Files
aventuriers-des-mots/scripts/profiles/progress_updates.gd
T
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

72 lines
3.1 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
var recent: Array[bool] = skills[skill_id]["recent_results"]
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
## Les recompenses valorisent l'effort et la progression, jamais la vitesse
## (cahier des charges §2, principe 6) : un nombre fixe d'etoiles par mission
## terminee, quel que soit le temps pris ou le nombre d'aides utilisees.
static func add_stars(save_data: Dictionary, amount: int) -> Dictionary:
var updated: Dictionary = save_data.duplicate(true)
var rewards: Dictionary = updated["rewards"].duplicate(true)
rewards["stars"] = int(rewards["stars"]) + amount
updated["rewards"] = rewards
return updated