Files
2026-10-12 10:34:40 +02:00

102 lines
4.2 KiB
GDScript

class_name ProgressUpdates
extends RefCounted
## Fonctions pures qui appliquent une tentative d'exercice ou un debut de
## seance a une sauvegarde (dictionnaire conforme a save.schema.json), en
## s'appuyant sur ReviewScheduler et DifficultyManager (scripts/pedagogy/).
## ProgressManager (autoload) est seul responsable d'appeler ces fonctions et
## de persister le resultat via SaveManager ; l'ecriture sur disque reste
## groupee en fin de mission (docs/specs/decisions.md, point 7).
## attempt : {"skill": String, "success": bool, "hint_used": bool,
## "exercise_type": String}.
static func record_attempt(save_data: Dictionary, attempt: Dictionary) -> Dictionary:
var updated: Dictionary = save_data.duplicate(true)
var skills: Dictionary = updated["skills"]
var skill_id: String = attempt["skill"]
var skill_state: Dictionary = (
skills[skill_id] if skills.has(skill_id) else ReviewScheduler.initial_state()
)
var current_session: int = updated["session_count"]
skills[skill_id] = ReviewScheduler.record_attempt(skill_state, attempt, current_session)
updated["skills"] = skills
return updated
## A appeler une fois en debut de seance, avant toute tentative : incremente
## session_count et bascule en "a_reviser" les competences "acquise" dont le
## delai de revision est depasse sans nouvelle pratique.
static func start_session(save_data: Dictionary) -> Dictionary:
var updated: Dictionary = save_data.duplicate(true)
updated["session_count"] = int(updated["session_count"]) + 1
var current_session: int = updated["session_count"]
var skills: Dictionary = updated["skills"]
var updated_skills: Dictionary = {}
for skill_id: String in skills:
updated_skills[skill_id] = ReviewScheduler.mark_overdue_as_review(
skills[skill_id], current_session
)
updated["skills"] = updated_skills
return updated
static func next_difficulty_for_skill(
save_data: Dictionary, skill_id: String, current_difficulty: int
) -> int:
var skills: Dictionary = save_data["skills"]
if not skills.has(skill_id):
return current_difficulty
# Relu depuis le disque (JSON), le tableau est un Array non type : on le
# recopie dans un Array[bool] plutot que de l'affecter directement.
var recent: Array[bool] = []
for result: Variant in skills[skill_id]["recent_results"]:
recent.append(bool(result))
return DifficultyManager.next_difficulty(current_difficulty, recent)
static func unlock_region(save_data: Dictionary, region_id: String) -> Dictionary:
var updated: Dictionary = save_data.duplicate(true)
var regions: Array = updated["unlocked_regions"]
if not regions.has(region_id):
regions.append(region_id)
updated["unlocked_regions"] = regions
return updated
## Enregistre le resultat d'une mission terminee. Le meilleur score est
## conserve ; seules les etoiles gagnees en plus du meilleur score precedent
## s'ajoutent au total, donc rejouer une mission ne gonfle pas le total.
static func record_mission_result(
save_data: Dictionary, mission_id: String, stars: int
) -> Dictionary:
var updated: Dictionary = save_data.duplicate(true)
var results: Dictionary = updated["mission_results"]
var previous: Dictionary = results.get(mission_id, {})
var previous_best: int = int(previous.get("best_stars", 0))
var new_best: int = maxi(previous_best, stars)
results[mission_id] = {
"best_stars": new_best,
"last_stars": stars,
"completions": int(previous.get("completions", 0)) + 1,
}
updated["mission_results"] = results
var rewards: Dictionary = updated["rewards"].duplicate(true)
rewards["stars"] = int(rewards["stars"]) + (new_best - previous_best)
updated["rewards"] = rewards
return updated
static func grant_items(save_data: Dictionary, item_ids: Array[String]) -> Dictionary:
var updated: Dictionary = save_data.duplicate(true)
var rewards: Dictionary = updated["rewards"].duplicate(true)
var items: Array = rewards["items"]
for item_id in item_ids:
if not items.has(item_id):
items.append(item_id)
rewards["items"] = items
updated["rewards"] = rewards
return updated