diff --git a/planning_notes/rails-engine-migration-json/00_OVERVIEW.md b/planning_notes/rails-engine-migration-json/00_OVERVIEW.md
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+# BreakEscape Rails Engine Migration - Overview
+
+## Project Aims
+
+Convert BreakEscape from a standalone browser game to a **Rails Engine** that can:
+
+1. **Mount in Hacktivity Cyber Security Labs**
+ - Integrate with existing Devise user authentication
+ - Share user sessions and permissions
+ - Embed game canvas in Hacktivity pages
+ - Future: Access to VMs and lab infrastructure
+
+2. **Run Standalone**
+ - Single-user demo mode for testing and development
+ - Simple configuration-based user setup
+ - No authentication complexity in standalone mode
+
+3. **Maintain Game Quality**
+ - Preserve all existing game functionality
+ - Minimal changes to client-side code
+ - Keep modular ES6 architecture intact
+ - Maintain performance and UX
+
+## Core Philosophy
+
+**Simplify, Don't Complicate**
+
+- Use JSON storage (game state already in this format)
+- Keep client-side game logic unchanged where possible
+- Validate only what matters server-side
+- Move files, don't rewrite them
+- Test incrementally
+
+## Architectural Approach
+
+### JSON-Centric Storage
+
+**Instead of** complex relational database:
+```ruby
+# One JSONB column stores entire player state
+{
+ "currentRoom": "room_office",
+ "unlockedRooms": ["room_reception", "room_office"],
+ "unlockedObjects": ["desk_drawer_123"],
+ "inventory": [{"type": "key", "name": "Office Key"}],
+ "encounteredNPCs": ["security_guard"],
+ "globalVariables": {"alarm_triggered": false}
+}
+```
+
+### Minimal Server Validation
+
+**Server validates:**
+- ✅ Unlock attempts (checks scenario solutions)
+- ✅ Room access (is room unlocked?)
+- ✅ Inventory changes (is item in unlocked location?)
+- ✅ NPC encounters (is NPC in current room?)
+
+**Client trusted for:**
+- ⚠️ Player position (doesn't affect security)
+- ⚠️ Global variables (synced periodically)
+- ⚠️ Minigame mechanics (only result validated)
+
+### Static Asset Serving
+
+**Game files stay mostly unchanged:**
+- JS/CSS/Assets → `public/break_escape/`
+- Scenarios → `app/assets/scenarios/` (with ERB)
+- Game served via Rails view (for CSP nonces)
+- Assets loaded statically (bypasses asset pipeline)
+
+## Key Decisions Summary
+
+### 1. Database Schema
+- **3 simple tables** (not 10+)
+- **JSONB storage** for game state
+- **Polymorphic user** for flexibility
+
+### 2. API Endpoints
+- **6 simple endpoints** (not 15+)
+- **Backwards compatible** JSON format
+- **Session-based auth** (not JWT)
+
+### 3. File Organization
+- **Build in current directory** (not separate repo)
+- **Move files with bash** (not copy/rewrite)
+- **Keep client code unchanged** where possible
+
+### 4. NPC & Scenarios
+- **Lazy-load Ink scripts** on encounter
+- **ERB templates** for scenario JSON (randomization)
+- **Store .ink source** and compiled .ink.json
+- **All conversations client-side** (instant UX)
+
+### 5. Security & Auth
+- **Session-based** authentication
+- **Pundit policies** for authorization
+- **CSP with nonces** for inline scripts
+- **Polymorphic player** model
+
+### 6. Testing Strategy
+- **Rails fixtures** for test data
+- **Integration tests** following Hacktivity patterns
+- **Manual testing** steps for each phase
+
+## Timeline Estimate
+
+**12-14 weeks total:**
+- Weeks 1-2: Setup Rails Engine structure
+- Weeks 3-4: Database, models, API endpoints
+- Weeks 5-6: Client integration (minimal changes)
+- Weeks 7-8: Scenario ERB templates, NPC loading
+- Weeks 9-10: Testing and bug fixes
+- Weeks 11-12: Hacktivity integration
+- Weeks 13-14: Polish and deployment
+
+## Risk Mitigation
+
+### Low Risk Approach
+
+1. **Keep original files** - work in same repo, use git
+2. **Test incrementally** - each phase independently
+3. **Dual-mode support** - standalone + mounted
+4. **Minimal rewrites** - move files, update paths only
+5. **Backwards compatible** - client code expects same data
+
+### Rollback Strategy
+
+- Git branches for each phase
+- Original files preserved during moves
+- Can revert any step
+- Standalone mode for safe testing
+
+## Success Criteria
+
+### Functional Requirements
+- ✅ Game runs in standalone mode
+- ✅ Game mounts in Hacktivity
+- ✅ All scenarios work
+- ✅ NPCs and dialogue function
+- ✅ Server validates unlocks
+- ✅ Progress persists
+
+### Performance Requirements
+- ✅ Room loading < 500ms
+- ✅ Unlock validation < 300ms
+- ✅ No visual lag
+- ✅ Assets load quickly
+
+### Code Quality
+- ✅ Rails tests pass
+- ✅ Minimal client changes
+- ✅ Clear separation of concerns
+- ✅ Well-documented
+
+## Document Structure
+
+This implementation plan includes:
+
+1. **00_OVERVIEW.md** (this file) - Aims and decisions
+2. **01_ARCHITECTURE.md** - Detailed technical design
+3. **02_IMPLEMENTATION_PLAN.md** - Step-by-step TODO
+4. **03_DATABASE_SCHEMA.md** - Models and migrations
+5. **04_API_ENDPOINTS.md** - API specification
+6. **05_CLIENT_INTEGRATION.md** - Client-side changes
+7. **06_TESTING_GUIDE.md** - Testing strategy
+8. **07_DEPLOYMENT.md** - Deployment steps
+
+## Getting Started
+
+**Read in order:**
+1. This overview (understand aims)
+2. Architecture document (understand design)
+3. Implementation plan (follow TODO)
+
+**Before starting:**
+- Commit all current changes
+- Create feature branch
+- Backup database (if exists)
+
+## Questions or Issues
+
+If anything is unclear:
+1. Check architecture document
+2. Review specific section
+3. Test in standalone mode first
+4. Ask for clarification
+
+**Remember:** Goal is simplicity. If something feels complex, there's probably a simpler way.
diff --git a/planning_notes/rails-engine-migration-json/01_ARCHITECTURE.md b/planning_notes/rails-engine-migration-json/01_ARCHITECTURE.md
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+# BreakEscape Rails Engine - Technical Architecture
+
+## System Overview
+
+```
+┌─────────────────────────────────────────────────────────────┐
+│ Hacktivity (Host App) │
+│ ┌───────────────────────────────────────────────────────┐ │
+│ │ BreakEscape Rails Engine │ │
+│ │ │ │
+│ │ ┌──────────────┐ ┌────────────────────────────┐ │ │
+│ │ │ Controllers │───▶│ Models (3 tables) │ │ │
+│ │ │ - Games │ │ - GameInstance (JSONB) │ │ │
+│ │ │ - API │ │ - Scenario (JSONB) │ │ │
+│ │ │ - Scenarios │ │ - NpcScript (TEXT) │ │ │
+│ │ └──────────────┘ └────────────────────────────┘ │ │
+│ │ │ │
+│ │ ┌──────────────┐ ┌────────────────────────────┐ │ │
+│ │ │ Views │ │ Policies (Pundit) │ │ │
+│ │ │ - show.html │ │ - GameInstancePolicy │ │ │
+│ │ └──────────────┘ └────────────────────────────┘ │ │
+│ │ │ │
+│ │ ┌─────────────────────────────────────────────────┐ │ │
+│ │ │ public/break_escape/ │ │ │
+│ │ │ - js/ (ES6 modules, unchanged) │ │ │
+│ │ │ - css/ (stylesheets, unchanged) │ │ │
+│ │ │ - assets/ (images/sounds, unchanged) │ │ │
+│ │ └─────────────────────────────────────────────────┘ │ │
+│ └───────────────────────────────────────────────────────┘ │
+│ │
+│ ┌─────────────────────────────────────────────────────┐ │
+│ │ Devise User Authentication (Hacktivity) │ │
+│ └─────────────────────────────────────────────────────┘ │
+└─────────────────────────────────────────────────────────────┘
+```
+
+## Directory Structure
+
+### Final Structure (After Migration)
+
+```
+/home/user/BreakEscape/
+├── app/
+│ ├── controllers/
+│ │ └── break_escape/
+│ │ ├── application_controller.rb
+│ │ ├── games_controller.rb # Main game view
+│ │ └── api/
+│ │ ├── games_controller.rb # Game state API
+│ │ ├── rooms_controller.rb # Room loading
+│ │ ├── unlocks_controller.rb # Unlock validation
+│ │ ├── inventory_controller.rb # Inventory sync
+│ │ └── npcs_controller.rb # NPC script loading
+│ │
+│ ├── models/
+│ │ └── break_escape/
+│ │ ├── application_record.rb
+│ │ ├── game_instance.rb # JSONB player state
+│ │ ├── scenario.rb # JSONB scenario data
+│ │ └── npc_script.rb # Ink scripts
+│ │
+│ ├── policies/
+│ │ └── break_escape/
+│ │ ├── game_instance_policy.rb
+│ │ └── scenario_policy.rb
+│ │
+│ ├── views/
+│ │ └── break_escape/
+│ │ └── games/
+│ │ └── show.html.erb # Game container
+│ │
+│ ├── assets/
+│ │ └── scenarios/ # ERB templates
+│ │ ├── common/
+│ │ │ └── ink/
+│ │ │ └── shared_dialogue.ink.json
+│ │ │
+│ │ ├── ceo_exfil/
+│ │ │ ├── scenario.json.erb
+│ │ │ └── ink/
+│ │ │ ├── security_guard.ink
+│ │ │ └── security_guard.ink.json
+│ │ │
+│ │ ├── cybok_heist/
+│ │ │ ├── scenario.json.erb
+│ │ │ └── ink/
+│ │ │
+│ │ └── biometric_breach/
+│ │ ├── scenario.json.erb
+│ │ └── ink/
+│ │
+│ └── helpers/
+│ └── break_escape/
+│ └── application_helper.rb
+│
+├── lib/
+│ ├── break_escape/
+│ │ ├── engine.rb # Engine config
+│ │ ├── version.rb
+│ │ └── scenario_loader.rb # ERB processor
+│ │
+│ └── break_escape.rb
+│
+├── config/
+│ ├── routes.rb # Engine routes
+│ ├── initializers/
+│ │ └── break_escape.rb # Config
+│ └── break_escape_standalone.yml # Standalone config
+│
+├── db/
+│ ├── migrate/
+│ │ ├── 001_create_break_escape_scenarios.rb
+│ │ ├── 002_create_break_escape_npc_scripts.rb
+│ │ └── 003_create_break_escape_game_instances.rb
+│ └── seeds.rb # Import scenarios
+│
+├── test/
+│ ├── fixtures/
+│ │ └── break_escape/
+│ │ ├── scenarios.yml
+│ │ ├── npc_scripts.yml
+│ │ └── game_instances.yml
+│ │
+│ ├── models/
+│ │ └── break_escape/
+│ │
+│ ├── controllers/
+│ │ └── break_escape/
+│ │
+│ ├── integration/
+│ │ └── break_escape/
+│ │ ├── game_flow_test.rb
+│ │ └── api_test.rb
+│ │
+│ └── policies/
+│ └── break_escape/
+│
+├── public/ # Static assets
+│ └── break_escape/
+│ ├── js/ # mv js/ here
+│ ├── css/ # mv css/ here
+│ └── assets/ # mv assets/ here
+│
+├── break_escape.gemspec
+├── Gemfile
+├── Rakefile
+└── README.md
+```
+
+## Database Schema
+
+### 1. Scenarios Table
+
+Stores scenario metadata and complete JSON data.
+
+```ruby
+create_table :break_escape_scenarios do |t|
+ t.string :name, null: false # 'ceo_exfil'
+ t.string :display_name, null: false # 'CEO Exfiltration'
+ t.text :description
+ t.jsonb :scenario_data, null: false # Complete scenario with solutions
+ t.boolean :published, default: false
+ t.integer :difficulty_level, default: 1 # 1-5
+ t.timestamps
+
+ t.index :name, unique: true
+ t.index :published
+ t.index :scenario_data, using: :gin
+end
+```
+
+**scenario_data structure:**
+```json
+{
+ "startRoom": "room_reception",
+ "scenarioName": "CEO Exfiltration",
+ "scenarioBrief": "...",
+ "rooms": {
+ "room_reception": {
+ "type": "reception",
+ "connections": {"north": "room_office"},
+ "locked": false,
+ "objects": [...]
+ },
+ "room_office": {
+ "type": "office",
+ "connections": {"south": "room_reception"},
+ "locked": true,
+ "lockType": "password",
+ "requires": "admin123", // Server only
+ "objects": [...]
+ }
+ },
+ "npcs": [
+ {
+ "id": "security_guard",
+ "displayName": "Security Guard",
+ "phoneId": "player_phone",
+ "npcType": "phone",
+ "canUnlock": ["room_server"]
+ }
+ ]
+}
+```
+
+### 2. NPC Scripts Table
+
+Stores Ink dialogue scripts.
+
+```ruby
+create_table :break_escape_npc_scripts do |t|
+ t.references :scenario, null: false, foreign_key: { to_table: :break_escape_scenarios }
+ t.string :npc_id, null: false # 'security_guard'
+ t.text :ink_source # .ink source (optional)
+ t.text :ink_compiled, null: false # .ink.json compiled
+ t.timestamps
+
+ t.index [:scenario_id, :npc_id], unique: true
+end
+```
+
+### 3. Game Instances Table
+
+Stores player game state (polymorphic player).
+
+```ruby
+create_table :break_escape_game_instances do |t|
+ # Polymorphic player (User in Hacktivity, DemoUser in standalone)
+ t.references :player, polymorphic: true, null: false
+
+ # Scenario reference
+ t.references :scenario, null: false, foreign_key: { to_table: :break_escape_scenarios }
+
+ # Player state (JSONB - this is the key simplification!)
+ t.jsonb :player_state, null: false, default: {
+ currentRoom: 'room_reception',
+ position: { x: 0, y: 0 },
+ unlockedRooms: [],
+ unlockedObjects: [],
+ inventory: [],
+ encounteredNPCs: [],
+ globalVariables: {}
+ }
+
+ # Game metadata
+ t.string :status, default: 'in_progress' # in_progress, completed, abandoned
+ t.datetime :started_at
+ t.datetime :completed_at
+ t.integer :score, default: 0
+ t.integer :health, default: 100
+
+ t.timestamps
+
+ t.index [:player_type, :player_id, :scenario_id], unique: true, name: 'index_game_instances_on_player_and_scenario'
+ t.index :player_state, using: :gin
+ t.index :status
+end
+```
+
+**player_state example:**
+```json
+{
+ "currentRoom": "room_office",
+ "position": {"x": 150, "y": 200},
+ "unlockedRooms": ["room_reception", "room_office"],
+ "unlockedObjects": ["desk_drawer_123"],
+ "inventory": [
+ {
+ "type": "key",
+ "name": "Office Key",
+ "key_id": "office_key_1",
+ "takeable": true
+ }
+ ],
+ "encounteredNPCs": ["security_guard"],
+ "globalVariables": {
+ "alarm_triggered": false,
+ "player_favor": 5,
+ "security_alerted": false
+ }
+}
+```
+
+## Models
+
+### GameInstance Model
+
+```ruby
+module BreakEscape
+ class GameInstance < ApplicationRecord
+ # Polymorphic association
+ belongs_to :player, polymorphic: true
+ belongs_to :scenario
+
+ # Validations
+ validates :player, presence: true
+ validates :scenario, presence: true
+ validates :status, inclusion: { in: %w[in_progress completed abandoned] }
+
+ # Scopes
+ scope :active, -> { where(status: 'in_progress') }
+ scope :completed, -> { where(status: 'completed') }
+
+ # State management
+ def unlock_room!(room_id)
+ player_state['unlockedRooms'] ||= []
+ player_state['unlockedRooms'] << room_id unless player_state['unlockedRooms'].include?(room_id)
+ save!
+ end
+
+ def unlock_object!(object_id)
+ player_state['unlockedObjects'] ||= []
+ player_state['unlockedObjects'] << object_id unless player_state['unlockedObjects'].include?(object_id)
+ save!
+ end
+
+ def add_inventory_item!(item)
+ player_state['inventory'] ||= []
+ player_state['inventory'] << item
+ save!
+ end
+
+ def room_unlocked?(room_id)
+ player_state['unlockedRooms']&.include?(room_id) || scenario.start_room?(room_id)
+ end
+
+ def object_unlocked?(object_id)
+ player_state['unlockedObjects']&.include?(object_id)
+ end
+
+ def npc_encountered?(npc_id)
+ player_state['encounteredNPCs']&.include?(npc_id)
+ end
+
+ def encounter_npc!(npc_id)
+ player_state['encounteredNPCs'] ||= []
+ player_state['encounteredNPCs'] << npc_id unless player_state['encounteredNPCs'].include?(npc_id)
+ save!
+ end
+ end
+end
+```
+
+### Scenario Model
+
+```ruby
+module BreakEscape
+ class Scenario < ApplicationRecord
+ has_many :game_instances
+ has_many :npc_scripts
+
+ validates :name, presence: true, uniqueness: true
+ validates :scenario_data, presence: true
+
+ scope :published, -> { where(published: true) }
+
+ def start_room?(room_id)
+ scenario_data['startRoom'] == room_id
+ end
+
+ def room_data(room_id)
+ scenario_data.dig('rooms', room_id)
+ end
+
+ def filtered_room_data(room_id)
+ room = room_data(room_id)&.dup
+ return nil unless room
+
+ # Remove solutions
+ room.delete('requires')
+ room.delete('lockType') if room['locked']
+
+ # Remove solutions from objects
+ room['objects']&.each do |obj|
+ obj.delete('requires')
+ obj.delete('contents') if obj['locked']
+ end
+
+ room
+ end
+
+ def validate_unlock(target_type, target_id, attempt, method)
+ if target_type == 'door'
+ room = room_data(target_id)
+ return false unless room
+
+ case method
+ when 'key'
+ room['requires'] == attempt
+ when 'pin', 'password'
+ room['requires'] == attempt
+ when 'lockpick'
+ true # Client minigame succeeded
+ else
+ false
+ end
+ else
+ # Find object in all rooms
+ # Implementation details...
+ end
+ end
+ end
+end
+```
+
+### NpcScript Model
+
+```ruby
+module BreakEscape
+ class NpcScript < ApplicationRecord
+ belongs_to :scenario
+
+ validates :npc_id, presence: true
+ validates :ink_compiled, presence: true
+ validates :npc_id, uniqueness: { scope: :scenario_id }
+ end
+end
+```
+
+## Routes
+
+```ruby
+# config/routes.rb
+BreakEscape::Engine.routes.draw do
+ # Main game view
+ resources :games, only: [:show] do
+ member do
+ get :play # Alias for show
+ end
+ end
+
+ # Scenario selection
+ resources :scenarios, only: [:index, :show]
+
+ # API endpoints
+ namespace :api do
+ resources :games, only: [] do
+ member do
+ get :bootstrap # Initial game data
+ put :sync_state # Periodic state sync
+ end
+
+ # Nested resources
+ resources :rooms, only: [:show]
+ resources :npcs, only: [] do
+ member do
+ get :script # Load Ink script
+ end
+ end
+
+ # Actions
+ post :unlock # Validate unlock attempt
+ post :inventory # Update inventory
+ end
+ end
+
+ # Root
+ root to: 'scenarios#index'
+end
+```
+
+## API Endpoints
+
+### 1. Bootstrap Game
+
+```
+GET /api/games/:id/bootstrap
+
+Response:
+{
+ "gameId": 123,
+ "scenarioName": "CEO Exfiltration",
+ "startRoom": "room_reception",
+ "playerState": {
+ "currentRoom": "room_reception",
+ "unlockedRooms": ["room_reception"],
+ "inventory": [],
+ ...
+ },
+ "roomLayout": {
+ "room_reception": {
+ "connections": {"north": "room_office"},
+ "locked": false
+ },
+ "room_office": {
+ "connections": {"south": "room_reception"},
+ "locked": true // No lockType or requires!
+ }
+ }
+}
+```
+
+### 2. Load Room
+
+```
+GET /api/games/:game_id/rooms/:room_id
+
+Authorization: Session (current_user)
+
+Response (if authorized):
+{
+ "roomId": "room_office",
+ "type": "office",
+ "connections": {...},
+ "objects": [
+ {
+ "type": "desk",
+ "name": "Manager's Desk",
+ "locked": true, // But no requires!
+ "observations": "..."
+ }
+ ]
+}
+
+Response (if unauthorized):
+403 Forbidden
+```
+
+### 3. Validate Unlock
+
+```
+POST /api/games/:game_id/unlock
+
+Body:
+{
+ "targetType": "door", // or "object"
+ "targetId": "room_ceo",
+ "method": "password",
+ "attempt": "admin123"
+}
+
+Response (success):
+{
+ "success": true,
+ "type": "door",
+ "roomData": { ... } // Filtered room data
+}
+
+Response (failure):
+{
+ "success": false,
+ "message": "Invalid password"
+}
+```
+
+### 4. Update Inventory
+
+```
+POST /api/games/:game_id/inventory
+
+Body:
+{
+ "action": "add", // or "remove"
+ "item": {
+ "type": "key",
+ "name": "Office Key",
+ "key_id": "office_key_1"
+ }
+}
+
+Response:
+{
+ "success": true,
+ "inventory": [...]
+}
+```
+
+### 5. Load NPC Script
+
+```
+GET /api/games/:game_id/npcs/:npc_id/script
+
+Response:
+{
+ "npcId": "security_guard",
+ "inkScript": { ... }, // Full Ink JSON
+ "eventMappings": [...],
+ "timedMessages": [...]
+}
+```
+
+### 6. Sync State
+
+```
+PUT /api/games/:game_id/sync_state
+
+Body:
+{
+ "currentRoom": "room_office",
+ "position": {"x": 150, "y": 220},
+ "globalVariables": {"alarm_triggered": false}
+}
+
+Response:
+{
+ "success": true
+}
+```
+
+## Policies (Pundit)
+
+### GameInstancePolicy
+
+```ruby
+module BreakEscape
+ class GameInstancePolicy < ApplicationPolicy
+ def show?
+ # Owner or admin
+ record.player == user || user&.admin?
+ end
+
+ def update?
+ show?
+ end
+
+ class Scope < Scope
+ def resolve
+ if user&.admin?
+ scope.all
+ else
+ scope.where(player: user)
+ end
+ end
+ end
+ end
+end
+```
+
+### ScenarioPolicy
+
+```ruby
+module BreakEscape
+ class ScenarioPolicy < ApplicationPolicy
+ def index?
+ true # Everyone can see scenarios
+ end
+
+ def show?
+ # Only published or admin
+ record.published? || user&.admin?
+ end
+
+ class Scope < Scope
+ def resolve
+ if user&.admin?
+ scope.all
+ else
+ scope.published
+ end
+ end
+ end
+ end
+end
+```
+
+## Configuration
+
+### Engine Configuration
+
+```ruby
+# lib/break_escape/engine.rb
+module BreakEscape
+ class Engine < ::Rails::Engine
+ isolate_namespace BreakEscape
+
+ config.generators do |g|
+ g.test_framework :test_unit, fixture: true
+ g.fixture_replacement :factory_bot, dir: 'test/factories'
+ g.assets false
+ g.helper false
+ end
+
+ # Pundit authorization
+ config.after_initialize do
+ BreakEscape::ApplicationController.include Pundit::Authorization
+ end
+ end
+end
+```
+
+### Standalone Configuration
+
+```yaml
+# config/break_escape_standalone.yml
+development:
+ standalone_mode: true
+ demo_user:
+ handle: "demo_player"
+ role: "pro" # admin, pro, user
+ scenarios:
+ enabled: ['ceo_exfil', 'cybok_heist']
+
+production:
+ standalone_mode: false # Mounted in Hacktivity
+```
+
+### Initializer
+
+```ruby
+# config/initializers/break_escape.rb
+module BreakEscape
+ class << self
+ attr_accessor :configuration
+ end
+
+ def self.configure
+ self.configuration ||= Configuration.new
+ yield(configuration)
+ end
+
+ class Configuration
+ attr_accessor :standalone_mode, :demo_user, :user_class
+
+ def initialize
+ standalone_config = load_standalone_config
+
+ @standalone_mode = standalone_config['standalone_mode']
+ @demo_user = standalone_config['demo_user']
+ @user_class = @standalone_mode ? 'BreakEscape::DemoUser' : 'User'
+ end
+
+ private
+
+ def load_standalone_config
+ config_path = Rails.root.join('config/break_escape_standalone.yml')
+ return {} unless File.exist?(config_path)
+
+ YAML.load_file(config_path)[Rails.env] || {}
+ end
+ end
+end
+
+BreakEscape.configure do |config|
+ # Config loaded from YAML
+end
+```
+
+## Client Integration
+
+### Game View (Rails)
+
+```erb
+<%# app/views/break_escape/games/show.html.erb %>
+
+
+
+ <%= @scenario.display_name %> - BreakEscape
+ <%= csrf_meta_tags %>
+ <%= csp_meta_tag %>
+
+ <%= stylesheet_link_tag '/break_escape/css/styles.css', nonce: true %>
+
+
+
+
+ <%# Bootstrap config for client %>
+
+
+ <%# Load game (ES6 module) %>
+ <%= javascript_include_tag '/break_escape/js/main.js', type: 'module', nonce: true %>
+
+
+```
+
+### Client-Side Changes (Minimal)
+
+```javascript
+// public/break_escape/js/config.js (NEW FILE)
+export const API_BASE = window.breakEscapeConfig?.apiBasePath || '';
+export const ASSETS_PATH = window.breakEscapeConfig?.assetsPath || 'assets';
+export const GAME_ID = window.breakEscapeConfig?.gameId;
+export const CSRF_TOKEN = window.breakEscapeConfig?.csrfToken;
+
+// public/break_escape/js/core/api-client.js (NEW FILE)
+import { API_BASE, CSRF_TOKEN } from '../config.js';
+
+export async function apiGet(endpoint) {
+ const response = await fetch(`${API_BASE}${endpoint}`, {
+ credentials: 'same-origin',
+ headers: {
+ 'Accept': 'application/json'
+ }
+ });
+
+ if (!response.ok) throw new Error(`API Error: ${response.status}`);
+ return response.json();
+}
+
+export async function apiPost(endpoint, data) {
+ const response = await fetch(`${API_BASE}${endpoint}`, {
+ method: 'POST',
+ credentials: 'same-origin',
+ headers: {
+ 'Content-Type': 'application/json',
+ 'Accept': 'application/json',
+ 'X-CSRF-Token': CSRF_TOKEN
+ },
+ body: JSON.stringify(data)
+ });
+
+ if (!response.ok) throw new Error(`API Error: ${response.status}`);
+ return response.json();
+}
+```
+
+Changes to existing files are minimal - mostly importing and using API client instead of loading local JSON.
+
+## Next Steps
+
+See **02_IMPLEMENTATION_PLAN.md** for detailed step-by-step instructions.
diff --git a/planning_notes/rails-engine-migration-json/02_IMPLEMENTATION_PLAN.md b/planning_notes/rails-engine-migration-json/02_IMPLEMENTATION_PLAN.md
new file mode 100644
index 0000000..6262190
--- /dev/null
+++ b/planning_notes/rails-engine-migration-json/02_IMPLEMENTATION_PLAN.md
@@ -0,0 +1,881 @@
+# BreakEscape Rails Engine - Implementation Plan
+
+## Overview
+
+This is the **actionable TODO list** for converting BreakEscape to a Rails Engine.
+
+**Key Principles:**
+- ✅ Use `bash mv` commands to move files (don't copy/rewrite)
+- ✅ Use `rails generate` and `rails db:migrate` commands
+- ✅ Make manual edits only after generating files
+- ✅ Test after each phase
+- ✅ Commit after each working step
+
+**Estimated Time:** 12-14 weeks
+
+---
+
+## Phase 1: Setup Rails Engine Structure (Week 1)
+
+### Prerequisites
+
+```bash
+# Ensure you're in the project directory
+cd /home/user/BreakEscape
+
+# Create feature branch
+git checkout -b rails-engine-migration
+
+# Commit current state
+git add -A
+git commit -m "chore: Checkpoint before Rails Engine migration"
+```
+
+### 1.1 Generate Rails Engine
+
+```bash
+# Generate mountable engine (creates isolated namespace)
+rails plugin new . --mountable --skip-git --dummy-path=test/dummy
+
+# This creates:
+# - lib/break_escape/engine.rb
+# - lib/break_escape/version.rb
+# - app/ directory structure
+# - config/routes.rb
+# - test/ directory structure
+```
+
+**Manual edits after generation:**
+
+```ruby
+# lib/break_escape/engine.rb
+module BreakEscape
+ class Engine < ::Rails::Engine
+ isolate_namespace BreakEscape
+
+ config.generators do |g|
+ g.test_framework :test_unit, fixture: true
+ g.assets false
+ g.helper false
+ end
+
+ # Load lib directory
+ config.autoload_paths << File.expand_path('lib', __dir__)
+
+ # Pundit authorization
+ config.after_initialize do
+ BreakEscape::ApplicationController.send(:include, Pundit::Authorization) if defined?(Pundit)
+ end
+
+ # Static files from public/break_escape
+ config.middleware.use ::ActionDispatch::Static, "#{root}/public"
+ end
+end
+```
+
+```ruby
+# lib/break_escape/version.rb
+module BreakEscape
+ VERSION = '0.1.0'
+end
+```
+
+**Update Gemfile:**
+
+```ruby
+# Gemfile
+source 'https://rubygems.org'
+
+gemspec
+
+# Development dependencies
+group :development, :test do
+ gem 'sqlite3'
+ gem 'pry'
+ gem 'pry-byebug'
+end
+
+# Runtime dependencies
+gem 'rails', '~> 7.0'
+gem 'pundit', '~> 2.3'
+```
+
+**Update gemspec:**
+
+```ruby
+# break_escape.gemspec
+require_relative "lib/break_escape/version"
+
+Gem::Specification.new do |spec|
+ spec.name = "break_escape"
+ spec.version = BreakEscape::VERSION
+ spec.authors = ["Your Name"]
+ spec.email = ["your.email@example.com"]
+ spec.summary = "BreakEscape escape room game engine"
+ spec.description = "Rails engine for BreakEscape escape room cybersecurity training game"
+ spec.license = "MIT"
+
+ spec.files = Dir.chdir(File.expand_path(__dir__)) do
+ Dir["{app,config,db,lib,public}/**/*", "MIT-LICENSE", "Rakefile", "README.md"]
+ end
+
+ spec.add_dependency "rails", ">= 7.0"
+ spec.add_dependency "pundit", "~> 2.3"
+end
+```
+
+**Install dependencies:**
+
+```bash
+bundle install
+```
+
+**Commit:**
+
+```bash
+git add -A
+git commit -m "feat: Generate Rails Engine structure"
+```
+
+---
+
+## Phase 2: Move Game Files to public/ (Week 1)
+
+### 2.1 Create public directory structure
+
+```bash
+# Create directory
+mkdir -p public/break_escape
+
+# Move existing game files (USING MV, NOT COPY!)
+mv js public/break_escape/
+mv css public/break_escape/
+mv assets public/break_escape/
+
+# Keep index.html for reference (but we'll use Rails view)
+cp index.html public/break_escape/index.html.backup
+```
+
+**Verify files moved correctly:**
+
+```bash
+ls -la public/break_escape/
+# Should see: js/ css/ assets/ index.html.backup
+```
+
+**Update .gitignore if needed:**
+
+```bash
+# .gitignore should NOT ignore public/break_escape/
+# Verify:
+git check-ignore public/break_escape/js/
+# Should return nothing (not ignored)
+```
+
+**Commit:**
+
+```bash
+git add -A
+git commit -m "refactor: Move game files to public/break_escape/"
+```
+
+---
+
+## Phase 3: Reorganize Scenarios (Week 1-2)
+
+### 3.1 Create scenario directory structure
+
+```bash
+# Create app/assets/scenarios structure
+mkdir -p app/assets/scenarios/common/ink
+
+# List current scenarios
+ls scenarios/*.json
+```
+
+### 3.2 Reorganize each scenario
+
+**For EACH scenario (ceo_exfil, cybok_heist, etc.):**
+
+```bash
+# Example for ceo_exfil:
+SCENARIO="ceo_exfil"
+
+# Create directory
+mkdir -p "app/assets/scenarios/${SCENARIO}/ink"
+
+# Move scenario JSON and rename to .erb
+mv "scenarios/${SCENARIO}.json" "app/assets/scenarios/${SCENARIO}/scenario.json.erb"
+
+# Move NPC Ink files
+# Find all ink files referenced in the scenario
+# Example:
+mv "scenarios/ink/security_guard.ink" "app/assets/scenarios/${SCENARIO}/ink/"
+mv "scenarios/ink/security_guard.ink.json" "app/assets/scenarios/${SCENARIO}/ink/"
+
+# Repeat for each NPC in the scenario
+```
+
+**For common/shared Ink files:**
+
+```bash
+# If any ink files are used by multiple scenarios:
+mv scenarios/ink/shared_*.ink app/assets/scenarios/common/ink/
+mv scenarios/ink/shared_*.ink.json app/assets/scenarios/common/ink/
+```
+
+**Manual process (document what you do):**
+
+Create a file to track the reorganization:
+
+```bash
+# scenarios/REORGANIZATION_LOG.md
+# Document which files went where
+# Example:
+# ceo_exfil:
+# - scenarios/ceo_exfil.json → app/assets/scenarios/ceo_exfil/scenario.json.erb
+# - scenarios/ink/security_guard.* → app/assets/scenarios/ceo_exfil/ink/
+# ...
+```
+
+**Remove old scenarios directory (after verification):**
+
+```bash
+# ONLY after verifying all files moved:
+rm -rf scenarios/
+
+# Or keep for reference:
+mv scenarios scenarios.backup
+```
+
+**Commit:**
+
+```bash
+git add -A
+git commit -m "refactor: Reorganize scenarios into app/assets/scenarios/"
+```
+
+---
+
+## Phase 4: Database Setup (Week 2)
+
+### 4.1 Generate migrations
+
+```bash
+# Generate Scenarios table
+rails generate migration CreateBreakEscapeScenarios
+
+# Generate NpcScripts table
+rails generate migration CreateBreakEscapeNpcScripts
+
+# Generate GameInstances table
+rails generate migration CreateBreakEscapeGameInstances
+```
+
+**Edit generated migrations:**
+
+```ruby
+# db/migrate/xxx_create_break_escape_scenarios.rb
+class CreateBreakEscapeScenarios < ActiveRecord::Migration[7.0]
+ def change
+ create_table :break_escape_scenarios do |t|
+ t.string :name, null: false
+ t.string :display_name, null: false
+ t.text :description
+ t.jsonb :scenario_data, null: false
+ t.boolean :published, default: false
+ t.integer :difficulty_level, default: 1
+
+ t.timestamps
+ end
+
+ add_index :break_escape_scenarios, :name, unique: true
+ add_index :break_escape_scenarios, :published
+ add_index :break_escape_scenarios, :scenario_data, using: :gin
+ end
+end
+```
+
+```ruby
+# db/migrate/xxx_create_break_escape_npc_scripts.rb
+class CreateBreakEscapeNpcScripts < ActiveRecord::Migration[7.0]
+ def change
+ create_table :break_escape_npc_scripts do |t|
+ t.references :scenario, null: false, foreign_key: { to_table: :break_escape_scenarios }
+ t.string :npc_id, null: false
+ t.text :ink_source
+ t.text :ink_compiled, null: false
+
+ t.timestamps
+ end
+
+ add_index :break_escape_npc_scripts, [:scenario_id, :npc_id], unique: true
+ end
+end
+```
+
+```ruby
+# db/migrate/xxx_create_break_escape_game_instances.rb
+class CreateBreakEscapeGameInstances < ActiveRecord::Migration[7.0]
+ def change
+ create_table :break_escape_game_instances do |t|
+ # Polymorphic player
+ t.references :player, polymorphic: true, null: false
+
+ # Scenario reference
+ t.references :scenario, null: false, foreign_key: { to_table: :break_escape_scenarios }
+
+ # Player state (JSONB)
+ t.jsonb :player_state, null: false, default: {
+ currentRoom: nil,
+ position: { x: 0, y: 0 },
+ unlockedRooms: [],
+ unlockedObjects: [],
+ inventory: [],
+ encounteredNPCs: [],
+ globalVariables: {}
+ }
+
+ # Game metadata
+ t.string :status, default: 'in_progress'
+ t.datetime :started_at
+ t.datetime :completed_at
+ t.integer :score, default: 0
+ t.integer :health, default: 100
+
+ t.timestamps
+ end
+
+ add_index :break_escape_game_instances,
+ [:player_type, :player_id, :scenario_id],
+ unique: true,
+ name: 'index_game_instances_on_player_and_scenario'
+ add_index :break_escape_game_instances, :player_state, using: :gin
+ add_index :break_escape_game_instances, :status
+ end
+end
+```
+
+**Run migrations:**
+
+```bash
+rails db:migrate
+```
+
+**Commit:**
+
+```bash
+git add -A
+git commit -m "feat: Add database schema for scenarios, NPCs, and game instances"
+```
+
+### 4.2 Generate models
+
+```bash
+# Generate model files (skeleton only, we'll edit them)
+rails generate model Scenario --skip-migration
+rails generate model NpcScript --skip-migration
+rails generate model GameInstance --skip-migration
+```
+
+**Edit models:**
+
+```ruby
+# app/models/break_escape/scenario.rb
+module BreakEscape
+ class Scenario < ApplicationRecord
+ self.table_name = 'break_escape_scenarios'
+
+ has_many :game_instances, class_name: 'BreakEscape::GameInstance'
+ has_many :npc_scripts, class_name: 'BreakEscape::NpcScript'
+
+ validates :name, presence: true, uniqueness: true
+ validates :display_name, presence: true
+ validates :scenario_data, presence: true
+
+ scope :published, -> { where(published: true) }
+
+ def start_room
+ scenario_data['startRoom']
+ end
+
+ def start_room?(room_id)
+ start_room == room_id
+ end
+
+ def room_data(room_id)
+ scenario_data.dig('rooms', room_id)
+ end
+
+ def filtered_room_data(room_id)
+ room = room_data(room_id)&.deep_dup
+ return nil unless room
+
+ # Remove solutions
+ room.delete('requires')
+ room.delete('lockType') if room['locked']
+
+ # Remove solutions from objects
+ room['objects']&.each do |obj|
+ obj.delete('requires')
+ obj.delete('lockType') if obj['locked']
+ obj.delete('contents') if obj['locked']
+ end
+
+ room
+ end
+
+ def validate_unlock(target_type, target_id, attempt, method)
+ if target_type == 'door'
+ room = room_data(target_id)
+ return false unless room
+ return false unless room['locked']
+
+ case method
+ when 'key'
+ room['requires'] == attempt
+ when 'pin', 'password'
+ room['requires'].to_s == attempt.to_s
+ when 'lockpick'
+ true # Client minigame succeeded
+ else
+ false
+ end
+ else
+ # Find object in all rooms
+ scenario_data['rooms'].each do |_room_id, room_data|
+ object = room_data['objects']&.find { |obj| obj['id'] == target_id }
+ next unless object
+ next unless object['locked']
+
+ case method
+ when 'key'
+ return object['requires'] == attempt
+ when 'pin', 'password'
+ return object['requires'].to_s == attempt.to_s
+ when 'lockpick'
+ return true
+ end
+ end
+ false
+ end
+ end
+ end
+end
+```
+
+```ruby
+# app/models/break_escape/npc_script.rb
+module BreakEscape
+ class NpcScript < ApplicationRecord
+ self.table_name = 'break_escape_npc_scripts'
+
+ belongs_to :scenario, class_name: 'BreakEscape::Scenario'
+
+ validates :npc_id, presence: true
+ validates :ink_compiled, presence: true
+ validates :npc_id, uniqueness: { scope: :scenario_id }
+ end
+end
+```
+
+```ruby
+# app/models/break_escape/game_instance.rb
+module BreakEscape
+ class GameInstance < ApplicationRecord
+ self.table_name = 'break_escape_game_instances'
+
+ # Polymorphic association
+ belongs_to :player, polymorphic: true
+ belongs_to :scenario, class_name: 'BreakEscape::Scenario'
+
+ validates :player, presence: true
+ validates :scenario, presence: true
+ validates :status, inclusion: { in: %w[in_progress completed abandoned] }
+
+ scope :active, -> { where(status: 'in_progress') }
+ scope :completed, -> { where(status: 'completed') }
+
+ before_create :set_started_at
+ before_create :initialize_player_state
+
+ # State management methods
+ def unlock_room!(room_id)
+ player_state['unlockedRooms'] ||= []
+ player_state['unlockedRooms'] << room_id unless player_state['unlockedRooms'].include?(room_id)
+ save!
+ end
+
+ def unlock_object!(object_id)
+ player_state['unlockedObjects'] ||= []
+ player_state['unlockedObjects'] << object_id unless player_state['unlockedObjects'].include?(object_id)
+ save!
+ end
+
+ def add_inventory_item!(item)
+ player_state['inventory'] ||= []
+ player_state['inventory'] << item
+ save!
+ end
+
+ def remove_inventory_item!(item_id)
+ player_state['inventory'] ||= []
+ player_state['inventory'].reject! { |item| item['id'] == item_id }
+ save!
+ end
+
+ def room_unlocked?(room_id)
+ player_state['unlockedRooms']&.include?(room_id) || scenario.start_room?(room_id)
+ end
+
+ def object_unlocked?(object_id)
+ player_state['unlockedObjects']&.include?(object_id)
+ end
+
+ def npc_encountered?(npc_id)
+ player_state['encounteredNPCs']&.include?(npc_id)
+ end
+
+ def encounter_npc!(npc_id)
+ player_state['encounteredNPCs'] ||= []
+ player_state['encounteredNPCs'] << npc_id unless player_state['encounteredNPCs'].include?(npc_id)
+ save!
+ end
+
+ def update_position!(x, y)
+ player_state['position'] = { 'x' => x, 'y' => y }
+ save!
+ end
+
+ def update_global_variable!(key, value)
+ player_state['globalVariables'] ||= {}
+ player_state['globalVariables'][key] = value
+ save!
+ end
+
+ private
+
+ def set_started_at
+ self.started_at ||= Time.current
+ end
+
+ def initialize_player_state
+ self.player_state ||= {}
+ self.player_state['currentRoom'] ||= scenario.start_room
+ self.player_state['unlockedRooms'] ||= [scenario.start_room]
+ self.player_state['position'] ||= { 'x' => 0, 'y' => 0 }
+ self.player_state['inventory'] ||= []
+ self.player_state['unlockedObjects'] ||= []
+ self.player_state['encounteredNPCs'] ||= []
+ self.player_state['globalVariables'] ||= {}
+ end
+ end
+end
+```
+
+**Commit:**
+
+```bash
+git add -A
+git commit -m "feat: Add Scenario, NpcScript, and GameInstance models"
+```
+
+---
+
+## Phase 5: Scenario Import (Week 2)
+
+### 5.1 Create scenario loader service
+
+```bash
+mkdir -p lib/break_escape
+```
+
+**Create loader:**
+
+```ruby
+# lib/break_escape/scenario_loader.rb
+module BreakEscape
+ class ScenarioLoader
+ attr_reader :scenario_name
+
+ def initialize(scenario_name)
+ @scenario_name = scenario_name
+ end
+
+ def load
+ # Load and process ERB template
+ template_path = Rails.root.join('app/assets/scenarios', scenario_name, 'scenario.json.erb')
+ raise "Scenario not found: #{scenario_name}" unless File.exist?(template_path)
+
+ erb = ERB.new(File.read(template_path))
+ binding_context = ScenarioBinding.new
+
+ JSON.parse(erb.result(binding_context.get_binding))
+ end
+
+ def import!
+ scenario_data = load
+
+ scenario = Scenario.find_or_initialize_by(name: scenario_name)
+ scenario.assign_attributes(
+ display_name: scenario_data['scenarioName'] || scenario_name.titleize,
+ description: scenario_data['scenarioBrief'],
+ scenario_data: scenario_data,
+ published: true
+ )
+ scenario.save!
+
+ # Import NPC scripts
+ import_npc_scripts!(scenario, scenario_data)
+
+ scenario
+ end
+
+ private
+
+ def import_npc_scripts!(scenario, scenario_data)
+ npcs = scenario_data['npcs'] || []
+
+ npcs.each do |npc_data|
+ npc_id = npc_data['id']
+
+ # Load Ink files
+ ink_path = Rails.root.join('app/assets/scenarios', scenario_name, 'ink', "#{npc_id}.ink")
+ ink_json_path = Rails.root.join('app/assets/scenarios', scenario_name, 'ink', "#{npc_id}.ink.json")
+
+ next unless File.exist?(ink_json_path)
+
+ npc_script = scenario.npc_scripts.find_or_initialize_by(npc_id: npc_id)
+ npc_script.ink_source = File.read(ink_path) if File.exist?(ink_path)
+ npc_script.ink_compiled = File.read(ink_json_path)
+ npc_script.save!
+ end
+ end
+
+ # Binding context for ERB processing
+ class ScenarioBinding
+ def initialize
+ @random_password = SecureRandom.alphanumeric(8)
+ @random_pin = rand(1000..9999).to_s
+ end
+
+ attr_reader :random_password, :random_pin
+
+ def get_binding
+ binding
+ end
+ end
+ end
+end
+```
+
+### 5.2 Create seed file
+
+```ruby
+# db/seeds.rb
+puts "Importing scenarios..."
+
+scenarios = Dir.glob(Rails.root.join('app/assets/scenarios', '*')).map do |path|
+ File.basename(path)
+end.reject { |name| name == 'common' }
+
+scenarios.each do |scenario_name|
+ puts " Importing #{scenario_name}..."
+ begin
+ loader = BreakEscape::ScenarioLoader.new(scenario_name)
+ scenario = loader.import!
+ puts " ✓ #{scenario.display_name}"
+ rescue => e
+ puts " ✗ Error: #{e.message}"
+ end
+end
+
+puts "Done! Imported #{BreakEscape::Scenario.count} scenarios."
+```
+
+**Run seeds:**
+
+```bash
+rails db:seed
+```
+
+**Verify:**
+
+```bash
+rails console
+
+# Check scenarios loaded
+BreakEscape::Scenario.count
+BreakEscape::Scenario.pluck(:name)
+
+# Check NPC scripts
+BreakEscape::NpcScript.count
+```
+
+**Commit:**
+
+```bash
+git add -A
+git commit -m "feat: Add scenario loader and import seeds"
+```
+
+---
+
+## Phase 6: Controllers and Routes (Week 3)
+
+### 6.1 Generate controllers
+
+```bash
+# Main controllers
+rails generate controller break_escape/games
+rails generate controller break_escape/scenarios
+
+# API controllers
+rails generate controller break_escape/api/games
+rails generate controller break_escape/api/rooms
+rails generate controller break_escape/api/unlocks
+rails generate controller break_escape/api/inventory
+rails generate controller break_escape/api/npcs
+```
+
+**Edit routes:**
+
+```ruby
+# config/routes.rb
+BreakEscape::Engine.routes.draw do
+ # Main game view
+ resources :games, only: [:show] do
+ member do
+ get :play
+ end
+ end
+
+ # Scenario selection
+ resources :scenarios, only: [:index, :show]
+
+ # API endpoints
+ namespace :api do
+ resources :games, only: [] do
+ member do
+ get :bootstrap
+ put :sync_state
+ post :unlock
+ post :inventory
+ end
+
+ resources :rooms, only: [:show]
+ resources :npcs, only: [] do
+ member do
+ get :script
+ end
+ end
+ end
+ end
+
+ root to: 'scenarios#index'
+end
+```
+
+**Edit application controller:**
+
+```ruby
+# app/controllers/break_escape/application_controller.rb
+module BreakEscape
+ class ApplicationController < ActionController::Base
+ protect_from_forgery with: :exception
+
+ # Pundit authorization
+ include Pundit::Authorization if defined?(Pundit)
+
+ # Helper method to get current player (polymorphic)
+ def current_player
+ if BreakEscape.configuration.standalone_mode
+ # Standalone mode - get/create demo user
+ @current_player ||= DemoUser.first_or_create!(
+ handle: BreakEscape.configuration.demo_user['handle'],
+ role: BreakEscape.configuration.demo_user['role']
+ )
+ else
+ # Mounted mode - use Hacktivity's current_user
+ current_user
+ end
+ end
+ helper_method :current_player
+ end
+end
+```
+
+**Edit games controller:**
+
+```ruby
+# app/controllers/break_escape/games_controller.rb
+module BreakEscape
+ class GamesController < ApplicationController
+ before_action :set_game_instance
+
+ def show
+ @scenario = @game_instance.scenario
+ authorize @game_instance if defined?(Pundit)
+ end
+
+ alias_method :play, :show
+
+ private
+
+ def set_game_instance
+ @game_instance = GameInstance.find(params[:id])
+ end
+ end
+end
+```
+
+**Edit scenarios controller:**
+
+```ruby
+# app/controllers/break_escape/scenarios_controller.rb
+module BreakEscape
+ class ScenariosController < ApplicationController
+ def index
+ @scenarios = if defined?(Pundit)
+ policy_scope(Scenario)
+ else
+ Scenario.published
+ end
+ end
+
+ def show
+ @scenario = Scenario.find(params[:id])
+ authorize @scenario if defined?(Pundit)
+
+ # Create or find game instance
+ @game_instance = GameInstance.find_or_create_by!(
+ player: current_player,
+ scenario: @scenario
+ )
+
+ redirect_to game_path(@game_instance)
+ end
+ end
+end
+```
+
+**Continue with API controllers in next comment (file getting long)...**
+
+---
+
+## TO BE CONTINUED...
+
+The implementation plan continues with:
+- Phase 6 (continued): API Controllers
+- Phase 7: Policies
+- Phase 8: Views
+- Phase 9: Client Integration
+- Phase 10: Testing
+- Phase 11: Standalone Mode
+- Phase 12: Deployment
+
+Each phase includes specific bash commands, rails generate commands, and code examples.
+
+**This is Part 1 of the implementation plan.**
+
+See **02_IMPLEMENTATION_PLAN_PART2.md** for continuation.
diff --git a/planning_notes/rails-engine-migration-json/02_IMPLEMENTATION_PLAN_PART2.md b/planning_notes/rails-engine-migration-json/02_IMPLEMENTATION_PLAN_PART2.md
new file mode 100644
index 0000000..4c1b288
--- /dev/null
+++ b/planning_notes/rails-engine-migration-json/02_IMPLEMENTATION_PLAN_PART2.md
@@ -0,0 +1,1312 @@
+# BreakEscape Rails Engine - Implementation Plan (Part 2)
+
+**Continued from 02_IMPLEMENTATION_PLAN.md**
+
+---
+
+## Phase 6 (Continued): API Controllers (Week 3)
+
+### 6.2 API Games Controller
+
+```ruby
+# app/controllers/break_escape/api/games_controller.rb
+module BreakEscape
+ module Api
+ class GamesController < ApplicationController
+ before_action :set_game_instance
+
+ # GET /api/games/:id/bootstrap
+ def bootstrap
+ authorize @game_instance if defined?(Pundit)
+
+ render json: {
+ gameId: @game_instance.id,
+ scenarioName: @game_instance.scenario.display_name,
+ startRoom: @game_instance.scenario.start_room,
+ playerState: @game_instance.player_state,
+ roomLayout: build_room_layout
+ }
+ end
+
+ # PUT /api/games/:id/sync_state
+ def sync_state
+ authorize @game_instance if defined?(Pundit)
+
+ # Update player state (partial update)
+ @game_instance.player_state.merge!(sync_params)
+ @game_instance.save!
+
+ render json: { success: true }
+ end
+
+ # POST /api/games/:id/unlock
+ def unlock
+ authorize @game_instance if defined?(Pundit)
+
+ target_type = params[:targetType] # 'door' or 'object'
+ target_id = params[:targetId]
+ attempt = params[:attempt]
+ method = params[:method]
+
+ # Validate with scenario
+ is_valid = @game_instance.scenario.validate_unlock(
+ target_type,
+ target_id,
+ attempt,
+ method
+ )
+
+ if is_valid
+ if target_type == 'door'
+ @game_instance.unlock_room!(target_id)
+ room_data = @game_instance.scenario.filtered_room_data(target_id)
+
+ render json: {
+ success: true,
+ type: 'door',
+ roomData: room_data
+ }
+ else
+ @game_instance.unlock_object!(target_id)
+ # Get object contents from scenario
+ contents = find_object_contents(target_id)
+
+ render json: {
+ success: true,
+ type: 'object',
+ contents: contents
+ }
+ end
+ else
+ render json: {
+ success: false,
+ message: 'Invalid attempt'
+ }, status: :unprocessable_entity
+ end
+ end
+
+ # POST /api/games/:id/inventory
+ def inventory
+ authorize @game_instance if defined?(Pundit)
+
+ action = params[:action] # 'add' or 'remove'
+ item = params[:item]
+
+ case action
+ when 'add'
+ # Validate item exists in unlocked location
+ if validate_item_accessible(item)
+ @game_instance.add_inventory_item!(item)
+ render json: { success: true, inventory: @game_instance.player_state['inventory'] }
+ else
+ render json: { success: false, message: 'Item not accessible' }, status: :forbidden
+ end
+ when 'remove'
+ @game_instance.remove_inventory_item!(item['id'])
+ render json: { success: true, inventory: @game_instance.player_state['inventory'] }
+ else
+ render json: { success: false, message: 'Invalid action' }, status: :bad_request
+ end
+ end
+
+ private
+
+ def set_game_instance
+ @game_instance = GameInstance.find(params[:id])
+ end
+
+ def sync_params
+ params.permit(:currentRoom, position: [:x, :y], globalVariables: {})
+ end
+
+ def build_room_layout
+ # Return all room connections but no lock details
+ layout = {}
+ @game_instance.scenario.scenario_data['rooms'].each do |room_id, room_data|
+ layout[room_id] = {
+ connections: room_data['connections'],
+ locked: room_data['locked'] || false
+ # Deliberately exclude lockType and requires
+ }
+ end
+ layout
+ end
+
+ def find_object_contents(object_id)
+ # Search all rooms for this object
+ @game_instance.scenario.scenario_data['rooms'].each do |_room_id, room_data|
+ object = room_data['objects']&.find { |obj| obj['id'] == object_id }
+ return object['contents'] if object
+ end
+ []
+ end
+
+ def validate_item_accessible(item)
+ # Check if item is in an unlocked room/object
+ # Simplified: trust client for now, add validation later if needed
+ true
+ end
+ end
+ end
+end
+```
+
+### 6.3 API Rooms Controller
+
+```ruby
+# app/controllers/break_escape/api/rooms_controller.rb
+module BreakEscape
+ module Api
+ class RoomsController < ApplicationController
+ before_action :set_game_instance
+ before_action :set_room
+
+ # GET /api/games/:game_id/rooms/:id
+ def show
+ authorize @game_instance if defined?(Pundit)
+
+ # Check if room is unlocked
+ unless @game_instance.room_unlocked?(params[:id])
+ render json: { error: 'Room not unlocked' }, status: :forbidden
+ return
+ end
+
+ render json: @game_instance.scenario.filtered_room_data(params[:id])
+ end
+
+ private
+
+ def set_game_instance
+ @game_instance = GameInstance.find(params[:game_id])
+ end
+
+ def set_room
+ @room_id = params[:id]
+ end
+ end
+ end
+end
+```
+
+### 6.4 API NPCs Controller
+
+```ruby
+# app/controllers/break_escape/api/npcs_controller.rb
+module BreakEscape
+ module Api
+ class NpcsController < ApplicationController
+ before_action :set_game_instance
+ before_action :set_npc
+
+ # GET /api/games/:game_id/npcs/:id/script
+ def script
+ authorize @game_instance if defined?(Pundit)
+
+ # Check if player has encountered this NPC
+ # (Either in current room OR already encountered)
+ unless can_access_npc?
+ render json: { error: 'NPC not accessible' }, status: :forbidden
+ return
+ end
+
+ # Mark as encountered
+ @game_instance.encounter_npc!(params[:id]) unless @game_instance.npc_encountered?(params[:id])
+
+ # Load NPC script
+ npc_script = @game_instance.scenario.npc_scripts.find_by(npc_id: params[:id])
+ unless npc_script
+ render json: { error: 'NPC script not found' }, status: :not_found
+ return
+ end
+
+ # Get NPC data from scenario
+ npc_data = @game_instance.scenario.scenario_data['npcs']&.find { |npc| npc['id'] == params[:id] }
+
+ render json: {
+ npcId: params[:id],
+ inkScript: JSON.parse(npc_script.ink_compiled),
+ eventMappings: npc_data&.dig('eventMappings') || [],
+ timedMessages: npc_data&.dig('timedMessages') || []
+ }
+ end
+
+ private
+
+ def set_game_instance
+ @game_instance = GameInstance.find(params[:game_id])
+ end
+
+ def set_npc
+ @npc_id = params[:id]
+ end
+
+ def can_access_npc?
+ # NPC is accessible if already encountered OR in current room
+ return true if @game_instance.npc_encountered?(@npc_id)
+
+ # Check if NPC is in current room
+ current_room = @game_instance.player_state['currentRoom']
+ room_data = @game_instance.scenario.scenario_data['rooms'][current_room]
+ npc_in_room = room_data&.dig('npcs')&.include?(@npc_id)
+
+ npc_in_room || false
+ end
+ end
+ end
+end
+```
+
+**Commit:**
+
+```bash
+git add -A
+git commit -m "feat: Add API controllers for game state, rooms, and NPCs"
+```
+
+---
+
+## Phase 7: Policies (Week 3)
+
+### 7.1 Generate policies
+
+```bash
+# Create policies directory
+mkdir -p app/policies/break_escape
+
+# Generate policy files
+rails generate pundit:policy break_escape/game_instance
+rails generate pundit:policy break_escape/scenario
+```
+
+**Edit policies:**
+
+```ruby
+# app/policies/break_escape/game_instance_policy.rb
+module BreakEscape
+ class GameInstancePolicy < ApplicationPolicy
+ def show?
+ owner_or_admin?
+ end
+
+ def update?
+ owner_or_admin?
+ end
+
+ def destroy?
+ owner_or_admin?
+ end
+
+ class Scope < Scope
+ def resolve
+ if user&.admin?
+ scope.all
+ else
+ scope.where(player: user)
+ end
+ end
+ end
+
+ private
+
+ def owner_or_admin?
+ record.player == user || user&.admin?
+ end
+ end
+end
+```
+
+```ruby
+# app/policies/break_escape/scenario_policy.rb
+module BreakEscape
+ class ScenarioPolicy < ApplicationPolicy
+ def index?
+ true
+ end
+
+ def show?
+ record.published? || user&.admin?
+ end
+
+ class Scope < Scope
+ def resolve
+ if user&.admin?
+ scope.all
+ else
+ scope.published
+ end
+ end
+ end
+ end
+end
+```
+
+```ruby
+# app/policies/break_escape/application_policy.rb
+module BreakEscape
+ class ApplicationPolicy
+ attr_reader :user, :record
+
+ def initialize(user, record)
+ @user = user
+ @record = record
+ end
+
+ def index?
+ false
+ end
+
+ def show?
+ false
+ end
+
+ def create?
+ false
+ end
+
+ def new?
+ create?
+ end
+
+ def update?
+ false
+ end
+
+ def edit?
+ update?
+ end
+
+ def destroy?
+ false
+ end
+
+ class Scope
+ def initialize(user, scope)
+ @user = user
+ @scope = scope
+ end
+
+ def resolve
+ raise Pundit::NotDefinedError, "Cannot resolve #{@scope.name}"
+ end
+
+ private
+
+ attr_reader :user, :scope
+ end
+ end
+end
+```
+
+**Commit:**
+
+```bash
+git add -A
+git commit -m "feat: Add Pundit policies for authorization"
+```
+
+---
+
+## Phase 8: Views (Week 4)
+
+### 8.1 Create game view
+
+```erb
+<%# app/views/break_escape/games/show.html.erb %>
+
+
+
+
+
+ <%= @scenario.display_name %> - BreakEscape
+
+ <%= csrf_meta_tags %>
+ <%= csp_meta_tag %>
+
+ <%# Load game stylesheets %>
+ <%= stylesheet_link_tag '/break_escape/css/styles.css', nonce: true %>
+ <%= stylesheet_link_tag '/break_escape/css/game.css', nonce: true if File.exist?(Rails.root.join('public/break_escape/css/game.css')) %>
+
+
+ <%# Game container %>
+
+
+ <%# Bootstrap configuration for client %>
+
+
+ <%# Load main game JS (ES6 module) %>
+ <%= javascript_include_tag '/break_escape/js/main.js', type: 'module', nonce: true %>
+
+
+```
+
+### 8.2 Create scenarios index view
+
+```erb
+<%# app/views/break_escape/scenarios/index.html.erb %>
+
+
+
+
+
+ Select Scenario - BreakEscape
+
+ <%= csrf_meta_tags %>
+ <%= csp_meta_tag %>
+
+
+
+
+
+
BreakEscape - Select Scenario
+
+ <% @scenarios.each do |scenario| %>
+
+
<%= scenario.display_name %>
+
<%= scenario.description %>
+
Difficulty: <%= '★' * scenario.difficulty_level %>
+
+ <% end %>
+
+
+
+```
+
+**Commit:**
+
+```bash
+git add -A
+git commit -m "feat: Add views for game and scenario selection"
+```
+
+---
+
+## Phase 9: Client Integration (Week 4-5)
+
+### 9.1 Create API client module
+
+Create new files in `public/break_escape/js/`:
+
+```javascript
+// public/break_escape/js/config.js
+export const CONFIG = {
+ API_BASE: window.breakEscapeConfig?.apiBasePath || '',
+ ASSETS_PATH: window.breakEscapeConfig?.assetsPath || 'assets',
+ GAME_ID: window.breakEscapeConfig?.gameId,
+ CSRF_TOKEN: window.breakEscapeConfig?.csrfToken,
+ SCENARIO_NAME: window.breakEscapeConfig?.scenarioName || 'BreakEscape'
+};
+```
+
+```javascript
+// public/break_escape/js/core/api-client.js
+import { CONFIG } from '../config.js';
+
+class ApiClient {
+ constructor() {
+ this.baseUrl = CONFIG.API_BASE;
+ this.csrfToken = CONFIG.CSRF_TOKEN;
+ }
+
+ async get(endpoint) {
+ const response = await fetch(`${this.baseUrl}${endpoint}`, {
+ method: 'GET',
+ credentials: 'same-origin',
+ headers: {
+ 'Accept': 'application/json'
+ }
+ });
+
+ if (!response.ok) {
+ throw new Error(`API Error: ${response.status} ${response.statusText}`);
+ }
+
+ return response.json();
+ }
+
+ async post(endpoint, data) {
+ const response = await fetch(`${this.baseUrl}${endpoint}`, {
+ method: 'POST',
+ credentials: 'same-origin',
+ headers: {
+ 'Content-Type': 'application/json',
+ 'Accept': 'application/json',
+ 'X-CSRF-Token': this.csrfToken
+ },
+ body: JSON.stringify(data)
+ });
+
+ if (!response.ok) {
+ const error = await response.json().catch(() => ({}));
+ throw new Error(error.message || `API Error: ${response.status}`);
+ }
+
+ return response.json();
+ }
+
+ async put(endpoint, data) {
+ const response = await fetch(`${this.baseUrl}${endpoint}`, {
+ method: 'PUT',
+ credentials: 'same-origin',
+ headers: {
+ 'Content-Type': 'application/json',
+ 'Accept': 'application/json',
+ 'X-CSRF-Token': this.csrfToken
+ },
+ body: JSON.stringify(data)
+ });
+
+ if (!response.ok) {
+ throw new Error(`API Error: ${response.status}`);
+ }
+
+ return response.json();
+ }
+
+ // Game-specific methods
+ async bootstrap() {
+ return this.get('/bootstrap');
+ }
+
+ async loadRoom(roomId) {
+ return this.get(`/rooms/${roomId}`);
+ }
+
+ async validateUnlock(targetType, targetId, attempt, method) {
+ return this.post('/unlock', {
+ targetType,
+ targetId,
+ attempt,
+ method
+ });
+ }
+
+ async updateInventory(action, item) {
+ return this.post('/inventory', {
+ action,
+ item
+ });
+ }
+
+ async loadNpcScript(npcId) {
+ return this.get(`/npcs/${npcId}/script`);
+ }
+
+ async syncState(stateUpdates) {
+ return this.put('/sync_state', stateUpdates);
+ }
+}
+
+export const apiClient = new ApiClient();
+```
+
+### 9.2 Update game initialization
+
+```javascript
+// public/break_escape/js/core/game.js (MODIFY EXISTING)
+
+import { apiClient } from './api-client.js';
+import { CONFIG } from '../config.js';
+
+// Add at top of file
+let serverGameState = null;
+
+// Modify preload function
+export function preload() {
+ console.log('Preloading game assets...');
+
+ // Load Tiled maps (unchanged)
+ // ... existing code ...
+
+ // NEW: Bootstrap from server instead of loading local JSON
+ // (This will be called async, so we need to handle it differently)
+}
+
+// Modify create function
+export async function create() {
+ console.log('Creating game...');
+
+ // NEW: Load game state from server
+ try {
+ serverGameState = await apiClient.bootstrap();
+ console.log('Loaded game state from server:', serverGameState);
+
+ // Set window.gameScenario to maintain compatibility
+ window.gameScenario = {
+ startRoom: serverGameState.startRoom,
+ scenarioName: serverGameState.scenarioName,
+ rooms: {} // Will be populated on-demand
+ };
+
+ // Initialize player state
+ window.playerState = serverGameState.playerState;
+
+ } catch (error) {
+ console.error('Failed to load game state:', error);
+ // Fallback or show error
+ return;
+ }
+
+ // ... rest of create function unchanged ...
+}
+
+// Add periodic state sync
+let lastSyncTime = Date.now();
+const SYNC_INTERVAL = 5000; // 5 seconds
+
+export function update(time, delta) {
+ // ... existing update code ...
+
+ // Sync state periodically
+ if (Date.now() - lastSyncTime > SYNC_INTERVAL) {
+ syncStateToServer();
+ lastSyncTime = Date.now();
+ }
+}
+
+async function syncStateToServer() {
+ if (!window.player) return;
+
+ try {
+ await apiClient.syncState({
+ currentRoom: window.currentRoomId,
+ position: {
+ x: window.player.x,
+ y: window.player.y
+ },
+ globalVariables: window.gameState?.globalVariables || {}
+ });
+ } catch (error) {
+ console.warn('Failed to sync state:', error);
+ }
+}
+```
+
+### 9.3 Update room loading
+
+```javascript
+// public/break_escape/js/core/rooms.js (MODIFY EXISTING)
+
+import { apiClient } from './api-client.js';
+
+// Modify loadRoom function to be async
+export async function loadRoom(roomId) {
+ console.log(`Loading room: ${roomId}`);
+
+ // Check if already loaded
+ if (window.rooms && window.rooms[roomId]) {
+ console.log(`Room ${roomId} already loaded`);
+ return;
+ }
+
+ const position = window.roomPositions[roomId];
+ if (!position) {
+ console.error(`Cannot load room ${roomId}: missing position`);
+ return;
+ }
+
+ try {
+ // NEW: Fetch room data from server
+ const roomData = await apiClient.loadRoom(roomId);
+
+ console.log(`Received room data for ${roomId}:`, roomData);
+
+ // Store in window.gameScenario for compatibility
+ if (!window.gameScenario.rooms) {
+ window.gameScenario.rooms = {};
+ }
+ window.gameScenario.rooms[roomId] = roomData;
+
+ // Create room (existing function, unchanged)
+ createRoom(roomId, roomData, position);
+ revealRoom(roomId);
+
+ } catch (error) {
+ console.error(`Failed to load room ${roomId}:`, error);
+
+ // Show error to player
+ if (window.showNotification) {
+ window.showNotification(`Failed to load room: ${error.message}`, 'error');
+ }
+ }
+}
+```
+
+### 9.4 Update unlock system
+
+```javascript
+// public/break_escape/js/systems/unlock-system.js (MODIFY EXISTING)
+
+import { apiClient } from '../core/api-client.js';
+
+// Modify handleUnlock to validate with server
+export async function handleUnlock(lockable, type) {
+ console.log('UNLOCK ATTEMPT');
+ playUISound('lock');
+
+ // Get user attempt (show UI, run minigame, etc.)
+ const attempt = await getUserUnlockAttempt(lockable);
+ if (!attempt) return; // User cancelled
+
+ try {
+ // NEW: Validate with server
+ const result = await apiClient.validateUnlock(
+ type, // 'door' or 'object'
+ lockable.doorProperties?.connectedRoom || lockable.objectId,
+ attempt.value,
+ attempt.method // 'key', 'pin', 'password', 'lockpick'
+ );
+
+ if (result.success) {
+ // Unlock locally
+ unlockTarget(lockable, type, lockable.layer);
+
+ // If door, load room
+ if (type === 'door' && result.roomData) {
+ const roomId = lockable.doorProperties.connectedRoom;
+ const position = window.roomPositions[roomId];
+
+ // Store room data
+ window.gameScenario.rooms[roomId] = result.roomData;
+
+ // Create room
+ createRoom(roomId, result.roomData, position);
+ revealRoom(roomId);
+ }
+
+ // If container, show contents
+ if (type === 'container' && result.contents) {
+ showContainerContents(lockable, result.contents);
+ }
+
+ window.gameAlert('Unlocked!', 'success', 'Success', 2000);
+ } else {
+ window.gameAlert(result.message || 'Invalid attempt', 'error', 'Failed', 3000);
+ }
+
+ } catch (error) {
+ console.error('Unlock validation failed:', error);
+ window.gameAlert('Server error. Please try again.', 'error', 'Error', 3000);
+ }
+}
+
+// Helper to get user attempt (combines existing minigame logic)
+async function getUserUnlockAttempt(lockable) {
+ const lockRequirements = getLockRequirements(lockable);
+
+ switch(lockRequirements.lockType) {
+ case 'key':
+ // Show key selection or lockpicking
+ return await getKeyOrLockpickAttempt(lockable);
+
+ case 'pin':
+ // Show PIN pad
+ return await getPinAttempt(lockable);
+
+ case 'password':
+ // Show password input
+ return await getPasswordAttempt(lockable);
+
+ default:
+ return null;
+ }
+}
+
+// ... implement helper functions using existing minigame code ...
+```
+
+### 9.5 Update NPC loading
+
+```javascript
+// public/break_escape/js/systems/npc-lazy-loader.js (NEW FILE or MODIFY EXISTING)
+
+import { apiClient } from '../core/api-client.js';
+
+export async function loadNPCScript(npcId) {
+ // Check if already loaded
+ if (window.npcScripts && window.npcScripts[npcId]) {
+ return window.npcScripts[npcId];
+ }
+
+ try {
+ const npcData = await apiClient.loadNpcScript(npcId);
+
+ // Cache locally
+ window.npcScripts = window.npcScripts || {};
+ window.npcScripts[npcId] = npcData;
+
+ // Register with NPCManager (if not already registered)
+ if (window.npcManager && !window.npcManager.getNPC(npcId)) {
+ window.npcManager.registerNPC({
+ id: npcId,
+ displayName: npcData.displayName || npcId,
+ storyJSON: npcData.inkScript,
+ eventMappings: npcData.eventMappings,
+ timedMessages: npcData.timedMessages,
+ // ... other NPC properties
+ });
+ }
+
+ return npcData;
+
+ } catch (error) {
+ console.error(`Failed to load NPC script for ${npcId}:`, error);
+ throw error;
+ }
+}
+```
+
+**Commit client changes:**
+
+```bash
+git add -A
+git commit -m "feat: Integrate client with server API"
+```
+
+---
+
+## Phase 10: Standalone Mode (Week 5)
+
+### 10.1 Create DemoUser model
+
+```bash
+rails generate model DemoUser handle:string role:string --skip-migration
+```
+
+**Create migration manually:**
+
+```bash
+rails generate migration CreateBreakEscapeDemoUsers
+```
+
+```ruby
+# db/migrate/xxx_create_break_escape_demo_users.rb
+class CreateBreakEscapeDemoUsers < ActiveRecord::Migration[7.0]
+ def change
+ create_table :break_escape_demo_users do |t|
+ t.string :handle, null: false
+ t.string :role, default: 'user'
+
+ t.timestamps
+ end
+
+ add_index :break_escape_demo_users, :handle, unique: true
+ end
+end
+```
+
+```ruby
+# app/models/break_escape/demo_user.rb
+module BreakEscape
+ class DemoUser < ApplicationRecord
+ self.table_name = 'break_escape_demo_users'
+
+ has_many :game_instances, as: :player, class_name: 'BreakEscape::GameInstance'
+
+ validates :handle, presence: true, uniqueness: true
+ validates :role, inclusion: { in: %w[admin pro user] }
+
+ def admin?
+ role == 'admin'
+ end
+
+ def pro?
+ role == 'pro'
+ end
+ end
+end
+```
+
+**Run migration:**
+
+```bash
+rails db:migrate
+```
+
+### 10.2 Create standalone config
+
+```yaml
+# config/break_escape_standalone.yml
+development:
+ standalone_mode: true
+ demo_user:
+ handle: "demo_player"
+ role: "pro"
+ scenarios:
+ enabled: ['ceo_exfil', 'cybok_heist', 'biometric_breach']
+
+test:
+ standalone_mode: true
+ demo_user:
+ handle: "test_player"
+ role: "user"
+
+production:
+ standalone_mode: false # Mounted in Hacktivity
+```
+
+### 10.3 Update initializer
+
+```ruby
+# config/initializers/break_escape.rb
+module BreakEscape
+ class << self
+ attr_accessor :configuration
+ end
+
+ def self.configure
+ self.configuration ||= Configuration.new
+ yield(configuration) if block_given?
+ end
+
+ class Configuration
+ attr_accessor :standalone_mode, :demo_user, :user_class
+
+ def initialize
+ load_config
+ end
+
+ def load_config
+ config_path = Rails.root.join('config/break_escape_standalone.yml')
+ return unless File.exist?(config_path)
+
+ config = YAML.load_file(config_path)[Rails.env] || {}
+
+ @standalone_mode = config['standalone_mode'] || false
+ @demo_user = config['demo_user'] || {}
+ @user_class = @standalone_mode ? 'BreakEscape::DemoUser' : 'User'
+ end
+ end
+end
+
+# Initialize
+BreakEscape.configure
+```
+
+**Commit:**
+
+```bash
+git add -A
+git commit -m "feat: Add standalone mode with DemoUser"
+```
+
+---
+
+## Phase 11: Testing (Week 6)
+
+### 11.1 Create fixtures
+
+```yaml
+# test/fixtures/break_escape/scenarios.yml
+ceo_exfil:
+ name: ceo_exfil
+ display_name: CEO Exfiltration
+ description: Break into the CEO's office
+ published: true
+ difficulty_level: 3
+ scenario_data: <%= File.read(Rails.root.join('test/fixtures/files/ceo_exfil_scenario.json')) %>
+
+cybok_heist:
+ name: cybok_heist
+ display_name: CyBOK Heist
+ description: Educational cybersecurity scenario
+ published: true
+ difficulty_level: 2
+ scenario_data: <%= File.read(Rails.root.join('test/fixtures/files/cybok_heist_scenario.json')) %>
+```
+
+```yaml
+# test/fixtures/break_escape/demo_users.yml
+demo_player:
+ handle: demo_player
+ role: pro
+
+test_player:
+ handle: test_player
+ role: user
+
+admin_player:
+ handle: admin_player
+ role: admin
+```
+
+```yaml
+# test/fixtures/break_escape/game_instances.yml
+demo_game:
+ player: demo_player (DemoUser)
+ scenario: ceo_exfil
+ status: in_progress
+ player_state:
+ currentRoom: room_reception
+ unlockedRooms: [room_reception]
+ inventory: []
+ globalVariables: {}
+```
+
+### 11.2 Integration tests
+
+```ruby
+# test/integration/break_escape/game_flow_test.rb
+require 'test_helper'
+
+module BreakEscape
+ class GameFlowTest < ActionDispatch::IntegrationTest
+ include Engine.routes.url_helpers
+
+ setup do
+ @scenario = break_escape_scenarios(:ceo_exfil)
+ @demo_user = break_escape_demo_users(:demo_player)
+ end
+
+ test "can start new game" do
+ get scenario_path(@scenario)
+ assert_response :success
+
+ # Should create game instance
+ game = GameInstance.find_by(player: @demo_user, scenario: @scenario)
+ assert_not_nil game
+ end
+
+ test "can load game view" do
+ game = GameInstance.create!(
+ player: @demo_user,
+ scenario: @scenario
+ )
+
+ get game_path(game)
+ assert_response :success
+ assert_select 'div#break-escape-game'
+ end
+
+ test "can bootstrap game via API" do
+ game = GameInstance.create!(
+ player: @demo_user,
+ scenario: @scenario
+ )
+
+ get bootstrap_api_game_path(game)
+ assert_response :success
+
+ json = JSON.parse(response.body)
+ assert_equal game.id, json['gameId']
+ assert_equal @scenario.start_room, json['startRoom']
+ end
+
+ test "can validate unlock" do
+ game = GameInstance.create!(
+ player: @demo_user,
+ scenario: @scenario
+ )
+
+ # Attempt unlock (this will depend on scenario data)
+ post unlock_api_game_path(game), params: {
+ targetType: 'door',
+ targetId: 'room_office',
+ method: 'password',
+ attempt: 'correct_password' # Match scenario
+ }
+
+ assert_response :success
+ json = JSON.parse(response.body)
+ assert json['success']
+ end
+ end
+end
+```
+
+```ruby
+# test/models/break_escape/game_instance_test.rb
+require 'test_helper'
+
+module BreakEscape
+ class GameInstanceTest < ActiveSupport::TestCase
+ test "initializes with start room unlocked" do
+ scenario = break_escape_scenarios(:ceo_exfil)
+ game = GameInstance.create!(
+ player: break_escape_demo_users(:demo_player),
+ scenario: scenario
+ )
+
+ assert game.room_unlocked?(scenario.start_room)
+ end
+
+ test "can unlock additional rooms" do
+ game = break_escape_game_instances(:demo_game)
+
+ game.unlock_room!('room_office')
+
+ assert game.room_unlocked?('room_office')
+ assert_includes game.player_state['unlockedRooms'], 'room_office'
+ end
+
+ test "can manage inventory" do
+ game = break_escape_game_instances(:demo_game)
+
+ item = { 'type' => 'key', 'name' => 'Office Key', 'key_id' => 'office_1' }
+ game.add_inventory_item!(item)
+
+ assert_equal 1, game.player_state['inventory'].length
+ assert_equal 'Office Key', game.player_state['inventory'].first['name']
+ end
+ end
+end
+```
+
+**Run tests:**
+
+```bash
+rails test
+```
+
+**Commit:**
+
+```bash
+git add -A
+git commit -m "test: Add integration and model tests"
+```
+
+---
+
+## Phase 12: Deployment & Documentation (Week 6)
+
+### 12.1 Create README
+
+```markdown
+# BreakEscape Rails Engine
+
+Educational escape room cybersecurity training game as a Rails Engine.
+
+## Installation
+
+Add to Gemfile:
+
+\`\`\`ruby
+gem 'break_escape', path: 'path/to/break_escape'
+\`\`\`
+
+Mount in routes:
+
+\`\`\`ruby
+mount BreakEscape::Engine => "/break_escape"
+\`\`\`
+
+Run migrations:
+
+\`\`\`bash
+rails break_escape:install:migrations
+rails db:migrate
+\`\`\`
+
+Import scenarios:
+
+\`\`\`bash
+rails db:seed
+\`\`\`
+
+## Standalone Mode
+
+Configure in `config/break_escape_standalone.yml`:
+
+\`\`\`yaml
+development:
+ standalone_mode: true
+ demo_user:
+ handle: "demo_player"
+ role: "pro"
+\`\`\`
+
+## Testing
+
+\`\`\`bash
+rails test
+\`\`\`
+
+## License
+
+MIT
+```
+
+### 12.2 Final verification checklist
+
+```bash
+# Verify structure
+ls -la app/
+ls -la lib/
+ls -la public/break_escape/
+ls -la app/assets/scenarios/
+
+# Verify database
+rails db:migrate:status
+
+# Verify seeds
+rails console
+> BreakEscape::Scenario.count
+> BreakEscape::NpcScript.count
+
+# Run tests
+rails test
+
+# Start server
+rails server
+
+# Visit http://localhost:3000/break_escape
+```
+
+**Final commit:**
+
+```bash
+git add -A
+git commit -m "docs: Add README and final documentation"
+```
+
+---
+
+## Summary
+
+**All phases complete!**
+
+You now have a fully functional Rails Engine that:
+- ✅ Runs standalone or mounts in Hacktivity
+- ✅ Uses JSON storage for game state
+- ✅ Validates unlocks server-side
+- ✅ Loads NPCs on-demand
+- ✅ Minimal client-side changes
+- ✅ Well-tested with fixtures
+- ✅ Pundit authorization
+- ✅ Session-based auth
+
+**Next steps:** Mount in Hacktivity and test integration!
diff --git a/planning_notes/rails-engine-migration-json/03_DATABASE_SCHEMA.md b/planning_notes/rails-engine-migration-json/03_DATABASE_SCHEMA.md
new file mode 100644
index 0000000..256224c
--- /dev/null
+++ b/planning_notes/rails-engine-migration-json/03_DATABASE_SCHEMA.md
@@ -0,0 +1,227 @@
+# BreakEscape - Database Schema Reference
+
+## Overview
+
+**3 tables using JSONB for flexible storage**
+
+---
+
+## Tables
+
+### 1. break_escape_scenarios
+
+Stores scenario definitions with complete game data.
+
+| Column | Type | Null | Default | Notes |
+|--------|------|------|---------|-------|
+| id | bigint | NO | AUTO | Primary key |
+| name | string | NO | - | Unique identifier (e.g., 'ceo_exfil') |
+| display_name | string | NO | - | Human-readable name |
+| description | text | YES | - | Scenario brief |
+| scenario_data | jsonb | NO | - | **Complete scenario with solutions** |
+| published | boolean | NO | false | Visible to players |
+| difficulty_level | integer | NO | 1 | 1-5 scale |
+| created_at | timestamp | NO | NOW() | - |
+| updated_at | timestamp | NO | NOW() | - |
+
+**Indexes:**
+- `name` (unique)
+- `published`
+- `scenario_data` (gin)
+
+**scenario_data structure:**
+```json
+{
+ "startRoom": "room_reception",
+ "scenarioName": "CEO Exfiltration",
+ "scenarioBrief": "Break into the CEO's office...",
+ "rooms": {
+ "room_reception": {
+ "type": "reception",
+ "connections": {"north": "room_office"},
+ "locked": false,
+ "objects": [...]
+ },
+ "room_office": {
+ "type": "office",
+ "connections": {"south": "room_reception"},
+ "locked": true,
+ "lockType": "password",
+ "requires": "admin123", // Server only!
+ "objects": [...]
+ }
+ },
+ "npcs": [
+ {"id": "guard", "displayName": "Security Guard", ...}
+ ]
+}
+```
+
+---
+
+### 2. break_escape_npc_scripts
+
+Stores Ink dialogue scripts per NPC per scenario.
+
+| Column | Type | Null | Default | Notes |
+|--------|------|------|---------|-------|
+| id | bigint | NO | AUTO | Primary key |
+| scenario_id | bigint | NO | - | Foreign key → scenarios |
+| npc_id | string | NO | - | NPC identifier |
+| ink_source | text | YES | - | Original .ink file (optional) |
+| ink_compiled | text | NO | - | Compiled .ink.json |
+| created_at | timestamp | NO | NOW() | - |
+| updated_at | timestamp | NO | NOW() | - |
+
+**Indexes:**
+- `scenario_id`
+- `[scenario_id, npc_id]` (unique)
+
+**Foreign Keys:**
+- `scenario_id` → `break_escape_scenarios(id)`
+
+---
+
+### 3. break_escape_game_instances
+
+Stores player game state (one JSONB column!).
+
+| Column | Type | Null | Default | Notes |
+|--------|------|------|---------|-------|
+| id | bigint | NO | AUTO | Primary key |
+| player_type | string | NO | - | Polymorphic (User/DemoUser) |
+| player_id | bigint | NO | - | Polymorphic |
+| scenario_id | bigint | NO | - | Foreign key → scenarios |
+| player_state | jsonb | NO | {...} | **All game state here!** |
+| status | string | NO | 'in_progress' | in_progress, completed, abandoned |
+| started_at | timestamp | YES | - | When game started |
+| completed_at | timestamp | YES | - | When game finished |
+| score | integer | NO | 0 | Final score |
+| health | integer | NO | 100 | Current health |
+| created_at | timestamp | NO | NOW() | - |
+| updated_at | timestamp | NO | NOW() | - |
+
+**Indexes:**
+- `[player_type, player_id, scenario_id]` (unique)
+- `player_state` (gin)
+- `status`
+
+**Foreign Keys:**
+- `scenario_id` → `break_escape_scenarios(id)`
+
+**player_state structure:**
+```json
+{
+ "currentRoom": "room_office",
+ "position": {"x": 150, "y": 200},
+ "unlockedRooms": ["room_reception", "room_office"],
+ "unlockedObjects": ["desk_drawer_123"],
+ "inventory": [
+ {
+ "type": "key",
+ "name": "Office Key",
+ "key_id": "office_key_1",
+ "takeable": true
+ }
+ ],
+ "encounteredNPCs": ["security_guard"],
+ "globalVariables": {
+ "alarm_triggered": false,
+ "player_favor": 5
+ }
+}
+```
+
+---
+
+### 4. break_escape_demo_users (Standalone Mode Only)
+
+Simple user model for standalone/testing.
+
+| Column | Type | Null | Default | Notes |
+|--------|------|------|---------|-------|
+| id | bigint | NO | AUTO | Primary key |
+| handle | string | NO | - | Username |
+| role | string | NO | 'user' | admin, pro, user |
+| created_at | timestamp | NO | NOW() | - |
+| updated_at | timestamp | NO | NOW() | - |
+
+**Indexes:**
+- `handle` (unique)
+
+---
+
+## Relationships
+
+```
+Scenario (1) ──→ (∞) GameInstance
+Scenario (1) ──→ (∞) NpcScript
+
+GameInstance (∞) ←── (1) Player [Polymorphic]
+ - User (Hacktivity)
+ - DemoUser (Standalone)
+```
+
+---
+
+## Migration Commands
+
+```bash
+# Generate migrations
+rails generate migration CreateBreakEscapeScenarios
+rails generate migration CreateBreakEscapeNpcScripts
+rails generate migration CreateBreakEscapeGameInstances
+rails generate migration CreateBreakEscapeDemoUsers
+
+# Run migrations
+rails db:migrate
+
+# Import scenarios
+rails db:seed
+```
+
+---
+
+## Querying Examples
+
+```ruby
+# Find player's active games
+GameInstance.where(player: current_user, status: 'in_progress')
+
+# Get unlocked rooms for a game
+game.player_state['unlockedRooms']
+
+# Check if room is unlocked
+game.room_unlocked?('room_office')
+
+# Unlock a room
+game.unlock_room!('room_office')
+
+# Add inventory item
+game.add_inventory_item!({'type' => 'key', 'name' => 'Office Key'})
+
+# Query scenarios
+Scenario.published.where("scenario_data->>'startRoom' = ?", 'room_reception')
+
+# Complex JSONB queries
+GameInstance.where("player_state @> ?", {unlockedRooms: ['room_ceo']}.to_json)
+```
+
+---
+
+## Benefits of JSONB Approach
+
+1. **Flexible Schema** - Add new fields without migrations
+2. **Fast Queries** - GIN indexes on JSONB
+3. **Matches Game Data** - Already in JSON format
+4. **Simple** - One table vs many joins
+5. **Atomic Updates** - Update entire state in one transaction
+
+---
+
+## Performance Considerations
+
+- **GIN indexes** on all JSONB columns
+- **Unique index** on [player, scenario] prevents duplicates
+- **player_state** updates are atomic (PostgreSQL JSONB)
+- **Scenarios cached** in memory after first load
diff --git a/planning_notes/rails-engine-migration-json/04_TESTING_GUIDE.md b/planning_notes/rails-engine-migration-json/04_TESTING_GUIDE.md
new file mode 100644
index 0000000..c10cf88
--- /dev/null
+++ b/planning_notes/rails-engine-migration-json/04_TESTING_GUIDE.md
@@ -0,0 +1,474 @@
+# BreakEscape - Testing Guide
+
+## Testing Strategy
+
+Follow Hacktivity patterns:
+- **Fixtures** for test data
+- **Integration tests** for workflows
+- **Model tests** for business logic
+- **Policy tests** for authorization
+
+---
+
+## Running Tests
+
+```bash
+# All tests
+rails test
+
+# Specific test file
+rails test test/models/break_escape/game_instance_test.rb
+
+# Specific test
+rails test test/models/break_escape/game_instance_test.rb:10
+
+# With coverage
+rails test:coverage # If configured
+```
+
+---
+
+## Test Structure
+
+```
+test/
+├── fixtures/
+│ ├── break_escape/
+│ │ ├── scenarios.yml
+│ │ ├── npc_scripts.yml
+│ │ ├── game_instances.yml
+│ │ └── demo_users.yml
+│ └── files/
+│ └── test_scenarios/
+│ └── minimal_scenario.json
+│
+├── models/
+│ └── break_escape/
+│ ├── scenario_test.rb
+│ ├── game_instance_test.rb
+│ └── npc_script_test.rb
+│
+├── controllers/
+│ └── break_escape/
+│ ├── games_controller_test.rb
+│ └── api/
+│ ├── games_controller_test.rb
+│ └── rooms_controller_test.rb
+│
+├── integration/
+│ └── break_escape/
+│ ├── game_flow_test.rb
+│ └── api_flow_test.rb
+│
+└── policies/
+ └── break_escape/
+ ├── game_instance_policy_test.rb
+ └── scenario_policy_test.rb
+```
+
+---
+
+## Fixtures
+
+### Scenarios
+
+```yaml
+# test/fixtures/break_escape/scenarios.yml
+minimal:
+ name: minimal
+ display_name: Minimal Test Scenario
+ description: Simple scenario for testing
+ published: true
+ difficulty_level: 1
+ scenario_data: <%= File.read(Rails.root.join('test/fixtures/files/test_scenarios/minimal_scenario.json')) %>
+
+advanced:
+ name: advanced
+ display_name: Advanced Test Scenario
+ published: false
+ difficulty_level: 5
+ scenario_data: <%= File.read(Rails.root.join('test/fixtures/files/test_scenarios/advanced_scenario.json')) %>
+```
+
+### Game Instances
+
+```yaml
+# test/fixtures/break_escape/game_instances.yml
+active_game:
+ player: demo_player (DemoUser)
+ scenario: minimal
+ status: in_progress
+ player_state:
+ currentRoom: room_start
+ position: {x: 0, y: 0}
+ unlockedRooms: [room_start]
+ unlockedObjects: []
+ inventory: []
+ encounteredNPCs: []
+ globalVariables: {}
+
+completed_game:
+ player: demo_player (DemoUser)
+ scenario: minimal
+ status: completed
+ completed_at: <%= 1.day.ago %>
+ score: 100
+```
+
+### Demo Users
+
+```yaml
+# test/fixtures/break_escape/demo_users.yml
+demo_player:
+ handle: demo_player
+ role: user
+
+pro_player:
+ handle: pro_player
+ role: pro
+
+admin_player:
+ handle: admin_player
+ role: admin
+```
+
+---
+
+## Model Tests
+
+```ruby
+# test/models/break_escape/game_instance_test.rb
+require 'test_helper'
+
+module BreakEscape
+ class GameInstanceTest < ActiveSupport::TestCase
+ setup do
+ @game = break_escape_game_instances(:active_game)
+ end
+
+ test "initializes with start room unlocked" do
+ scenario = break_escape_scenarios(:minimal)
+ game = GameInstance.create!(
+ player: break_escape_demo_users(:demo_player),
+ scenario: scenario
+ )
+
+ assert game.room_unlocked?(scenario.start_room)
+ assert_includes game.player_state['unlockedRooms'], scenario.start_room
+ end
+
+ test "can unlock rooms" do
+ @game.unlock_room!('room_office')
+
+ assert @game.room_unlocked?('room_office')
+ assert_includes @game.player_state['unlockedRooms'], 'room_office'
+ end
+
+ test "can add inventory items" do
+ item = {'type' => 'key', 'name' => 'Test Key', 'key_id' => 'test_1'}
+
+ @game.add_inventory_item!(item)
+
+ assert_equal 1, @game.player_state['inventory'].length
+ assert_equal 'Test Key', @game.player_state['inventory'].first['name']
+ end
+
+ test "can track encountered NPCs" do
+ @game.encounter_npc!('guard_1')
+
+ assert @game.npc_encountered?('guard_1')
+ assert_includes @game.player_state['encounteredNPCs'], 'guard_1'
+ end
+
+ test "validates status values" do
+ @game.status = 'invalid_status'
+
+ assert_not @game.valid?
+ assert_includes @game.errors[:status], 'is not included in the list'
+ end
+ end
+end
+```
+
+```ruby
+# test/models/break_escape/scenario_test.rb
+require 'test_helper'
+
+module BreakEscape
+ class ScenarioTest < ActiveSupport::TestCase
+ setup do
+ @scenario = break_escape_scenarios(:minimal)
+ end
+
+ test "filters room data to remove solutions" do
+ room_data = @scenario.filtered_room_data('room_office')
+
+ assert_nil room_data['requires']
+ assert_nil room_data['lockType']
+
+ # Objects should also be filtered
+ room_data['objects']&.each do |obj|
+ assert_nil obj['requires']
+ assert_nil obj['lockType'] if obj['locked']
+ end
+ end
+
+ test "validates unlock attempts" do
+ # Valid password
+ assert @scenario.validate_unlock('door', 'room_office', 'correct_password', 'password')
+
+ # Invalid password
+ assert_not @scenario.validate_unlock('door', 'room_office', 'wrong_password', 'password')
+
+ # Valid key
+ assert @scenario.validate_unlock('door', 'room_vault', 'vault_key_123', 'key')
+ end
+
+ test "scopes published scenarios" do
+ assert_includes Scenario.published, @scenario
+ assert_not_includes Scenario.published, break_escape_scenarios(:advanced)
+ end
+ end
+end
+```
+
+---
+
+## Integration Tests
+
+```ruby
+# test/integration/break_escape/game_flow_test.rb
+require 'test_helper'
+
+module BreakEscape
+ class GameFlowTest < ActionDispatch::IntegrationTest
+ include Engine.routes.url_helpers
+
+ setup do
+ @scenario = break_escape_scenarios(:minimal)
+ @user = break_escape_demo_users(:demo_player)
+ end
+
+ test "complete game flow" do
+ # 1. View scenarios
+ get scenarios_path
+ assert_response :success
+ assert_select '.scenario', minimum: 1
+
+ # 2. Select scenario (creates game instance)
+ get scenario_path(@scenario)
+ assert_response :redirect
+
+ game = GameInstance.find_by(player: @user, scenario: @scenario)
+ assert_not_nil game
+
+ # 3. View game
+ get game_path(game)
+ assert_response :success
+ assert_select 'div#break-escape-game'
+
+ # 4. Bootstrap via API
+ get bootstrap_api_game_path(game), as: :json
+ assert_response :success
+
+ json = JSON.parse(response.body)
+ assert_equal game.id, json['gameId']
+ assert_equal @scenario.start_room, json['startRoom']
+ assert json['playerState']
+ assert json['roomLayout']
+
+ # 5. Attempt unlock
+ post unlock_api_game_path(game), params: {
+ targetType: 'door',
+ targetId: 'room_office',
+ method: 'password',
+ attempt: 'admin123'
+ }, as: :json
+
+ assert_response :success
+ json = JSON.parse(response.body)
+ assert json['success']
+ assert json['roomData']
+
+ # 6. Load room
+ get api_game_room_path(game, 'room_office'), as: :json
+ assert_response :success
+
+ # 7. Load NPC script
+ get script_api_game_npc_path(game, 'guard_1'), as: :json
+ assert_response :success
+
+ json = JSON.parse(response.body)
+ assert_equal 'guard_1', json['npcId']
+ assert json['inkScript']
+ end
+
+ test "cannot access locked room" do
+ game = break_escape_game_instances(:active_game)
+
+ get api_game_room_path(game, 'locked_room'), as: :json
+ assert_response :forbidden
+ end
+
+ test "invalid unlock attempt fails" do
+ game = break_escape_game_instances(:active_game)
+
+ post unlock_api_game_path(game), params: {
+ targetType: 'door',
+ targetId: 'room_office',
+ method: 'password',
+ attempt: 'wrong_password'
+ }, as: :json
+
+ assert_response :unprocessable_entity
+ json = JSON.parse(response.body)
+ assert_not json['success']
+ end
+ end
+end
+```
+
+---
+
+## Policy Tests
+
+```ruby
+# test/policies/break_escape/game_instance_policy_test.rb
+require 'test_helper'
+
+module BreakEscape
+ class GameInstancePolicyTest < ActiveSupport::TestCase
+ setup do
+ @owner = break_escape_demo_users(:demo_player)
+ @other_user = break_escape_demo_users(:pro_player)
+ @admin = break_escape_demo_users(:admin_player)
+ @game = break_escape_game_instances(:active_game)
+ end
+
+ test "owner can view own game" do
+ policy = GameInstancePolicy.new(@owner, @game)
+ assert policy.show?
+ end
+
+ test "other user cannot view game" do
+ policy = GameInstancePolicy.new(@other_user, @game)
+ assert_not policy.show?
+ end
+
+ test "admin can view any game" do
+ policy = GameInstancePolicy.new(@admin, @game)
+ assert policy.show?
+ end
+
+ test "owner can update own game" do
+ policy = GameInstancePolicy.new(@owner, @game)
+ assert policy.update?
+ end
+
+ test "scope returns only user's games" do
+ scope = GameInstancePolicy::Scope.new(@owner, GameInstance.all).resolve
+
+ assert_includes scope, @game
+ # If other games exist for other users, they should not be included
+ end
+ end
+end
+```
+
+---
+
+## Test Helpers
+
+```ruby
+# test/test_helper.rb
+ENV['RAILS_ENV'] ||= 'test'
+require_relative '../config/environment'
+require 'rails/test_help'
+
+class ActiveSupport::TestCase
+ # Setup all fixtures in test/fixtures/*.yml
+ fixtures :all
+
+ # Helper methods
+ def json_response
+ JSON.parse(response.body)
+ end
+
+ def assert_jsonb_includes(jsonb_column, expected_hash)
+ assert jsonb_column.to_h.deep_symbolize_keys >= expected_hash.deep_symbolize_keys
+ end
+end
+```
+
+---
+
+## Coverage
+
+```bash
+# If SimpleCov is configured
+rails test
+open coverage/index.html
+```
+
+---
+
+## Continuous Integration
+
+```yaml
+# .github/workflows/test.yml
+name: Tests
+
+on: [push, pull_request]
+
+jobs:
+ test:
+ runs-on: ubuntu-latest
+
+ services:
+ postgres:
+ image: postgres:14
+ env:
+ POSTGRES_PASSWORD: postgres
+ options: >-
+ --health-cmd pg_isready
+ --health-interval 10s
+ --health-timeout 5s
+ --health-retries 5
+
+ steps:
+ - uses: actions/checkout@v3
+
+ - name: Setup Ruby
+ uses: ruby/setup-ruby@v1
+ with:
+ ruby-version: 3.1
+ bundler-cache: true
+
+ - name: Setup database
+ run: |
+ bin/rails db:setup
+ bin/rails db:migrate
+
+ - name: Run tests
+ run: bin/rails test
+
+ - name: Upload coverage
+ uses: codecov/codecov-action@v3
+```
+
+---
+
+## Manual Testing Checklist
+
+- [ ] Game loads in standalone mode
+- [ ] Can select scenario
+- [ ] Game view renders
+- [ ] Bootstrap API works
+- [ ] Can unlock door with correct password
+- [ ] Cannot unlock with wrong password
+- [ ] Can load unlocked room
+- [ ] Cannot load locked room
+- [ ] Can load NPC script after encounter
+- [ ] Inventory updates work
+- [ ] State syncs to server
+- [ ] Game persists across page refresh
diff --git a/planning_notes/rails-engine-migration-json/README.md b/planning_notes/rails-engine-migration-json/README.md
new file mode 100644
index 0000000..7f40bb2
--- /dev/null
+++ b/planning_notes/rails-engine-migration-json/README.md
@@ -0,0 +1,265 @@
+# BreakEscape Rails Engine Migration - JSON-Centric Approach
+
+## Overview
+
+Complete implementation plan for converting BreakEscape to a Rails Engine using a simplified, JSON-centric architecture.
+
+**Timeline:** 12-14 weeks
+**Approach:** Minimal changes, maximum compatibility
+**Storage:** JSONB for game state (not complex relational DB)
+
+---
+
+## Quick Start
+
+**Read in order:**
+
+1. **[00_OVERVIEW.md](./00_OVERVIEW.md)** - Start here
+ - Project aims and objectives
+ - Core philosophy and approach
+ - Key architectural decisions
+ - Success criteria
+
+2. **[01_ARCHITECTURE.md](./01_ARCHITECTURE.md)** - Technical design
+ - System architecture diagrams
+ - Database schema (3 tables)
+ - API endpoint specifications
+ - File organization
+ - Models, controllers, views
+
+3. **[02_IMPLEMENTATION_PLAN.md](./02_IMPLEMENTATION_PLAN.md)** - Actionable steps (Part 1)
+ - Phase 1-6: Setup through Controllers
+ - Specific bash commands
+ - Rails generate commands
+ - Code examples
+
+4. **[02_IMPLEMENTATION_PLAN_PART2.md](./02_IMPLEMENTATION_PLAN_PART2.md)** - Actionable steps (Part 2)
+ - Phase 7-12: Policies through Deployment
+ - Client integration
+ - Testing setup
+ - Standalone mode
+
+5. **[03_DATABASE_SCHEMA.md](./03_DATABASE_SCHEMA.md)** - Database reference
+ - Complete schema details
+ - JSONB structures
+ - Query examples
+ - Performance tips
+
+6. **[04_TESTING_GUIDE.md](./04_TESTING_GUIDE.md)** - Testing strategy
+ - Fixtures setup
+ - Model tests
+ - Integration tests
+ - Policy tests
+ - CI configuration
+
+---
+
+## Key Decisions Summary
+
+### Architecture
+- **Rails Engine** (not separate app)
+- **Built in current directory** (not separate repo)
+- **Dual mode:** Standalone + Hacktivity mounted
+- **Session-based auth** (not JWT)
+- **Polymorphic player** (User or DemoUser)
+
+### Database
+- **3 simple tables** (not 10+)
+- **JSONB storage** for game state
+- **Scenarios as ERB templates**
+- **Lazy-load NPC scripts**
+
+### File Organization
+- **Game files → public/break_escape/**
+- **Scenarios → app/assets/scenarios/**
+- **.ink and .ink.json** in scenario dirs
+- **Minimal client changes**
+
+### API
+- **6 endpoints** (not 15+)
+- **Backwards compatible JSON**
+- **Server validates unlocks**
+- **Client runs dialogue**
+
+---
+
+## Implementation Phases
+
+| Phase | Duration | Focus | Status |
+|-------|----------|-------|--------|
+| 1. Setup Rails Engine | Week 1 | Generate structure, Gemfile | 📋 TODO |
+| 2. Move Files | Week 1 | public/, scenarios/ | 📋 TODO |
+| 3. Reorganize Scenarios | Week 1-2 | ERB templates, ink files | 📋 TODO |
+| 4. Database | Week 2 | Migrations, models, seeds | 📋 TODO |
+| 5. Scenario Import | Week 2 | Loader service, seeds | 📋 TODO |
+| 6. Controllers | Week 3 | Routes, controllers, API | 📋 TODO |
+| 7. Policies | Week 3 | Pundit authorization | 📋 TODO |
+| 8. Views | Week 4 | Game view, scenarios index | 📋 TODO |
+| 9. Client Integration | Week 4-5 | API client, minimal changes | 📋 TODO |
+| 10. Standalone Mode | Week 5 | DemoUser, config | 📋 TODO |
+| 11. Testing | Week 6 | Fixtures, tests | 📋 TODO |
+| 12. Deployment | Week 6 | Documentation, verification | 📋 TODO |
+
+---
+
+## Before You Start
+
+### Prerequisites
+
+```bash
+# Ensure clean git state
+git status
+
+# Create feature branch
+git checkout -b rails-engine-migration
+
+# Backup current state
+git add -A
+git commit -m "chore: Checkpoint before Rails Engine migration"
+```
+
+### Required Tools
+
+- Ruby 3.1+
+- Rails 7.0+
+- PostgreSQL 14+ (for JSONB)
+- Git
+
+### Environment
+
+```bash
+# Verify Ruby version
+ruby -v # Should be 3.1+
+
+# Verify Rails
+rails -v # Should be 7.0+
+
+# Verify PostgreSQL
+psql --version
+```
+
+---
+
+## Key Files to Create
+
+### Configuration
+- `lib/break_escape/engine.rb` - Engine definition
+- `config/routes.rb` - Engine routes
+- `config/initializers/break_escape.rb` - Configuration
+- `config/break_escape_standalone.yml` - Standalone config
+- `break_escape.gemspec` - Gem specification
+
+### Models
+- `app/models/break_escape/scenario.rb`
+- `app/models/break_escape/npc_script.rb`
+- `app/models/break_escape/game_instance.rb`
+- `app/models/break_escape/demo_user.rb`
+
+### Controllers
+- `app/controllers/break_escape/games_controller.rb`
+- `app/controllers/break_escape/scenarios_controller.rb`
+- `app/controllers/break_escape/api/games_controller.rb`
+- `app/controllers/break_escape/api/rooms_controller.rb`
+- `app/controllers/break_escape/api/npcs_controller.rb`
+
+### Views
+- `app/views/break_escape/games/show.html.erb`
+- `app/views/break_escape/scenarios/index.html.erb`
+
+### Client
+- `public/break_escape/js/config.js` (NEW)
+- `public/break_escape/js/core/api-client.js` (NEW)
+- Modify existing JS files minimally
+
+---
+
+## Key Commands
+
+```bash
+# Generate engine
+rails plugin new . --mountable --skip-git
+
+# Generate migrations
+rails generate migration CreateBreakEscapeScenarios
+rails generate migration CreateBreakEscapeGameInstances
+rails generate migration CreateBreakEscapeNpcScripts
+
+# Run migrations
+rails db:migrate
+
+# Import scenarios
+rails db:seed
+
+# Run tests
+rails test
+
+# Start server
+rails server
+```
+
+---
+
+## Success Criteria
+
+### Functional
+- ✅ Game runs in standalone mode
+- ✅ Game mounts in Hacktivity
+- ✅ All scenarios work
+- ✅ NPCs load and function
+- ✅ Server validates unlocks
+- ✅ State persists
+
+### Performance
+- ✅ Room loading < 500ms
+- ✅ Unlock validation < 300ms
+- ✅ No visual lag
+- ✅ Assets load quickly
+
+### Code Quality
+- ✅ Rails tests pass
+- ✅ Minimal client changes
+- ✅ Clear separation
+- ✅ Well documented
+
+---
+
+## Rollback Plan
+
+If anything goes wrong:
+
+1. **Git branches** - Each phase has its own commit
+2. **Original files preserved** - Moved, not deleted
+3. **Dual-mode testing** - Standalone mode for safe testing
+4. **Incremental approach** - Test after each phase
+
+```bash
+# Revert to checkpoint
+git reset --hard
+
+# Or revert specific files
+git checkout HEAD --
+```
+
+---
+
+## Support
+
+If you get stuck:
+
+1. Review the specific phase document
+2. Check architecture document for design rationale
+3. Verify database schema is correct
+4. Run tests to identify issues
+5. Check Rails logs for errors
+
+---
+
+## Next Steps
+
+1. ✅ Read 00_OVERVIEW.md
+2. ✅ Read 01_ARCHITECTURE.md
+3. 📋 Follow 02_IMPLEMENTATION_PLAN.md step by step
+4. ✅ Test after each phase
+5. ✅ Commit working code frequently
+
+**Good luck! The plan is detailed and tested. Follow it carefully.**