Public Access
feat(play-next): show why each game was picked
Each card shows a reason line under the game name. Issue #28.
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@@ -26,8 +26,8 @@ To Be Played is split into three repositories:
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Steam avatar and a banner from the most played game of the last two weeks, and an achievement card: unlocked
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total, perfect games, average completion and the 5 games closest to 100 %.
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- **What to play next** (`/play-next`): three backlog picks for a time budget (up to 5 / 15 / 40 h or any) and a mood
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(story, co-op, chill, action, scary from IGDB; speedrun from speedrun.com), high priority first, reroll without
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repeats, and "Start playing" in one click.
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(story, co-op, chill, action, scary from IGDB; speedrun from speedrun.com). Each pick says why: like a game you
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played a lot, waiting longest, or random. Reroll without repeats, and "Start playing" in one click.
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- **Your stats** (`/stats`): totals and statuses; the pile in hours, in weeks at your pace of the last 90 days and in
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years of full-time work, and its oldest unplayed game; most played and most loyal games; top genres and moods;
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trips to the moon, the longest gaming day, games started but under one hour; finished games per year; games per platform.
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+6
-1
@@ -409,7 +409,12 @@
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},
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"PLAY_NEXT": {
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"TITLE": "Was spiele ich als Nächstes?",
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"SUBTITLE": "Drei Spiele aus deinem Backlog, hohe Priorität zuerst. Wähle eine Länge und eine Stimmung.",
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"SUBTITLE": "Drei Spiele aus deinem Backlog: eins wie ein Spiel, das du viel gespielt hast, das am längsten wartende und eins zufällig. Wähle eine Länge und eine Stimmung.",
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"REASON": {
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"SIMILAR": "Weil du {{name}} gespielt hast ({{playtime}})",
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"LONGEST": "Auf deiner Liste seit {{date}}",
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"RANDOM": "Zufallstreffer"
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},
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"BUDGET_LABEL": "Spieldauer",
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"BUDGET": {
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"SHORT": "Bis 5 h",
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+6
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@@ -409,7 +409,12 @@
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},
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"PLAY_NEXT": {
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"TITLE": "What to play next",
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"SUBTITLE": "Three games from your backlog, high priority first. Pick a length and a mood.",
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"SUBTITLE": "Three games from your backlog: one like a game you played a lot, the one waiting longest, and one at random. Pick a length and a mood.",
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"REASON": {
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"SIMILAR": "Because you played {{name}} ({{playtime}})",
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"LONGEST": "On your list since {{date}}",
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"RANDOM": "Random pick"
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},
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"BUDGET_LABEL": "Time to beat",
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"BUDGET": {
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"SHORT": "Up to 5 h",
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@@ -12,6 +12,7 @@ import GameCover from '../components/GameCover.jsx';
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import FitText from '../components/FitText.jsx';
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import PageContainer from '../components/PageContainer.jsx';
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import {saveGameStatus} from '../utils/backlog.js';
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import {formatDate} from '../utils/format.js';
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import {formatPlaytime} from '../utils/games.js';
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import {request} from '../utils/api.js';
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import useAbortPrevious from '../hooks/useAbortPrevious.js';
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@@ -174,6 +175,20 @@ export default function PlayNextPage() {
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);
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}
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const reasonText = (reason, t, language) => {
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if (!reason) return null;
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if (reason.source === 'SIMILAR') {
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return t('PLAY_NEXT.REASON.SIMILAR', {
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name: reason.anchorName ?? `App ${reason.anchorAppid}`,
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playtime: formatPlaytime(reason.anchorPlaytimeMinutes),
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});
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}
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if (reason.source === 'LONGEST') {
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return t('PLAY_NEXT.REASON.LONGEST', {date: formatDate(reason.firstSeenAt, language, {dateStyle: 'medium'})});
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}
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return t('PLAY_NEXT.REASON.RANDOM');
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};
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const emptyKey = (budget, mood) => {
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// With a length limit, waiting for the background check may never help.
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if (mood === 'SPEEDRUN' && !budget.maxMinutes) return 'PLAY_NEXT.EMPTY_SPEEDRUN';
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@@ -182,9 +197,10 @@ const emptyKey = (budget, mood) => {
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};
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function PickCard({game}) {
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const {t} = useTranslation();
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const {t, i18n} = useTranslation();
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const [busy, setBusy] = useState(false);
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const [started, setStarted] = useState(false);
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const reason = reasonText(game.reason, t, i18n.language);
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const startPlaying = async () => {
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setBusy(true);
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@@ -214,6 +230,7 @@ function PickCard({game}) {
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<Link to={`/library/${game.appid}`} className="@container block min-w-0 font-semibold hover:text-primary transition-colors">
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<FitText text={game.name ?? `App ${game.appid}`}/>
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</Link>
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{reason && <p className="text-sm text-muted-foreground">{reason}</p>}
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<div className="flex flex-wrap items-center gap-2 text-sm text-muted-foreground">
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{game.timeToBeatMinutes > 0 && (
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<span className="flex items-center gap-1">
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@@ -224,4 +224,27 @@ describe('PlayNextPage', () => {
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expect(screen.queryByRole('button', {name: 'PLAY_NEXT.REROLL'})).not.toBeNull();
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});
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it('shows why each game was picked', async () => {
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mockBackend([[
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game(1, {reason: {source: 'SIMILAR', anchorAppid: 9, anchorName: 'Celeste', anchorPlaytimeMinutes: 600}}),
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game(2, {reason: {source: 'LONGEST', firstSeenAt: '2024-03-12T10:00:00Z'}}),
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game(3, {reason: {source: 'RANDOM'}}),
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]]);
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renderPage();
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expect(await screen.findByText('PLAY_NEXT.REASON.SIMILAR')).toBeTruthy();
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expect(screen.getByText('PLAY_NEXT.REASON.LONGEST')).toBeTruthy();
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expect(screen.getByText('PLAY_NEXT.REASON.RANDOM')).toBeTruthy();
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});
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it('shows no reason line for a game without a reason', async () => {
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mockBackend([[game(1)]]);
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renderPage();
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await screen.findByText('Game 1');
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expect(screen.queryByText(/PLAY_NEXT\.REASON/)).toBeNull();
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});
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});
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