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Added critical gameplay elements following Mission 1 patterns: **Objectives System:** - Added structured objectives array with 5 aims and 19 tasks - Objectives: Establish Access, Investigate Employees, Gather Evidence, Exploit Infrastructure, Confront Insider - Task types: npc_conversation, enter_room, collect_items, unlock_object, submit_flags, custom - Proper status tracking (active/locked) for progressive gameplay **Player Configuration:** - Added startItemsInInventory with player phone (phoneId: player_phone) - Enhanced player object with id, displayName, spriteSheet, spriteTalk, spriteConfig - Full sprite configuration for proper player rendering **VM Infrastructure:** - Replaced basic PC object with vm-launcher terminal for Bludit CMS exploitation - VM ID: bludit_cms_exploit_lab (Operation Schrodinger Server) - Configured hacktivityMode and vm_object helper integration - Added flag-station terminal for VM flag submission with 4 flags - Flag rewards emit events for evidence tracking **Evidence Collection:** - Added onPickup event handlers for Medical Bills (sets found_medical_bills, increments evidence_level) - Added onPickup for Personal Journal (sets found_torres_journal, increments evidence_level) - Added onPickup for ENTROPY Pamphlet (sets entropy_program_exposed, increments lore_collected) **NPC Behavior:** - Added behavior.initiallyHidden to Torres NPC - Torres appears on "evidence_sufficient" event (when investigation complete) - Prevents premature confrontation before evidence gathering **Flag System:** - Flag 1: bludit_directory_traversal - Flag 2: bludit_file_upload_bypass - Flag 3: bludit_php_shell_execution - Flag 4: architect_communications_found All changes validated successfully. Scenario now follows Mission 1 best practices with complete objective tracking, VM integration, and evidence-based progression system.
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%