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**Technical Guidance Improvements:** - Added basic Linux commands to Agent 0x99 help (ls, cd, cat, ls -la) - Added sudo commands (sudo -l, sudo -u username bash) - Players no longer expected to research basic Linux syntax - Discovery now focuses on WHERE to apply commands, not WHAT commands exist **Kevin Contingency Discovery (Major Change):** - Opening briefing now hints: "Derek might have contingencies, scapegoats" - Agent 0x99 doesn't know about Kevin frame-up beforehand - Player discovers contingency files in Derek's computer - New event_contingency_found: Handler reacts with shock to player's discovery - "I suspected Derek might have failsafes, but I didn't know about this specifically" - Handler leaves decision to player: "Kevin's fate is in your hands now" **Design Philosophy:** - Commands are tools (provided) - Discovery is in application (where, when, why to use them) - Major plot revelations belong to player (Kevin's frame-up) - Handler has suspicions, not omniscience - Player feels accomplished for discovering evidence **Updated Documentation:** - INTEL_THREADS_SUMMARY.md reflects balanced approach - Thread #3: Linux commands provided, application discovered - Thread #4: Sudo commands provided, execution discovered - Thread #6: Kevin contingency now player discovery with handler reaction This creates better gameplay: players have tools to succeed but must discover HOW to use them and WHAT they reveal.
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%