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
+32
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extends Control
## Introduction de la mission choisie sur la carte : contexte narratif issu
## des donnees (data/missions/), pas un questionnaire habille d'un decor
## (voir "Points durs" du prompt de lancement, Sens de l'aventure).
@onready var _title_label: Label = %TitleLabel
@onready var _narrative_label: Label = %NarrativeLabel
@onready var _guide: Control = %Guide
@onready var _start_button: Button = %StartButton
@onready var _back_button: Button = %BackButton
func _ready() -> void:
var mission := ExerciseEngine.get_mission(GameManager.pending_mission_id)
_title_label.text = mission.get("title", "")
_narrative_label.text = mission.get("narrative_context", "")
_guide.say(mission.get("narrative_context", ""))
_start_button.text = UIText.get_text("mission_intro.start_button")
_back_button.text = UIText.get_text("mission_intro.back_button")
_start_button.pressed.connect(_on_start_pressed)
_back_button.pressed.connect(_on_back_pressed)
func _on_start_pressed() -> void:
GameManager.goto(GameManager.SCENE_EXERCISE_HOST)
func _on_back_pressed() -> void:
GameManager.pending_mission_id = ""
GameManager.goto(GameManager.SCENE_WORLD_MAP)
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uid://2piy37b6koyw
+59
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[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://scenes/world/mission_intro.gd" id="1"]
[ext_resource type="PackedScene" path="res://scenes/characters/guide_owl.tscn" id="2"]
[node name="MissionIntro" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="Margin" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 32
theme_override_constants/margin_top = 32
theme_override_constants/margin_right = 32
theme_override_constants/margin_bottom = 32
[node name="VBox" type="VBoxContainer" parent="Margin"]
layout_mode = 2
theme_override_constants/separation = 16
[node name="TitleLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_font_sizes/font_size = 32
[node name="NarrativeLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
size_flags_vertical = 3
[node name="Guide" type="Control" parent="Margin/VBox" instance=ExtResource("2")]
unique_name_in_owner = true
layout_mode = 2
[node name="Buttons" type="HBoxContainer" parent="Margin/VBox"]
layout_mode = 2
theme_override_constants/separation = 16
[node name="BackButton" type="Button" parent="Margin/VBox/Buttons"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 56)
[node name="StartButton" type="Button" parent="Margin/VBox/Buttons"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
custom_minimum_size = Vector2(0, 56)
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extends Control
## Carte a trois lieux (cahier des charges §15). La position de chaque mission
## vient de data/missions/*.json (fractions 0..1 de la zone de carte), jamais
## d'une position fixe en dur dans le script.
const MARKER_HALF_WIDTH := 80.0
const MARKER_HALF_HEIGHT := 36.0
@onready var _title_label: Label = %TitleLabel
@onready var _map_area: Control = %MapArea
func _ready() -> void:
_title_label.text = UIText.get_text("world_map.title")
_populate_missions()
func _populate_missions() -> void:
for child in _map_area.get_children():
child.queue_free()
for mission: Dictionary in ExerciseEngine.get_missions():
_map_area.add_child(_build_marker(mission))
func _build_marker(mission: Dictionary) -> Control:
var button := Button.new()
button.text = "%s\n%s" % [mission["title"], _status_label_for(mission)]
var map_position: Dictionary = mission["map_position"]
var x: float = map_position["x"]
var y: float = map_position["y"]
button.anchor_left = x
button.anchor_right = x
button.anchor_top = y
button.anchor_bottom = y
button.offset_left = -MARKER_HALF_WIDTH
button.offset_right = MARKER_HALF_WIDTH
button.offset_top = -MARKER_HALF_HEIGHT
button.offset_bottom = MARKER_HALF_HEIGHT
button.pressed.connect(_on_mission_pressed.bind(mission["mission_id"]))
return button
func _status_label_for(mission: Dictionary) -> String:
var rule: Dictionary = ExerciseEngine.get_rule(mission["rule_id"])
var skill_id: String = rule.get("skill", "")
var skill_state := ProgressManager.get_skill_state(skill_id)
var status: String = skill_state["status"]
return UIText.get_text("world_map.status_%s" % status)
func _on_mission_pressed(mission_id: String) -> void:
GameManager.pending_mission_id = mission_id
GameManager.goto(GameManager.SCENE_MISSION_INTRO)
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uid://bicux8hrq0kpc
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[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://scenes/world/world_map.gd" id="1"]
[ext_resource type="PackedScene" path="res://scenes/characters/guide_owl.tscn" id="2"]
[node name="WorldMap" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="Background" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.3, 0.52, 0.33, 1)
[node name="VBox" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 12
[node name="TitleLabel" type="Label" parent="VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
[node name="MapArea" type="Control" parent="VBox"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
[node name="Guide" type="Control" parent="VBox" instance=ExtResource("2")]
unique_name_in_owner = true
layout_mode = 2