refactor: nettoie l'architecture monde et les docs

This commit is contained in:
tom-boullay
2026-05-28 15:47:16 +02:00
parent 1a91b1d7ae
commit ba50224e6e
45 changed files with 89 additions and 726 deletions
+1 -1
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@@ -46,7 +46,7 @@ It supports:
The debug physics scene currently uses it to preview:
```txt
public/models/electricienne_animated/model.gltf
public/models/electricienne-animated/model.gltf
```
with the `Dance` animation.
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@@ -297,8 +297,7 @@ public/models/{name}/model.gltf
- The repository is still a prototype.
- There is no central production `GameManager`.
- The repair game is implemented, but broader mission orchestration is still light.
- `useRepairMovementLocked()` currently returns `false`, so repair movement lock is disabled even though the rule and UI component exist.
- The repair-runtime setting is stored in settings but not consumed by the repair-game implementation.
- `useRepairMovementLocked()` locks player movement during focused repair steps.
- Player collision and Rapier gameplay physics are separate systems.
- Editor persistence is local development tooling only.
- Debug systems are still part of active scene composition and should remain easy to identify.
+1 -1
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@@ -184,7 +184,7 @@ Input is ignored while:
- the settings menu is open
- a cinematic is playing
Movement lock is read separately from `useRepairMovementLocked`, but that hook currently returns `false` on this branch.
Movement lock is read separately from `useRepairMovementLocked`, which locks the player during focused repair steps.
## UI Prompt
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@@ -28,11 +28,11 @@ They are under `src/managers/stores/` because they are shared runtime state, not
## Store Responsibilities
| Store | Responsibility |
| ------------------ | ----------------------------------------------------------------- |
| `useGameStore` | Durable game progression, mission steps, cinematic input lock |
| `useSettingsStore` | Menu visibility, volumes, subtitle options, repair-runtime toggle |
| `useSubtitleStore` | Currently displayed subtitle cue |
| Store | Responsibility |
| ------------------ | ------------------------------------------------------------- |
| `useGameStore` | Durable game progression, mission steps, cinematic input lock |
| `useSettingsStore` | Menu visibility, volumes, and subtitle options |
| `useSubtitleStore` | Currently displayed subtitle cue |
## Managers vs Stores
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@@ -37,7 +37,7 @@ This document lists the user-visible and developer-facing features implemented i
- Input lock while the settings menu is open
- Input lock while a cinematic is playing
- Octree collision against dedicated map collision nodes, currently scoped to the `terrain` node
- Repair movement-lock hook and indicator exist, but the hook currently returns `false`, so movement is not locked during repair on the current branch
- Repair movement lock during focused repair steps, with a matching UI indicator
## Physics And Collision
@@ -108,12 +108,11 @@ This document lists the user-visible and developer-facing features implemented i
- Music, SFX, and dialogue volume sliders
- Subtitle visibility toggle
- Subtitle language choice between French and English
- Repair-runtime choice between JavaScript and Python modes stored in settings
- Quit action that clears browser-accessible cookies and returns to `/`
- Crosshair overlay
- Interaction prompt
- Subtitle overlay
- Repair movement-lock indicator component, currently inactive because the lock hook returns `false`
- Repair movement-lock indicator
- Debug overlay layout
- Scene loading overlay
@@ -192,7 +191,7 @@ This document lists the user-visible and developer-facing features implemented i
- Debug game-state panel
- Debug hand-tracking panel
- Physics test scene with floor, grabbable object, trigger object, repair zones, and animated model preview
- Animated `electricienne_animated` model preview restored in the debug physics scene
- Animated `electricienne-animated` model preview restored in the debug physics scene
## Map And Content Editor
@@ -230,7 +229,7 @@ This document lists the user-visible and developer-facing features implemented i
- Technical docs for architecture, scene runtime, repair game, interaction, editor, audio, hand tracking, Zustand, Three debugging, animation, and target architecture
- User docs for implemented features, main feature, editor usage, and code-review preparation
## Not Implemented Or Incomplete
## Known Gaps
- Complete production mission manager/orchestrator
- Full mission HUD or minimap
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@@ -56,10 +56,10 @@ The mission config now carries the mission-specific variations. `ebike` repairs
- `src/components/three/gameplay/RepairPromptVideo.tsx` renders `.webm` prompts inside the 3D scene.
- `src/components/three/gameplay/RepairScanSequence.tsx` keeps the exploded model visible and advances the scan from part to part.
- `src/components/three/gameplay/RepairScanVisual.tsx` renders the scan halo and scan line around the active part.
- `src/components/ui/RepairMovementLockIndicator.tsx` renders the HTML indicator intended for repair movement lock.
- `src/components/ui/RepairMovementLockIndicator.tsx` renders the HTML repair movement-lock indicator.
- `src/hooks/gameplay/useRepairFragmentationInput.ts` handles the `inspected -> fragmented` two-fists input and can optionally bind keyboard input for non-trigger flows.
- `src/hooks/gameplay/useRepairMissionStep.ts` reads the active mission step from the game store.
- `src/hooks/gameplay/useRepairMovementLocked.ts` exposes the shared repair movement-lock rule used by the player controller and UI indicator, but currently returns `false`.
- `src/hooks/gameplay/useRepairMovementLocked.ts` exposes the shared repair movement-lock rule used by the player controller and UI indicator.
- `src/hooks/handTracking/useBothFistsHold.ts` detects the reusable two-fists hold gesture.
- `src/components/three/gameplay/RepairCaseModel.tsx` renders and animates the case model, and exposes `placeholder_*` transforms when the GLTF provides them.
- `src/components/three/models/ExplodableModel.tsx` renders selectable models with split/exploded visualization.