fix(repair-ebike): stop subtitle leak and fake cooling swap
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@@ -1,34 +1,85 @@
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import { useState } from "react";
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import { GrabbableObject } from "@/components/three/interaction/GrabbableObject";
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import { TriggerObject } from "@/components/three/interaction/TriggerObject";
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import { RepairObjectModel } from "@/components/three/gameplay/RepairObjectModel";
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import { REPAIR_INTERACTION_RADIUS } from "@/data/gameplay/repairGameConfig";
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import type { Vector3Tuple } from "@/types/three/three";
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interface RepairEbikeRepairTriggerProps {
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anchor: Vector3Tuple;
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onRepair: () => void;
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}
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const TRIGGER_POSITION: Vector3Tuple = [0, 1.4, 0];
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const REPLACEMENT_MODEL_PATH = "/models/refroidisseur/model.gltf";
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const TRIGGER_OFFSET: Vector3Tuple = [0, 0.9, 0];
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/**
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* Minimal interactable used for the ebike `repairing` step. Replaces
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* the heavier RepairRepairingStep (grabbable parts + placeholder
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* circles) with a single "Changez le refroidisseur" prompt. The
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* collider is invisible — the player just walks up and presses E.
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* Ebike-specific fake replacement flow: the broken radiator node is
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* hidden in the shared ExplodableModel, a grabbable copy appears at the
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* same anchor, then pressing E respawns a fresh part with a halo before
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* the reassembly step starts.
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*/
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export function RepairEbikeRepairTrigger({
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anchor,
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onRepair,
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}: RepairEbikeRepairTriggerProps): React.JSX.Element {
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const [isInstalled, setIsInstalled] = useState(false);
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function handleRepair(): void {
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if (isInstalled) return;
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setIsInstalled(true);
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window.setTimeout(onRepair, 450);
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}
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return (
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<TriggerObject
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position={TRIGGER_POSITION}
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colliders="ball"
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label="Changez le refroidisseur"
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radius={REPAIR_INTERACTION_RADIUS}
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onTrigger={onRepair}
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>
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<mesh>
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<sphereGeometry args={[0.6, 16, 16]} />
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<meshBasicMaterial colorWrite={false} depthWrite={false} />
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</mesh>
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</TriggerObject>
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<group>
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{!isInstalled ? (
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<GrabbableObject
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position={anchor}
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colliders="ball"
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handControlled
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label="Retirer le refroidisseur"
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>
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<RepairObjectModel
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label="Refroidisseur"
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modelPath={REPLACEMENT_MODEL_PATH}
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scale={0.24}
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/>
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</GrabbableObject>
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) : (
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<group position={anchor}>
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<RepairObjectModel
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label="Refroidisseur"
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modelPath={REPLACEMENT_MODEL_PATH}
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scale={0.24}
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/>
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<mesh>
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<sphereGeometry args={[0.65, 32, 16]} />
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<meshBasicMaterial color="#22c55e" transparent opacity={0.18} />
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</mesh>
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<mesh rotation={[Math.PI / 2, 0, 0]}>
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<torusGeometry args={[0.72, 0.025, 8, 96]} />
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<meshBasicMaterial color="#86efac" transparent opacity={0.85} />
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</mesh>
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</group>
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)}
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<TriggerObject
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position={[
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anchor[0] + TRIGGER_OFFSET[0],
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anchor[1] + TRIGGER_OFFSET[1],
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anchor[2] + TRIGGER_OFFSET[2],
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]}
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colliders="ball"
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label="Changez le refroidisseur"
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radius={REPAIR_INTERACTION_RADIUS}
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onTrigger={handleRepair}
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>
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<mesh>
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<sphereGeometry args={[0.55, 16, 16]} />
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<meshBasicMaterial colorWrite={false} depthWrite={false} />
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</mesh>
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</TriggerObject>
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</group>
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);
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}
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