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:
Tom Boullay
2026-06-03 04:02:32 +02:00
parent 5ad2e27a89
commit acdcb5515b
7 changed files with 27 additions and 23 deletions
+1 -5
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@@ -73,7 +73,6 @@ export function Ebike({
const updateEbikeSounds = useEbikeSounds(); const updateEbikeSounds = useEbikeSounds();
const repairGameOwnsEbikeModel = const repairGameOwnsEbikeModel =
mainState === "ebike" && mainState === "ebike" &&
ebikeStep !== "locked" &&
ebikeStep !== "waiting" && ebikeStep !== "waiting" &&
ebikeStep !== "inspected"; ebikeStep !== "inspected";
@@ -362,10 +361,7 @@ export function Ebike({
if (window.ebikeBreakdownActive === true) return; if (window.ebikeBreakdownActive === true) return;
if (movementMode === "walk") { if (movementMode === "walk") {
if ( if (mainState === "ebike" && ebikeStep === "waiting") {
mainState === "ebike" &&
(ebikeStep === "locked" || ebikeStep === "waiting")
) {
setMissionStep("ebike", "inspected"); setMissionStep("ebike", "inspected");
return; return;
} }
+3 -3
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@@ -17,8 +17,8 @@ import { playDialogueById } from "@/utils/dialogues/playDialogue";
* - `done` -> "Eeeet voilà! Il fonctionne comme une horloge!..." * - `done` -> "Eeeet voilà! Il fonctionne comme une horloge!..."
* *
* Each cue is one-shot per mission run; the played-set resets when the * Each cue is one-shot per mission run; the played-set resets when the
* mission state rolls back to `locked`/`waiting` so debug-panel replays * mission state rolls back to `waiting` so debug-panel replays still
* still trigger the narration. * trigger the narration.
* *
* Audio AND subtitles are strictly scoped to `mainState === "ebike"`. If * Audio AND subtitles are strictly scoped to `mainState === "ebike"`. If
* the player leaves the ebike main state mid-line (debug panel jump, * the player leaves the ebike main state mid-line (debug panel jump,
@@ -46,7 +46,7 @@ export function EbikeRepairNarrator(): null {
const activeAudioRef = useRef<HTMLAudioElement | null>(null); const activeAudioRef = useRef<HTMLAudioElement | null>(null);
useEffect(() => { useEffect(() => {
if (ebikeStep === "locked" || ebikeStep === "waiting") { if (ebikeStep === "waiting") {
playedRef.current.clear(); playedRef.current.clear();
} }
}, [ebikeStep]); }, [ebikeStep]);
+2 -2
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@@ -74,13 +74,13 @@ export function RepairGame({
readonly RepairScannedBrokenPart[] readonly RepairScannedBrokenPart[]
>([]); >([]);
// For the ebike mission, use the bike's live parked world position once // For the ebike mission, use the bike's live parked world position once
// the repair flow leaves the waiting/locked phase so the repair happens // the repair flow leaves the waiting phase so the repair happens
// wherever the player parked the bike, not at the static zone anchor. // wherever the player parked the bike, not at the static zone anchor.
// window.ebikeParkedPosition is set by Ebike when the player drops the // window.ebikeParkedPosition is set by Ebike when the player drops the
// bike and stays stable through the rest of the repair flow. // bike and stays stable through the rest of the repair flow.
const livePosition = useMemo<Vector3Tuple>(() => { const livePosition = useMemo<Vector3Tuple>(() => {
if (mission !== "ebike" || mainState !== mission) return position; if (mission !== "ebike" || mainState !== mission) return position;
if (step === "locked" || step === "waiting") return position; if (step === "waiting") return position;
const parked = window.ebikeParkedPosition; const parked = window.ebikeParkedPosition;
if (!parked) return position; if (!parked) return position;
return [parked[0], parked[1], parked[2]]; return [parked[0], parked[1], parked[2]];
+8 -7
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@@ -20,13 +20,14 @@ const REPAIR_MISSION_POSITIONS = {
farm: [-24, 0, 42], farm: [-24, 0, 42],
} as const satisfies Record<RepairMissionId, Vector3Tuple>; } as const satisfies Record<RepairMissionId, Vector3Tuple>;
export const REPAIR_MISSION_TRIGGERS = [ // Currently empty: the ebike mission entry point is handled directly by
{ // `Ebike.tsx`'s own InteractableObject ("Lancer le Repair Game"), and the
mission: "ebike", // pylon/farm missions transition through their narrative flows
label: "Réparer l'e-bike", // (PylonNarrativeFlow / FarmNarrativeFlow). Keep the array typed so we
radius: 4, // can re-introduce a generic anchor trigger in the future without
}, // touching the consumer in `GameStageContent.tsx`.
] as const satisfies readonly RepairMissionTriggerConfig[]; export const REPAIR_MISSION_TRIGGERS: readonly RepairMissionTriggerConfig[] =
[];
export const REPAIR_MISSION_POSITION_ENTRIES = Object.entries( export const REPAIR_MISSION_POSITION_ENTRIES = Object.entries(
REPAIR_MISSION_POSITIONS, REPAIR_MISSION_POSITIONS,
+6 -1
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@@ -105,7 +105,12 @@ export function getPreviousMissionStep(
case "npc-return": case "npc-return":
return "arrived"; return "arrived";
case "waiting": case "waiting":
return mission === "pylon" ? "npc-return" : "locked"; // Ebike no longer has a "locked" entry state — its mission starts
// directly at "waiting". Pylon rewinds to its NPC return loop, farm
// rewinds to its narrative-driven locked kickoff.
if (mission === "pylon") return "npc-return";
if (mission === "farm") return "locked";
return "waiting";
case "inspected": case "inspected":
return "waiting"; return "waiting";
case "fragmented": case "fragmented":
+2 -2
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@@ -131,7 +131,7 @@ function completeIntroState(state: GameState): GameStateUpdate {
}, },
ebike: { ebike: {
...state.ebike, ...state.ebike,
currentStep: "locked", currentStep: "waiting",
}, },
}; };
} }
@@ -265,7 +265,7 @@ function createInitialGameState(): GameState {
isEbikeUnlocked: false, isEbikeUnlocked: false,
}, },
ebike: { ebike: {
currentStep: "locked", currentStep: "waiting",
dialogueAudio: null, dialogueAudio: null,
isRepaired: false, isRepaired: false,
}, },
+5 -3
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@@ -323,9 +323,11 @@ function MapNodeInstance({
}): React.JSX.Element | null { }): React.JSX.Element | null {
const isGeneratedModel = isGeneratedMapModelName(node.name); const isGeneratedModel = isGeneratedMapModelName(node.name);
const mainState = useGameStore((state) => state.mainState); const mainState = useGameStore((state) => state.mainState);
const ebikeStep = useGameStore((state) => state.ebike.currentStep); // The static-map ebike node is replaced by the live `Ebike` component
const hideEbikeMapModel = // (rendered from GameStageContent) as soon as the ebike mission begins,
node.name === "ebike" && mainState === "ebike" && ebikeStep !== "locked"; // so hide the static one to avoid a dual-render at the same world
// position.
const hideEbikeMapModel = node.name === "ebike" && mainState === "ebike";
useEffect(() => { useEffect(() => {
if (modelUrl !== null || isGeneratedModel) return; if (modelUrl !== null || isGeneratedModel) return;