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250 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
Jon Eugster 68f84a3426 fix replacement for 2+ variables 2024-02-29 16:53:35 +01:00
Jon Eugster 217f86ce5e fix allowed keywords that are not tactics 2024-02-29 15:12:33 +01:00
Jon Eugster dd60093dfc bump i18n again 2024-02-29 12:03:48 +01:00
Jon Eugster 85347a54d9 bump i18n 2024-02-29 11:40:30 +01:00
Jon Eugster 3b4afd6e0e update i18n dependency 2024-02-29 11:24:40 +01:00
Jon Eugster 2c12872a6e npm audit 2024-02-29 11:02:45 +01:00
Jon Eugster ad819bf7ff npm package 2024-02-29 11:01:59 +01:00
Jon Eugster c0f366abba Merge branch 'dev' 2024-02-29 11:00:07 +01:00
Jon Eugster f72ebdf050 bump to v4.6.0 2024-02-29 10:54:37 +01:00
Jon Eugster af8463ca5d fixes for v4.6.0-rc1 2024-02-29 10:34:24 +01:00
Jon Eugster d0a444205a bump to v4.6.0-rc1 2024-02-29 10:34:24 +01:00
Jon Eugster 1796c76a84 remove debugging css 2024-02-29 01:27:26 +01:00
Jon Eugster a75a4a81ac add i18n dependency (#179) 2024-02-29 01:08:51 +01:00
Jon Eugster 45d84103c1 bump npm packages 2024-02-29 01:03:25 +01:00
Jon Eugster 92e9ed38b2 add manual trigger to github action 2024-02-29 01:02:28 +01:00
Jon Eugster d689c7ec86 update npm deps 2024-02-23 18:58:15 +01:00
Jon Eugster 16c979a6c2 bump npm dependencies 2024-02-23 18:58:06 +01:00
Jon Eugster 2b85386373 move Hint tactic back 2024-02-16 18:20:36 +01:00
Jon Eugster 8008b68fd6 cleanup code surrounding hints 2024-02-16 18:09:01 +01:00
Jon Eugster 2649f985fa plug-in variables in hints client-side 2024-02-16 16:50:10 +01:00
Jon Eugster 698a88c545 Update troubleshoot.md 2024-02-16 10:57:02 +01:00
Jon Eugster 3775ad98c8 level completed message in editor 2024-02-14 18:36:19 +01:00
Jon Eugster 780514e45a fix: allow theorems from inventory #191 2024-02-14 18:22:01 +01:00
Jon Eugster 19f2ceface fix indent 2024-02-14 16:45:32 +01:00
Jon Eugster 800d1f3308 drop importGraph dependency in server 2024-02-14 15:03:12 +01:00
Jon Eugster c0acde14e2 hints and diags in editor 2024-02-14 15:02:14 +01:00
Jon Eugster 976d1c6901 fix: goal in editor didnt show 2024-02-14 14:53:10 +01:00
Jon Eugster 5bb6c559bc update npm deps 2024-02-07 13:03:48 +01:00
Jon Eugster 11ee6c1535 bump npm dependencies 2024-02-07 12:54:10 +01:00
Jon Eugster 3998fb2fc9 Merge branch 'main' into dev 2024-02-07 12:51:39 +01:00
Jon Eugster 538f74004c allow for empty lines in editor 2024-02-07 12:50:39 +01:00
Jon Eugster 6aebb8993f update proof from editor 2024-02-07 12:50:39 +01:00
Jon Eugster 6472ef5b31 First big junk of communication refactor 2024-02-07 12:50:39 +01:00
Jon Eugster 72ffab5b46 cleanup InteractiveGoal 2024-02-07 12:50:39 +01:00
Jon Eugster 3b660c5185 Merge branch 'dev'. Bump to v4.5.0 2024-02-02 12:44:32 +01:00
Jon Eugster ebb8c98145 bump to v4.5.0 2024-02-02 12:43:58 +01:00
Jon Eugster 4abf05b77e Merge branch 'dev' into v4.5.0-bump 2024-02-02 12:11:55 +01:00
Jon Eugster df423aaace Merge pull request #181 from Wzixiao/auto-mobile-layout
Modify logic for preferences
2024-01-26 12:06:29 +01:00
Jon Eugster a67dcb306f fix indent 2024-01-26 11:55:00 +01:00
Jon Eugster 37582e04d4 fix errors for disabled tactics #188 2024-01-26 11:54:36 +01:00
ran 9d4a6df139 Remove MobileContext and use PreferencesContext instead 2024-01-23 22:59:43 +08:00
Jon Eugster 26202e5f36 fix typo 2024-01-22 14:09:54 +01:00
Jon Eugster ed017fa605 documentation & cleanup in FileWorker 2024-01-22 14:06:52 +01:00
Jon Eugster 36bc52c960 add logic game to landing page 2024-01-22 13:31:43 +01:00
Jon Eugster e085f2f106 Merge pull request #186 from Geoc2022/main
Cleaned up Documentation
2024-01-22 13:26:30 +01:00
Jon Eugster e975c455fe Update doc/DOCUMENTATION.md 2024-01-22 12:44:12 +01:00
geo c006be5a9f Fix minor typos 2024-01-20 16:15:15 -05:00
geo 49379a0930 Fix link references 2024-01-20 16:02:46 -05:00
geo 03076b0161 Add example npm start message 2024-01-19 10:52:26 -05:00
geo bfb60ffedd Updated "Doc entries" 2024-01-19 10:41:20 -05:00
Jon Eugster ca576542ba whitelist generalizing and says. #173 2024-01-19 10:53:43 +01:00
Jon Eugster fd5e507541 lint: fix line widths 2024-01-19 10:50:48 +01:00
Jon Eugster c103eeacfa fix: case insensitive url in local store #183 2024-01-18 14:57:50 +01:00
Jon Eugster e277a48749 add changelog file 2024-01-18 14:19:32 +01:00
Jon Eugster 16ff701518 Update troubleshoot.md 2024-01-18 13:51:33 +01:00
Jon Eugster 20ca385e14 Update README.md 2024-01-18 13:48:43 +01:00
Jon Eugster 5a38543e3b Merge pull request #185 from leanprover-community/joneugster-patch-1
Update docs
2024-01-18 13:48:08 +01:00
Jon Eugster a4a6f2e725 Merge pull request #184 from leanprover-community/joneugster-patch-1-1
Create troubleshoot.md
2024-01-18 13:47:48 +01:00
Jon Eugster cc89e78e4c Create troubleshoot.md 2024-01-18 13:47:16 +01:00
Jon Eugster c533a635c2 Update docs 2024-01-18 13:47:08 +01:00
ran ab98eaa3ba Change the selected button to a slider 2024-01-16 11:21:46 +08:00
Jon Eugster 7114a8c4cb fix: remove tmp files after import 2024-01-15 12:15:12 +01:00
Jon Eugster b7eb15184d Merge pull request #182 from lnay/patch-1
Minor: correct error in markdown
2024-01-15 11:24:46 +01:00
Luke Naylor 892c70165a Minor: correct error in markdown 2024-01-12 21:07:19 +00:00
ran 8929813e48 Added a missing space regarding code style in store.ts 2024-01-12 23:48:47 +08:00
ran 5d88cd6739 Remove logically duplicated code 2024-01-12 23:47:04 +08:00
ran d16956da9b Modify the props definition of the preference popup component 2024-01-12 23:43:21 +08:00
ran e15e5af126 Add todo about setMobile 2024-01-12 23:31:22 +08:00
ran 8c93b3c5b3 Modify logic for all preferences 2024-01-12 23:29:03 +08:00
Jon Eugster cd1d212a3c npm audit 2024-01-10 15:40:57 +01:00
Jon Eugster 406c2799b1 bump to v4.5.0-rc1 2023-12-25 12:07:56 +01:00
Jon Eugster e579071a3b Merge branch 'v4.4.0' 2023-12-25 12:01:49 +01:00
Jon Eugster 8cdac88b5a bump to v4.4.0 2023-12-22 13:28:49 +01:00
Jon Eugster 7882958f54 Update update_game.md 2023-12-18 16:20:26 +01:00
Alexander Bentkamp c9f97b3285 remove watchdog 2023-12-15 22:17:09 +01:00
Jon Eugster 614b762b6c rename LemmaDoc into TheoremDoc and so on 2023-12-15 16:05:49 +01:00
Jon Eugster c4f4dbdc6b update doc #171 2023-12-15 00:04:54 +01:00
Jon Eugster 5a78118bb6 improve display of buttons on mobile 2023-12-14 23:04:18 +01:00
Jon Eugster a6775d5495 move 'show more help'-button on mobile #143 2023-12-14 22:13:44 +01:00
Jon Eugster 03a370464b fix altTitle for backwards compatibility 2023-12-14 22:06:53 +01:00
Jon Eugster eaa214ec37 improve world tree on mobile #101 2023-12-14 21:59:47 +01:00
Jon Eugster d7f1f70d41 Merge pull request #168 from Wzixiao/mobile-option
Mobile option (template)
2023-12-14 21:53:08 +01:00
Jon Eugster 2d0f69d337 fix: prevent multiple NewTactic per level #125 2023-12-14 21:44:36 +01:00
Jon Eugster 1ab50710f5 fix: update rules slider on erasing progress #157 2023-12-14 21:24:08 +01:00
Jon Eugster e76e287763 fix: persistent lemma tab #144 2023-12-14 21:14:42 +01:00
Jon Eugster 5fd49abb90 improve hover text for inventory items #144 2023-12-14 21:05:37 +01:00
Jon Eugster 4b7d540a80 update fortawesome packages to matching versions 2023-12-14 20:49:38 +01:00
Jon Eugster aec196deff add button to copy inventory item name to clipboard #144 2023-12-14 20:26:31 +01:00
Jon Eugster ae636a03ed fix: hide hidden inventory items in overview #169 2023-12-14 19:01:11 +01:00
Jon Eugster deec431620 Merge branch 'dev' into mobile-option 2023-12-13 15:20:24 +01:00
ran 9f692ccf61 Add basic preference framework and mobile options and Add missing files 2023-12-13 00:37:50 +08:00
ran 47d7f606c6 Add basic preference framework and mobile options 2023-12-13 00:34:38 +08:00
Jon Eugster 5aa0764844 add comment 2023-12-12 14:42:02 +01:00
Jon Eugster 93c55dc9f7 Merge pull request #167 from Wzixiao/home-button-margin
Adjust the margin of the home button.
2023-12-12 13:43:21 +01:00
Jon Eugster aab7441323 Merge pull request #166 from Wzixiao/app-bar-align-center
Adjust the top navigation bar to center both the Home button and some divs on the right.
2023-12-12 13:42:00 +01:00
ran 2ba36b91d5 Adjust the margin of the home button 2023-12-12 19:51:20 +08:00
ran a2726ae287 Adjust the top navigation bar so that it is centered above and below 2023-12-12 19:29:21 +08:00
ran 7515561883 Add a button to toggle mobile 2023-12-12 19:17:55 +08:00
joneugster 8c39fb6664 cleanup; including using doc comment syntax for documentation like TacticDoc 2023-12-11 19:38:58 +01:00
Jon Eugster 5f52e23f29 Update hints.md 2023-12-11 16:04:37 +01:00
Jon Eugster b067dea6e7 Update README.md 2023-12-09 23:38:18 +01:00
Jon Eugster 4edf67f0d6 Update README.md 2023-12-09 23:37:59 +01:00
Jon Eugster 004f81835f write more docs 2023-12-09 23:34:39 +01:00
Jon Eugster 527f58e3a4 separate lean server from socket server 2023-12-09 22:42:40 +01:00
Jon Eugster b239a5d3dc Merge branch 'main' into dev 2023-12-09 22:09:58 +01:00
Jon Eugster 63cf5e8b72 update docs 2023-12-09 22:09:05 +01:00
Jon Eugster 25f166f57f do not filter hidden hints #142 2023-12-09 22:06:12 +01:00
Jon Eugster c89e2e4020 remove consequtive identical hints #142 2023-12-09 13:27:03 +01:00
Jon Eugster f6738faf46 golf 2023-12-09 11:14:55 +01:00
Jon Eugster cb7224934c fix cwd for gameserver 2023-12-08 21:06:31 +01:00
Jon Eugster 13d54ff0ff fix gameserver path 2023-12-08 20:38:35 +01:00
Jon Eugster 72e4011c62 update vite 2023-12-08 18:35:29 +01:00
Jon Eugster 4f5256fa88 fix bubblewrap script 2023-12-08 18:32:45 +01:00
Jon Eugster c2b9175fe5 use the gameserver of each game individually 2023-12-08 18:14:35 +01:00
Jon Eugster a1a6862b5a add tmp option to test images 2023-12-08 10:18:00 +01:00
Jon Eugster 0a057913be update landing page 2023-12-08 03:16:26 +01:00
Jon Eugster bedb2ad5ec Update README.md 2023-12-08 02:22:10 +01:00
Jon Eugster e02e73c1c0 Update DOCUMENTATION.md 2023-12-08 02:17:30 +01:00
Jon Eugster c82a88867f Update create_game.md 2023-12-08 02:12:09 +01:00
Jon Eugster 8b43aed596 Update publish_game.md 2023-12-08 01:57:47 +01:00
Jon Eugster 8c84d3fae7 Merge branch 'dev' 2023-12-08 01:54:02 +01:00
Jon Eugster d5697d052e images folder might not exist 2023-12-08 00:58:17 +01:00
Jon Eugster 0e652256f8 Revert "update lean4web dependency"
This reverts commit 6bced7575b.
2023-12-08 00:51:28 +01:00
Jon Eugster 9492c1011a Revert "use pre-cleanup commit of lean4web"
This reverts commit 3f8b180b04.
2023-12-08 00:51:17 +01:00
Jon Eugster 54bab2a016 add support for images 2023-12-08 00:39:45 +01:00
Alexander Bentkamp 3f8b180b04 use pre-cleanup commit of lean4web 2023-12-07 21:38:51 +01:00
Jon Eugster 23b1074aa2 cleanup tmp files after import 2023-12-07 18:09:12 +01:00
Jon Eugster 0964a06f2f Merge pull request #159 from Wzixiao/cache-typewriter-mode
Add the function of caching typewriterMode
2023-12-07 16:00:19 +01:00
ran b17c8fc4cb remove \n in progress.ts 211 line 2023-12-07 21:45:47 +08:00
ran 0c4ae92856 Optimize the typewriterMode code logic about the game 2023-12-07 21:43:50 +08:00
ran 088711b5d1 Use 'progress' to construct the processing flow of typewriterMode 2023-12-07 21:38:15 +08:00
Jon Eugster 4c93b3a091 Update running_locally.md 2023-12-07 14:10:03 +01:00
ran aa00e359c4 Add the function of caching typewriterMode 2023-12-07 15:06:58 +08:00
joneugster f6a2632d80 fix error message on importing non-existing game tile 2023-12-07 02:29:56 +01:00
joneugster f2190d648f fix manual dependencies being added twice to svg 2023-12-07 02:28:57 +01:00
joneugster d7fd8709cb fix inventory sorting #158 2023-12-07 02:27:24 +01:00
joneugster 7a03c4fe0d move landing page tiles to the games 2023-12-06 18:21:37 +01:00
Jon Eugster 333c9498f1 Update update_game.md 2023-12-01 14:50:27 +01:00
joneugster 121b36b542 bump to v4.3.0 2023-12-01 12:19:58 +01:00
Alexander Bentkamp 6bced7575b update lean4web dependency 2023-12-01 11:32:17 +01:00
Alexander Bentkamp d18b48db2f make json files directly accessible 2023-11-30 20:55:03 +01:00
Alexander Bentkamp 97dc648452 use goal lctx for hints
Closes  #135
2023-11-30 20:38:25 +01:00
joneugster 472e2c66df remove old-nng tile 2023-11-30 20:29:47 +01:00
Jon Eugster 622e9d3897 Update update_game.md 2023-11-30 19:32:38 +01:00
joneugster 7f91ae7da8 Merge branch 'dev' 2023-11-30 19:29:18 +01:00
joneugster 28a7c65db2 update doc, including #148 2023-11-30 19:26:42 +01:00
joneugster 56525c6234 update doc 2023-11-30 17:39:29 +01:00
joneugster 44f7b6703e Revert "fix variables in hints"
This reverts commit 8851cd8b1f.
2023-11-30 12:16:06 +01:00
joneugster 8851cd8b1f fix variables in hints 2023-11-30 11:18:56 +01:00
Alexander Bentkamp bae360874c json api 2023-11-30 10:51:03 +01:00
joneugster 07b6525c58 fix local setup 2023-11-30 09:20:16 +01:00
joneugster 8e8026aa38 more fixing 2023-11-29 15:17:16 +01:00
joneugster a3a421f504 fix bubblewrap script 2023-11-29 15:14:00 +01:00
joneugster 084e25c0dc wip on imports 2023-11-29 14:43:33 +01:00
Alexander Bentkamp 6580afb622 fix names in hints
Fixes #135
2023-11-28 20:51:44 +01:00
joneugster 0c0a7ab400 bubblewrap test 2023-11-28 16:32:19 +01:00
joneugster dfb2f10219 correct std version 2023-11-28 16:27:20 +01:00
Alexander Bentkamp a57a5af111 also display loading of constants 2023-11-28 14:53:05 +01:00
joneugster 946a7fa673 update gitignore 2023-11-28 14:26:41 +01:00
Alexander Bentkamp 244c373192 model.dispose() 2023-11-28 14:05:15 +01:00
Alexander Bentkamp 374afa318a fix gameserver path 2023-11-28 13:55:24 +01:00
joneugster d0636b1d85 update workflow 2023-11-28 13:45:13 +01:00
joneugster 2e121363b3 update workflow 2023-11-28 13:45:13 +01:00
Alexander Bentkamp 590d68ccfb gitignore .lake 2023-11-28 11:43:55 +01:00
Alexander Bentkamp f6727e5c9f loading progress 2023-11-28 11:43:32 +01:00
joneugster 241ef4b67a bump to v4.3.0-rc2 2023-11-28 11:29:40 +01:00
joneugster ea4250f38d modify message of import script 2023-11-28 11:26:07 +01:00
joneugster 1d2420331d make URL case insensitive 2023-11-28 11:05:50 +01:00
joneugster 2213862998 disable bad try catch 2023-11-27 22:48:46 +01:00
joneugster 81073b24b8 fix bubblewrap script 2023-11-27 22:42:31 +01:00
joneugster 33068f1183 improve error message 2023-11-27 22:10:15 +01:00
joneugster 8ab37d4344 disable queue 2023-11-27 22:06:16 +01:00
joneugster 9d9902cce1 edit pm2 config 2023-11-27 21:29:22 +01:00
joneugster f53316c591 fix paths 2023-11-27 20:57:18 +01:00
joneugster 427ce43e95 fix import mechanism 2023-11-27 17:22:02 +01:00
joneugster 15d79244d4 update workflow 2023-11-27 16:50:45 +01:00
joneugster f13027f75c update workflow 2023-11-27 16:47:35 +01:00
joneugster 5fcdee4f71 import seems to be working 2023-11-27 16:40:38 +01:00
joneugster 7ad23dab24 work on importing 2023-11-22 15:54:45 +01:00
joneugster 89e19cc019 update lean4web and npm packages 2023-11-22 13:14:18 +01:00
joneugster 4db5260ed8 shrink nng image 2023-11-20 12:31:37 +01:00
joneugster d19046aebd fix dist path 2023-11-20 12:27:23 +01:00
joneugster 6e0fcb1d50 fixes for vite 2023-11-20 11:19:25 +01:00
joneugster 04c70ba522 fix for STG on landing page 2023-11-18 12:12:19 +01:00
joneugster 1b3993ad3e fix 2023-11-17 22:45:02 +01:00
joneugster 45a95bbdc4 update landing page 2023-11-17 22:27:29 +01:00
joneugster 7c9f3d7a0a remove token 2023-11-17 16:43:42 +01:00
joneugster 823000d5d4 partial implementation of loading mechanism 2023-11-17 13:10:07 +01:00
joneugster c706b66af1 update doc to use -K option for local setup 2023-11-14 21:52:23 +01:00
Jon Eugster 933394bb6f Update running_locally.md 2023-11-10 11:16:25 +01:00
Jon Eugster e09c016c4c Update update_game.md 2023-11-10 11:15:53 +01:00
96 changed files with 7777 additions and 5510 deletions
-1
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@@ -1 +0,0 @@
LEAN4GAME_SINGLE_GAME=false
+14 -2
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@@ -1,11 +1,23 @@
name: Build name: Build
run-name: Build the project run-name: Build the project
on: [push] on:
workflow_dispatch:
push:
jobs: jobs:
build: build:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@v3 - name: install elan
run: |
set -o pipefail
curl -sSfL https://github.com/leanprover/elan/releases/download/v3.0.0/elan-x86_64-unknown-linux-gnu.tar.gz | tar xz
./elan-init -y
echo "$HOME/.elan/bin" >> $GITHUB_PATH
- uses: actions/checkout@v4
- uses: actions/setup-node@v3 - uses: actions/setup-node@v3
- name: print lean and lake versions
run: |
lean --version
lake --version
- run: npm install - run: npm install
- run: npm run build - run: npm run build
+2 -3
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@@ -1,6 +1,5 @@
node_modules node_modules
client/dist client/dist
server/build games/
server/lakefile.olean server/.lake
**/lake-packages/
**/.DS_Store **/.DS_Store
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@@ -0,0 +1,7 @@
GameSkeleton
HiddenTactic
subgoals
KaTex
gameserver
lakefile
Zulip
+24 -14
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@@ -1,6 +1,6 @@
# Lean 4 Game # Lean 4 Game
This is the source code for a Lean 4 game platform hosted at [adam.math.hhu.de](https://adam.math.hhu.de). This is the source code for a Lean game platform hosted at [adam.math.hhu.de](https://adam.math.hhu.de).
## Creating a Game ## Creating a Game
@@ -8,21 +8,30 @@ Please follow the tutorial [Creating a Game](doc/create_game.md). In particular,
* Step 5: [How to Run Games Locally](doc/running_locally.md) * Step 5: [How to Run Games Locally](doc/running_locally.md)
* Step 7: [How to Update an existing Game](doc/update_game.md) * Step 7: [How to Update an existing Game](doc/update_game.md)
* Step 8: [How to Publishing a Game](doc/publish_game.md)
### Publishing a Game * [Troubleshooting](doc/troubleshoot.md)
We encourage anybody to have games hosted on our [Lean Game Server](https://adam.math.hhu.de) for anybody to play. For that you simply need to contact us with the link to your game repo. We are also happy to add work-in-progress games and games in any language.
For example, you can [contact Jon on Zulip](https://leanprover.zulipchat.com/#narrow/dm/385895-Jon-Eugster). Or [via Email](https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster).
## Documentation ## Documentation
The documentation for the game engine itself is still missing, but there is [Creating a Game](doc/create_game.md) explaining the API to create a game. The documentation is very much work in progress but the linked documentation here
should be up-to-date:
Some documentation: ### Game creation API
- [NPM Scripts](doc/npm_scripts.md) - [Creating a Game](doc/create_game.md): **the main document to consult**.
- [Old documentation](doc/DOCUMENTATION.md) - [More about Hints](doc/hints.md): describes the `Hint` and `Branch` tactic.
### Frontend API
* [How to Run Games Locally](doc/running_locally.md): play a game on your computer
* [How to Update an existing Game](doc/update_game.md): update to a new lean version
* [How to Publishing a Game](doc/publish_game.md): load your game to adam.math.hhu.de for others to play
### Backend
not fully written yet.
* [Server](doc/DOCUMENTATION.md): describes the server part (i.e. the content of `server/` und `relay/`).
## Contributing ## Contributing
@@ -34,7 +43,8 @@ Providing the use access to a Lean instance running on the server is a severe se
## Credits ## Credits
The project is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game The project has pimarily been developed by Alexander Bentkamp and Jon Eugster.
It is based on ideas from the [Lean Game Maker](https://github.com/mpedramfar/Lean-game-maker) and the [Natural Number Game
(NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/) (NNG)](https://www.ma.imperial.ac.uk/~buzzard/xena/natural_number_game/)
of Kevin Buzzard and Mohammad Pedramfar. by Kevin Buzzard and Mohammad Pedramfar, and on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
The project is based on Patrick Massot's prototype: [NNG4](https://github.com/PatrickMassot/NNG4).
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@@ -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();
}
),
};
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{
"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": ""
}
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{
"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"
}
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{
"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": ""
}
+15 -7
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@@ -8,23 +8,31 @@ import '@fontsource/roboto/700.css';
import './css/reset.css'; import './css/reset.css';
import './css/app.css'; import './css/app.css';
import { MobileContext } from './components/infoview/context'; import { PreferencesContext} from './components/infoview/context';
import { useWindowDimensions } from './window_width'; 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);
function App() { function App() {
const params = useParams() const params = useParams()
const gameId = "g/" + params.owner + "/" + params.repo const gameId = "g/" + params.owner + "/" + params.repo
const {width, height} = useWindowDimensions()
const [mobile, setMobile] = React.useState(width < 800) 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}>
<MobileContext.Provider value={{mobile, setMobile}}> <PreferencesContext.Provider value={{mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage}}>
<Outlet /> <React.Suspense>
</MobileContext.Provider> <Outlet />
</React.Suspense>
</PreferencesContext.Provider>
</GameIdContext.Provider> </GameIdContext.Provider>
</div> </div>
) )
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+110 -55
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@@ -5,30 +5,32 @@ 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 } 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, MobileContext, WorldLevelIdContext } from "./infoview/context" import { InputModeContext, PreferencesContext, WorldLevelIdContext } from "./infoview/context"
import { GameInfo, useGetGameInfoQuery } from '../state/api' import { GameInfo, useGetGameInfoQuery } from '../state/api'
import { changedOpenedIntro, selectCompleted, selectDifficulty, selectProgress } from '../state/progress' import { changedOpenedIntro, selectCompleted, selectDifficulty, selectProgress } from '../state/progress'
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>
@@ -150,65 +204,59 @@ function InventoryButton({pageNumber, setPageNumber}) {
} }
/** the navigation bar on the welcome page */ /** the navigation bar on the welcome page */
export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpressum, toggleEraseMenu, toggleUploadMenu, toggleInfo} : { export function WelcomeAppBar({pageNumber, setPageNumber, gameInfo, toggleImpressum, toggleEraseMenu, toggleUploadMenu, toggleInfo, togglePreferencesPopup} : {
pageNumber: number, pageNumber: number,
setPageNumber: any, setPageNumber: any,
gameInfo: GameInfo, gameInfo: GameInfo,
toggleImpressum: any, toggleImpressum: any,
toggleEraseMenu: any, toggleEraseMenu: any,
toggleUploadMenu: any, toggleUploadMenu: any,
toggleInfo: any toggleInfo: any,
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(MobileContext) const {mobile} = React.useContext(PreferencesContext)
const [navOpen, setNavOpen] = React.useState(false) const [navOpen, setNavOpen] = React.useState(false)
return <div className="app-bar"> return <div className="app-bar">
<div> <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>
</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(MobileContext) const {mobile} = React.useContext(PreferencesContext)
const [navOpen, setNavOpen] = React.useState(false) const [navOpen, setNavOpen] = React.useState(false)
const gameInfo = useGetGameInfoQuery({game: gameId}) const gameInfo = useGetGameInfoQuery({game: gameId})
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId)) const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
@@ -232,14 +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> <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>
@@ -248,7 +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>
</> </>
} }
+85 -5
View File
@@ -1,21 +1,46 @@
import { GameHint } from "./infoview/rpc_api"; import { GameHint, InteractiveGoalsWithHints, ProofState } from "./infoview/rpc_api";
import * as React from 'react'; import * as React from 'react';
import Markdown from './markdown'; import Markdown from './markdown';
import { DeletedChatContext, ProofContext } from "./infoview/context";
import { lastStepHasErrors } from "./infoview/goals";
import { Button } from "./button";
import { useTranslation } from "react-i18next";
import { GameIdContext } from "../app";
/** Plug-in the variable names in a hint. We do this client-side to prepare
* for i18n in the future. i.e. one should be able translate the `rawText`
* and have the variables substituted just before displaying.
*/
function getHintText(hint: GameHint): string {
const gameId = React.useContext(GameIdContext)
let { t } = useTranslation()
if (hint.rawText) {
// Replace the variable names used in the hint with the ones used by the player
// variable names are marked like `«{g}»` inside the text.
return t(hint.rawText, {ns: gameId}).replaceAll(/«\{(.*?)\}»/g, ((_, v) =>
// `hint.varNames` contains tuples `[oldName, newName]`
(hint.varNames.find(x => x[0] == v))[1]))
} else {
// hints created in the frontend do not have a `rawText`
// TODO: `hint.text` could be removed in theory.
return t(hint.text, {ns: gameId})
}
}
export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) { export function Hint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}> return <div className={`message information step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
<Markdown>{hint.text}</Markdown> <Markdown>{getHintText(hint)}</Markdown>
</div> </div>
} }
export function HiddenHint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) { export function HiddenHint({hint, step, selected, toggleSelection, lastLevel} : {hint: GameHint, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
return <div className={`message warning step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}> return <div className={`message warning step-${step}` + (step == selected ? ' selected' : '') + (lastLevel ? ' recent' : '')} onClick={toggleSelection}>
<Markdown>{hint.text}</Markdown> <Markdown>{getHintText(hint)}</Markdown>
</div> </div>
} }
export function Hints({hints, showHidden, step, selected, toggleSelection, lastLevel} : {hints: GameHint[], showHidden: boolean, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) { export function Hints({hints, showHidden, step, selected, toggleSelection, lastLevel} : {hints: GameHint[], showHidden: boolean, step: number, selected: number, toggleSelection: any, lastLevel?: boolean}) {
if (!hints) {return <></>}
const openHints = hints.filter(hint => !hint.hidden) const openHints = hints.filter(hint => !hint.hidden)
const hiddenHints = hints.filter(hint => hint.hidden) const hiddenHints = hints.filter(hint => hint.hidden)
@@ -28,7 +53,7 @@ export function Hints({hints, showHidden, step, selected, toggleSelection, lastL
export function DeletedHint({hint} : {hint: GameHint}) { export function DeletedHint({hint} : {hint: GameHint}) {
return <div className="message information deleted-hint"> return <div className="message information deleted-hint">
<Markdown>{hint.text}</Markdown> <Markdown>{getHintText(hint)}</Markdown>
</div> </div>
} }
@@ -43,3 +68,58 @@ export function DeletedHints({hints} : {hints: GameHint[]}) {
{hiddenHints.map((hint, i) => <DeletedHint key={`deleted-hidden-hint-${i}`} hint={hint}/>)} {hiddenHints.map((hint, i) => <DeletedHint key={`deleted-hidden-hint-${i}`} hint={hint}/>)}
</> </>
} }
/** Filter hints to not show consequtive identical hints twice.
* Hidden hints are not filtered.
*/
export function filterHints(hints: GameHint[], prevHints: GameHint[]): GameHint[] {
if (!hints) {
return []}
else if (!prevHints) {
return hints }
else {
return hints.filter((hint) => hint.hidden ||
(prevHints.find(x => (x.text == hint.text && x.hidden == hint.hidden)) === undefined)
)
}
}
function hasHiddenHints(step: InteractiveGoalsWithHints): boolean {
return step?.goals[0]?.hints.some((hint) => hint.hidden)
}
export function MoreHelpButton({selected=null} : {selected?: number}) {
const { t } = useTranslation()
const {proof, setProof} = React.useContext(ProofContext)
const {deletedChat, setDeletedChat, showHelp, setShowHelp} = React.useContext(DeletedChatContext)
let k = proof?.steps.length ?
((selected === null) ? (proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1)) : selected)
: 0
const activateHiddenHints = (ev) => {
// If the last step (`k`) has errors, we want the hidden hints from the
// second-to-last step to be affected
if (!(proof?.steps.length)) {return}
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k)) {
tmp.delete(k)
} else {
tmp.add(k)
}
setShowHelp(tmp)
console.debug(`help: ${Array.from(tmp.values())}`)
}
if (hasHiddenHints(proof?.steps[k]) && !showHelp.has(k)) {
return <Button to="" onClick={activateHiddenHints}>
{t("Show more help!")}
</Button>
}
}
+64 -41
View File
@@ -3,45 +3,59 @@
*/ */
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, InteractiveTermGoal } from '@leanprover/infoview-api'; import { InteractiveDiagnostic } from '@leanprover/infoview-api';
import { GameHint, InteractiveGoal, InteractiveGoals } from './rpc_api'; import { Diagnostic } from 'vscode-languageserver-types'
import { GameHint, InteractiveGoal, InteractiveTermGoal,InteractiveGoalsWithHints, ProofState } from './rpc_api';
import { PreferencesState } from '../../state/preferences';
export const MonacoEditorContext = React.createContext<monaco.editor.IStandaloneCodeEditor>( export const MonacoEditorContext = React.createContext<monaco.editor.IStandaloneCodeEditor>(
null as any) null as any)
export type InfoStatus = 'updating' | 'error' | 'ready'; export type InfoStatus = 'updating' | 'error' | 'ready';
/** One step of the proof */ // /** One step of the proof */
export type ProofStep = { // export type ProofStep = {
/** The command in this step */ // /** The command in this step */
command : string // command : string
/** List of goals *after* this command */ // /** List of goals *after* this command */
goals: InteractiveGoal[] // TODO: Add correct type // goals: InteractiveGoal[] // TODO: Add correct type
/** Story relevant messages */ // /** Story relevant messages */
hints: GameHint[] // TODO: Add correct type // hints: GameHint[] // TODO: Add correct type
/** Errors and warnings */ // /** Errors and warnings */
errors: InteractiveDiagnostic[] // TODO: Add correct type // errors: InteractiveDiagnostic[] // TODO: Add correct type
} // }
/** The context storing the proof step-by-step for the command line mode */ /** The context storing the proof step-by-step for the command line mode */
export const ProofContext = React.createContext<{ export const ProofContext = React.createContext<{
/** The proof consists of multiple steps that are processed one after the other. /** The proof consists of multiple steps that are processed one after the other.
* In particular multi-line terms like `match`-statements will not be supported. * In particular multi-line terms like `match`-statements will not be supported.
* *
* Note that the first step will always have `null` as command * Note that the first step will always have "" as command
*/ */
proof: ProofStep[], proof: ProofState,
setProof: React.Dispatch<React.SetStateAction<Array<ProofStep>>> 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: [], proof: {steps: [], diagnostics: [], completed: false, completedWithWarnings: false},
setProof: () => {} // TODO: implement me setProof: () => {},
interimDiags: [],
setInterimDiags: () => {},
crashed: false,
setCrashed: () => {}
}) })
// TODO: Do we still need that?
export interface ProofStateProps { export interface ProofStateProps {
// pos: DocumentPosition; // pos: DocumentPosition;
status: InfoStatus; status: InfoStatus;
messages: InteractiveDiagnostic[]; messages: InteractiveDiagnostic[];
goals?: InteractiveGoals; goals?: InteractiveGoalsWithHints;
termGoal?: InteractiveTermGoal; termGoal?: InteractiveTermGoal;
error?: string; error?: string;
// userWidgets: UserWidgetInstance[]; // userWidgets: UserWidgetInstance[];
@@ -49,25 +63,34 @@ export interface ProofStateProps {
// triggerUpdate: () => Promise<void>; // triggerUpdate: () => Promise<void>;
} }
export const ProofStateContext = React.createContext<{ // export const ProofStateContext = React.createContext<{
proofState : ProofStateProps, // proofState : ProofStateProps,
setProofState: React.Dispatch<React.SetStateAction<ProofStateProps>> // setProofState: React.Dispatch<React.SetStateAction<ProofStateProps>>
}>({ // }>({
proofState : { // proofState : {
status: 'updating', // status: 'updating',
messages: [], // messages: [],
goals: undefined, // goals: undefined,
termGoal: undefined, // termGoal: undefined,
error: undefined}, // error: undefined},
setProofState: () => {}, // setProofState: () => {},
}) // })
export const MobileContext = React.createContext<{ export interface IPreferencesContext extends PreferencesState{
mobile : boolean, mobile: boolean, // The variables that actually control the page 'layout' can only be changed through layout.
setMobile: React.Dispatch<React.SetStateAction<Boolean>>, setLayout: React.Dispatch<React.SetStateAction<PreferencesState["layout"]>>;
}>({ setIsSavePreferences: React.Dispatch<React.SetStateAction<PreferencesState["isSavePreferences"]>>;
mobile : false, setLanguage: React.Dispatch<React.SetStateAction<PreferencesState["language"]>>;
setMobile: () => {}, }
export const PreferencesContext = React.createContext<IPreferencesContext>({
mobile: false,
layout: "auto",
isSavePreferences: false,
language: "en",
setLayout: () => {},
setIsSavePreferences: () => {},
setLanguage: () => {},
}) })
export const WorldLevelIdContext = React.createContext<{ export const WorldLevelIdContext = React.createContext<{
@@ -105,13 +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: () => {},
}); });
+68 -41
View File
@@ -10,7 +10,11 @@ import { Locations, LocationsContext, SelectableLocation } from '../../../../nod
import { InteractiveCode } from '../../../../node_modules/lean4-infoview/src/infoview/interactiveCode' import { InteractiveCode } from '../../../../node_modules/lean4-infoview/src/infoview/interactiveCode'
import { WithTooltipOnHover } from '../../../../node_modules/lean4-infoview/src/infoview/tooltips'; import { WithTooltipOnHover } from '../../../../node_modules/lean4-infoview/src/infoview/tooltips';
import { InputModeContext } from './context'; import { InputModeContext } from './context';
import { InteractiveGoal, InteractiveGoals, InteractiveHypothesisBundle } from './rpc_api'; import { InteractiveGoal, InteractiveGoals, InteractiveGoalsWithHints, InteractiveHypothesisBundle, ProofState } from './rpc_api';
import { RpcSessionAtPos } from '@leanprover/infoview/*';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { DiagnosticSeverity } from 'vscode-languageserver-protocol';
import { useTranslation } from 'react-i18next';
/** Returns true if `h` is inaccessible according to Lean's default name rendering. */ /** Returns true if `h` is inaccessible according to Lean's default name rendering. */
function isInaccessibleName(h: string): boolean { function isInaccessibleName(h: string): boolean {
@@ -39,7 +43,11 @@ function goalToString(g: InteractiveGoal): string {
} }
export function goalsToString(goals: InteractiveGoals): string { export function goalsToString(goals: InteractiveGoals): string {
return goals.goals.map(goalToString).join('\n\n') return goals.goals.map(g => goalToString(g)).join('\n\n')
}
export function goalsWithHintsToString(goals: InteractiveGoalsWithHints): string {
return goals.goals.map(g => goalToString(g.goal)).join('\n\n')
} }
interface GoalFilterState { interface GoalFilterState {
@@ -127,16 +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 <></>}
@@ -150,7 +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>
@@ -163,24 +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]
@@ -195,7 +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>
@@ -205,25 +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>
@@ -235,36 +239,17 @@ export const OtherGoals = React.memo((props: GoalProps2) => {
</> </>
}) })
// TODO: deprecated
export const ProofDisplay = React.memo((props : ProofDisplayProps) => {
const { proof } = props
const steps = proof.match(/.+/g)
return <>
{ steps &&
<div id="current-proof">
<div className="goals-section-title">Proof history</div>
<div className="proof-display-wrapper">
<div className="proof-display">
{steps.map((s) =>
<div>{s}</div>
)}
</div>
</div>
</div>}
</>
})
interface GoalsProps { interface GoalsProps {
goals: InteractiveGoals goals: InteractiveGoalsWithHints
filter: GoalFilterState filter: GoalFilterState
} }
export function Goals({ goals, filter }: GoalsProps) { export function Goals({ goals, filter }: GoalsProps) {
if (goals.goals.length === 0) { if (goals.goals.length === 0) {
return <>No goals</> return <></>
} else { } else {
return <> return <>
{goals.goals.map((g, i) => <Goal typewriter={false} key={i} goal={g} filter={filter} />)} {goals.goals.map((g, i) => <Goal typewriter={false} key={i} goal={g.goal} filter={filter} />)}
</> </>
} }
} }
@@ -276,7 +261,7 @@ interface FilteredGoalsProps {
* When this is `undefined`, the component will not appear at all but will remember its state * When this is `undefined`, the component will not appear at all but will remember its state
* by virtue of still being mounted in the React tree. When it does appear again, the filter * by virtue of still being mounted in the React tree. When it does appear again, the filter
* settings and collapsed state will be as before. */ * settings and collapsed state will be as before. */
goals?: InteractiveGoals goals?: InteractiveGoalsWithHints
} }
/** /**
@@ -291,7 +276,7 @@ export const FilteredGoals = React.memo(({ headerChildren, goals }: FilteredGoal
data-id="copy-goal-to-comment" data-id="copy-goal-to-comment"
onClick={e => { onClick={e => {
e.preventDefault(); e.preventDefault();
if (goals) void ec.copyToComment(goalsToString(goals)) if (goals) void ec.copyToComment(goalsWithHintsToString(goals))
}} }}
title="copy state to comment" /> title="copy state to comment" />
@@ -336,3 +321,45 @@ export const FilteredGoals = React.memo(({ headerChildren, goals }: FilteredGoal
</details> </details>
</div> </div>
}) })
export function loadGoals(
rpcSess: RpcSessionAtPos,
uri: string,
setProof: React.Dispatch<React.SetStateAction<ProofState>>,
setCrashed: React.Dispatch<React.SetStateAction<Boolean>>) {
console.info('sending rpc request to load the proof state')
rpcSess.call('Game.getProofState', DocumentPosition.toTdpp({line: 0, character: 0, uri: uri})).then(
(proof : ProofState) => {
if (typeof proof !== 'undefined') {
console.info(`received a proof state!`)
console.log(proof)
setProof(proof)
setCrashed(false)
} else {
console.warn('received undefined proof state!')
setCrashed(true)
// setProof(undefined)
}
}
).catch((error) => {
setCrashed(true)
console.warn(error)
})
}
export function lastStepHasErrors (proof : ProofState): boolean {
if (!proof?.steps.length) {return false}
let diags = [...proof.steps[proof.steps.length - 1].diags, ...proof.diagnostics]
return diags.some(
(d) => (d.severity == DiagnosticSeverity.Error ) // || d.severity == DiagnosticSeverity.Warning
)
}
export function isLastStepWithErrors (proof : ProofState, i: number): boolean {
if (!proof?.steps.length) {return false}
return (i == proof.steps.length - 1) && lastStepHasErrors(proof)
}
+31 -14
View File
@@ -4,7 +4,7 @@ import * as React from 'react'
import { CircularProgress } from '@mui/material' import { CircularProgress } from '@mui/material'
import type { Location, Diagnostic } from 'vscode-languageserver-protocol' import type { Location, Diagnostic } from 'vscode-languageserver-protocol'
import { getInteractiveTermGoal, InteractiveDiagnostic, UserWidgetInstance, Widget_getWidgets, RpcSessionAtPos, isRpcError, import { getInteractiveTermGoal, InteractiveDiagnostic, UserWidgetInstance, Widget_getWidgets, RpcSessionAtPos, isRpcError,
RpcErrorCode, getInteractiveDiagnostics, InteractiveTermGoal } from '@leanprover/infoview-api' RpcErrorCode, getInteractiveDiagnostics } from '@leanprover/infoview-api'
import { basename, DocumentPosition, RangeHelpers, useEvent, usePausableState, discardMethodNotFound, import { basename, DocumentPosition, RangeHelpers, useEvent, usePausableState, discardMethodNotFound,
mapRpcError, useAsyncWithTrigger, PausableProps } from '../../../../node_modules/lean4-infoview/src/infoview/util' mapRpcError, useAsyncWithTrigger, PausableProps } from '../../../../node_modules/lean4-infoview/src/infoview/util'
import { ConfigContext, EditorContext, LspDiagnosticsContext, ProgressContext } from '../../../../node_modules/lean4-infoview/src/infoview/contexts' import { ConfigContext, EditorContext, LspDiagnosticsContext, ProgressContext } from '../../../../node_modules/lean4-infoview/src/infoview/contexts'
@@ -13,9 +13,10 @@ import { RpcContext, useRpcSessionAtPos } from '../../../../node_modules/lean4-i
import { GoalsLocation, Locations, LocationsContext } from '../../../../node_modules/lean4-infoview/src/infoview/goalLocation' import { 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 { InteractiveGoals } 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'
@@ -83,11 +84,12 @@ interface InfoDisplayContentProps extends PausableProps {
error?: string error?: string
userWidgets: UserWidgetInstance[] userWidgets: UserWidgetInstance[]
triggerUpdate: () => Promise<void> triggerUpdate: () => Promise<void>
proof? : string proofString? : string
} }
const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => { const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
const {pos, messages, goals, termGoal, error, userWidgets, triggerUpdate, isPaused, setPaused, proof} = props let { t } = useTranslation()
const {pos, messages, goals, termGoal, error, userWidgets, triggerUpdate, isPaused, setPaused, proofString} = props
const hasWidget = userWidgets.length > 0 const hasWidget = userWidgets.length > 0
const hasError = !!error const hasError = !!error
@@ -114,7 +116,8 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
const goalFilter = { reverse: false, showType: true, showInstance: true, showHiddenAssumption: true, showLetValue: true } const goalFilter = { reverse: false, showType: true, showInstance: true, showHiddenAssumption: true, showLetValue: true }
/* Adding {' '} to manage string literals properly: https://reactjs.org/docs/jsx-in-depth.html#string-literals-1 */ /* Adding {' '} to manage string literals properly: https://reactjs.org/docs/jsx-in-depth.html#string-literals-1 */
return <>
return <>
{hasError && {hasError &&
<div className='error' key='errors'> <div className='error' key='errors'>
Error updating:{' '}{error}. Error updating:{' '}{error}.
@@ -130,14 +133,14 @@ 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>
{userWidgets.map(widget => {userWidgets.map(widget =>
<details key={`widget::${widget.id}::${widget.range?.toString()}`} open> <details key={`widget::${widget.id}::${widget.range?.toString()}`} open>
<summary className='mv2 pointer'>{widget.name}</summary> <summary className='mv2 pointer'>{widget.name}</summary>
<PanelWidgetDisplay pos={pos} goals={goals ? goals.goals.map (goal => goal) : []} <PanelWidgetDisplay pos={pos} goals={goals ? goals.goals : []}
termGoal={termGoal} selectedLocations={selectedLocs} widget={widget}/> termGoal={termGoal} selectedLocations={selectedLocs} widget={widget}/>
</details> </details>
)} )}
@@ -149,7 +152,7 @@ const InfoDisplayContent = React.memo((props: InfoDisplayContentProps) => {
{' '}or <a className='link pointer dim' onClick={e => { e.preventDefault(); setPaused(false) }}>resume updating</a> {' '}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">
@@ -166,6 +169,7 @@ interface InfoDisplayProps {
pos: DocumentPosition, pos: DocumentPosition,
status: InfoStatus, status: InfoStatus,
messages: InteractiveDiagnostic[], messages: InteractiveDiagnostic[],
proof?: ProofState,
goals?: InteractiveGoals, goals?: InteractiveGoals,
termGoal?: InteractiveTermGoal, termGoal?: InteractiveTermGoal,
error?: string, error?: string,
@@ -175,7 +179,7 @@ interface InfoDisplayProps {
} }
/** Displays goal state and messages. Can be paused. */ /** Displays goal state and messages. Can be paused. */
function InfoDisplay(props0: ProofStateProps & InfoDisplayProps & InfoPinnable) { function InfoDisplay(props0: InfoDisplayProps & InfoPinnable) {
// Used to update the paused state *just once* if it is paused, // Used to update the paused state *just once* if it is paused,
// but a display update is triggered // but a display update is triggered
const [shouldRefresh, setShouldRefresh] = React.useState<boolean>(false) const [shouldRefresh, setShouldRefresh] = React.useState<boolean>(false)
@@ -214,7 +218,7 @@ function InfoDisplay(props0: ProofStateProps & InfoDisplayProps & InfoPinnable)
{/* <details open> */} {/* <details open> */}
{/* <InfoStatusBar {...props} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} /> */} {/* <InfoStatusBar {...props} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} /> */}
<div className="vscode-light"> <div className="vscode-light">
<InfoDisplayContent {...props} proof={editor.getValue()} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} /> <InfoDisplayContent {...props} proofString={editor.getValue()} triggerUpdate={triggerDisplayUpdate} isPaused={isPaused} setPaused={setPaused} />
</div> </div>
{/* </details> */} {/* </details> */}
</RpcContext.Provider> </RpcContext.Provider>
@@ -252,7 +256,7 @@ function useIsProcessingAt(p: DocumentPosition): boolean {
function InfoAux(props: InfoProps) { function InfoAux(props: InfoProps) {
const proofContext = React.useContext(ProofContext) const { setProof } = React.useContext(ProofContext)
const config = React.useContext(ConfigContext) const config = React.useContext(ConfigContext)
@@ -290,6 +294,10 @@ function InfoAux(props: InfoProps) {
// with e.g. a new `pos`. // with e.g. a new `pos`.
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)).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)
@@ -308,6 +316,7 @@ function InfoAux(props: InfoProps) {
pos, pos,
status: 'updating', status: 'updating',
messages: lspDiagsHere.map(lspDiagToInteractive), messages: lspDiagsHere.map(lspDiagToInteractive),
proof: undefined,
goals: undefined, goals: undefined,
termGoal: undefined, termGoal: undefined,
error: undefined, error: undefined,
@@ -318,11 +327,12 @@ function InfoAux(props: InfoProps) {
// NB: it is important to await await reqs at once, otherwise // NB: it is important to await await reqs at once, otherwise
// if both throw then one exception becomes unhandled. // if both throw then one exception becomes unhandled.
Promise.all([goalsReq, termGoalReq, widgetsReq, messagesReq]).then( Promise.all([proofReq, goalsReq, termGoalReq, widgetsReq, messagesReq]).then(
([goals, termGoal, userWidgets, messages]) => resolve({ ([proof, goals, termGoal, userWidgets, messages]) => resolve({
pos, pos,
status: 'ready', status: 'ready',
messages, messages,
proof : proof as any,
goals: goals as any, goals: goals as any,
termGoal, termGoal,
error: undefined, error: undefined,
@@ -353,6 +363,7 @@ function InfoAux(props: InfoProps) {
pos, pos,
status: 'error', status: 'error',
messages: lspDiagsHere.map(lspDiagToInteractive), messages: lspDiagsHere.map(lspDiagToInteractive),
proof: undefined,
goals: undefined, goals: undefined,
termGoal: undefined, termGoal: undefined,
error: `Error fetching goals: ${errorString}`, error: `Error fetching goals: ${errorString}`,
@@ -389,6 +400,7 @@ function InfoAux(props: InfoProps) {
pos, pos,
status: 'updating', status: 'updating',
messages: [], messages: [],
proof: undefined,
goals: undefined, goals: undefined,
termGoal: undefined, termGoal: undefined,
error: undefined, error: undefined,
@@ -412,6 +424,11 @@ function InfoAux(props: InfoProps) {
// hintContext.setHints(state.value.goals.goals[0].hints) // hintContext.setHints(state.value.goals.goals[0].hints)
// } // }
setDisplayProps({ ...state.value, triggerUpdate }) setDisplayProps({ ...state.value, triggerUpdate })
// Update the game's proof state
console.info('updating proof from editor mode.')
setProof(state.value.proof)
} else if (state.state === 'rejected' && state.error !== 'retry') { } else if (state.state === 'rejected' && state.error !== 'retry') {
// The code inside `useAsyncWithTrigger` may only ever reject with a `retry` exception. // The code inside `useAsyncWithTrigger` may only ever reject with a `retry` exception.
console.warn('Unreachable code reached with error: ', state.error) console.warn('Unreachable code reached with error: ', state.error)
+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>;
} }
+210 -117
View File
@@ -20,30 +20,35 @@ 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';
import { Infos } from './infos'; import { Infos } from './infos';
import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages'; import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages';
import { Goal } from './goals'; import { Goal, isLastStepWithErrors, lastStepHasErrors, loadGoals } from './goals';
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './context'; import { DeletedChatContext, InputModeContext, PreferencesContext, MonacoEditorContext, ProofContext, SelectionContext, WorldLevelIdContext } from './context';
import { Typewriter, hasErrors, hasInteractiveErrors } from './typewriter'; import { Typewriter, getInteractiveDiagsAt, hasErrors, hasInteractiveErrors } from './typewriter';
import { InteractiveDiagnostic } from '@leanprover/infoview/*'; import { InteractiveDiagnostic } from '@leanprover/infoview/*';
import { Button } from '../button'; import { Button } from '../button';
import { CircularProgress } from '@mui/material'; import { CircularProgress } from '@mui/material';
import { GameHint } from './rpc_api'; import { GameHint, InteractiveGoalsWithHints, ProofState } from './rpc_api';
import { store } from '../../state/store'; import { store } from '../../state/store';
import { Hints } from '../hints'; import { Hints, MoreHelpButton, filterHints } from '../hints';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { DiagnosticSeverity } from 'vscode-languageclient';
import { useTranslation } from 'react-i18next';
import path from 'path';
/** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is /** 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>
@@ -59,38 +64,37 @@ export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize })
function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: string, levelId: number, level: LevelInfo, worldSize: number }) { 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)
// Mark level as completed when server gives notification
const dispatch = useAppDispatch() const dispatch = useAppDispatch()
useServerNotificationEffect(
'$/game/completed',
(params: any) => {
if (ec.events.changedCursorLocation.current &&
ec.events.changedCursorLocation.current.uri === params.uri) {
dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId }))
// On completion, add the names of all new items to the local storage React.useEffect(() => {
let newTiles = [ if (proof?.completed) {
...level?.tactics, dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId }))
...level?.lemmas,
...level?.definitions
].filter((tile) => tile.new).map((tile) => tile.name)
// Add the proven statement to the local storage as well. // On completion, add the names of all new items to the local storage
if (level?.statementName != null) { let newTiles = [
newTiles.push(level?.statementName) ...level?.tactics,
} ...level?.lemmas,
...level?.definitions
].filter((tile) => tile.new).map((tile) => tile.name)
let inv: string[] = selectInventory(gameId)(store.getState()) // Add the proven statement to the local storage as well.
if (level?.statementName != null) {
// add new items and remove duplicates newTiles.push(level?.statementName)
let newInv = [...inv, ...newTiles].filter((item, i, array) => array.indexOf(item) == i)
dispatch(changedInventory({ game: gameId, inventory: newInv }))
} }
}, [level]
) let inv: string[] = selectInventory(gameId)(store.getState())
// add new items and remove duplicates
let newInv = [...inv, ...newTiles].filter((item, i, array) => array.indexOf(item) == i)
dispatch(changedInventory({ game: gameId, inventory: newInv }))
}
}, [proof, level])
/* Set up updates to the global infoview state on editor events. */ /* Set up updates to the global infoview state on editor events. */
const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig; const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
@@ -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 &&
@@ -150,13 +157,27 @@ 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)
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level)) const { proof, setProof } = React.useContext(ProofContext)
const {selectedStep, setSelectedStep} = React.useContext(SelectionContext)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
console.debug(`template: ${props.data.template}`)
function toggleSelection(line: number) {
return (ev) => {
console.debug('toggled selection')
if (selectedStep == line) {
setSelectedStep(undefined)
} else {
setSelectedStep(line)
}
}
}
console.debug(`template: ${props.data?.template}`)
// React.useEffect (() => { // React.useEffect (() => {
// if (props.data.template) { // if (props.data.template) {
@@ -182,6 +203,19 @@ export function Main(props: { world: string, level: number, data: LevelInfo}) {
const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri); const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri);
const curPos: DocumentPosition | undefined =
useEventResult(ec.events.changedCursorLocation, loc => loc ? { uri: loc.uri, ...loc.range.start } : undefined)
// Effect when the cursor changes in the editor
React.useEffect(() => {
// TODO: this is a bit of a hack and will yield unexpected behaviour if lines
// are indented.
let newPos = curPos?.line + (curPos?.character == 0 ? 0 : 1)
// scroll the chat along
setSelectedStep(newPos)
}, [curPos])
useClientNotificationEffect( useClientNotificationEffect(
'textDocument/didClose', 'textDocument/didClose',
(params: DidCloseTextDocumentParams) => { (params: DidCloseTextDocumentParams) => {
@@ -201,13 +235,22 @@ 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">
{completed && <div className="level-completed">Level completed! 🎉</div>} {proof?.completedWithWarnings &&
<div className="level-completed">
{proof?.completed ? t("Level completed! 🎉") : t("Level completed with warnings 🎭")}
</div>
}
<Infos /> <Infos />
<Hints hints={proof?.steps[curPos?.line]?.goals[0]?.hints}
showHidden={showHelp.has(curPos?.line)} step={curPos?.line}
selected={selectedStep} toggleSelection={toggleSelection(curPos?.line)}
lastLevel={curPos?.line == proof?.steps.length - 1}/>
<MoreHelpButton selected={curPos?.line}/>
</div> </div>
} }
@@ -223,15 +266,26 @@ const goalFilter = {
} }
/** The display of a single entered lean command */ /** The display of a single entered lean command */
function Command({ command, deleteProof }: { command: string, deleteProof: any }) { function Command({ proof, i, deleteProof }: { proof: ProofState, i: number, deleteProof: any }) {
let {t} = useTranslation()
// The first step will always have an empty command // The first step will always have an empty command
if (!command) { return <></> } if (!proof?.steps[i]?.command) { return <></> }
return <div className="command">
<div className="command-text">{command}</div> if (isLastStepWithErrors(proof, i)) {
<Button to="" className="undo-button btn btn-inverted" title="Retry proof from here" onClick={deleteProof}> // If the last step has errors, we display the command in a different style
<FontAwesomeIcon icon={faDeleteLeft} />&nbsp;Retry // indicating that it will be removed on the next try.
</Button> return <div className="failed-command">
</div> <i>{t("Failed command")}</i>: {proof?.steps[i].command}
</div>
} else {
return <div className="command">
<div className="command-text">{proof?.steps[i].command}</div>
<Button to="" className="undo-button btn btn-inverted" title={t("Retry proof from here")} onClick={deleteProof}>
<FontAwesomeIcon icon={faDeleteLeft} />&nbsp;{t("Retry")}
</Button>
</div>
}
} }
// const MessageView = React.memo(({uri, diag}: MessageViewProps) => { // const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
@@ -286,21 +340,25 @@ function Command({ command, deleteProof }: { command: string, deleteProof: any }
// }, fastIsEqual) // }, fastIsEqual)
/** 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: ProofStep, last : boolean, onClick? : any, onGoalChange?: (n?: number) => void }) { function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofStep: InteractiveGoalsWithHints, last : boolean, onClick? : any, onGoalChange?: (n?: number) => void }) {
let { t } = useTranslation()
const [selectedGoal, setSelectedGoal] = React.useState<number>(0) const [selectedGoal, setSelectedGoal] = React.useState<number>(0)
if (proofStep.goals.length == 0) {
return <></>
}
return <div className="goal-tabs" onClick={onClick}> return <div className="goal-tabs" onClick={onClick}>
<div className={`tab-bar ${last ? 'current' : ''}`}> <div className={`tab-bar ${last ? 'current' : ''}`}>
{proofStep.goals.map((goal, i) => ( {proofStep.goals.map((goal, i) => (
// TODO: Should not use index as key. // TODO: Should not use index as key.
<div key={`proof-goal-${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>
<div className="goal-tab vscode-light"> <div className="goal-tab vscode-light">
<Goal typewriter={false} filter={goalFilter} goal={proofStep.goals[selectedGoal]} /> <Goal typewriter={false} filter={goalFilter} goal={proofStep.goals[selectedGoal]?.goal} />
</div> </div>
</div> </div>
} }
@@ -340,21 +398,27 @@ 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 { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext) const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
const {mobile} = React.useContext(MobileContext) const {mobile} = React.useContext(PreferencesContext)
const { proof } = React.useContext(ProofContext) const { proof, setProof, crashed, setCrashed, interimDiags } = React.useContext(ProofContext)
const { setTypewriterInput } = React.useContext(InputModeContext) const { setTypewriterInput } = React.useContext(InputModeContext)
const { selectedStep, setSelectedStep } = React.useContext(SelectionContext) const { selectedStep, setSelectedStep } = React.useContext(SelectionContext)
const proofPanelRef = React.useRef<HTMLDivElement>(null) const proofPanelRef = React.useRef<HTMLDivElement>(null)
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
// const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig; // const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
// const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri); // const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri);
@@ -366,12 +430,17 @@ export function TypewriterInterface({props}) {
function deleteProof(line: number) { function deleteProof(line: number) {
return (ev) => { return (ev) => {
let deletedChat: Array<GameHint> = [] let deletedChat: Array<GameHint> = []
proof.slice(line).map((step, i) => { proof?.steps.slice(line).map((step, i) => {
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
// Only add these hidden hints to the deletion stack which were visible // Only add these hidden hints to the deletion stack which were visible
deletedChat = [...deletedChat, ...step.hints.filter(hint => (!hint.hidden || showHelp.has(line + i)))] deletedChat = [...deletedChat, ...filteredHints.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
}) })
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 },
@@ -381,7 +450,9 @@ export function TypewriterInterface({props}) {
forceMoveMarkers: false forceMoveMarkers: false
}]) }])
setSelectedStep(undefined) setSelectedStep(undefined)
setTypewriterInput(proof[line].command) setTypewriterInput(proof?.steps[line].command)
// Reload proof on deleting
loadGoals(rpcSess, uri, setProof, setCrashed)
ev.stopPropagation() ev.stopPropagation()
} }
} }
@@ -401,7 +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?.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)
@@ -422,81 +493,94 @@ export function TypewriterInterface({props}) {
} }
}, [selectedStep]) }, [selectedStep])
// TODO: This about hidden hints is all copied from `level.tsx`. Can we move that into `hints.tsx`? // TODO: superfluous, can be replaced with `withErr` from above
let lastStepErrors = proof?.steps.length ? hasInteractiveErrors(getInteractiveDiagsAt(proof, proof?.steps.length)) : false
// If the last step has errors, we want to treat it as if it is part of the second-to-last step
let k = proof.length - 1
let withErr = hasInteractiveErrors(proof[k]?.errors) ? 1 : 0
const activateHiddenHints = (ev) => { useServerNotificationEffect("$/game/loading", (params : any) => {
// If the last step (`k`) has errors, we want the hidden hints from the if (params.kind == "loadConstants") {
// second-to-last step to be affected setLoadingProgress(params.counter/100*50)
if (!(proof.length)) {return} } else if (params.kind == "finalizeExtensions") {
setLoadingProgress(50 + params.counter/150*50)
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k - withErr)) {
tmp.delete(k - withErr)
} else { } else {
tmp.add(k - withErr) console.error(`Unknown loading kind: ${params.kind}`)
} }
setShowHelp(tmp) })
console.debug(`help: ${Array.from(tmp.values())}`)
}
function hasHiddenHints(i : number): boolean {
let step = proof[i]
// For example if the proof isn't loaded yet
if(!step) {return false}
return step.hints.some((hint) => hint.hidden)
}
let lastStepErrors = proof.length ? hasInteractiveErrors(proof[proof.length - 1].errors) : false
return <div className="typewriter-interface"> return <div className="typewriter-interface">
<RpcContext.Provider value={rpcSess}> <RpcContext.Provider value={rpcSess}>
<div className="content"> <div className="content">
<div className='world-image-container empty'>
{image &&
<img className="contain" src={path.join("data", gameId, image)} alt="" />
}
</div>
<div className="tmp-pusher"> <div className="tmp-pusher">
{/* <div className="world-image-container empty">
</div> */}
</div> </div>
<div className='proof' ref={proofPanelRef}> <div className='proof' ref={proofPanelRef}>
<ExerciseStatement data={props.data} /> <ExerciseStatement data={props.data} />
{proof.length ? {crashed ? <div>
<> <p className="crashed_message">{t("Crashed! Go to editor mode and fix your proof! Last server response:")}</p>
{proof.map((step, i) => { {interimDiags.map(diag => {
if (i == proof.length - 1 && lastStepErrors) { const severityClass = diag.severity ? {
// if the last command contains an error, we only display the errors but not the [DiagnosticSeverity.Error]: 'error',
// entered command as it is still present in the command line. [DiagnosticSeverity.Warning]: 'warning',
// TODO: Should not use index as key. [DiagnosticSeverity.Information]: 'information',
return <div key={`proof-step-${i}`}> [DiagnosticSeverity.Hint]: 'hint',
<Errors errors={step.errors} typewriterMode={true} /> }[diag.severity] : '';
return <div>
<div className={`${severityClass} ml1 message`}>
<p className="mv2">{t("Line")}&nbsp;{diag.range.start.line}, {t("Character")}&nbsp;{diag.range.start.character}</p>
<pre className="font-code pre-wrap">
{diag.message}
</pre>
</div> </div>
} else { </div>
})}
</div> : proof?.steps.length ?
<>
{proof?.steps.map((step, i) => {
let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
// if (i == proof?.steps.length - 1 && hasInteractiveErrors(step.diags)) {
// // if the last command contains an error, we only display the errors but not the
// // entered command as it is still present in the command line.
// // TODO: Should not use index as key.
// return <div key={`proof-step-${i}`} className={`step step-${i}`}>
// <Errors errors={step.diags} typewriterMode={true} />
// </div>
// } else {
return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')}> return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')}>
<Command command={step.command} deleteProof={deleteProof(i)} /> <Command proof={proof} i={i} deleteProof={deleteProof(i)} />
<Errors errors={step.errors} typewriterMode={true} /> <Errors errors={step.diags} typewriterMode={true} />
{mobile && i == 0 && props.data?.introduction && {mobile && i == 0 && props.data?.introduction &&
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelectStep(0)}> <div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelectStep(0)}>
<Markdown>{props.data?.introduction}</Markdown> <Markdown>{props.data?.introduction}</Markdown>
</div> </div>
} }
{mobile && <> {mobile &&
<Hints key={`hints-${i}`} <Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i} hints={filteredHints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelectStep(i)}/> selected={selectedStep} toggleSelection={toggleSelectStep(i)}/>
{i == proof.length - 1 && hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button className="btn btn-help" to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
</>
} }
<GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.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)) &&
<GoalsTabs proofStep={step} last={i == proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1) ? (n) => setDisableInput(n > 0) : (n) => {}}/>
}
{mobile && i == proof?.steps.length - 1 &&
<MoreHelpButton />
}
{/* Show a message that there are no goals left */} {/* Show a message that there are no goals left */}
{!step.goals.length && ( {/* {!step.goals.length && (
<div className="message information"> <div className="message information">
{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 />
@@ -504,15 +588,21 @@ export function TypewriterInterface({props}) {
</p> </p>
} }
</div> </div>
)} )} */}
</div> </div>
} }
})} //}
{mobile && completed && )}
<div className="button-row"> {proof?.diagnostics.length > 0 &&
<div key={`proof-step-remaining`} className="step step-remaining">
<Errors errors={proof?.diagnostics} typewriterMode={true} />
</div>
}
{mobile && proof?.completed &&
<div className="button-row mobile">
{props.level >= props.worldSize ? {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}`}>
@@ -521,11 +611,14 @@ export function TypewriterInterface({props}) {
} }
</div> </div>
} }
</> : <CircularProgress /> </> : <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 hidden={!withErr && proof[proof.length - 1]?.goals.length == 0} disabled={disableInput || !proof.length}/> <Typewriter disabled={disableInput || !proof?.steps.length}/>
</RpcContext.Provider> </RpcContext.Provider>
</div> </div>
} }
+16 -6
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>
@@ -194,17 +195,26 @@ export function AllMessages() {
</a> </a>
</span> </span>
</summary> */} </summary> */}
<AllMessagesBody uri={curPos.uri} key={curPos.uri} messages={iDiags0} /> <AllMessagesBody uri={curPos.uri} key={curPos.uri} messages={iDiags0} curPos={curPos} />
{/* </Details> */} {/* </Details> */}
</RpcContext.Provider> </RpcContext.Provider>
) )
} }
/** 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, messages}: {uri: DocumentUri, messages: () => Promise<InteractiveDiagnostic[]>}) { function AllMessagesBody({uri, curPos, messages}: {uri: DocumentUri, curPos: DocumentPosition | undefined , messages: () => Promise<InteractiveDiagnostic[]>}) {
let { t } = useTranslation()
const [msgs, setMsgs] = React.useState<InteractiveDiagnostic[] | undefined>(undefined) const [msgs, setMsgs] = React.useState<InteractiveDiagnostic[] | undefined>(undefined)
React.useEffect(() => { void messages().then(setMsgs) }, [messages]) React.useEffect(() => { void messages().then(
if (msgs === undefined) return <div>Loading messages...</div> msgs => setMsgs(msgs.filter(
(d)=>{
//console.log(`message start: ${d.range.start.line}. CurPos: ${curPos.line}`)
// Only show the messages from the line where the cursor is.
return d.range.start.line == curPos.line
}))
) }, [messages, curPos])
if (msgs === undefined) return <div>{t("Loading messages…")}</div>
else return <MessagesList uri={uri} messages={msgs}/> else return <MessagesList uri={uri} messages={msgs}/>
} }
+48 -12
View File
@@ -3,46 +3,82 @@
* *
* This file is based on `vscode-lean4/vscode-lean4/src/rpcApi.ts` * This file is based on `vscode-lean4/vscode-lean4/src/rpcApi.ts`
*/ */
import { ContextInfo, FVarId, CodeWithInfos, MVarId } from '@leanprover/infoview-api'; import type { Range } from 'vscode-languageserver-protocol';
import type { ContextInfo, FVarId, CodeWithInfos, MVarId } from '@leanprover/infoview-api';
export interface GameHint { import { InteractiveDiagnostic, TermInfo } from '@leanprover/infoview/*';
text: string; import type { Diagnostic } from 'vscode-languageserver-protocol';
hidden: boolean;
}
export interface InteractiveHypothesisBundle { export interface InteractiveHypothesisBundle {
/** The pretty names of the variables in the bundle. Anonymous names are rendered /** The pretty names of the variables in the bundle. Anonymous names are rendered
* as `"[anonymous]"` whereas inaccessible ones have a `✝` appended at the end. * as `"[anonymous]"` whereas inaccessible ones have a `✝` appended at the end.
* Use `InteractiveHypothesisBundle_nonAnonymousNames` to filter anonymouse ones out. */ * Use `InteractiveHypothesisBundle_nonAnonymousNames` to filter anonymouse ones out. */
names: string[]; names: string[];
/** Present since server version 1.1.2. */
fvarIds?: FVarId[]; fvarIds?: FVarId[];
type: CodeWithInfos; type: CodeWithInfos;
val?: CodeWithInfos; val?: CodeWithInfos;
isInstance?: boolean; isInstance?: boolean;
isType?: boolean; isType?: boolean;
isAssumption?: boolean;
isInserted?: boolean; isInserted?: boolean;
isRemoved?: boolean; isRemoved?: boolean;
isAssumption?: boolean;
} }
export interface InteractiveGoalCore { export interface InteractiveGoalCore {
hyps: InteractiveHypothesisBundle[]; hyps: InteractiveHypothesisBundle[];
type: CodeWithInfos; type: CodeWithInfos;
/** Present since server version 1.1.2. */
ctx?: ContextInfo; ctx?: ContextInfo;
} }
export interface InteractiveGoal extends InteractiveGoalCore { export interface InteractiveGoal extends InteractiveGoalCore {
userName?: string; userName?: string;
goalPrefix?: string; goalPrefix?: string;
/** Present since server version 1.1.2. */
mvarId?: MVarId; mvarId?: MVarId;
isInserted?: boolean; isInserted?: boolean;
isRemoved?: boolean; isRemoved?: boolean;
}
export interface InteractiveGoals extends InteractiveGoalCore {
goals: InteractiveGoals[];
}
export interface InteractiveTermGoal extends InteractiveGoalCore {
range?: Range;
term?: TermInfo;
}
export interface GameHint {
text: string;
hidden: boolean;
rawText: string;
varNames: string[][]; // in Lean: `Array (Name × Name)`
}
export interface InteractiveGoalWithHints {
goal: InteractiveGoal;
hints: GameHint[]; hints: GameHint[];
} }
export interface InteractiveGoals { export interface InteractiveGoalsWithHints {
goals: InteractiveGoal[]; goals: InteractiveGoalWithHints[];
command: string;
diags: InteractiveDiagnostic[];
}
/**
* The proof state as it is received from the server.
* Per proof step of the tactic proof, there is one `InteractiveGoalWithHints[]`.
*/
export interface ProofState {
/** The proof steps. step 0 is the state at the beginning of the proof. step one
* contains the goal after the first line has been evaluated.
*
* In particular `step[i]` is the proof step at the beginning of line `i` in vscode.
*/
steps: InteractiveGoalsWithHints[];
/** The remaining diagnostics that are not in the steps. Usually this should only
* be the "unsolved goals" message, I believe.
*/
diagnostics : InteractiveDiagnostic[];
completed : Boolean;
completedWithWarnings : Boolean;
} }
+57 -109
View File
@@ -5,7 +5,7 @@ import { faWandMagicSparkles } from '@fortawesome/free-solid-svg-icons'
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js' import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { Registry } from 'monaco-textmate' // peer dependency import { Registry } from 'monaco-textmate' // peer dependency
import { wireTmGrammars } from 'monaco-editor-textmate' import { wireTmGrammars } from 'monaco-editor-textmate'
import { DiagnosticSeverity, PublishDiagnosticsParams } from 'vscode-languageserver-protocol'; import { DiagnosticSeverity, PublishDiagnosticsParams, DocumentUri } from 'vscode-languageserver-protocol';
import { useServerNotificationEffect } from '../../../../node_modules/lean4-infoview/src/infoview/util'; import { useServerNotificationEffect } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { AbbreviationRewriter } from 'lean4web/client/src/editor/abbreviation/rewriter/AbbreviationRewriter'; import { AbbreviationRewriter } from 'lean4web/client/src/editor/abbreviation/rewriter/AbbreviationRewriter';
import { AbbreviationProvider } from 'lean4web/client/src/editor/abbreviation/AbbreviationProvider'; import { AbbreviationProvider } from 'lean4web/client/src/editor/abbreviation/AbbreviationProvider';
@@ -13,13 +13,19 @@ import * as leanSyntax from 'lean4web/client/src/syntaxes/lean.json'
import * as leanMarkdownSyntax from 'lean4web/client/src/syntaxes/lean-markdown.json' import * as leanMarkdownSyntax from 'lean4web/client/src/syntaxes/lean-markdown.json'
import * as codeblockSyntax from 'lean4web/client/src/syntaxes/codeblock.json' import * as codeblockSyntax from 'lean4web/client/src/syntaxes/codeblock.json'
import languageConfig from 'lean4/language-configuration.json'; import languageConfig from 'lean4/language-configuration.json';
import { InteractiveDiagnostic, getInteractiveDiagnostics } from '@leanprover/infoview-api'; import { InteractiveDiagnostic, RpcSessionAtPos, getInteractiveDiagnostics } from '@leanprover/infoview-api';
import { Diagnostic } from 'vscode-languageserver-types'; import { Diagnostic } from 'vscode-languageserver-types';
import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util'; import { DocumentPosition } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { RpcContext } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions'; import { RpcContext } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions';
import { DeletedChatContext, InputModeContext, MonacoEditorContext, ProofContext, ProofStep } from './context' import { DeletedChatContext, InputModeContext, MonacoEditorContext, ProofContext } from './context'
import { goalsToString } from './goals' import { goalsToString, lastStepHasErrors, loadGoals } from './goals'
import { GameHint, InteractiveGoals } from './rpc_api' import { GameHint, ProofState } from './rpc_api'
import { useTranslation } from 'react-i18next'
export interface GameDiagnosticsParams {
uri: DocumentUri;
diagnostics: Diagnostic[];
}
/* We register a new language `leancmd` that looks like lean4, but does not use the lsp server. */ /* We register a new language `leancmd` that looks like lean4, but does not use the lsp server. */
@@ -64,7 +70,8 @@ config.autoClosingPairs = config.autoClosingPairs.map(
monaco.languages.setLanguageConfiguration('lean4cmd', config); monaco.languages.setLanguageConfiguration('lean4cmd', config);
/** The input field */ /** The input field */
export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boolean}) { export function Typewriter({disabled}: {disabled?: boolean}) {
let { t } = useTranslation()
/** Reference to the hidden multi-line editor */ /** Reference to the hidden multi-line editor */
const editor = React.useContext(MonacoEditorContext) const editor = React.useContext(MonacoEditorContext)
@@ -79,109 +86,13 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
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 : InteractiveGoals[]) => {
Promise.all(msgCalls).then((diagnostics : [InteractiveDiagnostic[]]) => {
let tmpProof : ProofStep[] = []
let goalCount = 0
steps.map((goals, i) => {
// The first step has an empty command and therefore also no error messages
// Usually there is a newline at the end of the editors content, so we need to
// display diagnostics from potentally two lines in the last step.
let messages = i ? (i == steps.length - 1 ? diagnostics.slice(i-1).flat() : diagnostics[i-1]) : []
// Filter out the 'unsolved goals' message
messages = messages.filter((msg) => {
return !("append" in msg.message &&
"text" in msg.message.append[0] &&
msg.message.append[0].text === "unsolved goals")
})
if (typeof goals == 'undefined') {
tmpProof.push({
command: i ? model.getLineContent(i) : '',
goals: [],
hints: [],
errors: messages
} as ProofStep)
console.debug('goals is undefined')
return
}
// If the number of goals reduce, show a message
if (goals.goals.length && goalCount > goals.goals.length) {
messages.unshift({
range: {
start: {
line: i-1,
character: 0,
},
end: {
line: i-1,
character: 0,
}},
severity: DiagnosticSeverity.Information,
message: {
text: 'intermediate goal solved 🎉'
}
})
}
goalCount = goals.goals.length
// with no goals there will be no hints.
let hints : GameHint[] = goals.goals.length ? goals.goals[0].hints : []
console.debug(`Command (${i}): `, i ? model.getLineContent(i) : '')
console.debug(`Goals: (${i}): `, goalsToString(goals)) //
console.debug(`Hints: (${i}): `, hints)
console.debug(`Errors: (${i}): `, messages)
tmpProof.push({
// the command of the line above. Note that `getLineContent` starts counting
// at `1` instead of `zero`. The first ProofStep will have an empty command.
command: i ? model.getLineContent(i) : '',
// TODO: store correct data
goals: goals.goals,
// only need the hints of the active goals in chat
hints: hints,
// errors and messages from the server
errors: messages
} as ProofStep)
})
// Save the proof to the context
setProof(tmpProof)
}).catch((error) => {console.debug("promise broken")})
}).catch((error) => {console.debug("promise broken")})
}, [editor, rpcSess, uri, model])
// Run the command // Run the command
const runCommand = React.useCallback(() => { const runCommand = React.useCallback(() => {
if (processing) {return} if (processing) {return}
@@ -201,6 +112,8 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
forceMoveMarkers: false forceMoveMarkers: false
}]) }])
setTypewriterInput('') setTypewriterInput('')
// Load proof after executing edits
loadGoals(rpcSess, uri, setProof, setCrashed)
} }
editor.setPosition(pos) editor.setPosition(pos)
@@ -212,9 +125,15 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
} }
}, [typewriterInput]) }, [typewriterInput])
/* Load proof on start/switching to typewriter */
useEffect(() => { useEffect(() => {
if (proof.length && hasInteractiveErrors(proof[proof.length - 1].errors)) { loadGoals(rpcSess, uri, setProof, setCrashed)
setTypewriterInput(proof[proof.length - 1].command) }, [])
/** If the last step has an error, add the command to the typewriter. */
useEffect(() => {
if (lastStepHasErrors(proof)) {
setTypewriterInput(proof?.steps[proof?.steps.length - 1].command)
} }
}, [proof]) }, [proof])
@@ -222,7 +141,14 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
useServerNotificationEffect('textDocument/publishDiagnostics', (params: PublishDiagnosticsParams) => { useServerNotificationEffect('textDocument/publishDiagnostics', (params: PublishDiagnosticsParams) => {
if (params.uri == uri) { if (params.uri == uri) {
setProcessing(false) setProcessing(false)
loadAllGoals()
console.log('Received lean diagnostics')
console.log(params.diagnostics)
setInterimDiags(params.diagnostics)
//loadGoals(rpcSess, uri, setProof)
// TODO: loadAllGoals()
if (!hasErrors(params.diagnostics)) { if (!hasErrors(params.diagnostics)) {
//setTypewriterInput("") //setTypewriterInput("")
editor.setPosition(editor.getModel().getFullModelRange().getEndPosition()) editor.setPosition(editor.getModel().getFullModelRange().getEndPosition())
@@ -236,6 +162,15 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
// loadAllGoals() // loadAllGoals()
}, [uri]); }, [uri]);
// // React when answer from the server comes back
// useServerNotificationEffect('$/game/publishDiagnostics', (params: GameDiagnosticsParams) => {
// console.log('Received game diagnostics')
// console.log(`diag. uri : ${params.uri}`)
// console.log(params.diagnostics)
// }, [uri]);
useEffect(() => { useEffect(() => {
const myEditor = monaco.editor.create(inputRef.current!, { const myEditor = monaco.editor.create(inputRef.current!, {
value: typewriterInput, value: typewriterInput,
@@ -306,7 +241,8 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
useEffect(() => { useEffect(() => {
console.debug(`time to update: ${uri} \n ${rpcSess}`) console.debug(`time to update: ${uri} \n ${rpcSess}`)
console.debug(rpcSess) console.debug(rpcSess)
loadAllGoals() // console.debug('LOAD ALL GOALS')
// TODO: loadAllGoals()
}, [rpcSess]) }, [rpcSess])
/** Process the entered command */ /** Process the entered command */
@@ -315,13 +251,14 @@ export function Typewriter({hidden, disabled}: {hidden?: boolean, disabled?: boo
runCommand() runCommand()
} }
return <div className={`typewriter${hidden ? ' hidden' : ''}${disabled ? ' disabled' : ''}`}> // do not display if the proof is completed (with potential warnings still present)
return <div className={`typewriter${proof?.completedWithWarnings ? ' hidden' : ''}${disabled ? ' disabled' : ''}`}>
<form onSubmit={handleSubmit}> <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>
@@ -343,3 +280,14 @@ export function hasInteractiveErrors (diags: InteractiveDiagnostic[]) {
(d) => (d.severity == DiagnosticSeverity.Error ) // || d.severity == DiagnosticSeverity.Warning (d) => (d.severity == DiagnosticSeverity.Error ) // || d.severity == DiagnosticSeverity.Warning
) )
} }
export function getInteractiveDiagsAt (proof: ProofState, k : number) {
if (k == 0) {
return []
} else if (k >= proof?.steps.length-1) {
// TODO: Do we need that?
return proof?.diagnostics.filter(msg => msg.range.start.line >= proof?.steps.length-1)
} else {
return proof?.diagnostics.filter(msg => msg.range.start.line == k-1)
}
}
+53 -27
View File
@@ -2,48 +2,55 @@ import * as React from 'react';
import { useState, useEffect } from 'react'; import { useState, useEffect } from 'react';
import '../css/inventory.css' import '../css/inventory.css'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome' import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faLock, faBan } from '@fortawesome/free-solid-svg-icons' import { faLock, faBan, faCheck } from '@fortawesome/free-solid-svg-icons'
import { faClipboard } from '@fortawesome/free-regular-svg-icons'
import { GameIdContext } from '../app'; import { GameIdContext } from '../app';
import Markdown from './markdown'; import Markdown from './markdown';
import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery } from '../state/api'; import { useLoadDocQuery, InventoryTile, LevelInfo, InventoryOverview, useLoadInventoryOverviewQuery } from '../state/api';
import { selectDifficulty, selectInventory } from '../state/progress'; import { selectDifficulty, selectInventory } from '../state/progress';
import { store } from '../state/store'; import { store } from '../state/store';
import { useSelector } from 'react-redux'; import { useSelector } from 'react-redux';
import { useTranslation } from 'react-i18next';
import { t } from 'i18next';
export function Inventory({levelInfo, openDoc, enableAll=false} : export function Inventory({levelInfo, openDoc, lemmaTab, setLemmaTab, enableAll=false} :
{ {
levelInfo: LevelInfo|InventoryOverview, levelInfo: LevelInfo|InventoryOverview,
openDoc: (props: {name: string, type: string}) => void, openDoc: (props: {name: string, type: string}) => void,
lemmaTab: 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} defaultTab={levelInfo?.lemmaTab} level={levelInfo} enableAll={enableAll}/> <InventoryList items={levelInfo?.lemmas} docType="Lemma" openDoc={openDoc} level={levelInfo} enableAll={enableAll} tab={lemmaTab} setTab={setLemmaTab}/>
} }
</div> </div>
) )
} }
function InventoryList({items, docType, openDoc, defaultTab=null, level=undefined, enableAll=false} : function InventoryList({items, docType, openDoc, tab=null, setTab=undefined, level=undefined, enableAll=false} :
{ {
items: InventoryTile[], items: InventoryTile[],
docType: string, docType: string,
openDoc(props: {name: string, type: string}): void, openDoc(props: {name: string, type: string}): void,
defaultTab? : string, tab?: any,
level? : LevelInfo|InventoryOverview, setTab?: any,
level?: LevelInfo|InventoryOverview,
enableAll?: boolean, enableAll?: boolean,
}) { }) {
// TODO: `level` is only used in the `useEffect` below to check if a new level has // TODO: `level` is only used in the `useEffect` below to check if a new level has
@@ -59,8 +66,6 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
} }
const categories = Array.from(categorySet).sort() const categories = Array.from(categorySet).sort()
const [tab, setTab] = useState(defaultTab)
// Add inventory items from local store as unlocked. // Add inventory items from local store as unlocked.
// Items are unlocked if they are in the local store, or if the server says they should be // Items are unlocked if they are in the local store, or if the server says they should be
// given the dependency graph. (OR-connection) (TODO: maybe add different logic for different // given the dependency graph. (OR-connection) (TODO: maybe add different logic for different
@@ -68,13 +73,6 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
let inv: string[] = selectInventory(gameId)(store.getState()) let inv: string[] = selectInventory(gameId)(store.getState())
let modifiedItems : InventoryTile[] = items.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile) let modifiedItems : InventoryTile[] = items.map(tile => inv.includes(tile.name) ? {...tile, locked: false} : tile)
useEffect(() => {
// If the level specifies `LemmaTab "Nat"`, we switch to this tab on loading.
// `defaultTab` is `null` or `undefined` otherwise, in which case we don't want to switch.
if (defaultTab) {
setTab(defaultTab)
}}, [level])
return <> return <>
{categories.length > 1 && {categories.length > 1 &&
<div className="tab-bar"> <div className="tab-bar">
@@ -86,24 +84,29 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
{[...modifiedItems].sort( {[...modifiedItems].sort(
// For lemas, sort entries `available > disabled > locked` // For lemas, sort entries `available > disabled > locked`
// otherwise alphabetically // otherwise alphabetically
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled) (x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled) || x.displayName.localeCompare(y.displayName)
).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => { ).filter(item => !item.hidden && ((tab ?? categories[0]) == item.category)).map((item, i) => {
return <InventoryItem key={`${item.category}-${item.name}`} return <InventoryItem key={`${item.category}-${item.name}`}
item={item}
showDoc={() => {openDoc({name: item.name, type: docType})}} showDoc={() => {openDoc({name: item.name, type: docType})}}
name={item.name} displayName={item.displayName} locked={difficulty > 0 ? item.locked : false} name={item.name} displayName={item.displayName} locked={difficulty > 0 ? item.locked : false}
disabled={item.disabled} newly={item.new} enableAll={enableAll}/> disabled={item.disabled} newly={item.new} enableAll={enableAll} />
}) })
} }
</div> </div>
</> </>
} }
function InventoryItem({name, displayName, locked, disabled, newly, showDoc, enableAll=false}) { function InventoryItem({item, name, displayName, locked, disabled, newly, showDoc, enableAll=false}) {
const icon = locked ? <FontAwesomeIcon icon={faLock} /> : const icon = locked ? <FontAwesomeIcon icon={faLock} /> :
disabled ? <FontAwesomeIcon icon={faBan} /> : "" disabled ? <FontAwesomeIcon icon={faBan} /> : item.st
const className = locked ? "locked" : disabled ? "disabled" : newly ? "new" : "" const className = locked ? "locked" : disabled ? "disabled" : newly ? "new" : ""
const title = locked ? "Not unlocked yet" : // Note: This is somewhat a hack as the statement of lemmas comes currently in the form
disabled ? "Not available in this level" : "" // `Namespace.statement_name (x y : Nat) : some type`
const title = locked ? t("Not unlocked yet") :
disabled ? t("Not available in this level") : (item.altTitle ? item.altTitle.substring(item.altTitle.indexOf(' ') + 1) : '')
const [copied, setCopied] = useState(false)
const handleClick = () => { const handleClick = () => {
if (enableAll || !locked) { if (enableAll || !locked) {
@@ -111,7 +114,21 @@ function InventoryItem({name, displayName, locked, disabled, newly, showDoc, ena
} }
} }
return <div className={`item ${className}${enableAll ? ' enabled' : ''}`} onClick={handleClick} title={title}>{icon} {displayName}</div> const copyItemName = (ev) => {
navigator.clipboard.writeText(displayName)
setCopied(true)
setInterval(() => {
setCopied(false)
}, 3000);
ev.stopPropagation()
}
return <div className={`item ${className}${enableAll ? ' enabled' : ''}`} onClick={handleClick} title={title}>
{icon} {displayName}
<div className="copy-button" onClick={copyItemName}>
{copied ? <FontAwesomeIcon icon={faCheck} /> : <FontAwesomeIcon icon={faClipboard} />}
</div>
</div>
} }
export function Documentation({name, type, handleClose}) { export function Documentation({name, type, handleClose}) {
@@ -123,7 +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>
} }
@@ -131,16 +148,25 @@ export function Documentation({name, type, handleClose}) {
export function InventoryPanel({levelInfo, visible = true}) { export function InventoryPanel({levelInfo, visible = true}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const [lemmaTab, setLemmaTab] = useState(levelInfo?.lemmaTab)
// The inventory is overlayed by the doc entry of a clicked item // The inventory is overlayed by the doc entry of a clicked item
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null) const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null)
// Set `inventoryDoc` to `null` to close the doc // Set `inventoryDoc` to `null` to close the doc
function closeInventoryDoc() {setInventoryDoc(null)} function closeInventoryDoc() {setInventoryDoc(null)}
useEffect(() => {
// If the level specifies `LemmaTab "Nat"`, we switch to this tab on loading.
// `defaultTab` is `null` or `undefined` otherwise, in which case we don't want to switch.
if (levelInfo?.lemmaTab) {
setLemmaTab(levelInfo?.lemmaTab)
}}, [levelInfo])
return <div className={`column inventory-panel ${visible ? '' : 'hidden'}`}> return <div className={`column inventory-panel ${visible ? '' : 'hidden'}`}>
{inventoryDoc ? {inventoryDoc ?
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/> <Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
: :
<Inventory levelInfo={levelInfo} openDoc={setInventoryDoc} enableAll={true}/> <Inventory levelInfo={levelInfo} openDoc={setInventoryDoc} enableAll={true} lemmaTab={lemmaTab} setLemmaTab={setLemmaTab}/>
} }
</div> </div>
} }
+130 -109
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';
@@ -7,19 +8,18 @@ import '@fontsource/roboto/500.css';
import '@fontsource/roboto/700.css'; import '@fontsource/roboto/700.css';
import '../css/landing_page.css' import '../css/landing_page.css'
import coverRobo from '../assets/covers/formaloversum.png'
import bgImage from '../assets/bg.jpg' import bgImage from '../assets/bg.jpg'
import Markdown from './markdown'; import Markdown from './markdown';
import {PrivacyPolicyPopup} from './popup/privacy_policy' import {PrivacyPolicyPopup} from './popup/privacy_policy'
import { GameTile, useGetGameInfoQuery } from '../state/api'
import path from 'path';
const flag = { 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': '🇮🇹',
}
function GithubIcon({url='https://github.com'}) { function GithubIcon({url='https://github.com'}) {
@@ -32,47 +32,49 @@ function GithubIcon({url='https://github.com'}) {
</div> </div>
} }
function GameTile({ function Tile({gameId, data}: {gameId: string, data: GameTile|undefined}) {
title, let { t } = useTranslation()
gameId,
intro, // Catchy intro phrase.
image=null,
worlds='?',
levels='?',
prereq='&ndash;', // Optional list of games that this game builds on. Use markdown.
description, // Longer description. Supports Markdown.
language}) {
let navigate = useNavigate(); let navigate = useNavigate();
const routeChange = () =>{ const routeChange = () =>{
navigate(gameId); navigate(gameId);
} }
if (typeof data === 'undefined') {
return <></>
}
return <div className="game" onClick={routeChange}> return <div className="game" onClick={routeChange}>
<div className="wrapper"> <div className="wrapper">
<div className="title">{title}</div> <div className="title">{t(data.title, { ns: gameId })}</div>
<div className="short-description">{intro} <div className="short-description">{t(data.short, { ns: gameId })}
</div> </div>
{ image ? <img className="image" src={image} alt="" /> : <div className="image"/> } { data.image ? <img className="image" src={path.join("data", gameId, data.image)} alt="" /> : <div className="image"/> }
<div className="long description"><Markdown>{description}</Markdown></div> <div className="long description"><Markdown>{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>{prereq}</Markdown></td> <td><Markdown>{t(data.prerequisites.join(', '), { ns: gameId })}</Markdown></td>
</tr> </tr>
<tr> <tr>
<td>Worlds</td> <td>{t("Worlds")}</td>
<td>{worlds}</td> <td>{data.worlds}</td>
</tr> </tr>
<tr> <tr>
<td>Levels</td> <td>{t("Levels")}</td>
<td>{levels}</td> <td>{data.levels}</td>
</tr> </tr>
<tr> <tr>
<td>Language</td> <td>{t("Language")}</td>
<td title={`in ${language}`}>{flag[language]}</td>
<td>
{data.languages.map((lang) => {
let langOpt = lean4gameConfig.languages.find((e) => e.iso == lang)
return <ReactCountryFlag key={`flag-${lang}`} title={langOpt?.name} countryCode={langOpt?.flag} className="emojiFlag"/>
})}
</td>
</tr> </tr>
</tbody> </tbody>
</table> </table>
@@ -84,114 +86,133 @@ 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 { t, i18n } = useTranslation()
// Load the namespaces of all games
// TODO: should `allGames` contain game-ids starting with `g/`?
i18next.loadNamespaces(lean4gameConfig.allGames.map(id => `g/${id}`))
let allTiles = lean4gameConfig.allGames.map((gameId) => {
let q = useGetGameInfoQuery({game: `g/${gameId}`})
// if (q.isError) {
// if (q.error?.originalStatus === 404) {
// // Handle 404 error
// console.log('File not found');
// } else {
// // Suppress additional console.error messages
// console.error(q.error);
// }
// }
return q.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.filter(x => x != null).length == 0 ?
<GameTile <p>
title="Natural Number Game" <Trans>
gameId="g/hhu-adam/NNG4" No Games loaded. Use <a>http://localhost:3000/#/g/local/FOLDER</a> to open a
intro="The classical introduction game for Lean." game directly from a local folder.
description="In this game you recreate the natural numbers $\mathbb{N}$ from the Peano axioms, </Trans>
learning the basics about theorem proving in Lean. </p>
: lean4gameConfig.allGames.map((id, i) => (
This is a good first introduction to Lean!" <Tile
worlds="4" key={id}
levels="30" gameId={`g/${id}`}
language="English" data={allTiles[i]}
/> />
))
<GameTile }
title="Formaloversum"
gameId="g/hhu-adam/Robo"
intro="Erkunde das Leansche Universum mit deinem Robo, welcher dir bei der Verständigung mit den Formalosophen zur Seite steht."
description="
Dieses Spiel führt die Grundlagen zur Beweisführung in Lean ein und schneidet danach verschiedene Bereiche des Bachelorstudiums an.
(Das Spiel befindet sich noch in der Entstehungsphase.)"
image={coverRobo}
language="German"
/>
<GameTile
title="NNG (OLD)"
gameId="g/hhu-adam/nng4-old"
intro="The old version of the NNG copied from lean3."
description="This version is not maintained and might break at any point. You should play the new version instead"
worlds="9"
levels="72"
language="English"
/>
</div> </div>
<section> <section>
<div className="wrapper"> <div className="wrapper">
<h2>Development notes</h2> <h2>{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 55 copies of the NNG or 25 copies of games importing As this server runs lean on our university machines, it has a limited capacity.
mathlib. We hope to address this limitation 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/NNG4">NNG Github Repo</a> as If you are considering writing your own game, you should use
a template. 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>
There is an option to load and run your own games directly on the server, <p>
instructions are in the NNG repo. Since this is still in development we'd like to You can directly load your games into the server and play it using
encourage you to contact us for support creating your own game. The documentation is the correct URL. The <a target="_blank" href="https://github.com/leanprover-community/lean4game/">instructions above</a> also
not polished yet. explain the details for how to load your game to the server.
</p>
<p> We'd like to encourage you to contact us if you have any questions.
To add games to this main page, you should get in contact as </p>
games will need to be added manually. <p>
</p> Featured games on this page are added manually.
Please get in contact and we'll happily add yours.
</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>
{/* <PrivacyPolicy/> */}
</div> </div>
} }
+214 -168
View File
@@ -16,24 +16,25 @@ 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 { ConnectionContext, connection, useLeanClient } from '../connection'
import { useAppDispatch, useAppSelector } from '../hooks' import { useAppDispatch, useAppSelector } from '../hooks'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api' import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited, import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
selectHelp, selectDifficulty, selectInventory } from '../state/progress' selectHelp, selectDifficulty, selectInventory, selectTypewriterMode, changeTypewriterMode } from '../state/progress'
import { store } from '../state/store' import { store } from '../state/store'
import { Button } from './button' import { Button } from './button'
import Markdown from './markdown' import Markdown from './markdown'
import {InventoryPanel} from './inventory' import {InventoryPanel} from './inventory'
import { hasInteractiveErrors } from './infoview/typewriter' import { hasInteractiveErrors } from './infoview/typewriter'
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, import { DeletedChatContext, InputModeContext, PreferencesContext, MonacoEditorContext,
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context' ProofContext, SelectionContext, WorldLevelIdContext } from './infoview/context'
import { DualEditor } from './infoview/main' import { DualEditor } from './infoview/main'
import { GameHint } from './infoview/rpc_api' import { GameHint, InteractiveGoalsWithHints, ProofState } from './infoview/rpc_api'
import { DeletedHints, Hint, Hints } from './hints' import { DeletedHints, Hint, Hints, MoreHelpButton, filterHints } from './hints'
import { PrivacyPolicyPopup } from './popup/privacy_policy' import { PrivacyPolicyPopup } from './popup/privacy_policy'
import path from 'path';
import '@fontsource/roboto/300.css' import '@fontsource/roboto/300.css'
import '@fontsource/roboto/400.css' import '@fontsource/roboto/400.css'
@@ -43,30 +44,61 @@ import 'lean4web/client/src/editor/infoview.css'
import 'lean4web/client/src/editor/vscode.css' import 'lean4web/client/src/editor/vscode.css'
import '../css/level.css' import '../css/level.css'
import { LevelAppBar } from './app_bar' import { LevelAppBar } from './app_bar'
import { LeanClient } from 'lean4web/client/src/editor/leanclient'
import { DisposingWebSocketMessageReader } from 'lean4web/client/src/reader'
import { WebSocketMessageWriter, toSocket } from 'vscode-ws-jsonrpc'
import { IConnectionProvider } from 'monaco-languageclient'
import { monacoSetup } from 'lean4web/client/src/monacoSetup'
import { onigasmH } from 'onigasm/lib/onigasmH'
import { isLastStepWithErrors, lastStepHasErrors } from './infoview/goals'
import { InfoPopup } from './popup/game_info'
import { PreferencesPopup } from './popup/preferences'
import { useTranslation } from 'react-i18next'
import i18next from 'i18next'
monacoSetup()
function Level() { function Level() {
const params = useParams() const params = useParams()
const levelId = parseInt(params.levelId) const levelId = parseInt(params.levelId)
const worldId = params.worldId const worldId = params.worldId
// useLoadWorldFiles(worldId)
const gameId = React.useContext(GameIdContext)
// Load the namespace of the game
i18next.loadNamespaces(gameId).catch(err => {
console.warn(`translations for ${gameId} do not exist.`)
})
const gameInfo = useGetGameInfoQuery({game: gameId})
// pop-ups
const [impressum, setImpressum] = React.useState(false) const [impressum, setImpressum] = React.useState(false)
const [info, setInfo] = React.useState(false)
const [preferencesPopup, setPreferencesPopup] = React.useState(false)
const closeImpressum = () => { function closeImpressum() {setImpressum(false)}
setImpressum(false) function closeInfo() {setInfo(false)}
} function closePreferencesPopup() {setPreferencesPopup(false)}
function toggleImpressum() {setImpressum(!impressum)}
function toggleInfo() {setInfo(!info)}
function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)}
return <WorldLevelIdContext.Provider value={{worldId, levelId}}> return <WorldLevelIdContext.Provider value={{worldId, levelId}}>
{levelId == 0 ? {levelId == 0 ?
<Introduction impressum={impressum} setImpressum={setImpressum} /> : <Introduction impressum={impressum} setImpressum={setImpressum} toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup} /> :
<PlayableLevel key={`${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}) { function ChatPanel({lastLevel, visible = true}) {
let { t } = useTranslation()
const chatRef = useRef<HTMLDivElement>(null) const chatRef = useRef<HTMLDivElement>(null)
const {mobile} = useContext(MobileContext) const {mobile} = useContext(PreferencesContext)
const gameId = useContext(GameIdContext) const gameId = useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext) const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId}) const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
@@ -75,9 +107,7 @@ function ChatPanel({lastLevel}) {
const {selectedStep, setSelectedStep} = useContext(SelectionContext) const {selectedStep, setSelectedStep} = useContext(SelectionContext)
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId)) const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
// If the last step has errors, we want to treat it as if it is part of the second-to-last step let k = proof?.steps.length ? proof?.steps.length - (lastStepHasErrors(proof) ? 2 : 1) : 0
let k = proof.length - 1
let withErr = hasInteractiveErrors(proof[k]?.errors) ? 1 : 0
function toggleSelection(line: number) { function toggleSelection(line: number) {
return (ev) => { return (ev) => {
@@ -90,29 +120,6 @@ function ChatPanel({lastLevel}) {
} }
} }
function hasHiddenHints(i : number): boolean {
let step = proof[i]
// For example if the proof isn't loaded yet
if(!step) {return false}
return step.hints.some((hint) => hint.hidden)
}
const activateHiddenHints = (ev) => {
// If the last step (`k`) has errors, we want the hidden hints from the
// second-to-last step to be affected
if (!(proof.length)) {return}
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k - withErr)) {
tmp.delete(k - withErr)
} else {
tmp.add(k - withErr)
}
setShowHelp(tmp)
console.debug(`help: ${Array.from(tmp.values())}`)
}
useEffect(() => { useEffect(() => {
// TODO: For some reason this is always called twice // TODO: For some reason this is always called twice
console.debug('scroll chat') console.debug('scroll chat')
@@ -136,57 +143,64 @@ function ChatPanel({lastLevel}) {
// // 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"> return <div className={`chat-panel ${visible ? '' : 'hidden'}`}>
<div ref={chatRef} className="chat"> <div ref={chatRef} className="chat">
{introText?.filter(t => t.trim()).map(((t, i) => {introText?.filter(t => t.trim()).map(((t, i) =>
// Show the level's intro text as hints, too
<Hint key={`intro-p-${i}`} <Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} /> hint={{text: t, hidden: false, rawText: t, varNames: []}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
))} ))}
{proof.map((step, i) => { {proof?.steps.map((step, i) => {
// It the last step has errors, it will have the same hints let filteredHints = filterHints(step.goals[0]?.hints, proof?.steps[i-1]?.goals[0]?.hints)
// as the second-to-last step. Therefore we should not display them. if (step.goals.length > 0 && !isLastStepWithErrors(proof, i)) {
if (!(i == proof.length - 1 && withErr)) {
// TODO: Should not use index as key.
return <Hints key={`hints-${i}`} return <Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i} hints={filteredHints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.length - 1}/> selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof?.steps.length - 1}/>
} }
})} })}
{/* {modifiedHints.map((step, i) => {
// It the last step has errors, it will have the same hints
// as the second-to-last step. Therefore we should not display them.
if (!(i == proof?.steps.length - 1 && withErr)) {
// TODO: Should not use index as key.
return <Hints key={`hints-${i}`}
hints={step} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof?.steps.length - 1}/>
}
})} */}
<DeletedHints hints={deletedChat}/> <DeletedHints hints={deletedChat}/>
{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">
{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>)
} }
{hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) && <MoreHelpButton />
<Button to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
</div> </div>
</div> </div>
} }
function ExercisePanel({codeviewRef, visible=true}) {
function ExercisePanel({codeviewRef, visible=true}: {codeviewRef: React.MutableRefObject<HTMLDivElement>, visible?: boolean}) {
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext) const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId}) const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
@@ -198,22 +212,30 @@ function ExercisePanel({codeviewRef, visible=true}) {
</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)
const {mobile} = React.useContext(MobileContext) const {mobile} = React.useContext(PreferencesContext)
const dispatch = useAppDispatch()
const difficulty = useSelector(selectDifficulty(gameId))
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId)) const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId)) const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
const inventory: Array<String> = useSelector(selectInventory(gameId))
const typewriterMode = useSelector(selectTypewriterMode(gameId))
const setTypewriterMode = (newTypewriterMode: boolean) => dispatch(changeTypewriterMode({game: gameId, typewriterMode: newTypewriterMode}))
const gameInfo = useGetGameInfoQuery({game: gameId}) const gameInfo = useGetGameInfoQuery({game: gameId})
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId}) const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
// The state variables for the `ProofContext` // The state variables for the `ProofContext`
const [proof, setProof] = useState<Array<ProofStep>>([]) const [proof, setProof] = useState<ProofState>({steps: [], diagnostics: [], completed: false, completedWithWarnings: false})
const [interimDiags, setInterimDiags] = useState<Array<Diagnostic>>([])
const [isCrashed, setIsCrashed] = useState<Boolean>(false)
// When deleting the proof, we want to keep to old messages around until // 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>>([])
@@ -221,12 +243,11 @@ function PlayableLevel({impressum, setImpressum}) {
const [showHelp, setShowHelp] = useState<Set<number>>(new Set()) const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
// Only for mobile layout // Only for mobile layout
const [pageNumber, setPageNumber] = useState(0) const [pageNumber, setPageNumber] = useState(0)
const [typewriterMode, setTypewriterMode] = useState(true)
// set to true to prevent switching between typewriter and editor // set to true to prevent switching between typewriter and editor
const [lockInputMode, setLockInputMode] = useState(false) const [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]
const dispatch = useAppDispatch()
// impressum pop-up // impressum pop-up
function toggleImpressum() {setImpressum(!impressum)} function toggleImpressum() {setImpressum(!impressum)}
@@ -284,16 +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>()
// if the user inventory changes, notify the server
useEffect(() => {
let leanClient = connection.getLeanClient(gameId)
leanClient.sendNotification('$/game/setInventory', {inventory: inventory, difficulty: difficulty})
}, [inventory])
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()
@@ -321,7 +337,7 @@ function PlayableLevel({impressum, setImpressum}) {
} }
} }
} else { } else {
setTypewriterMode(true) setLockEditorMode(false)
} }
}, [level, levelId, worldId, gameId, editor]) }, [level, levelId, worldId, gameId, editor])
@@ -336,7 +352,7 @@ function PlayableLevel({impressum, setImpressum}) {
}, [gameId, worldId, levelId]) }, [gameId, worldId, levelId])
useEffect(() => { useEffect(() => {
if (!typewriterMode) { 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(),
@@ -345,19 +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.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.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.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)}))
} }
@@ -365,7 +381,7 @@ function PlayableLevel({impressum, setImpressum}) {
// Effect when command line mode gets enabled // Effect when command line mode gets enabled
useEffect(() => { useEffect(() => {
if (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(),
@@ -388,22 +404,25 @@ function PlayableLevel({impressum, setImpressum}) {
// editor.setSelection(monaco.Selection.fromPositions(endPos, endPos)) // editor.setSelection(monaco.Selection.fromPositions(endPos, endPos))
// } // }
} }
}, [editor, typewriterMode]) }, [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 && ` : ${t(level?.data?.title, {ns: gameId})}`)}
toggleImpressum={toggleImpressum} /> toggleImpressum={toggleImpressum}
toggleInfo={toggleInfo}
togglePreferencesPopup={togglePreferencesPopup}
/>
{mobile? {mobile?
// TODO: This is copied from the `Split` component below... // TODO: This is copied from the `Split` component below...
<> <>
@@ -432,23 +451,25 @@ function PlayableLevel({impressum, setImpressum}) {
} }
function IntroductionPanel({gameInfo}) { function IntroductionPanel({gameInfo}) {
let { t } = useTranslation()
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId} = useContext(WorldLevelIdContext) const {worldId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(PreferencesContext)
let text: Array<string> = gameInfo.data?.worlds.nodes[worldId].introduction.split(/\n(\s*\n)+/) let text: Array<string> = t(gameInfo.data?.worlds.nodes[worldId].introduction, {ns: gameId}).split(/\n(\s*\n)+/)
return <div className="chat-panel"> return <div className="chat-panel">
<div className="chat"> <div className="chat">
{text?.filter(t => t.trim()).map(((t, i) => {text?.filter(t => t.trim()).map(((t, i) =>
<Hint key={`intro-p-${i}`} <Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={null} toggleSelection={undefined} /> hint={{text: t, hidden: false, rawText: t, varNames: []}} step={0} selected={null} toggleSelection={undefined} />
))} ))}
</div> </div>
<div className="button-row"> <div className={`button-row${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>
@@ -458,20 +479,27 @@ 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(MobileContext) const {mobile} = useContext(PreferencesContext)
const inventory = useLoadInventoryOverviewQuery({game: gameId}) const inventory = useLoadInventoryOverviewQuery({game: gameId})
const gameInfo = useGetGameInfoQuery({game: gameId}) const gameInfo = useGetGameInfoQuery({game: gameId})
const {worldId} = useContext(WorldLevelIdContext)
let image: string = gameInfo.data?.worlds.nodes[worldId].image
const toggleImpressum = () => { const toggleImpressum = () => {
setImpressum(!impressum) setImpressum(!impressum)
} }
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 ?
@@ -479,7 +507,12 @@ function Introduction({impressum, setImpressum}) {
: :
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}> <Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}>
<IntroductionPanel gameInfo={gameInfo} /> <IntroductionPanel gameInfo={gameInfo} />
<div className="world-image-container empty"></div> <div className="world-image-container empty center">
{image &&
<img className="contain" src={path.join("data", gameId, image)} alt="" />
}
</div>
<InventoryPanel levelInfo={inventory?.data} /> <InventoryPanel levelInfo={inventory?.data} />
</Split> </Split>
} }
@@ -512,21 +545,32 @@ function Introduction({impressum, setImpressum}) {
function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) { function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) {
const connection = React.useContext(ConnectionContext)
const gameId = React.useContext(GameIdContext) const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext) const {worldId, levelId} = useContext(WorldLevelIdContext)
const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null) const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null)
const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null) const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null)
const [infoviewApi, setInfoviewApi] = useState<null|InfoviewApi>(null)
const [editorConnection, setEditorConnection] = useState<null|EditorConnection>(null) const [editorConnection, setEditorConnection] = useState<null|EditorConnection>(null)
// Create Editor const uriStr = `file:///${worldId}/${levelId}`
const uri = monaco.Uri.parse(uriStr)
const inventory: Array<String> = useSelector(selectInventory(gameId))
const difficulty: number = useSelector(selectDifficulty(gameId))
useEffect(() => { useEffect(() => {
const model = monaco.editor.createModel(initialCode ?? '', 'lean4', uri)
if (onDidChangeContent) {
model.onDidChangeContent(() => onDidChangeContent(model.getValue()))
}
const editor = monaco.editor.create(codeviewRef.current!, { const editor = monaco.editor.create(codeviewRef.current!, {
model,
glyphMargin: true, glyphMargin: true,
quickSuggestions: false, quickSuggestions: false,
lineDecorationsWidth: 5,
folding: false,
lineNumbers: 'on',
lightbulb: { lightbulb: {
enabled: true enabled: true
}, },
@@ -538,11 +582,63 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
enabled: false enabled: false
}, },
lineNumbersMinChars: 3, lineNumbersMinChars: 3,
tabSize: 2,
'semanticHighlighting.enabled': true, 'semanticHighlighting.enabled': true,
theme: 'vs-code-theme-converted' theme: 'vs-code-theme-converted'
}) })
if (onDidChangeSelection) {
editor.onDidChangeCursorSelection(() => onDidChangeSelection(editor.getSelections()))
}
if (initialSelections) {
console.debug("Initial Selection: ", initialSelections)
// BUG: Somehow I get an `invalid arguments` bug here
// editor.setSelections(initialSelections)
}
setEditor(editor)
const abbrevRewriter = new AbbreviationRewriter(new AbbreviationProvider(), model, editor)
const infoProvider = new InfoProvider(connection.getLeanClient(gameId)) const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + gameId
const connectionProvider : IConnectionProvider = {
get: async () => {
return await new Promise((resolve, reject) => {
console.log(`connecting ${socketUrl}`)
const websocket = new WebSocket(socketUrl)
websocket.addEventListener('error', (ev) => {
reject(ev)
})
websocket.addEventListener('message', (msg) => {
// console.log(msg.data)
})
websocket.addEventListener('open', () => {
const socket = toSocket(websocket)
const reader = new DisposingWebSocketMessageReader(socket)
const writer = new WebSocketMessageWriter(socket)
resolve({
reader,
writer
})
})
})
}
}
// Following `vscode-lean4/webview/index.ts`
const client = new LeanClient(connectionProvider, showRestartMessage, {inventory, difficulty})
const infoProvider = new InfoProvider(client)
// const div: HTMLElement = infoviewRef.current!
const imports = {
'@leanprover/infoview': `${window.location.origin}/index.production.min.js`,
'react': `${window.location.origin}/react.production.min.js`,
'react/jsx-runtime': `${window.location.origin}/react-jsx-runtime.production.min.js`,
'react-dom': `${window.location.origin}/react-dom.production.min.js`,
'react-popper': `${window.location.origin}/react-popper.production.min.js`
}
// loadRenderInfoview(imports, [infoProvider.getApi(), div], setInfoviewApi)
setInfoProvider(infoProvider)
// TODO: it looks like we get errors "File Changed" here.
client.restart("Lean4Game")
const editorApi = infoProvider.getApi() const editorApi = infoProvider.getApi()
@@ -587,77 +683,27 @@ function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChange
setEditor(editor) setEditor(editor)
setInfoProvider(infoProvider) setInfoProvider(infoProvider)
setInfoviewApi(infoviewApi)
return () => { infoProvider.dispose(); editor.dispose() } infoProvider.openPreview(editor, infoviewApi)
}, []) const taskgutter = new LeanTaskGutter(infoProvider.client, editor)
const {leanClient, leanClientStarted} = useLeanClient(gameId) // TODO:
const uriStr = `file:///${worldId}/${levelId}` // setRestart(() => restart)
const uri = monaco.Uri.parse(uriStr)
// Create model when level changes return () => {
useEffect(() => { editor.dispose();
if (editor && leanClientStarted) { model.dispose();
abbrevRewriter.dispose();
let model = monaco.editor.getModel(uri) taskgutter.dispose();
if (!model) { infoProvider.dispose();
model = monaco.editor.createModel(initialCode, 'lean4', uri) client.dispose();
}
model.onDidChangeContent(() => onDidChangeContent(model.getValue()))
editor.onDidChangeCursorSelection(() => onDidChangeSelection(editor.getSelections()))
editor.setModel(model)
if (initialSelections) {
console.debug("Initial Selection: ", initialSelections)
// BUG: Somehow I get an `invalid arguments` bug here
// editor.setSelections(initialSelections)
}
return () => {
editorConnection.api.sendClientNotification(uriStr, "textDocument/didClose", {textDocument: {uri: uriStr}})
}
} }
}, [editor, levelId, connection, leanClientStarted]) }, [gameId, worldId, levelId])
const showRestartMessage = () => {
useEffect(() => { // setRestartMessage(true)
if (editor && leanClientStarted) { console.log("TODO: SHOW RESTART MESSAGE")
}
let model = monaco.editor.getModel(uri)
infoviewApi.serverRestarted(leanClient.initializeResult)
infoProvider.openPreview(editor, infoviewApi)
const taskGutter = new LeanTaskGutter(infoProvider.client, editor)
const abbrevRewriter = new AbbreviationRewriter(new AbbreviationProvider(), model, editor)
return () => { abbrevRewriter.dispose(); taskGutter.dispose(); }
}
}, [editor, connection, leanClientStarted])
return {editor, infoProvider, editorConnection} return {editor, infoProvider, editorConnection}
} }
/** Open all files in this world on the server so that they will load faster when accessed */
function useLoadWorldFiles(worldId) {
const gameId = React.useContext(GameIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const store = useStore()
useEffect(() => {
if (gameInfo.data) {
const models = []
for (let levelId = 1; levelId <= gameInfo.data.worldSize[worldId]; levelId++) {
const uri = monaco.Uri.parse(`file:///${worldId}/${levelId}`)
let model = monaco.editor.getModel(uri)
if (model) {
models.push(model)
} else {
const code = selectCode(gameId, worldId, levelId)(store.getState())
models.push(monaco.editor.createModel(code, 'lean4', uri))
}
}
return () => { for (let model of models) { model.dispose() } }
}
}, [gameInfo.data, worldId])
}
+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>
+115
View File
@@ -0,0 +1,115 @@
import * as React from 'react'
import { Input, MenuItem, Select, SelectChangeEvent, Typography } from '@mui/material'
import Markdown from '../markdown'
import { Switch, Button, ButtonGroup } from '@mui/material';
import Box from '@mui/material/Box';
import Slider from '@mui/material/Slider';
import lean4gameConfig from '../../config.json'
import FormControlLabel from '@mui/material/FormControlLabel';
import { IPreferencesContext, PreferencesContext } from "../infoview/context"
import ReactCountryFlag from 'react-country-flag';
import { useTranslation } from 'react-i18next';
export function PreferencesPopup({ handleClose }: { handleClose: () => void }) {
let { t } = useTranslation()
const {layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage} = React.useContext(PreferencesContext)
const marks = [
{
value: 0,
label: t('Mobile'),
key: "mobile"
},
{
value: 1,
label: t('Auto'),
key: "auto"
},
{
value: 2,
label: t('Desktop'),
key: "desktop"
},
];
const handlerChangeLayout = (_: Event, value: number) => {
setLayout(marks[value].key as IPreferencesContext["layout"])
}
const handlerChangeLanguage = (ev: SelectChangeEvent<string>) => {
setLanguage(ev.target.value as IPreferencesContext["language"])
}
return <div className="modal-wrapper">
<div className="modal-backdrop" onClick={handleClose} />
<div className="modal">
<div className="codicon codicon-close modal-close" onClick={handleClose}></div>
<Typography variant="body1" component="div" className="settings">
<div className='preferences-category'>
<div className='category-title'>
<h3>{t("Language")}</h3>
</div>
<div className='preferences-item first leave-left-gap'>
<FormControlLabel
control={
<Box sx={{ width: 300 }}>
<Select
value={language}
label={t("Language")}
onChange={handlerChangeLanguage}>
{lean4gameConfig.languages.map(lang => {return <MenuItem key={`menu-item-lang-${lang.iso}`} value={lang.iso}><ReactCountryFlag countryCode={lang.flag}/>&nbsp;{lang.name}</MenuItem>})}
</Select>
</Box>
}
label=""
/>
</div>
</div>
<div className='preferences-category'>
<div className='category-title'>
<h3>{t("Layout")}</h3>
</div>
<div className='preferences-item first leave-left-gap'>
<FormControlLabel
control={
<Box sx={{ width: 300 }}>
<Slider
aria-label={t("Always visible")}
value={marks.find(item => item.key === layout).value}
step={1}
marks={marks}
max={2}
sx={{
'& .MuiSlider-track': { display: 'none', },
}}
onChange={handlerChangeLayout}
/>
</Box>
}
label=""
/>
</div>
</div>
<div className='preferences-category tail-category'>
<div className='preferences-item'>
<FormControlLabel
control={
<Switch
checked={isSavePreferences}
onChange={() => setIsSavePreferences(!isSavePreferences)}
name="checked"
color="primary"
/>
}
label={t("Save my settings (in the browser store)")}
labelPlacement="end"
/>
</div>
</div>
</Typography>
</div>
</div>
}
+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>
} }
+23 -6
View File
@@ -10,38 +10,44 @@ import { useAppDispatch, useAppSelector } from '../hooks'
import { changedOpenedIntro, selectOpenedIntro } from '../state/progress' import { changedOpenedIntro, selectOpenedIntro } from '../state/progress'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api' import { useGetGameInfoQuery, useLoadInventoryOverviewQuery } from '../state/api'
import { Button } from './button' import { Button } from './button'
import { MobileContext } from './infoview/context' import { PreferencesContext } from './infoview/context'
import { InventoryPanel } from './inventory' import { InventoryPanel } from './inventory'
import { ErasePopup } from './popup/erase' import { ErasePopup } from './popup/erase'
import { InfoPopup } from './popup/game_info' import { InfoPopup } from './popup/game_info'
import { PrivacyPolicyPopup } from './popup/privacy_policy' import { PrivacyPolicyPopup } from './popup/privacy_policy'
import { RulesHelpPopup } from './popup/rules_help' import { RulesHelpPopup } from './popup/rules_help'
import { UploadPopup } from './popup/upload' import { UploadPopup } from './popup/upload'
import { PreferencesPopup} from "./popup/preferences"
import { WorldTreePanel } from './world_tree' 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(MobileContext) 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} />
: <></> : <></>
))} ))}
@@ -63,7 +69,13 @@ 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)
const {mobile} = React.useContext(MobileContext)
// Load the namespace of the game
i18next.loadNamespaces(gameId)
const {mobile} = 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})
@@ -77,15 +89,19 @@ function Welcome() {
const [info, setInfo] = React.useState(false) const [info, setInfo] = React.useState(false)
const [rulesHelp, setRulesHelp] = React.useState(false) const [rulesHelp, setRulesHelp] = React.useState(false)
const [uploadMenu, setUploadMenu] = React.useState(false) const [uploadMenu, setUploadMenu] = React.useState(false)
const [preferencesPopup, setPreferencesPopup] = React.useState(false)
function closeEraseMenu() {setEraseMenu(false)} function closeEraseMenu() {setEraseMenu(false)}
function closeImpressum() {setImpressum(false)} function closeImpressum() {setImpressum(false)}
function closeInfo() {setInfo(false)} function closeInfo() {setInfo(false)}
function closeRulesHelp() {setRulesHelp(false)} function closeRulesHelp() {setRulesHelp(false)}
function closeUploadMenu() {setUploadMenu(false)} function closeUploadMenu() {setUploadMenu(false)}
function closePreferencesPopup() {setPreferencesPopup(false)}
function toggleEraseMenu() {setEraseMenu(!eraseMenu)} function toggleEraseMenu() {setEraseMenu(!eraseMenu)}
function toggleImpressum() {setImpressum(!impressum)} function toggleImpressum() {setImpressum(!impressum)}
function toggleInfo() {setInfo(!info)} function toggleInfo() {setInfo(!info)}
function toggleUploadMenu() {setUploadMenu(!uploadMenu)} function toggleUploadMenu() {setUploadMenu(!uploadMenu)}
function togglePreferencesPopup() {setPreferencesPopup(!preferencesPopup)}
// set the window title // set the window title
useEffect(() => { useEffect(() => {
@@ -101,7 +117,7 @@ function Welcome() {
: <> : <>
<WelcomeAppBar pageNumber={pageNumber} setPageNumber={setPageNumber} gameInfo={gameInfo.data} toggleImpressum={toggleImpressum} <WelcomeAppBar pageNumber={pageNumber} setPageNumber={setPageNumber} gameInfo={gameInfo.data} toggleImpressum={toggleImpressum}
toggleEraseMenu={toggleEraseMenu} toggleUploadMenu={toggleUploadMenu} toggleEraseMenu={toggleEraseMenu} toggleUploadMenu={toggleUploadMenu}
toggleInfo={toggleInfo} /> toggleInfo={toggleInfo} togglePreferencesPopup={togglePreferencesPopup}/>
<div className="app-content"> <div className="app-content">
{ mobile ? { mobile ?
<div className="welcome mobile"> <div className="welcome mobile">
@@ -128,6 +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 handleClose={closePreferencesPopup} /> : null}
</> </>
} }
+14 -8
View File
@@ -16,6 +16,8 @@ import { selectDifficulty, changedDifficulty, selectCompleted } from '../state/p
import { store } from '../state/store' import { store } from '../state/store'
import '../css/world_tree.css' import '../css/world_tree.css'
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 )
@@ -111,6 +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)
@@ -149,7 +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>
@@ -160,7 +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>}
@@ -194,26 +197,29 @@ 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()
const { mobile } = React.useContext(PreferencesContext)
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"> 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")}
defaultValue={difficulty} value={difficulty}
marks={[ marks={[
{value: 0, label: label(0)}, {value: 0, label: label(0)},
{value: 1, label: label(1)}, {value: 1, label: label(1)},
+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"
}
]
}
-68
View File
@@ -1,68 +0,0 @@
/**
* @fileOverview todo
*/
import * as React from 'react';
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { LeanClient } from 'lean4web/client/src/editor/leanclient';
export class Connection {
private game: string = undefined // We only keep a connection to a single game at a time
private leanClient: LeanClient = null
getLeanClient(game): LeanClient {
if (this.game !== game) {
if (this.leanClient) {
this.leanClient.stop() // Stop previous Lean client
}
this.game = game
// Start a new Lean client for the new `gameId`.
const socketUrl = ((window.location.protocol === "https:") ? "wss://" : "ws://") + window.location.host + '/websocket/' + game
const uri = monaco.Uri.parse('file:///')
this.leanClient = new LeanClient(socketUrl, undefined, uri, () => {})
}
return this.leanClient
}
/** If not already started, starts the Lean client. resolves the returned promise as soon as a
* Lean client is running.
*/
startLeanClient = (game) => {
return new Promise<LeanClient>((resolve) => {
const leanClient = this.getLeanClient(game)
if (leanClient.isRunning()) {
resolve(leanClient)
} else {
if (!leanClient.isStarted()) {
leanClient.start()
}
leanClient.restarted(() => {
// This keep alive message is not recognized by the server,
// but it makes sure that the websocket connection does not
// time out after 60 seconds.
setInterval(() => {leanClient.sendNotification('$/keepAlive', {}) }, 5000)
resolve(leanClient)
})
}
})
}
}
export const connection = new Connection()
export const ConnectionContext = React.createContext(null);
export const useLeanClient = (gameId) => {
const leanClient = connection.getLeanClient(gameId)
const [leanClientStarted, setLeanClientStarted] = React.useState(leanClient.isStarted())
React.useEffect(() => {
const t1 = leanClient.restarted(() => { console.log("START"); setLeanClientStarted(true) })
const t2 = leanClient.stopped(() => { console.log("STOP"); setLeanClientStarted(false) })
return () => {t1.dispose(); t2.dispose()}
}, [leanClient, setLeanClientStarted])
return {leanClientStarted, leanClient}
}
+7
View File
@@ -105,11 +105,18 @@ em {
position: relative; position: relative;
flex-direction: row; flex-direction: row;
justify-content: space-between; justify-content: space-between;
align-items: center;
padding: 1.1em; padding: 1.1em;
filter: drop-shadow(0 0 5px rgba(0,0,0,0.5)); filter: drop-shadow(0 0 5px rgba(0,0,0,0.5));
z-index: 2; z-index: 2;
} }
.app-bar > .app-bar-left{
display: flex;
align-items: center;
gap: .5em;
}
.app-bar-title, .app-bar-subtitle { .app-bar-title, .app-bar-subtitle {
color: white; color: white;
font-weight: 500; font-weight: 500;
+26
View File
@@ -41,6 +41,13 @@
.level-completed { .level-completed {
font-size: 1.8rem; font-size: 1.8rem;
font-weight: 500; font-weight: 500;
padding-left: .5em;
padding-right: .5em;
padding-top: .2em;
padding-bottom: .2em;
border-radius: .5em;
background-color: #eee;
} }
.typewriter { .typewriter {
@@ -188,6 +195,18 @@
flex-direction: row; flex-direction: row;
} }
.exercise .failed-command {
background-color: #eee;
padding: .5em;
border-radius: .2em;
/* TODO: It seems my browsers merge the margings of the proof steps,
so that it only shows once 0.5rem instead of twice. Thus have 1.5 here now.
*/
margin-bottom: 1.5rem;
display: flex;
flex-direction: row;
}
.exercise .command-text { .exercise .command-text {
flex: 1; flex: 1;
background-color: #fff; background-color: #fff;
@@ -199,3 +218,10 @@
.undo-button { .undo-button {
color: #888; color: #888;
} }
.crashed_message {
color: #D8000C;
font-weight: bold;
padding-left: .5em;
padding-right: .5em;
}
+23 -1
View File
@@ -26,7 +26,11 @@
.inventory .item { .inventory .item {
background: #fff; background: #fff;
border: solid 1px #777; border: solid 1px #777;
padding: .1em .5em; padding-left: .5rem;
padding-right: 1.0rem;
padding-top: .1rem;
padding-bottom: .1rem;
position: relative;
} }
.inventory .item.locked { .inventory .item.locked {
@@ -72,3 +76,21 @@
color: black; color: black;
border-bottom: 0.3em solid #999; border-bottom: 0.3em solid #999;
} }
.inventory .item .copy-button {
min-width: 3px;
min-height: 3px;
display: inline-block;
color: #ccc;
font-size: 0.6em;
padding-right: .2rem;
vertical-align: top;
position: absolute;
top: 0;
right: 0;
height: 100%;
width: 1rem;
align-items: end;
text-align: end;
}
+11 -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 {
@@ -48,6 +55,7 @@ a {
border: 1px solid rgb(140, 140, 140); border: 1px solid rgb(140, 140, 140);
border-radius: 20px; border-radius: 20px;
box-shadow: 5px 5px 8px rgb(140, 140, 140); box-shadow: 5px 5px 8px rgb(140, 140, 140);
width: 100%;
max-width: 500px; max-width: 500px;
display: flex; display: flex;
flex-direction: column; flex-direction: column;
@@ -181,6 +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 {
+54 -5
View File
@@ -232,6 +232,20 @@ td code {
height: 100%; height: 100%;
} */ } */
.button-row.mobile {
margin: .5rem;
padding-top: .2rem;
}
.button-row.mobile .btn {
padding: .5em;
border-radius: .2em;
width: 100%;
margin: 0;
text-align: center;
}
.typewriter-interface { .typewriter-interface {
display: flex; display: flex;
flex-flow: column; flex-flow: column;
@@ -317,11 +331,6 @@ td code {
margin-right: 0; margin-right: 0;
} }
#home-btn {
margin-right: .5em;
margin-left: 0;
}
.menu.dropdown .svg-inline--fa { .menu.dropdown .svg-inline--fa {
width: 1.8rem; width: 1.8rem;
} }
@@ -336,6 +345,27 @@ td code {
background-color: #eee; background-color: #eee;
} }
.world-image-container {
display: flex;
flex-direction: column;
min-height: 0px; /* somehow this has a desired affect, but why? */
overflow: hidden;
}
.world-image-container img.contain {
object-fit: contain;
}
.world-image-container.center {
justify-content: center;
}
.world-image-container img.cover {
height: 100%;
object-fit: cover;
}
.typewriter-interface .proof { .typewriter-interface .proof {
background-color: #fff; background-color: #fff;
} }
@@ -344,3 +374,22 @@ td code {
min-width: 40px; min-width: 40px;
text-align: center; text-align: center;
} }
/* Fixes https://github.com/leanprover-community/lean4game/issues/202 */
.katex-mathml {
display: none;
}
/* DEBUG */
/* .proof .step {
border: 2px solid rgb(0, 123, 255);
} */
.nav-btns {
height: 2rem;
}
.nav-btns .language-btn {
background: #DDF6FF;
text-align: center;
}
+12
View File
@@ -187,3 +187,15 @@ h5, h6 {
margin-left: 0.3rem; margin-left: 0.3rem;
margin-right: 0.3rem; margin-right: 0.3rem;
} }
.preferences-category.tail-category{
margin-top: 2em;
}
.preferences-item.first{
margin-top: 1em;
}
.preferences-item.leave-left-gap{
margin-left: 3em;
}
+4 -1
View File
@@ -49,7 +49,6 @@ svg .disabled {
} }
.world-selection-menu { .world-selection-menu {
position: absolute;
right: 1em; right: 1em;
top: 1em; top: 1em;
/* margin: 1em; */ /* margin: 1em; */
@@ -60,6 +59,10 @@ svg .disabled {
filter: drop-shadow(4px 4px 5px rgba(0,0,0,0.5)); filter: drop-shadow(4px 4px 5px rgba(0,0,0,0.5));
} }
.world-selection-menu.desktop {
position: absolute;
}
.world-selection-menu .btn, .welcome .btn { .world-selection-menu .btn, .welcome .btn {
min-width: 5em; min-width: 5em;
text-align: center; 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;
+15 -17
View File
@@ -1,7 +1,6 @@
import * as React from 'react' import * as React from 'react'
import { createRoot } from 'react-dom/client' import { createRoot } from 'react-dom/client'
import App from './app' import App from './app'
import { ConnectionContext, connection } from './connection'
import { store } from './state/store' import { store } from './state/store'
import { Provider } from 'react-redux' import { Provider } from 'react-redux'
import type { RouteObject } from "react-router" import type { RouteObject } from "react-router"
@@ -10,20 +9,9 @@ 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 { monacoSetup } from 'lean4web/client/src/monacoSetup' import './i18n';
monacoSetup()
// // Do not show the landing page in the dev-container context
// let root_path: RouteObject = (process.env.LEAN4GAME_SINGLE_GAME == "true") ? {
// path: "/",
// loader: () => redirect("/g/local/game")
// } : {
// path: "/",
// element: <LandingPage />,
// }
// If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to // If `VITE_LEAN4GAME_SINGLE` is set to true, then `/` should be redirected to
// `/g/local/game`. This is used for the devcontainer setup // `/g/local/game`. This is used for the devcontainer setup
@@ -33,7 +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([
@@ -43,6 +38,11 @@ const router = createHashRouter([
path: "/game/nng", path: "/game/nng",
loader: () => redirect("/g/hhu-adam/NNG4") loader: () => redirect("/g/hhu-adam/NNG4")
}, },
{
// For backwards compatibility
path: "/g/hhu-adam/NNG4",
loader: () => redirect("/g/leanprover-community/NNG4")
},
{ {
path: "/g/:owner/:repo", path: "/g/:owner/:repo",
element: <App />, element: <App />,
@@ -65,9 +65,7 @@ const root = createRoot(container!);
root.render( root.render(
<React.StrictMode> <React.StrictMode>
<Provider store={store}> <Provider store={store}>
<ConnectionContext.Provider value={connection}> <RouterProvider router={router} />
<RouterProvider router={router} />
</ConnectionContext.Provider>
</Provider> </Provider>
</React.StrictMode> </React.StrictMode>
); );
+23 -26
View File
@@ -2,16 +2,29 @@
* @fileOverview Define API of the server-client communication * @fileOverview Define API of the server-client communication
*/ */
import { createApi, fetchBaseQuery } from '@reduxjs/toolkit/query/react' import { createApi, fetchBaseQuery } from '@reduxjs/toolkit/query/react'
import { Connection } from '../connection'
export interface GameTile {
title: string
short: string
long: string
languages: Array<string>
prerequisites: Array<string>
worlds: number
levels: number
image: string
}
export interface GameInfo { export interface GameInfo {
title: null|string, title: null|string,
introduction: null|string, introduction: null|string,
info: null|string, info: null|string,
worlds: null|{nodes: {[id:string]: {id: string, title: string, introduction: string}}, edges: string[][]}, worlds: null|{nodes: {[id:string]: {id: string, title: string, introduction: string, image: string}}, edges: string[][]},
worldSize: null|{[key: string]: number}, worldSize: null|{[key: string]: number},
authors: null|string[], authors: null|string[],
conclusion: null|string, conclusion: null|string,
tile: null|GameTile,
image: null|string
} }
export interface InventoryTile { export interface InventoryTile {
@@ -22,6 +35,7 @@ export interface InventoryTile {
locked: boolean, locked: boolean,
new: boolean, new: boolean,
hidden: boolean hidden: boolean
altTitle: string,
} }
export interface LevelInfo { export interface LevelInfo {
@@ -37,7 +51,8 @@ export interface LevelInfo {
lemmaTab: null|string, lemmaTab: null|string,
statementName: null|string, statementName: null|string,
displayName: null|string, displayName: null|string,
template: null|string template: null|string,
image: null|string
} }
/** Used to display the inventory on the welcome page */ /** Used to display the inventory on the welcome page */
@@ -57,40 +72,22 @@ interface Doc {
category: string, category: string,
} }
const customBaseQuery = async (
args : {game: string, method: string, params?: any},
{ signal, dispatch, getState, extra },
extraOptions
) => {
try {
const connection : Connection = extra.connection
let leanClient = await connection.startLeanClient(args.game)
console.log(`Sending request ${args.method}`)
let res = await leanClient.sendRequest(args.method, args.params)
console.log('Received response') //, res)
return {'data': res}
} catch (e) {
return {'error': e}
}
}
// Define a service using a base URL and expected endpoints // Define a service using a base URL and expected endpoints
export const apiSlice = createApi({ export const apiSlice = createApi({
reducerPath: 'gameApi', reducerPath: 'gameApi',
baseQuery: customBaseQuery, baseQuery: fetchBaseQuery({ baseUrl: window.location.origin + "/data" }),
endpoints: (builder) => ({ endpoints: (builder) => ({
getGameInfo: builder.query<GameInfo, {game: string}>({ getGameInfo: builder.query<GameInfo, {game: string}>({
query: ({game}) => {return {game, method: 'info', params: {}}}, query: ({game}) => `${game}/game.json`,
}), }),
loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({ loadLevel: builder.query<LevelInfo, {game: string, world: string, level: number}>({
query: ({game, world, level}) => {return {game, method: "loadLevel", params: {world, level}}}, query: ({game, world, level}) => `${game}/level__${world}__${level}.json`,
}), }),
loadInventoryOverview: builder.query<InventoryOverview, {game: string}>({ loadInventoryOverview: builder.query<InventoryOverview, {game: string}>({
query: ({game}) => {return {game, method: "loadInventoryOverview", params: {}}}, query: ({game}) => `${game}/inventory.json`,
}), }),
loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({ loadDoc: builder.query<Doc, {game: string, name: string, type: "lemma"|"tactic"}>({
query: ({game, name, type}) => {return {game, method: "loadDoc", params: {name, type}}}, query: ({game, type, name}) => `${game}/doc__${type}__${name}.json`,
}), }),
}), }),
}) })
+45
View File
@@ -0,0 +1,45 @@
import React, { useState } from "react";
import { useAppDispatch, useAppSelector } from "../../hooks";
import {
PreferencesState,
setLayout as setPreferencesLayout,
setIsSavePreferences as setPreferencesIsSavePreferences,
setLanguage as setLanguagePreferences,
getWindowDimensions,
AUTO_SWITCH_THRESHOLD
} from "../preferences";
const UsePreferences = () => {
const dispatch = useAppDispatch()
const [mobile, setMobile] = React.useState<boolean>()
const layout = useAppSelector((state) => state.preferences.layout);
const setLayout = (layout: PreferencesState["layout"]) => dispatch(setPreferencesLayout(layout))
const isSavePreferences = useAppSelector((state) => state.preferences.isSavePreferences);
const setIsSavePreferences = (isSave: boolean) => dispatch(setPreferencesIsSavePreferences(isSave))
const language = useAppSelector((state) => state.preferences.language);
const setLanguage = (lang: string) => dispatch(setLanguagePreferences(lang))
const automaticallyAdjustLayout = () => {
const {width} = getWindowDimensions()
setMobile(width < AUTO_SWITCH_THRESHOLD)
}
React.useEffect(()=>{
if (layout === "auto"){
void automaticallyAdjustLayout()
window.addEventListener('resize', automaticallyAdjustLayout)
return () => window.removeEventListener('resize', automaticallyAdjustLayout)
} else {
setMobile(layout === "mobile")
}
}, [layout])
return {mobile, layout, isSavePreferences, language, setLayout, setIsSavePreferences, setLanguage}
}
export default UsePreferences;
+30
View File
@@ -36,3 +36,33 @@ export async function saveState(state: any) {
// Ignore // Ignore
} }
} }
const PREFERENCES_KEY = "preferences"
/** Load from browser storage */
export function loadPreferences() {
try {
const serializedState = localStorage.getItem(PREFERENCES_KEY);
return JSON.parse(serializedState)
} catch (e) {
return undefined;
}
}
export function savePreferences(state: any) {
try {
const serializedState = JSON.stringify(state)
localStorage.setItem(PREFERENCES_KEY, serializedState);
} catch (e) {
// Ignore
}
}
export function removePreferences() {
try {
localStorage.removeItem(PREFERENCES_KEY);
} catch (e) {
// Ignore
}
}
+40
View File
@@ -0,0 +1,40 @@
import { createSlice } from "@reduxjs/toolkit";
import { loadPreferences, removePreferences, savePreferences } from "./local_storage";
export interface PreferencesState {
layout: "mobile" | "auto" | "desktop";
isSavePreferences: boolean;
language: string;
}
export function getWindowDimensions() {
const {innerWidth: width, innerHeight: height } = window
return {width, height}
}
export const AUTO_SWITCH_THRESHOLD = 800
const initialState: PreferencesState = loadPreferences() ??{
layout: "auto",
isSavePreferences: false,
language: "en",
}
export const preferencesSlice = createSlice({
name: "preferences",
initialState,
reducers: {
setLayout: (state, action) => {
state.layout = action.payload;
},
setIsSavePreferences: (state, action) => {
state.isSavePreferences = action.payload;
},
setLanguage: (state, action) => {
state.language = action.payload;
},
},
});
export const { setLayout, setIsSavePreferences, setLanguage } = preferencesSlice.actions;
+47 -34
View File
@@ -26,7 +26,8 @@ export interface GameProgressState {
inventory: string[], inventory: string[],
difficulty: number, difficulty: number,
openedIntro: boolean, openedIntro: boolean,
data: WorldProgressState data: WorldProgressState,
typewriterMode?: boolean
} }
/** /**
@@ -52,22 +53,22 @@ const initalLevelProgressState: LevelProgressState = {code: "", completed: false
/** Add an empty skeleton with progress for the current game */ /** Add an empty skeleton with progress for the current game */
function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) { function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) {
if (!state.games[action.payload.game]) { if (!state.games[action.payload.game.toLowerCase()]) {
state.games[action.payload.game] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY} state.games[action.payload.game.toLowerCase()] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY}
} }
if (!state.games[action.payload.game].data) { if (!state.games[action.payload.game.toLowerCase()].data) {
state.games[action.payload.game].data = {} state.games[action.payload.game.toLowerCase()].data = {}
} }
} }
/** Add an empty skeleton with progress for the current level */ /** Add an empty skeleton with progress for the current level */
function addLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) { function addLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addGameProgress(state, action) addGameProgress(state, action)
if (!state.games[action.payload.game].data[action.payload.world]) { if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world]) {
state.games[action.payload.game].data[action.payload.world] = {} state.games[action.payload.game.toLowerCase()].data[action.payload.world] = {}
} }
if (!state.games[action.payload.game].data[action.payload.world][action.payload.level]) { if (!state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level]) {
state.games[action.payload.game].data[action.payload.world][action.payload.level] = {...initalLevelProgressState} state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level] = {...initalLevelProgressState}
} }
} }
@@ -78,125 +79,137 @@ export const progressSlice = createSlice({
/** put edited code in the state and set completed to false */ /** put edited code in the state and set completed to false */
codeEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, code: string}>) { codeEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, code: string}>) {
addLevelProgress(state, action) addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].code = action.payload.code state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].code = action.payload.code
state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = false state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].completed = false
}, },
/** TODO: docstring */ /** TODO: docstring */
changedSelection(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) { changedSelection(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) {
addLevelProgress(state, action) addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].selections = action.payload.selections state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].selections = action.payload.selections
}, },
/** mark level as completed */ /** mark level as completed */
levelCompleted(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) { levelCompleted(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action) addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = true state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].completed = true
}, },
/** Set the list of rows where help is displayed */ /** Set the list of rows where help is displayed */
helpEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, help: number[]}>) { helpEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, help: number[]}>) {
addLevelProgress(state, action) addLevelProgress(state, action)
console.debug(`!setting help to: ${action.payload.help}`) console.debug(`!setting help to: ${action.payload.help}`)
state.games[action.payload.game].data[action.payload.world][action.payload.level].help = action.payload.help state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level].help = action.payload.help
}, },
/** delete all progress for this game */ /** delete all progress for this game */
deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) { deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) {
state.games[action.payload.game] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY} state.games[action.payload.game.toLowerCase()] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY}
}, },
/** delete progress for this level */ /** delete progress for this level */
deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) { deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action) addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level] = initalLevelProgressState state.games[action.payload.game.toLowerCase()].data[action.payload.world][action.payload.level] = initalLevelProgressState
}, },
/** load progress, e.g. from external import */ /** load progress, e.g. from external import */
loadProgress(state: ProgressState, action: PayloadAction<{game: string, data:GameProgressState}>) { loadProgress(state: ProgressState, action: PayloadAction<{game: string, data:GameProgressState}>) {
console.debug(`setting data to:\n ${action.payload.data}`) console.debug(`setting data to:\n ${action.payload.data}`)
state.games[action.payload.game] = action.payload.data state.games[action.payload.game.toLowerCase()] = action.payload.data
}, },
/** set the current inventory */ /** set the current inventory */
changedInventory(state: ProgressState, action: PayloadAction<{game: string, inventory: string[]}>) { changedInventory(state: ProgressState, action: PayloadAction<{game: string, inventory: string[]}>) {
addGameProgress(state, action) addGameProgress(state, action)
state.games[action.payload.game].inventory = action.payload.inventory state.games[action.payload.game.toLowerCase()].inventory = action.payload.inventory
}, },
/** set the difficulty */ /** set the difficulty */
changedDifficulty(state: ProgressState, action: PayloadAction<{game: string, difficulty: number}>) { changedDifficulty(state: ProgressState, action: PayloadAction<{game: string, difficulty: number}>) {
addGameProgress(state, action) addGameProgress(state, action)
state.games[action.payload.game].difficulty = action.payload.difficulty state.games[action.payload.game.toLowerCase()].difficulty = action.payload.difficulty
}, },
/** set the difficulty */ /** set the difficulty */
changedOpenedIntro(state: ProgressState, action: PayloadAction<{game: string, openedIntro: boolean}>) { changedOpenedIntro(state: ProgressState, action: PayloadAction<{game: string, openedIntro: boolean}>) {
addGameProgress(state, action) addGameProgress(state, action)
state.games[action.payload.game].openedIntro = action.payload.openedIntro state.games[action.payload.game.toLowerCase()].openedIntro = action.payload.openedIntro
}, },
/** set the typewriter mode */
changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) {
addGameProgress(state, action)
state.games[action.payload.game.toLowerCase()].typewriterMode = action.payload.typewriterMode
}
} }
}) })
/** if the level does not exist, return default values */ /** if the level does not exist, return default values */
export function selectLevel(game: string, world: string, level: number) { export function selectLevel(game: string, world: string, level: number) {
return (state) =>{ return (state) =>{
if (!state.progress.games[game]) { return initalLevelProgressState } if (!state.progress.games[game.toLowerCase()]) { return initalLevelProgressState }
if (!state.progress.games[game].data[world]) { return initalLevelProgressState } if (!state.progress.games[game.toLowerCase()].data[world]) { return initalLevelProgressState }
if (!state.progress.games[game].data[world][level]) { return initalLevelProgressState } if (!state.progress.games[game.toLowerCase()].data[world][level]) { return initalLevelProgressState }
return state.progress.games[game].data[world][level] return state.progress.games[game.toLowerCase()].data[world][level]
} }
} }
/** return the code of the current level */ /** return the code of the current level */
export function selectCode(game: string, world: string, level: number) { export function selectCode(game: string, world: string, level: number) {
return (state) => { return (state) => {
return selectLevel(game, world, level)(state).code return selectLevel(game.toLowerCase(), world, level)(state).code
} }
} }
/** return the current inventory */ /** return the current inventory */
export function selectInventory(game: string) { export function selectInventory(game: string) {
return (state) => { return (state) => {
if (!state.progress.games[game]) { return [] } if (!state.progress.games[game.toLowerCase()]) { return [] }
return state.progress.games[game].inventory return state.progress.games[game.toLowerCase()].inventory
} }
} }
/** return the code of the current level */ /** return the code of the current level */
export function selectHelp(game: string, world: string, level: number) { export function selectHelp(game: string, world: string, level: number) {
return (state) => { return (state) => {
return selectLevel(game, world, level)(state).help return selectLevel(game.toLowerCase(), world, level)(state).help
} }
} }
/** return the selections made in the current level */ /** return the selections made in the current level */
export function selectSelections(game: string, world: string, level: number) { export function selectSelections(game: string, world: string, level: number) {
return (state) => { return (state) => {
return selectLevel(game, world, level)(state).selections return selectLevel(game.toLowerCase(), world, level)(state).selections
} }
} }
/** return whether the current level is clompleted */ /** return whether the current level is clompleted */
export function selectCompleted(game: string, world: string, level: number) { export function selectCompleted(game: string, world: string, level: number) {
return (state) => { return (state) => {
return selectLevel(game, world, level)(state).completed return selectLevel(game.toLowerCase(), world, level)(state).completed
} }
} }
/** return progress for the current game if it exists */ /** return progress for the current game if it exists */
export function selectProgress(game: string) { export function selectProgress(game: string) {
return (state) => { return (state) => {
return state.progress.games[game] ?? null return state.progress.games[game.toLowerCase()] ?? null
} }
} }
/** return difficulty for the current game if it exists */ /** return difficulty for the current game if it exists */
export function selectDifficulty(game: string) { export function selectDifficulty(game: string) {
return (state) => { return (state) => {
return state.progress.games[game]?.difficulty ?? DEFAULT_DIFFICULTY return state.progress.games[game.toLowerCase()]?.difficulty ?? DEFAULT_DIFFICULTY
} }
} }
/** return whether the intro has been read */ /** return whether the intro has been read */
export function selectOpenedIntro(game: string) { export function selectOpenedIntro(game: string) {
return (state) => { return (state) => {
return state.progress.games[game]?.openedIntro return state.progress.games[game.toLowerCase()]?.openedIntro
}
}
/** return typewriter mode for the current game if it exists */
export function selectTypewriterMode(game: string) {
return (state) => {
return state.progress.games[game.toLowerCase()]?.typewriterMode ?? true
} }
} }
/** Export actions to modify the progress */ /** Export actions to modify the progress */
export const { changedSelection, codeEdited, levelCompleted, deleteProgress, export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro, deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro,
changedDifficulty } = progressSlice.actions changedDifficulty, changeTypewriterMode} = progressSlice.actions
+7 -6
View File
@@ -7,21 +7,19 @@ import { debounce } from "debounce";
import { connection } from '../connection' import { connection } from '../connection'
import { apiSlice } from './api' import { apiSlice } from './api'
import { progressSlice } from './progress' import { progressSlice } from './progress'
import { saveState } from "./local_storage"; import { preferencesSlice } from "./preferences"
import { saveState, savePreferences, removePreferences} from "./local_storage";
export const store = configureStore({ export const store = configureStore({
reducer: { reducer: {
[apiSlice.reducerPath]: apiSlice.reducer, [apiSlice.reducerPath]: apiSlice.reducer,
[progressSlice.name]: progressSlice.reducer, [progressSlice.name]: progressSlice.reducer,
[preferencesSlice.name]: preferencesSlice.reducer,
}, },
// Make connection available in thunks: // Make connection available in thunks:
middleware: getDefaultMiddleware => middleware: getDefaultMiddleware =>
getDefaultMiddleware({ getDefaultMiddleware().concat(apiSlice.middleware),
thunk: {
extraArgument: { connection }
}
}).concat(apiSlice.middleware),
}); });
/** /**
@@ -31,6 +29,9 @@ export const store = configureStore({
store.subscribe( store.subscribe(
debounce(() => { debounce(() => {
saveState(store.getState()[progressSlice.name]); saveState(store.getState()[progressSlice.name]);
const preferencesState = store.getState()[preferencesSlice.name]
preferencesState.isSavePreferences ? savePreferences(preferencesState) : removePreferences()
}, 800) }, 800)
); );
-21
View File
@@ -1,21 +0,0 @@
import {useState, useEffect} from 'react'
function getWindowDimensions() {
const {innerWidth: width, innerHeight: height } = window
return {width, height}
}
export function useWindowDimensions() {
const [windowDimensions, setWindowDimensions] = useState(getWindowDimensions())
useEffect(() => {
function handleResize() {
setWindowDimensions(getWindowDimensions())
}
window.addEventListener('resize', handleResize)
return () => window.removeEventListener('resize', handleResize)
}, [])
return windowDimensions
}
+54 -319
View File
@@ -1,332 +1,67 @@
# Creating a game. # Server
Ideally one takes the [NNG template](https://github.com/hhu-adam/NNG4) to create a new game. The server is made out of two parts, named "relay" and "server".
## Game Structure The former, "relay", is the server which
sets up a socket connection to the client, starts the lean servers to work on files and
relays messages between the lean server and the client. `index.mjs` is the file that needs to
be run, which is done for example using `pm2` or by calling `npm run start_server` or
`npm run production`, see more later.
A game consist of worlds which have multiple levels each. In the following we describe how to create a level file and how to combine these into a game. The latter, "server", is the lean server which has two jobs. For one, it produces the "gameserver"
executable which is the lean server that handles the files the player plays on. The second job
is to provide the lean commands which are used when creating a game. These are located in
`Commands.lean`.
### Level
A level file is a lean file that imports at least `import GameServer.Commands` and starts with the following Lean commands. ## Integration into Games
Games need the "server" as a lake-dependency, which is done in the game's lakefile.
A game imports `GameServer.Commands` which provides to all the API required to
create a game.
In particular the lean command `MakeGame` compiles the entire game. Static information is
stored as JSON files in `.lake/gamedata` for faster loading, while other data is only
saved to lean env-extensions which the lean server has access to after loading the lean file.
For games to be run successfully, it is important that the "gameserver" executable inside
the game's `.lake` folder is actually built.
Currently, this happens through a lake-post-update-hook when calling `lake update -R` (in the game's folder), but if this fails, you can always build it manually by calling `lake build gameserver`.
(both commands are to be executed in the game's directory!)
## Modifying the server
### Starting the server
When using the [manual installation](running_locally.md#manual-installation) you can run the server
using
```lean
Game "NNG"
World "Addition"
Level 1
Title "The rfl tactic"
``` ```
Note that the levels inside a world must have consecutive numbering starting with `1`. The `Game`
and `World` strings can be anything, see below.
#### Statement
The core of a level is the `Statement`, which is the exercise that should be proven.
```lean
/-- For all natural numbers $n$, we have $0 + n = n$. -/
@[simp]
Statement MyNat.zero_add
(n : ℕ) : 0 + n = n := by
Hint "You can start a proof by `induction n`."
induction n with n hn
· Hint "This is the base case."
rw [add_zero]
rfl
· Hint "This is the induction hypothesis"
rw [add_succ]
Branch
simp
Hint "A branch is an alternative tactic sequence. Does not need to finish the proof."
rw [hn]
rfl
```
##### Proof
The proof must always be a tactic proof, i.e. `:= by` is a mandatory part of the syntax.
There are a few extra tactics that help you structuring the proof:
- `Hint`: You can use `Hint "text"` to display text if the goal state in-game matches
the one where `Hint` is placed. For more options about hints, see below.
- `Branch`: In the proof you can add a `Branch` that runs an alternative tactic sequence, which
helps setting `Hints` in different places. The `Branch` does not affect the main
proof and does not need to finish any goals.
- `Template`/`Hole`: Used to provide a sample proof template. Anything inside `Template`
will be copied into the editor with all `Hole`s replaced with `sorry`. Note that
having a `Template` will force the user to use Editor-mode for this level.
##### Statement Name (optional)
If you specify a name (`MyNat.zero_add`), this lemma will be available in future levels.
(Note that a future level must also import this level,
so that Lean knows about the added statement).
The name must be *fully qualified*. (TODO: is that still true? Did we implement namespaces?)
##### Doc Comment (optional)
There are three places where the documentation comment appears:
1. as doc comment when hovering over the theorem
2. as exercise description at the top of the level: ``Theorem `zero_add`: yada yada.``
3. in the inventory. This can be overwritten by using
`LemmaDoc MyNat.zero_add "different yada yada"` as one might want to add a more detailed
description there including examples etc.
Both latter points support Markdown (including katex).
##### Attributes (optional)
the `@[ attributes ]` prefix should work just like you know it from the `theorem` keyword.
#### Introduction/Conclusion
Optionally, you can add an `Introduction "some text"` and `Conclusion "some text"` to your level.
The introduction will be shown at the beginning, the conclusion is displayed once the level
is solved.
#### Theorems/Tactics/Definitions
Only enabled theorems/tactics/definitions (called "items" here) are available in a level.
To add a new item in a level, you can add
```lean
NewTactic rfl simp
NewLemma MyNat.add_zero MyNat.add_succ
NewDefinition Nat Pow Mul
```
Once added, items will be available in all future levels/worlds,
unless you disable them for a particular level with
```lean
DisabledTactic tauto
DisabledLemma MyNat.add_zero
```
or specify explicitly which items should be available with
```lean
OnlyTactic rw rfl apply
OnlyLemma MyNat.add_zero
```
Lastly, all items need documentation entries (which are imported in the level),
see more about that below. There is also explains the `LemmaTab` keyword.
### World
Multiple levels are combined into a world and the worlds are then added to the game. It is recommended that all levels of a world are inside one folder (e.g. `NNG/Levels/Addition/`) and
then there is one world file (`NNG/Levels/Addition.lean`) which contains the following
```lean
import NNG.Levels.Addition.Level_1
import NNG.Levels.Addition.Level_2
Game "NNG"
World "Addition"
Title "Addition World"
Introduction "some text"
```
The `Title` is the world's display title. The `Introduction` is displayed before loading level 1.
Note that all levels of a world should be imported by the world file.
BUG: A level **must not** be imported in a different world's level. Instead, you have to import an entire world there: `import NNG.Levels.Addition`
### Game
The Game itself (i.e. the main file of you lake project, `NNG.lean`) should import all worlds and have the following layout, concluding with `MakeGame`:
```lean
import NNG.Levels.Addition
import NNG.Levels.Multiplication
import NNG.Levels.Power
Game "NNG"
Title "Natural Number Game"
Introduction "some text"
MakeGame
```
The game will automatically compute the order of the worlds depending on the sample proofs of the Levels (ignoring anything inside a `Branch`). You can add additional dependencies manually by adding `Dependency PowerWorld → ImpossibleWorld` before `MakeGame`.
The order of worlds influences which tactics and lemmas will be unlocked in a given level.
`MakeGame` will display warnings about things in the game that need to be fixed, like missing
documentation or if a tactic is never introduced.
### Documentation
Each tactic, theorem, or definition (all called items here) that is introduced in the game
needs a documentation entry. These are statements of the following form:
```lean
LemmaDoc MyNat.add_squared as "add_squared" in "Pow"
"(missing)"
TacticDoc constructor
"(missing)"
DefinitionDoc One as "1"
"(missing)"
```
Notes:
* The lemma name must be **fully qualified**. The string display name can be arbitrary.
* Tactics must have their proper name. use `TacticDoc «have» ""` if it does not work
without french quotes.
* Definition names can be arbitrary. E.g. I used `DefinitionDoc Symbol.Fun as "fun x ↦ x" "(missing)"` once.
Moreover, the lemmas are in sorted in tabs (the `in "Pow`) part. In each level file, you
can define which tab is open when the level is loaded by adding `LemmaTab "Pow"`.
There will be features added to get automatic information from mathlib!
## Escaping
(TODO: Move)
Inside the doc comment you don't need to escape the backslashes:
```lean
/-- $\operatorname{succ}(n)$. notation for naturals is `\N`. -/
Statement ...
```
However, inside interpolated strings (e.g. in `Hint`, `Introduction` and `Conclusion`)
you do need to escape backslashes
with `\\` and `{` with `\{`:
```lean
Hint "This code has some $\\operatorname\{succ}(n)$ math. The value of `h` is {h}.
Notation for naturals is `\\N`."
```
## Game design
Here are some things you should consider designing a new game:
* A world with more than 16 levels will be displayed with the levels spiraling outwards,
it might be desirable to stay below that bound. Above 22 levels the spiral start getting out
of control.
# Running Games Locally
The installation instructions are not yet tested on Mac/Windows. Comments very welcome!
## VSCode Dev Containers
1. **Install Docker and Dev Containers** *(once)*:<br/>
See [official instructions](https://code.visualstudio.com/docs/devcontainers/containers#_getting-started).
Explicitly this means:
* Install docker engine if you have not yet: [Instructions](https://docs.docker.com/engine/install/).
I followed the "Server" instructions for linux.
* Note that on Linux you need to add your user to the `docker` group
([see instructions](https://docs.docker.com/engine/install/linux-postinstall/)) and probably reboot.
* Open the games folder in VSCode: `cd NNG4 && code .` or "Open Folder" within VSCode
* a message appears prompting you to install the "Dev Containers" extension (by Microsoft).
2. **Open Project in Dev Container** *(everytime)*:<br/>
Once you have the Dev Containers Extension installed, (re)open the project folder of your game in VSCode.
A message appears asking you to "Reopen in Container".
* The first start will take a while, ca. 2-10 minutes. After the first
start this should be very quickly.
* Once built, it should open a tab "Simple Browser" inside VSCode displaying
the game. (Alternatively, open http://localhost:3000 in your browser).
3. **Editing Files** *(everytime)*:<br/>
After editing some files in VSCode, open VSCode's terminal (View > Terminal) and run `lake build`.
Now you can reload your browser to see the changes.
### Errors
* If you don't get the pop-up, you might have disabled them and you can reenable it by
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
* If the starting the container fails, in particular with a message `Error: network xyz not found`,
you might have deleted stuff from docker via your shell. Try deleting the container and image
explicitly in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time)
## Without Dev Containers
Install `nvm`:
```bash
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.39.2/install.sh | bash
```
then reopen bash and test with `command -v nvm` if it is available (Should print "nvm").
Now install node:
```bash
nvm install node
```
Clone the game (e.g. `NNG4` here):
```bash
git clone https://github.com/hhu-adam/NNG4.git
# or: git clone git@github.com:hhu-adam/NNG4.git
```
Download dependencies and build the game:
```bash
cd NNG4
lake update
lake exe cache get # if your game depends on mathlib
lake build
```
Clone the game repository into a directory next to the game:
```bash
cd ..
git clone https://github.com/leanprover-community/lean4game.git
# or: git clone git@github.com:leanprover-community/lean4game.git
```
The folders `NNG4` and `lean4game` must be in the same directory!
In `lean4game`, install dependencies:
```bash
cd lean4game
npm install
```
If you are developing a game other than `Robo` or `NNG4`, adapt the
code at the beginning of `lean4game/server/index.mjs`:
```typescript
const games = {
"g/hhu-adam/robo": {
dir: "../../../../Robo",
queueLength: 5
},
"g/hhu-adam/nng4": {
dir: "../../../../NNG4",
queueLength: 5
}
}
```
Run the game:
```bash
npm start npm start
``` ```
This takes a little time. Eventually, the server is available on http://localhost:3000/ This way any changes to files in `client/` or `relay/` will cause the server to restart automatically.
and the game is available on http://localhost:3000/#/g/hhu-adam/NNG4.
### Modifying the GameServer Alternative, you can run `npm run build` followed by the commands
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with this
setup by setting `export NODE_ENV=development` inside your local game before building it:
```bash
cd NNG4
export NODE_ENV=development
lake update
lake build
``` ```
This causes lake to search locally for the `GameServer` lake package instead of using the version from github. npm run start_client
npm run production
```
(in two separate terminals) to test the production mode of the server. This way it will only
change once you build and restart the server.
### Modifying the lean server
To test a modified lean server (i.e. content of `server/`), you can use the local dev setup and call
`lake update -R -Klean4game.local` in your game followed by `lake build`.
This will cause lake to look for the
local lean server as a dependency instead of the version it downloaded from git.
You can play a local game at https://localhost:3000/#/g/local/{FolderName} where you replace `{FolderName}` with the game folder name.
After modifications in `server/`, you will need to call `lake build gameserver` (called in `server/` or in your game's folder) to rebuild
the gameserver executable and
`lake build` (called in the game's folder) to rebuild the game.
+9
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@@ -0,0 +1,9 @@
# Changelog
## v4.5.0
### Breaking changes
* Fix (#183): local store accepts case insensitive URL. The game progress has previously been saved under case sensitive URLs. You might need to recover old progress from your browser storage.
## Other
+51 -37
View File
@@ -98,7 +98,7 @@ This introduction text is shown when one first enters a world.
1. Use the template above and make sure you import all levels of this world. 1. Use the template above and make sure you import all levels of this world.
1. In `Game.lean` import the world with `import Game.Levels.MyWorld` 1. In `Game.lean` import the world with `import Game.Levels.MyWorld`
Now you created a world with one level and added it🎉 The command `MakeGame` in `Game.lean` shows you any problems you might need to fix. Currently it shows Now you created a world with one level and added it🎉 The command `MakeGame` in `Game.lean` shows you any problems you might need to fix. Currently, it shows
```text ```text
No world introducing sorry, but required by MyWorld No world introducing sorry, but required by MyWorld
@@ -125,23 +125,32 @@ The player has an inventory with tactics, theorems, and definitions that unlock
```lean ```lean
NewTactic induction simp NewTactic induction simp
NewLemma Nat.zero_mul NewTheorem Nat.zero_mul
NewDefinition Pow NewDefinition Pow
``` ```
**Important:** All commands in this section 6a) expect the `Name` they take as input
to be **fully qualified**. For example `NewTheorem Nat.zero_mul` and not `NewTheorem zero_mul`.
#### Doc entries #### Doc entries
You'll see a warning about a missing Lemma documentation. You can fix it by adding doc-entries like the following somewhere above it. You'll see a warning about a missing Theorem documentation. You can fix it by adding doc-entries like the following somewhere above it.
```lean ```lean
LemmaDoc Nat.zero_mul as "zero_mul" in "Mul" /--
"some description" some description
-/
TheoremDoc Nat.zero_mul as "zero_mul" in "Mul"
/--
some description
-/
TacticDoc simp TacticDoc simp
"some description"
/--
some description
-/
DefinitionDoc Pow as "^" DefinitionDoc Pow as "^"
"some description"
``` ```
(e.g. you could also create a file `Game/Doc/MyTheorems.lean`, add there your documentation and import it) (e.g. you could also create a file `Game/Doc/MyTheorems.lean`, add there your documentation and import it)
@@ -153,7 +162,7 @@ If you do not provide any content for the inventory, the game will try to find a
You have a few options to disable inventory items that have been unlocked in previous levels: You have a few options to disable inventory items that have been unlocked in previous levels:
```lean ```lean
DisableTactic, DisableLemma, OnlyTactic, OnlyLemma DisabledTactic, DisabledTheorem, OnlyTactic, OnlyTheorem
``` ```
have the same syntax as above. The former two disable items for this level, the latter two have the same syntax as above. The former two disable items for this level, the latter two
@@ -161,7 +170,7 @@ disable all items except the ones specified.
#### Theorem Tab #### Theorem Tab
Theorems are sorted into tabs. with `LemmaTab "Mul"` you specify which tab should be open by default in this level. Theorems are sorted into tabs. With `TheoremTab "Mul"` you specify which tab should be open by default in this level.
#### HiddenTactic #### HiddenTactic
@@ -176,11 +185,12 @@ and only `rw` would show up in the inventory.
### 6. b) Statement ### 6. b) Statement
The statement is the exercise of the level. the basics work the same as they would in `example` or `theorem`. Note however, that you **must** do a tactic proof, i.e. the `:= by` is a hard-coded part of the syntax The statement is the exercise of the level. The basics work the same as they would in `example` or `theorem`. Note however, that you **must** do a tactic proof, i.e. the `:= by` is a hard-coded part of the syntax
#### Name #### Name
You can give your exercise a name: `Statement my_first_exercise (n : Nat) ...`. If you do so, it will be added to the inventory and be available in future levels. You can give your exercise a name: `Statement my_first_exercise (n : Nat) …`. If you do so, it will be added to the inventory and be available in future levels.
You can but a `Statement` inside namespaces like you would with `theorem`.
#### Doc String / Exercise statement #### Doc String / Exercise statement
@@ -192,25 +202,18 @@ 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
The proof must always be a tactic proof, i.e. `:= by` is a mandatory part of the syntax. The proof must always be a tactic proof, i.e. `:= by` is a mandatory part of the syntax.
There are a few extra tactics that help you structuring the proof: There are a few extra tactics that help you with structuring the proof:
- `Hint`: You can use `Hint "text"` to display text if the goal state in-game matches - `Hint`: You can use `Hint "text"` to display text if the goal state in-game matches
the one where `Hint` is placed. For more options about hints, see below. the one where `Hint` is placed. For more options about hints, see below.
- `Branch`: In the proof you can add a `Branch` that runs an alternative tactic sequence, which - `Branch`: In the proof you can add a `Branch` that runs an alternative tactic sequence, which
helps setting `Hints` in different places. The `Branch` does not affect the main helps to set `Hints` in different places. The `Branch` does not affect the main
proof and does not need to finish any goals. proof and does not need to finish any goals.
- `Template`/`Hole`: Used to provide a sample proof template. Anything inside `Template` - `Template`/`Hole`: Used to provide a sample proof template. Anything inside `Template`
will be copied into the editor with all `Hole`s replaced with `sorry`. Note that will be copied into the editor with all `Hole`s replaced with `sorry`. Note that
@@ -223,29 +226,40 @@ One thing to keep in mind is that the game will look at the main proof to figure
Most important for game development are probably the `Hints`. Most important for game development are probably the `Hints`.
The hints will be displayed whenever the player's current goal matches the goal the hint is The hints will be displayed whenever the player's current goal matches the goal the hint is
placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands. If you specify placed at inside the sample proof. You can use `Branch` to place hints in dead ends or alternative proof strands.
``` Read [More about Hints](hints.md) for how they work and what the options are.
Hint (strict := true) "some hidden hint"
```
a hint only matches iff the assumptions match exactly one-to-one. (Otherwise, it does not care if there are additional assumptions in context) ### 6. e) Extra: Images
You can add images on any layer of the game (i.e. game/world/level). These will be displayed in your game.
Further, you can choose to hide hints and only have them displayed when the player presses "More Help": The images need to be placed in `images/` and you need to add a command like `Image "images/path/to/myWorldImage.png"`
``` in one of the files you created in 2), 3), or 4) (i.e. game/world/level).
Hint (hidden := true) "some hidden hint"
```
Lastly, you should put variable names in hints inside brackets: NOTE: At present, only the images for a world are displayed. They appear in the introduction of the world.
```
Hint "now use `rw [{h}]` to use your assumption {h}."
```
That way, the game will replace it with the actual name the assumption has in the player's proof state.
## 7. Update your game ## 7. Update your game
In principle, it is as simple as modifying `lean-toolchain` to update your game to a new Lean version. However, you should read about the details in [Update An Existing Game](https://github.com/leanprover-community/lean4game/blob/main/doc/update_game.md). In principle, it is as simple as modifying `lean-toolchain` to update your game to a new Lean version. However, you should read about the details in [Update An Existing Game](update_game.md).
## 8. Publish your game
To publish your game on the official server, see [Publishing a game](publish_game.md)
There are a few more options you can add in `Game.lean` before the `MakeGame` command, which describe the tile that is visible on the server's landing page:
```lean
Languages "English"
CaptionShort "Game Template"
CaptionLong "You should use this game as a template for your own game and add your own levels."
Prerequisites "NNG"
CoverImage "images/cover.png"
```
* `Languages`: Currently only a single language (capital English name). The tile will show a corresponding flag.
* `CaptionShort`: One catchphrase. Appears above the image.
* `CaptionLong`: 2-4 sentences to describe the game.
* `Prerequisites` a list of other games you should play before this one, e.g. `Prerequisites "NNG" "STG"`. The game names are free-text.
* `CoverImage`: You can create a folder `images/` and put images there for the game to use. The maximal ratio is ca. 500x200 (W x H) but it might be cropped horizontally on narrow screens.
## Further Notes ## Further Notes
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# Hints
Most important for game development are probably the "Hints". You can add Hints at any place in your proof using the `Hint` tactic
```
Statement .... := by
Hint "Hint to show at the start"
rw [h]
Hint "some tip after using rw"
...
```
Note that hints are only **context-aware but not history-aware**. In particular, they only look at the assumptions and the current goal. Player's might encounter hints in a different order - or not at all - if they decide to go for a unique proof idea. The `Branch` tactic helps to place hints outside the sample solution's proof.
## 1. When do hints show?
A hint will be displayed if the player's goal matches the one where the hint was placed in the
sample solutions and the entire context from the sample solutions is present in the
player's context. The player's context may contain additional items.
This means if you have multiple identical
subgoals, you should only place a single hint in one of them, and it will be displayed in
all of them.
However, identical (non-hidden) hints which where already present in the step
before are omitted. This is to allow a player to add new assumptions to context, for example
with `have`, without seeing the same hint over and over again.
Hidden hints are not filtered.
## 2. Alternative Proofs / `Branch`
You can use `Branch` to place hints
in dead ends or alternative proof strands.
A proof inside a `Branch`-block is normally evaluated by lean, but it's discarded at the end
so that no progress has been made on proofing the goal.
```
Statement .... := by
Hint "use `rw` or `rewrite`."
Branch
rewrite [h]
Hint "now you still need `rfl`"
rw [h]
```
## 3. Variables names
Put variables in the hint text inside brackets like this: `{h}`! This way the server can replace
the variable's name with the one the user actually used.
For example, if the sample proof contains
```
have h : True := trivial
Hint "Now use `rw [{h}]` to use your assumption `{h}`."
```
but the player writes `have g : True := trivial`, they will see a hint saying
"Now use `rw [g]` to use your assumption `g`."
## 4. Hidden hints
Some hints can be hidden, and only show after the user clicks on a button to get additional
help. You mark a hint as hidden with `(hidden := true)`:
```
Hint (hidden := true) "some hidden hint"
```
## 5. Strict context matching
If you use the attribute `(strict := true)` a hint is only shown if the entire context
matches exactly the one where the hint is placed. With `(hint := false)`, which is the default,
it does not matter if additional assumptions are present in the player's context.
```
Hint (strict := true) "now use `have` to create a new assumption."
```
You should probably use `(strict := true)` if you want to give fine-grained details about
tactics like `have` which do not modify the goal or any existing assumptions, but only
create new assumptions.
## 6. Formatting
You can add use markdown to format your hints, for example you can use KaTex: `$\\iff$`
**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.
### 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
+32
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@@ -0,0 +1,32 @@
# Publishing games
You can publish your game on the official [Lean Game Server](https://adam.math.hhu.de) in a few simple
steps.
## 1. Upload Game to github
First, you need your game in a public Github repository and make sure the github action has run.
You can check this by spotting the green checkmark on the start page, or by looking at the "Actions"
tab.
## 2. Import the game
You call the URL that's listed under "What's Next?" in the latest action run. Explicitly you call
the URL of the form
> adam.math.hhu.de/import/trigger/{USER}/{REPOSITORY}
where `{USER}` and `{REPOSITORY}` are replaced with the github user and repository name.
You should see a white screen which shows import updates and eventually reports "Done."
## 3. Play the game
Now you can immediately play the game at `adam.math.hhu.de/#/g/{USER}/{REPOSITORY}`!
## 4. Main page
Adding games to the main page happens manually by the server maintainers. Tell us if you want us
to add a tile for your game!
For example, you can [contact Jon on Zulip](https://leanprover.zulipchat.com/#narrow/dm/385895-Jon-Eugster). Or [via Email](https://www.math.hhu.de/en/lehrstuehle-/-personen-/-ansprechpartner/innen/lehrstuehle-des-mathematischen-instituts/lehrstuhl-fuer-algebraische-geometrie/team/jon-eugster).
+33 -19
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@@ -2,6 +2,8 @@
The installation instructions are not yet tested on Mac/Windows. Comments very welcome! The installation instructions are not yet tested on Mac/Windows. Comments very welcome!
Please also consult the [Troubleshooting Collection](troubleshoot.md), where some known pitfalls are collected.
There are several options to play a game locally: There are several options to play a game locally:
1. VSCode Dev Container: needs `docker` installed on your machine 1. VSCode Dev Container: needs `docker` installed on your machine
@@ -31,24 +33,14 @@ The template game [GameSkeleton](https://github.com/hhu-adam/GameSkeleton) conta
* The first start will take a while, ca. 2-15 minutes. After the first * The first start will take a while, ca. 2-15 minutes. After the first
start this should be very quickly. start this should be very quickly.
* Once built, you can open http://localhost:3000 in your browser. which should load the game. * Once built, you can open http://localhost:3000 in your browser, which should load the game.
3. **Editing Files** *(everytime)*:<br/> 3. **Editing Files** *(everytime)*:<br/>
After editing some Lean files in VSCode, open VSCode's terminal (View > Terminal) and run `lake build`. Now you can reload your browser to see the changes. After editing some Lean files in VSCode, open VSCode's terminal (View > Terminal) and run `lake build`. Now you can reload your browser to see the changes.
### Errors
* If you don't get the pop-up, you might have disabled them and you can reenable it by
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
* If the starting the container fails, in particular with a message `Error: network xyz not found`,
you might have deleted stuff from docker via your shell. Try deleting the container and image
explicitely in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time)
* On a working dev container setup, http://localhost:3000 should directly redirect you to http://localhost:3000/#/g/local/game, try if the latter is accessible.
## Codespaces ## Codespaces
You can work on your game using Github codespaces (click "Code" and then "Codespaces" and then "create codespace on main"). It it should run the game locally in the background. You can open it for example under "Ports" and clicking on "Open in Browser". You can work on your game using Github codespaces (click "Code" and then "Codespaces" and then "create codespace on main"). It should run the game locally in the background. You can open it for example under "Ports" and clicking on "Open in Browser".
Note: You have to wait until npm started properly, which might take a good while. Note: You have to wait until npm started properly, which might take a good while.
@@ -85,12 +77,11 @@ git clone https://github.com/hhu-adam/GameSkeleton.git
Download dependencies and build the game: Download dependencies and build the game:
```bash ```bash
cd GameSkeleton cd GameSkeleton
lake update lake update -R
lake exe cache get # if your game depends on mathlib
lake build lake build
``` ```
Clone the game repository into a directory next to the game: Clone the server repository into a directory next to the game:
```bash ```bash
cd .. cd ..
git clone https://github.com/leanprover-community/lean4game.git git clone https://github.com/leanprover-community/lean4game.git
@@ -109,16 +100,39 @@ Run the game:
npm start npm start
``` ```
You should see a message like this:
```bash
[server] > lean4-game@0.1.0 start_server
[server] > (cd server && lake build) && (cd relay && cross-env NODE_ENV=development nodemon -e mjs --exec "node ./index.mjs")
[server]
[client]
[client] > lean4-game@0.1.0 start_client
[client] > cross-env NODE_ENV=development vite --host
[client]
[server] [nodemon] 3.0.#
[server] [nodemon] to restart at any time, enter `rs`
[server] [nodemon] watching path(s): *.*
[server] [nodemon] watching extensions: mjs
[server] [nodemon] starting `node ./index.mjs`
[client]
[client] VITE v4.5.1 ready in \#\#\# ms
[client]
[client] ➜ Local: http://localhost:3000/
[client] ➜ Network: http://###.###.###.##:3000/
[client] [vite-plugin-static-copy] Collected 7 items.
[server] (node:#####) [DEP0040] [server] Listening on 8080
```
This takes a little time. Eventually, the game is available on http://localhost:3000/#/g/local/GameSkeleton. Replace `GameSkeleton` with the folder name of your local game. This takes a little time. Eventually, the game is available on http://localhost:3000/#/g/local/GameSkeleton. Replace `GameSkeleton` with the folder name of your local game.
## Modifying the GameServer ## Modifying the GameServer
When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with the same setup as above (manual installation) by setting `export LEAN4GAME=local` inside your local game before building it: When modifying the game engine itself (in particular the content in `lean4game/server`) you can test it live with the same setup as above (manual installation) by using `lake update -R -Klean4game.local`:
```bash ```bash
cd NNG4 cd NNG4
export LEAN4GAME=local lake update -R -Klean4game.local
lake update
lake build lake build
``` ```
This causes lake to search locally for the `GameServer` lake package instead of using the version from github. Therefore, when you `lake build` your game, it will rebuild with the modified `GameServer`. This causes lake to search locally for the `GameServer` lake package instead of using the version from github. Therefore, you can the local copy of the edit `GameServer` in `../lean4game` and
`lake build` will then directly use this modified copy to build your game.
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@@ -0,0 +1,28 @@
# Notes for Server maintainer
In order to set up the server to allow imports, one needs to create a
[Github Access token](https://docs.github.com/en/authentication/keeping-your-account-and-data-secure/managing-your-personal-access-tokens). A fine-grained access token with only reading rights for public
repos will suffice.
You need to set the environment variables `LEAN4GAME_GITHUB_USER` and `LEAN4GAME_GITHUB_TOKEN`
with your user name and access token. For example, you can set these in `ecosystem.config.cjs` if
you're using `pm2`
Then people can call:
> https://{website}/import/trigger/{owner}/{repo}
where you replace:
- website: The website your server runs on, e.g. `localhost:3000`
- owner, repo: The owner and repository name of the game you want to load from github.
will trigger to download the latest version of your game from github onto your server.
Once this import reports "Done", you should be able to play your game under:
> https://{website}/#/g/{owner}/{repo}
## Data management
Everything downloaded remains in the folder `lean4game/games`.
The subfolder `tmp` contains downloaded artifacts and can be deleted without loss.
The other folders should only contain the built lean-games, sorted by owner and repo.
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@@ -0,0 +1,37 @@
# Troubleshooting
Here are some issues experienced by users.
- You can reset the lake projects involved (i.e. the `server/` folder here as well as your [game's folder](https://github.com/hhu-adam/GameSkeleton)) with the following commands:
```
cd [THE PROJECT]
rm -rf .lake/
lake update -R
lake build
```
If you experience problems related to Lean or lake, you should first try to reset it this way.
# VSCode Dev-Container
* If you don't get the pop-up, you might have disabled them, and you can reenable it by
running the `remote-containers.showReopenInContainerNotificationReset` command in vscode.
* If the starting the container fails, in particular with a message `Error: network xyz not found`,
you might have deleted stuff from docker via your shell. Try deleting the container and image
explicitly in VSCode (left side, "Docker" icon). Then reopen vscode and let it rebuild the
container. (this will again take some time)
* On a working dev container setup, http://localhost:3000 should directly redirect you to http://localhost:3000/#/g/local/game, try if the latter is accessible.
# Manual Installation
Here are known issues/pitfalls with the local setup using `npm`.
* If `CDPATH` is set on your mac/linux system, it might provide issues with `npm start` resulting in a server crash or blank screen. In particular `npm start` will display
```
[server] sh: line 0: cd: server: No such file or directory
[server] npm run start_server exited with code 1
```
As a fix you might need to delete your manually set `CDPATH` environment variable.
# Publication
Errors concerning uploads to the server.
* Your game overview loads but the server crashes on loading a level: Check your game's github action is identical to the [GameSkeleton's](https://github.com/hhu-adam/GameSkeleton/blob/main/.github/workflows/build.yml), in particular that there is a step about building the "`gameserver`-executable".
+26 -11
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@@ -9,29 +9,44 @@ Before you continue, make sure there [exists a `v4.X.0`-tag in this repo](https:
Then, depending on the setup you use, do one of the following: Then, depending on the setup you use, do one of the following:
* Dev Container: Rebuild the VSCode Devcontainer. * **Dev Container**: Rebuild the VSCode Devcontainer (without Cache!).
* Local Setup: run `lake update` (followed by `lake exe cache get` if you depend on mathlib.) * **Local Setup**: in your game's folder run the following:
* Gitpod/Codespaces: Create a fresh one ```
lake update -R
lake build
```
This will update `lean4game` and `mathlib` in your project to the new lean version. * Additionally, if you have a local copy of the server `lean4game`,
you should update this one to the matching version. Run the following in the folder `lean4game/`:
```
git fetch
git checkout {VERSION_TAG}
npm install
```
where `{VERSION_TAG}` is the tag from above of the form `v4.X.0`
* **Gitpod/Codespaces**: Create a fresh one
This will update your game (and the mathlib version you might be using) to the new lean version.
## Newest developing setup ## Newest developing setup
There are a few files in your game repository which are used for the developing setup There are a few files in your game repository which are used for the developing setup
(dev container/codespaces/gitpod). If you need to update your're developing setup, for example because it doesn't work (dev container/codespaces/gitpod). If you need to update your developing setup, for example because it doesn't work
anymore, you will need to copy the relevant files from the [GameSkeleton](https://github.com/hhu-adam/GameSkeleton) template into your game repo. anymore, you will need to copy the relevant files from the [GameSkeleton](https://github.com/hhu-adam/GameSkeleton) template into your game repo.
The relevant files are: The relevant files are:
``` ```
.devcontainer/
.docker/
.github/
.gitpod/
.vscode/
lakefile.lean lakefile.lean
.devcontainer/**
.docker/**
.gitpod
.vscode/**
``` ```
simply copy them from the `GameSkeleton` into your game. simply copy them from the `GameSkeleton` into your game and proceed as above,
i.e. `lake update -R && lake build`.
(Note: You should not need to modify any of these files, with the exception of the `lakefile.lean`, (Note: You should not need to modify any of these files, with the exception of the `lakefile.lean`,
where you need to add any dependencies of your game.) where you need to add any dependencies of your game, or remove mathlib if you don't need it.)
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@@ -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 ...
```
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@@ -2,10 +2,12 @@
module.exports = { module.exports = {
apps : [{ apps : [{
name : "lean4game", name : "lean4game",
script : "server/index.mjs", script : "relay/index.mjs",
env: { env: {
NODE_ENV: "production", LEAN4GAME_GITHUB_USER: "",
PORT: 8002 LEAN4GAME_GITHUB_TOKEN: "",
NODE_ENV: "production",
PORT: 8002
}, },
}] }]
} }
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+19 -5
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@@ -1,6 +1,7 @@
{ {
"name": "lean4-game", "name": "lean4-game",
"version": "0.1.0", "version": "0.1.0",
"type": "module",
"private": true, "private": true,
"homepage": ".", "homepage": ".",
"dependencies": { "dependencies": {
@@ -9,6 +10,10 @@
"@emotion/styled": "^11.10.5", "@emotion/styled": "^11.10.5",
"@fontsource/roboto": "^4.5.8", "@fontsource/roboto": "^4.5.8",
"@fontsource/roboto-mono": "^4.5.8", "@fontsource/roboto-mono": "^4.5.8",
"@fortawesome/fontawesome-svg-core": "^6.5.1",
"@fortawesome/free-regular-svg-icons": "^6.5.1",
"@fortawesome/free-solid-svg-icons": "^6.5.1",
"@fortawesome/react-fontawesome": "^0.2.0",
"@leanprover/infoview": "^0.4.3", "@leanprover/infoview": "^0.4.3",
"@mui/icons-material": "^5.11.0", "@mui/icons-material": "^5.11.0",
"@mui/material": "^5.11.1", "@mui/material": "^5.11.1",
@@ -22,12 +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", "lean4web": "github:hhu-adam/lean4web#414d9e62638a392fca278761b4c61a1d2e138bc7",
"octokit": "^2.0.14", "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",
@@ -36,6 +46,7 @@
"rehype-katex": "^6.0.2", "rehype-katex": "^6.0.2",
"remark-gfm": "^3.0.1", "remark-gfm": "^3.0.1",
"remark-math": "^5.1.1", "remark-math": "^5.1.1",
"request": "^2.88.2",
"request-progress": "^3.0.0", "request-progress": "^3.0.0",
"vite": "^4.5.0", "vite": "^4.5.0",
"vite-plugin-static-copy": "^0.17.0", "vite-plugin-static-copy": "^0.17.0",
@@ -52,7 +63,8 @@
"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",
"nodemon": "^2.0.20", "i18next-scanner": "^4.4.0",
"nodemon": "^3.0.1",
"react-refresh": "^0.14.0", "react-refresh": "^0.14.0",
"style-loader": "^3.3.1", "style-loader": "^3.3.1",
"ts-loader": "^9.4.2", "ts-loader": "^9.4.2",
@@ -61,12 +73,14 @@
}, },
"scripts": { "scripts": {
"start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"", "start": "concurrently -n server,client -c blue,green \"npm run start_server\" \"npm run start_client\"",
"start_server": "cd server && lake build && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\"", "start_server": "(cd server && lake build) && (cd relay && cross-env NODE_ENV=development nodemon -e mjs --exec \"node ./index.mjs\")",
"start_client": "cross-env NODE_ENV=development vite --host", "start_client": "cross-env NODE_ENV=development vite --host",
"build": "npm run build_server && npm run build_client", "build": "npm run build_server && npm run build_client",
"preview": "vite preview",
"build_server": "cd server && lake build", "build_server": "cd server && lake build",
"build_client": "cross-env NODE_ENV=production vite build", "build_client": "cross-env NODE_ENV=production vite build",
"production": "cross-env NODE_ENV=production node server/index.mjs" "production": "cross-env NODE_ENV=production node relay/index.mjs",
"translate": "npx i18next-scanner --config client/i18next-scanner.config.cjs"
}, },
"eslintConfig": { "eslintConfig": {
"extends": [ "extends": [
+10 -5
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@@ -1,12 +1,17 @@
#/bin/bash #/bin/bash
# Note: This fails if there is no default toolchain installed
ELAN_HOME=$(lake env printenv ELAN_HOME) ELAN_HOME=$(lake env printenv ELAN_HOME)
# $1 : the game directory
# $2 : the lean4game folder
# $3 : the gameserver executable
(exec bwrap\ (exec bwrap\
--ro-bind ../../lean4game /lean4game \ --bind $2 /lean4game \
--ro-bind ../../$1 /game \ --bind $1 /game \
--ro-bind $ELAN_HOME /elan \ --bind $ELAN_HOME /elan \
--ro-bind /usr /usr \ --bind /usr /usr \
--dev /dev \ --dev /dev \
--proc /proc \ --proc /proc \
--symlink usr/lib /lib\ --symlink usr/lib /lib\
@@ -22,6 +27,6 @@ ELAN_HOME=$(lake env printenv ELAN_HOME)
--unshare-uts \ --unshare-uts \
--unshare-cgroup \ --unshare-cgroup \
--die-with-parent \ --die-with-parent \
--chdir "/lean4game/server/build/bin/" \ --chdir "/game/.lake/packages/GameServer/server/.lake/build/bin/" \
./gameserver --server /game ./gameserver --server /game
) )
+31 -20
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@@ -11,6 +11,7 @@ const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename); const __dirname = path.dirname(__filename);
const TOKEN = process.env.LEAN4GAME_GITHUB_TOKEN const TOKEN = process.env.LEAN4GAME_GITHUB_TOKEN
const USERNAME = process.env.LEAN4GAME_GITHUB_USER
const octokit = new Octokit({ const octokit = new Octokit({
auth: TOKEN auth: TOKEN
}) })
@@ -41,9 +42,10 @@ async function download(id, url, dest) {
requestProgress(request({ requestProgress(request({
url, url,
headers: { headers: {
'User-Agent': 'abentkamp', 'accept': 'application/vnd.github+json',
'User-Agent': USERNAME,
'X-GitHub-Api-Version': '2022-11-28', 'X-GitHub-Api-Version': '2022-11-28',
'Authorization': 'Bearer '+TOKEN 'Authorization': 'Bearer ' + TOKEN
} }
})) }))
.on('progress', function (state) { .on('progress', function (state) {
@@ -76,35 +78,44 @@ async function doImport (owner, repo, id) {
.reduce((acc, cur) => acc.created_at < cur.created_at ? cur : acc) .reduce((acc, cur) => acc.created_at < cur.created_at ? cur : acc)
artifactId = artifact.id artifactId = artifact.id
const url = artifact.archive_download_url const url = artifact.archive_download_url
if (!fs.existsSync("tmp")){ // Make sure the download folder exists
fs.mkdirSync("tmp"); if (!fs.existsSync(path.join(__dirname, "..", "games"))){
fs.mkdirSync(path.join(__dirname, "..", "games"));
}
if (!fs.existsSync(path.join(__dirname, "..", "games", "tmp"))){
fs.mkdirSync(path.join(__dirname, "..", "games", "tmp"));
} }
progress[id].output += `Download from ${url}\n` progress[id].output += `Download from ${url}\n`
await download(id, url, `tmp/artifact_${artifactId}.zip`) await download(id, url, path.join(__dirname, "..", "games", "tmp", `${owner.toLowerCase()}_${repo.toLowerCase()}_${artifactId}.zip`))
progress[id].output += `Download finished.\n` progress[id].output += `Download finished.\n`
await runProcess(id, "/bin/bash", [`${__dirname}/unpack.sh`, artifactId],".")
let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`); await runProcess(id, "/bin/bash", [path.join(__dirname, "unpack.sh"), artifactId, owner.toLowerCase(), repo.toLowerCase()], path.join(__dirname, ".."))
manifest = JSON.parse(manifest);
if (manifest.length !== 1) {
throw `Unexpected manifest: ${JSON.stringify(manifest)}` // let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`);
} // manifest = JSON.parse(manifest);
manifest[0].RepoTags = [`g/${owner.toLowerCase()}/${repo.toLowerCase()}:latest`] // if (manifest.length !== 1) {
fs.writeFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`, JSON.stringify(manifest)); // throw `Unexpected manifest: ${JSON.stringify(manifest)}`
await runProcess(id, "tar", ["-cvf", `../archive_${artifactId}.tar`, "."], `tmp/artifact_${artifactId}_inner/`) // }
await runProcess(id, "docker", ["load", "-i", `tmp/archive_${artifactId}.tar`]) // manifest[0].RepoTags = [`g/${owner.toLowerCase()}/${repo.toLowerCase()}:latest`]
// fs.writeFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`, JSON.stringify(manifest));
// await runProcess(id, "tar", ["-cvf", `../archive_${artifactId}.tar`, "."], `tmp/artifact_${artifactId}_inner/`)
// // await runProcess(id, "docker", ["load", "-i", `tmp/archive_${artifactId}.tar`])
progress[id].done = true progress[id].done = true
progress[id].output += `Done.\n` progress[id].output += `Done!\n`
progress[id].output += `Play the game at: {your website}/#/g/${owner}/${repo}\n`
} catch (e) { } catch (e) {
progress[id].output += `Error: ${e.toString()}\n${e.stack}` progress[id].output += `Error: ${e.toString()}\n${e.stack}`
} finally { } finally {
// clean-up temp. files
if (artifactId) { if (artifactId) {
fs.rmSync(`tmp/artifact_${artifactId}.zip`, {force: true, recursive: true}); fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}.zip`), {force: true, recursive: false});
fs.rmSync(`tmp/artifact_${artifactId}`, {force: true, recursive: true}); fs.rmSync(path.join(__dirname, "..", "games", "tmp", `${owner}_${repo}_${artifactId}`), {force: true, recursive: true});
fs.rmSync(`tmp/artifact_${artifactId}_inner`, {force: true, recursive: true});
fs.rmSync(`tmp/archive_${artifactId}.tar`, {force: true, recursive: true});
} }
progress[id].done = true progress[id].done = true
} }
await new Promise(resolve => setTimeout(resolve, 10000))
} }
export const importTrigger = (req, res) => { export const importTrigger = (req, res) => {
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@@ -0,0 +1,212 @@
import { WebSocketServer } from 'ws';
import express from 'express'
import path from 'path'
import * as cp from 'child_process';
import * as url from 'url';
import * as rpc from 'vscode-ws-jsonrpc';
import * as jsonrpcserver from 'vscode-ws-jsonrpc/server';
import os from 'os';
import fs from 'fs';
import anonymize from 'ip-anonymize';
import { importTrigger, importStatus } from './import.mjs'
// import fs from 'fs'
/**
* Add a game here if the server should keep a queue of pre-loaded games ready at all times.
*
* IMPORTANT! Tags here need to be lower case!
*/
const queueLength = {
"g/hhu-adam/robo": 2,
"g/hhu-adam/nng4": 5,
"g/djvelleman/stg4": 0,
"g/trequetrum/lean4game-logic": 0,
}
const __filename = url.fileURLToPath(import.meta.url);
const __dirname = url.fileURLToPath(new URL('.', import.meta.url));
const app = express()
const PORT = process.env.PORT || 8080;
var router = express.Router();
router.get('/import/status/:owner/:repo', importStatus)
router.get('/import/trigger/:owner/:repo', importTrigger)
const server = app
.use(express.static(path.join(__dirname, '..', 'client', 'dist'))) // TODO: add a dist folder from inside the game
.use('/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) => {
const owner = req.params.owner;
const repo = req.params.repo
const filename = req.params[0];
req.url = filename;
express.static(path.join(getGameDir(owner,repo),".lake","gamedata"))(req, res, next);
})
.use('/', router)
.listen(PORT, () => console.log(`Listening on ${PORT}`));
const wss = new WebSocketServer({ server })
var socketCounter = 0
const environment = process.env.NODE_ENV
const isDevelopment = environment === 'development'
/** We keep queues of started Lean Server processes to be ready when a user arrives */
const queue = {}
function getTag(owner, repo) {
return `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
}
function getGameDir(owner, repo) {
owner = owner.toLowerCase()
if (owner == 'local') {
if(!isDevelopment) {
console.error(`No local games in production mode.`)
return ""
}
} else {
if(!fs.existsSync(path.join(__dirname, '..', 'games'))) {
console.error(`Did not find the following folder: ${path.join(__dirname, '..', 'games')}`)
console.error('Did you already import any games?')
return ""
}
}
let game_dir = (owner == 'local') ?
path.join(__dirname, '..', '..', repo) : // note: here we need `repo` to be case sensitive
path.join(__dirname, '..', 'games', `${owner}`, `${repo.toLowerCase()}`)
if(!fs.existsSync(game_dir)) {
console.error(`Game '${game_dir}' does not exist!`)
return ""
}
return game_dir;
}
function startServerProcess(owner, repo) {
let game_dir = getGameDir(owner, repo)
if (!game_dir) return;
let serverProcess
if (isDevelopment) {
let args = ["--server", game_dir]
let binDir = path.join(game_dir, ".lake", "packages", "GameServer", "server", ".lake", "build", "bin")
// Note: `cwd` is important to be the `bin` directory as `Watchdog` calls `./gameserver` again
if (fs.existsSync(binDir)) {
// Try to use the game's own copy of `gameserver`.
serverProcess = cp.spawn("./gameserver", args, { cwd: binDir })
} else {
// If the game is built with `-Klean4game.local` there is no copy in the lake packages.
serverProcess = cp.spawn("./gameserver", args,
{ cwd: path.join(__dirname, "..", "server", ".lake", "build", "bin") })
}
} else {
serverProcess = cp.spawn("./bubblewrap.sh",
[ game_dir, path.join(__dirname, '..')],
{ cwd: __dirname })
}
serverProcess.on('error', error =>
console.error(`Launching Lean Server failed: ${error}`)
)
if (serverProcess.stderr !== null) {
serverProcess.stderr.on('data', data =>
console.error(`Lean Server: ${data}`)
)
}
return serverProcess
}
/** start Lean Server processes to refill the queue */
function fillQueue(tag) {
while (queue[tag].length < queueLength[tag]) {
let serverProcess
serverProcess = startServerProcess(tag)
if (serverProcess == null) {
console.error('serverProcess was undefined/null')
return
}
queue[tag].push(serverProcess)
}
}
// // TODO: We disabled queue for now
// if (!isDevelopment) { // Don't use queue in development
// for (let tag in queueLength) {
// queue[tag] = []
// fillQueue(tag)
// }
// }
const urlRegEx = /^\/websocket\/g\/([\w.-]+)\/([\w.-]+)$/
wss.addListener("connection", function(ws, req) {
const reRes = urlRegEx.exec(req.url)
if (!reRes) { console.error(`Connection refused because of invalid URL: ${req.url}`); return; }
const owner = reRes[1]
const repo = reRes[2]
const tag = getTag(owner, repo)
let ps
if (!queue[tag] || queue[tag].length == 0) {
ps = startServerProcess(owner, repo)
} else {
console.info('Got process from the queue')
ps = queue[tag].shift() // Pick the first Lean process; it's likely to be ready immediately
fillQueue(tag)
}
if (ps == null) {
console.error('server process is undefined/null')
return
}
socketCounter += 1;
const ip = anonymize(req.headers['x-forwarded-for'] || req.socket.remoteAddress)
console.log(`[${new Date()}] Socket opened - ${ip}`)
const socket = {
onMessage: (cb) => { ws.on("message", cb) },
onError: (cb) => { ws.on("error", cb) },
onClose: (cb) => { ws.on("close", cb) },
send: (data, cb) => { ws.send(data,cb) }
}
const reader = new rpc.WebSocketMessageReader(socket)
const writer = new rpc.WebSocketMessageWriter(socket)
const socketConnection = jsonrpcserver.createConnection(reader, writer, () => ws.close())
const serverConnection = jsonrpcserver.createProcessStreamConnection(ps)
socketConnection.forward(serverConnection, message => {
if (isDevelopment) {console.log(`CLIENT: ${JSON.stringify(message)}`)}
return message;
})
serverConnection.forward(socketConnection, message => {
if (isDevelopment) {console.log(`SERVER: ${JSON.stringify(message)}`)}
return message;
});
console.log(`[${new Date()}] Number of open sockets - ${socketCounter}`)
console.log(`[${new Date()}] Free RAM - ${Math.round(os.freemem() / 1024 / 1024)} / ${Math.round(os.totalmem() / 1024 / 1024)} MB`)
ws.on('close', () => {
console.log(`[${new Date()}] Socket closed - ${ip}`)
socketCounter -= 1
})
socketConnection.onClose(() => serverConnection.dispose())
serverConnection.onClose(() => socketConnection.dispose())
})
+34
View File
@@ -0,0 +1,34 @@
#/bin/bash
ARTIFACT_ID=$1
OWNER=$2
REPO=$3
# mkdir -p games
cd games
# mkdir -p tmp
mkdir -p ${OWNER}
echo "Unpacking ZIP."
unzip -o tmp/${OWNER}_${REPO}_${ARTIFACT_ID}.zip -d tmp/${OWNER}_${REPO}_${ARTIFACT_ID}
echo "Unpacking game."
# exit the npm project to avoid reloading. TODO: Where should we actually save these?
echo "Delete old version of the game"
rm -rf ${OWNER}/${REPO}
mkdir -p ${OWNER}/${REPO}
for f in tmp/${OWNER}_${REPO}_${ARTIFACT_ID}/* #Should only be one file
do
echo "Unpacking $f"
#tar -xvzf $f -C games/${OWNER}/${REPO}
unzip -q -o $f -d ${OWNER}/${REPO}
done
# Delete temporary files
rm -f tmp/${OWNER}_${REPO}_${ARTIFACT_ID}.zip
rm -fr tmp/${OWNER}_${REPO}_${ARTIFACT_ID}
-3
View File
@@ -1,3 +0,0 @@
build
adam
nng
+3 -8
View File
@@ -1,5 +1,4 @@
import GameServer.FileWorker import GameServer.FileWorker
import GameServer.Watchdog
import GameServer.Commands import GameServer.Commands
-- TODO: The only reason we import `Commands` is so that it gets built to on `lake build` -- TODO: The only reason we import `Commands` is so that it gets built to on `lake build`
@@ -10,13 +9,9 @@ unsafe def main : List String → IO UInt32 := fun args => do
Lean.enableInitializersExecution Lean.enableInitializersExecution
-- TODO: remove this argument
if args[0]? == some "--server" then if args[0]? == some "--server" then
MyServer.Watchdog.watchdogMain args GameServer.FileWorker.workerMain {} args
else if args[0]? == some "--worker" then
MyServer.FileWorker.workerMain {}
else else
e.putStrLn s!"Expected `--server` or `--worker`" e.putStrLn s!"Expected `--server`"
return 1 return 1
-- TODO: Potentially it could be useful to pass in the `gameName` via the websocket connection
+295 -355
View File
@@ -1,23 +1,18 @@
import GameServer.EnvExtensions import GameServer.Helpers
import GameServer.Inventory
import GameServer.Options
import GameServer.SaveData
import GameServer.Hints
import GameServer.Tactic.LetIntros
import GameServer.RpcHandlers -- only needed to collect the translations of "level completed" msgs
import I18n
open Lean Meta Elab Command open Lean Meta Elab Command
open GameServer
set_option autoImplicit false set_option autoImplicit false
/-- Let `MakeGame` print the reasons why the worlds depend on each other. -/
register_option lean4game.showDependencyReasons : Bool := {
defValue := false
descr := "show reasons for calculated world dependencies."
}
/-- Let `MakeGame` print the reasons why the worlds depend on each other.
Note: currently unused in favour of setting `set_option trace.debug true`. -/
register_option lean4game.verbose : Bool := {
defValue := false
descr := "display more info messages to help developing the game."
}
/-! # Game metadata -/ /-! # Game metadata -/
/-- Switch to the specified `Game` (and create it if non-existent). Example: `Game "NNG"` -/ /-- Switch to the specified `Game` (and create it if non-existent). Example: `Game "NNG"` -/
@@ -43,150 +38,106 @@ elab "Level" level:num : command => do
/-- Define the title of the current game/world/level. -/ /-- Define the title of the current game/world/level. -/
elab "Title" t:str : command => do elab "Title" t:str : command => do
let title ← t.getString.translate
match ← getCurLayer with match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with title := t.getString} | .Level => modifyCurLevel fun level => pure {level with title := title}
| .World => modifyCurWorld fun world => pure {world with title := t.getString} | .World => modifyCurWorld fun world => pure {world with title := title}
| .Game => modifyCurGame fun game => pure {game with title := t.getString} | .Game => modifyCurGame fun game => pure {game 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. -/
elab "Introduction" t:str : command => do elab "Introduction" t:str : command => do
let intro ← t.getString.translate
match ← getCurLayer with match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with introduction := t.getString} | .Level => modifyCurLevel fun level => pure {level with introduction := intro}
| .World => modifyCurWorld fun world => pure {world with introduction := t.getString} | .World => modifyCurWorld fun world => pure {world with introduction := intro}
| .Game => modifyCurGame fun game => pure {game with introduction := t.getString} | .Game => modifyCurGame fun game => pure {game with introduction := intro}
/-- Define the info of the current game. Used for e.g. credits -/ /-- Define the info of the current game. Used for e.g. credits -/
elab "Info" t:str : command => do elab "Info" t:str : command => do
let info ← t.getString.translate
match ← getCurLayer with match ← getCurLayer with
| .Level => pure () | .Level =>
| .World => pure () logError "Can't use `Info` in a level!"
| .Game => modifyCurGame fun game => pure {game with info := t.getString} pure ()
| .World =>
logError "Can't use `Info` in a world"
pure ()
| .Game => modifyCurGame fun game => pure {game with info := info}
/-- Provide the location of the image for the current game/world/level.
Paths are relative to the lean project's root. -/
elab "Image" t:str : command => do
let file := t.getString
if not <| ← System.FilePath.pathExists file then
logWarningAt t s!"Make sure the cover image '{file}' exists."
if not <| file.startsWith "images/" then
logWarningAt t s!"The file name should start with `images/`. Make sure all images are in that folder."
match ← getCurLayer with
| .Level =>
logWarning "Level-images not implemented yet" -- TODO
modifyCurLevel fun level => pure {level with image := file}
| .World =>
modifyCurWorld fun world => pure {world with image := file}
| .Game =>
logWarning "Main image of the game not implemented yet" -- TODO
modifyCurGame fun game => pure {game with image := file}
/-- Define the conclusion of the current game or current level if some /-- Define the conclusion of the current game or current level if some
building a level. -/ building a level. -/
elab "Conclusion" t:str : command => do elab "Conclusion" t:str : command => do
let conclusion ← t.getString.translate
match ← getCurLayer with match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with conclusion := t.getString} | .Level => modifyCurLevel fun level => pure {level with conclusion := conclusion}
| .World => modifyCurWorld fun world => pure {world with conclusion := t.getString} | .World => modifyCurWorld fun world => pure {world with conclusion := conclusion}
| .Game => modifyCurGame fun game => pure {game with conclusion := t.getString} | .Game => modifyCurGame fun game => pure {game with conclusion := conclusion}
/-- A list of games that should be played before this one. Example `Prerequisites "NNG" "STG"`. -/
elab "Prerequisites" t:str* : command => do
modifyCurGame fun game => pure {game with
tile := {game.tile with prerequisites := t.map (·.getString) |>.toList}}
/-- Short caption for the game (1 sentence) -/
elab "CaptionShort" t:str : command => do
let caption ← t.getString.translate
modifyCurGame fun game => pure {game with
tile := {game.tile with short := caption}}
/-- More detailed description what the game is about (2-4 sentences). -/
elab "CaptionLong" t:str : command => do
let caption ← t.getString.translate
modifyCurGame fun game => pure {game with
tile := {game.tile with long := caption}}
/-- A list of Languages the game is translated to. For example `Languages "de" "en"`.
The keys are ISO language codes.
-/
elab "Languages" t:str* : command => do
modifyCurGame fun game => pure {game with
tile := {game.tile with languages := t.map (·.getString) |>.toList}}
/-- The Image of the game (optional). TODO: Not impementeds -/
elab "CoverImage" t:str : command => do
let file := t.getString
if not <| ← System.FilePath.pathExists file then
logWarningAt t s!"Make sure the cover image '{file}' exists."
if not <| file.startsWith "images/" then
logWarningAt t s!"The file name should start with `images/`. Make sure all images are in that folder."
modifyCurGame fun game => pure {game with
tile := {game.tile with image := file}}
/-! # Inventory /-! # Inventory
The inventory contains docs for tactics, lemmas, and definitions. These are all locked The inventory contains docs for tactics, theorems, and definitions. These are all locked
in the first level and get enabled during the game. in the first level and get enabled during the game.
-/ -/
/-! ## Doc entries -/ /-! ## Doc entries -/
/-- Copied from `Mathlib.Tactic.HelpCmd`.
Gets the initial string token in a parser description. For example, for a declaration like
`syntax "bla" "baz" term : tactic`, it returns `some "bla"`. Returns `none` for syntax declarations
that don't start with a string constant. -/
partial def getHeadTk (e : Expr) : Option String :=
match (Expr.withApp e λ e a => (e.constName?.getD Name.anonymous, a)) with
| (``ParserDescr.node, #[_, _, p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "withPosition")), p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "atomic")), p]) => getHeadTk p
| (``ParserDescr.binary, #[.app _ (.lit (.strVal "andthen")), p, _]) => getHeadTk p
| (``ParserDescr.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``ParserDescr.symbol, #[.lit (.strVal tk)]) => some tk
| (``Parser.withAntiquot, #[_, p]) => getHeadTk p
| (``Parser.leadingNode, #[_, _, p]) => getHeadTk p
| (``HAndThen.hAndThen, #[_, _, _, _, p, _]) => getHeadTk p
| (``Parser.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``Parser.symbol, #[.lit (.strVal tk)]) => some tk
| _ => none
/-- Modified from `#help` in `Mathlib.Tactic.HelpCmd` -/
def getTacticDocstring (env : Environment) (name: Name) : CommandElabM (Option String) := do
let name := name.toString (escape := false)
let mut decls : Lean.RBMap String (Array SyntaxNodeKind) compare := {}
let catName : Name := `tactic
let catStx : Ident := mkIdent catName -- TODO
let some cat := (Parser.parserExtension.getState env).categories.find? catName
| throwErrorAt catStx "{catStx} is not a syntax category"
liftTermElabM <| Term.addCategoryInfo catStx catName
for (k, _) in cat.kinds do
let mut used := false
if let some tk := do getHeadTk (← (← env.find? k).value?) then
let tk := tk.trim
if name ≠ tk then -- was `!name.isPrefixOf tk`
continue
used := true
decls := decls.insert tk ((decls.findD tk #[]).push k)
for (_name, ks) in decls do
for k in ks do
if let some doc ← findDocString? env k then
return doc
logWarning <| m!"Could not find a docstring for tactic {name}, consider adding one " ++
m!"using `TacticDoc {name} \"some doc\"`"
return none
/-- Retrieve the docstring associated to an inventory item. For Tactics, this
is not guaranteed to work. -/
def getDocstring (env : Environment) (name : Name) (type : InventoryType) :
CommandElabM (Option String) :=
match type with
-- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one.
| .Tactic => getTacticDocstring env name
| .Lemma => findDocString? env name
-- TODO: for definitions not implemented yet, does it work?
| .Definition => findDocString? env name
/-- Checks if `inventoryTemplateExt` contains an entry with `(type, name)` and yields
a warning otherwise. If `template` is provided, it will add such an entry instead of yielding a
warning.
`ref` is the syntax piece. If `name` is not provided, it will use `ident.getId`.
I used this workaround, because I needed a new name (with correct namespace etc)
to be used, and I don't know how to create a new ident with same position but different name.
-/
def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.getId)
(template : Option String := none) : CommandElabM Unit := do
-- note: `name` is an `Ident` (instead of `Name`) for the log messages.
let env ← getEnv
let n := name
-- Find a key with matching `(type, name)`.
match (inventoryTemplateExt.getState env).findIdx?
(fun x => x.name == n && x.type == type) with
-- Nothing to do if the entry exists
| some _ => pure ()
| none =>
match template with
-- Warn about missing documentation
| none =>
let docstring ← match (← getDocstring env name type) with
| some ds =>
logInfoAt ref (m!"Missing {type} Documentation. Using existing docstring. " ++
m!"Add {name}\nAdd `{type}Doc {name}` somewhere above this statement.")
pure s!"*(lean docstring)*\\\n{ds}"
| none =>
logWarningAt ref (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
m!"somewhere above this statement.")
pure "(missing)"
-- We just add a dummy entry
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := docstring})
-- Add the default documentation
| some s =>
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := s })
logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++
m!"docstring) instead. If you want to write a different description, add " ++
m!"`{type}Doc {name}` somewhere above this statement.")
/-- Documentation entry of a tactic. Example: /-- Documentation entry of a tactic. Example:
``` ```
@@ -196,37 +147,42 @@ TacticDoc rw "`rw` stands for rewrite, etc. "
* The identifier is the tactics name. Some need to be escaped like `«have»`. * The identifier is the tactics name. Some need to be escaped like `«have»`.
* The description is a string supporting Markdown. * The description is a string supporting Markdown.
-/ -/
elab "TacticDoc" name:ident content:str : command => elab doc:docComment ? "TacticDoc" name:ident content:str ? : command => do
let doc ← parseDocCommentLegacy doc content
let doc ← doc.translate
modifyEnv (inventoryTemplateExt.addEntry · { modifyEnv (inventoryTemplateExt.addEntry · {
type := .Tactic type := .Tactic
name := name.getId name := name.getId
displayName := name.getId.toString displayName := name.getId.toString
content := content.getString }) content := doc })
/-- Documentation entry of a lemma. Example: /-- Documentation entry of a theorem. Example:
``` ```
LemmaDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc." TheoremDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
``` ```
* The first identifier is used in the commands `[New/Only/Disabled]Lemma`. * The first identifier is used in the commands `[New/Only/Disabled]Theorem`.
It is preferably the true name of the lemma. However, this is not required. It is preferably the true name of the theorem. However, this is not required.
* The string following `as` is the displayed name (in the Inventory). * The string following `as` is the displayed name (in the Inventory).
* The identifier after `in` is the category to group lemmas by (in the Inventory). * The identifier after `in` is the category to group theorems by (in the Inventory).
* The description is a string supporting Markdown. * The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires
The lemma/definition to have the same fully qualified name as in mathlib. The theorem/definition to have the same fully qualified name as in mathlib.
-/ -/
elab "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str : command => elab doc:docComment ? "TheoremDoc" name:ident "as" displayName:str "in" category:str content:str ? :
command => do
let doc ← parseDocCommentLegacy doc content
let doc ← doc.translate
modifyEnv (inventoryTemplateExt.addEntry · { modifyEnv (inventoryTemplateExt.addEntry · {
type := .Lemma type := .Lemma
name := name.getId name := name.getId
category := category.getString category := category.getString
displayName := displayName.getString displayName := displayName.getString
content := content.getString }) content := doc })
-- TODO: Catch the following behaviour. -- TODO: Catch the following behaviour.
-- 1. if `LemmaDoc` appears in the same file as `Statement`, it will silently use -- 1. if `TheoremDoc` appears in the same file as `Statement`, it will silently use
-- it but display the info that it wasn't found in `Statement` -- it but display the info that it wasn't found in `Statement`
-- 2. if it appears in a later file, however, it will silently not do anything and keep -- 2. if it appears in a later file, however, it will silently not do anything and keep
-- the first one. -- the first one.
@@ -244,37 +200,26 @@ DefinitionDoc Function.Bijective as "Bijective" "defined as `Injective f ∧ Sur
* The description is a string supporting Markdown. * The description is a string supporting Markdown.
Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires
The lemma/definition to have the same fully qualified name as in mathlib. The theorem/definition to have the same fully qualified name as in mathlib.
-/ -/
elab "DefinitionDoc" name:ident "as" displayName:str template:str : command => elab doc:docComment ? "DefinitionDoc" name:ident "as" displayName:str template:str ? : command => do
let doc ← parseDocCommentLegacy doc template
let doc ← doc.translate
modifyEnv (inventoryTemplateExt.addEntry · { modifyEnv (inventoryTemplateExt.addEntry · {
type := .Definition type := .Definition
name := name.getId, name := name.getId,
displayName := displayName.getString, displayName := displayName.getString,
content := template.getString }) content := doc })
/-! ## Add inventory items -/ /-! ## Add inventory items -/
def getStatement (name : Name) : CommandElabM MessageData := do def checkCommandNotDuplicated (items : Array Name) (cmd := "Command") : CommandElabM Unit := do
return ← addMessageContextPartial (.ofPPFormat { pp := fun if ¬ items.isEmpty then
| some ctx => ctx.runMetaM <| PrettyPrinter.ppSignature name logWarning s!"You should only use one `{cmd}` per level, but it takes multiple arguments: `{cmd} obj₁ obj₂ obj₃`!"
| 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.
/-- Declare tactics that are introduced by this level. -/ /-- Declare tactics that are introduced by this level. -/
elab "NewTactic" args:ident* : command => do elab "NewTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.new) "NewTactic"
for name in ↑args do for name in ↑args do
checkInventoryDoc .Tactic name -- TODO: Add (template := "[docstring]") checkInventoryDoc .Tactic name -- TODO: Add (template := "[docstring]")
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
@@ -282,14 +227,16 @@ elab "NewTactic" args:ident* : command => do
/-- Declare tactics that are introduced by this level but do not show up in inventory. -/ /-- Declare tactics that are introduced by this level but do not show up in inventory. -/
elab "NewHiddenTactic" args:ident* : command => do elab "NewHiddenTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.hidden) "NewHiddenTactic"
for name in ↑args do for name in ↑args do
checkInventoryDoc .Tactic name (template := "") checkInventoryDoc .Tactic name (template := "")
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId), tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId),
hidden := level.tactics.hidden ++ args.map (·.getId)}} hidden := level.tactics.hidden ++ args.map (·.getId)}}
/-- Declare lemmas that are introduced by this level. -/ /-- Declare theorems that are introduced by this level. -/
elab "NewLemma" args:ident* : command => do elab "NewTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewTheorem"
for name in ↑args do for name in ↑args do
try let _decl ← getConstInfo name.getId catch try let _decl ← getConstInfo name.getId catch
| _ => logErrorAt name m!"unknown identifier '{name}'." | _ => logErrorAt name m!"unknown identifier '{name}'."
@@ -299,6 +246,7 @@ elab "NewLemma" args:ident* : command => do
/-- Declare definitions that are introduced by this level. -/ /-- Declare definitions that are introduced by this level. -/
elab "NewDefinition" args:ident* : command => do elab "NewDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.new) "NewDefinition"
for name in ↑args do checkInventoryDoc .Definition name -- TODO: Add (template := "[mathlib]") for name in ↑args do checkInventoryDoc .Definition name -- TODO: Add (template := "[mathlib]")
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
definitions := {level.definitions with new := args.map (·.getId)}} definitions := {level.definitions with new := args.map (·.getId)}}
@@ -306,31 +254,36 @@ elab "NewDefinition" args:ident* : command => do
/-- Declare tactics that are temporarily disabled in this level. /-- Declare tactics that are temporarily disabled in this level.
This is ignored if `OnlyTactic` is set. -/ This is ignored if `OnlyTactic` is set. -/
elab "DisabledTactic" args:ident* : command => do elab "DisabledTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.disabled) "DisabledTactic"
for name in ↑args do checkInventoryDoc .Tactic name for name in ↑args do checkInventoryDoc .Tactic name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
tactics := {level.tactics with disabled := args.map (·.getId)}} tactics := {level.tactics with disabled := args.map (·.getId)}}
/-- Declare lemmas that are temporarily disabled in this level. /-- Declare theorems that are temporarily disabled in this level.
This is ignored if `OnlyLemma` is set. -/ This is ignored if `OnlyTheorem` is set. -/
elab "DisabledLemma" args:ident* : command => do elab "DisabledTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledTheorem"
for name in ↑args do checkInventoryDoc .Lemma name for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with disabled := args.map (·.getId)}} lemmas := {level.lemmas with disabled := args.map (·.getId)}}
/-- Declare definitions that are temporarily disabled in this level -/ /-- Declare definitions that are temporarily disabled in this level -/
elab "DisabledDefinition" args:ident* : command => do elab "DisabledDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.disabled) "DisabledDefinition"
for name in ↑args do checkInventoryDoc .Definition name for name in ↑args do checkInventoryDoc .Definition name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
definitions := {level.definitions with disabled := args.map (·.getId)}} definitions := {level.definitions with disabled := args.map (·.getId)}}
/-- Temporarily disable all tactics except the ones declared here -/ /-- Temporarily disable all tactics except the ones declared here -/
elab "OnlyTactic" args:ident* : command => do elab "OnlyTactic" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).tactics.only) "OnlyTactic"
for name in ↑args do checkInventoryDoc .Tactic name for name in ↑args do checkInventoryDoc .Tactic name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
tactics := {level.tactics with only := args.map (·.getId)}} tactics := {level.tactics with only := args.map (·.getId)}}
/-- Temporarily disable all lemmas except the ones declared here -/ /-- Temporarily disable all theorems except the ones declared here -/
elab "OnlyLemma" args:ident* : command => do elab "OnlyTheorem" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyTheorem"
for name in ↑args do checkInventoryDoc .Lemma name for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with only := args.map (·.getId)}} lemmas := {level.lemmas with only := args.map (·.getId)}}
@@ -338,65 +291,94 @@ elab "OnlyLemma" args:ident* : command => do
/-- Temporarily disable all definitions except the ones declared here. /-- Temporarily disable all definitions except the ones declared here.
This is ignored if `OnlyDefinition` is set. -/ This is ignored if `OnlyDefinition` is set. -/
elab "OnlyDefinition" args:ident* : command => do elab "OnlyDefinition" args:ident* : command => do
checkCommandNotDuplicated ((←getCurLevel).definitions.only) "OnlyDefinition"
for name in ↑args do checkInventoryDoc .Definition name for name in ↑args do checkInventoryDoc .Definition name
modifyCurLevel fun level => pure {level with modifyCurLevel fun level => pure {level with
definitions := {level.definitions with only := args.map (·.getId)}} definitions := {level.definitions with only := args.map (·.getId)}}
/-- Define which tab of Lemmas is opened by default. Usage: `LemmaTab "Nat"`. /-- Define which tab of Lemmas is opened by default. Usage: `TheoremTab "Nat"`.
If omitted, the current tab will remain open. -/ If omitted, the current tab will remain open. -/
elab "LemmaTab" category:str : command => elab "TheoremTab" category:str : command =>
modifyCurLevel fun level => pure {level with lemmaTab := category.getString}
/-! DEPRECATED -/
elab doc:docComment ? "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str ? :
command => do
logWarning "Deprecated. Has been renamed to `TheoremDoc`"
let doc ← parseDocCommentLegacy doc content
modifyEnv (inventoryTemplateExt.addEntry · {
type := .Lemma
name := name.getId
category := category.getString
displayName := displayName.getString
content := doc })
elab "NewLemma" args:ident* : command => do
logWarning "Deprecated. Has been renamed to `NewTheorem`"
checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewLemma"
for name in ↑args do
try let _decl ← getConstInfo name.getId catch
| _ => logErrorAt name m!"unknown identifier '{name}'."
checkInventoryDoc .Lemma name -- TODO: Add (template := "[mathlib]")
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with new := args.map (·.getId)}}
elab "DisabledLemma" args:ident* : command => do
logWarning "Deprecated. Has been renamed to `DisabledTheorem`"
checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledLemma"
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with disabled := args.map (·.getId)}}
elab "OnlyLemma" args:ident* : command => do
logWarning "Deprecated. Has been renamed to `OnlyTheorem`"
checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyLemma"
for name in ↑args do checkInventoryDoc .Lemma name
modifyCurLevel fun level => pure {level with
lemmas := {level.lemmas with only := args.map (·.getId)}}
elab "LemmaTab" category:str : command => do
logWarning "Deprecated. Has been renamed to `TheoremTab`"
modifyCurLevel fun level => pure {level with lemmaTab := category.getString} modifyCurLevel fun level => pure {level with lemmaTab := category.getString}
/-! # Exercise Statement -/ /-! # Exercise Statement -/
/-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/ /-- You can write `Statement add_comm (preamble := simp) .... := by` which
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")" will automatically execute the given tactic sequence before the exercise
-- TODO is handed to the player.
-- TODO: Reuse the following code for checking available tactics in user code: A common example is to use
structure UsedInventory where
(tactics : HashSet Name := {})
(definitions : HashSet Name := {})
(lemmas : HashSet Name := {})
partial def collectUsedInventory (stx : Syntax) (acc : UsedInventory := {}) : CommandElabM UsedInventory := do ```
match stx with refine { carrier := M, ?.. }
| .missing => return acc ```
| .node _info kind args =>
if kind == `GameServer.Tactic.Hint || kind == `GameServer.Tactic.Branch then return acc
return ← args.foldlM (fun acc arg => collectUsedInventory arg acc) acc
| .atom _info val =>
-- ignore syntax elements that do not start with a letter
-- and ignore some standard keywords
let allowed := ["with", "fun", "at", "only", "by"]
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
return {acc with tactics := acc.tactics.insert val}
else
return acc
| .ident _info _rawVal val _preresolved =>
let ns ←
try resolveGlobalConst (mkIdent val)
catch | _ => pure [] -- catch "unknown constant" error
return ← ns.foldlM (fun acc n => do
if let some (.thmInfo ..) := (← getEnv).find? n then
return {acc with lemmas := acc.lemmas.insertMany ns}
else
return {acc with definitions := acc.definitions.insertMany ns}
) acc
-- #check expandOptDocComment? 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
let docContent : Option String := match doc with -- add an optional tactic sequence that the engine executes before the game starts
| none => none let preambleSeq : TSyntax `Lean.Parser.Tactic.tacticSeq ← match preamble with
| some s => match s.raw[1] with | none => `(Parser.Tactic.tacticSeq|skip)
| .atom _ val => val.dropRight 2 |>.trim -- some (val.extract 0 (val.endPos - ⟨2⟩)) | some x => match x with
| _ => none --panic "not implemented error message" --throwErrorAt s "unexpected doc string{indentD s.raw[1]}" | `(preambleArg| (preamble := $tac)) => pure tac
| _ => `(Parser.Tactic.tacticSeq|skip)
let docContent ← parseDocComment doc
let docContent ← match docContent with
| none => pure none
| some d => d.translate
-- Save the messages before evaluation of the proof. -- Save the messages before evaluation of the proof.
let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} }) let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} })
@@ -412,36 +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
@@ -453,12 +439,41 @@ elab doc:docComment ? attrs:Parser.Term.attributes ?
.nest hidden $ .nest hidden $
.compose (.ofGoal text) (.ofGoal goal) := msg.data then .compose (.ofGoal text) (.ofGoal goal) := msg.data then
let hint ← liftTermElabM $ withMCtx ctx.mctx $ withLCtx ctx.lctx #[] $ withEnv ctx.env do let hint ← liftTermElabM $ withMCtx ctx.mctx $ withLCtx ctx.lctx #[] $ withEnv ctx.env do
let goalDecl ← goal.getDecl
let fvars := goalDecl.lctx.decls.toArray.filterMap id |> Array.map (·.fvarId)
-- NOTE: This code about `hintFVarsNames` is duplicated from `RpcHandlers`
-- where the variable bijection is constructed, and they
-- need to be matching.
-- NOTE: This is a bit a hack of somebody who does not know how meta-programming works.
-- All we want here is a list of `userNames` for the `FVarId`s in `hintFVars`...
-- and we wrap them in `«{}»` here since I don't know how to do it later.
let mut hintFVarsNames : Array Expr := #[]
for fvar in fvars do
let name₁ ← fvar.getUserName
hintFVarsNames := hintFVarsNames.push <| Expr.fvar ⟨s!"«\{{name₁}}»"⟩
let text ← instantiateMVars (mkMVar text)
-- Evaluate the text in the `Hint`'s context to get the old variable names.
let rawText := (← GameServer.evalHintMessage text) hintFVarsNames
let ctx₂ := {env := ← getEnv, mctx := ← getMCtx, lctx := ← getLCtx, opts := {}}
let rawText : String ← (MessageData.withContext ctx₂ rawText).toString
return { return {
goal := ← abstractCtx goal goal := ← abstractCtx goal
text := ← instantiateMVars (mkMVar text) text := text
rawText := rawText
strict := strict == 1 strict := strict == 1
hidden := hidden == 1 hidden := hidden == 1
} }
-- Note: The current setup for hints is a bit convoluted, but for now we need to
-- send the text once through i18n to register it in the env extension.
-- This could probably be rewritten once i18n works fully.
let _ ← hint.rawText.translate
hints := hints.push hint hints := hints.push hint
else else
nonHintMsgs := nonHintMsgs.push msg nonHintMsgs := nonHintMsgs.push msg
@@ -484,6 +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
@@ -493,26 +509,12 @@ 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 -/
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")") open GameServer in
/-- Remove any spaces at the beginning of a new line -/
partial def removeIndentation (s : String) : String :=
let rec loop (i : String.Pos) (acc : String) (removeSpaces := false) : String :=
let c := s.get i
let i := s.next i
if s.atEnd i then
acc.push c
else if removeSpaces && c == ' ' then
loop i acc (removeSpaces := true)
else if c == '\n' then
loop i (acc.push c) (removeSpaces := true)
else
loop i (acc.push c)
loop ⟨0⟩ ""
/-- A tactic that can be used inside `Statement`s to indicate in which proof states players should /-- A tactic that can be used inside `Statement`s to indicate in which proof states players should
see hints. The tactic does not affect the goal state. see hints. The tactic does not affect the goal state.
@@ -575,7 +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."
@@ -626,6 +629,7 @@ elab "Template" tacs:tacticSeq : tactic => do
modifyLevel (←getCurLevelId) fun level => do modifyLevel (←getCurLevelId) fun level => do
return {level with template := s!"{template}"} return {level with template := s!"{template}"}
-- TODO: Notes for testing if a declaration has the simp attribute -- TODO: Notes for testing if a declaration has the simp attribute
-- -- Test: From zulip -- -- Test: From zulip
@@ -644,98 +648,6 @@ elab "Template" tacs:tacticSeq : tactic => do
/-! # Make Game -/ /-! # Make Game -/
def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
| .Tactic => level.tactics
| .Definition => level.definitions
| .Lemma => level.lemmas
def GameLevel.setComputedInventory (level : GameLevel) :
InventoryType → Array InventoryTile → GameLevel
| .Tactic, v => {level with tactics := {level.tactics with tiles := v}}
| .Definition, v => {level with definitions := {level.definitions with tiles := v}}
| .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}}
partial def removeTransitiveAux (id : Name) (arrows : HashMap Name (HashSet Name))
(newArrows : HashMap Name (HashSet Name)) (decendants : HashMap Name (HashSet Name)) :
HashMap Name (HashSet Name) × HashMap Name (HashSet Name) := Id.run do
match (newArrows.find? id, decendants.find? id) with
| (some _, some _) => return (newArrows, decendants)
| _ =>
let mut newArr := newArrows
let mut desc := decendants
desc := desc.insert id {} -- mark as worked in case of loops
newArr := newArr.insert id {} -- mark as worked in case of loops
let children := arrows.findD id {}
let mut trimmedChildren := children
let mut theseDescs := children
for child in children do
(newArr, desc) := removeTransitiveAux child arrows newArr desc
let childDescs := desc.findD child {}
theseDescs := theseDescs.insertMany childDescs
for d in childDescs do
trimmedChildren := trimmedChildren.erase d
desc := desc.insert id theseDescs
newArr := newArr.insert id trimmedChildren
return (newArr, desc)
def removeTransitive (arrows : HashMap Name (HashSet Name)) : CommandElabM (HashMap Name (HashSet Name)) := do
let mut newArr := {}
let mut desc := {}
for id in arrows.toArray.map Prod.fst do
(newArr, desc) := removeTransitiveAux id arrows newArr desc
if (desc.findD id {}).contains id then
logError <| m!"Loop at {id}. " ++
m!"This should not happen and probably means that `findLoops` has a bug."
-- DEBUG:
-- for ⟨x, hx⟩ in desc.toList do
-- m := m ++ m!"{x}: {hx.toList}\n"
-- logError m
return newArr
/-- The recursive part of `findLoops`. Finds loops that appear as successors of `node`.
For performance reason it returns a HashSet of visited
nodes as well. This is filled with all nodes ever looked at as they cannot be
part of a loop anymore. -/
partial def findLoopsAux (arrows : HashMap Name (HashSet Name)) (node : Name)
(path : Array Name := #[]) (visited : HashSet Name := {}) :
Array Name × HashSet Name := Id.run do
let mut visited := visited
match path.getIdx? node with
| some i =>
-- Found a loop: `node` is already the iᵗʰ element of the path
return (path.extract i path.size, visited.insert node)
| none =>
for successor in arrows.findD node {} do
-- If we already visited the successor, it cannot be part of a loop anymore
if visited.contains successor then
continue
-- Find any loop involving `successor`
let (loop, _) := findLoopsAux arrows successor (path.push node) visited
visited := visited.insert successor
-- No loop found in the dependants of `successor`
if loop.isEmpty then
continue
-- Found a loop, return it
return (loop, visited)
return (#[], visited.insert node)
/-- Find a loop in the graph and return it. Returns `[]` if there are no loops. -/
partial def findLoops (arrows : HashMap Name (HashSet Name)) : List Name := Id.run do
let mut visited : HashSet Name := {}
for node in arrows.toArray.map (·.1) do
-- Skip a node if it was already visited
if visited.contains node then
continue
-- `findLoopsAux` returns a loop or `[]` together with a set of nodes it visited on its
-- search starting from `node`
let (loop, moreVisited) := (findLoopsAux arrows node (visited := visited))
visited := moreVisited
if !loop.isEmpty then
return loop.toList
return []
/-- The worlds of a game are joint by dependencies. These are /-- The worlds of a game are joint by dependencies. These are
automatically computed but can also be defined with the syntax automatically computed but can also be defined with the syntax
`Dependency World₁ → World₂ → World₃`. -/ `Dependency World₁ → World₂ → World₃`. -/
@@ -810,8 +722,12 @@ elab "MakeGame" : command => do
-- Items that should not be displayed in inventory -- Items that should not be displayed in inventory
let mut hiddenItems : HashSet Name := {} let mut hiddenItems : HashSet Name := {}
let allWorlds := game.worlds.nodes.toArray
let nrWorlds := allWorlds.size
let mut nrLevels := 0
-- Calculate which "items" are used/new in which world -- Calculate which "items" are used/new in which world
for (worldId, world) in game.worlds.nodes.toArray do for (worldId, world) in allWorlds do
let mut usedItems : HashSet Name := {} let mut usedItems : HashSet Name := {}
let mut newItems : HashSet Name := {} let mut newItems : HashSet Name := {}
for inventoryType in #[.Tactic, .Definition, .Lemma] do for inventoryType in #[.Tactic, .Definition, .Lemma] do
@@ -826,7 +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 =>
@@ -837,7 +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 =>
@@ -850,9 +769,12 @@ elab "MakeGame" : command => do
-- logInfo m!"{worldId} uses: {usedItems.toList}" -- logInfo m!"{worldId} uses: {usedItems.toList}"
-- logInfo m!"{worldId} introduces: {newItems.toList}" -- logInfo m!"{worldId} introduces: {newItems.toList}"
-- Moreover, count the number of levels in the game
nrLevels := nrLevels + world.levels.toArray.size
/- for each "item" this is a HashSet of `worldId`s that introduce this item -/ /- for each "item" this is a HashSet of `worldId`s that introduce this item -/
let mut worldsWithNewItem : HashMap Name (HashSet Name) := {} let mut worldsWithNewItem : HashMap Name (HashSet Name) := {}
for (worldId, _world) in game.worlds.nodes.toArray do for (worldId, _world) in allWorlds do
for newItem in newItemsInWorld.findD worldId {} do for newItem in newItemsInWorld.findD worldId {} do
worldsWithNewItem := worldsWithNewItem.insert newItem $ worldsWithNewItem := worldsWithNewItem.insert newItem $
(worldsWithNewItem.findD newItem {}).insert worldId (worldsWithNewItem.findD newItem {}).insert worldId
@@ -864,7 +786,7 @@ elab "MakeGame" : command => do
let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {} let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {}
-- Calculate world dependency graph `game.worlds` -- Calculate world dependency graph `game.worlds`
for (dependentWorldId, _dependentWorld) in game.worlds.nodes.toArray do for (dependentWorldId, _dependentWorld) in allWorlds do
let mut dependsOnWorlds : HashSet Name := {} let mut dependsOnWorlds : HashSet Name := {}
-- Adding manual dependencies that were specified via the `Dependency` command. -- Adding manual dependencies that were specified via the `Dependency` command.
for (sourceId, targetId) in game.worlds.edges do for (sourceId, targetId) in game.worlds.edges do
@@ -915,14 +837,25 @@ elab "MakeGame" : command => do
logError m!"{w1} depends on {w2} because of {items.toList}." logError m!"{w1} depends on {w2} because of {items.toList}."
else else
worldDependsOnWorlds ← removeTransitive worldDependsOnWorlds worldDependsOnWorlds ← removeTransitive worldDependsOnWorlds
-- need to delete all existing edges as they are already present in `worldDependsOnWorlds`.
modifyCurGame fun game =>
pure {game with worlds := {game.worlds with edges := Array.empty}}
for (dependentWorldId, worldIds) in worldDependsOnWorlds.toArray do for (dependentWorldId, worldIds) in worldDependsOnWorlds.toArray do
modifyCurGame fun game => modifyCurGame fun game =>
pure {game with worlds := {game.worlds with pure {game with worlds := {game.worlds with
edges := game.worlds.edges.append (worldIds.toArray.map fun wid => (wid, dependentWorldId))}} edges := game.worlds.edges.append (worldIds.toArray.map fun wid => (wid, dependentWorldId))}}
-- Add the number of levels and worlds to the tile for the landing page
modifyCurGame fun game => pure {game with tile := {game.tile with
levels := nrLevels
worlds := nrWorlds }}
-- Apparently we need to reload `game` to get the changes to `game.worlds` we just made -- Apparently we need to reload `game` to get the changes to `game.worlds` we just made
let game ← getCurGame let game ← getCurGame
let mut allItemsByType : HashMap InventoryType (HashSet Name) := {}
-- Compute which inventory items are available in which level: -- Compute which inventory items are available in which level:
for inventoryType in #[.Tactic, .Definition, .Lemma] do for inventoryType in #[.Tactic, .Definition, .Lemma] do
@@ -945,7 +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 =>
@@ -959,7 +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 =>
@@ -984,6 +919,7 @@ elab "MakeGame" : command => do
name := item name := item
displayName := data.displayName displayName := data.displayName
category := data.category category := data.category
altTitle := data.statement
hidden := hiddenItems.contains item }) hidden := hiddenItems.contains item })
@@ -1003,6 +939,7 @@ elab "MakeGame" : command => do
displayName := data.displayName displayName := data.displayName
category := data.category category := data.category
locked := false locked := false
altTitle := data.statement
hidden := hiddenItems.contains item } hidden := hiddenItems.contains item }
itemsInWorld := itemsInWorld.insert worldId items itemsInWorld := itemsInWorld.insert worldId items
@@ -1022,7 +959,8 @@ elab "MakeGame" : command => do
displayName := data.displayName displayName := data.displayName
category := data.category category := data.category
locked := false locked := false
hidden := levelInfo.hidden.contains item } altTitle := data.statement
hidden := hiddenItems.contains item }
-- add the exercise statement from the previous level -- add the exercise statement from the previous level
-- if it was named -- if it was named
@@ -1035,6 +973,7 @@ elab "MakeGame" : command => do
name := name name := name
displayName := data.displayName displayName := data.displayName
category := data.category category := data.category
altTitle := data.statement
locked := false } locked := false }
-- add marks for `disabled` and `new` lemmas here, so that they only apply to -- add marks for `disabled` and `new` lemmas here, so that they only apply to
@@ -1052,17 +991,18 @@ elab "MakeGame" : command => do
modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do
return level.setComputedInventory inventoryType itemsArray return level.setComputedInventory inventoryType itemsArray
allItemsByType := allItemsByType.insert inventoryType allItems
/-! # Debugging tools -/ let getTiles (type : InventoryType) : CommandElabM (Array InventoryTile) := do
(allItemsByType.findD type {}).toArray.mapM (fun name => do
let some item ← getInventoryItem? name type
| throwError "Expected item to exist: {name}"
return item.toTile)
let inventory : InventoryOverview := {
lemmas := (← getTiles .Lemma).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
tactics := (← getTiles .Tactic).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
definitions := (← getTiles .Definition).map (fun tile => {tile with hidden := hiddenItems.contains tile.name})
lemmaTab := none
}
-- /-- Print current game for debugging purposes. -/ saveGameData allItemsByType inventory
-- elab "PrintCurGame" : command => do
-- logInfo (toJson (← getCurGame))
/-- Print current level for debugging purposes. -/
elab "PrintCurLevel" : command => do
logInfo (repr (← getCurLevel))
/-- Print levels for debugging purposes. -/
elab "PrintLevels" : command => do
logInfo $ repr $ (← getCurWorld).levels.toArray
+126 -20
View File
@@ -1,7 +1,13 @@
import GameServer.AbstractCtx import GameServer.AbstractCtx
import GameServer.Graph import GameServer.Graph
import GameServer.Hints
open GameServer
-- TODO: Is there a better place?
/-- Keywords that the server should not consider as tactics. -/
def GameServer.ALLOWED_KEYWORDS : List String :=
["with", "fun", "at", "only", "by", "generalizing"]
/-- The default game name if `Game "MyGame"` is not used. -/ /-- The default game name if `Game "MyGame"` is not used. -/
def defaultGameName: String := "MyGame" def defaultGameName: String := "MyGame"
@@ -18,29 +24,13 @@ defined in this file.
open Lean open Lean
/-! ## Hints -/
/-- A hint to help the user with a specific goal state -/
structure GoalHintEntry where
goal : AbstractCtxResult
/-- Text of the hint as an expression of type `Array Expr → MessageData` -/
text : Expr
/-- If true, then hint should be hidden and only be shown on player's request -/
hidden : Bool := false
/-- If true, then the goal must contain only the assumptions specified in `goal` and no others -/
strict : Bool := false
instance : Repr GoalHintEntry := {
reprPrec := fun a n => reprPrec a.text n
}
/-! ## Inventory (documentation) /-! ## Inventory (documentation)
The inventory contains documentation that the user can access. 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.
@@ -106,8 +96,16 @@ structure InventoryTile where
new := false new := false
/-- hide the item in the inventory display -/ /-- hide the item in the inventory display -/
hidden := false hidden := false
/-- hover text -/
altTitle : String := default
deriving ToJson, FromJson, Repr, Inhabited deriving ToJson, FromJson, Repr, Inhabited
def InventoryItem.toTile (item : InventoryItem) : InventoryTile := {
name := item.name,
displayName := item.displayName
category := item.category
}
/-- The extension that stores the doc templates. Note that you can only add, but never modify /-- The extension that stores the doc templates. Note that you can only add, but never modify
entries! -/ entries! -/
initialize inventoryTemplateExt : initialize inventoryTemplateExt :
@@ -135,7 +133,18 @@ def getInventoryItem? [Monad m] [MonadEnv m] (n : Name) (type : InventoryType) :
m (Option InventoryItem) := do m (Option InventoryItem) := do
return (inventoryExt.getState (← getEnv)).find? (fun x => x.name == n && x.type == type) return (inventoryExt.getState (← getEnv)).find? (fun x => x.name == n && x.type == type)
structure InventoryOverview where
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
lemmaTab : Option String
deriving ToJson, FromJson
-- TODO: Reuse the following code for checking available tactics in user code:
structure UsedInventory where
(tactics : HashSet Name := {})
(definitions : HashSet Name := {})
(lemmas : HashSet Name := {})
/-! ## Environment extensions for game specification -/ /-! ## Environment extensions for game specification -/
@@ -254,8 +263,65 @@ structure GameLevel where
lemmas: InventoryInfo := default lemmas: InventoryInfo := default
/-- A proof template that is printed in an empty editor. -/ /-- A proof template that is printed in an empty editor. -/
template: Option String := none template: Option String := none
deriving Inhabited, Repr /-- The image for this level. -/
image : String := default
/-- A sequence of tactics the game automatically executes before the first step. -/
preamble : TSyntax `Lean.Parser.Tactic.tacticSeq := default
deriving Inhabited, Repr
/-- Json-encodable version of `GameLevel`
Fields:
- description: Lemma in mathematical language.
- descriptionGoal: Lemma printed as Lean-Code.
-/
structure LevelInfo where
index : Nat
title : String
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
introduction : String
conclusion : String
descrText : Option String := none
descrFormat : String := ""
lemmaTab : Option String
module : Name
displayName : Option String
statementName : Option String
template : Option String
image: Option String
deriving ToJson, FromJson
def GameLevel.toInfo (lvl : GameLevel) (env : Environment) : LevelInfo :=
{ index := lvl.index,
title := lvl.title,
tactics := lvl.tactics.tiles,
lemmas := lvl.lemmas.tiles,
definitions := lvl.definitions.tiles,
descrText := lvl.descrText,
descrFormat := lvl.descrFormat --toExpr <| format (lvl.goal.raw) --toString <| Syntax.formatStx (lvl.goal.raw) --Syntax.formatStx (lvl.goal.raw) , -- TODO
introduction := lvl.introduction
conclusion := lvl.conclusion
lemmaTab := match lvl.lemmaTab with
| some tab => tab
| none =>
-- Try to set the lemma tab to the category of the first added lemma
match lvl.lemmas.tiles.find? (·.new) with
| some tile => tile.category
| none => none
statementName := lvl.statementName.toString
module := lvl.module
displayName := match lvl.statementName with
| .anonymous => none
| name => match (inventoryExt.getState env).find?
(fun x => x.name == name && x.type == .Lemma) with
| some n => n.displayName
| none => name.toString
-- Note: we could call `.find!` because we check in `Statement` that the
-- lemma doc must exist.
template := lvl.template
image := lvl.image
}
/-! ## World -/ /-! ## World -/
@@ -271,17 +337,46 @@ structure World where
conclusion : String := default conclusion : String := default
/-- The levels of the world. -/ /-- The levels of the world. -/
levels: HashMap Nat GameLevel := default levels: HashMap Nat GameLevel := default
/-- The introduction image of the world. -/
image: String := default
deriving Inhabited deriving Inhabited
instance : ToJson World := ⟨ instance : ToJson World := ⟨
fun world => Json.mkObj [ fun world => Json.mkObj [
("name", toJson world.name), ("name", toJson world.name),
("title", world.title), ("title", world.title),
("introduction", world.introduction)] ("introduction", world.introduction),
("image", world.image)]
⟩ ⟩
/-! ## Game -/ /-! ## Game -/
/-- A tile as they are displayed on the servers landing page. -/
structure GameTile where
/-- The title of the game -/
title: String
/-- One catch phrase about the game -/
short: String := default
/-- One paragraph description what the game is about -/
long: String := default
/-- List of languages the game supports
TODO: What's the expectected format
TODO: Must be a list with a single language currently
-/
languages: List String := default
/-- A list of games which this one builds upon -/
prerequisites: List String := default
/-- Number of worlds in the game -/
worlds: Nat := default
/-- Number of levels in the game -/
levels: Nat := default
/-- A cover image of the game
TODO: What's the format? -/
image: String := default
deriving Inhabited, ToJson, FromJson
structure Game where structure Game where
/-- Internal name of the game. -/ /-- Internal name of the game. -/
name : Name name : Name
@@ -296,7 +391,18 @@ structure Game where
/-- TODO: currently unused. -/ /-- TODO: currently unused. -/
authors : List String := default authors : List String := default
worlds : Graph Name World := default worlds : Graph Name World := default
deriving Inhabited, ToJson /-- The tile displayed on the server's landing page. -/
tile : GameTile := default
/-- The path to the background image of the world. -/
image : String := default
deriving Inhabited, ToJson, FromJson
def getGameJson (game : «Game») : Json := Id.run do
let gameJson : Json := toJson game
-- Add world sizes to Json object
let worldSize := game.worlds.nodes.toList.map (fun (n, w) => (n.toString, w.levels.size))
let gameJson := gameJson.mergeObj (Json.mkObj [("worldSize", Json.mkObj worldSize)])
return gameJson
/-! ## Game environment extension -/ /-! ## Game environment extension -/
File diff suppressed because it is too large Load Diff
+45 -216
View File
@@ -25,227 +25,56 @@ open Lsp
open JsonRpc open JsonRpc
open IO open IO
def getGame (game : Name): GameServerM Json := do /- Game-specific version of `InitializeParams` that allows for extra options: -/
let some game ← getGame? game
| throwServerError "Game not found"
let gameJson : Json := toJson game
-- Add world sizes to Json object
let worldSize := game.worlds.nodes.toList.map (fun (n, w) => (n.toString, w.levels.size))
let gameJson := gameJson.mergeObj (Json.mkObj [("worldSize", Json.mkObj worldSize)])
return gameJson
/-- structure InitializationOptions extends Lean.Lsp.InitializationOptions :=
Fields: difficulty : Nat
- description: Lemma in mathematical language. inventory : Array String
- descriptionGoal: Lemma printed as Lean-Code.
-/
structure LevelInfo where
index : Nat
title : String
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
introduction : String
conclusion : String
descrText : Option String := none
descrFormat : String := ""
lemmaTab : Option String
displayName : Option String
statementName : Option String
template : Option String
deriving ToJson, FromJson
structure InventoryOverview where
tactics : Array InventoryTile
lemmas : Array InventoryTile
definitions : Array InventoryTile
lemmaTab : Option String
deriving ToJson, FromJson
structure LoadLevelParams where
world : Name
level : Nat
deriving ToJson, FromJson deriving ToJson, FromJson
-- structure LoadTemplateParams where structure InitializeParams where
-- world : Name processId? : Option Int := none
-- level : Nat clientInfo? : Option ClientInfo := none
-- deriving ToJson, FromJson /- We don't support the deprecated rootPath
(rootPath? : Option String) -/
rootUri? : Option String := none
initializationOptions? : Option InitializationOptions := none
capabilities : ClientCapabilities
/-- If omitted, we default to off. -/
trace : Trace := Trace.off
workspaceFolders? : Option (Array WorkspaceFolder) := none
deriving ToJson
structure DidOpenLevelParams where instance : FromJson InitializeParams where
uri : String fromJson? j := do
gameDir : String let processId? := j.getObjValAs? Int "processId"
levelModule : Name let clientInfo? := j.getObjValAs? ClientInfo "clientInfo"
tactics : Array InventoryTile let rootUri? := j.getObjValAs? String "rootUri"
lemmas : Array InventoryTile let initializationOptions? := j.getObjValAs? InitializationOptions "initializationOptions"
definitions : Array InventoryTile let capabilities ← j.getObjValAs? ClientCapabilities "capabilities"
inventory : Array String let trace := (j.getObjValAs? Trace "trace").toOption.getD Trace.off
/-- let workspaceFolders? := j.getObjValAs? (Array WorkspaceFolder) "workspaceFolders"
Check for tactics/theorems that are not unlocked. return ⟨
0: no check processId?.toOption,
1: give warnings clientInfo?.toOption,
2: give errors rootUri?.toOption,
-/ initializationOptions?.toOption,
difficulty : Nat capabilities,
/-- The name of the theorem to be proven in this level. -/ trace,
statementName : Name workspaceFolders?.toOption⟩
deriving ToJson, FromJson
structure LoadDocParams where def InitializeParams.toLeanInternal (p : InitializeParams) : Lean.Lsp.InitializeParams :=
name : Name {
type : InventoryType processId? := p.processId?
deriving ToJson, FromJson clientInfo? := p.clientInfo?
rootUri? := p.rootUri?
structure SetInventoryParams where initializationOptions? := p.initializationOptions?.map fun o => {
inventory : Array String editDelay? := o.editDelay?
difficulty : Nat hasWidgets? := o.hasWidgets?
deriving ToJson, FromJson
def handleDidOpenLevel (params : Json) : GameServerM Unit := do
let p ← parseParams _ params
let m := p.textDocument
-- Execute the regular handling of the `didOpen` event
handleDidOpen p
let fw ← findFileWorker! m.uri
-- let s ← get
let c ← read
let some lvl ← GameServer.getLevelByFileName? c.initParams ((System.Uri.fileUriToPath? m.uri).getD m.uri |>.toString)
| do
c.hLog.putStr s!"Level not found: {m.uri} {c.initParams.rootUri?}"
c.hLog.flush
-- Send an extra notification to the file worker to inform it about the level data
let s ← get
fw.stdin.writeLspNotification {
method := "$/game/didOpenLevel"
param := {
uri := m.uri
gameDir := s.gameDir
levelModule := lvl.module
tactics := lvl.tactics.tiles
lemmas := lvl.lemmas.tiles
definitions := lvl.definitions.tiles
inventory := s.inventory
difficulty := s.difficulty
statementName := lvl.statementName
: DidOpenLevelParams
}
} }
capabilities := p.capabilities
trace := p.trace
partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do workspaceFolders? := p.workspaceFolders?
match ev with }
| ServerEvent.clientMsg msg =>
match msg with
| Message.request id "info" _ =>
let s ← get
let c ← read
c.hOut.writeLspResponse ⟨id, (← getGame s.game)⟩
return true
| Message.request id "loadLevel" params =>
let p ← parseParams LoadLevelParams (toJson params)
let s ← get
let c ← read
let some lvl ← getLevel? {game := s.game, world := p.world, level := p.level}
| do
c.hOut.writeLspResponseError ⟨id, .invalidParams, s!"Level not found: world {p.world}, level {p.level}", none⟩
return true
let env ← getEnv
let levelInfo : LevelInfo :=
{ index := lvl.index,
title := lvl.title,
tactics := lvl.tactics.tiles,
lemmas := lvl.lemmas.tiles,
definitions := lvl.definitions.tiles,
descrText := lvl.descrText,
descrFormat := lvl.descrFormat --toExpr <| format (lvl.goal.raw) --toString <| Syntax.formatStx (lvl.goal.raw) --Syntax.formatStx (lvl.goal.raw) , -- TODO
introduction := lvl.introduction
conclusion := lvl.conclusion
lemmaTab := match lvl.lemmaTab with
| some tab => tab
| none =>
-- Try to set the lemma tab to the category of the first added lemma
match lvl.lemmas.tiles.find? (·.new) with
| some tile => tile.category
| none => none
statementName := lvl.statementName.toString
displayName := match lvl.statementName with
| .anonymous => none
| name => match (inventoryExt.getState env).find?
(fun x => x.name == name && x.type == .Lemma) with
| some n => n.displayName
| none => name.toString
-- Note: we could call `.find!` because we check in `Statement` that the
-- lemma doc must exist.
template := lvl.template
}
c.hOut.writeLspResponse ⟨id, ToJson.toJson levelInfo⟩
return true
-- | Message.request id "loadTemplate" params =>
-- let p ← parseParams LoadTemplateParams (toJson params)
-- let s ← get
-- let c ← read
-- let some game ← getGame? s.game
-- | throwServerError "Game not found"
-- let some world := game.worlds.nodes.find? p.world
-- | throwServerError "World not found"
-- let mut templates : Array <| Option String := #[]
-- for (_, level) in world.levels.toArray do
-- templates := templates.push level.template
-- c.hOut.writeLspResponse ⟨id, ToJson.toJson templates⟩
-- return true
| Message.request id "loadDoc" params =>
let p ← parseParams LoadDocParams (toJson params)
let c ← read
let some doc ← getInventoryItem? p.name p.type
| do
c.hOut.writeLspResponseError ⟨id, .invalidParams,
s!"Documentation not found: {p.name}", none⟩
return true
-- TODO: not necessary at all?
-- Here we only need to convert the fields that were not `String` in the `InventoryDocEntry`
-- let doc : InventoryItem := { doc with
-- name := doc.name.toString }
c.hOut.writeLspResponse ⟨id, ToJson.toJson doc⟩
return true
| Message.notification "$/game/setInventory" params =>
let p := (← parseParams SetInventoryParams (toJson params))
let s ← get
set {s with inventory := p.inventory, difficulty := p.difficulty}
let st ← read
let workers ← st.fileWorkersRef.get
for (_, fw) in workers do
fw.stdin.writeLspMessage msg
return true
| Message.request id "loadInventoryOverview" _ =>
let s ← get
let some game ← getGame? s.game
| return false
-- All Levels have the same tiles, so we just load them from level 1 of an arbitrary world
-- and reset `new`, `disabled` and `unlocked`.
-- Note: as we allow worlds without any levels (for developing), we might need
-- to try until we find the first world with levels.
for ⟨worldId, _⟩ in game.worlds.nodes.toList do
let some lvl ← getLevel? {game := s.game, world := worldId, level := 1}
| do continue
let inventory : InventoryOverview := {
tactics := lvl.tactics.tiles.map
({ · with locked := true, disabled := false, new := false }),
lemmas := lvl.lemmas.tiles.map
({ · with locked := true, disabled := false, new := false }),
definitions := lvl.definitions.tiles.map
({ · with locked := true, disabled := false, new := false }),
lemmaTab := none
}
let c ← read
c.hOut.writeLspResponse ⟨id, ToJson.toJson inventory⟩
return true
return false
| _ => return false
| _ => return false
end Game end Game
+8
View File
@@ -18,6 +18,14 @@ instance [ToJson β] : ToJson (Graph Name β) := {
] ]
} }
-- Just a dummy implementation for now:
instance : FromJson (Graph Name β) := {
fromJson? := fun _ => .ok {
nodes := {}
edges := {}
}
}
instance : EmptyCollection (Graph α β) := ⟨default⟩ instance : EmptyCollection (Graph α β) := ⟨default⟩
def Graph.insertNode (g : Graph α β) (a : α) (b : β) := def Graph.insertNode (g : Graph α β) (a : α) (b : β) :=
+154
View File
@@ -0,0 +1,154 @@
import Lean
import GameServer.Helpers.PrettyPrinter
/-! This document contains various things which cluttered `Commands.lean`. -/
open Lean Meta Elab Command
/-! ## Doc Comment Parsing -/
namespace GameServer
/-- Read a doc comment and get its content. Return `""` if no doc comment available. -/
def parseDocComment! (doc: Option (TSyntax `Lean.Parser.Command.docComment)) :
CommandElabM String := do
match doc with
| none =>
logWarning "Add a text to this command with `/-- yada yada -/ MyCommand`!"
pure ""
| some s => match s.raw[1] with
| .atom _ val => pure <| val.dropRight 2 |>.trim -- some (val.extract 0 (val.endPos - ⟨2⟩))
| _ => pure "" --panic "not implemented error message" --throwErrorAt s "unexpected doc string{indentD s.raw[1]}"
/-- Read a doc comment and get its content. Return `none` if no doc comment available. -/
def parseDocComment (doc: Option (TSyntax `Lean.Parser.Command.docComment)) :
CommandElabM <| Option String := do
match doc with
| none => pure none
| some _ => parseDocComment! doc
/-- TODO: This is only used to provide some backwards compatibility and you can
replace `parseDocCommentLegacy` with `parseDocComment` in the future. -/
def parseDocCommentLegacy (doc: Option (TSyntax `Lean.Parser.Command.docComment))
(t : Option (TSyntax `str)) : CommandElabM <| String := do
match doc with
| none =>
match t with
| none =>
pure <| ← parseDocComment! doc
| some t =>
logWarningAt t "You should use the new Syntax:
/-- yada yada -/
YourCommand
instead of
YourCommand \"yada yada\"
"
pure t.getString
| some _ =>
match t with
| none =>
pure <| ← parseDocComment! doc
| some t =>
logErrorAt t "You must not provide both, a docstring and a string following the command!
Only use
/-- yada yada -/
YourCommand
and remove the string following it!"
pure <| ← parseDocComment! doc
/-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")"
-- TODO
/-! ## Loops in Graph-like construct
TODO: Why are we not using graphs here but our own construct `HashMap Name (HashSet Name)`?
-/
partial def removeTransitiveAux (id : Name) (arrows : HashMap Name (HashSet Name))
(newArrows : HashMap Name (HashSet Name)) (decendants : HashMap Name (HashSet Name)) :
HashMap Name (HashSet Name) × HashMap Name (HashSet Name) := Id.run do
match (newArrows.find? id, decendants.find? id) with
| (some _, some _) => return (newArrows, decendants)
| _ =>
let mut newArr := newArrows
let mut desc := decendants
desc := desc.insert id {} -- mark as worked in case of loops
newArr := newArr.insert id {} -- mark as worked in case of loops
let children := arrows.findD id {}
let mut trimmedChildren := children
let mut theseDescs := children
for child in children do
(newArr, desc) := removeTransitiveAux child arrows newArr desc
let childDescs := desc.findD child {}
theseDescs := theseDescs.insertMany childDescs
for d in childDescs do
trimmedChildren := trimmedChildren.erase d
desc := desc.insert id theseDescs
newArr := newArr.insert id trimmedChildren
return (newArr, desc)
def removeTransitive (arrows : HashMap Name (HashSet Name)) : CommandElabM (HashMap Name (HashSet Name)) := do
let mut newArr := {}
let mut desc := {}
for id in arrows.toArray.map Prod.fst do
(newArr, desc) := removeTransitiveAux id arrows newArr desc
if (desc.findD id {}).contains id then
logError <| m!"Loop at {id}. " ++
m!"This should not happen and probably means that `findLoops` has a bug."
-- DEBUG:
-- for ⟨x, hx⟩ in desc.toList do
-- m := m ++ m!"{x}: {hx.toList}\n"
-- logError m
return newArr
/-- The recursive part of `findLoops`. Finds loops that appear as successors of `node`.
For performance reason it returns a HashSet of visited
nodes as well. This is filled with all nodes ever looked at as they cannot be
part of a loop anymore. -/
partial def findLoopsAux (arrows : HashMap Name (HashSet Name)) (node : Name)
(path : Array Name := #[]) (visited : HashSet Name := {}) :
Array Name × HashSet Name := Id.run do
let mut visited := visited
match path.getIdx? node with
| some i =>
-- Found a loop: `node` is already the iᵗʰ element of the path
return (path.extract i path.size, visited.insert node)
| none =>
for successor in arrows.findD node {} do
-- If we already visited the successor, it cannot be part of a loop anymore
if visited.contains successor then
continue
-- Find any loop involving `successor`
let (loop, _) := findLoopsAux arrows successor (path.push node) visited
visited := visited.insert successor
-- No loop found in the dependants of `successor`
if loop.isEmpty then
continue
-- Found a loop, return it
return (loop, visited)
return (#[], visited.insert node)
/-- Find a loop in the graph and return it. Returns `[]` if there are no loops. -/
partial def findLoops (arrows : HashMap Name (HashSet Name)) : List Name := Id.run do
let mut visited : HashSet Name := {}
for node in arrows.toArray.map (·.1) do
-- Skip a node if it was already visited
if visited.contains node then
continue
-- `findLoopsAux` returns a loop or `[]` together with a set of nodes it visited on its
-- search starting from `node`
let (loop, moreVisited) := (findLoopsAux arrows node (visited := visited))
visited := moreVisited
if !loop.isEmpty then
return loop.toList
return []
@@ -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.
+54
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@@ -0,0 +1,54 @@
import GameServer.AbstractCtx
/-!
This file contains anything related to the `Hint` tactic used to add hints to a game level.
-/
open Lean Meta Elab
namespace GameServer
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")")
/-- A hint to help the user with a specific goal state -/
structure GoalHintEntry where
goal : AbstractCtxResult
/-- Text of the hint as an expression of type `Array Expr → MessageData` -/
text : Expr
rawText : String
/-- If true, then hint should be hidden and only be shown on player's request -/
hidden : Bool := false
/-- If true, then the goal must contain only the assumptions specified in `goal` and no others -/
strict : Bool := false
instance : Repr GoalHintEntry := {
reprPrec := fun a n => reprPrec a.text n
}
/-- For a hint `(hint : GoalHintEntry)` one uses `(← evalHintMessage hint.text) x`
where `(x : Array Expr)` contains the names of all the variables that should be inserted
in the text.
TODO: explain better. -/
unsafe def evalHintMessageUnsafe : Expr → MetaM (Array Expr → MessageData) :=
evalExpr (Array Expr → MessageData)
(.forallE default (mkApp (mkConst ``Array [levelZero]) (mkConst ``Expr))
(mkConst ``MessageData) .default)
@[implemented_by evalHintMessageUnsafe]
def evalHintMessage : Expr → MetaM (Array Expr → MessageData) := fun _ => pure (fun _ => "")
/-- Remove any spaces at the beginning of a new line -/
partial def removeIndentation (s : String) : String :=
let rec loop (i : String.Pos) (acc : String) (removeSpaces := false) : String :=
let c := s.get i
let i := s.next i
if s.atEnd i then
acc.push c
else if removeSpaces && c == ' ' then
loop i acc (removeSpaces := true)
else if c == '\n' then
loop i (acc.push c) (removeSpaces := true)
else
loop i (acc.push c)
loop ⟨0⟩ ""
+108
View File
@@ -0,0 +1,108 @@
import Lean.Environment
import Std.Tactic.OpenPrivate
import Lean.Data.Lsp.Communication
open Lean
inductive LoadingKind := | finalizeExtensions | loadConstants
deriving ToJson
structure LoadingParams : Type where
counter : Nat
kind : LoadingKind
deriving ToJson
-- Code adapted from `Lean/Environment.lean`
partial def importModulesCore' (imports : Array Import) : ImportStateM Unit := do
for i in imports do
if i.runtimeOnly || (← get).moduleNameSet.contains i.module then
continue
modify fun s => { s with moduleNameSet := s.moduleNameSet.insert i.module }
let mFile ← findOLean i.module
unless (← mFile.pathExists) do
throw <| IO.userError s!"object file '{mFile}' of module {i.module} does not exist"
let (mod, region) ← readModuleData mFile
importModulesCore' mod.imports
modify fun s => { s with
moduleData := s.moduleData.push mod
regions := s.regions.push region
moduleNames := s.moduleNames.push i.module
}
open private mkInitialExtensionStates Environment.mk setImportedEntries finalizePersistentExtensions
ensureExtensionsArraySize from Lean.Environment
private partial def finalizePersistentExtensions' (env : Environment) (mods : Array ModuleData) (opts : Options) : IO Environment := do
loop 0 env
where
loop (i : Nat) (env : Environment) : IO Environment := do
(← IO.getStdout).writeLspNotification {
method := "$/game/loading",
param := {counter := i, kind := .finalizeExtensions : LoadingParams} }
-- Recall that the size of the array stored `persistentEnvExtensionRef` may increase when we import user-defined environment extensions.
let pExtDescrs ← persistentEnvExtensionsRef.get
if i < pExtDescrs.size then
let extDescr := pExtDescrs[i]!
let s := extDescr.toEnvExtension.getState env
let prevSize := (← persistentEnvExtensionsRef.get).size
let prevAttrSize ← getNumBuiltinAttributes
let newState ← extDescr.addImportedFn s.importedEntries { env := env, opts := opts }
let mut env := extDescr.toEnvExtension.setState env { s with state := newState }
env ← ensureExtensionsArraySize env
if (← persistentEnvExtensionsRef.get).size > prevSize || (← getNumBuiltinAttributes) > prevAttrSize then
-- This branch is executed when `pExtDescrs[i]` is the extension associated with the `init` attribute, and
-- a user-defined persistent extension is imported.
-- Thus, we invoke `setImportedEntries` to update the array `importedEntries` with the entries for the new extensions.
env ← setImportedEntries env mods prevSize
-- See comment at `updateEnvAttributesRef`
env ← updateEnvAttributes env
loop (i + 1) env
else
return env
def finalizeImport' (s : ImportState) (imports : Array Import) (opts : Options) (trustLevel : UInt32 := 0) : IO Environment := do
let numConsts := s.moduleData.foldl (init := 0) fun numConsts mod =>
numConsts + mod.constants.size + mod.extraConstNames.size
let mut const2ModIdx : HashMap Name ModuleIdx := mkHashMap (capacity := numConsts)
let mut constantMap : HashMap Name ConstantInfo := mkHashMap (capacity := numConsts)
for h:modIdx in [0:s.moduleData.size] do
if modIdx % 100 = 0 then
let percentage := modIdx * 100 / s.moduleData.size
(← IO.getStdout).writeLspNotification {
method := "$/game/loading",
param := {counter := percentage, kind := .loadConstants : LoadingParams} }
let mod := s.moduleData[modIdx]'h.upper
for cname in mod.constNames, cinfo in mod.constants do
match constantMap.insert' cname cinfo with
| (constantMap', replaced) =>
constantMap := constantMap'
if replaced then
throwAlreadyImported s const2ModIdx modIdx cname
const2ModIdx := const2ModIdx.insert cname modIdx
for cname in mod.extraConstNames do
const2ModIdx := const2ModIdx.insert cname modIdx
let constants : ConstMap := SMap.fromHashMap constantMap false
let exts ← mkInitialExtensionStates
let env : Environment := Environment.mk
(const2ModIdx := const2ModIdx)
(constants := constants)
(extraConstNames := {})
(extensions := exts)
(header := {
quotInit := !imports.isEmpty -- We assume `core.lean` initializes quotient module
trustLevel := trustLevel
imports := imports
regions := s.regions
moduleNames := s.moduleNames
moduleData := s.moduleData
})
let env ← setImportedEntries env s.moduleData
finalizePersistentExtensions' env s.moduleData opts
def importModules' (imports : Array Import) : IO Environment := do
withImporting do
let (_, s) ← importModulesCore' imports |>.run
let env ← finalizeImport' s imports {} 0
return env
+37 -82
View File
@@ -1,74 +1,19 @@
/- This file is mostly copied from `Lean/Widget/InteractiveGoal.lean`. -/ import GameServer.Structures
import Lean.Widget.InteractiveGoal /-!
This file is a modified copy of `Lean.Widget.InteractiveGoal`.
/-! Functionality related to tactic-mode and term-mode goals with embedded `CodeWithInfos`. -/ Note that the structures have been moved to `Structures.lean`, but most of the
functions here must be duplicated from `Lean.Widget.InteractiveGoal` in order
to use the duplicated structures.
-/
namespace GameServer namespace GameServer
open Lean Lean.Widget Lean.Server open Lean Lean.Widget Lean.Server
structure GameHint where -- duplicated with custom `InteractiveGoalCore`
text : String -- @[inherit_doc Lean.Widget.InteractiveGoalCore.pretty]
hidden : Bool
deriving FromJson, ToJson
/-- In the infoview, if multiple hypotheses `h₁`, `h₂` have the same type `α`, they are rendered
as `h₁ h₂ : α`. We call this a 'hypothesis bundle'. We use `none` instead of `some false` for
booleans to save space in the json encoding. -/
structure InteractiveHypothesisBundle where
/-- The user-friendly name for each hypothesis. -/
names : Array Name
/-- The ids for each variable. Should have the same length as `names`. -/
fvarIds : Array FVarId
type : CodeWithInfos
/-- The value, in the case the hypothesis is a `let`-binder. -/
val? : Option CodeWithInfos := none
/-- The hypothesis is a typeclass instance. -/
isInstance? : Option Bool := none
/-- The hypothesis is a type. -/
isType? : Option Bool := none
/-- The hypothesis's type is of type `Prop` -/
isAssumption? : Option Bool := none
/-- If true, the hypothesis was not present on the previous tactic state.
Only present in tactic-mode goals. -/
isInserted? : Option Bool := none
/-- If true, the hypothesis will be removed in the next tactic state.
Only present in tactic-mode goals. -/
isRemoved? : Option Bool := none
deriving Inhabited, RpcEncodable
/-- The shared parts of interactive term-mode and tactic-mode goals. -/
structure InteractiveGoalCore where
hyps : Array InteractiveHypothesisBundle
/-- The target type. -/
type : CodeWithInfos
/-- Metavariable context that the goal is well-typed in. -/
ctx : WithRpcRef Elab.ContextInfo
/-- An interactive tactic-mode goal. -/
structure InteractiveGoal extends InteractiveGoalCore where
/-- The name `foo` in `case foo`, if any. -/
userName? : Option String
/-- The symbol to display before the target type. Usually `⊢ ` but `conv` goals use `∣ `
and it could be extended. -/
goalPrefix : String
/-- Identifies the goal (ie with the unique name of the MVar that it is a goal for.) -/
mvarId : MVarId
/-- If true, the goal was not present on the previous tactic state. -/
isInserted? : Option Bool := none
/-- If true, the goal will be removed on the next tactic state. -/
isRemoved? : Option Bool := none
hints : Array GameHint := #[]
deriving RpcEncodable
/-- An interactive term-mode goal. -/
structure InteractiveTermGoal extends InteractiveGoalCore where
/-- Syntactic range of the term. -/
range : Lsp.Range
/-- Information about the term whose type is the term-mode goal. -/
term : WithRpcRef Elab.TermInfo
deriving RpcEncodable
def InteractiveGoalCore.pretty (g : InteractiveGoalCore) (userName? : Option String) def InteractiveGoalCore.pretty (g : InteractiveGoalCore) (userName? : Option String)
(goalPrefix : String) : Format := Id.run do (goalPrefix : String) : Format := Id.run do
let indent := 2 -- Use option let indent := 2 -- Use option
@@ -79,8 +24,7 @@ def InteractiveGoalCore.pretty (g : InteractiveGoalCore) (userName? : Option Str
ret := addLine ret ret := addLine ret
let names := hyp.names let names := hyp.names
|>.toList |>.toList
|>.filter (not ∘ Name.isAnonymous) |>.filter (· != toString Name.anonymous)
|>.map toString
|> " ".intercalate |> " ".intercalate
match names with match names with
| "" => | "" =>
@@ -97,16 +41,24 @@ where
addLine (fmt : Format) : Format := addLine (fmt : Format) : Format :=
if fmt.isNil then fmt else fmt ++ Format.line if fmt.isNil then fmt else fmt ++ Format.line
-- duplicated with custom `InteractiveGoal`
-- @[inherit_doc Lean.Widget.InteractiveGoal.pretty]
def InteractiveGoal.pretty (g : InteractiveGoal) : Format := def InteractiveGoal.pretty (g : InteractiveGoal) : Format :=
g.toInteractiveGoalCore.pretty g.userName? g.goalPrefix g.toInteractiveGoalCore.pretty g.userName? g.goalPrefix
-- duplicated with custom `InteractiveTermGoal`
-- @[inherit_doc Lean.Widget.InteractiveTermGoal.pretty]
def InteractiveTermGoal.pretty (g : InteractiveTermGoal) : Format := def InteractiveTermGoal.pretty (g : InteractiveTermGoal) : Format :=
g.toInteractiveGoalCore.pretty none "⊢ " g.toInteractiveGoalCore.pretty none "⊢ "
-- duplicated with custom `InteractiveGoal`
-- @[inherit_doc Lean.Widget.InteractiveGoals]
structure InteractiveGoals where structure InteractiveGoals where
goals : Array InteractiveGoal goals : Array InteractiveGoal
deriving RpcEncodable deriving RpcEncodable
-- duplicated with custom `InteractiveGoals`
-- @[inherit_doc Lean.Widget.InteractiveGoals.append]
def InteractiveGoals.append (l r : InteractiveGoals) : InteractiveGoals where def InteractiveGoals.append (l r : InteractiveGoals) : InteractiveGoals where
goals := l.goals ++ r.goals goals := l.goals ++ r.goals
@@ -114,9 +66,10 @@ instance : Append InteractiveGoals := ⟨InteractiveGoals.append⟩
instance : EmptyCollection InteractiveGoals := ⟨{goals := #[]}⟩ instance : EmptyCollection InteractiveGoals := ⟨{goals := #[]}⟩
open Meta in open Meta in
/-- Extend an array of hypothesis bundles with another bundle. -/ -- duplicated with custom `InteractiveHypothesisBundle` and therefore added `isAssumption?`
@[inherit_doc Lean.Widget.addInteractiveHypothesisBundle]
def addInteractiveHypothesisBundle (hyps : Array InteractiveHypothesisBundle) def addInteractiveHypothesisBundle (hyps : Array InteractiveHypothesisBundle)
(ids : Array (Name × FVarId)) (type : Expr) (value? : Option Expr := none) : (ids : Array (String × FVarId)) (type : Expr) (value? : Option Expr := none) :
MetaM (Array InteractiveHypothesisBundle) := do MetaM (Array InteractiveHypothesisBundle) := do
if ids.size == 0 then if ids.size == 0 then
throwError "Can only add a nonzero number of ids as an InteractiveHypothesisBundle." throwError "Can only add a nonzero number of ids as an InteractiveHypothesisBundle."
@@ -125,11 +78,12 @@ def addInteractiveHypothesisBundle (hyps : Array InteractiveHypothesisBundle)
return hyps.push { return hyps.push {
names names
fvarIds fvarIds
type := (← ppExprTagged type) type := (← ppExprTagged type)
val? := (← value?.mapM ppExprTagged) val? := (← value?.mapM ppExprTagged)
isInstance? := if (← isClass? type).isSome then true else none isInstance? := if (← isClass? type).isSome then true else none
isType? := if (← instantiateMVars type).isSort then true else none isType? := if (← instantiateMVars type).isSort then true else none
isAssumption? := if (← inferType type).isProp then true else none -- Added:
isAssumption? := if (← inferType type).isProp then true else none
} }
open Meta in open Meta in
@@ -142,13 +96,15 @@ def withGoalCtx (goal : MVarId) (action : LocalContext → MetavarDecl → n α)
withLCtx lctx mvarDecl.localInstances (action lctx mvarDecl) withLCtx lctx mvarDecl.localInstances (action lctx mvarDecl)
open Meta in open Meta in
/-- A variant of `Meta.ppGoal` which preserves subexpression information for interactivity. -/
def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM InteractiveGoal := do -- Duplicated from `Lean.Widget.goalToInteractive` with custom structures
@[inherit_doc Lean.Widget.goalToInteractive]
def goalToInteractive (mvarId : MVarId) : MetaM InteractiveGoal := do
let ppAuxDecls := pp.auxDecls.get (← getOptions) let ppAuxDecls := pp.auxDecls.get (← getOptions)
let ppImplDetailHyps := pp.implementationDetailHyps.get (← getOptions) let ppImplDetailHyps := pp.implementationDetailHyps.get (← getOptions)
let showLetValues := pp.showLetValues.get (← getOptions) let showLetValues := pp.showLetValues.get (← getOptions)
withGoalCtx mvarId fun lctx mvarDecl => do withGoalCtx mvarId fun lctx mvarDecl => do
let pushPending (ids : Array (Name × FVarId)) (type? : Option Expr) (hyps : Array InteractiveHypothesisBundle) let pushPending (ids : Array (String × FVarId)) (type? : Option Expr) (hyps : Array InteractiveHypothesisBundle)
: MetaM (Array InteractiveHypothesisBundle) := : MetaM (Array InteractiveHypothesisBundle) :=
if ids.isEmpty then if ids.isEmpty then
pure hyps pure hyps
@@ -156,7 +112,7 @@ def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM Interact
match type? with match type? with
| none => pure hyps | none => pure hyps
| some type => addInteractiveHypothesisBundle hyps ids type | some type => addInteractiveHypothesisBundle hyps ids type
let mut varNames : Array (Name × FVarId) := #[] let mut varNames : Array (String × FVarId) := #[]
let mut prevType? : Option Expr := none let mut prevType? : Option Expr := none
let mut hyps : Array InteractiveHypothesisBundle := #[] let mut hyps : Array InteractiveHypothesisBundle := #[]
for localDecl in lctx do for localDecl in lctx do
@@ -165,7 +121,7 @@ def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM Interact
else else
match localDecl with match localDecl with
| LocalDecl.cdecl _index fvarId varName type _ _ => | LocalDecl.cdecl _index fvarId varName type _ _ =>
let varName := varName.simpMacroScopes let varName := toString varName
let type ← instantiateMVars type let type ← instantiateMVars type
if prevType? == none || prevType? == some type then if prevType? == none || prevType? == some type then
varNames := varNames.push (varName, fvarId) varNames := varNames.push (varName, fvarId)
@@ -174,7 +130,7 @@ def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM Interact
varNames := #[(varName, fvarId)] varNames := #[(varName, fvarId)]
prevType? := some type prevType? := some type
| LocalDecl.ldecl _index fvarId varName type val _ _ => do | LocalDecl.ldecl _index fvarId varName type val _ _ => do
let varName := varName.simpMacroScopes let varName := toString varName
hyps ← pushPending varNames prevType? hyps hyps ← pushPending varNames prevType? hyps
let type ← instantiateMVars type let type ← instantiateMVars type
let val? ← if showLetValues then pure (some (← instantiateMVars val)) else pure none let val? ← if showLetValues then pure (some (← instantiateMVars val)) else pure none
@@ -190,11 +146,10 @@ def goalToInteractive (mvarId : MVarId) (hints : Array GameHint): MetaM Interact
return { return {
hyps hyps
type := goalFmt type := goalFmt
ctx := ⟨← Elab.ContextInfo.save⟩ ctx := ⟨{← Elab.CommandContextInfo.save with }⟩
userName? userName?
goalPrefix := getGoalPrefix mvarDecl goalPrefix := getGoalPrefix mvarDecl
mvarId mvarId
hints
} }
end GameServer end GameServer
+152
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@@ -0,0 +1,152 @@
import Lean
import GameServer.EnvExtensions
open Lean Elab Command
/-- Copied from `Mathlib.Tactic.HelpCmd`.
Gets the initial string token in a parser description. For example, for a declaration like
`syntax "bla" "baz" term : tactic`, it returns `some "bla"`. Returns `none` for syntax declarations
that don't start with a string constant. -/
partial def getHeadTk (e : Expr) : Option String :=
match (Expr.withApp e λ e a => (e.constName?.getD Name.anonymous, a)) with
| (``ParserDescr.node, #[_, _, p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "withPosition")), p]) => getHeadTk p
| (``ParserDescr.unary, #[.app _ (.lit (.strVal "atomic")), p]) => getHeadTk p
| (``ParserDescr.binary, #[.app _ (.lit (.strVal "andthen")), p, _]) => getHeadTk p
| (``ParserDescr.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``ParserDescr.symbol, #[.lit (.strVal tk)]) => some tk
| (``Parser.withAntiquot, #[_, p]) => getHeadTk p
| (``Parser.leadingNode, #[_, _, p]) => getHeadTk p
| (``HAndThen.hAndThen, #[_, _, _, _, p, _]) => getHeadTk p
| (``Parser.nonReservedSymbol, #[.lit (.strVal tk), _]) => some tk
| (``Parser.symbol, #[.lit (.strVal tk)]) => some tk
| _ => none
/-! ## Doc entries -/
/-- Modified from `#help` in `Mathlib.Tactic.HelpCmd` -/
def getTacticDocstring (env : Environment) (name: Name) : CommandElabM (Option String) := do
let name := name.toString (escape := false)
let mut decls : Lean.RBMap String (Array SyntaxNodeKind) compare := {}
let catName : Name := `tactic
let catStx : Ident := mkIdent catName -- TODO
let some cat := (Parser.parserExtension.getState env).categories.find? catName
| throwErrorAt catStx "{catStx} is not a syntax category"
liftTermElabM <| Term.addCategoryInfo catStx catName
for (k, _) in cat.kinds do
let mut used := false
if let some tk := do getHeadTk (← (← env.find? k).value?) then
let tk := tk.trim
if name ≠ tk then -- was `!name.isPrefixOf tk`
continue
used := true
decls := decls.insert tk ((decls.findD tk #[]).push k)
for (_name, ks) in decls do
for k in ks do
if let some doc ← findDocString? env k then
return doc
logWarning <| m!"Could not find a docstring for tactic {name}, consider adding one " ++
m!"using `TacticDoc {name} \"some doc\"`"
return none
/-- Retrieve the docstring associated to an inventory item. For Tactics, this
is not guaranteed to work. -/
def getDocstring (env : Environment) (name : Name) (type : InventoryType) :
CommandElabM (Option String) :=
match type with
-- for tactics it's a lookup following mathlib's `#help`. not guaranteed to be the correct one.
| .Tactic => getTacticDocstring env name
| .Lemma => findDocString? env name
-- TODO: for definitions not implemented yet, does it work?
| .Definition => findDocString? env name
/-- Checks if `inventoryTemplateExt` contains an entry with `(type, name)` and yields
a warning otherwise. If `template` is provided, it will add such an entry instead of yielding a
warning.
`ref` is the syntax piece. If `name` is not provided, it will use `ident.getId`.
I used this workaround, because I needed a new name (with correct namespace etc)
to be used, and I don't know how to create a new ident with same position but different name.
-/
def checkInventoryDoc (type : InventoryType) (ref : Ident) (name : Name := ref.getId)
(template : Option String := none) : CommandElabM Unit := do
-- note: `name` is an `Ident` (instead of `Name`) for the log messages.
let env ← getEnv
let n := name
-- Find a key with matching `(type, name)`.
match (inventoryTemplateExt.getState env).findIdx?
(fun x => x.name == n && x.type == type) with
-- Nothing to do if the entry exists
| some _ => pure ()
| none =>
match template with
-- Warn about missing documentation
| none =>
let docstring ← match (← getDocstring env name type) with
| some ds =>
logInfoAt ref (m!"Missing {type} Documentation. Using existing docstring. " ++
m!"Add {name}\nAdd `{type}Doc {name}` somewhere above this statement.")
pure s!"*(lean docstring)*\\\n{ds}"
| none =>
logWarningAt ref (m!"Missing {type} Documentation: {name}\nAdd `{type}Doc {name}` " ++
m!"somewhere above this statement.")
pure "(missing)"
-- We just add a dummy entry
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := docstring})
-- Add the default documentation
| some s =>
modifyEnv (inventoryTemplateExt.addEntry · {
type := type
name := name
category := if type == .Lemma then s!"{n.getPrefix}" else ""
content := s })
logInfoAt ref (m!"Missing {type} Documentation: {name}, used default (e.g. provided " ++
m!"docstring) instead. If you want to write a different description, add " ++
m!"`{type}Doc {name}` somewhere above this statement.")
partial def collectUsedInventory (stx : Syntax) (acc : UsedInventory := {}) : CommandElabM UsedInventory := do
match stx with
| .missing => return acc
| .node _info kind args =>
if kind == `GameServer.Tactic.Hint || kind == `GameServer.Tactic.Branch then return acc
return ← args.foldlM (fun acc arg => collectUsedInventory arg acc) acc
| .atom _info val =>
-- ignore syntax elements that do not start with a letter
-- and ignore some standard keywords
let allowed := GameServer.ALLOWED_KEYWORDS
if 0 < val.length ∧ val.data[0]!.isAlpha ∧ not (allowed.contains val) then
let val := val.dropRightWhile (fun c => c == '!' || c == '?') -- treat `simp?` and `simp!` like `simp`
return {acc with tactics := acc.tactics.insert val}
else
return acc
| .ident _info _rawVal val _preresolved =>
let ns ←
try resolveGlobalConst (mkIdent val)
catch | _ => pure [] -- catch "unknown constant" error
return ← ns.foldlM (fun acc n => do
if let some (.thmInfo ..) := (← getEnv).find? n then
return {acc with lemmas := acc.lemmas.insertMany ns}
else
return {acc with definitions := acc.definitions.insertMany ns}
) acc
-- #check expandOptDocComment?
def GameLevel.getInventory (level : GameLevel) : InventoryType → InventoryInfo
| .Tactic => level.tactics
| .Definition => level.definitions
| .Lemma => level.lemmas
def GameLevel.setComputedInventory (level : GameLevel) :
InventoryType → Array InventoryTile → GameLevel
| .Tactic, v => {level with tactics := {level.tactics with tiles := v}}
| .Definition, v => {level with definitions := {level.definitions with tiles := v}}
| .Lemma, v => {level with lemmas := {level.lemmas with tiles := v}}
+17
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@@ -0,0 +1,17 @@
import Lean
/-! This document contains custom options available in the game. -/
/-- Let `MakeGame` print the reasons why the worlds depend on each other. -/
register_option lean4game.showDependencyReasons : Bool := {
defValue := false
descr := "show reasons for calculated world dependencies."
}
/-- Let `MakeGame` print the reasons why the worlds depend on each other.
Note: currently unused in favour of setting `set_option trace.debug true`. -/
register_option lean4game.verbose : Bool := {
defValue := false
descr := "display more info messages to help developing the game."
}
+234 -32
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@@ -1,5 +1,7 @@
import GameServer.EnvExtensions import GameServer.EnvExtensions
import GameServer.InteractiveGoal import GameServer.InteractiveGoal
import GameServer.Hints
import I18n
open Lean open Lean
open Server open Server
@@ -7,7 +9,6 @@ open Widget
open RequestM open RequestM
open Meta open Meta
/-! ## GameGoal -/ /-! ## GameGoal -/
namespace GameServer namespace GameServer
@@ -46,8 +47,8 @@ partial def matchExpr (pattern : Expr) (e : Expr) (bij : FVarBijection := {}) :
| .bvar i1, .bvar i2 => if i1 == i2 then bij else none | .bvar i1, .bvar i2 => if i1 == i2 then bij else none
| .fvar i1, .fvar i2 => bij.insert? i1 i2 | .fvar i1, .fvar i2 => bij.insert? i1 i2
| .mvar _, .mvar _ => bij | .mvar _, .mvar _ => bij
| .sort u1, .sort u2 => bij -- TODO? | .sort _u1, .sort _u2 => bij -- TODO?
| .const n1 ls1, .const n2 ls2 => | .const n1 _ls1, .const n2 _ls2 =>
if n1 == n2 then bij else none -- && (← (ls1.zip ls2).allM fun (l1, l2) => Meta.isLevelDefEq l1 l2) if n1 == n2 then bij else none -- && (← (ls1.zip ls2).allM fun (l1, l2) => Meta.isLevelDefEq l1 l2)
| .app f1 a1, .app f2 a2 => | .app f1 a1, .app f2 a2 =>
some bij some bij
@@ -78,7 +79,7 @@ partial def matchExpr (pattern : Expr) (e : Expr) (bij : FVarBijection := {}) :
| _, _ => none | _, _ => none
/-- Check if each fvar in `patterns` has a matching fvar in `fvars` -/ /-- Check if each fvar in `patterns` has a matching fvar in `fvars` -/
def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (initBij : FVarBijection := {}) : MetaM Bool := do def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (initBij : FVarBijection := {}) : MetaM (Option FVarBijection) := do
-- We iterate through the array backwards hoping that this will find us faster results -- We iterate through the array backwards hoping that this will find us faster results
-- TODO: implement backtracking -- TODO: implement backtracking
let mut bij := initBij let mut bij := initBij
@@ -97,54 +98,246 @@ def matchDecls (patterns : Array Expr) (fvars : Array Expr) (strict := true) (in
-- usedFvars := usedFvars.set! (fvars.size - j - 1) true -- usedFvars := usedFvars.set! (fvars.size - j - 1) true
bij := bij'.insert pattern.fvarId! fvar.fvarId! bij := bij'.insert pattern.fvarId! fvar.fvarId!
break break
if ! bij.forward.contains pattern.fvarId! then return false if ! bij.forward.contains pattern.fvarId! then return none
if strict then if !strict || fvars.all (fun fvar => bij.backward.contains fvar.fvarId!)
return fvars.all (fun fvar => bij.backward.contains fvar.fvarId!) then return some bij
return true else return none
unsafe def evalHintMessageUnsafe : Expr → MetaM (Array Expr → MessageData) :=
evalExpr (Array Expr → MessageData)
(.forallE default (mkApp (mkConst ``Array [levelZero]) (mkConst ``Expr))
(mkConst ``MessageData) .default)
@[implemented_by evalHintMessageUnsafe]
def evalHintMessage : Expr → MetaM (Array Expr → MessageData) := fun _ => pure (fun _ => "")
open Meta in open Meta in
/-- Find all hints whose trigger matches the current goal -/ /-- Find all hints whose trigger matches the current goal -/
def findHints (goal : MVarId) (doc : FileWorker.EditableDocument) (initParams : Lsp.InitializeParams) : MetaM (Array GameHint) := do def findHints (goal : MVarId) (m : DocumentMeta) (initParams : Lsp.InitializeParams) : MetaM (Array GameHint) := do
goal.withContext do goal.withContext do
let some level ← getLevelByFileName? initParams doc.meta.mkInputContext.fileName let some level ← getLevelByFileName? initParams m.mkInputContext.fileName
| throwError "Level not found: {doc.meta.mkInputContext.fileName}" | throwError "Level not found: {m.mkInputContext.fileName}"
let hints ← level.hints.filterMapM fun hint => do let hints ← level.hints.filterMapM fun hint => do
openAbstractCtxResult hint.goal fun hintFVars hintGoal => do openAbstractCtxResult hint.goal fun hintFVars hintGoal => do
if let some fvarBij := matchExpr (← instantiateMVars $ hintGoal) (← instantiateMVars $ ← inferType $ mkMVar goal) if let some fvarBij := matchExpr (← instantiateMVars $ hintGoal) (← instantiateMVars $ ← inferType $ mkMVar goal)
then then
let lctx := (← goal.getDecl).lctx
if ← matchDecls hintFVars lctx.getFVars (strict := hint.strict) (initBij := fvarBij) -- NOTE: This code for `hintFVarsNames` is also duplicated in the
-- "Statement" command, where `hint.rawText` is created. They need to be matching.
-- NOTE: This is a bit a hack of somebody who does not know how meta-programming works.
-- All we want here is a list of `userNames` for the `FVarId`s in `hintFVars`...
-- and we wrap them in `«{}»` here since I don't know how to do it later.
let mut hintFVarsNames : Array Expr := #[]
for fvar in hintFVars do
let name₁ ← fvar.fvarId!.getUserName
hintFVarsNames := hintFVarsNames.push <| Expr.fvar ⟨s!"«\{{name₁}}»"⟩
let lctx := (← goal.getDecl).lctx -- the player's local context
if let some bij ← matchDecls hintFVars lctx.getFVars
(strict := hint.strict) (initBij := fvarBij)
then then
let text := (← evalHintMessage hint.text) hintFVars let userFVars := hintFVars.map fun v => bij.forward.findD v.fvarId! v.fvarId!
let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := ← getLCtx, opts := {}} -- Evaluate the text in the player's context to get the new variable names.
let text := (← evalHintMessage hint.text) (userFVars.map Expr.fvar)
let ctx := {env := ← getEnv, mctx := ← getMCtx, lctx := lctx, opts := {}}
let text ← (MessageData.withContext ctx text).toString let text ← (MessageData.withContext ctx text).toString
return some { text := text, hidden := hint.hidden }
-- Here we map the goal's variable names to the player's variable names.
let mut varNames : Array <| Name × Name := #[]
for (fvar₁, fvar₂) in bij.forward.toArray do
-- get the `userName` of the fvar in the opened local context of the hint.
let name₁ ← fvar₁.getUserName
-- get the `userName` in the player's local context.
let name₂ := (lctx.get! fvar₂).userName
varNames := varNames.push (name₁, name₂)
return some {
text := text,
hidden := hint.hidden,
rawText := hint.rawText,
varNames := varNames }
else return none else return none
else else
return none return none
return hints return hints
open RequestM in def filterUnsolvedGoal (a : Array InteractiveDiagnostic) :
def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Option InteractiveGoals)) := do Array InteractiveDiagnostic :=
a.filter (fun d => match d.message with
| .append ⟨(.text x) :: _⟩ => x != "unsolved goals"
| _ => true)
-- TODO: no need to have `RequestM`, just anything where `mut` works
/-- Add custom diagnostics about whether the level is completed. -/
def completionDiagnostics (goalCount : Nat) (prevGoalCount : Nat) (completed : Bool)
(completedWithWarnings : Bool) (pos : Lsp.Position)
(startDiags : Array InteractiveDiagnostic := #[]) :
RequestM <| Array InteractiveDiagnostic := do
let mut out : Array InteractiveDiagnostic := startDiags
if goalCount == 0 then
if completed then
out := out.push {
-- TODO: marking these with `t!` has the implication that every game
-- needs to translate these messages again,
-- but cannot think of another option
-- that would not involve manually adding them somewhere in the translation files.
message := .text t!"level completed! 🎉"
range := {
start := pos
«end» := pos
}
severity? := Lsp.DiagnosticSeverity.information }
else if completedWithWarnings then
out := out.push {
message := .text t!"level completed with warnings… 🎭"
range := {
start := pos
«end» := pos
}
severity? := Lsp.DiagnosticSeverity.information }
else
pure ()
else if goalCount < prevGoalCount then
-- If there is any errors, goals might vanish without being 'solved'
-- so showing the message "intermediate goal solved" would be confusing.
if (¬ (filterUnsolvedGoal startDiags).any (·.severity? == some .error)) then
out := out.push {
message := .text t!"intermediate goal solved! 🎉"
range := {
start := pos
«end» := pos
}
severity? := Lsp.DiagnosticSeverity.information
}
return out
/-- Request that returns the goals at the end of each line of the tactic proof
plus the diagnostics (i.e. warnings/errors) for the proof.
-/
def getProofState (_ : Lsp.PlainGoalParams) : RequestM (RequestTask (Option ProofState)) := do
let doc ← readDoc let doc ← readDoc
let rc ← readThe RequestContext let rc ← readThe RequestContext
let text := doc.meta.text let text := doc.meta.text
withWaitFindSnap
doc
-- TODO (Alex): I couldn't find a good condition to find the correct snap. So we are looking
-- for the first snap with goals here.
-- NOTE (Jon): The entire proof is in one snap, so hoped that Position `0` is good enough.
(fun snap => ¬ (snap.infoTree.goalsAt? doc.meta.text 0).isEmpty)
(notFoundX := return none)
fun snap => do
-- `snap` is the one snapshot containing the entire proof.
let mut steps : Array <| InteractiveGoalsWithHints := #[]
-- Question: Is there a difference between the diags of this snap and the last snap?
-- Should we get the diags from there?
-- Answer: The last snap only copied the diags from the end of this snap
let mut diag : Array InteractiveDiagnostic := snap.interactiveDiags.toArray
-- Level is completed if there are no errrors or warnings
let completedWithWarnings : Bool := ¬ diag.any (·.severity? == some .error)
let completed : Bool := completedWithWarnings ∧ ¬ diag.any (·.severity? == some .warning)
let mut intermediateGoalCount := 0
-- only the positions that have non-whitespace characters since the last position
-- should add a new proof step.
let positionsWithSource : Array (String.Pos × String) :=
text.positions.zipWithIndex.filterMap (
fun (pos, i) => match i with
| 0 => some (pos, "")
| i' + 1 =>
let source : String := Substring.toString ⟨text.source, text.positions.get! i', pos⟩
if source.trim.length == 0 then
none
else
some (pos, source))
-- Drop the last position as we ensured that there is always a newline at the end
for ((pos, source), i) in positionsWithSource.zipWithIndex do
-- iterate over all steps in the proof and get the goals and hints at each position
-- diags are labeled in Lsp-positions, which differ from the lean-internal
-- positions by `1`.
let lspPosAt := text.utf8PosToLspPos pos
let mut diagsAtPos : Array InteractiveDiagnostic := filterUnsolvedGoal <|
-- `+1` for getting the errors after the line.
match i with
| 0 =>
-- `lspPosAt` is `(0, 0)`
diag.filter (fun d => d.range.start == lspPosAt )
| i' + 1 =>
diag.filter (fun d =>
((text.utf8PosToLspPos <| (positionsWithSource.get! i').1) ≤ d.range.start) ∧
d.range.start < lspPosAt )
if let goalsAtResult@(_ :: _) := snap.infoTree.goalsAt? doc.meta.text pos then
let goalsAtPos' : List <| List InteractiveGoalWithHints ← goalsAtResult.mapM
fun { ctxInfo := ci, tacticInfo := tacticInfo, useAfter := useAfter, .. } => do
-- TODO: What does this function body do?
-- let ciAfter := { ci with mctx := ti.mctxAfter }
let ci := if useAfter then
{ ci with mctx := tacticInfo.mctxAfter }
else
{ ci with mctx := tacticInfo.mctxBefore }
-- compute the interactive goals
let goalMvars : List MVarId ← ci.runMetaM {} do
return if useAfter then tacticInfo.goalsAfter else tacticInfo.goalsBefore
let interactiveGoals : List InteractiveGoalWithHints ← ci.runMetaM {} do
goalMvars.mapM fun goal => do
let hints ← findHints goal doc.meta rc.initParams
let interactiveGoal ← goalToInteractive goal
return ⟨interactiveGoal, hints⟩
-- TODO: This code is way old, can it be deleted?
-- compute the goal diff
-- let goals ← ciAfter.runMetaM {} (do
-- try
-- Widget.diffInteractiveGoals useAfter ti goals
-- catch _ =>
-- -- fail silently, since this is just a bonus feature
-- return goals
-- )
return interactiveGoals
let goalsAtPos : Array InteractiveGoalWithHints := ⟨goalsAtPos'.foldl (· ++ ·) []⟩
diagsAtPos ← completionDiagnostics goalsAtPos.size intermediateGoalCount
completed completedWithWarnings lspPosAt diagsAtPos
intermediateGoalCount := goalsAtPos.size
steps := steps.push ⟨goalsAtPos, source, diagsAtPos, lspPosAt.line, lspPosAt.character⟩
else
-- No goals present
steps := steps.push ⟨#[], source, diagsAtPos, lspPosAt.line, none⟩
-- Filter out the "unsolved goals" message
diag := filterUnsolvedGoal diag
let lastPos := text.utf8PosToLspPos positionsWithSource.back.1
let remainingDiags : Array InteractiveDiagnostic :=
diag.filter (fun d => lastPos ≤ d.range.start)
return some {
steps := steps,
diagnostics := remainingDiags,
completed := completed,
completedWithWarnings := completedWithWarnings,
lastPos := lastPos.line
}
open RequestM in
-- The editor apparently uses this
def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Option <| InteractiveGoals)) := do
let doc ← readDoc
-- let rc ← readThe RequestContext
let text := doc.meta.text
let hoverPos := text.lspPosToUtf8Pos p.position let hoverPos := text.lspPosToUtf8Pos p.position
-- TODO: I couldn't find a good condition to find the correct snap. So we are looking -- TODO: I couldn't find a good condition to find the correct snap. So we are looking
-- for the first snap with goals here: -- for the first snap with goals here:
withWaitFindSnap doc (fun s => ¬ (s.infoTree.goalsAt? doc.meta.text hoverPos).isEmpty) withWaitFindSnap doc (fun s => ¬ (s.infoTree.goalsAt? doc.meta.text hoverPos).isEmpty)
(notFoundX := return none) fun snap => do (notFoundX := return none) fun snap => do
if let rs@(_ :: _) := snap.infoTree.goalsAt? doc.meta.text hoverPos then if let rs@(_ :: _) := snap.infoTree.goalsAt? doc.meta.text hoverPos then
let goals : List InteractiveGoals ← rs.mapM fun { ctxInfo := ci, tacticInfo := ti, useAfter := useAfter, .. } => do let goals : List <| Array InteractiveGoal ← rs.mapM fun { ctxInfo := ci, tacticInfo := ti, useAfter := useAfter, .. } => do
let ciAfter := { ci with mctx := ti.mctxAfter } let ciAfter := { ci with mctx := ti.mctxAfter }
let ci := if useAfter then ciAfter else { ci with mctx := ti.mctxBefore } let ci := if useAfter then ciAfter else { ci with mctx := ti.mctxBefore }
-- compute the interactive goals -- compute the interactive goals
@@ -152,8 +345,8 @@ def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Optio
return List.toArray <| if useAfter then ti.goalsAfter else ti.goalsBefore return List.toArray <| if useAfter then ti.goalsAfter else ti.goalsBefore
let goals ← ci.runMetaM {} do let goals ← ci.runMetaM {} do
goals.mapM fun goal => do goals.mapM fun goal => do
let hints ← findHints goal doc rc.initParams -- let hints ← findHints goal doc.meta rc.initParams
return ← goalToInteractive goal hints return ← goalToInteractive goal
-- compute the goal diff -- compute the goal diff
-- let goals ← ciAfter.runMetaM {} (do -- let goals ← ciAfter.runMetaM {} (do
-- try -- try
@@ -162,8 +355,8 @@ def getInteractiveGoals (p : Lsp.PlainGoalParams) : RequestM (RequestTask (Optio
-- -- fail silently, since this is just a bonus feature -- -- fail silently, since this is just a bonus feature
-- return goals -- return goals
-- ) -- )
return {goals} return goals
return some <| goals.foldl (· ++ ·) ⟨#[]⟩ return some <| ⟨goals.foldl (· ++ ·) #[]⟩
else else
return none return none
@@ -171,7 +364,16 @@ builtin_initialize
registerBuiltinRpcProcedure registerBuiltinRpcProcedure
`Game.getInteractiveGoals `Game.getInteractiveGoals
Lsp.PlainGoalParams Lsp.PlainGoalParams
(Option InteractiveGoals) (Option <| InteractiveGoals
)
getInteractiveGoals getInteractiveGoals
builtin_initialize
registerBuiltinRpcProcedure
`Game.getProofState
Lsp.PlainGoalParams
(Option ProofState)
getProofState
end GameServer end GameServer
+81
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@@ -0,0 +1,81 @@
import GameServer.EnvExtensions
import I18n
open Lean Meta Elab Command
/-! ## Copy images -/
open IO.FS System FilePath in
/-- Copies the folder `images/` to `.lake/gamedata/images/` -/
def copyImages : IO Unit := do
let target : FilePath := ".lake" / "gamedata"
if ← FilePath.pathExists "images" then
for file in ← walkDir "images" do
let outFile := target.join file
-- create the directories
if ← file.isDir then
createDirAll outFile
else
if let some parent := outFile.parent then
createDirAll parent
-- copy file
let content ← readBinFile file
writeBinFile outFile content
namespace GameData
def gameDataPath : System.FilePath := ".lake" / "gamedata"
def gameFileName := s!"game.json"
def docFileName := fun (inventoryType : InventoryType) (name : Name) => s!"doc__{inventoryType}__{name}.json"
def levelFileName := fun (worldId : Name) (levelId : Nat) => s!"level__{worldId}__{levelId}.json"
def inventoryFileName := s!"inventory.json"
end GameData
open GameData in
-- TODO: register all of this as ToJson instance?
def saveGameData (allItemsByType : HashMap InventoryType (HashSet Name))
(inventory : InventoryOverview): CommandElabM Unit := do
let game ← getCurGame
let env ← getEnv
let path := (← IO.currentDir) / gameDataPath
if ← path.isDir then
IO.FS.removeDirAll path
IO.FS.createDirAll path
-- copy the images folder
copyImages
for (worldId, world) in game.worlds.nodes.toArray do
for (levelId, level) in world.levels.toArray do
IO.FS.writeFile (path / levelFileName worldId levelId) (toString (toJson (level.toInfo env)))
IO.FS.writeFile (path / gameFileName) (toString (getGameJson game))
for inventoryType in [InventoryType.Lemma, .Tactic, .Definition] do
for name in allItemsByType.findD inventoryType {} do
let some item ← getInventoryItem? name inventoryType
| throwError "Expected item to exist: {name}"
IO.FS.writeFile (path / docFileName inventoryType name) (toString (toJson item))
IO.FS.writeFile (path / inventoryFileName) (toString (toJson inventory))
-- write file for translation
I18n.createTemplate
open GameData
def loadData (f : System.FilePath) (α : Type) [FromJson α] : IO α := do
let str ← IO.FS.readFile f
let json ← match Json.parse str with
| .ok v => pure v
| .error e => throw (IO.userError e)
let data ← match fromJson? json with
| .ok v => pure v
| .error e => throw (IO.userError e)
return data
def loadGameData (gameDir : System.FilePath) : IO Game :=
loadData (gameDir / gameDataPath / gameFileName) Game
def loadLevelData (gameDir : System.FilePath) (worldId : Name) (levelId : Nat) : IO LevelInfo :=
loadData (gameDir / gameDataPath / levelFileName worldId levelId) LevelInfo
+102
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@@ -0,0 +1,102 @@
import Lean.Widget.InteractiveGoal
import Lean.Widget.InteractiveDiagnostic
import Lean.Data.Lsp.Diagnostics
/-!
This file contains the custom data structures use by the server.
Some of them overwrite built-in structures from Lean.
In particular, the structures from `Lean.Widget.InteractiveGoal` are duplicated with
the following extension:
* `isAssumption?` in `InteractiveHypothesisBundle`: stores if a hypothesis is of type `Prop`.
NOTE: Changes here need to be reflected in the corresponding `interface` in `rcp_api.ts`
on the client-side.
-/
open Lean Server Widget
namespace GameServer
/-- Extend the interactive hypothesis bundle with an option to distinguish
"assumptions" from "objects". "Assumptions" are hypotheses of type `Prop`. -/
-- @[inherit_doc Lean.Widget.InteractiveHypothesisBundle]
structure InteractiveHypothesisBundle extends Lean.Widget.InteractiveHypothesisBundle where
/-- The hypothesis's type is of type `Prop` -/
isAssumption? : Option Bool := none
deriving RpcEncodable
-- duplicated but with custom `InteractiveHypothesisBundle`
@[inherit_doc Lean.Widget.InteractiveGoalCore]
structure InteractiveGoalCore where
hyps : Array InteractiveHypothesisBundle
type : CodeWithInfos
ctx : WithRpcRef Elab.ContextInfo
-- duplicated but with custom `InteractiveGoalCore`
@[inherit_doc Lean.Widget.InteractiveGoal]
structure InteractiveGoal extends InteractiveGoalCore where
userName? : Option String
goalPrefix : String
mvarId : MVarId
isInserted? : Option Bool := none
isRemoved? : Option Bool := none
deriving RpcEncodable
-- duplicated with custom `InteractiveGoalCore`
@[inherit_doc Lean.Widget.InteractiveTermGoal]
structure InteractiveTermGoal extends InteractiveGoalCore where
range : Lsp.Range
term : WithRpcRef Elab.TermInfo
deriving RpcEncodable
/-- A hint in the game at the corresponding goal. -/
structure GameHint where
/-- The text with the variable names already inserted.
Note: This is in theory superfluous and will be completely replaced by `rawText`. We just left
it in for debugging for now. -/
text : String
/-- Flag whether the hint should be hidden initially. -/
hidden : Bool
/-- The text with the variables not inserted yet. -/
rawText : String
/-- The assignment of variable names in the `rawText` to the ones the player used. -/
varNames : Array <| Name × Name
deriving FromJson, ToJson
/-- Bundled `InteractiveGoal` together with an array of hints that apply at this stage. -/
structure InteractiveGoalWithHints where
goal : InteractiveGoal
/-- Extended the `InteractiveGoal` by an array of hints at that goal. -/
hints : Array GameHint
deriving RpcEncodable
structure InteractiveGoalsWithHints where
goals : Array InteractiveGoalWithHints
/-- The content of the line evaluated. -/
command : String
diags : Array InteractiveDiagnostic := default
line : Option Nat -- only for debugging
column : Option Nat -- only for debugging
deriving RpcEncodable
instance : Inhabited InteractiveGoalsWithHints := ⟨default, default, default, none, none⟩
/-- Collected goals throughout the proof. Used for communication with the game client. -/
structure ProofState where
/-- goals after each line. includes the hints. -/
steps : Array <| InteractiveGoalsWithHints
/-- diagnostics contains all errors and warnings.
TODO: I think they contain information about which line they belong to. Verify this.
-/
diagnostics : Array InteractiveDiagnostic := default
/-- Whether the level is considered solved. -/
completed : Bool
completedWithWarnings : Bool
lastPos : Nat -- only for debugging
deriving RpcEncodable
+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
-158
View File
@@ -1,158 +0,0 @@
/- This file is mostly copied from `Lean/Server/Watchdog.lean`. -/
import Lean.Server.Watchdog
import GameServer.Game
namespace MyServer.Watchdog
open Lean
open Server
open Watchdog
open IO
open Lsp
open JsonRpc
open System.Uri
partial def mainLoop (clientTask : Task ServerEvent) : GameServerM Unit := do
let st ← read
let workers ← st.fileWorkersRef.get
let mut workerTasks := #[]
for (_, fw) in workers do
if let WorkerState.running := fw.state then
workerTasks := workerTasks.push <| fw.commTask.map (ServerEvent.workerEvent fw)
let ev ← IO.waitAny (clientTask :: workerTasks.toList)
if ← Game.handleServerEvent ev then -- handle Game requests
mainLoop (←runClientTask)
else
match ev with
| ServerEvent.clientMsg msg =>
match msg with
| Message.request id "shutdown" _ =>
shutdown
st.hOut.writeLspResponse ⟨id, Json.null⟩
| Message.request id method (some params) =>
handleRequest id method (toJson params)
mainLoop (←runClientTask)
| Message.response .. =>
-- TODO: handle client responses
mainLoop (←runClientTask)
| Message.responseError _ _ e .. =>
throwServerError s!"Unhandled response error: {e}"
| Message.notification method (some params) =>
if method == "textDocument/didOpen" then
-- for lean4game, we need to pass in extra information when a level is opened:
Game.handleDidOpenLevel (← parseParams _ (toJson params))
else
handleNotification method (toJson params)
mainLoop (←runClientTask)
| _ => throwServerError "Got invalid JSON-RPC message"
| ServerEvent.clientError e => throw e
| ServerEvent.workerEvent fw ev =>
match ev with
| WorkerEvent.ioError e =>
throwServerError s!"IO error while processing events for {fw.doc.uri}: {e}"
| WorkerEvent.crashed _ =>
handleCrash fw.doc.uri #[]
mainLoop clientTask
| WorkerEvent.terminated =>
throwServerError "Internal server error: got termination event for worker that should have been removed"
| .importsChanged =>
startFileWorker fw.doc
mainLoop clientTask
def initAndRunWatchdogAux : GameServerM Unit := do
let st ← read
try
discard $ st.hIn.readLspNotificationAs "initialized" InitializedParams
let clientTask ← runClientTask
mainLoop clientTask
catch err =>
shutdown
throw err
/- NOTE(WN): It looks like instead of sending the `exit` notification,
VSCode just closes the stream. In that case, pretend we got an `exit`. -/
let Message.notification "exit" none ←
try st.hIn.readLspMessage
catch _ => pure (Message.notification "exit" none)
| throwServerError "Got `shutdown` request, expected an `exit` notification"
def createEnv (gameDir : String) (module : String) : IO Environment := do
-- Determine search paths of the game project by running `lake env printenv LEAN_PATH`.
let out ← IO.Process.output
{ cwd := gameDir, cmd := "lake", args := #["env","printenv","LEAN_PATH"] }
if out.exitCode != 0 then
throwServerError s!"Error while running Lake: {out.stderr}"
-- Make the paths relative to the current directory
let paths : List System.FilePath := System.SearchPath.parse out.stdout.trim
let currentDir ← IO.currentDir
let paths := paths.map fun p => currentDir / (gameDir : System.FilePath) / p
-- Set the search path
Lean.searchPathRef.set paths
let env ← importModules #[{ module := `Init : Import }, { module := module : Import }] {} 0
return env
def initAndRunWatchdog (args : List String) (i o e : FS.Stream) : IO Unit := do
if args.length < 2 then
throwServerError s!"Expected 1-3 command line arguments in addition to `--server`:
game directory, the name of the main module (optional), and the name of the game (optional)."
let gameDir := args[1]!
let module := if args.length < 3 then defaultGameModule else args[2]!
let gameName := if args.length < 4 then defaultGameName else args[3]!
let workerPath := "./gameserver"
-- TODO: Do the following commands slow us down?
let srcSearchPath ← initSrcSearchPath (← getBuildDir)
let references ← IO.mkRef (← loadReferences)
let fileWorkersRef ← IO.mkRef (RBMap.empty : FileWorkerMap)
let i ← maybeTee "wdIn.txt" false i
let o ← maybeTee "wdOut.txt" true o
let e ← maybeTee "wdErr.txt" true e
let state := {
env := ← createEnv gameDir module,
game := gameName,
gameDir := gameDir,
inventory := #[]
difficulty := 0
}
let initRequest ← i.readLspRequestAs "initialize" InitializeParams
-- We misuse the `rootUri` field to the gameName
let rootUri? := gameName
let initRequest := {initRequest with param := {initRequest.param with rootUri?}}
o.writeLspResponse {
id := initRequest.id
result := {
capabilities := mkLeanServerCapabilities
serverInfo? := some {
name := "Lean 4 Game Server"
version? := "0.1.1"
}
: InitializeResult
}
}
let context : ServerContext := {
hIn := i
hOut := o
hLog := e
args := args
fileWorkersRef := fileWorkersRef
initParams := initRequest.param
workerPath
srcSearchPath
references
}
discard $ ReaderT.run (StateT.run initAndRunWatchdogAux state) context
def watchdogMain (args : List String) : IO UInt32 := do
let i ← IO.getStdin
let o ← IO.getStdout
let e ← IO.getStderr
try
initAndRunWatchdog args i o e
return 0
catch err =>
e.putStrLn s!"Watchdog error: {err}"
return 1
end MyServer.Watchdog
-173
View File
@@ -1,173 +0,0 @@
import { WebSocketServer } from 'ws';
import express from 'express'
import path from 'path'
import * as cp from 'child_process';
import * as url from 'url';
import * as rpc from 'vscode-ws-jsonrpc';
import * as jsonrpcserver from 'vscode-ws-jsonrpc/server';
import os from 'os';
import anonymize from 'ip-anonymize';
// import { importTrigger, importStatus } from './import.mjs'
// import fs from 'fs'
/**
*/
const games = {
"g/hhu-adam/robo": {
dir: "Robo",
queueLength: 5
},
"g/hhu-adam/nng4": {
dir: "NNG4",
queueLength: 5
},
"g/hhu-adam/nng4-old": {
dir: "NNG4-OLD",
queueLength: 0
}
}
const __filename = url.fileURLToPath(import.meta.url);
const __dirname = url.fileURLToPath(new URL('.', import.meta.url));
const app = express()
const PORT = process.env.PORT || 8080;
var router = express.Router();
// router.get('/import/status/:owner/:repo', importStatus)
// router.get('/import/trigger/:owner/:repo', importTrigger)
const server = app
.use(express.static(path.join(__dirname, '../client/dist/')))
.use('/', router)
.listen(PORT, () => console.log(`Listening on ${PORT}`));
const wss = new WebSocketServer({ server })
var socketCounter = 0
const environment = process.env.NODE_ENV
const isDevelopment = environment === 'development'
/** We keep queues of started Lean Server processes to be ready when a user arrives */
const queue = {}
function tag(owner, repo) {
return `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
}
function startServerProcess(owner, repo) {
let game_dir = (owner == 'local') ?
repo : games[tag(owner, repo)]?.dir
if (owner == 'local') {
if(!isDevelopment) {
console.error(`No local games in production mode.`)
return
}
// TODO: This test does not work
// if (!fs.existsSync(path.join("../", game_dir))) {
// console.error(`Game folder does not exists: ${game_dir}`)
// return
// }
}
if (!game_dir) {
console.error(`Unknown game: ${tag(owner, repo)}`)
return
}
let serverProcess
if (isDevelopment) {
let args = ["--server", path.join("../../../../", game_dir)]
serverProcess = cp.spawn("./gameserver", args,
{ cwd: path.join(__dirname, "./build/bin/") })
} else {
serverProcess = cp.spawn("./bubblewrap.sh",
[game_dir],
{ cwd: __dirname })
}
serverProcess.on('error', error =>
console.error(`Launching Lean Server failed: ${error}`)
)
if (serverProcess.stderr !== null) {
serverProcess.stderr.on('data', data =>
console.error(`Lean Server: ${data}`)
)
}
return serverProcess
}
/** start Lean Server processes to refill the queue */
function fillQueue(owner, repo) {
while (queue[tag(owner, repo)].length < games[tag(owner, repo)].queueLength) {
const serverProcess = startServerProcess(tag(owner, repo))
queue[tag(owner, repo)].push(serverProcess)
}
}
// if (!isDevelopment) { // Don't use queue in development
// for (let tag in games) {
// queue[tag] = []
// fillQueue(tag)
// }
// }
const urlRegEx = /^\/websocket\/g\/([\w.-]+)\/([\w.-]+)$/
wss.addListener("connection", function(ws, req) {
const reRes = urlRegEx.exec(req.url)
if (!reRes) { console.error(`Connection refused because of invalid URL: ${req.url}`); return; }
const owner = reRes[1]
const repo = reRes[2]
// const tag = `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
// // TODO
// if (isDevelopment && process.env.DEV_CONTAINER) {
// tag = `g/local/game`
// }
let ps;
if (!queue[tag(owner, repo)] || queue[tag(owner, repo)].length == 0) {
ps = startServerProcess(owner, repo)
} else {
ps = queue[tag(owner, repo)].shift() // Pick the first Lean process; it's likely to be ready immediately
fillQueue(owner, repo)
}
socketCounter += 1;
const ip = anonymize(req.headers['x-forwarded-for'] || req.socket.remoteAddress)
console.log(`[${new Date()}] Socket opened - ${ip}`)
const socket = {
onMessage: (cb) => { ws.on("message", cb) },
onError: (cb) => { ws.on("error", cb) },
onClose: (cb) => { ws.on("close", cb) },
send: (data, cb) => { ws.send(data,cb) }
}
const reader = new rpc.WebSocketMessageReader(socket);
const writer = new rpc.WebSocketMessageWriter(socket);
const socketConnection = jsonrpcserver.createConnection(reader, writer, () => ws.close())
const serverConnection = jsonrpcserver.createProcessStreamConnection(ps);
socketConnection.forward(serverConnection, message => {
if (isDevelopment) {console.log(`CLIENT: ${JSON.stringify(message)}`)}
return message;
});
serverConnection.forward(socketConnection, message => {
if (isDevelopment) {console.log(`SERVER: ${JSON.stringify(message)}`)}
return message;
});
console.log(`[${new Date()}] Number of open sockets - ${socketCounter}`)
console.log(`[${new Date()}] Free RAM - ${Math.round(os.freemem() / 1024 / 1024)} / ${Math.round(os.totalmem() / 1024 / 1024)} MB`)
ws.on('close', () => {
console.log(`[${new Date()}] Socket closed - ${ip}`)
socketCounter -= 1;
})
socketConnection.onClose(() => serverConnection.dispose());
serverConnection.onClose(() => socketConnection.dispose());
})
+41 -4
View File
@@ -1,4 +1,41 @@
{"version": 6, {"version": 7,
"packagesDir": "lake-packages", "packagesDir": ".lake/packages",
"packages": [], "packages":
"name": "GameServer"} [{"url": "https://github.com/leanprover/std4.git",
"type": "git",
"subDir": null,
"rev": "32983874c1b897d78f20d620fe92fc8fd3f06c3a",
"name": "std",
"manifestFile": "lake-manifest.json",
"inputRev": "v4.7.0",
"inherited": false,
"configFile": "lakefile.lean"},
{"url": "https://github.com/mhuisi/lean4-cli",
"type": "git",
"subDir": null,
"rev": "39229f3630d734af7d9cfb5937ddc6b41d3aa6aa",
"name": "Cli",
"manifestFile": "lake-manifest.json",
"inputRev": "nightly",
"inherited": true,
"configFile": "lakefile.lean"},
{"url": "https://github.com/hhu-adam/lean-i18n.git",
"type": "git",
"subDir": null,
"rev": "7550f08140c59c9a604bbcc23ab7830c103a3e39",
"name": "i18n",
"manifestFile": "lake-manifest.json",
"inputRev": "v4.7.0",
"inherited": false,
"configFile": "lakefile.lean"},
{"url": "https://github.com/leanprover-community/import-graph",
"type": "git",
"subDir": null,
"rev": "ac07367cbdd57440e6fe78e5be13b41f9cb0f896",
"name": "importGraph",
"manifestFile": "lake-manifest.json",
"inputRev": "v4.7.0",
"inherited": false,
"configFile": "lakefile.lean"}],
"name": "GameServer",
"lakeDir": ".lake"}
+20 -1
View File
@@ -3,10 +3,29 @@ open Lake DSL
package GameServer package GameServer
-- Using this assumes that each dependency has a tag of the form `v4.X.0`.
def leanVersion : String := s!"v{Lean.versionString}"
require std from git "https://github.com/leanprover/std4.git" @ leanVersion
require i18n from git "https://github.com/hhu-adam/lean-i18n.git" @ leanVersion
require importGraph from git "https://github.com/leanprover-community/import-graph" @ leanVersion
lean_lib GameServer lean_lib GameServer
@[default_target] @[default_target]
lean_exe gameserver { lean_exe gameserver {
root := `Main root := `GameServer
supportInterpreter := true supportInterpreter := true
} }
/--
When a package depending on GameServer updates its dependencies,
build the `gameserver` executable.
-/
post_update pkg do
let rootPkg ← getRootPackage
if rootPkg.name = pkg.name then
return -- do not run in GameServer itself
discard <| runBuild gameserver.build >>= (·.await)
+1 -1
View File
@@ -1 +1 @@
leanprover/lean4:v4.2.0 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]
-13
View File
@@ -1,13 +0,0 @@
#/bin/bash
ARTIFACT_ID=$1
echo "Unpacking ZIP."
unzip -o tmp/artifact_${ARTIFACT_ID}.zip -d tmp/artifact_${ARTIFACT_ID}
echo "Unpacking TAR."
for f in tmp/artifact_${ARTIFACT_ID}/* #Should only be one file
do
echo "Unpacking $f"
mkdir tmp/artifact_${ARTIFACT_ID}_inner
tar -xvf $f -C tmp/artifact_${ARTIFACT_ID}_inner
done
+5 -1
View File
@@ -11,6 +11,10 @@
"downlevelIteration": true, "downlevelIteration": true,
"experimentalDecorators": true, "experimentalDecorators": true,
"allowSyntheticDefaultImports": true, "allowSyntheticDefaultImports": true,
"lib": [
"ES2021.String",
"DOM"
]
}, },
"exclude": ["server"] "exclude": ["server", "relay"]
} }
+18
View File
@@ -5,6 +5,12 @@ import svgr from "vite-plugin-svgr"
// https://vitejs.dev/config/ // https://vitejs.dev/config/
export default defineConfig({ export default defineConfig({
//root: 'client/src',
build: {
// Relative to the root
// Note: This has to match the path in `relay/index.mjs`
outDir: 'client/dist',
},
plugins: [ plugins: [
react(), react(),
svgr({ svgr({
@@ -22,6 +28,9 @@ export default defineConfig({
}) })
], ],
publicDir: "client/public", publicDir: "client/public",
optimizeDeps: {
exclude: ['games']
},
server: { server: {
port: 3000, port: 3000,
proxy: { proxy: {
@@ -29,6 +38,15 @@ export default defineConfig({
target: 'ws://localhost:8080', target: 'ws://localhost:8080',
ws: true ws: true
}, },
'/import': {
target: 'http://localhost:8080',
},
'/data': {
target: 'http://localhost:8080',
},
'/i18n': {
target: 'http://localhost:8080',
},
} }
}, },
resolve: { resolve: {
-106
View File
@@ -1,106 +0,0 @@
const path = require("path");
const webpack = require('webpack');
const ReactRefreshWebpackPlugin = require('@pmmmwh/react-refresh-webpack-plugin');
const WebpackShellPluginNext = require('webpack-shell-plugin-next');
module.exports = env => {
const single_game = process.env.LEAN4GAME_SINGLE_GAME
const environment = process.env.NODE_ENV
const isDevelopment = environment === 'development'
const babelOptions = {
presets: ['@babel/preset-env', '@babel/preset-react', '@babel/preset-typescript'],
plugins: [
isDevelopment && require.resolve('react-refresh/babel'),
].filter(Boolean),
};
global.$RefreshReg$ = () => {};
global.$RefreshSig$ = () => () => {};
return {
entry: [single_game ? "./client/src/index_local.tsx" : "./client/src/index.tsx"],
mode: isDevelopment ? 'development' : 'production',
module: {
rules: [
{
test: /\.(js|jsx)$/,
exclude: [/server/, /node_modules/],
use: [{
loader: require.resolve('babel-loader'),
options: babelOptions,
}]
},
{
test: /\.tsx?$/,
use: [{
loader: 'ts-loader',
options: { allowTsInNodeModules: true }
}],
// exclude: /node_modules(?!\/(lean4web|lean4|lean4-infoview))/,
// Allow .ts imports from node_modules/lean4web and node_modules/lean4
},
{
test: /\.css$/,
use: ["style-loader", "css-loader"]
},
{
test: /\.(jpg|png)$/,
use: {
loader: 'file-loader',
},
},
]
},
resolve: {
extensions: ["*", ".js", ".jsx", ".tsx", ".ts"],
fallback: {
"http": require.resolve("stream-http") ,
"path": require.resolve("path-browserify")
},
},
output: {
path: path.resolve(__dirname, "client/dist/"),
filename: "bundle.js",
},
devServer: {
proxy: {
'/websocket': {
target: 'ws://localhost:8080',
ws: true
},
'/import': {
target: 'http://localhost:3000',
router: () => 'http://localhost:8080',
},
},
static: path.join(__dirname, 'client/public/'),
port: 3000,
hot: true,
},
devtool: "source-map",
plugins: [
!isDevelopment && new WebpackShellPluginNext({
onBuildEnd:{
scripts: [
// It's hard to set up webpack to copy the index.html correctly,
// so we copy it explicitly after every build:
'cp client/public/index.html client/dist/',
// Similarly, I haven't been able to load `onigasm.wasm` properly:
'cp client/public/onigasm.wasm client/dist/',],
blocking: false,
parallel: true
}
}),
isDevelopment && new ReactRefreshWebpackPlugin(),
].filter(Boolean),
// Webpack is not happy about the dynamically loaded widget code in the function
// `dynamicallyLoadComponent` in `infoview/userWidget.tsx`. If we want to support
// dynamically loaded widget code, we need to make sure that the files are available.
ignoreWarnings: [/Critical dependency: the request of a dependency is an expression/]
};
}