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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 regle : affiche l'enonce et l'exemple issus de data/rules/
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## (cycle d'apprentissage §2, etape "Decouvrir la regle"). Instancie par
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## exercise_host, qui ecoute le signal `continued` pour lancer le premier
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## exercice.
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signal continued
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@onready var _title_label: Label = %TitleLabel
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@onready var _statement_label: Label = %StatementLabel
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@onready var _example_label: Label = %ExampleLabel
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@onready var _continue_button: Button = %ContinueButton
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func _ready() -> void:
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_title_label.text = UIText.get_text("rule_panel.title")
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_continue_button.text = UIText.get_text("rule_panel.continue_button")
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_continue_button.pressed.connect(_on_continue_pressed)
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func show_rule(rule: Dictionary) -> void:
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_statement_label.text = rule.get("statement", "")
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_example_label.text = "%s %s" % [
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UIText.get_text("rule_panel.example_label"), rule.get("example", "")
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]
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func _on_continue_pressed() -> void:
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continued.emit()
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