fix : lint
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@@ -11,22 +11,16 @@ export function GameFlow(): null {
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const hasInitialized = useRef(false);
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useEffect(() => {
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console.log("[GameFlow] Current step:", step);
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if (!hasInitialized.current && step === "intro") {
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hasInitialized.current = true;
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console.log("[GameFlow] Transition to start-intro");
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setStep("start-intro");
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}
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}, [step, setStep]);
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useEffect(() => {
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console.log("[GameFlow] useEffect triggered, step:", step);
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if (step === "start-intro") {
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console.log("[GameFlow] Playing intro audio");
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => {
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console.log("[GameFlow] Intro audio ended, transition to naming");
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setStep("naming");
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});
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@@ -34,10 +28,8 @@ export function GameFlow(): null {
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}
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if (step === "bienvenue") {
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console.log("[GameFlow] Playing bienvenue audio");
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => {
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console.log("[GameFlow] Bienvenue audio ended, enable movement");
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setCanMove(true);
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setStep("star-move");
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});
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@@ -46,30 +38,22 @@ export function GameFlow(): null {
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}
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if (step === "mission2") {
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console.log("[GameFlow] mission2 - setting activityCity to false");
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setActivityCity(false);
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const audio = AudioManager.getInstance();
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audio.playSound(AUDIO_PATHS.alertCentral, 0.5);
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}
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if (step === "searching") {
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console.log("[GameFlow] Playing searching audio");
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.searching, 0.5, () => {
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console.log("[GameFlow] searching audio ended");
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});
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return () => {};
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audio.playSound(AUDIO_PATHS.searching, 0.5);
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}
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if (step === "helped") {
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console.log("[GameFlow] Playing helped audio");
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const audio = AudioManager.getInstance();
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audio.playSound(AUDIO_PATHS.helped, 0.5);
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}
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if (step === "manipulation") {
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console.log("[GameFlow] manipulation - blocking movement");
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setCanMove(false);
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}
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@@ -12,11 +12,8 @@ export function IntroUI(): React.JSX.Element | null {
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const handleSubmit = (): void => {
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if (inputValue.trim() === "") return;
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console.log("[IntroUI] Submitting, name:", inputValue.trim());
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setPlayerName(inputValue.trim());
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console.log("[IntroUI] Calling transitionTo('bienvenue')");
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setStep("bienvenue");
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console.log("[IntroUI] After transitionTo, step should be:", step);
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};
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const handleKeyDown = (e: React.KeyboardEvent): void => {
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@@ -59,14 +56,14 @@ export function IntroUI(): React.JSX.Element | null {
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textAlign: "center",
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}}
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>
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Quel est votre prénom ?
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Quel est votre prenom ?
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</h2>
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<input
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type="text"
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value={inputValue}
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onChange={(e) => setInputValue(e.target.value)}
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onKeyDown={handleKeyDown}
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placeholder="Votre prénom"
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placeholder="Votre prenom"
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autoFocus
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style={{
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padding: "0.75rem",
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@@ -4,20 +4,7 @@ import {
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useGameStore,
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} from "@/managers/stores/useGameStore";
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import { isMissionStep, MISSION_STEPS } from "@/types/gameplay/repairMission";
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import { type GameStep } from "@/types/game";
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const GAME_STEPS: GameStep[] = [
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"intro",
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"start-intro",
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"naming",
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"bienvenue",
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"star-move",
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"mission2",
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"searching",
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"helped",
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"manipulation",
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"outOfFabrik",
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];
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import { GAME_STEPS, type GameStep } from "@/types/game";
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const MAIN_STATES: MainGameState[] = [
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"intro",
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@@ -4,24 +4,11 @@ import * as THREE from "three";
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import { ZONES } from "@/data/zones";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { Debug } from "@/utils/debug/Debug";
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import type { GameStep } from "@/types/game";
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import { GAME_STEPS } from "@/types/game";
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const _playerPos = new THREE.Vector3();
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const _zonePos = new THREE.Vector3();
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const GAME_STEPS: GameStep[] = [
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"intro",
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"start-intro",
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"naming",
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"bienvenue",
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"star-move",
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"mission2",
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"searching",
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"helped",
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"manipulation",
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"outOfFabrik",
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];
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export function ZoneDetection(): null {
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const camera = useThree((state) => state.camera);
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const triggeredZones = useRef<Set<string>>(new Set());
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@@ -88,41 +75,6 @@ export function ZoneDetection(): null {
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return null;
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}
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interface ZoneVisualProps {
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position: [number, number, number];
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radius: number;
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height: number;
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triggered: boolean;
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}
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function ZoneVisual({
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position,
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radius,
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height,
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triggered,
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}: ZoneVisualProps): React.JSX.Element {
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const color = triggered ? "#00ff00" : "#ff0000";
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return (
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<group position={position}>
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<mesh rotation={[-Math.PI / 2, 0, 0]}>
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<ringGeometry args={[radius - 0.3, radius, 32]} />
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<meshBasicMaterial color={color} side={THREE.DoubleSide} />
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</mesh>
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<mesh position={[0, height / 2, 0]}>
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<cylinderGeometry args={[radius, radius, height, 32, 1, true]} />
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<meshBasicMaterial
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color={color}
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transparent
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opacity={0.15}
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side={THREE.DoubleSide}
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depthWrite={false}
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/>
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</mesh>
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</group>
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);
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}
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export function ZoneDebugVisuals(): React.JSX.Element | null {
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const debug = Debug.getInstance();
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const camera = useThree((state) => state.camera);
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@@ -161,3 +113,36 @@ export function ZoneDebugVisuals(): React.JSX.Element | null {
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</>
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);
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}
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function ZoneVisual({
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position,
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radius,
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height,
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triggered,
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}: {
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position: [number, number, number];
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radius: number;
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height: number;
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triggered: boolean;
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}): React.JSX.Element {
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const color = triggered ? "#00ff00" : "#ff0000";
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return (
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<group position={position}>
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<mesh rotation={[-Math.PI / 2, 0, 0]}>
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<ringGeometry args={[radius - 0.3, radius, 32]} />
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<meshBasicMaterial color={color} side={THREE.DoubleSide} />
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</mesh>
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<mesh position={[0, height / 2, 0]}>
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<cylinderGeometry args={[radius, radius, height, 32, 1, true]} />
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<meshBasicMaterial
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color={color}
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transparent
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opacity={0.15}
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side={THREE.DoubleSide}
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depthWrite={false}
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/>
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</mesh>
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</group>
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);
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}
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@@ -1,27 +0,0 @@
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import { useState } from "react";
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interface DialogState {
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message: string;
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visible: boolean;
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}
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export function useDialog(): {
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dialog: DialogState;
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showDialog: (message: string) => void;
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hideDialog: () => void;
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} {
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const [dialog, setDialog] = useState<DialogState>({
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message: "",
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visible: false,
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});
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const showDialog = (message: string): void => {
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setDialog({ message, visible: true });
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};
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const hideDialog = (): void => {
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setDialog((prev) => ({ ...prev, visible: false }));
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};
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return { dialog, showDialog, hideDialog };
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}
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@@ -2,6 +2,8 @@ import { create } from "zustand";
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import type { GameStep } from "@/types/game";
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import {
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isRepairMissionId,
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getNextMissionStep,
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getPreviousMissionStep,
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type MissionStep,
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type RepairMissionId,
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} from "@/types/gameplay/repairMission";
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@@ -77,46 +79,6 @@ interface GameActions {
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type GameStore = GameState & GameActions;
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type GameStateUpdate = Partial<GameState>;
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function getNextMissionStep(step: MissionStep): MissionStep {
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switch (step) {
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case "locked":
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return "waiting";
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case "waiting":
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return "inspected";
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case "inspected":
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return "fragmented";
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case "fragmented":
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return "scanning";
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case "scanning":
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return "repairing";
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case "repairing":
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return "reassembling";
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case "reassembling":
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case "done":
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return "done";
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}
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}
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function getPreviousMissionStep(step: MissionStep): MissionStep {
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switch (step) {
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case "locked":
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case "waiting":
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return "locked";
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case "inspected":
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return "waiting";
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case "fragmented":
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return "inspected";
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case "scanning":
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return "fragmented";
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case "repairing":
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return "scanning";
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case "reassembling":
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return "repairing";
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case "done":
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return "reassembling";
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}
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}
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function completeIntroState(state: GameState): GameStateUpdate {
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return {
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mainState: "bike",
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+13
-4
@@ -12,6 +12,19 @@ export type GameStep =
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| "manipulation"
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| "outOfFabrik";
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export const GAME_STEPS: readonly GameStep[] = [
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"intro",
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"start-intro",
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"naming",
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"bienvenue",
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"star-move",
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"mission2",
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"searching",
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"helped",
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"manipulation",
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"outOfFabrik",
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] as const;
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export interface Zone {
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id: string;
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position: Vector3Tuple;
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@@ -19,7 +32,3 @@ export interface Zone {
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height: number;
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targetStep: GameStep;
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}
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export interface GameState {
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step: GameStep;
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}
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@@ -30,3 +30,43 @@ export function isRepairMissionId(value: string): value is RepairMissionId {
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export function isMissionStep(value: string): value is MissionStep {
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return (MISSION_STEPS as readonly string[]).includes(value);
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}
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export function getNextMissionStep(step: MissionStep): MissionStep {
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switch (step) {
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case "locked":
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return "waiting";
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case "waiting":
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return "inspected";
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case "inspected":
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return "fragmented";
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case "fragmented":
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return "scanning";
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case "scanning":
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return "repairing";
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case "repairing":
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return "reassembling";
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case "reassembling":
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case "done":
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return "done";
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}
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}
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export function getPreviousMissionStep(step: MissionStep): MissionStep {
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switch (step) {
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case "locked":
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case "waiting":
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return "locked";
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case "inspected":
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return "waiting";
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case "fragmented":
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return "inspected";
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case "scanning":
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return "fragmented";
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case "repairing":
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return "scanning";
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case "reassembling":
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return "repairing";
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case "done":
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return "reassembling";
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}
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}
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