Z. Cliffe Schreuders 9cb607ddf6 Add interactive guard with combat options to Mission 2
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
2026-01-14 09:46:31 +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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JavaScript 86.5%
Ink 7%
HTML 2.9%
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