Commit Graph

8 Commits

Author SHA1 Message Date
Tom Boullay 317db48bcc feat(repair): make fragmented -> scanning event-driven via onSplitSettled
The fragmented -> scanning transition used to fire on a blind
setTimeout of REPAIR_FRAGMENTATION_SEQUENCE_SECONDS regardless of
whether the explode lerp had actually finished. With the new sphere-
reveal flow this got out of sync (sphere grows for 2.5s before
fragmented even mounts), so the timer could fire too early or while
the parts were still flying out.

Now the ExplodedModel emits a single 'settled' callback when its
internal lerp converges on its target (1 = fully exploded, 0 = fully
reassembled). RepairGame listens for settled-at-1 on the fragmented
ExplodableModel and advances to scanning on that event.

The legacy timer is kept as a generous safety net
(REPAIR_FRAGMENTATION_SEQUENCE_SECONDS + 2 seconds) so that if the
model fails to load (no parts -> no settled event ever fires) the
flow can never get stuck on the fragmented step.

Changes:
- ExplodedModel.ts:
  - new ExplodedModelOptions.onSettled: (settledAt: 0 | 1) => void
  - track settledAtTarget to ensure the callback fires exactly once
    per lerp (re-armed when setSplit() flips the target).
- ExplodableModel.tsx: new onSplitSettled prop, forwarded to the
  underlying ExplodedModel via a stable useCallback that reads the
  latest prop through a ref so the instance is not recreated mid-anim.
- RepairGame.tsx:
  - wire onSplitSettled on the fragmented ExplodableModel to
    setMissionStep(mission, 'scanning').
  - keep the existing setTimeout but extend it as a fallback only.

Pylon and farm benefit from the same fix automatically since they
share the same RepairGame fragmented branch.
2026-06-03 04:18:10 +02:00
Tom Boullay d29b01e398 feat(repair): broken parts spawn from exploded model node positions
🔍 Lint / 🪄 Check lint (push) Has been cancelled
🔍 Lint / 🎨 Check format (push) Has been cancelled
🔍 Lint / 🔎 Typecheck (push) Has been cancelled
📊 Quality / 🔒 Security Audit (push) Has been cancelled
📊 Quality / 📋 Dependency Freshness (push) Has been cancelled
📊 Quality / 📦 Bundle Size (push) Has been cancelled
🔍 Lint / 🏗 Build (push) Has been cancelled
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 6d9eac291e big clean up 2026-05-08 03:02:26 +01:00
Tom Boullay 7a3baa4c0b add: scan fragmented repair parts sequentially 2026-05-08 02:12:58 +01:00
Tom Boullay 1d64582383 feat add model loading diagnostics 2026-05-02 00:14:47 +02:00
Tom Boullay cfb1eaf39a refactor: clean architecture and remove unused code 2026-04-30 13:33:28 +02:00
Tom Boullay b1187b68ae refactor: split hooks types and utils by domain 2026-04-30 11:49:18 +02:00
Tom Boullay 9ac5844182 refactor: organize three components by domain 2026-04-30 11:35:53 +02:00