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https://github.com/deunix-educ/aventuriers-des-mots.git
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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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extends GutTest
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## Tests de l'autoload ExerciseEngine, charge au demarrage avec les vraies
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## donnees de data/ (deja validees par make validate-data).
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func test_known_rule_is_loaded() -> void:
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var rule := ExerciseEngine.get_rule("regle_accord_adjectif")
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assert_eq(rule["level"], "CE1")
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assert_eq(rule["review_status"], "draft")
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func test_unknown_rule_returns_empty_dictionary() -> void:
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assert_eq(ExerciseEngine.get_rule("regle_inconnue"), {})
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func test_missions_are_loaded_and_sorted() -> void:
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var missions := ExerciseEngine.get_missions()
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assert_eq(missions.size(), 3)
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var ids: Array = missions.map(func(m: Dictionary) -> String: return m["mission_id"])
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assert_eq(ids, ids.duplicate()) # trivialement vrai, documente l'ordre stable
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assert_true(ids.has("mission_01_pre_des_mots"))
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func test_get_mission_returns_the_requested_mission() -> void:
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var mission := ExerciseEngine.get_mission("mission_02_pont_des_phrases")
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assert_eq(mission["exercise_type"], "sentence_correction")
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assert_eq(mission["rule_id"], "regle_accord_adjectif")
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func test_pick_exercise_for_multiple_choice_mission() -> void:
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var mission := ExerciseEngine.get_mission("mission_01_pre_des_mots")
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var exercise := ExerciseEngine.pick_exercise_for_mission(mission, "", 1)
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assert_eq(exercise["type"], "multiple_choice")
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assert_eq(exercise["rule_id"], "regle_accord_adjectif")
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func test_pick_exercise_for_dictation_mission() -> void:
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var mission := ExerciseEngine.get_mission("mission_03_clairiere_echo")
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var exercise := ExerciseEngine.pick_exercise_for_mission(mission, "", 1)
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assert_true(exercise.has("target_text"))
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assert_true(exercise.has("words"))
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func test_pick_exercise_never_repeats_the_excluded_id_when_alternatives_exist() -> void:
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var mission := ExerciseEngine.get_mission("mission_01_pre_des_mots")
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var first := ExerciseEngine.pick_exercise_for_mission(mission, "", 1)
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for _i in 10:
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var picked := ExerciseEngine.pick_exercise_for_mission(mission, first["id"], 1)
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assert_ne(picked["id"], first["id"])
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func test_pick_exercise_falls_back_to_any_difficulty_when_none_match() -> void:
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var mission := ExerciseEngine.get_mission("mission_01_pre_des_mots")
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var exercise := ExerciseEngine.pick_exercise_for_mission(mission, "", 3)
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assert_eq(exercise["type"], "multiple_choice")
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uid://bgu2pw3a67ve2
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extends GutTest
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## Test d'integration de exercise_host : regle -> exercice -> validation ->
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## enregistrement de la tentative. S'arrete avant la fin de la mission : aller
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## jusqu'au bout declencherait un vrai changement de scene (GameManager.goto),
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## ce qui casserait le processus de test lui-meme.
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var _profile_id: String = ""
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func before_each() -> void:
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_profile_id = ProfileManager.create_profile("Test", "CE1")
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ProfileManager.select_profile(_profile_id)
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GameManager.pending_mission_id = "mission_01_pre_des_mots"
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func after_each() -> void:
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ProfileManager.delete_profile(_profile_id)
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GameManager.pending_mission_id = ""
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func _start_host() -> Control:
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var host: Control = load("res://scenes/exercises/exercise_host.tscn").instantiate()
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add_child_autofree(host)
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await wait_process_frames(1)
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return host
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func test_rule_panel_is_shown_before_any_exercise() -> void:
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var host := await _start_host()
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var overlay: Control = host.get_node("%OverlayContainer")
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assert_eq(overlay.get_child_count(), 1)
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assert_eq(host.get_node("%ExerciseContainer").get_child_count(), 0)
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func test_dismissing_rule_panel_loads_the_first_exercise() -> void:
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var host := await _start_host()
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var overlay: Control = host.get_node("%OverlayContainer")
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overlay.get_child(0).continued.emit()
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await wait_process_frames(1)
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assert_eq(overlay.get_child_count(), 0)
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assert_eq(host.get_node("%ExerciseContainer").get_child_count(), 1)
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assert_eq(host.get_current_exercise()["rule_id"], "regle_accord_adjectif")
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func test_correct_answer_records_a_successful_attempt() -> void:
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var host := await _start_host()
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var overlay: Control = host.get_node("%OverlayContainer")
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overlay.get_child(0).continued.emit()
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await wait_process_frames(1)
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var exercise_scene: Control = host.get_node("%ExerciseContainer").get_child(0)
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var correct_index: int = host.get_current_exercise()["correct_answer"]
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exercise_scene.answer_submitted.emit(correct_index)
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await wait_process_frames(1)
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assert_eq(overlay.get_child_count(), 1, "le panneau de retour doit s'afficher")
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var skill_state := ProgressManager.get_skill_state("accord_groupe_nominal")
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assert_eq(skill_state["recent_results"], [true])
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assert_eq(skill_state["recent_hint_used"], [false])
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func test_wrong_answer_escalates_hint_then_explanation_then_reveal() -> void:
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var host := await _start_host()
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var overlay: Control = host.get_node("%OverlayContainer")
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overlay.get_child(0).continued.emit()
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await wait_process_frames(1)
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var exercise: Dictionary = host.get_current_exercise()
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var wrong_index := 0 if exercise["correct_answer"] != 0 else 1
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for _i in 3:
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var exercise_scene: Control = host.get_node("%ExerciseContainer").get_child(0)
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exercise_scene.answer_submitted.emit(wrong_index)
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await wait_process_frames(1)
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var feedback: Control = overlay.get_child(overlay.get_child_count() - 1)
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feedback.continue_pressed.emit()
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await wait_process_frames(1)
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# Apres 3 echecs, l'exercice est termine (reponse montree) et un nouveau
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# commence : le compteur de tentative revient a 1, et une mission n'est
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# pas encore terminee (longueur 3, un seul exercice traite ici).
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assert_eq(host.get_attempt_number(), 1)
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assert_eq(host.get_completed_count(), 1)
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var skill_state := ProgressManager.get_skill_state("accord_groupe_nominal")
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assert_eq(skill_state["recent_results"], [false, false, false])
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assert_eq(skill_state["recent_hint_used"], [false, true, true])
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uid://2stiedq17om
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