Files
aventuriers-des-mots/tests/profiles/test_progress_updates.gd
T
Denis Defolie 65a0cb46f9 Add mission scoring, rewards collection and save schema v2
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>
2026-10-11 22:20:59 +02:00

127 lines
4.8 KiB
GDScript

extends GutTest
## Tests de ProgressUpdates : application pure des tentatives et des debuts de
## seance a une sauvegarde.
func _base_save() -> Dictionary:
return SaveFactory.new_save("profile_test", "Explorateur", "CE1")
func test_record_attempt_creates_skill_state_on_first_attempt() -> void:
var data := _base_save()
var attempt := {
"skill": "accord_groupe_nominal",
"success": true,
"hint_used": false,
"exercise_type": "multiple_choice",
}
var updated := ProgressUpdates.record_attempt(data, attempt)
assert_true(updated["skills"].has("accord_groupe_nominal"))
assert_eq(
updated["skills"]["accord_groupe_nominal"]["status"], ReviewScheduler.STATUS_EN_ACQUISITION
)
func test_record_attempt_uses_current_session_count() -> void:
var data := _base_save()
data["session_count"] = 5
var attempt := {
"skill": "accord_groupe_nominal",
"success": true,
"hint_used": false,
"exercise_type": "multiple_choice",
}
var updated := ProgressUpdates.record_attempt(data, attempt)
var skill_state: Dictionary = updated["skills"]["accord_groupe_nominal"]
assert_eq(skill_state["last_session_practiced"], 5)
func test_record_attempt_does_not_mutate_input() -> void:
var data := _base_save()
var attempt := {
"skill": "accord_groupe_nominal",
"success": true,
"hint_used": false,
"exercise_type": "multiple_choice",
}
ProgressUpdates.record_attempt(data, attempt)
assert_eq(data["skills"], {})
func test_start_session_increments_session_count() -> void:
var data := _base_save()
var updated := ProgressUpdates.start_session(data)
assert_eq(updated["session_count"], 1)
updated = ProgressUpdates.start_session(updated)
assert_eq(updated["session_count"], 2)
func test_start_session_marks_overdue_skills_as_a_reviser() -> void:
var data := _base_save()
var acquise_state: Dictionary = ReviewScheduler.initial_state()
acquise_state["status"] = ReviewScheduler.STATUS_ACQUISE
acquise_state["next_review_session"] = 2
data["skills"] = {"accord_groupe_nominal": acquise_state}
data["session_count"] = 1
var updated := ProgressUpdates.start_session(data)
assert_eq(updated["session_count"], 2)
assert_eq(
updated["skills"]["accord_groupe_nominal"]["status"], ReviewScheduler.STATUS_A_REVISER
)
func test_unlock_region_adds_region_once() -> void:
var data := _base_save()
data = ProgressUpdates.unlock_region(data, "foret_des_accords")
data = ProgressUpdates.unlock_region(data, "foret_des_accords")
assert_eq(data["unlocked_regions"], ["foret_des_accords"])
func test_next_difficulty_for_unknown_skill_returns_current_difficulty() -> void:
var data := _base_save()
assert_eq(ProgressUpdates.next_difficulty_for_skill(data, "inconnue", 2), 2)
func test_first_mission_result_adds_its_stars_to_the_total() -> void:
var data := ProgressUpdates.record_mission_result(_base_save(), "mission_a", 2)
assert_eq(data["rewards"]["stars"], 2)
assert_eq(
data["mission_results"]["mission_a"], {"best_stars": 2, "last_stars": 2, "completions": 1}
)
func test_replaying_a_mission_only_adds_the_improvement() -> void:
var data := ProgressUpdates.record_mission_result(_base_save(), "mission_a", 1)
data = ProgressUpdates.record_mission_result(data, "mission_a", 3)
assert_eq(data["rewards"]["stars"], 3, "1 puis 3 etoiles : 3 au total, pas 4")
assert_eq(data["mission_results"]["mission_a"]["best_stars"], 3)
assert_eq(data["mission_results"]["mission_a"]["completions"], 2)
func test_a_worse_replay_never_lowers_the_best_score() -> void:
var data := ProgressUpdates.record_mission_result(_base_save(), "mission_a", 3)
data = ProgressUpdates.record_mission_result(data, "mission_a", 1)
assert_eq(data["rewards"]["stars"], 3)
assert_eq(data["mission_results"]["mission_a"]["best_stars"], 3)
assert_eq(data["mission_results"]["mission_a"]["last_stars"], 1)
func test_stars_of_different_missions_add_up() -> void:
var data := ProgressUpdates.record_mission_result(_base_save(), "mission_a", 2)
data = ProgressUpdates.record_mission_result(data, "mission_b", 3)
assert_eq(data["rewards"]["stars"], 5)
func test_grant_items_never_duplicates() -> void:
var ids: Array[String] = ["item_a", "item_b"]
var data := ProgressUpdates.grant_items(_base_save(), ids)
data = ProgressUpdates.grant_items(data, ids)
assert_eq(data["rewards"]["items"], ["item_a", "item_b"])
func test_record_mission_result_validates_against_the_save_schema() -> void:
var data := ProgressUpdates.record_mission_result(_base_save(), "mission_a", 2)
var errors := SchemaValidator.validate(data, DataLoader.load_schema("save"))
assert_eq(errors, [])