import GameServer.Helpers import GameServer.Inventory import GameServer.Options import GameServer.SaveData open Lean Meta Elab Command set_option autoImplicit false /-! # Game metadata -/ /-- Switch to the specified `Game` (and create it if non-existent). Example: `Game "NNG"` -/ elab "Game" n:str : command => do let name := n.getString setCurGameId name if (← getGame? name).isNone then insertGame name {name} /-- Create a new world in the active game. Example: `World "Addition"` -/ elab "World" n:str : command => do let name := n.getString setCurWorldId name if ¬ (← getCurGame).worlds.nodes.contains name then addWorld {name} /-- Define the current level number. Levels inside a world must be numbered consecutive starting with `1`. Example: `Level 1` -/ elab "Level" level:num : command => do let level := level.getNat setCurLevelIdx level addLevel {index := level} /-- Define the title of the current game/world/level. -/ elab "Title" t:str : command => do match ← getCurLayer with | .Level => modifyCurLevel fun level => pure {level with title := t.getString} | .World => modifyCurWorld fun world => pure {world with title := t.getString} | .Game => modifyCurGame fun game => pure {game with title := t.getString tile := {game.tile with title := t.getString}} /-- Define the introduction of the current game/world/level. -/ elab "Introduction" t:str : command => do let intro := t.getString match ← getCurLayer with | .Level => modifyCurLevel fun level => pure {level with introduction := intro} | .World => modifyCurWorld fun world => pure {world with introduction := intro} | .Game => modifyCurGame fun game => pure {game with introduction := intro} /-- Define the info of the current game. Used for e.g. credits -/ elab "Info" t:str : command => do let info:= t.getString match ← getCurLayer with | .Level => logError "Can't use `Info` in a level!" pure () | .World => logError "Can't use `Info` in a world" pure () | .Game => modifyCurGame fun game => pure {game with info := 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 building a level. -/ elab "Conclusion" t:str : command => do let conclusion := t.getString match ← getCurLayer with | .Level => modifyCurLevel fun level => pure {level with conclusion := conclusion} | .World => modifyCurWorld fun world => pure {world with conclusion := conclusion} | .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 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 modifyCurGame fun game => pure {game with tile := {game.tile with long := caption}} /-- A list of Languages the game is translated to. For example `Languages "German" "English"`. NOTE: For the time being, only a single language is supported. -/ 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 The inventory contains docs for tactics, theorems, and definitions. These are all locked in the first level and get enabled during the game. -/ /-! ## Doc entries -/ /-- Documentation entry of a tactic. Example: ``` TacticDoc rw "`rw` stands for rewrite, etc. " ``` * The identifier is the tactics name. Some need to be escaped like `«have»`. * The description is a string supporting Markdown. -/ elab doc:docComment ? "TacticDoc" name:ident content:str ? : command => do let doc ← parseDocCommentLegacy doc content modifyEnv (inventoryTemplateExt.addEntry · { type := .Tactic name := name.getId displayName := name.getId.toString content := doc }) /-- Documentation entry of a theorem. Example: ``` 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]Theorem`. 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 identifier after `in` is the category to group theorems by (in the Inventory). * The description is a string supporting Markdown. Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires The theorem/definition to have the same fully qualified name as in mathlib. -/ elab doc:docComment ? "TheoremDoc" name:ident "as" displayName:str "in" category:str content:str ? : command => do let doc ← parseDocCommentLegacy doc content modifyEnv (inventoryTemplateExt.addEntry · { type := .Lemma name := name.getId category := category.getString displayName := displayName.getString content := doc }) -- TODO: Catch the following behaviour. -- 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` -- 2. if it appears in a later file, however, it will silently not do anything and keep -- the first one. /-- Documentation entry of a definition. Example: ``` DefinitionDoc Function.Bijective as "Bijective" "defined as `Injective f ∧ Surjective`, etc." ``` * The first identifier is used in the commands `[New/Only/Disabled]Definition`. It is preferably the true name of the definition. However, this is not required. * The string following `as` is the displayed name (in the Inventory). * The description is a string supporting Markdown. Use `[[mathlib_doc]]` in the string to insert a link to the mathlib doc page. This requires The theorem/definition to have the same fully qualified name as in mathlib. -/ elab doc:docComment ? "DefinitionDoc" name:ident "as" displayName:str template:str ? : command => do let doc ← parseDocCommentLegacy doc template modifyEnv (inventoryTemplateExt.addEntry · { type := .Definition name := name.getId, displayName := displayName.getString, content := doc }) /-! ## Add inventory items -/ def checkCommandNotDuplicated (items : Array Name) (cmd := "Command") : CommandElabM Unit := do if ¬ items.isEmpty then logWarning s!"You should only use one `{cmd}` per level, but it takes multiple arguments: `{cmd} obj₁ obj₂ obj₃`!" /-- Declare tactics that are introduced by this level. -/ elab "NewTactic" args:ident* : command => do checkCommandNotDuplicated ((←getCurLevel).tactics.new) "NewTactic" for name in ↑args do checkInventoryDoc .Tactic name -- TODO: Add (template := "[docstring]") modifyCurLevel fun level => pure {level with tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId)}} /-- Declare tactics that are introduced by this level but do not show up in inventory. -/ elab "NewHiddenTactic" args:ident* : command => do checkCommandNotDuplicated ((←getCurLevel).tactics.hidden) "NewHiddenTactic" for name in ↑args do checkInventoryDoc .Tactic name (template := "") modifyCurLevel fun level => pure {level with tactics := {level.tactics with new := level.tactics.new ++ args.map (·.getId), hidden := level.tactics.hidden ++ args.map (·.getId)}} /-- Declare theorems that are introduced by this level. -/ elab "NewTheorem" args:ident* : command => do checkCommandNotDuplicated ((←getCurLevel).lemmas.new) "NewTheorem" 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)}} /-- Declare definitions that are introduced by this level. -/ elab "NewDefinition" args:ident* : command => do checkCommandNotDuplicated ((←getCurLevel).definitions.new) "NewDefinition" for name in ↑args do checkInventoryDoc .Definition name -- TODO: Add (template := "[mathlib]") modifyCurLevel fun level => pure {level with definitions := {level.definitions with new := args.map (·.getId)}} /-- Declare tactics that are temporarily disabled in this level. This is ignored if `OnlyTactic` is set. -/ elab "DisabledTactic" args:ident* : command => do checkCommandNotDuplicated ((←getCurLevel).tactics.disabled) "DisabledTactic" for name in ↑args do checkInventoryDoc .Tactic name modifyCurLevel fun level => pure {level with tactics := {level.tactics with disabled := args.map (·.getId)}} /-- Declare theorems that are temporarily disabled in this level. This is ignored if `OnlyTheorem` is set. -/ elab "DisabledTheorem" args:ident* : command => do checkCommandNotDuplicated ((←getCurLevel).lemmas.disabled) "DisabledTheorem" for name in ↑args do checkInventoryDoc .Lemma name modifyCurLevel fun level => pure {level with lemmas := {level.lemmas with disabled := args.map (·.getId)}} /-- Declare definitions that are temporarily disabled in this level -/ elab "DisabledDefinition" args:ident* : command => do checkCommandNotDuplicated ((←getCurLevel).definitions.disabled) "DisabledDefinition" for name in ↑args do checkInventoryDoc .Definition name modifyCurLevel fun level => pure {level with definitions := {level.definitions with disabled := args.map (·.getId)}} /-- Temporarily disable all tactics except the ones declared here -/ elab "OnlyTactic" args:ident* : command => do checkCommandNotDuplicated ((←getCurLevel).tactics.only) "OnlyTactic" for name in ↑args do checkInventoryDoc .Tactic name modifyCurLevel fun level => pure {level with tactics := {level.tactics with only := args.map (·.getId)}} /-- Temporarily disable all theorems except the ones declared here -/ elab "OnlyTheorem" args:ident* : command => do checkCommandNotDuplicated ((←getCurLevel).lemmas.only) "OnlyTheorem" for name in ↑args do checkInventoryDoc .Lemma name modifyCurLevel fun level => pure {level with lemmas := {level.lemmas with only := args.map (·.getId)}} /-- Temporarily disable all definitions except the ones declared here. This is ignored if `OnlyDefinition` is set. -/ elab "OnlyDefinition" args:ident* : command => do checkCommandNotDuplicated ((←getCurLevel).definitions.only) "OnlyDefinition" for name in ↑args do checkInventoryDoc .Definition name modifyCurLevel fun level => pure {level with definitions := {level.definitions with only := args.map (·.getId)}} /-- Define which tab of Lemmas is opened by default. Usage: `TheoremTab "Nat"`. If omitted, the current tab will remain open. -/ 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} /-! # Exercise Statement -/ /-- Define the statement of the current level. -/ elab doc:docComment ? attrs:Parser.Term.attributes ? "Statement" statementName:ident ? sig:declSig val:declVal : command => do let lvlIdx ← getCurLevelIdx let docContent ← parseDocComment doc -- Save the messages before evaluation of the proof. let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} }) -- The default name of the statement is `[Game].[World].level[no.]`, e.g. `NNG.Addition.level1` -- However, this should not be used when designing the game. let defaultDeclName : Ident := mkIdent <| (← getCurGame).name ++ (← getCurWorld).name ++ ("level" ++ toString lvlIdx : String) -- Collect all used tactics/lemmas in the sample proof: let usedInventory ← match val with | `(Parser.Command.declVal| := $proof:term) => do collectUsedInventory proof | _ => throwError "expected `:=`" -- Add theorem to context. match statementName with | some name => let env ← getEnv let fullName := (← getCurrNamespace) ++ name.getId if env.contains fullName then let origType := (env.constants.map₁.find! fullName).type -- TODO: Check if `origType` agrees with `sig` and output `logInfo` instead of `logWarning` -- in that case. logWarningAt name (m!"Environment already contains {fullName}! Only the existing " ++ m!"statement will be available in later levels:\n\n{origType}") let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig $val) elabCommand thmStatement -- Check that statement has a docs entry. checkInventoryDoc .Lemma name (name := fullName) (template := docContent) else let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $name $sig $val) elabCommand thmStatement -- Check that statement has a docs entry. checkInventoryDoc .Lemma name (name := fullName) (template := docContent) | none => let thmStatement ← `(command| $[$doc]? $[$attrs:attributes]? theorem $defaultDeclName $sig $val) elabCommand thmStatement let msgs := (← get).messages let mut hints := #[] let mut nonHintMsgs := #[] for msg in msgs.msgs do -- Look for messages produced by the `Hint` tactic. They are used to pass information about the -- intermediate goal state if let MessageData.withNamingContext _ $ MessageData.withContext ctx $ .tagged `Hint $ .nest strict $ .nest hidden $ .compose (.ofGoal text) (.ofGoal goal) := msg.data then let hint ← liftTermElabM $ withMCtx ctx.mctx $ withLCtx ctx.lctx #[] $ withEnv ctx.env do return { goal := ← abstractCtx goal text := ← instantiateMVars (mkMVar text) strict := strict == 1 hidden := hidden == 1 } hints := hints.push hint else nonHintMsgs := nonHintMsgs.push msg -- restore saved messages and non-hint messages modify fun st => { st with messages := initMsgs ++ ⟨nonHintMsgs.toPArray'⟩ } let scope ← getScope let env ← getEnv -- TODO: Is this desired or would it be better to get `elabCommand` above to ignore -- the namespace? let currNamespace ← getCurrNamespace -- Format theorem statement for displaying let sigString := sig.raw.reprint.getD "" let descrFormat : String := match statementName with | some name => s!"theorem {name.getId} {sigString} := by" | none => s!"example {sigString} := by" modifyCurLevel fun level => pure { level with module := env.header.mainModule goal := sig, scope := scope, descrText := docContent statementName := match statementName with | none => default | some name => currNamespace ++ name.getId descrFormat := descrFormat hints := hints tactics := {level.tactics with used := usedInventory.tactics.toArray} definitions := {level.definitions with used := usedInventory.definitions.toArray} lemmas := {level.lemmas with used := usedInventory.lemmas.toArray} } /-! # Hints -/ /-- 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. -/ elab (name := GameServer.Tactic.Hint) "Hint" args:hintArg* msg:interpolatedStr(term) : tactic => do let mut strict := false let mut hidden := false -- remove spaces at the beginning of new lines let msg := TSyntax.mk $ msg.raw.setArgs $ ← msg.raw.getArgs.mapM fun m => do match m with | Syntax.node info k args => if k == interpolatedStrLitKind && args.size == 1 then match args.get! 0 with | (Syntax.atom info' val) => let val := removeIndentation val return Syntax.node info k #[Syntax.atom info' val] | _ => return m else return m | _ => return m for arg in args do match arg with | `(hintArg| (strict := true)) => strict := true | `(hintArg| (strict := false)) => strict := false | `(hintArg| (hidden := true)) => hidden := true | `(hintArg| (hidden := false)) => hidden := false | _ => throwUnsupportedSyntax let goal ← Tactic.getMainGoal goal.withContext do -- We construct an expression that can produce the hint text. The difficulty is that we -- want the text to possibly contain quotation of the local variables which might have been -- named differently by the player. let varsName := `vars let text ← withLocalDeclD varsName (mkApp (mkConst ``Array [levelZero]) (mkConst ``Expr)) fun vars => do let mut text ← `(m! $msg) let goalDecl ← goal.getDecl let decls := goalDecl.lctx.decls.toArray.filterMap id for i in [:decls.size] do text ← `(let $(mkIdent decls[i]!.userName) := $(mkIdent varsName)[$(quote i)]!; $text) return ← mkLambdaFVars #[vars] $ ← Term.elabTermAndSynthesize text none let textmvar ← mkFreshExprMVar none guard $ ← isDefEq textmvar text -- Store the text in a mvar. -- The information about the hint is logged as a message using `logInfo` to transfer it to the -- `Statement` command: logInfo $ .tagged `Hint $ .nest (if strict then 1 else 0) $ .nest (if hidden then 1 else 0) $ .compose (.ofGoal textmvar.mvarId!) (.ofGoal goal) /-- This tactic allows us to execute an alternative sequence of tactics, but without affecting the proof state. We use it to define Hints for alternative proof methods or dead ends. -/ elab (name := GameServer.Tactic.Branch) "Branch" t:tacticSeq : tactic => do let b ← saveState Tactic.evalTactic t -- Show an info whether the branch proofs all remaining goals. let gs ← Tactic.getUnsolvedGoals if gs.isEmpty then trace[debug] "This branch finishes the proof." else trace[debug] "This branch leaves open goals." let msgs ← Core.getMessageLog b.restore Core.setMessageLog msgs /-- A hole inside a template proof that will be replaced by `sorry`. -/ elab (name := GameServer.Tactic.Hole) "Hole" t:tacticSeq : tactic => do Tactic.evalTactic t /-- Iterate recursively through the Syntax, replace `Hole` with `sorry` and remove all `Hint`/`Branch` occurrences. -/ def replaceHoles (tacs : Syntax) : Syntax := match tacs with | Syntax.node info kind ⟨args⟩ => let newArgs := filterArgs args Syntax.node info kind ⟨newArgs⟩ | other => other where filterArgs (args : List Syntax) : List Syntax := match args with | [] => [] -- replace `Hole` with `sorry`. | Syntax.node info `GameServer.Tactic.Hole _ :: r => Syntax.node info `Lean.Parser.Tactic.tacticSorry #[Syntax.atom info "sorry"] :: filterArgs r -- delete all `Hint` and `Branch` occurrences in the middle. | Syntax.node _ `GameServer.Tactic.Hint _ :: _ :: r | Syntax.node _ `GameServer.Tactic.Branch _ :: _ :: r => filterArgs r -- delete `Hint` and `Branch` occurence at the end of the tactic sequence. | Syntax.node _ `GameServer.Tactic.Hint _ :: [] | Syntax.node _ `GameServer.Tactic.Branch _ :: [] => [] -- Recurse on all other Syntax. | a :: rest => replaceHoles a :: filterArgs rest /-- The tactic block inside `Template` will be copied into the users editor. Use `Hole` inside the template for a part of the proof that should be replaced with `sorry`. -/ elab "Template" tacs:tacticSeq : tactic => do Tactic.evalTactic tacs let newTacs : TSyntax `Lean.Parser.Tactic.tacticSeq := ⟨replaceHoles tacs.raw⟩ let template ← PrettyPrinter.ppCategory `Lean.Parser.Tactic.tacticSeq newTacs trace[debug] s!"Template:\n{template}" modifyLevel (←getCurLevelId) fun level => do return {level with template := s!"{template}"} -- TODO: Notes for testing if a declaration has the simp attribute -- -- Test: From zulip -- section test -- open Lean Meta Elab Command Tactic Simp -- def Lean.Meta.SimpTheorems.hasAttribute (d : SimpTheorems) (decl : Name) := -- d.isLemma (.decl decl) || d.isDeclToUnfold decl -- def isInSimpset (simpAttr decl: Name) : CoreM Bool := do -- let .some simpDecl ←getSimpExtension? simpAttr | return false -- return (← simpDecl.getTheorems).hasAttribute decl -- end test /-! # Make Game -/ /-- The worlds of a game are joint by dependencies. These are automatically computed but can also be defined with the syntax `Dependency World₁ → World₂ → World₃`. -/ def Parser.dependency := Parser.sepBy1Indent Parser.ident "→" /-- Manually add a dependency between two worlds. Normally, the dependencies are computed automatically by the tactics & lemmas used in the example proof and the ones introduced by `NewLemma`/`NewTactic`. Use the command `Dependency World₁ → World₂` to add a manual edge to the graph, for example if the only dependency between the worlds is given by the narrative. -/ elab "Dependency" s:Parser.dependency : command => do let mut source? : Option Name := none for stx in s.raw.getArgs.getEvenElems do let some source := source? | do source? := some stx.getId continue let target := stx.getId match (← getCurGame).worlds.nodes.find? target with | some _ => pure () | none => logErrorAt stx m!"World `{target}` seems not to exist" modifyCurGame fun game => pure {game with worlds := {game.worlds with edges := game.worlds.edges.push (source, target)}} source? := some target /-- Build the game. This command will precompute various things about the game, such as which tactics are available in each level etc. -/ elab "MakeGame" : command => do let game ← getCurGame let env ← getEnv -- Now create The doc entries from the templates for item in inventoryTemplateExt.getState env do let name := item.name let content : String ← match item.content with | "" => -- If documentation is missing, try using the docstring instead. let docstring ← getDocstring env name item.type match docstring with | some ds => pure s!"*(lean docstring)*\\\n{ds}" | none => pure "(missing)" | template => -- TODO: Process content template. -- TODO: Add information about inventory items pure $ template.replace "[[mathlib_doc]]" s!"[mathlib doc](https://leanprover-community.github.io/mathlib4_docs/find/?pattern={name}#doc)" match item.type with | .Lemma => modifyEnv (inventoryExt.addEntry · { item with content := content -- Add the lemma statement to the doc statement := (← getStatementString name) }) | _ => modifyEnv (inventoryExt.addEntry · { item with content := content }) -- For each `worldId` this contains a set of items used in this world let mut usedItemsInWorld : HashMap Name (HashSet Name) := {} -- For each `worldId` this contains a set of items newly defined in this world let mut newItemsInWorld : HashMap Name (HashSet Name) := {} -- Items that should not be displayed in inventory 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 for (worldId, world) in allWorlds do let mut usedItems : HashSet Name := {} let mut newItems : HashSet Name := {} for inventoryType in #[.Tactic, .Definition, .Lemma] do for (levelId, level) in world.levels.toArray do usedItems := usedItems.insertMany (level.getInventory inventoryType).used newItems := newItems.insertMany (level.getInventory inventoryType).new hiddenItems := hiddenItems.insertMany (level.getInventory inventoryType).hidden -- if the previous level was named, we need to add it as a new lemma if inventoryType == .Lemma then match levelId with | 0 => pure () | 1 => pure () -- level ids start with 1, so we need to skip 1, too | i₀ + 1 => match (world.levels.find! (i₀)).statementName with | .anonymous => pure () | .num _ _ => panic "Did not expect to get a numerical statement name!" | .str pre s => let name := Name.str pre s newItems := newItems.insert name if inventoryType == .Lemma then -- if the last level was named, we need to add it as a new lemma let i₀ := world.levels.size match (world.levels.find! (i₀)).statementName with | .anonymous => pure () | .num _ _ => panic "Did not expect to get a numerical statement name!" | .str pre s => let name := Name.str pre s newItems := newItems.insert name usedItemsInWorld := usedItemsInWorld.insert worldId usedItems newItemsInWorld := newItemsInWorld.insert worldId newItems -- DEBUG: print new/used items -- logInfo m!"{worldId} uses: {usedItems.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 -/ let mut worldsWithNewItem : HashMap Name (HashSet Name) := {} for (worldId, _world) in allWorlds do for newItem in newItemsInWorld.findD worldId {} do worldsWithNewItem := worldsWithNewItem.insert newItem $ (worldsWithNewItem.findD newItem {}).insert worldId -- For each `worldId` this is a HashSet of `worldId`s that this world depends on. let mut worldDependsOnWorlds : HashMap Name (HashSet Name) := {} -- For a pair of `worldId`s `(id₁, id₂)` this is a HasSet of "items" why `id₁` depends on `id₂`. let mut dependencyReasons : HashMap (Name × Name) (HashSet Name) := {} -- Calculate world dependency graph `game.worlds` for (dependentWorldId, _dependentWorld) in allWorlds do let mut dependsOnWorlds : HashSet Name := {} -- Adding manual dependencies that were specified via the `Dependency` command. for (sourceId, targetId) in game.worlds.edges do if targetId = dependentWorldId then dependsOnWorlds := dependsOnWorlds.insert sourceId for usedItem in usedItemsInWorld.findD dependentWorldId {} do match worldsWithNewItem.find? usedItem with | none => logWarning m!"No world introducing {usedItem}, but required by {dependentWorldId}" | some worldIds => -- Only need a new dependency if the world does not introduce an item itself if !worldIds.contains dependentWorldId then -- Add all worlds as dependencies which introduce this item -- TODO: Could do something more clever here. dependsOnWorlds := dependsOnWorlds.insertMany worldIds -- Store the dependency reasons for debugging for worldId in worldIds do let tmp := (dependencyReasons.findD (dependentWorldId, worldId) {}).insert usedItem dependencyReasons := dependencyReasons.insert (dependentWorldId, worldId) tmp worldDependsOnWorlds := worldDependsOnWorlds.insert dependentWorldId dependsOnWorlds -- Debugging: show all dependency reasons if the option `lean4game.showDependencyReasons` is set if lean4game.showDependencyReasons.get (← getOptions) then for (world, dependencies) in worldDependsOnWorlds.toArray do if dependencies.isEmpty then logInfo m!"Dependencies of '{world}': none" else let mut msg := m!"Dependencies of '{world}':" for dep in dependencies do match dependencyReasons.find? (world, dep) with | none => msg := msg ++ m!"\n· '{dep}': no reason found (manually added?)" | some items => msg := msg ++ m!"\n· '{dep}' because of:\n {items.toList}" logInfo msg -- Check graph for loops and remove transitive edges let loop := findLoops worldDependsOnWorlds if loop != [] then logError m!"Loop: Dependency graph has a loop: {loop}" for i in [:loop.length] do let w1 := loop[i]! let w2 := loop[if i == loop.length - 1 then 0 else i + 1]! match dependencyReasons.find? (w1, w2) with -- This should not happen. Could use `find!` again... | none => logError m!"Did not find a reason why {w1} depends on {w2}." | some items => logError m!"{w1} depends on {w2} because of {items.toList}." else 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 modifyCurGame fun game => pure {game with worlds := {game.worlds with 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 let game ← getCurGame let mut allItemsByType : HashMap InventoryType (HashSet Name) := {} -- Compute which inventory items are available in which level: for inventoryType in #[.Tactic, .Definition, .Lemma] do -- Which items are introduced in which world? let mut lemmaStatements : HashMap (Name × Nat) Name := {} -- TODO: I believe `newItemsInWorld` has way to many elements in it which we iterate over -- e.g. we iterate over `ring` for `Lemma`s as well, but so far that seems to cause no problems let mut allItems : HashSet Name := {} for (worldId, world) in game.worlds.nodes.toArray do let mut newItems : HashSet Name := {} for (levelId, level) in world.levels.toArray do let newLemmas := (level.getInventory inventoryType).new newItems := newItems.insertMany newLemmas allItems := allItems.insertMany newLemmas if inventoryType == .Lemma then -- For levels `2, 3, …` we check if the previous level was named -- in which case we add it as available lemma. match levelId with | 0 => pure () | 1 => pure () -- level ids start with 1, so we need to skip 1, too. | i₀ + 1 => -- add named statement from previous level to the available lemmas. match (world.levels.find! (i₀)).statementName with | .anonymous => pure () | .num _ _ => panic "Did not expect to get a numerical statement name!" | .str pre s => let name := Name.str pre s newItems := newItems.insert name allItems := allItems.insert name lemmaStatements := lemmaStatements.insert (worldId, levelId) name if inventoryType == .Lemma then -- if named, add the lemma from the last level of the world to the inventory let i₀ := world.levels.size match i₀ with | 0 => logWarning m!"World `{worldId}` contains no levels." | i₀ => match (world.levels.find! (i₀)).statementName with | .anonymous => pure () | .num _ _ => panic "Did not expect to get a numerical statement name!" | .str pre s => let name := Name.str pre s newItems := newItems.insert name allItems := allItems.insert name newItemsInWorld := newItemsInWorld.insert worldId newItems -- Basic inventory item availability: all locked. let Availability₀ : HashMap Name InventoryTile := HashMap.ofList $ ← allItems.toList.mapM fun item => do -- Using a match statement because the error message of `Option.get!` is not helpful. match (← getInventoryItem? item inventoryType) with | none => -- Note: we did have a panic here before because lemma statement and doc entry -- had mismatching namespaces logError m!"There is no inventory item ({inventoryType}) for: {item}." panic s!"Inventory item {item} not found!" | some data => return (item, { name := item displayName := data.displayName category := data.category altTitle := data.statement hidden := hiddenItems.contains item }) -- Availability after a given world let mut itemsInWorld : HashMap Name (HashMap Name InventoryTile) := {} for (worldId, _) in game.worlds.nodes.toArray do -- Unlock all items from previous worlds let mut items := Availability₀ let predecessors := game.worlds.predecessors worldId -- logInfo m!"Predecessors: {predecessors.toArray.map fun (a) => (a)}" for predWorldId in predecessors do for item in newItemsInWorld.findD predWorldId {} do let data := (← getInventoryItem? item inventoryType).get! items := items.insert item { name := item displayName := data.displayName category := data.category locked := false altTitle := data.statement hidden := hiddenItems.contains item } itemsInWorld := itemsInWorld.insert worldId items for (worldId, world) in game.worlds.nodes.toArray do let mut items := itemsInWorld.findD worldId {} let levels := world.levels.toArray.insertionSort fun a b => a.1 < b.1 for (levelId, level) in levels do let levelInfo := level.getInventory inventoryType -- unlock items that are unlocked in this level for item in levelInfo.new do let data := (← getInventoryItem? item inventoryType).get! items := items.insert item { name := item displayName := data.displayName category := data.category locked := false altTitle := data.statement hidden := hiddenItems.contains item } -- add the exercise statement from the previous level -- if it was named if inventoryType == .Lemma then match lemmaStatements.find? (worldId, levelId) with | none => pure () | some name => let data := (← getInventoryItem? name inventoryType).get! items := items.insert name { name := name displayName := data.displayName category := data.category altTitle := data.statement locked := false } -- add marks for `disabled` and `new` lemmas here, so that they only apply to -- the current level. let itemsArray := items.toArray |>.insertionSort (fun a b => a.1.toString < b.1.toString) |>.map (·.2) |>.map (fun item => { item with disabled := if levelInfo.only.size == 0 then levelInfo.disabled.contains item.name else not (levelInfo.only.contains item.name) new := levelInfo.new.contains item.name }) modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do return level.setComputedInventory inventoryType itemsArray allItemsByType := allItemsByType.insert inventoryType allItems 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 } saveGameData allItemsByType inventory