mirror of
https://github.com/cliffe/BreakEscape.git
synced 2026-02-23 04:08:03 +00:00
1ae34b2944427f4e91615922d9d120ae5de7c5e0
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
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%