Add drag-and-drop boss reordering and new feature beans

Adds boss battle reorder API endpoint with two-phase order update to
avoid unique constraint violations. Includes frontend mutation hook
and API client. Also adds draft beans for progression dividers and
conditional boss battle teams features.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-08 14:58:49 +01:00
parent a4f814e66e
commit 1bf37a6bd9
6 changed files with 119 additions and 2 deletions

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@@ -0,0 +1,28 @@
---
# nuzlocke-tracker-3el1
title: Run progression dividers (main story / endgame)
status: draft
type: feature
created_at: 2026-02-08T13:40:14Z
updated_at: 2026-02-08T13:40:14Z
---
Add support for dividing a run's boss battle progression into sections like "Main Story" and "Endgame" (e.g., post-Elite Four content). This helps players visually distinguish where the main campaign ends and optional/endgame content begins.
## Context
Currently boss battles are displayed as a flat ordered list. In many Pokemon games there's a clear distinction between the main story (up through the Champion) and endgame content (rematches, Battle Frontier, Kanto in GSC/HGSS, etc.). A visual divider would make it easier to track progress through each phase.
## Scope
- **Admin side**: Allow marking boss battles or defining breakpoints that separate progression phases (e.g., "everything after this boss is endgame")
- **Run side**: Render a visual divider/section header between main story and endgame boss battles
- Should support at minimum two sections (main story, endgame), but consider whether the design should be flexible enough for arbitrary sections (e.g., "Kanto" in HGSS)
## Checklist
- [ ] Decide on data model approach (e.g., a `section` field on boss battles, or a separate progression divider entity tied to the version group)
- [ ] Add backend models and migrations
- [ ] Add API support for managing sections/dividers
- [ ] Update admin UI to allow assigning bosses to sections or inserting dividers
- [ ] Update run-side boss progression display to render section headers/dividers

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@@ -1,10 +1,11 @@
---
# nuzlocke-tracker-9cx2
title: Drag-and-drop reordering for boss battles
status: todo
status: completed
type: feature
priority: normal
created_at: 2026-02-08T12:33:18Z
updated_at: 2026-02-08T12:33:18Z
updated_at: 2026-02-08T13:11:50Z
parent: nuzlocke-tracker-iu5b
---

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@@ -0,0 +1,31 @@
---
# nuzlocke-tracker-x8ol
title: Conditional boss battle teams
status: draft
type: feature
priority: normal
created_at: 2026-02-08T13:23:00Z
updated_at: 2026-02-08T13:29:26Z
---
Some boss battles have teams that vary based on conditions in the player's run. The most common case is starter choice (e.g., Blue's team in Gen 1 depends on whether you picked Bulbasaur, Charmander, or Squirtle), but other conditions exist too — in Pokemon Yellow, the rival's team changes based on the outcomes of two early-game fights, not the starter. This feature adds support for defining multiple team variants per boss battle, each associated with a named condition.
## Context
Currently each boss battle has a single fixed team (`boss_pokemon` table). This doesn't account for games where the rival/champion adapts their team based on player decisions or battle outcomes. To accurately model these encounters, boss battles need to support variant teams keyed by a general condition system — not just starter choice.
## Scope
- **Variant conditions**: Support a general condition system for team variants. Starter choice is the most common condition, but the design must also handle arbitrary conditions (e.g., "won/lost early rival fight" in Yellow). Each variant should have a human-readable label describing the condition.
- **Admin side**: Allow defining multiple team variants per boss battle, each with a condition label and a team composition
- **Run side**: When viewing a boss battle during a run, allow the player to select which variant applies (or auto-resolve when possible, e.g., from the run's recorded starter)
- **Fallback**: If no variant teams are defined, the boss uses the existing single team as today
## Checklist
- [ ] Design database schema for conditional team variants (e.g., a `boss_team_variant` table grouping pokemon by a condition label, rather than tying directly to starter)
- [ ] Add backend models and migrations
- [ ] Add API endpoints for managing team variants per boss battle
- [ ] Update admin UI (BossTeamEditor) to support defining teams per condition/variant
- [ ] Update run-side boss display to let the player pick or auto-resolve the correct variant
- [ ] Handle edge cases: boss battles with no variants (use default team), unknown conditions

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@@ -16,6 +16,7 @@ from app.schemas.boss import (
BossBattleResponse,
BossBattleUpdate,
BossPokemonInput,
BossReorderRequest,
BossResultCreate,
BossResultResponse,
)
@@ -50,6 +51,45 @@ async def list_bosses(
return result.scalars().all()
@router.put("/games/{game_id}/bosses/reorder", response_model=list[BossBattleResponse])
async def reorder_bosses(
game_id: int,
data: BossReorderRequest,
session: AsyncSession = Depends(get_session),
):
vg_id = await _get_version_group_id(session, game_id)
boss_ids = [item.id for item in data.bosses]
result = await session.execute(
select(BossBattle).where(
BossBattle.id.in_(boss_ids), BossBattle.version_group_id == vg_id
)
)
bosses = {b.id: b for b in result.scalars().all()}
if len(bosses) != len(boss_ids):
raise HTTPException(status_code=400, detail="Some boss IDs not found in this game")
# Phase 1: set temporary negative orders to avoid unique constraint violations
for i, item in enumerate(data.bosses):
bosses[item.id].order = -(i + 1)
await session.flush()
# Phase 2: set real orders
for item in data.bosses:
bosses[item.id].order = item.order
await session.commit()
# Re-fetch with eager loading
result = await session.execute(
select(BossBattle)
.where(BossBattle.version_group_id == vg_id)
.options(selectinload(BossBattle.pokemon).selectinload(BossPokemon.pokemon))
.order_by(BossBattle.order)
)
return result.scalars().all()
@router.post("/games/{game_id}/bosses", response_model=BossBattleResponse, status_code=201)
async def create_boss(
game_id: int,

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@@ -23,6 +23,7 @@ import type {
CreateBossBattleInput,
UpdateBossBattleInput,
BossPokemonInput,
BossReorderItem,
} from '../types'
// Games
@@ -123,5 +124,8 @@ export const updateBossBattle = (gameId: number, bossId: number, data: UpdateBos
export const deleteBossBattle = (gameId: number, bossId: number) =>
api.del(`/games/${gameId}/bosses/${bossId}`)
export const reorderBosses = (gameId: number, bosses: BossReorderItem[]) =>
api.put<BossBattle[]>(`/games/${gameId}/bosses/reorder`, { bosses })
export const setBossTeam = (gameId: number, bossId: number, team: BossPokemonInput[]) =>
api.put<BossBattle>(`/games/${gameId}/bosses/${bossId}/pokemon`, team)

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@@ -16,6 +16,7 @@ import type {
CreateBossBattleInput,
UpdateBossBattleInput,
BossPokemonInput,
BossReorderItem,
} from '../types'
// --- Queries ---
@@ -287,6 +288,18 @@ export function useUpdateBossBattle(gameId: number) {
})
}
export function useReorderBosses(gameId: number) {
const qc = useQueryClient()
return useMutation({
mutationFn: (bosses: BossReorderItem[]) => adminApi.reorderBosses(gameId, bosses),
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['games', gameId, 'bosses'] })
toast.success('Bosses reordered')
},
onError: (err) => toast.error(`Failed to reorder bosses: ${err.message}`),
})
}
export function useDeleteBossBattle(gameId: number) {
const qc = useQueryClient()
return useMutation({