feat: sequencing

This commit is contained in:
math-pixel
2026-05-12 21:44:43 +02:00
parent ff79448ce8
commit 28c6ef199f
13 changed files with 110 additions and 155 deletions
+4 -31
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@@ -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",
+2 -2
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@@ -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" });
} }
+7
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@@ -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;
} }
+1 -46
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@@ -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
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@@ -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":
+47 -22
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@@ -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
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@@ -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 {
+18
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@@ -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);
}
+2 -2
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@@ -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",