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
+18
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@@ -50,3 +50,21 @@ static func check_dictation(data: Dictionary, path: String) -> Array[String]:
)
)
return errors
static func check_reward_item(data: Dictionary, path: String) -> Array[String]:
var errors: Array[String] = []
var unlock: Dictionary = data.get("unlock", {})
var count: int = int(unlock.get("count", 0))
match unlock.get("type", ""):
"total_stars":
if unlock.has("mission_id"):
errors.append("%s : total_stars ne prend pas de mission_id" % path)
"mission_stars":
if not unlock.has("mission_id"):
errors.append("%s : mission_stars exige un mission_id" % path)
if count > 3:
errors.append(
"%s : une mission rapporte au plus 3 etoiles (count=%d)" % [path, count]
)
return errors
+25
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@@ -13,6 +13,7 @@ func _init() -> void:
checked += _validate_dictations("res://data/dictations", failures)
checked += _validate_exercises("res://data/exercises", failures)
checked += _validate_missions("res://data/missions", failures)
checked += _validate_rewards("res://data/rewards", failures)
checked += _validate_simple_dir("res://data/localization", "localization", failures)
if failures.is_empty():
@@ -92,3 +93,27 @@ func _validate_exercises(dir_path: String, failures: Array[String]) -> int:
"sentence_correction":
failures.append_array(SemanticChecks.check_sentence_correction(data, path))
return count
func _validate_rewards(dir_path: String, failures: Array[String]) -> int:
var known_mission_ids: Array[String] = []
for path in DataLoader.find_json_files("res://data/missions"):
var mission: Variant = DataLoader.read_json(path)
if typeof(mission) == TYPE_DICTIONARY and mission.has("mission_id"):
known_mission_ids.append(mission["mission_id"])
var count := 0
for path in DataLoader.find_json_files(dir_path):
count += 1
var schema_errors := DataLoader.validate_file(path, "reward_item")
failures.append_array(schema_errors)
if not schema_errors.is_empty():
continue
var data: Dictionary = DataLoader.read_json(path)
failures.append_array(SemanticChecks.check_reward_item(data, path))
var mission_id: String = data["unlock"].get("mission_id", "")
if not mission_id.is_empty() and not known_mission_ids.has(mission_id):
failures.append(
"%s : mission_id '%s' ne correspond a aucune mission" % [path, mission_id]
)
return count
+29
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@@ -0,0 +1,29 @@
class_name MissionScoring
extends RefCounted
## Score d'une mission en etoiles (1 a 3), calcule a partir de ce qui s'est
## passe sur chaque exercice. Code pur. Le score valorise la reussite sans
## aide, jamais la vitesse ni la duree (cahier des charges §2) ; ce n'est
## pas une note scolaire (§9). Une mission terminee rapporte toujours au
## moins une etoile : l'erreur n'est jamais punie.
const OUTCOME_FIRST_TRY := "first_try"
const OUTCOME_WITH_HELP := "with_help"
const OUTCOME_REVEALED := "revealed"
const MIN_STARS := 1
const MAX_STARS := 3
## 3 etoiles : tous les exercices reussis du premier coup.
## 2 etoiles : tous reussis, au moins un apres un indice ou une explication.
## 1 etoile : au moins une reponse a ete montree (mission terminee quand meme).
static func stars_for(outcomes: Array[String]) -> int:
if outcomes.is_empty():
return MIN_STARS
var all_first_try := true
for outcome in outcomes:
if outcome == OUTCOME_REVEALED:
return 1
if outcome != OUTCOME_FIRST_TRY:
all_first_try = false
return MAX_STARS if all_first_try else 2
+1
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@@ -0,0 +1 @@
uid://53b456qsmdmt
+34
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@@ -0,0 +1,34 @@
class_name RewardRules
extends RefCounted
## Regles de deblocage des objets de la collection, a partir du catalogue
## valide de data/rewards/. Code pur : renvoie ce qui vient d'etre debloque,
## ProgressManager se charge de l'enregistrer.
## catalog : liste d'objets conformes a reward_item.schema.json.
## best_stars_by_mission : mission_id -> {"best_stars": int, ...}.
## owned : item_id deja possedes (jamais redebloques).
static func newly_unlocked(
catalog: Array[Dictionary], total_stars: int, best_stars_by_mission: Dictionary, owned: Array
) -> Array[String]:
var unlocked: Array[String] = []
for item in catalog:
var item_id: String = item["item_id"]
if owned.has(item_id) or unlocked.has(item_id):
continue
if _is_unlocked(item["unlock"], total_stars, best_stars_by_mission):
unlocked.append(item_id)
return unlocked
static func _is_unlocked(
unlock: Dictionary, total_stars: int, best_stars_by_mission: Dictionary
) -> bool:
var count: int = int(unlock["count"])
match unlock["type"]:
"total_stars":
return total_stars >= count
"mission_stars":
var result: Dictionary = best_stars_by_mission.get(unlock.get("mission_id", ""), {})
return int(result.get("best_stars", 0)) >= count
return false
+1
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@@ -0,0 +1 @@
uid://daxy0fqgngwvj
+31 -5
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@@ -60,12 +60,38 @@ static func unlock_region(save_data: Dictionary, region_id: String) -> Dictionar
return updated
## Les recompenses valorisent l'effort et la progression, jamais la vitesse
## (cahier des charges §2, principe 6) : un nombre fixe d'etoiles par mission
## terminee, quel que soit le temps pris ou le nombre d'aides utilisees.
static func add_stars(save_data: Dictionary, amount: int) -> Dictionary:
## Enregistre le resultat d'une mission terminee. Le meilleur score est
## conserve ; seules les etoiles gagnees en plus du meilleur score precedent
## s'ajoutent au total, donc rejouer une mission ne gonfle pas le total.
static func record_mission_result(
save_data: Dictionary, mission_id: String, stars: int
) -> Dictionary:
var updated: Dictionary = save_data.duplicate(true)
var results: Dictionary = updated["mission_results"]
var previous: Dictionary = results.get(mission_id, {})
var previous_best: int = int(previous.get("best_stars", 0))
var new_best: int = maxi(previous_best, stars)
results[mission_id] = {
"best_stars": new_best,
"last_stars": stars,
"completions": int(previous.get("completions", 0)) + 1,
}
updated["mission_results"] = results
var rewards: Dictionary = updated["rewards"].duplicate(true)
rewards["stars"] = int(rewards["stars"]) + amount
rewards["stars"] = int(rewards["stars"]) + (new_best - previous_best)
updated["rewards"] = rewards
return updated
static func grant_items(save_data: Dictionary, item_ids: Array[String]) -> Dictionary:
var updated: Dictionary = save_data.duplicate(true)
var rewards: Dictionary = updated["rewards"].duplicate(true)
var items: Array = rewards["items"]
for item_id in item_ids:
if not items.has(item_id):
items.append(item_id)
rewards["items"] = items
updated["rewards"] = rewards
return updated
+1
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@@ -13,5 +13,6 @@ static func new_save(profile_id: String, display_name: String, school_level: Str
"session_count": 0,
"unlocked_regions": [],
"skills": {},
"mission_results": {},
"rewards": {"stars": 0, "items": []},
}
+17 -9
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@@ -1,10 +1,11 @@
class_name SaveMigration
extends RefCounted
## Migration des sauvegardes entre versions de schema. Code pur. Une seule
## version existe pour l'instant (1) ; chaque montee de version future ajoute
## une etape a la chaine ci-dessous, sans jamais reecrire les etapes passees.
## Migration des sauvegardes entre versions de schema. Code pur. Chaque
## montee de version ajoute une etape a la chaine ci-dessous, sans jamais
## reecrire les etapes passees.
## Version 2 : ajout de mission_results (meilleur score par mission).
const CURRENT_SCHEMA_VERSION := 1
const CURRENT_SCHEMA_VERSION := 2
## Retourne un dictionnaire vide si la version est absente, invalide, ou plus
@@ -21,10 +22,17 @@ static func migrate(data: Dictionary) -> Dictionary:
return {}
var migrated: Dictionary = data.duplicate(true)
# Chaine de montees de version, a completer quand CURRENT_SCHEMA_VERSION
# augmentera :
# if version_int == 1:
# migrated = _migrate_v1_to_v2(migrated)
# version_int = 2
if version_int == 1:
migrated = _migrate_v1_to_v2(migrated)
version_int = 2
migrated["schema_version"] = CURRENT_SCHEMA_VERSION
return migrated
## Les etoiles deja gagnees (rewards.stars) sont conservees telles quelles ;
## le detail par mission n'existait pas, il repart vide.
static func _migrate_v1_to_v2(data: Dictionary) -> Dictionary:
var migrated: Dictionary = data.duplicate(true)
if not migrated.has("mission_results"):
migrated["mission_results"] = {}
return migrated