Files
gacha-event-tracker/src/client/components/Dailies.tsx
T
Lucas WintherandClaude Opus 5 721c4c90fb feat: every list of games follows the reader's order, dailies included
The focus bar, the settings list, the timeline's lanes and the dailies strip all
go through `orderGames` now, resolved once in App. `games` itself stays in feed
order on purpose: `adoptNewLanes` diffs it and `knownGames` is seeded from it,
so ordering it at source would let a display preference reach the code that
decides which of a reader's games get hidden — a reordering bug would become a
game-silently-switched-off bug.

The dailies strip also groups. It was `[...chores, ...repeating]`, which put
Genshin's commissions and Genshin's own login event at opposite ends with a
dozen games between them; a game's chore and its repeating events are now
adjacent, chore first, events in the order they arrived. Collapsed that is
adjacency alone — no per-game headings, because this is the part of the page
answerable in ten seconds and a heading each would make it the tallest block on
it, pushing "next to expire" down the page.

Two things moved to where they belong. Skipping a standing chore for a lane the
reader invented is `dailyGroups`' rule, not the call site's: filtering those
lanes out in App also cost a reader's own game its place in the order its events
group under. And the expanded catch-up panel is its own exported component, so
which days it offers and whose clock they were cut on are testable rather than
trapped behind a `useState`.

`Welcome` drops its own comparator for the shared rule — the picker runs before
any stored order, so it asks for the A–Z case and cannot drift from the four
surfaces behind it.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-08-20 06:01:37 +02:00

428 lines
15 KiB
TypeScript

import { useEffect, useRef, useState } from "react";
import {
catchUpDays,
CATCH_UP_DAYS,
dailiesId,
dayKey,
msUntilReset,
streakOf,
} from "../../shared/daily.ts";
import { useGameMeta } from "../state/gameMeta.tsx";
import { isCustomGameId, type DisplayEvent, type LaneId } from "../../shared/custom.ts";
import type { GameMeta } from "../../shared/games.ts";
import type { GameId, Region } from "../../shared/schema.ts";
import { formatRemaining } from "../../shared/time.ts";
import { DayPip } from "./DayPip.tsx";
import { Fireworks } from "./Fireworks.tsx";
/**
* The chores no source publishes.
*
* Commissions, sanity, daily training — the routine that runs whether or not
* an event is on. They are the most-missed thing in every one of these games
* and they appear on no wiki page, so they are a fixed client-side list rather
* than feed data. Ticking one is stored in exactly the same day log an event's
* checklist uses, so streaks and exports work the same way for both.
*
* Running events that repeat sit here too, so ticking today off never means
* opening a sheet to find the checklist. The checklist is still where the whole
* run lives — this is just today's line of it.
*
* Sits above the event list because it is the one part of the page that is
* answerable in ten seconds and expires tonight.
*/
/** One thing to tick: a game's standing chore, or one of its repeating events. */
export interface DailyItem {
/** The day-log key — `dailies:<game>` for a chore, the event id otherwise. */
key: string;
game: LaneId;
label: string;
title: string;
ariaLabel: string;
today: string;
resetsIn: number;
/**
* Where a catch-up strip starts: the event's start, or null for a chore,
* which has no start because it is a routine rather than an event.
*/
notBefore: number | null;
}
/** A game and everything of its that wants ticking today. */
export interface DailyGroup {
game: LaneId;
meta: GameMeta;
items: DailyItem[];
}
/**
* A game's dailies, together.
*
* This used to be `[...chores, ...repeating]` — every game's standing chore,
* then every repeating event — which put Genshin's commissions and Genshin's
* login event at opposite ends of the strip with a dozen other games between
* them. The reader thinks in games: if they marked an event as repeating, it
* belongs beside the chores of the game it came from.
*
* The chore comes first inside a group because it is the one that exists every
* day; the events follow **in the order they arrived**, because grouping is not
* a licence to re-sort within a group — the same rule `lanes.ts` states for the
* timeline's lanes.
*
* A lane the reader invented contributes events but no chore: there is no
* routine we could name on their behalf (`docs/DATA-MODEL.md` § Reader-authored
* key spaces). A group with nothing in it is dropped rather than rendered as an
* empty heading.
*
* Pure, and exported so it is tested directly — the pattern `Timeline.tsx` uses
* for `boardWindow` and `splitAt`.
*/
export function dailyGroups(
games: readonly LaneId[],
events: readonly DisplayEvent[],
now: number,
region: Region,
meta: (id: LaneId) => GameMeta,
startOf: (event: DisplayEvent) => number,
): DailyGroup[] {
// A lane can arrive through an event without being in `games` — an event on a
// game the reader has since switched off, say — and dropping it here would
// quietly remove a tickable line. Ordered lanes first, then any straggler in
// the order its events came.
const lanes: LaneId[] = [...games];
for (const event of events) {
if (!lanes.includes(event.game)) lanes.push(event.game);
}
const groups: DailyGroup[] = [];
for (const lane of lanes) {
const game = meta(lane);
const items: DailyItem[] = [];
const today = dayKey(now, region, lane);
const resetsIn = msUntilReset(now, region, lane);
if (!isCustomGameId(lane)) {
items.push({
key: dailiesId(lane as GameId),
game: lane,
label: game.short,
title: game.dailyTasks,
ariaLabel: `${game.name} dailies — ${game.dailyTasks}`,
today,
resetsIn,
notBefore: null,
});
}
for (const event of events) {
if (event.game !== lane) continue;
items.push({
key: event.id,
game: lane,
label: event.title,
title: `${game.name}${event.title}`,
ariaLabel: `${event.title} (${game.name})`,
today,
resetsIn,
notBefore: startOf(event),
});
}
if (items.length > 0) groups.push({ game: lane, meta: game, items });
}
return groups;
}
export function Dailies({
games,
events,
region,
now,
daysFor,
onToggleDay,
}: {
/** Every lane the reader is looking at, in their own order. */
games: LaneId[];
/**
* Live events that repeat daily — detected, or marked by the reader — and
* that the reader has not already finished or ignored. An event they marked
* done has no line left to tick, and listing it is the app arguing with them.
*/
events: DisplayEvent[];
region: Region;
now: number;
daysFor: (id: string) => string[];
onToggleDay: (id: string, day: string) => void;
}) {
const gameMeta = useGameMeta();
/**
* Whether the strip is showing the last fortnight.
*
* Per-visit state and deliberately not a stored preference, for the reason
* expanding a truncated list is not one: it is something a reader does while
* reading — "I did Tuesday, let me say so" — rather than a statement about how
* the app should work.
*/
const [catchUp, setCatchUp] = useState(false);
// Each game rolls on its own server clock, so "today" is asked per game
// rather than once for the section — Endfield's European day can still be
// yesterday's while every HoYo game has already turned over.
const groups = dailyGroups(
games,
events,
now,
region,
gameMeta,
(event) => Date.parse(event.startsAt),
);
const items = groups.flatMap((group) => group.items);
const total = items.length;
const complete = items.filter((i) => daysFor(i.key).includes(i.today)).length;
const allDone = total > 0 && complete === total;
const [burst, setBurst] = useState(0);
// Null until the first render has been seen, so arriving at a page where
// everything is already ticked is not treated as having just finished it.
const previous = useRef<{ total: number; complete: number } | null>(null);
useEffect(() => {
const was = previous.current;
previous.current = { total, complete };
if (was === null || !allDone) return;
// Celebrate finishing the last one, and only that. The list also gets
// shorter when the reader focuses a single game or marks a repeating event
// done, which can land on "all complete" without them having ticked
// anything — a burst there is the app congratulating them for filtering.
// Backfilling a past day moves no count here, so it never bursts.
if (was.total === total && complete > was.complete) setBurst((n) => n + 1);
}, [total, complete, allDone]);
useEffect(() => {
if (burst === 0) return;
const id = setTimeout(() => setBurst(0), 1400);
return () => clearTimeout(id);
}, [burst]);
if (total === 0) return null;
// With mixed reset clocks there is no single "resets in", so the header
// reports the next one to land and says that it is the next one.
const soonest = Math.min(...items.map((i) => i.resetsIn));
const mixed = new Set(items.map((i) => i.resetsIn)).size > 1;
return (
<section className="relative border-b border-hairline px-4 py-4">
{burst > 0 && <Fireworks key={burst} />}
<div className="relative flex items-baseline justify-between gap-3">
<h2 className="eyebrow">
Today's dailies · {complete}/{total}
</h2>
<p className="tnum text-[0.6875rem] text-faint">
{mixed ? "next reset in " : "resets in "}
{formatRemaining(soonest)}
</p>
</div>
{catchUp ? (
<CatchUpPanel
groups={groups}
now={now}
region={region}
daysFor={daysFor}
onToggleDay={onToggleDay}
/>
) : (
/* One wrapping row, with each game's chore and its events adjacent. No
per-game headings here: this is the part of the page answerable in ten
seconds, and a heading per game would make it the tallest block on it,
pushing "next to expire" the answer the reader came for down the
page. The hue already says which game a chip belongs to. */
<ul className="relative mt-2.5 flex flex-wrap gap-1.5">
{items.map((item) => (
<li key={item.key}>
<TickChip
label={item.label}
hue={gameMeta(item.game).hue}
title={item.title}
ariaLabel={item.ariaLabel}
days={daysFor(item.key)}
today={item.today}
onToggle={() => onToggleDay(item.key, item.today)}
/>
</li>
))}
</ul>
)}
<div className="relative mt-2 flex items-baseline justify-between gap-3">
<p className="text-[0.6875rem] leading-relaxed text-faint">
{catchUp
? `Tick a day you did but didn't record. The last ${CATCH_UP_DAYS} days, and nothing later than today.`
: allDone
? "All done. Nothing else expires tonight."
: `${waiting(total - complete)} still waiting on you today.`}
</p>
{/* The way back to a day you already did. It lives on the section rather
than on each chip because a chip is a single tick target, and a
second control inside one is a mis-tap that costs a streak. */}
<button
type="button"
onClick={() => setCatchUp((on) => !on)}
aria-expanded={catchUp}
className="shrink-0 text-[0.6875rem] text-faint transition-colors hover:text-muted"
>
{catchUp ? "Done" : "Catch up"}
</button>
</div>
</section>
);
}
/**
* The last fortnight, for saying you did a day you never ticked.
*
* Its own component rather than a branch inside the section, so it can be
* rendered and asserted on directly — the interesting parts are which days
* appear and whose clock they were cut on, and neither is reachable through a
* `useState` from a test.
*
* Expanded there is vertical room, so the grouping becomes a heading per game.
* Collapsed it is adjacency alone: the strip is the part of the page answerable
* in ten seconds, and a heading per game would make it the tallest block on it.
*
* Every strip is cut with its own item's game, never the section's — Endfield
* serves Europe off the Americas machine, so a tick written under one clock and
* read under another is a day the reader loses.
*/
export function CatchUpPanel({
groups,
now,
region,
daysFor,
onToggleDay,
}: {
groups: DailyGroup[];
now: number;
region: Region;
daysFor: (id: string) => string[];
onToggleDay: (id: string, day: string) => void;
}) {
return (
<div className="relative mt-3 flex flex-col gap-3">
{groups.map((group) => (
<div key={group.game}>
<p
className="text-[0.6875rem] font-semibold"
style={{ color: group.meta.hue }}
>
{group.meta.name}
</p>
{group.items.map((item) => (
<div key={item.key} className="mt-1.5">
<p className="truncate text-xs text-muted">{item.label}</p>
<div className="mt-1 flex flex-wrap gap-1">
{catchUpDays(now, region, item.game, item.notBefore).map((day) => (
<DayPip
key={day}
day={day}
today={item.today}
done={daysFor(item.key).includes(day)}
onToggle={() => onToggleDay(item.key, day)}
/>
))}
</div>
</div>
))}
</div>
))}
</div>
);
}
/**
* One thing to tick off today.
*
* The same pill whether it is a game's standing chore or an event that repeats:
* to the reader at 23:50 they are the same job, and the distinction between
* "the app knows about this" and "a wiki published it" is ours, not theirs.
*
* The game's hue is on the border in both states — faintly while the job is
* outstanding, fully once it is done. A chip that only takes its colour on
* completion means the strip you actually scan, the unfinished one, is a row of
* identical grey pills with no clue which game each belongs to.
*
* The outstanding tint is kept low enough to read as a hint rather than a
* state: it has to say *which game* without competing with the tick, which is
* the only thing on the chip that answers the question the reader came with.
* Ticking one should be a visible jump, not a nudge.
*/
function TickChip({
label,
hue,
title,
ariaLabel,
days,
today,
onToggle,
}: {
label: string;
hue: string;
title: string;
ariaLabel: string;
days: string[];
today: string;
onToggle: () => void;
}) {
const isDone = days.includes(today);
const streak = streakOf(days, today);
return (
<button
type="button"
onClick={onToggle}
aria-pressed={isDone}
aria-label={`${ariaLabel}${isDone ? ", done today" : ", not done today"}`}
title={title}
// `.hue-chip` is the shared hover: the chip's own colours are the game's
// hue and arrive inline, which no rule can override, so it is drawn from
// what inline does not own. `--hue` below is the only thing it needs;
// pressed-ness it reads off `aria-pressed`, which is already up there.
className="hue-chip flex max-w-[15rem] items-center gap-2 rounded-full border px-3 py-1.5 text-xs font-medium"
style={{
["--hue" as string]: hue,
borderColor: isDone ? hue : `color-mix(in srgb, ${hue} 20%, transparent)`,
// Colour identifies the game; done-ness is carried by the tick, the
// full-strength border and the wash. Keeping the label readable matters
// more than saturating it, so an outstanding chip stays on muted ink.
color: isDone ? hue : "var(--color-muted)",
background: isDone
? `color-mix(in srgb, ${hue} 14%, transparent)`
: `color-mix(in srgb, ${hue} 3%, transparent)`,
}}
>
<svg viewBox="0 0 16 16" aria-hidden className="size-3 shrink-0">
<path
d="M2.5 8.5l3.5 3.5 7.5-8"
fill="none"
stroke={isDone ? "currentColor" : hue}
strokeWidth="2.2"
strokeLinecap="round"
strokeLinejoin="round"
opacity={isDone ? 1 : 0.25}
/>
</svg>
<span className="hue-chip-label truncate">{label}</span>
{streak > 1 && (
<span className="tnum shrink-0 text-[0.625rem] opacity-70">{streak}d</span>
)}
</button>
);
}
function waiting(n: number): string {
return n === 1 ? "One thing" : `${n} things`;
}