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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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@@ -81,8 +81,13 @@ static func _validate_object(
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for key: String in value.keys():
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if properties.has(key):
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_validate_node(value[key], properties[key], "%s.%s" % [path, key], errors)
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elif additional_allowed == false:
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elif typeof(additional_allowed) == TYPE_BOOL and additional_allowed == false:
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errors.append("%s : propriete inattendue '%s'" % [path, key])
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elif typeof(additional_allowed) == TYPE_DICTIONARY:
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# additionalProperties est lui-meme un schema : toute cle non
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# listee dans "properties" doit s'y conformer (cles dynamiques,
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# ex. une competence par skill_id dans une sauvegarde).
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_validate_node(value[key], additional_allowed, "%s.%s" % [path, key], errors)
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static func _validate_array(
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