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https://github.com/deunix-educ/aventuriers-des-mots.git
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Add way back to profile selection and abandoning a mission
World map gets a "Changer de profil" button (saves first). During a mission, a header button asks for confirmation then leaves without stars or items; attempts already made stay recorded and are saved. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -29,6 +29,8 @@ var _pending_outcome := ""
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@onready var _exercise_container: Control = %ExerciseContainer
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@onready var _overlay_container: Control = %OverlayContainer
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@onready var _progress_label: Label = %ProgressLabel
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@onready var _abandon_button: Button = %AbandonButton
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@onready var _abandon_confirm_dialog: ConfirmationDialog = %AbandonConfirmDialog
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## Accesseurs reserves aux tests d'integration (scenes/exercises/
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@@ -50,6 +52,14 @@ func get_outcomes() -> Array[String]:
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func _ready() -> void:
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_abandon_button.text = UIText.get_text("exercise_host.abandon_button")
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_abandon_button.pressed.connect(_on_abandon_pressed)
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_abandon_confirm_dialog.title = UIText.get_text("exercise_host.abandon_confirm_title")
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_abandon_confirm_dialog.dialog_text = UIText.get_text("exercise_host.abandon_confirm_message")
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_abandon_confirm_dialog.ok_button_text = UIText.get_text("exercise_host.abandon_confirm_yes")
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_abandon_confirm_dialog.cancel_button_text = UIText.get_text("exercise_host.abandon_confirm_no")
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_abandon_confirm_dialog.confirmed.connect(_on_abandon_confirmed)
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_mission = ExerciseEngine.get_mission(GameManager.pending_mission_id)
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_rule = ExerciseEngine.get_rule(_mission["rule_id"])
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_skill_id = _rule.get("skill", "")
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@@ -57,6 +67,20 @@ func _ready() -> void:
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_show_rule_panel()
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func _on_abandon_pressed() -> void:
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_abandon_confirm_dialog.popup_centered()
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## Quitter une mission ne rapporte ni etoile ni objet et n'est jamais compte
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## comme un echec. Les tentatives deja faites restent enregistrees (ce sont de
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## vraies observations d'apprentissage) et sont sauvegardees avant de partir.
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func _on_abandon_confirmed() -> void:
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ProgressManager.save_now()
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GameManager.pending_mission_id = ""
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GameManager.last_outcomes = []
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GameManager.goto(GameManager.SCENE_WORLD_MAP)
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func _show_rule_panel() -> void:
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var rule_panel: Control = preload("res://scenes/ui/rule_panel.tscn").instantiate()
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_overlay_container.add_child(rule_panel)
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