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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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extends Control
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## Exercice a choix multiple. Scene autonome : emet la reponse par signal,
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## ne touche ni a la sauvegarde ni a la progression (invariant d'architecture,
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## CLAUDE.md).
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signal answer_submitted(selected_index: int)
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@onready var _instruction_label: Label = %InstructionLabel
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@onready var _question_label: Label = %QuestionLabel
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@onready var _answers_box: VBoxContainer = %AnswersBox
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func load_exercise(exercise: Dictionary) -> void:
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_instruction_label.text = exercise["instruction"]
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_question_label.text = exercise["question"]
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for child in _answers_box.get_children():
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child.queue_free()
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var answers: Array = exercise["answers"]
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for i in answers.size():
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var button := Button.new()
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button.text = answers[i]
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button.custom_minimum_size = Vector2(0, 56)
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button.pressed.connect(_on_answer_pressed.bind(i))
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_answers_box.add_child(button)
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func _on_answer_pressed(index: int) -> void:
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answer_submitted.emit(index)
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