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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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## Panneau de retour : affiche le resultat d'une tentative (CorrectionResult).
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## Reussite et erreur se distinguent par le texte du titre, jamais par la
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## seule couleur (cahier des charges §11). Instancie par exercise_host.
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signal continue_pressed
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@onready var _title_label: Label = %TitleLabel
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@onready var _hint_box: VBoxContainer = %HintBox
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@onready var _hint_label: Label = %HintLabel
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@onready var _explanation_box: VBoxContainer = %ExplanationBox
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@onready var _explanation_label: Label = %ExplanationLabel
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@onready var _correction_box: VBoxContainer = %CorrectionBox
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@onready var _correction_label: Label = %CorrectionLabel
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@onready var _continue_button: Button = %ContinueButton
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func _ready() -> void:
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_continue_button.text = UIText.get_text("exercise_host.continue_button")
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_continue_button.pressed.connect(_on_continue_pressed)
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func show_result(result: CorrectionResult, support_level: AttemptFlow.SupportLevel) -> void:
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_title_label.text = (
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UIText.get_text("feedback_panel.correct_title")
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if result.is_correct
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else UIText.get_text("feedback_panel.incorrect_title")
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)
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var show_hint := not result.is_correct and support_level == AttemptFlow.SupportLevel.HINT
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var show_explanation := (
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result.is_correct or support_level != AttemptFlow.SupportLevel.HINT
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)
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var show_correction := (
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not result.is_correct and support_level == AttemptFlow.SupportLevel.REVEAL
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)
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_hint_box.visible = show_hint
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_hint_label.text = "%s %s" % [UIText.get_text("feedback_panel.hint_label"), result.hint]
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_explanation_box.visible = show_explanation
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_explanation_label.text = "%s %s" % [
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UIText.get_text("feedback_panel.explanation_label"), result.explanation
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]
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_correction_box.visible = show_correction
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_correction_label.text = "%s %s" % [
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UIText.get_text("feedback_panel.correction_label"), ", ".join(result.remediation)
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]
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func _on_continue_pressed() -> void:
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continue_pressed.emit()
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