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216 lines
8.5 KiB
TypeScript
216 lines
8.5 KiB
TypeScript
/**
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* @fileOverview Defines the user progress which is loaded from the browser store and kept
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*/
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import { createSlice } from '@reduxjs/toolkit'
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import type { PayloadAction } from '@reduxjs/toolkit'
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import { loadState } from "./local_storage";
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import { WorkDoneProgressBegin } from 'vscode-languageserver-protocol';
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interface Selection {
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selectionStartLineNumber: number,
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selectionStartColumn: number,
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positionLineNumber: number
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positionColumn: number
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}
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interface LevelProgressState {
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code: string,
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selections: Selection[],
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completed: boolean,
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help: number[], // A set of rows where hidden hints have been displayed
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}
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interface WorldProgressState {
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[world: string] : {[level: number]: LevelProgressState},
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}
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export interface GameProgressState {
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inventory: string[],
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difficulty: number,
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openedIntro: boolean,
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data: WorldProgressState,
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typewriterMode: boolean
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}
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/**
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* Currently we have three difficulties:
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*
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* | lock tactics | lock levels |
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* --|--------------|-------------|
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* 0 | no | no |
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* 1 | yes | no |
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* 2 | yes | yes |
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*/
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const DEFAULT_DIFFICULTY = 2
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/** The progress made on all lean4-games */
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interface ProgressState {
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games: {[game: string]: GameProgressState}
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}
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const initialProgressState: ProgressState = loadState() ?? { games: {} }
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// TODO: There was some weird unreproducible bug with removing `as LevelProgressState` here...
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const initalLevelProgressState: LevelProgressState = {code: "", completed: false, selections: [], help: []}
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/** Add an empty skeleton with progress for the current game */
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function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) {
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if (!state.games[action.payload.game]) {
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state.games[action.payload.game] = {inventory: [], openedIntro: true, data: {}, difficulty: DEFAULT_DIFFICULTY, typewriterMode: true}
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}
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if (!state.games[action.payload.game].data) {
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state.games[action.payload.game].data = {}
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}
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}
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/** Add an empty skeleton with progress for the current level */
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function addLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
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addGameProgress(state, action)
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if (!state.games[action.payload.game].data[action.payload.world]) {
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state.games[action.payload.game].data[action.payload.world] = {}
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}
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if (!state.games[action.payload.game].data[action.payload.world][action.payload.level]) {
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state.games[action.payload.game].data[action.payload.world][action.payload.level] = {...initalLevelProgressState}
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}
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}
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export const progressSlice = createSlice({
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name: 'progress',
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initialState: initialProgressState,
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reducers: {
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/** put edited code in the state and set completed to false */
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codeEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, code: string}>) {
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addLevelProgress(state, action)
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state.games[action.payload.game].data[action.payload.world][action.payload.level].code = action.payload.code
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state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = false
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},
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/** TODO: docstring */
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changedSelection(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) {
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addLevelProgress(state, action)
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state.games[action.payload.game].data[action.payload.world][action.payload.level].selections = action.payload.selections
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},
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/** mark level as completed */
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levelCompleted(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
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addLevelProgress(state, action)
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state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = true
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},
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/** Set the list of rows where help is displayed */
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helpEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, help: number[]}>) {
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addLevelProgress(state, action)
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console.debug(`!setting help to: ${action.payload.help}`)
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state.games[action.payload.game].data[action.payload.world][action.payload.level].help = action.payload.help
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},
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/** delete all progress for this game */
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deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) {
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state.games[action.payload.game] = {inventory: [], data: {}, openedIntro: true, difficulty: DEFAULT_DIFFICULTY, typewriterMode: true}
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},
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/** delete progress for this level */
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deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
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addLevelProgress(state, action)
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state.games[action.payload.game].data[action.payload.world][action.payload.level] = initalLevelProgressState
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},
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/** load progress, e.g. from external import */
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loadProgress(state: ProgressState, action: PayloadAction<{game: string, data:GameProgressState}>) {
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console.debug(`setting data to:\n ${action.payload.data}`)
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state.games[action.payload.game] = action.payload.data
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},
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/** set the current inventory */
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changedInventory(state: ProgressState, action: PayloadAction<{game: string, inventory: string[]}>) {
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addGameProgress(state, action)
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state.games[action.payload.game].inventory = action.payload.inventory
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},
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/** set the difficulty */
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changedDifficulty(state: ProgressState, action: PayloadAction<{game: string, difficulty: number}>) {
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addGameProgress(state, action)
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state.games[action.payload.game].difficulty = action.payload.difficulty
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},
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/** set the difficulty */
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changedOpenedIntro(state: ProgressState, action: PayloadAction<{game: string, openedIntro: boolean}>) {
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addGameProgress(state, action)
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state.games[action.payload.game].openedIntro = action.payload.openedIntro
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},
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changeTypewriterMode(state: ProgressState, action: PayloadAction<{game: string, typewriterMode: boolean}>) {
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addGameProgress(state, action)
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state.games[action.payload.game].typewriterMode = action.payload.typewriterMode
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}
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}
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})
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/** if the level does not exist, return default values */
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export function selectLevel(game: string, world: string, level: number) {
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return (state) =>{
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if (!state.progress.games[game]) { return initalLevelProgressState }
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if (!state.progress.games[game].data[world]) { return initalLevelProgressState }
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if (!state.progress.games[game].data[world][level]) { return initalLevelProgressState }
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return state.progress.games[game].data[world][level]
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}
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}
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/** return the code of the current level */
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export function selectCode(game: string, world: string, level: number) {
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return (state) => {
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return selectLevel(game, world, level)(state).code
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}
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}
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/** return the current inventory */
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export function selectInventory(game: string) {
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return (state) => {
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if (!state.progress.games[game]) { return [] }
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return state.progress.games[game].inventory
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}
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}
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/** return the code of the current level */
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export function selectHelp(game: string, world: string, level: number) {
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return (state) => {
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return selectLevel(game, world, level)(state).help
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}
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}
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/** return the selections made in the current level */
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export function selectSelections(game: string, world: string, level: number) {
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return (state) => {
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return selectLevel(game, world, level)(state).selections
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}
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}
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/** return whether the current level is clompleted */
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export function selectCompleted(game: string, world: string, level: number) {
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return (state) => {
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return selectLevel(game, world, level)(state).completed
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}
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}
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/** return progress for the current game if it exists */
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export function selectProgress(game: string) {
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return (state) => {
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return state.progress.games[game] ?? null
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}
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}
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/** return difficulty for the current game if it exists */
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export function selectDifficulty(game: string) {
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return (state) => {
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return state.progress.games[game]?.difficulty ?? DEFAULT_DIFFICULTY
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}
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}
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/** return whether the intro has been read */
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export function selectOpenedIntro(game: string) {
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return (state) => {
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return state.progress.games[game]?.openedIntro
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}
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}
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/** return whether the intro has been read */
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export function selectTypewriterMode(game: string) {
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return (state) => {
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return state.progress.games[game] ? state.progress.games[game].typewriterMode : true
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}
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}
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/** Export actions to modify the progress */
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export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
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deleteLevelProgress, loadProgress, helpEdited, changedInventory, changedOpenedIntro,
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changedDifficulty, changeTypewriterMode} = progressSlice.actions
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