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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>
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@@ -1,3 +1,26 @@
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extends Node
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## Lecture des voix, dictees, musiques et effets sonores, y compris l'audio provisoire des dictees.
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## Logique detaillee a partir de l'etape "Scenes" (voir Ordre de construction).
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## Lecture des voix, dictees, musiques et effets sonores, y compris l'audio
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## provisoire des dictees. Aucun fichier audio n'est encore fourni (etape
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## "Graphismes et audio provisoires", a venir) : play_dictation se degrade
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## silencieusement (avertissement journalise) si le fichier est absent,
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## plutot que de faire planter le jeu.
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const DICTATION_AUDIO_DIR := "res://assets/audio/dictations"
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var _player: AudioStreamPlayer
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func _ready() -> void:
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_player = AudioStreamPlayer.new()
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add_child(_player)
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func play_dictation(audio_id: String) -> void:
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if audio_id.is_empty():
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return
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var path := "%s/%s.ogg" % [DICTATION_AUDIO_DIR, audio_id]
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if not ResourceLoader.exists(path):
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push_warning("Audio de dictee introuvable (pas encore genere) : %s" % path)
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return
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_player.stream = load(path)
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_player.play()
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