Commit Graph

84 Commits

Author SHA1 Message Date
7a828d7215 feat: add optional TOTP MFA for email/password accounts
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- Add MFA enrollment UI in new Settings page with QR code and backup secret
- Add TOTP challenge step to login flow for enrolled users
- Check AAL after login and show TOTP input when aal2 required
- Add disable MFA option with TOTP re-verification
- Only show MFA options for email/password users (not OAuth)
- Add Settings link to user dropdown menu

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-21 13:56:48 +01:00
e8ded9184b feat: auth-aware UI and role-based access control (#67)
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## Summary

- Add `is_admin` column to users table with Alembic migration and a `require_admin` FastAPI dependency that protects all admin-facing write endpoints (games, pokemon, evolutions, bosses, routes CRUD)
- Expose admin status to frontend via user API and update AuthContext to fetch/store `isAdmin` after login
- Make navigation menu auth-aware (different links for logged-out, logged-in, and admin users) and protect frontend routes with `ProtectedRoute` and `AdminRoute` components, preserving deep-linking through redirects
- Fix test reliability: `drop_all` before `create_all` to clear stale PostgreSQL enums from interrupted test runs
- Fix test auth: add `admin_client` fixture and use valid UUID for mock user so tests pass with new admin-protected endpoints

## Test plan

- [x] All 252 backend tests pass
- [ ] Verify non-admin users cannot access admin write endpoints (games, pokemon, evolutions, bosses CRUD)
- [ ] Verify admin users can access admin endpoints normally
- [ ] Verify navigation shows correct links for logged-out, logged-in, and admin states
- [ ] Verify `/admin/*` routes redirect non-admin users with a toast
- [ ] Verify `/runs/new` and `/genlockes/new` redirect unauthenticated users to login, then back after auth

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Reviewed-on: #67
Co-authored-by: Julian Tabel <juliantabel.jt@gmail.com>
Co-committed-by: Julian Tabel <juliantabel.jt@gmail.com>
2026-03-21 11:44:05 +01:00
0a519e356e feat: add auth system, boss pokemon details, moves/abilities API, and run ownership
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Add user authentication with login/signup/protected routes, boss pokemon
detail fields and result team tracking, moves and abilities selector
components and API, run ownership and visibility controls, and various
UI improvements across encounters, run list, and journal pages.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-20 21:41:38 +01:00
Julian Tabel
088cd35002 add Ko-fi bean
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2026-03-20 16:39:52 +01:00
Julian Tabel
869d28ab84 remove playstyle section from test
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2026-03-20 15:13:25 +01:00
Julian Tabel
1cd1389408 Replace playstyle rules with free-text custom rules markdown field
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Remove hardcoreMode, setModeOnly, and bossTeamMatch toggles which had
no mechanical impact on the tracker. Replace them with a customRules
markdown field so users can document their own rules (especially useful
for genlockes). Add react-markdown + remark-gfm for rendering and
@tailwindcss/typography for prose styling. The custom rules display is
collapsible and hidden by default.

Also simplifies the BossDefeatModal by removing the Lost result and
attempts counter, and always shows boss team size in the level cap bar.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-20 15:09:02 +01:00
9aaa95a1c7 Add component tests for EndRunModal, GameGrid, RulesConfiguration, Layout
33 tests covering rendering, user interactions (userEvent clicks), prop
callbacks, filter state, and conditional description text. Adds a
matchMedia stub to the vitest setup file so components importing
useTheme don't throw in jsdom. Also adds actionlint and zizmor
pre-commit hooks for GitHub Actions linting.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:57:12 +01:00
993ad09d9c Add type restriction rule (monolocke)
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Adds allowedTypes: string[] to NuzlockeRules. When set, the encounter
selector hides non-matching Pokemon and the routes endpoint filters out
routes with no matching encounters, so only eligible locations appear.

Type picker UI in RulesConfiguration; active restriction shown in
RuleBadges. Backend accepts allowed_types query param and joins through
RouteEncounter.pokemon to filter by type.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 12:22:05 +01:00
85fef68dae Add static clause rule for encounter selector filtering
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When disabled, static encounters (legendaries, scripted Pokémon) are
grayed out and unselectable in the encounter selector. Enabled by default.
Adds 'static' to METHOD_CONFIG/METHOD_ORDER with a teal badge.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 12:04:39 +01:00
18cc116348 Add gift clause rule for free gift encounters
When enabled, in-game gift Pokemon (starters, trades, fossils) do not
count against a location's encounter limit. Both a gift encounter and
a regular encounter can coexist on the same route, in any order.

Persists encounter origin on the Encounter model so the backend can
exclude gift encounters from route-lock checks bidirectionally, and the
frontend can split them into a separate display layer that doesn't lock
the route for regular encounters.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 21:55:16 +01:00
ed1f7ad3d0 Increase encounter method badge sizes for readability
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Bump xs from 8px to 10px and sm from 9px to 12px so the route-list
badges (Grass, Surfing, Gift, etc.) are legible at a glance.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 21:35:54 +01:00
2298c32691 Add egglocke, wonderlocke, and randomizer variant rules
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When any variant rule is enabled, the encounter modal switches from
the game's regional dex to an all-Pokemon search (same debounced
API pattern as EggEncounterModal). A new "Run Variant" section in
rules configuration groups these rules, and badges render in amber.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 21:33:01 +01:00
e25d1cf24c 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>
2026-02-20 21:20:23 +01:00
4fbfcf9b29 Fix WCAG AA color contrast violations across all pages
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Replace incorrect perceived-brightness formula in Stats progress bars
with proper WCAG relative luminance calculation, and convert type bar
colors to hex values for reliable contrast detection. Add light: variant
classes to status badges, yellow/purple text, and admin nav links across
17 files. Darken light-mode status-active token and text-tertiary/muted
tokens. Add aria-labels to admin filter selects and flex-wrap for mobile
overflow on AdminEvolutions.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:48:16 +01:00
a381633413 Add dark/light mode toggle with adaptive badge colors
Implement theme switching via sun/moon toggle in nav bar. Dark
remains the default; light mode overrides surface, text, border,
accent, and status color tokens. Preference persists in localStorage
and falls back to prefers-color-scheme. An inline script in
index.html prevents flash of wrong theme on load.

Define a Tailwind v4 @custom-variant for light mode and update all
badge components (encounter method, rule, condition) to use
light:bg-{color}-100 / light:text-{color}-700 for readable contrast
on light surfaces.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 19:45:12 +01:00
92dad22981 Simplify modal, badge, and component styles to dark-first (#29)
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Co-authored-by: Julian Tabel <juliantabel.jt@gmail.com>
Co-committed-by: Julian Tabel <juliantabel.jt@gmail.com>
2026-02-17 21:08:53 +01:00
42b66ee9a2 Implement dark-first design system with Geist typography (#28)
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Co-authored-by: Julian Tabel <juliantabel.jt@gmail.com>
Co-committed-by: Julian Tabel <juliantabel.jt@gmail.com>
2026-02-17 20:48:42 +01:00
e3b3dc5317 Rebrand to Another Nuzlocke Tracker (ANT) (#27)
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Co-authored-by: Julian Tabel <juliantabel.jt@gmail.com>
Co-committed-by: Julian Tabel <juliantabel.jt@gmail.com>
2026-02-17 20:17:07 +01:00
7df56325a8 Add per-condition encounter rates to seed data (#26)
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Co-authored-by: Julian Tabel <juliantabel.jt@gmail.com>
Co-committed-by: Julian Tabel <juliantabel.jt@gmail.com>
2026-02-17 19:38:29 +01:00
8f4ee8f239 Add condition badges for boss Pokemon mechanics
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Show colored pill badges (Mega, G-Max, D-Max, Tera) on boss Pokemon
in BossDefeatModal and BossTeamPreview. Starter-dependent condition
labels are ignored. Follows EncounterMethodBadge pattern.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 21:17:32 +01:00
3a64661760 Align repo config with global development standards
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- Add missing tsconfig strictness flags (noUncheckedIndexedAccess,
  exactOptionalPropertyTypes, noImplicitOverride,
  noPropertyAccessFromIndexSignature) and fix all resulting type errors
- Replace ESLint/Prettier with oxlint 1.48.0 and oxfmt 0.33.0
- Pin all frontend and backend dependencies to exact versions
- Pin GitHub Actions to SHA hashes with persist-credentials: false
- Fix CI Python version mismatch (3.12 -> 3.14) and ruff target-version
- Add vitest 4.0.18 with jsdom environment for frontend testing
- Add ty 0.0.17 for Python type checking (non-blocking in CI)
- Add actionlint and zizmor CI job for workflow linting and security audit
- Add Dependabot config for npm, pip, and github-actions
- Update CLAUDE.md and pre-commit hooks to reflect new tooling
- Ignore Claude Code sandbox artifacts in gitignore

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 20:39:41 +01:00
2963f16aa4 Add pre-commit hooks for linting and formatting
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Set up pre-commit framework with ruff (backend) and ESLint/Prettier/tsc
(frontend) hooks to catch issues locally before CI. Auto-format all
frontend files with Prettier to comply with the new check.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 16:41:24 +01:00
ebdc9b2f28 feature/boss-sprites-and-badges (#22)
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Reviewed-on: TheFurya/nuzlocke-tracker#22
Co-authored-by: Julian Tabel <juliantabel.jt@gmail.com>
Co-committed-by: Julian Tabel <juliantabel.jt@gmail.com>
2026-02-14 11:04:08 +01:00
3412d6c6fd Add naming scheme support for genlockes with lineage-aware suggestions (#20)
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Genlockes can now select a naming scheme at creation time, which is
automatically applied to every leg's run. When catching a pokemon whose
evolution family appeared in a previous leg, the system suggests the
original nickname with a roman numeral suffix (e.g., "Heracles II").

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

Reviewed-on: TheFurya/nuzlocke-tracker#20
Co-authored-by: Julian Tabel <juliantabel.jt@gmail.com>
Co-committed-by: Julian Tabel <juliantabel.jt@gmail.com>
2026-02-14 10:00:36 +01:00
Julian Tabel
29a5c84651 Fix footer floating mid-page on short content pages
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 13:59:18 +01:00
dbddee4d92 Merge branch 'develop' into feature/add-boss-data
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2026-02-11 21:52:41 +01:00
39d18c241e Integrate name suggestions into encounter registration UI
Add clickable suggestion chips below the nickname input in the encounter
modal. Chips are fetched from GET /runs/{id}/name-suggestions via React
Query, shown only when a naming scheme is set. Clicking a chip fills in
the nickname; a regenerate button fetches a fresh random batch. Completes
the Name Generation epic.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:48:29 +01:00
f71db65642 Add Boss list for all games and more boss types
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2026-02-11 21:33:55 +01:00
5151be785b feature/pokedb-attribution (#5)
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Co-authored-by: Julian Tabel <julian.tabel@synvert.com>
Reviewed-on: TheFurya/nuzlocke-tracker#5
2026-02-10 16:01:14 +01:00
972137acfb Fix TypeScript errors in frontend build
Cast boss type select value to union type and remove unused
AdvanceLegInput import.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 18:10:38 +01:00
Julian Tabel
f9f94e5e9c Add post-game completion rule option
Add postGameCompletion toggle to nuzlocke rules so players can indicate
whether a run ends after the Champion or continues into post-game. Adds
a new "Completion" category section in rules configuration with a green
badge color.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 12:24:06 +01:00
Julian Tabel
924efa9073 Show error feedback when run deletion is blocked
Add optional error prop to DeleteConfirmModal and wire it into AdminRuns
so the backend's rejection message is displayed to the user.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 12:07:09 +01:00
Julian Tabel
d3b65e3c79 Add genlocke lineage tracking with aligned timeline view
Implement read-only lineage view that traces Pokemon across genlocke legs
via existing transfer records. Backend walks transfer chains to build
lineage entries; frontend renders them as cards with a column-aligned
timeline grid so leg dots line up vertically across all lineages.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 11:58:38 +01:00
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
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
3bd4250305 Add genlocke cumulative graveyard with backend endpoint and UI
Aggregates all fainted encounters across every leg of a genlocke into a
unified graveyard view. Backend serves GET /genlockes/{id}/graveyard with
per-entry leg/game context and summary stats (total deaths, deaths per
leg, deadliest leg). Frontend adds a toggle button on the genlocke detail
page that reveals a filterable/sortable grid of grayscale Pokemon cards.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 11:00:37 +01:00
Julian Tabel
a81a17c485 Add genlocke admin panel with CRUD endpoints and UI
Backend: PATCH/DELETE genlocke, POST/DELETE legs with order
re-numbering. Frontend: admin list page with status filter,
detail page with inline editing, legs table, and stats display.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 10:51:47 +01:00
Julian Tabel
08f6857451 Add genlocke list and detail pages
Add GET /genlockes and GET /genlockes/{id} endpoints with aggregate
encounter/death stats per leg, and a frontend list page at /genlockes
plus a detail page at /genlockes/:genlockeId showing progress timeline,
cumulative stats, configuration, retired families, and quick actions.
Update nav link to point to the list page instead of /genlockes/new.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 10:39:59 +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
Julian Tabel
7851e14c2f Add genlocke creation wizard with backend API and 4-step frontend
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>
2026-02-09 09:33:37 +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
c3bbd365a9 Replace free-text encounter method input with dropdown selector
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>
2026-02-08 20:19:16 +01:00
8f6d72a9c4 Add bulk import for evolutions, routes, and bosses
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>
2026-02-08 20:14:19 +01:00
8e1c8b554f Use PokemonSelector autocomplete for route encounter form
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>
2026-02-08 20:04:26 +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