Files
2026-10-12 12:49:25 +02:00

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GDScript

extends Control
## Hote d'exercice : charge la regle, enchaine les exercices d'une mission,
## valide chaque reponse via les validateurs purs (AnswerValidator /
## DictationAnalyzer), applique l'aide graduee (AttemptFlow) et enregistre
## chaque tentative dans ProgressManager (docs/specs/decisions.md, point 7).
## Ne charge et ne sauvegarde rien lui-meme sur disque : ProgressManager et
## SaveManager restent seuls responsables de la persistance.
const MISSION_LENGTH := 3
const TYPE_SCENES := {
"multiple_choice": "res://scenes/exercises/multiple_choice.tscn",
"sentence_correction": "res://scenes/exercises/sentence_correction.tscn",
"dictation": "res://scenes/exercises/dictation.tscn",
}
var _mission: Dictionary = {}
var _rule: Dictionary = {}
var _skill_id: String = ""
var _current_exercise: Dictionary = {}
var _current_exercise_scene: Control = null
var _current_difficulty := 1
var _attempt_number := 1
var _completed_count := 0
var _seen_exercise_ids: Array[String] = []
var _outcomes: Array[String] = []
var _feedback_open := false
var _pending_outcome := ""
@onready var _exercise_container: Control = %ExerciseContainer
@onready var _overlay_container: Control = %OverlayContainer
@onready var _progress_label: Label = %ProgressLabel
@onready var _progress_pill: Control = %ProgressPill
@onready var _abandon_button: Button = %AbandonButton
@onready var _abandon_confirm_dialog: ConfirmationDialog = %AbandonConfirmDialog
## Accesseurs reserves aux tests d'integration (scenes/exercises/
## exercise_host.tscn n'expose pas de script "ami" en GDScript).
func get_current_exercise() -> Dictionary:
return _current_exercise
func get_attempt_number() -> int:
return _attempt_number
func get_completed_count() -> int:
return _completed_count
func get_outcomes() -> Array[String]:
return _outcomes
func _ready() -> void:
_abandon_button.text = UIText.get_text("exercise_host.abandon_button")
_abandon_button.pressed.connect(_on_abandon_pressed)
_abandon_confirm_dialog.title = UIText.get_text("exercise_host.abandon_confirm_title")
_abandon_confirm_dialog.dialog_text = UIText.get_text("exercise_host.abandon_confirm_message")
_abandon_confirm_dialog.ok_button_text = UIText.get_text("exercise_host.abandon_confirm_yes")
_abandon_confirm_dialog.cancel_button_text = UIText.get_text("exercise_host.abandon_confirm_no")
_abandon_confirm_dialog.confirmed.connect(_on_abandon_confirmed)
_mission = ExerciseEngine.get_mission(GameManager.pending_mission_id)
_rule = ExerciseEngine.get_rule(_mission["rule_id"])
_skill_id = _rule.get("skill", "")
_current_difficulty = ProgressManager.next_difficulty_for_skill(_skill_id, 1)
var backdrop_kind := ExerciseEngine.backdrop_for_rule(_mission["rule_id"])
$Backdrop.kind = backdrop_kind
AudioManager.play_region_music(backdrop_kind)
_show_rule_panel()
func _on_abandon_pressed() -> void:
_abandon_confirm_dialog.popup_centered()
## Quitter une mission ne rapporte ni etoile ni objet et n'est jamais compte
## comme un echec. Les tentatives deja faites restent enregistrees (ce sont de
## vraies observations d'apprentissage) et sont sauvegardees avant de partir.
func _on_abandon_confirmed() -> void:
ProgressManager.save_now()
GameManager.pending_mission_id = ""
GameManager.last_outcomes = []
GameManager.goto(GameManager.SCENE_WORLD_MAP)
func _show_rule_panel() -> void:
var rule_panel: Control = preload("res://scenes/ui/rule_panel.tscn").instantiate()
_overlay_container.add_child(rule_panel)
rule_panel.show_rule(_rule)
rule_panel.continued.connect(_on_rule_panel_continued.bind(rule_panel))
func _on_rule_panel_continued(rule_panel: Control) -> void:
rule_panel.queue_free()
_load_next_exercise()
func _load_next_exercise() -> void:
_current_exercise = ExerciseEngine.pick_unseen_exercise_for_mission(
_mission, _seen_exercise_ids, _current_difficulty
)
_seen_exercise_ids.append(_current_exercise.get("id", ""))
_attempt_number = 1
_update_progress_label()
if _current_exercise_scene != null:
_current_exercise_scene.queue_free()
var scene_path: String = TYPE_SCENES[_mission["exercise_type"]]
_current_exercise_scene = load(scene_path).instantiate()
_exercise_container.add_child(_current_exercise_scene)
_current_exercise_scene.load_exercise(_current_exercise)
_connect_answer_signal()
## Un contenu encore peu nombreux (voir docs/specs/decisions.md, point 14)
## peut faire redonner le meme exercice d'une mission a l'autre tentative :
## sans ce repere, ca ressemble a un blocage plutot qu'a une progression.
func _update_progress_label() -> void:
_progress_pill.visible = true
_progress_label.text = "%s %d/%d" % [
UIText.get_text("exercise_host.progress_label"), _completed_count + 1, MISSION_LENGTH
]
func _connect_answer_signal() -> void:
match _mission["exercise_type"]:
"multiple_choice":
_current_exercise_scene.answer_submitted.connect(_on_multiple_choice_submitted)
"sentence_correction":
_current_exercise_scene.answer_submitted.connect(_on_sentence_correction_submitted)
"dictation":
_current_exercise_scene.answer_submitted.connect(_on_dictation_submitted)
func _on_multiple_choice_submitted(selected_index: int) -> void:
_handle_result(AnswerValidator.validate_multiple_choice(_current_exercise, selected_index))
func _on_sentence_correction_submitted(selected_indices: Array, corrections: Dictionary) -> void:
var typed_indices: Array[int] = []
for index: int in selected_indices:
typed_indices.append(index)
_handle_result(
AnswerValidator.validate_sentence_correction(
_current_exercise, typed_indices, corrections
)
)
func _on_dictation_submitted(submitted_text: String) -> void:
_handle_result(DictationAnalyzer.analyze(_current_exercise, submitted_text))
func _handle_result(result: CorrectionResult) -> void:
# La touche Entree peut re-valider une saisie encore focalisee derriere le
# panneau de retour : une seule reponse est comptee par essai.
if _feedback_open:
return
var support_level := AttemptFlow.SupportLevel.EXPLANATION
var is_terminal := result.is_correct
if not result.is_correct:
support_level = AttemptFlow.support_level_for_attempt(_attempt_number)
is_terminal = AttemptFlow.should_end_exercise(_attempt_number)
if result.is_correct:
_pending_outcome = (
MissionScoring.OUTCOME_FIRST_TRY
if _attempt_number == 1
else MissionScoring.OUTCOME_WITH_HELP
)
elif is_terminal:
_pending_outcome = MissionScoring.OUTCOME_REVEALED
ProgressManager.record_attempt(
_skill_id, result.is_correct, _attempt_number > 1, _mission["exercise_type"]
)
AudioManager.play_sfx("success" if result.is_correct else "try_again")
_show_feedback(result, support_level, is_terminal)
func _show_feedback(
result: CorrectionResult, support_level: AttemptFlow.SupportLevel, is_terminal: bool
) -> void:
var feedback: Control = preload("res://scenes/ui/feedback_panel.tscn").instantiate()
_feedback_open = true
_overlay_container.add_child(feedback)
feedback.show_result(result, support_level)
feedback.continue_pressed.connect(_on_feedback_continued.bind(feedback, is_terminal))
func _on_feedback_continued(feedback: Control, is_terminal: bool) -> void:
feedback.queue_free()
_feedback_open = false
if not is_terminal:
_attempt_number += 1
return
_current_difficulty = ProgressManager.next_difficulty_for_skill(
_skill_id, _current_difficulty
)
_completed_count += 1
_outcomes.append(_pending_outcome)
if _completed_count >= MISSION_LENGTH:
GameManager.last_outcomes = _outcomes.duplicate()
GameManager.goto(GameManager.SCENE_REWARD)
else:
_load_next_exercise()