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