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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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@@ -7,19 +7,23 @@ extends Control
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## peut basculer sur la carte CE1 pour revoir les notions precedentes.
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const MARKER_HALF_WIDTH := 80.0
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const MARKER_HALF_HEIGHT := 36.0
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const MARKER_HALF_HEIGHT := 48.0
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var _viewed_level := "CE1"
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@onready var _title_label: Label = %TitleLabel
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@onready var _map_area: Control = %MapArea
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@onready var _level_toggle_button: Button = %LevelToggleButton
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@onready var _total_stars_label: Label = %TotalStarsLabel
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@onready var _collection_button: Button = %CollectionButton
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func _ready() -> void:
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_viewed_level = ProgressManager.school_level()
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_level_toggle_button.visible = _viewed_level == "CE2"
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_level_toggle_button.pressed.connect(_on_level_toggle_pressed)
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_collection_button.text = UIText.get_text("world_map.collection_button")
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_collection_button.pressed.connect(_on_collection_pressed)
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_refresh()
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@@ -30,6 +34,9 @@ func _refresh() -> void:
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"world_map.review_ce1_button" if _viewed_level == "CE2" else "world_map.back_to_ce2_button"
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)
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_level_toggle_button.text = UIText.get_text(toggle_key)
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_total_stars_label.text = (
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"%s %d" % [UIText.get_text("world_map.total_stars_label"), ProgressManager.stars()]
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)
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_populate_missions()
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@@ -42,6 +49,10 @@ func _populate_missions() -> void:
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_map_area.add_child(_build_marker(mission))
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func _on_collection_pressed() -> void:
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GameManager.goto(GameManager.SCENE_COLLECTION)
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func _on_level_toggle_pressed() -> void:
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_viewed_level = "CE1" if _viewed_level == "CE2" else "CE2"
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_refresh()
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@@ -49,7 +60,17 @@ func _on_level_toggle_pressed() -> void:
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func _build_marker(mission: Dictionary) -> Control:
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var button := Button.new()
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button.text = "%s\n%s" % [mission["title"], _status_label_for(mission)]
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button.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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button.text = (
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"%s\n%s\n%s %d/%d"
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% [
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mission["title"],
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_status_label_for(mission),
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UIText.get_text("world_map.mission_stars_label"),
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ProgressManager.mission_best_stars(mission["mission_id"]),
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MissionScoring.MAX_STARS,
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]
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)
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var map_position: Dictionary = mission["map_position"]
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var x: float = map_position["x"]
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