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>
10 lines
562 B
SQL
10 lines
562 B
SQL
-- Clean cutover to the graph runtime: retire the slot/chapter model. Progression
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-- is now a walk of the story graph (playthroughs.current_node_id); cutscene and
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-- dialogue content lives in story_nodes/utterances. No users exist yet, so this
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-- drops the superseded tables outright rather than migrating their data.
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DROP TABLE IF EXISTS osint.seen_dialogue;
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DROP TABLE IF EXISTS osint.dialogue_steps;
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DROP TABLE IF EXISTS osint.cutscenes;
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DROP TABLE IF EXISTS osint.mystery_chapters;
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ALTER TABLE osint.playthroughs DROP COLUMN IF EXISTS current_chapter_index;
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