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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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## Ecran de recompense : une mission terminee rapporte toujours la meme
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## recompense, que l'enfant ait eu besoin d'aide ou non (cahier des charges
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## §2, principe 6 : pas de recompense liee a la vitesse ou a la performance).
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## Sauvegarde groupee ici, en fin de mission (docs/specs/decisions.md point 7).
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const STARS_PER_MISSION := 1
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## Ecran de fin de mission : etoiles gagnees (1 a 3, selon la reussite et
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## l'aide utilisee, jamais selon la vitesse : cahier des charges §2), total,
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## nouveaux objets de la collection. Une mission terminee rapporte toujours
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## au moins une etoile. Sauvegarde groupee ici, en fin de mission
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## (docs/specs/decisions.md point 7).
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@onready var _title_label: Label = %TitleLabel
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@onready var _stars_label: Label = %StarsLabel
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@onready var _message_label: Label = %MessageLabel
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@onready var _record_label: Label = %RecordLabel
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@onready var _total_label: Label = %TotalLabel
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@onready var _new_items_label: Label = %NewItemsLabel
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@onready var _collection_button: Button = %CollectionButton
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@onready var _continue_button: Button = %ContinueButton
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func _ready() -> void:
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ProgressManager.add_stars(STARS_PER_MISSION)
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var summary := ProgressManager.complete_mission(
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GameManager.pending_mission_id, GameManager.last_outcomes
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)
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ProgressManager.save_now()
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_title_label.text = UIText.get_text("reward_screen.title")
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_stars_label.text = "%s %d" % [
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UIText.get_text("reward_screen.stars_label"), ProgressManager.stars()
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]
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_stars_label.text = (
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"%s %d/%d"
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% [UIText.get_text("reward_screen.stars_label"), summary["stars"], MissionScoring.MAX_STARS]
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)
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_message_label.text = UIText.get_text("reward_screen.message_%d" % summary["stars"])
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_record_label.text = UIText.get_text("reward_screen.record_label")
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_record_label.visible = summary["is_record"]
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_total_label.text = (
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"%s %d" % [UIText.get_text("reward_screen.total_label"), summary["total_stars"]]
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)
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var new_items: Array = summary["new_items"]
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_new_items_label.visible = not new_items.is_empty()
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if not new_items.is_empty():
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var titles: Array[String] = []
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for item in ExerciseEngine.get_reward_items():
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if new_items.has(item["item_id"]):
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titles.append(item["title"])
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_new_items_label.text = (
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"%s\n%s" % [UIText.get_text("reward_screen.new_items_label"), "\n".join(titles)]
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)
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_collection_button.text = UIText.get_text("reward_screen.collection_button")
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_collection_button.pressed.connect(_on_collection_pressed)
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_continue_button.text = UIText.get_text("reward_screen.continue_button")
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_continue_button.pressed.connect(_on_continue_pressed)
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func _on_collection_pressed() -> void:
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GameManager.pending_mission_id = ""
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GameManager.goto(GameManager.SCENE_COLLECTION)
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func _on_continue_pressed() -> void:
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GameManager.pending_mission_id = ""
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GameManager.goto(GameManager.SCENE_WORLD_MAP)
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