A merit node awards a configured achievement (awards_flag) to the player the moment the playthrough arrives on it, with node provenance, then presents a ceremony. Migration 028 extends node_type + the component_key CHECK and adds awards_flag; the runtime grants the flag in advance/goto/ new-game write paths; MeritHost renders the ceremony (a component_key can supply a bespoke one, e.g. a 3D model). Verified: teleport to a merit node auto-grants its achievement. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
416 lines
26 KiB
TypeScript
416 lines
26 KiB
TypeScript
import { createHash, randomUUID } from 'node:crypto'
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import type { Pool, PoolClient } from 'pg'
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import { cloneBoard } from './boardClone.js'
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import type { ObjectStorage } from './objectStorage.js'
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export type UploadedFile = { buffer: Buffer; originalname: string; mimetype: string; size: number }
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export type AssetDto = { id: string; originalName: string; mimeType: string; byteSize: number; url: string }
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export type PoseDto = { poseKey: string; assetId: string; url: string }
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export type NpcDto = { id: string; key: string; name: string; role: string; defaultPose: string | null; poses: PoseDto[]; inUse: boolean }
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export type MysterySummary = { id: string; slug: string; title: string; nodes: number }
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export type PlaythroughSummary = { id: string; mysterySlug: string; levelSlug: string | null; status: 'active' | 'finished' }
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export type RuntimeUtterance = {
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id: string; utterer: 'npc' | 'player'; speaker: { name: string; role: string }
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poseUrl: string | null; text: string; childIds: string[]; terminalKey: string | null
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}
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export type RuntimeNode = {
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id: string; kind: 'cutscene' | 'dialogue' | 'level' | 'merit'; label: string
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componentKey?: string | null; levelSlug?: string | null; musicUrl?: string | null; musicVolume?: number
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awardsFlag?: string | null
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utterances?: RuntimeUtterance[]; rootId?: string | null
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}
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export type PlaythroughState = { playthrough: PlaythroughSummary; node: RuntimeNode | null }
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export type MysteryAuthoring = {
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slug: string
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title: string
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cast: { key: string; name: string; role?: string; defaultPose?: string; poses?: { poseKey: string; assetId: string }[] }[]
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}
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/**
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* Resolve a portrait with graceful fallback: the requested pose, else the NPC's
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* default pose, else no artwork. Pure so it is unit-testable without a DB.
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*/
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export function resolvePoseAssetId(
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poseAssets: Record<string, string | null | undefined>,
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requestedPoseKey: string | null | undefined,
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defaultPoseKey: string | null | undefined,
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): string | null {
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if (requestedPoseKey && poseAssets[requestedPoseKey]) return poseAssets[requestedPoseKey]!
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if (defaultPoseKey && poseAssets[defaultPoseKey]) return poseAssets[defaultPoseKey]!
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return null
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}
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export interface NarrativeRepository {
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authorMystery(input: MysteryAuthoring): Promise<{ slug: string }>
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resolveDialogue(nodeId: string): Promise<{ utterances: RuntimeUtterance[]; rootId: string | null }>
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createPlaythrough(userId: string, mysterySlug?: string): Promise<PlaythroughState | null>
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getCurrentPlaythrough(userId: string): Promise<PlaythroughState | null>
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advancePlaythrough(userId: string, playthroughId: string, terminalKey?: string): Promise<{ ok: boolean; state?: PlaythroughState; error?: string }>
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listAchievements(playthroughId: string): Promise<string[] | null>
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awardAchievement(playthroughId: string, flagKey: string, nodeId?: string | null): Promise<{ ok: boolean; earned: boolean; error?: string }>
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gotoNode(userId: string, playthroughId: string, nodeId: string): Promise<{ ok: boolean; state?: PlaythroughState; error?: string }>
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listMysteries(): Promise<MysterySummary[]>
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listPlayableMysteries(): Promise<{ slug: string; title: string }[]>
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deleteMystery(id: string): Promise<boolean>
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uploadAsset(file: UploadedFile): Promise<AssetDto>
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listAssets(): Promise<AssetDto[]>
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deleteAsset(id: string): Promise<'deleted' | 'in_use' | 'not_found'>
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listNpcs(): Promise<NpcDto[]>
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createNpc(input: { key: string; name: string; role?: string; defaultPose?: string | null }): Promise<NpcDto>
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updateNpc(id: string, input: { name?: string; role?: string; defaultPose?: string | null }): Promise<NpcDto | null>
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deleteNpc(id: string): Promise<'deleted' | 'in_use' | 'not_found'>
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addPose(npcId: string, poseKey: string, file: UploadedFile): Promise<NpcDto | null>
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deletePose(npcId: string, poseKey: string): Promise<NpcDto | null>
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}
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type GraphNodeRow = { id: string; node_type: string; label: string; component_key: string | null; level_template_version_id: string | null; music_asset_id: string | null; music_volume: number; awards_flag?: string | null }
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// Grant a merit node's achievement to the player on arrival (idempotent, with node
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// provenance). Called from the write paths that move current_node_id onto a node.
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async function awardMeritWithin(client: PoolClient, playthroughId: string, node: { id: string; node_type: string; awards_flag?: string | null }) {
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if (node.node_type !== 'merit' || !node.awards_flag) return
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await client.query('INSERT INTO osint.achievements (playthrough_id,flag_key,awarded_by_node_id) VALUES ($1,$2,$3) ON CONFLICT (playthrough_id,flag_key) DO NOTHING', [playthroughId, node.awards_flag, node.id])
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}
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export function createNarrativeRepository(pool: Pool, objectStorage: ObjectStorage): NarrativeRepository {
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// ---- Runtime: walking the story graph -------------------------------------
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// Resolve a dialogue node's whole utterance tree for the client to walk: each
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// utterance carries its ordered children and (if it exits the node) its terminal key.
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async function resolveDialogueGraph(nodeId: string): Promise<{ utterances: RuntimeUtterance[]; rootId: string | null }> {
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const [utterances, poses, terminals] = await Promise.all([
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pool.query<{ id: string; utterer: 'npc' | 'player'; npc_id: string | null; pose_key: string | null; text: string; parent_utterance_id: string | null; terminal_id: string | null; name: string | null; role: string | null; default_pose_key: string | null }>(
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`SELECT u.id,u.utterer,u.npc_id,u.pose_key,u.text,u.parent_utterance_id,u.terminal_id,n.name,n.role,n.default_pose_key
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FROM osint.utterances u LEFT JOIN osint.npcs n ON n.id=u.npc_id WHERE u.node_id=$1 ORDER BY u.sort_order`, [nodeId]),
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pool.query<{ npc_id: string; pose_key: string; asset_id: string | null }>(
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`SELECT p.npc_id,p.pose_key,p.asset_id FROM osint.npc_poses p
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WHERE p.npc_id IN (SELECT DISTINCT npc_id FROM osint.utterances WHERE node_id=$1 AND npc_id IS NOT NULL)`, [nodeId]),
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pool.query<{ id: string; terminal_key: string }>('SELECT id,terminal_key FROM osint.story_node_terminals WHERE parent_node_id=$1', [nodeId]),
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])
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const poseAssets = new Map<string, Record<string, string | null>>()
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for (const row of poses.rows) { const map = poseAssets.get(row.npc_id) || {}; map[row.pose_key] = row.asset_id; poseAssets.set(row.npc_id, map) }
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const terminalKey = new Map(terminals.rows.map(row => [row.id, row.terminal_key]))
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const children = new Map<string, string[]>()
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for (const row of utterances.rows) if (row.parent_utterance_id) children.set(row.parent_utterance_id, [...(children.get(row.parent_utterance_id) || []), row.id])
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const root = utterances.rows.find(row => !row.parent_utterance_id)
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return {
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rootId: root?.id ?? null,
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utterances: utterances.rows.map(row => {
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const assetId = row.npc_id ? resolvePoseAssetId(poseAssets.get(row.npc_id) || {}, row.pose_key, row.default_pose_key) : null
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return {
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id: row.id, utterer: row.utterer, speaker: { name: row.name || '', role: row.role || '' },
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poseUrl: assetId ? `/api/assets/${assetId}` : null, text: row.text,
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childIds: children.get(row.id) || [], terminalKey: row.terminal_id ? (terminalKey.get(row.terminal_id) ?? null) : null,
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}
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}),
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}
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}
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async function resolveNodeForPlay(nodeId: string, levelSlug: string | null): Promise<RuntimeNode | null> {
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const node = (await pool.query<GraphNodeRow>('SELECT id,node_type,label,component_key,level_template_version_id,music_asset_id,music_volume,awards_flag FROM osint.story_nodes WHERE id=$1', [nodeId])).rows[0]
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if (!node) return null
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const musicUrl = node.music_asset_id ? `/api/assets/${node.music_asset_id}` : null
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const musicVolume = node.music_volume / 100
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if (node.node_type === 'cutscene') return { id: node.id, kind: 'cutscene', label: node.label, componentKey: node.component_key, musicUrl, musicVolume }
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if (node.node_type === 'level') return { id: node.id, kind: 'level', label: node.label, levelSlug, musicUrl, musicVolume }
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if (node.node_type === 'dialogue') return { id: node.id, kind: 'dialogue', label: node.label, musicUrl, musicVolume, ...(await resolveDialogueGraph(node.id)) }
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if (node.node_type === 'merit') return { id: node.id, kind: 'merit', label: node.label, componentKey: node.component_key, awardsFlag: node.awards_flag, musicUrl, musicVolume }
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return null // gates are auto-resolved during advance and never surfaced
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}
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// Skip through gate nodes (deterministic gate is dumb: it follows its first terminal).
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async function resolveThroughGates(client: PoolClient, nodeId: string | null): Promise<GraphNodeRow | null> {
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let current = nodeId
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for (let guard = 0; guard < 50 && current; guard++) {
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const node = (await client.query<GraphNodeRow>('SELECT id,node_type,label,component_key,level_template_version_id,awards_flag FROM osint.story_nodes WHERE id=$1', [current])).rows[0]
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if (!node) return null
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if (node.node_type !== 'det_gate' && node.node_type !== 'llm_gate') return node
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const next = await client.query<{ to_node_id: string | null }>('SELECT to_node_id FROM osint.story_node_terminals WHERE parent_node_id=$1 ORDER BY sort_order LIMIT 1', [current])
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current = next.rows[0]?.to_node_id ?? null
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}
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return null
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}
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async function instantiateLevel(client: PoolClient, versionId: string, mysterySlug: string): Promise<string> {
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const source = (await client.query<{ board_id: string; title: string; subtitle: string }>(
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'SELECT board_id,title,subtitle FROM osint.level_template_versions WHERE id=$1 FOR SHARE', [versionId])).rows[0]
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if (!source) throw new Error('Level template version not found')
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const boardId = randomUUID(); const levelId = randomUUID()
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const levelSlug = `${mysterySlug}-play-${randomUUID().slice(0, 8)}`
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await client.query(`INSERT INTO osint.boards (id,board_kind) VALUES ($1,'level')`, [boardId])
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await client.query('INSERT INTO osint.levels (id,slug,board_id,source_template_version_id,title,subtitle) VALUES ($1,$2,$3,$4,$5,$6)',
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[levelId, levelSlug, boardId, versionId, source.title, source.subtitle])
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await cloneBoard(client, source.board_id, boardId)
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return levelId
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}
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async function stateForPlaythrough(playthroughId: string): Promise<PlaythroughState | null> {
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const row = (await pool.query<{ id: string; mystery_slug: string; current_node_id: string | null; level_slug: string | null; status: 'active' | 'finished' }>(
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`SELECT p.id,m.slug AS mystery_slug,p.current_node_id,l.slug AS level_slug,p.status
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FROM osint.playthroughs p JOIN osint.mysteries m ON m.id=p.mystery_id LEFT JOIN osint.levels l ON l.id=p.current_level_id
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WHERE p.id=$1`, [playthroughId])).rows[0]
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if (!row) return null
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const node = row.current_node_id ? await resolveNodeForPlay(row.current_node_id, row.level_slug) : null
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return { playthrough: { id: row.id, mysterySlug: row.mystery_slug, levelSlug: row.level_slug, status: row.status }, node }
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}
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// ---- Assets & NPC catalog -------------------------------------------------
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async function storeAsset(file: UploadedFile): Promise<string> {
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const checksum = createHash('sha256').update(file.buffer).digest('hex')
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const existing = await pool.query<{ id: string }>('SELECT id FROM osint.assets WHERE checksum_sha256=$1 AND byte_size=$2', [checksum, file.size])
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if (existing.rows[0]) return existing.rows[0].id
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const objectKey = `assets/${checksum.slice(0, 2)}/${checksum}`
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const stored = await objectStorage.putObject(objectKey, file.buffer, file.mimetype || 'application/octet-stream')
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const asset = await pool.query<{ id: string }>(`INSERT INTO osint.assets
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(id,original_name,mime_type,byte_size,content,checksum_sha256,storage_provider,storage_bucket,object_key,etag)
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VALUES ($1,$2,$3,$4,NULL,$5,'s3',$6,$7,$8)
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ON CONFLICT (checksum_sha256,byte_size) DO UPDATE SET checksum_sha256=EXCLUDED.checksum_sha256 RETURNING id`,
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[randomUUID(), file.originalname, file.mimetype || 'application/octet-stream', file.size, checksum, objectStorage.bucket, objectKey, stored.etag || null])
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return asset.rows[0].id
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}
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async function loadNpc(id: string): Promise<NpcDto | null> {
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const npc = (await pool.query<{ id: string; npc_key: string; name: string; role: string; default_pose_key: string | null }>(
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'SELECT id,npc_key,name,role,default_pose_key FROM osint.npcs WHERE id=$1 AND mystery_id IS NULL', [id])).rows[0]
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if (!npc) return null
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const [poses, usage] = await Promise.all([
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pool.query<{ pose_key: string; asset_id: string }>('SELECT pose_key,asset_id FROM osint.npc_poses WHERE npc_id=$1 AND asset_id IS NOT NULL ORDER BY pose_key', [id]),
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pool.query<{ count: string }>('SELECT COUNT(*)::text AS count FROM osint.utterances WHERE npc_id=$1', [id]),
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])
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return {
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id: npc.id, key: npc.npc_key, name: npc.name, role: npc.role, defaultPose: npc.default_pose_key,
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poses: poses.rows.map(pose => ({ poseKey: pose.pose_key, assetId: pose.asset_id, url: `/api/assets/${pose.asset_id}` })),
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inUse: Number(usage.rows[0].count) > 0,
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}
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}
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return {
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async authorMystery(input) {
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const client = await pool.connect()
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try {
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await client.query('BEGIN')
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// Dev-friendly replace: re-authoring the same slug supersedes the previous
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// mystery (cascades to its graph, cast links, and playthroughs).
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await client.query('DELETE FROM osint.mysteries WHERE slug=$1', [input.slug])
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const mysteryId = randomUUID()
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await client.query('INSERT INTO osint.mysteries (id,slug,title) VALUES ($1,$2,$3)', [mysteryId, input.slug, input.title])
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// NPCs are global templates referenced by key; create the first time a key is
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// seen and never clobber an existing one (admin edits persist).
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for (const npc of input.cast) {
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const existing = await client.query('SELECT 1 FROM osint.npcs WHERE npc_key=$1 AND mystery_id IS NULL', [npc.key])
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if (existing.rows[0]) continue
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const npcId = randomUUID()
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await client.query('INSERT INTO osint.npcs (id,mystery_id,npc_key,name,role,default_pose_key) VALUES ($1,NULL,$2,$3,$4,$5)',
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[npcId, npc.key, npc.name, npc.role || '', npc.defaultPose || null])
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for (const pose of npc.poses || []) await client.query(
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'INSERT INTO osint.npc_poses (id,npc_id,pose_key,asset_id) VALUES ($1,$2,$3,$4)', [randomUUID(), npcId, pose.poseKey, pose.assetId])
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}
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await client.query('COMMIT')
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} catch (error) { await client.query('ROLLBACK'); throw error } finally { client.release() }
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return { slug: input.slug }
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},
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resolveDialogue(nodeId) { return resolveDialogueGraph(nodeId) },
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async createPlaythrough(userId, mysterySlug) {
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const client = await pool.connect()
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let playthroughId: string
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try {
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await client.query('BEGIN')
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const mystery = (await client.query<{ id: string; slug: string; entry_node_id: string | null }>(
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mysterySlug
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? 'SELECT id,slug,entry_node_id FROM osint.mysteries WHERE slug=$1'
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: 'SELECT id,slug,entry_node_id FROM osint.mysteries WHERE entry_node_id IS NOT NULL ORDER BY created_at DESC LIMIT 1',
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mysterySlug ? [mysterySlug] : [])).rows[0]
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if (!mystery?.entry_node_id) { await client.query('ROLLBACK'); return null }
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const entry = await resolveThroughGates(client, mystery.entry_node_id)
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if (!entry) { await client.query('ROLLBACK'); return null }
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const levelId = entry.node_type === 'level' && entry.level_template_version_id
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? await instantiateLevel(client, entry.level_template_version_id, mystery.slug) : null
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playthroughId = randomUUID()
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await client.query('INSERT INTO osint.playthroughs (id,user_id,mystery_id,current_node_id,current_level_id) VALUES ($1,$2,$3,$4,$5)',
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[playthroughId, userId, mystery.id, entry.id, levelId])
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await awardMeritWithin(client, playthroughId, entry)
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await client.query('COMMIT')
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} catch (error) { await client.query('ROLLBACK'); throw error } finally { client.release() }
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return stateForPlaythrough(playthroughId)
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},
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async getCurrentPlaythrough(userId) {
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const row = (await pool.query<{ id: string }>(
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`SELECT id FROM osint.playthroughs WHERE user_id=$1 AND status='active' ORDER BY updated_at DESC LIMIT 1`, [userId])).rows[0]
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return row ? stateForPlaythrough(row.id) : null
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},
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async listAchievements(playthroughId) {
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if (!(await pool.query('SELECT 1 FROM osint.playthroughs WHERE id=$1', [playthroughId])).rowCount) return null
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const rows = (await pool.query<{ flag_key: string }>('SELECT flag_key FROM osint.achievements WHERE playthrough_id=$1 ORDER BY flag_key', [playthroughId])).rows
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return rows.map(row => row.flag_key)
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},
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// Grant an achievement (idempotent). `earned` is true only on the first grant.
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// The eventual server-side rule engine calls this same operation.
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async awardAchievement(playthroughId, rawKey, nodeId) {
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const key = rawKey.trim()
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if (!/^[a-z][a-z0-9_.-]{0,63}$/.test(key)) return { ok: false, earned: false, error: 'Invalid achievement key' }
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if (!(await pool.query('SELECT 1 FROM osint.playthroughs WHERE id=$1', [playthroughId])).rowCount) return { ok: false, earned: false, error: 'Playthrough not found' }
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const result = await pool.query(
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'INSERT INTO osint.achievements (playthrough_id,flag_key,awarded_by_node_id) VALUES ($1,$2,$3) ON CONFLICT (playthrough_id,flag_key) DO NOTHING',
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[playthroughId, key, nodeId || null])
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return { ok: true, earned: (result.rowCount || 0) > 0 }
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},
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// Dev teleport: jump the playthrough straight to an explicit node (no gate
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// resolution). Instantiates a fresh level clone for level nodes. Powers /node/:id.
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async gotoNode(userId, playthroughId, nodeId) {
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const client = await pool.connect()
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try {
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await client.query('BEGIN')
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const playthrough = (await client.query<{ mystery_id: string; mystery_slug: string }>(
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`SELECT p.mystery_id, m.slug AS mystery_slug FROM osint.playthroughs p JOIN osint.mysteries m ON m.id=p.mystery_id
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WHERE p.id=$1 AND p.user_id=$2 FOR UPDATE OF p`, [playthroughId, userId])).rows[0]
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if (!playthrough) { await client.query('ROLLBACK'); return { ok: false, error: 'Playthrough not found' } }
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const node = (await client.query<{ id: string; node_type: string; level_template_version_id: string | null; awards_flag: string | null }>(
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'SELECT id,node_type,level_template_version_id,awards_flag FROM osint.story_nodes WHERE id=$1 AND mystery_id=$2', [nodeId, playthrough.mystery_id])).rows[0]
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if (!node) { await client.query('ROLLBACK'); return { ok: false, error: 'Node not found' } }
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const levelId = node.node_type === 'level' && node.level_template_version_id
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? await instantiateLevel(client, node.level_template_version_id, playthrough.mystery_slug) : null
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await client.query(`UPDATE osint.playthroughs SET status='active',current_node_id=$2,current_level_id=$3,updated_at=NOW() WHERE id=$1`, [playthroughId, node.id, levelId])
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await awardMeritWithin(client, playthroughId, node)
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await client.query('COMMIT')
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} catch (error) { await client.query('ROLLBACK'); throw error } finally { client.release() }
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const state = await stateForPlaythrough(playthroughId)
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return { ok: true, state: state ?? undefined }
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},
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async advancePlaythrough(userId, playthroughId, terminalKey) {
|
|
const client = await pool.connect()
|
|
try {
|
|
await client.query('BEGIN')
|
|
const playthrough = (await client.query<{ current_node_id: string | null; mystery_slug: string }>(
|
|
`SELECT p.current_node_id,m.slug AS mystery_slug FROM osint.playthroughs p JOIN osint.mysteries m ON m.id=p.mystery_id
|
|
WHERE p.id=$1 AND p.user_id=$2 AND p.status='active' FOR UPDATE OF p`, [playthroughId, userId])).rows[0]
|
|
if (!playthrough) { await client.query('ROLLBACK'); return { ok: false, error: 'Playthrough not found' } }
|
|
if (!playthrough.current_node_id) { await client.query('ROLLBACK'); return { ok: false, error: 'Playthrough already finished' } }
|
|
const terminals = (await client.query<{ terminal_key: string; to_node_id: string | null }>(
|
|
'SELECT terminal_key,to_node_id FROM osint.story_node_terminals WHERE parent_node_id=$1 ORDER BY sort_order', [playthrough.current_node_id])).rows
|
|
const wired = terminals.filter(t => t.to_node_id)
|
|
const chosen = terminalKey ? terminals.find(t => t.terminal_key === terminalKey)
|
|
: wired.length === 1 ? wired[0] : terminals.length === 1 ? terminals[0] : undefined
|
|
if (!chosen) { await client.query('ROLLBACK'); return { ok: false, error: 'Ambiguous or unknown terminal — specify one' } }
|
|
|
|
const target = await resolveThroughGates(client, chosen.to_node_id)
|
|
if (!target) {
|
|
await client.query(`UPDATE osint.playthroughs SET status='finished',current_node_id=NULL,current_level_id=NULL,updated_at=NOW() WHERE id=$1`, [playthroughId])
|
|
} else {
|
|
const levelId = target.node_type === 'level' && target.level_template_version_id
|
|
? await instantiateLevel(client, target.level_template_version_id, playthrough.mystery_slug) : null
|
|
await client.query('UPDATE osint.playthroughs SET current_node_id=$2,current_level_id=$3,updated_at=NOW() WHERE id=$1', [playthroughId, target.id, levelId])
|
|
await awardMeritWithin(client, playthroughId, target)
|
|
}
|
|
await client.query('COMMIT')
|
|
} catch (error) { await client.query('ROLLBACK'); throw error } finally { client.release() }
|
|
const state = await stateForPlaythrough(playthroughId)
|
|
return { ok: true, state: state ?? undefined }
|
|
},
|
|
|
|
// Play mode: only mysteries with an entrypoint are launchable (this filters out
|
|
// half-authored, empty ones). Returns the minimum the case picker needs.
|
|
async listPlayableMysteries() {
|
|
const result = await pool.query<{ slug: string; title: string }>(
|
|
'SELECT slug,title FROM osint.mysteries WHERE entry_node_id IS NOT NULL ORDER BY title')
|
|
return result.rows.map(row => ({ slug: row.slug, title: row.title }))
|
|
},
|
|
|
|
async listMysteries() {
|
|
const result = await pool.query<{ id: string; slug: string; title: string; nodes: string }>(
|
|
`SELECT m.id,m.slug,m.title,COUNT(n.id)::text AS nodes
|
|
FROM osint.mysteries m LEFT JOIN osint.story_nodes n ON n.mystery_id=m.id
|
|
GROUP BY m.id ORDER BY m.created_at DESC`)
|
|
return result.rows.map(row => ({ id: row.id, slug: row.slug, title: row.title, nodes: Number(row.nodes) }))
|
|
},
|
|
|
|
async deleteMystery(id) {
|
|
const result = await pool.query('DELETE FROM osint.mysteries WHERE id=$1', [id])
|
|
return (result.rowCount ?? 0) > 0
|
|
},
|
|
|
|
async uploadAsset(file) {
|
|
const id = await storeAsset(file)
|
|
const row = (await pool.query<{ original_name: string; mime_type: string; byte_size: string }>(
|
|
'SELECT original_name,mime_type,byte_size FROM osint.assets WHERE id=$1', [id])).rows[0]
|
|
return { id, originalName: row.original_name, mimeType: row.mime_type, byteSize: Number(row.byte_size), url: `/api/assets/${id}` }
|
|
},
|
|
|
|
async listAssets() {
|
|
const result = await pool.query<{ id: string; original_name: string; mime_type: string; byte_size: string }>(
|
|
'SELECT id,original_name,mime_type,byte_size FROM osint.assets ORDER BY created_at DESC')
|
|
return result.rows.map(row => ({ id: row.id, originalName: row.original_name, mimeType: row.mime_type, byteSize: Number(row.byte_size), url: `/api/assets/${row.id}` }))
|
|
},
|
|
|
|
async deleteAsset(id) {
|
|
// document_exhibits.asset_id is ON DELETE RESTRICT, so an in-use asset raises a
|
|
// foreign-key violation (23503) rather than deleting.
|
|
try {
|
|
const result = await pool.query('DELETE FROM osint.assets WHERE id=$1', [id])
|
|
return (result.rowCount ?? 0) > 0 ? 'deleted' : 'not_found'
|
|
} catch (error) {
|
|
if ((error as { code?: string }).code === '23503') return 'in_use'
|
|
throw error
|
|
}
|
|
},
|
|
|
|
async listNpcs() {
|
|
const npcs = await pool.query<{ id: string }>('SELECT id FROM osint.npcs WHERE mystery_id IS NULL ORDER BY name')
|
|
return (await Promise.all(npcs.rows.map(row => loadNpc(row.id)))).filter((npc): npc is NpcDto => npc !== null)
|
|
},
|
|
|
|
async createNpc(input) {
|
|
const key = input.key.trim().toLowerCase().replace(/[^a-z0-9-]+/g, '-').replace(/^-+|-+$/g, '')
|
|
if (!key) throw new Error('An NPC key is required')
|
|
const id = randomUUID()
|
|
await pool.query('INSERT INTO osint.npcs (id,mystery_id,npc_key,name,role,default_pose_key) VALUES ($1,NULL,$2,$3,$4,$5)',
|
|
[id, key, input.name.trim() || key, input.role?.trim() || '', input.defaultPose || null])
|
|
return (await loadNpc(id))!
|
|
},
|
|
|
|
async updateNpc(id, input) {
|
|
const existing = await loadNpc(id)
|
|
if (!existing) return null
|
|
await pool.query('UPDATE osint.npcs SET name=$2,role=$3,default_pose_key=$4 WHERE id=$1 AND mystery_id IS NULL', [
|
|
id, input.name?.trim() ?? existing.name, input.role?.trim() ?? existing.role,
|
|
input.defaultPose === undefined ? existing.defaultPose : (input.defaultPose || null),
|
|
])
|
|
return loadNpc(id)
|
|
},
|
|
|
|
async deleteNpc(id) {
|
|
const existing = await loadNpc(id)
|
|
if (!existing) return 'not_found'
|
|
if (existing.inUse) return 'in_use'
|
|
await pool.query('DELETE FROM osint.npcs WHERE id=$1 AND mystery_id IS NULL', [id])
|
|
return 'deleted'
|
|
},
|
|
|
|
async addPose(npcId, poseKey, file) {
|
|
const npc = await loadNpc(npcId)
|
|
if (!npc) return null
|
|
const key = poseKey.trim().toLowerCase().replace(/[^a-z0-9-]+/g, '-').replace(/^-+|-+$/g, '') || 'default'
|
|
const assetId = await storeAsset(file)
|
|
await pool.query(`INSERT INTO osint.npc_poses (id,npc_id,pose_key,asset_id) VALUES ($1,$2,$3,$4)
|
|
ON CONFLICT (npc_id,pose_key) DO UPDATE SET asset_id=EXCLUDED.asset_id`, [randomUUID(), npcId, key, assetId])
|
|
return loadNpc(npcId)
|
|
},
|
|
|
|
async deletePose(npcId, poseKey) {
|
|
const npc = await loadNpc(npcId)
|
|
if (!npc) return null
|
|
await pool.query('DELETE FROM osint.npc_poses WHERE npc_id=$1 AND pose_key=$2', [npcId, poseKey])
|
|
return loadNpc(npcId)
|
|
},
|
|
}
|
|
}
|