Z. Cliffe Schreuders 96a2d81e0a Add supporting dialogue scripts for Mission 4
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.
2026-01-14 09:46:33 +00:00
2025-05-16 10:42:42 +01:00
2025-11-21 15:27:53 +00:00
2025-11-21 15:27:53 +00:00
2025-11-14 19:47:54 +00:00

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 data
  • PUT /games/:id/sync_state - Sync player state
  • POST /games/:id/unlock - Validate unlock attempt
  • POST /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):

  1. Check if .json exists and is newer than .ink
  2. If needed, run inklecate to compile
  3. 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
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