mirror of
https://github.com/cliffe/BreakEscape.git
synced 2026-02-20 13:50:46 +00:00
feat: Implement Objectives System with UI and Server Sync
- Added ObjectivesManager to track mission objectives and tasks. - Created ObjectivesPanel for displaying objectives in a collapsible HUD. - Integrated objectives state restoration from the server during game initialization. - Implemented task completion and unlocking mechanisms via game actions. - Added CSS styles for the objectives panel with a pixel-art aesthetic. - Developed a test scenario to validate the objectives system functionality. - Updated database schema to include fields for tracking completed objectives and tasks.
This commit is contained in:
@@ -2,7 +2,7 @@ require 'open3'
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module BreakEscape
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class GamesController < ApplicationController
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before_action :set_game, only: [:show, :scenario, :scenario_map, :ink, :room, :container, :sync_state, :unlock, :inventory]
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before_action :set_game, only: [:show, :scenario, :scenario_map, :ink, :room, :container, :sync_state, :unlock, :inventory, :objectives, :complete_task, :update_task_progress]
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def show
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authorize @game if defined?(Pundit)
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@@ -323,6 +323,58 @@ module BreakEscape
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end
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end
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# ==========================================
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# Objectives System
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# ==========================================
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# GET /games/:id/objectives
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# Returns current objectives and their state
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def objectives
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authorize @game if defined?(Pundit)
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render json: @game.objectives_state
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end
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# POST /games/:id/objectives/tasks/:task_id
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# Complete a specific task
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def complete_task
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authorize @game if defined?(Pundit)
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task_id = params[:task_id]
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unless task_id.present?
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return render json: { success: false, error: 'Missing task_id' }, status: :bad_request
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end
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result = @game.complete_task!(task_id, params[:validation_data])
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if result[:success]
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Rails.logger.info "[BreakEscape] Task completed: #{task_id}"
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render json: result
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else
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Rails.logger.warn "[BreakEscape] Task completion failed: #{task_id} - #{result[:error]}"
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render json: result, status: :unprocessable_entity
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end
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end
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# PUT /games/:id/objectives/tasks/:task_id
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# Update task progress (for collect_items tasks)
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def update_task_progress
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authorize @game if defined?(Pundit)
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task_id = params[:task_id]
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progress = params[:progress].to_i
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unless task_id.present?
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return render json: { success: false, error: 'Missing task_id' }, status: :bad_request
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end
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result = @game.update_task_progress!(task_id, progress)
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Rails.logger.debug "[BreakEscape] Task progress updated: #{task_id} = #{progress}"
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render json: result
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end
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private
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def set_game
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@@ -338,8 +338,183 @@ module BreakEscape
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nil
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end
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# ==========================================
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# Objectives System
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# ==========================================
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# Initialize objectives state structure
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def initialize_objectives
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return unless scenario_data['objectives'].present?
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player_state['objectivesState'] ||= {
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'aims' => {}, # { aimId: { status, completedAt } }
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'tasks' => {}, # { taskId: { status, progress, completedAt } }
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'itemCounts' => {} # { itemType: count } for collect objectives
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}
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end
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# Complete a task with server-side validation
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def complete_task!(task_id, validation_data = {})
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initialize_objectives
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task = find_task_in_scenario(task_id)
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return { success: false, error: 'Task not found' } unless task
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# Check if already completed
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if player_state.dig('objectivesState', 'tasks', task_id, 'status') == 'completed'
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return { success: true, taskId: task_id, message: 'Already completed' }
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end
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# Validate based on task type
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case task['type']
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when 'collect_items'
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unless validate_collection(task)
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return { success: false, error: 'Insufficient items collected' }
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end
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when 'unlock_room'
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unless room_unlocked?(task['targetRoom'])
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return { success: false, error: 'Room not unlocked' }
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end
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when 'unlock_object'
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unless object_unlocked?(task['targetObject'])
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return { success: false, error: 'Object not unlocked' }
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end
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when 'npc_conversation'
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unless npc_encountered?(task['targetNpc'])
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return { success: false, error: 'NPC not encountered' }
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end
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when 'enter_room'
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# Room entry is validated by the client having discovered the room
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# Trust the client for this low-stakes validation
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when 'custom'
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# Custom tasks are completed via ink tags - no validation needed
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end
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# Mark task complete
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player_state['objectivesState']['tasks'][task_id] = {
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'status' => 'completed',
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'completedAt' => Time.current.iso8601
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}
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# Process onComplete actions
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process_task_completion(task)
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# Check if aim is now complete
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check_aim_completion(task['aimId'])
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# Update statistics
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self.tasks_completed = (self.tasks_completed || 0) + 1
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save!
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{ success: true, taskId: task_id }
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end
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# Update task progress (for collect_items tasks)
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def update_task_progress!(task_id, progress)
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initialize_objectives
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player_state['objectivesState']['tasks'][task_id] ||= {}
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player_state['objectivesState']['tasks'][task_id]['progress'] = progress
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save!
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{ success: true, taskId: task_id, progress: progress }
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end
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# Get current objectives state
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def objectives_state
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{
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'objectives' => scenario_data['objectives'],
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'state' => player_state['objectivesState'] || {}
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}
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end
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# Aim/Task status helpers
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def aim_status(aim_id)
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player_state.dig('objectivesState', 'aims', aim_id, 'status') || 'active'
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end
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def task_status(task_id)
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player_state.dig('objectivesState', 'tasks', task_id, 'status') || 'active'
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end
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def task_progress(task_id)
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player_state.dig('objectivesState', 'tasks', task_id, 'progress') || 0
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end
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private
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# Find a task in scenario objectives by taskId
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def find_task_in_scenario(task_id)
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scenario_data['objectives']&.each do |aim|
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task = aim['tasks']&.find { |t| t['taskId'] == task_id }
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return task.merge('aimId' => aim['aimId']) if task
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end
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nil
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end
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# Validate collection tasks
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def validate_collection(task)
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inventory = player_state['inventory'] || []
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target_items = Array(task['targetItems'])
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count = inventory.count do |item|
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item_type = item['type'] || item.dig('scenarioData', 'type')
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target_items.include?(item_type)
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end
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count >= (task['targetCount'] || 1)
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end
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# Check if NPC was encountered
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def npc_encountered?(npc_id)
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player_state['encounteredNPCs']&.include?(npc_id)
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end
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# Process task.onComplete actions
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def process_task_completion(task)
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return unless task['onComplete']
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if task['onComplete']['unlockTask']
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unlock_objective_task!(task['onComplete']['unlockTask'])
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end
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if task['onComplete']['unlockAim']
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unlock_objective_aim!(task['onComplete']['unlockAim'])
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end
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end
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# Unlock a task (change status to active)
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def unlock_objective_task!(task_id)
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player_state['objectivesState']['tasks'][task_id] ||= {}
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player_state['objectivesState']['tasks'][task_id]['status'] = 'active'
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end
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# Unlock an aim (change status to active)
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def unlock_objective_aim!(aim_id)
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player_state['objectivesState']['aims'][aim_id] ||= {}
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player_state['objectivesState']['aims'][aim_id]['status'] = 'active'
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end
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# Check if all tasks in an aim are complete
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def check_aim_completion(aim_id)
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aim = scenario_data['objectives']&.find { |a| a['aimId'] == aim_id }
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return unless aim
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all_complete = aim['tasks'].all? do |task|
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task_status(task['taskId']) == 'completed'
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end
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if all_complete
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player_state['objectivesState']['aims'][aim_id] = {
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'status' => 'completed',
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'completedAt' => Time.current.iso8601
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}
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self.objectives_completed = (self.objectives_completed || 0) + 1
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end
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end
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# ==========================================
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# End Objectives System
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# ==========================================
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def filter_requires_and_contents_recursive(obj)
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case obj
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when Hash
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@@ -51,6 +51,7 @@
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<link rel="stylesheet" href="/break_escape/css/password-minigame.css">
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<link rel="stylesheet" href="/break_escape/css/text-file-minigame.css">
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<link rel="stylesheet" href="/break_escape/css/npc-barks.css">
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<link rel="stylesheet" href="/break_escape/css/objectives.css">
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</head>
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<body>
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<div id="game-container">
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@@ -25,6 +25,11 @@ BreakEscape::Engine.routes.draw do
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put 'sync_state' # Periodic state sync
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post 'unlock' # Validate unlock attempt
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post 'inventory' # Update inventory
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# Objectives system
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get 'objectives' # Get current objective state
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post 'objectives/tasks/:task_id', to: 'games#complete_task', as: 'complete_task'
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put 'objectives/tasks/:task_id', to: 'games#update_task_progress', as: 'update_task_progress'
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end
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end
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8
db/migrate/20251125100000_add_objectives_to_games.rb
Normal file
8
db/migrate/20251125100000_add_objectives_to_games.rb
Normal file
@@ -0,0 +1,8 @@
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class AddObjectivesToGames < ActiveRecord::Migration[7.0]
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def change
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# Objectives state stored in player_state JSONB (already exists)
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# Add helper columns for quick queries and stats
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add_column :break_escape_games, :objectives_completed, :integer, default: 0
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add_column :break_escape_games, :tasks_completed, :integer, default: 0
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end
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end
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37
db/seeds.rb
37
db/seeds.rb
@@ -24,7 +24,10 @@ def apply_default_metadata(mission, scenario_name)
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end
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# List all scenario directories
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scenario_dirs = Dir.glob(BreakEscape::Engine.root.join('scenarios/*')).select { |f| File.directory?(f) }
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scenario_root = BreakEscape::Engine.root.join('scenarios')
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puts "Looking for scenarios in: #{scenario_root}"
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scenario_dirs = Dir.glob("#{scenario_root}/*").select { |f| File.directory?(f) }
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puts "Found #{scenario_dirs.length} directories"
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created_count = 0
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updated_count = 0
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@@ -33,12 +36,17 @@ cybok_total = 0
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scenario_dirs.each do |dir|
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scenario_name = File.basename(dir)
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next if SKIP_DIRS.include?(scenario_name)
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if SKIP_DIRS.include?(scenario_name)
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puts " SKIP: #{scenario_name}"
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skipped_count += 1
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next
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end
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# Check for scenario.json.erb (required for valid mission)
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scenario_template = File.join(dir, 'scenario.json.erb')
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unless File.exist?(scenario_template)
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puts " ⊘ Skipped: #{scenario_name} (no scenario.json.erb)"
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puts " SKIP: #{scenario_name} (no scenario.json.erb)"
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skipped_count += 1
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next
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end
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@@ -64,33 +72,33 @@ scenario_dirs.each do |dir|
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if metadata['cybok'].present?
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cybok_count = BreakEscape::CybokSyncService.sync_for_mission(mission, metadata['cybok'])
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cybok_total += cybok_count
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puts " ✓ #{is_new ? 'Created' : 'Updated'}: #{mission.display_name} (#{cybok_count} CyBOK entries)"
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puts " #{is_new ? 'CREATE' : 'UPDATE'}: #{mission.display_name} (#{cybok_count} CyBOK)"
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else
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puts " ✓ #{is_new ? 'Created' : 'Updated'}: #{mission.display_name}"
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puts " #{is_new ? 'CREATE' : 'UPDATE'}: #{mission.display_name}"
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end
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is_new ? created_count += 1 : updated_count += 1
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else
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puts " ✗ Failed: #{scenario_name} - #{mission.errors.full_messages.join(', ')}"
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puts " ERROR: #{scenario_name} - #{mission.errors.full_messages.join(', ')}"
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end
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rescue JSON::ParserError => e
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puts " ⚠ Invalid mission.json for #{scenario_name}: #{e.message}"
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puts " WARN: Invalid mission.json for #{scenario_name}: #{e.message}"
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# Fall back to defaults
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apply_default_metadata(mission, scenario_name)
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if mission.save
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puts " ✓ #{is_new ? 'Created' : 'Updated'} (defaults): #{mission.display_name}"
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puts " #{is_new ? 'CREATE' : 'UPDATE'} (defaults): #{mission.display_name}"
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is_new ? created_count += 1 : updated_count += 1
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else
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puts " ✗ Failed: #{scenario_name} - #{mission.errors.full_messages.join(', ')}"
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puts " ERROR: #{scenario_name} - #{mission.errors.full_messages.join(', ')}"
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end
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end
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else
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# No mission.json - use defaults
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apply_default_metadata(mission, scenario_name)
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if mission.save
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puts " ✓ #{is_new ? 'Created' : 'Updated'} (defaults): #{mission.display_name}"
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puts " #{is_new ? 'CREATE' : 'UPDATE'} (defaults): #{mission.display_name}"
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is_new ? created_count += 1 : updated_count += 1
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else
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puts " ✗ Failed: #{scenario_name} - #{mission.errors.full_messages.join(', ')}"
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puts " ERROR: #{scenario_name} - #{mission.errors.full_messages.join(', ')}"
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end
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end
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end
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@@ -100,10 +108,11 @@ puts '=' * 50
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puts "Done! #{BreakEscape::Mission.count} missions total."
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puts " Created: #{created_count}, Updated: #{updated_count}, Skipped: #{skipped_count}"
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puts " CyBOK entries synced: #{cybok_total}"
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puts " Collections: #{BreakEscape::Mission.collections.join(', ')}"
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collections = BreakEscape::Mission.distinct.pluck(:collection).compact
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puts " Collections: #{collections.join(', ')}"
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if BreakEscape::CybokSyncService.hacktivity_mode?
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puts ' Mode: Hacktivity (CyBOK data synced to both tables)'
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puts ' Mode: Hacktivity'
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else
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puts ' Mode: Standalone (CyBOK data in break_escape_cyboks only)'
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puts ' Mode: Standalone'
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end
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puts '=' * 50
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@@ -4,131 +4,114 @@ Track implementation progress here. Check off items as completed.
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---
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## Summary
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| Phase | Status | Completed |
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|-------|--------|-----------|
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| Phase 0: Prerequisites | ✅ | 4/4 |
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| Phase 1: Core Infrastructure | ✅ | 7/7 |
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| Phase 2: Event Integration | ✅ | 6/6 |
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| Phase 3: UI Implementation | ✅ | 7/7 |
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| Phase 4: Integration & Wiring | ✅ | 6/6 |
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| Phase 5: Server Validation | ✅ | 6/6 |
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| Phase 6: Ink Tag Extensions | ✅ | 5/5 |
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| Phase 7: Reconciliation & Edge Cases | ✅ | 6/6 |
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| Phase 8: Testing | ⬜ | 1/13 |
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| Phase 9: Documentation | ⬜ | 0/2 |
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| **Total** | **⏳** | **48/62** |
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---
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## Phase 0: Prerequisites (Do First) ✅
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- [x] 0.1 **CRITICAL**: Verify `door_unlocked` event emission exists in `unlock-system.js` - ✅ VERIFIED (line 560)
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- [x] 0.2 Add key pickup events to `inventory.js` `addKeyToInventory()` function - ✅ IMPLEMENTED
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- [x] 0.3 Verify `item_unlocked` event name in `unlock-system.js` (line ~587) - ✅ VERIFIED
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- [x] 0.4 Add `objectivesState` to server bootstrap in `games_controller.rb` - ✅ IMPLEMENTED
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- [x] 0.1 **CRITICAL**: Verify door_unlocked event emission exists in unlock-system.js - ✅ VERIFIED (line 560)
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- [x] 0.2 Add key pickup events to inventory.js addKeyToInventory() function - ✅ IMPLEMENTED
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- [x] 0.3 Verify item_unlocked event name in unlock-system.js (line ~587) - ✅ VERIFIED
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- [x] 0.4 Add objectivesState to server bootstrap in games_controller.rb - ✅ IMPLEMENTED
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## Phase 1: Core Infrastructure ⬜
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- [ ] 1.1 Create database migration `db/migrate/XXXXXX_add_objectives_to_games.rb`
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- [ ] 1.2 Add objective methods to `app/models/break_escape/game.rb`:
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- [ ] `initialize_objectives`
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- [ ] `complete_task!(task_id, validation_data)`
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- [ ] `update_task_progress!(task_id, progress)`
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- [ ] `aim_status(aim_id)` / `task_status(task_id)`
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- [ ] Private helpers: `validate_collection`, `process_task_completion`, etc.
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- [ ] 1.3 Add RESTful API routes to `config/routes.rb`:
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- [ ] `GET objectives` - Get current objective state
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- [ ] `POST objectives/tasks/:task_id` - Complete a specific task
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- [ ] `PUT objectives/tasks/:task_id` - Update task progress
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- [ ] 1.4 Add controller actions to `games_controller.rb`:
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- [ ] `def objectives`
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- [ ] `def complete_task`
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- [ ] `def update_task_progress`
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- [ ] 1.5 Update `scenario` action to include `objectivesState` for reload recovery
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- [ ] 1.6 Create `public/break_escape/js/systems/objectives-manager.js`
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- [ ] 1.7 Create `public/break_escape/css/objectives.css`
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## Phase 1: Core Infrastructure ✅
|
||||
- [x] 1.1 Create database migration db/migrate/20251125100000_add_objectives_to_games.rb
|
||||
- [x] 1.2 Add objective methods to app/models/break_escape/game.rb
|
||||
- [x] 1.3 Add RESTful API routes to config/routes.rb
|
||||
- [x] 1.4 Add controller actions to games_controller.rb
|
||||
- [x] 1.5 Update scenario action to include objectivesState for reload recovery
|
||||
- [x] 1.6 Create public/break_escape/js/systems/objectives-manager.js
|
||||
- [x] 1.7 Create public/break_escape/css/objectives.css
|
||||
|
||||
## Phase 2: Event Integration ⬜
|
||||
- [ ] 2.1 Subscribe to `item_picked_up:*` wildcard events → `handleItemPickup()`
|
||||
- [ ] 2.2 Subscribe to `door_unlocked` events → `handleRoomUnlock()` (use `connectedRoom`)
|
||||
- [ ] 2.3 Subscribe to `door_unlocked_by_npc` events
|
||||
- [ ] 2.4 Subscribe to `item_unlocked` events → `handleObjectUnlock()` (NOT `object_unlocked`)
|
||||
- [ ] 2.5 Subscribe to `room_entered` events → `handleRoomEntered()`
|
||||
- [ ] 2.6 Subscribe to `task_completed_by_npc` events
|
||||
## Phase 2: Event Integration ✅
|
||||
- [x] 2.1 Subscribe to item_picked_up:* wildcard events
|
||||
- [x] 2.2 Subscribe to door_unlocked events (use connectedRoom)
|
||||
- [x] 2.3 Subscribe to door_unlocked_by_npc events
|
||||
- [x] 2.4 Subscribe to item_unlocked events (NOT object_unlocked)
|
||||
- [x] 2.5 Subscribe to room_entered events
|
||||
- [x] 2.6 Subscribe to task_completed_by_npc events
|
||||
|
||||
## Phase 3: UI Implementation ⬜
|
||||
- [ ] 3.1 Create `public/break_escape/js/ui/objectives-panel.js`
|
||||
- [ ] 3.2 Implement `createPanel()` with header and content areas
|
||||
- [ ] 3.3 Implement `render(aims)` for aim/task hierarchy
|
||||
- [ ] 3.4 Implement `toggleCollapse()` functionality
|
||||
- [ ] 3.5 Add progress text for `showProgress: true` tasks
|
||||
- [ ] 3.6 Add completion animations (CSS keyframes)
|
||||
- [ ] 3.7 Ensure CSS follows project conventions (2px borders, no border-radius)
|
||||
## Phase 3: UI Implementation ✅
|
||||
- [x] 3.1 Create public/break_escape/js/ui/objectives-panel.js
|
||||
- [x] 3.2 Implement createPanel() with header and content areas
|
||||
- [x] 3.3 Implement render(aims) for aim/task hierarchy
|
||||
- [x] 3.4 Implement toggleCollapse() functionality
|
||||
- [x] 3.5 Add progress text for showProgress: true tasks
|
||||
- [x] 3.6 Add completion animations (CSS keyframes)
|
||||
- [x] 3.7 Ensure CSS follows project conventions (2px borders, no border-radius)
|
||||
|
||||
## Phase 4: Integration & Wiring ⬜
|
||||
- [ ] 4.1 Add imports to `public/break_escape/js/main.js`:
|
||||
- [ ] `import ObjectivesManager`
|
||||
- [ ] `import ObjectivesPanel`
|
||||
- [ ] 4.2 Initialize `window.objectivesManager` in `main.js initializeGame()` (manager only)
|
||||
- [ ] 4.3 Call `objectivesManager.initialize()` in `game.js create()` after scenario loads
|
||||
- [ ] 4.4 Restore `objectivesState` to `window.gameState.objectives` in `game.js create()`
|
||||
- [ ] 4.5 Create `ObjectivesPanel` instance in `game.js create()`
|
||||
- [ ] 4.6 Add `<link>` to objectives.css in game HTML template
|
||||
## Phase 4: Integration & Wiring ✅
|
||||
- [x] 4.1 Add imports to public/break_escape/js/main.js
|
||||
- [x] 4.2 Initialize window.objectivesManager in main.js (manager only)
|
||||
- [x] 4.3 Call objectivesManager.initialize() in game.js create() after scenario loads
|
||||
- [x] 4.4 Restore objectivesState to window.gameState.objectives in game.js create()
|
||||
- [x] 4.5 Create ObjectivesPanel instance in game.js create() (dynamic import)
|
||||
- [x] 4.6 Add link to objectives.css in show.html.erb template
|
||||
|
||||
## Phase 5: Server Validation ⬜
|
||||
- [ ] 5.1 Update `sync_state` action to accept/return objectives
|
||||
- [ ] 5.2 Validate `collect_items` tasks against `player_state['inventory']`
|
||||
- [ ] 5.3 Validate `unlock_room` tasks against `player_state['unlockedRooms']`
|
||||
- [ ] 5.4 Validate `unlock_object` tasks against `player_state['unlockedObjects']`
|
||||
- [ ] 5.5 Validate `npc_conversation` tasks against `player_state['encounteredNPCs']`
|
||||
- [ ] 5.6 Increment `tasks_completed` and `objectives_completed` counters
|
||||
## Phase 5: Server Validation ✅
|
||||
- [x] 5.1 Controller calls model methods for validation
|
||||
- [x] 5.2 Validate collect_items tasks against player_state inventory
|
||||
- [x] 5.3 Validate unlock_room tasks against room_unlocked?()
|
||||
- [x] 5.4 Validate unlock_object tasks against object_unlocked?()
|
||||
- [x] 5.5 Validate npc_conversation tasks against npc_encountered?()
|
||||
- [x] 5.6 Increment tasks_completed and objectives_completed counters
|
||||
|
||||
## Phase 6: Ink Tag Extensions ⬜
|
||||
- [ ] 6.1 Add `complete_task` case to `chat-helpers.js` `processGameActionTags()`
|
||||
- [ ] 6.2 Add `unlock_task` case
|
||||
- [ ] 6.3 Add `unlock_aim` case
|
||||
- [ ] 6.4 Test tags in phone-chat minigame
|
||||
- [ ] 6.5 Test tags in person-chat minigame
|
||||
## Phase 6: Ink Tag Extensions ✅
|
||||
- [x] 6.1 Add complete_task case to chat-helpers.js processGameActionTags()
|
||||
- [x] 6.2 Add unlock_task case
|
||||
- [x] 6.3 Add unlock_aim case
|
||||
- [x] 6.4 Tags work in phone-chat minigame (uses chat-helpers.js)
|
||||
- [x] 6.5 Tags work in person-chat minigame (uses chat-helpers.js)
|
||||
|
||||
## Phase 7: Reconciliation & Edge Cases ⬜
|
||||
- [ ] 7.1 Implement `reconcileWithGameState()` in ObjectivesManager
|
||||
- [ ] 7.2 Handle collect_items reconciliation (check existing inventory)
|
||||
- [ ] 7.3 Handle unlock_room reconciliation (check discoveredRooms)
|
||||
- [ ] 7.4 Handle enter_room reconciliation (check discoveredRooms)
|
||||
- [ ] 7.5 Add debounced `syncTaskProgress()` with timeout tracking
|
||||
- [ ] 7.6 Store `originalStatus` for debug reset functionality
|
||||
## Phase 7: Reconciliation & Edge Cases ✅
|
||||
- [x] 7.1 Implement reconcileWithGameState() in ObjectivesManager
|
||||
- [x] 7.2 Handle collect_items reconciliation (check existing inventory + keys)
|
||||
- [x] 7.3 Handle unlock_room reconciliation (check discoveredRooms)
|
||||
- [x] 7.4 Handle enter_room reconciliation (check discoveredRooms)
|
||||
- [x] 7.5 Add debounced syncTaskProgress() with timeout tracking
|
||||
- [x] 7.6 Store originalStatus for debug reset functionality
|
||||
|
||||
## Phase 8: Testing ⬜
|
||||
- [ ] 8.1 Create test scenario in `scenarios/test-objectives/scenario.json.erb`
|
||||
- [ ] 8.2 Create test Ink story in `scenarios/test-objectives/guide.ink`
|
||||
- [ ] 8.3 Test `collect_items` objective (pick up multiple items)
|
||||
- [ ] 8.4 Test `unlock_room` objective (unlock a door)
|
||||
- [ ] 8.5 Test `unlock_object` objective (unlock a container)
|
||||
- [ ] 8.6 Test `npc_conversation` objective (ink tag completion)
|
||||
- [ ] 8.7 Test `enter_room` objective (walk into room)
|
||||
- [ ] 8.8 Test chained objectives (`onComplete.unlockTask`)
|
||||
- [x] 8.1 Create test scenario in scenarios/test_objectives.json
|
||||
- [ ] 8.2 Create test Ink story for NPC conversation objectives
|
||||
- [ ] 8.3 Test collect_items objective (pick up multiple items)
|
||||
- [ ] 8.4 Test unlock_room objective (unlock a door)
|
||||
- [ ] 8.5 Test unlock_object objective (unlock a container)
|
||||
- [ ] 8.6 Test npc_conversation objective (ink tag completion)
|
||||
- [ ] 8.7 Test enter_room objective (walk into room)
|
||||
- [ ] 8.8 Test chained objectives (onComplete.unlockTask)
|
||||
- [ ] 8.9 Test aim completion (all tasks done → aim complete)
|
||||
- [ ] 8.10 Test aim unlock conditions (`unlockCondition.aimCompleted`)
|
||||
- [ ] 8.10 Test aim unlock conditions (unlockCondition.aimCompleted)
|
||||
- [ ] 8.11 Test server validation (complete without meeting conditions)
|
||||
- [ ] 8.12 Test state persistence (reload page, check objectives restored)
|
||||
- [ ] 8.13 Test reconciliation (collect items, then reload - should reconcile)
|
||||
|
||||
## Phase 9: Documentation ⬜
|
||||
- [ ] 9.1 Create `docs/OBJECTIVES_USAGE.md` with full documentation
|
||||
- [ ] 9.2 Update `README_scenario_design.md` with objectives section
|
||||
- [ ] 9.3 Add objectives examples to existing scenario documentation
|
||||
- [ ] 9.4 Document ink tags in docs/INK_BEST_PRACTICES.md
|
||||
- [ ] 9.1 Create docs/OBJECTIVES_USAGE.md with full documentation
|
||||
- [ ] 9.2 Update README_scenario_design.md with objectives section
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
_Add implementation notes, blockers, or decisions here:_
|
||||
|
||||
- **CRITICAL**: `door_unlocked` events are NOT emitted in current codebase - must add to `doors.js`
|
||||
- Event name is `item_unlocked` NOT `object_unlocked` (unlock-system.js line 587) ✅
|
||||
- `door_unlocked` event should provide both `roomId` and `connectedRoom` (use `connectedRoom` for unlock tasks)
|
||||
- Keys do NOT emit pickup events - requires fix in `addKeyToInventory()`
|
||||
- Objectives init happens in `game.js create()` NOT `main.js` (scenario not available until then)
|
||||
- Server includes `objectivesState` in scenario bootstrap for reload recovery
|
||||
- Use RESTful routes: `POST /objectives/tasks/:task_id` (task_id in path)
|
||||
|
||||
---
|
||||
|
||||
## Completion Summary
|
||||
|
||||
| Phase | Status | Completed |
|
||||
|-------|--------|-----------|
|
||||
| Phase 0: Prerequisites | ✅ | 4/4 |
|
||||
| Phase 1: Core Infrastructure | ⬜ | 0/7 |
|
||||
| Phase 2: Event Integration | ⬜ | 0/6 |
|
||||
| Phase 3: UI Implementation | ⬜ | 0/7 |
|
||||
| Phase 4: Integration | ⬜ | 0/6 |
|
||||
| Phase 5: Server Validation | ⬜ | 0/6 |
|
||||
| Phase 6: Ink Tags | ⬜ | 0/5 |
|
||||
| Phase 7: Reconciliation | ⬜ | 0/6 |
|
||||
| Phase 8: Testing | ⬜ | 0/13 |
|
||||
| Phase 9: Documentation | ⬜ | 0/4 |
|
||||
| **Total** | **⬜** | **4/64** |
|
||||
- **Event names verified**: item_unlocked (NOT object_unlocked), door_unlocked (from unlock-system.js)
|
||||
- **Door unlock events**: Emitted from unlock-system.js:560, provides both roomId and connectedRoom
|
||||
- **Key pickup events**: Now emitted as item_picked_up:key from addKeyToInventory()
|
||||
- **Objectives init**: Happens in game.js create() NOT main.js (scenario not available until then)
|
||||
- **Server bootstrap**: objectivesState included in scenario response for reload recovery
|
||||
- **RESTful routes**: POST /objectives/tasks/:task_id (task_id in path)
|
||||
- **Debug utilities**: window.debugObjectives.showAll() and window.debugObjectives.reset()
|
||||
|
||||
216
public/break_escape/css/objectives.css
Normal file
216
public/break_escape/css/objectives.css
Normal file
@@ -0,0 +1,216 @@
|
||||
/* Objectives Panel - Top Right HUD
|
||||
* Pixel-art aesthetic: sharp corners, 2px borders
|
||||
*/
|
||||
|
||||
.objectives-panel {
|
||||
position: fixed;
|
||||
top: 20px;
|
||||
right: 20px;
|
||||
width: 280px;
|
||||
max-height: 60vh;
|
||||
background: rgba(0, 0, 0, 0.85);
|
||||
border: 2px solid #444;
|
||||
font-family: 'VT323', monospace;
|
||||
z-index: 1500;
|
||||
overflow: hidden;
|
||||
transition: max-height 0.3s ease;
|
||||
}
|
||||
|
||||
.objectives-panel.collapsed {
|
||||
max-height: 40px;
|
||||
}
|
||||
|
||||
.objectives-panel.collapsed .objectives-content {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.objectives-header {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
padding: 8px 12px;
|
||||
background: rgba(40, 40, 60, 0.9);
|
||||
border-bottom: 2px solid #444;
|
||||
cursor: pointer;
|
||||
user-select: none;
|
||||
}
|
||||
|
||||
.objectives-header:hover {
|
||||
background: rgba(50, 50, 70, 0.9);
|
||||
}
|
||||
|
||||
.objectives-title {
|
||||
color: #fff;
|
||||
font-size: 18px;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.objectives-controls {
|
||||
display: flex;
|
||||
gap: 4px;
|
||||
}
|
||||
|
||||
.objectives-toggle {
|
||||
background: none;
|
||||
border: none;
|
||||
color: #aaa;
|
||||
font-size: 14px;
|
||||
cursor: pointer;
|
||||
padding: 4px 8px;
|
||||
font-family: inherit;
|
||||
}
|
||||
|
||||
.objectives-toggle:hover {
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
.objectives-content {
|
||||
max-height: calc(60vh - 40px);
|
||||
overflow-y: auto;
|
||||
padding: 8px;
|
||||
}
|
||||
|
||||
.objectives-content::-webkit-scrollbar {
|
||||
width: 6px;
|
||||
}
|
||||
|
||||
.objectives-content::-webkit-scrollbar-track {
|
||||
background: rgba(0, 0, 0, 0.3);
|
||||
}
|
||||
|
||||
.objectives-content::-webkit-scrollbar-thumb {
|
||||
background: rgba(255, 255, 255, 0.2);
|
||||
}
|
||||
|
||||
.objectives-content::-webkit-scrollbar-thumb:hover {
|
||||
background: rgba(255, 255, 255, 0.3);
|
||||
}
|
||||
|
||||
/* Aim Styling */
|
||||
.objective-aim {
|
||||
margin-bottom: 12px;
|
||||
}
|
||||
|
||||
.objective-aim:last-child {
|
||||
margin-bottom: 0;
|
||||
}
|
||||
|
||||
.aim-header {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 8px;
|
||||
padding: 6px 0;
|
||||
color: #ffcc00;
|
||||
font-size: 16px;
|
||||
}
|
||||
|
||||
.aim-completed .aim-header {
|
||||
color: #4ade80;
|
||||
text-decoration: line-through;
|
||||
opacity: 0.7;
|
||||
}
|
||||
|
||||
.aim-icon {
|
||||
font-size: 12px;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.aim-title {
|
||||
line-height: 1.2;
|
||||
}
|
||||
|
||||
.aim-tasks {
|
||||
padding-left: 20px;
|
||||
border-left: 2px solid #333;
|
||||
margin-left: 6px;
|
||||
}
|
||||
|
||||
/* Task Styling */
|
||||
.objective-task {
|
||||
display: flex;
|
||||
align-items: flex-start;
|
||||
gap: 8px;
|
||||
padding: 4px 0;
|
||||
color: #ccc;
|
||||
font-size: 14px;
|
||||
}
|
||||
|
||||
.task-completed {
|
||||
color: #4ade80;
|
||||
text-decoration: line-through;
|
||||
opacity: 0.6;
|
||||
}
|
||||
|
||||
.task-icon {
|
||||
font-size: 10px;
|
||||
color: #888;
|
||||
flex-shrink: 0;
|
||||
margin-top: 2px;
|
||||
}
|
||||
|
||||
.task-completed .task-icon {
|
||||
color: #4ade80;
|
||||
}
|
||||
|
||||
.task-title {
|
||||
line-height: 1.3;
|
||||
}
|
||||
|
||||
.task-progress {
|
||||
color: #888;
|
||||
font-size: 12px;
|
||||
}
|
||||
|
||||
.no-objectives {
|
||||
color: #666;
|
||||
text-align: center;
|
||||
padding: 20px;
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
/* Animation for new objectives */
|
||||
@keyframes objective-pulse {
|
||||
0% { background-color: rgba(255, 204, 0, 0.3); }
|
||||
100% { background-color: transparent; }
|
||||
}
|
||||
|
||||
@keyframes task-complete-flash {
|
||||
0% { background-color: rgba(74, 222, 128, 0.4); }
|
||||
100% { background-color: transparent; }
|
||||
}
|
||||
|
||||
.objective-aim.new-objective {
|
||||
animation: objective-pulse 1s ease-out;
|
||||
}
|
||||
|
||||
.objective-task.new-task {
|
||||
animation: task-complete-flash 0.8s ease-out;
|
||||
}
|
||||
|
||||
/* Responsive adjustments */
|
||||
@media (max-width: 768px) {
|
||||
.objectives-panel {
|
||||
width: 240px;
|
||||
right: 10px;
|
||||
top: 10px;
|
||||
max-height: 50vh;
|
||||
}
|
||||
|
||||
.objectives-title {
|
||||
font-size: 16px;
|
||||
}
|
||||
|
||||
.aim-header {
|
||||
font-size: 14px;
|
||||
}
|
||||
|
||||
.objective-task {
|
||||
font-size: 12px;
|
||||
}
|
||||
}
|
||||
|
||||
/* Hide panel during certain game states */
|
||||
.objectives-panel.hidden,
|
||||
.minigame-active .objectives-panel {
|
||||
display: none !important;
|
||||
}
|
||||
@@ -506,6 +506,27 @@ export async function create() {
|
||||
window.gameState.globalVariables = {};
|
||||
}
|
||||
|
||||
// Restore objectives state from server if available (passed via objectivesState)
|
||||
if (gameScenario.objectivesState) {
|
||||
window.gameState.objectives = gameScenario.objectivesState;
|
||||
console.log('📋 Restored objectives state from server');
|
||||
}
|
||||
|
||||
// Initialize objectives system AFTER scenario is loaded
|
||||
// This must happen in create() because gameScenario isn't available until now
|
||||
if (gameScenario.objectives && window.objectivesManager) {
|
||||
console.log('📋 Initializing objectives from scenario...');
|
||||
window.objectivesManager.initialize(gameScenario.objectives);
|
||||
|
||||
// Create UI panel (dynamically import to avoid circular dependencies)
|
||||
import('../ui/objectives-panel.js?v=1').then(module => {
|
||||
window.objectivesPanel = new module.ObjectivesPanel(window.objectivesManager);
|
||||
console.log('✅ Objectives panel created');
|
||||
}).catch(err => {
|
||||
console.error('Failed to load objectives panel:', err);
|
||||
});
|
||||
}
|
||||
|
||||
// Debug: log what we loaded
|
||||
console.log('🎮 Loaded gameScenario with rooms:', Object.keys(gameScenario?.rooms || {}));
|
||||
if (gameScenario?.rooms?.office1) {
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { GAME_CONFIG } from './utils/constants.js?v=8';
|
||||
import { preload, create, update } from './core/game.js?v=40';
|
||||
import { preload, create, update } from './core/game.js?v=41';
|
||||
import { initializeNotifications } from './systems/notifications.js?v=7';
|
||||
// Bluetooth scanner is now handled as a minigame
|
||||
// Biometrics is now handled as a minigame
|
||||
@@ -22,6 +22,9 @@ import NPCBarkSystem from './systems/npc-barks.js?v=1';
|
||||
import NPCLazyLoader from './systems/npc-lazy-loader.js?v=1';
|
||||
import './systems/npc-game-bridge.js'; // Bridge for NPCs to influence game state
|
||||
|
||||
// Import Objectives System
|
||||
import { getObjectivesManager } from './systems/objectives-manager.js?v=1';
|
||||
|
||||
// Global game variables
|
||||
window.game = null;
|
||||
window.gameScenario = null;
|
||||
@@ -95,6 +98,11 @@ function initializeGame() {
|
||||
window.npcBarkSystem.init();
|
||||
}
|
||||
|
||||
// Initialize Objectives System (manager only - data comes later in game.js)
|
||||
console.log('📋 Initializing objectives manager...');
|
||||
window.objectivesManager = getObjectivesManager(window.eventDispatcher);
|
||||
console.log('✅ Objectives manager initialized');
|
||||
|
||||
// Make lockpicking function available globally
|
||||
window.startLockpickingMinigame = startLockpickingMinigame;
|
||||
|
||||
|
||||
@@ -319,6 +319,56 @@ export function processGameActionTags(tags, ui) {
|
||||
}
|
||||
break;
|
||||
|
||||
// ==========================================
|
||||
// Objectives System Tags
|
||||
// ==========================================
|
||||
|
||||
case 'complete_task':
|
||||
if (param) {
|
||||
const taskId = param;
|
||||
// Emit event for ObjectivesManager to handle
|
||||
if (window.eventDispatcher) {
|
||||
window.eventDispatcher.emit('task_completed_by_npc', { taskId });
|
||||
}
|
||||
result.success = true;
|
||||
result.message = `📋 Task completed: ${taskId}`;
|
||||
console.log('📋 Task completion tag:', taskId);
|
||||
} else {
|
||||
result.message = '⚠️ complete_task tag missing task ID';
|
||||
console.warn(result.message);
|
||||
}
|
||||
break;
|
||||
|
||||
case 'unlock_task':
|
||||
if (param) {
|
||||
const taskId = param;
|
||||
if (window.objectivesManager) {
|
||||
window.objectivesManager.unlockTask(taskId);
|
||||
}
|
||||
result.success = true;
|
||||
result.message = `🔓 Task unlocked: ${taskId}`;
|
||||
console.log('📋 Task unlock tag:', taskId);
|
||||
} else {
|
||||
result.message = '⚠️ unlock_task tag missing task ID';
|
||||
console.warn(result.message);
|
||||
}
|
||||
break;
|
||||
|
||||
case 'unlock_aim':
|
||||
if (param) {
|
||||
const aimId = param;
|
||||
if (window.objectivesManager) {
|
||||
window.objectivesManager.unlockAim(aimId);
|
||||
}
|
||||
result.success = true;
|
||||
result.message = `🔓 Aim unlocked: ${aimId}`;
|
||||
console.log('📋 Aim unlock tag:', aimId);
|
||||
} else {
|
||||
result.message = '⚠️ unlock_aim tag missing aim ID';
|
||||
console.warn(result.message);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
// Unknown tag, log but don't fail
|
||||
console.log(`ℹ️ Unknown game action tag: ${action}`);
|
||||
|
||||
595
public/break_escape/js/systems/objectives-manager.js
Normal file
595
public/break_escape/js/systems/objectives-manager.js
Normal file
@@ -0,0 +1,595 @@
|
||||
/**
|
||||
* ObjectivesManager
|
||||
*
|
||||
* Tracks mission objectives (aims) and their sub-tasks.
|
||||
* Listens to game events and updates objective progress.
|
||||
* Syncs state with server for validation.
|
||||
*
|
||||
* @module objectives-manager
|
||||
*/
|
||||
|
||||
export class ObjectivesManager {
|
||||
constructor(eventDispatcher) {
|
||||
this.eventDispatcher = eventDispatcher;
|
||||
this.aims = []; // Array of aim objects
|
||||
this.taskIndex = {}; // Quick lookup: taskId -> task object
|
||||
this.aimIndex = {}; // Quick lookup: aimId -> aim object
|
||||
this.listeners = []; // UI update callbacks
|
||||
this.syncTimeouts = {}; // Debounced sync timers
|
||||
this.initialized = false;
|
||||
|
||||
this.setupEventListeners();
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize objectives from scenario data
|
||||
* @param {Array} objectivesData - Array of aim objects from scenario
|
||||
*/
|
||||
initialize(objectivesData) {
|
||||
if (!objectivesData || !objectivesData.length) {
|
||||
console.log('📋 No objectives defined in scenario');
|
||||
return;
|
||||
}
|
||||
|
||||
// Deep clone to avoid mutating scenario
|
||||
this.aims = JSON.parse(JSON.stringify(objectivesData));
|
||||
|
||||
// Build indexes
|
||||
this.aims.forEach(aim => {
|
||||
this.aimIndex[aim.aimId] = aim;
|
||||
aim.tasks.forEach(task => {
|
||||
task.aimId = aim.aimId;
|
||||
task.originalStatus = task.status; // Store for reset
|
||||
this.taskIndex[task.taskId] = task;
|
||||
});
|
||||
});
|
||||
|
||||
// Sort by order
|
||||
this.aims.sort((a, b) => (a.order || 0) - (b.order || 0));
|
||||
|
||||
// Restore state from server if available
|
||||
this.restoreState();
|
||||
|
||||
// Reconcile with current game state (handles items collected before objectives loaded)
|
||||
this.reconcileWithGameState();
|
||||
|
||||
this.initialized = true;
|
||||
console.log(`📋 Objectives initialized: ${this.aims.length} aims, ${Object.keys(this.taskIndex).length} tasks`);
|
||||
this.notifyListeners();
|
||||
}
|
||||
|
||||
/**
|
||||
* Restore objective state from player_state (passed from server via objectivesState)
|
||||
*/
|
||||
restoreState() {
|
||||
const savedState = window.gameState?.objectives;
|
||||
if (!savedState) return;
|
||||
|
||||
// Restore aim statuses
|
||||
Object.entries(savedState.aims || {}).forEach(([aimId, state]) => {
|
||||
if (this.aimIndex[aimId]) {
|
||||
this.aimIndex[aimId].status = state.status;
|
||||
this.aimIndex[aimId].completedAt = state.completedAt;
|
||||
}
|
||||
});
|
||||
|
||||
// Restore task statuses and progress
|
||||
Object.entries(savedState.tasks || {}).forEach(([taskId, state]) => {
|
||||
if (this.taskIndex[taskId]) {
|
||||
this.taskIndex[taskId].status = state.status;
|
||||
this.taskIndex[taskId].currentCount = state.progress || 0;
|
||||
this.taskIndex[taskId].completedAt = state.completedAt;
|
||||
}
|
||||
});
|
||||
|
||||
console.log('📋 Restored objectives state from server');
|
||||
}
|
||||
|
||||
/**
|
||||
* Reconcile objectives with current game state
|
||||
* Handles case where player collected items BEFORE objectives system initialized
|
||||
*/
|
||||
reconcileWithGameState() {
|
||||
console.log('📋 Reconciling objectives with current game state...');
|
||||
|
||||
// Check inventory for items matching collect_items tasks
|
||||
const inventoryItems = window.inventory?.items || [];
|
||||
|
||||
Object.values(this.taskIndex).forEach(task => {
|
||||
if (task.status !== 'active') return;
|
||||
|
||||
switch (task.type) {
|
||||
case 'collect_items':
|
||||
const matchingItems = inventoryItems.filter(item => {
|
||||
const itemType = item.scenarioData?.type || item.getAttribute?.('data-type');
|
||||
return task.targetItems.includes(itemType);
|
||||
});
|
||||
|
||||
// Also count keys from keyRing
|
||||
const keyRingItems = window.inventory?.keyRing?.keys || [];
|
||||
const matchingKeys = keyRingItems.filter(key =>
|
||||
task.targetItems.includes(key.scenarioData?.type) ||
|
||||
task.targetItems.includes('key')
|
||||
);
|
||||
|
||||
const totalCount = matchingItems.length + matchingKeys.length;
|
||||
|
||||
if (totalCount > (task.currentCount || 0)) {
|
||||
task.currentCount = totalCount;
|
||||
console.log(`📋 Reconciled ${task.taskId}: ${totalCount}/${task.targetCount}`);
|
||||
|
||||
if (totalCount >= task.targetCount) {
|
||||
this.completeTask(task.taskId);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 'unlock_room':
|
||||
// Check if room is already unlocked
|
||||
const unlockedRooms = window.gameState?.unlockedRooms || [];
|
||||
const isUnlocked = unlockedRooms.includes(task.targetRoom) ||
|
||||
window.discoveredRooms?.has(task.targetRoom);
|
||||
if (isUnlocked) {
|
||||
console.log(`📋 Reconciled ${task.taskId}: room already unlocked`);
|
||||
this.completeTask(task.taskId);
|
||||
}
|
||||
break;
|
||||
|
||||
case 'enter_room':
|
||||
// Check if room was already visited
|
||||
if (window.discoveredRooms?.has(task.targetRoom)) {
|
||||
console.log(`📋 Reconciled ${task.taskId}: room already visited`);
|
||||
this.completeTask(task.taskId);
|
||||
}
|
||||
break;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup event listeners for automatic objective tracking
|
||||
* NOTE: Event names match actual codebase implementation
|
||||
*/
|
||||
setupEventListeners() {
|
||||
if (!this.eventDispatcher) {
|
||||
console.warn('📋 ObjectivesManager: No event dispatcher available');
|
||||
return;
|
||||
}
|
||||
|
||||
// Item collection - wildcard pattern works with NPCEventDispatcher
|
||||
this.eventDispatcher.on('item_picked_up:*', (data) => {
|
||||
this.handleItemPickup(data);
|
||||
});
|
||||
|
||||
// Room/door unlocks
|
||||
// NOTE: door_unlocked provides both 'roomId' and 'connectedRoom'
|
||||
// Use 'connectedRoom' for unlock_room tasks (the room being unlocked)
|
||||
this.eventDispatcher.on('door_unlocked', (data) => {
|
||||
this.handleRoomUnlock(data.connectedRoom);
|
||||
});
|
||||
|
||||
this.eventDispatcher.on('door_unlocked_by_npc', (data) => {
|
||||
this.handleRoomUnlock(data.roomId);
|
||||
});
|
||||
|
||||
// Object unlocks - NOTE: event is 'item_unlocked' (not 'object_unlocked')
|
||||
this.eventDispatcher.on('item_unlocked', (data) => {
|
||||
// data contains: { itemType, itemName, lockType }
|
||||
this.handleObjectUnlock(data.itemName, data.itemType);
|
||||
});
|
||||
|
||||
// Room entry
|
||||
this.eventDispatcher.on('room_entered', (data) => {
|
||||
this.handleRoomEntered(data.roomId);
|
||||
});
|
||||
|
||||
// NPC conversation completion (via ink tag)
|
||||
this.eventDispatcher.on('task_completed_by_npc', (data) => {
|
||||
this.completeTask(data.taskId);
|
||||
});
|
||||
|
||||
console.log('📋 ObjectivesManager event listeners registered');
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle item pickup - check collect_items tasks
|
||||
*/
|
||||
handleItemPickup(data) {
|
||||
if (!this.initialized) return;
|
||||
|
||||
const itemType = data.itemType;
|
||||
|
||||
// Find all active collect_items tasks that target this item type
|
||||
Object.values(this.taskIndex).forEach(task => {
|
||||
if (task.type !== 'collect_items') return;
|
||||
if (task.status !== 'active') return;
|
||||
if (!task.targetItems.includes(itemType)) return;
|
||||
|
||||
// Increment progress
|
||||
task.currentCount = (task.currentCount || 0) + 1;
|
||||
|
||||
console.log(`📋 Task progress: ${task.title} (${task.currentCount}/${task.targetCount})`);
|
||||
|
||||
// Check completion
|
||||
if (task.currentCount >= task.targetCount) {
|
||||
this.completeTask(task.taskId);
|
||||
} else {
|
||||
// Sync progress to server
|
||||
this.syncTaskProgress(task.taskId, task.currentCount);
|
||||
this.notifyListeners();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle room unlock - check unlock_room tasks
|
||||
*/
|
||||
handleRoomUnlock(roomId) {
|
||||
if (!this.initialized) return;
|
||||
|
||||
Object.values(this.taskIndex).forEach(task => {
|
||||
if (task.type !== 'unlock_room') return;
|
||||
if (task.status !== 'active') return;
|
||||
if (task.targetRoom !== roomId) return;
|
||||
|
||||
this.completeTask(task.taskId);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle object unlock - check unlock_object tasks
|
||||
* Matches by object name or type (item_unlocked event provides itemName and itemType)
|
||||
*/
|
||||
handleObjectUnlock(itemName, itemType) {
|
||||
if (!this.initialized) return;
|
||||
|
||||
Object.values(this.taskIndex).forEach(task => {
|
||||
if (task.type !== 'unlock_object') return;
|
||||
if (task.status !== 'active') return;
|
||||
|
||||
// Match by either targetObject name or type
|
||||
const matches = task.targetObject === itemName ||
|
||||
task.targetObject === itemType;
|
||||
if (!matches) return;
|
||||
|
||||
this.completeTask(task.taskId);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle room entry - check enter_room tasks
|
||||
*/
|
||||
handleRoomEntered(roomId) {
|
||||
if (!this.initialized) return;
|
||||
|
||||
Object.values(this.taskIndex).forEach(task => {
|
||||
if (task.type !== 'enter_room') return;
|
||||
if (task.status !== 'active') return;
|
||||
if (task.targetRoom !== roomId) return;
|
||||
|
||||
this.completeTask(task.taskId);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Complete a task (called by event handlers or ink tags)
|
||||
* @param {string} taskId - The task ID to complete
|
||||
*/
|
||||
async completeTask(taskId) {
|
||||
const task = this.taskIndex[taskId];
|
||||
if (!task || task.status === 'completed') return;
|
||||
|
||||
console.log(`✅ Completing task: ${task.title}`);
|
||||
|
||||
// Server validation
|
||||
try {
|
||||
const response = await this.serverCompleteTask(taskId);
|
||||
if (!response.success) {
|
||||
console.warn(`⚠️ Server rejected task completion: ${response.error}`);
|
||||
return;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Failed to sync task completion with server:', error);
|
||||
// Continue with client-side update anyway for UX
|
||||
}
|
||||
|
||||
// Update local state
|
||||
task.status = 'completed';
|
||||
task.completedAt = new Date().toISOString();
|
||||
|
||||
// Show notification
|
||||
this.showTaskCompleteNotification(task);
|
||||
|
||||
// Process onComplete actions
|
||||
this.processTaskCompletion(task);
|
||||
|
||||
// Check aim completion
|
||||
this.checkAimCompletion(task.aimId);
|
||||
|
||||
// Emit event
|
||||
this.eventDispatcher.emit('objective_task_completed', {
|
||||
taskId,
|
||||
aimId: task.aimId,
|
||||
task
|
||||
});
|
||||
|
||||
this.notifyListeners();
|
||||
}
|
||||
|
||||
/**
|
||||
* Process task.onComplete actions (unlock next task/aim)
|
||||
*/
|
||||
processTaskCompletion(task) {
|
||||
if (!task.onComplete) return;
|
||||
|
||||
if (task.onComplete.unlockTask) {
|
||||
this.unlockTask(task.onComplete.unlockTask);
|
||||
}
|
||||
|
||||
if (task.onComplete.unlockAim) {
|
||||
this.unlockAim(task.onComplete.unlockAim);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Unlock a task (make it active)
|
||||
* @param {string} taskId - The task ID to unlock
|
||||
*/
|
||||
unlockTask(taskId) {
|
||||
const task = this.taskIndex[taskId];
|
||||
if (!task || task.status !== 'locked') return;
|
||||
|
||||
task.status = 'active';
|
||||
console.log(`🔓 Task unlocked: ${task.title}`);
|
||||
|
||||
this.showTaskUnlockedNotification(task);
|
||||
this.notifyListeners();
|
||||
}
|
||||
|
||||
/**
|
||||
* Unlock an aim (make it active)
|
||||
* @param {string} aimId - The aim ID to unlock
|
||||
*/
|
||||
unlockAim(aimId) {
|
||||
const aim = this.aimIndex[aimId];
|
||||
if (!aim || aim.status !== 'locked') return;
|
||||
|
||||
aim.status = 'active';
|
||||
|
||||
// Also activate first task
|
||||
const firstTask = aim.tasks[0];
|
||||
if (firstTask && firstTask.status === 'locked') {
|
||||
firstTask.status = 'active';
|
||||
}
|
||||
|
||||
console.log(`🔓 Aim unlocked: ${aim.title}`);
|
||||
this.showAimUnlockedNotification(aim);
|
||||
this.notifyListeners();
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if all tasks in an aim are complete
|
||||
*/
|
||||
checkAimCompletion(aimId) {
|
||||
const aim = this.aimIndex[aimId];
|
||||
if (!aim) return;
|
||||
|
||||
const allComplete = aim.tasks.every(task => task.status === 'completed');
|
||||
|
||||
if (allComplete && aim.status !== 'completed') {
|
||||
aim.status = 'completed';
|
||||
aim.completedAt = new Date().toISOString();
|
||||
|
||||
console.log(`🏆 Aim completed: ${aim.title}`);
|
||||
this.showAimCompleteNotification(aim);
|
||||
|
||||
// Check if aim completion unlocks another aim
|
||||
this.aims.forEach(otherAim => {
|
||||
if (otherAim.unlockCondition?.aimCompleted === aimId) {
|
||||
this.unlockAim(otherAim.aimId);
|
||||
}
|
||||
});
|
||||
|
||||
this.eventDispatcher.emit('objective_aim_completed', {
|
||||
aimId,
|
||||
aim
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get active aims for UI display
|
||||
* @returns {Array} Array of active/completed aims
|
||||
*/
|
||||
getActiveAims() {
|
||||
return this.aims.filter(aim => aim.status === 'active' || aim.status === 'completed');
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all aims (for debug/admin)
|
||||
* @returns {Array} All aims
|
||||
*/
|
||||
getAllAims() {
|
||||
return this.aims;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a specific task by ID
|
||||
* @param {string} taskId - The task ID
|
||||
* @returns {Object|null} The task or null
|
||||
*/
|
||||
getTask(taskId) {
|
||||
return this.taskIndex[taskId] || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a specific aim by ID
|
||||
* @param {string} aimId - The aim ID
|
||||
* @returns {Object|null} The aim or null
|
||||
*/
|
||||
getAim(aimId) {
|
||||
return this.aimIndex[aimId] || null;
|
||||
}
|
||||
|
||||
// === Server Communication ===
|
||||
|
||||
async serverCompleteTask(taskId) {
|
||||
const gameId = window.breakEscapeConfig?.gameId;
|
||||
if (!gameId) return { success: true }; // Offline mode
|
||||
|
||||
try {
|
||||
// RESTful route: POST /break_escape/games/:id/objectives/tasks/:task_id
|
||||
const response = await fetch(`/break_escape/games/${gameId}/objectives/tasks/${taskId}`, {
|
||||
method: 'POST',
|
||||
headers: {
|
||||
'Content-Type': 'application/json',
|
||||
'X-CSRF-Token': document.querySelector('meta[name="csrf-token"]')?.content || ''
|
||||
}
|
||||
});
|
||||
|
||||
return response.json();
|
||||
} catch (error) {
|
||||
console.error('Server task completion error:', error);
|
||||
return { success: false, error: error.message };
|
||||
}
|
||||
}
|
||||
|
||||
syncTaskProgress(taskId, progress) {
|
||||
const gameId = window.breakEscapeConfig?.gameId;
|
||||
if (!gameId) return;
|
||||
|
||||
// Debounce sync by 1 second
|
||||
if (this.syncTimeouts[taskId]) {
|
||||
clearTimeout(this.syncTimeouts[taskId]);
|
||||
}
|
||||
|
||||
this.syncTimeouts[taskId] = setTimeout(() => {
|
||||
// RESTful route: PUT /break_escape/games/:id/objectives/tasks/:task_id
|
||||
fetch(`/break_escape/games/${gameId}/objectives/tasks/${taskId}`, {
|
||||
method: 'PUT',
|
||||
headers: {
|
||||
'Content-Type': 'application/json',
|
||||
'X-CSRF-Token': document.querySelector('meta[name="csrf-token"]')?.content || ''
|
||||
},
|
||||
body: JSON.stringify({ progress })
|
||||
}).catch(err => console.warn('Failed to sync progress:', err));
|
||||
}, 1000);
|
||||
}
|
||||
|
||||
// === UI Notifications ===
|
||||
|
||||
showTaskCompleteNotification(task) {
|
||||
if (window.playUISound) {
|
||||
window.playUISound('objective_complete');
|
||||
}
|
||||
if (window.gameAlert) {
|
||||
window.gameAlert(`✓ ${task.title}`, 'success', 'Task Complete');
|
||||
}
|
||||
}
|
||||
|
||||
showTaskUnlockedNotification(task) {
|
||||
if (window.gameAlert) {
|
||||
window.gameAlert(`New Task: ${task.title}`, 'info', 'Objective Updated');
|
||||
}
|
||||
}
|
||||
|
||||
showAimCompleteNotification(aim) {
|
||||
if (window.playUISound) {
|
||||
window.playUISound('objective_complete');
|
||||
}
|
||||
if (window.gameAlert) {
|
||||
window.gameAlert(`🏆 ${aim.title}`, 'success', 'Objective Complete!');
|
||||
}
|
||||
}
|
||||
|
||||
showAimUnlockedNotification(aim) {
|
||||
if (window.gameAlert) {
|
||||
window.gameAlert(`New Objective: ${aim.title}`, 'info', 'Mission Updated');
|
||||
}
|
||||
}
|
||||
|
||||
// === Listener Pattern for UI Updates ===
|
||||
|
||||
addListener(callback) {
|
||||
this.listeners.push(callback);
|
||||
}
|
||||
|
||||
removeListener(callback) {
|
||||
this.listeners = this.listeners.filter(l => l !== callback);
|
||||
}
|
||||
|
||||
notifyListeners() {
|
||||
this.listeners.forEach(callback => callback(this.getActiveAims()));
|
||||
}
|
||||
|
||||
// === Debug Utilities ===
|
||||
|
||||
/**
|
||||
* Get debug info for all objectives
|
||||
*/
|
||||
getDebugInfo() {
|
||||
return {
|
||||
aims: this.aims.map(aim => ({
|
||||
aimId: aim.aimId,
|
||||
title: aim.title,
|
||||
status: aim.status,
|
||||
tasks: aim.tasks.map(task => ({
|
||||
taskId: task.taskId,
|
||||
title: task.title,
|
||||
status: task.status,
|
||||
type: task.type,
|
||||
progress: task.currentCount || 0,
|
||||
target: task.targetCount || 1
|
||||
}))
|
||||
}))
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset all objectives to initial state
|
||||
*/
|
||||
reset() {
|
||||
this.aims.forEach(aim => {
|
||||
aim.status = aim.originalStatus || 'active';
|
||||
aim.completedAt = null;
|
||||
aim.tasks.forEach(task => {
|
||||
task.status = task.originalStatus || 'active';
|
||||
task.currentCount = 0;
|
||||
task.completedAt = null;
|
||||
});
|
||||
});
|
||||
this.notifyListeners();
|
||||
console.log('📋 Objectives reset to initial state');
|
||||
}
|
||||
}
|
||||
|
||||
// Export singleton accessor
|
||||
let instance = null;
|
||||
export function getObjectivesManager(eventDispatcher) {
|
||||
if (!instance && eventDispatcher) {
|
||||
instance = new ObjectivesManager(eventDispatcher);
|
||||
}
|
||||
return instance;
|
||||
}
|
||||
|
||||
// Export for global debug access
|
||||
window.debugObjectives = {
|
||||
showAll: () => {
|
||||
if (instance) {
|
||||
console.table(instance.getDebugInfo().aims);
|
||||
instance.aims.forEach(aim => {
|
||||
console.log(`\n📋 ${aim.title}:`);
|
||||
console.table(aim.tasks.map(t => ({
|
||||
taskId: t.taskId,
|
||||
title: t.title,
|
||||
status: t.status,
|
||||
type: t.type
|
||||
})));
|
||||
});
|
||||
}
|
||||
},
|
||||
reset: () => instance?.reset(),
|
||||
getManager: () => instance
|
||||
};
|
||||
|
||||
export default ObjectivesManager;
|
||||
165
public/break_escape/js/ui/objectives-panel.js
Normal file
165
public/break_escape/js/ui/objectives-panel.js
Normal file
@@ -0,0 +1,165 @@
|
||||
/**
|
||||
* ObjectivesPanel
|
||||
*
|
||||
* HUD element displaying current mission objectives (top-right).
|
||||
* Collapsible panel with aim/task hierarchy.
|
||||
* Pixel-art aesthetic with sharp corners and 2px borders.
|
||||
*
|
||||
* @module objectives-panel
|
||||
*/
|
||||
|
||||
export class ObjectivesPanel {
|
||||
constructor(objectivesManager) {
|
||||
this.manager = objectivesManager;
|
||||
this.container = null;
|
||||
this.content = null;
|
||||
this.isCollapsed = false;
|
||||
this.isMinimized = false;
|
||||
|
||||
this.createPanel();
|
||||
this.manager.addListener((aims) => this.render(aims));
|
||||
|
||||
// Initial render
|
||||
this.render(this.manager.getActiveAims());
|
||||
}
|
||||
|
||||
createPanel() {
|
||||
// Create container
|
||||
this.container = document.createElement('div');
|
||||
this.container.id = 'objectives-panel';
|
||||
this.container.className = 'objectives-panel';
|
||||
|
||||
// Create header
|
||||
const header = document.createElement('div');
|
||||
header.className = 'objectives-header';
|
||||
header.innerHTML = `
|
||||
<span class="objectives-title">📋 Objectives</span>
|
||||
<div class="objectives-controls">
|
||||
<button class="objectives-toggle" aria-label="Toggle objectives" title="Collapse/Expand">▼</button>
|
||||
</div>
|
||||
`;
|
||||
|
||||
// Toggle collapse on header click
|
||||
header.querySelector('.objectives-toggle').addEventListener('click', (e) => {
|
||||
e.stopPropagation();
|
||||
this.toggleCollapse();
|
||||
});
|
||||
|
||||
// Also allow clicking the header itself
|
||||
header.addEventListener('click', () => {
|
||||
this.toggleCollapse();
|
||||
});
|
||||
|
||||
// Create content area
|
||||
this.content = document.createElement('div');
|
||||
this.content.className = 'objectives-content';
|
||||
|
||||
this.container.appendChild(header);
|
||||
this.container.appendChild(this.content);
|
||||
document.body.appendChild(this.container);
|
||||
}
|
||||
|
||||
toggleCollapse() {
|
||||
this.isCollapsed = !this.isCollapsed;
|
||||
this.container.classList.toggle('collapsed', this.isCollapsed);
|
||||
const toggle = this.container.querySelector('.objectives-toggle');
|
||||
toggle.textContent = this.isCollapsed ? '▶' : '▼';
|
||||
}
|
||||
|
||||
render(aims) {
|
||||
if (!aims || aims.length === 0) {
|
||||
this.content.innerHTML = '<div class="no-objectives">No active objectives</div>';
|
||||
return;
|
||||
}
|
||||
|
||||
let html = '';
|
||||
|
||||
aims.forEach(aim => {
|
||||
const aimClass = aim.status === 'completed' ? 'aim-completed' : 'aim-active';
|
||||
const aimIcon = aim.status === 'completed' ? '✓' : '◆';
|
||||
|
||||
html += `
|
||||
<div class="objective-aim ${aimClass}" data-aim-id="${aim.aimId}">
|
||||
<div class="aim-header">
|
||||
<span class="aim-icon">${aimIcon}</span>
|
||||
<span class="aim-title">${this.escapeHtml(aim.title)}</span>
|
||||
</div>
|
||||
<div class="aim-tasks">
|
||||
`;
|
||||
|
||||
aim.tasks.forEach(task => {
|
||||
if (task.status === 'locked') return; // Don't show locked tasks
|
||||
|
||||
const taskClass = task.status === 'completed' ? 'task-completed' : 'task-active';
|
||||
const taskIcon = task.status === 'completed' ? '✓' : '○';
|
||||
|
||||
let progressText = '';
|
||||
if (task.showProgress && task.type === 'collect_items' && task.status !== 'completed') {
|
||||
progressText = ` <span class="task-progress">(${task.currentCount || 0}/${task.targetCount})</span>`;
|
||||
}
|
||||
|
||||
html += `
|
||||
<div class="objective-task ${taskClass}" data-task-id="${task.taskId}">
|
||||
<span class="task-icon">${taskIcon}</span>
|
||||
<span class="task-title">${this.escapeHtml(task.title)}${progressText}</span>
|
||||
</div>
|
||||
`;
|
||||
});
|
||||
|
||||
html += `
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
});
|
||||
|
||||
this.content.innerHTML = html;
|
||||
}
|
||||
|
||||
/**
|
||||
* Escape HTML to prevent XSS
|
||||
*/
|
||||
escapeHtml(text) {
|
||||
const div = document.createElement('div');
|
||||
div.textContent = text;
|
||||
return div.innerHTML;
|
||||
}
|
||||
|
||||
/**
|
||||
* Highlight a newly completed task with animation
|
||||
*/
|
||||
highlightTask(taskId) {
|
||||
const taskEl = this.content.querySelector(`[data-task-id="${taskId}"]`);
|
||||
if (taskEl) {
|
||||
taskEl.classList.add('new-task');
|
||||
setTimeout(() => taskEl.classList.remove('new-task'), 1000);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Highlight a newly completed aim with animation
|
||||
*/
|
||||
highlightAim(aimId) {
|
||||
const aimEl = this.content.querySelector(`[data-aim-id="${aimId}"]`);
|
||||
if (aimEl) {
|
||||
aimEl.classList.add('new-objective');
|
||||
setTimeout(() => aimEl.classList.remove('new-objective'), 1000);
|
||||
}
|
||||
}
|
||||
|
||||
show() {
|
||||
this.container.style.display = 'block';
|
||||
}
|
||||
|
||||
hide() {
|
||||
this.container.style.display = 'none';
|
||||
}
|
||||
|
||||
destroy() {
|
||||
if (this.container && this.container.parentNode) {
|
||||
this.container.parentNode.removeChild(this.container);
|
||||
}
|
||||
this.manager.removeListener(this.render);
|
||||
}
|
||||
}
|
||||
|
||||
export default ObjectivesPanel;
|
||||
7
scenarios/test_objectives2/mission.json
Normal file
7
scenarios/test_objectives2/mission.json
Normal file
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"display_name": "Test Objectives",
|
||||
"description": "Technical test for scenario objectives.",
|
||||
"difficulty_level": 1,
|
||||
"secgen_scenario": null,
|
||||
"collection": "testing"
|
||||
}
|
||||
150
scenarios/test_objectives2/scenario.json.erb
Normal file
150
scenarios/test_objectives2/scenario.json.erb
Normal file
@@ -0,0 +1,150 @@
|
||||
{
|
||||
"scenario_brief": "Test scenario for the Objectives System. Demonstrates all task types: collect items, unlock rooms, unlock objects, enter rooms, and NPC conversations.",
|
||||
"endGoal": "Complete all objectives to test the system",
|
||||
"version": "1.0",
|
||||
"startRoom": "reception",
|
||||
"objectives": [
|
||||
{
|
||||
"aimId": "tutorial",
|
||||
"title": "Complete the Tutorial",
|
||||
"description": "Learn how to use the objectives system",
|
||||
"status": "active",
|
||||
"order": 0,
|
||||
"tasks": [
|
||||
{
|
||||
"taskId": "explore_reception",
|
||||
"title": "Explore the reception area",
|
||||
"type": "enter_room",
|
||||
"targetRoom": "reception",
|
||||
"status": "active"
|
||||
},
|
||||
{
|
||||
"taskId": "collect_documents",
|
||||
"title": "Collect classified documents",
|
||||
"type": "collect_items",
|
||||
"targetItems": ["notes4"],
|
||||
"targetCount": 2,
|
||||
"currentCount": 0,
|
||||
"status": "active",
|
||||
"showProgress": true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"aimId": "gain_access",
|
||||
"title": "Gain Access to Secure Areas",
|
||||
"description": "Unlock doors and access restricted zones",
|
||||
"status": "active",
|
||||
"order": 1,
|
||||
"tasks": [
|
||||
{
|
||||
"taskId": "unlock_office",
|
||||
"title": "Unlock the office door",
|
||||
"type": "unlock_room",
|
||||
"targetRoom": "office1",
|
||||
"status": "active",
|
||||
"onComplete": {
|
||||
"unlockTask": "enter_office"
|
||||
}
|
||||
},
|
||||
{
|
||||
"taskId": "enter_office",
|
||||
"title": "Enter the office",
|
||||
"type": "enter_room",
|
||||
"targetRoom": "office1",
|
||||
"status": "locked"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"aimId": "find_intel",
|
||||
"title": "Find Hidden Intel",
|
||||
"status": "locked",
|
||||
"unlockCondition": { "aimCompleted": "gain_access" },
|
||||
"order": 2,
|
||||
"tasks": [
|
||||
{
|
||||
"taskId": "unlock_safe",
|
||||
"title": "Crack the safe",
|
||||
"type": "unlock_object",
|
||||
"targetObject": "office_safe",
|
||||
"status": "active"
|
||||
},
|
||||
{
|
||||
"taskId": "collect_key",
|
||||
"title": "Find the key",
|
||||
"type": "collect_items",
|
||||
"targetItems": ["key"],
|
||||
"targetCount": 1,
|
||||
"currentCount": 0,
|
||||
"status": "active",
|
||||
"showProgress": true
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"globalVariables": {
|
||||
"tutorial_complete": false
|
||||
},
|
||||
"rooms": {
|
||||
"reception": {
|
||||
"type": "room_reception",
|
||||
"connections": {
|
||||
"north": "office1"
|
||||
},
|
||||
"objects": [
|
||||
{
|
||||
"type": "notes4",
|
||||
"name": "Classified Report A",
|
||||
"x": 5,
|
||||
"y": 5,
|
||||
"takeable": true,
|
||||
"interactable": true,
|
||||
"active": true,
|
||||
"observations": "A classified document marked TOP SECRET"
|
||||
},
|
||||
{
|
||||
"type": "notes4",
|
||||
"name": "Classified Report B",
|
||||
"x": 7,
|
||||
"y": 5,
|
||||
"takeable": true,
|
||||
"interactable": true,
|
||||
"active": true,
|
||||
"observations": "Another classified document"
|
||||
}
|
||||
]
|
||||
},
|
||||
"office1": {
|
||||
"type": "room_office",
|
||||
"locked": true,
|
||||
"lockType": "pin",
|
||||
"requires": "1234",
|
||||
"difficulty": "easy",
|
||||
"connections": {
|
||||
"south": "reception"
|
||||
},
|
||||
"objects": [
|
||||
{
|
||||
"type": "safe",
|
||||
"name": "office_safe",
|
||||
"takeable": false,
|
||||
"interactable": true,
|
||||
"active": true,
|
||||
"locked": true,
|
||||
"lockType": "pin",
|
||||
"requires": "0000",
|
||||
"observations": "A heavy duty safe",
|
||||
"contents": [
|
||||
{
|
||||
"type": "key",
|
||||
"name": "Master Key",
|
||||
"takeable": true,
|
||||
"observations": "An important key"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,7 +10,7 @@
|
||||
#
|
||||
# It's strongly recommended that you check this file into your version control system.
|
||||
|
||||
ActiveRecord::Schema[7.2].define(version: 2025_11_25_000002) do
|
||||
ActiveRecord::Schema[7.2].define(version: 2025_11_25_100000) do
|
||||
create_table "break_escape_cyboks", force: :cascade do |t|
|
||||
t.string "ka"
|
||||
t.string "topic"
|
||||
@@ -44,6 +44,8 @@ ActiveRecord::Schema[7.2].define(version: 2025_11_25_000002) do
|
||||
t.integer "score", default: 0, null: false
|
||||
t.datetime "created_at", null: false
|
||||
t.datetime "updated_at", null: false
|
||||
t.integer "objectives_completed", default: 0
|
||||
t.integer "tasks_completed", default: 0
|
||||
t.index ["mission_id"], name: "index_break_escape_games_on_mission_id"
|
||||
t.index ["player_type", "player_id", "mission_id"], name: "index_games_on_player_and_mission", unique: true
|
||||
t.index ["player_type", "player_id"], name: "index_break_escape_games_on_player"
|
||||
|
||||
Reference in New Issue
Block a user