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>
When enabled, the sticky boss banner shows the next boss's team size
as a hint for players who voluntarily match the boss's party count.
Handles variant boss teams by using the auto-detected starter variant.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The sticky level cap banner had z-10 and top-0, placing it behind the
nav (z-40) and overlapping it. Use top-14 to clear the nav height and
z-30 to layer correctly below the nav but above page content.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
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>
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>
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>
Replace __dirname with import.meta.url (required by "type": "module").
Replace --wait flag with manual health polling (unsupported by
podman-compose). Use explicit -p project name to isolate test
containers from dev environment.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Set up end-to-end test infrastructure with Docker Compose test
environment, Playwright config, and automated global setup/teardown
that seeds a test database and creates fixtures via the API.
Tests cover 11 pages across both dark/light themes for WCAG 2.0 AA
accessibility (axe-core), and across 3 viewports (mobile, tablet,
desktop) for horizontal overflow and touch target validation.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Replace the Python-based pre-commit framework with prek (Rust) for
faster hook execution. Convert .pre-commit-config.yaml to prek.toml,
remove pre-commit from dev dependencies, and apply ruff auto-fixes
(UP037: remove unnecessary string quotes in type annotations).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Add Pokemon teams (pokeapi_id, level, order) to all 327 boss entries
across 21 seed files, sourced from Bulbapedia. Includes starter-dependent
teams via condition_label, Mega Evolution, Dynamax/Gigantamax,
Terastallize, and single-Pokemon entries for Totems/Nobles/Titans.
Also fix _export_bosses to include condition_label in exported data.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- 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>
Wild Pokemon on 6 locations were incorrectly duplicated as gift encounters
by the PokeDB export. Removed 39 from Sword and 40 from Shield, preserving
legitimate gifts (starters, fossils, Type Null, Kubfu, etc.).
Resolves beans-cdmx.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Standardise 426 inconsistent route names across 33 seed data files
(game data + boss files). Converts 'Region Route X' prefix style and
'Route X - Region' dash style to the consistent 'Route X (Region)' format.
Resolves beans-r48e.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
In flat mode, parent routes with no direct encounters were being
filtered out even when their children had encounters. Now we pre-compute
which parents have encountered children so they're retained in both
flat and hierarchical modes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Routes are shared per version group, so game-exclusive locations (e.g.,
Black City, White Forest) appeared for both games. Now the /games/{id}/routes
endpoint excludes routes that have no encounters for the requested game,
in both flat and hierarchical modes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Route deletion failed with two integrity errors:
1. route_encounters had no cascade, so SQLAlchemy tried to NULL
the non-nullable route_id instead of deleting the rows
2. boss_battles.after_route_id referenced the route being deleted
Added cascade="all, delete-orphan" to Route.route_encounters and
nulled out boss battle after_route_id references before deletion.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Originals and remakes previously shared route orderings via aliases
(e.g. red-blue → firered-leafgreen). This prevented customizing route
progression independently. Each version group now has its own list that
can be fine-tuned for game-specific locations.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Two migrations (add_game_id_to_boss_battles and add_naming_scheme_to_genlockes)
shared the same revision ID, causing multiple heads. Gave boss_battles migration
a new unique ID (g8b9c0d1e2f3) and chained it after the naming_scheme migration.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
Expand services/naming.py with suggest_names() that picks random words
from a category while excluding nicknames already used in the run. Add
GET /runs/{run_id}/name-suggestions?count=10 endpoint that reads the
run's naming_scheme and returns filtered suggestions. Includes 12 unit
tests covering selection, exclusion, exhaustion, and cross-category
independence.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Create name_dictionary.json with 175 words each across mythology, food,
space, nature, warriors, music, literature, gems, ocean, and weather
categories. Words are short (<= 12 chars), title-cased, and suitable as
Pokemon nicknames. No intra-category duplicates; cross-category overlap
is intentional.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add a nullable naming_scheme column to NuzlockeRun so users can pick a
themed word category for nickname suggestions. Includes Alembic migration,
updated Pydantic schemas, a GET /runs/naming-categories endpoint backed by
a cached dictionary loader, and frontend dropdowns in both the NewRun
creation flow and the RunDashboard for mid-run changes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The Go tool in tools/fetch-pokeapi/ has been fully replaced by the
Python import-pokedb tool. Removes all Go source files, updates the
README seed regeneration docs, and cleans up the .gitignore entry.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Julian Tabel <julian.tabel@synvert.com>
Reviewed-on: TheFurya/nuzlocke-tracker#13
Update epic checklist, mark completed tasks, fix Gitea username/domain
references, and update DEPLOYMENT.md with correct registry paths.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Deploy script builds and pushes images to Gitea registry, then triggers
Portainer stack redeployment via API. Includes preflight checks for
branch and uncommitted changes. Also renames prod DB volume to avoid
conflicts with dev and changes frontend port to 9080.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Backend: installs non-editable, runs uvicorn without reload.
Frontend: multi-stage build, serves static files via nginx with
API proxy to the backend service and SPA fallback routing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Uses pre-built images from the Gitea container registry, runs Alembic
migrations before API startup, and keeps the database password configurable
via environment variable. No source mounts or debug mode.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Covers architecture overview, Gitea container registry setup, branching
strategy, and deployment workflow. Sections not yet implemented are marked
with TODO to be filled in as the deployment epic progresses.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Gitea provides source hosting, container registry, and CI/CD in one package.
Images are pushed as user-level packages to the Gitea registry over SSL.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Mount frontend/public into the api container so the export can write
badge/sprite images. Skip re-downloading URLs that are already local
paths from a previous export.
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>
- nuzlocke-tracker-3el1: mark completed (run progression dividers)
- nuzlocke-tracker-66hg: mark completed (auto-select boss variant)
- nuzlocke-tracker-x8ol: mark completed (conditional boss teams)
- nuzlocke-tracker-igl3: change type to epic
- nuzlocke-tracker-jain: add new bean (Nincada split evolution)
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>