Files
aventuriers-des-mots/scenes/world/world_map.gd
T
Denis Defolie 1c036658bc Add regle_pluriel_nom and regle_accord_determinant (CE1)
Extends explicitly beyond the §15 prototype scope (3 missions, one
rule) that prompt-lancement.md says not to exceed without flagging
it — confirmed with the user before implementing (decisions.md,
point 25).

Adds the two remaining CE1 rules for the "accords dans le groupe
nominal" chapter listed in prompt-lancement.md, each with the same
minimum content volume already established for regle_accord_adjectif
(8 multiple-choice, 4 sentence corrections, 3 dictées across the 3
difficulty levels) and 3 missions (one per exercise type, matching
the existing pattern), bringing the map to 9 locations.

world_map.gd is purely data-driven already, so no code change was
needed to support more locations — only its stale "trois lieux"
header comment, corrected. Dictation audio generated with the Piper
voice (make generate-dictation-audio).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-10-11 21:36:04 +02:00

60 lines
2.0 KiB
GDScript

extends Control
## Carte des missions. Le prototype initial (cahier des charges §15) se
## limitait a trois lieux ; le perimetre a ete etendu au-dela (voir
## docs/specs/decisions.md, point 25) pour couvrir plus d'une regle par
## chapitre. La position de chaque mission vient de data/missions/*.json
## (fractions 0..1 de la zone de carte), jamais d'une position fixe en dur
## dans le script.
const MARKER_HALF_WIDTH := 80.0
const MARKER_HALF_HEIGHT := 36.0
@onready var _title_label: Label = %TitleLabel
@onready var _map_area: Control = %MapArea
func _ready() -> void:
_title_label.text = UIText.get_text("world_map.title")
_populate_missions()
func _populate_missions() -> void:
for child in _map_area.get_children():
child.queue_free()
for mission: Dictionary in ExerciseEngine.get_missions():
_map_area.add_child(_build_marker(mission))
func _build_marker(mission: Dictionary) -> Control:
var button := Button.new()
button.text = "%s\n%s" % [mission["title"], _status_label_for(mission)]
var map_position: Dictionary = mission["map_position"]
var x: float = map_position["x"]
var y: float = map_position["y"]
button.anchor_left = x
button.anchor_right = x
button.anchor_top = y
button.anchor_bottom = y
button.offset_left = -MARKER_HALF_WIDTH
button.offset_right = MARKER_HALF_WIDTH
button.offset_top = -MARKER_HALF_HEIGHT
button.offset_bottom = MARKER_HALF_HEIGHT
button.pressed.connect(_on_mission_pressed.bind(mission["mission_id"]))
return button
func _status_label_for(mission: Dictionary) -> String:
var rule: Dictionary = ExerciseEngine.get_rule(mission["rule_id"])
var skill_id: String = rule.get("skill", "")
var skill_state := ProgressManager.get_skill_state(skill_id)
var status: String = skill_state["status"]
return UIText.get_text("world_map.status_%s" % status)
func _on_mission_pressed(mission_id: String) -> void:
GameManager.pending_mission_id = mission_id
GameManager.goto(GameManager.SCENE_MISSION_INTRO)