Compare commits
42
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
bb214f426b | ||
|
|
527f58e3a4 | ||
|
|
b239a5d3dc | ||
|
|
63cf5e8b72 | ||
|
|
25f166f57f | ||
|
|
c89e2e4020 | ||
|
|
f6738faf46 | ||
|
|
cb7224934c | ||
|
|
13d54ff0ff | ||
|
|
72e4011c62 | ||
|
|
4f5256fa88 | ||
|
|
c2b9175fe5 | ||
|
|
a1a6862b5a | ||
|
|
0a057913be | ||
|
|
bedb2ad5ec | ||
|
|
e02e73c1c0 | ||
|
|
c82a88867f | ||
|
|
8b43aed596 | ||
|
|
8c84d3fae7 | ||
|
|
d5697d052e | ||
|
|
0e652256f8 | ||
|
|
9492c1011a | ||
|
|
54bab2a016 | ||
|
|
3f8b180b04 | ||
|
|
23b1074aa2 | ||
|
|
0964a06f2f | ||
|
|
b17c8fc4cb | ||
|
|
0c4ae92856 | ||
|
|
088711b5d1 | ||
|
|
4c93b3a091 | ||
|
|
aa00e359c4 | ||
|
|
f6a2632d80 | ||
|
|
f2190d648f | ||
|
|
d7fd8709cb | ||
|
|
7a03c4fe0d | ||
|
|
333c9498f1 | ||
|
|
121b36b542 | ||
|
|
6bced7575b | ||
|
|
d18b48db2f | ||
|
|
97dc648452 | ||
|
|
472e2c66df | ||
|
|
4266c090db |
@@ -1,5 +1,4 @@
|
|||||||
node_modules
|
node_modules
|
||||||
games/
|
|
||||||
client/dist
|
client/dist
|
||||||
games/
|
games/
|
||||||
server/.lake
|
server/.lake
|
||||||
|
|||||||
@@ -10,20 +10,25 @@ Please follow the tutorial [Creating a Game](doc/create_game.md). In particular,
|
|||||||
* Step 7: [How to Update an existing Game](doc/update_game.md)
|
* Step 7: [How to Update an existing Game](doc/update_game.md)
|
||||||
* Step 8: [How to Publishing a Game](doc/publish_game.md)
|
* Step 8: [How to Publishing a Game](doc/publish_game.md)
|
||||||
|
|
||||||
### Publishing a Game
|
|
||||||
|
|
||||||
We encourage anybody to have games hosted on our [Lean Game Server](https://adam.math.hhu.de) for anybody to play. For that you simply need to contact us with the link to your game repo. We are also happy to add work-in-progress games and games in any language.
|
|
||||||
|
|
||||||
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).
|
|
||||||
|
|
||||||
## Documentation
|
## Documentation
|
||||||
|
|
||||||
The documentation for the game engine itself is still missing, but there is [Creating a Game](doc/create_game.md) explaining the API to create a game.
|
The documentation is very much work in progress but the linked documentation here
|
||||||
|
should be up-to-date:
|
||||||
|
|
||||||
Some documentation:
|
### Game creation API
|
||||||
|
|
||||||
- [NPM Scripts](doc/npm_scripts.md)
|
- [Creating a Game](doc/create_game.md): **the main document to consult**.
|
||||||
- [Old documentation](doc/DOCUMENTATION.md)
|
- [More about Hints](doc/hints.md): describes the `Hint` and `Branch` tactic.
|
||||||
|
|
||||||
|
### Frontend API
|
||||||
|
|
||||||
|
* [How to Run Games Locally](doc/running_locally.md): play a game on your computer
|
||||||
|
* [How to Update an existing Game](doc/update_game.md): update to a new lean version
|
||||||
|
* [How to Publishing a Game](doc/publish_game.md): load your game to adam.math.hhu.de for others to play
|
||||||
|
|
||||||
|
### Backend
|
||||||
|
|
||||||
|
not written yet
|
||||||
|
|
||||||
## Contributing
|
## Contributing
|
||||||
|
|
||||||
@@ -37,5 +42,5 @@ Providing the use access to a Lean instance running on the server is a severe se
|
|||||||
|
|
||||||
The project is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
|
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/)
|
(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
|
||||||
of Kevin Buzzard and Mohammad Pedramfar.
|
by Kevin Buzzard and Mohammad Pedramfar.
|
||||||
The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
|
The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 398 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 308 KiB |
@@ -1,6 +1,7 @@
|
|||||||
import { GameHint } from "./infoview/rpc_api";
|
import { GameHint } from "./infoview/rpc_api";
|
||||||
import * as React from 'react';
|
import * as React from 'react';
|
||||||
import Markdown from './markdown';
|
import Markdown from './markdown';
|
||||||
|
import { ProofStep } from "./infoview/context";
|
||||||
|
|
||||||
export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
|
export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
|
||||||
return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
|
return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
|
||||||
@@ -43,3 +44,24 @@ export function DeletedHints({hints} : {hints: GameHint[]}) {
|
|||||||
{hiddenHints.map((hint, i) => <DeletedHint key={`deleted-hidden-hint-${i}`} hint={hint}/>)}
|
{hiddenHints.map((hint, i) => <DeletedHint key={`deleted-hidden-hint-${i}`} hint={hint}/>)}
|
||||||
</>
|
</>
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Filter hints to not show consequtive identical hints twice.
|
||||||
|
*
|
||||||
|
* This function takes a `ProofStep[]` and extracts the hints in form of an
|
||||||
|
* element of type `GameHint[][]` where it removes hints that are identical to hints
|
||||||
|
* appearing in the previous step. Hidden hints are not filtered.
|
||||||
|
*
|
||||||
|
* This effectively means we prevent consequtive identical hints from being shown.
|
||||||
|
*/
|
||||||
|
export function filterHints(proof: ProofStep[]): GameHint[][] {
|
||||||
|
return proof.map((step, i) => {
|
||||||
|
if (i == 0){
|
||||||
|
return step.hints
|
||||||
|
} else {
|
||||||
|
// TODO: Writing all fields explicitely is somewhat fragile to changes, is there a
|
||||||
|
// good way to shallow-compare objects?
|
||||||
|
return step.hints.filter((hint) => hint.hidden ||
|
||||||
|
(proof[i-1].hints.find((x) => (x.text == hint.text && x.hidden == hint.hidden)) === undefined))
|
||||||
|
}
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|||||||
@@ -34,7 +34,7 @@ import { Button } from '../button';
|
|||||||
import { CircularProgress } from '@mui/material';
|
import { CircularProgress } from '@mui/material';
|
||||||
import { GameHint } from './rpc_api';
|
import { GameHint } from './rpc_api';
|
||||||
import { store } from '../../state/store';
|
import { store } from '../../state/store';
|
||||||
import { Hints } from '../hints';
|
import { Hints, filterHints } from '../hints';
|
||||||
|
|
||||||
/** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
|
/** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
|
||||||
* always present, or the monaco editor cannot start.
|
* always present, or the monaco editor cannot start.
|
||||||
@@ -156,7 +156,7 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
|
|||||||
|
|
||||||
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
|
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
|
||||||
|
|
||||||
console.debug(`template: ${props.data.template}`)
|
console.debug(`template: ${props.data?.template}`)
|
||||||
|
|
||||||
// React.useEffect (() => {
|
// React.useEffect (() => {
|
||||||
// if (props.data.template) {
|
// if (props.data.template) {
|
||||||
@@ -367,9 +367,9 @@ export function TypewriterInterface({props}) {
|
|||||||
function deleteProof(line: number) {
|
function deleteProof(line: number) {
|
||||||
return (ev) => {
|
return (ev) => {
|
||||||
let deletedChat: Array<GameHint> = []
|
let deletedChat: Array<GameHint> = []
|
||||||
proof.slice(line).map((step, i) => {
|
filterHints(proof).slice(line).map((hintsAtStep, i) => {
|
||||||
// Only add these hidden hints to the deletion stack which were visible
|
// Only add these hidden hints to the deletion stack which were visible
|
||||||
deletedChat = [...deletedChat, ...step.hints.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
|
deletedChat = [...deletedChat, ...hintsAtStep.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
|
||||||
})
|
})
|
||||||
setDeletedChat(deletedChat)
|
setDeletedChat(deletedChat)
|
||||||
|
|
||||||
|
|||||||
@@ -5,7 +5,7 @@ import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
|
|||||||
import { faLock, faBan } from '@fortawesome/free-solid-svg-icons'
|
import { faLock, faBan } from '@fortawesome/free-solid-svg-icons'
|
||||||
import { GameIdContext } from '../app';
|
import { GameIdContext } from '../app';
|
||||||
import Markdown from './markdown';
|
import Markdown from './markdown';
|
||||||
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery } from '../state/api';
|
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery, WorldOverview } from '../state/api';
|
||||||
import { selectDifficulty, selectInventory } from '../state/progress';
|
import { selectDifficulty, selectInventory } from '../state/progress';
|
||||||
import { store } from '../state/store';
|
import { store } from '../state/store';
|
||||||
import { useSelector } from 'react-redux';
|
import { useSelector } from 'react-redux';
|
||||||
@@ -37,6 +37,79 @@ export function Inventory({levelInfo, openDoc, enableAll=false} :
|
|||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export function OverviewInventory({data, openDoc, enableAll=false, showOverview=true} :
|
||||||
|
{
|
||||||
|
data: WorldOverview[],
|
||||||
|
openDoc: (props: {name: string, type: string}) => void,
|
||||||
|
enableAll?: boolean,
|
||||||
|
showOverview?: boolean
|
||||||
|
}) {
|
||||||
|
|
||||||
|
const gameId = React.useContext(GameIdContext)
|
||||||
|
const difficulty = useSelector(selectDifficulty(gameId))
|
||||||
|
const [tab, setTab] = useState<string>()
|
||||||
|
let inv: string[] = selectInventory(gameId)(store.getState())
|
||||||
|
|
||||||
|
let levelInfo : InventoryOverview = {
|
||||||
|
tactics : data ? data.map(world => (world.tactics.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile))).flat() : [],
|
||||||
|
lemmas : data ? data.map(world => (world.lemmas.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile))).flat() : [],
|
||||||
|
definitions : data ? data.map(world => (world.definitions.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile))).flat() : [],
|
||||||
|
lemmaTab: null,
|
||||||
|
}
|
||||||
|
|
||||||
|
return (
|
||||||
|
<>
|
||||||
|
<Inventory levelInfo={levelInfo} openDoc={openDoc} enableAll={enableAll}/>
|
||||||
|
{showOverview &&
|
||||||
|
<div className="inventory">
|
||||||
|
{data && <>
|
||||||
|
<h2>Overviews</h2>
|
||||||
|
<div className="tab-bar">
|
||||||
|
{data.map(world => {
|
||||||
|
return <div key={`category-${world.world}`} className={`tab ${world.world == tab ? "active": ""}`} onClick={() => { setTab((tab == world.world) ? null : world.world) }}>{world.world}</div>
|
||||||
|
})}
|
||||||
|
</div>
|
||||||
|
<div className="inventory-list">
|
||||||
|
{/* TODO: a bit hacky, do we need to redesign inventory completely and provide it in a better order? */}
|
||||||
|
{data.map(world => {
|
||||||
|
if (world.world == tab) {
|
||||||
|
return [
|
||||||
|
...world.tactics.map(item => {
|
||||||
|
return <InventoryItem
|
||||||
|
key={`${world.world}-${item.name}`}
|
||||||
|
showDoc={() => {openDoc({name: item.name, type: 'Tactic'})}}
|
||||||
|
name={item.name} displayName={item.displayName}
|
||||||
|
locked={difficulty > 0 ? !inv.includes(item.name) : false}
|
||||||
|
disabled={item.disabled} newly={false} enableAll={enableAll} />
|
||||||
|
}),
|
||||||
|
...world.lemmas.map(item => {
|
||||||
|
return <InventoryItem
|
||||||
|
key={`${world.world}-${item.name}`}
|
||||||
|
showDoc={() => {openDoc({name: item.name, type: 'Lemma'})}}
|
||||||
|
name={item.name} displayName={item.displayName}
|
||||||
|
locked={difficulty > 0 ? item.locked : false}
|
||||||
|
disabled={item.disabled} newly={false} enableAll={enableAll} />
|
||||||
|
}),
|
||||||
|
...world.definitions.map(item => {
|
||||||
|
return <InventoryItem
|
||||||
|
key={`${world.world}-${item.name}`}
|
||||||
|
showDoc={() => {openDoc({name: item.name, type: 'Definition'})}}
|
||||||
|
name={item.name} displayName={item.displayName}
|
||||||
|
locked={difficulty > 0 ? item.locked : false}
|
||||||
|
disabled={item.disabled} newly={false} enableAll={enableAll} />
|
||||||
|
})
|
||||||
|
]
|
||||||
|
}
|
||||||
|
})}
|
||||||
|
</div>
|
||||||
|
</>}
|
||||||
|
</div>
|
||||||
|
}
|
||||||
|
</>
|
||||||
|
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
function InventoryList({items, docType, openDoc, defaultTab=null, level=undefined, enableAll=false} :
|
function InventoryList({items, docType, openDoc, defaultTab=null, level=undefined, enableAll=false} :
|
||||||
{
|
{
|
||||||
items: InventoryTile[],
|
items: InventoryTile[],
|
||||||
@@ -86,7 +159,7 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
|
|||||||
{[...modifiedItems].sort(
|
{[...modifiedItems].sort(
|
||||||
// For lemas, sort entries `available > disabled > locked`
|
// For lemas, sort entries `available > disabled > locked`
|
||||||
// otherwise alphabetically
|
// otherwise alphabetically
|
||||||
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled)
|
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled) || x.displayName.localeCompare(y.displayName)
|
||||||
).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => {
|
).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => {
|
||||||
return <InventoryItem key={`${item.category}-${item.name}`}
|
return <InventoryItem key={`${item.category}-${item.name}`}
|
||||||
showDoc={() => {openDoc({name: item.name, type: docType})}}
|
showDoc={() => {openDoc({name: item.name, type: docType})}}
|
||||||
@@ -144,3 +217,21 @@ export function InventoryPanel({levelInfo, visible = true}) {
|
|||||||
}
|
}
|
||||||
</div>
|
</div>
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** The panel (on the welcome page) showing the user's inventory with tactics, definitions, and lemmas */
|
||||||
|
export function InventoryOverviewPanel({data, visible = true, showOverview=true} : {data : WorldOverview[], visible?: boolean, showOverview?: boolean}) {
|
||||||
|
const gameId = React.useContext(GameIdContext)
|
||||||
|
|
||||||
|
// The inventory is overlayed by the doc entry of a clicked item
|
||||||
|
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null)
|
||||||
|
// Set `inventoryDoc` to `null` to close the doc
|
||||||
|
function closeInventoryDoc() {setInventoryDoc(null)}
|
||||||
|
|
||||||
|
return <div className={`column inventory-panel ${visible ? '' : 'hidden'}`}>
|
||||||
|
{inventoryDoc ?
|
||||||
|
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
|
||||||
|
:
|
||||||
|
<OverviewInventory data={data} openDoc={setInventoryDoc} enableAll={true} showOverview={showOverview}/>
|
||||||
|
}
|
||||||
|
</div>
|
||||||
|
}
|
||||||
|
|||||||
@@ -7,12 +7,12 @@ import '@fontsource/roboto/500.css';
|
|||||||
import '@fontsource/roboto/700.css';
|
import '@fontsource/roboto/700.css';
|
||||||
|
|
||||||
import '../css/landing_page.css'
|
import '../css/landing_page.css'
|
||||||
import coverRobo from '../assets/covers/formaloversum.png'
|
|
||||||
import coverNNG from '../assets/covers/nng.png'
|
|
||||||
import bgImage from '../assets/bg.jpg'
|
import bgImage from '../assets/bg.jpg'
|
||||||
|
|
||||||
import Markdown from './markdown';
|
import Markdown from './markdown';
|
||||||
import {PrivacyPolicyPopup} from './popup/privacy_policy'
|
import {PrivacyPolicyPopup} from './popup/privacy_policy'
|
||||||
|
import { GameTile, useGetGameInfoQuery } from '../state/api'
|
||||||
|
import path from 'path';
|
||||||
|
|
||||||
const flag = {
|
const flag = {
|
||||||
'Dutch': '🇳🇱',
|
'Dutch': '🇳🇱',
|
||||||
@@ -20,6 +20,7 @@ const flag = {
|
|||||||
'French': '🇫🇷',
|
'French': '🇫🇷',
|
||||||
'German': '🇩🇪',
|
'German': '🇩🇪',
|
||||||
'Italian': '🇮🇹',
|
'Italian': '🇮🇹',
|
||||||
|
'Spanish': '🇪🇸',
|
||||||
}
|
}
|
||||||
|
|
||||||
function GithubIcon({url='https://github.com'}) {
|
function GithubIcon({url='https://github.com'}) {
|
||||||
@@ -33,47 +34,42 @@ function GithubIcon({url='https://github.com'}) {
|
|||||||
</div>
|
</div>
|
||||||
}
|
}
|
||||||
|
|
||||||
function GameTile({
|
function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
|
||||||
title,
|
|
||||||
gameId,
|
|
||||||
intro, // Catchy intro phrase.
|
|
||||||
image=null,
|
|
||||||
worlds='?',
|
|
||||||
levels='?',
|
|
||||||
prereq='–', // Optional list of games that this game builds on. Use markdown.
|
|
||||||
description, // Longer description. Supports Markdown.
|
|
||||||
language}) {
|
|
||||||
|
|
||||||
let navigate = useNavigate();
|
let navigate = useNavigate();
|
||||||
const routeChange = () =>{
|
const routeChange = () =>{
|
||||||
navigate(gameId);
|
navigate(gameId);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (typeof data === 'undefined') {
|
||||||
|
return <></>
|
||||||
|
}
|
||||||
|
|
||||||
return <div className="game" onClick={routeChange}>
|
return <div className="game" onClick={routeChange}>
|
||||||
<div className="wrapper">
|
<div className="wrapper">
|
||||||
<div className="title">{title}</div>
|
<div className="title">{data.title}</div>
|
||||||
<div className="short-description">{intro}
|
<div className="short-description">{data.short}
|
||||||
</div>
|
</div>
|
||||||
{ image ? <img className="image" src={image} alt="" /> : <div className="image"/> }
|
{ data.image ? <img className="image" src={path.join("data", gameId, data.image)} alt="" /> : <div className="image"/> }
|
||||||
<div className="long description"><Markdown>{description}</Markdown></div>
|
<div className="long description"><Markdown>{data.long}</Markdown></div>
|
||||||
</div>
|
</div>
|
||||||
<table className="info">
|
<table className="info">
|
||||||
<tbody>
|
<tbody>
|
||||||
<tr>
|
<tr>
|
||||||
<td title="consider playing these games first.">Prerequisites</td>
|
<td title="consider playing these games first.">Prerequisites</td>
|
||||||
<td><Markdown>{prereq}</Markdown></td>
|
<td><Markdown>{data.prerequisites.join(', ')}</Markdown></td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr>
|
<tr>
|
||||||
<td>Worlds</td>
|
<td>Worlds</td>
|
||||||
<td>{worlds}</td>
|
<td>{data.worlds}</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr>
|
<tr>
|
||||||
<td>Levels</td>
|
<td>Levels</td>
|
||||||
<td>{levels}</td>
|
<td>{data.levels}</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr>
|
<tr>
|
||||||
<td>Language</td>
|
<td>Language</td>
|
||||||
<td title={`in ${language}`}>{flag[language]}</td>
|
<td title={`in ${data.languages.join(', ')}`}>{data.languages.map((lan) => flag[lan]).join(', ')}</td>
|
||||||
</tr>
|
</tr>
|
||||||
</tbody>
|
</tbody>
|
||||||
</table>
|
</table>
|
||||||
@@ -89,6 +85,58 @@ function LandingPage() {
|
|||||||
const openImpressum = () => setImpressum(true);
|
const openImpressum = () => setImpressum(true);
|
||||||
const closeImpressum = () => setImpressum(false);
|
const closeImpressum = () => setImpressum(false);
|
||||||
|
|
||||||
|
// const [allGames, setAllGames] = React.useState([])
|
||||||
|
// const [allTiles, setAllTiles] = React.useState([])
|
||||||
|
|
||||||
|
// const getTiles=()=>{
|
||||||
|
// fetch('featured_games.json', {
|
||||||
|
// headers : {
|
||||||
|
// 'Content-Type': 'application/json',
|
||||||
|
// 'Accept': 'application/json'
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// ).then(function(response){
|
||||||
|
// return response.json()
|
||||||
|
// }).then(function(data) {
|
||||||
|
// setAllGames(data.featured_games)
|
||||||
|
|
||||||
|
// })
|
||||||
|
// }
|
||||||
|
|
||||||
|
// React.useEffect(()=>{
|
||||||
|
// getTiles()
|
||||||
|
// },[])
|
||||||
|
|
||||||
|
// React.useEffect(()=>{
|
||||||
|
|
||||||
|
// Promise.allSettled(
|
||||||
|
// allGames.map((gameId) => (
|
||||||
|
// fetch(`data/g/${gameId}/game.json`).catch(err => {return undefined})))
|
||||||
|
// ).then(responses =>
|
||||||
|
// responses.forEach((result) => console.log(result)))
|
||||||
|
// // Promise.all(responses.map(res => {
|
||||||
|
// // if (res.status == "fulfilled") {
|
||||||
|
// // console.log(res.value.json())
|
||||||
|
// // return res.value.json()
|
||||||
|
// // } else {
|
||||||
|
// // return undefined
|
||||||
|
// // }
|
||||||
|
// // }))
|
||||||
|
// // ).then(allData => {
|
||||||
|
// // setAllTiles(allData.map(data => data?.tile))
|
||||||
|
// // })
|
||||||
|
// },[allGames])
|
||||||
|
|
||||||
|
// TODO: I would like to read the supported games list form a JSON,
|
||||||
|
// Then load all these games in
|
||||||
|
//
|
||||||
|
let allGames = [
|
||||||
|
"leanprover-community/nng4",
|
||||||
|
"hhu-adam/robo",
|
||||||
|
"djvelleman/stg4",
|
||||||
|
"miguelmarco/STG4",
|
||||||
|
]
|
||||||
|
let allTiles = allGames.map((gameId) => (useGetGameInfoQuery({game: `g/${gameId}`}).data?.tile))
|
||||||
|
|
||||||
return <div className="landing-page">
|
return <div className="landing-page">
|
||||||
<header style={{backgroundImage: `url(${bgImage})`}}>
|
<header style={{backgroundImage: `url(${bgImage})`}}>
|
||||||
@@ -105,60 +153,26 @@ function LandingPage() {
|
|||||||
</div>
|
</div>
|
||||||
</header>
|
</header>
|
||||||
<div className="game-list">
|
<div className="game-list">
|
||||||
|
{allTiles.length == 0 ?
|
||||||
<GameTile
|
<p>No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a
|
||||||
title="Natural Number Game"
|
game directly from a local folder.
|
||||||
gameId="g/hhu-adam/NNG4"
|
</p>
|
||||||
intro="The classical introduction game for Lean."
|
: allGames.map((id, i) => (
|
||||||
description="In this game you recreate the natural numbers $\mathbb{N}$ from the Peano axioms,
|
<Tile
|
||||||
learning the basics about theorem proving in Lean.
|
key={id}
|
||||||
|
gameId={`g/${id}`}
|
||||||
This is a good first introduction to Lean!"
|
data={allTiles[i]}
|
||||||
worlds="8"
|
/>
|
||||||
levels="67"
|
))
|
||||||
image={coverNNG}
|
}
|
||||||
language="English"
|
|
||||||
/>
|
|
||||||
|
|
||||||
<GameTile
|
|
||||||
title="Set Theory Game"
|
|
||||||
gameId="g/djvelleman/STG4"
|
|
||||||
intro="A game about set theory"
|
|
||||||
description=""
|
|
||||||
worlds="5"
|
|
||||||
levels="30"
|
|
||||||
language="English"
|
|
||||||
/>
|
|
||||||
|
|
||||||
<GameTile
|
|
||||||
title="Formaloversum"
|
|
||||||
gameId="g/hhu-adam/Robo"
|
|
||||||
intro="Erkunde das Leansche Universum mit deinem Robo, welcher dir bei der Verständigung mit den Formalosophen zur Seite steht."
|
|
||||||
description="
|
|
||||||
Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet danach verschiedene Bereiche des Bachelorstudiums an.
|
|
||||||
|
|
||||||
(Das Spiel befindet sich noch in der Entstehungsphase.)"
|
|
||||||
image={coverRobo}
|
|
||||||
language="German"
|
|
||||||
/>
|
|
||||||
|
|
||||||
<GameTile
|
|
||||||
title="NNG (OLD)"
|
|
||||||
gameId="g/hhu-adam/nng4-old"
|
|
||||||
intro="The old version of the NNG copied from lean3."
|
|
||||||
description="This version is not maintained and might break at any point. You should play the new version instead"
|
|
||||||
worlds="9"
|
|
||||||
levels="72"
|
|
||||||
language="English"
|
|
||||||
/>
|
|
||||||
</div>
|
</div>
|
||||||
<section>
|
<section>
|
||||||
<div className="wrapper">
|
<div className="wrapper">
|
||||||
<h2>Development notes</h2>
|
<h2>Development notes</h2>
|
||||||
<p>
|
<p>
|
||||||
As this server runs lean on our university machines, it has a limited capacity.
|
As this server runs lean on our university machines, it has a limited capacity.
|
||||||
Our current estimate is about 55 copies of the NNG or 25 copies of games importing
|
Our current estimate is about 70 simultaneous games.
|
||||||
mathlib. We hope to address this limitation in the future.
|
We hope to address and test this limitation better in the future.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
Most aspects of the games and the infrastructure are still in development. Feel free to
|
Most aspects of the games and the infrastructure are still in development. Feel free to
|
||||||
@@ -172,18 +186,19 @@ Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet
|
|||||||
<h2>Adding new games</h2>
|
<h2>Adding new games</h2>
|
||||||
<p>
|
<p>
|
||||||
If you are considering writing your own game, you should use
|
If you are considering writing your own game, you should use
|
||||||
the <a target="_blank" href="https://github.com/hhu-adam/NNG4">NNG Github Repo</a> as
|
the <a target="_blank" href="https://github.com/hhu-adam/GameSkeleton">GameSkeleton Github Repo</a> as
|
||||||
a template.
|
a template and read <a target="_blank" href="https://github.com/leanprover-community/lean4game/">How to Create a Game</a>.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
There is an option to load and run your own games directly on the server,
|
You can directly load your games into the server and play it using
|
||||||
instructions are in the NNG repo. Since this is still in development we'd like to
|
the correct URL. The <a target="_blank" href="https://github.com/leanprover-community/lean4game/">instructions above</a> also
|
||||||
encourage you to contact us for support creating your own game. The documentation is
|
explain the details for how to load your game to the server.
|
||||||
not polished yet.
|
|
||||||
|
We'd like to encourage you to contact us if you have any questions.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
To add games to this main page, you should get in contact as
|
Featured games on this page are added manually.
|
||||||
games will need to be added manually.
|
Please get in contact and we-ll happily add yours.
|
||||||
</p>
|
</p>
|
||||||
</div>
|
</div>
|
||||||
</section>
|
</section>
|
||||||
@@ -201,9 +216,6 @@ Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet
|
|||||||
<a className="link" onClick={openImpressum}>Impressum</a>
|
<a className="link" onClick={openImpressum}>Impressum</a>
|
||||||
{impressum? <PrivacyPolicyPopup handleClose={closeImpressum} />: null}
|
{impressum? <PrivacyPolicyPopup handleClose={closeImpressum} />: null}
|
||||||
</footer>
|
</footer>
|
||||||
|
|
||||||
{/* <PrivacyPolicy/> */}
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -22,18 +22,19 @@ import { ConnectionContext, connection, useLeanClient } from '../connection'
|
|||||||
import { useAppDispatch, useAppSelector } from '../hooks'
|
import { useAppDispatch, useAppSelector } from '../hooks'
|
||||||
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
|
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
|
||||||
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
|
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
|
||||||
selectHelp, selectDifficulty, selectInventory } from '../state/progress'
|
selectHelp, selectDifficulty, selectInventory, selectTypewriterMode, changeTypewriterMode } from '../state/progress'
|
||||||
import { store } from '../state/store'
|
import { store } from '../state/store'
|
||||||
import { Button } from './button'
|
import { Button } from './button'
|
||||||
import Markdown from './markdown'
|
import Markdown from './markdown'
|
||||||
import {InventoryPanel} from './inventory'
|
import {InventoryOverviewPanel, InventoryPanel} from './inventory'
|
||||||
import { hasInteractiveErrors } from './infoview/typewriter'
|
import { hasInteractiveErrors } from './infoview/typewriter'
|
||||||
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext,
|
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext,
|
||||||
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
|
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
|
||||||
import { DualEditor } from './infoview/main'
|
import { DualEditor } from './infoview/main'
|
||||||
import { GameHint } from './infoview/rpc_api'
|
import { GameHint } from './infoview/rpc_api'
|
||||||
import { DeletedHints, Hint, Hints } from './hints'
|
import { DeletedHints, Hint, Hints, filterHints } from './hints'
|
||||||
import { PrivacyPolicyPopup } from './popup/privacy_policy'
|
import { PrivacyPolicyPopup } from './popup/privacy_policy'
|
||||||
|
import path from 'path';
|
||||||
|
|
||||||
import '@fontsource/roboto/300.css'
|
import '@fontsource/roboto/300.css'
|
||||||
import '@fontsource/roboto/400.css'
|
import '@fontsource/roboto/400.css'
|
||||||
@@ -137,19 +138,24 @@ function ChatPanel({lastLevel}) {
|
|||||||
|
|
||||||
let introText: Array<string> = level?.data?.introduction.split(/\n(\s*\n)+/)
|
let introText: Array<string> = level?.data?.introduction.split(/\n(\s*\n)+/)
|
||||||
|
|
||||||
|
// experimental: Remove all hints that appeared identically in the previous step
|
||||||
|
// This effectively prevent consequtive hints being shown.
|
||||||
|
let modifiedHints : GameHint[][] = filterHints(proof)
|
||||||
|
|
||||||
return <div className="chat-panel">
|
return <div className="chat-panel">
|
||||||
<div ref={chatRef} className="chat">
|
<div ref={chatRef} className="chat">
|
||||||
{introText?.filter(t => t.trim()).map(((t, i) =>
|
{introText?.filter(t => t.trim()).map(((t, i) =>
|
||||||
|
// Show the level's intro text as hints, too
|
||||||
<Hint key={`intro-p-${i}`}
|
<Hint key={`intro-p-${i}`}
|
||||||
hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
|
hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
|
||||||
))}
|
))}
|
||||||
{proof.map((step, i) => {
|
{modifiedHints.map((step, i) => {
|
||||||
// It the last step has errors, it will have the same hints
|
// It the last step has errors, it will have the same hints
|
||||||
// as the second-to-last step. Therefore we should not display them.
|
// as the second-to-last step. Therefore we should not display them.
|
||||||
if (!(i == proof.length - 1 && withErr)) {
|
if (!(i == proof.length - 1 && withErr)) {
|
||||||
// TODO: Should not use index as key.
|
// TODO: Should not use index as key.
|
||||||
return <Hints key={`hints-${i}`}
|
return <Hints key={`hints-${i}`}
|
||||||
hints={step.hints} showHidden={showHelp.has(i)} step={i}
|
hints={step} showHidden={showHelp.has(i)} step={i}
|
||||||
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.length - 1}/>
|
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.length - 1}/>
|
||||||
}
|
}
|
||||||
})}
|
})}
|
||||||
@@ -203,11 +209,16 @@ function PlayableLevel({impressum, setImpressum}) {
|
|||||||
const {worldId, levelId} = useContext(WorldLevelIdContext)
|
const {worldId, levelId} = useContext(WorldLevelIdContext)
|
||||||
const {mobile} = React.useContext(MobileContext)
|
const {mobile} = React.useContext(MobileContext)
|
||||||
|
|
||||||
|
const dispatch = useAppDispatch()
|
||||||
|
|
||||||
const difficulty = useSelector(selectDifficulty(gameId))
|
const difficulty = useSelector(selectDifficulty(gameId))
|
||||||
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
|
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
|
||||||
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
|
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
|
||||||
const inventory: Array<String> = useSelector(selectInventory(gameId))
|
const inventory: Array<String> = useSelector(selectInventory(gameId))
|
||||||
|
|
||||||
|
const typewriterMode = useSelector(selectTypewriterMode(gameId))
|
||||||
|
const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
|
||||||
|
|
||||||
const gameInfo = useGetGameInfoQuery({game: gameId})
|
const gameInfo = useGetGameInfoQuery({game: gameId})
|
||||||
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
|
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
|
||||||
|
|
||||||
@@ -220,12 +231,11 @@ function PlayableLevel({impressum, setImpressum}) {
|
|||||||
const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
|
const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
|
||||||
// Only for mobile layout
|
// Only for mobile layout
|
||||||
const [pageNumber, setPageNumber] = useState(0)
|
const [pageNumber, setPageNumber] = useState(0)
|
||||||
const [typewriterMode, setTypewriterMode] = useState(true)
|
|
||||||
// set to true to prevent switching between typewriter and editor
|
// set to true to prevent switching between typewriter and editor
|
||||||
const [lockInputMode, setLockInputMode] = useState(false)
|
const [lockInputMode, setLockInputMode] = useState(false)
|
||||||
const [typewriterInput, setTypewriterInput] = useState("")
|
const [typewriterInput, setTypewriterInput] = useState("")
|
||||||
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
|
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
|
||||||
const dispatch = useAppDispatch()
|
|
||||||
|
|
||||||
// impressum pop-up
|
// impressum pop-up
|
||||||
function toggleImpressum() {setImpressum(!impressum)}
|
function toggleImpressum() {setImpressum(!impressum)}
|
||||||
@@ -319,8 +329,6 @@ function PlayableLevel({impressum, setImpressum}) {
|
|||||||
console.debug(`not inserting template.`)
|
console.debug(`not inserting template.`)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else {
|
|
||||||
setTypewriterMode(true)
|
|
||||||
}
|
}
|
||||||
}, [level, levelId, worldId, gameId, editor])
|
}, [level, levelId, worldId, gameId, editor])
|
||||||
|
|
||||||
@@ -335,7 +343,7 @@ function PlayableLevel({impressum, setImpressum}) {
|
|||||||
}, [gameId, worldId, levelId])
|
}, [gameId, worldId, levelId])
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (!typewriterMode) {
|
if (!typewriterMode && editor) {
|
||||||
// Delete last input attempt from command line
|
// Delete last input attempt from command line
|
||||||
editor.executeEdits("typewriter", [{
|
editor.executeEdits("typewriter", [{
|
||||||
range: editor.getSelection(),
|
range: editor.getSelection(),
|
||||||
@@ -465,6 +473,11 @@ function Introduction({impressum, setImpressum}) {
|
|||||||
|
|
||||||
const gameInfo = useGetGameInfoQuery({game: gameId})
|
const gameInfo = useGetGameInfoQuery({game: gameId})
|
||||||
|
|
||||||
|
const {worldId} = useContext(WorldLevelIdContext)
|
||||||
|
|
||||||
|
let image: string = gameInfo.data?.worlds.nodes[worldId].image
|
||||||
|
|
||||||
|
|
||||||
const toggleImpressum = () => {
|
const toggleImpressum = () => {
|
||||||
setImpressum(!impressum)
|
setImpressum(!impressum)
|
||||||
}
|
}
|
||||||
@@ -478,8 +491,14 @@ function Introduction({impressum, setImpressum}) {
|
|||||||
:
|
:
|
||||||
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}>
|
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}>
|
||||||
<IntroductionPanel gameInfo={gameInfo} />
|
<IntroductionPanel gameInfo={gameInfo} />
|
||||||
<div className="world-image-container empty"></div>
|
<div className="world-image-container empty">
|
||||||
<InventoryPanel levelInfo={inventory?.data} />
|
{image &&
|
||||||
|
// TODO: Temporary for testing
|
||||||
|
<img className={worldId=="Proposition" ? "cover" : "contain"} src={path.join("data", gameId, image)} alt="" />
|
||||||
|
}
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<InventoryOverviewPanel data={inventory?.data} />
|
||||||
</Split>
|
</Split>
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -11,7 +11,7 @@ import { changedOpenedIntro, selectOpenedIntro } from '../state/progress'
|
|||||||
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api'
|
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api'
|
||||||
import { Button } from './button'
|
import { Button } from './button'
|
||||||
import { MobileContext } from './infoview/context'
|
import { MobileContext } from './infoview/context'
|
||||||
import { InventoryPanel } from './inventory'
|
import { InventoryOverviewPanel, InventoryPanel } from './inventory'
|
||||||
import { ErasePopup } from './popup/erase'
|
import { ErasePopup } from './popup/erase'
|
||||||
import { InfoPopup } from './popup/game_info'
|
import { InfoPopup } from './popup/game_info'
|
||||||
import { PrivacyPolicyPopup } from './popup/privacy_policy'
|
import { PrivacyPolicyPopup } from './popup/privacy_policy'
|
||||||
@@ -111,7 +111,7 @@ function Welcome() {
|
|||||||
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
|
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
|
||||||
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
|
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
|
||||||
:
|
:
|
||||||
<InventoryPanel levelInfo={inventory?.data} />
|
<InventoryOverviewPanel data={inventory?.data} />
|
||||||
)}
|
)}
|
||||||
</div>
|
</div>
|
||||||
:
|
:
|
||||||
@@ -119,7 +119,7 @@ function Welcome() {
|
|||||||
<IntroductionPanel introduction={gameInfo.data?.introduction} setPageNumber={setPageNumber} />
|
<IntroductionPanel introduction={gameInfo.data?.introduction} setPageNumber={setPageNumber} />
|
||||||
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
|
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
|
||||||
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
|
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
|
||||||
<InventoryPanel levelInfo={inventory?.data} />
|
<InventoryOverviewPanel data={inventory?.data} />
|
||||||
</Split>
|
</Split>
|
||||||
}
|
}
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@@ -336,6 +336,21 @@ td code {
|
|||||||
background-color: #eee;
|
background-color: #eee;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.world-image-container {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
justify-content: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.world-image-container img.contain {
|
||||||
|
object-fit: contain;
|
||||||
|
}
|
||||||
|
|
||||||
|
.world-image-container img.cover {
|
||||||
|
height: 100%;
|
||||||
|
object-fit: cover;
|
||||||
|
}
|
||||||
|
|
||||||
.typewriter-interface .proof {
|
.typewriter-interface .proof {
|
||||||
background-color: #fff;
|
background-color: #fff;
|
||||||
}
|
}
|
||||||
|
|||||||
+30
-8
@@ -3,14 +3,28 @@
|
|||||||
*/
|
*/
|
||||||
import { createApi, fetchBaseQuery } from '@reduxjs/toolkit/query/react'
|
import { createApi, fetchBaseQuery } from '@reduxjs/toolkit/query/react'
|
||||||
|
|
||||||
|
|
||||||
|
export interface GameTile {
|
||||||
|
title: string
|
||||||
|
short: string
|
||||||
|
long: string
|
||||||
|
languages: Array<string>
|
||||||
|
prerequisites: Array<string>
|
||||||
|
worlds: number
|
||||||
|
levels: number
|
||||||
|
image: string
|
||||||
|
}
|
||||||
|
|
||||||
export interface GameInfo {
|
export interface GameInfo {
|
||||||
title: null|string,
|
title: null|string,
|
||||||
introduction: null|string,
|
introduction: null|string,
|
||||||
info: null|string,
|
info: null|string,
|
||||||
worlds: null|{nodes: {[id:string]: {id: string, title: string, introduction: string}}, edges: string[][]},
|
worlds: null|{nodes: {[id:string]: {id: string, title: string, introduction: string, image: string}}, edges: string[][]},
|
||||||
worldSize: null|{[key: string]: number},
|
worldSize: null|{[key: string]: number},
|
||||||
authors: null|string[],
|
authors: null|string[],
|
||||||
conclusion: null|string,
|
conclusion: null|string,
|
||||||
|
tile: null|GameTile,
|
||||||
|
image: null|string
|
||||||
}
|
}
|
||||||
|
|
||||||
export interface InventoryTile {
|
export interface InventoryTile {
|
||||||
@@ -36,7 +50,8 @@ export interface LevelInfo {
|
|||||||
lemmaTab: null|string,
|
lemmaTab: null|string,
|
||||||
statementName: null|string,
|
statementName: null|string,
|
||||||
displayName: null|string,
|
displayName: null|string,
|
||||||
template: null|string
|
template: null|string,
|
||||||
|
image: null|string
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Used to display the inventory on the welcome page */
|
/** Used to display the inventory on the welcome page */
|
||||||
@@ -56,22 +71,29 @@ interface Doc {
|
|||||||
category: string,
|
category: string,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export interface WorldOverview {
|
||||||
|
world: string
|
||||||
|
tactics: InventoryTile[]
|
||||||
|
lemmas: InventoryTile[]
|
||||||
|
definitions: InventoryTile[]
|
||||||
|
}
|
||||||
|
|
||||||
// Define a service using a base URL and expected endpoints
|
// Define a service using a base URL and expected endpoints
|
||||||
export const apiSlice = createApi({
|
export const apiSlice = createApi({
|
||||||
reducerPath: 'gameApi',
|
reducerPath: 'gameApi',
|
||||||
baseQuery: fetchBaseQuery({ baseUrl: window.location.origin + "/api" }),
|
baseQuery: fetchBaseQuery({ baseUrl: window.location.origin + "/data" }),
|
||||||
endpoints: (builder) => ({
|
endpoints: (builder) => ({
|
||||||
getGameInfo: builder.query<GameInfo, {game: string}>({
|
getGameInfo: builder.query<GameInfo, {game: string}>({
|
||||||
query: ({game}) => `${game}/game`,
|
query: ({game}) => `${game}/game.json`,
|
||||||
}),
|
}),
|
||||||
loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({
|
loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({
|
||||||
query: ({game, world, level}) => `${game}/level/${world}/${level}`,
|
query: ({game, world, level}) => `${game}/level__${world}__${level}.json`,
|
||||||
}),
|
}),
|
||||||
loadInventoryOverview: builder.query<InventoryOverview, {game: string}>({
|
loadInventoryOverview: builder.query<WorldOverview[], {game: string}>({
|
||||||
query: ({game}) => `${game}/inventory`,
|
query: ({game}) => `${game}/inventory.json`,
|
||||||
}),
|
}),
|
||||||
loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({
|
loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({
|
||||||
query: ({game, type, name}) => `${game}/doc/${type}/${name}`,
|
query: ({game, type, name}) => `${game}/doc__${type}__${name}.json`,
|
||||||
}),
|
}),
|
||||||
}),
|
}),
|
||||||
})
|
})
|
||||||
|
|||||||
@@ -26,7 +26,8 @@ export interface GameProgressState {
|
|||||||
inventory: string[],
|
inventory: string[],
|
||||||
difficulty: number,
|
difficulty: number,
|
||||||
openedIntro: boolean,
|
openedIntro: boolean,
|
||||||
data: WorldProgressState
|
data: WorldProgressState,
|
||||||
|
typewriterMode?: boolean
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -126,6 +127,11 @@ export const progressSlice = createSlice({
|
|||||||
addGameProgress(state, action)
|
addGameProgress(state, action)
|
||||||
state.games[action.payload.game].openedIntro = action.payload.openedIntro
|
state.games[action.payload.game].openedIntro = action.payload.openedIntro
|
||||||
},
|
},
|
||||||
|
/** set the typewriter mode */
|
||||||
|
changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) {
|
||||||
|
addGameProgress(state, action)
|
||||||
|
state.games[action.payload.game].typewriterMode = action.payload.typewriterMode
|
||||||
|
}
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
|
|
||||||
@@ -196,7 +202,14 @@ export function selectOpenedIntro(game: string) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** return typewriter mode for the current game if it exists */
|
||||||
|
export function selectTypewriterMode(game: string) {
|
||||||
|
return (state) => {
|
||||||
|
return state.progress.games[game]?.typewriterMode ?? true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/** Export actions to modify the progress */
|
/** Export actions to modify the progress */
|
||||||
export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
|
export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
|
||||||
deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro,
|
deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro,
|
||||||
changedDifficulty } = progressSlice.actions
|
changedDifficulty, changeTypewriterMode} = progressSlice.actions
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
|
**NOTE! This document is deprecated! The current documentation is [How To Create A Game](create_game.md)**
|
||||||
|
|
||||||
# Creating a game.
|
# Creating a game.
|
||||||
|
|
||||||
Ideally one takes the [NNG template](https://github.com/hhu-adam/NNG4) to create a new game.
|
Ideally one takes the [GameSkeleton template](https://github.com/hhu-adam/GameSkeleton) to create a new game.
|
||||||
|
|
||||||
## Game Structure
|
## Game Structure
|
||||||
|
|
||||||
@@ -295,8 +297,9 @@ cd lean4game
|
|||||||
npm install
|
npm install
|
||||||
```
|
```
|
||||||
|
|
||||||
|
TODO: This is outdated!
|
||||||
If you are developing a game other than `Robo` or `NNG4`, adapt the
|
If you are developing a game other than `Robo` or `NNG4`, adapt the
|
||||||
code at the beginning of `lean4game/server/index.mjs`:
|
code at the beginning of `lean4game/relay/index.mjs`:
|
||||||
```typescript
|
```typescript
|
||||||
const games = {
|
const games = {
|
||||||
"g/hhu-adam/robo": {
|
"g/hhu-adam/robo": {
|
||||||
|
|||||||
+22
-15
@@ -223,25 +223,17 @@ One thing to keep in mind is that the game will look at the main proof to figure
|
|||||||
Most important for game development are probably the `Hints`.
|
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
|
The hints will be displayed whenever the player's current goal matches the goal the hint is
|
||||||
placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands. If you specify
|
placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands.
|
||||||
|
|
||||||
```
|
Read [More about Hints](doc/hints.md) for how they work and what the options are.
|
||||||
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)
|
### 6. e) Extra: Images
|
||||||
|
You can add images on any layer of the game (i.e. game/world/level). These will be displayed in your game.
|
||||||
|
|
||||||
Further, you can choose to hide hints and only have them displayed when the player presses "More Help":
|
The images need to be placed in `images/` and you need to add a command like `Image "images/path/to/myWorldImage.png"`
|
||||||
```
|
in one of the files you created in 2), 3), or 4) (i.e. game/world/level).
|
||||||
Hint (hidden := true) "some hidden hint"
|
|
||||||
```
|
|
||||||
|
|
||||||
Lastly, you should put variable names in hints inside brackets:
|
NOTE: At present, only the images for a world are displayed. They appear in the introduction of the world.
|
||||||
|
|
||||||
```
|
|
||||||
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.
|
|
||||||
|
|
||||||
## 7. Update your game
|
## 7. Update your game
|
||||||
|
|
||||||
@@ -251,6 +243,21 @@ In principle, it is as simple as modifying `lean-toolchain` to update your game
|
|||||||
|
|
||||||
To publish your game on the official server, see [Publishing a game](doc/publish_game.md)
|
To publish your game on the official server, see [Publishing a game](doc/publish_game.md)
|
||||||
|
|
||||||
|
There are a few more options you can add in `Game.lean` before the `MakeGame` command, which describe the tile that is visible on the server's landing page:
|
||||||
|
|
||||||
|
```lean
|
||||||
|
Languages "English"
|
||||||
|
CaptionShort "Game Template"
|
||||||
|
CaptionLong "You should use this game as a template for your own game and add your own levels."
|
||||||
|
Prerequisites "NNG"
|
||||||
|
CoverImage "images/cover.png"
|
||||||
|
```
|
||||||
|
* `Languages`: Currently only a single language (capital English name). The tile will show a corresponding flag.
|
||||||
|
* `CaptionShort`: One catch phrase. Appears above the image.
|
||||||
|
* `CaptionLong`: 2-4 sentences to describe the game.
|
||||||
|
* `Prerequisites` a list of other games you should play before this one, e.g. `Prerequisites "NNG" "STG"`. The game names are free-text.
|
||||||
|
* `CoverImage`: You can create a folder `images/` and put images there for the game to use. The maximal ratio is ca. 500x200 (W x H) but it might be cropped horizontally on narrow screens.
|
||||||
|
|
||||||
## Further Notes
|
## Further Notes
|
||||||
|
|
||||||
Here are some random further things you should consider designing a new game:
|
Here are some random further things you should consider designing a new game:
|
||||||
|
|||||||
@@ -0,0 +1,87 @@
|
|||||||
|
# Hints
|
||||||
|
|
||||||
|
Most important for game development are probably the "Hints". You can add Hints at any place in your proof using the `Hint` tactic
|
||||||
|
|
||||||
|
```
|
||||||
|
Statement .... := by
|
||||||
|
Hint "Hint to show at the start"
|
||||||
|
rw [h]
|
||||||
|
Hint "some tip after using rw"
|
||||||
|
...
|
||||||
|
```
|
||||||
|
|
||||||
|
## 1. When do hints show?
|
||||||
|
|
||||||
|
A hint will be displayed if the player's goal matches the one where the hint was placed in the
|
||||||
|
sample solutions and the entire context from the sample solutions is present in the
|
||||||
|
player's context. The player's context may contain additional items.
|
||||||
|
|
||||||
|
This means if you have multiple identical
|
||||||
|
subgoals, you should only place a single hint in one of them and it will be displayed in
|
||||||
|
all of them.
|
||||||
|
|
||||||
|
However, identical (non-hidden) hints which where already present in the step
|
||||||
|
before are omitted. This is to allow a player to add new assumptions to context, for example
|
||||||
|
with `have`, without seeing the same hint over and over again.
|
||||||
|
Hidden hints are not filtered.
|
||||||
|
|
||||||
|
## 2. Alternative Proofs / `Branch`
|
||||||
|
|
||||||
|
You can use `Branch` to place hints
|
||||||
|
in dead ends or alternative proof strands.
|
||||||
|
|
||||||
|
A proof inside a `Branch`-block is normally evaluated by lean but it's discarded at the end
|
||||||
|
so that no progress has been made on proofing the goal.
|
||||||
|
|
||||||
|
```
|
||||||
|
Statement .... := by
|
||||||
|
Hint "Huse `rw` or `rewrite`."
|
||||||
|
Branch
|
||||||
|
rewrite [h]
|
||||||
|
Hint "now you still need `rfl`"
|
||||||
|
rw [h]
|
||||||
|
```
|
||||||
|
|
||||||
|
## 3. Variables names
|
||||||
|
|
||||||
|
Put variables in the hint text inside brackets like this: `{h}`! This way the server can replace
|
||||||
|
the variable's name with the one the user actually used.
|
||||||
|
|
||||||
|
For example, if the sample proof contains
|
||||||
|
|
||||||
|
```
|
||||||
|
have h : True := trivial
|
||||||
|
Hint "Now use `rw [{h}]` to use your assumption `{h}`."
|
||||||
|
```
|
||||||
|
|
||||||
|
but the player writes `have g : True := trivial`, they will see a hint saying
|
||||||
|
"Now use `rw [g]` to use your assumption `g`."
|
||||||
|
|
||||||
|
## 4. Hidden hints
|
||||||
|
|
||||||
|
Some hints can be hidden, and only show after the user clicks on a button to get additional
|
||||||
|
help. You mark a hint as hidden with `(hidden := true)`:
|
||||||
|
|
||||||
|
```
|
||||||
|
Hint (hidden := true) "some hidden hint"
|
||||||
|
```
|
||||||
|
|
||||||
|
## 5. Strict context matching
|
||||||
|
|
||||||
|
If you use the attribute `(strict := true)` a hint is only shown if the entire context
|
||||||
|
matches exactly the one where the hint is placed. With `(hint := false)`, which is the default,
|
||||||
|
it does not matter if additional assumptions are present in the player's context.
|
||||||
|
|
||||||
|
```
|
||||||
|
Hint (strict := true) "now use `have` to create a new assumption."
|
||||||
|
```
|
||||||
|
|
||||||
|
You should probably use `(strict := true)` if you want to give fine-grained details about
|
||||||
|
tactics like `have` which do not modify the goal or any existing assumptions, but only
|
||||||
|
create new assumptions.
|
||||||
|
|
||||||
|
## 6. Formatting
|
||||||
|
|
||||||
|
You can add use markdown to format your hints, for example you can use KaTex: `$\\iff$`
|
||||||
|
|
||||||
|
TODO: Write a doc about latex/markdown options available.
|
||||||
@@ -28,3 +28,5 @@ Now you can immediately play the game at `adam.math.hhu.de/#/g/{USER}/{REPOSITOR
|
|||||||
|
|
||||||
Adding games to the main page happens manually by the server maintainers. Tell us if you want us
|
Adding games to the main page happens manually by the server maintainers. Tell us if you want us
|
||||||
to add a tile for your game!
|
to add a tile for your game!
|
||||||
|
|
||||||
|
For example, you can [contact Jon on Zulip](https://leanprover.zulipchat.com/#narrow/dm/385895-Jon-Eugster). Or [via Email](https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster).
|
||||||
|
|||||||
@@ -86,11 +86,10 @@ Download dependencies and build the game:
|
|||||||
```bash
|
```bash
|
||||||
cd GameSkeleton
|
cd GameSkeleton
|
||||||
lake update -R
|
lake update -R
|
||||||
lake exe cache get # if your game depends on mathlib
|
|
||||||
lake build
|
lake build
|
||||||
```
|
```
|
||||||
|
|
||||||
Clone the game repository into a directory next to the game:
|
Clone the server repository into a directory next to the game:
|
||||||
```bash
|
```bash
|
||||||
cd ..
|
cd ..
|
||||||
git clone https://github.com/leanprover-community/lean4game.git
|
git clone https://github.com/leanprover-community/lean4game.git
|
||||||
|
|||||||
+3
-4
@@ -10,15 +10,14 @@ Before you continue, make sure there [exists a `v4.X.0`-tag in this repo](https:
|
|||||||
Then, depending on the setup you use, do one of the following:
|
Then, depending on the setup you use, do one of the following:
|
||||||
|
|
||||||
* Dev Container: Rebuild the VSCode Devcontainer.
|
* Dev Container: Rebuild the VSCode Devcontainer.
|
||||||
* Local Setup: run
|
* Local Setup: in your game's folder run the following:
|
||||||
```
|
```
|
||||||
lake update -R
|
lake update -R
|
||||||
lake build
|
lake build
|
||||||
```
|
```
|
||||||
in your game folder.
|
|
||||||
|
|
||||||
* Additionally, if you have a local copy of the server `lean4game`,
|
* Additionally, if you have a local copy of the server `lean4game`,
|
||||||
you should update this one to the matching version, too:
|
you should update this one to the matching version. Run the following in the folder `lean4game/`:
|
||||||
```
|
```
|
||||||
git fetch
|
git fetch
|
||||||
git checkout {VERSION_TAG}
|
git checkout {VERSION_TAG}
|
||||||
@@ -27,7 +26,7 @@ Then, depending on the setup you use, do one of the following:
|
|||||||
where `{VERSION_TAG}` is the tag from above of the form `v4.X.0`
|
where `{VERSION_TAG}` is the tag from above of the form `v4.X.0`
|
||||||
* Gitpod/Codespaces: Create a fresh one
|
* Gitpod/Codespaces: Create a fresh one
|
||||||
|
|
||||||
This will your game (and the mathlib version you might be using) to the new lean version.
|
This will update your game (and the mathlib version you might be using) to the new lean version.
|
||||||
|
|
||||||
## Newest developing setup
|
## Newest developing setup
|
||||||
|
|
||||||
|
|||||||
@@ -2,7 +2,7 @@
|
|||||||
module.exports = {
|
module.exports = {
|
||||||
apps : [{
|
apps : [{
|
||||||
name : "lean4game",
|
name : "lean4game",
|
||||||
script : "server/index.mjs",
|
script : "relay/index.mjs",
|
||||||
env: {
|
env: {
|
||||||
LEAN4GAME_GITHUB_USER: "",
|
LEAN4GAME_GITHUB_USER: "",
|
||||||
LEAN4GAME_GITHUB_TOKEN: "",
|
LEAN4GAME_GITHUB_TOKEN: "",
|
||||||
|
|||||||
Generated
+3
-3
@@ -16122,9 +16122,9 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/vite": {
|
"node_modules/vite": {
|
||||||
"version": "4.5.0",
|
"version": "4.5.1",
|
||||||
"resolved": "https://registry.npmjs.org/vite/-/vite-4.5.0.tgz",
|
"resolved": "https://registry.npmjs.org/vite/-/vite-4.5.1.tgz",
|
||||||
"integrity": "sha512-ulr8rNLA6rkyFAlVWw2q5YJ91v098AFQ2R0PRFwPzREXOUJQPtFUG0t+/ZikhaOCDqFoDhN6/v8Sq0o4araFAw==",
|
"integrity": "sha512-AXXFaAJ8yebyqzoNB9fu2pHoo/nWX+xZlaRwoeYUxEqBO+Zj4msE5G+BhGBll9lYEKv9Hfks52PAF2X7qDYXQA==",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"esbuild": "^0.18.10",
|
"esbuild": "^0.18.10",
|
||||||
"postcss": "^8.4.27",
|
"postcss": "^8.4.27",
|
||||||
|
|||||||
+2
-2
@@ -63,13 +63,13 @@
|
|||||||
},
|
},
|
||||||
"scripts": {
|
"scripts": {
|
||||||
"start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"",
|
"start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"",
|
||||||
"start_server": "cd server && lake build && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\"",
|
"start_server": "(cd server && lake build) && (cd relay && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\")",
|
||||||
"start_client": "cross-env NODE_ENV=development vite --host",
|
"start_client": "cross-env NODE_ENV=development vite --host",
|
||||||
"build": "npm run build_server && npm run build_client",
|
"build": "npm run build_server && npm run build_client",
|
||||||
"preview": "vite preview",
|
"preview": "vite preview",
|
||||||
"build_server": "cd server && lake build",
|
"build_server": "cd server && lake build",
|
||||||
"build_client": "cross-env NODE_ENV=production vite build",
|
"build_client": "cross-env NODE_ENV=production vite build",
|
||||||
"production": "cross-env NODE_ENV=production node server/index.mjs"
|
"production": "cross-env NODE_ENV=production node relay/index.mjs"
|
||||||
},
|
},
|
||||||
"eslintConfig": {
|
"eslintConfig": {
|
||||||
"extends": [
|
"extends": [
|
||||||
|
|||||||
@@ -2,7 +2,9 @@
|
|||||||
|
|
||||||
ELAN_HOME=$(lake env printenv ELAN_HOME)
|
ELAN_HOME=$(lake env printenv ELAN_HOME)
|
||||||
|
|
||||||
|
# $1 : the game directory
|
||||||
|
# $2 : the lean4game folder
|
||||||
|
# $3 : the gameserver executable
|
||||||
|
|
||||||
(exec bwrap\
|
(exec bwrap\
|
||||||
--bind $2 /lean4game \
|
--bind $2 /lean4game \
|
||||||
@@ -24,6 +26,6 @@ ELAN_HOME=$(lake env printenv ELAN_HOME)
|
|||||||
--unshare-uts \
|
--unshare-uts \
|
||||||
--unshare-cgroup \
|
--unshare-cgroup \
|
||||||
--die-with-parent \
|
--die-with-parent \
|
||||||
--chdir "/lean4game/server/.lake/build/bin/" \
|
--chdir "/game/.lake/packages/GameServer/server/.lake/build/bin/" \
|
||||||
./gameserver --server /game
|
./gameserver --server /game
|
||||||
)
|
)
|
||||||
@@ -79,17 +79,17 @@ async function doImport (owner, repo, id) {
|
|||||||
artifactId = artifact.id
|
artifactId = artifact.id
|
||||||
const url = artifact.archive_download_url
|
const url = artifact.archive_download_url
|
||||||
// Make sure the download folder exists
|
// Make sure the download folder exists
|
||||||
if (!fs.existsSync(`${__dirname}/../games`)){
|
if (!fs.existsSync(path.join(__dirname, "..", "games"))){
|
||||||
fs.mkdirSync(`${__dirname}/../games`);
|
fs.mkdirSync(path.join(__dirname, "..", "games"));
|
||||||
}
|
}
|
||||||
if (!fs.existsSync(`${__dirname}/../games/tmp`)){
|
if (!fs.existsSync(path.join(__dirname, "..", "games", "tmp"))){
|
||||||
fs.mkdirSync(`${__dirname}/../games/tmp`);
|
fs.mkdirSync(path.join(__dirname, "..", "games", "tmp"));
|
||||||
}
|
}
|
||||||
progress[id].output += `Download from ${url}\n`
|
progress[id].output += `Download from ${url}\n`
|
||||||
await download(id, url, `${__dirname}/../games/tmp/${owner.toLowerCase()}_${repo.toLowerCase()}_${artifactId}.zip`)
|
await download(id, url, path.join(__dirname, "..", "games", "tmp", `${owner.toLowerCase()}_${repo.toLowerCase()}_${artifactId}.zip`))
|
||||||
progress[id].output += `Download finished.\n`
|
progress[id].output += `Download finished.\n`
|
||||||
|
|
||||||
await runProcess(id, "/bin/bash", [`${__dirname}/unpack.sh`, artifactId, owner.toLowerCase(), repo.toLowerCase()], `${__dirname}/..`)
|
await runProcess(id, "/bin/bash", [path.join(__dirname, "unpack.sh"), artifactId, owner.toLowerCase(), repo.toLowerCase()], path.join(__dirname, ".."))
|
||||||
|
|
||||||
|
|
||||||
// let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`);
|
// let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`);
|
||||||
@@ -108,12 +108,11 @@ async function doImport (owner, repo, id) {
|
|||||||
} catch (e) {
|
} catch (e) {
|
||||||
progress[id].output += `Error: ${e.toString()}\n${e.stack}`
|
progress[id].output += `Error: ${e.toString()}\n${e.stack}`
|
||||||
} finally {
|
} finally {
|
||||||
// if (artifactId) {
|
// clean-up temp. files
|
||||||
// // fs.rmSync(`tmp/artifact_${artifactId}.zip`, {force: true, recursive: true});
|
if (artifactId) {
|
||||||
// // fs.rmSync(`tmp/artifact_${artifactId}`, {force: true, recursive: true});
|
fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}.zip`), {force: true, recursive: false});
|
||||||
// // fs.rmSync(`tmp/artifact_${artifactId}_inner`, {force: true, recursive: true});
|
fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}`), {force: true, recursive: true});
|
||||||
// // fs.rmSync(`tmp/archive_${artifactId}.tar`, {force: true, recursive: true});
|
}
|
||||||
// }
|
|
||||||
progress[id].done = true
|
progress[id].done = true
|
||||||
}
|
}
|
||||||
await new Promise(resolve => setTimeout(resolve, 10000))
|
await new Promise(resolve => setTimeout(resolve, 10000))
|
||||||
@@ -34,34 +34,15 @@ var router = express.Router();
|
|||||||
router.get('/import/status/:owner/:repo', importStatus)
|
router.get('/import/status/:owner/:repo', importStatus)
|
||||||
router.get('/import/trigger/:owner/:repo', importTrigger)
|
router.get('/import/trigger/:owner/:repo', importTrigger)
|
||||||
|
|
||||||
function loadJson(req, filename) {
|
|
||||||
const owner = req.params.owner;
|
|
||||||
const repo = req.params.repo
|
|
||||||
return JSON.parse(fs.readFileSync(path.join(getGameDir(owner,repo),".lake","gamedata",filename)))
|
|
||||||
}
|
|
||||||
|
|
||||||
router.get("/api/g/:owner/:repo/game", (req, res) => {
|
|
||||||
res.send(loadJson(req, `game.json`));
|
|
||||||
});
|
|
||||||
|
|
||||||
router.get("/api/g/:owner/:repo/inventory", (req, res) => {
|
|
||||||
res.send(loadJson(req, `inventory.json`));
|
|
||||||
});
|
|
||||||
|
|
||||||
router.get("/api/g/:owner/:repo/level/:world/:level", (req, res) => {
|
|
||||||
const world = req.params.world;
|
|
||||||
const level = req.params.level;
|
|
||||||
res.send(loadJson(req, `level__${world}__${level}.json`));
|
|
||||||
});
|
|
||||||
|
|
||||||
router.get("/api/g/:owner/:repo/doc/:type/:name", (req, res) => {
|
|
||||||
const type = req.params.type;
|
|
||||||
const name = req.params.name;
|
|
||||||
res.send(loadJson(req, `doc__${type}__${name}.json`));
|
|
||||||
});
|
|
||||||
|
|
||||||
const server = app
|
const server = app
|
||||||
.use(express.static(path.join(__dirname, '../client/dist/')))
|
.use(express.static(path.join(__dirname, '..', 'client', 'dist'))) // TODO: add a dist folder from inside the game
|
||||||
|
.use('/data/g/:owner/:repo/*', (req, res, next) => {
|
||||||
|
const owner = req.params.owner;
|
||||||
|
const repo = req.params.repo
|
||||||
|
const filename = req.params[0];
|
||||||
|
req.url = filename;
|
||||||
|
express.static(path.join(getGameDir(owner,repo),".lake","gamedata"))(req, res, next);
|
||||||
|
})
|
||||||
.use('/', router)
|
.use('/', router)
|
||||||
.listen(PORT, () => console.log(`Listening on ${PORT}`));
|
.listen(PORT, () => console.log(`Listening on ${PORT}`));
|
||||||
|
|
||||||
@@ -84,13 +65,13 @@ function getGameDir(owner, repo) {
|
|||||||
if (owner == 'local') {
|
if (owner == 'local') {
|
||||||
if(!isDevelopment) {
|
if(!isDevelopment) {
|
||||||
console.error(`No local games in production mode.`)
|
console.error(`No local games in production mode.`)
|
||||||
return
|
return ""
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
if(!fs.existsSync(path.join(__dirname, '..', 'games'))) {
|
if(!fs.existsSync(path.join(__dirname, '..', 'games'))) {
|
||||||
console.error(`Did not find the following folder: ${path.join(__dirname, '..', 'games')}`)
|
console.error(`Did not find the following folder: ${path.join(__dirname, '..', 'games')}`)
|
||||||
console.error('Did you already import any games?')
|
console.error('Did you already import any games?')
|
||||||
return
|
return ""
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -100,7 +81,7 @@ function getGameDir(owner, repo) {
|
|||||||
|
|
||||||
if(!fs.existsSync(game_dir)) {
|
if(!fs.existsSync(game_dir)) {
|
||||||
console.error(`Game '${game_dir}' does not exist!`)
|
console.error(`Game '${game_dir}' does not exist!`)
|
||||||
return
|
return ""
|
||||||
}
|
}
|
||||||
|
|
||||||
return game_dir;
|
return game_dir;
|
||||||
@@ -114,13 +95,22 @@ function startServerProcess(owner, repo) {
|
|||||||
let serverProcess
|
let serverProcess
|
||||||
if (isDevelopment) {
|
if (isDevelopment) {
|
||||||
let args = ["--server", game_dir]
|
let args = ["--server", game_dir]
|
||||||
serverProcess = cp.spawn("./gameserver", args,
|
let binDir = path.join(game_dir, ".lake", "packages", "GameServer", "server", ".lake", "build", "bin")
|
||||||
{ cwd: path.join(__dirname, "./.lake/build/bin/") })
|
// Note: `cwd` is important to be the `bin` directory as `Watchdog` calls `./gameserver` again
|
||||||
|
if (fs.existsSync(binDir)) {
|
||||||
|
// Try to use the game's own copy of `gameserver`.
|
||||||
|
serverProcess = cp.spawn("./gameserver", args, { cwd: binDir })
|
||||||
|
} else {
|
||||||
|
// If the game is built with `-Klean4game.local` there is no copy in the lake packages.
|
||||||
|
serverProcess = cp.spawn("./gameserver", args,
|
||||||
|
{ cwd: path.join(__dirname, "..", "server", ".lake", "build", "bin") })
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
serverProcess = cp.spawn("./bubblewrap.sh",
|
serverProcess = cp.spawn("./bubblewrap.sh",
|
||||||
[game_dir, path.join(__dirname, '..')],
|
[ game_dir, path.join(__dirname, '..')],
|
||||||
{ cwd: __dirname })
|
{ cwd: __dirname })
|
||||||
}
|
}
|
||||||
|
|
||||||
serverProcess.on('error', error =>
|
serverProcess.on('error', error =>
|
||||||
console.error(`Launching Lean Server failed: ${error}`)
|
console.error(`Launching Lean Server failed: ${error}`)
|
||||||
)
|
)
|
||||||
@@ -6,7 +6,7 @@ REPO=$3
|
|||||||
|
|
||||||
# mkdir -p games
|
# mkdir -p games
|
||||||
cd games
|
cd games
|
||||||
pwd
|
|
||||||
# mkdir -p tmp
|
# mkdir -p tmp
|
||||||
mkdir -p ${OWNER}
|
mkdir -p ${OWNER}
|
||||||
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
build/
|
|
||||||
games/
|
|
||||||
.lake
|
|
||||||
@@ -46,7 +46,9 @@ elab "Title" t:str : command => do
|
|||||||
match ← getCurLayer with
|
match ← getCurLayer with
|
||||||
| .Level => modifyCurLevel fun level => pure {level with title := t.getString}
|
| .Level => modifyCurLevel fun level => pure {level with title := t.getString}
|
||||||
| .World => modifyCurWorld fun world => pure {world with title := t.getString}
|
| .World => modifyCurWorld fun world => pure {world with title := t.getString}
|
||||||
| .Game => modifyCurGame fun game => pure {game with title := t.getString}
|
| .Game => modifyCurGame fun game => pure {game with
|
||||||
|
title := t.getString
|
||||||
|
tile := {game.tile with title := t.getString}}
|
||||||
|
|
||||||
/-- Define the introduction of the current game/world/level. -/
|
/-- Define the introduction of the current game/world/level. -/
|
||||||
elab "Introduction" t:str : command => do
|
elab "Introduction" t:str : command => do
|
||||||
@@ -58,10 +60,32 @@ elab "Introduction" t:str : command => do
|
|||||||
/-- Define the info of the current game. Used for e.g. credits -/
|
/-- Define the info of the current game. Used for e.g. credits -/
|
||||||
elab "Info" t:str : command => do
|
elab "Info" t:str : command => do
|
||||||
match ← getCurLayer with
|
match ← getCurLayer with
|
||||||
| .Level => pure ()
|
| .Level =>
|
||||||
| .World => pure ()
|
logError "Can't use `Info` in a level!"
|
||||||
|
pure ()
|
||||||
|
| .World =>
|
||||||
|
logError "Can't use `Info` in a world"
|
||||||
|
pure ()
|
||||||
| .Game => modifyCurGame fun game => pure {game with info := t.getString}
|
| .Game => modifyCurGame fun game => pure {game with info := t.getString}
|
||||||
|
|
||||||
|
/-- Provide the location of the image for the current game/world/level.
|
||||||
|
Paths are relative to the lean project's root. -/
|
||||||
|
elab "Image" t:str : command => do
|
||||||
|
let file := t.getString
|
||||||
|
if not <| ← System.FilePath.pathExists file then
|
||||||
|
logWarningAt t s!"Make sure the cover image '{file}' exists."
|
||||||
|
if not <| file.startsWith "images/" then
|
||||||
|
logWarningAt t s!"The file name should start with `images/`. Make sure all images are in that folder."
|
||||||
|
|
||||||
|
match ← getCurLayer with
|
||||||
|
| .Level =>
|
||||||
|
logWarning "Level-images not implemented yet" -- TODO
|
||||||
|
modifyCurLevel fun level => pure {level with image := file}
|
||||||
|
| .World =>
|
||||||
|
modifyCurWorld fun world => pure {world with image := file}
|
||||||
|
| .Game =>
|
||||||
|
logWarning "Main image of the game not implemented yet" -- TODO
|
||||||
|
modifyCurGame fun game => pure {game with image := file}
|
||||||
|
|
||||||
/-- Define the conclusion of the current game or current level if some
|
/-- Define the conclusion of the current game or current level if some
|
||||||
building a level. -/
|
building a level. -/
|
||||||
@@ -71,6 +95,38 @@ elab "Conclusion" t:str : command => do
|
|||||||
| .World => modifyCurWorld fun world => pure {world with conclusion := t.getString}
|
| .World => modifyCurWorld fun world => pure {world with conclusion := t.getString}
|
||||||
| .Game => modifyCurGame fun game => pure {game with conclusion := t.getString}
|
| .Game => modifyCurGame fun game => pure {game with conclusion := t.getString}
|
||||||
|
|
||||||
|
/-- A list of games that should be played before this one. Example `Prerequisites "NNG" "STG"`. -/
|
||||||
|
elab "Prerequisites" t:str* : command => do
|
||||||
|
modifyCurGame fun game => pure {game with
|
||||||
|
tile := {game.tile with prerequisites := t.map (·.getString) |>.toList}}
|
||||||
|
|
||||||
|
/-- Short caption for the game (1 sentence) -/
|
||||||
|
elab "CaptionShort" t:str : command => do
|
||||||
|
modifyCurGame fun game => pure {game with
|
||||||
|
tile := {game.tile with short := t.getString}}
|
||||||
|
|
||||||
|
/-- More detailed description what the game is about (2-4 sentences). -/
|
||||||
|
elab "CaptionLong" t:str : command => do
|
||||||
|
modifyCurGame fun game => pure {game with
|
||||||
|
tile := {game.tile with long := t.getString}}
|
||||||
|
|
||||||
|
/-- A list of Languages the game is translated to. For example `Languages "German" "English"`.
|
||||||
|
NOTE: For the time being, only a single language is supported.
|
||||||
|
-/
|
||||||
|
elab "Languages" t:str* : command => do
|
||||||
|
modifyCurGame fun game => pure {game with
|
||||||
|
tile := {game.tile with languages := t.map (·.getString) |>.toList}}
|
||||||
|
|
||||||
|
/-- The Image of the game (optional). TODO: Not impementeds -/
|
||||||
|
elab "CoverImage" t:str : command => do
|
||||||
|
let file := t.getString
|
||||||
|
if not <| ← System.FilePath.pathExists file then
|
||||||
|
logWarningAt t s!"Make sure the cover image '{file}' exists."
|
||||||
|
if not <| file.startsWith "images/" then
|
||||||
|
logWarningAt t s!"The file name should start with `images/`. Make sure all images are in that folder."
|
||||||
|
|
||||||
|
modifyCurGame fun game => pure {game with
|
||||||
|
tile := {game.tile with image := file}}
|
||||||
|
|
||||||
/-! # Inventory
|
/-! # Inventory
|
||||||
|
|
||||||
@@ -626,6 +682,27 @@ elab "Template" tacs:tacticSeq : tactic => do
|
|||||||
modifyLevel (←getCurLevelId) fun level => do
|
modifyLevel (←getCurLevelId) fun level => do
|
||||||
return {level with template := s!"{template}"}
|
return {level with template := s!"{template}"}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
open IO.FS System FilePath in
|
||||||
|
/-- Copies the folder `images/` to `.lake/gamedata/images/` -/
|
||||||
|
def copyImages : IO Unit := do
|
||||||
|
let target : FilePath := ".lake" / "gamedata"
|
||||||
|
if ← FilePath.pathExists "images" then
|
||||||
|
for file in ← walkDir "images" do
|
||||||
|
let outFile := target.join file
|
||||||
|
-- create the directories
|
||||||
|
if ← file.isDir then
|
||||||
|
createDirAll outFile
|
||||||
|
else
|
||||||
|
if let some parent := outFile.parent then
|
||||||
|
createDirAll parent
|
||||||
|
-- copy file
|
||||||
|
let content ← readBinFile file
|
||||||
|
writeBinFile outFile content
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
-- TODO: Notes for testing if a declaration has the simp attribute
|
-- TODO: Notes for testing if a declaration has the simp attribute
|
||||||
|
|
||||||
-- -- Test: From zulip
|
-- -- Test: From zulip
|
||||||
@@ -647,7 +724,7 @@ elab "Template" tacs:tacticSeq : tactic => do
|
|||||||
#eval IO.FS.createDirAll ".lake/gamedata/"
|
#eval IO.FS.createDirAll ".lake/gamedata/"
|
||||||
|
|
||||||
-- TODO: register all of this as ToJson instance?
|
-- TODO: register all of this as ToJson instance?
|
||||||
def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name)) : CommandElabM Unit:= do
|
def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name)) : CommandElabM Unit := do
|
||||||
let game ← getCurGame
|
let game ← getCurGame
|
||||||
let env ← getEnv
|
let env ← getEnv
|
||||||
let path : System.FilePath := s!"{← IO.currentDir}" / ".lake" / "gamedata"
|
let path : System.FilePath := s!"{← IO.currentDir}" / ".lake" / "gamedata"
|
||||||
@@ -656,6 +733,9 @@ def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name)) : Comma
|
|||||||
IO.FS.removeDirAll path
|
IO.FS.removeDirAll path
|
||||||
IO.FS.createDirAll path
|
IO.FS.createDirAll path
|
||||||
|
|
||||||
|
-- copy the images folder
|
||||||
|
copyImages
|
||||||
|
|
||||||
for (worldId, world) in game.worlds.nodes.toArray do
|
for (worldId, world) in game.worlds.nodes.toArray do
|
||||||
for (levelId, level) in world.levels.toArray do
|
for (levelId, level) in world.levels.toArray do
|
||||||
IO.FS.writeFile (path / s!"level__{worldId}__{levelId}.json") (toString (toJson (level.toInfo env)))
|
IO.FS.writeFile (path / s!"level__{worldId}__{levelId}.json") (toString (toJson (level.toInfo env)))
|
||||||
@@ -848,8 +928,12 @@ elab "MakeGame" : command => do
|
|||||||
-- Items that should not be displayed in inventory
|
-- Items that should not be displayed in inventory
|
||||||
let mut hiddenItems : HashSet Name := {}
|
let mut hiddenItems : HashSet Name := {}
|
||||||
|
|
||||||
|
let allWorlds := game.worlds.nodes.toArray
|
||||||
|
let nrWorlds := allWorlds.size
|
||||||
|
let mut nrLevels := 0
|
||||||
|
|
||||||
-- Calculate which "items" are used/new in which world
|
-- Calculate which "items" are used/new in which world
|
||||||
for (worldId, world) in game.worlds.nodes.toArray do
|
for (worldId, world) in allWorlds do
|
||||||
let mut usedItems : HashSet Name := {}
|
let mut usedItems : HashSet Name := {}
|
||||||
let mut newItems : HashSet Name := {}
|
let mut newItems : HashSet Name := {}
|
||||||
for inventoryType in #[.Tactic, .Definition, .Lemma] do
|
for inventoryType in #[.Tactic, .Definition, .Lemma] do
|
||||||
@@ -888,9 +972,12 @@ elab "MakeGame" : command => do
|
|||||||
-- logInfo m!"{worldId} uses: {usedItems.toList}"
|
-- logInfo m!"{worldId} uses: {usedItems.toList}"
|
||||||
-- logInfo m!"{worldId} introduces: {newItems.toList}"
|
-- logInfo m!"{worldId} introduces: {newItems.toList}"
|
||||||
|
|
||||||
|
-- Moreover, count the number of levels in the game
|
||||||
|
nrLevels := nrLevels + world.levels.toArray.size
|
||||||
|
|
||||||
/- for each "item" this is a HashSet of `worldId`s that introduce this item -/
|
/- for each "item" this is a HashSet of `worldId`s that introduce this item -/
|
||||||
let mut worldsWithNewItem : HashMap Name (HashSet Name) := {}
|
let mut worldsWithNewItem : HashMap Name (HashSet Name) := {}
|
||||||
for (worldId, _world) in game.worlds.nodes.toArray do
|
for (worldId, _world) in allWorlds do
|
||||||
for newItem in newItemsInWorld.findD worldId {} do
|
for newItem in newItemsInWorld.findD worldId {} do
|
||||||
worldsWithNewItem := worldsWithNewItem.insert newItem $
|
worldsWithNewItem := worldsWithNewItem.insert newItem $
|
||||||
(worldsWithNewItem.findD newItem {}).insert worldId
|
(worldsWithNewItem.findD newItem {}).insert worldId
|
||||||
@@ -902,7 +989,7 @@ elab "MakeGame" : command => do
|
|||||||
let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {}
|
let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {}
|
||||||
|
|
||||||
-- Calculate world dependency graph `game.worlds`
|
-- Calculate world dependency graph `game.worlds`
|
||||||
for (dependentWorldId, _dependentWorld) in game.worlds.nodes.toArray do
|
for (dependentWorldId, _dependentWorld) in allWorlds do
|
||||||
let mut dependsOnWorlds : HashSet Name := {}
|
let mut dependsOnWorlds : HashSet Name := {}
|
||||||
-- Adding manual dependencies that were specified via the `Dependency` command.
|
-- Adding manual dependencies that were specified via the `Dependency` command.
|
||||||
for (sourceId, targetId) in game.worlds.edges do
|
for (sourceId, targetId) in game.worlds.edges do
|
||||||
@@ -953,11 +1040,21 @@ elab "MakeGame" : command => do
|
|||||||
logError m!"{w1} depends on {w2} because of {items.toList}."
|
logError m!"{w1} depends on {w2} because of {items.toList}."
|
||||||
else
|
else
|
||||||
worldDependsOnWorlds ← removeTransitive worldDependsOnWorlds
|
worldDependsOnWorlds ← removeTransitive worldDependsOnWorlds
|
||||||
|
|
||||||
|
-- need to delete all existing edges as they are already present in `worldDependsOnWorlds`.
|
||||||
|
modifyCurGame fun game =>
|
||||||
|
pure {game with worlds := {game.worlds with edges := Array.empty}}
|
||||||
|
|
||||||
for (dependentWorldId, worldIds) in worldDependsOnWorlds.toArray do
|
for (dependentWorldId, worldIds) in worldDependsOnWorlds.toArray do
|
||||||
modifyCurGame fun game =>
|
modifyCurGame fun game =>
|
||||||
pure {game with worlds := {game.worlds with
|
pure {game with worlds := {game.worlds with
|
||||||
edges := game.worlds.edges.append (worldIds.toArray.map fun wid => (wid, dependentWorldId))}}
|
edges := game.worlds.edges.append (worldIds.toArray.map fun wid => (wid, dependentWorldId))}}
|
||||||
|
|
||||||
|
-- Add the number of levels and worlds to the tile for the landing page
|
||||||
|
modifyCurGame fun game => pure {game with tile := {game.tile with
|
||||||
|
levels := nrLevels
|
||||||
|
worlds := nrWorlds }}
|
||||||
|
|
||||||
-- Apparently we need to reload `game` to get the changes to `game.worlds` we just made
|
-- Apparently we need to reload `game` to get the changes to `game.worlds` we just made
|
||||||
let game ← getCurGame
|
let game ← getCurGame
|
||||||
|
|
||||||
|
|||||||
@@ -265,7 +265,16 @@ structure GameLevel where
|
|||||||
lemmas: InventoryInfo := default
|
lemmas: InventoryInfo := default
|
||||||
/-- A proof template that is printed in an empty editor. -/
|
/-- A proof template that is printed in an empty editor. -/
|
||||||
template: Option String := none
|
template: Option String := none
|
||||||
deriving Inhabited, Repr
|
/-- The image for this level. -/
|
||||||
|
image : String := default
|
||||||
|
deriving Inhabited, Repr
|
||||||
|
|
||||||
|
structure WorldOverview where
|
||||||
|
world: Name
|
||||||
|
tactics: Array InventoryTile := default
|
||||||
|
definitions: Array InventoryTile := default
|
||||||
|
lemmas: Array InventoryTile := default
|
||||||
|
deriving FromJson, ToJson, Inhabited, Repr
|
||||||
|
|
||||||
/-- Json-encodable version of `GameLevel`
|
/-- Json-encodable version of `GameLevel`
|
||||||
Fields:
|
Fields:
|
||||||
@@ -286,6 +295,7 @@ structure LevelInfo where
|
|||||||
displayName : Option String
|
displayName : Option String
|
||||||
statementName : Option String
|
statementName : Option String
|
||||||
template : Option String
|
template : Option String
|
||||||
|
image: Option String
|
||||||
deriving ToJson, FromJson
|
deriving ToJson, FromJson
|
||||||
|
|
||||||
def GameLevel.toInfo (lvl : GameLevel) (env : Environment) : LevelInfo :=
|
def GameLevel.toInfo (lvl : GameLevel) (env : Environment) : LevelInfo :=
|
||||||
@@ -315,6 +325,7 @@ def GameLevel.toInfo (lvl : GameLevel) (env : Environment) : LevelInfo :=
|
|||||||
-- Note: we could call `.find!` because we check in `Statement` that the
|
-- Note: we could call `.find!` because we check in `Statement` that the
|
||||||
-- lemma doc must exist.
|
-- lemma doc must exist.
|
||||||
template := lvl.template
|
template := lvl.template
|
||||||
|
image := lvl.image
|
||||||
}
|
}
|
||||||
|
|
||||||
/-! ## World -/
|
/-! ## World -/
|
||||||
@@ -331,17 +342,46 @@ structure World where
|
|||||||
conclusion : String := default
|
conclusion : String := default
|
||||||
/-- The levels of the world. -/
|
/-- The levels of the world. -/
|
||||||
levels: HashMap Nat GameLevel := default
|
levels: HashMap Nat GameLevel := default
|
||||||
|
/-- The introduction image of the world. -/
|
||||||
|
image: String := default
|
||||||
deriving Inhabited
|
deriving Inhabited
|
||||||
|
|
||||||
instance : ToJson World := ⟨
|
instance : ToJson World := ⟨
|
||||||
fun world => Json.mkObj [
|
fun world => Json.mkObj [
|
||||||
("name", toJson world.name),
|
("name", toJson world.name),
|
||||||
("title", world.title),
|
("title", world.title),
|
||||||
("introduction", world.introduction)]
|
("introduction", world.introduction),
|
||||||
|
("image", world.image)]
|
||||||
⟩
|
⟩
|
||||||
|
|
||||||
/-! ## Game -/
|
/-! ## Game -/
|
||||||
|
|
||||||
|
/-- A tile as they are displayed on the servers landing page. -/
|
||||||
|
structure GameTile where
|
||||||
|
/-- The title of the game -/
|
||||||
|
title: String
|
||||||
|
/-- One catch phrase about the game -/
|
||||||
|
short: String := default
|
||||||
|
/-- One paragraph description what the game is about -/
|
||||||
|
long: String := default
|
||||||
|
/-- List of languages the game supports
|
||||||
|
|
||||||
|
TODO: What's the expectected format
|
||||||
|
TODO: Must be a list with a single language currently
|
||||||
|
-/
|
||||||
|
languages: List String := default
|
||||||
|
/-- A list of games which this one builds upon -/
|
||||||
|
prerequisites: List String := default
|
||||||
|
/-- Number of worlds in the game -/
|
||||||
|
worlds: Nat := default
|
||||||
|
/-- Number of levels in the game -/
|
||||||
|
levels: Nat := default
|
||||||
|
/-- A cover image of the game
|
||||||
|
|
||||||
|
TODO: What's the format? -/
|
||||||
|
image: String := default
|
||||||
|
deriving Inhabited, ToJson
|
||||||
|
|
||||||
structure Game where
|
structure Game where
|
||||||
/-- Internal name of the game. -/
|
/-- Internal name of the game. -/
|
||||||
name : Name
|
name : Name
|
||||||
@@ -356,6 +396,10 @@ structure Game where
|
|||||||
/-- TODO: currently unused. -/
|
/-- TODO: currently unused. -/
|
||||||
authors : List String := default
|
authors : List String := default
|
||||||
worlds : Graph Name World := default
|
worlds : Graph Name World := default
|
||||||
|
/-- The tile displayed on the server's landing page. -/
|
||||||
|
tile : GameTile := default
|
||||||
|
/-- The path to the background image of the world. -/
|
||||||
|
image : String := default
|
||||||
deriving Inhabited, ToJson
|
deriving Inhabited, ToJson
|
||||||
|
|
||||||
def getGameJson (game : «Game») : Json := Id.run do
|
def getGameJson (game : «Game») : Json := Id.run do
|
||||||
|
|||||||
@@ -93,6 +93,54 @@ partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
|
|||||||
fw.stdin.writeLspMessage msg
|
fw.stdin.writeLspMessage msg
|
||||||
|
|
||||||
return true
|
return true
|
||||||
|
| Message.request id "loadInventoryOverview" _ =>
|
||||||
|
let s ← get
|
||||||
|
let some game ← getGame? s.game
|
||||||
|
| return false
|
||||||
|
|
||||||
|
let mut overview : Array WorldOverview := #[]
|
||||||
|
for ⟨worldId, world⟩ in game.worlds.nodes.toList do
|
||||||
|
let mut tactics : Array InventoryTile := #[]
|
||||||
|
let mut theorems : Array InventoryTile := #[]
|
||||||
|
let mut definitions : Array InventoryTile := #[]
|
||||||
|
for ⟨_levelId, lvl⟩ in world.levels.toList do
|
||||||
|
tactics := tactics ++ lvl.tactics.tiles.filterMap (fun tile => match tile.new with
|
||||||
|
| true => some {tile with new := false, locked := true, disabled := false}
|
||||||
|
| false => none)
|
||||||
|
theorems := theorems ++ lvl.lemmas.tiles.filterMap (fun tile => match tile.new with
|
||||||
|
| true => some {tile with new := false, locked := true, disabled := false}
|
||||||
|
| false => none)
|
||||||
|
definitions := definitions ++ lvl.definitions.tiles.filterMap (fun tile => match tile.new with
|
||||||
|
| true => some {tile with new := false, locked := true, disabled := false}
|
||||||
|
| false => none)
|
||||||
|
overview := overview.push {
|
||||||
|
world := worldId,
|
||||||
|
tactics := tactics,
|
||||||
|
lemmas := theorems,
|
||||||
|
definitions := definitions }
|
||||||
|
let c ← read
|
||||||
|
c.hOut.writeLspResponse ⟨id, ToJson.toJson overview⟩
|
||||||
|
return true
|
||||||
|
-- -- All Levels have the same tiles, so we just load them from level 1 of an arbitrary world
|
||||||
|
-- -- and reset `new`, `disabled` and `unlocked`.
|
||||||
|
-- -- Note: as we allow worlds without any levels (for developing), we might need
|
||||||
|
-- -- to try until we find the first world with levels.
|
||||||
|
-- for ⟨worldId, _⟩ in game.worlds.nodes.toList do
|
||||||
|
-- let some lvl ← getLevel? {game := s.game, world := worldId, level := 1}
|
||||||
|
-- | do continue
|
||||||
|
-- let inventory : InventoryOverview := {
|
||||||
|
-- tactics := lvl.tactics.tiles.map
|
||||||
|
-- ({ · with locked := true, disabled := false, new := false }),
|
||||||
|
-- lemmas := lvl.lemmas.tiles.map
|
||||||
|
-- ({ · with locked := true, disabled := false, new := false }),
|
||||||
|
-- definitions := lvl.definitions.tiles.map
|
||||||
|
-- ({ · with locked := true, disabled := false, new := false }),
|
||||||
|
-- lemmaTab := none
|
||||||
|
-- }
|
||||||
|
-- let c ← read
|
||||||
|
-- c.hOut.writeLspResponse ⟨id, ToJson.toJson inventory⟩
|
||||||
|
-- return true
|
||||||
|
-- return false
|
||||||
| _ => return false
|
| _ => return false
|
||||||
| _ => return false
|
| _ => return false
|
||||||
|
|
||||||
|
|||||||
@@ -126,7 +126,7 @@ def findHints (goal : MVarId) (doc : FileWorker.EditableDocument) (initParams :
|
|||||||
then
|
then
|
||||||
let userFVars := hintFVars.map fun v => bij.forward.findD v.fvarId! v.fvarId!
|
let userFVars := hintFVars.map fun v => bij.forward.findD v.fvarId! v.fvarId!
|
||||||
let text := (← evalHintMessage hint.text) (userFVars.map Expr.fvar)
|
let text := (← evalHintMessage hint.text) (userFVars.map Expr.fvar)
|
||||||
let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := ← getLCtx, opts := {}}
|
let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := lctx, opts := {}}
|
||||||
let text ← (MessageData.withContext ctx text).toString
|
let text ← (MessageData.withContext ctx text).toString
|
||||||
return some { text := text, hidden := hint.hidden }
|
return some { text := text, hidden := hint.hidden }
|
||||||
else return none
|
else return none
|
||||||
|
|||||||
@@ -4,10 +4,10 @@
|
|||||||
[{"url": "https://github.com/leanprover/std4.git",
|
[{"url": "https://github.com/leanprover/std4.git",
|
||||||
"type": "git",
|
"type": "git",
|
||||||
"subDir": null,
|
"subDir": null,
|
||||||
"rev": "a652e09bd81bcb43ea132d64ecc16580b0c7fa50",
|
"rev": "2e4a3586a8f16713f16b2d2b3af3d8e65f3af087",
|
||||||
"name": "std",
|
"name": "std",
|
||||||
"manifestFile": "lake-manifest.json",
|
"manifestFile": "lake-manifest.json",
|
||||||
"inputRev": "v4.3.0-rc2",
|
"inputRev": "v4.3.0",
|
||||||
"inherited": false,
|
"inherited": false,
|
||||||
"configFile": "lakefile.lean"}],
|
"configFile": "lakefile.lean"}],
|
||||||
"name": "GameServer",
|
"name": "GameServer",
|
||||||
|
|||||||
@@ -15,3 +15,13 @@ lean_exe gameserver {
|
|||||||
root := `Main
|
root := `Main
|
||||||
supportInterpreter := true
|
supportInterpreter := true
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/--
|
||||||
|
When a package depending on GameServer updates its dependencies,
|
||||||
|
build the `gameserver` executable.
|
||||||
|
-/
|
||||||
|
post_update pkg do
|
||||||
|
let rootPkg ← getRootPackage
|
||||||
|
if rootPkg.name = pkg.name then
|
||||||
|
return -- do not run in GameServer itself
|
||||||
|
discard <| runBuild gameserver.build >>= (·.await)
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
leanprover/lean4:v4.3.0-rc2
|
leanprover/lean4:v4.3.0
|
||||||
|
|||||||
+1
-1
@@ -12,5 +12,5 @@
|
|||||||
"experimentalDecorators": true,
|
"experimentalDecorators": true,
|
||||||
"allowSyntheticDefaultImports": true,
|
"allowSyntheticDefaultImports": true,
|
||||||
},
|
},
|
||||||
"exclude": ["server"]
|
"exclude": ["server", "relay"]
|
||||||
}
|
}
|
||||||
|
|||||||
+2
-2
@@ -8,7 +8,7 @@ export default defineConfig({
|
|||||||
//root: 'client/src',
|
//root: 'client/src',
|
||||||
build: {
|
build: {
|
||||||
// Relative to the root
|
// Relative to the root
|
||||||
// Note: This has to match the path in `server/index.mjs`
|
// Note: This has to match the path in `relay/index.mjs`
|
||||||
outDir: 'client/dist',
|
outDir: 'client/dist',
|
||||||
},
|
},
|
||||||
plugins: [
|
plugins: [
|
||||||
@@ -41,7 +41,7 @@ export default defineConfig({
|
|||||||
'/import': {
|
'/import': {
|
||||||
target: 'http://localhost:8080',
|
target: 'http://localhost:8080',
|
||||||
},
|
},
|
||||||
'/api': {
|
'/data': {
|
||||||
target: 'http://localhost:8080',
|
target: 'http://localhost:8080',
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user