Files
gupi-osint-board/migrations/015_narrative_layer.sql
gitprovandClaude Opus 4.8 ddb3a386f0 Add story-graph narrative system (campaigns, editors, runtime)
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>
2026-08-18 15:37:46 +02:00

96 lines
4.2 KiB
SQL

-- Narrative layer, first slice: a mystery (campaign) wrapping ordered level
-- template versions, an authored NPC cast with named poses, scripted cutscenes,
-- and a per-user playthrough that owns game state. Dialogue content is fixed and
-- owned by the mystery; progress is a reference recorded in seen_dialogue.
CREATE TABLE osint.mysteries (
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
slug TEXT NOT NULL UNIQUE,
title TEXT NOT NULL,
created_at TIMESTAMPTZ NOT NULL DEFAULT NOW()
);
CREATE TABLE osint.mystery_chapters (
mystery_id UUID NOT NULL REFERENCES osint.mysteries(id) ON DELETE CASCADE,
chapter_index INTEGER NOT NULL CHECK (chapter_index >= 1),
level_template_version_id UUID NOT NULL REFERENCES osint.level_template_versions(id),
PRIMARY KEY (mystery_id, chapter_index)
);
CREATE TABLE osint.npcs (
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
mystery_id UUID NOT NULL REFERENCES osint.mysteries(id) ON DELETE CASCADE,
npc_key TEXT NOT NULL,
name TEXT NOT NULL,
role TEXT NOT NULL DEFAULT '',
default_pose_key TEXT,
UNIQUE (mystery_id, npc_key)
);
-- A pose is a named portrait variant backed by an immutable shared asset. A
-- missing pose is never an error; the client falls back to the NPC default pose
-- and then to no artwork.
CREATE TABLE osint.npc_poses (
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
npc_id UUID NOT NULL REFERENCES osint.npcs(id) ON DELETE CASCADE,
pose_key TEXT NOT NULL,
asset_id UUID REFERENCES osint.assets(id),
UNIQUE (npc_id, pose_key)
);
CREATE TABLE osint.cutscenes (
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
mystery_id UUID NOT NULL REFERENCES osint.mysteries(id) ON DELETE CASCADE,
chapter_index INTEGER,
slot TEXT NOT NULL CHECK (slot IN ('mystery_intro','level_intro','level_debrief','mystery_resolution')),
title TEXT NOT NULL DEFAULT '',
-- Chapter-scoped slots carry a chapter; mystery-scoped slots do not.
CHECK (
(slot IN ('mystery_intro','mystery_resolution') AND chapter_index IS NULL)
OR (slot IN ('level_intro','level_debrief') AND chapter_index IS NOT NULL)
)
);
CREATE INDEX cutscenes_mystery_idx ON osint.cutscenes (mystery_id);
-- One utterance. `kind` reserves the LLM path; `body_text` is required for
-- scripted steps and null for generated ones. `advances_to` reserves branching;
-- null means "next by sort_order".
CREATE TABLE osint.dialogue_steps (
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
cutscene_id UUID NOT NULL REFERENCES osint.cutscenes(id) ON DELETE CASCADE,
step_key TEXT NOT NULL,
sort_order INTEGER NOT NULL,
npc_id UUID NOT NULL REFERENCES osint.npcs(id),
pose_key TEXT,
kind TEXT NOT NULL DEFAULT 'scripted' CHECK (kind IN ('scripted','generated')),
body_text TEXT,
advances_to TEXT,
UNIQUE (cutscene_id, sort_order),
UNIQUE (cutscene_id, step_key),
CHECK ((kind = 'scripted' AND body_text IS NOT NULL) OR kind = 'generated')
);
-- The single object that owns a player's game state, bound to the JWT identity.
CREATE TABLE osint.playthroughs (
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
user_id TEXT NOT NULL,
mystery_id UUID NOT NULL REFERENCES osint.mysteries(id) ON DELETE CASCADE,
current_chapter_index INTEGER NOT NULL DEFAULT 1 CHECK (current_chapter_index >= 1),
current_level_id UUID REFERENCES osint.levels(id) ON DELETE SET NULL,
status TEXT NOT NULL DEFAULT 'active' CHECK (status IN ('active','finished')),
created_at TIMESTAMPTZ NOT NULL DEFAULT NOW(),
updated_at TIMESTAMPTZ NOT NULL DEFAULT NOW()
);
CREATE INDEX playthroughs_user_idx ON osint.playthroughs (user_id, updated_at DESC);
-- Progress as a reference to fixed authored dialogue, never a copy of its text.
CREATE TABLE osint.seen_dialogue (
playthrough_id UUID NOT NULL REFERENCES osint.playthroughs(id) ON DELETE CASCADE,
cutscene_id UUID NOT NULL REFERENCES osint.cutscenes(id) ON DELETE CASCADE,
seen_at TIMESTAMPTZ NOT NULL DEFAULT NOW(),
PRIMARY KEY (playthrough_id, cutscene_id)
);
COMMENT ON TABLE osint.playthroughs IS 'Per-user instance of a mystery; owns current chapter and live level. Bound to the JWT sub (or the development test user).';
COMMENT ON TABLE osint.dialogue_steps IS 'Fixed authored utterances owned by the immutable mystery. seen_dialogue references these ids; they are never cloned per playthrough.';