import Lean import GameServer.EnvExtensions open Lean Meta set_option autoImplicit false /-! ## Easy metadata -/ section metadata open Lean Meta Elab Command Term /-- Create a game with the given identifier as name. -/ elab "Game" n:str : command => do let name := n.getString setCurGameId name if (← getGame? name).isNone then insertGame name {name} /-- Create a World -/ 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. -/ 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} /-- Define the introduction of the current game/world/level. -/ elab "Introduction" t:str : command => do match ← getCurLayer with | .Level => modifyCurLevel fun level => pure {level with introduction := t.getString} | .World => modifyCurWorld fun world => pure {world with introduction := t.getString} | .Game => modifyCurGame fun game => pure {game with introduction := t.getString} -- TODO: Instead of this, it would be nice to have a proper syntax parser that enables -- us highlighting on the client side. partial def reprintCore : Syntax → Option Format | Syntax.missing => none | Syntax.atom _ val => val.trim | Syntax.ident _ rawVal _ _ => rawVal.toString | Syntax.node _ kind args => match args.toList.filterMap reprintCore with | [] => none | [arg] => arg | args => Format.group <| Format.nest 2 <| Format.joinSep args " " def reprint (stx : Syntax) : Format := reprintCore stx |>.getD "" -- macro mods:declModifiers "lemma" n:declId sig:declSig val:declVal : command => `($mods:declModifiers theorem $n $sig $val) elab "Hint" msg:interpolatedStr(term) : tactic => do let goal ← Tactic.getMainGoal goal.withContext do 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] $ ← elabTermAndSynthesize text none let mvar ← mkFreshExprMVar none guard $ ← isDefEq mvar text logInfo (.compose (.ofGoal mvar.mvarId!) (.ofGoal goal)) /-- Define the statement of the current level. Arguments: - ident: (Optional) The name of the statemtent. - descr: The human-readable version of the lemma as string. Accepts Markdown and Mathjax. -/ elab "Statement" statementName:ident ? descr:str sig:declSig val:declVal : command => do let lvlIdx ← getCurLevelIdx let defaultDeclName : Name := (← getCurGame).name ++ (← getCurWorld).name ++ ("level" ++ toString lvlIdx : String) let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} }) let thmStatement ← `(theorem $(mkIdent defaultDeclName) $sig $val) -- let thmStatement' ← match statementName with -- | none => `(lemma $(mkIdent "XX") $sig $val) -- TODO: Make it into an `example` -- | some name => `(lemma $name $sig $val) elabCommand thmStatement let msgs := (← get).messages let mut hints := #[] for msg in msgs.msgs do -- TODO: mark the hints in a unique way to recognize them here if let (MessageData.withNamingContext nctx (MessageData.withContext ctx (.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) } hints := hints.push hint modify fun st => { st with messages := initMsgs ++ msgs } let scope ← getScope let env ← getEnv modifyCurLevel fun level => pure {level with module := env.header.mainModule goal := sig, scope := scope, descrText := descr.getString, descrFormat := match statementName with | none => "example " ++ (toString <| reprint sig.raw) ++ " := by" | some name => (Format.join ["lemma ", reprint name.raw, " ", reprint sig.raw, " := by"]).pretty 10 -- "lemma " ++ (toString <| reprint name.raw) ++ " " ++ (Format.pretty (reprint sig.raw) 40) ++ " := by" hints := hints } -- Format.pretty <| format thmStatement.raw } /-- Define the conclusion of the current game or current level if some building a level. -/ elab "Conclusion" t:str : command => do match ← getCurLayer with | .Level => modifyCurLevel fun level => pure {level with conclusion := t.getString} | .World => modifyCurWorld fun world => pure {world with conclusion := t.getString} | .Game => modifyCurGame fun game => pure {game with conclusion := t.getString} -- /-- Print current game for debugging purposes. -/ -- 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 def Parser.path := Parser.sepBy1Indent Parser.ident "→" elab "Path" s:Parser.path : command => do let mut last : Option Name := none for stx in s.raw.getArgs.getEvenElems do let some l := last | do last := some stx.getId continue modifyCurGame fun game => pure {game with worlds := {game.worlds with edges := game.worlds.edges.push (l, stx.getId)}} last := some stx.getId end metadata /-! ## Hints -/ open Lean Meta Elab Command Term /-- From a term `s` and a list of pairs `(i, t) ; Ident × Term`, create the syntax where `s` is preceded with universal quantifiers `∀ i : t`. -/ def mkGoalSyntax (s : Term) : List (Ident × Term) → MacroM Term | (n, t)::tail => do return (← `(∀ $n : $t, $(← mkGoalSyntax s tail))) | [] => return s -- def elabHint (hidden : Bool) (binders : TSyntaxArray `Lean.Parser.Term.bracketedBinder) -- (goal : TSyntax `term) (msg : TSyntax `interpolatedStrKind) := -- liftTermElabM do withOptions (fun options => options.setBool `linter.unusedVariables false) do -- let (g, decls) ← elabBinders binders fun xs => do -- let g ← mkForallFVars xs $ ← elabTermAndSynthesize goal none -- synthesizeSyntheticMVarsNoPostponing false -- return (← instantiateMVars g, ← xs.mapM (fun x => x.fvarId!.getDecl)) -- let varsName := `vars -- let msg ← withLocalDeclD varsName (mkApp (mkConst ``Array [levelZero]) (mkConst ``Expr)) fun vars => do -- let mut msg ← `(m! $msg) -- for i in [:decls.size] do -- msg ← `(let $(mkIdent decls[i]!.userName) := $(mkIdent varsName)[$(quote i)]!; $msg) -- return ← mkLambdaFVars #[vars] $ ← elabTermAndSynthesize msg none -- if g.hasMVar then throwError m!"Goal contains metavariables: {g}" -- modifyCurLevel fun level => pure {level with hints := level.hints.push { -- goal := g, -- intros := decls.size, -- hidden := hidden, -- text := msg }} /-- Declare a hint. This version doesn't prevent the unused linter variable from running. -/ local elab "Hint'" binders:bracketedBinder* ":" goal:term "=>" msg:interpolatedStr(term) : command => -- elabHint false binders goal msg pure () /-- Declare a hint. This version doesn't prevent the unused linter variable from running. A hidden hint is only displayed if explicitly requested by the user. -/ local elab "HiddenHint'" binders:bracketedBinder* ":" goal:term "=>" msg:interpolatedStr(term) : command => do -- elabHint true binders goal msg pure () /-- Declare a hint in reaction to a given tactic state in the current level. -/ macro "Hint" decls:bracketedBinder* ":" goal:term "=>" msg:interpolatedStr(term) : command => do `(set_option linter.unusedVariables false in Hint' $decls* : $goal => $msg) /-- Declare a hidden hint in reaction to a given tactic state in the current level. -/ macro "HiddenHint" decls:bracketedBinder* ":" goal:term "=>" msg:interpolatedStr(term) : command => do `(set_option linter.unusedVariables false in HiddenHint' $decls* : $goal => $msg) /-! ## Inventory -/ /-- Throw an error if inventory doc does not exist -/ def checkInventoryDoc (type : InventoryType) (name : Name) : CommandElabM Unit := do let some _ := (inventoryDocExt.getState (← getEnv)).find? (fun x => x.name == name && x.type == type) | throwError "Missing {type} Documentation: {name}" /-! ### Tactics -/ /-- Declare a documentation entry for some tactic. Expect an identifier and then a string literal. -/ elab "TacticDoc" name:ident content:str : command => modifyEnv (inventoryDocExt.addEntry · { category := default type := .Tactic name := name.getId, userName := name.getId, content := content.getString }) /-- Declare tactics that are introduced by this level. -/ elab "NewTactic" args:ident* : command => do let names := args.map (·.getId) for name in names do checkInventoryDoc .Tactic name modifyCurLevel fun level => pure {level with tactics := {level.tactics with new := names}} /-- Declare tactics that are temporarily disabled in this level -/ elab "DisabledTactic" args:ident* : command => do let names := args.map (·.getId) -- for name in names do checkInventoryDoc .Tactic name modifyCurLevel fun level => pure {level with tactics := {level.tactics with disabled := names}} /-- Temporarily disable all tactics except the ones declared here -/ elab "OnlyTactic" args:ident* : command => do let names := args.map (·.getId) for name in names do checkInventoryDoc .Tactic name modifyCurLevel fun level => pure {level with tactics := {level.tactics with only := names}} /-! ### Definitions -/ /-- Declare a documentation entry for some definition. Expect an identifier and then a string literal. -/ elab "DefinitionDoc" name:ident content:str : command => modifyEnv (inventoryDocExt.addEntry · { category := default type := .Definition name := name.getId, userName := name.getId, content := content.getString }) /-- Declare definitions that are introduced by this level. -/ elab "NewDefinition" args:ident* : command => do let names := args.map (·.getId) for name in names do checkInventoryDoc .Definition name modifyCurLevel fun level => pure {level with definitions := {level.definitions with new := names}} /-- Declare definitions that are temporarily disabled in this level -/ elab "DisabledDefinition" args:ident* : command => do let names := args.map (·.getId) -- for name in names do checkInventoryDoc .Definition name modifyCurLevel fun level => pure {level with definitions := {level.definitions with disabled := names}} /-- Temporarily disable all definitions except the ones declared here -/ elab "OnlyDefinition" args:ident* : command => do let names := args.map (·.getId) for name in names do checkInventoryDoc .Definition name modifyCurLevel fun level => pure {level with definitions := {level.definitions with only := names}} /-! ### Lemmas -/ /-- Declare a documentation entry for some lemma. Expect two identifiers and then a string literal. The first identifier is meant as the real name of the lemma while the second is the displayed name. Currently the real name isn't used. -/ elab "LemmaDoc" name:ident "as" userName:ident "in" category:str content:str : command => modifyEnv (inventoryDocExt.addEntry · { name := name.getId, type := .Lemma userName := userName.getId, category := category.getString, content := content.getString }) /-- Declare lemmas that are introduced by this level. -/ elab "NewLemma" args:ident* : command => do let names := args.map (·.getId) for name in names do checkInventoryDoc .Lemma name modifyCurLevel fun level => pure {level with lemmas := {level.lemmas with new := names}} /-- Declare lemmas that are temporarily disabled in this level -/ elab "DisabledLemma" args:ident* : command => do let names := args.map (·.getId) -- for name in names do checkInventoryDoc .Lemma name modifyCurLevel fun level => pure {level with lemmas := {level.lemmas with disabled := names}} /-- Temporarily disable all lemmas except the ones declared here -/ elab "OnlyLemma" args:ident* : command => do let names := args.map (·.getId) for name in names do checkInventoryDoc .Lemma name modifyCurLevel fun level => pure {level with lemmas := {level.lemmas with only := names}} /-! ## 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 ComputedInventoryItem → GameLevel | .Tactic, v => {level with tactics := {level.tactics with computed := v}} | .Definition, v => {level with definitions := {level.definitions with computed := v}} | .Lemma, v => {level with lemmas := {level.lemmas with computed := v}} /-- Make the final 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 -- Check for loops in world graph if game.worlds.hasLoops then throwError "World graph has loops!" -- Compute which inventory items are available in which level: for inventoryType in open InventoryType in #[Tactic, Definition, Lemma] do let mut newItemsInWorld : HashMap Name (HashSet Name) := {} let mut allItems : HashSet Name := {} for (worldId, world) in game.worlds.nodes.toArray do let mut newItems : HashSet Name := {} for (_, level) in world.levels.toArray do newItems := newItems.insertMany (level.getInventory inventoryType).new allItems := allItems.insertMany (level.getInventory inventoryType).new newItemsInWorld := newItemsInWorld.insert worldId newItems -- Basic inventory item availability: all locked, none disabled. let Availability₀ : HashMap Name ComputedInventoryItem := HashMap.ofList $ ← allItems.toList.mapM fun name => do return (name, { name category := (← getInventoryDoc? name inventoryType).get!.category locked := true disabled := false}) -- Availability after a given world let mut itemsInWorld : HashMap Name (HashMap Name ComputedInventoryItem) := {} for (worldId, _) in game.worlds.nodes.toArray do let mut items := Availability₀ let predecessors := game.worlds.predecessors worldId for predWorldId in predecessors do for item in newItemsInWorld.find! predWorldId do items := items.insert item { name := item category := (← getInventoryDoc? item inventoryType).get!.category locked := false disabled := false } itemsInWorld := itemsInWorld.insert worldId items for (worldId, world) in game.worlds.nodes.toArray do let mut items := itemsInWorld.find! worldId let levels := world.levels.toArray.insertionSort fun a b => a.1 < b.1 for (levelId, level) in levels do for item in (level.getInventory inventoryType).new do let category := (← getInventoryDoc? item inventoryType).get!.category items := items.insert item {name := item, category, locked := false, disabled := false} for item in (level.getInventory inventoryType).disabled do let category := (← getInventoryDoc? item inventoryType).get!.category items := items.insert item {name := item, category, locked := false, disabled := true} let itemsArray := items.toArray |>.insertionSort (fun a b => a.1.toString < b.1.toString) |>.map (·.2) modifyLevel ⟨← getCurGameId, worldId, levelId⟩ fun level => do return level.setComputedInventory inventoryType itemsArray