refactor: clean map gameplay architecture
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@@ -63,12 +63,12 @@ This document lists the user-visible and developer-facing features implemented i
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## Repair Gameplay
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- Reusable `RepairGame` mounted for `bike`, `pylone`, and `ferme`
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- Reusable `RepairGame` mounted for `ebike`, `pylon`, and `farm`
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- Mission progression driven by Zustand and shared `MissionStep` types
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- Production repair positions:
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- `bike` at `[8, 0, -6]`
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- `pylone` at `[64, 0, -66]`
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- `ferme` at `[-24, 0, 42]`
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- `ebike` at `[42.2399, 4.5484, 34.6468]`
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- `pylon` at `[64, 0, -66]`
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- `farm` at `[-24, 0, 42]`
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- Debug physics repair playground zones for all three missions
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- Data-driven mission config in `src/data/gameplay/repairMissions.ts`
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- Mission flow: `locked -> waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done`
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@@ -95,7 +95,7 @@ This document lists the user-visible and developer-facing features implemented i
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## Game Progression Store
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- Zustand `useGameStore` for durable gameplay progression
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- Main states: `intro`, `bike`, `pylone`, `ferme`, `outro`
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- Main states: `intro`, `ebike`, `pylon`, `farm`, `outro`
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- Per-mission repair step state
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- Per-mission completion flags
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- Generic mission helpers: `setMissionStep`, `completeMission`, `advanceGameState`, `rewindGameState`, `resetGame`
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