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# Story flow graph: the mystery editor
Status: **implemented** (migrations `018``021`). A mystery plays as a walk of an
authored node graph; the slot/chapter model has been retired in a clean cutover.
Gates are stubbed and the LLM gate is not built (see *Implemented vs deferred*).
Builds on the NPC/dialogue work in [narrative-todo.md](narrative-todo.md).
## Concept
A mystery is a **directed graph of nodes**. Each node has one implicit input and N
output **terminals**; a terminal carries its single outgoing wire (`to_node_id`) —
there is no separate edges table. A playthrough walks the graph from the mystery's
single **entrypoint node** (`mysteries.entry_node_id`).
- At the **node level** cycles are allowed (a gate can route back to a level). The
runtime only advances a node when the player acts, so loops never spin on their own.
- Within a **dialogue node** the utterances form a **tree** (each utterance has one
parent), so back-edges/loops are not expressible there yet.
## Node types
| type | what it does | terminals |
|---|---|---|
| `cutscene` | Renders a bespoke React component chosen from a frontend registry (`component_key`), e.g. a title card. Opaque to the graph so set-pieces don't clutter the dialogue tree. | usually 1 (`continue`) |
| `dialogue` | The standard NPC dialogue box, driven by an utterance tree (NPC lines + player choices). | 1+ (e.g. `continue`, or `proceed`/`retry` for a branch) |
| `level` | Instantiates a playable board from a level template version and hands over to the investigation. | 1 (`report_back`) |
| `det_gate` | Deterministic gate. **Currently a stub**: auto-follows its first terminal. Intended to inspect the previous node's output (a level's case report, a dialogue's chosen path) and route accordingly. | 1+ |
| `llm_gate` | LLM gate — **not implemented**. Intended: read allowlisted player state, return one terminal key (constrained output). | 1+ |
Gates are resolved server-side during `advance` and never surfaced to the player.
## Data model
Two core tables plus `utterances`; type-specific scalars are folded onto the node
(kept honest by CHECKs) rather than in per-type subtype tables.
```sql
CREATE TABLE osint.story_nodes (
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
mystery_id UUID NOT NULL REFERENCES osint.mysteries(id) ON DELETE CASCADE,
node_type TEXT NOT NULL CHECK (node_type IN ('cutscene','dialogue','level','det_gate','llm_gate')),
label TEXT NOT NULL DEFAULT '',
has_utterances BOOLEAN NOT NULL DEFAULT FALSE,
xpos DOUBLE PRECISION NOT NULL,
ypos DOUBLE PRECISION NOT NULL,
-- Folded, type-specific scalars. Nullable during authoring; "required for type"
-- is a publish-time concern, so only these exclusion CHECKs are enforced.
level_template_version_id UUID REFERENCES osint.level_template_versions(id),
component_key TEXT, -- cutscene: frontend component; gate: (future) backend gate fn
CHECK (level_template_version_id IS NULL OR node_type = 'level'),
CHECK (component_key IS NULL OR node_type IN ('cutscene','det_gate','llm_gate'))
);
-- Output ports. A terminal owns its single outgoing wire; no edges table.
CREATE TABLE osint.story_node_terminals (
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
parent_node_id UUID NOT NULL REFERENCES osint.story_nodes(id) ON DELETE CASCADE,
terminal_key TEXT NOT NULL,
label TEXT NOT NULL DEFAULT '',
to_node_id UUID REFERENCES osint.story_nodes(id) ON DELETE SET NULL, -- NULL = unwired/end
sort_order INTEGER NOT NULL DEFAULT 0,
UNIQUE (parent_node_id, terminal_key)
);
-- Same-mystery integrity for to_node_id is enforced in the repository (not a
-- DB trigger). entry_node_id is nullable so nodes can be inserted before it is set.
ALTER TABLE osint.mysteries ADD COLUMN entry_node_id UUID REFERENCES osint.story_nodes(id) ON DELETE SET NULL;
```
### Utterances — a dialogue node's content
One table for both NPC lines and player choices, distinguished by `utterer`.
```sql
CREATE TABLE osint.utterances (
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
node_id UUID NOT NULL REFERENCES osint.story_nodes(id) ON DELETE CASCADE,
utterer TEXT NOT NULL DEFAULT 'npc' CHECK (utterer IN ('npc','player')),
npc_id UUID REFERENCES osint.npcs(id), -- speaker for NPC lines; NULL for player choices
pose_key TEXT, -- resolved with the usual pose fallback
text TEXT NOT NULL DEFAULT '',
parent_utterance_id UUID REFERENCES osint.utterances(id) ON DELETE CASCADE, -- the utterance this one follows
advances_to_utterance_id UUID REFERENCES osint.utterances(id) ON DELETE SET NULL, -- VESTIGIAL / unused (see below)
terminal_id UUID REFERENCES osint.story_node_terminals(id) ON DELETE SET NULL, -- exit: leave the node via this terminal
effect TEXT, -- reserved side-effect hook (unused)
xpos DOUBLE PRECISION NOT NULL DEFAULT 0, -- position in the utterance sub-canvas
ypos DOUBLE PRECISION NOT NULL DEFAULT 0,
sort_order INTEGER NOT NULL DEFAULT 0
);
```
**The model is parent-only with count-based meaning.** An utterance's *children*
(the utterances whose `parent_utterance_id` points to it) are what come after it:
- **0 children** + `terminal_id` set ⇒ this line **exits** the node via that terminal.
- **1 child** ⇒ **linear** next line (rendered as a solid wire).
- **2+ children** ⇒ **player options** (rendered as dotted wires); by convention the
children are `player` utterances and the parent is an NPC prompt.
The root of a node's tree is the utterance with no parent. `advances_to_utterance_id`
is a leftover column from an earlier design and is **not used**; a follow-up
migration can drop it. Because each utterance has a single parent the graph is a
tree — no back-edges/loops within a node yet.
### Cutscene component registry (frontend)
Mirrors the exhibit registry: `component_key → React component`. Each owns its
presentation and signals completion with an optional terminal key.
```ts
type CutsceneComponent = React.FC<{ onComplete: (terminalKey?: string) => void }>
// registry: { 'glass-harbour-diversion': GlassHarbourDiversion }
```
For a single-terminal cutscene, `onComplete()` follows the only terminal.
## Editing UX
The same canvas engine (pan, zoom, drag, curved wires, click-a-wire-to-delete) is
reused at two levels.
**Mystery graph**`story_nodes` as cards, wired by `terminal.to_node_id`. Laid out
**vertically**: the input port is on **top**, output terminals along the **bottom**,
and flow runs downward. Double-clicking a dialogue node drills into its utterances.
**Utterance crafter** — a dialogue node's utterances as draggable cards; the node's
output terminals appear as **exit sinks** docked to the right. Each card has one
output port:
- Drag a card's port to another card ⇒ that card becomes a **child** (1 child = solid
linear; 2+ = dotted options).
- Drag to an exit sink ⇒ the card leaves the node via that `terminal_id`.
- **Tab** on a selected utterance adds a child (a lone child stays a linear NPC line;
a second flips them to player options). **1** / **2** set the selected card's
speaker. **Ctrl/Cmd+Z** undoes connection/creation edits. Cards colour by speaker
and auto-expand to full text.
## Runtime traversal
The playthrough tracks position with `current_node_id` (and `current_level_id`,
set while on a level node); the slot fields were dropped.
```sql
ALTER TABLE osint.playthroughs ADD COLUMN current_node_id UUID REFERENCES osint.story_nodes(id) ON DELETE SET NULL;
```
- **New Game** creates a playthrough at the entrypoint (bound to the JWT identity,
with a dev test-user fallback).
- **`getCurrentPlaythrough`** returns the resolved current node: a cutscene
(`componentKey`), a level (`levelSlug`), or a **dialogue tree** (all utterances with
resolved speaker/pose, ordered `childIds`, and each exit's `terminalKey`, plus the
`rootId`).
- **`advance(terminalKey?)`** follows a terminal, **auto-skips gates** (the stub
det_gate takes its first terminal), instantiates the board when entering a level,
and finishes when a followed terminal has no target.
- **Dialogue is walked on the client** (`DialoguePlayer`): play NPC lines with the
typewriter; at a branch (2+ player children) present choice buttons; a chosen child
leads to its next line or, if it has a `terminalKey`, calls `advance(terminalKey)`
to leave the node — routing the graph to a different next node.
## Glass Harbour seed
Authored in `mysteries/glass-harbor/mystery.json` (`narrative.graph`) and seeded by
the importer, so it survives re-imports. It is linear:
```
[cutscene: glass-harbour-diversion] → [dialogue: Briefing] → [level: glass-harbor] → [dialogue: Debrief] → (end)
```
Branching (player options routing to different terminals) is supported and tested,
just not used in the seed.
## Implemented vs deferred
**Implemented:** graph schema, node/terminal/utterance CRUD + admin editors, the
runtime cutover (cutscene / dialogue-tree / level traversal, branching dialogue),
the vertical mystery-graph canvas, the utterance crafter, and the seed.
**Deferred:**
- **Real gates.** `det_gate` is a hardcoded "first terminal" stub; `llm_gate` is
unbuilt. Both want the **Case Report / Claims** (Milestone 5) as input, plus a
gate-function registry keyed like cutscene components.
- **Within-node loops** (an utterance's single parent makes each dialogue a tree).
- **Drop `advances_to_utterance_id`** and the reserved `effect` column.
- **Cutscene params** and real pose art.
## Validation rules
- One `entry_node_id` per mystery (soft-recommended to be a `cutscene`).
- A terminal's `to_node_id` must share its parent node's mystery (repo-enforced).
- An utterance's `terminal_id` must belong to its node; parent links stay in-node.
- Unreachable nodes and unwired terminals are allowed (deliberate ends).