refactor(repair): unify exploded model across phases, simplify ebike flow

- RepairGame: lift a single ExplodableModel mounted across fragmented
  -> done so the model loads once, animates from its real original
  positions, and never re-instantiates between phases. Eliminates the
  position/rotation jumps and re-explosion that occurred when each
  step instantiated its own model.
- ExplodableModel: expose splitSpeed prop so the explode/reassemble
  lerp can be slowed down (REPAIR_FRAGMENT_SPLIT_SPEED = 1.8) for a
  more deliberate visual where each node is seen leaving its origin.
- RepairScanSequence: drop its own ExplodableModel, receive parts
  from the upstream shared instance. Logs the available part names
  when broken-part nodes can't be matched so config drift is visible.
- RepairReassemblyStep: reduced to the completion particles + a
  delayed onSettled callback. The collapse animation is now driven by
  the shared ExplodableModel switching split=false at the reassembling
  phase. After REPAIR_REASSEMBLY_HOLD_MS (1500ms) the upstream flow
  auto-advances to done.
- RepairEbikeRepairTrigger: new minimal interactable for the ebike
  repairing step. Replaces the heavier grabbable-parts UX (cercles,
  ranger pieces) with a single 'Changez le refroidisseur' prompt that
  advances directly to reassembling. Pylon/farm keep RepairRepairingStep.
- RepairCompletionStep: drop the duplicated RepairObjectModel; the
  shared ExplodableModel renders the repaired model at done.
- RepairGame ebike-done: play narrateur_ebikerepare and call
  completeMission on the audio's ended event (with REPAIR_DONE_DIALOGUE_FALLBACK_MS
  fallback). Hands off to pylon without a Validate button.
- EbikeRepairNarrator: drop the done entry; RepairGame owns it now so
  the audio's end event can drive the mission completion handoff.
- RepairGame: drop the window.ebikeParkedPosition livePosition logic.
  Ebike movement is disabled during the repair flow so the static zone
  position is the source of truth, fixing the floating-bike issue
  observed in TestMap.
This commit is contained in:
Tom Boullay
2026-06-03 06:21:29 +02:00
parent 9841b14388
commit 5a6596b755
8 changed files with 279 additions and 110 deletions
+7 -12
View File
@@ -1,8 +1,5 @@
import { useEffect, useRef } from "react";
import {
EBIKE_REPAIRED_DIALOGUE_ID,
EBIKE_SCAN_HINT_DIALOGUE_ID,
} from "@/data/ebike/ebikeConfig";
import { EBIKE_SCAN_HINT_DIALOGUE_ID } from "@/data/ebike/ebikeConfig";
import { useGameStore } from "@/managers/stores/useGameStore";
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
import type { MissionStep } from "@/types/gameplay/repairMission";
@@ -12,14 +9,13 @@ import { playDialogueById } from "@/utils/dialogues/playDialogue";
/**
* Plays narrator cues during the ebike repair game:
* - `fragmented` -> "Alors? Pas magnifique ça?... ces galets vont scanner..."
* - `done` -> "Eeeet voilà! Il fonctionne comme une horloge!..."
*
* The `narrateur_refroidisseur_diagnostic` line is no longer played
* here on the `repairing` step. It is now triggered by the scan
* sequence itself when it lands on the refroidisseur node (configured
* via `RepairMissionPartConfig.voiceLineId` on the broken part). That
* keeps the audio synchronized with the red broken-part highlight and
* gates the `scanning -> repairing` transition on the audio's `ended`.
* The `narrateur_refroidisseur_diagnostic` line is triggered by the
* scan sequence itself when it lands on the refroidisseur node
* (configured via `RepairMissionPartConfig.voiceLineId` on the broken
* part). The `narrateur_ebikerepare` line is triggered by RepairGame
* directly at the `done` step so its `ended` event can drive the
* mission completion handoff.
*
* Each cue is one-shot per mission run; the played-set resets when the
* mission state rolls back to `waiting` so debug-panel replays still
@@ -32,7 +28,6 @@ import { playDialogueById } from "@/utils/dialogues/playDialogue";
*/
const STEP_TO_DIALOGUE_ID: Partial<Record<MissionStep, string>> = {
fragmented: EBIKE_SCAN_HINT_DIALOGUE_ID,
done: EBIKE_REPAIRED_DIALOGUE_ID,
};
function stopAudio(audio: HTMLAudioElement | null): void {
@@ -1,5 +1,4 @@
import { useEffect, useState } from "react";
import { RepairObjectModel } from "@/components/three/gameplay/RepairObjectModel";
import { RepairPromptVideo } from "@/components/three/gameplay/RepairPromptVideo";
import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
import { TriggerObject } from "@/components/three/interaction/TriggerObject";
@@ -40,11 +39,12 @@ export function RepairCompletionStep({
onExitComplete={onComplete}
/>
<RepairObjectModel
label={config.label}
modelPath={config.modelPath}
scale={config.modelScale ?? 1}
/>
{/*
The repaired model is now rendered by the shared ExplodableModel
in RepairGame (split=false at done) so a single instance covers
the whole repair flow. Rendering RepairObjectModel here would
duplicate the model on top of the unified one.
*/}
{!isClosingCase ? (
<TriggerObject
@@ -0,0 +1,34 @@
import { TriggerObject } from "@/components/three/interaction/TriggerObject";
import { REPAIR_INTERACTION_RADIUS } from "@/data/gameplay/repairGameConfig";
import type { Vector3Tuple } from "@/types/three/three";
interface RepairEbikeRepairTriggerProps {
onRepair: () => void;
}
const TRIGGER_POSITION: Vector3Tuple = [0, 1.4, 0];
/**
* Minimal interactable used for the ebike `repairing` step. Replaces
* the heavier RepairRepairingStep (grabbable parts + placeholder
* circles) with a single "Changez le refroidisseur" prompt. The
* collider is invisible — the player just walks up and presses E.
*/
export function RepairEbikeRepairTrigger({
onRepair,
}: RepairEbikeRepairTriggerProps): React.JSX.Element {
return (
<TriggerObject
position={TRIGGER_POSITION}
colliders="ball"
label="Changez le refroidisseur"
radius={REPAIR_INTERACTION_RADIUS}
onTrigger={onRepair}
>
<mesh>
<sphereGeometry args={[0.6, 16, 16]} />
<meshBasicMaterial colorWrite={false} depthWrite={false} />
</mesh>
</TriggerObject>
);
}
+171 -51
View File
@@ -1,4 +1,4 @@
import { Suspense, useEffect, useMemo, useState } from "react";
import { Suspense, useEffect, useMemo, useRef, useState } from "react";
import { useGLTF } from "@react-three/drei";
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
import type { ExplodedNodeAnchors } from "@/components/three/models/ExplodableModel";
@@ -7,6 +7,7 @@ import type {
RepairCasePlaceholder,
} from "@/components/three/gameplay/RepairCaseModel";
import { RepairCompletionStep } from "@/components/three/gameplay/RepairCompletionStep";
import { RepairEbikeRepairTrigger } from "@/components/three/gameplay/RepairEbikeRepairTrigger";
import { RepairInspectionObject } from "@/components/three/gameplay/RepairInspectionObject";
import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
import { BUBBLE_GROW_DURATION_SECONDS } from "@/components/three/gameplay/RepairFocusBubble";
@@ -14,11 +15,20 @@ import { RepairRepairingStep } from "@/components/three/gameplay/RepairRepairing
import { RepairReassemblyStep } from "@/components/three/gameplay/RepairReassemblyStep";
import { RepairScanSequence } from "@/components/three/gameplay/RepairScanSequence";
import { REPAIR_CASE_MODEL_PATH } from "@/data/gameplay/repairCaseConfig";
import { REPAIR_FRAGMENTATION_SEQUENCE_SECONDS } from "@/data/gameplay/repairGameConfig";
import {
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
REPAIR_FRAGMENTATION_SEQUENCE_SECONDS,
REPAIR_FRAGMENT_SPLIT_SPEED,
REPAIR_REASSEMBLY_HOLD_MS,
} from "@/data/gameplay/repairGameConfig";
import { REPAIR_MISSIONS } from "@/data/gameplay/repairMissions";
import { EBIKE_REPAIRED_DIALOGUE_ID } from "@/data/ebike/ebikeConfig";
import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmentationInput";
import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep";
import { useTerrainSnappedPosition } from "@/hooks/three/useTerrainHeight";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue";
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
import type {
MissionStep,
RepairMissionConfig,
@@ -28,6 +38,7 @@ import type {
import { useGameStore } from "@/managers/stores/useGameStore";
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
import type { ExplodedPart } from "@/utils/three/ExplodedModel";
import { toVector3Scale } from "@/utils/three/scale";
interface RepairGameProps extends Required<
@@ -55,6 +66,20 @@ function RepairMissionAssetPreloader({
return null;
}
const REPAIR_PHASES: readonly MissionStep[] = [
"fragmented",
"scanning",
"repairing",
"reassembling",
"done",
];
const SPLIT_PHASES: readonly MissionStep[] = [
"fragmented",
"scanning",
"repairing",
];
export function RepairGame({
mission,
position,
@@ -74,22 +99,22 @@ export function RepairGame({
const [scannedBrokenParts, setScannedBrokenParts] = useState<
readonly RepairScannedBrokenPart[]
>([]);
// For the ebike mission, use the bike's live parked world position once
// the repair flow leaves the waiting phase so the repair happens
// wherever the player parked the bike, not at the static zone anchor.
// window.ebikeParkedPosition is set by Ebike when the player drops the
// bike and stays stable through the rest of the repair flow.
const livePosition = useMemo<Vector3Tuple>(() => {
if (mission !== "ebike" || mainState !== mission) return position;
if (step === "waiting") return position;
const parked = window.ebikeParkedPosition;
if (!parked) return position;
return [parked[0], parked[1], parked[2]];
}, [mainState, mission, position, step]);
const [explodedParts, setExplodedParts] = useState<readonly ExplodedPart[]>(
[],
);
// Position of the repair flow is the static zone position. Ebike
// movement is disabled during the mission so we don't need to track
// window.ebikeParkedPosition: the bike, the case and the exploded
// model all sit at the zone's anchor.
const parsedScale = toVector3Scale(scale);
const snappedPosition = useTerrainSnappedPosition(livePosition);
const snappedPosition = useTerrainSnappedPosition(position);
const readyForFragmentation = step === "inspected";
const brokenNodeNames = useMemo(() => getBrokenNodeNames(config), [config]);
const isRepairPhase = (REPAIR_PHASES as readonly MissionStep[]).includes(
step,
);
const isSplitPhase = (SPLIT_PHASES as readonly MissionStep[]).includes(step);
const isRepairing = step === "repairing";
useRepairFragmentationInput({
enabled: mainState === mission && readyForFragmentation,
@@ -150,22 +175,19 @@ export function RepairGame({
}, [mainState, mission, setMissionStep, step]);
// fragmented -> scanning is now driven by `onSplitSettled` from the
// ExplodableModel below (fires once the lerp actually converges on
// progress=1). The legacy REPAIR_FRAGMENTATION_SEQUENCE_SECONDS timer
// is kept as a safety-net fallback in case the model fails to load
// (no part anchors -> no settled event) so the flow can never get
// stuck on the fragmented step.
// shared ExplodableModel below (fires once the lerp actually
// converges on progress=1). The legacy
// REPAIR_FRAGMENTATION_SEQUENCE_SECONDS timer is kept as a safety-net
// fallback in case the model fails to load (no settled event) so the
// flow can never get stuck on the fragmented step.
useEffect(() => {
if (mainState !== mission) return undefined;
if (step !== "fragmented") return undefined;
const timeoutId = window.setTimeout(
() => {
setMissionStep(mission, "scanning");
},
// Generous fallback: actual anim usually finishes in <1s, so this
// only fires if something went wrong.
(REPAIR_FRAGMENTATION_SEQUENCE_SECONDS + 2) * 1000,
);
@@ -174,6 +196,95 @@ export function RepairGame({
};
}, [mainState, mission, setMissionStep, step]);
// Ebike-only: at `done`, play the success narrator line and complete
// the mission when the audio ends (handing off to pylon). A fallback
// timer guarantees the transition even if the audio fails.
useEffect(() => {
if (mainState !== mission) return undefined;
if (mission !== "ebike") return undefined;
if (step !== "done") return undefined;
let cancelled = false;
let activeAudio: HTMLAudioElement | null = null;
let fallbackTimeoutId: number | null = null;
const finish = (): void => {
if (cancelled) return;
cancelled = true;
completeMission(mission);
};
void (async () => {
const manifest = await loadDialogueManifest();
if (cancelled) return;
const audio = manifest
? await playDialogueById(manifest, EBIKE_REPAIRED_DIALOGUE_ID)
: null;
if (cancelled) {
if (audio && !audio.paused) {
audio.pause();
audio.currentTime = 0;
}
useSubtitleStore.getState().clearActiveSubtitle();
return;
}
activeAudio = audio;
if (audio) {
audio.addEventListener("ended", finish, { once: true });
fallbackTimeoutId = window.setTimeout(
finish,
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
);
} else {
fallbackTimeoutId = window.setTimeout(
finish,
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
);
}
})();
return () => {
cancelled = true;
if (activeAudio) {
activeAudio.removeEventListener("ended", finish);
if (!activeAudio.paused) {
activeAudio.pause();
activeAudio.currentTime = 0;
}
}
if (fallbackTimeoutId !== null) {
window.clearTimeout(fallbackTimeoutId);
}
useSubtitleStore.getState().clearActiveSubtitle();
};
}, [completeMission, mainState, mission, step]);
// The shared ExplodableModel resets its parts to a fresh array each
// time it remounts (i.e. when leaving the repair flow back to
// waiting/inspected). The cached `explodedParts` will be overwritten
// by `onPartsReady` on the next mount; we don't need an explicit
// reset because no rendered code path uses the stale parts outside
// the repair phases.
// Settled callback: drives event-based transitions out of the
// explode/reassemble lerp.
const stepRef = useRef(step);
useEffect(() => {
stepRef.current = step;
}, [step]);
const handleSplitSettled = useMemo(
() => (settledAt: 0 | 1) => {
const currentStep = stepRef.current;
if (settledAt === 1 && currentStep === "fragmented") {
setMissionStep(mission, "scanning");
}
// settledAt === 0 happens when the model finishes the inverse
// explosion at reassembling. The reassembly step's particle hold
// takes care of advancing to `done`.
},
[mission, setMissionStep],
);
if (mainState !== mission) return null;
if (step === "locked") return null;
@@ -190,54 +301,63 @@ export function RepairGame({
onInspect={() => setMissionStep(mission, "inspected")}
/>
) : null}
{step === "fragmented" ? (
{/*
Single ExplodableModel mounted across the entire repair flow
(fragmented -> done) so the model loads once, animates from
its real original positions, never re-instantiates between
phases, and stays at a stable transform. `split` toggles drive
the explode/reassemble lerps in place.
*/}
{isRepairPhase ? (
<ExplodableModel
modelPath={config.modelPath}
rotation={config.modelRotation ?? [0, 0, 0]}
scale={config.modelScale ?? 1}
split
onSplitSettled={(settledAt) => {
if (settledAt === 1) setMissionStep(mission, "scanning");
}}
split={isSplitPhase}
splitSpeed={REPAIR_FRAGMENT_SPLIT_SPEED}
onPartsReady={setExplodedParts}
onSplitSettled={handleSplitSettled}
{...(isRepairing
? {
hideNodeNames: brokenNodeNames,
nodeAnchorNames: brokenNodeNames,
onNodeAnchorsChange: setBrokenAnchors,
}
: {})}
/>
) : null}
{step === "scanning" ? (
<RepairScanSequence
config={config}
parts={explodedParts}
onComplete={(brokenParts) => {
setScannedBrokenParts(brokenParts);
setMissionStep(mission, "repairing");
}}
/>
) : null}
{step === "repairing" ? (
<>
<ExplodableModel
modelPath={config.modelPath}
rotation={config.modelRotation ?? [0, 0, 0]}
scale={config.modelScale ?? 1}
split
hideNodeNames={brokenNodeNames}
nodeAnchorNames={brokenNodeNames}
onNodeAnchorsChange={setBrokenAnchors}
/>
<RepairRepairingStep
anchors={caseAnchors}
brokenAnchors={brokenAnchors}
brokenParts={scannedBrokenParts}
config={config}
placeholders={casePlaceholders}
onRepair={() => setMissionStep(mission, "reassembling")}
/>
</>
{step === "repairing" && mission === "ebike" ? (
<RepairEbikeRepairTrigger
onRepair={() => setMissionStep(mission, "reassembling")}
/>
) : null}
{step === "repairing" && mission !== "ebike" ? (
<RepairRepairingStep
anchors={caseAnchors}
brokenAnchors={brokenAnchors}
brokenParts={scannedBrokenParts}
config={config}
placeholders={casePlaceholders}
onRepair={() => setMissionStep(mission, "reassembling")}
/>
) : null}
{step === "reassembling" ? (
<RepairReassemblyStep
config={config}
onComplete={() => setMissionStep(mission, "done")}
delayMs={REPAIR_REASSEMBLY_HOLD_MS}
onSettled={() => setMissionStep(mission, "done")}
/>
) : null}
{step === "done" && mission !== "pylon" ? (
{step === "done" && mission !== "pylon" && mission !== "ebike" ? (
<RepairCompletionStep
config={config}
onComplete={() => completeMission(mission)}
@@ -1,45 +1,37 @@
import { useEffect, useState } from "react";
import { useEffect } from "react";
import { RepairCompletionParticles } from "@/components/three/gameplay/RepairCompletionParticles";
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
import { REPAIR_REASSEMBLY_SECONDS } from "@/data/gameplay/repairGameConfig";
import type { RepairMissionConfig } from "@/types/gameplay/repairMission";
interface RepairReassemblyStepProps {
config: RepairMissionConfig;
onComplete: () => void;
onSettled?: () => void;
delayMs?: number;
}
/**
* Visual layer for the reassembly phase. The actual collapse animation
* (parts lerping back to their original positions) is driven by the
* shared ExplodableModel mounted upstream by RepairGame, which keeps a
* single instance alive across fragmented -> done so the model never
* reloads or jumps between phases.
*
* This component now only renders the completion particles and emits a
* settled signal after `delayMs` so the upstream flow can advance.
*/
export function RepairReassemblyStep({
config,
onComplete,
onSettled,
delayMs = 0,
}: RepairReassemblyStepProps): React.JSX.Element {
const [split, setSplit] = useState(true);
const reassemblySeconds =
config.reassemblySeconds ?? REPAIR_REASSEMBLY_SECONDS;
useEffect(() => {
const closeTimeoutId = window.setTimeout(() => {
setSplit(false);
}, 50);
const completeTimeoutId = window.setTimeout(() => {
onComplete();
}, reassemblySeconds * 1000);
if (!onSettled) return undefined;
if (delayMs <= 0) {
onSettled();
return undefined;
}
const timeoutId = window.setTimeout(onSettled, delayMs);
return () => {
window.clearTimeout(closeTimeoutId);
window.clearTimeout(completeTimeoutId);
window.clearTimeout(timeoutId);
};
}, [onComplete, reassemblySeconds]);
}, [onSettled, delayMs]);
return (
<group>
<ExplodableModel
modelPath={config.modelPath}
scale={config.modelScale ?? 1}
split={split}
splitDistance={1.2}
/>
<RepairCompletionParticles />
</group>
);
return <RepairCompletionParticles />;
}
@@ -2,7 +2,6 @@ import { useEffect, useState } from "react";
import * as THREE from "three";
import { RepairBrokenPartHighlight } from "@/components/three/gameplay/RepairBrokenPartHighlight";
import { RepairBrokenPartPrompt } from "@/components/three/gameplay/RepairBrokenPartPrompt";
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
import { RepairScanVisual } from "@/components/three/gameplay/RepairScanVisual";
import { REPAIR_SCAN_PART_SECONDS } from "@/data/gameplay/repairGameConfig";
import type {
@@ -18,6 +17,14 @@ import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
interface RepairScanSequenceProps {
config: RepairMissionConfig;
/**
* Parts of the (already mounted) ExplodableModel managed upstream by
* RepairGame. The scan sequence drives its visuals against these
* parts so the model isn't re-instantiated when entering the scanning
* phase (which would cause the explosion animation to replay and the
* world transform to differ between phases).
*/
parts: readonly ExplodedPart[];
onComplete: (brokenParts: readonly RepairScannedBrokenPart[]) => void;
}
@@ -30,9 +37,9 @@ const warnedMissingScanParts = new Set<string>();
export function RepairScanSequence({
config,
parts,
onComplete,
}: RepairScanSequenceProps): React.JSX.Element {
const [parts, setParts] = useState<readonly ExplodedPart[]>([]);
const [activePartIndex, setActivePartIndex] = useState(0);
const activePart = parts[activePartIndex];
const scanPartSeconds = config.scanPartSeconds ?? REPAIR_SCAN_PART_SECONDS;
@@ -145,12 +152,6 @@ export function RepairScanSequence({
return (
<group>
<ExplodableModel
modelPath={config.modelPath}
scale={config.modelScale ?? 1}
split
onPartsReady={setParts}
/>
<RepairScanVisual target={activePart?.object} />
{visibleBrokenPartMatches.map((match) => {
const part = parts[match.partIndex];
@@ -218,6 +219,7 @@ function getBrokenPartMatches(
logger.warn("RepairScan", "Broken parts missing from exploded model", {
missionId: config.id,
missingIds,
availablePartNames: parts.map((part) => part.object.name),
});
}
}
@@ -71,6 +71,11 @@ interface ExplodableModelInnerProps extends ModelTransformProps {
modelPath: string;
split: boolean;
splitDistance?: number;
/**
* Lerp speed for the explode/reassemble animation. Lower = slower.
* Defaults to ExplodedModel's internal default (6) when omitted.
*/
splitSpeed?: number;
onPartsReady?: (parts: readonly ExplodedPart[]) => void;
/**
* Fired once each time the explode/reassemble lerp converges on its
@@ -106,6 +111,7 @@ function ExplodableModelInner({
rotation = [0, 0, 0],
scale = 1,
splitDistance = 1.2,
splitSpeed,
onPartsReady,
onSplitSettled,
hideNodeNames,
@@ -138,9 +144,10 @@ function ExplodableModelInner({
// eslint-disable-next-line react-hooks/refs
new ExplodedModel(model, {
distance: splitDistance,
...(splitSpeed !== undefined ? { speed: splitSpeed } : {}),
onSettled: handleSettled,
}),
[model, splitDistance, handleSettled],
[model, splitDistance, splitSpeed, handleSettled],
);
const parsedScale = toVector3Scale(scale);
const anchorSignatureRef = useRef("");
+19
View File
@@ -3,3 +3,22 @@ export const REPAIR_FRAGMENTATION_SEQUENCE_SECONDS = 4;
export const REPAIR_INTERACTION_RADIUS = 10;
export const REPAIR_SCAN_PART_SECONDS = 1.2;
export const REPAIR_REASSEMBLY_SECONDS = 1.4;
/**
* Lerp speed used by the shared ExplodableModel during the repair flow.
* Lower = slower, more deliberate explosion so the player can see each
* node clearly leave its original position. The default ExplodedModel
* speed (6) finishes in ~0.5s which feels rushed.
*/
export const REPAIR_FRAGMENT_SPLIT_SPEED = 1.8;
/**
* Delay between the end of the inverse-explosion (parts settled back to
* their original positions) and the auto-transition to the `done` step.
* Used by the ebike repair flow so the reassembly particles can play
* before the bubble starts shrinking.
*/
export const REPAIR_REASSEMBLY_HOLD_MS = 1500;
/**
* Fallback timer for the ebike `done` -> mission-complete transition
* when the narrator audio fails to fire its `ended` event.
*/
export const REPAIR_DONE_DIALOGUE_FALLBACK_MS = 6000;