add implementation plans for artifacts, character series, weapon series

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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# Artifacts Implementation Plan
## Overview
This document outlines the implementation plan for adding Artifacts to the hensei-api. Artifacts are equipment items that can be attached to characters, providing four skill bonuses. They have element and proficiency requirements that must match the equipped character.
## Key Design Decisions
Based on requirements discussion:
1. **Skill definitions**: Hardcoded in model constants (similar to rings)
2. **Base entity**: Create `artifacts` table for the 30 standard + 5 quirk artifact types
3. **User input**: Direct value input with validation against valid formulas
4. **Collection model**: Multiple artifacts of same type allowed per user
5. **Grid linkage**: GridArtifact belongs_to GridCharacter
6. **Quirk skills**: Not stored in database - frontend handles display based on artifact name
7. **Naming**: Add optional nickname field to collection_artifacts
---
## Data Model
### 1. `artifacts` Table (Base Entity)
Stores the 35 artifact types (30 standard + 5 quirk). This is static reference data.
```ruby
create_table :artifacts, id: :uuid do |t|
t.string :granblue_id, null: false # Game's internal ID
t.string :name_en, null: false # English name
t.string :name_jp # Japanese name
t.integer :proficiency, null: false # 1-10 (sabre, dagger, spear, axe, staff, gun, melee, bow, harp, katana)
t.integer :rarity, null: false # 0 = standard, 1 = quirk
t.integer :style # 1-3 for standard artifacts (Ominous/Saint/Jinyao style)
# No timestamps - static reference data
end
add_index :artifacts, :granblue_id, unique: true
add_index :artifacts, :proficiency
add_index :artifacts, :rarity
```
**Notes:**
- Standard artifacts have 3 styles per proficiency (30 total)
- Quirk artifacts (5 total) have `rarity: 1` and `style: nil`
- Images will be stored on CDN, derived from granblue_id
### 2. `collection_artifacts` Table
User's artifact inventory. Unlike other collection items, users can own multiple artifacts of the same type.
```ruby
create_table :collection_artifacts, id: :uuid do |t|
t.references :user, type: :uuid, null: false, foreign_key: true
t.references :artifact, type: :uuid, null: false, foreign_key: true
# Artifact properties
t.integer :element, null: false # 1-6 (fire, water, earth, wind, light, dark)
t.integer :level, null: false, default: 1 # 1-5 for standard, always 1 for quirk
t.string :nickname # Optional user label
# Skills (JSONB) - each contains: { modifier: int, strength: value, level: int }
# For standard artifacts: modifier = skill ID, strength = level 1 base value, level = 1-5
# For quirk artifacts: these are nil (skills are fixed and determined by artifact name)
t.jsonb :skill1, default: {}, null: false # Group I skill
t.jsonb :skill2, default: {}, null: false # Group I skill
t.jsonb :skill3, default: {}, null: false # Group II skill
t.jsonb :skill4, default: {}, null: false # Group III skill
t.timestamps
end
add_index :collection_artifacts, :user_id
add_index :collection_artifacts, [:user_id, :artifact_id]
add_index :collection_artifacts, :element
```
**Skill JSONB Structure:**
```json
{
"modifier": 1, // Skill type ID within the group
"strength": 1320, // Level 1 base value (one of 5 valid values per skill)
"level": 3 // Skill level 1-5
}
```
**Constraint:** Sum of all 4 skill levels must equal (artifact_level + 3). At level 1, all skills are level 1 (sum=4). At level 5, skills sum to 8.
### 3. `grid_artifacts` Table
Artifacts equipped to characters within a party.
```ruby
create_table :grid_artifacts, id: :uuid do |t|
t.references :grid_character, type: :uuid, null: false, foreign_key: true
t.references :artifact, type: :uuid, null: false, foreign_key: true
# Artifact properties (same as collection_artifacts)
t.integer :element, null: false
t.integer :level, null: false, default: 1
t.jsonb :skill1, default: {}, null: false
t.jsonb :skill2, default: {}, null: false
t.jsonb :skill3, default: {}, null: false
t.jsonb :skill4, default: {}, null: false
t.timestamps
end
add_index :grid_artifacts, :grid_character_id, unique: true # One artifact per character
add_index :grid_artifacts, :artifact_id
```
**Validation:** The artifact's element and proficiency must match the character's element and one of their proficiencies.
---
## Skill Groups Definition
Hardcoded in model as constants. Each skill has:
- `name`: Display name
- `base_values`: Array of 5 valid level 1 values
- `growth`: Amount added per level
- `value_type`: `:integer`, `:percent`, or `:percent_decimal` (for values like 0.5%)
### Group I Skills (Slots 1 & 2)
| ID | Name | Base Values | Growth | Type |
|----|------|-------------|--------|------|
| 1 | ATK | 1320, 1440, 1560, 1680, 1800 | +300 | integer |
| 2 | HP | 660, 720, 780, 840, 900 | +150 | integer |
| 3 | C.A. DMG | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent |
| 4 | Skill DMG | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent |
| 5 | Elemental ATK | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent |
| 6 | Critical Hit Rate | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent |
| 7 | Double Attack Rate | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent |
| 8 | Triple Attack Rate | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent |
| 9 | DEF | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent |
| 10 | Superior Element Reduction | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent |
| 11 | Dodge Rate | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent |
| 12 | Healing | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent |
| 13 | Debuff Success Rate | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent |
| 14 | Debuff Resistance | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent |
### Group II Skills (Slot 3)
| ID | Name | Base Values | Growth | Type |
|----|------|-------------|--------|------|
| 1 | N.A. DMG Cap | 2.2, 2.4, 2.6, 2.8, 3.0 | +0.5 | percent |
| 2 | Skill DMG Cap | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent |
| 3 | C.A. DMG Cap | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent |
| 4 | Special C.A. DMG Cap | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent |
| 5 | Boost DMG cap for critical hits | 2.2, 2.4, 2.6, 2.8, 3.0 | +0.5 | percent |
| 6 | N.A. DMG cap boost (80%/60% penalty) | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent |
| 7 | Skill DMG cap boost (20%/60% penalty) | 17.6, 19.2, 20.8, 22.4, 24.0 | +4 | percent |
| 8 | C.A. DMG cap boost (20%/80% penalty) | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent |
| 9 | Supplemental N.A. DMG | 8800, 9600, 10400, 11200, 12000 | +2000 | integer |
| 10 | Supplemental Skill DMG | 11000, 12000, 13000, 14000, 15000 | +2500 | integer |
| 11 | Supplemental C.A. DMG | 110000, 120000, 130000, 140000, 150000 | +25000 | integer |
| 12 | Chain DMG Amplify | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent |
| 13 | Boost TA rate when ≥50% HP | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent |
| 14 | Amplify DMG at 100% HP | 2.2, 2.4, 2.6, 2.8, 3.0 | +0.5 | percent |
| 15 | Max HP boost (70% DEF penalty) | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent |
| 16 | DMG reduction when ≤50% HP | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent |
| 17 | Regeneration | 440, 480, 520, 560, 600 | +100 | integer |
| 18 | Turn-Based DMG Reduction | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent |
| 19 | Chance to remove 1 debuff | 20 | +20 | percent |
| 20 | Chance to cancel dispels | 20 | +20 | percent |
**Note:** Skills 19 and 20 have only one base value (20%), not 5.
### Group III Skills (Slot 4)
Group III has ~25+ skills with varied mechanics. The growth values can be positive or negative (e.g., "after using skills x times" decreases the required count with levels).
| ID | Name | Base Value | Growth | Notes |
|----|------|------------|--------|-------|
| 1 | Battle start: DMG Mitigation | 1000 | +1000 | integer |
| 2 | Battle start: Random buff(s) | 1 | +1 | count |
| 3 | HP consumed + DMG Cap after 3T | 10 | +10 | percent |
| 4 | On knockout: Ally buffs | 1 | +1 | count |
| 5 | On switch to main: DMG Amplified | 3 | +3 | percent |
| 6 | Foe ≤50% HP: Restore HP | 2000 | +2000 | integer |
| 7 | Skill 1 CD cut + HP consume | 30 | -6 | percent (decreasing) |
| 8 | Debuff skill: Amplify foe DMG taken | 4 | +4 | percent |
| 9 | Healing skill: Bonus DMG to next ally | 4 | +4 | percent |
| 10 | DMG Cap stackable after X skills | 5 | -1 | count (decreasing) |
| 11 | After 10+ turn skill: DMG Amplified | 2 | +2 | percent |
| 12 | Linked skill CD cut after X uses | 8 | -1 | count (decreasing) |
| 13 | Supplemental DMG based on charge bar | 5000 | +5000 | integer |
| 14 | No attack: Random stackable buff(s) | 1 | +1 | count |
| 15 | Chance to remove foe buffs | 1 | +1 | percent |
| 16 | Chance to progress turn by 5 | 0.2 | +0.2 | percent |
| 17 | Shield every 5 turns | 1000 | +500 | integer |
| 18 | Chance for 6-hit Flurry | 1 | +1 | percent |
| 19 | Bonus DMG after X enemy hits | 7 | -1 | count (decreasing) |
| 20 | 3-hit Flurry after X hits | 200 | -25 | count (decreasing) |
| 21 | Plain DMG based on HP lost | 10 | +10 | multiplier |
| 22 | Supplemental Skill DMG after X skill DMG | 40000000 | -5000000 | integer (decreasing) |
| 23 | Single attack: Random buff(s) | 1 | +1 | count |
| 24 | Potion use: Fated Chain boost | 3 | +3 | percent |
| 25 | Foe ≤3 debuffs: Armored | 5 | +5 | percent |
| 26 | Sub ally: Debuff foes every X turns | 7 | -1 | count (decreasing) |
| 27 | Boost EXP earned | 1 | +1 | percent |
| 28 | Boost item drop rate | 0.5 | +0.5 | percent |
| 29 | Chance to find earrings | ? | ? | unknown |
---
## Model Implementation
### Artifact Model
```ruby
# app/models/artifact.rb
class Artifact < ApplicationRecord
# Enums
enum :proficiency, {
sabre: 1, dagger: 2, spear: 3, axe: 4, staff: 5,
gun: 6, melee: 7, bow: 8, harp: 9, katana: 10
}
enum :rarity, { standard: 0, quirk: 1 }
# Associations
has_many :collection_artifacts, dependent: :restrict_with_error
has_many :grid_artifacts, dependent: :restrict_with_error
# Validations
validates :granblue_id, presence: true, uniqueness: true
validates :name_en, presence: true
validates :proficiency, presence: true
validates :rarity, presence: true
validates :style, presence: true, inclusion: { in: 1..3 }, if: :standard?
validates :style, absence: true, if: :quirk?
# Scopes
scope :standard_artifacts, -> { where(rarity: :standard) }
scope :quirk_artifacts, -> { where(rarity: :quirk) }
scope :by_proficiency, ->(prof) { where(proficiency: prof) }
end
```
### CollectionArtifact Model
```ruby
# app/models/collection_artifact.rb
class CollectionArtifact < ApplicationRecord
include ArtifactSkillValidations
# Associations
belongs_to :user
belongs_to :artifact
# Enums
enum :element, {
fire: 1, water: 2, earth: 3, wind: 4, light: 5, dark: 6
}
# Validations
validates :element, presence: true
validates :level, presence: true, inclusion: { in: 1..5 }
validates :nickname, length: { maximum: 50 }, allow_blank: true
validate :validate_skill_levels_sum
validate :validate_skills_for_standard_artifacts
validate :validate_quirk_artifact_constraints
# Scopes
scope :by_element, ->(el) { where(element: el) }
scope :by_artifact, ->(artifact_id) { where(artifact_id: artifact_id) }
scope :by_proficiency, ->(prof) { joins(:artifact).where(artifacts: { proficiency: prof }) }
private
def validate_skill_levels_sum
return if artifact&.quirk?
total = [skill1, skill2, skill3, skill4].sum { |s| s['level'].to_i }
expected = level + 3
unless total == expected
errors.add(:base, "Skill levels must sum to #{expected} for artifact level #{level}")
end
end
def validate_quirk_artifact_constraints
return unless artifact&.quirk?
errors.add(:level, "must be 1 for quirk artifacts") unless level == 1
# Quirk artifacts don't store skills
[skill1, skill2, skill3, skill4].each_with_index do |skill, idx|
unless skill.blank? || skill == {}
errors.add(:"skill#{idx + 1}", "must be empty for quirk artifacts")
end
end
end
end
```
### GridArtifact Model
```ruby
# app/models/grid_artifact.rb
class GridArtifact < ApplicationRecord
include ArtifactSkillValidations
# Associations
belongs_to :grid_character
belongs_to :artifact
has_one :party, through: :grid_character
has_one :character, through: :grid_character
# Enums
enum :element, {
fire: 1, water: 2, earth: 3, wind: 4, light: 5, dark: 6
}
# Validations
validates :element, presence: true
validates :level, presence: true, inclusion: { in: 1..5 }
validates :grid_character_id, uniqueness: { message: "already has an artifact equipped" }
validate :validate_skill_levels_sum
validate :validate_character_compatibility
validate :validate_quirk_artifact_constraints
private
def validate_character_compatibility
return unless grid_character&.character && artifact
char = grid_character.character
# Check element compatibility (skip for characters with variable elements like Lyria)
unless char.any_element?
unless char.element == element
errors.add(:element, "must match character's element")
end
end
# Check proficiency compatibility
char_proficiencies = [char.proficiency1, char.proficiency2].compact
unless char_proficiencies.include?(artifact.proficiency)
errors.add(:artifact, "proficiency must match one of the character's proficiencies")
end
end
end
```
### Shared Skill Validation Concern
```ruby
# app/models/concerns/artifact_skill_validations.rb
module ArtifactSkillValidations
extend ActiveSupport::Concern
ELEMENT_ENUM = { fire: 1, water: 2, earth: 3, wind: 4, light: 5, dark: 6 }.freeze
# Group I skills (slots 1 & 2)
GROUP_I_SKILLS = {
1 => { name: 'ATK', base_values: [1320, 1440, 1560, 1680, 1800], growth: 300, type: :integer },
2 => { name: 'HP', base_values: [660, 720, 780, 840, 900], growth: 150, type: :integer },
3 => { name: 'C.A. DMG', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent },
4 => { name: 'Skill DMG', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent },
5 => { name: 'Elemental ATK', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent },
6 => { name: 'Critical Hit Rate', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent },
7 => { name: 'Double Attack Rate', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent },
8 => { name: 'Triple Attack Rate', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent },
9 => { name: 'DEF', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent },
10 => { name: 'Superior Element Reduction', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent },
11 => { name: 'Dodge Rate', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent },
12 => { name: 'Healing', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent },
13 => { name: 'Debuff Success Rate', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent },
14 => { name: 'Debuff Resistance', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent }
}.freeze
# Group II skills (slot 3)
GROUP_II_SKILLS = {
1 => { name: 'N.A. DMG Cap', base_values: [2.2, 2.4, 2.6, 2.8, 3.0], growth: 0.5, type: :percent },
2 => { name: 'Skill DMG Cap', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent },
3 => { name: 'C.A. DMG Cap', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent },
4 => { name: 'Special C.A. DMG Cap', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent },
5 => { name: 'Boost DMG cap for critical hits', base_values: [2.2, 2.4, 2.6, 2.8, 3.0], growth: 0.5, type: :percent },
6 => { name: 'N.A. DMG cap boost (penalty)', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent },
7 => { name: 'Skill DMG cap boost (penalty)', base_values: [17.6, 19.2, 20.8, 22.4, 24.0], growth: 4, type: :percent },
8 => { name: 'C.A. DMG cap boost (penalty)', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent },
9 => { name: 'Supplemental N.A. DMG', base_values: [8800, 9600, 10400, 11200, 12000], growth: 2000, type: :integer },
10 => { name: 'Supplemental Skill DMG', base_values: [11000, 12000, 13000, 14000, 15000], growth: 2500, type: :integer },
11 => { name: 'Supplemental C.A. DMG', base_values: [110000, 120000, 130000, 140000, 150000], growth: 25000, type: :integer },
12 => { name: 'Chain DMG Amplify', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent },
13 => { name: 'Boost TA rate when ≥50% HP', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent },
14 => { name: 'Amplify DMG at 100% HP', base_values: [2.2, 2.4, 2.6, 2.8, 3.0], growth: 0.5, type: :percent },
15 => { name: 'Max HP boost (DEF penalty)', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent },
16 => { name: 'DMG reduction when ≤50% HP', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent },
17 => { name: 'Regeneration', base_values: [440, 480, 520, 560, 600], growth: 100, type: :integer },
18 => { name: 'Turn-Based DMG Reduction', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent },
19 => { name: 'Chance to remove 1 debuff', base_values: [20], growth: 20, type: :percent },
20 => { name: 'Chance to cancel dispels', base_values: [20], growth: 20, type: :percent }
}.freeze
# Group III skills (slot 4) - simplified, full list in implementation
GROUP_III_SKILLS = {
1 => { name: 'Battle start: DMG Mitigation', base_values: [1000], growth: 1000, type: :integer },
2 => { name: 'Battle start: Random buff(s)', base_values: [1], growth: 1, type: :count },
3 => { name: 'HP consumed + DMG Cap after 3T', base_values: [10], growth: 10, type: :percent },
4 => { name: 'On knockout: Ally buffs', base_values: [1], growth: 1, type: :count },
5 => { name: 'On switch to main: DMG Amplified', base_values: [3], growth: 3, type: :percent },
6 => { name: 'Foe ≤50% HP: Restore HP', base_values: [2000], growth: 2000, type: :integer },
7 => { name: 'Skill 1 CD cut + HP consume', base_values: [30], growth: -6, type: :percent },
8 => { name: 'Debuff skill: Amplify foe DMG taken', base_values: [4], growth: 4, type: :percent },
9 => { name: 'Healing skill: Bonus DMG to next ally', base_values: [4], growth: 4, type: :percent },
10 => { name: 'DMG Cap stackable after X skills', base_values: [5], growth: -1, type: :count },
11 => { name: 'After 10+ turn skill: DMG Amplified', base_values: [2], growth: 2, type: :percent },
12 => { name: 'Linked skill CD cut after X uses', base_values: [8], growth: -1, type: :count },
13 => { name: 'Supplemental DMG based on charge bar', base_values: [5000], growth: 5000, type: :integer },
14 => { name: 'No attack: Random stackable buff(s)', base_values: [1], growth: 1, type: :count },
15 => { name: 'Chance to remove foe buffs', base_values: [1], growth: 1, type: :percent },
16 => { name: 'Chance to progress turn by 5', base_values: [0.2], growth: 0.2, type: :percent },
17 => { name: 'Shield every 5 turns', base_values: [1000], growth: 500, type: :integer },
18 => { name: 'Chance for 6-hit Flurry', base_values: [1], growth: 1, type: :percent },
19 => { name: 'Bonus DMG after X enemy hits', base_values: [7], growth: -1, type: :count },
20 => { name: '3-hit Flurry after X hits', base_values: [200], growth: -25, type: :count },
21 => { name: 'Plain DMG based on HP lost', base_values: [10], growth: 10, type: :multiplier },
22 => { name: 'Supplemental Skill DMG after X skill DMG', base_values: [40000000], growth: -5000000, type: :integer },
23 => { name: 'Single attack: Random buff(s)', base_values: [1], growth: 1, type: :count },
24 => { name: 'Potion use: Fated Chain boost', base_values: [3], growth: 3, type: :percent },
25 => { name: 'Foe ≤3 debuffs: Armored', base_values: [5], growth: 5, type: :percent },
26 => { name: 'Sub ally: Debuff foes every X turns', base_values: [7], growth: -1, type: :count },
27 => { name: 'Boost EXP earned', base_values: [1], growth: 1, type: :percent },
28 => { name: 'Boost item drop rate', base_values: [0.5], growth: 0.5, type: :percent },
29 => { name: 'Chance to find earrings', base_values: [nil], growth: nil, type: :unknown }
}.freeze
included do
validate :validate_skill1_group_i
validate :validate_skill2_group_i
validate :validate_skill3_group_ii
validate :validate_skill4_group_iii
end
private
def validate_skill_in_group(skill_data, group, slot_name)
return if skill_data.blank? || skill_data == {}
return if artifact&.quirk?
modifier = skill_data['modifier']
strength = skill_data['strength']
level = skill_data['level']
unless modifier && strength && level
errors.add(slot_name, "must have modifier, strength, and level")
return
end
skill_def = group[modifier]
unless skill_def
errors.add(slot_name, "has invalid modifier #{modifier}")
return
end
unless (1..5).include?(level)
errors.add(slot_name, "level must be between 1 and 5")
return
end
# Validate strength is a valid base value for this skill
unless skill_def[:base_values].include?(strength) || skill_def[:base_values] == [nil]
errors.add(slot_name, "has invalid base strength #{strength}")
end
end
def validate_skill1_group_i
validate_skill_in_group(skill1, GROUP_I_SKILLS, :skill1)
end
def validate_skill2_group_i
validate_skill_in_group(skill2, GROUP_I_SKILLS, :skill2)
end
def validate_skill3_group_ii
validate_skill_in_group(skill3, GROUP_II_SKILLS, :skill3)
end
def validate_skill4_group_iii
validate_skill_in_group(skill4, GROUP_III_SKILLS, :skill4)
end
end
```
---
## API Endpoints
### Artifacts (Base Entity - Read Only)
```
GET /api/v1/artifacts # List all artifact types
GET /api/v1/artifacts/:id # Get single artifact type
```
### Collection Artifacts
```
GET /api/v1/users/:user_id/collection/artifacts # List user's artifacts
POST /api/v1/users/:user_id/collection/artifacts # Add artifact to collection
GET /api/v1/collection/artifacts/:id # Get single collection artifact
PATCH /api/v1/collection/artifacts/:id # Update collection artifact
DELETE /api/v1/collection/artifacts/:id # Remove from collection
# Batch operations
POST /api/v1/users/:user_id/collection/artifacts/batch # Add multiple artifacts
```
### Grid Artifacts (via Grid Characters)
```
POST /api/v1/parties/:party_id/characters/:character_id/artifact # Equip artifact
PATCH /api/v1/parties/:party_id/characters/:character_id/artifact # Update equipped artifact
DELETE /api/v1/parties/:party_id/characters/:character_id/artifact # Unequip artifact
```
---
## Implementation Order
### Phase 1: Database & Models
1. Create migration for `artifacts` table
2. Create migration for `collection_artifacts` table
3. Create migration for `grid_artifacts` table
4. Implement `Artifact` model
5. Implement `ArtifactSkillValidations` concern
6. Implement `CollectionArtifact` model
7. Implement `GridArtifact` model
8. Add associations to `User` and `GridCharacter` models
9. Seed artifact data (30 standard + 5 quirk)
### Phase 2: Blueprints
1. Create `ArtifactBlueprint`
2. Create `CollectionArtifactBlueprint`
3. Create `GridArtifactBlueprint`
4. Update `GridCharacterBlueprint` to include artifact
5. Update `PartyBlueprint` to include artifacts
### Phase 3: Controllers
1. Create `ArtifactsController` (index, show)
2. Create `CollectionArtifactsController` (full CRUD + batch)
3. Update `GridCharactersController` to handle artifact operations
4. Add routes
### Phase 4: Testing
1. Model specs for all new models
2. Request specs for all new endpoints
3. Validation specs for skill constraints
---
## Seed Data
### Standard Artifacts (30 total)
| Proficiency | Style 1 (Ominous) | Style 2 (Saint) | Style 3 (Jinyao) |
|-------------|-------------------|-----------------|------------------|
| Sabre | Ominous Amulet | Couronne Sainte | Jinyao Yushi |
| Dagger | Ominous Ring | Jaseron Saint | Jinyao Mianju |
| Spear | Ominous Goblet | Casque Saint | Jinyao Qizhi |
| Axe | Ominous Horn | Armure Sainte | Jinyao Yaodai |
| Staff | Ominous Totem | Robe Sainte | Jinyao Mingjing |
| Gun | Ominous Pendant | Lunettes Saintes | Jinyao Wangjing |
| Melee | Ominous Bangle | Bottes Saintes | Jinyao Mianzhao |
| Bow | Ominous Pheon | Chapeau Saint | Jinyao Xiongjia |
| Harp | Ominous Whistle | Boite a Musique Sainte | Jinyao Tongluo |
| Katana | Ominous Stone | Capuchon Saint | Jinyao Xianglu |
### Quirk Artifacts (5 total)
| Name | Skills (handled by frontend) |
|------|------------------------------|
| Fantosmik Creste | Crest-based damage amplification |
| Fantosmik Fengtooth | CA-focused with HP consumption |
| Fantosmik Gemme | Shield and Guts mechanics |
| Fantosmik Lanterne | Universal weapon skill compatibility |
| Fantosmik Maylet | Random stat changes |
---
## Open Questions / Future Considerations
1. **Character any_element flag**: Need to verify how this is currently stored in Character model for Lyria-type characters
2. **Image URLs**: Confirm CDN path pattern for artifact images
3. **Granblue IDs**: Need to determine the actual game IDs for each artifact type
4. **Frontend coordination**: Quirk artifact skill display will need frontend implementation
5. **Migration strategy**: Consider data_migrate for seeding artifacts to ensure proper ordering

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# Character Season & Series Implementation Plan
## Overview
Add `season`, `series`, and `gacha_available` columns to the characters table to properly categorize character variants. This replaces the current approach of disambiguating in name fields (e.g., "Vira (SSR)").
**Goals:**
- Clean character names without disambiguation suffixes
- Enable filtering by season/series in the UI
- Support gacha bot queries for pool availability
- Centralize gacha metadata in hensei-api (shared database with siero-bot)
---
## Data Model
### Season (integer, nullable)
Represents the gacha time period when a character can be pulled.
| Value | Name | Notes |
|-------|-----------|-------|
| 1 | Standard | Available year-round (in their respective pool) (1-index to work better with Javascript) |
| 2 | Valentine | February |
| 3 | Formal | June |
| 4 | Summer | July-August (both Summer and Yukata series) |
| 5 | Halloween | October |
| 6 | Holiday | December |
### Series (integer array)
Represents the character's identity/pool membership. A character can belong to multiple series (e.g., Summer Zodiac = [summer, zodiac]).
| Value | Name | Notes |
|-------|-----------|-------|
| 1 | Standard | Regular gacha pool (1-index to work better with Javascript) |
| 2 | Grand | Flash Gala and Legend Gacha exclusive |
| 3 | Zodiac | Legend Fest exclusive, yearly rotation |
| 4 | Promo | Not in gacha - ticket/code redemption |
| 5 | Collab | Collaboration events |
| 6 | Eternal | Free recruitment (Eternals) |
| 7 | Evoker | Free recruitment (Evokers) |
| 8 | Saint | Free recruitment (similar to Eternals), may have gacha alts |
| 9 | Fantasy | Can combine with other series (e.g., Fantasy + Grand) |
| 10 | Summer | Summer seasonal series |
| 11 | Yukata | Yukata seasonal series (same gacha window as Summer) |
| 12 | Valentine | Valentine seasonal series |
| 13 | Halloween | Halloween seasonal series |
| 14 | Formal | Formal seasonal series |
| 15 | Event | Event reward characters |
### Gacha Available (boolean)
Quick filter for characters that can be pulled in gacha vs those that are recruited.
- `true` - Can be pulled from gacha (Standard, Grand, Zodiac, seasonal series, etc.)
- `false` - Must be recruited (Eternals, Evokers, Saints, Event, Collab)
### Promotion (integer array on weapons/summons)
Move promotion data from the `gacha` table to weapons and summons directly.
| Value | Name | Notes |
|-------|------------|-------|
| 1 | Premium | Available in regular Premium draws |
| 2 | Classic | Available in Classic draws |
| 3 | Classic II | Available in Classic II draws |
| 4 | Flash | Available in Flash Gala (6% SSR rate) |
| 5 | Legend | Available in Legend Fest (6% SSR rate) |
| 6 | Valentine | Valentine seasonal gacha |
| 7 | Summer | Summer seasonal gacha |
| 8 | Halloween | Halloween seasonal gacha |
| 9 | Holiday | Holiday seasonal gacha |
| 10 | Collab | Collaboration gacha |
| 11 | Formal | Formal seasonal gacha |
**Decision:** Add `promotions` as integer array on weapons and summons tables, then deprecate the `gacha` table. This eliminates the polymorphic join and simplifies queries.
---
## Implementation Tasks
### Phase 1: Schema Migration
- [x] **Task 1.1:** Create migration to add `season`, `series`, and `gacha_available` columns: `6e62053`
- [x] **Task 1.2:** Add enum constants to `GranblueEnums`: `24d8d20`, `208d1f4`
### Phase 2: Model Updates
- [x] **Task 2.1:** Update `Character` model: `afa1c51`
- [x] **Task 2.2:** Update `CharacterBlueprint`: `a3c33ce`, `cb01658`
### Phase 3: Controller & API Updates
- [x] **Task 3.1:** Update `CharactersController`: `db048dc`
- [x] **Task 3.2:** Update search functionality: `9c5c859`
- Added `season`, `series`, `gacha_available` filters to characters search
- Added `promotions` filter to weapons search
- Added `promotions` filter to summons search
- Array filters use PostgreSQL `&&` (overlap) operator
### Phase 4: Importer/Parser Updates
- [x] **Task 4.1:** Update `CharacterImporter`: `e0a82bc`
- Added `season`, `series`, `gacha_available` to `build_attributes`
- [x] **Task 4.2:** Update `CharacterParser`: `e0a82bc`
- Added `series_from_hash`, `season_from_hash`, `gacha_available_from_hash` methods
- Extracts data from wiki `|series=` and `|obtain=` fields
- [x] **Task 4.3:** Update `WeaponImporter` and `SummonImporter`: `7aa0521`
- Added `promotions` to `build_attributes`
- [x] **Task 4.4:** Update `WeaponParser` and `SummonParser`: `c1a5d62`
- Added `promotions_from_obtain` method
- Added wiki promotions mapping to `Wiki` class
### Phase 5: Data Migration
- [x] **Task 5.1:** Create rake task to export characters to CSV: `284ee44`
- [ ] **Task 5.2:** User curates CSV with season/series assignments (manual step)
- [x] **Task 5.3:** Create rake task to import curated CSV: `284ee44`
- [ ] **Task 5.4:** Clean up character names (deferred until data populated)
### Phase 6: Frontend Updates (hensei-svelte)
- [x] **Task 6.1:** Update TypeScript types: `67b87c7d`
- [x] **Task 6.2:** Update search adapter: `f26d3e38`
- [x] **Task 6.3:** Add filter UI components (CheckboxGroup): `96f040a9`
- [x] **Task 6.4:** Update character display: `cf694bb1`
- [x] **Task 6.5:** Update weapon display: `8c45c219`
- [x] **Task 6.6:** Update summon display: `23ae7f70`
- [x] **Task 6.7:** Update batch import pages: `1933f3d8`
- [x] **Task 6.8:** Add recruited_by to character metadata: `cf694bb1`
### Phase 7: Weapons/Summons Promotion Migration
- [x] **Task 7.1:** Add `promotions` column to weapons table: `6f64610`
- [x] **Task 7.2:** Add `promotions` column to summons table: `6f64610`
- [x] **Task 7.3:** Add PROMOTIONS enum to `GranblueEnums`: `6f64610`, `208d1f4`
- [x] **Task 7.4:** Create data migration rake task: `49e52ff`
- [x] **Task 7.5:** Update Weapon and Summon models: `e81c559`
- [x] **Task 7.6:** Update WeaponBlueprint and SummonBlueprint: `0dba56c`
- [x] **Task 7.7:** Update controllers to permit `promotions`: `05dd899`
- [ ] **Task 7.8:** Deprecate `gacha` table (after siero-bot deployed and tested)
### Phase 8: Siero-bot Integration
- [x] **Task 8.1:** Update siero-bot to use new columns (branch: `feature/use-promotions-column`)
- `210b5dc` - Added `PromotionId` enum mapping to hensei-api values
- `b0e0972` - Added `promotions: number[]` to table interfaces
- `897d86b` - Rewrote `cache.ts` to query weapons/summons directly
- `1b7ac14` - Rewrote `api.ts` to remove gacha table dependency
- `d745b0f` - Changed rateups to use `granblue_id` for stability
---
## Remaining Work (Pre-Deployment Testing Required)
These tasks require testing and/or manual intervention before completion:
### 1. Data Population (Manual)
**Task 5.2: Curate character season/series data**
Options for populating character data:
- **Option A:** Export CSV, manually curate, re-import
```bash
rake characters:export_csv # Creates lib/seeds/characters_export.csv
# Edit CSV to add season/series/gacha_available values
rake characters:import_csv # Imports curated data
```
- **Option B:** Use wiki parser to auto-populate (may need manual review)
```bash
rails runner "Granblue::Parsers::CharacterParser.fetch_all(save: true, overwrite: true)"
```
### 2. Siero-bot Deployment
**Deploy and test siero-bot changes before deprecating gacha table:**
1. Merge `feature/use-promotions-column` branch
2. Deploy to production
3. Test gacha simulation commands work correctly
4. Test rateup functionality works correctly
5. Monitor for errors
### 3. Database Cleanup (Destructive)
**Task 7.8: Deprecate `gacha` table**
Only after siero-bot is deployed and verified working:
1. Create migration to drop `gacha` table
2. Remove any remaining references to `Gacha` model
3. Clean up unused code
### 4. Character Name Cleanup (Optional)
**Task 5.4: Remove disambiguation from character names**
After season/series data is populated and frontend displays badges:
1. Remove suffixes like "(SSR)", "(Summer)", "(Grand)" from `name_en`
2. Update any search indexes if needed
3. Verify frontend displays correctly with badges instead of name suffixes
---
## File Changes Summary
### hensei-api
| File | Change |
|------|--------|
| `db/migrate/*_add_season_series_to_characters.rb` | Add season, series, gacha_available columns |
| `db/migrate/*_add_promotions_to_weapons.rb` | Add promotions array column |
| `db/migrate/*_add_promotions_to_summons.rb` | Add promotions array column |
| `lib/tasks/characters.rake` | Export/import rake tasks for data migration |
| `lib/tasks/gacha.rake` | Migration tasks for promotions data |
| `app/models/concerns/granblue_enums.rb` | Add CHARACTER_SEASONS, CHARACTER_SERIES, PROMOTIONS |
| `app/models/character.rb` | Add validations, scopes, helpers |
| `app/models/weapon.rb` | Add promotions validations, scopes, helpers |
| `app/models/summon.rb` | Add promotions validations, scopes, helpers |
| `app/blueprints/api/v1/character_blueprint.rb` | Serialize new fields, recruited_by |
| `app/blueprints/api/v1/weapon_blueprint.rb` | Serialize promotions |
| `app/blueprints/api/v1/summon_blueprint.rb` | Serialize promotions |
| `app/controllers/api/v1/characters_controller.rb` | Permit new params, filtering |
| `app/controllers/api/v1/weapons_controller.rb` | Permit promotions |
| `app/controllers/api/v1/summons_controller.rb` | Permit promotions |
| `app/controllers/api/v1/search_controller.rb` | Add season/series/promotions filters |
| `lib/granblue/importers/character_importer.rb` | Parse new CSV columns |
| `lib/granblue/importers/weapon_importer.rb` | Parse promotions column |
| `lib/granblue/importers/summon_importer.rb` | Parse promotions column |
| `lib/granblue/parsers/character_parser.rb` | Extract season/series from wiki |
| `lib/granblue/parsers/weapon_parser.rb` | Extract promotions from wiki |
| `lib/granblue/parsers/summon_parser.rb` | Extract promotions from wiki |
| `lib/granblue/parsers/wiki.rb` | Add promotions mapping |
### hensei-svelte
| File | Change |
|------|--------|
| `src/lib/types/Character.d.ts` | Add season/series/gachaAvailable fields |
| `src/lib/types/Weapon.d.ts` | Add promotions fields |
| `src/lib/types/Summon.d.ts` | Add promotions fields |
| `src/lib/types/enums.ts` | Add CharacterSeason, CharacterSeries, Promotion enums |
| `src/lib/api/adapters/entity.adapter.ts` | Add new fields to interfaces |
| `src/lib/api/adapters/search.adapter.ts` | Add filter params |
| `src/lib/api/adapters/types.ts` | Add SearchFilters types |
| `src/lib/components/ui/checkbox/CheckboxGroup.svelte` | New multiselect component |
| `src/lib/components/ui/DetailItem.svelte` | Add multiselect type support |
| `src/lib/features/database/characters/schema.ts` | Add to edit schema |
| `src/lib/features/database/characters/sections/CharacterTaxonomySection.svelte` | Add season/series/gacha UI |
| `src/lib/features/database/characters/sections/CharacterMetadataSection.svelte` | Add recruited_by display |
| `src/lib/features/database/weapons/schema.ts` | Add promotions to schema |
| `src/lib/features/database/weapons/sections/WeaponTaxonomySection.svelte` | Add promotions UI |
| `src/lib/features/database/summons/schema.ts` | Add promotions to schema |
| `src/lib/features/database/summons/sections/SummonTaxonomySection.svelte` | Add promotions UI |
| `src/routes/(app)/database/*/import/+page.svelte` | Add new fields to batch import |
### siero-bot (branch: feature/use-promotions-column)
| File | Change |
|------|--------|
| `src/services/cache.ts` | Query promotions from weapons/summons instead of gacha table |
| `src/services/api.ts` | Remove gacha table dependency, use granblue_id for rateups |
| `src/utils/enums.ts` | Add PromotionId enum, mapping helpers |
| `src/services/tables.ts` | Add promotions to WeaponTable and SummonTable |
---
## Notes
- The `character_id` array field will remain unchanged (no rename)
- `gacha_available` boolean added for quick filtering of pullable vs recruited characters
- All enums are 1-indexed to work better with JavaScript/TypeScript
- `gacha` table will be deprecated after siero-bot migration is complete
- Season values represent gacha availability windows (when you can pull)
- Series values represent character identity (what pool/category they belong to)
- Wiki uses "gala" for Flash Gala weapons (mapped to Flash promotion ID 4)

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# Plan: Convert WeaponSeries from Enum to Database Table
## Summary
Convert the hardcoded `SERIES_SLUGS` hash in `Weapon` model to a `weapon_series` database table with full CRUD API support, enabling dynamic management of weapon series without code deploys.
## New Table: `weapon_series`
| Column | Type | Notes |
|--------|------|-------|
| id | uuid | Primary key |
| name_en | string | English name |
| name_jp | string | Japanese name |
| slug | string | Unique identifier (e.g., 'dark-opus') |
| order | integer | Sort order for display |
| extra | boolean | Allowed in extra grid positions (9, 10, 11) |
| element_changeable | boolean | Weapon element can be changed |
| has_weapon_keys | boolean | Series supports weapon keys |
| has_awakening | boolean | Series supports awakenings |
| has_ax_skills | boolean | Series supports AX skills |
## Implementation Steps
### Phase 1: Database Setup
1. **Create `weapon_series` table migration**
- `db/migrate/TIMESTAMP_create_weapon_series.rb`
- UUID primary key, unique index on slug, index on order
2. **Add `weapon_series_id` to weapons table**
- `db/migrate/TIMESTAMP_add_weapon_series_id_to_weapons.rb`
- Foreign key reference, nullable initially
3. **Create `weapon_key_series` join table**
- `db/migrate/TIMESTAMP_create_weapon_key_series.rb`
- Many-to-many between weapon_keys and weapon_series
- Replaces the integer array `weapon_keys.series` column
### Phase 2: Models
4. **Create `WeaponSeries` model**
- File: `app/models/weapon_series.rb`
- Associations: `has_many :weapons`, `has_many :weapon_key_series`, `has_many :weapon_keys, through: :weapon_key_series`
- Validations: presence for name_en, name_jp, slug; uniqueness for slug
- Scopes: `ordered`, `extra_allowed`, `element_changeable`, etc.
5. **Create `WeaponKeySeries` join model**
- File: `app/models/weapon_key_series.rb`
- Belongs to weapon_key and weapon_series
6. **Update `Weapon` model**
- File: `app/models/weapon.rb`
- Add `belongs_to :weapon_series, optional: true`
- Update `opus_or_draconic?` to use `weapon_series.slug`
- Update `draconic_or_providence?` to use `weapon_series.slug`
- Update `element_changeable?` to use `weapon_series.element_changeable`
- Update `compatible_with_key?` to use new relationship
- Keep `SERIES_SLUGS` temporarily for backwards compatibility
7. **Update `WeaponKey` model**
- File: `app/models/weapon_key.rb`
- Add `has_many :weapon_key_series` and `has_many :weapon_series, through: :weapon_key_series`
8. **Update `GridWeapon` model**
- File: `app/models/grid_weapon.rb`
- Replace `ALLOWED_EXTRA_SERIES` constant with `weapon.weapon_series&.extra` check
### Phase 3: Data Migration
9. **Populate weapon_series table**
- `db/data/TIMESTAMP_populate_weapon_series.rb`
- Create 45 series records from existing `SERIES_SLUGS`
- Set boolean flags appropriately for each series
10. **Migrate weapons to use weapon_series_id**
- `db/data/TIMESTAMP_migrate_weapons_to_weapon_series.rb`
- Map legacy integer `series` to new `weapon_series_id`
11. **Migrate weapon_key series to join table**
- `db/data/TIMESTAMP_migrate_weapon_key_series.rb`
- Convert integer arrays to `weapon_key_series` records
### Phase 4: API
12. **Create `WeaponSeriesBlueprint`**
- File: `app/blueprints/api/v1/weapon_series_blueprint.rb`
- Fields: name (en/ja), slug, order
- Full view: include boolean flags
13. **Create `WeaponSeriesController`**
- File: `app/controllers/api/v1/weapon_series_controller.rb`
- Actions: index, show, create (admin), update (admin), destroy (admin)
- Lookup by slug or id
14. **Add routes**
- File: `config/routes.rb`
- `resources :weapon_series, only: [:index, :show, :create, :update, :destroy]`
15. **Update `WeaponBlueprint`**
- File: `app/blueprints/api/v1/weapon_blueprint.rb`
- Change `series` field to return object: `{ id, slug, name: { en, ja } }`
- Keep legacy `series` integer for backwards compatibility during transition
16. **Update `GridWeaponBlueprint`**
- File: `app/blueprints/api/v1/grid_weapon_blueprint.rb`
- Update weapon_keys conditional to use `weapon.weapon_series&.has_weapon_keys`
### Phase 5: Service Updates
17. **Update `WeaponProcessor`**
- File: `app/services/processors/weapon_processor.rb`
- Map incoming `series_id` integers to `weapon_series_id` UUIDs
- Update `element_changeable?` calls
18. **Update `CollectionWeapon` model**
- File: `app/models/collection_weapon.rb`
- Update `by_series` scope to use `weapon_series_id`
- Update validations to use new associations
### Phase 6: Testing
19. **Create `WeaponSeries` factory**
- File: `spec/factories/weapon_series.rb`
- Traits for common series types (opus, draconic, etc.)
20. **Update existing specs**
- Update weapon factory to use weapon_series association
- Add tests for new controller endpoints
- Add tests for model methods
## Files to Modify
| File | Changes |
|------|---------|
| `app/models/weapon.rb` | Add association, update methods |
| `app/models/weapon_key.rb` | Add associations |
| `app/models/grid_weapon.rb` | Replace ALLOWED_EXTRA_SERIES |
| `app/models/collection_weapon.rb` | Update scope and validations |
| `app/blueprints/api/v1/weapon_blueprint.rb` | Update series field |
| `app/blueprints/api/v1/grid_weapon_blueprint.rb` | Update conditional |
| `app/services/processors/weapon_processor.rb` | Update series lookups |
| `config/routes.rb` | Add weapon_series routes |
## New Files to Create
| File | Purpose |
|------|---------|
| `app/models/weapon_series.rb` | WeaponSeries model |
| `app/models/weapon_key_series.rb` | Join table model |
| `app/controllers/api/v1/weapon_series_controller.rb` | CRUD controller |
| `app/blueprints/api/v1/weapon_series_blueprint.rb` | API serializer |
| `db/migrate/*_create_weapon_series.rb` | Table migration |
| `db/migrate/*_add_weapon_series_id_to_weapons.rb` | FK migration |
| `db/migrate/*_create_weapon_key_series.rb` | Join table migration |
| `db/data/*_populate_weapon_series.rb` | Seed data |
| `db/data/*_migrate_weapons_to_weapon_series.rb` | Data migration |
| `db/data/*_migrate_weapon_key_series.rb` | WeaponKey data migration |
| `spec/factories/weapon_series.rb` | Test factory |
## Boolean Flags by Series
Key series with special flags:
- **element_changeable**: revenant, ultima, superlative, class-champion
- **extra**: xeno, cosmos, superlative, eternal-splendor, ancestral, militis, menace
- **has_weapon_keys**: grand, dark-opus, superlative, vyrmament, menace
- **has_awakening**: (to be determined based on current weapon data)
- **has_ax_skills**: (to be determined based on current weapon data)
## API Response Format
```json
// GET /weapon_series
[
{
"id": "uuid",
"name": { "en": "Dark Opus", "ja": "オプス" },
"slug": "dark-opus",
"order": 3
}
]
// GET /weapons/:id (updated series field)
{
"id": "uuid",
"series": {
"id": "series-uuid",
"slug": "dark-opus",
"name": { "en": "Dark Opus", "ja": "オプス" }
}
}
```
## Backwards Compatibility
- Keep legacy `series` integer column on weapons until frontend is updated
- API can return both formats during transition period
- `SERIES_SLUGS` constant can be removed after migration is complete