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
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extends GutTest
## Tests de ExercisePicker.
var rng := RandomNumberGenerator.new()
func before_each() -> void:
rng.seed = 42
func test_empty_candidates_returns_null() -> void:
var candidates: Array[Dictionary] = []
assert_null(ExercisePicker.pick(candidates, "", rng))
func test_picks_among_candidates() -> void:
var candidates: Array[Dictionary] = [{"id": "a"}, {"id": "b"}, {"id": "c"}]
var picked: Dictionary = ExercisePicker.pick(candidates, "", rng)
var ids: Array = candidates.map(func(c: Dictionary) -> String: return c["id"])
assert_true(ids.has(picked["id"]))
func test_never_returns_the_excluded_id_when_alternatives_exist() -> void:
var candidates: Array[Dictionary] = [{"id": "a"}, {"id": "b"}]
for _i in 20:
var picked: Dictionary = ExercisePicker.pick(candidates, "a", rng)
assert_eq(picked["id"], "b")
func test_returns_the_only_candidate_even_if_excluded() -> void:
var candidates: Array[Dictionary] = [{"id": "a"}]
var picked: Dictionary = ExercisePicker.pick(candidates, "a", rng)
assert_eq(picked["id"], "a")
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uid://kcnp1vmrq6cm
+12
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var errors := SchemaValidator.validate(data, schema)
assert_eq(errors.size(), 1)
assert_string_contains(errors[0], "difficulty")
func test_additional_properties_as_schema_validates_dynamic_keys() -> void:
var dynamic_schema := {
"type": "object",
"additionalProperties": {"type": "integer", "minimum": 0},
}
assert_eq(SchemaValidator.validate({"a": 1, "b": 2}, dynamic_schema), [])
var errors := SchemaValidator.validate({"a": 1, "b": -5}, dynamic_schema)
assert_eq(errors.size(), 1)
assert_string_contains(errors[0], "b")
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extends GutTest
## Tests de UIText : les textes destines a l'enfant viennent de
## data/localization/fr.json, jamais d'une chaine en dur.
func test_known_key_resolves_to_real_text() -> void:
assert_eq(UIText.get_text("profile_select.title"), "Choisis ton profil")
func test_unknown_key_falls_back_to_the_key_itself() -> void:
assert_eq(UIText.get_text("cle_qui_n_existe_pas"), "cle_qui_n_existe_pas")
assert_push_error("Cle de traduction manquante")
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uid://dqmtnspy2p6q3