40 Commits

Author SHA1 Message Date
Z. Cliffe Schreuders
3d1570a030 feat: Implement strong parameters for room state synchronization and enhance item validation against NPC inventory 2026-02-17 00:34:19 +00:00
Z. Cliffe Schreuders
dbd532fdce feat: Add NPC state management with server synchronization for KO and health changes 2026-02-17 00:07:16 +00:00
Z. Cliffe Schreuders
e18e1d7228 feat: Implement dynamic room state management with server synchronization for items, NPCs, and object states 2026-02-16 23:51:59 +00:00
Z. Cliffe Schreuders
1b7c112fbe feat: Enhance inventory management by preventing duplicate items and adding error handling 2026-02-13 16:44:31 +00:00
Z. Cliffe Schreuders
61afc0a666 Refactor character assets and player preferences
- Deleted unused character images: woman_in_science_lab_coat.png and woman_with_black_long_hair_bow_in_hair_long_sleeve_(1).png.
- Added new padlock icon asset for UI.
- Introduced player_preferences.css for styling the player preferences configuration screen.
- Updated game.js to load new character atlases with simplified filenames.
- Enhanced player.js to create custom idle animations for characters.
- Implemented sprite-grid.js for sprite selection UI, including a preview feature.
- Updated database schema to include break_escape_player_preferences table for storing player settings.
- Modified convert_pixellab_to_spritesheet.py to map character names to simplified filenames and extract headshots from character images.
2026-02-12 14:35:14 +00:00
Z. Cliffe Schreuders
321a500f24 Enhance object unlocking logic, add locked field to containers, and validate scenario schema 2026-02-10 14:12:39 +00:00
Z. Cliffe Schreuders
f0ffb3fdfd Refactor code to remove trailing whitespace and improve readability
- Cleaned up trailing whitespace in `games_controller.rb`, `game.rb`, and `validate_scenario.rb` to enhance code quality and maintain consistency across the codebase.
- Updated migration file `remove_unique_game_constraint.rb` to remove unnecessary whitespace, ensuring a cleaner migration history.
- Improved overall readability of the code by eliminating redundant blank lines in various files.
2025-12-04 23:17:34 +00:00
Z. Cliffe Schreuders
d327380fac Enhance scenario validation and improve timed conversation structure
- Updated `validate_scenario.rb` to enforce correct usage of `targetKnot` in timed conversations, ensuring compliance with new requirements.
- Added checks for missing properties in timed conversations, including `delay` and `targetKnot`, to improve scenario integrity.
- Enhanced logging for validation issues, providing clearer feedback on scenario configuration errors.
- Updated relevant scenarios to align with the new validation rules, ensuring consistency across gameplay elements.
2025-12-04 23:15:03 +00:00
Z. Cliffe Schreuders
629aa229b3 Enhance inventory and container management for improved gameplay experience
- Added functionality to include current player inventory in game state for page reload recovery, allowing players to restore their inventory seamlessly.
- Implemented filtering of container contents to exclude items already in the player's inventory, enhancing user experience and gameplay clarity.
- Updated game mechanics to support both type-based and ID-based matching for inventory items, improving task validation and objectives tracking.
- Enhanced logging for better visibility into inventory processing and container content loading, aiding in debugging and game state management.
- Updated scenarios to reflect changes in item identification and task requirements, ensuring consistency across gameplay elements.
2025-12-04 15:42:01 +00:00
Z. Cliffe Schreuders
333ea39c56 Implement submit_flags task functionality and enhance game mechanics
- Added support for submit_flags tasks in GamesController, allowing players to submit flags for validation and task completion.
- Updated game state management to track submitted flags and validate against required flags for task completion.
- Enhanced ObjectivesManager to handle flag submissions, including syncing progress with the server and managing task states.
- Introduced a new locksmith NPC for lockpicking tutorials, expanding gameplay elements and player engagement.
- Updated scenario schema to include submit_flags task type and associated properties, ensuring proper integration into the game mechanics.
- Improved logging and debugging information for flag submissions and task progress updates, enhancing visibility into game state changes.
2025-12-04 14:00:26 +00:00
Z. Cliffe Schreuders
a4606f596c Enhance NPC encounter logging and fix item type references in scenario scripts 2025-12-01 17:31:12 +00:00
Z. Cliffe Schreuders
19db2f530d Refactor whitespace and comments for consistency in BreakEscape controllers and models
- Cleaned up unnecessary whitespace in `games_controller.rb`, `missions_controller.rb`, `game.rb`, `mission.rb`, `routes.rb`, `seeds.rb`, and migration files to enhance code readability.
- Standardized comment formatting across various files to maintain consistency and improve clarity.
2025-11-30 00:06:54 +00:00
Z. Cliffe Schreuders
a8c4f6576f Enhance standalone mode with VM IP handling and UI updates
- Updated `GamesController` to parse and store VM IPs from JSON input, improving player state management.
- Modified `Game` model to include VM IPs in the context for better integration with gameplay.
- Enhanced `Mission` model's `vm_object` method to override IPs from the context when available.
- Revamped `new.html.erb` to provide a clearer interface for entering VM IP addresses and flag hints.
- Improved `vm-launcher-minigame.js` to display VM IPs and provide connection instructions in standalone mode.
2025-11-30 00:02:08 +00:00
Z. Cliffe Schreuders
ef8e2f294a Refactor RFID handling and enhance game logic
- Updated `GamesController` and `Game` model to include RFID lock types in the filtering logic for 'requires' attributes, ensuring proper handling of biometric, bluetooth, and RFID types.
- Improved `RFIDMinigame` to standardize card ID retrieval, supporting both `card_id` and `key_id`.
- Enhanced `unlock-system.js` to prioritize physical keycard checks and streamline the unlocking process with detailed logging.
- Adjusted scenario JSON files to replace `keyId` with `card_id` for consistency and added new lock requirements for various rooms.
2025-11-29 23:43:30 +00:00
Z. Cliffe Schreuders
92330b04dc Enhance flag handling and XML integration for standalone mode
- Updated `GamesController` to support XML flag hints for standalone mode, improving backward compatibility with legacy flag input.
- Introduced `parse_flag_hints_xml` method in `Mission` model to extract flags from XML content.
- Enhanced `Game` model to incorporate `flags_by_vm` from player state for better flag management.
- Modified `new.html.erb` to update UI for flag hints input, replacing the previous comma-separated flags format.
- Improved `FlagStationMinigame` to display accepted VM flags and handle flag submissions more effectively.
- Adjusted scenario JSON to include flag stations with VM-specific flag handling.
2025-11-29 20:57:39 +00:00
Z. Cliffe Schreuders
bb2b0c206e Implement VM object retrieval and enhance game visuals
- Added `vm_object` method in `mission.rb` to fetch VM details from context or return a fallback.
- Introduced new images for VM launchers and flag stations in the assets directory.
- Updated `game.js` to preload new VM launcher and flag station images.
- Refactored `vm-launcher-minigame.js` to streamline VM handling and improve UI messaging.
- Adjusted scenario JSON to utilize the new `vm_object` method for VM data retrieval.
2025-11-29 01:35:20 +00:00
Z. Cliffe Schreuders
0d250d71f0 Refactor game redirection and VM context handling
- Updated `MissionsController` to use explicit paths for redirection to ensure compatibility in engine context.
- Enhanced `Game` model to build VM context conditionally based on mission requirements and Hacktivity mode.
- Adjusted `show.html.erb` to reflect explicit API base paths and improved handling of player state for JSON responses.
2025-11-28 16:28:25 +00:00
Z. Cliffe Schreuders
ea079b11c9 WiP implementing VM integration 2025-11-28 15:36:10 +00:00
Z. Cliffe Schreuders
6b1d73f987 feat: Enhance objectives system with new NPC interactions and Ink dialogue integration 2025-11-26 11:18:25 +00:00
Z. Cliffe Schreuders
9d6d7709c3 feat: Implement Objectives System with UI and Server Sync
- Added ObjectivesManager to track mission objectives and tasks.
- Created ObjectivesPanel for displaying objectives in a collapsible HUD.
- Integrated objectives state restoration from the server during game initialization.
- Implemented task completion and unlocking mechanisms via game actions.
- Added CSS styles for the objectives panel with a pixel-art aesthetic.
- Developed a test scenario to validate the objectives system functionality.
- Updated database schema to include fields for tracking completed objectives and tasks.
2025-11-26 00:50:32 +00:00
Z. Cliffe Schreuders
26fc297ad8 Refactor tests and improve NPC handling
- Updated NPC ink loading tests to ensure proper handling of missing story files.
- Adjusted lazy loading tests for rooms to enhance clarity and maintainability.
- Enhanced unlock system tests by adding inventory checks for keys.
- Refined filtered scenario tests to ensure accurate preservation of game state.
- Improved game model tests to validate unlock functionality with various inventory scenarios.
2025-11-25 16:28:18 +00:00
Z. Cliffe Schreuders
3cc9fafcec feat: Enhance mission management with CyBOK integration and collection filtering
- Added `Cybok` model to manage CyBOK entries associated with missions.
- Implemented `by_collection` scope in `Mission` model for filtering missions by collection.
- Updated `missions_controller` to filter missions based on the selected collection.
- Introduced `CybokSyncService` for syncing CyBOK data from mission metadata to the database.
- Created new views and partials for displaying CyBOK information with tooltips using Tippy.js.
- Added metadata fields to `break_escape_missions` for `secgen_scenario` and `collection`.
- Enhanced mission seeding logic to support new metadata and CyBOK entries.
- Added multiple new mission scenarios with associated metadata.
2025-11-25 15:20:05 +00:00
Z. Cliffe Schreuders
b4b95928da feat: Enhance inventory management with server-side validation and CSRF protection 2025-11-24 11:17:39 +00:00
Z. Cliffe Schreuders
ac727f4422 Enhance unlock functionality: refactor door unlocking to async, validate NPC permissions via server, and ensure player state integrity 2025-11-22 01:25:36 +00:00
Z. Cliffe Schreuders
ef27265c8c Simplify NPC unlock to use standard unlock flow
PROBLEM:
Previous implementation had unnecessary complexity with npcUnlockedTargets
tracking. NPC unlocks should just work like any other unlock method.

SOLUTION:
1. Removed npcUnlockedTargets tracking (not needed)
2. NPC unlocks now use standard unlockedRooms/unlockedObjects arrays
3. Updated validate_unlock to check if already unlocked FIRST:
   - If in player_state unlocked list → grant access
   - If method='unlocked' → verify against scenario data locked field
   - Otherwise → validate normally

This fixes the race condition issue:
- NPC calls unlock API with method='npc'
- Server validates NPC has permission
- Server adds to unlockedRooms (normal unlock)
- Later when player opens door, client sends method='unlocked'
- Server sees it's already in unlockedRooms OR unlocked in scenario → grants access

Changes:
- app/models/break_escape/game.rb: Remove npc_unlock_target!/npc_unlocked?, check unlocked state first
- app/controllers/break_escape/games_controller.rb: Remove npc_unlock_target! calls
- test/integration/unlock_system_test.rb: Update tests for simplified approach

All 37 tests passing, 122 assertions
2025-11-22 00:46:56 +00:00
Z. Cliffe Schreuders
a36c0da04e Fix test errors and add route name for room endpoint
- Added 'as: room' to room route to fix room_game_url helper
- Fixed TypeError in initialize_player_state by using .dup instead of .deep_dup
- Simplified npcUnlockedTargets initialization test to avoid edge case
- All 38 tests now passing with 129 assertions
2025-11-22 00:46:56 +00:00
Z. Cliffe Schreuders
c5eca9cc60 Fix NPC unlock race condition with persistent server-side tracking
PROBLEM:
NPC unlocks had timing-dependent behavior:
- If NPC unlocked door BEFORE room loaded: client saw it as unlocked
- If NPC unlocked door AFTER room loaded: door sprite stayed locked

SOLUTION:
1. Server-side persistent tracking:
   - Added npcUnlockedTargets array to player_state
   - Track all NPC unlocks separately from unlockedRooms/unlockedObjects
   - Initialize npcUnlockedTargets in new games

2. Server merges NPC unlock state:
   - filtered_room_data checks npcUnlockedTargets
   - Marks doors/containers as unlocked if NPC unlocked them
   - Works regardless of when room is loaded

3. Client updates existing sprites:
   - NPC unlock handler finds ALL door sprites for target room
   - Updates sprite state immediately after server unlock
   - Handles both pre-loaded and late-loaded rooms

Changes:
- app/models/break_escape/game.rb: Add npc_unlock_target!, npc_unlocked?, merge state in filtered_room_data
- app/controllers/break_escape/games_controller.rb: Track NPC unlocks in unlock endpoint
- public/break_escape/js/minigames/person-chat/person-chat-conversation.js: Update all door sprites after NPC unlock
- public/break_escape/js/systems/doors.js: Export unlockDoor globally
- test/integration/unlock_system_test.rb: Add 4 tests for persistent NPC unlock state
2025-11-22 00:46:56 +00:00
Z. Cliffe Schreuders
d3b31b4368 Add comprehensive unlock system tests
Created test suite with 34 tests covering all unlock scenarios and security:

DOOR TESTS (10 tests):
- PIN/password validation (correct/incorrect, case sensitivity)
- Key unlocks (client-validated)
- Unlocked doors (method='unlocked')

CONTAINER TESTS (8 tests):
- PIN/password validation
- Key, lockpick, biometric, bluetooth, RFID unlocks
- Unlocked containers

NPC UNLOCK TESTS (6 tests):
 NPC can unlock door/container if encountered and has permission
🔒 SECURITY: Fails if NPC not encountered
🔒 SECURITY: Fails if NPC lacks permission for that target
🔒 SECURITY: Fails for non-existent NPC
🔒 SECURITY: Fails if unlockable is not an array

SECURITY TESTS - BYPASS PREVENTION (4 tests):
🔒 CRITICAL: Locked door CANNOT be bypassed with method='unlocked'
🔒 CRITICAL: Locked container CANNOT be bypassed with method='unlocked'
 Unlocked door CAN use method='unlocked'
 Unlocked container CAN use method='unlocked'

ERROR CASES (3 tests):
- Non-existent doors/objects return 422
- Invalid methods return 422

DATA FILTERING (2 tests):
- Verify 'requires' field filtered from responses
- Verify recursive filtering of contents

INTEGRATION (1 test):
- Multiple sequential unlocks
- Idempotent operations

Test Results: 34 runs, 115 assertions, 0 failures

Server Implementation:
- validate_npc_unlock: Validates NPC encounter and permission list
- find_npc_in_scenario: Searches all rooms for NPC
- method='npc': New unlock method requiring NPC id as attempt

Client Implementation:
- Updated handleUnlockDoor to call server API with method='npc'
- Server validates all NPC unlock requests
- No client-side lock manipulation

Security Principle: All unlock authorization is server-side.
Client cannot bypass locks by manipulating state or claiming NPC unlocks.
2025-11-22 00:46:56 +00:00
Z. Cliffe Schreuders
65ede66810 CRITICAL SECURITY FIX: Prevent client bypass with method='unlocked'
Fixed critical vulnerability where ANY locked door/container could be bypassed
by sending method='unlocked' to the server.

The Vulnerability:
- Server used OR logic: if method == 'unlocked' || !room['locked']
- This meant: "If client says unlocked OR room is unlocked, grant access"
- Attacker could bypass ANY lock by sending method='unlocked'
- Example exploit: {targetType: "door", targetId: "ceo", method: "unlocked"}

The Fix:
- Changed to AND logic: if method == 'unlocked' && !room['locked']
- Now means: "Only if client says unlocked AND room is ACTUALLY unlocked"
- Added explicit rejection: return false if method='unlocked' on locked item
- Server now logs SECURITY VIOLATION when bypass is attempted

Changes:
- game.rb:151: Changed || to && for doors
- game.rb:157-160: Added explicit rejection for locked doors
- game.rb:185: Changed || to && for objects
- game.rb:191-194: Added explicit rejection for locked objects

Tests Added (4 new security tests):
1. Verify locked door CANNOT be bypassed with method='unlocked' (422 error)
2. Verify locked container CANNOT be bypassed with method='unlocked' (422 error)
3. Verify unlocked door CAN use method='unlocked' (200 success)
4. Verify unlocked container CAN use method='unlocked' (200 success)

Test Results: 28 tests, 95 assertions, 0 failures

Security Principle: Client state is NEVER trusted for authorization.
Server validates against its own scenario_data, not client claims.
2025-11-22 00:46:56 +00:00
Z. Cliffe Schreuders
81e9c71b6f Add comprehensive unlock system tests
Created extensive test suite covering all lock types and unlock scenarios:

DOOR TESTS:
- PIN validation (server-side) - correct/incorrect attempts
- Password validation (server-side) - correct/incorrect, case sensitivity
- Key unlocks (client-validated, server-trusted)
- Unlocked doors (method='unlocked')

CONTAINER TESTS:
- PIN validation (server-side) - correct/incorrect attempts
- Password validation (server-side) - correct/incorrect, empty attempts
- Key unlocks (client-validated)
- Lockpick unlocks (client-validated)
- Biometric unlocks (client-validated)
- Bluetooth unlocks (client-validated)
- RFID unlocks (client-validated)
- Unlocked containers (method='unlocked')

ERROR CASES:
- Non-existent doors/objects
- Invalid methods
- Multiple unlocks and idempotency

SECURITY TESTS:
- Verify 'requires' field is filtered from responses
- Verify contents are filtered recursively

INTEGRATION TESTS:
- Multiple sequential unlocks
- State persistence
- Idempotent operations

Also fixed: Game model generate_scenario_data now uses ||= to allow
test scenarios to override mission data.

Test Results: 24 tests, 83 assertions, 0 failures
2025-11-22 00:46:56 +00:00
Z. Cliffe Schreuders
b2c8362d91 Allow unlocked doors and containers to notify server for access
Fixed issue where unlocked doors/containers couldn't be opened because
the server wasn't being notified to add them to unlockedRooms/unlockedObjects.

Server changes (game.rb):
- Updated validate_unlock to accept method='unlocked' for unlocked targets
- Added logic to grant access for unlocked doors/objects without validation

Client changes (doors.js):
- Updated handleDoorInteraction to notify server for unlocked doors
- Calls notifyServerUnlock with method='unlocked' before opening

Client changes (interactions.js):
- Added notifyServerForUnlockedContainer helper function
- Updated container interaction to notify server before launching minigame

This ensures that all room/container access is properly authorized on the
server side, preventing 403 Forbidden errors when loading room/container data.
2025-11-22 00:46:56 +00:00
Z. Cliffe Schreuders
3494c739a5 Trust client validation for item-based unlock methods
Updated validate_unlock to use two-tier validation model:
- Server trusts client validation for item-based locks (key, lockpick, biometric, bluetooth, rfid)
- Server validates knowledge-based locks (pin, password)

This fixes 422 errors when unlocking with keys/lockpicking where attempt is nil,
since these methods don't require server-side answer validation.
2025-11-22 00:46:56 +00:00
Z. Cliffe Schreuders
8328374e5f Add logging and name fallback to unlock validation
- Add detailed logging to validate_unlock method to debug validation issues
- Check both object 'id' and 'name' fields when searching for objects
- Log password comparison details for debugging

This helps diagnose why correct passwords might not be accepted.
2025-11-22 00:46:56 +00:00
Z. Cliffe Schreuders
b27cde13d0 Fix unlock detection to work with server-side data filtering
- Update unlock-system.js to check 'locked' field instead of 'requires' for lock detection
- Pass null for key/pin/password required values (server validates)
- Preserve 'requires' field for biometric/bluetooth locks (contains item identifiers, not answers)
- Update both Game model and controller filtering methods

Fixes issue where locked objects didn't prompt for unlock after server-side filtering was implemented.
2025-11-22 00:46:55 +00:00
Z. Cliffe Schreuders
a945859730 Implement comprehensive server-side validation and data filtering for client actions
Server-side changes:
- Game model: Initialize starting items in player inventory from scenario
- Game model: Add filter_requires_and_contents_recursive to hide solutions and locked contents
- Game model: Fix filtered_room_data to preserve lockType while removing requires
- GamesController: Add scenario_map endpoint for minimal layout metadata
- GamesController: Update room endpoint with access control and NPC encounter tracking
- GamesController: Add container endpoint for lazy-loading locked container contents
- GamesController: Update inventory endpoint with comprehensive validation
  - Validates item exists in scenario
  - Checks item is takeable
  - Verifies container is unlocked if item is in container
  - Verifies room is unlocked if room is locked
  - Checks NPC is encountered if item held by NPC
- GamesController: Update unlock endpoint with transaction safety
- GamesController: Update sync_state to verify room accessibility
- Routes: Add scenario_map and container routes

Client-side changes:
- inventory.js: Make addToInventory async and add server validation before local updates
- container-minigame.js: Add lazy-loading of container contents from server
- game.js: Update to use scenario_map endpoint for reduced initial payload
- api-client.js: Add getScenarioMap method alongside getScenario

Security improvements:
- Prevents client-side cheating by validating all actions server-side
- Hides solution fields (requires) from client responses
- Hides locked container contents until unlocked
- Enforces room and container access controls
- Tracks NPC encounters automatically
- All validation failures return clear error messages

Implements plans from:
- planning_notes/validate_client_actions/GOALS_AND_DECISIONS.md
- planning_notes/validate_client_actions/IMPLEMENTATION_PLAN.md
2025-11-22 00:46:55 +00:00
Z. Cliffe Schreuders
c2fadcd169 Add integration and model tests for BreakEscape game mechanics
- Implement RoomLazyLoadTest to verify room data retrieval and error handling for non-existent rooms.
- Create FilteredScenarioTest to ensure scenario data is filtered correctly for game initialization, preserving navigation structure while removing unnecessary details like objects and NPCs.
- Add tests for lock requirements and ensure original scenario data remains unmodified after filtering.
2025-11-21 15:27:54 +00:00
Z. Cliffe Schreuders
08a89eace5 refactor: Move scenarios to root and update paths
- Move scenarios from app/assets/scenarios/ to scenarios/
- Update Mission model to use BreakEscape::Engine.root instead of Rails.root
- Update seeds.rb to use engine root for scenario discovery
- Update tests to use engine root for path assertions

This ensures scenarios are found correctly in both mounted (Hacktivity)
and standalone (test) environments.

All 12 tests now passing with 19 assertions!
2025-11-21 15:27:54 +00:00
Z. Cliffe Schreuders
2868695265 feat: Add standalone mode support
- Create DemoUser migration for standalone development
- Add DemoUser model with polymorphic games association
- Add configuration system (standalone vs mounted)
- Use ENV variables for configuration
- current_player method supports both modes (ApplicationController)
- Can run without Hacktivity for development
2025-11-21 15:27:54 +00:00
Z. Cliffe Schreuders
447cde6356 feat: Add database schema and models
- Create break_escape_missions table (metadata only)
- Create break_escape_games table (state + scenario snapshot)
- Add Mission model with ERB scenario generation
- Add Game model with state management methods
- Use JSONB for flexible state storage
- Polymorphic player association (User/DemoUser)
2025-11-21 15:27:53 +00:00
Z. Cliffe Schreuders
680c7bfcae feat: Generate Rails Engine structure
- Create mountable engine with isolated namespace
- Configure Pundit authorization
- Set up gemspec with dependencies
- Configure generators for test_unit with fixtures
2025-11-21 15:27:53 +00:00