Remove unused nuzlocke rules, reorganize into core and playstyle
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Remove firstEncounterOnly, permadeath, nicknameRequired, and
postGameCompletion from the rules system — they are either implicit
(it's a nuzlocke tracker) or not enforced. Move levelCaps to core
(it's displayed in the sticky bar). Create a new "playstyle" category
for hardcoreMode and setModeOnly — informational rules useful for
stats but not enforced by the tracker. Remove the completion category
entirely. Add sub-task beans for the rules overhaul epic.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-20 21:20:23 +01:00
parent 4fbfcf9b29
commit e25d1cf24c
11 changed files with 204 additions and 124 deletions

View File

@@ -21,9 +21,7 @@ export function RuleBadges({ rules }: RuleBadgesProps) {
className={`px-2 py-0.5 rounded-full text-xs font-medium ${
def.category === 'core'
? 'bg-blue-900/40 text-blue-300 light:bg-blue-100 light:text-blue-700'
: def.category === 'completion'
? 'bg-green-900/40 text-green-300 light:bg-green-100 light:text-green-700'
: 'bg-amber-900/40 text-amber-300 light:bg-amber-100 light:text-amber-800'
: 'bg-purple-900/40 text-purple-300 light:bg-purple-100 light:text-purple-700'
}`}
>
{def.name}

View File

@@ -19,8 +19,7 @@ export function RulesConfiguration({
? RULE_DEFINITIONS.filter((r) => !hiddenRules.has(r.key))
: RULE_DEFINITIONS
const coreRules = visibleRules.filter((r) => r.category === 'core')
const difficultyRules = visibleRules.filter((r) => r.category === 'difficulty')
const completionRules = visibleRules.filter((r) => r.category === 'completion')
const playstyleRules = visibleRules.filter((r) => r.category === 'playstyle')
const handleRuleChange = (key: keyof NuzlockeRules, value: boolean) => {
onChange({ ...rules, [key]: value })
@@ -74,11 +73,13 @@ export function RulesConfiguration({
<div className="bg-surface-1 rounded-lg shadow">
<div className="px-4 py-3 border-b border-border-default">
<h3 className="text-lg font-medium text-text-primary">Difficulty Modifiers</h3>
<p className="text-sm text-text-tertiary">Optional rules to increase the challenge</p>
<h3 className="text-lg font-medium text-text-primary">Playstyle</h3>
<p className="text-sm text-text-tertiary">
Describe how you're playing — doesn't affect tracker behavior
</p>
</div>
<div className="px-4">
{difficultyRules.map((rule) => (
{playstyleRules.map((rule) => (
<RuleToggle
key={rule.key}
name={rule.name}
@@ -89,26 +90,6 @@ export function RulesConfiguration({
))}
</div>
</div>
{completionRules.length > 0 && (
<div className="bg-surface-1 rounded-lg shadow">
<div className="px-4 py-3 border-b border-border-default">
<h3 className="text-lg font-medium text-text-primary">Completion</h3>
<p className="text-sm text-text-tertiary">When is the run considered complete</p>
</div>
<div className="px-4">
{completionRules.map((rule) => (
<RuleToggle
key={rule.key}
name={rule.name}
description={rule.description}
enabled={rules[rule.key]}
onChange={(value) => handleRuleChange(rule.key, value)}
/>
))}
</div>
</div>
)}
</div>
)
}

View File

@@ -1,68 +1,36 @@
export interface NuzlockeRules {
// Core rules
firstEncounterOnly: boolean
permadeath: boolean
nicknameRequired: boolean
// Core rules (affect tracker behavior)
duplicatesClause: boolean
shinyClause: boolean
pinwheelClause: boolean
// Difficulty modifiers
hardcoreMode: boolean
levelCaps: boolean
setModeOnly: boolean
// Completion
postGameCompletion: boolean
// Playstyle (informational, for stats/categorization)
hardcoreMode: boolean
setModeOnly: boolean
}
export const DEFAULT_RULES: NuzlockeRules = {
// Core rules - standard Nuzlocke
firstEncounterOnly: true,
permadeath: true,
nicknameRequired: true,
// Core rules
duplicatesClause: true,
shinyClause: true,
pinwheelClause: true,
// Difficulty modifiers - off by default
hardcoreMode: false,
levelCaps: false,
setModeOnly: false,
// Completion
postGameCompletion: false,
// Playstyle - off by default
hardcoreMode: false,
setModeOnly: false,
}
export interface RuleDefinition {
key: keyof NuzlockeRules
name: string
description: string
category: 'core' | 'difficulty' | 'completion'
category: 'core' | 'playstyle'
}
export const RULE_DEFINITIONS: RuleDefinition[] = [
// Core rules
{
key: 'firstEncounterOnly',
name: 'First Encounter Only',
description:
'You may only catch the first Pokémon encountered in each area. If you fail to catch it, you get nothing from that area.',
category: 'core',
},
{
key: 'permadeath',
name: 'Permadeath',
description:
'If a Pokémon faints, it is considered dead and must be released or permanently boxed.',
category: 'core',
},
{
key: 'nicknameRequired',
name: 'Nickname Required',
description: 'All caught Pokémon must be given a nickname to form a stronger bond.',
category: 'core',
},
{
key: 'duplicatesClause',
name: 'Duplicates Clause',
@@ -84,35 +52,26 @@ export const RULE_DEFINITIONS: RuleDefinition[] = [
'Sub-zones within a location group each get their own encounter instead of sharing one.',
category: 'core',
},
// Difficulty modifiers
{
key: 'hardcoreMode',
name: 'Hardcore Mode',
description: 'No items may be used during battle. Held items are still allowed.',
category: 'difficulty',
},
{
key: 'levelCaps',
name: 'Level Caps',
description:
"Your Pokémon cannot exceed the level of the next Gym Leader's highest-level Pokémon before challenging them.",
category: 'difficulty',
category: 'core',
},
// Playstyle
{
key: 'hardcoreMode',
name: 'Hardcore Mode',
description: 'No items may be used during battle. Held items are still allowed.',
category: 'playstyle',
},
{
key: 'setModeOnly',
name: 'Set Mode Only',
description:
'The game must be played in "Set" battle style, meaning you cannot switch Pokémon after knocking out an opponent.',
category: 'difficulty',
},
// Completion
{
key: 'postGameCompletion',
name: 'Post-Game Completion',
description:
'The run continues into post-game content instead of ending after the Champion is defeated.',
category: 'completion',
category: 'playstyle',
},
]