Add Mission 3 Stage 8 - Technical Validation (Part 3)

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Z. Cliffe Schreuders
2026-01-14 09:46:32 +00:00
parent 33042ee7de
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@@ -373,3 +373,234 @@ Technical implementation is solid across all stages, with proper room dimensions
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### 3. Technical Validation - ✅ PASS WITH RECOMMENDATIONS
#### Room Generation Compliance
**Requirement:** All rooms must be 4×4 to 15×15 GU with 1 GU padding on all sides
**Room Dimensions Verification:**
1. **Reception Lobby** (`reception_lobby`)
- Dimensions: 8×6 GU ✅ (within 4×4 to 15×15 range)
- Usable Space: 6×4 GU ✅ (8-2=6, 6-2=4 - correct 1 GU padding)
- Compliance: PASS
2. **Conference Room** (`conference_room_01`)
- Dimensions: 10×8 GU ✅ (within range)
- Usable Space: 8×6 GU ✅ (10-2=8, 8-2=6 - correct padding)
- Compliance: PASS
3. **Main Hallway** (`main_hallway`)
- Dimensions: 12×4 GU ✅ (within range)
- Usable Space: 10×2 GU ✅ (12-2=10, 4-2=2 - correct padding)
- Compliance: PASS
- Note: Corridor shape (12×4) appropriate for hallway functionality
4. **Server Room** (`server_room`)
- Dimensions: 10×10 GU ✅ (within range)
- Usable Space: 8×8 GU ✅ (10-2=8 - correct padding)
- Compliance: PASS
- Note: Largest room appropriate for investigation hub with 3 workstations
5. **Executive Wing Hallway** (`executive_wing_hallway`)
- Dimensions: 8×4 GU ✅ (within range)
- Usable Space: 6×2 GU ✅ (8-2=6, 4-2=2 - correct padding)
- Compliance: PASS
6. **Executive Office** (`executive_office`)
- Dimensions: 10×8 GU ✅ (within range)
- Usable Space: 8×6 GU ✅ (10-2=8, 8-2=6 - correct padding)
- Compliance: PASS
7. **James's Office** (`james_office`)
- Dimensions: 8×6 GU ✅ (within range)
- Usable Space: 6×4 GU ✅ (8-2=6, 6-2=4 - correct padding)
- Compliance: PASS
**Summary:**
- ✅ All 7 rooms within 4×4 to 15×15 GU requirement
- ✅ All rooms correctly implement 1 GU padding (dimensions - 2 = usable space)
- ✅ Room sizes appropriate for their functions (server room largest, hallways narrower)
- ✅ No rooms exceed maximum size (largest is 10×10 GU)
- ✅ No rooms below minimum size (smallest is 8×4 GU)
**Verdict:** PASS - All rooms comply with generation requirements
#### Ink Technical Validation
**Syntax and Structure Review:**
1. **Hub Pattern Implementation:**
- ✅ All NPC dialogues use sticky choices (`+`) for repeatable topics
- ✅ Hub knots properly return to `-> hub` after topic completion
- ✅ Exit paths include `#exit_conversation` before `-> DONE`
- Example (m03_npc_victoria.ink):
```ink
=== hub ===
+ {not topic_training} [Ask about Zero Day training]
-> ask_training
+ [End conversation]
#exit_conversation
-> DONE
```
2. **Variable Tracking:**
- ✅ Global variables declared at file top (VAR player_approach, handler_trust, etc.)
- ✅ External variables declared for cross-file state (EXTERNAL player_name, objectives_completed)
- ✅ Choice outcomes set variables (`~ victoria_fate = "recruited"`)
- ✅ Conditional logic uses variables correctly (`{victoria_fate == "recruited": ...}`)
3. **Tag System:**
- ✅ Speaker tags present (`#speaker:victoria_sterling`, `#speaker:agent_0x99`)
- ✅ Display tags for expressions (`#display:victoria-persuasive`)
- ✅ Task tags for objectives (`#complete_task:clone_rfid_card`, `#unlock_task:access_server_room`)
- ✅ Item tags for game integration (`#give_item:victoria_keycard_clone`)
- ✅ Event tags for triggers (`#trigger_event:m2_revelation_call`)
4. **Dialogue Pacing:**
- ✅ Most dialogue blocks follow 3-line maximum guideline
- ⚠️ **Minor Issue:** Some Victoria confrontation blocks exceed 3 lines
- Example: Lines 280-290 in m03_npc_victoria.ink have 4-line block
- **Recommendation:** Split longer exposition into player acknowledgment beats
- ⚠️ **Minor Issue:** M2 revelation call (m03_phone_agent0x99.ink) has extended exposition
- **Assessment:** Acceptable for emotional payoff moment
- **Rationale:** Single dramatic reveal justifies longer uninterrupted dialogue
5. **Choice Implementation:**
- ✅ Moral choices (Victoria recruit/arrest, James protect/expose/ignore) fully branched
- ✅ All choice paths lead to valid knots
- ✅ No orphaned knots detected (all knots have entry points)
- ✅ DONE endpoints properly reached
6. **Event-Triggered Knots:**
- ✅ Event knots properly named (m2_revelation_call, on_lockpick_detected, etc.)
- ✅ Event triggers documented in comments
- ✅ Event-triggered dialogues set appropriate flags
**Potential Issues:**
- ⚠️ **Not Verified:** Ink compilation status (scripts not yet compiled to .json)
- **Recommendation:** Compile all 9 Ink scripts in Inky editor before implementation
- **Rationale:** Syntax errors may exist that weren't caught in manual review
- ⚠️ **Not Verified:** Cross-file variable consistency (external variables shared across files)
- **Recommendation:** Create master variable list to ensure consistency
- **Example:** Verify `player_approach` values match across all files (cautious/aggressive/diplomatic)
**Verdict:** PASS - Ink syntax appears correct with minor pacing recommendations (non-blocking)
#### Game System Integration
**Challenge-Objective Mapping:**
1. **RFID Cloning Challenge:**
- ✅ Defined in Stage 0 technical_challenges.md
- ✅ Implemented in Stage 7 m03_npc_victoria.ink (proximity-based, 10-second timer)
- ✅ Mapped to Stage 4 objective `clone_rfid_card`
- ✅ Unlocks server room access (progressive unlocking)
- Integration: PASS
2. **Network Reconnaissance Challenge:**
- ✅ Defined in Stage 0 (nmap, netcat, exploitation)
- ✅ VM terminal in server room (Stage 5 placement)
- ✅ Flag submission terminal (Stage 7 m03_terminal_dropsite.ink)
- ✅ Mapped to 4 objectives: `scan_network`, `ftp_banner`, `http_analysis`, `distcc_exploit`
- Integration: PASS
3. **Multi-Encoding Puzzles Challenge:**
- ✅ Defined in Stage 0 (ROT13, Hex, Base64, double-encoding)
- ✅ CyberChef workstation (Stage 5 placement)
- ✅ Decoding interface (Stage 7 m03_terminal_cyberchef.ink)
- ✅ Mapped to objectives: `decode_whiteboard`, `decode_client_roster`, `lore_fragment_3`
- Integration: PASS
4. **Lockpicking Challenge:**
- ✅ Defined in Stage 0 (4 locks: IT cabinet, executive office, safe, filing cabinet)
- ✅ Locks placed in Stage 5 room designs
- ✅ No dedicated Ink script (lockpicking is game mechanic, not dialogue)
- ✅ Integrated with LORE fragment discovery
- Integration: PASS
5. **Guard Stealth Challenge:**
- ✅ Defined in Stage 0 (avoid detection, patrol patterns)
- ✅ Guard patrol routes specified in Stage 5
- ✅ Guard NPC dialogue (Stage 7 m03_npc_guard.ink)
- ✅ Bribe/SAFETYNET reveal/hostile paths implemented
- ✅ Mapped to optional objective `perfect_stealth`
- Integration: PASS
**Hybrid Architecture Verification:**
- ✅ **VM Component:** 4 VM challenges with flag submission (nmap, FTP, HTTP, distcc)
- VM provides technical validation (player must run real commands)
- Flags unlock narrative intel at drop-site terminal
- Integration point: `#complete_task` tags in m03_terminal_dropsite.ink
- ✅ **ERB Component:** 3 LORE fragments + encoding puzzles
- LORE fragments embedded in game world (safe, filing cabinet, USB drive)
- Encoding challenges use in-game CyberChef workstation
- Integration point: CyberChef terminal provides decoded text to Ink dialogue
- ✅ **Separation of Concerns:**
- VM validates technical skills (can player run nmap?)
- ERB provides narrative context (what does evidence mean?)
- Both systems converge at M2 revelation (VM flag → narrative event)
**Progressive Unlocking System:**
- ✅ **Act 1 (Daytime):**
- Reception + Conference Room accessible
- Clone RFID card → unlocks Act 2
- ✅ **Act 2 (Nighttime):**
- RFID card → server room access
- Lockpicking → executive office access
- VM challenges → evidence discovery
- distcc exploit → M2 revelation event trigger
- ✅ **Act 3 (Confrontation):**
- All evidence gathered → moral choices unlocked
- Victoria/James confrontations → mission resolution
**Verdict:** PASS - All game systems properly integrated with clear implementation paths
#### Implementation Feasibility
**Room Generation:**
- ✅ All dimensions specified clearly (e.g., "8×6 GU (12m × 9m)")
- ✅ Usable space calculated correctly (dimensions - 2 GU padding)
- ✅ Container positions specified in GU coordinates
- ✅ NPC spawn positions and patrol waypoints defined
- **Assessment:** Implementable with room generation system
**NPC Behavior:**
- ✅ Guard patrol routes specified with waypoints and timings
- ✅ NPC conditional spawning (time_of_day, mission_phase flags)
- ✅ Line of sight parameters documented (150 pixels, 120° cone)
- **Assessment:** Implementable with existing NPC AI systems
**Minigames:**
- ✅ RFID cloning: Proximity-based (2 GU), 10-second timer, progress bar
- ✅ Lockpicking: Standard mechanic (no special requirements)
- ✅ VM terminal: Command input system (nmap, netcat, etc.)
- ✅ CyberChef: Decoding interface (ROT13, Hex, Base64 operations)
- **Assessment:** All minigames have clear specifications for implementation
**Event System:**
- ✅ Event triggers documented (`#trigger_event:m2_revelation_call`)
- ✅ Conditional conversations based on flags (distcc_exploit completed → revelation)
- ✅ Variable-based branching (victoria_fate, james_fate)
- **Assessment:** Event system requirements are standard and implementable
**Concerns:**
- ⚠️ **Economy Balance:** Guard bribe ($500) not validated against player economy
- **Recommendation:** Verify player has access to $500 by nighttime infiltration
- **Impact:** Non-blocking (players can choose stealth or SAFETYNET reveal instead)
- ⚠️ **VM Network Realism:** 192.168.100.0/24 network must contain vulnerable services
- **Requirement:** ProFTPD 1.3.5, Apache on .10, distcc on .20
- **Assessment:** Standard CTF VM setup, implementable
**Verdict:** PASS - All systems implementable with existing architecture
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