five-on-it / packages/missions/src/schema / Play
Variable: Play
constPlay:ZodObject<{ambient:ZodOptional<ZodObject<{pedestrians:ZodOptional<ZodNumber>;traffic:ZodOptional<ZodNumber>; },$strict>>;friendlyFire:ZodDefault<ZodBoolean>;joinInProgress:ZodDefault<ZodEnum<{always:"always";never:"never";untilCheckpoint:"untilCheckpoint"; }>>;lives:ZodOptional<ZodObject<{count:ZodNumber;per:ZodEnum<{player:"player";team:"team"; }>; },$strict>>;mode:ZodEnum<{coop:"coop";solo:"solo";versus:"versus"; }>;onDeath:ZodOptional<ZodEnum<{checkpoint:"checkpoint";spectate:"spectate";teamSpawn:"teamSpawn"; }>>;players:ZodOptional<ZodObject<{max:ZodNumber;min:ZodNumber; },$strict>>;respect:ZodOptional<ZodObject<{min:ZodNumber; },$strict>>;retries:ZodOptional<ZodNumber>;teams:ZodOptional<ZodUnion<readonly [ZodArray<ZodObject<{id:ZodString;name:ZodOptional<ZodString>;players:ZodOptional<ZodObject<{max: ...;min: ...; },$strict>>;spawn:ZodOptional<ZodString>; },$strict>>,ZodLiteral<"each">]>>; },$strict>
Defined in: packages/missions/src/schema.ts:1537
How a mission is played (GAME_DESIGN §13, TECHNICAL_SPECS §9.5), when it is anything but solo: its mode, the players it takes (players: a solo mission one, a co-op one 2 to 4, a versus one 2 to 8 unless it says), its teams (a co-op mission one, crew; a versus one two or more, or each: a free-for-all, every player a team of their own), whether a player may join a run under way (joinInProgress: never, until the first checkpoint, always), the Respect it asks of its players (respect: a tier, 1 to 5), the lives a run has (lives: so many per player or per team; unlimited when absent), what a death does (onDeath: back at the last checkpoint, co-op's default; back at the team's spawn, versus'; or out of the run to watch a teammate, spectate), how many times a failed run goes back to its last checkpoint before it ends failed (retries, 2 when absent; none in versus, which never fails: a team wins, or it is a draw), whether teammates hurt each other (friendlyFire), and the ambient life of the run's room (ambient: so many cars and pedestrians; a quarter of the city's when absent). A mission without one is solo, played in the open city as every mission always was.