update : docs and skills

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# Architecture Patterns
The project uses **two complementary patterns**:
- **Singleton service classes** for orchestration and side effects
- **Declarative React components** for all 3D scene objects
This distinction is intentional. Scene elements such as the map, lights, environment, zones, and player are implemented as **React Three Fiber components** and mounted through `<Canvas>`.
Global systems such as gameplay flow, cinematics, audio, and debug tooling are implemented as **manager classes**.
Consistency matters, but the codebase does **not** force the same lifecycle pattern on scene components and global services.
---
## 1. Singleton Pattern for Global Managers Only
Only cross-cutting services use the singleton pattern.
Examples:
- `GameManager`
- `CinematicManager`
- `AudioManager`
- `ZoneManager`
- `Debug`
- `EventEmitter`
These services must exist once, be accessible from anywhere, and coordinate the experience globally.
```ts
// stateManager/GameManager.ts
export class GameManager {
private static _instance: GameManager | null = null;
cinematic!: CinematicManager;
audio!: AudioManager;
zone!: ZoneManager;
static getInstance(): GameManager {
if (!GameManager._instance) {
GameManager._instance = new GameManager();
}
return GameManager._instance;
}
private constructor() {
this.cinematic = CinematicManager.getInstance();
this.audio = AudioManager.getInstance();
this.zone = ZoneManager.getInstance();
}
destroy(): void {
this.cinematic.destroy();
this.audio.destroy();
this.zone.destroy();
GameManager._instance = null;
}
}
```
Usage:
```ts
const game = GameManager.getInstance();
game.startMission("workshop");
```
**Important:** scene objects such as `Map`, `WorkshopZone`, `Lighting`, or `Environment` are **not** singletons and must remain standard React components.
---
## 2. Scene Objects Are React Components, Not Manager Classes
All 3D scene objects are implemented as **declarative React components**.
This includes:
- maps
- lights
- environments
- player controllers
- zones
- interactive props
- postprocessing layers
This keeps the code aligned with the R3F runtime instead of rebuilding a parallel imperative engine.
Example:
```tsx
// world/zones/WorkshopZone.tsx
import { useEffect, useRef } from "react";
import * as THREE from "three";
import { useFrame } from "@react-three/fiber";
import { useGLTF } from "@react-three/drei";
export function WorkshopZone() {
const root = useRef<THREE.Group>(null);
const gltf = useGLTF("/models/workshop/ebike.glb");
const mixer = useRef<THREE.AnimationMixer | null>(null);
useEffect(() => {
mixer.current = new THREE.AnimationMixer(gltf.scene);
return () => {
mixer.current?.stopAllAction();
mixer.current = null;
};
}, [gltf.scene]);
useFrame((_, delta) => {
mixer.current?.update(delta);
});
return <primitive ref={root} object={gltf.scene.clone()} />;
}
```
Per-frame values such as movement, interpolation, camera smoothing, and physics must stay in:
- `useRef`
- `useFrame`
- Rapier bodies
- other frame-based systems
They must **never** go through React state.
---
## 3. Single Source of Truth for Durable Gameplay State
The project uses a single authoritative `GameManager` for durable gameplay state.
React components subscribe to that state through thin hooks.
Other managers communicate through `GameManager`, which acts as the main gameplay orchestrator.
High-frequency values such as movement, camera interpolation, or physics never go through React state and stay in refs or frame-based systems.
```ts
// stateManager/GameManager.ts
type Phase = "loading" | "intro" | "exploring" | "cinematic" | "outro";
type ZoneId = "workshop" | "powerGrid" | "farm" | null;
type GameSnapshot = {
phase: Phase;
activeZone: ZoneId;
missionId: string | null;
missionStep: number;
inputLocked: boolean;
dialogueId: string | null;
};
export class GameManager {
private static _instance: GameManager | null = null;
private listeners = new Set<() => void>();
private state: GameSnapshot = {
phase: "loading",
activeZone: null,
missionId: null,
missionStep: 0,
inputLocked: false,
dialogueId: null,
};
static getInstance(): GameManager {
if (!GameManager._instance) {
GameManager._instance = new GameManager();
}
return GameManager._instance;
}
getState(): GameSnapshot {
return this.state;
}
subscribe(listener: () => void): () => void {
this.listeners.add(listener);
return () => this.listeners.delete(listener);
}
private emit(): void {
this.listeners.forEach((cb) => cb());
}
setPhase(phase: Phase): void {
this.state.phase = phase;
this.emit();
}
setActiveZone(zone: ZoneId): void {
this.state.activeZone = zone;
this.emit();
}
startMission(id: string): void {
this.state.missionId = id;
this.state.missionStep = 0;
this.emit();
}
}
```
```ts
// hooks/useGameState.ts
import { useEffect, useState } from "react";
import { GameManager } from "@/stateManager/GameManager";
export function useGameState() {
const game = GameManager.getInstance();
const [state, setState] = useState(game.getState());
useEffect(() => {
return game.subscribe(() => {
setState({ ...game.getState() });
});
}, [game]);
return state;
}
```
This keeps the architecture simple:
- **GameManager** owns durable gameplay state
- **other managers** handle side effects
- **React components** render that state
- **R3F frame systems** handle fast-changing values
---
## 4. Side Effects Stay in Specialized Managers
Managers other than `GameManager` should not become secondary state stores.
Their role is to manage side effects and specialized runtime logic, such as:
- GSAP timelines
- audio playback
- zone entry detection
- interaction triggers
- camera lock/unlock
- temporary event coordination
They can read from `GameManager`, react to its state, or notify it of important transitions.
Example flow:
```
Component / Hook
GameManager.getInstance()
├── startMission('workshop')
├── cinematic.play('intro_workshop')
├── audio.playAmbience('workshop')
└── zone.setActive('workshop')
```
This keeps the dependency graph understandable while avoiding duplicated durable state.
---
## 5. Memory Management — Dispose Only What You Own
GPU memory must be cleaned carefully.
However, the project does **not** blindly deep-dispose every object on unmount.
Only resources explicitly created and owned by the current component or manager should be disposed.
This includes things like:
- custom materials
- render targets
- postprocessing passes
- manually created geometries
- manually created textures
- temporary clones with owned resources
Shared or cached assets must **not** be blindly disposed.
```ts
// utils/Dispose.ts
import * as THREE from "three";
export class Dispose {
static material(material: THREE.Material): void {
for (const value of Object.values(material)) {
if (value instanceof THREE.Texture) {
value.dispose();
}
}
material.dispose();
}
static mesh(mesh: THREE.Mesh): void {
mesh.geometry?.dispose();
const materials = Array.isArray(mesh.material)
? mesh.material
: [mesh.material];
for (const material of materials) {
if (material) this.material(material);
}
}
static renderTarget(rt: THREE.WebGLRenderTarget): void {
rt.texture.dispose();
rt.dispose();
}
}
```
Example usage:
```ts
useEffect(() => {
const material = new THREE.ShaderMaterial({
vertexShader,
fragmentShader,
});
meshRef.current.material = material;
return () => {
Dispose.material(material);
};
}, []);
```
**Rule:** disposal is ownership-based, not automatic and not blind.
---
## 6. Debug Utility
The debug panel can be activated by appending `?debug` to the URL:
`http://localhost:5173?debug`
All debug logic is centralized in `Debug.ts`.
Do not scatter debug checks across the codebase.
```ts
// utils/Debug.ts
import GUI from "lil-gui";
export class Debug {
private static _instance: Debug | null = null;
readonly active: boolean;
gui: GUI | null = null;
static getInstance(): Debug {
if (!Debug._instance) Debug._instance = new Debug();
return Debug._instance;
}
private constructor() {
this.active = new URLSearchParams(window.location.search).has("debug");
if (this.active) {
this.gui = new GUI({ title: "La-Fabrik Debug" });
}
}
destroy(): void {
this.gui?.destroy();
Debug._instance = null;
}
}
```
Usage:
```ts
const debug = Debug.getInstance();
if (debug.active) {
debug.gui!.add(params, "bloomIntensity", 0, 3).name("Bloom");
}
```