Switching games on and off says which games you play, and is set once. It's the wrong tool for what a player of four games does while reading — clear one game, move to the next — which cost two taps per game and left the settings panel no longer describing what they play. Focus is a lens over that filter, not a second filter: a bar at the top, above everything it narrows, with a "next game" control that steps through and ends by returning to all. It never touches hiddenGames, and a focus on a game since switched off is ignored rather than obeyed, so it can't strand you on a blank page whose cause is elsewhere. Each chip carries that game's outstanding count, so a game with nothing waiting says so before you visit it. Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
134 lines
4.2 KiB
TypeScript
134 lines
4.2 KiB
TypeScript
import { describe, expect, test } from "bun:test";
|
|
import {
|
|
advanceFocus,
|
|
countByGame,
|
|
firstToExpire,
|
|
outstanding,
|
|
resolveFocus,
|
|
} from "../src/client/state/lens.ts";
|
|
import type { GameId } from "../src/shared/schema.ts";
|
|
|
|
const row = (id: string, game: GameId, msRemaining: number | null) => ({
|
|
event: { id, game },
|
|
clock: { msRemaining },
|
|
});
|
|
|
|
const none = () => false;
|
|
|
|
describe("outstanding", () => {
|
|
const rows = [
|
|
row("a", "genshin", 1000),
|
|
row("b", "hsr", 2000),
|
|
row("c", "zzz", 3000),
|
|
];
|
|
|
|
test("drops what the reader has finished", () => {
|
|
// The headline and the dailies strip both tell the reader what to do, and
|
|
// pointing at a job they already ticked off is the app arguing with them.
|
|
expect(outstanding(rows, (id) => id === "b", none).map((r) => r.event.id)).toEqual(
|
|
["a", "c"],
|
|
);
|
|
});
|
|
|
|
test("drops what they have ignored", () => {
|
|
expect(outstanding(rows, none, (id) => id === "a").map((r) => r.event.id)).toEqual(
|
|
["b", "c"],
|
|
);
|
|
});
|
|
|
|
test("done and ignored at once is still just gone", () => {
|
|
expect(outstanding(rows, (id) => id === "a", (id) => id === "a")).toHaveLength(2);
|
|
});
|
|
|
|
test("nothing outstanding is an empty list, not a null", () => {
|
|
expect(outstanding(rows, () => true, none)).toEqual([]);
|
|
});
|
|
});
|
|
|
|
describe("firstToExpire", () => {
|
|
test("takes the soonest, not the first row", () => {
|
|
// The list arrives sorted by whatever mode the reader chose. Under "doing
|
|
// first" its head is what they are partway through, which is not what a
|
|
// panel headed "next to expire" claims to be showing.
|
|
const rows = [
|
|
row("mid-run", "genshin", 9 * 86_400_000),
|
|
row("tonight", "hsr", 3 * 3_600_000),
|
|
];
|
|
expect(firstToExpire(rows)?.event.id).toBe("tonight");
|
|
});
|
|
|
|
test("an unannounced end is never the deadline while a real one exists", () => {
|
|
const rows = [row("unknown", "zzz", null), row("real", "wuwa", 5000)];
|
|
expect(firstToExpire(rows)?.event.id).toBe("real");
|
|
});
|
|
|
|
test("falls back to an unknown end when it is all there is", () => {
|
|
// It is still a live event and still worth showing; it is just not a
|
|
// countdown. Showing nothing would be worse.
|
|
expect(firstToExpire([row("unknown", "zzz", null)])?.event.id).toBe("unknown");
|
|
});
|
|
|
|
test("no rows is null rather than a crash", () => {
|
|
expect(firstToExpire([])).toBeNull();
|
|
});
|
|
});
|
|
|
|
describe("resolveFocus", () => {
|
|
const enabled: GameId[] = ["genshin", "hsr"];
|
|
|
|
test("a focus on a game they still play stands", () => {
|
|
expect(resolveFocus("hsr", enabled)).toBe("hsr");
|
|
});
|
|
|
|
test("a focus on a game they switched off is ignored, not obeyed", () => {
|
|
// Obeying it leaves a blank page whose cause is a setting in a panel at the
|
|
// bottom. The stored value is left alone, so switching the game back on
|
|
// puts them back where they were.
|
|
expect(resolveFocus("zzz", enabled)).toBeNull();
|
|
});
|
|
|
|
test("no focus is all games", () => {
|
|
expect(resolveFocus(null, enabled)).toBeNull();
|
|
});
|
|
});
|
|
|
|
describe("advanceFocus", () => {
|
|
const enabled: GameId[] = ["genshin", "hsr", "zzz"];
|
|
|
|
test("all games leads into the first one", () => {
|
|
expect(advanceFocus(null, enabled)).toBe("genshin");
|
|
});
|
|
|
|
test("steps through in order", () => {
|
|
expect(advanceFocus("genshin", enabled)).toBe("hsr");
|
|
expect(advanceFocus("hsr", enabled)).toBe("zzz");
|
|
});
|
|
|
|
test("the last game leads back out to all of them", () => {
|
|
// Not a wrap to the first: a rotation with no exit means the only way back
|
|
// to everything is finding the "All" chip, which is the thing the rotation
|
|
// was meant to save them.
|
|
expect(advanceFocus("zzz", enabled)).toBeNull();
|
|
});
|
|
|
|
test("a focus that is no longer enabled restarts the rotation", () => {
|
|
expect(advanceFocus("wuwa", enabled)).toBe("genshin");
|
|
});
|
|
|
|
test("no games to rotate through", () => {
|
|
expect(advanceFocus(null, [])).toBeNull();
|
|
});
|
|
});
|
|
|
|
describe("countByGame", () => {
|
|
test("counts per game and omits games with nothing", () => {
|
|
const counts = countByGame([
|
|
row("a", "genshin", 1),
|
|
row("b", "genshin", 2),
|
|
row("c", "hsr", 3),
|
|
]);
|
|
expect(counts).toEqual({ genshin: 2, hsr: 1 });
|
|
expect(counts.zzz).toBeUndefined();
|
|
});
|
|
});
|