import { createHash, randomUUID } from 'node:crypto' import type { Pool, PoolClient } from 'pg' import { cloneBoard } from './boardClone.js' import type { ObjectStorage } from './objectStorage.js' export type UploadedFile = { buffer: Buffer; originalname: string; mimetype: string; size: number } export type AssetDto = { id: string; originalName: string; mimeType: string; byteSize: number; url: string } export type PoseDto = { poseKey: string; assetId: string; url: string } export type NpcDto = { id: string; key: string; name: string; role: string; defaultPose: string | null; phoneNumber: string | null; email: string | null; poses: PoseDto[]; inUse: boolean } export type MysterySummary = { id: string; slug: string; title: string; nodes: number } export type PlaythroughSummary = { id: string; mysterySlug: string; levelSlug: string | null; status: 'active' | 'finished' } export type RuntimeUtterance = { id: string; utterer: 'npc' | 'player'; speaker: { name: string; role: string } poseUrl: string | null; text: string; childIds: string[]; terminalKey: string | null; awardsFlag: string | null } export type RuntimeNode = { id: string; kind: 'cutscene' | 'dialogue' | 'level' | 'merit'; label: string componentKey?: string | null; levelSlug?: string | null; musicUrl?: string | null; musicVolume?: number awardsFlag?: string | null utterances?: RuntimeUtterance[]; rootId?: string | null } export type PlaythroughState = { playthrough: PlaythroughSummary; node: RuntimeNode | null } export type PlaythroughAdvanceResult = { ok: boolean state?: PlaythroughState error?: string errorCode?: 'goals_incomplete' | 'report_incomplete' pendingGoals?: { key: string; title: string }[] } export type MysteryAuthoring = { slug: string title: string cast: { key: string; name: string; role?: string; defaultPose?: string; phoneNumber?: string; email?: string; poses?: { poseKey: string; assetId: string }[] }[] } /** * Resolve a portrait with graceful fallback: the requested pose, else the NPC's * default pose, else no artwork. Pure so it is unit-testable without a DB. */ export function resolvePoseAssetId( poseAssets: Record, requestedPoseKey: string | null | undefined, defaultPoseKey: string | null | undefined, ): string | null { if (requestedPoseKey && poseAssets[requestedPoseKey]) return poseAssets[requestedPoseKey]! if (defaultPoseKey && poseAssets[defaultPoseKey]) return poseAssets[defaultPoseKey]! return null } export interface NarrativeRepository { authorMystery(input: MysteryAuthoring): Promise<{ slug: string }> resolveDialogue(nodeId: string): Promise<{ utterances: RuntimeUtterance[]; rootId: string | null }> createPlaythrough(userId: string, mysterySlug?: string): Promise getCurrentPlaythrough(userId: string): Promise ownsActiveLevel(userId: string, levelSlug: string): Promise advancePlaythrough(userId: string, playthroughId: string, terminalKey?: string): Promise listAchievements(playthroughId: string): Promise awardAchievement(playthroughId: string, flagKey: string, nodeId?: string | null): Promise<{ ok: boolean; earned: boolean; error?: string }> reachUtterance(playthroughId: string, utteranceId: string): Promise<{ ok: boolean; earned?: boolean }> phoneDirectory(playthroughId: string): Promise<{ available: boolean; numbers: { number: string; name: string }[] }> dial(playthroughId: string, number: string): Promise<{ outcome: 'connect' | 'voicemail' | 'unknown'; name?: string; state?: PlaythroughState }> gotoNode(userId: string, playthroughId: string, nodeId: string): Promise<{ ok: boolean; state?: PlaythroughState; error?: string }> listMysteries(): Promise listPlayableMysteries(): Promise<{ slug: string; title: string }[]> deleteMystery(id: string): Promise uploadAsset(file: UploadedFile): Promise listAssets(): Promise deleteAsset(id: string): Promise<'deleted' | 'in_use' | 'not_found'> listNpcs(): Promise createNpc(input: { key: string; name: string; role?: string; defaultPose?: string | null; phoneNumber?: string | null; email?: string | null }): Promise updateNpc(id: string, input: { name?: string; role?: string; defaultPose?: string | null; phoneNumber?: string | null; email?: string | null }): Promise deleteNpc(id: string): Promise<'deleted' | 'in_use' | 'not_found'> addPose(npcId: string, poseKey: string, file: UploadedFile): Promise deletePose(npcId: string, poseKey: string): Promise } type GraphNodeRow = { id: string; node_type: string; label: string; component_key: string | null; level_template_version_id: string | null; music_asset_id: string | null; music_volume: number; awards_flag?: string | null } // Grant a merit node's achievement to the player on arrival (idempotent, with node // provenance). Called from the write paths that move current_node_id onto a node. async function awardMeritWithin(client: PoolClient, playthroughId: string, node: { id: string; node_type: string; awards_flag?: string | null }) { if (node.node_type !== 'merit' || !node.awards_flag) return await client.query('INSERT INTO osint.achievements (playthrough_id,flag_key,awarded_by_node_id) VALUES ($1,$2,$3) ON CONFLICT (playthrough_id,flag_key) DO NOTHING', [playthroughId, node.awards_flag, node.id]) } export function createNarrativeRepository(pool: Pool, objectStorage: ObjectStorage): NarrativeRepository { // ---- Runtime: walking the story graph ------------------------------------- // Resolve a dialogue node's whole utterance tree for the client to walk: each // utterance carries its ordered children and (if it exits the node) its terminal key. // earnedFlags gates player options: any utterance whose requires_flag isn't held is // dropped (so it can't be offered). Pass undefined (authoring preview) to show all. async function resolveDialogueGraph(nodeId: string, earnedFlags?: Set): Promise<{ utterances: RuntimeUtterance[]; rootId: string | null }> { const [utterances, poses, terminals] = await Promise.all([ pool.query<{ id: string; utterer: 'npc' | 'player'; npc_id: string | null; pose_key: string | null; text: string; parent_utterance_id: string | null; terminal_id: string | null; awards_flag: string | null; requires_flag: string | null; name: string | null; role: string | null; default_pose_key: string | null }>( `SELECT u.id,u.utterer,u.npc_id,u.pose_key,u.text,u.parent_utterance_id,u.terminal_id,u.awards_flag,u.requires_flag,n.name,n.role,n.default_pose_key FROM osint.utterances u LEFT JOIN osint.npcs n ON n.id=u.npc_id WHERE u.node_id=$1 ORDER BY u.sort_order`, [nodeId]), pool.query<{ npc_id: string; pose_key: string; asset_id: string | null }>( `SELECT p.npc_id,p.pose_key,p.asset_id FROM osint.npc_poses p WHERE p.npc_id IN (SELECT DISTINCT npc_id FROM osint.utterances WHERE node_id=$1 AND npc_id IS NOT NULL)`, [nodeId]), pool.query<{ id: string; terminal_key: string }>('SELECT id,terminal_key FROM osint.story_node_terminals WHERE parent_node_id=$1', [nodeId]), ]) const rows = earnedFlags ? utterances.rows.filter(row => !row.requires_flag || earnedFlags.has(row.requires_flag)) : utterances.rows const poseAssets = new Map>() for (const row of poses.rows) { const map = poseAssets.get(row.npc_id) || {}; map[row.pose_key] = row.asset_id; poseAssets.set(row.npc_id, map) } const terminalKey = new Map(terminals.rows.map(row => [row.id, row.terminal_key])) const children = new Map() for (const row of rows) if (row.parent_utterance_id) children.set(row.parent_utterance_id, [...(children.get(row.parent_utterance_id) || []), row.id]) const root = rows.find(row => !row.parent_utterance_id) return { rootId: root?.id ?? null, utterances: rows.map(row => { const assetId = row.npc_id ? resolvePoseAssetId(poseAssets.get(row.npc_id) || {}, row.pose_key, row.default_pose_key) : null return { id: row.id, utterer: row.utterer, speaker: { name: row.name || '', role: row.role || '' }, poseUrl: assetId ? `/api/assets/${assetId}` : null, text: row.text, awardsFlag: row.awards_flag, childIds: children.get(row.id) || [], terminalKey: row.terminal_id ? (terminalKey.get(row.terminal_id) ?? null) : null, } }), } } async function resolveNodeForPlay(nodeId: string, levelSlug: string | null, earnedFlags?: Set): Promise { const node = (await pool.query('SELECT id,node_type,label,component_key,level_template_version_id,music_asset_id,music_volume,awards_flag FROM osint.story_nodes WHERE id=$1', [nodeId])).rows[0] if (!node) return null const musicUrl = node.music_asset_id ? `/api/assets/${node.music_asset_id}` : null const musicVolume = node.music_volume / 100 if (node.node_type === 'cutscene') return { id: node.id, kind: 'cutscene', label: node.label, componentKey: node.component_key, musicUrl, musicVolume } if (node.node_type === 'level') return { id: node.id, kind: 'level', label: node.label, levelSlug, musicUrl, musicVolume } if (node.node_type === 'dialogue') return { id: node.id, kind: 'dialogue', label: node.label, musicUrl, musicVolume, ...(await resolveDialogueGraph(node.id, earnedFlags)) } if (node.node_type === 'merit') return { id: node.id, kind: 'merit', label: node.label, componentKey: node.component_key, awardsFlag: node.awards_flag, musicUrl, musicVolume } return null // gates are auto-resolved during advance and never surfaced } // Skip through gate nodes (deterministic gate is dumb: it follows its first terminal). async function resolveThroughGates(client: PoolClient, nodeId: string | null): Promise { let current = nodeId for (let guard = 0; guard < 50 && current; guard++) { const node = (await client.query('SELECT id,node_type,label,component_key,level_template_version_id,awards_flag FROM osint.story_nodes WHERE id=$1', [current])).rows[0] if (!node) return null if (node.node_type !== 'det_gate' && node.node_type !== 'llm_gate') return node const next = await client.query<{ to_node_id: string | null }>('SELECT to_node_id FROM osint.story_node_terminals WHERE parent_node_id=$1 ORDER BY sort_order LIMIT 1', [current]) current = next.rows[0]?.to_node_id ?? null } return null } async function instantiateLevel(client: PoolClient, versionId: string, mysterySlug: string): Promise { const source = (await client.query<{ board_id: string; title: string; subtitle: string }>( 'SELECT board_id,title,subtitle FROM osint.level_template_versions WHERE id=$1 FOR SHARE', [versionId])).rows[0] if (!source) throw new Error('Level template version not found') const boardId = randomUUID(); const levelId = randomUUID() const levelSlug = `${mysterySlug}-play-${randomUUID().slice(0, 8)}` await client.query(`INSERT INTO osint.boards (id,board_kind) VALUES ($1,'level')`, [boardId]) await client.query('INSERT INTO osint.levels (id,slug,board_id,source_template_version_id,title,subtitle) VALUES ($1,$2,$3,$4,$5,$6)', [levelId, levelSlug, boardId, versionId, source.title, source.subtitle]) await cloneBoard(client, source.board_id, boardId) return levelId } async function stateForPlaythrough(playthroughId: string): Promise { const row = (await pool.query<{ id: string; mystery_slug: string; current_node_id: string | null; level_slug: string | null; status: 'active' | 'finished' }>( `SELECT p.id,m.slug AS mystery_slug,p.current_node_id,l.slug AS level_slug,p.status FROM osint.playthroughs p JOIN osint.mysteries m ON m.id=p.mystery_id LEFT JOIN osint.levels l ON l.id=p.current_level_id WHERE p.id=$1`, [playthroughId])).rows[0] if (!row) return null const earned = new Set((await pool.query<{ flag_key: string }>('SELECT flag_key FROM osint.achievements WHERE playthrough_id=$1', [playthroughId])).rows.map(r => r.flag_key)) const node = row.current_node_id ? await resolveNodeForPlay(row.current_node_id, row.level_slug, earned) : null return { playthrough: { id: row.id, mysterySlug: row.mystery_slug, levelSlug: row.level_slug, status: row.status }, node } } // ---- Assets & NPC catalog ------------------------------------------------- async function storeAsset(file: UploadedFile): Promise { const checksum = createHash('sha256').update(file.buffer).digest('hex') const existing = await pool.query<{ id: string }>('SELECT id FROM osint.assets WHERE checksum_sha256=$1 AND byte_size=$2', [checksum, file.size]) if (existing.rows[0]) return existing.rows[0].id const objectKey = `assets/${checksum.slice(0, 2)}/${checksum}` const stored = await objectStorage.putObject(objectKey, file.buffer, file.mimetype || 'application/octet-stream') const asset = await pool.query<{ id: string }>(`INSERT INTO osint.assets (id,original_name,mime_type,byte_size,content,checksum_sha256,storage_provider,storage_bucket,object_key,etag) VALUES ($1,$2,$3,$4,NULL,$5,'s3',$6,$7,$8) ON CONFLICT (checksum_sha256,byte_size) DO UPDATE SET checksum_sha256=EXCLUDED.checksum_sha256 RETURNING id`, [randomUUID(), file.originalname, file.mimetype || 'application/octet-stream', file.size, checksum, objectStorage.bucket, objectKey, stored.etag || null]) return asset.rows[0].id } async function loadNpc(id: string): Promise { const npc = (await pool.query<{ id: string; npc_key: string; name: string; role: string; default_pose_key: string | null; phone_number: string | null; email: string | null }>( 'SELECT id,npc_key,name,role,default_pose_key,phone_number,email FROM osint.npcs WHERE id=$1 AND mystery_id IS NULL', [id])).rows[0] if (!npc) return null const [poses, usage] = await Promise.all([ pool.query<{ pose_key: string; asset_id: string }>('SELECT pose_key,asset_id FROM osint.npc_poses WHERE npc_id=$1 AND asset_id IS NOT NULL ORDER BY pose_key', [id]), pool.query<{ count: string }>('SELECT COUNT(*)::text AS count FROM osint.utterances WHERE npc_id=$1', [id]), ]) return { id: npc.id, key: npc.npc_key, name: npc.name, role: npc.role, defaultPose: npc.default_pose_key, phoneNumber: npc.phone_number, email: npc.email, poses: poses.rows.map(pose => ({ poseKey: pose.pose_key, assetId: pose.asset_id, url: `/api/assets/${pose.asset_id}` })), inUse: Number(usage.rows[0].count) > 0, } } return { async authorMystery(input) { const client = await pool.connect() try { await client.query('BEGIN') // Dev-friendly replace: re-authoring the same slug supersedes the previous // mystery (cascades to its graph, cast links, and playthroughs). await client.query('DELETE FROM osint.mysteries WHERE slug=$1', [input.slug]) const mysteryId = randomUUID() await client.query('INSERT INTO osint.mysteries (id,slug,title) VALUES ($1,$2,$3)', [mysteryId, input.slug, input.title]) // NPCs are global templates referenced by key; create the first time a key is // seen and never clobber an existing one (admin edits persist). for (const npc of input.cast) { const existing = await client.query('SELECT 1 FROM osint.npcs WHERE npc_key=$1 AND mystery_id IS NULL', [npc.key]) if (existing.rows[0]) continue const npcId = randomUUID() await client.query('INSERT INTO osint.npcs (id,mystery_id,npc_key,name,role,default_pose_key,phone_number,email) VALUES ($1,NULL,$2,$3,$4,$5,$6,$7)', [npcId, npc.key, npc.name, npc.role || '', npc.defaultPose || null, npc.phoneNumber || null, npc.email || null]) for (const pose of npc.poses || []) await client.query( 'INSERT INTO osint.npc_poses (id,npc_id,pose_key,asset_id) VALUES ($1,$2,$3,$4)', [randomUUID(), npcId, pose.poseKey, pose.assetId]) } await client.query('COMMIT') } catch (error) { await client.query('ROLLBACK'); throw error } finally { client.release() } return { slug: input.slug } }, resolveDialogue(nodeId) { return resolveDialogueGraph(nodeId) }, async createPlaythrough(userId, mysterySlug) { const client = await pool.connect() let playthroughId: string try { await client.query('BEGIN') const mystery = (await client.query<{ id: string; slug: string; entry_node_id: string | null }>( mysterySlug ? 'SELECT id,slug,entry_node_id FROM osint.mysteries WHERE slug=$1' : 'SELECT id,slug,entry_node_id FROM osint.mysteries WHERE entry_node_id IS NOT NULL ORDER BY created_at DESC LIMIT 1', mysterySlug ? [mysterySlug] : [])).rows[0] if (!mystery?.entry_node_id) { await client.query('ROLLBACK'); return null } const entry = await resolveThroughGates(client, mystery.entry_node_id) if (!entry) { await client.query('ROLLBACK'); return null } const levelId = entry.node_type === 'level' && entry.level_template_version_id ? await instantiateLevel(client, entry.level_template_version_id, mystery.slug) : null playthroughId = randomUUID() await client.query('INSERT INTO osint.playthroughs (id,user_id,mystery_id,current_node_id,current_level_id) VALUES ($1,$2,$3,$4,$5)', [playthroughId, userId, mystery.id, entry.id, levelId]) await awardMeritWithin(client, playthroughId, entry) await client.query('COMMIT') } catch (error) { await client.query('ROLLBACK'); throw error } finally { client.release() } return stateForPlaythrough(playthroughId) }, async getCurrentPlaythrough(userId) { const row = (await pool.query<{ id: string }>( `SELECT id FROM osint.playthroughs WHERE user_id=$1 AND status='active' ORDER BY updated_at DESC LIMIT 1`, [userId])).rows[0] return row ? stateForPlaythrough(row.id) : null }, async ownsActiveLevel(userId, levelSlug) { const result = await pool.query(`SELECT 1 FROM osint.playthroughs playthrough JOIN osint.levels level ON level.id=playthrough.current_level_id WHERE playthrough.user_id=$1 AND playthrough.status='active' AND level.slug=$2`, [userId,levelSlug]) return Boolean(result.rowCount) }, // A dialogue line was reached in play: grant its authored achievement, but only if // the utterance really belongs to the player's current node (so it can't be forged). async reachUtterance(playthroughId, utteranceId) { const row = (await pool.query<{ awards_flag: string | null; node_id: string; current_node_id: string | null }>( `SELECT u.awards_flag,u.node_id,p.current_node_id FROM osint.utterances u JOIN osint.playthroughs p ON p.id=$2 WHERE u.id=$1`, [utteranceId, playthroughId])).rows[0] if (!row) return { ok: false } if (!row.awards_flag || row.node_id !== row.current_node_id) return { ok: true, earned: false } const result = await pool.query( 'INSERT INTO osint.achievements (playthrough_id,flag_key,awarded_by_node_id) VALUES ($1,$2,$3) ON CONFLICT (playthrough_id,flag_key) DO NOTHING', [playthroughId, row.awards_flag, row.node_id]) return { ok: true, earned: (result.rowCount || 0) > 0 } }, // The phone directory available on the player's current node: the terminals of a // phone node the current node is wired to. No connected phone node => nobody's listed. async phoneDirectory(playthroughId) { const pt = (await pool.query<{ current_node_id: string | null }>('SELECT current_node_id FROM osint.playthroughs WHERE id=$1', [playthroughId])).rows[0] if (!pt?.current_node_id) return { available: false, numbers: [] } const phoneNode = (await pool.query<{ id: string }>( `SELECT pn.id FROM osint.story_node_terminals t JOIN osint.story_nodes pn ON pn.id=t.to_node_id WHERE t.parent_node_id=$1 AND pn.node_type='phone' LIMIT 1`, [pt.current_node_id])).rows[0] if (!phoneNode) return { available: true, numbers: [] } const dir = (await pool.query<{ number: string; name: string }>( `SELECT npc.phone_number AS number, npc.name FROM osint.story_node_terminals t JOIN osint.npcs npc ON npc.id=t.npc_id WHERE t.parent_node_id=$1 AND npc.phone_number IS NOT NULL ORDER BY t.sort_order`, [phoneNode.id])).rows return { available: true, numbers: dir } }, // Resolve a dialed number: connect (advance to the wired dialogue), voicemail (a // known contact with no line here), or not-in-service (no such number). async dial(playthroughId, rawNumber) { const number = rawNumber.replace(/\D/g, '') if (!number) return { outcome: 'unknown' } const pt = (await pool.query<{ current_node_id: string | null }>('SELECT current_node_id FROM osint.playthroughs WHERE id=$1', [playthroughId])).rows[0] if (!pt?.current_node_id) return { outcome: 'unknown' } const phoneNode = (await pool.query<{ id: string }>( `SELECT pn.id FROM osint.story_node_terminals t JOIN osint.story_nodes pn ON pn.id=t.to_node_id WHERE t.parent_node_id=$1 AND pn.node_type='phone' LIMIT 1`, [pt.current_node_id])).rows[0] if (phoneNode) { const term = (await pool.query<{ to_node_id: string | null; name: string }>( `SELECT t.to_node_id, npc.name FROM osint.story_node_terminals t JOIN osint.npcs npc ON npc.id=t.npc_id WHERE t.parent_node_id=$1 AND regexp_replace(npc.phone_number,'\\D','','g')=$2 LIMIT 1`, [phoneNode.id, number])).rows[0] if (term?.to_node_id) { await pool.query('UPDATE osint.playthroughs SET current_node_id=$2,current_level_id=NULL,updated_at=NOW() WHERE id=$1', [playthroughId, term.to_node_id]) const state = await stateForPlaythrough(playthroughId) return { outcome: 'connect', name: term.name, state: state ?? undefined } } } const npc = (await pool.query<{ name: string }>( `SELECT name FROM osint.npcs WHERE regexp_replace(phone_number,'\\D','','g')=$1 AND mystery_id IS NULL LIMIT 1`, [number])).rows[0] return npc ? { outcome: 'voicemail', name: npc.name } : { outcome: 'unknown' } }, async listAchievements(playthroughId) { if (!(await pool.query('SELECT 1 FROM osint.playthroughs WHERE id=$1', [playthroughId])).rowCount) return null const rows = (await pool.query<{ flag_key: string }>('SELECT flag_key FROM osint.achievements WHERE playthrough_id=$1 ORDER BY flag_key', [playthroughId])).rows return rows.map(row => row.flag_key) }, // Grant an achievement (idempotent). `earned` is true only on the first grant. // The eventual server-side rule engine calls this same operation. async awardAchievement(playthroughId, rawKey, nodeId) { const key = rawKey.trim() if (!/^[a-z][a-z0-9_.-]{0,63}$/.test(key)) return { ok: false, earned: false, error: 'Invalid achievement key' } if (!(await pool.query('SELECT 1 FROM osint.playthroughs WHERE id=$1', [playthroughId])).rowCount) return { ok: false, earned: false, error: 'Playthrough not found' } const result = await pool.query( 'INSERT INTO osint.achievements (playthrough_id,flag_key,awarded_by_node_id) VALUES ($1,$2,$3) ON CONFLICT (playthrough_id,flag_key) DO NOTHING', [playthroughId, key, nodeId || null]) return { ok: true, earned: (result.rowCount || 0) > 0 } }, // Dev teleport: jump the playthrough straight to an explicit node (no gate // resolution). Instantiates a fresh level clone for level nodes. Powers /node/:id. async gotoNode(userId, playthroughId, nodeId) { const client = await pool.connect() try { await client.query('BEGIN') const playthrough = (await client.query<{ mystery_id: string; mystery_slug: string }>( `SELECT p.mystery_id, m.slug AS mystery_slug FROM osint.playthroughs p JOIN osint.mysteries m ON m.id=p.mystery_id WHERE p.id=$1 AND p.user_id=$2 FOR UPDATE OF p`, [playthroughId, userId])).rows[0] if (!playthrough) { await client.query('ROLLBACK'); return { ok: false, error: 'Playthrough not found' } } const node = (await client.query<{ id: string; node_type: string; level_template_version_id: string | null; awards_flag: string | null }>( 'SELECT id,node_type,level_template_version_id,awards_flag FROM osint.story_nodes WHERE id=$1 AND mystery_id=$2', [nodeId, playthrough.mystery_id])).rows[0] if (!node) { await client.query('ROLLBACK'); return { ok: false, error: 'Node not found' } } const levelId = node.node_type === 'level' && node.level_template_version_id ? await instantiateLevel(client, node.level_template_version_id, playthrough.mystery_slug) : null await client.query(`UPDATE osint.playthroughs SET status='active',current_node_id=$2,current_level_id=$3,updated_at=NOW() WHERE id=$1`, [playthroughId, node.id, levelId]) await awardMeritWithin(client, playthroughId, node) await client.query('COMMIT') } catch (error) { await client.query('ROLLBACK'); throw error } finally { client.release() } const state = await stateForPlaythrough(playthroughId) return { ok: true, state: state ?? undefined } }, async advancePlaythrough(userId, playthroughId, terminalKey) { const client = await pool.connect() try { await client.query('BEGIN') const playthrough = (await client.query<{ current_node_id: string | null; current_level_id: string | null; mystery_slug: string }>( `SELECT p.current_node_id,p.current_level_id,m.slug AS mystery_slug FROM osint.playthroughs p JOIN osint.mysteries m ON m.id=p.mystery_id WHERE p.id=$1 AND p.user_id=$2 AND p.status='active' FOR UPDATE OF p`, [playthroughId, userId])).rows[0] if (!playthrough) { await client.query('ROLLBACK'); return { ok: false, error: 'Playthrough not found' } } if (!playthrough.current_node_id) { await client.query('ROLLBACK'); return { ok: false, error: 'Playthrough already finished' } } const currentNode = (await client.query<{ node_type:string }>('SELECT node_type FROM osint.story_nodes WHERE id=$1', [playthrough.current_node_id])).rows[0] if (currentNode?.node_type === 'level' && playthrough.current_level_id) { const pendingGoals = (await client.query<{ goal_key:string; title:string }>(`SELECT goal.goal_key,goal.title FROM osint.level_goals goal JOIN osint.levels level ON level.board_id=goal.board_id WHERE level.id=$1 AND goal.enabled AND ( NOT EXISTS (SELECT 1 FROM osint.level_goal_flag_requirements requirement WHERE requirement.goal_id=goal.id) OR EXISTS ( SELECT 1 FROM osint.level_goal_flag_requirements requirement WHERE requirement.goal_id=goal.id AND NOT EXISTS ( SELECT 1 FROM osint.level_flags flag WHERE flag.level_id=level.id AND flag.flag_key=requirement.flag_key ) ) ) ORDER BY goal.created_at,goal.id`, [playthrough.current_level_id])).rows if (pendingGoals.length) { await client.query('ROLLBACK') return { ok:false,error:'Complete the level objective before continuing',errorCode:'goals_incomplete', pendingGoals:pendingGoals.map(goal => ({ key:goal.goal_key,title:goal.title })) } } const reportIncomplete = (await client.query<{ required:boolean;accepted:boolean }>(`SELECT report.required_for_completion AS required, EXISTS (SELECT 1 FROM osint.case_report_submissions submission WHERE submission.level_id=level.id AND submission.status='accepted') AS accepted FROM osint.levels level JOIN osint.case_reports report ON report.board_id=level.board_id WHERE level.id=$1`,[playthrough.current_level_id])).rows[0] if (reportIncomplete?.required && !reportIncomplete.accepted) { await client.query('ROLLBACK') return { ok:false,error:'Submit an accepted case report before continuing',errorCode:'report_incomplete' } } await client.query(`INSERT INTO osint.achievements (playthrough_id,flag_key,awarded_by_node_id) SELECT $1,requirement.flag_key,$3 FROM osint.levels level JOIN osint.level_goals goal ON goal.board_id=level.board_id AND goal.enabled JOIN osint.level_goal_flag_requirements requirement ON requirement.goal_id=goal.id JOIN osint.level_flags flag ON flag.level_id=level.id AND flag.flag_key=requirement.flag_key WHERE level.id=$2 ON CONFLICT (playthrough_id,flag_key) DO NOTHING`, [playthroughId,playthrough.current_level_id,playthrough.current_node_id]) } const terminals = (await client.query<{ terminal_key: string; to_node_id: string | null }>( 'SELECT terminal_key,to_node_id FROM osint.story_node_terminals WHERE parent_node_id=$1 ORDER BY sort_order', [playthrough.current_node_id])).rows const wired = terminals.filter(t => t.to_node_id) const chosen = terminalKey ? terminals.find(t => t.terminal_key === terminalKey) : wired.length === 1 ? wired[0] : terminals.length === 1 ? terminals[0] : undefined if (!chosen) { await client.query('ROLLBACK'); return { ok: false, error: 'Ambiguous or unknown terminal — specify one' } } const target = await resolveThroughGates(client, chosen.to_node_id) if (!target) { await client.query(`UPDATE osint.playthroughs SET status='finished',current_node_id=NULL,current_level_id=NULL,updated_at=NOW() WHERE id=$1`, [playthroughId]) } else { const levelId = target.node_type === 'level' && target.level_template_version_id ? await instantiateLevel(client, target.level_template_version_id, playthrough.mystery_slug) : null await client.query('UPDATE osint.playthroughs SET current_node_id=$2,current_level_id=$3,updated_at=NOW() WHERE id=$1', [playthroughId, target.id, levelId]) await awardMeritWithin(client, playthroughId, target) } await client.query('COMMIT') } catch (error) { await client.query('ROLLBACK'); throw error } finally { client.release() } const state = await stateForPlaythrough(playthroughId) return { ok: true, state: state ?? undefined } }, // Play mode: only mysteries with an entrypoint are launchable (this filters out // half-authored, empty ones). Returns the minimum the case picker needs. async listPlayableMysteries() { const result = await pool.query<{ slug: string; title: string }>( 'SELECT slug,title FROM osint.mysteries WHERE entry_node_id IS NOT NULL ORDER BY title') return result.rows.map(row => ({ slug: row.slug, title: row.title })) }, async listMysteries() { const result = await pool.query<{ id: string; slug: string; title: string; nodes: string }>( `SELECT m.id,m.slug,m.title,COUNT(n.id)::text AS nodes FROM osint.mysteries m LEFT JOIN osint.story_nodes n ON n.mystery_id=m.id GROUP BY m.id ORDER BY m.created_at DESC`) return result.rows.map(row => ({ id: row.id, slug: row.slug, title: row.title, nodes: Number(row.nodes) })) }, async deleteMystery(id) { const result = await pool.query('DELETE FROM osint.mysteries WHERE id=$1', [id]) return (result.rowCount ?? 0) > 0 }, async uploadAsset(file) { const id = await storeAsset(file) const row = (await pool.query<{ original_name: string; mime_type: string; byte_size: string }>( 'SELECT original_name,mime_type,byte_size FROM osint.assets WHERE id=$1', [id])).rows[0] return { id, originalName: row.original_name, mimeType: row.mime_type, byteSize: Number(row.byte_size), url: `/api/assets/${id}` } }, async listAssets() { const result = await pool.query<{ id: string; original_name: string; mime_type: string; byte_size: string }>( 'SELECT id,original_name,mime_type,byte_size FROM osint.assets ORDER BY created_at DESC') return result.rows.map(row => ({ id: row.id, originalName: row.original_name, mimeType: row.mime_type, byteSize: Number(row.byte_size), url: `/api/assets/${row.id}` })) }, async deleteAsset(id) { // document_exhibits.asset_id is ON DELETE RESTRICT, so an in-use asset raises a // foreign-key violation (23503) rather than deleting. try { const result = await pool.query('DELETE FROM osint.assets WHERE id=$1', [id]) return (result.rowCount ?? 0) > 0 ? 'deleted' : 'not_found' } catch (error) { if ((error as { code?: string }).code === '23503') return 'in_use' throw error } }, async listNpcs() { const npcs = await pool.query<{ id: string }>('SELECT id FROM osint.npcs WHERE mystery_id IS NULL ORDER BY name') return (await Promise.all(npcs.rows.map(row => loadNpc(row.id)))).filter((npc): npc is NpcDto => npc !== null) }, async createNpc(input) { const key = input.key.trim().toLowerCase().replace(/[^a-z0-9-]+/g, '-').replace(/^-+|-+$/g, '') if (!key) throw new Error('An NPC key is required') const id = randomUUID() await pool.query('INSERT INTO osint.npcs (id,mystery_id,npc_key,name,role,default_pose_key,phone_number,email) VALUES ($1,NULL,$2,$3,$4,$5,$6,$7)', [id, key, input.name.trim() || key, input.role?.trim() || '', input.defaultPose || null, input.phoneNumber?.trim() || null, input.email?.trim() || null]) return (await loadNpc(id))! }, async updateNpc(id, input) { const existing = await loadNpc(id) if (!existing) return null await pool.query('UPDATE osint.npcs SET name=$2,role=$3,default_pose_key=$4,phone_number=$5,email=$6 WHERE id=$1 AND mystery_id IS NULL', [ id, input.name?.trim() ?? existing.name, input.role?.trim() ?? existing.role, input.defaultPose === undefined ? existing.defaultPose : (input.defaultPose || null), input.phoneNumber === undefined ? existing.phoneNumber : (input.phoneNumber?.trim() || null), input.email === undefined ? existing.email : (input.email?.trim() || null), ]) return loadNpc(id) }, async deleteNpc(id) { const existing = await loadNpc(id) if (!existing) return 'not_found' if (existing.inUse) return 'in_use' await pool.query('DELETE FROM osint.npcs WHERE id=$1 AND mystery_id IS NULL', [id]) return 'deleted' }, async addPose(npcId, poseKey, file) { const npc = await loadNpc(npcId) if (!npc) return null const key = poseKey.trim().toLowerCase().replace(/[^a-z0-9-]+/g, '-').replace(/^-+|-+$/g, '') || 'default' const assetId = await storeAsset(file) await pool.query(`INSERT INTO osint.npc_poses (id,npc_id,pose_key,asset_id) VALUES ($1,$2,$3,$4) ON CONFLICT (npc_id,pose_key) DO UPDATE SET asset_id=EXCLUDED.asset_id`, [randomUUID(), npcId, key, assetId]) return loadNpc(npcId) }, async deletePose(npcId, poseKey) { const npc = await loadNpc(npcId) if (!npc) return null await pool.query('DELETE FROM osint.npc_poses WHERE npc_id=$1 AND pose_key=$2', [npcId, poseKey]) return loadNpc(npcId) }, } }