feat(types): add SiteStep and refactor GameStep for new intro flow
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This commit is contained in:
@@ -1,72 +0,0 @@
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import { useEffect, useRef } from "react";
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import { AudioManager } from "@/managers/AudioManager";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { AUDIO_PATHS } from "@/data/audioConfig";
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export function GameFlow(): null {
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const step = useGameStore((state) => state.intro.currentStep);
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const setStep = useGameStore((state) => state.setIntroStep);
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const setActivityCity = useGameStore((state) => state.setActivityCity);
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const setCanMove = useGameStore((state) => state.setCanMove);
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const completeIntro = useGameStore((state) => state.completeIntro);
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const hasInitialized = useRef(false);
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useEffect(() => {
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if (!hasInitialized.current && step === "intro") {
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hasInitialized.current = true;
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setStep("start-intro");
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}
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}, [step, setStep]);
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useEffect(() => {
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if (step === "start-intro") {
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => {
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setStep("naming");
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});
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return () => {};
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}
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if (step === "bienvenue") {
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => {
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setCanMove(true);
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setStep("star-move");
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});
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return () => {};
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}
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if (step === "mission2") {
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setActivityCity(false);
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const audio = AudioManager.getInstance();
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audio.playSound(AUDIO_PATHS.alertCentral, 0.5);
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}
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if (step === "searching") {
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const audio = AudioManager.getInstance();
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audio.playSound(AUDIO_PATHS.searching, 0.5);
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}
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if (step === "helped") {
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const audio = AudioManager.getInstance();
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audio.playSound(AUDIO_PATHS.helped, 0.5);
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}
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if (step === "manipulation") {
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setCanMove(false);
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const timeoutId = window.setTimeout(() => {
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completeIntro();
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}, 1000);
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return () => {
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window.clearTimeout(timeoutId);
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};
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}
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return undefined;
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}, [completeIntro, step, setStep, setActivityCity, setCanMove]);
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return null;
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}
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@@ -1,42 +0,0 @@
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import { InteractableObject } from "@/components/three/interaction/InteractableObject";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { Debug } from "@/utils/debug/Debug";
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import type { Vector3Tuple } from "@/types/three/three";
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interface NPCHelperProps {
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position: Vector3Tuple;
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}
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export function NPCHelper({ position }: NPCHelperProps): React.JSX.Element {
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const step = useGameStore((state) => state.intro.currentStep);
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const setStep = useGameStore((state) => state.setIntroStep);
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const debug = Debug.getInstance();
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const handlePress = (): void => {
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if (step === "searching") {
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setStep("helped");
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}
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};
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const shouldShow = step === "searching" || debug.active;
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if (!shouldShow) {
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return <></>;
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}
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return (
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<InteractableObject
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kind="trigger"
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label="villageois_helper"
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position={position}
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onPress={handlePress}
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>
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<group position={position}>
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<mesh>
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<sphereGeometry args={[0.5, 16, 16]} />
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<meshStandardMaterial color="cyan" />
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</mesh>
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</group>
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</InteractableObject>
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);
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}
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@@ -1,52 +0,0 @@
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import { InteractableObject } from "@/components/three/interaction/InteractableObject";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { Debug } from "@/utils/debug/Debug";
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import type { Vector3Tuple } from "@/types/three/three";
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interface PyloneDestroyedProps {
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position: Vector3Tuple;
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}
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export function PyloneDestroyed({
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position,
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}: PyloneDestroyedProps): React.JSX.Element {
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const step = useGameStore((state) => state.intro.currentStep);
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const setStep = useGameStore((state) => state.setIntroStep);
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const setCanMove = useGameStore((state) => state.setCanMove);
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const showDialog = useGameStore((state) => state.showDialog);
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const debug = Debug.getInstance();
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const handlePress = (): void => {
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if (step === "helped") {
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setCanMove(false);
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setStep("manipulation");
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} else if (step === "searching") {
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showDialog(
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"Cet objet est trop lourd pour le porter tout seul, trouve de l'aide",
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);
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}
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};
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const shouldShow =
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step === "helped" || step === "manipulation" || debug.active;
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if (!shouldShow) {
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return <></>;
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}
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return (
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<InteractableObject
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kind="trigger"
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label="central"
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position={position}
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onPress={handlePress}
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>
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<group position={position}>
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<mesh>
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<boxGeometry args={[1, 1, 1]} />
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<meshStandardMaterial color="orange" />
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</mesh>
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</group>
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</InteractableObject>
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);
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}
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@@ -1,129 +0,0 @@
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import { useState } from "react";
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import { useGameStore } from "@/managers/stores/useGameStore";
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export function IntroUI(): React.JSX.Element | null {
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const step = useGameStore((state) => state.intro.currentStep);
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const setPlayerName = useGameStore((state) => state.setPlayerName);
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const setStep = useGameStore((state) => state.setIntroStep);
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const [inputValue, setInputValue] = useState("");
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if (step !== "naming") return null;
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const handleSubmit = (): void => {
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if (inputValue.trim() === "") return;
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setPlayerName(inputValue.trim());
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setStep("bienvenue");
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};
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const handleKeyDown = (e: React.KeyboardEvent): void => {
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if (e.key === "Enter") {
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handleSubmit();
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}
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};
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return (
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<div
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style={{
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position: "fixed",
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top: 0,
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left: 0,
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width: "100%",
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height: "100%",
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display: "flex",
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alignItems: "center",
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justifyContent: "center",
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backgroundColor: "rgba(0, 0, 0, 0.7)",
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zIndex: 1000,
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}}
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>
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<div
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style={{
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backgroundColor: "#1a1a1a",
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padding: "2rem",
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borderRadius: "12px",
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display: "flex",
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flexDirection: "column",
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gap: "1.5rem",
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minWidth: "300px",
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}}
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>
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<h2
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style={{
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color: "#fff",
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margin: 0,
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fontSize: "1.5rem",
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textAlign: "center",
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}}
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>
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Quel est votre prenom ?
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</h2>
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<input
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type="text"
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value={inputValue}
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onChange={(e) => setInputValue(e.target.value)}
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onKeyDown={handleKeyDown}
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placeholder="Votre prenom"
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autoFocus
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style={{
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padding: "0.75rem",
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fontSize: "1rem",
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borderRadius: "6px",
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border: "1px solid #444",
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backgroundColor: "#2a2a2a",
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color: "#fff",
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outline: "none",
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}}
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/>
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<button
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onClick={handleSubmit}
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disabled={inputValue.trim() === ""}
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style={{
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padding: "0.75rem",
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fontSize: "1rem",
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borderRadius: "6px",
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border: "none",
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backgroundColor: inputValue.trim() ? "#4a9" : "#444",
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color: "#fff",
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cursor: inputValue.trim() ? "pointer" : "not-allowed",
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transition: "background-color 0.2s",
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}}
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>
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Valider
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</button>
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</div>
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</div>
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);
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}
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export function BienvenueDisplay(): React.JSX.Element | null {
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const step = useGameStore((state) => state.intro.currentStep);
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const playerName = useGameStore((state) => state.missionFlow.playerName);
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if (step !== "bienvenue") return null;
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return (
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<div
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style={{
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position: "fixed",
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top: "20%",
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left: "50%",
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transform: "translateX(-50%)",
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backgroundColor: "rgba(0, 0, 0, 0.8)",
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padding: "1rem 2rem",
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borderRadius: "8px",
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zIndex: 100,
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}}
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>
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<p
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style={{
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color: "#fff",
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margin: 0,
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fontSize: "1.25rem",
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}}
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>
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Bienvenue {playerName} !
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</p>
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</div>
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);
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}
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@@ -1,148 +0,0 @@
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import { useEffect, useRef, useState } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import * as THREE from "three";
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import { ZONES } from "@/data/zones";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { Debug } from "@/utils/debug/Debug";
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import { GAME_STEPS } from "@/data/game/gameStateConfig";
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const _playerPos = new THREE.Vector3();
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const _zonePos = new THREE.Vector3();
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export function ZoneDetection(): null {
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const camera = useThree((state) => state.camera);
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const triggeredZones = useRef<Set<string>>(new Set());
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const debug = Debug.getInstance();
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const step = useGameStore((state) => state.intro.currentStep);
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const setStep = useGameStore((state) => state.setIntroStep);
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useEffect(() => {
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if (!debug.active) return;
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const folder = debug.createFolder("Game");
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if (!folder) return;
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const gameState = { step: step };
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const playerPos = { x: 0, y: 0, z: 0 };
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folder.add(gameState, "step", GAME_STEPS).name("Game Step").disable();
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folder.add(playerPos, "x").name("Player X").listen().disable();
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folder.add(playerPos, "y").name("Player Y").listen().disable();
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folder.add(playerPos, "z").name("Player Z").listen().disable();
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const unsubStore = useGameStore.subscribe((state) => {
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gameState.step = state.intro.currentStep;
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folder.controllersRecursive().forEach((c) => c.updateDisplay());
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});
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let frameId: number;
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const updatePlayerPos = (): void => {
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camera.getWorldPosition(_playerPos);
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playerPos.x = Math.round(_playerPos.x * 100) / 100;
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playerPos.y = Math.round(_playerPos.y * 100) / 100;
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playerPos.z = Math.round(_playerPos.z * 100) / 100;
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folder.controllersRecursive().forEach((c) => c.updateDisplay());
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frameId = requestAnimationFrame(updatePlayerPos);
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};
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updatePlayerPos();
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return () => {
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cancelAnimationFrame(frameId);
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debug.destroyFolder("Game");
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unsubStore();
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};
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}, [debug, camera, step]);
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useFrame(() => {
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camera.getWorldPosition(_playerPos);
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for (const zone of ZONES) {
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if (triggeredZones.current.has(zone.id)) continue;
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_zonePos.set(...zone.position);
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const distanceSq = _playerPos.distanceToSquared(_zonePos);
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if (distanceSq <= zone.radius * zone.radius) {
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setStep(zone.targetStep);
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triggeredZones.current.add(zone.id);
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break;
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}
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}
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});
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return null;
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}
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export function ZoneDebugVisuals(): React.JSX.Element | null {
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const debug = Debug.getInstance();
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const camera = useThree((state) => state.camera);
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const [triggeredZones, setTriggeredZones] = useState<Set<string>>(new Set());
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useFrame(() => {
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camera.getWorldPosition(_playerPos);
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for (const zone of ZONES) {
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if (triggeredZones.has(zone.id)) continue;
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_zonePos.set(...zone.position);
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const distanceSq = _playerPos.distanceToSquared(_zonePos);
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if (distanceSq <= zone.radius * zone.radius) {
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setTriggeredZones((prev) => new Set(prev).add(zone.id));
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break;
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}
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}
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});
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if (!debug.active) return null;
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return (
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<>
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{ZONES.map((zone) => (
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<ZoneVisual
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key={zone.id}
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position={[zone.position[0], 0.1, zone.position[2]]}
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radius={zone.radius}
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height={zone.height}
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triggered={triggeredZones.has(zone.id)}
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/>
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))}
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</>
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);
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}
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function ZoneVisual({
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position,
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radius,
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height,
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triggered,
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}: {
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position: [number, number, number];
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radius: number;
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height: number;
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triggered: boolean;
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}): React.JSX.Element {
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const color = triggered ? "#00ff00" : "#ff0000";
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return (
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<group position={position}>
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<mesh rotation={[-Math.PI / 2, 0, 0]}>
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<ringGeometry args={[radius - 0.3, radius, 32]} />
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<meshBasicMaterial color={color} side={THREE.DoubleSide} />
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</mesh>
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<mesh position={[0, height / 2, 0]}>
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<cylinderGeometry args={[radius, radius, height, 32, 1, true]} />
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<meshBasicMaterial
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color={color}
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transparent
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opacity={0.15}
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side={THREE.DoubleSide}
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depthWrite={false}
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/>
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</mesh>
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</group>
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);
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}
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Block a user