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@@ -1,6 +1,8 @@
|
||||
name: Build
|
||||
run-name: Build the project
|
||||
on: [push]
|
||||
on:
|
||||
workflow_dispatch:
|
||||
push:
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
@@ -3,3 +3,6 @@ client/dist
|
||||
games/
|
||||
server/.lake
|
||||
**/.DS_Store
|
||||
logs/
|
||||
relay/prev_cpu_metric
|
||||
test.ecosystem.config.cjs
|
||||
|
||||
@@ -8,7 +8,7 @@ Please follow the tutorial [Creating a Game](doc/create_game.md). In particular,
|
||||
|
||||
* Step 5: [How to Run Games Locally](doc/running_locally.md)
|
||||
* Step 7: [How to Update an existing Game](doc/update_game.md)
|
||||
* Step 8: [How to Publishing a Game](doc/publish_game.md)
|
||||
* Step 9: [How to Publishing a Game](doc/publish_game.md)
|
||||
* [Troubleshooting](doc/troubleshoot.md)
|
||||
|
||||
## Documentation
|
||||
@@ -37,13 +37,24 @@ not fully written yet.
|
||||
|
||||
Contributions to `lean4game` are always welcome!
|
||||
|
||||
### Translation
|
||||
|
||||
The interface can be translated to various languages. For adding a translation, one needs to do the following:
|
||||
|
||||
1. In `client/src/config.json`, add your new language. The "iso" key is the ISO language code, i.e. it should be accepted by "i18next" and "GNU gettext"; the "flag" key is once accepted by [react-country-flag](https://www.npmjs.com/package/react-country-flag).
|
||||
2. Run `npm run translate`. This should create a new file `client/public/locales/{language}/translation.json`. (alternatively you can copy-paste `client/public/locales/en/translation.json`)
|
||||
3. Add all translations.
|
||||
4. Commit the changes you made to `config.json` together with the new `translation.json`.
|
||||
|
||||
For translating games, see [Translating a game](doc/translate.md).
|
||||
|
||||
## Security
|
||||
|
||||
Providing the use access to a Lean instance running on the server is a severe security risk. That is why we start the Lean server with bubblewrap.
|
||||
|
||||
## Credits
|
||||
|
||||
The project has pimarily been developed by Alexander Bentkamp and Jon Eugster.
|
||||
The project has primarily been developed by Alexander Bentkamp and Jon Eugster.
|
||||
|
||||
It is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
|
||||
(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
|
||||
|
||||
@@ -0,0 +1,152 @@
|
||||
const lean4gameConfig = require("./src/config.json")
|
||||
|
||||
const typescriptTransform = require('i18next-scanner-typescript');
|
||||
|
||||
const fs = require('fs');
|
||||
const chalk = require('chalk');
|
||||
const eol = require('eol');
|
||||
const path = require('path');
|
||||
const VirtualFile = require('vinyl');
|
||||
|
||||
function flush(done) {
|
||||
const { parser } = this;
|
||||
const { options } = parser;
|
||||
|
||||
// Flush to resource store
|
||||
const resStore = parser.get({ sort: options.sort });
|
||||
const { jsonIndent } = options.resource;
|
||||
const lineEnding = String(options.resource.lineEnding).toLowerCase();
|
||||
|
||||
Object.keys(resStore).forEach((lng) => {
|
||||
const namespaces = resStore[lng];
|
||||
|
||||
Object.keys(namespaces).forEach((ns) => {
|
||||
const resPath = parser.formatResourceSavePath(lng, ns);
|
||||
let resContent;
|
||||
try {
|
||||
resContent = JSON.parse(
|
||||
fs.readFileSync(
|
||||
fs.realpathSync(path.join('public', 'locales', resPath))
|
||||
).toString('utf-8')
|
||||
);
|
||||
} catch (e) {
|
||||
console.log("no previous translation found!")
|
||||
resContent = {};
|
||||
}
|
||||
const obj = { ...namespaces[ns], ...resContent };
|
||||
let text = JSON.stringify(obj, null, jsonIndent) + '\n';
|
||||
|
||||
if (lineEnding === 'auto') {
|
||||
text = eol.auto(text);
|
||||
} else if (lineEnding === '\r\n' || lineEnding === 'crlf') {
|
||||
text = eol.crlf(text);
|
||||
} else if (lineEnding === '\n' || lineEnding === 'lf') {
|
||||
text = eol.lf(text);
|
||||
} else if (lineEnding === '\r' || lineEnding === 'cr') {
|
||||
text = eol.cr(text);
|
||||
} else { // Defaults to LF
|
||||
text = eol.lf(text);
|
||||
}
|
||||
|
||||
let contents = null;
|
||||
|
||||
try {
|
||||
// "Buffer.from(string[, encoding])" is added in Node.js v5.10.0
|
||||
contents = Buffer.from(text);
|
||||
} catch (e) {
|
||||
// Fallback to "new Buffer(string[, encoding])" which is deprecated since Node.js v6.0.0
|
||||
contents = new Buffer(text);
|
||||
}
|
||||
|
||||
this.push(new VirtualFile({
|
||||
path: resPath,
|
||||
contents: contents
|
||||
}));
|
||||
});
|
||||
});
|
||||
|
||||
done();
|
||||
}
|
||||
|
||||
|
||||
module.exports = {
|
||||
input: [
|
||||
'client/src/**/*.{tsx,ts}',
|
||||
// Use ! to filter out files or directories
|
||||
'!client/i18n/**',
|
||||
'!**/node_modules/**',
|
||||
],
|
||||
options: {
|
||||
debug: true,
|
||||
removeUnusedKeys: true,
|
||||
func: {
|
||||
list: ['i18next.t', 'i18n.t', 't'],
|
||||
extensions: ['.js', '.jsx'] // not .ts or .tsx since we use i18next-scanner-typescript!
|
||||
},
|
||||
trans: {
|
||||
component: 'Trans',
|
||||
i18nKey: 'i18nKey',
|
||||
defaultsKey: 'defaults',
|
||||
extensions: ['.js', '.jsx'], // not .ts or .tsx since we use i18next-scanner-typescript!
|
||||
fallbackKey: (ns, value) => {return value},
|
||||
|
||||
// https://react.i18next.com/latest/trans-component#usage-with-simple-html-elements-like-less-than-br-greater-than-and-others-v10.4.0
|
||||
supportBasicHtmlNodes: true, // Enables keeping the name of simple nodes (e.g. <br/>) in translations instead of indexed keys.
|
||||
keepBasicHtmlNodesFor: ['br', 'strong', 'i', 'p'], // Which nodes are allowed to be kept in translations during defaultValue generation of <Trans>.
|
||||
|
||||
// // https://github.com/acornjs/acorn/tree/master/acorn#interface
|
||||
// acorn: {
|
||||
// ecmaVersion: 2020,
|
||||
// sourceType: 'module', // defaults to 'module'
|
||||
// }
|
||||
},
|
||||
lngs: lean4gameConfig.languages.map(e => e.iso),
|
||||
ns: [],
|
||||
defaultLng: 'en',
|
||||
defaultNs: 'translation',
|
||||
defaultValue: (lng, ns, key) => {
|
||||
if (lng === 'en') {
|
||||
return key; // Use key as value for base language
|
||||
}
|
||||
return ''; // Return empty string for other languages
|
||||
},
|
||||
resource: {
|
||||
loadPath: './client/public/locales/{{lng}}/{{ns}}.json',
|
||||
savePath: './client/public/locales/{{lng}}/{{ns}}.json',
|
||||
jsonIndent: 2,
|
||||
lineEnding: '\n'
|
||||
},
|
||||
nsSeparator: false, // namespace separator
|
||||
keySeparator: false, // key separator
|
||||
plurals: false,
|
||||
interpolation: {
|
||||
prefix: '{{',
|
||||
suffix: '}}'
|
||||
},
|
||||
metadata: {},
|
||||
allowDynamicKeys: false,
|
||||
},
|
||||
|
||||
transform: typescriptTransform(
|
||||
// options
|
||||
{
|
||||
// default value for extensions
|
||||
extensions: [".ts", ".tsx"],
|
||||
// optional ts configuration
|
||||
tsOptions: {
|
||||
target: "es2017",
|
||||
},
|
||||
},
|
||||
|
||||
function(outputText, file, enc, done) {
|
||||
'use strict';
|
||||
const parser = this.parser;
|
||||
|
||||
parser.parseTransFromString(outputText);
|
||||
parser.parseFuncFromString(outputText);
|
||||
|
||||
done();
|
||||
}
|
||||
),
|
||||
|
||||
};
|
||||
@@ -0,0 +1,99 @@
|
||||
{
|
||||
"Tactics": "Taktiken",
|
||||
"Lean Game Server": "Lean-Lern-Spiel-Server",
|
||||
"<p>Game rules determine if it is allowed to skip levels and if the games runs checks to only allow unlocked tactics and theorems in proofs.</p><1>Note: \"Unlocked\" tactics (or theorems) are determined by two things: The set of minimal tactics needed to solve a level, plus any tactics you unlocked in another level. That means if you unlock <1>simp</1> in a level, you can use it henceforth in any level.</1><p>The options are:</p>": "<p>Die Spielregeln bestimmen ob es erlaubt ist, Levels zu überspringen und ob das Spiel überprüft welche Taktiken und Theoreme freigeschaltet sind und nur diese im Beweis akzeptiert.</p><1>Bemerkung: \"Freigeschaltete\" Taktiken (und Theoreme) werden durch zwei Faktoren bestimmt: The Menge der Taktiken die minimal notwending sind um den Level zu lösen und dazu die Menge aller Taktiken, die in einem anderen Level freigeschaltet wurden. Das bedeutet wenn <1>simp</1> in einem Level freigeschaltet wird, kann diese Taktik danach in jeglichen Levels verwendet werden.",
|
||||
"Game Rules": "Spielregeln",
|
||||
"levels": "Level",
|
||||
"tactics": "Taktiken",
|
||||
"regular": "regulär",
|
||||
"relaxed": "relaxed",
|
||||
"none": "keine",
|
||||
"Rules": "Regeln",
|
||||
"Intro": "Prolog",
|
||||
"Game Introduction": "Prolog",
|
||||
"World selection": "Übersicht",
|
||||
"Start": "Start",
|
||||
"Inventory": "Inventar",
|
||||
"next level": "nächstes Level",
|
||||
"Next": "Weiter",
|
||||
"back to world selection": "Zurück zur Übersicht",
|
||||
"Leave World": "Welt verlassen",
|
||||
"previous level": "voheriges Level",
|
||||
"Previous": "Zurück",
|
||||
"Editor mode is enforced!": "Editor kann nicht verlassen werden!",
|
||||
"Editor mode": "Editor",
|
||||
"Typewriter mode": "Schreibmaschine",
|
||||
"information, Impressum, privacy policy": "Informationen, Impressum, Privacy Policy",
|
||||
"Preferences": "Einstellungen",
|
||||
"Game Info & Credits": "Spielinfo & Credits",
|
||||
"Game Info": "Spielinfo",
|
||||
"Clear Progress": "Spielstand löschen",
|
||||
"Erase": "Löschen",
|
||||
"Download Progress": "Spielstand herunterladen",
|
||||
"Download": "Herunterladen",
|
||||
"Load Progress from JSON": "Spielstand aus JSON laden",
|
||||
"Upload": "Laden",
|
||||
"Home": "Home",
|
||||
"back to games selection": "Zurück zur Spielauswahl",
|
||||
"close inventory": "Inventar schließen",
|
||||
"show inventory": "Inventar öffnen",
|
||||
"World": "Welt",
|
||||
"Show more help!": "Mehr Hilfe",
|
||||
"Goal": "Beweisziel",
|
||||
"Current Goal": "Aktuelles Beweisziel",
|
||||
"Objects": "Objekte",
|
||||
"Assumptions": "Annahmen",
|
||||
"Further Goals": "Weitere Ziele",
|
||||
"No Goals": "Keine Beweisziele",
|
||||
"Loading goal…": "Beweisziel wird geladen…",
|
||||
"Click somewhere in the Lean file to enable the infoview.": "Ein Klick in den Lean-Code aktiviert den Infoview.",
|
||||
"Waiting for Lean server to start…": "Warte auf den Lean-Server …",
|
||||
"Level completed! 🎉": "Level gelöst! 🎉",
|
||||
"Level completed with warnings 🎭": "Level mit Warnungen abgeschlossen 🎭",
|
||||
"Active Goal": "Aktuelles Ziel",
|
||||
"Crashed! Go to editor mode and fix your proof! Last server response:": "Abgestürzt! Wechsle in den Editor-Modus, um deinen Beweis zu repariaeren. Letzte Meldung vom Server:",
|
||||
"Line": "Zeile",
|
||||
"Character": "Charakter",
|
||||
"Loading messages…": "Lade Meldungen …",
|
||||
"Execute": "Ausführen",
|
||||
"Definitions": "Definitionen",
|
||||
"Theorems": "Theoreme",
|
||||
"Not unlocked yet": "Noch nicht verfügbar",
|
||||
"Not available in this level": "In diesem Level nicht verfügbar",
|
||||
"A repository of learning games for the proof assistant <1>Lean</1> <i>(Lean 4)</i> and its mathematical library <5>mathlib</5>": "Eine Sammlung von Lernspielen für den Beweisassistenten <1>Lean</1> <i>(Lean 4)</i> und dessen mathematische Bibliothek <5>mathlib</5>",
|
||||
"No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "Kein Spiel geladen. Öffne <1>http://localhost:3000/#/g/local/FOLDER</1> um ein Spiel direkt aus einem lokalen Ordner zu laden.",
|
||||
"Prerequisites": "Voraussetzungen",
|
||||
"Worlds": "Welten",
|
||||
"Levels": "Level",
|
||||
"Language": "Sprache",
|
||||
"Development notes": "Entwicklungsstand",
|
||||
"Adding new games": "Neue Spiele hinzufügen",
|
||||
"Funding": "Finanzierung",
|
||||
"<p>Do you want to delete your saved progress irreversibly?</p><p>(This deletes your proofs and your collected inventory. Saves from other games are not deleted.)</p>": "<p>Soll der Spielstand unwiderruflich gelöscht werden?</p><p>(Dies löscht sämtliche Beweise und das gesammelte Inventar. Spielstände anderer Spiele werden nicht gelöscht.)</p>",
|
||||
"Delete Progress?": "Spielstand löschen?",
|
||||
"Delete": "Löschen",
|
||||
"Download & Delete": "Herunterladen & löschen",
|
||||
"Cancel": "Abbrechen",
|
||||
"Layout": "Seitenlayout",
|
||||
"Always visible": "Immer sichtbar",
|
||||
"Save my settings (in the browser store)": "Einstellungen im Browser speichern.",
|
||||
"<p>Select a JSON file with the saved game progress to load your progress.</p><1><0>Warning:</0> This will delete your current game progress! Consider <2>downloading your current progress</2> first!</1>": "<p>Wähle eine JSON-Datei mit einem Spielstand, um diesen zu laden.</p><1><0>Achtung:</0> Deraktuelle Spielstand wird dabei überschrieben! Wenn du noch einmal zum aktuellen Spielstand zurückkehren möchtest, solltest du zunächst den <2>aktuellen Spielstand herunterladen</2>!</1>",
|
||||
"Upload Saved Progress": "Spielstand hochladen",
|
||||
"Load selected file": "Ausgewählte Datei hochladen",
|
||||
"Mobile": "Mobil",
|
||||
"Auto": "Auto",
|
||||
"Desktop": "Desktop",
|
||||
"<0>If you are considering writing your own game, you should use the <1>GameSkeleton Github Repo</1> as a template and read <3>How to Create a Game</3>.</0><1>You can directly load your games into the server and play it using the correct URL. The <1>instructions above</1> also explain the details for how to load your game to the server. We'd like to encourage you to contact us if you have any questions.</1><p>Featured games on this page are added manually. Please get in contact and we'll happily add yours.</p>": "<0>Für alle, die selbst Spiel entwickeln möchten, gibt es ein <1>GameSkeleton Github Repo</1> als Vorlage und die Anleitung <3>How to Create a Game</3>.</0><1>Die <1>Anleitung</1> erklärt auch, wie ein solches Spiel mittels einer passenden URL auf den Sever geladen und gespiel werden kann. Fragen dazu beantworten wir gern.</1><p>Als Kacheln sichtbar ist auf dieser Seite nur eine kuratierte Auswahl an existierenden Spielen. Wir erweitern diese Auswahl auf Anfrage sehr gerne.</p>",
|
||||
"Level": "Level",
|
||||
"Introduction": "Prolog",
|
||||
"Retry proof from here": "Ab hier neu ansetzen",
|
||||
"Retry": "Noch einmal",
|
||||
"Failed command": "Gescheiterter Befehl",
|
||||
"<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games.</p>": "Diese Server läuft auf universitäter Infrastruktur mit begrenzten Kapazitäten. Wir schätzen, dass die Belastungsgrenze bei rund 70 gleichzeitig laufenden Spielen besteht.",
|
||||
"<0>Most aspects of the games and the infrastructure are still in development. Feel free to file a <1>GitHub Issue</1> about any problems you experience!</0>": "Der Spieleserver und die alle Spiele befinden sich in fortlaufender Entwicklung. Wir bitten darum, Fehler und Ungereimtheiten als <1>GitHub Issue</1> zu melden.",
|
||||
"This server has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich Heine University Düsseldorf.": "Die Lean-Spiele-Software und dieser Spiele-Server werden als Teils der Projekts <1>ADAM: Anticipating the Digital Age of Mathematics</1> an der Heinrich-Heine-Universität Düsseldorf entwickelt.",
|
||||
"Server capacity": "Server-Auslastung",
|
||||
"RAM": "RAM",
|
||||
" used": "",
|
||||
"CPU": "CPU"
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
{
|
||||
"Tactics": "Tactics",
|
||||
"Lean Game Server": "Lean Game Server",
|
||||
"<p>Game rules determine if it is allowed to skip levels and if the games runs checks to only allow unlocked tactics and theorems in proofs.</p><1>Note: \"Unlocked\" tactics (or theorems) are determined by two things: The set of minimal tactics needed to solve a level, plus any tactics you unlocked in another level. That means if you unlock <1>simp</1> in a level, you can use it henceforth in any level.</1><p>The options are:</p>": "<p>Game rules determine if it is allowed to skip levels and if the games runs checks to only allow unlocked tactics and theorems in proofs.</p><1>Note: \"Unlocked\" tactics (or theorems) are determined by two things: The set of minimal tactics needed to solve a level, plus any tactics you unlocked in another level. That means if you unlock <1>simp</1> in a level, you can use it henceforth in any level.</1><p>The options are:</p>",
|
||||
"Game Rules": "Game Rules",
|
||||
"levels": "levels",
|
||||
"tactics": "tactics",
|
||||
"regular": "regular",
|
||||
"relaxed": "relaxed",
|
||||
"none": "none",
|
||||
"Rules": "Rules",
|
||||
"Intro": "Intro",
|
||||
"Game Introduction": "Game Introduction",
|
||||
"World selection": "World selection",
|
||||
"Start": "Start",
|
||||
"Inventory": "Inventory",
|
||||
"next level": "next level",
|
||||
"Next": "Next",
|
||||
"back to world selection": "back to world selection",
|
||||
"Leave World": "Leave World",
|
||||
"previous level": "previous level",
|
||||
"Previous": "Previous",
|
||||
"Editor mode is enforced!": "Editor mode is enforced!",
|
||||
"Editor mode": "Editor mode",
|
||||
"Typewriter mode": "Typewriter mode",
|
||||
"information, Impressum, privacy policy": "information, Impressum, privacy policy",
|
||||
"Preferences": "Preferences",
|
||||
"Game Info & Credits": "Game Info & Credits",
|
||||
"Game Info": "Game Info",
|
||||
"Clear Progress": "Clear Progress",
|
||||
"Erase": "Erase",
|
||||
"Download Progress": "Download Progress",
|
||||
"Download": "Download",
|
||||
"Load Progress from JSON": "Load Progress from JSON",
|
||||
"Upload": "Upload",
|
||||
"Home": "Home",
|
||||
"back to games selection": "back to games selection",
|
||||
"close inventory": "close inventory",
|
||||
"show inventory": "show inventory",
|
||||
"World": "World",
|
||||
"Show more help!": "Show more help!",
|
||||
"Goal": "Goal",
|
||||
"Current Goal": "Current Goal",
|
||||
"Objects": "Objects",
|
||||
"Assumptions": "Assumptions",
|
||||
"Further Goals": "Further Goals",
|
||||
"No Goals": "No Goals",
|
||||
"Loading goal…": "Loading goal…",
|
||||
"Click somewhere in the Lean file to enable the infoview.": "Click somewhere in the Lean file to enable the infoview.",
|
||||
"Waiting for Lean server to start…": "Waiting for Lean server to start…",
|
||||
"Level completed! 🎉": "Level completed! 🎉",
|
||||
"Level completed with warnings 🎭": "Level completed with warnings 🎭",
|
||||
"Active Goal": "Active Goal",
|
||||
"Crashed! Go to editor mode and fix your proof! Last server response:": "Crashed! Go to editor mode and fix your proof! Last server response:",
|
||||
"Line": "Line",
|
||||
"Character": "Character",
|
||||
"Loading messages…": "Loading messages…",
|
||||
"Execute": "Execute",
|
||||
"Definitions": "Definitions",
|
||||
"Theorems": "Theorems",
|
||||
"Not unlocked yet": "Not unlocked yet",
|
||||
"Not available in this level": "Not available in this level",
|
||||
"A repository of learning games for the proof assistant <1>Lean</1> <i>(Lean 4)</i> and its mathematical library <5>mathlib</5>": "A repository of learning games for the proof assistant <1>Lean</1> <i>(Lean 4)</i> and its mathematical library <5>mathlib</5>",
|
||||
"No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.",
|
||||
"Prerequisites": "Prerequisites",
|
||||
"Worlds": "Worlds",
|
||||
"Levels": "Levels",
|
||||
"Language": "Language",
|
||||
"Server capacity": "Server capacity",
|
||||
"RAM": "RAM",
|
||||
"CPU": "CPU",
|
||||
"Development notes": "Development notes",
|
||||
"Adding new games": "Adding new games",
|
||||
"Funding": "Funding",
|
||||
"<p>Do you want to delete your saved progress irreversibly?</p><p>(This deletes your proofs and your collected inventory. Saves from other games are not deleted.)</p>": "<p>Do you want to delete your saved progress irreversibly?</p><p>(This deletes your proofs and your collected inventory. Saves from other games are not deleted.)</p>",
|
||||
"Delete Progress?": "Delete Progress?",
|
||||
"Delete": "Delete",
|
||||
"Download & Delete": "Download & Delete",
|
||||
"Cancel": "Cancel",
|
||||
"Layout": "Layout",
|
||||
"Always visible": "Always visible",
|
||||
"Save my settings (in the browser store)": "Save my settings (in the browser store)",
|
||||
"<p>Select a JSON file with the saved game progress to load your progress.</p><1><0>Warning:</0> This will delete your current game progress! Consider <2>downloading your current progress</2> first!</1>": "<p>Select a JSON file with the saved game progress to load your progress.</p><1><0>Warning:</0> This will delete your current game progress! Consider <2>downloading your current progress</2> first!</1>",
|
||||
"Upload Saved Progress": "Upload Saved Progress",
|
||||
"Load selected file": "Load selected file",
|
||||
"Mobile": "Mobile",
|
||||
"Auto": "Auto",
|
||||
"Desktop": "Desktop",
|
||||
"<0>If you are considering writing your own game, you should use the <1>GameSkeleton Github Repo</1> as a template and read <3>How to Create a Game</3>.</0><1>You can directly load your games into the server and play it using the correct URL. The <1>instructions above</1> also explain the details for how to load your game to the server. We'd like to encourage you to contact us if you have any questions.</1><p>Featured games on this page are added manually. Please get in contact and we'll happily add yours.</p>": "<0>If you are considering writing your own game, you should use the <1>GameSkeleton Github Repo</1> as a template and read <3>How to Create a Game</3>.</0><1>You can directly load your games into the server and play it using the correct URL. The <1>instructions above</1> also explain the details for how to load your game to the server. We'd like to encourage you to contact us if you have any questions.</1><p>Featured games on this page are added manually. Please get in contact and we'll happily add yours.</p>",
|
||||
"Level": "Level",
|
||||
"Introduction": "Introduction",
|
||||
"Retry proof from here": "Retry proof from here",
|
||||
"Retry": "Retry",
|
||||
"Failed command": "Failed command",
|
||||
"<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games.</p>": "<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games.</p>",
|
||||
"<0>Most aspects of the games and the infrastructure are still in development. Feel free to file a <1>GitHub Issue</1> about any problems you experience!</0>": "<0>Most aspects of the games and the infrastructure are still in development. Feel free to file a <1>GitHub Issue</1> about any problems you experience!</0>",
|
||||
"This server has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich Heine University Düsseldorf.": "This server has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich Heine University Düsseldorf.",
|
||||
" used": " used"
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
{
|
||||
"Intro": "Introducción",
|
||||
"Game Introduction": "Introducción del juego",
|
||||
"World selection": "Seleccionar mundo",
|
||||
"Start": "Empezar",
|
||||
"Inventory": "Inventario",
|
||||
"next level": "siguiente nivel",
|
||||
"Next": "Siguiente",
|
||||
"back to world selection": "volver a la selección de mundos",
|
||||
"Leave World": "Abandonar mundo",
|
||||
"previous level": "nivel anterior",
|
||||
"Previous": "Anterior",
|
||||
"Editor mode is enforced!": "¡El modo editor es obligatorio!",
|
||||
"Editor mode": "Modo editor",
|
||||
"Typewriter mode": "Modo línea a línea",
|
||||
"information, Impressum, privacy policy": "información, Impressum, política de privacidad",
|
||||
"Preferences": "Preferencias",
|
||||
"Game Info & Credits": "Información del juego y reconocimientos",
|
||||
"Game Info": "Información del juego",
|
||||
"Clear Progress": "Limpiar el progreso",
|
||||
"Erase": "Borrar",
|
||||
"Download Progress": "Descargar progreso",
|
||||
"Download": "Descargar",
|
||||
"Load Progress from JSON": "Cargar progreso desde JSON",
|
||||
"Upload": "Subir",
|
||||
"Home": "Inicio",
|
||||
"back to games selection": "volver a la selección de juegos",
|
||||
"close inventory": "cerrar inventario",
|
||||
"show inventory": "mostrar inventario",
|
||||
"World": "Mundo",
|
||||
"Show more help!": "¡Mostrar más ayuda!",
|
||||
"Goal": "Objetivo",
|
||||
"Objects": "Objetos",
|
||||
"Assumptions": "Hipótesis",
|
||||
"Current Goal": "Objetivo actual",
|
||||
"Further Goals": "Objetivos pendientes",
|
||||
"No Goals": "Sin objetivos",
|
||||
"Loading goal…": "Cargando objetivo…",
|
||||
"Click somewhere in the Lean file to enable the infoview.": "Pulsa en algún lugar del archivo Lean para habilitar la vista de información.",
|
||||
"Waiting for Lean server to start…": "Esperando a que el servidor Lean se inicie…",
|
||||
"Level completed! 🎉": "Nivel completado 🎉",
|
||||
"Level completed with warnings 🎭": "Nivel completado con advertencias 🎭",
|
||||
"Failed command": "Comando fallido",
|
||||
"Retry proof from here": "Reintentar la prueba desde aquí",
|
||||
"Retry": "Reintentar",
|
||||
"Active Goal": "Objetivo activo",
|
||||
"Crashed! Go to editor mode and fix your proof! Last server response:": "¡Error! Vaya al modo editor y corrija su prueba. Última respuesta del servidor:",
|
||||
"Line": "Línea",
|
||||
"Character": "Carácter",
|
||||
"Loading messages…": "Cargando mensajes…",
|
||||
"Execute": "Ejecutar",
|
||||
"Tactics": "Tácticas",
|
||||
"Definitions": "Definiciones",
|
||||
"Theorems": "Teoremas",
|
||||
"Not unlocked yet": "No desbloqueado aún",
|
||||
"Not available in this level": "No disponible en este nivel",
|
||||
"A repository of learning games for the proof assistant <1>Lean</1> <i>(Lean 4)</i> and its mathematical library <5>mathlib</5>": "Un repositorio de juegos para aprender el asistente de demostración <1>Lean</1>, <i>(Lean 4)</i> y su biblioteca matemática <5>mathlib</5> ",
|
||||
"No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "No se ha cargado ningún juego. Use <1>http://localhost:3000/#/g/local/FOLDER</1> para abrir un juego directamente desde una carpeta local",
|
||||
"<0>If you are considering writing your own game, you should use the <1>GameSkeleton Github Repo</1> as a template and read <3>How to Create a Game</3>.</0><1>You can directly load your games into the server and play it using the correct URL. The <1>instructions above</1> also explain the details for how to load your game to the server. We'd like to encourage you to contact us if you have any questions.</1><p>Featured games on this page are added manually. Please get in contact and we'll happily add yours.</p>": "<0>Si está considerando escribir su propio juego, use el <1>GameSkeleton Github Repo</1> como plantilla y lea <3>How to Create a Game</3>.</0><1>Puede cargar directamente los juegos en el servidor y jugarlo usando la URL adecuada. Las <1>instrucciones anteriores</1> también explican los detalles sobre cómo cargar su juego en el servidor. Le animamos a ponerse en contacto con nosotros si tiene preguntas.</1><p>Los juegos incluidos en esta página son añadidos manualmente. Por favor, contactenos y añadiremos el suyo encantados.</p>",
|
||||
"Prerequisites": "Requisitos previos",
|
||||
"Worlds": "Mundos",
|
||||
"Levels": "Niveles",
|
||||
"Language": "Idioma",
|
||||
"Lean Game Server": "Servidor de Juegos de Lean",
|
||||
"Development notes": "Notas de desarrollo",
|
||||
"Adding new games": "Añadir nuevos juegos",
|
||||
"Funding": "Financiación",
|
||||
"Level": "Nivel",
|
||||
"Introduction": "Introducción",
|
||||
"<p>Do you want to delete your saved progress irreversibly?</p><p>(This deletes your proofs and your collected inventory. Saves from other games are not deleted.)</p>": "<p>¿Desea eliminar su progreso guardado definitivamente?</p><p>(Esto elimina sus pruebas y su inventario recopilado. Los progresos guardados de otros juegos no se eliminan.)</p>",
|
||||
"Delete Progress?": "¿Borrar Progreso?",
|
||||
"Delete": "Borrar",
|
||||
"Download & Delete": "Descargar y Borrar",
|
||||
"Cancel": "Cancelar",
|
||||
"Mobile": "Móvil",
|
||||
"Auto": "Automático",
|
||||
"Desktop": "Escritorio",
|
||||
"Layout": "Diseño",
|
||||
"Always visible": "Siempre visible",
|
||||
"Save my settings (in the browser store)": "Guardar mis ajustes (en el almacenamiento del navegador)",
|
||||
"<p>Game rules determine if it is allowed to skip levels and if the games runs checks to only allow unlocked tactics and theorems in proofs.</p><1>Note: \"Unlocked\" tactics (or theorems) are determined by two things: The set of minimal tactics needed to solve a level, plus any tactics you unlocked in another level. That means if you unlock <1>simp</1> in a level, you can use it henceforth in any level.</1><p>The options are:</p>": "<p>Las reglas del juego determinan si se permite saltarse niveles y si el juego realiza comprobaciones para permitir únicamente tácticas y teoremas desbloqueados en las pruebas.</p><1>Nota: las tácticas (o teoremas) \"Desbloqueadas\" está determinadas por dos cosas: el conjunto mínimo de tácticas necesarias para resolver un nivel, más cualquier táctica que hayas desbloqueado en otro nivel. Esto significa que si desbloqueas <1>simp</1> en un nivel, puedes usarlo a partir de entonces en cualquier nivel.</1><p>Las opciones son:</p>",
|
||||
"Game Rules": "Reglas del juego",
|
||||
"levels": "niveles",
|
||||
"tactics": "tácticas",
|
||||
"regular": "normal",
|
||||
"relaxed": "relajado",
|
||||
"none": "ninguno",
|
||||
"<p>Select a JSON file with the saved game progress to load your progress.</p><1><0>Warning:</0> This will delete your current game progress! Consider <2>downloading your current progress</2> first!</1>": "<p>Seleccione un archivo JSON con el progreso del juego guardado para cargar su progreso.</p><1><0>Advertencia:</0> Esto borrará su progreso actual en el juego. Considere <2>descargar su progreso actual</2> antes</1>",
|
||||
"Upload Saved Progress": "Subir progreso guardado",
|
||||
"Load selected file": "Cargar archivo seleccionado",
|
||||
"Rules": "Reglas",
|
||||
"<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games.</p>": "<p>Como este servidor corre en máquinas de nuestra universidad, tiene una capacidad limitada. Nuestra estimación actual es de unos 70 juegos simultaneos.</p>.",
|
||||
"<0>Most aspects of the games and the infrastructure are still in development. Feel free to file a <1>GitHub Issue</1> about any problems you experience!</0>": "<1>Muchos aspectos de los juegos y la infrastructura están aún en desarrollo. No dude en abrir una <1>GitHub Issue</1> sobre cualquier problema que experimente.</1>",
|
||||
"This server has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich Heine University Düsseldorf.": "Este servidor se ha desarrollado como parte del proyecto <1>ADAM: Anticipating the Digital Age of Mathematics</1> en la Heinrich-Heine-Universität de Düsseldorf.",
|
||||
"Server capacity": "",
|
||||
"RAM": "",
|
||||
" used": "",
|
||||
"CPU": ""
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
/ko-level1.tmx
|
||||
/ko-level2.tmx
|
||||
/ko-omegat.tmx
|
||||
/**/*.bak
|
||||
/omegat/last_entry.properties
|
||||
/omegat/files_order.txt
|
||||
/omegat/project_stats.txt
|
||||
/tm/*.tmx
|
||||
@@ -0,0 +1,15 @@
|
||||
# 린 4 게임
|
||||
|
||||
[English (영어)](./README.md) | 한국어
|
||||
|
||||
## 기여하기
|
||||
|
||||
`lean4game`의 한국어 번역에 기여하는 활동은 언제든지 환영합니다!
|
||||
|
||||
### 한국어 번역
|
||||
|
||||
저([차불휘][bc])는 [오메가T(OmegaT)][omt]를 이용해 영어 문서를 한국어로 번역합니다. 오메가T 프로젝트는 이 디렉터리, 다시 말해 `client/public/locales/ko`에 있습니다. 오메가T로 JSON 파일을 구문 분석 하려면 [오메가T를 위한 오카피(Okapi) 필터 플러그인][okapi]을 설치해야 됩니다.
|
||||
|
||||
[bc]: https://github.com/chabulhwi
|
||||
[omt]: https://omegat.org/
|
||||
[okapi]: https://okapiframework.org/wiki/index.php/Okapi_Filters_Plugin_for_OmegaT
|
||||
@@ -0,0 +1,18 @@
|
||||
# Lean 4 Game
|
||||
|
||||
English | [한국어[Korean]](./README.ko.md)
|
||||
|
||||
## Contributing
|
||||
|
||||
Contributions to the Korean translation of `lean4game` are always welcome!
|
||||
|
||||
### Korean Translation
|
||||
|
||||
I ([Bulhwi Cha][bc]) use [OmegaT][omt] to translate English documentation into
|
||||
Korean. The OmegaT project is in this directory, that is,
|
||||
`client/public/locales/ko`. You need to install the [Okapi filters plugin for
|
||||
OmegaT][okapi] to make OmegaT parse JSON files.
|
||||
|
||||
[bc]: https://github.com/chabulhwi
|
||||
[omt]: https://omegat.org/
|
||||
[okapi]: https://okapiframework.org/wiki/index.php/Okapi_Filters_Plugin_for_OmegaT
|
||||
@@ -0,0 +1,167 @@
|
||||
# Glossary in tab-separated format -*- coding: utf-8 -*-
|
||||
St. Anselm 안셀무스
|
||||
ontological 존재론적
|
||||
argument 논증
|
||||
argument 인수
|
||||
Lean 린
|
||||
Lean community 린 커뮤니티
|
||||
God 신
|
||||
Alvin Plantinga 앨빈 플랜팅아
|
||||
exist 존재하다
|
||||
existence 존재
|
||||
the understanding 지성
|
||||
reality 현실
|
||||
assumption 가정
|
||||
reductio 귀류법
|
||||
great 큰
|
||||
premise 전제
|
||||
being 존재자
|
||||
conceive 생각하다
|
||||
definition 정의
|
||||
true 참
|
||||
true 참인
|
||||
false 거짓
|
||||
false 거짓인
|
||||
formulate 정식화하다
|
||||
formulation 정식화
|
||||
formalize 형식화하다
|
||||
formalization 형식화
|
||||
property 속성
|
||||
redundant 불필요한
|
||||
sentence 문장
|
||||
state 진술하다
|
||||
statement 진술
|
||||
proposition 명제
|
||||
negation 부정
|
||||
axiom 공리
|
||||
theorem 정리
|
||||
theory 이론
|
||||
conclude 결론하다
|
||||
prove 증명하다
|
||||
SEP 스탠퍼드 철학 백과사전
|
||||
Eric Wieser 에릭 비저
|
||||
Alistair Tucker 앨리스터 터커
|
||||
philosophy 철학
|
||||
Owl of Sogang 서강올빼미
|
||||
type theory 유형론
|
||||
universe level 유형 세계 변수
|
||||
type 유형
|
||||
type 입력하다
|
||||
type check 유형을 확인하다
|
||||
type check 유형이 확인되다
|
||||
type check 유형 확인이 잘되다
|
||||
type class 유형 클래스
|
||||
instance 사례
|
||||
category mistake 범주 실수
|
||||
class 클래스
|
||||
example 보기
|
||||
example 예
|
||||
inductive type 귀납형
|
||||
define 정의하다
|
||||
constructor 구성자
|
||||
Apache License, Version 2.0 아파치 라이선스, 버전 2.0
|
||||
under the terms of 의 조건에 따라
|
||||
OmegaT 오메가T
|
||||
symbolic link 심벌릭 링크
|
||||
directory 디렉터리
|
||||
root directory 최상위 디렉터리
|
||||
documentation 문서
|
||||
English 영어
|
||||
Korean 한국어
|
||||
chapter 장
|
||||
quiz 퀴즈
|
||||
question 문제
|
||||
command 명령어
|
||||
error 오류
|
||||
code 코드
|
||||
evaluate 계산하다
|
||||
keyword 핵심어
|
||||
declare 선언하다
|
||||
constant 상수
|
||||
reference 참고 문헌
|
||||
universe-polymorphic 세계 다형적
|
||||
parametrically polymorphic 매개 변수 다형적
|
||||
function 함수
|
||||
identifier 식별자
|
||||
definitionally equal 정의상 같은
|
||||
natural number 자연수
|
||||
input 입력값
|
||||
return 반환하다
|
||||
non-zero 영이 아닌
|
||||
zero 영
|
||||
alpha-equivalent 알파 동등한
|
||||
less-than-or-equal-to sign 작거나 같음 부호
|
||||
dependent function 의존 함수
|
||||
dependent function type 의존 함수형
|
||||
dependent product 의존곱
|
||||
dependent product type 의존곱형
|
||||
underscore 밑줄
|
||||
implicit 암시적
|
||||
explicit 명시적
|
||||
sigma type 시그마
|
||||
propositional logic 명제 논리
|
||||
term 항
|
||||
contemporary 동시대
|
||||
term 용어
|
||||
truth-value 진릿값
|
||||
bearer 담지자
|
||||
propositional attitudes 명제적 태도
|
||||
believe 믿다
|
||||
doubt 의심하다
|
||||
South Korea 한국
|
||||
school mathematics 학교 수학
|
||||
sentence 문장
|
||||
high school mathematics 고등학교 수학
|
||||
teacher 교사
|
||||
Stanford Encyclopedia of Philosophy 스탠퍼드 철학 백과사전
|
||||
ordered triple 순서세짝
|
||||
conjecture 추측
|
||||
Goldbach's conjecture 골드바흐의 추측
|
||||
interactive theorem prover 상호 작용 정리 증명기
|
||||
truth 참
|
||||
falsity 거짓
|
||||
rule of inference 추론 규칙
|
||||
introduction rule 도입 규칙
|
||||
elimination rule 제거 규칙
|
||||
ex falso quodlibet 엑스 팔소 세퀴투르 쿠오들리베트
|
||||
principle of explosion 폭발 원리
|
||||
propositional connective 명제 연결사
|
||||
symbol 기호
|
||||
refutation by contradiction 모순에 따른 부인
|
||||
contradiction 모순
|
||||
conjunction 연언
|
||||
disjunction 선언(選言)
|
||||
implication 함의
|
||||
material implication 내용적 함의
|
||||
conditional 조건문
|
||||
modus ponens 긍정 논법[모더스 포넨스]
|
||||
necessary condition 필요조건
|
||||
conversion 역
|
||||
inversion 이(裏)
|
||||
contraposition 대우(對偶)
|
||||
equivalence 동등
|
||||
biconditional 쌍조건문
|
||||
abbreviation 준말
|
||||
if and only if …일 때 그리고 그럴 때만
|
||||
editor 편집기
|
||||
shortcut 단축키
|
||||
Theorem Proving in Lean 4 린 4로 하는 정리 증명
|
||||
exercise 연습 문제
|
||||
repository 저장소
|
||||
Jeremy Avigad 제러미 아비가드
|
||||
Leonardo de Moura 레오나르두 지 모라
|
||||
Soonho Kong 공순호
|
||||
Sebastian Ullrich 제바스티안 울리히
|
||||
file 파일
|
||||
Markdown 마크다운
|
||||
quiz 퀴즈
|
||||
translation 번역
|
||||
contribute 기여하다
|
||||
progress 진도
|
||||
capacity 이용량
|
||||
GitHub 깃허브
|
||||
repo 저장소
|
||||
game rule 게임 규칙
|
||||
unlocked 잠금 해제가 된
|
||||
unlock 잠금 해제를 하다
|
||||
Markdown 마크다운
|
||||
@@ -0,0 +1,33 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<omegat>
|
||||
<project version="1.0">
|
||||
<source_dir>__DEFAULT__</source_dir>
|
||||
<source_dir_excludes>
|
||||
<mask>**/.svn/**</mask>
|
||||
<mask>**/CVS/**</mask>
|
||||
<mask>**/.cvs/**</mask>
|
||||
<mask>**/.git/**</mask>
|
||||
<mask>**/.hg/**</mask>
|
||||
<mask>**/.repositories/**</mask>
|
||||
<mask>**/desktop.ini</mask>
|
||||
<mask>**/Thumbs.db</mask>
|
||||
<mask>**/.DS_Store</mask>
|
||||
<mask>**/~$*</mask>
|
||||
</source_dir_excludes>
|
||||
<target_dir>__DEFAULT__</target_dir>
|
||||
<tm_dir>__DEFAULT__</tm_dir>
|
||||
<glossary_dir>__DEFAULT__</glossary_dir>
|
||||
<glossary_file>__DEFAULT__</glossary_file>
|
||||
<dictionary_dir>__DEFAULT__</dictionary_dir>
|
||||
<export_tm_dir>__DEFAULT__</export_tm_dir>
|
||||
<export_tm_levels>omegat level1 level2</export_tm_levels>
|
||||
<source_lang>en</source_lang>
|
||||
<target_lang>ko</target_lang>
|
||||
<source_tok>org.omegat.tokenizer.LuceneEnglishTokenizer</source_tok>
|
||||
<target_tok>org.omegat.tokenizer.HunspellTokenizer</target_tok>
|
||||
<sentence_seg>true</sentence_seg>
|
||||
<support_default_translations>true</support_default_translations>
|
||||
<remove_tags>false</remove_tags>
|
||||
<external_command></external_command>
|
||||
</project>
|
||||
</omegat>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1 @@
|
||||
../README.md
|
||||
@@ -0,0 +1 @@
|
||||
../../en/translation.json
|
||||
@@ -0,0 +1,15 @@
|
||||
# 린 4 게임
|
||||
|
||||
[English (영어)](./README.md) | 한국어
|
||||
|
||||
## 기여하기
|
||||
|
||||
`lean4game`의 한국어 번역에 기여하는 활동은 언제든지 환영합니다!
|
||||
|
||||
### 한국어 번역
|
||||
|
||||
저([차불휘][bc])는 [오메가T(OmegaT)][omt]를 이용해 영어 문서를 한국어로 번역합니다. 오메가T 프로젝트는 이 디렉터리, 다시 말해 `client/public/locales/ko`에 있습니다. 오메가T로 JSON 파일을 구문 분석 하려면 [오메가T를 위한 오카피(Okapi) 필터 플러그인][okapi]을 설치해야 됩니다.
|
||||
|
||||
[bc]: https://github.com/chabulhwi
|
||||
[omt]: https://omegat.org/
|
||||
[okapi]: https://okapiframework.org/wiki/index.php/Okapi_Filters_Plugin_for_OmegaT
|
||||
@@ -0,0 +1,99 @@
|
||||
{
|
||||
"Tactics": "전략",
|
||||
"Lean Game Server": "린 게임 서버",
|
||||
"<p>Game rules determine if it is allowed to skip levels and if the games runs checks to only allow unlocked tactics and theorems in proofs.</p><1>Note: \"Unlocked\" tactics (or theorems) are determined by two things: The set of minimal tactics needed to solve a level, plus any tactics you unlocked in another level. That means if you unlock <1>simp</1> in a level, you can use it henceforth in any level.</1><p>The options are:</p>": "<p>게임 규칙에 따라, 단계들을 건너뛰어도 되는지 그리고 증명을 작성할 때 잠금 해제가 된 전략과 정리만 이용할 수 있는지가 정해집니다.</p><1>\n\n참고: '잠금 해제'가 된 전략이나 정리는 다음 두 부류로 정해집니다. (1) 해당 단계를 푸는 데 필요한 최소한의 전략이나 정리의 모임, (2) 다른 단계에서 잠금 해제를 한 전략이나 정리. 따라서 여러분이 <1>simp</1> 전략을 잠금 해제 하면, 그 뒤로 어느 단계에서든 이 전략을 이용할 수 있습니다.</1><p>선택할 수 있는 게임 규칙은 다음과 같습니다.</p>",
|
||||
"Game Rules": "게임 규칙",
|
||||
"levels": "단계",
|
||||
"tactics": "전략",
|
||||
"regular": "일반",
|
||||
"relaxed": "완화됨",
|
||||
"none": "없음",
|
||||
"Rules": "규칙",
|
||||
"Intro": "소개",
|
||||
"Game Introduction": "게임 소개",
|
||||
"World selection": "세계 선택",
|
||||
"Start": "시작하기",
|
||||
"Inventory": "인벤토리",
|
||||
"next level": "다음 단계",
|
||||
"Next": "다음",
|
||||
"back to world selection": "세계 선택하러 돌아가기",
|
||||
"Leave World": "세계에서 나가기",
|
||||
"previous level": "이전 단계",
|
||||
"Previous": "이전",
|
||||
"Editor mode is enforced!": "편집기 모드가 강제됐습니다!",
|
||||
"Editor mode": "편집기 모드",
|
||||
"Typewriter mode": "타자기 모드",
|
||||
"information, Impressum, privacy policy": "정보, 관리자 정보, 사생활 정책",
|
||||
"Preferences": "기본 설정",
|
||||
"Game Info & Credits": "게임 정보 및 제작자 명단",
|
||||
"Game Info": "게임 정보",
|
||||
"Clear Progress": "진도 없애기",
|
||||
"Erase": "지우기",
|
||||
"Download Progress": "진도 내려받기",
|
||||
"Download": "내려받기",
|
||||
"Load Progress from JSON": "JSON에서 진도 불러오기",
|
||||
"Upload": "업로드",
|
||||
"Home": "홈",
|
||||
"back to games selection": "게임 선택하러 돌아가기",
|
||||
"close inventory": "인벤토리 닫기",
|
||||
"show inventory": "인벤토리 보기",
|
||||
"World": "세계",
|
||||
"Show more help!": "도움말 더 보기!",
|
||||
"Goal": "목표",
|
||||
"Current Goal": "현재 목표",
|
||||
"Objects": "객체",
|
||||
"Assumptions": "가정",
|
||||
"Further Goals": "이후 목표",
|
||||
"No Goals": "목표 없음",
|
||||
"Loading goal…": "목표 불러오는 중…",
|
||||
"Click somewhere in the Lean file to enable the infoview.": "린 파일의 아무 곳이나 눌러 정보창을 여십시오.",
|
||||
"Waiting for Lean server to start…": "린 서버가 시작하기를 기다리는 중…",
|
||||
"Level completed! 🎉": "단계 완료! 🎉",
|
||||
"Level completed with warnings 🎭": "경고 있는 채로 단계 완료 🎭",
|
||||
"Active Goal": "활성화된 목표",
|
||||
"Crashed! Go to editor mode and fix your proof! Last server response:": "시스템 다운됨! 편집기 모드에서 증명을 고치십시오! 마지막 서버 응답:",
|
||||
"Line": "줄",
|
||||
"Character": "문자",
|
||||
"Loading messages…": "메시지 불러오는 중…",
|
||||
"Execute": "실행하기",
|
||||
"Definitions": "정의",
|
||||
"Theorems": "정리",
|
||||
"Not unlocked yet": "아직 잠금 해제가 안 됨",
|
||||
"Not available in this level": "이 단계에서 쓸 수 없음",
|
||||
"A repository of learning games for the proof assistant <1>Lean</1> <i>(Lean 4)</i> and its mathematical library <5>mathlib</5>": "<1>린(Lean 4)</1> 증명 보조기와 그 수학 라이브러리 <5>매스리브(mathlib)</5>를 학습하기 위한 게임들의 저장소",
|
||||
"No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "불러온 게임 없음. <1>http://localhost:3000/#/g/local/FOLDER</1>를 이용해 지역[로컬] 폴더에서 게임을 직접 여십시오.",
|
||||
"Prerequisites": "선행 요건",
|
||||
"Worlds": "세계",
|
||||
"Levels": "단계",
|
||||
"Language": "언어",
|
||||
"Server capacity": "서버 이용량",
|
||||
"RAM": "램",
|
||||
"CPU": "CPU",
|
||||
"Development notes": "개발 노트",
|
||||
"Adding new games": "새 게임 추가하기",
|
||||
"Funding": "재정 지원",
|
||||
"<p>Do you want to delete your saved progress irreversibly?</p><p>(This deletes your proofs and your collected inventory. Saves from other games are not deleted.)</p>": "<p>저장된 진도를 불가역적으로 삭제하시겠습니까?</p><p>(이를 선택하시면 증명과 인벤토리 안의 수집 항목들이 삭제됩니다. 다른 게임에 저장된 정보는 삭제되지 않습니다.)</p>",
|
||||
"Delete Progress?": "진도를 삭제하시겠습니까?",
|
||||
"Delete": "삭제하기",
|
||||
"Download & Delete": "내려받고 삭제하기",
|
||||
"Cancel": "취소하기",
|
||||
"Layout": "레이아웃",
|
||||
"Always visible": "항상 보임",
|
||||
"Save my settings (in the browser store)": "(브라우저에) 설정 저장하기",
|
||||
"<p>Select a JSON file with the saved game progress to load your progress.</p><1><0>Warning:</0> This will delete your current game progress! Consider <2>downloading your current progress</2> first!</1>": "<p>저장된 게임 진도가 있는 JSON 파일을 선택해 진도를 불러오십시오.</p><1><0>경고:</0> 이를 실행하면 현재의 게임 진도가 삭제됩니다! <2>현재의 게임 진도</2>를 먼저 내려받을지 판단하십시오!</1>",
|
||||
"Upload Saved Progress": "저장된 진도 업로드",
|
||||
"Load selected file": "선택한 파일 열기",
|
||||
"Mobile": "모바일",
|
||||
"Auto": "자동",
|
||||
"Desktop": "데스크톱",
|
||||
"<0>If you are considering writing your own game, you should use the <1>GameSkeleton Github Repo</1> as a template and read <3>How to Create a Game</3>.</0><1>You can directly load your games into the server and play it using the correct URL. The <1>instructions above</1> also explain the details for how to load your game to the server. We'd like to encourage you to contact us if you have any questions.</1><p>Featured games on this page are added manually. Please get in contact and we'll happily add yours.</p>": "<0>여러분이 직접 게임을 작성할 생각이 있다면, <1>GameSkeleton 깃허브 저장소</1>를 양식[템플릿]으로 이용하고 <3>'게임 만들기(Creating a Game)'</3> 문서를 읽으십시오.</0><1>여러분이 작성한 게임을 직접 서버에서 불러오고, 정확한 URL을 이용해 그 게임을 하실 수 있습니다. 여러분의 게임을 서버에서 불러오는 방법에 관한 세부 사항도 위의 <1>설명서</1>에 나와 있습니다. 궁금한 점이 있으면 저희에게 연락해 주십시오.</1><p>이 페이지에 실린 게임들은 수동으로 추가됐습니다. 저희에게 연락하시면 여러분의 게임을 기꺼이 추가하겠습니다.",
|
||||
"Level": "단계",
|
||||
"Introduction": "소개",
|
||||
"Retry proof from here": "여기부터 증명 다시 시도하기",
|
||||
"Retry": "다시 시도하기",
|
||||
"Failed command": "실패한 명령",
|
||||
"<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games.</p>": "",
|
||||
"<0>Most aspects of the games and the infrastructure are still in development. Feel free to file a <1>GitHub Issue</1> about any problems you experience!</0>": "",
|
||||
"This server has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich Heine University Düsseldorf.": "",
|
||||
" used": ""
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
target/translation.json
|
||||
@@ -0,0 +1,99 @@
|
||||
{
|
||||
"Tactics": "策略",
|
||||
"Lean Game Server": "LEAN 游戏服务器",
|
||||
"<p>Game rules determine if it is allowed to skip levels and if the games runs checks to only allow unlocked tactics and theorems in proofs.</p><1>Note: \"Unlocked\" tactics (or theorems) are determined by two things: The set of minimal tactics needed to solve a level, plus any tactics you unlocked in another level. That means if you unlock <1>simp</1> in a level, you can use it henceforth in any level.</1><p>The options are:</p>": "<p>游戏规则决定是否允许跳过关卡,以及游戏是否只允许在证明中使用已解锁的策略和定理。</p><1>注意:“解锁”的策略(或定理)由两个因素决定:解决关卡所需的最小策略集合,加上你在其他关卡中解锁的任何策略。这意味着,如果你在某个关卡中解锁了<1>simp</1>,你可以在任何关卡中使用它。</1><p>选项有:</p>",
|
||||
"Game Rules": "游戏规则",
|
||||
"levels": "关卡",
|
||||
"tactics": "策略",
|
||||
"regular": "标准",
|
||||
"relaxed": "休闲",
|
||||
"none": "自由",
|
||||
"Rules": "规则",
|
||||
"Intro": "介绍",
|
||||
"Game Introduction": "游戏介绍",
|
||||
"World selection": "世界选择",
|
||||
"Start": "开始",
|
||||
"Inventory": "定理清单",
|
||||
"next level": "下一关",
|
||||
"Next": "下一关",
|
||||
"back to world selection": "返回世界选择",
|
||||
"Leave World": "离开世界",
|
||||
"previous level": "上一关",
|
||||
"Previous": "上一关",
|
||||
"Editor mode is enforced!": "编辑器模式已启用!",
|
||||
"Editor mode": "编辑器模式",
|
||||
"Typewriter mode": "打字机模式",
|
||||
"information, Impressum, privacy policy": "信息、版权说明、隐私政策",
|
||||
"Preferences": "偏好设置",
|
||||
"Game Info & Credits": "游戏信息和荣誉",
|
||||
"Game Info": "游戏信息",
|
||||
"Clear Progress": "清除进度",
|
||||
"Erase": "删除",
|
||||
"Download Progress": "下载进度",
|
||||
"Download": "下载",
|
||||
"Load Progress from JSON": "从 JSON 加载进度",
|
||||
"Upload": "上传",
|
||||
"Home": "首页",
|
||||
"back to games selection": "返回游戏选择",
|
||||
"close inventory": "关闭定理清单面板",
|
||||
"show inventory": "打开定理清单面板",
|
||||
"World": "世界",
|
||||
"Show more help!": "显示更多帮助!",
|
||||
"Goal": "目标",
|
||||
"Current Goal": "当前目标",
|
||||
"Objects": "对象",
|
||||
"Assumptions": "假设",
|
||||
"Further Goals": "进一步目标",
|
||||
"No Goals": "无目标",
|
||||
"Loading goal…": "加载目标中。。。",
|
||||
"Click somewhere in the Lean file to enable the infoview.": "单击 Lean 文件中的某处以启用信息视图。",
|
||||
"Waiting for Lean server to start…": "等待 Lean 服务器启动中…",
|
||||
"Level completed! 🎉": "关卡完成!🎉",
|
||||
"Level completed with warnings 🎭": "关卡完成(带有警告) 🎭",
|
||||
"Retry proof from here": "从这里重新尝试证明",
|
||||
"Active Goal": "当前目标",
|
||||
"Crashed! Go to editor mode and fix your proof! Last server response:": "程序崩溃!请转到编辑器模式,修复您的证明!最后一次服务器响应:",
|
||||
"Line": "行",
|
||||
"Character": "字符",
|
||||
"Loading messages…": "正在加载信息。。。",
|
||||
"Execute": "执行",
|
||||
"Definitions": "定义",
|
||||
"Theorems": "定理",
|
||||
"Not unlocked yet": "尚未解锁",
|
||||
"Not available in this level": "本关卡不提供",
|
||||
"A repository of learning games for the proof assistant <1>Lean</1> <i>(Lean 4)</i> and its mathematical library <5>mathlib</5>": "这是一个为证明助手 <1>Lean</1> <i>(Lean 4)</i> 及其数学库 <5>mathlib</5> 设计的学习游戏库",
|
||||
"No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "未加载游戏。访问 <1>http://localhost:3000/#/g/local/FOLDER</1> 从本地文件夹打开游戏。",
|
||||
"<0>If you are considering writing your own game, you should use the <1>GameSkeleton Github Repo</1> as a template and read <3>How to Create a Game</3>.</0><1>You can directly load your games into the server and play it using the correct URL. The <1>instructions above</1> also explain the details for how to load your game to the server. We'd like to encourage you to contact us if you have any questions.</1><p>Featured games on this page are added manually. Please get in contact and we'll happily add yours.</p>": "<0>如果你打算编写自己的游戏,可以使用 <1>GameSkeleton Github Repo</1> 作为模板,并参阅 <3>如何创建游戏</3>。</0><1>你可以直接将游戏上传至服务器,并通过正确的 URL 进行游戏。上面的 <1>说明</1> 已详细介绍了如何将游戏加载到服务器的步骤。如果你有任何疑问,请随时联系我们。</1><p>本页上的精选游戏都是手动添加的。如果你想添加你的游戏,请与我们联系,我们非常欢迎。</p>",
|
||||
"Prerequisites": "前置条件",
|
||||
"Worlds": "世界",
|
||||
"Levels": "关卡",
|
||||
"Language": "语言",
|
||||
"Development notes": "开发笔记",
|
||||
"Adding new games": "添加新游戏",
|
||||
"Funding": "资助",
|
||||
"<p>Do you want to delete your saved progress irreversibly?</p><p>(This deletes your proofs and your collected inventory. Saves from other games are not deleted.)</p>": "<p>您确定要永久删除您的游戏进度吗?</p><p>(此操作将删除您的所有证明和收集的定理与策略,但不会影响其他游戏的保存数据。)</p>",
|
||||
"Delete Progress?": "删除进度?",
|
||||
"Delete": "删除",
|
||||
"Download & Delete": "下载和删除",
|
||||
"Cancel": "取消",
|
||||
"Layout": "布局",
|
||||
"Always visible": "始终可见",
|
||||
"Save my settings (in the browser store)": "保存我的设置(在浏览器中存储)",
|
||||
"<p>Select a JSON file with the saved game progress to load your progress.</p><1><0>Warning:</0> This will delete your current game progress! Consider <2>downloading your current progress</2> first!</1>": "<p>选择一个包含已保存游戏进度的 JSON 文件来加载您的进度。</p><1><0>警告:</0>这将删除您当前的游戏进度!请考虑先<2>下载您当前的进度</2>!</1>",
|
||||
"Upload Saved Progress": "上传保存的进度",
|
||||
"Load selected file": "加载所选文件",
|
||||
"Mobile": "移动端",
|
||||
"Auto": "自动",
|
||||
"Desktop": "桌面端",
|
||||
"Level": "关卡",
|
||||
"Introduction": "介绍",
|
||||
"Retry": "重试",
|
||||
"Failed command": "命令失败",
|
||||
"<p>As this server runs lean on our university machines, it has a limited capacity. Our current estimate is about 70 simultaneous games.</p>": "",
|
||||
"<0>Most aspects of the games and the infrastructure are still in development. Feel free to file a <1>GitHub Issue</1> about any problems you experience!</0>": "",
|
||||
"This server has been developed as part of the project <1>ADAM: Anticipating the Digital Age of Mathematics</1> at Heinrich Heine University Düsseldorf.": "",
|
||||
"Server capacity": "",
|
||||
"RAM": "",
|
||||
" used": "",
|
||||
"CPU": ""
|
||||
}
|
||||
+10
-3
@@ -10,6 +10,7 @@ import './css/reset.css';
|
||||
import './css/app.css';
|
||||
import { PreferencesContext} from './components/infoview/context';
|
||||
import UsePreferences from "./state/hooks/use_preferences"
|
||||
import i18n from './i18n';
|
||||
|
||||
export const GameIdContext = React.createContext<string>(undefined);
|
||||
|
||||
@@ -18,13 +19,19 @@ function App() {
|
||||
const params = useParams()
|
||||
const gameId = "g/" + params.owner + "/" + params.repo
|
||||
|
||||
const {mobile, layout, isSavePreferences, setLayout, setIsSavePreferences} = UsePreferences()
|
||||
const {mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage} = UsePreferences()
|
||||
|
||||
React.useEffect(() => {
|
||||
i18n.changeLanguage(language)
|
||||
}, [language])
|
||||
|
||||
return (
|
||||
<div className="app">
|
||||
<GameIdContext.Provider value={gameId}>
|
||||
<PreferencesContext.Provider value={{mobile, layout, isSavePreferences, setLayout, setIsSavePreferences}}>
|
||||
<Outlet />
|
||||
<PreferencesContext.Provider value={{mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage}}>
|
||||
<React.Suspense>
|
||||
<Outlet />
|
||||
</React.Suspense>
|
||||
</PreferencesContext.Provider>
|
||||
</GameIdContext.Provider>
|
||||
</div>
|
||||
|
||||
@@ -5,7 +5,7 @@ import * as React from 'react'
|
||||
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
|
||||
import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome,
|
||||
faArrowRight, faArrowLeft, faXmark, faBars, faCode,
|
||||
faCircleInfo, faTerminal, faMobileScreenButton, faDesktop, faGear } from '@fortawesome/free-solid-svg-icons'
|
||||
faCircleInfo, faTerminal, faGear } from '@fortawesome/free-solid-svg-icons'
|
||||
import { GameIdContext } from "../app"
|
||||
import { InputModeContext, PreferencesContext, WorldLevelIdContext } from "./infoview/context"
|
||||
import { GameInfo, useGetGameInfoQuery } from '../state/api'
|
||||
@@ -13,22 +13,24 @@ import { changedOpenedIntro, selectCompleted, selectDifficulty, selectProgress }
|
||||
import { useAppDispatch, useAppSelector } from '../hooks'
|
||||
import { Button } from './button'
|
||||
import { downloadProgress } from './popup/erase'
|
||||
import { useTranslation } from 'react-i18next'
|
||||
|
||||
/** navigation buttons for mobile welcome page to switch between intro/tree/inventory. */
|
||||
function MobileNavButtons({pageNumber, setPageNumber}:
|
||||
{ pageNumber: number,
|
||||
setPageNumber: any}) {
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const { t } = useTranslation()
|
||||
const dispatch = useAppDispatch()
|
||||
|
||||
// if `prevText` or `prevIcon` is set, show a button to go back
|
||||
let prevText = {0: null, 1: "Intro", 2: null}[pageNumber]
|
||||
let prevText = {0: null, 1: t("Intro"), 2: null}[pageNumber]
|
||||
let prevIcon = {0: null, 1: null, 2: faBookOpen}[pageNumber]
|
||||
let prevTitle = {0: null, 1: "Game Introduction", 2: "World selection"}[pageNumber]
|
||||
let prevTitle = {0: null, 1: t("Game Introduction"), 2: t("World selection")}[pageNumber]
|
||||
// if `nextText` or `nextIcon` is set, show a button to go forward
|
||||
let nextText = {0: "Start", 1: null, 2: null}[pageNumber]
|
||||
let nextText = {0: t("Start"), 1: null, 2: null}[pageNumber]
|
||||
let nextIcon = {0: null, 1: faBook, 2: null}[pageNumber]
|
||||
let nextTitle = {0: "World selection", 1: "Inventory", 2: null}[pageNumber]
|
||||
let nextTitle = {0: t("World selection"), 1: t("Inventory"), 2: null}[pageNumber]
|
||||
|
||||
return <>
|
||||
{(prevText || prevIcon) &&
|
||||
@@ -53,7 +55,7 @@ function MobileNavButtons({pageNumber, setPageNumber}:
|
||||
}
|
||||
|
||||
/** button to toggle dropdown menu. */
|
||||
function MenuButton({navOpen, setNavOpen}) {
|
||||
export function MenuButton({navOpen, setNavOpen}) {
|
||||
return <Button to="" className="btn toggle-width" id="menu-btn" onClick={(ev) => {setNavOpen(!navOpen)}}>
|
||||
{navOpen ? <FontAwesomeIcon icon={faXmark} /> : <FontAwesomeIcon icon={faBars} />}
|
||||
</Button>
|
||||
@@ -63,18 +65,19 @@ function MenuButton({navOpen, setNavOpen}) {
|
||||
* for the last level, this button turns into a button going back to the welcome page.
|
||||
*/
|
||||
function NextButton({worldSize, difficulty, completed, setNavOpen}) {
|
||||
const { t } = useTranslation()
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
|
||||
return (levelId < worldSize ?
|
||||
<Button inverted="true"
|
||||
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} title="next level"
|
||||
to={`/${gameId}/world/${worldId}/level/${levelId + 1}`} title={t("next level")}
|
||||
disabled={difficulty >= 2 && !(completed || levelId == 0)}
|
||||
onClick={() => setNavOpen(false)}>
|
||||
<FontAwesomeIcon icon={faArrowRight} /> {levelId ? "Next" : "Start"}
|
||||
<FontAwesomeIcon icon={faArrowRight} /> {levelId ? t("Next") : t("Start")}
|
||||
</Button>
|
||||
:
|
||||
<Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn">
|
||||
<FontAwesomeIcon icon={faHome} /> Leave World
|
||||
<Button to={`/${gameId}`} inverted="true" title={t("back to world selection")} id="home-btn">
|
||||
<FontAwesomeIcon icon={faHome} /> {t("Leave World")}
|
||||
</Button>
|
||||
)
|
||||
}
|
||||
@@ -83,66 +86,117 @@ function NextButton({worldSize, difficulty, completed, setNavOpen}) {
|
||||
* only renders if the current level id is > 0.
|
||||
*/
|
||||
function PreviousButton({setNavOpen}) {
|
||||
const { t } = useTranslation()
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
|
||||
return (levelId > 0 && <>
|
||||
<Button disabled={levelId <= 0} inverted="true"
|
||||
to={`/${gameId}/world/${worldId}/level/${levelId - 1}`}
|
||||
title="previous level"
|
||||
title={t("previous level")}
|
||||
onClick={() => setNavOpen(false)}>
|
||||
<FontAwesomeIcon icon={faArrowLeft} /> Previous
|
||||
<FontAwesomeIcon icon={faArrowLeft} /> {t("Previous")}
|
||||
</Button>
|
||||
</>)
|
||||
}
|
||||
|
||||
/** button to toggle between editor and typewriter */
|
||||
function InputModeButton({setNavOpen, isDropdown}) {
|
||||
const { t } = useTranslation()
|
||||
const {levelId} = React.useContext(WorldLevelIdContext)
|
||||
const {typewriterMode, setTypewriterMode, lockInputMode} = React.useContext(InputModeContext)
|
||||
const {typewriterMode, setTypewriterMode, lockEditorMode} = React.useContext(InputModeContext)
|
||||
|
||||
/** toggle input mode if allowed */
|
||||
function toggleInputMode(ev: React.MouseEvent) {
|
||||
if (!lockInputMode){
|
||||
if (!lockEditorMode){
|
||||
setTypewriterMode(!typewriterMode)
|
||||
setNavOpen(false)
|
||||
}
|
||||
}
|
||||
|
||||
return <Button
|
||||
className={`btn btn-inverted ${isDropdown? '' : 'toggle-width'}`} disabled={levelId <= 0 || lockInputMode}
|
||||
className={`btn btn-inverted ${isDropdown? '' : 'toggle-width'}`} disabled={levelId <= 0 || lockEditorMode}
|
||||
inverted="true" to=""
|
||||
onClick={(ev) => toggleInputMode(ev)}
|
||||
title={lockInputMode ? "Editor mode is enforced!" : typewriterMode ? "Editor mode" : "Typewriter mode"}>
|
||||
<FontAwesomeIcon icon={typewriterMode ? faCode : faTerminal} />
|
||||
{isDropdown && (typewriterMode ? <> Editor mode</> : <> Typewriter mode</>)}
|
||||
title={lockEditorMode ? t("Editor mode is enforced!") : typewriterMode ? t("Editor mode") : t("Typewriter mode")}>
|
||||
<FontAwesomeIcon icon={(typewriterMode && !lockEditorMode) ? faCode : faTerminal} />
|
||||
{isDropdown && ((typewriterMode && !lockEditorMode) ? <> {t("Editor mode")}</> : <> {t("Typewriter mode")}</>)}
|
||||
</Button>
|
||||
}
|
||||
|
||||
/** button to toggle iimpressum popup */
|
||||
function ImpressumButton({setNavOpen, toggleImpressum, isDropdown}) {
|
||||
return <Button className="btn btn-inverted toggle-width"
|
||||
title="information, Impressum, privacy policy" inverted="true" to="" onClick={(ev) => {toggleImpressum(ev); setNavOpen(false)}}>
|
||||
/** button to toggle iimpressum popup
|
||||
*
|
||||
* Note: Do not translate the word "Impressum"! German GDPR needs this.
|
||||
*/
|
||||
export function ImpressumButton({setNavOpen, toggleImpressum, isDropdown}) {
|
||||
const { t } = useTranslation()
|
||||
return <Button className="btn btn-inverted"
|
||||
title={t("information, Impressum, privacy policy")} inverted="true" to="" onClick={(ev) => {toggleImpressum(ev); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faCircleInfo} />
|
||||
{isDropdown && <> Info & Impressum</>}
|
||||
{isDropdown && <> Impressum</>}
|
||||
</Button>
|
||||
}
|
||||
|
||||
export function PreferencesButton({setNavOpen, togglePreferencesPopup}) {
|
||||
const { t } = useTranslation()
|
||||
return <Button title={t("Preferences")} inverted="true" to="" onClick={() => {togglePreferencesPopup(); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faGear} /> {t("Preferences")}
|
||||
</Button>
|
||||
}
|
||||
|
||||
function GameInfoButton({setNavOpen, toggleInfo}) {
|
||||
const { t } = useTranslation()
|
||||
return <Button className="btn btn-inverted"
|
||||
title={t("Game Info & Credits")} inverted="true" to="" onClick={() => {toggleInfo(); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faCircleInfo} /> {t("Game Info")}
|
||||
</Button>
|
||||
}
|
||||
|
||||
function EraseButton ({setNavOpen, toggleEraseMenu}) {
|
||||
const { t } = useTranslation()
|
||||
return <Button title={t("Clear Progress")} inverted="true" to="" onClick={() => {toggleEraseMenu(); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faEraser} /> {t("Erase")}
|
||||
</Button>
|
||||
}
|
||||
|
||||
function DownloadButton ({setNavOpen, gameId, gameProgress}) {
|
||||
const { t } = useTranslation()
|
||||
return <Button title={t("Download Progress")} inverted="true" to="" onClick={(ev) => {downloadProgress(gameId, gameProgress, ev); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faDownload} /> {t("Download")}
|
||||
</Button>
|
||||
}
|
||||
|
||||
function UploadButton ({setNavOpen, toggleUploadMenu}) {
|
||||
const { t } = useTranslation()
|
||||
return <Button title={t("Load Progress from JSON")} inverted="true" to="" onClick={() => {toggleUploadMenu(); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faUpload} /> {t("Upload")}
|
||||
</Button>
|
||||
}
|
||||
|
||||
/** button to go back to welcome page */
|
||||
function HomeButton({isDropdown}) {
|
||||
const { t } = useTranslation()
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
return <Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn">
|
||||
return <Button to={`/${gameId}`} inverted="true" title={t("back to world selection")} id="home-btn">
|
||||
<FontAwesomeIcon icon={faHome} />
|
||||
{isDropdown && <> Home</>}
|
||||
{isDropdown && <> {t("Home")}</>}
|
||||
</Button>
|
||||
}
|
||||
|
||||
function LandingPageButton() {
|
||||
const { t } = useTranslation()
|
||||
return <Button inverted="false" title={t("back to games selection")} to="/">
|
||||
<FontAwesomeIcon icon={faArrowLeft} /> <FontAwesomeIcon icon={faGlobe} />
|
||||
</Button>
|
||||
}
|
||||
|
||||
/** button in mobile level to toggle inventory.
|
||||
* only displays a button if `setPageNumber` is set.
|
||||
*/
|
||||
function InventoryButton({pageNumber, setPageNumber}) {
|
||||
const { t } = useTranslation()
|
||||
return (setPageNumber &&
|
||||
<Button to="" className="btn btn-inverted toggle-width"
|
||||
title={pageNumber ? "close inventory" : "show inventory"}
|
||||
title={pageNumber ? t("close inventory") : t("show inventory")}
|
||||
inverted="true" onClick={() => {setPageNumber(pageNumber ? 0 : 1)}}>
|
||||
<FontAwesomeIcon icon={pageNumber ? faBookOpen : faBook} />
|
||||
</Button>
|
||||
@@ -160,6 +214,7 @@ export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpres
|
||||
toggleInfo: any,
|
||||
togglePreferencesPopup: () => void;
|
||||
}) {
|
||||
const { t } = useTranslation()
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const gameProgress = useAppSelector(selectProgress(gameId))
|
||||
const {mobile} = React.useContext(PreferencesContext)
|
||||
@@ -167,49 +222,38 @@ export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpres
|
||||
|
||||
return <div className="app-bar">
|
||||
<div className='app-bar-left'>
|
||||
<Button inverted="false" title="back to games selection" to="/">
|
||||
<FontAwesomeIcon icon={faArrowLeft} /> <FontAwesomeIcon icon={faGlobe} />
|
||||
</Button>
|
||||
<LandingPageButton />
|
||||
<span className="app-bar-title"></span>
|
||||
</div>
|
||||
<div>
|
||||
{!mobile && <span className="app-bar-title">{gameInfo?.title}</span>}
|
||||
{!mobile && <span className="app-bar-title">{t(gameInfo?.title, {ns: gameId})}</span>}
|
||||
</div>
|
||||
<div className="nav-btns">
|
||||
{mobile && <MobileNavButtons pageNumber={pageNumber} setPageNumber={setPageNumber} />}
|
||||
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen} />
|
||||
</div>
|
||||
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
|
||||
<Button title="Game Info & Credits" inverted="true" to="" onClick={() => {toggleInfo(); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faCircleInfo} /> Game Info
|
||||
</Button>
|
||||
<Button title="Clear Progress" inverted="true" to="" onClick={() => {toggleEraseMenu(); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faEraser} /> Erase
|
||||
</Button>
|
||||
<Button title="Download Progress" inverted="true" to="" onClick={(ev) => {downloadProgress(gameId, gameProgress, ev); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faDownload} /> Download
|
||||
</Button>
|
||||
<Button title="Load Progress from JSON" inverted="true" to="" onClick={() => {toggleUploadMenu(); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faUpload} /> Upload
|
||||
</Button>
|
||||
<Button title="Impressum, privacy policy" inverted="true" to="" onClick={() => {toggleImpressum(); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faCircleInfo} /> Impressum
|
||||
</Button>
|
||||
<Button title="Preferences" inverted="true" to="" onClick={() => {togglePreferencesPopup(); setNavOpen(false)}}>
|
||||
<FontAwesomeIcon icon={faGear} /> Preferences
|
||||
</Button>
|
||||
<GameInfoButton setNavOpen={setNavOpen} toggleInfo={toggleInfo}/>
|
||||
<EraseButton setNavOpen={setNavOpen} toggleEraseMenu={toggleEraseMenu}/>
|
||||
<DownloadButton setNavOpen={setNavOpen} gameId={gameId} gameProgress={gameProgress}/>
|
||||
<UploadButton setNavOpen={setNavOpen} toggleUploadMenu={toggleUploadMenu}/>
|
||||
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
|
||||
<PreferencesButton setNavOpen={setNavOpen} togglePreferencesPopup={togglePreferencesPopup}/>
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
|
||||
/** the navigation bar in a level */
|
||||
export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=undefined, setPageNumber=undefined} : {
|
||||
export function LevelAppBar({isLoading, levelTitle, toggleImpressum, toggleInfo, togglePreferencesPopup, pageNumber=undefined, setPageNumber=undefined} : {
|
||||
isLoading: boolean,
|
||||
levelTitle: string,
|
||||
toggleImpressum: any,
|
||||
toggleInfo: any,
|
||||
togglePreferencesPopup: any,
|
||||
pageNumber?: number,
|
||||
setPageNumber?: any,
|
||||
}) {
|
||||
const { t } = useTranslation()
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
|
||||
const {mobile} = React.useContext(PreferencesContext)
|
||||
@@ -236,14 +280,16 @@ export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=
|
||||
<PreviousButton setNavOpen={setNavOpen} />
|
||||
<HomeButton isDropdown={true} />
|
||||
<InputModeButton setNavOpen={setNavOpen} isDropdown={true}/>
|
||||
<GameInfoButton setNavOpen={setNavOpen} toggleInfo={toggleInfo}/>
|
||||
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
|
||||
<PreferencesButton setNavOpen={setNavOpen} togglePreferencesPopup={togglePreferencesPopup}/>
|
||||
</div>
|
||||
</> :
|
||||
<>
|
||||
{/* DESKTOP VERSION */}
|
||||
<div className='app-bar-left'>
|
||||
<HomeButton isDropdown={false} />
|
||||
<span className="app-bar-title">{worldTitle && `World: ${worldTitle}`}</span>
|
||||
<span className="app-bar-title">{worldTitle && `${t("World")}: ${t(worldTitle, {ns: gameId})}`}</span>
|
||||
</div>
|
||||
<div>
|
||||
<span className="app-bar-title">{levelTitle}</span>
|
||||
@@ -252,7 +298,12 @@ export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=
|
||||
<PreviousButton setNavOpen={setNavOpen} />
|
||||
<NextButton worldSize={gameInfo.data?.worldSize[worldId]} difficulty={difficulty} completed={completed} setNavOpen={setNavOpen} />
|
||||
<InputModeButton setNavOpen={setNavOpen} isDropdown={false}/>
|
||||
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={false} />
|
||||
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen}/>
|
||||
</div>
|
||||
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
|
||||
<GameInfoButton setNavOpen={setNavOpen} toggleInfo={toggleInfo}/>
|
||||
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
|
||||
<PreferencesButton setNavOpen={setNavOpen} togglePreferencesPopup={togglePreferencesPopup}/>
|
||||
</div>
|
||||
</>
|
||||
}
|
||||
|
||||
@@ -1,22 +1,46 @@
|
||||
import { GameHint } from "./infoview/rpc_api";
|
||||
import { GameHint, InteractiveGoalsWithHints, ProofState } from "./infoview/rpc_api";
|
||||
import * as React from 'react';
|
||||
import Markdown from './markdown';
|
||||
import { ProofStep } from "./infoview/context";
|
||||
import { DeletedChatContext, ProofContext } from "./infoview/context";
|
||||
import { lastStepHasErrors } from "./infoview/goals";
|
||||
import { Button } from "./button";
|
||||
import { useTranslation } from "react-i18next";
|
||||
import { GameIdContext } from "../app";
|
||||
|
||||
/** Plug-in the variable names in a hint. We do this client-side to prepare
|
||||
* for i18n in the future. i.e. one should be able translate the `rawText`
|
||||
* and have the variables substituted just before displaying.
|
||||
*/
|
||||
function getHintText(hint: GameHint): string {
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
let { t } = useTranslation()
|
||||
if (hint.rawText) {
|
||||
// Replace the variable names used in the hint with the ones used by the player
|
||||
// variable names are marked like `«{g}»` inside the text.
|
||||
return t(hint.rawText, {ns: gameId}).replaceAll(/«\{(.*?)\}»/g, ((_, v) =>
|
||||
// `hint.varNames` contains tuples `[oldName, newName]`
|
||||
(hint.varNames.find(x => x[0] == v))[1]))
|
||||
} else {
|
||||
// hints created in the frontend do not have a `rawText`
|
||||
// TODO: `hint.text` could be removed in theory.
|
||||
return t(hint.text, {ns: gameId})
|
||||
}
|
||||
}
|
||||
|
||||
export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
|
||||
return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
|
||||
<Markdown>{hint.text}</Markdown>
|
||||
<Markdown>{getHintText(hint)}</Markdown>
|
||||
</div>
|
||||
}
|
||||
|
||||
export function HiddenHint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
|
||||
return <div className={`message warning step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
|
||||
<Markdown>{hint.text}</Markdown>
|
||||
<Markdown>{getHintText(hint)}</Markdown>
|
||||
</div>
|
||||
}
|
||||
|
||||
export function Hints({hints, showHidden, step, selected, toggleSelection, lastLevel} : {hints: GameHint[], showHidden: boolean, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
|
||||
|
||||
if (!hints) {return <></>}
|
||||
const openHints = hints.filter(hint => !hint.hidden)
|
||||
const hiddenHints = hints.filter(hint => hint.hidden)
|
||||
|
||||
@@ -29,7 +53,7 @@ export function Hints({hints, showHidden, step, selected, toggleSelection, lastL
|
||||
|
||||
export function DeletedHint({hint} : {hint: GameHint}) {
|
||||
return <div className="message information deleted-hint">
|
||||
<Markdown>{hint.text}</Markdown>
|
||||
<Markdown>{getHintText(hint)}</Markdown>
|
||||
</div>
|
||||
}
|
||||
|
||||
@@ -46,22 +70,56 @@ export function DeletedHints({hints} : {hints: GameHint[]}) {
|
||||
}
|
||||
|
||||
/** 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.
|
||||
* Hidden hints are not filtered.
|
||||
*/
|
||||
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))
|
||||
}
|
||||
})
|
||||
export function filterHints(hints: GameHint[], prevHints: GameHint[]): GameHint[] {
|
||||
if (!hints) {
|
||||
return []}
|
||||
else if (!prevHints) {
|
||||
return hints }
|
||||
else {
|
||||
return hints.filter((hint) => hint.hidden ||
|
||||
(prevHints.find(x => (x.text == hint.text && x.hidden == hint.hidden)) === undefined)
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function hasHiddenHints(step: InteractiveGoalsWithHints): boolean {
|
||||
return step?.goals[0]?.hints.some((hint) => hint.hidden)
|
||||
}
|
||||
|
||||
|
||||
export function MoreHelpButton({selected=null} : {selected?: number}) {
|
||||
|
||||
const { t } = useTranslation()
|
||||
|
||||
const {proof, setProof} = React.useContext(ProofContext)
|
||||
const {deletedChat, setDeletedChat, showHelp, setShowHelp} = React.useContext(DeletedChatContext)
|
||||
|
||||
let k = proof?.steps.length ?
|
||||
((selected === null) ? (proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1)) : selected)
|
||||
: 0
|
||||
|
||||
const activateHiddenHints = (ev) => {
|
||||
// If the last step (`k`) has errors, we want the hidden hints from the
|
||||
// second-to-last step to be affected
|
||||
if (!(proof?.steps.length)) {return}
|
||||
|
||||
// state must not be mutated, therefore we need to clone the set
|
||||
let tmp = new Set(showHelp)
|
||||
if (tmp.has(k)) {
|
||||
tmp.delete(k)
|
||||
} else {
|
||||
tmp.add(k)
|
||||
}
|
||||
setShowHelp(tmp)
|
||||
console.debug(`help: ${Array.from(tmp.values())}`)
|
||||
}
|
||||
|
||||
if (hasHiddenHints(proof?.steps[k]) && !showHelp.has(k)) {
|
||||
return <Button to="" onClick={activateHiddenHints}>
|
||||
{t("Show more help!")}
|
||||
</Button>
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,8 +3,9 @@
|
||||
*/
|
||||
import * as React from 'react';
|
||||
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
|
||||
import { InteractiveDiagnostic, InteractiveTermGoal } from '@leanprover/infoview-api';
|
||||
import { GameHint, InteractiveGoal, InteractiveGoals } from './rpc_api';
|
||||
import { InteractiveDiagnostic } from '@leanprover/infoview-api';
|
||||
import { Diagnostic } from 'vscode-languageserver-types'
|
||||
import { GameHint, InteractiveGoal, InteractiveTermGoal,InteractiveGoalsWithHints, ProofState } from './rpc_api';
|
||||
import { PreferencesState } from '../../state/preferences';
|
||||
|
||||
export const MonacoEditorContext = React.createContext<monaco.editor.IStandaloneCodeEditor>(
|
||||
@@ -12,37 +13,49 @@ export const MonacoEditorContext = React.createContext<monaco.editor.IStandalone
|
||||
|
||||
export type InfoStatus = 'updating' | 'error' | 'ready';
|
||||
|
||||
/** One step of the proof */
|
||||
export type ProofStep = {
|
||||
/** The command in this step */
|
||||
command : string
|
||||
/** List of goals *after* this command */
|
||||
goals: InteractiveGoal[] // TODO: Add correct type
|
||||
/** Story relevant messages */
|
||||
hints: GameHint[] // TODO: Add correct type
|
||||
/** Errors and warnings */
|
||||
errors: InteractiveDiagnostic[] // TODO: Add correct type
|
||||
}
|
||||
// /** One step of the proof */
|
||||
// export type ProofStep = {
|
||||
// /** The command in this step */
|
||||
// command : string
|
||||
// /** List of goals *after* this command */
|
||||
// goals: InteractiveGoal[] // TODO: Add correct type
|
||||
// /** Story relevant messages */
|
||||
// hints: GameHint[] // TODO: Add correct type
|
||||
// /** Errors and warnings */
|
||||
// errors: InteractiveDiagnostic[] // TODO: Add correct type
|
||||
// }
|
||||
|
||||
/** The context storing the proof step-by-step for the command line mode */
|
||||
export const ProofContext = React.createContext<{
|
||||
/** The proof consists of multiple steps that are processed one after the other.
|
||||
* In particular multi-line terms like `match`-statements will not be supported.
|
||||
*
|
||||
* Note that the first step will always have `null` as command
|
||||
* Note that the first step will always have "" as command
|
||||
*/
|
||||
proof: ProofStep[],
|
||||
setProof: React.Dispatch<React.SetStateAction<Array<ProofStep>>>
|
||||
proof: ProofState,
|
||||
setProof: React.Dispatch<React.SetStateAction<ProofState>>
|
||||
/** TODO: Workaround to capture a crash of the gameserver. */
|
||||
interimDiags: Diagnostic[],
|
||||
setInterimDiags: React.Dispatch<React.SetStateAction<Array<Diagnostic>>>
|
||||
/** TODO: Workaround to capture a crash of the gameserver. */
|
||||
crashed: Boolean,
|
||||
setCrashed: React.Dispatch<React.SetStateAction<Boolean>>
|
||||
}>({
|
||||
proof: [],
|
||||
setProof: () => {} // TODO: implement me
|
||||
proof: {steps: [], diagnostics: [], completed: false, completedWithWarnings: false},
|
||||
setProof: () => {},
|
||||
interimDiags: [],
|
||||
setInterimDiags: () => {},
|
||||
crashed: false,
|
||||
setCrashed: () => {}
|
||||
})
|
||||
|
||||
|
||||
// TODO: Do we still need that?
|
||||
export interface ProofStateProps {
|
||||
// pos: DocumentPosition;
|
||||
status: InfoStatus;
|
||||
messages: InteractiveDiagnostic[];
|
||||
goals?: InteractiveGoals;
|
||||
goals?: InteractiveGoalsWithHints;
|
||||
termGoal?: InteractiveTermGoal;
|
||||
error?: string;
|
||||
// userWidgets: UserWidgetInstance[];
|
||||
@@ -50,31 +63,34 @@ export interface ProofStateProps {
|
||||
// triggerUpdate: () => Promise<void>;
|
||||
}
|
||||
|
||||
export const ProofStateContext = React.createContext<{
|
||||
proofState : ProofStateProps,
|
||||
setProofState: React.Dispatch<React.SetStateAction<ProofStateProps>>
|
||||
}>({
|
||||
proofState : {
|
||||
status: 'updating',
|
||||
messages: [],
|
||||
goals: undefined,
|
||||
termGoal: undefined,
|
||||
error: undefined},
|
||||
setProofState: () => {},
|
||||
})
|
||||
// export const ProofStateContext = React.createContext<{
|
||||
// proofState : ProofStateProps,
|
||||
// setProofState: React.Dispatch<React.SetStateAction<ProofStateProps>>
|
||||
// }>({
|
||||
// proofState : {
|
||||
// status: 'updating',
|
||||
// messages: [],
|
||||
// goals: undefined,
|
||||
// termGoal: undefined,
|
||||
// error: undefined},
|
||||
// setProofState: () => {},
|
||||
// })
|
||||
|
||||
export interface IPreferencesContext extends PreferencesState{
|
||||
mobile: boolean, // The variables that actually control the page 'layout' can only be changed through layout.
|
||||
setLayout: React.Dispatch<React.SetStateAction<PreferencesState["layout"]>>;
|
||||
setIsSavePreferences: React.Dispatch<React.SetStateAction<Boolean>>;
|
||||
setIsSavePreferences: React.Dispatch<React.SetStateAction<PreferencesState["isSavePreferences"]>>;
|
||||
setLanguage: React.Dispatch<React.SetStateAction<PreferencesState["language"]>>;
|
||||
}
|
||||
|
||||
export const PreferencesContext = React.createContext<IPreferencesContext>({
|
||||
mobile: false,
|
||||
layout: "auto",
|
||||
isSavePreferences: false,
|
||||
language: "en",
|
||||
setLayout: () => {},
|
||||
setIsSavePreferences: () => {}
|
||||
setIsSavePreferences: () => {},
|
||||
setLanguage: () => {},
|
||||
})
|
||||
|
||||
export const WorldLevelIdContext = React.createContext<{
|
||||
@@ -112,13 +128,13 @@ export const InputModeContext = React.createContext<{
|
||||
setTypewriterMode: React.Dispatch<React.SetStateAction<boolean>>,
|
||||
typewriterInput: string,
|
||||
setTypewriterInput: React.Dispatch<React.SetStateAction<string>>,
|
||||
lockInputMode: boolean,
|
||||
setLockInputMode: React.Dispatch<React.SetStateAction<boolean>>,
|
||||
lockEditorMode: boolean,
|
||||
setLockEditorMode: React.Dispatch<React.SetStateAction<boolean>>,
|
||||
}>({
|
||||
typewriterMode: true,
|
||||
setTypewriterMode: () => {},
|
||||
typewriterInput: "",
|
||||
setTypewriterInput: () => {},
|
||||
lockInputMode: false,
|
||||
setLockInputMode: () => {},
|
||||
lockEditorMode: false,
|
||||
setLockEditorMode: () => {},
|
||||
});
|
||||
|
||||
@@ -10,7 +10,11 @@ import { Locations, LocationsContext, SelectableLocation } from '../../../../nod
|
||||
import { InteractiveCode } from '../../../../node_modules/lean4-infoview/src/infoview/interactiveCode'
|
||||
import { WithTooltipOnHover } from '../../../../node_modules/lean4-infoview/src/infoview/tooltips';
|
||||
import { InputModeContext } from './context';
|
||||
import { InteractiveGoal, InteractiveGoals, InteractiveHypothesisBundle } from './rpc_api';
|
||||
import { InteractiveGoal, InteractiveGoals, InteractiveGoalsWithHints, InteractiveHypothesisBundle, ProofState } from './rpc_api';
|
||||
import { RpcSessionAtPos } from '@leanprover/infoview/*';
|
||||
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
|
||||
import { DiagnosticSeverity } from 'vscode-languageserver-protocol';
|
||||
import { useTranslation } from 'react-i18next';
|
||||
|
||||
/** Returns true if `h` is inaccessible according to Lean's default name rendering. */
|
||||
function isInaccessibleName(h: string): boolean {
|
||||
@@ -39,7 +43,11 @@ function goalToString(g: InteractiveGoal): string {
|
||||
}
|
||||
|
||||
export function goalsToString(goals: InteractiveGoals): string {
|
||||
return goals.goals.map(goalToString).join('\n\n')
|
||||
return goals.goals.map(g => goalToString(g)).join('\n\n')
|
||||
}
|
||||
|
||||
export function goalsWithHintsToString(goals: InteractiveGoalsWithHints): string {
|
||||
return goals.goals.map(g => goalToString(g.goal)).join('\n\n')
|
||||
}
|
||||
|
||||
interface GoalFilterState {
|
||||
@@ -127,16 +135,12 @@ interface GoalProps {
|
||||
typewriter: boolean
|
||||
}
|
||||
|
||||
interface ProofDisplayProps {
|
||||
proof: string
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Displays the hypotheses, target type and optional case label of a goal according to the
|
||||
* provided `filter`. */
|
||||
export const Goal = React.memo((props: GoalProps) => {
|
||||
const { goal, filter, showHints, typewriter } = props
|
||||
let { t } = useTranslation()
|
||||
|
||||
// TODO: Apparently `goal` can be `undefined`
|
||||
if (!goal) {return <></>}
|
||||
@@ -150,7 +154,7 @@ export const Goal = React.memo((props: GoalProps) => {
|
||||
undefined,
|
||||
[locs, goal.mvarId])
|
||||
const goalLi = <div key={'goal'}>
|
||||
<div className="goal-title">Goal: </div>
|
||||
<div className="goal-title">{t("Goal")}:</div>
|
||||
<LocationsContext.Provider value={goalLocs}>
|
||||
<InteractiveCode fmt={goal.type} />
|
||||
</LocationsContext.Provider>
|
||||
@@ -163,24 +167,23 @@ export const Goal = React.memo((props: GoalProps) => {
|
||||
// const hints = <Hints hints={goal.hints} key={goal.mvarId} />
|
||||
const objectHyps = hyps.filter(hyp => !hyp.isAssumption)
|
||||
const assumptionHyps = hyps.filter(hyp => hyp.isAssumption)
|
||||
const {typewriterMode} = React.useContext(InputModeContext)
|
||||
|
||||
return <div>
|
||||
{/* {goal.userName && <div><strong className="goal-case">case </strong>{goal.userName}</div>} */}
|
||||
{filter.reverse && goalLi}
|
||||
{! typewriter && objectHyps.length > 0 &&
|
||||
<div className="hyp-group"><div className="hyp-group-title">Objects:</div>
|
||||
<div className="hyp-group"><div className="hyp-group-title">{t("Objects")}:</div>
|
||||
{objectHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> }
|
||||
{!typewriter && assumptionHyps.length > 0 &&
|
||||
<div className="hyp-group"><div className="hyp-group-title">Assumptions:</div>
|
||||
<div className="hyp-group"><div className="hyp-group-title">{t("Assumptions")}:</div>
|
||||
{assumptionHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> }
|
||||
{/* {typewriter && typewriterMode && <Typewriter />} */}
|
||||
{!filter.reverse && goalLi}
|
||||
{/* {showHints && hints} */}
|
||||
</div>
|
||||
})
|
||||
|
||||
export const MainAssumptions = React.memo((props: GoalProps2) => {
|
||||
let { t } = useTranslation()
|
||||
const { goals, filter } = props
|
||||
|
||||
const goal = goals[0]
|
||||
@@ -195,7 +198,7 @@ export const MainAssumptions = React.memo((props: GoalProps2) => {
|
||||
[locs, goal.mvarId])
|
||||
|
||||
const goalLi = <div key={'goal'}>
|
||||
<div className="goal-title">Goal: </div>
|
||||
<div className="goal-title">{t("Goal") + ":"}</div>
|
||||
<LocationsContext.Provider value={goalLocs}>
|
||||
<InteractiveCode fmt={goal.type} />
|
||||
</LocationsContext.Provider>
|
||||
@@ -205,25 +208,26 @@ export const MainAssumptions = React.memo((props: GoalProps2) => {
|
||||
const assumptionHyps = hyps.filter(hyp => hyp.isAssumption)
|
||||
|
||||
return <div id="main-assumptions">
|
||||
<div className="goals-section-title">Current Goal</div>
|
||||
<div className="goals-section-title">{t("Current Goal")}</div>
|
||||
{filter.reverse && goalLi}
|
||||
{ objectHyps.length > 0 &&
|
||||
<div className="hyp-group"><div className="hyp-group-title">Objects:</div>
|
||||
<div className="hyp-group"><div className="hyp-group-title">{t("Objects") + ":"}</div>
|
||||
{objectHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> }
|
||||
{ assumptionHyps.length > 0 &&
|
||||
<div className="hyp-group">
|
||||
<div className="hyp-group-title">Assumptions:</div>
|
||||
<div className="hyp-group-title">{t("Assumptions") + ":"}</div>
|
||||
{assumptionHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}
|
||||
</div> }
|
||||
</div>
|
||||
})
|
||||
|
||||
export const OtherGoals = React.memo((props: GoalProps2) => {
|
||||
let { t } = useTranslation()
|
||||
const { goals, filter } = props
|
||||
return <>
|
||||
{goals && goals.length > 1 &&
|
||||
<div id="other-goals" className="other-goals">
|
||||
<div className="goals-section-title">Further Goals</div>
|
||||
<div className="goals-section-title">{t("Further Goals")}</div>
|
||||
{goals.slice(1).map((goal, i) =>
|
||||
<details key={i}>
|
||||
<summary>
|
||||
@@ -235,36 +239,17 @@ export const OtherGoals = React.memo((props: GoalProps2) => {
|
||||
</>
|
||||
})
|
||||
|
||||
// TODO: deprecated
|
||||
export const ProofDisplay = React.memo((props : ProofDisplayProps) => {
|
||||
const { proof } = props
|
||||
const steps = proof.match(/.+/g)
|
||||
return <>
|
||||
{ steps &&
|
||||
<div id="current-proof">
|
||||
<div className="goals-section-title">Proof history</div>
|
||||
<div className="proof-display-wrapper">
|
||||
<div className="proof-display">
|
||||
{steps.map((s) =>
|
||||
<div>{s}</div>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
</div>}
|
||||
</>
|
||||
})
|
||||
|
||||
interface GoalsProps {
|
||||
goals: InteractiveGoals
|
||||
goals: InteractiveGoalsWithHints
|
||||
filter: GoalFilterState
|
||||
}
|
||||
|
||||
export function Goals({ goals, filter }: GoalsProps) {
|
||||
if (goals.goals.length === 0) {
|
||||
return <>No goals</>
|
||||
return <></>
|
||||
} else {
|
||||
return <>
|
||||
{goals.goals.map((g, i) => <Goal typewriter={false} key={i} goal={g} filter={filter} />)}
|
||||
{goals.goals.map((g, i) => <Goal typewriter={false} key={i} goal={g.goal} filter={filter} />)}
|
||||
</>
|
||||
}
|
||||
}
|
||||
@@ -276,7 +261,7 @@ interface FilteredGoalsProps {
|
||||
* When this is `undefined`, the component will not appear at all but will remember its state
|
||||
* by virtue of still being mounted in the React tree. When it does appear again, the filter
|
||||
* settings and collapsed state will be as before. */
|
||||
goals?: InteractiveGoals
|
||||
goals?: InteractiveGoalsWithHints
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -291,7 +276,7 @@ export const FilteredGoals = React.memo(({ headerChildren, goals }: FilteredGoal
|
||||
data-id="copy-goal-to-comment"
|
||||
onClick={e => {
|
||||
e.preventDefault();
|
||||
if (goals) void ec.copyToComment(goalsToString(goals))
|
||||
if (goals) void ec.copyToComment(goalsWithHintsToString(goals))
|
||||
}}
|
||||
title="copy state to comment" />
|
||||
|
||||
@@ -336,3 +321,45 @@ export const FilteredGoals = React.memo(({ headerChildren, goals }: FilteredGoal
|
||||
</details>
|
||||
</div>
|
||||
})
|
||||
|
||||
export function loadGoals(
|
||||
rpcSess: RpcSessionAtPos,
|
||||
uri: string,
|
||||
setProof: React.Dispatch<React.SetStateAction<ProofState>>,
|
||||
setCrashed: React.Dispatch<React.SetStateAction<Boolean>>) {
|
||||
console.info('sending rpc request to load the proof state')
|
||||
|
||||
rpcSess.call('Game.getProofState', DocumentPosition.toTdpp({line: 0, character: 0, uri: uri})).then(
|
||||
(proof : ProofState) => {
|
||||
if (typeof proof !== 'undefined') {
|
||||
console.info(`received a proof state!`)
|
||||
console.log(proof)
|
||||
setProof(proof)
|
||||
setCrashed(false)
|
||||
} else {
|
||||
console.warn('received undefined proof state!')
|
||||
setCrashed(true)
|
||||
// setProof(undefined)
|
||||
}
|
||||
}
|
||||
).catch((error) => {
|
||||
setCrashed(true)
|
||||
console.warn(error)
|
||||
})
|
||||
}
|
||||
|
||||
|
||||
export function lastStepHasErrors (proof : ProofState): boolean {
|
||||
if (!proof?.steps.length) {return false}
|
||||
|
||||
let diags = [...proof.steps[proof.steps.length - 1].diags, ...proof.diagnostics]
|
||||
|
||||
return diags.some(
|
||||
(d) => (d.severity == DiagnosticSeverity.Error ) // || d.severity == DiagnosticSeverity.Warning
|
||||
)
|
||||
}
|
||||
|
||||
export function isLastStepWithErrors (proof : ProofState, i: number): boolean {
|
||||
if (!proof?.steps.length) {return false}
|
||||
return (i == proof.steps.length - 1) && lastStepHasErrors(proof)
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@ import * as React from 'react'
|
||||
import { CircularProgress } from '@mui/material'
|
||||
import type { Location, Diagnostic } from 'vscode-languageserver-protocol'
|
||||
import { getInteractiveTermGoal, InteractiveDiagnostic, UserWidgetInstance, Widget_getWidgets, RpcSessionAtPos, isRpcError,
|
||||
RpcErrorCode, getInteractiveDiagnostics, InteractiveTermGoal } from '@leanprover/infoview-api'
|
||||
RpcErrorCode, getInteractiveDiagnostics } from '@leanprover/infoview-api'
|
||||
import { basename, DocumentPosition, RangeHelpers, useEvent, usePausableState, discardMethodNotFound,
|
||||
mapRpcError, useAsyncWithTrigger, PausableProps } from '../../../../node_modules/lean4-infoview/src/infoview/util'
|
||||
import { ConfigContext, EditorContext, LspDiagnosticsContext, ProgressContext } from '../../../../node_modules/lean4-infoview/src/infoview/contexts'
|
||||
@@ -13,9 +13,10 @@ import { RpcContext, useRpcSessionAtPos } from '../../../../node_modules/lean4-i
|
||||
import { GoalsLocation, Locations, LocationsContext } from '../../../../node_modules/lean4-infoview/src/infoview/goalLocation'
|
||||
|
||||
import { AllMessages, lspDiagToInteractive } from './messages'
|
||||
import { goalsToString, Goal, MainAssumptions, OtherGoals, ProofDisplay } from './goals'
|
||||
import { InteractiveGoals } from './rpc_api'
|
||||
import { goalsToString, Goal, MainAssumptions, OtherGoals } from './goals'
|
||||
import { InteractiveTermGoal, InteractiveGoalsWithHints, InteractiveGoals, ProofState } from './rpc_api'
|
||||
import { MonacoEditorContext, ProofStateProps, InfoStatus, ProofContext } from './context'
|
||||
import { useTranslation } from 'react-i18next'
|
||||
|
||||
// TODO: All about pinning could probably be removed
|
||||
type InfoKind = 'cursor' | 'pin'
|
||||
@@ -83,11 +84,12 @@ interface InfoDisplayContentProps extends PausableProps {
|
||||
error?: string
|
||||
userWidgets: UserWidgetInstance[]
|
||||
triggerUpdate: () => Promise<void>
|
||||
proof? : string
|
||||
proofString? : string
|
||||
}
|
||||
|
||||
const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
|
||||
const {pos, messages, goals, termGoal, error, userWidgets, triggerUpdate, isPaused, setPaused, proof} = props
|
||||
let { t } = useTranslation()
|
||||
const {pos, messages, goals, termGoal, error, userWidgets, triggerUpdate, isPaused, setPaused, proofString} = props
|
||||
|
||||
const hasWidget = userWidgets.length > 0
|
||||
const hasError = !!error
|
||||
@@ -114,7 +116,8 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
|
||||
|
||||
const goalFilter = { reverse: false, showType: true, showInstance: true, showHiddenAssumption: true, showLetValue: true }
|
||||
/* Adding {' '} to manage string literals properly: https://reactjs.org/docs/jsx-in-depth.html#string-literals-1 */
|
||||
return <>
|
||||
|
||||
return <>
|
||||
{hasError &&
|
||||
<div className='error' key='errors'>
|
||||
Error updating:{' '}{error}.
|
||||
@@ -130,14 +133,14 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
|
||||
<div>
|
||||
{ goals && (goals.goals.length > 0
|
||||
? <Goal typewriter={true} filter={goalFilter} key='mainGoal' goal={goals.goals[0]} showHints={true} />
|
||||
: <div className="goals-section-title">No Goals</div>
|
||||
: <div className="goals-section-title">{t("No Goals")}</div>
|
||||
)}
|
||||
</div>
|
||||
</LocationsContext.Provider>
|
||||
{userWidgets.map(widget =>
|
||||
<details key={`widget::${widget.id}::${widget.range?.toString()}`} open>
|
||||
<summary className='mv2 pointer'>{widget.name}</summary>
|
||||
<PanelWidgetDisplay pos={pos} goals={goals ? goals.goals.map (goal => goal) : []}
|
||||
<PanelWidgetDisplay pos={pos} goals={goals ? goals.goals : []}
|
||||
termGoal={termGoal} selectedLocations={selectedLocs} widget={widget}/>
|
||||
</details>
|
||||
)}
|
||||
@@ -149,7 +152,7 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
|
||||
{' '}or <a className='link pointer dim' onClick={e => { e.preventDefault(); setPaused(false) }}>resume updating</a>
|
||||
{' '}to see information.
|
||||
</span> :
|
||||
<><CircularProgress /><div>Loading goal...</div></>)}
|
||||
<><CircularProgress /><div>{t("Loading goal…")}</div></>)}
|
||||
<AllMessages />
|
||||
{/* <LocationsContext.Provider value={locs}>
|
||||
{goals && goals.goals.length > 1 && <div className="goals-section other-goals">
|
||||
@@ -166,6 +169,7 @@ interface InfoDisplayProps {
|
||||
pos: DocumentPosition,
|
||||
status: InfoStatus,
|
||||
messages: InteractiveDiagnostic[],
|
||||
proof?: ProofState,
|
||||
goals?: InteractiveGoals,
|
||||
termGoal?: InteractiveTermGoal,
|
||||
error?: string,
|
||||
@@ -175,7 +179,7 @@ interface InfoDisplayProps {
|
||||
}
|
||||
|
||||
/** Displays goal state and messages. Can be paused. */
|
||||
function InfoDisplay(props0: ProofStateProps & InfoDisplayProps & InfoPinnable) {
|
||||
function InfoDisplay(props0: InfoDisplayProps & InfoPinnable) {
|
||||
// Used to update the paused state *just once* if it is paused,
|
||||
// but a display update is triggered
|
||||
const [shouldRefresh, setShouldRefresh] = React.useState<boolean>(false)
|
||||
@@ -214,7 +218,7 @@ function InfoDisplay(props0: ProofStateProps & InfoDisplayProps & InfoPinnable)
|
||||
{/* <details open> */}
|
||||
{/* <InfoStatusBar {...props} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} /> */}
|
||||
<div className="vscode-light">
|
||||
<InfoDisplayContent {...props} proof={editor.getValue()} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} />
|
||||
<InfoDisplayContent {...props} proofString={editor.getValue()} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} />
|
||||
</div>
|
||||
{/* </details> */}
|
||||
</RpcContext.Provider>
|
||||
@@ -252,7 +256,7 @@ function useIsProcessingAt(p: DocumentPosition): boolean {
|
||||
|
||||
function InfoAux(props: InfoProps) {
|
||||
|
||||
const proofContext = React.useContext(ProofContext)
|
||||
const { setProof } = React.useContext(ProofContext)
|
||||
|
||||
const config = React.useContext(ConfigContext)
|
||||
|
||||
@@ -290,6 +294,10 @@ function InfoAux(props: InfoProps) {
|
||||
// with e.g. a new `pos`.
|
||||
type InfoRequestResult = Omit<InfoDisplayProps, 'triggerUpdate'>
|
||||
const [state, triggerUpdateCore] = useAsyncWithTrigger(() => new Promise<InfoRequestResult>((resolve, reject) => {
|
||||
|
||||
const proofReq = rpcSess.call('Game.getProofState', DocumentPosition.toTdpp(pos)).catch((error) => {
|
||||
console.warn(error)
|
||||
})
|
||||
const goalsReq = rpcSess.call('Game.getInteractiveGoals', DocumentPosition.toTdpp(pos))
|
||||
const termGoalReq = getInteractiveTermGoal(rpcSess, DocumentPosition.toTdpp(pos))
|
||||
const widgetsReq = Widget_getWidgets(rpcSess, pos).catch(discardMethodNotFound)
|
||||
@@ -308,6 +316,7 @@ function InfoAux(props: InfoProps) {
|
||||
pos,
|
||||
status: 'updating',
|
||||
messages: lspDiagsHere.map(lspDiagToInteractive),
|
||||
proof: undefined,
|
||||
goals: undefined,
|
||||
termGoal: undefined,
|
||||
error: undefined,
|
||||
@@ -318,11 +327,12 @@ function InfoAux(props: InfoProps) {
|
||||
|
||||
// NB: it is important to await await reqs at once, otherwise
|
||||
// if both throw then one exception becomes unhandled.
|
||||
Promise.all([goalsReq, termGoalReq, widgetsReq, messagesReq]).then(
|
||||
([goals, termGoal, userWidgets, messages]) => resolve({
|
||||
Promise.all([proofReq, goalsReq, termGoalReq, widgetsReq, messagesReq]).then(
|
||||
([proof, goals, termGoal, userWidgets, messages]) => resolve({
|
||||
pos,
|
||||
status: 'ready',
|
||||
messages,
|
||||
proof : proof as any,
|
||||
goals: goals as any,
|
||||
termGoal,
|
||||
error: undefined,
|
||||
@@ -353,6 +363,7 @@ function InfoAux(props: InfoProps) {
|
||||
pos,
|
||||
status: 'error',
|
||||
messages: lspDiagsHere.map(lspDiagToInteractive),
|
||||
proof: undefined,
|
||||
goals: undefined,
|
||||
termGoal: undefined,
|
||||
error: `Error fetching goals: ${errorString}`,
|
||||
@@ -389,6 +400,7 @@ function InfoAux(props: InfoProps) {
|
||||
pos,
|
||||
status: 'updating',
|
||||
messages: [],
|
||||
proof: undefined,
|
||||
goals: undefined,
|
||||
termGoal: undefined,
|
||||
error: undefined,
|
||||
@@ -412,6 +424,11 @@ function InfoAux(props: InfoProps) {
|
||||
// hintContext.setHints(state.value.goals.goals[0].hints)
|
||||
// }
|
||||
setDisplayProps({ ...state.value, triggerUpdate })
|
||||
|
||||
// Update the game's proof state
|
||||
console.info('updating proof from editor mode.')
|
||||
setProof(state.value.proof)
|
||||
|
||||
} else if (state.state === 'rejected' && state.error !== 'retry') {
|
||||
// The code inside `useAsyncWithTrigger` may only ever reject with a `retry` exception.
|
||||
console.warn('Unreachable code reached with error: ', state.error)
|
||||
|
||||
@@ -6,9 +6,11 @@ import { DidChangeTextDocumentParams, DidCloseTextDocumentParams, TextDocumentCo
|
||||
import { EditorContext } from '../../../../node_modules/lean4-infoview/src/infoview/contexts';
|
||||
import { DocumentPosition, Keyed, PositionHelpers, useClientNotificationEffect, useClientNotificationState, useEvent, useEventResult } from '../../../../node_modules/lean4-infoview/src/infoview/util';
|
||||
import { Info, InfoProps } from './info';
|
||||
import { useTranslation } from 'react-i18next';
|
||||
|
||||
/** Manages and displays pinned infos, as well as info for the current location. */
|
||||
export function Infos() {
|
||||
let { t } = useTranslation()
|
||||
const ec = React.useContext(EditorContext);
|
||||
|
||||
// Update pins when the document changes. In particular, when edits are made
|
||||
@@ -126,6 +128,6 @@ export function Infos() {
|
||||
|
||||
return <div>
|
||||
{infoProps.map (ps => <Info {...ps} />)}
|
||||
{!curPos && <p>Click somewhere in the Lean file to enable the infoview.</p> }
|
||||
{!curPos && <p>{t("Click somewhere in the Lean file to enable the infoview.")}</p> }
|
||||
</div>;
|
||||
}
|
||||
|
||||
@@ -20,30 +20,35 @@ import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
|
||||
|
||||
import { GameIdContext } from '../../app';
|
||||
import { useAppDispatch, useAppSelector } from '../../hooks';
|
||||
import { LevelInfo } from '../../state/api';
|
||||
import { LevelInfo, useGetGameInfoQuery } from '../../state/api';
|
||||
import { changedInventory, levelCompleted, selectCode, selectCompleted, selectInventory } from '../../state/progress';
|
||||
import Markdown from '../markdown';
|
||||
|
||||
import { Infos } from './infos';
|
||||
import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages';
|
||||
import { Goal } from './goals';
|
||||
import { DeletedChatContext, InputModeContext, PreferencesContext, MonacoEditorContext, ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './context';
|
||||
import { Typewriter, hasErrors, hasInteractiveErrors } from './typewriter';
|
||||
import { Goal, isLastStepWithErrors, lastStepHasErrors, loadGoals } from './goals';
|
||||
import { DeletedChatContext, InputModeContext, PreferencesContext, MonacoEditorContext, ProofContext, SelectionContext, WorldLevelIdContext } from './context';
|
||||
import { Typewriter, getInteractiveDiagsAt, hasErrors, hasInteractiveErrors } from './typewriter';
|
||||
import { InteractiveDiagnostic } from '@leanprover/infoview/*';
|
||||
import { Button } from '../button';
|
||||
import { CircularProgress } from '@mui/material';
|
||||
import { GameHint } from './rpc_api';
|
||||
import { GameHint, InteractiveGoalsWithHints, ProofState } from './rpc_api';
|
||||
import { store } from '../../state/store';
|
||||
import { Hints, filterHints } from '../hints';
|
||||
import { Hints, MoreHelpButton, filterHints } from '../hints';
|
||||
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
|
||||
import { DiagnosticSeverity } from 'vscode-languageclient';
|
||||
import { useTranslation } from 'react-i18next';
|
||||
import path from 'path';
|
||||
|
||||
|
||||
/** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
|
||||
* always present, or the monaco editor cannot start.
|
||||
*/
|
||||
export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize }) {
|
||||
const ec = React.useContext(EditorContext)
|
||||
const { typewriterMode } = React.useContext(InputModeContext)
|
||||
const { typewriterMode, lockEditorMode } = React.useContext(InputModeContext)
|
||||
return <>
|
||||
<div className={typewriterMode ? 'hidden' : ''}>
|
||||
<div className={(typewriterMode && !lockEditorMode) ? 'hidden' : ''}>
|
||||
<ExerciseStatement data={level} showLeanStatement={true} />
|
||||
<div ref={codeviewRef} className={'codeview'}></div>
|
||||
</div>
|
||||
@@ -59,38 +64,37 @@ export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize })
|
||||
function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: string, levelId: number, level: LevelInfo, worldSize: number }) {
|
||||
const ec = React.useContext(EditorContext)
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const { typewriterMode } = React.useContext(InputModeContext)
|
||||
const { typewriterMode, lockEditorMode } = React.useContext(InputModeContext)
|
||||
|
||||
const {proof, setProof} = React.useContext(ProofContext)
|
||||
|
||||
// Mark level as completed when server gives notification
|
||||
const dispatch = useAppDispatch()
|
||||
useServerNotificationEffect(
|
||||
'$/game/completed',
|
||||
(params: any) => {
|
||||
if (ec.events.changedCursorLocation.current &&
|
||||
ec.events.changedCursorLocation.current.uri === params.uri) {
|
||||
dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId }))
|
||||
|
||||
// On completion, add the names of all new items to the local storage
|
||||
let newTiles = [
|
||||
...level?.tactics,
|
||||
...level?.lemmas,
|
||||
...level?.definitions
|
||||
].filter((tile) => tile.new).map((tile) => tile.name)
|
||||
React.useEffect(() => {
|
||||
if (proof?.completed) {
|
||||
dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId }))
|
||||
|
||||
// Add the proven statement to the local storage as well.
|
||||
if (level?.statementName != null) {
|
||||
newTiles.push(level?.statementName)
|
||||
}
|
||||
// On completion, add the names of all new items to the local storage
|
||||
let newTiles = [
|
||||
...level?.tactics,
|
||||
...level?.lemmas,
|
||||
...level?.definitions
|
||||
].filter((tile) => tile.new).map((tile) => tile.name)
|
||||
|
||||
let inv: string[] = selectInventory(gameId)(store.getState())
|
||||
|
||||
// add new items and remove duplicates
|
||||
let newInv = [...inv, ...newTiles].filter((item, i, array) => array.indexOf(item) == i)
|
||||
|
||||
dispatch(changedInventory({ game: gameId, inventory: newInv }))
|
||||
// Add the proven statement to the local storage as well.
|
||||
if (level?.statementName != null) {
|
||||
newTiles.push(level?.statementName)
|
||||
}
|
||||
}, [level]
|
||||
)
|
||||
|
||||
let inv: string[] = selectInventory(gameId)(store.getState())
|
||||
|
||||
// add new items and remove duplicates
|
||||
let newInv = [...inv, ...newTiles].filter((item, i, array) => array.indexOf(item) == i)
|
||||
|
||||
dispatch(changedInventory({ game: gameId, inventory: newInv }))
|
||||
|
||||
}
|
||||
}, [proof, level])
|
||||
|
||||
/* Set up updates to the global infoview state on editor events. */
|
||||
const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
|
||||
@@ -110,7 +114,7 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
|
||||
<WithRpcSessions>
|
||||
<WithLspDiagnosticsContext>
|
||||
<ProgressContext.Provider value={allProgress}>
|
||||
{typewriterMode ?
|
||||
{(typewriterMode && !lockEditorMode) ?
|
||||
<TypewriterInterfaceWrapper world={worldId} level={levelId} data={level} worldSize={worldSize}/>
|
||||
:
|
||||
<Main key={`${worldId}/${levelId}`} world={worldId} level={levelId} data={level} />
|
||||
@@ -132,12 +136,15 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
|
||||
* If `showLeanStatement` is true, it will additionally display the lean code.
|
||||
*/
|
||||
function ExerciseStatement({ data, showLeanStatement = false }) {
|
||||
let { t } = useTranslation()
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
|
||||
if (!(data?.descrText || data?.descrFormat)) { return <></> }
|
||||
return <>
|
||||
<div className="exercise-statement">
|
||||
{data?.descrText &&
|
||||
<Markdown>
|
||||
{(data?.displayName ? `**Theorem** \`${data?.displayName}\`: ` : '') + data?.descrText}
|
||||
{(data?.displayName ? `**Theorem** \`${data?.displayName}\`: ` : '') + t(data?.descrText, {ns: gameId})}
|
||||
</Markdown>
|
||||
}
|
||||
{data?.descrFormat && showLeanStatement &&
|
||||
@@ -150,12 +157,26 @@ function ExerciseStatement({ data, showLeanStatement = false }) {
|
||||
// TODO: This is only used in `EditorInterface`
|
||||
// while `TypewriterInterface` has this copy-pasted in.
|
||||
export function Main(props: { world: string, level: number, data: LevelInfo}) {
|
||||
let { t } = useTranslation()
|
||||
const ec = React.useContext(EditorContext);
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
|
||||
|
||||
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
|
||||
const { proof, setProof } = React.useContext(ProofContext)
|
||||
const {selectedStep, setSelectedStep} = React.useContext(SelectionContext)
|
||||
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
|
||||
|
||||
|
||||
function toggleSelection(line: number) {
|
||||
return (ev) => {
|
||||
console.debug('toggled selection')
|
||||
if (selectedStep == line) {
|
||||
setSelectedStep(undefined)
|
||||
} else {
|
||||
setSelectedStep(line)
|
||||
}
|
||||
}
|
||||
}
|
||||
console.debug(`template: ${props.data?.template}`)
|
||||
|
||||
// React.useEffect (() => {
|
||||
@@ -182,6 +203,19 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
|
||||
|
||||
const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri);
|
||||
|
||||
const curPos: DocumentPosition | undefined =
|
||||
useEventResult(ec.events.changedCursorLocation, loc => loc ? { uri: loc.uri, ...loc.range.start } : undefined)
|
||||
|
||||
// Effect when the cursor changes in the editor
|
||||
React.useEffect(() => {
|
||||
// TODO: this is a bit of a hack and will yield unexpected behaviour if lines
|
||||
// are indented.
|
||||
let newPos = curPos?.line + (curPos?.character == 0 ? 0 : 1)
|
||||
|
||||
// scroll the chat along
|
||||
setSelectedStep(newPos)
|
||||
}, [curPos])
|
||||
|
||||
useClientNotificationEffect(
|
||||
'textDocument/didClose',
|
||||
(params: DidCloseTextDocumentParams) => {
|
||||
@@ -201,13 +235,22 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
|
||||
// that we want to persist.
|
||||
let ret
|
||||
if (!serverVersion) {
|
||||
ret = <p>Waiting for Lean server to start...</p>
|
||||
ret = <p>{t("Waiting for Lean server to start…")}</p>
|
||||
} else if (serverStoppedResult) {
|
||||
ret = <div><p>{serverStoppedResult.message}</p><p className="error">{serverStoppedResult.reason}</p></div>
|
||||
} else {
|
||||
ret = <div className="infoview vscode-light">
|
||||
{completed && <div className="level-completed">Level completed! 🎉</div>}
|
||||
{proof?.completedWithWarnings &&
|
||||
<div className="level-completed">
|
||||
{proof?.completed ? t("Level completed! 🎉") : t("Level completed with warnings 🎭")}
|
||||
</div>
|
||||
}
|
||||
<Infos />
|
||||
<Hints hints={proof?.steps[curPos?.line]?.goals[0]?.hints}
|
||||
showHidden={showHelp.has(curPos?.line)} step={curPos?.line}
|
||||
selected={selectedStep} toggleSelection={toggleSelection(curPos?.line)}
|
||||
lastLevel={curPos?.line == proof?.steps.length - 1}/>
|
||||
<MoreHelpButton selected={curPos?.line}/>
|
||||
</div>
|
||||
}
|
||||
|
||||
@@ -223,15 +266,26 @@ const goalFilter = {
|
||||
}
|
||||
|
||||
/** The display of a single entered lean command */
|
||||
function Command({ command, deleteProof }: { command: string, deleteProof: any }) {
|
||||
function Command({ proof, i, deleteProof }: { proof: ProofState, i: number, deleteProof: any }) {
|
||||
let {t} = useTranslation()
|
||||
|
||||
// The first step will always have an empty command
|
||||
if (!command) { return <></> }
|
||||
return <div className="command">
|
||||
<div className="command-text">{command}</div>
|
||||
<Button to="" className="undo-button btn btn-inverted" title="Retry proof from here" onClick={deleteProof}>
|
||||
<FontAwesomeIcon icon={faDeleteLeft} /> Retry
|
||||
</Button>
|
||||
</div>
|
||||
if (!proof?.steps[i]?.command) { return <></> }
|
||||
|
||||
if (isLastStepWithErrors(proof, i)) {
|
||||
// If the last step has errors, we display the command in a different style
|
||||
// indicating that it will be removed on the next try.
|
||||
return <div className="failed-command">
|
||||
<i>{t("Failed command")}</i>: {proof?.steps[i].command}
|
||||
</div>
|
||||
} else {
|
||||
return <div className="command">
|
||||
<div className="command-text">{proof?.steps[i].command}</div>
|
||||
<Button to="" className="undo-button btn btn-inverted" title={t("Retry proof from here")} onClick={deleteProof}>
|
||||
<FontAwesomeIcon icon={faDeleteLeft} /> {t("Retry")}
|
||||
</Button>
|
||||
</div>
|
||||
}
|
||||
}
|
||||
|
||||
// const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
|
||||
@@ -286,21 +340,25 @@ function Command({ command, deleteProof }: { command: string, deleteProof: any }
|
||||
// }, fastIsEqual)
|
||||
|
||||
/** The tabs of goals that lean ahs after the command of this step has been processed */
|
||||
function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofStep: ProofStep, last : boolean, onClick? : any, onGoalChange?: (n?: number) => void }) {
|
||||
|
||||
function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofStep: InteractiveGoalsWithHints, last : boolean, onClick? : any, onGoalChange?: (n?: number) => void }) {
|
||||
let { t } = useTranslation()
|
||||
const [selectedGoal, setSelectedGoal] = React.useState<number>(0)
|
||||
|
||||
if (proofStep.goals.length == 0) {
|
||||
return <></>
|
||||
}
|
||||
|
||||
return <div className="goal-tabs" onClick={onClick}>
|
||||
<div className={`tab-bar ${last ? 'current' : ''}`}>
|
||||
{proofStep.goals.map((goal, i) => (
|
||||
// TODO: Should not use index as key.
|
||||
<div key={`proof-goal-${i}`} className={`tab ${i == (selectedGoal) ? "active" : ""}`} onClick={(ev) => { onGoalChange(i); setSelectedGoal(i); ev.stopPropagation() }}>
|
||||
{i ? `Goal ${i + 1}` : "Active Goal"}
|
||||
{i ? t("Goal") + ` ${i + 1}` : t("Active Goal")}
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
<div className="goal-tab vscode-light">
|
||||
<Goal typewriter={false} filter={goalFilter} goal={proofStep.goals[selectedGoal]} />
|
||||
<Goal typewriter={false} filter={goalFilter} goal={proofStep.goals[selectedGoal]?.goal} />
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
@@ -340,22 +398,27 @@ export function TypewriterInterfaceWrapper(props: { world: string, level: number
|
||||
|
||||
/** The interface in command line mode */
|
||||
export function TypewriterInterface({props}) {
|
||||
let { t } = useTranslation()
|
||||
const ec = React.useContext(EditorContext)
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const editor = React.useContext(MonacoEditorContext)
|
||||
const model = editor.getModel()
|
||||
const uri = model.uri.toString()
|
||||
|
||||
const gameInfo = useGetGameInfoQuery({game: gameId})
|
||||
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
|
||||
let image: string = gameInfo.data?.worlds.nodes[worldId].image
|
||||
|
||||
|
||||
const [disableInput, setDisableInput] = React.useState<boolean>(false)
|
||||
const [loadingProgress, setLoadingProgress] = React.useState<number>(0)
|
||||
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
|
||||
const {mobile} = React.useContext(PreferencesContext)
|
||||
const { proof } = React.useContext(ProofContext)
|
||||
const { proof, setProof, crashed, setCrashed, interimDiags } = React.useContext(ProofContext)
|
||||
const { setTypewriterInput } = React.useContext(InputModeContext)
|
||||
const { selectedStep, setSelectedStep } = React.useContext(SelectionContext)
|
||||
|
||||
const proofPanelRef = React.useRef<HTMLDivElement>(null)
|
||||
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
|
||||
// const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
|
||||
// const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri);
|
||||
|
||||
@@ -367,12 +430,17 @@ export function TypewriterInterface({props}) {
|
||||
function deleteProof(line: number) {
|
||||
return (ev) => {
|
||||
let deletedChat: Array<GameHint> = []
|
||||
filterHints(proof).slice(line).map((hintsAtStep, i) => {
|
||||
proof?.steps.slice(line).map((step, i) => {
|
||||
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
|
||||
|
||||
// Only add these hidden hints to the deletion stack which were visible
|
||||
deletedChat = [...deletedChat, ...hintsAtStep.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
|
||||
deletedChat = [...deletedChat, ...filteredHints.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
|
||||
})
|
||||
setDeletedChat(deletedChat)
|
||||
|
||||
// delete showHelp for deleted steps
|
||||
setShowHelp(new Set(Array.from(showHelp).filter(i => i < line - 1)))
|
||||
|
||||
editor.executeEdits("typewriter", [{
|
||||
range: monaco.Selection.fromPositions(
|
||||
{ lineNumber: line, column: 1 },
|
||||
@@ -382,7 +450,9 @@ export function TypewriterInterface({props}) {
|
||||
forceMoveMarkers: false
|
||||
}])
|
||||
setSelectedStep(undefined)
|
||||
setTypewriterInput(proof[line].command)
|
||||
setTypewriterInput(proof?.steps[line].command)
|
||||
// Reload proof on deleting
|
||||
loadGoals(rpcSess, uri, setProof, setCrashed)
|
||||
ev.stopPropagation()
|
||||
}
|
||||
}
|
||||
@@ -402,7 +472,7 @@ export function TypewriterInterface({props}) {
|
||||
|
||||
// Scroll to the end of the proof if it is updated.
|
||||
React.useEffect(() => {
|
||||
if (proof?.length > 1) {
|
||||
if (proof?.steps.length > 1) {
|
||||
proofPanelRef.current?.lastElementChild?.scrollIntoView() //scrollTo(0,0)
|
||||
} else {
|
||||
proofPanelRef.current?.scrollTo(0,0)
|
||||
@@ -423,38 +493,8 @@ export function TypewriterInterface({props}) {
|
||||
}
|
||||
}, [selectedStep])
|
||||
|
||||
// TODO: This about hidden hints is all copied from `level.tsx`. Can we move that into `hints.tsx`?
|
||||
|
||||
// If the last step has errors, we want to treat it as if it is part of the second-to-last step
|
||||
let k = proof.length - 1
|
||||
let withErr = hasInteractiveErrors(proof[k]?.errors) ? 1 : 0
|
||||
|
||||
const activateHiddenHints = (ev) => {
|
||||
// If the last step (`k`) has errors, we want the hidden hints from the
|
||||
// second-to-last step to be affected
|
||||
if (!(proof.length)) {return}
|
||||
|
||||
// state must not be mutated, therefore we need to clone the set
|
||||
let tmp = new Set(showHelp)
|
||||
if (tmp.has(k - withErr)) {
|
||||
tmp.delete(k - withErr)
|
||||
} else {
|
||||
tmp.add(k - withErr)
|
||||
}
|
||||
setShowHelp(tmp)
|
||||
console.debug(`help: ${Array.from(tmp.values())}`)
|
||||
}
|
||||
|
||||
function hasHiddenHints(i : number): boolean {
|
||||
let step = proof[i]
|
||||
|
||||
// For example if the proof isn't loaded yet
|
||||
if(!step) {return false}
|
||||
|
||||
return step.hints.some((hint) => hint.hidden)
|
||||
}
|
||||
|
||||
let lastStepErrors = proof.length ? hasInteractiveErrors(proof[proof.length - 1].errors) : false
|
||||
// TODO: superfluous, can be replaced with `withErr` from above
|
||||
let lastStepErrors = proof?.steps.length ? hasInteractiveErrors(getInteractiveDiagsAt(proof, proof?.steps.length)) : false
|
||||
|
||||
|
||||
useServerNotificationEffect("$/game/loading", (params : any) => {
|
||||
@@ -470,24 +510,55 @@ export function TypewriterInterface({props}) {
|
||||
return <div className="typewriter-interface">
|
||||
<RpcContext.Provider value={rpcSess}>
|
||||
<div className="content">
|
||||
<div className='world-image-container empty'>
|
||||
{image &&
|
||||
<img className="contain" src={path.join("data", gameId, image)} alt="" />
|
||||
}
|
||||
|
||||
</div>
|
||||
<div className="tmp-pusher">
|
||||
{/* <div className="world-image-container empty">
|
||||
|
||||
</div> */}
|
||||
</div>
|
||||
<div className='proof' ref={proofPanelRef}>
|
||||
<ExerciseStatement data={props.data} />
|
||||
{proof.length ?
|
||||
<>
|
||||
{proof.map((step, i) => {
|
||||
if (i == proof.length - 1 && lastStepErrors) {
|
||||
// if the last command contains an error, we only display the errors but not the
|
||||
// entered command as it is still present in the command line.
|
||||
// TODO: Should not use index as key.
|
||||
return <div key={`proof-step-${i}`}>
|
||||
<Errors errors={step.errors} typewriterMode={true} />
|
||||
{crashed ? <div>
|
||||
<p className="crashed_message">{t("Crashed! Go to editor mode and fix your proof! Last server response:")}</p>
|
||||
{interimDiags.map(diag => {
|
||||
const severityClass = diag.severity ? {
|
||||
[DiagnosticSeverity.Error]: 'error',
|
||||
[DiagnosticSeverity.Warning]: 'warning',
|
||||
[DiagnosticSeverity.Information]: 'information',
|
||||
[DiagnosticSeverity.Hint]: 'hint',
|
||||
}[diag.severity] : '';
|
||||
|
||||
return <div>
|
||||
<div className={`${severityClass} ml1 message`}>
|
||||
<p className="mv2">{t("Line")} {diag.range.start.line}, {t("Character")} {diag.range.start.character}</p>
|
||||
<pre className="font-code pre-wrap">
|
||||
{diag.message}
|
||||
</pre>
|
||||
</div>
|
||||
} else {
|
||||
</div>
|
||||
})}
|
||||
|
||||
</div> : proof?.steps.length ?
|
||||
<>
|
||||
{proof?.steps.map((step, i) => {
|
||||
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
|
||||
|
||||
// if (i == proof?.steps.length - 1 && hasInteractiveErrors(step.diags)) {
|
||||
// // if the last command contains an error, we only display the errors but not the
|
||||
// // entered command as it is still present in the command line.
|
||||
// // TODO: Should not use index as key.
|
||||
// return <div key={`proof-step-${i}`} className={`step step-${i}`}>
|
||||
// <Errors errors={step.diags} typewriterMode={true} />
|
||||
// </div>
|
||||
// } else {
|
||||
return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')}>
|
||||
<Command command={step.command} deleteProof={deleteProof(i)} />
|
||||
<Errors errors={step.errors} typewriterMode={true} />
|
||||
<Command proof={proof} i={i} deleteProof={deleteProof(i)} />
|
||||
<Errors errors={step.diags} typewriterMode={true} />
|
||||
{mobile && i == 0 && props.data?.introduction &&
|
||||
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelectStep(0)}>
|
||||
<Markdown>{props.data?.introduction}</Markdown>
|
||||
@@ -495,22 +566,21 @@ export function TypewriterInterface({props}) {
|
||||
}
|
||||
{mobile &&
|
||||
<Hints key={`hints-${i}`}
|
||||
hints={step.hints} showHidden={showHelp.has(i)} step={i}
|
||||
hints={filteredHints} showHidden={showHelp.has(i)} step={i}
|
||||
selected={selectedStep} toggleSelection={toggleSelectStep(i)}/>
|
||||
}
|
||||
<GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/>
|
||||
|
||||
{mobile && i == proof.length - 1 &&
|
||||
hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
|
||||
<Button className="btn btn-help" to="" onClick={activateHiddenHints}>
|
||||
Show more help!
|
||||
</Button>
|
||||
{/* <GoalsTabs proofStep={step} last={i == proof?.steps.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof?.steps.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/> */}
|
||||
{!(isLastStepWithErrors(proof, i)) &&
|
||||
<GoalsTabs proofStep={step} last={i == proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1) ? (n) => setDisableInput(n > 0) : (n) => {}}/>
|
||||
}
|
||||
{mobile && i == proof?.steps.length - 1 &&
|
||||
<MoreHelpButton />
|
||||
}
|
||||
|
||||
{/* Show a message that there are no goals left */}
|
||||
{!step.goals.length && (
|
||||
{/* {!step.goals.length && (
|
||||
<div className="message information">
|
||||
{completed ?
|
||||
{proof?.completed ?
|
||||
<p>Level completed! 🎉</p> :
|
||||
<p>
|
||||
<b>no goals left</b><br />
|
||||
@@ -518,15 +588,21 @@ export function TypewriterInterface({props}) {
|
||||
</p>
|
||||
}
|
||||
</div>
|
||||
)}
|
||||
)} */}
|
||||
</div>
|
||||
}
|
||||
})}
|
||||
{mobile && completed &&
|
||||
//}
|
||||
)}
|
||||
{proof?.diagnostics.length > 0 &&
|
||||
<div key={`proof-step-remaining`} className="step step-remaining">
|
||||
<Errors errors={proof?.diagnostics} typewriterMode={true} />
|
||||
</div>
|
||||
}
|
||||
{mobile && proof?.completed &&
|
||||
<div className="button-row mobile">
|
||||
{props.level >= props.worldSize ?
|
||||
<Button to={`/${gameId}`}>
|
||||
<FontAwesomeIcon icon={faHome} /> Leave World
|
||||
<FontAwesomeIcon icon={faHome} /> {t("Leave World")}
|
||||
</Button>
|
||||
:
|
||||
<Button to={`/${gameId}/world/${props.world}/level/${props.level + 1}`}>
|
||||
@@ -535,11 +611,14 @@ export function TypewriterInterface({props}) {
|
||||
}
|
||||
</div>
|
||||
}
|
||||
</> : <CircularProgress variant="determinate" value={loadingProgress} />
|
||||
</> : <CircularProgress variant="determinate" value={100*(1 - 1.024 ** (- loadingProgress))} />
|
||||
// note: since we don't know the total number of files,
|
||||
// we use a function which strictly monotonely increases towards `100` as `x → ∞`
|
||||
// The base is chosen at random s.t. we get roughly 91% for `x = 100`.
|
||||
}
|
||||
</div>
|
||||
</div>
|
||||
<Typewriter hidden={!withErr && proof[proof.length - 1]?.goals.length == 0} disabled={disableInput || !proof.length}/>
|
||||
<Typewriter disabled={disableInput || !proof?.steps.length}/>
|
||||
</RpcContext.Provider>
|
||||
</div>
|
||||
}
|
||||
|
||||
@@ -11,6 +11,7 @@ import { InteractiveMessage } from '../../../../node_modules/lean4-infoview/src/
|
||||
import { RpcContext, useRpcSessionAtPos } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions'
|
||||
|
||||
import { InputModeContext } from './context'
|
||||
import { useTranslation } from 'react-i18next'
|
||||
|
||||
interface MessageViewProps {
|
||||
uri: DocumentUri;
|
||||
@@ -79,7 +80,7 @@ const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
|
||||
message = diag.message
|
||||
}
|
||||
|
||||
const { typewriterMode } = React.useContext(InputModeContext)
|
||||
const { typewriterMode, lockEditorMode } = React.useContext(InputModeContext)
|
||||
|
||||
return (
|
||||
// <details open>
|
||||
@@ -98,7 +99,7 @@ const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
|
||||
// </span>
|
||||
// </summary>
|
||||
<div className={severityClass + ' ml1 message'}>
|
||||
{!typewriterMode && <p className="mv2">{title}</p>}
|
||||
{!(typewriterMode && !lockEditorMode) && <p className="mv2">{title}</p>}
|
||||
<pre className="font-code pre-wrap">
|
||||
<InteractiveMessage fmt={message} />
|
||||
</pre>
|
||||
@@ -194,17 +195,26 @@ export function AllMessages() {
|
||||
</a>
|
||||
</span>
|
||||
</summary> */}
|
||||
<AllMessagesBody uri={curPos.uri} key={curPos.uri} messages={iDiags0} />
|
||||
<AllMessagesBody uri={curPos.uri} key={curPos.uri} messages={iDiags0} curPos={curPos} />
|
||||
{/* </Details> */}
|
||||
</RpcContext.Provider>
|
||||
)
|
||||
}
|
||||
|
||||
/** We factor out the body of {@link AllMessages} which lazily fetches its contents only when expanded. */
|
||||
function AllMessagesBody({uri, messages}: {uri: DocumentUri, messages: () => Promise<InteractiveDiagnostic[]>}) {
|
||||
function AllMessagesBody({uri, curPos, messages}: {uri: DocumentUri, curPos: DocumentPosition | undefined , messages: () => Promise<InteractiveDiagnostic[]>}) {
|
||||
let { t } = useTranslation()
|
||||
const [msgs, setMsgs] = React.useState<InteractiveDiagnostic[] | undefined>(undefined)
|
||||
React.useEffect(() => { void messages().then(setMsgs) }, [messages])
|
||||
if (msgs === undefined) return <div>Loading messages...</div>
|
||||
React.useEffect(() => { void messages().then(
|
||||
msgs => setMsgs(msgs.filter(
|
||||
(d)=>{
|
||||
//console.log(`message start: ${d.range.start.line}. CurPos: ${curPos.line}`)
|
||||
|
||||
// Only show the messages from the line where the cursor is.
|
||||
return d.range.start.line == curPos.line
|
||||
}))
|
||||
) }, [messages, curPos])
|
||||
if (msgs === undefined) return <div>{t("Loading messages…")}</div>
|
||||
else return <MessagesList uri={uri} messages={msgs}/>
|
||||
}
|
||||
|
||||
|
||||
@@ -3,46 +3,82 @@
|
||||
*
|
||||
* This file is based on `vscode-lean4/vscode-lean4/src/rpcApi.ts`
|
||||
*/
|
||||
import { ContextInfo, FVarId, CodeWithInfos, MVarId } from '@leanprover/infoview-api';
|
||||
|
||||
export interface GameHint {
|
||||
text: string;
|
||||
hidden: boolean;
|
||||
}
|
||||
import type { Range } from 'vscode-languageserver-protocol';
|
||||
import type { ContextInfo, FVarId, CodeWithInfos, MVarId } from '@leanprover/infoview-api';
|
||||
import { InteractiveDiagnostic, TermInfo } from '@leanprover/infoview/*';
|
||||
import type { Diagnostic } from 'vscode-languageserver-protocol';
|
||||
|
||||
export interface InteractiveHypothesisBundle {
|
||||
/** The pretty names of the variables in the bundle. Anonymous names are rendered
|
||||
* as `"[anonymous]"` whereas inaccessible ones have a `✝` appended at the end.
|
||||
* Use `InteractiveHypothesisBundle_nonAnonymousNames` to filter anonymouse ones out. */
|
||||
names: string[];
|
||||
/** Present since server version 1.1.2. */
|
||||
fvarIds?: FVarId[];
|
||||
type: CodeWithInfos;
|
||||
val?: CodeWithInfos;
|
||||
isInstance?: boolean;
|
||||
isType?: boolean;
|
||||
isAssumption?: boolean;
|
||||
isInserted?: boolean;
|
||||
isRemoved?: boolean;
|
||||
isAssumption?: boolean;
|
||||
}
|
||||
|
||||
export interface InteractiveGoalCore {
|
||||
hyps: InteractiveHypothesisBundle[];
|
||||
type: CodeWithInfos;
|
||||
/** Present since server version 1.1.2. */
|
||||
ctx?: ContextInfo;
|
||||
}
|
||||
|
||||
export interface InteractiveGoal extends InteractiveGoalCore {
|
||||
userName?: string;
|
||||
goalPrefix?: string;
|
||||
/** Present since server version 1.1.2. */
|
||||
mvarId?: MVarId;
|
||||
isInserted?: boolean;
|
||||
isRemoved?: boolean;
|
||||
}
|
||||
|
||||
export interface InteractiveGoals extends InteractiveGoalCore {
|
||||
goals: InteractiveGoals[];
|
||||
}
|
||||
|
||||
export interface InteractiveTermGoal extends InteractiveGoalCore {
|
||||
range?: Range;
|
||||
term?: TermInfo;
|
||||
}
|
||||
|
||||
export interface GameHint {
|
||||
text: string;
|
||||
hidden: boolean;
|
||||
rawText: string;
|
||||
varNames: string[][]; // in Lean: `Array (Name × Name)`
|
||||
}
|
||||
|
||||
export interface InteractiveGoalWithHints {
|
||||
goal: InteractiveGoal;
|
||||
hints: GameHint[];
|
||||
}
|
||||
|
||||
export interface InteractiveGoals {
|
||||
goals: InteractiveGoal[];
|
||||
export interface InteractiveGoalsWithHints {
|
||||
goals: InteractiveGoalWithHints[];
|
||||
command: string;
|
||||
diags: InteractiveDiagnostic[];
|
||||
}
|
||||
|
||||
/**
|
||||
* The proof state as it is received from the server.
|
||||
* Per proof step of the tactic proof, there is one `InteractiveGoalWithHints[]`.
|
||||
*/
|
||||
export interface ProofState {
|
||||
/** The proof steps. step 0 is the state at the beginning of the proof. step one
|
||||
* contains the goal after the first line has been evaluated.
|
||||
*
|
||||
* In particular `step[i]` is the proof step at the beginning of line `i` in vscode.
|
||||
*/
|
||||
steps: InteractiveGoalsWithHints[];
|
||||
/** The remaining diagnostics that are not in the steps. Usually this should only
|
||||
* be the "unsolved goals" message, I believe.
|
||||
*/
|
||||
diagnostics : InteractiveDiagnostic[];
|
||||
completed : Boolean;
|
||||
completedWithWarnings : Boolean;
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@ import { faWandMagicSparkles } from '@fortawesome/free-solid-svg-icons'
|
||||
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
|
||||
import { Registry } from 'monaco-textmate' // peer dependency
|
||||
import { wireTmGrammars } from 'monaco-editor-textmate'
|
||||
import { DiagnosticSeverity, PublishDiagnosticsParams } from 'vscode-languageserver-protocol';
|
||||
import { DiagnosticSeverity, PublishDiagnosticsParams, DocumentUri } from 'vscode-languageserver-protocol';
|
||||
import { useServerNotificationEffect } from '../../../../node_modules/lean4-infoview/src/infoview/util';
|
||||
import { AbbreviationRewriter } from 'lean4web/client/src/editor/abbreviation/rewriter/AbbreviationRewriter';
|
||||
import { AbbreviationProvider } from 'lean4web/client/src/editor/abbreviation/AbbreviationProvider';
|
||||
@@ -13,13 +13,19 @@ import * as leanSyntax from 'lean4web/client/src/syntaxes/lean.json'
|
||||
import * as leanMarkdownSyntax from 'lean4web/client/src/syntaxes/lean-markdown.json'
|
||||
import * as codeblockSyntax from 'lean4web/client/src/syntaxes/codeblock.json'
|
||||
import languageConfig from 'lean4/language-configuration.json';
|
||||
import { InteractiveDiagnostic, getInteractiveDiagnostics } from '@leanprover/infoview-api';
|
||||
import { InteractiveDiagnostic, RpcSessionAtPos, getInteractiveDiagnostics } from '@leanprover/infoview-api';
|
||||
import { Diagnostic } from 'vscode-languageserver-types';
|
||||
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
|
||||
import { RpcContext } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions';
|
||||
import { DeletedChatContext, InputModeContext, MonacoEditorContext, ProofContext, ProofStep } from './context'
|
||||
import { goalsToString } from './goals'
|
||||
import { GameHint, InteractiveGoals } from './rpc_api'
|
||||
import { DeletedChatContext, InputModeContext, MonacoEditorContext, ProofContext } from './context'
|
||||
import { goalsToString, lastStepHasErrors, loadGoals } from './goals'
|
||||
import { GameHint, ProofState } from './rpc_api'
|
||||
import { useTranslation } from 'react-i18next'
|
||||
|
||||
export interface GameDiagnosticsParams {
|
||||
uri: DocumentUri;
|
||||
diagnostics: Diagnostic[];
|
||||
}
|
||||
|
||||
/* We register a new language `leancmd` that looks like lean4, but does not use the lsp server. */
|
||||
|
||||
@@ -64,7 +70,8 @@ config.autoClosingPairs = config.autoClosingPairs.map(
|
||||
monaco.languages.setLanguageConfiguration('lean4cmd', config);
|
||||
|
||||
/** The input field */
|
||||
export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boolean}) {
|
||||
export function Typewriter({disabled}: {disabled?: boolean}) {
|
||||
let { t } = useTranslation()
|
||||
|
||||
/** Reference to the hidden multi-line editor */
|
||||
const editor = React.useContext(MonacoEditorContext)
|
||||
@@ -79,109 +86,13 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
|
||||
const inputRef = useRef()
|
||||
|
||||
// The context storing all information about the current proof
|
||||
const {proof, setProof} = React.useContext(ProofContext)
|
||||
const {proof, setProof, interimDiags, setInterimDiags, setCrashed} = React.useContext(ProofContext)
|
||||
|
||||
// state to store the last batch of deleted messages
|
||||
const {setDeletedChat} = React.useContext(DeletedChatContext)
|
||||
|
||||
const rpcSess = React.useContext(RpcContext)
|
||||
|
||||
/** Load all goals an messages of the current proof (line-by-line) and save
|
||||
* the retrieved information into context (`ProofContext`)
|
||||
*/
|
||||
const loadAllGoals = React.useCallback(() => {
|
||||
|
||||
let goalCalls = []
|
||||
let msgCalls = []
|
||||
|
||||
// For each line of code ask the server for the goals and the messages on this line
|
||||
for (let i = 0; i < model.getLineCount(); i++) {
|
||||
goalCalls.push(
|
||||
rpcSess.call('Game.getInteractiveGoals', DocumentPosition.toTdpp({line: i, character: 0, uri: uri}))
|
||||
)
|
||||
msgCalls.push(
|
||||
getInteractiveDiagnostics(rpcSess, {start: i, end: i+1}).catch((error) => {console.debug("promise broken")})
|
||||
)
|
||||
}
|
||||
|
||||
// Wait for all these requests to be processed before saving the results
|
||||
Promise.all(goalCalls).then((steps : InteractiveGoals[]) => {
|
||||
Promise.all(msgCalls).then((diagnostics : [InteractiveDiagnostic[]]) => {
|
||||
let tmpProof : ProofStep[] = []
|
||||
|
||||
let goalCount = 0
|
||||
|
||||
steps.map((goals, i) => {
|
||||
// The first step has an empty command and therefore also no error messages
|
||||
// Usually there is a newline at the end of the editors content, so we need to
|
||||
// display diagnostics from potentally two lines in the last step.
|
||||
let messages = i ? (i == steps.length - 1 ? diagnostics.slice(i-1).flat() : diagnostics[i-1]) : []
|
||||
|
||||
// Filter out the 'unsolved goals' message
|
||||
messages = messages.filter((msg) => {
|
||||
return !("append" in msg.message &&
|
||||
"text" in msg.message.append[0] &&
|
||||
msg.message.append[0].text === "unsolved goals")
|
||||
})
|
||||
|
||||
if (typeof goals == 'undefined') {
|
||||
tmpProof.push({
|
||||
command: i ? model.getLineContent(i) : '',
|
||||
goals: [],
|
||||
hints: [],
|
||||
errors: messages
|
||||
} as ProofStep)
|
||||
console.debug('goals is undefined')
|
||||
return
|
||||
}
|
||||
|
||||
// If the number of goals reduce, show a message
|
||||
if (goals.goals.length && goalCount > goals.goals.length) {
|
||||
messages.unshift({
|
||||
range: {
|
||||
start: {
|
||||
line: i-1,
|
||||
character: 0,
|
||||
},
|
||||
end: {
|
||||
line: i-1,
|
||||
character: 0,
|
||||
}},
|
||||
severity: DiagnosticSeverity.Information,
|
||||
message: {
|
||||
text: 'intermediate goal solved 🎉'
|
||||
}
|
||||
})
|
||||
}
|
||||
goalCount = goals.goals.length
|
||||
|
||||
// with no goals there will be no hints.
|
||||
let hints : GameHint[] = goals.goals.length ? goals.goals[0].hints : []
|
||||
|
||||
console.debug(`Command (${i}): `, i ? model.getLineContent(i) : '')
|
||||
console.debug(`Goals: (${i}): `, goalsToString(goals)) //
|
||||
console.debug(`Hints: (${i}): `, hints)
|
||||
console.debug(`Errors: (${i}): `, messages)
|
||||
|
||||
tmpProof.push({
|
||||
// the command of the line above. Note that `getLineContent` starts counting
|
||||
// at `1` instead of `zero`. The first ProofStep will have an empty command.
|
||||
command: i ? model.getLineContent(i) : '',
|
||||
// TODO: store correct data
|
||||
goals: goals.goals,
|
||||
// only need the hints of the active goals in chat
|
||||
hints: hints,
|
||||
// errors and messages from the server
|
||||
errors: messages
|
||||
} as ProofStep)
|
||||
|
||||
})
|
||||
// Save the proof to the context
|
||||
setProof(tmpProof)
|
||||
}).catch((error) => {console.debug("promise broken")})
|
||||
}).catch((error) => {console.debug("promise broken")})
|
||||
}, [editor, rpcSess, uri, model])
|
||||
|
||||
// Run the command
|
||||
const runCommand = React.useCallback(() => {
|
||||
if (processing) {return}
|
||||
@@ -201,6 +112,8 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
|
||||
forceMoveMarkers: false
|
||||
}])
|
||||
setTypewriterInput('')
|
||||
// Load proof after executing edits
|
||||
loadGoals(rpcSess, uri, setProof, setCrashed)
|
||||
}
|
||||
|
||||
editor.setPosition(pos)
|
||||
@@ -212,9 +125,15 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
|
||||
}
|
||||
}, [typewriterInput])
|
||||
|
||||
/* Load proof on start/switching to typewriter */
|
||||
useEffect(() => {
|
||||
if (proof.length && hasInteractiveErrors(proof[proof.length - 1].errors)) {
|
||||
setTypewriterInput(proof[proof.length - 1].command)
|
||||
loadGoals(rpcSess, uri, setProof, setCrashed)
|
||||
}, [])
|
||||
|
||||
/** If the last step has an error, add the command to the typewriter. */
|
||||
useEffect(() => {
|
||||
if (lastStepHasErrors(proof)) {
|
||||
setTypewriterInput(proof?.steps[proof?.steps.length - 1].command)
|
||||
}
|
||||
}, [proof])
|
||||
|
||||
@@ -222,7 +141,14 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
|
||||
useServerNotificationEffect('textDocument/publishDiagnostics', (params: PublishDiagnosticsParams) => {
|
||||
if (params.uri == uri) {
|
||||
setProcessing(false)
|
||||
loadAllGoals()
|
||||
|
||||
console.log('Received lean diagnostics')
|
||||
console.log(params.diagnostics)
|
||||
setInterimDiags(params.diagnostics)
|
||||
|
||||
//loadGoals(rpcSess, uri, setProof)
|
||||
|
||||
// TODO: loadAllGoals()
|
||||
if (!hasErrors(params.diagnostics)) {
|
||||
//setTypewriterInput("")
|
||||
editor.setPosition(editor.getModel().getFullModelRange().getEndPosition())
|
||||
@@ -236,6 +162,15 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
|
||||
// loadAllGoals()
|
||||
}, [uri]);
|
||||
|
||||
// // React when answer from the server comes back
|
||||
// useServerNotificationEffect('$/game/publishDiagnostics', (params: GameDiagnosticsParams) => {
|
||||
// console.log('Received game diagnostics')
|
||||
// console.log(`diag. uri : ${params.uri}`)
|
||||
// console.log(params.diagnostics)
|
||||
|
||||
// }, [uri]);
|
||||
|
||||
|
||||
useEffect(() => {
|
||||
const myEditor = monaco.editor.create(inputRef.current!, {
|
||||
value: typewriterInput,
|
||||
@@ -306,7 +241,8 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
|
||||
useEffect(() => {
|
||||
console.debug(`time to update: ${uri} \n ${rpcSess}`)
|
||||
console.debug(rpcSess)
|
||||
loadAllGoals()
|
||||
// console.debug('LOAD ALL GOALS')
|
||||
// TODO: loadAllGoals()
|
||||
}, [rpcSess])
|
||||
|
||||
/** Process the entered command */
|
||||
@@ -315,13 +251,14 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
|
||||
runCommand()
|
||||
}
|
||||
|
||||
return <div className={`typewriter${hidden ? ' hidden' : ''}${disabled ? ' disabled' : ''}`}>
|
||||
// do not display if the proof is completed (with potential warnings still present)
|
||||
return <div className={`typewriter${proof?.completedWithWarnings ? ' hidden' : ''}${disabled ? ' disabled' : ''}`}>
|
||||
<form onSubmit={handleSubmit}>
|
||||
<div className="typewriter-input-wrapper">
|
||||
<div ref={inputRef} className="typewriter-input" />
|
||||
</div>
|
||||
<button type="submit" disabled={processing} className="btn btn-inverted">
|
||||
<FontAwesomeIcon icon={faWandMagicSparkles} /> Execute
|
||||
<FontAwesomeIcon icon={faWandMagicSparkles} /> {t("Execute")}
|
||||
</button>
|
||||
</form>
|
||||
</div>
|
||||
@@ -343,3 +280,14 @@ export function hasInteractiveErrors (diags: InteractiveDiagnostic[]) {
|
||||
(d) => (d.severity == DiagnosticSeverity.Error ) // || d.severity == DiagnosticSeverity.Warning
|
||||
)
|
||||
}
|
||||
|
||||
export function getInteractiveDiagsAt (proof: ProofState, k : number) {
|
||||
if (k == 0) {
|
||||
return []
|
||||
} else if (k >= proof?.steps.length-1) {
|
||||
// TODO: Do we need that?
|
||||
return proof?.diagnostics.filter(msg => msg.range.start.line >= proof?.steps.length-1)
|
||||
} else {
|
||||
return proof?.diagnostics.filter(msg => msg.range.start.line == k-1)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,6 +10,8 @@ import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadIn
|
||||
import { selectDifficulty, selectInventory } from '../state/progress';
|
||||
import { store } from '../state/store';
|
||||
import { useSelector } from 'react-redux';
|
||||
import { useTranslation } from 'react-i18next';
|
||||
import { t } from 'i18next';
|
||||
|
||||
export function Inventory({levelInfo, openDoc, lemmaTab, setLemmaTab, enableAll=false} :
|
||||
{
|
||||
@@ -19,20 +21,21 @@ export function Inventory({levelInfo, openDoc, lemmaTab, setLemmaTab, enableAll=
|
||||
setLemmaTab: any,
|
||||
enableAll?: boolean,
|
||||
}) {
|
||||
const { t } = useTranslation()
|
||||
|
||||
return (
|
||||
<div className="inventory">
|
||||
{/* TODO: Click on Tactic: show info
|
||||
TODO: click on paste icon -> paste into command line */}
|
||||
<h2>Tactics</h2>
|
||||
<h2>{t("Tactics")}</h2>
|
||||
{levelInfo?.tactics &&
|
||||
<InventoryList items={levelInfo?.tactics} docType="Tactic" openDoc={openDoc} enableAll={enableAll}/>
|
||||
}
|
||||
<h2>Definitions</h2>
|
||||
<h2>{t("Definitions")}</h2>
|
||||
{levelInfo?.definitions &&
|
||||
<InventoryList items={levelInfo?.definitions} docType="Definition" openDoc={openDoc} enableAll={enableAll}/>
|
||||
}
|
||||
<h2>Theorems</h2>
|
||||
<h2>{t("Theorems")}</h2>
|
||||
{levelInfo?.lemmas &&
|
||||
<InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} level={levelInfo} enableAll={enableAll} tab={lemmaTab} setTab={setLemmaTab}/>
|
||||
}
|
||||
@@ -100,8 +103,8 @@ function InventoryItem({item, name, displayName, locked, disabled, newly, showDo
|
||||
const className = locked ? "locked" : disabled ? "disabled" : newly ? "new" : ""
|
||||
// Note: This is somewhat a hack as the statement of lemmas comes currently in the form
|
||||
// `Namespace.statement_name (x y : Nat) : some type`
|
||||
const title = locked ? "Not unlocked yet" :
|
||||
disabled ? "Not available in this level" : (item.altTitle ? item.altTitle.substring(item.altTitle.indexOf(' ') + 1) : '')
|
||||
const title = locked ? t("Not unlocked yet") :
|
||||
disabled ? t("Not available in this level") : (item.altTitle ? item.altTitle.substring(item.altTitle.indexOf(' ') + 1) : '')
|
||||
|
||||
const [copied, setCopied] = useState(false)
|
||||
|
||||
@@ -137,7 +140,7 @@ export function Documentation({name, type, handleClose}) {
|
||||
<h1 className="doc">{doc.data?.displayName}</h1>
|
||||
<p><code>{doc.data?.statement}</code></p>
|
||||
{/* <code>docstring: {doc.data?.docstring}</code> */}
|
||||
<Markdown>{doc.data?.content}</Markdown>
|
||||
<Markdown>{t(doc.data?.content, {ns: gameId})}</Markdown>
|
||||
</div>
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import * as React from 'react';
|
||||
import { useNavigate, Link } from "react-router-dom";
|
||||
import { Trans, useTranslation } from 'react-i18next';
|
||||
|
||||
import '@fontsource/roboto/300.css';
|
||||
import '@fontsource/roboto/400.css';
|
||||
@@ -14,14 +15,11 @@ import {PrivacyPolicyPopup} from './popup/privacy_policy'
|
||||
import { GameTile, useGetGameInfoQuery } from '../state/api'
|
||||
import path from 'path';
|
||||
|
||||
const flag = {
|
||||
'Dutch': '🇳🇱',
|
||||
'English': '🇬🇧',
|
||||
'French': '🇫🇷',
|
||||
'German': '🇩🇪',
|
||||
'Italian': '🇮🇹',
|
||||
'Spanish': '🇪🇸',
|
||||
}
|
||||
import { PreferencesPopup } from './popup/preferences';
|
||||
import { ImpressumButton, MenuButton, PreferencesButton } from './app_bar';
|
||||
import ReactCountryFlag from 'react-country-flag';
|
||||
import lean4gameConfig from '../config.json'
|
||||
import i18next from 'i18next';
|
||||
|
||||
function GithubIcon({url='https://github.com'}) {
|
||||
|
||||
@@ -35,7 +33,7 @@ function GithubIcon({url='https://github.com'}) {
|
||||
}
|
||||
|
||||
function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
|
||||
|
||||
let { t } = useTranslation()
|
||||
let navigate = useNavigate();
|
||||
const routeChange = () =>{
|
||||
navigate(gameId);
|
||||
@@ -47,29 +45,36 @@ function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
|
||||
|
||||
return <div className="game" onClick={routeChange}>
|
||||
<div className="wrapper">
|
||||
<div className="title">{data.title}</div>
|
||||
<div className="short-description">{data.short}
|
||||
<div className="title">{t(data.title, { ns: gameId })}</div>
|
||||
<div className="short-description">{t(data.short, { ns: gameId })}
|
||||
</div>
|
||||
{ data.image ? <img className="image" src={path.join("data", gameId, data.image)} alt="" /> : <div className="image"/> }
|
||||
<div className="long description"><Markdown>{data.long}</Markdown></div>
|
||||
<div className="long description"><Markdown>{t(data.long, { ns: gameId })}</Markdown></div>
|
||||
</div>
|
||||
<table className="info">
|
||||
<tbody>
|
||||
<tr>
|
||||
<td title="consider playing these games first.">Prerequisites</td>
|
||||
<td><Markdown>{data.prerequisites.join(', ')}</Markdown></td>
|
||||
<td title="consider playing these games first.">{t("Prerequisites")}</td>
|
||||
<td><Markdown>{t(data.prerequisites.join(', '), { ns: gameId })}</Markdown></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Worlds</td>
|
||||
<td>{t("Worlds")}</td>
|
||||
<td>{data.worlds}</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Levels</td>
|
||||
<td>{t("Levels")}</td>
|
||||
<td>{data.levels}</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Language</td>
|
||||
<td title={`in ${data.languages.join(', ')}`}>{data.languages.map((lan) => flag[lan]).join(', ')}</td>
|
||||
<td>{t("Language")}</td>
|
||||
|
||||
<td>
|
||||
{data.languages.map((lang) => {
|
||||
let langOpt = lean4gameConfig.languages.find((e) => e.iso == lang)
|
||||
return <ReactCountryFlag key={`flag-${lang}`} title={langOpt?.name} countryCode={langOpt?.flag} className="emojiFlag"/>
|
||||
|
||||
})}
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
@@ -81,84 +86,78 @@ function LandingPage() {
|
||||
|
||||
const navigate = useNavigate();
|
||||
|
||||
const [impressum, setImpressum] = React.useState(false);
|
||||
const openImpressum = () => setImpressum(true);
|
||||
const closeImpressum = () => setImpressum(false);
|
||||
const [impressumPopup, setImpressumPopup] = React.useState(false);
|
||||
const [preferencesPopup, setPreferencesPopup] = React.useState(false);
|
||||
const [navOpen, setNavOpen] = React.useState(false);
|
||||
const openImpressum = () => setImpressumPopup(true);
|
||||
const closeImpressum = () => setImpressumPopup(false);
|
||||
const toggleImpressum = () => setImpressumPopup(!impressumPopup);
|
||||
const closePreferencesPopup = () => setPreferencesPopup(false);
|
||||
const togglePreferencesPopup = () => setPreferencesPopup(!preferencesPopup);
|
||||
|
||||
// const [allGames, setAllGames] = React.useState([])
|
||||
// const [allTiles, setAllTiles] = React.useState([])
|
||||
const [usageCPU, setUsageCPU] = React.useState<number>()
|
||||
const [usageMem, setUsageMem] = React.useState<number>()
|
||||
|
||||
// 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)
|
||||
const { t, i18n } = useTranslation()
|
||||
|
||||
// })
|
||||
// }
|
||||
// Load the namespaces of all games
|
||||
// TODO: should `allGames` contain game-ids starting with `g/`?
|
||||
i18next.loadNamespaces(lean4gameConfig.allGames.map(id => `g/${id}`))
|
||||
|
||||
// React.useEffect(()=>{
|
||||
// getTiles()
|
||||
// },[])
|
||||
let allTiles = lean4gameConfig.allGames.map((gameId) => {
|
||||
let q = useGetGameInfoQuery({game: `g/${gameId}`})
|
||||
|
||||
// React.useEffect(()=>{
|
||||
// if (q.isError) {
|
||||
// if (q.error?.originalStatus === 404) {
|
||||
// // Handle 404 error
|
||||
// console.log('File not found');
|
||||
// } else {
|
||||
// // Suppress additional console.error messages
|
||||
// console.error(q.error);
|
||||
// }
|
||||
// }
|
||||
|
||||
// Promise.allSettled(
|
||||
// allGames.map((gameId) => (
|
||||
// fetch(`data/g/${gameId}/game.json`).catch(err => {return undefined})))
|
||||
// ).then(responses =>
|
||||
// responses.forEach((result) => console.log(result)))
|
||||
// // Promise.all(responses.map(res => {
|
||||
// // if (res.status == "fulfilled") {
|
||||
// // console.log(res.value.json())
|
||||
// // return res.value.json()
|
||||
// // } else {
|
||||
// // return undefined
|
||||
// // }
|
||||
// // }))
|
||||
// // ).then(allData => {
|
||||
// // setAllTiles(allData.map(data => data?.tile))
|
||||
// // })
|
||||
// },[allGames])
|
||||
return q.data?.tile
|
||||
})
|
||||
|
||||
// TODO: I would like to read the supported games list form a JSON,
|
||||
// Then load all these games in
|
||||
//
|
||||
let allGames = [
|
||||
"leanprover-community/nng4",
|
||||
"hhu-adam/robo",
|
||||
"djvelleman/stg4",
|
||||
"miguelmarco/stg4",
|
||||
"trequetrum/lean4game-logic",
|
||||
]
|
||||
let allTiles = allGames.map((gameId) => (useGetGameInfoQuery({game: `g/${gameId}`}).data?.tile))
|
||||
/** Parse `games/stats.csv` if present and display server capacity. */
|
||||
React.useEffect(() => {
|
||||
const interval = setInterval(() => {
|
||||
fetch_stats();
|
||||
}, 2000)
|
||||
return () => clearInterval(interval)
|
||||
}, [])
|
||||
|
||||
return <div className="landing-page">
|
||||
<header style={{backgroundImage: `url(${bgImage})`}}>
|
||||
<nav>
|
||||
<nav className="landing-page-nav">
|
||||
<GithubIcon url="https://github.com/leanprover-community/lean4game"/>
|
||||
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen}/>
|
||||
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
|
||||
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
|
||||
<PreferencesButton setNavOpen={setNavOpen} togglePreferencesPopup={togglePreferencesPopup}/>
|
||||
</div>
|
||||
</nav>
|
||||
<div id="main-title">
|
||||
<h1>Lean Game Server</h1>
|
||||
<h1>{t("Lean Game Server")}</h1>
|
||||
<p>
|
||||
A repository of learning games for the
|
||||
proof assistant <a target="_blank" href="https://leanprover-community.github.io/">Lean</a> <i>(Lean 4)</i> and
|
||||
its mathematical library <a target="_blank" href="https://github.com/leanprover-community/mathlib4">mathlib</a>
|
||||
<Trans>
|
||||
A repository of learning games for the
|
||||
proof assistant <a target="_blank" href="https://leanprover-community.github.io/">Lean</a> <i>(Lean 4)</i> and
|
||||
its mathematical library <a target="_blank" href="https://github.com/leanprover-community/mathlib4">mathlib</a>
|
||||
</Trans>
|
||||
</p>
|
||||
</div>
|
||||
</header>
|
||||
<div className="game-list">
|
||||
{allTiles.length == 0 ?
|
||||
<p>No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a
|
||||
game directly from a local folder.
|
||||
{allTiles.filter(x => x != null).length == 0 ?
|
||||
<p>
|
||||
<Trans>
|
||||
No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a
|
||||
game directly from a local folder.
|
||||
</Trans>
|
||||
</p>
|
||||
: allGames.map((id, i) => (
|
||||
: lean4gameConfig.allGames.map((id, i) => (
|
||||
<Tile
|
||||
key={id}
|
||||
gameId={`g/${id}`}
|
||||
@@ -167,58 +166,104 @@ function LandingPage() {
|
||||
))
|
||||
}
|
||||
</div>
|
||||
{ // show server capacity from `games/stats.csv` if present
|
||||
(usageMem >= 0 || usageCPU >= 0 ) &&
|
||||
<section>
|
||||
<div className="wrapper">
|
||||
<h2>{t("Server capacity")}</h2>
|
||||
<Trans>
|
||||
<p>
|
||||
As this server runs lean on our university machines, it has a limited capacity.
|
||||
Our current estimate is about 70 simultaneous games.
|
||||
</p>
|
||||
</Trans>
|
||||
<p>
|
||||
{ usageMem >= 0 && <> {t("RAM")}: <strong>{usageMem.toFixed(2)} %</strong>{t(" used")}.<br/></> }
|
||||
{ usageCPU >= 0 && <> {t("CPU")}: <strong>{usageCPU.toFixed(2)} %</strong>{t(" used")}. </> }
|
||||
</p>
|
||||
</div>
|
||||
</section>
|
||||
}
|
||||
<section>
|
||||
<div className="wrapper">
|
||||
<h2>Development notes</h2>
|
||||
<p>
|
||||
As this server runs lean on our university machines, it has a limited capacity.
|
||||
Our current estimate is about 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
|
||||
file a <a target="_blank" href="https://github.com/leanprover-community/lean4game/issues">GitHub Issue</a> about
|
||||
any problems you experience!
|
||||
</p>
|
||||
<h2>{t("Development notes")}</h2>
|
||||
<Trans>
|
||||
<p>
|
||||
Most aspects of the games and the infrastructure are still in development. Feel free to
|
||||
file a <a target="_blank" href="https://github.com/leanprover-community/lean4game/issues">GitHub Issue</a> about
|
||||
any problems you experience!
|
||||
</p>
|
||||
</Trans>
|
||||
</div>
|
||||
</section>
|
||||
<section>
|
||||
<div className="wrapper">
|
||||
<h2>Adding new games</h2>
|
||||
<p>
|
||||
If you are considering writing your own game, you should use
|
||||
the <a target="_blank" href="https://github.com/hhu-adam/GameSkeleton">GameSkeleton Github Repo</a> as
|
||||
a template and read <a target="_blank" href="https://github.com/leanprover-community/lean4game/">How to Create a Game</a>.
|
||||
</p>
|
||||
<p>
|
||||
You can directly load your games into the server and play it using
|
||||
the correct URL. The <a target="_blank" href="https://github.com/leanprover-community/lean4game/">instructions above</a> also
|
||||
explain the details for how to load your game to the server.
|
||||
<h2>{t("Adding new games")}</h2>
|
||||
<Trans>
|
||||
<p>
|
||||
If you are considering writing your own game, you should use
|
||||
the <a target="_blank" href="https://github.com/hhu-adam/GameSkeleton">GameSkeleton Github Repo</a> as
|
||||
a template and read <a target="_blank" href="https://github.com/leanprover-community/lean4game/">How to Create a Game</a>.
|
||||
</p>
|
||||
<p>
|
||||
You can directly load your games into the server and play it using
|
||||
the correct URL. The <a target="_blank" href="https://github.com/leanprover-community/lean4game/">instructions above</a> also
|
||||
explain the details for how to load your game to the server.
|
||||
|
||||
We'd like to encourage you to contact us if you have any questions.
|
||||
</p>
|
||||
<p>
|
||||
Featured games on this page are added manually.
|
||||
Please get in contact and we-ll happily add yours.
|
||||
</p>
|
||||
We'd like to encourage you to contact us if you have any questions.
|
||||
</p>
|
||||
<p>
|
||||
Featured games on this page are added manually.
|
||||
Please get in contact and we'll happily add yours.
|
||||
</p>
|
||||
</Trans>
|
||||
</div>
|
||||
</section>
|
||||
<section>
|
||||
<div className="wrapper">
|
||||
<h2>Funding</h2>
|
||||
<h2>{t("Funding")}</h2>
|
||||
<p>
|
||||
This server has been developed as part of the
|
||||
project <a target="_blank" href="https://hhu-adam.github.io">ADAM : Anticipating the Digital Age of Mathematics</a> at
|
||||
Heinrich-Heine-Universität in Düsseldorf.
|
||||
<Trans>
|
||||
This server has been developed as part of the
|
||||
project <a target="_blank" href="https://hhu-adam.github.io">ADAM: Anticipating the Digital Age of Mathematics</a> at
|
||||
Heinrich Heine University Düsseldorf.
|
||||
</Trans>
|
||||
</p>
|
||||
</div>
|
||||
</section>
|
||||
<footer>
|
||||
{/* Do not translate "Impressum", it's needed for German GDPR */}
|
||||
<a className="link" onClick={openImpressum}>Impressum</a>
|
||||
{impressum? <PrivacyPolicyPopup handleClose={closeImpressum} />: null}
|
||||
{impressumPopup? <PrivacyPolicyPopup handleClose={closeImpressum} />: null}
|
||||
{preferencesPopup ? <PreferencesPopup handleClose={closePreferencesPopup} /> : null}
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
function fetch_stats() {
|
||||
fetch(`${window.location.origin}/data/stats`)
|
||||
.then(response => {
|
||||
if (response.ok) {
|
||||
return response.text();
|
||||
} else { throw ""; }
|
||||
})
|
||||
.then(data => {
|
||||
// Parse the CSV content
|
||||
const lines = data.split('\n');
|
||||
const [header, line2] = lines;
|
||||
if (!(header.replace(' ', '').startsWith("CPU,MEM"))) {
|
||||
console.info("Not displaying server stats: received unexpected: ", header);
|
||||
}
|
||||
if (line2) {
|
||||
let values = line2.split(',');
|
||||
setUsageCPU(100 * parseFloat(values[0]));
|
||||
setUsageMem(100 * parseFloat(values[1]));
|
||||
}
|
||||
}).catch(err => {
|
||||
console.info('server stats unavailable');
|
||||
console.debug(err);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
export default LandingPage
|
||||
|
||||
+100
-84
@@ -16,6 +16,7 @@ import { InfoviewApi } from '@leanprover/infoview'
|
||||
import { EditorContext } from '../../../node_modules/lean4-infoview/src/infoview/contexts'
|
||||
import { EditorConnection, EditorEvents } from '../../../node_modules/lean4-infoview/src/infoview/editorConnection'
|
||||
import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event'
|
||||
import { Diagnostic } from 'vscode-languageserver-types'
|
||||
|
||||
import { GameIdContext } from '../app'
|
||||
import { useAppDispatch, useAppSelector } from '../hooks'
|
||||
@@ -28,10 +29,10 @@ import Markdown from './markdown'
|
||||
import {InventoryPanel} from './inventory'
|
||||
import { hasInteractiveErrors } from './infoview/typewriter'
|
||||
import { DeletedChatContext, InputModeContext, PreferencesContext, MonacoEditorContext,
|
||||
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
|
||||
ProofContext, SelectionContext, WorldLevelIdContext } from './infoview/context'
|
||||
import { DualEditor } from './infoview/main'
|
||||
import { GameHint } from './infoview/rpc_api'
|
||||
import { DeletedHints, Hint, Hints, filterHints } from './hints'
|
||||
import { GameHint, InteractiveGoalsWithHints, ProofState } from './infoview/rpc_api'
|
||||
import { DeletedHints, Hint, Hints, MoreHelpButton, filterHints } from './hints'
|
||||
import { PrivacyPolicyPopup } from './popup/privacy_policy'
|
||||
import path from 'path';
|
||||
|
||||
@@ -49,6 +50,11 @@ import { WebSocketMessageWriter, toSocket } from 'vscode-ws-jsonrpc'
|
||||
import { IConnectionProvider } from 'monaco-languageclient'
|
||||
import { monacoSetup } from 'lean4web/client/src/monacoSetup'
|
||||
import { onigasmH } from 'onigasm/lib/onigasmH'
|
||||
import { isLastStepWithErrors, lastStepHasErrors } from './infoview/goals'
|
||||
import { InfoPopup } from './popup/game_info'
|
||||
import { PreferencesPopup } from './popup/preferences'
|
||||
import { useTranslation } from 'react-i18next'
|
||||
import i18next from 'i18next'
|
||||
|
||||
|
||||
monacoSetup()
|
||||
@@ -58,21 +64,39 @@ function Level() {
|
||||
const levelId = parseInt(params.levelId)
|
||||
const worldId = params.worldId
|
||||
|
||||
const [impressum, setImpressum] = React.useState(false)
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
|
||||
const closeImpressum = () => {
|
||||
setImpressum(false)
|
||||
}
|
||||
// Load the namespace of the game
|
||||
i18next.loadNamespaces(gameId).catch(err => {
|
||||
console.warn(`translations for ${gameId} do not exist.`)
|
||||
})
|
||||
|
||||
const gameInfo = useGetGameInfoQuery({game: gameId})
|
||||
|
||||
// pop-ups
|
||||
const [impressum, setImpressum] = React.useState(false)
|
||||
const [info, setInfo] = React.useState(false)
|
||||
const [preferencesPopup, setPreferencesPopup] = React.useState(false)
|
||||
|
||||
function closeImpressum() {setImpressum(false)}
|
||||
function closeInfo() {setInfo(false)}
|
||||
function closePreferencesPopup() {setPreferencesPopup(false)}
|
||||
function toggleImpressum() {setImpressum(!impressum)}
|
||||
function toggleInfo() {setInfo(!info)}
|
||||
function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)}
|
||||
|
||||
return <WorldLevelIdContext.Provider value={{worldId, levelId}}>
|
||||
{levelId == 0 ?
|
||||
<Introduction impressum={impressum} setImpressum={setImpressum} /> :
|
||||
<PlayableLevel key={`${worldId}/${levelId}`} impressum={impressum} setImpressum={setImpressum} />}
|
||||
<Introduction impressum={impressum} setImpressum={setImpressum} toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup} /> :
|
||||
<PlayableLevel key={`${worldId}/${levelId}`} impressum={impressum} setImpressum={setImpressum} toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup}/>}
|
||||
{impressum ? <PrivacyPolicyPopup handleClose={closeImpressum} /> : null}
|
||||
{info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null}
|
||||
{preferencesPopup ? <PreferencesPopup handleClose={closePreferencesPopup} /> : null}
|
||||
</WorldLevelIdContext.Provider>
|
||||
}
|
||||
|
||||
function ChatPanel({lastLevel}) {
|
||||
function ChatPanel({lastLevel, visible = true}) {
|
||||
let { t } = useTranslation()
|
||||
const chatRef = useRef<HTMLDivElement>(null)
|
||||
const {mobile} = useContext(PreferencesContext)
|
||||
const gameId = useContext(GameIdContext)
|
||||
@@ -83,9 +107,7 @@ function ChatPanel({lastLevel}) {
|
||||
const {selectedStep, setSelectedStep} = useContext(SelectionContext)
|
||||
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
|
||||
|
||||
// If the last step has errors, we want to treat it as if it is part of the second-to-last step
|
||||
let k = proof.length - 1
|
||||
let withErr = hasInteractiveErrors(proof[k]?.errors) ? 1 : 0
|
||||
let k = proof?.steps.length ? proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1) : 0
|
||||
|
||||
function toggleSelection(line: number) {
|
||||
return (ev) => {
|
||||
@@ -98,29 +120,6 @@ function ChatPanel({lastLevel}) {
|
||||
}
|
||||
}
|
||||
|
||||
function hasHiddenHints(i : number): boolean {
|
||||
let step = proof[i]
|
||||
// For example if the proof isn't loaded yet
|
||||
if(!step) {return false}
|
||||
return step.hints.some((hint) => hint.hidden)
|
||||
}
|
||||
|
||||
const activateHiddenHints = (ev) => {
|
||||
// If the last step (`k`) has errors, we want the hidden hints from the
|
||||
// second-to-last step to be affected
|
||||
if (!(proof.length)) {return}
|
||||
|
||||
// state must not be mutated, therefore we need to clone the set
|
||||
let tmp = new Set(showHelp)
|
||||
if (tmp.has(k - withErr)) {
|
||||
tmp.delete(k - withErr)
|
||||
} else {
|
||||
tmp.add(k - withErr)
|
||||
}
|
||||
setShowHelp(tmp)
|
||||
console.debug(`help: ${Array.from(tmp.values())}`)
|
||||
}
|
||||
|
||||
useEffect(() => {
|
||||
// TODO: For some reason this is always called twice
|
||||
console.debug('scroll chat')
|
||||
@@ -144,62 +143,64 @@ function ChatPanel({lastLevel}) {
|
||||
// // chatRef.current!.scrollTo(0,0)
|
||||
// }, [gameId, worldId, levelId])
|
||||
|
||||
let introText: Array<string> = level?.data?.introduction.split(/\n(\s*\n)+/)
|
||||
let introText: Array<string> = t(level?.data?.introduction, {ns: gameId}).split(/\n(\s*\n)+/)
|
||||
|
||||
// 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 ${visible ? '' : 'hidden'}`}>
|
||||
<div ref={chatRef} className="chat">
|
||||
{introText?.filter(t => t.trim()).map(((t, i) =>
|
||||
// Show the level's intro text as hints, too
|
||||
<Hint key={`intro-p-${i}`}
|
||||
hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
|
||||
hint={{text: t, hidden: false, rawText: t, varNames: []}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
|
||||
))}
|
||||
{modifiedHints.map((step, i) => {
|
||||
{proof?.steps.map((step, i) => {
|
||||
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
|
||||
if (step.goals.length > 0 && !isLastStepWithErrors(proof, i)) {
|
||||
return <Hints key={`hints-${i}`}
|
||||
hints={filteredHints} showHidden={showHelp.has(i)} step={i}
|
||||
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof?.steps.length - 1}/>
|
||||
}
|
||||
})}
|
||||
|
||||
{/* {modifiedHints.map((step, i) => {
|
||||
// It the last step has errors, it will have the same hints
|
||||
// as the second-to-last step. Therefore we should not display them.
|
||||
if (!(i == proof.length - 1 && withErr)) {
|
||||
if (!(i == proof?.steps.length - 1 && withErr)) {
|
||||
// TODO: Should not use index as key.
|
||||
return <Hints key={`hints-${i}`}
|
||||
hints={step} showHidden={showHelp.has(i)} step={i}
|
||||
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.length - 1}/>
|
||||
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof?.steps.length - 1}/>
|
||||
}
|
||||
})}
|
||||
})} */}
|
||||
<DeletedHints hints={deletedChat}/>
|
||||
{completed &&
|
||||
{proof?.completed &&
|
||||
<>
|
||||
<div className={`message information recent step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
|
||||
Level completed! 🎉
|
||||
{t("Level completed! 🎉")}
|
||||
</div>
|
||||
{level?.data?.conclusion?.trim() &&
|
||||
<div className={`message information recent step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
|
||||
<Markdown>{level?.data?.conclusion}</Markdown>
|
||||
<Markdown>{t(level?.data?.conclusion, {ns: gameId})}</Markdown>
|
||||
</div>
|
||||
}
|
||||
</>
|
||||
}
|
||||
</div>
|
||||
<div className="button-row">
|
||||
{completed && (lastLevel ?
|
||||
{proof?.completed && (lastLevel ?
|
||||
<Button to={`/${gameId}`}>
|
||||
<FontAwesomeIcon icon={faHome} /> Leave World
|
||||
<FontAwesomeIcon icon={faHome} /> {t("Leave World")}
|
||||
</Button> :
|
||||
<Button to={`/${gameId}/world/${worldId}/level/${levelId + 1}`}>
|
||||
Next <FontAwesomeIcon icon={faArrowRight} />
|
||||
{t("Next")} <FontAwesomeIcon icon={faArrowRight} />
|
||||
</Button>)
|
||||
}
|
||||
{hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
|
||||
<Button to="" onClick={activateHiddenHints}>
|
||||
Show more help!
|
||||
</Button>
|
||||
}
|
||||
<MoreHelpButton />
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
|
||||
function ExercisePanel({codeviewRef, visible=true}) {
|
||||
|
||||
function ExercisePanel({codeviewRef, visible=true}: {codeviewRef: React.MutableRefObject<HTMLDivElement>, visible?: boolean}) {
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const {worldId, levelId} = useContext(WorldLevelIdContext)
|
||||
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
|
||||
@@ -211,7 +212,8 @@ function ExercisePanel({codeviewRef, visible=true}) {
|
||||
</div>
|
||||
}
|
||||
|
||||
function PlayableLevel({impressum, setImpressum}) {
|
||||
function PlayableLevel({impressum, setImpressum, toggleInfo, togglePreferencesPopup}) {
|
||||
let { t } = useTranslation()
|
||||
const codeviewRef = useRef<HTMLDivElement>(null)
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const {worldId, levelId} = useContext(WorldLevelIdContext)
|
||||
@@ -229,7 +231,11 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
|
||||
|
||||
// The state variables for the `ProofContext`
|
||||
const [proof, setProof] = useState<Array<ProofStep>>([])
|
||||
const [proof, setProof] = useState<ProofState>({steps: [], diagnostics: [], completed: false, completedWithWarnings: false})
|
||||
const [interimDiags, setInterimDiags] = useState<Array<Diagnostic>>([])
|
||||
const [isCrashed, setIsCrashed] = useState<Boolean>(false)
|
||||
|
||||
|
||||
// When deleting the proof, we want to keep to old messages around until
|
||||
// a new proof has been entered. e.g. to consult messages coming from dead ends
|
||||
const [deletedChat, setDeletedChat] = useState<Array<GameHint>>([])
|
||||
@@ -239,7 +245,7 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
const [pageNumber, setPageNumber] = useState(0)
|
||||
|
||||
// set to true to prevent switching between typewriter and editor
|
||||
const [lockInputMode, setLockInputMode] = useState(false)
|
||||
const [lockEditorMode, setLockEditorMode] = useState(false)
|
||||
const [typewriterInput, setTypewriterInput] = useState("")
|
||||
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
|
||||
|
||||
@@ -299,10 +305,11 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
// a hint at the beginning of the proof...
|
||||
const [selectedStep, setSelectedStep] = useState<number>()
|
||||
|
||||
|
||||
useEffect (() => {
|
||||
// Lock editor mode
|
||||
if (level?.data?.template) {
|
||||
setTypewriterMode(false)
|
||||
setLockEditorMode(true)
|
||||
|
||||
if (editor) {
|
||||
let code = editor.getModel().getLinesContent()
|
||||
@@ -329,6 +336,8 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
console.debug(`not inserting template.`)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
setLockEditorMode(false)
|
||||
}
|
||||
}, [level, levelId, worldId, gameId, editor])
|
||||
|
||||
@@ -343,7 +352,7 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
}, [gameId, worldId, levelId])
|
||||
|
||||
useEffect(() => {
|
||||
if (!typewriterMode && editor) {
|
||||
if (!(typewriterMode && !lockEditorMode) && editor) {
|
||||
// Delete last input attempt from command line
|
||||
editor.executeEdits("typewriter", [{
|
||||
range: editor.getSelection(),
|
||||
@@ -352,19 +361,19 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
}]);
|
||||
editor.focus()
|
||||
}
|
||||
}, [typewriterMode])
|
||||
}, [typewriterMode, lockEditorMode])
|
||||
|
||||
useEffect(() => {
|
||||
// Forget whether hidden hints are displayed for steps that don't exist yet
|
||||
if (proof.length) {
|
||||
if (proof?.steps.length) {
|
||||
console.debug(Array.from(showHelp))
|
||||
setShowHelp(new Set(Array.from(showHelp).filter(i => (i < proof.length))))
|
||||
setShowHelp(new Set(Array.from(showHelp).filter(i => (i < proof?.steps.length))))
|
||||
}
|
||||
}, [proof])
|
||||
|
||||
// save showed help in store
|
||||
useEffect(() => {
|
||||
if (proof.length) {
|
||||
if (proof?.steps.length) {
|
||||
console.debug(`showHelp:\n ${showHelp}`)
|
||||
dispatch(helpEdited({game: gameId, world: worldId, level: levelId, help: Array.from(showHelp)}))
|
||||
}
|
||||
@@ -372,7 +381,7 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
|
||||
// Effect when command line mode gets enabled
|
||||
useEffect(() => {
|
||||
if (onigasmH && editor && typewriterMode) {
|
||||
if (onigasmH && editor && (typewriterMode && !lockEditorMode)) {
|
||||
let code = editor.getModel().getLinesContent().filter(line => line.trim())
|
||||
editor.executeEdits("typewriter", [{
|
||||
range: editor.getModel().getFullModelRange(),
|
||||
@@ -395,22 +404,25 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
// editor.setSelection(monaco.Selection.fromPositions(endPos, endPos))
|
||||
// }
|
||||
}
|
||||
}, [editor, typewriterMode, onigasmH == null])
|
||||
}, [editor, typewriterMode, lockEditorMode, onigasmH == null])
|
||||
|
||||
return <>
|
||||
<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
|
||||
<DeletedChatContext.Provider value={{deletedChat, setDeletedChat, showHelp, setShowHelp}}>
|
||||
<SelectionContext.Provider value={{selectedStep, setSelectedStep}}>
|
||||
<InputModeContext.Provider value={{typewriterMode, setTypewriterMode, typewriterInput, setTypewriterInput, lockInputMode, setLockInputMode}}>
|
||||
<ProofContext.Provider value={{proof, setProof}}>
|
||||
<InputModeContext.Provider value={{typewriterMode, setTypewriterMode, typewriterInput, setTypewriterInput, lockEditorMode, setLockEditorMode}}>
|
||||
<ProofContext.Provider value={{proof, setProof, interimDiags, setInterimDiags, crashed: isCrashed, setCrashed: setIsCrashed}}>
|
||||
<EditorContext.Provider value={editorConnection}>
|
||||
<MonacoEditorContext.Provider value={editor}>
|
||||
<LevelAppBar
|
||||
pageNumber={pageNumber} setPageNumber={setPageNumber}
|
||||
isLoading={level.isLoading}
|
||||
levelTitle={`${mobile ? '' : 'Level '}${levelId} / ${gameInfo.data?.worldSize[worldId]}` +
|
||||
(level?.data?.title && ` : ${level?.data?.title}`)}
|
||||
toggleImpressum={toggleImpressum} />
|
||||
levelTitle={(mobile ? "" : t("Level")) + ` ${levelId} / ${gameInfo.data?.worldSize[worldId]}` +
|
||||
(level?.data?.title && ` : ${t(level?.data?.title, {ns: gameId})}`)}
|
||||
toggleImpressum={toggleImpressum}
|
||||
toggleInfo={toggleInfo}
|
||||
togglePreferencesPopup={togglePreferencesPopup}
|
||||
/>
|
||||
{mobile?
|
||||
// TODO: This is copied from the `Split` component below...
|
||||
<>
|
||||
@@ -439,24 +451,25 @@ function PlayableLevel({impressum, setImpressum}) {
|
||||
}
|
||||
|
||||
function IntroductionPanel({gameInfo}) {
|
||||
let { t } = useTranslation()
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const {worldId} = useContext(WorldLevelIdContext)
|
||||
const {mobile} = React.useContext(PreferencesContext)
|
||||
|
||||
let text: Array<string> = gameInfo.data?.worlds.nodes[worldId].introduction.split(/\n(\s*\n)+/)
|
||||
let text: Array<string> = t(gameInfo.data?.worlds.nodes[worldId].introduction, {ns: gameId}).split(/\n(\s*\n)+/)
|
||||
|
||||
return <div className="chat-panel">
|
||||
<div className="chat">
|
||||
{text?.filter(t => t.trim()).map(((t, i) =>
|
||||
<Hint key={`intro-p-${i}`}
|
||||
hint={{text: t, hidden: false}} step={0} selected={null} toggleSelection={undefined} />
|
||||
hint={{text: t, hidden: false, rawText: t, varNames: []}} step={0} selected={null} toggleSelection={undefined} />
|
||||
))}
|
||||
</div>
|
||||
<div className={`button-row${mobile ? ' mobile' : ''}`}>
|
||||
{gameInfo.data?.worldSize[worldId] == 0 ?
|
||||
<Button to={`/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> :
|
||||
<Button to={`/${gameId}/world/${worldId}/level/1`}>
|
||||
Start <FontAwesomeIcon icon={faArrowRight} />
|
||||
{t("Start")} <FontAwesomeIcon icon={faArrowRight} />
|
||||
</Button>
|
||||
}
|
||||
</div>
|
||||
@@ -466,7 +479,9 @@ function IntroductionPanel({gameInfo}) {
|
||||
export default Level
|
||||
|
||||
/** The site with the introduction text of a world */
|
||||
function Introduction({impressum, setImpressum}) {
|
||||
function Introduction({impressum, setImpressum, toggleInfo, togglePreferencesPopup}) {
|
||||
let { t } = useTranslation()
|
||||
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const {mobile} = useContext(PreferencesContext)
|
||||
|
||||
@@ -484,7 +499,7 @@ function Introduction({impressum, setImpressum}) {
|
||||
}
|
||||
|
||||
return <>
|
||||
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle="Introduction" toggleImpressum={toggleImpressum}/>
|
||||
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle={t("Introduction")} toggleImpressum={toggleImpressum} toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup}/>
|
||||
{gameInfo.isLoading ?
|
||||
<div className="app-content loading"><CircularProgress /></div>
|
||||
: mobile ?
|
||||
@@ -492,10 +507,9 @@ function Introduction({impressum, setImpressum}) {
|
||||
:
|
||||
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}>
|
||||
<IntroductionPanel gameInfo={gameInfo} />
|
||||
<div className="world-image-container empty">
|
||||
<div className="world-image-container empty center">
|
||||
{image &&
|
||||
// TODO: Temporary for testing
|
||||
<img className={worldId=="Proposition" ? "cover" : "contain"} src={path.join("data", gameId, image)} alt="" />
|
||||
<img className="contain" src={path.join("data", gameId, image)} alt="" />
|
||||
}
|
||||
|
||||
</div>
|
||||
@@ -622,7 +636,9 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
|
||||
}
|
||||
// loadRenderInfoview(imports, [infoProvider.getApi(), div], setInfoviewApi)
|
||||
setInfoProvider(infoProvider)
|
||||
client.restart()
|
||||
|
||||
// TODO: it looks like we get errors "File Changed" here.
|
||||
client.restart("Lean4Game")
|
||||
|
||||
const editorApi = infoProvider.getApi()
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@ import { useAppDispatch } from '../../hooks'
|
||||
import { deleteProgress, selectProgress } from '../../state/progress'
|
||||
import { downloadFile } from '../world_tree'
|
||||
import { Button } from '../button'
|
||||
import { Trans, useTranslation } from 'react-i18next'
|
||||
|
||||
/** download the current progress (i.e. what's saved in the browser store) */
|
||||
export function downloadProgress(gameId: string, gameProgress: any, ev: React.MouseEvent) {
|
||||
@@ -25,6 +26,7 @@ export function downloadProgress(gameId: string, gameProgress: any, ev: React.Mo
|
||||
* controlled by the containing element.
|
||||
*/
|
||||
export function ErasePopup ({handleClose}) {
|
||||
let { t } = useTranslation()
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const gameProgress = useSelector(selectProgress(gameId))
|
||||
const dispatch = useAppDispatch()
|
||||
@@ -43,17 +45,17 @@ export function ErasePopup ({handleClose}) {
|
||||
<div className="modal-backdrop" onClick={handleClose} />
|
||||
<div className="modal">
|
||||
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
|
||||
<h2>Delete Progress?</h2>
|
||||
|
||||
<p>Do you want to delete your saved progress irreversibly?</p>
|
||||
<p>
|
||||
(This deletes your proofs and your collected inventory.
|
||||
Saves from other games are not deleted.)
|
||||
</p>
|
||||
|
||||
<Button onClick={eraseProgress} to="">Delete</Button>
|
||||
<Button onClick={downloadAndErase} to="">Download & Delete</Button>
|
||||
<Button onClick={handleClose} to="">Cancel</Button>
|
||||
<h2>{t("Delete Progress?")}</h2>
|
||||
<Trans>
|
||||
<p>Do you want to delete your saved progress irreversibly?</p>
|
||||
<p>
|
||||
(This deletes your proofs and your collected inventory.
|
||||
Saves from other games are not deleted.)
|
||||
</p>
|
||||
</Trans>
|
||||
<Button onClick={eraseProgress} to="">{t("Delete")}</Button>
|
||||
<Button onClick={downloadAndErase} to="">{t("Download & Delete")}</Button>
|
||||
<Button onClick={handleClose} to="">{t("Cancel")}</Button>
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
import * as React from 'react'
|
||||
import { Typography } from '@mui/material'
|
||||
import Markdown from '../markdown'
|
||||
import { useTranslation } from 'react-i18next'
|
||||
import { GameIdContext } from '../../app'
|
||||
|
||||
/** Pop-up that is displaying the Game Info.
|
||||
*
|
||||
@@ -11,12 +13,15 @@ import Markdown from '../markdown'
|
||||
* controlled by the containing element.
|
||||
*/
|
||||
export function InfoPopup ({info, handleClose}: {info: string, handleClose: () => void}) {
|
||||
let { t } = useTranslation()
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
|
||||
return <div className="modal-wrapper">
|
||||
<div className="modal-backdrop" onClick={handleClose} />
|
||||
<div className="modal">
|
||||
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
|
||||
<Typography variant="body1" component="div" className="welcome-text">
|
||||
<Markdown>{info}</Markdown>
|
||||
<Markdown>{t(info, {ns: gameId})}</Markdown>
|
||||
</Typography>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@@ -1,90 +1,115 @@
|
||||
import * as React from 'react'
|
||||
import { Input, Typography } from '@mui/material'
|
||||
import { Input, MenuItem, Select, SelectChangeEvent, Typography } from '@mui/material'
|
||||
import Markdown from '../markdown'
|
||||
import { Switch, Button, ButtonGroup } from '@mui/material';
|
||||
import Box from '@mui/material/Box';
|
||||
import Slider from '@mui/material/Slider';
|
||||
import lean4gameConfig from '../../config.json'
|
||||
|
||||
import FormControlLabel from '@mui/material/FormControlLabel';
|
||||
|
||||
import { IPreferencesContext } from "../infoview/context"
|
||||
import { IPreferencesContext, PreferencesContext } from "../infoview/context"
|
||||
import ReactCountryFlag from 'react-country-flag';
|
||||
import { useTranslation } from 'react-i18next';
|
||||
|
||||
interface PreferencesPopupProps extends Omit<IPreferencesContext, 'mobile'> {
|
||||
handleClose: () => void
|
||||
}
|
||||
export function PreferencesPopup({ handleClose }: { handleClose: () => void }) {
|
||||
let { t } = useTranslation()
|
||||
const {layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage} = React.useContext(PreferencesContext)
|
||||
|
||||
export function PreferencesPopup({ layout, setLayout, isSavePreferences, setIsSavePreferences, handleClose }: PreferencesPopupProps) {
|
||||
const marks = [
|
||||
{
|
||||
value: 0,
|
||||
label: t('Mobile'),
|
||||
key: "mobile"
|
||||
},
|
||||
{
|
||||
value: 1,
|
||||
label: t('Auto'),
|
||||
key: "auto"
|
||||
},
|
||||
{
|
||||
value: 2,
|
||||
label: t('Desktop'),
|
||||
key: "desktop"
|
||||
},
|
||||
];
|
||||
|
||||
const marks = [
|
||||
{
|
||||
value: 0,
|
||||
label: 'Mobile',
|
||||
key: "mobile"
|
||||
},
|
||||
{
|
||||
value: 1,
|
||||
label: 'Auto',
|
||||
key: "auto"
|
||||
},
|
||||
{
|
||||
value: 2,
|
||||
label: 'Desktop',
|
||||
key: "desktop"
|
||||
},
|
||||
];
|
||||
const handlerChangeLayout = (_: Event, value: number) => {
|
||||
setLayout(marks[value].key as IPreferencesContext["layout"])
|
||||
}
|
||||
|
||||
const handlerChangeLayout = (_: Event, value: number) => {
|
||||
setLayout(marks[value].key as IPreferencesContext["layout"])
|
||||
}
|
||||
const handlerChangeLanguage = (ev: SelectChangeEvent<string>) => {
|
||||
setLanguage(ev.target.value as IPreferencesContext["language"])
|
||||
}
|
||||
|
||||
return <div className="modal-wrapper">
|
||||
<div className="modal-backdrop" onClick={handleClose} />
|
||||
<div className="modal">
|
||||
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
|
||||
<Typography variant="body1" component="div" className="settings">
|
||||
<div className='preferences-category'>
|
||||
<div className='category-title'>
|
||||
<h3>Layout</h3>
|
||||
</div>
|
||||
<div className='preferences-item first leave-left-gap'>
|
||||
<FormControlLabel
|
||||
control={
|
||||
<Box sx={{ width: 300 }}>
|
||||
<Slider
|
||||
aria-label="Always visible"
|
||||
value={marks.find(item => item.key === layout).value}
|
||||
step={1}
|
||||
marks={marks}
|
||||
max={2}
|
||||
sx={{
|
||||
'& .MuiSlider-track': { display: 'none', },
|
||||
}}
|
||||
onChange={handlerChangeLayout}
|
||||
/>
|
||||
</Box>
|
||||
}
|
||||
label=""
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className='preferences-category tail-category'>
|
||||
<div className='preferences-item'>
|
||||
<FormControlLabel
|
||||
control={
|
||||
<Switch
|
||||
checked={isSavePreferences}
|
||||
onChange={() => setIsSavePreferences(!isSavePreferences)}
|
||||
name="checked"
|
||||
color="primary"
|
||||
/>
|
||||
}
|
||||
label="Save my settings (in the browser store)"
|
||||
labelPlacement="end"
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
</Typography>
|
||||
return <div className="modal-wrapper">
|
||||
<div className="modal-backdrop" onClick={handleClose} />
|
||||
<div className="modal">
|
||||
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
|
||||
<Typography variant="body1" component="div" className="settings">
|
||||
<div className='preferences-category'>
|
||||
<div className='category-title'>
|
||||
<h3>{t("Language")}</h3>
|
||||
</div>
|
||||
<div className='preferences-item first leave-left-gap'>
|
||||
<FormControlLabel
|
||||
control={
|
||||
<Box sx={{ width: 300 }}>
|
||||
<Select
|
||||
value={language}
|
||||
label={t("Language")}
|
||||
onChange={handlerChangeLanguage}>
|
||||
{lean4gameConfig.languages.map(lang => {return <MenuItem key={`menu-item-lang-${lang.iso}`} value={lang.iso}><ReactCountryFlag countryCode={lang.flag}/> {lang.name}</MenuItem>})}
|
||||
</Select>
|
||||
</Box>
|
||||
}
|
||||
label=""
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
<div className='preferences-category'>
|
||||
<div className='category-title'>
|
||||
<h3>{t("Layout")}</h3>
|
||||
</div>
|
||||
<div className='preferences-item first leave-left-gap'>
|
||||
<FormControlLabel
|
||||
control={
|
||||
<Box sx={{ width: 300 }}>
|
||||
<Slider
|
||||
aria-label={t("Always visible")}
|
||||
value={marks.find(item => item.key === layout).value}
|
||||
step={1}
|
||||
marks={marks}
|
||||
max={2}
|
||||
sx={{
|
||||
'& .MuiSlider-track': { display: 'none', },
|
||||
}}
|
||||
onChange={handlerChangeLayout}
|
||||
/>
|
||||
</Box>
|
||||
}
|
||||
label=""
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className='preferences-category tail-category'>
|
||||
<div className='preferences-item'>
|
||||
<FormControlLabel
|
||||
control={
|
||||
<Switch
|
||||
checked={isSavePreferences}
|
||||
onChange={() => setIsSavePreferences(!isSavePreferences)}
|
||||
name="checked"
|
||||
color="primary"
|
||||
/>
|
||||
}
|
||||
label={t("Save my settings (in the browser store)")}
|
||||
labelPlacement="end"
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
</Typography>
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
|
||||
@@ -9,6 +9,8 @@ import * as React from 'react'
|
||||
*
|
||||
* `handleClose` is the function to close it again because it's open/closed state is
|
||||
* controlled by the containing element.
|
||||
*
|
||||
* Note: Do not translate the Impressum!
|
||||
*/
|
||||
export function PrivacyPolicyPopup ({handleClose}: {handleClose: () => void}) {
|
||||
return <div className="privacy-policy modal-wrapper">
|
||||
@@ -57,19 +59,3 @@ export function PrivacyPolicyPopup ({handleClose}: {handleClose: () => void}) {
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
|
||||
export const PrivacyPolicy: React.FC = () => {
|
||||
const [open, setOpen] = React.useState(false)
|
||||
const handleOpen = () => setOpen(true)
|
||||
const handleClose = () => setOpen(false)
|
||||
return (
|
||||
<>
|
||||
<div className="privacy" onClick={handleOpen} title="Privacy Policy & Impressum">
|
||||
<FontAwesomeIcon icon={faShield} />
|
||||
<p className="p1">legal</p>
|
||||
<p className="p2">notes</p>
|
||||
</div>
|
||||
{open ? <PrivacyPolicyPopup handleClose={handleClose} /> : null}
|
||||
</>
|
||||
)
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
* @fileOverview
|
||||
*/
|
||||
import * as React from 'react'
|
||||
import { Trans, useTranslation } from 'react-i18next'
|
||||
|
||||
/** Pop-up that is displayed when opening the help explaining the game rules.
|
||||
*
|
||||
@@ -9,42 +10,46 @@ import * as React from 'react'
|
||||
* controlled by the containing element.
|
||||
*/
|
||||
export function RulesHelpPopup ({handleClose}: {handleClose: () => void}) {
|
||||
const { t } = useTranslation()
|
||||
|
||||
return <div className="privacy-policy modal-wrapper">
|
||||
<div className="modal-backdrop" onClick={handleClose} />
|
||||
<div className="modal">
|
||||
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
|
||||
<h2>Game Rules</h2>
|
||||
<p>
|
||||
Game rules determine if it is allowed to skip levels and if the games runs checks to only
|
||||
allow unlocked tactics and theorems in proofs.
|
||||
</p>
|
||||
<p>
|
||||
Note: "Unlocked" tactics (or theorems) are determined by two things: The set of minimal
|
||||
tactics needed to solve a level, plus any tactics you unlocked in another level. That means
|
||||
if you unlock <code>simp</code> in a level, you can use it henceforth in any level.
|
||||
</p>
|
||||
<p>The options are:</p>
|
||||
<h2>{t("Game Rules")}</h2>
|
||||
<Trans>
|
||||
<p>
|
||||
Game rules determine if it is allowed to skip levels and if the games runs checks to only
|
||||
allow unlocked tactics and theorems in proofs.
|
||||
</p>
|
||||
<p>
|
||||
Note: "Unlocked" tactics (or theorems) are determined by two things: The set of minimal
|
||||
tactics needed to solve a level, plus any tactics you unlocked in another level. That means
|
||||
if you unlock <code>simp</code> in a level, you can use it henceforth in any level.
|
||||
</p>
|
||||
<p>The options are:</p>
|
||||
</Trans>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th scope="col"></th>
|
||||
<th scope="col">levels</th>
|
||||
<th scope="col">tactics</th>
|
||||
<th scope="col">{t("levels")}</th>
|
||||
<th scope="col">{t("tactics")}</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<th scope="row">regular</th>
|
||||
<th scope="row">{t("regular")}</th>
|
||||
<td>🔐</td>
|
||||
<td>🔐</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<th scope="row">relaxed</th>
|
||||
<th scope="row">{t("relaxed")}</th>
|
||||
<td>🔓</td>
|
||||
<td>🔐</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<th scope="row">none</th>
|
||||
<th scope="row">{t("none")}</th>
|
||||
<td>🔓</td>
|
||||
<td>🔓</td>
|
||||
</tr>
|
||||
|
||||
@@ -8,6 +8,7 @@ import { useAppDispatch } from '../../hooks'
|
||||
import { GameProgressState, loadProgress, selectProgress } from '../../state/progress'
|
||||
import { downloadFile } from '../world_tree'
|
||||
import { Button } from '../button'
|
||||
import { Trans, useTranslation } from 'react-i18next'
|
||||
|
||||
/** Pop-up that is displaying the Game Info.
|
||||
*
|
||||
@@ -15,6 +16,8 @@ import { Button } from '../button'
|
||||
* controlled by the containing element.
|
||||
*/
|
||||
export function UploadPopup ({handleClose}) {
|
||||
let { t } = useTranslation()
|
||||
|
||||
const [file, setFile] = React.useState<File>();
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const gameProgress = useSelector(selectProgress(gameId))
|
||||
@@ -54,17 +57,19 @@ export function UploadPopup ({handleClose}) {
|
||||
<div className="modal-backdrop" onClick={handleClose} />
|
||||
<div className="modal">
|
||||
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
|
||||
<h2>Upload Saved Progress</h2>
|
||||
<h2>{t("Upload Saved Progress")}</h2>
|
||||
<Trans>
|
||||
<p>Select a JSON file with the saved game progress to load your progress.</p>
|
||||
|
||||
<p>Select a JSON file with the saved game progress to load your progress.</p>
|
||||
|
||||
<p><b>Warning:</b> This will delete your current game progress!
|
||||
Consider <a className="download-link" onClick={downloadProgress} >downloading your current progress</a> first!</p>
|
||||
<p><b>Warning:</b> This will delete your current game progress!
|
||||
Consider <a className="download-link" onClick={downloadProgress} >downloading your current progress</a> first!
|
||||
</p>
|
||||
</Trans>
|
||||
<p>
|
||||
<input type="file" onChange={handleFileChange}/>
|
||||
</p>
|
||||
|
||||
<Button to="" onClick={uploadProgress}>Load selected file</Button>
|
||||
<Button to="" onClick={uploadProgress}>{t("Load selected file")}</Button>
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
|
||||
@@ -23,26 +23,31 @@ import { WorldTreePanel } from './world_tree'
|
||||
import '../css/welcome.css'
|
||||
import { WelcomeAppBar } from './app_bar'
|
||||
import { Hint } from './hints'
|
||||
import i18next from 'i18next'
|
||||
import { useTranslation } from 'react-i18next'
|
||||
|
||||
|
||||
/** the panel showing the game's introduction text */
|
||||
function IntroductionPanel({introduction, setPageNumber}: {introduction: string, setPageNumber}) {
|
||||
const {mobile} = React.useContext(PreferencesContext)
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
|
||||
let { t } = useTranslation()
|
||||
|
||||
const dispatch = useAppDispatch()
|
||||
|
||||
// TODO: I left the setup for splitting up the introduction in place, but if it's not needed
|
||||
// then this can be simplified.
|
||||
|
||||
// let text: Array<string> = introduction.split(/\n(\s*\n)+/)
|
||||
let text: Array<string> = introduction ? [introduction] : []
|
||||
let text: Array<string> = introduction ? [t(introduction, {ns : gameId})] : []
|
||||
|
||||
return <div className="column chat-panel">
|
||||
<div className="chat">
|
||||
{text?.map(((t, i) =>
|
||||
t.trim() ?
|
||||
<Hint key={`intro-p-${i}`}
|
||||
hint={{text: t, hidden: false}}
|
||||
hint={{text: t, hidden: false, rawText: t, varNames: []}}
|
||||
step={0} selected={null} toggleSelection={undefined} />
|
||||
: <></>
|
||||
))}
|
||||
@@ -64,8 +69,12 @@ function IntroductionPanel({introduction, setPageNumber}: {introduction: string,
|
||||
/** main page of the game showing among others the tree of worlds/levels */
|
||||
function Welcome() {
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
|
||||
// Load the namespace of the game
|
||||
i18next.loadNamespaces(gameId)
|
||||
|
||||
const {mobile} = React.useContext(PreferencesContext)
|
||||
const {layout, isSavePreferences, setLayout, setIsSavePreferences} = React.useContext(PreferencesContext)
|
||||
const {layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage} = React.useContext(PreferencesContext)
|
||||
|
||||
const gameInfo = useGetGameInfoQuery({game: gameId})
|
||||
const inventory = useLoadInventoryOverviewQuery({game: gameId})
|
||||
@@ -94,7 +103,6 @@ function Welcome() {
|
||||
function toggleUploadMenu() {setUploadMenu(!uploadMenu)}
|
||||
function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)}
|
||||
|
||||
|
||||
// set the window title
|
||||
useEffect(() => {
|
||||
if (gameInfo.data?.title) {
|
||||
@@ -136,7 +144,7 @@ function Welcome() {
|
||||
{eraseMenu? <ErasePopup handleClose={closeEraseMenu}/> : null}
|
||||
{uploadMenu? <UploadPopup handleClose={closeUploadMenu}/> : null}
|
||||
{info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null}
|
||||
{preferencesPopup ? <PreferencesPopup layout={layout} isSavePreferences={isSavePreferences} setLayout={setLayout} setIsSavePreferences={setIsSavePreferences} handleClose={closePreferencesPopup}/> : null}
|
||||
{preferencesPopup ? <PreferencesPopup handleClose={closePreferencesPopup} /> : null}
|
||||
</>
|
||||
}
|
||||
|
||||
|
||||
@@ -17,6 +17,7 @@ import { store } from '../state/store'
|
||||
|
||||
import '../css/world_tree.css'
|
||||
import { PreferencesContext } from './infoview/context'
|
||||
import { useTranslation } from 'react-i18next'
|
||||
|
||||
// Settings for the world tree
|
||||
cytoscape.use( klay )
|
||||
@@ -112,6 +113,7 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
|
||||
difficulty: number,
|
||||
worldSize: number
|
||||
}) {
|
||||
const { t } = useTranslation()
|
||||
|
||||
// See level icons. Match radius computed there minus `1.2*r`
|
||||
const N = Math.max(worldSize, NMIN)
|
||||
@@ -150,7 +152,7 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
|
||||
width={1.42*R} height={1.42*R} transform={"translate("+ -.71*R +","+ -.71*R +")"}>
|
||||
<div className={unlocked && !completed ? "playable-world" : ''}>
|
||||
<p className="world-title" style={{fontSize: fontSize + "px"}}>
|
||||
{title ? title : world}
|
||||
{title ? t(title, {ns: gameId}) : world}
|
||||
</p>
|
||||
</div>
|
||||
</foreignObject>
|
||||
@@ -161,7 +163,7 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
|
||||
>
|
||||
<div className='world-label' style={{backgroundColor: completed ? darkgreen : unlocked ? darkblue : darkgrey}}>
|
||||
<p className='world-title' style={{fontSize: MINFONT + "px"}}>
|
||||
{title ? title : world}
|
||||
{title ? t(title, {ns: gameId}) : world}
|
||||
</p>
|
||||
</div>
|
||||
</foreignObject>}
|
||||
@@ -195,6 +197,7 @@ export const downloadFile = ({ data, fileName, fileType } :
|
||||
|
||||
/** The menu that is shown next to the world selection graph */
|
||||
export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
|
||||
const { t, i18n } = useTranslation()
|
||||
const gameId = React.useContext(GameIdContext)
|
||||
const difficulty = useSelector(selectDifficulty(gameId))
|
||||
const dispatch = useAppDispatch()
|
||||
@@ -202,20 +205,20 @@ export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
|
||||
|
||||
|
||||
function label(x : number) {
|
||||
return x == 0 ? 'none' : x == 1 ? 'relaxed' : 'regular'
|
||||
return x == 0 ? t("none") : x == 1 ? t("relaxed") : t("regular")
|
||||
}
|
||||
|
||||
|
||||
return <nav className={`world-selection-menu${mobile ? '' : ' desktop'}`}>
|
||||
<div className="slider-wrap">
|
||||
<span className="difficulty-label">Rules
|
||||
<span className="difficulty-label">{t("Rules")}
|
||||
<FontAwesomeIcon icon={rulesHelp ? faXmark : faCircleQuestion} className='helpButton' onClick={() => (setRulesHelp(!rulesHelp))}/>
|
||||
</span>
|
||||
<Slider
|
||||
orientation="vertical"
|
||||
title="Game Rules"
|
||||
title={t("Game Rules")}
|
||||
min={0} max={2}
|
||||
aria-label="Game Rules"
|
||||
aria-label={t("Game Rules")}
|
||||
value={difficulty}
|
||||
marks={[
|
||||
{value: 0, label: label(0)},
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
{
|
||||
"allGames": [
|
||||
"leanprover-community/nng4",
|
||||
"hhu-adam/robo",
|
||||
"djvelleman/stg4",
|
||||
"trequetrum/lean4game-logic",
|
||||
"jadabouhawili/knightsandknaves-lean4game"
|
||||
],
|
||||
|
||||
"languages": [
|
||||
{
|
||||
"iso": "en",
|
||||
"flag": "GB",
|
||||
"name": "English"
|
||||
},
|
||||
{
|
||||
"iso": "de",
|
||||
"flag": "DE",
|
||||
"name": "Deutsch"
|
||||
},
|
||||
{
|
||||
"iso": "zh",
|
||||
"flag": "CN",
|
||||
"name": "中文"
|
||||
},
|
||||
{
|
||||
"iso": "es",
|
||||
"flag": "ES",
|
||||
"name": "Español"
|
||||
},
|
||||
{
|
||||
"iso": "ko",
|
||||
"flag": "KR",
|
||||
"name": "한국어"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -41,6 +41,13 @@
|
||||
.level-completed {
|
||||
font-size: 1.8rem;
|
||||
font-weight: 500;
|
||||
padding-left: .5em;
|
||||
padding-right: .5em;
|
||||
padding-top: .2em;
|
||||
padding-bottom: .2em;
|
||||
border-radius: .5em;
|
||||
background-color: #eee;
|
||||
|
||||
}
|
||||
|
||||
.typewriter {
|
||||
@@ -188,6 +195,18 @@
|
||||
flex-direction: row;
|
||||
}
|
||||
|
||||
.exercise .failed-command {
|
||||
background-color: #eee;
|
||||
padding: .5em;
|
||||
border-radius: .2em;
|
||||
/* TODO: It seems my browsers merge the margings of the proof steps,
|
||||
so that it only shows once 0.5rem instead of twice. Thus have 1.5 here now.
|
||||
*/
|
||||
margin-bottom: 1.5rem;
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
}
|
||||
|
||||
.exercise .command-text {
|
||||
flex: 1;
|
||||
background-color: #fff;
|
||||
@@ -199,3 +218,10 @@
|
||||
.undo-button {
|
||||
color: #888;
|
||||
}
|
||||
|
||||
.crashed_message {
|
||||
color: #D8000C;
|
||||
font-weight: bold;
|
||||
padding-left: .5em;
|
||||
padding-right: .5em;
|
||||
}
|
||||
|
||||
@@ -19,7 +19,7 @@ a {
|
||||
|
||||
@viewport {
|
||||
width: device-width ;
|
||||
zoom: 1.0 ;
|
||||
initial-scale: 1.0 ;
|
||||
}
|
||||
|
||||
.landing-page {
|
||||
@@ -36,6 +36,13 @@ a {
|
||||
padding-bottom: 80px;
|
||||
}
|
||||
|
||||
.landing-page-nav {
|
||||
position: relative;
|
||||
}
|
||||
|
||||
#menu-btn {
|
||||
background-color: unset;
|
||||
}
|
||||
|
||||
@media screen and (max-width: 440px) {
|
||||
.game-list {
|
||||
@@ -182,6 +189,8 @@ footer .link {
|
||||
|
||||
.github-link {
|
||||
height: 24px; /* TODO: why do I need that? s*/
|
||||
margin-top: auto;
|
||||
margin-bottom: auto;
|
||||
}
|
||||
|
||||
.landing-page > section {
|
||||
|
||||
@@ -348,13 +348,19 @@ td code {
|
||||
.world-image-container {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
min-height: 0px; /* somehow this has a desired affect, but why? */
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.world-image-container img.contain {
|
||||
object-fit: contain;
|
||||
}
|
||||
|
||||
.world-image-container.center {
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
|
||||
.world-image-container img.cover {
|
||||
height: 100%;
|
||||
object-fit: cover;
|
||||
@@ -368,3 +374,22 @@ td code {
|
||||
min-width: 40px;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
/* Fixes https://github.com/leanprover-community/lean4game/issues/202 */
|
||||
.katex-mathml {
|
||||
display: none;
|
||||
}
|
||||
|
||||
/* DEBUG */
|
||||
/* .proof .step {
|
||||
border: 2px solid rgb(0, 123, 255);
|
||||
} */
|
||||
|
||||
.nav-btns {
|
||||
height: 2rem;
|
||||
}
|
||||
|
||||
.nav-btns .language-btn {
|
||||
background: #DDF6FF;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
import i18n from "i18next";
|
||||
import Backend from "i18next-http-backend"
|
||||
import { initReactI18next } from "react-i18next";
|
||||
|
||||
i18n
|
||||
.use(initReactI18next)
|
||||
.use(Backend)
|
||||
.init({
|
||||
ns: ['translation'],
|
||||
backend: {
|
||||
// > see https://github.com/i18next/i18next-http-backend
|
||||
loadPath: function(lngs, namespaces: Array<string>) {
|
||||
if (namespaces[0].startsWith("g/")) {
|
||||
return '/i18n/{{ns}}/{{lng}}/Game.json';
|
||||
} else {
|
||||
return '/locales/{{lng}}/{{ns}}.json';
|
||||
}
|
||||
}
|
||||
},
|
||||
// > language to use, more information here:
|
||||
// > https://www.i18next.com/overview/configuration-options#languages-namespaces-resources
|
||||
lng: "en",
|
||||
// we use natural language keys, so we don't need a fallback language.
|
||||
fallbackLng: false,
|
||||
// > you can use the i18n.changeLanguage function to change the language manually:
|
||||
// > https://www.i18next.com/overview/api#changelanguage
|
||||
// > if you're using a language detector, do not define the lng option
|
||||
returnEmptyString: false,
|
||||
interpolation: {
|
||||
// > react already safes from xss
|
||||
escapeValue: false
|
||||
}
|
||||
});
|
||||
|
||||
export default i18n;
|
||||
+11
-3
@@ -9,6 +9,7 @@ import ErrorPage from './components/error_page'
|
||||
import Welcome from './components/welcome'
|
||||
import LandingPage from './components/landing_page'
|
||||
import Level from './components/level'
|
||||
import './i18n';
|
||||
|
||||
|
||||
|
||||
@@ -20,7 +21,14 @@ let root_object: RouteObject = single_game ? {
|
||||
loader: () => redirect("/g/local/game")
|
||||
} : {
|
||||
path: "/",
|
||||
element: <LandingPage />,
|
||||
element: <App />,
|
||||
errorElement: <ErrorPage />,
|
||||
children: [
|
||||
{
|
||||
path: "/",
|
||||
element: <LandingPage />,
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
const router = createHashRouter([
|
||||
@@ -28,12 +36,12 @@ const router = createHashRouter([
|
||||
{
|
||||
// For backwards compatibility
|
||||
path: "/game/nng",
|
||||
loader: () => redirect("/g/hhu-adam/NNG4")
|
||||
loader: () => redirect("/g/leanprover-community/nng4")
|
||||
},
|
||||
{
|
||||
// For backwards compatibility
|
||||
path: "/g/hhu-adam/NNG4",
|
||||
loader: () => redirect("/g/leanprover-community/NNG4")
|
||||
loader: () => redirect("/g/leanprover-community/nng4")
|
||||
},
|
||||
{
|
||||
path: "/g/:owner/:repo",
|
||||
|
||||
@@ -1,9 +1,10 @@
|
||||
import React, { useState } from "react";
|
||||
import { useAppDispatch, useAppSelector } from "../../hooks";
|
||||
import {
|
||||
PreferencesState,
|
||||
setLayout as setPreferencesLayout,
|
||||
import {
|
||||
PreferencesState,
|
||||
setLayout as setPreferencesLayout,
|
||||
setIsSavePreferences as setPreferencesIsSavePreferences,
|
||||
setLanguage as setLanguagePreferences,
|
||||
getWindowDimensions,
|
||||
AUTO_SWITCH_THRESHOLD
|
||||
} from "../preferences";
|
||||
@@ -19,6 +20,9 @@ const UsePreferences = () => {
|
||||
const isSavePreferences = useAppSelector((state) => state.preferences.isSavePreferences);
|
||||
const setIsSavePreferences = (isSave: boolean) => dispatch(setPreferencesIsSavePreferences(isSave))
|
||||
|
||||
const language = useAppSelector((state) => state.preferences.language);
|
||||
const setLanguage = (lang: string) => dispatch(setLanguagePreferences(lang))
|
||||
|
||||
const automaticallyAdjustLayout = () => {
|
||||
const {width} = getWindowDimensions()
|
||||
setMobile(width < AUTO_SWITCH_THRESHOLD)
|
||||
@@ -28,14 +32,14 @@ const UsePreferences = () => {
|
||||
if (layout === "auto"){
|
||||
void automaticallyAdjustLayout()
|
||||
window.addEventListener('resize', automaticallyAdjustLayout)
|
||||
|
||||
|
||||
return () => window.removeEventListener('resize', automaticallyAdjustLayout)
|
||||
} else {
|
||||
setMobile(layout === "mobile")
|
||||
}
|
||||
}, [layout])
|
||||
|
||||
return {mobile, layout, isSavePreferences, setLayout, setIsSavePreferences}
|
||||
}
|
||||
return {mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage}
|
||||
}
|
||||
|
||||
export default UsePreferences;
|
||||
export default UsePreferences;
|
||||
|
||||
@@ -5,6 +5,7 @@ import { loadPreferences, removePreferences, savePreferences } from "./local_sto
|
||||
export interface PreferencesState {
|
||||
layout: "mobile" | "auto" | "desktop";
|
||||
isSavePreferences: boolean;
|
||||
language: string;
|
||||
}
|
||||
|
||||
export function getWindowDimensions() {
|
||||
@@ -16,8 +17,9 @@ export const AUTO_SWITCH_THRESHOLD = 800
|
||||
|
||||
const initialState: PreferencesState = loadPreferences() ??{
|
||||
layout: "auto",
|
||||
isSavePreferences: false
|
||||
}
|
||||
isSavePreferences: false,
|
||||
language: import.meta.env.VITE_CLIENT_DEFAULT_LANGUAGE || "en",
|
||||
};
|
||||
|
||||
export const preferencesSlice = createSlice({
|
||||
name: "preferences",
|
||||
@@ -29,7 +31,10 @@ export const preferencesSlice = createSlice({
|
||||
setIsSavePreferences: (state, action) => {
|
||||
state.isSavePreferences = action.payload;
|
||||
},
|
||||
setLanguage: (state, action) => {
|
||||
state.language = action.payload;
|
||||
},
|
||||
},
|
||||
});
|
||||
|
||||
export const { setLayout, setIsSavePreferences } = preferencesSlice.actions;
|
||||
export const { setLayout, setIsSavePreferences, setLanguage } = preferencesSlice.actions;
|
||||
|
||||
+25
-21
@@ -6,11 +6,11 @@ This tutorial walks you through creating a new game for lean4. It covers from wr
|
||||
|
||||
1. Use the [GameSkeleton template](https://github.com/hhu-adam/GameSkeleton) to create a new github repo for your game: On github, click on "Use this template" > "Create a new repository".
|
||||
2. Clone the game repo.
|
||||
3. Call `lake update && lake exe cache get && lake build` to build the Lean project.
|
||||
3. Call `lake update -R && lake build` to build the Lean project.
|
||||
|
||||
Note that you need to host your game's code on github to publish it online later on. If you only
|
||||
want to play it locally, you can simply clone the NNG repo and start modifying that one.
|
||||
### Running the game
|
||||
|
||||
Now you can open the game in VSCode (`cd YourGame/` and `code .`), and start modifying it like a regular Lean project. To run the game consult the section "**5. Testing the Game Locally**" below.
|
||||
|
||||
## 2. Game.lean
|
||||
|
||||
@@ -189,13 +189,12 @@ The statement is the exercise of the level. The basics work the same as they wou
|
||||
|
||||
#### Name
|
||||
|
||||
You can give your exercise a name: `Statement my_first_exercise (n : Nat) ...`. If you do so, it will be added to the inventory and be available in future levels.
|
||||
|
||||
You can give your exercise a name: `Statement my_first_exercise (n : Nat) …`. If you do so, it will be added to the inventory and be available in future levels.
|
||||
You can but a `Statement` inside namespaces like you would with `theorem`.
|
||||
|
||||
#### Doc String / Exercise statement
|
||||
|
||||
Add a docstring that contains the exercise statement in natural language. If you do this, it will appear at the top of the exercise. It supports Latex.
|
||||
Add a docstring that contains the exercise statement in natural language. If you do this, it will appear at the top of the exercise. See [LaTeX in Games](latex.md) for more details on formatting.
|
||||
|
||||
```lean
|
||||
/-- The exercise statement in natural language using latex: $\iff$. -/
|
||||
@@ -203,14 +202,7 @@ Statement ...
|
||||
sorry
|
||||
```
|
||||
|
||||
#### Attributes
|
||||
|
||||
You can add attributes as you would for a `theorem`. Most notably, you can make your named exercise a `simp` lemma:
|
||||
|
||||
```lean
|
||||
@[simp]
|
||||
Statement my_simp_lemma ...
|
||||
```
|
||||
For more details and features, read [Writing Exercises](writing_exercises.md)
|
||||
|
||||
### 6. c) Proof
|
||||
|
||||
@@ -250,7 +242,11 @@ NOTE: At present, only the images for a world are displayed. They appear in the
|
||||
|
||||
In principle, it is as simple as modifying `lean-toolchain` to update your game to a new Lean version. However, you should read about the details in [Update An Existing Game](update_game.md).
|
||||
|
||||
## 8. Publish your game
|
||||
## 8. Add translation
|
||||
|
||||
See [Translating a game](translate.md).
|
||||
|
||||
## 9. Publish your game
|
||||
|
||||
To publish your game on the official server, see [Publishing a game](publish_game.md)
|
||||
|
||||
@@ -269,13 +265,21 @@ CoverImage "images/cover.png"
|
||||
* `Prerequisites` a list of other games you should play before this one, e.g. `Prerequisites "NNG" "STG"`. The game names are free-text.
|
||||
* `CoverImage`: You can create a folder `images/` and put images there for the game to use. The maximal ratio is ca. 500x200 (W x H) but it might be cropped horizontally on narrow screens.
|
||||
|
||||
## Further Notes
|
||||
## 10. Advanced Topics
|
||||
|
||||
Here are some random further things you should consider designing a new game:
|
||||
### Escaping
|
||||
|
||||
* Inside strings, you need to escape backslashes, but not inside doc-strings, therefore you
|
||||
Inside strings, you need to escape backslashes, but not inside doc-strings, therefore you
|
||||
would write `Introduction "some latex here: $\\iff$."` but
|
||||
`/-- some latex here: $\iff$. -/ Statement ...`
|
||||
* A world with more than 16 levels will be displayed with the levels spiraling outwards,
|
||||
it might be desirable to stay below that bound. Above 22 levels the spiral starts getting out
|
||||
of control.
|
||||
|
||||
### LaTeX support
|
||||
|
||||
LaTeX is rendered using the [KaTeX library](https://katex.org/),
|
||||
see [Using LaTeX in the Game](latex.md) for details.
|
||||
|
||||
### Number Of Levels Limit
|
||||
|
||||
A world with more than 16 levels will be displayed with the levels spiraling outwards,
|
||||
it might be desirable to stay below that bound. Above 22 levels the spiral starts getting out
|
||||
of control.
|
||||
|
||||
+19
-3
@@ -33,7 +33,7 @@ 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.
|
||||
so that no progress has been made on proving the goal.
|
||||
|
||||
```
|
||||
Statement .... := by
|
||||
@@ -49,6 +49,9 @@ Statement .... := by
|
||||
Put variables in the hint text inside brackets like this: `{h}`! This way the server can replace
|
||||
the variable's name with the one the user actually used.
|
||||
|
||||
*Note*: This means you need to escape any other uses of **opening** curly brackets (i.e. `\{`). See also [LaTeX in Games](latex.md) for
|
||||
examples of this.
|
||||
|
||||
For example, if the sample proof contains
|
||||
|
||||
```
|
||||
@@ -84,6 +87,19 @@ create new assumptions.
|
||||
|
||||
## 6. Formatting
|
||||
|
||||
You can add use markdown to format your hints, for example you can use KaTex: `$\\iff$`
|
||||
You can use Markdown to format your hints and you can
|
||||
use LaTeX. See [LaTeX in Games](latex.md) for more details.
|
||||
|
||||
TODO: Write a doc about latex/markdown options available.
|
||||
### Images
|
||||
|
||||
Hints and introductions/conclusions can also contain images.
|
||||
|
||||
For remote images, simply add:
|
||||
|
||||
```
|
||||
<img src=\"https://url.com/to/image\"/>
|
||||
```
|
||||
|
||||
Local images can currently only be included with a hack:
|
||||
|
||||
Images in the game's `images/` folder will be accessible at `data/g/[user]/[repo]/[image].[png|jpg|…]` and thus can be included as if they were external images.
|
||||
|
||||
@@ -0,0 +1,78 @@
|
||||
There are multiple ways how to format the text content of your game. Notably Markdown with KaTeX.
|
||||
|
||||
# Escaping
|
||||
Generally, if you add text inside quotes `" "` (e.g. in `Hint`) you need to escape
|
||||
backslashes, but if you provide text inside a doc comment
|
||||
`/-- -/` (e.g. in the `Statement` description) you do not!
|
||||
|
||||
This means for example you'd write `/-- $\iff$ -/` but `"$\\iff$"`.
|
||||
|
||||
Furthermore, inside `Hint` you need to escape all opening curly brackets as `\{` since `{h}` is syntax for inserting a variable name `h`.
|
||||
|
||||
# KaTeX
|
||||
|
||||
LaTeX syntax is provided trough the [KaTeX library](https://katex.org). KateX supports most but not all of latex and its packages.
|
||||
See [supported](https://katex.org/docs/supported.html).
|
||||
|
||||
## Examples
|
||||
|
||||
### Commutative diagrams
|
||||
|
||||
Here is an example of how to write a commutative diagram in KaTeX:
|
||||
|
||||
$$
|
||||
\begin{CD}
|
||||
A @>{f}>> B @<{g}<< C \\
|
||||
@V{h}VV @V{i}VV @V{j}VV \\
|
||||
D @<{k}<< E @>{l}>> F \\
|
||||
@A{m}AA @A{n}AA @V{p}VV \\
|
||||
G @<{q}<< H @>{r}>> I
|
||||
\end{CD}
|
||||
$$
|
||||
|
||||
```
|
||||
$$
|
||||
\begin{CD}
|
||||
A @>{f}>> B @<{g}<< C \\
|
||||
@V{h}VV @V{i}VV @V{j}VV \\
|
||||
D @<{k}<< E @>{l}>> F \\
|
||||
@A{m}AA @A{n}AA @V{p}VV \\
|
||||
G @<{q}<< H @>{r}>> I
|
||||
\end{CD}
|
||||
$$
|
||||
```
|
||||
|
||||
Again, note that inside a string like `Hint`/`Introduction`/`Conclusion`/etc. you need to escape `\` and potentially `{`.
|
||||
|
||||
E.g. `\begin` as `\\begin`, `\\` as `\\\\` and inside a
|
||||
`Hint`, `@>{f}>>` as `@>\{f}>>`.
|
||||
|
||||
See https://www.jmilne.org/not/Mamscd.pdf
|
||||
|
||||
### Truth Tables
|
||||
|
||||
KaTeX does not support the tabular environment. You can use the array environment instead.
|
||||
|
||||
$$
|
||||
\begin{array}{|c|c|}
|
||||
\hline
|
||||
P & ¬P \\
|
||||
\hline
|
||||
T & F \\
|
||||
F & T \\
|
||||
\hline
|
||||
\end{array}
|
||||
$$
|
||||
|
||||
```
|
||||
$$
|
||||
\begin{array}{|c|c|}
|
||||
\hline
|
||||
P & ¬P \\
|
||||
\hline
|
||||
T & F \\
|
||||
F & T \\
|
||||
\hline
|
||||
\end{array}
|
||||
$$
|
||||
```
|
||||
@@ -7,3 +7,13 @@ Internally, websocket requests to `ws://localhost:3000/websockets` will be forwa
|
||||
On the server side, the command will set up a docker image containing the Lean server. The two parts can be built separately using `npm run build_client` and `npm run build_server`.
|
||||
|
||||
* `npm run production`: Start the project in production mode. This requires that the build script has been run. It will start a server on the port specified in the `PORT` environment variable or by default on `8080`. You can run on a specific port by running `PORT=80 npm run production`. The server will serve the files in `client/dist` via http and give access to the bubblewrapped Lean server via the web socket protocol.
|
||||
|
||||
### Environment Variables
|
||||
|
||||
The client and server ports, as well as the default language, can be configured using environment variables:
|
||||
|
||||
* `PORT`: Sets the port for the backend server (default: `8080`).
|
||||
* `CLIENT_PORT`: Sets the port for the client server (default: `3000`).
|
||||
* `VITE_CLIENT_DEFAULT_LANGUAGE`: Sets the default language for the application (default: `en`).
|
||||
|
||||
Ensure these environment variables are set appropriately in your environment to configure the project as needed.
|
||||
|
||||
@@ -26,3 +26,22 @@ where you replace:
|
||||
Everything downloaded remains in the folder `lean4game/games`.
|
||||
The subfolder `tmp` contains downloaded artifacts and can be deleted without loss.
|
||||
The other folders should only contain the built lean-games, sorted by owner and repo.
|
||||
|
||||
## Server capacity
|
||||
|
||||
If you would like to display the server capacity on the landing page,
|
||||
you can create a file `lean4game/games/stats.csv` of the following form:
|
||||
|
||||
```
|
||||
CPU,MEM
|
||||
0.1,0.8
|
||||
```
|
||||
|
||||
These numbers will be displayed on the landing page ("CPU: 10 % used" and "RAM: 80 % used").
|
||||
|
||||
If you only want one of the numbers, replace the number you don't want with `nan` (or anything
|
||||
else which does not parse as number).
|
||||
|
||||
If you don't want to show either, simply do not create `stats.csv`
|
||||
|
||||
Use your own script or cronjob to update the CSV file as desired.
|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
# Translation
|
||||
|
||||
The game server supports internationalisation ("i18n") using [lean-i18n](https://github.com/hhu-adam/lean-i18n) and [i18next](https://www.npmjs.com/package/i18next).
|
||||
|
||||
The intended workflow currently is the following:
|
||||
|
||||
1. When you call `lake build` in your game, it should automatically create a template file `.i18n/en/Game.pot`. Alternatively you can call `lake exe i18n --template` to recreate it.
|
||||
2. Open the file `Game.pot` (the "t" stands for "template") with [Poedit](https://poedit.net/) (or a similar software) and translate all strings. Save your work as `.i18n/{language}/Game.po`.
|
||||
4. Call `lake exe i18n --export-json` to create all Json files `.i18n/{language}/Game.json` which the server needs.
|
||||
5. Add your translations (i.e. `.po` and `.json`, but not the `.mo` files) and push your results, and [publish the game](publish_game.md).
|
||||
|
||||
If you choose the correct language in the "Preferences" of the game, you should see your translations.
|
||||
|
||||
## Alternative: avoiding .po
|
||||
|
||||
Note: This workflow is subject to change, and it might be that in future the server can directly read `.po` files. Until then, there is also an alternative workflow you might choose:
|
||||
|
||||
0. Add `useJson: true` to `.i18n/config.json`
|
||||
1. `lake build` or `lake exe i18n --template` will now create a Json instead: `.i18n/en/Game.json`.
|
||||
2. Add translations to a copy of this Json an save it as `.i18n/{language}/Game.json`
|
||||
|
||||
## Non-English games
|
||||
|
||||
For games written in a language different than English, you should set the correct source language (`sourceLang`) in `.i18n/config.json`. Afterwards, on `lake build` the template should appear under the chosen language, and can be translated (e.g. into English) as described above.
|
||||
|
||||
## New languages
|
||||
|
||||
The server has a set number of languages one can select.
|
||||
If your game has been translated to a language not selectable, [open an issue at lean4game](https://github.com/leanprover-community/lean4game/issues) requesting this new language.
|
||||
Or, even better, create a PR to translate the [server interface](https://github.com/leanprover-community/lean4game/tree/main/client/public/locales) into that new language.
|
||||
@@ -0,0 +1,56 @@
|
||||
# Writing exercises
|
||||
|
||||
This page deals in more details with the `Statement` command and all the options you have
|
||||
to write better exercises/levels.
|
||||
|
||||
|
||||
## Local `let` definitions
|
||||
|
||||
If you want to make a local definition/notation which only holds for this exercise (e.g.
|
||||
a function `f : ℤ → ℤ := fun x ↦ 2 * x`) the recommended way is to use a `let`-statement:
|
||||
|
||||
```lean
|
||||
Statement (a : ℤ) (h : 0 < a) :
|
||||
let f : ℤ → ℤ := fun x ↦ 2 * x
|
||||
0 < f a := by
|
||||
sorry
|
||||
```
|
||||
|
||||
The game automatically `intros` such `let`-statements, such that you and the player will see
|
||||
the following initial proof state:
|
||||
|
||||
```
|
||||
a: ℤ
|
||||
h: 0 < a
|
||||
f: ℤ → ℤ := fun x => 2 * x
|
||||
⊢ 0 < f a
|
||||
```
|
||||
|
||||
## "Preamble" & non-`Prop`-valued exercises
|
||||
|
||||
You can use the following syntax with `(preamble := tac)` where `tac` is a tactic sequence.
|
||||
|
||||
```
|
||||
Statement my_statement (preamble := dsimp) (a : ℤ) (h : 0 < a) :
|
||||
0 < f a := by
|
||||
sorry
|
||||
```
|
||||
|
||||
This tactic sequence will be executed before the exercise is handed to the player.
|
||||
|
||||
For example, if your exercise is to construct a structure, you could use `preamble` to fill
|
||||
all data fields correctly, leaving all `Prop`-valued fields of the structure as separate goals
|
||||
for the player to proof.
|
||||
|
||||
Note: `(preamble := tac)` always has to be written between the optional name and the first
|
||||
hypothesis. Nevertheless, you can use all hypotheses in the tactic sequence, because it is
|
||||
only evaluated at the beginning of the proof.
|
||||
|
||||
## Attributes
|
||||
|
||||
You can add attributes as you would for a `theorem`. Most notably, you can make your named exercise a `simp` lemma:
|
||||
|
||||
```lean
|
||||
@[simp]
|
||||
Statement my_simp_lemma ...
|
||||
```
|
||||
+1
-1
@@ -33,7 +33,7 @@
|
||||
</p>
|
||||
</div>
|
||||
</noscript>
|
||||
<script type="module" src="/client/src/index.tsx"></script>
|
||||
<script type="module" src="client/src/index.tsx"></script>
|
||||
</body>
|
||||
|
||||
</html>
|
||||
|
||||
Generated
+1758
-656
File diff suppressed because it is too large
Load Diff
+8
-1
@@ -27,12 +27,17 @@
|
||||
"cytoscape-klay": "^3.1.4",
|
||||
"debounce": "^1.2.1",
|
||||
"express": "^4.18.2",
|
||||
"i18next": "^23.10.1",
|
||||
"i18next-http-backend": "^2.5.0",
|
||||
"i18next-scanner-typescript": "^1.2.0",
|
||||
"lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
|
||||
"lean4web": "github:hhu-adam/lean4web#414d9e62638a392fca278761b4c61a1d2e138bc7",
|
||||
"octokit": "^3.1.2",
|
||||
"path-browserify": "^1.0.1",
|
||||
"react": "^18.2.0",
|
||||
"react-country-flag": "^3.1.0",
|
||||
"react-dom": "^18.2.0",
|
||||
"react-i18next": "^14.1.0",
|
||||
"react-markdown": "^8.0.4",
|
||||
"react-native": "^0.72.3",
|
||||
"react-redux": "^8.0.5",
|
||||
@@ -58,6 +63,7 @@
|
||||
"concurrently": "^7.6.0",
|
||||
"css-loader": "^6.7.3",
|
||||
"file-loader": "^6.2.0",
|
||||
"i18next-scanner": "^4.4.0",
|
||||
"nodemon": "^3.0.1",
|
||||
"react-refresh": "^0.14.0",
|
||||
"style-loader": "^3.3.1",
|
||||
@@ -73,7 +79,8 @@
|
||||
"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 relay/index.mjs"
|
||||
"production": "cross-env NODE_ENV=production node relay/index.mjs",
|
||||
"translate": "npx i18next-scanner --config client/i18next-scanner.config.cjs"
|
||||
},
|
||||
"eslintConfig": {
|
||||
"extends": [
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
import time
|
||||
|
||||
def measure_proc_stat() -> dict[str, int]:
|
||||
proc_stat_header = open("/proc/stat", "r").readline()
|
||||
proc_stat = proc_stat_header.split(' ')[2:]
|
||||
proc_stat[-1] = proc_stat[-1].removesuffix('\n')
|
||||
proc_stat = list(map(int, proc_stat))
|
||||
|
||||
proc_stat_dict= {'user': proc_stat[0],
|
||||
'nice': proc_stat[1],
|
||||
'system': proc_stat[2],
|
||||
'idle': proc_stat[3],
|
||||
'iowait': proc_stat[4],
|
||||
'irq': proc_stat[5],
|
||||
'softirq': proc_stat[6],
|
||||
'steal': proc_stat[7],
|
||||
'guest': proc_stat[8],
|
||||
'guest_nice': proc_stat[9]}
|
||||
|
||||
return proc_stat_dict
|
||||
|
||||
if __name__ == "__main__":
|
||||
"""
|
||||
Script emulates htop calculation of CPU at the
|
||||
moment of calling.
|
||||
"""
|
||||
prev = measure_proc_stat()
|
||||
prev_idle = prev.get('idle') + prev.get('iowait')
|
||||
prev_non_idle = prev.get('user') + prev.get('nice') + prev.get('system') + prev.get('irq') + prev.get('softirq') + prev.get('steal')
|
||||
prev_total = prev_idle + prev_non_idle
|
||||
|
||||
time.sleep(0.1)
|
||||
|
||||
curr = measure_proc_stat()
|
||||
curr_idle = curr.get('idle') + curr.get('iowait')
|
||||
curr_non_idle = curr.get('user') + curr.get('nice') + curr.get('system') + curr.get('irq') + curr.get('softirq') + curr.get('steal')
|
||||
curr_total = curr_idle + curr_non_idle
|
||||
|
||||
d_total = curr_total - prev_total
|
||||
d_idle = curr_idle - prev_idle
|
||||
|
||||
cpu_usage = ((d_total - d_idle)/d_total)
|
||||
print(cpu_usage)
|
||||
+51
-4
@@ -9,6 +9,8 @@ import os from 'os';
|
||||
import fs from 'fs';
|
||||
import anonymize from 'ip-anonymize';
|
||||
import { importTrigger, importStatus } from './import.mjs'
|
||||
import process from 'process';
|
||||
import { spawn } from 'child_process'
|
||||
// import fs from 'fs'
|
||||
|
||||
/**
|
||||
@@ -18,9 +20,9 @@ import { importTrigger, importStatus } from './import.mjs'
|
||||
*/
|
||||
const queueLength = {
|
||||
"g/hhu-adam/robo": 2,
|
||||
"g/hhu-adam/nng4": 5,
|
||||
"g/djvelleman/stg4": 0,
|
||||
"g/trequetrum/lean4game-logic": 0,
|
||||
"g/leanprover-community/nng4": 5,
|
||||
"g/djvelleman/stg4": 2,
|
||||
"g/trequetrum/lean4game-logic": 2,
|
||||
}
|
||||
|
||||
const __filename = url.fileURLToPath(import.meta.url);
|
||||
@@ -37,6 +39,30 @@ router.get('/import/trigger/:owner/:repo', importTrigger)
|
||||
|
||||
const server = app
|
||||
.use(express.static(path.join(__dirname, '..', 'client', 'dist'))) // TODO: add a dist folder from inside the game
|
||||
.use('/i18n/g/:owner/:repo/:lang/*', (req, res, next) => {
|
||||
const owner = req.params.owner;
|
||||
const repo = req.params.repo
|
||||
const lang = req.params.lang
|
||||
|
||||
const ip = anonymize(req.headers['x-forwarded-for'] || req.socket.remoteAddress)
|
||||
const log = `${process.cwd()}/logs/game-access.log`
|
||||
const header = "date;anon-ip;game;lang\n"
|
||||
const data = `${new Date()};${ip};${owner}/${repo};${lang}\n`
|
||||
|
||||
fs.writeFile(log, header.concat(data), { flag: 'ax' }, (file_exists) => {
|
||||
if (file_exists) {
|
||||
fs.appendFile(log, data, (err) => {
|
||||
if (err) console.log("Failed to append to log!")
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
console.log(`[${new Date()}] ${ip} requested translation for ${owner}/${repo} in ${lang}`)
|
||||
|
||||
const filename = req.params[0];
|
||||
req.url = filename;
|
||||
express.static(path.join(getGameDir(owner,repo),".i18n",lang))(req, res, next);
|
||||
})
|
||||
.use('/data/g/:owner/:repo/*', (req, res, next) => {
|
||||
const owner = req.params.owner;
|
||||
const repo = req.params.repo
|
||||
@@ -44,6 +70,25 @@ const server = app
|
||||
req.url = filename;
|
||||
express.static(path.join(getGameDir(owner,repo),".lake","gamedata"))(req, res, next);
|
||||
})
|
||||
.use('/data/stats', (req, res, next) => {
|
||||
const statsProcess = spawn('/bin/bash', [path.join(__dirname, "stats.sh"), process.pid])
|
||||
let outputData = ''
|
||||
let errorData = ''
|
||||
statsProcess.stdout.on('data', (data) => {
|
||||
outputData += data.toString();
|
||||
})
|
||||
statsProcess.stderr.on('data', (data) => {
|
||||
errorData += data.toString();
|
||||
})
|
||||
statsProcess.on('close', (code) => {
|
||||
if (code === 0) {
|
||||
res.send(outputData);
|
||||
} else {
|
||||
res.status(500).send(`Error executing script: ${errorData}`)
|
||||
console.error(`stats.sh exited with code ${code}. Error: ${errorData}`)
|
||||
}
|
||||
})
|
||||
})
|
||||
.use('/', router)
|
||||
.listen(PORT, () => console.log(`Listening on ${PORT}`));
|
||||
|
||||
@@ -170,7 +215,9 @@ wss.addListener("connection", function(ws, req) {
|
||||
|
||||
socketCounter += 1;
|
||||
const ip = anonymize(req.headers['x-forwarded-for'] || req.socket.remoteAddress)
|
||||
console.log(`[${new Date()}] Socket opened - ${ip}`)
|
||||
|
||||
// TODO (Matvey): extract further information from `req`, for example browser language.
|
||||
console.log(`[${new Date()}] Socket opened - ${ip} - ${owner}/${repo}`)
|
||||
|
||||
const socket = {
|
||||
onMessage: (cb) => { ws.on("message", cb) },
|
||||
|
||||
Executable
+12
@@ -0,0 +1,12 @@
|
||||
#!/usr/bin/env bash
|
||||
|
||||
# Load python interpreter
|
||||
python=/usr/bin/python3
|
||||
# Load python script
|
||||
cpu_usage=relay/cpu_usage.py
|
||||
# Execute python script
|
||||
cpu=$($python $cpu_usage)
|
||||
# Calculate memory usage by computing 1 - %free_memory
|
||||
mem=$(free | sed '2q;d' | awk '{print 1 - ($4/$2)}')
|
||||
|
||||
printf "CPU, MEM\n%f, %f\n" $cpu $mem
|
||||
@@ -21,7 +21,7 @@ def abstractCtx (goal : MVarId) : MetaM AbstractCtxResult := do
|
||||
def openAbstractCtxResult (res : AbstractCtxResult) (k : Array Expr → Expr → MetaM α) : MetaM α := do
|
||||
let (_mvars, _binderInfo, expr) ← openAbstractMVarsResult res.abstractMVarsResult
|
||||
lambdaLetTelescope (← instantiateMVars expr) k
|
||||
-- TODO: Unfornately, lambdaLetTelescope does not allow us to provide the number of arguments.
|
||||
-- TODO: Unfortunately, lambdaLetTelescope does not allow us to provide the number of arguments.
|
||||
-- If the goal is a function, this will not work.
|
||||
|
||||
end AbstractCtx
|
||||
|
||||
+112
-30
@@ -2,9 +2,15 @@ import GameServer.Helpers
|
||||
import GameServer.Inventory
|
||||
import GameServer.Options
|
||||
import GameServer.SaveData
|
||||
import GameServer.Hints
|
||||
import GameServer.Tactic.LetIntros
|
||||
import GameServer.RpcHandlers -- only needed to collect the translations of "level completed" msgs
|
||||
import I18n
|
||||
|
||||
open Lean Meta Elab Command
|
||||
|
||||
open GameServer
|
||||
|
||||
set_option autoImplicit false
|
||||
|
||||
/-! # Game metadata -/
|
||||
@@ -32,16 +38,17 @@ elab "Level" level:num : command => do
|
||||
|
||||
/-- Define the title of the current game/world/level. -/
|
||||
elab "Title" t:str : command => do
|
||||
let title ← t.getString.translate
|
||||
match ← getCurLayer with
|
||||
| .Level => modifyCurLevel fun level => pure {level with title := t.getString}
|
||||
| .World => modifyCurWorld fun world => pure {world with title := t.getString}
|
||||
| .Level => modifyCurLevel fun level => pure {level with title := title}
|
||||
| .World => modifyCurWorld fun world => pure {world with title := title}
|
||||
| .Game => modifyCurGame fun game => pure {game with
|
||||
title := t.getString
|
||||
tile := {game.tile with title := t.getString}}
|
||||
title := title
|
||||
tile := {game.tile with title := title}}
|
||||
|
||||
/-- Define the introduction of the current game/world/level. -/
|
||||
elab "Introduction" t:str : command => do
|
||||
let intro := t.getString
|
||||
let intro ← t.getString.translate
|
||||
match ← getCurLayer with
|
||||
| .Level => modifyCurLevel fun level => pure {level with introduction := intro}
|
||||
| .World => modifyCurWorld fun world => pure {world with introduction := intro}
|
||||
@@ -49,7 +56,7 @@ elab "Introduction" t:str : command => do
|
||||
|
||||
/-- Define the info of the current game. Used for e.g. credits -/
|
||||
elab "Info" t:str : command => do
|
||||
let info:= t.getString
|
||||
let info ← t.getString.translate
|
||||
match ← getCurLayer with
|
||||
| .Level =>
|
||||
logError "Can't use `Info` in a level!"
|
||||
@@ -81,7 +88,7 @@ elab "Image" t:str : command => do
|
||||
/-- Define the conclusion of the current game or current level if some
|
||||
building a level. -/
|
||||
elab "Conclusion" t:str : command => do
|
||||
let conclusion := t.getString
|
||||
let conclusion ← t.getString.translate
|
||||
match ← getCurLayer with
|
||||
| .Level => modifyCurLevel fun level => pure {level with conclusion := conclusion}
|
||||
| .World => modifyCurWorld fun world => pure {world with conclusion := conclusion}
|
||||
@@ -94,24 +101,25 @@ elab "Prerequisites" t:str* : command => do
|
||||
|
||||
/-- Short caption for the game (1 sentence) -/
|
||||
elab "CaptionShort" t:str : command => do
|
||||
let caption := t.getString
|
||||
let caption ← t.getString.translate
|
||||
modifyCurGame fun game => pure {game with
|
||||
tile := {game.tile with short := caption}}
|
||||
|
||||
/-- More detailed description what the game is about (2-4 sentences). -/
|
||||
elab "CaptionLong" t:str : command => do
|
||||
let caption := t.getString
|
||||
let caption ← t.getString.translate
|
||||
modifyCurGame fun game => pure {game with
|
||||
tile := {game.tile with long := caption}}
|
||||
|
||||
/-- A list of Languages the game is translated to. For example `Languages "German" "English"`.
|
||||
NOTE: For the time being, only a single language is supported.
|
||||
/-- A list of Languages the game is translated to. For example `Languages "de" "en"`.
|
||||
|
||||
The keys are ISO language codes.
|
||||
-/
|
||||
elab "Languages" t:str* : command => do
|
||||
modifyCurGame fun game => pure {game with
|
||||
tile := {game.tile with languages := t.map (·.getString) |>.toList}}
|
||||
|
||||
/-- The Image of the game (optional). TODO: Not impementeds -/
|
||||
/-- The Image of the game (optional). TODO: Not implemented -/
|
||||
elab "CoverImage" t:str : command => do
|
||||
let file := t.getString
|
||||
if not <| ← System.FilePath.pathExists file then
|
||||
@@ -141,6 +149,7 @@ TacticDoc rw "`rw` stands for rewrite, etc. "
|
||||
-/
|
||||
elab doc:docComment ? "TacticDoc" name:ident content:str ? : command => do
|
||||
let doc ← parseDocCommentLegacy doc content
|
||||
let doc ← doc.translate
|
||||
modifyEnv (inventoryTemplateExt.addEntry · {
|
||||
type := .Tactic
|
||||
name := name.getId
|
||||
@@ -165,6 +174,7 @@ The theorem/definition to have the same fully qualified name as in mathlib.
|
||||
elab doc:docComment ? "TheoremDoc" name:ident "as" displayName:str "in" category:str content:str ? :
|
||||
command => do
|
||||
let doc ← parseDocCommentLegacy doc content
|
||||
let doc ← doc.translate
|
||||
modifyEnv (inventoryTemplateExt.addEntry · {
|
||||
type := .Lemma
|
||||
name := name.getId
|
||||
@@ -194,6 +204,7 @@ The theorem/definition to have the same fully qualified name as in mathlib.
|
||||
-/
|
||||
elab doc:docComment ? "DefinitionDoc" name:ident "as" displayName:str template:str ? : command => do
|
||||
let doc ← parseDocCommentLegacy doc template
|
||||
let doc ← doc.translate
|
||||
modifyEnv (inventoryTemplateExt.addEntry · {
|
||||
type := .Definition
|
||||
name := name.getId,
|
||||
@@ -334,12 +345,40 @@ elab "LemmaTab" category:str : command => do
|
||||
|
||||
/-! # Exercise Statement -/
|
||||
|
||||
/-- You can write `Statement add_comm (preamble := simp) .... := by` which
|
||||
will automatically execute the given tactic sequence before the exercise
|
||||
is handed to the player.
|
||||
|
||||
A common example is to use
|
||||
|
||||
```
|
||||
refine { carrier := M, ?.. }
|
||||
```
|
||||
|
||||
in exercises, where the statement is a structure, to fill in all the data fields.
|
||||
|
||||
For example in "Show that all matrices with first column zero form a submodule",
|
||||
you could provide the set of all these matrices as `carrier` and the player will receive
|
||||
all the `Prop`-valued fields as goals.
|
||||
-/
|
||||
syntax preambleArg := atomic(" (preamble := " withoutPosition(tacticSeq) ")")
|
||||
|
||||
/-- Define the statement of the current level. -/
|
||||
elab doc:docComment ? attrs:Parser.Term.attributes ?
|
||||
"Statement" statementName:ident ? sig:declSig val:declVal : command => do
|
||||
"Statement" statementName:ident ? preamble:preambleArg ? sig:declSig val:declVal : command => do
|
||||
let lvlIdx ← getCurLevelIdx
|
||||
|
||||
-- add an optional tactic sequence that the engine executes before the game starts
|
||||
let preambleSeq : TSyntax `Lean.Parser.Tactic.tacticSeq ← match preamble with
|
||||
| none => `(Parser.Tactic.tacticSeq|skip)
|
||||
| some x => match x with
|
||||
| `(preambleArg| (preamble := $tac)) => pure tac
|
||||
| _ => `(Parser.Tactic.tacticSeq|skip)
|
||||
|
||||
let docContent ← parseDocComment doc
|
||||
let docContent ← match docContent with
|
||||
| none => pure none
|
||||
| some d => d.translate
|
||||
|
||||
-- Save the messages before evaluation of the proof.
|
||||
let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} })
|
||||
@@ -355,36 +394,40 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
|
||||
collectUsedInventory proof
|
||||
| _ => throwError "expected `:=`"
|
||||
|
||||
-- extract the `tacticSeq` from `val` in order to add `let_intros` in front.
|
||||
-- TODO: don't understand meta-programming enough to avoid having `let_intros`
|
||||
-- duplicated three times below…
|
||||
let tacticStx : TSyntax `Lean.Parser.Tactic.tacticSeq := match val with
|
||||
| `(Parser.Command.declVal| := by $proof) => proof
|
||||
| _ => panic "expected `:= by`"
|
||||
|
||||
-- Add theorem to context.
|
||||
match statementName with
|
||||
| some name =>
|
||||
let env ← getEnv
|
||||
|
||||
let fullName := (← getCurrNamespace) ++ name.getId
|
||||
|
||||
if env.contains fullName then
|
||||
let origType := (env.constants.map₁.find! fullName).type
|
||||
let some orig := env.constants.map₁.find? fullName
|
||||
| throwError s!"error in \"Statement\": `{fullName}` not found."
|
||||
let origType := orig.type
|
||||
-- TODO: Check if `origType` agrees with `sig` and output `logInfo` instead of `logWarning`
|
||||
-- in that case.
|
||||
logWarningAt name (m!"Environment already contains {fullName}! Only the existing " ++
|
||||
m!"statement will be available in later levels:\n\n{origType}")
|
||||
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig $val)
|
||||
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig := by {let_intros; $(⟨preambleSeq⟩); $(⟨tacticStx⟩)})
|
||||
elabCommand thmStatement
|
||||
-- Check that statement has a docs entry.
|
||||
checkInventoryDoc .Lemma name (name := fullName) (template := docContent)
|
||||
|
||||
else
|
||||
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $name $sig $val)
|
||||
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $name $sig := by {let_intros; $(⟨preambleSeq⟩); $(⟨tacticStx⟩)})
|
||||
elabCommand thmStatement
|
||||
-- Check that statement has a docs entry.
|
||||
checkInventoryDoc .Lemma name (name := fullName) (template := docContent)
|
||||
|
||||
| none =>
|
||||
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig $val)
|
||||
let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig := by {let_intros; $(⟨preambleSeq⟩); $(⟨tacticStx⟩)})
|
||||
elabCommand thmStatement
|
||||
|
||||
let msgs := (← get).messages
|
||||
|
||||
let mut hints := #[]
|
||||
let mut nonHintMsgs := #[]
|
||||
for msg in msgs.msgs do
|
||||
@@ -396,12 +439,41 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
|
||||
.nest hidden $
|
||||
.compose (.ofGoal text) (.ofGoal goal) := msg.data then
|
||||
let hint ← liftTermElabM $ withMCtx ctx.mctx $ withLCtx ctx.lctx #[] $ withEnv ctx.env do
|
||||
|
||||
let goalDecl ← goal.getDecl
|
||||
let fvars := goalDecl.lctx.decls.toArray.filterMap id |> Array.map (·.fvarId)
|
||||
|
||||
-- NOTE: This code about `hintFVarsNames` is duplicated from `RpcHandlers`
|
||||
-- where the variable bijection is constructed, and they
|
||||
-- need to be matching.
|
||||
-- NOTE: This is a bit a hack of somebody who does not know how meta-programming works.
|
||||
-- All we want here is a list of `userNames` for the `FVarId`s in `hintFVars`...
|
||||
-- and we wrap them in `«{}»` here since I don't know how to do it later.
|
||||
let mut hintFVarsNames : Array Expr := #[]
|
||||
for fvar in fvars do
|
||||
let name₁ ← fvar.getUserName
|
||||
hintFVarsNames := hintFVarsNames.push <| Expr.fvar ⟨s!"«\{{name₁}}»"⟩
|
||||
|
||||
let text ← instantiateMVars (mkMVar text)
|
||||
|
||||
-- Evaluate the text in the `Hint`'s context to get the old variable names.
|
||||
let rawText := (← GameServer.evalHintMessage text) hintFVarsNames
|
||||
let ctx₂ := {env := ← getEnv, mctx := ← getMCtx, lctx := ← getLCtx, opts := {}}
|
||||
let rawText : String ← (MessageData.withContext ctx₂ rawText).toString
|
||||
|
||||
return {
|
||||
goal := ← abstractCtx goal
|
||||
text := ← instantiateMVars (mkMVar text)
|
||||
text := text
|
||||
rawText := rawText
|
||||
strict := strict == 1
|
||||
hidden := hidden == 1
|
||||
}
|
||||
|
||||
-- Note: The current setup for hints is a bit convoluted, but for now we need to
|
||||
-- send the text once through i18n to register it in the env extension.
|
||||
-- This could probably be rewritten once i18n works fully.
|
||||
let _ ← hint.rawText.translate
|
||||
|
||||
hints := hints.push hint
|
||||
else
|
||||
nonHintMsgs := nonHintMsgs.push msg
|
||||
@@ -427,6 +499,7 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
|
||||
modifyCurLevel fun level => pure { level with
|
||||
module := env.header.mainModule
|
||||
goal := sig,
|
||||
preamble := preambleSeq
|
||||
scope := scope,
|
||||
descrText := docContent
|
||||
statementName := match statementName with
|
||||
@@ -436,10 +509,13 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
|
||||
hints := hints
|
||||
tactics := {level.tactics with used := usedInventory.tactics.toArray}
|
||||
definitions := {level.definitions with used := usedInventory.definitions.toArray}
|
||||
lemmas := {level.lemmas with used := usedInventory.lemmas.toArray} }
|
||||
lemmas := {level.lemmas with used := usedInventory.lemmas.toArray}
|
||||
}
|
||||
|
||||
/-! # Hints -/
|
||||
|
||||
open GameServer in
|
||||
|
||||
/-- A tactic that can be used inside `Statement`s to indicate in which proof states players should
|
||||
see hints. The tactic does not affect the goal state.
|
||||
-/
|
||||
@@ -501,7 +577,8 @@ elab (name := GameServer.Tactic.Branch) "Branch" t:tacticSeq : tactic => do
|
||||
-- Show an info whether the branch proofs all remaining goals.
|
||||
let gs ← Tactic.getUnsolvedGoals
|
||||
if gs.isEmpty then
|
||||
trace[debug] "This branch finishes the proof."
|
||||
-- trace[debug] "This branch finishes the proof."
|
||||
pure ()
|
||||
else
|
||||
trace[debug] "This branch leaves open goals."
|
||||
|
||||
@@ -533,7 +610,7 @@ where filterArgs (args : List Syntax) : List Syntax :=
|
||||
| Syntax.node _ `GameServer.Tactic.Hint _ :: _ :: r
|
||||
| Syntax.node _ `GameServer.Tactic.Branch _ :: _ :: r =>
|
||||
filterArgs r
|
||||
-- delete `Hint` and `Branch` occurence at the end of the tactic sequence.
|
||||
-- delete `Hint` and `Branch` occurrence at the end of the tactic sequence.
|
||||
| Syntax.node _ `GameServer.Tactic.Hint _ :: []
|
||||
| Syntax.node _ `GameServer.Tactic.Branch _ :: [] =>
|
||||
[]
|
||||
@@ -665,7 +742,8 @@ elab "MakeGame" : command => do
|
||||
| 0 => pure ()
|
||||
| 1 => pure () -- level ids start with 1, so we need to skip 1, too
|
||||
| i₀ + 1 =>
|
||||
match (world.levels.find! (i₀)).statementName with
|
||||
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀ + 1} not found for world {worldId}!"
|
||||
match (idx).statementName with
|
||||
| .anonymous => pure ()
|
||||
| .num _ _ => panic "Did not expect to get a numerical statement name!"
|
||||
| .str pre s =>
|
||||
@@ -676,7 +754,9 @@ elab "MakeGame" : command => do
|
||||
|
||||
-- if the last level was named, we need to add it as a new lemma
|
||||
let i₀ := world.levels.size
|
||||
match (world.levels.find! (i₀)).statementName with
|
||||
|
||||
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀} not found for world {worldId}!"
|
||||
match (idx).statementName with
|
||||
| .anonymous => pure ()
|
||||
| .num _ _ => panic "Did not expect to get a numerical statement name!"
|
||||
| .str pre s =>
|
||||
@@ -798,7 +878,8 @@ elab "MakeGame" : command => do
|
||||
| 1 => pure () -- level ids start with 1, so we need to skip 1, too.
|
||||
| i₀ + 1 =>
|
||||
-- add named statement from previous level to the available lemmas.
|
||||
match (world.levels.find! (i₀)).statementName with
|
||||
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀ + 1} not found for world {worldId}!"
|
||||
match (idx).statementName with
|
||||
| .anonymous => pure ()
|
||||
| .num _ _ => panic "Did not expect to get a numerical statement name!"
|
||||
| .str pre s =>
|
||||
@@ -812,7 +893,8 @@ elab "MakeGame" : command => do
|
||||
match i₀ with
|
||||
| 0 => logWarning m!"World `{worldId}` contains no levels."
|
||||
| i₀ =>
|
||||
match (world.levels.find! (i₀)).statementName with
|
||||
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀} not found for world {worldId}!"
|
||||
match (idx).statementName with
|
||||
| .anonymous => pure ()
|
||||
| .num _ _ => panic "Did not expect to get a numerical statement name!"
|
||||
| .str pre s =>
|
||||
|
||||
@@ -1,7 +1,13 @@
|
||||
import GameServer.AbstractCtx
|
||||
import GameServer.Graph
|
||||
import GameServer.Hints
|
||||
|
||||
open GameServer
|
||||
|
||||
-- TODO: Is there a better place?
|
||||
/-- Keywords that the server should not consider as tactics. -/
|
||||
def GameServer.ALLOWED_KEYWORDS : List String :=
|
||||
["with", "fun", "at", "only", "by", "generalizing"]
|
||||
|
||||
/-- The default game name if `Game "MyGame"` is not used. -/
|
||||
def defaultGameName: String := "MyGame"
|
||||
@@ -18,29 +24,13 @@ defined in this file.
|
||||
|
||||
open Lean
|
||||
|
||||
/-! ## Hints -/
|
||||
|
||||
/-- A hint to help the user with a specific goal state -/
|
||||
structure GoalHintEntry where
|
||||
goal : AbstractCtxResult
|
||||
/-- Text of the hint as an expression of type `Array Expr → MessageData` -/
|
||||
text : Expr
|
||||
/-- If true, then hint should be hidden and only be shown on player's request -/
|
||||
hidden : Bool := false
|
||||
/-- If true, then the goal must contain only the assumptions specified in `goal` and no others -/
|
||||
strict : Bool := false
|
||||
|
||||
instance : Repr GoalHintEntry := {
|
||||
reprPrec := fun a n => reprPrec a.text n
|
||||
}
|
||||
|
||||
/-! ## Inventory (documentation)
|
||||
|
||||
The inventory contains documentation that the user can access.
|
||||
There are three inventory types: Lemma, Tactic, Definition. They vary about in the information
|
||||
they carry.
|
||||
|
||||
The commands `LemmaDoc`, `TacticDoc`, and `DefinitionDoc` add keys and templates to an
|
||||
The commands `TheoremDoc`, `TacticDoc`, and `DefinitionDoc` add keys and templates to an
|
||||
env. extension called `InventoryTemplateExt`. Commands like `NewLemma`, etc. as well as
|
||||
`Statement` check if there is a key registered in this extension and might add a default or
|
||||
print a warning if not.
|
||||
@@ -275,6 +265,8 @@ structure GameLevel where
|
||||
template: Option String := none
|
||||
/-- The image for this level. -/
|
||||
image : String := default
|
||||
/-- A sequence of tactics the game automatically executes before the first step. -/
|
||||
preamble : TSyntax `Lean.Parser.Tactic.tacticSeq := default
|
||||
deriving Inhabited, Repr
|
||||
|
||||
/-- Json-encodable version of `GameLevel`
|
||||
|
||||
+214
-139
@@ -3,6 +3,8 @@ import Lean.Server.FileWorker
|
||||
import GameServer.Game
|
||||
import GameServer.ImportModules
|
||||
import GameServer.SaveData
|
||||
import GameServer.EnvExtensions
|
||||
import GameServer.Tactic.LetIntros
|
||||
|
||||
namespace MyModule
|
||||
|
||||
@@ -60,8 +62,8 @@ open Snapshots
|
||||
open JsonRpc
|
||||
|
||||
/--
|
||||
Game-specific state to be packed on top of the `Lean.Server.FileWorker.WorkerState`
|
||||
used by the lean server.
|
||||
Game-specific state to be packed on top of the `Server.FileWorker.WorkerState`
|
||||
used by the Lean server.
|
||||
-/
|
||||
structure WorkerState :=
|
||||
/--
|
||||
@@ -84,7 +86,7 @@ structure WorkerState :=
|
||||
deriving ToJson, FromJson
|
||||
|
||||
/--
|
||||
Pack the `GameServer.FileWorker.WorkerState` on top of the normal worker monad
|
||||
Pack the our custom `WorkerState` on top of the normal worker monad
|
||||
`Server.FileWorker.WorkerM`.
|
||||
-/
|
||||
abbrev WorkerM := StateT WorkerState Server.FileWorker.WorkerM
|
||||
@@ -102,16 +104,6 @@ def addMessage (info : SourceInfo) (inputCtx : Parser.InputContext)
|
||||
pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0)
|
||||
data := s }}
|
||||
|
||||
/-- Deprecated! -/
|
||||
def addErrorMessage (info : SourceInfo) (inputCtx : Parser.InputContext) (s : MessageData) :
|
||||
Elab.Command.CommandElabM Unit := do
|
||||
modify fun st => { st with
|
||||
messages := st.messages.add {
|
||||
fileName := inputCtx.fileName
|
||||
severity := MessageSeverity.error
|
||||
pos := inputCtx.fileMap.toPosition (info.getPos?.getD 0)
|
||||
data := s }}
|
||||
|
||||
-- TODO: use HashSet for allowed tactics?
|
||||
/--
|
||||
Find all tactics in syntax object that are forbidden according to a
|
||||
@@ -131,7 +123,7 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext) (workerState :
|
||||
-- Atoms might be tactic names or other keywords.
|
||||
-- Note: We whitelisted known keywords because we cannot
|
||||
-- distinguish keywords from tactic names.
|
||||
let allowed := ["with", "fun", "at", "only", "by", "to", "generalizing", "says"]
|
||||
let allowed := GameServer.ALLOWED_KEYWORDS
|
||||
-- Ignore syntax elements that do not start with a letter or are listed above.
|
||||
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
|
||||
-- Treat `simp?` and `simp!` like `simp`
|
||||
@@ -178,19 +170,24 @@ partial def findForbiddenTactics (inputCtx : Parser.InputContext) (workerState :
|
||||
match theoremsAndDefs.find? (·.name == n) with
|
||||
| none =>
|
||||
-- Theorem will never be introduced in this game
|
||||
addMessageByDifficulty info s!"You have not unlocked the theorem/definition '{n}' yet!"
|
||||
addMessageByDifficulty info s!"The theorem/definition '{n}' is not available in this game!"
|
||||
| some thm =>
|
||||
-- Theorem is introduced at some point in the game.
|
||||
if thm.disabled then
|
||||
-- Theorem is disabled in this level.
|
||||
addMessageByDifficulty info s!"The theorem/definition '{n}' is disabled in this level!"
|
||||
else if thm.locked then
|
||||
-- Theorem is still locked.
|
||||
addMessageByDifficulty info s!"You have not unlocked the theorem/definition '{n}' yet!"
|
||||
match workerState.inventory.find? (· == n.toString) with
|
||||
| none =>
|
||||
-- Theorem is still locked.
|
||||
addMessageByDifficulty info s!"You have not unlocked the theorem/definition '{n}' yet!"
|
||||
| some _ =>
|
||||
-- Theorem is in the inventory, allow it.
|
||||
pure ()
|
||||
|
||||
where addMessageByDifficulty (info : SourceInfo) (s : MessageData) :=
|
||||
-- See `GameServer.FileWorker.WorkerState.difficulty`. Send nothing/warnings/errors
|
||||
-- deppending on difficulty.
|
||||
-- depending on difficulty.
|
||||
let difficulty := workerState.difficulty
|
||||
if difficulty > 0 then
|
||||
addMessage info inputCtx (if difficulty > 1 then .error else .warning) s
|
||||
@@ -262,8 +259,11 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
|
||||
let tacticStx := (#[skip] ++ tacticStx.getArgs ++ #[done]).map (⟨.⟩)
|
||||
let tacticStx := ← `(Lean.Parser.Tactic.tacticSeq| $[$(tacticStx)]*)
|
||||
|
||||
-- Always call `let_intros` to get rid `let` statements in the goal.
|
||||
-- This makes the experience for the user much nicer and allows for local
|
||||
-- definitions in the exercise.
|
||||
let cmdStx ← `(command|
|
||||
theorem the_theorem $(level.goal) := by {$(⟨tacticStx⟩)} )
|
||||
theorem the_theorem $(level.goal) := by {let_intros; $(⟨level.preamble⟩); $(⟨tacticStx⟩)} )
|
||||
Elab.Command.elabCommandTopLevel cmdStx)
|
||||
cmdCtx cmdStateRef
|
||||
let postNew := (← tacticCacheNew.get).post
|
||||
@@ -308,7 +308,7 @@ where
|
||||
private def publishIleanInfo (method : String) (m : DocumentMeta) (hOut : FS.Stream)
|
||||
(snaps : Array Snapshot) : IO Unit := do
|
||||
let trees := snaps.map fun snap => snap.infoTree
|
||||
let references := findModuleRefs m.text trees (localVars := true)
|
||||
let references ← findModuleRefs m.text trees (localVars := true) |>.toLspModuleRefs
|
||||
let param := { version := m.version, references : LeanIleanInfoParams }
|
||||
hOut.writeLspNotification { method, param }
|
||||
|
||||
@@ -322,74 +322,136 @@ where
|
||||
uri : String
|
||||
deriving ToJson, FromJson
|
||||
|
||||
/-- Checks whether game level has been completed and sends a notification to the client -/
|
||||
def publishGameCompleted (m : DocumentMeta) (hOut : FS.Stream) (snaps : Array Snapshot) : IO Unit := do
|
||||
-- check if there is any error or warning
|
||||
for snap in snaps do
|
||||
if snap.diagnostics.any fun d => d.severity? == some .error ∨ d.severity? == some .warning
|
||||
then return
|
||||
let param := { uri := m.uri : GameCompletedParams}
|
||||
hOut.writeLspNotification { method := "$/game/completed", param }
|
||||
structure GameDiagnostics where
|
||||
diagnostics : List Diagnostic
|
||||
deriving ToJson, FromJson
|
||||
|
||||
/-- Elaborates the next command after `parentSnap` and emits diagnostics into `hOut`. -/
|
||||
private def nextSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : CancelToken)
|
||||
(gameWorkerState : WorkerState) (initParams : Lsp.InitializeParams)
|
||||
: AsyncElabM (Option Snapshot) := do
|
||||
cancelTk.check
|
||||
let s ← get
|
||||
let .some lastSnap := s.snaps.back? | panic! "empty snapshots"
|
||||
if lastSnap.isAtEnd then
|
||||
publishGameCompleted m ctx.hOut s.snaps
|
||||
publishDiagnostics m lastSnap.diagnostics.toArray ctx.hOut
|
||||
publishProgressDone m ctx.hOut
|
||||
-- This will overwrite existing ilean info for the file, in case something
|
||||
-- went wrong during the incremental updates.
|
||||
publishIleanInfoFinal m ctx.hOut s.snaps
|
||||
return none
|
||||
publishProgressAtPos m lastSnap.endPos ctx.hOut
|
||||
-- Make sure that there is at least one snap after the head snap, so that
|
||||
-- we can see the current goal even on an empty document
|
||||
let couldBeEndSnap := s.snaps.size > 1
|
||||
let snap ← compileProof m.mkInputContext lastSnap ctx.clientHasWidgets couldBeEndSnap
|
||||
gameWorkerState initParams
|
||||
set { s with snaps := s.snaps.push snap }
|
||||
-- TODO(MH): check for interrupt with increased precision
|
||||
cancelTk.check
|
||||
/- NOTE(MH): This relies on the client discarding old diagnostics upon receiving new ones
|
||||
while preferring newer versions over old ones. The former is necessary because we do
|
||||
not explicitly clear older diagnostics, while the latter is necessary because we do
|
||||
not guarantee that diagnostics are emitted in order. Specifically, it may happen that
|
||||
we interrupted this elaboration task right at this point and a newer elaboration task
|
||||
emits diagnostics, after which we emit old diagnostics because we did not yet detect
|
||||
the interrupt. Explicitly clearing diagnostics is difficult for a similar reason,
|
||||
because we cannot guarantee that no further diagnostics are emitted after clearing
|
||||
them. -/
|
||||
-- NOTE(WN): this is *not* redundant even if there are no new diagnostics in this snapshot
|
||||
-- because empty diagnostics clear existing error/information squiggles. Therefore we always
|
||||
-- want to publish in case there was previously a message at this position.
|
||||
publishDiagnostics m snap.diagnostics.toArray ctx.hOut
|
||||
publishIleanInfoUpdate m ctx.hOut #[snap]
|
||||
return some snap
|
||||
structure GameParams where
|
||||
uri : String
|
||||
diagnostics : GameDiagnostics
|
||||
deriving ToJson, FromJson
|
||||
|
||||
/-- Elaborates all commands after the last snap (at least the header snap is assumed to exist), emitting the diagnostics into `hOut`. -/
|
||||
def unfoldSnaps (m : DocumentMeta) (snaps : Array Snapshot) (cancelTk : CancelToken)
|
||||
(startAfterMs : UInt32) (gameWorkerState : WorkerState)
|
||||
: ReaderT WorkerContext IO (AsyncList ElabTaskError Snapshot) := do
|
||||
let ctx ← read
|
||||
let some headerSnap := snaps[0]? | panic! "empty snapshots"
|
||||
if headerSnap.msgLog.hasErrors then
|
||||
-- Treat header processing errors as fatal so users aren't swamped with
|
||||
-- followup errors
|
||||
publishProgressAtPos m headerSnap.beginPos ctx.hOut (kind := LeanFileProgressKind.fatalError)
|
||||
publishIleanInfoFinal m ctx.hOut #[headerSnap]
|
||||
return AsyncList.ofList [headerSnap]
|
||||
else
|
||||
-- This will overwrite existing ilean info for the file since this has a
|
||||
-- higher version number.
|
||||
publishIleanInfoUpdate m ctx.hOut snaps
|
||||
return AsyncList.ofList snaps.toList ++ AsyncList.delayed (← EIO.asTask (ε := ElabTaskError) (prio := .dedicated) do
|
||||
IO.sleep startAfterMs
|
||||
AsyncList.unfoldAsync (nextSnap ctx m cancelTk gameWorkerState ctx.initParams) { snaps })
|
||||
-- `snap` and `initParams` are unused
|
||||
set_option linter.unusedVariables false in
|
||||
|
||||
/-- WIP: publish diagnostics, all intermediate goals and if the game is completed. -/
|
||||
def publishProofState (m : DocumentMeta) (snap : Snapshot) (initParams : Lsp.InitializeParams) (hOut : FS.Stream) :
|
||||
IO Unit := do
|
||||
-- let text := m.text
|
||||
|
||||
-- -- `snap` is the one snapshot containing the entire proof.
|
||||
-- let mut goals : Array <| InteractiveGoalsWithHints := #[]
|
||||
-- for pos in text.positions do
|
||||
-- let source := text.getLineBefore pos
|
||||
-- -- iterate over all newlines in the proof and get the goals and hints at each position
|
||||
-- if let goalsAtResult@(_ :: _) := snap.infoTree.goalsAt? text pos then
|
||||
-- pure ()
|
||||
-- let goalAtPos : List <| List InteractiveGoalWithHints ← goalsAtResult.mapM
|
||||
-- fun { ctxInfo := ci, tacticInfo := tacticInfo, useAfter := useAfter, .. } => do
|
||||
-- -- TODO: What does this function body do?
|
||||
-- -- let ciAfter := { ci with mctx := ti.mctxAfter }
|
||||
-- let ci := if useAfter then
|
||||
-- { ci with mctx := tacticInfo.mctxAfter }
|
||||
-- else
|
||||
-- { ci with mctx := tacticInfo.mctxBefore }
|
||||
-- -- compute the interactive goals
|
||||
-- let goalMvars : List MVarId ← ci.runMetaM {} do
|
||||
-- return if useAfter then tacticInfo.goalsAfter else tacticInfo.goalsBefore
|
||||
|
||||
-- let interactiveGoals : List InteractiveGoalWithHints ← ci.runMetaM {} do
|
||||
-- goalMvars.mapM fun goal => do
|
||||
-- let hints ← findHints goal m initParams
|
||||
-- let interactiveGoal ← goalToInteractive goal
|
||||
-- return ⟨interactiveGoal, hints⟩
|
||||
-- -- TODO: This code is way old, can it be deleted?
|
||||
-- -- compute the goal diff
|
||||
-- -- let goals ← ciAfter.runMetaM {} (do
|
||||
-- -- try
|
||||
-- -- Widget.diffInteractiveGoals useAfter ti goals
|
||||
-- -- catch _ =>
|
||||
-- -- -- fail silently, since this is just a bonus feature
|
||||
-- -- return goals
|
||||
-- -- )
|
||||
-- return interactiveGoals
|
||||
-- let goalAtPos : Array InteractiveGoalWithHints := ⟨goalAtPos.foldl (· ++ ·) []⟩
|
||||
-- goals := goals.push ⟨goalAtPos, source⟩
|
||||
-- else
|
||||
-- -- No goals present
|
||||
-- goals := goals.push default
|
||||
|
||||
-- -- Question: Is there a difference between the diags of this snap and the last snap?
|
||||
-- -- Should we get the diags from there?
|
||||
-- let diag : Array Widget.InteractiveDiagnostic := snap.interactiveDiags.toArray
|
||||
|
||||
-- -- Level is completed if there are no errors or warnings
|
||||
-- let completed : Bool := ¬ diag.any (fun d =>
|
||||
-- d.severity? == some .error ∨ d.severity? == some .warning)
|
||||
|
||||
-- let param : ProofState := {
|
||||
-- steps := goals,
|
||||
-- diagnostics := diag,
|
||||
-- completed := completed }
|
||||
|
||||
-- TODO
|
||||
let param := { uri := m.uri : GameCompletedParams}
|
||||
|
||||
|
||||
hOut.writeLspNotification { method := "$/game/publishProofState", param }
|
||||
|
||||
/-- Checks whether game level has been completed and sends a notification to the client -/
|
||||
def publishGameCompleted (m : DocumentMeta) (hOut : FS.Stream) (snaps : Array Snapshot) : IO Unit := do
|
||||
-- check if there is any error or warning
|
||||
for snap in snaps do
|
||||
if snap.diagnostics.any fun d => d.severity? == some .error ∨ d.severity? == some .warning
|
||||
then return
|
||||
let param := { uri := m.uri : GameCompletedParams}
|
||||
hOut.writeLspNotification { method := "$/game/completed", param }
|
||||
|
||||
/-- copied from `Lean.Server.FileWorker.nextCmdSnap`. -/
|
||||
-- @[inherit_doc Lean.Server.FileWorker.nextCmdSnap] -- cannot inherit from private
|
||||
private def nextCmdSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : CancelToken)
|
||||
(gameWorkerState : WorkerState) (initParams : Lsp.InitializeParams) :
|
||||
AsyncElabM (Option Snapshot) := do
|
||||
cancelTk.check
|
||||
let s ← get
|
||||
let .some lastSnap := s.snaps.back? | panic! "empty snapshots"
|
||||
if lastSnap.isAtEnd then
|
||||
publishDiagnostics m lastSnap.diagnostics.toArray ctx.hOut
|
||||
publishProgressDone m ctx.hOut
|
||||
publishIleanInfoFinal m ctx.hOut s.snaps
|
||||
return none
|
||||
publishProgressAtPos m lastSnap.endPos ctx.hOut
|
||||
|
||||
-- (modified part)
|
||||
-- Make sure that there is at least one snap after the head snap, so that
|
||||
-- we can see the current goal even on an empty document
|
||||
let couldBeEndSnap := s.snaps.size > 1
|
||||
let snap ← compileProof m.mkInputContext lastSnap ctx.clientHasWidgets couldBeEndSnap
|
||||
gameWorkerState initParams
|
||||
|
||||
set { s with snaps := s.snaps.push snap }
|
||||
cancelTk.check
|
||||
-- publishProofState m snap initParams ctx.hOut
|
||||
publishDiagnostics m snap.diagnostics.toArray ctx.hOut
|
||||
publishIleanInfoUpdate m ctx.hOut #[snap]
|
||||
return some snap
|
||||
|
||||
-- Copied from `Lean.Server.FileWorker.unfoldCmdSnaps` using our own `nextCmdSnap`.
|
||||
@[inherit_doc Lean.Server.FileWorker.unfoldCmdSnaps]
|
||||
def unfoldCmdSnaps (m : DocumentMeta) (snaps : Array Snapshot) (cancelTk : CancelToken)
|
||||
(startAfterMs : UInt32) (gameWorkerState : WorkerState)
|
||||
: ReaderT WorkerContext IO (AsyncList ElabTaskError Snapshot) := do
|
||||
let ctx ← read
|
||||
let some headerSnap := snaps[0]? | panic! "empty snapshots"
|
||||
if headerSnap.msgLog.hasErrors then
|
||||
publishProgressAtPos m headerSnap.beginPos ctx.hOut (kind := LeanFileProgressKind.fatalError)
|
||||
publishIleanInfoFinal m ctx.hOut #[headerSnap]
|
||||
return AsyncList.ofList [headerSnap]
|
||||
else
|
||||
publishIleanInfoUpdate m ctx.hOut snaps
|
||||
return AsyncList.ofList snaps.toList ++ AsyncList.delayed (← EIO.asTask (ε := ElabTaskError) (prio := .dedicated) do
|
||||
IO.sleep startAfterMs
|
||||
AsyncList.unfoldAsync (nextCmdSnap ctx m cancelTk gameWorkerState ctx.initParams) { snaps })
|
||||
|
||||
end Elab
|
||||
|
||||
@@ -439,7 +501,7 @@ def updateDocument (newMeta : DocumentMeta) : WorkerM Unit := do
|
||||
validSnaps := validSnaps.dropLast
|
||||
-- wait for a bit, giving the initial `cancelTk.check` in `nextCmdSnap` time to trigger
|
||||
-- before kicking off any expensive elaboration (TODO: make expensive elaboration cancelable)
|
||||
unfoldSnaps newMeta validSnaps.toArray cancelTk s ctx
|
||||
unfoldCmdSnaps newMeta validSnaps.toArray cancelTk s ctx
|
||||
(startAfterMs := ctx.initParams.editDelay.toUInt32)
|
||||
StateT.lift <| modify fun st => { st with
|
||||
doc := { meta := newMeta, cmdSnaps := AsyncList.delayed newSnaps, cancelTk }}
|
||||
@@ -453,6 +515,12 @@ def DocumentMeta.mkInputContext (doc : DocumentMeta) : Parser.InputContext where
|
||||
fileName := (System.Uri.fileUriToPath? doc.uri).getD doc.uri |>.toString
|
||||
fileMap := default
|
||||
|
||||
/-- `gameDir` and `module` were added.
|
||||
|
||||
TODO: In general this resembles little similarity with the
|
||||
original code, and I don't know why...
|
||||
-/
|
||||
-- @[inherit_doc Lean.Server.FileWorker.compileHeader]
|
||||
def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWidgets : Bool)
|
||||
(gameDir : String) (module : Name):
|
||||
IO (Syntax × Task (Except Error (Snapshot × SearchPath))) := do
|
||||
@@ -488,7 +556,7 @@ def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWid
|
||||
let cmdState := Elab.Command.mkState headerEnv {} opts
|
||||
let cmdState := { cmdState with infoState := {
|
||||
enabled := true
|
||||
trees := #[Elab.InfoTree.context ({
|
||||
trees := #[Elab.InfoTree.context (.commandCtx {
|
||||
env := headerEnv
|
||||
fileMap := m.text
|
||||
ngen := { namePrefix := `_worker }
|
||||
@@ -505,7 +573,7 @@ def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWid
|
||||
let headerSnap := {
|
||||
beginPos := 0
|
||||
stx := headerStx
|
||||
mpState := {}
|
||||
mpState := {} -- was `headerParserState`
|
||||
cmdState := cmdState
|
||||
interactiveDiags := ← cmdState.messages.msgs.mapM (Widget.msgToInteractiveDiagnostic m.text · hasWidgets)
|
||||
tacticCache := (← IO.mkRef {})
|
||||
@@ -513,49 +581,52 @@ def compileHeader (m : DocumentMeta) (hOut : FS.Stream) (opts : Options) (hasWid
|
||||
publishDiagnostics m headerSnap.diagnostics.toArray hOut
|
||||
return (headerSnap, srcSearchPath)
|
||||
|
||||
/-- Copied from `Lean.Server.FileWorker.initializeWorker`. Added `gameDir` and
|
||||
`gameWorkerState` arguments and use custom `unfoldCmdSnaps`. -/
|
||||
-- @[inherit_doc Lean.Server.FileWorker.initializeWorker]
|
||||
def initializeWorker (meta : DocumentMeta) (i o e : FS.Stream) (initParams : InitializeParams) (opts : Options)
|
||||
(gameDir : String) (gameWorkerState : WorkerState) : IO (WorkerContext × Server.FileWorker.WorkerState) := do
|
||||
let clientHasWidgets := initParams.initializationOptions?.bind (·.hasWidgets?) |>.getD false
|
||||
|
||||
let (headerStx, headerTask) ← compileHeader meta o opts (hasWidgets := clientHasWidgets)
|
||||
gameDir gameWorkerState.levelInfo.module
|
||||
(gameDir := gameDir) (module := gameWorkerState.levelInfo.module)
|
||||
let cancelTk ← CancelToken.new
|
||||
let ctx :=
|
||||
{ hIn := i
|
||||
hOut := o
|
||||
hLog := e
|
||||
headerTask
|
||||
initParams
|
||||
clientHasWidgets
|
||||
}
|
||||
let ctx := {
|
||||
hIn := i
|
||||
hOut := o
|
||||
hLog := e
|
||||
headerTask
|
||||
initParams
|
||||
clientHasWidgets
|
||||
}
|
||||
let cmdSnaps ← EIO.mapTask (t := headerTask) (match · with
|
||||
| Except.ok (s, _) => unfoldSnaps meta #[s] cancelTk gameWorkerState ctx (startAfterMs := 0)
|
||||
| Except.ok (s, _) => unfoldCmdSnaps meta #[s] cancelTk gameWorkerState ctx (startAfterMs := 0)
|
||||
| Except.error e => throw (e : ElabTaskError))
|
||||
let doc : EditableDocument := { meta, cmdSnaps := AsyncList.delayed cmdSnaps, cancelTk }
|
||||
return (ctx,
|
||||
{ doc := doc
|
||||
initHeaderStx := headerStx
|
||||
return (ctx, {
|
||||
doc := doc
|
||||
initHeaderStx := headerStx
|
||||
currHeaderStx := headerStx
|
||||
importCachingTask? := none
|
||||
pendingRequests := RBMap.empty
|
||||
rpcSessions := RBMap.empty
|
||||
pendingRequests := RBMap.empty
|
||||
rpcSessions := RBMap.empty
|
||||
})
|
||||
|
||||
end Initialization
|
||||
|
||||
section NotificationHandling
|
||||
|
||||
/-- Copied from `Lean.Server.FileWorker.handleDidChange` but with our custom `WorkerM` and
|
||||
`updateDocument` -/
|
||||
-- @[inherit_doc Lean.Server.FileWorker.handleDidChange]
|
||||
def handleDidChange (p : DidChangeTextDocumentParams) : WorkerM Unit := do
|
||||
let docId := p.textDocument
|
||||
let changes := p.contentChanges
|
||||
let oldDoc := (← StateT.lift get).doc
|
||||
let some newVersion ← pure docId.version?
|
||||
| throwServerError "Expected version number"
|
||||
if newVersion ≤ oldDoc.meta.version then
|
||||
-- TODO(WN): This happens on restart sometimes.
|
||||
IO.eprintln s!"Got outdated version number: {newVersion} ≤ {oldDoc.meta.version}"
|
||||
else if ¬ changes.isEmpty then
|
||||
let oldDoc := (← StateT.lift get).doc -- needed a lift to our custom `WorkerM`
|
||||
let newVersion := docId.version?.getD 0
|
||||
if ¬ changes.isEmpty then
|
||||
let newDocText := foldDocumentChanges changes oldDoc.meta.text
|
||||
-- modification: set the `DependencyBuildMode` from
|
||||
-- `oldDoc.meta.dependencyBuildMode` to `.always`
|
||||
updateDocument ⟨docId.uri, newVersion, newDocText, .always⟩
|
||||
|
||||
end NotificationHandling
|
||||
@@ -591,39 +662,34 @@ end MessageHandling
|
||||
section MainLoop
|
||||
|
||||
/--
|
||||
Erase finished tasks if there are no errors.
|
||||
-/
|
||||
private def filterFinishedTasks (acc : PendingRequestMap) (id : RequestID)
|
||||
(task : Task (Except IO.Error Unit)) : IO PendingRequestMap := do
|
||||
if (← hasFinished task) then
|
||||
/- Handler tasks are constructed so that the only possible errors here
|
||||
are failures of writing a response into the stream. -/
|
||||
if let Except.error e := task.get then
|
||||
throwServerError s!"Failed responding to request {id}: {e}"
|
||||
pure <| acc.erase id
|
||||
else pure acc
|
||||
|
||||
/--
|
||||
The main-loop.
|
||||
The main-loop. Copied from `Lean.Server.FileWorker.mainLoop`. Use custom `WorkerM` as well
|
||||
as custom `handleNotification`.
|
||||
-/
|
||||
--@[inherit_doc Lean.Server.FileWorker.mainLoop]
|
||||
partial def mainLoop : WorkerM Unit := do
|
||||
let ctx ← read
|
||||
let mut st ← StateT.lift get
|
||||
let msg ← ctx.hIn.readLspMessage
|
||||
let pendingRequests ← st.pendingRequests.foldM (fun acc id task =>
|
||||
filterFinishedTasks acc id task) st.pendingRequests
|
||||
-- Erase finished tasks if there are no errors.
|
||||
let filterFinishedTasks (acc : PendingRequestMap) (id : RequestID) (task : Task (Except IO.Error Unit))
|
||||
: IO PendingRequestMap := do
|
||||
if (← hasFinished task) then
|
||||
if let Except.error e := task.get then
|
||||
throwServerError s!"Failed responding to request {id}: {e}"
|
||||
pure <| acc.erase id
|
||||
else pure acc
|
||||
let pendingRequests ← st.pendingRequests.foldM (fun acc id task => filterFinishedTasks acc id task) st.pendingRequests
|
||||
st := { st with pendingRequests }
|
||||
-- Opportunistically (i.e. when we wake up on messages) check if any RPC session has expired.
|
||||
for (id, seshRef) in st.rpcSessions do
|
||||
let sesh ← seshRef.get
|
||||
if (← sesh.hasExpired) then
|
||||
st := { st with rpcSessions := st.rpcSessions.erase id }
|
||||
|
||||
set st
|
||||
|
||||
-- Process the RPC-message and restart main-loop.
|
||||
match msg with
|
||||
| Message.request id "shutdown" none =>
|
||||
--added. TODO: why do we need that? Or has it just removed in Lean since when we started?
|
||||
ctx.hOut.writeLspResponse ⟨id, Json.null⟩
|
||||
mainLoop
|
||||
| Message.request id method (some params) =>
|
||||
@@ -633,6 +699,7 @@ partial def mainLoop : WorkerM Unit := do
|
||||
| Message.notification "exit" none =>
|
||||
let doc := st.doc
|
||||
doc.cancelTk.set
|
||||
doc.cmdSnaps.cancel
|
||||
return ()
|
||||
| Message.notification method (some params) =>
|
||||
-- Custom notification handler
|
||||
@@ -643,10 +710,15 @@ partial def mainLoop : WorkerM Unit := do
|
||||
|
||||
end MainLoop
|
||||
|
||||
|
||||
/-- Modified from `Lean.Server.FileWorker.initAndRunWorker`.
|
||||
Added `gameDir` argument, -/
|
||||
-- @[inherit_doc Lean.Server.FileWorker.initAndRunWorker]
|
||||
def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : IO UInt32 := do
|
||||
let i ← maybeTee "fwIn.txt" false i
|
||||
let o ← maybeTee "fwOut.txt" true o
|
||||
|
||||
|
||||
-- BIG MODIFICATION
|
||||
let initRequest ← i.readLspRequestAs "initialize" Game.InitializeParams
|
||||
o.writeLspResponse {
|
||||
id := initRequest.id
|
||||
@@ -662,16 +734,16 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : I
|
||||
discard $ i.readLspNotificationAs "initialized" InitializedParams
|
||||
let ⟨_, param⟩ ← i.readLspNotificationAs "textDocument/didOpen" DidOpenTextDocumentParams
|
||||
|
||||
|
||||
let doc := param.textDocument
|
||||
/- NOTE(WN): `toFileMap` marks line beginnings as immediately following
|
||||
"\n", which should be enough to handle both LF and CRLF correctly.
|
||||
This is because LSP always refers to characters by (line, column),
|
||||
so if we get the line number correct it shouldn't matter that there
|
||||
is a CR there. -/
|
||||
-- modification: using `.always`
|
||||
let meta : DocumentMeta := ⟨doc.uri, doc.version, doc.text.toFileMap, .always⟩
|
||||
let e := e.withPrefix s!"[{param.textDocument.uri}] "
|
||||
let _ ← IO.setStderr e
|
||||
try
|
||||
|
||||
|
||||
-- BIG MODIFICATION
|
||||
let game ← loadGameData gameDir
|
||||
-- TODO: We misuse the `rootUri` field to the gameName
|
||||
let rootUri? : Option String := some (toString game.name)
|
||||
@@ -691,6 +763,8 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : I
|
||||
-- Run the main loop
|
||||
let _ ← StateRefT'.run (s := st) <| ReaderT.run (r := ctx) <|
|
||||
StateT.run (s := gameWorkerState) <| (mainLoop)
|
||||
|
||||
|
||||
return (0 : UInt32)
|
||||
catch e =>
|
||||
IO.eprintln e
|
||||
@@ -703,8 +777,12 @@ def initAndRunWorker (i o e : FS.Stream) (opts : Options) (gameDir : String) : I
|
||||
/--
|
||||
The main function. Simply wrapping `initAndRunWorker`.
|
||||
|
||||
Copied from `Lean.Server.FileWorker.workerMain`. We add `args` as an argument to pass on
|
||||
the `gameDir`.
|
||||
|
||||
TODO: The first arg `args[0]` is always expected to be `--server`. We could drop this completely.
|
||||
-/
|
||||
-- @[inherit_doc Lean.Server.FileWorker.workerMain]
|
||||
def workerMain (opts : Options) (args : List String): IO UInt32 := do
|
||||
let i ← IO.getStdin
|
||||
let o ← IO.getStdout
|
||||
@@ -712,9 +790,6 @@ def workerMain (opts : Options) (args : List String): IO UInt32 := do
|
||||
try
|
||||
let some gameDir := args[1]? | throwServerError "Expected second argument: gameDir"
|
||||
let exitCode ← initAndRunWorker i o e opts gameDir
|
||||
-- HACK: all `Task`s are currently "foreground", i.e. we join on them on main thread exit,
|
||||
-- but we definitely don't want to do that in the case of the worker processes,
|
||||
-- which can produce non-terminating tasks evaluating user code.
|
||||
o.flush
|
||||
e.flush
|
||||
IO.Process.exit exitCode.toUInt8
|
||||
|
||||
@@ -1,13 +1,14 @@
|
||||
import Lean
|
||||
import GameServer.Helpers.PrettyPrinter
|
||||
|
||||
/-! This document contains various things which cluttered `Commands.lean`. -/
|
||||
|
||||
open Lean Meta Elab Command
|
||||
|
||||
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")")
|
||||
|
||||
/-! ## Doc Comment Parsing -/
|
||||
|
||||
namespace GameServer
|
||||
|
||||
/-- Read a doc comment and get its content. Return `""` if no doc comment available. -/
|
||||
def parseDocComment! (doc: Option (TSyntax `Lean.Parser.Command.docComment)) :
|
||||
CommandElabM String := do
|
||||
@@ -61,47 +62,10 @@ def parseDocCommentLegacy (doc: Option (TSyntax `Lean.Parser.Command.docComment)
|
||||
and remove the string following it!"
|
||||
pure <| ← parseDocComment! doc
|
||||
|
||||
/-! ## Statement string -/
|
||||
|
||||
def getStatement (name : Name) : CommandElabM MessageData := do
|
||||
return ← addMessageContextPartial (.ofPPFormat { pp := fun
|
||||
| some ctx => ctx.runMetaM <| PrettyPrinter.ppSignature name
|
||||
| none => return "that's a bug." })
|
||||
|
||||
-- Note: We use `String` because we can't send `MessageData` as json, but
|
||||
-- `MessageData` might be better for interactive highlighting.
|
||||
/-- Get a string of the form `my_lemma (n : ℕ) : n + n = 2 * n`.
|
||||
|
||||
Note: A statement like `theorem abc : ∀ x : Nat, x ≥ 0` would be turned into
|
||||
`theorem abc (x : Nat) : x ≥ 0` by `PrettyPrinter.ppSignature`. -/
|
||||
def getStatementString (name : Name) : CommandElabM String := do
|
||||
try
|
||||
return ← (← getStatement name).toString
|
||||
catch
|
||||
| _ => throwError m!"Could not find {name} in context."
|
||||
-- TODO: I think it would be nicer to unresolve Namespaces as much as possible.
|
||||
|
||||
/-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/
|
||||
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")"
|
||||
-- TODO
|
||||
|
||||
|
||||
/-- Remove any spaces at the beginning of a new line -/
|
||||
partial def removeIndentation (s : String) : String :=
|
||||
let rec loop (i : String.Pos) (acc : String) (removeSpaces := false) : String :=
|
||||
let c := s.get i
|
||||
let i := s.next i
|
||||
if s.atEnd i then
|
||||
acc.push c
|
||||
else if removeSpaces && c == ' ' then
|
||||
loop i acc (removeSpaces := true)
|
||||
else if c == '\n' then
|
||||
loop i (acc.push c) (removeSpaces := true)
|
||||
else
|
||||
loop i (acc.push c)
|
||||
loop ⟨0⟩ ""
|
||||
|
||||
|
||||
/-! ## Loops in Graph-like construct
|
||||
|
||||
TODO: Why are we not using graphs here but our own construct `HashMap Name (HashSet Name)`?
|
||||
|
||||
@@ -0,0 +1,93 @@
|
||||
--import Lean
|
||||
import Lean.PrettyPrinter.Delaborator.Builtins
|
||||
import Lean.PrettyPrinter
|
||||
import Lean
|
||||
|
||||
import Std.Tactic.OpenPrivate
|
||||
|
||||
namespace GameServer
|
||||
|
||||
namespace PrettyPrinter
|
||||
|
||||
open Lean Meta
|
||||
open Lean.Parser Term
|
||||
open PrettyPrinter Delaborator SubExpr
|
||||
open TSyntax.Compat
|
||||
|
||||
open private shouldGroupWithNext evalSyntaxConstant from Lean.PrettyPrinter.Delaborator.Builtins
|
||||
|
||||
-- def typeSpec := leading_parser " :\\n: " >> termParser
|
||||
|
||||
-- def declSig := leading_parser
|
||||
-- many (ppSpace >> (Term.binderIdent <|> Term.bracketedBinder)) >> typeSpec
|
||||
|
||||
|
||||
@[inherit_doc Lean.PrettyPrinter.Delaborator.delabConstWithSignature]
|
||||
partial def delabConstWithSignature : Delab := do
|
||||
let e ← getExpr
|
||||
-- use virtual expression node of arity 2 to separate name and type info
|
||||
let idStx ← descend e 0 <|
|
||||
withOptions (pp.universes.set · true |> (pp.fullNames.set · true)) <|
|
||||
delabConst
|
||||
descend (← inferType e) 1 <|
|
||||
delabParams idStx #[] #[]
|
||||
where
|
||||
-- follows `delabBinders`, but does not uniquify binder names and accumulates all binder groups
|
||||
delabParams (idStx : Ident) (groups : TSyntaxArray ``bracketedBinder) (curIds : Array Ident) := do
|
||||
if let .forallE n d _ i ← getExpr then
|
||||
let stxN ← annotateCurPos (mkIdent n)
|
||||
let curIds := curIds.push ⟨stxN⟩
|
||||
if ← shouldGroupWithNext then
|
||||
withBindingBody n <| delabParams idStx groups curIds
|
||||
else
|
||||
let delabTy := withOptions (pp.piBinderTypes.set · false) delab
|
||||
let group ← withBindingDomain do
|
||||
match i with
|
||||
| .implicit => `(bracketedBinderF|{$curIds*})
|
||||
| .strictImplicit => `(bracketedBinderF|⦃$curIds*⦄)
|
||||
| .instImplicit => `(bracketedBinderF|[$(← delabTy)])
|
||||
| _ =>
|
||||
if d.isOptParam then
|
||||
`(bracketedBinderF|($curIds* : $(← withAppFn <| withAppArg delabTy) := $(← withAppArg delabTy)))
|
||||
else if let some (.const tacticDecl _) := d.getAutoParamTactic? then
|
||||
let tacticSyntax ← ofExcept <| evalSyntaxConstant (← getEnv) (← getOptions) tacticDecl
|
||||
`(bracketedBinderF|($curIds* : $(← withAppFn <| withAppArg delabTy) := by $tacticSyntax))
|
||||
else
|
||||
`(bracketedBinderF|($curIds* : $(← delabTy)))
|
||||
withBindingBody n <| delabParams idStx (groups.push group) #[]
|
||||
else
|
||||
let type ← delab
|
||||
|
||||
-- pure type
|
||||
`(Command.declSig| $groups* : $type)
|
||||
|
||||
@[inherit_doc Lean.PrettyPrinter.ppSignature]
|
||||
def ppSignature (c : Name) : MetaM FormatWithInfos := do
|
||||
let decl ← getConstInfo c
|
||||
let e := .const c (decl.levelParams.map mkLevelParam)
|
||||
let (stx, infos) ← delabCore e (delab := delabConstWithSignature)
|
||||
return ⟨← ppTerm ⟨stx⟩, infos⟩ -- HACK: not a term
|
||||
|
||||
end PrettyPrinter
|
||||
|
||||
open Lean Meta Elab Command
|
||||
|
||||
/-! ## Statement string -/
|
||||
|
||||
def getStatement (name : Name) : CommandElabM MessageData := do
|
||||
return ← addMessageContextPartial (.ofPPFormat { pp := fun
|
||||
| some ctx => ctx.runMetaM <| GameServer.PrettyPrinter.ppSignature name
|
||||
| none => return "that's a bug." })
|
||||
|
||||
-- Note: We use `String` because we can't send `MessageData` as json, but
|
||||
-- `MessageData` might be better for interactive highlighting.
|
||||
/-- Get a string of the form `my_lemma (n : ℕ) : n + n = 2 * n`.
|
||||
|
||||
Note: A statement like `theorem abc : ∀ x : Nat, x ≥ 0` would be turned into
|
||||
`theorem abc (x : Nat) : x ≥ 0` by `PrettyPrinter.ppSignature`. -/
|
||||
def getStatementString (name : Name) : CommandElabM String := do
|
||||
--try
|
||||
return ← (← getStatement name).toString
|
||||
--catch
|
||||
--| _ => throwError m!"Could not find {name} in context."
|
||||
-- TODO: I think it would be nicer to unresolve Namespaces as much as possible.
|
||||
@@ -0,0 +1,54 @@
|
||||
import GameServer.AbstractCtx
|
||||
|
||||
/-!
|
||||
This file contains anything related to the `Hint` tactic used to add hints to a game level.
|
||||
-/
|
||||
|
||||
open Lean Meta Elab
|
||||
|
||||
namespace GameServer
|
||||
|
||||
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")")
|
||||
|
||||
/-- A hint to help the user with a specific goal state -/
|
||||
structure GoalHintEntry where
|
||||
goal : AbstractCtxResult
|
||||
/-- Text of the hint as an expression of type `Array Expr → MessageData` -/
|
||||
text : Expr
|
||||
rawText : String
|
||||
/-- If true, then hint should be hidden and only be shown on player's request -/
|
||||
hidden : Bool := false
|
||||
/-- If true, then the goal must contain only the assumptions specified in `goal` and no others -/
|
||||
strict : Bool := false
|
||||
|
||||
instance : Repr GoalHintEntry := {
|
||||
reprPrec := fun a n => reprPrec a.text n
|
||||
}
|
||||
|
||||
/-- For a hint `(hint : GoalHintEntry)` one uses `(← evalHintMessage hint.text) x`
|
||||
where `(x : Array Expr)` contains the names of all the variables that should be inserted
|
||||
in the text.
|
||||
|
||||
TODO: explain better. -/
|
||||
unsafe def evalHintMessageUnsafe : Expr → MetaM (Array Expr → MessageData) :=
|
||||
evalExpr (Array Expr → MessageData)
|
||||
(.forallE default (mkApp (mkConst ``Array [levelZero]) (mkConst ``Expr))
|
||||
(mkConst ``MessageData) .default)
|
||||
|
||||
@[implemented_by evalHintMessageUnsafe]
|
||||
def evalHintMessage : Expr → MetaM (Array Expr → MessageData) := fun _ => pure (fun _ => "")
|
||||
|
||||
/-- Remove any spaces at the beginning of a new line -/
|
||||
partial def removeIndentation (s : String) : String :=
|
||||
let rec loop (i : String.Pos) (acc : String) (removeSpaces := false) : String :=
|
||||
let c := s.get i
|
||||
let i := s.next i
|
||||
if s.atEnd i then
|
||||
acc.push c
|
||||
else if removeSpaces && c == ' ' then
|
||||
loop i acc (removeSpaces := true)
|
||||
else if c == '\n' then
|
||||
loop i (acc.push c) (removeSpaces := true)
|
||||
else
|
||||
loop i (acc.push c)
|
||||
loop ⟨0⟩ ""
|
||||
@@ -1,74 +1,19 @@
|
||||
/- This file is mostly copied from `Lean/Widget/InteractiveGoal.lean`. -/
|
||||
import GameServer.Structures
|
||||
|
||||
import Lean.Widget.InteractiveGoal
|
||||
/-!
|
||||
This file is a modified copy of `Lean.Widget.InteractiveGoal`.
|
||||
|
||||
/-! Functionality related to tactic-mode and term-mode goals with embedded `CodeWithInfos`. -/
|
||||
Note that the structures have been moved to `Structures.lean`, but most of the
|
||||
functions here must be duplicated from `Lean.Widget.InteractiveGoal` in order
|
||||
to use the duplicated structures.
|
||||
-/
|
||||
|
||||
namespace GameServer
|
||||
|
||||
open Lean Lean.Widget Lean.Server
|
||||
|
||||
structure GameHint where
|
||||
text : String
|
||||
hidden : Bool
|
||||
deriving FromJson, ToJson
|
||||
|
||||
/-- In the infoview, if multiple hypotheses `h₁`, `h₂` have the same type `α`, they are rendered
|
||||
as `h₁ h₂ : α`. We call this a 'hypothesis bundle'. We use `none` instead of `some false` for
|
||||
booleans to save space in the json encoding. -/
|
||||
structure InteractiveHypothesisBundle where
|
||||
/-- The user-friendly name for each hypothesis. -/
|
||||
names : Array Name
|
||||
/-- The ids for each variable. Should have the same length as `names`. -/
|
||||
fvarIds : Array FVarId
|
||||
type : CodeWithInfos
|
||||
/-- The value, in the case the hypothesis is a `let`-binder. -/
|
||||
val? : Option CodeWithInfos := none
|
||||
/-- The hypothesis is a typeclass instance. -/
|
||||
isInstance? : Option Bool := none
|
||||
/-- The hypothesis is a type. -/
|
||||
isType? : Option Bool := none
|
||||
/-- The hypothesis's type is of type `Prop` -/
|
||||
isAssumption? : Option Bool := none
|
||||
/-- If true, the hypothesis was not present on the previous tactic state.
|
||||
Only present in tactic-mode goals. -/
|
||||
isInserted? : Option Bool := none
|
||||
/-- If true, the hypothesis will be removed in the next tactic state.
|
||||
Only present in tactic-mode goals. -/
|
||||
isRemoved? : Option Bool := none
|
||||
deriving Inhabited, RpcEncodable
|
||||
|
||||
/-- The shared parts of interactive term-mode and tactic-mode goals. -/
|
||||
structure InteractiveGoalCore where
|
||||
hyps : Array InteractiveHypothesisBundle
|
||||
/-- The target type. -/
|
||||
type : CodeWithInfos
|
||||
/-- Metavariable context that the goal is well-typed in. -/
|
||||
ctx : WithRpcRef Elab.ContextInfo
|
||||
|
||||
/-- An interactive tactic-mode goal. -/
|
||||
structure InteractiveGoal extends InteractiveGoalCore where
|
||||
/-- The name `foo` in `case foo`, if any. -/
|
||||
userName? : Option String
|
||||
/-- The symbol to display before the target type. Usually `⊢ ` but `conv` goals use `∣ `
|
||||
and it could be extended. -/
|
||||
goalPrefix : String
|
||||
/-- Identifies the goal (ie with the unique name of the MVar that it is a goal for.) -/
|
||||
mvarId : MVarId
|
||||
/-- If true, the goal was not present on the previous tactic state. -/
|
||||
isInserted? : Option Bool := none
|
||||
/-- If true, the goal will be removed on the next tactic state. -/
|
||||
isRemoved? : Option Bool := none
|
||||
hints : Array GameHint := #[]
|
||||
deriving RpcEncodable
|
||||
|
||||
/-- An interactive term-mode goal. -/
|
||||
structure InteractiveTermGoal extends InteractiveGoalCore where
|
||||
/-- Syntactic range of the term. -/
|
||||
range : Lsp.Range
|
||||
/-- Information about the term whose type is the term-mode goal. -/
|
||||
term : WithRpcRef Elab.TermInfo
|
||||
deriving RpcEncodable
|
||||
|
||||
-- duplicated with custom `InteractiveGoalCore`
|
||||
-- @[inherit_doc Lean.Widget.InteractiveGoalCore.pretty]
|
||||
def InteractiveGoalCore.pretty (g : InteractiveGoalCore) (userName? : Option String)
|
||||
(goalPrefix : String) : Format := Id.run do
|
||||
let indent := 2 -- Use option
|
||||
@@ -79,8 +24,7 @@ def InteractiveGoalCore.pretty (g : InteractiveGoalCore) (userName? : Option Str
|
||||
ret := addLine ret
|
||||
let names := hyp.names
|
||||
|>.toList
|
||||
|>.filter (not ∘ Name.isAnonymous)
|
||||
|>.map toString
|
||||
|>.filter (· != toString Name.anonymous)
|
||||
|> " ".intercalate
|
||||
match names with
|
||||
| "" =>
|
||||
@@ -97,16 +41,24 @@ where
|
||||
addLine (fmt : Format) : Format :=
|
||||
if fmt.isNil then fmt else fmt ++ Format.line
|
||||
|
||||
-- duplicated with custom `InteractiveGoal`
|
||||
-- @[inherit_doc Lean.Widget.InteractiveGoal.pretty]
|
||||
def InteractiveGoal.pretty (g : InteractiveGoal) : Format :=
|
||||
g.toInteractiveGoalCore.pretty g.userName? g.goalPrefix
|
||||
|
||||
-- duplicated with custom `InteractiveTermGoal`
|
||||
-- @[inherit_doc Lean.Widget.InteractiveTermGoal.pretty]
|
||||
def InteractiveTermGoal.pretty (g : InteractiveTermGoal) : Format :=
|
||||
g.toInteractiveGoalCore.pretty none "⊢ "
|
||||
|
||||
-- duplicated with custom `InteractiveGoal`
|
||||
-- @[inherit_doc Lean.Widget.InteractiveGoals]
|
||||
structure InteractiveGoals where
|
||||
goals : Array InteractiveGoal
|
||||
deriving RpcEncodable
|
||||
|
||||
-- duplicated with custom `InteractiveGoals`
|
||||
-- @[inherit_doc Lean.Widget.InteractiveGoals.append]
|
||||
def InteractiveGoals.append (l r : InteractiveGoals) : InteractiveGoals where
|
||||
goals := l.goals ++ r.goals
|
||||
|
||||
@@ -114,9 +66,10 @@ instance : Append InteractiveGoals := ⟨InteractiveGoals.append⟩
|
||||
instance : EmptyCollection InteractiveGoals := ⟨{goals := #[]}⟩
|
||||
|
||||
open Meta in
|
||||
/-- Extend an array of hypothesis bundles with another bundle. -/
|
||||
-- duplicated with custom `InteractiveHypothesisBundle` and therefore added `isAssumption?`
|
||||
@[inherit_doc Lean.Widget.addInteractiveHypothesisBundle]
|
||||
def addInteractiveHypothesisBundle (hyps : Array InteractiveHypothesisBundle)
|
||||
(ids : Array (Name × FVarId)) (type : Expr) (value? : Option Expr := none) :
|
||||
(ids : Array (String × FVarId)) (type : Expr) (value? : Option Expr := none) :
|
||||
MetaM (Array InteractiveHypothesisBundle) := do
|
||||
if ids.size == 0 then
|
||||
throwError "Can only add a nonzero number of ids as an InteractiveHypothesisBundle."
|
||||
@@ -125,11 +78,12 @@ def addInteractiveHypothesisBundle (hyps : Array InteractiveHypothesisBundle)
|
||||
return hyps.push {
|
||||
names
|
||||
fvarIds
|
||||
type := (← ppExprTagged type)
|
||||
val? := (← value?.mapM ppExprTagged)
|
||||
isInstance? := if (← isClass? type).isSome then true else none
|
||||
isType? := if (← instantiateMVars type).isSort then true else none
|
||||
isAssumption? := if (← inferType type).isProp then true else none
|
||||
type := (← ppExprTagged type)
|
||||
val? := (← value?.mapM ppExprTagged)
|
||||
isInstance? := if (← isClass? type).isSome then true else none
|
||||
isType? := if (← instantiateMVars type).isSort then true else none
|
||||
-- Added:
|
||||
isAssumption? := if (← inferType type).isProp then true else none
|
||||
}
|
||||
|
||||
open Meta in
|
||||
@@ -142,13 +96,15 @@ def withGoalCtx (goal : MVarId) (action : LocalContext → MetavarDecl → n α)
|
||||
withLCtx lctx mvarDecl.localInstances (action lctx mvarDecl)
|
||||
|
||||
open Meta in
|
||||
/-- A variant of `Meta.ppGoal` which preserves subexpression information for interactivity. -/
|
||||
def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM InteractiveGoal := do
|
||||
|
||||
-- Duplicated from `Lean.Widget.goalToInteractive` with custom structures
|
||||
@[inherit_doc Lean.Widget.goalToInteractive]
|
||||
def goalToInteractive (mvarId : MVarId) : MetaM InteractiveGoal := do
|
||||
let ppAuxDecls := pp.auxDecls.get (← getOptions)
|
||||
let ppImplDetailHyps := pp.implementationDetailHyps.get (← getOptions)
|
||||
let showLetValues := pp.showLetValues.get (← getOptions)
|
||||
withGoalCtx mvarId fun lctx mvarDecl => do
|
||||
let pushPending (ids : Array (Name × FVarId)) (type? : Option Expr) (hyps : Array InteractiveHypothesisBundle)
|
||||
let pushPending (ids : Array (String × FVarId)) (type? : Option Expr) (hyps : Array InteractiveHypothesisBundle)
|
||||
: MetaM (Array InteractiveHypothesisBundle) :=
|
||||
if ids.isEmpty then
|
||||
pure hyps
|
||||
@@ -156,7 +112,7 @@ def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM Interact
|
||||
match type? with
|
||||
| none => pure hyps
|
||||
| some type => addInteractiveHypothesisBundle hyps ids type
|
||||
let mut varNames : Array (Name × FVarId) := #[]
|
||||
let mut varNames : Array (String × FVarId) := #[]
|
||||
let mut prevType? : Option Expr := none
|
||||
let mut hyps : Array InteractiveHypothesisBundle := #[]
|
||||
for localDecl in lctx do
|
||||
@@ -165,7 +121,7 @@ def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM Interact
|
||||
else
|
||||
match localDecl with
|
||||
| LocalDecl.cdecl _index fvarId varName type _ _ =>
|
||||
let varName := varName.simpMacroScopes
|
||||
let varName := toString varName
|
||||
let type ← instantiateMVars type
|
||||
if prevType? == none || prevType? == some type then
|
||||
varNames := varNames.push (varName, fvarId)
|
||||
@@ -174,7 +130,7 @@ def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM Interact
|
||||
varNames := #[(varName, fvarId)]
|
||||
prevType? := some type
|
||||
| LocalDecl.ldecl _index fvarId varName type val _ _ => do
|
||||
let varName := varName.simpMacroScopes
|
||||
let varName := toString varName
|
||||
hyps ← pushPending varNames prevType? hyps
|
||||
let type ← instantiateMVars type
|
||||
let val? ← if showLetValues then pure (some (← instantiateMVars val)) else pure none
|
||||
@@ -190,11 +146,10 @@ def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM Interact
|
||||
return {
|
||||
hyps
|
||||
type := goalFmt
|
||||
ctx := ⟨← Elab.ContextInfo.save⟩
|
||||
ctx := ⟨{← Elab.CommandContextInfo.save with }⟩
|
||||
userName?
|
||||
goalPrefix := getGoalPrefix mvarDecl
|
||||
mvarId
|
||||
hints
|
||||
}
|
||||
|
||||
end GameServer
|
||||
|
||||
@@ -121,7 +121,7 @@ partial def collectUsedInventory (stx : Syntax) (acc : UsedInventory := {}) : Co
|
||||
| .atom _info val =>
|
||||
-- ignore syntax elements that do not start with a letter
|
||||
-- and ignore some standard keywords
|
||||
let allowed := ["with", "fun", "at", "only", "by"]
|
||||
let allowed := GameServer.ALLOWED_KEYWORDS
|
||||
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
|
||||
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
|
||||
return {acc with tactics := acc.tactics.insert val}
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
import GameServer.EnvExtensions
|
||||
import GameServer.InteractiveGoal
|
||||
import GameServer.Hints
|
||||
import I18n
|
||||
|
||||
open Lean
|
||||
open Server
|
||||
@@ -7,7 +9,6 @@ open Widget
|
||||
open RequestM
|
||||
open Meta
|
||||
|
||||
|
||||
/-! ## GameGoal -/
|
||||
|
||||
namespace GameServer
|
||||
@@ -103,49 +104,240 @@ def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (in
|
||||
then return some bij
|
||||
else return none
|
||||
|
||||
unsafe def evalHintMessageUnsafe : Expr → MetaM (Array Expr → MessageData) :=
|
||||
evalExpr (Array Expr → MessageData)
|
||||
(.forallE default (mkApp (mkConst ``Array [levelZero]) (mkConst ``Expr))
|
||||
(mkConst ``MessageData) .default)
|
||||
|
||||
@[implemented_by evalHintMessageUnsafe]
|
||||
def evalHintMessage : Expr → MetaM (Array Expr → MessageData) := fun _ => pure (fun _ => "")
|
||||
|
||||
open Meta in
|
||||
/-- Find all hints whose trigger matches the current goal -/
|
||||
def findHints (goal : MVarId) (doc : FileWorker.EditableDocument) (initParams : Lsp.InitializeParams) : MetaM (Array GameHint) := do
|
||||
def findHints (goal : MVarId) (m : DocumentMeta) (initParams : Lsp.InitializeParams) : MetaM (Array GameHint) := do
|
||||
goal.withContext do
|
||||
let some level ← getLevelByFileName? initParams doc.meta.mkInputContext.fileName
|
||||
| throwError "Level not found: {doc.meta.mkInputContext.fileName}"
|
||||
let some level ← getLevelByFileName? initParams m.mkInputContext.fileName
|
||||
| throwError "Level not found: {m.mkInputContext.fileName}"
|
||||
let hints ← level.hints.filterMapM fun hint => do
|
||||
openAbstractCtxResult hint.goal fun hintFVars hintGoal => do
|
||||
if let some fvarBij := matchExpr (← instantiateMVars $ hintGoal) (← instantiateMVars $ ← inferType $ mkMVar goal)
|
||||
then
|
||||
let lctx := (← goal.getDecl).lctx
|
||||
if let some bij ← matchDecls hintFVars lctx.getFVars (strict := hint.strict) (initBij := fvarBij)
|
||||
|
||||
-- NOTE: This code for `hintFVarsNames` is also duplicated in the
|
||||
-- "Statement" command, where `hint.rawText` is created. They need to be matching.
|
||||
-- NOTE: This is a bit a hack of somebody who does not know how meta-programming works.
|
||||
-- All we want here is a list of `userNames` for the `FVarId`s in `hintFVars`...
|
||||
-- and we wrap them in `«{}»` here since I don't know how to do it later.
|
||||
let mut hintFVarsNames : Array Expr := #[]
|
||||
for fvar in hintFVars do
|
||||
let name₁ ← fvar.fvarId!.getUserName
|
||||
hintFVarsNames := hintFVarsNames.push <| Expr.fvar ⟨s!"«\{{name₁}}»"⟩
|
||||
|
||||
let lctx := (← goal.getDecl).lctx -- the player's local context
|
||||
if let some bij ← matchDecls hintFVars lctx.getFVars
|
||||
(strict := hint.strict) (initBij := fvarBij)
|
||||
then
|
||||
let userFVars := hintFVars.map fun v => bij.forward.findD v.fvarId! v.fvarId!
|
||||
-- Evaluate the text in the player's context to get the new variable names.
|
||||
let text := (← evalHintMessage hint.text) (userFVars.map Expr.fvar)
|
||||
let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := lctx, opts := {}}
|
||||
let text ← (MessageData.withContext ctx text).toString
|
||||
return some { text := text, hidden := hint.hidden }
|
||||
|
||||
-- Here we map the goal's variable names to the player's variable names.
|
||||
let mut varNames : Array <| Name × Name := #[]
|
||||
for (fvar₁, fvar₂) in bij.forward.toArray do
|
||||
-- get the `userName` of the fvar in the opened local context of the hint.
|
||||
let name₁ ← fvar₁.getUserName
|
||||
-- get the `userName` in the player's local context.
|
||||
let name₂ := (lctx.get! fvar₂).userName
|
||||
varNames := varNames.push (name₁, name₂)
|
||||
|
||||
return some {
|
||||
text := text,
|
||||
hidden := hint.hidden,
|
||||
rawText := hint.rawText,
|
||||
varNames := varNames }
|
||||
|
||||
else return none
|
||||
else
|
||||
return none
|
||||
return hints
|
||||
|
||||
open RequestM in
|
||||
def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Option InteractiveGoals)) := do
|
||||
def filterUnsolvedGoal (a : Array InteractiveDiagnostic) :
|
||||
Array InteractiveDiagnostic :=
|
||||
a.filter (fun d => match d.message with
|
||||
| .append ⟨(.text x) :: _⟩ => x != "unsolved goals"
|
||||
| _ => true)
|
||||
|
||||
-- TODO: no need to have `RequestM`, just anything where `mut` works
|
||||
/-- Add custom diagnostics about whether the level is completed. -/
|
||||
def completionDiagnostics (goalCount : Nat) (prevGoalCount : Nat) (completed : Bool)
|
||||
(completedWithWarnings : Bool) (pos : Lsp.Position)
|
||||
(startDiags : Array InteractiveDiagnostic := #[]) :
|
||||
RequestM <| Array InteractiveDiagnostic := do
|
||||
let mut out : Array InteractiveDiagnostic := startDiags
|
||||
if goalCount == 0 then
|
||||
if completed then
|
||||
out := out.push {
|
||||
-- TODO: marking these with `t!` has the implication that every game
|
||||
-- needs to translate these messages again,
|
||||
-- but cannot think of another option
|
||||
-- that would not involve manually adding them somewhere in the translation files.
|
||||
message := .text t!"level completed! 🎉"
|
||||
range := {
|
||||
start := pos
|
||||
«end» := pos
|
||||
}
|
||||
severity? := Lsp.DiagnosticSeverity.information }
|
||||
else if completedWithWarnings then
|
||||
out := out.push {
|
||||
message := .text t!"level completed with warnings… 🎭"
|
||||
range := {
|
||||
start := pos
|
||||
«end» := pos
|
||||
}
|
||||
severity? := Lsp.DiagnosticSeverity.information }
|
||||
else
|
||||
pure ()
|
||||
else if goalCount < prevGoalCount then
|
||||
-- If there is any errors, goals might vanish without being 'solved'
|
||||
-- so showing the message "intermediate goal solved" would be confusing.
|
||||
if (¬ (filterUnsolvedGoal startDiags).any (·.severity? == some .error)) then
|
||||
out := out.push {
|
||||
message := .text t!"intermediate goal solved! 🎉"
|
||||
range := {
|
||||
start := pos
|
||||
«end» := pos
|
||||
}
|
||||
severity? := Lsp.DiagnosticSeverity.information
|
||||
}
|
||||
|
||||
return out
|
||||
|
||||
|
||||
/-- Request that returns the goals at the end of each line of the tactic proof
|
||||
plus the diagnostics (i.e. warnings/errors) for the proof.
|
||||
-/
|
||||
def getProofState (_ : Lsp.PlainGoalParams) : RequestM (RequestTask (Option ProofState)) := do
|
||||
let doc ← readDoc
|
||||
let rc ← readThe RequestContext
|
||||
let text := doc.meta.text
|
||||
|
||||
withWaitFindSnap
|
||||
doc
|
||||
-- TODO (Alex): I couldn't find a good condition to find the correct snap. So we are looking
|
||||
-- for the first snap with goals here.
|
||||
-- NOTE (Jon): The entire proof is in one snap, so hoped that Position `0` is good enough.
|
||||
(fun snap => ¬ (snap.infoTree.goalsAt? doc.meta.text 0).isEmpty)
|
||||
(notFoundX := return none)
|
||||
fun snap => do
|
||||
-- `snap` is the one snapshot containing the entire proof.
|
||||
let mut steps : Array <| InteractiveGoalsWithHints := #[]
|
||||
|
||||
-- Question: Is there a difference between the diags of this snap and the last snap?
|
||||
-- Should we get the diags from there?
|
||||
-- Answer: The last snap only copied the diags from the end of this snap
|
||||
let mut diag : Array InteractiveDiagnostic := snap.interactiveDiags.toArray
|
||||
|
||||
-- Level is completed if there are no errors or warnings
|
||||
let completedWithWarnings : Bool := ¬ diag.any (·.severity? == some .error)
|
||||
let completed : Bool := completedWithWarnings ∧ ¬ diag.any (·.severity? == some .warning)
|
||||
|
||||
let mut intermediateGoalCount := 0
|
||||
|
||||
-- only the positions that have non-whitespace characters since the last position
|
||||
-- should add a new proof step.
|
||||
let positionsWithSource : Array (String.Pos × String) :=
|
||||
text.positions.zipWithIndex.filterMap (
|
||||
fun (pos, i) => match i with
|
||||
| 0 => some (pos, "")
|
||||
| i' + 1 =>
|
||||
let source : String := Substring.toString ⟨text.source, text.positions.get! i', pos⟩
|
||||
if source.trim.length == 0 then
|
||||
none
|
||||
else
|
||||
some (pos, source))
|
||||
|
||||
-- Drop the last position as we ensured that there is always a newline at the end
|
||||
for ((pos, source), i) in positionsWithSource.zipWithIndex do
|
||||
-- iterate over all steps in the proof and get the goals and hints at each position
|
||||
|
||||
-- diags are labeled in Lsp-positions, which differ from the lean-internal
|
||||
-- positions by `1`.
|
||||
let lspPosAt := text.utf8PosToLspPos pos
|
||||
|
||||
let mut diagsAtPos : Array InteractiveDiagnostic := filterUnsolvedGoal <|
|
||||
-- `+1` for getting the errors after the line.
|
||||
match i with
|
||||
| 0 =>
|
||||
-- `lspPosAt` is `(0, 0)`
|
||||
diag.filter (fun d => d.range.start == lspPosAt )
|
||||
| i' + 1 =>
|
||||
diag.filter (fun d =>
|
||||
((text.utf8PosToLspPos <| (positionsWithSource.get! i').1) ≤ d.range.start) ∧
|
||||
d.range.start < lspPosAt )
|
||||
|
||||
if let goalsAtResult@(_ :: _) := snap.infoTree.goalsAt? doc.meta.text pos then
|
||||
let goalsAtPos' : List <| List InteractiveGoalWithHints ← goalsAtResult.mapM
|
||||
fun { ctxInfo := ci, tacticInfo := tacticInfo, useAfter := useAfter, .. } => do
|
||||
-- TODO: What does this function body do?
|
||||
-- let ciAfter := { ci with mctx := ti.mctxAfter }
|
||||
let ci := if useAfter then
|
||||
{ ci with mctx := tacticInfo.mctxAfter }
|
||||
else
|
||||
{ ci with mctx := tacticInfo.mctxBefore }
|
||||
-- compute the interactive goals
|
||||
let goalMvars : List MVarId ← ci.runMetaM {} do
|
||||
return if useAfter then tacticInfo.goalsAfter else tacticInfo.goalsBefore
|
||||
|
||||
let interactiveGoals : List InteractiveGoalWithHints ← ci.runMetaM {} do
|
||||
goalMvars.mapM fun goal => do
|
||||
let hints ← findHints goal doc.meta rc.initParams
|
||||
let interactiveGoal ← goalToInteractive goal
|
||||
return ⟨interactiveGoal, hints⟩
|
||||
-- TODO: This code is way old, can it be deleted?
|
||||
-- compute the goal diff
|
||||
-- let goals ← ciAfter.runMetaM {} (do
|
||||
-- try
|
||||
-- Widget.diffInteractiveGoals useAfter ti goals
|
||||
-- catch _ =>
|
||||
-- -- fail silently, since this is just a bonus feature
|
||||
-- return goals
|
||||
-- )
|
||||
return interactiveGoals
|
||||
let goalsAtPos : Array InteractiveGoalWithHints := ⟨goalsAtPos'.foldl (· ++ ·) []⟩
|
||||
|
||||
diagsAtPos ← completionDiagnostics goalsAtPos.size intermediateGoalCount
|
||||
completed completedWithWarnings lspPosAt diagsAtPos
|
||||
|
||||
intermediateGoalCount := goalsAtPos.size
|
||||
|
||||
steps := steps.push ⟨goalsAtPos, source, diagsAtPos, lspPosAt.line, lspPosAt.character⟩
|
||||
else
|
||||
-- No goals present
|
||||
steps := steps.push ⟨#[], source, diagsAtPos, lspPosAt.line, none⟩
|
||||
|
||||
-- Filter out the "unsolved goals" message
|
||||
diag := filterUnsolvedGoal diag
|
||||
|
||||
let lastPos := text.utf8PosToLspPos positionsWithSource.back.1
|
||||
let remainingDiags : Array InteractiveDiagnostic :=
|
||||
diag.filter (fun d => lastPos ≤ d.range.start)
|
||||
|
||||
return some {
|
||||
steps := steps,
|
||||
diagnostics := remainingDiags,
|
||||
completed := completed,
|
||||
completedWithWarnings := completedWithWarnings,
|
||||
lastPos := lastPos.line
|
||||
}
|
||||
|
||||
open RequestM in
|
||||
|
||||
-- The editor apparently uses this
|
||||
def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Option <| InteractiveGoals)) := do
|
||||
let doc ← readDoc
|
||||
-- let rc ← readThe RequestContext
|
||||
let text := doc.meta.text
|
||||
let hoverPos := text.lspPosToUtf8Pos p.position
|
||||
-- TODO: I couldn't find a good condition to find the correct snap. So we are looking
|
||||
-- for the first snap with goals here:
|
||||
withWaitFindSnap doc (fun s => ¬ (s.infoTree.goalsAt? doc.meta.text hoverPos).isEmpty)
|
||||
(notFoundX := return none) fun snap => do
|
||||
if let rs@(_ :: _) := snap.infoTree.goalsAt? doc.meta.text hoverPos then
|
||||
let goals : List InteractiveGoals ← rs.mapM fun { ctxInfo := ci, tacticInfo := ti, useAfter := useAfter, .. } => do
|
||||
let goals : List <| Array InteractiveGoal ← rs.mapM fun { ctxInfo := ci, tacticInfo := ti, useAfter := useAfter, .. } => do
|
||||
let ciAfter := { ci with mctx := ti.mctxAfter }
|
||||
let ci := if useAfter then ciAfter else { ci with mctx := ti.mctxBefore }
|
||||
-- compute the interactive goals
|
||||
@@ -153,8 +345,8 @@ def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Optio
|
||||
return List.toArray <| if useAfter then ti.goalsAfter else ti.goalsBefore
|
||||
let goals ← ci.runMetaM {} do
|
||||
goals.mapM fun goal => do
|
||||
let hints ← findHints goal doc rc.initParams
|
||||
return ← goalToInteractive goal hints
|
||||
-- let hints ← findHints goal doc.meta rc.initParams
|
||||
return ← goalToInteractive goal
|
||||
-- compute the goal diff
|
||||
-- let goals ← ciAfter.runMetaM {} (do
|
||||
-- try
|
||||
@@ -163,8 +355,8 @@ def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Optio
|
||||
-- -- fail silently, since this is just a bonus feature
|
||||
-- return goals
|
||||
-- )
|
||||
return {goals}
|
||||
return some <| goals.foldl (· ++ ·) ⟨#[]⟩
|
||||
return goals
|
||||
return some <| ⟨goals.foldl (· ++ ·) #[]⟩
|
||||
else
|
||||
return none
|
||||
|
||||
@@ -172,7 +364,16 @@ builtin_initialize
|
||||
registerBuiltinRpcProcedure
|
||||
`Game.getInteractiveGoals
|
||||
Lsp.PlainGoalParams
|
||||
(Option InteractiveGoals)
|
||||
(Option <| InteractiveGoals
|
||||
)
|
||||
getInteractiveGoals
|
||||
|
||||
builtin_initialize
|
||||
registerBuiltinRpcProcedure
|
||||
`Game.getProofState
|
||||
Lsp.PlainGoalParams
|
||||
(Option ProofState)
|
||||
getProofState
|
||||
|
||||
|
||||
end GameServer
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
import GameServer.EnvExtensions
|
||||
import I18n
|
||||
|
||||
open Lean Meta Elab Command
|
||||
|
||||
|
||||
/-! ## Copy images -/
|
||||
|
||||
open IO.FS System FilePath in
|
||||
@@ -59,6 +59,9 @@ def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name))
|
||||
|
||||
IO.FS.writeFile (path / inventoryFileName) (toString (toJson inventory))
|
||||
|
||||
-- write file for translation
|
||||
I18n.createTemplate
|
||||
|
||||
open GameData
|
||||
|
||||
def loadData (f : System.FilePath) (α : Type) [FromJson α] : IO α := do
|
||||
|
||||
@@ -0,0 +1,102 @@
|
||||
import Lean.Widget.InteractiveGoal
|
||||
import Lean.Widget.InteractiveDiagnostic
|
||||
import Lean.Data.Lsp.Diagnostics
|
||||
|
||||
/-!
|
||||
This file contains the custom data structures use by the server.
|
||||
|
||||
Some of them overwrite built-in structures from Lean.
|
||||
|
||||
In particular, the structures from `Lean.Widget.InteractiveGoal` are duplicated with
|
||||
the following extension:
|
||||
|
||||
* `isAssumption?` in `InteractiveHypothesisBundle`: stores if a hypothesis is of type `Prop`.
|
||||
|
||||
NOTE: Changes here need to be reflected in the corresponding `interface` in `rcp_api.ts`
|
||||
on the client-side.
|
||||
-/
|
||||
|
||||
open Lean Server Widget
|
||||
|
||||
namespace GameServer
|
||||
|
||||
/-- Extend the interactive hypothesis bundle with an option to distinguish
|
||||
"assumptions" from "objects". "Assumptions" are hypotheses of type `Prop`. -/
|
||||
-- @[inherit_doc Lean.Widget.InteractiveHypothesisBundle]
|
||||
structure InteractiveHypothesisBundle extends Lean.Widget.InteractiveHypothesisBundle where
|
||||
/-- The hypothesis's type is of type `Prop` -/
|
||||
isAssumption? : Option Bool := none
|
||||
deriving RpcEncodable
|
||||
|
||||
-- duplicated but with custom `InteractiveHypothesisBundle`
|
||||
@[inherit_doc Lean.Widget.InteractiveGoalCore]
|
||||
structure InteractiveGoalCore where
|
||||
hyps : Array InteractiveHypothesisBundle
|
||||
type : CodeWithInfos
|
||||
ctx : WithRpcRef Elab.ContextInfo
|
||||
|
||||
-- duplicated but with custom `InteractiveGoalCore`
|
||||
@[inherit_doc Lean.Widget.InteractiveGoal]
|
||||
structure InteractiveGoal extends InteractiveGoalCore where
|
||||
userName? : Option String
|
||||
goalPrefix : String
|
||||
mvarId : MVarId
|
||||
isInserted? : Option Bool := none
|
||||
isRemoved? : Option Bool := none
|
||||
deriving RpcEncodable
|
||||
|
||||
-- duplicated with custom `InteractiveGoalCore`
|
||||
@[inherit_doc Lean.Widget.InteractiveTermGoal]
|
||||
structure InteractiveTermGoal extends InteractiveGoalCore where
|
||||
range : Lsp.Range
|
||||
term : WithRpcRef Elab.TermInfo
|
||||
deriving RpcEncodable
|
||||
|
||||
/-- A hint in the game at the corresponding goal. -/
|
||||
structure GameHint where
|
||||
/-- The text with the variable names already inserted.
|
||||
|
||||
Note: This is in theory superfluous and will be completely replaced by `rawText`. We just left
|
||||
it in for debugging for now. -/
|
||||
text : String
|
||||
/-- Flag whether the hint should be hidden initially. -/
|
||||
hidden : Bool
|
||||
/-- The text with the variables not inserted yet. -/
|
||||
rawText : String
|
||||
/-- The assignment of variable names in the `rawText` to the ones the player used. -/
|
||||
varNames : Array <| Name × Name
|
||||
deriving FromJson, ToJson
|
||||
|
||||
/-- Bundled `InteractiveGoal` together with an array of hints that apply at this stage. -/
|
||||
structure InteractiveGoalWithHints where
|
||||
goal : InteractiveGoal
|
||||
/-- Extended the `InteractiveGoal` by an array of hints at that goal. -/
|
||||
hints : Array GameHint
|
||||
deriving RpcEncodable
|
||||
|
||||
structure InteractiveGoalsWithHints where
|
||||
goals : Array InteractiveGoalWithHints
|
||||
/-- The content of the line evaluated. -/
|
||||
command : String
|
||||
diags : Array InteractiveDiagnostic := default
|
||||
line : Option Nat -- only for debugging
|
||||
column : Option Nat -- only for debugging
|
||||
|
||||
deriving RpcEncodable
|
||||
|
||||
instance : Inhabited InteractiveGoalsWithHints := ⟨default, default, default, none, none⟩
|
||||
|
||||
/-- Collected goals throughout the proof. Used for communication with the game client. -/
|
||||
structure ProofState where
|
||||
/-- goals after each line. includes the hints. -/
|
||||
steps : Array <| InteractiveGoalsWithHints
|
||||
/-- diagnostics contains all errors and warnings.
|
||||
|
||||
TODO: I think they contain information about which line they belong to. Verify this.
|
||||
-/
|
||||
diagnostics : Array InteractiveDiagnostic := default
|
||||
/-- Whether the level is considered solved. -/
|
||||
completed : Bool
|
||||
completedWithWarnings : Bool
|
||||
lastPos : Nat -- only for debugging
|
||||
deriving RpcEncodable
|
||||
@@ -0,0 +1,67 @@
|
||||
import Lean.Elab.Binders
|
||||
import Lean.Elab.Tactic.Basic
|
||||
import Lean.Meta.Tactic.Intro
|
||||
|
||||
/-!
|
||||
# `let_intros` Tactic
|
||||
|
||||
`let_intros` is a weaker form of `intros` aimed to only introduce `let` statements,
|
||||
but not for example `∀`-binders.
|
||||
|
||||
Note: Mathlib has a tactic `extract_lets` which does essentially exactly this.
|
||||
The only difference is that `let_intros` is unhygenic, in the sense that it will name
|
||||
the introduced variables `f` instead of leaving them inaccessible `f✝`.
|
||||
-/
|
||||
|
||||
namespace GameServer
|
||||
|
||||
open Lean Meta Elab Parser Tactic
|
||||
|
||||
/--
|
||||
Copied from `Lean.Meta.getIntrosSize`.
|
||||
-/
|
||||
private partial def getLetIntrosSize : Expr → Nat
|
||||
-- | .forallE _ _ b _ => getLetIntrosSize b + 1
|
||||
| .letE _ _ _ b _ => getLetIntrosSize b + 1
|
||||
| .mdata _ b => getLetIntrosSize b
|
||||
| e =>
|
||||
if let some (_, _, _, b) := e.letFun? then
|
||||
getLetIntrosSize b + 1
|
||||
else
|
||||
0
|
||||
|
||||
/--
|
||||
Copied and from `Lean.MVarId.intros`.
|
||||
-/
|
||||
def _root_.Lean.MVarId.letIntros (mvarId : MVarId) : MetaM (Array FVarId × MVarId) := do
|
||||
let type ← mvarId.getType
|
||||
let type ← instantiateMVars type
|
||||
let n := getLetIntrosSize type
|
||||
if n == 0 then
|
||||
return (#[], mvarId)
|
||||
else
|
||||
-- `introNP` preserves the binder names
|
||||
mvarId.introNP n
|
||||
|
||||
/--
|
||||
`let_intros` introduces all `let` statements that are preceding the proof. Concretely
|
||||
it does a subset of what `intros` does.
|
||||
|
||||
If names are provided, it will introduce as many `let` statements as there are names.
|
||||
-/
|
||||
syntax (name := letIntros) "let_intros" : tactic
|
||||
-- (ppSpace colGt (ident <|> hole))*
|
||||
|
||||
@[tactic letIntros] def evalLetIntros : Tactic := fun stx => do
|
||||
match stx with
|
||||
| `(tactic| let_intros) => liftMetaTactic fun mvarId => do
|
||||
let (_, mvarId) ← mvarId.letIntros
|
||||
return [mvarId]
|
||||
-- | `(tactic| let_intros $ids*) => do
|
||||
-- let fvars ← liftMetaTacticAux fun mvarId => do
|
||||
-- let (fvars, mvarId) ← mvarId.introN ids.size (ids.map getNameOfIdent').toList
|
||||
-- return (fvars, [mvarId])
|
||||
-- withMainContext do
|
||||
-- for stx in ids, fvar in fvars do
|
||||
-- Term.addLocalVarInfo stx (mkFVar fvar)
|
||||
| _ => throwUnsupportedSyntax
|
||||
@@ -4,10 +4,37 @@
|
||||
[{"url": "https://github.com/leanprover/std4.git",
|
||||
"type": "git",
|
||||
"subDir": null,
|
||||
"rev": "08ec2584b1892869e3a5f4122b029989bcb4ca79",
|
||||
"rev": "32983874c1b897d78f20d620fe92fc8fd3f06c3a",
|
||||
"name": "std",
|
||||
"manifestFile": "lake-manifest.json",
|
||||
"inputRev": "v4.5.0",
|
||||
"inputRev": "v4.7.0",
|
||||
"inherited": false,
|
||||
"configFile": "lakefile.lean"},
|
||||
{"url": "https://github.com/mhuisi/lean4-cli",
|
||||
"type": "git",
|
||||
"subDir": null,
|
||||
"rev": "39229f3630d734af7d9cfb5937ddc6b41d3aa6aa",
|
||||
"name": "Cli",
|
||||
"manifestFile": "lake-manifest.json",
|
||||
"inputRev": "nightly",
|
||||
"inherited": true,
|
||||
"configFile": "lakefile.lean"},
|
||||
{"url": "https://github.com/hhu-adam/lean-i18n.git",
|
||||
"type": "git",
|
||||
"subDir": null,
|
||||
"rev": "7550f08140c59c9a604bbcc23ab7830c103a3e39",
|
||||
"name": "i18n",
|
||||
"manifestFile": "lake-manifest.json",
|
||||
"inputRev": "v4.7.0",
|
||||
"inherited": false,
|
||||
"configFile": "lakefile.lean"},
|
||||
{"url": "https://github.com/leanprover-community/import-graph",
|
||||
"type": "git",
|
||||
"subDir": null,
|
||||
"rev": "ac07367cbdd57440e6fe78e5be13b41f9cb0f896",
|
||||
"name": "importGraph",
|
||||
"manifestFile": "lake-manifest.json",
|
||||
"inputRev": "v4.7.0",
|
||||
"inherited": false,
|
||||
"configFile": "lakefile.lean"}],
|
||||
"name": "GameServer",
|
||||
|
||||
@@ -7,6 +7,10 @@ package GameServer
|
||||
def leanVersion : String := s!"v{Lean.versionString}"
|
||||
|
||||
require std from git "https://github.com/leanprover/std4.git" @ leanVersion
|
||||
require i18n from git "https://github.com/hhu-adam/lean-i18n.git" @ leanVersion
|
||||
|
||||
require importGraph from git "https://github.com/leanprover-community/import-graph" @ leanVersion
|
||||
|
||||
|
||||
lean_lib GameServer
|
||||
|
||||
|
||||
@@ -1 +1 @@
|
||||
leanprover/lean4:v4.5.0
|
||||
leanprover/lean4:v4.7.0
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
import GameServer.Tactic.LetIntros
|
||||
|
||||
set_option linter.unusedVariables false in
|
||||
|
||||
example (f : Nat) :
|
||||
let f := fun x ↦ x + 1
|
||||
let g : Nat → Nat := fun y ↦ y
|
||||
∀ x : Nat, x ≤ f x := by
|
||||
let_intros
|
||||
/-
|
||||
f✝ : Nat
|
||||
f : Nat → Nat := fun x => x + 1
|
||||
g : Nat → Nat := fun y => y
|
||||
⊢ ∀ (x : Nat), x ≤ f x
|
||||
-/
|
||||
intro x
|
||||
exact Nat.le_succ x
|
||||
@@ -73,10 +73,13 @@ theorem xy (n : Nat) : n + 0 = n := by
|
||||
|
||||
/-- Doc comment -/
|
||||
@[simp]
|
||||
Statement My.add_comm (n m : Nat) : n + m = m + n := by
|
||||
rw [Nat.add_comm]
|
||||
Statement My.add_assoc (n m x : Nat) : (m + n) + x = m + (n + x) := by
|
||||
rw [Nat.add_assoc]
|
||||
|
||||
example (n m : Nat) : n + m = m + n := by
|
||||
example (n m : Nat) : (m + n) + x = m + (n + x) := by
|
||||
simp
|
||||
|
||||
#check My.add_comm
|
||||
#check My.add_assoc
|
||||
|
||||
Statement My.add_comm (preamble := simp [add_comm m n]) (n m : Nat) : n + (m + 0) = m + n := by
|
||||
rw [Nat.add_comm]
|
||||
|
||||
@@ -11,6 +11,10 @@
|
||||
"downlevelIteration": true,
|
||||
"experimentalDecorators": true,
|
||||
"allowSyntheticDefaultImports": true,
|
||||
"lib": [
|
||||
"ES2021.String",
|
||||
"DOM"
|
||||
]
|
||||
},
|
||||
"exclude": ["server", "relay"]
|
||||
}
|
||||
|
||||
+11
-4
@@ -3,6 +3,9 @@ import react from '@vitejs/plugin-react-swc'
|
||||
import { viteStaticCopy } from 'vite-plugin-static-copy'
|
||||
import svgr from "vite-plugin-svgr"
|
||||
|
||||
const backendPort = process.env.PORT || 8080;
|
||||
const clientPort = process.env.CLIENT_PORT || 3000;
|
||||
|
||||
// https://vitejs.dev/config/
|
||||
export default defineConfig({
|
||||
//root: 'client/src',
|
||||
@@ -28,21 +31,25 @@ export default defineConfig({
|
||||
})
|
||||
],
|
||||
publicDir: "client/public",
|
||||
base: "/", // setting this to `/leangame/` means the server is now accessible at `localhost:3000/leangame`
|
||||
optimizeDeps: {
|
||||
exclude: ['games']
|
||||
},
|
||||
server: {
|
||||
port: 3000,
|
||||
port: Number(clientPort),
|
||||
proxy: {
|
||||
'/websocket': {
|
||||
target: 'ws://localhost:8080',
|
||||
target: `ws://localhost:${backendPort}`,
|
||||
ws: true
|
||||
},
|
||||
'/import': {
|
||||
target: 'http://localhost:8080',
|
||||
target: `http://localhost:${backendPort}`,
|
||||
},
|
||||
'/data': {
|
||||
target: 'http://localhost:8080',
|
||||
target: `http://localhost:${backendPort}`,
|
||||
},
|
||||
'/i18n': {
|
||||
target: `http://localhost:${backendPort}`,
|
||||
},
|
||||
}
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user