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4266c090db |
@@ -1,5 +1,4 @@
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||||
node_modules
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||||
games/
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client/dist
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games/
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server/.lake
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|
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@@ -10,20 +10,25 @@ Please follow the tutorial [Creating a Game](doc/create_game.md). In particular,
|
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* Step 7: [How to Update an existing Game](doc/update_game.md)
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* Step 8: [How to Publishing a Game](doc/publish_game.md)
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|
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### Publishing a Game
|
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|
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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).
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## Documentation
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|
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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.
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The documentation is very much work in progress but the linked documentation here
|
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should be up-to-date:
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Some documentation:
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### Game creation API
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|
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- [NPM Scripts](doc/npm_scripts.md)
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- [Old documentation](doc/DOCUMENTATION.md)
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- [Creating a Game](doc/create_game.md): **the main document to consult**.
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- [More about Hints](doc/hints.md): describes the `Hint` and `Branch` tactic.
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### Frontend API
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* [How to Run Games Locally](doc/running_locally.md): play a game on your computer
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* [How to Update an existing Game](doc/update_game.md): update to a new lean version
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* [How to Publishing a Game](doc/publish_game.md): load your game to adam.math.hhu.de for others to play
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### Backend
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|
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not written yet
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|
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## Contributing
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|
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@@ -37,5 +42,5 @@ Providing the use access to a Lean instance running on the server is a severe se
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The project is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
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(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
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of Kevin Buzzard and Mohammad Pedramfar.
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by Kevin Buzzard and Mohammad Pedramfar.
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The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
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@@ -1,6 +1,7 @@
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import { GameHint } from "./infoview/rpc_api";
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import * as React from 'react';
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import Markdown from './markdown';
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import { ProofStep } from "./infoview/context";
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export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
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return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
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@@ -43,3 +44,24 @@ export function DeletedHints({hints} : {hints: GameHint[]}) {
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{hiddenHints.map((hint, i) => <DeletedHint key={`deleted-hidden-hint-${i}`} hint={hint}/>)}
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</>
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}
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/** Filter hints to not show consequtive identical hints twice.
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*
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* This function takes a `ProofStep[]` and extracts the hints in form of an
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* element of type `GameHint[][]` where it removes hints that are identical to hints
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* appearing in the previous step. Hidden hints are not filtered.
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*
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* This effectively means we prevent consequtive identical hints from being shown.
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*/
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export function filterHints(proof: ProofStep[]): GameHint[][] {
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return proof.map((step, i) => {
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if (i == 0){
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return step.hints
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} else {
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// TODO: Writing all fields explicitely is somewhat fragile to changes, is there a
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// good way to shallow-compare objects?
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return step.hints.filter((hint) => hint.hidden ||
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(proof[i-1].hints.find((x) => (x.text == hint.text && x.hidden == hint.hidden)) === undefined))
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||||
}
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||||
})
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}
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@@ -34,7 +34,7 @@ import { Button } from '../button';
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import { CircularProgress } from '@mui/material';
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import { GameHint } from './rpc_api';
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import { store } from '../../state/store';
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import { Hints } from '../hints';
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import { Hints, filterHints } from '../hints';
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/** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
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* always present, or the monaco editor cannot start.
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@@ -156,7 +156,7 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
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const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
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console.debug(`template: ${props.data.template}`)
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console.debug(`template: ${props.data?.template}`)
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// React.useEffect (() => {
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// if (props.data.template) {
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@@ -367,9 +367,9 @@ export function TypewriterInterface({props}) {
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function deleteProof(line: number) {
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return (ev) => {
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let deletedChat: Array<GameHint> = []
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proof.slice(line).map((step, i) => {
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filterHints(proof).slice(line).map((hintsAtStep, i) => {
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// Only add these hidden hints to the deletion stack which were visible
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deletedChat = [...deletedChat, ...step.hints.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
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deletedChat = [...deletedChat, ...hintsAtStep.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
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})
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setDeletedChat(deletedChat)
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||||
|
||||
|
||||
@@ -5,7 +5,7 @@ import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
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||||
import { faLock, faBan } from '@fortawesome/free-solid-svg-icons'
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||||
import { GameIdContext } from '../app';
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import Markdown from './markdown';
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||||
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery } from '../state/api';
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||||
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery, WorldOverview } from '../state/api';
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||||
import { selectDifficulty, selectInventory } from '../state/progress';
|
||||
import { store } from '../state/store';
|
||||
import { useSelector } from 'react-redux';
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||||
@@ -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))
|
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const [tab, setTab] = useState<string>()
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let inv: string[] = selectInventory(gameId)(store.getState())
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||||
|
||||
let levelInfo : InventoryOverview = {
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tactics : data ? data.map(world => (world.tactics.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile))).flat() : [],
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lemmas : data ? data.map(world => (world.lemmas.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile))).flat() : [],
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definitions : data ? data.map(world => (world.definitions.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile))).flat() : [],
|
||||
lemmaTab: null,
|
||||
}
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||||
|
||||
return (
|
||||
<>
|
||||
<Inventory levelInfo={levelInfo} openDoc={openDoc} enableAll={enableAll}/>
|
||||
{showOverview &&
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||||
<div className="inventory">
|
||||
{data && <>
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||||
<h2>Overviews</h2>
|
||||
<div className="tab-bar">
|
||||
{data.map(world => {
|
||||
return <div key={`category-${world.world}`} className={`tab ${world.world == tab ? "active": ""}`} onClick={() => { setTab((tab == world.world) ? null : world.world) }}>{world.world}</div>
|
||||
})}
|
||||
</div>
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||||
<div className="inventory-list">
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||||
{/* TODO: a bit hacky, do we need to redesign inventory completely and provide it in a better order? */}
|
||||
{data.map(world => {
|
||||
if (world.world == tab) {
|
||||
return [
|
||||
...world.tactics.map(item => {
|
||||
return <InventoryItem
|
||||
key={`${world.world}-${item.name}`}
|
||||
showDoc={() => {openDoc({name: item.name, type: 'Tactic'})}}
|
||||
name={item.name} displayName={item.displayName}
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||||
locked={difficulty > 0 ? !inv.includes(item.name) : false}
|
||||
disabled={item.disabled} newly={false} enableAll={enableAll} />
|
||||
}),
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||||
...world.lemmas.map(item => {
|
||||
return <InventoryItem
|
||||
key={`${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} :
|
||||
{
|
||||
items: InventoryTile[],
|
||||
@@ -144,3 +217,21 @@ export function InventoryPanel({levelInfo, visible = true}) {
|
||||
}
|
||||
</div>
|
||||
}
|
||||
|
||||
/** The panel (on the welcome page) showing the user's inventory with tactics, definitions, and lemmas */
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||||
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 ${visible ? '' : 'hidden'}`}>
|
||||
{inventoryDoc ?
|
||||
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
|
||||
:
|
||||
<OverviewInventory data={data} openDoc={setInventoryDoc} enableAll={true} showOverview={showOverview}/>
|
||||
}
|
||||
</div>
|
||||
}
|
||||
|
||||
@@ -20,6 +20,7 @@ const flag = {
|
||||
'French': '🇫🇷',
|
||||
'German': '🇩🇪',
|
||||
'Italian': '🇮🇹',
|
||||
'Spanish': '🇪🇸',
|
||||
}
|
||||
|
||||
function GithubIcon({url='https://github.com'}) {
|
||||
@@ -131,8 +132,10 @@ function LandingPage() {
|
||||
//
|
||||
let allGames = [
|
||||
"leanprover-community/nng4",
|
||||
"hhu-adam/robo",
|
||||
"djvelleman/stg4",
|
||||
"hhu-adam/robo"]
|
||||
"miguelmarco/STG4",
|
||||
]
|
||||
let allTiles = allGames.map((gameId) => (useGetGameInfoQuery({game: `g/${gameId}`}).data?.tile))
|
||||
|
||||
return <div className="landing-page">
|
||||
@@ -162,38 +165,14 @@ function LandingPage() {
|
||||
/>
|
||||
))
|
||||
}
|
||||
{/* <GameTile
|
||||
title="Natural Number Game"
|
||||
gameId="g/hhu-adam/NNG4"
|
||||
intro="The classical introduction game for Lean."
|
||||
description="In this game you recreate the natural numbers $\mathbb{N}$ from the Peano axioms,
|
||||
learning the basics about theorem proving in Lean.
|
||||
|
||||
This is a good first introduction to Lean!"
|
||||
worlds="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"
|
||||
/>
|
||||
*/}
|
||||
</div>
|
||||
<section>
|
||||
<div className="wrapper">
|
||||
<h2>Development notes</h2>
|
||||
<p>
|
||||
As this server runs lean on our university machines, it has a limited capacity.
|
||||
Our current estimate is about 55 copies of the NNG or 25 copies of games importing
|
||||
mathlib. We hope to address this limitation in the future.
|
||||
Our current estimate is about 70 simultaneous games.
|
||||
We hope to address and test this limitation better in the future.
|
||||
</p>
|
||||
<p>
|
||||
Most aspects of the games and the infrastructure are still in development. Feel free to
|
||||
@@ -207,18 +186,19 @@ This is a good first introduction to Lean!"
|
||||
<h2>Adding new games</h2>
|
||||
<p>
|
||||
If you are considering writing your own game, you should use
|
||||
the <a target="_blank" href="https://github.com/hhu-adam/NNG4">NNG Github Repo</a> as
|
||||
a template.
|
||||
the <a target="_blank" href="https://github.com/hhu-adam/GameSkeleton">GameSkeleton Github Repo</a> as
|
||||
a template and read <a target="_blank" href="https://github.com/leanprover-community/lean4game/">How to Create a Game</a>.
|
||||
</p>
|
||||
<p>
|
||||
There is an option to load and run your own games directly on the server,
|
||||
instructions are in the NNG repo. Since this is still in development we'd like to
|
||||
encourage you to contact us for support creating your own game. The documentation is
|
||||
not polished yet.
|
||||
You can directly load your games into the server and play it using
|
||||
the correct URL. The <a target="_blank" href="https://github.com/leanprover-community/lean4game/">instructions above</a> also
|
||||
explain the details for how to load your game to the server.
|
||||
|
||||
We'd like to encourage you to contact us if you have any questions.
|
||||
</p>
|
||||
<p>
|
||||
To add games to this main page, you should get in contact as
|
||||
games will need to be added manually.
|
||||
Featured games on this page are added manually.
|
||||
Please get in contact and we-ll happily add yours.
|
||||
</p>
|
||||
</div>
|
||||
</section>
|
||||
@@ -236,9 +216,6 @@ This is a good first introduction to Lean!"
|
||||
<a className="link" onClick={openImpressum}>Impressum</a>
|
||||
{impressum? <PrivacyPolicyPopup handleClose={closeImpressum} />: null}
|
||||
</footer>
|
||||
|
||||
{/* <PrivacyPolicy/> */}
|
||||
|
||||
</div>
|
||||
|
||||
}
|
||||
|
||||
@@ -22,17 +22,17 @@ import { ConnectionContext, connection, useLeanClient } from '../connection'
|
||||
import { useAppDispatch, useAppSelector } from '../hooks'
|
||||
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
|
||||
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
|
||||
selectHelp, selectDifficulty, selectInventory } from '../state/progress'
|
||||
selectHelp, selectDifficulty, selectInventory, selectTypewriterMode, changeTypewriterMode } from '../state/progress'
|
||||
import { store } from '../state/store'
|
||||
import { Button } from './button'
|
||||
import Markdown from './markdown'
|
||||
import {InventoryPanel} from './inventory'
|
||||
import {InventoryOverviewPanel, InventoryPanel} from './inventory'
|
||||
import { hasInteractiveErrors } from './infoview/typewriter'
|
||||
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext,
|
||||
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
|
||||
import { DualEditor } from './infoview/main'
|
||||
import { GameHint } from './infoview/rpc_api'
|
||||
import { DeletedHints, Hint, Hints } from './hints'
|
||||
import { DeletedHints, Hint, Hints, filterHints } from './hints'
|
||||
import { PrivacyPolicyPopup } from './popup/privacy_policy'
|
||||
import path from 'path';
|
||||
|
||||
@@ -138,19 +138,24 @@ function ChatPanel({lastLevel}) {
|
||||
|
||||
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">
|
||||
<div ref={chatRef} className="chat">
|
||||
{introText?.filter(t => t.trim()).map(((t, i) =>
|
||||
// Show the level's intro text as hints, too
|
||||
<Hint key={`intro-p-${i}`}
|
||||
hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
|
||||
))}
|
||||
{proof.map((step, i) => {
|
||||
{modifiedHints.map((step, i) => {
|
||||
// It the last step has errors, it will have the same hints
|
||||
// as the second-to-last step. Therefore we should not display them.
|
||||
if (!(i == proof.length - 1 && withErr)) {
|
||||
// TODO: Should not use index as key.
|
||||
return <Hints key={`hints-${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}/>
|
||||
}
|
||||
})}
|
||||
@@ -204,11 +209,16 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
const {worldId, levelId} = useContext(WorldLevelIdContext)
|
||||
const {mobile} = React.useContext(MobileContext)
|
||||
|
||||
const dispatch = useAppDispatch()
|
||||
|
||||
const difficulty = useSelector(selectDifficulty(gameId))
|
||||
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
|
||||
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
|
||||
const inventory: Array<String> = useSelector(selectInventory(gameId))
|
||||
|
||||
const typewriterMode = useSelector(selectTypewriterMode(gameId))
|
||||
const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
|
||||
|
||||
const gameInfo = useGetGameInfoQuery({game: gameId})
|
||||
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
|
||||
|
||||
@@ -221,12 +231,11 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
|
||||
// Only for mobile layout
|
||||
const [pageNumber, setPageNumber] = useState(0)
|
||||
const [typewriterMode, setTypewriterMode] = useState(true)
|
||||
|
||||
// set to true to prevent switching between typewriter and editor
|
||||
const [lockInputMode, setLockInputMode] = useState(false)
|
||||
const [typewriterInput, setTypewriterInput] = useState("")
|
||||
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
|
||||
const dispatch = useAppDispatch()
|
||||
|
||||
// impressum pop-up
|
||||
function toggleImpressum() {setImpressum(!impressum)}
|
||||
@@ -320,8 +329,6 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
console.debug(`not inserting template.`)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
setTypewriterMode(true)
|
||||
}
|
||||
}, [level, levelId, worldId, gameId, editor])
|
||||
|
||||
@@ -336,7 +343,7 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
}, [gameId, worldId, levelId])
|
||||
|
||||
useEffect(() => {
|
||||
if (!typewriterMode) {
|
||||
if (!typewriterMode && editor) {
|
||||
// Delete last input attempt from command line
|
||||
editor.executeEdits("typewriter", [{
|
||||
range: editor.getSelection(),
|
||||
@@ -486,11 +493,12 @@ function Introduction({impressum, setImpressum}) {
|
||||
<IntroductionPanel gameInfo={gameInfo} />
|
||||
<div className="world-image-container empty">
|
||||
{image &&
|
||||
<img src={path.join("data", gameId, image)} alt="" />
|
||||
// TODO: Temporary for testing
|
||||
<img className={worldId=="Proposition" ? "cover" : "contain"} src={path.join("data", gameId, image)} alt="" />
|
||||
}
|
||||
|
||||
</div>
|
||||
<InventoryPanel levelInfo={inventory?.data} />
|
||||
<InventoryOverviewPanel data={inventory?.data} />
|
||||
</Split>
|
||||
}
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ import { changedOpenedIntro, selectOpenedIntro } from '../state/progress'
|
||||
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api'
|
||||
import { Button } from './button'
|
||||
import { MobileContext } from './infoview/context'
|
||||
import { InventoryPanel } from './inventory'
|
||||
import { InventoryOverviewPanel, InventoryPanel } from './inventory'
|
||||
import { ErasePopup } from './popup/erase'
|
||||
import { InfoPopup } from './popup/game_info'
|
||||
import { PrivacyPolicyPopup } from './popup/privacy_policy'
|
||||
@@ -111,7 +111,7 @@ function Welcome() {
|
||||
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
|
||||
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
|
||||
:
|
||||
<InventoryPanel levelInfo={inventory?.data} />
|
||||
<InventoryOverviewPanel data={inventory?.data} />
|
||||
)}
|
||||
</div>
|
||||
:
|
||||
@@ -119,7 +119,7 @@ function Welcome() {
|
||||
<IntroductionPanel introduction={gameInfo.data?.introduction} setPageNumber={setPageNumber} />
|
||||
<WorldTreePanel worlds={gameInfo.data?.worlds} worldSize={gameInfo.data?.worldSize}
|
||||
rulesHelp={rulesHelp} setRulesHelp={setRulesHelp} />
|
||||
<InventoryPanel levelInfo={inventory?.data} />
|
||||
<InventoryOverviewPanel data={inventory?.data} />
|
||||
</Split>
|
||||
}
|
||||
</div>
|
||||
|
||||
@@ -342,10 +342,15 @@ td code {
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
.world-image-container img {
|
||||
.world-image-container img.contain {
|
||||
object-fit: contain;
|
||||
}
|
||||
|
||||
.world-image-container img.cover {
|
||||
height: 100%;
|
||||
object-fit: cover;
|
||||
}
|
||||
|
||||
.typewriter-interface .proof {
|
||||
background-color: #fff;
|
||||
}
|
||||
|
||||
@@ -71,6 +71,13 @@ interface Doc {
|
||||
category: string,
|
||||
}
|
||||
|
||||
export interface WorldOverview {
|
||||
world: string
|
||||
tactics: InventoryTile[]
|
||||
lemmas: InventoryTile[]
|
||||
definitions: InventoryTile[]
|
||||
}
|
||||
|
||||
// Define a service using a base URL and expected endpoints
|
||||
export const apiSlice = createApi({
|
||||
reducerPath: 'gameApi',
|
||||
@@ -82,7 +89,7 @@ export const apiSlice = createApi({
|
||||
loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({
|
||||
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.json`,
|
||||
}),
|
||||
loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({
|
||||
|
||||
@@ -26,7 +26,8 @@ export interface GameProgressState {
|
||||
inventory: string[],
|
||||
difficulty: number,
|
||||
openedIntro: boolean,
|
||||
data: WorldProgressState
|
||||
data: WorldProgressState,
|
||||
typewriterMode?: boolean
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -126,6 +127,11 @@ export const progressSlice = createSlice({
|
||||
addGameProgress(state, action)
|
||||
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 const { changedSelection, codeEdited, levelCompleted, deleteProgress,
|
||||
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.
|
||||
|
||||
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
|
||||
|
||||
@@ -295,8 +297,9 @@ cd lean4game
|
||||
npm install
|
||||
```
|
||||
|
||||
TODO: This is outdated!
|
||||
If you are developing a game other than `Robo` or `NNG4`, adapt the
|
||||
code at the beginning of `lean4game/server/index.mjs`:
|
||||
code at the beginning of `lean4game/relay/index.mjs`:
|
||||
```typescript
|
||||
const games = {
|
||||
"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`.
|
||||
|
||||
The hints will be displayed whenever the player's current goal matches the goal the hint is
|
||||
placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands. If you specify
|
||||
placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands.
|
||||
|
||||
```
|
||||
Hint (strict := true) "some hidden hint"
|
||||
```
|
||||
Read [More about Hints](doc/hints.md) for how they work and what the options are.
|
||||
|
||||
a hint only matches iff the assumptions match exactly one-to-one. (Otherwise, it does not care if there are additional assumptions in context)
|
||||
### 6. e) Extra: Images
|
||||
You can add images on any layer of the game (i.e. game/world/level). These will be displayed in your game.
|
||||
|
||||
Further, you can choose to hide hints and only have them displayed when the player presses "More Help":
|
||||
```
|
||||
Hint (hidden := true) "some hidden hint"
|
||||
```
|
||||
The images need to be placed in `images/` and you need to add a command like `Image "images/path/to/myWorldImage.png"`
|
||||
in one of the files you created in 2), 3), or 4) (i.e. game/world/level).
|
||||
|
||||
Lastly, you should put variable names in hints inside brackets:
|
||||
|
||||
```
|
||||
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.
|
||||
NOTE: At present, only the images for a world are displayed. They appear in the introduction of the world.
|
||||
|
||||
## 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)
|
||||
|
||||
There are a few more options you can add in `Game.lean` before the `MakeGame` command, which describe the tile that is visible on the server's landing page:
|
||||
|
||||
```lean
|
||||
Languages "English"
|
||||
CaptionShort "Game Template"
|
||||
CaptionLong "You should use this game as a template for your own game and add your own levels."
|
||||
Prerequisites "NNG"
|
||||
CoverImage "images/cover.png"
|
||||
```
|
||||
* `Languages`: Currently only a single language (capital English name). The tile will show a corresponding flag.
|
||||
* `CaptionShort`: One catch phrase. Appears above the image.
|
||||
* `CaptionLong`: 2-4 sentences to describe the game.
|
||||
* `Prerequisites` a list of other games you should play before this one, e.g. `Prerequisites "NNG" "STG"`. The game names are free-text.
|
||||
* `CoverImage`: You can create a folder `images/` and put images there for the game to use. The maximal ratio is ca. 500x200 (W x H) but it might be cropped horizontally on narrow screens.
|
||||
|
||||
## Further Notes
|
||||
|
||||
Here are some random further things you should consider designing a new game:
|
||||
|
||||
@@ -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
|
||||
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
|
||||
cd GameSkeleton
|
||||
lake update -R
|
||||
lake exe cache get # if your game depends on mathlib
|
||||
lake build
|
||||
```
|
||||
|
||||
Clone the game repository into a directory next to the game:
|
||||
Clone the server repository into a directory next to the game:
|
||||
```bash
|
||||
cd ..
|
||||
git clone https://github.com/leanprover-community/lean4game.git
|
||||
|
||||
+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:
|
||||
|
||||
* Dev Container: Rebuild the VSCode Devcontainer.
|
||||
* Local Setup: run
|
||||
* Local Setup: in your game's folder run the following:
|
||||
```
|
||||
lake update -R
|
||||
lake build
|
||||
```
|
||||
in your game folder.
|
||||
|
||||
* 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 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`
|
||||
* 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
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
module.exports = {
|
||||
apps : [{
|
||||
name : "lean4game",
|
||||
script : "server/index.mjs",
|
||||
script : "relay/index.mjs",
|
||||
env: {
|
||||
LEAN4GAME_GITHUB_USER: "",
|
||||
LEAN4GAME_GITHUB_TOKEN: "",
|
||||
|
||||
Generated
+3
-3
@@ -16122,9 +16122,9 @@
|
||||
}
|
||||
},
|
||||
"node_modules/vite": {
|
||||
"version": "4.5.0",
|
||||
"resolved": "https://registry.npmjs.org/vite/-/vite-4.5.0.tgz",
|
||||
"integrity": "sha512-ulr8rNLA6rkyFAlVWw2q5YJ91v098AFQ2R0PRFwPzREXOUJQPtFUG0t+/ZikhaOCDqFoDhN6/v8Sq0o4araFAw==",
|
||||
"version": "4.5.1",
|
||||
"resolved": "https://registry.npmjs.org/vite/-/vite-4.5.1.tgz",
|
||||
"integrity": "sha512-AXXFaAJ8yebyqzoNB9fu2pHoo/nWX+xZlaRwoeYUxEqBO+Zj4msE5G+BhGBll9lYEKv9Hfks52PAF2X7qDYXQA==",
|
||||
"dependencies": {
|
||||
"esbuild": "^0.18.10",
|
||||
"postcss": "^8.4.27",
|
||||
|
||||
+2
-2
@@ -63,13 +63,13 @@
|
||||
},
|
||||
"scripts": {
|
||||
"start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"",
|
||||
"start_server": "cd server && lake build && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\"",
|
||||
"start_server": "(cd server && lake build) && (cd relay && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\")",
|
||||
"start_client": "cross-env NODE_ENV=development vite --host",
|
||||
"build": "npm run build_server && npm run build_client",
|
||||
"preview": "vite preview",
|
||||
"build_server": "cd server && lake build",
|
||||
"build_client": "cross-env NODE_ENV=production vite build",
|
||||
"production": "cross-env NODE_ENV=production node server/index.mjs"
|
||||
"production": "cross-env NODE_ENV=production node relay/index.mjs"
|
||||
},
|
||||
"eslintConfig": {
|
||||
"extends": [
|
||||
|
||||
@@ -2,7 +2,9 @@
|
||||
|
||||
ELAN_HOME=$(lake env printenv ELAN_HOME)
|
||||
|
||||
|
||||
# $1 : the game directory
|
||||
# $2 : the lean4game folder
|
||||
# $3 : the gameserver executable
|
||||
|
||||
(exec bwrap\
|
||||
--bind $2 /lean4game \
|
||||
@@ -24,6 +26,6 @@ ELAN_HOME=$(lake env printenv ELAN_HOME)
|
||||
--unshare-uts \
|
||||
--unshare-cgroup \
|
||||
--die-with-parent \
|
||||
--chdir "/lean4game/server/.lake/build/bin/" \
|
||||
--chdir "/game/.lake/packages/GameServer/server/.lake/build/bin/" \
|
||||
./gameserver --server /game
|
||||
)
|
||||
@@ -79,17 +79,17 @@ async function doImport (owner, repo, id) {
|
||||
artifactId = artifact.id
|
||||
const url = artifact.archive_download_url
|
||||
// Make sure the download folder exists
|
||||
if (!fs.existsSync(`${__dirname}/../games`)){
|
||||
fs.mkdirSync(`${__dirname}/../games`);
|
||||
if (!fs.existsSync(path.join(__dirname, "..", "games"))){
|
||||
fs.mkdirSync(path.join(__dirname, "..", "games"));
|
||||
}
|
||||
if (!fs.existsSync(`${__dirname}/../games/tmp`)){
|
||||
fs.mkdirSync(`${__dirname}/../games/tmp`);
|
||||
if (!fs.existsSync(path.join(__dirname, "..", "games", "tmp"))){
|
||||
fs.mkdirSync(path.join(__dirname, "..", "games", "tmp"));
|
||||
}
|
||||
progress[id].output += `Download from ${url}\n`
|
||||
await download(id, url, `${__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`
|
||||
|
||||
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_${artifactId}_inner/manifest.json`);
|
||||
@@ -110,8 +110,8 @@ async function doImport (owner, repo, id) {
|
||||
} finally {
|
||||
// clean-up temp. files
|
||||
if (artifactId) {
|
||||
fs.rmSync(`${__dirname}/../games/tmp/${owner}_${repo}_${artifactId}.zip`, {force: true, recursive: false});
|
||||
fs.rmSync(`${__dirname}/../games/tmp/${owner}_${repo}_${artifactId}`, {force: true, recursive: true});
|
||||
fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}.zip`), {force: true, recursive: false});
|
||||
fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}`), {force: true, recursive: true});
|
||||
}
|
||||
progress[id].done = true
|
||||
}
|
||||
@@ -35,7 +35,7 @@ router.get('/import/status/:owner/:repo', importStatus)
|
||||
router.get('/import/trigger/:owner/:repo', importTrigger)
|
||||
|
||||
const server = app
|
||||
.use(express.static(path.join(__dirname, '../client/dist/'))) // TODO: add a dist folder from inside the game
|
||||
.use(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
|
||||
@@ -95,13 +95,22 @@ function startServerProcess(owner, repo) {
|
||||
let serverProcess
|
||||
if (isDevelopment) {
|
||||
let args = ["--server", game_dir]
|
||||
serverProcess = cp.spawn("./gameserver", args, // TODO: find gameserver inside the games
|
||||
{ cwd: path.join(__dirname, "./.lake/build/bin/") })
|
||||
let binDir = path.join(game_dir, ".lake", "packages", "GameServer", "server", ".lake", "build", "bin")
|
||||
// Note: `cwd` is important to be the `bin` directory as `Watchdog` calls `./gameserver` again
|
||||
if (fs.existsSync(binDir)) {
|
||||
// Try to use the game's own copy of `gameserver`.
|
||||
serverProcess = cp.spawn("./gameserver", args, { cwd: binDir })
|
||||
} else {
|
||||
// If the game is built with `-Klean4game.local` there is no copy in the lake packages.
|
||||
serverProcess = cp.spawn("./gameserver", args,
|
||||
{ cwd: path.join(__dirname, "..", "server", ".lake", "build", "bin") })
|
||||
}
|
||||
} else {
|
||||
serverProcess = cp.spawn("./bubblewrap.sh",
|
||||
[game_dir, path.join(__dirname, '..')],
|
||||
[ game_dir, path.join(__dirname, '..')],
|
||||
{ cwd: __dirname })
|
||||
}
|
||||
|
||||
serverProcess.on('error', error =>
|
||||
console.error(`Launching Lean Server failed: ${error}`)
|
||||
)
|
||||
@@ -6,7 +6,7 @@ REPO=$3
|
||||
|
||||
# mkdir -p games
|
||||
cd games
|
||||
pwd
|
||||
|
||||
# mkdir -p tmp
|
||||
mkdir -p ${OWNER}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
build/
|
||||
games/
|
||||
.lake
|
||||
@@ -269,6 +269,13 @@ structure GameLevel where
|
||||
image : String := default
|
||||
deriving Inhabited, Repr
|
||||
|
||||
structure WorldOverview where
|
||||
world: Name
|
||||
tactics: Array InventoryTile := default
|
||||
definitions: Array InventoryTile := default
|
||||
lemmas: Array InventoryTile := default
|
||||
deriving FromJson, ToJson, Inhabited, Repr
|
||||
|
||||
/-- Json-encodable version of `GameLevel`
|
||||
Fields:
|
||||
- description: Lemma in mathematical language.
|
||||
|
||||
@@ -93,6 +93,54 @@ partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
|
||||
fw.stdin.writeLspMessage msg
|
||||
|
||||
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
|
||||
|
||||
|
||||
@@ -15,3 +15,13 @@ lean_exe gameserver {
|
||||
root := `Main
|
||||
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
@@ -12,5 +12,5 @@
|
||||
"experimentalDecorators": true,
|
||||
"allowSyntheticDefaultImports": true,
|
||||
},
|
||||
"exclude": ["server"]
|
||||
"exclude": ["server", "relay"]
|
||||
}
|
||||
|
||||
+1
-1
@@ -8,7 +8,7 @@ export default defineConfig({
|
||||
//root: 'client/src',
|
||||
build: {
|
||||
// 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',
|
||||
},
|
||||
plugins: [
|
||||
|
||||
Reference in New Issue
Block a user