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La-Fabrik/docs/user/main-feature.md
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2026-05-08 01:48:40 +01:00

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Main Feature

This document explains the current repair-game flow in La-Fabrik.

What It Does

The main feature is a reusable repair flow mounted in the production game scene. It lets the player approach the active mission object, inspect it, fragment it, scan the broken part, install the correct replacement, validate completion, and move to the next mission state.

The current user flow is:

  1. Enter a mission state such as bike, pylone, or ferme.
  2. Move close to the active repair object in the game scene.
  3. Aim at the object and press the interaction key when prompted.
  4. The mission step moves from waiting to inspected.
  5. The repair case appears near the mission object and can float when the player approaches it.
  6. Press E or hold both fists closed for one second to move from inspected to fragmented.
  7. The mission object uses an exploded-model transition, then moves to scanning.
  8. The scan visual highlights the broken area and shows the cassé.webm prompt.
  9. In repairing, the case opens and several grabbable replacement parts appear near the case.
  10. Move the correct replacement part close to the install target.
  11. Press E on the green install target to move to done and show the reassembled object. Wrong parts turn the target red and cannot finish the repair.
  12. Press E on the completion target to call completeMission and move to the next mission, or to outro after ferme.

The older debug repair sandbox still exists in the physics test scene, but the production path now starts from the reusable RepairGame component.

Why It Matters

This feature validates the core repair fantasy before a full mission system exists. It tests whether repair objects, physical proximity, model selection, audio feedback, and exploded model visualization can work together in the 3D scene.

Current Behavior

In waiting, the active mission renders its repair object and the interagir.webm prompt in the game scene. The interaction uses the shared focus/raycast interaction system, so the player still gets the normal E prompt.

When the player inspects the object, RepairGame writes inspected through the generic mission store action. The repair case then appears from the mission config. When the player is close enough, the existing case model floats upward and rotates gently to signal interactivity.

In inspected, RepairGame can also move to fragmented. The player can use the interaction key or hold both fists closed for one second. The hand-tracking path is state-based, so it does not depend on being inside a local object interaction radius.

In fragmented, the repair object is rendered with ExplodableModel, then automatically advances to scanning. In scanning, a blue scan visual and the cassé.webm prompt are shown before the flow advances to repairing. In repairing, the case opens, several grabbable replacement parts appear, and the install target only validates the configured correct part for the active mission. In done, the repaired object remains visible with a completion target that advances the global mission progression.

Repair module slots and model-selection behavior still exist in the debug prototype. They can be migrated into the reusable repair flow in later steps if the repair interaction needs more depth.

Key Files

  • src/world/debug/TestMap.tsx mounts the repair-game prototype in the debug physics scene.
  • src/world/GameStageContent.tsx mounts production RepairGame instances for bike, pylone, and ferme.
  • src/components/three/gameplay/RepairCompletionStep.tsx renders the final repaired object, completion target, and mission UI prompt.
  • src/components/three/gameplay/RepairGame.tsx composes the reusable production repair flow.
  • src/components/three/gameplay/RepairInspectionObject.tsx handles the waiting inspection interaction.
  • src/components/three/gameplay/RepairMissionCase.tsx renders the mission repair case after inspection.
  • src/components/three/gameplay/RepairRepairingStep.tsx renders grabbable replacement choices, correct-part placement validation, and the install trigger in repairing.
  • src/components/three/gameplay/RepairPromptVideo.tsx renders .webm prompts inside the 3D scene.
  • src/components/three/gameplay/RepairScanVisual.tsx renders the scan halo, scan line, and broken prompt.
  • src/hooks/gameplay/useRepairFragmentationInput.ts handles the inspected -> fragmented keyboard and hand-tracking input.
  • src/hooks/gameplay/useRepairMissionStep.ts reads the active mission step from the game store.
  • src/hooks/handTracking/useBothFistsHold.ts detects the reusable two-fists hold gesture.
  • src/components/three/gameplay/RepairGameZone.tsx composes the repair-game zone.
  • src/components/three/gameplay/RepairCaseObject.tsx connects the repair case to trigger interaction and audio.
  • src/components/three/gameplay/RepairCaseModel.tsx renders and animates the case model.
  • src/components/three/gameplay/RepairModuleSlot.tsx renders repair slots and model selection behavior.
  • src/components/three/models/ExplodableModel.tsx renders selectable models with split/exploded visualization.
  • src/data/gameplay/repairCaseConfig.ts stores repair case model, sound, and animation constants.
  • src/data/gameplay/repairGameConfig.ts stores repair zone and slot positions.
  • src/data/gameplay/repairGameModelCatalog.ts stores selectable repair models.
  • src/data/gameplay/repairMissions.ts stores reusable repair mission config for bike, pylone, and ferme.
  • src/managers/stores/useGameStore.ts stores mission progression state and generic mission step helpers.

Runtime Requirements

The production repair flow currently requires:

  • the active mainState to be one of bike, pylone, or ferme
  • GameStageContent mounted inside the game scene Rapier Physics boundary
  • model assets available under public/models/
  • sound assets available under public/sounds/

Frontend command:

npm run dev

Debug URL for state switching and inspection:

http://localhost:5173/?debug

Hand tracking can move grabbable physics objects with webcam input in debug scenes. In the production repair flow, it is also used for the inspected -> fragmented transition through the two-fists hold gesture.

For hand tracking, run the Python backend separately:

source backend/.venv/bin/activate
python -m backend.main

Current Limitations

  • The reusable production RepairGame currently covers waiting -> inspected -> fragmented -> scanning -> repairing -> done -> next mission.
  • Mission progression is wired through Zustand using completeMission at the end of each repair.
  • There is no central GameManager in this branch.
  • Hand tracking is available for the two-fists input and grabbable replacement parts; final installation still uses the shared E trigger path.
  • The repair-game content is configured statically in src/data/gameplay/.