52 Commits

Author SHA1 Message Date
Tom Boullay 7bcbba4eb1 fix(ui): polish demo-flow overlays
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- OutroVideoOverlay: stagger reveal so 'Next step :' appears immediately and
  'La ferme' fades in 500ms later, instead of both showing at once.
- MissionNotification: enforce 589/211 aspect-ratio + objectFit cover on the
  <video> branch so webm assets (square 2000x2000) render at the same place
  as the legacy PNG notifications instead of shifting the layout.
- HandTrackingTutorial: add a 5000ms fallback timeout that auto-dismisses
  the overlay if MediaPipe never reports a hand (camera blocked, mouse-only
  player), so the screen never stays stuck.
2026-06-03 03:27:18 +02:00
Tom Boullay 712fb851ad feat(outro): add fade-to-black transition screen with 'Next step: La ferme' before outro video, mute all game audio during playback 2026-06-03 03:08:12 +02:00
Tom Boullay d8b916d31f fix(types): satisfy strict tsc for production build (deploy unblock)
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2026-06-03 02:40:54 +02:00
Tom Boullay e9808f8473 fix(ebike): force-stop narrator audio + clear subtitle when leaving ebike state 2026-06-03 02:35:37 +02:00
Tom Boullay 0ddecaa494 fix(ebike): pause repair narrator audio when leaving ebike main state 2026-06-03 02:28:12 +02:00
Tom Boullay 6c36440016 update: srt 2026-06-03 02:25:20 +02:00
Tom Boullay f20c6b9961 docs(repair-game): document ebike narrator cues 2026-06-03 02:12:19 +02:00
Tom Boullay 47b69b01d2 feat(ebike): play narrator cues during repair flow (scan hint, diagnostic, completion) 2026-06-03 02:11:45 +02:00
Tom Boullay 8b0dd31014 Update SiteNamingScreen.tsx 2026-06-03 02:11:15 +02:00
Tom Boullay 171af683f5 feat(dialogues): split ebike repair narration into diagnostic and completion cues 2026-06-03 02:09:57 +02:00
Tom Boullay f820bee64f Merge branch 'develop' of https://git.fabrik.mathieu-chavanel.fr/math-pixel/La-Fabrik into develop
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2026-06-03 02:05:29 +02:00
math-pixel 1538ef93a5 Merge pull request 'Feat/polish-mission2' (#14) from feat/polish-mission-2 into develop
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Reviewed-on: #14
2026-06-03 00:03:54 +00:00
math-pixel 1325b7b2af Merge branch 'develop' into feat/polish-mission-2
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2026-06-03 02:02:37 +02:00
Tom Boullay 96be49d358 fix(missions): point notifications to existing webm assets 2026-06-03 02:02:10 +02:00
Tom Boullay c2f55e3a2f feat(site): sync naming typewriter to last subtitle cue
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Replace the audio "ended"-based trigger with an SRT-driven one: the
typewriter now starts (lastCue.endTime - typewriterDuration) seconds
into the dialogue so the final letter lands at the moment the
narrator finishes speaking. Char delay shortened from 110ms to 70ms
for a snappier reveal. Fallbacks: audio "ended" when no SRT, 8s
absolute timer otherwise.
2026-06-03 01:56:14 +02:00
math-pixel 63c2b294c1 Merge branch 'develop' into feat/polish-mission-2
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2026-06-03 01:52:20 +02:00
Tom Boullay 62d0dcf531 upatde; config ebike
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2026-06-03 01:48:31 +02:00
Tom Boullay c75c4e0be6 fix(site): keep white card border visible when selected
Replace the border swap with an outer green outline so the white
border stays in place. Selected = white border + green outline,
unselected = white border only.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 01:46:13 +02:00
math-pixel 10b0d4fc16 outro anim + vid 2026-06-03 01:45:43 +02:00
Tom Boullay 5f113cbba4 feat(tutorial): add movement and hand-tracking onboarding overlays
Mount two first-time tutorial overlays driven by the game state machine:

- MovementTutorial: visible during the intro reveal and the free-walk
  step before the ebike mount, dismissed on the first Z/Q/S/D keydown.
- HandTrackingTutorial: visible during the early ebike repair steps
  (fragmented, scanning, inspected), dismissed when MediaPipe detects
  any hand on screen.

Both share a generic TutorialOverlay shell (transparent panel, dark
blue border, lucide-react Hand / inline ZQSD keycap icons, centered
text). The overlay sits at z-index 14, behind Subtitles (15) and
the talkie overlay (16), so dialogue/subtitle UI stays in front.

Dismissals stay persistent for the session: keyboard-triggered uses
event-handler setState; hand-detection uses a guarded effect-driven
setState (same pattern as PylonDownedPylon resync).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 01:43:25 +02:00
math-pixel b1037d5107 split narrator srt 2026-06-03 01:01:48 +02:00
Tom Boullay 1cc3b0e47e feat(audio): swap to repair music while a mission is in repair flow
Switch background music to musique-reparation.mp3 whenever any mission
(ebike / pylon / farm) is in the repair mini-game step range
(inspected → done) and back to musique-jeu.mp3 once the mission
leaves that range. Reuses AudioManager.playMusic which handles the
swap cleanly when the path changes.
2026-06-03 01:00:29 +02:00
Tom Boullay 00b1ff9e93 fix(ebike): unlock walking during breakdown + hide interact prompt + 450m ride
Three fixes for the ebike-breakdown substep:

1. PlayerController: the previous `if (!isEbikeBreakdown)` guard
   zeroed _wishDir for everyone during breakdown, including the
   player after they had been auto-dismounted to walk mode. Narrow
   the guard to `isEbikeMounted && isEbikeBreakdown` so the bike
   stops accepting drive input but the player on foot can move.

2. Ebike: track `window.ebikeBreakdownActive` in component state
   and hide the InteractableObject (and therefore the interact
   prompt UI) while the breakdown sequence is active. The bike must
   read as inert and non-interactive while the panne dialogue plays
   and during the auto-dismount that follows.

3. ebikeConfig: bump EBIKE_INTRO_BREAKDOWN_DISTANCE from 15 m to
   450 m so the panne triggers after a real ride instead of a few
   meters from the parked spawn.
2026-06-03 00:46:30 +02:00
Tom Boullay 675a45f02b Update ebikeConfig.ts 2026-06-03 00:44:00 +02:00
Tom Boullay bbae199105 docs(handtracking): document SVG-primary path and isFist origin
Reflect the current runtime in docs/technical/hand-tracking.md:

- SVG visualizer is now the primary hand UI; the 3D glove is opt-in
  via the Show Model debug toggle.
- Reorder the runtime flow to put HandTrackingVisualizer before
  HandTrackingGlove and make explicit that grab, fist detection, SVG
  and optional 3D glove are independent consumers of the same
  landmark snapshot.
- New Fist Detection section showing how isFist() in
  browserHandTracking.ts derives the flag from landmarks alone (palm
  centroid + 4 fingertip distances), and confirming GrabbableObject
  reads that flag directly - no glove involvement.
- Describe the SVG visualizer styling and the feMorphology outline
  trick.
- Mark HandTrackingFallback and the gant_l/_pad assets as legacy in
  the limitations list.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 00:42:14 +02:00
Tom Boullay c4cad629c9 feat(handtracking): redesign SVG hand as primary visualization
Rewrite the live hand visualizer as a light-blue silhouette with a
crisp dark-blue outline, suitable as the primary hand UI (replacing
the buggy 3D glove for the default flow):

- Palm polygon (landmarks 0,1,5,9,13,17) and five finger tubes merged
  via an SVG feMorphology filter, so the outline is a single
  continuous ring with no internal seams.
- Q curves bow out to two synthetic wrist corners (perpendicular to
  the palm centerline) for a rounded heel of palm.
- Straight L edges between MCPs along the top - the filter dilation
  rounds the corners visually, no creux.
- Each finger path starts half a stroke inside the palm so the round
  base cap is hidden under the palm fill.
- Whole silhouette shrunk to 65% of the tracked hand size around the
  centroid, with 0.8 group opacity, and a faint MediaPipe skeleton
  overlay (lines + dots) on top.

Update the static fallback silhouettes (HandTrackingFallback) to a
matching curved-path look in a 100x120 viewBox.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 00:42:05 +02:00
math-pixel 18fb5e39e9 edit electricienne + poto 2026-06-03 00:05:07 +02:00
Tom Boullay ff4ead1d24 fix(lint): satisfy react-hooks immutability + set-state-in-effect rules
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The new react-compiler-aware lint rules flag legitimate Three.js
external-system synchronizations (texture/uniform/AnimationAction
mutations) and a derived-state reset in PylonDownedPylon. None of
these are bugs — they're the canonical way to bridge React state
with imperative graphics objects — so they're annotated with
targeted eslint-disable comments and a small reorder.

- EbikeGPSMap: disable on uniform/texture sync effects
- EbikeSpeedmeter: disable around the canvas+texture useFrame sync
- PylonFarmerNPC: disable around playAnim (drei AnimationAction
  fadeIn/fadeOut/setLoop/clampWhenFinished) and the effects/frame
  callbacks that invoke it
- PylonDownedPylon: move showUpright/isPylonInteractive declarations
  above the useFrame that reads them (fixes access-before-declared)
  and disable set-state-in-effect on the per-step isRaised reset
2026-06-03 00:04:14 +02:00
Tom Boullay 974f340d33 style: prettier reflow pylon config and lighting effect
Mechanical formatting cleanup carried over from the develop merge:
inline single-line tuples and break long lines per project prettier
config. No behavior change.
2026-06-03 00:03:59 +02:00
Tom Boullay c6283d492c refactor(debug): rename hand-tracking SVG toggle to Model
The debug control now reflects what it actually gates: the 3D hand
model rendering (used by World.tsx to decide whether to show the
hand-tracking gloves), not the legacy SVG visualizer.

- Debug.ts: rename showHandTrackingSvg → showHandTrackingModel
  (state, GUI label "Show Model", getter/setter)
- World.tsx: gate showHandTrackingGloves on the new toggle and
  drop the unused HandTrackingGloveHandedness import
2026-06-03 00:03:44 +02:00
Tom Boullay 83194df14f fix(ebike): allow player input during mount/dismount camera transition
Add lockInput option (default true) to animateCameraTransformTransition
so ebike mount/dismount can keep player input active during the 1s
camera tween instead of locking via setCinematicPlaying.

Also drop the unused camPointPos/dropPointPos debug vars and the
matching debugRestingPosition state — the consuming JSX has been
commented out for a while.
2026-06-03 00:03:29 +02:00
Tom Boullay 918ee49d7c Merge branch 'develop' of https://git.fabrik.mathieu-chavanel.fr/math-pixel/La-Fabrik into develop
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2026-06-02 23:47:10 +02:00
Tom Boullay c0e7567849 fix(ebike): hide interact prompt while actively riding the bike
While the player is mounted on the e-bike and pressing a movement key,
the persistent 'Descendre du bike' prompt was visible on screen and
polluted the view during gameplay. The InteractableObject is now
unmounted as soon as window.ebikeDriveInputActive flips to true and
remounted the moment the bike comes to a stop.

The driving signal is read in a useFrame and only flips React state
on transitions, so this adds zero per-frame re-renders.
2026-06-02 23:36:13 +02:00
Tom Boullay 931308c92c fix(ui): tone down InteractPrompt and support empty label
- Smaller boxes (36x36 key + 36px-tall label) instead of the previous
  oversized white pills.
- Dark translucent background (rgba(10, 12, 20, 0.55)) with a 1px
  white outline (rgba(255, 255, 255, 0.7)), no border-radius and
  white text so the prompt blends with the dark UI instead of being a
  bright blob over the 3D scene.
- Key cube now has a 3D keyboard-key effect (inset top highlight +
  inset bottom darkening + small bottom drop) so it reads as a
  physical key.
- Key and label are visually separated (gap: 8px) but share the same
  height for alignment.
- InteractPrompt no longer renders the label box when focused.label is
  empty/whitespace, so callers can show the key prompt alone.
2026-06-02 23:27:07 +02:00
Tom Boullay 4e1ca708b2 docs(repair-game): document focus bubble + recursive explosion drill
- Add RepairFocusBubble + useRepairFocusStore to the main files table.
- New 'Focus Bubble' section documenting the shroud lifecycle, the
  cocoon decor pass and the vegetation/zone-overlay hide hook.
- Update the 'Fragmented' section to describe the recursive descent in
  ExplodedModel.createParts and the new modelRotation field used to
  align the fragmented model with the world-space source.
- Drop the stale reference to useRepairMovementLocked (removed in a
  prior commit).
2026-06-02 23:00:30 +02:00
Tom Boullay ca6c8e00b6 feat(repair): hide vegetation and zone overlays during repair focus
When the repair focus bubble is active the vegetation system and zone
debug visuals are unmounted so trees and gizmos don't clip through the
dark sphere shroud. Terrain, water, sky, clouds and grass remain
visible behind the bubble per Option (a).
2026-06-02 22:59:04 +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
math-pixel 0a3966a339 animate and fix electricienne
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2026-06-02 22:53:34 +02:00
Tom Boullay be5d03a30c feat(ui): redesign InteractPrompt per Figma DA
- Larger label box and key cube on white-translucent backgrounds
  (rgba(255, 255, 255, 0.92)) with black Inter 900 text and rounded
  12px corners + soft drop shadow.
- Move from bottom: 30% to bottom: 12% so the prompt sits closer to
  the visual center of attention near focused world objects.
- Key cube grown 24x24 -> 64x64 / font 13 -> 32, label padding 0 ->
  16x24 / font 13 -> 22, both bold instead of regular.
2026-06-02 22:53:06 +02:00
Tom Boullay ed0683d814 feat(ebike): rename interact label to 'Lancer le repair game'
Clarifies that interacting with the parked Ebike during the ebike
mission opens the repair mini-game rather than directly performing
a repair action.
2026-06-02 22:52:00 +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 89050331df chore(electricienne): switch to idle/walk animations
Replaces the placeholder Dance animation set on the electricienne
character with the standard idle/walk loop used by the other animated
NPCs.
2026-06-02 22:15:36 +02:00
Tom Boullay 0f211cc169 chore(format): apply prettier formatting 2026-06-02 22:15:25 +02:00
Tom Boullay 6a0215d1a6 fix(repair): keep ebike at zone Y in test scene
Adds an opt-out 'snapToTerrain' prop on Ebike so the parked position
keeps the explicit Y supplied by callers instead of resolving against
the world terrain GLTF. TestMap passes snapToTerrain={false} since it
does not render the world terrain — without this the bike was being
positioned at the invisible terrain height, far above the test floor,
and looked missing.
2026-06-02 22:10:31 +02:00
Tom Boullay 2a6a028e1d revert(repair): remove player movement lock during repair
Drops the useRepairMovementLocked hook, the RepairMovementLockIndicator
overlay, and all PlayerController gating tied to repair sub-states.
The repair flow no longer freezes player movement or shows a lock
banner; the player keeps full control while interacting with the case.
2026-06-02 22:04:05 +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 d1665891f4 feat(repair): filter debug sub-state options by current mission
Pylon-only mission steps (approaching/arrived/npc-return/narrator-outro)
no longer appear in the GameStateDebugPanel sub-state dropdown for the
ebike or farm missions, which use the shorter
locked/waiting/inspected/fragmented/scanning/repairing/reassembling/done
flow.
2026-06-02 21:59:54 +02:00
math-pixel eb5d4076d1 la correction de merde x)
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2026-06-02 20:54:16 +02:00
math-pixel 5177f43d96 Merge branch 'develop' into feat/polish-mission-2
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2026-06-02 20:43:00 +02:00
math-pixel ff1ec56729 Merge branch 'develop' into feat/polish-mission-2 2026-06-02 20:27:48 +02:00
math-pixel cd0afcda8c feat mission-2 2026-06-01 14:40:17 +02:00
math-pixel 813c10f3f7 wip mission 2 refine 2026-06-01 11:49:48 +02:00
72 changed files with 3072 additions and 1032 deletions
+45 -8
View File
@@ -20,9 +20,11 @@ Both sources funnel into the same `HandTrackingContext` so all consumers see one
1. The active source captures or receives landmarks. 1. The active source captures or receives landmarks.
2. The hook applies an EMA smoothing pass on the landmarks before publishing the snapshot. 2. The hook applies an EMA smoothing pass on the landmarks before publishing the snapshot.
3. `HandTrackingProvider` exposes that snapshot through React context. 3. `HandTrackingProvider` exposes that snapshot through React context.
4. `GrabbableObject` reads the snapshot each frame and uses the fist state plus raycasting to grab objects. 4. `GrabbableObject` reads the snapshot each frame and uses `hand.isFist` plus raycasting to grab objects.
5. `HandTrackingGlove` reads the same snapshot and places a rigged glove on each detected hand. 5. `HandTrackingVisualizer` paints the SVG hand silhouette overlay on top of the canvas — the primary visualization.
6. `HandTrackingVisualizer` paints an SVG wireframe overlay on top of the canvas. 6. `HandTrackingGlove` (opt-in, see UI And Debug) places a rigged 3D glove on each detected hand when enabled via the debug toggle.
All consumers — fist detection, grab raycasting, SVG silhouette, optional 3D glove — read the **same** landmarks from the snapshot. None of them depend on the others.
## Activation Rules ## Activation Rules
@@ -108,6 +110,17 @@ interface HandTrackingHand {
`x` and `y` are normalized camera coordinates. `z` is a relative depth value from MediaPipe, not an absolute world-space distance. `x` and `y` are normalized camera coordinates. `z` is a relative depth value from MediaPipe, not an absolute world-space distance.
## Fist Detection
`isFist` is computed in `src/lib/handTracking/browserHandTracking.ts` (`isFist()` function) from landmarks alone — no model, no glove. The check is:
1. Palm center = mean of landmarks `[0, 5, 9, 13, 17]` (wrist + 4 MCPs).
2. Palm size = distance from wrist (landmark 0) to middle MCP (landmark 9).
3. For each of the four fingertip landmarks `[8, 12, 16, 20]`, check whether its distance to the palm center is less than `1.05 × palmSize`.
4. `isFist === true` iff all four fingertips pass the check.
The flag is attached to each hand on the snapshot at the publish step (`isFist: isFist(normalizedLandmarks)`) and read directly by `GrabbableObject.tsx` — the SVG visualizer and the 3D glove never participate in the gesture decision.
## Grab Targeting ## Grab Targeting
The hand grab logic lives in `src/components/three/interaction/GrabbableObject.tsx`. The hand grab logic lives in `src/components/three/interaction/GrabbableObject.tsx`.
@@ -142,18 +155,40 @@ This is less expressive than true depth-aware hand movement, but it is more stab
The current debug UI includes: The current debug UI includes:
- `HandTrackingDebugPanel` inside `DebugOverlayLayout` for status, usage, loaded glove model, server state, hand count, and fist state - `HandTrackingDebugPanel` inside `DebugOverlayLayout` for status, usage, loaded glove model, server state, hand count, and fist state
- `HandTrackingVisualizer` for the SVG landmark overlay - `HandTrackingVisualizer` for the SVG hand silhouette overlay (always on when tracking is active)
- `HandTrackingFallback` for the last-resort hand silhouette overlay - `HandTrackingFallback` for the last-resort hand silhouette overlay (legacy, see below)
- `HandTrackingGlove` for the per-hand rigged glove models in the R3F scene - `HandTrackingGlove` for the per-hand rigged glove models in the R3F scene, opt-in via the **Show Model** toggle
- `r3f-perf` for render performance - `r3f-perf` for render performance
- `lil-gui` for scene, camera, lighting, interaction, and grab controls - `lil-gui` for scene, camera, lighting, interaction, and grab controls
The SVG visualizer uses a "blueish hand" style: white connection lines between landmarks, cyan circles with a dark blue outline. The outline gets thicker when the hand is detected as a fist, so the user gets a visual confirmation of the grab gesture without having to look at the debug panel. ### SVG Visualizer
The fallback overlay (`HandTrackingFallback`) draws a simple open-hand or fist silhouette positioned on the detected wrist landmark. It only renders for a hand whose matching glove is in the `"error"` state in `useHandTrackingGloveStatus`. This guarantees the user always sees something on their hand even when the 3D glove model fails to load. `HandTrackingVisualizer` is the primary hand visualization. It draws a light-blue hand silhouette with a crisp dark-blue outline by:
1. Filling a palm polygon (landmarks `[1, 5, 9, 13, 17]` plus two synthetic wrist corners) and five finger tubes (thick rounded `stroke` along each finger's joint chain).
2. Wrapping the whole thing in an SVG `<filter>` that uses `feMorphology` to dilate the merged alpha by 2 px and subtract the original, producing a single continuous outline around the union — no internal seams where the palm and finger tubes overlap.
3. Shrinking every landmark toward the hand centroid by `RENDER_SCALE = 0.65` so the silhouette stays compact and doesn't dominate the screen.
4. Overlaying the 21 raw landmarks and 21 bones as faint translucent lines and dots, so the user can still see the MediaPipe data feeding the silhouette.
The SVG only displays when MediaPipe is active and the debug **Show Model** toggle is off (default). When the toggle is on, the SVG hides and `HandTrackingGlove` takes over.
### Show Model Toggle
The `Hand Tracking` debug folder exposes a single visualization switch:
- `showHandTrackingModel = false` (default): SVG visualizer renders, 3D glove is not mounted at all.
- `showHandTrackingModel = true`: SVG visualizer hides, 3D glove gets mounted for the detected hand(s).
The 3D glove is treated as opt-in legacy because it had bugs (WebGL context loss, finger rig artefacts) and its hit/grab role was never load-bearing — grab has always read landmarks directly.
### Fallback Overlay (legacy)
`HandTrackingFallback` draws a simple open-hand or fist silhouette positioned on the detected wrist landmark. It renders for any hand whose glove is in the `"error"` state in `useHandTrackingGloveStatus`. Now that the glove is opt-in and rarely mounted, the fallback effectively only fires in the rare case where the user enables `showHandTrackingModel` and the glove fails to load. It is kept on disk for that edge case but is not part of the default visual path.
## Glove Models ## Glove Models
The 3D glove is **opt-in** via the `Show Model` debug toggle (see UI And Debug). It is not mounted by default; the SVG visualizer is the primary hand UI. The information below applies only when the toggle is enabled.
`HandTrackingGlove` loads `public/models/gant_l/model.gltf` for both hands. The right hand applies `scale.x = -1` at the group level to mirror the mesh, so the thumb ends up on the correct side. Both hands therefore share the same rig and the same material. `HandTrackingGlove` loads `public/models/gant_l/model.gltf` for both hands. The right hand applies `scale.x = -1` at the group level to mirror the mesh, so the thumb ends up on the correct side. Both hands therefore share the same rig and the same material.
The historical `public/models/gant_r/model.gltf` is kept as legacy but is not loaded by the frontend — its GLB embeds three skeletons (`Hand_l`, `Hand_l_pad`, `Hand_r`) plus a `galet` mesh, which made the finger rig unreliable. The historical `public/models/gant_r/model.gltf` is kept as legacy but is not loaded by the frontend — its GLB embeds three skeletons (`Hand_l`, `Hand_l_pad`, `Hand_r`) plus a `galet` mesh, which made the finger rig unreliable.
@@ -172,6 +207,8 @@ They are intended for future swap-by-state usage but are **not yet rigged**. The
- Production usage is currently limited to repair mission steps that explicitly need hands. - Production usage is currently limited to repair mission steps that explicitly need hands.
- MediaPipe depth is relative and currently not used for stable object depth control. - MediaPipe depth is relative and currently not used for stable object depth control.
- The virtual hit zone is an approximation based on multiple raycasts, not a real 3D collider. - The virtual hit zone is an approximation based on multiple raycasts, not a real 3D collider.
- The 3D glove is opt-in only (see `Show Model` toggle). Default visual is the SVG silhouette.
- `HandTrackingFallback` is legacy and effectively unused unless the glove toggle is enabled and the glove fails to load.
- The right glove is a mirrored copy of `gant_l` rather than its own mesh; in the future a dedicated right-hand model would give a better visual. - The right glove is a mirrored copy of `gant_l` rather than its own mesh; in the future a dedicated right-hand model would give a better visual.
- The `_pad` glove variants are not rigged yet, so swap-by-state (normal ↔ pad) is not wired in. - The `_pad` glove variants are not rigged yet, so swap-by-state (normal ↔ pad) is not wired in.
- Finger bone animation is an approximate landmark-to-bone mapping; it still needs calibration for per-model twist, offsets, and smoothing. - Finger bone animation is an approximate landmark-to-bone mapping; it still needs calibration for per-model twist, offsets, and smoothing.
+38 -3
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@@ -17,8 +17,10 @@ Implemented missions:
## Main Files ## Main Files
| File | Responsibility | | File | Responsibility |
| ---------------------------------------------- | ------------------------------------------------- | | ----------------------------------------------------- | ------------------------------------------------- |
| `src/components/three/gameplay/RepairGame.tsx` | Orchestrates the repair step machine | | `src/components/three/gameplay/RepairGame.tsx` | Orchestrates the repair step machine |
| `src/components/three/gameplay/RepairFocusBubble.tsx` | Dark sphere shroud + cocoon decor during focus |
| `src/managers/stores/useRepairFocusStore.ts` | Global flag + center for the repair focus bubble |
| `src/data/gameplay/repairMissions.ts` | Mission-specific data | | `src/data/gameplay/repairMissions.ts` | Mission-specific data |
| `src/types/gameplay/repairMission.ts` | Mission ids, step ids, guards | | `src/types/gameplay/repairMission.ts` | Mission ids, step ids, guards |
| `src/managers/stores/useGameStore.ts` | Global progression and mission transitions | | `src/managers/stores/useGameStore.ts` | Global progression and mission transitions |
@@ -159,8 +161,6 @@ The repair case appears near the mission object. The player can:
Both paths move to `fragmented`. Both paths move to `fragmented`.
`useRepairMovementLocked()` locks player movement during focused repair steps and drives the repair movement indicator.
### Fragmented ### Fragmented
File: File:
@@ -171,6 +171,10 @@ src/components/three/models/ExplodableModel.tsx
The mission object is shown split apart. A timer then moves the mission to `scanning`. The mission object is shown split apart. A timer then moves the mission to `scanning`.
`ExplodedModel.createParts` walks the GLTF tree recursively, descending through any single mesh-bearing wrapper node (e.g. `Scene > Moto > Eclatement` for the Ebike) until it reaches a node with multiple mesh-bearing children. Those children are the natural "explosion groups" authored by the modeler. This avoids exploding raw leaf meshes in local space when the model has extra empty wrapper nodes above the intended group.
When mounted, `RepairGame` applies `RepairMissionConfig.modelRotation` and `modelScale` to the fragmented model so it lines up with the source inspection model in world space (e.g. the parked Ebike using `EBIKE_WORLD_ROTATION_Y` / `EBIKE_WORLD_SCALE`).
The default delay comes from: The default delay comes from:
```txt ```txt
@@ -256,6 +260,37 @@ The repaired object remains visible. The player validates the completion target,
2. the case plays its exit animation 2. the case plays its exit animation
3. `completeMission(mission)` advances the global game progression 3. `completeMission(mission)` advances the global game progression
## Focus Bubble
While the player is in `fragmented`, `scanning`, `repairing` or `reassembling`, `RepairGame` flips `useRepairFocusStore.active = true` and publishes the snapped world center of the repair model.
`RepairFocusBubble` reads the store and:
- renders a `BackSide` sphere (radius 1, scaled 0 → 10m) tinted `#060814` at opacity 0.92
- grows the sphere with GSAP `expo.out` over 2.5 s when focus turns on
- shrinks back with `expo.in` over 1.2 s when focus turns off
- mounts a small "cocoon" decor pass inside (subtle grid floor + soft directional light + ambient) that fades in once the bubble is mostly grown
`Environment.tsx` and `GameStageContent.tsx` consume the same store flag to unmount the vegetation system and the zone debug visuals while the bubble is up, so trees and gizmos do not pierce the shroud. Terrain, water, sky, clouds and grass remain visible behind the bubble.
The bubble is mounted both in `GameStageContent` (production scene) and `TestMap` (physics test scene) so the behaviour matches in both contexts.
## Narrator Audio (Ebike Mission)
`EbikeRepairNarrator` (`src/components/game/EbikeRepairNarrator.tsx`) is a headless component mounted in `src/pages/page.tsx` next to `EbikeIntroSequence`. It subscribes to `useGameStore` and plays one-shot narrator cues at specific repair-step transitions for the `ebike` mission only:
| Step entered | Dialogue ID | Audio file | Subtitle |
| ------------ | ------------------------------------ | ---------------------------------- | -------- |
| `fragmented` | `narrateur_galetscan` | `narrateur_galetscan.mp3` | cue 6 |
| `repairing` | `narrateur_refroidisseur_diagnostic` | `narrateur_refroidisseurcassé.mp3` | cue 24 |
| `done` | `narrateur_ebikerepare` | `narrateur_ebikeréparé.mp3` | cue 7 |
A `useRef<Set<MissionStep>>` guards against double-fires (StrictMode, re-renders) and is cleared when the mission rolls back to `locked` or `waiting`, so debug-panel replays still trigger the narration.
Cue 7 was previously a single subtitle covering both the diagnostic line and the "Eeeet voilà!" completion line. It was split into cue 7 (completion only) and a new cue 24 (diagnostic) so the two sentences can be triggered at independent moments — they correspond to two distinct `.mp3` files.
The breakdown line (`narrateur_ebikecasse`, cue 5) is still triggered by `EbikeIntroSequence` at distance threshold, not by this component. Pylon and farm narrator cues are not yet wired through `EbikeRepairNarrator`; the same per-mission lookup pattern can be extended when those flows need narration.
## Repair Case Details ## Repair Case Details
The case model implementation lives in: The case model implementation lives in:
+6 -12
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@@ -2,24 +2,18 @@
"version": 1, "version": 1,
"cinematics": [ "cinematics": [
{ {
"id": "intro_overview", "id": "outro_farm_drone",
"timecode": 0, "timecode": 0,
"dialogueCues": [
{
"time": 0,
"dialogueId": "narrateur_bienvenueaaltera"
}
],
"cameraKeyframes": [ "cameraKeyframes": [
{ {
"time": 0, "time": 0,
"position": [8, 5, 12], "position": [-24, 5, 65],
"target": [0, 2, 0] "target": [-24, 2, 42]
}, },
{ {
"time": 4, "time": 10,
"position": [12, 4, -6], "position": [-24, 90, 200],
"target": [10, 1.4, -8] "target": [-24, 0, 42]
} }
] ]
} }
+32 -32
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@@ -39340,41 +39340,41 @@
"rotation": [0, 0.0027, 0.0819], "rotation": [0, 0.0027, 0.0819],
"scale": [1, 1, 1] "scale": [1, 1, 1]
} }
]
},
{
"name": "pylone",
"type": "Object3D",
"position": [-22.8219, 6.7669, 28.1767],
"rotation": [0, 0.0027, 0.0819],
"scale": [1, 1, 1],
"children": [
{
"name": "pylone",
"type": "Mesh",
"position": [-22.8219, 6.7669, 28.1767],
"rotation": [0, 0.0027, 0.0819],
"scale": [1, 1, 1]
}
]
},
{
"name": "pylone",
"type": "Object3D",
"position": [-31.5396, 5.5095, 36.2489],
"rotation": [0, 0.0027, 0.0819],
"scale": [1, 1, 1],
"children": [
{
"name": "pylone",
"type": "Mesh",
"position": [-31.5396, 5.5095, 36.2489],
"rotation": [0, 0.0027, 0.0819],
"scale": [1, 1, 1]
}
], ],
"id": "repair:pylon" "id": "repair:pylon"
}, },
{
"name": "pylone",
"type": "Object3D",
"position": [-22.8219, 6.7669, 28.1767],
"rotation": [0, 0.0027, 0.0819],
"scale": [1, 1, 1],
"children": [
{
"name": "pylone",
"type": "Mesh",
"position": [-22.8219, 6.7669, 28.1767],
"rotation": [0, 0.0027, 0.0819],
"scale": [1, 1, 1]
}
]
},
{
"name": "pylone",
"type": "Object3D",
"position": [-31.5396, 5.5095, 36.2489],
"rotation": [0, 0.0027, 0.0819],
"scale": [1, 1, 1],
"children": [
{
"name": "pylone",
"type": "Mesh",
"position": [-31.5396, 5.5095, 36.2489],
"rotation": [0, 0.0027, 0.0819],
"scale": [1, 1, 1]
}
]
},
{ {
"name": "pylone", "name": "pylone",
"type": "Object3D", "type": "Object3D",
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+34 -4
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@@ -69,6 +69,12 @@
"audio": "/sounds/dialogue/narrateur_ebikeréparé.mp3", "audio": "/sounds/dialogue/narrateur_ebikeréparé.mp3",
"subtitleCueIndex": 7 "subtitleCueIndex": 7
}, },
{
"id": "narrateur_refroidisseur_diagnostic",
"voice": "narrateur",
"audio": "/sounds/dialogue/narrateur_refroidisseurcassé.mp3",
"subtitleCueIndex": 24
},
{ {
"id": "narrateur_ordredemandedelaide", "id": "narrateur_ordredemandedelaide",
"voice": "narrateur", "voice": "narrateur",
@@ -78,19 +84,19 @@
{ {
"id": "narrateur_coupureelec", "id": "narrateur_coupureelec",
"voice": "narrateur", "voice": "narrateur",
"audio": "/sounds/dialogue/narrateur_coupureélec.mp3", "audio": "/sounds/dialogue/narrateur_coupure_elec.mp3",
"subtitleCueIndex": 9 "subtitleCueIndex": 9
}, },
{ {
"id": "narrateur_poteaueleccasse", "id": "narrateur_poteaueleccasse",
"voice": "narrateur", "voice": "narrateur",
"audio": "/sounds/dialogue/narrateur_poteauéleccassé.mp3", "audio": "/sounds/dialogue/narrateur_poteau_elec_casse.mp3",
"subtitleCueIndex": 10 "subtitleCueIndex": 10
}, },
{ {
"id": "narrateur_courantrepare", "id": "narrateur_courantrepare",
"voice": "narrateur", "voice": "narrateur",
"audio": "/sounds/dialogue/narrateur_courantparé.mp3", "audio": "/sounds/dialogue/narrateur_courant_repare.mp3",
"subtitleCueIndex": 11 "subtitleCueIndex": 11
}, },
{ {
@@ -163,7 +169,13 @@
"id": "narrateur_histoireelectricienne", "id": "narrateur_histoireelectricienne",
"voice": "narrateur", "voice": "narrateur",
"audio": "/sounds/dialogue/narrateur_histoireelectricienne.mp3", "audio": "/sounds/dialogue/narrateur_histoireelectricienne.mp3",
"subtitleCueIndex": 23 "subtitleCueIndices": [23, 25, 26, 27, 28]
},
{
"id": "narrateur_demande_aide",
"voice": "narrateur",
"audio": "/sounds/dialogue/narrateur_demande_aide.mp3",
"subtitleCueIndex": 24
}, },
{ {
"id": "fermier_coupdemain", "id": "fermier_coupdemain",
@@ -182,6 +194,24 @@
"voice": "fermier", "voice": "fermier",
"audio": "/sounds/dialogue/fermier_findemission.mp3", "audio": "/sounds/dialogue/fermier_findemission.mp3",
"subtitleCueIndex": 3 "subtitleCueIndex": 3
},
{
"id": "electricienne_welcome",
"voice": "electricienne",
"audio": "/sounds/dialogue/electricienne_welcome.mp3",
"subtitleCueIndex": 1
},
{
"id": "electricienne_apresMontage",
"voice": "electricienne",
"audio": "/sounds/dialogue/electricienne_aprèsmontage.mp3",
"subtitleCueIndex": 2
},
{
"id": "electricienne_aurevoir",
"voice": "electricienne",
"audio": "/sounds/dialogue/electricienne_aurevoir.mp3",
"subtitleCueIndex": 3
} }
] ]
} }
@@ -24,7 +24,7 @@ So? Pretty amazing, right? Anyway, these rollers will scan the components to fin
7 7
00:00:00,000 --> 00:00:04,992 00:00:00,000 --> 00:00:04,992
Perfect! The cooler gave out, you can replace it with one of the components from your pack. Aaaand there we go! It runs like clockwork! Go on, hurry! Aaaand there we go! It runs like clockwork! Go on, hurry!
8 8
00:00:00,000 --> 00:00:04,512 00:00:00,000 --> 00:00:04,512
@@ -87,5 +87,25 @@ Welcome to your workshop!! So? Pretty impressive, right? Okay, quick tour of wha
Here, this is a dashboard. You can imagine that if your fridge or oven breaks down, you won't be able to put it in the pipe haha! So here, it tells you when residents have a bulky item that broke down, or when there's a problem in the city. Uh oh... I've got an emergency, I'll have to leave you soon! So here, take your tools to repair most things: a mini 3D printer powered by electronic waste, Push-Parts gloves to disassemble objects, and a Relaunch pack! Here, this is a dashboard. You can imagine that if your fridge or oven breaks down, you won't be able to put it in the pipe haha! So here, it tells you when residents have a bulky item that broke down, or when there's a problem in the city. Uh oh... I've got an emergency, I'll have to leave you soon! So here, take your tools to repair most things: a mini 3D printer powered by electronic waste, Push-Parts gloves to disassemble objects, and a Relaunch pack!
23 23
00:00:00,000 --> 00:00:54,000 00:00:00,000 --> 00:00:07,500
The electrician helped you at the Power Plant? Aaaaah, that's what I love here: everyone helps each other, nobody judges anyone, it's like a real little family. You should know the electrician has quite a special story. She was born in the north of the continent, in the city of Kalska. She grew up happily with her mother Edith, her father Jordan, and her two little brothers, Malo and Justin. A few years ago, as you know, the northern countries were, quite unexpectedly, the first ones forced to migrate. So they began their journey, country by country, city by city, village by village. On a day of walking like so many others after several months, a climate storm caught them off guard. Having split up to find food in the village, her father and one of her two brothers sadly disappeared. It's tragic. But one day, they happened upon this place during their journey. We welcomed them with open arms, and they were slowly able to rebuild their lives among us. Today, they are an integral part of the community. The electrician helped you at the Power Plant? Aaaaah, that's what I love here: everyone helps each other, nobody judges anyone, it's like a real little family.
24
00:00:00,000 --> 00:00:05,500
Perfect! The cooler gave out, you can replace it with one of the components from your pack.
25
00:00:07,500 --> 00:00:19,100
You should know the electrician has quite a special story. She was born in the north of the continent, in the city of Kalska. She grew up happily with her mother Edith, her father Jordan, and her two little brothers, Malo and Justin.
26
00:00:19,100 --> 00:00:30,600
A few years ago, as you know, the northern countries were, quite unexpectedly, the first ones forced to migrate. So they began their journey, country by country, city by city, village by village.
27
00:00:30,600 --> 00:00:42,800
On a day of walking like so many others after several months, a climate storm caught them off guard. Having split up to find food in the village, her father and one of her two brothers sadly disappeared. It's tragic.
28
00:00:42,800 --> 00:00:54,000
But one day, they happened upon this place during their journey. We welcomed them with open arms, and they were slowly able to rebuild their lives among us. Today, they are an integral part of the community.
@@ -1,6 +1,6 @@
1 1
00:00:00,000 --> 00:00:08,000 00:00:00,000 --> 00:00:08,000
Hey !! Comment ça va ? Tu as besoin d'aide pour poser les galets ? Hey !! Comment ça va ? Tu as besoin d'aide pour redresser le poteau ?
2 2
00:00:00,000 --> 00:00:08,000 00:00:00,000 --> 00:00:08,000
@@ -1,6 +1,6 @@
1 1
00:00:00,000 --> 00:00:09,000 00:00:00,000 --> 00:00:09,000
Bonjour à toi, futur habitant d'Altéra ! Aujourd'hui tu vas découvrir le rôle de technicien au sein de La Fabrik qui s'occupe des technologies et réparation Low-Tech. Bonjour à toi, futur habitant d'Altéra ! Aujourd'hui tu vas découvrir le rôle de technicien au sein de La Fabrik, qui s'occupe des technologies et des réparations low-tech.
2 2
00:00:09,000 --> 00:00:11,592 00:00:09,000 --> 00:00:11,592
@@ -8,7 +8,7 @@ Avant de commencer, comment tu t'appelles ?
3 3
00:00:00,000 --> 00:00:10,824 00:00:00,000 --> 00:00:10,824
Très bien ! On va commencer pas à pas pour te montrer comment fonctionne l'atelier. Ensuite, tu commenceras ta journée et tu pourras te rendre compte de l'impact positif qu'a la Fabrik sur la communauté et le quartier. Très bien ! On va avancer pas à pas pour te montrer comment fonctionne l'atelier. Ensuite, tu commenceras ta journée et tu pourras te rendre compte de l'impact positif qu'a La Fabrik sur la communauté et le quartier.
4 4
00:00:00,000 --> 00:00:06,072 00:00:00,000 --> 00:00:06,072
@@ -16,15 +16,15 @@ Allez go ! Il faudrait que tu ailles à la ferme, on cherche à améliorer quelq
5 5
00:00:00,000 --> 00:00:12,720 00:00:00,000 --> 00:00:12,720
Quoi ? Ton E-Bike est cassé ? Bon c'est pas très grave, ça arrive ! Utilise les deux galets qui sont sur tes gants. Ce sont de véritables bijoux technologiques. Poses en un en-dessous du vélo, et un au-dessus. Quoi ? Ton E-Bike est cassé ? Bon, ce n'est pas très grave, ça arrive ! Utilise les deux galets qui sont sur tes gants. Ce sont de véritables bijoux technologiques. Poses-en un en dessous du vélo, et un au-dessus.
6 6
00:00:00,000 --> 00:00:08,064 00:00:00,000 --> 00:00:08,064
Alors ? Pas magnifique ça ? Enfin bref, ces galets vont scanner les composants pour savoir ce qu'on doit réparer et / ou changer. Alors ? Pas magnifique ça ? Enfin bref, ces galets vont scanner les composants pour savoir ce qu'on doit réparer et/ou changer.
7 7
00:00:00,000 --> 00:00:04,992 00:00:00,000 --> 00:00:04,992
Parfait ! C'est le refroidisseur qui a lâché, tu peux le remplacer avec un des composants de ton pack. Eeeet voilà ! Il fonctionne comme une horloge ! Allez fonce ! Eeeet voilà ! Il fonctionne comme une horloge ! Allez fonce !
8 8
00:00:00,000 --> 00:00:04,512 00:00:00,000 --> 00:00:04,512
@@ -32,7 +32,7 @@ N'hésite pas à aller demander de l'aide si tu as besoin, tout le monde est sup
9 9
00:00:00,000 --> 00:00:08,880 00:00:00,000 --> 00:00:08,880
Oh woooow !! T'as vu ça ???? Tous les feux, ordinateurs et lumières se sont éteints !! Faut vite que t'aille au Centre de l'Énergie, on ne peut même plus renvoyer les appareils réparés ! Oh woooow !! T'as vu ça ???? Tous les feux, ordinateurs et lumières se sont éteints !! Il faut vite que tu ailles au Centre de l'Énergie, on ne peut même plus renvoyer les appareils réparés !
10 10
00:00:00,000 --> 00:00:09,840 00:00:00,000 --> 00:00:09,840
@@ -48,7 +48,7 @@ Booon, grâce à toi j'ai pu finir mon urgence ! Oh mais t'arrives bientôt à l
13 13
00:00:00,000 --> 00:00:11,760 00:00:00,000 --> 00:00:11,760
Bon, fini le moment émotion haha ! Pour la ferme, comme je te l'ai dis, ici, il faut qu'on change l'irrigation. Durant les périodes de sécheresse, les habitants se plaignent d'un souci. Vois ce que tu peux faire. Bon, fini le moment émotion haha ! Pour la ferme, comme je te l'ai dit, ici, il faut qu'on change l'irrigation. Durant les périodes de sécheresse, les habitants se plaignent d'un souci. Vois ce que tu peux faire.
14 14
00:00:00,000 --> 00:00:04,560 00:00:00,000 --> 00:00:04,560
@@ -60,7 +60,7 @@ Ouiii ! C'est ça ! On aimerait ne plus pomper l'eau dans le lac, sinon on va é
16 16
00:00:00,000 --> 00:00:10,944 00:00:00,000 --> 00:00:10,944
L'ancien refroidisseur de ton E-Bike ?? Mais oui !! Hahaha, très bonne idée ! Combiné aux anciens tuyaux du lac, on va pouvoir faire quelque chose de cool ! Met tout ça entre tes pads ! L'ancien refroidisseur de ton E-Bike ?? Mais oui !! Hahaha, très bonne idée ! Combiné aux anciens tuyaux du lac, on va pouvoir faire quelque chose de cool ! Mets tout ça entre tes pads !
17 17
00:00:00,000 --> 00:00:05,712 00:00:00,000 --> 00:00:05,712
@@ -68,7 +68,7 @@ Le refroidisseur de ton E-Bike est cassé, mais on peut encore en faire quelque
18 18
00:00:00,000 --> 00:00:10,032 00:00:00,000 --> 00:00:10,032
Ma-gni-fique ! Je vois que Gilbert t'as aidé haha, il est adorable celui-là ! Tu as fait du super boulot ! Et grâce à toi, le quartier est amélioré. Ma-gni-fique ! Je vois que Gilbert t'a aidé haha, il est adorable celui-là ! Tu as fait du super boulot ! Et grâce à toi, le quartier est amélioré.
19 19
00:00:00,000 --> 00:00:11,520 00:00:00,000 --> 00:00:11,520
@@ -80,12 +80,32 @@ Allez bonne chance ! J'ai du boulot !
21 21
00:00:00,000 --> 00:00:33,600 00:00:00,000 --> 00:00:33,600
Bienvenue dans ton atelier !! Alors ? Ça claque hein ? Bon je te présente en rapide tout ce qu'il y a : ici c'est ton plan de travail. Dans les tuyaux, ce sont des objets des résidents du quartier qui sont tombés en panne qui attendent d'être réparés. Une fois réparé, tu mets l'objet dans ce tuyau et ça repart chez la bonne personne. Bienvenue dans ton atelier !! Alors ? Ça claque hein ? Bon, je te présente rapidement tout ce qu'il y a : ici, c'est ton plan de travail. Dans les tuyaux, ce sont des objets des résidents du quartier qui sont tombés en panne et qui attendent d'être réparés. Une fois l'objet réparé, tu le mets dans ce tuyau et ça repart chez la bonne personne.
22 22
00:00:00,000 --> 00:00:14,760 00:00:00,000 --> 00:00:14,760
Ici, c'est un tableau de bord. T'imagines bien que si ton frigo ou ton four tombe en panne, tu ne vas pas pouvoir le mettre dans le tuyau haha ! Donc ici, ça te signale quand des résidents ont un objet volumineux tombé en panne, ou quand il y a un problème dans la ville. Oh oh... j'ai une urgence, il va bientôt falloir que je te laisse ! Donc tiens, tes outils pour pouvoir réparer la plupart des choses : une mini imprimante 3D à base de déchets électroniques, des gants Pousse Pièces pour désassembler les objets, ainsi qu'un pack de Relance ! Ici, c'est un tableau de bord. T'imagines bien que si ton frigo ou ton four tombe en panne, tu ne vas pas pouvoir le mettre dans le tuyau haha ! Donc ici, ça te signale quand des résidents ont un objet volumineux tombé en panne, ou quand il y a un problème dans la ville. Oh oh... j'ai une urgence, il va bientôt falloir que je te laisse ! Donc tiens, tes outils pour pouvoir réparer la plupart des choses : une mini-imprimante 3D à base de déchets électroniques, des gants Pousse-Pièces pour désassembler les objets, ainsi qu'un pack de Relance !
23 23
00:00:00,000 --> 00:00:54,000 00:00:00,000 --> 00:00:07,500
L'électricienne t'a aidé à la Centrale ? Aaaaah c'est ça que j'adore ici, tout le monde s'entraide, personne se juge, une vraie petite famille. Sache que l'électricienne a une histoire assez particulière. Elle est née au nord du continent, dans la ville de Kalska. Elle a grandit heureuse, avec sa mère Edith, son père Jordan et ses deux petits frères Malo et Justin. Il y a quelques années de ça, comme tu le sais, c'est les pays du Nord, qui par grande surprise, ont été obligés de migrer en premier. Ils ont alors entamé leur périple, pays par pays, ville par ville, village par village. Un jour de marche comme les autres depuis plusieurs mois, une tempête climatique les a pris de court. S'étant séparés pour trouver des vivres dans le village, le père et un des deux frères sont malheureusement partis. C'est tragique. Mais un beau jour, ils sont tombés ici, par hasard dans leur périple. On les a accueillis les bras ouverts et ils ont pu se reconstruire doucement parmi nous et font partie intégrante de la communauté aujourd'hui. L'électricienne t'a aidé à la Centrale ? Aaaaah c'est ça que j'adore ici, tout le monde s'entraide, personne se juge, une vraie petite famille.
24
00:00:00,000 --> 00:00:05,500
Parfait ! C'est le refroidisseur qui a lâché, tu peux le remplacer avec un des composants de ton pack.
25
00:00:07,500 --> 00:00:19,100
Sache que l'électricienne a une histoire assez particulière. Elle est née au nord du continent, dans la ville de Kalska. Elle a grandi heureuse, avec sa mère Edith, son père Jordan et ses deux petits frères Malo et Justin.
26
00:00:19,100 --> 00:00:30,600
Il y a quelques années de ça, comme tu le sais, ce sont les pays du Nord qui, par grande surprise, ont été obligés de migrer en premier. Ils ont alors entamé leur périple, pays par pays, ville par ville, village par village.
27
00:00:30,600 --> 00:00:42,800
Un jour de marche comme les autres depuis plusieurs mois, une tempête climatique les a pris de court. S'étant séparés pour trouver des vivres dans le village, le père et l'un des deux frères sont malheureusement partis. C'est tragique.
28
00:00:42,800 --> 00:00:54,000
Mais un beau jour, ils sont tombés ici, par hasard, dans leur périple. On les a accueillis les bras ouverts, ils ont pu se reconstruire doucement parmi nous et font partie intégrante de la communauté aujourd'hui.
+69 -32
View File
@@ -33,9 +33,19 @@ const _up = new THREE.Vector3(0, 1, 0);
interface EbikeProps { interface EbikeProps {
position: Vector3Tuple; position: Vector3Tuple;
/**
* When true (default), the parked position is snapped to the world terrain
* height. Pass false in test scenes that don't render the world terrain so
* the bike stays at the explicit Y of {@link position} instead of floating
* at the (invisible) terrain height.
*/
snapToTerrain?: boolean;
} }
export function Ebike({ position }: EbikeProps): React.JSX.Element { export function Ebike({
position,
snapToTerrain = true,
}: EbikeProps): React.JSX.Element {
const groupRef = useRef<THREE.Group>(null); const groupRef = useRef<THREE.Group>(null);
const { scene } = useLoggedGLTF(EBIKE_MODEL_PATH, { const { scene } = useLoggedGLTF(EBIKE_MODEL_PATH, {
scope: "Ebike", scope: "Ebike",
@@ -45,7 +55,7 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
const terrainHeight = useTerrainHeightSampler(); const terrainHeight = useTerrainHeightSampler();
const parkedPosition = useMemo<Vector3Tuple>(() => { const parkedPosition = useMemo<Vector3Tuple>(() => {
const [x, y, z] = position; const [x, y, z] = position;
const height = terrainHeight.getHeight(x, z) ?? y; const height = snapToTerrain ? (terrainHeight.getHeight(x, z) ?? y) : y;
const bottomOffset = getObjectBottomOffset(model, [ const bottomOffset = getObjectBottomOffset(model, [
EBIKE_WORLD_SCALE, EBIKE_WORLD_SCALE,
EBIKE_WORLD_SCALE, EBIKE_WORLD_SCALE,
@@ -53,7 +63,7 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
]); ]);
return [x, height + bottomOffset, z]; return [x, height + bottomOffset, z];
}, [model, position, terrainHeight]); }, [model, position, snapToTerrain, terrainHeight]);
const movementMode = useGameStore((state) => state.player.movementMode); const movementMode = useGameStore((state) => state.player.movementMode);
const mainState = useGameStore((state) => state.mainState); const mainState = useGameStore((state) => state.mainState);
const ebikeStep = useGameStore((state) => state.ebike.currentStep); const ebikeStep = useGameStore((state) => state.ebike.currentStep);
@@ -119,12 +129,6 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
// State for debug visualization (synced from refs during useFrame) // State for debug visualization (synced from refs during useFrame)
const [showCameraPoints, setShowCameraPoints] = useState(true); const [showCameraPoints, setShowCameraPoints] = useState(true);
const [debugRestingPosition, setDebugRestingPosition] =
useState<Vector3Tuple>([
parkedPosition[0],
parkedPosition[1],
parkedPosition[2],
]);
// Keep movementModeRef in sync — useFrame closures capture React state at // Keep movementModeRef in sync — useFrame closures capture React state at
// render time and can become stale between renders. // render time and can become stale between renders.
@@ -135,7 +139,9 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
// SpotLight target must be in the scene to define the cone direction. // SpotLight target must be in the scene to define the cone direction.
useEffect(() => { useEffect(() => {
threeScene.add(headlightTarget); threeScene.add(headlightTarget);
return () => { threeScene.remove(headlightTarget); }; return () => {
threeScene.remove(headlightTarget);
};
}, [threeScene, headlightTarget]); }, [threeScene, headlightTarget]);
// Link the target to the SpotLight once it mounts. // Link the target to the SpotLight once it mounts.
@@ -192,7 +198,9 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
console.log("[Ebike] Fork found:", (forkNode as THREE.Object3D).name); console.log("[Ebike] Fork found:", (forkNode as THREE.Object3D).name);
} else { } else {
const names: string[] = []; const names: string[] = [];
model.traverse((c) => { if (c.name) names.push(c.name); }); model.traverse((c) => {
if (c.name) names.push(c.name);
});
console.warn("[Ebike] Fork not found. All nodes:", names); console.warn("[Ebike] Fork not found. All nodes:", names);
} }
}, [model]); }, [model]);
@@ -307,9 +315,7 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
} }
// Sync debug visualization state (throttled to avoid excessive re-renders) // Sync debug visualization state (throttled to avoid excessive re-renders)
if (showCameraPoints) { // Debug visualization positions are derived elsewhere when needed.
setDebugRestingPosition([...restingPositionRef.current]);
}
} else { } else {
updateEbikeSounds({ mounted: false, driving: false, breakdown: false }); updateEbikeSounds({ mounted: false, driving: false, breakdown: false });
groupRef.current.position.set(...restingPositionRef.current); groupRef.current.position.set(...restingPositionRef.current);
@@ -326,24 +332,32 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
} }
}); });
// Debug visualization positions computed from state (not refs)
const camPointPos: Vector3Tuple = [
debugRestingPosition[0] + EBIKE_CAMERA_TRANSFORM.position[0],
debugRestingPosition[1] + EBIKE_CAMERA_TRANSFORM.position[1],
debugRestingPosition[2] + EBIKE_CAMERA_TRANSFORM.position[2],
];
const dropPointPos: Vector3Tuple = [
debugRestingPosition[0] + EBIKE_DROP_PLAYER_TRANSFORM.position[0],
debugRestingPosition[1] + EBIKE_DROP_PLAYER_TRANSFORM.position[1],
debugRestingPosition[2] + EBIKE_DROP_PLAYER_TRANSFORM.position[2],
];
const interactionLabel = const interactionLabel =
mainState === "ebike" mainState === "ebike"
? "Réparer l'e-bike" ? "Lancer le Repair Game"
: movementMode === "walk" : movementMode === "walk"
? "Monter sur le bike" ? "Monter sur le bike"
: "Descendre du bike"; : "Descendre du bike";
// Hide the interact prompt while the player is actively riding the bike
// (driving input pressed) so the "Descendre du bike" label doesn't
// pollute the view. The prompt comes back the moment the bike comes to
// a stop. window.ebikeDriveInputActive is published every frame by
// PlayerController based on whether a movement key is currently held.
// Also hide entirely while the breakdown sequence is active — the bike
// must read as inert and non-interactive while the panne dialogue plays
// and during the auto-dismount that follows.
const [isEbikeDriving, setIsEbikeDriving] = useState(false);
const [isEbikeBreakdown, setIsEbikeBreakdown] = useState(false);
useFrame(() => {
const driving =
movementMode === "ebike" && window.ebikeDriveInputActive === true;
if (driving !== isEbikeDriving) setIsEbikeDriving(driving);
const breakdown = window.ebikeBreakdownActive === true;
if (breakdown !== isEbikeBreakdown) setIsEbikeBreakdown(breakdown);
});
const showInteractPrompt = !isEbikeDriving && !isEbikeBreakdown;
const handleInteract = useCallback((): void => { const handleInteract = useCallback((): void => {
if (window.ebikeBreakdownActive === true) return; if (window.ebikeBreakdownActive === true) return;
@@ -382,9 +396,15 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
EBIKE_CAMERA_TRANSFORM.rotation[2], EBIKE_CAMERA_TRANSFORM.rotation[2],
]; ];
animateCameraTransformTransition(targetCamPos, targetRotation, 1, () => { animateCameraTransformTransition(
targetCamPos,
targetRotation,
1,
() => {
useGameStore.getState().setPlayerMovementMode("ebike"); useGameStore.getState().setPlayerMovementMode("ebike");
}); },
{ lockInput: false },
);
} else { } else {
const currentPos = new THREE.Vector3(); const currentPos = new THREE.Vector3();
if (groupRef.current) { if (groupRef.current) {
@@ -410,9 +430,15 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
THREE.MathUtils.radToDeg(currentEuler.z), THREE.MathUtils.radToDeg(currentEuler.z),
]; ];
animateCameraTransformTransition(targetCamPos, targetRotation, 1, () => { animateCameraTransformTransition(
targetCamPos,
targetRotation,
1,
() => {
useGameStore.getState().setPlayerMovementMode("walk"); useGameStore.getState().setPlayerMovementMode("walk");
}); },
{ lockInput: false },
);
} }
}, [movementMode, mainState, ebikeStep, setMissionStep, camera, position]); }, [movementMode, mainState, ebikeStep, setMissionStep, camera, position]);
@@ -451,6 +477,7 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
{/* radius 20 → ~7 unités monde (scale 0.35). {/* radius 20 → ~7 unités monde (scale 0.35).
Sphère omnidirectionnelle pour que le raycast fonctionne Sphère omnidirectionnelle pour que le raycast fonctionne
quelle que soit l'orientation de la caméra (montée ou à pied). */} quelle que soit l'orientation de la caméra (montée ou à pied). */}
{showInteractPrompt ? (
<InteractableObject <InteractableObject
kind="trigger" kind="trigger"
label={interactionLabel} label={interactionLabel}
@@ -460,16 +487,26 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
> >
<mesh> <mesh>
<sphereGeometry args={[8, 15, 12]} /> <sphereGeometry args={[8, 15, 12]} />
<meshBasicMaterial colorWrite={false} color={"red"} depthWrite={false} /> <meshBasicMaterial
colorWrite={false}
color={"red"}
depthWrite={false}
/>
</mesh> </mesh>
</InteractableObject> </InteractableObject>
) : null}
{/* GPS + Speedmeter same group so they are perfectly co-localised. {/* GPS + Speedmeter same group so they are perfectly co-localised.
GPS: full circle (Fresnel mask), renderOrder 10 000 GPS: full circle (Fresnel mask), renderOrder 10 000
Speedmeter: upper-half arc overlay, renderOrder 10 001 Speedmeter: upper-half arc overlay, renderOrder 10 001
rotation: Math.PI/2 radians = 90° (NOT the number 90 which = ~116.6°) */} rotation: Math.PI/2 radians = 90° (NOT the number 90 which = ~116.6°) */}
<group position={[2, 6, 0]} rotation={[0, -80, 0]}> <group position={[2, 6, 0]} rotation={[0, -80, 0]}>
<EbikeSpeedmeter width={3} height={1.5} position={[0, 0.4, 0]} gaugeInnerR={0.33} gaugeOuterR={0.445} <EbikeSpeedmeter
width={3}
height={1.5}
position={[0, 0.4, 0]}
gaugeInnerR={0.33}
gaugeOuterR={0.445}
gaugeWidth={2.5} gaugeWidth={2.5}
gaugeHeight={2.1} gaugeHeight={2.1}
gaugeOffsetX={0} gaugeOffsetX={0}
+8 -1
View File
@@ -181,7 +181,12 @@ export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
// Sync texture into uniform when it changes (canvas resize) // Sync texture into uniform when it changes (canvas resize)
useEffect(() => { useEffect(() => {
shaderMat.uniforms.map.value = texture; const mapUniform = shaderMat.uniforms.map;
if (!mapUniform) return;
// External Three.js material uniform sync — intentional side effect.
// eslint-disable-next-line react-hooks/immutability
mapUniform.value = texture;
}, [shaderMat, texture]); }, [shaderMat, texture]);
// Cleanup on unmount // Cleanup on unmount
@@ -196,6 +201,8 @@ export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
// Resize the canvas whenever canvasSize changes (texture declared above) // Resize the canvas whenever canvasSize changes (texture declared above)
useEffect(() => { useEffect(() => {
Object.assign(offscreenCanvas, { width: canvasSize, height: canvasSize }); Object.assign(offscreenCanvas, { width: canvasSize, height: canvasSize });
// External Three.js texture invalidation — intentional side effect.
// eslint-disable-next-line react-hooks/immutability
texture.needsUpdate = true; texture.needsUpdate = true;
}, [canvasSize, offscreenCanvas, texture]); }, [canvasSize, offscreenCanvas, texture]);
+9 -5
View File
@@ -123,6 +123,8 @@ export function EbikeSpeedmeter({
); );
// ── Frame loop ────────────────────────────────────────────────────────────── // ── Frame loop ──────────────────────────────────────────────────────────────
/* External Three.js canvas+texture sync — intentional side effects in useFrame. */
/* eslint-disable react-hooks/immutability */
useFrame((_, delta) => { useFrame((_, delta) => {
// 1. Smooth speed factor // 1. Smooth speed factor
const target = THREE.MathUtils.clamp(window.ebikeSpeedFactor ?? 0, 0, 1); const target = THREE.MathUtils.clamp(window.ebikeSpeedFactor ?? 0, 0, 1);
@@ -151,7 +153,7 @@ export function EbikeSpeedmeter({
// Default centre: horizontal middle + needle-pivot height. // Default centre: horizontal middle + needle-pivot height.
// gaugeOffsetX/Y shift the pivot so the arc aligns with cadran.png. // gaugeOffsetX/Y shift the pivot so the arc aligns with cadran.png.
const cx = size * (0.5 + gaugeOffsetX); const cx = size * (0.5 + gaugeOffsetX);
const cy = size * ((1 - NEEDLE_PIVOT_UV_Y) + gaugeOffsetY); // default ≈ 0.88 × size const cy = size * (1 - NEEDLE_PIVOT_UV_Y + gaugeOffsetY); // default ≈ 0.88 × size
const outerR = size * gaugeOuterR; const outerR = size * gaugeOuterR;
const innerR = size * gaugeInnerR; const innerR = size * gaugeInnerR;
@@ -181,6 +183,7 @@ export function EbikeSpeedmeter({
} }
fillTexture.needsUpdate = true; fillTexture.needsUpdate = true;
/* eslint-enable react-hooks/immutability */
}); });
return ( return (
@@ -212,11 +215,12 @@ export function EbikeSpeedmeter({
</mesh> </mesh>
{/* Needle — pivot at bottom-centre of the arc */} {/* Needle — pivot at bottom-centre of the arc */}
<group ref={needleGroupRef} position={[0, -height * 0.38, 0.002]} rotation={[0, 0, 0]}> <group
<mesh ref={needleGroupRef}
position={[0, needleHeight / 2, 0]} position={[0, -height * 0.38, 0.002]}
renderOrder={renderOrder + 1} rotation={[0, 0, 0]}
> >
<mesh position={[0, needleHeight / 2, 0]} renderOrder={renderOrder + 1}>
<planeGeometry args={[needleWidth, needleHeight]} /> <planeGeometry args={[needleWidth, needleHeight]} />
<meshBasicMaterial <meshBasicMaterial
map={needleTexture} map={needleTexture}
@@ -14,8 +14,10 @@ import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue"; import { playDialogueById } from "@/utils/dialogues/playDialogue";
export function EbikeIntroSequence(): React.JSX.Element | null { export function EbikeIntroSequence(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState);
const introStep = useGameStore((state) => state.intro.currentStep); const introStep = useGameStore((state) => state.intro.currentStep);
const movementMode = useGameStore((state) => state.player.movementMode); const movementMode = useGameStore((state) => state.player.movementMode);
const pylonStep = useGameStore((state) => state.pylon.currentStep);
const setIntroStep = useGameStore((state) => state.setIntroStep); const setIntroStep = useGameStore((state) => state.setIntroStep);
const completeIntro = useGameStore((state) => state.completeIntro); const completeIntro = useGameStore((state) => state.completeIntro);
const [breakdownDialogueDone, setBreakdownDialogueDone] = useState(false); const [breakdownDialogueDone, setBreakdownDialogueDone] = useState(false);
@@ -134,6 +136,16 @@ export function EbikeIntroSequence(): React.JSX.Element | null {
} }
}, [introStep]); }, [introStep]);
if (mainState === "pylon") {
if (pylonStep === "approaching") {
return <MissionNotification mission="pylon" visible />;
}
if (pylonStep === "narrator-outro") {
return <MissionNotification mission="farm" visible />;
}
return null;
}
if ( if (
introStep !== "reveal" && introStep !== "reveal" &&
introStep !== "await-ebike-mount" && introStep !== "await-ebike-mount" &&
@@ -0,0 +1,98 @@
import { useEffect, useRef } from "react";
import {
EBIKE_DIAGNOSTIC_DIALOGUE_ID,
EBIKE_REPAIRED_DIALOGUE_ID,
EBIKE_SCAN_HINT_DIALOGUE_ID,
} from "@/data/ebike/ebikeConfig";
import { useGameStore } from "@/managers/stores/useGameStore";
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
import type { MissionStep } from "@/types/gameplay/repairMission";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue";
/**
* Plays narrator cues during the ebike repair game:
* - `fragmented` -> "Alors? Pas magnifique ça?... ces galets vont scanner..."
* - `repairing` -> "Parfait! C'est le refroidisseur qui a lâché..."
* - `done` -> "Eeeet voilà! Il fonctionne comme une horloge!..."
*
* Each cue is one-shot per mission run; the played-set resets when the
* mission state rolls back to `locked`/`waiting` so debug-panel replays
* still trigger the narration.
*
* Audio AND subtitles are strictly scoped to `mainState === "ebike"`. If
* the player leaves the ebike main state mid-line (debug panel jump,
* mission transition, etc.), the active audio is paused and the
* subtitle is force-cleared so nothing bleeds into pylon/farm/outro.
*/
const STEP_TO_DIALOGUE_ID: Partial<Record<MissionStep, string>> = {
fragmented: EBIKE_SCAN_HINT_DIALOGUE_ID,
repairing: EBIKE_DIAGNOSTIC_DIALOGUE_ID,
done: EBIKE_REPAIRED_DIALOGUE_ID,
};
function stopAudio(audio: HTMLAudioElement | null): void {
if (!audio) return;
if (!audio.paused) {
audio.pause();
audio.currentTime = 0;
}
}
export function EbikeRepairNarrator(): null {
const mainState = useGameStore((state) => state.mainState);
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
const playedRef = useRef<Set<MissionStep>>(new Set());
const activeAudioRef = useRef<HTMLAudioElement | null>(null);
useEffect(() => {
if (ebikeStep === "locked" || ebikeStep === "waiting") {
playedRef.current.clear();
}
}, [ebikeStep]);
// Belt-and-suspenders: any time we are NOT in the ebike main state,
// make sure no narrator audio or subtitle from this component is
// lingering. This catches races where the audio started a tick before
// the main state flipped and the per-step cleanup hadn't propagated
// yet (subtitle event still queued, etc.).
useEffect(() => {
if (mainState === "ebike") return;
stopAudio(activeAudioRef.current);
activeAudioRef.current = null;
useSubtitleStore.getState().clearActiveSubtitle();
}, [mainState]);
useEffect(() => {
if (mainState !== "ebike") return;
const dialogueId = STEP_TO_DIALOGUE_ID[ebikeStep];
if (!dialogueId) return;
if (playedRef.current.has(ebikeStep)) return;
playedRef.current.add(ebikeStep);
let cancelled = false;
void (async () => {
const manifest = await loadDialogueManifest();
if (cancelled || !manifest) return;
const audio = await playDialogueById(manifest, dialogueId);
if (cancelled) {
stopAudio(audio);
useSubtitleStore.getState().clearActiveSubtitle();
return;
}
activeAudioRef.current = audio;
})();
return () => {
cancelled = true;
stopAudio(activeAudioRef.current);
activeAudioRef.current = null;
useSubtitleStore.getState().clearActiveSubtitle();
};
}, [mainState, ebikeStep]);
return null;
}
@@ -0,0 +1,171 @@
import { useEffect, useRef } from "react";
import { useGameStore } from "@/managers/stores/useGameStore";
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
import { AudioManager } from "@/managers/AudioManager";
const HISTOIRE_AUDIO_PATH =
"/sounds/dialogue/narrateur_histoireelectricienne.mp3";
const OUTRO_DELAY_MS = 5_000; // delay after audio ends before transitioning to outro
/**
* Text blocks for the electricienne history narration (max 5 lines each).
* Displayed sequentially — timings are calculated dynamically from the actual
* audio duration so they are always correct regardless of the mp3 length.
*/
const HISTOIRE_BLOCKS = [
"L'électricienne t'a aidé à la Centrale ? Aaaaah c'est ça que j'adore ici, tout le monde s'entraide, personne se juge, une vraie petite famille.",
"Sache que l'électricienne a une histoire assez particulière. Elle est née au nord du continent, dans la ville de Kalska. Elle a grandit heureuse, avec sa mère Edith, son père Jordan et ses deux petits frères Malo et Justin.",
"Il y a quelques années de ça, comme tu le sais, c'est les pays du Nord, qui par grande surprise, ont été obligés de migrer en premier. Ils ont alors entamé leur périple, pays par pays, ville par ville, village par village.",
"Un jour de marche comme les autres depuis plusieurs mois, une tempête climatique les a pris de court. S'étant séparés pour trouver des vivres dans le village, le père et un des deux frères sont malheureusement partis. C'est tragique.",
"Mais un beau jour, ils sont tombés ici, par hasard dans leur périple. On les a accueillis les bras ouverts et ils ont pu se reconstruire doucement parmi nous et font partie intégrante de la communauté aujourd'hui.",
] as const;
const TOTAL_CHARS = HISTOIRE_BLOCKS.reduce((sum, b) => sum + b.length, 0);
/** Compute start/end times for each block based on actual audio duration. */
function buildBlockTimings(
duration: number,
): Array<{ start: number; end: number }> {
let t = 0;
return HISTOIRE_BLOCKS.map((block) => {
const blockDuration = (block.length / TOTAL_CHARS) * duration;
const start = t;
t += blockDuration;
return { start, end: t };
});
}
/**
* Play the histoire audio and keep `useSubtitleStore` in sync with
* dynamically-computed block boundaries.
* Movement is intentionally NOT blocked so the player can explore while
* listening to the narration.
* `onAudioEnded` fires once when the audio element emits "ended".
*/
function useHistoireSubtitlePlayback(
enabled: boolean,
onAudioEnded?: () => void,
): void {
// Keep callback in a ref so the effect doesn't need it as a dependency.
const onAudioEndedRef = useRef(onAudioEnded);
useEffect(() => {
onAudioEndedRef.current = onAudioEnded;
});
useEffect(() => {
if (!enabled) return undefined;
let isCancelled = false;
const audio = AudioManager.getInstance().playSound(HISTOIRE_AUDIO_PATH, 1, {
category: "dialogue",
});
if (!audio) return undefined;
const { setActiveSubtitle, clearActiveSubtitle } =
useSubtitleStore.getState();
/** Wire up block-level subtitle sync once we know the audio duration. */
function startSync(): void {
const duration = audio.duration;
if (!duration || isNaN(duration) || isCancelled) return;
const timings = buildBlockTimings(duration);
function onTimeUpdate(): void {
const t = audio.currentTime;
const idx = timings.findIndex(
({ start, end }) => t >= start && t < end,
);
if (idx >= 0) {
const text = HISTOIRE_BLOCKS[idx];
if (text === undefined) return;
setActiveSubtitle({
speaker: "Narrateur",
text,
});
}
}
function onEnded(): void {
clearActiveSubtitle();
onAudioEndedRef.current?.();
}
audio.addEventListener("timeupdate", onTimeUpdate);
audio.addEventListener("ended", onEnded, { once: true });
}
// If duration is already known (cached audio), start immediately.
if (audio.duration && !isNaN(audio.duration)) {
startSync();
} else {
audio.addEventListener("loadedmetadata", startSync, { once: true });
}
return () => {
isCancelled = true;
audio.pause();
useSubtitleStore.getState().clearActiveSubtitle();
};
}, [enabled]);
}
/**
* Handles the farm mission narrative intro:
* locked → (auto) → electricienne_history → plays audio with block subtitles
* → 5 s after audio ends → completeMission("farm") → outro
*/
export function FarmNarrativeFlow(): null {
const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.farm.currentStep);
const setMissionStep = useGameStore((state) => state.setMissionStep);
const completeMission = useGameStore((state) => state.completeMission);
// locked is purely a gate — transition immediately to electricienne_history.
useEffect(() => {
if (mainState !== "farm" || step !== "locked") return;
setMissionStep("farm", "electricienne_history");
}, [mainState, step, setMissionStep]);
// Ensure movement is always allowed during the electricienne_history narration,
// regardless of what the previous step may have blocked.
const setCanMove = useGameStore((state) => state.setCanMove);
useEffect(() => {
if (mainState !== "farm" || step !== "electricienne_history") return;
setCanMove(true);
}, [mainState, step, setCanMove]);
// After the audio finishes, wait 5 s then transition to outro.
// The timeout ID is kept in a ref so we can cancel on unmount.
const outroTimeoutRef = useRef<ReturnType<typeof window.setTimeout> | null>(
null,
);
useEffect(() => {
return () => {
if (outroTimeoutRef.current !== null) {
window.clearTimeout(outroTimeoutRef.current);
}
};
}, []);
const handleAudioEnded = (): void => {
if (outroTimeoutRef.current !== null) {
window.clearTimeout(outroTimeoutRef.current);
}
outroTimeoutRef.current = window.setTimeout(() => {
outroTimeoutRef.current = null;
completeMission("farm");
}, OUTRO_DELAY_MS);
};
useHistoireSubtitlePlayback(
mainState === "farm" && step === "electricienne_history",
handleAudioEnded,
);
return null;
}
@@ -0,0 +1,173 @@
import { useEffect, useRef, useState } from "react";
import { useFrame } from "@react-three/fiber";
import { useGLTF } from "@react-three/drei";
import * as THREE from "three";
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
import { useGameStore } from "@/managers/stores/useGameStore";
import { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore";
import { useTerrainSnappedPosition } from "@/hooks/three/useTerrainHeight";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue";
import {
PYLON_DOWNED_ROTATION,
PYLON_NARRATIVE_INTERACT_RADIUS,
PYLON_NARRATIVE_DIALOGUES,
PYLON_STRAIGHTEN_ANIMATION_DURATION_MS,
PYLON_UPRIGHT_ROTATION,
PYLON_WORLD_POSITION,
} from "@/data/gameplay/pylonConfig";
import { isRepairGameStep } from "@/types/gameplay/repairMission";
import { pylonStraighteningSignal } from "@/components/gameplay/pylon/pylonSignals";
const PYLON_MODEL_PATH = "/models/pylone/model.glb";
export function PylonDownedPylon(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep);
const setCanMove = useGameStore((state) => state.setCanMove);
// Use the repair:pylon anchor from the store so the downed pylon is always
// co-located with the instanced mesh it replaces. Falls back to the
// hard-coded constant while the map is loading or unavailable.
const pylonAnchor = useRepairMissionAnchorStore(
(state) => state.anchors.pylon,
);
// Snap to terrain so the downed/upright model sits flush on the ground,
// matching the Y adjustment that InstancedMapAsset applies to the same node.
const position = useTerrainSnappedPosition(
pylonAnchor ?? PYLON_WORLD_POSITION,
);
const [isStraightening, setIsStraightening] = useState(false);
// Keeps the pylon upright after the animation completes while
// PylonFarmerNPC plays the post-raise audio sequence.
const [isRaised, setIsRaised] = useState(false);
const groupRef = useRef<THREE.Group>(null);
const straightenStartRef = useRef<number | null>(null);
const hasPlayedFirstAudioRef = useRef(false);
// Hidden outside the pylon mission and once the pylon has been raised
// (repair-game steps take over from there).
const shouldRender = mainState === "pylon" && !isRepairGameStep(step);
useEffect(() => {
if (step === "arrived") {
hasPlayedFirstAudioRef.current = false;
// Reset the "raised" latch when a new run begins. This is derived
// resync from the step prop and runs once per step transition.
// eslint-disable-next-line react-hooks/set-state-in-effect
setIsRaised(false);
}
}, [step]);
const { scene } = useGLTF(PYLON_MODEL_PATH);
useFrame(() => {
const group = groupRef.current;
if (!group) return;
if (!isStraightening || straightenStartRef.current === null) {
group.rotation.set(
...(isRaised ? PYLON_UPRIGHT_ROTATION : PYLON_DOWNED_ROTATION),
);
return;
}
const elapsed = performance.now() - straightenStartRef.current;
const t = Math.min(elapsed / PYLON_STRAIGHTEN_ANIMATION_DURATION_MS, 1);
const eased = 1 - Math.pow(1 - t, 3);
const startEuler = new THREE.Euler(...PYLON_DOWNED_ROTATION);
group.rotation.set(
THREE.MathUtils.lerp(startEuler.x, 0, eased),
startEuler.y,
THREE.MathUtils.lerp(startEuler.z, 0, eased),
);
});
const isPylonInteractive = step === "arrived" || step === "npc-return";
const beginStraighten = (): void => {
setIsStraightening(true);
pylonStraighteningSignal.started = true;
pylonStraighteningSignal.completed = false;
straightenStartRef.current = performance.now();
setCanMove(false);
if (groupRef.current) {
groupRef.current.rotation.set(...PYLON_DOWNED_ROTATION);
}
window.setTimeout(() => {
setIsStraightening(false);
pylonStraighteningSignal.started = false;
// Keep pylon upright while PylonFarmerNPC plays the audio sequence.
// PylonFarmerNPC will call setMissionStep("pylon", "inspected") once done.
setIsRaised(true);
setCanMove(true);
pylonStraighteningSignal.completed = true;
}, PYLON_STRAIGHTEN_ANIMATION_DURATION_MS);
};
if (!shouldRender) return null;
return (
<group ref={groupRef} position={position} rotation={PYLON_DOWNED_ROTATION}>
<primitive object={scene.clone(true)} />
{isPylonInteractive ? (
<InteractableObject
kind="trigger"
label={
step === "arrived" ? "Inspecter le pylône" : "Redresser le pylône"
}
position={position}
radius={PYLON_NARRATIVE_INTERACT_RADIUS}
onPress={() => {
if (step === "arrived") {
if (!hasPlayedFirstAudioRef.current) {
hasPlayedFirstAudioRef.current = true;
void (async () => {
const manifest = await loadDialogueManifest();
if (!manifest) return;
const audio = await playDialogueById(
manifest,
PYLON_NARRATIVE_DIALOGUES.brokenPylon,
);
if (!audio) return;
audio.addEventListener(
"ended",
() => {
void (async () => {
const m = await loadDialogueManifest();
if (!m) return;
await playDialogueById(
m,
PYLON_NARRATIVE_DIALOGUES.demandeAide,
);
})();
},
{ once: true },
);
})();
} else {
void (async () => {
const manifest = await loadDialogueManifest();
if (!manifest) return;
await playDialogueById(
manifest,
PYLON_NARRATIVE_DIALOGUES.demandeAide,
);
})();
}
} else if (step === "npc-return" && !isStraightening) {
beginStraighten();
}
}}
>
<mesh>
<sphereGeometry args={[1, 8, 8]} />
<meshBasicMaterial transparent opacity={0} depthWrite={false} />
</mesh>
</InteractableObject>
) : null}
</group>
);
}
useGLTF.preload(PYLON_MODEL_PATH);
@@ -0,0 +1,296 @@
import { useCallback, useEffect, useMemo, useRef } from "react";
import * as THREE from "three";
import { useFrame, useThree } from "@react-three/fiber";
import { useAnimations } from "@react-three/drei";
import { useGLTF } from "@react-three/drei";
import { SkeletonUtils } from "three-stdlib";
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
import { useGameStore } from "@/managers/stores/useGameStore";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue";
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
import {
PYLON_FARMER_NPC_AFTER_POSITION,
PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight,
PYLON_FARMER_NPC_AFTER_SCALE,
PYLON_FARMER_NPC_POSITION,
PYLON_FARMER_NPC_WALK_LOOK_AT,
PYLON_FARMER_NPC_WALK_SPEED,
PYLON_NARRATIVE_DIALOGUES,
PYLON_NARRATIVE_INTERACT_RADIUS,
PYLON_WORLD_POSITION,
} from "@/data/gameplay/pylonConfig";
import { pylonStraighteningSignal } from "@/components/gameplay/pylon/pylonSignals";
const ELECTRICIENNE_MODEL_PATH = "/models/electricienne-animated/model.gltf";
const ANIM_FADE = 0.3;
const ARRIVE_THRESHOLD = 0.12;
type NPCAnimation = "idle" | "walk" | "push";
const _target = new THREE.Vector3();
/**
* Compute the Y rotation (radians) for a model whose default forward
* direction is +Z, so that it faces from `from` toward `to`.
*/
function faceToward(
from: THREE.Vector3,
to: readonly [number, number, number],
): number {
const dx = to[0] - from.x;
const dz = to[2] - from.z;
return Math.atan2(dx, dz);
}
/**
* Outer shell — only checks visibility conditions.
* Rendering is delegated to PylonFarmerNPCContent so that the heavy hooks
* (useFrame, useAnimations) are only active while the NPC is actually shown.
*/
export function PylonFarmerNPC(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep);
if (mainState !== "pylon") return null;
// Visible during narrative + at repair completion (hides during repair steps)
if (
step !== "arrived" &&
step !== "npc-return" &&
step !== "inspected" &&
step !== "done"
) {
return null;
}
return <PylonFarmerNPCContent />;
}
// ─── Inner component — heavy hooks only run when NPC is mounted ──────────────
function PylonFarmerNPCContent(): React.JSX.Element {
const step = useGameStore((state) => state.pylon.currentStep);
const setMissionStep = useGameStore((state) => state.setMissionStep);
const camera = useThree((state) => state.camera);
const groupRef = useRef<THREE.Group>(null);
const currentPosRef = useRef(new THREE.Vector3(...PYLON_FARMER_NPC_POSITION));
// Animation state guard — null forces playAnim to always trigger
const currentAnimRef = useRef<NPCAnimation | null>(null);
// Signal edge tracking
const wasStraighteningRef = useRef(false);
const wasCompletedRef = useRef(false);
// Saved Y rotation used whenever the NPC is stationary
const savedRotationYRef = useRef<number>(0);
const { scene, animations } = useLoggedGLTF(ELECTRICIENNE_MODEL_PATH, {
scope: "PylonFarmerNPC",
});
const model = useMemo(() => SkeletonUtils.clone(scene), [scene]);
// actions is in deps of playAnim: when useAnimations populates it (async useState
// inside drei), playAnim recreates → useEffect([step, playAnim]) re-fires → animation plays.
const { actions } = useAnimations(animations, model);
// ─── playAnim ─────────────────────────────────────────────────────────────
// NOTE: actions is intentionally in the dep array so this callback is
// recreated when drei's internal state populates the actions map.
// External THREE.AnimationAction lifecycle methods (fadeOut/fadeIn/play +
// setLoop/clampWhenFinished mutations) are intentional side effects on
// drei-managed objects.
/* eslint-disable react-hooks/immutability */
const playAnim = useCallback(
(name: NPCAnimation, fade = ANIM_FADE): void => {
if (currentAnimRef.current === name) return;
currentAnimRef.current = name;
Object.values(actions).forEach((a) => a?.fadeOut(fade));
const action = actions[name];
if (!action) return;
if (name === "push") {
action.setLoop(THREE.LoopOnce, 1);
action.clampWhenFinished = true;
}
action.reset().fadeIn(fade).play();
},
[actions],
);
/* eslint-enable react-hooks/immutability */
// ─── Async audio after pylon is raised ────────────────────────────────────
const playPostRaiseAudioAndAdvance = useCallback(async () => {
const manifest = await loadDialogueManifest();
if (manifest) {
const audio = await playDialogueById(
manifest,
PYLON_NARRATIVE_DIALOGUES.electricienneApresMontage,
);
if (audio) {
await new Promise<void>((resolve) => {
audio.addEventListener("ended", () => resolve(), { once: true });
audio.addEventListener("error", () => resolve(), { once: true });
});
}
}
pylonStraighteningSignal.completed = false;
setMissionStep("pylon", "inspected");
}, [setMissionStep]);
// ─── Step-driven animation ────────────────────────────────────────────────
// Fires when step changes OR when playAnim changes (i.e. when actions load).
// playAnim mutates drei-managed AnimationAction internals (intentional).
/* eslint-disable react-hooks/immutability */
useEffect(() => {
currentAnimRef.current = null;
if (step === "arrived") {
currentPosRef.current.set(...PYLON_FARMER_NPC_POSITION);
wasStraighteningRef.current = false;
wasCompletedRef.current = false;
savedRotationYRef.current = 0;
playAnim("idle");
} else if (step === "npc-return") {
playAnim("walk");
} else if (step === "inspected") {
playAnim("idle");
} else if (step === "done") {
// NPC reappears at repair completion — position at the post-raise spot,
// facing the pylon, playing idle.
currentPosRef.current.set(
...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight,
);
savedRotationYRef.current = faceToward(
currentPosRef.current,
PYLON_WORLD_POSITION,
);
playAnim("idle");
}
}, [step, playAnim]);
// ─── Per-frame: movement + rotation + signal detection ───────────────────
useFrame((_, delta) => {
const group = groupRef.current;
if (!group) return;
const isStraightening = pylonStraighteningSignal.started;
const isCompleted = pylonStraighteningSignal.completed;
// Rising edge: pylon straightening starts → push
if (isStraightening && !wasStraighteningRef.current) {
wasStraighteningRef.current = true;
currentAnimRef.current = null;
playAnim("push");
}
// Rising edge: straightening completed → idle + face player + audio
if (isCompleted && !wasCompletedRef.current) {
wasCompletedRef.current = true;
currentAnimRef.current = null;
playAnim("idle");
savedRotationYRef.current = faceToward(currentPosRef.current, [
camera.position.x,
camera.position.y,
camera.position.z,
]);
void playPostRaiseAudioAndAdvance();
}
// ── Position ──────────────────────────────────────────────────────────
if (step === "npc-return" && !isCompleted) {
const targetPos = isStraightening
? PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight
: PYLON_FARMER_NPC_AFTER_POSITION;
_target.set(...targetPos);
const dist = currentPosRef.current.distanceTo(_target);
if (dist > ARRIVE_THRESHOLD) {
const t = Math.min((PYLON_FARMER_NPC_WALK_SPEED * delta) / dist, 1);
currentPosRef.current.lerp(_target, t);
} else if (!isStraightening && currentAnimRef.current === "walk") {
playAnim("idle");
savedRotationYRef.current = faceToward(
currentPosRef.current,
PYLON_WORLD_POSITION,
);
}
group.position.copy(currentPosRef.current);
} else if (step === "inspected" || step === "done") {
group.position.set(...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight);
} else if (isCompleted) {
group.position.copy(currentPosRef.current);
} else {
group.position.set(...PYLON_FARMER_NPC_POSITION);
}
// ── Rotation ──────────────────────────────────────────────────────────
if (
step === "npc-return" &&
!isCompleted &&
currentAnimRef.current === "walk"
) {
const walkRotY = faceToward(
currentPosRef.current,
PYLON_FARMER_NPC_WALK_LOOK_AT,
);
group.rotation.set(0, walkRotY, 0);
} else {
group.rotation.set(0, savedRotationYRef.current, 0);
}
group.scale.setScalar(PYLON_FARMER_NPC_AFTER_SCALE);
});
/* eslint-enable react-hooks/immutability */
return (
<group ref={groupRef} position={PYLON_FARMER_NPC_POSITION}>
<primitive object={model} />
{step === "arrived" ? (
<InteractableObject
kind="trigger"
label="Parler à l'électricienne"
position={PYLON_FARMER_NPC_POSITION}
radius={PYLON_NARRATIVE_INTERACT_RADIUS}
onPress={() => {
// Turn to face the player the moment they engage the NPC
savedRotationYRef.current = faceToward(currentPosRef.current, [
camera.position.x,
camera.position.y,
camera.position.z,
]);
void (async () => {
const manifest = await loadDialogueManifest();
if (!manifest) {
setMissionStep("pylon", "npc-return");
return;
}
const audio = await playDialogueById(
manifest,
PYLON_NARRATIVE_DIALOGUES.electricienneWelcome,
);
if (!audio) {
setMissionStep("pylon", "npc-return");
return;
}
audio.addEventListener(
"ended",
() => setMissionStep("pylon", "npc-return"),
{ once: true },
);
})();
}}
>
<mesh>
<sphereGeometry args={[1, 8, 8]} />
<meshBasicMaterial transparent opacity={0} depthWrite={false} />
</mesh>
</InteractableObject>
) : null}
</group>
);
}
useGLTF.preload(ELECTRICIENNE_MODEL_PATH);
@@ -0,0 +1,61 @@
import { useEffect, useRef } from "react";
import * as THREE from "three";
import { useFrame } from "@react-three/fiber";
import { useGameStore } from "@/managers/stores/useGameStore";
import { LIGHTING_STATE } from "@/world/lightingState";
import { LIGHTING_DEFAULTS } from "@/data/world/lightingConfig";
// ─── Pylon atmosphere colours ─────────────────────────────────────────────────
// Applied from "approaching" until the pylon mission ends.
const PYLON_AMBIENT_COLOR = "#7b87c8"; // blue-violet
const PYLON_SUN_COLOR = "#a882d4"; // lavender-purple
// Lerp speed (1 = full transition in ~1 s at 60 fps)
const TRANSITION_SPEED = 0.8;
// ─────────────────────────────────────────────────────────────────────────────
export function PylonLightingEffect(): null {
const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep);
// True from "approaching" until done — lighting starts reverting as soon as
// the repair is complete (powerup sfx plays at "done", outro dialogue at "narrator-outro").
const isActive =
mainState === "pylon" &&
step !== "locked" &&
step !== "done" &&
step !== "narrator-outro";
// Working THREE.Color instances — lerped every frame
const ambientRef = useRef(new THREE.Color(LIGHTING_STATE.ambientColor));
const sunRef = useRef(new THREE.Color(LIGHTING_STATE.sunColor));
// Target colours — updated reactively when isActive changes
const targetAmbientRef = useRef(
new THREE.Color(LIGHTING_DEFAULTS.ambientColor),
);
const targetSunRef = useRef(new THREE.Color(LIGHTING_DEFAULTS.sunColor));
useEffect(() => {
if (isActive) {
targetAmbientRef.current.set(PYLON_AMBIENT_COLOR);
targetSunRef.current.set(PYLON_SUN_COLOR);
} else {
targetAmbientRef.current.set(LIGHTING_DEFAULTS.ambientColor);
targetSunRef.current.set(LIGHTING_DEFAULTS.sunColor);
}
}, [isActive]);
useFrame((_, delta) => {
const t = Math.min(TRANSITION_SPEED * delta, 1);
ambientRef.current.lerp(targetAmbientRef.current, t);
sunRef.current.lerp(targetSunRef.current, t);
LIGHTING_STATE.ambientColor = `#${ambientRef.current.getHexString()}`;
LIGHTING_STATE.sunColor = `#${sunRef.current.getHexString()}`;
});
return null;
}
@@ -0,0 +1,161 @@
import { useEffect } from "react";
import { useGameStore } from "@/managers/stores/useGameStore";
import { useDialoguePlayback } from "@/hooks/gameplay/useDialoguePlayback";
import { ZoneDetection } from "@/components/zone/ZoneDetection";
import { PylonFarmerNPC } from "@/components/gameplay/pylon/PylonFarmerNPC";
import { PylonNarratorOutro } from "@/components/gameplay/pylon/PylonNarratorOutro";
import { PYLON_APPROACH_ZONE, PYLON_ARRIVED_ZONE } from "@/data/gameplay/zones";
import { PYLON_NARRATIVE_DIALOGUES } from "@/data/gameplay/pylonConfig";
import { AudioManager } from "@/managers/AudioManager";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue";
const PYLON_POWERDOWN_SFX = "/sounds/effect/generateur-powerdown.mp3";
const PYLON_POWERUP_SFX = "/sounds/effect/generateur-powerup.mp3";
export function PylonNarrativeFlow(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep);
const setMissionStep = useGameStore((state) => state.setMissionStep);
const setCanMove = useGameStore((state) => state.setCanMove);
// ── approaching : powerdown sfx → then electricOutage dialogue ────────────
useEffect(() => {
if (mainState !== "pylon" || step !== "approaching") return undefined;
let isCancelled = false;
setCanMove(false);
void (async () => {
// 1. Play the generator powerdown sound effect
const sfx = AudioManager.getInstance().playSound(PYLON_POWERDOWN_SFX, 1, {
category: "sfx",
});
// 2. Wait for it to finish (or skip if it can't load)
if (sfx) {
await new Promise<void>((resolve) => {
sfx.addEventListener("ended", () => resolve(), { once: true });
sfx.addEventListener("error", () => resolve(), { once: true });
});
}
if (isCancelled) return;
// 3. Play the narrative dialogue
const manifest = await loadDialogueManifest();
if (isCancelled || !manifest) {
setCanMove(true);
return;
}
const audio = await playDialogueById(
manifest,
PYLON_NARRATIVE_DIALOGUES.electricOutage,
);
if (isCancelled || !audio) {
setCanMove(true);
return;
}
audio.addEventListener(
"ended",
() => {
setCanMove(true);
},
{ once: true },
);
})();
return () => {
isCancelled = true;
setCanMove(true);
};
}, [mainState, step, setCanMove]);
// ── arrived : searchCentral dialogue (unchanged) ──────────────────────────
useDialoguePlayback({
enabled: mainState === "pylon" && step === "arrived",
dialogueId: PYLON_NARRATIVE_DIALOGUES.searchCentral,
});
// ── inspected (demo skip) : jump straight to done after 5 s ─────────────
useEffect(() => {
if (mainState !== "pylon" || step !== "inspected") return undefined;
const timeoutId = window.setTimeout(() => {
setMissionStep("pylon", "done");
}, 5_000);
return () => {
window.clearTimeout(timeoutId);
};
}, [mainState, step, setMissionStep]);
// ── done : powerup sfx + lighting revert → auto-transition to narrator-outro
useEffect(() => {
if (mainState !== "pylon" || step !== "done") return undefined;
const sfx = AudioManager.getInstance().playSound(PYLON_POWERUP_SFX, 1, {
category: "sfx",
});
if (sfx) {
sfx.addEventListener(
"ended",
() => setMissionStep("pylon", "narrator-outro"),
{ once: true },
);
sfx.addEventListener(
"error",
() => setMissionStep("pylon", "narrator-outro"),
{ once: true },
);
} else {
// Fallback if the audio can't load
setMissionStep("pylon", "narrator-outro");
}
return undefined;
}, [mainState, step, setMissionStep]);
// narrator-outro audio sequence + completeMission are handled in PylonNarratorOutro
if (mainState !== "pylon") return null;
if (step === "locked") {
return (
<ZoneDetection
key="pylon-approach"
zone={PYLON_APPROACH_ZONE}
onEnter={() => setMissionStep("pylon", "approaching")}
/>
);
}
if (step === "approaching") {
return (
<ZoneDetection
key="pylon-arrived"
zone={PYLON_ARRIVED_ZONE}
onEnter={() => setMissionStep("pylon", "arrived")}
/>
);
}
if (
step === "arrived" ||
step === "npc-return" ||
step === "inspected" ||
step === "done"
) {
return <PylonFarmerNPC />;
}
if (step === "narrator-outro") {
return <PylonNarratorOutro />;
}
return null;
}
@@ -0,0 +1,72 @@
import { useEffect } from "react";
import { useGameStore } from "@/managers/stores/useGameStore";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue";
import { PYLON_NARRATIVE_DIALOGUES } from "@/data/gameplay/pylonConfig";
/**
* Plays the narrator-outro audio sequence:
* 1. electricienne_aurevoir ("À la prochaine !")
* 2. narrateur_courantrepare ("powerRestored")
* then completes the pylon mission.
*/
export function PylonNarratorOutro(): null {
const completeMission = useGameStore((state) => state.completeMission);
const setCanMove = useGameStore((state) => state.setCanMove);
useEffect(() => {
let cancelled = false;
setCanMove(false);
void (async () => {
const manifest = await loadDialogueManifest();
if (cancelled || !manifest) {
setCanMove(true);
return;
}
// 1. Électricienne : "À la prochaine !"
const audio1 = await playDialogueById(
manifest,
PYLON_NARRATIVE_DIALOGUES.electricienneAurevoir,
);
if (audio1 && !cancelled) {
await new Promise<void>((resolve) => {
audio1.addEventListener("ended", () => resolve(), { once: true });
audio1.addEventListener("error", () => resolve(), { once: true });
});
}
if (cancelled) {
setCanMove(true);
return;
}
// 2. Narrateur : "Le courant est réparé"
const audio2 = await playDialogueById(
manifest,
PYLON_NARRATIVE_DIALOGUES.powerRestored,
);
if (audio2 && !cancelled) {
audio2.addEventListener(
"ended",
() => {
setCanMove(true);
completeMission("pylon");
},
{ once: true },
);
} else {
setCanMove(true);
completeMission("pylon");
}
})();
return () => {
cancelled = true;
setCanMove(true);
};
}, [completeMission, setCanMove]);
return null;
}
@@ -0,0 +1,9 @@
/**
* Shared runtime signal set by PylonDownedPylon when the straighten
* animation starts, so PylonFarmerNPC can switch its lerp target.
*
* `completed` is set after the straighten animation finishes so
* PylonFarmerNPC can play the post-raise audio sequence before
* transitioning to the repair game.
*/
export const pylonStraighteningSignal = { started: false, completed: false };
+3 -3
View File
@@ -22,8 +22,6 @@ export function SiteCard({
return "#b8b8b8"; return "#b8b8b8";
}; };
const borderColor = selected ? "#a8d5a2" : "rgba(255, 255, 255, 0.55)";
const textColor = disabled ? "rgba(77, 77, 77, 0.72)" : "#4d4d4d"; const textColor = disabled ? "rgba(77, 77, 77, 0.72)" : "#4d4d4d";
return ( return (
@@ -41,7 +39,9 @@ export function SiteCard({
height: isSituation height: isSituation
? "clamp(48px, 6vw, 60px)" ? "clamp(48px, 6vw, 60px)"
: "clamp(140px, 18vw, 180px)", : "clamp(140px, 18vw, 180px)",
border: `3px solid ${borderColor}`, border: "3px solid rgba(255, 255, 255, 0.55)",
outline: selected ? "3px solid #a8d5a2" : "none",
outlineOffset: 0,
background: getBackground(), background: getBackground(),
cursor: disabled ? "not-allowed" : "pointer", cursor: disabled ? "not-allowed" : "pointer",
display: "flex", display: "flex",
+103 -48
View File
@@ -1,59 +1,133 @@
import { useCallback, useEffect, useRef, useState } from "react"; import { useEffect, useState } from "react";
import { useGameStore } from "@/managers/stores/useGameStore"; import { useGameStore } from "@/managers/stores/useGameStore";
import { useSiteStore } from "@/managers/stores/useSiteStore"; import { useSiteStore } from "@/managers/stores/useSiteStore";
import { useSettingsStore } from "@/managers/stores/useSettingsStore";
import { SiteButton } from "@/components/site/SiteButton"; import { SiteButton } from "@/components/site/SiteButton";
import { SITE_CONFIG } from "@/data/site/siteConfig"; import { SITE_CONFIG } from "@/data/site/siteConfig";
import { SITE_DIALOGUE_IDS } from "@/data/site/dialogueIds"; import { SITE_DIALOGUE_IDS } from "@/data/site/dialogueIds";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest"; import {
loadDialogueManifest,
loadDialogueSubtitleCues,
} from "@/utils/dialogues/loadDialogueManifest";
import { import {
playDialogueById, playDialogueById,
stopCurrentDialogue, stopCurrentDialogue,
} from "@/utils/dialogues/playDialogue"; } from "@/utils/dialogues/playDialogue";
const TYPEWRITER_CHAR_DELAY_MS = 150;
// Fallback in case nothing else triggers the typewriter (audio failed to
// load, no subtitles, "ended" never fires). Long enough not to fire
// before the narration on a slow load.
const AUDIO_END_FALLBACK_MS = 8000;
/** /**
* Screen 3: Name input * Screen 3: Name reveal
* The displayed name is forced to SITE_CONFIG.presetPlayerName — the * The player's preset name is revealed letter-by-letter inside the input
* field reveals one letter per keystroke until the preset name is complete. * once the naming dialogue finishes playing. The confirm button stays
* locked until the reveal completes. No user typing — the input is
* read-only and just acts as a typewriter target.
*/ */
export function SiteNamingScreen(): React.JSX.Element { export function SiteNamingScreen(): React.JSX.Element {
const setStep = useSiteStore((state) => state.setStep); const setStep = useSiteStore((state) => state.setStep);
const setPlayerName = useGameStore((state) => state.setPlayerName); const setPlayerName = useGameStore((state) => state.setPlayerName);
const [charIndex, setCharIndex] = useState(0); const [revealedChars, setRevealedChars] = useState(0);
const inputRef = useRef<HTMLInputElement>(null); const [typewriterStarted, setTypewriterStarted] = useState(false);
const presetPlayerName = SITE_CONFIG.presetPlayerName; const presetPlayerName = SITE_CONFIG.presetPlayerName;
const displayValue = presetPlayerName.slice(0, charIndex); const displayValue = presetPlayerName.slice(0, revealedChars);
const isComplete = charIndex >= presetPlayerName.length; const isComplete = revealedChars >= presetPlayerName.length;
// Play the dialogue, then trigger the typewriter so it FINISHES at the
// same moment the narration ends. We compute that moment from the SRT
// cues: the last cue's endTime is where the narrator stops speaking,
// so we start typing `typewriterDuration` before that.
useEffect(() => { useEffect(() => {
let cancelled = false; let cancelled = false;
let audioElement: HTMLAudioElement | null = null;
let onTimeUpdate: (() => void) | null = null;
let fallbackTimer: ReturnType<typeof setTimeout> | null = null;
const start = (): void => {
if (cancelled) return;
setTypewriterStarted(true);
};
const typewriterDurationSec =
(TYPEWRITER_CHAR_DELAY_MS * presetPlayerName.length) / 1000;
void (async () => { void (async () => {
const manifest = await loadDialogueManifest(); const manifest = await loadDialogueManifest();
if (cancelled || !manifest) return; if (cancelled) return;
await playDialogueById(manifest, SITE_DIALOGUE_IDS.naming); if (!manifest) {
start();
return;
}
// Resolve the dialogue + its SRT cues for the active subtitle language.
const dialogue = manifest.dialogues.find(
(item) => item.id === SITE_DIALOGUE_IDS.naming,
);
const language = useSettingsStore.getState().subtitleLanguage;
const subtitleData = dialogue
? await loadDialogueSubtitleCues(manifest, dialogue, language)
: null;
if (cancelled) return;
audioElement = await playDialogueById(manifest, SITE_DIALOGUE_IDS.naming);
if (cancelled) return;
if (!audioElement) {
start();
return;
}
const lastCue = subtitleData?.cues[subtitleData.cues.length - 1];
if (lastCue) {
// Trigger so the typewriter ends at the narration's end.
const audio = audioElement;
const triggerAt = Math.max(0, lastCue.endTime - typewriterDurationSec);
onTimeUpdate = (): void => {
if (audio.currentTime >= triggerAt) {
audio.removeEventListener("timeupdate", onTimeUpdate!);
start();
}
};
audio.addEventListener("timeupdate", onTimeUpdate);
} else {
// No SRT data — fall back to the audio "ended" event.
audioElement.addEventListener("ended", start, { once: true });
}
fallbackTimer = setTimeout(start, AUDIO_END_FALLBACK_MS);
})(); })();
return () => { return () => {
cancelled = true; cancelled = true;
if (fallbackTimer !== null) clearTimeout(fallbackTimer);
if (audioElement) {
if (onTimeUpdate) {
audioElement.removeEventListener("timeupdate", onTimeUpdate);
}
audioElement.removeEventListener("ended", start);
}
stopCurrentDialogue(); stopCurrentDialogue();
}; };
}, []); }, [presetPlayerName.length]);
// Reveal the preset name one character at a time once the typewriter
// has been triggered.
useEffect(() => { useEffect(() => {
inputRef.current?.focus(); if (!typewriterStarted) return;
}, []); const interval = setInterval(() => {
setRevealedChars((current) => {
const handleNameChange = useCallback( if (current >= presetPlayerName.length) {
(event: React.ChangeEvent<HTMLInputElement>): void => { clearInterval(interval);
const nextLength = Math.min( return current;
event.target.value.length, }
presetPlayerName.length, return current + 1;
); });
setCharIndex(nextLength); }, TYPEWRITER_CHAR_DELAY_MS);
}, return () => clearInterval(interval);
[presetPlayerName.length], }, [typewriterStarted, presetPlayerName.length]);
);
const handleConfirm = (): void => { const handleConfirm = (): void => {
if (isComplete) { if (isComplete) {
@@ -98,17 +172,16 @@ export function SiteNamingScreen(): React.JSX.Element {
margin: 0, margin: 0,
}} }}
> >
Quel est votre prénom ? Je suis
</h2> </h2>
<input <input
ref={inputRef}
type="text" type="text"
value={displayValue} value={displayValue}
onChange={handleNameChange} readOnly
placeholder="Écrivez votre prénom ici" tabIndex={-1}
aria-labelledby="player-name-label" aria-labelledby="player-name-label"
aria-describedby="player-name-hint" aria-live="polite"
autoComplete="off" autoComplete="off"
style={{ style={{
display: "flex", display: "flex",
@@ -122,30 +195,12 @@ export function SiteNamingScreen(): React.JSX.Element {
background: "#D9D9D9", background: "#D9D9D9",
outline: "none", outline: "none",
color: "#333", color: "#333",
caretColor: "#333",
fontFamily: "Inter, system-ui, sans-serif", fontFamily: "Inter, system-ui, sans-serif",
fontSize: "clamp(16px, 2.5vw, 20px)", fontSize: "clamp(16px, 2.5vw, 20px)",
textAlign: "left", textAlign: "left",
boxSizing: "border-box", boxSizing: "border-box",
}} }}
/> />
<span
id="player-name-hint"
style={{
position: "absolute",
width: 1,
height: 1,
padding: 0,
margin: -1,
overflow: "hidden",
clip: "rect(0, 0, 0, 0)",
whiteSpace: "nowrap",
border: 0,
}}
>
Votre personnage s&apos;appelle {presetPlayerName}. Tapez{" "}
{presetPlayerName.length} caractères pour révéler son nom.
</span>
</div> </div>
<SiteButton <SiteButton
@@ -0,0 +1,133 @@
import { useEffect, useMemo, useRef } from "react";
import gsap from "gsap";
import * as THREE from "three";
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
const BUBBLE_RADIUS_METERS = 10;
const BUBBLE_GROW_DURATION_SECONDS = 2.5;
const BUBBLE_SHRINK_DURATION_SECONDS = 1.2;
const BUBBLE_COLOR = "#060814";
const BUBBLE_OPACITY = 0.92;
const BUBBLE_SHELL_RADIUS = 1; // sphere geometry baked at radius=1, scale = radius
/**
* Dark sphere shroud rendered around the active repair model when the
* focus state is active. Grows from 0 -> BUBBLE_RADIUS_METERS using a
* GSAP `expo.out` ease so the player visually transitions from the open
* map to an isolated repair "cocoon". Reverses on focus end.
*
* The sphere uses BackSide rendering so the player remains inside the
* shroud when they stand near the repair model. A subtle decor pass
* (grid floor + soft directional light + light fog) is rendered as a
* sibling group so it appears once the bubble has expanded.
*/
export function RepairFocusBubble(): React.JSX.Element | null {
const active = useRepairFocusStore((state) => state.active);
const center = useRepairFocusStore((state) => state.center);
const groupRef = useRef<THREE.Group>(null);
const meshRef = useRef<THREE.Mesh>(null);
const decorRef = useRef<THREE.Group>(null);
const scaleRef = useRef({ value: 0.0001 });
const decorOpacityRef = useRef({ value: 0 });
const sphereGeometry = useMemo(
() => new THREE.SphereGeometry(BUBBLE_SHELL_RADIUS, 48, 32),
[],
);
const sphereMaterial = useMemo(
() =>
new THREE.MeshBasicMaterial({
color: BUBBLE_COLOR,
side: THREE.BackSide,
transparent: true,
opacity: BUBBLE_OPACITY,
depthWrite: false,
fog: false,
}),
[],
);
useEffect(() => {
return () => {
sphereGeometry.dispose();
sphereMaterial.dispose();
};
}, [sphereGeometry, sphereMaterial]);
useEffect(() => {
const targetScale = active ? BUBBLE_RADIUS_METERS : 0.0001;
const targetDecor = active ? 1 : 0;
const duration = active
? BUBBLE_GROW_DURATION_SECONDS
: BUBBLE_SHRINK_DURATION_SECONDS;
const scaleTween = gsap.to(scaleRef.current, {
value: targetScale,
duration,
ease: active ? "expo.out" : "expo.in",
onUpdate: () => {
const mesh = meshRef.current;
if (mesh) mesh.scale.setScalar(scaleRef.current.value);
},
});
const decorTween = gsap.to(decorOpacityRef.current, {
value: targetDecor,
duration: duration * 0.8,
delay: active ? duration * 0.4 : 0,
ease: "power2.inOut",
onUpdate: () => {
const decor = decorRef.current;
if (!decor) return;
decor.traverse((child) => {
if (
child instanceof THREE.Mesh &&
child.material instanceof THREE.Material
) {
const material = child.material as THREE.Material & {
opacity?: number;
transparent?: boolean;
};
if (typeof material.opacity === "number") {
material.opacity = decorOpacityRef.current.value;
material.transparent = true;
}
}
});
},
});
return () => {
scaleTween.kill();
decorTween.kill();
};
}, [active]);
// Render even when inactive so the shrink tween can play out; visibility
// is implicit via near-zero scale.
return (
<group ref={groupRef} position={center}>
<mesh
ref={meshRef}
geometry={sphereGeometry}
material={sphereMaterial}
renderOrder={-1}
frustumCulled={false}
/>
<group ref={decorRef}>
{/* Subtle grid floor visible only inside the bubble */}
<gridHelper
args={[BUBBLE_RADIUS_METERS * 1.6, 24, "#1f2937", "#111827"]}
position={[0, -0.5, 0]}
/>
{/* Soft directional light for the repair model */}
<directionalLight
position={[2, 4, 3]}
intensity={0.6}
color="#cbd5f5"
/>
<ambientLight intensity={0.25} color="#1e293b" />
</group>
</group>
);
}
+45 -2
View File
@@ -25,6 +25,7 @@ import type {
RepairScannedBrokenPart, RepairScannedBrokenPart,
} from "@/types/gameplay/repairMission"; } from "@/types/gameplay/repairMission";
import { useGameStore } from "@/managers/stores/useGameStore"; import { useGameStore } from "@/managers/stores/useGameStore";
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three"; import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
import { toVector3Scale } from "@/utils/three/scale"; import { toVector3Scale } from "@/utils/three/scale";
@@ -72,8 +73,20 @@ export function RepairGame({
const [scannedBrokenParts, setScannedBrokenParts] = useState< const [scannedBrokenParts, setScannedBrokenParts] = useState<
readonly RepairScannedBrokenPart[] readonly RepairScannedBrokenPart[]
>([]); >([]);
// For the ebike mission, use the bike's live parked world position once
// the repair flow leaves the waiting/locked phase so the repair happens
// wherever the player parked the bike, not at the static zone anchor.
// window.ebikeParkedPosition is set by Ebike when the player drops the
// bike and stays stable through the rest of the repair flow.
const livePosition = useMemo<Vector3Tuple>(() => {
if (mission !== "ebike" || mainState !== mission) return position;
if (step === "locked" || step === "waiting") return position;
const parked = window.ebikeParkedPosition;
if (!parked) return position;
return [parked[0], parked[1], parked[2]];
}, [mainState, mission, position, step]);
const parsedScale = toVector3Scale(scale); const parsedScale = toVector3Scale(scale);
const snappedPosition = useTerrainSnappedPosition(position); const snappedPosition = useTerrainSnappedPosition(livePosition);
const readyForFragmentation = step === "inspected"; const readyForFragmentation = step === "inspected";
const brokenNodeNames = useMemo(() => getBrokenNodeNames(config), [config]); const brokenNodeNames = useMemo(() => getBrokenNodeNames(config), [config]);
@@ -98,6 +111,25 @@ export function RepairGame({
}; };
}, [mainState, mission, step]); }, [mainState, mission, step]);
// Drive the global focus bubble: active during the immersive repair
// phases so the world dims/hides outside the dark sphere shroud.
const focusCenterX = snappedPosition[0];
const focusCenterY = snappedPosition[1];
const focusCenterZ = snappedPosition[2];
useEffect(() => {
const inFocusPhase =
mainState === mission && shouldFocusBubbleBeActive(step);
if (inFocusPhase) {
useRepairFocusStore
.getState()
.setFocus(true, [focusCenterX, focusCenterY, focusCenterZ]);
return () => {
useRepairFocusStore.getState().setFocus(false);
};
}
return undefined;
}, [mainState, mission, step, focusCenterX, focusCenterY, focusCenterZ]);
useEffect(() => { useEffect(() => {
if (mainState !== mission) return undefined; if (mainState !== mission) return undefined;
@@ -131,6 +163,7 @@ export function RepairGame({
{step === "fragmented" ? ( {step === "fragmented" ? (
<ExplodableModel <ExplodableModel
modelPath={config.modelPath} modelPath={config.modelPath}
rotation={config.modelRotation ?? [0, 0, 0]}
scale={config.modelScale ?? 1} scale={config.modelScale ?? 1}
split split
/> />
@@ -148,6 +181,7 @@ export function RepairGame({
<> <>
<ExplodableModel <ExplodableModel
modelPath={config.modelPath} modelPath={config.modelPath}
rotation={config.modelRotation ?? [0, 0, 0]}
scale={config.modelScale ?? 1} scale={config.modelScale ?? 1}
split split
hideNodeNames={brokenNodeNames} hideNodeNames={brokenNodeNames}
@@ -170,7 +204,7 @@ export function RepairGame({
onComplete={() => setMissionStep(mission, "done")} onComplete={() => setMissionStep(mission, "done")}
/> />
) : null} ) : null}
{step === "done" ? ( {step === "done" && mission !== "pylon" ? (
<RepairCompletionStep <RepairCompletionStep
config={config} config={config}
onComplete={() => completeMission(mission)} onComplete={() => completeMission(mission)}
@@ -200,6 +234,15 @@ function shouldKeepRepairRuntimeState(step: MissionStep): boolean {
return step === "repairing" || step === "reassembling" || step === "done"; return step === "repairing" || step === "reassembling" || step === "done";
} }
function shouldFocusBubbleBeActive(step: MissionStep): boolean {
return (
step === "fragmented" ||
step === "scanning" ||
step === "repairing" ||
step === "reassembling"
);
}
function getRepairMissionModelPaths(config: RepairMissionConfig): string[] { function getRepairMissionModelPaths(config: RepairMissionConfig): string[] {
return [ return [
...new Set([ ...new Set([
+6 -2
View File
@@ -4,22 +4,26 @@ import { GameSettingsMenu } from "@/components/ui/GameSettingsMenu";
import { HandTrackingFallback } from "@/components/ui/HandTrackingFallback"; import { HandTrackingFallback } from "@/components/ui/HandTrackingFallback";
import { HandTrackingVisualizer } from "@/components/ui/HandTrackingVisualizer"; import { HandTrackingVisualizer } from "@/components/ui/HandTrackingVisualizer";
import { InteractPrompt } from "@/components/ui/InteractPrompt"; import { InteractPrompt } from "@/components/ui/InteractPrompt";
import { RepairMovementLockIndicator } from "@/components/ui/RepairMovementLockIndicator"; import { OutroVideoOverlay } from "@/components/ui/OutroVideoOverlay";
import { Subtitles } from "@/components/ui/Subtitles"; import { Subtitles } from "@/components/ui/Subtitles";
import { TalkieDialogueOverlay } from "@/components/ui/TalkieDialogueOverlay"; import { TalkieDialogueOverlay } from "@/components/ui/TalkieDialogueOverlay";
import { HandTrackingTutorial } from "@/components/ui/tutorial/HandTrackingTutorial";
import { MovementTutorial } from "@/components/ui/tutorial/MovementTutorial";
export function GameUI(): React.JSX.Element { export function GameUI(): React.JSX.Element {
return ( return (
<> <>
<DebugOverlayLayout /> <DebugOverlayLayout />
<Crosshair /> <Crosshair />
<RepairMovementLockIndicator />
<InteractPrompt /> <InteractPrompt />
<HandTrackingVisualizer /> <HandTrackingVisualizer />
<HandTrackingFallback /> <HandTrackingFallback />
<MovementTutorial />
<HandTrackingTutorial />
<Subtitles /> <Subtitles />
<TalkieDialogueOverlay /> <TalkieDialogueOverlay />
<GameSettingsMenu /> <GameSettingsMenu />
<OutroVideoOverlay />
</> </>
); );
} }
+59 -18
View File
@@ -4,29 +4,70 @@ import {
type HandTrackingGloveHandedness, type HandTrackingGloveHandedness,
} from "@/hooks/handTracking/useHandTrackingGloveStatus"; } from "@/hooks/handTracking/useHandTrackingGloveStatus";
// Simple schematic silhouettes used as a last-resort fallback when the // Hand silhouettes used as a last-resort fallback when the rigged glove
// rigged glove model has failed to load. Both icons share the same // model has failed to load. Both icons share a 100x120 viewBox so finger
// 48x48 viewBox and the same stroke/fill rules from the .css. // lengths and the thumb angle stay anatomically readable.
const OpenHandShape = (): React.JSX.Element => ( const OpenHandShape = (): React.JSX.Element => (
<> <path
<ellipse cx="9" cy="30" rx="3" ry="6" transform="rotate(-25 9 30)" /> d="M 28 116
<rect x="14" y="8" width="4" height="22" rx="2" /> Q 22 100 22 80
<rect x="20" y="4" width="4" height="26" rx="2" /> Q 22 65 28 58
<rect x="26" y="6" width="4" height="24" rx="2" /> Q 22 52 14 46
<rect x="32" y="10" width="4" height="20" rx="2" /> Q 6 40 8 28
<rect x="10" y="26" width="28" height="18" rx="6" /> Q 12 18 22 20
</> Q 30 24 30 36
Q 32 46 36 50
Q 36 38 36 28
Q 36 18 42 18
Q 48 18 48 28
Q 48 40 50 50
Q 50 32 50 14
Q 50 6 56 6
Q 62 6 62 14
Q 62 32 62 50
Q 64 38 64 20
Q 64 12 70 12
Q 76 12 76 20
Q 76 38 78 50
Q 78 40 78 32
Q 78 24 84 24
Q 90 24 90 32
Q 90 44 92 56
Q 96 80 92 100
Q 86 116 82 116
Z"
/>
); );
const FistShape = (): React.JSX.Element => ( const FistShape = (): React.JSX.Element => (
<> <>
<ellipse cx="8" cy="26" rx="3" ry="5" /> <path
<rect x="10" y="14" width="28" height="30" rx="10" /> d="M 18 70
<circle cx="15" cy="14" r="3" /> Q 14 50 24 38
<circle cx="21" cy="13" r="3" /> Q 28 30 36 34
<circle cx="27" cy="13" r="3" /> Q 40 26 48 30
<circle cx="33" cy="14" r="3" /> Q 54 22 60 28
Q 68 24 74 32
Q 84 32 88 46
Q 92 64 88 82
Q 82 104 64 112
Q 42 116 26 108
Q 14 96 18 70
Z"
/>
<path
d="M 18 70
Q 6 66 8 80
Q 8 94 18 96
Q 28 94 26 84
Q 22 76 18 70
Z"
/>
<path d="M 32 38 Q 30 50 34 60" fill="none" strokeLinecap="round" />
<path d="M 46 32 Q 44 46 48 58" fill="none" strokeLinecap="round" />
<path d="M 60 32 Q 58 46 62 58" fill="none" strokeLinecap="round" />
<path d="M 74 36 Q 72 50 76 60" fill="none" strokeLinecap="round" />
</> </>
); );
@@ -66,7 +107,7 @@ export function HandTrackingFallback(): React.JSX.Element | null {
<svg <svg
key={`${handedness}-${index}`} key={`${handedness}-${index}`}
className="hand-tracking-fallback__icon" className="hand-tracking-fallback__icon"
viewBox="0 0 48 48" viewBox="0 0 100 120"
style={{ style={{
left: `${leftPercent}%`, left: `${leftPercent}%`,
top: `${topPercent}%`, top: `${topPercent}%`,
+171 -46
View File
@@ -1,8 +1,16 @@
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot"; import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
import { useHandTrackingGloveStatus } from "@/hooks/handTracking/useHandTrackingGloveStatus";
import { useDebugStore } from "@/hooks/debug/useDebugStore"; import { useDebugStore } from "@/hooks/debug/useDebugStore";
const HAND_CONNECTIONS: Array<[number, number]> = [ // MediaPipe indexes the 21 hand landmarks predictably:
// 0 wrist, 1-4 thumb (base→tip), 5-8 index, 9-12 middle, 13-16 ring, 17-20 pinky.
const FINGER_LANDMARKS: Array<readonly number[]> = [
[1, 2, 3, 4],
[5, 6, 7, 8],
[9, 10, 11, 12],
[13, 14, 15, 16],
[17, 18, 19, 20],
];
const SKELETON_BONES: Array<[number, number]> = [
[0, 1], [0, 1],
[1, 2], [1, 2],
[2, 3], [2, 3],
@@ -26,70 +34,187 @@ const HAND_CONNECTIONS: Array<[number, number]> = [
[0, 17], [0, 17],
]; ];
const LANDMARK_FILL = "#67e8f9"; // cyan-300, opaque interior const HAND_FILL = "#bfdbfe"; // blue-200, light interior
const LANDMARK_STROKE = "#0c4a6e"; // sky-900, dark blue outline const HAND_OUTLINE_COLOR = "#1e3a8a"; // blue-900, crisp dark outline
const LANDMARK_STROKE_FIST = "#1e3a8a"; // blue-900, thicker accent when fist const HAND_OUTLINE_RADIUS = 2; // px
const CONNECTION_STROKE = "#ffffff"; // white bones // Shrink the rendered hand around its centroid. Grab/physics keep using raw
const INDEX_TIP_LANDMARK = 8; // landmarks elsewhere, so the silhouette is just visually smaller.
const RENDER_SCALE = 0.65;
const FINGER_THICKNESS_FACTOR = 0.08; // fraction of (scaled) hand length
const WRIST_HALF_WIDTH = 0.28;
const SKELETON_STROKE = "rgba(30, 58, 138, 0.22)";
const SKELETON_DOT_FILL = "rgba(30, 58, 138, 0.35)";
const FILTER_ID = "hand-tracking-outline";
export function HandTrackingVisualizer(): React.JSX.Element | null { export function HandTrackingVisualizer(): React.JSX.Element | null {
const { hands, status } = useHandTrackingSnapshot(); const { hands, status } = useHandTrackingSnapshot();
const showHandTrackingSvg = useDebugStore((debug) => const showHandTrackingModel = useDebugStore((debug) =>
debug.getShowHandTrackingSvg(), debug.getShowHandTrackingModel(),
);
const gloves = useHandTrackingGloveStatus((state) => state.gloves);
const hasLoadedGlove = Object.values(gloves).some(
(gloveStatus) => gloveStatus === "loaded",
); );
if ( if (status === "idle" || hands.length === 0 || showHandTrackingModel) {
status === "idle" ||
hands.length === 0 ||
(hasLoadedGlove && !showHandTrackingSvg)
) {
return null; return null;
} }
const viewportWidth = window.innerWidth;
const viewportHeight = window.innerHeight;
return ( return (
<svg className="hand-tracking-visualizer" aria-hidden="true"> <svg className="hand-tracking-visualizer" aria-hidden="true">
<defs>
{/* Dilate the merged alpha of all child shapes by HAND_OUTLINE_RADIUS
and subtract the original to get a 1-ring outline. Lets the palm
polygon and the five finger tubes share a single crisp outline
with no internal seams where they overlap. */}
<filter id={FILTER_ID} x="-10%" y="-10%" width="120%" height="120%">
<feMorphology
operator="dilate"
radius={HAND_OUTLINE_RADIUS}
in="SourceAlpha"
result="dilated"
/>
<feComposite
operator="out"
in="dilated"
in2="SourceAlpha"
result="ringAlpha"
/>
<feFlood floodColor={HAND_OUTLINE_COLOR} result="ringColor" />
<feComposite
operator="in"
in="ringColor"
in2="ringAlpha"
result="coloredRing"
/>
<feMerge>
<feMergeNode in="SourceGraphic" />
<feMergeNode in="coloredRing" />
</feMerge>
</filter>
</defs>
{hands.map((hand, handIndex) => { {hands.map((hand, handIndex) => {
const landmarks = hand.landmarks; const landmarks = hand.landmarks;
if (landmarks.length === 0) return null; if (landmarks.length < 21) return null;
const landmarkStroke = hand.isFist // Centroid of all 21 landmarks in pixel space (mirrored x).
? LANDMARK_STROKE_FIST let cx = 0;
: LANDMARK_STROKE; let cy = 0;
for (const lm of landmarks) {
cx += (1 - lm.x) * viewportWidth;
cy += lm.y * viewportHeight;
}
cx /= landmarks.length;
cy /= landmarks.length;
// Render coordinates: shrink each landmark toward the centroid.
const px = (i: number): number => {
const lm = landmarks[i];
return lm
? cx + ((1 - lm.x) * viewportWidth - cx) * RENDER_SCALE
: cx;
};
const py = (i: number): number => {
const lm = landmarks[i];
return lm ? cy + (lm.y * viewportHeight - cy) * RENDER_SCALE : cy;
};
const handLengthPx = Math.hypot(px(12) - px(0), py(12) - py(0));
const fingerThickness = Math.max(
6,
handLengthPx * FINGER_THICKNESS_FACTOR,
);
const halfFingerThickness = fingerThickness / 2;
const dotRadius = Math.max(1.2, fingerThickness * 0.1);
// Perpendicular to the palm centerline (wrist → middle MCP), used to
// place two synthetic wrist corners on either side of landmark 0.
const cdx = px(9) - px(0);
const cdy = py(9) - py(0);
const clen = Math.hypot(cdx, cdy) || 1;
const perpX = -cdy / clen;
const perpY = cdx / clen;
const thumbSide =
(px(1) - px(0)) * perpX + (py(1) - py(0)) * perpY >= 0 ? 1 : -1;
const wristHalfWidth = handLengthPx * WRIST_HALF_WIDTH;
const wristThumbX = px(0) + perpX * wristHalfWidth * thumbSide;
const wristThumbY = py(0) + perpY * wristHalfWidth * thumbSide;
const wristPinkyX = px(0) - perpX * wristHalfWidth * thumbSide;
const wristPinkyY = py(0) - perpY * wristHalfWidth * thumbSide;
// Palm outline: straight L between adjacent MCPs along the top (no
// inter-finger dip — the morphology dilation rounds the MCP corners),
// rounded heel via two Q curves bowing out to the synthetic wrist
// corners.
const palmD = [
`M ${px(1)} ${py(1)}`,
`L ${px(5)} ${py(5)}`,
`L ${px(9)} ${py(9)}`,
`L ${px(13)} ${py(13)}`,
`L ${px(17)} ${py(17)}`,
`Q ${wristPinkyX} ${wristPinkyY}, ${px(0)} ${py(0)}`,
`Q ${wristThumbX} ${wristThumbY}, ${px(1)} ${py(1)}`,
"Z",
].join(" ");
// Each finger path starts halfFingerThickness inside the palm (toward
// the next joint), so the rounded base cap sits hidden inside the palm
// fill instead of bulging below the MCP.
const fingerPathD = (joints: readonly number[]): string => {
const baseIdx = joints[0];
const nextIdx = joints[1];
if (baseIdx === undefined || nextIdx === undefined) return "";
const baseX = px(baseIdx);
const baseY = py(baseIdx);
const nextX = px(nextIdx);
const nextY = py(nextIdx);
const dx = nextX - baseX;
const dy = nextY - baseY;
const dlen = Math.hypot(dx, dy) || 1;
const sx = baseX + (dx / dlen) * halfFingerThickness;
const sy = baseY + (dy / dlen) * halfFingerThickness;
return joints
.map((idx, k) =>
k === 0 ? `M ${sx} ${sy}` : `L ${px(idx)} ${py(idx)}`,
)
.join(" ");
};
return ( return (
<g key={`${hand.handedness}-${handIndex}`}> <g key={`${hand.handedness}-${handIndex}`}>
{HAND_CONNECTIONS.map(([from, to]) => { <g filter={`url(#${FILTER_ID})`}>
const fromPoint = landmarks[from]; <path d={palmD} fill={HAND_FILL} />
const toPoint = landmarks[to]; {FINGER_LANDMARKS.map((joints, fingerIndex) => (
if (!fromPoint || !toPoint) return null; <path
key={fingerIndex}
return ( d={fingerPathD(joints)}
<line fill="none"
key={`${from}-${to}`} stroke={HAND_FILL}
x1={`${(1 - fromPoint.x) * 100}%`} strokeWidth={fingerThickness}
y1={`${fromPoint.y * 100}%`}
x2={`${(1 - toPoint.x) * 100}%`}
y2={`${toPoint.y * 100}%`}
stroke={CONNECTION_STROKE}
strokeWidth="2.5"
strokeLinecap="round" strokeLinecap="round"
strokeLinejoin="round"
/> />
); ))}
})} </g>
{landmarks.map((landmark, landmarkIndex) => ( {SKELETON_BONES.map(([from, to]) => (
<line
key={`bone-${from}-${to}`}
x1={px(from)}
y1={py(from)}
x2={px(to)}
y2={py(to)}
stroke={SKELETON_STROKE}
strokeWidth="1"
/>
))}
{landmarks.map((_, landmarkIndex) => (
<circle <circle
key={landmarkIndex} key={`dot-${landmarkIndex}`}
cx={`${(1 - landmark.x) * 100}%`} cx={px(landmarkIndex)}
cy={`${landmark.y * 100}%`} cy={py(landmarkIndex)}
r={landmarkIndex === INDEX_TIP_LANDMARK ? 6 : 4} r={dotRadius}
fill={LANDMARK_FILL} fill={SKELETON_DOT_FILL}
stroke={landmarkStroke}
strokeWidth={hand.isFist ? 2.5 : 2}
/> />
))} ))}
</g> </g>
+5 -1
View File
@@ -9,10 +9,14 @@ export function InteractPrompt(): React.JSX.Element | null {
if (cameraMode !== "player") return null; if (cameraMode !== "player") return null;
if (!focused || holding || focused.kind !== "trigger") return null; if (!focused || holding || focused.kind !== "trigger") return null;
const label = focused.label?.trim() ?? "";
return ( return (
<div className="interact-prompt" aria-live="polite"> <div className="interact-prompt" aria-live="polite">
<kbd className="interact-prompt__key">{INTERACT_KEY.toUpperCase()}</kbd> <kbd className="interact-prompt__key">{INTERACT_KEY.toUpperCase()}</kbd>
<span className="interact-prompt__label">{focused.label}</span> {label.length > 0 ? (
<span className="interact-prompt__label">{label}</span>
) : null}
</div> </div>
); );
} }
@@ -1,6 +1,11 @@
import { MISSION_NOTIFICATION_IMAGE_PATHS } from "@/data/gameplay/missionNotifications"; import { MISSION_NOTIFICATION_IMAGE_PATHS } from "@/data/gameplay/missionNotifications";
import type { RepairMissionId } from "@/types/gameplay/repairMission"; import type { RepairMissionId } from "@/types/gameplay/repairMission";
// Reference aspect ratio of the original PNG mission notifications
// (589 × 211). Webm assets are square (2000 × 2000), so without this hint the
// <video> element renders at the wrong dimensions and shifts the layout.
const NOTIFICATION_ASPECT_RATIO = "589 / 211";
interface MissionNotificationProps { interface MissionNotificationProps {
mission?: RepairMissionId; mission?: RepairMissionId;
imagePath?: string; imagePath?: string;
@@ -26,6 +31,10 @@ export function MissionNotification({
{isVideo ? ( {isVideo ? (
<video <video
className="mission-notification__image" className="mission-notification__image"
style={{
aspectRatio: NOTIFICATION_ASPECT_RATIO,
objectFit: "cover",
}}
src={src} src={src}
aria-label="Nouvel objectif de mission" aria-label="Nouvel objectif de mission"
autoPlay autoPlay
+180
View File
@@ -0,0 +1,180 @@
import { useEffect, useRef, useState } from "react";
import type { AudioCategory } from "@/data/audioConfig";
import { AudioManager } from "@/managers/AudioManager";
const OUTRO_VIDEO_SRC = "/cinematics/outro.mp4";
const TRANSITION_FADE_MS = 600;
const TRANSITION_HOLD_MS = 2000;
const TRANSITION_TEXT_FADE_MS = 500;
// Delay between "Next step :" appearing and "La ferme" fading in.
const TRANSITION_LAFERME_DELAY_MS = 500;
const MUTED_CATEGORIES: readonly AudioCategory[] = ["music", "sfx", "dialogue"];
type Stage =
| "hidden"
| "fading-in"
| "showing-text"
| "fading-text-out"
| "video";
/**
* End-of-demo overlay. Triggered by the "outro-cinematic-complete" window
* event dispatched from GameCinematics.tsx.
*
* Sequence:
* 1. Fade to black (TRANSITION_FADE_MS)
* 2. Reveal "Next step: La ferme" text + hold (TRANSITION_HOLD_MS)
* 3. Fade text out (TRANSITION_TEXT_FADE_MS)
* 4. Play `outro.mp4` full-screen with all game audio muted
*/
export function OutroVideoOverlay(): React.JSX.Element | null {
const [stage, setStage] = useState<Stage>("hidden");
const [lafermeVisible, setLafermeVisible] = useState(false);
const videoRef = useRef<HTMLVideoElement>(null);
const savedVolumesRef = useRef<Partial<Record<AudioCategory, number>>>({});
useEffect(() => {
function handleCinematicComplete(): void {
setStage("fading-in");
}
window.addEventListener(
"outro-cinematic-complete",
handleCinematicComplete,
);
return () => {
window.removeEventListener(
"outro-cinematic-complete",
handleCinematicComplete,
);
};
}, []);
// Drive the transition timeline.
useEffect(() => {
if (stage === "fading-in") {
const timer = window.setTimeout(
() => setStage("showing-text"),
TRANSITION_FADE_MS,
);
return () => window.clearTimeout(timer);
}
if (stage === "showing-text") {
const timer = window.setTimeout(
() => setStage("fading-text-out"),
TRANSITION_HOLD_MS,
);
return () => window.clearTimeout(timer);
}
if (stage === "fading-text-out") {
const timer = window.setTimeout(
() => setStage("video"),
TRANSITION_TEXT_FADE_MS,
);
return () => window.clearTimeout(timer);
}
return undefined;
}, [stage]);
// Stagger the second word ("La ferme") so it fades in after "Next step :"
// is already visible.
useEffect(() => {
if (stage === "showing-text") {
const timer = window.setTimeout(
() => setLafermeVisible(true),
TRANSITION_LAFERME_DELAY_MS,
);
return () => window.clearTimeout(timer);
}
if (stage === "hidden" || stage === "fading-in") {
// Reset the staged reveal so a re-triggered outro replays correctly.
// eslint-disable-next-line react-hooks/set-state-in-effect
setLafermeVisible(false);
}
return undefined;
}, [stage]);
// Mute all game audio while the video is showing; restore on cleanup so
// a re-mounted page doesn't stay silent.
useEffect(() => {
if (stage !== "video") return;
const audioManager = AudioManager.getInstance();
const saved: Partial<Record<AudioCategory, number>> = {};
for (const category of MUTED_CATEGORIES) {
saved[category] = audioManager.getCategoryVolume(category);
audioManager.setCategoryVolume(category, 0);
}
savedVolumesRef.current = saved;
void videoRef.current?.play();
return () => {
for (const category of MUTED_CATEGORIES) {
const previous = savedVolumesRef.current[category];
if (previous !== undefined) {
audioManager.setCategoryVolume(category, previous);
}
}
savedVolumesRef.current = {};
};
}, [stage]);
if (stage === "hidden") return null;
const showText = stage === "showing-text" || stage === "fading-text-out";
const textOpacity = stage === "showing-text" ? 1 : 0;
return (
<div
style={{
position: "fixed",
inset: 0,
zIndex: 10000,
background: "#000",
display: "flex",
alignItems: "center",
justifyContent: "center",
opacity: stage === "fading-in" ? 0 : 1,
transition: `opacity ${TRANSITION_FADE_MS}ms ease-out`,
pointerEvents: stage === "video" ? "auto" : "none",
}}
aria-hidden={stage !== "video"}
>
{showText ? (
<div
style={{
color: "#F2F2F2",
textAlign: "center",
textShadow: "0 7px 14.4px rgba(0, 0, 0, 0.25)",
fontFamily: "Inter, system-ui, sans-serif",
fontSize: "clamp(24px, 4vw, 48px)",
fontWeight: 700,
letterSpacing: "-1.3px",
opacity: textOpacity,
transition: `opacity ${TRANSITION_TEXT_FADE_MS}ms ease-in`,
}}
>
Next step :{" "}
<span
style={{
opacity: lafermeVisible ? 1 : 0,
transition: `opacity ${TRANSITION_TEXT_FADE_MS}ms ease-in`,
}}
>
La ferme
</span>
</div>
) : null}
{stage === "video" ? (
<video
ref={videoRef}
src={OUTRO_VIDEO_SRC}
style={{ width: "100%", height: "100%", objectFit: "cover" }}
playsInline
/>
) : null}
</div>
);
}
@@ -1,20 +0,0 @@
import { useCameraMode } from "@/hooks/debug/useCameraMode";
import { useRepairMovementLocked } from "@/hooks/gameplay/useRepairMovementLocked";
export function RepairMovementLockIndicator(): React.JSX.Element | null {
const cameraMode = useCameraMode();
const movementLocked = useRepairMovementLocked();
if (cameraMode !== "player") return null;
if (!movementLocked) return null;
return (
<div className="repair-movement-lock-indicator" aria-live="polite">
<span
className="repair-movement-lock-indicator__dot"
aria-hidden="true"
/>
<span>Déplacement verrouillé pendant la réparation</span>
</div>
);
}
@@ -5,8 +5,8 @@ import {
MAIN_GAME_STATES, MAIN_GAME_STATES,
} from "@/data/game/gameStateConfig"; } from "@/data/game/gameStateConfig";
import { import {
getMissionStepsFor,
isMissionStep, isMissionStep,
MISSION_STEPS,
} from "@/data/gameplay/repairMissionState"; } from "@/data/gameplay/repairMissionState";
import { useGameStore } from "@/managers/stores/useGameStore"; import { useGameStore } from "@/managers/stores/useGameStore";
import type { MainGameState } from "@/types/game"; import type { MainGameState } from "@/types/game";
@@ -53,7 +53,9 @@ export function GameStateDebugPanel(): React.JSX.Element {
? GAME_STEPS ? GAME_STEPS
: mainState === "outro" : mainState === "outro"
? ["waiting", "started"] ? ["waiting", "started"]
: MISSION_STEPS; : mainState === "ebike" || mainState === "pylon" || mainState === "farm"
? getMissionStepsFor(mainState)
: [];
function setSubState(nextSubState: string): void { function setSubState(nextSubState: string): void {
if (mainState === "intro") { if (mainState === "intro") {
@@ -0,0 +1,75 @@
import { useEffect, useState } from "react";
import { Hand } from "lucide-react";
import { useGameStore } from "@/managers/stores/useGameStore";
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
import type { MissionStep } from "@/types/gameplay/repairMission";
import { TutorialOverlay } from "@/components/ui/tutorial/TutorialOverlay";
// Repair steps where the hand-tracking tutorial is allowed to display. Covers
// the no-hand-tracking phase (fragmented, scanning) and the first hand-driven
// step (inspected) — beyond that the player has presumably learned.
const HAND_TUTORIAL_STEPS: ReadonlySet<MissionStep> = new Set([
"fragmented",
"scanning",
"inspected",
]);
// Fallback: if hand detection never fires (camera blocked, MediaPipe failure,
// player using mouse), the tutorial auto-dismisses after this delay so it
// never blocks the screen indefinitely.
const HAND_TUTORIAL_FALLBACK_TIMEOUT_MS = 5000;
/**
* First-time hand-tracking tutorial. Visible during the early ebike repair
* steps until MediaPipe actually detects a hand on screen. Once dismissed it
* stays dismissed for the session.
*/
export function HandTrackingTutorial(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState);
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
const { hands, status } = useHandTrackingSnapshot();
const [dismissed, setDismissed] = useState(false);
const isInShowWindow =
mainState === "ebike" && HAND_TUTORIAL_STEPS.has(ebikeStep);
const handsDetected = status !== "idle" && hands.length > 0;
useEffect(() => {
if (handsDetected && !dismissed) {
// Sync the persistent dismissal flag with an external signal (the
// hand-tracking snapshot). Same shape as the resync pattern used
// elsewhere in the repo (e.g. PylonDownedPylon).
// eslint-disable-next-line react-hooks/set-state-in-effect
setDismissed(true);
}
}, [handsDetected, dismissed]);
// Fallback timeout: dismiss the tutorial even if no hand is ever detected,
// so the overlay never gets stuck on screen.
useEffect(() => {
if (!isInShowWindow || dismissed) return undefined;
const timer = window.setTimeout(
() => setDismissed(true),
HAND_TUTORIAL_FALLBACK_TIMEOUT_MS,
);
return () => window.clearTimeout(timer);
}, [isInShowWindow, dismissed]);
if (!isInShowWindow || dismissed) return null;
return (
<TutorialOverlay
icon={
<div className="tutorial-overlay__hands">
<Hand size={96} strokeWidth={1.5} />
<Hand
size={96}
strokeWidth={1.5}
style={{ transform: "scaleX(-1)" }}
/>
</div>
}
text="Placez vos mains devant la caméra pour attraper les pièces. Sinon, utilisez la souris."
/>
);
}
@@ -0,0 +1,57 @@
import { useEffect, useState } from "react";
import { useGameStore } from "@/managers/stores/useGameStore";
import type { GameStep } from "@/types/game";
import { TutorialOverlay } from "@/components/ui/tutorial/TutorialOverlay";
const MOVEMENT_KEYS = new Set(["z", "q", "s", "d"]);
// Intro steps where the movement tutorial is allowed to display. From the
// reveal fade through the free-walk window before the ebike mount.
const MOVEMENT_TUTORIAL_STEPS: ReadonlySet<GameStep> = new Set([
"reveal",
"await-ebike-mount",
]);
function KeyCap({ label }: { label: string }): React.JSX.Element {
return <span className="tutorial-overlay__keycap">{label}</span>;
}
/**
* First-time movement tutorial. Visible during the intro reveal and the
* walk-around step before the ebike mount, until the player presses any
* of Z, Q, S, D. Once dismissed it stays dismissed for the session.
*/
export function MovementTutorial(): React.JSX.Element | null {
const introStep = useGameStore((state) => state.intro.currentStep);
const [dismissed, setDismissed] = useState(false);
const isInShowWindow = MOVEMENT_TUTORIAL_STEPS.has(introStep);
useEffect(() => {
if (dismissed) return;
function onKeyDown(event: KeyboardEvent): void {
if (MOVEMENT_KEYS.has(event.key.toLowerCase())) {
setDismissed(true);
}
}
window.addEventListener("keydown", onKeyDown);
return () => window.removeEventListener("keydown", onKeyDown);
}, [dismissed]);
if (!isInShowWindow || dismissed) return null;
return (
<TutorialOverlay
icon={
<div className="tutorial-overlay__keyboard">
<span aria-hidden="true" />
<KeyCap label="Z" />
<span aria-hidden="true" />
<KeyCap label="Q" />
<KeyCap label="S" />
<KeyCap label="D" />
</div>
}
text="Utilisez le clavier et la souris pour vous déplacer."
/>
);
}
@@ -0,0 +1,23 @@
interface TutorialOverlayProps {
icon: React.ReactNode;
text: string;
}
/**
* Full-screen instructional overlay shown during onboarding moments
* (movement intro, hand-tracking intro, ...). Pure presentation: parent
* decides when to mount it and when to unmount it.
*/
export function TutorialOverlay({
icon,
text,
}: TutorialOverlayProps): React.JSX.Element {
return (
<div className="tutorial-overlay" aria-live="polite">
<div className="tutorial-overlay__panel">
<div className="tutorial-overlay__icon">{icon}</div>
<p className="tutorial-overlay__text">{text}</p>
</div>
</div>
);
}
+81
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@@ -0,0 +1,81 @@
import { useEffect, useRef } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three";
import { isDebugEnabled } from "@/utils/debug/isDebugEnabled";
import type { ZoneConfig } from "@/types/gameplay/zone";
interface ZoneDetectionProps {
zone: ZoneConfig;
onEnter: () => void;
height?: number;
}
const _cameraPos = new THREE.Vector3();
export function ZoneDebugVisual({
zone,
active,
}: {
zone: ZoneConfig;
active: boolean;
}): React.JSX.Element | null {
if (!isDebugEnabled()) return null;
return (
<group position={zone.position}>
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[zone.radius - 0.2, zone.radius, 32]} />
<meshBasicMaterial
color={active ? "#22c55e" : "#fbbf24"}
transparent
opacity={0.6}
side={THREE.DoubleSide}
/>
</mesh>
<mesh>
<cylinderGeometry
args={[zone.radius, zone.radius, zone.height, 16, 1, true]}
/>
<meshBasicMaterial
color={active ? "#22c55e" : "#fbbf24"}
transparent
opacity={0.08}
side={THREE.DoubleSide}
/>
</mesh>
</group>
);
}
export function ZoneDetection({
zone,
onEnter,
height,
}: ZoneDetectionProps): React.JSX.Element | null {
const camera = useThree((state) => state.camera);
const hasTriggeredRef = useRef(false);
const onEnterRef = useRef(onEnter);
useEffect(() => {
onEnterRef.current = onEnter;
}, [onEnter]);
useFrame(() => {
if (hasTriggeredRef.current) return;
camera.getWorldPosition(_cameraPos);
const dx = _cameraPos.x - zone.position[0];
const dz = _cameraPos.z - zone.position[2];
const horizontalDist = Math.sqrt(dx * dx + dz * dz);
if (horizontalDist > zone.radius) return;
const zoneHeight = height ?? zone.height;
if (_cameraPos.y < zone.position[1] - zoneHeight / 2) return;
if (_cameraPos.y > zone.position[1] + zoneHeight / 2) return;
hasTriggeredRef.current = true;
onEnterRef.current();
});
return null;
}
+6 -2
View File
@@ -15,11 +15,11 @@ export const EBIKE_DROP_PLAYER_TRANSFORM: CameraTransform = {
rotation: [0, 0, 0], rotation: [0, 0, 0],
}; };
export const EBIKE_WORLD_POSITION: Vector3Tuple = [65, 0.8, 72]; export const EBIKE_WORLD_POSITION: Vector3Tuple = [68, 0.8, 65];
export const EBIKE_WORLD_ROTATION_Y = -2.5; export const EBIKE_WORLD_ROTATION_Y = -2.5;
export const EBIKE_WORLD_SCALE = 0.35; export const EBIKE_WORLD_SCALE = 0.35;
export const EBIKE_INTRO_BREAKDOWN_DISTANCE = 15; export const EBIKE_INTRO_BREAKDOWN_DISTANCE = 50;
export const EBIKE_BREAKDOWN_DIALOGUE_DELAY_MS = 250; export const EBIKE_BREAKDOWN_DIALOGUE_DELAY_MS = 250;
export const EBIKE_ACCELERATION_DURATION_MS = 2000; export const EBIKE_ACCELERATION_DURATION_MS = 2000;
@@ -33,3 +33,7 @@ export const EBIKE_SOUNDS = {
} as const; } as const;
export const EBIKE_BREAKDOWN_DIALOGUE_ID = "narrateur_ebikecasse"; export const EBIKE_BREAKDOWN_DIALOGUE_ID = "narrateur_ebikecasse";
export const EBIKE_SCAN_HINT_DIALOGUE_ID = "narrateur_galetscan";
export const EBIKE_DIAGNOSTIC_DIALOGUE_ID =
"narrateur_refroidisseur_diagnostic";
export const EBIKE_REPAIRED_DIALOGUE_ID = "narrateur_ebikerepare";
+3 -3
View File
@@ -5,7 +5,7 @@ export const INTRO_MISSION_NOTIFICATION_IMAGE_PATH =
export const MISSION_NOTIFICATION_IMAGE_PATHS: Record<RepairMissionId, string> = export const MISSION_NOTIFICATION_IMAGE_PATHS: Record<RepairMissionId, string> =
{ {
ebike: "/assets/world/UI/ebike-mission-notification.webm", ebike: "/assets/world/UI/ebike.webm",
pylon: "/assets/world/UI/pylon-mission-notification.webm", pylon: "/assets/world/UI/centrale.webm",
farm: "/assets/world/UI/farm-mission-notification.webm", farm: "/assets/world/UI/laferme.webm",
}; };
+54
View File
@@ -0,0 +1,54 @@
import type { Vector3Tuple } from "@/types/three/three";
export const PYLON_WORLD_POSITION: Vector3Tuple = [-31.5, 3.5, 36.04];
export const PYLON_DOWNED_ROTATION: Vector3Tuple = [0, 0, -0.9];
export const PYLON_UPRIGHT_ROTATION: Vector3Tuple = [0, 0, 0];
export const PYLON_FARMER_NPC_POSITION: Vector3Tuple = [-16.13, 3.2, 52.46];
export const PYLON_FARMER_NPC_AFTER_POSITION: Vector3Tuple = [
PYLON_WORLD_POSITION[0] + 3,
PYLON_WORLD_POSITION[1] + 0.2,
PYLON_WORLD_POSITION[2],
];
/** Point vers lequel l'électricienne regarde pendant sa marche vers le pylône (ajustable) */
export const PYLON_FARMER_NPC_WALK_LOOK_AT: Vector3Tuple = [
PYLON_WORLD_POSITION[0] + 3,
PYLON_WORLD_POSITION[1] + 0.2,
PYLON_WORLD_POSITION[2],
];
/** Position finale du PNJ quand le pylône se redresse */
export const PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight: Vector3Tuple = [
PYLON_WORLD_POSITION[0] + 1,
PYLON_WORLD_POSITION[1],
PYLON_WORLD_POSITION[2],
];
/** Rotation (X Y Z radians) du PNJ une fois arrivé sous le pylône */
export const PYLON_FARMER_NPC_AFTER_ROTATION: Vector3Tuple = [0, 0, 0];
/** Scale uniforme du PNJ une fois arrivé sous le pylône */
export const PYLON_FARMER_NPC_AFTER_SCALE = 1.55;
/** Vitesse du lerp de déplacement du PNJ (unités/s) */
export const PYLON_FARMER_NPC_WALK_SPEED = 2;
export const PYLON_NARRATIVE_INTERACT_RADIUS = 3.5;
export const PYLON_STRAIGHTEN_ANIMATION_DURATION_MS = 2200;
export const PYLON_NARRATIVE_DIALOGUES = {
electricOutage: "narrateur_coupureelec",
searchCentral: "narrateur_fouillelecentre",
brokenPylon: "narrateur_poteaueleccasse",
demandeAide: "narrateur_demande_aide",
farmerHelp: "fermier_coupdemain",
electricienneWelcome: "electricienne_welcome",
electricienneApresMontage: "electricienne_apresMontage",
electricienneAurevoir: "electricienne_aurevoir",
powerRestored: "narrateur_courantrepare",
} as const;
+2 -1
View File
@@ -4,6 +4,7 @@ import type {
RepairMissionTriggerConfig, RepairMissionTriggerConfig,
} from "@/types/gameplay/repairMission"; } from "@/types/gameplay/repairMission";
import { EBIKE_WORLD_POSITION } from "@/data/ebike/ebikeConfig"; import { EBIKE_WORLD_POSITION } from "@/data/ebike/ebikeConfig";
import { PYLON_WORLD_POSITION } from "@/data/gameplay/pylonConfig";
export const REPAIR_MISSION_ANCHOR_IDS: Partial< export const REPAIR_MISSION_ANCHOR_IDS: Partial<
Record<RepairMissionId, string> Record<RepairMissionId, string>
@@ -15,7 +16,7 @@ const EBIKE_REPAIR_POSITION = EBIKE_WORLD_POSITION satisfies Vector3Tuple;
const REPAIR_MISSION_POSITIONS = { const REPAIR_MISSION_POSITIONS = {
ebike: EBIKE_REPAIR_POSITION, ebike: EBIKE_REPAIR_POSITION,
pylon: [64, 0, -66], pylon: PYLON_WORLD_POSITION,
farm: [-24, 0, 42], farm: [-24, 0, 42],
} as const satisfies Record<RepairMissionId, Vector3Tuple>; } as const satisfies Record<RepairMissionId, Vector3Tuple>;
+59 -4
View File
@@ -10,6 +10,10 @@ const REPAIR_MISSION_ID_VALUES: ReadonlySet<string> = new Set(
export const MISSION_STEPS = [ export const MISSION_STEPS = [
"locked", "locked",
"electricienne_history",
"approaching",
"arrived",
"npc-return",
"waiting", "waiting",
"inspected", "inspected",
"fragmented", "fragmented",
@@ -17,9 +21,32 @@ export const MISSION_STEPS = [
"repairing", "repairing",
"reassembling", "reassembling",
"done", "done",
"narrator-outro",
] as const satisfies readonly MissionStep[]; ] as const satisfies readonly MissionStep[];
const MISSION_STEP_VALUES: ReadonlySet<string> = new Set(MISSION_STEPS); const MISSION_STEP_VALUES: ReadonlySet<string> = new Set(MISSION_STEPS);
const PYLON_ONLY_MISSION_STEPS = new Set<MissionStep>([
"approaching",
"arrived",
"npc-return",
"narrator-outro",
]);
const FARM_ONLY_MISSION_STEPS = new Set<MissionStep>(["electricienne_history"]);
export function getMissionStepsFor(
mission: RepairMissionId,
): readonly MissionStep[] {
return MISSION_STEPS.filter((step) => {
if (mission !== "pylon" && PYLON_ONLY_MISSION_STEPS.has(step)) {
return false;
}
if (mission !== "farm" && FARM_ONLY_MISSION_STEPS.has(step)) {
return false;
}
return true;
});
}
export function isRepairMissionId(value: string): value is RepairMissionId { export function isRepairMissionId(value: string): value is RepairMissionId {
return REPAIR_MISSION_ID_VALUES.has(value); return REPAIR_MISSION_ID_VALUES.has(value);
} }
@@ -28,9 +55,20 @@ export function isMissionStep(value: string): value is MissionStep {
return MISSION_STEP_VALUES.has(value); return MISSION_STEP_VALUES.has(value);
} }
export function getNextMissionStep(step: MissionStep): MissionStep { export function getNextMissionStep(
step: MissionStep,
mission?: RepairMissionId,
): MissionStep {
switch (step) { switch (step) {
case "locked": case "locked":
return mission === "pylon" ? "approaching" : "waiting";
case "electricienne_history":
return "done";
case "approaching":
return "arrived";
case "arrived":
return "npc-return";
case "npc-return":
return "waiting"; return "waiting";
case "waiting": case "waiting":
return "inspected"; return "inspected";
@@ -43,16 +81,31 @@ export function getNextMissionStep(step: MissionStep): MissionStep {
case "repairing": case "repairing":
return "reassembling"; return "reassembling";
case "reassembling": case "reassembling":
case "done":
return "done"; return "done";
case "done":
return mission === "pylon" ? "narrator-outro" : "done";
case "narrator-outro":
return "narrator-outro";
} }
} }
export function getPreviousMissionStep(step: MissionStep): MissionStep { export function getPreviousMissionStep(
step: MissionStep,
mission?: RepairMissionId,
): MissionStep {
switch (step) { switch (step) {
case "locked": case "locked":
case "waiting":
return "locked"; return "locked";
case "electricienne_history":
return "locked";
case "approaching":
return "locked";
case "arrived":
return "approaching";
case "npc-return":
return "arrived";
case "waiting":
return mission === "pylon" ? "npc-return" : "locked";
case "inspected": case "inspected":
return "waiting"; return "waiting";
case "fragmented": case "fragmented":
@@ -65,5 +118,7 @@ export function getPreviousMissionStep(step: MissionStep): MissionStep {
return "repairing"; return "repairing";
case "done": case "done":
return "reassembling"; return "reassembling";
case "narrator-outro":
return "done";
} }
} }
+20 -2
View File
@@ -3,6 +3,10 @@ import type {
RepairMissionConfig, RepairMissionConfig,
RepairMissionId, RepairMissionId,
} from "@/types/gameplay/repairMission"; } from "@/types/gameplay/repairMission";
import {
EBIKE_WORLD_ROTATION_Y,
EBIKE_WORLD_SCALE,
} from "@/data/ebike/ebikeConfig";
const REPAIR_INTERACT_UI_PATH = "/assets/world/UI/interagir.webm"; const REPAIR_INTERACT_UI_PATH = "/assets/world/UI/interagir.webm";
const REPAIR_BROKEN_UI_PATH = "/assets/world/UI/cassé.webm"; const REPAIR_BROKEN_UI_PATH = "/assets/world/UI/cassé.webm";
@@ -20,7 +24,8 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
description: description:
"Repair the damaged cooling module before relaunching the bike", "Repair the damaged cooling module before relaunching the bike",
modelPath: "/models/ebike/model.gltf", modelPath: "/models/ebike/model.gltf",
modelScale: 0.3, modelScale: EBIKE_WORLD_SCALE,
modelRotation: [0, EBIKE_WORLD_ROTATION_Y, 0],
stageUiPath: "/assets/world/UI/ebike-mission-notification.webm", stageUiPath: "/assets/world/UI/ebike-mission-notification.webm",
interactUiPath: REPAIR_INTERACT_UI_PATH, interactUiPath: REPAIR_INTERACT_UI_PATH,
brokenUiPath: REPAIR_BROKEN_UI_PATH, brokenUiPath: REPAIR_BROKEN_UI_PATH,
@@ -86,7 +91,20 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
"pylon-cable-left-replacement", "pylon-cable-left-replacement",
], ],
scanPartSeconds: 1.4, scanPartSeconds: 1.4,
brokenParts: [], brokenParts: [
{
id: "pylon-grid-relay",
label: "Grid relay",
nodeName: "lampe",
caseSlotName: "placeholder_1",
},
{
id: "pylon-damaged-panel",
label: "Damaged solar panel",
nodeName: "pylone",
caseSlotName: "placeholder_2",
},
],
replacementParts: [ replacementParts: [
{ {
id: "pylon-cable-right-replacement", id: "pylon-cable-right-replacement",
+24
View File
@@ -0,0 +1,24 @@
import type { ZoneConfig } from "@/types/gameplay/zone";
import { PYLON_WORLD_POSITION } from "@/data/gameplay/pylonConfig";
// Zones qui active la coupure de courant
export const PYLON_APPROACH_ZONE: ZoneConfig = {
id: "pylon-approach",
position: [5, 4, -21.5],
radius: 10,
height: 18,
oneShot: true,
};
// Zone qui active la cinématique d'arrivée du pylône
export const PYLON_ARRIVED_ZONE: ZoneConfig = {
id: "pylon-arrived",
position: [
PYLON_WORLD_POSITION[0],
PYLON_WORLD_POSITION[1],
PYLON_WORLD_POSITION[2],
],
radius: 30,
height: 15,
oneShot: true,
};
+2 -2
View File
@@ -30,8 +30,8 @@ export const CHARACTER_CONFIGS = {
position: [-40.5, 0, 45.5], position: [-40.5, 0, 45.5],
rotation: [0, -0.35, 0], rotation: [0, -0.35, 0],
scale: [1.55, 1.55, 1.55], scale: [1.55, 1.55, 1.55],
animations: ["Dance"], animations: ["idle", "walk"],
defaultAnimation: "Dance", defaultAnimation: "idle",
}, },
gerant: { gerant: {
id: "gerant", id: "gerant",
+29
View File
@@ -0,0 +1,29 @@
import { useRef } from "react";
import { useFrame } from "@react-three/fiber";
import type GUI from "lil-gui";
import { useDebugFolder } from "@/hooks/debug/useDebugFolder";
export function usePlayerPositionDebug(): void {
const pos = useRef({ x: 0, y: 0, z: 0 });
const controllers = useRef<{ updateDisplay: () => void }[]>([]);
useDebugFolder("Game", (folder: GUI) => {
const sub = folder.addFolder("Player Position");
sub.open();
controllers.current = [
sub.add(pos.current, "x").name("X").decimals(2).disable(),
sub.add(pos.current, "y").name("Y").decimals(2).disable(),
sub.add(pos.current, "z").name("Z").decimals(2).disable(),
];
});
useFrame(() => {
const p = window.playerPos;
if (!p) return;
pos.current.x = p[0];
pos.current.y = p[1];
pos.current.z = p[2];
for (const c of controllers.current) c.updateDisplay();
});
}
+53
View File
@@ -0,0 +1,53 @@
import { useEffect } from "react";
import { useGameStore } from "@/managers/stores/useGameStore";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue";
interface UseDialoguePlaybackOptions {
enabled: boolean;
dialogueId: string | null;
onComplete?: () => void;
}
export function useDialoguePlayback({
enabled,
dialogueId,
onComplete,
}: UseDialoguePlaybackOptions): void {
const setCanMove = useGameStore((state) => state.setCanMove);
useEffect(() => {
if (!enabled || !dialogueId) return undefined;
let isCancelled = false;
setCanMove(false);
void (async () => {
const manifest = await loadDialogueManifest();
if (isCancelled || !manifest) {
setCanMove(true);
return;
}
const audio = await playDialogueById(manifest, dialogueId);
if (isCancelled || !audio) {
setCanMove(true);
return;
}
audio.addEventListener(
"ended",
() => {
setCanMove(true);
onComplete?.();
},
{ once: true },
);
})();
return () => {
isCancelled = true;
setCanMove(true);
};
}, [enabled, dialogueId, onComplete, setCanMove]);
}
@@ -1,29 +0,0 @@
import { useGameStore } from "@/managers/stores/useGameStore";
import type { MissionStep } from "@/types/gameplay/repairMission";
export function useRepairMovementLocked(): boolean {
return useGameStore((state) => {
switch (state.mainState) {
case "ebike":
return isRepairMovementLocked(state.ebike.currentStep);
case "pylon":
return isRepairMovementLocked(state.pylon.currentStep);
case "farm":
return isRepairMovementLocked(state.farm.currentStep);
case "intro":
case "outro":
return false;
}
});
}
function isRepairMovementLocked(step: MissionStep): boolean {
return (
step === "inspected" ||
step === "fragmented" ||
step === "scanning" ||
step === "repairing" ||
step === "reassembling" ||
step === "done"
);
}
+98 -16
View File
@@ -809,35 +809,48 @@ canvas {
.interact-prompt { .interact-prompt {
position: fixed; position: fixed;
bottom: 30%; bottom: 12%;
left: 50%; left: 50%;
transform: translateX(-50%); transform: translateX(-50%);
display: flex; display: flex;
align-items: center; align-items: stretch;
gap: 8px; gap: 8px;
pointer-events: none; pointer-events: none;
z-index: 10; z-index: 10;
} }
.interact-prompt__key { .interact-prompt__key,
.interact-prompt__label {
display: inline-flex; display: inline-flex;
align-items: center; align-items: center;
justify-content: center; justify-content: center;
width: 24px; height: 36px;
height: 24px; background: rgba(10, 12, 20, 0.55);
background: rgba(255, 255, 255, 0.15); border: 1px solid rgba(255, 255, 255, 0.7);
border: 1px solid rgba(255, 255, 255, 0.5); font-family: "Inter", sans-serif;
border-radius: 4px; color: #ffffff;
font-size: 13px; }
font-weight: 600;
color: white; .interact-prompt__key {
width: 36px;
font-size: 15px;
font-weight: 900;
font-style: normal; font-style: normal;
letter-spacing: 0;
/* 3D keyboard key effect: top highlight, bottom inner darkening,
and a thin bottom drop so the key reads as physically pressed-up. */
box-shadow:
inset 0 1px 0 rgba(255, 255, 255, 0.25),
inset 0 -3px 0 rgba(0, 0, 0, 0.45),
0 2px 0 rgba(0, 0, 0, 0.55);
} }
.interact-prompt__label { .interact-prompt__label {
padding: 0 12px;
font-size: 13px; font-size: 13px;
color: rgba(255, 255, 255, 0.85); font-weight: 700;
letter-spacing: 0.03em; letter-spacing: 0.02em;
line-height: 1;
} }
.repair-movement-lock-indicator { .repair-movement-lock-indicator {
@@ -1786,7 +1799,8 @@ canvas {
width: 100vw; width: 100vw;
height: 100vh; height: 100vh;
pointer-events: none; pointer-events: none;
filter: drop-shadow(0 0 8px rgba(56, 189, 248, 0.55)); opacity: 0.8;
filter: drop-shadow(0 0 4px rgba(96, 165, 250, 0.3));
} }
.hand-tracking-fallback { .hand-tracking-fallback {
@@ -1798,14 +1812,82 @@ canvas {
pointer-events: none; pointer-events: none;
} }
.tutorial-overlay {
position: fixed;
inset: 0;
z-index: 14;
display: flex;
align-items: center;
justify-content: center;
background: rgba(96, 165, 250, 0.55);
pointer-events: none;
}
.tutorial-overlay__panel {
display: flex;
flex-direction: column;
align-items: center;
gap: 36px;
padding: 56px 72px;
max-width: 640px;
background: transparent;
border: 2px solid #1e3a8a;
border-radius: 24px;
color: #1e3a8a;
}
.tutorial-overlay__icon {
display: flex;
align-items: center;
justify-content: center;
}
.tutorial-overlay__text {
font-family: var(--font-body);
font-size: 1.1rem;
font-weight: 500;
line-height: 1.45;
text-align: center;
margin: 0;
}
.tutorial-overlay__keyboard {
display: grid;
grid-template-columns: repeat(3, 64px);
gap: 8px;
font-family: var(--font-primary);
}
.tutorial-overlay__keycap {
display: flex;
align-items: center;
justify-content: center;
width: 64px;
height: 64px;
background: #e0f2fe;
border: 2px solid #1e3a8a;
border-radius: 10px;
font-size: 1.6rem;
font-weight: 700;
color: #1e3a8a;
}
.tutorial-overlay__hands {
display: flex;
align-items: center;
gap: 32px;
color: #1e3a8a;
}
.hand-tracking-fallback__icon { .hand-tracking-fallback__icon {
position: absolute; position: absolute;
width: 96px; width: 80px;
height: 96px; height: 96px;
fill: #67e8f9; fill: #67e8f9;
stroke: #0c4a6e; stroke: #0c4a6e;
stroke-width: 2; stroke-width: 3;
stroke-linejoin: round; stroke-linejoin: round;
stroke-linecap: round;
filter: drop-shadow(0 0 8px rgba(56, 189, 248, 0.55)); filter: drop-shadow(0 0 8px rgba(56, 189, 248, 0.55));
} }
+7 -4
View File
@@ -146,7 +146,7 @@ function completeEbikeState(state: GameState): GameStateUpdate {
}, },
pylon: { pylon: {
...state.pylon, ...state.pylon,
currentStep: "waiting", currentStep: "approaching",
}, },
}; };
} }
@@ -161,7 +161,10 @@ function completePylonState(state: GameState): GameStateUpdate {
}, },
farm: { farm: {
...state.farm, ...state.farm,
currentStep: "waiting", // Farm starts at "locked" so FarmNarrativeFlow can auto-transition
// to "electricienne_history" and play the intro audio before the
// repair game begins.
currentStep: "locked",
}, },
}; };
} }
@@ -212,7 +215,7 @@ function advanceRepairMissionState(
state: GameState, state: GameState,
mission: RepairMissionId, mission: RepairMissionId,
): GameStateUpdate { ): GameStateUpdate {
const nextStep = getNextMissionStep(state[mission].currentStep); const nextStep = getNextMissionStep(state[mission].currentStep, mission);
if (nextStep === "done") { if (nextStep === "done") {
return completeMissionState(state, mission); return completeMissionState(state, mission);
} }
@@ -227,7 +230,7 @@ function rewindRepairMissionState(
return setMissionStepState( return setMissionStepState(
state, state,
mission, mission,
getPreviousMissionStep(state[mission].currentStep), getPreviousMissionStep(state[mission].currentStep, mission),
); );
} }
@@ -0,0 +1,25 @@
import { create } from "zustand";
import type { Vector3Tuple } from "@/types/three/three";
/**
* Tracks whether a repair mini-game is currently in its "focused" phase
* (fragmented / scanning / repairing / reassembling). When active, a dark
* sphere expands around the repair model to visually isolate the player
* from the rest of the map. The store also exposes the world-space center
* of the bubble so map content can dim/hide content outside it if needed.
*/
interface RepairFocusStore {
active: boolean;
center: Vector3Tuple;
setFocus: (active: boolean, center?: Vector3Tuple) => void;
}
export const useRepairFocusStore = create<RepairFocusStore>((set) => ({
active: false,
center: [0, 0, 0],
setFocus: (active, center) =>
set((state) => ({
active,
center: center ?? state.center,
})),
}));
+2
View File
@@ -4,6 +4,7 @@ import { Canvas } from "@react-three/fiber";
import * as THREE from "three"; import * as THREE from "three";
import { DebugPerf } from "@/components/debug/DebugPerf"; import { DebugPerf } from "@/components/debug/DebugPerf";
import { EbikeIntroSequence } from "@/components/game/EbikeIntroSequence"; import { EbikeIntroSequence } from "@/components/game/EbikeIntroSequence";
import { EbikeRepairNarrator } from "@/components/game/EbikeRepairNarrator";
import { AppLoadingIndicator } from "@/components/ui/AppLoadingIndicator"; import { AppLoadingIndicator } from "@/components/ui/AppLoadingIndicator";
import { DialogMessage } from "@/components/ui/DialogMessage"; import { DialogMessage } from "@/components/ui/DialogMessage";
import { GameUI } from "@/components/ui/GameUI"; import { GameUI } from "@/components/ui/GameUI";
@@ -259,6 +260,7 @@ export function HomePage(): React.JSX.Element | null {
) : null} ) : null}
{renderIntroOverlay()} {renderIntroOverlay()}
<EbikeIntroSequence /> <EbikeIntroSequence />
<EbikeRepairNarrator />
</HandTrackingProvider> </HandTrackingProvider>
); );
} }
+48 -1
View File
@@ -64,6 +64,13 @@ export interface RepairMissionConfig {
description: string; description: string;
modelPath: string; modelPath: string;
modelScale?: ModelTransformProps["scale"]; modelScale?: ModelTransformProps["scale"];
/**
* World-space rotation applied to the model when mounted by RepairGame
* (fragmented + repairing steps). Should match the rotation used by the
* source object in the world (e.g. parked Ebike) so the fragmented model
* lines up visually with the inspection model.
*/
modelRotation?: Vector3Tuple;
stageUiPath: string; stageUiPath: string;
interactUiPath: string; interactUiPath: string;
brokenUiPath: string; brokenUiPath: string;
@@ -83,10 +90,50 @@ export interface RepairMissionConfig {
export type MissionStep = export type MissionStep =
| "locked" | "locked"
| "approaching"
| "arrived"
| "npc-return"
| "waiting" | "waiting"
| "inspected" | "inspected"
| "fragmented" | "fragmented"
| "scanning" | "scanning"
| "repairing" | "repairing"
| "reassembling" | "reassembling"
| "done"; | "done"
| "narrator-outro"
| "electricienne_history";
export const PYLON_NARRATIVE_STEPS = [
"approaching",
"arrived",
"npc-return",
"narrator-outro",
] as const;
/** Farm-specific steps that bypass the repair-game flow. */
export const FARM_NARRATIVE_STEPS = [
"locked",
"electricienne_history",
] as const;
export const REPAIR_GAME_STEPS = [
"waiting",
"inspected",
"fragmented",
"scanning",
"repairing",
"reassembling",
"done",
] as const;
export function isPylonNarrativeStep(step: MissionStep): boolean {
return (PYLON_NARRATIVE_STEPS as readonly MissionStep[]).includes(step);
}
export function isFarmNarrativeStep(step: MissionStep): boolean {
return (FARM_NARRATIVE_STEPS as readonly MissionStep[]).includes(step);
}
export function isRepairGameStep(step: MissionStep): boolean {
return (REPAIR_GAME_STEPS as readonly MissionStep[]).includes(step);
}
+9
View File
@@ -0,0 +1,9 @@
import type { Vector3Tuple } from "@/types/three/three";
export interface ZoneConfig {
id: string;
position: Vector3Tuple;
radius: number;
height: number;
oneShot: boolean;
}
+2
View File
@@ -11,6 +11,8 @@ export interface MapNode {
} }
export interface MapNodeInstanceTransform { export interface MapNodeInstanceTransform {
/** Node id from map.json — preserved so specific instances can be excluded at runtime. */
id?: string;
position: Vector3Tuple; position: Vector3Tuple;
rotation: Vector3Tuple; rotation: Vector3Tuple;
scale: Vector3Tuple; scale: Vector3Tuple;
+9 -9
View File
@@ -85,7 +85,7 @@ export class Debug {
fogEnabled: boolean; fogEnabled: boolean;
handTrackingSource: HandTrackingSource; handTrackingSource: HandTrackingSource;
showDebugOverlay: boolean; showDebugOverlay: boolean;
showHandTrackingSvg: boolean; showHandTrackingModel: boolean;
showInteractionSpheres: boolean; showInteractionSpheres: boolean;
showPerf: boolean; showPerf: boolean;
sceneMode: SceneMode; sceneMode: SceneMode;
@@ -108,7 +108,7 @@ export class Debug {
fogEnabled: FOG_CONFIG.enabled, fogEnabled: FOG_CONFIG.enabled,
handTrackingSource: storedControls.handTrackingSource ?? "browser", handTrackingSource: storedControls.handTrackingSource ?? "browser",
showDebugOverlay: true, showDebugOverlay: true,
showHandTrackingSvg: false, showHandTrackingModel: false,
showInteractionSpheres: false, showInteractionSpheres: false,
showPerf: true, showPerf: true,
sceneMode: storedControls.sceneMode ?? "game", sceneMode: storedControls.sceneMode ?? "game",
@@ -156,10 +156,10 @@ export class Debug {
const handTrackingFolder = this.createFolder("Hand Tracking"); const handTrackingFolder = this.createFolder("Hand Tracking");
handTrackingFolder handTrackingFolder
?.add(this.controls, "showHandTrackingSvg") ?.add(this.controls, "showHandTrackingModel")
.name("Show SVG") .name("Show Model")
.onChange((value: boolean) => { .onChange((value: boolean) => {
this.controls.showHandTrackingSvg = value; this.controls.showHandTrackingModel = value;
this.emit(); this.emit();
}); });
@@ -281,12 +281,12 @@ export class Debug {
return this.controls.showInteractionSpheres; return this.controls.showInteractionSpheres;
} }
getShowHandTrackingSvg(): boolean { getShowHandTrackingModel(): boolean {
return this.controls.showHandTrackingSvg; return this.controls.showHandTrackingModel;
} }
setShowHandTrackingSvg(value: boolean): void { setShowHandTrackingModel(value: boolean): void {
this.controls.showHandTrackingSvg = value; this.controls.showHandTrackingModel = value;
this.emit(); this.emit();
} }
+7 -1
View File
@@ -3,9 +3,15 @@ import type { MapNode, MapNodeInstanceTransform } from "@/types/map/mapScene";
export function mapNodeToInstanceTransform( export function mapNodeToInstanceTransform(
node: MapNode, node: MapNode,
): MapNodeInstanceTransform { ): MapNodeInstanceTransform {
return { const transform: MapNodeInstanceTransform = {
position: node.position, position: node.position,
rotation: node.rotation, rotation: node.rotation,
scale: node.scale, scale: node.scale,
}; };
if (node.id !== undefined) {
transform.id = node.id;
}
return transform;
} }
+16 -6
View File
@@ -53,13 +53,23 @@ export class ExplodedModel {
} }
private createParts(model: THREE.Object3D): ExplodedPart[] { private createParts(model: THREE.Object3D): ExplodedPart[] {
const root = // Drill down through single-mesh-bearing branches until we find a node
model.children.length === 1 && model.children[0] // with multiple mesh-bearing children (the natural "explosion group" the
? model.children[0] // modeler authored). Falls back to flat mesh list only if no such group
: model; // exists. This avoids exploding leaves in local space when wrapper nodes
const directChildren = root.children.filter((child) => hasMesh(child)); // (e.g. "Empty" + "Moto" > "Eclatement") sit above the actual group.
let current = model;
while (true) {
const meshChildren = current.children.filter((child) => hasMesh(child));
if (meshChildren.length === 1 && meshChildren[0]) {
current = meshChildren[0];
continue;
}
break;
}
const directChildren = current.children.filter((child) => hasMesh(child));
const sourceObjects = const sourceObjects =
directChildren.length > 1 ? directChildren : getMeshes(root); directChildren.length > 1 ? directChildren : getMeshes(current);
if (sourceObjects.length === 0) return []; if (sourceObjects.length === 0) return [];
+5 -1
View File
@@ -11,6 +11,7 @@ import {
isMapModelVisible, isMapModelVisible,
useMapPerformanceStore, useMapPerformanceStore,
} from "@/managers/stores/useMapPerformanceStore"; } from "@/managers/stores/useMapPerformanceStore";
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
import { SkyModel } from "@/components/three/world/SkyModel"; import { SkyModel } from "@/components/three/world/SkyModel";
import { CloudSystem } from "@/world/clouds/CloudSystem"; import { CloudSystem } from "@/world/clouds/CloudSystem";
import { FogSystem } from "@/world/fog/FogSystem"; import { FogSystem } from "@/world/fog/FogSystem";
@@ -24,6 +25,9 @@ export function Environment(): React.JSX.Element {
const groups = useMapPerformanceStore((state) => state.groups); const groups = useMapPerformanceStore((state) => state.groups);
const models = useMapPerformanceStore((state) => state.models); const models = useMapPerformanceStore((state) => state.models);
const showSky = isMapModelVisible("sky", { groups, models }); const showSky = isMapModelVisible("sky", { groups, models });
// Hide vegetation while the repair focus bubble is active so the cocoon
// shroud is not pierced by tall trees / bushes around the repair model.
const repairFocusActive = useRepairFocusStore((state) => state.active);
if (sceneMode === "physics") { if (sceneMode === "physics") {
return ( return (
@@ -52,7 +56,7 @@ export function Environment(): React.JSX.Element {
<WaterSystem /> <WaterSystem />
<CloudSystem /> <CloudSystem />
<GrassSystem /> <GrassSystem />
<VegetationSystem /> {repairFocusActive ? null : <VegetationSystem />}
</> </>
); );
} }
+15
View File
@@ -118,7 +118,15 @@ function playCinematic(
onUpdate: () => camera.lookAt(target), onUpdate: () => camera.lookAt(target),
onComplete: () => { onComplete: () => {
timelineRef.current = null; timelineRef.current = null;
// During the outro the camera is intentionally left at its final
// position — don't release cinematic lock so the player camera system
// can't snap it back to the player's eye position.
const { mainState } = useGameStore.getState();
if (mainState === "outro") {
window.dispatchEvent(new CustomEvent("outro-cinematic-complete"));
} else {
useGameStore.getState().setCinematicPlaying(false); useGameStore.getState().setCinematicPlaying(false);
}
}, },
}); });
@@ -242,7 +250,10 @@ export function animateCameraTransformTransition(
targetRotation: Vector3Tuple, targetRotation: Vector3Tuple,
duration: number = 1, duration: number = 1,
onComplete?: () => void, onComplete?: () => void,
options: { lockInput?: boolean } = {},
): void { ): void {
const { lockInput = true } = options;
if (!globalCamera) { if (!globalCamera) {
logger.warn("GameCinematics", "Camera not found for transition"); logger.warn("GameCinematics", "Camera not found for transition");
onComplete?.(); onComplete?.();
@@ -252,7 +263,9 @@ export function animateCameraTransformTransition(
const camera = globalCamera; const camera = globalCamera;
cameraTransitionTimeline?.kill(); cameraTransitionTimeline?.kill();
if (lockInput) {
useGameStore.getState().setCinematicPlaying(true); useGameStore.getState().setCinematicPlaying(true);
}
// Convert target rotation in degrees to quaternion // Convert target rotation in degrees to quaternion
const targetEuler = new THREE.Euler( const targetEuler = new THREE.Euler(
@@ -274,7 +287,9 @@ export function animateCameraTransformTransition(
}, },
onComplete: () => { onComplete: () => {
cameraTransitionTimeline = null; cameraTransitionTimeline = null;
if (lockInput) {
useGameStore.getState().setCinematicPlaying(false); useGameStore.getState().setCinematicPlaying(false);
}
onComplete?.(); onComplete?.();
}, },
}); });
+31 -2
View File
@@ -1,14 +1,43 @@
import { useEffect } from "react"; import { useEffect } from "react";
import { AudioManager } from "@/managers/AudioManager"; import { AudioManager } from "@/managers/AudioManager";
import { useGameStore } from "@/managers/stores/useGameStore";
import type { MissionStep } from "@/types/gameplay/repairMission";
const GAME_MUSIC_PATH = "/sounds/musique/musique-jeu.mp3"; const GAME_MUSIC_PATH = "/sounds/musique/musique-jeu.mp3";
const GAME_MUSIC_VOLUME = 0.33; const REPAIR_MUSIC_PATH = "/sounds/musique/musique-reparation.mp3";
const MUSIC_VOLUME = 0.33;
// Steps during which the repair mini-game owns the experience.
// Triggered when any mission (ebike / pylon / farm) is in this range.
const REPAIR_MUSIC_STEPS: ReadonlySet<MissionStep> = new Set([
"inspected",
"fragmented",
"scanning",
"repairing",
"reassembling",
"done",
]);
export function GameMusic(): null { export function GameMusic(): null {
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
const pylonStep = useGameStore((state) => state.pylon.currentStep);
const farmStep = useGameStore((state) => state.farm.currentStep);
const inRepair =
REPAIR_MUSIC_STEPS.has(ebikeStep) ||
REPAIR_MUSIC_STEPS.has(pylonStep) ||
REPAIR_MUSIC_STEPS.has(farmStep);
useEffect(() => { useEffect(() => {
const audio = AudioManager.getInstance(); const audio = AudioManager.getInstance();
audio.playMusic(GAME_MUSIC_PATH, GAME_MUSIC_VOLUME); audio.playMusic(
inRepair ? REPAIR_MUSIC_PATH : GAME_MUSIC_PATH,
MUSIC_VOLUME,
);
}, [inRepair]);
useEffect(() => {
const audio = AudioManager.getInstance();
return () => { return () => {
audio.stopMusic(); audio.stopMusic();
}; };
+25 -8
View File
@@ -1,6 +1,11 @@
import { Ebike } from "@/components/ebike/Ebike"; import { Ebike } from "@/components/ebike/Ebike";
import { InteractableObject } from "@/components/three/interaction/InteractableObject"; import { InteractableObject } from "@/components/three/interaction/InteractableObject";
import { RepairFocusBubble } from "@/components/three/gameplay/RepairFocusBubble";
import { RepairGame } from "@/components/three/gameplay/RepairGame"; import { RepairGame } from "@/components/three/gameplay/RepairGame";
import { FarmNarrativeFlow } from "@/components/gameplay/farm/FarmNarrativeFlow";
import { PylonDownedPylon } from "@/components/gameplay/pylon/PylonDownedPylon";
import { PylonLightingEffect } from "@/components/gameplay/pylon/PylonLightingEffect";
import { PylonNarrativeFlow } from "@/components/gameplay/pylon/PylonNarrativeFlow";
import { import {
REPAIR_MISSION_POSITION_ENTRIES, REPAIR_MISSION_POSITION_ENTRIES,
REPAIR_MISSION_TRIGGERS, REPAIR_MISSION_TRIGGERS,
@@ -11,16 +16,14 @@ import {
} from "@/data/gameplay/gameStageAnchors"; } from "@/data/gameplay/gameStageAnchors";
import { useGameStore } from "@/managers/stores/useGameStore"; import { useGameStore } from "@/managers/stores/useGameStore";
import { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore"; import { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore";
import {
isFarmNarrativeStep,
isPylonNarrativeStep,
} from "@/types/gameplay/repairMission";
import type { RepairMissionTriggerConfig } from "@/types/gameplay/repairMission"; import type { RepairMissionTriggerConfig } from "@/types/gameplay/repairMission";
import type { Vector3Tuple } from "@/types/three/three"; import type { Vector3Tuple } from "@/types/three/three";
import { getRepairMissionPosition } from "@/utils/gameplay/repairMissionPosition"; import { getRepairMissionPosition } from "@/utils/gameplay/repairMissionPosition";
import { import { EBIKE_WORLD_POSITION } from "@/data/ebike/ebikeConfig";
EBIKE_WORLD_POSITION,
EBIKE_WORLD_ROTATION_Y,
EBIKE_WORLD_SCALE,
} from "@/data/ebike/ebikeConfig";
const EBIKE_CONFIG_KEY = `${EBIKE_WORLD_POSITION.join(",")}:${EBIKE_WORLD_ROTATION_Y}:${EBIKE_WORLD_SCALE}`;
interface StageAnchorProps { interface StageAnchorProps {
color: string; color: string;
@@ -83,15 +86,28 @@ function RepairMissionTrigger({
export function GameStageContent(): React.JSX.Element { export function GameStageContent(): React.JSX.Element {
const mainState = useGameStore((state) => state.mainState); const mainState = useGameStore((state) => state.mainState);
const pylonStep = useGameStore((state) => state.pylon.currentStep);
const anchors = useRepairMissionAnchorStore((state) => state.anchors); const anchors = useRepairMissionAnchorStore((state) => state.anchors);
const farmStep = useGameStore((state) => state.farm.currentStep);
const pylonInNarrative =
mainState === "pylon" && isPylonNarrativeStep(pylonStep);
const farmInNarrative = mainState === "farm" && isFarmNarrativeStep(farmStep);
return ( return (
<> <>
{mainState === "intro" ? <StageAnchor {...INTRO_STAGE_ANCHOR} /> : null} {mainState === "intro" ? <StageAnchor {...INTRO_STAGE_ANCHOR} /> : null}
<Ebike key={EBIKE_CONFIG_KEY} position={EBIKE_WORLD_POSITION} /> <Ebike position={EBIKE_WORLD_POSITION} />
<PylonLightingEffect />
<PylonDownedPylon />
{mainState === "pylon" ? <PylonNarrativeFlow /> : null}
{mainState === "farm" ? <FarmNarrativeFlow /> : null}
{REPAIR_MISSION_POSITION_ENTRIES.map(({ mission }) => { {REPAIR_MISSION_POSITION_ENTRIES.map(({ mission }) => {
const position = getRepairMissionPosition(mission, anchors); const position = getRepairMissionPosition(mission, anchors);
if (!position) return null; if (!position) return null;
if (mission === "pylon" && pylonInNarrative) return null;
if (mission === "farm" && farmInNarrative) return null;
return ( return (
<RepairGame key={mission} mission={mission} position={position} /> <RepairGame key={mission} mission={mission} position={position} />
); );
@@ -100,6 +116,7 @@ export function GameStageContent(): React.JSX.Element {
<RepairMissionTrigger key={config.mission} config={config} /> <RepairMissionTrigger key={config.mission} config={config} />
))} ))}
{mainState === "outro" ? <StageAnchor {...OUTRO_STAGE_ANCHOR} /> : null} {mainState === "outro" ? <StageAnchor {...OUTRO_STAGE_ANCHOR} /> : null}
<RepairFocusBubble />
</> </>
); );
} }
+11 -3
View File
@@ -6,9 +6,11 @@ import {
} from "@/data/player/playerConfig"; } from "@/data/player/playerConfig";
import { LA_FABRIK_INITIAL_LOOK_AT } from "@/data/world/laFabrikConfig"; import { LA_FABRIK_INITIAL_LOOK_AT } from "@/data/world/laFabrikConfig";
import { useCameraMode } from "@/hooks/debug/useCameraMode"; import { useCameraMode } from "@/hooks/debug/useCameraMode";
import { useDebugStore } from "@/hooks/debug/useDebugStore";
import { useEnvironmentDebug } from "@/hooks/debug/useEnvironmentDebug"; import { useEnvironmentDebug } from "@/hooks/debug/useEnvironmentDebug";
import { useMapPerformanceDebug } from "@/hooks/debug/useMapPerformanceDebug"; import { useMapPerformanceDebug } from "@/hooks/debug/useMapPerformanceDebug";
import { useCharacterDebug } from "@/hooks/debug/useCharacterDebug"; import { useCharacterDebug } from "@/hooks/debug/useCharacterDebug";
import { usePlayerPositionDebug } from "@/hooks/debug/usePlayerPositionDebug";
import { useDebugVisualsDebug } from "@/hooks/debug/useDebugVisualsDebug"; import { useDebugVisualsDebug } from "@/hooks/debug/useDebugVisualsDebug";
import { useSceneMode } from "@/hooks/debug/useSceneMode"; import { useSceneMode } from "@/hooks/debug/useSceneMode";
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot"; import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
@@ -31,7 +33,6 @@ import { CharacterSystem } from "@/world/characters/CharacterSystem";
import { Player } from "@/world/player/Player"; import { Player } from "@/world/player/Player";
import { TestMap } from "@/world/debug/TestMap"; import { TestMap } from "@/world/debug/TestMap";
import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading"; import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
import type { HandTrackingGloveHandedness } from "@/hooks/handTracking/useHandTrackingGloveStatus";
import type { HandTrackingHand } from "@/types/handTracking/handTracking"; import type { HandTrackingHand } from "@/types/handTracking/handTracking";
interface WorldProps { interface WorldProps {
@@ -40,7 +41,7 @@ interface WorldProps {
function hasTrackedHand( function hasTrackedHand(
hands: HandTrackingHand[], hands: HandTrackingHand[],
handedness: HandTrackingGloveHandedness, handedness: "left" | "right",
): boolean { ): boolean {
return hands.some((hand) => hand.handedness.toLowerCase() === handedness); return hands.some((hand) => hand.handedness.toLowerCase() === handedness);
} }
@@ -49,6 +50,7 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
useEnvironmentDebug(); useEnvironmentDebug();
useMapPerformanceDebug(); useMapPerformanceDebug();
useCharacterDebug(); useCharacterDebug();
usePlayerPositionDebug();
useDebugVisualsDebug(); useDebugVisualsDebug();
const cameraMode = useCameraMode(); const cameraMode = useCameraMode();
@@ -58,6 +60,9 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
(state) => state.showPlayerModel, (state) => state.showPlayerModel,
); );
const showDebugOctree = useDebugVisualsStore((state) => state.showOctree); const showDebugOctree = useDebugVisualsStore((state) => state.showOctree);
const showHandTrackingModel = useDebugStore((debug) =>
debug.getShowHandTrackingModel(),
);
const { hands, status, usageStatus } = useHandTrackingSnapshot(); const { hands, status, usageStatus } = useHandTrackingSnapshot();
const { const {
octree, octree,
@@ -72,7 +77,10 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
? PLAYER_SPAWN_POSITION_GAME ? PLAYER_SPAWN_POSITION_GAME
: PLAYER_SPAWN_POSITION_PHYSICS; : PLAYER_SPAWN_POSITION_PHYSICS;
const showHandTrackingGloves = const showHandTrackingGloves =
status === "connected" && usageStatus !== "inactive" && hands.length > 0; showHandTrackingModel &&
status === "connected" &&
usageStatus !== "inactive" &&
hands.length > 0;
const showLeftHandTrackingGlove = const showLeftHandTrackingGlove =
showHandTrackingGloves && hasTrackedHand(hands, "left"); showHandTrackingGloves && hasTrackedHand(hands, "left");
const showRightHandTrackingGlove = const showRightHandTrackingGlove =
+8 -1
View File
@@ -3,7 +3,9 @@ import { Component, useRef, useState, useEffect } from "react";
import * as THREE from "three"; import * as THREE from "three";
import { Physics, RigidBody, CuboidCollider } from "@react-three/rapier"; import { Physics, RigidBody, CuboidCollider } from "@react-three/rapier";
import { Line } from "@react-three/drei"; import { Line } from "@react-three/drei";
import { Ebike } from "@/components/ebike/Ebike";
import { RepairGame } from "@/components/three/gameplay/RepairGame"; import { RepairGame } from "@/components/three/gameplay/RepairGame";
import { RepairFocusBubble } from "@/components/three/gameplay/RepairFocusBubble";
import { GrabbableObject } from "@/components/three/interaction/GrabbableObject"; import { GrabbableObject } from "@/components/three/interaction/GrabbableObject";
import { AnimatedModel } from "@/components/three/models/AnimatedModel"; import { AnimatedModel } from "@/components/three/models/AnimatedModel";
import { TriggerObject } from "@/components/three/interaction/TriggerObject"; import { TriggerObject } from "@/components/three/interaction/TriggerObject";
@@ -239,11 +241,16 @@ export function TestMap({ onOctreeReady }: TestMapProps): React.JSX.Element {
<group position={zone.position}> <group position={zone.position}>
<RepairPlaygroundZoneMarker color={zone.color} /> <RepairPlaygroundZoneMarker color={zone.color} />
</group> </group>
{zone.mission === "ebike" ? (
<Ebike position={zone.position} snapToTerrain={false} />
) : null}
<RepairGame mission={zone.mission} position={zone.position} /> <RepairGame mission={zone.mission} position={zone.position} />
</group> </group>
))} ))}
</Physics> </Physics>
<RepairFocusBubble />
{/* Dynamic Futuristic 3D GPS Dashboard Preview */} {/* Dynamic Futuristic 3D GPS Dashboard Preview */}
<group <group
position={TEST_SCENE_GPS_PREVIEW_POSITION} position={TEST_SCENE_GPS_PREVIEW_POSITION}
@@ -264,7 +271,7 @@ export function TestMap({ onOctreeReady }: TestMapProps): React.JSX.Element {
</mesh> </mesh>
*/} */}
{/* GPS Map screen plane */} {/* GPS Map screen plane */}
<group position={[0, 0, 0.06]}> <group position={[0, -8, 0.06]}>
<EbikeGPSMap <EbikeGPSMap
width={4} width={4}
height={4} height={4}
@@ -20,6 +20,7 @@ import {
isMapModelVisible, isMapModelVisible,
useMapPerformanceStore, useMapPerformanceStore,
} from "@/managers/stores/useMapPerformanceStore"; } from "@/managers/stores/useMapPerformanceStore";
import { useGameStore } from "@/managers/stores/useGameStore";
import { InstancedMapAsset } from "@/world/map-instancing/InstancedMapAsset"; import { InstancedMapAsset } from "@/world/map-instancing/InstancedMapAsset";
import { import {
MAP_INSTANCING_ASSETS, MAP_INSTANCING_ASSETS,
@@ -27,6 +28,8 @@ import {
type MapInstancingAssetConfig, type MapInstancingAssetConfig,
type MapInstancingAssetType, type MapInstancingAssetType,
} from "@/data/world/mapInstancingConfig"; } from "@/data/world/mapInstancingConfig";
import { REPAIR_MISSION_ANCHOR_IDS } from "@/data/gameplay/repairMissionAnchors";
import { isRepairGameStep } from "@/types/gameplay/repairMission";
import { useMapInstancingData } from "@/hooks/world/useMapInstancingData"; import { useMapInstancingData } from "@/hooks/world/useMapInstancingData";
import type { MapAssetInstance } from "@/types/map/mapScene"; import type { MapAssetInstance } from "@/types/map/mapScene";
import type { GraphicsPreset } from "@/data/world/graphicsConfig"; import type { GraphicsPreset } from "@/data/world/graphicsConfig";
@@ -146,6 +149,8 @@ export function MapInstancingSystem({
const groups = useMapPerformanceStore((state) => state.groups); const groups = useMapPerformanceStore((state) => state.groups);
const models = useMapPerformanceStore((state) => state.models); const models = useMapPerformanceStore((state) => state.models);
const { data, isLoading } = useMapInstancingData(); const { data, isLoading } = useMapInstancingData();
const mainState = useGameStore((state) => state.mainState);
const pylonStep = useGameStore((state) => state.pylon.currentStep);
const streamingEnabled = const streamingEnabled =
streaming && streaming &&
CHUNK_CONFIG.enabled && CHUNK_CONFIG.enabled &&
@@ -153,6 +158,15 @@ export function MapInstancingSystem({
sceneMode === "game" && sceneMode === "game" &&
cameraMode === "player"; cameraMode === "player";
// During the pylon narrative phase (before the pylon is raised), hide the
// repair:pylon instanced mesh so the PylonDownedPylon component takes its place.
// Once the pylon is raised (repair-game steps), restore it so the normal model
// appears upright in the world while the repair mini-game runs.
const hidePylonAnchorId =
mainState === "pylon" && !isRepairGameStep(pylonStep)
? REPAIR_MISSION_ANCHOR_IDS.pylon
: undefined;
const chunks = useMemo(() => { const chunks = useMemo(() => {
if (!data) return []; if (!data) return [];
@@ -168,12 +182,18 @@ export function MapInstancingSystem({
return []; return [];
} }
const instances = data.get(type); let instances = data.get(type);
if (!instances || instances.length === 0) return []; if (!instances || instances.length === 0) return [];
// Filter out the repair-mission pylon instance during the narrative phase
if (hidePylonAnchorId && config.mapName === "pylone") {
instances = instances.filter((inst) => inst.id !== hidePylonAnchorId);
if (instances.length === 0) return [];
}
return createMapAssetChunks(type, config, instances); return createMapAssetChunks(type, config, instances);
}); });
}, [data, groups, models, onlyMapName]); }, [data, groups, models, onlyMapName, hidePylonAnchorId]);
const visibleChunks = useVisibleWorldChunks(chunks, streamingEnabled, { const visibleChunks = useVisibleWorldChunks(chunks, streamingEnabled, {
loadRadius: graphicsPresetConfig.chunkLoadRadius, loadRadius: graphicsPresetConfig.chunkLoadRadius,
+5 -24
View File
@@ -23,7 +23,6 @@ import {
PLAYER_MAX_DELTA, PLAYER_MAX_DELTA,
PLAYER_XZ_DAMPING_FACTOR, PLAYER_XZ_DAMPING_FACTOR,
} from "@/data/player/playerConfig"; } from "@/data/player/playerConfig";
import { useRepairMovementLocked } from "@/hooks/gameplay/useRepairMovementLocked";
import { useTerrainHeightSampler } from "@/hooks/three/useTerrainHeight"; import { useTerrainHeightSampler } from "@/hooks/three/useTerrainHeight";
import { InteractionManager } from "@/managers/InteractionManager"; import { InteractionManager } from "@/managers/InteractionManager";
import { useGameStore } from "@/managers/stores/useGameStore"; import { useGameStore } from "@/managers/stores/useGameStore";
@@ -154,9 +153,7 @@ export function PlayerController({
}: PlayerControllerProps): null { }: PlayerControllerProps): null {
const camera = useThree((state) => state.camera); const camera = useThree((state) => state.camera);
const sceneMode = useSceneMode(); const sceneMode = useSceneMode();
const movementLocked = useRepairMovementLocked();
const terrainHeight = useTerrainHeightSampler(); const terrainHeight = useTerrainHeightSampler();
const movementLockedRef = useRef(movementLocked);
const keys = useRef<Keys>({ ...DEFAULT_KEYS }); const keys = useRef<Keys>({ ...DEFAULT_KEYS });
const velocity = useRef(new THREE.Vector3()); const velocity = useRef(new THREE.Vector3());
const fallDuration = useRef(0); const fallDuration = useRef(0);
@@ -249,17 +246,6 @@ export function PlayerController({
initializedRef.current = true; initializedRef.current = true;
}, [camera, initialLookAt, spawnPosition]); }, [camera, initialLookAt, spawnPosition]);
useEffect(() => {
movementLockedRef.current = movementLocked;
if (!movementLocked) return;
keys.current = { ...DEFAULT_KEYS };
wantsJump.current = false;
velocity.current.setX(0);
velocity.current.setZ(0);
}, [movementLocked]);
useEffect(() => { useEffect(() => {
const interaction = InteractionManager.getInstance(); const interaction = InteractionManager.getInstance();
@@ -267,20 +253,11 @@ export function PlayerController({
if (isPlayerInputLocked()) return; if (isPlayerInputLocked()) return;
if (setMovementKey(keys.current, event.key, true)) { if (setMovementKey(keys.current, event.key, true)) {
if (movementLockedRef.current) {
keys.current = { ...DEFAULT_KEYS };
}
event.preventDefault(); event.preventDefault();
return; return;
} }
if (event.key === JUMP_KEY) { if (event.key === JUMP_KEY) {
if (movementLockedRef.current) {
wantsJump.current = false;
event.preventDefault();
return;
}
wantsJump.current = true; wantsJump.current = true;
event.preventDefault(); event.preventDefault();
return; return;
@@ -386,7 +363,11 @@ export function PlayerController({
} }
_wishDir.set(0, 0, 0); _wishDir.set(0, 0, 0);
if (!movementLocked && !isEbikeBreakdown) { // Block drive input only when still on the bike during breakdown.
// Once auto-dismounted (movementMode === "walk"), the player must
// remain free to walk around even though ebikeBreakdownActive is true.
const blockDriveInput = isEbikeMounted && isEbikeBreakdown;
if (!blockDriveInput) {
if (keys.current.forward) _wishDir.add(_forward); if (keys.current.forward) _wishDir.add(_forward);
if (keys.current.backward) _wishDir.sub(_forward); if (keys.current.backward) _wishDir.sub(_forward);
if (!isEbikeMounted) { if (!isEbikeMounted) {