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>
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-- A dialogue step is meaningless without its speaker. Cascade deletes from npcs
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-- so that removing an NPC (or dropping a whole mystery, which cascades to its
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-- cast) also removes the steps that reference it, rather than failing on the
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-- non-cascading foreign key.
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ALTER TABLE osint.dialogue_steps DROP CONSTRAINT dialogue_steps_npc_id_fkey;
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ALTER TABLE osint.dialogue_steps ADD CONSTRAINT dialogue_steps_npc_id_fkey
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FOREIGN KEY (npc_id) REFERENCES osint.npcs(id) ON DELETE CASCADE;
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