Merge remote-tracking branch 'origin/develop' into feat/mission-2

# Conflicts:
#	package-lock.json
#	package.json
#	src/App.tsx
#	src/components/three/interaction/CentralObject.tsx
#	src/components/three/interaction/VillageoisHelperObject.tsx
#	src/managers/GameStepManager.ts
#	src/stateManager/AudioManager.ts
#	src/world/World.tsx
#	src/world/player/PlayerController.tsx
This commit is contained in:
Tom Boullay
2026-05-11 17:46:42 +02:00
945 changed files with 26164 additions and 1569 deletions
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import { create } from "zustand";
import {
isRepairMissionId,
type MissionStep,
type RepairMissionId,
} from "@/types/gameplay/repairMission";
export type MainGameState = "intro" | "bike" | "pylone" | "ferme" | "outro";
export type { MissionStep, RepairMissionId };
interface IntroState {
dialogueAudio: string | null;
hasCompleted: boolean;
isBikeUnlocked: boolean;
}
interface MissionState {
currentStep: MissionStep;
dialogueAudio: string | null;
}
interface GameState {
mainState: MainGameState;
isCinematicPlaying: boolean;
intro: IntroState;
bike: MissionState & {
isRepaired: boolean;
};
pylone: MissionState & {
isPowered: boolean;
};
ferme: MissionState & {
irrigationFixed: boolean;
};
outro: {
dialogueAudio: string | null;
hasStarted: boolean;
};
}
interface GameActions {
setMainState: (mainState: MainGameState) => void;
setCinematicPlaying: (isCinematicPlaying: boolean) => void;
setIntroState: (intro: Partial<IntroState>) => void;
setBikeState: (bike: Partial<GameState["bike"]>) => void;
setPyloneState: (pylone: Partial<GameState["pylone"]>) => void;
setFermeState: (ferme: Partial<GameState["ferme"]>) => void;
setOutroState: (outro: Partial<GameState["outro"]>) => void;
setMissionStep: (mission: RepairMissionId, step: MissionStep) => void;
completeIntro: () => void;
completeBike: () => void;
completePylone: () => void;
completeFerme: () => void;
completeMission: (mission: RepairMissionId) => void;
startOutro: () => void;
advanceGameState: () => void;
rewindGameState: () => void;
resetGame: () => void;
}
type GameStore = GameState & GameActions;
type GameStateUpdate = Partial<GameState>;
function getNextMissionStep(step: MissionStep): MissionStep {
switch (step) {
case "locked":
return "waiting";
case "waiting":
return "inspected";
case "inspected":
return "fragmented";
case "fragmented":
return "scanning";
case "scanning":
return "repairing";
case "repairing":
return "reassembling";
case "reassembling":
case "done":
return "done";
}
}
function getPreviousMissionStep(step: MissionStep): MissionStep {
switch (step) {
case "locked":
case "waiting":
return "locked";
case "inspected":
return "waiting";
case "fragmented":
return "inspected";
case "scanning":
return "fragmented";
case "repairing":
return "scanning";
case "reassembling":
return "repairing";
case "done":
return "reassembling";
}
}
function completeIntroState(state: GameState): GameStateUpdate {
return {
mainState: "bike",
intro: {
...state.intro,
hasCompleted: true,
isBikeUnlocked: true,
},
bike: {
...state.bike,
currentStep: "waiting",
},
};
}
function completeBikeState(state: GameState): GameStateUpdate {
return {
mainState: "pylone",
bike: {
...state.bike,
currentStep: "done",
isRepaired: true,
},
pylone: {
...state.pylone,
currentStep: "waiting",
},
};
}
function completePyloneState(state: GameState): GameStateUpdate {
return {
mainState: "ferme",
pylone: {
...state.pylone,
currentStep: "done",
isPowered: true,
},
ferme: {
...state.ferme,
currentStep: "waiting",
},
};
}
function completeFermeState(state: GameState): GameStateUpdate {
return {
mainState: "outro",
ferme: {
...state.ferme,
currentStep: "done",
irrigationFixed: true,
},
outro: {
...state.outro,
hasStarted: true,
},
};
}
function setMissionStepState(
state: GameState,
mission: RepairMissionId,
step: MissionStep,
): GameStateUpdate {
return {
[mission]: {
...state[mission],
currentStep: step,
},
};
}
function completeMissionState(
state: GameState,
mission: RepairMissionId,
): GameStateUpdate {
switch (mission) {
case "bike":
return completeBikeState(state);
case "pylone":
return completePyloneState(state);
case "ferme":
return completeFermeState(state);
}
}
function advanceRepairMissionState(
state: GameState,
mission: RepairMissionId,
): GameStateUpdate {
const nextStep = getNextMissionStep(state[mission].currentStep);
if (nextStep === "done") {
return completeMissionState(state, mission);
}
return setMissionStepState(state, mission, nextStep);
}
function rewindRepairMissionState(
state: GameState,
mission: RepairMissionId,
): GameStateUpdate {
return setMissionStepState(
state,
mission,
getPreviousMissionStep(state[mission].currentStep),
);
}
function startOutroState(state: GameState): GameStateUpdate {
return {
mainState: "outro",
outro: {
...state.outro,
hasStarted: true,
},
};
}
function createInitialGameState(): GameState {
return {
mainState: "intro",
isCinematicPlaying: false,
intro: {
dialogueAudio: null,
hasCompleted: false,
isBikeUnlocked: false,
},
bike: {
currentStep: "locked",
dialogueAudio: null,
isRepaired: false,
},
pylone: {
currentStep: "locked",
dialogueAudio: null,
isPowered: false,
},
ferme: {
currentStep: "locked",
dialogueAudio: null,
irrigationFixed: false,
},
outro: {
dialogueAudio: null,
hasStarted: false,
},
};
}
export const useGameStore = create<GameStore>()((set) => ({
...createInitialGameState(),
setMainState: (mainState) => set({ mainState }),
setCinematicPlaying: (isCinematicPlaying) => set({ isCinematicPlaying }),
setIntroState: (intro) =>
set((state) => ({ intro: { ...state.intro, ...intro } })),
setBikeState: (bike) =>
set((state) => ({ bike: { ...state.bike, ...bike } })),
setPyloneState: (pylone) =>
set((state) => ({ pylone: { ...state.pylone, ...pylone } })),
setFermeState: (ferme) =>
set((state) => ({ ferme: { ...state.ferme, ...ferme } })),
setOutroState: (outro) =>
set((state) => ({ outro: { ...state.outro, ...outro } })),
setMissionStep: (mission, step) =>
set((state) => setMissionStepState(state, mission, step)),
completeIntro: () => set(completeIntroState),
completeBike: () => set((state) => completeMissionState(state, "bike")),
completePylone: () => set((state) => completeMissionState(state, "pylone")),
completeFerme: () => set((state) => completeMissionState(state, "ferme")),
completeMission: (mission) =>
set((state) => completeMissionState(state, mission)),
startOutro: () => set(startOutroState),
advanceGameState: () =>
set((state) => {
if (state.mainState === "intro") {
return completeIntroState(state);
}
if (isRepairMissionId(state.mainState)) {
return advanceRepairMissionState(state, state.mainState);
}
return startOutroState(state);
}),
rewindGameState: () =>
set((state) => {
if (state.mainState === "intro") {
return { intro: { ...state.intro, hasCompleted: false } };
}
if (isRepairMissionId(state.mainState)) {
return rewindRepairMissionState(state, state.mainState);
}
return { outro: { ...state.outro, hasStarted: false } };
}),
resetGame: () => set(createInitialGameState()),
}));
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import { create } from "zustand";
import type { GameStep } from "@/types/game";
interface MissionFlowState {
activityCity: boolean;
canMove: boolean;
dialogMessage: string | null;
playerName: string;
step: GameStep;
}
interface MissionFlowActions {
hideDialog: () => void;
setActivityCity: (value: boolean) => void;
setCanMove: (canMove: boolean) => void;
setPlayerName: (name: string) => void;
setStep: (step: GameStep) => void;
showDialog: (message: string) => void;
}
export const useMissionFlowStore = create<
MissionFlowState & MissionFlowActions
>((set) => ({
activityCity: true,
canMove: false,
dialogMessage: null,
playerName: "",
step: "intro",
hideDialog: () => set({ dialogMessage: null }),
setActivityCity: (activityCity) => set({ activityCity }),
setCanMove: (canMove) => set({ canMove }),
setPlayerName: (playerName) => set({ playerName }),
setStep: (step) => set({ step }),
showDialog: (dialogMessage) => set({ dialogMessage }),
}));
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import { create } from "zustand";
import { AudioManager } from "@/managers/AudioManager";
import type { AudioCategory } from "@/managers/AudioManager";
export type SubtitleLanguage = "fr" | "en";
export type RepairRuntime = "js" | "python";
interface SettingsState {
isSettingsMenuOpen: boolean;
musicVolume: number;
sfxVolume: number;
dialogueVolume: number;
subtitlesEnabled: boolean;
subtitleLanguage: SubtitleLanguage;
repairRuntime: RepairRuntime;
}
interface SettingsActions {
setSettingsMenuOpen: (open: boolean) => void;
setMusicVolume: (volume: number) => void;
setSfxVolume: (volume: number) => void;
setDialogueVolume: (volume: number) => void;
setSubtitlesEnabled: (enabled: boolean) => void;
setSubtitleLanguage: (language: SubtitleLanguage) => void;
setRepairRuntime: (runtime: RepairRuntime) => void;
resetSettings: () => void;
}
type SettingsStore = SettingsState & SettingsActions;
const DEFAULT_SETTINGS: SettingsState = {
isSettingsMenuOpen: false,
musicVolume: 1,
sfxVolume: 1,
dialogueVolume: 1,
subtitlesEnabled: true,
subtitleLanguage: "fr",
repairRuntime: "js",
};
function clampVolume(volume: number): number {
return Math.max(0, Math.min(1, volume));
}
function setAudioCategoryVolume(
category: AudioCategory,
volume: number,
): number {
const nextVolume = clampVolume(volume);
AudioManager.getInstance().setCategoryVolume(category, nextVolume);
return nextVolume;
}
function applyDefaultAudioSettings(): void {
AudioManager.getInstance().setCategoryVolume(
"music",
DEFAULT_SETTINGS.musicVolume,
);
AudioManager.getInstance().setCategoryVolume(
"sfx",
DEFAULT_SETTINGS.sfxVolume,
);
AudioManager.getInstance().setCategoryVolume(
"dialogue",
DEFAULT_SETTINGS.dialogueVolume,
);
}
applyDefaultAudioSettings();
export const useSettingsStore = create<SettingsStore>()((set) => ({
...DEFAULT_SETTINGS,
setSettingsMenuOpen: (isSettingsMenuOpen) => set({ isSettingsMenuOpen }),
setMusicVolume: (volume) =>
set({ musicVolume: setAudioCategoryVolume("music", volume) }),
setSfxVolume: (volume) =>
set({ sfxVolume: setAudioCategoryVolume("sfx", volume) }),
setDialogueVolume: (volume) =>
set({ dialogueVolume: setAudioCategoryVolume("dialogue", volume) }),
setSubtitlesEnabled: (subtitlesEnabled) => set({ subtitlesEnabled }),
setSubtitleLanguage: (subtitleLanguage) => set({ subtitleLanguage }),
setRepairRuntime: (repairRuntime) => set({ repairRuntime }),
resetSettings: () => {
applyDefaultAudioSettings();
set(DEFAULT_SETTINGS);
},
}));
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import { create } from "zustand";
import type { DialogueSpeaker } from "@/types/dialogues/dialogues";
interface ActiveSubtitle {
speaker: DialogueSpeaker;
text: string;
}
interface SubtitleState {
activeSubtitle: ActiveSubtitle | null;
}
interface SubtitleActions {
setActiveSubtitle: (subtitle: ActiveSubtitle | null) => void;
clearActiveSubtitle: () => void;
}
type SubtitleStore = SubtitleState & SubtitleActions;
export const useSubtitleStore = create<SubtitleStore>()((set) => ({
activeSubtitle: null,
setActiveSubtitle: (activeSubtitle) => set({ activeSubtitle }),
clearActiveSubtitle: () => set({ activeSubtitle: null }),
}));