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>
This commit is contained in:
Denis Defolie
2026-10-11 22:20:59 +02:00
parent 57182172a9
commit 65a0cb46f9
47 changed files with 897 additions and 36 deletions
+54
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@@ -0,0 +1,54 @@
extends Control
## Collection d'objets gagnes avec les etoiles. Un objet non debloque reste
## mysterieux mais indique comment l'obtenir (jamais de mystere frustrant).
@onready var _title_label: Label = %TitleLabel
@onready var _progress_label: Label = %ProgressLabel
@onready var _items_box: VBoxContainer = %ItemsBox
@onready var _back_button: Button = %BackButton
func _ready() -> void:
_title_label.text = UIText.get_text("collection.title")
_back_button.text = UIText.get_text("collection.back_button")
_back_button.pressed.connect(_on_back_pressed)
var owned: Array = ProgressManager.owned_items()
var catalog := ExerciseEngine.get_reward_items()
var found := 0
for item in catalog:
var is_owned := owned.has(item["item_id"])
if is_owned:
found += 1
_items_box.add_child(_build_row(item, is_owned))
_progress_label.text = (
"%s %d/%d" % [UIText.get_text("collection.progress_label"), found, catalog.size()]
)
func _build_row(item: Dictionary, is_owned: bool) -> Control:
var label := Label.new()
label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
label.custom_minimum_size = Vector2(560, 0)
if is_owned:
label.text = (
"%s — %s\n%s"
% [item["title"], UIText.get_text("collection.owned_marker"), item["description"]]
)
else:
label.text = (
"%s\n%s" % [UIText.get_text("collection.locked_title"), _unlock_hint(item["unlock"])]
)
return label
func _unlock_hint(unlock: Dictionary) -> String:
var count: int = int(unlock["count"])
if unlock["type"] == "mission_stars":
var mission := ExerciseEngine.get_mission(unlock.get("mission_id", ""))
return UIText.get_text("collection.unlock_mission_stars") % [count, mission.get("title", "")]
return UIText.get_text("collection.unlock_total_stars") % count
func _on_back_pressed() -> void:
GameManager.goto(GameManager.SCENE_WORLD_MAP)
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uid://b1bk5xhhar5nj
+54
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@@ -0,0 +1,54 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scenes/ui/collection.gd" id="1"]
[node name="Collection" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="Margin" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 24
theme_override_constants/margin_top = 24
theme_override_constants/margin_right = 24
theme_override_constants/margin_bottom = 24
[node name="VBox" type="VBoxContainer" parent="Margin"]
layout_mode = 2
theme_override_constants/separation = 12
[node name="TitleLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
[node name="ProgressLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
horizontal_alignment = 1
[node name="Scroll" type="ScrollContainer" parent="Margin/VBox"]
layout_mode = 2
size_flags_vertical = 3
[node name="ItemsBox" type="VBoxContainer" parent="Margin/VBox/Scroll"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
theme_override_constants/separation = 16
[node name="BackButton" type="Button" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 56)
+42 -10
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@@ -1,28 +1,60 @@
extends Control
## Ecran de recompense : une mission terminee rapporte toujours la meme
## recompense, que l'enfant ait eu besoin d'aide ou non (cahier des charges
## §2, principe 6 : pas de recompense liee a la vitesse ou a la performance).
## Sauvegarde groupee ici, en fin de mission (docs/specs/decisions.md point 7).
const STARS_PER_MISSION := 1
## Ecran de fin de mission : etoiles gagnees (1 a 3, selon la reussite et
## l'aide utilisee, jamais selon la vitesse : cahier des charges §2), total,
## nouveaux objets de la collection. Une mission terminee rapporte toujours
## au moins une etoile. Sauvegarde groupee ici, en fin de mission
## (docs/specs/decisions.md point 7).
@onready var _title_label: Label = %TitleLabel
@onready var _stars_label: Label = %StarsLabel
@onready var _message_label: Label = %MessageLabel
@onready var _record_label: Label = %RecordLabel
@onready var _total_label: Label = %TotalLabel
@onready var _new_items_label: Label = %NewItemsLabel
@onready var _collection_button: Button = %CollectionButton
@onready var _continue_button: Button = %ContinueButton
func _ready() -> void:
ProgressManager.add_stars(STARS_PER_MISSION)
var summary := ProgressManager.complete_mission(
GameManager.pending_mission_id, GameManager.last_outcomes
)
ProgressManager.save_now()
_title_label.text = UIText.get_text("reward_screen.title")
_stars_label.text = "%s %d" % [
UIText.get_text("reward_screen.stars_label"), ProgressManager.stars()
]
_stars_label.text = (
"%s %d/%d"
% [UIText.get_text("reward_screen.stars_label"), summary["stars"], MissionScoring.MAX_STARS]
)
_message_label.text = UIText.get_text("reward_screen.message_%d" % summary["stars"])
_record_label.text = UIText.get_text("reward_screen.record_label")
_record_label.visible = summary["is_record"]
_total_label.text = (
"%s %d" % [UIText.get_text("reward_screen.total_label"), summary["total_stars"]]
)
var new_items: Array = summary["new_items"]
_new_items_label.visible = not new_items.is_empty()
if not new_items.is_empty():
var titles: Array[String] = []
for item in ExerciseEngine.get_reward_items():
if new_items.has(item["item_id"]):
titles.append(item["title"])
_new_items_label.text = (
"%s\n%s" % [UIText.get_text("reward_screen.new_items_label"), "\n".join(titles)]
)
_collection_button.text = UIText.get_text("reward_screen.collection_button")
_collection_button.pressed.connect(_on_collection_pressed)
_continue_button.text = UIText.get_text("reward_screen.continue_button")
_continue_button.pressed.connect(_on_continue_pressed)
func _on_collection_pressed() -> void:
GameManager.pending_mission_id = ""
GameManager.goto(GameManager.SCENE_COLLECTION)
func _on_continue_pressed() -> void:
GameManager.pending_mission_id = ""
GameManager.goto(GameManager.SCENE_WORLD_MAP)
+29
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@@ -34,6 +34,35 @@ unique_name_in_owner = true
layout_mode = 2
horizontal_alignment = 1
[node name="MessageLabel" type="Label" parent="CenterContainer/VBox"]
unique_name_in_owner = true
layout_mode = 2
horizontal_alignment = 1
autowrap_mode = 2
custom_minimum_size = Vector2(480, 0)
[node name="RecordLabel" type="Label" parent="CenterContainer/VBox"]
unique_name_in_owner = true
layout_mode = 2
horizontal_alignment = 1
[node name="TotalLabel" type="Label" parent="CenterContainer/VBox"]
unique_name_in_owner = true
layout_mode = 2
horizontal_alignment = 1
[node name="NewItemsLabel" type="Label" parent="CenterContainer/VBox"]
unique_name_in_owner = true
layout_mode = 2
horizontal_alignment = 1
autowrap_mode = 2
custom_minimum_size = Vector2(480, 0)
[node name="CollectionButton" type="Button" parent="CenterContainer/VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(200, 56)
[node name="ContinueButton" type="Button" parent="CenterContainer/VBox"]
unique_name_in_owner = true
layout_mode = 2