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PROBLEM: NPC unlocks had timing-dependent behavior: - If NPC unlocked door BEFORE room loaded: client saw it as unlocked - If NPC unlocked door AFTER room loaded: door sprite stayed locked SOLUTION: 1. Server-side persistent tracking: - Added npcUnlockedTargets array to player_state - Track all NPC unlocks separately from unlockedRooms/unlockedObjects - Initialize npcUnlockedTargets in new games 2. Server merges NPC unlock state: - filtered_room_data checks npcUnlockedTargets - Marks doors/containers as unlocked if NPC unlocked them - Works regardless of when room is loaded 3. Client updates existing sprites: - NPC unlock handler finds ALL door sprites for target room - Updates sprite state immediately after server unlock - Handles both pre-loaded and late-loaded rooms Changes: - app/models/break_escape/game.rb: Add npc_unlock_target!, npc_unlocked?, merge state in filtered_room_data - app/controllers/break_escape/games_controller.rb: Track NPC unlocks in unlock endpoint - public/break_escape/js/minigames/person-chat/person-chat-conversation.js: Update all door sprites after NPC unlock - public/break_escape/js/systems/doors.js: Export unlockDoor globally - test/integration/unlock_system_test.rb: Add 4 tests for persistent NPC unlock state
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
MIT
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%