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
+87
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extends GutTest
## Fin de mission de bout en bout cote interface : l'ecran de recompense
## enregistre le score, debloque des objets et la collection les affiche. Le
## changement de scene final n'est jamais declenche ici (voir point 14 de
## docs/specs/decisions.md).
var _profile_id: String = ""
func before_each() -> void:
_profile_id = ProfileManager.create_profile("Test", "CE1")
ProfileManager.select_profile(_profile_id)
GameManager.pending_mission_id = "mission_01_pre_des_mots"
func after_each() -> void:
ProfileManager.delete_profile(_profile_id)
GameManager.pending_mission_id = ""
GameManager.last_outcomes = []
func _open_reward_screen(outcomes: Array[String]) -> Control:
GameManager.last_outcomes = outcomes
var screen: Control = load("res://scenes/ui/reward_screen.tscn").instantiate()
add_child_autofree(screen)
return screen
func test_perfect_mission_gives_three_stars_and_the_trophy() -> void:
var screen := _open_reward_screen(
[
MissionScoring.OUTCOME_FIRST_TRY,
MissionScoring.OUTCOME_FIRST_TRY,
MissionScoring.OUTCOME_FIRST_TRY,
]
)
await wait_process_frames(1)
assert_string_contains(screen.get_node("%StarsLabel").text, "3/3")
assert_eq(ProgressManager.mission_best_stars("mission_01_pre_des_mots"), 3)
assert_eq(ProgressManager.stars(), 3)
assert_true(ProgressManager.owned_items().has("item_graine_magique"))
assert_true(ProgressManager.owned_items().has("item_trophee_pre"))
assert_true(screen.get_node("%NewItemsLabel").visible)
assert_false(screen.get_node("%RecordLabel").visible, "premiere fois : pas de record")
func test_revealed_answer_still_rewards_one_star_without_blame() -> void:
var screen := _open_reward_screen(
[
MissionScoring.OUTCOME_REVEALED,
MissionScoring.OUTCOME_FIRST_TRY,
MissionScoring.OUTCOME_WITH_HELP,
]
)
await wait_process_frames(1)
assert_string_contains(screen.get_node("%StarsLabel").text, "1/3")
assert_eq(ProgressManager.stars(), 1)
assert_eq(screen.get_node("%MessageLabel").text, UIText.get_text("reward_screen.message_1"))
func test_replaying_with_a_better_score_shows_a_record() -> void:
var screen_one := _open_reward_screen([MissionScoring.OUTCOME_REVEALED])
await wait_process_frames(1)
screen_one.queue_free()
var screen_two := _open_reward_screen([MissionScoring.OUTCOME_FIRST_TRY])
await wait_process_frames(1)
assert_true(screen_two.get_node("%RecordLabel").visible)
assert_eq(ProgressManager.stars(), 3)
func test_collection_lists_owned_and_mysterious_items() -> void:
var perfect: Array[String] = [MissionScoring.OUTCOME_FIRST_TRY]
_open_reward_screen(perfect)
await wait_process_frames(1)
var collection: Control = load("res://scenes/ui/collection.tscn").instantiate()
add_child_autofree(collection)
await wait_process_frames(1)
var rows := collection.get_node("%ItemsBox").get_children()
assert_eq(rows.size(), ExerciseEngine.get_reward_items().size())
assert_string_contains((rows[0] as Label).text, "Graine magique")
assert_string_contains((rows[1] as Label).text, UIText.get_text("collection.locked_title"))