Add pure correction and pedagogy logic with full test coverage

scripts/correction/: AnswerValidator (multiple choice, sentence
correction via tap-the-faulty-word + retype) and DictationAnalyzer
build the CorrectionResult structure from cahier des charges §6.
Dictation analysis aligns words with WordAligner (Wagner-Fischer edit
distance) before any character comparison, so an omitted or added
word doesn't cascade into false errors on every following word.
TextNormalizer handles non-breaking spaces, typographic apostrophes,
and decomposed-vs-composed French accented characters via an
explicit table (GDScript has no built-in NFC/NFD normalization).
Error classification follows the data annotations only (rule_id
present -> grammatical, absent -> unclassified), never a runtime
linguistic guess.

scripts/pedagogy/: DifficultyManager (per-skill difficulty from
recent results), AttemptFlow (3-attempt graduated aid: hint, then
explanation, then reveal, matching exercise-lifecycle.md's second
gap), and ReviewScheduler (the five mastery states from §9, with
session-counted spaced review intervals [1, 3, 6, 12] rather than
wall-clock dates, since a family device's clock isn't trustworthy).

All of it is pure: no scene tree, no clock or RNG read directly,
every effectful input (session number, attempt outcome) is a
parameter. 65 headless tests across both layers, including the
word-omission-doesn't-cascade regression and the full
decouverte -> acquise -> a_reviser -> acquise path.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Denis Defolie
2026-10-11 17:03:14 +02:00
parent d057c8ee77
commit 2fe455f5d1
36 changed files with 1111 additions and 28 deletions
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class_name DifficultyManager
extends RefCounted
## Suggere le niveau de difficulte (1 a 3) du prochain exercice pour une
## competence, a partir de l'historique recent de reussites. Code pur : ne lit
## ni horloge ni hasard, ne modifie aucun etat (ProgressManager est responsable
## du stockage).
const MIN_DIFFICULTY := 1
const MAX_DIFFICULTY := 3
const WINDOW := 3
## recent_results : resultats des tentatives les plus recentes, la derniere en
## dernier. Monte d'un niveau apres WINDOW reussites consecutives ; descend
## d'un niveau apres WINDOW echecs consecutifs ; ne bouge pas sinon. Jamais en
## dehors de [MIN_DIFFICULTY, MAX_DIFFICULTY] : la difficulte evolue sans
## jamais bloquer durablement l'enfant (cahier des charges §2).
static func next_difficulty(current_difficulty: int, recent_results: Array[bool]) -> int:
if recent_results.size() < WINDOW:
return clampi(current_difficulty, MIN_DIFFICULTY, MAX_DIFFICULTY)
var last_window: Array[bool] = recent_results.slice(recent_results.size() - WINDOW)
var all_success := true
var all_failure := true
for result in last_window:
if result:
all_failure = false
else:
all_success = false
if all_success:
return clampi(current_difficulty + 1, MIN_DIFFICULTY, MAX_DIFFICULTY)
if all_failure:
return clampi(current_difficulty - 1, MIN_DIFFICULTY, MAX_DIFFICULTY)
return clampi(current_difficulty, MIN_DIFFICULTY, MAX_DIFFICULTY)