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https://github.com/deunix-educ/aventuriers-des-mots.git
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1c036658bc
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>
60 lines
2.0 KiB
GDScript
60 lines
2.0 KiB
GDScript
extends Control
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## Carte des missions. Le prototype initial (cahier des charges §15) se
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## limitait a trois lieux ; le perimetre a ete etendu au-dela (voir
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## docs/specs/decisions.md, point 25) pour couvrir plus d'une regle par
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## chapitre. La position de chaque mission vient de data/missions/*.json
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## (fractions 0..1 de la zone de carte), jamais d'une position fixe en dur
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## dans le script.
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const MARKER_HALF_WIDTH := 80.0
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const MARKER_HALF_HEIGHT := 36.0
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@onready var _title_label: Label = %TitleLabel
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@onready var _map_area: Control = %MapArea
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func _ready() -> void:
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_title_label.text = UIText.get_text("world_map.title")
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_populate_missions()
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func _populate_missions() -> void:
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for child in _map_area.get_children():
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child.queue_free()
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for mission: Dictionary in ExerciseEngine.get_missions():
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_map_area.add_child(_build_marker(mission))
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func _build_marker(mission: Dictionary) -> Control:
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var button := Button.new()
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button.text = "%s\n%s" % [mission["title"], _status_label_for(mission)]
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var map_position: Dictionary = mission["map_position"]
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var x: float = map_position["x"]
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var y: float = map_position["y"]
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button.anchor_left = x
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button.anchor_right = x
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button.anchor_top = y
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button.anchor_bottom = y
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button.offset_left = -MARKER_HALF_WIDTH
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button.offset_right = MARKER_HALF_WIDTH
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button.offset_top = -MARKER_HALF_HEIGHT
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button.offset_bottom = MARKER_HALF_HEIGHT
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button.pressed.connect(_on_mission_pressed.bind(mission["mission_id"]))
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return button
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func _status_label_for(mission: Dictionary) -> String:
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var rule: Dictionary = ExerciseEngine.get_rule(mission["rule_id"])
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var skill_id: String = rule.get("skill", "")
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var skill_state := ProgressManager.get_skill_state(skill_id)
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var status: String = skill_state["status"]
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return UIText.get_text("world_map.status_%s" % status)
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func _on_mission_pressed(mission_id: String) -> void:
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GameManager.pending_mission_id = mission_id
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GameManager.goto(GameManager.SCENE_MISSION_INTRO)
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