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
+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
View File
@@ -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