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:
@@ -323,9 +323,11 @@ function MapNodeInstance({
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}): React.JSX.Element | null {
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const isGeneratedModel = isGeneratedMapModelName(node.name);
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const mainState = useGameStore((state) => state.mainState);
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const ebikeStep = useGameStore((state) => state.ebike.currentStep);
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const hideEbikeMapModel =
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node.name === "ebike" && mainState === "ebike" && ebikeStep !== "locked";
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// The static-map ebike node is replaced by the live `Ebike` component
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// (rendered from GameStageContent) as soon as the ebike mission begins,
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// so hide the static one to avoid a dual-render at the same world
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// position.
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const hideEbikeMapModel = node.name === "ebike" && mainState === "ebike";
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useEffect(() => {
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if (modelUrl !== null || isGeneratedModel) return;
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