feat: sequencing
This commit is contained in:
@@ -7,56 +7,29 @@ export function GameFlow(): null {
|
|||||||
const step = useGameStore((state) => state.intro.currentStep);
|
const step = useGameStore((state) => state.intro.currentStep);
|
||||||
const setStep = useGameStore((state) => state.setIntroStep);
|
const setStep = useGameStore((state) => state.setIntroStep);
|
||||||
const isCinematicPlaying = useGameStore((state) => state.isCinematicPlaying);
|
const isCinematicPlaying = useGameStore((state) => state.isCinematicPlaying);
|
||||||
const setActivityCity = useGameStore((state) => state.setActivityCity);
|
|
||||||
const setCanMove = useGameStore((state) => state.setCanMove);
|
const setCanMove = useGameStore((state) => state.setCanMove);
|
||||||
const hasInitialized = useRef(false);
|
const hasInitialized = useRef(false);
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (!hasInitialized.current && step === "intro") {
|
if (!hasInitialized.current && step === "intro") {
|
||||||
hasInitialized.current = true;
|
hasInitialized.current = true;
|
||||||
setStep("intro_sequence");
|
setStep("sequence_video");
|
||||||
}
|
}
|
||||||
}, [step, setStep]);
|
}, [step, setStep]);
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (step === "intro_sequence" && !isCinematicPlaying) {
|
if (step === "sequence_video" && !isCinematicPlaying) {
|
||||||
setStep("naming");
|
setStep("naming");
|
||||||
}
|
}
|
||||||
}, [step, isCinematicPlaying, setStep]);
|
}, [step, isCinematicPlaying, setStep]);
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (step === "bienvenue") {
|
if (step === "start-move") {
|
||||||
const audio = AudioManager.getInstance();
|
|
||||||
audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => {
|
|
||||||
setCanMove(true);
|
setCanMove(true);
|
||||||
setStep("star-move");
|
|
||||||
});
|
|
||||||
|
|
||||||
return () => {};
|
|
||||||
}
|
|
||||||
|
|
||||||
if (step === "mission2") {
|
|
||||||
setActivityCity(false);
|
|
||||||
const audio = AudioManager.getInstance();
|
|
||||||
audio.playSound(AUDIO_PATHS.alertCentral, 0.5);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (step === "searching") {
|
|
||||||
const audio = AudioManager.getInstance();
|
|
||||||
audio.playSound(AUDIO_PATHS.searching, 0.5);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (step === "helped") {
|
|
||||||
const audio = AudioManager.getInstance();
|
|
||||||
audio.playSound(AUDIO_PATHS.helped, 0.5);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (step === "manipulation") {
|
|
||||||
setCanMove(false);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return undefined;
|
return undefined;
|
||||||
}, [step, setStep, setActivityCity, setCanMove]);
|
}, [step, setCanMove]);
|
||||||
|
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,17 +8,17 @@ interface NPCHelperProps {
|
|||||||
}
|
}
|
||||||
|
|
||||||
export function NPCHelper({ position }: NPCHelperProps): React.JSX.Element {
|
export function NPCHelper({ position }: NPCHelperProps): React.JSX.Element {
|
||||||
const step = useGameStore((state) => state.intro.currentStep);
|
const step = useGameStore((state) => state.pylone.currentStep);
|
||||||
const setStep = useGameStore((state) => state.setIntroStep);
|
const setPyloneStep = useGameStore((state) => state.setPyloneState);
|
||||||
const debug = Debug.getInstance();
|
const debug = Debug.getInstance();
|
||||||
|
|
||||||
const handlePress = (): void => {
|
const handlePress = (): void => {
|
||||||
if (step === "searching") {
|
if (step === "searching") {
|
||||||
setStep("helped");
|
setPyloneStep({ currentStep: "helped" });
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
const shouldShow = step === "searching" || debug.active;
|
const shouldShow = step === "searching" || step === "helped" || debug.active;
|
||||||
|
|
||||||
if (!shouldShow) {
|
if (!shouldShow) {
|
||||||
return <></>;
|
return <></>;
|
||||||
|
|||||||
@@ -10,8 +10,8 @@ interface PyloneDestroyedProps {
|
|||||||
export function PyloneDestroyed({
|
export function PyloneDestroyed({
|
||||||
position,
|
position,
|
||||||
}: PyloneDestroyedProps): React.JSX.Element {
|
}: PyloneDestroyedProps): React.JSX.Element {
|
||||||
const step = useGameStore((state) => state.intro.currentStep);
|
const step = useGameStore((state) => state.pylone.currentStep);
|
||||||
const setStep = useGameStore((state) => state.setIntroStep);
|
const setPyloneStep = useGameStore((state) => state.setPyloneState);
|
||||||
const setCanMove = useGameStore((state) => state.setCanMove);
|
const setCanMove = useGameStore((state) => state.setCanMove);
|
||||||
const showDialog = useGameStore((state) => state.showDialog);
|
const showDialog = useGameStore((state) => state.showDialog);
|
||||||
const debug = Debug.getInstance();
|
const debug = Debug.getInstance();
|
||||||
@@ -19,7 +19,7 @@ export function PyloneDestroyed({
|
|||||||
const handlePress = (): void => {
|
const handlePress = (): void => {
|
||||||
if (step === "helped") {
|
if (step === "helped") {
|
||||||
setCanMove(false);
|
setCanMove(false);
|
||||||
setStep("manipulation");
|
setPyloneStep({ currentStep: "manipulation" });
|
||||||
} else if (step === "searching") {
|
} else if (step === "searching") {
|
||||||
showDialog(
|
showDialog(
|
||||||
"Cet objet est trop lourd pour le porter tout seul, trouve de l'aide",
|
"Cet objet est trop lourd pour le porter tout seul, trouve de l'aide",
|
||||||
|
|||||||
@@ -13,7 +13,7 @@ export function IntroUI(): React.JSX.Element | null {
|
|||||||
if (inputValue.trim() === "") return;
|
if (inputValue.trim() === "") return;
|
||||||
|
|
||||||
setPlayerName(inputValue.trim());
|
setPlayerName(inputValue.trim());
|
||||||
setStep("bienvenue");
|
setStep("start-move");
|
||||||
};
|
};
|
||||||
|
|
||||||
const handleKeyDown = (e: React.KeyboardEvent): void => {
|
const handleKeyDown = (e: React.KeyboardEvent): void => {
|
||||||
@@ -100,7 +100,7 @@ export function BienvenueDisplay(): React.JSX.Element | null {
|
|||||||
const step = useGameStore((state) => state.intro.currentStep);
|
const step = useGameStore((state) => state.intro.currentStep);
|
||||||
const playerName = useGameStore((state) => state.missionFlow.playerName);
|
const playerName = useGameStore((state) => state.missionFlow.playerName);
|
||||||
|
|
||||||
if (step !== "bienvenue") return null;
|
if (step !== "start-move") return null;
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<div
|
<div
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ import {
|
|||||||
} from "@/managers/stores/useGameStore";
|
} from "@/managers/stores/useGameStore";
|
||||||
import { isMissionStep, MISSION_STEPS } from "@/types/gameplay/repairMission";
|
import { isMissionStep, MISSION_STEPS } from "@/types/gameplay/repairMission";
|
||||||
import { GAME_STEPS, type GameStep } from "@/types/game";
|
import { GAME_STEPS, type GameStep } from "@/types/game";
|
||||||
|
import { PYLONE_STEPS, type PyloneStep } from "@/types/gameplay/pylone";
|
||||||
|
|
||||||
const MAIN_STATES: MainGameState[] = [
|
const MAIN_STATES: MainGameState[] = [
|
||||||
"intro",
|
"intro",
|
||||||
@@ -54,6 +55,8 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
|||||||
const subStateOptions =
|
const subStateOptions =
|
||||||
mainState === "intro"
|
mainState === "intro"
|
||||||
? GAME_STEPS
|
? GAME_STEPS
|
||||||
|
: mainState === "pylone"
|
||||||
|
? PYLONE_STEPS
|
||||||
: mainState === "outro"
|
: mainState === "outro"
|
||||||
? ["waiting", "started"]
|
? ["waiting", "started"]
|
||||||
: MISSION_STEPS;
|
: MISSION_STEPS;
|
||||||
@@ -64,6 +67,11 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (mainState === "pylone") {
|
||||||
|
setPyloneState({ currentStep: nextSubState as PyloneStep });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (mainState === "outro") {
|
if (mainState === "outro") {
|
||||||
setOutroState({ hasStarted: nextSubState === "started" });
|
setOutroState({ hasStarted: nextSubState === "started" });
|
||||||
return;
|
return;
|
||||||
@@ -76,11 +84,6 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (mainState === "pylone") {
|
|
||||||
setPyloneState({ currentStep: nextSubState });
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (mainState === "ferme") {
|
if (mainState === "ferme") {
|
||||||
setFermeState({ currentStep: nextSubState });
|
setFermeState({ currentStep: nextSubState });
|
||||||
return;
|
return;
|
||||||
@@ -95,11 +98,6 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (nextMainState === "pylone" && pyloneStep === "locked") {
|
|
||||||
setPyloneState({ currentStep: "waiting" });
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (nextMainState === "ferme" && fermeStep === "locked") {
|
if (nextMainState === "ferme" && fermeStep === "locked") {
|
||||||
setFermeState({ currentStep: "waiting" });
|
setFermeState({ currentStep: "waiting" });
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -14,7 +14,10 @@ export function ZoneDetection(): null {
|
|||||||
const triggeredZones = useRef<Set<string>>(new Set());
|
const triggeredZones = useRef<Set<string>>(new Set());
|
||||||
const debug = Debug.getInstance();
|
const debug = Debug.getInstance();
|
||||||
const step = useGameStore((state) => state.intro.currentStep);
|
const step = useGameStore((state) => state.intro.currentStep);
|
||||||
|
const mainState = useGameStore((state) => state.mainState);
|
||||||
const setStep = useGameStore((state) => state.setIntroStep);
|
const setStep = useGameStore((state) => state.setIntroStep);
|
||||||
|
const setPyloneStep = useGameStore((state) => state.setPyloneState);
|
||||||
|
const advanceGameState = useGameStore((state) => state.advanceGameState);
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (!debug.active) return;
|
if (!debug.active) return;
|
||||||
@@ -65,7 +68,11 @@ export function ZoneDetection(): null {
|
|||||||
const distanceSq = _playerPos.distanceToSquared(_zonePos);
|
const distanceSq = _playerPos.distanceToSquared(_zonePos);
|
||||||
|
|
||||||
if (distanceSq <= zone.radius * zone.radius) {
|
if (distanceSq <= zone.radius * zone.radius) {
|
||||||
|
if (zone.targetStep === "bike" && mainState === "intro") {
|
||||||
|
advanceGameState();
|
||||||
|
} else {
|
||||||
setStep(zone.targetStep);
|
setStep(zone.targetStep);
|
||||||
|
}
|
||||||
triggeredZones.current.add(zone.id);
|
triggeredZones.current.add(zone.id);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -52,7 +52,7 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
|
|||||||
description:
|
description:
|
||||||
"Repair the damaged cooling module before relaunching the bike",
|
"Repair the damaged cooling module before relaunching the bike",
|
||||||
modelPath: "/models/ebike/model.gltf",
|
modelPath: "/models/ebike/model.gltf",
|
||||||
modelScale: 0.50,
|
modelScale: 0.5,
|
||||||
stageUiPath: "/assets/UI/ebike.webm",
|
stageUiPath: "/assets/UI/ebike.webm",
|
||||||
interactUiPath: REPAIR_INTERACT_UI_PATH,
|
interactUiPath: REPAIR_INTERACT_UI_PATH,
|
||||||
brokenUiPath: REPAIR_BROKEN_UI_PATH,
|
brokenUiPath: REPAIR_BROKEN_UI_PATH,
|
||||||
@@ -85,51 +85,6 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
|
|||||||
},
|
},
|
||||||
],
|
],
|
||||||
},
|
},
|
||||||
pylone: {
|
|
||||||
id: "pylone",
|
|
||||||
label: "Power pylon",
|
|
||||||
description:
|
|
||||||
"Restore the pylon lamp relay and damaged panel before reconnecting the grid",
|
|
||||||
modelPath: "/models/pylone/model.gltf",
|
|
||||||
stageUiPath: "/assets/UI/centrale.webm",
|
|
||||||
interactUiPath: REPAIR_INTERACT_UI_PATH,
|
|
||||||
brokenUiPath: REPAIR_BROKEN_UI_PATH,
|
|
||||||
case: DEFAULT_REPAIR_CASE,
|
|
||||||
reassemblySeconds: 1.8,
|
|
||||||
requiredReplacementPartId: "pylone-grid-relay-replacement",
|
|
||||||
scanPartSeconds: 1.4,
|
|
||||||
brokenParts: [
|
|
||||||
{
|
|
||||||
id: "pylone-grid-relay",
|
|
||||||
label: "Grid relay",
|
|
||||||
nodeName: "lampe",
|
|
||||||
placeholderName: "placeholder_1",
|
|
||||||
},
|
|
||||||
{
|
|
||||||
id: "pylone-damaged-panel",
|
|
||||||
label: "Damaged solar panel",
|
|
||||||
nodeName: "panneau2",
|
|
||||||
placeholderName: "placeholder_2",
|
|
||||||
},
|
|
||||||
],
|
|
||||||
replacementParts: [
|
|
||||||
{
|
|
||||||
id: "pylone-grid-relay-replacement",
|
|
||||||
label: "Replacement grid relay",
|
|
||||||
modelPath: "/models/pylone/model.gltf",
|
|
||||||
},
|
|
||||||
{
|
|
||||||
id: "pylone-stone-decoy",
|
|
||||||
label: "Stone counterweight",
|
|
||||||
modelPath: "/models/galet/model.gltf",
|
|
||||||
},
|
|
||||||
{
|
|
||||||
id: "pylone-cooling-decoy",
|
|
||||||
label: "Cooling core",
|
|
||||||
modelPath: "/models/refroidisseur/model.gltf",
|
|
||||||
},
|
|
||||||
],
|
|
||||||
},
|
|
||||||
ferme: {
|
ferme: {
|
||||||
id: "ferme",
|
id: "ferme",
|
||||||
label: "Vertical farm",
|
label: "Vertical farm",
|
||||||
|
|||||||
+2
-9
@@ -1,4 +1,4 @@
|
|||||||
import type { Zone } from "@/types/game";
|
import type { Zone, GameStep } from "@/types/game";
|
||||||
import type { Vector3Tuple } from "@/types/three/three";
|
import type { Vector3Tuple } from "@/types/three/three";
|
||||||
|
|
||||||
export const ZONES: Zone[] = [
|
export const ZONES: Zone[] = [
|
||||||
@@ -7,13 +7,6 @@ export const ZONES: Zone[] = [
|
|||||||
position: [-5, 25, -15] as Vector3Tuple,
|
position: [-5, 25, -15] as Vector3Tuple,
|
||||||
radius: 10,
|
radius: 10,
|
||||||
height: 20,
|
height: 20,
|
||||||
targetStep: "mission2",
|
targetStep: "bike" as GameStep,
|
||||||
},
|
|
||||||
{
|
|
||||||
id: "searchingZone",
|
|
||||||
position: [-5, 25, -30] as Vector3Tuple,
|
|
||||||
radius: 10,
|
|
||||||
height: 20,
|
|
||||||
targetStep: "searching",
|
|
||||||
},
|
},
|
||||||
];
|
];
|
||||||
|
|||||||
@@ -2,14 +2,12 @@ import { useGameStore } from "@/managers/stores/useGameStore";
|
|||||||
import type { MissionStep } from "@/types/gameplay/repairMission";
|
import type { MissionStep } from "@/types/gameplay/repairMission";
|
||||||
|
|
||||||
export function useRepairMovementLocked(): boolean {
|
export function useRepairMovementLocked(): boolean {
|
||||||
return false;
|
|
||||||
|
|
||||||
return useGameStore((state) => {
|
return useGameStore((state) => {
|
||||||
switch (state.mainState) {
|
switch (state.mainState) {
|
||||||
case "bike":
|
case "bike":
|
||||||
return isRepairMovementLocked(state.bike.currentStep);
|
return isRepairMovementLocked(state.bike.currentStep);
|
||||||
case "pylone":
|
case "pylone":
|
||||||
return isRepairMovementLocked(state.pylone.currentStep);
|
return state.pylone.currentStep === "manipulation";
|
||||||
case "ferme":
|
case "ferme":
|
||||||
return isRepairMovementLocked(state.ferme.currentStep);
|
return isRepairMovementLocked(state.ferme.currentStep);
|
||||||
case "intro":
|
case "intro":
|
||||||
|
|||||||
@@ -7,9 +7,10 @@ import {
|
|||||||
type MissionStep,
|
type MissionStep,
|
||||||
type RepairMissionId,
|
type RepairMissionId,
|
||||||
} from "@/types/gameplay/repairMission";
|
} from "@/types/gameplay/repairMission";
|
||||||
|
import { type PyloneStep } from "@/types/gameplay/pylone";
|
||||||
|
|
||||||
export type MainGameState = "intro" | "bike" | "pylone" | "ferme" | "outro";
|
export type MainGameState = "intro" | "bike" | "pylone" | "ferme" | "outro";
|
||||||
export type { MissionStep, RepairMissionId };
|
export type { MissionStep, RepairMissionId, PyloneStep };
|
||||||
|
|
||||||
interface IntroState {
|
interface IntroState {
|
||||||
currentStep: GameStep;
|
currentStep: GameStep;
|
||||||
@@ -38,7 +39,9 @@ interface GameState {
|
|||||||
bike: MissionState & {
|
bike: MissionState & {
|
||||||
isRepaired: boolean;
|
isRepaired: boolean;
|
||||||
};
|
};
|
||||||
pylone: MissionState & {
|
pylone: {
|
||||||
|
currentStep: PyloneStep;
|
||||||
|
dialogueAudio: string | null;
|
||||||
isPowered: boolean;
|
isPowered: boolean;
|
||||||
};
|
};
|
||||||
ferme: MissionState & {
|
ferme: MissionState & {
|
||||||
@@ -66,7 +69,6 @@ interface GameActions {
|
|||||||
setMissionStep: (mission: RepairMissionId, step: MissionStep) => void;
|
setMissionStep: (mission: RepairMissionId, step: MissionStep) => void;
|
||||||
completeIntro: () => void;
|
completeIntro: () => void;
|
||||||
completeBike: () => void;
|
completeBike: () => void;
|
||||||
completePylone: () => void;
|
|
||||||
completeFerme: () => void;
|
completeFerme: () => void;
|
||||||
completeMission: (mission: RepairMissionId) => void;
|
completeMission: (mission: RepairMissionId) => void;
|
||||||
startOutro: () => void;
|
startOutro: () => void;
|
||||||
@@ -104,22 +106,7 @@ function completeBikeState(state: GameState): GameStateUpdate {
|
|||||||
},
|
},
|
||||||
pylone: {
|
pylone: {
|
||||||
...state.pylone,
|
...state.pylone,
|
||||||
currentStep: "waiting",
|
currentStep: "locked",
|
||||||
},
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
function completePyloneState(state: GameState): GameStateUpdate {
|
|
||||||
return {
|
|
||||||
mainState: "ferme",
|
|
||||||
pylone: {
|
|
||||||
...state.pylone,
|
|
||||||
currentStep: "done",
|
|
||||||
isPowered: true,
|
|
||||||
},
|
|
||||||
ferme: {
|
|
||||||
...state.ferme,
|
|
||||||
currentStep: "waiting",
|
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@@ -159,13 +146,42 @@ function completeMissionState(
|
|||||||
switch (mission) {
|
switch (mission) {
|
||||||
case "bike":
|
case "bike":
|
||||||
return completeBikeState(state);
|
return completeBikeState(state);
|
||||||
case "pylone":
|
|
||||||
return completePyloneState(state);
|
|
||||||
case "ferme":
|
case "ferme":
|
||||||
return completeFermeState(state);
|
return completeFermeState(state);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function getNextPyloneStep(step: PyloneStep): PyloneStep {
|
||||||
|
switch (step) {
|
||||||
|
case "locked":
|
||||||
|
return "alert";
|
||||||
|
case "alert":
|
||||||
|
return "searching";
|
||||||
|
case "searching":
|
||||||
|
return "helped";
|
||||||
|
case "helped":
|
||||||
|
return "manipulation";
|
||||||
|
case "manipulation":
|
||||||
|
return "manipulation";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function advancePyloneStep(state: GameState): GameStateUpdate {
|
||||||
|
const nextStep = getNextPyloneStep(state.pylone.currentStep);
|
||||||
|
if (
|
||||||
|
nextStep === "manipulation" &&
|
||||||
|
state.pylone.currentStep === "manipulation"
|
||||||
|
) {
|
||||||
|
return {
|
||||||
|
mainState: "outro",
|
||||||
|
pylone: { ...state.pylone, currentStep: "manipulation" },
|
||||||
|
};
|
||||||
|
}
|
||||||
|
return {
|
||||||
|
pylone: { ...state.pylone, currentStep: nextStep },
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
function advanceRepairMissionState(
|
function advanceRepairMissionState(
|
||||||
state: GameState,
|
state: GameState,
|
||||||
mission: RepairMissionId,
|
mission: RepairMissionId,
|
||||||
@@ -273,7 +289,6 @@ export const useGameStore = create<GameStore>()((set) => ({
|
|||||||
set((state) => setMissionStepState(state, mission, step)),
|
set((state) => setMissionStepState(state, mission, step)),
|
||||||
completeIntro: () => set(completeIntroState),
|
completeIntro: () => set(completeIntroState),
|
||||||
completeBike: () => set((state) => completeMissionState(state, "bike")),
|
completeBike: () => set((state) => completeMissionState(state, "bike")),
|
||||||
completePylone: () => set((state) => completeMissionState(state, "pylone")),
|
|
||||||
completeFerme: () => set((state) => completeMissionState(state, "ferme")),
|
completeFerme: () => set((state) => completeMissionState(state, "ferme")),
|
||||||
completeMission: (mission) =>
|
completeMission: (mission) =>
|
||||||
set((state) => completeMissionState(state, mission)),
|
set((state) => completeMissionState(state, mission)),
|
||||||
@@ -281,9 +296,19 @@ export const useGameStore = create<GameStore>()((set) => ({
|
|||||||
advanceGameState: () =>
|
advanceGameState: () =>
|
||||||
set((state) => {
|
set((state) => {
|
||||||
if (state.mainState === "intro") {
|
if (state.mainState === "intro") {
|
||||||
|
if (state.intro.currentStep === "bike") {
|
||||||
|
return {
|
||||||
|
mainState: "bike",
|
||||||
|
intro: { ...state.intro, hasCompleted: true },
|
||||||
|
};
|
||||||
|
}
|
||||||
return completeIntroState(state);
|
return completeIntroState(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (state.mainState === "pylone") {
|
||||||
|
return advancePyloneStep(state);
|
||||||
|
}
|
||||||
|
|
||||||
if (isRepairMissionId(state.mainState)) {
|
if (isRepairMissionId(state.mainState)) {
|
||||||
return advanceRepairMissionState(state, state.mainState);
|
return advanceRepairMissionState(state, state.mainState);
|
||||||
}
|
}
|
||||||
|
|||||||
+6
-18
@@ -2,29 +2,17 @@ import type { Vector3Tuple } from "@/types/three/three";
|
|||||||
|
|
||||||
export type GameStep =
|
export type GameStep =
|
||||||
| "intro"
|
| "intro"
|
||||||
| "intro_sequence"
|
| "sequence_video"
|
||||||
| "start-intro"
|
|
||||||
| "naming"
|
| "naming"
|
||||||
| "bienvenue"
|
| "start-move"
|
||||||
| "star-move"
|
| "bike";
|
||||||
| "mission2"
|
|
||||||
| "searching"
|
|
||||||
| "helped"
|
|
||||||
| "manipulation"
|
|
||||||
| "outOfFabrik";
|
|
||||||
|
|
||||||
export const GAME_STEPS: readonly GameStep[] = [
|
export const GAME_STEPS: readonly GameStep[] = [
|
||||||
"intro",
|
"intro",
|
||||||
"intro_sequence",
|
"sequence_video",
|
||||||
"start-intro",
|
|
||||||
"naming",
|
"naming",
|
||||||
"bienvenue",
|
"start-move",
|
||||||
"star-move",
|
"bike",
|
||||||
"mission2",
|
|
||||||
"searching",
|
|
||||||
"helped",
|
|
||||||
"manipulation",
|
|
||||||
"outOfFabrik",
|
|
||||||
] as const;
|
] as const;
|
||||||
|
|
||||||
export interface Zone {
|
export interface Zone {
|
||||||
|
|||||||
@@ -0,0 +1,18 @@
|
|||||||
|
export type PyloneStep =
|
||||||
|
| "locked"
|
||||||
|
| "alert"
|
||||||
|
| "searching"
|
||||||
|
| "helped"
|
||||||
|
| "manipulation";
|
||||||
|
|
||||||
|
export const PYLONE_STEPS: readonly PyloneStep[] = [
|
||||||
|
"locked",
|
||||||
|
"alert",
|
||||||
|
"searching",
|
||||||
|
"helped",
|
||||||
|
"manipulation",
|
||||||
|
] as const;
|
||||||
|
|
||||||
|
export function isPyloneStep(value: string): value is PyloneStep {
|
||||||
|
return PYLONE_STEPS.includes(value as PyloneStep);
|
||||||
|
}
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
export type RepairMissionId = "bike" | "pylone" | "ferme";
|
export type RepairMissionId = "bike" | "ferme";
|
||||||
|
|
||||||
export type MissionStep =
|
export type MissionStep =
|
||||||
| "locked"
|
| "locked"
|
||||||
@@ -10,7 +10,7 @@ export type MissionStep =
|
|||||||
| "reassembling"
|
| "reassembling"
|
||||||
| "done";
|
| "done";
|
||||||
|
|
||||||
export const REPAIR_MISSION_IDS = ["bike", "pylone", "ferme"] as const;
|
export const REPAIR_MISSION_IDS = ["bike", "ferme"] as const;
|
||||||
|
|
||||||
export const MISSION_STEPS = [
|
export const MISSION_STEPS = [
|
||||||
"locked",
|
"locked",
|
||||||
|
|||||||
Reference in New Issue
Block a user