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>
11 lines
687 B
SQL
11 lines
687 B
SQL
-- NPCs become a reusable, global template library rather than per-mystery copies.
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-- A NULL mystery_id marks a global template; mysteries reference templates by key
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-- when authored, so editing an NPC in the admin panel survives re-imports.
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ALTER TABLE osint.npcs ALTER COLUMN mystery_id DROP NOT NULL;
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-- Enforce one global template per key (the existing UNIQUE(mystery_id, npc_key)
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-- does not constrain rows where mystery_id IS NULL).
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CREATE UNIQUE INDEX npcs_global_key_idx ON osint.npcs (npc_key) WHERE mystery_id IS NULL;
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COMMENT ON TABLE osint.npcs IS 'Reusable NPC templates. mystery_id IS NULL for a global template; mysteries reference templates by npc_key when authored.';
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