335 lines
8.4 KiB
TypeScript
335 lines
8.4 KiB
TypeScript
import { create } from "zustand";
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import type { GameStep } from "@/types/game";
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import {
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isRepairMissionId,
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getNextMissionStep,
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getPreviousMissionStep,
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type MissionStep,
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type RepairMissionId,
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} from "@/types/gameplay/repairMission";
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import {
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PLAYER_WALK_SPEED,
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PLAYER_EBIKE_SPEED,
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} from "@/data/player/playerConfig";
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export type MainGameState = "intro" | "bike" | "pylone" | "ferme" | "outro";
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export type PlayerMovementMode = "walk" | "ebike";
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export type { MissionStep, RepairMissionId };
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interface IntroState {
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currentStep: GameStep;
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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 MissionFlowState {
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activityCity: boolean;
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canMove: boolean;
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dialogMessage: string | null;
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playerName: string;
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}
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interface PlayerState {
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movementMode: PlayerMovementMode;
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currentSpeed: number;
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}
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interface GameState {
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mainState: MainGameState;
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isCinematicPlaying: boolean;
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missionFlow: MissionFlowState;
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player: PlayerState;
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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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setCinematicPlaying: (isCinematicPlaying: boolean) => void;
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hideDialog: () => void;
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setActivityCity: (activityCity: boolean) => void;
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setCanMove: (canMove: boolean) => void;
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setPlayerMovementMode: (mode: PlayerMovementMode) => void;
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setIntroStep: (step: GameStep) => void;
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setIntroState: (intro: Partial<IntroState>) => void;
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setPlayerName: (playerName: string) => 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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showDialog: (dialogMessage: string) => 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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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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isCinematicPlaying: false,
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missionFlow: {
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activityCity: true,
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canMove: false,
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dialogMessage: null,
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playerName: "",
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},
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player: {
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movementMode: "walk",
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currentSpeed: PLAYER_WALK_SPEED,
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},
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intro: {
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currentStep: "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: "locked",
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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: "locked",
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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: "locked",
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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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setCinematicPlaying: (isCinematicPlaying) => set({ isCinematicPlaying }),
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hideDialog: () =>
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set((state) => ({
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missionFlow: { ...state.missionFlow, dialogMessage: null },
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})),
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setActivityCity: (activityCity) =>
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set((state) => ({
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missionFlow: { ...state.missionFlow, activityCity },
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})),
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setPlayerMovementMode: (mode) =>
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set((state) => ({
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player: {
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...state.player,
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movementMode: mode,
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currentSpeed: mode === "ebike" ? PLAYER_EBIKE_SPEED : PLAYER_WALK_SPEED,
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},
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})),
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setCanMove: (canMove) =>
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set((state) => ({
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missionFlow: { ...state.missionFlow, canMove },
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})),
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setIntroStep: (step: GameStep) =>
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set((state) => ({ intro: { ...state.intro, currentStep: step } })),
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setIntroState: (intro) =>
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set((state) => ({ intro: { ...state.intro, ...intro } })),
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setPlayerName: (playerName) =>
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set((state) => ({
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missionFlow: { ...state.missionFlow, playerName },
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})),
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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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showDialog: (dialogMessage) =>
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set((state) => ({
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missionFlow: { ...state.missionFlow, dialogMessage },
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})),
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}));
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