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:
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---
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# nuzlocke-tracker-3el1
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title: Run progression dividers (main story / endgame)
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status: draft
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type: feature
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created_at: 2026-02-08T13:40:14Z
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updated_at: 2026-02-08T13:40:14Z
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---
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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.
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## Context
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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.
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## Scope
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- **Admin side**: Allow marking boss battles or defining breakpoints that separate progression phases (e.g., "everything after this boss is endgame")
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- **Run side**: Render a visual divider/section header between main story and endgame boss battles
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- 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)
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## Checklist
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- [ ] Decide on data model approach (e.g., a `section` field on boss battles, or a separate progression divider entity tied to the version group)
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- [ ] Add backend models and migrations
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- [ ] Add API support for managing sections/dividers
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- [ ] Update admin UI to allow assigning bosses to sections or inserting dividers
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- [ ] Update run-side boss progression display to render section headers/dividers
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@@ -1,10 +1,11 @@
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---
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# nuzlocke-tracker-9cx2
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title: Drag-and-drop reordering for boss battles
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status: todo
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status: completed
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type: feature
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priority: normal
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created_at: 2026-02-08T12:33:18Z
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updated_at: 2026-02-08T12:33:18Z
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updated_at: 2026-02-08T13:11:50Z
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parent: nuzlocke-tracker-iu5b
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---
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---
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# nuzlocke-tracker-x8ol
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title: Conditional boss battle teams
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status: draft
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type: feature
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priority: normal
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created_at: 2026-02-08T13:23:00Z
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updated_at: 2026-02-08T13:29:26Z
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---
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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.
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## Context
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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.
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## Scope
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- **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.
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- **Admin side**: Allow defining multiple team variants per boss battle, each with a condition label and a team composition
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- **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)
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- **Fallback**: If no variant teams are defined, the boss uses the existing single team as today
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## Checklist
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- [ ] 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)
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- [ ] Add backend models and migrations
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- [ ] Add API endpoints for managing team variants per boss battle
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- [ ] Update admin UI (BossTeamEditor) to support defining teams per condition/variant
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- [ ] Update run-side boss display to let the player pick or auto-resolve the correct variant
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- [ ] 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 (
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BossBattleResponse,
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BossBattleUpdate,
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BossPokemonInput,
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BossReorderRequest,
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BossResultCreate,
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BossResultResponse,
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)
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@@ -50,6 +51,45 @@ async def list_bosses(
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return result.scalars().all()
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@router.put("/games/{game_id}/bosses/reorder", response_model=list[BossBattleResponse])
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async def reorder_bosses(
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game_id: int,
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data: BossReorderRequest,
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session: AsyncSession = Depends(get_session),
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):
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vg_id = await _get_version_group_id(session, game_id)
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boss_ids = [item.id for item in data.bosses]
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result = await session.execute(
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select(BossBattle).where(
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BossBattle.id.in_(boss_ids), BossBattle.version_group_id == vg_id
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)
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)
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bosses = {b.id: b for b in result.scalars().all()}
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if len(bosses) != len(boss_ids):
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raise HTTPException(status_code=400, detail="Some boss IDs not found in this game")
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# Phase 1: set temporary negative orders to avoid unique constraint violations
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for i, item in enumerate(data.bosses):
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bosses[item.id].order = -(i + 1)
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await session.flush()
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# Phase 2: set real orders
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for item in data.bosses:
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bosses[item.id].order = item.order
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await session.commit()
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# Re-fetch with eager loading
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result = await session.execute(
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select(BossBattle)
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.where(BossBattle.version_group_id == vg_id)
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.options(selectinload(BossBattle.pokemon).selectinload(BossPokemon.pokemon))
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.order_by(BossBattle.order)
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)
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return result.scalars().all()
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@router.post("/games/{game_id}/bosses", response_model=BossBattleResponse, status_code=201)
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async def create_boss(
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game_id: int,
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@@ -23,6 +23,7 @@ import type {
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CreateBossBattleInput,
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UpdateBossBattleInput,
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BossPokemonInput,
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BossReorderItem,
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} from '../types'
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// Games
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@@ -123,5 +124,8 @@ export const updateBossBattle = (gameId: number, bossId: number, data: UpdateBos
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export const deleteBossBattle = (gameId: number, bossId: number) =>
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api.del(`/games/${gameId}/bosses/${bossId}`)
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export const reorderBosses = (gameId: number, bosses: BossReorderItem[]) =>
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api.put<BossBattle[]>(`/games/${gameId}/bosses/reorder`, { bosses })
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export const setBossTeam = (gameId: number, bossId: number, team: BossPokemonInput[]) =>
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api.put<BossBattle>(`/games/${gameId}/bosses/${bossId}/pokemon`, team)
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@@ -16,6 +16,7 @@ import type {
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CreateBossBattleInput,
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UpdateBossBattleInput,
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BossPokemonInput,
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BossReorderItem,
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} from '../types'
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// --- Queries ---
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@@ -287,6 +288,18 @@ export function useUpdateBossBattle(gameId: number) {
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})
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}
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export function useReorderBosses(gameId: number) {
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const qc = useQueryClient()
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return useMutation({
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mutationFn: (bosses: BossReorderItem[]) => adminApi.reorderBosses(gameId, bosses),
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onSuccess: () => {
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qc.invalidateQueries({ queryKey: ['games', gameId, 'bosses'] })
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toast.success('Bosses reordered')
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},
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onError: (err) => toast.error(`Failed to reorder bosses: ${err.message}`),
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})
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}
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export function useDeleteBossBattle(gameId: number) {
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const qc = useQueryClient()
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return useMutation({
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