style: prettier reflow pylon config and lighting effect
Mechanical formatting cleanup carried over from the develop merge: inline single-line tuples and break long lines per project prettier config. No behavior change.
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@@ -20,14 +20,17 @@ export function PylonLightingEffect(): null {
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const step = useGameStore((state) => state.pylon.currentStep);
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// True from "approaching" until narrator-outro (lighting resets before the outro audio)
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const isActive = mainState === "pylon" && step !== "locked" && step !== "narrator-outro";
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const isActive =
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mainState === "pylon" && step !== "locked" && step !== "narrator-outro";
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// Working THREE.Color instances — lerped every frame
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const ambientRef = useRef(new THREE.Color(LIGHTING_STATE.ambientColor));
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const sunRef = useRef(new THREE.Color(LIGHTING_STATE.sunColor));
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// Target colours — updated reactively when isActive changes
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const targetAmbientRef = useRef(new THREE.Color(LIGHTING_DEFAULTS.ambientColor));
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const targetAmbientRef = useRef(
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new THREE.Color(LIGHTING_DEFAULTS.ambientColor),
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);
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const targetSunRef = useRef(new THREE.Color(LIGHTING_DEFAULTS.sunColor));
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useEffect(() => {
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@@ -6,11 +6,7 @@ export const PYLON_DOWNED_ROTATION: Vector3Tuple = [0, 0, -0.9];
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export const PYLON_UPRIGHT_ROTATION: Vector3Tuple = [0, 0, 0];
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export const PYLON_FARMER_NPC_POSITION: Vector3Tuple = [
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-16.13,
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3.2,
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52.46
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];
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export const PYLON_FARMER_NPC_POSITION: Vector3Tuple = [-16.13, 3.2, 52.46];
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export const PYLON_FARMER_NPC_AFTER_POSITION: Vector3Tuple = [
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PYLON_WORLD_POSITION[0] + 3,
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@@ -4,11 +4,7 @@ import { PYLON_WORLD_POSITION } from "@/data/gameplay/pylonConfig";
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// Zones qui active la coupure de courant
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export const PYLON_APPROACH_ZONE: ZoneConfig = {
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id: "pylon-approach",
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position: [
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5,
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4,
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-21.5
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],
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position: [5, 4, -21.5],
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radius: 10,
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height: 18,
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oneShot: true,
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