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https://github.com/deunix-educ/aventuriers-des-mots.git
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Add mission scoring, rewards collection and save schema v2
Phase "score et récompenses" of the post-0.1.0 plan (user feedback: wants a more game-like experience with scoring and rewards). - MissionScoring: 1-3 stars from how each exercise was solved (never speed; a finished mission always gives at least one star). - Save schema v2: mission_results (best/last stars, completions) with a v1->v2 migration that keeps existing stars and items. - Total only grows by the improvement over a mission's best score. - Data-driven collection (data/rewards, reward_item schema, validated incl. mission cross-check) unlocked by RewardRules. - Reward screen, collection screen, stars on the world map. - Version 0.2.0. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -10,6 +10,7 @@ extends Node
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var _rules: Dictionary = {}
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var _exercises_by_rule_and_type: Dictionary = {}
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var _dictations_by_rule: Dictionary = {}
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var _reward_items: Array[Dictionary] = []
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var _missions: Dictionary = {}
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var _mission_order: Array[String] = []
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var _rng := RandomNumberGenerator.new()
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@@ -21,6 +22,7 @@ func _ready() -> void:
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_load_exercises()
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_load_dictations()
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_load_missions()
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_load_rewards()
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func get_rule(rule_id: String) -> Dictionary:
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@@ -44,6 +46,12 @@ func get_missions_for_level(level: String) -> Array[Dictionary]:
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return missions
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## Catalogue des objets de la collection, du plus facile au plus difficile
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## a obtenir (ordre stable : seuil puis identifiant).
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func get_reward_items() -> Array[Dictionary]:
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return _reward_items
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func get_mission(mission_id: String) -> Dictionary:
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return _missions.get(mission_id, {})
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@@ -141,3 +149,21 @@ func _load_missions() -> void:
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mission_ids.append(mission["mission_id"])
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mission_ids.sort()
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_mission_order = mission_ids
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func _load_rewards() -> void:
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for path in DataLoader.find_json_files("res://data/rewards"):
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var errors := DataLoader.validate_file(path, "reward_item")
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if not errors.is_empty():
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push_error("Objet de collection ignore (%s) : %s" % [path, errors])
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continue
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var item: Dictionary = DataLoader.read_json(path)
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_reward_items.append(item)
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_reward_items.sort_custom(
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func(a: Dictionary, b: Dictionary) -> bool:
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var count_a: int = a["unlock"]["count"]
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var count_b: int = b["unlock"]["count"]
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if count_a != count_b:
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return count_a < count_b
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return String(a["item_id"]) < String(b["item_id"])
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)
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@@ -11,11 +11,16 @@ const SCENE_WORLD_MAP := "res://scenes/world/world_map.tscn"
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const SCENE_MISSION_INTRO := "res://scenes/world/mission_intro.tscn"
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const SCENE_EXERCISE_HOST := "res://scenes/exercises/exercise_host.tscn"
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const SCENE_REWARD := "res://scenes/ui/reward_screen.tscn"
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const SCENE_COLLECTION := "res://scenes/ui/collection.tscn"
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## Mission choisie sur la carte, lue par mission_intro puis exercise_host et
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## reward_screen. Remise a vide par reward_screen au retour sur la carte.
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var pending_mission_id: String = ""
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## Resultat de chaque exercice de la mission qui vient de se terminer
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## (MissionScoring.OUTCOME_*), transmis par exercise_host a reward_screen.
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var last_outcomes: Array[String] = []
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func goto(scene_path: String) -> void:
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# Differe le changement de scene : l'appeler depuis le _ready() de la
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@@ -37,8 +37,35 @@ func unlock_region(region_id: String) -> void:
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_current_save = ProgressUpdates.unlock_region(_current_save, region_id)
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func add_stars(amount: int) -> void:
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_current_save = ProgressUpdates.add_stars(_current_save, amount)
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## Enregistre la fin d'une mission : score en etoiles (MissionScoring),
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## meilleur score par mission, total, puis objets de la collection
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## debloques (RewardRules). Renvoie de quoi afficher l'ecran de recompense.
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## L'ecriture sur disque reste a la charge de save_now().
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func complete_mission(mission_id: String, outcomes: Array[String]) -> Dictionary:
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var earned := MissionScoring.stars_for(outcomes)
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var previous_best := mission_best_stars(mission_id)
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_current_save = ProgressUpdates.record_mission_result(_current_save, mission_id, earned)
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var new_items := RewardRules.newly_unlocked(
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ExerciseEngine.get_reward_items(), stars(), _current_save["mission_results"], owned_items()
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)
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_current_save = ProgressUpdates.grant_items(_current_save, new_items)
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return {
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"stars": earned,
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"previous_best": previous_best,
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"is_record": previous_best > 0 and earned > previous_best,
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"total_stars": stars(),
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"new_items": new_items,
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}
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func mission_best_stars(mission_id: String) -> int:
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var results: Dictionary = _current_save.get("mission_results", {})
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return int(results.get(mission_id, {}).get("best_stars", 0))
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func owned_items() -> Array:
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return _current_save.get("rewards", {}).get("items", [])
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func stars() -> int:
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