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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>
42 lines
1.5 KiB
GDScript
42 lines
1.5 KiB
GDScript
extends Control
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## Exercice de dictee : ecoute puis ecrit. Scene autonome : emet la reponse
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## par signal, ne touche ni a la sauvegarde ni a la progression. L'audio est
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## provisoire (voir docs/specs/decisions.md, point 8) ; le badge l'indique a
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## l'enfant tant qu'aucune voix definitive n'a remplace le fichier.
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signal answer_submitted(submitted_text: String)
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var _dictation: Dictionary = {}
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@onready var _instruction_label: Label = %InstructionLabel
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@onready var _replay_button: Button = %ReplayButton
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@onready var _provisional_badge: Label = %ProvisionalBadge
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@onready var _text_edit: LineEdit = %TextEdit
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@onready var _validate_button: Button = %ValidateButton
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func _ready() -> void:
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_instruction_label.text = UIText.get_text("dictation.instruction_label")
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_replay_button.text = UIText.get_text("dictation.replay_button")
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_text_edit.placeholder_text = UIText.get_text("dictation.input_placeholder")
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_provisional_badge.text = UIText.get_text("dictation.provisional_audio_badge")
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_validate_button.text = UIText.get_text("exercise_host.validate_button")
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_replay_button.pressed.connect(_on_replay_pressed)
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_validate_button.pressed.connect(_on_validate_pressed)
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func load_exercise(dictation: Dictionary) -> void:
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_dictation = dictation
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_text_edit.text = ""
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_provisional_badge.visible = dictation.get("audio_provisional", false)
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_on_replay_pressed()
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func _on_replay_pressed() -> void:
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AudioManager.play_dictation(_dictation.get("audio_id", ""))
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func _on_validate_pressed() -> void:
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answer_submitted.emit(_text_edit.text)
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