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
+25
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@@ -0,0 +1,25 @@
class_name ExercisePicker
extends RefCounted
## Choisit un exercice parmi une liste de candidats, sans jamais redonner celui
## qui vient d'etre traite ("Points durs" du prompt de lancement : une revision
## tire un autre exercice de la meme regle, jamais celui qui vient d'etre
## rate). Code pur : le generateur aleatoire est injecte, jamais lu
## directement.
## Retourne null si `candidates` est vide. Si tous les candidats sont exclus
## (un seul exercice disponible), le redonne : pas d'autre choix possible.
static func pick(
candidates: Array[Dictionary], exclude_id: String, rng: RandomNumberGenerator
) -> Variant:
if candidates.is_empty():
return null
var pool: Array[Dictionary] = []
for candidate in candidates:
if candidate["id"] != exclude_id:
pool.append(candidate)
if pool.is_empty():
pool = candidates
return pool[rng.randi_range(0, pool.size() - 1)]
+1
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@@ -0,0 +1 @@
uid://deb67kr6jsoe
+6 -1
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@@ -81,8 +81,13 @@ static func _validate_object(
for key: String in value.keys():
if properties.has(key):
_validate_node(value[key], properties[key], "%s.%s" % [path, key], errors)
elif additional_allowed == false:
elif typeof(additional_allowed) == TYPE_BOOL and additional_allowed == false:
errors.append("%s : propriete inattendue '%s'" % [path, key])
elif typeof(additional_allowed) == TYPE_DICTIONARY:
# additionalProperties est lui-meme un schema : toute cle non
# listee dans "properties" doit s'y conformer (cles dynamiques,
# ex. une competence par skill_id dans une sauvegarde).
_validate_node(value[key], additional_allowed, "%s.%s" % [path, key], errors)
static func _validate_array(
+27
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@@ -0,0 +1,27 @@
class_name UIText
extends RefCounted
## Textes d'interface destines a l'enfant, charges depuis
## data/localization/fr.json : jamais en dur dans les scripts ou les scenes
## (voir CLAUDE.md, Conventions de code).
const LOCALIZATION_PATH := "res://data/localization/fr.json"
static var _cache: Dictionary = {}
static func get_text(key: String) -> String:
if _cache.is_empty():
_load()
if not _cache.has(key):
push_error("Cle de traduction manquante : %s" % key)
return key
return _cache[key]
static func _load() -> void:
var file := FileAccess.open(LOCALIZATION_PATH, FileAccess.READ)
if file == null:
push_error("Fichier de traduction introuvable : %s" % LOCALIZATION_PATH)
return
var parsed: Variant = JSON.parse_string(file.get_as_text())
_cache = parsed if typeof(parsed) == TYPE_DICTIONARY else {}
+1
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@@ -0,0 +1 @@
uid://ccyua7ei6gssv
+26
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@@ -12,6 +12,8 @@ func _init() -> void:
checked += _validate_simple_dir("res://data/curriculum", "curriculum", failures)
checked += _validate_dictations("res://data/dictations", failures)
checked += _validate_exercises("res://data/exercises", failures)
checked += _validate_missions("res://data/missions", failures)
checked += _validate_simple_dir("res://data/localization", "localization", failures)
if failures.is_empty():
print("validate-data : %d fichier(s) JSON valide(s)" % checked)
@@ -43,6 +45,30 @@ func _validate_dictations(dir_path: String, failures: Array[String]) -> int:
return count
func _validate_missions(dir_path: String, failures: Array[String]) -> int:
var known_rule_ids: Array[String] = []
for path in DataLoader.find_json_files("res://data/rules"):
var rule: Variant = DataLoader.read_json(path)
if typeof(rule) == TYPE_DICTIONARY and rule.has("rule_id"):
known_rule_ids.append(rule["rule_id"])
var count := 0
for path in DataLoader.find_json_files(dir_path):
count += 1
var schema_errors := DataLoader.validate_file(path, "mission")
failures.append_array(schema_errors)
if not schema_errors.is_empty():
continue
var data: Dictionary = DataLoader.read_json(path)
if not known_rule_ids.has(data["rule_id"]):
var message := (
"%s : rule_id '%s' ne correspond a aucune regle de data/rules"
% [path, data["rule_id"]]
)
failures.append(message)
return count
func _validate_exercises(dir_path: String, failures: Array[String]) -> int:
var count := 0
for path in DataLoader.find_json_files(dir_path):
+11
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@@ -58,3 +58,14 @@ static func unlock_region(save_data: Dictionary, region_id: String) -> Dictionar
regions.append(region_id)
updated["unlocked_regions"] = regions
return updated
## Les recompenses valorisent l'effort et la progression, jamais la vitesse
## (cahier des charges §2, principe 6) : un nombre fixe d'etoiles par mission
## terminee, quel que soit le temps pris ou le nombre d'aides utilisees.
static func add_stars(save_data: Dictionary, amount: int) -> Dictionary:
var updated: Dictionary = save_data.duplicate(true)
var rewards: Dictionary = updated["rewards"].duplicate(true)
rewards["stars"] = int(rewards["stars"]) + amount
updated["rewards"] = rewards
return updated