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- 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!
BreakEscape Rails Engine
Cybersecurity training escape room game as a mountable Rails Engine.
Features
- 24+ cybersecurity escape room scenarios
- Server-side progress tracking with 2-table schema
- Randomized passwords per game instance via ERB
- JIT Ink script compilation for NPC dialogue
- Polymorphic player support (User/DemoUser)
- Pundit authorization
- RESTful API for game state management
- Session-based state persistence
Installation
In your Gemfile:
gem 'break_escape', path: 'path/to/break_escape'
Then:
bundle install
rails break_escape:install:migrations
rails db:migrate
rails db:seed # Optional: creates missions from scenarios
Mounting in Host App
In your config/routes.rb:
mount BreakEscape::Engine => "/break_escape"
Usage
Standalone Mode (Development)
export BREAK_ESCAPE_STANDALONE=true
rails server
# Visit http://localhost:3000/break_escape/
Mounted Mode (Production)
Mount in Hacktivity or another Rails app. The engine will use the host app's current_user via Devise.
Configuration
# config/initializers/break_escape.rb
BreakEscape.configure do |config|
config.standalone_mode = false # true for development
config.demo_user_handle = 'demo_player'
end
Database Schema
break_escape_missions- Scenario metadata (name, display_name, published, difficulty)break_escape_games- Player state + scenario snapshot (JSONB)break_escape_demo_users- Standalone mode only (optional)
API Endpoints
GET /games/:id/scenario- Scenario JSON (ERB-generated)GET /games/:id/ink?npc=X- NPC script (JIT compiled from .ink)GET /games/:id/bootstrap- Initial game dataPUT /games/:id/sync_state- Sync player statePOST /games/:id/unlock- Validate unlock attemptPOST /games/:id/inventory- Update inventory
Architecture
ERB Scenario Generation
Scenarios are stored as .json.erb templates and rendered on-demand with randomized values:
<%= random_password %>- Generates unique password per game<%= random_pin %>- Generates unique 4-digit PIN<%= random_code %>- Generates unique hex code
JIT Ink Compilation
NPC dialogue scripts compile on first request (~300ms):
- Check if
.jsonexists and is newer than.ink - If needed, run
inklecateto compile - Cache compiled JSON for subsequent requests
State Management
Player state stored in JSONB column:
- Current room and unlocked rooms
- Inventory and collected items
- NPC encounters
- Global variables (synced with client)
- Health and minigame state
Testing
rails test
License
MIT
Documentation
See HACKTIVITY_INTEGRATION.md for integration guide.
Description
Languages
JavaScript
86.5%
Ink
7%
HTML
2.9%
CSS
2.5%
Ruby
0.9%
Other
0.2%