refactor: clean map gameplay architecture

This commit is contained in:
tom-boullay
2026-05-28 11:15:45 +02:00
parent d9cf87d2d6
commit 1a91b1d7ae
69 changed files with 791 additions and 1112 deletions
+3
View File
@@ -23,3 +23,6 @@
# Video (cinematics)
*.mp4 filter=lfs diff=lfs merge=lfs -text
*.webm filter=lfs diff=lfs merge=lfs -text
# ML models
*.task filter=lfs diff=lfs merge=lfs -text
+6
View File
@@ -69,6 +69,12 @@ jobs:
- name: 📥 Install
run: npm ci
- name: 🧹 Lint
run: npm run lint
- name: 🎨 Format check
run: npm run format:check
- name: 📦 Build
run: npm run build
-164
View File
@@ -1,164 +0,0 @@
# Game Flow - La Fabrik
## Étapes du jeu
```
intro → start-intro → naming → bienvenue → star-move → mission2 → searching_problem → preparation → outOfFabrik
```
---
## Détail des étapes
### 1. `intro` (initial)
- État initial au chargement du jeu
- Aucune action, juste une étape de départ
- Transition automatique vers `start-intro`
### 2. `start-intro`
- **Déclenchement** : Auto-transition depuis `intro` quand la scène est chargée
- **Action** : Joue l'audio d'intro (`intro`)
- **Attente** : Attend que l'audio se termine
- **Transition** : Vers `naming` quand l'audio se termine
### 3. `naming`
- **Déclenchement** : Quand l'audio d'intro se termine
- **Action** : Affiche un input pour demander le prénom du joueur
- **Attente** : L'utilisateur entre son prénom et valide
- **Transition** : Vers `bienvenue` quand l'utilisateur valide
### 4. `bienvenue`
- **Déclenchement** : Quand l'utilisateur valide son prénom
- **Actions** :
- Affiche "Bienvenue {prénom} !" à l'écran
- Joue l'audio de bienvenue
- **Attente** : Attend que l'audio se termine
- **Transition** : Vers `star-move` quand l'audio se termine
### 5. `star-move`
- **Déclenchement** : Quand l'audio de bienvenue se termine
- **Action** : Active le mouvement du joueur (`setCanMove(true)`)
- **État** : Le joueur peut maintenant se déplacer librement
- **Zone** : La détection de zone devient active (ZoneDetection)
### 6. `mission2`
- **Déclenchement** : Quand le joueur entre dans la zone `fabrikExit` (position: `[-5, 25, -15]`)
- **Actions** :
- Stocke `activityCity: false` dans le store Zustand
- Joue l'audio `alertCentral`
- **État** : Les systèmes lisent `activityCity` depuis `useGameStore` pour adapter leur comportement
- **Attente** : Le joueur atteint la zone de trigger pour `searching_problem`
### 7. `searching_problem`
- **Déclenchement** : Quand le joueur entre dans la zone `searchingProblemZone` (position: `[-5, 25, -30]`)
- **Actions** :
- Joue l'audio `searchingProblem`
- Affiche l'objet "central" (position: `[1, 15, -45]`)
- **Attente** : Le joueur interagit avec l'objet "central"
### 8. `preparation`
- **Déclenchement** : Quand le joueur interagit avec l'objet "central"
- **Actions** :
- Bloque le mouvement (`setCanMove(false)`)
- Cache l'objet "central"
### 9. `outOfFabrik`
- **Déclenchement** : (non implémenté pour le moment)
- **Action** : Transition vers l'étape finale
---
## Fichiers clés
| Fichier | Rôle |
| --------------------------------------- | --------------------------------------------------------- |
| `src/managers/stores/useGameStore.ts` | Store Zustand pour l'état global du jeu |
| `src/components/game/GameFlow.tsx` | Gère les transitions automatiques et la lecture audio |
| `src/components/ui/IntroUI.tsx` | Affiche l'input pour le prénom et le message de bienvenue |
| `src/components/zone/ZoneDetection.tsx` | Détecte quand le joueur entre dans une zone |
| `src/world/GameStageContent.tsx` | Monte les contenus de mission dans la scène |
| `src/data/audioConfig.ts` | Chemins des fichiers audio |
| `src/data/zones.ts` | Configuration des zones de transition |
---
## Configuration audio
```typescript
// src/data/audioConfig.ts
export const AUDIO_PATHS = {
intro: "/sounds/fa.mp3",
bienvenue: "/sounds/fa.mp3",
alertCentral: "/sounds/fa.mp3",
searchingProblem: "/sounds/fa.mp3",
};
```
---
## Configuration des zones
```typescript
// src/data/zones.ts
export const ZONES: Zone[] = [
{
id: "fabrikExit",
position: [-5, 25, -15],
radius: 10,
height: 20,
targetStep: "mission2",
},
{
id: "searchingProblemZone",
position: [-5, 25, -30],
radius: 10,
height: 20,
targetStep: "searching_problem",
},
];
```
---
## Store Zustand
```typescript
// src/managers/stores/useGameStore.ts
interface GameState {
mainState: MainGameState;
missionFlow: {
activityCity: boolean;
canMove: boolean;
playerName: string;
};
}
```
---
## Debug
En mode debug (`?debug` dans l'URL), on peut voir :
- **Game Step** : L'étape actuelle dans le panneau lil-gui
- **Player Position** : Position X, Y, Z du joueur en temps réel
- **Zone Visualization** : Anneaux visuels au sol pour les zones + cylindres transparents
---
## Notes techniques
- Le mouvement du joueur est bloqué tant que `canMove` est `false`
- Le store Zustand (`useGameStore`) est la source principale de vérité
- `GameStepManager` synchronise automatiquement avec le store Zustand lors des transitions
- Les transitions via les zones utilisent `GameStepManager.transitionTo()` qui met à jour le store
- L'audio utilise un callback `onEnded` pour déclencher les transitions automatiques
+2 -2
View File
@@ -10,7 +10,7 @@ The current prototype puts the player in a repair-oriented world where they prog
- Production map loaded from `public/map.json`
- Progressive map/model/collision/stage loading overlay
- Player controller with pointer lock, `ZQSD` movement, jump, octree collision, trigger input, and grab input
- Reusable repair-game flow for `bike`, `pylone`, and `ferme`
- Reusable repair-game flow for `ebike`, `pylon`, and `farm`
- Repair case animation, exploded model scan, broken-part markers, grabbable replacements, snap-to-placeholder placement, install validation, reassembly, and completion
- Shared interaction system for trigger and grab objects
- Rapier physics for gameplay objects while the player keeps a Three.js octree collision controller
@@ -112,7 +112,7 @@ npm run build
## Optional Hand-Tracking Backend
The app can use browser-side MediaPipe, but the default debug source is the local backend.
The app can use the local Python backend, but the default debug source is browser-side MediaPipe.
```bash
python3.11 -m venv backend/.venv
+7 -7
View File
@@ -19,7 +19,7 @@ La-Fabrik est une expérience web 3D en React, Vite, Three.js et React Three Fib
Le joueur est dans un monde 3D et avance dans une progression de réparation :
```txt
intro -> bike -> pylone -> ferme -> outro
intro -> ebike -> pylon -> farm -> outro
```
Les trois piliers à connaître pour la review :
@@ -62,7 +62,7 @@ HomePage
-> World
-> GameMap
-> GameStageContent
-> RepairGame bike/pylone/ferme
-> RepairGame ebike/pylon/farm
-> GameMusic
-> GameDialogues
-> Player
@@ -324,7 +324,7 @@ Ouvrir dans cet ordre :
`RepairGame` reçoit une mission :
```tsx
<RepairGame mission="bike" position={[8, 0, -6]} />
<RepairGame mission="ebike" position={[42.2399, 4.5484, 34.6468]} />
```
Puis il vérifie :
@@ -347,7 +347,7 @@ Les variations mission sont dans `repairMissions.ts` :
### Pourquoi c'est bien
- Un seul flow réutilisable.
- Moins de duplication entre `bike`, `pylone`, `ferme`.
- Moins de duplication entre `ebike`, `pylon`, `farm`.
- Les règles générales restent dans les composants.
- Les variations restent dans la data.
- Le debug panel peut tester les mêmes steps que le vrai jeu.
@@ -471,9 +471,9 @@ Main states :
```txt
intro
bike
pylone
ferme
ebike
pylon
farm
outro
```
+1 -1
View File
@@ -107,7 +107,7 @@ It owns:
- `mainState`
- intro state
- `bike`, `pylone`, and `ferme` mission state
- `ebike`, `pylon`, and `farm` mission state
- outro state
- `isCinematicPlaying`
- progression actions
-164
View File
@@ -1,164 +0,0 @@
# Game Flow - La Fabrik
## Étapes du jeu
```
intro → start-intro → naming → bienvenue → star-move → mission2 → searching_problem → preparation → outOfFabrik
```
---
## Détail des étapes
### 1. `intro` (initial)
- État initial au chargement du jeu
- Aucune action, juste une étape de départ
- Transition automatique vers `start-intro`
### 2. `start-intro`
- **Déclenchement** : Auto-transition depuis `intro` quand la scène est chargée
- **Action** : Joue l'audio d'intro (`intro`)
- **Attente** : Attend que l'audio se termine
- **Transition** : Vers `naming` quand l'audio se termine
### 3. `naming`
- **Déclenchement** : Quand l'audio d'intro se termine
- **Action** : Affiche un input pour demander le prénom du joueur
- **Attente** : L'utilisateur entre son prénom et valide
- **Transition** : Vers `bienvenue` quand l'utilisateur valide
### 4. `bienvenue`
- **Déclenchement** : Quand l'utilisateur valide son prénom
- **Actions** :
- Affiche "Bienvenue {prénom} !" à l'écran
- Joue l'audio de bienvenue
- **Attente** : Attend que l'audio se termine
- **Transition** : Vers `star-move` quand l'audio se termine
### 5. `star-move`
- **Déclenchement** : Quand l'audio de bienvenue se termine
- **Action** : Active le mouvement du joueur (`setCanMove(true)`)
- **État** : Le joueur peut maintenant se déplacer librement
- **Zone** : La détection de zone devient active (ZoneDetection)
### 6. `mission2`
- **Déclenchement** : Quand le joueur entre dans la zone `fabrikExit` (position: `[-5, 25, -15]`)
- **Actions** :
- Stocke `activityCity: false` dans le store Zustand
- Joue l'audio `alertCentral`
- **État** : Les systèmes lisent `activityCity` depuis `useGameStore` pour adapter leur comportement
- **Attente** : Le joueur atteint la zone de trigger pour `searching_problem`
### 7. `searching_problem`
- **Déclenchement** : Quand le joueur entre dans la zone `searchingProblemZone` (position: `[-5, 25, -30]`)
- **Actions** :
- Joue l'audio `searchingProblem`
- Affiche l'objet "central" (position: `[1, 15, -45]`)
- **Attente** : Le joueur interagit avec l'objet "central"
### 8. `preparation`
- **Déclenchement** : Quand le joueur interagit avec l'objet "central"
- **Actions** :
- Bloque le mouvement (`setCanMove(false)`)
- Cache l'objet "central"
### 9. `outOfFabrik`
- **Déclenchement** : (non implémenté pour le moment)
- **Action** : Transition vers l'étape finale
---
## Fichiers clés
| Fichier | Rôle |
| --------------------------------------- | --------------------------------------------------------- |
| `src/managers/stores/useGameStore.ts` | Store Zustand pour l'état global du jeu |
| `src/components/game/GameFlow.tsx` | Gère les transitions automatiques et la lecture audio |
| `src/components/ui/IntroUI.tsx` | Affiche l'input pour le prénom et le message de bienvenue |
| `src/components/zone/ZoneDetection.tsx` | Détecte quand le joueur entre dans une zone |
| `src/world/GameStageContent.tsx` | Monte les contenus de mission dans la scène |
| `src/data/audioConfig.ts` | Chemins des fichiers audio |
| `src/data/zones.ts` | Configuration des zones de transition |
---
## Configuration audio
```typescript
// src/data/audioConfig.ts
export const AUDIO_PATHS = {
intro: "/sounds/fa.mp3",
bienvenue: "/sounds/fa.mp3",
alertCentral: "/sounds/fa.mp3",
searchingProblem: "/sounds/fa.mp3",
};
```
---
## Configuration des zones
```typescript
// src/data/zones.ts
export const ZONES: Zone[] = [
{
id: "fabrikExit",
position: [-5, 25, -15],
radius: 10,
height: 20,
targetStep: "mission2",
},
{
id: "searchingProblemZone",
position: [-5, 25, -30],
radius: 10,
height: 20,
targetStep: "searching_problem",
},
];
```
---
## Store Zustand
```typescript
// src/managers/stores/useGameStore.ts
interface GameState {
mainState: MainGameState;
missionFlow: {
activityCity: boolean;
canMove: boolean;
playerName: string;
};
}
```
---
## Debug
En mode debug (`?debug` dans l'URL), on peut voir :
- **Game Step** : L'étape actuelle dans le panneau lil-gui
- **Player Position** : Position X, Y, Z du joueur en temps réel
- **Zone Visualization** : Anneaux visuels au sol pour les zones + cylindres transparents
---
## Notes techniques
- Le mouvement du joueur est bloqué tant que `canMove` est `false`
- Le store Zustand (`useGameStore`) est la source principale de vérité
- `GameStepManager` synchronise automatiquement avec le store Zustand lors des transitions
- Les transitions via les zones utilisent `GameStepManager.transitionTo()` qui met à jour le store
- L'audio utilise un callback `onEnded` pour déclencher les transitions automatiques
+1 -1
View File
@@ -32,7 +32,7 @@ This keeps hand tracking active while the player is inside an interaction zone,
The production repair activation conditions are:
- active `mainState` is `bike`, `pylone`, or `ferme`
- active `mainState` is `ebike`, `pylon`, or `farm`
- the active mission step is `inspected`, `repairing`, `reassembling`, or `done`
This keeps the webcam off during `waiting`, `fragmented`, and `scanning`, then enables hand input only when the repair flow is expected to use hands.
+9 -9
View File
@@ -8,11 +8,11 @@ The repair game is the current core gameplay loop. It gives three missions the s
Implemented missions:
| Mission | Object | Role |
| -------- | ------------- | --------------------------------------------- |
| `bike` | E-bike | Repair a damaged cooling core |
| `pylone` | Power pylon | Restore relay/panel-like broken parts |
| `ferme` | Vertical farm | Stabilize irrigation/sensor-like broken parts |
| Mission | Object | Role |
| ------- | ------------- | --------------------------------------------- |
| `ebike` | E-bike | Repair a damaged cooling core |
| `pylon` | Power pylon | Restore relay/panel-like broken parts |
| `farm` | Vertical farm | Stabilize irrigation/sensor-like broken parts |
## Main Files
@@ -79,7 +79,7 @@ src/managers/stores/useGameStore.ts
- `setMissionStep(mission, nextStep)`
- `completeMission(mission)`
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.
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.
## Data-Driven Mission Config
@@ -324,9 +324,9 @@ src/world/GameStageContent.tsx
Current positions:
```tsx
<RepairGame mission="bike" position={[8, 0, -6]} />
<RepairGame mission="pylone" position={[64, 0, -66]} />
<RepairGame mission="ferme" position={[-24, 0, 42]} />
<RepairGame mission="ebike" position={[42.2399, 4.5484, 34.6468]} />
<RepairGame mission="pylon" position={[64, 0, -66]} />
<RepairGame mission="farm" position={[-24, 0, 42]} />
```
Only the repair game whose `mission` matches `useGameStore().mainState` renders active content.
+17 -17
View File
@@ -65,18 +65,18 @@ Main states:
| Main state | Role |
| ---------- | ------------------------------- |
| `intro` | Onboarding and opening sequence |
| `bike` | E-bike repair sequence |
| `pylone` | Power pylon repair sequence |
| `ferme` | Vertical farm repair sequence |
| `ebike` | E-bike repair sequence |
| `pylon` | Power pylon repair sequence |
| `farm` | Vertical farm repair sequence |
| `outro` | Ending sequence |
Other important state:
- `isCinematicPlaying`
- `intro`
- `bike`
- `pylone`
- `ferme`
- `ebike`
- `pylon`
- `farm`
- `outro`
Mission steps:
@@ -125,28 +125,28 @@ For development and debug tooling, direct setters also exist:
```ts
const setMainState = useGameStore((state) => state.setMainState);
setMainState("bike");
setMainState("ebike");
```
Direct setters are useful for debug panels, but production gameplay should prefer business actions such as:
- `advanceGameState`
- `completeBike`
- `completePylone`
- `completeFerme`
- `completeEbike`
- `completePylon`
- `completeFarm`
- `completeMission`
Mission gameplay that can target `bike`, `pylone`, or `ferme` should prefer generic mission actions:
Mission gameplay that can target `ebike`, `pylon`, or `farm` should prefer generic mission actions:
```ts
const setMissionStep = useGameStore((state) => state.setMissionStep);
const completeMission = useGameStore((state) => state.completeMission);
setMissionStep("bike", "inspected");
completeMission("bike");
setMissionStep("ebike", "inspected");
completeMission("ebike");
```
This keeps reusable gameplay components such as `RepairGame` from duplicating mission-specific branches like `setBikeState`, `setPyloneState`, and `setFermeState`.
This keeps reusable gameplay components such as `RepairGame` from duplicating mission-specific branches like `setEbikeState`, `setPylonState`, and `setFarmState`.
## Settings Store
@@ -188,9 +188,9 @@ State/actions:
Current production repair placement:
```tsx
<RepairGame mission="bike" position={[8, 0, -6]} />
<RepairGame mission="pylone" position={[64, 0, -66]} />
<RepairGame mission="ferme" position={[-24, 0, 42]} />
<RepairGame mission="ebike" position={[42.2399, 4.5484, 34.6468]} />
<RepairGame mission="pylon" position={[64, 0, -66]} />
<RepairGame mission="farm" position={[-24, 0, 42]} />
```
`RepairGame` reads the active mission step from the store and writes transitions through generic actions such as `setMissionStep` and `completeMission`.
+5 -5
View File
@@ -63,12 +63,12 @@ This document lists the user-visible and developer-facing features implemented i
## Repair Gameplay
- Reusable `RepairGame` mounted for `bike`, `pylone`, and `ferme`
- Reusable `RepairGame` mounted for `ebike`, `pylon`, and `farm`
- Mission progression driven by Zustand and shared `MissionStep` types
- Production repair positions:
- `bike` at `[8, 0, -6]`
- `pylone` at `[64, 0, -66]`
- `ferme` at `[-24, 0, 42]`
- `ebike` at `[42.2399, 4.5484, 34.6468]`
- `pylon` at `[64, 0, -66]`
- `farm` at `[-24, 0, 42]`
- Debug physics repair playground zones for all three missions
- Data-driven mission config in `src/data/gameplay/repairMissions.ts`
- Mission flow: `locked -> waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done`
@@ -95,7 +95,7 @@ This document lists the user-visible and developer-facing features implemented i
## Game Progression Store
- Zustand `useGameStore` for durable gameplay progression
- Main states: `intro`, `bike`, `pylone`, `ferme`, `outro`
- Main states: `intro`, `ebike`, `pylon`, `farm`, `outro`
- Per-mission repair step state
- Per-mission completion flags
- Generic mission helpers: `setMissionStep`, `completeMission`, `advanceGameState`, `rewindGameState`, `resetGame`
+6 -6
View File
@@ -8,7 +8,7 @@ The main feature is a reusable repair flow mounted in the production game scene.
The current user flow is:
1. Enter a mission state such as `bike`, `pylone`, or `ferme`.
1. Enter a mission state such as `ebike`, `pylon`, or `farm`.
2. Move close to the active repair object in the game scene.
3. Aim at the object and press the interaction key when prompted.
4. The mission step moves from `waiting` to `inspected`.
@@ -21,7 +21,7 @@ The current user flow is:
11. Move each scanned broken part into a compatible placeholder so the damaged parts are stored in the case.
12. Press `E` on the green install target to move to `reassembling`. Wrong parts turn the target red and cannot finish the repair.
13. The exploded object animates back into its assembled form with completion particles, then moves to `done`.
14. Press `E` on the completion target. The repair case closes, returns to the ground, disappears, then `completeMission` moves to the next mission or to `outro` after `ferme`.
14. Press `E` on the completion target. The repair case closes, returns to the ground, disappears, then `completeMission` moves to the next mission or to `outro` after `farm`.
## Why It Matters
@@ -39,11 +39,11 @@ In `inspected`, `RepairGame` can also move to `fragmented`. Keyboard input goes
In `fragmented`, the repair object is rendered with `ExplodableModel`, then automatically advances to `scanning`. In `scanning`, the exploded model remains visible, a blue scan visual moves from part to part, and a red halo/wire marker plus the configured broken UI video stay attached to configured broken parts after the scanner reaches them. The scan matches configured broken parts by `nodeName` and reports diagnostics when a configured node is missing. In `repairing`, the case opens in a larger focused transform, `RepairCaseModel` traverses the case GLTF for empty nodes named `placeholder_*`, several grabbable replacement parts appear on those slot positions, and releasing a part near a slot snaps it into place with a short GSAP animation. Scanned broken parts are also rendered as grabbable objects and must be deposited into a compatible slot before the final install target validates. If `brokenParts[].caseSlotName` is configured, that broken part snaps only to the matching slot; otherwise it can use any available slot. If the current case asset has no slot nodes, the flow keeps using fallback focus positions and logs the fallback. Replacement parts show green or red placement feedback after snapping, broken parts show stored feedback after deposit, and the install target gives a short blocked feedback if the player tries to validate too early. The install target only validates when the configured correct replacement part is placed and all scanned broken parts have been deposited. In `reassembling`, the exploded model animates back into its assembled position with green completion particles before the flow moves to `done`. In `done`, the repaired object remains visible with a completion target; validating closes the repair case first, then plays the case exit animation before advancing the global mission progression.
The mission config now carries the mission-specific variations. `bike` repairs one cooling core, `pylone` scans and stores both the lamp relay and a damaged panel with slower scan/reassembly timing, and `ferme` scans and stores an irrigation pump plus humidity sensor with faster scan/reassembly timing.
The mission config now carries the mission-specific variations. `ebike` repairs one cooling core, `pylon` scans and stores both the lamp relay and a damaged panel with slower scan/reassembly timing, and `farm` scans and stores an irrigation pump plus humidity sensor with faster scan/reassembly timing.
## Key Files
- `src/world/GameStageContent.tsx` mounts production `RepairGame` instances for `bike`, `pylone`, and `ferme`.
- `src/world/GameStageContent.tsx` mounts production `RepairGame` instances for `ebike`, `pylon`, and `farm`.
- `src/components/three/gameplay/RepairCompletionStep.tsx` renders the final repaired object, completion target, case exit animation, and mission UI prompt.
- `src/components/three/gameplay/RepairGame.tsx` composes the reusable production repair flow.
- `src/components/three/gameplay/RepairBrokenPartHighlight.tsx` renders the red halo and wire marker around detected broken parts during scanning.
@@ -65,7 +65,7 @@ The mission config now carries the mission-specific variations. `bike` repairs o
- `src/components/three/models/ExplodableModel.tsx` renders selectable models with split/exploded visualization.
- `src/data/gameplay/repairCaseConfig.ts` stores repair case model, sound, and animation constants.
- `src/data/gameplay/repairGameConfig.ts` stores repair flow timing constants.
- `src/data/gameplay/repairMissions.ts` stores reusable repair mission config for `bike`, `pylone`, and `ferme`.
- `src/data/gameplay/repairMissions.ts` stores reusable repair mission config for `ebike`, `pylon`, and `farm`.
- `src/managers/stores/useGameStore.ts` stores mission progression state and generic mission step helpers.
- `src/types/gameplay/repairMission.ts` contains shared repair mission ids, mission steps, and guards used by the store, data config, debug UI, and gameplay components.
@@ -73,7 +73,7 @@ The mission config now carries the mission-specific variations. `bike` repairs o
The production repair flow currently requires:
- the active `mainState` to be one of `bike`, `pylone`, or `ferme`
- the active `mainState` to be one of `ebike`, `pylon`, or `farm`
- `GameStageContent` mounted inside the game scene Rapier `Physics` boundary
- model assets available under `public/models/`
- sound assets available under `public/sounds/`
+141 -26
View File
@@ -26,6 +26,32 @@ const IDENTITY_NODE = {
scale: [1, 1, 1],
};
const MAX_MESH_Y_PLACEMENT_OFFSET = 2;
const RAW_INDEX = {
directionGroup: 5,
fermeGroup: 4798,
energieGroup: 4800,
lafabrikGroup: 4873,
ecoleGroup: 4895,
residenceZoneSources: [830, 874, 892],
};
const RAW_RANGES = {
directionPrimary: [6, 12],
residenceZone1: [831, 873],
residenceZone2: [875, 891],
residenceZone3: [893, 942],
residenceBikes: [14, 23],
residenceMailboxes: [25, 58],
energyPylones: [61, 96],
vegetationPrimary: [98, 829],
lakePipes: [944, 944],
fields: [946, 4594],
farm: [4595, 4799],
vegetationFarmArea: [4750, 4797],
energy: [4801, 4872],
lafabrik: [4874, 4894],
directionSecondary: [4896, 4897],
vegetationSecondary: [4898, 4997],
};
function cloneNode(node) {
return {
@@ -69,6 +95,15 @@ function getOrCreateModelGroup(parent, modelName) {
return group;
}
function getRequiredRawNode(rawData, index, label) {
const node = rawData[index];
if (!node) {
throw new Error(`Missing raw map node for ${label} at index ${index}`);
}
return node;
}
function createRenderableObject(objectNode, meshNode) {
const mappedMesh = mapMeshNode(meshNode);
const renderableNode = cloneNode(objectNode ?? meshNode);
@@ -177,28 +212,53 @@ function getNearestGroup(groups, node) {
}
function createResidenceZones(rawData, residence) {
const zoneSources = [rawData[830], rawData[874], rawData[892]];
const zoneSources = RAW_INDEX.residenceZoneSources.map((index) =>
getRequiredRawNode(rawData, index, `residence zone ${index}`),
);
const zones = zoneSources.map((sourceNode, index) => {
const zone = createGroup(`zone${index + 1}_residence`, sourceNode);
residence.children.push(zone);
return zone;
});
addBuildingsByRange(rawData, zones[0], 831, 873);
addBuildingsByRange(rawData, zones[1], 875, 891);
addBuildingsByRange(rawData, zones[2], 893, 942);
addObjectsByRange(rawData, zones[0], 831, 873, RESIDENCE_MESH_NAMES);
addObjectsByRange(rawData, zones[1], 875, 891, RESIDENCE_MESH_NAMES);
addObjectsByRange(rawData, zones[2], 893, 942, RESIDENCE_MESH_NAMES);
addBuildingsByRange(rawData, zones[0], ...RAW_RANGES.residenceZone1);
addBuildingsByRange(rawData, zones[1], ...RAW_RANGES.residenceZone2);
addBuildingsByRange(rawData, zones[2], ...RAW_RANGES.residenceZone3);
addObjectsByRange(
rawData,
zones[0],
...RAW_RANGES.residenceZone1,
RESIDENCE_MESH_NAMES,
);
addObjectsByRange(
rawData,
zones[1],
...RAW_RANGES.residenceZone2,
RESIDENCE_MESH_NAMES,
);
addObjectsByRange(
rawData,
zones[2],
...RAW_RANGES.residenceZone3,
RESIDENCE_MESH_NAMES,
);
for (let i = 14; i <= 23; i++) {
for (
let i = RAW_RANGES.residenceBikes[0];
i <= RAW_RANGES.residenceBikes[1];
i++
) {
const node = rawData[i];
if (node?.type === "Mesh" && node.name === "parcebike") {
addRenderable(getNearestGroup(zones, node), null, node);
}
}
for (let i = 25; i <= 58; i++) {
for (
let i = RAW_RANGES.residenceMailboxes[0];
i <= RAW_RANGES.residenceMailboxes[1];
i++
) {
const node = rawData[i];
if (node?.type === "Mesh" && node.name === "boitesauxlettres") {
addRenderable(getNearestGroup(zones, node), null, node);
@@ -266,12 +326,27 @@ function transformMap() {
const vegetation = createGroup("vegetation");
const agriculture = createGroup("agriculture");
const champs = createGroup("champs");
const ferme = createGroup("ferme", rawData[4798]);
const ferme = createGroup(
"ferme",
getRequiredRawNode(rawData, RAW_INDEX.fermeGroup, "ferme group"),
);
const residence = createGroup("residence");
const energie = createGroup("energie", rawData[4800]);
const direction = createGroup("direction", rawData[5]);
const lafabrik = createGroup("lafabrik", rawData[4873]);
const ecole = createGroup("ecole", rawData[4895]);
const energie = createGroup(
"energie",
getRequiredRawNode(rawData, RAW_INDEX.energieGroup, "energie group"),
);
const direction = createGroup(
"direction",
getRequiredRawNode(rawData, RAW_INDEX.directionGroup, "direction group"),
);
const lafabrik = createGroup(
"lafabrik",
getRequiredRawNode(rawData, RAW_INDEX.lafabrikGroup, "lafabrik group"),
);
const ecole = createGroup(
"ecole",
getRequiredRawNode(rawData, RAW_INDEX.ecoleGroup, "ecole group"),
);
delete ecole.role;
const unclassified = createGroup("unclassified");
@@ -288,20 +363,60 @@ function transformMap() {
);
agriculture.children.push(champs, ferme);
addObjectsByRange(rawData, direction, 6, 12, DIRECTION_MESH_NAMES);
addObjectsByRange(
rawData,
direction,
...RAW_RANGES.directionPrimary,
DIRECTION_MESH_NAMES,
);
addStandaloneObject(rawData, residence, "ebike");
createResidenceZones(rawData, residence);
addObjectsByRange(rawData, energie, 61, 96, new Set(["pyloneelectrique"]));
addObjectsByRange(rawData, vegetation, 98, 829, VEGETATION_MESH_NAMES);
addObjectsByRange(rawData, agriculture, 944, 944, new Set(["tuyauxlac"]));
addObjectsByRange(rawData, champs, 946, 4594, CHAMP_MESH_NAMES);
addObjectsByRange(rawData, ferme, 4595, 4799, FERME_MESH_NAMES);
addObjectsByRange(rawData, vegetation, 4750, 4797, VEGETATION_MESH_NAMES);
addObjectsByRange(rawData, energie, 4801, 4872, ENERGIE_MESH_NAMES);
addBuildingsByRange(rawData, lafabrik, 4874, 4894);
addObjectsByRange(rawData, lafabrik, 4874, 4894, LAFABRIK_MESH_NAMES);
addObjectsByRange(rawData, direction, 4896, 4897, DIRECTION_MESH_NAMES);
addObjectsByRange(rawData, vegetation, 4898, 4997, VEGETATION_MESH_NAMES);
addObjectsByRange(
rawData,
energie,
...RAW_RANGES.energyPylones,
new Set(["pyloneelectrique"]),
);
addObjectsByRange(
rawData,
vegetation,
...RAW_RANGES.vegetationPrimary,
VEGETATION_MESH_NAMES,
);
addObjectsByRange(
rawData,
agriculture,
...RAW_RANGES.lakePipes,
new Set(["tuyauxlac"]),
);
addObjectsByRange(rawData, champs, ...RAW_RANGES.fields, CHAMP_MESH_NAMES);
addObjectsByRange(rawData, ferme, ...RAW_RANGES.farm, FERME_MESH_NAMES);
addObjectsByRange(
rawData,
vegetation,
...RAW_RANGES.vegetationFarmArea,
VEGETATION_MESH_NAMES,
);
addObjectsByRange(rawData, energie, ...RAW_RANGES.energy, ENERGIE_MESH_NAMES);
addBuildingsByRange(rawData, lafabrik, ...RAW_RANGES.lafabrik);
addObjectsByRange(
rawData,
lafabrik,
...RAW_RANGES.lafabrik,
LAFABRIK_MESH_NAMES,
);
addObjectsByRange(
rawData,
direction,
...RAW_RANGES.directionSecondary,
DIRECTION_MESH_NAMES,
);
addObjectsByRange(
rawData,
vegetation,
...RAW_RANGES.vegetationSecondary,
VEGETATION_MESH_NAMES,
);
for (let i = 0; i < rawData.length; i++) {
const node = rawData[i];
+9 -1
View File
@@ -8,6 +8,7 @@ export function GameFlow(): null {
const setStep = useGameStore((state) => state.setIntroStep);
const setActivityCity = useGameStore((state) => state.setActivityCity);
const setCanMove = useGameStore((state) => state.setCanMove);
const completeIntro = useGameStore((state) => state.completeIntro);
const hasInitialized = useRef(false);
useEffect(() => {
@@ -55,10 +56,17 @@ export function GameFlow(): null {
if (step === "manipulation") {
setCanMove(false);
const timeoutId = window.setTimeout(() => {
completeIntro();
}, 1000);
return () => {
window.clearTimeout(timeoutId);
};
}
return undefined;
}, [step, setStep, setActivityCity, setCanMove]);
}, [completeIntro, step, setStep, setActivityCity, setCanMove]);
return null;
}
@@ -41,8 +41,27 @@ type InteractableObjectProps =
const _cameraPos = new THREE.Vector3();
const _cameraDir = new THREE.Vector3();
const _objectPos = new THREE.Vector3();
const _objectBounds = new THREE.Box3();
const _raycaster = new THREE.Raycaster();
function getInteractableWorldPosition(
group: THREE.Group,
debugSphere: THREE.Mesh | null,
): THREE.Vector3 {
_objectBounds.makeEmpty();
for (const child of group.children) {
if (child === debugSphere) continue;
_objectBounds.expandByObject(child);
}
if (!_objectBounds.isEmpty()) {
return _objectBounds.getCenter(_objectPos);
}
return group.getWorldPosition(_objectPos);
}
function createInteractableHandle(
props: InteractableObjectProps,
): InteractableHandle {
@@ -158,7 +177,7 @@ export function InteractableObject(
const t = bodyRef.current.translation();
_objectPos.set(t.x, t.y, t.z);
} else if (group) {
group.getWorldPosition(_objectPos);
getInteractableWorldPosition(group, debugSphereRef.current);
} else {
_objectPos.set(...position);
}
@@ -2,7 +2,6 @@ import { useEffect, useMemo } from "react";
import * as THREE from "three";
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
import { disposeObject3D } from "@/utils/three/dispose";
function applyShadowSettings(
object: THREE.Object3D,
@@ -48,12 +47,6 @@ export function SimpleModel({
applyShadowSettings(model, castShadow, receiveShadow);
}, [castShadow, model, receiveShadow]);
useEffect(() => {
return () => {
disposeObject3D(model);
};
}, [model]);
const parsedScale =
typeof scale === "number" ? ([scale, scale, scale] as Vector3Tuple) : scale;
+39 -20
View File
@@ -1,12 +1,15 @@
import { RotateCcw, StepBack, StepForward } from "lucide-react";
import { useGameStore } from "@/managers/stores/useGameStore";
import { isMissionStep, MISSION_STEPS } from "@/types/gameplay/repairMission";
import {
GAME_STEPS,
isGameStep,
MAIN_GAME_STATES,
type MainGameState,
} from "@/types/game";
} from "@/data/game/gameStateConfig";
import {
isMissionStep,
MISSION_STEPS,
} from "@/data/gameplay/repairMissionState";
import { useGameStore } from "@/managers/stores/useGameStore";
import type { MainGameState } from "@/types/game";
function toPascalCase(value: string): string {
return value
@@ -19,18 +22,18 @@ function toPascalCase(value: string): string {
export function GameStateDebugPanel(): React.JSX.Element {
const mainState = useGameStore((state) => state.mainState);
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
const pyloneStep = useGameStore((state) => state.pylone.currentStep);
const fermeStep = useGameStore((state) => state.ferme.currentStep);
const pylonStep = useGameStore((state) => state.pylon.currentStep);
const farmStep = useGameStore((state) => state.farm.currentStep);
const detail = useGameStore((state) => {
switch (state.mainState) {
case "intro":
return state.intro.currentStep;
case "ebike":
return state.ebike.currentStep;
case "pylone":
return state.pylone.currentStep;
case "ferme":
return state.ferme.currentStep;
case "pylon":
return state.pylon.currentStep;
case "farm":
return state.farm.currentStep;
case "outro":
return state.outro.hasStarted ? "started" : "waiting";
}
@@ -38,8 +41,8 @@ export function GameStateDebugPanel(): React.JSX.Element {
const setMainState = useGameStore((state) => state.setMainState);
const setIntroStep = useGameStore((state) => state.setIntroStep);
const setEbikeState = useGameStore((state) => state.setEbikeState);
const setPyloneState = useGameStore((state) => state.setPyloneState);
const setFermeState = useGameStore((state) => state.setFermeState);
const setPylonState = useGameStore((state) => state.setPylonState);
const setFarmState = useGameStore((state) => state.setFarmState);
const setOutroState = useGameStore((state) => state.setOutroState);
const advanceGameState = useGameStore((state) => state.advanceGameState);
const rewindGameState = useGameStore((state) => state.rewindGameState);
@@ -72,13 +75,13 @@ export function GameStateDebugPanel(): React.JSX.Element {
return;
}
if (mainState === "pylone") {
setPyloneState({ currentStep: nextSubState });
if (mainState === "pylon") {
setPylonState({ currentStep: nextSubState });
return;
}
if (mainState === "ferme") {
setFermeState({ currentStep: nextSubState });
if (mainState === "farm") {
setFarmState({ currentStep: nextSubState });
return;
}
}
@@ -86,18 +89,34 @@ export function GameStateDebugPanel(): React.JSX.Element {
function setDebugMainState(nextMainState: MainGameState): void {
setMainState(nextMainState);
if (
nextMainState === "pylon" ||
nextMainState === "farm" ||
nextMainState === "outro"
) {
setEbikeState({ currentStep: "done", isRepaired: true });
}
if (nextMainState === "farm" || nextMainState === "outro") {
setPylonState({ currentStep: "done", isPowered: true });
}
if (nextMainState === "outro") {
setFarmState({ currentStep: "done", irrigationFixed: true });
}
if (nextMainState === "ebike" && ebikeStep === "locked") {
setEbikeState({ currentStep: "waiting" });
return;
}
if (nextMainState === "pylone" && pyloneStep === "locked") {
setPyloneState({ currentStep: "waiting" });
if (nextMainState === "pylon" && pylonStep === "locked") {
setPylonState({ currentStep: "waiting" });
return;
}
if (nextMainState === "ferme" && fermeStep === "locked") {
setFermeState({ currentStep: "waiting" });
if (nextMainState === "farm" && farmStep === "locked") {
setFarmState({ currentStep: "waiting" });
}
}
+1 -1
View File
@@ -4,7 +4,7 @@ import * as THREE from "three";
import { ZONES } from "@/data/zones";
import { useGameStore } from "@/managers/stores/useGameStore";
import { Debug } from "@/utils/debug/Debug";
import { GAME_STEPS } from "@/types/game";
import { GAME_STEPS } from "@/data/game/gameStateConfig";
const _playerPos = new THREE.Vector3();
const _zonePos = new THREE.Vector3();
+8
View File
@@ -1,3 +1,5 @@
import type { AudioCategory } from "@/managers/AudioManager";
export const AUDIO_PATHS = {
intro: "/sounds/effect/fa.mp3",
bienvenue: "/sounds/effect/fa.mp3",
@@ -5,3 +7,9 @@ export const AUDIO_PATHS = {
searching: "/sounds/effect/fa.mp3",
helped: "/sounds/effect/fa.mp3",
} as const;
export const DEFAULT_CATEGORY_VOLUMES: Record<AudioCategory, number> = {
music: 1,
sfx: 1,
dialogue: 1,
};
+4 -4
View File
@@ -31,19 +31,19 @@ export const TEST_SCENE_REPAIR_ZONES = [
position: [-12, 0, -12],
},
{
mission: "pylone",
label: "Pylone",
mission: "pylon",
label: "Pylon",
color: "#facc15",
position: [0, 0, -12],
},
{
mission: "ferme",
mission: "farm",
label: "Farm",
color: "#86efac",
position: [12, 0, -12],
},
] as const satisfies readonly {
mission: "ebike" | "pylone" | "ferme";
mission: "ebike" | "pylon" | "farm";
label: string;
color: string;
position: Vector3Tuple;
+19 -13
View File
@@ -38,53 +38,59 @@ export const docGroups: DocGroup[] = [
subtitle: "Gameplay implementation",
meta: "04",
},
{
path: "/docs/mission-flow",
title: "Mission Flow",
subtitle: "Intro and mission progression",
meta: "05",
},
{
path: "/docs/interaction",
title: "Interaction System",
subtitle: "Trigger, grab, hand input",
meta: "05",
meta: "06",
},
{
path: "/docs/target-architecture",
title: "Target Architecture",
subtitle: "Next direction",
meta: "06",
meta: "07",
},
{
path: "/docs/technical-editor",
title: "Editor Technical Notes",
subtitle: "Implementation details",
meta: "07",
meta: "08",
},
{
path: "/docs/audio",
title: "Audio Technical Notes",
subtitle: "Music, dialogue, SRT, and SFX",
meta: "08",
meta: "09",
},
{
path: "/docs/hand-tracking",
title: "Hand Tracking Technical Notes",
subtitle: "Webcam interaction pipeline",
meta: "09",
meta: "10",
},
{
path: "/docs/zustand",
title: "Zustand Stores",
subtitle: "Game, settings, subtitles",
meta: "10",
meta: "11",
},
{
path: "/docs/three-debugging",
title: "Three Debugging",
subtitle: "Step into Three.js internals",
meta: "11",
meta: "12",
},
{
path: "/docs/map-performance",
title: "Map Performance",
subtitle: "Draw calls, triangles, and streaming",
meta: "12",
meta: "13",
},
],
},
@@ -95,25 +101,25 @@ export const docGroups: DocGroup[] = [
path: "/docs/features",
title: "Features",
subtitle: "Implemented scope",
meta: "13",
meta: "14",
},
{
path: "/docs/main-feature",
title: "Main Feature",
subtitle: "Repair-game prototype",
meta: "14",
meta: "15",
},
{
path: "/docs/editor",
title: "Editor User Guide",
subtitle: "Editing workflow",
meta: "15",
meta: "16",
},
{
path: "/docs/animation",
title: "Animation & 3D Model System",
subtitle: "Components and usage",
meta: "16",
meta: "17",
},
],
},
@@ -124,7 +130,7 @@ export const docGroups: DocGroup[] = [
path: "/docs/code-review",
title: "Code Review Prep",
subtitle: "Presentation support",
meta: "17",
meta: "18",
},
],
},
+33
View File
@@ -0,0 +1,33 @@
import type { GameStep, MainGameState } from "@/types/game";
export const GAME_STEPS: readonly GameStep[] = [
"intro",
"start-intro",
"naming",
"bienvenue",
"star-move",
"mission2",
"searching",
"helped",
"manipulation",
"outOfFabrik",
];
export const MAIN_GAME_STATES: readonly MainGameState[] = [
"intro",
"ebike",
"pylon",
"farm",
"outro",
] as const;
const GAME_STEP_VALUES: ReadonlySet<string> = new Set(GAME_STEPS);
const MAIN_GAME_STATE_VALUES: ReadonlySet<string> = new Set(MAIN_GAME_STATES);
export function isGameStep(value: unknown): value is GameStep {
return typeof value === "string" && GAME_STEP_VALUES.has(value);
}
export function isMainGameState(value: unknown): value is MainGameState {
return typeof value === "string" && MAIN_GAME_STATE_VALUES.has(value);
}
+22 -7
View File
@@ -1,21 +1,36 @@
import type { Vector3Tuple } from "@/types/three/three";
import type { RepairMissionId } from "@/types/gameplay/repairMission";
export interface RepairMissionTriggerConfig {
mission: RepairMissionId;
label: string;
radius: number;
}
export const EBIKE_REPAIR_POSITION = [
42.2399, 4.5484, 34.6468,
] as const satisfies Vector3Tuple;
const REPAIR_MISSION_POSITIONS = {
ebike: EBIKE_REPAIR_POSITION,
pylone: [64, 0, -66],
ferme: [-24, 0, 42],
pylon: [64, 0, -66],
farm: [-24, 0, 42],
} as const satisfies Record<RepairMissionId, Vector3Tuple>;
export const REPAIR_MISSION_POSITION_ENTRIES = [
{ mission: "ebike", position: REPAIR_MISSION_POSITIONS.ebike },
{ mission: "pylone", position: REPAIR_MISSION_POSITIONS.pylone },
{ mission: "ferme", position: REPAIR_MISSION_POSITIONS.ferme },
] as const satisfies readonly {
export const REPAIR_MISSION_TRIGGERS = [
{
mission: "ebike",
label: "Réparer l'e-bike",
radius: 4,
},
] as const satisfies readonly RepairMissionTriggerConfig[];
export const REPAIR_MISSION_POSITION_ENTRIES = Object.entries(
REPAIR_MISSION_POSITIONS,
).map(([mission, position]) => ({
mission: mission as RepairMissionId,
position,
})) satisfies readonly {
mission: RepairMissionId;
position: Vector3Tuple;
}[];
+69
View File
@@ -0,0 +1,69 @@
import type {
MissionStep,
RepairMissionId,
} from "@/types/gameplay/repairMission";
const REPAIR_MISSION_IDS = ["ebike", "pylon", "farm"] as const;
const REPAIR_MISSION_ID_VALUES: ReadonlySet<string> = new Set(
REPAIR_MISSION_IDS,
);
export const MISSION_STEPS = [
"locked",
"waiting",
"inspected",
"fragmented",
"scanning",
"repairing",
"reassembling",
"done",
] as const satisfies readonly MissionStep[];
const MISSION_STEP_VALUES: ReadonlySet<string> = new Set(MISSION_STEPS);
export function isRepairMissionId(value: string): value is RepairMissionId {
return REPAIR_MISSION_ID_VALUES.has(value);
}
export function isMissionStep(value: string): value is MissionStep {
return MISSION_STEP_VALUES.has(value);
}
export function getNextMissionStep(step: MissionStep): MissionStep {
switch (step) {
case "locked":
return "waiting";
case "waiting":
return "inspected";
case "inspected":
return "fragmented";
case "fragmented":
return "scanning";
case "scanning":
return "repairing";
case "repairing":
return "reassembling";
case "reassembling":
case "done":
return "done";
}
}
export function getPreviousMissionStep(step: MissionStep): MissionStep {
switch (step) {
case "locked":
case "waiting":
return "locked";
case "inspected":
return "waiting";
case "fragmented":
return "inspected";
case "scanning":
return "fragmented";
case "repairing":
return "scanning";
case "reassembling":
return "repairing";
case "done":
return "reassembling";
}
}
+16 -16
View File
@@ -53,8 +53,8 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
},
],
},
pylone: {
id: "pylone",
pylon: {
id: "pylon",
label: "Power pylon",
description:
"Restore the pylon lamp relay and damaged panel before reconnecting the grid",
@@ -64,17 +64,17 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
brokenUiPath: REPAIR_BROKEN_UI_PATH,
case: DEFAULT_REPAIR_CASE,
reassemblySeconds: 1.8,
requiredReplacementPartId: "pylone-grid-relay-replacement",
requiredReplacementPartId: "pylon-grid-relay-replacement",
scanPartSeconds: 1.4,
brokenParts: [
{
id: "pylone-grid-relay",
id: "pylon-grid-relay",
label: "Grid relay",
nodeName: "lampe",
caseSlotName: "placeholder_1",
},
{
id: "pylone-damaged-panel",
id: "pylon-damaged-panel",
label: "Damaged solar panel",
nodeName: "panneau2",
caseSlotName: "placeholder_2",
@@ -82,24 +82,24 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
],
replacementParts: [
{
id: "pylone-grid-relay-replacement",
id: "pylon-grid-relay-replacement",
label: "Replacement grid relay",
modelPath: "/models/pylone/model.gltf",
},
{
id: "pylone-stone-distractor",
id: "pylon-stone-distractor",
label: "Stone counterweight",
modelPath: "/models/galet/model.gltf",
},
{
id: "pylone-cooling-distractor",
id: "pylon-cooling-distractor",
label: "Cooling core",
modelPath: "/models/refroidisseur/model.gltf",
},
],
},
ferme: {
id: "ferme",
farm: {
id: "farm",
label: "Vertical farm",
description:
"Stabilize the irrigation loop and humidity sensor before restarting the farm",
@@ -109,33 +109,33 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
brokenUiPath: REPAIR_BROKEN_UI_PATH,
case: DEFAULT_REPAIR_CASE,
reassemblySeconds: 1.2,
requiredReplacementPartId: "ferme-irrigation-pump-replacement",
requiredReplacementPartId: "farm-irrigation-pump-replacement",
scanPartSeconds: 0.9,
brokenParts: [
{
id: "ferme-irrigation-pump",
id: "farm-irrigation-pump",
label: "Irrigation pump",
caseSlotName: "placeholder_1",
},
{
id: "ferme-humidity-sensor",
id: "farm-humidity-sensor",
label: "Humidity sensor",
caseSlotName: "placeholder_2",
},
],
replacementParts: [
{
id: "ferme-irrigation-pump-replacement",
id: "farm-irrigation-pump-replacement",
label: "Replacement irrigation pump",
modelPath: "/models/fermeverticale/model.gltf",
},
{
id: "ferme-tree-distractor",
id: "farm-tree-distractor",
label: "Tree sensor",
modelPath: "/models/sapin/model.gltf",
},
{
id: "ferme-radio-distractor",
id: "farm-radio-distractor",
label: "Radio module",
modelPath: "/models/talkie/model.gltf",
},
-15
View File
@@ -1,6 +1,3 @@
const HAND_TRACKING_LOCAL_WS_URL = "ws://localhost:8000/ws";
const HAND_TRACKING_PROD_WS_URL = "wss://handtracking.la-fabrik.fr/ws";
export const HAND_TRACKING_FRAME_WIDTH = 320;
export const HAND_TRACKING_FRAME_HEIGHT = 240;
export const HAND_TRACKING_TARGET_FPS = 10;
@@ -11,15 +8,3 @@ export const HAND_TRACKING_BROWSER_WASM_URL =
"https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@0.10.35/wasm";
export const HAND_TRACKING_BROWSER_MODEL_URL =
"https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/1/hand_landmarker.task";
export function getHandTrackingWsUrl(): string {
const configuredUrl = import.meta.env.VITE_HAND_TRACKING_WS_URL;
if (configuredUrl) {
return configuredUrl;
}
return import.meta.env.DEV
? HAND_TRACKING_LOCAL_WS_URL
: HAND_TRACKING_PROD_WS_URL;
}
-10
View File
@@ -89,13 +89,3 @@ export type MapInstancingAssetType =
export type MapInstancingAssetConfig =
(typeof MAP_INSTANCING_ASSETS)[MapInstancingAssetType];
const MAP_INSTANCED_NODE_NAMES: ReadonlySet<string> = new Set(
Object.values(MAP_INSTANCING_ASSETS)
.filter((config) => config.enabled)
.map((config) => config.mapName),
);
export function isInstancedMapNodeName(name: string): boolean {
return MAP_INSTANCED_NODE_NAMES.has(name);
}
+97
View File
@@ -0,0 +1,97 @@
export type MapPerformanceGroupName =
| "vegetation"
| "crops"
| "trees"
| "buildings"
| "landmarks"
| "props"
| "terrain"
| "sky";
export type MapPerformanceModelName =
| "buisson"
| "arbre"
| "sapin"
| "champdeble"
| "champdesoja"
| "champsdetournesol"
| "ecole"
| "generateur"
| "fermeverticale"
| "lafabrik"
| "immeuble1"
| "eolienne"
| "pylone"
| "boiteauxlettres"
| "maison1"
| "panneauaffichage"
| "panneauclassique"
| "panneaufleche"
| "panneausolaire"
| "parcebike"
| "terrain"
| "sky";
export const MAP_PERFORMANCE_GROUP_NAMES: readonly MapPerformanceGroupName[] = [
"vegetation",
"crops",
"trees",
"buildings",
"landmarks",
"props",
"terrain",
"sky",
];
export const MAP_PERFORMANCE_MODEL_NAMES: readonly MapPerformanceModelName[] = [
"buisson",
"arbre",
"sapin",
"champdeble",
"champdesoja",
"champsdetournesol",
"ecole",
"generateur",
"fermeverticale",
"lafabrik",
"immeuble1",
"eolienne",
"pylone",
"boiteauxlettres",
"maison1",
"panneauaffichage",
"panneauclassique",
"panneaufleche",
"panneausolaire",
"parcebike",
"terrain",
"sky",
];
export const MAP_PERFORMANCE_MODEL_GROUPS: Record<
MapPerformanceModelName,
readonly MapPerformanceGroupName[]
> = {
buisson: ["vegetation"],
arbre: ["vegetation", "trees"],
sapin: ["vegetation", "trees"],
champdeble: ["vegetation", "crops"],
champdesoja: ["vegetation", "crops"],
champsdetournesol: ["vegetation", "crops"],
ecole: ["buildings", "landmarks"],
generateur: ["landmarks"],
fermeverticale: ["buildings", "landmarks"],
lafabrik: ["buildings", "landmarks"],
immeuble1: ["buildings"],
eolienne: ["props"],
pylone: ["props"],
boiteauxlettres: ["props"],
maison1: ["buildings"],
panneauaffichage: ["props"],
panneauclassique: ["props"],
panneaufleche: ["props"],
panneausolaire: ["props"],
parcebike: ["props"],
terrain: ["terrain"],
sky: ["sky"],
};
+7
View File
@@ -0,0 +1,7 @@
import type { SceneLoadingState } from "@/types/world/sceneLoading";
export const INITIAL_SCENE_LOADING_STATE: SceneLoadingState = {
currentStep: "Initialisation du jeu",
progress: 0,
status: "loading",
};
@@ -2,7 +2,7 @@ export const VEGETATION_TYPES = {
buissons: {
mapName: "buisson",
modelPath: "/models/buisson/model.gltf",
scaleMultiplier: 2,
scaleMultiplier: 1.5,
castShadow: true,
receiveShadow: true,
windStrength: 0.08,
@@ -11,7 +11,7 @@ export const VEGETATION_TYPES = {
sapin: {
mapName: "sapin",
modelPath: "/models/sapin/model.gltf",
scaleMultiplier: 5,
scaleMultiplier: 4,
castShadow: true,
receiveShadow: true,
windStrength: 0.04,
-9
View File
@@ -13,12 +13,3 @@ export const WIND_BOUNDS = {
};
export type WindState = typeof WIND_DEFAULTS;
export function getWindVector(wind: WindState): { x: number; z: number } {
const intensity = wind.speed * wind.strength;
return {
x: Math.cos(wind.direction) * intensity,
z: Math.sin(wind.direction) * intensity,
};
}
@@ -6,10 +6,10 @@ export function useRepairMovementLocked(): boolean {
switch (state.mainState) {
case "ebike":
return isRepairMovementLocked(state.ebike.currentStep);
case "pylone":
return isRepairMovementLocked(state.pylone.currentStep);
case "ferme":
return isRepairMovementLocked(state.ferme.currentStep);
case "pylon":
return isRepairMovementLocked(state.pylon.currentStep);
case "farm":
return isRepairMovementLocked(state.farm.currentStep);
case "intro":
case "outro":
return false;
@@ -23,6 +23,7 @@ function isRepairMovementLocked(step: MissionStep): boolean {
step === "fragmented" ||
step === "scanning" ||
step === "repairing" ||
step === "reassembling"
step === "reassembling" ||
step === "done"
);
}
@@ -5,8 +5,8 @@ import {
HAND_TRACKING_JPEG_QUALITY,
HAND_TRACKING_RESPONSE_TIMEOUT_MS,
HAND_TRACKING_TARGET_FPS,
getHandTrackingWsUrl,
} from "@/data/handTrackingConfig";
import { getHandTrackingWsUrl } from "@/utils/handTracking/handTrackingEndpoint";
import {
INITIAL_HAND_TRACKING_SNAPSHOT,
getCameraStreamWithTimeout,
+2 -11
View File
@@ -1,15 +1,6 @@
import { useEffect, useMemo } from "react";
import { useMemo } from "react";
import * as THREE from "three";
import { disposeObject3D } from "@/utils/three/dispose";
export function useClonedObject<T extends THREE.Object3D>(object: T): T {
const clone = useMemo(() => object.clone(true) as T, [object]);
useEffect(() => {
return () => {
disposeObject3D(clone);
};
}, [clone]);
return clone;
return useMemo(() => object.clone(true) as T, [object]);
}
+35 -4
View File
@@ -16,6 +16,24 @@ interface TerrainHeightSampler {
getHeight: (x: number, z: number) => number | null;
}
interface CachedTerrainHeightSampler {
key: string;
sampler: TerrainHeightSampler;
}
const terrainSamplerCache = new WeakMap<
THREE.Object3D,
CachedTerrainHeightSampler
>();
function createTerrainSamplerCacheKey(
position: Vector3Tuple,
rotation: Vector3Tuple,
scale: Vector3Tuple,
): string {
return `${position.join(",")}|${rotation.join(",")}|${scale.join(",")}`;
}
function createTerrainHeightSampler(
scene: THREE.Object3D,
position: Vector3Tuple,
@@ -64,10 +82,23 @@ export function useTerrainHeightSampler(): TerrainHeightSampler {
const rotation = terrainNode?.rotation ?? DEFAULT_TERRAIN_ROTATION;
const scale = terrainNode?.scale ?? DEFAULT_TERRAIN_SCALE;
return useMemo(
() => createTerrainHeightSampler(scene, position, rotation, scale),
[position, rotation, scale, scene],
);
return useMemo(() => {
const key = createTerrainSamplerCacheKey(position, rotation, scale);
const cached = terrainSamplerCache.get(scene);
if (cached?.key === key) {
return cached.sampler;
}
const sampler = createTerrainHeightSampler(
scene,
position,
rotation,
scale,
);
terrainSamplerCache.set(scene, { key, sampler });
return sampler;
}, [position, rotation, scale, scene]);
}
export function useTerrainSnappedPosition(
+1 -1
View File
@@ -1,5 +1,5 @@
import { useEffect, useState } from "react";
import { INSTANCED_MAP_EXCEPTIONS } from "@/world/vegetation/vegetationConfig";
import { INSTANCED_MAP_EXCEPTIONS } from "@/data/world/vegetationConfig";
import type { MapNode } from "@/types/map/mapScene";
import {
type MapNodeInstanceTransform,
+26 -16
View File
@@ -1,4 +1,4 @@
import { useCallback, useRef, useState } from "react";
import { useCallback, useMemo, useRef, useState } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import { CHUNK_CONFIG } from "@/data/world/chunkStreamingConfig";
@@ -18,6 +18,7 @@ export function useVisibleWorldChunks<TChunk extends WorldChunkLike>(
): readonly TChunk[] {
const camera = useThree((state) => state.camera);
const lastUpdateRef = useRef(-CHUNK_CONFIG.updateInterval);
const activeChunkKeysRef = useRef<Set<string>>(new Set());
const [activeChunkKeys, setActiveChunkKeys] = useState<Set<string>>(
() => new Set(),
);
@@ -32,7 +33,7 @@ export function useVisibleWorldChunks<TChunk extends WorldChunkLike>(
chunk.centerX - cameraX,
chunk.centerZ - cameraZ,
);
const wasActive = activeChunkKeys.has(chunk.key);
const wasActive = activeChunkKeysRef.current.has(chunk.key);
const radius = wasActive
? CHUNK_CONFIG.unloadRadius
: CHUNK_CONFIG.loadRadius;
@@ -42,10 +43,11 @@ export function useVisibleWorldChunks<TChunk extends WorldChunkLike>(
}
}
if (areSetsEqual(nextKeys, activeChunkKeys)) return;
if (areSetsEqual(nextKeys, activeChunkKeysRef.current)) return;
activeChunkKeysRef.current = nextKeys;
setActiveChunkKeys(nextKeys);
}, [activeChunkKeys, camera, chunks]);
}, [camera, chunks]);
useFrame(({ clock }) => {
if (!streamingEnabled) return;
@@ -57,18 +59,26 @@ export function useVisibleWorldChunks<TChunk extends WorldChunkLike>(
updateActiveChunks();
});
if (!streamingEnabled) return chunks;
return useMemo(() => {
if (!streamingEnabled) return chunks;
return chunks.filter((chunk) => {
if (activeChunkKeys.size > 0) {
return activeChunkKeys.has(chunk.key);
}
return chunks.filter((chunk) => {
if (activeChunkKeys.size > 0) {
return activeChunkKeys.has(chunk.key);
}
return (
Math.hypot(
chunk.centerX - camera.position.x,
chunk.centerZ - camera.position.z,
) <= CHUNK_CONFIG.loadRadius
);
});
return (
Math.hypot(
chunk.centerX - camera.position.x,
chunk.centerZ - camera.position.z,
) <= CHUNK_CONFIG.loadRadius
);
});
}, [
activeChunkKeys,
camera.position.x,
camera.position.z,
chunks,
streamingEnabled,
]);
}
+1 -6
View File
@@ -1,3 +1,4 @@
import { DEFAULT_CATEGORY_VOLUMES } from "@/data/audioConfig";
import { logger } from "@/utils/core/Logger";
export type AudioCategory = "music" | "sfx" | "dialogue";
@@ -7,12 +8,6 @@ interface AudioContextWindow extends Window {
webkitAudioContext?: typeof AudioContext;
}
const DEFAULT_CATEGORY_VOLUMES: Record<AudioCategory, number> = {
music: 1,
sfx: 1,
dialogue: 1,
};
interface PlaySoundOptions {
category?: OneShotAudioCategory;
pan?: number;
+54 -52
View File
@@ -1,15 +1,13 @@
import { create } from "zustand";
import { isGameStep, isMainGameState } from "@/data/game/gameStateConfig";
import {
isGameStep,
isMainGameState,
type GameStep,
type MainGameState,
} from "@/types/game";
import {
isRepairMissionId,
isMissionStep,
getNextMissionStep,
getPreviousMissionStep,
isMissionStep,
isRepairMissionId,
} from "@/data/gameplay/repairMissionState";
import type { GameStep, MainGameState } from "@/types/game";
import {
type MissionStep,
type RepairMissionId,
} from "@/types/gameplay/repairMission";
@@ -49,10 +47,10 @@ export interface GameState {
ebike: MissionState & {
isRepaired: boolean;
};
pylone: MissionState & {
pylon: MissionState & {
isPowered: boolean;
};
ferme: MissionState & {
farm: MissionState & {
irrigationFixed: boolean;
};
outro: {
@@ -71,14 +69,14 @@ interface GameActions {
setIntroState: (intro: Partial<IntroState>) => void;
setPlayerName: (playerName: string) => void;
setEbikeState: (ebike: Partial<GameState["ebike"]>) => void;
setPyloneState: (pylone: Partial<GameState["pylone"]>) => void;
setFermeState: (ferme: Partial<GameState["ferme"]>) => void;
setPylonState: (pylon: Partial<GameState["pylon"]>) => void;
setFarmState: (farm: Partial<GameState["farm"]>) => void;
setOutroState: (outro: Partial<GameState["outro"]>) => void;
setMissionStep: (mission: RepairMissionId, step: MissionStep) => void;
completeIntro: () => void;
completeEbike: () => void;
completePylone: () => void;
completeFerme: () => void;
completePylon: () => void;
completeFarm: () => void;
completeMission: (mission: RepairMissionId) => void;
startOutro: () => void;
advanceGameState: () => void;
@@ -110,6 +108,10 @@ function completeIntroState(state: GameState): GameStateUpdate {
hasCompleted: true,
isEbikeUnlocked: true,
},
missionFlow: {
...state.missionFlow,
canMove: true,
},
ebike: {
...state.ebike,
currentStep: "locked",
@@ -119,39 +121,39 @@ function completeIntroState(state: GameState): GameStateUpdate {
function completeEbikeState(state: GameState): GameStateUpdate {
return {
mainState: "pylone",
mainState: "pylon",
ebike: {
...state.ebike,
currentStep: "done",
isRepaired: true,
},
pylone: {
...state.pylone,
pylon: {
...state.pylon,
currentStep: "waiting",
},
};
}
function completePyloneState(state: GameState): GameStateUpdate {
function completePylonState(state: GameState): GameStateUpdate {
return {
mainState: "ferme",
pylone: {
...state.pylone,
mainState: "farm",
pylon: {
...state.pylon,
currentStep: "done",
isPowered: true,
},
ferme: {
...state.ferme,
farm: {
...state.farm,
currentStep: "waiting",
},
};
}
function completeFermeState(state: GameState): GameStateUpdate {
function completeFarmState(state: GameState): GameStateUpdate {
return {
mainState: "outro",
ferme: {
...state.ferme,
farm: {
...state.farm,
currentStep: "done",
irrigationFixed: true,
},
@@ -182,10 +184,10 @@ function completeMissionState(
switch (mission) {
case "ebike":
return completeEbikeState(state);
case "pylone":
return completePyloneState(state);
case "ferme":
return completeFermeState(state);
case "pylon":
return completePylonState(state);
case "farm":
return completeFarmState(state);
}
}
@@ -243,12 +245,12 @@ function createInitialGameState(): GameState {
dialogueAudio: null,
isRepaired: false,
},
pylone: {
pylon: {
currentStep: "locked",
dialogueAudio: null,
isPowered: false,
},
ferme: {
farm: {
currentStep: "locked",
dialogueAudio: null,
irrigationFixed: false,
@@ -321,8 +323,8 @@ function hydrateDebugGameState(initial: GameState, value: unknown): GameState {
if (!isRecord(value)) return initial;
const ebike = hydrateMissionState(initial.ebike, value.ebike);
const pylone = hydrateMissionState(initial.pylone, value.pylone);
const ferme = hydrateMissionState(initial.ferme, value.ferme);
const pylon = hydrateMissionState(initial.pylon, value.pylon);
const farm = hydrateMissionState(initial.farm, value.farm);
const outro = isRecord(value.outro) ? value.outro : null;
return {
@@ -344,19 +346,19 @@ function hydrateDebugGameState(initial: GameState, value: unknown): GameState {
? value.ebike.isRepaired
: initial.ebike.isRepaired,
},
pylone: {
...pylone,
pylon: {
...pylon,
isPowered:
isRecord(value.pylone) && isBoolean(value.pylone.isPowered)
? value.pylone.isPowered
: initial.pylone.isPowered,
isRecord(value.pylon) && isBoolean(value.pylon.isPowered)
? value.pylon.isPowered
: initial.pylon.isPowered,
},
ferme: {
...ferme,
farm: {
...farm,
irrigationFixed:
isRecord(value.ferme) && isBoolean(value.ferme.irrigationFixed)
? value.ferme.irrigationFixed
: initial.ferme.irrigationFixed,
isRecord(value.farm) && isBoolean(value.farm.irrigationFixed)
? value.farm.irrigationFixed
: initial.farm.irrigationFixed,
},
outro: {
dialogueAudio:
@@ -385,8 +387,8 @@ function pickGameState(state: GameStore): GameState {
missionFlow: state.missionFlow,
intro: state.intro,
ebike: state.ebike,
pylone: state.pylone,
ferme: state.ferme,
pylon: state.pylon,
farm: state.farm,
outro: state.outro,
};
}
@@ -417,18 +419,18 @@ export const useGameStore = create<GameStore>()((set) => ({
})),
setEbikeState: (ebike) =>
set((state) => ({ ebike: { ...state.ebike, ...ebike } })),
setPyloneState: (pylone) =>
set((state) => ({ pylone: { ...state.pylone, ...pylone } })),
setFermeState: (ferme) =>
set((state) => ({ ferme: { ...state.ferme, ...ferme } })),
setPylonState: (pylon) =>
set((state) => ({ pylon: { ...state.pylon, ...pylon } })),
setFarmState: (farm) =>
set((state) => ({ farm: { ...state.farm, ...farm } })),
setOutroState: (outro) =>
set((state) => ({ outro: { ...state.outro, ...outro } })),
setMissionStep: (mission, step) =>
set((state) => setMissionStepState(state, mission, step)),
completeIntro: () => set(completeIntroState),
completeEbike: () => set((state) => completeMissionState(state, "ebike")),
completePylone: () => set((state) => completeMissionState(state, "pylone")),
completeFerme: () => set((state) => completeMissionState(state, "ferme")),
completePylon: () => set((state) => completeMissionState(state, "pylon")),
completeFarm: () => set((state) => completeMissionState(state, "farm")),
completeMission: (mission) =>
set((state) => completeMissionState(state, mission)),
startOutro: () => set(startOutroState),
+16 -98
View File
@@ -1,38 +1,18 @@
import { create } from "zustand";
import {
MAP_PERFORMANCE_GROUP_NAMES,
MAP_PERFORMANCE_MODEL_GROUPS,
MAP_PERFORMANCE_MODEL_NAMES,
type MapPerformanceGroupName,
type MapPerformanceModelName,
} from "@/data/world/mapPerformanceConfig";
export type MapPerformanceGroupName =
| "vegetation"
| "crops"
| "trees"
| "buildings"
| "landmarks"
| "props"
| "terrain"
| "sky";
export type MapPerformanceModelName =
| "buisson"
| "arbre"
| "sapin"
| "champdeble"
| "champdesoja"
| "champsdetournesol"
| "ecole"
| "generateur"
| "fermeverticale"
| "lafabrik"
| "immeuble1"
| "eolienne"
| "pylone"
| "boiteauxlettres"
| "maison1"
| "panneauaffichage"
| "panneauclassique"
| "panneaufleche"
| "panneausolaire"
| "parcebike"
| "terrain"
| "sky";
export {
MAP_PERFORMANCE_GROUP_NAMES,
MAP_PERFORMANCE_MODEL_NAMES,
type MapPerformanceGroupName,
type MapPerformanceModelName,
};
export interface MapPerformanceVisibility {
groups: Record<MapPerformanceGroupName, boolean>;
@@ -47,70 +27,6 @@ interface MapPerformanceActions {
type MapPerformanceStore = MapPerformanceVisibility & MapPerformanceActions;
export const MAP_PERFORMANCE_GROUP_NAMES: readonly MapPerformanceGroupName[] = [
"vegetation",
"crops",
"trees",
"buildings",
"landmarks",
"props",
"terrain",
"sky",
];
export const MAP_PERFORMANCE_MODEL_NAMES: readonly MapPerformanceModelName[] = [
"buisson",
"arbre",
"sapin",
"champdeble",
"champdesoja",
"champsdetournesol",
"ecole",
"generateur",
"fermeverticale",
"lafabrik",
"immeuble1",
"eolienne",
"pylone",
"boiteauxlettres",
"maison1",
"panneauaffichage",
"panneauclassique",
"panneaufleche",
"panneausolaire",
"parcebike",
"terrain",
"sky",
];
const MODEL_GROUPS: Record<
MapPerformanceModelName,
readonly MapPerformanceGroupName[]
> = {
buisson: ["vegetation"],
arbre: ["vegetation", "trees"],
sapin: ["vegetation", "trees"],
champdeble: ["vegetation", "crops"],
champdesoja: ["vegetation", "crops"],
champsdetournesol: ["vegetation", "crops"],
ecole: ["buildings", "landmarks"],
generateur: ["landmarks"],
fermeverticale: ["buildings", "landmarks"],
lafabrik: ["buildings", "landmarks"],
immeuble1: ["buildings"],
eolienne: ["props"],
pylone: ["props"],
boiteauxlettres: ["props"],
maison1: ["buildings"],
panneauaffichage: ["props"],
panneauclassique: ["props"],
panneaufleche: ["props"],
panneausolaire: ["props"],
parcebike: ["props"],
terrain: ["terrain"],
sky: ["sky"],
};
function createVisibleRecord<T extends string>(
keys: readonly T[],
): Record<T, boolean> {
@@ -140,7 +56,9 @@ export function isMapModelVisible(
if (!isMapPerformanceModelName(name)) return true;
if (!visibility.models[name]) return false;
return MODEL_GROUPS[name].every((group) => visibility.groups[group]);
return MAP_PERFORMANCE_MODEL_GROUPS[name].every(
(group) => visibility.groups[group],
);
}
export const useMapPerformanceStore = create<MapPerformanceStore>()((set) => ({
+1 -1
View File
@@ -6,6 +6,7 @@ import { EditorScene } from "@/components/editor/scene/EditorScene";
import type { EditorCinematicPreviewRequest } from "@/components/editor/scene/EditorScene";
import { SceneLoadingOverlay } from "@/components/ui/SceneLoadingOverlay";
import { Subtitles } from "@/components/ui/Subtitles";
import { INITIAL_SCENE_LOADING_STATE } from "@/data/world/sceneLoadingConfig";
import { useEditorHistory } from "@/hooks/editor/useEditorHistory";
import type { CinematicDefinition } from "@/types/cinematics/cinematics";
import { useEditorSceneData } from "@/hooks/editor/useEditorSceneData";
@@ -16,7 +17,6 @@ import type {
TransformMode,
} from "@/types/editor/editor";
import {
INITIAL_SCENE_LOADING_STATE,
type SceneLoadingChangeHandler,
type SceneLoadingState,
} from "@/types/world/sceneLoading";
+2 -4
View File
@@ -6,12 +6,10 @@ import { DialogMessage } from "@/components/ui/DialogMessage";
import { GameUI } from "@/components/ui/GameUI";
import { BienvenueDisplay, IntroUI } from "@/components/ui/IntroUI";
import { SceneLoadingOverlay } from "@/components/ui/SceneLoadingOverlay";
import { INITIAL_SCENE_LOADING_STATE } from "@/data/world/sceneLoadingConfig";
import { useGameStore } from "@/managers/stores/useGameStore";
import { HandTrackingProvider } from "@/providers/gameplay/HandTrackingProvider";
import {
INITIAL_SCENE_LOADING_STATE,
type SceneLoadingState,
} from "@/types/world/sceneLoading";
import type { SceneLoadingState } from "@/types/world/sceneLoading";
import { logger } from "@/utils/core/Logger";
import { World } from "@/world/World";
@@ -28,10 +28,10 @@ export function HandTrackingProvider({
switch (state.mainState) {
case "ebike":
return REPAIR_HAND_TRACKING_STEPS.has(state.ebike.currentStep);
case "pylone":
return REPAIR_HAND_TRACKING_STEPS.has(state.pylone.currentStep);
case "ferme":
return REPAIR_HAND_TRACKING_STEPS.has(state.ferme.currentStep);
case "pylon":
return REPAIR_HAND_TRACKING_STEPS.has(state.pylon.currentStep);
case "farm":
return REPAIR_HAND_TRACKING_STEPS.has(state.farm.currentStep);
case "intro":
case "outro":
return false;
+1 -34
View File
@@ -12,40 +12,7 @@ export type GameStep =
| "manipulation"
| "outOfFabrik";
export const GAME_STEPS: readonly GameStep[] = [
"intro",
"start-intro",
"naming",
"bienvenue",
"star-move",
"mission2",
"searching",
"helped",
"manipulation",
"outOfFabrik",
] as const;
const GAME_STEP_VALUES: ReadonlySet<string> = new Set(GAME_STEPS);
export type MainGameState = "intro" | "ebike" | "pylone" | "ferme" | "outro";
export const MAIN_GAME_STATES: readonly MainGameState[] = [
"intro",
"ebike",
"pylone",
"ferme",
"outro",
] as const;
const MAIN_GAME_STATE_VALUES: ReadonlySet<string> = new Set(MAIN_GAME_STATES);
export function isGameStep(value: unknown): value is GameStep {
return typeof value === "string" && GAME_STEP_VALUES.has(value);
}
export function isMainGameState(value: unknown): value is MainGameState {
return typeof value === "string" && MAIN_GAME_STATE_VALUES.has(value);
}
export type MainGameState = "intro" | "ebike" | "pylon" | "farm" | "outro";
export interface Zone {
id: string;
+1 -66
View File
@@ -4,7 +4,7 @@ import type {
Vector3Tuple,
} from "@/types/three/three";
export type RepairMissionId = "ebike" | "pylone" | "ferme";
export type RepairMissionId = "ebike" | "pylon" | "farm";
export interface RepairMissionCaseConfig {
position: Vector3Tuple;
@@ -53,68 +53,3 @@ export type MissionStep =
| "repairing"
| "reassembling"
| "done";
const REPAIR_MISSION_IDS = ["ebike", "pylone", "ferme"] as const;
const REPAIR_MISSION_ID_VALUES: ReadonlySet<string> = new Set(
REPAIR_MISSION_IDS,
);
export const MISSION_STEPS = [
"locked",
"waiting",
"inspected",
"fragmented",
"scanning",
"repairing",
"reassembling",
"done",
] as const satisfies readonly MissionStep[];
const MISSION_STEP_VALUES: ReadonlySet<string> = new Set(MISSION_STEPS);
export function isRepairMissionId(value: string): value is RepairMissionId {
return REPAIR_MISSION_ID_VALUES.has(value);
}
export function isMissionStep(value: string): value is MissionStep {
return MISSION_STEP_VALUES.has(value);
}
export function getNextMissionStep(step: MissionStep): MissionStep {
switch (step) {
case "locked":
return "waiting";
case "waiting":
return "inspected";
case "inspected":
return "fragmented";
case "fragmented":
return "scanning";
case "scanning":
return "repairing";
case "repairing":
return "reassembling";
case "reassembling":
case "done":
return "done";
}
}
export function getPreviousMissionStep(step: MissionStep): MissionStep {
switch (step) {
case "locked":
case "waiting":
return "locked";
case "inspected":
return "waiting";
case "fragmented":
return "inspected";
case "scanning":
return "fragmented";
case "repairing":
return "scanning";
case "reassembling":
return "repairing";
case "done":
return "reassembling";
}
}
-6
View File
@@ -7,9 +7,3 @@ export interface SceneLoadingState {
}
export type SceneLoadingChangeHandler = (state: SceneLoadingState) => void;
export const INITIAL_SCENE_LOADING_STATE: SceneLoadingState = {
currentStep: "Initialisation du jeu",
progress: 0,
status: "loading",
};
@@ -0,0 +1,14 @@
const HAND_TRACKING_LOCAL_WS_URL = "ws://localhost:8000/ws";
const HAND_TRACKING_PROD_WS_URL = "wss://handtracking.la-fabrik.fr/ws";
export function getHandTrackingWsUrl(): string {
const configuredUrl = import.meta.env.VITE_HAND_TRACKING_WS_URL;
if (configuredUrl) {
return configuredUrl;
}
return import.meta.env.DEV
? HAND_TRACKING_LOCAL_WS_URL
: HAND_TRACKING_PROD_WS_URL;
}
+11
View File
@@ -0,0 +1,11 @@
import { MAP_INSTANCING_ASSETS } from "@/data/world/mapInstancingConfig";
const MAP_INSTANCED_NODE_NAMES: ReadonlySet<string> = new Set(
Object.values(MAP_INSTANCING_ASSETS)
.filter((config) => config.enabled)
.map((config) => config.mapName),
);
export function isInstancedMapNodeName(name: string): boolean {
return MAP_INSTANCED_NODE_NAMES.has(name);
}
+1 -1
View File
@@ -1,5 +1,5 @@
import type { MapNode } from "@/types/map/mapScene";
import { isInstancedMapNodeName } from "@/data/world/mapInstancingConfig";
import { isInstancedMapNodeName } from "@/utils/map/isInstancedMapNodeName";
const MAP_STRUCTURE_NODE_NAMES = new Set(["Scene", "blocking", "terrain"]);
const RUNTIME_VEGETATION_NODE_NAMES = new Set([
+10
View File
@@ -0,0 +1,10 @@
import type { WindState } from "@/data/world/windConfig";
export function getWindVector(wind: WindState): { x: number; z: number } {
const intensity = wind.speed * wind.strength;
return {
x: Math.cos(wind.direction) * intensity,
z: Math.sin(wind.direction) * intensity,
};
}
+1 -1
View File
@@ -24,7 +24,7 @@ import {
import { useGameStore } from "@/managers/stores/useGameStore";
import { GameMapCollision } from "@/world/GameMapCollision";
import { GeneratedMapNodeInstance } from "@/world/map-generated/GeneratedMapNodeInstance";
import { isGeneratedMapModelName } from "@/world/map-generated/generatedMapModelConfig";
import { isGeneratedMapModelName } from "@/data/world/generatedMapModelConfig";
import { MapInstancingSystem } from "@/world/map-instancing/MapInstancingSystem";
import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
import { logger } from "@/utils/core/Logger";
+23 -10
View File
@@ -1,8 +1,9 @@
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
import { RepairGame } from "@/components/three/gameplay/RepairGame";
import {
EBIKE_REPAIR_POSITION,
REPAIR_MISSION_POSITION_ENTRIES,
REPAIR_MISSION_TRIGGERS,
type RepairMissionTriggerConfig,
} from "@/data/gameplay/repairMissionAnchors";
import { useGameStore } from "@/managers/stores/useGameStore";
import type { Vector3Tuple } from "@/types/three/three";
@@ -32,21 +33,31 @@ function StageAnchor({
);
}
function EbikeMissionTrigger(): React.JSX.Element | null {
function RepairMissionTrigger({
config,
}: {
config: RepairMissionTriggerConfig;
}): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState);
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
const missionStep = useGameStore(
(state) => state[config.mission].currentStep,
);
const setMissionStep = useGameStore((state) => state.setMissionStep);
const position = REPAIR_MISSION_POSITION_ENTRIES.find(
(entry) => entry.mission === config.mission,
)?.position;
if (mainState !== "ebike" || ebikeStep !== "locked") return null;
if (!position) return null;
if (mainState !== config.mission || missionStep !== "locked") return null;
return (
<group position={EBIKE_REPAIR_POSITION}>
<group position={position}>
<InteractableObject
kind="trigger"
label="Réparer l'e-bike"
position={EBIKE_REPAIR_POSITION}
radius={4}
onPress={() => setMissionStep("ebike", "waiting")}
label={config.label}
position={position}
radius={config.radius}
onPress={() => setMissionStep(config.mission, "waiting")}
>
<mesh>
<sphereGeometry args={[1.3, 16, 16]} />
@@ -68,7 +79,9 @@ export function GameStageContent(): React.JSX.Element {
{REPAIR_MISSION_POSITION_ENTRIES.map(({ mission, position }) => (
<RepairGame key={mission} mission={mission} position={position} />
))}
<EbikeMissionTrigger />
{REPAIR_MISSION_TRIGGERS.map((config) => (
<RepairMissionTrigger key={config.mission} config={config} />
))}
{mainState === "outro" ? (
<StageAnchor color="#fb7185" position={[0, 6, 10]} scale={1.25} />
) : null}
+1 -1
View File
@@ -2,7 +2,7 @@ import { Suspense, useMemo, useRef } from "react";
import * as THREE from "three";
import { useFrame } from "@react-three/fiber";
import { CLOUD_CONFIG } from "@/data/world/cloudConfig";
import { getWindVector } from "@/data/world/windConfig";
import { getWindVector } from "@/utils/world/windVector";
import { useDynamicClouds } from "@/hooks/world/useGraphicsSettings";
import { useCloudSettings } from "@/hooks/world/useCloudSettings";
import { useWind } from "@/hooks/world/useWind";
+1 -1
View File
@@ -7,7 +7,7 @@ import {
GRASS_BASE_COLOR,
GRASS_COLORS,
GRASS_CONFIG,
} from "@/world/grass/grassConfig";
} from "@/data/world/grassConfig";
import {
grassFragmentShader,
grassVertexShader,
+1 -1
View File
@@ -3,7 +3,7 @@ import {
useDynamicGrass,
useGrassDensity,
} from "@/hooks/world/useGraphicsSettings";
import { GRASS_CONFIG } from "@/world/grass/grassConfig";
import { GRASS_CONFIG } from "@/data/world/grassConfig";
import { GrassPatch } from "@/world/grass/GrassPatch";
import { useTerrainGrassSampler } from "@/world/grass/useTerrainGrassSampler";
+1 -1
View File
@@ -6,7 +6,7 @@ import type { TerrainSurfaceBounds } from "@/types/world/terrainSurface";
import type { Vector3Tuple } from "@/types/three/three";
import { logger } from "@/utils/core/Logger";
import { getMapNodesByName } from "@/utils/map/loadMapSceneData";
import { GRASS_CONFIG } from "@/world/grass/grassConfig";
import { GRASS_CONFIG } from "@/data/world/grassConfig";
const RAYCAST_Y = 500;
const RAYCAST_FAR = 1000;
+12 -5
View File
@@ -27,6 +27,8 @@ interface MeshMergeGroup {
material: THREE.Material | THREE.Material[];
}
const meshDataCache = new Map<string, MeshData[]>();
function cloneMaterial(
material: THREE.Material | THREE.Material[],
): THREE.Material | THREE.Material[] {
@@ -49,8 +51,6 @@ function disposeMaterialOnly(
}
function disposeInstancedMapMesh(mesh: THREE.InstancedMesh): void {
mesh.geometry.dispose();
disposeMaterialOnly(mesh.material);
mesh.dispose();
}
@@ -183,6 +183,15 @@ export function InstancedMapAsset({
state.gl.capabilities.getMaxAnisotropy(),
);
const groupRef = useRef<THREE.Group>(null);
const meshDataList = useMemo(() => {
const cached = meshDataCache.get(modelPath);
if (cached) return cached;
optimizeGLTFSceneTextures(scene, maxAnisotropy);
const extracted = extractMeshes(scene);
meshDataCache.set(modelPath, extracted);
return extracted;
}, [maxAnisotropy, modelPath, scene]);
const groundedInstances = useMemo(
() =>
instances.map((instance) => {
@@ -202,8 +211,6 @@ export function InstancedMapAsset({
const group = groupRef.current;
if (!group || groundedInstances.length === 0) return;
optimizeGLTFSceneTextures(scene, maxAnisotropy);
const meshDataList = extractMeshes(scene);
const geometryBottomY = getMeshBottomY(meshDataList);
const instancedMeshes = meshDataList.map((meshData, index) => {
const instancedMesh = new THREE.InstancedMesh(
@@ -232,7 +239,7 @@ export function InstancedMapAsset({
disposeInstancedMapMesh(mesh);
}
};
}, [castShadow, groundedInstances, maxAnisotropy, receiveShadow, scene]);
}, [castShadow, groundedInstances, meshDataList, receiveShadow]);
if (instances.length === 0) {
return null;
@@ -1,87 +0,0 @@
export const MAP_INSTANCING_ASSETS = {
boiteauxlettres: {
mapName: "boiteauxlettres",
modelPath: "/models/boiteauxlettres/model.gltf",
castShadow: true,
receiveShadow: true,
enabled: true,
},
pylone: {
mapName: "pylone",
modelPath: "/models/pylone/model.gltf",
castShadow: true,
receiveShadow: true,
enabled: true,
},
immeuble1: {
mapName: "immeuble1",
modelPath: "/models/immeuble1/model.gltf",
castShadow: true,
receiveShadow: true,
enabled: true,
},
maison1: {
mapName: "maison1",
modelPath: "/models/maison1/model.gltf",
castShadow: true,
receiveShadow: true,
enabled: true,
},
eolienne: {
mapName: "eolienne",
modelPath: "/models/eolienne/model.gltf",
castShadow: true,
receiveShadow: true,
enabled: true,
},
parcebike: {
mapName: "parcebike",
modelPath: "/models/parcebike/model.gltf",
castShadow: true,
receiveShadow: true,
enabled: true,
},
panneauaffichage: {
mapName: "panneauaffichage",
modelPath: "/models/panneauaffichage/model.gltf",
castShadow: true,
receiveShadow: true,
enabled: true,
},
panneauclassique: {
mapName: "panneauclassique",
modelPath: "/models/panneauclassique/model.gltf",
castShadow: true,
receiveShadow: true,
enabled: true,
},
panneaufleche: {
mapName: "panneaufleche",
modelPath: "/models/panneaufleche/model.gltf",
castShadow: true,
receiveShadow: true,
enabled: true,
},
panneausolaire: {
mapName: "panneausolaire",
modelPath: "/models/panneausolaire/model.gltf",
castShadow: true,
receiveShadow: true,
enabled: true,
},
} as const;
export type MapInstancingAssetType = keyof typeof MAP_INSTANCING_ASSETS;
export type MapInstancingAssetConfig =
(typeof MAP_INSTANCING_ASSETS)[MapInstancingAssetType];
export const MAP_INSTANCED_NODE_NAMES: ReadonlySet<string> = new Set(
Object.values(MAP_INSTANCING_ASSETS)
.filter((config) => config.enabled)
.map((config) => config.mapName),
);
export function isInstancedMapNodeName(name: string): boolean {
return MAP_INSTANCED_NODE_NAMES.has(name);
}
@@ -1,84 +0,0 @@
import { useEffect, useState } from "react";
import type { MapNode } from "@/types/editor/editor";
import type { Vector3Tuple } from "@/types/three/three";
import { getMapNodes, loadMapSceneData } from "@/utils/map/loadMapSceneData";
import {
MAP_INSTANCING_ASSETS,
type MapInstancingAssetType,
} from "@/world/map-instancing/mapInstancingConfig";
export interface MapAssetInstance {
position: Vector3Tuple;
rotation: Vector3Tuple;
scale: Vector3Tuple;
}
export type MapInstancingData = Map<MapInstancingAssetType, MapAssetInstance[]>;
function mapNodeToInstance(node: MapNode): MapAssetInstance {
return {
position: node.position,
rotation: node.rotation,
scale: node.scale,
};
}
function extractMapInstancingData(mapNodes: MapNode[]): MapInstancingData {
const data: MapInstancingData = new Map();
for (const [type, config] of Object.entries(MAP_INSTANCING_ASSETS)) {
if (!config.enabled) continue;
const instances = mapNodes
.filter(
(node) => node.name === config.mapName && node.type === "Object3D",
)
.map(mapNodeToInstance);
if (instances.length > 0) {
data.set(type as MapInstancingAssetType, instances);
}
}
return data;
}
export function useMapInstancingData(): {
data: MapInstancingData | null;
isLoading: boolean;
} {
const [data, setData] = useState<MapInstancingData | null>(null);
const [isLoading, setIsLoading] = useState(true);
useEffect(() => {
let cancelled = false;
async function load() {
const cachedNodes = getMapNodes();
if (cachedNodes) {
if (!cancelled) {
setData(extractMapInstancingData(cachedNodes));
setIsLoading(false);
}
return;
}
await loadMapSceneData();
const nodes = getMapNodes();
if (!cancelled && nodes) {
setData(extractMapInstancingData(nodes));
setIsLoading(false);
}
}
load();
return () => {
cancelled = true;
};
}, []);
return { data, isLoading };
}
+2 -2
View File
@@ -5,9 +5,9 @@ import {
PATH_DEBUG_PREVIEW_ENABLED,
PATH_TILE_RENDER_ENABLED,
PATH_TILE_MODEL_PATH,
} from "@/world/paths/pathConfig";
} from "@/data/world/pathConfig";
import { usePathTileData } from "@/world/paths/usePathTileData";
import type { MapAssetInstance } from "@/world/map-instancing/useMapInstancingData";
import type { MapAssetInstance } from "@/hooks/world/useMapInstancingData";
export function PathSystem(): React.JSX.Element | null {
if (!PATH_DEBUG_PREVIEW_ENABLED && !PATH_TILE_RENDER_ENABLED) {
+2 -2
View File
@@ -4,14 +4,14 @@ import { useTerrainHeightSampler } from "@/hooks/three/useTerrainHeight";
import { useTerrainSurfaceData } from "@/hooks/world/useTerrainSurfaceData";
import type { Vector3Tuple } from "@/types/three/three";
import { sampleTerrainSurfaceAtXZ } from "@/utils/world/terrainSurfaceSampler";
import type { MapAssetInstance } from "@/world/map-instancing/useMapInstancingData";
import type { MapAssetInstance } from "@/hooks/world/useMapInstancingData";
import {
PATH_TILE_MAX_COUNT,
PATH_SURFACE_KEY,
PATH_TILE_ROTATION,
PATH_TILE_SAMPLE_STEP,
PATH_TILE_SCALE,
} from "@/world/paths/pathConfig";
} from "@/data/world/pathConfig";
function createSampleCenters(min: number, max: number, step: number): number[] {
const start = Math.ceil(min / step) * step + step * 0.5;
+9 -14
View File
@@ -36,6 +36,8 @@ interface VegetationWindUniforms {
noiseScale: { value: number };
}
const meshDataCache = new Map<string, MeshData[]>();
function updateVegetationWindUniforms(
uniforms: VegetationWindUniforms,
elapsedTime: number,
@@ -242,9 +244,14 @@ export function InstancedVegetation({
const windUniformsRef = useRef<VegetationWindUniforms[]>([]);
const meshDataList = useMemo(() => {
const cached = meshDataCache.get(modelPath);
if (cached) return cached;
optimizeGLTFSceneTextures(scene, maxAnisotropy);
return extractMeshes(scene);
}, [maxAnisotropy, scene]);
const extracted = extractMeshes(scene);
meshDataCache.set(modelPath, extracted);
return extracted;
}, [maxAnisotropy, modelPath, scene]);
const groundedInstances = useMemo(
() =>
instances.map((instance) => {
@@ -325,20 +332,8 @@ export function InstancedVegetation({
(uniforms): uniforms is VegetationWindUniforms =>
uniforms !== undefined,
);
return () => {
windUniformsRef.current = [];
for (const meshData of meshDataList) {
meshData.geometry.dispose();
if (Array.isArray(meshData.material)) {
for (const mat of meshData.material) {
mat.dispose();
}
} else {
meshData.material.dispose();
}
}
};
}, [meshDataList]);
+1 -1
View File
@@ -16,7 +16,7 @@ import {
VEGETATION_TYPE_KEYS,
VEGETATION_TYPES,
type VegetationType,
} from "@/world/vegetation/vegetationConfig";
} from "@/data/world/vegetationConfig";
interface VegetationChunk {
key: string;
-83
View File
@@ -1,83 +0,0 @@
import { useEffect, useState } from "react";
import type { MapNode } from "@/types/editor/editor";
import type { Vector3Tuple } from "@/types/three/three";
import { loadMapSceneData } from "@/utils/map/loadMapSceneData";
import { INSTANCED_MAP_EXCEPTIONS } from "@/world/vegetation/vegetationConfig";
export interface VegetationInstance {
position: Vector3Tuple;
rotation: Vector3Tuple;
scale: Vector3Tuple;
}
export interface InstancedMapEntry {
modelPath: string;
instances: VegetationInstance[];
}
export type VegetationData = Map<string, InstancedMapEntry>;
function mapNodeToInstance(node: MapNode): VegetationInstance {
return {
position: node.position,
rotation: node.rotation,
scale: node.scale,
};
}
function extractVegetationData(
mapNodes: MapNode[],
models: Map<string, string>,
): VegetationData {
const data: VegetationData = new Map();
for (const node of mapNodes) {
if (node.type !== "Object3D") continue;
if (INSTANCED_MAP_EXCEPTIONS.has(node.name)) continue;
const modelPath = models.get(node.name);
if (!modelPath) continue;
const entry = data.get(node.name);
if (entry) {
entry.instances.push(mapNodeToInstance(node));
} else {
data.set(node.name, {
modelPath,
instances: [mapNodeToInstance(node)],
});
}
}
return data;
}
export function useVegetationData(): {
data: VegetationData | null;
isLoading: boolean;
} {
const [data, setData] = useState<VegetationData | null>(null);
const [isLoading, setIsLoading] = useState(true);
useEffect(() => {
let cancelled = false;
async function load() {
const sceneData = await loadMapSceneData();
if (!cancelled && sceneData) {
setData(extractVegetationData(sceneData.mapNodes, sceneData.models));
setIsLoading(false);
}
}
load();
return () => {
cancelled = true;
};
}, []);
return { data, isLoading };
}
+1 -1
View File
@@ -2,7 +2,7 @@ import { useMemo, useRef } from "react";
import * as THREE from "three";
import { useFrame, useThree } from "@react-three/fiber";
import { FOG_CONFIG } from "@/data/world/fogConfig";
import { getWindVector } from "@/data/world/windConfig";
import { getWindVector } from "@/utils/world/windVector";
import { WATER_SHADER_CONFIG } from "@/data/world/waterConfig";
import type { WaterSurfaceConfig } from "@/data/world/waterConfig";
import { useWind } from "@/hooks/world/useWind";
+5
View File
@@ -6,12 +6,17 @@
"module": "esnext",
"types": ["node"],
"skipLibCheck": true,
"ignoreDeprecations": "6.0",
"strict": true,
"exactOptionalPropertyTypes": true,
"noUncheckedIndexedAccess": true,
/* Bundler mode */
"moduleResolution": "bundler",
"baseUrl": ".",
"paths": {
"@/*": ["./src/*"]
},
"allowImportingTsExtensions": true,
"verbatimModuleSyntax": true,
"moduleDetection": "force",