mirror of
https://github.com/cliffe/BreakEscape.git
synced 2026-02-21 11:18:08 +00:00
4101fcb83826a410dcaf41b55d57ce8a13eea53c
Created OBJECTIVES.md as quick-reference guide for Mission 2's constant objectives: 📋 Clear Structure: - 5 Main Objectives clearly listed with descriptions - 15 Total Tasks with unlock conditions - Visual progression flow diagram - Quick reference table for developers/players Objectives Summary: 1. Infiltrate Hospital (3 tasks) - Active at start 2. Access IT Systems (3 tasks) - Unlocks after Objective 1 3. Exploit ENTROPY's Backdoor (4 tasks) - Unlocks after server room access 4. Recover Offline Backup Keys (3 tasks) - Unlocks after database flag 5. Make Critical Decisions (2 tasks) - Unlocks after Objectives 3 & 4 🔒 Progressive Unlock System: Start → Obj 1 → Obj 2 → Obj 3 + Obj 4 → Obj 5 → Complete ✅ Constant Objectives Guaranteed: - Defined once in scenario.json.erb (lines 41-183) - Same 5 objectives, same 15 tasks throughout mission - No dynamic or changing objectives - Clear unlock conditions for each objective Quick Reference Includes: - Task IDs for development - Minimum completion requirements (60% vs 100%) - Key answers (PIN: 1987, passwords, flags) - Moral choice options Purpose: - Player reference during gameplay - Developer reference for implementation - QA reference for testing - Documentation of constant objective set This ensures Mission 2 has a clear, constant, and well-documented set of objectives.
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%