refactor: clean map gameplay architecture
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@@ -107,7 +107,7 @@ It owns:
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- `mainState`
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- intro state
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- `bike`, `pylone`, and `ferme` mission state
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- `ebike`, `pylon`, and `farm` mission state
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- outro state
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- `isCinematicPlaying`
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- progression actions
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@@ -1,164 +0,0 @@
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# Game Flow - La Fabrik
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## Étapes du jeu
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```
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intro → start-intro → naming → bienvenue → star-move → mission2 → searching_problem → preparation → outOfFabrik
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```
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---
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## Détail des étapes
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### 1. `intro` (initial)
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- État initial au chargement du jeu
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- Aucune action, juste une étape de départ
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- Transition automatique vers `start-intro`
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### 2. `start-intro`
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- **Déclenchement** : Auto-transition depuis `intro` quand la scène est chargée
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- **Action** : Joue l'audio d'intro (`intro`)
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- **Attente** : Attend que l'audio se termine
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- **Transition** : Vers `naming` quand l'audio se termine
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### 3. `naming`
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- **Déclenchement** : Quand l'audio d'intro se termine
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- **Action** : Affiche un input pour demander le prénom du joueur
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- **Attente** : L'utilisateur entre son prénom et valide
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- **Transition** : Vers `bienvenue` quand l'utilisateur valide
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### 4. `bienvenue`
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- **Déclenchement** : Quand l'utilisateur valide son prénom
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- **Actions** :
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- Affiche "Bienvenue {prénom} !" à l'écran
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- Joue l'audio de bienvenue
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- **Attente** : Attend que l'audio se termine
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- **Transition** : Vers `star-move` quand l'audio se termine
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### 5. `star-move`
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- **Déclenchement** : Quand l'audio de bienvenue se termine
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- **Action** : Active le mouvement du joueur (`setCanMove(true)`)
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- **État** : Le joueur peut maintenant se déplacer librement
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- **Zone** : La détection de zone devient active (ZoneDetection)
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### 6. `mission2`
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- **Déclenchement** : Quand le joueur entre dans la zone `fabrikExit` (position: `[-5, 25, -15]`)
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- **Actions** :
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- Stocke `activityCity: false` dans le store Zustand
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- Joue l'audio `alertCentral`
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- **État** : Les systèmes lisent `activityCity` depuis `useGameStore` pour adapter leur comportement
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- **Attente** : Le joueur atteint la zone de trigger pour `searching_problem`
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### 7. `searching_problem`
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- **Déclenchement** : Quand le joueur entre dans la zone `searchingProblemZone` (position: `[-5, 25, -30]`)
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- **Actions** :
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- Joue l'audio `searchingProblem`
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- Affiche l'objet "central" (position: `[1, 15, -45]`)
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- **Attente** : Le joueur interagit avec l'objet "central"
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### 8. `preparation`
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- **Déclenchement** : Quand le joueur interagit avec l'objet "central"
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- **Actions** :
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- Bloque le mouvement (`setCanMove(false)`)
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- Cache l'objet "central"
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### 9. `outOfFabrik`
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- **Déclenchement** : (non implémenté pour le moment)
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- **Action** : Transition vers l'étape finale
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---
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## Fichiers clés
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| Fichier | Rôle |
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| --------------------------------------- | --------------------------------------------------------- |
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| `src/managers/stores/useGameStore.ts` | Store Zustand pour l'état global du jeu |
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| `src/components/game/GameFlow.tsx` | Gère les transitions automatiques et la lecture audio |
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| `src/components/ui/IntroUI.tsx` | Affiche l'input pour le prénom et le message de bienvenue |
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| `src/components/zone/ZoneDetection.tsx` | Détecte quand le joueur entre dans une zone |
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| `src/world/GameStageContent.tsx` | Monte les contenus de mission dans la scène |
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| `src/data/audioConfig.ts` | Chemins des fichiers audio |
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| `src/data/zones.ts` | Configuration des zones de transition |
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---
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## Configuration audio
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```typescript
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// src/data/audioConfig.ts
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export const AUDIO_PATHS = {
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intro: "/sounds/fa.mp3",
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bienvenue: "/sounds/fa.mp3",
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alertCentral: "/sounds/fa.mp3",
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searchingProblem: "/sounds/fa.mp3",
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};
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```
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---
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## Configuration des zones
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```typescript
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// src/data/zones.ts
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export const ZONES: Zone[] = [
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{
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id: "fabrikExit",
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position: [-5, 25, -15],
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radius: 10,
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height: 20,
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targetStep: "mission2",
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},
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{
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id: "searchingProblemZone",
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position: [-5, 25, -30],
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radius: 10,
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height: 20,
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targetStep: "searching_problem",
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},
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];
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```
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---
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## Store Zustand
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```typescript
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// src/managers/stores/useGameStore.ts
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interface GameState {
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mainState: MainGameState;
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missionFlow: {
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activityCity: boolean;
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canMove: boolean;
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playerName: string;
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};
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}
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```
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---
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## Debug
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En mode debug (`?debug` dans l'URL), on peut voir :
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- **Game Step** : L'étape actuelle dans le panneau lil-gui
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- **Player Position** : Position X, Y, Z du joueur en temps réel
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- **Zone Visualization** : Anneaux visuels au sol pour les zones + cylindres transparents
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---
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## Notes techniques
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- Le mouvement du joueur est bloqué tant que `canMove` est `false`
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- Le store Zustand (`useGameStore`) est la source principale de vérité
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- `GameStepManager` synchronise automatiquement avec le store Zustand lors des transitions
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- Les transitions via les zones utilisent `GameStepManager.transitionTo()` qui met à jour le store
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- L'audio utilise un callback `onEnded` pour déclencher les transitions automatiques
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@@ -32,7 +32,7 @@ This keeps hand tracking active while the player is inside an interaction zone,
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The production repair activation conditions are:
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- active `mainState` is `bike`, `pylone`, or `ferme`
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- active `mainState` is `ebike`, `pylon`, or `farm`
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- the active mission step is `inspected`, `repairing`, `reassembling`, or `done`
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This keeps the webcam off during `waiting`, `fragmented`, and `scanning`, then enables hand input only when the repair flow is expected to use hands.
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@@ -8,11 +8,11 @@ The repair game is the current core gameplay loop. It gives three missions the s
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Implemented missions:
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| Mission | Object | Role |
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| -------- | ------------- | --------------------------------------------- |
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| `bike` | E-bike | Repair a damaged cooling core |
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| `pylone` | Power pylon | Restore relay/panel-like broken parts |
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| `ferme` | Vertical farm | Stabilize irrigation/sensor-like broken parts |
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| Mission | Object | Role |
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| ------- | ------------- | --------------------------------------------- |
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| `ebike` | E-bike | Repair a damaged cooling core |
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| `pylon` | Power pylon | Restore relay/panel-like broken parts |
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| `farm` | Vertical farm | Stabilize irrigation/sensor-like broken parts |
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## Main Files
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@@ -79,7 +79,7 @@ src/managers/stores/useGameStore.ts
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- `setMissionStep(mission, nextStep)`
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- `completeMission(mission)`
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The important architectural choice is that reusable repair components do not call `setBikeState`, `setPyloneState`, or `setFermeState` directly. They use generic mission actions so the same component can run for all three missions.
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The important architectural choice is that reusable repair components do not call `setEbikeState`, `setPylonState`, or `setFarmState` directly. They use generic mission actions so the same component can run for all three missions.
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## Data-Driven Mission Config
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@@ -324,9 +324,9 @@ src/world/GameStageContent.tsx
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Current positions:
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```tsx
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<RepairGame mission="bike" position={[8, 0, -6]} />
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<RepairGame mission="pylone" position={[64, 0, -66]} />
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<RepairGame mission="ferme" position={[-24, 0, 42]} />
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<RepairGame mission="ebike" position={[42.2399, 4.5484, 34.6468]} />
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<RepairGame mission="pylon" position={[64, 0, -66]} />
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<RepairGame mission="farm" position={[-24, 0, 42]} />
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```
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Only the repair game whose `mission` matches `useGameStore().mainState` renders active content.
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+17
-17
@@ -65,18 +65,18 @@ Main states:
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| Main state | Role |
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| ---------- | ------------------------------- |
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| `intro` | Onboarding and opening sequence |
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| `bike` | E-bike repair sequence |
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| `pylone` | Power pylon repair sequence |
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| `ferme` | Vertical farm repair sequence |
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| `ebike` | E-bike repair sequence |
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| `pylon` | Power pylon repair sequence |
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| `farm` | Vertical farm repair sequence |
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| `outro` | Ending sequence |
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Other important state:
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- `isCinematicPlaying`
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- `intro`
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- `bike`
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- `pylone`
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- `ferme`
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- `ebike`
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- `pylon`
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- `farm`
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- `outro`
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Mission steps:
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@@ -125,28 +125,28 @@ For development and debug tooling, direct setters also exist:
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```ts
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const setMainState = useGameStore((state) => state.setMainState);
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setMainState("bike");
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setMainState("ebike");
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```
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Direct setters are useful for debug panels, but production gameplay should prefer business actions such as:
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- `advanceGameState`
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- `completeBike`
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- `completePylone`
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- `completeFerme`
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- `completeEbike`
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- `completePylon`
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- `completeFarm`
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- `completeMission`
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Mission gameplay that can target `bike`, `pylone`, or `ferme` should prefer generic mission actions:
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Mission gameplay that can target `ebike`, `pylon`, or `farm` should prefer generic mission actions:
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```ts
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const setMissionStep = useGameStore((state) => state.setMissionStep);
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const completeMission = useGameStore((state) => state.completeMission);
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setMissionStep("bike", "inspected");
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completeMission("bike");
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setMissionStep("ebike", "inspected");
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completeMission("ebike");
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```
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This keeps reusable gameplay components such as `RepairGame` from duplicating mission-specific branches like `setBikeState`, `setPyloneState`, and `setFermeState`.
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This keeps reusable gameplay components such as `RepairGame` from duplicating mission-specific branches like `setEbikeState`, `setPylonState`, and `setFarmState`.
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## Settings Store
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@@ -188,9 +188,9 @@ State/actions:
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Current production repair placement:
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```tsx
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<RepairGame mission="bike" position={[8, 0, -6]} />
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<RepairGame mission="pylone" position={[64, 0, -66]} />
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<RepairGame mission="ferme" position={[-24, 0, 42]} />
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<RepairGame mission="ebike" position={[42.2399, 4.5484, 34.6468]} />
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<RepairGame mission="pylon" position={[64, 0, -66]} />
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<RepairGame mission="farm" position={[-24, 0, 42]} />
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```
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`RepairGame` reads the active mission step from the store and writes transitions through generic actions such as `setMissionStep` and `completeMission`.
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