You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
lean4game/server/GameServer/Commands.lean

1009 lines
42 KiB
Plaintext

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

import GameServer.Helpers
import GameServer.Inventory
import GameServer.Options
import GameServer.SaveData
import GameServer.Hints
import GameServer.Tactic.LetIntros
import GameServer.RpcHandlers -- only needed to collect the translations of "level completed" msgs
import I18n
open Lean Meta Elab Command
open GameServer
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
let title ← t.getString.translate
match ← getCurLayer with
| .Level => modifyCurLevel fun level => pure {level with title := title}
| .World => modifyCurWorld fun world => pure {world with title := title}
| .Game => modifyCurGame fun game => pure {game with
title := title
tile := {game.tile with title := title}}
/-- Define the introduction of the current game/world/level. -/
elab "Introduction" t:str : command => do
let intro ← t.getString.translate
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.translate
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.translate
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.translate
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.translate
modifyCurGame fun game => pure {game with
tile := {game.tile with long := caption}}
/-- A list of Languages the game is translated to. For example `Languages "de" "en"`.
The keys are ISO language codes.
-/
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 implemented -/
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
let doc ← doc.translate
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
let doc ← doc.translate
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
let doc ← doc.translate
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 -/
/-- You can write `Statement add_comm (preamble := simp) .... := by` which
will automatically execute the given tactic sequence before the exercise
is handed to the player.
A common example is to use
```
refine { carrier := M, ?.. }
```
in exercises, where the statement is a structure, to fill in all the data fields.
For example in "Show that all matrices with first column zero form a submodule",
you could provide the set of all these matrices as `carrier` and the player will receive
all the `Prop`-valued fields as goals.
-/
syntax preambleArg := atomic(" (preamble := " withoutPosition(tacticSeq) ")")
/-- Define the statement of the current level. -/
elab doc:docComment ? attrs:Parser.Term.attributes ?
"Statement" statementName:ident ? preamble:preambleArg ? sig:declSig val:declVal : command => do
let lvlIdx ← getCurLevelIdx
-- add an optional tactic sequence that the engine executes before the game starts
let preambleSeq : TSyntax `Lean.Parser.Tactic.tacticSeq ← match preamble with
| none => `(Parser.Tactic.tacticSeq|skip)
| some x => match x with
| `(preambleArg| (preamble := $tac)) => pure tac
| _ => `(Parser.Tactic.tacticSeq|skip)
let docContent ← parseDocComment doc
let docContent ← match docContent with
| none => pure none
| some d => d.translate
-- 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 `:=`"
-- extract the `tacticSeq` from `val` in order to add `let_intros` in front.
-- TODO: don't understand meta-programming enough to avoid having `let_intros`
-- duplicated three times below…
let tacticStx : TSyntax `Lean.Parser.Tactic.tacticSeq := match val with
| `(Parser.Command.declVal| := by $proof) => proof
| _ => panic "expected `:= by`"
-- Add theorem to context.
match statementName with
| some name =>
let env ← getEnv
let fullName := (← getCurrNamespace) ++ name.getId
if env.contains fullName then
let some orig := env.constants.map₁.find? fullName
| throwError s!"error in \"Statement\": `{fullName}` not found."
let origType := orig.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 := by {let_intros; $(⟨preambleSeq⟩); $(⟨tacticStx⟩)})
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 := by {let_intros; $(⟨preambleSeq⟩); $(⟨tacticStx⟩)})
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 := by {let_intros; $(⟨preambleSeq⟩); $(⟨tacticStx⟩)})
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
let goalDecl ← goal.getDecl
let fvars := goalDecl.lctx.decls.toArray.filterMap id |> Array.map (·.fvarId)
-- NOTE: This code about `hintFVarsNames` is duplicated from `RpcHandlers`
-- where the variable bijection is constructed, and they
-- need to be matching.
-- NOTE: This is a bit a hack of somebody who does not know how meta-programming works.
-- All we want here is a list of `userNames` for the `FVarId`s in `hintFVars`...
-- and we wrap them in `«{}»` here since I don't know how to do it later.
let mut hintFVarsNames : Array Expr := #[]
for fvar in fvars do
let name₁ ← fvar.getUserName
hintFVarsNames := hintFVarsNames.push <| Expr.fvar ⟨s!"«\{{name₁}}»"⟩
let text ← instantiateMVars (mkMVar text)
-- Evaluate the text in the `Hint`'s context to get the old variable names.
let rawText := (← GameServer.evalHintMessage text) hintFVarsNames
let ctx₂ := {env := ← getEnv, mctx := ← getMCtx, lctx := ← getLCtx, opts := {}}
let rawText : String ← (MessageData.withContext ctx₂ rawText).toString
return {
goal := ← abstractCtx goal
text := text
rawText := rawText
strict := strict == 1
hidden := hidden == 1
}
-- Note: The current setup for hints is a bit convoluted, but for now we need to
-- send the text once through i18n to register it in the env extension.
-- This could probably be rewritten once i18n works fully.
let _ ← hint.rawText.translate
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,
preamble := preambleSeq
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 -/
open GameServer in
/-- 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."
pure ()
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` occurrence 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 =>
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀ + 1} not found for world {worldId}!"
match (idx).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
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀} not found for world {worldId}!"
match (idx).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.
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀ + 1} not found for world {worldId}!"
match (idx).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 =>
let some idx := world.levels.find? (i₀) | throwError s!"Level {i₀} not found for world {worldId}!"
match (idx).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