feat(routines): let a reader stop tracking one built-in
A new pref, routinesHidden, lists built-ins stopped one at a time by id. It narrows the game's answer and never widens it, so stopping one changes nothing else, and a built-in shipped later still arrives. Tracking one of a game that is off turns the game on with that item alone (trackRoutinePatch). Absent means none; ticks and numbers stay under the id. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -8,7 +8,8 @@ import type { TimelineGroup } from "./lanes.ts";
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import { DEFAULT_THEME_CHOICE, type ThemeChoice } from "./theme.ts";
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import { DEFAULT_DAY_WIDTH, snapDayWidth } from "./zoom.ts";
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import { ENTRIES, newestId } from "../../shared/changelog.ts";
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import type { PerGame } from "../../shared/perGame.ts";
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import { setFor, shownFor, type PerGame } from "../../shared/perGame.ts";
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import { hiddenAfter, routinesFor, type Routine } from "../../shared/routines.ts";
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/**
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* Which of the two views the reader is looking at.
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@@ -222,6 +223,13 @@ export interface Prefs {
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routinesOff?: LaneId[] | undefined;
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/** Games already asked "track its weekly tasks?", so the question is asked once. */
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routinesAsked?: LaneId[] | undefined;
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/**
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* Built-ins the reader stopped tracking one at a time, by `routine:` id —
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* Endfield's weekly items but not its Stock Redistribution. Narrows the game
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* rule above and never widens it; absent means none, and their ticks and
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* numbers stay stored under the id.
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*/
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routinesHidden?: string[] | undefined;
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/**
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* The newest changelog entry the reader dismissed (PRD F18). Absent means
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* unrecorded, not "seen nothing": first-run setup sets it, so an absent value
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@@ -262,6 +270,32 @@ export function routineRule(p: Prefs): PerGame {
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return { all: p.showRoutines ?? false, on: p.routineGames, off: p.routinesOff };
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}
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/**
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* What tracking one built-in, or stopping, writes (the strip's Edit panel).
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*
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* Stopping hides that one and nothing else. Tracking one whose game is on
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* unhides it. Tracking one whose game is off turns the game on — the same
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* answer the strip's question records — with its siblings hidden, because the
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* reader asked for one item and not the game's whole list.
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*/
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export function trackRoutinePatch(p: Prefs, routine: Routine, track: boolean): Partial<Prefs> {
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const rule = routineRule(p);
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if (!track || shownFor(rule, routine.game)) {
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return { routinesHidden: hiddenAfter(p.routinesHidden, routine.id, track) };
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}
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const { on, off } = setFor(rule, routine.game, true);
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const siblings = routinesFor(routine.game)
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.map((r) => r.id)
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.filter((id) => id !== routine.id);
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const hidden = [...(p.routinesHidden ?? []).filter((id) => id !== routine.id && !siblings.includes(id)), ...siblings];
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return {
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routineGames: on,
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routinesOff: off,
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routinesAsked: [...(p.routinesAsked ?? []).filter((g) => g !== routine.game), routine.game],
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routinesHidden: hidden.length > 0 ? hidden : undefined,
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};
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}
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export function defaults(): Prefs {
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return {
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region: guessRegion(),
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@@ -396,7 +430,7 @@ export function restorePrefsValue(incoming: unknown): Prefs {
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}
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// Per-game exceptions and built-in tasks: string arrays, or absent.
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for (const key of ["routineGames", "routinesAsked", "routinesOff", "choresOn", "choresOff"] as const) {
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for (const key of ["routineGames", "routinesAsked", "routinesOff", "routinesHidden", "choresOn", "choresOff"] as const) {
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const value: unknown = result[key];
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if (value === undefined) continue;
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result[key] = Array.isArray(value)
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+27
-3
@@ -69,10 +69,34 @@ export function routinesFor(game: string): Routine[] {
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/**
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* The built-ins on screen: those of games the rule shows, less any the reader
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* made their own (`Task.from`) — the copy replaces the original while it
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* exists, and deleting the copy brings the original back.
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* exists, and deleting the copy brings the original back — and less any they
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* stopped tracking one by one (`prefs.routinesHidden`). Leave `hidden` out to
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* get every built-in the reader could track, which is what settings lists.
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*/
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export function activeRoutines(rule: PerGame, copiedFrom: ReadonlySet<string>): Routine[] {
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return ROUTINES.filter((r) => shownFor(rule, r.game) && !copiedFrom.has(r.id));
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export function activeRoutines(
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rule: PerGame,
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copiedFrom: ReadonlySet<string>,
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hidden: ReadonlySet<string> = new Set(),
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): Routine[] {
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return ROUTINES.filter(
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(r) => shownFor(rule, r.game) && !copiedFrom.has(r.id) && !hidden.has(r.id),
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);
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}
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/**
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* `prefs.routinesHidden` after the reader tracks one built-in or stops. Per
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* item and never per game, so it moves nothing the game's switch says, and a
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* built-in we ship later for that game still arrives. Absent when empty, like
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* the other lists.
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*/
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export function hiddenAfter(
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hidden: readonly string[] | undefined,
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id: string,
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track: boolean,
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): string[] | undefined {
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const rest = (hidden ?? []).filter((h) => h !== id);
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const next = track ? rest : [...rest, id];
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return next.length > 0 ? next : undefined;
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}
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/**
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