add: repair game inspection sub state

This commit is contained in:
Tom Boullay
2026-05-08 01:27:32 +01:00
parent 861a369776
commit ed60114d06
12 changed files with 310 additions and 31 deletions
+9 -1
View File
@@ -130,6 +130,14 @@ This keeps reusable gameplay components such as repair flows from duplicating mi
`src/world/GameStageContent.tsx` subscribes to `mainState` and mounts stage-specific content.
For repair missions, it mounts the reusable `RepairGame` component with a mission id:
```tsx
<RepairGame mission="bike" position={[8, 0, -6]} />
```
`RepairGame` reads the active mission step from the store and writes transitions through generic actions such as `setMissionStep`. This keeps the scene component small and avoids mission-specific branching inside the repair flow.
That means the scene can progressively move toward this pattern:
```tsx
@@ -173,4 +181,4 @@ Current overlays:
## Next Steps
The next natural step is to replace the temporary stage anchors in `GameStageContent` with real stage components, for example `IntroContent`, `BikeContent`, `PyloneContent`, `FermeContent`, and `OutroContent`.
The next natural step is to extend `RepairGame` beyond `waiting -> inspected` with fragmentation, scanning, repairing, and completion behavior.