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Implemented patrolling security guard in hallway_north with multiple player interaction options including combat/fighting mechanics. New Features: 1. Interactive Security Guard NPC - Patrols hallway_north corridor (4-waypoint route) - Line-of-sight detection (150px range, 120° angle) - Lockpicking detection (event-triggered confrontation) - Visual LOS cone for player awareness 2. Combat/Fighting Options Player can choose to physically confront the guard: - Knockout punch (quick but risky) - Wrestling/grappling (moderate difficulty) - Improvised weapon (fire extinguisher) - Back down from fight (de-escalation) Success depends on influence stat: - High influence: Guard knocked out, ~2 min window - Low influence: Failed attack, mission compromised 3. Alternative Approaches - Social engineering (claim authorization, emergency) - Persuasion (explain situation, build rapport) - De-escalation (apologize, back down) - Avoidance (wait for patrol to pass) 4. Consequences System - #hostile tag: Guard calls backup - #take_damage: Failed combat consequences - #mission_failed: Attacking security = mission end - Guard knockout: Time-limited stealth window Files Added: - m02_npc_security_guard.ink (500+ lines) - m02_npc_security_guard.json (compiled) Files Modified: - scenario.json.erb: - Added interactive guard NPC to hallway_north - Patrol behavior with 4 waypoints - LOS and lockpicking event detection - Global variables: guard_knocked_out, attacked_guard Validation: ✓ PASSED - Schema compliant - JSON valid - Ink script compiles successfully Design Notes: - Based on npc-patrol-lockpick test scenario - Integrated with M2's hospital crisis context - Multiple paths support different playstyles - Combat is high-risk/high-reward option - Aligns with SAFETYNET Field Rule 7: improvise as needed
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%