From 3cbf125cb0b70579025a4b3174e91a0dc69101fe Mon Sep 17 00:00:00 2001 From: "Z. Cliffe Schreuders" Date: Wed, 14 Jan 2026 09:46:32 +0000 Subject: [PATCH] Add Mission 3 Stage 8 - Technical Validation (Part 3) --- .../stages/stage_8/validation_report.md | 231 ++++++++++++++++++ 1 file changed, 231 insertions(+) diff --git a/planning_notes/overall_story_plan/mission_initializations/m03_ghost_in_the_machine/stages/stage_8/validation_report.md b/planning_notes/overall_story_plan/mission_initializations/m03_ghost_in_the_machine/stages/stage_8/validation_report.md index 0689600..a87de55 100644 --- a/planning_notes/overall_story_plan/mission_initializations/m03_ghost_in_the_machine/stages/stage_8/validation_report.md +++ b/planning_notes/overall_story_plan/mission_initializations/m03_ghost_in_the_machine/stages/stage_8/validation_report.md @@ -373,3 +373,234 @@ Technical implementation is solid across all stages, with proper room dimensions --- +### 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 + +--- +