mirror of
https://github.com/deunix-educ/aventuriers-des-mots.git
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493a8617d7
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>
57 lines
1.8 KiB
GDScript
57 lines
1.8 KiB
GDScript
extends Control
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## Carte a trois lieux (cahier des charges §15). La position de chaque mission
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## vient de data/missions/*.json (fractions 0..1 de la zone de carte), jamais
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## d'une position fixe en dur 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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