Merge branch 'develop' into feat/main-feature

This commit is contained in:
Tom Boullay
2026-04-30 15:48:35 +02:00
17 changed files with 808 additions and 18 deletions
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import { create } from "zustand";
export type MainGameState = "intro" | "bike" | "pylone" | "ferme" | "outro";
type MissionStep =
| "locked"
| "waiting"
| "inspected"
| "fragmented"
| "scanning"
| "repairing"
| "done";
interface IntroState {
dialogueAudio: string | null;
hasCompleted: boolean;
isBikeUnlocked: boolean;
}
interface MissionState {
currentStep: MissionStep;
dialogueAudio: string | null;
}
interface GameState {
mainState: MainGameState;
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;
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;
completeIntro: () => void;
completeBike: () => void;
completePylone: () => void;
completeFerme: () => void;
startOutro: () => void;
advanceGameState: () => 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":
case "done":
return "done";
}
}
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 startOutroState(state: GameState): GameStateUpdate {
return {
mainState: "outro",
outro: {
...state.outro,
hasStarted: true,
},
};
}
function createInitialGameState(): GameState {
return {
mainState: "intro",
intro: {
dialogueAudio: null,
hasCompleted: false,
isBikeUnlocked: false,
},
bike: {
currentStep: "waiting",
dialogueAudio: null,
isRepaired: false,
},
pylone: {
currentStep: "waiting",
dialogueAudio: null,
isPowered: false,
},
ferme: {
currentStep: "waiting",
dialogueAudio: null,
irrigationFixed: false,
},
outro: {
dialogueAudio: null,
hasStarted: false,
},
};
}
export const useGameStore = create<GameStore>()((set) => ({
...createInitialGameState(),
setMainState: (mainState) => set({ mainState }),
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 } })),
completeIntro: () => set(completeIntroState),
completeBike: () => set(completeBikeState),
completePylone: () => set(completePyloneState),
completeFerme: () => set(completeFermeState),
startOutro: () => set(startOutroState),
advanceGameState: () =>
set((state) => {
if (state.mainState === "intro") {
return completeIntroState(state);
}
if (state.mainState === "bike") {
const nextStep = getNextMissionStep(state.bike.currentStep);
if (nextStep === "done") {
return completeBikeState(state);
}
return { bike: { ...state.bike, currentStep: nextStep } };
}
if (state.mainState === "pylone") {
const nextStep = getNextMissionStep(state.pylone.currentStep);
if (nextStep === "done") {
return completePyloneState(state);
}
return { pylone: { ...state.pylone, currentStep: nextStep } };
}
if (state.mainState === "ferme") {
const nextStep = getNextMissionStep(state.ferme.currentStep);
if (nextStep === "done") {
return completeFermeState(state);
}
return { ferme: { ...state.ferme, currentStep: nextStep } };
}
return startOutroState(state);
}),
resetGame: () => set(createInitialGameState()),
}));