# Zustand Game State This document explains how Zustand is used in the current project. ## Why Zustand Exists Here The project needs one shared source of truth for the player's progression through the experience. The current progression is split into main states: | Main state | Role | | ---------- | ------------------------------- | | `intro` | Onboarding and opening sequence | | `bike` | E-bike repair sequence | | `pylone` | Power grid sequence | | `ferme` | Vertical farm sequence | | `outro` | Ending sequence | Each main state can also own smaller sub state, such as the current mission step, dialogue audio, or completion flags. Zustand is useful because React and React Three Fiber components can subscribe only to the state slice they need. When that slice changes, only the subscribed components re-render. ## Store Location The game progression store lives here: ```txt src/managers/stores/useGameStore.ts ``` The store is placed under `src/managers/stores/` because it belongs to the gameplay orchestration layer, not to a specific visual component. ## Managers vs Store Managers are responsible for local runtime objects and imperative behavior. Examples: - `AudioManager` owns audio elements and sound pools. - `InteractionManager` owns transient interaction handles and input-oriented behavior. Managers can read from or write to the Zustand store when their local behavior needs to affect global gameplay progression. The Zustand store is responsible for durable global state: - current main state - mission sub state - progression flags - dialogue/audio references - state transitions Rule of thumb: - manager = runtime objects, side effects, and local imperative logic - store = global gameplay state that UI or world components can subscribe to ## Current Shape The store exposes: - `mainState`: the active game phase - `intro`: intro-specific state - `bike`: e-bike mission state - `pylone`: power grid mission state - `ferme`: farm mission state - `outro`: ending state - actions for direct updates and progression updates The mission steps currently use this sequence: ```ts "locked" | "waiting" | "inspected" | "fragmented" | "scanning" | "repairing" | "done"; ``` ## Reading State In Components Use selectors to read only what the component needs. ```tsx import { useGameStore } from "@/managers/stores/useGameStore"; export function Example(): React.JSX.Element { const mainState = useGameStore((state) => state.mainState); return
Current state: {mainState}
; } ``` This is better than reading the whole store, because the component re-renders only when `mainState` changes. ## Updating State Prefer explicit actions from the store. ```ts const advanceGameState = useGameStore((state) => state.advanceGameState); advanceGameState(); ``` For development and debug tooling, direct setters also exist: ```ts const setMainState = useGameStore((state) => state.setMainState); setMainState("bike"); ``` Direct setters are useful for debug panels, but production gameplay should prefer business actions such as `advanceGameState`, `completeBike`, or `completePylone`. Mission gameplay that can target `bike`, `pylone`, or `ferme` should prefer the generic mission actions: ```ts const setMissionStep = useGameStore((state) => state.setMissionStep); const completeMission = useGameStore((state) => state.completeMission); setMissionStep("bike", "inspected"); completeMission("bike"); ``` This keeps reusable gameplay components such as repair flows from duplicating mission-specific branches like `setBikeState`, `setPyloneState`, and `setFermeState`. ## World Integration `src/world/GameStageContent.tsx` subscribes to `mainState` and mounts stage-specific content. That means the scene can progressively move toward this pattern: ```tsx switch (mainState) { case "intro": return