refactor: clean map gameplay architecture

This commit is contained in:
tom-boullay
2026-05-28 11:15:45 +02:00
parent d9cf87d2d6
commit 1a91b1d7ae
69 changed files with 791 additions and 1112 deletions
+5 -5
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@@ -63,12 +63,12 @@ This document lists the user-visible and developer-facing features implemented i
## Repair Gameplay
- Reusable `RepairGame` mounted for `bike`, `pylone`, and `ferme`
- Reusable `RepairGame` mounted for `ebike`, `pylon`, and `farm`
- Mission progression driven by Zustand and shared `MissionStep` types
- Production repair positions:
- `bike` at `[8, 0, -6]`
- `pylone` at `[64, 0, -66]`
- `ferme` at `[-24, 0, 42]`
- `ebike` at `[42.2399, 4.5484, 34.6468]`
- `pylon` at `[64, 0, -66]`
- `farm` at `[-24, 0, 42]`
- Debug physics repair playground zones for all three missions
- Data-driven mission config in `src/data/gameplay/repairMissions.ts`
- Mission flow: `locked -> waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done`
@@ -95,7 +95,7 @@ This document lists the user-visible and developer-facing features implemented i
## Game Progression Store
- Zustand `useGameStore` for durable gameplay progression
- Main states: `intro`, `bike`, `pylone`, `ferme`, `outro`
- Main states: `intro`, `ebike`, `pylon`, `farm`, `outro`
- Per-mission repair step state
- Per-mission completion flags
- Generic mission helpers: `setMissionStep`, `completeMission`, `advanceGameState`, `rewindGameState`, `resetGame`