add: repair mission config

This commit is contained in:
Tom Boullay
2026-05-08 01:14:30 +01:00
parent 118e5f3b4a
commit 1dfbdd1d65
2 changed files with 95 additions and 2 deletions
+7 -2
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@@ -15,6 +15,8 @@ The current user flow is:
5. Watch the case open or close with sound feedback.
6. Interact with repair module slots to cycle/select repair models.
The production repair flow is now being moved toward reusable mission data for `bike`, `pylone`, and `ferme`. This lets the same future `RepairGame` component read one mission config instead of duplicating per-mission setup.
## Why It Matters
This feature validates the core repair fantasy before a full mission system exists. It tests whether repair objects, physical proximity, model selection, audio feedback, and exploded model visualization can work together in the 3D scene.
@@ -38,6 +40,8 @@ Repair module slots are configured from static gameplay data. They render select
- `src/data/gameplay/repairCaseConfig.ts` stores repair case model, sound, and animation constants.
- `src/data/gameplay/repairGameConfig.ts` stores repair zone and slot positions.
- `src/data/gameplay/repairGameModelCatalog.ts` stores selectable repair models.
- `src/data/gameplay/repairMissions.ts` stores reusable repair mission config for `bike`, `pylone`, and `ferme`.
- `src/managers/stores/useGameStore.ts` stores mission progression state and generic mission step helpers.
## Debug Requirements
@@ -74,7 +78,8 @@ python -m backend.main
## Current Limitations
- It is mounted only in the debug physics scene.
- There is no mission progression system yet.
- There is no central `GameManager` or Zustand store in this branch.
- The production `RepairGame` component is not mounted in the main game scene yet.
- Mission progression exists in Zustand, but the full repair mission flow is still being integrated.
- There is no central `GameManager` in this branch.
- Hand tracking is available as debug interaction input, not as final repair gameplay.
- The repair-game content is configured statically in `src/data/gameplay/`.
+88
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@@ -0,0 +1,88 @@
import type { RepairMissionId } from "@/managers/stores/useGameStore";
import type { Vector3Scale, Vector3Tuple } from "@/types/three/three";
export interface RepairMissionCaseConfig {
position: Vector3Tuple;
rotation: Vector3Tuple;
scale: Vector3Scale;
}
export interface RepairMissionPartConfig {
id: string;
label: string;
nodeName?: string;
modelPath?: string;
}
export interface RepairMissionConfig {
id: RepairMissionId;
label: string;
description: string;
modelPath: string;
stageUiPath: string;
interactUiPath: string;
brokenUiPath: string;
case: RepairMissionCaseConfig;
brokenParts: readonly RepairMissionPartConfig[];
replacementParts: readonly RepairMissionPartConfig[];
}
const REPAIR_INTERACT_UI_PATH = "/assets/UI/interagir.webm";
const REPAIR_BROKEN_UI_PATH = "/assets/UI/cassé.webm";
const DEFAULT_REPAIR_CASE = {
position: [0, 0.4, 1.8],
rotation: [0, 0, 0],
scale: 1.5,
} satisfies RepairMissionCaseConfig;
export const REPAIR_MISSIONS = {
bike: {
id: "bike",
label: "E-bike",
description:
"Repair the damaged cooling module before relaunching the bike",
modelPath: "/models/refroidisseur/model.gltf",
stageUiPath: "/assets/UI/ebike.webm",
interactUiPath: REPAIR_INTERACT_UI_PATH,
brokenUiPath: REPAIR_BROKEN_UI_PATH,
case: DEFAULT_REPAIR_CASE,
brokenParts: [
{
id: "bike-cooling-core",
label: "Cooling core",
},
],
replacementParts: [
{
id: "bike-cooling-core-replacement",
label: "Replacement cooling core",
modelPath: "/models/refroidisseur/model.gltf",
},
],
},
pylone: {
id: "pylone",
label: "Power pylon",
description: "Generic description",
modelPath: "/models/pylone/model.gltf",
stageUiPath: "/assets/UI/centrale.webm",
interactUiPath: REPAIR_INTERACT_UI_PATH,
brokenUiPath: REPAIR_BROKEN_UI_PATH,
case: DEFAULT_REPAIR_CASE,
brokenParts: [],
replacementParts: [],
},
ferme: {
id: "ferme",
label: "Vertical farm",
description: "Genreric description",
modelPath: "/models/fermeverticale/model.gltf",
stageUiPath: "/assets/UI/laferme.webm",
interactUiPath: REPAIR_INTERACT_UI_PATH,
brokenUiPath: REPAIR_BROKEN_UI_PATH,
case: DEFAULT_REPAIR_CASE,
brokenParts: [],
replacementParts: [],
},
} satisfies Record<RepairMissionId, RepairMissionConfig>;