Commit Graph

26 Commits

Author SHA1 Message Date
Julian Tabel
c2e946f500 Restrict transfers to HoF team and prevent blocking starter route
Transfer modal now only appears when a Hall of Fame team is selected,
using the existing hofTeam data instead of the survivors endpoint.
Without a HoF selection, advance proceeds directly with no transfer step.

Transferred encounters are now a separate category: they appear in their
own "Transferred Pokemon" section, don't occupy route slots in the
encounter map, and don't block the route-lock check (excluded via
genlocke_transfers subquery). The run detail endpoint returns
transferEncounterIds so the frontend can distinguish them.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 11:35:05 +01:00
Julian Tabel
e1dac10d27 Fix run deletion crash and transfer modal initialization error
Run deletion now properly cleans up boss_results, genlocke_transfers,
and genlocke_leg references before deleting the run. Also fix
showTransferModal being referenced before initialization in
RunEncounters by moving its useState declaration above useLegSurvivors.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 11:28:22 +01:00
Julian Tabel
c5910ec75c Add genlocke transfer UI with transfer selection modal and backend support
When advancing to the next genlocke leg, users can now select surviving
Pokemon to transfer. Transferred Pokemon are bred down to their base
evolutionary form and appear as level-1 egg encounters in the next leg.
A GenlockeTransfer record links source and target encounters for lineage tracking.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 11:20:49 +01:00
Julian Tabel
58d36c4433 Fix hooks order violation in RunEncounters
Move hofTeam useMemo before early returns to comply with Rules of Hooks.
It was placed after the loading/error guards, causing a "rendered more
hooks than during the previous render" crash.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 10:22:54 +01:00
Julian Tabel
08a5e5c621 Add Hall of Fame team selection for completed runs
After marking a run as completed, a modal prompts the player to select
which Pokemon (up to 6) entered the Hall of Fame. The selection is stored
as hof_encounter_ids on the run, displayed in the victory banner, and
can be edited later. This lays the foundation for scoping genlocke
retireHoF to only the actual HoF team.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 10:19:56 +01:00
Julian Tabel
48b56f9360 Implement Retire HoF (Gauntlet) rule enforcement for genlockes
When retireHoF is enabled, surviving HoF Pokemon and their evolutionary
families are retired at leg advancement and treated as duplicates in all
subsequent legs — both in the encounter modal and bulk randomize.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 10:05:03 +01:00
Julian Tabel
07343e94e2 Add genlocke leg progression with advance endpoint and run context
When a run belonging to a genlocke is completed or failed, the genlocke
status updates accordingly. The run detail API now includes genlocke
context (leg order, total legs, genlocke name). A new advance endpoint
creates the next leg's run, and the frontend shows genlocke-aware UI
including a "Leg X of Y" banner, advance button, and contextual
messaging in the end-run modal.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 09:47:28 +01:00
35df9023f1 Add egg encounter logging with route-lock bypass
Egg hatches can now be logged at any location without consuming the
route's encounter slot. Adds an EggEncounterModal with pokemon search
and a "Log Egg" button on the run encounters page.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-08 22:25:47 +01:00
a2127f2126 Handle Nincada split evolution (Ninjask + Shedinja)
When evolving Nincada, a confirmation prompt now offers to also add
Shedinja as a new encounter on the same route. The Shedinja encounter
uses a "shed_evolution" origin to bypass route-locking.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-08 21:47:35 +01:00
512be228a2 Auto-select boss team variant based on starter choice
When a run has a starter Pokemon, automatically match its species name
against boss battle condition labels (e.g., "charmander" matches "Chose
Charmander"). If exactly one variant matches, pre-select it and hide the
pill selector. Falls back to showing pills when no match is found.

Fixes starter lookup to use game routes data (which has encounterMethods
populated) instead of the run detail route (which defaults to empty).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-08 21:33:28 +01:00
a6bf8b4af2 Add conditional boss battle teams (variant teams by condition)
Wire up the existing condition_label column on boss_pokemon to support
variant teams throughout the UI. Boss battles can now have multiple team
configurations based on conditions (e.g., starter choice in Gen 1).

- Add condition_label to BossPokemonInput schema (frontend + backend bulk import)
- Rewrite BossTeamEditor with variant tabs (Default + named conditions)
- Add variant pill selector to BossDefeatModal team preview
- Add BossTeamPreview component to RunEncounters boss cards
- Fix MissingGreenlet error in set_boss_team via session.expunge_all()
- Fix PokemonSelector state bleed between tabs via composite React key
- Add Alembic migration for condition_label column

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-08 21:20:30 +01:00
0e4fac8790 Add optional specialty type field to boss battles
Gym leaders, Elite Four, and champions can now have a Pokemon type
specialty (e.g. Rock, Water). Shown as a type image badge on boss
cards in the run view, and editable via dropdown in the admin form.
Includes migration, export, and seed pipeline support.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-08 15:23:59 +01:00
a4f814e66e Add section field to boss battles for run progression dividers
Adds a nullable `section` column to boss battles (e.g. "Main Story",
"Endgame") with dividers rendered in the run view between sections.
Admin UI gets a Section column in the table and a text input in the form.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-08 14:55:26 +01:00
46f246028f Add randomize encounters feature (per-route + bulk)
Per-route: Randomize/Re-roll button in EncounterModal picks a uniform
random pokemon from eligible (non-duped) encounters. Bulk: new
POST /runs/{run_id}/encounters/bulk-randomize endpoint fills all
remaining routes in order, respecting dupes clause cascading, pinwheel
zones, and route group locking. Frontend Randomize All button on the
run page triggers the bulk endpoint with a confirm dialog.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-08 13:14:43 +01:00
da9cf0acd2 Fix doubled encounters in encounter modals by filtering on gameId
EncounterModal and ShinyEncounterModal were calling useRoutePokemon
without a gameId, returning encounters for all games in the version
group. Now both receive and pass the run's gameId to scope results
to the current game only.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-08 12:18:12 +01:00
3e88ba50fa Add version groups to share routes and boss battles across games
Routes and boss battles now belong to a version_group instead of
individual games, so paired versions (e.g. Red/Blue, Gold/Silver)
share the same route structure and boss battles. Route encounters
gain a game_id column to support game-specific encounter tables
within a shared route. Includes migration, updated seeds, API
changes, and frontend type updates.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-08 12:07:42 +01:00
979f57f184 Add collapsible boss teams and hide attempts in hardcore mode
Boss battle cards now collapse the pokemon team by default with a
chevron toggle. Expanded teams show larger sprites with "Lvl" prefix.
In hardcore mode, the BossDefeatModal hides the attempts field and
lost button since a loss ends the run.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-08 12:03:11 +01:00
190b08eb26 Add boss battles, level caps, and badge tracking
Introduces full boss battle system: data models (BossBattle, BossPokemon,
BossResult), API endpoints for CRUD and per-run defeat tracking, and frontend
UI including a sticky level cap bar with badge display on the run page,
interleaved boss battle cards in the encounter list, and an admin panel
section for managing boss battles and their pokemon teams.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-08 11:16:13 +01:00
7dbf3772df Improve run creation workflow with filters, local box art, and sticky nav
Use local /boxart/{slug}.png images instead of database boxArtUrl with
color-swatch fallback. Add region filter pills and run-status checkboxes
(hide active/completed) to GameGrid. Move the Next button into a sticky
top bar showing selected game summary so it's always visible. Capitalize
region names in all display locations.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-07 21:29:14 +01:00
ad1eb0524c Enforce Dupes Clause and Shiny Clause rules
Dupes Clause greys out Pokemon in the encounter modal whose evolution
family has already been caught, preventing duplicate selections. Shiny
Clause adds a dedicated Shiny Box and lets shiny catches bypass the
one-per-route lock via a new is_shiny column on encounters and a
/pokemon/families endpoint that computes evolution family groups.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-07 21:08:25 +01:00
4fb6d43305 Add Pinwheel Clause support for zone-based encounters in route groups
Allows each sub-zone within a route group to have its own independent
encounter when the Pinwheel Clause rule is enabled (default on), instead
of the entire group sharing a single encounter.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-07 20:22:36 +01:00
a65efa22da Add nullable region field to evolutions for regional form filtering
Regional evolutions (e.g., Pikachu → Alolan Raichu) only occur in specific
regions. This adds a nullable region column so the app can filter evolutions
by the game's region. When a regional evolution exists for a given trigger/item,
the non-regional counterpart is automatically hidden.

Full-stack: migration, model, schemas, API with region query param, seeder,
Go fetch tool, frontend types/API/hook/components, and admin form.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-07 20:05:07 +01:00
5edda2dba9 Improve UX with merged run view, method badges, grouped encounters, and mobile nav
Merges the run dashboard into the encounters page as a unified view at /runs/:runId,
adds encounter method grouping in the modal and badges on route rows, improves the
home page with recent runs, adds mobile hamburger nav, and polishes empty states.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-07 14:20:26 +01:00
Julian Tabel
2aa60f0ace Add hierarchical route grouping for multi-area locations
Locations like Mt. Moon (with 1F, B1F, B2F floors) are now grouped so
only one encounter can be logged per location group, enforcing Nuzlocke
first-encounter rules correctly.

- Add parent_route_id column with self-referential FK to routes table
- Add parent/children relationships on Route model
- Update games API to return hierarchical route structure
- Add validation in encounters API to prevent parent route encounters
  and duplicate encounters within sibling routes (409 conflict)
- Update frontend with collapsible RouteGroup component
- Auto-derive route groups from PokeAPI location/location-area structure
- Regenerate seed data with 70 parent routes and 315 child routes

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-06 11:07:45 +01:00
a911259ef5 Add pokemon status management with death tracking
Implement status change workflow (alive → dead) with confirmation modal,
death cause recording, and visual status indicators on pokemon cards.
Includes backend migration for death_cause field and graveyard view
on the run dashboard.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-05 18:36:08 +01:00
Julian Tabel
66b3c9286f Add run dashboard and encounter tracking interface
Run list at /runs shows all runs with status badges. Run dashboard at
/runs/:id displays stats, active team, graveyard, and rule badges.
Encounter tracking at /runs/:runId/encounters shows route list with
status indicators, progress bar, filters, and a modal for logging or
editing encounters with pokemon picker.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-05 15:28:50 +01:00