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>
33 lines
1.2 KiB
GDScript
33 lines
1.2 KiB
GDScript
extends Control
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## Introduction de la mission choisie sur la carte : contexte narratif issu
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## des donnees (data/missions/), pas un questionnaire habille d'un decor
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## (voir "Points durs" du prompt de lancement, Sens de l'aventure).
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@onready var _title_label: Label = %TitleLabel
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@onready var _narrative_label: Label = %NarrativeLabel
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@onready var _guide: Control = %Guide
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@onready var _start_button: Button = %StartButton
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@onready var _back_button: Button = %BackButton
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func _ready() -> void:
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var mission := ExerciseEngine.get_mission(GameManager.pending_mission_id)
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_title_label.text = mission.get("title", "")
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_narrative_label.text = mission.get("narrative_context", "")
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_guide.say(mission.get("narrative_context", ""))
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_start_button.text = UIText.get_text("mission_intro.start_button")
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_back_button.text = UIText.get_text("mission_intro.back_button")
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_start_button.pressed.connect(_on_start_pressed)
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_back_button.pressed.connect(_on_back_pressed)
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func _on_start_pressed() -> void:
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GameManager.goto(GameManager.SCENE_EXERCISE_HOST)
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func _on_back_pressed() -> void:
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GameManager.pending_mission_id = ""
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GameManager.goto(GameManager.SCENE_WORLD_MAP)
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