- migration 022 drops utterances.advances_to_utterance_id and .effect, which the parent-only/child-count dialogue model never used; purge their references. - rewrite docs/story-graph.md to match what was built (parent-child utterances, vertical mystery graph, graph runtime, gate stubs). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Story flow graph: the mystery editor
Status: implemented (migrations 018–021). A mystery plays as a walk of an
authored node graph; the slot/chapter model has been retired in a clean cutover.
Gates are stubbed and the LLM gate is not built (see Implemented vs deferred).
Builds on the NPC/dialogue work in narrative-todo.md.
Concept
A mystery is a directed graph of nodes. Each node has one implicit input and N
output terminals; a terminal carries its single outgoing wire (to_node_id) —
there is no separate edges table. A playthrough walks the graph from the mystery's
single entrypoint node (mysteries.entry_node_id).
- At the node level cycles are allowed (a gate can route back to a level). The runtime only advances a node when the player acts, so loops never spin on their own.
- Within a dialogue node the utterances form a tree (each utterance has one parent), so back-edges/loops are not expressible there yet.
Node types
| type | what it does | terminals |
|---|---|---|
cutscene |
Renders a bespoke React component chosen from a frontend registry (component_key), e.g. a title card. Opaque to the graph so set-pieces don't clutter the dialogue tree. |
usually 1 (continue) |
dialogue |
The standard NPC dialogue box, driven by an utterance tree (NPC lines + player choices). | 1+ (e.g. continue, or proceed/retry for a branch) |
level |
Instantiates a playable board from a level template version and hands over to the investigation. | 1 (report_back) |
det_gate |
Deterministic gate. Currently a stub: auto-follows its first terminal. Intended to inspect the previous node's output (a level's case report, a dialogue's chosen path) and route accordingly. | 1+ |
llm_gate |
LLM gate — not implemented. Intended: read allowlisted player state, return one terminal key (constrained output). | 1+ |
Gates are resolved server-side during advance and never surfaced to the player.
Data model
Two core tables plus utterances; type-specific scalars are folded onto the node
(kept honest by CHECKs) rather than in per-type subtype tables.
CREATE TABLE osint.story_nodes (
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
mystery_id UUID NOT NULL REFERENCES osint.mysteries(id) ON DELETE CASCADE,
node_type TEXT NOT NULL CHECK (node_type IN ('cutscene','dialogue','level','det_gate','llm_gate')),
label TEXT NOT NULL DEFAULT '',
has_utterances BOOLEAN NOT NULL DEFAULT FALSE,
xpos DOUBLE PRECISION NOT NULL,
ypos DOUBLE PRECISION NOT NULL,
-- Folded, type-specific scalars. Nullable during authoring; "required for type"
-- is a publish-time concern, so only these exclusion CHECKs are enforced.
level_template_version_id UUID REFERENCES osint.level_template_versions(id),
component_key TEXT, -- cutscene: frontend component; gate: (future) backend gate fn
CHECK (level_template_version_id IS NULL OR node_type = 'level'),
CHECK (component_key IS NULL OR node_type IN ('cutscene','det_gate','llm_gate'))
);
-- Output ports. A terminal owns its single outgoing wire; no edges table.
CREATE TABLE osint.story_node_terminals (
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
parent_node_id UUID NOT NULL REFERENCES osint.story_nodes(id) ON DELETE CASCADE,
terminal_key TEXT NOT NULL,
label TEXT NOT NULL DEFAULT '',
to_node_id UUID REFERENCES osint.story_nodes(id) ON DELETE SET NULL, -- NULL = unwired/end
sort_order INTEGER NOT NULL DEFAULT 0,
UNIQUE (parent_node_id, terminal_key)
);
-- Same-mystery integrity for to_node_id is enforced in the repository (not a
-- DB trigger). entry_node_id is nullable so nodes can be inserted before it is set.
ALTER TABLE osint.mysteries ADD COLUMN entry_node_id UUID REFERENCES osint.story_nodes(id) ON DELETE SET NULL;
Utterances — a dialogue node's content
One table for both NPC lines and player choices, distinguished by utterer.
CREATE TABLE osint.utterances (
id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
node_id UUID NOT NULL REFERENCES osint.story_nodes(id) ON DELETE CASCADE,
utterer TEXT NOT NULL DEFAULT 'npc' CHECK (utterer IN ('npc','player')),
npc_id UUID REFERENCES osint.npcs(id), -- speaker for NPC lines; NULL for player choices
pose_key TEXT, -- resolved with the usual pose fallback
text TEXT NOT NULL DEFAULT '',
parent_utterance_id UUID REFERENCES osint.utterances(id) ON DELETE CASCADE, -- the utterance this one follows
advances_to_utterance_id UUID REFERENCES osint.utterances(id) ON DELETE SET NULL, -- VESTIGIAL / unused (see below)
terminal_id UUID REFERENCES osint.story_node_terminals(id) ON DELETE SET NULL, -- exit: leave the node via this terminal
effect TEXT, -- reserved side-effect hook (unused)
xpos DOUBLE PRECISION NOT NULL DEFAULT 0, -- position in the utterance sub-canvas
ypos DOUBLE PRECISION NOT NULL DEFAULT 0,
sort_order INTEGER NOT NULL DEFAULT 0
);
The model is parent-only with count-based meaning. An utterance's children
(the utterances whose parent_utterance_id points to it) are what come after it:
- 0 children +
terminal_idset ⇒ this line exits the node via that terminal. - 1 child ⇒ linear next line (rendered as a solid wire).
- 2+ children ⇒ player options (rendered as dotted wires); by convention the
children are
playerutterances and the parent is an NPC prompt.
The root of a node's tree is the utterance with no parent. advances_to_utterance_id
is a leftover column from an earlier design and is not used; a follow-up
migration can drop it. Because each utterance has a single parent the graph is a
tree — no back-edges/loops within a node yet.
Cutscene component registry (frontend)
Mirrors the exhibit registry: component_key → React component. Each owns its
presentation and signals completion with an optional terminal key.
type CutsceneComponent = React.FC<{ onComplete: (terminalKey?: string) => void }>
// registry: { 'glass-harbour-diversion': GlassHarbourDiversion }
For a single-terminal cutscene, onComplete() follows the only terminal.
Editing UX
The same canvas engine (pan, zoom, drag, curved wires, click-a-wire-to-delete) is reused at two levels.
Mystery graph — story_nodes as cards, wired by terminal.to_node_id. Laid out
vertically: the input port is on top, output terminals along the bottom,
and flow runs downward. Double-clicking a dialogue node drills into its utterances.
Utterance crafter — a dialogue node's utterances as draggable cards; the node's output terminals appear as exit sinks docked to the right. Each card has one output port:
- Drag a card's port to another card ⇒ that card becomes a child (1 child = solid linear; 2+ = dotted options).
- Drag to an exit sink ⇒ the card leaves the node via that
terminal_id. - Tab on a selected utterance adds a child (a lone child stays a linear NPC line; a second flips them to player options). 1 / 2 set the selected card's speaker. Ctrl/Cmd+Z undoes connection/creation edits. Cards colour by speaker and auto-expand to full text.
Runtime traversal
The playthrough tracks position with current_node_id (and current_level_id,
set while on a level node); the slot fields were dropped.
ALTER TABLE osint.playthroughs ADD COLUMN current_node_id UUID REFERENCES osint.story_nodes(id) ON DELETE SET NULL;
- New Game creates a playthrough at the entrypoint (bound to the JWT identity, with a dev test-user fallback).
getCurrentPlaythroughreturns the resolved current node: a cutscene (componentKey), a level (levelSlug), or a dialogue tree (all utterances with resolved speaker/pose, orderedchildIds, and each exit'sterminalKey, plus therootId).advance(terminalKey?)follows a terminal, auto-skips gates (the stub det_gate takes its first terminal), instantiates the board when entering a level, and finishes when a followed terminal has no target.- Dialogue is walked on the client (
DialoguePlayer): play NPC lines with the typewriter; at a branch (2+ player children) present choice buttons; a chosen child leads to its next line or, if it has aterminalKey, callsadvance(terminalKey)to leave the node — routing the graph to a different next node.
Glass Harbour seed
Authored in mysteries/glass-harbor/mystery.json (narrative.graph) and seeded by
the importer, so it survives re-imports. It is linear:
[cutscene: glass-harbour-diversion] → [dialogue: Briefing] → [level: glass-harbor] → [dialogue: Debrief] → (end)
Branching (player options routing to different terminals) is supported and tested, just not used in the seed.
Implemented vs deferred
Implemented: graph schema, node/terminal/utterance CRUD + admin editors, the runtime cutover (cutscene / dialogue-tree / level traversal, branching dialogue), the vertical mystery-graph canvas, the utterance crafter, and the seed.
Deferred:
- Real gates.
det_gateis a hardcoded "first terminal" stub;llm_gateis unbuilt. Both want the Case Report / Claims (Milestone 5) as input, plus a gate-function registry keyed like cutscene components. - Within-node loops (an utterance's single parent makes each dialogue a tree).
- Drop
advances_to_utterance_idand the reservedeffectcolumn. - Cutscene params and real pose art.
Validation rules
- One
entry_node_idper mystery (soft-recommended to be acutscene). - A terminal's
to_node_idmust share its parent node's mystery (repo-enforced). - An utterance's
terminal_idmust belong to its node; parent links stay in-node. - Unreachable nodes and unwired terminals are allowed (deliberate ends).