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>
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>
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>
Implements the genlocke creation feature end-to-end: Genlocke and
GenlockeLeg models with migration, POST /genlockes endpoint that
creates the genlocke with all legs and auto-starts the first run,
and a 4-step wizard UI (Name, Select Games with preset templates,
Rules, Confirm) at /genlockes/new.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add `category` field (original/remake/enhanced/sequel/spinoff) to the
Game model and tag all 38 games. Create regions.json with generation
mapping, ordering, and genlocke preset defaults per region. Add
GET /games/by-region endpoint returning games grouped by region.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
The seed export command now downloads badge images and boss sprites
from remote URLs and stores them in frontend/public/, rewriting the
JSON URLs to local paths. Sprites are namespaced by game version
(e.g. /boss-sprites/red/brock.png) so each generation can have
its own sprite style.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
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>
Shows a sub-areas section below encounters with add/delete support
and links to navigate to child route details.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Pokemon (type), Evolutions (trigger), Games (region/generation),
and Runs (status/game) now have dropdown filters alongside search.
Server-side filtering for paginated tables, client-side for small datasets.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Use the predefined METHOD_ORDER/METHOD_CONFIG from EncounterMethodBadge
to populate a select dropdown with all known encounter methods plus an
"Other" option for custom values. Shows a colored badge preview on
selection. Correctly handles editing encounters with non-standard methods.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add three new bulk import endpoints that accept the same JSON format as
their corresponding export endpoints, enabling round-trip compatibility:
- POST /evolutions/bulk-import (upsert by from/to pokemon pair)
- POST /games/{id}/routes/bulk-import (reuses seed loader for hierarchy)
- POST /games/{id}/bosses/bulk-import (reuses seed loader with team data)
Generalize BulkImportModal to support all entity types with configurable
title, example, and result labels. Wire up Bulk Import buttons on
AdminEvolutions, and AdminGameDetail routes/bosses tabs.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace the manual search input + select dropdown with the existing
PokemonSelector component, matching the boss team editor UX.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Reduces navigation depth when working with route encounters by adding
prev/next buttons and a route dropdown selector to AdminRouteDetail.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Shows the Pokemon type image badge in the boss battles table,
or an em-dash when no specialty is set.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
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>
Pokemon edit modal now shows three tabs (Details, Evolutions, Encounters)
instead of a single long form. Evolution chain entries are clickable to
open the EvolutionFormModal for direct editing. Encounter locations link
to admin route detail pages. Create mode shows only the form (no tabs).
Backend adds GET /pokemon/{id}/encounter-locations (grouped by game) and
GET /pokemon/{id}/evolution-chain (BFS family discovery). Extracts
formatEvolutionMethod to shared utility.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace Actions columns with clickable rows that open edit modals
directly. Delete is now an inline two-step confirm button in the
edit modal footer. Games modal links to routes/bosses detail,
route modal links to encounters, and boss modal has an Edit Team button.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Add items-start to the flex-col container so badge images respect
their intrinsic width instead of stretching to fill the container.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add a "Change Form" button in StatusChangeModal for Pokemon with
alternate forms sharing the same national_dex number. Mirrors the
existing evolution UI pattern, reusing currentPokemonId to track
the active form.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
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>
Refactors AdminGameDetail to use tabs instead of stacked sections,
adds GET /export/games/{game_id}/bosses endpoint, and adds Export
button to the Boss Battles tab.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Backend export endpoints return DB data in seed JSON format
(games, routes+encounters, pokemon, evolutions). Frontend
downloads the JSON via new Export buttons on each admin page.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Fetches routes for the selected game during run creation and hides
the Pinwheel Clause option when no routes have pinwheel zone data.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Move game/type labels from a fixed-width column into the bar itself so
long names like "Pokemon Brilliant Diamond" aren't truncated. Compute
luminance from the bar's hex color to pick dark or light text, with a
subtle text shadow for readability at bar/track boundaries.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add version group entry with region_id 0 (no PokeAPI region) and region
"lumiose". The Go fetch tool now skips route fetching for region_id 0 so
manually provided data won't be overwritten by re-runs. Includes
placeholder data file and box art.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Wrap the box art img in a div with the game color as background and
switch from object-cover to object-contain. This shows the full box art
without cropping, especially important for the taller Switch-era cases.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Try .png first, then .jpg, falling back to the color swatch only if
neither format exists for a game slug.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Replace inline typeColors maps in PokemonCard and StatusChangeModal
with a shared TypeBadge component that renders the type icon PNGs
from /types/{type}.png.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Implements a dedicated /stats page showing cross-run aggregate statistics:
run overview with win rate, runs by game bar chart, encounter breakdowns,
top caught/encountered pokemon rankings, mortality analysis with death
causes, and type distribution. Backend endpoint uses aggregate SQL queries
to avoid N+1 fetching.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
Pokemon forms (e.g., Alolan Rattata) had their PokeAPI ID (10091) stored as
national_dex, causing them to display incorrectly. This renames the unique
identifier to pokeapi_id and adds a real national_dex field shared between
forms and their base species, so Alolan Rattata correctly shows as #19.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>