Add per-condition encounter rates to seed data
Add a `condition` column to RouteEncounter so encounters can store per-condition rates (time of day, season, weather) instead of flattening to max(). Update the seed loader, API schemas, and frontend to support the new `conditions` dict format in seed JSON. Port the PoC branch's condition-aware EncounterModal UI with filter tabs that let players see encounter rates for specific conditions. Add horde/SOS as distinct encounter methods with their own badges. Update the import tool to extract per-condition rates instead of flattening, and add a merge script (tools/merge-conditions.py) that enriches existing curated seed files with condition data from PokeDB. Seed data updated for 22 games (5,684 encounters): - Gen 2: Gold, Silver, Crystal (morning/day/night) - Gen 4: HG, SS, Diamond, Pearl, Platinum, BD, SP (morning/day/night) - Gen 5: Black, White, Black 2, White 2 (spring/summer/autumn/winter) - Gen 7: Sun, Moon, Ultra Sun, Ultra Moon (day/night) - Gen 8: Sword, Shield (weather) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -84,8 +84,8 @@ ENCOUNTER_METHOD_MAP: dict[str, str] = {
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"cave-spot": "walk",
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"bubble-spot": "surf",
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"sand-spot": "walk",
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"horde": "walk",
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"sos-encounter": "walk",
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"horde": "horde",
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"sos-encounter": "sos",
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"ambush": "walk",
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# Seaweed / diving
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"diving": "surf",
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@@ -105,7 +105,7 @@ ENCOUNTER_METHOD_MAP: dict[str, str] = {
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"dust-cloud": "walk",
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"hidden-grotto": "static",
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"hidden-encounter": "walk",
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"horde-encounter": "walk",
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"horde-encounter": "horde",
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"shaking-trees": "walk",
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"shaking-ore-deposits": "walk",
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"island-scan": "static",
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