refactor(ebike): drop redundant 'locked' substate, single entry trigger
The ebike mission previously had two redundant entry-point sub-states
('locked' and 'waiting') that were behaviorally identical from the
player's perspective:
- both showed the same 'Lancer le Repair Game' prompt
- both allowed the press-E handler in Ebike.tsx to jump to 'inspected'
In addition, the locked state caused two latent bugs:
- the static-map ebike node (GameMap) and the live <Ebike> component
were rendered simultaneously at the same world position
- a generic RepairMissionTrigger anchor sphere was rendered in
parallel to Ebike's own InteractableObject (two triggers, same area)
Changes:
- useGameStore: ebike's initial currentStep + completeIntroState target
is now 'waiting' (pylon/farm still init at 'locked' — they need it).
- Ebike.tsx: drop dead === 'locked' branches in repairGameOwnsEbikeModel
and the press-E handler.
- EbikeRepairNarrator: only reset the played-set on 'waiting'.
- RepairGame: drop 'locked' from the ebike livePosition guard.
- REPAIR_MISSION_TRIGGERS: empty array (the duplicate ebike anchor
sphere is gone). Keep the array + RepairMissionTrigger component for
future re-use.
- GameMap: hide the static-map ebike node as soon as
mainState === 'ebike' (was: only when ebikeStep !== 'locked').
- repairMissionState.getPreviousMissionStep: ebike rewinds from
'waiting' to 'waiting' (cap), pylon to 'npc-return', farm to 'locked'.
The 'locked' value is intentionally kept in the MissionStep type union
because the farm mission still uses it as a meaningful kickoff state
driving FarmNarrativeFlow's auto-transition to electricienne_history.
This commit is contained in:
@@ -73,7 +73,6 @@ export function Ebike({
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const updateEbikeSounds = useEbikeSounds();
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const repairGameOwnsEbikeModel =
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mainState === "ebike" &&
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ebikeStep !== "locked" &&
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ebikeStep !== "waiting" &&
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ebikeStep !== "inspected";
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@@ -362,10 +361,7 @@ export function Ebike({
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if (window.ebikeBreakdownActive === true) return;
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if (movementMode === "walk") {
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if (
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mainState === "ebike" &&
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(ebikeStep === "locked" || ebikeStep === "waiting")
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) {
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if (mainState === "ebike" && ebikeStep === "waiting") {
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setMissionStep("ebike", "inspected");
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return;
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}
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@@ -17,8 +17,8 @@ import { playDialogueById } from "@/utils/dialogues/playDialogue";
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* - `done` -> "Eeeet voilà! Il fonctionne comme une horloge!..."
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*
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* Each cue is one-shot per mission run; the played-set resets when the
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* mission state rolls back to `locked`/`waiting` so debug-panel replays
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* still trigger the narration.
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* mission state rolls back to `waiting` so debug-panel replays still
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* trigger the narration.
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*
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* Audio AND subtitles are strictly scoped to `mainState === "ebike"`. If
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* the player leaves the ebike main state mid-line (debug panel jump,
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@@ -46,7 +46,7 @@ export function EbikeRepairNarrator(): null {
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const activeAudioRef = useRef<HTMLAudioElement | null>(null);
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useEffect(() => {
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if (ebikeStep === "locked" || ebikeStep === "waiting") {
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if (ebikeStep === "waiting") {
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playedRef.current.clear();
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}
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}, [ebikeStep]);
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@@ -74,13 +74,13 @@ export function RepairGame({
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readonly RepairScannedBrokenPart[]
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>([]);
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// For the ebike mission, use the bike's live parked world position once
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// the repair flow leaves the waiting/locked phase so the repair happens
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// the repair flow leaves the waiting phase so the repair happens
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// wherever the player parked the bike, not at the static zone anchor.
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// window.ebikeParkedPosition is set by Ebike when the player drops the
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// bike and stays stable through the rest of the repair flow.
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const livePosition = useMemo<Vector3Tuple>(() => {
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if (mission !== "ebike" || mainState !== mission) return position;
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if (step === "locked" || step === "waiting") return position;
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if (step === "waiting") return position;
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const parked = window.ebikeParkedPosition;
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if (!parked) return position;
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return [parked[0], parked[1], parked[2]];
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