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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>
26 lines
946 B
GDScript
26 lines
946 B
GDScript
extends GutTest
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## Tests de MissionScoring : le score valorise la reussite sans aide, jamais
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## la vitesse, et une mission terminee rapporte toujours au moins 1 etoile.
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const FIRST := MissionScoring.OUTCOME_FIRST_TRY
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const HELP := MissionScoring.OUTCOME_WITH_HELP
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const REVEALED := MissionScoring.OUTCOME_REVEALED
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func test_all_first_try_gives_three_stars() -> void:
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assert_eq(MissionScoring.stars_for([FIRST, FIRST, FIRST]), 3)
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func test_some_help_but_everything_found_gives_two_stars() -> void:
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assert_eq(MissionScoring.stars_for([FIRST, HELP, FIRST]), 2)
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assert_eq(MissionScoring.stars_for([HELP, HELP, HELP]), 2)
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func test_a_revealed_answer_gives_one_star() -> void:
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assert_eq(MissionScoring.stars_for([FIRST, FIRST, REVEALED]), 1)
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assert_eq(MissionScoring.stars_for([REVEALED, REVEALED, REVEALED]), 1)
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func test_a_finished_mission_never_gives_zero_stars() -> void:
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assert_eq(MissionScoring.stars_for([]), 1)
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