Add story-graph narrative system (campaigns, editors, runtime)

Introduce the narrative layer as a directed story-flow graph: an authored
campaign a player walks node by node, replacing the interim slot/chapter model.

Schema (migrations 015-021):
- mysteries, global NPC templates + named poses, per-user playthroughs
- story_nodes, terminals, utterances (the flow graph and dialogue trees)
- clean cutover: retire slot cutscenes/chapters/seen_dialogue

Runtime:
- New Game creates a playthrough bound to the JWT identity (dev test-user fallback)
- advance() walks the graph cutscene -> dialogue -> level -> ..., auto-skipping gates
- branching dialogue: player choices route out through node terminals

Admin authoring:
- NPC editor: upload named poses to the gupi MinIO bucket
- mystery graph editor: vertical node canvas, wiring, entrypoint, delete-by-click
- dialogue crafter: utterance tree, Tab to add child, 1/2 speaker, undo

Content authored via the manifest importer / admin panel and seeded for Glass
Harbour. MinIO added to the dev stack; dev container runs in development mode.

Also includes a folder-widget simplification (removes open/close) and a
resolveUserId auth helper.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-08-18 15:37:46 +02:00
co-authored by Claude Opus 4.8
parent 0237da74cf
commit ddb3a386f0
30 changed files with 3016 additions and 55 deletions
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This is the ordered implementation roadmap following the accepted exhibit model. Work generally proceeds from top to bottom. It is not a substitute for migrations or implementation issues.
The narrative layer — campaigns, NPC cutscenes, the admin authoring panel, and the LLM cognitive shim that keeps players oriented through complex real-world scam cases — is tracked separately in [narrative-todo.md](narrative-todo.md). It depends on Milestone 5 (Case Report / Claims) for the assistant's read-only view of the player's reasoning.
## Working agreement
- Spend roughly 60% of development time on features and model work, 25% on tests and bug fixing, and 15% on repository and deployment hygiene.
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# First slice: splash → New Game → briefing → board
Scope: the thinnest end-to-end narrative thread. A player lands on a
**PRINCIPAL INVESTIGATOR** splash, clicks **New Game**, watches one scripted
briefing cutscene from the Glitch University professor (with a pose swap), and
arrives on the existing Glass Harbor board. Identity is a hard-coded test user.
All cutscene content is authored through the manifest importer — nothing
hard-coded in React.
Explicitly **out of scope** for this slice: the admin authoring panel, multiple
chapters, the debrief/back-to-board scenes, dialogue branching, and any LLM. The
schema below only reserves those (`kind`, nullable `advances_to`) — it does not
build them.
## Ordered tasks
### 1. Identity: hard-coded test user (do this first)
- [ ] Add `resolveUserId(req)` to `server/auth.ts`: return `authClaims.sub` when
present, else a single fixed dev `TEST_USER_ID`. Leave `requireAdmin` and the
symmetric-secret admin path untouched.
- [ ] Note in code that the external `glitch.university` key-exchange path
replaces only the fallback branch later; the `user_id` column does not change.
### 2. Migration `015_narrative_layer.sql`
Minimal tables to run one scripted scene against one chapter.
- [ ] `mysteries (id, slug UNIQUE, title)` and `mystery_chapters (mystery_id,
chapter_index, level_template_version_id, PK (mystery_id, chapter_index))`.
- [ ] `npcs (id, mystery_id, name, role, default_pose_key)`.
- [ ] `poses (id, npc_id, pose_key, asset_id → osint.assets, UNIQUE (npc_id,
pose_key))`.
- [ ] `cutscenes (id, mystery_id, chapter_index NULLABLE, slot, title)`.
- [ ] `dialogue_steps (id, cutscene_id, step_key, sort_order, npc_id, pose_key,
kind DEFAULT 'scripted', text, advances_to NULLABLE, UNIQUE (cutscene_id,
sort_order))`.
- [ ] `playthroughs (id, user_id, mystery_id, current_chapter_index,
current_level_id, created_at)`.
- [ ] `seen_dialogue (playthrough_id, cutscene_id, seen_at, PK (playthrough_id,
cutscene_id))`. (Cutscene-level for the slice; step-level deferred.)
### 3. Repository (`server/narrativeRepository.ts`, or extend levelRepository)
- [ ] `createPlaythrough(userId, mysterySlug)`: instantiate chapter 1's template
version into a fresh level (reuse `instantiate_template_version`), insert the
playthrough, return it.
- [ ] `getCurrentPlaythrough(userId)`: newest unfinished playthrough for the user.
- [ ] `getPendingCutscene(playthrough)`: earliest unseen cutscene matching the
current slot/chapter, with steps joined to NPC + resolved pose asset URL.
- [ ] `resolvePose(npc, poseKey)`: pure, unit-testable — requested `pose_key` →
NPC `default_pose_key` → `null` (no artwork). Return the asset URL or null.
- [ ] `markCutsceneSeen(playthroughId, cutsceneId)`: idempotent insert.
### 4. API (`server/index.ts`), all scoped to `resolveUserId(req)`
- [ ] `POST /api/playthroughs` → create for the user, returns playthrough +
`pendingCutscene` + current level id.
- [ ] `GET /api/playthroughs/current` → the user's playthrough or 204/empty.
- [ ] `POST /api/playthroughs/:id/cutscenes/:cutsceneId/seen` → idempotent; 403 if
the playthrough's `user_id` is not the caller.
### 5. Manifest importer (content path)
- [ ] Extend `MysteryManifest` in `scripts/importMysteryTemplate.ts` with `cast[]`
(NPCs, each with `defaultPose` and `poses: { pose_key → asset path }`) and
`cutscenes[]` (`{ slot, chapter?, steps: [{ npc, pose, text }] }`).
- [ ] Freeze a `mysteries` row + one `mystery_chapters` entry pointing at the
Glass Harbor template version, plus the cast and the intro cutscene, through the
same authenticated operations already used for assets.
- [ ] Tolerate a cast with **no pose images** (author an NPC with just a name/role
so the slice runs art-free); upload images only if the manifest provides them.
- [ ] Add a `mystery_intro` cutscene to `mysteries/glass-harbor/mystery.json`: the
professor briefing, 35 scripted steps, referencing pose keys that may not exist
yet (fallback handles it).
### 6. Frontend
- [ ] `SplashScreen`: title **PRINCIPAL INVESTIGATOR** over "Glitch University" in
the existing boot aesthetic; **New Game** always, **Resume** when `current`
returns a playthrough.
- [ ] `DialogueOverlay`: render `pendingCutscene` steps; portrait from the
resolved pose (fallback to name+text when null); advance on click/Space/Enter;
typewriter with instant-reveal on first press; `prefers-reduced-motion`
respected; on finish call `…/seen` then reveal the board.
- [ ] App boot: `GET …/current` → no playthrough shows splash; New Game POSTs,
loads the returned level (reuse existing level fetch/render), and plays
`pendingCutscene` before handing control to the board.
### 7. Tests
- [ ] Unit: `resolvePose` across requested / default / none; `getPendingCutscene`
returns only unseen scenes.
- [ ] Integration: New Game creates a playthrough bound to the test user;
`current` returns it; `seen` is idempotent; a second user id cannot read or mark
the first user's playthrough.
- [ ] Integration: importing the extended manifest freezes the NPC + intro
cutscene, and a New Game surfaces exactly those steps.
- [ ] (Optional) Browser smoke: splash → New Game → overlay appears and advances →
board visible; reload does not replay the seen briefing.
## Definition of done (slice)
Against the test user, New Game creates a playthrough, the professor's scripted
briefing plays with a pose swap (or clean name+text when art is absent), the Glass
Harbor board loads, and a reload resumes without replaying the briefing — with the
cutscene authored via the manifest, not hard-coded.
## Open defaults (flag before coding if you disagree)
- Second New Game **resumes** an unfinished playthrough (explicit Restart), rather
than always starting fresh.
- `seen_dialogue` is **cutscene-level**, not step-level (no mid-scene resume yet).
- One migration `015` holds all slice tables rather than several.
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# Narrative layer: campaigns, NPC cutscenes, and authoring
This roadmap covers the narrative layer end to end: the **campaign** that chains
levels into a mystery, the **NPCs / poses / cutscenes** the player watches
between levels, and the **admin authoring panel** that lets a game designer build
all of it in-app. Work generally proceeds top to bottom.
**Design intent.** These mysteries are real-world scam cases that must actually be
investigated to be understood. Such cases cannot be simplified, they
can only be staged for didactic discovery into levels.
The LLM is not a decoration on the cutscenes — it
is a **cognitive shim**: the assistant that keeps a player oriented as case
complexity grows. A player can use this feature many times, but some very bright
players might get it right on the first go.
This is what lets a mystery be as intricate as the real case
demands without the player getting lost. The scripted narrative layer below is the
delivery channel and the fallback; the LLM is the layer that scales comprehension.
Section 9 is deferred in build order but primary in intent, so the model is shaped
now to accommodate it (the `generated` step kind, the read-only context contract,
and the authored case model).
## Working agreement
- All narrative content — campaigns, NPCs, poses, cutscenes, dialogue text — is
authored template data frozen through supported operations. None of it is
hard-coded into React components or SQL seed literals. The exception to this rule is
custom cutscenes (react components) which are registered as components and referenced by the node.
- The admin panel is a GUI over the **same** operations available to the manifest
importer; both paths freeze the same immutable template data.
- A cutscene never mutates a board. The professor's scene *narrates* the new
document and goal; those exhibits and the updated brief already live in the
next chapter's template.
- A narrative behavior is complete only when its PostgreSQL representation, API
behavior, frontend presentation, persistence, and focused tests agree.
- Pose portraits are immutable shared bytes, stored and cloned exactly like
document image assets (MinIO + `objectStorage`); scenes reference assets, they
never duplicate them.
## First vertical slice: "The Glass Harbour Diversion"
Build the smallest end-to-end narrative loop before generalizing. Ship these in
order; each is playable on its own.
- [ ] Add the **splash screen** — "PRINCIPAL INVESTIGATOR", Glitch University —
with a single **New Game** action that creates a playthrough and launches the
first scene (sections 1, 6, 7).
- [ ] Create a mystery named **The Glass Harbour Diversion** as a one-chapter
campaign wrapping the existing Glass Harbor level template (sections 12).
- [ ] Add a **briefing NPC** (the Glitch University professor) and a
`mystery_intro` cutscene that briefs the player, using at least two poses to
prove pose-per-utterance (sections 23, 7).
- [ ] Wire the briefing to play once on load and mark itself seen, then reveal the
first level's board (sections 1, 6, 7).
- [ ] Author **two `level_debrief` end-scenes** the player reaches by reporting
back: one that **sends them back to the board** and one that **concludes the
mystery**. Model these as two end-of-scene outcomes (buttons), not branching.
- [ ] Leave the back-to-board scene as **scripted** for now, but author it as a
`generated`-ready step (section 9) so the professor's hint can later be produced
from the player's Case Report explanation.
## 1. Campaign / progression backbone
- [ ] Define a **cutscene** node as something a) references a custom react component.
That react can use potential **utterances** such that for example, it can play
an ordered sequence utterance that brief the player: `(speaker NPC, pose, text)`.
A node can be marked has_utterances which permits the admin user to add utterances in order.
[ ] A dialogue is another type of node that invokes the standard NPC dialogue component. This
has utterances, and consist of a graph where utterances either are spoken by the NPC or available for selection.
Example : if the NPC utters "Are you ready?" this has two child utterances marked "player" which could be "yes" and no. The user may select these. "No" could in principle point back to the same utterance and "yes" to the next. If an utterance has a non NULL terminal id, then the game advances to the node pointed to by that terminal. Available terminals are only those who have the current dialogue node as it parent.
- [ ] There exists "det_gate" nodes and "llm_gate" nodes. We begin with the deterministic gate only. The end result of a level is sent to a "det_gate". The det gate can inspect the output of the level and determine if the story should advance through one of its terminals. For now, the det-gate always returns the happy path terminal leading to the mystery being solved.
## 2. NPC and pose catalog
- [ ] Add an **NPC** entity (display name, short role e.g. "Glitch University
professor", default pose) owned by the mystery/template family, so casts are
authored rather than global magic strings.
- [ ] Add **poses** as named portrait variants of an NPC (`pose_key` such as
`neutral`, `concerned`, `wry`, `pointing`), each backed by one immutable image
asset via the existing `assets` table + MinIO path.
- [ ] Clone NPCs and pose→asset references (asset bytes reused, not copied) during
template freeze and instantiation, mirroring document image cloning.
- [ ] Enforce that every dialogue step names an NPC that exists in the mystery's
cast; a **missing pose is never an error**.
- [ ] Resolve a step's portrait at render time with graceful fallback: the
requested `pose_key`, else the NPC's **`default`** pose, else **no artwork**
(speaker name + text only). This lets authors add poses incrementally and keeps
the first slice playable with zero uploaded art.
## 6. API contract
- [ ] **New Game / session:** add `POST …/playthroughs` (create for the current
`user_id`, per section 1) and `GET …/playthroughs/current` so the splash can
offer New Game or Resume; scope every playthrough read/write to the caller's
`user_id` so one player cannot touch another's game state.
- [ ] **Play mode:** return a compact `pendingCutscene` payload (slot, ordered
steps with resolved NPC name + pose asset URL) when one is due and unseen; add
`POST …/playthroughs/:id/cutscenes/:cutsceneId/seen` (idempotent) and
`POST …/playthroughs/:id/advance` implementing section 1's transactional advance.
- [ ] **Admin mode:** add authenticated CRUD for mysteries, chapter ordering,
NPCs and poses, and dialogue scenes/steps, plus the campaign freeze operation —
all behind the existing admin JWT and `edit=1` gate.
- [ ] Keep authoring-only fields (raw pose keys, expected-solution data, unfrozen
drafts) out of play-mode responses, consistent with how brief concept
`expectedPartyKind` is already hidden in play mode.
## Definition of done
A game designer can, in the admin panel, create a mystery, select existing levels
as ordered chapters, create NPCs and upload named poses, craft dialogue scenes
choosing a pose per step, and attach those scenes to chapter slots — then freeze
it. A player lands on the "PRINCIPAL INVESTIGATOR" splash, chooses New Game to
create a playthrough bound to their identity, watches the professor speak
line-by-line with a
changing portrait, investigates each board, reports back to advance a chapter that
introduces a new document and goal, and reloads at any point without replaying
seen scenes — with no dialogue text hard-coded in React and no cutscene mutating a
board.
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# Story flow graph: the mystery editor
Status: design proposal for discussion. Supersedes the slot/chapter progression
model (`mystery_chapters` + `cutscenes.slot` + `selectPendingCutscene`). Builds on
the NPC/dialogue/cutscene work in [narrative-todo.md](narrative-todo.md).
## Concept
A mystery is authored as a **directed flow graph** of nodes. The author drags
nodes on a canvas and connects an **output terminal** of one node to another node
with a directed, curved edge. A playthrough is a walk of that graph.
- It is a **graph, not a tree**: gates may route back to earlier nodes ("not
convincing → keep investigating"), so cycles are expected and intended. The
runtime only re-traverses a node when the player acts again, so loops never spin
on their own.
- Every mystery has exactly **one entrypoint node**, stored as a foreign key on
the mystery (`mysteries.entry_node_id`) so "at most one" is structural.
## Node types
Five types, one uniform node+terminal shape. Terminals mean different things per
type, but the wiring (terminal → edge → node) is identical everywhere.
| type | what it does | terminals |
|---|---|---|
| `cutscene` | Renders a **custom presentation component** (title card, video, 3D) chosen from a frontend registry. Deliberately opaque to the graph so bespoke set-pieces don't clutter the dialogue tree. | usually 1 (`continue`), N allowed |
| `dialogue` | The standard NPC dialogue box: a sequence of steps, optionally ending in player **choices**. | 1 (linear) or 1 per choice |
| `level` | Instantiates a playable board from a level template version and hands control to the investigation. | 1 (`report_back`) |
| `det_gate` | Deterministic gate: evaluates conditions on player/board state and routes to a matching terminal. | 1 per condition branch (+ else) |
| `llm_gate` | LLM-powered gate: the model reads allowlisted player state and returns one of the terminal keys (constrained output → reliable routing). | 1 per verdict |
A **cutscene** and a **dialogue** are different because a cutscene is arbitrary
custom UI (its component decides its own presentation and when it completes),
while a dialogue is the shared, data-driven NPC box. Keeping them separate means a
one-off React set-piece never has to pretend to be a dialogue sequence.
## Cutscenes, Dialogue node and "utterances"
A node has zero to many utterances.
[ ] Cutscene : That react can use potential **utterances** such that for example, it can play
an ordered sequence utterance that brief the player: `(speaker NPC, pose, text)`.
This is relevant for the linear cutscene component. (No user actions)
A node can be marked has_utterances which permits the admin user to add utterances in order.
[ ] Dialogue. This is another type of node that always has utterances. It invokes the standard NPC dialogue component. The node consist of a graph where utterances either are spoken by the NPC or available for selection.
Example : if the NPC utters "Are you ready?" this has two child utterances marked "player" which could be "yes" and no. The user may select these. "No" could in principle point back to the same utterance and "yes" to the next. If an utterance has a non-NULL terminal id reference, then the game advances to the node pointed to by that terminal. Available terminals are only those who have the current dialogue node as it parent.
# Gates
[ ] There exists "det_gate" nodes and "llm_gate" nodes. We begin with the deterministic gate only. The end result of a previous node is sent to a "det_gate". For dialogue nodes, the entire "dialogue" array (chosen utterances and spoken NPC utterance) are sent. For levels, typically the case report is sent. The det gate can inspect the output of previous and determine if the story should advance through one of its output terminals. For now, we implement a particularly dumb det-gate, which always returns first terminal leading to the mystery being solved.
## Data model
Core graph (three tables), plus one typed subtype table per node type — no
untyped `config` blob, consistent with the exhibit model.
```sql
CREATE TABLE osint.story_nodes (
id UUID PRIMARY KEY,
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, kept honest by the CHECKs below).
level_template_version_id UUID REFERENCES osint.level_template_versions(id),
component_key TEXT, -- cutscene: frontend React component; gate: backend gate function
CHECK (node_type <> 'level' OR level_template_version_id IS NOT NULL),
CHECK (level_template_version_id IS NULL OR node_type = 'level'),
CHECK (node_type NOT IN ('cutscene','det_gate','llm_gate') OR component_key IS NOT NULL),
CHECK (component_key IS NULL OR node_type IN ('cutscene','det_gate','llm_gate'))
);
-- Output ports. A node has ONE implicit input (many edges may converge on it)
-- and N explicit output terminals.
CREATE TABLE osint.story_node_terminals (
id UUID PRIMARY KEY,
parent_node_id UUID NOT NULL REFERENCES osint.story_nodes(id) ON DELETE CASCADE,
terminal_key TEXT NOT NULL,
label TEXT NOT NULL DEFAULT '',
-- The wire out of this port. NULL = unwired (authoring in progress, or a
-- deliberate end). SET NULL keeps the port when its target node is deleted.
to_node_id UUID REFERENCES osint.story_nodes(id) ON DELETE SET NULL,
sort_order INTEGER NOT NULL DEFAULT 0,
UNIQUE (parent_node_id, terminal_key)
);
-- A deferred constraint trigger enforces that to_node_id shares parent_node_id's
-- mystery (same pattern as the existing same-board checks).
-- entry_node_id must be nullable: nodes are inserted first, then the entrypoint
-- is set, avoiding a chicken-and-egg with story_nodes.mystery_id.
ALTER TABLE osint.mysteries ADD COLUMN entry_node_id UUID REFERENCES osint.story_nodes(id);
```
A terminal carries its own single outgoing wire (`to_node_id`), so there is no
separate edges table. Many terminals can still converge on one node.
### Subtype tables
```sql
-- One table for both NPC lines and player choices, distinguished by `utterer`.
-- Belongs directly to a story_node (dialogue or utterance-bearing cutscene).
CREATE TABLE osint.utterances (
id UUID PRIMARY KEY,
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,
-- Intra-node conversation graph (WITHIN one dialogue node):
parent_utterance_id UUID REFERENCES osint.utterances(id) ON DELETE CASCADE, -- player options hang under the NPC prompt they answer
advances_to_utterance_id UUID REFERENCES osint.utterances(id) ON DELETE SET NULL, -- next line; may loop back to the same one ("No")
-- Inter-node exit: if set, choosing/finishing this utterance leaves the node.
terminal_id UUID REFERENCES osint.story_node_terminals(id) ON DELETE SET NULL,
effect TEXT, -- optional authored side-effect hook (vocabulary TBD)
xpos DOUBLE PRECISION NOT NULL DEFAULT 0, -- position in the node's utterance sub-canvas
ypos DOUBLE PRECISION NOT NULL DEFAULT 0,
sort_order INTEGER NOT NULL DEFAULT 0
);
```
Several **choices may share one terminal.
Example : Player selects an utterance that points to a terminal, which in turn points to another node of type "det_gate". The code loads the component_key "det_gate_lvl_1" which is is a small and passes the outcome
of the previous node to it.
The det_gate script counts the number of correct assertions and determines the correct output
terminal; the correct answer → a `proceed` terminal). A dialogue node with **no
choices** has a single default terminal, followed when the sequence ends — which
is how today's linear intro/debrief become plain dialogue nodes.
### Cutscene component registry (frontend)
Like the exhibit registry: `component_key → React component`. Each component owns
its own 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: nested canvases
The same canvas engine (drag, pan, zoom, curved wires) is reused at two levels, so
each view stays uncluttered:
1. **Mystery graph**`story_nodes` as cards, their output terminals as ports;
wires are `terminal.to_node_id`.
2. **Utterance graph** — opening a dialogue (or utterance-bearing cutscene) node
drills into *its* utterances. Utterances are draggable cards (`xpos`/`ypos`);
the parent node's output terminals appear as **docked exit sinks** along one
edge (no coordinates of their own — their home is the port in the mystery
graph).
Authoring a dialogue is: add/move utterance cards, wire them, and wire the
branch-ends to the exit sinks. A single "draw a wire" gesture maps to storage by
what it connects:
- NPC line → player option ⇒ option grouping (`parent_utterance_id`)
- utterance → next NPC line ⇒ flow (`advances_to_utterance_id`), and a wire back
to the same card is a loop ("No" → re-ask)
- utterance → an exit sink ⇒ leave the node (`terminal_id`)
A cutscene's utterance sub-canvas is the same editor, just linear (NPC-only, no
player branches).
## Runtime traversal (Phase 2)
The playthrough tracks a **current node** instead of a chapter:
```sql
-- replaces current_chapter_index; current_level_id stays (set while on a level node)
ALTER TABLE osint.playthroughs ADD COLUMN current_node_id UUID REFERENCES osint.story_nodes(id);
```
Walking the graph:
- **cutscene** → render its component; on `onComplete(key?)` follow that terminal's edge.
- **dialogue** → play steps; if it ends in choices, the picked choice's `terminal_id` is followed; otherwise the single default terminal.
- **level** → instantiate the board, set `current_level_id`, hand off to the investigation; the `report_back` terminal fires when the player reports back.
- **det_gate** → evaluate terminals in `sort_order`, first satisfied wins (NULL condition = else); follow it. No player-facing UI.
- **llm_gate** → gather allowlisted state, call the latest Claude model constrained to return one terminal key, follow it. Falls back to a designated terminal on error/timeout.
- **no outgoing edge** → the mystery ends.
Progress (visited nodes / seen dialogue) continues to reference stable authored
ids, exactly as `seen_dialogue` does today.
## Worked example — the Glass Harbour POC
The exact anatomy to build:
```
[cutscene: "glass-harbour-diversion"] (title card, fades in/out on black)
└─(continue)──▶ [dialogue: Almira briefing]
├─(correct choice)──▶ [level: glass-harbor board]
└─(wrong choices)───▶ (retry terminal → loops back) ← optional
(report_back)
[dialogue: Almira debrief]
├─(good)──▶ (end)
└─(back)──▶ loops to the level
```
So: one cutscene node (custom component) → one dialogue node (Almira, choices) →
one level node → one dialogue node (debrief). The entrypoint is the cutscene node.
## Migration from the slot model
A clean cutover (only Glass Harbour exists), in the spirit of migration 006:
- Retire `mystery_chapters`, `cutscenes.slot`, `cutscenes.chapter_index`, and the
slot-selection logic (`selectPendingCutscene`, `getSceneBySlot`, `getPendingCutscene`).
- What is today a `cutscene` row (a `dialogue_steps` sequence) becomes a
**dialogue node**; `dialogue_steps` repoints to `dialogue_node_id`.
- The reserved `dialogue_choices` becomes real and gains `terminal_id`.
- `playthroughs.current_chapter_index``current_node_id`.
- Re-author Glass Harbour as the graph above through the editor.
## Validation rules
- Exactly one `entry_node_id`; recommended (soft) that it be a `cutscene`.
- Per-type terminal rules: `cutscene` ≥1, `dialogue` ≥1, `level` exactly 1,
gates ≥1.
- Every terminal's `to_node_id` belongs to the same mystery as its parent node.
- Every utterance's `terminal_id` belongs to that utterance's node; its
`parent_utterance_id` / `advances_to_utterance_id` stay within the same node.
- Warn (don't block) on unreachable nodes and terminals with no edge (deliberate
ends are allowed).
## Phasing
1. **Schema + editor, authoring-only.** Graph tables + subtype stubs, CRUD API,
and the draggable node canvas with curved edges, port wiring, and entrypoint
marking. Reuses the board's screen↔canvas coordinate conversion, drag, and
pan/zoom. Runtime still plays Glass Harbour via the current slot model.
2. **Runtime cutover.** Graph traversal replaces slot selection; re-author Glass
Harbour as a graph; retire slots/chapters.
3. **Gates.** `det_gate` first (structured conditions), then `llm_gate`
(constrained terminal-key output), wiring the cognitive-shim hint loop.
## Open questions
- **Cutscene params:** do custom components need authored parameters, or is the
`component_key` plus its own assets enough for now? (Deferred; add typed params
if a component needs them.)
- **det_gate conditions:** the initial condition vocabulary
(`all_concepts_classified`, `min_claims`, `claim_exists`, …) — lock when we
build Phase 3.
- **Node input ports:** single implicit input assumed. Revisit only if a node ever
needs to distinguish where it was entered from.