/// 04-interactions.md's **⌘N target rule** (settled), as a pure function of the three things it /// reads — the selection, the last-active lane, and the snapshot (`NewCardTargetTests`). /// /// The rule verbatim, and each clause's branch below: /// /// > with a card selected, the new card is created in that card's lane, immediately after it /// > (paste-anchor consistency); with a lane selected, appended at its bottom (Return consistency); /// > a multi-selection anchors at its last member in flatten order (lane `order`, then card /// > `order`, the multi-drag order; the same anchor serves paste): creation follows the last /// > selected card, or appends to the last selected lane; … with nothing selected — or a /// > **tombstoned** selection, which never anchors creation — the **last-active lane** — the lane /// > that most recently held selection or a creation in this window session — falling back to the /// > first lane. … **Zero-lane board**: card creation … disable[s] via menu validation until a /// > lane exists. /// /// **A pure function rather than a method on the store** for the reason every rule in this codebase /// that can be one is: the branches are lines of test rather than UI states to drive, and the menu /// item's `disabled` and its action then read the *same* answer instead of two hand-kept-in-sync /// conditions. /// /// ### What it deliberately does not decide /// /// - **The lane header's new-card button overrides this rule entirely** (11-command-nexus.md ▸ /// Pointer grammar, settled): "the click names its target lane, selection notwithstanding". That /// call site passes its own lane and never comes here. /// - **Return on a selected lane** is the same target as this rule's lane branch, but it is reached /// by grammar rather than by the menu; it also passes its lane directly. enum NewCardTarget { /// Where a new card goes: which lane, and which card it lands immediately after (`nil` = the /// lane's bottom). Exactly `NewCardPlaceholder`'s two anchoring fields, because that is what /// this resolves *into*. struct Resolution: Equatable { let laneID: ItemID let anchorCardID: ItemID? } /// The target, or `nil` when there is none — **the zero-lane board**, where "New Card, /// Return-creation, and Paste with a card payload disable via menu validation until a lane /// exists". `nil` is therefore the menu item's `disabled` condition as well as its refusal, so /// the two can never disagree. /// /// - Parameters: /// - selection: the board's current selection, liveness side included. A `.trashed` selection /// "never anchors creation" and is treated exactly as an empty one — the settled precedent /// 04 ▸ Clipboard cites for paste, applied here to its source rule ("a trashed card's live /// disk-lane never leaks in as 'the selected card's lane'"). /// - lastActiveLaneID: `TransientBoardState.lastActiveLaneID`, already cleared by the reload /// rule if its lane vanished — but re-checked here anyway, because a caller need not have /// reloaded since the lane went. static func resolve( selection: ItemReferenceSet, lastActiveLaneID: ItemID?, snapshot: BoardModel ) -> Resolution? { let lanes = snapshot.lanes.filter { !$0.isDeleted } guard !lanes.isEmpty else { return nil } if selection.liveness == .live, !selection.ids.isEmpty { // The last selected member in flatten order — lane `order`, then card `order`, the // multi-drag order (04, settled; the same anchor serves paste). The snapshot's lanes // and cards are already in display order, so the flatten order is one walk, and the // *last* hit is the anchor. Selection is homogeneous (cards XOR lanes), so only one of // the two branches ever fires within a walk; a sole selection is simply the degenerate // one-member case of the same rule. var anchor: Resolution? for lane in lanes { // A selected lane: creation appends at its bottom, Return consistency. if selection.ids.contains(lane.id) { anchor = Resolution(laneID: lane.id, anchorCardID: nil) } // A selected card: its lane, immediately after it — paste-anchor consistency. for card in lane.cards where !card.isDeleted && selection.ids.contains(card.id) { anchor = Resolution(laneID: lane.id, anchorCardID: card.id) } } if let anchor { return anchor } // The ids name nothing the board renders — a selection the next reload will drop. // Falls through to the last-active lane rather than refusing: the user pressed ⌘N and // the board has lanes. } // Nothing selected, a tombstoned selection, or a stale one: the lane that most recently // held selection or a creation, and the first lane when there is no such lane (or it has // since gone). if let lastActiveLaneID, let lane = lanes.first(where: { $0.id == lastActiveLaneID }) { return Resolution(laneID: lane.id, anchorCardID: nil) } return lanes.first.map { Resolution(laneID: $0.id, anchorCardID: nil) } } }