A merit node awards a configured achievement (awards_flag) to the player
the moment the playthrough arrives on it, with node provenance, then
presents a ceremony. Migration 028 extends node_type + the component_key
CHECK and adds awards_flag; the runtime grants the flag in advance/goto/
new-game write paths; MeritHost renders the ceremony (a component_key can
supply a bespoke one, e.g. a 3D model). Verified: teleport to a merit node
auto-grants its achievement.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
GET /api/mysteries returns only mysteries with an entrypoint (empties are
filtered out), and the splash now lists them as case files with a per-case
BEGIN / RESUME action instead of a single hardcoded New Game.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- DialoguePlayer gains an `inline` mode (fills its container, no window key
capture) and a `startId` to jump the walk to a given utterance.
- New DialoguePreview: a scaled-down mini player that fetches the resolved tree
from GET /api/admin/story-nodes/:id/dialogue (same resolver as playback).
- Mystery graph: preview appears next to a selected dialogue node.
- Utterance editor: docked preview that jumps to the clicked/selected utterance
and refreshes after each edit.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Mysteries tab: "+ New" (slug + title) and per-row delete; opens the graph editor.
- Assets tab: upload images/audio/PDFs to the shared osint.assets store, grid with
thumbnails/icons, copy id/url, delete (blocked with 409 when the asset is in use).
- Cutscene component_key is now a datalist of registered keys with a
"not registered" warning, instead of free text.
Backend: DELETE /api/admin/mysteries/:id and POST/GET/DELETE /api/admin/assets
(reusing the deduplicated, MinIO-backed asset store).
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>