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, per region, where * 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. * * Per region for the same reason `resetOffsets` is: a game's servers need not * agree on the hour either. Girls' Frontline 2's Asia server rolls at 05:00 * UTC+8 while its global server rolls at 21:00 UTC-8, and one number per game * would have to lie about one of them. A region absent here takes 04:00. * * 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?: Partial> | 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" }, // Infinity Nikki resets at 04:00 server time on three servers, and two of them // are not on the regional default: America runs UTC-7 and Europe UTC+2, per // Game-Time-Master (github.com/cicerakes/Game-Time-Master). The Fandom wiki's // Daily Wishes page agrees, and America's is fixed rather than Pacific — the // December 2024 maintenance was still announced in UTC-7. nikki: { id: "nikki", name: "Infinity Nikki", short: "Nikki", hue: "#F27BB0" , studio: "Infold Games", dailyTasks: "Daily tasks, Vital Energy", resetOffsets: { america: -7, europe: 2 } }, // 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: { asia: 5, america: 5, europe: 5 } }, // Blue Archive Global runs one worldwide server that resets at 04:00 Japan // time — 19:00 UTC — per Game-Time-Master (github.com/cicerakes/Game-Time-Master), // and guides on Sportskeeda and Deltia's Gaming say the same in JST. The // offset is Japan's rather than UTC's so the day key reads as the server's // calendar date, which is what a bare `YYYY-MM-DD` on bluearchive.wiki names. ba: { id: "ba", name: "Blue Archive", short: "Blue Archive", hue: "#3FCBDD" , studio: "Nexon Games", dailyTasks: "Daily missions, AP", resetOffsets: { asia: 9, america: 9, europe: 9 } }, // No `resetOffsets`, and this one is a gap in the field rather than a gap in // the evidence. The English server is a single worldwide machine on US // Pacific time — every duration on the wiki's `Event_List_(US)` says so — but // Pacific observes daylight saving, and the page itself alternates `PDT` and // `PST` across the year. `resetOffsets` is one fixed number per region, so // there is no honest value: -7 is wrong all winter and -8 all summer, and // either way it re-labels day keys twice a year for readers who have logged // ticks under the other one. A game whose server clock shifts needs a field // that can shift with it — see the note in AGENTS.md § Event IDs. fgo: { id: "fgo", name: "Fate/Grand Order", short: "FGO", hue: "#1D3A8F", studio: "Lasengle", dailyTasks: "Daily Quests, AP" }, // hololive Dreams runs a single worldwide service on a Japanese clock, and // both halves of that come from the source rather than from habit: every // boundary on holodori.wiki is stated once, in `(JST)`, with no per-region // column anywhere, and the game launched worldwide simultaneously. The reset // hour is evidenced the way Arknights' is — `Training Support Missions` ends // at 3:59AM JST, one minute before a 04:00 local reset — so the default hour // stands and only the offset is overridden. Setting it now costs nothing: no // reader has a day key for a game the app has never shipped, whereas adding // the same override later would re-label ticks they had already logged. holodori: { id: "holodori", name: "hololive Dreams", short: "holodori", hue: "#5FD3F3", studio: "QualiArts / COVER", dailyTasks: "Daily missions, stamina", resetOffsets: { asia: 9, america: 9, europe: 9 } }, // No `resetOffsets`, and unusually the source is not silent here — it is // ambiguous, which comes to the same answer. Every IOP Wiki row states an // exact UTC instant, but the EN boundaries land on three different clocks: // 33 events end at 22:59, 11 at 08:59 and 5 at 02:59. Arknights and // Reverse: 1999 each earned an override from a single boundary the whole page // agreed on, one minute or second before a 04:00 local reset; three of them // is a patch window, not a reset hour. So this game takes the regional // default until something states its server clock outright. gfl2: { id: "gfl2", name: "Girls' Frontline 2: Exilium", short: "GFL2", hue: "#A9C23F", studio: "Sunborn", dailyTasks: "Daily missions" }, // No `resetOffsets`, and this is the Fate/Grand Order gap rather than the // Blue Archive one: the source states an offset on every boundary, and the // offset it states is `-07:00` in August. That is US Pacific in summer, which // means it is `-08:00` in winter — one fixed number is wrong for half the year // in either direction, and `resetOffsets` holds one fixed number. The page // also never lands its boundaries on a single local hour (20:00 and 21:00 // starts, 12:59 and 19:59 ends), so there is no reset hour to read off it // either. See the fgo entry below for the same reasoning at more length. stellasora: { id: "stellasora", name: "Stella Sora", short: "Stella Sora", hue: "#2E9E9E", studio: "Yostar", dailyTasks: "Daily missions" }, // No `resetOffsets`: the source is Game8, which states day-precision prose // and no clock at all — the same silence p5x has, and the same answer. czn: { id: "czn", name: "Chaos Zero Nightmare", short: "CZN", hue: "#B84A9C", studio: "Smilegate", dailyTasks: "Daily missions" }, // Nikke runs one worldwide server on a Japanese clock that rolls its day at // **05:00**, not 04:00 — and both halves come from the source rather than // from habit. Every schedule column on the wiki is headed `Start(UTC+9)` / // `End(UTC+9)`, and the rows themselves show the boundary: story events end // at 04:59:59 and the pickup banner replacing them starts at 05:00:00, one // second apart. That is the Reverse: 1999 evidence pattern exactly. // // Set in the same commit that ships the game, which costs nothing now and // could not be added later without re-labelling day keys readers had already // logged ticks under. nikke: { id: "nikke", name: "Goddess of Victory: Nikke", short: "Nikke", hue: "#E4572E", studio: "Shift Up", dailyTasks: "Daily missions, outpost", resetOffsets: { asia: 9, america: 9, europe: 9 }, resetHourLocal: { asia: 5, america: 5, europe: 5 } }, // Umamusume Global runs one worldwide server whose day rolls at 15:00 UTC — // midnight in Japan — per Game-Time-Master (github.com/cicerakes/Game-Time-Master), // and guides state the same instant as 00:00 JST. Kept on UTC rather than JST // because the source's own column is headed `Availability (UTC)`: its bare // dates are UTC calendar days, and the day key has to name the same day the // source does, or a day-precision end resolves a day early. uma: { id: "uma", name: "Umamusume: Pretty Derby", short: "Umamusume", hue: "#6FBF44", studio: "Cygames", dailyTasks: "Daily races, missions", resetOffsets: { asia: 0, america: 0, europe: 0 }, resetHourLocal: { asia: 15, america: 15, europe: 15 } }, // No `resetOffsets`, and the source is silent in the strongest sense: every // boundary Honkai Impact 3rd has here is a **week bucket**, and every one of // those states its time as `0:0:0` — a placeholder the grid needs to draw a // column, not a clock anyone published. There is no time of day on that page // to read a reset out of, and the schedule's own header calls the week // estimated. Same silence as p5x, ba and czn, and the same answer. // // Note also that `GLB/SEA` is one label over one grid: the source draws no // per-region split, so there is nothing here that could evidence a server // map even if a clock appeared. See src/ingest/parsers/arustats.ts. hi3: { id: "hi3", name: "Honkai Impact 3rd", short: "Honkai 3rd", hue: "#8B5CF6", studio: "HoYoverse", dailyTasks: "Daily missions, stamina" }, // No `resetOffsets`: Karendar states all times for the Global server in UTC // with no per-region columns and no stated reset hour, so PGR takes the // default regional reset until a source evidences an override. pgr: { id: "pgr", name: "Punishing: Gray Raven", short: "PGR", hue: "#CC292B", studio: "Kuro Games", dailyTasks: "Daily missions, serum" }, }; 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)}…`; }