Commit Graph

3 Commits

Author SHA1 Message Date
Denis Defolie 73440ba226 Generate provisional dictation audio so dictée missions can be played
Manual testing confirmed the "La clairière de l'écho" dictée mission
was unplayable: no audio file existed yet (decisions.md point 8), so
there was nothing to listen to before transcribing the sentence.

Adds tools/generate_dictation_audio.py (offline eSpeak NG synthesis +
ffmpeg encoding to Ogg Vorbis, exposed as `make
generate-dictation-audio`) and uses it to generate
ce1_accord_adjectif_dictee_01.ogg. A new headless test
(tests/data/test_dictation_audio.gd) guards against future dictées
being added without regenerating their audio.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-10-11 18:40:11 +02:00
Denis Defolie 19831807b0 Wire up Linux and Windows exports
export_presets.cfg is hand-written (no editor GUI available here): a
minimal preset per platform (name, platform, path, x86_64
architecture) is enough, since Godot fills every other option from
its platform defaults. tools/setup.sh now also fetches the matching
export templates (~1.2GB, cached outside the repo like the Godot
binary itself) -- note the directory it unpacks into uses a dot
before "stable" while .godot-version and the download URLs use a
hyphen, two different spellings of the same version that are easy to
conflate.

Both make export-linux and make export-windows now actually run and
produce a working package; tests/ and addons/gut/ are excluded from
the exported .pck (124KB vs 1.5MB before -- a dev-only dependency has
no business shipping to a child's machine). The Linux binary was
smoke-tested headless and boots cleanly; the Windows .exe could only
be confirmed as a valid PE32+ binary, since no Windows machine or
Wine is available in this environment -- flagged in
docs/testing/manual-checklist.md rather than claimed as verified.

This closes out every step in the launch prompt's "Ordre de
construction." README status lines updated to reflect the first
playable prototype rather than a bare skeleton.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-10-11 17:46:34 +02:00
Denis Defolie 493a8617d7 Add the playable scene loop: boot through mission to reward
Wires every autoload up to a real UI: boot -> profile select/create
-> world map (three mission markers, positioned from data, not
hardcoded pixels) -> mission intro (narrative from data/missions/,
a new data type with its own schema) -> rule panel -> exercise host
-> one of the three exercise type scenes -> feedback panel -> reward
screen -> back to the map.

exercise_host is the only piece with real orchestration logic: picks
exercises via ExerciseEngine (now fully implemented, validating at
load like make validate-data does), validates answers through the
pure AnswerValidator/DictationAnalyzer, escalates aid over 3 attempts
via AttemptFlow, feeds DifficultyManager so adaptive difficulty is
actually wired in rather than dead code, and records every attempt
through ProgressManager. Every exercise-type scene (multiple_choice,
sentence_correction, dictation) only emits its answer by signal, per
the architecture invariant.

All child-facing text now comes from data/localization/fr.json via
UIText, not hardcoded in scripts or scenes. Getting that right
required extending SchemaValidator to support "additionalProperties"
as a schema (dynamic keys), which also closed a real gap: save.skills
was previously unvalidated against SkillState's actual shape.

16 new headless tests, including two integration tests that instance
exercise_host.tscn directly and drive it by emitting child-scene
signals, stopping short of the final scene transition (which would
tear down the test runner's own tree). Everything that needs a
screen -- layout at different sizes, touch, virtual keyboard, actual
audio playback (no .ogg files exist yet) -- is listed in the new
docs/testing/manual-checklist.md instead of claimed as verified.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-10-11 17:37:37 +02:00