feat: ancre les réparations sur la map chargée

This commit is contained in:
tom-boullay
2026-05-28 15:47:53 +02:00
parent ba50224e6e
commit 9bbed06ddc
10 changed files with 150 additions and 19 deletions
+1 -1
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@@ -37,7 +37,7 @@ Mission progression is not owned by a manager. Components update the store throu
- `src/components/game/GameFlow.tsx` reacts to `missionFlow.step` and triggers one-off side effects such as intro audio and movement unlocks.
- `src/components/zone/ZoneDetection.tsx` reads the camera position and moves the flow to a target step when the player enters a configured zone.
- `src/components/three/interaction/CentralObject.tsx` and `VillageoisHelperObject.tsx` expose temporary interactive mission objects.
- `src/world/GameStageContent.tsx` mounts repair games and their mission-start triggers.
- `src/pages/page.tsx` mounts mission HTML overlays: `IntroUI`, `BienvenueDisplay`, and `DialogMessage`.
- `src/world/player/PlayerController.tsx` reads `missionFlow.canMove` as an additional movement lock.
+1 -1
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@@ -159,7 +159,7 @@ The repair case appears near the mission object. The player can:
Both paths move to `fragmented`.
Important current detail: `useRepairMovementLocked()` currently returns `false`, so the movement-lock rule and indicator are present but disabled in the current branch.
`useRepairMovementLocked()` locks player movement during focused repair steps and drives the repair movement indicator.
### Fragmented