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>
This commit is contained in:
Lucas WintherandClaude Opus 5.5 committed 2026-10-16 03:00:15 +02:00
1 parent 2c6c6859f0
commit 612e0a23e4
3 files changed
+145 -19

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+36 -2
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@@ -8,7 +8,8 @@ import type { TimelineGroup } from "./lanes.ts";
import { DEFAULT_THEME_CHOICE, type ThemeChoice } from "./theme.ts";
import { DEFAULT_DAY_WIDTH, snapDayWidth } from "./zoom.ts";
import { ENTRIES, newestId } from "../../shared/changelog.ts";
import type { PerGame } from "../../shared/perGame.ts";
import { setFor, shownFor, type PerGame } from "../../shared/perGame.ts";
import { hiddenAfter, routinesFor, type Routine } from "../../shared/routines.ts";
/**
* Which of the two views the reader is looking at.
@@ -222,6 +223,13 @@ export interface Prefs {
routinesOff?: LaneId[] | undefined;
/** Games already asked "track its weekly tasks?", so the question is asked once. */
routinesAsked?: LaneId[] | undefined;
/**
* Built-ins the reader stopped tracking one at a time, by `routine:` id —
* Endfield's weekly items but not its Stock Redistribution. Narrows the game
* rule above and never widens it; absent means none, and their ticks and
* numbers stay stored under the id.
*/
routinesHidden?: string[] | undefined;
/**
* The newest changelog entry the reader dismissed (PRD F18). Absent means
* unrecorded, not "seen nothing": first-run setup sets it, so an absent value
@@ -262,6 +270,32 @@ export function routineRule(p: Prefs): PerGame {
return { all: p.showRoutines ?? false, on: p.routineGames, off: p.routinesOff };
}
/**
* What tracking one built-in, or stopping, writes (the strip's Edit panel).
*
* Stopping hides that one and nothing else. Tracking one whose game is on
* unhides it. Tracking one whose game is off turns the game on — the same
* answer the strip's question records — with its siblings hidden, because the
* reader asked for one item and not the game's whole list.
*/
export function trackRoutinePatch(p: Prefs, routine: Routine, track: boolean): Partial<Prefs> {
const rule = routineRule(p);
if (!track || shownFor(rule, routine.game)) {
return { routinesHidden: hiddenAfter(p.routinesHidden, routine.id, track) };
}
const { on, off } = setFor(rule, routine.game, true);
const siblings = routinesFor(routine.game)
.map((r) => r.id)
.filter((id) => id !== routine.id);
const hidden = [...(p.routinesHidden ?? []).filter((id) => id !== routine.id && !siblings.includes(id)), ...siblings];
return {
routineGames: on,
routinesOff: off,
routinesAsked: [...(p.routinesAsked ?? []).filter((g) => g !== routine.game), routine.game],
routinesHidden: hidden.length > 0 ? hidden : undefined,
};
}
export function defaults(): Prefs {
return {
region: guessRegion(),
@@ -396,7 +430,7 @@ export function restorePrefsValue(incoming: unknown): Prefs {
}
// Per-game exceptions and built-in tasks: string arrays, or absent.
for (const key of ["routineGames", "routinesAsked", "routinesOff", "choresOn", "choresOff"] as const) {
for (const key of ["routineGames", "routinesAsked", "routinesOff", "routinesHidden", "choresOn", "choresOff"] as const) {
const value: unknown = result[key];
if (value === undefined) continue;
result[key] = Array.isArray(value)
+27 -3
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@@ -69,10 +69,34 @@ export function routinesFor(game: string): Routine[] {
/**
* The built-ins on screen: those of games the rule shows, less any the reader
* made their own (`Task.from`) — the copy replaces the original while it
* exists, and deleting the copy brings the original back.
* exists, and deleting the copy brings the original back — and less any they
* stopped tracking one by one (`prefs.routinesHidden`). Leave `hidden` out to
* get every built-in the reader could track, which is what settings lists.
*/
export function activeRoutines(rule: PerGame, copiedFrom: ReadonlySet<string>): Routine[] {
return ROUTINES.filter((r) => shownFor(rule, r.game) && !copiedFrom.has(r.id));
export function activeRoutines(
rule: PerGame,
copiedFrom: ReadonlySet<string>,
hidden: ReadonlySet<string> = new Set(),
): Routine[] {
return ROUTINES.filter(
(r) => shownFor(rule, r.game) && !copiedFrom.has(r.id) && !hidden.has(r.id),
);
}
/**
* `prefs.routinesHidden` after the reader tracks one built-in or stops. Per
* item and never per game, so it moves nothing the game's switch says, and a
* built-in we ship later for that game still arrives. Absent when empty, like
* the other lists.
*/
export function hiddenAfter(
hidden: readonly string[] | undefined,
id: string,
track: boolean,
): string[] | undefined {
const rest = (hidden ?? []).filter((h) => h !== id);
const next = track ? rest : [...rest, id];
return next.length > 0 ? next : undefined;
}
/**