Genlockes now inherit visibility from their first leg's run:
- Private runs make genlockes hidden from public listings
- All genlocke read endpoints now accept optional auth
- Returns 404 for private genlockes to non-owners
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add Owner column to AdminRuns.tsx and AdminGenlockes.tsx
- Add owner filter dropdown to both admin pages
- Add owner field to GenlockeListItem schema (resolved from first leg's run)
- Update frontend types for GenlockeListItem
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add require_run_owner helper in auth.py that enforces ownership on
mutation endpoints. Unowned (legacy) runs are now read-only.
Applied ownership checks to:
- All 4 encounter mutation endpoints
- Both boss result mutation endpoints
- Run update/delete endpoints
- All 5 genlocke mutation endpoints (via first leg's run owner)
Also sets owner_id on run creation in genlockes.py (create_genlocke,
advance_leg) and adds 22 comprehensive ownership enforcement tests.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
## 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>
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>
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>
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>
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>
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>
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>
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>
Block deletion of runs linked to a genlocke leg, prevent reactivating
completed/failed genlocke-linked runs, and guard encounter deletion
against genlocke transfer references with clear 400 errors.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
Run deletion now properly cleans up boss_results, genlocke_transfers,
and genlocke_leg references before deleting the run. Also fix
showTransferModal being referenced before initialization in
RunEncounters by moving its useState declaration above useLegSurvivors.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
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>
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>
advance_leg() now checks current_run.hof_encounter_ids first and only
retires those Pokemon and their families. Falls back to all alive
non-shiny Pokemon when no HoF team is selected (backwards compatible).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
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>
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>
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>
Exports now include after_route_name (resolved from the route FK),
and the seed loader resolves it back to an ID on import. Also adds
a draft bean for displaying encounter-less locations.
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>
The section field was missing from the export endpoint, seed loader
(insert + upsert), and the seed export function.
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>
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>
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 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>
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>
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>
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>