Compare commits

..
59 Commits
Author SHA1 Message Date
Jon Eugster 66aa8e688e npm audit 2024-04-10 14:46:48 +02:00
Jon Eugster a523bab1d6 fix css warning 2024-04-10 14:45:17 +02:00
Jon Eugster 499bb00d4f fix language loading on landing page 2024-04-10 14:43:30 +02:00
Jon Eugster 67b03d9ccf bump to v4.7.0 2024-04-10 14:06:41 +02:00
Jon Eugster a15dd0a1bd bump i18n 2024-04-10 11:23:27 +02:00
Jon Eugster d456621875 apply suggestions from PR #206 manually 2024-04-09 09:47:05 +02:00
Jon Eugster 74059bd5af fix typo 2024-04-08 23:20:21 +02:00
Jon Eugster ce71bc81c6 remove logInfo for Branch finishing proof 2024-04-08 12:23:07 +02:00
Jon Eugster 7cedfc5038 mark some server messages for translation 2024-04-06 15:40:06 +02:00
Jon Eugster a8d3169ebb add some translation keys 2024-04-06 15:25:31 +02:00
Jon Eugster 9b05a27888 use translation of level title 2024-04-06 14:56:19 +02:00
Jon Eugster 3124d90cd6 typo 2024-03-29 12:36:39 +01:00
Jon Eugster 5a768c25b7 mark two more translations 2024-03-29 12:34:57 +01:00
Jon Eugster 39be34e83a improve landing page 2024-03-29 12:27:14 +01:00
Jon Eugster dd7a2d1bc1 bump lean-i18n 2024-03-29 12:23:37 +01:00
Jon Eugster 684a1bc72b fix initial translation loading on starting page 2024-03-29 12:16:36 +01:00
Jon Eugster 10391b616c add chinese translations 2024-03-28 20:45:50 +01:00
Jon Eugster aaa6c3b576 add german translations 2024-03-27 02:17:46 +01:00
Jon Eugster d60dc3fcb2 mark most of the game text for translation 2024-03-27 02:03:05 +01:00
Jon Eugster 1a54edffd4 bump lean-i18n and other stuff 2024-03-27 01:37:58 +01:00
Jon Eugster ad1add5264 support translations of the games 2024-03-27 00:22:51 +01:00
Jon Eugster a26022e3fc fix css 2024-03-26 19:10:23 +01:00
Jon Eugster 7c44d49b2a images on all levels 2024-03-26 17:24:53 +01:00
Jon Eugster a111814973 improve error messages 2024-03-26 14:59:02 +01:00
Jon Eugster a7784ef66b center github icon 2024-03-26 10:04:39 +01:00
Jon Eugster 389e120117 add translations 2024-03-26 02:49:48 +01:00
Jon Eugster ee9fd18a56 use global configs in i18n-scanner 2024-03-26 01:16:21 +01:00
Jon Eugster 8b29f88407 use flags for game tiles 2024-03-26 01:02:23 +01:00
Jon Eugster ebda6cc162 more progress on internationalisation 2024-03-26 00:30:55 +01:00
Jon Eugster 7e9514fe96 mark all texts for translation #179 2024-03-25 23:51:19 +01:00
Jon Eugster 038dbe71b8 fix i18next-scanner overwriting existing translations 2024-03-25 23:00:05 +01:00
Jon Eugster 19d2ea363a refactor i18next-scanner config 2024-03-25 22:44:26 +01:00
Jon Eugster 3ac8fdace7 mark translations in app-bar 2024-03-25 22:30:55 +01:00
Jon Eugster 8d0493acb5 make preferences work #179 2024-03-25 22:23:03 +01:00
Jon Eugster 27c661f08f modify generated statement in inventory 2024-03-25 22:23:03 +01:00
Jon Eugster b37f050da5 Merge pull request #204 from noamraph/patch-1
Update level.css - hide .katex-mathml, to fix scrolling issue
2024-03-25 18:51:48 +01:00
Noam Yorav-Raphael 09c81ea43f Update level.css - hide .katex-mathml, to fix scrolling issue
Fixes https://github.com/leanprover-community/lean4game/issues/202
2024-03-25 19:10:33 +02:00
Jon Eugster ff12b34295 add suspense to wait for loading #179 2024-03-25 13:43:01 +01:00
Jon Eugster 45bc0468df implement i18next and i18next-scanner 2024-03-24 17:37:31 +01:00
Jon Eugster c24efb1377 Merge pull request #203 from JiechengZhao/main
add next_i18n
2024-03-23 13:25:18 +01:00
Hydrogenbear 830bffaf11 Remove gitignore introduced by accidently lake init 2024-03-23 09:07:30 +08:00
Jon Eugster a9447a70d4 add interface buttons for i18n #179 2024-03-23 01:11:42 +01:00
Jon Eugster eaa4eecad2 add doc 2024-03-22 23:27:08 +01:00
Jon Eugster 1828e73b30 add preample tactic sequence to Statement 2024-03-22 18:59:01 +01:00
Jon Eugster ce9f5c7840 fix locked editor mode 2024-03-22 18:11:14 +01:00
Hydrogenbear 64d7879c32 delete accidently lake init 2024-03-21 18:13:31 +08:00
Hydrogenbear cb711205a2 Add react_i18n 2024-03-21 18:11:17 +08:00
Jon Eugster f42829422d delete hidden hints in chat on Retry 2024-03-15 18:38:32 +01:00
Jon Eugster ee6741232f add doc 2024-03-15 18:06:33 +01:00
Jon Eugster fa4ae5672d bump to v4.6.1 2024-03-15 17:07:10 +01:00
Jon Eugster 9bc0a3de46 add let_intros for better experience with levels about functions 2024-03-15 17:06:43 +01:00
Jon Eugster 6cdbfbd9cb Revert "DisableTheorem and co. should not warn if doc does not exist"
This reverts commit 381930e547.
2024-03-14 21:18:02 +01:00
Jon Eugster f55581a5f2 doc 2024-03-14 19:43:54 +01:00
Jon Eugster 381930e547 DisableTheorem and co. should not warn if doc does not exist 2024-03-14 19:43:47 +01:00
Jon Eugster e07570181c typo 2024-03-11 19:36:54 +01:00
Jon Eugster 87689e1c3a dont show 'intermediate goal solved' on error 2024-03-11 19:29:53 +01:00
Jon Eugster 47297e4194 temporary fix to improve message on server crash 2024-03-11 17:33:06 +01:00
Jon Eugster f3f077741d fix client breaking if server timed out. 2024-03-11 12:33:47 +01:00
Jon Eugster edf1085310 fix ts warnings 2024-03-11 12:18:30 +01:00
54 changed files with 2375 additions and 761 deletions
+152
View File
@@ -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();
}
),
};
+94
View File
@@ -0,0 +1,94 @@
{
"Tactics": "Taktiken",
"Lean Game Server": "Lean-Spielserver",
"<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": "Levels",
"tactics": "Taktiken",
"regular": "regulär",
"relaxed": "relaxed",
"none": "keine",
"Rules": "Regeln",
"Intro": "Inführung",
"Game Introduction": "Spieleinführung",
"World selection": "Weltenauswahl",
"Start": "Start",
"Inventory": "Inventar",
"next level": "nächstes Level",
"Next": "Weiter",
"back to world selection": "Zurück zur Weltenauswahl",
"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 von 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": "Goal",
"Current Goal": "Aktuelles Goal",
"Objects": "Objekte",
"Assumptions": "Annahmen",
"Further Goals": "Weitere Goals",
"No Goals": "Keine Goals",
"Loading goal…": "Goal 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 das Starten des Lean-Servers…",
"Level completed! 🎉": "Level gelöst! 🎉",
"Level completed with warnings 🎭": "Level mit Warnungen abgeschlossen 🎭",
"Active Goal": "Aktuelles Goal",
"Crashed! Go to editor mode and fix your proof! Last server response:": "",
"Line": "Zeile",
"Character": "Charakter",
"Loading messages…": "",
"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 von einem lokalen Ordner zu laden.",
"<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><1>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!</1>": "",
"This server has been developed as part of the project <1>ADAM : Anticipating the Digital Age of Mathematics</1> at Heinrich-Heine-Universität in Düsseldorf.": "",
"Prerequisites": "Voraussetzungen",
"Worlds": "Welten",
"Levels": "Levels",
"Language": "Sprachen",
"Development notes": "Entwicklungshinweis",
"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 dem Spielstand um diesen zu laden.</p><1><0>Achtung:</0> Diese Aktion überschreibt den aktuellen Spielstand! Es wird empfohlen zuerst den <2>aktuellen Spielstand herunterzuladen</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>": "",
"Level": "",
"Introduction": "",
"Retry proof from here": "",
"Retry": "",
"Failed command": ""
}
+94
View File
@@ -0,0 +1,94 @@
{
"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.",
"<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><1>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!</1>": "<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><1>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!</1>",
"This server has been developed as part of the project <1>ADAM : Anticipating the Digital Age of Mathematics</1> at Heinrich-Heine-Universität in Düsseldorf.": "This server has been developed as part of the project <1>ADAM : Anticipating the Digital Age of Mathematics</1> at Heinrich-Heine-Universität in Düsseldorf.",
"Prerequisites": "Prerequisites",
"Worlds": "Worlds",
"Levels": "Levels",
"Language": "Language",
"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"
}
+94
View File
@@ -0,0 +1,94 @@
{
"Tactics": "策略",
"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>游戏规则决定是否允许跳过关卡,以及游戏是否允许在证明中使用未解锁的策略和定理。<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,加上你在另一个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>,那么你可以在任何关卡中使用它。</1><p>选项是:</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!": "编辑器模式开启!",
"Editor mode": "编辑器模式",
"Typewriter mode": "打字机模式",
"information, Impressum, privacy policy": "",
"Preferences": "",
"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": "Further Goals",
"No Goals": "无目标",
"Loading goal…": "加载目标。。。",
"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。。。",
"Level completed! 🎉": "完成关卡!🎉",
"Level completed with warnings 🎭": "关卡完成(带有警告) 🎭",
"Retry proof from here": "从这里重新试着证明",
"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>": "",
"No Games loaded. Use <1>http://localhost:3000/#/g/local/FOLDER</1> to open a game directly from a local folder.": "没有加载游戏。使用<1>http://localhost:3000/#/g/local/FOLDER</1>直接从本地文件夹打开游戏。",
"<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><1>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!</1>": "",
"<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>": "",
"This server has been developed as part of the project <1>ADAM : Anticipating the Digital Age of Mathematics</1> at Heinrich-Heine-Universität in Düsseldorf.": "",
"Prerequisites": "前置条件",
"Worlds": "世界(Worlds)",
"Levels": "关卡",
"Language": "语言",
"Development notes": "",
"Adding new games": "",
"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>您是否想要不可逆转地删除您的游戏进度?</p><p>(这将删除您的证明和您收集的定理和策略。其他游戏的进度不会被删除。)</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)": "",
"<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!首先考虑<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": "",
"Introduction": "",
"Retry": "",
"Failed command": ""
}
+10 -3
View File
@@ -10,6 +10,7 @@ import './css/reset.css';
import './css/app.css'; import './css/app.css';
import { PreferencesContext} from './components/infoview/context'; import { PreferencesContext} from './components/infoview/context';
import UsePreferences from "./state/hooks/use_preferences" import UsePreferences from "./state/hooks/use_preferences"
import i18n from './i18n';
export const GameIdContext = React.createContext<string>(undefined); export const GameIdContext = React.createContext<string>(undefined);
@@ -18,13 +19,19 @@ function App() {
const params = useParams() const params = useParams()
const gameId = "g/" + params.owner + "/" + params.repo 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 ( return (
<div className="app"> <div className="app">
<GameIdContext.Provider value={gameId}> <GameIdContext.Provider value={gameId}>
<PreferencesContext.Provider value={{mobile, layout, isSavePreferences, setLayout, setIsSavePreferences}}> <PreferencesContext.Provider value={{mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage}}>
<Outlet /> <React.Suspense>
<Outlet />
</React.Suspense>
</PreferencesContext.Provider> </PreferencesContext.Provider>
</GameIdContext.Provider> </GameIdContext.Provider>
</div> </div>
+102 -51
View File
@@ -5,7 +5,7 @@ import * as React from 'react'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome' import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome, import { faDownload, faUpload, faEraser, faBook, faBookOpen, faGlobe, faHome,
faArrowRight, faArrowLeft, faXmark, faBars, faCode, 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 { GameIdContext } from "../app"
import { InputModeContext, PreferencesContext, WorldLevelIdContext } from "./infoview/context" import { InputModeContext, PreferencesContext, WorldLevelIdContext } from "./infoview/context"
import { GameInfo, useGetGameInfoQuery } from '../state/api' import { GameInfo, useGetGameInfoQuery } from '../state/api'
@@ -13,22 +13,24 @@ import { changedOpenedIntro, selectCompleted, selectDifficulty, selectProgress }
import { useAppDispatch, useAppSelector } from '../hooks' import { useAppDispatch, useAppSelector } from '../hooks'
import { Button } from './button' import { Button } from './button'
import { downloadProgress } from './popup/erase' import { downloadProgress } from './popup/erase'
import { useTranslation } from 'react-i18next'
/** navigation buttons for mobile welcome page to switch between intro/tree/inventory. */ /** navigation buttons for mobile welcome page to switch between intro/tree/inventory. */
function MobileNavButtons({pageNumber, setPageNumber}: function MobileNavButtons({pageNumber, setPageNumber}:
{ pageNumber: number, { pageNumber: number,
setPageNumber: any}) { setPageNumber: any}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const { t } = useTranslation()
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
// if `prevText` or `prevIcon` is set, show a button to go back // 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 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 // 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 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 <> return <>
{(prevText || prevIcon) && {(prevText || prevIcon) &&
@@ -53,7 +55,7 @@ function MobileNavButtons({pageNumber, setPageNumber}:
} }
/** button to toggle dropdown menu. */ /** 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)}}> return <Button to="" className="btn toggle-width" id="menu-btn" onClick={(ev) => {setNavOpen(!navOpen)}}>
{navOpen ? <FontAwesomeIcon icon={faXmark} /> : <FontAwesomeIcon icon={faBars} />} {navOpen ? <FontAwesomeIcon icon={faXmark} /> : <FontAwesomeIcon icon={faBars} />}
</Button> </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. * for the last level, this button turns into a button going back to the welcome page.
*/ */
function NextButton({worldSize, difficulty, completed, setNavOpen}) { function NextButton({worldSize, difficulty, completed, setNavOpen}) {
const { t } = useTranslation()
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext) const {worldId, levelId} = React.useContext(WorldLevelIdContext)
return (levelId < worldSize ? return (levelId < worldSize ?
<Button inverted="true" <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)} disabled={difficulty >= 2 && !(completed || levelId == 0)}
onClick={() => setNavOpen(false)}> onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? "Next" : "Start"} <FontAwesomeIcon icon={faArrowRight} />&nbsp;{levelId ? t("Next") : t("Start")}
</Button> </Button>
: :
<Button to={`/${gameId}`} inverted="true" title="back to world selection" id="home-btn"> <Button to={`/${gameId}`} inverted="true" title={t("back to world selection")} id="home-btn">
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World <FontAwesomeIcon icon={faHome} />&nbsp;{t("Leave World")}
</Button> </Button>
) )
} }
@@ -83,66 +86,117 @@ function NextButton({worldSize, difficulty, completed, setNavOpen}) {
* only renders if the current level id is > 0. * only renders if the current level id is > 0.
*/ */
function PreviousButton({setNavOpen}) { function PreviousButton({setNavOpen}) {
const { t } = useTranslation()
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext) const {worldId, levelId} = React.useContext(WorldLevelIdContext)
return (levelId > 0 && <> return (levelId > 0 && <>
<Button disabled={levelId <= 0} inverted="true" <Button disabled={levelId <= 0} inverted="true"
to={`/${gameId}/world/${worldId}/level/${levelId - 1}`} to={`/${gameId}/world/${worldId}/level/${levelId - 1}`}
title="previous level" title={t("previous level")}
onClick={() => setNavOpen(false)}> onClick={() => setNavOpen(false)}>
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;Previous <FontAwesomeIcon icon={faArrowLeft} />&nbsp;{t("Previous")}
</Button> </Button>
</>) </>)
} }
/** button to toggle between editor and typewriter */ /** button to toggle between editor and typewriter */
function InputModeButton({setNavOpen, isDropdown}) { function InputModeButton({setNavOpen, isDropdown}) {
const { t } = useTranslation()
const {levelId} = React.useContext(WorldLevelIdContext) const {levelId} = React.useContext(WorldLevelIdContext)
const {typewriterMode, setTypewriterMode, lockInputMode} = React.useContext(InputModeContext) const {typewriterMode, setTypewriterMode, lockEditorMode} = React.useContext(InputModeContext)
/** toggle input mode if allowed */ /** toggle input mode if allowed */
function toggleInputMode(ev: React.MouseEvent) { function toggleInputMode(ev: React.MouseEvent) {
if (!lockInputMode){ if (!lockEditorMode){
setTypewriterMode(!typewriterMode) setTypewriterMode(!typewriterMode)
setNavOpen(false) setNavOpen(false)
} }
} }
return <Button 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="" inverted="true" to=""
onClick={(ev) => toggleInputMode(ev)} onClick={(ev) => toggleInputMode(ev)}
title={lockInputMode ? "Editor mode is enforced!" : typewriterMode ? "Editor mode" : "Typewriter mode"}> title={lockEditorMode ? t("Editor mode is enforced!") : typewriterMode ? t("Editor mode") : t("Typewriter mode")}>
<FontAwesomeIcon icon={typewriterMode ? faCode : faTerminal} /> <FontAwesomeIcon icon={(typewriterMode && !lockEditorMode) ? faCode : faTerminal} />
{isDropdown && (typewriterMode ? <>&nbsp;Editor mode</> : <>&nbsp;Typewriter mode</>)} {isDropdown && ((typewriterMode && !lockEditorMode) ? <>&nbsp;{t("Editor mode")}</> : <>&nbsp;{t("Typewriter mode")}</>)}
</Button> </Button>
} }
/** button to toggle iimpressum popup */ /** button to toggle iimpressum popup
function ImpressumButton({setNavOpen, toggleImpressum, isDropdown}) { *
return <Button className="btn btn-inverted toggle-width" * Note: Do not translate the word "Impressum"! German GDPR needs this.
title="information, Impressum, privacy policy" inverted="true" to="" onClick={(ev) => {toggleImpressum(ev); setNavOpen(false)}}> */
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} /> <FontAwesomeIcon icon={faCircleInfo} />
{isDropdown && <>&nbsp;Info &amp; Impressum</>} {isDropdown && <>&nbsp;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} />&nbsp;{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} />&nbsp;{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} />&nbsp;{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} />&nbsp;{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} />&nbsp;{t("Upload")}
</Button> </Button>
} }
/** button to go back to welcome page */ /** button to go back to welcome page */
function HomeButton({isDropdown}) { function HomeButton({isDropdown}) {
const { t } = useTranslation()
const gameId = React.useContext(GameIdContext) 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} /> <FontAwesomeIcon icon={faHome} />
{isDropdown && <>&nbsp;Home</>} {isDropdown && <>&nbsp;{t("Home")}</>}
</Button> </Button>
} }
function LandingPageButton() {
const { t } = useTranslation()
return <Button inverted="false" title={t("back to games selection")} to="/">
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;<FontAwesomeIcon icon={faGlobe} />
</Button>
}
/** button in mobile level to toggle inventory. /** button in mobile level to toggle inventory.
* only displays a button if `setPageNumber` is set. * only displays a button if `setPageNumber` is set.
*/ */
function InventoryButton({pageNumber, setPageNumber}) { function InventoryButton({pageNumber, setPageNumber}) {
const { t } = useTranslation()
return (setPageNumber && return (setPageNumber &&
<Button to="" className="btn btn-inverted toggle-width" <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)}}> inverted="true" onClick={() => {setPageNumber(pageNumber ? 0 : 1)}}>
<FontAwesomeIcon icon={pageNumber ? faBookOpen : faBook} /> <FontAwesomeIcon icon={pageNumber ? faBookOpen : faBook} />
</Button> </Button>
@@ -160,6 +214,7 @@ export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpres
toggleInfo: any, toggleInfo: any,
togglePreferencesPopup: () => void; togglePreferencesPopup: () => void;
}) { }) {
const { t } = useTranslation()
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const gameProgress = useAppSelector(selectProgress(gameId)) const gameProgress = useAppSelector(selectProgress(gameId))
const {mobile} = React.useContext(PreferencesContext) const {mobile} = React.useContext(PreferencesContext)
@@ -167,49 +222,38 @@ export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpres
return <div className="app-bar"> return <div className="app-bar">
<div className='app-bar-left'> <div className='app-bar-left'>
<Button inverted="false" title="back to games selection" to="/"> <LandingPageButton />
<FontAwesomeIcon icon={faArrowLeft} />&nbsp;<FontAwesomeIcon icon={faGlobe} />
</Button>
<span className="app-bar-title"></span> <span className="app-bar-title"></span>
</div> </div>
<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>
<div className="nav-btns"> <div className="nav-btns">
{mobile && <MobileNavButtons pageNumber={pageNumber} setPageNumber={setPageNumber} />} {mobile && <MobileNavButtons pageNumber={pageNumber} setPageNumber={setPageNumber} />}
<MenuButton navOpen={navOpen} setNavOpen={setNavOpen} /> <MenuButton navOpen={navOpen} setNavOpen={setNavOpen} />
</div> </div>
<div className={'menu dropdown' + (navOpen ? '' : ' hidden')}> <div className={'menu dropdown' + (navOpen ? '' : ' hidden')}>
<Button title="Game Info & Credits" inverted="true" to="" onClick={() => {toggleInfo(); setNavOpen(false)}}> <GameInfoButton setNavOpen={setNavOpen} toggleInfo={toggleInfo}/>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Game Info <EraseButton setNavOpen={setNavOpen} toggleEraseMenu={toggleEraseMenu}/>
</Button> <DownloadButton setNavOpen={setNavOpen} gameId={gameId} gameProgress={gameProgress}/>
<Button title="Clear Progress" inverted="true" to="" onClick={() => {toggleEraseMenu(); setNavOpen(false)}}> <UploadButton setNavOpen={setNavOpen} toggleUploadMenu={toggleUploadMenu}/>
<FontAwesomeIcon icon={faEraser} />&nbsp;Erase <ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
</Button> <PreferencesButton setNavOpen={setNavOpen} togglePreferencesPopup={togglePreferencesPopup}/>
<Button title="Download Progress" inverted="true" to="" onClick={(ev) => {downloadProgress(gameId, gameProgress, ev); setNavOpen(false)}}>
<FontAwesomeIcon icon={faDownload} />&nbsp;Download
</Button>
<Button title="Load Progress from JSON" inverted="true" to="" onClick={() => {toggleUploadMenu(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faUpload} />&nbsp;Upload
</Button>
<Button title="Impressum, privacy policy" inverted="true" to="" onClick={() => {toggleImpressum(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faCircleInfo} />&nbsp;Impressum
</Button>
<Button title="Preferences" inverted="true" to="" onClick={() => {togglePreferencesPopup(); setNavOpen(false)}}>
<FontAwesomeIcon icon={faGear} />&nbsp;Preferences
</Button>
</div> </div>
</div> </div>
} }
/** the navigation bar in a level */ /** 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, isLoading: boolean,
levelTitle: string, levelTitle: string,
toggleImpressum: any, toggleImpressum: any,
toggleInfo: any,
togglePreferencesPopup: any,
pageNumber?: number, pageNumber?: number,
setPageNumber?: any, setPageNumber?: any,
}) { }) {
const { t } = useTranslation()
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext) const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const {mobile} = React.useContext(PreferencesContext) const {mobile} = React.useContext(PreferencesContext)
@@ -236,14 +280,16 @@ export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=
<PreviousButton setNavOpen={setNavOpen} /> <PreviousButton setNavOpen={setNavOpen} />
<HomeButton isDropdown={true} /> <HomeButton isDropdown={true} />
<InputModeButton setNavOpen={setNavOpen} isDropdown={true}/> <InputModeButton setNavOpen={setNavOpen} isDropdown={true}/>
<GameInfoButton setNavOpen={setNavOpen} toggleInfo={toggleInfo}/>
<ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} /> <ImpressumButton setNavOpen={setNavOpen} toggleImpressum={toggleImpressum} isDropdown={true} />
<PreferencesButton setNavOpen={setNavOpen} togglePreferencesPopup={togglePreferencesPopup}/>
</div> </div>
</> : </> :
<> <>
{/* DESKTOP VERSION */} {/* DESKTOP VERSION */}
<div className='app-bar-left'> <div className='app-bar-left'>
<HomeButton isDropdown={false} /> <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>
<div> <div>
<span className="app-bar-title">{levelTitle}</span> <span className="app-bar-title">{levelTitle}</span>
@@ -252,7 +298,12 @@ export function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber=
<PreviousButton setNavOpen={setNavOpen} /> <PreviousButton setNavOpen={setNavOpen} />
<NextButton worldSize={gameInfo.data?.worldSize[worldId]} difficulty={difficulty} completed={completed} setNavOpen={setNavOpen} /> <NextButton worldSize={gameInfo.data?.worldSize[worldId]} difficulty={difficulty} completed={completed} setNavOpen={setNavOpen} />
<InputModeButton setNavOpen={setNavOpen} isDropdown={false}/> <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> </div>
</> </>
} }
+14 -6
View File
@@ -4,22 +4,26 @@ import Markdown from './markdown';
import { DeletedChatContext, ProofContext } from "./infoview/context"; import { DeletedChatContext, ProofContext } from "./infoview/context";
import { lastStepHasErrors } from "./infoview/goals"; import { lastStepHasErrors } from "./infoview/goals";
import { Button } from "./button"; 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 /** 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` * for i18n in the future. i.e. one should be able translate the `rawText`
* and have the variables substituted just before displaying. * and have the variables substituted just before displaying.
*/ */
function getHintText(hint: GameHint): string { function getHintText(hint: GameHint): string {
const gameId = React.useContext(GameIdContext)
let { t } = useTranslation()
if (hint.rawText) { if (hint.rawText) {
// Replace the variable names used in the hint with the ones used by the player // Replace the variable names used in the hint with the ones used by the player
// variable names are marked like `«{g}»` inside the text. // variable names are marked like `«{g}»` inside the text.
return hint.rawText.replaceAll(/«\{(.*?)\}»/g, ((_, v) => return t(hint.rawText, {ns: gameId}).replaceAll(/«\{(.*?)\}»/g, ((_, v) =>
// `hint.varNames` contains tuples `[oldName, newName]` // `hint.varNames` contains tuples `[oldName, newName]`
(hint.varNames.find(x => x[0] == v))[1])) (hint.varNames.find(x => x[0] == v))[1]))
} else { } else {
// hints created in the frontend do not have a `rawText` // hints created in the frontend do not have a `rawText`
// TODO: `hint.text` could be removed in theory. // TODO: `hint.text` could be removed in theory.
return hint.text return t(hint.text, {ns: gameId})
} }
} }
@@ -88,15 +92,19 @@ function hasHiddenHints(step: InteractiveGoalsWithHints): boolean {
export function MoreHelpButton({selected=null} : {selected?: number}) { export function MoreHelpButton({selected=null} : {selected?: number}) {
const { t } = useTranslation()
const {proof, setProof} = React.useContext(ProofContext) const {proof, setProof} = React.useContext(ProofContext)
const {deletedChat, setDeletedChat, showHelp, setShowHelp} = React.useContext(DeletedChatContext) const {deletedChat, setDeletedChat, showHelp, setShowHelp} = React.useContext(DeletedChatContext)
let k = (selected === null) ? (proof.steps.length - (lastStepHasErrors(proof) ? 2 : 1)) : selected let k = proof?.steps.length ?
((selected === null) ? (proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1)) : selected)
: 0
const activateHiddenHints = (ev) => { const activateHiddenHints = (ev) => {
// If the last step (`k`) has errors, we want the hidden hints from the // If the last step (`k`) has errors, we want the hidden hints from the
// second-to-last step to be affected // second-to-last step to be affected
if (!(proof.steps.length)) {return} if (!(proof?.steps.length)) {return}
// state must not be mutated, therefore we need to clone the set // state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp) let tmp = new Set(showHelp)
@@ -109,9 +117,9 @@ export function MoreHelpButton({selected=null} : {selected?: number}) {
console.debug(`help: ${Array.from(tmp.values())}`) console.debug(`help: ${Array.from(tmp.values())}`)
} }
if (hasHiddenHints(proof.steps[k]) && !showHelp.has(k)) { if (hasHiddenHints(proof?.steps[k]) && !showHelp.has(k)) {
return <Button to="" onClick={activateHiddenHints}> return <Button to="" onClick={activateHiddenHints}>
Show more help! {t("Show more help!")}
</Button> </Button>
} }
} }
+22 -8
View File
@@ -4,6 +4,7 @@
import * as React from 'react'; import * as React from 'react';
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js' import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { InteractiveDiagnostic } from '@leanprover/infoview-api'; import { InteractiveDiagnostic } from '@leanprover/infoview-api';
import { Diagnostic } from 'vscode-languageserver-types'
import { GameHint, InteractiveGoal, InteractiveTermGoal,InteractiveGoalsWithHints, ProofState } from './rpc_api'; import { GameHint, InteractiveGoal, InteractiveTermGoal,InteractiveGoalsWithHints, ProofState } from './rpc_api';
import { PreferencesState } from '../../state/preferences'; import { PreferencesState } from '../../state/preferences';
@@ -33,9 +34,19 @@ export const ProofContext = React.createContext<{
*/ */
proof: ProofState, proof: ProofState,
setProof: React.Dispatch<React.SetStateAction<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: {steps: [], diagnostics: [], completed: false}, proof: {steps: [], diagnostics: [], completed: false, completedWithWarnings: false},
setProof: () => {} setProof: () => {},
interimDiags: [],
setInterimDiags: () => {},
crashed: false,
setCrashed: () => {}
}) })
@@ -68,15 +79,18 @@ export interface ProofStateProps {
export interface IPreferencesContext extends PreferencesState{ export interface IPreferencesContext extends PreferencesState{
mobile: boolean, // The variables that actually control the page 'layout' can only be changed through layout. mobile: boolean, // The variables that actually control the page 'layout' can only be changed through layout.
setLayout: React.Dispatch<React.SetStateAction<PreferencesState["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>({ export const PreferencesContext = React.createContext<IPreferencesContext>({
mobile: false, mobile: false,
layout: "auto", layout: "auto",
isSavePreferences: false, isSavePreferences: false,
language: "en",
setLayout: () => {}, setLayout: () => {},
setIsSavePreferences: () => {} setIsSavePreferences: () => {},
setLanguage: () => {},
}) })
export const WorldLevelIdContext = React.createContext<{ export const WorldLevelIdContext = React.createContext<{
@@ -114,13 +128,13 @@ export const InputModeContext = React.createContext<{
setTypewriterMode: React.Dispatch<React.SetStateAction<boolean>>, setTypewriterMode: React.Dispatch<React.SetStateAction<boolean>>,
typewriterInput: string, typewriterInput: string,
setTypewriterInput: React.Dispatch<React.SetStateAction<string>>, setTypewriterInput: React.Dispatch<React.SetStateAction<string>>,
lockInputMode: boolean, lockEditorMode: boolean,
setLockInputMode: React.Dispatch<React.SetStateAction<boolean>>, setLockEditorMode: React.Dispatch<React.SetStateAction<boolean>>,
}>({ }>({
typewriterMode: true, typewriterMode: true,
setTypewriterMode: () => {}, setTypewriterMode: () => {},
typewriterInput: "", typewriterInput: "",
setTypewriterInput: () => {}, setTypewriterInput: () => {},
lockInputMode: false, lockEditorMode: false,
setLockInputMode: () => {}, setLockEditorMode: () => {},
}); });
+30 -119
View File
@@ -14,6 +14,7 @@ import { InteractiveGoal, InteractiveGoals, InteractiveGoalsWithHints, Interacti
import { RpcSessionAtPos } from '@leanprover/infoview/*'; import { RpcSessionAtPos } from '@leanprover/infoview/*';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util'; import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { DiagnosticSeverity } from 'vscode-languageserver-protocol'; import { DiagnosticSeverity } from 'vscode-languageserver-protocol';
import { useTranslation } from 'react-i18next';
/** Returns true if `h` is inaccessible according to Lean's default name rendering. */ /** Returns true if `h` is inaccessible according to Lean's default name rendering. */
function isInaccessibleName(h: string): boolean { function isInaccessibleName(h: string): boolean {
@@ -134,16 +135,12 @@ interface GoalProps {
typewriter: boolean typewriter: boolean
} }
interface ProofDisplayProps {
proof: string
}
/** /**
* Displays the hypotheses, target type and optional case label of a goal according to the * Displays the hypotheses, target type and optional case label of a goal according to the
* provided `filter`. */ * provided `filter`. */
export const Goal = React.memo((props: GoalProps) => { export const Goal = React.memo((props: GoalProps) => {
const { goal, filter, showHints, typewriter } = props const { goal, filter, showHints, typewriter } = props
let { t } = useTranslation()
// TODO: Apparently `goal` can be `undefined` // TODO: Apparently `goal` can be `undefined`
if (!goal) {return <></>} if (!goal) {return <></>}
@@ -157,7 +154,7 @@ export const Goal = React.memo((props: GoalProps) => {
undefined, undefined,
[locs, goal.mvarId]) [locs, goal.mvarId])
const goalLi = <div key={'goal'}> const goalLi = <div key={'goal'}>
<div className="goal-title">Goal: </div> <div className="goal-title">{t("Goal")}:</div>
<LocationsContext.Provider value={goalLocs}> <LocationsContext.Provider value={goalLocs}>
<InteractiveCode fmt={goal.type} /> <InteractiveCode fmt={goal.type} />
</LocationsContext.Provider> </LocationsContext.Provider>
@@ -170,24 +167,23 @@ export const Goal = React.memo((props: GoalProps) => {
// const hints = <Hints hints={goal.hints} key={goal.mvarId} /> // const hints = <Hints hints={goal.hints} key={goal.mvarId} />
const objectHyps = hyps.filter(hyp => !hyp.isAssumption) const objectHyps = hyps.filter(hyp => !hyp.isAssumption)
const assumptionHyps = hyps.filter(hyp => hyp.isAssumption) const assumptionHyps = hyps.filter(hyp => hyp.isAssumption)
const {typewriterMode} = React.useContext(InputModeContext)
return <div> return <div>
{/* {goal.userName && <div><strong className="goal-case">case </strong>{goal.userName}</div>} */} {/* {goal.userName && <div><strong className="goal-case">case </strong>{goal.userName}</div>} */}
{filter.reverse && goalLi} {filter.reverse && goalLi}
{! typewriter && objectHyps.length > 0 && {! typewriter && objectHyps.length > 0 &&
<div className="hyp-group"><div className="hyp-group-title">Objects:</div> <div className="hyp-group"><div className="hyp-group-title">{t("Objects")}:</div>
{objectHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> } {objectHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> }
{!typewriter && assumptionHyps.length > 0 && {!typewriter && assumptionHyps.length > 0 &&
<div className="hyp-group"><div className="hyp-group-title">Assumptions:</div> <div className="hyp-group"><div className="hyp-group-title">{t("Assumptions")}:</div>
{assumptionHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> } {assumptionHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> }
{/* {typewriter && typewriterMode && <Typewriter />} */}
{!filter.reverse && goalLi} {!filter.reverse && goalLi}
{/* {showHints && hints} */} {/* {showHints && hints} */}
</div> </div>
}) })
export const MainAssumptions = React.memo((props: GoalProps2) => { export const MainAssumptions = React.memo((props: GoalProps2) => {
let { t } = useTranslation()
const { goals, filter } = props const { goals, filter } = props
const goal = goals[0] const goal = goals[0]
@@ -202,7 +198,7 @@ export const MainAssumptions = React.memo((props: GoalProps2) => {
[locs, goal.mvarId]) [locs, goal.mvarId])
const goalLi = <div key={'goal'}> const goalLi = <div key={'goal'}>
<div className="goal-title">Goal: </div> <div className="goal-title">{t("Goal") + ":"}</div>
<LocationsContext.Provider value={goalLocs}> <LocationsContext.Provider value={goalLocs}>
<InteractiveCode fmt={goal.type} /> <InteractiveCode fmt={goal.type} />
</LocationsContext.Provider> </LocationsContext.Provider>
@@ -212,25 +208,26 @@ export const MainAssumptions = React.memo((props: GoalProps2) => {
const assumptionHyps = hyps.filter(hyp => hyp.isAssumption) const assumptionHyps = hyps.filter(hyp => hyp.isAssumption)
return <div id="main-assumptions"> 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} {filter.reverse && goalLi}
{ objectHyps.length > 0 && { 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> } {objectHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}</div> }
{ assumptionHyps.length > 0 && { assumptionHyps.length > 0 &&
<div className="hyp-group"> <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} />)} {assumptionHyps.map((h, i) => <Hyp hyp={h} mvarId={goal.mvarId} key={i} />)}
</div> } </div> }
</div> </div>
}) })
export const OtherGoals = React.memo((props: GoalProps2) => { export const OtherGoals = React.memo((props: GoalProps2) => {
let { t } = useTranslation()
const { goals, filter } = props const { goals, filter } = props
return <> return <>
{goals && goals.length > 1 && {goals && goals.length > 1 &&
<div id="other-goals" className="other-goals"> <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) => {goals.slice(1).map((goal, i) =>
<details key={i}> <details key={i}>
<summary> <summary>
@@ -242,25 +239,6 @@ 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 { interface GoalsProps {
goals: InteractiveGoalsWithHints goals: InteractiveGoalsWithHints
filter: GoalFilterState filter: GoalFilterState
@@ -345,96 +323,29 @@ export const FilteredGoals = React.memo(({ headerChildren, goals }: FilteredGoal
}) })
export function loadGoals( export function loadGoals(
rpcSess: RpcSessionAtPos, rpcSess: RpcSessionAtPos,
uri: string, uri: string,
setProof: React.Dispatch<React.SetStateAction<ProofState>>) { setProof: React.Dispatch<React.SetStateAction<ProofState>>,
console.info('sending rpc request to load the proof state') 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( rpcSess.call('Game.getProofState', DocumentPosition.toTdpp({line: 0, character: 0, uri: uri})).then(
(proof : ProofState) => { (proof : ProofState) => {
if (typeof proof !== 'undefined') {
console.info(`received a proof state!`) console.info(`received a proof state!`)
console.log(proof) console.log(proof)
setProof(proof) setProof(proof)
setCrashed(false)
} else {
console.warn('received undefined proof state!')
setCrashed(true)
// let tmpProof : ProofStep[] = [] // setProof(undefined)
// 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.length && goalCount > 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.length
// // with no goals there will be no hints.
// let hints : GameHint[] = goals.length ? 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.map(g => g.goal),
// // 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) => {
setCrashed(true)
console.warn(error)
})
} }
+8 -4
View File
@@ -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 { GoalsLocation, Locations, LocationsContext } from '../../../../node_modules/lean4-infoview/src/infoview/goalLocation'
import { AllMessages, lspDiagToInteractive } from './messages' import { AllMessages, lspDiagToInteractive } from './messages'
import { goalsToString, Goal, MainAssumptions, OtherGoals, ProofDisplay } from './goals' import { goalsToString, Goal, MainAssumptions, OtherGoals } from './goals'
import { InteractiveTermGoal, InteractiveGoalsWithHints, InteractiveGoals, ProofState } from './rpc_api' import { InteractiveTermGoal, InteractiveGoalsWithHints, InteractiveGoals, ProofState } from './rpc_api'
import { MonacoEditorContext, ProofStateProps, InfoStatus, ProofContext } from './context' import { MonacoEditorContext, ProofStateProps, InfoStatus, ProofContext } from './context'
import { useTranslation } from 'react-i18next'
// TODO: All about pinning could probably be removed // TODO: All about pinning could probably be removed
type InfoKind = 'cursor' | 'pin' type InfoKind = 'cursor' | 'pin'
@@ -87,6 +88,7 @@ interface InfoDisplayContentProps extends PausableProps {
} }
const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => { const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
let { t } = useTranslation()
const {pos, messages, goals, termGoal, error, userWidgets, triggerUpdate, isPaused, setPaused, proofString} = props const {pos, messages, goals, termGoal, error, userWidgets, triggerUpdate, isPaused, setPaused, proofString} = props
const hasWidget = userWidgets.length > 0 const hasWidget = userWidgets.length > 0
@@ -131,7 +133,7 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
<div> <div>
{ goals && (goals.goals.length > 0 { goals && (goals.goals.length > 0
? <Goal typewriter={true} filter={goalFilter} key='mainGoal' goal={goals.goals[0]} showHints={true} /> ? <Goal typewriter={true} filter={goalFilter} key='mainGoal' goal={goals.goals[0]} showHints={true} />
: <div className="goals-section-title">No Goals</div> : <div className="goals-section-title">{t("No Goals")}</div>
)} )}
</div> </div>
</LocationsContext.Provider> </LocationsContext.Provider>
@@ -150,7 +152,7 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
{' '}or <a className='link pointer dim' onClick={e => { e.preventDefault(); setPaused(false) }}>resume updating</a> {' '}or <a className='link pointer dim' onClick={e => { e.preventDefault(); setPaused(false) }}>resume updating</a>
{' '}to see information. {' '}to see information.
</span> : </span> :
<><CircularProgress /><div>Loading goal...</div></>)} <><CircularProgress /><div>{t("Loading goal…")}</div></>)}
<AllMessages /> <AllMessages />
{/* <LocationsContext.Provider value={locs}> {/* <LocationsContext.Provider value={locs}>
{goals && goals.goals.length > 1 && <div className="goals-section other-goals"> {goals && goals.goals.length > 1 && <div className="goals-section other-goals">
@@ -293,7 +295,9 @@ function InfoAux(props: InfoProps) {
type InfoRequestResult = Omit<InfoDisplayProps, 'triggerUpdate'> type InfoRequestResult = Omit<InfoDisplayProps, 'triggerUpdate'>
const [state, triggerUpdateCore] = useAsyncWithTrigger(() => new Promise<InfoRequestResult>((resolve, reject) => { const [state, triggerUpdateCore] = useAsyncWithTrigger(() => new Promise<InfoRequestResult>((resolve, reject) => {
const proofReq = rpcSess.call('Game.getProofState', DocumentPosition.toTdpp(pos)) const proofReq = rpcSess.call('Game.getProofState', DocumentPosition.toTdpp(pos)).catch((error) => {
console.warn(error)
})
const goalsReq = rpcSess.call('Game.getInteractiveGoals', DocumentPosition.toTdpp(pos)) const goalsReq = rpcSess.call('Game.getInteractiveGoals', DocumentPosition.toTdpp(pos))
const termGoalReq = getInteractiveTermGoal(rpcSess, DocumentPosition.toTdpp(pos)) const termGoalReq = getInteractiveTermGoal(rpcSess, DocumentPosition.toTdpp(pos))
const widgetsReq = Widget_getWidgets(rpcSess, pos).catch(discardMethodNotFound) const widgetsReq = Widget_getWidgets(rpcSess, pos).catch(discardMethodNotFound)
+3 -1
View File
@@ -6,9 +6,11 @@ import { DidChangeTextDocumentParams, DidCloseTextDocumentParams, TextDocumentCo
import { EditorContext } from '../../../../node_modules/lean4-infoview/src/infoview/contexts'; 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 { DocumentPosition, Keyed, PositionHelpers, useClientNotificationEffect, useClientNotificationState, useEvent, useEventResult } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { Info, InfoProps } from './info'; import { Info, InfoProps } from './info';
import { useTranslation } from 'react-i18next';
/** Manages and displays pinned infos, as well as info for the current location. */ /** Manages and displays pinned infos, as well as info for the current location. */
export function Infos() { export function Infos() {
let { t } = useTranslation()
const ec = React.useContext(EditorContext); const ec = React.useContext(EditorContext);
// Update pins when the document changes. In particular, when edits are made // Update pins when the document changes. In particular, when edits are made
@@ -126,6 +128,6 @@ export function Infos() {
return <div> return <div>
{infoProps.map (ps => <Info {...ps} />)} {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>; </div>;
} }
+88 -37
View File
@@ -20,7 +20,7 @@ import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { GameIdContext } from '../../app'; import { GameIdContext } from '../../app';
import { useAppDispatch, useAppSelector } from '../../hooks'; import { useAppDispatch, useAppSelector } from '../../hooks';
import { LevelInfo } from '../../state/api'; import { LevelInfo, useGetGameInfoQuery } from '../../state/api';
import { changedInventory, levelCompleted, selectCode, selectCompleted, selectInventory } from '../../state/progress'; import { changedInventory, levelCompleted, selectCode, selectCompleted, selectInventory } from '../../state/progress';
import Markdown from '../markdown'; import Markdown from '../markdown';
@@ -36,15 +36,19 @@ import { GameHint, InteractiveGoalsWithHints, ProofState } from './rpc_api';
import { store } from '../../state/store'; import { store } from '../../state/store';
import { Hints, MoreHelpButton, filterHints } from '../hints'; import { Hints, MoreHelpButton, filterHints } from '../hints';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util'; 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 /** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
* always present, or the monaco editor cannot start. * always present, or the monaco editor cannot start.
*/ */
export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize }) { export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize }) {
const ec = React.useContext(EditorContext) const ec = React.useContext(EditorContext)
const { typewriterMode } = React.useContext(InputModeContext) const { typewriterMode, lockEditorMode } = React.useContext(InputModeContext)
return <> return <>
<div className={typewriterMode ? 'hidden' : ''}> <div className={(typewriterMode && !lockEditorMode) ? 'hidden' : ''}>
<ExerciseStatement data={level} showLeanStatement={true} /> <ExerciseStatement data={level} showLeanStatement={true} />
<div ref={codeviewRef} className={'codeview'}></div> <div ref={codeviewRef} className={'codeview'}></div>
</div> </div>
@@ -60,14 +64,14 @@ export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize })
function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: string, levelId: number, level: LevelInfo, worldSize: number }) { function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: string, levelId: number, level: LevelInfo, worldSize: number }) {
const ec = React.useContext(EditorContext) const ec = React.useContext(EditorContext)
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const { typewriterMode } = React.useContext(InputModeContext) const { typewriterMode, lockEditorMode } = React.useContext(InputModeContext)
const {proof, setProof} = React.useContext(ProofContext) const {proof, setProof} = React.useContext(ProofContext)
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
React.useEffect(() => { React.useEffect(() => {
if (proof.completed) { if (proof?.completed) {
dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId })) dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId }))
// On completion, add the names of all new items to the local storage // On completion, add the names of all new items to the local storage
@@ -110,7 +114,7 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
<WithRpcSessions> <WithRpcSessions>
<WithLspDiagnosticsContext> <WithLspDiagnosticsContext>
<ProgressContext.Provider value={allProgress}> <ProgressContext.Provider value={allProgress}>
{typewriterMode ? {(typewriterMode && !lockEditorMode) ?
<TypewriterInterfaceWrapper world={worldId} level={levelId} data={level} worldSize={worldSize}/> <TypewriterInterfaceWrapper world={worldId} level={levelId} data={level} worldSize={worldSize}/>
: :
<Main key={`${worldId}/${levelId}`} world={worldId} level={levelId} data={level} /> <Main key={`${worldId}/${levelId}`} world={worldId} level={levelId} data={level} />
@@ -132,12 +136,15 @@ function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: strin
* If `showLeanStatement` is true, it will additionally display the lean code. * If `showLeanStatement` is true, it will additionally display the lean code.
*/ */
function ExerciseStatement({ data, showLeanStatement = false }) { function ExerciseStatement({ data, showLeanStatement = false }) {
let { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
if (!(data?.descrText || data?.descrFormat)) { return <></> } if (!(data?.descrText || data?.descrFormat)) { return <></> }
return <> return <>
<div className="exercise-statement"> <div className="exercise-statement">
{data?.descrText && {data?.descrText &&
<Markdown> <Markdown>
{(data?.displayName ? `**Theorem** \`${data?.displayName}\`: ` : '') + data?.descrText} {(data?.displayName ? `**Theorem** \`${data?.displayName}\`: ` : '') + t(data?.descrText, {ns: gameId})}
</Markdown> </Markdown>
} }
{data?.descrFormat && showLeanStatement && {data?.descrFormat && showLeanStatement &&
@@ -150,6 +157,7 @@ function ExerciseStatement({ data, showLeanStatement = false }) {
// TODO: This is only used in `EditorInterface` // TODO: This is only used in `EditorInterface`
// while `TypewriterInterface` has this copy-pasted in. // while `TypewriterInterface` has this copy-pasted in.
export function Main(props: { world: string, level: number, data: LevelInfo}) { export function Main(props: { world: string, level: number, data: LevelInfo}) {
let { t } = useTranslation()
const ec = React.useContext(EditorContext); const ec = React.useContext(EditorContext);
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext) const {worldId, levelId} = React.useContext(WorldLevelIdContext)
@@ -227,21 +235,21 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
// that we want to persist. // that we want to persist.
let ret let ret
if (!serverVersion) { if (!serverVersion) {
ret = <p>Waiting for Lean server to start...</p> ret = <p>{t("Waiting for Lean server to start…")}</p>
} else if (serverStoppedResult) { } else if (serverStoppedResult) {
ret = <div><p>{serverStoppedResult.message}</p><p className="error">{serverStoppedResult.reason}</p></div> ret = <div><p>{serverStoppedResult.message}</p><p className="error">{serverStoppedResult.reason}</p></div>
} else { } else {
ret = <div className="infoview vscode-light"> ret = <div className="infoview vscode-light">
{proof.completedWithWarnings && {proof?.completedWithWarnings &&
<div className="level-completed"> <div className="level-completed">
{proof.completed ? "Level completed! 🎉" : "Level completed with warnings 🎭"} {proof?.completed ? t("Level completed! 🎉") : t("Level completed with warnings 🎭")}
</div> </div>
} }
<Infos /> <Infos />
<Hints hints={proof.steps[curPos?.line]?.goals[0]?.hints} <Hints hints={proof?.steps[curPos?.line]?.goals[0]?.hints}
showHidden={showHelp.has(curPos?.line)} step={curPos?.line} showHidden={showHelp.has(curPos?.line)} step={curPos?.line}
selected={selectedStep} toggleSelection={toggleSelection(curPos?.line)} selected={selectedStep} toggleSelection={toggleSelection(curPos?.line)}
lastLevel={curPos?.line == proof.steps.length - 1}/> lastLevel={curPos?.line == proof?.steps.length - 1}/>
<MoreHelpButton selected={curPos?.line}/> <MoreHelpButton selected={curPos?.line}/>
</div> </div>
} }
@@ -259,6 +267,8 @@ const goalFilter = {
/** The display of a single entered lean command */ /** The display of a single entered lean command */
function Command({ proof, i, deleteProof }: { proof: ProofState, i: number, 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 // The first step will always have an empty command
if (!proof?.steps[i]?.command) { return <></> } if (!proof?.steps[i]?.command) { return <></> }
@@ -266,13 +276,13 @@ function Command({ proof, i, deleteProof }: { proof: ProofState, i: number, dele
// If the last step has errors, we display the command in a different style // If the last step has errors, we display the command in a different style
// indicating that it will be removed on the next try. // indicating that it will be removed on the next try.
return <div className="failed-command"> return <div className="failed-command">
<i>Failed command</i>: {proof.steps[i].command} <i>{t("Failed command")}</i>: {proof?.steps[i].command}
</div> </div>
} else { } else {
return <div className="command"> return <div className="command">
<div className="command-text">{proof.steps[i].command}</div> <div className="command-text">{proof?.steps[i].command}</div>
<Button to="" className="undo-button btn btn-inverted" title="Retry proof from here" onClick={deleteProof}> <Button to="" className="undo-button btn btn-inverted" title={t("Retry proof from here")} onClick={deleteProof}>
<FontAwesomeIcon icon={faDeleteLeft} />&nbsp;Retry <FontAwesomeIcon icon={faDeleteLeft} />&nbsp;{t("Retry")}
</Button> </Button>
</div> </div>
} }
@@ -331,7 +341,7 @@ function Command({ proof, i, deleteProof }: { proof: ProofState, i: number, dele
/** The tabs of goals that lean ahs after the command of this step has been processed */ /** The tabs of goals that lean ahs after the command of this step has been processed */
function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofStep: InteractiveGoalsWithHints, 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) const [selectedGoal, setSelectedGoal] = React.useState<number>(0)
if (proofStep.goals.length == 0) { if (proofStep.goals.length == 0) {
@@ -343,7 +353,7 @@ function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofSte
{proofStep.goals.map((goal, i) => ( {proofStep.goals.map((goal, i) => (
// TODO: Should not use index as key. // TODO: Should not use index as key.
<div key={`proof-goal-${i}`} className={`tab ${i == (selectedGoal) ? "active" : ""}`} onClick={(ev) => { onGoalChange(i); setSelectedGoal(i); ev.stopPropagation() }}> <div key={`proof-goal-${i}`} className={`tab ${i == (selectedGoal) ? "active" : ""}`} onClick={(ev) => { onGoalChange(i); setSelectedGoal(i); ev.stopPropagation() }}>
{i ? `Goal ${i + 1}` : "Active Goal"} {i ? t("Goal") + ` ${i + 1}` : t("Active Goal")}
</div> </div>
))} ))}
</div> </div>
@@ -388,17 +398,23 @@ export function TypewriterInterfaceWrapper(props: { world: string, level: number
/** The interface in command line mode */ /** The interface in command line mode */
export function TypewriterInterface({props}) { export function TypewriterInterface({props}) {
let { t } = useTranslation()
const ec = React.useContext(EditorContext) const ec = React.useContext(EditorContext)
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const editor = React.useContext(MonacoEditorContext) const editor = React.useContext(MonacoEditorContext)
const model = editor.getModel() const model = editor.getModel()
const uri = model.uri.toString() 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 [disableInput, setDisableInput] = React.useState<boolean>(false)
const [loadingProgress, setLoadingProgress] = React.useState<number>(0) const [loadingProgress, setLoadingProgress] = React.useState<number>(0)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext) const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
const {mobile} = React.useContext(PreferencesContext) const {mobile} = React.useContext(PreferencesContext)
const { proof, setProof } = React.useContext(ProofContext) const { proof, setProof, crashed, setCrashed, interimDiags } = React.useContext(ProofContext)
const { setTypewriterInput } = React.useContext(InputModeContext) const { setTypewriterInput } = React.useContext(InputModeContext)
const { selectedStep, setSelectedStep } = React.useContext(SelectionContext) const { selectedStep, setSelectedStep } = React.useContext(SelectionContext)
@@ -414,7 +430,7 @@ export function TypewriterInterface({props}) {
function deleteProof(line: number) { function deleteProof(line: number) {
return (ev) => { return (ev) => {
let deletedChat: Array<GameHint> = [] let deletedChat: Array<GameHint> = []
proof.steps.slice(line).map((step, i) => { proof?.steps.slice(line).map((step, i) => {
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints) 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 // Only add these hidden hints to the deletion stack which were visible
@@ -422,6 +438,9 @@ export function TypewriterInterface({props}) {
}) })
setDeletedChat(deletedChat) setDeletedChat(deletedChat)
// delete showHelp for deleted steps
setShowHelp(new Set(Array.from(showHelp).filter(i => i < line - 1)))
editor.executeEdits("typewriter", [{ editor.executeEdits("typewriter", [{
range: monaco.Selection.fromPositions( range: monaco.Selection.fromPositions(
{ lineNumber: line, column: 1 }, { lineNumber: line, column: 1 },
@@ -431,9 +450,9 @@ export function TypewriterInterface({props}) {
forceMoveMarkers: false forceMoveMarkers: false
}]) }])
setSelectedStep(undefined) setSelectedStep(undefined)
setTypewriterInput(proof.steps[line].command) setTypewriterInput(proof?.steps[line].command)
// Reload proof on deleting // Reload proof on deleting
loadGoals(rpcSess, uri, setProof) loadGoals(rpcSess, uri, setProof, setCrashed)
ev.stopPropagation() ev.stopPropagation()
} }
} }
@@ -453,7 +472,7 @@ export function TypewriterInterface({props}) {
// Scroll to the end of the proof if it is updated. // Scroll to the end of the proof if it is updated.
React.useEffect(() => { React.useEffect(() => {
if (proof.steps.length > 1) { if (proof?.steps.length > 1) {
proofPanelRef.current?.lastElementChild?.scrollIntoView() //scrollTo(0,0) proofPanelRef.current?.lastElementChild?.scrollIntoView() //scrollTo(0,0)
} else { } else {
proofPanelRef.current?.scrollTo(0,0) proofPanelRef.current?.scrollTo(0,0)
@@ -475,7 +494,7 @@ export function TypewriterInterface({props}) {
}, [selectedStep]) }, [selectedStep])
// TODO: superfluous, can be replaced with `withErr` from above // TODO: superfluous, can be replaced with `withErr` from above
let lastStepErrors = proof.steps.length ? hasInteractiveErrors(getInteractiveDiagsAt(proof, proof.steps.length)) : false let lastStepErrors = proof?.steps.length ? hasInteractiveErrors(getInteractiveDiagsAt(proof, proof?.steps.length)) : false
useServerNotificationEffect("$/game/loading", (params : any) => { useServerNotificationEffect("$/game/loading", (params : any) => {
@@ -491,16 +510,45 @@ export function TypewriterInterface({props}) {
return <div className="typewriter-interface"> return <div className="typewriter-interface">
<RpcContext.Provider value={rpcSess}> <RpcContext.Provider value={rpcSess}>
<div className="content"> <div className="content">
<div className='world-image-container empty'>
{image &&
<img className="contain" src={path.join("data", gameId, image)} alt="" />
}
</div>
<div className="tmp-pusher"> <div className="tmp-pusher">
{/* <div className="world-image-container empty">
</div> */}
</div> </div>
<div className='proof' ref={proofPanelRef}> <div className='proof' ref={proofPanelRef}>
<ExerciseStatement data={props.data} /> <ExerciseStatement data={props.data} />
{proof.steps.length ? {crashed ? <div>
<p className="crashed_message">{t("Crashed! Go to editor mode and fix your proof! Last server response:")}</p>
{interimDiags.map(diag => {
const severityClass = diag.severity ? {
[DiagnosticSeverity.Error]: 'error',
[DiagnosticSeverity.Warning]: 'warning',
[DiagnosticSeverity.Information]: 'information',
[DiagnosticSeverity.Hint]: 'hint',
}[diag.severity] : '';
return <div>
<div className={`${severityClass} ml1 message`}>
<p className="mv2">{t("Line")}&nbsp;{diag.range.start.line}, {t("Character")}&nbsp;{diag.range.start.character}</p>
<pre className="font-code pre-wrap">
{diag.message}
</pre>
</div>
</div>
})}
</div> : proof?.steps.length ?
<> <>
{proof.steps.map((step, i) => { {proof?.steps.map((step, i) => {
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints) let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
// if (i == proof.steps.length - 1 && hasInteractiveErrors(step.diags)) { // if (i == proof?.steps.length - 1 && hasInteractiveErrors(step.diags)) {
// // if the last command contains an error, we only display the errors but not the // // 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. // // entered command as it is still present in the command line.
// // TODO: Should not use index as key. // // TODO: Should not use index as key.
@@ -521,18 +569,18 @@ export function TypewriterInterface({props}) {
hints={filteredHints} showHidden={showHelp.has(i)} step={i} hints={filteredHints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelectStep(i)}/> selected={selectedStep} toggleSelection={toggleSelectStep(i)}/>
} }
{/* <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) => {}}/> */} {/* <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)) && {!(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) => {}}/> <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 && {mobile && i == proof?.steps.length - 1 &&
<MoreHelpButton /> <MoreHelpButton />
} }
{/* Show a message that there are no goals left */} {/* Show a message that there are no goals left */}
{/* {!step.goals.length && ( {/* {!step.goals.length && (
<div className="message information"> <div className="message information">
{proof.completed ? {proof?.completed ?
<p>Level completed! 🎉</p> : <p>Level completed! 🎉</p> :
<p> <p>
<b>no goals left</b><br /> <b>no goals left</b><br />
@@ -545,16 +593,16 @@ export function TypewriterInterface({props}) {
} }
//} //}
)} )}
{proof.diagnostics.length > 0 && {proof?.diagnostics.length > 0 &&
<div key={`proof-step-remaining`} className="step step-remaining"> <div key={`proof-step-remaining`} className="step step-remaining">
<Errors errors={proof.diagnostics} typewriterMode={true} /> <Errors errors={proof?.diagnostics} typewriterMode={true} />
</div> </div>
} }
{mobile && proof.completed && {mobile && proof?.completed &&
<div className="button-row mobile"> <div className="button-row mobile">
{props.level >= props.worldSize ? {props.level >= props.worldSize ?
<Button to={`/${gameId}`}> <Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World <FontAwesomeIcon icon={faHome} />&nbsp;{t("Leave World")}
</Button> </Button>
: :
<Button to={`/${gameId}/world/${props.world}/level/${props.level + 1}`}> <Button to={`/${gameId}/world/${props.world}/level/${props.level + 1}`}>
@@ -563,11 +611,14 @@ export function TypewriterInterface({props}) {
} }
</div> </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>
</div> </div>
<Typewriter disabled={disableInput || !proof.steps.length}/> <Typewriter disabled={disableInput || !proof?.steps.length}/>
</RpcContext.Provider> </RpcContext.Provider>
</div> </div>
} }
+5 -3
View File
@@ -11,6 +11,7 @@ import { InteractiveMessage } from '../../../../node_modules/lean4-infoview/src/
import { RpcContext, useRpcSessionAtPos } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions' import { RpcContext, useRpcSessionAtPos } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions'
import { InputModeContext } from './context' import { InputModeContext } from './context'
import { useTranslation } from 'react-i18next'
interface MessageViewProps { interface MessageViewProps {
uri: DocumentUri; uri: DocumentUri;
@@ -79,7 +80,7 @@ const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
message = diag.message message = diag.message
} }
const { typewriterMode } = React.useContext(InputModeContext) const { typewriterMode, lockEditorMode } = React.useContext(InputModeContext)
return ( return (
// <details open> // <details open>
@@ -98,7 +99,7 @@ const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
// </span> // </span>
// </summary> // </summary>
<div className={severityClass + ' ml1 message'}> <div className={severityClass + ' ml1 message'}>
{!typewriterMode && <p className="mv2">{title}</p>} {!(typewriterMode && !lockEditorMode) && <p className="mv2">{title}</p>}
<pre className="font-code pre-wrap"> <pre className="font-code pre-wrap">
<InteractiveMessage fmt={message} /> <InteractiveMessage fmt={message} />
</pre> </pre>
@@ -202,6 +203,7 @@ export function AllMessages() {
/** We factor out the body of {@link AllMessages} which lazily fetches its contents only when expanded. */ /** We factor out the body of {@link AllMessages} which lazily fetches its contents only when expanded. */
function AllMessagesBody({uri, curPos, messages}: {uri: DocumentUri, curPos: DocumentPosition | undefined , 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) const [msgs, setMsgs] = React.useState<InteractiveDiagnostic[] | undefined>(undefined)
React.useEffect(() => { void messages().then( React.useEffect(() => { void messages().then(
msgs => setMsgs(msgs.filter( msgs => setMsgs(msgs.filter(
@@ -212,7 +214,7 @@ function AllMessagesBody({uri, curPos, messages}: {uri: DocumentUri, curPos: Doc
return d.range.start.line == curPos.line return d.range.start.line == curPos.line
})) }))
) }, [messages, curPos]) ) }, [messages, curPos])
if (msgs === undefined) return <div>Loading messages...</div> if (msgs === undefined) return <div>{t("Loading messages…")}</div>
else return <MessagesList uri={uri} messages={msgs}/> else return <MessagesList uri={uri} messages={msgs}/>
} }
+22 -114
View File
@@ -20,15 +20,13 @@ import { RpcContext } from '../../../../node_modules/lean4-infoview/src/infoview
import { DeletedChatContext, InputModeContext, MonacoEditorContext, ProofContext } from './context' import { DeletedChatContext, InputModeContext, MonacoEditorContext, ProofContext } from './context'
import { goalsToString, lastStepHasErrors, loadGoals } from './goals' import { goalsToString, lastStepHasErrors, loadGoals } from './goals'
import { GameHint, ProofState } from './rpc_api' import { GameHint, ProofState } from './rpc_api'
import { useTranslation } from 'react-i18next'
export interface GameDiagnosticsParams { export interface GameDiagnosticsParams {
uri: DocumentUri; uri: DocumentUri;
diagnostics: Diagnostic[]; diagnostics: Diagnostic[];
} }
/* We register a new language `leancmd` that looks like lean4, but does not use the lsp server. */ /* We register a new language `leancmd` that looks like lean4, but does not use the lsp server. */
// register Monaco languages // register Monaco languages
@@ -73,6 +71,7 @@ monaco.languages.setLanguageConfiguration('lean4cmd', config);
/** The input field */ /** The input field */
export function Typewriter({disabled}: {disabled?: boolean}) { export function Typewriter({disabled}: {disabled?: boolean}) {
let { t } = useTranslation()
/** Reference to the hidden multi-line editor */ /** Reference to the hidden multi-line editor */
const editor = React.useContext(MonacoEditorContext) const editor = React.useContext(MonacoEditorContext)
@@ -87,109 +86,13 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
const inputRef = useRef() const inputRef = useRef()
// The context storing all information about the current proof // 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 // state to store the last batch of deleted messages
const {setDeletedChat} = React.useContext(DeletedChatContext) const {setDeletedChat} = React.useContext(DeletedChatContext)
const rpcSess = React.useContext(RpcContext) 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 : InteractiveGoalsWithHints[]) => {
// 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.length && goalCount > 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.length
// // with no goals there will be no hints.
// let hints : GameHint[] = goals.length ? 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.map(g => g.goal),
// // 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 // Run the command
const runCommand = React.useCallback(() => { const runCommand = React.useCallback(() => {
if (processing) {return} if (processing) {return}
@@ -210,7 +113,7 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
}]) }])
setTypewriterInput('') setTypewriterInput('')
// Load proof after executing edits // Load proof after executing edits
loadGoals(rpcSess, uri, setProof) loadGoals(rpcSess, uri, setProof, setCrashed)
} }
editor.setPosition(pos) editor.setPosition(pos)
@@ -224,13 +127,13 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
/* Load proof on start/switching to typewriter */ /* Load proof on start/switching to typewriter */
useEffect(() => { useEffect(() => {
loadGoals(rpcSess, uri, setProof) loadGoals(rpcSess, uri, setProof, setCrashed)
}, []) }, [])
/** If the last step has an error, add the command to the typewriter. */ /** If the last step has an error, add the command to the typewriter. */
useEffect(() => { useEffect(() => {
if (lastStepHasErrors(proof)) { if (lastStepHasErrors(proof)) {
setTypewriterInput(proof.steps[proof.steps.length - 1].command) setTypewriterInput(proof?.steps[proof?.steps.length - 1].command)
} }
}, [proof]) }, [proof])
@@ -238,6 +141,11 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
useServerNotificationEffect('textDocument/publishDiagnostics', (params: PublishDiagnosticsParams) => { useServerNotificationEffect('textDocument/publishDiagnostics', (params: PublishDiagnosticsParams) => {
if (params.uri == uri) { if (params.uri == uri) {
setProcessing(false) setProcessing(false)
console.log('Received lean diagnostics')
console.log(params.diagnostics)
setInterimDiags(params.diagnostics)
//loadGoals(rpcSess, uri, setProof) //loadGoals(rpcSess, uri, setProof)
// TODO: loadAllGoals() // TODO: loadAllGoals()
@@ -254,13 +162,13 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
// loadAllGoals() // loadAllGoals()
}, [uri]); }, [uri]);
// React when answer from the server comes back // // React when answer from the server comes back
useServerNotificationEffect('$/game/publishDiagnostics', (params: GameDiagnosticsParams) => { // useServerNotificationEffect('$/game/publishDiagnostics', (params: GameDiagnosticsParams) => {
console.log('Received game diagnostics') // console.log('Received game diagnostics')
console.log(`diag. uri : ${params.uri}`) // console.log(`diag. uri : ${params.uri}`)
console.log(params.diagnostics) // console.log(params.diagnostics)
}, [uri]); // }, [uri]);
useEffect(() => { useEffect(() => {
@@ -344,13 +252,13 @@ export function Typewriter({disabled}: {disabled?: boolean}) {
} }
// do not display if the proof is completed (with potential warnings still present) // do not display if the proof is completed (with potential warnings still present)
return <div className={`typewriter${proof.completedWithWarnings ? ' hidden' : ''}${disabled ? ' disabled' : ''}`}> return <div className={`typewriter${proof?.completedWithWarnings ? ' hidden' : ''}${disabled ? ' disabled' : ''}`}>
<form onSubmit={handleSubmit}> <form onSubmit={handleSubmit}>
<div className="typewriter-input-wrapper"> <div className="typewriter-input-wrapper">
<div ref={inputRef} className="typewriter-input" /> <div ref={inputRef} className="typewriter-input" />
</div> </div>
<button type="submit" disabled={processing} className="btn btn-inverted"> <button type="submit" disabled={processing} className="btn btn-inverted">
<FontAwesomeIcon icon={faWandMagicSparkles} /> Execute <FontAwesomeIcon icon={faWandMagicSparkles} />&nbsp;{t("Execute")}
</button> </button>
</form> </form>
</div> </div>
@@ -376,10 +284,10 @@ export function hasInteractiveErrors (diags: InteractiveDiagnostic[]) {
export function getInteractiveDiagsAt (proof: ProofState, k : number) { export function getInteractiveDiagsAt (proof: ProofState, k : number) {
if (k == 0) { if (k == 0) {
return [] return []
} else if (k >= proof.steps.length-1) { } else if (k >= proof?.steps.length-1) {
// TODO: Do we need that? // TODO: Do we need that?
return proof.diagnostics.filter(msg => msg.range.start.line >= proof.steps.length-1) return proof?.diagnostics.filter(msg => msg.range.start.line >= proof?.steps.length-1)
} else { } else {
return proof.diagnostics.filter(msg => msg.range.start.line == k-1) return proof?.diagnostics.filter(msg => msg.range.start.line == k-1)
} }
} }
+9 -6
View File
@@ -10,6 +10,8 @@ import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadIn
import { selectDifficulty, selectInventory } from '../state/progress'; import { selectDifficulty, selectInventory } from '../state/progress';
import { store } from '../state/store'; import { store } from '../state/store';
import { useSelector } from 'react-redux'; import { useSelector } from 'react-redux';
import { useTranslation } from 'react-i18next';
import { t } from 'i18next';
export function Inventory({levelInfo, openDoc, lemmaTab, setLemmaTab, enableAll=false} : export function Inventory({levelInfo, openDoc, lemmaTab, setLemmaTab, enableAll=false} :
{ {
@@ -19,20 +21,21 @@ export function Inventory({levelInfo, openDoc, lemmaTab, setLemmaTab, enableAll=
setLemmaTab: any, setLemmaTab: any,
enableAll?: boolean, enableAll?: boolean,
}) { }) {
const { t } = useTranslation()
return ( return (
<div className="inventory"> <div className="inventory">
{/* TODO: Click on Tactic: show info {/* TODO: Click on Tactic: show info
TODO: click on paste icon -> paste into command line */} TODO: click on paste icon -> paste into command line */}
<h2>Tactics</h2> <h2>{t("Tactics")}</h2>
{levelInfo?.tactics && {levelInfo?.tactics &&
<InventoryList items={levelInfo?.tactics} docType="Tactic" openDoc={openDoc} enableAll={enableAll}/> <InventoryList items={levelInfo?.tactics} docType="Tactic" openDoc={openDoc} enableAll={enableAll}/>
} }
<h2>Definitions</h2> <h2>{t("Definitions")}</h2>
{levelInfo?.definitions && {levelInfo?.definitions &&
<InventoryList items={levelInfo?.definitions} docType="Definition" openDoc={openDoc} enableAll={enableAll}/> <InventoryList items={levelInfo?.definitions} docType="Definition" openDoc={openDoc} enableAll={enableAll}/>
} }
<h2>Theorems</h2> <h2>{t("Theorems")}</h2>
{levelInfo?.lemmas && {levelInfo?.lemmas &&
<InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} level={levelInfo} enableAll={enableAll} tab={lemmaTab} setTab={setLemmaTab}/> <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" : "" const className = locked ? "locked" : disabled ? "disabled" : newly ? "new" : ""
// Note: This is somewhat a hack as the statement of lemmas comes currently in the form // Note: This is somewhat a hack as the statement of lemmas comes currently in the form
// `Namespace.statement_name (x y : Nat) : some type` // `Namespace.statement_name (x y : Nat) : some type`
const title = locked ? "Not unlocked yet" : const title = locked ? t("Not unlocked yet") :
disabled ? "Not available in this level" : (item.altTitle ? item.altTitle.substring(item.altTitle.indexOf(' ') + 1) : '') disabled ? t("Not available in this level") : (item.altTitle ? item.altTitle.substring(item.altTitle.indexOf(' ') + 1) : '')
const [copied, setCopied] = useState(false) const [copied, setCopied] = useState(false)
@@ -137,7 +140,7 @@ export function Documentation({name, type, handleClose}) {
<h1 className="doc">{doc.data?.displayName}</h1> <h1 className="doc">{doc.data?.displayName}</h1>
<p><code>{doc.data?.statement}</code></p> <p><code>{doc.data?.statement}</code></p>
{/* <code>docstring: {doc.data?.docstring}</code> */} {/* <code>docstring: {doc.data?.docstring}</code> */}
<Markdown>{doc.data?.content}</Markdown> <Markdown>{t(doc.data?.content, {ns: gameId})}</Markdown>
</div> </div>
} }
+107 -111
View File
@@ -1,5 +1,6 @@
import * as React from 'react'; import * as React from 'react';
import { useNavigate, Link } from "react-router-dom"; import { useNavigate, Link } from "react-router-dom";
import { Trans, useTranslation } from 'react-i18next';
import '@fontsource/roboto/300.css'; import '@fontsource/roboto/300.css';
import '@fontsource/roboto/400.css'; import '@fontsource/roboto/400.css';
@@ -14,14 +15,11 @@ import {PrivacyPolicyPopup} from './popup/privacy_policy'
import { GameTile, useGetGameInfoQuery } from '../state/api' import { GameTile, useGetGameInfoQuery } from '../state/api'
import path from 'path'; import path from 'path';
const flag = { import { PreferencesPopup } from './popup/preferences';
'Dutch': '🇳🇱', import { ImpressumButton, MenuButton, PreferencesButton } from './app_bar';
'English': '🇬🇧', import ReactCountryFlag from 'react-country-flag';
'French': '🇫🇷', import lean4gameConfig from '../config.json'
'German': '🇩🇪', import i18next from 'i18next';
'Italian': '🇮🇹',
'Spanish': '🇪🇸',
}
function GithubIcon({url='https://github.com'}) { 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}) { function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
let { t } = useTranslation()
let navigate = useNavigate(); let navigate = useNavigate();
const routeChange = () =>{ const routeChange = () =>{
navigate(gameId); navigate(gameId);
@@ -47,29 +45,36 @@ function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
return <div className="game" onClick={routeChange}> return <div className="game" onClick={routeChange}>
<div className="wrapper"> <div className="wrapper">
<div className="title">{data.title}</div> <div className="title">{t(data.title, { ns: gameId })}</div>
<div className="short-description">{data.short} <div className="short-description">{t(data.short, { ns: gameId })}
</div> </div>
{ data.image ? <img className="image" src={path.join("data", gameId, data.image)} alt="" /> : <div className="image"/> } { data.image ? <img className="image" src={path.join("data", gameId, data.image)} alt="" /> : <div className="image"/> }
<div className="long description"><Markdown>{data.long}</Markdown></div> <div className="long description"><Markdown>{t(data.long, { ns: gameId })}</Markdown></div>
</div> </div>
<table className="info"> <table className="info">
<tbody> <tbody>
<tr> <tr>
<td title="consider playing these games first.">Prerequisites</td> <td title="consider playing these games first.">{t("Prerequisites")}</td>
<td><Markdown>{data.prerequisites.join(', ')}</Markdown></td> <td><Markdown>{t(data.prerequisites.join(', '), { ns: gameId })}</Markdown></td>
</tr> </tr>
<tr> <tr>
<td>Worlds</td> <td>{t("Worlds")}</td>
<td>{data.worlds}</td> <td>{data.worlds}</td>
</tr> </tr>
<tr> <tr>
<td>Levels</td> <td>{t("Levels")}</td>
<td>{data.levels}</td> <td>{data.levels}</td>
</tr> </tr>
<tr> <tr>
<td>Language</td> <td>{t("Language")}</td>
<td title={`in ${data.languages.join(', ')}`}>{data.languages.map((lan) => flag[lan]).join(', ')}</td>
<td>
{data.languages.map((lang) => {
let langOpt = lean4gameConfig.languages.find((e) => e.iso == lang)
return <ReactCountryFlag key={`flag-${lang}`} title={langOpt?.name} countryCode={langOpt?.flag} className="emojiFlag"/>
})}
</td>
</tr> </tr>
</tbody> </tbody>
</table> </table>
@@ -81,84 +86,67 @@ function LandingPage() {
const navigate = useNavigate(); const navigate = useNavigate();
const [impressum, setImpressum] = React.useState(false); const [impressumPopup, setImpressumPopup] = React.useState(false);
const openImpressum = () => setImpressum(true); const [preferencesPopup, setPreferencesPopup] = React.useState(false);
const closeImpressum = () => setImpressum(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 { t, i18n } = useTranslation()
// const [allTiles, setAllTiles] = React.useState([])
// const getTiles=()=>{ // Load the namespaces of all games
// fetch('featured_games.json', { // TODO: should `allGames` contain game-ids starting with `g/`?
// headers : { i18next.loadNamespaces(lean4gameConfig.allGames.map(id => `g/${id}`))
// 'Content-Type': 'application/json',
// 'Accept': 'application/json'
// }
// }
// ).then(function(response){
// return response.json()
// }).then(function(data) {
// setAllGames(data.featured_games)
// }) let allTiles = lean4gameConfig.allGames.map((gameId) => {
// } let q = useGetGameInfoQuery({game: `g/${gameId}`})
// React.useEffect(()=>{ // if (q.isError) {
// getTiles() // if (q.error?.originalStatus === 404) {
// },[]) // // Handle 404 error
// console.log('File not found');
// } else {
// // Suppress additional console.error messages
// console.error(q.error);
// }
// }
// React.useEffect(()=>{ return q.data?.tile
})
// Promise.allSettled(
// allGames.map((gameId) => (
// fetch(`data/g/${gameId}/game.json`).catch(err => {return undefined})))
// ).then(responses =>
// responses.forEach((result) => console.log(result)))
// // Promise.all(responses.map(res => {
// // if (res.status == "fulfilled") {
// // console.log(res.value.json())
// // return res.value.json()
// // } else {
// // return undefined
// // }
// // }))
// // ).then(allData => {
// // setAllTiles(allData.map(data => data?.tile))
// // })
// },[allGames])
// TODO: I would like to read the supported games list form a JSON,
// Then load all these games in
//
let allGames = [
"leanprover-community/nng4",
"hhu-adam/robo",
"djvelleman/stg4",
"miguelmarco/stg4",
"trequetrum/lean4game-logic",
]
let allTiles = allGames.map((gameId) => (useGetGameInfoQuery({game: `g/${gameId}`}).data?.tile))
return <div className="landing-page"> return <div className="landing-page">
<header style={{backgroundImage: `url(${bgImage})`}}> <header style={{backgroundImage: `url(${bgImage})`}}>
<nav> <nav className="landing-page-nav">
<GithubIcon url="https://github.com/leanprover-community/lean4game"/> <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> </nav>
<div id="main-title"> <div id="main-title">
<h1>Lean Game Server</h1> <h1>{t("Lean Game Server")}</h1>
<p> <p>
A repository of learning games for the <Trans>
proof assistant <a target="_blank" href="https://leanprover-community.github.io/">Lean</a> <i>(Lean 4)</i> and A repository of learning games for the
its mathematical library <a target="_blank" href="https://github.com/leanprover-community/mathlib4">mathlib</a> 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> </p>
</div> </div>
</header> </header>
<div className="game-list"> <div className="game-list">
{allTiles.length == 0 ? {allTiles.filter(x => x != null).length == 0 ?
<p>No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a <p>
game directly from a local folder. <Trans>
No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a
game directly from a local folder.
</Trans>
</p> </p>
: allGames.map((id, i) => ( : lean4gameConfig.allGames.map((id, i) => (
<Tile <Tile
key={id} key={id}
gameId={`g/${id}`} gameId={`g/${id}`}
@@ -169,53 +157,61 @@ function LandingPage() {
</div> </div>
<section> <section>
<div className="wrapper"> <div className="wrapper">
<h2>Development notes</h2> <h2>{t("Development notes")}</h2>
<p> <Trans>
As this server runs lean on our university machines, it has a limited capacity. <p>
Our current estimate is about 70 simultaneous games. As this server runs lean on our university machines, it has a limited capacity.
We hope to address and test this limitation better in the future. Our current estimate is about 70 simultaneous games.
</p> 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 <p>
file a <a target="_blank" href="https://github.com/leanprover-community/lean4game/issues">GitHub Issue</a> about Most aspects of the games and the infrastructure are still in development. Feel free to
any problems you experience! file a <a target="_blank" href="https://github.com/leanprover-community/lean4game/issues">GitHub Issue</a> about
</p> any problems you experience!
</p>
</Trans>
</div> </div>
</section> </section>
<section> <section>
<div className="wrapper"> <div className="wrapper">
<h2>Adding new games</h2> <h2>{t("Adding new games")}</h2>
<p> <Trans>
If you are considering writing your own game, you should use <p>
the <a target="_blank" href="https://github.com/hhu-adam/GameSkeleton">GameSkeleton Github Repo</a> as If you are considering writing your own game, you should use
a template and read <a target="_blank" href="https://github.com/leanprover-community/lean4game/">How to Create a Game</a>. the <a target="_blank" href="https://github.com/hhu-adam/GameSkeleton">GameSkeleton Github Repo</a> as
</p> 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 <p>
the correct URL. The <a target="_blank" href="https://github.com/leanprover-community/lean4game/">instructions above</a> also You can directly load your games into the server and play it using
explain the details for how to load your game to the server. 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. We'd like to encourage you to contact us if you have any questions.
</p> </p>
<p> <p>
Featured games on this page are added manually. Featured games on this page are added manually.
Please get in contact and we-ll happily add yours. Please get in contact and we'll happily add yours.
</p> </p>
</Trans>
</div> </div>
</section> </section>
<section> <section>
<div className="wrapper"> <div className="wrapper">
<h2>Funding</h2> <h2>{t("Funding")}</h2>
<p> <p>
This server has been developed as part of the <Trans>
project <a target="_blank" href="https://hhu-adam.github.io">ADAM : Anticipating the Digital Age of Mathematics</a> at This server has been developed as part of the
Heinrich-Heine-Universität in Düsseldorf. 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>
</p> </p>
</div> </div>
</section> </section>
<footer> <footer>
{/* Do not translate "Impressum", it's needed for German GDPR */}
<a className="link" onClick={openImpressum}>Impressum</a> <a className="link" onClick={openImpressum}>Impressum</a>
{impressum? <PrivacyPolicyPopup handleClose={closeImpressum} />: null} {impressumPopup? <PrivacyPolicyPopup handleClose={closeImpressum} />: null}
{preferencesPopup ? <PreferencesPopup handleClose={closePreferencesPopup} /> : null}
</footer> </footer>
</div> </div>
+78 -42
View File
@@ -16,6 +16,7 @@ import { InfoviewApi } from '@leanprover/infoview'
import { EditorContext } from '../../../node_modules/lean4-infoview/src/infoview/contexts' import { EditorContext } from '../../../node_modules/lean4-infoview/src/infoview/contexts'
import { EditorConnection, EditorEvents } from '../../../node_modules/lean4-infoview/src/infoview/editorConnection' import { EditorConnection, EditorEvents } from '../../../node_modules/lean4-infoview/src/infoview/editorConnection'
import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event' import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event'
import { Diagnostic } from 'vscode-languageserver-types'
import { GameIdContext } from '../app' import { GameIdContext } from '../app'
import { useAppDispatch, useAppSelector } from '../hooks' import { useAppDispatch, useAppSelector } from '../hooks'
@@ -50,6 +51,10 @@ import { IConnectionProvider } from 'monaco-languageclient'
import { monacoSetup } from 'lean4web/client/src/monacoSetup' import { monacoSetup } from 'lean4web/client/src/monacoSetup'
import { onigasmH } from 'onigasm/lib/onigasmH' import { onigasmH } from 'onigasm/lib/onigasmH'
import { isLastStepWithErrors, lastStepHasErrors } from './infoview/goals' 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() monacoSetup()
@@ -59,21 +64,39 @@ function Level() {
const levelId = parseInt(params.levelId) const levelId = parseInt(params.levelId)
const worldId = params.worldId const worldId = params.worldId
const [impressum, setImpressum] = React.useState(false) const gameId = React.useContext(GameIdContext)
const closeImpressum = () => { // Load the namespace of the game
setImpressum(false) i18next.loadNamespaces(gameId).catch(err => {
} console.warn(`translations for ${gameId} do not exist.`)
})
const gameInfo = useGetGameInfoQuery({game: gameId})
// pop-ups
const [impressum, setImpressum] = React.useState(false)
const [info, setInfo] = React.useState(false)
const [preferencesPopup, setPreferencesPopup] = React.useState(false)
function closeImpressum() {setImpressum(false)}
function closeInfo() {setInfo(false)}
function closePreferencesPopup() {setPreferencesPopup(false)}
function toggleImpressum() {setImpressum(!impressum)}
function toggleInfo() {setInfo(!info)}
function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)}
return <WorldLevelIdContext.Provider value={{worldId, levelId}}> return <WorldLevelIdContext.Provider value={{worldId, levelId}}>
{levelId == 0 ? {levelId == 0 ?
<Introduction impressum={impressum} setImpressum={setImpressum} /> : <Introduction impressum={impressum} setImpressum={setImpressum} toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup} /> :
<PlayableLevel key={`${worldId}/${levelId}`} impressum={impressum} setImpressum={setImpressum} />} <PlayableLevel key={`${worldId}/${levelId}`} impressum={impressum} setImpressum={setImpressum} toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup}/>}
{impressum ? <PrivacyPolicyPopup handleClose={closeImpressum} /> : null} {impressum ? <PrivacyPolicyPopup handleClose={closeImpressum} /> : null}
{info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null}
{preferencesPopup ? <PreferencesPopup handleClose={closePreferencesPopup} /> : null}
</WorldLevelIdContext.Provider> </WorldLevelIdContext.Provider>
} }
function ChatPanel({lastLevel, visible = true}) { function ChatPanel({lastLevel, visible = true}) {
let { t } = useTranslation()
const chatRef = useRef<HTMLDivElement>(null) const chatRef = useRef<HTMLDivElement>(null)
const {mobile} = useContext(PreferencesContext) const {mobile} = useContext(PreferencesContext)
const gameId = useContext(GameIdContext) const gameId = useContext(GameIdContext)
@@ -84,7 +107,7 @@ function ChatPanel({lastLevel, visible = true}) {
const {selectedStep, setSelectedStep} = useContext(SelectionContext) const {selectedStep, setSelectedStep} = useContext(SelectionContext)
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId)) const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
let k = proof.steps.length - (lastStepHasErrors(proof) ? 2 : 1) let k = proof?.steps.length ? proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1) : 0
function toggleSelection(line: number) { function toggleSelection(line: number) {
return (ev) => { return (ev) => {
@@ -120,55 +143,55 @@ function ChatPanel({lastLevel, visible = true}) {
// // chatRef.current!.scrollTo(0,0) // // chatRef.current!.scrollTo(0,0)
// }, [gameId, worldId, levelId]) // }, [gameId, worldId, levelId])
let introText: Array<string> = level?.data?.introduction.split(/\n(\s*\n)+/) let introText: Array<string> = t(level?.data?.introduction, {ns: gameId}).split(/\n(\s*\n)+/)
return <div className={`chat-panel ${visible ? '' : 'hidden'}`}> return <div className={`chat-panel ${visible ? '' : 'hidden'}`}>
<div ref={chatRef} className="chat"> <div ref={chatRef} className="chat">
{introText?.filter(t => t.trim()).map(((t, i) => {introText?.filter(t => t.trim()).map(((t, i) =>
// Show the level's intro text as hints, too // Show the level's intro text as hints, too
<Hint key={`intro-p-${i}`} <Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} /> hint={{text: t, hidden: false, rawText: t, varNames: []}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
))} ))}
{proof.steps.map((step, i) => { {proof?.steps.map((step, i) => {
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints) let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
if (step.goals.length > 0 && !isLastStepWithErrors(proof, i)) { if (step.goals.length > 0 && !isLastStepWithErrors(proof, i)) {
return <Hints key={`hints-${i}`} return <Hints key={`hints-${i}`}
hints={filteredHints} showHidden={showHelp.has(i)} step={i} hints={filteredHints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.steps.length - 1}/> selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof?.steps.length - 1}/>
} }
})} })}
{/* {modifiedHints.map((step, i) => { {/* {modifiedHints.map((step, i) => {
// It the last step has errors, it will have the same hints // It the last step has errors, it will have the same hints
// as the second-to-last step. Therefore we should not display them. // as the second-to-last step. Therefore we should not display them.
if (!(i == proof.steps.length - 1 && withErr)) { if (!(i == proof?.steps.length - 1 && withErr)) {
// TODO: Should not use index as key. // TODO: Should not use index as key.
return <Hints key={`hints-${i}`} return <Hints key={`hints-${i}`}
hints={step} showHidden={showHelp.has(i)} step={i} hints={step} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.steps.length - 1}/> selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof?.steps.length - 1}/>
} }
})} */} })} */}
<DeletedHints hints={deletedChat}/> <DeletedHints hints={deletedChat}/>
{proof.completed && {proof?.completed &&
<> <>
<div className={`message information recent step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}> <div className={`message information recent step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
Level completed! 🎉 {t("Level completed! 🎉")}
</div> </div>
{level?.data?.conclusion?.trim() && {level?.data?.conclusion?.trim() &&
<div className={`message information recent step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}> <div className={`message information recent step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
<Markdown>{level?.data?.conclusion}</Markdown> <Markdown>{t(level?.data?.conclusion, {ns: gameId})}</Markdown>
</div> </div>
} }
</> </>
} }
</div> </div>
<div className="button-row"> <div className="button-row">
{proof.completed && (lastLevel ? {proof?.completed && (lastLevel ?
<Button to={`/${gameId}`}> <Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World <FontAwesomeIcon icon={faHome} />&nbsp;{t("Leave World")}
</Button> : </Button> :
<Button to={`/${gameId}/world/${worldId}/level/${levelId + 1}`}> <Button to={`/${gameId}/world/${worldId}/level/${levelId + 1}`}>
Next&nbsp;<FontAwesomeIcon icon={faArrowRight} /> {t("Next")}&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button>) </Button>)
} }
<MoreHelpButton /> <MoreHelpButton />
@@ -189,7 +212,8 @@ function ExercisePanel({codeviewRef, visible=true}: {codeviewRef: React.MutableR
</div> </div>
} }
function PlayableLevel({impressum, setImpressum}) { function PlayableLevel({impressum, setImpressum, toggleInfo, togglePreferencesPopup}) {
let { t } = useTranslation()
const codeviewRef = useRef<HTMLDivElement>(null) const codeviewRef = useRef<HTMLDivElement>(null)
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext) const {worldId, levelId} = useContext(WorldLevelIdContext)
@@ -208,6 +232,10 @@ function PlayableLevel({impressum, setImpressum}) {
// The state variables for the `ProofContext` // The state variables for the `ProofContext`
const [proof, setProof] = useState<ProofState>({steps: [], diagnostics: [], completed: false, completedWithWarnings: false}) 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 // 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 // a new proof has been entered. e.g. to consult messages coming from dead ends
const [deletedChat, setDeletedChat] = useState<Array<GameHint>>([]) const [deletedChat, setDeletedChat] = useState<Array<GameHint>>([])
@@ -217,7 +245,7 @@ function PlayableLevel({impressum, setImpressum}) {
const [pageNumber, setPageNumber] = useState(0) const [pageNumber, setPageNumber] = useState(0)
// set to true to prevent switching between typewriter and editor // set to true to prevent switching between typewriter and editor
const [lockInputMode, setLockInputMode] = useState(false) const [lockEditorMode, setLockEditorMode] = useState(false)
const [typewriterInput, setTypewriterInput] = useState("") const [typewriterInput, setTypewriterInput] = useState("")
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId] const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
@@ -277,10 +305,11 @@ function PlayableLevel({impressum, setImpressum}) {
// a hint at the beginning of the proof... // a hint at the beginning of the proof...
const [selectedStep, setSelectedStep] = useState<number>() const [selectedStep, setSelectedStep] = useState<number>()
useEffect (() => { useEffect (() => {
// Lock editor mode // Lock editor mode
if (level?.data?.template) { if (level?.data?.template) {
setTypewriterMode(false) setLockEditorMode(true)
if (editor) { if (editor) {
let code = editor.getModel().getLinesContent() let code = editor.getModel().getLinesContent()
@@ -307,6 +336,8 @@ function PlayableLevel({impressum, setImpressum}) {
console.debug(`not inserting template.`) console.debug(`not inserting template.`)
} }
} }
} else {
setLockEditorMode(false)
} }
}, [level, levelId, worldId, gameId, editor]) }, [level, levelId, worldId, gameId, editor])
@@ -321,7 +352,7 @@ function PlayableLevel({impressum, setImpressum}) {
}, [gameId, worldId, levelId]) }, [gameId, worldId, levelId])
useEffect(() => { useEffect(() => {
if (!typewriterMode && editor) { if (!(typewriterMode && !lockEditorMode) && editor) {
// Delete last input attempt from command line // Delete last input attempt from command line
editor.executeEdits("typewriter", [{ editor.executeEdits("typewriter", [{
range: editor.getSelection(), range: editor.getSelection(),
@@ -330,19 +361,19 @@ function PlayableLevel({impressum, setImpressum}) {
}]); }]);
editor.focus() editor.focus()
} }
}, [typewriterMode]) }, [typewriterMode, lockEditorMode])
useEffect(() => { useEffect(() => {
// Forget whether hidden hints are displayed for steps that don't exist yet // Forget whether hidden hints are displayed for steps that don't exist yet
if (proof.steps.length) { if (proof?.steps.length) {
console.debug(Array.from(showHelp)) console.debug(Array.from(showHelp))
setShowHelp(new Set(Array.from(showHelp).filter(i => (i < proof.steps.length)))) setShowHelp(new Set(Array.from(showHelp).filter(i => (i < proof?.steps.length))))
} }
}, [proof]) }, [proof])
// save showed help in store // save showed help in store
useEffect(() => { useEffect(() => {
if (proof.steps.length) { if (proof?.steps.length) {
console.debug(`showHelp:\n ${showHelp}`) console.debug(`showHelp:\n ${showHelp}`)
dispatch(helpEdited({game: gameId, world: worldId, level: levelId, help: Array.from(showHelp)})) dispatch(helpEdited({game: gameId, world: worldId, level: levelId, help: Array.from(showHelp)}))
} }
@@ -350,7 +381,7 @@ function PlayableLevel({impressum, setImpressum}) {
// Effect when command line mode gets enabled // Effect when command line mode gets enabled
useEffect(() => { useEffect(() => {
if (onigasmH && editor && typewriterMode) { if (onigasmH && editor && (typewriterMode && !lockEditorMode)) {
let code = editor.getModel().getLinesContent().filter(line => line.trim()) let code = editor.getModel().getLinesContent().filter(line => line.trim())
editor.executeEdits("typewriter", [{ editor.executeEdits("typewriter", [{
range: editor.getModel().getFullModelRange(), range: editor.getModel().getFullModelRange(),
@@ -373,22 +404,25 @@ function PlayableLevel({impressum, setImpressum}) {
// editor.setSelection(monaco.Selection.fromPositions(endPos, endPos)) // editor.setSelection(monaco.Selection.fromPositions(endPos, endPos))
// } // }
} }
}, [editor, typewriterMode, onigasmH == null]) }, [editor, typewriterMode, lockEditorMode, onigasmH == null])
return <> return <>
<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div> <div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
<DeletedChatContext.Provider value={{deletedChat, setDeletedChat, showHelp, setShowHelp}}> <DeletedChatContext.Provider value={{deletedChat, setDeletedChat, showHelp, setShowHelp}}>
<SelectionContext.Provider value={{selectedStep, setSelectedStep}}> <SelectionContext.Provider value={{selectedStep, setSelectedStep}}>
<InputModeContext.Provider value={{typewriterMode, setTypewriterMode, typewriterInput, setTypewriterInput, lockInputMode, setLockInputMode}}> <InputModeContext.Provider value={{typewriterMode, setTypewriterMode, typewriterInput, setTypewriterInput, lockEditorMode, setLockEditorMode}}>
<ProofContext.Provider value={{proof, setProof}}> <ProofContext.Provider value={{proof, setProof, interimDiags, setInterimDiags, crashed: isCrashed, setCrashed: setIsCrashed}}>
<EditorContext.Provider value={editorConnection}> <EditorContext.Provider value={editorConnection}>
<MonacoEditorContext.Provider value={editor}> <MonacoEditorContext.Provider value={editor}>
<LevelAppBar <LevelAppBar
pageNumber={pageNumber} setPageNumber={setPageNumber} pageNumber={pageNumber} setPageNumber={setPageNumber}
isLoading={level.isLoading} isLoading={level.isLoading}
levelTitle={`${mobile ? '' : 'Level '}${levelId} / ${gameInfo.data?.worldSize[worldId]}` + levelTitle={(mobile ? "" : t("Level")) + ` ${levelId} / ${gameInfo.data?.worldSize[worldId]}` +
(level?.data?.title && ` : ${level?.data?.title}`)} (level?.data?.title && ` : ${t(level?.data?.title, {ns: gameId})}`)}
toggleImpressum={toggleImpressum} /> toggleImpressum={toggleImpressum}
toggleInfo={toggleInfo}
togglePreferencesPopup={togglePreferencesPopup}
/>
{mobile? {mobile?
// TODO: This is copied from the `Split` component below... // TODO: This is copied from the `Split` component below...
<> <>
@@ -417,24 +451,25 @@ function PlayableLevel({impressum, setImpressum}) {
} }
function IntroductionPanel({gameInfo}) { function IntroductionPanel({gameInfo}) {
let { t } = useTranslation()
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId} = useContext(WorldLevelIdContext) const {worldId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(PreferencesContext) const {mobile} = React.useContext(PreferencesContext)
let text: Array<string> = gameInfo.data?.worlds.nodes[worldId].introduction.split(/\n(\s*\n)+/) let text: Array<string> = t(gameInfo.data?.worlds.nodes[worldId].introduction, {ns: gameId}).split(/\n(\s*\n)+/)
return <div className="chat-panel"> return <div className="chat-panel">
<div className="chat"> <div className="chat">
{text?.filter(t => t.trim()).map(((t, i) => {text?.filter(t => t.trim()).map(((t, i) =>
<Hint key={`intro-p-${i}`} <Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={null} toggleSelection={undefined} /> hint={{text: t, hidden: false, rawText: t, varNames: []}} step={0} selected={null} toggleSelection={undefined} />
))} ))}
</div> </div>
<div className={`button-row${mobile ? ' mobile' : ''}`}> <div className={`button-row${mobile ? ' mobile' : ''}`}>
{gameInfo.data?.worldSize[worldId] == 0 ? {gameInfo.data?.worldSize[worldId] == 0 ?
<Button to={`/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> : <Button to={`/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> :
<Button to={`/${gameId}/world/${worldId}/level/1`}> <Button to={`/${gameId}/world/${worldId}/level/1`}>
Start&nbsp;<FontAwesomeIcon icon={faArrowRight} /> {t("Start")}&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button> </Button>
} }
</div> </div>
@@ -444,7 +479,9 @@ function IntroductionPanel({gameInfo}) {
export default Level export default Level
/** The site with the introduction text of a world */ /** The site with the introduction text of a world */
function Introduction({impressum, setImpressum}) { function Introduction({impressum, setImpressum, toggleInfo, togglePreferencesPopup}) {
let { t } = useTranslation()
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {mobile} = useContext(PreferencesContext) const {mobile} = useContext(PreferencesContext)
@@ -462,7 +499,7 @@ function Introduction({impressum, setImpressum}) {
} }
return <> return <>
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle="Introduction" toggleImpressum={toggleImpressum}/> <LevelAppBar isLoading={gameInfo.isLoading} levelTitle={t("Introduction")} toggleImpressum={toggleImpressum} toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup}/>
{gameInfo.isLoading ? {gameInfo.isLoading ?
<div className="app-content loading"><CircularProgress /></div> <div className="app-content loading"><CircularProgress /></div>
: mobile ? : mobile ?
@@ -470,10 +507,9 @@ function Introduction({impressum, setImpressum}) {
: :
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}> <Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}>
<IntroductionPanel gameInfo={gameInfo} /> <IntroductionPanel gameInfo={gameInfo} />
<div className="world-image-container empty"> <div className="world-image-container empty center">
{image && {image &&
// TODO: Temporary for testing <img className="contain" src={path.join("data", gameId, image)} alt="" />
<img className={worldId=="Proposition" ? "cover" : "contain"} src={path.join("data", gameId, image)} alt="" />
} }
</div> </div>
+13 -11
View File
@@ -8,6 +8,7 @@ import { useAppDispatch } from '../../hooks'
import { deleteProgress, selectProgress } from '../../state/progress' import { deleteProgress, selectProgress } from '../../state/progress'
import { downloadFile } from '../world_tree' import { downloadFile } from '../world_tree'
import { Button } from '../button' import { Button } from '../button'
import { Trans, useTranslation } from 'react-i18next'
/** download the current progress (i.e. what's saved in the browser store) */ /** download the current progress (i.e. what's saved in the browser store) */
export function downloadProgress(gameId: string, gameProgress: any, ev: React.MouseEvent) { 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. * controlled by the containing element.
*/ */
export function ErasePopup ({handleClose}) { export function ErasePopup ({handleClose}) {
let { t } = useTranslation()
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const gameProgress = useSelector(selectProgress(gameId)) const gameProgress = useSelector(selectProgress(gameId))
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
@@ -43,17 +45,17 @@ export function ErasePopup ({handleClose}) {
<div className="modal-backdrop" onClick={handleClose} /> <div className="modal-backdrop" onClick={handleClose} />
<div className="modal"> <div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div> <div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<h2>Delete Progress?</h2> <h2>{t("Delete Progress?")}</h2>
<Trans>
<p>Do you want to delete your saved progress irreversibly?</p> <p>Do you want to delete your saved progress irreversibly?</p>
<p> <p>
(This deletes your proofs and your collected inventory. (This deletes your proofs and your collected inventory.
Saves from other games are not deleted.) Saves from other games are not deleted.)
</p> </p>
</Trans>
<Button onClick={eraseProgress} to="">Delete</Button> <Button onClick={eraseProgress} to="">{t("Delete")}</Button>
<Button onClick={downloadAndErase} to="">Download & Delete</Button> <Button onClick={downloadAndErase} to="">{t("Download & Delete")}</Button>
<Button onClick={handleClose} to="">Cancel</Button> <Button onClick={handleClose} to="">{t("Cancel")}</Button>
</div> </div>
</div> </div>
} }
+6 -1
View File
@@ -4,6 +4,8 @@
import * as React from 'react' import * as React from 'react'
import { Typography } from '@mui/material' import { Typography } from '@mui/material'
import Markdown from '../markdown' import Markdown from '../markdown'
import { useTranslation } from 'react-i18next'
import { GameIdContext } from '../../app'
/** Pop-up that is displaying the Game Info. /** Pop-up that is displaying the Game Info.
* *
@@ -11,12 +13,15 @@ import Markdown from '../markdown'
* controlled by the containing element. * controlled by the containing element.
*/ */
export function InfoPopup ({info, handleClose}: {info: string, handleClose: () => void}) { export function InfoPopup ({info, handleClose}: {info: string, handleClose: () => void}) {
let { t } = useTranslation()
const gameId = React.useContext(GameIdContext)
return <div className="modal-wrapper"> return <div className="modal-wrapper">
<div className="modal-backdrop" onClick={handleClose} /> <div className="modal-backdrop" onClick={handleClose} />
<div className="modal"> <div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div> <div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<Typography variant="body1" component="div" className="welcome-text"> <Typography variant="body1" component="div" className="welcome-text">
<Markdown>{info}</Markdown> <Markdown>{t(info, {ns: gameId})}</Markdown>
</Typography> </Typography>
</div> </div>
</div> </div>
+99 -74
View File
@@ -1,90 +1,115 @@
import * as React from 'react' 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 Markdown from '../markdown'
import { Switch, Button, ButtonGroup } from '@mui/material'; import { Switch, Button, ButtonGroup } from '@mui/material';
import Box from '@mui/material/Box'; import Box from '@mui/material/Box';
import Slider from '@mui/material/Slider'; import Slider from '@mui/material/Slider';
import lean4gameConfig from '../../config.json'
import FormControlLabel from '@mui/material/FormControlLabel'; 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'> { export function PreferencesPopup({ handleClose }: { handleClose: () => void }) {
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 = [ const handlerChangeLayout = (_: Event, value: number) => {
{ setLayout(marks[value].key as IPreferencesContext["layout"])
value: 0, }
label: 'Mobile',
key: "mobile"
},
{
value: 1,
label: 'Auto',
key: "auto"
},
{
value: 2,
label: 'Desktop',
key: "desktop"
},
];
const handlerChangeLayout = (_: Event, value: number) => { const handlerChangeLanguage = (ev: SelectChangeEvent<string>) => {
setLayout(marks[value].key as IPreferencesContext["layout"]) setLanguage(ev.target.value as IPreferencesContext["language"])
} }
return <div className="modal-wrapper"> return <div className="modal-wrapper">
<div className="modal-backdrop" onClick={handleClose} /> <div className="modal-backdrop" onClick={handleClose} />
<div className="modal"> <div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div> <div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<Typography variant="body1" component="div" className="settings"> <Typography variant="body1" component="div" className="settings">
<div className='preferences-category'> <div className='preferences-category'>
<div className='category-title'> <div className='category-title'>
<h3>Layout</h3> <h3>{t("Language")}</h3>
</div> </div>
<div className='preferences-item first leave-left-gap'> <div className='preferences-item first leave-left-gap'>
<FormControlLabel <FormControlLabel
control={ control={
<Box sx={{ width: 300 }}> <Box sx={{ width: 300 }}>
<Slider <Select
aria-label="Always visible" value={language}
value={marks.find(item => item.key === layout).value} label={t("Language")}
step={1} onChange={handlerChangeLanguage}>
marks={marks} {lean4gameConfig.languages.map(lang => {return <MenuItem key={`menu-item-lang-${lang.iso}`} value={lang.iso}><ReactCountryFlag countryCode={lang.flag}/>&nbsp;{lang.name}</MenuItem>})}
max={2} </Select>
sx={{ </Box>
'& .MuiSlider-track': { display: 'none', }, }
}} label=""
onChange={handlerChangeLayout} />
/> </div>
</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>
</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>
</div>
} }
+2 -16
View File
@@ -9,6 +9,8 @@ import * as React from 'react'
* *
* `handleClose` is the function to close it again because it's open/closed state is * `handleClose` is the function to close it again because it's open/closed state is
* controlled by the containing element. * controlled by the containing element.
*
* Note: Do not translate the Impressum!
*/ */
export function PrivacyPolicyPopup ({handleClose}: {handleClose: () => void}) { export function PrivacyPolicyPopup ({handleClose}: {handleClose: () => void}) {
return <div className="privacy-policy modal-wrapper"> return <div className="privacy-policy modal-wrapper">
@@ -57,19 +59,3 @@ export function PrivacyPolicyPopup ({handleClose}: {handleClose: () => void}) {
</div> </div>
</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 &amp; Impressum">
<FontAwesomeIcon icon={faShield} />
<p className="p1">legal</p>
<p className="p2">notes</p>
</div>
{open ? <PrivacyPolicyPopup handleClose={handleClose} /> : null}
</>
)
}
+21 -16
View File
@@ -2,6 +2,7 @@
* @fileOverview * @fileOverview
*/ */
import * as React from 'react' import * as React from 'react'
import { Trans, useTranslation } from 'react-i18next'
/** Pop-up that is displayed when opening the help explaining the game rules. /** 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. * controlled by the containing element.
*/ */
export function RulesHelpPopup ({handleClose}: {handleClose: () => void}) { export function RulesHelpPopup ({handleClose}: {handleClose: () => void}) {
const { t } = useTranslation()
return <div className="privacy-policy modal-wrapper"> return <div className="privacy-policy modal-wrapper">
<div className="modal-backdrop" onClick={handleClose} /> <div className="modal-backdrop" onClick={handleClose} />
<div className="modal"> <div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div> <div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<h2>Game Rules</h2> <h2>{t("Game Rules")}</h2>
<p> <Trans>
Game rules determine if it is allowed to skip levels and if the games runs checks to only <p>
allow unlocked tactics and theorems in proofs. Game rules determine if it is allowed to skip levels and if the games runs checks to only
</p> allow unlocked tactics and theorems in proofs.
<p> </p>
Note: "Unlocked" tactics (or theorems) are determined by two things: The set of minimal <p>
tactics needed to solve a level, plus any tactics you unlocked in another level. That means Note: "Unlocked" tactics (or theorems) are determined by two things: The set of minimal
if you unlock <code>simp</code> in a level, you can use it henceforth in any level. tactics needed to solve a level, plus any tactics you unlocked in another level. That means
</p> if you unlock <code>simp</code> in a level, you can use it henceforth in any level.
<p>The options are:</p> </p>
<p>The options are:</p>
</Trans>
<table> <table>
<thead> <thead>
<tr> <tr>
<th scope="col"></th> <th scope="col"></th>
<th scope="col">levels</th> <th scope="col">{t("levels")}</th>
<th scope="col">tactics</th> <th scope="col">{t("tactics")}</th>
</tr> </tr>
</thead> </thead>
<tbody> <tbody>
<tr> <tr>
<th scope="row">regular</th> <th scope="row">{t("regular")}</th>
<td>🔐</td> <td>🔐</td>
<td>🔐</td> <td>🔐</td>
</tr> </tr>
<tr> <tr>
<th scope="row">relaxed</th> <th scope="row">{t("relaxed")}</th>
<td>🔓</td> <td>🔓</td>
<td>🔐</td> <td>🔐</td>
</tr> </tr>
<tr> <tr>
<th scope="row">none</th> <th scope="row">{t("none")}</th>
<td>🔓</td> <td>🔓</td>
<td>🔓</td> <td>🔓</td>
</tr> </tr>
+11 -6
View File
@@ -8,6 +8,7 @@ import { useAppDispatch } from '../../hooks'
import { GameProgressState, loadProgress, selectProgress } from '../../state/progress' import { GameProgressState, loadProgress, selectProgress } from '../../state/progress'
import { downloadFile } from '../world_tree' import { downloadFile } from '../world_tree'
import { Button } from '../button' import { Button } from '../button'
import { Trans, useTranslation } from 'react-i18next'
/** Pop-up that is displaying the Game Info. /** Pop-up that is displaying the Game Info.
* *
@@ -15,6 +16,8 @@ import { Button } from '../button'
* controlled by the containing element. * controlled by the containing element.
*/ */
export function UploadPopup ({handleClose}) { export function UploadPopup ({handleClose}) {
let { t } = useTranslation()
const [file, setFile] = React.useState<File>(); const [file, setFile] = React.useState<File>();
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const gameProgress = useSelector(selectProgress(gameId)) const gameProgress = useSelector(selectProgress(gameId))
@@ -54,17 +57,19 @@ export function UploadPopup ({handleClose}) {
<div className="modal-backdrop" onClick={handleClose} /> <div className="modal-backdrop" onClick={handleClose} />
<div className="modal"> <div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div> <div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<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><b>Warning:</b> This will delete your current game progress! </p>
Consider <a className="download-link" onClick={downloadProgress} >downloading your current progress</a> first!</p> </Trans>
<p> <p>
<input type="file" onChange={handleFileChange}/> <input type="file" onChange={handleFileChange}/>
</p> </p>
<Button to="" onClick={uploadProgress}>Load selected file</Button> <Button to="" onClick={uploadProgress}>{t("Load selected file")}</Button>
</div> </div>
</div> </div>
} }
+13 -5
View File
@@ -23,26 +23,31 @@ import { WorldTreePanel } from './world_tree'
import '../css/welcome.css' import '../css/welcome.css'
import { WelcomeAppBar } from './app_bar' import { WelcomeAppBar } from './app_bar'
import { Hint } from './hints' import { Hint } from './hints'
import i18next from 'i18next'
import { useTranslation } from 'react-i18next'
/** the panel showing the game's introduction text */ /** the panel showing the game's introduction text */
function IntroductionPanel({introduction, setPageNumber}: {introduction: string, setPageNumber}) { function IntroductionPanel({introduction, setPageNumber}: {introduction: string, setPageNumber}) {
const {mobile} = React.useContext(PreferencesContext) const {mobile} = React.useContext(PreferencesContext)
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
let { t } = useTranslation()
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
// TODO: I left the setup for splitting up the introduction in place, but if it's not needed // TODO: I left the setup for splitting up the introduction in place, but if it's not needed
// then this can be simplified. // then this can be simplified.
// let text: Array<string> = introduction.split(/\n(\s*\n)+/) // 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"> return <div className="column chat-panel">
<div className="chat"> <div className="chat">
{text?.map(((t, i) => {text?.map(((t, i) =>
t.trim() ? t.trim() ?
<Hint key={`intro-p-${i}`} <Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} hint={{text: t, hidden: false, rawText: t, varNames: []}}
step={0} selected={null} toggleSelection={undefined} /> 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 */ /** main page of the game showing among others the tree of worlds/levels */
function Welcome() { function Welcome() {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
// Load the namespace of the game
i18next.loadNamespaces(gameId)
const {mobile} = React.useContext(PreferencesContext) 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 gameInfo = useGetGameInfoQuery({game: gameId})
const inventory = useLoadInventoryOverviewQuery({game: gameId}) const inventory = useLoadInventoryOverviewQuery({game: gameId})
@@ -94,7 +103,6 @@ function Welcome() {
function toggleUploadMenu() {setUploadMenu(!uploadMenu)} function toggleUploadMenu() {setUploadMenu(!uploadMenu)}
function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)} function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)}
// set the window title // set the window title
useEffect(() => { useEffect(() => {
if (gameInfo.data?.title) { if (gameInfo.data?.title) {
@@ -136,7 +144,7 @@ function Welcome() {
{eraseMenu? <ErasePopup handleClose={closeEraseMenu}/> : null} {eraseMenu? <ErasePopup handleClose={closeEraseMenu}/> : null}
{uploadMenu? <UploadPopup handleClose={closeUploadMenu}/> : null} {uploadMenu? <UploadPopup handleClose={closeUploadMenu}/> : null}
{info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null} {info ? <InfoPopup info={gameInfo.data?.info} handleClose={closeInfo}/> : null}
{preferencesPopup ? <PreferencesPopup layout={layout} isSavePreferences={isSavePreferences} setLayout={setLayout} setIsSavePreferences={setIsSavePreferences} handleClose={closePreferencesPopup}/> : null} {preferencesPopup ? <PreferencesPopup handleClose={closePreferencesPopup} /> : null}
</> </>
} }
+9 -6
View File
@@ -17,6 +17,7 @@ import { store } from '../state/store'
import '../css/world_tree.css' import '../css/world_tree.css'
import { PreferencesContext } from './infoview/context' import { PreferencesContext } from './infoview/context'
import { useTranslation } from 'react-i18next'
// Settings for the world tree // Settings for the world tree
cytoscape.use( klay ) cytoscape.use( klay )
@@ -112,6 +113,7 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
difficulty: number, difficulty: number,
worldSize: number worldSize: number
}) { }) {
const { t } = useTranslation()
// See level icons. Match radius computed there minus `1.2*r` // See level icons. Match radius computed there minus `1.2*r`
const N = Math.max(worldSize, NMIN) const N = Math.max(worldSize, NMIN)
@@ -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 +")"}> width={1.42*R} height={1.42*R} transform={"translate("+ -.71*R +","+ -.71*R +")"}>
<div className={unlocked && !completed ? "playable-world" : ''}> <div className={unlocked && !completed ? "playable-world" : ''}>
<p className="world-title" style={{fontSize: fontSize + "px"}}> <p className="world-title" style={{fontSize: fontSize + "px"}}>
{title ? title : world} {title ? t(title, {ns: gameId}) : world}
</p> </p>
</div> </div>
</foreignObject> </foreignObject>
@@ -161,7 +163,7 @@ export function WorldIcon({world, title, position, completedLevels, difficulty,
> >
<div className='world-label' style={{backgroundColor: completed ? darkgreen : unlocked ? darkblue : darkgrey}}> <div className='world-label' style={{backgroundColor: completed ? darkgreen : unlocked ? darkblue : darkgrey}}>
<p className='world-title' style={{fontSize: MINFONT + "px"}}> <p className='world-title' style={{fontSize: MINFONT + "px"}}>
{title ? title : world} {title ? t(title, {ns: gameId}) : world}
</p> </p>
</div> </div>
</foreignObject>} </foreignObject>}
@@ -195,6 +197,7 @@ export const downloadFile = ({ data, fileName, fileType } :
/** The menu that is shown next to the world selection graph */ /** The menu that is shown next to the world selection graph */
export function WorldSelectionMenu({rulesHelp, setRulesHelp}) { export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
const { t, i18n } = useTranslation()
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const difficulty = useSelector(selectDifficulty(gameId)) const difficulty = useSelector(selectDifficulty(gameId))
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
@@ -202,20 +205,20 @@ export function WorldSelectionMenu({rulesHelp, setRulesHelp}) {
function label(x : number) { 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${mobile ? '' : ' desktop'}`}> return <nav className={`world-selection-menu${mobile ? '' : ' desktop'}`}>
<div className="slider-wrap"> <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))}/> <FontAwesomeIcon icon={rulesHelp ? faXmark : faCircleQuestion} className='helpButton' onClick={() => (setRulesHelp(!rulesHelp))}/>
</span> </span>
<Slider <Slider
orientation="vertical" orientation="vertical"
title="Game Rules" title={t("Game Rules")}
min={0} max={2} min={0} max={2}
aria-label="Game Rules" aria-label={t("Game Rules")}
value={difficulty} value={difficulty}
marks={[ marks={[
{value: 0, label: label(0)}, {value: 0, label: label(0)},
+26
View File
@@ -0,0 +1,26 @@
{
"allGames": [
"leanprover-community/nng4",
"hhu-adam/robo",
"djvelleman/stg4",
"trequetrum/lean4game-logic"
],
"languages": [
{
"iso": "en",
"flag": "GB",
"name": "English"
},
{
"iso": "de",
"flag": "DE",
"name": "Deutsch"
},
{
"iso": "zh",
"flag": "CN",
"name": "中文"
}
]
}
+7
View File
@@ -218,3 +218,10 @@
.undo-button { .undo-button {
color: #888; color: #888;
} }
.crashed_message {
color: #D8000C;
font-weight: bold;
padding-left: .5em;
padding-right: .5em;
}
+10 -1
View File
@@ -19,7 +19,7 @@ a {
@viewport { @viewport {
width: device-width ; width: device-width ;
zoom: 1.0 ; initial-scale: 1.0 ;
} }
.landing-page { .landing-page {
@@ -36,6 +36,13 @@ a {
padding-bottom: 80px; padding-bottom: 80px;
} }
.landing-page-nav {
position: relative;
}
#menu-btn {
background-color: unset;
}
@media screen and (max-width: 440px) { @media screen and (max-width: 440px) {
.game-list { .game-list {
@@ -182,6 +189,8 @@ footer .link {
.github-link { .github-link {
height: 24px; /* TODO: why do I need that? s*/ height: 24px; /* TODO: why do I need that? s*/
margin-top: auto;
margin-bottom: auto;
} }
.landing-page > section { .landing-page > section {
+21 -1
View File
@@ -348,13 +348,19 @@ td code {
.world-image-container { .world-image-container {
display: flex; display: flex;
flex-direction: column; flex-direction: column;
justify-content: center; min-height: 0px; /* somehow this has a desired affect, but why? */
overflow: hidden;
} }
.world-image-container img.contain { .world-image-container img.contain {
object-fit: contain; object-fit: contain;
} }
.world-image-container.center {
justify-content: center;
}
.world-image-container img.cover { .world-image-container img.cover {
height: 100%; height: 100%;
object-fit: cover; object-fit: cover;
@@ -369,7 +375,21 @@ td code {
text-align: center; text-align: center;
} }
/* Fixes https://github.com/leanprover-community/lean4game/issues/202 */
.katex-mathml {
display: none;
}
/* DEBUG */ /* DEBUG */
/* .proof .step { /* .proof .step {
border: 2px solid rgb(0, 123, 255); border: 2px solid rgb(0, 123, 255);
} */ } */
.nav-btns {
height: 2rem;
}
.nav-btns .language-btn {
background: #DDF6FF;
text-align: center;
}
+35
View File
@@ -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;
+9 -1
View File
@@ -9,6 +9,7 @@ import ErrorPage from './components/error_page'
import Welcome from './components/welcome' import Welcome from './components/welcome'
import LandingPage from './components/landing_page' import LandingPage from './components/landing_page'
import Level from './components/level' import Level from './components/level'
import './i18n';
@@ -20,7 +21,14 @@ let root_object: RouteObject = single_game ? {
loader: () => redirect("/g/local/game") loader: () => redirect("/g/local/game")
} : { } : {
path: "/", path: "/",
element: <LandingPage />, element: <App />,
errorElement: <ErrorPage />,
children: [
{
path: "/",
element: <LandingPage />,
}
]
} }
const router = createHashRouter([ const router = createHashRouter([
+11 -7
View File
@@ -1,9 +1,10 @@
import React, { useState } from "react"; import React, { useState } from "react";
import { useAppDispatch, useAppSelector } from "../../hooks"; import { useAppDispatch, useAppSelector } from "../../hooks";
import { import {
PreferencesState, PreferencesState,
setLayout as setPreferencesLayout, setLayout as setPreferencesLayout,
setIsSavePreferences as setPreferencesIsSavePreferences, setIsSavePreferences as setPreferencesIsSavePreferences,
setLanguage as setLanguagePreferences,
getWindowDimensions, getWindowDimensions,
AUTO_SWITCH_THRESHOLD AUTO_SWITCH_THRESHOLD
} from "../preferences"; } from "../preferences";
@@ -19,6 +20,9 @@ const UsePreferences = () => {
const isSavePreferences = useAppSelector((state) => state.preferences.isSavePreferences); const isSavePreferences = useAppSelector((state) => state.preferences.isSavePreferences);
const setIsSavePreferences = (isSave: boolean) => dispatch(setPreferencesIsSavePreferences(isSave)) const setIsSavePreferences = (isSave: boolean) => dispatch(setPreferencesIsSavePreferences(isSave))
const language = useAppSelector((state) => state.preferences.language);
const setLanguage = (lang: string) => dispatch(setLanguagePreferences(lang))
const automaticallyAdjustLayout = () => { const automaticallyAdjustLayout = () => {
const {width} = getWindowDimensions() const {width} = getWindowDimensions()
setMobile(width < AUTO_SWITCH_THRESHOLD) setMobile(width < AUTO_SWITCH_THRESHOLD)
@@ -28,14 +32,14 @@ const UsePreferences = () => {
if (layout === "auto"){ if (layout === "auto"){
void automaticallyAdjustLayout() void automaticallyAdjustLayout()
window.addEventListener('resize', automaticallyAdjustLayout) window.addEventListener('resize', automaticallyAdjustLayout)
return () => window.removeEventListener('resize', automaticallyAdjustLayout) return () => window.removeEventListener('resize', automaticallyAdjustLayout)
} else { } else {
setMobile(layout === "mobile") setMobile(layout === "mobile")
} }
}, [layout]) }, [layout])
return {mobile, layout, isSavePreferences, setLayout, setIsSavePreferences} return {mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage}
} }
export default UsePreferences; export default UsePreferences;
+7 -2
View File
@@ -5,6 +5,7 @@ import { loadPreferences, removePreferences, savePreferences } from "./local_sto
export interface PreferencesState { export interface PreferencesState {
layout: "mobile" | "auto" | "desktop"; layout: "mobile" | "auto" | "desktop";
isSavePreferences: boolean; isSavePreferences: boolean;
language: string;
} }
export function getWindowDimensions() { export function getWindowDimensions() {
@@ -16,7 +17,8 @@ export const AUTO_SWITCH_THRESHOLD = 800
const initialState: PreferencesState = loadPreferences() ??{ const initialState: PreferencesState = loadPreferences() ??{
layout: "auto", layout: "auto",
isSavePreferences: false isSavePreferences: false,
language: "en",
} }
export const preferencesSlice = createSlice({ export const preferencesSlice = createSlice({
@@ -29,7 +31,10 @@ export const preferencesSlice = createSlice({
setIsSavePreferences: (state, action) => { setIsSavePreferences: (state, action) => {
state.isSavePreferences = action.payload; state.isSavePreferences = action.payload;
}, },
setLanguage: (state, action) => {
state.language = action.payload;
},
}, },
}); });
export const { setLayout, setIsSavePreferences } = preferencesSlice.actions; export const { setLayout, setIsSavePreferences, setLanguage } = preferencesSlice.actions;
+2 -10
View File
@@ -189,8 +189,7 @@ The statement is the exercise of the level. The basics work the same as they wou
#### Name #### 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`. You can but a `Statement` inside namespaces like you would with `theorem`.
#### Doc String / Exercise statement #### Doc String / Exercise statement
@@ -203,14 +202,7 @@ Statement ...
sorry sorry
``` ```
#### Attributes For more details and features, read [Writing Exercises](writing_exercises.md)
You can add attributes as you would for a `theorem`. Most notably, you can make your named exercise a `simp` lemma:
```lean
@[simp]
Statement my_simp_lemma ...
```
### 6. c) Proof ### 6. c) Proof
+32
View File
@@ -86,4 +86,36 @@ create new assumptions.
You can add use markdown to format your hints, for example you can use KaTex: `$\\iff$` You can add use markdown to format your hints, for example you can use KaTex: `$\\iff$`
**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!
TODO: Write a doc about latex/markdown options available. TODO: Write a doc about latex/markdown options available.
### Commutative diagrams
Here is an example of how to write a commutative diagram in KaTeX:
$$
\begin{CD}
A @>{f}>> B @<{g}<< C \\
@V{h}VV @V{i}VV @V{j}VV \\
D @<{k}<< E @>{l}>> F \\
@A{m}AA @A{n}AA @V{p}VV \\
G @<{q}<< H @>{r}>> I
\end{CD}
$$
```
$$
\\begin{CD}
A @>{f}>> B @<{g}<< C \\\\
@V{h}VV @V{i}VV @V{j}VV \\\\
D @<{k}<< E @>{l}>> F \\\\
@A{m}AA @A{n}AA @V{p}VV \\\\
G @<{q}<< H @>{r}>> I
\\end{CD}
$$
```
See https://www.jmilne.org/not/Mamscd.pdf
+56
View File
@@ -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 ...
```
+719 -25
View File
File diff suppressed because it is too large Load Diff
+8 -1
View File
@@ -27,12 +27,17 @@
"cytoscape-klay": "^3.1.4", "cytoscape-klay": "^3.1.4",
"debounce": "^1.2.1", "debounce": "^1.2.1",
"express": "^4.18.2", "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", "lean4-infoview": "https://gitpkg.now.sh/leanprover/vscode-lean4/lean4-infoview?de0062c",
"lean4web": "github:hhu-adam/lean4web#414d9e62638a392fca278761b4c61a1d2e138bc7", "lean4web": "github:hhu-adam/lean4web#414d9e62638a392fca278761b4c61a1d2e138bc7",
"octokit": "^3.1.2", "octokit": "^3.1.2",
"path-browserify": "^1.0.1", "path-browserify": "^1.0.1",
"react": "^18.2.0", "react": "^18.2.0",
"react-country-flag": "^3.1.0",
"react-dom": "^18.2.0", "react-dom": "^18.2.0",
"react-i18next": "^14.1.0",
"react-markdown": "^8.0.4", "react-markdown": "^8.0.4",
"react-native": "^0.72.3", "react-native": "^0.72.3",
"react-redux": "^8.0.5", "react-redux": "^8.0.5",
@@ -58,6 +63,7 @@
"concurrently": "^7.6.0", "concurrently": "^7.6.0",
"css-loader": "^6.7.3", "css-loader": "^6.7.3",
"file-loader": "^6.2.0", "file-loader": "^6.2.0",
"i18next-scanner": "^4.4.0",
"nodemon": "^3.0.1", "nodemon": "^3.0.1",
"react-refresh": "^0.14.0", "react-refresh": "^0.14.0",
"style-loader": "^3.3.1", "style-loader": "^3.3.1",
@@ -73,7 +79,8 @@
"preview": "vite preview", "preview": "vite preview",
"build_server": "cd server && lake build", "build_server": "cd server && lake build",
"build_client": "cross-env NODE_ENV=production vite build", "build_client": "cross-env NODE_ENV=production vite build",
"production": "cross-env NODE_ENV=production node relay/index.mjs" "production": "cross-env NODE_ENV=production node relay/index.mjs",
"translate": "npx i18next-scanner --config client/i18next-scanner.config.cjs"
}, },
"eslintConfig": { "eslintConfig": {
"extends": [ "extends": [
+8
View File
@@ -37,6 +37,14 @@ router.get('/import/trigger/:owner/:repo', importTrigger)
const server = app const server = app
.use(express.static(path.join(__dirname, '..', 'client', 'dist'))) // TODO: add a dist folder from inside the game .use(express.static(path.join(__dirname, '..', 'client', 'dist'))) // TODO: add a dist folder from inside the game
.use('/i18n/g/:owner/:repo/:lang/*', (req, res, next) => {
const owner = req.params.owner;
const repo = req.params.repo
const lang = req.params.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) => { .use('/data/g/:owner/:repo/*', (req, res, next) => {
const owner = req.params.owner; const owner = req.params.owner;
const repo = req.params.repo const repo = req.params.repo
+61 -19
View File
@@ -3,10 +3,14 @@ import GameServer.Inventory
import GameServer.Options import GameServer.Options
import GameServer.SaveData import GameServer.SaveData
import GameServer.Hints import GameServer.Hints
import GameServer.Tactic.LetIntros
import GameServer.RpcHandlers -- only needed to collect the translations of "level completed" msgs
import I18n import I18n
open Lean Meta Elab Command open Lean Meta Elab Command
open GameServer
set_option autoImplicit false set_option autoImplicit false
/-! # Game metadata -/ /-! # Game metadata -/
@@ -39,7 +43,7 @@ elab "Title" t:str : command => do
| .Level => modifyCurLevel fun level => pure {level with title := title} | .Level => modifyCurLevel fun level => pure {level with title := title}
| .World => modifyCurWorld fun world => pure {world with title := title} | .World => modifyCurWorld fun world => pure {world with title := title}
| .Game => modifyCurGame fun game => pure {game with | .Game => modifyCurGame fun game => pure {game with
title := t.getString title := title
tile := {game.tile with title := title}} tile := {game.tile with title := title}}
/-- Define the introduction of the current game/world/level. -/ /-- Define the introduction of the current game/world/level. -/
@@ -107,8 +111,9 @@ elab "CaptionLong" t:str : command => do
modifyCurGame fun game => pure {game with modifyCurGame fun game => pure {game with
tile := {game.tile with long := caption}} tile := {game.tile with long := caption}}
/-- A list of Languages the game is translated to. For example `Languages "German" "English"`. /-- A list of Languages the game is translated to. For example `Languages "de" "en"`.
NOTE: For the time being, only a single language is supported.
The keys are ISO language codes.
-/ -/
elab "Languages" t:str* : command => do elab "Languages" t:str* : command => do
modifyCurGame fun game => pure {game with modifyCurGame fun game => pure {game with
@@ -340,11 +345,36 @@ elab "LemmaTab" category:str : command => do
/-! # Exercise Statement -/ /-! # 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. -/ /-- Define the statement of the current level. -/
elab doc:docComment ? attrs:Parser.Term.attributes ? 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 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 ← parseDocComment doc
let docContent ← match docContent with let docContent ← match docContent with
| none => pure none | none => pure none
@@ -364,36 +394,40 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
collectUsedInventory proof collectUsedInventory proof
| _ => throwError "expected `:=`" | _ => 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. -- Add theorem to context.
match statementName with match statementName with
| some name => | some name =>
let env ← getEnv let env ← getEnv
let fullName := (← getCurrNamespace) ++ name.getId let fullName := (← getCurrNamespace) ++ name.getId
if env.contains fullName then 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` -- TODO: Check if `origType` agrees with `sig` and output `logInfo` instead of `logWarning`
-- in that case. -- in that case.
logWarningAt name (m!"Environment already contains {fullName}! Only the existing " ++ logWarningAt name (m!"Environment already contains {fullName}! Only the existing " ++
m!"statement will be available in later levels:\n\n{origType}") 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 elabCommand thmStatement
-- Check that statement has a docs entry. -- Check that statement has a docs entry.
checkInventoryDoc .Lemma name (name := fullName) (template := docContent) checkInventoryDoc .Lemma name (name := fullName) (template := docContent)
else 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 elabCommand thmStatement
-- Check that statement has a docs entry. -- Check that statement has a docs entry.
checkInventoryDoc .Lemma name (name := fullName) (template := docContent) checkInventoryDoc .Lemma name (name := fullName) (template := docContent)
| none => | 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 elabCommand thmStatement
let msgs := (← get).messages let msgs := (← get).messages
let mut hints := #[] let mut hints := #[]
let mut nonHintMsgs := #[] let mut nonHintMsgs := #[]
for msg in msgs.msgs do for msg in msgs.msgs do
@@ -465,6 +499,7 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
modifyCurLevel fun level => pure { level with modifyCurLevel fun level => pure { level with
module := env.header.mainModule module := env.header.mainModule
goal := sig, goal := sig,
preamble := preambleSeq
scope := scope, scope := scope,
descrText := docContent descrText := docContent
statementName := match statementName with statementName := match statementName with
@@ -474,7 +509,8 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
hints := hints hints := hints
tactics := {level.tactics with used := usedInventory.tactics.toArray} tactics := {level.tactics with used := usedInventory.tactics.toArray}
definitions := {level.definitions with used := usedInventory.definitions.toArray} definitions := {level.definitions with used := usedInventory.definitions.toArray}
lemmas := {level.lemmas with used := usedInventory.lemmas.toArray} } lemmas := {level.lemmas with used := usedInventory.lemmas.toArray}
}
/-! # Hints -/ /-! # Hints -/
@@ -541,7 +577,8 @@ elab (name := GameServer.Tactic.Branch) "Branch" t:tacticSeq : tactic => do
-- Show an info whether the branch proofs all remaining goals. -- Show an info whether the branch proofs all remaining goals.
let gs ← Tactic.getUnsolvedGoals let gs ← Tactic.getUnsolvedGoals
if gs.isEmpty then if gs.isEmpty then
trace[debug] "This branch finishes the proof." -- trace[debug] "This branch finishes the proof."
pure ()
else else
trace[debug] "This branch leaves open goals." trace[debug] "This branch leaves open goals."
@@ -705,7 +742,8 @@ elab "MakeGame" : command => do
| 0 => pure () | 0 => pure ()
| 1 => pure () -- level ids start with 1, so we need to skip 1, too | 1 => pure () -- level ids start with 1, so we need to skip 1, too
| i₀ + 1 => | 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 () | .anonymous => pure ()
| .num _ _ => panic "Did not expect to get a numerical statement name!" | .num _ _ => panic "Did not expect to get a numerical statement name!"
| .str pre s => | .str pre s =>
@@ -716,7 +754,9 @@ elab "MakeGame" : command => do
-- if the last level was named, we need to add it as a new lemma -- if the last level was named, we need to add it as a new lemma
let i₀ := world.levels.size 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 () | .anonymous => pure ()
| .num _ _ => panic "Did not expect to get a numerical statement name!" | .num _ _ => panic "Did not expect to get a numerical statement name!"
| .str pre s => | .str pre s =>
@@ -838,7 +878,8 @@ elab "MakeGame" : command => do
| 1 => pure () -- level ids start with 1, so we need to skip 1, too. | 1 => pure () -- level ids start with 1, so we need to skip 1, too.
| i₀ + 1 => | i₀ + 1 =>
-- add named statement from previous level to the available lemmas. -- 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 () | .anonymous => pure ()
| .num _ _ => panic "Did not expect to get a numerical statement name!" | .num _ _ => panic "Did not expect to get a numerical statement name!"
| .str pre s => | .str pre s =>
@@ -852,7 +893,8 @@ elab "MakeGame" : command => do
match i₀ with match i₀ with
| 0 => logWarning m!"World `{worldId}` contains no levels." | 0 => logWarning m!"World `{worldId}` contains no levels."
| i₀ => | 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 () | .anonymous => pure ()
| .num _ _ => panic "Did not expect to get a numerical statement name!" | .num _ _ => panic "Did not expect to get a numerical statement name!"
| .str pre s => | .str pre s =>
+3 -1
View File
@@ -30,7 +30,7 @@ The inventory contains documentation that the user can access.
There are three inventory types: Lemma, Tactic, Definition. They vary about in the information There are three inventory types: Lemma, Tactic, Definition. They vary about in the information
they carry. 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 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 `Statement` check if there is a key registered in this extension and might add a default or
print a warning if not. print a warning if not.
@@ -265,6 +265,8 @@ structure GameLevel where
template: Option String := none template: Option String := none
/-- The image for this level. -/ /-- The image for this level. -/
image : String := default 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 deriving Inhabited, Repr
/-- Json-encodable version of `GameLevel` /-- Json-encodable version of `GameLevel`
+9 -2
View File
@@ -4,6 +4,7 @@ import GameServer.Game
import GameServer.ImportModules import GameServer.ImportModules
import GameServer.SaveData import GameServer.SaveData
import GameServer.EnvExtensions import GameServer.EnvExtensions
import GameServer.Tactic.LetIntros
namespace MyModule namespace MyModule
@@ -258,8 +259,11 @@ def compileProof (inputCtx : Parser.InputContext) (snap : Snapshot) (hasWidgets
let tacticStx := (#[skip] ++ tacticStx.getArgs ++ #[done]).map (⟨.⟩) let tacticStx := (#[skip] ++ tacticStx.getArgs ++ #[done]).map (⟨.⟩)
let tacticStx := ← `(Lean.Parser.Tactic.tacticSeq| $[$(tacticStx)]*) 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| 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) Elab.Command.elabCommandTopLevel cmdStx)
cmdCtx cmdStateRef cmdCtx cmdStateRef
let postNew := (← tacticCacheNew.get).post let postNew := (← tacticCacheNew.get).post
@@ -327,6 +331,9 @@ structure GameParams where
diagnostics : GameDiagnostics diagnostics : GameDiagnostics
deriving ToJson, FromJson deriving ToJson, FromJson
-- `snap` and `initParams` are unused
set_option linter.unusedVariables false in
/-- WIP: publish diagnostics, all intermediate goals and if the game is completed. -/ /-- WIP: publish diagnostics, all intermediate goals and if the game is completed. -/
def publishProofState (m : DocumentMeta) (snap : Snapshot) (initParams : Lsp.InitializeParams) (hOut : FS.Stream) : def publishProofState (m : DocumentMeta) (snap : Snapshot) (initParams : Lsp.InitializeParams) (hOut : FS.Stream) :
IO Unit := do IO Unit := do
@@ -424,7 +431,7 @@ private def nextCmdSnap (ctx : WorkerContext) (m : DocumentMeta) (cancelTk : Can
set { s with snaps := s.snaps.push snap } set { s with snaps := s.snaps.push snap }
cancelTk.check cancelTk.check
publishProofState m snap initParams ctx.hOut -- publishProofState m snap initParams ctx.hOut
publishDiagnostics m snap.diagnostics.toArray ctx.hOut publishDiagnostics m snap.diagnostics.toArray ctx.hOut
publishIleanInfoUpdate m ctx.hOut #[snap] publishIleanInfoUpdate m ctx.hOut #[snap]
return some snap return some snap
+3 -20
View File
@@ -1,4 +1,5 @@
import Lean import Lean
import GameServer.Helpers.PrettyPrinter
/-! This document contains various things which cluttered `Commands.lean`. -/ /-! This document contains various things which cluttered `Commands.lean`. -/
@@ -6,6 +7,8 @@ open Lean Meta Elab Command
/-! ## Doc Comment Parsing -/ /-! ## Doc Comment Parsing -/
namespace GameServer
/-- Read a doc comment and get its content. Return `""` if no doc comment available. -/ /-- Read a doc comment and get its content. Return `""` if no doc comment available. -/
def parseDocComment! (doc: Option (TSyntax `Lean.Parser.Command.docComment)) : def parseDocComment! (doc: Option (TSyntax `Lean.Parser.Command.docComment)) :
CommandElabM String := do CommandElabM String := do
@@ -59,26 +62,6 @@ def parseDocCommentLegacy (doc: Option (TSyntax `Lean.Parser.Command.docComment)
and remove the string following it!" and remove the string following it!"
pure <| ← parseDocComment! doc 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. -/ /-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")" syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")"
-- TODO -- TODO
@@ -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.
+25 -19
View File
@@ -1,7 +1,7 @@
import GameServer.EnvExtensions import GameServer.EnvExtensions
import GameServer.InteractiveGoal import GameServer.InteractiveGoal
import Std.Data.Array.Init.Basic
import GameServer.Hints import GameServer.Hints
import I18n
open Lean open Lean
open Server open Server
@@ -155,6 +155,12 @@ def findHints (goal : MVarId) (m : DocumentMeta) (initParams : Lsp.InitializePar
return none return none
return hints return hints
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 -- TODO: no need to have `RequestM`, just anything where `mut` works
/-- Add custom diagnostics about whether the level is completed. -/ /-- Add custom diagnostics about whether the level is completed. -/
def completionDiagnostics (goalCount : Nat) (prevGoalCount : Nat) (completed : Bool) def completionDiagnostics (goalCount : Nat) (prevGoalCount : Nat) (completed : Bool)
@@ -165,7 +171,11 @@ def completionDiagnostics (goalCount : Nat) (prevGoalCount : Nat) (completed : B
if goalCount == 0 then if goalCount == 0 then
if completed then if completed then
out := out.push { out := out.push {
message := .text "level completed! 🎉" -- 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 := { range := {
start := pos start := pos
«end» := pos «end» := pos
@@ -173,7 +183,7 @@ def completionDiagnostics (goalCount : Nat) (prevGoalCount : Nat) (completed : B
severity? := Lsp.DiagnosticSeverity.information } severity? := Lsp.DiagnosticSeverity.information }
else if completedWithWarnings then else if completedWithWarnings then
out := out.push { out := out.push {
message := .text "level completed with warnings… 🎭" message := .text t!"level completed with warnings… 🎭"
range := { range := {
start := pos start := pos
«end» := pos «end» := pos
@@ -182,21 +192,20 @@ def completionDiagnostics (goalCount : Nat) (prevGoalCount : Nat) (completed : B
else else
pure () pure ()
else if goalCount < prevGoalCount then else if goalCount < prevGoalCount then
out := out.push { -- If there is any errors, goals might vanish without being 'solved'
message := .text "intermediate goal solved! 🎉" -- so showing the message "intermediate goal solved" would be confusing.
range := { if (¬ (filterUnsolvedGoal startDiags).any (·.severity? == some .error)) then
start := pos out := out.push {
«end» := pos message := .text t!"intermediate goal solved! 🎉"
} range := {
severity? := Lsp.DiagnosticSeverity.information start := pos
} «end» := pos
}
severity? := Lsp.DiagnosticSeverity.information
}
return out return out
def filterUnsolvedGoal (a : Array InteractiveDiagnostic) :
Array InteractiveDiagnostic :=
a.filter (fun d => match d.message with
| .append ⟨(.text x) :: _⟩ => x != "unsolved goals"
| _ => true)
/-- Request that returns the goals at the end of each line of the tactic proof /-- 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. plus the diagnostics (i.e. warnings/errors) for the proof.
@@ -206,9 +215,6 @@ def getProofState (_ : Lsp.PlainGoalParams) : RequestM (RequestTask (Option Proo
let rc ← readThe RequestContext let rc ← readThe RequestContext
let text := doc.meta.text let text := doc.meta.text
-- BUG: trimming here is a problem, since the snap might already be evaluated before
-- the trimming and then the positions don't match anymore :((
withWaitFindSnap withWaitFindSnap
doc doc
-- TODO (Alex): I couldn't find a good condition to find the correct snap. So we are looking -- TODO (Alex): I couldn't find a good condition to find the correct snap. So we are looking
+2 -2
View File
@@ -59,8 +59,8 @@ def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name))
IO.FS.writeFile (path / inventoryFileName) (toString (toJson inventory)) IO.FS.writeFile (path / inventoryFileName) (toString (toJson inventory))
-- write PO file for translation -- write file for translation
I18n.createPOTemplate I18n.createTemplate
open GameData open GameData
+67
View File
@@ -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 preceeding 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
+22 -4
View File
@@ -4,19 +4,37 @@
[{"url": "https://github.com/leanprover/std4.git", [{"url": "https://github.com/leanprover/std4.git",
"type": "git", "type": "git",
"subDir": null, "subDir": null,
"rev": "a7543d1a6934d52086971f510e482d743fe30cf3", "rev": "32983874c1b897d78f20d620fe92fc8fd3f06c3a",
"name": "std", "name": "std",
"manifestFile": "lake-manifest.json", "manifestFile": "lake-manifest.json",
"inputRev": "v4.6.0", "inputRev": "v4.7.0",
"inherited": false, "inherited": false,
"configFile": "lakefile.lean"}, "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", {"url": "https://github.com/hhu-adam/lean-i18n.git",
"type": "git", "type": "git",
"subDir": null, "subDir": null,
"rev": "c5b84feffb28dbd5b1ac74b3bf63271296fabfa5", "rev": "7550f08140c59c9a604bbcc23ab7830c103a3e39",
"name": "i18n", "name": "i18n",
"manifestFile": "lake-manifest.json", "manifestFile": "lake-manifest.json",
"inputRev": "v4.6.0", "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, "inherited": false,
"configFile": "lakefile.lean"}], "configFile": "lakefile.lean"}],
"name": "GameServer", "name": "GameServer",
+3
View File
@@ -9,6 +9,9 @@ def leanVersion : String := s!"v{Lean.versionString}"
require std from git "https://github.com/leanprover/std4.git" @ leanVersion 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 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 lean_lib GameServer
@[default_target] @[default_target]
+1 -1
View File
@@ -1 +1 @@
leanprover/lean4:v4.6.0 leanprover/lean4:v4.7.0
+17
View File
@@ -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
+7 -4
View File
@@ -73,10 +73,13 @@ theorem xy (n : Nat) : n + 0 = n := by
/-- Doc comment -/ /-- Doc comment -/
@[simp] @[simp]
Statement My.add_comm (n m : Nat) : n + m = m + n := by Statement My.add_assoc (n m x : Nat) : (m + n) + x = m + (n + x) := by
rw [Nat.add_comm] 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 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]
+2 -1
View File
@@ -12,7 +12,8 @@
"experimentalDecorators": true, "experimentalDecorators": true,
"allowSyntheticDefaultImports": true, "allowSyntheticDefaultImports": true,
"lib": [ "lib": [
"ES2021.String" "ES2021.String",
"DOM"
] ]
}, },
"exclude": ["server", "relay"] "exclude": ["server", "relay"]
+3
View File
@@ -44,6 +44,9 @@ export default defineConfig({
'/data': { '/data': {
target: 'http://localhost:8080', target: 'http://localhost:8080',
}, },
'/i18n': {
target: 'http://localhost:8080',
},
} }
}, },
resolve: { resolve: {