41 Commits

Author SHA1 Message Date
Tom Boullay 296c0b233a fix(pylon): start post-ebike delay in tampon state
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2026-06-03 07:31:10 +02:00
Tom Boullay d8da88246d fix(assets): match packderelance texture casing
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2026-06-03 07:24:23 +02:00
Tom Boullay 063ee20202 fix(pylon): delay approach sequence trigger 2026-06-03 07:23:30 +02:00
Tom Boullay 5968f0f67c fix(repair-ebike): gate scanning on scan intro dialogue
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2026-06-03 07:04:44 +02:00
Tom Boullay a0482aa04b fix(repair-ebike): freeze repair transform and case-driven cooling swap 2026-06-03 07:00:16 +02:00
Tom Boullay 08c10acd48 fix(repair-ebike): stop subtitle leak and fake cooling swap
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2026-06-03 06:47:10 +02:00
Tom Boullay 8d66391fa9 fix(repair-ebike): preserve bike position, unblock scan and reassembly 2026-06-03 06:34:18 +02:00
Tom Boullay 0ab5380b1e docs(repair): document unified ExplodableModel + simplified ebike flow
Update repair-game.md to reflect the recent flow refactor:
- single ExplodableModel mounted across fragmented -> done
- splitSpeed for slower, more deliberate explosion
- ebike repairing simplified to a single 'Changez le refroidisseur' trigger
- ebike done auto-completes on narrateur_ebikerepare's ended event
- narrator ownership table clarified (narrator vs scan sequence vs repair game)
2026-06-03 06:23:36 +02:00
Tom Boullay 5a6596b755 refactor(repair): unify exploded model across phases, simplify ebike flow
- RepairGame: lift a single ExplodableModel mounted across fragmented
  -> done so the model loads once, animates from its real original
  positions, and never re-instantiates between phases. Eliminates the
  position/rotation jumps and re-explosion that occurred when each
  step instantiated its own model.
- ExplodableModel: expose splitSpeed prop so the explode/reassemble
  lerp can be slowed down (REPAIR_FRAGMENT_SPLIT_SPEED = 1.8) for a
  more deliberate visual where each node is seen leaving its origin.
- RepairScanSequence: drop its own ExplodableModel, receive parts
  from the upstream shared instance. Logs the available part names
  when broken-part nodes can't be matched so config drift is visible.
- RepairReassemblyStep: reduced to the completion particles + a
  delayed onSettled callback. The collapse animation is now driven by
  the shared ExplodableModel switching split=false at the reassembling
  phase. After REPAIR_REASSEMBLY_HOLD_MS (1500ms) the upstream flow
  auto-advances to done.
- RepairEbikeRepairTrigger: new minimal interactable for the ebike
  repairing step. Replaces the heavier grabbable-parts UX (cercles,
  ranger pieces) with a single 'Changez le refroidisseur' prompt that
  advances directly to reassembling. Pylon/farm keep RepairRepairingStep.
- RepairCompletionStep: drop the duplicated RepairObjectModel; the
  shared ExplodableModel renders the repaired model at done.
- RepairGame ebike-done: play narrateur_ebikerepare and call
  completeMission on the audio's ended event (with REPAIR_DONE_DIALOGUE_FALLBACK_MS
  fallback). Hands off to pylon without a Validate button.
- EbikeRepairNarrator: drop the done entry; RepairGame owns it now so
  the audio's end event can drive the mission completion handoff.
- RepairGame: drop the window.ebikeParkedPosition livePosition logic.
  Ebike movement is disabled during the repair flow so the static zone
  position is the source of truth, fixing the floating-bike issue
  observed in TestMap.
2026-06-03 06:21:29 +02:00
Tom Boullay 9841b14388 feat(repair): per-node scan voicelines, refroidisseur diagnostic gates scanning -> repairing
The ebike refroidisseur diagnostic line used to fire on the
'repairing' step via EbikeRepairNarrator, AFTER the scan sequence had
already raced through every part on a fixed timer. Visually the red
broken-part highlight appeared and disappeared before the player ever
heard which part was actually broken.

Now the scan sequence itself can carry per-node voice lines via a new
optional config field on each broken part. When the scan lands on a
part that has a voice line:
- the audio is played immediately (with its subtitle);
- the red broken-part highlight is on screen the entire time
  (existing cumulative highlight behaviour from RepairScanSequence);
- the next-part advance is gated on the audio's  event;
- a 15s ceiling fallback (and per-part fallback when manifest is
  missing) keeps the flow from stalling if the audio never resolves.

Cancel paths (component unmount, mission switch, debug rewind) pause
the audio, clear the subtitle, and drop both the  listener and
the fallback timer to avoid leaks or double-advances.

Changes:
- types/repairMission: new optional .
- data/repairMissions: ebike refroidisseur broken part now declares
  .
- RepairScanSequence: per-part effect now branches on .
  Default per-part timer is preserved for parts without an audio line
  (incl. all pylon/farm broken parts and ebike's non-diagnostic parts).
- EbikeRepairNarrator: drop the 'repairing' entry from the step ->
  dialogue map (the diagnostic now plays earlier, during scanning).
  'fragmented' (scan hint) and 'done' (repaired voiceover) are
  unchanged.

End result: player hears 'le refroidisseur a laché...' exactly while
the red sphere is pulsing on the cooling node, and the case opens for
the repairing step the moment the line ends.
2026-06-03 04:20:14 +02:00
Tom Boullay 317db48bcc feat(repair): make fragmented -> scanning event-driven via onSplitSettled
The fragmented -> scanning transition used to fire on a blind
setTimeout of REPAIR_FRAGMENTATION_SEQUENCE_SECONDS regardless of
whether the explode lerp had actually finished. With the new sphere-
reveal flow this got out of sync (sphere grows for 2.5s before
fragmented even mounts), so the timer could fire too early or while
the parts were still flying out.

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

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

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

Pylon and farm benefit from the same fix automatically since they
share the same RepairGame fragmented branch.
2026-06-03 04:18:10 +02:00
Tom Boullay fe30596a5a feat(ebike): auto-advance inspected -> fragmented after sphere reveal
The ebike repair flow used to require the player to press E twice in
'inspected' to trigger fragmentation, which:
- duplicated the entry interaction (waiting->inspected was already E)
- gave no visual confirmation that the inspect step did anything
- left the dark focus bubble hidden until *after* the explode happened

Now the bubble's GSAP grow tween (expo.out, 2.5s) starts as soon as the
mission enters 'inspected', visually engulfing the parked bike inside
its dark cocoon before the explode animation kicks in. After the tween
finishes the mission auto-advances to 'fragmented', which mounts the
ExplodableModel at the same parked world position.

Changes:
- RepairFocusBubble: export BUBBLE_GROW_DURATION_SECONDS so the timer
  in RepairGame stays in sync with the actual tween duration.
- RepairGame.shouldFocusBubbleBeActive(step, mission): ebike opens the
  bubble one phase earlier ('inspected'); pylon/farm keep their
  original 'fragmented'+ behaviour to avoid changing their UX.
- RepairGame: add a setTimeout(BUBBLE_GROW_DURATION_SECONDS * 1000)
  scoped to ebike + 'inspected' that calls setMissionStep('fragmented').
- RepairGame: hide the RepairMissionCase + 'press to fragment' prompt
  during ebike's 'inspected' phase (auto-flow doesn't need them).
  Pylon/farm still see the case + prompt during their 'inspected'.
- Ebike.handleInteract: drop the manual 'inspected -> fragmented'
  press-E branch (now dead). The 'waiting -> inspected' E entry is
  preserved as the single mission entry trigger.

useRepairFragmentationInput stays wired for pylon/farm (and as a
both-fists short-circuit for ebike) since its keyboardEnabled is false
and it can only fire on a deliberate gesture during 'inspected'.
2026-06-03 04:14:54 +02:00
Tom Boullay acdcb5515b refactor(ebike): drop redundant 'locked' substate, single entry trigger
The ebike mission previously had two redundant entry-point sub-states
('locked' and 'waiting') that were behaviorally identical from the
player's perspective:
- both showed the same 'Lancer le Repair Game' prompt
- both allowed the press-E handler in Ebike.tsx to jump to 'inspected'

In addition, the locked state caused two latent bugs:
- the static-map ebike node (GameMap) and the live <Ebike> component
  were rendered simultaneously at the same world position
- a generic RepairMissionTrigger anchor sphere was rendered in
  parallel to Ebike's own InteractableObject (two triggers, same area)

Changes:
- useGameStore: ebike's initial currentStep + completeIntroState target
  is now 'waiting' (pylon/farm still init at 'locked' — they need it).
- Ebike.tsx: drop dead === 'locked' branches in repairGameOwnsEbikeModel
  and the press-E handler.
- EbikeRepairNarrator: only reset the played-set on 'waiting'.
- RepairGame: drop 'locked' from the ebike livePosition guard.
- REPAIR_MISSION_TRIGGERS: empty array (the duplicate ebike anchor
  sphere is gone). Keep the array + RepairMissionTrigger component for
  future re-use.
- GameMap: hide the static-map ebike node as soon as
  mainState === 'ebike' (was: only when ebikeStep !== 'locked').
- repairMissionState.getPreviousMissionStep: ebike rewinds from
  'waiting' to 'waiting' (cap), pylon to 'npc-return', farm to 'locked'.

The 'locked' value is intentionally kept in the MissionStep type union
because the farm mission still uses it as a meaningful kickoff state
driving FarmNarrativeFlow's auto-transition to electricienne_history.
2026-06-03 04:02:32 +02:00
Tom Boullay 5ad2e27a89 fix(ui): scope hand-tracking activation + clean MissionNotification video branch
- HandTrackingProvider: drop the physics-mode auto-activation that turned
  the camera/MediaPipe pipeline on whenever any interactable was nearby
  (e.g. walking near the ebike to mount it). Hand tracking is now gated
  *only* by the active repair-mission step (inspected, repairing,
  reassembling, done). When testing in TestMap, set
  mainState=ebike + currentStep=inspected via the GameStateDebugPanel.
- MissionNotification: video branch no longer inherits the CRT-style
  enter/scan/flicker/sepia animations applied to the PNG branch via
  index.css. The webm assets already animate themselves, so the wrapping
  container is rendered with inline styles only (clip-path silhouette
  preserved, but no .__image-wrap::before scan line, no .__image flicker
  filter, no parent enter animation, no drop-shadow).
2026-06-03 03:44:04 +02:00
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
60 changed files with 2350 additions and 450 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.
+42 -41
View File
@@ -163,23 +163,20 @@ Both paths move to `fragmented`.
### Fragmented ### Fragmented
File: Files:
```txt ```txt
src/components/three/models/ExplodableModel.tsx src/components/three/models/ExplodableModel.tsx
src/utils/three/ExplodedModel.ts
``` ```
The mission object is shown split apart. A timer then moves the mission to `scanning`. The mission object is shown split apart. `RepairGame` mounts a **single** `ExplodableModel` instance for the entire repair flow (`fragmented` -> `done`) so the model loads once, animates from its real authored positions, and is never re-instantiated when the player advances to scanning, repairing, reassembling or done. This eliminates the visible position/rotation jumps and re-explosion that occurred when each step instantiated its own model.
`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. `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`). When mounted, `RepairGame` applies `RepairMissionConfig.modelRotation` and `modelScale` to the shared 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 explode/reassemble lerp speed is configurable via `splitSpeed` (default `REPAIR_FRAGMENT_SPLIT_SPEED = 1.8`, ~1.5s) so each node is clearly seen leaving its origin.
The default delay comes from: Transition out is event-driven: the model fires `onSplitSettled(1)` when the lerp converges and `RepairGame` advances to `scanning`. A `REPAIR_FRAGMENTATION_SEQUENCE_SECONDS + 2` fallback timer guards against load failures.
```txt
REPAIR_FRAGMENTATION_SEQUENCE_SECONDS
```
### Scanning ### Scanning
@@ -189,50 +186,33 @@ File:
src/components/three/gameplay/RepairScanSequence.tsx src/components/three/gameplay/RepairScanSequence.tsx
``` ```
The scan sequence: The scan sequence is now stateless w.r.t. the model: it receives `parts: ExplodedPart[]` from the upstream shared `ExplodableModel` and:
- keeps the exploded model visible
- receives model parts from `ExplodableModel`
- advances an active part index over time - advances an active part index over time
- renders `RepairScanVisual` on the active part - renders `RepairScanVisual` on the active part
- reveals broken-part highlights when configured broken parts have been reached - reveals broken-part highlights cumulatively as scan progresses
- when the active part has a `voiceLineId`, gates the advance on the audio's `ended` event (with a 15s ceiling fallback) so the diagnostic line plays in full
- returns `RepairScannedBrokenPart[]` when done - returns `RepairScannedBrokenPart[]` when done
Broken-part lookup first tries `brokenParts[].nodeName`. If no configured node matches, it falls back to the first available exploded parts. This fallback is useful while GLTF node names are still unstable, but precise `nodeName` config is safer for production. Broken-part lookup uses `brokenParts[].nodeName` against the exploded parts (deep traverse). When a configured node can't be matched, the available part names are logged so config drift is visible in the console.
### Repairing ### Repairing
File: For pylon/farm:
```txt ```txt
src/components/three/gameplay/RepairRepairingStep.tsx src/components/three/gameplay/RepairRepairingStep.tsx
``` ```
This is the densest gameplay step. This is the densest gameplay step. It renders install target, placeholder markers, grabbable replacement parts, grabbable broken parts to store, placement feedback and a ready-to-install prompt. Validation requires the correct replacement part placed AND every scanned broken part deposited.
It renders: For ebike (mission 1, simplified):
- install target
- placeholder markers
- grabbable replacement parts
- grabbable broken parts to store
- placement feedback
- ready-to-install prompt
Important local state:
- `placedPartIds`: replacement parts that snapped near a placeholder
- `depositedBrokenPartIds`: broken parts stored in the case
- `showBlockedInstallFeedback`: temporary visual feedback when install is attempted too early
Validation:
```txt ```txt
correct replacement part placed src/components/three/gameplay/RepairEbikeRepairTrigger.tsx
AND every scanned broken part deposited
``` ```
Only then does the install target call `onRepair()` and move to `reassembling`. Replaces the heavier grabbable UX with a single "Changez le refroidisseur" prompt. Pressing E advances directly to `reassembling`. The cercles décoratifs and grabbable parts are omitted to keep the first repair experience low-friction.
### Reassembling ### Reassembling
@@ -242,23 +222,24 @@ File:
src/components/three/gameplay/RepairReassemblyStep.tsx src/components/three/gameplay/RepairReassemblyStep.tsx
``` ```
The exploded model animates back into assembled form and completion particles play. A timer then moves the mission to `done`. The shared `ExplodableModel` flips `split=false`, animating each node back to its original position (inverse of fragmented). `RepairReassemblyStep` itself is now reduced to:
Mission configs can override the default reassembly duration. - the completion particles
- a `delayMs` timer (`REPAIR_REASSEMBLY_HOLD_MS = 1500`) that fires `onSettled` so `RepairGame` auto-advances to `done`
### Done ### Done
File: For pylon/farm:
```txt ```txt
src/components/three/gameplay/RepairCompletionStep.tsx src/components/three/gameplay/RepairCompletionStep.tsx
``` ```
The repaired object remains visible. The player validates the completion target, then: The shared exploded model (now reassembled) remains visible. The player validates a green completion target, the case closes and exits, then `completeMission(mission)` advances the global game progression.
1. the repair case closes For ebike (mission 1, auto-complete):
2. the case plays its exit animation
3. `completeMission(mission)` advances the global game progression `RepairGame` plays `narrateur_ebikerepare` directly on entry to `done`. When the audio's `ended` event fires (with `REPAIR_DONE_DIALOGUE_FALLBACK_MS = 6000` fallback) `completeMission("ebike")` is called automatically and the world hands off to the pylon mission. The bubble shrinks via `shouldFocusBubbleBeActive(done) === false`. No Validate button is shown.
## Focus Bubble ## Focus Bubble
@@ -275,6 +256,26 @@ While the player is in `fragmented`, `scanning`, `repairing` or `reassembling`,
The bubble is mounted both in `GameStageContent` (production scene) and `TestMap` (physics test scene) so the behaviour matches in both contexts. 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 | Owner |
| ------------ | ------------------------------------ | ---------------------------------- | -------- | ---------------------- |
| `fragmented` | `narrateur_galetscan` | `narrateur_galetscan.mp3` | cue 6 | `EbikeRepairNarrator` |
| `scanning` | `narrateur_refroidisseur_diagnostic` | `narrateur_refroidisseurcassé.mp3` | cue 24 | `RepairScanSequence`\* |
| `done` | `narrateur_ebikerepare` | `narrateur_ebikeréparé.mp3` | cue 7 | `RepairGame`\*\* |
\* The diagnostic line is triggered by the scan sequence when it lands on the broken part configured with `voiceLineId` (refroidisseur for ebike). The advance to `repairing` is gated on the audio's `ended` event so the line plays in full with the red highlight on screen.
\*\* `RepairGame` plays the success line directly on entering `done` so the audio's `ended` event can drive `completeMission` and hand off to pylon. A `REPAIR_DONE_DIALOGUE_FALLBACK_MS` timer guards against load failures. `EbikeRepairNarrator` no longer owns this cue.
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
View File
@@ -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
View File
@@ -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",
Binary file not shown.
+7 -1
View File
@@ -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",
@@ -163,7 +169,7 @@
"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", "id": "narrateur_demande_aide",
@@ -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
@@ -16,7 +16,7 @@ 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
@@ -24,7 +24,7 @@ Alors ? Pas magnifique ça ? Enfin bref, ces galets vont scanner les composants
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.
+13 -11
View File
@@ -73,7 +73,6 @@ export function Ebike({
const updateEbikeSounds = useEbikeSounds(); const updateEbikeSounds = useEbikeSounds();
const repairGameOwnsEbikeModel = const repairGameOwnsEbikeModel =
mainState === "ebike" && mainState === "ebike" &&
ebikeStep !== "locked" &&
ebikeStep !== "waiting" && ebikeStep !== "waiting" &&
ebikeStep !== "inspected"; ebikeStep !== "inspected";
@@ -334,7 +333,7 @@ export function Ebike({
const interactionLabel = const interactionLabel =
mainState === "ebike" mainState === "ebike"
? "Lancer le repair game" ? "Lancer le Repair Game"
: movementMode === "walk" : movementMode === "walk"
? "Monter sur le bike" ? "Monter sur le bike"
: "Descendre du bike"; : "Descendre du bike";
@@ -344,30 +343,33 @@ export function Ebike({
// pollute the view. The prompt comes back the moment the bike comes to // pollute the view. The prompt comes back the moment the bike comes to
// a stop. window.ebikeDriveInputActive is published every frame by // a stop. window.ebikeDriveInputActive is published every frame by
// PlayerController based on whether a movement key is currently held. // 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 [isEbikeDriving, setIsEbikeDriving] = useState(false);
const [isEbikeBreakdown, setIsEbikeBreakdown] = useState(false);
useFrame(() => { useFrame(() => {
const driving = const driving =
movementMode === "ebike" && window.ebikeDriveInputActive === true; movementMode === "ebike" && window.ebikeDriveInputActive === true;
if (driving !== isEbikeDriving) setIsEbikeDriving(driving); if (driving !== isEbikeDriving) setIsEbikeDriving(driving);
const breakdown = window.ebikeBreakdownActive === true;
if (breakdown !== isEbikeBreakdown) setIsEbikeBreakdown(breakdown);
}); });
const showInteractPrompt = !isEbikeDriving; const showInteractPrompt = !isEbikeDriving && !isEbikeBreakdown;
const handleInteract = useCallback((): void => { const handleInteract = useCallback((): void => {
if (window.ebikeBreakdownActive === true) return; if (window.ebikeBreakdownActive === true) return;
if (movementMode === "walk") { if (movementMode === "walk") {
if ( if (mainState === "ebike" && ebikeStep === "waiting") {
mainState === "ebike" &&
(ebikeStep === "locked" || ebikeStep === "waiting")
) {
setMissionStep("ebike", "inspected"); setMissionStep("ebike", "inspected");
return; return;
} }
if (mainState === "ebike" && ebikeStep === "inspected") { // Note: inspected -> fragmented is no longer driven by press-E.
setMissionStep("ebike", "fragmented"); // It auto-advances after the focus bubble's grow tween (see
return; // RepairGame, gated on BUBBLE_GROW_DURATION_SECONDS), so the
} // sphere visibly engulfs the bike before the explode animation.
const cameraOffset = new THREE.Vector3( const cameraOffset = new THREE.Vector3(
...EBIKE_CAMERA_TRANSFORM.position, ...EBIKE_CAMERA_TRANSFORM.position,
+4 -1
View File
@@ -181,9 +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(() => {
const mapUniform = shaderMat.uniforms.map;
if (!mapUniform) return;
// External Three.js material uniform sync — intentional side effect. // External Three.js material uniform sync — intentional side effect.
// eslint-disable-next-line react-hooks/immutability // eslint-disable-next-line react-hooks/immutability
shaderMat.uniforms.map.value = texture; mapUniform.value = texture;
}, [shaderMat, texture]); }, [shaderMat, texture]);
// Cleanup on unmount // Cleanup on unmount
@@ -146,16 +146,6 @@ export function EbikeIntroSequence(): React.JSX.Element | null {
return null; return null;
} }
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 +1,97 @@
import { useEffect, useRef } from "react";
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";
/**
* Previously played the ebike repair cues directly. `RepairGame` now
* owns the repair-game cue timings that gate gameplay transitions
* (`fragmented` waits for `narrateur_galetscan`, `done` waits for
* `narrateur_ebikerepare`). This component remains as the central
* safety cleanup for legacy/queued ebike narrator audio.
*
* The `narrateur_refroidisseur_diagnostic` line is triggered by the
* scan sequence itself when it lands on the refroidisseur node
* (configured via `RepairMissionPartConfig.voiceLineId` on the broken
* part). The `narrateur_ebikerepare` line is triggered by RepairGame
* directly at the `done` step so its `ended` event can drive the
* mission completion handoff.
*
* Each cue is one-shot per mission run; the played-set resets when the
* mission state rolls back to `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>> = {};
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 === "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;
}
@@ -4,6 +4,8 @@ import { useGLTF } from "@react-three/drei";
import * as THREE from "three"; import * as THREE from "three";
import { InteractableObject } from "@/components/three/interaction/InteractableObject"; import { InteractableObject } from "@/components/three/interaction/InteractableObject";
import { useGameStore } from "@/managers/stores/useGameStore"; 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 { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue"; import { playDialogueById } from "@/utils/dialogues/playDialogue";
import { import {
@@ -14,6 +16,7 @@ import {
PYLON_UPRIGHT_ROTATION, PYLON_UPRIGHT_ROTATION,
PYLON_WORLD_POSITION, PYLON_WORLD_POSITION,
} from "@/data/gameplay/pylonConfig"; } from "@/data/gameplay/pylonConfig";
import { isRepairGameStep } from "@/types/gameplay/repairMission";
import { pylonStraighteningSignal } from "@/components/gameplay/pylon/pylonSignals"; import { pylonStraighteningSignal } from "@/components/gameplay/pylon/pylonSignals";
const PYLON_MODEL_PATH = "/models/pylone/model.glb"; const PYLON_MODEL_PATH = "/models/pylone/model.glb";
@@ -22,6 +25,17 @@ export function PylonDownedPylon(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState); const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep); const step = useGameStore((state) => state.pylon.currentStep);
const setCanMove = useGameStore((state) => state.setCanMove); 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); const [isStraightening, setIsStraightening] = useState(false);
// Keeps the pylon upright after the animation completes while // Keeps the pylon upright after the animation completes while
// PylonFarmerNPC plays the post-raise audio sequence. // PylonFarmerNPC plays the post-raise audio sequence.
@@ -30,19 +44,9 @@ export function PylonDownedPylon(): React.JSX.Element | null {
const straightenStartRef = useRef<number | null>(null); const straightenStartRef = useRef<number | null>(null);
const hasPlayedFirstAudioRef = useRef(false); const hasPlayedFirstAudioRef = useRef(false);
const showUpright = // Hidden outside the pylon mission and once the pylon has been raised
isRaised || // (repair-game steps take over from there).
mainState !== "pylon" || const shouldRender = mainState === "pylon" && !isRepairGameStep(step);
step === "waiting" ||
step === "inspected" ||
step === "fragmented" ||
step === "scanning" ||
step === "repairing" ||
step === "reassembling" ||
step === "done" ||
step === "narrator-outro";
const isPylonInteractive = step === "arrived" || step === "npc-return";
useEffect(() => { useEffect(() => {
if (step === "arrived") { if (step === "arrived") {
@@ -62,7 +66,7 @@ export function PylonDownedPylon(): React.JSX.Element | null {
if (!isStraightening || straightenStartRef.current === null) { if (!isStraightening || straightenStartRef.current === null) {
group.rotation.set( group.rotation.set(
...(showUpright ? PYLON_UPRIGHT_ROTATION : PYLON_DOWNED_ROTATION), ...(isRaised ? PYLON_UPRIGHT_ROTATION : PYLON_DOWNED_ROTATION),
); );
return; return;
} }
@@ -79,6 +83,8 @@ export function PylonDownedPylon(): React.JSX.Element | null {
); );
}); });
const isPylonInteractive = step === "arrived" || step === "npc-return";
const beginStraighten = (): void => { const beginStraighten = (): void => {
setIsStraightening(true); setIsStraightening(true);
pylonStraighteningSignal.started = true; pylonStraighteningSignal.started = true;
@@ -99,12 +105,10 @@ export function PylonDownedPylon(): React.JSX.Element | null {
}, PYLON_STRAIGHTEN_ANIMATION_DURATION_MS); }, PYLON_STRAIGHTEN_ANIMATION_DURATION_MS);
}; };
if (!shouldRender) return null;
return ( return (
<group <group ref={groupRef} position={position} rotation={PYLON_DOWNED_ROTATION}>
ref={groupRef}
position={PYLON_WORLD_POSITION}
rotation={PYLON_DOWNED_ROTATION}
>
<primitive object={scene.clone(true)} /> <primitive object={scene.clone(true)} />
{isPylonInteractive ? ( {isPylonInteractive ? (
<InteractableObject <InteractableObject
@@ -112,7 +116,7 @@ export function PylonDownedPylon(): React.JSX.Element | null {
label={ label={
step === "arrived" ? "Inspecter le pylône" : "Redresser le pylône" step === "arrived" ? "Inspecter le pylône" : "Redresser le pylône"
} }
position={PYLON_WORLD_POSITION} position={position}
radius={PYLON_NARRATIVE_INTERACT_RADIUS} radius={PYLON_NARRATIVE_INTERACT_RADIUS}
onPress={() => { onPress={() => {
if (step === "arrived") { if (step === "arrived") {
@@ -43,9 +43,32 @@ function faceToward(
return Math.atan2(dx, dz); 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 { export function PylonFarmerNPC(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState); const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep); 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 setMissionStep = useGameStore((state) => state.setMissionStep);
const camera = useThree((state) => state.camera); const camera = useThree((state) => state.camera);
@@ -102,7 +125,6 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
const playPostRaiseAudioAndAdvance = useCallback(async () => { const playPostRaiseAudioAndAdvance = useCallback(async () => {
const manifest = await loadDialogueManifest(); const manifest = await loadDialogueManifest();
if (manifest) { if (manifest) {
// "N'hésite pas, si tu as besoin d'autre chose !"
const audio = await playDialogueById( const audio = await playDialogueById(
manifest, manifest,
PYLON_NARRATIVE_DIALOGUES.electricienneApresMontage, PYLON_NARRATIVE_DIALOGUES.electricienneApresMontage,
@@ -134,6 +156,17 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
playAnim("walk"); playAnim("walk");
} else if (step === "inspected") { } else if (step === "inspected") {
playAnim("idle"); 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]); }, [step, playAnim]);
@@ -184,7 +217,7 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
); );
} }
group.position.copy(currentPosRef.current); group.position.copy(currentPosRef.current);
} else if (step === "inspected") { } else if (step === "inspected" || step === "done") {
group.position.set(...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight); group.position.set(...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight);
} else if (isCompleted) { } else if (isCompleted) {
group.position.copy(currentPosRef.current); group.position.copy(currentPosRef.current);
@@ -211,10 +244,6 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
}); });
/* eslint-enable react-hooks/immutability */ /* eslint-enable react-hooks/immutability */
if (mainState !== "pylon") return null;
if (step !== "arrived" && step !== "npc-return" && step !== "inspected")
return null;
return ( return (
<group ref={groupRef} position={PYLON_FARMER_NPC_POSITION}> <group ref={groupRef} position={PYLON_FARMER_NPC_POSITION}>
<primitive object={model} /> <primitive object={model} />
@@ -225,6 +254,13 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
position={PYLON_FARMER_NPC_POSITION} position={PYLON_FARMER_NPC_POSITION}
radius={PYLON_NARRATIVE_INTERACT_RADIUS} radius={PYLON_NARRATIVE_INTERACT_RADIUS}
onPress={() => { 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 () => { void (async () => {
const manifest = await loadDialogueManifest(); const manifest = await loadDialogueManifest();
if (!manifest) { if (!manifest) {
@@ -19,9 +19,13 @@ export function PylonLightingEffect(): null {
const mainState = useGameStore((state) => state.mainState); const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep); const step = useGameStore((state) => state.pylon.currentStep);
// True from "approaching" until narrator-outro (lighting resets before the outro audio) // 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 = const isActive =
mainState === "pylon" && step !== "locked" && step !== "narrator-outro"; mainState === "pylon" &&
step !== "locked" &&
step !== "done" &&
step !== "narrator-outro";
// Working THREE.Color instances — lerped every frame // Working THREE.Color instances — lerped every frame
const ambientRef = useRef(new THREE.Color(LIGHTING_STATE.ambientColor)); const ambientRef = useRef(new THREE.Color(LIGHTING_STATE.ambientColor));
@@ -1,26 +1,140 @@
import { useEffect } from "react";
import { useGameStore } from "@/managers/stores/useGameStore"; import { useGameStore } from "@/managers/stores/useGameStore";
import { useDialoguePlayback } from "@/hooks/gameplay/useDialoguePlayback"; import { useDialoguePlayback } from "@/hooks/gameplay/useDialoguePlayback";
import { ZoneDetection } from "@/components/zone/ZoneDetection"; import { ZoneDetection } from "@/components/zone/ZoneDetection";
import { PylonFarmerNPC } from "@/components/gameplay/pylon/PylonFarmerNPC"; import { PylonFarmerNPC } from "@/components/gameplay/pylon/PylonFarmerNPC";
import { PylonNarratorOutro } from "@/components/gameplay/pylon/PylonNarratorOutro"; import { PylonNarratorOutro } from "@/components/gameplay/pylon/PylonNarratorOutro";
import { PYLON_APPROACH_ZONE, PYLON_ARRIVED_ZONE } from "@/data/gameplay/zones"; import { PYLON_APPROACH_ZONE, PYLON_ARRIVED_ZONE } from "@/data/gameplay/zones";
import { PYLON_NARRATIVE_DIALOGUES } from "@/data/gameplay/pylonConfig"; import {
PYLON_APPROACH_DELAY_MS,
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 { export function PylonNarrativeFlow(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState); const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep); const step = useGameStore((state) => state.pylon.currentStep);
const setMissionStep = useGameStore((state) => state.setMissionStep); const setMissionStep = useGameStore((state) => state.setMissionStep);
const setCanMove = useGameStore((state) => state.setCanMove);
useDialoguePlayback({ useEffect(() => {
enabled: mainState === "pylon" && step === "approaching", if (mainState !== "pylon" || step !== "tampon") return undefined;
dialogueId: PYLON_NARRATIVE_DIALOGUES.electricOutage,
const timeoutId = window.setTimeout(() => {
setMissionStep("pylon", "approaching");
}, PYLON_APPROACH_DELAY_MS);
return () => {
window.clearTimeout(timeoutId);
};
}, [mainState, setMissionStep, step]);
// ── 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({ useDialoguePlayback({
enabled: mainState === "pylon" && step === "arrived", enabled: mainState === "pylon" && step === "arrived",
dialogueId: PYLON_NARRATIVE_DIALOGUES.searchCentral, 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 // narrator-outro audio sequence + completeMission are handled in PylonNarratorOutro
if (mainState !== "pylon") return null; if (mainState !== "pylon") return null;
@@ -30,7 +144,7 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
<ZoneDetection <ZoneDetection
key="pylon-approach" key="pylon-approach"
zone={PYLON_APPROACH_ZONE} zone={PYLON_APPROACH_ZONE}
onEnter={() => setMissionStep("pylon", "approaching")} onEnter={() => setMissionStep("pylon", "tampon")}
/> />
); );
} }
@@ -45,7 +159,12 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
); );
} }
if (step === "arrived" || step === "npc-return" || step === "inspected") { if (
step === "arrived" ||
step === "npc-return" ||
step === "inspected" ||
step === "done"
) {
return <PylonFarmerNPC />; return <PylonFarmerNPC />;
} }
+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
@@ -1,5 +1,4 @@
import { useEffect, useState } from "react"; import { useEffect, useState } from "react";
import { RepairObjectModel } from "@/components/three/gameplay/RepairObjectModel";
import { RepairPromptVideo } from "@/components/three/gameplay/RepairPromptVideo"; import { RepairPromptVideo } from "@/components/three/gameplay/RepairPromptVideo";
import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase"; import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
import { TriggerObject } from "@/components/three/interaction/TriggerObject"; import { TriggerObject } from "@/components/three/interaction/TriggerObject";
@@ -40,11 +39,12 @@ export function RepairCompletionStep({
onExitComplete={onComplete} onExitComplete={onComplete}
/> />
<RepairObjectModel {/*
label={config.label} The repaired model is now rendered by the shared ExplodableModel
modelPath={config.modelPath} in RepairGame (split=false at done) so a single instance covers
scale={config.modelScale ?? 1} the whole repair flow. Rendering RepairObjectModel here would
/> duplicate the model on top of the unified one.
*/}
{!isClosingCase ? ( {!isClosingCase ? (
<TriggerObject <TriggerObject
@@ -0,0 +1,57 @@
import { GrabbableObject } from "@/components/three/interaction/GrabbableObject";
import { RepairObjectModel } from "@/components/three/gameplay/RepairObjectModel";
import type { Vector3Tuple } from "@/types/three/three";
interface RepairEbikeRepairTriggerProps {
anchor: Vector3Tuple;
installed: boolean;
}
const REPLACEMENT_MODEL_PATH = "/models/refroidisseur/model.gltf";
/**
* Ebike-specific fake replacement flow: the broken radiator node is
* hidden in the shared ExplodableModel, a grabbable copy appears at the
* same anchor, then RepairGame/RepairMissionCase controls the install
* interaction and this component swaps the copy for a fresh glowing part.
*/
export function RepairEbikeRepairTrigger({
anchor,
installed,
}: RepairEbikeRepairTriggerProps): React.JSX.Element {
return (
<group>
{!installed ? (
<GrabbableObject
position={anchor}
colliders="ball"
handControlled
lockUntilGrab
label="Retirer le refroidisseur"
>
<RepairObjectModel
label="Refroidisseur"
modelPath={REPLACEMENT_MODEL_PATH}
scale={0.24}
/>
</GrabbableObject>
) : (
<group position={anchor}>
<RepairObjectModel
label="Refroidisseur"
modelPath={REPLACEMENT_MODEL_PATH}
scale={0.24}
/>
<mesh>
<sphereGeometry args={[0.65, 32, 16]} />
<meshBasicMaterial color="#22c55e" transparent opacity={0.18} />
</mesh>
<mesh rotation={[Math.PI / 2, 0, 0]}>
<torusGeometry args={[0.72, 0.025, 8, 96]} />
<meshBasicMaterial color="#86efac" transparent opacity={0.85} />
</mesh>
</group>
)}
</group>
);
}
@@ -4,7 +4,12 @@ import * as THREE from "three";
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore"; import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
const BUBBLE_RADIUS_METERS = 10; const BUBBLE_RADIUS_METERS = 10;
const BUBBLE_GROW_DURATION_SECONDS = 2.5; /**
* Duration of the GSAP `expo.out` grow tween. Exported so step-driven
* code (e.g. `RepairGame` advancing inspected -> fragmented) can wait
* the same amount of time before triggering the next phase.
*/
export const BUBBLE_GROW_DURATION_SECONDS = 2.5;
const BUBBLE_SHRINK_DURATION_SECONDS = 1.2; const BUBBLE_SHRINK_DURATION_SECONDS = 1.2;
const BUBBLE_COLOR = "#060814"; const BUBBLE_COLOR = "#060814";
const BUBBLE_OPACITY = 0.92; const BUBBLE_OPACITY = 0.92;
+419 -43
View File
@@ -1,4 +1,4 @@
import { Suspense, useEffect, useMemo, useState } from "react"; import { Suspense, useEffect, useMemo, useRef, useState } from "react";
import { useGLTF } from "@react-three/drei"; import { useGLTF } from "@react-three/drei";
import { ExplodableModel } from "@/components/three/models/ExplodableModel"; import { ExplodableModel } from "@/components/three/models/ExplodableModel";
import type { ExplodedNodeAnchors } from "@/components/three/models/ExplodableModel"; import type { ExplodedNodeAnchors } from "@/components/three/models/ExplodableModel";
@@ -7,17 +7,36 @@ import type {
RepairCasePlaceholder, RepairCasePlaceholder,
} from "@/components/three/gameplay/RepairCaseModel"; } from "@/components/three/gameplay/RepairCaseModel";
import { RepairCompletionStep } from "@/components/three/gameplay/RepairCompletionStep"; import { RepairCompletionStep } from "@/components/three/gameplay/RepairCompletionStep";
import { RepairEbikeRepairTrigger } from "@/components/three/gameplay/RepairEbikeRepairTrigger";
import { RepairInspectionObject } from "@/components/three/gameplay/RepairInspectionObject"; import { RepairInspectionObject } from "@/components/three/gameplay/RepairInspectionObject";
import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase"; import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
import { BUBBLE_GROW_DURATION_SECONDS } from "@/components/three/gameplay/RepairFocusBubble";
import { RepairRepairingStep } from "@/components/three/gameplay/RepairRepairingStep"; import { RepairRepairingStep } from "@/components/three/gameplay/RepairRepairingStep";
import { RepairReassemblyStep } from "@/components/three/gameplay/RepairReassemblyStep"; import { RepairReassemblyStep } from "@/components/three/gameplay/RepairReassemblyStep";
import { RepairScanSequence } from "@/components/three/gameplay/RepairScanSequence"; import { RepairScanSequence } from "@/components/three/gameplay/RepairScanSequence";
import { REPAIR_CASE_MODEL_PATH } from "@/data/gameplay/repairCaseConfig"; import { REPAIR_CASE_MODEL_PATH } from "@/data/gameplay/repairCaseConfig";
import { REPAIR_FRAGMENTATION_SEQUENCE_SECONDS } from "@/data/gameplay/repairGameConfig"; import {
REPAIR_FRAGMENT_SPLIT_DURATION_SECONDS,
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
REPAIR_FRAGMENTATION_SEQUENCE_SECONDS,
REPAIR_FRAGMENT_SPLIT_SPEED,
REPAIR_REASSEMBLY_HOLD_MS,
} from "@/data/gameplay/repairGameConfig";
import { REPAIR_MISSIONS } from "@/data/gameplay/repairMissions"; import { REPAIR_MISSIONS } from "@/data/gameplay/repairMissions";
import {
EBIKE_REPAIRED_DIALOGUE_ID,
EBIKE_SCAN_HINT_DIALOGUE_ID,
} from "@/data/ebike/ebikeConfig";
import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmentationInput"; import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmentationInput";
import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep"; import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep";
import { useTerrainSnappedPosition } from "@/hooks/three/useTerrainHeight"; import { useTerrainSnappedPosition } from "@/hooks/three/useTerrainHeight";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import {
clearQueuedDialogues,
playDialogueById,
stopCurrentDialogue,
} from "@/utils/dialogues/playDialogue";
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
import type { import type {
MissionStep, MissionStep,
RepairMissionConfig, RepairMissionConfig,
@@ -27,6 +46,7 @@ import type {
import { useGameStore } from "@/managers/stores/useGameStore"; import { useGameStore } from "@/managers/stores/useGameStore";
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore"; import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three"; import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
import type { ExplodedPart } from "@/utils/three/ExplodedModel";
import { toVector3Scale } from "@/utils/three/scale"; import { toVector3Scale } from "@/utils/three/scale";
interface RepairGameProps extends Required< interface RepairGameProps extends Required<
@@ -41,6 +61,11 @@ interface RepairMissionAssetPreloaderProps {
config: RepairMissionConfig; config: RepairMissionConfig;
} }
interface EbikeRepairTransform {
position: Vector3Tuple;
rotationY: number;
}
function RepairMissionAssetPreloader({ function RepairMissionAssetPreloader({
config, config,
}: RepairMissionAssetPreloaderProps): null { }: RepairMissionAssetPreloaderProps): null {
@@ -54,6 +79,20 @@ function RepairMissionAssetPreloader({
return null; return null;
} }
const REPAIR_PHASES: readonly MissionStep[] = [
"fragmented",
"scanning",
"repairing",
"reassembling",
"done",
];
const SPLIT_PHASES: readonly MissionStep[] = [
"fragmented",
"scanning",
"repairing",
];
export function RepairGame({ export function RepairGame({
mission, mission,
position, position,
@@ -73,22 +112,57 @@ 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 const [explodedParts, setExplodedParts] = useState<readonly ExplodedPart[]>(
// 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 const [ebikeRepairTransform, setEbikeRepairTransform] =
// bike and stays stable through the rest of the repair flow. useState<EbikeRepairTransform | null>(null);
const [ebikeCoolingInstalled, setEbikeCoolingInstalled] = useState(false);
const fragmentedSplitSettledRef = useRef(false);
const fragmentedDialogueDoneRef = useRef(false);
const reassemblyDoneTimeoutRef = useRef<number | null>(null);
// Ebike-specific: once the repair starts, keep the entire repair flow
// exactly where the bike currently is. `Ebike` owns the live parked
// position while inspected is showing; RepairGame takes over the model
// from fragmented onward and must reuse that same world transform.
const livePosition = useMemo<Vector3Tuple>(() => { const livePosition = useMemo<Vector3Tuple>(() => {
if (mission !== "ebike" || mainState !== mission) return position; if (mission !== "ebike" || step === "waiting") return position;
if (step === "locked" || step === "waiting") return position;
if (ebikeRepairTransform) return ebikeRepairTransform.position;
const parked = window.ebikeParkedPosition; const parked = window.ebikeParkedPosition;
if (!parked) return position; if (!parked) return position;
return [parked[0], parked[1], parked[2]]; return [parked[0], parked[1], parked[2]];
}, [mainState, mission, position, step]); }, [ebikeRepairTransform, mission, position, step]);
const usesLiveEbikePosition = mission === "ebike" && step !== "waiting";
const parsedScale = toVector3Scale(scale); const parsedScale = toVector3Scale(scale);
const snappedPosition = useTerrainSnappedPosition(livePosition); const terrainSnappedPosition = useTerrainSnappedPosition(livePosition);
const snappedPosition = usesLiveEbikePosition
? livePosition
: terrainSnappedPosition;
const readyForFragmentation = step === "inspected"; const readyForFragmentation = step === "inspected";
const brokenNodeNames = useMemo(() => getBrokenNodeNames(config), [config]); const brokenNodeNames = useMemo(() => getBrokenNodeNames(config), [config]);
const isRepairPhase = (REPAIR_PHASES as readonly MissionStep[]).includes(
step,
);
const isSplitPhase = (SPLIT_PHASES as readonly MissionStep[]).includes(step);
const isRepairing = step === "repairing";
const repairModelRotation: Vector3Tuple =
mission === "ebike" && ebikeRepairTransform
? [0, ebikeRepairTransform.rotationY, 0]
: (config.modelRotation ?? [0, 0, 0]);
const ebikeBrokenNodeName = config.brokenParts[0]?.targetNodeName;
const ebikeBrokenWorldAnchor = ebikeBrokenNodeName
? brokenAnchors[ebikeBrokenNodeName]
: undefined;
const ebikeBrokenLocalAnchor = ebikeBrokenWorldAnchor
? ([
ebikeBrokenWorldAnchor[0] - snappedPosition[0],
ebikeBrokenWorldAnchor[1] - snappedPosition[1],
ebikeBrokenWorldAnchor[2] - snappedPosition[2],
] satisfies Vector3Tuple)
: ([0, 1, 0] satisfies Vector3Tuple);
useRepairFragmentationInput({ useRepairFragmentationInput({
enabled: mainState === mission && readyForFragmentation, enabled: mainState === mission && readyForFragmentation,
@@ -104,6 +178,7 @@ export function RepairGame({
setCaseAnchors({}); setCaseAnchors({});
setBrokenAnchors({}); setBrokenAnchors({});
setScannedBrokenParts([]); setScannedBrokenParts([]);
setEbikeCoolingInstalled(false);
}, 0); }, 0);
return () => { return () => {
@@ -111,6 +186,54 @@ export function RepairGame({
}; };
}, [mainState, mission, step]); }, [mainState, mission, step]);
useEffect(() => {
if (mission !== "ebike") return undefined;
if (mainState !== "ebike" || step === "waiting") {
const timeoutId = window.setTimeout(() => {
setEbikeRepairTransform(null);
setEbikeCoolingInstalled(false);
}, 0);
return () => {
window.clearTimeout(timeoutId);
};
}
if (ebikeRepairTransform) return undefined;
const parked = window.ebikeParkedPosition;
const rotationY =
window.ebikeParkedRotation ?? config.modelRotation?.[1] ?? 0;
const snapshot: EbikeRepairTransform = {
position: parked ? [parked[0], parked[1], parked[2]] : position,
rotationY,
};
const timeoutId = window.setTimeout(() => {
setEbikeRepairTransform(snapshot);
}, 0);
return () => {
window.clearTimeout(timeoutId);
};
}, [
config.modelRotation,
ebikeRepairTransform,
mainState,
mission,
position,
step,
]);
useEffect(() => {
if (mission !== "ebike") return;
if (mainState === "ebike") return;
clearQueuedDialogues();
stopCurrentDialogue();
useSubtitleStore.getState().clearActiveSubtitle();
}, [mainState, mission]);
// Drive the global focus bubble: active during the immersive repair // Drive the global focus bubble: active during the immersive repair
// phases so the world dims/hides outside the dark sphere shroud. // phases so the world dims/hides outside the dark sphere shroud.
const focusCenterX = snappedPosition[0]; const focusCenterX = snappedPosition[0];
@@ -118,7 +241,7 @@ export function RepairGame({
const focusCenterZ = snappedPosition[2]; const focusCenterZ = snappedPosition[2];
useEffect(() => { useEffect(() => {
const inFocusPhase = const inFocusPhase =
mainState === mission && shouldFocusBubbleBeActive(step); mainState === mission && shouldFocusBubbleBeActive(step, mission);
if (inFocusPhase) { if (inFocusPhase) {
useRepairFocusStore useRepairFocusStore
.getState() .getState()
@@ -130,20 +253,243 @@ export function RepairGame({
return undefined; return undefined;
}, [mainState, mission, step, focusCenterX, focusCenterY, focusCenterZ]); }, [mainState, mission, step, focusCenterX, focusCenterY, focusCenterZ]);
// Ebike-only: auto-advance inspected -> fragmented once the focus
// bubble's grow tween has finished isolating the bike inside the dark
// cocoon. The 2.5s delay matches BUBBLE_GROW_DURATION_SECONDS so the
// fragmentation visual coincides with the fully-formed shroud.
useEffect(() => { useEffect(() => {
if (mainState !== mission) return undefined; if (mainState !== mission) return undefined;
if (mission !== "ebike") return undefined;
if (step !== "fragmented") return undefined; if (step !== "inspected") return undefined;
const timeoutId = window.setTimeout(() => { const timeoutId = window.setTimeout(() => {
setMissionStep(mission, "scanning"); setMissionStep(mission, "fragmented");
}, REPAIR_FRAGMENTATION_SEQUENCE_SECONDS * 1000); }, BUBBLE_GROW_DURATION_SECONDS * 1000);
return () => { return () => {
window.clearTimeout(timeoutId); window.clearTimeout(timeoutId);
}; };
}, [mainState, mission, setMissionStep, step]); }, [mainState, mission, setMissionStep, step]);
// fragmented -> scanning is now driven by `onSplitSettled` from the
// shared ExplodableModel below (fires once the lerp actually
// converges on progress=1). The legacy
// REPAIR_FRAGMENTATION_SEQUENCE_SECONDS timer is kept as a safety-net
// fallback in case the model fails to load (no settled event) so the
// flow can never get stuck on the fragmented step.
useEffect(() => {
if (mainState !== mission) return undefined;
if (step !== "fragmented") return undefined;
if (mission === "ebike") return undefined;
const timeoutId = window.setTimeout(
() => {
setMissionStep(mission, "scanning");
},
(REPAIR_FRAGMENTATION_SEQUENCE_SECONDS + 2) * 1000,
);
return () => {
window.clearTimeout(timeoutId);
};
}, [mainState, mission, setMissionStep, step]);
useEffect(() => {
if (mainState !== mission) return undefined;
if (mission !== "ebike") return undefined;
if (step !== "fragmented") return undefined;
fragmentedSplitSettledRef.current = false;
fragmentedDialogueDoneRef.current = false;
let cancelled = false;
let activeAudio: HTMLAudioElement | null = null;
let fallbackTimeoutId: number | null = null;
const tryAdvance = (): void => {
if (cancelled) return;
if (!fragmentedSplitSettledRef.current) return;
if (!fragmentedDialogueDoneRef.current) return;
setMissionStep(mission, "scanning");
};
const markDialogueDone = (): void => {
if (cancelled) return;
fragmentedDialogueDoneRef.current = true;
tryAdvance();
};
void (async () => {
const manifest = await loadDialogueManifest();
if (cancelled) return;
const audio = manifest
? await playDialogueById(manifest, EBIKE_SCAN_HINT_DIALOGUE_ID)
: null;
if (cancelled) {
if (audio && !audio.paused) {
audio.pause();
audio.currentTime = 0;
}
useSubtitleStore.getState().clearActiveSubtitle();
return;
}
activeAudio = audio;
if (audio) {
audio.addEventListener("ended", markDialogueDone, { once: true });
fallbackTimeoutId = window.setTimeout(markDialogueDone, 15000);
} else {
fallbackTimeoutId = window.setTimeout(markDialogueDone, 1000);
}
})();
return () => {
cancelled = true;
if (activeAudio) {
activeAudio.removeEventListener("ended", markDialogueDone);
if (!activeAudio.paused) {
activeAudio.pause();
activeAudio.currentTime = 0;
}
}
if (fallbackTimeoutId !== null) {
window.clearTimeout(fallbackTimeoutId);
}
useSubtitleStore.getState().clearActiveSubtitle();
};
}, [mainState, mission, setMissionStep, step]);
useEffect(() => {
if (mainState !== mission) return undefined;
if (step !== "reassembling") return undefined;
const timeoutId = window.setTimeout(() => {
setMissionStep(mission, "done");
}, REPAIR_REASSEMBLY_HOLD_MS + 4000);
return () => {
window.clearTimeout(timeoutId);
};
}, [mainState, mission, setMissionStep, step]);
// Ebike-only: at `done`, play the success narrator line and complete
// the mission when the audio ends (handing off to pylon). A fallback
// timer guarantees the transition even if the audio fails.
useEffect(() => {
if (mainState !== mission) return undefined;
if (mission !== "ebike") return undefined;
if (step !== "done") return undefined;
let cancelled = false;
let activeAudio: HTMLAudioElement | null = null;
let fallbackTimeoutId: number | null = null;
const finish = (): void => {
if (cancelled) return;
cancelled = true;
completeMission(mission);
};
void (async () => {
const manifest = await loadDialogueManifest();
if (cancelled) return;
const audio = manifest
? await playDialogueById(manifest, EBIKE_REPAIRED_DIALOGUE_ID)
: null;
if (cancelled) {
if (audio && !audio.paused) {
audio.pause();
audio.currentTime = 0;
}
useSubtitleStore.getState().clearActiveSubtitle();
return;
}
activeAudio = audio;
if (audio) {
audio.addEventListener("ended", finish, { once: true });
fallbackTimeoutId = window.setTimeout(
finish,
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
);
} else {
fallbackTimeoutId = window.setTimeout(
finish,
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
);
}
})();
return () => {
cancelled = true;
if (activeAudio) {
activeAudio.removeEventListener("ended", finish);
if (!activeAudio.paused) {
activeAudio.pause();
activeAudio.currentTime = 0;
}
}
if (fallbackTimeoutId !== null) {
window.clearTimeout(fallbackTimeoutId);
}
useSubtitleStore.getState().clearActiveSubtitle();
};
}, [completeMission, mainState, mission, step]);
// The shared ExplodableModel resets its parts to a fresh array each
// time it remounts (i.e. when leaving the repair flow back to
// waiting/inspected). The cached `explodedParts` will be overwritten
// by `onPartsReady` on the next mount; we don't need an explicit
// reset because no rendered code path uses the stale parts outside
// the repair phases.
// Settled callback: drives event-based transitions out of the
// explode/reassemble lerp.
const stepRef = useRef(step);
useEffect(() => {
stepRef.current = step;
}, [step]);
const handleSplitSettled = useMemo(
() => (settledAt: 0 | 1) => {
const currentStep = stepRef.current;
if (settledAt === 1 && currentStep === "fragmented") {
if (mission === "ebike") {
fragmentedSplitSettledRef.current = true;
if (fragmentedDialogueDoneRef.current) {
setMissionStep(mission, "scanning");
}
return;
}
setMissionStep(mission, "scanning");
}
if (settledAt === 0 && currentStep === "reassembling") {
if (reassemblyDoneTimeoutRef.current !== null) {
window.clearTimeout(reassemblyDoneTimeoutRef.current);
}
reassemblyDoneTimeoutRef.current = window.setTimeout(() => {
reassemblyDoneTimeoutRef.current = null;
setMissionStep(mission, "done");
}, REPAIR_REASSEMBLY_HOLD_MS);
}
},
[mission, setMissionStep],
);
useEffect(() => {
return () => {
if (reassemblyDoneTimeoutRef.current !== null) {
window.clearTimeout(reassemblyDoneTimeoutRef.current);
}
};
}, []);
function handleEbikeCoolingInstall(): void {
if (ebikeCoolingInstalled) return;
setEbikeCoolingInstalled(true);
window.setTimeout(() => {
setMissionStep(mission, "reassembling");
}, 450);
}
if (mainState !== mission) return null; if (mainState !== mission) return null;
if (step === "locked") return null; if (step === "locked") return null;
@@ -160,34 +506,49 @@ export function RepairGame({
onInspect={() => setMissionStep(mission, "inspected")} onInspect={() => setMissionStep(mission, "inspected")}
/> />
) : null} ) : null}
{step === "fragmented" ? ( {/*
Single ExplodableModel mounted across the entire repair flow
(fragmented -> done) so the model loads once, animates from
its real original positions, never re-instantiates between
phases, and stays at a stable transform. `split` toggles drive
the explode/reassemble lerps in place.
*/}
{isRepairPhase ? (
<ExplodableModel <ExplodableModel
modelPath={config.modelPath} modelPath={config.modelPath}
rotation={config.modelRotation ?? [0, 0, 0]} rotation={repairModelRotation}
scale={config.modelScale ?? 1} scale={config.modelScale ?? 1}
split split={isSplitPhase}
splitSpeed={REPAIR_FRAGMENT_SPLIT_SPEED}
splitDurationSeconds={REPAIR_FRAGMENT_SPLIT_DURATION_SECONDS}
onPartsReady={setExplodedParts}
onSplitSettled={handleSplitSettled}
{...(isRepairing
? {
hideNodeNames: brokenNodeNames,
nodeAnchorNames: brokenNodeNames,
onNodeAnchorsChange: setBrokenAnchors,
}
: {})}
/> />
) : null} ) : null}
{step === "scanning" ? ( {step === "scanning" ? (
<RepairScanSequence <RepairScanSequence
config={config} config={config}
parts={explodedParts}
onComplete={(brokenParts) => { onComplete={(brokenParts) => {
setScannedBrokenParts(brokenParts); setScannedBrokenParts(brokenParts);
setMissionStep(mission, "repairing"); setMissionStep(mission, "repairing");
}} }}
/> />
) : null} ) : null}
{step === "repairing" ? ( {step === "repairing" && mission === "ebike" ? (
<> <RepairEbikeRepairTrigger
<ExplodableModel anchor={ebikeBrokenLocalAnchor}
modelPath={config.modelPath} installed={ebikeCoolingInstalled}
rotation={config.modelRotation ?? [0, 0, 0]}
scale={config.modelScale ?? 1}
split
hideNodeNames={brokenNodeNames}
nodeAnchorNames={brokenNodeNames}
onNodeAnchorsChange={setBrokenAnchors}
/> />
) : null}
{step === "repairing" && mission !== "ebike" ? (
<RepairRepairingStep <RepairRepairingStep
anchors={caseAnchors} anchors={caseAnchors}
brokenAnchors={brokenAnchors} brokenAnchors={brokenAnchors}
@@ -196,30 +557,37 @@ export function RepairGame({
placeholders={casePlaceholders} placeholders={casePlaceholders}
onRepair={() => setMissionStep(mission, "reassembling")} onRepair={() => setMissionStep(mission, "reassembling")}
/> />
</>
) : null} ) : null}
{step === "reassembling" ? ( {step === "reassembling" ? <RepairReassemblyStep /> : null}
<RepairReassemblyStep {step === "done" && mission !== "pylon" && mission !== "ebike" ? (
config={config}
onComplete={() => setMissionStep(mission, "done")}
/>
) : null}
{step === "done" ? (
<RepairCompletionStep <RepairCompletionStep
config={config} config={config}
onComplete={() => completeMission(mission)} onComplete={() => completeMission(mission)}
/> />
) : null} ) : null}
{step !== "waiting" && step !== "done" && step !== "reassembling" ? ( {step !== "waiting" &&
step !== "done" &&
step !== "reassembling" &&
// Ebike's inspected phase is a 2.5s sphere-reveal cinematic that
// auto-advances to fragmented; the case + "press to fragment"
// prompt would only flash on screen, so suppress them here.
!(mission === "ebike" && step === "inspected") ? (
<RepairMissionCase <RepairMissionCase
config={config} config={config}
onPlaceholdersChange={setCasePlaceholders} onPlaceholdersChange={setCasePlaceholders}
onAnchorsChange={setCaseAnchors} onAnchorsChange={setCaseAnchors}
open={step === "repairing"} open={mission !== "ebike" && step === "repairing"}
zoomed={step === "repairing"} zoomed={mission !== "ebike" && step === "repairing"}
showFragmentationPrompt={readyForFragmentation} showFragmentationPrompt={
readyForFragmentation && mission !== "ebike"
}
{...(mission === "ebike" && step === "repairing"
? { interactLabel: "Changez le refroidisseur" }
: {})}
onInteract={ onInteract={
readyForFragmentation mission === "ebike" && step === "repairing"
? handleEbikeCoolingInstall
: readyForFragmentation && mission !== "ebike"
? () => setMissionStep(mission, "fragmented") ? () => setMissionStep(mission, "fragmented")
: undefined : undefined
} }
@@ -234,7 +602,15 @@ function shouldKeepRepairRuntimeState(step: MissionStep): boolean {
return step === "repairing" || step === "reassembling" || step === "done"; return step === "repairing" || step === "reassembling" || step === "done";
} }
function shouldFocusBubbleBeActive(step: MissionStep): boolean { function shouldFocusBubbleBeActive(
step: MissionStep,
mission: RepairMissionId,
): boolean {
// Ebike opens the focus bubble one phase earlier (inspected) so the
// sphere visibly engulfs the bike during the inspect-then-explode
// build-up. Pylon/farm keep their original behaviour where the bubble
// appears once the model has fragmented.
if (mission === "ebike" && step === "inspected") return true;
return ( return (
step === "fragmented" || step === "fragmented" ||
step === "scanning" || step === "scanning" ||
@@ -25,6 +25,7 @@ interface RepairMissionCaseProps {
open?: boolean; open?: boolean;
zoomed?: boolean; zoomed?: boolean;
showFragmentationPrompt?: boolean; showFragmentationPrompt?: boolean;
interactLabel?: string;
onInteract?: (() => void) | undefined; onInteract?: (() => void) | undefined;
} }
@@ -37,6 +38,7 @@ export function RepairMissionCase({
open = false, open = false,
zoomed = false, zoomed = false,
showFragmentationPrompt = false, showFragmentationPrompt = false,
interactLabel,
onInteract, onInteract,
}: RepairMissionCaseProps): React.JSX.Element { }: RepairMissionCaseProps): React.JSX.Element {
const casePosition = zoomed const casePosition = zoomed
@@ -51,7 +53,7 @@ export function RepairMissionCase({
<TriggerObject <TriggerObject
position={casePosition} position={casePosition}
colliders="ball" colliders="ball"
label={`Ouvrir ${config.label}`} label={interactLabel ?? `Ouvrir ${config.label}`}
radius={REPAIR_INTERACTION_RADIUS} radius={REPAIR_INTERACTION_RADIUS}
onTrigger={onInteract} onTrigger={onInteract}
> >
@@ -1,45 +1,15 @@
import { useEffect, useState } from "react";
import { RepairCompletionParticles } from "@/components/three/gameplay/RepairCompletionParticles"; import { RepairCompletionParticles } from "@/components/three/gameplay/RepairCompletionParticles";
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
import { REPAIR_REASSEMBLY_SECONDS } from "@/data/gameplay/repairGameConfig";
import type { RepairMissionConfig } from "@/types/gameplay/repairMission";
interface RepairReassemblyStepProps { /**
config: RepairMissionConfig; * Visual layer for the reassembly phase. The actual collapse animation
onComplete: () => void; * (parts lerping back to their original positions) is driven by the
} * shared ExplodableModel mounted upstream by RepairGame, which keeps a
* single instance alive across fragmented -> done so the model never
export function RepairReassemblyStep({ * reloads or jumps between phases.
config, *
onComplete, * This component now only renders the completion particles and emits a
}: RepairReassemblyStepProps): React.JSX.Element { * settled signal after `delayMs` so the upstream flow can advance.
const [split, setSplit] = useState(true); */
const reassemblySeconds = export function RepairReassemblyStep(): React.JSX.Element {
config.reassemblySeconds ?? REPAIR_REASSEMBLY_SECONDS; return <RepairCompletionParticles />;
useEffect(() => {
const closeTimeoutId = window.setTimeout(() => {
setSplit(false);
}, 50);
const completeTimeoutId = window.setTimeout(() => {
onComplete();
}, reassemblySeconds * 1000);
return () => {
window.clearTimeout(closeTimeoutId);
window.clearTimeout(completeTimeoutId);
};
}, [onComplete, reassemblySeconds]);
return (
<group>
<ExplodableModel
modelPath={config.modelPath}
scale={config.modelScale ?? 1}
split={split}
splitDistance={1.2}
/>
<RepairCompletionParticles />
</group>
);
} }
@@ -1,8 +1,7 @@
import { useEffect, useState } from "react"; import { useEffect, useMemo, useRef, useState } from "react";
import * as THREE from "three"; import * as THREE from "three";
import { RepairBrokenPartHighlight } from "@/components/three/gameplay/RepairBrokenPartHighlight"; import { RepairBrokenPartHighlight } from "@/components/three/gameplay/RepairBrokenPartHighlight";
import { RepairBrokenPartPrompt } from "@/components/three/gameplay/RepairBrokenPartPrompt"; import { RepairBrokenPartPrompt } from "@/components/three/gameplay/RepairBrokenPartPrompt";
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
import { RepairScanVisual } from "@/components/three/gameplay/RepairScanVisual"; import { RepairScanVisual } from "@/components/three/gameplay/RepairScanVisual";
import { REPAIR_SCAN_PART_SECONDS } from "@/data/gameplay/repairGameConfig"; import { REPAIR_SCAN_PART_SECONDS } from "@/data/gameplay/repairGameConfig";
import type { import type {
@@ -12,9 +11,20 @@ import type {
} from "@/types/gameplay/repairMission"; } from "@/types/gameplay/repairMission";
import { logger } from "@/utils/core/Logger"; import { logger } from "@/utils/core/Logger";
import type { ExplodedPart } from "@/utils/three/ExplodedModel"; import type { ExplodedPart } from "@/utils/three/ExplodedModel";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue";
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
interface RepairScanSequenceProps { interface RepairScanSequenceProps {
config: RepairMissionConfig; config: RepairMissionConfig;
/**
* Parts of the (already mounted) ExplodableModel managed upstream by
* RepairGame. The scan sequence drives its visuals against these
* parts so the model isn't re-instantiated when entering the scanning
* phase (which would cause the explosion animation to replay and the
* world transform to differ between phases).
*/
parts: readonly ExplodedPart[];
onComplete: (brokenParts: readonly RepairScannedBrokenPart[]) => void; onComplete: (brokenParts: readonly RepairScannedBrokenPart[]) => void;
} }
@@ -27,25 +37,112 @@ const warnedMissingScanParts = new Set<string>();
export function RepairScanSequence({ export function RepairScanSequence({
config, config,
parts,
onComplete, onComplete,
}: RepairScanSequenceProps): React.JSX.Element { }: RepairScanSequenceProps): React.JSX.Element {
const [parts, setParts] = useState<readonly ExplodedPart[]>([]);
const [activePartIndex, setActivePartIndex] = useState(0); const [activePartIndex, setActivePartIndex] = useState(0);
const activePart = parts[activePartIndex]; const activePart = parts[activePartIndex];
const scanPartSeconds = config.scanPartSeconds ?? REPAIR_SCAN_PART_SECONDS; const scanPartSeconds = config.scanPartSeconds ?? REPAIR_SCAN_PART_SECONDS;
const brokenPartMatches = getBrokenPartMatches(parts, config); const brokenPartMatches = useMemo(
() => getBrokenPartMatches(parts, config),
[parts, config],
);
const visibleBrokenPartMatches = brokenPartMatches.filter( const visibleBrokenPartMatches = brokenPartMatches.filter(
(match) => match.partIndex <= activePartIndex, (match) => match.partIndex <= activePartIndex,
); );
const onCompleteRef = useRef(onComplete);
useEffect(() => {
onCompleteRef.current = onComplete;
}, [onComplete]);
useEffect(() => { useEffect(() => {
if (parts.length === 0) return undefined; if (parts.length === 0) return undefined;
// Look up which (if any) broken-part config corresponds to the
// currently active scan part. When the active part has a
// `voiceLineId`, gate the advance on the audio's `ended` event so
// the diagnostic line plays in full (with its red broken-part
// highlight already on screen) before transitioning to the next
// scan part — and ultimately to the repairing step.
const activeBrokenMatch = brokenPartMatches.find(
(match) => match.partIndex === activePartIndex,
);
const activeVoiceLineId = activeBrokenMatch?.config.voiceLineId;
if (activeVoiceLineId) {
let cancelled = false;
let activeAudio: HTMLAudioElement | null = null;
let fallbackTimeoutId: number | null = null;
const advance = (): void => {
if (cancelled) return;
cancelled = true;
setActivePartIndex((currentIndex) => {
const nextIndex = currentIndex + 1;
if (nextIndex >= parts.length) {
window.setTimeout(() => {
onCompleteRef.current(getScannedBrokenParts(parts, config));
}, 0);
return currentIndex;
}
return nextIndex;
});
};
void (async () => {
const manifest = await loadDialogueManifest();
if (cancelled) return;
const audio = manifest
? await playDialogueById(manifest, activeVoiceLineId)
: null;
if (cancelled) {
if (audio && !audio.paused) {
audio.pause();
audio.currentTime = 0;
}
useSubtitleStore.getState().clearActiveSubtitle();
return;
}
activeAudio = audio;
if (audio) {
audio.addEventListener("ended", advance, { once: true });
// Fallback: if the audio errors or never fires `ended`, still
// advance after a generous ceiling so the flow can't stall.
fallbackTimeoutId = window.setTimeout(advance, 15000);
} else {
// No audio (manifest missing) — advance after the default
// per-part dwell so we don't get stuck on this part.
fallbackTimeoutId = window.setTimeout(
advance,
scanPartSeconds * 1000,
);
}
})();
return () => {
cancelled = true;
if (activeAudio) {
activeAudio.removeEventListener("ended", advance);
if (!activeAudio.paused) {
activeAudio.pause();
activeAudio.currentTime = 0;
}
}
if (fallbackTimeoutId !== null) {
window.clearTimeout(fallbackTimeoutId);
}
useSubtitleStore.getState().clearActiveSubtitle();
};
}
const timeoutId = window.setTimeout(() => { const timeoutId = window.setTimeout(() => {
setActivePartIndex((currentIndex) => { setActivePartIndex((currentIndex) => {
const nextIndex = currentIndex + 1; const nextIndex = currentIndex + 1;
if (nextIndex >= parts.length) { if (nextIndex >= parts.length) {
onComplete(getScannedBrokenParts(parts, config)); window.setTimeout(() => {
onCompleteRef.current(getScannedBrokenParts(parts, config));
}, 0);
return currentIndex; return currentIndex;
} }
@@ -56,16 +153,10 @@ export function RepairScanSequence({
return () => { return () => {
window.clearTimeout(timeoutId); window.clearTimeout(timeoutId);
}; };
}, [activePartIndex, config, onComplete, parts, scanPartSeconds]); }, [activePartIndex, brokenPartMatches, config, parts, scanPartSeconds]);
return ( return (
<group> <group>
<ExplodableModel
modelPath={config.modelPath}
scale={config.modelScale ?? 1}
split
onPartsReady={setParts}
/>
<RepairScanVisual target={activePart?.object} /> <RepairScanVisual target={activePart?.object} />
{visibleBrokenPartMatches.map((match) => { {visibleBrokenPartMatches.map((match) => {
const part = parts[match.partIndex]; const part = parts[match.partIndex];
@@ -133,6 +224,7 @@ function getBrokenPartMatches(
logger.warn("RepairScan", "Broken parts missing from exploded model", { logger.warn("RepairScan", "Broken parts missing from exploded model", {
missionId: config.id, missionId: config.id,
missingIds, missingIds,
availablePartNames: parts.map((part) => part.object.name),
}); });
} }
} }
@@ -148,11 +240,20 @@ function objectContainsNodeName(
object: THREE.Object3D, object: THREE.Object3D,
nodeName: string, nodeName: string,
): boolean { ): boolean {
if (object.name === nodeName) return true; const normalizedNodeName = nodeName.toLowerCase();
const objectName = object.name.toLowerCase();
if (objectName === normalizedNodeName) return true;
if (objectName.includes(normalizedNodeName)) return true;
if (normalizedNodeName.includes(objectName)) return true;
let found = false; let found = false;
object.traverse((child) => { object.traverse((child) => {
if (child.name === nodeName) { const childName = child.name.toLowerCase();
if (
childName === normalizedNodeName ||
childName.includes(normalizedNodeName) ||
normalizedNodeName.includes(childName)
) {
found = true; found = true;
} }
}); });
@@ -1,4 +1,4 @@
import { useEffect, useRef } from "react"; import { useEffect, useRef, useState } from "react";
import { useFrame, useThree } from "@react-three/fiber"; import { useFrame, useThree } from "@react-three/fiber";
import { RigidBody } from "@react-three/rapier"; import { RigidBody } from "@react-three/rapier";
import type { RapierRigidBody } from "@react-three/rapier"; import type { RapierRigidBody } from "@react-three/rapier";
@@ -35,6 +35,7 @@ interface GrabbableObjectProps {
label?: string; label?: string;
handControlled?: boolean; handControlled?: boolean;
disabled?: boolean; disabled?: boolean;
lockUntilGrab?: boolean;
onGrabChange?: (held: boolean) => void; onGrabChange?: (held: boolean) => void;
onPositionChange?: (position: THREE.Vector3) => void; onPositionChange?: (position: THREE.Vector3) => void;
onSnap?: (position: THREE.Vector3) => void; onSnap?: (position: THREE.Vector3) => void;
@@ -134,6 +135,7 @@ export function GrabbableObject({
label = GRAB_DEFAULT_LABEL, label = GRAB_DEFAULT_LABEL,
handControlled = false, handControlled = false,
disabled = false, disabled = false,
lockUntilGrab = false,
onGrabChange, onGrabChange,
onPositionChange, onPositionChange,
onSnap, onSnap,
@@ -148,6 +150,7 @@ export function GrabbableObject({
const rbRef = useRef<RapierRigidBody>(null); const rbRef = useRef<RapierRigidBody>(null);
const isHolding = useRef(false); const isHolding = useRef(false);
const isHandHolding = useRef(false); const isHandHolding = useRef(false);
const [hasBeenGrabbed, setHasBeenGrabbed] = useState(false);
const snapTween = useRef<gsap.core.Tween | null>(null); const snapTween = useRef<gsap.core.Tween | null>(null);
useEffect(() => { useEffect(() => {
@@ -288,6 +291,7 @@ export function GrabbableObject({
const hadHit = Boolean(hit); const hadHit = Boolean(hit);
if (hadHit) { if (hadHit) {
setHasBeenGrabbed(true);
isHandHolding.current = true; isHandHolding.current = true;
InteractionManager.getInstance().setHandHolding(true); InteractionManager.getInstance().setHandHolding(true);
onGrabChange?.(true); onGrabChange?.(true);
@@ -330,7 +334,7 @@ export function GrabbableObject({
<group ref={spaceRef}> <group ref={spaceRef}>
<RigidBody <RigidBody
ref={rbRef} ref={rbRef}
type="dynamic" type={lockUntilGrab && !hasBeenGrabbed ? "fixed" : "dynamic"}
colliders={colliders} colliders={colliders}
position={position} position={position}
> >
@@ -344,6 +348,7 @@ export function GrabbableObject({
position={position} position={position}
bodyRef={rbRef} bodyRef={rbRef}
onPress={() => { onPress={() => {
setHasBeenGrabbed(true);
isHolding.current = true; isHolding.current = true;
onGrabChange?.(true); onGrabChange?.(true);
}} }}
@@ -1,5 +1,5 @@
import type { ReactNode } from "react"; import type { ReactNode } from "react";
import { Component, useEffect, useMemo, useRef } from "react"; import { Component, useCallback, useEffect, useMemo, useRef } from "react";
import * as THREE from "three"; import * as THREE from "three";
import { useFrame } from "@react-three/fiber"; import { useFrame } from "@react-three/fiber";
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF"; import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
@@ -71,7 +71,19 @@ interface ExplodableModelInnerProps extends ModelTransformProps {
modelPath: string; modelPath: string;
split: boolean; split: boolean;
splitDistance?: number; splitDistance?: number;
/**
* Lerp speed for the explode/reassemble animation. Lower = slower.
* Defaults to ExplodedModel's internal default (6) when omitted.
*/
splitSpeed?: number;
splitDurationSeconds?: number;
onPartsReady?: (parts: readonly ExplodedPart[]) => void; onPartsReady?: (parts: readonly ExplodedPart[]) => void;
/**
* Fired once each time the explode/reassemble lerp converges on its
* target. `settledAt` is 1 when the parts have fully separated, 0
* when they have fully snapped back to their original positions.
*/
onSplitSettled?: (settledAt: 0 | 1) => void;
hideNodeNames?: readonly string[]; hideNodeNames?: readonly string[];
nodeAnchorNames?: readonly string[]; nodeAnchorNames?: readonly string[];
onNodeAnchorsChange?: (anchors: ExplodedNodeAnchors) => void; onNodeAnchorsChange?: (anchors: ExplodedNodeAnchors) => void;
@@ -100,7 +112,10 @@ function ExplodableModelInner({
rotation = [0, 0, 0], rotation = [0, 0, 0],
scale = 1, scale = 1,
splitDistance = 1.2, splitDistance = 1.2,
splitSpeed,
splitDurationSeconds,
onPartsReady, onPartsReady,
onSplitSettled,
hideNodeNames, hideNodeNames,
nodeAnchorNames, nodeAnchorNames,
onNodeAnchorsChange, onNodeAnchorsChange,
@@ -112,9 +127,32 @@ function ExplodableModelInner({
scale, scale,
}); });
const model = useClonedObject(scene); const model = useClonedObject(scene);
// Keep the latest callback in a ref so the ExplodedModel instance can
// be created once per `model` and still call the most recent prop
// when the lerp settles. Reading `.current` happens only inside the
// settled-callback (invoked from update(), never during render).
const onSplitSettledRef = useRef(onSplitSettled);
useEffect(() => {
onSplitSettledRef.current = onSplitSettled;
}, [onSplitSettled]);
const handleSettled = useCallback((settledAt: 0 | 1) => {
onSplitSettledRef.current?.(settledAt);
}, []);
const explodedModel = useMemo( const explodedModel = useMemo(
() => new ExplodedModel(model, { distance: splitDistance }), () =>
[model, splitDistance], // The `handleSettled` callback only reads `onSplitSettledRef.current`
// when invoked from `update()` (useFrame), never during render.
// eslint-disable-next-line react-hooks/refs
new ExplodedModel(model, {
distance: splitDistance,
...(splitDurationSeconds !== undefined
? { durationSeconds: splitDurationSeconds }
: {}),
...(splitSpeed !== undefined ? { speed: splitSpeed } : {}),
onSettled: handleSettled,
}),
[model, splitDistance, splitDurationSeconds, splitSpeed, handleSettled],
); );
const parsedScale = toVector3Scale(scale); const parsedScale = toVector3Scale(scale);
const anchorSignatureRef = useRef(""); const anchorSignatureRef = useRef("");
+6
View File
@@ -4,8 +4,11 @@ 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 { 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 (
@@ -15,9 +18,12 @@ export function GameUI(): React.JSX.Element {
<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={`${landmark.y * 100}%`} cy={py(landmarkIndex)}
r={landmarkIndex === INDEX_TIP_LANDMARK ? 6 : 4} r={dotRadius}
fill={LANDMARK_FILL} fill={SKELETON_DOT_FILL}
stroke={landmarkStroke}
strokeWidth={hand.isFist ? 2.5 : 2}
/> />
))} ))}
</g> </g>
+41 -4
View File
@@ -1,6 +1,17 @@
import { MISSION_NOTIFICATION_IMAGE_PATHS } from "@/data/gameplay/missionNotifications"; import { MISSION_NOTIFICATION_IMAGE_PATHS } from "@/data/gameplay/missionNotifications";
import type { RepairMissionId } from "@/types/gameplay/repairMission"; import type { RepairMissionId } from "@/types/gameplay/repairMission";
// Reference aspect ratio of the original PNG mission notifications
// (589 × 211). Webm assets are square (2000 × 2000), so without this hint the
// <video> element renders at the wrong dimensions and shifts the layout.
const NOTIFICATION_ASPECT_RATIO = "589 / 211";
// Same clip-path as `.mission-notification__image-wrap` in index.css. Inlined
// here so the video branch can re-use the silhouette without inheriting the
// scan-line `::before` and CRT animations applied to the PNG branch.
const NOTIFICATION_CLIP_PATH =
"polygon(0 0, 100% 0, 100% 69%, 88% 100%, 0 100%)";
interface MissionNotificationProps { interface MissionNotificationProps {
mission?: RepairMissionId; mission?: RepairMissionId;
imagePath?: string; imagePath?: string;
@@ -19,13 +30,37 @@ export function MissionNotification({
return ( return (
<div <div
className={`mission-notification${visible ? "" : " mission-notification--hidden"}`} className={`mission-notification${visible ? "" : " mission-notification--hidden"}`}
// Webm assets already animate themselves; suppress the CRT entrance
// flicker + drop-shadow that index.css applies to all .mission-notification
// nodes so the video plays in a clean container.
style={
isVideo
? {
animation: "none",
filter: "none",
}
: undefined
}
aria-live="polite" aria-live="polite"
> >
<div className="mission-notification__glow" /> {isVideo ? null : <div className="mission-notification__glow" />}
<span className="mission-notification__image-wrap">
{isVideo ? ( {isVideo ? (
<span
style={{
position: "relative",
display: "block",
overflow: "hidden",
clipPath: NOTIFICATION_CLIP_PATH,
}}
>
<video <video
className="mission-notification__image" style={{
display: "block",
width: "100%",
height: "auto",
aspectRatio: NOTIFICATION_ASPECT_RATIO,
objectFit: "cover",
}}
src={src} src={src}
aria-label="Nouvel objectif de mission" aria-label="Nouvel objectif de mission"
autoPlay autoPlay
@@ -34,14 +69,16 @@ export function MissionNotification({
playsInline playsInline
preload="auto" preload="auto"
/> />
</span>
) : ( ) : (
<span className="mission-notification__image-wrap">
<img <img
className="mission-notification__image" className="mission-notification__image"
src={src} src={src}
alt="Nouvel objectif de mission" alt="Nouvel objectif de mission"
/> />
)}
</span> </span>
)}
</div> </div>
); );
} }
+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>
);
}
@@ -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>
);
}
+3 -5
View File
@@ -1,4 +1,4 @@
import { useEffect, useRef, useState } from "react"; import { useEffect, useRef } from "react";
import { useFrame, useThree } from "@react-three/fiber"; import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three"; import * as THREE from "three";
import { isDebugEnabled } from "@/utils/debug/isDebugEnabled"; import { isDebugEnabled } from "@/utils/debug/isDebugEnabled";
@@ -50,11 +50,10 @@ export function ZoneDetection({
zone, zone,
onEnter, onEnter,
height, height,
}: ZoneDetectionProps): React.JSX.Element { }: ZoneDetectionProps): React.JSX.Element | null {
const camera = useThree((state) => state.camera); const camera = useThree((state) => state.camera);
const hasTriggeredRef = useRef(false); const hasTriggeredRef = useRef(false);
const onEnterRef = useRef(onEnter); const onEnterRef = useRef(onEnter);
const [isActive, setIsActive] = useState(false);
useEffect(() => { useEffect(() => {
onEnterRef.current = onEnter; onEnterRef.current = onEnter;
@@ -75,9 +74,8 @@ export function ZoneDetection({
if (_cameraPos.y > zone.position[1] + zoneHeight / 2) return; if (_cameraPos.y > zone.position[1] + zoneHeight / 2) return;
hasTriggeredRef.current = true; hasTriggeredRef.current = true;
setIsActive(true);
onEnterRef.current(); onEnterRef.current();
}); });
return <ZoneDebugVisual zone={zone} active={isActive} />; 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",
}; };
+2
View File
@@ -41,6 +41,8 @@ export const PYLON_NARRATIVE_INTERACT_RADIUS = 3.5;
export const PYLON_STRAIGHTEN_ANIMATION_DURATION_MS = 2200; export const PYLON_STRAIGHTEN_ANIMATION_DURATION_MS = 2200;
export const PYLON_APPROACH_DELAY_MS = 7500;
export const PYLON_NARRATIVE_DIALOGUES = { export const PYLON_NARRATIVE_DIALOGUES = {
electricOutage: "narrateur_coupureelec", electricOutage: "narrateur_coupureelec",
searchCentral: "narrateur_fouillelecentre", searchCentral: "narrateur_fouillelecentre",
+20
View File
@@ -3,3 +3,23 @@ export const REPAIR_FRAGMENTATION_SEQUENCE_SECONDS = 4;
export const REPAIR_INTERACTION_RADIUS = 10; export const REPAIR_INTERACTION_RADIUS = 10;
export const REPAIR_SCAN_PART_SECONDS = 1.2; export const REPAIR_SCAN_PART_SECONDS = 1.2;
export const REPAIR_REASSEMBLY_SECONDS = 1.4; export const REPAIR_REASSEMBLY_SECONDS = 1.4;
/**
* Lerp speed used by the shared ExplodableModel during the repair flow.
* Lower = slower, more deliberate explosion so the player can see each
* node clearly leave its original position. The default ExplodedModel
* speed (6) finishes in ~0.5s which feels rushed.
*/
export const REPAIR_FRAGMENT_SPLIT_SPEED = 1.8;
export const REPAIR_FRAGMENT_SPLIT_DURATION_SECONDS = 1.5;
/**
* Delay between the end of the inverse-explosion (parts settled back to
* their original positions) and the auto-transition to the `done` step.
* Used by the ebike repair flow so the reassembly particles can play
* before the bubble starts shrinking.
*/
export const REPAIR_REASSEMBLY_HOLD_MS = 1500;
/**
* Fallback timer for the ebike `done` -> mission-complete transition
* when the narrator audio fails to fire its `ended` event.
*/
export const REPAIR_DONE_DIALOGUE_FALLBACK_MS = 6000;
+8 -7
View File
@@ -20,13 +20,14 @@ const REPAIR_MISSION_POSITIONS = {
farm: [-24, 0, 42], farm: [-24, 0, 42],
} as const satisfies Record<RepairMissionId, Vector3Tuple>; } as const satisfies Record<RepairMissionId, Vector3Tuple>;
export const REPAIR_MISSION_TRIGGERS = [ // Currently empty: the ebike mission entry point is handled directly by
{ // `Ebike.tsx`'s own InteractableObject ("Lancer le Repair Game"), and the
mission: "ebike", // pylon/farm missions transition through their narrative flows
label: "Réparer l'e-bike", // (PylonNarrativeFlow / FarmNarrativeFlow). Keep the array typed so we
radius: 4, // can re-introduce a generic anchor trigger in the future without
}, // touching the consumer in `GameStageContent.tsx`.
] as const satisfies readonly RepairMissionTriggerConfig[]; export const REPAIR_MISSION_TRIGGERS: readonly RepairMissionTriggerConfig[] =
[];
export const REPAIR_MISSION_POSITION_ENTRIES = Object.entries( export const REPAIR_MISSION_POSITION_ENTRIES = Object.entries(
REPAIR_MISSION_POSITIONS, REPAIR_MISSION_POSITIONS,
+29 -5
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@@ -10,6 +10,8 @@ const REPAIR_MISSION_ID_VALUES: ReadonlySet<string> = new Set(
export const MISSION_STEPS = [ export const MISSION_STEPS = [
"locked", "locked",
"electricienne_history",
"tampon",
"approaching", "approaching",
"arrived", "arrived",
"npc-return", "npc-return",
@@ -25,17 +27,26 @@ export const MISSION_STEPS = [
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>([ const PYLON_ONLY_MISSION_STEPS = new Set<MissionStep>([
"tampon",
"approaching", "approaching",
"arrived", "arrived",
"npc-return", "npc-return",
"narrator-outro", "narrator-outro",
]); ]);
const FARM_ONLY_MISSION_STEPS = new Set<MissionStep>(["electricienne_history"]);
export function getMissionStepsFor( export function getMissionStepsFor(
mission: RepairMissionId, mission: RepairMissionId,
): readonly MissionStep[] { ): readonly MissionStep[] {
if (mission === "pylon") return MISSION_STEPS; return MISSION_STEPS.filter((step) => {
return MISSION_STEPS.filter((step) => !PYLON_ONLY_MISSION_STEPS.has(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 {
@@ -52,7 +63,11 @@ export function getNextMissionStep(
): MissionStep { ): MissionStep {
switch (step) { switch (step) {
case "locked": case "locked":
return mission === "pylon" ? "approaching" : "waiting"; return mission === "pylon" ? "tampon" : "waiting";
case "electricienne_history":
return "done";
case "tampon":
return "approaching";
case "approaching": case "approaching":
return "arrived"; return "arrived";
case "arrived": case "arrived":
@@ -85,14 +100,23 @@ export function getPreviousMissionStep(
switch (step) { switch (step) {
case "locked": case "locked":
return "locked"; return "locked";
case "approaching": case "electricienne_history":
return "locked"; return "locked";
case "tampon":
return "locked";
case "approaching":
return "tampon";
case "arrived": case "arrived":
return "approaching"; return "approaching";
case "npc-return": case "npc-return":
return "arrived"; return "arrived";
case "waiting": case "waiting":
return mission === "pylon" ? "npc-return" : "locked"; // Ebike no longer has a "locked" entry state — its mission starts
// directly at "waiting". Pylon rewinds to its NPC return loop, farm
// rewinds to its narrative-driven locked kickoff.
if (mission === "pylon") return "npc-return";
if (mission === "farm") return "locked";
return "waiting";
case "inspected": case "inspected":
return "waiting"; return "waiting";
case "fragmented": case "fragmented":
+7 -3
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@@ -4,6 +4,7 @@ import type {
RepairMissionId, RepairMissionId,
} from "@/types/gameplay/repairMission"; } from "@/types/gameplay/repairMission";
import { import {
EBIKE_DIAGNOSTIC_DIALOGUE_ID,
EBIKE_WORLD_ROTATION_Y, EBIKE_WORLD_ROTATION_Y,
EBIKE_WORLD_SCALE, EBIKE_WORLD_SCALE,
} from "@/data/ebike/ebikeConfig"; } from "@/data/ebike/ebikeConfig";
@@ -36,9 +37,12 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
id: "ebike-cooling-core", id: "ebike-cooling-core",
label: "Cooling core", label: "Cooling core",
modelPath: "/models/refroidisseur/model.gltf", modelPath: "/models/refroidisseur/model.gltf",
nodeName: "refroidisseur", nodeName: "Radiateur",
targetNodeName: "refroidisseur", targetNodeName: "Radiateur",
caseSlotName: "placeholder_1", caseSlotName: "placeholder_1",
// Plays during the scan landing on the refroidisseur node;
// the scan sequence advances on this audio's `ended` event.
voiceLineId: EBIKE_DIAGNOSTIC_DIALOGUE_ID,
}, },
], ],
replacementParts: [ replacementParts: [
@@ -47,7 +51,7 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
label: "Refroidisseur", label: "Refroidisseur",
modelPath: "/models/refroidisseur/model.gltf", modelPath: "/models/refroidisseur/model.gltf",
caseAnchor: "refroidisseur", caseAnchor: "refroidisseur",
targetNodeName: "refroidisseur", targetNodeName: "Radiateur",
}, },
{ {
id: "ebike-cable-right-distractor", id: "ebike-cable-right-distractor",
+72 -3
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@@ -1799,7 +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 {
@@ -1811,14 +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));
} }
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@@ -131,7 +131,7 @@ function completeIntroState(state: GameState): GameStateUpdate {
}, },
ebike: { ebike: {
...state.ebike, ...state.ebike,
currentStep: "locked", currentStep: "waiting",
}, },
}; };
} }
@@ -146,7 +146,7 @@ function completeEbikeState(state: GameState): GameStateUpdate {
}, },
pylon: { pylon: {
...state.pylon, ...state.pylon,
currentStep: "approaching", currentStep: "tampon",
}, },
}; };
} }
@@ -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",
}, },
}; };
} }
@@ -262,7 +265,7 @@ function createInitialGameState(): GameState {
isEbikeUnlocked: false, isEbikeUnlocked: false,
}, },
ebike: { ebike: {
currentStep: "locked", currentStep: "waiting",
dialogueAudio: null, dialogueAudio: null,
isRepaired: false, isRepaired: false,
}, },
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@@ -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>
); );
} }
@@ -1,9 +1,7 @@
import type { ReactNode } from "react"; import type { ReactNode } from "react";
import { useEffect, useState } from "react"; import { useEffect, useState } from "react";
import { HAND_TRACKING_LINGER_MS } from "@/data/handTrackingConfig"; import { HAND_TRACKING_LINGER_MS } from "@/data/handTrackingConfig";
import { useSceneMode } from "@/hooks/debug/useSceneMode";
import { useDebugStore } from "@/hooks/debug/useDebugStore"; import { useDebugStore } from "@/hooks/debug/useDebugStore";
import { useInteraction } from "@/hooks/interaction/useInteraction";
import { import {
HAND_TRACKING_IDLE_SNAPSHOT, HAND_TRACKING_IDLE_SNAPSHOT,
HandTrackingContext, HandTrackingContext,
@@ -25,8 +23,14 @@ export function HandTrackingProvider({
}: { }: {
children: ReactNode; children: ReactNode;
}): React.JSX.Element { }): React.JSX.Element {
const sceneMode = useSceneMode(); // Hand tracking is gated *only* by the active repair-mission step. We
const repairNeedsHands = useGameStore((state) => { // intentionally do NOT activate it from generic interactable proximity
// (e.g. standing next to the ebike to mount it) — that previously caused
// hand tracking to spin up around any interactable in the physics
// (TestMap) scene mode, even though the player wasn't in a step that
// actually uses hands. Use the GameStateDebugPanel to set
// mainState=ebike + currentStep=inspected when testing in TestMap.
const requested = useGameStore((state) => {
switch (state.mainState) { switch (state.mainState) {
case "ebike": case "ebike":
return REPAIR_HAND_TRACKING_STEPS.has(state.ebike.currentStep); return REPAIR_HAND_TRACKING_STEPS.has(state.ebike.currentStep);
@@ -39,10 +43,6 @@ export function HandTrackingProvider({
return false; return false;
} }
}); });
const { nearby, holding, handHolding } = useInteraction();
const requested =
repairNeedsHands ||
(sceneMode === "physics" && (nearby || holding || handHolding));
// Keep the runtime active a little after `requested` turns off so // Keep the runtime active a little after `requested` turns off so
// MediaPipe has time to initialize the webcam + model + first frame // MediaPipe has time to initialize the webcam + model + first frame
+23 -1
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@@ -48,6 +48,15 @@ export interface RepairMissionPartConfig {
*/ */
caseLockGroup?: string; caseLockGroup?: string;
modelPath?: string; modelPath?: string;
/**
* Optional dialogue id to play when the scan sequence lands on this
* part. The scan sequence will pause on this part for the duration
* of the audio (instead of the default `scanPartSeconds` timer) and
* advance to the next part on the audio's `ended` event. Use this to
* deliver a node-specific diagnostic line (e.g. ebike refroidisseur
* -> "narrateur_refroidisseur_diagnostic").
*/
voiceLineId?: string;
} }
export interface RepairScannedBrokenPart { export interface RepairScannedBrokenPart {
@@ -90,6 +99,7 @@ export interface RepairMissionConfig {
export type MissionStep = export type MissionStep =
| "locked" | "locked"
| "tampon"
| "approaching" | "approaching"
| "arrived" | "arrived"
| "npc-return" | "npc-return"
@@ -100,15 +110,23 @@ export type MissionStep =
| "repairing" | "repairing"
| "reassembling" | "reassembling"
| "done" | "done"
| "narrator-outro"; | "narrator-outro"
| "electricienne_history";
export const PYLON_NARRATIVE_STEPS = [ export const PYLON_NARRATIVE_STEPS = [
"tampon",
"approaching", "approaching",
"arrived", "arrived",
"npc-return", "npc-return",
"narrator-outro", "narrator-outro",
] as const; ] 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 = [ export const REPAIR_GAME_STEPS = [
"waiting", "waiting",
"inspected", "inspected",
@@ -123,6 +141,10 @@ export function isPylonNarrativeStep(step: MissionStep): boolean {
return (PYLON_NARRATIVE_STEPS as readonly MissionStep[]).includes(step); 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 { export function isRepairGameStep(step: MissionStep): boolean {
return (REPAIR_GAME_STEPS as readonly MissionStep[]).includes(step); return (REPAIR_GAME_STEPS as readonly MissionStep[]).includes(step);
} }
+2
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@@ -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;
+7 -1
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@@ -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;
} }
+26 -1
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@@ -9,6 +9,14 @@ export interface ExplodedPart {
interface ExplodedModelOptions { interface ExplodedModelOptions {
distance?: number; distance?: number;
speed?: number; speed?: number;
durationSeconds?: number;
/**
* Fired exactly once each time the lerp converges on a target value
* (1 = fully exploded, 0 = fully reassembled). Useful for chaining
* the next mission step on actual animation completion rather than a
* blind timer.
*/
onSettled?: (settledAt: 0 | 1) => void;
} }
const _center = new THREE.Vector3(); const _center = new THREE.Vector3();
@@ -18,17 +26,26 @@ export class ExplodedModel {
private readonly parts: ExplodedPart[] = []; private readonly parts: ExplodedPart[] = [];
private readonly distance: number; private readonly distance: number;
private readonly speed: number; private readonly speed: number;
private readonly durationSeconds: number | undefined;
private readonly onSettled?: (settledAt: 0 | 1) => void;
private progress = 0; private progress = 0;
private targetProgress = 0; private targetProgress = 0;
private settledAtTarget = true;
constructor(model: THREE.Object3D, options: ExplodedModelOptions = {}) { constructor(model: THREE.Object3D, options: ExplodedModelOptions = {}) {
this.distance = options.distance ?? 1.2; this.distance = options.distance ?? 1.2;
this.speed = options.speed ?? 6; this.speed = options.speed ?? 6;
this.durationSeconds = options.durationSeconds;
if (options.onSettled) this.onSettled = options.onSettled;
this.parts = this.createParts(model); this.parts = this.createParts(model);
} }
setSplit(split: boolean): void { setSplit(split: boolean): void {
this.targetProgress = split ? 1 : 0; const next = split ? 1 : 0;
if (next !== this.targetProgress) {
this.targetProgress = next;
this.settledAtTarget = false;
}
} }
getParts(): readonly ExplodedPart[] { getParts(): readonly ExplodedPart[] {
@@ -39,6 +56,14 @@ export class ExplodedModel {
const diff = this.targetProgress - this.progress; const diff = this.targetProgress - this.progress;
if (Math.abs(diff) < 0.001) { if (Math.abs(diff) < 0.001) {
this.progress = this.targetProgress; this.progress = this.targetProgress;
if (!this.settledAtTarget) {
this.settledAtTarget = true;
this.onSettled?.(this.targetProgress === 1 ? 1 : 0);
}
} else if (this.durationSeconds !== undefined) {
const direction = diff > 0 ? 1 : -1;
this.progress += direction * (delta / this.durationSeconds);
this.progress = THREE.MathUtils.clamp(this.progress, 0, 1);
} else { } else {
this.progress += diff * Math.min(delta * this.speed, 1); this.progress += diff * Math.min(delta * this.speed, 1);
} }
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@@ -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);
}
}, },
}); });
+5 -3
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@@ -323,9 +323,11 @@ function MapNodeInstance({
}): React.JSX.Element | null { }): React.JSX.Element | null {
const isGeneratedModel = isGeneratedMapModelName(node.name); const isGeneratedModel = isGeneratedMapModelName(node.name);
const mainState = useGameStore((state) => state.mainState); const mainState = useGameStore((state) => state.mainState);
const ebikeStep = useGameStore((state) => state.ebike.currentStep); // The static-map ebike node is replaced by the live `Ebike` component
const hideEbikeMapModel = // (rendered from GameStageContent) as soon as the ebike mission begins,
node.name === "ebike" && mainState === "ebike" && ebikeStep !== "locked"; // so hide the static one to avoid a dual-render at the same world
// position.
const hideEbikeMapModel = node.name === "ebike" && mainState === "ebike";
useEffect(() => { useEffect(() => {
if (modelUrl !== null || isGeneratedModel) return; if (modelUrl !== null || isGeneratedModel) return;
+31 -2
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@@ -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();
}; };
+10 -12
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@@ -2,12 +2,10 @@ 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 { 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 { PylonDownedPylon } from "@/components/gameplay/pylon/PylonDownedPylon";
import { PylonLightingEffect } from "@/components/gameplay/pylon/PylonLightingEffect"; import { PylonLightingEffect } from "@/components/gameplay/pylon/PylonLightingEffect";
import { PylonNarrativeFlow } from "@/components/gameplay/pylon/PylonNarrativeFlow"; import { PylonNarrativeFlow } from "@/components/gameplay/pylon/PylonNarrativeFlow";
import { ZoneDebugVisual } from "@/components/zone/ZoneDetection";
import { PYLON_APPROACH_ZONE, PYLON_ARRIVED_ZONE } from "@/data/gameplay/zones";
import { isDebugEnabled } from "@/utils/debug/isDebugEnabled";
import { import {
REPAIR_MISSION_POSITION_ENTRIES, REPAIR_MISSION_POSITION_ENTRIES,
REPAIR_MISSION_TRIGGERS, REPAIR_MISSION_TRIGGERS,
@@ -17,9 +15,11 @@ import {
OUTRO_STAGE_ANCHOR, OUTRO_STAGE_ANCHOR,
} from "@/data/gameplay/gameStageAnchors"; } from "@/data/gameplay/gameStageAnchors";
import { useGameStore } from "@/managers/stores/useGameStore"; import { useGameStore } from "@/managers/stores/useGameStore";
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
import { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore"; import { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore";
import { isPylonNarrativeStep } from "@/types/gameplay/repairMission"; 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";
@@ -88,10 +88,12 @@ 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 pylonStep = useGameStore((state) => state.pylon.currentStep);
const anchors = useRepairMissionAnchorStore((state) => state.anchors); const anchors = useRepairMissionAnchorStore((state) => state.anchors);
const repairFocusActive = useRepairFocusStore((state) => state.active);
const farmStep = useGameStore((state) => state.farm.currentStep);
const pylonInNarrative = const pylonInNarrative =
mainState === "pylon" && isPylonNarrativeStep(pylonStep); mainState === "pylon" && isPylonNarrativeStep(pylonStep);
const farmInNarrative = mainState === "farm" && isFarmNarrativeStep(farmStep);
return ( return (
<> <>
@@ -99,17 +101,13 @@ export function GameStageContent(): React.JSX.Element {
<Ebike position={EBIKE_WORLD_POSITION} /> <Ebike position={EBIKE_WORLD_POSITION} />
<PylonLightingEffect /> <PylonLightingEffect />
<PylonDownedPylon /> <PylonDownedPylon />
{isDebugEnabled() && !repairFocusActive ? (
<>
<ZoneDebugVisual zone={PYLON_APPROACH_ZONE} active={false} />
<ZoneDebugVisual zone={PYLON_ARRIVED_ZONE} active={false} />
</>
) : null}
{mainState === "pylon" ? <PylonNarrativeFlow /> : null} {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 === "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} />
); );
+1 -1
View File
@@ -271,7 +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 -1
View File
@@ -363,7 +363,11 @@ export function PlayerController({
} }
_wishDir.set(0, 0, 0); _wishDir.set(0, 0, 0);
if (!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) {