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)
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Repair Game Technical Notes
This document explains the implementation of the reusable repair-game flow.
Purpose
The repair game is the current core gameplay loop. It gives three missions the same interaction structure while allowing mission-specific assets, broken parts, replacement choices, prompts, and timing to live in data.
Implemented missions:
| Mission | Object | Role |
|---|---|---|
ebike |
E-bike | Repair a damaged cooling core |
pylon |
Power pylon | Restore relay/panel-like broken parts |
farm |
Vertical farm | Stabilize irrigation/sensor-like broken parts |
Main Files
| File | Responsibility |
|---|---|
src/components/three/gameplay/RepairGame.tsx |
Orchestrates the repair step machine |
src/components/three/gameplay/RepairFocusBubble.tsx |
Dark sphere shroud + cocoon decor during focus |
src/managers/stores/useRepairFocusStore.ts |
Global flag + center for the repair focus bubble |
src/data/gameplay/repairMissions.ts |
Mission-specific data |
src/types/gameplay/repairMission.ts |
Mission ids, step ids, guards |
src/managers/stores/useGameStore.ts |
Global progression and mission transitions |
src/world/GameStageContent.tsx |
Production placement of the three repair missions |
src/world/debug/TestMap.tsx |
Debug repair playground placement |
State Machine
Repair mission steps are defined in:
src/types/gameplay/repairMission.ts
locked -> waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done
The practical flow is:
stateDiagram-v2
[*] --> locked
locked --> waiting: mission unlocked
waiting --> inspected: inspect mission object
inspected --> fragmented: repair-case trigger or two-fists hold
fragmented --> scanning: fragmentation timer
scanning --> repairing: scan sequence complete
repairing --> reassembling: install target validates
reassembling --> done: reassembly timer
done --> [*]: completion target calls completeMission
There is no dedicated finite-state-machine library. The state machine is intentionally lightweight and distributed across:
MissionStepunion types- Zustand transition helpers
- conditional rendering in
RepairGame - callbacks passed to step components
For the current prototype, this is readable and low overhead. If mission rules become much more branched, a centralized mission orchestrator or FSM library would become more useful.
Integration With Zustand
The durable state lives in:
src/managers/stores/useGameStore.ts
RepairGame reads:
mainState- current step for its mission
RepairGame writes:
setMissionStep(mission, nextStep)completeMission(mission)
The important architectural choice is that reusable repair components do not call setEbikeState, setPylonState, or setFarmState directly. They use generic mission actions so the same component can run for all three missions.
Data-Driven Mission Config
Mission variation lives in:
src/data/gameplay/repairMissions.ts
Each mission config defines:
idlabeldescriptionmodelPath- optional
modelScale stageUiPathinteractUiPathbrokenUiPath- repair case transform
- optional scan/reassembly timings
requiredReplacementPartIdbrokenPartsreplacementParts
The main benefit is that RepairGame stays generic. A mission can change broken nodes, replacement choices, or prompt videos without changing the orchestration component.
The tradeoff is that the config can grow complex. If one future mission needs very different rules, create a mission-specific component instead of forcing every exception into the shared config.
Orchestration Component
RepairGame.tsx is a step router.
It:
- receives a
missionid and transform props - gets
config = REPAIR_MISSIONS[mission] - subscribes to the active
mainState - subscribes to the current mission step
- preloads mission assets
- mounts the component for the active step
- stores local runtime state needed between steps
Local runtime state:
casePlaceholders: placeholder transforms emitted by the repair case GLTFscannedBrokenParts: output of the scan sequence used by the repair step
Those values are local because they are transient scene/runtime details. They do not need to persist globally in Zustand.
Step Components
Waiting
File:
src/components/three/gameplay/RepairInspectionObject.tsx
The mission object is rendered with a 3D prompt video and wrapped in an interaction trigger. Pressing E while focused moves the mission to inspected.
Inspected
Files:
src/components/three/gameplay/RepairMissionCase.tsx
src/components/three/gameplay/RepairCaseModel.tsx
src/hooks/gameplay/useRepairFragmentationInput.ts
The repair case appears near the mission object. The player can:
- aim at the case and press
E - hold both fists closed for one second when hand tracking is active
Both paths move to fragmented.
Fragmented
Files:
src/components/three/models/ExplodableModel.tsx
src/utils/three/ExplodedModel.ts
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.
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.
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.
Scanning
File:
src/components/three/gameplay/RepairScanSequence.tsx
The scan sequence is now stateless w.r.t. the model: it receives parts: ExplodedPart[] from the upstream shared ExplodableModel and:
- advances an active part index over time
- renders
RepairScanVisualon the active part - reveals broken-part highlights cumulatively as scan progresses
- when the active part has a
voiceLineId, gates the advance on the audio'sendedevent (with a 15s ceiling fallback) so the diagnostic line plays in full - returns
RepairScannedBrokenPart[]when done
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
For pylon/farm:
src/components/three/gameplay/RepairRepairingStep.tsx
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.
For ebike (mission 1, simplified):
src/components/three/gameplay/RepairEbikeRepairTrigger.tsx
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
File:
src/components/three/gameplay/RepairReassemblyStep.tsx
The shared ExplodableModel flips split=false, animating each node back to its original position (inverse of fragmented). RepairReassemblyStep itself is now reduced to:
- the completion particles
- a
delayMstimer (REPAIR_REASSEMBLY_HOLD_MS = 1500) that firesonSettledsoRepairGameauto-advances todone
Done
For pylon/farm:
src/components/three/gameplay/RepairCompletionStep.tsx
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.
For ebike (mission 1, auto-complete):
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
While the player is in fragmented, scanning, repairing or reassembling, RepairGame flips useRepairFocusStore.active = true and publishes the snapped world center of the repair model.
RepairFocusBubble reads the store and:
- renders a
BackSidesphere (radius 1, scaled 0 → 10m) tinted#060814at opacity 0.92 - grows the sphere with GSAP
expo.outover 2.5 s when focus turns on - shrinks back with
expo.inover 1.2 s when focus turns off - mounts a small "cocoon" decor pass inside (subtle grid floor + soft directional light + ambient) that fades in once the bubble is mostly grown
Environment.tsx and GameStageContent.tsx consume the same store flag to unmount the vegetation system and the zone debug visuals while the bubble is up, so trees and gizmos do not pierce the shroud. Terrain, water, sky, clouds and grass remain visible behind the bubble.
The bubble is mounted both in GameStageContent (production scene) and TestMap (physics test scene) so the behaviour matches in both contexts.
Narrator Audio (Ebike Mission)
EbikeRepairNarrator (src/components/game/EbikeRepairNarrator.tsx) is a headless component mounted in src/pages/page.tsx next to EbikeIntroSequence. It subscribes to useGameStore and plays one-shot narrator cues at specific repair-step transitions for the ebike mission only:
| Step entered | Dialogue ID | Audio file | Subtitle | 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
The case model implementation lives in:
src/components/three/gameplay/RepairCaseModel.tsx
It handles:
- GLTF loading through
useLoggedGLTF - clone creation through
useClonedObject - pop-in animation
- lid open/close animation
- open/close SFX through
AudioManager - proximity-based floating
- small rotation wobble
- exit animation
- placeholder discovery
Placeholder discovery is data-friendly:
placeholder_*
Any GLTF node whose name starts with that prefix is exported to the repair step as a placement target. This lets artists move placeholder transforms in the model file without hard-coding every placement point in TypeScript.
Interaction Dependencies
The repair game depends on the shared interaction layer:
RepairInspectionObjectusesInteractableObjectRepairMissionCaseusesTriggerObjectRepairRepairingStepusesGrabbableObjectandTriggerObject- completion uses
TriggerObject
This keeps the repair game from owning raw keyboard or mouse listeners for every object. The player controller handles input, and interaction components decide what is focused.
Hand Tracking Dependencies
Hand tracking participates in two places:
useRepairFragmentationInputusesuseBothFistsHoldGrabbableObjectcan behandControlled
HandTrackingProvider enables tracking during the repair steps that are expected to use hands:
inspected
repairing
reassembling
done
This avoids keeping the webcam active for the whole game scene.
Runtime Placement
Production placement lives in:
src/world/GameStageContent.tsx
Current positions:
<RepairGame mission="ebike" position={[42.2399, 4.5484, 34.6468]} />
<RepairGame mission="pylon" position={[64, 0, -66]} />
<RepairGame mission="farm" position={[-24, 0, 42]} />
Only the repair game whose mission matches useGameStore().mainState renders active content.
Debug Placement
Debug placement lives in:
src/world/debug/TestMap.tsx
The debug scene mounts repair playground zones for all missions. Use ?debug, switch to the physics scene in lil-gui, then use the game-state debug panel to activate the mission you want to test.
Why This Is A Good Review Focus
This feature shows several important frontend/game architecture skills:
- state-driven scene composition
- data-driven feature variation
- React state for step-local runtime values
- Zustand for durable game progression
- R3F component boundaries
- Rapier object interaction
- hand tracking integration
- audio feedback
- GLTF traversal
- graceful asset fallbacks
Known Limitations
- Movement lock is currently disabled by an early
return falseinuseRepairMovementLocked. - The repair-game runtime setting in the options menu is stored but not consumed by
RepairGame. - Broken-part scan fallback can produce incorrect matches if GLTF node names are missing.
- Mission progression is still prototype-level and not owned by a central
GameManager. - The same repair flow covers all missions. Very different future missions may need dedicated components.