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lean4game/client/src/components/level.tsx

640 lines
25 KiB
TypeScript

import * as React from 'react'
import { useEffect, useState, useRef, useContext } from 'react'
import { useSelector, useStore } from 'react-redux'
import Split from 'react-split'
import { useParams } from 'react-router-dom'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faHome, faArrowRight } from '@fortawesome/free-solid-svg-icons'
import { CircularProgress } from '@mui/material'
import type { Location } from 'vscode-languageserver-protocol'
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { AbbreviationProvider } from 'lean4web/client/src/editor/abbreviation/AbbreviationProvider'
import { AbbreviationRewriter } from 'lean4web/client/src/editor/abbreviation/rewriter/AbbreviationRewriter'
import { InfoProvider } from 'lean4web/client/src/editor/infoview'
import { LeanTaskGutter } from 'lean4web/client/src/editor/taskgutter'
import { InfoviewApi } from '@leanprover/infoview'
import { EditorContext } from '../../../node_modules/lean4-infoview/src/infoview/contexts'
import { EditorConnection, EditorEvents } from '../../../node_modules/lean4-infoview/src/infoview/editorConnection'
import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event'
import { GameIdContext } from '../app'
import { ConnectionContext, connection, useLeanClient } from '../connection'
import { useAppDispatch, useAppSelector } from '../hooks'
import { useGetGameInfoQuery, useLoadInventoryOverviewQuery, useLoadLevelQuery } from '../state/api'
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
selectHelp, selectDifficulty, selectInventory } from '../state/progress'
import { store } from '../state/store'
import { Button } from './button'
import Markdown from './markdown'
import {InventoryPanel} from './inventory'
import { hasInteractiveErrors } from './infoview/typewriter'
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext,
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
import { DualEditor } from './infoview/main'
import { GameHint } from './infoview/rpc_api'
import { DeletedHints, Hint, Hints } from './hints'
import { PrivacyPolicyPopup } from './popup/privacy_policy'
import '@fontsource/roboto/300.css'
import '@fontsource/roboto/400.css'
import '@fontsource/roboto/500.css'
import '@fontsource/roboto/700.css'
import 'lean4web/client/src/editor/infoview.css'
import 'lean4web/client/src/editor/vscode.css'
import '../css/level.css'
import { LevelAppBar } from './app_bar'
function Level() {
const params = useParams()
const levelId = parseInt(params.levelId)
const worldId = params.worldId
const [impressum, setImpressum] = React.useState(false)
const closeImpressum = () => {
setImpressum(false)
}
return <WorldLevelIdContext.Provider value={{worldId, levelId}}>
{levelId == 0 ?
<Introduction impressum={impressum} setImpressum={setImpressum} /> :
<PlayableLevel key={`${worldId}/${levelId}`} impressum={impressum} setImpressum={setImpressum} />}
{impressum ? <PrivacyPolicyPopup handleClose={closeImpressum} /> : null}
</WorldLevelIdContext.Provider>
}
function ChatPanel({lastLevel}) {
const chatRef = useRef<HTMLDivElement>(null)
const {mobile} = useContext(MobileContext)
const gameId = useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
const {proof, setProof} = useContext(ProofContext)
const {deletedChat, setDeletedChat, showHelp, setShowHelp} = useContext(DeletedChatContext)
const {selectedStep, setSelectedStep} = useContext(SelectionContext)
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.length - 1
let withErr = hasInteractiveErrors(proof[k]?.errors) ? 1 : 0
function toggleSelection(line: number) {
return (ev) => {
console.debug('toggled selection')
if (selectedStep == line) {
setSelectedStep(undefined)
} else {
setSelectedStep(line)
}
}
}
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: ${Array.from(tmp.values())}`)
}
useEffect(() => {
// TODO: For some reason this is always called twice
console.debug('scroll chat')
if (!mobile) {
chatRef.current!.lastElementChild?.scrollIntoView() //scrollTo(0,0)
}
}, [proof, showHelp])
// Scroll to element if selection changes
useEffect(() => {
if (typeof selectedStep !== 'undefined') {
Array.from(chatRef.current?.getElementsByClassName(`step-${selectedStep}`)).map((elem) => {
elem.scrollIntoView({block: "center"})
})
}
}, [selectedStep])
// useEffect(() => {
// // // Scroll to top when loading a new level
// // // TODO: Thats the wrong behaviour probably
// // chatRef.current!.scrollTo(0,0)
// }, [gameId, worldId, levelId])
let introText: Array<string> = level?.data?.introduction.split(/\n(\s*\n)+/)
return <div className="chat-panel">
<div ref={chatRef} className="chat">
{introText?.filter(t => t.trim()).map(((t, i) =>
<Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={selectedStep} toggleSelection={toggleSelection(0)} />
))}
{proof.map((step, i) => {
// It the last step has errors, it will have the same hints
// as the second-to-last step. Therefore we should not display them.
if (!(i == proof.length - 1 && withErr)) {
// TODO: Should not use index as key.
return <Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)} lastLevel={i == proof.length - 1}/>
}
})}
<DeletedHints hints={deletedChat}/>
{completed &&
<>
<div className={`message information recent step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
Level completed! 🎉
</div>
{level?.data?.conclusion?.trim() &&
<div className={`message information recent step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
<Markdown>{level?.data?.conclusion}</Markdown>
</div>
}
</>
}
</div>
<div className="button-row">
{completed && (lastLevel ?
<Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
</Button> :
<Button to={`/${gameId}/world/${worldId}/level/${levelId + 1}`}>
Next&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button>)
}
{hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
</div>
</div>
}
function ExercisePanel({codeviewRef, visible=true}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
const gameInfo = useGetGameInfoQuery({game: gameId})
return <div className={`exercise-panel ${visible ? '' : 'hidden'}`}>
<div className="exercise">
<DualEditor level={level?.data} codeviewRef={codeviewRef} levelId={levelId} worldId={worldId} worldSize={gameInfo.data?.worldSize[worldId]}/>
</div>
</div>
}
function PlayableLevel({impressum, setImpressum}) {
const codeviewRef = useRef<HTMLDivElement>(null)
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const {mobile} = React.useContext(MobileContext)
const difficulty = useSelector(selectDifficulty(gameId))
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
const inventory: Array<String> = useSelector(selectInventory(gameId))
const gameInfo = useGetGameInfoQuery({game: gameId})
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
// The state variables for the `ProofContext`
const [proof, setProof] = useState<Array<ProofStep>>([])
// 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
const [deletedChat, setDeletedChat] = useState<Array<GameHint>>([])
// A set of row numbers where help is displayed
const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
// Only for mobile layout
const [pageNumber, setPageNumber] = useState(0)
const [typewriterMode, setTypewriterMode] = useState(true)
// set to true to prevent switching between typewriter and editor
const [lockInputMode, setLockInputMode] = useState(false)
const [typewriterInput, setTypewriterInput] = useState("")
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
const dispatch = useAppDispatch()
// impressum pop-up
function toggleImpressum() {setImpressum(!impressum)}
// When clicking on an inventory item, the inventory is overlayed by the item's doc.
// If this state is set to a pair `(name, type)` then the according doc will be open.
// Set `inventoryDoc` to `null` to close the doc
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null)
function closeInventoryDoc () {setInventoryDoc(null)}
const onDidChangeContent = (code) => {
dispatch(codeEdited({game: gameId, world: worldId, level: levelId, code}))
}
const onDidChangeSelection = (monacoSelections) => {
const selections = monacoSelections.map(
({selectionStartLineNumber, selectionStartColumn, positionLineNumber, positionColumn}) =>
{return {selectionStartLineNumber, selectionStartColumn, positionLineNumber, positionColumn}})
dispatch(changedSelection({game: gameId, world: worldId, level: levelId, selections}))
}
const {editor, infoProvider, editorConnection} =
useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection)
/** Unused. Was implementing an undo button, which has been replaced by `deleteProof` inside
* `TypewriterInterface`.
*/
const handleUndo = () => {
const endPos = editor.getModel().getFullModelRange().getEndPosition()
let range
console.log(endPos.column)
if (endPos.column === 1) {
range = monaco.Selection.fromPositions(
new monaco.Position(endPos.lineNumber - 1, 1),
endPos
)
} else {
range = monaco.Selection.fromPositions(
new monaco.Position(endPos.lineNumber, 1),
endPos
)
}
editor.executeEdits("undo-button", [{
range,
text: "",
forceMoveMarkers: false
}]);
}
// Select and highlight proof steps and corresponding hints
// TODO: with the new design, there is no difference between the introduction and
// a hint at the beginning of the proof...
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 (() => {
// Lock editor mode
if (level?.data?.template) {
setTypewriterMode(false)
if (editor) {
let code = editor.getModel().getLinesContent()
// console.log(`insert. code: ${code}`)
// console.log(`insert. join: ${code.join('')}`)
// console.log(`insert. trim: ${code.join('').trim()}`)
// console.log(`insert. length: ${code.join('').trim().length}`)
// console.log(`insert. range: ${editor.getModel().getFullModelRange()}`)
// TODO: It does seem that the template is always indented by spaces.
// This is a hack, assuming there are exactly two.
if (!code.join('').trim().length) {
console.debug(`inserting template:\n${level.data.template}`)
// TODO: This does not work! HERE
// Probably overwritten by a query to the server
editor.executeEdits("template-writer", [{
range: editor.getModel().getFullModelRange(),
text: level.data.template + `\n`,
forceMoveMarkers: true
}])
} else {
console.debug(`not inserting template.`)
}
}
} else {
setTypewriterMode(true)
}
}, [level, levelId, worldId, gameId, editor])
useEffect(() => {
// TODO: That's a problem if the saved proof contains an error
// Reset command line input when loading a new level
setTypewriterInput("")
// Load the selected help steps from the store
setShowHelp(new Set(selectHelp(gameId, worldId, levelId)(store.getState())))
}, [gameId, worldId, levelId])
useEffect(() => {
if (!typewriterMode) {
// Delete last input attempt from command line
editor.executeEdits("typewriter", [{
range: editor.getSelection(),
text: "",
forceMoveMarkers: false
}]);
editor.focus()
}
}, [typewriterMode])
useEffect(() => {
// Forget whether hidden hints are displayed for steps that don't exist yet
if (proof.length) {
console.debug(Array.from(showHelp))
setShowHelp(new Set(Array.from(showHelp).filter(i => (i < proof.length))))
}
}, [proof])
// save showed help in store
useEffect(() => {
if (proof.length) {
console.debug(`showHelp:\n ${showHelp}`)
dispatch(helpEdited({game: gameId, world: worldId, level: levelId, help: Array.from(showHelp)}))
}
}, [showHelp])
// Effect when command line mode gets enabled
useEffect(() => {
if (editor && typewriterMode) {
let code = editor.getModel().getLinesContent().filter(line => line.trim())
editor.executeEdits("typewriter", [{
range: editor.getModel().getFullModelRange(),
text: code.length ? code.join('\n') + '\n' : '',
forceMoveMarkers: true
}]);
// let endPos = editor.getModel().getFullModelRange().getEndPosition()
// if (editor.getModel().getLineContent(endPos.lineNumber).trim() !== "") {
// editor.executeEdits("typewriter", [{
// range: monaco.Selection.fromPositions(endPos, endPos),
// text: "\n",
// forceMoveMarkers: true
// }]);
// }
// let endPos = editor.getModel().getFullModelRange().getEndPosition()
// let currPos = editor.getPosition()
// if (currPos.column != 1 || (currPos.lineNumber != endPos.lineNumber && currPos.lineNumber != endPos.lineNumber - 1)) {
// // This is not a position that would naturally occur from Typewriter, reset:
// editor.setSelection(monaco.Selection.fromPositions(endPos, endPos))
// }
}
}, [editor, typewriterMode])
return <>
<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
<DeletedChatContext.Provider value={{deletedChat, setDeletedChat, showHelp, setShowHelp}}>
<SelectionContext.Provider value={{selectedStep, setSelectedStep}}>
<InputModeContext.Provider value={{typewriterMode, setTypewriterMode, typewriterInput, setTypewriterInput, lockInputMode, setLockInputMode}}>
<ProofContext.Provider value={{proof, setProof}}>
<EditorContext.Provider value={editorConnection}>
<MonacoEditorContext.Provider value={editor}>
<LevelAppBar
pageNumber={pageNumber} setPageNumber={setPageNumber}
isLoading={level.isLoading}
levelTitle={`${mobile ? '' : 'Level '}${levelId} / ${gameInfo.data?.worldSize[worldId]}` +
(level?.data?.title && ` : ${level?.data?.title}`)}
toggleImpressum={toggleImpressum} />
{mobile?
// TODO: This is copied from the `Split` component below...
<>
<div className={`app-content level-mobile ${level.isLoading ? 'hidden' : ''}`}>
<ExercisePanel
codeviewRef={codeviewRef}
visible={pageNumber == 0} />
<InventoryPanel levelInfo={level?.data} visible={pageNumber == 1} />
</div>
</>
:
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level ${level.isLoading ? 'hidden' : ''}`}>
<ChatPanel lastLevel={lastLevel}/>
<ExercisePanel
codeviewRef={codeviewRef} />
<InventoryPanel levelInfo={level?.data} />
</Split>
}
</MonacoEditorContext.Provider>
</EditorContext.Provider>
</ProofContext.Provider>
</InputModeContext.Provider>
</SelectionContext.Provider>
</DeletedChatContext.Provider>
</>
}
function IntroductionPanel({gameInfo}) {
const gameId = React.useContext(GameIdContext)
const {worldId} = useContext(WorldLevelIdContext)
let text: Array<string> = gameInfo.data?.worlds.nodes[worldId].introduction.split(/\n(\s*\n)+/)
return <div className="chat-panel">
<div className="chat">
{text?.filter(t => t.trim()).map(((t, i) =>
<Hint key={`intro-p-${i}`}
hint={{text: t, hidden: false}} step={0} selected={null} toggleSelection={undefined} />
))}
</div>
<div className="button-row">
{gameInfo.data?.worldSize[worldId] == 0 ?
<Button to={`/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> :
<Button to={`/${gameId}/world/${worldId}/level/1`}>
Start&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button>
}
</div>
</div>
}
export default Level
/** The site with the introduction text of a world */
function Introduction({impressum, setImpressum}) {
const gameId = React.useContext(GameIdContext)
const {mobile} = useContext(MobileContext)
const inventory = useLoadInventoryOverviewQuery({game: gameId})
const gameInfo = useGetGameInfoQuery({game: gameId})
const toggleImpressum = () => {
setImpressum(!impressum)
}
return <>
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle="Introduction" toggleImpressum={toggleImpressum}/>
{gameInfo.isLoading ?
<div className="app-content loading"><CircularProgress /></div>
: mobile ?
<IntroductionPanel gameInfo={gameInfo} />
:
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level`}>
<IntroductionPanel gameInfo={gameInfo} />
<div className="world-image-container empty"></div>
<InventoryPanel levelInfo={inventory?.data} />
</Split>
}
</>
}
// {mobile?
// // TODO: This is copied from the `Split` component below...
// <>
// <div className={`app-content level-mobile ${level.isLoading ? 'hidden' : ''}`}>
// <ExercisePanel
// impressum={impressum}
// closeImpressum={closeImpressum}
// codeviewRef={codeviewRef}
// visible={pageNumber == 0} />
// <InventoryPanel levelInfo={level?.data} visible={pageNumber == 1} />
// </div>
// </>
// :
// <Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level ${level.isLoading ? 'hidden' : ''}`}>
// <ChatPanel lastLevel={lastLevel}/>
// <ExercisePanel
// impressum={impressum}
// closeImpressum={closeImpressum}
// codeviewRef={codeviewRef} />
// <InventoryPanel levelInfo={level?.data} />
// </Split>
// }
function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) {
const connection = React.useContext(ConnectionContext)
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null)
const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null)
const [infoviewApi, setInfoviewApi] = useState<null|InfoviewApi>(null)
const [editorConnection, setEditorConnection] = useState<null|EditorConnection>(null)
// Create Editor
useEffect(() => {
const editor = monaco.editor.create(codeviewRef.current!, {
glyphMargin: true,
quickSuggestions: false,
lightbulb: {
enabled: true
},
unicodeHighlight: {
ambiguousCharacters: false,
},
automaticLayout: true,
minimap: {
enabled: false
},
lineNumbersMinChars: 3,
'semanticHighlighting.enabled': true,
theme: 'vs-code-theme-converted'
})
const infoProvider = new InfoProvider(connection.getLeanClient(gameId))
const editorApi = infoProvider.getApi()
const editorEvents: EditorEvents = {
initialize: new EventEmitter(),
gotServerNotification: new EventEmitter(),
sentClientNotification: new EventEmitter(),
serverRestarted: new EventEmitter(),
serverStopped: new EventEmitter(),
changedCursorLocation: new EventEmitter(),
changedInfoviewConfig: new EventEmitter(),
runTestScript: new EventEmitter(),
requestedAction: new EventEmitter(),
};
// Challenge: write a type-correct fn from `Eventify<T>` to `T` without using `any`
const infoviewApi: InfoviewApi = {
initialize: async l => editorEvents.initialize.fire(l),
gotServerNotification: async (method, params) => {
editorEvents.gotServerNotification.fire([method, params]);
},
sentClientNotification: async (method, params) => {
editorEvents.sentClientNotification.fire([method, params]);
},
serverRestarted: async r => editorEvents.serverRestarted.fire(r),
serverStopped: async serverStoppedReason => {
editorEvents.serverStopped.fire(serverStoppedReason)
},
changedCursorLocation: async loc => editorEvents.changedCursorLocation.fire(loc),
changedInfoviewConfig: async conf => editorEvents.changedInfoviewConfig.fire(conf),
requestedAction: async action => editorEvents.requestedAction.fire(action),
// See https://rollupjs.org/guide/en/#avoiding-eval
// eslint-disable-next-line @typescript-eslint/no-implied-eval
runTestScript: async script => new Function(script)(),
getInfoviewHtml: async () => document.body.innerHTML,
};
const ec = new EditorConnection(editorApi, editorEvents);
setEditorConnection(ec)
editorEvents.initialize.on((loc: Location) => ec.events.changedCursorLocation.fire(loc))
setEditor(editor)
setInfoProvider(infoProvider)
setInfoviewApi(infoviewApi)
return () => { infoProvider.dispose(); editor.dispose() }
}, [])
const {leanClient, leanClientStarted} = useLeanClient(gameId)
const uriStr = `file:///${worldId}/${levelId}`
const uri = monaco.Uri.parse(uriStr)
// Create model when level changes
useEffect(() => {
if (editor && leanClientStarted) {
let model = monaco.editor.getModel(uri)
if (!model) {
model = monaco.editor.createModel(initialCode, 'lean4', uri)
}
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}})
model.dispose();
}
}
}, [editor, levelId, connection, leanClientStarted])
useEffect(() => {
if (editor && leanClientStarted) {
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}
}