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gupi-osint-board/migrations/021_retire_slot_model.sql
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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

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SQL

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-- drops the superseded tables outright rather than migrating their data.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