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
105 lines
3.4 KiB
JavaScript
105 lines
3.4 KiB
JavaScript
import { el } from '../lib/dom.js';
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import { Sprite } from './Sprite.js';
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const idFromUrl = (u) => Number(u.replace(/\/$/, '').split('/').pop());
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/** Human-readable trigger for one evolution step. */
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function describe(details) {
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if (!details || !details.length) return '';
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const d = details[0];
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if (d.min_level) return `Lv. ${d.min_level}`;
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if (d.item) return `use ${d.item.name.replace(/-/g, ' ')}`;
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if (d.trigger?.name === 'trade') {
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return d.held_item ? `trade w/ ${d.held_item.name.replace(/-/g, ' ')}` : 'trade';
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}
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if (d.min_happiness) return 'high friendship';
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if (d.known_move_type) return `knows a ${d.known_move_type.name} move`;
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if (d.trigger?.name) return d.trigger.name.replace(/-/g, ' ');
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return '';
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}
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function nodeEl(stage, style, versionGroup, depth) {
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return el(
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'a',
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{ class: 'evo__node', href: `#/pokemon/${stage.id}`, style: `--d:${depth}` },
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Sprite(stage.id, { style, versionGroup, alt: stage.name, size: 56 }),
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el('span', { class: 'evo__name' }, stage.name.replace(/-/g, ' ')),
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);
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}
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/**
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* PokéAPI returns the full modern evolution tree. Re-parent it around the
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* selected game's generation: stages introduced later (cross-gen evos, later
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* babies) are dropped, and their in-era descendants attach to the nearest
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* surviving ancestor — so Pikachu → Raichu still shows in Red/Blue even
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* though Pichu doesn't, and Bellossom never appears there.
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*/
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export function EvolutionChain(
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chain,
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{ style = 'default', versionGroup, genOf = () => 1, maxGen = 9 } = {},
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) {
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const nodes = new Map();
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let pruned = false;
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const collect = (link, parentId) => {
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const id = idFromUrl(link.species.url);
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let currentId = parentId;
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if (genOf(id) <= maxGen) {
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if (!nodes.has(id)) {
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nodes.set(id, {
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id,
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name: link.species.name,
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parent: parentId,
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via: parentId != null ? describe(link.evolution_details) : '',
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kids: [],
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});
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}
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currentId = id;
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} else {
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pruned = true;
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}
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for (const child of link.evolves_to) collect(child, currentId);
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};
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collect(chain.chain, null);
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for (const n of nodes.values()) {
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if (n.parent != null && nodes.has(n.parent)) nodes.get(n.parent).kids.push(n.id);
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}
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if (nodes.size <= 1) {
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return el(
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'p',
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{ class: 'detail__muted' },
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pruned ? 'No evolutions available in this game.' : 'Does not evolve.',
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);
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}
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const roots = [...nodes.values()].filter((n) => n.parent == null || !nodes.has(n.parent));
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const wrap = el('div', { class: 'evo' });
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// Vertical tree: a stage, then for each branch a "↓ trigger" step and the
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// stage it leads to. Depth adds indentation so mid-chain splits (Wurmple)
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// stay grouped without overflowing on a phone.
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const renderNode = (n, depth) => {
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wrap.append(nodeEl(n, style, versionGroup, depth));
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for (const kidId of n.kids) {
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const kid = nodes.get(kidId);
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wrap.append(
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el(
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'div',
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{ class: 'evo__step', style: `--d:${depth + 1}` },
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el('span', { class: 'evo__arrow', 'aria-hidden': 'true' }, '↓'),
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el('span', { class: 'evo__via' }, kid.via || 'evolves'),
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),
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);
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renderNode(kid, depth + 1);
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}
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};
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roots.forEach((r) => renderNode(r, 0));
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if (pruned) {
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wrap.append(el('p', { class: 'evo__note' }, 'Cross-generation stages hidden for this game.'));
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}
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return wrap;
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}
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