13 Commits

Author SHA1 Message Date
671e72972a Apply Prettier to the whole tree
Pure formatting — no behaviour change. Verified: build passes, all 14
routes render, service worker active, no console errors.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 11:24:31 -04:00
31a00fdf52 Team: fold reference links into the toolbar, drop the duplicate Compare
The reference links sat in their own strip under the header, reading as an
afterthought, and "Compare" appeared both there and as a Team mode.

- Reference links (Natures / Type chart / Breeding) now share one bar with
  the Coverage/Compare/Calc switch — quiet text links on the right, so
  they're still one tap away but clearly secondary chrome, not a pasted-on
  row. Right-aligned on wide screens, wrapping under the switch on mobile.
- Removed the standalone "Compare" reference link. The Team's own Compare
  mode now carries a "Compare any Pokémon →" link to #/compare in its
  intro line, so the free-form compare tool is reachable in context and
  only one "Compare" label is ever visible.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 10:44:48 -04:00
a70f3c9976 Team: chip-style tool links; Progress: lead with games you've played
The Natures / Type chart / Compare / Breeding links under the Team header
were plain dot-separated text. Make them a row of pill chips with small
accent icon badges (.toollinks / .toollink).

Progress by game showed a caught total for all 32 version groups the
moment anything was marked, since the tracking model is one unified
caught record. Add a "played games" set (pdx.playedGames, vg keys),
auto-marked when a game is selected or a save is imported (savedex now
returns candidate versionGroups per generation). #/progress leads with a
"Your games" section and tucks the rest behind a "Show all other games"
toggle (persisted). Included in JSON export/import.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 10:34:20 -04:00
a437f539fc Animation pass: shared-element morph, sliding tabs, count-ups
New lib/anim.js (countUp, fadeSlideIn, segThumb), all reduced-motion
aware:

- Shared-element morph: tapping a card tags its art with
  view-transition-name; the detail skeleton now renders the real sprite
  at hero size (router passes the match, animates the skeleton mount), so
  the sprite flies from the grid into the hero and the skeleton→content
  swap is seamless.
- Segmented controls (Team / Search / Breeding) get a sliding pill that
  measures each button and eases between them.
- Count-ups: the dex-feed progress number and the detail Stats total
  tick up.
- Detail tab content fades/rises on switch.
- Global :active scale-press on buttons/chips/rows, plus soft
  background/border transitions.
- Hero sprite has a slow idle bob.
- Router swallows the AbortError when a fast follow-up nav skips an
  in-flight view transition.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 09:22:08 -04:00
7f12f08718 Forms in the team
Team slots are now { id, form } instead of bare ids (old saves migrate
on read via slot()). The detail page's team button adds whatever
mechanical form is selected — "+ Mega X" / "✓ Mega X in team" — and
TeamView merges that form's baked snapshot types/stats/BST into the
member so Coverage, Compare and the Calc all analyse the form (Mega
Charizard X shows as Fire/Dragon, BST 634). Lineup shows the form name
and sprite; remove targets the exact slot. The Add picker still adds
base forms — Megas etc. come from their own page.

CompareTable takes an optional spriteId; addToTeam/removeFromTeam/inTeam
gain a form argument.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 19:22:32 -04:00
48cb471489 Breeding helper (#/breeding)
Two modes, linked from the Team header:
- Egg groups — browse every species in each of the 14 breedable egg
  groups (offline, from the snapshot's eggGroups).
- Can breed with — pick a Pokémon and get its compatible partners
  (shared egg group; Ditto pairs with everything; genderless pairs only
  with Ditto; Undiscovered can't breed), plus its family's egg moves
  (walks evolves-from to the base stage — Pikachu shows Pichu's), each
  linking to the move page (which already lists who can learn it).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 19:01:24 -04:00
5f6414528e Compare any two Pokémon — standalone #/compare view
Extracted the Team Compare table into components/CompareTable.js and
reused it for a new #/compare route: its own picker (up to 4 Pokémon,
persisted in ui.compareIds), gen-aware types, per-stat max highlight.
Linked from the Team header alongside Natures / Type chart. TeamView's
Compare tab now just calls CompareTable too.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 18:48:27 -04:00
cfa30c987f Add a standalone interactive type chart page
New #/types route (linked from the Team header alongside Natures): the
full 18x18 attack/defend grid, gen-aware from the selected game — drops
Fairy pre-Gen 6, Steel/Dark pre-Gen 2, and applies the Gen 1 / pre-Gen 6
quirks the type-chart module already models. Tap a type on either edge to
highlight its row+column and get an offensive + defensive breakdown as
type chips.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 18:12:31 -04:00
262e1a454e Align ability page with move/item; link Team at-a-glance names
- AbilityDetail: "Pokémon with this ability" grid now gets a filter box
  and the same game/generation narrowing as the move and item pages, plus
  a note when the ability postdates the selected game (Libero in
  Ruby/Sapphire -> "introduced in Gen 8").
- TeamView "At a glance": Fastest / Bulkiest names now link to their
  Pokémon pages.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 17:50:54 -04:00
bdc21fc4e6 Team builder: add a damage calculator
New "Calc" mode alongside Coverage/Compare. Pick (or quick-pick from your
current team) an attacker, a move, and a defender; get a damage range, %
of the defender's HP, hits-to-KO, and STAB/effectiveness badges.

- src/lib/damage-calc.js: the standard Gen 3+ stat and damage formulas
  (statAt, calcDamage), evaluated across the 85–100% roll.
- Move data is era-accurate: picking a move fetches it live for
  past_values (power/type/class changes), reusing MovesList's
  forGeneration (now exported) via a snapshot-shaped shim so the instant
  preview and the refined post-fetch result use the same code path.
- Level/nature/EV inputs per side (defaults: level 100, neutral nature,
  0 EV, 31 IV assumed) plus a crit toggle.
- Explicitly out of scope and called out in the UI: items, abilities,
  weather, terrain — this is a base-stats estimate, not a battle-exact
  number.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-04 11:58:51 -04:00
c7a2a821fa Team builder: game-aware coverage + a weak-spots summary
Coverage was hardcoded to Gen 9. Now it reads the selected game: only
that generation's types get rows (no Fairy pre-Gen 6, no Steel/Dark
pre-Gen 2), member typings are era-accurate via the snapshot's pastTypes,
and the type chart / STAB maths run at the game's generation. Compare's
Type row follows suit. The panel re-renders on a game switch.

New "Weak spots" block above the grid: types that hit 2+ members
super-effectively, or that a member is weak to and nobody resists (those
get a "0 resist" flag), each listing the exposed members. Plus a
"no resist to" line for types the whole team only takes neutrally but
can't wall. The grid itself swaps the plain "weak" count for a diverging
resist/weak bar and tints rows where 2+ members are weak.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-08-29 14:49:35 -04:00
415cf3edec Abilities lookup + detail; Natures reference
- Snapshot bakes an abilities index (373: name, generation, effect, and the
  species that have it). Snapshot ~872 KB / 133 KB gzip.
- Search gains an 'Abilities' tab — browse all 373 offline, filter/search by
  name or effect, sort A–Z / most-Pokemon / newest
- #/ability/:id detail: effect + a grid of every Pokemon with the ability
  (all from the snapshot, no fetch)
- Pokemon detail: the Abilities line is now tappable, linking to each ability
- #/natures: the full 25-nature +10%/-10% table; linked from the Team view

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 11:00:14 -04:00
ddc84c2a48 Team Builder + Compare views
- New #/team view: a persisted lineup of up to 6 Pokémon (pdx.team store)
  with a search-picker overlay, plus a Coverage/Compare toggle
  - Coverage: 18x6 weakness table (colour-coded multipliers + per-type weak
    count), offensive STAB gaps, team at-a-glance (avg BST, fastest, bulkiest)
  - Compare: per-member column table of types + 6 stats + BST with mini bars
    and row-max highlighting; scrolls horizontally past 4 members
- '+ Team' / '✓ In team' toggle on the Pokémon detail page (disabled when full)
- Nav gains a Team item; a Settings toggle ('Show Team in the navigation
  bar', on by default) hides it from the bar without removing the route
- type-chart.js: defenseVector() helper

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 10:33:52 -04:00