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
View File
@@ -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()