Add the playable scene loop: boot through mission to reward

Wires every autoload up to a real UI: boot -> profile select/create
-> world map (three mission markers, positioned from data, not
hardcoded pixels) -> mission intro (narrative from data/missions/,
a new data type with its own schema) -> rule panel -> exercise host
-> one of the three exercise type scenes -> feedback panel -> reward
screen -> back to the map.

exercise_host is the only piece with real orchestration logic: picks
exercises via ExerciseEngine (now fully implemented, validating at
load like make validate-data does), validates answers through the
pure AnswerValidator/DictationAnalyzer, escalates aid over 3 attempts
via AttemptFlow, feeds DifficultyManager so adaptive difficulty is
actually wired in rather than dead code, and records every attempt
through ProgressManager. Every exercise-type scene (multiple_choice,
sentence_correction, dictation) only emits its answer by signal, per
the architecture invariant.

All child-facing text now comes from data/localization/fr.json via
UIText, not hardcoded in scripts or scenes. Getting that right
required extending SchemaValidator to support "additionalProperties"
as a schema (dynamic keys), which also closed a real gap: save.skills
was previously unvalidated against SkillState's actual shape.

16 new headless tests, including two integration tests that instance
exercise_host.tscn directly and drive it by emitting child-scene
signals, stopping short of the final scene transition (which would
tear down the test runner's own tree). Everything that needs a
screen -- layout at different sizes, touch, virtual keyboard, actual
audio playback (no .ogg files exist yet) -- is listed in the new
docs/testing/manual-checklist.md instead of claimed as verified.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Denis Defolie
2026-10-11 17:37:37 +02:00
parent ebabe91821
commit 493a8617d7
71 changed files with 1986 additions and 8 deletions
+25 -2
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@@ -1,3 +1,26 @@
extends Node
## Lecture des voix, dictees, musiques et effets sonores, y compris l'audio provisoire des dictees.
## Logique detaillee a partir de l'etape "Scenes" (voir Ordre de construction).
## Lecture des voix, dictees, musiques et effets sonores, y compris l'audio
## provisoire des dictees. Aucun fichier audio n'est encore fourni (etape
## "Graphismes et audio provisoires", a venir) : play_dictation se degrade
## silencieusement (avertissement journalise) si le fichier est absent,
## plutot que de faire planter le jeu.
const DICTATION_AUDIO_DIR := "res://assets/audio/dictations"
var _player: AudioStreamPlayer
func _ready() -> void:
_player = AudioStreamPlayer.new()
add_child(_player)
func play_dictation(audio_id: String) -> void:
if audio_id.is_empty():
return
var path := "%s/%s.ogg" % [DICTATION_AUDIO_DIR, audio_id]
if not ResourceLoader.exists(path):
push_warning("Audio de dictee introuvable (pas encore genere) : %s" % path)
return
_player.stream = load(path)
_player.play()
+131 -1
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@@ -1,3 +1,133 @@
extends Node
## Chargement et deroulement des exercices a partir des donnees JSON validees.
## Logique detaillee a partir de l'etape "Donnees" (voir Ordre de construction).
## Valide chaque fichier au chargement avec le meme validateur que
## `make validate-data` (DataLoader/SchemaValidator, scripts/data/) : un
## fichier invalide est ignore (avec une erreur journalisee), jamais charge
## tel quel. Le tirage au sort d'un exercice est delegue a ExercisePicker,
## pur, avec un generateur aleatoire possede ici (voir CLAUDE.md : le hasard
## est injecte dans la logique pure, pas lu directement par elle).
var _rules: Dictionary = {}
var _exercises_by_rule_and_type: Dictionary = {}
var _dictations_by_rule: Dictionary = {}
var _missions: Dictionary = {}
var _mission_order: Array[String] = []
var _rng := RandomNumberGenerator.new()
func _ready() -> void:
_rng.randomize()
_load_rules()
_load_exercises()
_load_dictations()
_load_missions()
func get_rule(rule_id: String) -> Dictionary:
return _rules.get(rule_id, {})
func get_missions() -> Array[Dictionary]:
var missions: Array[Dictionary] = []
for mission_id in _mission_order:
missions.append(_missions[mission_id])
return missions
func get_mission(mission_id: String) -> Dictionary:
return _missions.get(mission_id, {})
## Tire le prochain exercice (ou dictee) pour une mission, au plus proche de
## `difficulty`, sans redonner `exclude_id`. Dictionnaire vide si la mission
## n'a aucun contenu disponible.
func pick_exercise_for_mission(
mission: Dictionary, exclude_id: String, difficulty: int
) -> Dictionary:
var rule_id: String = mission["rule_id"]
var exercise_type: String = mission["exercise_type"]
var candidates: Array[Dictionary] = _candidates_for(rule_id, exercise_type)
var filtered := _filter_by_difficulty(candidates, difficulty)
var picked: Variant = ExercisePicker.pick(filtered, exclude_id, _rng)
return picked if picked != null else {}
## Ne garde que les candidats a la difficulte demandee ; si aucun ne la
## propose, retombe sur l'ensemble des candidats plutot que de n'en donner
## aucun (le contenu disponible est encore limite, voir docs/specs/decisions.md).
func _filter_by_difficulty(candidates: Array[Dictionary], difficulty: int) -> Array[Dictionary]:
var exact: Array[Dictionary] = []
for candidate in candidates:
if int(candidate.get("difficulty", difficulty)) == difficulty:
exact.append(candidate)
return exact if not exact.is_empty() else candidates
func _candidates_for(rule_id: String, exercise_type: String) -> Array[Dictionary]:
if exercise_type == "dictation":
return _dictations_by_rule.get(rule_id, [] as Array[Dictionary])
var by_type: Dictionary = _exercises_by_rule_and_type.get(rule_id, {})
return by_type.get(exercise_type, [] as Array[Dictionary])
func _load_rules() -> void:
for path in DataLoader.find_json_files("res://data/rules"):
var errors := DataLoader.validate_file(path, "rule")
if not errors.is_empty():
push_error("Regle ignoree (%s) : %s" % [path, errors])
continue
var rule: Dictionary = DataLoader.read_json(path)
_rules[rule["rule_id"]] = rule
func _load_exercises() -> void:
for path in DataLoader.find_json_files("res://data/exercises"):
var raw: Variant = DataLoader.read_json(path)
if typeof(raw) != TYPE_DICTIONARY or not raw.has("type"):
push_error("Exercice ignore (%s) : type manquant ou JSON invalide" % path)
continue
var exercise: Dictionary = raw
var exercise_type: String = exercise["type"]
var schema_name := DataLoader.exercise_schema_name_for_type(exercise_type)
if schema_name.is_empty():
push_error("Exercice ignore (%s) : type inconnu '%s'" % [path, exercise_type])
continue
var errors := SchemaValidator.validate(exercise, DataLoader.load_schema(schema_name))
if not errors.is_empty():
push_error("Exercice ignore (%s) : %s" % [path, errors])
continue
var rule_id: String = exercise["rule_id"]
if not _exercises_by_rule_and_type.has(rule_id):
_exercises_by_rule_and_type[rule_id] = {}
var by_type: Dictionary = _exercises_by_rule_and_type[rule_id]
if not by_type.has(exercise_type):
by_type[exercise_type] = [] as Array[Dictionary]
(by_type[exercise_type] as Array[Dictionary]).append(exercise)
func _load_dictations() -> void:
for path in DataLoader.find_json_files("res://data/dictations"):
var errors := DataLoader.validate_file(path, "dictation")
if not errors.is_empty():
push_error("Dictee ignoree (%s) : %s" % [path, errors])
continue
var dictation: Dictionary = DataLoader.read_json(path)
for rule_id: String in dictation["rule_ids"]:
if not _dictations_by_rule.has(rule_id):
_dictations_by_rule[rule_id] = [] as Array[Dictionary]
(_dictations_by_rule[rule_id] as Array[Dictionary]).append(dictation)
func _load_missions() -> void:
var mission_ids: Array[String] = []
for path in DataLoader.find_json_files("res://data/missions"):
var errors := DataLoader.validate_file(path, "mission")
if not errors.is_empty():
push_error("Mission ignoree (%s) : %s" % [path, errors])
continue
var mission: Dictionary = DataLoader.read_json(path)
_missions[mission["mission_id"]] = mission
mission_ids.append(mission["mission_id"])
mission_ids.sort()
_mission_order = mission_ids
+22 -2
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@@ -1,3 +1,23 @@
extends Node
## Cycle de vie de l'application, navigation entre scenes et etat general du jeu.
## Logique detaillee a partir de l'etape "Scenes" (voir Ordre de construction).
## Cycle de vie de l'application, navigation entre scenes et etat general du
## jeu. Porte le contexte transitoire necessaire entre deux changements de
## scene (ex. la mission choisie sur la carte), puisque Godot libere les
## noeuds de la scene precedente a chaque changement.
const SCENE_BOOT := "res://scenes/boot/boot.tscn"
const SCENE_PROFILE_SELECT := "res://scenes/profiles/profile_select.tscn"
const SCENE_PROFILE_CREATE := "res://scenes/profiles/profile_create.tscn"
const SCENE_WORLD_MAP := "res://scenes/world/world_map.tscn"
const SCENE_MISSION_INTRO := "res://scenes/world/mission_intro.tscn"
const SCENE_EXERCISE_HOST := "res://scenes/exercises/exercise_host.tscn"
const SCENE_REWARD := "res://scenes/ui/reward_screen.tscn"
## Mission choisie sur la carte, lue par mission_intro puis exercise_host et
## reward_screen. Remise a vide par reward_screen au retour sur la carte.
var pending_mission_id: String = ""
func goto(scene_path: String) -> void:
# Differe le changement de scene : l'appeler depuis le _ready() de la
# scene en cours d'ajout a l'arbre echoue sinon ("Parent node is busy").
get_tree().change_scene_to_file.call_deferred(scene_path)
+17
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@@ -31,5 +31,22 @@ func list_profiles() -> Array[String]:
return SaveManager.list_profile_ids()
## Resume de chaque profil pour l'ecran de selection : profile_id, display_name
## et school_level, sans charger toute la progression.
func list_profile_summaries() -> Array[Dictionary]:
var summaries: Array[Dictionary] = []
for profile_id in list_profiles():
var data: Variant = SaveManager.load(profile_id)
if data == null:
continue
var summary := {
"profile_id": profile_id,
"display_name": data["display_name"],
"school_level": data["school_level"],
}
summaries.append(summary)
return summaries
func _generate_profile_id() -> String:
return "profile_%d_%d" % [Time.get_unix_time_from_system(), randi() % 10000]
+8
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@@ -37,6 +37,14 @@ func unlock_region(region_id: String) -> void:
_current_save = ProgressUpdates.unlock_region(_current_save, region_id)
func add_stars(amount: int) -> void:
_current_save = ProgressUpdates.add_stars(_current_save, amount)
func stars() -> int:
return _current_save.get("rewards", {}).get("stars", 0)
func next_difficulty_for_skill(skill_id: String, current_difficulty: int) -> int:
return ProgressUpdates.next_difficulty_for_skill(_current_save, skill_id, current_difficulty)