Files
La-Fabrik/src/components/game/EbikeRepairNarrator.tsx
T
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

98 lines
3.4 KiB
TypeScript

import { useEffect, useRef } from "react";
import { EBIKE_SCAN_HINT_DIALOGUE_ID } from "@/data/ebike/ebikeConfig";
import { useGameStore } from "@/managers/stores/useGameStore";
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
import type { MissionStep } from "@/types/gameplay/repairMission";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue";
/**
* Plays narrator cues during the ebike repair game:
* - `fragmented` -> "Alors? Pas magnifique ça?... ces galets vont scanner..."
*
* 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>> = {
fragmented: EBIKE_SCAN_HINT_DIALOGUE_ID,
};
function stopAudio(audio: HTMLAudioElement | null): void {
if (!audio) return;
if (!audio.paused) {
audio.pause();
audio.currentTime = 0;
}
}
export function EbikeRepairNarrator(): null {
const mainState = useGameStore((state) => state.mainState);
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
const playedRef = useRef<Set<MissionStep>>(new Set());
const activeAudioRef = useRef<HTMLAudioElement | null>(null);
useEffect(() => {
if (ebikeStep === "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;
}