import type { CustomGames, LaneId } from "./custom.ts"; import type { GameId, Region } from "./schema.ts"; export interface GameMeta { id: GameId; name: string; /** Short label for narrow lanes and chips. */ short: string; /** * Hue identity. This axis encodes *which game* only — urgency is a separate * axis (see time.ts). Keeping them orthogonal is what lets a glance answer * "whose event is this?" and "how long have I got?" at the same time. */ hue: string; /** Who makes it. Credited in the colophon, derived rather than hardcoded. */ studio: string; /** * What the game's standing daily chore actually consists of, in the terms * the game itself uses. Deliberately the routine every player recognises — * this is a reminder, not a guide, and a wrong specific would be worse than * no hint at all. */ dailyTasks: string; /** * Server clock offsets that differ from the regional default, per region. * * Not every game runs one server per region. Where a game serves two of our * regions off a single machine, the reader's region is still the right * question — it just gets a different answer for that game than * `REGION_RESET_UTC_OFFSET` gives. * * Deliberately a sparse override rather than a full table: listing only the * regions that actually differ keeps the diff to the fact that changed, and * a region absent here keeps the default answer it has always had. * * This feeds `dayKey`, which is a **localStorage key**. Adding or changing an * entry re-labels the game-day some already-logged ticks fall in, for readers * in that region only — see `src/shared/daily.ts` § shift and * docs/DATA-MODEL.md. */ resetOffsets?: Partial> | undefined; /** * The hour of the server's own day this game rolls over on, when it is not * `RESET_HOUR_LOCAL` (04:00). * * Most gacha servers reset at 04:00 local. Reverse: 1999 resets at 05:00, and * the difference is not cosmetic: `resetOffsets` alone cannot express it, * because bending a game's stated server offset to land the right instant * would put every other reader of that offset an hour out. * * Like `resetOffsets` this feeds `dayKey`, which is a **localStorage key**, so * the same warning applies — changing it for a game that already has readers * re-labels the game-day their logged ticks fall in. Absent means 04:00, which * is why adding this field moved no existing game. */ resetHourLocal?: number | undefined; } export const GAMES: Record = { genshin: { id: "genshin", name: "Genshin Impact", short: "Genshin", hue: "#4EA8DE" , studio: "HoYoverse", dailyTasks: "Commissions, resin" }, hsr: { id: "hsr", name: "Honkai: Star Rail", short: "Star Rail", hue: "#7B8CFF" , studio: "HoYoverse", dailyTasks: "Daily training, Trailblaze Power" }, zzz: { id: "zzz", name: "Zenless Zone Zero", short: "ZZZ", hue: "#F2A03D" , studio: "HoYoverse", dailyTasks: "Daily missions, battery" }, wuwa: { id: "wuwa", name: "Wuthering Waves", short: "Wuwa", hue: "#3DD6A0" , studio: "Kuro Games", dailyTasks: "Daily activity, waveplate" }, // Arknights runs a single Global (EN) server for all three of our regions on // a fixed UTC-7, so every region gets the same override rather than the // regional default. Evidenced by the source rather than assumed: every ending // event on arknights.wiki.gg carries an exact end of 10:59:59Z, which is // 03:59:59 at UTC-7 — one second before a 04:00 reset. Without this a // European reader's Arknights day would roll at 03:00 UTC while the game // rolls at 11:00, ticking the wrong box for eight hours. arknights: { id: "arknights", name: "Arknights", short: "Arknights", hue: "#9AA3B8" , studio: "Hypergryph", dailyTasks: "Daily missions, sanity", resetOffsets: { asia: -7, america: -7, europe: -7 } }, // Endfield has two server groups, not three: Europe is served off the same // machine as the Americas, on a fixed UTC-5. So a European player's day rolls // at 09:00 UTC — 11:00 in Copenhagen in summer, 10:00 in winter — six hours // after the HoYo/Kuro pattern above. Asia has its own server and is unchanged, // and `america` already resolves to -5, so Europe is the only real override. endfield: { id: "endfield", name: "Arknights: Endfield", short: "Endfield", hue: "#E8635A" , studio: "Hypergryph", dailyTasks: "Daily missions", resetOffsets: { europe: -5 } }, nte: { id: "nte", name: "Neverness to Everness", short: "NTE", hue: "#C77DFF" , studio: "Hotta Studio", dailyTasks: "Daily tasks" }, nikki: { id: "nikki", name: "Infinity Nikki", short: "Nikki", hue: "#F27BB0" , studio: "Infold Games", dailyTasks: "Daily tasks, Vital Energy" }, // No `resetOffsets`: nothing in the source states a server map that differs // from the regional default, and an offset invented here would move real // readers' day keys. Add one only against evidence — see games.ts § resetOffsets. p5x: { id: "p5x", name: "Persona 5: The Phantom X", short: "P5X", hue: "#D62246" , studio: "Perfect World", dailyTasks: "Daily missions, stamina" }, // Reverse: 1999 runs one global server on a fixed UTC-5 and rolls its day at // **05:00**, not the 04:00 every other game here uses. Both facts come from // the source rather than from habit: all 154 rows on the wiki's event list // state `(UTC-5)`, and every one of them starts at 05:00 and ends at 04:59 — // an event ending one minute before the reset that the next one begins on. r1999: { id: "r1999", name: "Reverse: 1999", short: "R1999", hue: "#C9A227" , studio: "Bluepoch", dailyTasks: "Daily missions", resetOffsets: { asia: -5, america: -5, europe: -5 }, resetHourLocal: 5 }, }; export const GAME_LIST: GameMeta[] = Object.values(GAMES); export function gameMeta(id: GameId): GameMeta { return GAMES[id]; } /** * Meta for any lane, including one the reader invented (PRD F13). * * Pure, and total. Total matters: a lane id can outlive the game it names — * an import can carry an event whose game did not come with it, and a reader * can delete a game a stale render is still holding. Returning a neutral * placeholder keeps that a visible oddity rather than a blank screen, which is * the trade this codebase makes everywhere else in the client. */ export function metaFor(id: LaneId, custom: CustomGames): GameMeta { const tracked = GAMES[id as GameId]; if (tracked !== undefined) return tracked; const own = custom[id]; if (own !== undefined) { return { id: own.id as GameId, name: own.name, short: shortLabel(own.name), hue: own.hue, // Not credited in the colophon and contributing no standing chore: the // colophon lists the sources we fetch, and this game has none. See // docs/DATA-MODEL.md § Reader-authored key spaces. studio: "", dailyTasks: "", }; } return { id: id as GameId, name: "Unknown game", short: "?", hue: "#9AA3B8", studio: "", dailyTasks: "", }; } /** A name that still fits a narrow lane label or a chip. */ export function shortLabel(name: string): string { if (name.length <= 12) return name; const first = name.split(/\s+/)[0] ?? name; return first.length <= 12 ? first : `${name.slice(0, 11)}…`; }