Files
Kalulu/resources/user/student_progression.gd
T
2026-06-06 17:44:17 +02:00

430 lines
16 KiB
GDScript

class_name StudentProgression
extends Resource
signal progression_changed()
enum Status{
LOCKED,
UNLOCKED,
COMPLETED,
}
static var cached_boss_gate_lessons: Array[int] = []
static var cached_boss_gate_lessons_total: int = -1
@export var version: String = Utils.get_application_config_version()
@export var unlocks: Dictionary[int, Dictionary] = {}:
set(value):
unlocks = ensure_data_integrity(value)
@export var highest_boss_defeated: int = 0:
set(value):
highest_boss_defeated = _sanitize_highest_boss(value)
@export var boss_failure_streak: int = 0
@export var boss_blocked: bool = false
@export var last_modified: String
func _init() -> void:
init_unlocks()
static func get_minigame_count_for_lesson(lesson_number: int) -> int:
return Database.get_exercise_for_lesson(lesson_number).size()
static func _build_default_lesson_unlock(lesson_number: int) -> Dictionary:
var minigame_count: int = get_minigame_count_for_lesson(lesson_number)
return {
"look_and_learn": Status.LOCKED,
"games": _make_locked_games_array(minigame_count),
"last_duration": _make_zero_durations(minigame_count),
"total_duration": _make_zero_durations(minigame_count),
}
static func _make_locked_games_array(minigame_count: int) -> Array:
var games: Array = []
for _index: int in range(minigame_count):
games.append(Status.LOCKED)
return games
static func _make_zero_durations(minigame_count: int) -> PackedInt32Array:
var durations: PackedInt32Array = PackedInt32Array()
durations.resize(minigame_count)
return durations
# Resizes a games status array to target_size, keeping the existing statuses for
# the slots that remain (trim surplus / pad new slots with LOCKED). Used when a
# lesson's minigame count changes so old saves don't lose progress on resize.
static func _resize_games_array(games: Array, target_size: int) -> Array:
var resized: Array = []
for index: int in range(target_size):
resized.append(games[index] if index < games.size() else Status.LOCKED)
return resized
# Same idea for the duration metrics: keep recorded times for remaining slots.
static func _resize_durations(durations: PackedInt32Array, target_size: int) -> PackedInt32Array:
var resized: PackedInt32Array = PackedInt32Array()
resized.resize(target_size)
for index: int in range(mini(target_size, durations.size())):
resized[index] = durations[index]
return resized
# Make sure the unlocks are correct
func init_unlocks() -> void:
if not unlocks:
unlocks = {} # Triggers ensure_data_integrity(), that will fill the default values
else:
unlocks = unlocks # Force ensure_data_integrity()
_sanitize_boss_progression()
# Verify the lessons
var number_of_lessons: int = Database.get_lessons_count()
if unlocks.size() != number_of_lessons:
for index: int in range(number_of_lessons):
if not unlocks.has(index+1):
unlocks[index + 1] = _build_default_lesson_unlock(index + 1)
# Make sure that the first garden is always accessible
if unlocks.has(1):
if unlocks[1]["look_and_learn"] == Status.LOCKED:
unlocks[1]["look_and_learn"] = Status.UNLOCKED
_sanitize_boss_progression()
func ensure_data_integrity(data: Dictionary[int, Dictionary]) -> Dictionary:
var is_init: bool = data.is_empty()
var result: Dictionary[int, Dictionary] = data.duplicate(true)
var number_of_lessons: int = Database.get_lessons_count()
# Check for extra keys
for key: int in result.keys():
if key > number_of_lessons:
result.erase(key)
# Check missing keys
var min_key: int = 1
var max_key: int = number_of_lessons
for index: int in range(min_key, max_key + 1):
if not result.has(index):
if not is_init:
Log.warn("StudentProgression: Garden %d missing → added with default values." % index)
result[index] = _build_default_lesson_unlock(index)
# Check internal structure
for index: int in result.keys():
var garden: Dictionary = result[index]
var minigame_count: int = get_minigame_count_for_lesson(index)
# Check missing keys
if not garden.has("games"):
if not is_init:
Log.warn("StudentProgression: Garden %d: Add missing key 'games'." % index)
garden["games"] = _make_locked_games_array(minigame_count)
if not garden.has("look_and_learn"):
if not is_init:
Log.warn("StudentProgression: Garden %d: Add missing key 'look_and_learn'." % index)
garden["look_and_learn"] = Status.LOCKED
if not garden.has("last_duration"):
garden["last_duration"] = _make_zero_durations(minigame_count)
if not garden.has("total_duration"):
garden["total_duration"] = _make_zero_durations(minigame_count)
# Check array "games": a corrupt (non-array) value is reset, but a size
# mismatch (the lesson's minigame count changed) is resized in place so we
# keep existing progress for the slots that remain instead of wiping it.
if typeof(garden["games"]) != TYPE_ARRAY:
if not is_init:
Log.warn("StudentProgression: Garden %d: invalid format for 'games' → reset." % index)
garden["games"] = _make_locked_games_array(minigame_count)
elif (garden["games"] as Array).size() != minigame_count:
if not is_init:
Log.warn("StudentProgression: Garden %d: 'games' resized from %d to %d, progress preserved." % [index, (garden["games"] as Array).size(), minigame_count])
garden["games"] = _resize_games_array(garden["games"] as Array, minigame_count)
# Keep duration metrics aligned with the minigame count, preserving the
# recorded times for the slots that remain.
if (garden["last_duration"] as PackedInt32Array).size() != minigame_count:
garden["last_duration"] = _resize_durations(garden["last_duration"] as PackedInt32Array, minigame_count)
if (garden["total_duration"] as PackedInt32Array).size() != minigame_count:
garden["total_duration"] = _resize_durations(garden["total_duration"] as PackedInt32Array, minigame_count)
# Check value outside of possible enum values
for game_index: int in range((garden["games"] as Array).size()):
if garden["games"][game_index] not in [Status.LOCKED, Status.UNLOCKED, Status.COMPLETED]:
garden["games"][game_index] = Status.LOCKED
if garden["look_and_learn"] not in [Status.LOCKED, Status.UNLOCKED, Status.COMPLETED]:
garden["look_and_learn"] = Status.LOCKED
# Check progression rules
for index: int in range(min_key, max_key + 1):
var garden: Dictionary = result[index]
var prev_completed: bool = false
# Check previous garden is completed
if result.has(index - 1):
var prev: Dictionary = result[index - 1]
prev_completed = (
prev["look_and_learn"] == Status.COMPLETED and
(prev["games"] as Array).all(func(x: int) -> bool: return x == Status.COMPLETED)
)
else:
# First garden (key 1) is always unlocked
prev_completed = true
var minigame_count: int = (garden["games"] as Array).size()
# Case: previous garden not completed
if not prev_completed:
var needs_reset: bool = garden["look_and_learn"] != Status.LOCKED
if not needs_reset:
for game_index: int in range(minigame_count):
if garden["games"][game_index] != Status.LOCKED:
needs_reset = true
break
if needs_reset:
if not is_init:
Log.warn("StudentProgression: Garden %d: invalid progression (previous not finished) → reset." % index)
garden["games"] = _make_locked_games_array(minigame_count)
garden["look_and_learn"] = Status.LOCKED
continue
# Enforce sequential unlock: first non-COMPLETED game → UNLOCKED, everything
# after it → LOCKED (including out-of-order COMPLETED in old saves).
if garden["look_and_learn"] == Status.COMPLETED:
var next_to_play: int = -1
for game_index: int in range(minigame_count):
if garden["games"][game_index] != Status.COMPLETED:
next_to_play = game_index
break
if next_to_play >= 0:
if garden["games"][next_to_play] == Status.LOCKED:
garden["games"][next_to_play] = Status.UNLOCKED
if not is_init:
Log.warn("StudentProgression: Garden %d: minigame %d unlocked because it is next to play" % [index, next_to_play])
for game_index: int in range(next_to_play + 1, minigame_count):
if garden["games"][game_index] != Status.LOCKED:
var was_completed: bool = garden["games"][game_index] == Status.COMPLETED
garden["games"][game_index] = Status.LOCKED
if not is_init:
if was_completed:
Log.warn("StudentProgression: Garden %d: minigame %d demoted from COMPLETED to LOCKED (out of play order — minigame %d not yet completed)" % [index, game_index, next_to_play])
else:
Log.warn("StudentProgression: Garden %d: minigame %d re-locked (waits for minigame %d to be completed)" % [index, game_index, game_index - 1])
else:
# L&L not completed → no game may be UNLOCKED (COMPLETED preserved).
for game_index: int in range(minigame_count):
if garden["games"][game_index] == Status.UNLOCKED:
garden["games"][game_index] = Status.LOCKED
if not is_init:
Log.warn("StudentProgression: Garden %d: minigame %d re-locked (look-and-learn not completed)" % [index, game_index])
# Case: previous garden completed → unlock lesson if needed
if garden["look_and_learn"] == Status.LOCKED:
garden["look_and_learn"] = Status.UNLOCKED
if not is_init:
Log.warn("StudentProgression: Garden %d: lesson unlocked because previous garden is completed" % index)
_sanitize_boss_progression()
return result
static func get_boss_gate_lessons() -> Array[int]:
var total_lessons: int = Database.get_lessons_count()
if cached_boss_gate_lessons_total == total_lessons:
return cached_boss_gate_lessons.duplicate()
var gates: Array[int] = []
if total_lessons <= 0:
return gates
var boundary_lessons: Array[int] = _get_garden_boundary_lessons(total_lessons)
var last_boss_pseudowords: int = 0
for lesson_number: int in range(1, total_lessons + 1):
var total_pseudowords: int = Database.get_pseudowords_for_lesson(lesson_number).size()
var new_pseudowords: int = total_pseudowords - last_boss_pseudowords
if new_pseudowords >= 30 and boundary_lessons.has(lesson_number):
gates.append(lesson_number)
last_boss_pseudowords = total_pseudowords
cached_boss_gate_lessons_total = total_lessons
cached_boss_gate_lessons = gates.duplicate()
return gates
static func _get_garden_boundary_lessons(total_lessons: int) -> Array[int]:
var boundaries: Array[int] = []
var layout: GardensLayout = Gardens.get_session_layout(total_lessons)
var distribution: Array[int] = Gardens.get_lessons_distribution(total_lessons, layout.gardens)
var lesson_index: int = 0
for count: int in distribution:
if count <= 0:
continue
lesson_index += count
if lesson_index < total_lessons:
boundaries.append(lesson_index)
return boundaries
func _sanitize_boss_progression() -> void:
highest_boss_defeated = _sanitize_highest_boss(highest_boss_defeated)
func _sanitize_highest_boss(value: int) -> int:
var gate_lessons: Array[int] = get_boss_gate_lessons()
if gate_lessons.is_empty():
return 0
gate_lessons.sort()
var sanitized: int = 0
for gate_lesson: int in gate_lessons:
if gate_lesson <= value:
sanitized = gate_lesson
else:
break
return sanitized
func is_boss_completed(gate_lesson: int) -> bool:
if not get_boss_gate_lessons().has(gate_lesson):
return false
return gate_lesson <= highest_boss_defeated
func is_lesson_blocked_by_boss(lesson_number: int) -> bool:
var gate_lessons: Array[int] = get_boss_gate_lessons()
gate_lessons.sort()
for gate: int in gate_lessons:
if gate >= lesson_number:
break
if gate > highest_boss_defeated:
return true
return false
func get_max_unlocked_lesson_index() -> int:
var max_unlocked_level: int = 1
for index: int in range(unlocks.size()):
if is_lesson_blocked_by_boss(index + 1):
break
if unlocks[index + 1]["look_and_learn"] >= Status.UNLOCKED:
max_unlocked_level = index
else:
break
return max_unlocked_level
func is_lesson_completed(lesson_number: int) -> bool:
if unlocks[lesson_number]["look_and_learn"] != Status.COMPLETED:
return false
for game_status: int in unlocks[lesson_number]["games"]:
if game_status != Status.COMPLETED:
return false
return true
# Return true if the progression is saved or false if the look and learn was already completed
func look_and_learn_completed(lesson_number: int) -> bool:
if unlocks[lesson_number]["look_and_learn"] == Status.COMPLETED:
return false
unlocks[lesson_number]["look_and_learn"] = Status.COMPLETED
var games: Array = unlocks[lesson_number]["games"]
if games.size() > 0 and games[0] == Status.LOCKED:
games[0] = Status.UNLOCKED
last_modified = Time.get_datetime_string_from_system(true)
progression_changed.emit()
return true
# Return true if the progression is saved or false if the game was already completed
func game_completed(lesson_number: int, game_number: int) -> bool:
var games: Array = unlocks[lesson_number]["games"]
if games[game_number] == Status.COMPLETED:
return false
games[game_number] = Status.COMPLETED
var next_game_index: int = game_number + 1
if next_game_index < games.size() and games[next_game_index] == Status.LOCKED:
games[next_game_index] = Status.UNLOCKED
var all_completed: bool = true
for game_status: int in games:
if game_status != Status.COMPLETED:
all_completed = false
break
if all_completed:
if unlocks.has(lesson_number + 1):
unlocks[lesson_number + 1]["look_and_learn"] = Status.UNLOCKED
last_modified = Time.get_datetime_string_from_system(true)
progression_changed.emit()
return true
func boss_completed(lesson_number: int) -> bool:
if not get_boss_gate_lessons().has(lesson_number):
return false
if lesson_number <= highest_boss_defeated:
return false
highest_boss_defeated = lesson_number
if boss_failure_streak != 0:
boss_failure_streak = 0
last_modified = Time.get_datetime_string_from_system(true)
progression_changed.emit()
return true
func register_boss_failure() -> bool:
if boss_blocked:
return true
boss_failure_streak = max(0, boss_failure_streak) + 1
if boss_failure_streak >= 2:
boss_blocked = true
last_modified = Time.get_datetime_string_from_system(true)
progression_changed.emit()
return boss_blocked
func reset_boss_failure_streak() -> void:
if boss_failure_streak == 0:
return
boss_failure_streak = 0
last_modified = Time.get_datetime_string_from_system(true)
progression_changed.emit()
func clear_boss_block() -> void:
if not boss_blocked and boss_failure_streak == 0:
return
boss_blocked = false
boss_failure_streak = 0
last_modified = Time.get_datetime_string_from_system(true)
progression_changed.emit()
func add_level_time(lesson_number: int, game_number: int, time_spent: int) -> void:
Log.trace("StudentProgression: Add time to level %d, minigame %d. Time added: %s" % [lesson_number, game_number, time_spent])
if not unlocks.has(lesson_number):
Log.error("StudentProgression: Cannot log a level time for lesson %d because it does not exists in progression data" % lesson_number)
return
var minigame_count: int = (unlocks[lesson_number]["games"] as Array).size()
if game_number < 0 or game_number >= minigame_count:
Log.error("StudentProgression: Cannot log a level time for minigame %d in lesson %d (lesson has %d minigame(s))" % [game_number, lesson_number, minigame_count])
return
if not (unlocks[lesson_number] as Dictionary).has("last_duration") or not (unlocks[lesson_number]["last_duration"] as PackedInt32Array).size() > game_number:
Log.error("StudentProgression: Cannot log a last_duration for lesson %d, game %d, because it does not exists" % [lesson_number, game_number])
else:
unlocks[lesson_number]["last_duration"][game_number] = time_spent
if not (unlocks[lesson_number] as Dictionary).has("total_duration") or not (unlocks[lesson_number]["total_duration"] as PackedInt32Array).size() > game_number:
Log.error("StudentProgression: Cannot log a total_duration for lesson %d, game %d, because it does not exists" % [lesson_number, game_number])
else:
unlocks[lesson_number]["total_duration"][game_number] += time_spent
last_modified = Time.get_datetime_string_from_system(true)
progression_changed.emit()