Files
genshin-assistant/src/lib/genshinData.ts
T
AzuTear dcac155887 feat(store): GOOD interop, rescan-merge, data staleness, lock detection
Task #5 building blocks, each a pure + unit-tested module:

- goodInterop.ts: GOOD (Genshin Optimizer / Inventory Kamera / Akasha) import and
  export for scanned StoredArtifactRecords - slot/stat/set key maps both ways,
  substat string <-> { key, value }, main-value reconstruction on import
  (ADR-003). Export is lossless; import is best-effort (GOOD lacks piece names).
- artifactMerge.ts: rescan-merge (ADR-006 follow-up). Level-independent identity
  (set + slot + main + substat NAME set) collapses leveled re-scan duplicates,
  keeping the higher-level/stronger record and summing timesSeen. Conservative:
  differing substat lineups never merge.
- dataPackageStatus.ts: warns when the genshin-db package is older than ~45 days
  (a patch cycle) so new sets/characters aren't silently missed; surfaced in the
  Scanner Diagnose data-package line. Adds dataGeneratedAt to genshinData.
- lockDetection.ts: EXPERIMENTAL read-only lock-status heuristic (gold-pixel
  ratio in a top-right icon crop). Pure + tested but not wired into capture; crop
  position and threshold need calibration against a reference 16:9 screenshot.

120 tests + build green. Remaining wiring (needs UI / live calibration): GOOD
import/export buttons and live lock detection.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 21:55:20 +02:00

166 lines
5.7 KiB
TypeScript

import gameData from "../data/genshinGameData.json" with { type: "json" };
import { simplifyForMatch } from "./fuzzyMatch.js";
type ArtifactPiece = {
name: string;
setName: string;
slot: string;
relicType: string;
};
type Character = {
name: string;
};
type GenshinGameDataContract = typeof gameData & {
artifactPieces?: ArtifactPiece[];
stats?: {
main?: string[];
mainBySlot?: Record<string, string[]>;
sub?: string[];
};
aliases?: {
stats?: Record<string, string>;
textReplacements?: Record<string, string>;
slotAliases?: Record<string, string>;
setAliases?: Record<string, string>;
pieceAliases?: Record<string, string>;
characterAliases?: Record<string, string>;
};
mainStatsBySlot?: Record<string, string[]>;
mainStatValueReferences?: Record<string, Array<{ stat: string; base: number; max: number }>>;
characters?: Character[];
};
export const genshinGameData = gameData as GenshinGameDataContract;
export const slotNames = genshinGameData.slots;
export const statAliases = genshinGameData.aliases?.stats ?? {};
export const textReplacements = genshinGameData.aliases?.textReplacements ?? {};
export const slotAliases = genshinGameData.aliases?.slotAliases ?? {};
export const setAliases = genshinGameData.aliases?.setAliases ?? {};
export const pieceAliases = genshinGameData.aliases?.pieceAliases ?? {};
export const characterAliases = genshinGameData.aliases?.characterAliases ?? {};
export const knownSets = genshinGameData.artifactSets.map((set) => set.name);
export const knownCharacters = (genshinGameData.characters ?? []).map((character) => character.name);
export const sourceVersion = genshinGameData.sourceVersion ?? "unknown";
export const dataGeneratedAt = (genshinGameData as { generatedAt?: string }).generatedAt ?? "";
export const fixedMainStatBySlot: Record<string, string> = {
"Flower of Life": "HP",
"Plume of Death": "ATK",
};
const bundledMainStats = genshinGameData.stats?.main ?? genshinGameData.mainStats;
const bundledSubstats = genshinGameData.stats?.sub ?? genshinGameData.substats;
export const mainStatsBySlot: Record<string, string[]> = genshinGameData.stats?.mainBySlot ?? genshinGameData.mainStatsBySlot ?? {
"Flower of Life": ["HP"],
"Plume of Death": ["ATK"],
"Sands of Eon": ["HP%", "ATK%", "DEF%", "Energy Recharge", "Elemental Mastery"],
"Goblet of Eonothem": [
"HP%",
"ATK%",
"DEF%",
"Elemental Mastery",
"Hydro DMG Bonus",
"Pyro DMG Bonus",
"Electro DMG Bonus",
"Cryo DMG Bonus",
"Dendro DMG Bonus",
"Anemo DMG Bonus",
"Geo DMG Bonus",
"Physical DMG Bonus",
],
"Circlet of Logos": ["HP%", "ATK%", "DEF%", "Elemental Mastery", "CRIT Rate", "CRIT DMG", "Healing Bonus"],
};
const fallbackArtifactPieces = genshinGameData.artifactSets.flatMap((artifactSet) =>
artifactSet.pieces.map((piece) => ({
name: piece.name,
setName: artifactSet.name,
slot: slotFromRelicType(piece.relicType),
relicType: piece.relicType,
})),
);
export const artifactPieces: ArtifactPiece[] = (genshinGameData.artifactPieces ?? fallbackArtifactPieces)
.filter((piece) => piece.name && piece.setName && piece.slot);
export const pieceToSet = new Map(artifactPieces.map((piece) => [piece.name, piece.setName]));
export const pieceToSlot = new Map(artifactPieces.map((piece) => [piece.name, piece.slot]));
export const knownPieceNames = artifactPieces.map((piece) => piece.name);
export const globalMainStats = unique([
...bundledMainStats,
...Object.keys(statAliases),
]);
export const globalSubstats = unique([
...bundledSubstats,
...Object.keys(statAliases),
]);
export const mainStatValueReferences = genshinGameData.mainStatValueReferences ?? {};
export function allowedMainStatsForSlot(slot: string) {
return mainStatsBySlot[slot] ?? globalMainStats;
}
export function canonicalStatName(raw: string) {
return statAliases[raw] ?? raw;
}
export function normalizeSlotAlias(raw: string) {
const simplified = simplifyForMatch(raw);
const aliasMatch = Object.entries(slotAliases).find(([alias]) => simplifyForMatch(alias) === simplified);
if (aliasMatch) return aliasMatch[1];
const direct = slotNames.find((slot) => simplifyForMatch(slot) === simplified);
return direct ?? "";
}
export function normalizeSetAlias(raw: string) {
const simplified = simplifyForMatch(raw);
const aliasMatch = Object.entries(setAliases).find(([alias]) => simplifyForMatch(alias) === simplified);
if (aliasMatch) return aliasMatch[1];
const direct = knownSets.find((set) => simplifyForMatch(set) === simplified);
return direct ?? "";
}
export function normalizePieceAlias(raw: string) {
const simplified = simplifyForMatch(raw);
const aliasMatch = Object.entries(pieceAliases).find(([alias]) => simplifyForMatch(alias) === simplified);
if (aliasMatch) return aliasMatch[1];
const direct = knownPieceNames.find((piece) => simplifyForMatch(piece) === simplified);
return direct ?? "";
}
export function normalizeCharacterAlias(raw: string) {
const simplified = simplifyForMatch(raw);
const aliasMatch = Object.entries(characterAliases).find(([alias]) => simplifyForMatch(alias) === simplified);
if (aliasMatch) return aliasMatch[1];
const direct = knownCharacters.find((character) => simplifyForMatch(character) === simplified);
return direct ?? "";
}
function unique(values: string[]) {
return [...new Set(values)];
}
function slotFromRelicType(relicType: string) {
switch (relicType) {
case "EQUIP_BRACER":
return "Flower of Life";
case "EQUIP_NECKLACE":
return "Plume of Death";
case "EQUIP_SHOES":
return "Sands of Eon";
case "EQUIP_RING":
return "Goblet of Eonothem";
case "EQUIP_DRESS":
return "Circlet of Logos";
default:
return "";
}
}