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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 de correction de phrase : toucher le mot fautif puis le corriger
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## (interaction decidee dans docs/specs/decisions.md, point 3). Scene
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## autonome : emet la reponse par signal, ne touche ni a la sauvegarde ni a
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## la progression.
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signal answer_submitted(selected_indices: Array, corrections: Dictionary)
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var _correction_edits: Dictionary = {}
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@onready var _instruction_label: Label = %InstructionLabel
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@onready var _tokens_box: HFlowContainer = %TokensBox
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@onready var _corrections_box: VBoxContainer = %CorrectionsBox
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@onready var _validate_button: Button = %ValidateButton
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func _ready() -> void:
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_validate_button.text = UIText.get_text("exercise_host.validate_button")
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_validate_button.pressed.connect(_on_validate_pressed)
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func load_exercise(exercise: Dictionary) -> void:
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_instruction_label.text = exercise["instruction"]
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for child in _tokens_box.get_children():
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child.queue_free()
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for child in _corrections_box.get_children():
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child.queue_free()
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_correction_edits.clear()
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var tokens: Array = exercise["tokens"]
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for i in tokens.size():
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var button := Button.new()
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button.text = tokens[i]["text"]
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button.toggle_mode = true
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button.toggled.connect(_on_token_toggled.bind(i))
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_tokens_box.add_child(button)
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func _on_token_toggled(pressed: bool, index: int) -> void:
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if pressed:
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if not _correction_edits.has(index):
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var edit := LineEdit.new()
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edit.placeholder_text = UIText.get_text("sentence_correction.correction_placeholder")
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_corrections_box.add_child(edit)
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_correction_edits[index] = edit
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elif _correction_edits.has(index):
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var edit: LineEdit = _correction_edits[index]
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edit.queue_free()
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_correction_edits.erase(index)
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func _on_validate_pressed() -> void:
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var selected_indices: Array = []
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var corrections: Dictionary = {}
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for index: int in _correction_edits.keys():
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selected_indices.append(index)
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corrections[index] = (_correction_edits[index] as LineEdit).text.strip_edges()
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answer_submitted.emit(selected_indices, corrections)
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