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
+53
View File
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extends Control
## Panneau de retour : affiche le resultat d'une tentative (CorrectionResult).
## Reussite et erreur se distinguent par le texte du titre, jamais par la
## seule couleur (cahier des charges §11). Instancie par exercise_host.
signal continue_pressed
@onready var _title_label: Label = %TitleLabel
@onready var _hint_box: VBoxContainer = %HintBox
@onready var _hint_label: Label = %HintLabel
@onready var _explanation_box: VBoxContainer = %ExplanationBox
@onready var _explanation_label: Label = %ExplanationLabel
@onready var _correction_box: VBoxContainer = %CorrectionBox
@onready var _correction_label: Label = %CorrectionLabel
@onready var _continue_button: Button = %ContinueButton
func _ready() -> void:
_continue_button.text = UIText.get_text("exercise_host.continue_button")
_continue_button.pressed.connect(_on_continue_pressed)
func show_result(result: CorrectionResult, support_level: AttemptFlow.SupportLevel) -> void:
_title_label.text = (
UIText.get_text("feedback_panel.correct_title")
if result.is_correct
else UIText.get_text("feedback_panel.incorrect_title")
)
var show_hint := not result.is_correct and support_level == AttemptFlow.SupportLevel.HINT
var show_explanation := (
result.is_correct or support_level != AttemptFlow.SupportLevel.HINT
)
var show_correction := (
not result.is_correct and support_level == AttemptFlow.SupportLevel.REVEAL
)
_hint_box.visible = show_hint
_hint_label.text = "%s %s" % [UIText.get_text("feedback_panel.hint_label"), result.hint]
_explanation_box.visible = show_explanation
_explanation_label.text = "%s %s" % [
UIText.get_text("feedback_panel.explanation_label"), result.explanation
]
_correction_box.visible = show_correction
_correction_label.text = "%s %s" % [
UIText.get_text("feedback_panel.correction_label"), ", ".join(result.remediation)
]
func _on_continue_pressed() -> void:
continue_pressed.emit()