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@@ -1,59 +1,58 @@
|
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name: 🔁 Weekly Branch Promotions
|
||||
name: 🔁 Branch Promotions
|
||||
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on:
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schedule:
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- cron: "0 6 * * 1"
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- cron: "0 6 * * 1,4" # Lundi et Jeudi à 6h UTC (design → develop)
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- cron: "0 6 * * 1" # Lundi à 6h UTC (develop → main)
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workflow_dispatch:
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inputs:
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promotion:
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description: "Which promotion to run"
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||||
required: true
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type: choice
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||||
options:
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- design-to-develop
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- develop-to-main
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- both
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||||
|
||||
permissions:
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contents: read
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||||
pull-requests: write
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||||
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||||
concurrency:
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group: weekly-branch-promotions
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||||
group: branch-promotions
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cancel-in-progress: false
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jobs:
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open-promotion-pr:
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name: Open ${{ matrix.head }} → ${{ matrix.base }}
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design-to-develop:
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name: Open design → develop
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runs-on: ubuntu-latest
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strategy:
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fail-fast: false
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matrix:
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include:
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- head: develop
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base: design
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title: "chore: merge develop into design"
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- head: design
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base: main
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title: "chore: merge design into main"
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if: |
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(github.event_name == 'schedule') ||
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(github.event_name == 'workflow_dispatch' && (github.event.inputs.promotion == 'design-to-develop' || github.event.inputs.promotion == 'both'))
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steps:
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- name: ⬇️ Checkout
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uses: actions/checkout@v6
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uses: actions/checkout@v4
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with:
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fetch-depth: 0
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- name: 🔁 Open promotion PR
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env:
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GH_TOKEN: ${{ github.token }}
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BASE_BRANCH: ${{ matrix.base }}
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HEAD_BRANCH: ${{ matrix.head }}
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PR_TITLE: ${{ matrix.title }}
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run: |
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set -euo pipefail
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git fetch origin "$BASE_BRANCH" "$HEAD_BRANCH"
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git fetch origin develop design
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if git merge-base --is-ancestor "origin/$HEAD_BRANCH" "origin/$BASE_BRANCH"; then
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echo "No promotion needed: $BASE_BRANCH already contains $HEAD_BRANCH."
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if git merge-base --is-ancestor origin/design origin/develop; then
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echo "No promotion needed: develop already contains design."
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exit 0
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fi
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existing_pr="$(gh pr list \
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--state open \
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--base "$BASE_BRANCH" \
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--head "$GITHUB_REPOSITORY_OWNER:$HEAD_BRANCH" \
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--base develop \
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--head "$GITHUB_REPOSITORY_OWNER:design" \
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--json number \
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--jq '.[0].number // empty')"
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@@ -63,7 +62,50 @@ jobs:
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fi
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gh pr create \
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--base "$BASE_BRANCH" \
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--head "$HEAD_BRANCH" \
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--title "$PR_TITLE" \
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--body "Automated weekly promotion PR from \`$HEAD_BRANCH\` to \`$BASE_BRANCH\`."
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--base develop \
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--head design \
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--title "chore: merge design into develop" \
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--body "Automated promotion PR from \`design\` to \`develop\`."
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develop-to-main:
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name: Open develop → main
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runs-on: ubuntu-latest
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if: |
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(github.event_name == 'schedule' && github.event.schedule == '0 6 * * 1') ||
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(github.event_name == 'workflow_dispatch' && (github.event.inputs.promotion == 'develop-to-main' || github.event.inputs.promotion == 'both'))
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||||
steps:
|
||||
- name: ⬇️ Checkout
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uses: actions/checkout@v4
|
||||
with:
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||||
fetch-depth: 0
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||||
|
||||
- name: 🔁 Open promotion PR
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||||
env:
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GH_TOKEN: ${{ github.token }}
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run: |
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set -euo pipefail
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git fetch origin main develop
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if git merge-base --is-ancestor origin/develop origin/main; then
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||||
echo "No promotion needed: main already contains develop."
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exit 0
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||||
fi
|
||||
|
||||
existing_pr="$(gh pr list \
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||||
--state open \
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--base main \
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--head "$GITHUB_REPOSITORY_OWNER:develop" \
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--json number \
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--jq '.[0].number // empty')"
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if [ -n "$existing_pr" ]; then
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echo "Promotion PR already open: #$existing_pr."
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exit 0
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fi
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gh pr create \
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--base main \
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--head develop \
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--title "chore: merge develop into main" \
|
||||
--body "Automated weekly promotion PR from \`develop\` to \`main\`."
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||||
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||||
@@ -1,226 +0,0 @@
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# Game States & Substates
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Documentation technique pour le testing et debugging du flow de jeu.
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## Vue d'ensemble
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```
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intro ──► bike ──► pylone ──► ferme ──► outro
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```
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||||
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---
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## Main States
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| State | Description |
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| -------- | ------------------------------------------------------------------ |
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| `intro` | Séquence d'introduction (cinématique, naming, premier déplacement) |
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| `bike` | Mission de réparation du vélo |
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| `pylone` | Quête du pylone (alert → searching → helped → manipulation) |
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| `ferme` | Mission de réparation de la ferme |
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| `outro` | Fin du jeu |
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|
||||
---
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## Intro (GameStep)
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||||
```
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┌─────────────────────────────────────────────────────────────┐
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│ intro.currentStep │
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└─────────────────────────────────────────────────────────────┘
|
||||
|
||||
intro ──► sequence_video ──► naming ──► start-move ──► bike
|
||||
```
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||||
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||||
### Étapes
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||||
|
||||
| Step | Trigger | Action | Passage vers |
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||||
| ---------------- | -------- | ---------------------------------------------- | ------------------------------------------------ |
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||||
| `intro` | Initial | État initial | Auto → `sequence_video` quand `sceneReady: true` |
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||||
| `sequence_video` | GameFlow | Déclenche la cinématique dans `GameCinematics` | Fin cinématique → `naming` |
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||||
| `naming` | IntroUI | Affiche l'input pour le prénom | Submit → `start-move` |
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||||
| `start-move` | GameFlow | Active le mouvement (`canMove: true`) | Via zone "fabrikExit" → `bike` |
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||||
|
||||
### Transition vers bike
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||||
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||||
- **Trigger**: Zone `fabrikExit` dans `zones.ts`
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||||
- **Action**: `advanceGameState()` dans `ZoneDetection.tsx`
|
||||
- **Résultat**: `mainState: "bike"`, `intro.hasCompleted: true`
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||||
|
||||
---
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||||
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||||
## Bike (MissionStep)
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||||
|
||||
```
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||||
┌─────────────────────────────────────────────────────────────┐
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||||
│ bike.currentStep (MissionStep) │
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||||
└─────────────────────────────────────────────────────────────┘
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||||
|
||||
locked ──► waiting ──► inspected ──► fragmented ──► scanning ──► repairing ──► reassembling ──► done
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||||
```
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||||
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||||
### Transition vers pylone
|
||||
|
||||
- **Trigger**: `bike.currentStep: "done"`
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- **Action**: `completeBikeState()` dans useGameStore
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||||
- **Résultat**: `mainState: "pylone"`, `pylone.currentStep: "locked"`
|
||||
|
||||
---
|
||||
|
||||
## Pylone (PyloneStep)
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ pylone.currentStep (PyloneStep) │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
|
||||
locked (bypass) ──► alert ──► searching ──► helped ──► manipulation ──► outro
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||||
```
|
||||
|
||||
### Étapes
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||||
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||||
| Step | Trigger | Action | Passage vers |
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||||
| -------------- | ---------------------------------- | ---------------------------------- | --------------------------------------------------------- |
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||||
| `locked` | Initial (après bike) | État initial | **Bypass automatique** → `alert` via `advanceGameState()` |
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||||
| `alert` | `advanceGameState()` | Affiche l'alerte (à implémenter) | Via `advanceGameState()` |
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||||
| `searching` | `advanceGameState()` | Déclenché par zone "searchingZone" | Via `advanceGameState()` |
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||||
| `helped` | Interaction avec `NPCHelper` | Dialogue avec le villageois | Via interaction 3D |
|
||||
| `manipulation` | Interaction avec `PyloneDestroyed` | Interaction avec l'objet central | Via `advanceGameState()` → `outro` |
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||||
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||||
### Bypass automatique
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||||
|
||||
```typescript
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||||
// useGameStore.ts - advancePyloneStep()
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||||
if (state.pylone.currentStep === "locked") {
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||||
return { pylone: { ...state.pylone, currentStep: "alert" } };
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||||
}
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||||
```
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||||
|
||||
### Transition vers outro
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||||
|
||||
- **Trigger**: `pylone.currentStep: "manipulation"` + `advanceGameState()`
|
||||
- **Action**: `advancePyloneStep()` détecte fin de la séquence
|
||||
- **Résultat**: `mainState: "outro"`
|
||||
|
||||
---
|
||||
|
||||
## Ferme (MissionStep)
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ ferme.currentStep (MissionStep) │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
|
||||
locked ──► waiting ──► inspected ──► fragmented ──► scanning ──► repairing ──► reassembling ──► done
|
||||
```
|
||||
|
||||
### Transition vers outro
|
||||
|
||||
- **Trigger**: `ferme.currentStep: "done"`
|
||||
- **Action**: `completeFermeState()` dans useGameStore
|
||||
- **Résultat**: `mainState: "outro"`, `ferme.irrigationFixed: true`
|
||||
|
||||
---
|
||||
|
||||
## Outro
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ outro.hasStarted │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
|
||||
waiting ──► started
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Debug Panel
|
||||
|
||||
Le debug panel permet de tester toutes les transitions :
|
||||
|
||||
### Utilisation
|
||||
|
||||
1. Ouvrir le jeu en mode debug (`Debug: true` dans `Debug.ts`)
|
||||
2. Le panneau "Game State" apparaît en bas à gauche
|
||||
3. **Main state**: Sélectionner le state principal
|
||||
4. **Sub state**: Sélectionner le sub-state
|
||||
5. **Previous/Next step**: Avancer ou reculer d'un step
|
||||
6. **Reset**: Remettre à l'état initial
|
||||
|
||||
### Raccourcis clavier
|
||||
|
||||
| Action | Clavier |
|
||||
| ------- | ------------------ |
|
||||
| Avancer | Debug panel button |
|
||||
| Reculer | Debug panel button |
|
||||
| Reset | Debug panel button |
|
||||
|
||||
---
|
||||
|
||||
## Comment tester chaque section
|
||||
|
||||
### Tester l'intro
|
||||
|
||||
1. Vérifier que `sceneReady: false` au démarrage
|
||||
2. Attendre que le loader termine (`sceneReady: true`)
|
||||
3. Vérifier `intro.currentStep: "intro"` → auto vers `sequence_video`
|
||||
4. Si cinématique fonctionne : `sequence_video` → `naming`
|
||||
5. Entrer un prénom : `naming` → `start-move`
|
||||
6. Vérifier `canMove: true` après `start-move`
|
||||
7. Entrer dans la zone `fabrikExit` → `mainState: "bike"`
|
||||
|
||||
### Tester bike
|
||||
|
||||
1. Via debug panel, avancer jusqu'à `done`
|
||||
2. Vérifier `mainState: "pylone"`
|
||||
|
||||
### Tester pylone
|
||||
|
||||
1. Via debug panel, avancer (bypass `locked` → `alert`)
|
||||
2. Vérifier `pylone.currentStep: "alert"`
|
||||
3. Avancer : `alert` → `searching` → `helped` → `manipulation`
|
||||
4. Après `manipulation`, vérifier `mainState: "outro"`
|
||||
|
||||
### Tester ferme
|
||||
|
||||
1. Via debug panel, avancer dans bike jusqu'à `done`
|
||||
2. Vérifier `mainState: "pylone"` → `ferme` (après pylone)
|
||||
3. Avancer jusqu'à `done`
|
||||
4. Vérifier `mainState: "outro"`
|
||||
|
||||
---
|
||||
|
||||
## Fichiers clés
|
||||
|
||||
| Fichier | Rôle |
|
||||
| ------------------------------------------------- | ------------------------------------- |
|
||||
| `src/managers/stores/useGameStore.ts` | Store Zustand avec toutes les actions |
|
||||
| `src/types/game.ts` | Définition de `GameStep` |
|
||||
| `src/types/gameplay/pylone.ts` | Définition de `PyloneStep` |
|
||||
| `src/types/gameplay/repairMission.ts` | Définition de `MissionStep` |
|
||||
| `src/components/game/GameFlow.tsx` | Logique de transition de l'intro |
|
||||
| `src/components/zone/ZoneDetection.tsx` | Déclenchement des zones |
|
||||
| `src/components/ui/debug/GameStateDebugPanel.tsx` | Outil de debug |
|
||||
|
||||
---
|
||||
|
||||
## État initial
|
||||
|
||||
```typescript
|
||||
{
|
||||
mainState: "intro",
|
||||
isCinematicPlaying: false,
|
||||
sceneReady: false,
|
||||
missionFlow: {
|
||||
activityCity: true,
|
||||
canMove: false,
|
||||
dialogMessage: null,
|
||||
playerName: "",
|
||||
},
|
||||
intro: { currentStep: "intro", dialogueAudio: null, hasCompleted: false, isBikeUnlocked: false },
|
||||
bike: { currentStep: "locked", dialogueAudio: null, isRepaired: false },
|
||||
pylone: { currentStep: "locked", dialogueAudio: null, isPowered: false },
|
||||
ferme: { currentStep: "locked", dialogueAudio: null, irrigationFixed: false },
|
||||
outro: { dialogueAudio: null, hasStarted: false },
|
||||
}
|
||||
```
|
||||
+1
-1
@@ -7,7 +7,7 @@ import tseslint from "typescript-eslint";
|
||||
import { defineConfig, globalIgnores } from "eslint/config";
|
||||
|
||||
export default defineConfig([
|
||||
globalIgnores(["dist"]),
|
||||
globalIgnores(["dist", "POC-grass"]),
|
||||
{
|
||||
files: ["**/*.{ts,tsx}"],
|
||||
extends: [
|
||||
|
||||
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@@ -1,21 +1,6 @@
|
||||
{
|
||||
"version": 1,
|
||||
"cinematics": [
|
||||
{
|
||||
"id": "intro_sequence",
|
||||
"trigger": "intro_sequence",
|
||||
"cameraKeyframes": [
|
||||
{ "time": 0, "position": [8, 5, 12], "target": [0, 2, 0] },
|
||||
{ "time": 8, "position": [12, 4, -6], "target": [10, 1.4, -8] },
|
||||
{ "time": 16, "position": [5, 6, -15], "target": [0, 3, -20] },
|
||||
{ "time": 24, "position": [0, 8, -30], "target": [0, 0, -40] }
|
||||
],
|
||||
"dialogueCues": [
|
||||
{ "time": 0, "dialogueId": "intro_welcome" },
|
||||
{ "time": 8, "dialogueId": "intro_explanation" },
|
||||
{ "time": 16, "dialogueId": "intro_mission" }
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "intro_overview",
|
||||
"timecode": 0,
|
||||
|
||||
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Reference in New Issue
Block a user