split narrator srt
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@@ -1,6 +1,7 @@
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import { Ebike } from "@/components/ebike/Ebike";
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import { InteractableObject } from "@/components/three/interaction/InteractableObject";
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import { RepairGame } from "@/components/three/gameplay/RepairGame";
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import { FarmNarrativeFlow } from "@/components/gameplay/farm/FarmNarrativeFlow";
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import { PylonDownedPylon } from "@/components/gameplay/pylon/PylonDownedPylon";
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import { PylonLightingEffect } from "@/components/gameplay/pylon/PylonLightingEffect";
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import { PylonNarrativeFlow } from "@/components/gameplay/pylon/PylonNarrativeFlow";
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@@ -17,7 +18,10 @@ import {
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} from "@/data/gameplay/gameStageAnchors";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore";
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import { isPylonNarrativeStep } from "@/types/gameplay/repairMission";
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import {
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isFarmNarrativeStep,
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isPylonNarrativeStep,
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} from "@/types/gameplay/repairMission";
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import type { RepairMissionTriggerConfig } from "@/types/gameplay/repairMission";
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import type { Vector3Tuple } from "@/types/three/three";
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import { getRepairMissionPosition } from "@/utils/gameplay/repairMissionPosition";
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@@ -93,8 +97,12 @@ export function GameStageContent(): React.JSX.Element {
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const pylonStep = useGameStore((state) => state.pylon.currentStep);
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const anchors = useRepairMissionAnchorStore((state) => state.anchors);
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const farmStep = useGameStore((state) => state.farm.currentStep);
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const pylonInNarrative =
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mainState === "pylon" && isPylonNarrativeStep(pylonStep);
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const farmInNarrative =
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mainState === "farm" && isFarmNarrativeStep(farmStep);
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return (
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<>
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@@ -109,10 +117,12 @@ export function GameStageContent(): React.JSX.Element {
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</>
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) : null}
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{mainState === "pylon" ? <PylonNarrativeFlow /> : null}
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{mainState === "farm" ? <FarmNarrativeFlow /> : null}
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{REPAIR_MISSION_POSITION_ENTRIES.map(({ mission }) => {
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const position = getRepairMissionPosition(mission, anchors);
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if (!position) return null;
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if (mission === "pylon" && pylonInNarrative) return null;
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if (mission === "farm" && farmInNarrative) return null;
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return (
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<RepairGame key={mission} mission={mission} position={position} />
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);
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