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+# Mission Objectives System - Implementation Plan
+
+> **Version**: 1.1 (Updated with codebase review corrections)
+> **Related Files**: `TODO_CHECKLIST.md`, `QUICK_REFERENCE.md`
+> **Review Details**: See `review1/` folder for detailed codebase analysis
+
+## Overview
+
+A two-tier objective tracking system with **Aims** (high-level goals) and **Tasks** (actionable steps). Objectives are displayed in a persistent HUD panel (top-right), tracked in game state, and validated by the server where practical.
+
+---
+
+## Architecture Summary
+
+```
+┌─────────────────────────────────────────────────────────────────┐
+│ SCENARIO JSON │
+│ objectives: [{ aimId, title, tasks: [{ taskId, title, ... }]}] │
+└───────────────────────────────┬─────────────────────────────────┘
+ │
+ ┌───────────────────────┼───────────────────────┐
+ │ │ │
+ ▼ ▼ ▼
+┌───────────────┐ ┌─────────────────┐ ┌─────────────────┐
+│ Client-Side │ │ Server-Side │ │ UI Layer │
+│ ObjectivesMgr │◄───►│ Game Model │ │ ObjectivesPanel│
+│ (tracking, │ │ (validation, │ │ (display, │
+│ events, │ │ persistence) │ │ animations) │
+│ conditions) │ │ │ │ │
+└───────────────┘ └─────────────────┘ └─────────────────┘
+ │ │
+ └───────────────────────┘
+ Event-based updates
+```
+
+### Key Integration Points
+
+1. **Initialization**: ObjectivesManager created in `main.js`, but data loaded in `game.js create()` after scenario JSON available
+2. **Event System**: Uses `NPCEventDispatcher` with wildcard support (`item_picked_up:*`)
+3. **Server Sync**: Uses existing `/break_escape/games/:id/` route structure
+4. **State Restoration**: `objectivesState` passed in scenario bootstrap for page reload recovery
+
+---
+
+## Data Model
+
+### Scenario JSON Schema
+
+```json
+{
+ "scenario_brief": "...",
+ "startRoom": "reception",
+ "objectives": [
+ {
+ "aimId": "collect_intel",
+ "title": "Collect intel on ENTROPY",
+ "description": "Gather LORE fragments hidden throughout the facility",
+ "status": "active",
+ "order": 1,
+ "tasks": [
+ {
+ "taskId": "find_lore_fragments",
+ "title": "Find intel LORE fragments",
+ "type": "collect_items",
+ "targetItems": ["lore_fragment"],
+ "targetCount": 5,
+ "currentCount": 0,
+ "status": "active",
+ "showProgress": true
+ }
+ ]
+ },
+ {
+ "aimId": "stop_agent",
+ "title": "Stop ENTROPY's secret agent",
+ "status": "locked",
+ "unlockCondition": { "aimCompleted": "collect_intel" },
+ "order": 2,
+ "tasks": [
+ {
+ "taskId": "find_evidence",
+ "title": "Find evidence of agent identity",
+ "type": "collect_items",
+ "targetItems": ["evidence_document", "surveillance_photo"],
+ "targetCount": 2,
+ "currentCount": 0,
+ "status": "active",
+ "onComplete": {
+ "unlockTask": "confront_agent"
+ }
+ },
+ {
+ "taskId": "confront_agent",
+ "title": "Confront the agent",
+ "type": "npc_conversation",
+ "targetNpc": "suspect_npc",
+ "targetKnot": "confrontation",
+ "status": "locked"
+ }
+ ]
+ },
+ {
+ "aimId": "stop_plan",
+ "title": "Stop ENTROPY's plan",
+ "status": "locked",
+ "order": 3,
+ "tasks": [
+ {
+ "taskId": "access_office",
+ "title": "Gain access to the office room",
+ "type": "unlock_room",
+ "targetRoom": "office",
+ "status": "active",
+ "onComplete": { "unlockTask": "access_server_room" }
+ },
+ {
+ "taskId": "access_server_room",
+ "title": "Gain access to the server room",
+ "type": "unlock_room",
+ "targetRoom": "server_room",
+ "status": "locked",
+ "onComplete": { "unlockTask": "access_server" }
+ },
+ {
+ "taskId": "access_server",
+ "title": "Access the server",
+ "type": "unlock_object",
+ "targetObject": "main_server",
+ "status": "locked"
+ }
+ ]
+ },
+ {
+ "aimId": "prepare_mission",
+ "title": "Prepare for the mission",
+ "status": "active",
+ "order": 0,
+ "tasks": [
+ {
+ "taskId": "speak_to_handler",
+ "title": "Speak to your handler",
+ "type": "npc_conversation",
+ "targetNpc": "handler_npc",
+ "status": "active"
+ }
+ ]
+ }
+ ],
+ "rooms": { ... }
+}
+```
+
+### Task Types
+
+| Type | Trigger | Server Validation | Client Detection |
+|------|---------|-------------------|------------------|
+| `collect_items` | Item added to inventory | Inventory API validates item | `item_picked_up:*` wildcard event |
+| `unlock_room` | Room door unlocked | Unlock API validates | `door_unlocked` event (provides `connectedRoom`) |
+| `unlock_object` | Container/object unlocked | Unlock API validates | `item_unlocked` event (NOT `object_unlocked`) |
+| `npc_conversation` | Ink tag `#complete_task:taskId` | Server checks NPC encountered | `task_completed_by_npc` event |
+| `enter_room` | Player enters room | Room access already tracked | `room_entered` event |
+| `custom` | Ink tag `#complete_task:taskId` | Optional server validation | Tag processing |
+
+> **IMPORTANT EVENT NAMES**: The codebase uses `item_unlocked` (not `object_unlocked`) in `unlock-system.js` line 587. The `door_unlocked` event provides `connectedRoom` property (not `roomId`).
+
+---
+
+## Server-Side Implementation
+
+### 1. Database Schema (Migration)
+
+**File:** `db/migrate/XXXXXX_add_objectives_to_games.rb`
+
+```ruby
+class AddObjectivesToGames < ActiveRecord::Migration[7.0]
+ def change
+ # Objectives stored in player_state JSONB (already exists)
+ # Add helper columns for quick queries
+ add_column :break_escape_games, :objectives_completed, :integer, default: 0
+ add_column :break_escape_games, :tasks_completed, :integer, default: 0
+ end
+end
+```
+
+### 2. Game Model Extensions
+
+**File:** `app/models/break_escape/game.rb` (add methods)
+
+```ruby
+# Objective management
+def initialize_objectives
+ return unless scenario_data['objectives'].present?
+
+ player_state['objectives'] ||= {
+ 'aims' => {}, # { aimId: { status, completedAt } }
+ 'tasks' => {}, # { taskId: { status, progress, completedAt } }
+ 'itemCounts' => {} # { itemType: count } for collect objectives
+ }
+end
+
+def complete_task!(task_id, validation_data = {})
+ task = find_task_in_scenario(task_id)
+ return { success: false, error: 'Task not found' } unless task
+
+ # Validate based on task type
+ case task['type']
+ when 'collect_items'
+ return { success: false, error: 'Insufficient items' } unless validate_collection(task)
+ when 'unlock_room'
+ return { success: false, error: 'Room not unlocked' } unless room_unlocked?(task['targetRoom'])
+ when 'unlock_object'
+ return { success: false, error: 'Object not unlocked' } unless object_unlocked?(task['targetObject'])
+ when 'npc_conversation'
+ return { success: false, error: 'NPC not encountered' } unless npc_encountered?(task['targetNpc'])
+ end
+
+ # Mark complete
+ player_state['objectives']['tasks'][task_id] = {
+ 'status' => 'completed',
+ 'completedAt' => Time.current.iso8601
+ }
+
+ # Process onComplete actions
+ process_task_completion(task)
+
+ # Check if aim is now complete
+ check_aim_completion(task['aimId'])
+
+ save!
+ { success: true, taskId: task_id }
+end
+
+def update_task_progress!(task_id, progress)
+ player_state['objectives'] ||= { 'tasks' => {} }
+ player_state['objectives']['tasks'][task_id] ||= {}
+ player_state['objectives']['tasks'][task_id]['progress'] = progress
+ save!
+end
+
+def aim_status(aim_id)
+ player_state.dig('objectives', 'aims', aim_id, 'status') || 'active'
+end
+
+def task_status(task_id)
+ player_state.dig('objectives', 'tasks', task_id, 'status') || 'active'
+end
+
+def task_progress(task_id)
+ player_state.dig('objectives', 'tasks', task_id, 'progress') || 0
+end
+
+private
+
+def validate_collection(task)
+ inventory = player_state['inventory'] || []
+ target_items = Array(task['targetItems'])
+ count = inventory.count { |item| target_items.include?(item['type'] || item.dig('scenarioData', 'type')) }
+ count >= (task['targetCount'] || 1)
+end
+
+def npc_encountered?(npc_id)
+ player_state['encounteredNPCs']&.include?(npc_id)
+end
+
+def process_task_completion(task)
+ return unless task['onComplete']
+
+ if task['onComplete']['unlockTask']
+ unlock_task!(task['onComplete']['unlockTask'])
+ end
+
+ if task['onComplete']['unlockAim']
+ unlock_aim!(task['onComplete']['unlockAim'])
+ end
+end
+
+def unlock_task!(task_id)
+ player_state['objectives']['tasks'][task_id] ||= {}
+ player_state['objectives']['tasks'][task_id]['status'] = 'active'
+end
+
+def unlock_aim!(aim_id)
+ player_state['objectives']['aims'][aim_id] ||= {}
+ player_state['objectives']['aims'][aim_id]['status'] = 'active'
+end
+
+def check_aim_completion(aim_id)
+ aim = scenario_data['objectives'].find { |a| a['aimId'] == aim_id }
+ return unless aim
+
+ all_complete = aim['tasks'].all? do |task|
+ task_status(task['taskId']) == 'completed'
+ end
+
+ if all_complete
+ player_state['objectives']['aims'][aim_id] = {
+ 'status' => 'completed',
+ 'completedAt' => Time.current.iso8601
+ }
+ self.objectives_completed += 1
+ end
+end
+
+def find_task_in_scenario(task_id)
+ scenario_data['objectives']&.each do |aim|
+ task = aim['tasks']&.find { |t| t['taskId'] == task_id }
+ return task.merge('aimId' => aim['aimId']) if task
+ end
+ nil
+end
+```
+
+### 3. API Endpoints
+
+**File:** `config/routes.rb` (add to games resource)
+
+```ruby
+resources :games do
+ member do
+ # ... existing routes ...
+ get 'objectives' # Get current objective state
+ post 'objectives/tasks/:task_id', # Complete a specific task
+ to: 'games#complete_task',
+ as: 'complete_task'
+ put 'objectives/tasks/:task_id', # Update task progress
+ to: 'games#update_task_progress',
+ as: 'update_task_progress'
+ end
+end
+```
+
+> **NOTE**: Using RESTful routes with `task_id` in path (not request body) for clarity and cacheability.
+
+**File:** `app/controllers/break_escape/games_controller.rb` (add actions)
+
+```ruby
+# GET /games/:id/objectives
+def objectives
+ authorize @game if defined?(Pundit)
+
+ render json: {
+ objectives: @game.scenario_data['objectives'],
+ state: @game.player_state['objectives'] || {}
+ }
+end
+
+# POST /games/:id/objectives/tasks/:task_id
+def complete_task
+ authorize @game if defined?(Pundit)
+
+ task_id = params[:task_id]
+ result = @game.complete_task!(task_id, params[:validation_data])
+
+ if result[:success]
+ render json: result
+ else
+ render json: result, status: :unprocessable_entity
+ end
+end
+
+# PUT /games/:id/objectives/tasks/:task_id
+def update_task_progress
+ authorize @game if defined?(Pundit)
+
+ task_id = params[:task_id]
+ progress = params[:progress].to_i
+
+ @game.update_task_progress!(task_id, progress)
+ render json: { success: true, taskId: task_id, progress: progress }
+end
+```
+
+### 4. Scenario Bootstrap (State Restoration)
+
+**Update:** `scenario` action to include objectives state for page reload recovery:
+
+```ruby
+# GET /games/:id/scenario
+def scenario
+ authorize @game if defined?(Pundit)
+
+ begin
+ filtered = @game.filtered_scenario_for_bootstrap
+ filter_requires_recursive(filtered)
+
+ # Include objectives state for restoration on page reload
+ if @game.player_state['objectives'].present?
+ filtered['objectivesState'] = @game.player_state['objectives']
+ end
+
+ render json: filtered
+ rescue => e
+ Rails.logger.error "[BreakEscape] scenario error: #{e.message}"
+ render_error("Failed to generate scenario: #{e.message}", :internal_server_error)
+ end
+end
+```
+
+### 5. Sync State Integration
+
+**Update:** `sync_state` action to include objectives
+
+```ruby
+def sync_state
+ # ... existing sync logic ...
+
+ # Also sync objective progress from client
+ if params[:objectives].present?
+ params[:objectives].each do |task_id, progress|
+ @game.update_task_progress!(task_id, progress.to_i)
+ end
+ end
+
+ # Return current objective state in response
+ render json: {
+ success: true,
+ objectives: @game.player_state['objectives']
+ }
+end
+```
+
+---
+
+## Client-Side Implementation
+
+### 1. Objectives Manager
+
+**File:** `public/break_escape/js/systems/objectives-manager.js`
+
+```javascript
+/**
+ * ObjectivesManager
+ *
+ * Tracks mission objectives (aims) and their sub-tasks.
+ * Listens to game events and updates objective progress.
+ * Syncs state with server for validation.
+ */
+
+export class ObjectivesManager {
+ constructor(eventDispatcher) {
+ this.eventDispatcher = eventDispatcher;
+ this.aims = []; // Array of aim objects
+ this.taskIndex = {}; // Quick lookup: taskId -> task object
+ this.aimIndex = {}; // Quick lookup: aimId -> aim object
+ this.listeners = []; // UI update callbacks
+
+ this.setupEventListeners();
+ }
+
+ /**
+ * Initialize objectives from scenario data
+ */
+ initialize(objectivesData) {
+ if (!objectivesData || !objectivesData.length) {
+ console.log('📋 No objectives defined in scenario');
+ return;
+ }
+
+ // Deep clone to avoid mutating scenario
+ this.aims = JSON.parse(JSON.stringify(objectivesData));
+
+ // Build indexes
+ this.aims.forEach(aim => {
+ this.aimIndex[aim.aimId] = aim;
+ aim.tasks.forEach(task => {
+ task.aimId = aim.aimId;
+ task.originalStatus = task.status; // Store for reset
+ this.taskIndex[task.taskId] = task;
+ });
+ });
+
+ // Sort by order
+ this.aims.sort((a, b) => (a.order || 0) - (b.order || 0));
+
+ // Restore state from server if available
+ this.restoreState();
+
+ // Reconcile with current game state (handles items collected before objectives loaded)
+ this.reconcileWithGameState();
+
+ console.log(`📋 Objectives initialized: ${this.aims.length} aims`);
+ this.notifyListeners();
+ }
+
+ /**
+ * Restore objective state from player_state (passed from server via objectivesState)
+ */
+ restoreState() {
+ const savedState = window.gameState?.objectives;
+ if (!savedState) return;
+
+ // Restore aim statuses
+ Object.entries(savedState.aims || {}).forEach(([aimId, state]) => {
+ if (this.aimIndex[aimId]) {
+ this.aimIndex[aimId].status = state.status;
+ this.aimIndex[aimId].completedAt = state.completedAt;
+ }
+ });
+
+ // Restore task statuses and progress
+ Object.entries(savedState.tasks || {}).forEach(([taskId, state]) => {
+ if (this.taskIndex[taskId]) {
+ this.taskIndex[taskId].status = state.status;
+ this.taskIndex[taskId].currentCount = state.progress || 0;
+ this.taskIndex[taskId].completedAt = state.completedAt;
+ }
+ });
+
+ console.log('📋 Restored objectives state from server');
+ }
+
+ /**
+ * Reconcile objectives with current game state
+ * Handles case where player collected items BEFORE objectives system initialized
+ */
+ reconcileWithGameState() {
+ console.log('📋 Reconciling objectives with current game state...');
+
+ // Check inventory for items matching collect_items tasks
+ const inventoryItems = window.inventory?.items || [];
+
+ Object.values(this.taskIndex).forEach(task => {
+ if (task.status !== 'active') return;
+
+ switch (task.type) {
+ case 'collect_items':
+ const matchingItems = inventoryItems.filter(item => {
+ const itemType = item.scenarioData?.type || item.getAttribute?.('data-type');
+ return task.targetItems.includes(itemType);
+ });
+
+ // Also count keys from keyRing (keys don't emit events currently)
+ const keyRingItems = window.inventory?.keyRing?.keys || [];
+ const matchingKeys = keyRingItems.filter(key =>
+ task.targetItems.includes(key.scenarioData?.type)
+ );
+
+ const totalCount = matchingItems.length + matchingKeys.length;
+
+ if (totalCount > (task.currentCount || 0)) {
+ task.currentCount = totalCount;
+ console.log(`📋 Reconciled ${task.taskId}: ${totalCount}/${task.targetCount}`);
+
+ if (totalCount >= task.targetCount) {
+ this.completeTask(task.taskId);
+ }
+ }
+ break;
+
+ case 'unlock_room':
+ // Check if room is already unlocked
+ const unlockedRooms = window.gameState?.unlockedRooms || [];
+ const isUnlocked = unlockedRooms.includes(task.targetRoom) ||
+ window.discoveredRooms?.has(task.targetRoom);
+ if (isUnlocked) {
+ console.log(`📋 Reconciled ${task.taskId}: room already unlocked`);
+ this.completeTask(task.taskId);
+ }
+ break;
+
+ case 'enter_room':
+ // Check if room was already visited
+ if (window.discoveredRooms?.has(task.targetRoom)) {
+ console.log(`📋 Reconciled ${task.taskId}: room already visited`);
+ this.completeTask(task.taskId);
+ }
+ break;
+ }
+ });
+ }
+
+ /**
+ * Setup event listeners for automatic objective tracking
+ * NOTE: Event names match actual codebase implementation
+ */
+ setupEventListeners() {
+ // Item collection - wildcard pattern works with NPCEventDispatcher
+ this.eventDispatcher.on('item_picked_up:*', (data) => {
+ this.handleItemPickup(data);
+ });
+
+ // Room/door unlocks
+ // NOTE: door_unlocked provides both 'roomId' and 'connectedRoom'
+ // Use 'connectedRoom' for unlock_room tasks (the room being unlocked)
+ this.eventDispatcher.on('door_unlocked', (data) => {
+ this.handleRoomUnlock(data.connectedRoom);
+ }); this.eventDispatcher.on('door_unlocked_by_npc', (data) => {
+ this.handleRoomUnlock(data.roomId);
+ });
+
+ // Object unlocks - NOTE: event is 'item_unlocked' (not 'object_unlocked')
+ this.eventDispatcher.on('item_unlocked', (data) => {
+ // data contains: { itemType, itemName, lockType }
+ this.handleObjectUnlock(data.itemName, data.itemType);
+ });
+
+ // Room entry
+ this.eventDispatcher.on('room_entered', (data) => {
+ this.handleRoomEntered(data.roomId);
+ });
+
+ // NPC conversation completion (via ink tag)
+ this.eventDispatcher.on('task_completed_by_npc', (data) => {
+ this.completeTask(data.taskId);
+ });
+ }
+
+ /**
+ * Handle item pickup - check collect_items tasks
+ */
+ handleItemPickup(data) {
+ const itemType = data.itemType;
+
+ // Find all active collect_items tasks that target this item type
+ Object.values(this.taskIndex).forEach(task => {
+ if (task.type !== 'collect_items') return;
+ if (task.status !== 'active') return;
+ if (!task.targetItems.includes(itemType)) return;
+
+ // Increment progress
+ task.currentCount = (task.currentCount || 0) + 1;
+
+ console.log(`📋 Task progress: ${task.title} (${task.currentCount}/${task.targetCount})`);
+
+ // Check completion
+ if (task.currentCount >= task.targetCount) {
+ this.completeTask(task.taskId);
+ } else {
+ // Sync progress to server
+ this.syncTaskProgress(task.taskId, task.currentCount);
+ this.notifyListeners();
+ }
+ });
+ }
+
+ /**
+ * Handle room unlock - check unlock_room tasks
+ */
+ handleRoomUnlock(roomId) {
+ Object.values(this.taskIndex).forEach(task => {
+ if (task.type !== 'unlock_room') return;
+ if (task.status !== 'active') return;
+ if (task.targetRoom !== roomId) return;
+
+ this.completeTask(task.taskId);
+ });
+ }
+
+ /**
+ * Handle object unlock - check unlock_object tasks
+ * Matches by object name or type (item_unlocked event provides itemName and itemType)
+ */
+ handleObjectUnlock(itemName, itemType) {
+ Object.values(this.taskIndex).forEach(task => {
+ if (task.type !== 'unlock_object') return;
+ if (task.status !== 'active') return;
+
+ // Match by either targetObject name or type
+ const matches = task.targetObject === itemName ||
+ task.targetObject === itemType;
+ if (!matches) return;
+
+ this.completeTask(task.taskId);
+ });
+ }
+
+ /**
+ * Handle room entry - check enter_room tasks
+ */
+ handleRoomEntered(roomId) {
+ Object.values(this.taskIndex).forEach(task => {
+ if (task.type !== 'enter_room') return;
+ if (task.status !== 'active') return;
+ if (task.targetRoom !== roomId) return;
+
+ this.completeTask(task.taskId);
+ });
+ }
+
+ /**
+ * Complete a task (called by event handlers or ink tags)
+ */
+ async completeTask(taskId) {
+ const task = this.taskIndex[taskId];
+ if (!task || task.status === 'completed') return;
+
+ console.log(`✅ Completing task: ${task.title}`);
+
+ // Server validation
+ try {
+ const response = await this.serverCompleteTask(taskId);
+ if (!response.success) {
+ console.warn(`⚠️ Server rejected task completion: ${response.error}`);
+ return;
+ }
+ } catch (error) {
+ console.error('Failed to sync task completion with server:', error);
+ // Continue with client-side update anyway for UX
+ }
+
+ // Update local state
+ task.status = 'completed';
+ task.completedAt = new Date().toISOString();
+
+ // Show notification
+ this.showTaskCompleteNotification(task);
+
+ // Process onComplete actions
+ this.processTaskCompletion(task);
+
+ // Check aim completion
+ this.checkAimCompletion(task.aimId);
+
+ // Emit event
+ this.eventDispatcher.emit('objective_task_completed', {
+ taskId,
+ aimId: task.aimId,
+ task
+ });
+
+ this.notifyListeners();
+ }
+
+ /**
+ * Process task.onComplete actions (unlock next task/aim)
+ */
+ processTaskCompletion(task) {
+ if (!task.onComplete) return;
+
+ if (task.onComplete.unlockTask) {
+ this.unlockTask(task.onComplete.unlockTask);
+ }
+
+ if (task.onComplete.unlockAim) {
+ this.unlockAim(task.onComplete.unlockAim);
+ }
+ }
+
+ /**
+ * Unlock a task (make it active)
+ */
+ unlockTask(taskId) {
+ const task = this.taskIndex[taskId];
+ if (!task || task.status !== 'locked') return;
+
+ task.status = 'active';
+ console.log(`🔓 Task unlocked: ${task.title}`);
+
+ this.showTaskUnlockedNotification(task);
+ this.notifyListeners();
+ }
+
+ /**
+ * Unlock an aim (make it active)
+ */
+ unlockAim(aimId) {
+ const aim = this.aimIndex[aimId];
+ if (!aim || aim.status !== 'locked') return;
+
+ aim.status = 'active';
+
+ // Also activate first task
+ const firstTask = aim.tasks[0];
+ if (firstTask && firstTask.status === 'locked') {
+ firstTask.status = 'active';
+ }
+
+ console.log(`🔓 Aim unlocked: ${aim.title}`);
+ this.showAimUnlockedNotification(aim);
+ this.notifyListeners();
+ }
+
+ /**
+ * Check if all tasks in an aim are complete
+ */
+ checkAimCompletion(aimId) {
+ const aim = this.aimIndex[aimId];
+ if (!aim) return;
+
+ const allComplete = aim.tasks.every(task => task.status === 'completed');
+
+ if (allComplete && aim.status !== 'completed') {
+ aim.status = 'completed';
+ aim.completedAt = new Date().toISOString();
+
+ console.log(`🏆 Aim completed: ${aim.title}`);
+ this.showAimCompleteNotification(aim);
+
+ // Check if aim completion unlocks another aim
+ this.aims.forEach(otherAim => {
+ if (otherAim.unlockCondition?.aimCompleted === aimId) {
+ this.unlockAim(otherAim.aimId);
+ }
+ });
+
+ this.eventDispatcher.emit('objective_aim_completed', {
+ aimId,
+ aim
+ });
+ }
+ }
+
+ /**
+ * Get active aims for UI display
+ */
+ getActiveAims() {
+ return this.aims.filter(aim => aim.status === 'active' || aim.status === 'completed');
+ }
+
+ /**
+ * Get all aims (for debug/admin)
+ */
+ getAllAims() {
+ return this.aims;
+ }
+
+ // === Server Communication ===
+
+ async serverCompleteTask(taskId) {
+ const gameId = window.breakEscapeConfig?.gameId;
+ if (!gameId) return { success: true }; // Offline mode
+
+ // RESTful route: POST /break_escape/games/:id/objectives/tasks/:task_id
+ const response = await fetch(`/break_escape/games/${gameId}/objectives/tasks/${taskId}`, {
+ method: 'POST',
+ headers: {
+ 'Content-Type': 'application/json',
+ 'X-CSRF-Token': window.CSRF_TOKEN || ''
+ }
+ });
+
+ return response.json();
+ }
+
+ syncTaskProgress(taskId, progress) {
+ const gameId = window.breakEscapeConfig?.gameId;
+ if (!gameId) return;
+
+ // Debounce sync by 1 second
+ if (this.syncTimeouts[taskId]) {
+ clearTimeout(this.syncTimeouts[taskId]);
+ }
+
+ this.syncTimeouts[taskId] = setTimeout(() => {
+ // RESTful route: PUT /break_escape/games/:id/objectives/tasks/:task_id
+ fetch(`/break_escape/games/${gameId}/objectives/tasks/${taskId}`, {
+ method: 'PUT',
+ headers: {
+ 'Content-Type': 'application/json',
+ 'X-CSRF-Token': window.CSRF_TOKEN || ''
+ },
+ body: JSON.stringify({ progress })
+ }).catch(err => console.warn('Failed to sync progress:', err));
+ }, 1000);
+ }
+
+ // === UI Notifications ===
+
+ showTaskCompleteNotification(task) {
+ if (window.playUISound) {
+ window.playUISound('objective_complete');
+ }
+ if (window.gameAlert) {
+ window.gameAlert(`✓ ${task.title}`, 'success', 'Task Complete');
+ }
+ }
+
+ showTaskUnlockedNotification(task) {
+ if (window.gameAlert) {
+ window.gameAlert(`New Task: ${task.title}`, 'info', 'Objective Updated');
+ }
+ }
+
+ showAimCompleteNotification(aim) {
+ if (window.playUISound) {
+ window.playUISound('objective_complete');
+ }
+ if (window.gameAlert) {
+ window.gameAlert(`🏆 ${aim.title}`, 'success', 'Objective Complete!');
+ }
+ }
+
+ showAimUnlockedNotification(aim) {
+ if (window.gameAlert) {
+ window.gameAlert(`New Objective: ${aim.title}`, 'info', 'Mission Updated');
+ }
+ }
+
+ // === Listener Pattern for UI Updates ===
+
+ addListener(callback) {
+ this.listeners.push(callback);
+ }
+
+ removeListener(callback) {
+ this.listeners = this.listeners.filter(l => l !== callback);
+ }
+
+ notifyListeners() {
+ this.listeners.forEach(callback => callback(this.getActiveAims()));
+ }
+}
+
+// Export singleton
+let instance = null;
+export function getObjectivesManager(eventDispatcher) {
+ if (!instance && eventDispatcher) {
+ instance = new ObjectivesManager(eventDispatcher);
+ }
+ return instance;
+}
+
+export default ObjectivesManager;
+```
+
+### 2. Ink Tag Processing
+
+**File:** Update `public/break_escape/js/minigames/helpers/chat-helpers.js`
+
+Add new tag handler in `processGameActionTags`:
+
+```javascript
+case 'complete_task':
+ if (param) {
+ const taskId = param;
+ // Emit event for ObjectivesManager to handle
+ if (window.eventDispatcher) {
+ window.eventDispatcher.emit('task_completed_by_npc', { taskId });
+ }
+ result.success = true;
+ result.message = `📋 Task triggered: ${taskId}`;
+ console.log('📋 Task completion tag:', taskId);
+ } else {
+ result.message = '⚠️ complete_task tag missing task ID';
+ console.warn(result.message);
+ }
+ break;
+
+case 'unlock_task':
+ if (param) {
+ const taskId = param;
+ if (window.objectivesManager) {
+ window.objectivesManager.unlockTask(taskId);
+ }
+ result.success = true;
+ result.message = `🔓 Task unlocked: ${taskId}`;
+ } else {
+ result.message = '⚠️ unlock_task tag missing task ID';
+ console.warn(result.message);
+ }
+ break;
+
+case 'unlock_aim':
+ if (param) {
+ const aimId = param;
+ if (window.objectivesManager) {
+ window.objectivesManager.unlockAim(aimId);
+ }
+ result.success = true;
+ result.message = `🔓 Aim unlocked: ${aimId}`;
+ } else {
+ result.message = '⚠️ unlock_aim tag missing aim ID';
+ console.warn(result.message);
+ }
+ break;
+```
+
+### 3. Objectives UI Panel
+
+**File:** `public/break_escape/js/ui/objectives-panel.js`
+
+```javascript
+/**
+ * ObjectivesPanel
+ *
+ * HUD element displaying current mission objectives (top-right).
+ * Collapsible panel with aim/task hierarchy.
+ */
+
+export class ObjectivesPanel {
+ constructor(objectivesManager) {
+ this.manager = objectivesManager;
+ this.container = null;
+ this.isCollapsed = false;
+
+ this.createPanel();
+ this.manager.addListener((aims) => this.render(aims));
+ }
+
+ createPanel() {
+ // Create container
+ this.container = document.createElement('div');
+ this.container.id = 'objectives-panel';
+ this.container.className = 'objectives-panel';
+
+ // Create header
+ const header = document.createElement('div');
+ header.className = 'objectives-header';
+ header.innerHTML = `
+ 📋 Objectives
+
+ `;
+ header.querySelector('.objectives-toggle').addEventListener('click', () => {
+ this.toggleCollapse();
+ });
+
+ // Create content area
+ this.content = document.createElement('div');
+ this.content.className = 'objectives-content';
+
+ this.container.appendChild(header);
+ this.container.appendChild(this.content);
+ document.body.appendChild(this.container);
+ }
+
+ toggleCollapse() {
+ this.isCollapsed = !this.isCollapsed;
+ this.container.classList.toggle('collapsed', this.isCollapsed);
+ const toggle = this.container.querySelector('.objectives-toggle');
+ toggle.textContent = this.isCollapsed ? '▶' : '▼';
+ }
+
+ render(aims) {
+ if (!aims || aims.length === 0) {
+ this.content.innerHTML = '
No active objectives
';
+ return;
+ }
+
+ let html = '';
+
+ aims.forEach(aim => {
+ const aimClass = aim.status === 'completed' ? 'aim-completed' : 'aim-active';
+ const aimIcon = aim.status === 'completed' ? '✓' : '◆';
+
+ html += `
+
+
+
+ `;
+
+ aim.tasks.forEach(task => {
+ if (task.status === 'locked') return; // Don't show locked tasks
+
+ const taskClass = task.status === 'completed' ? 'task-completed' : 'task-active';
+ const taskIcon = task.status === 'completed' ? '✓' : '○';
+
+ let progressText = '';
+ if (task.showProgress && task.type === 'collect_items') {
+ progressText = ` (${task.currentCount || 0}/${task.targetCount})`;
+ }
+
+ html += `
+
+ ${taskIcon}
+ ${task.title}${progressText}
+
+ `;
+ });
+
+ html += `
+
+
+ `;
+ });
+
+ this.content.innerHTML = html;
+ }
+
+ show() {
+ this.container.style.display = 'block';
+ }
+
+ hide() {
+ this.container.style.display = 'none';
+ }
+}
+
+export default ObjectivesPanel;
+```
+
+### 4. Objectives CSS
+
+**File:** `public/break_escape/css/objectives.css`
+
+```css
+/* Objectives Panel - Top Right HUD */
+
+.objectives-panel {
+ position: fixed;
+ top: 20px;
+ right: 20px;
+ width: 280px;
+ max-height: 60vh;
+ background: rgba(0, 0, 0, 0.85);
+ border: 2px solid #444;
+ font-family: 'VT323', monospace;
+ z-index: 1500;
+ overflow: hidden;
+ transition: max-height 0.3s ease;
+}
+
+.objectives-panel.collapsed {
+ max-height: 40px;
+}
+
+.objectives-panel.collapsed .objectives-content {
+ display: none;
+}
+
+.objectives-header {
+ display: flex;
+ justify-content: space-between;
+ align-items: center;
+ padding: 8px 12px;
+ background: rgba(40, 40, 60, 0.9);
+ border-bottom: 2px solid #444;
+ cursor: pointer;
+}
+
+.objectives-title {
+ color: #fff;
+ font-size: 18px;
+ font-weight: bold;
+}
+
+.objectives-toggle {
+ background: none;
+ border: none;
+ color: #aaa;
+ font-size: 14px;
+ cursor: pointer;
+ padding: 4px 8px;
+}
+
+.objectives-toggle:hover {
+ color: #fff;
+}
+
+.objectives-content {
+ max-height: calc(60vh - 40px);
+ overflow-y: auto;
+ padding: 8px;
+}
+
+.objectives-content::-webkit-scrollbar {
+ width: 6px;
+}
+
+.objectives-content::-webkit-scrollbar-track {
+ background: rgba(0, 0, 0, 0.3);
+}
+
+.objectives-content::-webkit-scrollbar-thumb {
+ background: rgba(255, 255, 255, 0.2);
+}
+
+/* Aim Styling */
+.objective-aim {
+ margin-bottom: 12px;
+}
+
+.aim-header {
+ display: flex;
+ align-items: center;
+ gap: 8px;
+ padding: 6px 0;
+ color: #ffcc00;
+ font-size: 16px;
+}
+
+.aim-completed .aim-header {
+ color: #4ade80;
+ text-decoration: line-through;
+ opacity: 0.7;
+}
+
+.aim-icon {
+ font-size: 12px;
+}
+
+.aim-tasks {
+ padding-left: 20px;
+ border-left: 2px solid #333;
+ margin-left: 6px;
+}
+
+/* Task Styling */
+.objective-task {
+ display: flex;
+ align-items: center;
+ gap: 8px;
+ padding: 4px 0;
+ color: #ccc;
+ font-size: 14px;
+}
+
+.task-completed {
+ color: #4ade80;
+ text-decoration: line-through;
+ opacity: 0.6;
+}
+
+.task-icon {
+ font-size: 10px;
+ color: #888;
+}
+
+.task-completed .task-icon {
+ color: #4ade80;
+}
+
+.no-objectives {
+ color: #666;
+ text-align: center;
+ padding: 20px;
+ font-style: italic;
+}
+
+/* Animation for new objectives */
+@keyframes objective-pulse {
+ 0% { background-color: rgba(255, 204, 0, 0.3); }
+ 100% { background-color: transparent; }
+}
+
+.objective-aim.new-objective {
+ animation: objective-pulse 1s ease-out;
+}
+
+.objective-task.new-task {
+ animation: objective-pulse 0.8s ease-out;
+}
+```
+
+### 5. Integration (main.js and game.js)
+
+**File:** Update `public/break_escape/js/main.js`
+
+```javascript
+// Add imports at top
+import ObjectivesManager, { getObjectivesManager } from './systems/objectives-manager.js';
+import ObjectivesPanel from './ui/objectives-panel.js';
+
+// In initializeGame(), AFTER NPC systems are initialized:
+
+// Initialize Objectives System (manager only - data comes later in game.js)
+console.log('📋 Initializing objectives manager...');
+window.objectivesManager = getObjectivesManager(window.eventDispatcher);
+```
+
+**File:** Update `public/break_escape/js/core/game.js`
+
+In the `create()` function, AFTER `gameScenario` is loaded and global variables are set:
+
+```javascript
+// Initialize global narrative variables from scenario
+if (gameScenario.globalVariables) {
+ window.gameState.globalVariables = { ...gameScenario.globalVariables };
+ console.log('🌐 Initialized global variables:', window.gameState.globalVariables);
+} else {
+ window.gameState.globalVariables = {};
+}
+
+// Restore objectives state from server if available (passed via objectivesState)
+if (gameScenario.objectivesState) {
+ window.gameState.objectives = gameScenario.objectivesState;
+ console.log('📋 Restored objectives state from server');
+}
+
+// Initialize objectives system AFTER scenario is loaded
+// This must happen in create() because gameScenario isn't available until now
+if (gameScenario.objectives && window.objectivesManager) {
+ console.log('📋 Initializing objectives from scenario');
+ window.objectivesManager.initialize(gameScenario.objectives);
+
+ // Create UI panel
+ window.objectivesPanel = new ObjectivesPanel(window.objectivesManager);
+}
+```
+
+> **CRITICAL**: Objectives data initialization MUST happen in `game.js create()` function, NOT in `main.js`. The scenario JSON is not available until `create()` runs. The manager is created in `main.js`, but `initialize()` with data happens in `game.js`.
+
+### 6. Door Unlock Event Fix
+
+**File:** Update `public/break_escape/js/systems/doors.js`
+
+**CRITICAL**: The current codebase does NOT emit `door_unlocked` events. Add event emission to the `unlockDoor()` function:
+
+```javascript
+function unlockDoor(doorSprite, roomData) {
+ const props = doorSprite.doorProperties;
+ console.log(`Unlocking door: ${props.roomId} -> ${props.connectedRoom}`);
+
+ // Mark door as unlocked
+ props.locked = false;
+
+ // If roomData was provided from server unlock response, cache it
+ if (roomData && window.roomDataCache) {
+ console.log(`📦 Caching room data for ${props.connectedRoom} from unlock response`);
+ window.roomDataCache.set(props.connectedRoom, roomData);
+ }
+
+ // Emit door unlocked event for objectives system
+ if (window.eventDispatcher) {
+ window.eventDispatcher.emit('door_unlocked', {
+ roomId: props.roomId,
+ connectedRoom: props.connectedRoom,
+ direction: props.direction
+ });
+ console.log(`📋 Emitted door_unlocked event: ${props.roomId} -> ${props.connectedRoom}`);
+ }
+
+ // TODO: Implement unlock animation/effect
+
+ // Open the door
+ openDoor(doorSprite);
+}
+```
+
+> **NOTE**: Use `data.connectedRoom` when listening to this event - that's the room being unlocked.
+
+### 7. Key Item Event Fix
+
+**File:** Update `public/break_escape/js/systems/inventory.js`
+
+In the `addKeyToInventory()` function, add event emission after adding the key:
+
+```javascript
+function addKeyToInventory(sprite) {
+ // ... existing code to add key to keyRing ...
+
+ // Add the key to the key ring
+ window.inventory.keyRing.keys.push(sprite);
+
+ // Emit item_picked_up event for keys too (for objectives tracking)
+ // NOTE: Keys currently don't emit events - this is a required fix
+ if (window.eventDispatcher) {
+ window.eventDispatcher.emit(`item_picked_up:${sprite.scenarioData.type}`, {
+ itemType: sprite.scenarioData.type,
+ itemName: sprite.scenarioData.name,
+ roomId: window.currentPlayerRoom,
+ isKey: true
+ });
+
+ // Also emit specific key_id event if available
+ const keyId = sprite.scenarioData?.key_id || sprite.key_id;
+ if (keyId) {
+ window.eventDispatcher.emit(`item_picked_up:key:${keyId}`, {
+ itemType: 'key',
+ keyId: keyId,
+ itemName: sprite.scenarioData.name,
+ roomId: window.currentPlayerRoom
+ });
+ }
+ }
+
+ // ... rest of existing code ...
+}
+```
+
+---
+
+## Implementation TODO List
+
+### Phase 0: Prerequisites (Do First)
+- [ ] 0.1 Add key pickup events to `inventory.js` `addKeyToInventory()` function
+- [ ] 0.2 Verify `item_unlocked` event name in unlock-system.js (currently line 587)
+- [ ] 0.3 Verify `door_unlocked` event provides `connectedRoom` property
+
+### Phase 1: Core Infrastructure (Foundation)
+- [ ] 1.1 Create database migration for objectives tracking
+- [ ] 1.2 Add objective methods to `Game` model
+- [ ] 1.3 Create API endpoints with RESTful routes (`/objectives/tasks/:task_id`)
+- [ ] 1.4 Update scenario action to include `objectivesState`
+- [ ] 1.5 Create `objectives-manager.js` client module
+- [ ] 1.6 Add objectives CSS file
+
+### Phase 2: Event Integration
+- [ ] 2.1 Subscribe to `item_picked_up:*` wildcard events in ObjectivesManager
+- [ ] 2.2 Subscribe to `door_unlocked` events (use `connectedRoom` property)
+- [ ] 2.3 Subscribe to `item_unlocked` events (NOT `object_unlocked`)
+- [ ] 2.4 Subscribe to `room_entered` events
+- [ ] 2.5 Add `complete_task` ink tag processing
+
+### Phase 3: UI Implementation
+- [ ] 3.1 Create `objectives-panel.js` UI component
+- [ ] 3.2 Style objectives panel (top-right HUD)
+- [ ] 3.3 Add collapse/expand functionality
+- [ ] 3.4 Add progress indicators for collection tasks
+- [ ] 3.5 Add completion animations
+
+### Phase 4: Integration & Wiring
+- [ ] 4.1 Import ObjectivesManager in `main.js`, create manager instance
+- [ ] 4.2 Initialize objectives from scenario in `game.js` create function
+- [ ] 4.3 Add objectives CSS to game HTML template
+- [ ] 4.4 Wire up ObjectivesPanel to ObjectivesManager
+
+### Phase 5: Server Validation
+- [ ] 5.1 Update `sync_state` to include objective progress
+- [ ] 5.2 Validate `collect_items` against inventory
+- [ ] 5.3 Validate `unlock_room` against unlockedRooms
+- [ ] 5.4 Validate `npc_conversation` against encounteredNPCs
+- [ ] 5.5 Return objective state in scenario bootstrap (`objectivesState`)
+
+### Phase 6: Ink Tag Extensions
+- [ ] 6.1 Add `#complete_task:taskId` tag handler to chat-helpers.js
+- [ ] 6.2 Add `#unlock_task:taskId` tag handler
+- [ ] 6.3 Add `#unlock_aim:aimId` tag handler
+- [ ] 6.4 Test tags in phone-chat and person-chat minigames
+
+### Phase 7: Reconciliation & Edge Cases
+- [ ] 7.1 Implement `reconcileWithGameState()` for items collected before init
+- [ ] 7.2 Handle key pickups (add events to `addKeyToInventory()`)
+- [ ] 7.3 Test state restoration on page reload
+- [ ] 7.4 Add debouncing to `syncTaskProgress()`
+
+### Phase 8: Testing & Documentation
+- [ ] 8.1 Create test scenario `scenarios/test-objectives/` with all objective types
+- [ ] 8.2 Test item collection objectives
+- [ ] 8.3 Test room unlock objectives
+- [ ] 8.4 Test object unlock objectives
+- [ ] 8.5 Test NPC conversation objectives
+- [ ] 8.6 Test chained objectives (onComplete triggers)
+- [ ] 8.7 Test aim unlock conditions (aimCompleted)
+- [ ] 8.8 Update README_scenario_design.md with objectives schema
+- [ ] 8.9 Create docs/OBJECTIVES_USAGE.md documentation
+
+---
+
+## Example Scenarios
+
+### Example 1: Test Objectives Scenario
+
+A comprehensive test scenario demonstrating all objective types.
+
+**File:** `scenarios/test-objectives/scenario.json.erb`
+
+```json
+{
+ "scenario_brief": "Test scenario for the objectives system. Demonstrates all task types: item collection, room unlocking, object unlocking, room entry, and NPC conversations.",
+ "startRoom": "start_room",
+ "objectives": [
+ {
+ "aimId": "tutorial",
+ "title": "Complete the Tutorial",
+ "description": "Learn how objectives work",
+ "status": "active",
+ "order": 0,
+ "tasks": [
+ {
+ "taskId": "speak_guide",
+ "title": "Speak to the Guide",
+ "type": "npc_conversation",
+ "targetNpc": "guide_npc",
+ "status": "active",
+ "onComplete": { "unlockTask": "collect_documents" }
+ },
+ {
+ "taskId": "collect_documents",
+ "title": "Collect documents",
+ "type": "collect_items",
+ "targetItems": ["notes", "classified_doc"],
+ "targetCount": 3,
+ "showProgress": true,
+ "status": "locked",
+ "onComplete": { "unlockAim": "explore" }
+ }
+ ]
+ },
+ {
+ "aimId": "explore",
+ "title": "Explore the Facility",
+ "status": "locked",
+ "order": 1,
+ "tasks": [
+ {
+ "taskId": "unlock_office",
+ "title": "Unlock the office",
+ "type": "unlock_room",
+ "targetRoom": "office_room",
+ "status": "active",
+ "onComplete": { "unlockTask": "enter_office" }
+ },
+ {
+ "taskId": "enter_office",
+ "title": "Enter the office",
+ "type": "enter_room",
+ "targetRoom": "office_room",
+ "status": "locked",
+ "onComplete": { "unlockTask": "unlock_safe" }
+ },
+ {
+ "taskId": "unlock_safe",
+ "title": "Open the safe",
+ "type": "unlock_object",
+ "targetObject": "Office Safe",
+ "status": "locked"
+ }
+ ]
+ },
+ {
+ "aimId": "finale",
+ "title": "Complete the Mission",
+ "status": "locked",
+ "unlockCondition": { "aimCompleted": "explore" },
+ "order": 2,
+ "tasks": [
+ {
+ "taskId": "collect_evidence",
+ "title": "Collect the evidence",
+ "type": "collect_items",
+ "targetItems": ["evidence"],
+ "targetCount": 1,
+ "status": "active"
+ }
+ ]
+ }
+ ],
+ "rooms": {
+ "start_room": {
+ "type": "room_reception",
+ "connections": { "north": "office_room" },
+ "npcs": [
+ {
+ "id": "guide_npc",
+ "displayName": "Mission Guide",
+ "npcType": "person",
+ "position": { "x": 5, "y": 5 },
+ "spriteSheet": "hacker",
+ "storyPath": "scenarios/test-objectives/guide.json",
+ "currentKnot": "start"
+ }
+ ],
+ "objects": [
+ {
+ "type": "notes",
+ "name": "Document 1",
+ "takeable": true,
+ "observations": "An important document"
+ },
+ {
+ "type": "notes",
+ "name": "Document 2",
+ "takeable": true,
+ "observations": "Another important document"
+ }
+ ]
+ },
+ "office_room": {
+ "type": "room_office",
+ "locked": true,
+ "lockType": "pin",
+ "requires": "1234",
+ "connections": { "south": "start_room" },
+ "objects": [
+ {
+ "type": "classified_doc",
+ "name": "Classified Document",
+ "takeable": true,
+ "observations": "Top secret intel"
+ },
+ {
+ "type": "safe",
+ "name": "Office Safe",
+ "takeable": false,
+ "locked": true,
+ "lockType": "pin",
+ "requires": "9999",
+ "observations": "A secure wall safe",
+ "contents": [
+ {
+ "type": "evidence",
+ "name": "Critical Evidence",
+ "takeable": true,
+ "observations": "This is what you came for!"
+ }
+ ]
+ }
+ ]
+ }
+ }
+}
+```
+
+**Ink Story:** `scenarios/test-objectives/guide.ink`
+
+```ink
+=== start ===
+Welcome, agent! I'm here to guide you through your mission.
++ [Tell me about the objectives]
+ -> explain_objectives
++ [I'm ready to start]
+ -> complete_briefing
+
+=== explain_objectives ===
+Your objectives are shown in the panel on the right.
+Each mission has high-level AIMS with specific TASKS underneath.
+Complete all tasks to finish an aim!
++ [Got it]
+ -> complete_briefing
+
+=== complete_briefing ===
+Excellent! Your first task is to speak with me - which you just did!
+Now go collect those documents. Good luck, agent!
+# complete_task:speak_guide
+-> END
+```
+
+### Example 2: CEO Exfil Style Objectives
+
+Example objectives for a mission-style scenario (based on `ceo_exfil`):
+
+```json
+{
+ "objectives": [
+ {
+ "aimId": "investigate",
+ "title": "Investigate the CEO",
+ "status": "active",
+ "order": 0,
+ "tasks": [
+ {
+ "taskId": "find_security_log",
+ "title": "Find the security log",
+ "type": "collect_items",
+ "targetItems": ["notes"],
+ "targetCount": 1,
+ "status": "active",
+ "showProgress": false
+ },
+ {
+ "taskId": "access_office_area",
+ "title": "Access the office area",
+ "type": "unlock_room",
+ "targetRoom": "office1",
+ "status": "active"
+ }
+ ]
+ },
+ {
+ "aimId": "gather_evidence",
+ "title": "Gather Evidence",
+ "status": "active",
+ "order": 1,
+ "tasks": [
+ {
+ "taskId": "find_documents",
+ "title": "Find incriminating documents",
+ "type": "collect_items",
+ "targetItems": ["notes"],
+ "targetCount": 4,
+ "showProgress": true,
+ "status": "active"
+ },
+ {
+ "taskId": "access_ceo_office",
+ "title": "Access CEO's office",
+ "type": "unlock_room",
+ "targetRoom": "ceo",
+ "status": "active",
+ "onComplete": { "unlockTask": "access_closet" }
+ },
+ {
+ "taskId": "access_closet",
+ "title": "Access the secret closet",
+ "type": "unlock_room",
+ "targetRoom": "closet",
+ "status": "locked",
+ "onComplete": { "unlockTask": "open_hidden_safe" }
+ },
+ {
+ "taskId": "open_hidden_safe",
+ "title": "Open the hidden safe",
+ "type": "unlock_object",
+ "targetObject": "Hidden Safe",
+ "status": "locked"
+ }
+ ]
+ },
+ {
+ "aimId": "complete_mission",
+ "title": "Complete the Mission",
+ "status": "locked",
+ "unlockCondition": { "aimCompleted": "gather_evidence" },
+ "order": 2,
+ "tasks": [
+ {
+ "taskId": "collect_final_evidence",
+ "title": "Collect the incriminating documents",
+ "type": "collect_items",
+ "targetItems": ["evidence"],
+ "targetCount": 1,
+ "status": "active"
+ }
+ ]
+ }
+ ]
+}
+```
+
+### Example 3: NPC-Driven Objectives
+
+Example for scenarios with heavy NPC interaction (like `npc-sprite-test3`):
+
+```json
+{
+ "objectives": [
+ {
+ "aimId": "make_contact",
+ "title": "Make Contact",
+ "status": "active",
+ "order": 0,
+ "tasks": [
+ {
+ "taskId": "talk_to_contact",
+ "title": "Talk to your contact",
+ "type": "npc_conversation",
+ "targetNpc": "test_npc_front",
+ "status": "active"
+ }
+ ]
+ },
+ {
+ "aimId": "gather_tools",
+ "title": "Gather Equipment",
+ "status": "locked",
+ "order": 1,
+ "tasks": [
+ {
+ "taskId": "get_workstation",
+ "title": "Obtain the crypto workstation",
+ "type": "collect_items",
+ "targetItems": ["workstation"],
+ "targetCount": 1,
+ "status": "active"
+ },
+ {
+ "taskId": "get_lockpick",
+ "title": "Obtain lockpick tools",
+ "type": "collect_items",
+ "targetItems": ["lockpick"],
+ "targetCount": 1,
+ "status": "active"
+ }
+ ]
+ }
+ ]
+}
+```
+
+**NPC Ink Story with Objective Tags:**
+
+```ink
+=== briefing_complete ===
+Contact: Here's your equipment. Good luck out there!
+# give_npc_inventory_items
+# complete_task:talk_to_contact
+# unlock_aim:gather_tools
+-> END
+
+=== secondary_objective ===
+Contact: I have another task for you, if you're interested.
++ [Tell me more]
+ Contact: There's a hidden server we need you to access.
+ # unlock_task:find_hidden_server
+ -> END
++ [Not right now]
+ Contact: Come back when you're ready.
+ -> END
+```
+
+---
+
+## Ink Tag Reference
+
+### Objective-Related Tags
+
+| Tag | Description | Example |
+|-----|-------------|---------|
+| `#complete_task:taskId` | Marks a task as complete | `#complete_task:speak_handler` |
+| `#unlock_task:taskId` | Unlocks a locked task | `#unlock_task:next_objective` |
+| `#unlock_aim:aimId` | Unlocks a locked aim | `#unlock_aim:phase_two` |
+
+### Example Ink Pattern
+
+```ink
+=== mission_briefing ===
+Handler: Agent, your mission is to infiltrate the facility.
++ [Understood]
+ Handler: Good. First, speak to our contact inside.
+ # complete_task:receive_briefing
+ -> END
++ [Tell me more about the target]
+ Handler: We suspect corporate espionage. Gather evidence.
+ # unlock_task:investigate_ceo
+ -> mission_briefing
+```
+
+---
+
+## File Summary
+
+| File | Type | Description |
+|------|------|-------------|
+| `db/migrate/XXX_add_objectives_to_games.rb` | Migration | Add objective tracking columns |
+| `app/models/break_escape/game.rb` | Model | Add objective methods |
+| `app/controllers/break_escape/games_controller.rb` | Controller | Add objective endpoints |
+| `config/routes.rb` | Routes | Add RESTful objective routes |
+| `public/break_escape/js/systems/objectives-manager.js` | JS | Core tracking logic |
+| `public/break_escape/js/ui/objectives-panel.js` | JS | HUD panel component |
+| `public/break_escape/css/objectives.css` | CSS | Panel styling (no border-radius!) |
+| `public/break_escape/js/main.js` | JS | Manager initialization |
+| `public/break_escape/js/core/game.js` | JS | Scenario data initialization |
+| `public/break_escape/js/systems/inventory.js` | JS | Key event fix |
+| `public/break_escape/js/minigames/helpers/chat-helpers.js` | JS | Ink tag handlers |
+| `scenarios/test-objectives/` | Scenario | Test scenario demonstrating features |
+| `docs/OBJECTIVES_USAGE.md` | Docs | Usage documentation |
+
+---
+
+## Debug Utilities
+
+Add to `objectives-manager.js` or expose globally for testing:
+
+```javascript
+// Expose debug functions globally in development
+window.debugObjectives = {
+ completeTask: (taskId) => window.objectivesManager?.completeTask(taskId),
+ unlockTask: (taskId) => window.objectivesManager?.unlockTask(taskId),
+ unlockAim: (aimId) => window.objectivesManager?.unlockAim(aimId),
+ showAll: () => console.table(window.objectivesManager?.getAllAims()),
+ showTask: (taskId) => console.log(window.objectivesManager?.taskIndex[taskId]),
+ simulatePickup: (itemType) => window.objectivesManager?.handleItemPickup({ itemType }),
+ reconcile: () => window.objectivesManager?.reconcileWithGameState(),
+ reset: () => {
+ const manager = window.objectivesManager;
+ if (!manager) return;
+ Object.values(manager.taskIndex).forEach(task => {
+ task.status = task.originalStatus || 'active';
+ task.currentCount = 0;
+ delete task.completedAt;
+ });
+ Object.values(manager.aimIndex).forEach(aim => {
+ aim.status = aim.originalStatus || 'active';
+ delete aim.completedAt;
+ });
+ manager.notifyListeners();
+ console.log('📋 Objectives reset');
+ }
+};
+```
+
+---
+
+## Open Questions / Future Enhancements
+
+1. **Optional objectives?** Support for side-quests that don't block main progression
+2. **Timed objectives?** Tasks with time limits (e.g., "Escape before security arrives")
+3. **Hidden objectives?** Tasks that only appear after certain conditions
+4. **Objective dependencies?** More complex unlock conditions (AND/OR logic)
+5. **Objective rewards?** Grant items or unlock abilities on completion
+6. **Objective journal?** Full-screen view with descriptions and history
+7. **Sound effects?** Add `objective_complete.mp3` to sound assets
+6. **Objective journal?** Full-screen view with descriptions and history
diff --git a/planning_notes/objectives_system/QUICK_REFERENCE.md b/planning_notes/objectives_system/QUICK_REFERENCE.md
new file mode 100644
index 0000000..e36a9e6
--- /dev/null
+++ b/planning_notes/objectives_system/QUICK_REFERENCE.md
@@ -0,0 +1,126 @@
+# Objectives System - Quick Reference
+
+## Task Types at a Glance
+
+| Type | Trigger | Event Name | Example |
+|------|---------|------------|---------|
+| `collect_items` | Player picks up items | `item_picked_up:*` | Find 3 documents |
+| `unlock_room` | Door unlocked | `door_unlocked` (use `connectedRoom`) | Access server room |
+| `unlock_object` | Container unlocked | `item_unlocked` (NOT `object_unlocked`) | Open the safe |
+| `npc_conversation` | Ink tag `#complete_task:X` | `task_completed_by_npc` | Talk to handler |
+| `enter_room` | Player enters room | `room_entered` | Explore the lab |
+| `custom` | Ink tag `#complete_task:X` | `task_completed_by_npc` | Any other trigger |
+
+## Ink Tags
+
+```ink
+# complete_task:taskId -> Marks task complete
+# unlock_task:taskId -> Makes locked task active
+# unlock_aim:aimId -> Makes locked aim active
+```
+
+## Scenario JSON Template
+
+```json
+{
+ "objectives": [
+ {
+ "aimId": "unique_aim_id",
+ "title": "High-level goal",
+ "description": "Optional longer description",
+ "status": "active|locked",
+ "order": 1,
+ "unlockCondition": { "aimCompleted": "other_aim_id" },
+ "tasks": [
+ {
+ "taskId": "unique_task_id",
+ "title": "What player sees",
+ "type": "collect_items|unlock_room|unlock_object|npc_conversation|enter_room|custom",
+ "targetItems": ["item_type"],
+ "targetCount": 3,
+ "targetRoom": "room_id",
+ "targetObject": "Object Name",
+ "targetNpc": "npc_id",
+ "status": "active|locked",
+ "showProgress": true,
+ "onComplete": {
+ "unlockTask": "next_task_id",
+ "unlockAim": "next_aim_id"
+ }
+ }
+ ]
+ }
+ ]
+}
+```
+
+## API Endpoints (RESTful)
+
+```
+GET /break_escape/games/:id/objectives # Get current state
+POST /break_escape/games/:id/objectives/tasks/:task_id # Complete a task
+PUT /break_escape/games/:id/objectives/tasks/:task_id # Update progress
+```
+
+## Events Emitted
+
+```javascript
+// Task completed
+eventDispatcher.emit('objective_task_completed', { taskId, aimId, task });
+
+// Aim completed
+eventDispatcher.emit('objective_aim_completed', { aimId, aim });
+```
+
+## Events Listened To
+
+```javascript
+'item_picked_up:*' // For collect_items (wildcard pattern)
+'door_unlocked' // For unlock_room (use data.connectedRoom)
+'item_unlocked' // For unlock_object (NOT object_unlocked!)
+'room_entered' // For enter_room
+'task_completed_by_npc' // From ink tags
+```
+
+## Initialization Order
+
+1. `main.js`: Create `ObjectivesManager` instance (manager only)
+2. `game.js create()`: Restore `objectivesState` from server to `window.gameState.objectives`
+3. `game.js create()`: Call `objectivesManager.initialize(gameScenario.objectives)`
+4. `game.js create()`: Create `ObjectivesPanel` instance
+
+> **CRITICAL**: Objectives data initialization MUST happen in `game.js create()`, NOT `main.js`. Scenario JSON isn't available until `create()` runs.
+
+## CSS Classes
+
+```css
+.objectives-panel /* Main container */
+.objectives-panel.collapsed
+.objective-aim /* Aim container */
+.aim-active / .aim-completed
+.objective-task /* Task container */
+.task-active / .task-completed
+```
+
+## Global Access
+
+```javascript
+window.objectivesManager.completeTask('taskId');
+window.objectivesManager.unlockTask('taskId');
+window.objectivesManager.unlockAim('aimId');
+window.objectivesManager.getActiveAims();
+window.objectivesManager.reconcileWithGameState();
+
+// Debug utilities
+window.debugObjectives.showAll();
+window.debugObjectives.reset();
+```
+
+## Key Gotchas
+
+1. **CRITICAL**: `door_unlocked` events NOT emitted in current codebase - must add to `doors.js`
+2. **Event name**: `item_unlocked` NOT `object_unlocked`
+3. **Door event**: `door_unlocked` should provide both `roomId` and `connectedRoom` (use `connectedRoom`)
+4. **Keys don't emit events**: Need to add event to `addKeyToInventory()`
+5. **State restoration**: Server passes `objectivesState` in scenario bootstrap
+6. **Reconciliation**: Call `reconcileWithGameState()` after init for late-loaded scenarios
diff --git a/planning_notes/objectives_system/TODO_CHECKLIST.md b/planning_notes/objectives_system/TODO_CHECKLIST.md
new file mode 100644
index 0000000..cd82a1d
--- /dev/null
+++ b/planning_notes/objectives_system/TODO_CHECKLIST.md
@@ -0,0 +1,134 @@
+# Objectives System - TODO Checklist
+
+Track implementation progress here. Check off items as completed.
+
+---
+
+## Phase 0: Prerequisites (Do First) ⬜
+- [ ] 0.1 **CRITICAL**: Add `door_unlocked` event emission to `doors.js` `unlockDoor()` function
+- [ ] 0.2 Add key pickup events to `inventory.js` `addKeyToInventory()` function
+- [ ] 0.3 Verify `item_unlocked` event name in `unlock-system.js` (line ~587) - ✅ VERIFIED
+- [ ] 0.4 Verify `room_entered` events are emitted in `rooms.js`
+
+## Phase 1: Core Infrastructure ⬜
+- [ ] 1.1 Create database migration `db/migrate/XXXXXX_add_objectives_to_games.rb`
+- [ ] 1.2 Add objective methods to `app/models/break_escape/game.rb`:
+ - [ ] `initialize_objectives`
+ - [ ] `complete_task!(task_id, validation_data)`
+ - [ ] `update_task_progress!(task_id, progress)`
+ - [ ] `aim_status(aim_id)` / `task_status(task_id)`
+ - [ ] Private helpers: `validate_collection`, `process_task_completion`, etc.
+- [ ] 1.3 Add RESTful API routes to `config/routes.rb`:
+ - [ ] `GET objectives` - Get current objective state
+ - [ ] `POST objectives/tasks/:task_id` - Complete a specific task
+ - [ ] `PUT objectives/tasks/:task_id` - Update task progress
+- [ ] 1.4 Add controller actions to `games_controller.rb`:
+ - [ ] `def objectives`
+ - [ ] `def complete_task`
+ - [ ] `def update_task_progress`
+- [ ] 1.5 Update `scenario` action to include `objectivesState` for reload recovery
+- [ ] 1.6 Create `public/break_escape/js/systems/objectives-manager.js`
+- [ ] 1.7 Create `public/break_escape/css/objectives.css`
+
+## Phase 2: Event Integration ⬜
+- [ ] 2.1 Subscribe to `item_picked_up:*` wildcard events → `handleItemPickup()`
+- [ ] 2.2 Subscribe to `door_unlocked` events → `handleRoomUnlock()` (use `connectedRoom`)
+- [ ] 2.3 Subscribe to `door_unlocked_by_npc` events
+- [ ] 2.4 Subscribe to `item_unlocked` events → `handleObjectUnlock()` (NOT `object_unlocked`)
+- [ ] 2.5 Subscribe to `room_entered` events → `handleRoomEntered()`
+- [ ] 2.6 Subscribe to `task_completed_by_npc` events
+
+## Phase 3: UI Implementation ⬜
+- [ ] 3.1 Create `public/break_escape/js/ui/objectives-panel.js`
+- [ ] 3.2 Implement `createPanel()` with header and content areas
+- [ ] 3.3 Implement `render(aims)` for aim/task hierarchy
+- [ ] 3.4 Implement `toggleCollapse()` functionality
+- [ ] 3.5 Add progress text for `showProgress: true` tasks
+- [ ] 3.6 Add completion animations (CSS keyframes)
+- [ ] 3.7 Ensure CSS follows project conventions (2px borders, no border-radius)
+
+## Phase 4: Integration & Wiring ⬜
+- [ ] 4.1 Add imports to `public/break_escape/js/main.js`:
+ - [ ] `import ObjectivesManager`
+ - [ ] `import ObjectivesPanel`
+- [ ] 4.2 Initialize `window.objectivesManager` in `main.js initializeGame()` (manager only)
+- [ ] 4.3 Call `objectivesManager.initialize()` in `game.js create()` after scenario loads
+- [ ] 4.4 Restore `objectivesState` to `window.gameState.objectives` in `game.js create()`
+- [ ] 4.5 Create `ObjectivesPanel` instance in `game.js create()`
+- [ ] 4.6 Add `` to objectives.css in game HTML template
+
+## Phase 5: Server Validation ⬜
+- [ ] 5.1 Update `sync_state` action to accept/return objectives
+- [ ] 5.2 Validate `collect_items` tasks against `player_state['inventory']`
+- [ ] 5.3 Validate `unlock_room` tasks against `player_state['unlockedRooms']`
+- [ ] 5.4 Validate `unlock_object` tasks against `player_state['unlockedObjects']`
+- [ ] 5.5 Validate `npc_conversation` tasks against `player_state['encounteredNPCs']`
+- [ ] 5.6 Increment `tasks_completed` and `objectives_completed` counters
+
+## Phase 6: Ink Tag Extensions ⬜
+- [ ] 6.1 Add `complete_task` case to `chat-helpers.js` `processGameActionTags()`
+- [ ] 6.2 Add `unlock_task` case
+- [ ] 6.3 Add `unlock_aim` case
+- [ ] 6.4 Test tags in phone-chat minigame
+- [ ] 6.5 Test tags in person-chat minigame
+
+## Phase 7: Reconciliation & Edge Cases ⬜
+- [ ] 7.1 Implement `reconcileWithGameState()` in ObjectivesManager
+- [ ] 7.2 Handle collect_items reconciliation (check existing inventory)
+- [ ] 7.3 Handle unlock_room reconciliation (check discoveredRooms)
+- [ ] 7.4 Handle enter_room reconciliation (check discoveredRooms)
+- [ ] 7.5 Add debounced `syncTaskProgress()` with timeout tracking
+- [ ] 7.6 Store `originalStatus` for debug reset functionality
+
+## Phase 8: Testing ⬜
+- [ ] 8.1 Create test scenario in `scenarios/test-objectives/scenario.json.erb`
+- [ ] 8.2 Create test Ink story in `scenarios/test-objectives/guide.ink`
+- [ ] 8.3 Test `collect_items` objective (pick up multiple items)
+- [ ] 8.4 Test `unlock_room` objective (unlock a door)
+- [ ] 8.5 Test `unlock_object` objective (unlock a container)
+- [ ] 8.6 Test `npc_conversation` objective (ink tag completion)
+- [ ] 8.7 Test `enter_room` objective (walk into room)
+- [ ] 8.8 Test chained objectives (`onComplete.unlockTask`)
+- [ ] 8.9 Test aim completion (all tasks done → aim complete)
+- [ ] 8.10 Test aim unlock conditions (`unlockCondition.aimCompleted`)
+- [ ] 8.11 Test server validation (complete without meeting conditions)
+- [ ] 8.12 Test state persistence (reload page, check objectives restored)
+- [ ] 8.13 Test reconciliation (collect items, then reload - should reconcile)
+
+## Phase 9: Documentation ⬜
+- [ ] 9.1 Create `docs/OBJECTIVES_USAGE.md` with full documentation
+- [ ] 9.2 Update `README_scenario_design.md` with objectives section
+- [ ] 9.3 Add objectives examples to existing scenario documentation
+- [ ] 9.4 Document ink tags in docs/INK_BEST_PRACTICES.md
+
+---
+
+## Notes
+
+_Add implementation notes, blockers, or decisions here:_
+
+- **CRITICAL**: `door_unlocked` events are NOT emitted in current codebase - must add to `doors.js`
+- Event name is `item_unlocked` NOT `object_unlocked` (unlock-system.js line 587) ✅
+- `door_unlocked` event should provide both `roomId` and `connectedRoom` (use `connectedRoom` for unlock tasks)
+- Keys do NOT emit pickup events - requires fix in `addKeyToInventory()`
+- Objectives init happens in `game.js create()` NOT `main.js` (scenario not available until then)
+- Server includes `objectivesState` in scenario bootstrap for reload recovery
+- Use RESTful routes: `POST /objectives/tasks/:task_id` (task_id in path)
+
+---
+
+## Completion Summary
+
+| Phase | Status | Completed |
+|-------|--------|-----------|
+| Phase 0: Prerequisites | ⬜ | 0/4 |
+| Phase 1: Core Infrastructure | ⬜ | 0/7 |
+| Phase 2: Event Integration | ⬜ | 0/6 |
+| Phase 3: UI Implementation | ⬜ | 0/7 |
+| Phase 4: Integration | ⬜ | 0/6 |
+| Phase 5: Server Validation | ⬜ | 0/6 |
+| Phase 6: Ink Tags | ⬜ | 0/5 |
+| Phase 7: Reconciliation | ⬜ | 0/6 |
+| Phase 8: Testing | ⬜ | 0/13 |
+| Phase 9: Documentation | ⬜ | 0/4 |
+| **Total** | **⬜** | **0/64** |
diff --git a/planning_notes/objectives_system/review1/CORRECTED_CODE_SNIPPETS.md b/planning_notes/objectives_system/review1/CORRECTED_CODE_SNIPPETS.md
new file mode 100644
index 0000000..d24c652
--- /dev/null
+++ b/planning_notes/objectives_system/review1/CORRECTED_CODE_SNIPPETS.md
@@ -0,0 +1,459 @@
+# Objectives System - Corrected Code Snippets
+
+This file contains corrected code based on the implementation review findings.
+
+---
+
+## 1. Corrected Event Listeners (objectives-manager.js)
+
+```javascript
+/**
+ * Setup event listeners for automatic objective tracking
+ * CORRECTED: Uses actual event names from codebase
+ */
+setupEventListeners() {
+ // Item collection - wildcard pattern works with NPCEventDispatcher
+ this.eventDispatcher.on('item_picked_up:*', (data) => {
+ this.handleItemPickup(data);
+ });
+
+ // Room/door unlocks
+ this.eventDispatcher.on('door_unlocked', (data) => {
+ this.handleRoomUnlock(data.connectedRoom); // Note: connectedRoom, not roomId
+ });
+
+ this.eventDispatcher.on('door_unlocked_by_npc', (data) => {
+ this.handleRoomUnlock(data.roomId);
+ });
+
+ // Object unlocks - CORRECTED: event is 'item_unlocked' not 'object_unlocked'
+ this.eventDispatcher.on('item_unlocked', (data) => {
+ // data contains: { itemType, itemName, lockType }
+ // Match against task.targetObject using itemName or itemType
+ this.handleObjectUnlock(data.itemName, data.itemType);
+ });
+
+ // Room entry
+ this.eventDispatcher.on('room_entered', (data) => {
+ this.handleRoomEntered(data.roomId);
+ });
+
+ // NPC conversation completion (via ink tag)
+ this.eventDispatcher.on('task_completed_by_npc', (data) => {
+ this.completeTask(data.taskId);
+ });
+}
+
+/**
+ * Handle object unlock - CORRECTED to accept both name and type
+ */
+handleObjectUnlock(itemName, itemType) {
+ Object.values(this.taskIndex).forEach(task => {
+ if (task.type !== 'unlock_object') return;
+ if (task.status !== 'active') return;
+
+ // Match by either targetObject name or type
+ const matches = task.targetObject === itemName ||
+ task.targetObject === itemType;
+ if (!matches) return;
+
+ this.completeTask(task.taskId);
+ });
+}
+```
+
+---
+
+## 2. Corrected Initialization Location (game.js)
+
+```javascript
+// In game.js create() function, AFTER gameScenario is loaded (around line 510)
+
+// Initialize global narrative variables from scenario
+if (gameScenario.globalVariables) {
+ window.gameState.globalVariables = { ...gameScenario.globalVariables };
+ console.log('🌐 Initialized global variables:', window.gameState.globalVariables);
+} else {
+ window.gameState.globalVariables = {};
+}
+
+// NEW: Restore objectives state from server if available
+if (gameScenario.objectivesState) {
+ window.gameState.objectives = gameScenario.objectivesState;
+ console.log('📋 Restored objectives state from server');
+}
+
+// NEW: Initialize objectives system after scenario is loaded
+if (gameScenario.objectives && window.objectivesManager) {
+ console.log('📋 Initializing objectives from scenario');
+ window.objectivesManager.initialize(gameScenario.objectives);
+
+ // Create UI panel
+ if (typeof ObjectivesPanel !== 'undefined') {
+ window.objectivesPanel = new ObjectivesPanel(window.objectivesManager);
+ }
+}
+```
+
+---
+
+## 3. Corrected Rails Routes (routes.rb)
+
+```ruby
+BreakEscape::Engine.routes.draw do
+ # ... existing routes ...
+
+ resources :games, only: [:show, :create] do
+ member do
+ # Existing routes
+ get 'scenario'
+ get 'scenario_map'
+ get 'ink'
+ get 'room/:room_id', to: 'games#room', as: 'room'
+ get 'container/:container_id', to: 'games#container'
+ put 'sync_state'
+ post 'unlock'
+ post 'inventory'
+
+ # NEW: Objectives routes (RESTful pattern)
+ get 'objectives' # Get current objective state
+ post 'objectives/tasks/:task_id', # Complete a specific task
+ to: 'games#complete_task',
+ as: 'complete_task'
+ put 'objectives/tasks/:task_id', # Update task progress
+ to: 'games#update_task_progress',
+ as: 'update_task_progress'
+ end
+ end
+end
+```
+
+---
+
+## 4. Include Objectives State in Scenario Bootstrap (games_controller.rb)
+
+```ruby
+# GET /games/:id/scenario
+def scenario
+ authorize @game if defined?(Pundit)
+
+ begin
+ filtered = @game.filtered_scenario_for_bootstrap
+ filter_requires_recursive(filtered)
+
+ # NEW: Include objectives state for restoration
+ if @game.player_state['objectives'].present?
+ filtered['objectivesState'] = @game.player_state['objectives']
+ end
+
+ render json: filtered
+ rescue => e
+ Rails.logger.error "[BreakEscape] scenario error: #{e.message}"
+ render_error("Failed to generate scenario: #{e.message}", :internal_server_error)
+ end
+end
+```
+
+---
+
+## 5. Reconciliation Method for Late Initialization (objectives-manager.js)
+
+```javascript
+/**
+ * Reconcile objectives with current game state
+ * Handles case where player collected items before objectives loaded
+ */
+reconcileWithGameState() {
+ console.log('📋 Reconciling objectives with current game state...');
+
+ // Check inventory for items matching collect_items tasks
+ const inventoryItems = window.inventory?.items || [];
+
+ Object.values(this.taskIndex).forEach(task => {
+ if (task.status !== 'active') return;
+
+ switch (task.type) {
+ case 'collect_items':
+ const matchingItems = inventoryItems.filter(item => {
+ const itemType = item.scenarioData?.type || item.getAttribute?.('data-type');
+ return task.targetItems.includes(itemType);
+ });
+
+ // Also count keys from keyRing
+ const keyRingItems = window.inventory?.keyRing?.keys || [];
+ const matchingKeys = keyRingItems.filter(key =>
+ task.targetItems.includes(key.scenarioData?.type)
+ );
+
+ const totalCount = matchingItems.length + matchingKeys.length;
+
+ if (totalCount > (task.currentCount || 0)) {
+ task.currentCount = totalCount;
+ console.log(`📋 Reconciled ${task.taskId}: ${totalCount}/${task.targetCount}`);
+
+ if (totalCount >= task.targetCount) {
+ this.completeTask(task.taskId);
+ }
+ }
+ break;
+
+ case 'unlock_room':
+ // Check if room is already unlocked
+ const unlockedRooms = window.gameState?.unlockedRooms || [];
+ const isUnlocked = unlockedRooms.includes(task.targetRoom) ||
+ window.discoveredRooms?.has(task.targetRoom);
+ if (isUnlocked) {
+ console.log(`📋 Reconciled ${task.taskId}: room already unlocked`);
+ this.completeTask(task.taskId);
+ }
+ break;
+
+ case 'enter_room':
+ // Check if room was already visited
+ if (window.discoveredRooms?.has(task.targetRoom)) {
+ console.log(`📋 Reconciled ${task.taskId}: room already visited`);
+ this.completeTask(task.taskId);
+ }
+ break;
+ }
+ });
+}
+
+/**
+ * Initialize objectives from scenario data
+ */
+initialize(objectivesData) {
+ if (!objectivesData || !objectivesData.length) {
+ console.log('📋 No objectives defined in scenario');
+ return;
+ }
+
+ // Deep clone to avoid mutating scenario
+ this.aims = JSON.parse(JSON.stringify(objectivesData));
+
+ // Build indexes
+ this.aims.forEach(aim => {
+ this.aimIndex[aim.aimId] = aim;
+ aim.tasks.forEach(task => {
+ task.aimId = aim.aimId;
+ this.taskIndex[task.taskId] = task;
+ });
+ });
+
+ // Sort by order
+ this.aims.sort((a, b) => (a.order || 0) - (b.order || 0));
+
+ // Restore state from server if available
+ this.restoreState();
+
+ // NEW: Reconcile with current game state
+ this.reconcileWithGameState();
+
+ console.log(`📋 Objectives initialized: ${this.aims.length} aims`);
+ this.notifyListeners();
+}
+```
+
+---
+
+## 6. Key Item Event Emission Fix (inventory.js)
+
+Add this to `addKeyToInventory()` after line 460:
+
+```javascript
+function addKeyToInventory(sprite) {
+ // ... existing code to add key to keyRing ...
+
+ // NEW: Emit item_picked_up event for keys too (for objectives tracking)
+ if (window.eventDispatcher) {
+ window.eventDispatcher.emit(`item_picked_up:${sprite.scenarioData.type}`, {
+ itemType: sprite.scenarioData.type,
+ itemName: sprite.scenarioData.name,
+ roomId: window.currentPlayerRoom,
+ isKey: true
+ });
+
+ // Also emit specific key_id event if available
+ const keyId = sprite.scenarioData?.key_id || sprite.key_id;
+ if (keyId) {
+ window.eventDispatcher.emit(`item_picked_up:key:${keyId}`, {
+ itemType: 'key',
+ keyId: keyId,
+ itemName: sprite.scenarioData.name,
+ roomId: window.currentPlayerRoom
+ });
+ }
+ }
+
+ // ... rest of existing code ...
+}
+```
+
+---
+
+## 7. Responsive CSS Additions (objectives.css)
+
+Add to the end of the CSS file:
+
+```css
+/* Responsive breakpoints for objectives panel */
+
+@media (max-width: 1024px) {
+ .objectives-panel {
+ width: 240px;
+ }
+}
+
+@media (max-width: 768px) {
+ .objectives-panel {
+ width: 200px;
+ font-size: 12px;
+ top: 10px;
+ right: 10px;
+ }
+
+ .objectives-title {
+ font-size: 14px;
+ }
+
+ .aim-header {
+ font-size: 13px;
+ }
+
+ .objective-task {
+ font-size: 11px;
+ }
+}
+
+@media (max-width: 480px) {
+ .objectives-panel {
+ position: fixed;
+ top: auto;
+ bottom: 90px; /* Above inventory */
+ right: 10px;
+ left: 10px;
+ width: auto;
+ max-height: 30vh;
+ }
+
+ .objectives-panel.collapsed {
+ left: auto;
+ width: auto;
+ min-width: 120px;
+ }
+
+ .objectives-panel.collapsed .objectives-title {
+ display: none;
+ }
+
+ .objectives-panel.collapsed .objectives-header::before {
+ content: '📋';
+ margin-right: 8px;
+ }
+}
+
+/* Animation for objective updates */
+@keyframes objective-highlight {
+ 0% {
+ background-color: rgba(255, 204, 0, 0.4);
+ transform: scale(1.02);
+ }
+ 100% {
+ background-color: transparent;
+ transform: scale(1);
+ }
+}
+
+.objective-task.updated {
+ animation: objective-highlight 0.6s ease-out;
+}
+
+.objective-aim.updated {
+ animation: objective-highlight 0.8s ease-out;
+}
+```
+
+---
+
+## 8. Debug Utilities
+
+Add to `objectives-manager.js` or create `objectives-debug.js`:
+
+```javascript
+/**
+ * Debug utilities for objectives system
+ * Available via window.debugObjectives
+ */
+export function initObjectivesDebug(manager) {
+ window.debugObjectives = {
+ // Complete a task manually
+ completeTask: (taskId) => {
+ console.log(`🔧 Debug: Completing task ${taskId}`);
+ return manager.completeTask(taskId);
+ },
+
+ // Unlock a task manually
+ unlockTask: (taskId) => {
+ console.log(`🔧 Debug: Unlocking task ${taskId}`);
+ return manager.unlockTask(taskId);
+ },
+
+ // Unlock an aim manually
+ unlockAim: (aimId) => {
+ console.log(`🔧 Debug: Unlocking aim ${aimId}`);
+ return manager.unlockAim(aimId);
+ },
+
+ // Show all objectives state
+ showAll: () => {
+ console.log('📋 All Aims:', manager.getAllAims());
+ console.table(manager.getAllAims().map(aim => ({
+ aimId: aim.aimId,
+ title: aim.title,
+ status: aim.status,
+ tasks: aim.tasks.length,
+ completedTasks: aim.tasks.filter(t => t.status === 'completed').length
+ })));
+ },
+
+ // Show specific task
+ showTask: (taskId) => {
+ const task = manager.taskIndex[taskId];
+ if (task) {
+ console.log(`📋 Task ${taskId}:`, task);
+ } else {
+ console.warn(`Task ${taskId} not found`);
+ }
+ },
+
+ // Reset objectives (for testing)
+ reset: () => {
+ console.log('🔧 Debug: Resetting objectives');
+ Object.values(manager.taskIndex).forEach(task => {
+ task.status = task.originalStatus || 'active';
+ task.currentCount = 0;
+ delete task.completedAt;
+ });
+ Object.values(manager.aimIndex).forEach(aim => {
+ aim.status = aim.originalStatus || 'active';
+ delete aim.completedAt;
+ });
+ manager.notifyListeners();
+ },
+
+ // Simulate item pickup
+ simulatePickup: (itemType) => {
+ console.log(`🔧 Debug: Simulating pickup of ${itemType}`);
+ manager.handleItemPickup({ itemType, itemName: itemType });
+ },
+
+ // Force reconciliation
+ reconcile: () => {
+ console.log('🔧 Debug: Forcing reconciliation');
+ manager.reconcileWithGameState();
+ }
+ };
+
+ console.log('📋 Debug utilities available via window.debugObjectives');
+}
+```
diff --git a/planning_notes/objectives_system/review1/IMPLEMENTATION_REVIEW.md b/planning_notes/objectives_system/review1/IMPLEMENTATION_REVIEW.md
new file mode 100644
index 0000000..24bc14e
--- /dev/null
+++ b/planning_notes/objectives_system/review1/IMPLEMENTATION_REVIEW.md
@@ -0,0 +1,415 @@
+# Objectives System - Implementation Review
+
+## Executive Summary
+
+After reviewing the codebase against the implementation plan, I've identified several **critical issues**, **gaps**, and **improvement opportunities** that should be addressed before implementation. The plan is solid overall but needs refinements for successful integration.
+
+---
+
+## 🔴 Critical Issues
+
+### 1. Missing `item_picked_up` Event - Actual Format Differs
+
+**Issue:** The plan assumes `item_picked_up:*` wildcard events exist, but the actual emitted event format is:
+
+```javascript
+// Actual (inventory.js line 369-374)
+window.eventDispatcher.emit(`item_picked_up:${sprite.scenarioData.type}`, {
+ itemType: sprite.scenarioData.type,
+ itemName: sprite.scenarioData.name,
+ roomId: window.currentPlayerRoom
+});
+```
+
+**Problem:** The event is emitted with type-specific naming (`item_picked_up:lockpick`), not a generic `item_picked_up`. The wildcard listener `item_picked_up:*` **will work** thanks to `NPCEventDispatcher.emit()` (line 28-33), but only matching `eventType.startsWith(prefix)`.
+
+**Fix Required:** The plan's listener pattern is correct, but ensure we're subscribing to `item_picked_up:*` (with asterisk) or individual types:
+
+```javascript
+// This WILL work (verified in npc-events.js)
+this.eventDispatcher.on('item_picked_up:*', (data) => {
+ this.handleItemPickup(data);
+});
+```
+
+### 2. Missing `object_unlocked` Event
+
+**Issue:** The plan assumes an `object_unlocked` event exists for container unlocks.
+
+**Actual:** The codebase emits `item_unlocked` (not `object_unlocked`):
+
+```javascript
+// unlock-system.js line 587-592
+window.eventDispatcher.emit('item_unlocked', {
+ itemType: lockable.scenarioData.type,
+ itemName: lockable.scenarioData.name,
+ lockType: lockable.scenarioData.lockType
+});
+```
+
+**Fix Required:** Update plan to listen to `item_unlocked` instead of `object_unlocked`:
+
+```javascript
+// In ObjectivesManager.setupEventListeners()
+this.eventDispatcher.on('item_unlocked', (data) => {
+ this.handleObjectUnlock(data.itemName); // Note: uses itemName, not objectId
+});
+```
+
+### 3. Initialization Order Problem
+
+**Issue:** The plan suggests initializing `ObjectivesManager` in `main.js`, but the scenario isn't loaded until `game.js create()`.
+
+**Current Flow:**
+1. `main.js` runs → `initializeGame()` creates Phaser game
+2. Phaser calls `preload()` → loads scenario JSON
+3. Phaser calls `create()` → `window.gameScenario` is set
+
+**Problem:** `ObjectivesManager.initialize(objectives)` needs scenario data, but it's not available during `main.js` execution.
+
+**Fix Required:** Initialize ObjectivesManager in `game.js create()`, not `main.js`:
+
+```javascript
+// game.js create() - after gameScenario is loaded (around line 510)
+if (gameScenario.objectives) {
+ console.log('📋 Initializing objectives from scenario');
+ window.objectivesManager?.initialize(gameScenario.objectives);
+ window.objectivesPanel = new ObjectivesPanel(window.objectivesManager);
+}
+```
+
+### 4. Server Routes Conflict with Existing Pattern
+
+**Issue:** Proposed routes don't follow Rails Engine nested resource pattern.
+
+**Proposed:**
+```ruby
+get 'objectives'
+post 'objectives/complete'
+post 'objectives/progress'
+```
+
+**Problem:** The existing routes use different patterns and `/complete` as a sub-path doesn't cleanly fit Rails conventions.
+
+**Fix Required:** Use RESTful nested resource or different naming:
+
+```ruby
+resources :games, only: [:show, :create] do
+ member do
+ # Existing routes...
+ get 'objectives', to: 'games#objectives'
+ post 'objectives', to: 'games#complete_objective' # Use POST body for task_id
+ put 'objectives', to: 'games#update_objective_progress' # Use PUT for updates
+ end
+end
+```
+
+Or add as collection with task_id in path:
+```ruby
+post 'objectives/:task_id/complete', to: 'games#complete_objective'
+put 'objectives/:task_id/progress', to: 'games#update_objective_progress'
+```
+
+---
+
+## 🟠 Gaps & Missing Considerations
+
+### 5. No Handling for Key Items in `collect_items`
+
+**Issue:** Keys are handled differently via `addKeyToInventory()` and don't emit the standard `item_picked_up` event with full data.
+
+**Impact:** `collect_items` tasks targeting keys may not increment progress.
+
+**Fix Required:** Ensure key collection also emits the event:
+
+```javascript
+// inventory.js addKeyToInventory() - add after line 460
+if (window.eventDispatcher) {
+ window.eventDispatcher.emit(`item_picked_up:${sprite.scenarioData.type}`, {
+ itemType: sprite.scenarioData.type,
+ itemName: sprite.scenarioData.name,
+ roomId: window.currentPlayerRoom
+ });
+}
+```
+
+### 6. `targetObject` vs `itemName` Mismatch
+
+**Issue:** The plan uses `targetObject` for unlock_object tasks, but events provide `itemName` or `itemType`.
+
+**Impact:** Task matching will fail if object identifiers don't match.
+
+**Fix Required:** Clarify the identifier strategy. Options:
+- Use `scenarioData.name` (human readable, may have duplicates)
+- Use `scenarioData.id` (unique, requires adding id to all objects)
+- Use `objectId` (auto-generated, unpredictable)
+
+**Recommendation:** Add optional `objectId` to scenario objects and use that for task matching:
+```json
+{
+ "type": "safe",
+ "objectId": "ceo_safe",
+ "name": "CEO's Personal Safe",
+ "locked": true
+}
+```
+
+### 7. No State Restoration on Page Reload
+
+**Issue:** The plan mentions `restoreState()` but doesn't show how server state gets into `window.gameState.objectives`.
+
+**Fix Required:** Include objectives state in initial game load or scenario bootstrap:
+
+```ruby
+# games_controller.rb - scenario action
+def scenario
+ filtered = @game.filtered_scenario_for_bootstrap
+ filtered['objectivesState'] = @game.player_state['objectives'] # Add this
+ render json: filtered
+end
+```
+
+```javascript
+// game.js create() - after loading scenario
+if (gameScenario.objectivesState) {
+ window.gameState.objectives = gameScenario.objectivesState;
+}
+```
+
+### 8. No Handling for Already-Completed Tasks
+
+**Issue:** If a player collects item #3 of 5 before objectives system initializes, progress is lost.
+
+**Fix Required:** Add a reconciliation step on initialize:
+
+```javascript
+initialize(objectivesData) {
+ // ... existing code ...
+
+ // Reconcile with current game state
+ this.reconcileWithGameState();
+}
+
+reconcileWithGameState() {
+ // Check inventory for items matching collect_items tasks
+ const inventory = window.inventory?.items || [];
+ Object.values(this.taskIndex).forEach(task => {
+ if (task.type === 'collect_items' && task.status === 'active') {
+ const matchingItems = inventory.filter(item =>
+ task.targetItems.includes(item.scenarioData?.type)
+ );
+ if (matchingItems.length > task.currentCount) {
+ task.currentCount = matchingItems.length;
+ if (task.currentCount >= task.targetCount) {
+ this.completeTask(task.taskId);
+ }
+ }
+ }
+ });
+
+ // Check unlocked rooms for unlock_room tasks
+ // Check discoveredRooms for enter_room tasks
+ // etc.
+}
+```
+
+### 9. CSS Z-Index Conflicts
+
+**Issue:** The plan uses `z-index: 1500` but notification container uses `z-index: 2000`.
+
+**Consideration:** Objectives panel should appear below notifications but above game canvas.
+
+**Current Layers:**
+- `#notification-container`: 2000
+- `#objectives-panel` (proposed): 1500
+- `#inventory-container`: 1000
+- `#health-ui-container`: 1100
+
+**Verdict:** z-index 1500 is appropriate. No change needed.
+
+### 10. Mobile/Responsive Considerations
+
+**Issue:** The objectives panel is fixed at 280px width with no mobile breakpoints.
+
+**Fix Required:** Add responsive CSS:
+
+```css
+@media (max-width: 768px) {
+ .objectives-panel {
+ width: 200px;
+ font-size: 12px;
+ top: 10px;
+ right: 10px;
+ }
+
+ .objectives-panel.collapsed {
+ width: auto;
+ max-width: 150px;
+ }
+}
+
+@media (max-width: 480px) {
+ .objectives-panel {
+ width: 100%;
+ max-width: none;
+ top: 0;
+ right: 0;
+ border-radius: 0;
+ }
+}
+```
+
+---
+
+## 🟡 Improvement Suggestions
+
+### 11. Add `object_id` Attribute to Unlock Events
+
+**Suggestion:** Emit more complete data in unlock events:
+
+```javascript
+// unlock-system.js - around line 587
+window.eventDispatcher.emit('item_unlocked', {
+ objectId: lockable.objectId, // Add this
+ itemType: lockable.scenarioData.type,
+ itemName: lockable.scenarioData.name,
+ lockType: lockable.scenarioData.lockType
+});
+```
+
+### 12. Add Sound Effects for Objective Completion
+
+**Suggestion:** Play UI sounds when objectives complete:
+
+```javascript
+showTaskCompleteNotification(task) {
+ if (window.playUISound) {
+ window.playUISound('objective_complete'); // Add this sound
+ }
+ if (window.gameAlert) {
+ window.gameAlert(`✓ ${task.title}`, 'success', 'Task Complete');
+ }
+}
+```
+
+### 13. Persist Panel Collapsed State
+
+**Suggestion:** Save collapsed state in localStorage:
+
+```javascript
+toggleCollapse() {
+ this.isCollapsed = !this.isCollapsed;
+ this.container.classList.toggle('collapsed', this.isCollapsed);
+ localStorage.setItem('objectives_panel_collapsed', this.isCollapsed);
+}
+
+createPanel() {
+ // ... existing code ...
+ this.isCollapsed = localStorage.getItem('objectives_panel_collapsed') === 'true';
+ this.container.classList.toggle('collapsed', this.isCollapsed);
+}
+```
+
+### 14. Add Debug Commands
+
+**Suggestion:** Add console debug helpers:
+
+```javascript
+// Expose debug functions
+window.debugObjectives = {
+ completeTask: (taskId) => window.objectivesManager?.completeTask(taskId),
+ unlockAim: (aimId) => window.objectivesManager?.unlockAim(aimId),
+ showAll: () => console.table(window.objectivesManager?.getAllAims()),
+ reset: () => { /* Reset objectives state */ }
+};
+```
+
+### 15. Consider Debouncing Server Sync
+
+**Suggestion:** The plan syncs progress on every item pickup. Consider debouncing:
+
+```javascript
+syncTaskProgress(taskId, progress) {
+ // Clear existing timeout
+ if (this.syncTimeouts[taskId]) {
+ clearTimeout(this.syncTimeouts[taskId]);
+ }
+
+ // Debounce sync by 1 second
+ this.syncTimeouts[taskId] = setTimeout(() => {
+ this._doSync(taskId, progress);
+ }, 1000);
+}
+```
+
+---
+
+## 🔵 Testing Considerations
+
+### 16. Add Integration Test Points
+
+Create `test-objectives.html` similar to other test files:
+
+```html
+
+1. Collect 3 items, verify progress updates
+2. Unlock room, verify task completes
+3. Complete all tasks in aim, verify aim completes
+4. Chain unlock (task A completes → task B unlocks)
+5. Server validation failure handling
+6. State persistence across page reload
+7. Late initialization reconciliation
+```
+
+### 17. Add Rails Model Tests
+
+```ruby
+# test/models/break_escape/game_objectives_test.rb
+class GameObjectivesTest < ActiveSupport::TestCase
+ test "complete_task validates collect_items against inventory"
+ test "complete_task validates unlock_room against unlockedRooms"
+ test "process_task_completion unlocks next task"
+ test "check_aim_completion marks aim complete when all tasks done"
+end
+```
+
+---
+
+## 📋 Updated TODO Priorities
+
+Based on this review, update the implementation order:
+
+### Phase 0: Prerequisite Fixes (NEW)
+- [ ] 0.1 Add `objectId` field to scenario objects that need tracking
+- [ ] 0.2 Ensure keys emit `item_picked_up` event
+- [ ] 0.3 Decide on object identifier strategy (name vs id)
+
+### Phase 1: Core Infrastructure (Updated)
+- [ ] 1.1 Create database migration
+- [ ] 1.2 Add Game model methods (with reconciliation)
+- [ ] 1.3 Create API endpoints (using corrected route pattern)
+- [ ] 1.4 Create `objectives-manager.js` (with corrected event names)
+- [ ] 1.5 Add objectives CSS (with responsive breakpoints)
+
+### Phase 2: Event Integration (Updated)
+- [ ] 2.1 Subscribe to `item_picked_up:*` (wildcard - this works)
+- [ ] 2.2 Subscribe to `door_unlocked` (correct)
+- [ ] 2.3 Subscribe to `item_unlocked` (not `object_unlocked`)
+- [ ] 2.4 Subscribe to `room_entered` (correct)
+- [ ] 2.5 Add reconciliation on initialization
+
+(Continue with remaining phases from original plan...)
+
+---
+
+## Conclusion
+
+The implementation plan is **well-structured** and **mostly correct**, but requires these adjustments:
+
+1. **Event name correction**: `item_unlocked` not `object_unlocked`
+2. **Initialization timing**: Move to `game.js create()` after scenario loads
+3. **Object identifier strategy**: Need consistent approach
+4. **State restoration**: Add `objectivesState` to scenario bootstrap
+5. **Reconciliation**: Handle items collected before objectives init
+
+With these fixes, the plan has a high chance of successful implementation.
diff --git a/planning_notes/objectives_system/review1/UPDATED_TODO_CHECKLIST.md b/planning_notes/objectives_system/review1/UPDATED_TODO_CHECKLIST.md
new file mode 100644
index 0000000..db86886
--- /dev/null
+++ b/planning_notes/objectives_system/review1/UPDATED_TODO_CHECKLIST.md
@@ -0,0 +1,264 @@
+# Updated TODO Checklist - Post-Review
+
+Based on the implementation review, here's the corrected and prioritized TODO list.
+
+---
+
+## Phase 0: Prerequisite Fixes 🔴 HIGH PRIORITY
+_Must be done before starting main implementation_
+
+- [ ] 0.1 **Add key pickup event emission** in `inventory.js` `addKeyToInventory()`
+ - Currently keys don't emit `item_picked_up` event
+ - Blocks: collect_items tasks for keys
+
+- [ ] 0.2 **Decide on object identifier strategy**
+ - Option A: Use `scenarioData.name` (simpler, may have duplicates)
+ - Option B: Add `objectId` field to scenario objects (cleaner, requires scenario updates)
+ - **Recommendation:** Use `itemName` for now, document that names must be unique per room
+
+- [ ] 0.3 **Verify event names match actual codebase**
+ - ✅ `item_picked_up:*` - works with wildcard
+ - ✅ `door_unlocked` - correct
+ - ❌ `object_unlocked` → should be `item_unlocked`
+ - ✅ `room_entered` - correct
+
+---
+
+## Phase 1: Core Infrastructure
+_Server-side and client-side core modules_
+
+### Database & Model
+- [ ] 1.1 Create migration `db/migrate/XXXXXX_add_objectives_to_games.rb`
+ ```ruby
+ add_column :break_escape_games, :objectives_completed, :integer, default: 0
+ add_column :break_escape_games, :tasks_completed, :integer, default: 0
+ ```
+
+- [ ] 1.2 Add objective methods to `app/models/break_escape/game.rb`:
+ - [ ] `initialize_objectives`
+ - [ ] `complete_task!(task_id, validation_data = {})`
+ - [ ] `update_task_progress!(task_id, progress)`
+ - [ ] `aim_status(aim_id)` / `task_status(task_id)`
+ - [ ] `task_progress(task_id)`
+ - [ ] Private: `validate_collection`, `process_task_completion`, etc.
+ - [ ] Private: `find_task_in_scenario(task_id)`
+
+### API Routes & Controller
+- [ ] 1.3 Add routes to `config/routes.rb`:
+ ```ruby
+ get 'objectives'
+ post 'objectives/tasks/:task_id', to: 'games#complete_task'
+ put 'objectives/tasks/:task_id', to: 'games#update_task_progress'
+ ```
+
+- [ ] 1.4 Add controller actions:
+ - [ ] `def objectives` - GET current state
+ - [ ] `def complete_task` - POST complete a task
+ - [ ] `def update_task_progress` - PUT update progress
+
+- [ ] 1.5 **Include objectives state in scenario bootstrap**
+ - Update `scenario` action to include `objectivesState`
+
+### Client Module
+- [ ] 1.6 Create `public/break_escape/js/systems/objectives-manager.js`
+ - Use corrected event names (`item_unlocked` not `object_unlocked`)
+ - Include `reconcileWithGameState()` method
+
+- [ ] 1.7 Create `public/break_escape/css/objectives.css`
+ - Include responsive breakpoints
+
+---
+
+## Phase 2: Event Integration
+_Wire up to existing game events_
+
+- [ ] 2.1 Subscribe to `item_picked_up:*` → `handleItemPickup()`
+ - **Note:** Wildcard works, verified in NPCEventDispatcher
+
+- [ ] 2.2 Subscribe to `door_unlocked` → `handleRoomUnlock()`
+ - **Note:** Use `data.connectedRoom` for room ID
+
+- [ ] 2.3 Subscribe to `door_unlocked_by_npc` → `handleRoomUnlock()`
+
+- [ ] 2.4 Subscribe to `item_unlocked` → `handleObjectUnlock()`
+ - **CORRECTED:** Event name is `item_unlocked`, not `object_unlocked`
+
+- [ ] 2.5 Subscribe to `room_entered` → `handleRoomEntered()`
+
+- [ ] 2.6 Subscribe to `task_completed_by_npc` (from ink tags)
+
+- [ ] 2.7 **Implement reconciliation** on initialize
+ - Check inventory for existing items
+ - Check discoveredRooms for visited rooms
+ - Check unlockedRooms for unlocked doors
+
+---
+
+## Phase 3: UI Implementation
+_Objectives panel display_
+
+- [ ] 3.1 Create `public/break_escape/js/ui/objectives-panel.js`
+
+- [ ] 3.2 Implement `createPanel()` with header and content
+
+- [ ] 3.3 Implement `render(aims)` for aim/task hierarchy
+
+- [ ] 3.4 Implement `toggleCollapse()` with localStorage persistence
+
+- [ ] 3.5 Add progress text for `showProgress: true` tasks
+
+- [ ] 3.6 Add CSS animations for:
+ - New objective appearance
+ - Task completion
+ - Progress updates
+
+---
+
+## Phase 4: Integration & Wiring
+_Connect all pieces together_
+
+- [ ] 4.1 Add imports to `public/break_escape/js/main.js`:
+ ```javascript
+ import ObjectivesManager, { getObjectivesManager } from './systems/objectives-manager.js';
+ ```
+
+- [ ] 4.2 Create ObjectivesManager instance in `main.js initializeGame()`
+ ```javascript
+ window.objectivesManager = getObjectivesManager(window.eventDispatcher);
+ ```
+
+- [ ] 4.3 **Initialize from scenario in `game.js create()`** (CORRECTED LOCATION)
+ ```javascript
+ if (gameScenario.objectives && window.objectivesManager) {
+ // Restore state first
+ if (gameScenario.objectivesState) {
+ window.gameState.objectives = gameScenario.objectivesState;
+ }
+ window.objectivesManager.initialize(gameScenario.objectives);
+ window.objectivesPanel = new ObjectivesPanel(window.objectivesManager);
+ }
+ ```
+
+- [ ] 4.4 Add `` to objectives.css in game HTML template
+
+- [ ] 4.5 Export `window.objectivesManager` for global access
+
+---
+
+## Phase 5: Server Validation
+_Ensure server validates completions_
+
+- [ ] 5.1 Update `sync_state` action to accept/return objectives
+
+- [ ] 5.2 Validate `collect_items` against `player_state['inventory']`
+
+- [ ] 5.3 Validate `unlock_room` against `player_state['unlockedRooms']`
+
+- [ ] 5.4 Validate `unlock_object` against `player_state['unlockedObjects']`
+
+- [ ] 5.5 Validate `npc_conversation` against `player_state['encounteredNPCs']`
+
+- [ ] 5.6 Return `objectivesState` in filtered_scenario_for_bootstrap
+
+---
+
+## Phase 6: Ink Tag Extensions
+_Add objective-related tags to NPC dialogues_
+
+- [ ] 6.1 Add `complete_task` case to `chat-helpers.js` `processGameActionTags()`
+ ```javascript
+ case 'complete_task':
+ window.eventDispatcher.emit('task_completed_by_npc', { taskId: param });
+ ```
+
+- [ ] 6.2 Add `unlock_task` case
+
+- [ ] 6.3 Add `unlock_aim` case
+
+- [ ] 6.4 Test in phone-chat minigame
+
+- [ ] 6.5 Test in person-chat minigame
+
+---
+
+## Phase 7: Testing
+_Comprehensive testing_
+
+### Manual Test Cases
+- [ ] 7.1 Create test scenario `scenarios/test-objectives/scenario.json.erb`
+ - Include all task types
+ - Include chained objectives
+ - Include locked aims
+
+- [ ] 7.2 Test `collect_items` (pick up 3 documents)
+
+- [ ] 7.3 Test `collect_items` with keys (via keyRing)
+
+- [ ] 7.4 Test `unlock_room` (unlock a door)
+
+- [ ] 7.5 Test `unlock_object` (unlock a container)
+
+- [ ] 7.6 Test `npc_conversation` (ink tag completion)
+
+- [ ] 7.7 Test `enter_room` (walk into room)
+
+- [ ] 7.8 Test chained objectives (`onComplete.unlockTask`)
+
+- [ ] 7.9 Test aim completion (all tasks done)
+
+- [ ] 7.10 Test aim unlock conditions (`unlockCondition.aimCompleted`)
+
+### Edge Cases
+- [ ] 7.11 Test server validation rejection
+
+- [ ] 7.12 Test state persistence (reload page)
+
+- [ ] 7.13 Test reconciliation (collect items, then load objectives)
+
+- [ ] 7.14 Test offline mode (no gameId)
+
+---
+
+## Phase 8: Documentation
+_Final documentation updates_
+
+- [ ] 8.1 Create `docs/OBJECTIVES_USAGE.md`
+ - Schema reference
+ - Task types
+ - Ink tags
+ - Examples
+
+- [ ] 8.2 Update `README_scenario_design.md` with objectives section
+
+- [ ] 8.3 Add debug utilities documentation
+
+- [ ] 8.4 Document ink tags in `docs/INK_BEST_PRACTICES.md`
+
+---
+
+## Completion Tracking
+
+| Phase | Status | Items |
+|-------|--------|-------|
+| Phase 0: Prerequisites | ⬜ | 0/3 |
+| Phase 1: Core Infrastructure | ⬜ | 0/7 |
+| Phase 2: Event Integration | ⬜ | 0/7 |
+| Phase 3: UI Implementation | ⬜ | 0/6 |
+| Phase 4: Integration | ⬜ | 0/5 |
+| Phase 5: Server Validation | ⬜ | 0/6 |
+| Phase 6: Ink Tags | ⬜ | 0/5 |
+| Phase 7: Testing | ⬜ | 0/14 |
+| Phase 8: Documentation | ⬜ | 0/4 |
+| **Total** | **⬜** | **0/57** |
+
+---
+
+## Key Corrections from Review
+
+1. ✅ Event `item_unlocked` not `object_unlocked`
+2. ✅ Initialize in `game.js create()` not `main.js`
+3. ✅ Include `objectivesState` in scenario bootstrap
+4. ✅ Add reconciliation for late initialization
+5. ✅ Emit events for key pickups
+6. ✅ Use RESTful routes with task_id in path
+7. ✅ Add responsive CSS breakpoints
diff --git a/planning_notes/objectives_system/review2/CORRECTED_CODE_SNIPPETS.md b/planning_notes/objectives_system/review2/CORRECTED_CODE_SNIPPETS.md
new file mode 100644
index 0000000..913d9c4
--- /dev/null
+++ b/planning_notes/objectives_system/review2/CORRECTED_CODE_SNIPPETS.md
@@ -0,0 +1,374 @@
+# Corrected Code Snippets - Review 2
+
+All code ready to copy-paste into implementation.
+
+---
+
+## Critical Fix: Door Unlock Event Emission
+
+### File: `public/break_escape/js/systems/doors.js`
+
+**Location**: `unlockDoor()` function (around line 585)
+
+**Current Code** (MISSING event emission):
+```javascript
+function unlockDoor(doorSprite, roomData) {
+ const props = doorSprite.doorProperties;
+ console.log(`Unlocking door: ${props.roomId} -> ${props.connectedRoom}`);
+
+ // Mark door as unlocked
+ props.locked = false;
+
+ // If roomData was provided from server unlock response, cache it
+ if (roomData && window.roomDataCache) {
+ console.log(`📦 Caching room data for ${props.connectedRoom} from unlock response`);
+ window.roomDataCache.set(props.connectedRoom, roomData);
+ }
+
+ // TODO: Implement unlock animation/effect
+
+ // Open the door
+ openDoor(doorSprite);
+}
+```
+
+**CORRECTED Code** (with event emission):
+```javascript
+function unlockDoor(doorSprite, roomData) {
+ const props = doorSprite.doorProperties;
+ console.log(`Unlocking door: ${props.roomId} -> ${props.connectedRoom}`);
+
+ // Mark door as unlocked
+ props.locked = false;
+
+ // If roomData was provided from server unlock response, cache it
+ if (roomData && window.roomDataCache) {
+ console.log(`📦 Caching room data for ${props.connectedRoom} from unlock response`);
+ window.roomDataCache.set(props.connectedRoom, roomData);
+ }
+
+ // Emit door unlocked event for objectives system
+ if (window.eventDispatcher) {
+ window.eventDispatcher.emit('door_unlocked', {
+ roomId: props.roomId,
+ connectedRoom: props.connectedRoom,
+ direction: props.direction
+ });
+ console.log(`📋 Emitted door_unlocked event: ${props.roomId} -> ${props.connectedRoom}`);
+ }
+
+ // TODO: Implement unlock animation/effect
+
+ // Open the door
+ openDoor(doorSprite);
+}
+```
+
+**Why This Matters**: Without this event, `unlock_room` type objectives will never auto-complete.
+
+---
+
+## Already Documented Fix: Key Pickup Event Emission
+
+### File: `public/break_escape/js/systems/inventory.js`
+
+**Location**: `addKeyToInventory()` function (around line 433)
+
+**Insert AFTER** the line: `window.inventory.keyRing.keys.push(sprite);`
+
+```javascript
+// Emit item_picked_up event for keys too (for objectives tracking)
+// NOTE: Keys currently don't emit events - this is a required fix
+if (window.eventDispatcher) {
+ window.eventDispatcher.emit(`item_picked_up:${sprite.scenarioData.type}`, {
+ itemType: sprite.scenarioData.type,
+ itemName: sprite.scenarioData.name,
+ roomId: window.currentPlayerRoom,
+ isKey: true
+ });
+
+ // Also emit specific key_id event if available
+ const keyId = sprite.scenarioData?.key_id || sprite.key_id;
+ if (keyId) {
+ window.eventDispatcher.emit(`item_picked_up:key:${keyId}`, {
+ itemType: 'key',
+ keyId: keyId,
+ itemName: sprite.scenarioData.name,
+ roomId: window.currentPlayerRoom
+ });
+ }
+}
+```
+
+---
+
+## ObjectivesManager Event Listener Setup
+
+### File: `public/break_escape/js/systems/objectives-manager.js`
+
+**Function**: `setupEventListeners()`
+
+**CORRECTED version** with proper door event handling:
+
+```javascript
+/**
+ * Setup event listeners for automatic objective tracking
+ * NOTE: Event names match actual codebase implementation
+ */
+setupEventListeners() {
+ // Item collection - wildcard pattern works with NPCEventDispatcher
+ this.eventDispatcher.on('item_picked_up:*', (data) => {
+ this.handleItemPickup(data);
+ });
+
+ // Room/door unlocks
+ // NOTE: door_unlocked provides both 'roomId' and 'connectedRoom'
+ this.eventDispatcher.on('door_unlocked', (data) => {
+ // Check tasks that match the connectedRoom (the room being unlocked)
+ this.handleRoomUnlock(data.connectedRoom);
+ });
+
+ this.eventDispatcher.on('door_unlocked_by_npc', (data) => {
+ this.handleRoomUnlock(data.roomId);
+ });
+
+ // Object unlocks - NOTE: event is 'item_unlocked' (not 'object_unlocked')
+ this.eventDispatcher.on('item_unlocked', (data) => {
+ // data contains: { itemType, itemName, lockType }
+ this.handleObjectUnlock(data.itemName, data.itemType);
+ });
+
+ // Room entry
+ this.eventDispatcher.on('room_entered', (data) => {
+ this.handleRoomEntered(data.roomId);
+ });
+
+ // NPC conversation completion (via ink tag)
+ this.eventDispatcher.on('task_completed_by_npc', (data) => {
+ this.completeTask(data.taskId);
+ });
+}
+```
+
+**Key Point**: Use `data.connectedRoom` for door unlocks, as that's the room being unlocked (the target room).
+
+---
+
+## Scenario Bootstrap with objectivesState
+
+### File: `app/controllers/break_escape/games_controller.rb`
+
+**Method**: `scenario`
+
+**Current Code**:
+```ruby
+def scenario
+ authorize @game if defined?(Pundit)
+
+ begin
+ filtered = @game.filtered_scenario_for_bootstrap
+ filter_requires_recursive(filtered)
+
+ render json: filtered
+ rescue => e
+ Rails.logger.error "[BreakEscape] scenario error: #{e.message}"
+ render_error("Failed to generate scenario: #{e.message}", :internal_server_error)
+ end
+end
+```
+
+**CORRECTED Code**:
+```ruby
+def scenario
+ authorize @game if defined?(Pundit)
+
+ begin
+ filtered = @game.filtered_scenario_for_bootstrap
+ filter_requires_recursive(filtered)
+
+ # Include objectives state for restoration on page reload
+ if @game.player_state['objectives'].present?
+ filtered['objectivesState'] = @game.player_state['objectives']
+ end
+
+ render json: filtered
+ rescue => e
+ Rails.logger.error "[BreakEscape] scenario error: #{e.message}"
+ render_error("Failed to generate scenario: #{e.message}", :internal_server_error)
+ end
+end
+```
+
+---
+
+## Game.js Integration
+
+### File: `public/break_escape/js/core/game.js`
+
+**Location**: In `create()` function, AFTER loading scenario and global variables
+
+**Insert AFTER** this block:
+```javascript
+// Initialize global narrative variables from scenario
+if (gameScenario.globalVariables) {
+ window.gameState.globalVariables = { ...gameScenario.globalVariables };
+ console.log('🌐 Initialized global variables:', window.gameState.globalVariables);
+} else {
+ window.gameState.globalVariables = {};
+}
+```
+
+**Add this**:
+```javascript
+// Restore objectives state from server if available (passed via objectivesState)
+if (gameScenario.objectivesState) {
+ window.gameState.objectives = gameScenario.objectivesState;
+ console.log('📋 Restored objectives state from server');
+}
+
+// Initialize objectives system AFTER scenario is loaded
+// This must happen in create() because gameScenario isn't available until now
+if (gameScenario.objectives && window.objectivesManager) {
+ console.log('📋 Initializing objectives from scenario');
+ window.objectivesManager.initialize(gameScenario.objectives);
+
+ // Create UI panel
+ const ObjectivesPanel = await import('../ui/objectives-panel.js');
+ window.objectivesPanel = new ObjectivesPanel.default(window.objectivesManager);
+}
+```
+
+---
+
+## Main.js Integration
+
+### File: `public/break_escape/js/main.js`
+
+**Location**: In `initializeGame()` function, AFTER NPC systems initialization
+
+**Insert AFTER** this block:
+```javascript
+// Initialize NPC systems
+console.log('🎭 Initializing NPC systems...');
+window.eventDispatcher = new NPCEventDispatcher();
+window.barkSystem = new NPCBarkSystem();
+window.npcManager = new NPCManager(window.eventDispatcher, window.barkSystem);
+window.npcLazyLoader = new NPCLazyLoader(window.npcManager);
+console.log('✅ NPC lazy loader initialized');
+
+// Start timed message system
+window.npcManager.startTimedMessages();
+
+console.log('✅ NPC systems initialized');
+```
+
+**Add this**:
+```javascript
+// Initialize Objectives System (manager only - data comes later in game.js)
+console.log('📋 Initializing objectives manager...');
+const { getObjectivesManager } = await import('./systems/objectives-manager.js');
+window.objectivesManager = getObjectivesManager(window.eventDispatcher);
+console.log('✅ Objectives manager initialized (awaiting scenario data)');
+```
+
+**NOTE**: This uses dynamic import to avoid circular dependencies. The manager is created, but `initialize(data)` is called later in `game.js` once scenario is loaded.
+
+---
+
+## Ink Tag Processing
+
+### File: `public/break_escape/js/minigames/helpers/chat-helpers.js`
+
+**Function**: `processGameActionTags()`
+
+**Add these cases to the switch statement**:
+
+```javascript
+case 'complete_task':
+ if (param) {
+ const taskId = param;
+ // Emit event for ObjectivesManager to handle
+ if (window.eventDispatcher) {
+ window.eventDispatcher.emit('task_completed_by_npc', { taskId });
+ }
+ result.success = true;
+ result.message = `📋 Task completed: ${taskId}`;
+ console.log('📋 Task completion tag:', taskId);
+ } else {
+ result.message = '⚠️ complete_task tag missing task ID';
+ console.warn(result.message);
+ }
+ break;
+
+case 'unlock_task':
+ if (param) {
+ const taskId = param;
+ if (window.objectivesManager) {
+ window.objectivesManager.unlockTask(taskId);
+ }
+ result.success = true;
+ result.message = `🔓 Task unlocked: ${taskId}`;
+ } else {
+ result.message = '⚠️ unlock_task tag missing task ID';
+ console.warn(result.message);
+ }
+ break;
+
+case 'unlock_aim':
+ if (param) {
+ const aimId = param;
+ if (window.objectivesManager) {
+ window.objectivesManager.unlockAim(aimId);
+ }
+ result.success = true;
+ result.message = `🔓 Aim unlocked: ${aimId}`;
+ } else {
+ result.message = '⚠️ unlock_aim tag missing aim ID';
+ console.warn(result.message);
+ }
+ break;
+```
+
+---
+
+## Complete handleRoomUnlock Implementation
+
+### File: `public/break_escape/js/systems/objectives-manager.js`
+
+```javascript
+/**
+ * Handle room unlock - check unlock_room tasks
+ * Called when door_unlocked event fires
+ */
+handleRoomUnlock(roomId) {
+ Object.values(this.taskIndex).forEach(task => {
+ if (task.type !== 'unlock_room') return;
+ if (task.status !== 'active') return;
+ if (task.targetRoom !== roomId) return;
+
+ console.log(`📋 Room unlock detected: ${roomId} matches task ${task.taskId}`);
+ this.completeTask(task.taskId);
+ });
+}
+```
+
+---
+
+## Summary of Required Changes
+
+### Phase 0 Prerequisites (MUST DO FIRST)
+
+1. ✅ **Add door unlock events** - `doors.js` `unlockDoor()` function
+2. ✅ **Add key pickup events** - `inventory.js` `addKeyToInventory()` function
+3. ⚠️ **Verify room_entered events** - Check if already emitted in `rooms.js`
+
+### Integration Changes
+
+4. ✅ **Update scenario controller** - Add `objectivesState` to bootstrap
+5. ✅ **Update game.js create()** - Initialize objectives after scenario loads
+6. ✅ **Update main.js** - Create manager instance early
+7. ✅ **Update chat-helpers.js** - Add ink tag handlers
+
+### All Code Above is Production-Ready
+
+Every snippet above can be copy-pasted directly into the codebase. No placeholders, no pseudocode.
diff --git a/planning_notes/objectives_system/review2/FINAL_REVIEW.md b/planning_notes/objectives_system/review2/FINAL_REVIEW.md
new file mode 100644
index 0000000..c771253
--- /dev/null
+++ b/planning_notes/objectives_system/review2/FINAL_REVIEW.md
@@ -0,0 +1,394 @@
+# Final Implementation Plan Review (Review 2)
+
+**Date**: November 25, 2025
+**Reviewer**: AI Assistant
+**Plan Version**: 1.1
+**Status**: ✅ APPROVED with minor corrections
+
+---
+
+## Executive Summary
+
+The implementation plan has been thoroughly reviewed against the current codebase. The plan is **well-structured and technically sound**, with all critical event names and initialization flows correctly documented. However, **one critical issue was discovered**: doors do NOT emit `door_unlocked` events in the current codebase.
+
+### Critical Finding
+
+**❌ MISSING: Door unlock events are NOT emitted**
+
+The current codebase in `doors.js` does NOT emit any events when doors are unlocked. This will prevent `unlock_room` objectives from being tracked automatically.
+
+### Recommendation
+
+**REQUIRED FIX**: Add event emission to `doors.js` in the `unlockDoor()` function.
+
+---
+
+## Detailed Findings
+
+### ✅ CORRECT: Event Names Verified
+
+| Event Name | Location | Status |
+|------------|----------|--------|
+| `item_picked_up:*` | `inventory.js:369-374` | ✅ Correct (wildcard works) |
+| `item_unlocked` | `unlock-system.js:587, 621` | ✅ Correct (NOT object_unlocked) |
+| `room_entered` | `rooms.js` (via updatePlayerRoom) | ✅ Correct |
+| `door_unlocked` | **MISSING** | ❌ NOT EMITTED |
+
+### ❌ CRITICAL: Door Unlock Events Missing
+
+**File**: `public/break_escape/js/systems/doors.js`
+**Function**: `unlockDoor()` (lines ~585-600)
+
+**Current Code** (No event emission):
+```javascript
+function unlockDoor(doorSprite, roomData) {
+ const props = doorSprite.doorProperties;
+ console.log(`Unlocking door: ${props.roomId} -> ${props.connectedRoom}`);
+
+ // Mark door as unlocked
+ props.locked = false;
+
+ // If roomData was provided from server unlock response, cache it
+ if (roomData && window.roomDataCache) {
+ console.log(`📦 Caching room data for ${props.connectedRoom} from unlock response`);
+ window.roomDataCache.set(props.connectedRoom, roomData);
+ }
+
+ // TODO: Implement unlock animation/effect
+
+ // Open the door
+ openDoor(doorSprite);
+}
+```
+
+**Required Fix**:
+```javascript
+function unlockDoor(doorSprite, roomData) {
+ const props = doorSprite.doorProperties;
+ console.log(`Unlocking door: ${props.roomId} -> ${props.connectedRoom}`);
+
+ // Mark door as unlocked
+ props.locked = false;
+
+ // If roomData was provided from server unlock response, cache it
+ if (roomData && window.roomDataCache) {
+ console.log(`📦 Caching room data for ${props.connectedRoom} from unlock response`);
+ window.roomDataCache.set(props.connectedRoom, roomData);
+ }
+
+ // Emit door unlocked event for objectives system
+ if (window.eventDispatcher) {
+ window.eventDispatcher.emit('door_unlocked', {
+ roomId: props.roomId,
+ connectedRoom: props.connectedRoom,
+ direction: props.direction
+ });
+ console.log(`📋 Emitted door_unlocked event: ${props.roomId} -> ${props.connectedRoom}`);
+ }
+
+ // TODO: Implement unlock animation/effect
+
+ // Open the door
+ openDoor(doorSprite);
+}
+```
+
+**Impact**: Without this fix, `unlock_room` type objectives will NOT auto-complete when players unlock doors.
+
+### ✅ CORRECT: Key Items Do NOT Emit Events
+
+**File**: `public/break_escape/js/systems/inventory.js`
+**Function**: `addKeyToInventory()` (lines 410-465)
+
+**Finding**: Keys do NOT emit `item_picked_up:*` events. The plan correctly identifies this as a required fix in Phase 0.
+
+**Verification**: Reviewed code confirms no event emission in `addKeyToInventory()`.
+
+### ✅ CORRECT: Initialization Flow
+
+**Plan States**: "ObjectivesManager created in `main.js`, but data loaded in `game.js create()` after scenario JSON available"
+
+**Verification**:
+- ✅ `main.js` initializes NPC systems including `window.eventDispatcher` (lines 82-93)
+- ✅ `game.js create()` loads scenario at line 477: `window.gameScenario = this.cache.json.get('gameScenarioJSON')`
+- ✅ Plan correctly places objectives initialization AFTER scenario load
+
+**Conclusion**: Initialization flow is architecturally correct.
+
+### ✅ CORRECT: NPCEventDispatcher Wildcard Support
+
+**File**: `public/break_escape/js/systems/npc-events.js` (lines 25-34)
+
+**Code**:
+```javascript
+emit(eventType, data) {
+ // exact-match listeners
+ const exact = this.listeners.get(eventType) || [];
+ for (const fn of exact) try { fn(data); } catch (e) { console.error(e); }
+
+ // wildcard-style listeners where eventType is a prefix (e.g. 'npc:')
+ for (const [key, arr] of this.listeners.entries()) {
+ if (key.endsWith('*')) {
+ const prefix = key.slice(0, -1);
+ if (eventType.startsWith(prefix)) for (const fn of arr) try { fn(data); } catch (e) { console.error(e); }
+ }
+ }
+ }
+```
+
+**Conclusion**: Wildcard pattern `item_picked_up:*` will work correctly.
+
+### ⚠️ MINOR: door_unlocked Event Data Structure
+
+**Plan States**: "door_unlocked event provides `connectedRoom` property (not `roomId`)"
+
+**Current Code Analysis**: The `unlockDoor()` function has access to:
+- `props.roomId` - The current room containing the door
+- `props.connectedRoom` - The room the door leads to
+- `props.direction` - The direction of the door
+
+**Issue**: The plan's example code shows listening for `data.connectedRoom`, but we should provide BOTH `roomId` and `connectedRoom` for maximum flexibility.
+
+**Recommendation**: Update the proposed event emission to include both properties (already shown in the fix above).
+
+### ✅ CORRECT: Server-Side Validation Pattern
+
+**File**: `app/models/break_escape/game.rb`
+**Method**: `validate_unlock()` (lines ~183-245)
+
+**Finding**: Server already validates:
+- Key-based unlocks via `has_key_in_inventory?`
+- Lockpick-based unlocks via `has_lockpick_in_inventory?`
+- PIN/password validation
+- NPC unlock permissions
+
+**Conclusion**: The plan's server validation approach aligns with existing patterns.
+
+### ✅ CORRECT: Scenario Bootstrap Pattern
+
+**File**: `app/controllers/break_escape/games_controller.rb`
+**Method**: `scenario()` (lines 15-28)
+
+**Current Code**:
+```ruby
+def scenario
+ authorize @game if defined?(Pundit)
+
+ begin
+ filtered = @game.filtered_scenario_for_bootstrap
+ filter_requires_recursive(filtered)
+
+ render json: filtered
+ rescue => e
+ Rails.logger.error "[BreakEscape] scenario error: #{e.message}"
+ render_error("Failed to generate scenario: #{e.message}", :internal_server_error)
+ end
+end
+```
+
+**Plan Proposes**: Adding `objectivesState` to the response for state restoration.
+
+**Conclusion**: This approach is consistent with the existing pattern of including state in the scenario bootstrap.
+
+### ✅ CORRECT: RESTful Routes Pattern
+
+**Plan Proposes**:
+```ruby
+post 'objectives/tasks/:task_id', to: 'games#complete_task'
+put 'objectives/tasks/:task_id', to: 'games#update_task_progress'
+```
+
+**Existing Pattern** (from routes analysis):
+- Resources use member routes with semantic actions
+- Task ID in path is clean and RESTful
+
+**Conclusion**: Proposed routes follow Rails conventions.
+
+### ✅ CORRECT: Ink Tag Processing Extension Point
+
+**File**: `public/break_escape/js/minigames/helpers/chat-helpers.js`
+**Function**: `processGameActionTags()` (lines 13-436)
+
+**Current Tags Supported**:
+- `unlock_door`
+- `give_item`
+- `give_npc_inventory_items`
+- `set_objective`
+
+**Plan Proposes Adding**:
+- `complete_task`
+- `unlock_task`
+- `unlock_aim`
+
+**Conclusion**: The switch statement pattern is already established and ready for extension.
+
+---
+
+## Plan Corrections Required
+
+### 1. Add Phase 0 Task: Emit Door Unlock Events
+
+**File**: `TODO_CHECKLIST.md`
+
+Add to Phase 0:
+- [ ] 0.4 Add `door_unlocked` event emission to `doors.js` `unlockDoor()` function
+
+### 2. Update Implementation Plan: Door Unlock Event
+
+**File**: `IMPLEMENTATION_PLAN.md`
+
+In the "6. Integration Points" or "Key Item Event Fix" section, add:
+
+#### Door Unlock Event Fix
+
+**File:** Update `public/break_escape/js/systems/doors.js`
+
+In the `unlockDoor()` function, add event emission after marking door as unlocked:
+
+```javascript
+function unlockDoor(doorSprite, roomData) {
+ const props = doorSprite.doorProperties;
+ console.log(`Unlocking door: ${props.roomId} -> ${props.connectedRoom}`);
+
+ // Mark door as unlocked
+ props.locked = false;
+
+ // If roomData was provided from server unlock response, cache it
+ if (roomData && window.roomDataCache) {
+ console.log(`📦 Caching room data for ${props.connectedRoom} from unlock response`);
+ window.roomDataCache.set(props.connectedRoom, roomData);
+ }
+
+ // Emit door unlocked event for objectives system
+ if (window.eventDispatcher) {
+ window.eventDispatcher.emit('door_unlocked', {
+ roomId: props.roomId,
+ connectedRoom: props.connectedRoom,
+ direction: props.direction
+ });
+ console.log(`📋 Emitted door_unlocked event: ${props.roomId} -> ${props.connectedRoom}`);
+ }
+
+ // Open the door
+ openDoor(doorSprite);
+}
+```
+
+### 3. Update Quick Reference: Door Event Details
+
+**File**: `QUICK_REFERENCE.md`
+
+Update the "Events Listened To" section:
+
+```javascript
+'door_unlocked' // For unlock_room
+ // data: { roomId, connectedRoom, direction }
+ // NOTE: Must add event emission to doors.js
+```
+
+---
+
+## Implementation Plan Quality Assessment
+
+### Strengths ✅
+
+1. **Comprehensive Event Mapping**: All event names correctly researched and documented
+2. **Proper Initialization Flow**: Correctly identifies that scenario data isn't available until `game.js create()`
+3. **Reconciliation Strategy**: Includes `reconcileWithGameState()` to handle late initialization
+4. **Server Validation**: Follows existing validation patterns in the codebase
+5. **Complete Examples**: Includes three full scenario examples demonstrating all features
+6. **Debug Utilities**: Provides helpful debug functions for testing
+7. **RESTful API Design**: Proposes clean, conventional routes
+8. **Phase 0 Prerequisites**: Correctly identifies foundational fixes needed first
+
+### Weaknesses ⚠️
+
+1. **Missing Door Event Emission**: Plan assumes `door_unlocked` events exist, but they must be added
+2. **Minor Documentation Gap**: Could clarify that `door_unlocked` event provides multiple properties
+
+### Risk Assessment
+
+**Overall Risk**: 🟡 LOW-MEDIUM
+
+- **Technical Risk**: LOW - Architecture is sound, event system is proven
+- **Integration Risk**: LOW - Follows existing patterns consistently
+- **Implementation Risk**: MEDIUM - Requires adding door events (not just consuming them)
+
+---
+
+## Recommendations
+
+### Must-Have (Before Starting Implementation)
+
+1. ✅ **Add door unlock events** to `doors.js` as documented above
+2. ✅ **Add key pickup events** to `inventory.js` as already documented in plan
+3. ✅ **Verify room_entered events** are actually emitted in current codebase
+
+### Should-Have (During Implementation)
+
+4. 📋 **Add integration tests** for event emissions after implementing
+5. 📋 **Add console warnings** if ObjectivesManager initialized before scenario loaded
+6. 📋 **Add validation** to reject objectives with invalid task types
+
+### Nice-to-Have (Future Enhancement)
+
+7. 💡 **Add event emission tracing** in debug mode to track objective updates
+8. 💡 **Add TypeScript definitions** for objective data structures
+9. 💡 **Add visual indicators** on doors/objects that are part of active objectives
+
+---
+
+## Verification Checklist
+
+Before implementation starts:
+
+- [x] Event names verified against actual codebase
+- [x] Initialization order verified against game lifecycle
+- [x] Server validation patterns reviewed and aligned
+- [x] API routes follow Rails conventions
+- [x] Ink tag extension point confirmed
+- [x] Wildcard event support confirmed
+- [ ] Door unlock events added (MUST DO FIRST)
+- [ ] Key pickup events added (MUST DO FIRST)
+- [ ] Room entered events verified (SHOULD VERIFY)
+
+---
+
+## Conclusion
+
+The implementation plan is **well-researched and architecturally sound**. The discovery of missing door unlock events does not invalidate the plan—it simply adds one more prerequisite task to Phase 0.
+
+**Approval**: ✅ **APPROVED FOR IMPLEMENTATION** after adding door unlock event emission.
+
+**Confidence Level**: 90% - The plan will work as documented once the door event emission is added.
+
+---
+
+## Files to Update
+
+### Planning Documents
+
+1. `TODO_CHECKLIST.md` - Add task 0.4 for door events
+2. `IMPLEMENTATION_PLAN.md` - Add door unlock event fix section
+3. `QUICK_REFERENCE.md` - Add note about door event emission requirement
+
+### Codebase (Prerequisites)
+
+4. `public/break_escape/js/systems/doors.js` - Add event emission to `unlockDoor()`
+5. `public/break_escape/js/systems/inventory.js` - Add event emission to `addKeyToInventory()`
+
+### Implementation Files (From Plan)
+
+6. `db/migrate/XXX_add_objectives_to_games.rb`
+7. `app/models/break_escape/game.rb`
+8. `app/controllers/break_escape/games_controller.rb`
+9. `config/routes.rb`
+10. `public/break_escape/js/systems/objectives-manager.js`
+11. `public/break_escape/js/ui/objectives-panel.js`
+12. `public/break_escape/css/objectives.css`
+13. `public/break_escape/js/minigames/helpers/chat-helpers.js`
+14. `scenarios/test-objectives/`
+
+---
+
+**Next Steps**: Apply corrections to planning documents, then begin implementation with Phase 0 prerequisites.