310 lines
7.3 KiB
TypeScript
310 lines
7.3 KiB
TypeScript
import { create } from "zustand";
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export type MainGameState = "intro" | "bike" | "pylone" | "ferme" | "outro";
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export type RepairMissionId = "bike" | "pylone" | "ferme";
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export type MissionStep =
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| "locked"
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| "waiting"
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| "inspected"
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| "fragmented"
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| "scanning"
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| "repairing"
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| "reassembling"
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| "done";
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interface IntroState {
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dialogueAudio: string | null;
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hasCompleted: boolean;
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isBikeUnlocked: boolean;
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}
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interface MissionState {
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currentStep: MissionStep;
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dialogueAudio: string | null;
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}
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interface GameState {
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mainState: MainGameState;
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intro: IntroState;
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bike: MissionState & {
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isRepaired: boolean;
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};
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pylone: MissionState & {
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isPowered: boolean;
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};
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ferme: MissionState & {
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irrigationFixed: boolean;
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};
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outro: {
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dialogueAudio: string | null;
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hasStarted: boolean;
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};
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}
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interface GameActions {
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setMainState: (mainState: MainGameState) => void;
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setIntroState: (intro: Partial<IntroState>) => void;
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setBikeState: (bike: Partial<GameState["bike"]>) => void;
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setPyloneState: (pylone: Partial<GameState["pylone"]>) => void;
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setFermeState: (ferme: Partial<GameState["ferme"]>) => void;
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setOutroState: (outro: Partial<GameState["outro"]>) => void;
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setMissionStep: (mission: RepairMissionId, step: MissionStep) => void;
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completeIntro: () => void;
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completeBike: () => void;
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completePylone: () => void;
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completeFerme: () => void;
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completeMission: (mission: RepairMissionId) => void;
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startOutro: () => void;
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advanceGameState: () => void;
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rewindGameState: () => void;
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resetGame: () => void;
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}
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type GameStore = GameState & GameActions;
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type GameStateUpdate = Partial<GameState>;
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export const REPAIR_MISSION_IDS = ["bike", "pylone", "ferme"] as const;
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function isRepairMissionId(value: MainGameState): value is RepairMissionId {
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return REPAIR_MISSION_IDS.includes(value as RepairMissionId);
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}
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function getNextMissionStep(step: MissionStep): MissionStep {
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switch (step) {
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case "locked":
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return "waiting";
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case "waiting":
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return "inspected";
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case "inspected":
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return "fragmented";
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case "fragmented":
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return "scanning";
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case "scanning":
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return "repairing";
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case "repairing":
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return "reassembling";
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case "reassembling":
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case "done":
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return "done";
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}
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}
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function getPreviousMissionStep(step: MissionStep): MissionStep {
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switch (step) {
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case "locked":
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case "waiting":
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return "locked";
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case "inspected":
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return "waiting";
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case "fragmented":
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return "inspected";
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case "scanning":
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return "fragmented";
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case "repairing":
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return "scanning";
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case "reassembling":
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return "repairing";
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case "done":
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return "reassembling";
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}
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}
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function completeIntroState(state: GameState): GameStateUpdate {
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return {
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mainState: "bike",
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intro: {
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...state.intro,
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hasCompleted: true,
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isBikeUnlocked: true,
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},
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bike: {
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...state.bike,
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currentStep: "waiting",
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},
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};
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}
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function completeBikeState(state: GameState): GameStateUpdate {
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return {
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mainState: "pylone",
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bike: {
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...state.bike,
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currentStep: "done",
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isRepaired: true,
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},
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pylone: {
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...state.pylone,
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currentStep: "waiting",
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},
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};
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}
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function completePyloneState(state: GameState): GameStateUpdate {
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return {
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mainState: "ferme",
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pylone: {
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...state.pylone,
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currentStep: "done",
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isPowered: true,
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},
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ferme: {
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...state.ferme,
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currentStep: "waiting",
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},
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};
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}
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function completeFermeState(state: GameState): GameStateUpdate {
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return {
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mainState: "outro",
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ferme: {
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...state.ferme,
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currentStep: "done",
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irrigationFixed: true,
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},
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outro: {
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...state.outro,
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hasStarted: true,
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},
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};
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}
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function setMissionStepState(
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state: GameState,
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mission: RepairMissionId,
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step: MissionStep,
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): GameStateUpdate {
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return {
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[mission]: {
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...state[mission],
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currentStep: step,
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},
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};
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}
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function completeMissionState(
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state: GameState,
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mission: RepairMissionId,
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): GameStateUpdate {
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switch (mission) {
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case "bike":
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return completeBikeState(state);
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case "pylone":
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return completePyloneState(state);
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case "ferme":
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return completeFermeState(state);
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}
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}
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function advanceRepairMissionState(
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state: GameState,
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mission: RepairMissionId,
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): GameStateUpdate {
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const nextStep = getNextMissionStep(state[mission].currentStep);
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if (nextStep === "done") {
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return completeMissionState(state, mission);
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}
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return setMissionStepState(state, mission, nextStep);
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}
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function rewindRepairMissionState(
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state: GameState,
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mission: RepairMissionId,
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): GameStateUpdate {
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return setMissionStepState(
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state,
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mission,
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getPreviousMissionStep(state[mission].currentStep),
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);
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}
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function startOutroState(state: GameState): GameStateUpdate {
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return {
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mainState: "outro",
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outro: {
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...state.outro,
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hasStarted: true,
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},
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};
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}
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function createInitialGameState(): GameState {
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return {
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mainState: "intro",
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intro: {
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dialogueAudio: null,
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hasCompleted: false,
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isBikeUnlocked: false,
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},
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bike: {
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currentStep: "waiting",
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dialogueAudio: null,
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isRepaired: false,
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},
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pylone: {
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currentStep: "waiting",
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dialogueAudio: null,
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isPowered: false,
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},
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ferme: {
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currentStep: "waiting",
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dialogueAudio: null,
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irrigationFixed: false,
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},
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outro: {
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dialogueAudio: null,
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hasStarted: false,
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},
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};
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}
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export const useGameStore = create<GameStore>()((set) => ({
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...createInitialGameState(),
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setMainState: (mainState) => set({ mainState }),
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setIntroState: (intro) =>
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set((state) => ({ intro: { ...state.intro, ...intro } })),
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setBikeState: (bike) =>
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set((state) => ({ bike: { ...state.bike, ...bike } })),
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setPyloneState: (pylone) =>
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set((state) => ({ pylone: { ...state.pylone, ...pylone } })),
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setFermeState: (ferme) =>
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set((state) => ({ ferme: { ...state.ferme, ...ferme } })),
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setOutroState: (outro) =>
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set((state) => ({ outro: { ...state.outro, ...outro } })),
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setMissionStep: (mission, step) =>
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set((state) => setMissionStepState(state, mission, step)),
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completeIntro: () => set(completeIntroState),
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completeBike: () => set((state) => completeMissionState(state, "bike")),
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completePylone: () => set((state) => completeMissionState(state, "pylone")),
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completeFerme: () => set((state) => completeMissionState(state, "ferme")),
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completeMission: (mission) =>
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set((state) => completeMissionState(state, mission)),
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startOutro: () => set(startOutroState),
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advanceGameState: () =>
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set((state) => {
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if (state.mainState === "intro") {
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return completeIntroState(state);
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}
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if (isRepairMissionId(state.mainState)) {
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return advanceRepairMissionState(state, state.mainState);
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}
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return startOutroState(state);
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}),
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rewindGameState: () =>
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set((state) => {
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if (state.mainState === "intro") {
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return { intro: { ...state.intro, hasCompleted: false } };
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}
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if (isRepairMissionId(state.mainState)) {
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return rewindRepairMissionState(state, state.mainState);
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}
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return { outro: { ...state.outro, hasStarted: false } };
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}),
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resetGame: () => set(createInitialGameState()),
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}));
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