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https://github.com/deunix-educ/aventuriers-des-mots.git
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65a0cb46f9
Phase "score et récompenses" of the post-0.1.0 plan (user feedback: wants a more game-like experience with scoring and rewards). - MissionScoring: 1-3 stars from how each exercise was solved (never speed; a finished mission always gives at least one star). - Save schema v2: mission_results (best/last stars, completions) with a v1->v2 migration that keeps existing stars and items. - Total only grows by the improvement over a mission's best score. - Data-driven collection (data/rewards, reward_item schema, validated incl. mission cross-check) unlocked by RewardRules. - Reward screen, collection screen, stars on the world map. - Version 0.2.0. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
88 lines
3.2 KiB
GDScript
88 lines
3.2 KiB
GDScript
extends GutTest
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## Fin de mission de bout en bout cote interface : l'ecran de recompense
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## enregistre le score, debloque des objets et la collection les affiche. Le
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## changement de scene final n'est jamais declenche ici (voir point 14 de
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## docs/specs/decisions.md).
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var _profile_id: String = ""
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func before_each() -> void:
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_profile_id = ProfileManager.create_profile("Test", "CE1")
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ProfileManager.select_profile(_profile_id)
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GameManager.pending_mission_id = "mission_01_pre_des_mots"
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func after_each() -> void:
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ProfileManager.delete_profile(_profile_id)
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GameManager.pending_mission_id = ""
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GameManager.last_outcomes = []
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func _open_reward_screen(outcomes: Array[String]) -> Control:
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GameManager.last_outcomes = outcomes
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var screen: Control = load("res://scenes/ui/reward_screen.tscn").instantiate()
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add_child_autofree(screen)
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return screen
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func test_perfect_mission_gives_three_stars_and_the_trophy() -> void:
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var screen := _open_reward_screen(
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[
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MissionScoring.OUTCOME_FIRST_TRY,
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MissionScoring.OUTCOME_FIRST_TRY,
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MissionScoring.OUTCOME_FIRST_TRY,
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]
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)
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await wait_process_frames(1)
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assert_string_contains(screen.get_node("%StarsLabel").text, "3/3")
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assert_eq(ProgressManager.mission_best_stars("mission_01_pre_des_mots"), 3)
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assert_eq(ProgressManager.stars(), 3)
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assert_true(ProgressManager.owned_items().has("item_graine_magique"))
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assert_true(ProgressManager.owned_items().has("item_trophee_pre"))
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assert_true(screen.get_node("%NewItemsLabel").visible)
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assert_false(screen.get_node("%RecordLabel").visible, "premiere fois : pas de record")
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func test_revealed_answer_still_rewards_one_star_without_blame() -> void:
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var screen := _open_reward_screen(
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[
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MissionScoring.OUTCOME_REVEALED,
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MissionScoring.OUTCOME_FIRST_TRY,
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MissionScoring.OUTCOME_WITH_HELP,
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]
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)
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await wait_process_frames(1)
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assert_string_contains(screen.get_node("%StarsLabel").text, "1/3")
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assert_eq(ProgressManager.stars(), 1)
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assert_eq(screen.get_node("%MessageLabel").text, UIText.get_text("reward_screen.message_1"))
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func test_replaying_with_a_better_score_shows_a_record() -> void:
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var screen_one := _open_reward_screen([MissionScoring.OUTCOME_REVEALED])
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await wait_process_frames(1)
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screen_one.queue_free()
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var screen_two := _open_reward_screen([MissionScoring.OUTCOME_FIRST_TRY])
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await wait_process_frames(1)
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assert_true(screen_two.get_node("%RecordLabel").visible)
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assert_eq(ProgressManager.stars(), 3)
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func test_collection_lists_owned_and_mysterious_items() -> void:
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var perfect: Array[String] = [MissionScoring.OUTCOME_FIRST_TRY]
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_open_reward_screen(perfect)
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await wait_process_frames(1)
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var collection: Control = load("res://scenes/ui/collection.tscn").instantiate()
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add_child_autofree(collection)
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await wait_process_frames(1)
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var rows := collection.get_node("%ItemsBox").get_children()
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assert_eq(rows.size(), ExerciseEngine.get_reward_items().size())
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assert_string_contains((rows[0] as Label).text, "Graine magique")
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assert_string_contains((rows[1] as Label).text, UIText.get_text("collection.locked_title"))
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