refactor: clean map gameplay architecture
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@@ -0,0 +1,69 @@
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import type {
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MissionStep,
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RepairMissionId,
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} from "@/types/gameplay/repairMission";
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const REPAIR_MISSION_IDS = ["ebike", "pylon", "farm"] as const;
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const REPAIR_MISSION_ID_VALUES: ReadonlySet<string> = new Set(
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REPAIR_MISSION_IDS,
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);
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export const MISSION_STEPS = [
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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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] as const satisfies readonly MissionStep[];
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const MISSION_STEP_VALUES: ReadonlySet<string> = new Set(MISSION_STEPS);
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export function isRepairMissionId(value: string): value is RepairMissionId {
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return REPAIR_MISSION_ID_VALUES.has(value);
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}
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export function isMissionStep(value: string): value is MissionStep {
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return MISSION_STEP_VALUES.has(value);
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}
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export 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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export 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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