add: repair fragmentation and scan flow

This commit is contained in:
Tom Boullay
2026-05-08 01:39:23 +01:00
parent f5da2f4994
commit eed0077dd1
11 changed files with 228 additions and 17 deletions
+2
View File
@@ -37,6 +37,8 @@ The production repair activation conditions are:
This keeps the webcam off during `waiting`, `fragmented`, and `scanning`, then enables hand input only when the repair flow is expected to use hands.
In the current production repair flow, `inspected` uses a two-fists hold gesture to advance to `fragmented`. The hold must last one second and is independent from local object interaction distance once the mission is in the correct state.
## Backend
The backend lives in `backend/` and exposes:
+2 -2
View File
@@ -136,7 +136,7 @@ For repair missions, it mounts the reusable `RepairGame` component with a missio
<RepairGame mission="bike" position={[8, 0, -6]} />
```
`RepairGame` reads the active mission step from the store and writes transitions through generic actions such as `setMissionStep`. This keeps the scene component small and avoids mission-specific branching inside the repair flow.
`RepairGame` reads the active mission step from the store and writes transitions through generic actions such as `setMissionStep`. This keeps the scene component small and avoids mission-specific branching inside the repair flow. The production repair flow currently supports `waiting -> inspected -> fragmented -> scanning -> repairing` state transitions.
That means the scene can progressively move toward this pattern:
@@ -181,4 +181,4 @@ Current overlays:
## Next Steps
The next natural step is to extend `RepairGame` beyond `waiting -> inspected` with fragmentation, scanning, repairing, and completion behavior.
The next natural step is to add the visual fragmentation sequence after the `fragmented` state, then continue with scanning, repairing, and completion behavior.