add: configure mission-specific repair variants

This commit is contained in:
Tom Boullay
2026-05-08 02:41:57 +01:00
parent 41a3846205
commit 0b519a20dc
8 changed files with 40 additions and 9 deletions
+2
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@@ -139,6 +139,8 @@ For repair missions, it mounts the reusable `RepairGame` component with a missio
`RepairGame` reads the active mission step from the store and writes transitions through generic actions such as `setMissionStep` and `completeMission`. This keeps the scene component small and avoids mission-specific branching inside the repair flow. The production repair flow currently supports `waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done -> next mission` state transitions.
Mission-specific behavior stays in `src/data/gameplay/repairMissions.ts`: each mission can define its broken nodes, placeholder targets, scan duration, and reassembly duration without adding mission branches to `RepairGame`.
That means the scene can progressively move toward this pattern:
```tsx