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lean4game/server/GameServer/Commands.lean

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import GameServer.EnvExtensions
open Lean Meta Elab Command
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
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}
/-- 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}
/-! ## World Paths -/
/-- The worlds of a game are joint by paths. These are defined with the syntax
`Path World₁ → World₂ → World₃`. -/
def Parser.path := Parser.sepBy1Indent Parser.ident "→"
/-- The worlds of a game are joint by paths. These are defined with the syntax
`Path World₁ → World₂ → World₃`. -/
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
/-! # Inventory
The inventory contains docs for tactics, lemmas, and definitions. These are all locked
in the first level and get enabled during the game.
-/
/-! ## Doc entries -/
/-- 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} (add `{type}Doc {name}` in your game's docs section)"
/-- 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 "TacticDoc" name:ident content:str : command =>
modifyEnv (inventoryDocExt.addEntry · {
category := default
type := .Tactic
name := name.getId
displayName := name.getId.toString
content := content.getString })
/-- Documentation entry of a lemma. Example:
```
LemmaDoc Nat.succ_pos as "succ_pos" in "Nat" "says `0 < n.succ`, etc."
```
* The first identifier is used in the commands `[New/Only/Disabled]Lemma`.
It is preferably the true name of the lemma. 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 lemmas by (in the Inventory).
* The description is a string supporting Markdown.
-/
elab "LemmaDoc" name:ident "as" displayName:str "in" category:str content:str : command =>
modifyEnv (inventoryDocExt.addEntry · {
name := name.getId,
type := .Lemma
displayName := displayName.getString,
category := category.getString,
content := content.getString })
/-- 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.
-/
elab "DefinitionDoc" name:ident "as" displayName:str content:str : command =>
modifyEnv (inventoryDocExt.addEntry · {
category := default
type := .Definition
name := name.getId,
displayName := displayName.getString,
content := content.getString })
/-! ## Add inventory items -/
/-- 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 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 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 tactics that are temporarily disabled in this level.
This is ignored if `OnlyTactic` is set. -/
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}}
/-- Declare lemmas that are temporarily disabled in this level.
This is ignored if `OnlyLemma` is set. -/
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}}
/-- 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 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}}
/-- 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}}
/-- Temporarily disable all definitions except the ones declared here.
This is ignored if `OnlyDefinition` is set. -/
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}}
/-- Define which tab of Lemmas is opened by default. Usage: `LemmaTab "Nat"`.
If omitted, the current tab will remain open. -/
elab "LemmaTab" category:str : command =>
modifyCurLevel fun level => pure {level with lemmaTab := category.getString}
/-! # Exercise Statement -/
-- 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 _ _ args =>
match args.toList.filterMap reprintCore with
| [] => none
| [arg] => arg
| args => Format.group <| Format.nest 2 <| Format.joinSep args " "
/-- `reprint` is used to display the Lean-statement to the user-/
def reprint (stx : Syntax) : Format :=
reprintCore stx |>.getD ""
/-- A `attr := ...` option for `Statement`. Add attributes to the defined theorem. -/
syntax statementAttr := "(" &"attr" ":=" Parser.Term.attrInstance,* ")"
-- TODO
/-- Define the statement of the current level. -/
elab "Statement" statementName:ident ? descr:str ? sig:declSig val:declVal : command => do
let lvlIdx ← getCurLevelIdx
-- Save the messages before evaluation of the proof.
let initMsgs ← modifyGet fun st => (st.messages, { st with messages := {} })
-- Check that statement has a docs entry.
match statementName with
| some name => checkInventoryDoc .Lemma name.getId
| none => pure ()
-- 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 : Name := (← getCurGame).name ++ (← getCurWorld).name ++
("level" ++ toString lvlIdx : String)
-- Add theorem to context.
match statementName with
| some name =>
let env ← getEnv
if env.contains name.getId then
let origType := (env.constants.map₁.find! name.getId).type
-- TODO: Check if `origType` agrees with `sig` and output `logInfo` instead of `logWarning`
-- in that case.
logWarningAt name m!"Environment already contains {name.getId}!
Only the existing statement will be available in later levels:
{origType}"
-- let (binders, typeStx) := expandDeclSig sig
-- --let type ← Term.elabType typeStx
-- runTermElabM (fun vars =>
-- Term.elabBinders binders.getArgs (fun xs => do
-- let type ← Term.elabType typeStx
-- --Term.synthesizeSyntheticMVarsNoPostponing
-- --let type ← instantiateMVars type
-- --let type ← mkForallFVars xs type
-- ))
--let newType := Term.elabTerm sig.raw
--dbg_trace newType
--logInfo origType
-- dbg_trace sig
-- dbg_trace origType
--dbg_trace (env.constants.map₁.find! name.getId).value! -- that's the proof
--let newType := Lean.Elab.Term.elabTerm sig none
let thmStatement ← `(theorem $(mkIdent defaultDeclName) $sig $val)
elabCommand thmStatement
else
let thmStatement ← `(theorem $(mkIdent name.getId) $sig $val)
elabCommand thmStatement
| none =>
let thmStatement ← `(theorem $(mkIdent defaultDeclName) $sig $val)
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
return {
goal := ← abstractCtx goal
text := ← instantiateMVars (mkMVar text)
strict := strict == 1
hidden := hidden == 1
}
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
modifyCurLevel fun level => pure {level with
module := env.header.mainModule
goal := sig,
scope := scope,
descrText := match descr with
| none => ""
| some s => s.getString
statementName := match statementName with
| none => default
| some name => name.getId
descrFormat := match statementName with
| none => "example " ++ (toString <| reprint sig.raw) ++ " := by"
| some name => (Format.join ["theorem ", 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 }
/-! # Hints -/
syntax hintArg := atomic(" (" (&"strict" <|> &"hidden") " := " withoutPosition(term) ")")
/-- Remove any spaces at the beginning of a new line -/
partial def removeIndentation (s : String) : String :=
let rec loop (i : String.Pos) (acc : String) (removeSpaces := false) : String :=
let c := s.get i
let i := s.next i
if s.atEnd i then
acc.push c
else if removeSpaces && c == ' ' then
loop i acc (removeSpaces := true)
else if c == '\n' then
loop i (acc.push c) (removeSpaces := true)
else
loop i (acc.push c)
loop ⟨0⟩ ""
/-- 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 "Hint" args:hintArg* msg:interpolatedStr(term) : tactic => do
let mut strict := false
let mut hidden := false
-- remove spaces at the beginngng 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 "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
logInfo "This branch finishes the proof."
else
logInfo "This branch leaves open goals."
let msgs ← Core.getMessageLog
b.restore
Core.setMessageLog msgs
/-! # 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}}
/-- 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
-- Check for loops in world graph
if game.worlds.hasLoops then
throwError "World graph must not contain loops! Check your `Path` declarations."
-- Compute which inventory items are available in which level:
for inventoryType in #[.Tactic, .Definition, .Lemma] do
let mut newItemsInWorld : HashMap Name (HashSet Name) := {}
let mut lemmaStatements : HashMap (Name × Nat) Name := {}
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.
match (world.levels.find! (i₀)).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 (world.levels.find! (i₀)).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 ComputedInventoryItem :=
HashMap.ofList $
← allItems.toList.mapM fun item => do
let data := (← getInventoryDoc? item inventoryType).get!
return (item, {
name := item
displayName := data.displayName
category := data.category })
-- Availability after a given world
let mut itemsInWorld : HashMap Name (HashMap Name ComputedInventoryItem) := {}
for (worldId, _) in game.worlds.nodes.toArray do
-- Unlock all items from previous worlds
let mut items := Availability₀
let predecessors := game.worlds.predecessors worldId
for predWorldId in predecessors do
for item in newItemsInWorld.find! predWorldId do
let data := (← getInventoryDoc? item inventoryType).get!
items := items.insert item {
name := item
displayName := data.displayName
category := data.category
locked := 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
let levelInfo := level.getInventory inventoryType
-- unlock items that are unlocked in this level
for item in levelInfo.new do
let data := (← getInventoryDoc? item inventoryType).get!
items := items.insert item {
name := item
displayName := data.displayName
category := data.category
locked := false }
-- 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 := (← getInventoryDoc? name inventoryType).get!
items := items.insert name {
name := name
displayName := data.displayName
category := data.category
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
/-! # Debugging tools -/
-- /-- 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