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Created 6 supporting Ink scripts completing the dialogue system: 1. m04_npc_security_guard.ink (155 lines) - Entry checkpoint dialogue with social engineering options - Credentials verification, smooth talk, or stealth paths - Tutorial for cover identity maintenance 2. m04_phone_robert_chen.ink (176 lines) - SCADA technical support (available after ally status) - Dosing systems explanation and safe disabling guidance - Priority guidance and urgency assessment - Emergency call if attack triggered 3. m04_terminal_scada_display.ink (196 lines) - SCADA monitoring terminal interface - Chemical dosing parameters display (urgency-based) - System alerts and network status - Anomaly detection and investigation (Task 1.4) 4. m04_npc_operative_cipher.ink (143 lines) - Combat encounter with Operative #1 (Treatment Floor) - Radio alert system and team coordination - Optional surrender/interrogation paths 5. m04_npc_operative_relay.ink (140 lines) - Combat encounter with Operative #2 (Chemical Storage) - Master keycard and bypass device intel - Optional surrender/interrogation paths 6. m04_npc_operative_static.ink (149 lines) - Combat encounter with Operative #3 (Voltage support) - Final battle backup for Voltage - The Architect intelligence via interrogation All 12 dialogue scripts now complete (959 total estimated lines). Ready for Ink compilation to JSON.
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
AGPL v3 - See LICENSE file for details
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%