`syntax "bla" "baz" term : tactic`, it returns `some "bla"`. Returns `none` for syntax declarations
that don't start with a string constant. -/
partial def getHeadTk (e : Expr) : Option String :=
match (Expr.withApp e λ e a => (e.constName?.getD Name.anonymous, a)) with
| (``ParserDescr.node, #[_, _, p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "withPosition")), p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "atomic")), p]) => getHeadTk p
| (``ParserDescr.binary, #[.app _ (.lit (.strVal "andthen")), p, _]) => getHeadTk p
| (``ParserDescr.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``ParserDescr.symbol, #[.lit (.strVal tk)]) => some tk
| (``Parser.withAntiquot, #[_, p]) => getHeadTk p
| (``Parser.leadingNode, #[_, _, p]) => getHeadTk p
| (``HAndThen.hAndThen, #[_, _, _, _, p, _]) => getHeadTk p
| (``Parser.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``Parser.symbol, #[.lit (.strVal tk)]) => some tk
| _ => none
/-- Modified from `#help` in `Mathlib.Tactic.HelpCmd` -/
def getTacticDocstring (env : Environment) (name: Name) : CommandElabM (Option String) := do
let name := name.toString (escape := false)
let mut decls : Lean.RBMap String (Array SyntaxNodeKind) compare := {}
let catName : Name := `tactic
let catStx : Ident := mkIdent catName -- TODO
let some cat := (Parser.parserExtension.getState env).categories.find? catName
| throwErrorAt catStx "{catStx} is not a syntax category"
liftTermElabM <| Term.addCategoryInfo catStx catName
for (k, _) in cat.kinds do
let mut used := false
if let some tk := do getHeadTk (← (← env.find? k).value?) then
let tk := tk.trim
if name ≠ tk then -- was `!name.isPrefixOf tk`
continue
used := true
decls := decls.insert tk ((decls.findD tk #[]).push k)
for (_name, ks) in decls do
for k in ks do
if let some doc ← findDocString? env k then
return doc
logWarning <| m!"Could not find a docstring for tactic {name}, consider adding one " ++
m!"using `TacticDoc {name} \"some doc\"`"
return none
/-- Retrieve the docstring associated to an inventory item. For Tactics, this
is not guaranteed to work. -/
def getDocstring (env : Environment) (name : Name) (type : InventoryType) :
CommandElabM (Option String) :=
match type with
-- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one.
| .Tactic => getTacticDocstring env name
| .Lemma => findDocString? env name
-- TODO: for definitions not implemented yet, does it work?
| .Definition => findDocString? env name
/-- Checks if `inventoryTemplateExt` contains an entry with `(type, name)` and yields
a warning otherwise. If `template` is provided, it will add such an entry instead of yielding a
warning.
@@ -94,13 +160,22 @@ def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.g
match template with
-- Warn about missing documentation
| none =>
let docstring ← match (← getDocstring env name type) with
| some ds =>
logInfoAt ref (m!"Missing {type} Documentation. Using existing docstring. " ++
m!"Add {name}\nAdd `{type}Doc {name}` somewhere above this statement.")
pure s!"*(lean docstring)*\\\n{ds}"
| none =>
logWarningAt ref (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
m!"somewhere above this statement.")
pure "(missing)"
-- We just add a dummy entry
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else "" })
logWarningAt ref (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
m!"somewhere above this statement.")
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := docstring})
-- Add the default documentation
| some s =>
modifyEnv (inventoryTemplateExt.addEntry · {
@@ -109,8 +184,8 @@ def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.g
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := s })
logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++
m!"docstring) instead. If you want to write a different description, add " ++
m!"`{type}Doc {name}` somewhere above this statement.")
m!"docstring) instead. If you want to write a different description, add " ++
m!"`{type}Doc {name}` somewhere above this statement.")
/-- Documentation entry of a tactic. Example:
@@ -140,7 +215,7 @@ 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 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.
-/
elab "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str : command =>
@@ -168,7 +243,7 @@ DefinitionDoc Function.Bijective as "Bijective" "defined as `Injective f ∧ Sur
* The string following `as` is the displayed name (in the Inventory).
* The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This 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.
-/
elab "DefinitionDoc" name:ident "as" displayName:str template:str : command =>
@@ -180,31 +255,17 @@ elab "DefinitionDoc" name:ident "as" displayName:str template:str : command =>
/-! ## 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
-- 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
| some ctx => ctx.runMetaM <| ppExpr decl.type
-- PrettyPrinter.ppSignature' c
-- PrettyPrinter.ppSignature c
| some ctx => ctx.runMetaM <| PrettyPrinter.ppSignature name
| none => return "that's a bug." })
-- Note: We use `String` because we can't send `MessageData` as json, but
-- `MessageData` might be better for interactive highlighting.
/-- Get a string of the form `my_lemma (n : ℕ) : n + 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
try
return ← (← getStatement name).toString
@@ -214,12 +275,15 @@ def getStatementString (name : Name) : CommandElabM String := do
/-- Declare tactics that are introduced by this level. -/
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
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
for name in ↑args do
checkInventoryDoc .Tactic name (template := "")
modifyCurLevel fun level => pure {level with
tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId),
hidden := level.tactics.hidden ++ args.map (·.getId)}}
@@ -227,6 +291,8 @@ elab "NewHiddenTactic" args:ident* : command => do
/-- Declare lemmas that are introduced by this level. -/
elab "NewLemma" args:ident* : command => 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]")
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with new := args.map (·.getId)}}
@@ -409,13 +475,11 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
-- the namespace?
let currNamespace ← getCurrNamespace
let st ← match statementName with
| some name => getStatementString <| currNamespace ++ name.getId
| none => getStatementString <| currNamespace ++ (defaultDeclName).getId
let head := match statementName with
| some name => Format.join ["theorem ", (currNamespace ++ name.getId).toString]
| none => "example"
-- Format theorem statement for displaying
let sigString := sig.raw.reprint.getD ""
let descrFormat : String := match statementName with
| some name => s!"theorem {name.getId} {sigString} := by"
| none => s!"example {sigString} := by"
modifyCurLevel fun level => pure { level with
module := env.header.mainModule
@@ -425,7 +489,7 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
statementName := match statementName with
| none => default
| some name => currNamespace ++ name.getId
descrFormat := (Format.join [head, " ", st, " := by"]).pretty 10
descrFormat := descrFormat
hints := hints
tactics := {level.tactics with used := usedInventory.tactics.toArray}
definitions := {level.definitions with used := usedInventory.definitions.toArray}
@@ -457,7 +521,7 @@ elab (name := GameServer.Tactic.Hint) "Hint" args:hintArg* msg:interpolatedStr(t
let mut strict := 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
match m with
| Syntax.node info k args =>
@@ -511,9 +575,9 @@ elab (name := GameServer.Tactic.Branch) "Branch" t:tacticSeq : tactic => do
-- Show an info whether the branch proofs all remaining goals.
let gs ← Tactic.getUnsolvedGoals
if gs.isEmpty then
logInfo "This branch finishes the proof."
trace[debug] "This branch finishes the proof."
else
logInfo "This branch leaves open goals."
trace[debug] "This branch leaves open goals."
let msgs ← Core.getMessageLog
b.restore
@@ -525,7 +589,7 @@ elab (name := GameServer.Tactic.Hole) "Hole" t:tacticSeq : tactic => do
/--
Iterate recursively through the Syntax, replace `Hole` with `sorry` and remove all
`Hint`/`Branch` occurences.
`Hint`/`Branch` occurrences.
-/
def replaceHoles (tacs : Syntax) : Syntax :=
match tacs with
@@ -539,7 +603,7 @@ where filterArgs (args : List Syntax) : List Syntax :=
-- replace `Hole` with `sorry`.
| Syntax.node info `GameServer.Tactic.Hole _ :: 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.Branch _ :: _ :: r =>
filterArgs r
@@ -558,7 +622,7 @@ elab "Template" tacs:tacticSeq : tactic => do
Tactic.evalTactic tacs
let newTacs : TSyntax `Lean.Parser.Tactic.tacticSeq := ⟨replaceHoles tacs.raw⟩
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
return {level with template := s!"{template}"}
@@ -591,65 +655,6 @@ def GameLevel.setComputedInventory (level : GameLevel) :
| .Definition, v => {level with definitions := {level.definitions 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))
(newArrows : HashMap Name (HashSet Name)) (decendants : HashMap Name (HashSet Name)) :
HashMap Name (HashSet Name) × HashMap Name (HashSet Name) := Id.run do
@@ -1048,7 +1053,6 @@ elab "MakeGame" : command => do
modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do
return level.setComputedInventory inventoryType itemsArray
/-! # Debugging tools -/
-- /-- Print current game for debugging purposes. -/
+8 -3
View File
@@ -67,7 +67,7 @@ structure InventoryTemplate where
/-- Depends on the type:
* Tactic: the tactic's 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
/-- Only for Lemmas. To sort them into tabs -/
@@ -386,8 +386,13 @@ 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) }}
def addLevel (level : GameLevel) [MonadError m] : m Unit := do
modifyCurWorld fun world => do
return {world with levels := world.levels.insert level.index level}
let worldId ← getCurWorldId
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
let some level := (← getCurWorld).levels.find? (← getCurLevelIdx)
+35 -16
View File
@@ -57,6 +57,17 @@ open JsonRpc
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?
/-- Find all tactics in syntax object that are forbidden according to a
set `allowed` of allowed tactics. -/
@@ -65,7 +76,7 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
Elab.Command.CommandElabM Unit := do
match stx with
| .missing => return ()
| .node info kind args =>
| .node _info _kind args =>
for arg in args do
findForbiddenTactics inputCtx levelParams arg
| .atom info val =>
@@ -89,13 +100,17 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
| some _ => pure () -- tactic is in the inventory, allow it.
else if tac.disabled then
addWarningMessage info s!"The tactic '{val}' is disabled in this level!"
| .ident info rawVal val preresolved =>
| .ident info _rawVal val _preresolved =>
let ns ←
try resolveGlobalConst (mkIdent val)
catch | _ => pure [] -- catch "unknown constant" error
for n in ns do
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
match lemmasAndDefs.find? (fun l => l.name == n) with
| none => addWarningMessage info s!"You have not unlocked the lemma/definition '{n}' yet!"
@@ -105,14 +120,19 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext)
else if lem.disabled then
addWarningMessage info s!"The lemma/definition '{n}' is disabled in this level!"
where addWarningMessage (info : SourceInfo) (s : MessageData) :=
modify fun st => { st with
messages := st.messages.add {
fileName := inputCtx.fileName
severity := MessageSeverity.warning
pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0)
data := s
let difficulty := levelParams.difficulty
if difficulty > 0 then
modify fun st => { st with
messages := st.messages.add {
fileName := inputCtx.fileName
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
def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets : Bool)
@@ -170,8 +190,7 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
parseResultRef.set (tacticStx, cmdParserState)
-- 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
let skip := Syntax.node (.original default 0 default endOfWhitespace) ``Lean.Parser.Tactic.skip #[]
@@ -273,7 +292,7 @@ where
-- TODO(MH): check for interrupt with increased precision
cancelTk.check
/- 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 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
@@ -281,7 +300,7 @@ where
the interrupt. Explicitly clearing diagnostics is difficult for a similar reason,
because we cannot guarantee that no further diagnostics are emitted after clearing
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
-- want to publish in case there was previously a message at this position.
publishDiagnostics m snap.diagnostics.toArray ctx.hOut
@@ -393,7 +412,7 @@ section Initialization
-- Set the search path
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 }] {} 0
-- return (env, paths)
-- use empty header
@@ -533,7 +552,7 @@ section MainLoop
set {s with levelParams := {s.levelParams with
inventory := p.inventory,
checkEnabled := p.checkEnabled}}
difficulty := p.difficulty}}
mainLoop
| Message.notification method (some params) =>
handleNotification method (toJson params)
+17 -8
View File
@@ -7,7 +7,7 @@ structure GameServerState :=
(game : Name)
(gameDir : String)
(inventory : Array String)
(checkEnabled : Bool)
(difficulty : Nat)
abbrev GameServerM := StateT GameServerState Server.Watchdog.ServerM
@@ -50,6 +50,7 @@ structure LevelInfo where
descrText : Option String := none
descrFormat : String := ""
lemmaTab : Option String
displayName : Option String
statementName : Option String
template : Option String
deriving ToJson, FromJson
@@ -79,8 +80,15 @@ structure DidOpenLevelParams where
lemmas : Array InventoryTile
definitions : Array InventoryTile
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
structure LoadDocParams where
@@ -90,7 +98,7 @@ deriving ToJson, FromJson
structure SetInventoryParams where
inventory : Array String
checkEnabled : Bool
difficulty : Nat
deriving ToJson, FromJson
def handleDidOpenLevel (params : Json) : GameServerM Unit := do
@@ -117,7 +125,8 @@ def handleDidOpenLevel (params : Json) : GameServerM Unit := do
lemmas := lvl.lemmas.tiles
definitions := lvl.definitions.tiles
inventory := s.inventory
checkEnabled := s.checkEnabled
difficulty := s.difficulty
statementName := lvl.statementName
: DidOpenLevelParams
}
}
@@ -160,7 +169,8 @@ partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
match lvl.lemmas.tiles.find? (·.new) with
| some tile => tile.category
| none => none
statementName := match lvl.statementName with
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
@@ -189,7 +199,6 @@ partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
-- 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
@@ -205,7 +214,7 @@ partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
| Message.notification "$/game/setInventory" params =>
let p := (← parseParams SetInventoryParams (toJson params))
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 workers ← st.fileWorkersRef.get
for (_, fw) in workers do
+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
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
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,
gameDir := gameDir,
inventory := #[]
checkEnabled := false
difficulty := 0
}
let initRequest ← i.readLspRequestAs "initialize" InitializeParams
-- We misuse the `rootUri` field to the gameName
+65 -56
View File
@@ -8,28 +8,21 @@ import * as jsonrpcserver from 'vscode-ws-jsonrpc/server';
import os from 'os';
import anonymize from 'ip-anonymize';
// import { importTrigger, importStatus } from './import.mjs'
// import fs from 'fs'
/** 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",
"g/hhu-adam/nng4-old": {
dir: "NNG4-OLD",
queueLength: 0
}
}
@@ -61,51 +54,66 @@ 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: ${tag}`)
return
}
function tag(owner, repo) {
return `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
}
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 })
function startServerProcess(owner, repo) {
let game_dir = (owner == 'local') ?
repo : games[tag(owner, repo)]?.dir
if (owner == 'local') {
if(!isDevelopment) {
console.error(`No local games in production mode.`)
return
}
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
// TODO: This test does not work
// if (!fs.existsSync(path.join("../", game_dir))) {
// console.error(`Game folder does not exists: ${game_dir}`)
// return
// }
}
if (!game_dir) {
console.error(`Unknown game: ${tag(owner, repo)}`)
return
}
let serverProcess
if (isDevelopment) {
let args = ["--server", path.join("../../../../", game_dir)]
serverProcess = cp.spawn("./gameserver", args,
{ cwd: path.join(__dirname, "./build/bin/") })
} else {
serverProcess = cp.spawn("./bubblewrap.sh",
[game_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: ${data}`)
)
}
return serverProcess
}
/** start Lean Server processes to refill the queue */
function fillQueue(tag) {
while (queue[tag].length < games[tag].queueLength) {
const serverProcess = startServerProcess(tag)
queue[tag].push(serverProcess)
function fillQueue(owner, repo) {
while (queue[tag(owner, repo)].length < games[tag(owner, repo)].queueLength) {
const serverProcess = startServerProcess(tag(owner, repo))
queue[tag(owner, repo)].push(serverProcess)
}
}
if (!isDevelopment) { // Don't use queue in development
for (let tag in games) {
queue[tag] = []
fillQueue(tag)
}
}
// if (!isDevelopment) { // Don't use queue in development
// for (let tag in games) {
// queue[tag] = []
// fillQueue(tag)
// }
// }
const urlRegEx = /^\/websocket\/g\/([\w.-]+)\/([\w.-]+)$/
@@ -114,18 +122,19 @@ wss.addListener("connection", function(ws, req) {
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()}/${repo.toLowerCase()}`
// const tag = `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
if (isDevelopment && process.env.DEV_CONTAINER) {
tag = `g/local/game`
}
// // TODO
// if (isDevelopment && process.env.DEV_CONTAINER) {
// tag = `g/local/game`
// }
let ps;
if (!queue[tag] || queue[tag].length == 0) {
ps = startServerProcess(tag)
if (!queue[tag(owner, repo)] || queue[tag(owner, repo)].length == 0) {
ps = startServerProcess(owner, repo)
} else {
ps = queue[tag].shift() // Pick the first Lean process; it's likely to be ready immediately
fillQueue(tag)
ps = queue[tag(owner, repo)].shift() // Pick the first Lean process; it's likely to be ready immediately
fillQueue(owner, repo)
}
socketCounter += 1;
+4 -1
View File
@@ -1 +1,4 @@
{"version": 5, "packagesDir": "lake-packages", "packages": []}
{"version": 6,
"packagesDir": "lake-packages",
"packages": [],
"name": "GameServer"}
+1 -1
View File
@@ -1 +1 @@
leanprover/lean4:v4.0.0
leanprover/lean4:v4.1.0
+5 -2
View File
@@ -13,13 +13,16 @@ Level 1
Statement foo.bar : 5 ≤ 7 := by
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
simp
NewLemma foo.baz
NewLemma foo.bar
DisabledTactic tauto
+39
View File
@@ -0,0 +1,39 @@
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({
plugins: [
react(),
svgr({
svgrOptions: {
// svgr options
},
}),
viteStaticCopy({
targets: [
{
src: 'node_modules/@leanprover/infoview/dist/*.production.min.js',
dest: '.'
}
]
})
],
publicDir: "client/public",
server: {
port: 3000,
proxy: {
'/websocket': {
target: 'ws://localhost:8080',
ws: true
},
}
},
resolve: {
alias: {
path: "path-browserify",
},
},
})