Files
La-Fabrik/src/components/three/gameplay/RepairGame.tsx
T
Tom Boullay 5968f0f67c
🔍 Lint / 🪄 Check lint (push) Has been cancelled
🔍 Lint / 🎨 Check format (push) Has been cancelled
🔍 Lint / 🔎 Typecheck (push) Has been cancelled
📊 Quality / 🔒 Security Audit (push) Has been cancelled
📊 Quality / 📋 Dependency Freshness (push) Has been cancelled
📊 Quality / 📦 Bundle Size (push) Has been cancelled
🔍 Lint / 🏗 Build (push) Has been cancelled
fix(repair-ebike): gate scanning on scan intro dialogue
2026-06-03 07:04:44 +02:00

644 lines
22 KiB
TypeScript

import { Suspense, useEffect, useMemo, useRef, useState } from "react";
import { useGLTF } from "@react-three/drei";
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
import type { ExplodedNodeAnchors } from "@/components/three/models/ExplodableModel";
import type {
RepairCasePartAnchors,
RepairCasePlaceholder,
} from "@/components/three/gameplay/RepairCaseModel";
import { RepairCompletionStep } from "@/components/three/gameplay/RepairCompletionStep";
import { RepairEbikeRepairTrigger } from "@/components/three/gameplay/RepairEbikeRepairTrigger";
import { RepairInspectionObject } from "@/components/three/gameplay/RepairInspectionObject";
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 { RepairReassemblyStep } from "@/components/three/gameplay/RepairReassemblyStep";
import { RepairScanSequence } from "@/components/three/gameplay/RepairScanSequence";
import { REPAIR_CASE_MODEL_PATH } from "@/data/gameplay/repairCaseConfig";
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 {
EBIKE_REPAIRED_DIALOGUE_ID,
EBIKE_SCAN_HINT_DIALOGUE_ID,
} from "@/data/ebike/ebikeConfig";
import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmentationInput";
import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep";
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 {
MissionStep,
RepairMissionConfig,
RepairMissionId,
RepairScannedBrokenPart,
} from "@/types/gameplay/repairMission";
import { useGameStore } from "@/managers/stores/useGameStore";
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
import type { ExplodedPart } from "@/utils/three/ExplodedModel";
import { toVector3Scale } from "@/utils/three/scale";
interface RepairGameProps extends Required<
Pick<ModelTransformProps, "position">
> {
mission: RepairMissionId;
rotation?: Vector3Tuple;
scale?: ModelTransformProps["scale"];
}
interface RepairMissionAssetPreloaderProps {
config: RepairMissionConfig;
}
interface EbikeRepairTransform {
position: Vector3Tuple;
rotationY: number;
}
function RepairMissionAssetPreloader({
config,
}: RepairMissionAssetPreloaderProps): null {
const modelPaths = useMemo(
() => getRepairMissionModelPaths(config),
[config],
);
useGLTF(modelPaths);
return null;
}
const REPAIR_PHASES: readonly MissionStep[] = [
"fragmented",
"scanning",
"repairing",
"reassembling",
"done",
];
const SPLIT_PHASES: readonly MissionStep[] = [
"fragmented",
"scanning",
"repairing",
];
export function RepairGame({
mission,
position,
rotation = [0, 0, 0],
scale = 1,
}: RepairGameProps): React.JSX.Element | null {
const config = REPAIR_MISSIONS[mission];
const mainState = useGameStore((state) => state.mainState);
const completeMission = useGameStore((state) => state.completeMission);
const setMissionStep = useGameStore((state) => state.setMissionStep);
const step = useRepairMissionStep(mission);
const [casePlaceholders, setCasePlaceholders] = useState<
readonly RepairCasePlaceholder[]
>([]);
const [caseAnchors, setCaseAnchors] = useState<RepairCasePartAnchors>({});
const [brokenAnchors, setBrokenAnchors] = useState<ExplodedNodeAnchors>({});
const [scannedBrokenParts, setScannedBrokenParts] = useState<
readonly RepairScannedBrokenPart[]
>([]);
const [explodedParts, setExplodedParts] = useState<readonly ExplodedPart[]>(
[],
);
const [ebikeRepairTransform, setEbikeRepairTransform] =
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>(() => {
if (mission !== "ebike" || step === "waiting") return position;
if (ebikeRepairTransform) return ebikeRepairTransform.position;
const parked = window.ebikeParkedPosition;
if (!parked) return position;
return [parked[0], parked[1], parked[2]];
}, [ebikeRepairTransform, mission, position, step]);
const usesLiveEbikePosition = mission === "ebike" && step !== "waiting";
const parsedScale = toVector3Scale(scale);
const terrainSnappedPosition = useTerrainSnappedPosition(livePosition);
const snappedPosition = usesLiveEbikePosition
? livePosition
: terrainSnappedPosition;
const readyForFragmentation = step === "inspected";
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({
enabled: mainState === mission && readyForFragmentation,
keyboardEnabled: false,
onFragment: () => setMissionStep(mission, "fragmented"),
});
useEffect(() => {
if (mainState === mission && shouldKeepRepairRuntimeState(step)) return;
const timeoutId = window.setTimeout(() => {
setCasePlaceholders([]);
setCaseAnchors({});
setBrokenAnchors({});
setScannedBrokenParts([]);
setEbikeCoolingInstalled(false);
}, 0);
return () => {
window.clearTimeout(timeoutId);
};
}, [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
// phases so the world dims/hides outside the dark sphere shroud.
const focusCenterX = snappedPosition[0];
const focusCenterY = snappedPosition[1];
const focusCenterZ = snappedPosition[2];
useEffect(() => {
const inFocusPhase =
mainState === mission && shouldFocusBubbleBeActive(step, mission);
if (inFocusPhase) {
useRepairFocusStore
.getState()
.setFocus(true, [focusCenterX, focusCenterY, focusCenterZ]);
return () => {
useRepairFocusStore.getState().setFocus(false);
};
}
return undefined;
}, [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(() => {
if (mainState !== mission) return undefined;
if (mission !== "ebike") return undefined;
if (step !== "inspected") return undefined;
const timeoutId = window.setTimeout(() => {
setMissionStep(mission, "fragmented");
}, BUBBLE_GROW_DURATION_SECONDS * 1000);
return () => {
window.clearTimeout(timeoutId);
};
}, [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 (step === "locked") return null;
return (
<group position={snappedPosition} rotation={rotation} scale={parsedScale}>
<Suspense fallback={null}>
<RepairMissionAssetPreloader config={config} />
</Suspense>
<Suspense fallback={null}>
{step === "waiting" && mission !== "ebike" ? (
<RepairInspectionObject
config={config}
worldPosition={snappedPosition}
onInspect={() => setMissionStep(mission, "inspected")}
/>
) : null}
{/*
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
modelPath={config.modelPath}
rotation={repairModelRotation}
scale={config.modelScale ?? 1}
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}
{step === "scanning" ? (
<RepairScanSequence
config={config}
parts={explodedParts}
onComplete={(brokenParts) => {
setScannedBrokenParts(brokenParts);
setMissionStep(mission, "repairing");
}}
/>
) : null}
{step === "repairing" && mission === "ebike" ? (
<RepairEbikeRepairTrigger
anchor={ebikeBrokenLocalAnchor}
installed={ebikeCoolingInstalled}
/>
) : null}
{step === "repairing" && mission !== "ebike" ? (
<RepairRepairingStep
anchors={caseAnchors}
brokenAnchors={brokenAnchors}
brokenParts={scannedBrokenParts}
config={config}
placeholders={casePlaceholders}
onRepair={() => setMissionStep(mission, "reassembling")}
/>
) : null}
{step === "reassembling" ? <RepairReassemblyStep /> : null}
{step === "done" && mission !== "pylon" && mission !== "ebike" ? (
<RepairCompletionStep
config={config}
onComplete={() => completeMission(mission)}
/>
) : null}
{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
config={config}
onPlaceholdersChange={setCasePlaceholders}
onAnchorsChange={setCaseAnchors}
open={mission !== "ebike" && step === "repairing"}
zoomed={mission !== "ebike" && step === "repairing"}
showFragmentationPrompt={
readyForFragmentation && mission !== "ebike"
}
{...(mission === "ebike" && step === "repairing"
? { interactLabel: "Changez le refroidisseur" }
: {})}
onInteract={
mission === "ebike" && step === "repairing"
? handleEbikeCoolingInstall
: readyForFragmentation && mission !== "ebike"
? () => setMissionStep(mission, "fragmented")
: undefined
}
/>
) : null}
</Suspense>
</group>
);
}
function shouldKeepRepairRuntimeState(step: MissionStep): boolean {
return step === "repairing" || step === "reassembling" || step === "done";
}
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 (
step === "fragmented" ||
step === "scanning" ||
step === "repairing" ||
step === "reassembling"
);
}
function getRepairMissionModelPaths(config: RepairMissionConfig): string[] {
return [
...new Set([
REPAIR_CASE_MODEL_PATH,
config.modelPath,
...config.brokenParts.flatMap((part) => part.modelPath ?? []),
...config.replacementParts.flatMap((part) => part.modelPath ?? []),
]),
];
}
function getBrokenNodeNames(config: RepairMissionConfig): readonly string[] {
const names = new Set<string>();
config.brokenParts.forEach((part) => {
if (part.targetNodeName) names.add(part.targetNodeName);
else if (part.nodeName) names.add(part.nodeName);
});
config.replacementParts.forEach((part) => {
if (part.targetNodeName) names.add(part.targetNodeName);
});
return Array.from(names);
}