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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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@@ -58,3 +58,14 @@ static func unlock_region(save_data: Dictionary, region_id: String) -> Dictionar
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regions.append(region_id)
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updated["unlocked_regions"] = regions
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return updated
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## Les recompenses valorisent l'effort et la progression, jamais la vitesse
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## (cahier des charges §2, principe 6) : un nombre fixe d'etoiles par mission
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## terminee, quel que soit le temps pris ou le nombre d'aides utilisees.
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static func add_stars(save_data: Dictionary, amount: int) -> Dictionary:
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var updated: Dictionary = save_data.duplicate(true)
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var rewards: Dictionary = updated["rewards"].duplicate(true)
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rewards["stars"] = int(rewards["stars"]) + amount
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updated["rewards"] = rewards
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return updated
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