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>
100 lines
5.4 KiB
TypeScript
100 lines
5.4 KiB
TypeScript
import { useCallback, useEffect, useState } from 'react'
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import { CutsceneHost, DialoguePlayer, MeritHost, type PlaythroughState } from './narrative'
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type MysterySummary = { slug: string; title: string }
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// The game's front door and campaign runtime. Shows the splash when there's no
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// active playthrough; otherwise walks the story graph — cutscene and dialogue
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// nodes render here, and when the graph reaches a LEVEL node it hands off to the
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// board route (/level/<clone id>), which App renders.
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export function Play() {
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const [state, setState] = useState<PlaythroughState | null>(null)
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const [resumable, setResumable] = useState<PlaythroughState | null>(null)
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const [mysteries, setMysteries] = useState<MysterySummary[]>([])
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const [splash, setSplash] = useState(false)
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const [busy, setBusy] = useState(false)
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const [status, setStatus] = useState('')
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const apply = useCallback((next: PlaythroughState | null) => {
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if (!next) { setSplash(true); return }
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if (next.node?.kind === 'level' && next.node.levelSlug) { window.location.assign(`/level/${encodeURIComponent(next.node.levelSlug)}`); return }
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if (!next.node) { setState(null); setSplash(true); setStatus('CASE CLOSED — begin another'); return }
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setState(next); setSplash(false)
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}, [])
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const ensurePlaythroughId = async (): Promise<string | null> => {
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const cur = await fetch('/api/playthroughs/current')
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if (cur.ok && cur.status !== 204) return (await cur.json())?.playthrough?.id ?? null
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const made = await fetch('/api/playthroughs', { method: 'POST', headers: { 'content-type': 'application/json' }, body: JSON.stringify({ mystery: 'glass-harbor' }) })
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return made.ok ? (await made.json())?.playthrough?.id ?? null : null
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}
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useEffect(() => {
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let cancelled = false
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;(async () => {
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// /node/:id — dev teleport to a specific story node (level nodes -> the board).
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const nodeMatch = window.location.pathname.match(/^\/node\/(.+)$/)
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if (nodeMatch) {
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const id = await ensurePlaythroughId()
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if (cancelled || !id) { if (!cancelled) setStatus('NO PLAYTHROUGH'); return }
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const res = await fetch(`/api/playthroughs/${id}/goto`, { method: 'POST', headers: { 'content-type': 'application/json' }, body: JSON.stringify({ nodeId: decodeURIComponent(nodeMatch[1]) }) })
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if (!cancelled) res.ok ? apply(await res.json()) : setStatus('NODE NOT FOUND')
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return
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}
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// The bare root is always the front door: list the playable cases, and offer
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// Resume on the one already in progress rather than auto-resuming into it.
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const [cases, current] = await Promise.all([fetch('/api/mysteries'), fetch('/api/playthroughs/current')])
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if (cancelled) return
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if (cases.ok) setMysteries(await cases.json())
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if (current.ok && current.status !== 204) setResumable(await current.json())
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setSplash(true)
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setStatus('SELECT A CASE FILE')
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})()
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return () => { cancelled = true }
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}, [apply])
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const newGame = async (slug: string) => {
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setBusy(true)
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try {
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const res = await fetch('/api/playthroughs', { method: 'POST', headers: { 'content-type': 'application/json' }, body: JSON.stringify({ mystery: slug }) })
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if (res.ok) apply(await res.json())
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else setStatus('COULD NOT OPEN CASE')
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} finally { setBusy(false) }
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}
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const advance = async (terminalKey?: string) => {
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if (!state) return
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const res = await fetch(`/api/playthroughs/${state.playthrough.id}/advance`, {
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method: 'POST', headers: { 'content-type': 'application/json' }, body: JSON.stringify({ terminalKey }),
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})
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if (res.ok) apply(await res.json())
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}
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if (splash) return <div className="splash">
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<div className="splash-plate">
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<div className="seal">GU</div>
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<h1 className="splash-title">PRINCIPAL INVESTIGATOR</h1>
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<p className="splash-sub">Glitch University · Case Files</p>
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<div className="splash-cases">
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{mysteries.map(mystery => {
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const canResume = resumable?.playthrough.mysterySlug === mystery.slug
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return <button key={mystery.slug} className="splash-case" disabled={busy}
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onClick={() => (canResume && resumable) ? apply(resumable) : newGame(mystery.slug)}>
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<span className="splash-case-title">{mystery.title}</span>
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<span className="splash-case-action">{canResume ? 'RESUME ▸' : 'BEGIN ▸'}</span>
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</button>
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})}
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{!mysteries.length && <p className="splash-status">NO CASE FILES AVAILABLE</p>}
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</div>
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<small className="splash-status">{busy ? 'OPENING CASE FILE…' : status}</small>
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</div>
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</div>
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const node = state?.node
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if (!node) return <div className="boot"><div className="seal">GU</div><p>GLITCH UNIVERSITY NETWORK TERMINAL</p><small>{status || 'OPENING CASE FILE…'}</small></div>
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if (node.kind === 'cutscene') return <CutsceneHost componentKey={node.componentKey} label={node.label} onComplete={() => { void advance() }} />
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if (node.kind === 'merit') return <MeritHost componentKey={node.componentKey} label={node.label} awardsFlag={node.awardsFlag} onComplete={() => { void advance() }} />
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if (node.kind === 'dialogue' && node.utterances) return <DialoguePlayer node={{ utterances: node.utterances, rootId: node.rootId ?? null }} onExit={terminalKey => { void advance(terminalKey) }} />
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return <div className="boot"><div className="seal">GU</div><small>{node.label}</small></div>
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}
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