Files
aventuriers-des-mots/autoload/progress_manager.gd
T
Denis Defolie 493a8617d7 Add the playable scene loop: boot through mission to reward
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>
2026-10-11 17:37:37 +02:00

67 lines
2.2 KiB
GDScript

extends Node
## Competences, missions debloquees et planification des revisions du profil
## selectionne. Delegue les calculs a ProgressUpdates (scripts/profiles/), qui
## s'appuie sur ReviewScheduler et DifficultyManager (scripts/pedagogy/).
## L'ecriture sur disque reste groupee : save_now() est appele en fin de
## mission, pas a chaque tentative (docs/specs/decisions.md, point 7).
var _current_save: Dictionary = {}
var _current_profile_id: String = ""
## Charge la sauvegarde existante d'un profil et demarre une nouvelle seance
## (voir ProgressUpdates.start_session). Faux si le profil n'a pas de
## sauvegarde lisible.
func load_profile(profile_id: String) -> bool:
var data: Variant = SaveManager.load(profile_id)
if data == null:
return false
_current_profile_id = profile_id
_current_save = ProgressUpdates.start_session(data)
return true
func record_attempt(
skill_id: String, success: bool, hint_used: bool, exercise_type: String
) -> void:
var attempt := {
"skill": skill_id,
"success": success,
"hint_used": hint_used,
"exercise_type": exercise_type,
}
_current_save = ProgressUpdates.record_attempt(_current_save, attempt)
func unlock_region(region_id: String) -> void:
_current_save = ProgressUpdates.unlock_region(_current_save, region_id)
func add_stars(amount: int) -> void:
_current_save = ProgressUpdates.add_stars(_current_save, amount)
func stars() -> int:
return _current_save.get("rewards", {}).get("stars", 0)
func next_difficulty_for_skill(skill_id: String, current_difficulty: int) -> int:
return ProgressUpdates.next_difficulty_for_skill(_current_save, skill_id, current_difficulty)
func get_skill_state(skill_id: String) -> Dictionary:
var skills: Dictionary = _current_save.get("skills", {})
return skills.get(skill_id, ReviewScheduler.initial_state())
func current_save() -> Dictionary:
return _current_save
## A appeler en fin de mission (pas apres chaque tentative) pour persister la
## progression du profil courant.
func save_now() -> bool:
if _current_profile_id.is_empty():
return false
return SaveManager.save(_current_profile_id, _current_save)