docs: comprehensive itinerary reorder refactor design

Complete design for TripDetailView refactor with constrained drag-and-drop:
- Games are fixed anchors (immovable, ordered by time)
- Travel is movable with hard constraints (after departure games, before arrival games)
- Custom items are freely movable anywhere

Key decisions from 100-question brainstorming session:
- Unified ItineraryItem model (replaces CustomItineraryItem + TravelDayOverride)
- Separate testable ItineraryConstraints type
- Full structure stored (not derived)
- Debounced sync, local-first, last-write-wins
- Invalid zones dim during drag, barrier games highlight
- Gap opens at drop position, haptic feedback throughout

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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Trey t
2026-01-17 20:29:28 -06:00
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# Itinerary Reorder Refactor Design
**Date:** 2026-01-17
**Status:** Approved
**Scope:** Complete rewrite of TripDetailView itinerary with constrained drag-and-drop
## Overview
Refactor the itinerary drag-and-drop system to use a unified data model, fix current bugs, and implement proper constraint validation with visual feedback.
Refactor TripDetailView to support drag-and-drop reordering where:
- **Games** are fixed anchors (immovable, ordered by time)
- **Travel** is movable with hard constraints (must be after departure games, before arrival games)
- **Custom items** are freely movable anywhere
## Current Problems
## Core Data Model
1. Can't move custom item below a game
2. Can't move custom item to empty/rest days
3. Travel positioning is inconsistent - always appears above custom items regardless of drop position
4. General weirdness with drag targeting and sort order calculation
## Goals
- **Custom items can go anywhere** - any position on any day, including empty rest days
- **Travel has hard constraints** - day range based on game cities, position constraints on edge days
- **Games are fixed** - no drag handle, sorted by game time
- **Red zone feedback** - invalid drop zones are visually highlighted
- **Unified data model** - single `ItineraryItem` type for all positionable items
---
## Data Model
### Unified ItineraryItem
Replace `CustomItineraryItem` and `TravelDayOverride` with a single model:
The itinerary is a flat list of items grouped by day headers. Each item has:
```swift
struct ItineraryItem: Identifiable, Codable, Hashable {
struct ItineraryItem: Identifiable, Codable {
let id: UUID
let tripId: UUID
var category: ItemCategory
var day: Int // 1-indexed
var sortOrder: Double
var title: String
let createdAt: Date
var day: Int // Which day (1, 2, 3...)
var sortOrder: Double // Position within the day (fractional)
let kind: ItemKind // game, travel, or custom
var modifiedAt: Date
// Location (for mappable items)
var latitude: Double?
var longitude: Double?
var address: String?
// Travel-specific (only when category == .travel)
var travelFromCity: String?
var travelToCity: String?
var travelDistanceMeters: Double?
var travelDurationSeconds: Double?
var isMappable: Bool {
latitude != nil && longitude != nil
}
var isTravel: Bool {
category == .travel
}
}
enum ItemCategory: String, Codable, CaseIterable {
case restaurant
case hotel
case activity
case note
case travel
var icon: String {
switch self {
case .restaurant: return "🍽️"
case .hotel: return "🏨"
case .activity: return "🎯"
case .note: return "📝"
case .travel: return "🚗"
}
}
var label: String {
switch self {
case .restaurant: return "Restaurant"
case .hotel: return "Hotel"
case .activity: return "Activity"
case .note: return "Note"
case .travel: return "Travel"
}
}
enum ItemKind: Codable {
case game(gameId: String) // Fixed, ordered by game time
case travel(fromCity: String, toCity: String) // Constrained by games
case custom(title: String, icon: String, time: Date?, location: CLLocationCoordinate2D?)
}
```
### Games Remain Derived
### Key Points
Games are NOT stored as `ItineraryItem`. They're computed from trip data and rendered with assigned sortOrder values:
- Games and travel are stored as items (not derived) — full structure persisted
- Travel segments are system-generated when cities change, but stored with positions
- Custom items have optional time and location (location for map display only, no constraints)
- `sortOrder` uses fractional values for efficient insertion without reindexing
| SortOrder Range | Usage |
|-----------------|-------|
| 0 - 99 | Items BEFORE games |
| 100 - 199 | Games (100 + index by game time) |
| 200+ | Items AFTER games |
### Storage
---
- Items synced to CloudKit with debounced writes (1-2 seconds after last change)
- Local-first: changes persist locally immediately, sync retries silently on failure
- Clean break from existing `CustomItineraryItem` and `TravelDayOverride` records
## Constraint Rules
## Constraint Logic
### Custom Items (non-travel)
A separate `ItineraryConstraints` type handles all validation, making it testable in isolation.
- **Can go anywhere** within trip date range
- Any day (1 to tripDayCount), including empty rest days
- Any sortOrder position
### Game Constraints
### Travel Items
- Games are **immovable** — fixed to their day, ordered by game time within the day
- Multiple games on same day sort by time (1pm above 7pm)
- Games act as **barriers** that travel cannot cross
**Day constraint:**
- Earliest: Day of last game in departure city (can leave after game)
- Latest: Day of first game in arrival city (must arrive before game)
### Travel Constraints
**Position constraint on edge days:**
- On departure day: Must be AFTER all games (sortOrder > max game sortOrder)
- On arrival day: Must be BEFORE all games (sortOrder < min game sortOrder)
- On rest days: Can be anywhere
- Travel has a start city (departure) and end city (arrival)
- Must be **below** ALL games in the departure city (on any day)
- Must be **above** ALL games in the arrival city (on any day)
- Can be placed on any day within this valid window
**Example:**
```
Day 1: Game in Detroit (sortOrder 100)
Day 2: Rest day
Day 3: Rest day
Day 4: Game in Milwaukee (sortOrder 100)
- Day 1: Chicago game
- Day 2: Rest day
- Day 3: Detroit game
Travel "Detroit → Milwaukee" valid positions:
- Day 1: sortOrder > 100 (after the game)
- Day 2: any sortOrder
- Day 3: any sortOrder
- Day 4: sortOrder < 100 (before the game)
```
Chicago->Detroit travel is valid on:
- Day 1 (after the game)
- Day 2 (anywhere)
- Day 3 (before the game)
### Games
### Custom Item Constraints
- Fixed position, no drag handle
- Sorted by game time within a day
- Multiple games on same day: travel must be after ALL on departure, before ALL on arrival
- **No constraints** — can be placed on any day, in any position
- Location (if set) is for map display only, doesn't affect placement
---
## Constraint Validation Layer
### Constraint API
```swift
struct ItineraryConstraints {
let trip: Trip
let games: [RichGame]
/// Returns all valid drop zones for an item being dragged
func validDropZones(for item: ItineraryItem, in itinerary: [ItineraryItem]) -> [DropZone]
private var tripDayCount: Int {
// Calculate from trip.startDate to trip.endDate
}
/// Validates if a specific position is valid for an item
func isValidPosition(item: ItineraryItem, day: Int, sortOrder: Double, in itinerary: [ItineraryItem]) -> Bool
/// Check if position is valid for an item
func isValidPosition(for item: ItineraryItem, day: Int, sortOrder: Double) -> Bool {
// Day must be within trip range
guard day >= 1 && day <= tripDayCount else { return false }
switch item.category {
case .travel:
return isValidTravelPosition(item: item, day: day, sortOrder: sortOrder)
default:
return true // Custom items can go anywhere
}
}
/// Get valid day range for travel
func validDayRange(for item: ItineraryItem) -> ClosedRange<Int>? {
guard item.category == .travel,
let fromCity = item.travelFromCity,
let toCity = item.travelToCity else { return nil }
let departureDays = gameDays(in: fromCity)
let arrivalDays = gameDays(in: toCity)
let minDay = departureDays.max() ?? 1 // Day of last game in departure city
let maxDay = arrivalDays.min() ?? tripDayCount // Day of first game in arrival city
return minDay...maxDay
}
/// Get valid sortOrder range for travel on a specific day
func validSortOrderRange(for item: ItineraryItem, on day: Int) -> ClosedRange<Double> {
guard item.category == .travel,
let fromCity = item.travelFromCity,
let toCity = item.travelToCity else {
return 0...Double.greatestFiniteMagnitude
}
let lastDepartureGameDay = gameDays(in: fromCity).max() ?? 0
let firstArrivalGameDay = gameDays(in: toCity).min() ?? tripDayCount + 1
if day == lastDepartureGameDay {
// Must be AFTER all games
let maxGameSortOrder = maxGameSortOrder(on: day)
return (maxGameSortOrder + 0.001)...Double.greatestFiniteMagnitude
} else if day == firstArrivalGameDay {
// Must be BEFORE all games
let minGameSortOrder = minGameSortOrder(on: day)
return 0...(minGameSortOrder - 0.001)
} else {
// Rest day - anywhere
return 0...Double.greatestFiniteMagnitude
}
}
private func isValidTravelPosition(item: ItineraryItem, day: Int, sortOrder: Double) -> Bool {
guard let dayRange = validDayRange(for: item) else { return false }
guard dayRange.contains(day) else { return false }
let sortOrderRange = validSortOrderRange(for: item, on: day)
return sortOrderRange.contains(sortOrder)
}
private func gameDays(in city: String) -> [Int] {
// Return day numbers that have games in this city
}
private func maxGameSortOrder(on day: Int) -> Double {
let dayGames = games.filter { /* game is on this day */ }
return 100.0 + Double(dayGames.count - 1)
}
private func minGameSortOrder(on day: Int) -> Double {
return 100.0
}
/// Returns the games that act as barriers for a travel item (for visual highlighting)
func barrierGames(for travelItem: ItineraryItem, in itinerary: [ItineraryItem]) -> [ItineraryItem]
}
```
---
## Visual Design
## Flattening Logic
### Layout Structure
Simplified approach - group by day, sort by sortOrder:
- Full map header at top (current design, with save/heart button overlay)
- Flat list below — day headers are separators, not containers
- Day headers scroll with content (not sticky)
```swift
enum ItineraryRowItem {
case dayHeader(dayNumber: Int, date: Date)
case game(RichGame, sortOrder: Double)
case item(ItineraryItem)
### Day Header
var sortOrder: Double? {
switch self {
case .dayHeader: return nil
case .game(_, let order): return order
case .item(let item): return item.sortOrder
}
}
- Format: "Day 1 - Friday, January 17"
- Plus (+) button on the right to add custom items
- Empty state text when no items: "No items yet, tap + to add"
- Same styling for rest days (just no games)
var isReorderable: Bool {
switch self {
case .dayHeader, .game: return false
case .item: return true
}
}
### Game Rows (Prominent)
var id: String {
switch self {
case .dayHeader(let day, _): return "day:\(day)"
case .game(let game, _): return "game:\(game.game.id)"
case .item(let item): return "item:\(item.id)"
}
}
}
- Larger card style to show importance
- Sport badge, team matchup, stadium, time (current detailed design)
- **No drag handle** — absence signals they're immovable
- Ordered by game time within the day
func buildFlatList(trip: Trip, games: [RichGame], items: [ItineraryItem]) -> [ItineraryRowItem] {
var result: [ItineraryRowItem] = []
### Travel Rows (Distinct)
for dayNumber in 1...tripDayCount {
let dayDate = dateFor(dayNumber)
- Gold/route-colored border and accent
- Shows "Chicago -> Detroit - 280 mi - 4h 30m"
- Drag handle on left (always visible)
- No EV charger info (removed for cleaner UI)
// 1. Day header (always first)
result.append(.dayHeader(dayNumber: dayNumber, date: dayDate))
### Custom Item Rows (Minimal)
// 2. Collect all orderable content
var dayContent: [ItineraryRowItem] = []
// Games with assigned sortOrder (100, 101, 102...)
let dayGames = games
.filter { Calendar.current.isDate($0.game.dateTime, inSameDayAs: dayDate) }
.sorted { $0.game.dateTime < $1.game.dateTime }
- Compact: icon + title only
- Time shown on right if set (e.g., "7:00 PM")
- Drag handle on left (always visible)
for (index, game) in dayGames.enumerated() {
dayContent.append(.game(game, sortOrder: 100.0 + Double(index)))
}
### Removed from Current Design
// Items (travel + custom)
for item in items.filter({ $0.day == dayNumber }) {
dayContent.append(.item(item))
}
- Overview section (stats row, score card) — focus on itinerary
- EV charger expandable section in travel
// 3. Sort by sortOrder
dayContent.sort { ($0.sortOrder ?? 0) < ($1.sortOrder ?? 0) }
## Drag & Drop Interaction
result.append(contentsOf: dayContent)
}
### Initiating Drag
return result
}
```
- Drag handle (grip icon) on left side of travel and custom items
- Games have no handle — visually signals they're locked
- Standard iOS drag threshold (system default)
---
### During Drag
## Drag Handling with Red Zone Feedback
- Standard iOS drag appearance (system handles lift/shadow)
- **Invalid zones dim** — valid stays normal, invalid fades out
- **Barrier games highlight** (gold border) when dragging travel — shows which games create the constraint
- **Gap opens** between items at valid drop positions
- Auto-scroll when dragging near top/bottom edge
- Haptic feedback: on pickup, when hovering valid zone, and on drop
### Pre-calculate Invalid Zones on Drag Start
### Drop Behavior
```swift
final class ItineraryTableViewController: UITableViewController {
- Drop to exact position between items (even across days)
- Dropping outside valid zones: item snaps back to original position
- After drop: smooth reflow animation as items settle
private var constraints: ItineraryConstraints!
private var draggingItem: ItineraryItem?
private var invalidRows: Set<Int> = []
### Invalid Drop Prevention
override func tableView(_ tableView: UITableView,
dragSessionWillBegin session: UIDragSession) {
guard let indexPath = tableView.indexPathForRow(at: session.location(in: tableView)),
case .item(let item) = flatItems[indexPath.row] else { return }
draggingItem = item
invalidRows = calculateInvalidRows(for: item)
// Refresh cells to show red zones
tableView.reloadData()
}
private func calculateInvalidRows(for item: ItineraryItem) -> Set<Int> {
var invalid = Set<Int>()
for (index, row) in flatItems.enumerated() {
// Day headers are always invalid drop targets
if case .dayHeader = row {
invalid.insert(index)
continue
}
// For travel items, check constraints
if item.category == .travel {
let day = dayNumber(forRow: index)
let sortOrder = calculateSortOrder(at: index)
if !constraints.isValidPosition(for: item, day: day, sortOrder: sortOrder) {
invalid.insert(index)
}
}
}
return invalid
}
override func tableView(_ tableView: UITableView,
dragSessionDidEnd session: UIDragSession) {
draggingItem = nil
invalidRows.removeAll()
tableView.reloadData()
}
}
```
### Apply Red Zone Styling
- Travel dropped above a departure game -> prevented (no drop zone shown)
- Travel dropped below an arrival game -> prevented (no drop zone shown)
- Custom items have no restrictions — all zones valid
```swift
override func tableView(_ tableView: UITableView,
cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = // ... configure normally
// Apply red zone styling during drag
if draggingItem != nil && invalidRows.contains(indexPath.row) {
cell.contentView.alpha = 0.3
cell.backgroundColor = UIColor.systemRed.withAlphaComponent(0.1)
} else {
cell.contentView.alpha = 1.0
cell.backgroundColor = .clear
}
return cell
}
```
### Block Invalid Drops
```swift
override func tableView(_ tableView: UITableView,
targetIndexPathForMoveFromRowAt source: IndexPath,
toProposedIndexPath proposed: IndexPath) -> IndexPath {
guard case .item(let item) = flatItems[source.row] else { return source }
// Can't drop on position 0
var targetRow = max(1, proposed.row)
targetRow = min(targetRow, flatItems.count - 1)
// Can't drop ON a day header - go after it
if case .dayHeader = flatItems[targetRow] {
targetRow += 1
}
let targetDay = dayNumber(forRow: targetRow)
let targetSortOrder = calculateSortOrder(at: targetRow)
// If valid, allow it
if constraints.isValidPosition(for: item, day: targetDay, sortOrder: targetSortOrder) {
return IndexPath(row: targetRow, section: 0)
}
// Otherwise, find nearest valid position
return findNearestValidPosition(for: item, from: targetRow)
}
private func findNearestValidPosition(for item: ItineraryItem, from row: Int) -> IndexPath {
// Search outward from proposed position to find nearest valid
var searchRadius = 1
while searchRadius < flatItems.count {
// Check row + radius
let upRow = row + searchRadius
if upRow < flatItems.count {
let day = dayNumber(forRow: upRow)
let sortOrder = calculateSortOrder(at: upRow)
if constraints.isValidPosition(for: item, day: day, sortOrder: sortOrder) {
return IndexPath(row: upRow, section: 0)
}
}
// Check row - radius
let downRow = row - searchRadius
if downRow >= 1 {
let day = dayNumber(forRow: downRow)
let sortOrder = calculateSortOrder(at: downRow)
if constraints.isValidPosition(for: item, day: day, sortOrder: sortOrder) {
return IndexPath(row: downRow, section: 0)
}
}
searchRadius += 1
}
// Fallback to source (shouldn't happen)
return IndexPath(row: row, section: 0)
}
```
---
## Travel Auto-Generation
When a trip is created, generate travel items for each segment:
```swift
func generateTravelItems(for trip: Trip, games: [RichGame]) -> [ItineraryItem] {
let constraints = ItineraryConstraints(trip: trip, games: games)
var items: [ItineraryItem] = []
for segment in trip.travelSegments {
let fromCity = segment.fromLocation.name
let toCity = segment.toLocation.name
// Calculate default day (prefer first valid day)
let validRange = constraints.validDayRange(for: tempTravelItem) ?? 1...trip.dayCount
let defaultDay = validRange.lowerBound
// Calculate default sortOrder based on day
let defaultSortOrder: Double
if defaultDay == validRange.lowerBound && gamesExist(on: defaultDay, in: fromCity) {
defaultSortOrder = 200.0 // After games on departure day
} else if defaultDay == validRange.upperBound && gamesExist(on: defaultDay, in: toCity) {
defaultSortOrder = 50.0 // Before games on arrival day
} else {
defaultSortOrder = 50.0 // Rest day, default to morning
}
let item = ItineraryItem(
id: UUID(),
tripId: trip.id,
category: .travel,
day: defaultDay,
sortOrder: defaultSortOrder,
title: "\(fromCity)\(toCity)",
createdAt: Date(),
modifiedAt: Date(),
travelFromCity: fromCity,
travelToCity: toCity,
travelDistanceMeters: segment.distanceMeters,
travelDurationSeconds: segment.durationSeconds
)
items.append(item)
}
return items
}
```
### Smart Merge on Re-plan
```swift
func mergeTravelItems(
existing: [ItineraryItem],
newSegments: [TravelSegment],
trip: Trip,
games: [RichGame]
) -> [ItineraryItem] {
let constraints = ItineraryConstraints(trip: trip, games: games)
var result: [ItineraryItem] = []
// Index existing travel by route
let existingByRoute = Dictionary(
grouping: existing.filter { $0.category == .travel }
) { "\($0.travelFromCity ?? "")->\($0.travelToCity ?? "")" }
for segment in newSegments {
let routeKey = "\(segment.fromLocation.name)->\(segment.toLocation.name)"
if var existingItem = existingByRoute[routeKey]?.first {
// Route still exists - preserve position if valid
if constraints.isValidPosition(for: existingItem, day: existingItem.day, sortOrder: existingItem.sortOrder) {
existingItem.modifiedAt = Date()
result.append(existingItem)
} else {
// Position no longer valid - reset to default
let newItems = generateTravelItems(for: trip, games: games)
if let newItem = newItems.first(where: { $0.travelFromCity == segment.fromLocation.name && $0.travelToCity == segment.toLocation.name }) {
result.append(newItem)
}
}
} else {
// New segment - generate fresh
let newItems = generateTravelItems(for: trip, games: games)
if let newItem = newItems.first(where: { $0.travelFromCity == segment.fromLocation.name && $0.travelToCity == segment.toLocation.name }) {
result.append(newItem)
}
}
}
// Orphaned travel items (route removed) are NOT included
return result
}
```
---
## Persistence
### CloudKit Record: `ItineraryItem`
```
Fields:
- itemId: String (UUID)
- tripId: String (UUID)
- category: String
- day: Int64
- sortOrder: Double
- title: String
- createdAt: Date
- modifiedAt: Date
- latitude: Double?
- longitude: Double?
- address: String?
- travelFromCity: String?
- travelToCity: String?
- travelDistanceMeters: Double?
- travelDurationSeconds: Double?
```
### SwiftData Model
```swift
@Model
final class ItineraryItemModel {
@Attribute(.unique) var id: UUID
var tripId: UUID
var category: String
var day: Int
var sortOrder: Double
var title: String
var createdAt: Date
var modifiedAt: Date
var latitude: Double?
var longitude: Double?
var address: String?
var travelFromCity: String?
var travelToCity: String?
var travelDistanceMeters: Double?
var travelDurationSeconds: Double?
var ckRecordName: String?
var ckModifiedAt: Date?
}
```
### Service Consolidation
- Delete `TravelOverrideService`
- Rename `CustomItemService``ItineraryItemService`
- Single service handles all item types
---
## Files to Change
### Create
- `SportsTime/Core/Models/Domain/ItineraryItem.swift`
- `SportsTime/Core/Models/Domain/ItineraryConstraints.swift`
### Modify
- `SportsTime/Features/Trip/Views/ItineraryTableViewController.swift` - Simplified flattening, red zone feedback
- `SportsTime/Features/Trip/Views/ItineraryTableViewWrapper.swift` - Use unified items
- `SportsTime/Features/Trip/Views/TripDetailView.swift` - Single items state, unified service
- `SportsTime/Core/Models/CloudKit/CKModels.swift` - Add `CKItineraryItem`
- `SportsTime/Core/Services/CustomItemService.swift` → rename to `ItineraryItemService.swift`
### Delete
- `SportsTime/Core/Models/Domain/TravelDayOverride.swift`
- `SportsTime/Core/Models/Domain/CustomItineraryItem.swift`
- `SportsTime/Core/Services/TravelOverrideService.swift`
---
## Summary
| Aspect | Current | New |
|--------|---------|-----|
| Data models | `CustomItineraryItem` + `TravelDayOverride` | Single `ItineraryItem` |
| Travel storage | Separate override model | `.travel` category |
| Custom item placement | Only after games | Anywhere |
| Travel constraints | Day range only | Day range + position on edge days |
| Invalid drop feedback | Snap (buggy) | Red zone highlighting |
| Services | Two services | One `ItineraryItemService` |
| Flattening | Complex special-casing | Simple group + sort |
### Day-to-Day Movement
- Drag item to different day by scrolling (auto-scroll at edges)
- Drop at exact position within target day
## Persistence & Sync
### Storage Model
- Full itinerary structure stored (not derived)
- Each `ItineraryItem` is a CloudKit record linked to trip by `tripId`
- Clean break from old format — existing `CustomItineraryItem` and `TravelDayOverride` data not migrated
### Sync Behavior
- **Debounced writes**: Wait 1-2 seconds after last change, then sync
- **Local-first**: Changes persist locally immediately
- **Silent retry**: If sync fails, keep retrying in background
- **Last write wins**: No complex conflict resolution, most recent change overwrites
### Offline
- **Read-only offline**: Can view itinerary but editing requires connection
- Sync resumes automatically when back online
### Trip Changes (Game Added/Removed Externally)
- **Auto-update**: Detect changes to underlying trip, merge into stored itinerary
- New games inserted in time order on correct day
- Removed games simply disappear, other items stay in place
- If removing a game makes travel invalid (no games left in that city), auto-remove the travel segment
### Error Handling
- Corrupted data (e.g., invalid day reference): Show error, offer reset option
## Item Operations
### Adding Custom Items
- Tap (+) in day header -> opens AddItemSheet (current behavior)
- New item appears at end of day (user can drag to reorder)
- Sheet allows setting: title, icon/category, optional time, optional location
### Editing Custom Items
- Tap item -> opens edit sheet (current behavior)
- Can modify title, icon, time, location
- Delete button available in edit sheet
### Deleting Custom Items
- Multiple options: swipe to delete, long-press context menu, or delete button in edit sheet
- **Confirmation dialog** before delete: "Are you sure?"
- Games and travel cannot be deleted (system-managed)
### Reordering
- Drag handle to reorder within day or move to different day
- Single item drag only (no multi-select)
- No undo feature — moves are simple enough to redo manually
### Map Integration
- Route lines follow itinerary order (includes custom items with locations)
- Quick fade/flash animation when route updates after reorder
- Tap map marker -> list scrolls to that item
- Tapping list items does NOT affect map (list is for editing, map is overview)
## Implementation Approach
### Architecture
- `ItineraryConstraints` — separate testable type for all constraint logic
- `ItineraryItem` — unified model for games, travel, and custom items
- `ItineraryItemService` — handles persistence, sync, and CRUD operations
- View layer uses the constraint API to determine valid drop zones
### Implementation Order
1. Data model (`ItineraryItem`, `ItemKind`)
2. Constraint logic (`ItineraryConstraints` with unit tests)
3. Persistence layer (`ItineraryItemService` with CloudKit sync)
4. UI components (day header, item rows, drag handles)
5. Drag & drop integration with constraint validation
6. Map route updates
### Code Strategy
- Branch replacement — new code replaces old in a feature branch
- Clean break from existing `CustomItineraryItem`, `TravelDayOverride`, and related services
- Lazy rendering for performance (variable trip length, potentially hundreds of items)
- PDF export updated to respect user's itinerary order
### Testing
- Unit tests for `ItineraryConstraints` — all constraint rules
- Integration tests for drag/drop behavior
- Edge cases: multiple games same day, games in multiple cities same day, rest days
### Not in Scope
- Accessibility/VoiceOver reordering (touch first)
- Keyboard shortcuts
- Multi-select drag
- Undo feature
## Files to Create/Modify
### New Files
- `Core/Models/Domain/ItineraryItem.swift` — unified item model
- `Core/Models/Domain/ItineraryConstraints.swift` — constraint logic
- `Core/Services/ItineraryItemService.swift` — persistence and sync
### Modified Files
- `Features/Trip/Views/TripDetailView.swift` — complete rewrite of itinerary section
- `Features/Trip/Views/AddItemSheet.swift` — adapt to new model
- `Export/PDFGenerator.swift` — respect user's itinerary order
### Deleted Files
- `Core/Models/Domain/CustomItineraryItem.swift`
- `Core/Models/Domain/TravelDayOverride.swift`
- `Core/Services/CustomItemService.swift`
- `Core/Services/CustomItemSubscriptionService.swift`
- `Core/Services/TravelOverrideService.swift`
- `Features/Trip/Views/CustomItemRow.swift`
## Decision Log
| Question | Decision |
|----------|----------|
| Core model | List of days, each containing ordered items |
| Item order within day | User-controlled via drag |
| Item types | Games (fixed), Travel (constrained), Custom (free) |
| Travel constraints | After ALL departure games, before ALL arrival games |
| Custom item location | Optional, for map only, no placement constraints |
| Invalid drop handling | Don't show invalid drop zones (dim them) |
| Visual feedback for barriers | Highlight barrier games during travel drag |
| Persistence | Full structure stored, not derived |
| Sync strategy | Debounced (1-2s), local-first, silent retry |
| Conflict resolution | Last write wins |
| Offline | Read-only |
| Trip changes | Auto-merge, auto-remove invalid travel |
| Delete confirmation | Yes, dialog |
| Undo | No |
| Keyboard/accessibility | Not in scope (touch first) |
| Day header format | "Day 1 - Friday, January 17" |
| Add button location | In day header (+) |
| New item position | End of day |
| Game row style | Prominent card (current detailed design) |
| Travel row style | Distinct gold accent |
| Custom item row style | Minimal (icon + title + optional time) |
| EV charger info | Removed |
| Overview section | Removed (focus on itinerary) |
| Map at top | Yes, full map |
| Drag initiation | Drag handle (grip icon) |
| Haptic feedback | Yes (pickup, hover, drop) |
| Drop indicator | Gap opens between items |
| Scroll during drag | Auto-scroll at edges |
| Rest day styling | Same as game days |
| Empty day text | "No items yet, tap + to add" |
| PDF export | Respects user's itinerary order |
| Max trip length | Variable (optimize for long trips) |
| Max custom items | Unlimited (hundreds possible) |