Files
Denis Defolie 65a0cb46f9 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>
2026-10-11 22:20:59 +02:00

99 lines
3.5 KiB
GDScript

extends Node
## Competences, missions debloquees et planification des revisions du profil
## selectionne. Delegue les calculs a ProgressUpdates (scripts/profiles/), qui
## s'appuie sur ReviewScheduler et DifficultyManager (scripts/pedagogy/).
## L'ecriture sur disque reste groupee : save_now() est appele en fin de
## mission, pas a chaque tentative (docs/specs/decisions.md, point 7).
var _current_save: Dictionary = {}
var _current_profile_id: String = ""
## Charge la sauvegarde existante d'un profil et demarre une nouvelle seance
## (voir ProgressUpdates.start_session). Faux si le profil n'a pas de
## sauvegarde lisible.
func load_profile(profile_id: String) -> bool:
var data: Variant = SaveManager.load(profile_id)
if data == null:
return false
_current_profile_id = profile_id
_current_save = ProgressUpdates.start_session(data)
return true
func record_attempt(
skill_id: String, success: bool, hint_used: bool, exercise_type: String
) -> void:
var attempt := {
"skill": skill_id,
"success": success,
"hint_used": hint_used,
"exercise_type": exercise_type,
}
_current_save = ProgressUpdates.record_attempt(_current_save, attempt)
func unlock_region(region_id: String) -> void:
_current_save = ProgressUpdates.unlock_region(_current_save, region_id)
## Enregistre la fin d'une mission : score en etoiles (MissionScoring),
## meilleur score par mission, total, puis objets de la collection
## debloques (RewardRules). Renvoie de quoi afficher l'ecran de recompense.
## L'ecriture sur disque reste a la charge de save_now().
func complete_mission(mission_id: String, outcomes: Array[String]) -> Dictionary:
var earned := MissionScoring.stars_for(outcomes)
var previous_best := mission_best_stars(mission_id)
_current_save = ProgressUpdates.record_mission_result(_current_save, mission_id, earned)
var new_items := RewardRules.newly_unlocked(
ExerciseEngine.get_reward_items(), stars(), _current_save["mission_results"], owned_items()
)
_current_save = ProgressUpdates.grant_items(_current_save, new_items)
return {
"stars": earned,
"previous_best": previous_best,
"is_record": previous_best > 0 and earned > previous_best,
"total_stars": stars(),
"new_items": new_items,
}
func mission_best_stars(mission_id: String) -> int:
var results: Dictionary = _current_save.get("mission_results", {})
return int(results.get(mission_id, {}).get("best_stars", 0))
func owned_items() -> Array:
return _current_save.get("rewards", {}).get("items", [])
func stars() -> int:
return _current_save.get("rewards", {}).get("stars", 0)
func next_difficulty_for_skill(skill_id: String, current_difficulty: int) -> int:
return ProgressUpdates.next_difficulty_for_skill(_current_save, skill_id, current_difficulty)
func get_skill_state(skill_id: String) -> Dictionary:
var skills: Dictionary = _current_save.get("skills", {})
return skills.get(skill_id, ReviewScheduler.initial_state())
## Niveau scolaire du profil courant ("CE1" par defaut si aucun profil charge).
func school_level() -> String:
return _current_save.get("school_level", "CE1")
func current_save() -> Dictionary:
return _current_save
## A appeler en fin de mission (pas apres chaque tentative) pour persister la
## progression du profil courant.
func save_now() -> bool:
if _current_profile_id.is_empty():
return false
return SaveManager.save(_current_profile_id, _current_save)