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lean4game/client/src/state/progress.ts

162 lines
6.5 KiB
TypeScript

/**
* @fileOverview Defines the user progress which is loaded from the browser store and kept
*/
import { createSlice } from '@reduxjs/toolkit'
import type { PayloadAction } from '@reduxjs/toolkit'
import { loadState } from "./local_storage";
import { WorkDoneProgressBegin } from 'vscode-languageserver-protocol';
interface Selection {
selectionStartLineNumber: number,
selectionStartColumn: number,
positionLineNumber: number
positionColumn: number
}
interface LevelProgressState {
code: string,
selections: Selection[],
completed: boolean,
help: number[], // A set of rows where hidden hints have been displayed
}
interface WorldProgressState {
[world: string] : {[level: number]: LevelProgressState},
}
export interface GameProgressState {
inventory: string[],
data: WorldProgressState
}
/** The progress made on all lean4-games */
interface ProgressState {
games: {[game: string]: GameProgressState}
}
const initialProgressState: ProgressState = loadState() ?? { games: {} }
// TODO: There was some weird unreproducible bug with removing `as LevelProgressState` here...
const initalLevelProgressState: LevelProgressState = {code: "", completed: false, selections: [], help: []}
/** Add an empty skeleton with progress for the current game */
function addGameProgress (state: ProgressState, action: PayloadAction<{game: string}>) {
if (!state.games[action.payload.game]) {
state.games[action.payload.game] = {inventory: [], data: {}}
}
}
/** Add an empty skeleton with progress for the current level */
function addLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addGameProgress(state, action)
if (!state.games[action.payload.game].data[action.payload.world]) {
state.games[action.payload.game].data[action.payload.world] = {}
}
if (!state.games[action.payload.game].data[action.payload.world][action.payload.level]) {
state.games[action.payload.game].data[action.payload.world][action.payload.level] = {...initalLevelProgressState}
}
}
export const progressSlice = createSlice({
name: 'progress',
initialState: initialProgressState,
reducers: {
/** put edited code in the state and set completed to false */
codeEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, code: string}>) {
addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].code = action.payload.code
state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = false
},
/** TODO: docstring */
changedSelection(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, selections: Selection[]}>) {
addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].selections = action.payload.selections
},
/** mark level as completed */
levelCompleted(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level].completed = true
},
/** Set the list of rows where help is displayed */
helpEdited(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number, help: number[]}>) {
addLevelProgress(state, action)
console.debug(`!setting help to: ${action.payload.help}`)
state.games[action.payload.game].data[action.payload.world][action.payload.level].help = action.payload.help
},
/** delete all progress for this game */
deleteProgress(state: ProgressState, action: PayloadAction<{game: string}>) {
state.games[action.payload.game] = {inventory: [], data: {}}
},
/** delete progress for this level */
deleteLevelProgress(state: ProgressState, action: PayloadAction<{game: string, world: string, level: number}>) {
addLevelProgress(state, action)
state.games[action.payload.game].data[action.payload.world][action.payload.level] = initalLevelProgressState
},
/** load progress, e.g. from external import */
loadProgress(state: ProgressState, action: PayloadAction<{game: string, data:GameProgressState}>) {
console.debug(`setting data to:\n ${action.payload.data}`)
state.games[action.payload.game] = action.payload.data
},
/** set the current inventory */
changedInventory(state: ProgressState, action: PayloadAction<{game: string, inventory: string[]}>) {
addGameProgress(state, action)
state.games[action.payload.game].inventory = action.payload.inventory
},
}
})
/** if the level does not exist, return default values */
export function selectLevel(game: string, world: string, level: number) {
return (state) =>{
if (!state.progress.games[game]) { return initalLevelProgressState }
if (!state.progress.games[game].data[world]) { return initalLevelProgressState }
if (!state.progress.games[game].data[world][level]) { return initalLevelProgressState }
return state.progress.games[game].data[world][level]
}
}
/** return the code of the current level */
export function selectCode(game: string, world: string, level: number) {
return (state) => {
return selectLevel(game, world, level)(state).code
}
}
/** return the current inventory */
export function selectInventory(game: string) {
return (state) => {
if (!state.progress.games[game]) { return [] }
return state.progress.games[game].inventory
}
}
/** return the code of the current level */
export function selectHelp(game: string, world: string, level: number) {
return (state) => {
return selectLevel(game, world, level)(state).help
}
}
/** return the selections made in the current level */
export function selectSelections(game: string, world: string, level: number) {
return (state) => {
return selectLevel(game, world, level)(state).selections
}
}
/** return whether the current level is clompleted */
export function selectCompleted(game: string, world: string, level: number) {
return (state) => {
return selectLevel(game, world, level)(state).completed
}
}
/** return progress for the current game if it exists */
export function selectProgress(game: string) {
return (state) => {
return state.progress.games[game] ?? null
}
}
/** Export actions to modify the progress */
export const { changedSelection, codeEdited, levelCompleted, deleteProgress,
deleteLevelProgress, loadProgress, helpEdited, changedInventory } = progressSlice.actions