refactor: clean map gameplay architecture
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@@ -6,10 +6,10 @@ export function useRepairMovementLocked(): boolean {
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switch (state.mainState) {
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case "ebike":
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return isRepairMovementLocked(state.ebike.currentStep);
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case "pylone":
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return isRepairMovementLocked(state.pylone.currentStep);
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case "ferme":
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return isRepairMovementLocked(state.ferme.currentStep);
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case "pylon":
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return isRepairMovementLocked(state.pylon.currentStep);
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case "farm":
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return isRepairMovementLocked(state.farm.currentStep);
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case "intro":
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case "outro":
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return false;
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@@ -23,6 +23,7 @@ function isRepairMovementLocked(step: MissionStep): boolean {
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step === "fragmented" ||
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step === "scanning" ||
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step === "repairing" ||
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step === "reassembling"
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step === "reassembling" ||
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step === "done"
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);
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}
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