Co-authored-by: orchestrator-agent <20+orchestrator-agent@code.cubecraftcreations.com>
This commit was merged in pull request #106.
This commit is contained in:
@@ -1,6 +1,6 @@
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import { useQueryClient } from '@tanstack/react-query'
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import { Heart, X } from 'lucide-react'
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import { useCallback, useEffect, useId, useMemo, useRef, useState } from 'react'
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import { useCallback, useEffect, useId, useLayoutEffect, useMemo, useRef, useState, type Ref } from 'react'
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import { useJob } from '../api/index.ts'
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import { Card } from '../ui/Card.tsx'
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import { EmptyState } from '../ui/EmptyState.tsx'
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@@ -19,6 +19,7 @@ import {
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type Choice,
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} from './api.ts'
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import { DeckCard, DECK_DEPTH } from './DeckCard.tsx'
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import { bump, fadeOut, isAbort, pass, prefersReducedMotion, promote, tryIt, type Exit } from './motion.ts'
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import styles from './DiscoverPage.module.css'
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// isEditable says whether a key press belongs to a field being typed in,
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@@ -32,7 +33,8 @@ function isEditable(target: EventTarget | null): boolean {
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// QuestLogPill is the "Quest log · N" pill. It shows and hides the names
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// of the dinners in the Quest log; the Quest log sheet replaces this list.
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function QuestLogPill({ dinners }: { dinners: { id: string; name: string }[] }) {
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// ref is the visible pill, which Try it bumps.
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function QuestLogPill({ dinners, ref }: { dinners: { id: string; name: string }[]; ref: Ref<HTMLSpanElement> }) {
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const [open, setOpen] = useState(false)
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const listId = useId()
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return (
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@@ -44,7 +46,7 @@ function QuestLogPill({ dinners }: { dinners: { id: string; name: string }[] })
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aria-controls={open ? listId : undefined}
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onClick={() => setOpen(!open)}
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>
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<span className={styles.questLog}>Quest log · {dinners.length}</span>
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<span ref={ref} className={styles.questLog}>Quest log · {dinners.length}</span>
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</button>
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{open && (
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<Card id={listId} tone="muted" className={styles.questLogList}>
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@@ -64,10 +66,12 @@ function QuestLogPill({ dinners }: { dinners: { id: string; name: string }[] })
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}
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// DiscoverPage is mock 1a: the deck of Side quests to Try it or Pass, one
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// at a time from the top card. Every decision — the buttons, the ← / →
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// keys, Retry — goes through submit, which does nothing while one is in
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// flight. The lock is a ref, set before the decision is sent, so a second
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// press before the next render cannot send another.
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// at a time from the top card. A decision from the buttons or the ← / → keys
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// throws the top card out (motion.ts) and sends the decision once it is
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// gone; Retry sends a refused one again. Input is locked from the press
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// until the decision settles: the lock is a ref, set before anything
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// starts, so a second press before the next render does nothing, and busy
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// mirrors it to disable the buttons.
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export function DiscoverPage() {
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const queryClient = useQueryClient()
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const deck = useDeck()
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@@ -77,7 +81,7 @@ export function DiscoverPage() {
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const job = useJob<unknown>(BATCH_JOB_KIND, startBatch.data?.job_id ?? null)
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const top = deck.data?.[0]
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const busy = decision.isPending
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const [busy, setBusy] = useState(false)
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const jobRunning = startBatch.isSuccess && job.status !== 'succeeded' && job.status !== 'failed'
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const finding = startBatch.isPending || jobRunning
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@@ -94,27 +98,90 @@ export function DiscoverPage() {
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// batch's job, or an unreadable result.
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const batchError = job.error ?? batch.error
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const deckRef = useRef<HTMLDivElement>(null)
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const passRef = useRef<HTMLButtonElement>(null)
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const tryRef = useRef<HTMLButtonElement>(null)
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const questLogRef = useRef<HTMLSpanElement>(null)
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// The top card's exit while it runs or its decision is unsettled, and the
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// Side quest the last decision sent was for, until the deck moves past it.
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const exit = useRef<Exit | null>(null)
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const leaving = useRef<string | null>(null)
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const { mutate: mutateDecision } = decision
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const deciding = useRef(false)
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const submit = useCallback(
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const lock = useCallback(() => {
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if (deciding.current) return false
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deciding.current = true
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setBusy(true)
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return true
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}, [])
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// send records a decision. A refused one puts the card back.
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const send = useCallback(
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(variables: { id: string; choice: Choice }) => {
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if (deciding.current) return
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deciding.current = true
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leaving.current = variables.id
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mutateDecision(variables, {
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onError: () => {
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exit.current?.cancel()
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exit.current = null
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leaving.current = null
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},
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onSettled: () => {
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deciding.current = false
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setBusy(false)
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},
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})
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},
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[mutateDecision],
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)
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const submit = useCallback(
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(variables: { id: string; choice: Choice }) => {
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if (lock()) send(variables)
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},
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[lock, send],
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)
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// decide bumps the button, throws the top card out — or, motion reduced,
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// fades it — then sends the decision; Try it bumps the Quest log pill too.
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const decide = useCallback(
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(choice: Choice) => {
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if (top !== undefined) submit({ id: top.id, choice })
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if (top === undefined || !lock()) return
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const card = deckRef.current!.querySelector('article')!
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const reduced = prefersReducedMotion()
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let run: Exit
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if (reduced) {
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run = fadeOut(card)
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} else {
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bump((choice === 'try' ? tryRef : passRef).current!)
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run = choice === 'try' ? tryIt(card) : pass(card)
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}
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exit.current = run
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run.finished.then(
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() => {
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// The Quest log pill is missing while the Quest log fails to load.
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if (choice === 'try' && !reduced && questLogRef.current !== null) bump(questLogRef.current)
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send({ id: top.id, choice })
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},
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(error: unknown) => {
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if (!isAbort(error)) throw error
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},
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)
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},
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[top, submit],
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[top, lock, send],
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)
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// Leaving the page stops an exit before its decision is sent.
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useEffect(() => () => exit.current?.cancel(), [])
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// Once the deck moves past the card a decision was sent for, the cards
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// behind it move up a depth.
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const topId = top?.id
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useLayoutEffect(() => {
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if (leaving.current === null || leaving.current === topId) return
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leaving.current = null
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exit.current = null
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if (topId === undefined || prefersReducedMotion()) return
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promote([...deckRef.current!.querySelectorAll<HTMLElement>(':scope > article')])
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}, [topId])
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useEffect(() => {
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function onKeyDown(event: KeyboardEvent) {
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if (event.defaultPrevented || event.altKey || event.ctrlKey || event.metaKey || event.shiftKey) return
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@@ -170,16 +237,16 @@ export function DiscoverPage() {
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} else {
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body = (
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<>
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<div className={styles.deck}>
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<div ref={deckRef} className={styles.deck}>
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{deck.data.slice(0, DECK_DEPTH.length).map((quest, depth) => (
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<DeckCard key={quest.id} quest={quest} depth={depth} />
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))}
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</div>
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<div className={styles.actions}>
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<IconButton label="Pass" size={62} tone="neutral" showLabel disabled={busy} onClick={() => decide('pass')}>
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<IconButton ref={passRef} label="Pass" size={62} tone="neutral" showLabel disabled={busy} onClick={() => decide('pass')}>
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<Icon icon={X} size="nav" />
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</IconButton>
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<IconButton label="Try it" size={62} tone="teal" showLabel disabled={busy} onClick={() => decide('try')}>
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<IconButton ref={tryRef} label="Try it" size={62} tone="teal" showLabel disabled={busy} onClick={() => decide('try')}>
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<Icon icon={Heart} size="nav" />
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</IconButton>
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</div>
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@@ -199,7 +266,7 @@ export function DiscoverPage() {
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<p className={styles.kicker}>Discover</p>
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<h1 className={styles.title}>Side quests</h1>
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</div>
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{questLog.isSuccess && <QuestLogPill dinners={questLog.data} />}
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{questLog.isSuccess && <QuestLogPill ref={questLogRef} dinners={questLog.data} />}
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</header>
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{questLog.isError && (
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<ErrorBanner onRetry={() => void questLog.refetch()}>Couldn't load the Quest log. {questLog.error.message}</ErrorBanner>
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