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
+150
View File
@@ -0,0 +1,150 @@
extends Control
## Hote d'exercice : charge la regle, enchaine les exercices d'une mission,
## valide chaque reponse via les validateurs purs (AnswerValidator /
## DictationAnalyzer), applique l'aide graduee (AttemptFlow) et enregistre
## chaque tentative dans ProgressManager (docs/specs/decisions.md, point 7).
## Ne charge et ne sauvegarde rien lui-meme sur disque : ProgressManager et
## SaveManager restent seuls responsables de la persistance.
const MISSION_LENGTH := 3
const TYPE_SCENES := {
"multiple_choice": "res://scenes/exercises/multiple_choice.tscn",
"sentence_correction": "res://scenes/exercises/sentence_correction.tscn",
"dictation": "res://scenes/exercises/dictation.tscn",
}
var _mission: Dictionary = {}
var _rule: Dictionary = {}
var _skill_id: String = ""
var _current_exercise: Dictionary = {}
var _current_exercise_scene: Control = null
var _current_difficulty := 1
var _attempt_number := 1
var _completed_count := 0
var _last_exercise_id := ""
@onready var _exercise_container: Control = %ExerciseContainer
@onready var _overlay_container: Control = %OverlayContainer
## Accesseurs reserves aux tests d'integration (scenes/exercises/
## exercise_host.tscn n'expose pas de script "ami" en GDScript).
func get_current_exercise() -> Dictionary:
return _current_exercise
func get_attempt_number() -> int:
return _attempt_number
func get_completed_count() -> int:
return _completed_count
func _ready() -> void:
_mission = ExerciseEngine.get_mission(GameManager.pending_mission_id)
_rule = ExerciseEngine.get_rule(_mission["rule_id"])
_skill_id = _rule.get("skill", "")
_current_difficulty = ProgressManager.next_difficulty_for_skill(_skill_id, 1)
_show_rule_panel()
func _show_rule_panel() -> void:
var rule_panel: Control = preload("res://scenes/ui/rule_panel.tscn").instantiate()
_overlay_container.add_child(rule_panel)
rule_panel.show_rule(_rule)
rule_panel.continued.connect(_on_rule_panel_continued.bind(rule_panel))
func _on_rule_panel_continued(rule_panel: Control) -> void:
rule_panel.queue_free()
_load_next_exercise()
func _load_next_exercise() -> void:
_current_exercise = ExerciseEngine.pick_exercise_for_mission(
_mission, _last_exercise_id, _current_difficulty
)
_attempt_number = 1
if _current_exercise_scene != null:
_current_exercise_scene.queue_free()
var scene_path: String = TYPE_SCENES[_mission["exercise_type"]]
_current_exercise_scene = load(scene_path).instantiate()
_exercise_container.add_child(_current_exercise_scene)
_current_exercise_scene.load_exercise(_current_exercise)
_connect_answer_signal()
func _connect_answer_signal() -> void:
match _mission["exercise_type"]:
"multiple_choice":
_current_exercise_scene.answer_submitted.connect(_on_multiple_choice_submitted)
"sentence_correction":
_current_exercise_scene.answer_submitted.connect(_on_sentence_correction_submitted)
"dictation":
_current_exercise_scene.answer_submitted.connect(_on_dictation_submitted)
func _on_multiple_choice_submitted(selected_index: int) -> void:
_handle_result(AnswerValidator.validate_multiple_choice(_current_exercise, selected_index))
func _on_sentence_correction_submitted(selected_indices: Array, corrections: Dictionary) -> void:
var typed_indices: Array[int] = []
for index: int in selected_indices:
typed_indices.append(index)
_handle_result(
AnswerValidator.validate_sentence_correction(
_current_exercise, typed_indices, corrections
)
)
func _on_dictation_submitted(submitted_text: String) -> void:
_handle_result(DictationAnalyzer.analyze(_current_exercise, submitted_text))
func _handle_result(result: CorrectionResult) -> void:
var support_level := AttemptFlow.SupportLevel.EXPLANATION
var is_terminal := result.is_correct
if not result.is_correct:
support_level = AttemptFlow.support_level_for_attempt(_attempt_number)
is_terminal = AttemptFlow.should_end_exercise(_attempt_number)
ProgressManager.record_attempt(
_skill_id, result.is_correct, _attempt_number > 1, _mission["exercise_type"]
)
_show_feedback(result, support_level, is_terminal)
func _show_feedback(
result: CorrectionResult, support_level: AttemptFlow.SupportLevel, is_terminal: bool
) -> void:
var feedback: Control = preload("res://scenes/ui/feedback_panel.tscn").instantiate()
_overlay_container.add_child(feedback)
feedback.show_result(result, support_level)
feedback.continue_pressed.connect(_on_feedback_continued.bind(feedback, is_terminal))
func _on_feedback_continued(feedback: Control, is_terminal: bool) -> void:
feedback.queue_free()
if not is_terminal:
_attempt_number += 1
return
_current_difficulty = ProgressManager.next_difficulty_for_skill(
_skill_id, _current_difficulty
)
_last_exercise_id = _current_exercise.get("id", "")
_completed_count += 1
if _completed_count >= MISSION_LENGTH:
GameManager.goto(GameManager.SCENE_REWARD)
else:
_load_next_exercise()