Input on top, output on the bottom, exit sinks in a row below; wires flow
downward. Cards auto-expand, so their heights are measured (offsetHeight) to
place the bottom output port. Seed and Tab-created utterances now stack downward.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>