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@@ -0,0 +1,226 @@
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# Game States & Substates
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Documentation technique pour le testing et debugging du flow de jeu.
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## Vue d'ensemble
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```
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intro ──► bike ──► pylone ──► ferme ──► outro
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```
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---
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## Main States
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| State | Description |
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| -------- | ------------------------------------------------------------------ |
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| `intro` | Séquence d'introduction (cinématique, naming, premier déplacement) |
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| `bike` | Mission de réparation du vélo |
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| `pylone` | Quête du pylone (alert → searching → helped → manipulation) |
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| `ferme` | Mission de réparation de la ferme |
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| `outro` | Fin du jeu |
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---
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## Intro (GameStep)
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```
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┌─────────────────────────────────────────────────────────────┐
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│ intro.currentStep │
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└─────────────────────────────────────────────────────────────┘
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intro ──► sequence_video ──► naming ──► start-move ──► bike
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```
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### Étapes
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| Step | Trigger | Action | Passage vers |
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| ---------------- | -------- | ---------------------------------------------- | ------------------------------------------------ |
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| `intro` | Initial | État initial | Auto → `sequence_video` quand `sceneReady: true` |
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| `sequence_video` | GameFlow | Déclenche la cinématique dans `GameCinematics` | Fin cinématique → `naming` |
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| `naming` | IntroUI | Affiche l'input pour le prénom | Submit → `start-move` |
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| `start-move` | GameFlow | Active le mouvement (`canMove: true`) | Via zone "fabrikExit" → `bike` |
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### Transition vers bike
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- **Trigger**: Zone `fabrikExit` dans `zones.ts`
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- **Action**: `advanceGameState()` dans `ZoneDetection.tsx`
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- **Résultat**: `mainState: "bike"`, `intro.hasCompleted: true`
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---
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## Bike (MissionStep)
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```
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┌─────────────────────────────────────────────────────────────┐
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│ bike.currentStep (MissionStep) │
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└─────────────────────────────────────────────────────────────┘
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locked ──► waiting ──► inspected ──► fragmented ──► scanning ──► repairing ──► reassembling ──► done
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```
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### Transition vers pylone
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- **Trigger**: `bike.currentStep: "done"`
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- **Action**: `completeBikeState()` dans useGameStore
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- **Résultat**: `mainState: "pylone"`, `pylone.currentStep: "locked"`
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---
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## Pylone (PyloneStep)
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```
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┌─────────────────────────────────────────────────────────────┐
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│ pylone.currentStep (PyloneStep) │
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└─────────────────────────────────────────────────────────────┘
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locked (bypass) ──► alert ──► searching ──► helped ──► manipulation ──► outro
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```
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### Étapes
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| Step | Trigger | Action | Passage vers |
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| -------------- | ---------------------------------- | ---------------------------------- | --------------------------------------------------------- |
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| `locked` | Initial (après bike) | État initial | **Bypass automatique** → `alert` via `advanceGameState()` |
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| `alert` | `advanceGameState()` | Affiche l'alerte (à implémenter) | Via `advanceGameState()` |
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| `searching` | `advanceGameState()` | Déclenché par zone "searchingZone" | Via `advanceGameState()` |
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| `helped` | Interaction avec `NPCHelper` | Dialogue avec le villageois | Via interaction 3D |
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| `manipulation` | Interaction avec `PyloneDestroyed` | Interaction avec l'objet central | Via `advanceGameState()` → `outro` |
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### Bypass automatique
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```typescript
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// useGameStore.ts - advancePyloneStep()
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if (state.pylone.currentStep === "locked") {
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return { pylone: { ...state.pylone, currentStep: "alert" } };
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}
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```
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### Transition vers outro
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- **Trigger**: `pylone.currentStep: "manipulation"` + `advanceGameState()`
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- **Action**: `advancePyloneStep()` détecte fin de la séquence
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- **Résultat**: `mainState: "outro"`
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---
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## Ferme (MissionStep)
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```
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┌─────────────────────────────────────────────────────────────┐
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│ ferme.currentStep (MissionStep) │
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└─────────────────────────────────────────────────────────────┘
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locked ──► waiting ──► inspected ──► fragmented ──► scanning ──► repairing ──► reassembling ──► done
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```
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### Transition vers outro
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- **Trigger**: `ferme.currentStep: "done"`
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- **Action**: `completeFermeState()` dans useGameStore
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- **Résultat**: `mainState: "outro"`, `ferme.irrigationFixed: true`
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---
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## Outro
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```
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┌─────────────────────────────────────────────────────────────┐
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│ outro.hasStarted │
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└─────────────────────────────────────────────────────────────┘
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waiting ──► started
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```
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---
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## Debug Panel
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Le debug panel permet de tester toutes les transitions :
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### Utilisation
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1. Ouvrir le jeu en mode debug (`Debug: true` dans `Debug.ts`)
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2. Le panneau "Game State" apparaît en bas à gauche
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3. **Main state**: Sélectionner le state principal
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4. **Sub state**: Sélectionner le sub-state
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5. **Previous/Next step**: Avancer ou reculer d'un step
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6. **Reset**: Remettre à l'état initial
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### Raccourcis clavier
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| Action | Clavier |
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| ------- | ------------------ |
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| Avancer | Debug panel button |
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| Reculer | Debug panel button |
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| Reset | Debug panel button |
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---
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## Comment tester chaque section
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### Tester l'intro
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1. Vérifier que `sceneReady: false` au démarrage
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2. Attendre que le loader termine (`sceneReady: true`)
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3. Vérifier `intro.currentStep: "intro"` → auto vers `sequence_video`
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4. Si cinématique fonctionne : `sequence_video` → `naming`
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5. Entrer un prénom : `naming` → `start-move`
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6. Vérifier `canMove: true` après `start-move`
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7. Entrer dans la zone `fabrikExit` → `mainState: "bike"`
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### Tester bike
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1. Via debug panel, avancer jusqu'à `done`
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2. Vérifier `mainState: "pylone"`
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### Tester pylone
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1. Via debug panel, avancer (bypass `locked` → `alert`)
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2. Vérifier `pylone.currentStep: "alert"`
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3. Avancer : `alert` → `searching` → `helped` → `manipulation`
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4. Après `manipulation`, vérifier `mainState: "outro"`
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### Tester ferme
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1. Via debug panel, avancer dans bike jusqu'à `done`
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2. Vérifier `mainState: "pylone"` → `ferme` (après pylone)
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3. Avancer jusqu'à `done`
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4. Vérifier `mainState: "outro"`
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---
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## Fichiers clés
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| Fichier | Rôle |
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| ------------------------------------------------- | ------------------------------------- |
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| `src/managers/stores/useGameStore.ts` | Store Zustand avec toutes les actions |
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| `src/types/game.ts` | Définition de `GameStep` |
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| `src/types/gameplay/pylone.ts` | Définition de `PyloneStep` |
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| `src/types/gameplay/repairMission.ts` | Définition de `MissionStep` |
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| `src/components/game/GameFlow.tsx` | Logique de transition de l'intro |
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| `src/components/zone/ZoneDetection.tsx` | Déclenchement des zones |
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| `src/components/ui/debug/GameStateDebugPanel.tsx` | Outil de debug |
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---
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## État initial
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```typescript
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{
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mainState: "intro",
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isCinematicPlaying: false,
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sceneReady: false,
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missionFlow: {
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activityCity: true,
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canMove: false,
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dialogMessage: null,
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playerName: "",
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},
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intro: { currentStep: "intro", dialogueAudio: null, hasCompleted: false, isBikeUnlocked: false },
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bike: { currentStep: "locked", dialogueAudio: null, isRepaired: false },
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pylone: { currentStep: "locked", dialogueAudio: null, isPowered: false },
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ferme: { currentStep: "locked", dialogueAudio: null, irrigationFixed: false },
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outro: { dialogueAudio: null, hasStarted: false },
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}
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```
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@@ -1,6 +1,21 @@
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{
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"version": 1,
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"cinematics": [
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{
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"id": "intro_sequence",
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"trigger": "intro_sequence",
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"cameraKeyframes": [
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{ "time": 0, "position": [8, 5, 12], "target": [0, 2, 0] },
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{ "time": 8, "position": [12, 4, -6], "target": [10, 1.4, -8] },
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{ "time": 16, "position": [5, 6, -15], "target": [0, 3, -20] },
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{ "time": 24, "position": [0, 8, -30], "target": [0, 0, -40] }
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],
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"dialogueCues": [
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{ "time": 0, "dialogueId": "intro_welcome" },
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{ "time": 8, "dialogueId": "intro_explanation" },
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{ "time": 16, "dialogueId": "intro_mission" }
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]
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},
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{
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"id": "intro_overview",
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"timecode": 0,
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@@ -1,64 +1,34 @@
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import { useEffect, useRef } from "react";
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import { AudioManager } from "@/managers/AudioManager";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { AUDIO_PATHS } from "@/data/audioConfig";
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export function GameFlow(): null {
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const step = useGameStore((state) => state.intro.currentStep);
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const setStep = useGameStore((state) => state.setIntroStep);
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const setActivityCity = useGameStore((state) => state.setActivityCity);
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const isCinematicPlaying = useGameStore((state) => state.isCinematicPlaying);
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const sceneReady = useGameStore((state) => state.sceneReady);
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const setCanMove = useGameStore((state) => state.setCanMove);
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const hasInitialized = useRef(false);
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useEffect(() => {
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if (!hasInitialized.current && step === "intro") {
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if (!hasInitialized.current && step === "intro" && sceneReady) {
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hasInitialized.current = true;
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setStep("start-intro");
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setStep("sequence_video");
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}
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}, [step, setStep]);
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}, [step, setStep, sceneReady]);
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useEffect(() => {
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if (step === "start-intro") {
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => {
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setStep("naming");
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});
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return () => {};
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if (step === "sequence_video" && !isCinematicPlaying) {
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setStep("naming");
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}
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}, [step, isCinematicPlaying, setStep]);
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if (step === "bienvenue") {
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => {
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setCanMove(true);
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setStep("star-move");
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});
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return () => {};
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}
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if (step === "mission2") {
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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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const audio = AudioManager.getInstance();
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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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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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setCanMove(false);
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useEffect(() => {
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if (step === "start-move") {
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setCanMove(true);
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}
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return undefined;
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}, [step, setStep, setActivityCity, setCanMove]);
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}, [step, setCanMove]);
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return null;
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}
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@@ -8,17 +8,17 @@ interface NPCHelperProps {
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}
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export function NPCHelper({ position }: NPCHelperProps): React.JSX.Element {
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const step = useGameStore((state) => state.intro.currentStep);
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const setStep = useGameStore((state) => state.setIntroStep);
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const step = useGameStore((state) => state.pylone.currentStep);
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const setPyloneStep = useGameStore((state) => state.setPyloneState);
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const debug = Debug.getInstance();
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const handlePress = (): void => {
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if (step === "searching") {
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setStep("helped");
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setPyloneStep({ currentStep: "helped" });
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}
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};
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const shouldShow = step === "searching" || debug.active;
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const shouldShow = step === "searching" || step === "helped" || debug.active;
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if (!shouldShow) {
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return <></>;
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@@ -10,8 +10,8 @@ interface PyloneDestroyedProps {
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export function PyloneDestroyed({
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position,
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}: PyloneDestroyedProps): React.JSX.Element {
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const step = useGameStore((state) => state.intro.currentStep);
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const setStep = useGameStore((state) => state.setIntroStep);
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const step = useGameStore((state) => state.pylone.currentStep);
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const setPyloneStep = useGameStore((state) => state.setPyloneState);
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const setCanMove = useGameStore((state) => state.setCanMove);
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const showDialog = useGameStore((state) => state.showDialog);
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const debug = Debug.getInstance();
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@@ -19,7 +19,7 @@ export function PyloneDestroyed({
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const handlePress = (): void => {
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if (step === "helped") {
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setCanMove(false);
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setStep("manipulation");
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setPyloneStep({ currentStep: "manipulation" });
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} else if (step === "searching") {
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showDialog(
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"Cet objet est trop lourd pour le porter tout seul, trouve de l'aide",
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@@ -13,7 +13,7 @@ export function IntroUI(): React.JSX.Element | null {
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if (inputValue.trim() === "") return;
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setPlayerName(inputValue.trim());
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setStep("bienvenue");
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setStep("start-move");
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};
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const handleKeyDown = (e: React.KeyboardEvent): void => {
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@@ -100,7 +100,7 @@ export function BienvenueDisplay(): React.JSX.Element | null {
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const step = useGameStore((state) => state.intro.currentStep);
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const playerName = useGameStore((state) => state.missionFlow.playerName);
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if (step !== "bienvenue") return null;
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if (step !== "start-move") return null;
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return (
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<div
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||||
@@ -5,6 +5,7 @@ import {
|
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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 { GAME_STEPS, type GameStep } from "@/types/game";
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import { PYLONE_STEPS, type PyloneStep } from "@/types/gameplay/pylone";
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const MAIN_STATES: MainGameState[] = [
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"intro",
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@@ -54,9 +55,11 @@ export function GameStateDebugPanel(): React.JSX.Element {
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const subStateOptions =
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mainState === "intro"
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? GAME_STEPS
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: mainState === "outro"
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? ["waiting", "started"]
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: MISSION_STEPS;
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: mainState === "pylone"
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? PYLONE_STEPS
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: mainState === "outro"
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? ["waiting", "started"]
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: MISSION_STEPS;
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function setSubState(nextSubState: string): void {
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if (mainState === "intro") {
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@@ -64,6 +67,11 @@ export function GameStateDebugPanel(): React.JSX.Element {
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return;
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||||
}
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if (mainState === "pylone") {
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setPyloneState({ currentStep: nextSubState as PyloneStep });
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return;
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}
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if (mainState === "outro") {
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setOutroState({ hasStarted: nextSubState === "started" });
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return;
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@@ -76,11 +84,6 @@ export function GameStateDebugPanel(): React.JSX.Element {
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return;
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||||
}
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||||
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if (mainState === "pylone") {
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setPyloneState({ currentStep: nextSubState });
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return;
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}
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if (mainState === "ferme") {
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setFermeState({ currentStep: nextSubState });
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return;
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||||
@@ -95,11 +98,6 @@ export function GameStateDebugPanel(): React.JSX.Element {
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||||
return;
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||||
}
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||||
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||||
if (nextMainState === "pylone" && pyloneStep === "locked") {
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||||
setPyloneState({ currentStep: "waiting" });
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||||
return;
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||||
}
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||||
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||||
if (nextMainState === "ferme" && fermeStep === "locked") {
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||||
setFermeState({ currentStep: "waiting" });
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||||
}
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||||
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||||
@@ -14,7 +14,10 @@ export function ZoneDetection(): null {
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||||
const triggeredZones = useRef<Set<string>>(new Set());
|
||||
const debug = Debug.getInstance();
|
||||
const step = useGameStore((state) => state.intro.currentStep);
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||||
const mainState = useGameStore((state) => state.mainState);
|
||||
const setStep = useGameStore((state) => state.setIntroStep);
|
||||
const setPyloneStep = useGameStore((state) => state.setPyloneState);
|
||||
const advanceGameState = useGameStore((state) => state.advanceGameState);
|
||||
|
||||
useEffect(() => {
|
||||
if (!debug.active) return;
|
||||
@@ -65,7 +68,11 @@ export function ZoneDetection(): null {
|
||||
const distanceSq = _playerPos.distanceToSquared(_zonePos);
|
||||
|
||||
if (distanceSq <= zone.radius * zone.radius) {
|
||||
setStep(zone.targetStep);
|
||||
if (zone.targetStep === "bike" && mainState === "intro") {
|
||||
advanceGameState();
|
||||
} else {
|
||||
setStep(zone.targetStep);
|
||||
}
|
||||
triggeredZones.current.add(zone.id);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -52,7 +52,7 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
|
||||
description:
|
||||
"Repair the damaged cooling module before relaunching the bike",
|
||||
modelPath: "/models/ebike/model.gltf",
|
||||
modelScale: 0.50,
|
||||
modelScale: 0.5,
|
||||
stageUiPath: "/assets/UI/ebike.webm",
|
||||
interactUiPath: REPAIR_INTERACT_UI_PATH,
|
||||
brokenUiPath: REPAIR_BROKEN_UI_PATH,
|
||||
@@ -85,51 +85,6 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
|
||||
},
|
||||
],
|
||||
},
|
||||
pylone: {
|
||||
id: "pylone",
|
||||
label: "Power pylon",
|
||||
description:
|
||||
"Restore the pylon lamp relay and damaged panel before reconnecting the grid",
|
||||
modelPath: "/models/pylone/model.gltf",
|
||||
stageUiPath: "/assets/UI/centrale.webm",
|
||||
interactUiPath: REPAIR_INTERACT_UI_PATH,
|
||||
brokenUiPath: REPAIR_BROKEN_UI_PATH,
|
||||
case: DEFAULT_REPAIR_CASE,
|
||||
reassemblySeconds: 1.8,
|
||||
requiredReplacementPartId: "pylone-grid-relay-replacement",
|
||||
scanPartSeconds: 1.4,
|
||||
brokenParts: [
|
||||
{
|
||||
id: "pylone-grid-relay",
|
||||
label: "Grid relay",
|
||||
nodeName: "lampe",
|
||||
placeholderName: "placeholder_1",
|
||||
},
|
||||
{
|
||||
id: "pylone-damaged-panel",
|
||||
label: "Damaged solar panel",
|
||||
nodeName: "panneau2",
|
||||
placeholderName: "placeholder_2",
|
||||
},
|
||||
],
|
||||
replacementParts: [
|
||||
{
|
||||
id: "pylone-grid-relay-replacement",
|
||||
label: "Replacement grid relay",
|
||||
modelPath: "/models/pylone/model.gltf",
|
||||
},
|
||||
{
|
||||
id: "pylone-stone-decoy",
|
||||
label: "Stone counterweight",
|
||||
modelPath: "/models/galet/model.gltf",
|
||||
},
|
||||
{
|
||||
id: "pylone-cooling-decoy",
|
||||
label: "Cooling core",
|
||||
modelPath: "/models/refroidisseur/model.gltf",
|
||||
},
|
||||
],
|
||||
},
|
||||
ferme: {
|
||||
id: "ferme",
|
||||
label: "Vertical farm",
|
||||
|
||||
+2
-9
@@ -1,4 +1,4 @@
|
||||
import type { Zone } from "@/types/game";
|
||||
import type { Zone, GameStep } from "@/types/game";
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
|
||||
export const ZONES: Zone[] = [
|
||||
@@ -7,13 +7,6 @@ export const ZONES: Zone[] = [
|
||||
position: [-5, 25, -15] as Vector3Tuple,
|
||||
radius: 10,
|
||||
height: 20,
|
||||
targetStep: "mission2",
|
||||
},
|
||||
{
|
||||
id: "searchingZone",
|
||||
position: [-5, 25, -30] as Vector3Tuple,
|
||||
radius: 10,
|
||||
height: 20,
|
||||
targetStep: "searching",
|
||||
targetStep: "bike" as GameStep,
|
||||
},
|
||||
];
|
||||
|
||||
@@ -2,14 +2,12 @@ import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import type { MissionStep } from "@/types/gameplay/repairMission";
|
||||
|
||||
export function useRepairMovementLocked(): boolean {
|
||||
return false;
|
||||
|
||||
return useGameStore((state) => {
|
||||
switch (state.mainState) {
|
||||
case "bike":
|
||||
return isRepairMovementLocked(state.bike.currentStep);
|
||||
case "pylone":
|
||||
return isRepairMovementLocked(state.pylone.currentStep);
|
||||
return state.pylone.currentStep === "manipulation";
|
||||
case "ferme":
|
||||
return isRepairMovementLocked(state.ferme.currentStep);
|
||||
case "intro":
|
||||
|
||||
@@ -7,9 +7,10 @@ import {
|
||||
type MissionStep,
|
||||
type RepairMissionId,
|
||||
} from "@/types/gameplay/repairMission";
|
||||
import { type PyloneStep } from "@/types/gameplay/pylone";
|
||||
|
||||
export type MainGameState = "intro" | "bike" | "pylone" | "ferme" | "outro";
|
||||
export type { MissionStep, RepairMissionId };
|
||||
export type { MissionStep, RepairMissionId, PyloneStep };
|
||||
|
||||
interface IntroState {
|
||||
currentStep: GameStep;
|
||||
@@ -33,12 +34,15 @@ interface MissionFlowState {
|
||||
interface GameState {
|
||||
mainState: MainGameState;
|
||||
isCinematicPlaying: boolean;
|
||||
sceneReady: boolean;
|
||||
missionFlow: MissionFlowState;
|
||||
intro: IntroState;
|
||||
bike: MissionState & {
|
||||
isRepaired: boolean;
|
||||
};
|
||||
pylone: MissionState & {
|
||||
pylone: {
|
||||
currentStep: PyloneStep;
|
||||
dialogueAudio: string | null;
|
||||
isPowered: boolean;
|
||||
};
|
||||
ferme: MissionState & {
|
||||
@@ -53,6 +57,7 @@ interface GameState {
|
||||
interface GameActions {
|
||||
setMainState: (mainState: MainGameState) => void;
|
||||
setCinematicPlaying: (isCinematicPlaying: boolean) => void;
|
||||
setSceneReady: (sceneReady: boolean) => void;
|
||||
hideDialog: () => void;
|
||||
setActivityCity: (activityCity: boolean) => void;
|
||||
setCanMove: (canMove: boolean) => void;
|
||||
@@ -66,7 +71,6 @@ interface GameActions {
|
||||
setMissionStep: (mission: RepairMissionId, step: MissionStep) => void;
|
||||
completeIntro: () => void;
|
||||
completeBike: () => void;
|
||||
completePylone: () => void;
|
||||
completeFerme: () => void;
|
||||
completeMission: (mission: RepairMissionId) => void;
|
||||
startOutro: () => void;
|
||||
@@ -104,22 +108,7 @@ function completeBikeState(state: GameState): GameStateUpdate {
|
||||
},
|
||||
pylone: {
|
||||
...state.pylone,
|
||||
currentStep: "waiting",
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function completePyloneState(state: GameState): GameStateUpdate {
|
||||
return {
|
||||
mainState: "ferme",
|
||||
pylone: {
|
||||
...state.pylone,
|
||||
currentStep: "done",
|
||||
isPowered: true,
|
||||
},
|
||||
ferme: {
|
||||
...state.ferme,
|
||||
currentStep: "waiting",
|
||||
currentStep: "locked",
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -159,13 +148,48 @@ function completeMissionState(
|
||||
switch (mission) {
|
||||
case "bike":
|
||||
return completeBikeState(state);
|
||||
case "pylone":
|
||||
return completePyloneState(state);
|
||||
case "ferme":
|
||||
return completeFermeState(state);
|
||||
}
|
||||
}
|
||||
|
||||
function getNextPyloneStep(step: PyloneStep): PyloneStep {
|
||||
switch (step) {
|
||||
case "locked":
|
||||
return "alert";
|
||||
case "alert":
|
||||
return "searching";
|
||||
case "searching":
|
||||
return "helped";
|
||||
case "helped":
|
||||
return "manipulation";
|
||||
case "manipulation":
|
||||
return "manipulation";
|
||||
}
|
||||
}
|
||||
|
||||
function advancePyloneStep(state: GameState): GameStateUpdate {
|
||||
if (state.pylone.currentStep === "locked") {
|
||||
return {
|
||||
pylone: { ...state.pylone, currentStep: "alert" },
|
||||
};
|
||||
}
|
||||
|
||||
const nextStep = getNextPyloneStep(state.pylone.currentStep);
|
||||
if (
|
||||
nextStep === "manipulation" &&
|
||||
state.pylone.currentStep === "manipulation"
|
||||
) {
|
||||
return {
|
||||
mainState: "outro",
|
||||
pylone: { ...state.pylone, currentStep: "manipulation" },
|
||||
};
|
||||
}
|
||||
return {
|
||||
pylone: { ...state.pylone, currentStep: nextStep },
|
||||
};
|
||||
}
|
||||
|
||||
function advanceRepairMissionState(
|
||||
state: GameState,
|
||||
mission: RepairMissionId,
|
||||
@@ -203,6 +227,7 @@ function createInitialGameState(): GameState {
|
||||
return {
|
||||
mainState: "intro",
|
||||
isCinematicPlaying: false,
|
||||
sceneReady: false,
|
||||
missionFlow: {
|
||||
activityCity: true,
|
||||
canMove: false,
|
||||
@@ -241,6 +266,7 @@ export const useGameStore = create<GameStore>()((set) => ({
|
||||
...createInitialGameState(),
|
||||
setMainState: (mainState) => set({ mainState }),
|
||||
setCinematicPlaying: (isCinematicPlaying) => set({ isCinematicPlaying }),
|
||||
setSceneReady: (sceneReady) => set({ sceneReady }),
|
||||
hideDialog: () =>
|
||||
set((state) => ({
|
||||
missionFlow: { ...state.missionFlow, dialogMessage: null },
|
||||
@@ -273,7 +299,6 @@ export const useGameStore = create<GameStore>()((set) => ({
|
||||
set((state) => setMissionStepState(state, mission, step)),
|
||||
completeIntro: () => set(completeIntroState),
|
||||
completeBike: () => set((state) => completeMissionState(state, "bike")),
|
||||
completePylone: () => set((state) => completeMissionState(state, "pylone")),
|
||||
completeFerme: () => set((state) => completeMissionState(state, "ferme")),
|
||||
completeMission: (mission) =>
|
||||
set((state) => completeMissionState(state, mission)),
|
||||
@@ -281,9 +306,19 @@ export const useGameStore = create<GameStore>()((set) => ({
|
||||
advanceGameState: () =>
|
||||
set((state) => {
|
||||
if (state.mainState === "intro") {
|
||||
if (state.intro.currentStep === "bike") {
|
||||
return {
|
||||
mainState: "bike",
|
||||
intro: { ...state.intro, hasCompleted: true },
|
||||
};
|
||||
}
|
||||
return completeIntroState(state);
|
||||
}
|
||||
|
||||
if (state.mainState === "pylone") {
|
||||
return advancePyloneStep(state);
|
||||
}
|
||||
|
||||
if (isRepairMissionId(state.mainState)) {
|
||||
return advanceRepairMissionState(state, state.mainState);
|
||||
}
|
||||
|
||||
+6
-1
@@ -19,6 +19,7 @@ export function HomePage(): React.JSX.Element {
|
||||
(state) => state.missionFlow.dialogMessage,
|
||||
);
|
||||
const hideDialog = useGameStore((state) => state.hideDialog);
|
||||
const setSceneReady = useGameStore((state) => state.setSceneReady);
|
||||
const [sceneLoadingState, setSceneLoadingState] = useState<SceneLoadingState>(
|
||||
INITIAL_SCENE_LOADING_STATE,
|
||||
);
|
||||
@@ -42,13 +43,17 @@ export function HomePage(): React.JSX.Element {
|
||||
return currentState;
|
||||
}
|
||||
|
||||
if (nextState.status === "ready" && currentState.status !== "ready") {
|
||||
setSceneReady(true);
|
||||
}
|
||||
|
||||
return {
|
||||
...nextState,
|
||||
progress: Math.max(currentState.progress, nextState.progress),
|
||||
};
|
||||
});
|
||||
},
|
||||
[],
|
||||
[setSceneReady],
|
||||
);
|
||||
|
||||
return (
|
||||
|
||||
@@ -14,6 +14,7 @@ export interface CinematicDialogueCue {
|
||||
export interface CinematicDefinition {
|
||||
id: string;
|
||||
timecode?: number;
|
||||
trigger?: string;
|
||||
cameraKeyframes: CinematicCameraKeyframe[];
|
||||
dialogueCues?: CinematicDialogueCue[];
|
||||
}
|
||||
|
||||
+6
-16
@@ -2,27 +2,17 @@ import type { Vector3Tuple } from "@/types/three/three";
|
||||
|
||||
export type GameStep =
|
||||
| "intro"
|
||||
| "start-intro"
|
||||
| "sequence_video"
|
||||
| "naming"
|
||||
| "bienvenue"
|
||||
| "star-move"
|
||||
| "mission2"
|
||||
| "searching"
|
||||
| "helped"
|
||||
| "manipulation"
|
||||
| "outOfFabrik";
|
||||
| "start-move"
|
||||
| "bike";
|
||||
|
||||
export const GAME_STEPS: readonly GameStep[] = [
|
||||
"intro",
|
||||
"start-intro",
|
||||
"sequence_video",
|
||||
"naming",
|
||||
"bienvenue",
|
||||
"star-move",
|
||||
"mission2",
|
||||
"searching",
|
||||
"helped",
|
||||
"manipulation",
|
||||
"outOfFabrik",
|
||||
"start-move",
|
||||
"bike",
|
||||
] as const;
|
||||
|
||||
export interface Zone {
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
export type PyloneStep =
|
||||
| "locked"
|
||||
| "alert"
|
||||
| "searching"
|
||||
| "helped"
|
||||
| "manipulation";
|
||||
|
||||
export const PYLONE_STEPS: readonly PyloneStep[] = [
|
||||
"locked",
|
||||
"alert",
|
||||
"searching",
|
||||
"helped",
|
||||
"manipulation",
|
||||
] as const;
|
||||
|
||||
export function isPyloneStep(value: string): value is PyloneStep {
|
||||
return PYLONE_STEPS.includes(value as PyloneStep);
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
export type RepairMissionId = "bike" | "pylone" | "ferme";
|
||||
export type RepairMissionId = "bike" | "ferme";
|
||||
|
||||
export type MissionStep =
|
||||
| "locked"
|
||||
@@ -10,7 +10,7 @@ export type MissionStep =
|
||||
| "reassembling"
|
||||
| "done";
|
||||
|
||||
export const REPAIR_MISSION_IDS = ["bike", "pylone", "ferme"] as const;
|
||||
export const REPAIR_MISSION_IDS = ["bike", "ferme"] as const;
|
||||
|
||||
export const MISSION_STEPS = [
|
||||
"locked",
|
||||
|
||||
@@ -20,6 +20,7 @@ export function GameCinematics(): null {
|
||||
const [dialogueManifest, setDialogueManifest] =
|
||||
useState<DialogueManifest | null>(null);
|
||||
const playedCinematicsRef = useRef(new Set<string>());
|
||||
const triggeredCinematicsRef = useRef(new Set<string>());
|
||||
const timelineRef = useRef<gsap.core.Timeline | null>(null);
|
||||
const activeAudiosRef = useRef(new Set<HTMLAudioElement>());
|
||||
const startedAtRef = useRef<number | null>(null);
|
||||
@@ -64,7 +65,25 @@ export function GameCinematics(): null {
|
||||
|
||||
const elapsedTime = clock.getElapsedTime() - startedAtRef.current;
|
||||
|
||||
const currentStep = useGameStore.getState().intro.currentStep;
|
||||
|
||||
manifest.cinematics.forEach((cinematic) => {
|
||||
if (cinematic.trigger) {
|
||||
if (triggeredCinematicsRef.current.has(cinematic.id)) return;
|
||||
if (currentStep !== cinematic.trigger) return;
|
||||
if (cinematic.dialogueCues && !dialogueManifest) return;
|
||||
|
||||
triggeredCinematicsRef.current.add(cinematic.id);
|
||||
playCinematic(camera, cinematic, timelineRef, {
|
||||
dialogueManifest,
|
||||
activeAudiosRef,
|
||||
onComplete: () => {
|
||||
triggeredCinematicsRef.current.delete(cinematic.id);
|
||||
},
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
if (cinematic.timecode === undefined) return;
|
||||
if (cinematic.timecode > elapsedTime) return;
|
||||
if (cinematic.dialogueCues && !dialogueManifest) return;
|
||||
@@ -95,6 +114,7 @@ function playCinematic(
|
||||
dialogueOptions: {
|
||||
dialogueManifest: DialogueManifest | null;
|
||||
activeAudiosRef: MutableRefObject<Set<HTMLAudioElement>>;
|
||||
onComplete?: () => void;
|
||||
},
|
||||
): void {
|
||||
const firstKeyframe = cinematic.cameraKeyframes[0];
|
||||
@@ -113,6 +133,7 @@ function playCinematic(
|
||||
onComplete: () => {
|
||||
timelineRef.current = null;
|
||||
useGameStore.getState().setCinematicPlaying(false);
|
||||
dialogueOptions.onComplete?.();
|
||||
},
|
||||
});
|
||||
|
||||
|
||||
@@ -19,10 +19,6 @@ const GAME_REPAIR_ZONES = [
|
||||
mission: "bike",
|
||||
position: [8, 0, -6],
|
||||
},
|
||||
{
|
||||
mission: "pylone",
|
||||
position: [64, 0, -66],
|
||||
},
|
||||
{
|
||||
mission: "ferme",
|
||||
position: [-24, 0, 42],
|
||||
|
||||
Reference in New Issue
Block a user