Commit Graph

25 Commits

Author SHA1 Message Date
math-pixel 63c2b294c1 Merge branch 'develop' into feat/polish-mission-2
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2026-06-03 01:52:20 +02:00
math-pixel b1037d5107 split narrator srt 2026-06-03 01:01:48 +02:00
Tom Boullay 220a661d6d feat(repair): introduce focus bubble shroud for repair mini-game
Adds a dark expanding sphere around the repair model when the player
enters the immersive repair phases (fragmented / scanning / repairing /
reassembling). The bubble grows from 0 to 10m using GSAP expo.out over
2.5s and reverses on focus end, visually isolating the player from the
surrounding map.

- New useRepairFocusStore tracks active state + world center.
- New RepairFocusBubble renders a BackSide sphere shell + a soft cocoon
  decor pass (grid floor + directional light + ambient) inside.
- RepairGame drives setFocus from its lifecycle effect.
- Mounted in both GameStageContent and TestMap so behaviour matches in
  the production scene and the physics test scene.

Also drops the now-unused EBIKE_CONFIG_KEY constant in
GameStageContent.tsx (leftover from a previous remount-key strategy).
2026-06-02 22:57:18 +02:00
Tom Boullay d9a92e336c fix(repair): drill explosion to natural group + apply mission rotation
- ExplodedModel.createParts now descends recursively through single
  mesh-bearing wrapper nodes (e.g. Scene > Moto > Eclatement) until
  reaching a node with multiple mesh-bearing children. Previously the
  first wrapper was used as root, so models with extra Empty/group
  parents fell back to flat leaf meshes lerping in local space.
- Add optional modelRotation field on RepairMissionConfig so fragmented
  + repairing models can match the world-space rotation of the source
  inspection model (parked Ebike).
- Ebike mission now uses EBIKE_WORLD_ROTATION_Y/EBIKE_WORLD_SCALE
  directly so the fragmented bike lines up with the parked bike.
2026-06-02 22:51:35 +02:00
Tom Boullay a609314411 feat(repair): mount Ebike on TestMap and snap repair to parked position
The Physique test scene now mounts the real Ebike component for the
ebike repair zone, mirroring GameStageContent so the bike model and
its interactions (mount/dismount, parked position tracking) are
available when testing the repair flow.

RepairGame derives its live world position from
window.ebikeParkedPosition once the ebike mission leaves the
locked/waiting phase, so the repair sequence happens wherever the
player parked the bike rather than at the static zone anchor.
2026-06-02 22:00:01 +02:00
Tom Boullay d29b01e398 feat(repair): broken parts spawn from exploded model node positions
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Render the exploded mission model during the repairing step so broken
nodes (e.g. ebike refroidisseur) stay visible in the world, and surface
their world positions to RepairRepairingStep so broken pieces spawn
from where they belong on the model rather than from a static offset.

- ExplodableModel: add hideNodeNames (mesh visibility off, restored on
  unmount) and nodeAnchorNames + onNodeAnchorsChange (per-frame world
  positions debounced via signature so React state updates only when
  the values actually move).
- RepairGame: render ExplodableModel during 'repairing' with the broken
  node names hidden + anchors forwarded; threads brokenAnchors state
  to RepairRepairingStep.
- RepairScanSequence + RepairRepairingStep: propagate targetNodeName
  through scanned and fallback broken-part lists.
- RepairRepairingStep: broken parts spawn at brokenAnchors[targetNodeName]
  when set, falling back to legacy BROKEN_PART_START_OFFSETS otherwise.
2026-06-02 19:12:38 +02:00
Tom Boullay d1bf438465 feat(repair): inject ebike + pylon parts at packderelance anchors
- Ebike replacement parts: cooling core (correct, anchored at refroidisseur)
  + four distractors anchored at cabledroit/cablegauche/pucehaut/pucebas.
  Removes the ad-hoc gant_l/talkie distractors in favor of consistent
  case-anchored visuals.
- Pylon replacement parts: cable1 + cable2 (alternative correct, both with
  caseLockGroup 'pylon-cable' for upcoming soft-lock) + refroidisseur and
  two puce distractors anchored to packderelance.
- Farm replacement parts kept as-is (caseAnchor undefined falls back to
  placeholder slot positions for backward compatibility).
- RepairGame threads anchors from RepairCaseModel through RepairMissionCase
  to RepairRepairingStep; replacement-part initial position now resolves
  to the anchor world position when caseAnchor is set, falling back to the
  legacy slot index otherwise.
2026-06-02 18:37:12 +02:00
Tom Boullay bff8a16290 feat(intro): add ebike onboarding sequence
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2026-05-31 10:42:46 +02:00
tom-boullay d9cf87d2d6 feat: launch ebike repair from map interaction
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2026-05-28 10:13:59 +02:00
Tom Boullay d654565f87 chore: address code quality audit findings
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2026-05-28 08:31:42 +02:00
Tom Boullay 8088e67625 fix: a pb with octree 2026-05-11 16:41:11 +02:00
Tom Boullay cec4d6ad0d update: reset repair runtime state 2026-05-11 13:01:32 +02:00
Tom Boullay 788e9f0fb3 update: feedback repair model and improve repair case interaction feedback 2026-05-11 12:54:54 +02:00
Tom Boullay 7036b7b0f9 fix: preload repair mission assets 2026-05-11 11:47:20 +02:00
Tom Boullay e16d6e15fa fix repair game suspense boundaries 2026-05-11 11:37:54 +02:00
Tom Boullay 6d9eac291e big clean up 2026-05-08 03:02:26 +01:00
Tom Boullay ead3634aab add: animate repair reassembly 2026-05-08 02:40:31 +01:00
Tom Boullay 19a83982a9 add: require broken part deposit before repair 2026-05-08 02:36:14 +01:00
Tom Boullay bebb9ac5a3 add: snap repair parts to case placeholders 2026-05-08 02:33:06 +01:00
Tom Boullay d02ef54bdc add: focus repair case view 2026-05-08 02:22:15 +01:00
Tom Boullay 7a3baa4c0b add: scan fragmented repair parts sequentially 2026-05-08 02:12:58 +01:00
Tom Boullay 15c3d1858f add: repair mission completion step 2026-05-08 01:48:40 +01:00
Tom Boullay 7bbcf4359e add: repair install completion step 2026-05-08 01:41:29 +01:00
Tom Boullay eed0077dd1 add: repair fragmentation and scan flow 2026-05-08 01:39:23 +01:00
Tom Boullay ed60114d06 add: repair game inspection sub state 2026-05-08 01:27:32 +01:00