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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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extends Control
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## Collection d'objets gagnes avec les etoiles. Un objet non debloque reste
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## mysterieux mais indique comment l'obtenir (jamais de mystere frustrant).
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@onready var _title_label: Label = %TitleLabel
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@onready var _progress_label: Label = %ProgressLabel
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@onready var _items_box: VBoxContainer = %ItemsBox
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@onready var _back_button: Button = %BackButton
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func _ready() -> void:
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_title_label.text = UIText.get_text("collection.title")
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_back_button.text = UIText.get_text("collection.back_button")
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_back_button.pressed.connect(_on_back_pressed)
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var owned: Array = ProgressManager.owned_items()
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var catalog := ExerciseEngine.get_reward_items()
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var found := 0
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for item in catalog:
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var is_owned := owned.has(item["item_id"])
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if is_owned:
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found += 1
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_items_box.add_child(_build_row(item, is_owned))
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_progress_label.text = (
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"%s %d/%d" % [UIText.get_text("collection.progress_label"), found, catalog.size()]
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)
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func _build_row(item: Dictionary, is_owned: bool) -> Control:
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var label := Label.new()
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label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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label.custom_minimum_size = Vector2(560, 0)
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if is_owned:
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label.text = (
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"%s — %s\n%s"
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% [item["title"], UIText.get_text("collection.owned_marker"), item["description"]]
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)
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else:
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label.text = (
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"%s\n%s" % [UIText.get_text("collection.locked_title"), _unlock_hint(item["unlock"])]
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)
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return label
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func _unlock_hint(unlock: Dictionary) -> String:
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var count: int = int(unlock["count"])
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if unlock["type"] == "mission_stars":
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var mission := ExerciseEngine.get_mission(unlock.get("mission_id", ""))
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return UIText.get_text("collection.unlock_mission_stars") % [count, mission.get("title", "")]
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return UIText.get_text("collection.unlock_total_stars") % count
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func _on_back_pressed() -> void:
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GameManager.goto(GameManager.SCENE_WORLD_MAP)
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