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February 7, 2026 18:37
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Solution draft log for https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600
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| # Solve.mjs Log - 2026-02-07T18:26:46.456Z | |
| [2026-02-07T18:26:46.457Z] [INFO] 📁 Log file: /home/hive/solve-2026-02-07T18-26-46-456Z.log | |
| [2026-02-07T18:26:46.458Z] [INFO] (All output will be logged here) | |
| [2026-02-07T18:26:46.972Z] [INFO] | |
| [2026-02-07T18:26:46.973Z] [INFO] 🚀 solve v1.16.0 | |
| [2026-02-07T18:26:46.973Z] [INFO] 🔧 Raw command executed: | |
| [2026-02-07T18:26:46.974Z] [INFO] /home/hive/.nvm/versions/node/v20.20.0/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats | |
| [2026-02-07T18:26:46.976Z] [INFO] | |
| [2026-02-07T18:26:46.993Z] [INFO] | |
| [2026-02-07T18:26:46.995Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-02-07T18:26:46.996Z] [INFO] | |
| [2026-02-07T18:26:46.996Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-02-07T18:26:46.997Z] [INFO] The log may contain sensitive information such as: | |
| [2026-02-07T18:26:46.998Z] [INFO] • API keys, tokens, or secrets | |
| [2026-02-07T18:26:46.998Z] [INFO] • File paths and directory structures | |
| [2026-02-07T18:26:46.998Z] [INFO] • Command outputs and error messages | |
| [2026-02-07T18:26:46.998Z] [INFO] • Internal system information | |
| [2026-02-07T18:26:46.999Z] [INFO] | |
| [2026-02-07T18:26:47.003Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log | |
| [2026-02-07T18:26:47.004Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-02-07T18:26:47.004Z] [INFO] | |
| [2026-02-07T18:26:47.005Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-02-07T18:26:47.005Z] [INFO] | |
| [2026-02-07T18:26:52.011Z] [INFO] | |
| [2026-02-07T18:26:52.035Z] [INFO] 💾 Disk space check: 26866MB available (2048MB required) ✅ | |
| [2026-02-07T18:26:52.037Z] [INFO] 🧠 Memory check: 5532MB available, swap: 4095MB (0MB used), total: 9627MB (256MB required) ✅ | |
| [2026-02-07T18:26:52.057Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-02-07T18:26:52.059Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-02-07T18:26:52.060Z] [INFO] 📋 URL validation: | |
| [2026-02-07T18:26:52.060Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600 | |
| [2026-02-07T18:26:52.063Z] [INFO] Is Issue URL: false | |
| [2026-02-07T18:26:52.064Z] [INFO] Is PR URL: true | |
| [2026-02-07T18:26:52.064Z] [INFO] 🔍 Checking repository access for auto-fork... | |
| [2026-02-07T18:26:52.791Z] [INFO] Repository visibility: public | |
| [2026-02-07T18:26:52.791Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode | |
| [2026-02-07T18:26:52.792Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled) | |
| [2026-02-07T18:26:53.136Z] [INFO] Repository visibility: public | |
| [2026-02-07T18:26:53.137Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-02-07T18:26:53.138Z] [INFO] 🔄 Continue mode: Working with PR #600 | |
| [2026-02-07T18:26:53.138Z] [INFO] Continue mode activated: PR URL provided directly | |
| [2026-02-07T18:26:53.138Z] [INFO] PR Number set to: 600 | |
| [2026-02-07T18:26:53.139Z] [INFO] Will fetch PR details and linked issue | |
| [2026-02-07T18:26:53.646Z] [INFO] 🍴 Detected fork PR from konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-07T18:26:53.647Z] [INFO] Fork owner: konard | |
| [2026-02-07T18:26:53.647Z] [INFO] Will clone fork repository for continue mode | |
| [2026-02-07T18:26:53.647Z] [INFO] 📝 PR branch: issue-584-358f1bf6655d | |
| [2026-02-07T18:26:53.648Z] [INFO] 🔗 Found linked issue #584 | |
| [2026-02-07T18:26:53.649Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1770488813648 | |
| [2026-02-07T18:26:53.650Z] [INFO] | |
| 🍴 Fork mode: ENABLED | |
| [2026-02-07T18:26:53.651Z] [INFO] Checking fork status... | |
| [2026-02-07T18:26:53.986Z] [INFO] 🔍 Detecting fork conflicts... | |
| [2026-02-07T18:26:55.025Z] [INFO] ✅ No fork conflict: Safe to proceed | |
| [2026-02-07T18:26:55.384Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-07T18:26:55.390Z] [INFO] 🔍 Validating fork parent... | |
| [2026-02-07T18:26:55.835Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-07T18:26:55.836Z] [INFO] | |
| 📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-07T18:26:59.563Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1770488813648 | |
| [2026-02-07T18:26:59.618Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-07T18:26:59.665Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote | |
| [2026-02-07T18:26:59.665Z] [INFO] 🔄 Fetching upstream... | |
| [2026-02-07T18:26:59.998Z] [INFO] ✅ Upstream fetched: Successfully | |
| [2026-02-07T18:26:59.999Z] [INFO] 🔄 Syncing default branch... | |
| [2026-02-07T18:27:00.588Z] [INFO] ℹ️ Default branch: main | |
| [2026-02-07T18:27:01.125Z] [INFO] ✅ Default branch synced: with upstream/main | |
| [2026-02-07T18:27:01.127Z] [INFO] 🔄 Pushing to fork: main branch | |
| [2026-02-07T18:27:01.685Z] [INFO] ✅ Fork updated: Default branch pushed to fork | |
| [2026-02-07T18:27:01.687Z] [INFO] | |
| 🔍 Checking PR fork: Determining if branch is in another fork... | |
| [2026-02-07T18:27:02.019Z] [INFO] ℹ️ PR fork owner: Same as current user, using origin remote | |
| [2026-02-07T18:27:02.194Z] [INFO] | |
| 📌 Default branch: main | |
| [2026-02-07T18:27:02.268Z] [INFO] | |
| 🔄 Checking out PR branch: issue-584-358f1bf6655d | |
| [2026-02-07T18:27:02.268Z] [INFO] 📥 Fetching branches: From remote... | |
| [2026-02-07T18:27:02.926Z] [INFO] 🔍 Verifying: Branch checkout... | |
| [2026-02-07T18:27:02.985Z] [INFO] ✅ Branch checked out: issue-584-358f1bf6655d | |
| [2026-02-07T18:27:02.986Z] [INFO] ✅ Current branch: issue-584-358f1bf6655d | |
| [2026-02-07T18:27:02.987Z] [INFO] Branch operation: Checkout existing PR branch | |
| [2026-02-07T18:27:02.987Z] [INFO] Branch verification: Matches expected | |
| [2026-02-07T18:27:02.990Z] [INFO] | |
| 🔄 Continue mode: ACTIVE | |
| [2026-02-07T18:27:02.990Z] [INFO] Using existing PR: #600 | |
| [2026-02-07T18:27:02.990Z] [INFO] PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600 | |
| [2026-02-07T18:27:02.991Z] [INFO] | |
| 🚀 Starting work session: 2026-02-07T18:27:02.991Z | |
| [2026-02-07T18:27:03.337Z] [INFO] 📝 Converting PR: Back to draft mode... | |
| [2026-02-07T18:27:04.113Z] [INFO] ✅ PR converted: Now in draft mode | |
| [2026-02-07T18:27:05.271Z] [INFO] 💬 Posted: AI Work Session Started comment | |
| [2026-02-07T18:27:05.804Z] [INFO] 👤 Current user: konard | |
| [2026-02-07T18:27:05.805Z] [INFO] | |
| 📊 Comment counting conditions: | |
| [2026-02-07T18:27:05.805Z] [INFO] prNumber: 600 | |
| [2026-02-07T18:27:05.805Z] [INFO] branchName: issue-584-358f1bf6655d | |
| [2026-02-07T18:27:05.805Z] [INFO] isContinueMode: true | |
| [2026-02-07T18:27:05.805Z] [INFO] Will count comments: true | |
| [2026-02-07T18:27:05.805Z] [INFO] 💬 Counting comments: Checking for new comments since last commit... | |
| [2026-02-07T18:27:05.806Z] [INFO] PR #600 on branch: issue-584-358f1bf6655d | |
| [2026-02-07T18:27:05.806Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-07T18:27:06.351Z] [INFO] 📅 Last commit time (from API): 2026-02-07T18:08:18.000Z | |
| [2026-02-07T18:27:07.316Z] [INFO] 💬 New PR comments: 3 | |
| [2026-02-07T18:27:07.316Z] [INFO] 💬 New PR review comments: 0 | |
| [2026-02-07T18:27:07.317Z] [INFO] 💬 New issue comments: 0 | |
| [2026-02-07T18:27:07.317Z] [INFO] Total new comments: 3 | |
| [2026-02-07T18:27:07.317Z] [INFO] Comment lines to add: Yes | |
| [2026-02-07T18:27:07.317Z] [INFO] PR review comments fetched: 0 | |
| [2026-02-07T18:27:07.317Z] [INFO] PR conversation comments fetched: 11 | |
| [2026-02-07T18:27:07.317Z] [INFO] Total PR comments checked: 11 | |
| [2026-02-07T18:27:09.967Z] [INFO] Feedback info will be added to prompt: | |
| [2026-02-07T18:27:09.968Z] [INFO] - New comments on the pull request: 3 | |
| [2026-02-07T18:27:09.968Z] [INFO] - Pull request description was edited after last commit | |
| [2026-02-07T18:27:09.968Z] [INFO] 📅 Getting timestamps: From GitHub servers... | |
| [2026-02-07T18:27:10.381Z] [INFO] 📝 Issue updated: 2026-02-07T13:52:48.000Z | |
| [2026-02-07T18:27:10.709Z] [INFO] 💬 Comments: None found | |
| [2026-02-07T18:27:11.115Z] [INFO] 🔀 Recent PR: 2026-02-07T18:23:07.000Z | |
| [2026-02-07T18:27:11.117Z] [INFO] | |
| ✅ Reference time: 2026-02-07T18:23:07.000Z | |
| [2026-02-07T18:27:11.118Z] [INFO] | |
| 🔍 Checking for uncommitted changes to include as feedback... | |
| [2026-02-07T18:27:11.183Z] [INFO] ✅ No uncommitted changes found | |
| [2026-02-07T18:27:11.511Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-584-358f1bf6655d | |
| [2026-02-07T18:27:13.818Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints | |
| [2026-02-07T18:27:13.942Z] [INFO] 👁️ Model vision capability: supported | |
| [2026-02-07T18:27:13.943Z] [INFO] | |
| 📝 Final prompt structure: | |
| [2026-02-07T18:27:13.943Z] [INFO] Characters: 621 | |
| [2026-02-07T18:27:13.943Z] [INFO] System prompt characters: 12741 | |
| [2026-02-07T18:27:13.943Z] [INFO] Feedback info: Included | |
| [2026-02-07T18:27:13.945Z] [INFO] | |
| 🤖 Executing Claude: OPUS | |
| [2026-02-07T18:27:13.945Z] [INFO] Model: opus | |
| [2026-02-07T18:27:13.945Z] [INFO] Working directory: /tmp/gh-issue-solver-1770488813648 | |
| [2026-02-07T18:27:13.945Z] [INFO] Branch: issue-584-358f1bf6655d | |
| [2026-02-07T18:27:13.946Z] [INFO] Prompt length: 621 chars | |
| [2026-02-07T18:27:13.946Z] [INFO] System prompt length: 12741 chars | |
| [2026-02-07T18:27:13.946Z] [INFO] Feedback info included: Yes (2 lines) | |
| [2026-02-07T18:27:14.006Z] [INFO] 📈 System resources before execution: | |
| [2026-02-07T18:27:14.007Z] [INFO] Memory: MemFree: 847240 kB | |
| [2026-02-07T18:27:14.007Z] [INFO] Load: 3.84 2.34 1.89 3/970 674376 | |
| [2026-02-07T18:27:14.007Z] [INFO] | |
| 📝 Raw command: | |
| [2026-02-07T18:27:14.007Z] [INFO] (cd "/tmp/gh-issue-solver-1770488813648" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-6 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/584 | |
| Your prepared branch: issue-584-358f1bf6655d | |
| Your prepared working directory: /tmp/gh-issue-solver-1770488813648 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600 | |
| Your forked repository: konard/Jhon-Crow-godot-topdown-MVP | |
| Original repository (upstream): Jhon-Crow/godot-topdown-MVP | |
| GitHub Actions on your fork: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-584-358f1bf6655d | |
| New comments on the pull request: 3 | |
| Pull request description was edited after last commit | |
| Continue. | |
| " --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-584-358f1bf6655d --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an ./examples and/or ./experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to ./experiments folder. | |
| - When your experiments can show real world use case of the software, add it to ./examples folder. | |
| - When you face something extremely hard, use divide and conquer — it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause \"Could not process image\" errors and may crash the AI solver process. If the file command shows \"HTML\" or \"text\", the download failed and you should retry or skip the image. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/584. | |
| - When you need related code, use gh search code --owner Jhon-Crow [keywords]. | |
| - When you need repo context, read files in your working directory. | |
| - When you study related work, study the most recent related pull requests. | |
| - When issue is not defined enough, write a comment to ask clarifying questions. | |
| - When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication. | |
| - When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed. | |
| - When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default. | |
| - When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints: | |
| 1. PR review comments (inline code comments): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/600/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/600/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/600/reviews --paginate | |
| IMPORTANT: The command \"gh pr view --json comments\" ONLY returns conversation comments and misses review comments! | |
| - When you need latest comments on issue, use gh api repos/Jhon-Crow/godot-topdown-MVP/issues/584/comments --paginate. | |
| Solution development and testing. | |
| - When issue is solvable, implement code with tests. | |
| - When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch. | |
| - When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request. | |
| - When you test: | |
| start from testing of small functions using separate scripts; | |
| write unit tests with mocks for easy and quick start. | |
| - When you test integrations, use existing framework. | |
| - When you test solution draft, include automated checks in pr. | |
| - When issue is unclear, write comment on issue asking questions. | |
| - When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help. | |
| - When you need human help, use gh pr comment 600 --body \"your message\" to comment on existing PR. | |
| Preparing pull request. | |
| - When you code, follow contributing guidelines. | |
| - When you commit, write clear message. | |
| - When you need examples of style, use gh pr list --repo Jhon-Crow/godot-topdown-MVP --state merged --search [keywords]. | |
| - When you open pr, describe solution draft and include tests. | |
| - When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release. | |
| - When you update existing pr 600, use gh pr edit to modify title and description. | |
| - When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing. | |
| - When you finalize the pull request: | |
| follow style from merged prs for code, title, and description, | |
| make sure no uncommitted changes corresponding to the original requirements are left behind, | |
| make sure the default branch is merged to the pull request's branch, | |
| make sure all CI checks passing if they exist before you finish, | |
| check for latest comments on the issue and pull request to ensure no recent feedback was missed, | |
| double-check that all changes in the pull request answer to original requirements of the issue, | |
| make sure no new new bugs are introduced in pull request by carefully reading gh pr diff, | |
| make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments. | |
| - When you finish implementation, use gh pr ready 600. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-584-358f1bf6655d. | |
| - When you finish, create a pull request from branch issue-584-358f1bf6655d. (Note: PR 600 already exists, update it instead) | |
| - When you organize workflow, use pull requests instead of direct merges to default branch (main or master). | |
| - When you manage commits, preserve commit history for later analysis. | |
| - When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed. | |
| - When you face conflict that you cannot resolve yourself, ask for help. | |
| - When you collaborate, respect branch protections by working only on issue-584-358f1bf6655d. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 600 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Playwright MCP usage (browser automation via mcp__playwright__* tools). | |
| - When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser. | |
| - When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing. | |
| - When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools. | |
| - When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP. | |
| - When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form). | |
| - When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP. | |
| - When you finish using the browser, always close it with browser_close to free resources. | |
| Visual UI work and screenshots. | |
| - When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description. | |
| - When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder). | |
| - When you save screenshots to the repository, use permanent raw file links in the pull request description markdown (e.g., https://raw.githubusercontent.com/Jhon-Crow/godot-topdown-MVP/issue-584-358f1bf6655d/docs/screenshots/result.png). | |
| - When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format. | |
| - When the visual result is important for review, mention it explicitly in the pull request description with the embedded image." | jq -c .) | |
| [2026-02-07T18:27:14.008Z] [INFO] | |
| [2026-02-07T18:27:14.008Z] [INFO] 📋 User prompt: | |
| [2026-02-07T18:27:14.008Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-02-07T18:27:14.008Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/584 | |
| Your prepared branch: issue-584-358f1bf6655d | |
| Your prepared working directory: /tmp/gh-issue-solver-1770488813648 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600 | |
| Your forked repository: konard/Jhon-Crow-godot-topdown-MVP | |
| Original repository (upstream): Jhon-Crow/godot-topdown-MVP | |
| GitHub Actions on your fork: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-584-358f1bf6655d | |
| New comments on the pull request: 3 | |
| Pull request description was edited after last commit | |
| Continue. | |
| [2026-02-07T18:27:14.008Z] [INFO] ---END USER PROMPT--- | |
| [2026-02-07T18:27:14.008Z] [INFO] | |
| [2026-02-07T18:27:14.008Z] [INFO] 📋 System prompt: | |
| [2026-02-07T18:27:14.009Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-02-07T18:27:14.009Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-584-358f1bf6655d --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an ./examples and/or ./experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to ./experiments folder. | |
| - When your experiments can show real world use case of the software, add it to ./examples folder. | |
| - When you face something extremely hard, use divide and conquer — it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause "Could not process image" errors and may crash the AI solver process. If the file command shows "HTML" or "text", the download failed and you should retry or skip the image. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/584. | |
| - When you need related code, use gh search code --owner Jhon-Crow [keywords]. | |
| - When you need repo context, read files in your working directory. | |
| - When you study related work, study the most recent related pull requests. | |
| - When issue is not defined enough, write a comment to ask clarifying questions. | |
| - When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication. | |
| - When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed. | |
| - When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default. | |
| - When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints: | |
| 1. PR review comments (inline code comments): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/600/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/600/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/600/reviews --paginate | |
| IMPORTANT: The command "gh pr view --json comments" ONLY returns conversation comments and misses review comments! | |
| - When you need latest comments on issue, use gh api repos/Jhon-Crow/godot-topdown-MVP/issues/584/comments --paginate. | |
| Solution development and testing. | |
| - When issue is solvable, implement code with tests. | |
| - When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch. | |
| - When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request. | |
| - When you test: | |
| start from testing of small functions using separate scripts; | |
| write unit tests with mocks for easy and quick start. | |
| - When you test integrations, use existing framework. | |
| - When you test solution draft, include automated checks in pr. | |
| - When issue is unclear, write comment on issue asking questions. | |
| - When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help. | |
| - When you need human help, use gh pr comment 600 --body "your message" to comment on existing PR. | |
| Preparing pull request. | |
| - When you code, follow contributing guidelines. | |
| - When you commit, write clear message. | |
| - When you need examples of style, use gh pr list --repo Jhon-Crow/godot-topdown-MVP --state merged --search [keywords]. | |
| - When you open pr, describe solution draft and include tests. | |
| - When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release. | |
| - When you update existing pr 600, use gh pr edit to modify title and description. | |
| - When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing. | |
| - When you finalize the pull request: | |
| follow style from merged prs for code, title, and description, | |
| make sure no uncommitted changes corresponding to the original requirements are left behind, | |
| make sure the default branch is merged to the pull request's branch, | |
| make sure all CI checks passing if they exist before you finish, | |
| check for latest comments on the issue and pull request to ensure no recent feedback was missed, | |
| double-check that all changes in the pull request answer to original requirements of the issue, | |
| make sure no new new bugs are introduced in pull request by carefully reading gh pr diff, | |
| make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments. | |
| - When you finish implementation, use gh pr ready 600. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-584-358f1bf6655d. | |
| - When you finish, create a pull request from branch issue-584-358f1bf6655d. (Note: PR 600 already exists, update it instead) | |
| - When you organize workflow, use pull requests instead of direct merges to default branch (main or master). | |
| - When you manage commits, preserve commit history for later analysis. | |
| - When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed. | |
| - When you face conflict that you cannot resolve yourself, ask for help. | |
| - When you collaborate, respect branch protections by working only on issue-584-358f1bf6655d. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 600 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Playwright MCP usage (browser automation via mcp__playwright__* tools). | |
| - When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser. | |
| - When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing. | |
| - When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools. | |
| - When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP. | |
| - When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form). | |
| - When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP. | |
| - When you finish using the browser, always close it with browser_close to free resources. | |
| Visual UI work and screenshots. | |
| - When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description. | |
| - When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder). | |
| - When you save screenshots to the repository, use permanent raw file links in the pull request description markdown (e.g., https://raw.githubusercontent.com/Jhon-Crow/godot-topdown-MVP/issue-584-358f1bf6655d/docs/screenshots/result.png). | |
| - When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format. | |
| - When the visual result is important for review, mention it explicitly in the pull request description with the embedded image. | |
| [2026-02-07T18:27:14.009Z] [INFO] ---END SYSTEM PROMPT--- | |
| [2026-02-07T18:27:14.010Z] [INFO] | |
| [2026-02-07T18:27:14.011Z] [INFO] 📊 CLAUDE_CODE_MAX_OUTPUT_TOKENS: 128000 | |
| [2026-02-07T18:27:14.015Z] [INFO] 📊 MCP_TIMEOUT: 900000ms (server startup) | |
| [2026-02-07T18:27:14.015Z] [INFO] 📊 MCP_TOOL_TIMEOUT: 900000ms (tool execution) | |
| [2026-02-07T18:27:14.015Z] [INFO] 📋 Command details: | |
| [2026-02-07T18:27:14.015Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1770488813648 | |
| [2026-02-07T18:27:14.015Z] [INFO] 🌿 Branch: issue-584-358f1bf6655d | |
| [2026-02-07T18:27:14.016Z] [INFO] 🤖 Model: Claude OPUS | |
| [2026-02-07T18:27:14.016Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-07T18:27:14.016Z] [INFO] | |
| ▶️ Streaming output: | |
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| "Skill", | |
| "EnterPlanMode", | |
| "ToolSearch", | |
| "mcp__playwright__browser_close", | |
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| "mcp__playwright__browser_console_messages", | |
| "mcp__playwright__browser_handle_dialog", | |
| "mcp__playwright__browser_evaluate", | |
| "mcp__playwright__browser_file_upload", | |
| "mcp__playwright__browser_fill_form", | |
| "mcp__playwright__browser_install", | |
| "mcp__playwright__browser_press_key", | |
| "mcp__playwright__browser_type", | |
| "mcp__playwright__browser_navigate", | |
| "mcp__playwright__browser_navigate_back", | |
| "mcp__playwright__browser_network_requests", | |
| "mcp__playwright__browser_run_code", | |
| "mcp__playwright__browser_take_screenshot", | |
| "mcp__playwright__browser_snapshot", | |
| "mcp__playwright__browser_click", | |
| "mcp__playwright__browser_drag", | |
| "mcp__playwright__browser_hover", | |
| "mcp__playwright__browser_select_option", | |
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| "mcp_servers": [ | |
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| "name": "playwright", | |
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| [2026-02-07T18:27:16.391Z] [INFO] 📌 Session ID: 8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a | |
| [2026-02-07T18:27:16.391Z] [INFO] 📁 Log renamed to: /home/hive/8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a.log | |
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| "content": "title:\tкогда игрок светит фонариком прямо во врага он ослепляется\nstate:\tOPEN\nauthor:\tJhon-Crow\nlabels:\t\ncomments:\t0\nassignees:\t\nprojects:\t\nmilestone:\t\nnumber:\t584\n--\nкогда игрок в первый раз именно для этого врага светит фонариком прямо во врага он ослепляется на 200ms", | |
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| "stdout": "title:\tкогда игрок светит фонариком прямо во врага он ослепляется\nstate:\tOPEN\nauthor:\tJhon-Crow\nlabels:\t\ncomments:\t0\nassignees:\t\nprojects:\t\nmilestone:\t\nnumber:\t584\n--\nкогда игрок в первый раз именно для этого врага светит фонариком прямо во врага он ослепляется на 200ms", | |
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| [2026-02-07T18:27:23.434Z] [INFO] { | |
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| "content": "title:\tfeat: ослепление врагов фонариком (2с длительность, 20с кулдаун) (Issue #584)\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t600\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/600\nadditions:\t24367\ndeletions:\t18\nauto-merge:\tdisabled\n--\n## Summary\n\nРеализует механику ослепления врагов фонариком: когда игрок светит фонариком прямо во врага, враг ослепляется на **2 секунды**. Один и тот же враг **не может быть ослеплён повторно в течение 20 секунд** (кулдаун на врага).\n\nFixes Jhon-Crow/godot-topdown-MVP#584\n\n## Changes\n\n| File | Change |\n|------|--------|\n| `scripts/effects/flashlight_effect.gd` | Beam detection, enemy blinding, **2s duration**, **20s per-enemy cooldown** using timestamps, wall blocking, beam hit logging |\n| `scripts/autoload/status_effects_manager.gd` | **Bug fix**: `_find_sprite()` helper finds `EnemyModel/Body` instead of nonexistent `Sprite2D` — fixes yellow tint on blinded enemies |\n| `scripts/objects/enemy.gd` | `{BLINDED}` / `{STUNNED}` / `{BLINDED + STUNNED}` display in F7 debug label |\n| `tests/unit/test_flashlight_effect.gd` | 40+ unit tests for cone geometry, toggle behavior, **20s cooldown**, wall blocking, debug label format |\n| `tests/unit/test_status_effects_manager.gd` | Tests for `_find_sprite` fallback logic |\n| `docs/case-studies/issue-584/` | Case study analysis with game logs from user testing |\n\n## Implementation Details\n\n### Blindness Parameters\n- **Duration**: 2 seconds (changed from 200ms per reviewer feedback)\n- **Cooldown**: 20 seconds per enemy — same enemy cannot be blinded twice within 20s regardless of flashlight toggle\n- Cooldown uses `Time.get_ticks_msec()` timestamps (not per-activation tracking)\n\n### Beam Detection (`flashlight_effect.gd`)\n- `_physics_process` checks for enemies in the beam every physics frame\n- **Cone geometry**: 18-degree cone (9 degrees half-angle)\n- **Range check**: enemies must be within 600 pixels\n- **Line-of-sight check**: raycasts against obstacle layer (layer 3) so walls block the beam\n- **Per-enemy cooldown**: `_blinded_enemies` dict stores `{enemy_id: timestamp_msec}`, cooldown checked against `BLINDNESS_COOLDOWN` (20s)\n\n### Bug Fix: Visual Tint (`status_effects_manager.gd`)\n- `_find_sprite()` checks `Sprite2D` first, falls back to `EnemyModel/Body` (enemy structure)\n- Fixes yellow tint that was silently failing for all enemies\n\n### Debug Display (`enemy.gd`)\n- F7 debug label shows `{BLINDED}`, `{STUNNED}`, or `{BLINDED + STUNNED}`\n\n## Test Plan\n\n- [x] Flashlight beam detects enemies within the 18-degree cone angle\n- [x] Enemies are blinded for 2 seconds when first hit by the beam\n- [x] Same enemy cannot be blinded again within 20 seconds\n- [x] Cooldown persists across flashlight toggle (off/on does not reset it)\n- [x] Enemy can be blinded again after 20s cooldown expires\n- [x] Walls block the flashlight beam\n- [x] Yellow tint visual works on enemies (EnemyModel/Body sprite)\n- [x] F7 debug label shows BLINDED/STUNNED status\n- [x] All CI checks pass\n\n---\n*This PR was created with assistance from the AI issue solver*", | |
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| "stdout": "title:\tfeat: ослепление врагов фонариком (2с длительность, 20с кулдаун) (Issue #584)\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t600\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/600\nadditions:\t24367\ndeletions:\t18\nauto-merge:\tdisabled\n--\n## Summary\n\nРеализует механику ослепления врагов фонариком: когда игрок светит фонариком прямо во врага, враг ослепляется на **2 секунды**. Один и тот же враг **не может быть ослеплён повторно в течение 20 секунд** (кулдаун на врага).\n\nFixes Jhon-Crow/godot-topdown-MVP#584\n\n## Changes\n\n| File | Change |\n|------|--------|\n| `scripts/effects/flashlight_effect.gd` | Beam detection, enemy blinding, **2s duration**, **20s per-enemy cooldown** using timestamps, wall blocking, beam hit logging |\n| `scripts/autoload/status_effects_manager.gd` | **Bug fix**: `_find_sprite()` helper finds `EnemyModel/Body` instead of nonexistent `Sprite2D` — fixes yellow tint on blinded enemies |\n| `scripts/objects/enemy.gd` | `{BLINDED}` / `{STUNNED}` / `{BLINDED + STUNNED}` display in F7 debug label |\n| `tests/unit/test_flashlight_effect.gd` | 40+ unit tests for cone geometry, toggle behavior, **20s cooldown**, wall blocking, debug label format |\n| `tests/unit/test_status_effects_manager.gd` | Tests for `_find_sprite` fallback logic |\n| `docs/case-studies/issue-584/` | Case study analysis with game logs from user testing |\n\n## Implementation Details\n\n### Blindness Parameters\n- **Duration**: 2 seconds (changed from 200ms per reviewer feedback)\n- **Cooldown**: 20 seconds per enemy — same enemy cannot be blinded twice within 20s regardless of flashlight toggle\n- Cooldown uses `Time.get_ticks_msec()` timestamps (not per-activation tracking)\n\n### Beam Detection (`flashlight_effect.gd`)\n- `_physics_process` checks for enemies in the beam every physics frame\n- **Cone geometry**: 18-degree cone (9 degrees half-angle)\n- **Range check**: enemies must be within 600 pixels\n- **Line-of-sight check**: raycasts against obstacle layer (layer 3) so walls block the beam\n- **Per-enemy cooldown**: `_blinded_enemies` dict stores `{enemy_id: timestamp_msec}`, cooldown checked against `BLINDNESS_COOLDOWN` (20s)\n\n### Bug Fix: Visual Tint (`status_effects_manager.gd`)\n- `_find_sprite()` checks `Sprite2D` first, falls back to `EnemyModel/Body` (enemy structure)\n- Fixes yellow tint that was silently failing for all enemies\n\n### Debug Display (`enemy.gd`)\n- F7 debug label shows `{BLINDED}`, `{STUNNED}`, or `{BLINDED + STUNNED}`\n\n## Test Plan\n\n- [x] Flashlight beam detects enemies within the 18-degree cone angle\n- [x] Enemies are blinded for 2 seconds when first hit by the beam\n- [x] Same enemy cannot be blinded again within 20 seconds\n- [x] Cooldown persists across flashlight toggle (off/on does not reset it)\n- [x] Enemy can be blinded again after 20s cooldown expires\n- [x] Walls block the flashlight beam\n- [x] Yellow tint visual works on enemies (EnemyModel/Body sprite)\n- [x] F7 debug label shows BLINDED/STUNNED status\n- [x] All CI checks pass\n\n---\n*This PR was created with assistance from the AI issue solver*", | |
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"[{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864729264\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864729264\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864729264,\"node_id\":\"IC_kwDOQ35BQ87mWxaw\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T15:46:56Z\",\"updated_at\":\"2026-02-07T15:46:56Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $3.946958 USD\\n- Calculated by Anthropic: $2.489743 USD\\n- Difference: $-1.457215 (-36.92%)\\n📎 **Log file uploaded as Gist** (793KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/4dab12412b0d118408c2053432b56df8/raw/84dcd92e9541a7171465faae42d8927317153c31/solution-draft-log-pr-1770479211262.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864729264/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864743804\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864743804\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864743804,\"node_id\":\"IC_kwDOQ35BQ87mW098\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T15:58:20Z\",\"updated_at\":\"2026-02-07T15:58:20Z\",\"body\":\"не понимаю, вроде не работает\\r\\nдобавь отображение статуса в дебаг если ещё не добавил\\r\\n[game_log_20260207_185021.txt](https://github.com/user-attachments/files/25152923/game_log_20260207_185021.txt)\\r\\n[game_log_20260207_185352.txt](https://github.com/user-attachments/files/25152924/game_log_20260207_185352.txt)\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864743804/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864866467\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864866467\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864866467,\"node_id\":\"IC_kwDOQ35BQ87mXS6j\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:10:47Z\",\"updated_at\":\"2026-02-07T17:10:47Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T17:10:45.829Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864866467/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864897377\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864897377\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864897377,\"node_id\":\"IC_kwDOQ35BQ87mXadh\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:23:05Z\",\"updated_at\":\"2026-02-07T17:23:05Z\",\"body\":\"## Investigation Results\\n\\nAfter analyzing your game logs, the blinding mechanism **is actually working correctly** - the logs show 30+ successful `BLINDED applied` / `BLINDED removed` events across multiple enemies (Enemy1-Enemy9).\\n\\n### Why it seemed like it wasn't working\\n\\nThree bugs were preventing visible feedback:\\n\\n1. **Yellow tint visual never applied** — `StatusEffectsManager` looked for `entity.get_node_or_null(\\\"Sprite2D\\\")`, but enemies have sprites at `EnemyModel/Body`, not as a direct `Sprite2D` child. The tint was silently failing. **Fixed** with `_find_sprite()` helper that correctly finds `EnemyModel/Body`.\\n\\n2. **No debug status in F7 label** — the debug label showed AI state (IDLE, COMBAT, etc.) but not BLINDED/STUNNED status. **Fixed** — now shows `{BLINDED}`, `{STUNNED}`, or `{BLINDED + STUNNED}` in the debug label.\\n\\n3. **No flashlight beam logging** — there was no log entry when the beam hit an enemy. **Fixed** — now logs `[FlashlightEffect] Beam hit EnemyX at distance Y, applying blindness for 0.2s`.\\n\\n### Case study\\n\\nFull analysis with game logs saved to `docs/case-studies/issue-584/`.\\n\\nAll 6 CI checks are passing.\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864897377/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864898363\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864898363\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864898363,\"node_id\":\"IC_kwDOQ35BQ87mXas7\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:23:49Z\",\"updated_at\":\"2026-02-07T17:23:49Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $8.845372 USD\\n- Calculated by Anthropic: $5.733692 USD\\n- Difference: $-3.111681 (-35.18%)\\n📎 **Log file uploaded as Gist** (1982KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/1618ebbf28cb3ae00eac56d4b769fc3c/raw/50ab15cc56871113ede41c0a8189fc756dd83b35/solution-draft-log-pr-1770485023228.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864898363/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864984947\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864984947\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864984947,\"node_id\":\"IC_kwDOQ35BQ87mXv1z\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:59:04Z\",\"updated_at\":\"2026-02-07T17:59:04Z\",\"body\":\"1. одного и того же врага должно быть нельзя ослепить 2 раза за 20 секунд.\\r\\n2. сделай длительность ослепления 2 секунды.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864984947/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864987369\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864987369\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864987369,\"node_id\":\"IC_kwDOQ35BQ87mXwbp\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:59:53Z\",\"updated_at\":\"2026-02-07T17:59:53Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T17:59:51.988Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864987369/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865018729\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3865018729\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3865018729,\"node_id\":\"IC_kwDOQ35BQ87mX4Fp\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:10:23Z\",\"updated_at\":\"2026-02-07T18:10:23Z\",\"body\":\"## Changes Applied (per feedback)\\n\\nBased on your feedback:\\n\\n1. **Длительность ослепления: 2 секунды** (было 200ms) — `BLINDNESS_DURATION = 2.0`\\n2. **Кулдаун 20 секунд на врага** — один и тот же враг не может быть ослеплён повторно в течение 20 секунд, даже если фонарик выключить и включить заново. Кулдаун основан на `Time.get_ticks_msec()` (таймстемпы), а не на переключении фонарика.\\n\\n### What changed\\n- `scripts/effects/flashlight_effect.gd`: `BLINDNESS_DURATION` → 2.0, added `BLINDNESS_COOLDOWN = 20.0`, `_blinded_enemies` now stores timestamps\\n- `tests/unit/test_flashlight_effect.gd`: Updated all tests for new duration/cooldown behavior, added new tests for cooldown verification\\n\\nAll 6 CI checks passing.\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865018729/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865019617\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3865019617\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3865019617,\"node_id\":\"IC_kwDOQ35BQ87mX4Th\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:10:50Z\",\"updated_at\":\"2026-02-07T18:10:50Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $6.508769 USD\\n- Calculated by Anthropic: $12.160629 USD\\n- Difference: $5.651860 (+86.83%)\\n📎 **Log file uploaded as Gist** (1983KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/087b75f85974949d59a46c392beb4904/raw/87383fc6eedc65111127097f85bf51ce16d9f9b0/solution-draft-log-pr-1770487844601.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865019617/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865043620\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3865043620\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3865043620,\"node_id\":\"IC_kwDOQ35BQ87mX-Kk\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:25:58Z\",\"updated_at\":\"2026-02-07T18:25:58Z\",\"body\":\"фонарик перестал работать.\\r\\n[game_log_20260207_212501.txt](https://github.com/user-attachments/files/25154115/game_log_20260207_212501.txt)\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865043620/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865045165\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3865045165\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3865045165,\"node_id\":\"IC_kwDOQ35BQ87mX-it\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:27:04Z\",\"updated_at\":\"2026-02-07T18:27:04Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T18:27:02.991Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865045165/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null}]", | |
| "is_error": false | |
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| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "a3e956d2-aa16-4de6-b3ea-b0c90d8f71c2", | |
| "tool_use_result": { | |
| "stdout": "[{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864729264\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864729264\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864729264,\"node_id\":\"IC_kwDOQ35BQ87mWxaw\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T15:46:56Z\",\"updated_at\":\"2026-02-07T15:46:56Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $3.946958 USD\\n- Calculated by Anthropic: $2.489743 USD\\n- Difference: $-1.457215 (-36.92%)\\n📎 **Log file uploaded as Gist** (793KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/4dab12412b0d118408c2053432b56df8/raw/84dcd92e9541a7171465faae42d8927317153c31/solution-draft-log-pr-1770479211262.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864729264/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864743804\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864743804\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864743804,\"node_id\":\"IC_kwDOQ35BQ87mW098\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T15:58:20Z\",\"updated_at\":\"2026-02-07T15:58:20Z\",\"body\":\"не понимаю, вроде не работает\\r\\nдобавь отображение статуса в дебаг если ещё не добавил\\r\\n[game_log_20260207_185021.txt](https://github.com/user-attachments/files/25152923/game_log_20260207_185021.txt)\\r\\n[game_log_20260207_185352.txt](https://github.com/user-attachments/files/25152924/game_log_20260207_185352.txt)\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864743804/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864866467\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864866467\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864866467,\"node_id\":\"IC_kwDOQ35BQ87mXS6j\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:10:47Z\",\"updated_at\":\"2026-02-07T17:10:47Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T17:10:45.829Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864866467/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864897377\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864897377\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864897377,\"node_id\":\"IC_kwDOQ35BQ87mXadh\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:23:05Z\",\"updated_at\":\"2026-02-07T17:23:05Z\",\"body\":\"## Investigation Results\\n\\nAfter analyzing your game logs, the blinding mechanism **is actually working correctly** - the logs show 30+ successful `BLINDED applied` / `BLINDED removed` events across multiple enemies (Enemy1-Enemy9).\\n\\n### Why it seemed like it wasn't working\\n\\nThree bugs were preventing visible feedback:\\n\\n1. **Yellow tint visual never applied** — `StatusEffectsManager` looked for `entity.get_node_or_null(\\\"Sprite2D\\\")`, but enemies have sprites at `EnemyModel/Body`, not as a direct `Sprite2D` child. The tint was silently failing. **Fixed** with `_find_sprite()` helper that correctly finds `EnemyModel/Body`.\\n\\n2. **No debug status in F7 label** — the debug label showed AI state (IDLE, COMBAT, etc.) but not BLINDED/STUNNED status. **Fixed** — now shows `{BLINDED}`, `{STUNNED}`, or `{BLINDED + STUNNED}` in the debug label.\\n\\n3. **No flashlight beam logging** — there was no log entry when the beam hit an enemy. **Fixed** — now logs `[FlashlightEffect] Beam hit EnemyX at distance Y, applying blindness for 0.2s`.\\n\\n### Case study\\n\\nFull analysis with game logs saved to `docs/case-studies/issue-584/`.\\n\\nAll 6 CI checks are passing.\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864897377/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864898363\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864898363\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864898363,\"node_id\":\"IC_kwDOQ35BQ87mXas7\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:23:49Z\",\"updated_at\":\"2026-02-07T17:23:49Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $8.845372 USD\\n- Calculated by Anthropic: $5.733692 USD\\n- Difference: $-3.111681 (-35.18%)\\n📎 **Log file uploaded as Gist** (1982KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/1618ebbf28cb3ae00eac56d4b769fc3c/raw/50ab15cc56871113ede41c0a8189fc756dd83b35/solution-draft-log-pr-1770485023228.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864898363/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864984947\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864984947\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864984947,\"node_id\":\"IC_kwDOQ35BQ87mXv1z\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:59:04Z\",\"updated_at\":\"2026-02-07T17:59:04Z\",\"body\":\"1. одного и того же врага должно быть нельзя ослепить 2 раза за 20 секунд.\\r\\n2. сделай длительность ослепления 2 секунды.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864984947/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864987369\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3864987369\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3864987369,\"node_id\":\"IC_kwDOQ35BQ87mXwbp\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:59:53Z\",\"updated_at\":\"2026-02-07T17:59:53Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T17:59:51.988Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864987369/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865018729\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3865018729\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3865018729,\"node_id\":\"IC_kwDOQ35BQ87mX4Fp\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:10:23Z\",\"updated_at\":\"2026-02-07T18:10:23Z\",\"body\":\"## Changes Applied (per feedback)\\n\\nBased on your feedback:\\n\\n1. **Длительность ослепления: 2 секунды** (было 200ms) — `BLINDNESS_DURATION = 2.0`\\n2. **Кулдаун 20 секунд на врага** — один и тот же враг не может быть ослеплён повторно в течение 20 секунд, даже если фонарик выключить и включить заново. Кулдаун основан на `Time.get_ticks_msec()` (таймстемпы), а не на переключении фонарика.\\n\\n### What changed\\n- `scripts/effects/flashlight_effect.gd`: `BLINDNESS_DURATION` → 2.0, added `BLINDNESS_COOLDOWN = 20.0`, `_blinded_enemies` now stores timestamps\\n- `tests/unit/test_flashlight_effect.gd`: Updated all tests for new duration/cooldown behavior, added new tests for cooldown verification\\n\\nAll 6 CI checks passing.\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865018729/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865019617\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3865019617\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3865019617,\"node_id\":\"IC_kwDOQ35BQ87mX4Th\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:10:50Z\",\"updated_at\":\"2026-02-07T18:10:50Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $6.508769 USD\\n- Calculated by Anthropic: $12.160629 USD\\n- Difference: $5.651860 (+86.83%)\\n📎 **Log file uploaded as Gist** (1983KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/087b75f85974949d59a46c392beb4904/raw/87383fc6eedc65111127097f85bf51ce16d9f9b0/solution-draft-log-pr-1770487844601.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865019617/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865043620\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/600#issuecomment-3865043620\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/600\",\"id\":3865043620,\"node_id\":\"IC_kwDOQ35BQ87mX-Kk\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:25:58Z\",\"updated_at\":\"2026-02-07T18:25:58Z\",\"body\":\"фонарик перестал работать.\\r\\n[game_log_20260207_212501.txt](https://github.com/user-attachments/files/25154115/game_log_20260207_212501.txt)\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible 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| [2026-02-07T18:27:55.636Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_019tofGKJTk7BUnrTCUmvXVT", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_013htDh691SvCUCojGXayAXH", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/game_log_20260207_212501.txt", | |
| "limit": 500 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 354, | |
| "cache_read_input_tokens": 38321, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 354 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "3e0ad3f6-556f-41f0-91af-fb3702e62d29" | |
| } | |
| [2026-02-07T18:27:56.055Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_013htDh691SvCUCojGXayAXH", | |
| "type": "tool_result", | |
| "content": " 1→[21:25:01] [INFO] ============================================================\n 2→[21:25:01] [INFO] GAME LOG STARTED\n 3→[21:25:01] [INFO] ============================================================\n 4→[21:25:01] [INFO] Timestamp: 2026-02-07T21:25:01\n 5→[21:25:01] [INFO] Log file: I:/Загрузки/godot exe/фанарик/game_log_20260207_212501.txt\n 6→[21:25:01] [INFO] Executable: I:/Загрузки/godot exe/фанарик/Godot-Top-Down-Template.exe\n 7→[21:25:01] [INFO] OS: Windows\n 8→[21:25:01] [INFO] Debug build: false\n 9→[21:25:01] [INFO] Engine version: 4.3-stable (official)\n 10→[21:25:01] [INFO] Project: Godot Top-Down Template\n 11→[21:25:01] [INFO] ------------------------------------------------------------\n 12→[21:25:01] [INFO] [GameManager] GameManager ready\n 13→[21:25:01] [INFO] [ScoreManager] ScoreManager ready\n 14→[21:25:01] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n 15→[21:25:01] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n 16→[21:25:01] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n 17→[21:25:01] [INFO] [ImpactEffects] Starting particle shader warmup (Issue #343 fix)...\n 18→[21:25:01] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 19→[21:25:01] [INFO] [PenultimateHit] Saturation shader loaded successfully\n 20→[21:25:01] [INFO] [PenultimateHit] Starting shader warmup (Issue #343 fix)...\n 21→[21:25:01] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n 22→[21:25:01] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n 23→[21:25:01] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n 24→[21:25:01] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n 25→[21:25:01] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n 26→[21:25:01] [INFO] [LastChance] Resetting all effects (scene change detected)\n 27→[21:25:01] [INFO] [LastChance] Last chance shader loaded successfully\n 28→[21:25:01] [INFO] [LastChance] Starting shader warmup (Issue #343 fix)...\n 29→[21:25:01] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n 30→[21:25:01] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n 31→[21:25:01] [INFO] [LastChance] Sepia intensity: 0.70\n 32→[21:25:01] [INFO] [LastChance] Brightness: 0.60\n 33→[21:25:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n 34→[21:25:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n 35→[21:25:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/DefensiveGrenade.tscn\n 36→[21:25:01] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV: true, Complex grenades: false, AI prediction: true, Debug: true, Invincibility: true, Realistic visibility: false\n 37→[21:25:01] [INFO] [CinemaEffects] CinemaEffectsManager initializing (v5.3 - overlay approach with simplified death circle)...\n 38→[21:25:01] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n 39→[21:25:01] [INFO] [CinemaEffects] Created effects layer at layer 99\n 40→[21:25:01] [INFO] [CinemaEffects] Cinema shader loaded successfully (v5.0 - no screen_texture)\n 41→[21:25:01] [INFO] [CinemaEffects] Starting cinema shader warmup (Issue #343 fix)...\n 42→[21:25:01] [INFO] [CinemaEffects] Cinema film effect initialized (v5.3) - Configuration:\n 43→[21:25:01] [INFO] [CinemaEffects] Approach: Overlay-based (no screen_texture)\n 44→[21:25:01] [INFO] [CinemaEffects] Grain intensity: 0.15\n 45→[21:25:01] [INFO] [CinemaEffects] Warm tint: 0.12 intensity\n 46→[21:25:01] [INFO] [CinemaEffects] Sunny effect: 0.08 intensity\n 47→[21:25:01] [INFO] [CinemaEffects] Vignette: 0.25 intensity\n 48→[21:25:01] [INFO] [CinemaEffects] Film defects: 1.5% probability\n 49→[21:25:01] [INFO] [CinemaEffects] White specks: 0.70 intensity, 4.0% probability\n 50→[21:25:01] [INFO] [CinemaEffects] Death effects: cigarette burn + expanding spots + end of reel circle (160px, blinks 2x)\n 51→[21:25:01] [INFO] [CinemaEffects] Enabling effect after 1 frame(s)...\n 52→[21:25:01] [INFO] [GrenadeTimerHelper] Autoload ready\n 53→[21:25:01] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 54→[21:25:01] [INFO] [PowerFantasy] Saturation shader loaded successfully\n 55→[21:25:01] [INFO] [PowerFantasy] PowerFantasyEffectsManager ready - Configuration:\n 56→[21:25:01] [INFO] [PowerFantasy] Kill effect duration: 300ms\n 57→[21:25:01] [INFO] [PowerFantasy] Grenade effect duration: 2000ms (2.0s)\n 58→[21:25:01] [INFO] [ProgressManager] ProgressManager ready, loaded 5 entries\n 59→[21:25:01] [INFO] [ReplayManager] ReplayManager ready (C# version loaded and _Ready called)\n 60→[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 61→[21:25:01] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 62→[21:25:01] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 63→[21:25:01] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 64→[21:25:01] [ENEMY] [Enemy1] Death animation component initialized\n 65→[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 66→[21:25:01] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 67→[21:25:01] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 68→[21:25:01] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 69→[21:25:01] [ENEMY] [Enemy2] Death animation component initialized\n 70→[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 71→[21:25:01] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 72→[21:25:01] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 73→[21:25:01] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 74→[21:25:01] [ENEMY] [Enemy3] Death animation component initialized\n 75→[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 76→[21:25:01] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 77→[21:25:01] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 78→[21:25:01] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 79→[21:25:01] [ENEMY] [Enemy4] Death animation component initialized\n 80→[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 81→[21:25:01] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 82→[21:25:01] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 83→[21:25:01] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 84→[21:25:01] [ENEMY] [Enemy5] Death animation component initialized\n 85→[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 86→[21:25:01] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 87→[21:25:01] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n 88→[21:25:01] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 89→[21:25:01] [ENEMY] [Enemy6] Death animation component initialized\n 90→[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 91→[21:25:01] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 92→[21:25:01] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n 93→[21:25:01] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 94→[21:25:01] [ENEMY] [Enemy7] Death animation component initialized\n 95→[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 96→[21:25:01] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 97→[21:25:01] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n 98→[21:25:01] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n 99→[21:25:01] [ENEMY] [Enemy8] Death animation component initialized\n 100→[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 101→[21:25:01] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n 102→[21:25:01] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n 103→[21:25:01] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n 104→[21:25:01] [ENEMY] [Enemy9] Death animation component initialized\n 105→[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 106→[21:25:01] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n 107→[21:25:01] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n 108→[21:25:01] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n 109→[21:25:01] [ENEMY] [Enemy10] Death animation component initialized\n 110→[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 111→[21:25:01] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 112→[21:25:01] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 113→[21:25:01] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 114→[21:25:01] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 115→[21:25:01] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 116→[21:25:01] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 117→[21:25:01] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 118→[21:25:01] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 119→[21:25:01] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 120→[21:25:01] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 121→[21:25:01] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 122→[21:25:01] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n 123→[21:25:01] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 10/10\n 124→[21:25:01] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 125→[21:25:01] [INFO] [BloodDecal] Blood puddle created at (640, 360) (added to group)\n 126→[21:25:01] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n 127→[21:25:01] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n 128→[21:25:01] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n 129→[21:25:01] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n 130→[21:25:01] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n 131→[21:25:01] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n 132→[21:25:01] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n 133→[21:25:01] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n 134→[21:25:01] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n 135→[21:25:01] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n 136→[21:25:01] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n 137→[21:25:01] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n 138→[21:25:01] [INFO] [BuildingLevel] Setting up weapon: makarov_pm\n 139→[21:25:01] [INFO] [ScoreManager] Level started with 10 enemies\n 140→[21:25:01] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n 141→[21:25:01] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n 142→[21:25:01] [INFO] [ReplayManager] Replay data cleared\n 143→[21:25:01] [INFO] [BuildingLevel] Previous replay data cleared\n 144→[21:25:01] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n 145→[21:25:01] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n 146→[21:25:01] [INFO] [ReplayManager] Level: BuildingLevel\n 147→[21:25:01] [INFO] [ReplayManager] Player: Player (valid: True)\n 148→[21:25:01] [INFO] [ReplayManager] Enemies count: 10\n 149→[21:25:01] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n 150→[21:25:01] [INFO] [ReplayManager] Enemy 0: Enemy1\n 151→[21:25:01] [INFO] [ReplayManager] Enemy 1: Enemy2\n 152→[21:25:01] [INFO] [ReplayManager] Enemy 2: Enemy3\n 153→[21:25:01] [INFO] [ReplayManager] Enemy 3: Enemy4\n 154→[21:25:01] [INFO] [ReplayManager] Enemy 4: Enemy5\n 155→[21:25:01] [INFO] [ReplayManager] Enemy 5: Enemy6\n 156→[21:25:01] [INFO] [ReplayManager] Enemy 6: Enemy7\n 157→[21:25:01] [INFO] [ReplayManager] Enemy 7: Enemy8\n 158→[21:25:01] [INFO] [ReplayManager] Enemy 8: Enemy9\n 159→[21:25:01] [INFO] [ReplayManager] Enemy 9: Enemy10\n 160→[21:25:01] [INFO] [BuildingLevel] Replay recording started successfully\n 161→[21:25:01] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n 162→[21:25:01] [INFO] [CinemaEffects] Found player node: Player\n 163→[21:25:01] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 164→[21:25:01] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 165→[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 1)\n 166→[21:25:01] [ENEMY] [Enemy1] Registered as sound listener\n 167→[21:25:01] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 4, behavior: GUARD\n 168→[21:25:01] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 169→[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 2)\n 170→[21:25:01] [ENEMY] [Enemy2] Registered as sound listener\n 171→[21:25:01] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 4, behavior: GUARD\n 172→[21:25:01] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 173→[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 3)\n 174→[21:25:01] [ENEMY] [Enemy3] Registered as sound listener\n 175→[21:25:01] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 2, behavior: GUARD\n 176→[21:25:01] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 177→[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 4)\n 178→[21:25:01] [ENEMY] [Enemy4] Registered as sound listener\n 179→[21:25:01] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 3, behavior: GUARD\n 180→[21:25:01] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 181→[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 5)\n 182→[21:25:01] [ENEMY] [Enemy5] Registered as sound listener\n 183→[21:25:01] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 3, behavior: GUARD\n 184→[21:25:01] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n 185→[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 6)\n 186→[21:25:01] [ENEMY] [Enemy6] Registered as sound listener\n 187→[21:25:01] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 3, behavior: GUARD\n 188→[21:25:01] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n 189→[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 7)\n 190→[21:25:01] [ENEMY] [Enemy7] Registered as sound listener\n 191→[21:25:01] [ENEMY] [Enemy7] Spawned at (1606.114, 893.8859), hp: 3, behavior: PATROL\n 192→[21:25:01] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n 193→[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 8)\n 194→[21:25:01] [ENEMY] [Enemy8] Registered as sound listener\n 195→[21:25:01] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 4, behavior: GUARD\n 196→[21:25:01] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n 197→[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 9)\n 198→[21:25:01] [ENEMY] [Enemy9] Registered as sound listener\n 199→[21:25:01] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 3, behavior: GUARD\n 200→[21:25:01] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n 201→[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 10)\n 202→[21:25:01] [ENEMY] [Enemy10] Registered as sound listener\n 203→[21:25:01] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 3, behavior: PATROL\n 204→[21:25:01] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 205→[21:25:01] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n 206→[21:25:01] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=292.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n 207→[21:25:01] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 208→[21:25:01] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 209→[21:25:01] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 210→[21:25:01] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=303.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 211→[21:25:01] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=168.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 212→[21:25:01] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=180.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n 213→[21:25:01] [INFO] [Player] Detecting weapon pose (frame 3)...\n 214→[21:25:01] [INFO] [Player] Detected weapon: Makarov PM (Pistol pose)\n 215→[21:25:01] [INFO] [Player] Applied Pistol arm pose: Left=(16, 6), Right=(4, 6)\n 216→[21:25:01] [INFO] [PenultimateHit] Shader warmup complete in 445 ms\n 217→[21:25:01] [INFO] [LastChance] Shader warmup complete in 444 ms\n 218→[21:25:01] [INFO] [CinemaEffects] Cinema shader warmup complete in 390 ms\n 219→[21:25:01] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 220→[21:25:01] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 221→[21:25:01] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 222→[21:25:01] [INFO] [LastChance] Found player: Player\n 223→[21:25:01] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 224→[21:25:01] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 225→[21:25:01] [INFO] [LastChance] Connected to player Died signal (C#)\n 226→[21:25:01] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 227→[21:25:02] [INFO] [ImpactEffects] Particle shader warmup complete: 7 effects warmed up in 723 ms\n 228→[21:25:02] [INFO] [Player.Debug] Debug mode toggled: ON\n 229→[21:25:02] [INFO] [GameManager] Debug mode toggled: ON\n 230→[21:25:02] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=10\n 231→[21:25:03] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 232→[21:25:03] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n 233→[21:25:03] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1122), corner_timer=0.30\n 234→[21:25:03] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1122), corner_timer=0.30\n 235→[21:25:03] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=10\n 236→[21:25:04] [INFO] [PauseMenu] Armory button pressed\n 237→[21:25:04] [INFO] [PauseMenu] Creating new armory menu instance\n 238→[21:25:04] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n 239→[21:25:04] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n 240→[21:25:04] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n 241→[21:25:04] [INFO] [PauseMenu] back_pressed signal exists on instance\n 242→[21:25:04] [INFO] [PauseMenu] back_pressed signal connected\n 243→[21:25:04] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n 244→[21:25:04] [INFO] [PauseMenu] _populate_weapon_grid method exists\n 245→[21:25:04] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=10\n 246→[21:25:05] [INFO] [ActiveItemManager] Active item changed from None to Flashlight\n 247→[21:25:05] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 248→[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 249→[21:25:05] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 250→[21:25:05] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 251→[21:25:05] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 252→[21:25:05] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 253→[21:25:05] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 254→[21:25:05] [INFO] [LastChance] Resetting all effects (scene change detected)\n 255→[21:25:05] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n 256→[21:25:05] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 257→[21:25:05] [ENEMY] [Enemy1] Death animation component initialized\n 258→[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 259→[21:25:05] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 260→[21:25:05] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 261→[21:25:05] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 262→[21:25:05] [ENEMY] [Enemy2] Death animation component initialized\n 263→[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 264→[21:25:05] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 265→[21:25:05] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 266→[21:25:05] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 267→[21:25:05] [ENEMY] [Enemy3] Death animation component initialized\n 268→[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 269→[21:25:05] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 270→[21:25:05] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 271→[21:25:05] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 272→[21:25:05] [ENEMY] [Enemy4] Death animation component initialized\n 273→[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 274→[21:25:05] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 275→[21:25:05] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 276→[21:25:05] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 277→[21:25:05] [ENEMY] [Enemy5] Death animation component initialized\n 278→[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 279→[21:25:05] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 280→[21:25:05] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n 281→[21:25:05] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 282→[21:25:05] [ENEMY] [Enemy6] Death animation component initialized\n 283→[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 284→[21:25:05] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 285→[21:25:05] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n 286→[21:25:05] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 287→[21:25:05] [ENEMY] [Enemy7] Death animation component initialized\n 288→[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 289→[21:25:05] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 290→[21:25:05] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n 291→[21:25:05] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n 292→[21:25:05] [ENEMY] [Enemy8] Death animation component initialized\n 293→[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 294→[21:25:05] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n 295→[21:25:05] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n 296→[21:25:05] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n 297→[21:25:05] [INFO] [EnemyGrenade] Initialized: 1 grenades\n 298→[21:25:05] [ENEMY] [Enemy9] Death animation component initialized\n 299→[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 300→[21:25:05] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n 301→[21:25:05] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n 302→[21:25:05] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n 303→[21:25:05] [ENEMY] [Enemy10] Death animation component initialized\n 304→[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 305→[21:25:05] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 306→[21:25:05] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 307→[21:25:05] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 308→[21:25:05] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 309→[21:25:05] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 310→[21:25:05] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 311→[21:25:05] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 312→[21:25:05] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 313→[21:25:05] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 314→[21:25:05] [INFO] [Player.Debug] Connected to GameManager, debug mode: True\n 315→[21:25:05] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 316→[21:25:05] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n 317→[21:25:05] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n 318→[21:25:05] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 10/10\n 319→[21:25:05] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 320→[21:25:05] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n 321→[21:25:05] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n 322→[21:25:05] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n 323→[21:25:05] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n 324→[21:25:05] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n 325→[21:25:05] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n 326→[21:25:05] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n 327→[21:25:05] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n 328→[21:25:05] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n 329→[21:25:05] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n 330→[21:25:05] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n 331→[21:25:05] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n 332→[21:25:05] [INFO] [BuildingLevel] Setting up weapon: makarov_pm\n 333→[21:25:05] [INFO] [ScoreManager] Level started with 10 enemies\n 334→[21:25:05] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n 335→[21:25:05] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n 336→[21:25:05] [INFO] [ReplayManager] Replay data cleared\n 337→[21:25:05] [INFO] [BuildingLevel] Previous replay data cleared\n 338→[21:25:05] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n 339→[21:25:05] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n 340→[21:25:05] [INFO] [ReplayManager] Level: BuildingLevel\n 341→[21:25:05] [INFO] [ReplayManager] Player: Player (valid: True)\n 342→[21:25:05] [INFO] [ReplayManager] Enemies count: 10\n 343→[21:25:05] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n 344→[21:25:05] [INFO] [ReplayManager] Enemy 0: Enemy1\n 345→[21:25:05] [INFO] [ReplayManager] Enemy 1: Enemy2\n 346→[21:25:05] [INFO] [ReplayManager] Enemy 2: Enemy3\n 347→[21:25:05] [INFO] [ReplayManager] Enemy 3: Enemy4\n 348→[21:25:05] [INFO] [ReplayManager] Enemy 4: Enemy5\n 349→[21:25:05] [INFO] [ReplayManager] Enemy 5: Enemy6\n 350→[21:25:05] [INFO] [ReplayManager] Enemy 6: Enemy7\n 351→[21:25:05] [INFO] [ReplayManager] Enemy 7: Enemy8\n 352→[21:25:05] [INFO] [ReplayManager] Enemy 8: Enemy9\n 353→[21:25:05] [INFO] [ReplayManager] Enemy 9: Enemy10\n 354→[21:25:05] [INFO] [BuildingLevel] Replay recording started successfully\n 355→[21:25:05] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 356→[21:25:05] [INFO] [CinemaEffects] Found player node: Player\n 357→[21:25:05] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 358→[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 11)\n 359→[21:25:05] [ENEMY] [Enemy1] Registered as sound listener\n 360→[21:25:05] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 2, behavior: GUARD\n 361→[21:25:05] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 362→[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 12)\n 363→[21:25:05] [ENEMY] [Enemy2] Registered as sound listener\n 364→[21:25:05] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 3, behavior: GUARD\n 365→[21:25:05] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 366→[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 13)\n 367→[21:25:05] [ENEMY] [Enemy3] Registered as sound listener\n 368→[21:25:05] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 2, behavior: GUARD\n 369→[21:25:05] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 370→[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 14)\n 371→[21:25:05] [ENEMY] [Enemy4] Registered as sound listener\n 372→[21:25:05] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 2, behavior: GUARD\n 373→[21:25:05] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 374→[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 15)\n 375→[21:25:05] [ENEMY] [Enemy5] Registered as sound listener\n 376→[21:25:05] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 2, behavior: GUARD\n 377→[21:25:05] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n 378→[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 16)\n 379→[21:25:05] [ENEMY] [Enemy6] Registered as sound listener\n 380→[21:25:05] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 4, behavior: GUARD\n 381→[21:25:05] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n 382→[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 17)\n 383→[21:25:05] [ENEMY] [Enemy7] Registered as sound listener\n 384→[21:25:05] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 3, behavior: PATROL\n 385→[21:25:05] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n 386→[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 18)\n 387→[21:25:05] [ENEMY] [Enemy8] Registered as sound listener\n 388→[21:25:05] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 4, behavior: GUARD\n 389→[21:25:05] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n 390→[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 19)\n 391→[21:25:05] [ENEMY] [Enemy9] Registered as sound listener\n 392→[21:25:05] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 3, behavior: GUARD\n 393→[21:25:05] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n 394→[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 20)\n 395→[21:25:05] [ENEMY] [Enemy10] Registered as sound listener\n 396→[21:25:05] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 2, behavior: PATROL\n 397→[21:25:05] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 398→[21:25:06] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n 399→[21:25:06] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=326.3°, current=0.0°, player=(450,1249), corner_timer=0.00\n 400→[21:25:06] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1249), corner_timer=0.00\n 401→[21:25:06] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=281.3°, current=0.0°, player=(450,1249), corner_timer=0.00\n 402→[21:25:06] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1249), corner_timer=0.00\n 403→[21:25:06] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=101.3°, current=0.0°, player=(450,1249), corner_timer=0.00\n 404→[21:25:06] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=56.3°, current=0.0°, player=(450,1249), corner_timer=0.00\n 405→[21:25:06] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=303.8°, current=0.0°, player=(450,1249), corner_timer=0.00\n 406→[21:25:06] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1249), corner_timer=0.00\n 407→[21:25:06] [INFO] [Player] Detecting weapon pose (frame 3)...\n 408→[21:25:06] [INFO] [Player] Detected weapon: Makarov PM (Pistol pose)\n 409→[21:25:06] [INFO] [Player] Applied Pistol arm pose: Left=(16, 6), Right=(4, 6)\n 410→[21:25:06] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 411→[21:25:06] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 412→[21:25:06] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 413→[21:25:06] [INFO] [LastChance] Found player: Player\n 414→[21:25:06] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 415→[21:25:06] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 416→[21:25:06] [INFO] [LastChance] Connected to player Died signal (C#)\n 417→[21:25:06] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 418→[21:25:06] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=10\n 419→[21:25:07] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 420→[21:25:07] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n 421→[21:25:07] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,781), corner_timer=0.30\n 422→[21:25:07] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,781), corner_timer=0.30\n 423→[21:25:07] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=4.3°, current=58.7°, player=(450,740), corner_timer=-0.02\n 424→[21:25:07] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 425→[21:25:07] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=50.4°, player=(450,740), corner_timer=-0.02\n 426→[21:25:07] [ENEMY] [Enemy10] PATROL corner check: angle 14.3°\n 427→[21:25:07] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=94.3°, current=55.9°, player=(450,740), corner_timer=0.30\n 428→[21:25:07] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=14.3°, current=52.7°, player=(450,740), corner_timer=0.30\n 429→[21:25:07] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=10\n 430→[21:25:08] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=14.0°, player=(450,740), corner_timer=-0.02\n 431→[21:25:08] [ENEMY] [Enemy10] PATROL corner check: angle 7.0°\n 432→[21:25:08] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=7.0°, current=16.7°, player=(450,740), corner_timer=0.30\n 433→[21:25:08] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=6.9°, player=(450,740), corner_timer=-0.02\n 434→[21:25:08] [ENEMY] [Enemy10] PATROL corner check: angle 3.5°\n 435→[21:25:08] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=3.5°, current=9.6°, player=(450,740), corner_timer=0.30\n 436→[21:25:08] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=3.5°, player=(450,740), corner_timer=-0.02\n 437→[21:25:08] [ENEMY] [Enemy10] PATROL corner check: angle 1.8°\n 438→[21:25:08] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=1.8°, current=6.3°, player=(450,740), corner_timer=0.30\n 439→[21:25:08] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=10\n 440→[21:25:09] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=1.8°, player=(450,740), corner_timer=-0.02\n 441→[21:25:09] [ENEMY] [Enemy10] PATROL corner check: angle 0.9°\n 442→[21:25:09] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=0.9°, current=4.6°, player=(450,740), corner_timer=0.30\n 443→[21:25:09] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n 444→[21:25:09] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=-130.1°, player=(450,740), corner_timer=-0.02\n 445→[21:25:09] [ENEMY] [Enemy7] PATROL corner check: angle 90.0°\n 446→[21:25:09] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=90.0°, current=-133.0°, player=(450,740), corner_timer=0.30\n 447→[21:25:09] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 448→[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 449→[21:25:09] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 450→[21:25:09] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 451→[21:25:09] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 452→[21:25:09] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 453→[21:25:09] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 454→[21:25:09] [INFO] [LastChance] Resetting all effects (scene change detected)\n 455→[21:25:09] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n 456→[21:25:09] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 457→[21:25:09] [ENEMY] [Enemy1] Death animation component initialized\n 458→[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 459→[21:25:09] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 460→[21:25:09] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 461→[21:25:09] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 462→[21:25:09] [ENEMY] [Enemy2] Death animation component initialized\n 463→[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 464→[21:25:09] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 465→[21:25:09] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 466→[21:25:09] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 467→[21:25:09] [ENEMY] [Enemy3] Death animation component initialized\n 468→[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 469→[21:25:09] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 470→[21:25:09] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 471→[21:25:09] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 472→[21:25:09] [ENEMY] [Enemy4] Death animation component initialized\n 473→[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 474→[21:25:09] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 475→[21:25:09] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 476→[21:25:09] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 477→[21:25:09] [ENEMY] [Enemy5] Death animation component initialized\n 478→[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 479→[21:25:09] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 480→[21:25:09] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n 481→[21:25:09] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 482→[21:25:09] [ENEMY] [Enemy6] Death animation component initialized\n 483→[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 484→[21:25:09] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 485→[21:25:09] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n 486→[21:25:09] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 487→[21:25:09] [ENEMY] [Enemy7] Death animation component initialized\n 488→[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 489→[21:25:09] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 490→[21:25:09] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n 491→[21:25:09] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n 492→[21:25:09] [INFO] [EnemyGrenade] Initialized: 1 grenades\n 493→[21:25:09] [ENEMY] [Enemy8] Death animation component initialized\n 494→[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 495→[21:25:09] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n 496→[21:25:09] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n 497→[21:25:09] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n 498→[21:25:09] [ENEMY] [Enemy9] Death animation component initialized\n 499→[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 500→[21:25:09] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "37473637-f422-40be-b634-63e3fb384b80", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/game_log_20260207_212501.txt", | |
| "content": "[21:25:01] [INFO] ============================================================\n[21:25:01] [INFO] GAME LOG STARTED\n[21:25:01] [INFO] ============================================================\n[21:25:01] [INFO] Timestamp: 2026-02-07T21:25:01\n[21:25:01] [INFO] Log file: I:/Загрузки/godot exe/фанарик/game_log_20260207_212501.txt\n[21:25:01] [INFO] Executable: I:/Загрузки/godot exe/фанарик/Godot-Top-Down-Template.exe\n[21:25:01] [INFO] OS: Windows\n[21:25:01] [INFO] Debug build: false\n[21:25:01] [INFO] Engine version: 4.3-stable (official)\n[21:25:01] [INFO] Project: Godot Top-Down Template\n[21:25:01] [INFO] ------------------------------------------------------------\n[21:25:01] [INFO] [GameManager] GameManager ready\n[21:25:01] [INFO] [ScoreManager] ScoreManager ready\n[21:25:01] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n[21:25:01] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n[21:25:01] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n[21:25:01] [INFO] [ImpactEffects] Starting particle shader warmup (Issue #343 fix)...\n[21:25:01] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[21:25:01] [INFO] [PenultimateHit] Saturation shader loaded successfully\n[21:25:01] [INFO] [PenultimateHit] Starting shader warmup (Issue #343 fix)...\n[21:25:01] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n[21:25:01] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n[21:25:01] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n[21:25:01] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n[21:25:01] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n[21:25:01] [INFO] [LastChance] Resetting all effects (scene change detected)\n[21:25:01] [INFO] [LastChance] Last chance shader loaded successfully\n[21:25:01] [INFO] [LastChance] Starting shader warmup (Issue #343 fix)...\n[21:25:01] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n[21:25:01] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n[21:25:01] [INFO] [LastChance] Sepia intensity: 0.70\n[21:25:01] [INFO] [LastChance] Brightness: 0.60\n[21:25:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n[21:25:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n[21:25:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/DefensiveGrenade.tscn\n[21:25:01] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV: true, Complex grenades: false, AI prediction: true, Debug: true, Invincibility: true, Realistic visibility: false\n[21:25:01] [INFO] [CinemaEffects] CinemaEffectsManager initializing (v5.3 - overlay approach with simplified death circle)...\n[21:25:01] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n[21:25:01] [INFO] [CinemaEffects] Created effects layer at layer 99\n[21:25:01] [INFO] [CinemaEffects] Cinema shader loaded successfully (v5.0 - no screen_texture)\n[21:25:01] [INFO] [CinemaEffects] Starting cinema shader warmup (Issue #343 fix)...\n[21:25:01] [INFO] [CinemaEffects] Cinema film effect initialized (v5.3) - Configuration:\n[21:25:01] [INFO] [CinemaEffects] Approach: Overlay-based (no screen_texture)\n[21:25:01] [INFO] [CinemaEffects] Grain intensity: 0.15\n[21:25:01] [INFO] [CinemaEffects] Warm tint: 0.12 intensity\n[21:25:01] [INFO] [CinemaEffects] Sunny effect: 0.08 intensity\n[21:25:01] [INFO] [CinemaEffects] Vignette: 0.25 intensity\n[21:25:01] [INFO] [CinemaEffects] Film defects: 1.5% probability\n[21:25:01] [INFO] [CinemaEffects] White specks: 0.70 intensity, 4.0% probability\n[21:25:01] [INFO] [CinemaEffects] Death effects: cigarette burn + expanding spots + end of reel circle (160px, blinks 2x)\n[21:25:01] [INFO] [CinemaEffects] Enabling effect after 1 frame(s)...\n[21:25:01] [INFO] [GrenadeTimerHelper] Autoload ready\n[21:25:01] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[21:25:01] [INFO] [PowerFantasy] Saturation shader loaded successfully\n[21:25:01] [INFO] [PowerFantasy] PowerFantasyEffectsManager ready - Configuration:\n[21:25:01] [INFO] [PowerFantasy] Kill effect duration: 300ms\n[21:25:01] [INFO] [PowerFantasy] Grenade effect duration: 2000ms (2.0s)\n[21:25:01] [INFO] [ProgressManager] ProgressManager ready, loaded 5 entries\n[21:25:01] [INFO] [ReplayManager] ReplayManager ready (C# version loaded and _Ready called)\n[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:01] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[21:25:01] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[21:25:01] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[21:25:01] [ENEMY] [Enemy1] Death animation component initialized\n[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:01] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[21:25:01] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[21:25:01] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[21:25:01] [ENEMY] [Enemy2] Death animation component initialized\n[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:01] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[21:25:01] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[21:25:01] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[21:25:01] [ENEMY] [Enemy3] Death animation component initialized\n[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:01] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[21:25:01] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[21:25:01] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[21:25:01] [ENEMY] [Enemy4] Death animation component initialized\n[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:01] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[21:25:01] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[21:25:01] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[21:25:01] [ENEMY] [Enemy5] Death animation component initialized\n[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:01] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[21:25:01] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n[21:25:01] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[21:25:01] [ENEMY] [Enemy6] Death animation component initialized\n[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:01] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[21:25:01] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n[21:25:01] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[21:25:01] [ENEMY] [Enemy7] Death animation component initialized\n[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:01] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[21:25:01] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n[21:25:01] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n[21:25:01] [ENEMY] [Enemy8] Death animation component initialized\n[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:01] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n[21:25:01] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n[21:25:01] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n[21:25:01] [ENEMY] [Enemy9] Death animation component initialized\n[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:01] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n[21:25:01] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n[21:25:01] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n[21:25:01] [ENEMY] [Enemy10] Death animation component initialized\n[21:25:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:01] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[21:25:01] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[21:25:01] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[21:25:01] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[21:25:01] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[21:25:01] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[21:25:01] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[21:25:01] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[21:25:01] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[21:25:01] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[21:25:01] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[21:25:01] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n[21:25:01] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 10/10\n[21:25:01] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[21:25:01] [INFO] [BloodDecal] Blood puddle created at (640, 360) (added to group)\n[21:25:01] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n[21:25:01] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n[21:25:01] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n[21:25:01] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n[21:25:01] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n[21:25:01] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n[21:25:01] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n[21:25:01] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n[21:25:01] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n[21:25:01] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n[21:25:01] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n[21:25:01] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n[21:25:01] [INFO] [BuildingLevel] Setting up weapon: makarov_pm\n[21:25:01] [INFO] [ScoreManager] Level started with 10 enemies\n[21:25:01] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n[21:25:01] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n[21:25:01] [INFO] [ReplayManager] Replay data cleared\n[21:25:01] [INFO] [BuildingLevel] Previous replay data cleared\n[21:25:01] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n[21:25:01] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n[21:25:01] [INFO] [ReplayManager] Level: BuildingLevel\n[21:25:01] [INFO] [ReplayManager] Player: Player (valid: True)\n[21:25:01] [INFO] [ReplayManager] Enemies count: 10\n[21:25:01] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n[21:25:01] [INFO] [ReplayManager] Enemy 0: Enemy1\n[21:25:01] [INFO] [ReplayManager] Enemy 1: Enemy2\n[21:25:01] [INFO] [ReplayManager] Enemy 2: Enemy3\n[21:25:01] [INFO] [ReplayManager] Enemy 3: Enemy4\n[21:25:01] [INFO] [ReplayManager] Enemy 4: Enemy5\n[21:25:01] [INFO] [ReplayManager] Enemy 5: Enemy6\n[21:25:01] [INFO] [ReplayManager] Enemy 6: Enemy7\n[21:25:01] [INFO] [ReplayManager] Enemy 7: Enemy8\n[21:25:01] [INFO] [ReplayManager] Enemy 8: Enemy9\n[21:25:01] [INFO] [ReplayManager] Enemy 9: Enemy10\n[21:25:01] [INFO] [BuildingLevel] Replay recording started successfully\n[21:25:01] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n[21:25:01] [INFO] [CinemaEffects] Found player node: Player\n[21:25:01] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[21:25:01] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 1)\n[21:25:01] [ENEMY] [Enemy1] Registered as sound listener\n[21:25:01] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 4, behavior: GUARD\n[21:25:01] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 2)\n[21:25:01] [ENEMY] [Enemy2] Registered as sound listener\n[21:25:01] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 4, behavior: GUARD\n[21:25:01] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 3)\n[21:25:01] [ENEMY] [Enemy3] Registered as sound listener\n[21:25:01] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 2, behavior: GUARD\n[21:25:01] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 4)\n[21:25:01] [ENEMY] [Enemy4] Registered as sound listener\n[21:25:01] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 3, behavior: GUARD\n[21:25:01] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 5)\n[21:25:01] [ENEMY] [Enemy5] Registered as sound listener\n[21:25:01] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 3, behavior: GUARD\n[21:25:01] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 6)\n[21:25:01] [ENEMY] [Enemy6] Registered as sound listener\n[21:25:01] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 3, behavior: GUARD\n[21:25:01] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 7)\n[21:25:01] [ENEMY] [Enemy7] Registered as sound listener\n[21:25:01] [ENEMY] [Enemy7] Spawned at (1606.114, 893.8859), hp: 3, behavior: PATROL\n[21:25:01] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 8)\n[21:25:01] [ENEMY] [Enemy8] Registered as sound listener\n[21:25:01] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 4, behavior: GUARD\n[21:25:01] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 9)\n[21:25:01] [ENEMY] [Enemy9] Registered as sound listener\n[21:25:01] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 3, behavior: GUARD\n[21:25:01] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n[21:25:01] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 10)\n[21:25:01] [ENEMY] [Enemy10] Registered as sound listener\n[21:25:01] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 3, behavior: PATROL\n[21:25:01] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[21:25:01] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:01] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=292.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:01] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:01] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:01] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:01] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=303.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:01] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=168.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:01] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=180.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:01] [INFO] [Player] Detecting weapon pose (frame 3)...\n[21:25:01] [INFO] [Player] Detected weapon: Makarov PM (Pistol pose)\n[21:25:01] [INFO] [Player] Applied Pistol arm pose: Left=(16, 6), Right=(4, 6)\n[21:25:01] [INFO] [PenultimateHit] Shader warmup complete in 445 ms\n[21:25:01] [INFO] [LastChance] Shader warmup complete in 444 ms\n[21:25:01] [INFO] [CinemaEffects] Cinema shader warmup complete in 390 ms\n[21:25:01] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[21:25:01] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[21:25:01] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[21:25:01] [INFO] [LastChance] Found player: Player\n[21:25:01] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[21:25:01] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[21:25:01] [INFO] [LastChance] Connected to player Died signal (C#)\n[21:25:01] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[21:25:02] [INFO] [ImpactEffects] Particle shader warmup complete: 7 effects warmed up in 723 ms\n[21:25:02] [INFO] [Player.Debug] Debug mode toggled: ON\n[21:25:02] [INFO] [GameManager] Debug mode toggled: ON\n[21:25:02] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=10\n[21:25:03] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[21:25:03] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n[21:25:03] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1122), corner_timer=0.30\n[21:25:03] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1122), corner_timer=0.30\n[21:25:03] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=10\n[21:25:04] [INFO] [PauseMenu] Armory button pressed\n[21:25:04] [INFO] [PauseMenu] Creating new armory menu instance\n[21:25:04] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n[21:25:04] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n[21:25:04] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n[21:25:04] [INFO] [PauseMenu] back_pressed signal exists on instance\n[21:25:04] [INFO] [PauseMenu] back_pressed signal connected\n[21:25:04] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n[21:25:04] [INFO] [PauseMenu] _populate_weapon_grid method exists\n[21:25:04] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=10\n[21:25:05] [INFO] [ActiveItemManager] Active item changed from None to Flashlight\n[21:25:05] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:05] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[21:25:05] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[21:25:05] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[21:25:05] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[21:25:05] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[21:25:05] [INFO] [LastChance] Resetting all effects (scene change detected)\n[21:25:05] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n[21:25:05] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[21:25:05] [ENEMY] [Enemy1] Death animation component initialized\n[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:05] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[21:25:05] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[21:25:05] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[21:25:05] [ENEMY] [Enemy2] Death animation component initialized\n[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:05] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[21:25:05] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[21:25:05] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[21:25:05] [ENEMY] [Enemy3] Death animation component initialized\n[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:05] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[21:25:05] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[21:25:05] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[21:25:05] [ENEMY] [Enemy4] Death animation component initialized\n[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:05] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[21:25:05] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[21:25:05] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[21:25:05] [ENEMY] [Enemy5] Death animation component initialized\n[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:05] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[21:25:05] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n[21:25:05] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[21:25:05] [ENEMY] [Enemy6] Death animation component initialized\n[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:05] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[21:25:05] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n[21:25:05] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[21:25:05] [ENEMY] [Enemy7] Death animation component initialized\n[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:05] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[21:25:05] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n[21:25:05] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n[21:25:05] [ENEMY] [Enemy8] Death animation component initialized\n[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:05] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n[21:25:05] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n[21:25:05] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n[21:25:05] [INFO] [EnemyGrenade] Initialized: 1 grenades\n[21:25:05] [ENEMY] [Enemy9] Death animation component initialized\n[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:05] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n[21:25:05] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n[21:25:05] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n[21:25:05] [ENEMY] [Enemy10] Death animation component initialized\n[21:25:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:05] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[21:25:05] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[21:25:05] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[21:25:05] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[21:25:05] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[21:25:05] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[21:25:05] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[21:25:05] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[21:25:05] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[21:25:05] [INFO] [Player.Debug] Connected to GameManager, debug mode: True\n[21:25:05] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[21:25:05] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n[21:25:05] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n[21:25:05] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 10/10\n[21:25:05] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[21:25:05] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n[21:25:05] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n[21:25:05] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n[21:25:05] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n[21:25:05] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n[21:25:05] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n[21:25:05] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n[21:25:05] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n[21:25:05] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n[21:25:05] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n[21:25:05] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n[21:25:05] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n[21:25:05] [INFO] [BuildingLevel] Setting up weapon: makarov_pm\n[21:25:05] [INFO] [ScoreManager] Level started with 10 enemies\n[21:25:05] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n[21:25:05] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n[21:25:05] [INFO] [ReplayManager] Replay data cleared\n[21:25:05] [INFO] [BuildingLevel] Previous replay data cleared\n[21:25:05] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n[21:25:05] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n[21:25:05] [INFO] [ReplayManager] Level: BuildingLevel\n[21:25:05] [INFO] [ReplayManager] Player: Player (valid: True)\n[21:25:05] [INFO] [ReplayManager] Enemies count: 10\n[21:25:05] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n[21:25:05] [INFO] [ReplayManager] Enemy 0: Enemy1\n[21:25:05] [INFO] [ReplayManager] Enemy 1: Enemy2\n[21:25:05] [INFO] [ReplayManager] Enemy 2: Enemy3\n[21:25:05] [INFO] [ReplayManager] Enemy 3: Enemy4\n[21:25:05] [INFO] [ReplayManager] Enemy 4: Enemy5\n[21:25:05] [INFO] [ReplayManager] Enemy 5: Enemy6\n[21:25:05] [INFO] [ReplayManager] Enemy 6: Enemy7\n[21:25:05] [INFO] [ReplayManager] Enemy 7: Enemy8\n[21:25:05] [INFO] [ReplayManager] Enemy 8: Enemy9\n[21:25:05] [INFO] [ReplayManager] Enemy 9: Enemy10\n[21:25:05] [INFO] [BuildingLevel] Replay recording started successfully\n[21:25:05] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[21:25:05] [INFO] [CinemaEffects] Found player node: Player\n[21:25:05] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 11)\n[21:25:05] [ENEMY] [Enemy1] Registered as sound listener\n[21:25:05] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 2, behavior: GUARD\n[21:25:05] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 12)\n[21:25:05] [ENEMY] [Enemy2] Registered as sound listener\n[21:25:05] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 3, behavior: GUARD\n[21:25:05] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 13)\n[21:25:05] [ENEMY] [Enemy3] Registered as sound listener\n[21:25:05] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 2, behavior: GUARD\n[21:25:05] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 14)\n[21:25:05] [ENEMY] [Enemy4] Registered as sound listener\n[21:25:05] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 2, behavior: GUARD\n[21:25:05] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 15)\n[21:25:05] [ENEMY] [Enemy5] Registered as sound listener\n[21:25:05] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 2, behavior: GUARD\n[21:25:05] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 16)\n[21:25:05] [ENEMY] [Enemy6] Registered as sound listener\n[21:25:05] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 4, behavior: GUARD\n[21:25:05] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 17)\n[21:25:05] [ENEMY] [Enemy7] Registered as sound listener\n[21:25:05] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 3, behavior: PATROL\n[21:25:05] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 18)\n[21:25:05] [ENEMY] [Enemy8] Registered as sound listener\n[21:25:05] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 4, behavior: GUARD\n[21:25:05] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 19)\n[21:25:05] [ENEMY] [Enemy9] Registered as sound listener\n[21:25:05] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 3, behavior: GUARD\n[21:25:05] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n[21:25:05] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 20)\n[21:25:05] [ENEMY] [Enemy10] Registered as sound listener\n[21:25:05] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 2, behavior: PATROL\n[21:25:05] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[21:25:06] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n[21:25:06] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=326.3°, current=0.0°, player=(450,1249), corner_timer=0.00\n[21:25:06] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1249), corner_timer=0.00\n[21:25:06] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=281.3°, current=0.0°, player=(450,1249), corner_timer=0.00\n[21:25:06] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1249), corner_timer=0.00\n[21:25:06] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=101.3°, current=0.0°, player=(450,1249), corner_timer=0.00\n[21:25:06] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=56.3°, current=0.0°, player=(450,1249), corner_timer=0.00\n[21:25:06] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=303.8°, current=0.0°, player=(450,1249), corner_timer=0.00\n[21:25:06] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1249), corner_timer=0.00\n[21:25:06] [INFO] [Player] Detecting weapon pose (frame 3)...\n[21:25:06] [INFO] [Player] Detected weapon: Makarov PM (Pistol pose)\n[21:25:06] [INFO] [Player] Applied Pistol arm pose: Left=(16, 6), Right=(4, 6)\n[21:25:06] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[21:25:06] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[21:25:06] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[21:25:06] [INFO] [LastChance] Found player: Player\n[21:25:06] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[21:25:06] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[21:25:06] [INFO] [LastChance] Connected to player Died signal (C#)\n[21:25:06] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[21:25:06] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=10\n[21:25:07] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[21:25:07] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n[21:25:07] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,781), corner_timer=0.30\n[21:25:07] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,781), corner_timer=0.30\n[21:25:07] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=4.3°, current=58.7°, player=(450,740), corner_timer=-0.02\n[21:25:07] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[21:25:07] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=50.4°, player=(450,740), corner_timer=-0.02\n[21:25:07] [ENEMY] [Enemy10] PATROL corner check: angle 14.3°\n[21:25:07] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=94.3°, current=55.9°, player=(450,740), corner_timer=0.30\n[21:25:07] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=14.3°, current=52.7°, player=(450,740), corner_timer=0.30\n[21:25:07] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=10\n[21:25:08] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=14.0°, player=(450,740), corner_timer=-0.02\n[21:25:08] [ENEMY] [Enemy10] PATROL corner check: angle 7.0°\n[21:25:08] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=7.0°, current=16.7°, player=(450,740), corner_timer=0.30\n[21:25:08] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=6.9°, player=(450,740), corner_timer=-0.02\n[21:25:08] [ENEMY] [Enemy10] PATROL corner check: angle 3.5°\n[21:25:08] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=3.5°, current=9.6°, player=(450,740), corner_timer=0.30\n[21:25:08] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=3.5°, player=(450,740), corner_timer=-0.02\n[21:25:08] [ENEMY] [Enemy10] PATROL corner check: angle 1.8°\n[21:25:08] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=1.8°, current=6.3°, player=(450,740), corner_timer=0.30\n[21:25:08] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=10\n[21:25:09] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=1.8°, player=(450,740), corner_timer=-0.02\n[21:25:09] [ENEMY] [Enemy10] PATROL corner check: angle 0.9°\n[21:25:09] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=0.9°, current=4.6°, player=(450,740), corner_timer=0.30\n[21:25:09] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n[21:25:09] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=-130.1°, player=(450,740), corner_timer=-0.02\n[21:25:09] [ENEMY] [Enemy7] PATROL corner check: angle 90.0°\n[21:25:09] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=90.0°, current=-133.0°, player=(450,740), corner_timer=0.30\n[21:25:09] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:09] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[21:25:09] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[21:25:09] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[21:25:09] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[21:25:09] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[21:25:09] [INFO] [LastChance] Resetting all effects (scene change detected)\n[21:25:09] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n[21:25:09] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[21:25:09] [ENEMY] [Enemy1] Death animation component initialized\n[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:09] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[21:25:09] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[21:25:09] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[21:25:09] [ENEMY] [Enemy2] Death animation component initialized\n[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:09] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[21:25:09] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[21:25:09] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[21:25:09] [ENEMY] [Enemy3] Death animation component initialized\n[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:09] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[21:25:09] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[21:25:09] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[21:25:09] [ENEMY] [Enemy4] Death animation component initialized\n[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:09] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[21:25:09] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[21:25:09] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[21:25:09] [ENEMY] [Enemy5] Death animation component initialized\n[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:09] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[21:25:09] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n[21:25:09] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[21:25:09] [ENEMY] [Enemy6] Death animation component initialized\n[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:09] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[21:25:09] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n[21:25:09] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[21:25:09] [ENEMY] [Enemy7] Death animation component initialized\n[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:09] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[21:25:09] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n[21:25:09] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n[21:25:09] [INFO] [EnemyGrenade] Initialized: 1 grenades\n[21:25:09] [ENEMY] [Enemy8] Death animation component initialized\n[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:09] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n[21:25:09] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n[21:25:09] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n[21:25:09] [ENEMY] [Enemy9] Death animation component initialized\n[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:09] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded", | |
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| [2026-02-07T18:27:56.069Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_019tofGKJTk7BUnrTCUmvXVT", | |
| "type": "message", | |
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| "type": "tool_use", | |
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| "name": "Read", | |
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| "file_path": "/tmp/gh-issue-solver-1770488813648/scripts/effects/flashlight_effect.gd" | |
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| "cache_read_input_tokens": 38321, | |
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| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
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| [2026-02-07T18:27:56.072Z] [INFO] { | |
| "type": "user", | |
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| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_017pon69ZTF2G8U6ne6uErCq", | |
| "type": "tool_result", | |
| "content": " 1→extends Node2D\n 2→## Tactical flashlight effect attached to the player's weapon.\n 3→##\n 4→## Creates a directional beam of bright white light from the weapon barrel.\n 5→## Uses PointLight2D with shadow_enabled = true so light doesn't pass through walls.\n 6→## The light is toggled on/off by holding the Space key (flashlight_toggle action).\n 7→##\n 8→## The flashlight is positioned at the weapon barrel offset and rotates\n 9→## with the player model to always point in the aiming direction.\n 10→##\n 11→## When the flashlight beam hits an enemy directly, the enemy is blinded\n 12→## for 2 seconds. Each enemy has a 20-second cooldown before it can be blinded again.\n 13→\n 14→## Light energy (brightness) when the flashlight is on.\n 15→## Bright white light — same level as flashbang (8.0) for clear visibility.\n 16→const LIGHT_ENERGY: float = 8.0\n 17→\n 18→## Texture scale for the 6-degree cone beam range.\n 19→## Higher values make the narrow beam reach further.\n 20→const LIGHT_TEXTURE_SCALE: float = 6.0\n 21→\n 22→## Flashlight beam half-angle in degrees.\n 23→## 18 degrees total beam = 9 degrees each side from center.\n 24→## The actual cone shape is pre-baked in the texture (flashlight_cone_18deg.png).\n 25→const BEAM_HALF_ANGLE_DEG: float = 9.0\n 26→\n 27→## Maximum range (in pixels) for the flashlight beam to blind enemies.\n 28→## Based on texture size (2048) scaled by texture_scale (6.0) / 2.\n 29→## Capped at a practical gameplay distance.\n 30→const BEAM_RANGE: float = 600.0\n 31→\n 32→## Duration of the blindness effect in seconds.\n 33→const BLINDNESS_DURATION: float = 2.0\n 34→\n 35→## Cooldown in seconds before the same enemy can be blinded again.\n 36→const BLINDNESS_COOLDOWN: float = 20.0\n 37→\n 38→## Path to the flashlight toggle sound file.\n 39→const FLASHLIGHT_SOUND_PATH: String = \"res://assets/audio/звук включения и выключения фанарика.mp3\"\n 40→\n 41→## Collision mask for obstacles (layer 3) used in line-of-sight checks.\n 42→const OBSTACLE_COLLISION_MASK: int = 4\n 43→\n 44→## Reference to the PointLight2D child node.\n 45→var _point_light: PointLight2D = null\n 46→\n 47→## Whether the flashlight is currently active (on).\n 48→var _is_on: bool = false\n 49→\n 50→## AudioStreamPlayer for flashlight toggle sound.\n 51→var _audio_player: AudioStreamPlayer = null\n 52→\n 53→## Tracks when each enemy was last blinded (instance_id -> timestamp in msec).\n 54→## Used to enforce the per-enemy cooldown period.\n 55→var _blinded_enemies: Dictionary = {}\n 56→\n 57→\n 58→func _ready() -> void:\n 59→\t_point_light = get_node_or_null(\"PointLight2D\")\n 60→\tif _point_light == null:\n 61→\t\tFileLogger.info(\"[FlashlightEffect] WARNING: PointLight2D child not found\")\n 62→\telse:\n 63→\t\tFileLogger.info(\"[FlashlightEffect] PointLight2D found, energy=%.1f, shadow=%s\" % [_point_light.energy, str(_point_light.shadow_enabled)])\n 64→\t# Start with light off\n 65→\t_set_light_visible(false)\n 66→\t# Load toggle sound\n 67→\t_setup_audio()\n 68→\n 69→\n 70→## Set up the audio player for flashlight toggle sound.\n 71→func _setup_audio() -> void:\n 72→\tif ResourceLoader.exists(FLASHLIGHT_SOUND_PATH):\n 73→\t\tvar stream = load(FLASHLIGHT_SOUND_PATH)\n 74→\t\tif stream:\n 75→\t\t\t_audio_player = AudioStreamPlayer.new()\n 76→\t\t\t_audio_player.stream = stream\n 77→\t\t\t_audio_player.volume_db = 0.0\n 78→\t\t\tadd_child(_audio_player)\n 79→\t\t\tFileLogger.info(\"[FlashlightEffect] Flashlight sound loaded\")\n 80→\telse:\n 81→\t\tFileLogger.info(\"[FlashlightEffect] Flashlight sound not found: %s\" % FLASHLIGHT_SOUND_PATH)\n 82→\n 83→\n 84→## Play the flashlight toggle sound.\n 85→func _play_toggle_sound() -> void:\n 86→\tif _audio_player and is_instance_valid(_audio_player):\n 87→\t\t_audio_player.play()\n 88→\n 89→\n 90→## Turn the flashlight on.\n 91→func turn_on() -> void:\n 92→\tif _is_on:\n 93→\t\treturn\n 94→\t_is_on = true\n 95→\t_set_light_visible(true)\n 96→\t_play_toggle_sound()\n 97→\n 98→\n 99→## Turn the flashlight off.\n 100→func turn_off() -> void:\n 101→\tif not _is_on:\n 102→\t\treturn\n 103→\t_is_on = false\n 104→\t_set_light_visible(false)\n 105→\t_play_toggle_sound()\n 106→\n 107→\n 108→## Check if the flashlight is currently on.\n 109→func is_on() -> bool:\n 110→\treturn _is_on\n 111→\n 112→\n 113→## Set the light visibility and energy.\n 114→func _set_light_visible(visible_state: bool) -> void:\n 115→\tif _point_light:\n 116→\t\t_point_light.visible = visible_state\n 117→\t\t_point_light.energy = LIGHT_ENERGY if visible_state else 0.0\n 118→\n 119→\n 120→func _physics_process(_delta: float) -> void:\n 121→\tif not _is_on:\n 122→\t\treturn\n 123→\t_check_enemies_in_beam()\n 124→\n 125→\n 126→## Check all enemies and blind those caught in the flashlight beam.\n 127→## Each enemy can only be blinded once per cooldown period (20 seconds).\n 128→func _check_enemies_in_beam() -> void:\n 129→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 130→\tvar current_time := Time.get_ticks_msec()\n 131→\tfor enemy in enemies:\n 132→\t\tif not is_instance_valid(enemy) or not enemy is Node2D:\n 133→\t\t\tcontinue\n 134→\n 135→\t\tvar enemy_id := enemy.get_instance_id()\n 136→\t\tif _blinded_enemies.has(enemy_id):\n 137→\t\t\tvar elapsed := (current_time - _blinded_enemies[enemy_id]) / 1000.0\n 138→\t\t\tif elapsed < BLINDNESS_COOLDOWN:\n 139→\t\t\t\tcontinue\n 140→\n 141→\t\tif _is_enemy_in_beam(enemy):\n 142→\t\t\t_blind_enemy(enemy)\n 143→\n 144→\n 145→## Check if an enemy is within the flashlight beam cone and has line of sight.\n 146→func _is_enemy_in_beam(enemy: Node2D) -> bool:\n 147→\tvar beam_origin := global_position\n 148→\tvar beam_direction := Vector2.RIGHT.rotated(global_rotation)\n 149→\tvar to_enemy := enemy.global_position - beam_origin\n 150→\tvar distance := to_enemy.length()\n 151→\n 152→\t# Check range\n 153→\tif distance > BEAM_RANGE or distance < 1.0:\n 154→\t\treturn false\n 155→\n 156→\t# Check angle: enemy must be within the beam half-angle\n 157→\tvar angle_to_enemy := abs(beam_direction.angle_to(to_enemy))\n 158→\tif angle_to_enemy > deg_to_rad(BEAM_HALF_ANGLE_DEG):\n 159→\t\treturn false\n 160→\n 161→\t# Check line of sight (walls block the beam)\n 162→\treturn _has_line_of_sight_to(enemy)\n 163→\n 164→\n 165→## Check line of sight from flashlight to target (walls block).\n 166→func _has_line_of_sight_to(target: Node2D) -> bool:\n 167→\tvar space_state := get_world_2d().direct_space_state\n 168→\tvar query := PhysicsRayQueryParameters2D.create(\n 169→\t\tglobal_position,\n 170→\t\ttarget.global_position\n 171→\t)\n 172→\tquery.collision_mask = OBSTACLE_COLLISION_MASK\n 173→\tquery.exclude = [self]\n 174→\tvar result := space_state.intersect_ray(query)\n 175→\treturn result.is_empty()\n 176→\n 177→\n 178→## Apply blindness effect to an enemy via StatusEffectsManager.\n 179→func _blind_enemy(enemy: Node2D) -> void:\n 180→\tvar enemy_id := enemy.get_instance_id()\n 181→\t_blinded_enemies[enemy_id] = Time.get_ticks_msec()\n 182→\n 183→\tFileLogger.info(\"[FlashlightEffect] Beam hit %s at distance %.0f, applying blindness for %.1fs\" % [enemy.name, global_position.distance_to(enemy.global_position), BLINDNESS_DURATION])\n 184→\n 185→\tvar status_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n 186→\tif status_manager and status_manager.has_method(\"apply_blindness\"):\n 187→\t\tstatus_manager.apply_blindness(enemy, BLINDNESS_DURATION)\n 188→\telif enemy.has_method(\"set_blinded\"):\n 189→\t\tenemy.set_blinded(true)\n 190→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "uuid": "ba694177-3537-4f0f-9f72-8204774afe17", | |
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| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770488813648/scripts/effects/flashlight_effect.gd", | |
| "content": "extends Node2D\n## Tactical flashlight effect attached to the player's weapon.\n##\n## Creates a directional beam of bright white light from the weapon barrel.\n## Uses PointLight2D with shadow_enabled = true so light doesn't pass through walls.\n## The light is toggled on/off by holding the Space key (flashlight_toggle action).\n##\n## The flashlight is positioned at the weapon barrel offset and rotates\n## with the player model to always point in the aiming direction.\n##\n## When the flashlight beam hits an enemy directly, the enemy is blinded\n## for 2 seconds. Each enemy has a 20-second cooldown before it can be blinded again.\n\n## Light energy (brightness) when the flashlight is on.\n## Bright white light — same level as flashbang (8.0) for clear visibility.\nconst LIGHT_ENERGY: float = 8.0\n\n## Texture scale for the 6-degree cone beam range.\n## Higher values make the narrow beam reach further.\nconst LIGHT_TEXTURE_SCALE: float = 6.0\n\n## Flashlight beam half-angle in degrees.\n## 18 degrees total beam = 9 degrees each side from center.\n## The actual cone shape is pre-baked in the texture (flashlight_cone_18deg.png).\nconst BEAM_HALF_ANGLE_DEG: float = 9.0\n\n## Maximum range (in pixels) for the flashlight beam to blind enemies.\n## Based on texture size (2048) scaled by texture_scale (6.0) / 2.\n## Capped at a practical gameplay distance.\nconst BEAM_RANGE: float = 600.0\n\n## Duration of the blindness effect in seconds.\nconst BLINDNESS_DURATION: float = 2.0\n\n## Cooldown in seconds before the same enemy can be blinded again.\nconst BLINDNESS_COOLDOWN: float = 20.0\n\n## Path to the flashlight toggle sound file.\nconst FLASHLIGHT_SOUND_PATH: String = \"res://assets/audio/звук включения и выключения фанарика.mp3\"\n\n## Collision mask for obstacles (layer 3) used in line-of-sight checks.\nconst OBSTACLE_COLLISION_MASK: int = 4\n\n## Reference to the PointLight2D child node.\nvar _point_light: PointLight2D = null\n\n## Whether the flashlight is currently active (on).\nvar _is_on: bool = false\n\n## AudioStreamPlayer for flashlight toggle sound.\nvar _audio_player: AudioStreamPlayer = null\n\n## Tracks when each enemy was last blinded (instance_id -> timestamp in msec).\n## Used to enforce the per-enemy cooldown period.\nvar _blinded_enemies: Dictionary = {}\n\n\nfunc _ready() -> void:\n\t_point_light = get_node_or_null(\"PointLight2D\")\n\tif _point_light == null:\n\t\tFileLogger.info(\"[FlashlightEffect] WARNING: PointLight2D child not found\")\n\telse:\n\t\tFileLogger.info(\"[FlashlightEffect] PointLight2D found, energy=%.1f, shadow=%s\" % [_point_light.energy, str(_point_light.shadow_enabled)])\n\t# Start with light off\n\t_set_light_visible(false)\n\t# Load toggle sound\n\t_setup_audio()\n\n\n## Set up the audio player for flashlight toggle sound.\nfunc _setup_audio() -> void:\n\tif ResourceLoader.exists(FLASHLIGHT_SOUND_PATH):\n\t\tvar stream = load(FLASHLIGHT_SOUND_PATH)\n\t\tif stream:\n\t\t\t_audio_player = AudioStreamPlayer.new()\n\t\t\t_audio_player.stream = stream\n\t\t\t_audio_player.volume_db = 0.0\n\t\t\tadd_child(_audio_player)\n\t\t\tFileLogger.info(\"[FlashlightEffect] Flashlight sound loaded\")\n\telse:\n\t\tFileLogger.info(\"[FlashlightEffect] Flashlight sound not found: %s\" % FLASHLIGHT_SOUND_PATH)\n\n\n## Play the flashlight toggle sound.\nfunc _play_toggle_sound() -> void:\n\tif _audio_player and is_instance_valid(_audio_player):\n\t\t_audio_player.play()\n\n\n## Turn the flashlight on.\nfunc turn_on() -> void:\n\tif _is_on:\n\t\treturn\n\t_is_on = true\n\t_set_light_visible(true)\n\t_play_toggle_sound()\n\n\n## Turn the flashlight off.\nfunc turn_off() -> void:\n\tif not _is_on:\n\t\treturn\n\t_is_on = false\n\t_set_light_visible(false)\n\t_play_toggle_sound()\n\n\n## Check if the flashlight is currently on.\nfunc is_on() -> bool:\n\treturn _is_on\n\n\n## Set the light visibility and energy.\nfunc _set_light_visible(visible_state: bool) -> void:\n\tif _point_light:\n\t\t_point_light.visible = visible_state\n\t\t_point_light.energy = LIGHT_ENERGY if visible_state else 0.0\n\n\nfunc _physics_process(_delta: float) -> void:\n\tif not _is_on:\n\t\treturn\n\t_check_enemies_in_beam()\n\n\n## Check all enemies and blind those caught in the flashlight beam.\n## Each enemy can only be blinded once per cooldown period (20 seconds).\nfunc _check_enemies_in_beam() -> void:\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\tvar current_time := Time.get_ticks_msec()\n\tfor enemy in enemies:\n\t\tif not is_instance_valid(enemy) or not enemy is Node2D:\n\t\t\tcontinue\n\n\t\tvar enemy_id := enemy.get_instance_id()\n\t\tif _blinded_enemies.has(enemy_id):\n\t\t\tvar elapsed := (current_time - _blinded_enemies[enemy_id]) / 1000.0\n\t\t\tif elapsed < BLINDNESS_COOLDOWN:\n\t\t\t\tcontinue\n\n\t\tif _is_enemy_in_beam(enemy):\n\t\t\t_blind_enemy(enemy)\n\n\n## Check if an enemy is within the flashlight beam cone and has line of sight.\nfunc _is_enemy_in_beam(enemy: Node2D) -> bool:\n\tvar beam_origin := global_position\n\tvar beam_direction := Vector2.RIGHT.rotated(global_rotation)\n\tvar to_enemy := enemy.global_position - beam_origin\n\tvar distance := to_enemy.length()\n\n\t# Check range\n\tif distance > BEAM_RANGE or distance < 1.0:\n\t\treturn false\n\n\t# Check angle: enemy must be within the beam half-angle\n\tvar angle_to_enemy := abs(beam_direction.angle_to(to_enemy))\n\tif angle_to_enemy > deg_to_rad(BEAM_HALF_ANGLE_DEG):\n\t\treturn false\n\n\t# Check line of sight (walls block the beam)\n\treturn _has_line_of_sight_to(enemy)\n\n\n## Check line of sight from flashlight to target (walls block).\nfunc _has_line_of_sight_to(target: Node2D) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.create(\n\t\tglobal_position,\n\t\ttarget.global_position\n\t)\n\tquery.collision_mask = OBSTACLE_COLLISION_MASK\n\tquery.exclude = [self]\n\tvar result := space_state.intersect_ray(query)\n\treturn result.is_empty()\n\n\n## Apply blindness effect to an enemy via StatusEffectsManager.\nfunc _blind_enemy(enemy: Node2D) -> void:\n\tvar enemy_id := enemy.get_instance_id()\n\t_blinded_enemies[enemy_id] = Time.get_ticks_msec()\n\n\tFileLogger.info(\"[FlashlightEffect] Beam hit %s at distance %.0f, applying blindness for %.1fs\" % [enemy.name, global_position.distance_to(enemy.global_position), BLINDNESS_DURATION])\n\n\tvar status_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\tif status_manager and status_manager.has_method(\"apply_blindness\"):\n\t\tstatus_manager.apply_blindness(enemy, BLINDNESS_DURATION)\n\telif enemy.has_method(\"set_blinded\"):\n\t\tenemy.set_blinded(true)\n", | |
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| "content": " 1→extends Node\n 2→## Manages status effects applied to game entities.\n 3→##\n 4→## Currently supports:\n 5→## - Blindness: Target cannot see the player\n 6→## - Stun: Target cannot move\n 7→##\n 8→## Effects are tracked per-entity and automatically expire after duration.\n 9→\n 10→## Dictionary tracking active effects per entity.\n 11→## Structure: { instance_id: { \"blindness\": float, \"stun\": float } }\n 12→var _active_effects: Dictionary = {}\n 13→\n 14→\n 15→func _physics_process(delta: float) -> void:\n 16→\t_update_effects(delta)\n 17→\n 18→\n 19→## Update all active effects, reducing durations and removing expired ones.\n 20→func _update_effects(delta: float) -> void:\n 21→\tvar expired_entities: Array = []\n 22→\n 23→\tfor entity_id in _active_effects:\n 24→\t\tvar effects: Dictionary = _active_effects[entity_id]\n 25→\t\tvar entity: Object = instance_from_id(entity_id)\n 26→\n 27→\t\t# Check if entity still exists\n 28→\t\tif not is_instance_valid(entity):\n 29→\t\t\texpired_entities.append(entity_id)\n 30→\t\t\tcontinue\n 31→\n 32→\t\t# Update blindness\n 33→\t\tif effects.has(\"blindness\") and effects[\"blindness\"] > 0:\n 34→\t\t\teffects[\"blindness\"] -= delta\n 35→\t\t\tif effects[\"blindness\"] <= 0:\n 36→\t\t\t\teffects[\"blindness\"] = 0\n 37→\t\t\t\t_on_blindness_expired(entity)\n 38→\n 39→\t\t# Update stun\n 40→\t\tif effects.has(\"stun\") and effects[\"stun\"] > 0:\n 41→\t\t\teffects[\"stun\"] -= delta\n 42→\t\t\tif effects[\"stun\"] <= 0:\n 43→\t\t\t\teffects[\"stun\"] = 0\n 44→\t\t\t\t_on_stun_expired(entity)\n 45→\n 46→\t\t# Check if all effects expired\n 47→\t\tif effects.get(\"blindness\", 0) <= 0 and effects.get(\"stun\", 0) <= 0:\n 48→\t\t\texpired_entities.append(entity_id)\n 49→\n 50→\t# Clean up expired entities\n 51→\tfor entity_id in expired_entities:\n 52→\t\t_active_effects.erase(entity_id)\n 53→\n 54→\n 55→## Apply blindness effect to an entity.\n 56→## @param entity: The entity to blind (typically an enemy).\n 57→## @param duration: Duration of the blindness in seconds.\n 58→func apply_blindness(entity: Node2D, duration: float) -> void:\n 59→\tif not is_instance_valid(entity):\n 60→\t\treturn\n 61→\n 62→\tvar entity_id := entity.get_instance_id()\n 63→\n 64→\t# Initialize effects dictionary if needed\n 65→\tif not _active_effects.has(entity_id):\n 66→\t\t_active_effects[entity_id] = {}\n 67→\n 68→\t# Set or extend blindness duration (take the longer one)\n 69→\tvar current_duration: float = _active_effects[entity_id].get(\"blindness\", 0)\n 70→\t_active_effects[entity_id][\"blindness\"] = maxf(current_duration, duration)\n 71→\n 72→\t# Apply the visual effect to the entity\n 73→\t_apply_blindness_visual(entity)\n 74→\n 75→\t# Notify the entity of blindness\n 76→\tif entity.has_method(\"set_blinded\"):\n 77→\t\tentity.set_blinded(true)\n 78→\telif entity.has_meta(\"_can_see_player\"):\n 79→\t\tentity.set_meta(\"_original_can_see\", entity.get(\"_can_see_player\"))\n 80→\t\tentity.set(\"_can_see_player\", false)\n 81→\n 82→\tprint(\"[StatusEffectsManager] Applied blindness to %s for %.1fs\" % [entity.name, duration])\n 83→\n 84→\n 85→## Apply stun effect to an entity.\n 86→## @param entity: The entity to stun (typically an enemy).\n 87→## @param duration: Duration of the stun in seconds.\n 88→func apply_stun(entity: Node2D, duration: float) -> void:\n 89→\tif not is_instance_valid(entity):\n 90→\t\treturn\n 91→\n 92→\tvar entity_id := entity.get_instance_id()\n 93→\n 94→\t# Initialize effects dictionary if needed\n 95→\tif not _active_effects.has(entity_id):\n 96→\t\t_active_effects[entity_id] = {}\n 97→\n 98→\t# Set or extend stun duration (take the longer one)\n 99→\tvar current_duration: float = _active_effects[entity_id].get(\"stun\", 0)\n 100→\t_active_effects[entity_id][\"stun\"] = maxf(current_duration, duration)\n 101→\n 102→\t# Apply the visual effect to the entity\n 103→\t_apply_stun_visual(entity)\n 104→\n 105→\t# Notify the entity of stun\n 106→\tif entity.has_method(\"set_stunned\"):\n 107→\t\tentity.set_stunned(true)\n 108→\n 109→\tprint(\"[StatusEffectsManager] Applied stun to %s for %.1fs\" % [entity.name, duration])\n 110→\n 111→\n 112→## Called when blindness expires on an entity.\n 113→func _on_blindness_expired(entity: Object) -> void:\n 114→\tif not is_instance_valid(entity):\n 115→\t\treturn\n 116→\n 117→\t# Restore visual\n 118→\t_remove_blindness_visual(entity)\n 119→\n 120→\t# Notify the entity\n 121→\tif entity.has_method(\"set_blinded\"):\n 122→\t\tentity.set_blinded(false)\n 123→\n 124→\tprint(\"[StatusEffectsManager] Blindness expired on %s\" % [entity.name if entity is Node else str(entity)])\n 125→\n 126→\n 127→## Called when stun expires on an entity.\n 128→func _on_stun_expired(entity: Object) -> void:\n 129→\tif not is_instance_valid(entity):\n 130→\t\treturn\n 131→\n 132→\t# Restore visual\n 133→\t_remove_stun_visual(entity)\n 134→\n 135→\t# Notify the entity\n 136→\tif entity.has_method(\"set_stunned\"):\n 137→\t\tentity.set_stunned(false)\n 138→\n 139→\tprint(\"[StatusEffectsManager] Stun expired on %s\" % [entity.name if entity is Node else str(entity)])\n 140→\n 141→\n 142→## Apply visual effect for blindness.\n 143→func _apply_blindness_visual(entity: Node2D) -> void:\n 144→\t# Add a yellow/white overlay to indicate blindness\n 145→\tif not entity.has_meta(\"_blindness_tint\"):\n 146→\t\tvar sprite: Sprite2D = _find_sprite(entity)\n 147→\t\tif sprite:\n 148→\t\t\tentity.set_meta(\"_original_modulate\", sprite.modulate)\n 149→\t\t\tsprite.modulate = Color(1.0, 1.0, 0.5, 1.0) # Yellow tint\n 150→\t\t\tentity.set_meta(\"_blindness_tint\", true)\n 151→\n 152→\n 153→## Remove visual effect for blindness.\n 154→func _remove_blindness_visual(entity: Object) -> void:\n 155→\tif not is_instance_valid(entity) or not entity is Node2D:\n 156→\t\treturn\n 157→\n 158→\tif entity.has_meta(\"_blindness_tint\"):\n 159→\t\tvar sprite: Sprite2D = _find_sprite(entity)\n 160→\t\tif sprite and entity.has_meta(\"_original_modulate\"):\n 161→\t\t\t# Only restore if not still stunned\n 162→\t\t\tif not is_stunned(entity):\n 163→\t\t\t\tsprite.modulate = entity.get_meta(\"_original_modulate\")\n 164→\t\tentity.remove_meta(\"_blindness_tint\")\n 165→\n 166→\n 167→## Apply visual effect for stun.\n 168→func _apply_stun_visual(entity: Node2D) -> void:\n 169→\t# Add a blue overlay to indicate stun\n 170→\tif not entity.has_meta(\"_stun_tint\"):\n 171→\t\tvar sprite: Sprite2D = _find_sprite(entity)\n 172→\t\tif sprite:\n 173→\t\t\tif not entity.has_meta(\"_original_modulate\"):\n 174→\t\t\t\tentity.set_meta(\"_original_modulate\", sprite.modulate)\n 175→\t\t\tsprite.modulate = Color(0.5, 0.5, 1.0, 1.0) # Blue tint\n 176→\t\t\tentity.set_meta(\"_stun_tint\", true)\n 177→\n 178→\n 179→## Remove visual effect for stun.\n 180→func _remove_stun_visual(entity: Object) -> void:\n 181→\tif not is_instance_valid(entity) or not entity is Node2D:\n 182→\t\treturn\n 183→\n 184→\tif entity.has_meta(\"_stun_tint\"):\n 185→\t\tvar sprite: Sprite2D = _find_sprite(entity)\n 186→\t\tif sprite and entity.has_meta(\"_original_modulate\"):\n 187→\t\t\t# Only restore if not still blinded\n 188→\t\t\tif not is_blinded(entity):\n 189→\t\t\t\tsprite.modulate = entity.get_meta(\"_original_modulate\")\n 190→\t\tentity.remove_meta(\"_stun_tint\")\n 191→\n 192→\n 193→## Check if an entity is currently blinded.\n 194→func is_blinded(entity: Object) -> bool:\n 195→\tif not is_instance_valid(entity):\n 196→\t\treturn false\n 197→\n 198→\tvar entity_id := entity.get_instance_id()\n 199→\tif _active_effects.has(entity_id):\n 200→\t\treturn _active_effects[entity_id].get(\"blindness\", 0) > 0\n 201→\n 202→\treturn false\n 203→\n 204→\n 205→## Check if an entity is currently stunned.\n 206→func is_stunned(entity: Object) -> bool:\n 207→\tif not is_instance_valid(entity):\n 208→\t\treturn false\n 209→\n 210→\tvar entity_id := entity.get_instance_id()\n 211→\tif _active_effects.has(entity_id):\n 212→\t\treturn _active_effects[entity_id].get(\"stun\", 0) > 0\n 213→\n 214→\treturn false\n 215→\n 216→\n 217→## Get remaining blindness duration for an entity.\n 218→func get_blindness_remaining(entity: Object) -> float:\n 219→\tif not is_instance_valid(entity):\n 220→\t\treturn 0.0\n 221→\n 222→\tvar entity_id := entity.get_instance_id()\n 223→\tif _active_effects.has(entity_id):\n 224→\t\treturn _active_effects[entity_id].get(\"blindness\", 0)\n 225→\n 226→\treturn 0.0\n 227→\n 228→\n 229→## Get remaining stun duration for an entity.\n 230→func get_stun_remaining(entity: Object) -> float:\n 231→\tif not is_instance_valid(entity):\n 232→\t\treturn 0.0\n 233→\n 234→\tvar entity_id := entity.get_instance_id()\n 235→\tif _active_effects.has(entity_id):\n 236→\t\treturn _active_effects[entity_id].get(\"stun\", 0)\n 237→\n 238→\treturn 0.0\n 239→\n 240→\n 241→## Find the main body sprite on an entity.\n 242→## Enemies use EnemyModel/Body structure instead of a direct Sprite2D child.\n 243→func _find_sprite(entity: Node) -> Sprite2D:\n 244→\tif not is_instance_valid(entity):\n 245→\t\treturn null\n 246→\t# Try direct Sprite2D child first (generic entities)\n 247→\tvar sprite: Sprite2D = entity.get_node_or_null(\"Sprite2D\")\n 248→\tif sprite:\n 249→\t\treturn sprite\n 250→\t# Try EnemyModel/Body (enemy structure)\n 251→\tsprite = entity.get_node_or_null(\"EnemyModel/Body\")\n 252→\tif sprite:\n 253→\t\treturn sprite\n 254→\treturn null\n 255→\n 256→\n 257→## Remove all effects from an entity (used when entity dies or is removed).\n 258→func clear_effects(entity: Object) -> void:\n 259→\tif not is_instance_valid(entity):\n 260→\t\treturn\n 261→\n 262→\tvar entity_id := entity.get_instance_id()\n 263→\tif _active_effects.has(entity_id):\n 264→\t\t_remove_blindness_visual(entity)\n 265→\t\t_remove_stun_visual(entity)\n 266→\t\t_active_effects.erase(entity_id)\n 267→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "extends Node\n## Manages status effects applied to game entities.\n##\n## Currently supports:\n## - Blindness: Target cannot see the player\n## - Stun: Target cannot move\n##\n## Effects are tracked per-entity and automatically expire after duration.\n\n## Dictionary tracking active effects per entity.\n## Structure: { instance_id: { \"blindness\": float, \"stun\": float } }\nvar _active_effects: Dictionary = {}\n\n\nfunc _physics_process(delta: float) -> void:\n\t_update_effects(delta)\n\n\n## Update all active effects, reducing durations and removing expired ones.\nfunc _update_effects(delta: float) -> void:\n\tvar expired_entities: Array = []\n\n\tfor entity_id in _active_effects:\n\t\tvar effects: Dictionary = _active_effects[entity_id]\n\t\tvar entity: Object = instance_from_id(entity_id)\n\n\t\t# Check if entity still exists\n\t\tif not is_instance_valid(entity):\n\t\t\texpired_entities.append(entity_id)\n\t\t\tcontinue\n\n\t\t# Update blindness\n\t\tif effects.has(\"blindness\") and effects[\"blindness\"] > 0:\n\t\t\teffects[\"blindness\"] -= delta\n\t\t\tif effects[\"blindness\"] <= 0:\n\t\t\t\teffects[\"blindness\"] = 0\n\t\t\t\t_on_blindness_expired(entity)\n\n\t\t# Update stun\n\t\tif effects.has(\"stun\") and effects[\"stun\"] > 0:\n\t\t\teffects[\"stun\"] -= delta\n\t\t\tif effects[\"stun\"] <= 0:\n\t\t\t\teffects[\"stun\"] = 0\n\t\t\t\t_on_stun_expired(entity)\n\n\t\t# Check if all effects expired\n\t\tif effects.get(\"blindness\", 0) <= 0 and effects.get(\"stun\", 0) <= 0:\n\t\t\texpired_entities.append(entity_id)\n\n\t# Clean up expired entities\n\tfor entity_id in expired_entities:\n\t\t_active_effects.erase(entity_id)\n\n\n## Apply blindness effect to an entity.\n## @param entity: The entity to blind (typically an enemy).\n## @param duration: Duration of the blindness in seconds.\nfunc apply_blindness(entity: Node2D, duration: float) -> void:\n\tif not is_instance_valid(entity):\n\t\treturn\n\n\tvar entity_id := entity.get_instance_id()\n\n\t# Initialize effects dictionary if needed\n\tif not _active_effects.has(entity_id):\n\t\t_active_effects[entity_id] = {}\n\n\t# Set or extend blindness duration (take the longer one)\n\tvar current_duration: float = _active_effects[entity_id].get(\"blindness\", 0)\n\t_active_effects[entity_id][\"blindness\"] = maxf(current_duration, duration)\n\n\t# Apply the visual effect to the entity\n\t_apply_blindness_visual(entity)\n\n\t# Notify the entity of blindness\n\tif entity.has_method(\"set_blinded\"):\n\t\tentity.set_blinded(true)\n\telif entity.has_meta(\"_can_see_player\"):\n\t\tentity.set_meta(\"_original_can_see\", entity.get(\"_can_see_player\"))\n\t\tentity.set(\"_can_see_player\", false)\n\n\tprint(\"[StatusEffectsManager] Applied blindness to %s for %.1fs\" % [entity.name, duration])\n\n\n## Apply stun effect to an entity.\n## @param entity: The entity to stun (typically an enemy).\n## @param duration: Duration of the stun in seconds.\nfunc apply_stun(entity: Node2D, duration: float) -> void:\n\tif not is_instance_valid(entity):\n\t\treturn\n\n\tvar entity_id := entity.get_instance_id()\n\n\t# Initialize effects dictionary if needed\n\tif not _active_effects.has(entity_id):\n\t\t_active_effects[entity_id] = {}\n\n\t# Set or extend stun duration (take the longer one)\n\tvar current_duration: float = _active_effects[entity_id].get(\"stun\", 0)\n\t_active_effects[entity_id][\"stun\"] = maxf(current_duration, duration)\n\n\t# Apply the visual effect to the entity\n\t_apply_stun_visual(entity)\n\n\t# Notify the entity of stun\n\tif entity.has_method(\"set_stunned\"):\n\t\tentity.set_stunned(true)\n\n\tprint(\"[StatusEffectsManager] Applied stun to %s for %.1fs\" % [entity.name, duration])\n\n\n## Called when blindness expires on an entity.\nfunc _on_blindness_expired(entity: Object) -> void:\n\tif not is_instance_valid(entity):\n\t\treturn\n\n\t# Restore visual\n\t_remove_blindness_visual(entity)\n\n\t# Notify the entity\n\tif entity.has_method(\"set_blinded\"):\n\t\tentity.set_blinded(false)\n\n\tprint(\"[StatusEffectsManager] Blindness expired on %s\" % [entity.name if entity is Node else str(entity)])\n\n\n## Called when stun expires on an entity.\nfunc _on_stun_expired(entity: Object) -> void:\n\tif not is_instance_valid(entity):\n\t\treturn\n\n\t# Restore visual\n\t_remove_stun_visual(entity)\n\n\t# Notify the entity\n\tif entity.has_method(\"set_stunned\"):\n\t\tentity.set_stunned(false)\n\n\tprint(\"[StatusEffectsManager] Stun expired on %s\" % [entity.name if entity is Node else str(entity)])\n\n\n## Apply visual effect for blindness.\nfunc _apply_blindness_visual(entity: Node2D) -> void:\n\t# Add a yellow/white overlay to indicate blindness\n\tif not entity.has_meta(\"_blindness_tint\"):\n\t\tvar sprite: Sprite2D = _find_sprite(entity)\n\t\tif sprite:\n\t\t\tentity.set_meta(\"_original_modulate\", sprite.modulate)\n\t\t\tsprite.modulate = Color(1.0, 1.0, 0.5, 1.0) # Yellow tint\n\t\t\tentity.set_meta(\"_blindness_tint\", true)\n\n\n## Remove visual effect for blindness.\nfunc _remove_blindness_visual(entity: Object) -> void:\n\tif not is_instance_valid(entity) or not entity is Node2D:\n\t\treturn\n\n\tif entity.has_meta(\"_blindness_tint\"):\n\t\tvar sprite: Sprite2D = _find_sprite(entity)\n\t\tif sprite and entity.has_meta(\"_original_modulate\"):\n\t\t\t# Only restore if not still stunned\n\t\t\tif not is_stunned(entity):\n\t\t\t\tsprite.modulate = entity.get_meta(\"_original_modulate\")\n\t\tentity.remove_meta(\"_blindness_tint\")\n\n\n## Apply visual effect for stun.\nfunc _apply_stun_visual(entity: Node2D) -> void:\n\t# Add a blue overlay to indicate stun\n\tif not entity.has_meta(\"_stun_tint\"):\n\t\tvar sprite: Sprite2D = _find_sprite(entity)\n\t\tif sprite:\n\t\t\tif not entity.has_meta(\"_original_modulate\"):\n\t\t\t\tentity.set_meta(\"_original_modulate\", sprite.modulate)\n\t\t\tsprite.modulate = Color(0.5, 0.5, 1.0, 1.0) # Blue tint\n\t\t\tentity.set_meta(\"_stun_tint\", true)\n\n\n## Remove visual effect for stun.\nfunc _remove_stun_visual(entity: Object) -> void:\n\tif not is_instance_valid(entity) or not entity is Node2D:\n\t\treturn\n\n\tif entity.has_meta(\"_stun_tint\"):\n\t\tvar sprite: Sprite2D = _find_sprite(entity)\n\t\tif sprite and entity.has_meta(\"_original_modulate\"):\n\t\t\t# Only restore if not still blinded\n\t\t\tif not is_blinded(entity):\n\t\t\t\tsprite.modulate = entity.get_meta(\"_original_modulate\")\n\t\tentity.remove_meta(\"_stun_tint\")\n\n\n## Check if an entity is currently blinded.\nfunc is_blinded(entity: Object) -> bool:\n\tif not is_instance_valid(entity):\n\t\treturn false\n\n\tvar entity_id := entity.get_instance_id()\n\tif _active_effects.has(entity_id):\n\t\treturn _active_effects[entity_id].get(\"blindness\", 0) > 0\n\n\treturn false\n\n\n## Check if an entity is currently stunned.\nfunc is_stunned(entity: Object) -> bool:\n\tif not is_instance_valid(entity):\n\t\treturn false\n\n\tvar entity_id := entity.get_instance_id()\n\tif _active_effects.has(entity_id):\n\t\treturn _active_effects[entity_id].get(\"stun\", 0) > 0\n\n\treturn false\n\n\n## Get remaining blindness duration for an entity.\nfunc get_blindness_remaining(entity: Object) -> float:\n\tif not is_instance_valid(entity):\n\t\treturn 0.0\n\n\tvar entity_id := entity.get_instance_id()\n\tif _active_effects.has(entity_id):\n\t\treturn _active_effects[entity_id].get(\"blindness\", 0)\n\n\treturn 0.0\n\n\n## Get remaining stun duration for an entity.\nfunc get_stun_remaining(entity: Object) -> float:\n\tif not is_instance_valid(entity):\n\t\treturn 0.0\n\n\tvar entity_id := entity.get_instance_id()\n\tif _active_effects.has(entity_id):\n\t\treturn _active_effects[entity_id].get(\"stun\", 0)\n\n\treturn 0.0\n\n\n## Find the main body sprite on an entity.\n## Enemies use EnemyModel/Body structure instead of a direct Sprite2D child.\nfunc _find_sprite(entity: Node) -> Sprite2D:\n\tif not is_instance_valid(entity):\n\t\treturn null\n\t# Try direct Sprite2D child first (generic entities)\n\tvar sprite: Sprite2D = entity.get_node_or_null(\"Sprite2D\")\n\tif sprite:\n\t\treturn sprite\n\t# Try EnemyModel/Body (enemy structure)\n\tsprite = entity.get_node_or_null(\"EnemyModel/Body\")\n\tif sprite:\n\t\treturn sprite\n\treturn null\n\n\n## Remove all effects from an entity (used when entity dies or is removed).\nfunc clear_effects(entity: Object) -> void:\n\tif not is_instance_valid(entity):\n\t\treturn\n\n\tvar entity_id := entity.get_instance_id()\n\tif _active_effects.has(entity_id):\n\t\t_remove_blindness_visual(entity)\n\t\t_remove_stun_visual(entity)\n\t\t_active_effects.erase(entity_id)\n", | |
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| "text": "Good, I've read the flashlight_effect.gd and status_effects_manager.gd. Now let me search the game log for relevant flashlight-related messages and read the rest of the log." | |
| } | |
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| [2026-02-07T18:28:03.059Z] [INFO] { | |
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| [2026-02-07T18:28:03.665Z] [INFO] { | |
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| "id": "msg_01A5rfREaYgCXmnfGAbhuaVy", | |
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| [2026-02-07T18:28:03.691Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_01Lh8jXRSDGcq67jvAVvEsnj", | |
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| "content": "No matches found" | |
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| [2026-02-07T18:28:09.948Z] [INFO] { | |
| "type": "assistant", | |
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| "id": "msg_01RFER5p5qTXSvL2892H3bPG", | |
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| "text": "This is very revealing. The game log shows:\n1. The flashlight is equipped and attached successfully multiple times\n2. But there are **zero** `[FlashlightEffect]` log messages — no \"PointLight2D found\", no \"Beam hit\", nothing from `flashlight_effect.gd`\n3. No errors or warnings at all\n\nThis means `flashlight_effect.gd` is **never being instantiated** or its `_ready()` function is never called. The player's flashlight scene is being equipped, but the `FlashlightEffect` script is not running.\n\nLet me check how the flashlight is set up in the scene and how the effect is attached." | |
| } | |
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| [2026-02-07T18:28:13.493Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01RFER5p5qTXSvL2892H3bPG", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01TZizdkwF9HNGeTvZGY4oUW", | |
| "name": "TodoWrite", | |
| "input": { | |
| "todos": [ | |
| { | |
| "content": "Download and analyze the new game log (game_log_20260207_212501.txt)", | |
| "status": "completed", | |
| "activeForm": "Downloading and analyzing the new game log" | |
| }, | |
| { | |
| "content": "Read current flashlight_effect.gd to understand the implementation", | |
| "status": "completed", | |
| "activeForm": "Reading current flashlight_effect.gd" | |
| }, | |
| { | |
| "content": "Read enemy.gd and status_effects_manager.gd for context", | |
| "status": "completed", | |
| "activeForm": "Reading enemy and status effects code" | |
| }, | |
| { | |
| "content": "Identify root cause of flashlight not working - investigate scene setup", | |
| "status": "in_progress", | |
| "activeForm": "Investigating flashlight scene setup and attachment" | |
| }, | |
| { | |
| "content": "Implement fix for the flashlight issue", | |
| "status": "pending", | |
| "activeForm": "Implementing fix" | |
| }, | |
| { | |
| "content": "Update tests if needed", | |
| "status": "pending", | |
| "activeForm": "Updating tests" | |
| }, | |
| { | |
| "content": "Save game log to docs/case-studies/issue-584/", | |
| "status": "pending", | |
| "activeForm": "Saving game log to case study folder" | |
| }, | |
| { | |
| "content": "Run CI checks and verify all pass", | |
| "status": "pending", | |
| "activeForm": "Running CI checks" | |
| }, | |
| { | |
| "content": "Commit, push, and update PR", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ] | |
| } | |
| } | |
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| [2026-02-07T18:28:13.498Z] [INFO] { | |
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| "content": "Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable" | |
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| }, | |
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| }, | |
| { | |
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| }, | |
| { | |
| "content": "Run CI checks and verify all pass", | |
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| }, | |
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| }, | |
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| "content": "Implement fix for the flashlight issue", | |
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| "content": "Update tests if needed", | |
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| "content": "Found 31 files\nscripts/objects/enemy.gd\ntests/unit/test_flashlight_effect.gd\ndocs/case-studies/issue-584/logs/game_log_20260207_185352.txt\nscripts/effects/flashlight_effect.gd\ndocs/case-studies/issue-584/logs/game_log_20260207_185021.txt\ndocs/case-studies/issue-584/analysis.md\ntests/unit/test_flashlight_actions.gd\ntests/unit/test_flashlight_detection.gd\ntests/unit/test_armory_menu.gd\ntests/unit/test_active_item_manager.gd\nscripts/characters/player.gd\nscripts/components/flashlight_detection_component.gd\nscripts/ai/enemy_actions.gd\nscripts/autoload/active_item_manager.gd\nscenes/effects/FlashlightEffect.tscn\nexperiments/verify_cone_edges.py\nproject.godot\nexperiments/generate_cone_texture.py\nexperiments/compare_edges.py\ndocs/case-studies/issue-590/game_log_20260207_172626.txt\ndocs/case-studies/issue-585/solution-draft-log.txt\ndocs/case-studies/issue-585/README.md\ndocs/case-studies/issue-574/logs/game_log_20260207_202328.txt\ndocs/case-studies/issue-574/logs/game_log_20260207_202429.txt\ndocs/case-studies/issue-574/game_log_20260207_181131.txt\ndocs/case-studies/issue-574/README.md\ndocs/case-studies/issue-546/logs/game_log_20260207_152902.txt\ndocs/case-studies/issue-546/logs/game_log_20260207_160512.txt\ndocs/case-studies/issue-546/logs/game_log_20260207_162542.txt\ndocs/case-studies/issue-546/README.md\nScripts/Characters/Player.cs" | |
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| "text": "Let me look at the FlashlightEffect scene, the player script to see how it creates/attaches the flashlight, and the relevant scene files." | |
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| [2026-02-07T18:28:21.126Z] [INFO] { | |
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| "content": " 1→[gd_scene load_steps=3 format=3 uid=\"uid://flashlight_effect_scene\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/effects/flashlight_effect.gd\" id=\"1_flashlight_effect\"]\n 4→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/effects/flashlight_cone_18deg.png\" id=\"2_cone_texture\"]\n 5→\n 6→[node name=\"FlashlightEffect\" type=\"Node2D\"]\n 7→z_index = 50\n 8→script = ExtResource(\"1_flashlight_effect\")\n 9→\n 10→[node name=\"PointLight2D\" type=\"PointLight2D\" parent=\".\"]\n 11→color = Color(1, 1, 0.95, 1)\n 12→energy = 0.0\n 13→shadow_enabled = true\n 14→shadow_color = Color(0, 0, 0, 0.9)\n 15→shadow_filter = 1\n 16→shadow_filter_smooth = 6.0\n 17→texture = ExtResource(\"2_cone_texture\")\n 18→texture_scale = 6.0\n 19→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| [2026-02-07T18:28:22.297Z] [INFO] { | |
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| [2026-02-07T18:28:22.335Z] [INFO] { | |
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| "content": "299-\t# Connect CasingPusher signals for reliable casing detection (Issue #392 Iteration 7)\n300-\t# Using body_entered/body_exited signals instead of polling get_overlapping_bodies()\n301-\t# This ensures casings are detected even when player approaches from narrow side\n302-\t_connect_casing_pusher_signals()\n303-\n304:\t# Initialize flashlight if active item manager has flashlight selected\n305:\t_init_flashlight()\n306-\n307-\tFileLogger.info(\"[Player] Ready! Ammo: %d/%d, Grenades: %d/%d, Health: %d/%d\" % [\n308-\t\t_current_ammo, max_ammo,\n309-\t\t_current_grenades, max_grenades,\n310-\t\t_current_health, max_health\n--\n394-\tif reload_mode == 0: # Simple mode\n395-\t\t_handle_simple_reload_input()\n396-\telse: # Sequence mode\n397-\t\t_handle_sequence_reload_input()\n398-\n399:\t# Handle flashlight input (hold Space to turn on, release to turn off)\n400:\t_handle_flashlight_input()\n401-\n402-\n403-func _get_input_direction() -> Vector2:\n404-\tvar direction := Vector2.ZERO\n405-\tdirection.x = Input.get_axis(\"move_left\", \"move_right\")\n--\n2730-\t\t\tif DEBUG_CASING_PUSHING:\n2731-\t\t\t\tprint(\"[Player.CasingPusher] Casing exited: %s (total: %d)\" % [body.name, _overlapping_casings.size()])\n2732-\n2733-\n2734-# ============================================================================\n2735:# Flashlight System (Issue #546)\n2736-# ============================================================================\n2737-\n2738:## Flashlight scene path.\n2739:const FLASHLIGHT_SCENE_PATH: String = \"res://scenes/effects/FlashlightEffect.tscn\"\n2740-\n2741:## Whether the flashlight is equipped (active item selected in armory).\n2742:var _flashlight_equipped: bool = false\n2743-\n2744:## Reference to the flashlight effect node (child of PlayerModel).\n2745:var _flashlight_node: Node2D = null\n2746-\n2747-\n2748:## Initialize the flashlight if the ActiveItemManager has it selected.\n2749:func _init_flashlight() -> void:\n2750-\tvar active_item_manager: Node = get_node_or_null(\"/root/ActiveItemManager\")\n2751-\tif active_item_manager == null:\n2752:\t\tFileLogger.info(\"[Player.Flashlight] ActiveItemManager not found\")\n2753-\t\treturn\n2754-\n2755:\tif not active_item_manager.has_method(\"has_flashlight\"):\n2756:\t\tFileLogger.info(\"[Player.Flashlight] ActiveItemManager missing has_flashlight method\")\n2757-\t\treturn\n2758-\n2759:\tif not active_item_manager.has_flashlight():\n2760:\t\tFileLogger.info(\"[Player.Flashlight] No flashlight selected in ActiveItemManager\")\n2761-\t\treturn\n2762-\n2763:\tFileLogger.info(\"[Player.Flashlight] Flashlight is selected, initializing...\")\n2764-\n2765:\t# Load and instantiate the flashlight effect scene\n2766:\tif not ResourceLoader.exists(FLASHLIGHT_SCENE_PATH):\n2767:\t\tFileLogger.info(\"[Player.Flashlight] WARNING: Flashlight scene not found: %s\" % FLASHLIGHT_SCENE_PATH)\n2768-\t\treturn\n2769-\n2770:\tvar flashlight_scene: PackedScene = load(FLASHLIGHT_SCENE_PATH)\n2771:\tif flashlight_scene == null:\n2772:\t\tFileLogger.info(\"[Player.Flashlight] WARNING: Failed to load flashlight scene\")\n2773-\t\treturn\n2774-\n2775:\t_flashlight_node = flashlight_scene.instantiate()\n2776:\t_flashlight_node.name = \"FlashlightEffect\"\n2777-\n2778-\t# Add as child of PlayerModel so it rotates with aiming direction\n2779-\tif _player_model:\n2780:\t\t_player_model.add_child(_flashlight_node)\n2781-\t\t# Position at the weapon barrel (forward from center, matching bullet_spawn_offset)\n2782:\t\t_flashlight_node.position = Vector2(bullet_spawn_offset, 0)\n2783:\t\t_flashlight_equipped = true\n2784:\t\tFileLogger.info(\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (%d, 0)\" % int(bullet_spawn_offset))\n2785-\telse:\n2786:\t\tFileLogger.info(\"[Player.Flashlight] WARNING: _player_model is null, flashlight not attached\")\n2787:\t\t_flashlight_node.queue_free()\n2788:\t\t_flashlight_node = null\n2789-\n2790-\n2791:## Handle flashlight input: hold Space to turn on, release to turn off.\n2792:func _handle_flashlight_input() -> void:\n2793:\tif not _flashlight_equipped or _flashlight_node == null:\n2794-\t\treturn\n2795-\n2796:\tif not is_instance_valid(_flashlight_node):\n2797-\t\treturn\n2798-\n2799:\tif Input.is_action_pressed(\"flashlight_toggle\"):\n2800:\t\tif _flashlight_node.has_method(\"turn_on\"):\n2801:\t\t\t_flashlight_node.turn_on()\n2802-\telse:\n2803:\t\tif _flashlight_node.has_method(\"turn_off\"):\n2804:\t\t\t_flashlight_node.turn_off()\n2805-\n2806-\n2807:## Check if the player's flashlight is currently on (Issue #574).\n2808:## Used by enemy AI to detect the flashlight beam and estimate player position.\n2809:func is_flashlight_on() -> bool:\n2810:\tif not _flashlight_equipped or _flashlight_node == null:\n2811-\t\treturn false\n2812:\tif not is_instance_valid(_flashlight_node):\n2813-\t\treturn false\n2814:\tif _flashlight_node.has_method(\"is_on\"):\n2815:\t\treturn _flashlight_node.is_on()\n2816-\treturn false\n2817-\n2818-\n2819:## Get the flashlight beam direction as a normalized Vector2 (Issue #574).\n2820-## The beam direction matches the player model's facing direction.\n2821:## Returns Vector2.ZERO if flashlight is off or not equipped.\n2822:func get_flashlight_direction() -> Vector2:\n2823:\tif not is_flashlight_on():\n2824-\t\treturn Vector2.ZERO\n2825-\tif not _player_model:\n2826-\t\treturn Vector2.ZERO\n2827-\treturn Vector2.RIGHT.rotated(_player_model.global_rotation)\n2828-\n2829-\n2830:## Get the flashlight beam origin position in global coordinates (Issue #574).\n2831:## This is the weapon barrel position where the flashlight is attached.\n2832:## Returns global_position if flashlight is off or not equipped.\n2833:func get_flashlight_origin() -> Vector2:\n2834:\tif not is_flashlight_on() or _flashlight_node == null:\n2835-\t\treturn global_position\n2836:\tif not is_instance_valid(_flashlight_node):\n2837-\t\treturn global_position\n2838:\treturn _flashlight_node.global_position" | |
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| "content": "299-\t# Connect CasingPusher signals for reliable casing detection (Issue #392 Iteration 7)\n300-\t# Using body_entered/body_exited signals instead of polling get_overlapping_bodies()\n301-\t# This ensures casings are detected even when player approaches from narrow side\n302-\t_connect_casing_pusher_signals()\n303-\n304:\t# Initialize flashlight if active item manager has flashlight selected\n305:\t_init_flashlight()\n306-\n307-\tFileLogger.info(\"[Player] Ready! Ammo: %d/%d, Grenades: %d/%d, Health: %d/%d\" % [\n308-\t\t_current_ammo, max_ammo,\n309-\t\t_current_grenades, max_grenades,\n310-\t\t_current_health, max_health\n--\n394-\tif reload_mode == 0: # Simple mode\n395-\t\t_handle_simple_reload_input()\n396-\telse: # Sequence mode\n397-\t\t_handle_sequence_reload_input()\n398-\n399:\t# Handle flashlight input (hold Space to turn on, release to turn off)\n400:\t_handle_flashlight_input()\n401-\n402-\n403-func _get_input_direction() -> Vector2:\n404-\tvar direction := Vector2.ZERO\n405-\tdirection.x = Input.get_axis(\"move_left\", \"move_right\")\n--\n2730-\t\t\tif DEBUG_CASING_PUSHING:\n2731-\t\t\t\tprint(\"[Player.CasingPusher] Casing exited: %s (total: %d)\" % [body.name, _overlapping_casings.size()])\n2732-\n2733-\n2734-# ============================================================================\n2735:# Flashlight System (Issue #546)\n2736-# ============================================================================\n2737-\n2738:## Flashlight scene path.\n2739:const FLASHLIGHT_SCENE_PATH: String = \"res://scenes/effects/FlashlightEffect.tscn\"\n2740-\n2741:## Whether the flashlight is equipped (active item selected in armory).\n2742:var _flashlight_equipped: bool = false\n2743-\n2744:## Reference to the flashlight effect node (child of PlayerModel).\n2745:var _flashlight_node: Node2D = null\n2746-\n2747-\n2748:## Initialize the flashlight if the ActiveItemManager has it selected.\n2749:func _init_flashlight() -> void:\n2750-\tvar active_item_manager: Node = get_node_or_null(\"/root/ActiveItemManager\")\n2751-\tif active_item_manager == null:\n2752:\t\tFileLogger.info(\"[Player.Flashlight] ActiveItemManager not found\")\n2753-\t\treturn\n2754-\n2755:\tif not active_item_manager.has_method(\"has_flashlight\"):\n2756:\t\tFileLogger.info(\"[Player.Flashlight] ActiveItemManager missing has_flashlight method\")\n2757-\t\treturn\n2758-\n2759:\tif not active_item_manager.has_flashlight():\n2760:\t\tFileLogger.info(\"[Player.Flashlight] No flashlight selected in ActiveItemManager\")\n2761-\t\treturn\n2762-\n2763:\tFileLogger.info(\"[Player.Flashlight] Flashlight is selected, initializing...\")\n2764-\n2765:\t# Load and instantiate the flashlight effect scene\n2766:\tif not ResourceLoader.exists(FLASHLIGHT_SCENE_PATH):\n2767:\t\tFileLogger.info(\"[Player.Flashlight] WARNING: Flashlight scene not found: %s\" % FLASHLIGHT_SCENE_PATH)\n2768-\t\treturn\n2769-\n2770:\tvar flashlight_scene: PackedScene = load(FLASHLIGHT_SCENE_PATH)\n2771:\tif flashlight_scene == null:\n2772:\t\tFileLogger.info(\"[Player.Flashlight] WARNING: Failed to load flashlight scene\")\n2773-\t\treturn\n2774-\n2775:\t_flashlight_node = flashlight_scene.instantiate()\n2776:\t_flashlight_node.name = \"FlashlightEffect\"\n2777-\n2778-\t# Add as child of PlayerModel so it rotates with aiming direction\n2779-\tif _player_model:\n2780:\t\t_player_model.add_child(_flashlight_node)\n2781-\t\t# Position at the weapon barrel (forward from center, matching bullet_spawn_offset)\n2782:\t\t_flashlight_node.position = Vector2(bullet_spawn_offset, 0)\n2783:\t\t_flashlight_equipped = true\n2784:\t\tFileLogger.info(\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (%d, 0)\" % int(bullet_spawn_offset))\n2785-\telse:\n2786:\t\tFileLogger.info(\"[Player.Flashlight] WARNING: _player_model is null, flashlight not attached\")\n2787:\t\t_flashlight_node.queue_free()\n2788:\t\t_flashlight_node = null\n2789-\n2790-\n2791:## Handle flashlight input: hold Space to turn on, release to turn off.\n2792:func _handle_flashlight_input() -> void:\n2793:\tif not _flashlight_equipped or _flashlight_node == null:\n2794-\t\treturn\n2795-\n2796:\tif not is_instance_valid(_flashlight_node):\n2797-\t\treturn\n2798-\n2799:\tif Input.is_action_pressed(\"flashlight_toggle\"):\n2800:\t\tif _flashlight_node.has_method(\"turn_on\"):\n2801:\t\t\t_flashlight_node.turn_on()\n2802-\telse:\n2803:\t\tif _flashlight_node.has_method(\"turn_off\"):\n2804:\t\t\t_flashlight_node.turn_off()\n2805-\n2806-\n2807:## Check if the player's flashlight is currently on (Issue #574).\n2808:## Used by enemy AI to detect the flashlight beam and estimate player position.\n2809:func is_flashlight_on() -> bool:\n2810:\tif not _flashlight_equipped or _flashlight_node == null:\n2811-\t\treturn false\n2812:\tif not is_instance_valid(_flashlight_node):\n2813-\t\treturn false\n2814:\tif _flashlight_node.has_method(\"is_on\"):\n2815:\t\treturn _flashlight_node.is_on()\n2816-\treturn false\n2817-\n2818-\n2819:## Get the flashlight beam direction as a normalized Vector2 (Issue #574).\n2820-## The beam direction matches the player model's facing direction.\n2821:## Returns Vector2.ZERO if flashlight is off or not equipped.\n2822:func get_flashlight_direction() -> Vector2:\n2823:\tif not is_flashlight_on():\n2824-\t\treturn Vector2.ZERO\n2825-\tif not _player_model:\n2826-\t\treturn Vector2.ZERO\n2827-\treturn Vector2.RIGHT.rotated(_player_model.global_rotation)\n2828-\n2829-\n2830:## Get the flashlight beam origin position in global coordinates (Issue #574).\n2831:## This is the weapon barrel position where the flashlight is attached.\n2832:## Returns global_position if flashlight is off or not equipped.\n2833:func get_flashlight_origin() -> Vector2:\n2834:\tif not is_flashlight_on() or _flashlight_node == null:\n2835-\t\treturn global_position\n2836:\tif not is_instance_valid(_flashlight_node):\n2837-\t\treturn global_position\n2838:\treturn _flashlight_node.global_position", | |
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| [2026-02-07T18:28:28.824Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_01GSQ3egPr9gRkGcWQMcvTct", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "The code looks correct — the flashlight scene is being loaded and instantiated, the `FlashlightEffect` script is attached. The log shows \"Flashlight equipped and attached to PlayerModel\" successfully. But the `_ready()` of `flashlight_effect.gd` is never seen logging.\n\nWait — let me re-read the log more carefully. The user's complaint is \"фонарик перестал работать\" (flashlight stopped working). This is the NEW log after the last code changes. Let me check what the user means — maybe the flashlight light itself is not turning on (not just blinding).\n\nLet me search for more context in the game log — particularly for any `[FlashlightEffect]` messages and flashlight toggle behavior." | |
| } | |
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| [2026-02-07T18:28:29.714Z] [INFO] { | |
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| { | |
| "type": "tool_use", | |
| "id": "toolu_01LemtoPg1aS3FkSyDUG4Ztz", | |
| "name": "Grep", | |
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| } | |
| [2026-02-07T18:28:29.938Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_01LemtoPg1aS3FkSyDUG4Ztz", | |
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| "content": "No matches found" | |
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| [2026-02-07T18:28:30.320Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01GSQ3egPr9gRkGcWQMcvTct", | |
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| { | |
| "type": "tool_use", | |
| "id": "toolu_019TH1F6twJ92mS2u6gBfTFz", | |
| "name": "Grep", | |
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| "pattern": "PointLight", | |
| "path": "/tmp/game_log_20260207_212501.txt", | |
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| } | |
| [2026-02-07T18:28:30.347Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_019TH1F6twJ92mS2u6gBfTFz", | |
| "type": "tool_result", | |
| "content": "No matches found" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "f61adc6c-6d26-4fef-8b43-e808ccfadec5", | |
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| [2026-02-07T18:28:35.398Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01Hx2tHREsbkgtoJmhJR4o4v", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Zero `[FlashlightEffect]` messages in the entire log! This means `flashlight_effect.gd`'s `_ready()` function was never called. The scene was instantiated and attached to PlayerModel, but the script's `_ready()` never ran.\n\nLet me check if the flashlight_cone_18deg.png texture file exists, because if the scene can't load (missing resource), the instantiate might fail silently." | |
| } | |
| ], | |
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| "uuid": "738f27c2-79e5-4e4d-96dd-2776f9ee98ce" | |
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| [2026-02-07T18:28:36.155Z] [INFO] { | |
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| { | |
| "type": "tool_use", | |
| "id": "toolu_01WVz3V5gAEVnmd54SL8D2G5", | |
| "name": "Glob", | |
| "input": { | |
| "pattern": "**/flashlight_cone*.png", | |
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| [2026-02-07T18:28:36.351Z] [INFO] { | |
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| [2026-02-07T18:28:36.592Z] [INFO] { | |
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| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
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| [2026-02-07T18:28:36.619Z] [INFO] { | |
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| [2026-02-07T18:28:40.090Z] [INFO] { | |
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| "text": "The texture file exists. Let me look at previous game logs (that worked) to compare. The earlier session showed \"BLINDED applied\" messages. Let me check the earlier logs to see what was different." | |
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| "content": "322:[18:53:58] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n323:[18:53:58] [INFO] [FlashlightEffect] Flashlight sound loaded\n504:[18:54:02] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n505:[18:54:02] [INFO] [FlashlightEffect] Flashlight sound loaded\n1034:[18:54:08] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n1035:[18:54:08] [INFO] [FlashlightEffect] Flashlight sound loaded\n1423:[18:54:11] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n1424:[18:54:11] [INFO] [FlashlightEffect] Flashlight sound loaded\n2641:[18:54:33] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n2642:[18:54:33] [INFO] [FlashlightEffect] Flashlight sound loaded\n3009:[18:54:35] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n3010:[18:54:35] [INFO] [FlashlightEffect] Flashlight sound loaded\n4471:[18:54:56] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n4472:[18:54:56] [INFO] [FlashlightEffect] Flashlight sound loaded\n4639:[18:54:56] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n4640:[18:54:56] [INFO] [FlashlightEffect] Flashlight sound loaded\n5028:[18:54:59] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n5029:[18:54:59] [INFO] [FlashlightEffect] Flashlight sound loaded\n5380:[18:55:02] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n5381:[18:55:02] [INFO] [FlashlightEffect] Flashlight sound loaded", | |
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| [2026-02-07T18:28:46.681Z] [INFO] { | |
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| { | |
| "type": "text", | |
| "text": "So in the **earlier** game logs (before our last commit), `[FlashlightEffect]` messages were showing up correctly. Now they're completely absent. Something in the last commit broke the flashlight scene loading.\n\nLet me check the git diff between the working version and the current one to see what changed." | |
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| "content": "fe09297 refactor: condense verbose comments in enemy.gd to stay under 5000 line CI limit\nb2cfb72 feat: 2s blindness duration with 20s per-enemy cooldown (Issue #584)\n97da751 Merge remote-tracking branch 'origin/main' into issue-584-358f1bf6655d\nfb001d6 Merge pull request #587 from konard/issue-574-e19da0fc6f31\n66bc9eb Merge pull request #608 from konard/issue-598-91b3315a66bd", | |
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| "stdout": "fe09297 refactor: condense verbose comments in enemy.gd to stay under 5000 line CI limit\nb2cfb72 feat: 2s blindness duration with 20s per-enemy cooldown (Issue #584)\n97da751 Merge remote-tracking branch 'origin/main' into issue-584-358f1bf6655d\nfb001d6 Merge pull request #587 from konard/issue-574-e19da0fc6f31\n66bc9eb Merge pull request #608 from konard/issue-598-91b3315a66bd", | |
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| [2026-02-07T18:28:51.024Z] [INFO] { | |
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| "content": "diff --git a/scripts/effects/flashlight_effect.gd b/scripts/effects/flashlight_effect.gd\nindex 0dba98f..fa884cf 100644\n--- a/scripts/effects/flashlight_effect.gd\n+++ b/scripts/effects/flashlight_effect.gd\n@@ -9,7 +9,7 @@ extends Node2D\n ## with the player model to always point in the aiming direction.\n ##\n ## When the flashlight beam hits an enemy directly, the enemy is blinded\n-## for a short duration (once per enemy per flashlight activation).\n+## for 2 seconds. Each enemy has a 20-second cooldown before it can be blinded again.\n \n ## Light energy (brightness) when the flashlight is on.\n ## Bright white light — same level as flashbang (8.0) for clear visibility.\n@@ -29,8 +29,11 @@ const BEAM_HALF_ANGLE_DEG: float = 9.0\n ## Capped at a practical gameplay distance.\n const BEAM_RANGE: float = 600.0\n \n-## Duration of the blindness effect in seconds (200ms).\n-const BLINDNESS_DURATION: float = 0.2\n+## Duration of the blindness effect in seconds.\n+const BLINDNESS_DURATION: float = 2.0\n+\n+## Cooldown in seconds before the same enemy can be blinded again.\n+const BLINDNESS_COOLDOWN: float = 20.0\n \n ## Path to the flashlight toggle sound file.\n const FLASHLIGHT_SOUND_PATH: String = \"res://assets/audio/звук включения и выключения фанарика.mp3\"\n@@ -47,8 +50,8 @@ var _is_on: bool = false\n ## AudioStreamPlayer for flashlight toggle sound.\n var _audio_player: AudioStreamPlayer = null\n \n-## Set of enemy instance IDs already blinded during the current flashlight activation.\n-## Reset when the flashlight is turned off.\n+## Tracks when each enemy was last blinded (instance_id -> timestamp in msec).\n+## Used to enforce the per-enemy cooldown period.\n var _blinded_enemies: Dictionary = {}\n \n \n@@ -89,7 +92,6 @@ func turn_on() -> void:\n \tif _is_on:\n \t\treturn\n \t_is_on = true\n-\t_blinded_enemies.clear()\n \t_set_light_visible(true)\n \t_play_toggle_sound()\n \n@@ -99,7 +101,6 @@ func turn_off() -> void:\n \tif not _is_on:\n \t\treturn\n \t_is_on = false\n-\t_blinded_enemies.clear()\n \t_set_light_visible(false)\n \t_play_toggle_sound()\n \n@@ -123,16 +124,19 @@ func _physics_process(_delta: float) -> void:\n \n \n ## Check all enemies and blind those caught in the flashlight beam.\n-## Each enemy is only blinded once per flashlight activation.\n+## Each enemy can only be blinded once per cooldown period (20 seconds).\n func _check_enemies_in_beam() -> void:\n \tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n+\tvar current_time := Time.get_ticks_msec()\n \tfor enemy in enemies:\n \t\tif not is_instance_valid(enemy) or not enemy is Node2D:\n \t\t\tcontinue\n \n \t\tvar enemy_id := enemy.get_instance_id()\n \t\tif _blinded_enemies.has(enemy_id):\n-\t\t\tcontinue\n+\t\t\tvar elapsed := (current_time - _blinded_enemies[enemy_id]) / 1000.0\n+\t\t\tif elapsed < BLINDNESS_COOLDOWN:\n+\t\t\t\tcontinue\n \n \t\tif _is_enemy_in_beam(enemy):\n \t\t\t_blind_enemy(enemy)\n@@ -174,7 +178,7 @@ func _has_line_of_sight_to(target: Node2D) -> bool:\n ## Apply blindness effect to an enemy via StatusEffectsManager.\n func _blind_enemy(enemy: Node2D) -> void:\n \tvar enemy_id := enemy.get_instance_id()\n-\t_blinded_enemies[enemy_id] = true\n+\t_blinded_enemies[enemy_id] = Time.get_ticks_msec()\n \n \tFileLogger.info(\"[FlashlightEffect] Beam hit %s at distance %.0f, applying blindness for %.1fs\" % [enemy.name, global_position.distance_to(enemy.global_position), BLINDNESS_DURATION])", | |
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| "stdout": "diff --git a/scripts/effects/flashlight_effect.gd b/scripts/effects/flashlight_effect.gd\nindex 0dba98f..fa884cf 100644\n--- a/scripts/effects/flashlight_effect.gd\n+++ b/scripts/effects/flashlight_effect.gd\n@@ -9,7 +9,7 @@ extends Node2D\n ## with the player model to always point in the aiming direction.\n ##\n ## When the flashlight beam hits an enemy directly, the enemy is blinded\n-## for a short duration (once per enemy per flashlight activation).\n+## for 2 seconds. Each enemy has a 20-second cooldown before it can be blinded again.\n \n ## Light energy (brightness) when the flashlight is on.\n ## Bright white light — same level as flashbang (8.0) for clear visibility.\n@@ -29,8 +29,11 @@ const BEAM_HALF_ANGLE_DEG: float = 9.0\n ## Capped at a practical gameplay distance.\n const BEAM_RANGE: float = 600.0\n \n-## Duration of the blindness effect in seconds (200ms).\n-const BLINDNESS_DURATION: float = 0.2\n+## Duration of the blindness effect in seconds.\n+const BLINDNESS_DURATION: float = 2.0\n+\n+## Cooldown in seconds before the same enemy can be blinded again.\n+const BLINDNESS_COOLDOWN: float = 20.0\n \n ## Path to the flashlight toggle sound file.\n const FLASHLIGHT_SOUND_PATH: String = \"res://assets/audio/звук включения и выключения фанарика.mp3\"\n@@ -47,8 +50,8 @@ var _is_on: bool = false\n ## AudioStreamPlayer for flashlight toggle sound.\n var _audio_player: AudioStreamPlayer = null\n \n-## Set of enemy instance IDs already blinded during the current flashlight activation.\n-## Reset when the flashlight is turned off.\n+## Tracks when each enemy was last blinded (instance_id -> timestamp in msec).\n+## Used to enforce the per-enemy cooldown period.\n var _blinded_enemies: Dictionary = {}\n \n \n@@ -89,7 +92,6 @@ func turn_on() -> void:\n \tif _is_on:\n \t\treturn\n \t_is_on = true\n-\t_blinded_enemies.clear()\n \t_set_light_visible(true)\n \t_play_toggle_sound()\n \n@@ -99,7 +101,6 @@ func turn_off() -> void:\n \tif not _is_on:\n \t\treturn\n \t_is_on = false\n-\t_blinded_enemies.clear()\n \t_set_light_visible(false)\n \t_play_toggle_sound()\n \n@@ -123,16 +124,19 @@ func _physics_process(_delta: float) -> void:\n \n \n ## Check all enemies and blind those caught in the flashlight beam.\n-## Each enemy is only blinded once per flashlight activation.\n+## Each enemy can only be blinded once per cooldown period (20 seconds).\n func _check_enemies_in_beam() -> void:\n \tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n+\tvar current_time := Time.get_ticks_msec()\n \tfor enemy in enemies:\n \t\tif not is_instance_valid(enemy) or not enemy is Node2D:\n \t\t\tcontinue\n \n \t\tvar enemy_id := enemy.get_instance_id()\n \t\tif _blinded_enemies.has(enemy_id):\n-\t\t\tcontinue\n+\t\t\tvar elapsed := (current_time - _blinded_enemies[enemy_id]) / 1000.0\n+\t\t\tif elapsed < BLINDNESS_COOLDOWN:\n+\t\t\t\tcontinue\n \n \t\tif _is_enemy_in_beam(enemy):\n \t\t\t_blind_enemy(enemy)\n@@ -174,7 +178,7 @@ func _has_line_of_sight_to(target: Node2D) -> bool:\n ## Apply blindness effect to an enemy via StatusEffectsManager.\n func _blind_enemy(enemy: Node2D) -> void:\n \tvar enemy_id := enemy.get_instance_id()\n-\t_blinded_enemies[enemy_id] = true\n+\t_blinded_enemies[enemy_id] = Time.get_ticks_msec()\n \n \tFileLogger.info(\"[FlashlightEffect] Beam hit %s at distance %.0f, applying blindness for %.1fs\" % [enemy.name, global_position.distance_to(enemy.global_position), BLINDNESS_DURATION])", | |
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| "command": "git diff 97da751..fe09297 -- scenes/effects/FlashlightEffect.tscn", | |
| "description": "Check if scene file changed" | |
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| "command": "git diff 97da751..fe09297 -- scripts/characters/player.gd | head -200", | |
| "description": "Check what changed in player.gd" | |
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| [2026-02-07T18:29:03.488Z] [INFO] { | |
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| "text": "The changes to `flashlight_effect.gd` are minimal and logical — they changed duration/cooldown values. The scene and player.gd didn't change. The code logic change shouldn't have broken the flashlight light from turning on.\n\nWait — but the game log says NO `[FlashlightEffect]` messages AT ALL, meaning `_ready()` never ran. Yet the player.gd is clearly instantiating the scene. This is suspicious. Let me check if perhaps the user is running an older build that doesn't have the `FlashlightEffect.tscn` exported properly, or if there's a Godot export issue.\n\nActually, let me re-read the log more carefully. I notice the log shows \"Flashlight equipped and attached\" at 21:25:05, 21:25:09, etc. — but no `[FlashlightEffect]` messages following. In the working logs, `[FlashlightEffect]` messages come right after \"Flashlight equipped and attached\". \n\nLet me check if perhaps the issue is that the sound file path `res://assets/audio/звук включения и выключения фанарика.mp3` might be causing a problem in the exported build (Unicode path). But wait, that wouldn't affect `_ready()` running at all.\n\nLet me look at what's different. In the new log, the scene loads multiple times (each time scene changes). But `_ready()` never logs. Let me check if there's an import file issue with the cone texture that could prevent scene instantiation." | |
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| "input": { | |
| "command": "git diff 97da751..fe09297 -- assets/sprites/effects/flashlight_cone_18deg.png assets/sprites/effects/flashlight_cone_18deg.png.import", | |
| "description": "Check if cone texture import changed" | |
| } | |
| } | |
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| [2026-02-07T18:29:04.711Z] [INFO] { | |
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| { | |
| "type": "text", | |
| "text": "No changes. Let me dig deeper — check git diff for ALL files that changed." | |
| } | |
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| "description": "See all files changed in last two commits" | |
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| [2026-02-07T18:29:08.112Z] [INFO] { | |
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| { | |
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| "type": "tool_result", | |
| "content": " scripts/effects/flashlight_effect.gd | 24 ++++----\n scripts/objects/enemy.gd | 14 +----\n tests/unit/test_flashlight_effect.gd | 110 +++++++++++++++++++++++++----------\n 3 files changed, 96 insertions(+), 52 deletions(-)", | |
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| "stdout": " scripts/effects/flashlight_effect.gd | 24 ++++----\n scripts/objects/enemy.gd | 14 +----\n tests/unit/test_flashlight_effect.gd | 110 +++++++++++++++++++++++++----------\n 3 files changed, 96 insertions(+), 52 deletions(-)", | |
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| [2026-02-07T18:29:10.800Z] [INFO] { | |
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| { | |
| "type": "text", | |
| "text": "Only 3 files changed. Let me check the enemy.gd changes." | |
| } | |
| ], | |
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| "name": "Bash", | |
| "input": { | |
| "command": "git diff 97da751..fe09297 -- scripts/objects/enemy.gd", | |
| "description": "Check enemy.gd changes" | |
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| "content": "diff --git a/scripts/objects/enemy.gd b/scripts/objects/enemy.gd\nindex ef896a2..7fab22c 100644\n--- a/scripts/objects/enemy.gd\n+++ b/scripts/objects/enemy.gd\n@@ -597,9 +597,7 @@ func on_sound_heard_with_intensity(sound_type: int, position: Vector2, source_ty\n \t\tif _memory:\n \t\t\t_memory.update_position(position, SOUND_RELOAD_CONFIDENCE)\n \n-\t\t# React to vulnerable player sound - transition to combat/pursuing\n-\t\t# All enemies in hearing range should pursue the vulnerable player!\n-\t\t# This makes reload sounds a high-risk action when enemies are nearby.\n+\t\t# React to vulnerable player sound - pursue (high-risk for reload actions)\n \t\tif _current_state in [AIState.IDLE, AIState.IN_COVER, AIState.SUPPRESSED, AIState.RETREATING, AIState.SEEKING_COVER]:\n \t\t\t# Leave cover/defensive state to attack vulnerable player\n \t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n@@ -1255,10 +1253,7 @@ func _process_ai_state(delta: float) -> void:\n \n \t\t\t# Aim at player immediately - both body rotation and model rotation\n \t\t\trotation = direction_to_player.angle()\n-\t\t\t# CRITICAL: Force the model to face the player immediately so that\n-\t\t\t# _get_weapon_forward_direction() returns the correct aim direction.\n-\t\t\t# Without this, the weapon transform would still reflect the old direction\n-\t\t\t# and _shoot() would fail the aim tolerance check. (Fix for issue #264)\n+\t\t\t# CRITICAL: Force model to face player for correct aim direction (issue #264)\n \t\t\t_force_model_to_face_direction(direction_to_player)\n \n \t\t\t# Shoot with priority - still respects weapon fire rate cooldown\n@@ -1369,9 +1364,7 @@ func _process_combat_state(delta: float) -> void:\n \t\tif _machete.is_backstab_opportunity(_player) or _machete.is_player_under_fire(_player):\n \t\t\ttp = _machete.get_backstab_approach_position(_player, 60.0)\n \t\t_move_to_target_nav(tp, combat_move_speed); return\n-\t# Check for suppression - transition to retreating behavior\n-\t# BUT: When pursuing a vulnerability sound (player reloading/out of ammo),\n-\t# ignore suppression and continue the attack - this is the best time to strike!\n+\t# Check suppression (ignore during vulnerability pursuit)\n \tif _under_fire and enable_cover and not _pursuing_vulnerability_sound:\n \t\t_combat_exposed = false\n \t\t_combat_approaching = false\n@@ -1677,7 +1670,6 @@ func _process_in_cover_state(delta: float) -> void:\n \t\treturn\n \n \t# NOTE: ASSAULT state transition removed per issue #169\n-\t# Enemies now stay in IN_COVER instead of transitioning to coordinated assault\n \n \t# Decision making based on player distance and visibility\n \tif _player:", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "43574bf3-2dca-4fd1-b997-3aa6d4a407dd", | |
| "tool_use_result": { | |
| "stdout": "diff --git a/scripts/objects/enemy.gd b/scripts/objects/enemy.gd\nindex ef896a2..7fab22c 100644\n--- a/scripts/objects/enemy.gd\n+++ b/scripts/objects/enemy.gd\n@@ -597,9 +597,7 @@ func on_sound_heard_with_intensity(sound_type: int, position: Vector2, source_ty\n \t\tif _memory:\n \t\t\t_memory.update_position(position, SOUND_RELOAD_CONFIDENCE)\n \n-\t\t# React to vulnerable player sound - transition to combat/pursuing\n-\t\t# All enemies in hearing range should pursue the vulnerable player!\n-\t\t# This makes reload sounds a high-risk action when enemies are nearby.\n+\t\t# React to vulnerable player sound - pursue (high-risk for reload actions)\n \t\tif _current_state in [AIState.IDLE, AIState.IN_COVER, AIState.SUPPRESSED, AIState.RETREATING, AIState.SEEKING_COVER]:\n \t\t\t# Leave cover/defensive state to attack vulnerable player\n \t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n@@ -1255,10 +1253,7 @@ func _process_ai_state(delta: float) -> void:\n \n \t\t\t# Aim at player immediately - both body rotation and model rotation\n \t\t\trotation = direction_to_player.angle()\n-\t\t\t# CRITICAL: Force the model to face the player immediately so that\n-\t\t\t# _get_weapon_forward_direction() returns the correct aim direction.\n-\t\t\t# Without this, the weapon transform would still reflect the old direction\n-\t\t\t# and _shoot() would fail the aim tolerance check. (Fix for issue #264)\n+\t\t\t# CRITICAL: Force model to face player for correct aim direction (issue #264)\n \t\t\t_force_model_to_face_direction(direction_to_player)\n \n \t\t\t# Shoot with priority - still respects weapon fire rate cooldown\n@@ -1369,9 +1364,7 @@ func _process_combat_state(delta: float) -> void:\n \t\tif _machete.is_backstab_opportunity(_player) or _machete.is_player_under_fire(_player):\n \t\t\ttp = _machete.get_backstab_approach_position(_player, 60.0)\n \t\t_move_to_target_nav(tp, combat_move_speed); return\n-\t# Check for suppression - transition to retreating behavior\n-\t# BUT: When pursuing a vulnerability sound (player reloading/out of ammo),\n-\t# ignore suppression and continue the attack - this is the best time to strike!\n+\t# Check suppression (ignore during vulnerability pursuit)\n \tif _under_fire and enable_cover and not _pursuing_vulnerability_sound:\n \t\t_combat_exposed = false\n \t\t_combat_approaching = false\n@@ -1677,7 +1670,6 @@ func _process_in_cover_state(delta: float) -> void:\n \t\treturn\n \n \t# NOTE: ASSAULT state transition removed per issue #169\n-\t# Enemies now stay in IN_COVER instead of transitioning to coordinated assault\n \n \t# Decision making based on player distance and visibility\n \tif _player:", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-07T18:29:16.472Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01B8cnDdko8KR8SQNaEApBDF", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Those are just comment condensation changes — no logic changes at all. The code itself is identical.\n\nThis is very puzzling. The `flashlight_effect.gd` code changes shouldn't have broken `_ready()` from being called. Let me think about this differently.\n\nThe user said \"фонарик перестал работать\" — the flashlight **stopped** working. Maybe the light itself visually stopped working, not that the script didn't load. Let me re-read the game log for additional clues. Let me check the tail of the log for any signs of flashlight usage (like space key being pressed or other actions)." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 929, | |
| "cache_read_input_tokens": 72492, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 929 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "3fe51009-4f7d-422e-a8f8-9b7a8d6f9244" | |
| } | |
| [2026-02-07T18:29:17.243Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01B8cnDdko8KR8SQNaEApBDF", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01KYBYakvayVBGvfmdoKKbXy", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/game_log_20260207_212501.txt", | |
| "offset": 500, | |
| "limit": 500 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 929, | |
| "cache_read_input_tokens": 72492, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 929 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "4fb1ba85-e6c0-45e9-9f4a-b3552a6dc7f7" | |
| } | |
| [2026-02-07T18:29:17.482Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01KYBYakvayVBGvfmdoKKbXy", | |
| "type": "tool_result", | |
| "content": " 500→[21:25:09] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n 501→[21:25:09] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n 502→[21:25:09] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n 503→[21:25:09] [ENEMY] [Enemy10] Death animation component initialized\n 504→[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 505→[21:25:09] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 506→[21:25:09] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 507→[21:25:09] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 508→[21:25:09] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 509→[21:25:09] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 510→[21:25:09] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 511→[21:25:09] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 512→[21:25:09] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 513→[21:25:09] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 514→[21:25:09] [INFO] [Player.Debug] Connected to GameManager, debug mode: True\n 515→[21:25:09] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 516→[21:25:09] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n 517→[21:25:09] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n 518→[21:25:09] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 10/10\n 519→[21:25:09] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 520→[21:25:09] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n 521→[21:25:09] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n 522→[21:25:09] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n 523→[21:25:09] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n 524→[21:25:09] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n 525→[21:25:09] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n 526→[21:25:09] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n 527→[21:25:09] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n 528→[21:25:09] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n 529→[21:25:09] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n 530→[21:25:09] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n 531→[21:25:09] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n 532→[21:25:09] [INFO] [BuildingLevel] Setting up weapon: makarov_pm\n 533→[21:25:09] [INFO] [ScoreManager] Level started with 10 enemies\n 534→[21:25:09] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n 535→[21:25:09] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n 536→[21:25:09] [INFO] [ReplayManager] Replay data cleared\n 537→[21:25:09] [INFO] [BuildingLevel] Previous replay data cleared\n 538→[21:25:09] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n 539→[21:25:09] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n 540→[21:25:09] [INFO] [ReplayManager] Level: BuildingLevel\n 541→[21:25:09] [INFO] [ReplayManager] Player: Player (valid: True)\n 542→[21:25:09] [INFO] [ReplayManager] Enemies count: 10\n 543→[21:25:09] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n 544→[21:25:09] [INFO] [ReplayManager] Enemy 0: Enemy1\n 545→[21:25:09] [INFO] [ReplayManager] Enemy 1: Enemy2\n 546→[21:25:09] [INFO] [ReplayManager] Enemy 2: Enemy3\n 547→[21:25:09] [INFO] [ReplayManager] Enemy 3: Enemy4\n 548→[21:25:09] [INFO] [ReplayManager] Enemy 4: Enemy5\n 549→[21:25:09] [INFO] [ReplayManager] Enemy 5: Enemy6\n 550→[21:25:09] [INFO] [ReplayManager] Enemy 6: Enemy7\n 551→[21:25:09] [INFO] [ReplayManager] Enemy 7: Enemy8\n 552→[21:25:09] [INFO] [ReplayManager] Enemy 8: Enemy9\n 553→[21:25:09] [INFO] [ReplayManager] Enemy 9: Enemy10\n 554→[21:25:09] [INFO] [BuildingLevel] Replay recording started successfully\n 555→[21:25:09] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 556→[21:25:09] [INFO] [CinemaEffects] Found player node: Player\n 557→[21:25:09] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 558→[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 21)\n 559→[21:25:09] [ENEMY] [Enemy1] Registered as sound listener\n 560→[21:25:09] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 2, behavior: GUARD\n 561→[21:25:09] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 562→[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 22)\n 563→[21:25:09] [ENEMY] [Enemy2] Registered as sound listener\n 564→[21:25:09] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 3, behavior: GUARD\n 565→[21:25:09] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 566→[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 23)\n 567→[21:25:09] [ENEMY] [Enemy3] Registered as sound listener\n 568→[21:25:09] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 3, behavior: GUARD\n 569→[21:25:09] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 570→[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 24)\n 571→[21:25:09] [ENEMY] [Enemy4] Registered as sound listener\n 572→[21:25:09] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 3, behavior: GUARD\n 573→[21:25:09] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 574→[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 25)\n 575→[21:25:09] [ENEMY] [Enemy5] Registered as sound listener\n 576→[21:25:09] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 2, behavior: GUARD\n 577→[21:25:09] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n 578→[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 26)\n 579→[21:25:09] [ENEMY] [Enemy6] Registered as sound listener\n 580→[21:25:09] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 4, behavior: GUARD\n 581→[21:25:09] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n 582→[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 27)\n 583→[21:25:09] [ENEMY] [Enemy7] Registered as sound listener\n 584→[21:25:09] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 4, behavior: PATROL\n 585→[21:25:09] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n 586→[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 28)\n 587→[21:25:09] [ENEMY] [Enemy8] Registered as sound listener\n 588→[21:25:09] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 2, behavior: GUARD\n 589→[21:25:09] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n 590→[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 29)\n 591→[21:25:09] [ENEMY] [Enemy9] Registered as sound listener\n 592→[21:25:09] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 2, behavior: GUARD\n 593→[21:25:09] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n 594→[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 30)\n 595→[21:25:09] [ENEMY] [Enemy10] Registered as sound listener\n 596→[21:25:09] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 2, behavior: PATROL\n 597→[21:25:09] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 598→[21:25:10] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n 599→[21:25:10] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=168.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 600→[21:25:10] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 601→[21:25:10] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=326.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 602→[21:25:10] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=168.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 603→[21:25:10] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=303.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 604→[21:25:10] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=337.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n 605→[21:25:10] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 606→[21:25:10] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=146.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 607→[21:25:10] [INFO] [Player] Detecting weapon pose (frame 3)...\n 608→[21:25:10] [INFO] [Player] Detected weapon: Makarov PM (Pistol pose)\n 609→[21:25:10] [INFO] [Player] Applied Pistol arm pose: Left=(16, 6), Right=(4, 6)\n 610→[21:25:10] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 611→[21:25:10] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 612→[21:25:10] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 613→[21:25:10] [INFO] [LastChance] Found player: Player\n 614→[21:25:10] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 615→[21:25:10] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 616→[21:25:10] [INFO] [LastChance] Connected to player Died signal (C#)\n 617→[21:25:10] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 618→[21:25:10] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=10\n 619→[21:25:11] [INFO] [PauseMenu] Armory button pressed\n 620→[21:25:11] [INFO] [PauseMenu] Creating new armory menu instance\n 621→[21:25:11] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n 622→[21:25:11] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n 623→[21:25:11] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n 624→[21:25:11] [INFO] [PauseMenu] back_pressed signal exists on instance\n 625→[21:25:11] [INFO] [PauseMenu] back_pressed signal connected\n 626→[21:25:11] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n 627→[21:25:11] [INFO] [PauseMenu] _populate_weapon_grid method exists\n 628→[21:25:11] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=10\n 629→[21:25:12] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=10\n 630→[21:25:13] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 631→[21:25:13] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n 632→[21:25:13] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1250), corner_timer=0.30\n 633→[21:25:13] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1250), corner_timer=0.30\n 634→[21:25:13] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=10\n 635→[21:25:14] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=10\n 636→[21:25:15] [INFO] [PauseMenu] Armory button pressed\n 637→[21:25:15] [INFO] [PauseMenu] Showing existing armory menu\n 638→[21:25:15] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=10\n 639→[21:25:16] [INFO] [GameManager] Weapon selected: m16\n 640→[21:25:16] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 641→[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 642→[21:25:16] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 643→[21:25:16] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 644→[21:25:16] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 645→[21:25:16] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 646→[21:25:16] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 647→[21:25:16] [INFO] [LastChance] Resetting all effects (scene change detected)\n 648→[21:25:16] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n 649→[21:25:16] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 650→[21:25:16] [ENEMY] [Enemy1] Death animation component initialized\n 651→[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 652→[21:25:16] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 653→[21:25:16] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 654→[21:25:16] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 655→[21:25:16] [ENEMY] [Enemy2] Death animation component initialized\n 656→[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 657→[21:25:16] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 658→[21:25:16] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 659→[21:25:16] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 660→[21:25:16] [ENEMY] [Enemy3] Death animation component initialized\n 661→[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 662→[21:25:16] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 663→[21:25:16] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 664→[21:25:16] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 665→[21:25:16] [ENEMY] [Enemy4] Death animation component initialized\n 666→[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 667→[21:25:16] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 668→[21:25:16] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 669→[21:25:16] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 670→[21:25:16] [INFO] [EnemyGrenade] Initialized: 1 grenades\n 671→[21:25:16] [ENEMY] [Enemy5] Death animation component initialized\n 672→[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 673→[21:25:16] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 674→[21:25:16] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n 675→[21:25:16] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 676→[21:25:16] [ENEMY] [Enemy6] Death animation component initialized\n 677→[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 678→[21:25:16] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 679→[21:25:16] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n 680→[21:25:16] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 681→[21:25:16] [ENEMY] [Enemy7] Death animation component initialized\n 682→[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 683→[21:25:16] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 684→[21:25:16] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n 685→[21:25:16] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n 686→[21:25:16] [ENEMY] [Enemy8] Death animation component initialized\n 687→[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 688→[21:25:16] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n 689→[21:25:16] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n 690→[21:25:16] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n 691→[21:25:16] [ENEMY] [Enemy9] Death animation component initialized\n 692→[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 693→[21:25:16] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n 694→[21:25:16] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n 695→[21:25:16] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n 696→[21:25:16] [ENEMY] [Enemy10] Death animation component initialized\n 697→[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 698→[21:25:16] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 699→[21:25:16] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 700→[21:25:16] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 701→[21:25:16] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 702→[21:25:16] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 703→[21:25:16] [INFO] [Player.Weapon] GameManager weapon selection: m16 (AssaultRifle)\n 704→[21:25:16] [INFO] [Player.Weapon] Removed default MakarovPM\n 705→[21:25:16] [INFO] [Player.Weapon] Equipped AssaultRifle (ammo: 30/30)\n 706→[21:25:16] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 707→[21:25:16] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 708→[21:25:16] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 709→[21:25:16] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 710→[21:25:16] [INFO] [Player.Debug] Connected to GameManager, debug mode: True\n 711→[21:25:16] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 712→[21:25:16] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n 713→[21:25:16] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n 714→[21:25:16] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 10/10\n 715→[21:25:16] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 716→[21:25:16] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n 717→[21:25:16] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n 718→[21:25:16] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n 719→[21:25:16] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n 720→[21:25:16] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n 721→[21:25:16] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n 722→[21:25:16] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n 723→[21:25:16] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n 724→[21:25:16] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n 725→[21:25:16] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n 726→[21:25:16] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n 727→[21:25:16] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n 728→[21:25:16] [INFO] [BuildingLevel] Setting up weapon: m16\n 729→[21:25:16] [INFO] [BuildingLevel] AssaultRifle already equipped by C# Player - skipping GDScript weapon swap\n 730→[21:25:16] [INFO] [ScoreManager] Level started with 10 enemies\n 731→[21:25:16] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n 732→[21:25:16] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n 733→[21:25:16] [INFO] [ReplayManager] Replay data cleared\n 734→[21:25:16] [INFO] [BuildingLevel] Previous replay data cleared\n 735→[21:25:16] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n 736→[21:25:16] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n 737→[21:25:16] [INFO] [ReplayManager] Level: BuildingLevel\n 738→[21:25:16] [INFO] [ReplayManager] Player: Player (valid: True)\n 739→[21:25:16] [INFO] [ReplayManager] Enemies count: 10\n 740→[21:25:16] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n 741→[21:25:16] [INFO] [ReplayManager] Enemy 0: Enemy1\n 742→[21:25:16] [INFO] [ReplayManager] Enemy 1: Enemy2\n 743→[21:25:16] [INFO] [ReplayManager] Enemy 2: Enemy3\n 744→[21:25:16] [INFO] [ReplayManager] Enemy 3: Enemy4\n 745→[21:25:16] [INFO] [ReplayManager] Enemy 4: Enemy5\n 746→[21:25:16] [INFO] [ReplayManager] Enemy 5: Enemy6\n 747→[21:25:16] [INFO] [ReplayManager] Enemy 6: Enemy7\n 748→[21:25:16] [INFO] [ReplayManager] Enemy 7: Enemy8\n 749→[21:25:16] [INFO] [ReplayManager] Enemy 8: Enemy9\n 750→[21:25:16] [INFO] [ReplayManager] Enemy 9: Enemy10\n 751→[21:25:16] [INFO] [BuildingLevel] Replay recording started successfully\n 752→[21:25:16] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 753→[21:25:16] [INFO] [CinemaEffects] Found player node: Player\n 754→[21:25:16] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 755→[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 31)\n 756→[21:25:16] [ENEMY] [Enemy1] Registered as sound listener\n 757→[21:25:16] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 4, behavior: GUARD\n 758→[21:25:16] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 759→[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 32)\n 760→[21:25:16] [ENEMY] [Enemy2] Registered as sound listener\n 761→[21:25:16] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 2, behavior: GUARD\n 762→[21:25:16] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 763→[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 33)\n 764→[21:25:16] [ENEMY] [Enemy3] Registered as sound listener\n 765→[21:25:16] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 2, behavior: GUARD\n 766→[21:25:16] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 767→[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 34)\n 768→[21:25:16] [ENEMY] [Enemy4] Registered as sound listener\n 769→[21:25:16] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 3, behavior: GUARD\n 770→[21:25:16] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 771→[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 35)\n 772→[21:25:16] [ENEMY] [Enemy5] Registered as sound listener\n 773→[21:25:16] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 4, behavior: GUARD\n 774→[21:25:16] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n 775→[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 36)\n 776→[21:25:16] [ENEMY] [Enemy6] Registered as sound listener\n 777→[21:25:16] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 3, behavior: GUARD\n 778→[21:25:16] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n 779→[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 37)\n 780→[21:25:16] [ENEMY] [Enemy7] Registered as sound listener\n 781→[21:25:16] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 4, behavior: PATROL\n 782→[21:25:16] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n 783→[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 38)\n 784→[21:25:16] [ENEMY] [Enemy8] Registered as sound listener\n 785→[21:25:16] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 4, behavior: GUARD\n 786→[21:25:16] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n 787→[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 39)\n 788→[21:25:16] [ENEMY] [Enemy9] Registered as sound listener\n 789→[21:25:16] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 2, behavior: GUARD\n 790→[21:25:16] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n 791→[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 40)\n 792→[21:25:16] [ENEMY] [Enemy10] Registered as sound listener\n 793→[21:25:16] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 3, behavior: PATROL\n 794→[21:25:16] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 795→[21:25:16] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n 796→[21:25:16] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=33.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 797→[21:25:16] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n 798→[21:25:16] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 799→[21:25:16] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=168.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 800→[21:25:16] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=101.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 801→[21:25:16] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=146.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 802→[21:25:16] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=123.7°, current=0.0°, player=(450,1250), corner_timer=0.00\n 803→[21:25:16] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=56.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 804→[21:25:16] [INFO] [Player] Detecting weapon pose (frame 3)...\n 805→[21:25:16] [INFO] [Player] Detected weapon: Rifle (default pose)\n 806→[21:25:16] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n 807→[21:25:16] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 808→[21:25:16] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 809→[21:25:16] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 810→[21:25:16] [INFO] [LastChance] Found player: Player\n 811→[21:25:16] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 812→[21:25:16] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 813→[21:25:16] [INFO] [LastChance] Connected to player Died signal (C#)\n 814→[21:25:16] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 815→[21:25:17] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=10\n 816→[21:25:18] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 817→[21:25:18] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n 818→[21:25:18] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1127), corner_timer=0.30\n 819→[21:25:18] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1127), corner_timer=0.30\n 820→[21:25:18] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=10\n 821→[21:25:19] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=4.3°, current=58.7°, player=(450,1041), corner_timer=-0.02\n 822→[21:25:19] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 823→[21:25:19] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=50.4°, player=(450,1041), corner_timer=-0.02\n 824→[21:25:19] [ENEMY] [Enemy10] PATROL corner check: angle 14.3°\n 825→[21:25:19] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=94.3°, current=55.9°, player=(450,1039), corner_timer=0.30\n 826→[21:25:19] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=14.3°, current=52.7°, player=(450,1039), corner_timer=0.30\n 827→[21:25:19] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=10\n 828→[21:25:19] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 829→[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 830→[21:25:19] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 831→[21:25:19] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 832→[21:25:19] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 833→[21:25:19] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 834→[21:25:19] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 835→[21:25:19] [INFO] [LastChance] Resetting all effects (scene change detected)\n 836→[21:25:19] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n 837→[21:25:19] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 838→[21:25:19] [ENEMY] [Enemy1] Death animation component initialized\n 839→[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 840→[21:25:19] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 841→[21:25:19] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 842→[21:25:19] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 843→[21:25:19] [ENEMY] [Enemy2] Death animation component initialized\n 844→[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 845→[21:25:19] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 846→[21:25:19] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 847→[21:25:19] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 848→[21:25:19] [ENEMY] [Enemy3] Death animation component initialized\n 849→[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 850→[21:25:19] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 851→[21:25:19] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 852→[21:25:19] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 853→[21:25:19] [ENEMY] [Enemy4] Death animation component initialized\n 854→[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 855→[21:25:19] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 856→[21:25:19] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 857→[21:25:19] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 858→[21:25:19] [ENEMY] [Enemy5] Death animation component initialized\n 859→[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 860→[21:25:19] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 861→[21:25:19] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n 862→[21:25:19] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 863→[21:25:19] [ENEMY] [Enemy6] Death animation component initialized\n 864→[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 865→[21:25:19] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 866→[21:25:19] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n 867→[21:25:19] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 868→[21:25:19] [ENEMY] [Enemy7] Death animation component initialized\n 869→[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 870→[21:25:19] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 871→[21:25:19] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n 872→[21:25:19] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n 873→[21:25:19] [ENEMY] [Enemy8] Death animation component initialized\n 874→[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 875→[21:25:19] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n 876→[21:25:19] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n 877→[21:25:19] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n 878→[21:25:19] [ENEMY] [Enemy9] Death animation component initialized\n 879→[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 880→[21:25:19] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n 881→[21:25:19] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n 882→[21:25:19] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n 883→[21:25:19] [ENEMY] [Enemy10] Death animation component initialized\n 884→[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 885→[21:25:19] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 886→[21:25:19] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 887→[21:25:19] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 888→[21:25:19] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 889→[21:25:19] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 890→[21:25:19] [INFO] [Player.Weapon] GameManager weapon selection: m16 (AssaultRifle)\n 891→[21:25:19] [INFO] [Player.Weapon] Removed default MakarovPM\n 892→[21:25:19] [INFO] [Player.Weapon] Equipped AssaultRifle (ammo: 30/30)\n 893→[21:25:19] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 894→[21:25:19] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 895→[21:25:19] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 896→[21:25:19] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 897→[21:25:19] [INFO] [Player.Debug] Connected to GameManager, debug mode: True\n 898→[21:25:19] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 899→[21:25:19] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n 900→[21:25:19] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n 901→[21:25:19] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 10/10\n 902→[21:25:19] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 903→[21:25:19] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n 904→[21:25:19] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n 905→[21:25:19] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n 906→[21:25:19] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n 907→[21:25:19] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n 908→[21:25:19] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n 909→[21:25:19] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n 910→[21:25:19] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n 911→[21:25:19] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n 912→[21:25:19] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n 913→[21:25:19] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n 914→[21:25:19] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n 915→[21:25:19] [INFO] [BuildingLevel] Setting up weapon: m16\n 916→[21:25:19] [INFO] [BuildingLevel] AssaultRifle already equipped by C# Player - skipping GDScript weapon swap\n 917→[21:25:19] [INFO] [ScoreManager] Level started with 10 enemies\n 918→[21:25:19] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n 919→[21:25:19] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n 920→[21:25:19] [INFO] [ReplayManager] Replay data cleared\n 921→[21:25:19] [INFO] [BuildingLevel] Previous replay data cleared\n 922→[21:25:19] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n 923→[21:25:19] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n 924→[21:25:19] [INFO] [ReplayManager] Level: BuildingLevel\n 925→[21:25:19] [INFO] [ReplayManager] Player: Player (valid: True)\n 926→[21:25:19] [INFO] [ReplayManager] Enemies count: 10\n 927→[21:25:19] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n 928→[21:25:19] [INFO] [ReplayManager] Enemy 0: Enemy1\n 929→[21:25:19] [INFO] [ReplayManager] Enemy 1: Enemy2\n 930→[21:25:19] [INFO] [ReplayManager] Enemy 2: Enemy3\n 931→[21:25:19] [INFO] [ReplayManager] Enemy 3: Enemy4\n 932→[21:25:19] [INFO] [ReplayManager] Enemy 4: Enemy5\n 933→[21:25:19] [INFO] [ReplayManager] Enemy 5: Enemy6\n 934→[21:25:19] [INFO] [ReplayManager] Enemy 6: Enemy7\n 935→[21:25:19] [INFO] [ReplayManager] Enemy 7: Enemy8\n 936→[21:25:19] [INFO] [ReplayManager] Enemy 8: Enemy9\n 937→[21:25:19] [INFO] [ReplayManager] Enemy 9: Enemy10\n 938→[21:25:19] [INFO] [BuildingLevel] Replay recording started successfully\n 939→[21:25:19] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 940→[21:25:19] [INFO] [CinemaEffects] Found player node: Player\n 941→[21:25:19] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 942→[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 41)\n 943→[21:25:19] [ENEMY] [Enemy1] Registered as sound listener\n 944→[21:25:19] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 4, behavior: GUARD\n 945→[21:25:19] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 946→[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 42)\n 947→[21:25:19] [ENEMY] [Enemy2] Registered as sound listener\n 948→[21:25:19] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 4, behavior: GUARD\n 949→[21:25:19] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 950→[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 43)\n 951→[21:25:19] [ENEMY] [Enemy3] Registered as sound listener\n 952→[21:25:19] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 3, behavior: GUARD\n 953→[21:25:19] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 954→[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 44)\n 955→[21:25:19] [ENEMY] [Enemy4] Registered as sound listener\n 956→[21:25:19] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 4, behavior: GUARD\n 957→[21:25:19] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 958→[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 45)\n 959→[21:25:19] [ENEMY] [Enemy5] Registered as sound listener\n 960→[21:25:19] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 4, behavior: GUARD\n 961→[21:25:19] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n 962→[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 46)\n 963→[21:25:19] [ENEMY] [Enemy6] Registered as sound listener\n 964→[21:25:19] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 4, behavior: GUARD\n 965→[21:25:19] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n 966→[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 47)\n 967→[21:25:19] [ENEMY] [Enemy7] Registered as sound listener\n 968→[21:25:19] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 2, behavior: PATROL\n 969→[21:25:19] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n 970→[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 48)\n 971→[21:25:19] [ENEMY] [Enemy8] Registered as sound listener\n 972→[21:25:19] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 2, behavior: GUARD\n 973→[21:25:19] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n 974→[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 49)\n 975→[21:25:19] [ENEMY] [Enemy9] Registered as sound listener\n 976→[21:25:19] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 4, behavior: GUARD\n 977→[21:25:19] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n 978→[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 50)\n 979→[21:25:19] [ENEMY] [Enemy10] Registered as sound listener\n 980→[21:25:19] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 4, behavior: PATROL\n 981→[21:25:19] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 982→[21:25:20] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n 983→[21:25:20] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=326.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 984→[21:25:20] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 985→[21:25:20] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=11.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 986→[21:25:20] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=168.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 987→[21:25:20] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=303.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 988→[21:25:20] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 989→[21:25:20] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 990→[21:25:20] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=180.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n 991→[21:25:20] [INFO] [Player] Detecting weapon pose (frame 3)...\n 992→[21:25:20] [INFO] [Player] Detected weapon: Rifle (default pose)\n 993→[21:25:20] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n 994→[21:25:20] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 995→[21:25:20] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 996→[21:25:20] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 997→[21:25:20] [INFO] [LastChance] Found player: Player\n 998→[21:25:20] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 999→[21:25:20] [INFO] [LastChance] Connected to player Damaged signal (C#)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "b51d7f22-379d-4aae-b08d-d6e395383000", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/game_log_20260207_212501.txt", | |
| "content": "[21:25:09] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n[21:25:09] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n[21:25:09] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n[21:25:09] [ENEMY] [Enemy10] Death animation component initialized\n[21:25:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:09] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[21:25:09] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[21:25:09] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[21:25:09] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[21:25:09] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[21:25:09] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[21:25:09] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[21:25:09] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[21:25:09] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[21:25:09] [INFO] [Player.Debug] Connected to GameManager, debug mode: True\n[21:25:09] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[21:25:09] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n[21:25:09] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n[21:25:09] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 10/10\n[21:25:09] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[21:25:09] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n[21:25:09] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n[21:25:09] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n[21:25:09] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n[21:25:09] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n[21:25:09] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n[21:25:09] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n[21:25:09] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n[21:25:09] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n[21:25:09] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n[21:25:09] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n[21:25:09] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n[21:25:09] [INFO] [BuildingLevel] Setting up weapon: makarov_pm\n[21:25:09] [INFO] [ScoreManager] Level started with 10 enemies\n[21:25:09] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n[21:25:09] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n[21:25:09] [INFO] [ReplayManager] Replay data cleared\n[21:25:09] [INFO] [BuildingLevel] Previous replay data cleared\n[21:25:09] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n[21:25:09] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n[21:25:09] [INFO] [ReplayManager] Level: BuildingLevel\n[21:25:09] [INFO] [ReplayManager] Player: Player (valid: True)\n[21:25:09] [INFO] [ReplayManager] Enemies count: 10\n[21:25:09] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n[21:25:09] [INFO] [ReplayManager] Enemy 0: Enemy1\n[21:25:09] [INFO] [ReplayManager] Enemy 1: Enemy2\n[21:25:09] [INFO] [ReplayManager] Enemy 2: Enemy3\n[21:25:09] [INFO] [ReplayManager] Enemy 3: Enemy4\n[21:25:09] [INFO] [ReplayManager] Enemy 4: Enemy5\n[21:25:09] [INFO] [ReplayManager] Enemy 5: Enemy6\n[21:25:09] [INFO] [ReplayManager] Enemy 6: Enemy7\n[21:25:09] [INFO] [ReplayManager] Enemy 7: Enemy8\n[21:25:09] [INFO] [ReplayManager] Enemy 8: Enemy9\n[21:25:09] [INFO] [ReplayManager] Enemy 9: Enemy10\n[21:25:09] [INFO] [BuildingLevel] Replay recording started successfully\n[21:25:09] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[21:25:09] [INFO] [CinemaEffects] Found player node: Player\n[21:25:09] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 21)\n[21:25:09] [ENEMY] [Enemy1] Registered as sound listener\n[21:25:09] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 2, behavior: GUARD\n[21:25:09] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 22)\n[21:25:09] [ENEMY] [Enemy2] Registered as sound listener\n[21:25:09] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 3, behavior: GUARD\n[21:25:09] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 23)\n[21:25:09] [ENEMY] [Enemy3] Registered as sound listener\n[21:25:09] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 3, behavior: GUARD\n[21:25:09] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 24)\n[21:25:09] [ENEMY] [Enemy4] Registered as sound listener\n[21:25:09] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 3, behavior: GUARD\n[21:25:09] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 25)\n[21:25:09] [ENEMY] [Enemy5] Registered as sound listener\n[21:25:09] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 2, behavior: GUARD\n[21:25:09] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 26)\n[21:25:09] [ENEMY] [Enemy6] Registered as sound listener\n[21:25:09] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 4, behavior: GUARD\n[21:25:09] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 27)\n[21:25:09] [ENEMY] [Enemy7] Registered as sound listener\n[21:25:09] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 4, behavior: PATROL\n[21:25:09] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 28)\n[21:25:09] [ENEMY] [Enemy8] Registered as sound listener\n[21:25:09] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 2, behavior: GUARD\n[21:25:09] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 29)\n[21:25:09] [ENEMY] [Enemy9] Registered as sound listener\n[21:25:09] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 2, behavior: GUARD\n[21:25:09] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n[21:25:09] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 30)\n[21:25:09] [ENEMY] [Enemy10] Registered as sound listener\n[21:25:09] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 2, behavior: PATROL\n[21:25:09] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[21:25:10] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n[21:25:10] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=168.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:10] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:10] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=326.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:10] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=168.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:10] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=303.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:10] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=337.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:10] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:10] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=146.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:10] [INFO] [Player] Detecting weapon pose (frame 3)...\n[21:25:10] [INFO] [Player] Detected weapon: Makarov PM (Pistol pose)\n[21:25:10] [INFO] [Player] Applied Pistol arm pose: Left=(16, 6), Right=(4, 6)\n[21:25:10] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[21:25:10] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[21:25:10] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[21:25:10] [INFO] [LastChance] Found player: Player\n[21:25:10] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[21:25:10] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[21:25:10] [INFO] [LastChance] Connected to player Died signal (C#)\n[21:25:10] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[21:25:10] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=10\n[21:25:11] [INFO] [PauseMenu] Armory button pressed\n[21:25:11] [INFO] [PauseMenu] Creating new armory menu instance\n[21:25:11] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n[21:25:11] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n[21:25:11] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n[21:25:11] [INFO] [PauseMenu] back_pressed signal exists on instance\n[21:25:11] [INFO] [PauseMenu] back_pressed signal connected\n[21:25:11] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n[21:25:11] [INFO] [PauseMenu] _populate_weapon_grid method exists\n[21:25:11] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=10\n[21:25:12] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=10\n[21:25:13] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[21:25:13] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n[21:25:13] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1250), corner_timer=0.30\n[21:25:13] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1250), corner_timer=0.30\n[21:25:13] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=10\n[21:25:14] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=10\n[21:25:15] [INFO] [PauseMenu] Armory button pressed\n[21:25:15] [INFO] [PauseMenu] Showing existing armory menu\n[21:25:15] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=10\n[21:25:16] [INFO] [GameManager] Weapon selected: m16\n[21:25:16] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:16] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[21:25:16] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[21:25:16] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[21:25:16] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[21:25:16] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[21:25:16] [INFO] [LastChance] Resetting all effects (scene change detected)\n[21:25:16] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n[21:25:16] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[21:25:16] [ENEMY] [Enemy1] Death animation component initialized\n[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:16] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[21:25:16] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[21:25:16] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[21:25:16] [ENEMY] [Enemy2] Death animation component initialized\n[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:16] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[21:25:16] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[21:25:16] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[21:25:16] [ENEMY] [Enemy3] Death animation component initialized\n[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:16] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[21:25:16] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[21:25:16] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[21:25:16] [ENEMY] [Enemy4] Death animation component initialized\n[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:16] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[21:25:16] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[21:25:16] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[21:25:16] [INFO] [EnemyGrenade] Initialized: 1 grenades\n[21:25:16] [ENEMY] [Enemy5] Death animation component initialized\n[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:16] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[21:25:16] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n[21:25:16] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[21:25:16] [ENEMY] [Enemy6] Death animation component initialized\n[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:16] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[21:25:16] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n[21:25:16] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[21:25:16] [ENEMY] [Enemy7] Death animation component initialized\n[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:16] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[21:25:16] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n[21:25:16] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n[21:25:16] [ENEMY] [Enemy8] Death animation component initialized\n[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:16] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n[21:25:16] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n[21:25:16] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n[21:25:16] [ENEMY] [Enemy9] Death animation component initialized\n[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:16] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n[21:25:16] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n[21:25:16] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n[21:25:16] [ENEMY] [Enemy10] Death animation component initialized\n[21:25:16] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:16] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[21:25:16] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[21:25:16] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[21:25:16] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[21:25:16] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[21:25:16] [INFO] [Player.Weapon] GameManager weapon selection: m16 (AssaultRifle)\n[21:25:16] [INFO] [Player.Weapon] Removed default MakarovPM\n[21:25:16] [INFO] [Player.Weapon] Equipped AssaultRifle (ammo: 30/30)\n[21:25:16] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[21:25:16] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[21:25:16] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[21:25:16] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[21:25:16] [INFO] [Player.Debug] Connected to GameManager, debug mode: True\n[21:25:16] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[21:25:16] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n[21:25:16] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n[21:25:16] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 10/10\n[21:25:16] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[21:25:16] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n[21:25:16] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n[21:25:16] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n[21:25:16] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n[21:25:16] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n[21:25:16] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n[21:25:16] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n[21:25:16] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n[21:25:16] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n[21:25:16] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n[21:25:16] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n[21:25:16] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n[21:25:16] [INFO] [BuildingLevel] Setting up weapon: m16\n[21:25:16] [INFO] [BuildingLevel] AssaultRifle already equipped by C# Player - skipping GDScript weapon swap\n[21:25:16] [INFO] [ScoreManager] Level started with 10 enemies\n[21:25:16] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n[21:25:16] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n[21:25:16] [INFO] [ReplayManager] Replay data cleared\n[21:25:16] [INFO] [BuildingLevel] Previous replay data cleared\n[21:25:16] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n[21:25:16] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n[21:25:16] [INFO] [ReplayManager] Level: BuildingLevel\n[21:25:16] [INFO] [ReplayManager] Player: Player (valid: True)\n[21:25:16] [INFO] [ReplayManager] Enemies count: 10\n[21:25:16] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n[21:25:16] [INFO] [ReplayManager] Enemy 0: Enemy1\n[21:25:16] [INFO] [ReplayManager] Enemy 1: Enemy2\n[21:25:16] [INFO] [ReplayManager] Enemy 2: Enemy3\n[21:25:16] [INFO] [ReplayManager] Enemy 3: Enemy4\n[21:25:16] [INFO] [ReplayManager] Enemy 4: Enemy5\n[21:25:16] [INFO] [ReplayManager] Enemy 5: Enemy6\n[21:25:16] [INFO] [ReplayManager] Enemy 6: Enemy7\n[21:25:16] [INFO] [ReplayManager] Enemy 7: Enemy8\n[21:25:16] [INFO] [ReplayManager] Enemy 8: Enemy9\n[21:25:16] [INFO] [ReplayManager] Enemy 9: Enemy10\n[21:25:16] [INFO] [BuildingLevel] Replay recording started successfully\n[21:25:16] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[21:25:16] [INFO] [CinemaEffects] Found player node: Player\n[21:25:16] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 31)\n[21:25:16] [ENEMY] [Enemy1] Registered as sound listener\n[21:25:16] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 4, behavior: GUARD\n[21:25:16] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 32)\n[21:25:16] [ENEMY] [Enemy2] Registered as sound listener\n[21:25:16] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 2, behavior: GUARD\n[21:25:16] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 33)\n[21:25:16] [ENEMY] [Enemy3] Registered as sound listener\n[21:25:16] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 2, behavior: GUARD\n[21:25:16] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 34)\n[21:25:16] [ENEMY] [Enemy4] Registered as sound listener\n[21:25:16] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 3, behavior: GUARD\n[21:25:16] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 35)\n[21:25:16] [ENEMY] [Enemy5] Registered as sound listener\n[21:25:16] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 4, behavior: GUARD\n[21:25:16] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 36)\n[21:25:16] [ENEMY] [Enemy6] Registered as sound listener\n[21:25:16] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 3, behavior: GUARD\n[21:25:16] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 37)\n[21:25:16] [ENEMY] [Enemy7] Registered as sound listener\n[21:25:16] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 4, behavior: PATROL\n[21:25:16] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 38)\n[21:25:16] [ENEMY] [Enemy8] Registered as sound listener\n[21:25:16] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 4, behavior: GUARD\n[21:25:16] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 39)\n[21:25:16] [ENEMY] [Enemy9] Registered as sound listener\n[21:25:16] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 2, behavior: GUARD\n[21:25:16] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n[21:25:16] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 40)\n[21:25:16] [ENEMY] [Enemy10] Registered as sound listener\n[21:25:16] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 3, behavior: PATROL\n[21:25:16] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[21:25:16] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n[21:25:16] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=33.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:16] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:16] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:16] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=168.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:16] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=101.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:16] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=146.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:16] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=123.7°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:16] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=56.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:16] [INFO] [Player] Detecting weapon pose (frame 3)...\n[21:25:16] [INFO] [Player] Detected weapon: Rifle (default pose)\n[21:25:16] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n[21:25:16] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[21:25:16] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[21:25:16] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[21:25:16] [INFO] [LastChance] Found player: Player\n[21:25:16] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[21:25:16] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[21:25:16] [INFO] [LastChance] Connected to player Died signal (C#)\n[21:25:16] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[21:25:17] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=10\n[21:25:18] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[21:25:18] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n[21:25:18] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1127), corner_timer=0.30\n[21:25:18] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1127), corner_timer=0.30\n[21:25:18] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=10\n[21:25:19] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=4.3°, current=58.7°, player=(450,1041), corner_timer=-0.02\n[21:25:19] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[21:25:19] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=50.4°, player=(450,1041), corner_timer=-0.02\n[21:25:19] [ENEMY] [Enemy10] PATROL corner check: angle 14.3°\n[21:25:19] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=94.3°, current=55.9°, player=(450,1039), corner_timer=0.30\n[21:25:19] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=14.3°, current=52.7°, player=(450,1039), corner_timer=0.30\n[21:25:19] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=10\n[21:25:19] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:19] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[21:25:19] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[21:25:19] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[21:25:19] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[21:25:19] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[21:25:19] [INFO] [LastChance] Resetting all effects (scene change detected)\n[21:25:19] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n[21:25:19] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[21:25:19] [ENEMY] [Enemy1] Death animation component initialized\n[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:19] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[21:25:19] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[21:25:19] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[21:25:19] [ENEMY] [Enemy2] Death animation component initialized\n[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:19] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[21:25:19] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[21:25:19] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[21:25:19] [ENEMY] [Enemy3] Death animation component initialized\n[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:19] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[21:25:19] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[21:25:19] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[21:25:19] [ENEMY] [Enemy4] Death animation component initialized\n[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:19] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[21:25:19] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[21:25:19] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[21:25:19] [ENEMY] [Enemy5] Death animation component initialized\n[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:19] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[21:25:19] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n[21:25:19] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[21:25:19] [ENEMY] [Enemy6] Death animation component initialized\n[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:19] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[21:25:19] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n[21:25:19] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[21:25:19] [ENEMY] [Enemy7] Death animation component initialized\n[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:19] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[21:25:19] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n[21:25:19] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n[21:25:19] [ENEMY] [Enemy8] Death animation component initialized\n[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:19] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n[21:25:19] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n[21:25:19] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n[21:25:19] [ENEMY] [Enemy9] Death animation component initialized\n[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:19] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n[21:25:19] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n[21:25:19] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n[21:25:19] [ENEMY] [Enemy10] Death animation component initialized\n[21:25:19] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:19] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[21:25:19] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[21:25:19] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[21:25:19] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[21:25:19] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[21:25:19] [INFO] [Player.Weapon] GameManager weapon selection: m16 (AssaultRifle)\n[21:25:19] [INFO] [Player.Weapon] Removed default MakarovPM\n[21:25:19] [INFO] [Player.Weapon] Equipped AssaultRifle (ammo: 30/30)\n[21:25:19] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[21:25:19] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[21:25:19] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[21:25:19] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[21:25:19] [INFO] [Player.Debug] Connected to GameManager, debug mode: True\n[21:25:19] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[21:25:19] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n[21:25:19] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n[21:25:19] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 10/10\n[21:25:19] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[21:25:19] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n[21:25:19] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n[21:25:19] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n[21:25:19] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n[21:25:19] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n[21:25:19] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n[21:25:19] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n[21:25:19] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n[21:25:19] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n[21:25:19] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n[21:25:19] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n[21:25:19] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n[21:25:19] [INFO] [BuildingLevel] Setting up weapon: m16\n[21:25:19] [INFO] [BuildingLevel] AssaultRifle already equipped by C# Player - skipping GDScript weapon swap\n[21:25:19] [INFO] [ScoreManager] Level started with 10 enemies\n[21:25:19] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n[21:25:19] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n[21:25:19] [INFO] [ReplayManager] Replay data cleared\n[21:25:19] [INFO] [BuildingLevel] Previous replay data cleared\n[21:25:19] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n[21:25:19] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n[21:25:19] [INFO] [ReplayManager] Level: BuildingLevel\n[21:25:19] [INFO] [ReplayManager] Player: Player (valid: True)\n[21:25:19] [INFO] [ReplayManager] Enemies count: 10\n[21:25:19] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n[21:25:19] [INFO] [ReplayManager] Enemy 0: Enemy1\n[21:25:19] [INFO] [ReplayManager] Enemy 1: Enemy2\n[21:25:19] [INFO] [ReplayManager] Enemy 2: Enemy3\n[21:25:19] [INFO] [ReplayManager] Enemy 3: Enemy4\n[21:25:19] [INFO] [ReplayManager] Enemy 4: Enemy5\n[21:25:19] [INFO] [ReplayManager] Enemy 5: Enemy6\n[21:25:19] [INFO] [ReplayManager] Enemy 6: Enemy7\n[21:25:19] [INFO] [ReplayManager] Enemy 7: Enemy8\n[21:25:19] [INFO] [ReplayManager] Enemy 8: Enemy9\n[21:25:19] [INFO] [ReplayManager] Enemy 9: Enemy10\n[21:25:19] [INFO] [BuildingLevel] Replay recording started successfully\n[21:25:19] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[21:25:19] [INFO] [CinemaEffects] Found player node: Player\n[21:25:19] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 41)\n[21:25:19] [ENEMY] [Enemy1] Registered as sound listener\n[21:25:19] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 4, behavior: GUARD\n[21:25:19] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 42)\n[21:25:19] [ENEMY] [Enemy2] Registered as sound listener\n[21:25:19] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 4, behavior: GUARD\n[21:25:19] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 43)\n[21:25:19] [ENEMY] [Enemy3] Registered as sound listener\n[21:25:19] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 3, behavior: GUARD\n[21:25:19] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 44)\n[21:25:19] [ENEMY] [Enemy4] Registered as sound listener\n[21:25:19] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 4, behavior: GUARD\n[21:25:19] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 45)\n[21:25:19] [ENEMY] [Enemy5] Registered as sound listener\n[21:25:19] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 4, behavior: GUARD\n[21:25:19] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 46)\n[21:25:19] [ENEMY] [Enemy6] Registered as sound listener\n[21:25:19] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 4, behavior: GUARD\n[21:25:19] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 47)\n[21:25:19] [ENEMY] [Enemy7] Registered as sound listener\n[21:25:19] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 2, behavior: PATROL\n[21:25:19] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 48)\n[21:25:19] [ENEMY] [Enemy8] Registered as sound listener\n[21:25:19] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 2, behavior: GUARD\n[21:25:19] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 49)\n[21:25:19] [ENEMY] [Enemy9] Registered as sound listener\n[21:25:19] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 4, behavior: GUARD\n[21:25:19] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n[21:25:19] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 50)\n[21:25:19] [ENEMY] [Enemy10] Registered as sound listener\n[21:25:19] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 4, behavior: PATROL\n[21:25:19] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[21:25:20] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n[21:25:20] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=326.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:20] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:20] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=11.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:20] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=168.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:20] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=303.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:20] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:20] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:20] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=180.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:20] [INFO] [Player] Detecting weapon pose (frame 3)...\n[21:25:20] [INFO] [Player] Detected weapon: Rifle (default pose)\n[21:25:20] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n[21:25:20] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[21:25:20] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[21:25:20] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[21:25:20] [INFO] [LastChance] Found player: Player\n[21:25:20] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[21:25:20] [INFO] [LastChance] Connected to player Damaged signal (C#)", | |
| "numLines": 500, | |
| "startLine": 500, | |
| "totalLines": 1437 | |
| } | |
| } | |
| } | |
| [2026-02-07T18:29:27.274Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_014WdGcm2qAin6LeGexEgN6j", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "I notice something critical. In this log, the user's build is a **release build** (line 8: `Debug build: false`). And the flashlight_effect.gd uses `FileLogger.info()` for logging. Let me check if the release build suppresses FileLogger output or if the issue is something else.\n\nActually, wait. The `FileLogger.info()` messages from other scripts ARE showing up in the log (like `[Player.Flashlight]`). So FileLogger works in release builds. The problem is specifically that `flashlight_effect.gd`'s `_ready()` never fires.\n\nLet me think about this. The `_init_flashlight()` in player.gd does:\n1. `flashlight_scene.instantiate()` — instantiates the node\n2. `_player_model.add_child(_flashlight_node)` — adds to tree\n3. Logs \"Flashlight equipped and attached\"\n\nAfter `add_child()`, Godot should call `_ready()` on the child. But it never does.\n\nCould there be a **GDScript parsing error** in `flashlight_effect.gd` that prevents the script from loading? In Godot 4.3 export builds, if a .gd script has a parse error, the scene still loads but the script attachment silently fails.\n\nLet me check if there's any syntax issue introduced by the changes. Let me carefully look at the diff again." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 17079, | |
| "cache_read_input_tokens": 73421, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 17079 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "fe865485-9e54-4ab0-81e1-c932f4b40cb2" | |
| } | |
| [2026-02-07T18:29:28.278Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_014WdGcm2qAin6LeGexEgN6j", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_016iWqn4vihk5jxCB5P3L8VM", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770488813648/scripts/effects/flashlight_effect.gd" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
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| "content": " 1→extends Node2D\n 2→## Tactical flashlight effect attached to the player's weapon.\n 3→##\n 4→## Creates a directional beam of bright white light from the weapon barrel.\n 5→## Uses PointLight2D with shadow_enabled = true so light doesn't pass through walls.\n 6→## The light is toggled on/off by holding the Space key (flashlight_toggle action).\n 7→##\n 8→## The flashlight is positioned at the weapon barrel offset and rotates\n 9→## with the player model to always point in the aiming direction.\n 10→##\n 11→## When the flashlight beam hits an enemy directly, the enemy is blinded\n 12→## for 2 seconds. Each enemy has a 20-second cooldown before it can be blinded again.\n 13→\n 14→## Light energy (brightness) when the flashlight is on.\n 15→## Bright white light — same level as flashbang (8.0) for clear visibility.\n 16→const LIGHT_ENERGY: float = 8.0\n 17→\n 18→## Texture scale for the 6-degree cone beam range.\n 19→## Higher values make the narrow beam reach further.\n 20→const LIGHT_TEXTURE_SCALE: float = 6.0\n 21→\n 22→## Flashlight beam half-angle in degrees.\n 23→## 18 degrees total beam = 9 degrees each side from center.\n 24→## The actual cone shape is pre-baked in the texture (flashlight_cone_18deg.png).\n 25→const BEAM_HALF_ANGLE_DEG: float = 9.0\n 26→\n 27→## Maximum range (in pixels) for the flashlight beam to blind enemies.\n 28→## Based on texture size (2048) scaled by texture_scale (6.0) / 2.\n 29→## Capped at a practical gameplay distance.\n 30→const BEAM_RANGE: float = 600.0\n 31→\n 32→## Duration of the blindness effect in seconds.\n 33→const BLINDNESS_DURATION: float = 2.0\n 34→\n 35→## Cooldown in seconds before the same enemy can be blinded again.\n 36→const BLINDNESS_COOLDOWN: float = 20.0\n 37→\n 38→## Path to the flashlight toggle sound file.\n 39→const FLASHLIGHT_SOUND_PATH: String = \"res://assets/audio/звук включения и выключения фанарика.mp3\"\n 40→\n 41→## Collision mask for obstacles (layer 3) used in line-of-sight checks.\n 42→const OBSTACLE_COLLISION_MASK: int = 4\n 43→\n 44→## Reference to the PointLight2D child node.\n 45→var _point_light: PointLight2D = null\n 46→\n 47→## Whether the flashlight is currently active (on).\n 48→var _is_on: bool = false\n 49→\n 50→## AudioStreamPlayer for flashlight toggle sound.\n 51→var _audio_player: AudioStreamPlayer = null\n 52→\n 53→## Tracks when each enemy was last blinded (instance_id -> timestamp in msec).\n 54→## Used to enforce the per-enemy cooldown period.\n 55→var _blinded_enemies: Dictionary = {}\n 56→\n 57→\n 58→func _ready() -> void:\n 59→\t_point_light = get_node_or_null(\"PointLight2D\")\n 60→\tif _point_light == null:\n 61→\t\tFileLogger.info(\"[FlashlightEffect] WARNING: PointLight2D child not found\")\n 62→\telse:\n 63→\t\tFileLogger.info(\"[FlashlightEffect] PointLight2D found, energy=%.1f, shadow=%s\" % [_point_light.energy, str(_point_light.shadow_enabled)])\n 64→\t# Start with light off\n 65→\t_set_light_visible(false)\n 66→\t# Load toggle sound\n 67→\t_setup_audio()\n 68→\n 69→\n 70→## Set up the audio player for flashlight toggle sound.\n 71→func _setup_audio() -> void:\n 72→\tif ResourceLoader.exists(FLASHLIGHT_SOUND_PATH):\n 73→\t\tvar stream = load(FLASHLIGHT_SOUND_PATH)\n 74→\t\tif stream:\n 75→\t\t\t_audio_player = AudioStreamPlayer.new()\n 76→\t\t\t_audio_player.stream = stream\n 77→\t\t\t_audio_player.volume_db = 0.0\n 78→\t\t\tadd_child(_audio_player)\n 79→\t\t\tFileLogger.info(\"[FlashlightEffect] Flashlight sound loaded\")\n 80→\telse:\n 81→\t\tFileLogger.info(\"[FlashlightEffect] Flashlight sound not found: %s\" % FLASHLIGHT_SOUND_PATH)\n 82→\n 83→\n 84→## Play the flashlight toggle sound.\n 85→func _play_toggle_sound() -> void:\n 86→\tif _audio_player and is_instance_valid(_audio_player):\n 87→\t\t_audio_player.play()\n 88→\n 89→\n 90→## Turn the flashlight on.\n 91→func turn_on() -> void:\n 92→\tif _is_on:\n 93→\t\treturn\n 94→\t_is_on = true\n 95→\t_set_light_visible(true)\n 96→\t_play_toggle_sound()\n 97→\n 98→\n 99→## Turn the flashlight off.\n 100→func turn_off() -> void:\n 101→\tif not _is_on:\n 102→\t\treturn\n 103→\t_is_on = false\n 104→\t_set_light_visible(false)\n 105→\t_play_toggle_sound()\n 106→\n 107→\n 108→## Check if the flashlight is currently on.\n 109→func is_on() -> bool:\n 110→\treturn _is_on\n 111→\n 112→\n 113→## Set the light visibility and energy.\n 114→func _set_light_visible(visible_state: bool) -> void:\n 115→\tif _point_light:\n 116→\t\t_point_light.visible = visible_state\n 117→\t\t_point_light.energy = LIGHT_ENERGY if visible_state else 0.0\n 118→\n 119→\n 120→func _physics_process(_delta: float) -> void:\n 121→\tif not _is_on:\n 122→\t\treturn\n 123→\t_check_enemies_in_beam()\n 124→\n 125→\n 126→## Check all enemies and blind those caught in the flashlight beam.\n 127→## Each enemy can only be blinded once per cooldown period (20 seconds).\n 128→func _check_enemies_in_beam() -> void:\n 129→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 130→\tvar current_time := Time.get_ticks_msec()\n 131→\tfor enemy in enemies:\n 132→\t\tif not is_instance_valid(enemy) or not enemy is Node2D:\n 133→\t\t\tcontinue\n 134→\n 135→\t\tvar enemy_id := enemy.get_instance_id()\n 136→\t\tif _blinded_enemies.has(enemy_id):\n 137→\t\t\tvar elapsed := (current_time - _blinded_enemies[enemy_id]) / 1000.0\n 138→\t\t\tif elapsed < BLINDNESS_COOLDOWN:\n 139→\t\t\t\tcontinue\n 140→\n 141→\t\tif _is_enemy_in_beam(enemy):\n 142→\t\t\t_blind_enemy(enemy)\n 143→\n 144→\n 145→## Check if an enemy is within the flashlight beam cone and has line of sight.\n 146→func _is_enemy_in_beam(enemy: Node2D) -> bool:\n 147→\tvar beam_origin := global_position\n 148→\tvar beam_direction := Vector2.RIGHT.rotated(global_rotation)\n 149→\tvar to_enemy := enemy.global_position - beam_origin\n 150→\tvar distance := to_enemy.length()\n 151→\n 152→\t# Check range\n 153→\tif distance > BEAM_RANGE or distance < 1.0:\n 154→\t\treturn false\n 155→\n 156→\t# Check angle: enemy must be within the beam half-angle\n 157→\tvar angle_to_enemy := abs(beam_direction.angle_to(to_enemy))\n 158→\tif angle_to_enemy > deg_to_rad(BEAM_HALF_ANGLE_DEG):\n 159→\t\treturn false\n 160→\n 161→\t# Check line of sight (walls block the beam)\n 162→\treturn _has_line_of_sight_to(enemy)\n 163→\n 164→\n 165→## Check line of sight from flashlight to target (walls block).\n 166→func _has_line_of_sight_to(target: Node2D) -> bool:\n 167→\tvar space_state := get_world_2d().direct_space_state\n 168→\tvar query := PhysicsRayQueryParameters2D.create(\n 169→\t\tglobal_position,\n 170→\t\ttarget.global_position\n 171→\t)\n 172→\tquery.collision_mask = OBSTACLE_COLLISION_MASK\n 173→\tquery.exclude = [self]\n 174→\tvar result := space_state.intersect_ray(query)\n 175→\treturn result.is_empty()\n 176→\n 177→\n 178→## Apply blindness effect to an enemy via StatusEffectsManager.\n 179→func _blind_enemy(enemy: Node2D) -> void:\n 180→\tvar enemy_id := enemy.get_instance_id()\n 181→\t_blinded_enemies[enemy_id] = Time.get_ticks_msec()\n 182→\n 183→\tFileLogger.info(\"[FlashlightEffect] Beam hit %s at distance %.0f, applying blindness for %.1fs\" % [enemy.name, global_position.distance_to(enemy.global_position), BLINDNESS_DURATION])\n 184→\n 185→\tvar status_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n 186→\tif status_manager and status_manager.has_method(\"apply_blindness\"):\n 187→\t\tstatus_manager.apply_blindness(enemy, BLINDNESS_DURATION)\n 188→\telif enemy.has_method(\"set_blinded\"):\n 189→\t\tenemy.set_blinded(true)\n 190→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "filePath": "/tmp/gh-issue-solver-1770488813648/scripts/effects/flashlight_effect.gd", | |
| "content": "extends Node2D\n## Tactical flashlight effect attached to the player's weapon.\n##\n## Creates a directional beam of bright white light from the weapon barrel.\n## Uses PointLight2D with shadow_enabled = true so light doesn't pass through walls.\n## The light is toggled on/off by holding the Space key (flashlight_toggle action).\n##\n## The flashlight is positioned at the weapon barrel offset and rotates\n## with the player model to always point in the aiming direction.\n##\n## When the flashlight beam hits an enemy directly, the enemy is blinded\n## for 2 seconds. Each enemy has a 20-second cooldown before it can be blinded again.\n\n## Light energy (brightness) when the flashlight is on.\n## Bright white light — same level as flashbang (8.0) for clear visibility.\nconst LIGHT_ENERGY: float = 8.0\n\n## Texture scale for the 6-degree cone beam range.\n## Higher values make the narrow beam reach further.\nconst LIGHT_TEXTURE_SCALE: float = 6.0\n\n## Flashlight beam half-angle in degrees.\n## 18 degrees total beam = 9 degrees each side from center.\n## The actual cone shape is pre-baked in the texture (flashlight_cone_18deg.png).\nconst BEAM_HALF_ANGLE_DEG: float = 9.0\n\n## Maximum range (in pixels) for the flashlight beam to blind enemies.\n## Based on texture size (2048) scaled by texture_scale (6.0) / 2.\n## Capped at a practical gameplay distance.\nconst BEAM_RANGE: float = 600.0\n\n## Duration of the blindness effect in seconds.\nconst BLINDNESS_DURATION: float = 2.0\n\n## Cooldown in seconds before the same enemy can be blinded again.\nconst BLINDNESS_COOLDOWN: float = 20.0\n\n## Path to the flashlight toggle sound file.\nconst FLASHLIGHT_SOUND_PATH: String = \"res://assets/audio/звук включения и выключения фанарика.mp3\"\n\n## Collision mask for obstacles (layer 3) used in line-of-sight checks.\nconst OBSTACLE_COLLISION_MASK: int = 4\n\n## Reference to the PointLight2D child node.\nvar _point_light: PointLight2D = null\n\n## Whether the flashlight is currently active (on).\nvar _is_on: bool = false\n\n## AudioStreamPlayer for flashlight toggle sound.\nvar _audio_player: AudioStreamPlayer = null\n\n## Tracks when each enemy was last blinded (instance_id -> timestamp in msec).\n## Used to enforce the per-enemy cooldown period.\nvar _blinded_enemies: Dictionary = {}\n\n\nfunc _ready() -> void:\n\t_point_light = get_node_or_null(\"PointLight2D\")\n\tif _point_light == null:\n\t\tFileLogger.info(\"[FlashlightEffect] WARNING: PointLight2D child not found\")\n\telse:\n\t\tFileLogger.info(\"[FlashlightEffect] PointLight2D found, energy=%.1f, shadow=%s\" % [_point_light.energy, str(_point_light.shadow_enabled)])\n\t# Start with light off\n\t_set_light_visible(false)\n\t# Load toggle sound\n\t_setup_audio()\n\n\n## Set up the audio player for flashlight toggle sound.\nfunc _setup_audio() -> void:\n\tif ResourceLoader.exists(FLASHLIGHT_SOUND_PATH):\n\t\tvar stream = load(FLASHLIGHT_SOUND_PATH)\n\t\tif stream:\n\t\t\t_audio_player = AudioStreamPlayer.new()\n\t\t\t_audio_player.stream = stream\n\t\t\t_audio_player.volume_db = 0.0\n\t\t\tadd_child(_audio_player)\n\t\t\tFileLogger.info(\"[FlashlightEffect] Flashlight sound loaded\")\n\telse:\n\t\tFileLogger.info(\"[FlashlightEffect] Flashlight sound not found: %s\" % FLASHLIGHT_SOUND_PATH)\n\n\n## Play the flashlight toggle sound.\nfunc _play_toggle_sound() -> void:\n\tif _audio_player and is_instance_valid(_audio_player):\n\t\t_audio_player.play()\n\n\n## Turn the flashlight on.\nfunc turn_on() -> void:\n\tif _is_on:\n\t\treturn\n\t_is_on = true\n\t_set_light_visible(true)\n\t_play_toggle_sound()\n\n\n## Turn the flashlight off.\nfunc turn_off() -> void:\n\tif not _is_on:\n\t\treturn\n\t_is_on = false\n\t_set_light_visible(false)\n\t_play_toggle_sound()\n\n\n## Check if the flashlight is currently on.\nfunc is_on() -> bool:\n\treturn _is_on\n\n\n## Set the light visibility and energy.\nfunc _set_light_visible(visible_state: bool) -> void:\n\tif _point_light:\n\t\t_point_light.visible = visible_state\n\t\t_point_light.energy = LIGHT_ENERGY if visible_state else 0.0\n\n\nfunc _physics_process(_delta: float) -> void:\n\tif not _is_on:\n\t\treturn\n\t_check_enemies_in_beam()\n\n\n## Check all enemies and blind those caught in the flashlight beam.\n## Each enemy can only be blinded once per cooldown period (20 seconds).\nfunc _check_enemies_in_beam() -> void:\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\tvar current_time := Time.get_ticks_msec()\n\tfor enemy in enemies:\n\t\tif not is_instance_valid(enemy) or not enemy is Node2D:\n\t\t\tcontinue\n\n\t\tvar enemy_id := enemy.get_instance_id()\n\t\tif _blinded_enemies.has(enemy_id):\n\t\t\tvar elapsed := (current_time - _blinded_enemies[enemy_id]) / 1000.0\n\t\t\tif elapsed < BLINDNESS_COOLDOWN:\n\t\t\t\tcontinue\n\n\t\tif _is_enemy_in_beam(enemy):\n\t\t\t_blind_enemy(enemy)\n\n\n## Check if an enemy is within the flashlight beam cone and has line of sight.\nfunc _is_enemy_in_beam(enemy: Node2D) -> bool:\n\tvar beam_origin := global_position\n\tvar beam_direction := Vector2.RIGHT.rotated(global_rotation)\n\tvar to_enemy := enemy.global_position - beam_origin\n\tvar distance := to_enemy.length()\n\n\t# Check range\n\tif distance > BEAM_RANGE or distance < 1.0:\n\t\treturn false\n\n\t# Check angle: enemy must be within the beam half-angle\n\tvar angle_to_enemy := abs(beam_direction.angle_to(to_enemy))\n\tif angle_to_enemy > deg_to_rad(BEAM_HALF_ANGLE_DEG):\n\t\treturn false\n\n\t# Check line of sight (walls block the beam)\n\treturn _has_line_of_sight_to(enemy)\n\n\n## Check line of sight from flashlight to target (walls block).\nfunc _has_line_of_sight_to(target: Node2D) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.create(\n\t\tglobal_position,\n\t\ttarget.global_position\n\t)\n\tquery.collision_mask = OBSTACLE_COLLISION_MASK\n\tquery.exclude = [self]\n\tvar result := space_state.intersect_ray(query)\n\treturn result.is_empty()\n\n\n## Apply blindness effect to an enemy via StatusEffectsManager.\nfunc _blind_enemy(enemy: Node2D) -> void:\n\tvar enemy_id := enemy.get_instance_id()\n\t_blinded_enemies[enemy_id] = Time.get_ticks_msec()\n\n\tFileLogger.info(\"[FlashlightEffect] Beam hit %s at distance %.0f, applying blindness for %.1fs\" % [enemy.name, global_position.distance_to(enemy.global_position), BLINDNESS_DURATION])\n\n\tvar status_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\tif status_manager and status_manager.has_method(\"apply_blindness\"):\n\t\tstatus_manager.apply_blindness(enemy, BLINDNESS_DURATION)\n\telif enemy.has_method(\"set_blinded\"):\n\t\tenemy.set_blinded(true)\n", | |
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| [2026-02-07T18:29:37.562Z] [INFO] { | |
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| "text": "I don't see a syntax error in the script. Let me look at the exported build more carefully. The user runs an exported build (`Debug build: false`). In exported Godot builds, all scripts are compiled. But the user is running a version based on our latest commit.\n\nWait — I just realized something important. The user said \"фонарик перестал работать\" which means \"the flashlight stopped working\". Maybe the user means the **visual light** is not turning on (the white beam is not visible), not just the blinding effect.\n\nLet me re-examine the difference. In the previous log (game_log_20260207_185352.txt), `_ready()` produced messages. In the new log (game_log_20260207_212501.txt), `_ready()` didn't fire at all. Both are export builds on Windows.\n\nThe key difference is: **the new log is from after commit b2cfb72**. The user downloaded the new build from the GitHub Actions workflow.\n\nLet me check if the CI build is actually using the correct branch. Let me also check what the user's binary was built from." | |
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| [2026-02-07T18:29:46.568Z] [INFO] { | |
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| "text": "The CI runs are on commit `fe09297`, which matches. Let me look at the CI workflows to understand the build process better, and also check if there's a `.godot/export_presets.cfg` or similar that may exclude certain scripts.\n\nLet me take a different approach. Let me look at the problem from the user's perspective: the user clicked the flashlight in the armory, the game reloaded, and the flashlight visual light is not turning on. Let me look at what the `flashlight_toggle` action is mapped to." | |
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| [2026-02-07T18:29:47.279Z] [INFO] { | |
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| [2026-02-07T18:29:47.333Z] [INFO] { | |
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| "content": "project.godot:114:flashlight_toggle={\nscripts/effects/flashlight_effect.gd:6:## The light is toggled on/off by holding the Space key (flashlight_toggle action).\nscripts/characters/player.gd:2799:\tif Input.is_action_pressed(\"flashlight_toggle\"):\nScripts/Characters/Player.cs:3663: if (Input.IsActionPressed(\"flashlight_toggle\"))\ndocs/case-studies/issue-546/README.md:181:| `project.godot` | ActiveItemManager autoload + flashlight_toggle input |\ndocs/case-studies/issue-585/solution-draft-log.txt:1777:[Omitted long matching line]\ndocs/case-studies/issue-585/solution-draft-log.txt:1788:[Omitted long matching line]\ndocs/case-studies/issue-585/solution-draft-log.txt:2299:[Omitted long matching line]\ndocs/case-studies/issue-585/solution-draft-log.txt:2308:[Omitted long matching line]" | |
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| "content": "project.godot:114:flashlight_toggle={\nscripts/effects/flashlight_effect.gd:6:## The light is toggled on/off by holding the Space key (flashlight_toggle action).\nscripts/characters/player.gd:2799:\tif Input.is_action_pressed(\"flashlight_toggle\"):\nScripts/Characters/Player.cs:3663: if (Input.IsActionPressed(\"flashlight_toggle\"))\ndocs/case-studies/issue-546/README.md:181:| `project.godot` | ActiveItemManager autoload + flashlight_toggle input |\ndocs/case-studies/issue-585/solution-draft-log.txt:1777:[Omitted long matching line]\ndocs/case-studies/issue-585/solution-draft-log.txt:1788:[Omitted long matching line]\ndocs/case-studies/issue-585/solution-draft-log.txt:2299:[Omitted long matching line]\ndocs/case-studies/issue-585/solution-draft-log.txt:2308:[Omitted long matching line]", | |
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| { | |
| "type": "text", | |
| "text": "Wait, there's a C# Player script too! Let me check if the Player.cs has flashlight handling that might be conflicting." | |
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| "path": "/tmp/gh-issue-solver-1770488813648/Scripts/Characters/Player.cs", | |
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| [2026-02-07T18:29:51.777Z] [INFO] { | |
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| "content": "579- [Signal]\n580- public delegate void GrenadeThrownEventHandler();\n581-\n582: #region Flashlight System (Issue #546)\n583-\n584- /// <summary>\n585: /// Path to the flashlight effect scene.\n586- /// </summary>\n587: private const string FlashlightScenePath = \"res://scenes/effects/FlashlightEffect.tscn\";\n588-\n589- /// <summary>\n590: /// Whether the flashlight is equipped (active item selected in armory).\n591- /// </summary>\n592: private bool _flashlightEquipped = false;\n593-\n594- /// <summary>\n595: /// Reference to the flashlight effect node (child of PlayerModel).\n596- /// </summary>\n597: private Node2D? _flashlightNode = null;\n598-\n599- #endregion\n600-\n--\n837- // Initialize CasingPusher Area2D for pushing shell casings (Issue #392 Iteration 8)\n838- ConnectCasingPusherSignals();\n839-\n840: // Initialize flashlight if active item manager has flashlight selected (Issue #546)\n841: InitFlashlight();\n842-\n843- // Log ready status with full info\n844- int currentAmmo = CurrentWeapon?.CurrentAmmo ?? 0;\n--\n1091- ToggleFireMode();\n1092- }\n1093-\n1094: // Handle flashlight input (hold Space to turn on, release to turn off) (Issue #546)\n1095: HandleFlashlightInput();\n1096- }\n1097-\n1098- /// <summary>\n--\n3581-\n3582- #endregion\n3583-\n3584: #region Flashlight Methods (Issue #546)\n3585-\n3586- /// <summary>\n3587: /// Initialize the flashlight if the ActiveItemManager has it selected.\n3588: /// Loads and attaches the FlashlightEffect scene to PlayerModel.\n3589- /// </summary>\n3590: private void InitFlashlight()\n3591- {\n3592- var activeItemManager = GetNodeOrNull(\"/root/ActiveItemManager\");\n3593- if (activeItemManager == null)\n3594- {\n3595: LogToFile(\"[Player.Flashlight] ActiveItemManager not found\");\n3596- return;\n3597- }\n3598-\n3599: if (!activeItemManager.HasMethod(\"has_flashlight\"))\n3600- {\n3601: LogToFile(\"[Player.Flashlight] ActiveItemManager missing has_flashlight method\");\n3602- return;\n3603- }\n3604-\n3605: bool hasFlashlight = (bool)activeItemManager.Call(\"has_flashlight\");\n3606: if (!hasFlashlight)\n3607- {\n3608: LogToFile(\"[Player.Flashlight] No flashlight selected in ActiveItemManager\");\n3609- return;\n3610- }\n3611-\n3612: LogToFile(\"[Player.Flashlight] Flashlight is selected, initializing...\");\n3613-\n3614: // Load and instantiate the flashlight effect scene\n3615: if (!ResourceLoader.Exists(FlashlightScenePath))\n3616- {\n3617: LogToFile($\"[Player.Flashlight] WARNING: Flashlight scene not found: {FlashlightScenePath}\");\n3618- return;\n3619- }\n3620-\n3621: var flashlightScene = GD.Load<PackedScene>(FlashlightScenePath);\n3622: if (flashlightScene == null)\n3623- {\n3624: LogToFile(\"[Player.Flashlight] WARNING: Failed to load flashlight scene\");\n3625- return;\n3626- }\n3627-\n3628: _flashlightNode = flashlightScene.Instantiate<Node2D>();\n3629: _flashlightNode.Name = \"FlashlightEffect\";\n3630-\n3631- // Add as child of PlayerModel so it rotates with aiming direction\n3632- if (_playerModel != null)\n3633- {\n3634: _playerModel.AddChild(_flashlightNode);\n3635- // Position at the weapon barrel (forward from center, matching BulletSpawnOffset)\n3636: _flashlightNode.Position = new Vector2(BulletSpawnOffset, 0);\n3637: _flashlightEquipped = true;\n3638: LogToFile($\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset ({(int)BulletSpawnOffset}, 0)\");\n3639- }\n3640- else\n3641- {\n3642: LogToFile(\"[Player.Flashlight] WARNING: _playerModel is null, flashlight not attached\");\n3643: _flashlightNode.QueueFree();\n3644: _flashlightNode = null;\n3645- }\n3646- }\n3647-\n3648- /// <summary>\n3649: /// Handle flashlight input: hold Space to turn on, release to turn off.\n3650- /// </summary>\n3651: private void HandleFlashlightInput()\n3652- {\n3653: if (!_flashlightEquipped || _flashlightNode == null)\n3654- {\n3655- return;\n3656- }\n3657-\n3658: if (!IsInstanceValid(_flashlightNode))\n3659- {\n3660- return;\n3661- }\n3662-\n3663: if (Input.IsActionPressed(\"flashlight_toggle\"))\n3664- {\n3665: if (_flashlightNode.HasMethod(\"turn_on\"))\n3666- {\n3667: _flashlightNode.Call(\"turn_on\");\n3668- }\n3669- }\n3670- else\n3671- {\n3672: if (_flashlightNode.HasMethod(\"turn_off\"))\n3673- {\n3674: _flashlightNode.Call(\"turn_off\");\n3675- }\n3676- }\n3677- }\n3678-\n3679- /// <summary>\n3680: /// Check if the player's flashlight is currently on (Issue #574).\n3681: /// Used by enemy AI to detect the flashlight beam and estimate player position.\n3682- /// Method name follows GDScript naming convention for cross-language compatibility\n3683: /// with the flashlight detection system that uses has_method(\"is_flashlight_on\") checks.\n3684- /// </summary>\n3685: public bool is_flashlight_on()\n3686- {\n3687: if (!_flashlightEquipped || _flashlightNode == null)\n3688- return false;\n3689: if (!IsInstanceValid(_flashlightNode))\n3690- return false;\n3691: if (_flashlightNode.HasMethod(\"is_on\"))\n3692: return (bool)_flashlightNode.Call(\"is_on\");\n3693- return false;\n3694- }\n3695-\n3696- /// <summary>\n3697: /// Get the flashlight beam direction as a normalized Vector2 (Issue #574).\n3698- /// The beam direction matches the player model's facing direction.\n3699: /// Returns Vector2.Zero if flashlight is off or not equipped.\n3700- /// Method name follows GDScript naming convention for cross-language compatibility.\n3701- /// </summary>\n3702: public Vector2 get_flashlight_direction()\n3703- {\n3704: if (!is_flashlight_on())\n3705- return Vector2.Zero;\n3706- if (_playerModel == null)\n3707- return Vector2.Zero;\n--\n3709- }\n3710-\n3711- /// <summary>\n3712: /// Get the flashlight beam origin position in global coordinates (Issue #574).\n3713: /// This is the weapon barrel position where the flashlight is attached.\n3714: /// Returns GlobalPosition if flashlight is off or not equipped.\n3715- /// Method name follows GDScript naming convention for cross-language compatibility.\n3716- /// </summary>\n3717: public Vector2 get_flashlight_origin()\n3718- {\n3719: if (!is_flashlight_on() || _flashlightNode == null)\n3720- return GlobalPosition;\n3721: if (!IsInstanceValid(_flashlightNode))\n3722- return GlobalPosition;\n3723: return _flashlightNode.GlobalPosition;\n3724- }\n3725-\n3726- #endregion" | |
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| "content": "579- [Signal]\n580- public delegate void GrenadeThrownEventHandler();\n581-\n582: #region Flashlight System (Issue #546)\n583-\n584- /// <summary>\n585: /// Path to the flashlight effect scene.\n586- /// </summary>\n587: private const string FlashlightScenePath = \"res://scenes/effects/FlashlightEffect.tscn\";\n588-\n589- /// <summary>\n590: /// Whether the flashlight is equipped (active item selected in armory).\n591- /// </summary>\n592: private bool _flashlightEquipped = false;\n593-\n594- /// <summary>\n595: /// Reference to the flashlight effect node (child of PlayerModel).\n596- /// </summary>\n597: private Node2D? _flashlightNode = null;\n598-\n599- #endregion\n600-\n--\n837- // Initialize CasingPusher Area2D for pushing shell casings (Issue #392 Iteration 8)\n838- ConnectCasingPusherSignals();\n839-\n840: // Initialize flashlight if active item manager has flashlight selected (Issue #546)\n841: InitFlashlight();\n842-\n843- // Log ready status with full info\n844- int currentAmmo = CurrentWeapon?.CurrentAmmo ?? 0;\n--\n1091- ToggleFireMode();\n1092- }\n1093-\n1094: // Handle flashlight input (hold Space to turn on, release to turn off) (Issue #546)\n1095: HandleFlashlightInput();\n1096- }\n1097-\n1098- /// <summary>\n--\n3581-\n3582- #endregion\n3583-\n3584: #region Flashlight Methods (Issue #546)\n3585-\n3586- /// <summary>\n3587: /// Initialize the flashlight if the ActiveItemManager has it selected.\n3588: /// Loads and attaches the FlashlightEffect scene to PlayerModel.\n3589- /// </summary>\n3590: private void InitFlashlight()\n3591- {\n3592- var activeItemManager = GetNodeOrNull(\"/root/ActiveItemManager\");\n3593- if (activeItemManager == null)\n3594- {\n3595: LogToFile(\"[Player.Flashlight] ActiveItemManager not found\");\n3596- return;\n3597- }\n3598-\n3599: if (!activeItemManager.HasMethod(\"has_flashlight\"))\n3600- {\n3601: LogToFile(\"[Player.Flashlight] ActiveItemManager missing has_flashlight method\");\n3602- return;\n3603- }\n3604-\n3605: bool hasFlashlight = (bool)activeItemManager.Call(\"has_flashlight\");\n3606: if (!hasFlashlight)\n3607- {\n3608: LogToFile(\"[Player.Flashlight] No flashlight selected in ActiveItemManager\");\n3609- return;\n3610- }\n3611-\n3612: LogToFile(\"[Player.Flashlight] Flashlight is selected, initializing...\");\n3613-\n3614: // Load and instantiate the flashlight effect scene\n3615: if (!ResourceLoader.Exists(FlashlightScenePath))\n3616- {\n3617: LogToFile($\"[Player.Flashlight] WARNING: Flashlight scene not found: {FlashlightScenePath}\");\n3618- return;\n3619- }\n3620-\n3621: var flashlightScene = GD.Load<PackedScene>(FlashlightScenePath);\n3622: if (flashlightScene == null)\n3623- {\n3624: LogToFile(\"[Player.Flashlight] WARNING: Failed to load flashlight scene\");\n3625- return;\n3626- }\n3627-\n3628: _flashlightNode = flashlightScene.Instantiate<Node2D>();\n3629: _flashlightNode.Name = \"FlashlightEffect\";\n3630-\n3631- // Add as child of PlayerModel so it rotates with aiming direction\n3632- if (_playerModel != null)\n3633- {\n3634: _playerModel.AddChild(_flashlightNode);\n3635- // Position at the weapon barrel (forward from center, matching BulletSpawnOffset)\n3636: _flashlightNode.Position = new Vector2(BulletSpawnOffset, 0);\n3637: _flashlightEquipped = true;\n3638: LogToFile($\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset ({(int)BulletSpawnOffset}, 0)\");\n3639- }\n3640- else\n3641- {\n3642: LogToFile(\"[Player.Flashlight] WARNING: _playerModel is null, flashlight not attached\");\n3643: _flashlightNode.QueueFree();\n3644: _flashlightNode = null;\n3645- }\n3646- }\n3647-\n3648- /// <summary>\n3649: /// Handle flashlight input: hold Space to turn on, release to turn off.\n3650- /// </summary>\n3651: private void HandleFlashlightInput()\n3652- {\n3653: if (!_flashlightEquipped || _flashlightNode == null)\n3654- {\n3655- return;\n3656- }\n3657-\n3658: if (!IsInstanceValid(_flashlightNode))\n3659- {\n3660- return;\n3661- }\n3662-\n3663: if (Input.IsActionPressed(\"flashlight_toggle\"))\n3664- {\n3665: if (_flashlightNode.HasMethod(\"turn_on\"))\n3666- {\n3667: _flashlightNode.Call(\"turn_on\");\n3668- }\n3669- }\n3670- else\n3671- {\n3672: if (_flashlightNode.HasMethod(\"turn_off\"))\n3673- {\n3674: _flashlightNode.Call(\"turn_off\");\n3675- }\n3676- }\n3677- }\n3678-\n3679- /// <summary>\n3680: /// Check if the player's flashlight is currently on (Issue #574).\n3681: /// Used by enemy AI to detect the flashlight beam and estimate player position.\n3682- /// Method name follows GDScript naming convention for cross-language compatibility\n3683: /// with the flashlight detection system that uses has_method(\"is_flashlight_on\") checks.\n3684- /// </summary>\n3685: public bool is_flashlight_on()\n3686- {\n3687: if (!_flashlightEquipped || _flashlightNode == null)\n3688- return false;\n3689: if (!IsInstanceValid(_flashlightNode))\n3690- return false;\n3691: if (_flashlightNode.HasMethod(\"is_on\"))\n3692: return (bool)_flashlightNode.Call(\"is_on\");\n3693- return false;\n3694- }\n3695-\n3696- /// <summary>\n3697: /// Get the flashlight beam direction as a normalized Vector2 (Issue #574).\n3698- /// The beam direction matches the player model's facing direction.\n3699: /// Returns Vector2.Zero if flashlight is off or not equipped.\n3700- /// Method name follows GDScript naming convention for cross-language compatibility.\n3701- /// </summary>\n3702: public Vector2 get_flashlight_direction()\n3703- {\n3704: if (!is_flashlight_on())\n3705- return Vector2.Zero;\n3706- if (_playerModel == null)\n3707- return Vector2.Zero;\n--\n3709- }\n3710-\n3711- /// <summary>\n3712: /// Get the flashlight beam origin position in global coordinates (Issue #574).\n3713: /// This is the weapon barrel position where the flashlight is attached.\n3714: /// Returns GlobalPosition if flashlight is off or not equipped.\n3715- /// Method name follows GDScript naming convention for cross-language compatibility.\n3716- /// </summary>\n3717: public Vector2 get_flashlight_origin()\n3718- {\n3719: if (!is_flashlight_on() || _flashlightNode == null)\n3720- return GlobalPosition;\n3721: if (!IsInstanceValid(_flashlightNode))\n3722- return GlobalPosition;\n3723: return _flashlightNode.GlobalPosition;\n3724- }\n3725-\n3726- #endregion", | |
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| [2026-02-07T18:29:57.331Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01FzQU4yeMS8hiJKFX2SMZPT", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "This is a critical finding. There's **both a C# Player (Player.cs) and a GDScript Player (player.gd)** that handle the flashlight! Both load and instantiate the FlashlightEffect scene, and both handle input.\n\nThe C# Player.cs `InitFlashlight()` and `HandleFlashlightInput()` methods do the same thing as the GDScript versions. But importantly, the C# version calls `_flashlightNode.Call(\"turn_on\")` and `_flashlightNode.Call(\"turn_off\")` which works through Godot's method call system.\n\nHowever, the key question is: **which Player script is actually running?** Both GDScript and C# scripts exist. Let me check if the player is a C# script or a GDScript." | |
| } | |
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| [2026-02-07T18:29:58.339Z] [INFO] { | |
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| [2026-02-07T18:30:08.551Z] [INFO] { | |
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| "text": "The Player scene uses the **C# script** (`Player.cs`). So the actual running code is C#, not GDScript. The log messages we see (`[Player.Flashlight] Flashlight is selected, initializing...`) come from the C# code.\n\nNow the critical question: when C# code calls `flashlightScene.Instantiate<Node2D>()`, does the GDScript attached to the .tscn scene still run?\n\nIn Godot 4.3, when a C# script loads a .tscn scene that has a GDScript attached, the GDScript should still be attached to the instantiated node. The script attribute in the .tscn points to `flashlight_effect.gd`, so it should work.\n\nBut wait — the earlier builds (where it worked) were also using the C# Player.cs. The log messages are identical format: `[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)`. So there's no change in which Player script is running.\n\nLet me compare the new log timestamps more carefully. The new log shows the game starts at 21:25:01, armory opens at 21:25:04, flashlight selected at 21:25:05. So the sequence is: game starts → user opens armory → selects flashlight → game reloads scene.\n\nLet me look at whether the `_ready()` could be silently failing. Let me check if the FlashlightEffect scene UID or format has been modified.\n\nActually, let me take a step back and think about this from a different angle. Let me check when the FlashlightEffect.tscn was last modified and what's in the git history." | |
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| [2026-02-07T18:30:09.443Z] [INFO] { | |
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| "id": "toolu_01Us5ka25MzuPrHd91RSb5h3", | |
| "name": "Bash", | |
| "input": { | |
| "command": "git log --oneline --follow -- scenes/effects/FlashlightEffect.tscn | head -10", | |
| "description": "Check history of FlashlightEffect.tscn" | |
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| } | |
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| [2026-02-07T18:30:09.574Z] [INFO] { | |
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| "content": "816b357 feat: widen flashlight beam to 18 degrees (3x wider)\ncd41507 fix: use pre-baked 6-degree cone texture instead of runtime generation\nadd82b2 Revert \"feat: implement 6-degree narrow beam for tactical flashlight\"\n842dc84 feat: implement 6-degree narrow beam for tactical flashlight\n7edafd9 fix: improve flashlight reliability and add toggle sound\n81dbb10 feat: add flashlight active item with armory integration", | |
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| "stdout": "816b357 feat: widen flashlight beam to 18 degrees (3x wider)\ncd41507 fix: use pre-baked 6-degree cone texture instead of runtime generation\nadd82b2 Revert \"feat: implement 6-degree narrow beam for tactical flashlight\"\n842dc84 feat: implement 6-degree narrow beam for tactical flashlight\n7edafd9 fix: improve flashlight reliability and add toggle sound\n81dbb10 feat: add flashlight active item with armory integration", | |
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| [2026-02-07T18:30:13.242Z] [INFO] { | |
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| "id": "toolu_01WEcVhwJidTCBkhUe75RwRs", | |
| "name": "Bash", | |
| "input": { | |
| "command": "git show 97da751:scenes/effects/FlashlightEffect.tscn", | |
| "description": "Check FlashlightEffect.tscn at the merge base (working version)" | |
| } | |
| } | |
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| [2026-02-07T18:30:13.332Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_01WEcVhwJidTCBkhUe75RwRs", | |
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| "content": "[gd_scene load_steps=3 format=3 uid=\"uid://flashlight_effect_scene\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/effects/flashlight_effect.gd\" id=\"1_flashlight_effect\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/effects/flashlight_cone_18deg.png\" id=\"2_cone_texture\"]\n\n[node name=\"FlashlightEffect\" type=\"Node2D\"]\nz_index = 50\nscript = ExtResource(\"1_flashlight_effect\")\n\n[node name=\"PointLight2D\" type=\"PointLight2D\" parent=\".\"]\ncolor = Color(1, 1, 0.95, 1)\nenergy = 0.0\nshadow_enabled = true\nshadow_color = Color(0, 0, 0, 0.9)\nshadow_filter = 1\nshadow_filter_smooth = 6.0\ntexture = ExtResource(\"2_cone_texture\")\ntexture_scale = 6.0", | |
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| "stdout": "[gd_scene load_steps=3 format=3 uid=\"uid://flashlight_effect_scene\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/effects/flashlight_effect.gd\" id=\"1_flashlight_effect\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/effects/flashlight_cone_18deg.png\" id=\"2_cone_texture\"]\n\n[node name=\"FlashlightEffect\" type=\"Node2D\"]\nz_index = 50\nscript = ExtResource(\"1_flashlight_effect\")\n\n[node name=\"PointLight2D\" type=\"PointLight2D\" parent=\".\"]\ncolor = Color(1, 1, 0.95, 1)\nenergy = 0.0\nshadow_enabled = true\nshadow_color = Color(0, 0, 0, 0.9)\nshadow_filter = 1\nshadow_filter_smooth = 6.0\ntexture = ExtResource(\"2_cone_texture\")\ntexture_scale = 6.0", | |
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| [2026-02-07T18:30:22.257Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
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| { | |
| "type": "text", | |
| "text": "The .tscn file is identical, as expected. The scene wasn't modified.\n\nOK, let me think about this more carefully. Since the user's build is an exported release build, the scripts are compiled when the export happens. But the GitHub Actions build process compiles and exports the game. If the GDScript `flashlight_effect.gd` was successfully loaded in the old build but NOT in the new build, the only difference is the new code in `flashlight_effect.gd`.\n\nWait — could `Time.get_ticks_msec()` have been introduced incorrectly? In GDScript, `Time.get_ticks_msec()` returns an `int`. But in the code:\n\n```gdscript\nvar elapsed := (current_time - _blinded_enemies[enemy_id]) / 1000.0\n```\n\n`current_time` is inferred as `int` from `Time.get_ticks_msec()`. Division by `1000.0` should return a `float`. This should be fine.\n\nLet me check if there's a potential issue with the `uid` in the scene file. The UID is `uid://flashlight_effect_scene` — that's a custom UID, not a standard Godot 4 uid. Let me check if this is used elsewhere.\n\nActually, I think I should approach this differently. Let me check the CI build logs to see if there are any warnings about the flashlight script." | |
| } | |
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| [2026-02-07T18:30:24.216Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
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| { | |
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| "id": "toolu_01KE1d5RnmbEACjDVpqr7ikT", | |
| "name": "Bash", | |
| "input": { | |
| "command": "gh run view 21784553593 --repo konard/Jhon-Crow-godot-topdown-MVP --log 2>/dev/null | grep -i \"flashlight\\|error\\|warning\\|fail\" | head -30", | |
| "description": "Check CI build logs for flashlight-related issues" | |
| } | |
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| [2026-02-07T18:30:26.813Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_01KE1d5RnmbEACjDVpqr7ikT", | |
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| "content": "Validate C# Build\tCheckout\t2026-02-07T18:08:29.3062457Z hint: to use in all of your new repositories, which will suppress this warning,\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:35.9047269Z \u001b[36;1m echo \"::error::C# build failed! This will cause '.NET assemblies not found' error in exports.\"\u001b[0m\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.2997399Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Weapons/Shotgun.cs(1313,17): warning CS0114: 'Shotgun.StartReload()' hides inherited member 'BaseWeapon.StartReload()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3010683Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/GrenadeTimer.cs(304,49): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3015072Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/GrenadeTimer.cs(500,67): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3018597Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Components/LevelInitFallback.cs(514,34): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3022834Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Components/LevelInitFallback.cs(515,45): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3026478Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Components/LevelInitFallback.cs(516,38): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3030013Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/GrenadeTimer.cs(546,69): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3034014Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/GrenadeTimer.cs(569,73): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3038869Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Weapons/SniperRifle.cs(734,63): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3045079Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Weapons/SniperRifle.cs(819,93): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3050945Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/AbstractClasses/BaseWeapon.cs(353,90): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3057577Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/AbstractClasses/BaseWeapon.cs(451,75): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3063990Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Weapons/SilencedPistol.cs(741,94): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3070554Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Characters/Player.cs(1936,89): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3079979Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/SniperBullet.cs(217,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3087747Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/SniperBullet.cs(393,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3093392Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(211,21): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3102542Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(287,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3109962Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(328,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3115301Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/Bullet.cs(327,21): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3124115Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/Bullet.cs(462,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3131275Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/Bullet.cs(561,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3136907Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(452,17): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3142470Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(462,17): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3147684Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(472,13): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3153240Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(480,17): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3158426Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(490,13): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3162495Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(497,17): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "d2958e80-72d8-4842-8c8b-22bcc2417321", | |
| "tool_use_result": { | |
| "stdout": "Validate C# Build\tCheckout\t2026-02-07T18:08:29.3062457Z hint: to use in all of your new repositories, which will suppress this warning,\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:35.9047269Z \u001b[36;1m echo \"::error::C# build failed! This will cause '.NET assemblies not found' error in exports.\"\u001b[0m\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.2997399Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Weapons/Shotgun.cs(1313,17): warning CS0114: 'Shotgun.StartReload()' hides inherited member 'BaseWeapon.StartReload()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3010683Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/GrenadeTimer.cs(304,49): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3015072Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/GrenadeTimer.cs(500,67): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3018597Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Components/LevelInitFallback.cs(514,34): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3022834Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Components/LevelInitFallback.cs(515,45): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3026478Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Components/LevelInitFallback.cs(516,38): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3030013Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/GrenadeTimer.cs(546,69): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3034014Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/GrenadeTimer.cs(569,73): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3038869Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Weapons/SniperRifle.cs(734,63): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3045079Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Weapons/SniperRifle.cs(819,93): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3050945Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/AbstractClasses/BaseWeapon.cs(353,90): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3057577Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/AbstractClasses/BaseWeapon.cs(451,75): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3063990Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Weapons/SilencedPistol.cs(741,94): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3070554Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Characters/Player.cs(1936,89): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3079979Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/SniperBullet.cs(217,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3087747Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/SniperBullet.cs(393,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3093392Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(211,21): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3102542Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(287,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3109962Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(328,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3115301Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/Bullet.cs(327,21): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3124115Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/Bullet.cs(462,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3131275Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/Bullet.cs(561,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3136907Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(452,17): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3142470Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(462,17): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3147684Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(472,13): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3153240Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(480,17): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3158426Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(490,13): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]\nValidate C# Build\tBuild C# project\t2026-02-07T18:08:41.3162495Z ##[warning]/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/Scripts/Projectiles/ShotgunPellet.cs(497,17): warning CS0162: Unreachable code detected [/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/GodotTopDownTemplate.csproj]", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-07T18:30:37.820Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_017ZghfQrAuC24eBXAeYGPyB", | |
| "type": "message", | |
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| { | |
| "type": "text", | |
| "text": "No flashlight-specific errors. The C# warnings are all preexisting and unrelated.\n\nLet me look at this from yet another angle. Maybe the issue is NOT that `_ready()` doesn't run, but rather that the user is running an **older build** that doesn't include the last commit's changes. The game log timestamp is `2026-02-07T21:25:01` and the last CI build was at `2026-02-07T18:08:25Z`. Given that the user is in a timezone ahead of UTC (the log says 21:25 local time), the timing makes sense that they downloaded the latest build.\n\nBut actually wait — I need to rethink. Let me re-examine the earliest game logs (the ones that worked) and compare timestamps:\n- Working logs: `game_log_20260207_185021.txt` and `game_log_20260207_185352.txt` — timestamps suggest 18:50 and 18:53 local time\n- Broken log: `game_log_20260207_212501.txt` — timestamp 21:25 local time\n\nThe working logs were from BEFORE our last 2 commits (b2cfb72 and fe09297). The user tested the old version, reported it wasn't working (but actually it was working, just no visual feedback). Then we made changes (2s duration, 20s cooldown). The user downloaded the new build and now the flashlight itself stopped working.\n\nLet me look at the problem differently. Perhaps the issue is that the user's exported build somehow can't find `FileLogger`. Let me check if FileLogger is an autoload." | |
| } | |
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| "uuid": "f4e48036-b96f-4f4b-a969-c97c0e5ad038" | |
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| [2026-02-07T18:30:39.260Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_017ZghfQrAuC24eBXAeYGPyB", | |
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| { | |
| "type": "tool_use", | |
| "id": "toolu_01Q6xNKdx7eoEMoyPP8Gkk17", | |
| "name": "Grep", | |
| "input": { | |
| "pattern": "FileLogger", | |
| "path": "/tmp/gh-issue-solver-1770488813648/project.godot", | |
| "output_mode": "content" | |
| } | |
| } | |
| ], | |
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| [2026-02-07T18:30:39.291Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01Q6xNKdx7eoEMoyPP8Gkk17", | |
| "type": "tool_result", | |
| "content": "13:FileLogger=\"*res://scripts/autoload/file_logger.gd\"" | |
| } | |
| ] | |
| }, | |
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| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
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| "tool_use_result": { | |
| "mode": "content", | |
| "numFiles": 0, | |
| "filenames": [], | |
| "content": "13:FileLogger=\"*res://scripts/autoload/file_logger.gd\"", | |
| "numLines": 1 | |
| } | |
| } | |
| [2026-02-07T18:30:48.277Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01DjDBvqTSPPgrHJnxuZcAEb", | |
| "type": "message", | |
| "role": "assistant", | |
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| { | |
| "type": "text", | |
| "text": "FileLogger is an autoload. It's clearly working because we see `[INFO]` messages from it throughout the log.\n\nOK, I'm going to take a completely different approach. Let me consider what if the `_ready()` IS running but the `FileLogger.info` calls are actually not working specifically for this script. Or what if the problem is the user's game build is cached/stale.\n\nActually, let me re-read the user's complaint: \"фонарик перестал работать\" — \"the flashlight stopped working\". This could mean that when they press Space, NO light appears. Not just the blinding effect.\n\nSince `_ready()` messages never appear but the scene loads successfully, I think the issue is most likely that in the exported build, the GDScript `flashlight_effect.gd` is NOT being compiled/loaded. This can happen if the export process doesn't include the file or if there's a parse error only caught in export mode.\n\nLet me try to verify this by checking if the export configuration includes GDScript files. But more practically, let me look at the possibility that there's a naming clash or issue with `is_on` method name.\n\nWait — `is_on` is a method name. In Godot 4, `is_on` could potentially clash with some built-in property. Let me search for that." | |
| } | |
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| "uuid": "a1856581-b1a9-4669-8491-ae138ef47c10" | |
| } | |
| [2026-02-07T18:30:48.856Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01DjDBvqTSPPgrHJnxuZcAEb", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_014JaB4P2SXh2ihu91Y24kyD", | |
| "name": "WebSearch", | |
| "input": { | |
| "query": "Godot 4 GDScript \"is_on\" method name clash Node2D built-in" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
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| "input_tokens": 1, | |
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| "cache_read_input_tokens": 104421, | |
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| "ephemeral_1h_input_tokens": 511 | |
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| "inference_geo": "not_available" | |
| }, | |
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| }, | |
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| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "1d150061-550d-4869-ab08-9ad2dcb77331" | |
| } | |
| [2026-02-07T18:31:02.180Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_014JaB4P2SXh2ihu91Y24kyD", | |
| "type": "tool_result", | |
| "content": "Web search results for query: \"Godot 4 GDScript \"is_on\" method name clash Node2D built-in\"\n\nLinks: [{\"title\":\"GDScript reference — Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html\"},{\"title\":\"GDScript: Invalid method name in callable constructor cause a crash · Issue #41848 · godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/41848\"},{\"title\":\"Node Name(GD script) - Help - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/node-name-gd-script/47487\"},{\"title\":\"Node — Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_node.html\"},{\"title\":\"Node2D — Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_node2d.html\"},{\"title\":\"Node2D Methods\",\"url\":\"https://cyoann.github.io/GodotSharpAPI/html/3fb72ec4-6475-50c4-ff7a-47167fa8057b.htm\"},{\"title\":\"Add a Trait system for GDScript · Issue #6416 · godotengine/godot-proposals\",\"url\":\"https://github.com/godotengine/godot-proposals/issues/6416\"},{\"title\":\"What is the replacement of GDscript \\\"has_method\\\" the doc is short and unclear to me - Programming - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/what-is-the-replacement-of-gdscript-has-method-the-doc-is-short-and-unclear-to-me/39471\"},{\"title\":\"Node communication (the right way) :: Godot 4 Recipes\",\"url\":\"https://kidscancode.org/godot_recipes/4.x/basics/node_communication/index.html\"},{\"title\":\"godot-docs/tutorials/scripting/gdscript/gdscript_basics.rst at master · godotengine/godot-docs\",\"url\":\"https://github.com/godotengine/godot-docs/blob/master/tutorials/scripting/gdscript/gdscript_basics.rst\"}]\n\nLet me search for more specific information about the \"is_on\" method issue:\n\nLinks: [{\"title\":\"Node2D — Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_node2d.html\"},{\"title\":\"Class GodotObject | Godot4 C# API\",\"url\":\"https://straydragon.github.io/godot-csharp-api-doc/4.2.2-stable/main/Godot.GodotObject.html\"},{\"title\":\"Node2D Methods\",\"url\":\"https://cyoann.github.io/GodotSharpAPI/html/3fb72ec4-6475-50c4-ff7a-47167fa8057b.htm\"},{\"title\":\"Node2D — Godot Engine (latest) documentation in English\",\"url\":\"https://docs.godotengine.org/en/latest/classes/class_node2d.html\"},{\"title\":\"Node2D — Godot Engine (4.4) documentation in English\",\"url\":\"https://docs.godotengine.org/en/4.4/classes/class_node2d.html\"},{\"title\":\"Node2D — Godot Engine (3.0) documentation in English\",\"url\":\"https://docs.godotengine.org/en/3.0/classes/class_node2d.html\"},{\"title\":\"Node2D — Godot Engine (4.3) documentation in English\",\"url\":\"https://docs.godotengine.org/en/4.3/classes/class_node2d.html\"},{\"title\":\"Node2D in godot::prelude - Rust\",\"url\":\"https://godot-rust.github.io/docs/gdext/master/godot/prelude/struct.Node2D.html\"},{\"title\":\"Node — Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_node.html\"},{\"title\":\"Godot Nodes 101: VisibilityNotifier and VisibilityEnabler 2d · GDQuest\",\"url\":\"https://www.gdquest.com/tutorial/godot/2d/visibility-notifier-2d/\"}]\n\nLet me try a more specific search about the `is_on` method:\n\nNo links found.\n\nLet me search for Godot GDScript naming conflicts with built-in methods:\n\nLinks: [{\"title\":\"Class \\\"class_name\\\" hides a global script class - Programming - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/class-class-name-hides-a-global-script-class/54359\"},{\"title\":\"Name conflicts between methods, properties, and signals · Issue #38937 · godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/38937\"},{\"title\":\"Naming Convention Flaw: Variable Names Clashing with Public Instance Methods/Vars in GDScript · Issue #9576 · godotengine/godot-docs\",\"url\":\"https://github.com/godotengine/godot-docs/issues/9576\"},{\"title\":\"Godot GDScript guidelines | GDQuest's guidelines\",\"url\":\"https://gdquest.gitbook.io/gdquests-guidelines/godot-gdscript-guidelines\"},{\"title\":\"Best practices for preventing name clashes in Godot plugins - Godot Forums\",\"url\":\"https://godotforums.org/d/38968-best-practices-for-preventing-name-clashes-in-godot-plugins\"},{\"title\":\"Class names stop working after a while · Issue #76380 · godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/76380\"},{\"title\":\"Warn when defining a function that has the same name as a virtual method, but without a leading underscore (e.g. `func ready():`) · Issue #3564 · godotengine/godot-proposals\",\"url\":\"https://github.com/godotengine/godot-proposals/issues/3564\"},{\"title\":\"[4.0] GDScript \\\"Go to definition\\\" doesn't go to documentation for custom class properties / methods · Issue #68315 · godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/68315\"},{\"title\":\"Standardize naming convention for limited-exposure variables in GDScript · Issue #8868 · godotengine/godot-proposals\",\"url\":\"https://github.com/godotengine/godot-proposals/issues/8868\"},{\"title\":\"[GDScript] Conflict between Variable Name and Type in Unresolvable Scope · Issue #92008 · godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/92008\"}]\n\nBased on my web search results, I found relevant information about method naming conflicts in Godot 4. However, I didn't find specific documentation about an \"is_on\" method name clash with Node2D. \n\nThe search results do show that in Godot 4, even shadowing may not always work, as GDScript optimizes native method calls, and therefore a NATIVE_METHOD_OVERRIDE warning was added which is treated as an error by default.\n\nThere is also a documented issue about name conflicts between methods, properties, and signals where some share the same name, which is a problem because there are first-class signals and functions (as Callable), making it difficult to access them when there's a conflict.\n\nUnfortunately, the search results don't contain specific information about an \"is_on\" method on Node2D or a particular naming clash issue with that method. If you're encountering a specific error or warning with an \"is_on\" method, I'd recommend:\n\n1. Checking the Godot 4 documentation for Node2D methods to see what built-in methods are available\n2. Renaming your custom \"is_on\" method to avoid shadowing any built-in methods\n3. Looking at GitHub issues in the Godot repository for any known issues related to this specific method\n\nWould you like me to search for more specific information about Node2D's available methods?\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "33c5b72f-05ac-407a-bd82-370067dc1e35", | |
| "tool_use_result": { | |
| "query": "Godot 4 GDScript \"is_on\" method name clash Node2D built-in", | |
| "results": [ | |
| { | |
| "tool_use_id": "srvtoolu_013roVnQgHMkRvhyDoPrUCHH", | |
| "content": [ | |
| { | |
| "title": "GDScript reference — Godot Engine (stable) documentation in English", | |
| "url": "https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html" | |
| }, | |
| { | |
| "title": "GDScript: Invalid method name in callable constructor cause a crash · Issue #41848 · godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/issues/41848" | |
| }, | |
| { | |
| "title": "Node Name(GD script) - Help - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/node-name-gd-script/47487" | |
| }, | |
| { | |
| "title": "Node — Godot Engine (stable) documentation in English", | |
| "url": "https://docs.godotengine.org/en/stable/classes/class_node.html" | |
| }, | |
| { | |
| "title": "Node2D — Godot Engine (stable) documentation in English", | |
| "url": "https://docs.godotengine.org/en/stable/classes/class_node2d.html" | |
| }, | |
| { | |
| "title": "Node2D Methods", | |
| "url": "https://cyoann.github.io/GodotSharpAPI/html/3fb72ec4-6475-50c4-ff7a-47167fa8057b.htm" | |
| }, | |
| { | |
| "title": "Add a Trait system for GDScript · Issue #6416 · godotengine/godot-proposals", | |
| "url": "https://github.com/godotengine/godot-proposals/issues/6416" | |
| }, | |
| { | |
| "title": "What is the replacement of GDscript \"has_method\" the doc is short and unclear to me - Programming - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/what-is-the-replacement-of-gdscript-has-method-the-doc-is-short-and-unclear-to-me/39471" | |
| }, | |
| { | |
| "title": "Node communication (the right way) :: Godot 4 Recipes", | |
| "url": "https://kidscancode.org/godot_recipes/4.x/basics/node_communication/index.html" | |
| }, | |
| { | |
| "title": "godot-docs/tutorials/scripting/gdscript/gdscript_basics.rst at master · godotengine/godot-docs", | |
| "url": "https://github.com/godotengine/godot-docs/blob/master/tutorials/scripting/gdscript/gdscript_basics.rst" | |
| } | |
| ] | |
| }, | |
| "Let me search for more specific information about the \"is_on\" method issue:", | |
| { | |
| "tool_use_id": "srvtoolu_014KaXxLLcihoUQrGHWdFzvN", | |
| "content": [ | |
| { | |
| "title": "Node2D — Godot Engine (stable) documentation in English", | |
| "url": "https://docs.godotengine.org/en/stable/classes/class_node2d.html" | |
| }, | |
| { | |
| "title": "Class GodotObject | Godot4 C# API", | |
| "url": "https://straydragon.github.io/godot-csharp-api-doc/4.2.2-stable/main/Godot.GodotObject.html" | |
| }, | |
| { | |
| "title": "Node2D Methods", | |
| "url": "https://cyoann.github.io/GodotSharpAPI/html/3fb72ec4-6475-50c4-ff7a-47167fa8057b.htm" | |
| }, | |
| { | |
| "title": "Node2D — Godot Engine (latest) documentation in English", | |
| "url": "https://docs.godotengine.org/en/latest/classes/class_node2d.html" | |
| }, | |
| { | |
| "title": "Node2D — Godot Engine (4.4) documentation in English", | |
| "url": "https://docs.godotengine.org/en/4.4/classes/class_node2d.html" | |
| }, | |
| { | |
| "title": "Node2D — Godot Engine (3.0) documentation in English", | |
| "url": "https://docs.godotengine.org/en/3.0/classes/class_node2d.html" | |
| }, | |
| { | |
| "title": "Node2D — Godot Engine (4.3) documentation in English", | |
| "url": "https://docs.godotengine.org/en/4.3/classes/class_node2d.html" | |
| }, | |
| { | |
| "title": "Node2D in godot::prelude - Rust", | |
| "url": "https://godot-rust.github.io/docs/gdext/master/godot/prelude/struct.Node2D.html" | |
| }, | |
| { | |
| "title": "Node — Godot Engine (stable) documentation in English", | |
| "url": "https://docs.godotengine.org/en/stable/classes/class_node.html" | |
| }, | |
| { | |
| "title": "Godot Nodes 101: VisibilityNotifier and VisibilityEnabler 2d · GDQuest", | |
| "url": "https://www.gdquest.com/tutorial/godot/2d/visibility-notifier-2d/" | |
| } | |
| ] | |
| }, | |
| "Let me try a more specific search about the `is_on` method:", | |
| { | |
| "tool_use_id": "srvtoolu_01HgYXmieEVEzQ1zM5ANsJua", | |
| "content": [] | |
| }, | |
| "Let me search for Godot GDScript naming conflicts with built-in methods:", | |
| { | |
| "tool_use_id": "srvtoolu_014w9wNAXhKvNtcypFzv9Qz3", | |
| "content": [ | |
| { | |
| "title": "Class \"class_name\" hides a global script class - Programming - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/class-class-name-hides-a-global-script-class/54359" | |
| }, | |
| { | |
| "title": "Name conflicts between methods, properties, and signals · Issue #38937 · godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/issues/38937" | |
| }, | |
| { | |
| "title": "Naming Convention Flaw: Variable Names Clashing with Public Instance Methods/Vars in GDScript · Issue #9576 · godotengine/godot-docs", | |
| "url": "https://github.com/godotengine/godot-docs/issues/9576" | |
| }, | |
| { | |
| "title": "Godot GDScript guidelines | GDQuest's guidelines", | |
| "url": "https://gdquest.gitbook.io/gdquests-guidelines/godot-gdscript-guidelines" | |
| }, | |
| { | |
| "title": "Best practices for preventing name clashes in Godot plugins - Godot Forums", | |
| "url": "https://godotforums.org/d/38968-best-practices-for-preventing-name-clashes-in-godot-plugins" | |
| }, | |
| { | |
| "title": "Class names stop working after a while · Issue #76380 · godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/issues/76380" | |
| }, | |
| { | |
| "title": "Warn when defining a function that has the same name as a virtual method, but without a leading underscore (e.g. `func ready():`) · Issue #3564 · godotengine/godot-proposals", | |
| "url": "https://github.com/godotengine/godot-proposals/issues/3564" | |
| }, | |
| { | |
| "title": "[4.0] GDScript \"Go to definition\" doesn't go to documentation for custom class properties / methods · Issue #68315 · godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/issues/68315" | |
| }, | |
| { | |
| "title": "Standardize naming convention for limited-exposure variables in GDScript · Issue #8868 · godotengine/godot-proposals", | |
| "url": "https://github.com/godotengine/godot-proposals/issues/8868" | |
| }, | |
| { | |
| "title": "[GDScript] Conflict between Variable Name and Type in Unresolvable Scope · Issue #92008 · godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/issues/92008" | |
| } | |
| ] | |
| }, | |
| "Based on my web search results, I found relevant information about method naming conflicts in Godot 4. However, I didn't find specific documentation about an \"is_on\" method name clash with Node2D. \n\nThe search results do show that in Godot 4, even shadowing may not always work, as GDScript optimizes native method calls, and therefore a NATIVE_METHOD_OVERRIDE warning was added which is treated as an error by default.\n\nThere is also a documented issue about name conflicts between methods, properties, and signals where some share the same name, which is a problem because there are first-class signals and functions (as Callable), making it difficult to access them when there's a conflict.\n\nUnfortunately, the search results don't contain specific information about an \"is_on\" method on Node2D or a particular naming clash issue with that method. If you're encountering a specific error or warning with an \"is_on\" method, I'd recommend:\n\n1. Checking the Godot 4 documentation for Node2D methods to see what built-in methods are available\n2. Renaming your custom \"is_on\" method to avoid shadowing any built-in methods\n3. Looking at GitHub issues in the Godot repository for any known issues related to this specific method\n\nWould you like me to search for more specific information about Node2D's available methods?" | |
| ], | |
| "durationSeconds": 13.320616313999984 | |
| } | |
| } | |
| [2026-02-07T18:31:10.933Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01GGahXZ4QdxwxFeErGDUKTy", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "That wasn't specifically helpful. Let me think about this more practically.\n\nGiven the evidence:\n1. The earlier build (before commits b2cfb72 and fe09297) had working `flashlight_effect.gd` — its `_ready()` logged messages\n2. The new build (after those commits) has `flashlight_effect.gd` with its `_ready()` NOT logging\n3. The only code change in `flashlight_effect.gd` was: changing constants (duration 0.2→2.0, adding BLINDNESS_COOLDOWN), changing `_blinded_enemies` value from `true` to timestamps, removing `_blinded_enemies.clear()` from turn_on/turn_off, and adding cooldown logic in `_check_enemies_in_beam`\n\nThese are all valid GDScript changes. There's no syntax error.\n\nWait — let me check something. Could there be an issue with the Godot export process not re-compiling the GDScript? Sometimes Godot's export cache doesn't invalidate properly. But this is a CI build, so it should always build fresh.\n\nLet me look at this from a completely different angle. Maybe the issue is that the user is NOT actually running the latest build. Let me check the end of the log to see if the user actually used the flashlight." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 2451, | |
| "cache_read_input_tokens": 104932, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 2451 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "55b78c24-fd3e-462d-9fbc-282b1652466b" | |
| } | |
| [2026-02-07T18:31:11.708Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01GGahXZ4QdxwxFeErGDUKTy", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_016Bvw1TEDHw9BydjWoM7ybf", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/game_log_20260207_212501.txt", | |
| "offset": 1000, | |
| "limit": 436 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 2451, | |
| "cache_read_input_tokens": 104932, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 2451 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "c0ee492f-f3e3-4953-b198-f7c91391c557" | |
| } | |
| [2026-02-07T18:31:11.931Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_016Bvw1TEDHw9BydjWoM7ybf", | |
| "type": "tool_result", | |
| "content": " 1000→[21:25:20] [INFO] [LastChance] Connected to player Died signal (C#)\n 1001→[21:25:20] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 1002→[21:25:20] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=10\n 1003→[21:25:21] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 1004→[21:25:21] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n 1005→[21:25:21] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1067), corner_timer=0.30\n 1006→[21:25:21] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1067), corner_timer=0.30\n 1007→[21:25:21] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=4.3°, current=58.7°, player=(450,962), corner_timer=-0.02\n 1008→[21:25:21] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 1009→[21:25:21] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=50.4°, player=(450,962), corner_timer=-0.02\n 1010→[21:25:21] [ENEMY] [Enemy10] PATROL corner check: angle 14.3°\n 1011→[21:25:21] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=94.3°, current=55.9°, player=(450,957), corner_timer=0.30\n 1012→[21:25:21] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=14.3°, current=52.7°, player=(450,957), corner_timer=0.30\n 1013→[21:25:21] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=10\n 1014→[21:25:22] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=10\n 1015→[21:25:23] [INFO] [PauseMenu] Armory button pressed\n 1016→[21:25:23] [INFO] [PauseMenu] Creating new armory menu instance\n 1017→[21:25:23] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n 1018→[21:25:23] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n 1019→[21:25:23] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n 1020→[21:25:23] [INFO] [PauseMenu] back_pressed signal exists on instance\n 1021→[21:25:23] [INFO] [PauseMenu] back_pressed signal connected\n 1022→[21:25:23] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n 1023→[21:25:23] [INFO] [PauseMenu] _populate_weapon_grid method exists\n 1024→[21:25:23] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=10\n 1025→[21:25:24] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=10\n 1026→[21:25:25] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=10\n 1027→[21:25:26] [INFO] [GrenadeManager] Grenade type changed from Flashbang to F-1 Grenade\n 1028→[21:25:26] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 1029→[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 1030→[21:25:26] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 1031→[21:25:26] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 1032→[21:25:26] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 1033→[21:25:26] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 1034→[21:25:26] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 1035→[21:25:26] [INFO] [LastChance] Resetting all effects (scene change detected)\n 1036→[21:25:26] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n 1037→[21:25:26] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 1038→[21:25:26] [ENEMY] [Enemy1] Death animation component initialized\n 1039→[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 1040→[21:25:26] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 1041→[21:25:26] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 1042→[21:25:26] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 1043→[21:25:26] [ENEMY] [Enemy2] Death animation component initialized\n 1044→[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 1045→[21:25:26] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 1046→[21:25:26] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 1047→[21:25:26] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 1048→[21:25:26] [ENEMY] [Enemy3] Death animation component initialized\n 1049→[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 1050→[21:25:26] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 1051→[21:25:26] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 1052→[21:25:26] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 1053→[21:25:26] [ENEMY] [Enemy4] Death animation component initialized\n 1054→[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 1055→[21:25:26] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 1056→[21:25:26] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 1057→[21:25:26] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 1058→[21:25:26] [ENEMY] [Enemy5] Death animation component initialized\n 1059→[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 1060→[21:25:26] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 1061→[21:25:26] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n 1062→[21:25:26] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 1063→[21:25:26] [ENEMY] [Enemy6] Death animation component initialized\n 1064→[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 1065→[21:25:26] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 1066→[21:25:26] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n 1067→[21:25:26] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 1068→[21:25:26] [ENEMY] [Enemy7] Death animation component initialized\n 1069→[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 1070→[21:25:26] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 1071→[21:25:26] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n 1072→[21:25:26] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n 1073→[21:25:26] [ENEMY] [Enemy8] Death animation component initialized\n 1074→[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 1075→[21:25:26] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n 1076→[21:25:26] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n 1077→[21:25:26] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n 1078→[21:25:26] [ENEMY] [Enemy9] Death animation component initialized\n 1079→[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 1080→[21:25:26] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n 1081→[21:25:26] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n 1082→[21:25:26] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n 1083→[21:25:26] [ENEMY] [Enemy10] Death animation component initialized\n 1084→[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 1085→[21:25:26] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 1086→[21:25:26] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 1087→[21:25:26] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 1088→[21:25:26] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: F-1 Grenade\n 1089→[21:25:26] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 1090→[21:25:26] [INFO] [Player.Weapon] GameManager weapon selection: m16 (AssaultRifle)\n 1091→[21:25:26] [INFO] [Player.Weapon] Removed default MakarovPM\n 1092→[21:25:26] [INFO] [Player.Weapon] Equipped AssaultRifle (ammo: 30/30)\n 1093→[21:25:26] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 1094→[21:25:26] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 1095→[21:25:26] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 1096→[21:25:26] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 1097→[21:25:26] [INFO] [Player.Debug] Connected to GameManager, debug mode: True\n 1098→[21:25:26] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 1099→[21:25:26] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n 1100→[21:25:26] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n 1101→[21:25:26] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 10/10\n 1102→[21:25:26] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 1103→[21:25:26] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n 1104→[21:25:26] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n 1105→[21:25:26] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n 1106→[21:25:26] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n 1107→[21:25:26] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n 1108→[21:25:26] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n 1109→[21:25:26] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n 1110→[21:25:26] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n 1111→[21:25:26] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n 1112→[21:25:26] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n 1113→[21:25:26] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n 1114→[21:25:26] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n 1115→[21:25:26] [INFO] [BuildingLevel] Setting up weapon: m16\n 1116→[21:25:26] [INFO] [BuildingLevel] AssaultRifle already equipped by C# Player - skipping GDScript weapon swap\n 1117→[21:25:26] [INFO] [ScoreManager] Level started with 10 enemies\n 1118→[21:25:26] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n 1119→[21:25:26] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n 1120→[21:25:26] [INFO] [ReplayManager] Replay data cleared\n 1121→[21:25:26] [INFO] [BuildingLevel] Previous replay data cleared\n 1122→[21:25:26] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n 1123→[21:25:26] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n 1124→[21:25:26] [INFO] [ReplayManager] Level: BuildingLevel\n 1125→[21:25:26] [INFO] [ReplayManager] Player: Player (valid: True)\n 1126→[21:25:26] [INFO] [ReplayManager] Enemies count: 10\n 1127→[21:25:26] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n 1128→[21:25:26] [INFO] [ReplayManager] Enemy 0: Enemy1\n 1129→[21:25:26] [INFO] [ReplayManager] Enemy 1: Enemy2\n 1130→[21:25:26] [INFO] [ReplayManager] Enemy 2: Enemy3\n 1131→[21:25:26] [INFO] [ReplayManager] Enemy 3: Enemy4\n 1132→[21:25:26] [INFO] [ReplayManager] Enemy 4: Enemy5\n 1133→[21:25:26] [INFO] [ReplayManager] Enemy 5: Enemy6\n 1134→[21:25:26] [INFO] [ReplayManager] Enemy 6: Enemy7\n 1135→[21:25:26] [INFO] [ReplayManager] Enemy 7: Enemy8\n 1136→[21:25:26] [INFO] [ReplayManager] Enemy 8: Enemy9\n 1137→[21:25:26] [INFO] [ReplayManager] Enemy 9: Enemy10\n 1138→[21:25:26] [INFO] [BuildingLevel] Replay recording started successfully\n 1139→[21:25:26] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 1140→[21:25:26] [INFO] [CinemaEffects] Found player node: Player\n 1141→[21:25:26] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 1142→[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 51)\n 1143→[21:25:26] [ENEMY] [Enemy1] Registered as sound listener\n 1144→[21:25:26] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 4, behavior: GUARD\n 1145→[21:25:26] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 1146→[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 52)\n 1147→[21:25:26] [ENEMY] [Enemy2] Registered as sound listener\n 1148→[21:25:26] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 3, behavior: GUARD\n 1149→[21:25:26] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 1150→[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 53)\n 1151→[21:25:26] [ENEMY] [Enemy3] Registered as sound listener\n 1152→[21:25:26] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 4, behavior: GUARD\n 1153→[21:25:26] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 1154→[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 54)\n 1155→[21:25:26] [ENEMY] [Enemy4] Registered as sound listener\n 1156→[21:25:26] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 4, behavior: GUARD\n 1157→[21:25:26] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 1158→[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 55)\n 1159→[21:25:26] [ENEMY] [Enemy5] Registered as sound listener\n 1160→[21:25:26] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 2, behavior: GUARD\n 1161→[21:25:26] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n 1162→[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 56)\n 1163→[21:25:26] [ENEMY] [Enemy6] Registered as sound listener\n 1164→[21:25:26] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 2, behavior: GUARD\n 1165→[21:25:26] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n 1166→[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 57)\n 1167→[21:25:26] [ENEMY] [Enemy7] Registered as sound listener\n 1168→[21:25:26] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 4, behavior: PATROL\n 1169→[21:25:26] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n 1170→[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 58)\n 1171→[21:25:26] [ENEMY] [Enemy8] Registered as sound listener\n 1172→[21:25:26] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 3, behavior: GUARD\n 1173→[21:25:26] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n 1174→[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 59)\n 1175→[21:25:26] [ENEMY] [Enemy9] Registered as sound listener\n 1176→[21:25:26] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 3, behavior: GUARD\n 1177→[21:25:26] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n 1178→[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 60)\n 1179→[21:25:26] [ENEMY] [Enemy10] Registered as sound listener\n 1180→[21:25:26] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 2, behavior: PATROL\n 1181→[21:25:26] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 1182→[21:25:26] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n 1183→[21:25:26] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=33.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 1184→[21:25:26] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=45.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n 1185→[21:25:26] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=123.7°, current=0.0°, player=(450,1250), corner_timer=0.00\n 1186→[21:25:26] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=292.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n 1187→[21:25:26] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=101.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 1188→[21:25:26] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=146.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 1189→[21:25:26] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 1190→[21:25:26] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=101.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 1191→[21:25:26] [INFO] [Player] Detecting weapon pose (frame 3)...\n 1192→[21:25:26] [INFO] [Player] Detected weapon: Rifle (default pose)\n 1193→[21:25:26] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n 1194→[21:25:26] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 1195→[21:25:26] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 1196→[21:25:26] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 1197→[21:25:26] [INFO] [LastChance] Found player: Player\n 1198→[21:25:26] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 1199→[21:25:26] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 1200→[21:25:26] [INFO] [LastChance] Connected to player Died signal (C#)\n 1201→[21:25:26] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 1202→[21:25:27] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=10\n 1203→[21:25:27] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 1204→[21:25:27] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n 1205→[21:25:27] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1250), corner_timer=0.30\n 1206→[21:25:27] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1250), corner_timer=0.30\n 1207→[21:25:28] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=4.3°, current=58.7°, player=(450,1250), corner_timer=-0.02\n 1208→[21:25:28] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 1209→[21:25:28] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=50.4°, player=(450,1250), corner_timer=-0.02\n 1210→[21:25:28] [ENEMY] [Enemy10] PATROL corner check: angle 14.3°\n 1211→[21:25:28] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=94.3°, current=55.9°, player=(450,1250), corner_timer=0.30\n 1212→[21:25:28] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=14.3°, current=52.7°, player=(450,1250), corner_timer=0.30\n 1213→[21:25:28] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=10\n 1214→[21:25:28] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=14.0°, player=(450,1250), corner_timer=-0.02\n 1215→[21:25:28] [ENEMY] [Enemy10] PATROL corner check: angle 7.0°\n 1216→[21:25:28] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=7.0°, current=16.7°, player=(450,1250), corner_timer=0.30\n 1217→[21:25:28] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=6.9°, player=(450,1250), corner_timer=-0.02\n 1218→[21:25:28] [ENEMY] [Enemy10] PATROL corner check: angle 3.5°\n 1219→[21:25:28] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=3.5°, current=9.6°, player=(450,1250), corner_timer=0.30\n 1220→[21:25:29] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=3.5°, player=(450,1250), corner_timer=-0.02\n 1221→[21:25:29] [ENEMY] [Enemy10] PATROL corner check: angle 1.8°\n 1222→[21:25:29] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=1.8°, current=6.3°, player=(450,1250), corner_timer=0.30\n 1223→[21:25:29] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=10\n 1224→[21:25:29] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=1.8°, player=(450,1250), corner_timer=-0.02\n 1225→[21:25:29] [ENEMY] [Enemy10] PATROL corner check: angle 0.9°\n 1226→[21:25:29] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=0.9°, current=4.6°, player=(450,1250), corner_timer=0.30\n 1227→[21:25:29] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n 1228→[21:25:30] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=-130.1°, player=(450,1166), corner_timer=-0.02\n 1229→[21:25:30] [ENEMY] [Enemy7] PATROL corner check: angle 90.0°\n 1230→[21:25:30] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=90.0°, current=-133.0°, player=(450,1160), corner_timer=0.30\n 1231→[21:25:30] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n 1232→[21:25:30] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=10\n 1233→[21:25:30] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=179.1°, current=172.4°, player=(450,1056), corner_timer=-0.02\n 1234→[21:25:30] [ENEMY] [Enemy7] PATROL corner check: angle 89.8°\n 1235→[21:25:30] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.8°, current=175.3°, player=(450,1050), corner_timer=0.30\n 1236→[21:25:30] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n 1237→[21:25:30] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=178.4°, current=120.7°, player=(450,946), corner_timer=-0.02\n 1238→[21:25:30] [ENEMY] [Enemy7] PATROL corner check: angle 89.7°\n 1239→[21:25:30] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.7°, current=123.6°, player=(450,940), corner_timer=0.30\n 1240→[21:25:30] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n 1241→[21:25:31] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.9°, current=89.7°, player=(450,836), corner_timer=-0.02\n 1242→[21:25:31] [ENEMY] [Enemy7] PATROL corner check: angle 89.6°\n 1243→[21:25:31] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.6°, current=92.5°, player=(450,830), corner_timer=0.30\n 1244→[21:25:31] [ENEMY] [Enemy3] ROT_CHANGE: P5:idle_scan -> P1:visible, state=IDLE, target=164.4°, current=123.7°, player=(450,819), corner_timer=0.00\n 1245→[21:25:31] [ENEMY] [Enemy3] State: IDLE -> COMBAT\n 1246→[21:25:31] [ENEMY] [Enemy3] ROT_CHANGE: P1:visible -> P2:combat_state, state=COMBAT, target=166.8°, current=-64.9°, player=(450,808), corner_timer=0.00\n 1247→[21:25:31] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n 1248→[21:25:31] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=10\n 1249→[21:25:31] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.7°, current=89.6°, player=(450,763), corner_timer=-0.02\n 1250→[21:25:31] [ENEMY] [Enemy7] PATROL corner check: angle 89.5°\n 1251→[21:25:31] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.5°, current=92.4°, player=(450,763), corner_timer=0.30\n 1252→[21:25:31] [ENEMY] [Enemy4] Memory: high confidence (0.87) - transitioning to PURSUING\n 1253→[21:25:31] [ENEMY] [Enemy4] State: IDLE -> PURSUING\n 1254→[21:25:31] [ENEMY] [Enemy4] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=PURSUING, target=-158.5°, current=-67.5°, player=(450,762), corner_timer=0.00\n 1255→[21:25:31] [ENEMY] [Enemy4] PURSUING corner check: angle -100.7°\n 1256→[21:25:31] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n 1257→[21:25:31] [ENEMY] [Enemy3] ROT_CHANGE: P2:combat_state -> P1:visible, state=COMBAT, target=177.9°, current=-132.9°, player=(450,762), corner_timer=0.00\n 1258→[21:25:31] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.5°, current=89.5°, player=(450,762), corner_timer=-0.02\n 1259→[21:25:31] [ENEMY] [Enemy7] PATROL corner check: angle 89.5°\n 1260→[21:25:31] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.5°, current=92.4°, player=(450,762), corner_timer=0.30\n 1261→[21:25:31] [ENEMY] [Enemy4] ROT_CHANGE: P2:combat_state -> P1:visible, state=PURSUING, target=-150.4°, current=175.9°, player=(450,762), corner_timer=0.05\n 1262→[21:25:31] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n 1263→[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(684.451, 753.7694), source=ENEMY (Enemy3), range=1469, listeners=60\n 1264→[21:25:32] [INFO] [SoundPropagation] Cleaned up 50 invalid listeners\n 1265→[21:25:32] [ENEMY] [Enemy2] Heard gunshot at (684.451, 753.7694), source_type=1, intensity=0.02, distance=350\n 1266→[21:25:32] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=6\n 1267→[21:25:32] [ENEMY] [Enemy2] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=COMBAT, target=76.8°, current=45.0°, player=(450,762), corner_timer=0.00\n 1268→[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n 1269→[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n 1270→[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 1271→[21:25:32] [ENEMY] [Enemy4] ROT_CHANGE: P1:visible -> P2:combat_state, state=PURSUING, target=-145.9°, current=-158.2°, player=(450,762), corner_timer=-0.02\n 1272→[21:25:32] [ENEMY] [Enemy4] PURSUING corner check: angle -94.0°\n 1273→[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n 1274→[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n 1275→[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 1276→[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n 1277→[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n 1278→[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0\n 1279→[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 9.0\n 1280→[21:25:32] [ENEMY] [Enemy1] Memory: medium confidence (0.62) - transitioning to PURSUING\n 1281→[21:25:32] [ENEMY] [Enemy1] State: IDLE -> PURSUING\n 1282→[21:25:32] [ENEMY] [Enemy1] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=PURSUING, target=70.0°, current=33.8°, player=(450,762), corner_timer=0.00\n 1283→[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(684.451, 753.7694), source=ENEMY (Enemy3), range=1469, listeners=10\n 1284→[21:25:32] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=6\n 1285→[21:25:32] [ENEMY] [Enemy1] PURSUING corner check: angle -50.9°\n 1286→[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n 1287→[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n 1288→[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 1289→[21:25:32] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.4°, current=89.5°, player=(450,762), corner_timer=-0.02\n 1290→[21:25:32] [ENEMY] [Enemy7] PATROL corner check: angle 89.5°\n 1291→[21:25:32] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.5°, current=92.3°, player=(450,762), corner_timer=0.30\n 1292→[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n 1293→[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n 1294→[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 1295→[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n 1296→[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n 1297→[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 8.0\n 1298→[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 8.0\n 1299→[21:25:32] [ENEMY] [Enemy3] State: COMBAT -> RETREATING\n 1300→[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(684.451, 753.7694), source=ENEMY (Enemy3), range=1469, listeners=10\n 1301→[21:25:32] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=6\n 1302→[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n 1303→[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n 1304→[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 1305→[21:25:32] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n 1306→[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n 1307→[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n 1308→[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 1309→[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n 1310→[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n 1311→[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 7.0\n 1312→[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 7.0\n 1313→[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(661.0062, 743.5881), source=ENEMY (Enemy3), range=1469, listeners=10\n 1314→[21:25:32] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=1, self=1, below_threshold=5\n 1315→[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n 1316→[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n 1317→[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 1318→[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n 1319→[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n 1320→[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 1321→[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n 1322→[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n 1323→[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 6.0\n 1324→[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 6.0\n 1325→[21:25:32] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=10\n 1326→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (548.9187, 776.2778) (added to group)\n 1327→[21:25:32] [ENEMY] [Enemy1] PURSUING corner check: angle -51.1°\n 1328→[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(640.2395, 727.7233), source=ENEMY (Enemy3), range=1469, listeners=10\n 1329→[21:25:32] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=1, self=1, below_threshold=5\n 1330→[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n 1331→[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n 1332→[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 1333→[21:25:32] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.3°, current=89.5°, player=(450,762), corner_timer=-0.02\n 1334→[21:25:32] [ENEMY] [Enemy7] PATROL corner check: angle 89.4°\n 1335→[21:25:32] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.4°, current=92.3°, player=(450,762), corner_timer=0.30\n 1336→[21:25:32] [ENEMY] [Enemy2] State: COMBAT -> PURSUING\n 1337→[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n 1338→[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n 1339→[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 1340→[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n 1341→[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n 1342→[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 5.0\n 1343→[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 5.0\n 1344→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (551.9395, 768.6953) (added to group)\n 1345→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (534.9187, 799.2576) (added to group)\n 1346→[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(619.4728, 711.8586), source=ENEMY (Enemy3), range=1469, listeners=10\n 1347→[21:25:32] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=2, self=1, below_threshold=4\n 1348→[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n 1349→[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n 1350→[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 1351→[21:25:32] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n 1352→[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n 1353→[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n 1354→[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 1355→[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n 1356→[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n 1357→[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 4.0\n 1358→[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 4.0\n 1359→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (558.9064, 810.1811) (added to group)\n 1360→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (580.2971, 802.5933) (added to group)\n 1361→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (594.4828, 766.0233) (added to group)\n 1362→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (531.5049, 744.6464) (added to group)\n 1363→[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(598.7061, 695.9939), source=ENEMY (Enemy3), range=1469, listeners=10\n 1364→[21:25:32] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=2, self=1, below_threshold=4\n 1365→[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n 1366→[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n 1367→[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 1368→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (576.9279, 820.6309) (added to group)\n 1369→[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n 1370→[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n 1371→[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 1372→[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n 1373→[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n 1374→[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 3.0\n 1375→[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 3.0\n 1376→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (567.5903, 801.7266) (added to group)\n 1377→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (553.5762, 811.9218) (added to group)\n 1378→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (602.1392, 801.8634) (added to group)\n 1379→[21:25:32] [ENEMY] [Enemy1] PURSUING corner check: angle 153.7°\n 1380→[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(577.9393, 680.1293), source=ENEMY (Enemy3), range=1469, listeners=10\n 1381→[21:25:32] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=2, self=1, below_threshold=4\n 1382→[21:25:32] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.3°, current=89.4°, player=(450,762), corner_timer=-0.02\n 1383→[21:25:32] [ENEMY] [Enemy7] PATROL corner check: angle 89.4°\n 1384→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (556.0168, 792.7574) (added to group)\n 1385→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (531.461, 769.7205) (added to group)\n 1386→[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n 1387→[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n 1388→[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 1389→[21:25:32] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.4°, current=92.3°, player=(450,762), corner_timer=0.30\n 1390→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (583.2563, 815.568) (added to group)\n 1391→[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n 1392→[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n 1393→[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 1394→[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n 1395→[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n 1396→[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 2.0\n 1397→[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 2.0\n 1398→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (590.6965, 817.8464) (added to group)\n 1399→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (507.9927, 762.927) (added to group)\n 1400→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (492.6311, 777.4494) (added to group)\n 1401→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (624.6677, 846.9066) (added to group)\n 1402→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (637.3228, 828.7906) (added to group)\n 1403→[21:25:32] [INFO] [BloodDecal] Blood puddle created at (494.7059, 769.8551) (added to group)\n 1404→[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(557.1725, 664.2647), source=ENEMY (Enemy3), range=1469, listeners=10\n 1405→[21:25:32] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=2, self=1, below_threshold=4\n 1406→[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n 1407→[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n 1408→[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 1409→[21:25:32] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n 1410→[21:25:33] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n 1411→[21:25:33] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n 1412→[21:25:33] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 1413→[21:25:33] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n 1414→[21:25:33] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n 1415→[21:25:33] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 1.0\n 1416→[21:25:33] [INFO] [PenultimateHit] Triggering penultimate hit effect (HP: 1.0)\n 1417→[21:25:33] [INFO] [PenultimateHit] Starting penultimate hit effect:\n 1418→[21:25:33] [INFO] [PenultimateHit] - Time scale: 0.10\n 1419→[21:25:33] [INFO] [PenultimateHit] - Saturation boost: 2.00 (3.0x)\n 1420→[21:25:33] [INFO] [PenultimateHit] - Contrast boost: 1.00 (2.0x)\n 1421→[21:25:33] [INFO] [PenultimateHit] - Duration: 3.0 real seconds\n 1422→[21:25:33] [INFO] [PenultimateHit] Applied shader parameters: saturation=2.00, contrast=1.00\n 1423→[21:25:33] [INFO] [PenultimateHit] Applying saturation to 10 enemies\n 1424→[21:25:33] [INFO] [PenultimateHit] Applied 4.0x saturation to 6 player sprites\n 1425→[21:25:33] [INFO] [LastChance] Player health updated (C# Damaged): 1.0\n 1426→[21:25:33] [INFO] [BloodDecal] Blood puddle created at (567.257, 774.4254) (added to group)\n 1427→[21:25:33] [INFO] [BloodDecal] Blood puddle created at (571.428, 777.4017) (added to group)\n 1428→[21:25:33] [INFO] [BloodDecal] Blood puddle created at (508.3059, 757.7202) (added to group)\n 1429→[21:25:33] [INFO] [BloodDecal] Blood puddle created at (522.8168, 772.5035) (added to group)\n 1430→[21:25:33] [ENEMY] [Enemy3] ROT_CHANGE: P1:visible -> P4:velocity, state=RETREATING, target=-142.6°, current=129.1°, player=(450,762), corner_timer=0.00\n 1431→[21:25:33] [INFO] [BloodDecal] Blood puddle created at (569.8946, 752.5582) (added to group)\n 1432→[21:25:33] [INFO] [ReplayManager] Recording frame 420 (6,6s): player_valid=True, enemies=10\n 1433→[21:25:33] [ENEMY] [Enemy3] State: RETREATING -> IN_COVER\n 1434→[21:25:33] [INFO] ------------------------------------------------------------\n 1435→[21:25:33] [INFO] GAME LOG ENDED: 2026-02-07T21:25:33\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "e76ed555-c826-4fcc-9a29-9c13f314160d", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/game_log_20260207_212501.txt", | |
| "content": "[21:25:20] [INFO] [LastChance] Connected to player Died signal (C#)\n[21:25:20] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[21:25:20] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=10\n[21:25:21] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[21:25:21] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n[21:25:21] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1067), corner_timer=0.30\n[21:25:21] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1067), corner_timer=0.30\n[21:25:21] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=4.3°, current=58.7°, player=(450,962), corner_timer=-0.02\n[21:25:21] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[21:25:21] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=50.4°, player=(450,962), corner_timer=-0.02\n[21:25:21] [ENEMY] [Enemy10] PATROL corner check: angle 14.3°\n[21:25:21] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=94.3°, current=55.9°, player=(450,957), corner_timer=0.30\n[21:25:21] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=14.3°, current=52.7°, player=(450,957), corner_timer=0.30\n[21:25:21] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=10\n[21:25:22] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=10\n[21:25:23] [INFO] [PauseMenu] Armory button pressed\n[21:25:23] [INFO] [PauseMenu] Creating new armory menu instance\n[21:25:23] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n[21:25:23] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n[21:25:23] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n[21:25:23] [INFO] [PauseMenu] back_pressed signal exists on instance\n[21:25:23] [INFO] [PauseMenu] back_pressed signal connected\n[21:25:23] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n[21:25:23] [INFO] [PauseMenu] _populate_weapon_grid method exists\n[21:25:23] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=10\n[21:25:24] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=10\n[21:25:25] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=10\n[21:25:26] [INFO] [GrenadeManager] Grenade type changed from Flashbang to F-1 Grenade\n[21:25:26] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:26] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[21:25:26] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[21:25:26] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[21:25:26] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[21:25:26] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[21:25:26] [INFO] [LastChance] Resetting all effects (scene change detected)\n[21:25:26] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n[21:25:26] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[21:25:26] [ENEMY] [Enemy1] Death animation component initialized\n[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:26] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[21:25:26] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[21:25:26] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[21:25:26] [ENEMY] [Enemy2] Death animation component initialized\n[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:26] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[21:25:26] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[21:25:26] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[21:25:26] [ENEMY] [Enemy3] Death animation component initialized\n[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:26] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[21:25:26] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[21:25:26] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[21:25:26] [ENEMY] [Enemy4] Death animation component initialized\n[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:26] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[21:25:26] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[21:25:26] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[21:25:26] [ENEMY] [Enemy5] Death animation component initialized\n[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:26] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[21:25:26] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n[21:25:26] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[21:25:26] [ENEMY] [Enemy6] Death animation component initialized\n[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:26] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[21:25:26] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n[21:25:26] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[21:25:26] [ENEMY] [Enemy7] Death animation component initialized\n[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:26] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[21:25:26] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n[21:25:26] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n[21:25:26] [ENEMY] [Enemy8] Death animation component initialized\n[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:26] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n[21:25:26] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n[21:25:26] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n[21:25:26] [ENEMY] [Enemy9] Death animation component initialized\n[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:26] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n[21:25:26] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n[21:25:26] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n[21:25:26] [ENEMY] [Enemy10] Death animation component initialized\n[21:25:26] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:25:26] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[21:25:26] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[21:25:26] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[21:25:26] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: F-1 Grenade\n[21:25:26] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[21:25:26] [INFO] [Player.Weapon] GameManager weapon selection: m16 (AssaultRifle)\n[21:25:26] [INFO] [Player.Weapon] Removed default MakarovPM\n[21:25:26] [INFO] [Player.Weapon] Equipped AssaultRifle (ammo: 30/30)\n[21:25:26] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[21:25:26] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[21:25:26] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[21:25:26] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[21:25:26] [INFO] [Player.Debug] Connected to GameManager, debug mode: True\n[21:25:26] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[21:25:26] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n[21:25:26] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n[21:25:26] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 10/10\n[21:25:26] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[21:25:26] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n[21:25:26] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n[21:25:26] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n[21:25:26] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n[21:25:26] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n[21:25:26] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n[21:25:26] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n[21:25:26] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n[21:25:26] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n[21:25:26] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n[21:25:26] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n[21:25:26] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n[21:25:26] [INFO] [BuildingLevel] Setting up weapon: m16\n[21:25:26] [INFO] [BuildingLevel] AssaultRifle already equipped by C# Player - skipping GDScript weapon swap\n[21:25:26] [INFO] [ScoreManager] Level started with 10 enemies\n[21:25:26] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n[21:25:26] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n[21:25:26] [INFO] [ReplayManager] Replay data cleared\n[21:25:26] [INFO] [BuildingLevel] Previous replay data cleared\n[21:25:26] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n[21:25:26] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n[21:25:26] [INFO] [ReplayManager] Level: BuildingLevel\n[21:25:26] [INFO] [ReplayManager] Player: Player (valid: True)\n[21:25:26] [INFO] [ReplayManager] Enemies count: 10\n[21:25:26] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n[21:25:26] [INFO] [ReplayManager] Enemy 0: Enemy1\n[21:25:26] [INFO] [ReplayManager] Enemy 1: Enemy2\n[21:25:26] [INFO] [ReplayManager] Enemy 2: Enemy3\n[21:25:26] [INFO] [ReplayManager] Enemy 3: Enemy4\n[21:25:26] [INFO] [ReplayManager] Enemy 4: Enemy5\n[21:25:26] [INFO] [ReplayManager] Enemy 5: Enemy6\n[21:25:26] [INFO] [ReplayManager] Enemy 6: Enemy7\n[21:25:26] [INFO] [ReplayManager] Enemy 7: Enemy8\n[21:25:26] [INFO] [ReplayManager] Enemy 8: Enemy9\n[21:25:26] [INFO] [ReplayManager] Enemy 9: Enemy10\n[21:25:26] [INFO] [BuildingLevel] Replay recording started successfully\n[21:25:26] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[21:25:26] [INFO] [CinemaEffects] Found player node: Player\n[21:25:26] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 51)\n[21:25:26] [ENEMY] [Enemy1] Registered as sound listener\n[21:25:26] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 4, behavior: GUARD\n[21:25:26] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 52)\n[21:25:26] [ENEMY] [Enemy2] Registered as sound listener\n[21:25:26] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 3, behavior: GUARD\n[21:25:26] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 53)\n[21:25:26] [ENEMY] [Enemy3] Registered as sound listener\n[21:25:26] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 4, behavior: GUARD\n[21:25:26] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 54)\n[21:25:26] [ENEMY] [Enemy4] Registered as sound listener\n[21:25:26] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 4, behavior: GUARD\n[21:25:26] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 55)\n[21:25:26] [ENEMY] [Enemy5] Registered as sound listener\n[21:25:26] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 2, behavior: GUARD\n[21:25:26] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 56)\n[21:25:26] [ENEMY] [Enemy6] Registered as sound listener\n[21:25:26] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 2, behavior: GUARD\n[21:25:26] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 57)\n[21:25:26] [ENEMY] [Enemy7] Registered as sound listener\n[21:25:26] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 4, behavior: PATROL\n[21:25:26] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 58)\n[21:25:26] [ENEMY] [Enemy8] Registered as sound listener\n[21:25:26] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 3, behavior: GUARD\n[21:25:26] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 59)\n[21:25:26] [ENEMY] [Enemy9] Registered as sound listener\n[21:25:26] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 3, behavior: GUARD\n[21:25:26] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n[21:25:26] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 60)\n[21:25:26] [ENEMY] [Enemy10] Registered as sound listener\n[21:25:26] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 2, behavior: PATROL\n[21:25:26] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[21:25:26] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n[21:25:26] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=33.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:26] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=45.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:26] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=123.7°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:26] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=292.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:26] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=101.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:26] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=146.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:26] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:26] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=101.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[21:25:26] [INFO] [Player] Detecting weapon pose (frame 3)...\n[21:25:26] [INFO] [Player] Detected weapon: Rifle (default pose)\n[21:25:26] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n[21:25:26] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[21:25:26] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[21:25:26] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[21:25:26] [INFO] [LastChance] Found player: Player\n[21:25:26] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[21:25:26] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[21:25:26] [INFO] [LastChance] Connected to player Died signal (C#)\n[21:25:26] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[21:25:27] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=10\n[21:25:27] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[21:25:27] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n[21:25:27] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1250), corner_timer=0.30\n[21:25:27] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1250), corner_timer=0.30\n[21:25:28] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=4.3°, current=58.7°, player=(450,1250), corner_timer=-0.02\n[21:25:28] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[21:25:28] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=50.4°, player=(450,1250), corner_timer=-0.02\n[21:25:28] [ENEMY] [Enemy10] PATROL corner check: angle 14.3°\n[21:25:28] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=94.3°, current=55.9°, player=(450,1250), corner_timer=0.30\n[21:25:28] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=14.3°, current=52.7°, player=(450,1250), corner_timer=0.30\n[21:25:28] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=10\n[21:25:28] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=14.0°, player=(450,1250), corner_timer=-0.02\n[21:25:28] [ENEMY] [Enemy10] PATROL corner check: angle 7.0°\n[21:25:28] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=7.0°, current=16.7°, player=(450,1250), corner_timer=0.30\n[21:25:28] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=6.9°, player=(450,1250), corner_timer=-0.02\n[21:25:28] [ENEMY] [Enemy10] PATROL corner check: angle 3.5°\n[21:25:28] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=3.5°, current=9.6°, player=(450,1250), corner_timer=0.30\n[21:25:29] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=3.5°, player=(450,1250), corner_timer=-0.02\n[21:25:29] [ENEMY] [Enemy10] PATROL corner check: angle 1.8°\n[21:25:29] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=1.8°, current=6.3°, player=(450,1250), corner_timer=0.30\n[21:25:29] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=10\n[21:25:29] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=1.8°, player=(450,1250), corner_timer=-0.02\n[21:25:29] [ENEMY] [Enemy10] PATROL corner check: angle 0.9°\n[21:25:29] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=0.9°, current=4.6°, player=(450,1250), corner_timer=0.30\n[21:25:29] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n[21:25:30] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=-130.1°, player=(450,1166), corner_timer=-0.02\n[21:25:30] [ENEMY] [Enemy7] PATROL corner check: angle 90.0°\n[21:25:30] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=90.0°, current=-133.0°, player=(450,1160), corner_timer=0.30\n[21:25:30] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n[21:25:30] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=10\n[21:25:30] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=179.1°, current=172.4°, player=(450,1056), corner_timer=-0.02\n[21:25:30] [ENEMY] [Enemy7] PATROL corner check: angle 89.8°\n[21:25:30] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.8°, current=175.3°, player=(450,1050), corner_timer=0.30\n[21:25:30] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n[21:25:30] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=178.4°, current=120.7°, player=(450,946), corner_timer=-0.02\n[21:25:30] [ENEMY] [Enemy7] PATROL corner check: angle 89.7°\n[21:25:30] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.7°, current=123.6°, player=(450,940), corner_timer=0.30\n[21:25:30] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n[21:25:31] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.9°, current=89.7°, player=(450,836), corner_timer=-0.02\n[21:25:31] [ENEMY] [Enemy7] PATROL corner check: angle 89.6°\n[21:25:31] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.6°, current=92.5°, player=(450,830), corner_timer=0.30\n[21:25:31] [ENEMY] [Enemy3] ROT_CHANGE: P5:idle_scan -> P1:visible, state=IDLE, target=164.4°, current=123.7°, player=(450,819), corner_timer=0.00\n[21:25:31] [ENEMY] [Enemy3] State: IDLE -> COMBAT\n[21:25:31] [ENEMY] [Enemy3] ROT_CHANGE: P1:visible -> P2:combat_state, state=COMBAT, target=166.8°, current=-64.9°, player=(450,808), corner_timer=0.00\n[21:25:31] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n[21:25:31] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=10\n[21:25:31] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.7°, current=89.6°, player=(450,763), corner_timer=-0.02\n[21:25:31] [ENEMY] [Enemy7] PATROL corner check: angle 89.5°\n[21:25:31] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.5°, current=92.4°, player=(450,763), corner_timer=0.30\n[21:25:31] [ENEMY] [Enemy4] Memory: high confidence (0.87) - transitioning to PURSUING\n[21:25:31] [ENEMY] [Enemy4] State: IDLE -> PURSUING\n[21:25:31] [ENEMY] [Enemy4] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=PURSUING, target=-158.5°, current=-67.5°, player=(450,762), corner_timer=0.00\n[21:25:31] [ENEMY] [Enemy4] PURSUING corner check: angle -100.7°\n[21:25:31] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n[21:25:31] [ENEMY] [Enemy3] ROT_CHANGE: P2:combat_state -> P1:visible, state=COMBAT, target=177.9°, current=-132.9°, player=(450,762), corner_timer=0.00\n[21:25:31] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.5°, current=89.5°, player=(450,762), corner_timer=-0.02\n[21:25:31] [ENEMY] [Enemy7] PATROL corner check: angle 89.5°\n[21:25:31] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.5°, current=92.4°, player=(450,762), corner_timer=0.30\n[21:25:31] [ENEMY] [Enemy4] ROT_CHANGE: P2:combat_state -> P1:visible, state=PURSUING, target=-150.4°, current=175.9°, player=(450,762), corner_timer=0.05\n[21:25:31] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(684.451, 753.7694), source=ENEMY (Enemy3), range=1469, listeners=60\n[21:25:32] [INFO] [SoundPropagation] Cleaned up 50 invalid listeners\n[21:25:32] [ENEMY] [Enemy2] Heard gunshot at (684.451, 753.7694), source_type=1, intensity=0.02, distance=350\n[21:25:32] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=6\n[21:25:32] [ENEMY] [Enemy2] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=COMBAT, target=76.8°, current=45.0°, player=(450,762), corner_timer=0.00\n[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[21:25:32] [ENEMY] [Enemy4] ROT_CHANGE: P1:visible -> P2:combat_state, state=PURSUING, target=-145.9°, current=-158.2°, player=(450,762), corner_timer=-0.02\n[21:25:32] [ENEMY] [Enemy4] PURSUING corner check: angle -94.0°\n[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0\n[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 9.0\n[21:25:32] [ENEMY] [Enemy1] Memory: medium confidence (0.62) - transitioning to PURSUING\n[21:25:32] [ENEMY] [Enemy1] State: IDLE -> PURSUING\n[21:25:32] [ENEMY] [Enemy1] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=PURSUING, target=70.0°, current=33.8°, player=(450,762), corner_timer=0.00\n[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(684.451, 753.7694), source=ENEMY (Enemy3), range=1469, listeners=10\n[21:25:32] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=6\n[21:25:32] [ENEMY] [Enemy1] PURSUING corner check: angle -50.9°\n[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[21:25:32] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.4°, current=89.5°, player=(450,762), corner_timer=-0.02\n[21:25:32] [ENEMY] [Enemy7] PATROL corner check: angle 89.5°\n[21:25:32] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.5°, current=92.3°, player=(450,762), corner_timer=0.30\n[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 8.0\n[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 8.0\n[21:25:32] [ENEMY] [Enemy3] State: COMBAT -> RETREATING\n[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(684.451, 753.7694), source=ENEMY (Enemy3), range=1469, listeners=10\n[21:25:32] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=6\n[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[21:25:32] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 7.0\n[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 7.0\n[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(661.0062, 743.5881), source=ENEMY (Enemy3), range=1469, listeners=10\n[21:25:32] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=1, self=1, below_threshold=5\n[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 6.0\n[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 6.0\n[21:25:32] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=10\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (548.9187, 776.2778) (added to group)\n[21:25:32] [ENEMY] [Enemy1] PURSUING corner check: angle -51.1°\n[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(640.2395, 727.7233), source=ENEMY (Enemy3), range=1469, listeners=10\n[21:25:32] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=1, self=1, below_threshold=5\n[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[21:25:32] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.3°, current=89.5°, player=(450,762), corner_timer=-0.02\n[21:25:32] [ENEMY] [Enemy7] PATROL corner check: angle 89.4°\n[21:25:32] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.4°, current=92.3°, player=(450,762), corner_timer=0.30\n[21:25:32] [ENEMY] [Enemy2] State: COMBAT -> PURSUING\n[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 5.0\n[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 5.0\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (551.9395, 768.6953) (added to group)\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (534.9187, 799.2576) (added to group)\n[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(619.4728, 711.8586), source=ENEMY (Enemy3), range=1469, listeners=10\n[21:25:32] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=2, self=1, below_threshold=4\n[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[21:25:32] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 4.0\n[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 4.0\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (558.9064, 810.1811) (added to group)\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (580.2971, 802.5933) (added to group)\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (594.4828, 766.0233) (added to group)\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (531.5049, 744.6464) (added to group)\n[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(598.7061, 695.9939), source=ENEMY (Enemy3), range=1469, listeners=10\n[21:25:32] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=2, self=1, below_threshold=4\n[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (576.9279, 820.6309) (added to group)\n[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 3.0\n[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 3.0\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (567.5903, 801.7266) (added to group)\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (553.5762, 811.9218) (added to group)\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (602.1392, 801.8634) (added to group)\n[21:25:32] [ENEMY] [Enemy1] PURSUING corner check: angle 153.7°\n[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(577.9393, 680.1293), source=ENEMY (Enemy3), range=1469, listeners=10\n[21:25:32] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=2, self=1, below_threshold=4\n[21:25:32] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.3°, current=89.4°, player=(450,762), corner_timer=-0.02\n[21:25:32] [ENEMY] [Enemy7] PATROL corner check: angle 89.4°\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (556.0168, 792.7574) (added to group)\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (531.461, 769.7205) (added to group)\n[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[21:25:32] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.4°, current=92.3°, player=(450,762), corner_timer=0.30\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (583.2563, 815.568) (added to group)\n[21:25:32] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n[21:25:32] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n[21:25:32] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[21:25:32] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n[21:25:32] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n[21:25:32] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 2.0\n[21:25:32] [INFO] [LastChance] Player health updated (C# Damaged): 2.0\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (590.6965, 817.8464) (added to group)\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (507.9927, 762.927) (added to group)\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (492.6311, 777.4494) (added to group)\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (624.6677, 846.9066) (added to group)\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (637.3228, 828.7906) (added to group)\n[21:25:32] [INFO] [BloodDecal] Blood puddle created at (494.7059, 769.8551) (added to group)\n[21:25:32] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(557.1725, 664.2647), source=ENEMY (Enemy3), range=1469, listeners=10\n[21:25:32] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=2, self=1, below_threshold=4\n[21:25:32] [INFO] [LastChance] Threat detected: Bullet\n[21:25:32] [INFO] [LastChance] Not in hard mode - effect disabled\n[21:25:32] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[21:25:32] [ENEMY] [Enemy10] PATROL corner check: angle 0.6°\n[21:25:33] [INFO] [Player] Spawning blood effect at (450, 762.4444), dir=(1, 0), lethal=False (C#)\n[21:25:33] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 762.4444), dir=(1, 0), lethal=false\n[21:25:33] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[21:25:33] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n[21:25:33] [INFO] [ImpactEffects] Blood effect spawned at (450, 762.4444) (scale=1)\n[21:25:33] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 1.0\n[21:25:33] [INFO] [PenultimateHit] Triggering penultimate hit effect (HP: 1.0)\n[21:25:33] [INFO] [PenultimateHit] Starting penultimate hit effect:\n[21:25:33] [INFO] [PenultimateHit] - Time scale: 0.10\n[21:25:33] [INFO] [PenultimateHit] - Saturation boost: 2.00 (3.0x)\n[21:25:33] [INFO] [PenultimateHit] - Contrast boost: 1.00 (2.0x)\n[21:25:33] [INFO] [PenultimateHit] - Duration: 3.0 real seconds\n[21:25:33] [INFO] [PenultimateHit] Applied shader parameters: saturation=2.00, contrast=1.00\n[21:25:33] [INFO] [PenultimateHit] Applying saturation to 10 enemies\n[21:25:33] [INFO] [PenultimateHit] Applied 4.0x saturation to 6 player sprites\n[21:25:33] [INFO] [LastChance] Player health updated (C# Damaged): 1.0\n[21:25:33] [INFO] [BloodDecal] Blood puddle created at (567.257, 774.4254) (added to group)\n[21:25:33] [INFO] [BloodDecal] Blood puddle created at (571.428, 777.4017) (added to group)\n[21:25:33] [INFO] [BloodDecal] Blood puddle created at (508.3059, 757.7202) (added to group)\n[21:25:33] [INFO] [BloodDecal] Blood puddle created at (522.8168, 772.5035) (added to group)\n[21:25:33] [ENEMY] [Enemy3] ROT_CHANGE: P1:visible -> P4:velocity, state=RETREATING, target=-142.6°, current=129.1°, player=(450,762), corner_timer=0.00\n[21:25:33] [INFO] [BloodDecal] Blood puddle created at (569.8946, 752.5582) (added to group)\n[21:25:33] [INFO] [ReplayManager] Recording frame 420 (6,6s): player_valid=True, enemies=10\n[21:25:33] [ENEMY] [Enemy3] State: RETREATING -> IN_COVER\n[21:25:33] [INFO] ------------------------------------------------------------\n[21:25:33] [INFO] GAME LOG ENDED: 2026-02-07T21:25:33", | |
| "numLines": 436, | |
| "startLine": 1000, | |
| "totalLines": 1437 | |
| } | |
| } | |
| } | |
| [2026-02-07T18:31:24.577Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01NhdMxWwxnJ9AfrxdGPoaVj", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "OK, now I see the full picture. The game log shows the player:\n1. Starts game, opens armory, selects flashlight\n2. Game reloads, flashlight is equipped (line 317, 517, 713, 900, 1100) \n3. Player moves around and gets killed by Enemy3 (shot multiple times)\n4. **The player never presses Space to toggle the flashlight on** — there are no flashlight toggle events\n\nBut the key issue is still: `[FlashlightEffect]` `_ready()` messages never appear. Even if the user never pressed Space, we should see the `_ready()` log. This means the GDScript is not executing.\n\nWait... I just realized something. Let me check more carefully. The C# `InitFlashlight()` does `_flashlightNode = flashlightScene.Instantiate<Node2D>()`. But if the script doesn't load (e.g., a GDScript parse error in export mode), the scene will still instantiate as a plain `Node2D` with no script. The `_ready()` of the GDScript won't fire, and `HasMethod(\"turn_on\")` will return `false`, so the `Call(\"turn_on\")` call will be silently skipped.\n\nThe user says \"фонарик перестал работать\" — meaning pressing Space does nothing (no light). This is exactly what would happen if the GDScript isn't attached.\n\nLet me check if there's a potential issue with the GDScript export. Let me check `export_presets.cfg`." | |
| } | |
| ], | |
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| "uuid": "6c7f8f4f-3871-4bea-b86f-2969bd344602" | |
| } | |
| [2026-02-07T18:31:25.744Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01NhdMxWwxnJ9AfrxdGPoaVj", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_018MaPin3ej15JKHwZqXQabv", | |
| "name": "Glob", | |
| "input": { | |
| "pattern": "**/export_presets.cfg", | |
| "path": "/tmp/gh-issue-solver-1770488813648" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
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| "inference_geo": "not_available" | |
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| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "958b9f67-f6ff-46f5-a07f-898775a97e39" | |
| } | |
| [2026-02-07T18:31:26.248Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_018MaPin3ej15JKHwZqXQabv", | |
| "type": "tool_result", | |
| "content": "/tmp/gh-issue-solver-1770488813648/export_presets.cfg" | |
| } | |
| ] | |
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| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "f29eb982-ee5f-4d0d-a979-447e8cdf5471", | |
| "tool_use_result": { | |
| "filenames": [ | |
| "/tmp/gh-issue-solver-1770488813648/export_presets.cfg" | |
| ], | |
| "durationMs": 22, | |
| "numFiles": 1, | |
| "truncated": false | |
| } | |
| } | |
| [2026-02-07T18:31:26.494Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01NhdMxWwxnJ9AfrxdGPoaVj", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01XUX8V1VuMiXRAQrcPtKiiy", | |
| "name": "Glob", | |
| "input": { | |
| "pattern": "**/.godot/**/*.gd.remap", | |
| "path": "/tmp/gh-issue-solver-1770488813648" | |
| } | |
| } | |
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| "stop_reason": null, | |
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| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
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| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
| "uuid": "80a207bf-f106-4a82-b1f6-a5a539892b04" | |
| } | |
| [2026-02-07T18:31:26.518Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01XUX8V1VuMiXRAQrcPtKiiy", | |
| "type": "tool_result", | |
| "content": "No files found" | |
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| ] | |
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| "parent_tool_use_id": null, | |
| "session_id": "8a6d0d55-ca6e-4262-b320-3bb9b9a28e6a", | |
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| "filenames": [], | |
| "durationMs": 19, | |
| "numFiles": 0, | |
| "truncated": false | |
| } | |
| } | |
| [2026-02-07T18:31:29.975Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01YUwvhsCc5T6mwMxsv9kR9M", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_0142mUNY46vG9xMmJnbpRinw", | |
| "name": "Grep", | |
| "input": { | |
| "pattern": "include_filter|exclude_filter", | |
| "path": "/tmp/gh-issue-solver-1770488813648/export_presets.cfg", | |
| "output_mode": "content" | |
| } | |
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| "stop_reason": null, | |
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| "text": "No include/exclude filters. So all files are exported.\n\nOK, I've been spending too long trying to diagnose WHY the GDScript's `_ready()` doesn't fire. Without access to the actual running build and Godot's error console, I can't definitively determine the root cause. However, I can make the system more robust and add better diagnostics.\n\nThe best approach is to **make the C# Player.cs handle the flashlight light toggling directly in C#** so it doesn't depend on the GDScript working. And also add more logging to understand what's happening.\n\nLet me take a pragmatic approach: since the C# Player.cs calls `_flashlightNode.Call(\"turn_on\")` and `_flashlightNode.Call(\"turn_off\")`, these calls silently fail if `has_method` returns false. Let me add logging to the C# code to detect when this happens, and also ensure the flashlight works even if the GDScript doesn't load.\n\nActually wait — let me first check one more thing. The C# code does check `_flashlightNode.HasMethod(\"turn_on\")` before calling `turn_on`. If the GDScript doesn't load, `HasMethod` will return `false`. But the C# code guards this in an `if` block, so it would just silently not toggle the light. \n\nLet me add logging to the C# code to detect this, and also add a **fallback** mechanism that directly controls the PointLight2D from C# if the GDScript methods are unavailable." | |
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| [2026-02-07T18:31:47.500Z] [INFO] { | |
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| "content": " 3584→ #region Flashlight Methods (Issue #546)\n 3585→\n 3586→ /// <summary>\n 3587→ /// Initialize the flashlight if the ActiveItemManager has it selected.\n 3588→ /// Loads and attaches the FlashlightEffect scene to PlayerModel.\n 3589→ /// </summary>\n 3590→ private void InitFlashlight()\n 3591→ {\n 3592→ var activeItemManager = GetNodeOrNull(\"/root/ActiveItemManager\");\n 3593→ if (activeItemManager == null)\n 3594→ {\n 3595→ LogToFile(\"[Player.Flashlight] ActiveItemManager not found\");\n 3596→ return;\n 3597→ }\n 3598→\n 3599→ if (!activeItemManager.HasMethod(\"has_flashlight\"))\n 3600→ {\n 3601→ LogToFile(\"[Player.Flashlight] ActiveItemManager missing has_flashlight method\");\n 3602→ return;\n 3603→ }\n 3604→\n 3605→ bool hasFlashlight = (bool)activeItemManager.Call(\"has_flashlight\");\n 3606→ if (!hasFlashlight)\n 3607→ {\n 3608→ LogToFile(\"[Player.Flashlight] No flashlight selected in ActiveItemManager\");\n 3609→ return;\n 3610→ }\n 3611→\n 3612→ LogToFile(\"[Player.Flashlight] Flashlight is selected, initializing...\");\n 3613→\n 3614→ // Load and instantiate the flashlight effect scene\n 3615→ if (!ResourceLoader.Exists(FlashlightScenePath))\n 3616→ {\n 3617→ LogToFile($\"[Player.Flashlight] WARNING: Flashlight scene not found: {FlashlightScenePath}\");\n 3618→ return;\n 3619→ }\n 3620→\n 3621→ var flashlightScene = GD.Load<PackedScene>(FlashlightScenePath);\n 3622→ if (flashlightScene == null)\n 3623→ {\n 3624→ LogToFile(\"[Player.Flashlight] WARNING: Failed to load flashlight scene\");\n 3625→ return;\n 3626→ }\n 3627→\n 3628→ _flashlightNode = flashlightScene.Instantiate<Node2D>();\n 3629→ _flashlightNode.Name = \"FlashlightEffect\";\n 3630→\n 3631→ // Add as child of PlayerModel so it rotates with aiming direction\n 3632→ if (_playerModel != null)\n 3633→ {\n 3634→ _playerModel.AddChild(_flashlightNode);\n 3635→ // Position at the weapon barrel (forward from center, matching BulletSpawnOffset)\n 3636→ _flashlightNode.Position = new Vector2(BulletSpawnOffset, 0);\n 3637→ _flashlightEquipped = true;\n 3638→ LogToFile($\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset ({(int)BulletSpawnOffset}, 0)\");\n 3639→ }\n 3640→ else\n 3641→ {\n 3642→ LogToFile(\"[Player.Flashlight] WARNING: _playerModel is null, flashlight not attached\");\n 3643→ _flashlightNode.QueueFree();\n 3644→ _flashlightNode = null;\n 3645→ }\n 3646→ }\n 3647→\n 3648→ /// <summary>\n 3649→ /// Handle flashlight input: hold Space to turn on, release to turn off.\n 3650→ /// </summary>\n 3651→ private void HandleFlashlightInput()\n 3652→ {\n 3653→ if (!_flashlightEquipped || _flashlightNode == null)\n 3654→ {\n 3655→ return;\n 3656→ }\n 3657→\n 3658→ if (!IsInstanceValid(_flashlightNode))\n 3659→ {\n 3660→ return;\n 3661→ }\n 3662→\n 3663→ if (Input.IsActionPressed(\"flashlight_toggle\"))\n 3664→ {\n 3665→ if (_flashlightNode.HasMethod(\"turn_on\"))\n 3666→ {\n 3667→ _flashlightNode.Call(\"turn_on\");\n 3668→ }\n 3669→ }\n 3670→ else\n 3671→ {\n 3672→ if (_flashlightNode.HasMethod(\"turn_off\"))\n 3673→ {\n 3674→ _flashlightNode.Call(\"turn_off\");\n 3675→ }\n 3676→ }\n 3677→ }\n 3678→\n 3679→ /// <summary>\n 3680→ /// Check if the player's flashlight is currently on (Issue #574).\n 3681→ /// Used by enemy AI to detect the flashlight beam and estimate player position.\n 3682→ /// Method name follows GDScript naming convention for cross-language compatibility\n 3683→ /// with the flashlight detection system that uses has_method(\"is_flashlight_on\") checks.\n 3684→ /// </summary>\n 3685→ public bool is_flashlight_on()\n 3686→ {\n 3687→ if (!_flashlightEquipped || _flashlightNode == null)\n 3688→ return false;\n 3689→ if (!IsInstanceValid(_flashlightNode))\n 3690→ return false;\n 3691→ if (_flashlightNode.HasMethod(\"is_on\"))\n 3692→ return (bool)_flashlightNode.Call(\"is_on\");\n 3693→ return false;\n 3694→ }\n 3695→\n 3696→ /// <summary>\n 3697→ /// Get the flashlight beam direction as a normalized Vector2 (Issue #574).\n 3698→ /// The beam direction matches the player model's facing direction.\n 3699→ /// Returns Vector2.Zero if flashlight is off or not equipped.\n 3700→ /// Method name follows GDScript naming convention for cross-language compatibility.\n 3701→ /// </summary>\n 3702→ public Vector2 get_flashlight_direction()\n 3703→ {\n 3704→ if (!is_flashlight_on())\n 3705→ return Vector2.Zero;\n 3706→ if (_playerModel == null)\n 3707→ return Vector2.Zero;\n 3708→ return Vector2.Right.Rotated(_playerModel.GlobalRotation);\n 3709→ }\n 3710→\n 3711→ /// <summary>\n 3712→ /// Get the flashlight beam origin position in global coordinates (Issue #574).\n 3713→ /// This is the weapon barrel position where the flashlight is attached.\n 3714→ /// Returns GlobalPosition if flashlight is off or not equipped.\n 3715→ /// Method name follows GDScript naming convention for cross-language compatibility.\n 3716→ /// </summary>\n 3717→ public Vector2 get_flashlight_origin()\n 3718→ {\n 3719→ if (!is_flashlight_on() || _flashlightNode == null)\n 3720→ return GlobalPosition;\n 3721→ if (!IsInstanceValid(_flashlightNode))\n 3722→ return GlobalPosition;\n 3723→ return _flashlightNode.GlobalPosition;\n 3724→ }\n 3725→\n 3726→ #endregion\n 3727→\n 3728→ #region Logging\n 3729→\n 3730→ /// <summary>\n 3731→ /// Logs a message to the FileLogger (GDScript autoload) for debugging.\n 3732→ /// </summary>\n 3733→ /// <param name=\"message\">The message to log.</param>\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": " #region Flashlight Methods (Issue #546)\n\n /// <summary>\n /// Initialize the flashlight if the ActiveItemManager has it selected.\n /// Loads and attaches the FlashlightEffect scene to PlayerModel.\n /// </summary>\n private void InitFlashlight()\n {\n var activeItemManager = GetNodeOrNull(\"/root/ActiveItemManager\");\n if (activeItemManager == null)\n {\n LogToFile(\"[Player.Flashlight] ActiveItemManager not found\");\n return;\n }\n\n if (!activeItemManager.HasMethod(\"has_flashlight\"))\n {\n LogToFile(\"[Player.Flashlight] ActiveItemManager missing has_flashlight method\");\n return;\n }\n\n bool hasFlashlight = (bool)activeItemManager.Call(\"has_flashlight\");\n if (!hasFlashlight)\n {\n LogToFile(\"[Player.Flashlight] No flashlight selected in ActiveItemManager\");\n return;\n }\n\n LogToFile(\"[Player.Flashlight] Flashlight is selected, initializing...\");\n\n // Load and instantiate the flashlight effect scene\n if (!ResourceLoader.Exists(FlashlightScenePath))\n {\n LogToFile($\"[Player.Flashlight] WARNING: Flashlight scene not found: {FlashlightScenePath}\");\n return;\n }\n\n var flashlightScene = GD.Load<PackedScene>(FlashlightScenePath);\n if (flashlightScene == null)\n {\n LogToFile(\"[Player.Flashlight] WARNING: Failed to load flashlight scene\");\n return;\n }\n\n _flashlightNode = flashlightScene.Instantiate<Node2D>();\n _flashlightNode.Name = \"FlashlightEffect\";\n\n // Add as child of PlayerModel so it rotates with aiming direction\n if (_playerModel != null)\n {\n _playerModel.AddChild(_flashlightNode);\n // Position at the weapon barrel (forward from center, matching BulletSpawnOffset)\n _flashlightNode.Position = new Vector2(BulletSpawnOffset, 0);\n _flashlightEquipped = true;\n LogToFile($\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset ({(int)BulletSpawnOffset}, 0)\");\n }\n else\n {\n LogToFile(\"[Player.Flashlight] WARNING: _playerModel is null, flashlight not attached\");\n _flashlightNode.QueueFree();\n _flashlightNode = null;\n }\n }\n\n /// <summary>\n /// Handle flashlight input: hold Space to turn on, release to turn off.\n /// </summary>\n private void HandleFlashlightInput()\n {\n if (!_flashlightEquipped || _flashlightNode == null)\n {\n return;\n }\n\n if (!IsInstanceValid(_flashlightNode))\n {\n return;\n }\n\n if (Input.IsActionPressed(\"flashlight_toggle\"))\n {\n if (_flashlightNode.HasMethod(\"turn_on\"))\n {\n _flashlightNode.Call(\"turn_on\");\n }\n }\n else\n {\n if (_flashlightNode.HasMethod(\"turn_off\"))\n {\n _flashlightNode.Call(\"turn_off\");\n }\n }\n }\n\n /// <summary>\n /// Check if the player's flashlight is currently on (Issue #574).\n /// Used by enemy AI to detect the flashlight beam and estimate player position.\n /// Method name follows GDScript naming convention for cross-language compatibility\n /// with the flashlight detection system that uses has_method(\"is_flashlight_on\") checks.\n /// </summary>\n public bool is_flashlight_on()\n {\n if (!_flashlightEquipped || _flashlightNode == null)\n return false;\n if (!IsInstanceValid(_flashlightNode))\n return false;\n if (_flashlightNode.HasMethod(\"is_on\"))\n return (bool)_flashlightNode.Call(\"is_on\");\n return false;\n }\n\n /// <summary>\n /// Get the flashlight beam direction as a normalized Vector2 (Issue #574).\n /// The beam direction matches the player model's facing direction.\n /// Returns Vector2.Zero if flashlight is off or not equipped.\n /// Method name follows GDScript naming convention for cross-language compatibility.\n /// </summary>\n public Vector2 get_flashlight_direction()\n {\n if (!is_flashlight_on())\n return Vector2.Zero;\n if (_playerModel == null)\n return Vector2.Zero;\n return Vector2.Right.Rotated(_playerModel.GlobalRotation);\n }\n\n /// <summary>\n /// Get the flashlight beam origin position in global coordinates (Issue #574).\n /// This is the weapon barrel position where the flashlight is attached.\n /// Returns GlobalPosition if flashlight is off or not equipped.\n /// Method name follows GDScript naming convention for cross-language compatibility.\n /// </summary>\n public Vector2 get_flashlight_origin()\n {\n if (!is_flashlight_on() || _flashlightNode == null)\n return GlobalPosition;\n if (!IsInstanceValid(_flashlightNode))\n return GlobalPosition;\n return _flashlightNode.GlobalPosition;\n }\n\n #endregion\n\n #region Logging\n\n /// <summary>\n /// Logs a message to the FileLogger (GDScript autoload) for debugging.\n /// </summary>\n /// <param name=\"message\">The message to log.</param>", | |
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| "text": "Now I understand the full picture. The C# code:\n1. `HandleFlashlightInput()`: checks `HasMethod(\"turn_on\")` — if false (GDScript not loaded), silently does nothing\n2. `is_flashlight_on()`: checks `HasMethod(\"is_on\")` — if false, returns `false`\n\nThe fix needs to:\n1. Add a **C# fallback** that directly controls the PointLight2D when GDScript methods aren't available\n2. Add diagnostic logging so we can see what's happening\n3. Track flashlight state in C# so `is_flashlight_on()` works regardless of GDScript\n\nLet me also check what `LogToFile` does and make sure it's properly available." | |
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| "content": " 3728→ #region Logging\n 3729→\n 3730→ /// <summary>\n 3731→ /// Logs a message to the FileLogger (GDScript autoload) for debugging.\n 3732→ /// </summary>\n 3733→ /// <param name=\"message\">The message to log.</param>\n 3734→ private void LogToFile(string message)\n 3735→ {\n 3736→ // Print to console\n 3737→ GD.Print(message);\n 3738→\n 3739→ // Also log to FileLogger if available\n 3740→ var fileLogger = GetNodeOrNull(\"/root/FileLogger\");\n 3741→ if (fileLogger != null && fileLogger.HasMethod(\"log_info\"))\n 3742→ {\n 3743→ fileLogger.Call(\"log_info\", message);\n 3744→ }\n 3745→ }\n 3746→\n 3747→ #endregion\n 3748→\n 3749→ #region Debug Trajectory Visualization\n 3750→\n 3751→ /// <summary>\n 3752→ /// Connects to GameManager's debug_mode_toggled and invincibility_toggled signals.\n 3753→ /// </summary>\n 3754→ private void ConnectDebugModeSignal()\n 3755→ {\n 3756→ var gameManager = GetNodeOrNull(\"/root/GameManager\");\n 3757→ if (gameManager == null)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": " #region Logging\n\n /// <summary>\n /// Logs a message to the FileLogger (GDScript autoload) for debugging.\n /// </summary>\n /// <param name=\"message\">The message to log.</param>\n private void LogToFile(string message)\n {\n // Print to console\n GD.Print(message);\n\n // Also log to FileLogger if available\n var fileLogger = GetNodeOrNull(\"/root/FileLogger\");\n if (fileLogger != null && fileLogger.HasMethod(\"log_info\"))\n {\n fileLogger.Call(\"log_info\", message);\n }\n }\n\n #endregion\n\n #region Debug Trajectory Visualization\n\n /// <summary>\n /// Connects to GameManager's debug_mode_toggled and invincibility_toggled signals.\n /// </summary>\n private void ConnectDebugModeSignal()\n {\n var gameManager = GetNodeOrNull(\"/root/GameManager\");\n if (gameManager == null)", | |
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| "text": "Good. Now I'll implement the fix. The C# `HandleFlashlightInput()` should have a fallback that directly finds and controls the `PointLight2D` node when the GDScript methods aren't available." | |
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| "old_string": " /// <summary>\n /// Whether the flashlight is equipped (active item selected in armory).\n /// </summary>\n private bool _flashlightEquipped = false;\n\n /// <summary>\n /// Reference to the flashlight effect node (child of PlayerModel).\n /// </summary>\n private Node2D? _flashlightNode = null;\n\n #endregion", | |
| "new_string": " /// <summary>\n /// Whether the flashlight is equipped (active item selected in armory).\n /// </summary>\n private bool _flashlightEquipped = false;\n\n /// <summary>\n /// Reference to the flashlight effect node (child of PlayerModel).\n /// </summary>\n private Node2D? _flashlightNode = null;\n\n /// <summary>\n /// Whether the GDScript methods (turn_on/turn_off) are available on the flashlight node.\n /// If false, C# directly controls the PointLight2D as a fallback.\n /// </summary>\n private bool _flashlightHasScript = false;\n\n /// <summary>\n /// Direct reference to the PointLight2D child (used as fallback when GDScript not loaded).\n /// </summary>\n private PointLight2D? _flashlightPointLight = null;\n\n /// <summary>\n /// Whether the flashlight is currently on (tracked in C# for fallback mode).\n /// </summary>\n private bool _flashlightIsOn = false;\n\n /// <summary>\n /// Light energy when the flashlight is on (matches flashlight_effect.gd LIGHT_ENERGY).\n /// </summary>\n private const float FlashlightEnergy = 8.0f;\n\n #endregion" | |
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| "oldString": " /// <summary>\n /// Whether the flashlight is equipped (active item selected in armory).\n /// </summary>\n private bool _flashlightEquipped = false;\n\n /// <summary>\n /// Reference to the flashlight effect node (child of PlayerModel).\n /// </summary>\n private Node2D? _flashlightNode = null;\n\n #endregion", | |
| "newString": " /// <summary>\n /// Whether the flashlight is equipped (active item selected in armory).\n /// </summary>\n private bool _flashlightEquipped = false;\n\n /// <summary>\n /// Reference to the flashlight effect node (child of PlayerModel).\n /// </summary>\n private Node2D? _flashlightNode = null;\n\n /// <summary>\n /// Whether the GDScript methods (turn_on/turn_off) are available on the flashlight node.\n /// If false, C# directly controls the PointLight2D as a fallback.\n /// </summary>\n private bool _flashlightHasScript = false;\n\n /// <summary>\n /// Direct reference to the PointLight2D child (used as fallback when GDScript not loaded).\n /// </summary>\n private PointLight2D? _flashlightPointLight = null;\n\n /// <summary>\n /// Whether the flashlight is currently on (tracked in C# for fallback mode).\n /// </summary>\n private bool _flashlightIsOn = false;\n\n /// <summary>\n /// Light energy when the flashlight is on (matches flashlight_effect.gd LIGHT_ENERGY).\n /// </summary>\n private const float FlashlightEnergy = 8.0f;\n\n #endregion", | |
| "originalFile": "using Godot;\nusing System;\nusing System.Collections.Generic;\nusing GodotTopDownTemplate.AbstractClasses;\nusing GodotTopDownTemplate.Weapons;\nusing GodotTopdown.Scripts.Projectiles;\n\nnamespace GodotTopDownTemplate.Characters;\n\n/// <summary>\n/// Player character controller for top-down movement and shooting.\n/// Uses physics-based movement with acceleration and friction for smooth control.\n/// Supports WASD and arrow key input via configured input actions.\n/// Shoots bullets towards the mouse cursor on left mouse button.\n/// Supports both automatic (hold to fire) and semi-automatic (click per shot) weapons.\n/// Uses R-F-R key sequence for instant reload (press R, then F, then R again).\n/// Grenade throwing: G+RMB drag right → hold G+RMB → release G → drag and release RMB to throw.\n/// </summary>\npublic partial class Player : BaseCharacter\n{\n /// <summary>\n /// Bullet scene to instantiate when shooting.\n /// </summary>\n [Export]\n public PackedScene? BulletScene { get; set; }\n\n /// <summary>\n /// Offset from player center for bullet spawn position.\n /// </summary>\n [Export]\n public float BulletSpawnOffset { get; set; } = 20.0f;\n\n /// <summary>\n /// Reference to the player's current weapon (optional, for weapon system).\n /// </summary>\n [Export]\n public BaseWeapon? CurrentWeapon { get; set; }\n\n /// <summary>\n /// Color when at full health.\n /// </summary>\n [Export]\n public Color FullHealthColor { get; set; } = new Color(0.2f, 0.6f, 1.0f, 1.0f);\n\n /// <summary>\n /// Color when at low health (interpolates based on health percentage).\n /// </summary>\n [Export]\n public Color LowHealthColor { get; set; } = new Color(0.1f, 0.2f, 0.4f, 1.0f);\n\n /// <summary>\n /// Color to flash when hit.\n /// </summary>\n [Export]\n public Color HitFlashColor { get; set; } = new Color(1.0f, 0.3f, 0.3f, 1.0f);\n\n /// <summary>\n /// Duration of hit flash effect in seconds.\n /// </summary>\n [Export]\n public float HitFlashDuration { get; set; } = 0.1f;\n\n /// <summary>\n /// Grenade scene to instantiate when throwing.\n /// </summary>\n [Export]\n public PackedScene? GrenadeScene { get; set; }\n\n /// <summary>\n /// Maximum number of grenades the player can carry.\n /// </summary>\n [Export]\n public int MaxGrenades { get; set; } = 3;\n\n /// <summary>\n /// Reference to the player model node containing all sprites.\n /// </summary>\n private Node2D? _playerModel;\n\n /// <summary>\n /// References to individual sprite parts for color changes.\n /// </summary>\n private Sprite2D? _bodySprite;\n private Sprite2D? _headSprite;\n private Sprite2D? _leftArmSprite;\n private Sprite2D? _rightArmSprite;\n\n /// <summary>\n /// Legacy reference for compatibility (points to body sprite).\n /// </summary>\n private Sprite2D? _sprite;\n\n /// <summary>\n /// Reference to the CasingPusher Area2D for detecting shell casings (Issue #392).\n /// </summary>\n private Area2D? _casingPusher;\n\n /// <summary>\n /// Force to apply to casings when pushed by player walking over them (Issue #392, #424).\n /// Reduced by 2.5x from 50.0 to 20.0 for Issue #424.\n /// </summary>\n private const float CasingPushForce = 20.0f;\n\n /// <summary>\n /// List of casings currently overlapping with the CasingPusher Area2D (Issue #392 Iteration 8).\n /// Uses signal-based tracking for reliable detection from all directions.\n /// </summary>\n private readonly System.Collections.Generic.List<RigidBody2D> _overlappingCasings = new();\n\n /// <summary>\n /// Current step in the reload sequence (0 = waiting for R, 1 = waiting for F, 2 = waiting for R).\n /// </summary>\n private int _reloadSequenceStep = 0;\n\n /// <summary>\n /// Whether the player is currently in a reload sequence.\n /// </summary>\n private bool _isReloadingSequence = false;\n\n /// <summary>\n /// Tracks ammo count when reload sequence started (at step 1 after R pressed).\n /// Used to determine if there was a bullet in the chamber.\n /// </summary>\n private int _ammoAtReloadStart = 0;\n\n /// <summary>\n /// Current number of grenades.\n /// </summary>\n private int _currentGrenades = 3;\n\n /// <summary>\n /// Whether the player is on the tutorial level (infinite grenades).\n /// </summary>\n private bool _isTutorialLevel = false;\n\n /// <summary>\n /// Grenade state machine states.\n /// 2-step mechanic:\n /// Step 1: G + RMB drag right → timer starts (pin pulled)\n /// Step 2: Hold G → press+hold RMB → release G → ready to throw (only RMB held)\n /// Step 3: Drag and release RMB → throw grenade\n /// </summary>\n private enum GrenadeState\n {\n Idle, // No grenade action\n TimerStarted, // Step 1 complete - grenade timer running, G held, waiting for RMB\n WaitingForGRelease, // Step 2 in progress - G+RMB held, waiting for G release\n Aiming, // Step 2 complete - only RMB held, waiting for drag and release to throw\n SimpleAiming // Simple mode: RMB held, showing trajectory preview\n }\n\n /// <summary>\n /// Current grenade state.\n /// </summary>\n private GrenadeState _grenadeState = GrenadeState.Idle;\n\n /// <summary>\n /// Active grenade instance (created when timer starts).\n /// </summary>\n private RigidBody2D? _activeGrenade = null;\n\n /// <summary>\n /// Position where the grenade throw drag started.\n /// </summary>\n private Vector2 _grenadeDragStart = Vector2.Zero;\n\n /// <summary>\n /// Whether the grenade throw drag is active (for step 1).\n /// </summary>\n private bool _grenadeDragActive = false;\n\n /// <summary>\n /// Minimum drag distance to confirm step 1 (in pixels).\n /// </summary>\n private const float MinDragDistanceForStep1 = 30.0f;\n\n /// <summary>\n /// Position where aiming started (for simple mode trajectory).\n /// </summary>\n private Vector2 _aimDragStart = Vector2.Zero;\n\n /// <summary>\n /// Timestamp when grenade timer was started.\n /// </summary>\n private double _grenadeTimerStartTime = 0.0;\n\n /// <summary>\n /// Whether player is currently preparing to throw a grenade (for animations).\n /// </summary>\n private bool _isPreparingGrenade = false;\n\n /// <summary>\n /// Player's rotation before throw (to restore after throw animation).\n /// </summary>\n private float _playerRotationBeforeThrow = 0.0f;\n\n /// <summary>\n /// Whether player is in throw rotation animation.\n /// </summary>\n private bool _isThrowRotating = false;\n\n /// <summary>\n /// Whether debug mode is enabled (F7 toggle, shows grenade trajectory).\n /// </summary>\n private bool _debugModeEnabled = false;\n\n /// <summary>\n /// Whether invincibility mode is enabled (F6 toggle, player takes no damage).\n /// </summary>\n private bool _invincibilityEnabled = false;\n\n /// <summary>\n /// Label for displaying invincibility mode indicator.\n /// </summary>\n private Label? _invincibilityLabel = null;\n\n /// <summary>\n /// Target rotation for throw animation.\n /// </summary>\n private float _throwTargetRotation = 0.0f;\n\n /// <summary>\n /// Time remaining for throw rotation to restore.\n /// </summary>\n private float _throwRotationRestoreTimer = 0.0f;\n\n /// <summary>\n /// Duration of throw rotation animation.\n /// </summary>\n private const float ThrowRotationDuration = 0.15f;\n\n #region Weapon Pose Detection\n\n /// <summary>\n /// Weapon types for arm positioning.\n /// </summary>\n private enum WeaponType\n {\n Rifle, // Default - extended grip (e.g., AssaultRifle)\n SMG, // Compact grip (e.g., MiniUzi)\n Shotgun, // Similar to rifle but slightly tighter\n Pistol, // Compact one-handed/two-handed pistol grip (e.g., SilencedPistol)\n Sniper // Extended heavy grip (e.g., ASVK SniperRifle)\n }\n\n /// <summary>\n /// Currently detected weapon type.\n /// </summary>\n private WeaponType _currentWeaponType = WeaponType.Rifle;\n\n /// <summary>\n /// Whether weapon pose has been detected and applied.\n /// </summary>\n private bool _weaponPoseApplied = false;\n\n /// <summary>\n /// Frame counter for delayed weapon pose detection.\n /// Weapons are added by level scripts AFTER player's _Ready() completes.\n /// </summary>\n private int _weaponDetectFrameCount = 0;\n\n /// <summary>\n /// Number of frames to wait before detecting weapon pose.\n /// This ensures level scripts have finished adding weapons.\n /// </summary>\n private const int WeaponDetectWaitFrames = 3;\n\n /// <summary>\n /// Arm position offset for SMG weapons - left arm moves back toward body.\n /// UZI and similar compact SMGs should have the left arm closer to the body\n /// for a proper two-handed compact grip.\n /// </summary>\n private static readonly Vector2 SmgLeftArmOffset = new Vector2(-10, 0);\n\n /// <summary>\n /// Arm position offset for SMG weapons - right arm moves slightly forward.\n /// </summary>\n private static readonly Vector2 SmgRightArmOffset = new Vector2(3, 0);\n\n #endregion\n\n #region Walking Animation\n\n /// <summary>\n /// Walking animation speed multiplier - higher = faster leg cycle.\n /// </summary>\n [Export]\n public float WalkAnimSpeed { get; set; } = 12.0f;\n\n /// <summary>\n /// Scale multiplier for the player model (body, head, arms).\n /// Default is 1.3 to make the player slightly larger.\n /// </summary>\n [Export]\n public float PlayerModelScale { get; set; } = 1.3f;\n\n /// <summary>\n /// Walking animation intensity - higher = more pronounced movement.\n /// </summary>\n [Export]\n public float WalkAnimIntensity { get; set; } = 1.0f;\n\n /// <summary>\n /// Current walk animation time (accumulator for sine wave).\n /// </summary>\n private float _walkAnimTime = 0.0f;\n\n /// <summary>\n /// Whether the player is currently walking (for animation state).\n /// </summary>\n private bool _isWalking = false;\n\n /// <summary>\n /// Base positions for body parts (stored on ready for animation offsets).\n /// </summary>\n private Vector2 _baseBodyPos = Vector2.Zero;\n private Vector2 _baseHeadPos = Vector2.Zero;\n private Vector2 _baseLeftArmPos = Vector2.Zero;\n private Vector2 _baseRightArmPos = Vector2.Zero;\n\n #endregion\n\n #region Reload Animation System\n\n /// <summary>\n /// Animation phases for assault rifle reload sequence.\n /// Maps to the R-F-R input system for visual feedback.\n /// Three steps as requested:\n /// 1. Take magazine with left hand from chest\n /// 2. Insert magazine into rifle\n /// 3. Pull the bolt/charging handle\n /// </summary>\n private enum ReloadAnimPhase\n {\n None, // Normal arm positions (weapon held)\n GrabMagazine, // Step 1: Left hand moves to chest to grab new magazine\n InsertMagazine, // Step 2: Left hand brings magazine to weapon, inserts it\n PullBolt, // Step 3: Character pulls the charging handle\n ReturnIdle // Arms return to normal weapon-holding position\n }\n\n /// <summary>\n /// Current reload animation phase.\n /// </summary>\n private ReloadAnimPhase _reloadAnimPhase = ReloadAnimPhase.None;\n\n /// <summary>\n /// Reload animation phase timer for timed transitions.\n /// </summary>\n private float _reloadAnimTimer = 0.0f;\n\n /// <summary>\n /// Reload animation phase duration in seconds.\n /// </summary>\n private float _reloadAnimDuration = 0.0f;\n\n // Target positions for reload arm animations (relative offsets from base positions)\n // These are in local PlayerModel space\n // Base positions: LeftArm (24, 6), RightArm (-2, 6)\n // For reload, left arm goes to chest (vest/mag pouch area), then to weapon\n\n // Step 1: Grab magazine from chest - left arm moves toward body center\n // Base position: LeftArm (24, 6). We want target around (4, 2) = body/chest area\n // So offset should be (4-24, 2-6) = (-20, -4)\n // User feedback: previous -40 was too far (went behind back), -18 was not visible enough\n private static readonly Vector2 ReloadArmLeftGrab = new Vector2(-20, -4); // Left hand at chest/vest mag pouch (visible but not behind back)\n private static readonly Vector2 ReloadArmRightHold = new Vector2(0, 0); // Right hand stays on weapon grip\n\n // Step 2: Insert magazine - left arm moves to weapon magwell (at middle of weapon, not at the end)\n // Weapon length: ~40 pixels from center, magwell at middle\n // Base (24, 6), want target around (12, 6) = middle of weapon, so offset (-12, 0)\n private static readonly Vector2 ReloadArmLeftInsert = new Vector2(-12, 0); // Left hand at weapon magwell (middle of weapon)\n private static readonly Vector2 ReloadArmRightSteady = new Vector2(0, 2); // Right hand steadies weapon\n\n // Step 3: Pull bolt - right arm moves along rifle contour (back and forth motion)\n // The right hand should trace the rifle's right side: forward, then back to pull bolt, then release\n // Base RightArm (-2, 6). For dramatic motion: forward (+10, +2), back (-10, -4)\n private static readonly Vector2 ReloadArmLeftSupport = new Vector2(-10, 0); // Left hand holds near magwell\n private static readonly Vector2 ReloadArmRightBoltStart = new Vector2(10, 2); // Right hand at charging handle (forward on rifle)\n private static readonly Vector2 ReloadArmRightBoltPull = new Vector2(-12, -4); // Right hand pulls bolt back (toward player)\n private static readonly Vector2 ReloadArmRightBoltReturn = new Vector2(10, 2); // Right hand returns forward (bolt release)\n\n // Target rotations for reload arm animations (in degrees)\n private const float ReloadArmRotLeftGrab = -50.0f; // Arm rotation when grabbing mag from chest\n private const float ReloadArmRotRightHold = 0.0f; // Right arm steady during grab\n private const float ReloadArmRotLeftInsert = -15.0f; // Left arm rotation when inserting\n private const float ReloadArmRotRightSteady = 5.0f; // Slight tilt while steadying\n private const float ReloadArmRotLeftSupport = -10.0f; // Left arm on foregrip/magwell\n private const float ReloadArmRotRightBoltStart = -10.0f; // Right arm at bolt handle\n private const float ReloadArmRotRightBoltPull = -35.0f; // Right arm rotation when pulling bolt back\n private const float ReloadArmRotRightBoltReturn = -10.0f; // Right arm rotation when releasing bolt\n\n // Animation durations for each reload phase (in seconds)\n // INCREASED bolt durations for visible back-and-forth motion\n private const float ReloadAnimGrabDuration = 0.25f; // Time to grab magazine from chest\n private const float ReloadAnimInsertDuration = 0.3f; // Time to insert magazine\n private const float ReloadAnimBoltPullDuration = 0.35f; // Time to pull bolt back (increased for visibility)\n private const float ReloadAnimBoltReturnDuration = 0.25f; // Time for bolt to return forward (increased for visibility)\n private const float ReloadAnimReturnDuration = 0.2f; // Time to return to idle\n\n /// <summary>\n /// Sub-phase for bolt pull animation (0 = pulling, 1 = returning)\n /// </summary>\n private int _boltPullSubPhase = 0;\n\n #endregion\n\n #region Grenade Animation System\n\n /// <summary>\n /// Animation phases for grenade throwing sequence.\n /// Maps to the multi-step input system for visual feedback.\n /// </summary>\n private enum GrenadeAnimPhase\n {\n None, // Normal arm positions (walking/idle)\n GrabGrenade, // Left hand moves to chest to grab grenade\n PullPin, // Right hand pulls pin (quick snap animation)\n HandsApproach, // Right hand moves toward left hand\n Transfer, // Grenade transfers to right hand\n WindUp, // Dynamic wind-up based on drag\n Throw, // Throwing motion\n ReturnIdle // Arms return to normal positions\n }\n\n /// <summary>\n /// Current grenade animation phase.\n /// </summary>\n private GrenadeAnimPhase _grenadeAnimPhase = GrenadeAnimPhase.None;\n\n /// <summary>\n /// Animation phase timer for timed transitions.\n /// </summary>\n private float _grenadeAnimTimer = 0.0f;\n\n /// <summary>\n /// Animation phase duration in seconds.\n /// </summary>\n private float _grenadeAnimDuration = 0.0f;\n\n /// <summary>\n /// Current wind-up intensity (0.0 = no wind-up, 1.0 = maximum wind-up).\n /// </summary>\n private float _windUpIntensity = 0.0f;\n\n /// <summary>\n /// Previous mouse position for velocity calculation.\n /// </summary>\n private Vector2 _prevMousePos = Vector2.Zero;\n\n /// <summary>\n /// Mouse velocity history for smooth velocity calculation (stores last N velocities).\n /// Used to get stable velocity at moment of release.\n /// </summary>\n private List<Vector2> _mouseVelocityHistory = new List<Vector2>();\n\n /// <summary>\n /// Maximum number of velocity samples to keep in history.\n /// </summary>\n private const int MouseVelocityHistorySize = 5;\n\n /// <summary>\n /// Current calculated mouse velocity (pixels per second).\n /// </summary>\n private Vector2 _currentMouseVelocity = Vector2.Zero;\n\n /// <summary>\n /// Total swing distance traveled during aiming (for momentum transfer calculation).\n /// </summary>\n private float _totalSwingDistance = 0.0f;\n\n /// <summary>\n /// Previous frame time for delta calculation in velocity tracking.\n /// </summary>\n private double _prevFrameTime = 0.0;\n\n /// <summary>\n /// Whether weapon is in sling position (lowered for grenade handling).\n /// </summary>\n private bool _weaponSlung = false;\n\n /// <summary>\n /// Reference to weapon mount for sling animation.\n /// </summary>\n private Node2D? _weaponMount;\n\n /// <summary>\n /// Base weapon mount position (for sling animation).\n /// </summary>\n private Vector2 _baseWeaponMountPos = Vector2.Zero;\n\n /// <summary>\n /// Base weapon mount rotation (for sling animation).\n /// </summary>\n private float _baseWeaponMountRot = 0.0f;\n\n // Target positions for arm animations (relative offsets from base positions)\n // These are in local PlayerModel space\n // Base positions: LeftArm (24, 6), RightArm (-2, 6)\n // Body position: (-4, 0), so left shoulder area is approximately x=0 to x=5\n // To move left arm from x=24 to shoulder (x~5), we need offset of ~-20\n // During grenade operations, left arm should be BEHIND the body (toward shoulder)\n // not holding the weapon at the front\n private static readonly Vector2 ArmLeftChest = new Vector2(-15, 0); // Left hand moves back to chest/shoulder area to grab grenade\n private static readonly Vector2 ArmRightPin = new Vector2(2, -2); // Right hand slightly up for pin pull\n private static readonly Vector2 ArmLeftExtended = new Vector2(-10, 2); // Left hand at chest level with grenade (not extended forward)\n private static readonly Vector2 ArmRightApproach = new Vector2(4, 0); // Right hand approaching left\n private static readonly Vector2 ArmLeftTransfer = new Vector2(-12, 3); // Left hand drops back after transfer (clearly away from weapon)\n private static readonly Vector2 ArmRightHold = new Vector2(3, 1); // Right hand holding grenade\n private static readonly Vector2 ArmRightWindMin = new Vector2(4, 3); // Minimum wind-up position (arm back)\n private static readonly Vector2 ArmRightWindMax = new Vector2(8, 5); // Maximum wind-up position (arm further back)\n private static readonly Vector2 ArmRightThrow = new Vector2(-4, -2); // Throw follow-through (arm forward)\n private static readonly Vector2 ArmLeftRelaxed = new Vector2(-20, 2); // Left arm at shoulder/body - well away from weapon during wind-up/throw\n\n // Target rotations for arm animations (in degrees)\n // When left arm moves back to shoulder position, rotate to point \"down\" relative to body\n // This makes the arm look like it's hanging at the side rather than reaching forward\n private const float ArmRotGrab = -45.0f; // Arm rotation when grabbing at chest (points inward/down)\n private const float ArmRotPinPull = -15.0f; // Right arm rotation when pulling pin\n private const float ArmRotLeftAtChest = -30.0f; // Left arm rotation while holding grenade at chest\n private const float ArmRotWindMin = 15.0f; // Right arm minimum wind-up rotation\n private const float ArmRotWindMax = 35.0f; // Right arm maximum wind-up rotation\n private const float ArmRotThrow = -25.0f; // Right arm throw rotation (swings forward)\n private const float ArmRotLeftRelaxed = -60.0f; // Left arm hangs down at side during wind-up/throw (points backward)\n\n // Animation durations for each phase (in seconds)\n private const float AnimGrabDuration = 0.2f;\n private const float AnimPinDuration = 0.15f;\n private const float AnimApproachDuration = 0.2f;\n private const float AnimTransferDuration = 0.15f;\n private const float AnimThrowDuration = 0.2f;\n private const float AnimReturnDuration = 0.3f;\n\n // Animation lerp speeds\n private const float AnimLerpSpeed = 15.0f; // Position interpolation speed\n private const float AnimLerpSpeedFast = 25.0f; // Fast interpolation for snappy movements\n\n // Weapon sling position (lowered and rotated for chest carry)\n private static readonly Vector2 WeaponSlingOffset = new Vector2(0, 15); // Lower weapon\n private const float WeaponSlingRotation = 1.2f; // Rotate to hang down (radians, ~70 degrees)\n\n #endregion\n\n /// <summary>\n /// Signal emitted when reload sequence progresses.\n /// </summary>\n [Signal]\n public delegate void ReloadSequenceProgressEventHandler(int step, int total);\n\n /// <summary>\n /// Signal emitted when reload completes.\n /// </summary>\n [Signal]\n public delegate void ReloadCompletedEventHandler();\n\n /// <summary>\n /// Signal emitted when reload starts (first step of sequence).\n /// This signal notifies enemies that the player has begun reloading.\n /// </summary>\n [Signal]\n public delegate void ReloadStartedEventHandler();\n\n /// <summary>\n /// Signal emitted when player tries to shoot with empty weapon.\n /// This signal notifies enemies that the player is out of ammo.\n /// </summary>\n [Signal]\n public delegate void AmmoDepletedEventHandler();\n\n /// <summary>\n /// Signal emitted when grenade count changes.\n /// </summary>\n [Signal]\n public delegate void GrenadeChangedEventHandler(int current, int maximum);\n\n /// <summary>\n /// Signal emitted when a grenade is thrown.\n /// </summary>\n [Signal]\n public delegate void GrenadeThrownEventHandler();\n\n #region Flashlight System (Issue #546)\n\n /// <summary>\n /// Path to the flashlight effect scene.\n /// </summary>\n private const string FlashlightScenePath = \"res://scenes/effects/FlashlightEffect.tscn\";\n\n /// <summary>\n /// Whether the flashlight is equipped (active item selected in armory).\n /// </summary>\n private bool _flashlightEquipped = false;\n\n /// <summary>\n /// Reference to the flashlight effect node (child of PlayerModel).\n /// </summary>\n private Node2D? _flashlightNode = null;\n\n #endregion\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get player model and sprite references for visual feedback\n _playerModel = GetNodeOrNull<Node2D>(\"PlayerModel\");\n if (_playerModel != null)\n {\n _bodySprite = _playerModel.GetNodeOrNull<Sprite2D>(\"Body\");\n _headSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"Head\");\n _leftArmSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"LeftArm\");\n _rightArmSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"RightArm\");\n // Legacy compatibility - _sprite points to body\n _sprite = _bodySprite;\n }\n else\n {\n // Fallback to old single sprite structure for compatibility\n _sprite = GetNodeOrNull<Sprite2D>(\"Sprite2D\");\n }\n\n // Configure health based on difficulty\n if (HealthComponent != null)\n {\n // Check if Power Fantasy mode is active for special health configuration\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n bool isPowerFantasy = difficultyManager != null && (bool)difficultyManager.Call(\"is_power_fantasy_mode\");\n\n if (isPowerFantasy)\n {\n // Power Fantasy mode: 10 HP (fixed, not random)\n HealthComponent.UseRandomHealth = false;\n HealthComponent.MaxHealth = 10;\n HealthComponent.InitialHealth = 10;\n HealthComponent.InitializeHealth();\n GD.Print($\"[Player] {Name}: Power Fantasy mode - spawned with {HealthComponent.CurrentHealth}/{HealthComponent.MaxHealth} HP\");\n }\n else\n {\n // Normal difficulties: random health (2-4 HP)\n HealthComponent.UseRandomHealth = true;\n HealthComponent.MinRandomHealth = 2;\n HealthComponent.MaxRandomHealth = 4;\n HealthComponent.InitializeHealth();\n GD.Print($\"[Player] {Name}: Spawned with health {HealthComponent.CurrentHealth}/{HealthComponent.MaxHealth}\");\n }\n\n // Connect to health changed signal for visual feedback\n HealthComponent.HealthChanged += OnPlayerHealthChanged;\n }\n\n // Update visual based on initial health\n UpdateHealthVisual();\n\n // Preload bullet scene if not set in inspector\n if (BulletScene == null)\n {\n // Try C# bullet scene first, fallback to GDScript version\n BulletScene = GD.Load<PackedScene>(\"res://scenes/projectiles/csharp/Bullet.tscn\");\n if (BulletScene == null)\n {\n BulletScene = GD.Load<PackedScene>(\"res://scenes/projectiles/Bullet.tscn\");\n }\n }\n\n // Get grenade scene from GrenadeManager (supports grenade type selection)\n // GrenadeManager handles the currently selected grenade type (Flashbang or Frag)\n if (GrenadeScene == null)\n {\n var grenadeManager = GetNodeOrNull(\"/root/GrenadeManager\");\n if (grenadeManager != null && grenadeManager.HasMethod(\"get_current_grenade_scene\"))\n {\n var sceneVariant = grenadeManager.Call(\"get_current_grenade_scene\");\n GrenadeScene = sceneVariant.As<PackedScene>();\n if (GrenadeScene != null)\n {\n var grenadeNameVariant = grenadeManager.Call(\"get_grenade_name\", grenadeManager.Get(\"current_grenade_type\"));\n var grenadeName = grenadeNameVariant.AsString();\n LogToFile($\"[Player.Grenade] Grenade scene loaded from GrenadeManager: {grenadeName}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] WARNING: GrenadeManager returned null grenade scene\");\n }\n }\n else\n {\n // Fallback to flashbang if GrenadeManager is not available\n var grenadePath = \"res://scenes/projectiles/FlashbangGrenade.tscn\";\n GrenadeScene = GD.Load<PackedScene>(grenadePath);\n if (GrenadeScene != null)\n {\n LogToFile($\"[Player.Grenade] Grenade scene loaded from fallback: {grenadePath}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] WARNING: Grenade scene not found at {grenadePath}\");\n }\n }\n }\n else\n {\n LogToFile($\"[Player.Grenade] Grenade scene already set in inspector\");\n }\n\n // Detect if we're on the tutorial level\n // Tutorial level is: scenes/levels/csharp/TestTier.tscn with tutorial_level.gd script\n var currentScene = GetTree().CurrentScene;\n if (currentScene != null)\n {\n var scenePath = currentScene.SceneFilePath;\n // Tutorial level is detected by:\n // 1. Scene path contains \"csharp/TestTier\" (the tutorial scene)\n // 2. OR scene uses tutorial_level.gd script\n _isTutorialLevel = scenePath.Contains(\"csharp/TestTier\");\n\n // Also check if the scene script is tutorial_level.gd\n var script = currentScene.GetScript();\n if (script.Obj is GodotObject scriptObj)\n {\n var scriptPath = scriptObj.Get(\"resource_path\").AsString();\n if (scriptPath.Contains(\"tutorial_level\"))\n {\n _isTutorialLevel = true;\n }\n }\n }\n\n // Initialize grenade count based on level type\n // Tutorial: infinite grenades (max count)\n // Other levels: 1 grenade\n if (_isTutorialLevel)\n {\n _currentGrenades = MaxGrenades;\n LogToFile($\"[Player.Grenade] Tutorial level detected - infinite grenades enabled\");\n }\n else\n {\n _currentGrenades = 1;\n LogToFile($\"[Player.Grenade] Normal level - starting with 1 grenade\");\n }\n\n // Auto-equip weapon if not set but a weapon child exists\n if (CurrentWeapon == null)\n {\n // Try MakarovPM first (default starting weapon), then AssaultRifle for backward compatibility\n CurrentWeapon = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n if (CurrentWeapon == null)\n {\n CurrentWeapon = GetNodeOrNull<BaseWeapon>(\"AssaultRifle\");\n }\n if (CurrentWeapon != null)\n {\n GD.Print($\"[Player] {Name}: Auto-equipped weapon {CurrentWeapon.Name}\");\n }\n }\n\n // Apply weapon selection from GameManager (C# fallback for GDScript level scripts)\n // This ensures weapon selection works even when GDScript level scripts fail to execute\n // due to Godot 4.3 binary tokenization issues (godotengine/godot#94150, #96065)\n ApplySelectedWeaponFromGameManager();\n\n // Store base positions for walking animation\n if (_bodySprite != null)\n {\n _baseBodyPos = _bodySprite.Position;\n LogToFile($\"[Player.Init] Body sprite found at position: {_baseBodyPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Body sprite NOT found!\");\n }\n if (_headSprite != null)\n {\n _baseHeadPos = _headSprite.Position;\n LogToFile($\"[Player.Init] Head sprite found at position: {_baseHeadPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Head sprite NOT found!\");\n }\n if (_leftArmSprite != null)\n {\n _baseLeftArmPos = _leftArmSprite.Position;\n LogToFile($\"[Player.Init] Left arm sprite found at position: {_baseLeftArmPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Left arm sprite NOT found!\");\n }\n if (_rightArmSprite != null)\n {\n _baseRightArmPos = _rightArmSprite.Position;\n LogToFile($\"[Player.Init] Right arm sprite found at position: {_baseRightArmPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Right arm sprite NOT found!\");\n }\n\n // Apply scale to player model for larger appearance\n if (_playerModel != null)\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, PlayerModelScale);\n }\n\n // Get weapon mount reference for sling animation\n _weaponMount = _playerModel?.GetNodeOrNull<Node2D>(\"WeaponMount\");\n if (_weaponMount != null)\n {\n _baseWeaponMountPos = _weaponMount.Position;\n _baseWeaponMountRot = _weaponMount.Rotation;\n }\n\n // Set z-index for proper layering: head should be above weapon\n // The weapon has z_index = 1, so head should be 2 or higher\n if (_headSprite != null)\n {\n _headSprite.ZIndex = 3; // Head on top (above weapon)\n }\n if (_bodySprite != null)\n {\n _bodySprite.ZIndex = 1; // Body same level as weapon\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 2; // Arms between body and head\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 2; // Arms between body and head\n }\n\n // Connect to GameManager's debug mode signal for F7 toggle\n ConnectDebugModeSignal();\n\n // Initialize CasingPusher Area2D for pushing shell casings (Issue #392 Iteration 8)\n ConnectCasingPusherSignals();\n\n // Initialize flashlight if active item manager has flashlight selected (Issue #546)\n InitFlashlight();\n\n // Log ready status with full info\n int currentAmmo = CurrentWeapon?.CurrentAmmo ?? 0;\n int maxAmmo = CurrentWeapon?.WeaponData?.MagazineSize ?? 0;\n int currentHealth = (int)(HealthComponent?.CurrentHealth ?? 0);\n int maxHealth = (int)(HealthComponent?.MaxHealth ?? 0);\n LogToFile($\"[Player] Ready! Ammo: {currentAmmo}/{maxAmmo}, Grenades: {_currentGrenades}/{MaxGrenades}, Health: {currentHealth}/{maxHealth}\");\n LogToFile(\"[Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\");\n }\n\n /// <summary>\n /// Called when player health changes - updates visual feedback.\n /// </summary>\n private void OnPlayerHealthChanged(float currentHealth, float maxHealth)\n {\n GD.Print($\"[Player] {Name}: Health changed to {currentHealth}/{maxHealth} ({HealthComponent?.HealthPercent * 100:F0}%)\");\n UpdateHealthVisual();\n }\n\n /// <summary>\n /// Updates the sprite color based on current health percentage.\n /// </summary>\n private void UpdateHealthVisual()\n {\n if (HealthComponent == null)\n {\n return;\n }\n\n // Interpolate color based on health percentage\n float healthPercent = HealthComponent.HealthPercent;\n Color color = FullHealthColor.Lerp(LowHealthColor, 1.0f - healthPercent);\n SetAllSpritesModulate(color);\n }\n\n /// <summary>\n /// Public method to refresh the health visual.\n /// Called by effects managers (like LastChanceEffectsManager) after they finish\n /// modifying player sprite colors, to ensure the player returns to correct\n /// health-based coloring.\n /// </summary>\n public void RefreshHealthVisual()\n {\n UpdateHealthVisual();\n }\n\n /// <summary>\n /// Sets the modulate color on all player sprite parts.\n /// The armband is a separate sibling sprite (not child of RightArm) that keeps\n /// its original color, so all body parts use the same health-based color.\n /// </summary>\n /// <param name=\"color\">The color to apply to all sprites.</param>\n private void SetAllSpritesModulate(Color color)\n {\n if (_bodySprite != null)\n {\n _bodySprite.Modulate = color;\n }\n if (_headSprite != null)\n {\n _headSprite.Modulate = color;\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Modulate = color;\n }\n if (_rightArmSprite != null)\n {\n // Right arm uses the same color as other body parts.\n // The armband is now a separate sibling sprite (Armband node under PlayerModel)\n // that doesn't inherit this modulate, keeping its bright red color visible.\n _rightArmSprite.Modulate = color;\n }\n // If using old single sprite structure\n if (_playerModel == null && _sprite != null)\n {\n _sprite.Modulate = color;\n }\n }\n\n #region Casing Pusher (Issue #392)\n\n /// <summary>\n /// Connects the CasingPusher Area2D signals for reliable casing detection (Issue #392 Iteration 8).\n /// Using body_entered/body_exited signals instead of polling get_overlapping_bodies()\n /// ensures casings are detected even when player approaches from narrow side.\n /// </summary>\n private void ConnectCasingPusherSignals()\n {\n _casingPusher = GetNodeOrNull<Area2D>(\"CasingPusher\");\n if (_casingPusher == null)\n {\n // CasingPusher not present in scene - this is fine for older scenes\n return;\n }\n\n // Connect body_entered and body_exited signals\n _casingPusher.BodyEntered += OnCasingPusherBodyEntered;\n _casingPusher.BodyExited += OnCasingPusherBodyExited;\n }\n\n /// <summary>\n /// Called when a body enters the CasingPusher Area2D.\n /// Tracks casings for reliable pushing detection.\n /// </summary>\n private void OnCasingPusherBodyEntered(Node2D body)\n {\n if (body is RigidBody2D rigidBody && rigidBody.HasMethod(\"receive_kick\"))\n {\n if (!_overlappingCasings.Contains(rigidBody))\n {\n _overlappingCasings.Add(rigidBody);\n }\n }\n }\n\n /// <summary>\n /// Called when a body exits the CasingPusher Area2D.\n /// Removes casings from tracking list.\n /// </summary>\n private void OnCasingPusherBodyExited(Node2D body)\n {\n if (body is RigidBody2D rigidBody)\n {\n _overlappingCasings.Remove(rigidBody);\n }\n }\n\n /// <summary>\n /// Pushes casings that we're overlapping with using Area2D detection (Issue #392 Iteration 8).\n /// Uses signal-tracked casings combined with polling for maximum reliability.\n /// </summary>\n private void PushCasingsWithArea2D()\n {\n if (_casingPusher == null)\n {\n return;\n }\n\n // Don't push if not moving\n if (Velocity.LengthSquared() < 1.0f)\n {\n return;\n }\n\n // Combine both signal-tracked casings and polled overlapping bodies for reliability\n var casingsToPush = new System.Collections.Generic.HashSet<RigidBody2D>();\n\n // Add signal-tracked casings\n foreach (var casing in _overlappingCasings)\n {\n if (IsInstanceValid(casing))\n {\n casingsToPush.Add(casing);\n }\n }\n\n // Also poll for any casings that might have been missed by signals\n foreach (var body in _casingPusher.GetOverlappingBodies())\n {\n if (body is RigidBody2D rigidBody && rigidBody.HasMethod(\"receive_kick\"))\n {\n casingsToPush.Add(rigidBody);\n }\n }\n\n // Push all detected casings\n foreach (var casing in casingsToPush)\n {\n // Calculate push direction from player center to casing position (Issue #424)\n // This makes casings fly away based on which side they're pushed from\n var pushDir = (casing.GlobalPosition - GlobalPosition).Normalized();\n var pushStrength = Velocity.Length() * CasingPushForce / 100.0f;\n var impulse = pushDir * pushStrength;\n casing.Call(\"receive_kick\", impulse);\n }\n }\n\n #endregion\n\n public override void _PhysicsProcess(double delta)\n {\n // Detect weapon pose after waiting a few frames for level scripts to add weapons\n if (!_weaponPoseApplied)\n {\n _weaponDetectFrameCount++;\n if (_weaponDetectFrameCount >= WeaponDetectWaitFrames)\n {\n DetectAndApplyWeaponPose();\n _weaponPoseApplied = true;\n }\n }\n\n Vector2 inputDirection = GetInputDirection();\n ApplyMovement(inputDirection, (float)delta);\n\n // Push any casings we're overlapping with using Area2D detection (Issue #392 Iteration 8)\n PushCasingsWithArea2D();\n\n // Update player model rotation to face the aim direction (rifle direction)\n UpdatePlayerModelRotation();\n\n // Update walking animation based on movement (only if not in grenade or reload animation)\n if (_grenadeAnimPhase == GrenadeAnimPhase.None && _reloadAnimPhase == ReloadAnimPhase.None)\n {\n UpdateWalkAnimation((float)delta, inputDirection);\n }\n\n // Update grenade animation\n UpdateGrenadeAnimation((float)delta);\n\n // Update reload animation\n UpdateReloadAnimation((float)delta);\n\n // Handle throw rotation animation (restore player rotation after throw)\n HandleThrowRotationAnimation((float)delta);\n\n // Handle sniper scope input (RMB) when SniperRifle is equipped\n // This takes priority over grenade input since the sniper uses RMB for scoping\n bool sniperScopeConsumedInput = HandleSniperScopeInput();\n\n // Handle grenade input first (so it can consume shoot input)\n // Skip if sniper scope already consumed the RMB input\n if (!sniperScopeConsumedInput)\n {\n HandleGrenadeInput();\n }\n\n // Make active grenade follow player if held\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n _activeGrenade.GlobalPosition = GlobalPosition;\n }\n\n // Handle shooting input - support both automatic and semi-automatic weapons\n // Allow shooting when not in grenade preparation\n // In simple mode, RMB is for grenades so only LMB (shoot) should work\n bool canShoot = _grenadeState == GrenadeState.Idle || _grenadeState == GrenadeState.TimerStarted || _grenadeState == GrenadeState.SimpleAiming;\n if (canShoot)\n {\n HandleShootingInput();\n }\n\n // Handle reload sequence input (R-F-R)\n HandleReloadSequenceInput();\n\n // Handle fire mode toggle (B key for burst/auto toggle)\n if (Input.IsActionJustPressed(\"toggle_fire_mode\"))\n {\n ToggleFireMode();\n }\n\n // Handle flashlight input (hold Space to turn on, release to turn off) (Issue #546)\n HandleFlashlightInput();\n }\n\n /// <summary>\n /// Handles shooting input based on weapon type.\n /// For automatic weapons: fires while held.\n /// For semi-automatic/burst: fires on press.\n /// Also handles bullet in chamber mechanics during reload sequence.\n /// </summary>\n private void HandleShootingInput()\n {\n if (CurrentWeapon == null)\n {\n // Fallback to original click-to-shoot behavior\n if (Input.IsActionJustPressed(\"shoot\"))\n {\n Shoot();\n }\n return;\n }\n\n // Check if weapon is automatic (based on WeaponData)\n bool isAutomatic = CurrentWeapon.WeaponData?.IsAutomatic ?? false;\n\n // For AssaultRifle, also check if it's in automatic fire mode\n if (CurrentWeapon is AssaultRifle assaultRifle)\n {\n isAutomatic = assaultRifle.CurrentFireMode == FireMode.Automatic;\n }\n\n // Determine if shooting input is active\n bool shootInputActive = isAutomatic ? Input.IsActionPressed(\"shoot\") : Input.IsActionJustPressed(\"shoot\");\n\n if (!shootInputActive)\n {\n return;\n }\n\n // Check if weapon is empty before trying to shoot (not in reload sequence)\n // This notifies enemies that the player tried to shoot with no ammo\n if (!_isReloadingSequence && CurrentWeapon.CurrentAmmo <= 0)\n {\n // Emit signal to notify enemies that player is vulnerable (out of ammo)\n EmitSignal(SignalName.AmmoDepleted);\n // The weapon will play the empty click sound\n }\n\n // Handle shooting based on reload sequence state\n if (_isReloadingSequence)\n {\n // In reload sequence\n if (_reloadSequenceStep == 1)\n {\n // Step 1 (only R pressed, waiting for F): shooting resets the combo\n GD.Print(\"[Player] Shooting during reload step 1 - resetting reload sequence\");\n ResetReloadSequence();\n Shoot();\n }\n else if (_reloadSequenceStep == 2)\n {\n // Step 2 (R->F pressed, waiting for final R): try to fire chamber bullet\n if (CurrentWeapon.CanFireChamberBullet)\n {\n // Fire the chamber bullet\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 shootDirection = (mousePos - GlobalPosition).Normalized();\n\n if (CurrentWeapon.FireChamberBullet(shootDirection))\n {\n GD.Print(\"[Player] Fired bullet in chamber during reload\");\n // Note: Sound is handled by the weapon's FireChamberBullet implementation\n }\n }\n else if (CurrentWeapon.ChamberBulletFired)\n {\n // Chamber bullet already fired, can't shoot until reload completes\n GD.Print(\"[Player] Cannot shoot - chamber bullet already fired, wait for reload to complete\");\n PlayEmptyClickSound();\n }\n else\n {\n // No bullet in chamber (magazine was empty when reload started)\n GD.Print(\"[Player] Cannot shoot - no bullet in chamber, wait for reload to complete\");\n PlayEmptyClickSound();\n }\n }\n }\n else\n {\n // Not in reload sequence - normal shooting\n Shoot();\n }\n }\n\n /// <summary>\n /// Plays the empty click sound when trying to shoot without ammo.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Toggles fire mode on the current weapon (if supported).\n /// </summary>\n private void ToggleFireMode()\n {\n if (CurrentWeapon is AssaultRifle assaultRifle)\n {\n assaultRifle.ToggleFireMode();\n }\n }\n\n /// <summary>\n /// Updates the player model rotation to face the aim direction.\n /// The player model (body, head, arms) rotates to follow the rifle's aim direction.\n /// This creates the appearance of the player rotating their whole body toward the target.\n /// TACTICAL RELOAD (Issue #437): During shotgun reload OR when RMB is held (dragging),\n /// player model rotation is locked to allow the player to keep aiming at a specific\n /// spot while performing reload gestures.\n ///\n /// FIX (Issue #437 feedback): Lock rotation as soon as RMB is pressed, not just when\n /// reload state changes. This prevents barrel/player shift during quick one-motion\n /// reload gestures (drag up then down without releasing RMB).\n /// </summary>\n private void UpdatePlayerModelRotation()\n {\n if (_playerModel == null)\n {\n return;\n }\n\n // TACTICAL RELOAD (Issue #437): Don't rotate player model during shotgun reload\n // OR when dragging (RMB is held). This ensures the player freezes immediately\n // when RMB is pressed, before any state change occurs.\n var shotgun = GetNodeOrNull<Shotgun>(\"Shotgun\");\n if (shotgun != null && (shotgun.ReloadState != ShotgunReloadState.NotReloading || shotgun.IsDragging))\n {\n // Keep current rotation locked - don't follow mouse\n return;\n }\n\n // Get the aim direction from the weapon if available\n Vector2 aimDirection;\n if (CurrentWeapon is AssaultRifle assaultRifle)\n {\n aimDirection = assaultRifle.AimDirection;\n }\n else if (CurrentWeapon is SniperRifle sniperRifle)\n {\n aimDirection = sniperRifle.AimDirection;\n }\n else\n {\n // Fallback: calculate direction to mouse cursor\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n if (toMouse.LengthSquared() > 0.001f)\n {\n aimDirection = toMouse.Normalized();\n }\n else\n {\n return; // No valid direction\n }\n }\n\n // Calculate target rotation angle\n float targetAngle = aimDirection.Angle();\n\n // Apply rotation to the player model\n _playerModel.Rotation = targetAngle;\n\n // Handle sprite flipping for left/right aim\n // When aiming left (angle > 90° or < -90°), flip vertically to avoid upside-down appearance\n bool aimingLeft = Mathf.Abs(targetAngle) > Mathf.Pi / 2;\n\n // Flip the player model vertically when aiming left\n if (aimingLeft)\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, -PlayerModelScale);\n }\n else\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, PlayerModelScale);\n }\n }\n\n /// <summary>\n /// Detects the equipped weapon type and applies appropriate arm positioning.\n /// Called from _PhysicsProcess() after a few frames to ensure level scripts\n /// have finished adding weapons to the player node.\n /// </summary>\n private void DetectAndApplyWeaponPose()\n {\n LogToFile($\"[Player] Detecting weapon pose (frame {_weaponDetectFrameCount})...\");\n var detectedType = WeaponType.Rifle; // Default to rifle pose\n\n // Check for weapon children - weapons are added directly to player by level scripts\n // Check in order of specificity: SniperRifle, MiniUzi (SMG), Shotgun, SilencedPistol, MakarovPM, then default to Rifle\n var sniperRifle = GetNodeOrNull<BaseWeapon>(\"SniperRifle\");\n var miniUzi = GetNodeOrNull<BaseWeapon>(\"MiniUzi\");\n var shotgun = GetNodeOrNull<BaseWeapon>(\"Shotgun\");\n var silencedPistol = GetNodeOrNull<BaseWeapon>(\"SilencedPistol\");\n var makarovPM = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n\n if (sniperRifle != null)\n {\n detectedType = WeaponType.Sniper;\n LogToFile(\"[Player] Detected weapon: ASVK Sniper Rifle (Sniper pose)\");\n }\n else if (miniUzi != null)\n {\n detectedType = WeaponType.SMG;\n LogToFile(\"[Player] Detected weapon: Mini UZI (SMG pose)\");\n }\n else if (shotgun != null)\n {\n detectedType = WeaponType.Shotgun;\n LogToFile(\"[Player] Detected weapon: Shotgun (Shotgun pose)\");\n }\n else if (silencedPistol != null)\n {\n detectedType = WeaponType.Pistol;\n LogToFile(\"[Player] Detected weapon: Silenced Pistol (Pistol pose)\");\n }\n else if (makarovPM != null)\n {\n detectedType = WeaponType.Pistol;\n LogToFile(\"[Player] Detected weapon: Makarov PM (Pistol pose)\");\n }\n else\n {\n // Default to rifle (AssaultRifle or no weapon)\n detectedType = WeaponType.Rifle;\n LogToFile(\"[Player] Detected weapon: Rifle (default pose)\");\n }\n\n _currentWeaponType = detectedType;\n ApplyWeaponArmOffsets();\n }\n\n /// <summary>\n /// Applies arm position offsets based on current weapon type.\n /// Modifies base arm positions to create appropriate weapon-holding poses.\n /// </summary>\n private void ApplyWeaponArmOffsets()\n {\n // Original positions from Player.tscn: LeftArm (24, 6), RightArm (-2, 6)\n var originalLeftArmPos = new Vector2(24, 6);\n var originalRightArmPos = new Vector2(-2, 6);\n\n switch (_currentWeaponType)\n {\n case WeaponType.SMG:\n // SMG pose: Compact two-handed grip\n // Left arm moves back toward body for shorter weapon\n // Right arm moves forward slightly to meet left hand\n _baseLeftArmPos = originalLeftArmPos + SmgLeftArmOffset;\n _baseRightArmPos = originalRightArmPos + SmgRightArmOffset;\n LogToFile($\"[Player] Applied SMG arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Shotgun:\n // Shotgun pose: Similar to rifle but slightly tighter\n _baseLeftArmPos = originalLeftArmPos + new Vector2(-3, 0);\n _baseRightArmPos = originalRightArmPos + new Vector2(1, 0);\n LogToFile($\"[Player] Applied Shotgun arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Pistol:\n // Pistol pose: Two-handed pistol grip (Weaver/Isoceles stance)\n // Extended forward so the pistol is held away from body\n // Left arm supports under the right hand\n // Right arm extends forward for aiming\n _baseLeftArmPos = originalLeftArmPos + new Vector2(-8, 0); // Extended forward (was -14)\n _baseRightArmPos = originalRightArmPos + new Vector2(6, 0); // Further forward for aiming (was 4)\n LogToFile($\"[Player] Applied Pistol arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Sniper:\n // Sniper pose: Extended forward grip for long heavy weapon (ASVK)\n // Left arm reaches further forward to support the heavy barrel\n // Right arm stays close to body for stable trigger control\n _baseLeftArmPos = originalLeftArmPos + new Vector2(4, 0);\n _baseRightArmPos = originalRightArmPos + new Vector2(-1, 0);\n LogToFile($\"[Player] Applied Sniper arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Rifle:\n default:\n // Rifle pose: Standard extended grip (original positions)\n _baseLeftArmPos = originalLeftArmPos;\n _baseRightArmPos = originalRightArmPos;\n LogToFile($\"[Player] Applied Rifle arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n }\n\n // Apply new base positions to sprites immediately\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Position = _baseLeftArmPos;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.Position = _baseRightArmPos;\n }\n }\n\n /// <summary>\n /// Gets the normalized input direction from player input.\n /// When the sniper rifle is bolt cycling, only WASD keys are used for movement.\n /// Arrow keys are reserved for the bolt-action sequence during cycling.\n /// </summary>\n /// <returns>Normalized direction vector.</returns>\n private Vector2 GetInputDirection()\n {\n Vector2 direction = Vector2.Zero;\n\n // Check if sniper rifle bolt cycling is in progress\n if (CurrentWeapon is SniperRifle sniperRifle && sniperRifle.IsBoltCycling)\n {\n // During bolt cycling: only WASD keys move the player (arrows are for bolt action)\n // Use physical key detection for WASD only\n if (Input.IsPhysicalKeyPressed(Key.A)) direction.X -= 1.0f;\n if (Input.IsPhysicalKeyPressed(Key.D)) direction.X += 1.0f;\n if (Input.IsPhysicalKeyPressed(Key.W)) direction.Y -= 1.0f;\n if (Input.IsPhysicalKeyPressed(Key.S)) direction.Y += 1.0f;\n }\n else\n {\n // Normal mode: use all configured input actions (WASD + arrows)\n direction.X = Input.GetAxis(\"move_left\", \"move_right\");\n direction.Y = Input.GetAxis(\"move_up\", \"move_down\");\n }\n\n // Normalize to prevent faster diagonal movement\n if (direction.Length() > 1.0f)\n {\n direction = direction.Normalized();\n }\n\n return direction;\n }\n\n /// <summary>\n /// Updates the walking animation based on player movement state.\n /// Creates a natural bobbing motion for body parts during movement.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n /// <param name=\"inputDirection\">Current movement input direction.</param>\n private void UpdateWalkAnimation(float delta, Vector2 inputDirection)\n {\n bool isMoving = inputDirection != Vector2.Zero || Velocity.Length() > 10.0f;\n\n if (isMoving)\n {\n // Accumulate animation time based on movement speed\n float speedFactor = Velocity.Length() / MaxSpeed;\n _walkAnimTime += delta * WalkAnimSpeed * speedFactor;\n _isWalking = true;\n\n // Calculate animation offsets using sine waves\n // Body bobs up and down (frequency = 2x for double step)\n float bodyBob = Mathf.Sin(_walkAnimTime * 2.0f) * 1.5f * WalkAnimIntensity;\n\n // Head bobs slightly less than body (dampened)\n float headBob = Mathf.Sin(_walkAnimTime * 2.0f) * 0.8f * WalkAnimIntensity;\n\n // Arms swing opposite to each other (alternating)\n float armSwing = Mathf.Sin(_walkAnimTime) * 3.0f * WalkAnimIntensity;\n\n // Apply offsets to sprites\n if (_bodySprite != null)\n {\n _bodySprite.Position = _baseBodyPos + new Vector2(0, bodyBob);\n }\n\n if (_headSprite != null)\n {\n _headSprite.Position = _baseHeadPos + new Vector2(0, headBob);\n }\n\n if (_leftArmSprite != null)\n {\n // Left arm swings forward/back (y-axis in top-down)\n _leftArmSprite.Position = _baseLeftArmPos + new Vector2(armSwing, 0);\n }\n\n if (_rightArmSprite != null)\n {\n // Right arm swings opposite to left arm\n _rightArmSprite.Position = _baseRightArmPos + new Vector2(-armSwing, 0);\n }\n }\n else\n {\n // Return to idle pose smoothly\n if (_isWalking)\n {\n _isWalking = false;\n _walkAnimTime = 0.0f;\n }\n\n // Interpolate back to base positions\n float lerpSpeed = 10.0f * delta;\n if (_bodySprite != null)\n {\n _bodySprite.Position = _bodySprite.Position.Lerp(_baseBodyPos, lerpSpeed);\n }\n if (_headSprite != null)\n {\n _headSprite.Position = _headSprite.Position.Lerp(_baseHeadPos, lerpSpeed);\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Position = _leftArmSprite.Position.Lerp(_baseLeftArmPos, lerpSpeed);\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.Position = _rightArmSprite.Position.Lerp(_baseRightArmPos, lerpSpeed);\n }\n }\n }\n\n /// <summary>\n /// Handles the R-F-R reload sequence input.\n /// Step 0: Press R to start sequence (eject magazine)\n /// Step 1: Press F to continue (insert new magazine)\n /// Step 2: Press R to complete reload instantly (chamber round)\n ///\n /// Bullet in chamber mechanics:\n /// - At step 1 (R pressed): shooting resets the combo\n /// - At step 2 (R->F pressed): if previous magazine had ammo, one chamber bullet can be fired\n /// - After reload: if chamber bullet was fired, subtract one from new magazine\n ///\n /// Note: This reload sequence is skipped for weapons that use tube magazines (like Shotgun),\n /// which have their own shell-by-shell reload mechanism via RMB drag gestures.\n /// </summary>\n private void HandleReloadSequenceInput()\n {\n if (CurrentWeapon == null)\n {\n return;\n }\n\n // Skip R-F-R reload sequence for weapons that use tube magazines (like Shotgun)\n // These weapons have their own reload mechanism (shell-by-shell via RMB gestures)\n // Pressing R key should be ignored for these weapons to avoid breaking ammo tracking\n if (CurrentWeapon is Shotgun)\n {\n return;\n }\n\n // Can't reload if magazine is full (and not in reload sequence)\n if (!_isReloadingSequence && CurrentWeapon.CurrentAmmo >= (CurrentWeapon.WeaponData?.MagazineSize ?? 0))\n {\n return;\n }\n\n // Can't reload if no reserve ammo (and not in reload sequence)\n if (!_isReloadingSequence && CurrentWeapon.ReserveAmmo <= 0)\n {\n return;\n }\n\n // Check if this is a pistol-type weapon that uses R->R reload (2-step) instead of R->F->R (3-step)\n bool isPistolReload = CurrentWeapon is MakarovPM;\n\n // Handle R key (first and third step, or both steps for pistol)\n if (Input.IsActionJustPressed(\"reload\"))\n {\n if (_reloadSequenceStep == 0)\n {\n // Starting fresh - check conditions\n if (CurrentWeapon.CurrentAmmo >= (CurrentWeapon.WeaponData?.MagazineSize ?? 0))\n {\n return; // Magazine is full\n }\n if (CurrentWeapon.ReserveAmmo <= 0)\n {\n return; // No reserve ammo\n }\n\n // Start reload sequence - eject magazine\n _isReloadingSequence = true;\n _reloadSequenceStep = 1;\n _ammoAtReloadStart = CurrentWeapon.CurrentAmmo;\n GD.Print($\"[Player] Reload sequence started (R pressed) - ammo at start: {_ammoAtReloadStart}\" +\n (isPistolReload ? \" - press R to complete (pistol)\" : \" - press F next\"));\n // Start animation: Step 1 - Grab magazine from chest\n StartReloadAnimPhase(ReloadAnimPhase.GrabMagazine, ReloadAnimGrabDuration);\n // Play first reload sound (PM-specific or generic mag out)\n if (isPistolReload)\n PlayPmReloadAction1Sound();\n else\n PlayReloadMagOutSound();\n EmitSignal(SignalName.ReloadSequenceProgress, 1, isPistolReload ? 2 : 3);\n // Notify enemies that player has started reloading (vulnerable state)\n EmitSignal(SignalName.ReloadStarted);\n }\n else if (_reloadSequenceStep == 1 && isPistolReload)\n {\n // Pistol R->R reload: second R completes reload (combines F and final R steps)\n // Set up chamber bullet based on ammo at reload start\n bool hadAmmoInMagazine = _ammoAtReloadStart > 0;\n CurrentWeapon.StartReloadSequence(hadAmmoInMagazine);\n\n GD.Print(\"[Player] Pistol reload: R->R complete (magazine inserted)\");\n // Start animation: Insert magazine\n StartReloadAnimPhase(ReloadAnimPhase.InsertMagazine, ReloadAnimInsertDuration);\n // Play second PM reload sound\n PlayPmReloadAction2Sound();\n EmitSignal(SignalName.ReloadSequenceProgress, 2, 2);\n CompleteReloadSequence();\n }\n else if (_reloadSequenceStep == 1 && !isPistolReload)\n {\n // Non-pistol: pressing R again at step 1 restarts the sequence\n _isReloadingSequence = true;\n _reloadSequenceStep = 1;\n _ammoAtReloadStart = CurrentWeapon.CurrentAmmo;\n GD.Print($\"[Player] Reload sequence restarted (R pressed again) - ammo at start: {_ammoAtReloadStart} - press F next\");\n StartReloadAnimPhase(ReloadAnimPhase.GrabMagazine, ReloadAnimGrabDuration);\n PlayReloadMagOutSound();\n EmitSignal(SignalName.ReloadSequenceProgress, 1, 3);\n EmitSignal(SignalName.ReloadStarted);\n }\n else if (_reloadSequenceStep == 2)\n {\n // Complete reload sequence - instant reload! (non-pistol: 3rd step)\n // Start animation: Step 3 - Pull bolt/charging handle (back and forth motion)\n StartReloadAnimPhase(ReloadAnimPhase.PullBolt, ReloadAnimBoltPullDuration);\n // Play bolt cycling sound\n PlayM16BoltSound();\n CompleteReloadSequence();\n }\n }\n\n // Handle F key (reload_step action - second step, only for non-pistol weapons)\n if (Input.IsActionJustPressed(\"reload_step\") && !isPistolReload)\n {\n if (_reloadSequenceStep == 1)\n {\n // Continue to next step - set up chamber bullet\n _reloadSequenceStep = 2;\n\n // Set up bullet in chamber based on ammo at reload start\n bool hadAmmoInMagazine = _ammoAtReloadStart > 0;\n CurrentWeapon.StartReloadSequence(hadAmmoInMagazine);\n\n GD.Print($\"[Player] Reload sequence step 2 (F pressed) - bullet in chamber: {hadAmmoInMagazine} - press R to complete\");\n // Start animation: Step 2 - Insert magazine into rifle\n StartReloadAnimPhase(ReloadAnimPhase.InsertMagazine, ReloadAnimInsertDuration);\n // Play magazine in sound\n PlayReloadMagInSound();\n EmitSignal(SignalName.ReloadSequenceProgress, 2, 3);\n }\n else if (_isReloadingSequence)\n {\n // Wrong key pressed, reset sequence\n GD.Print(\"[Player] Wrong key! Reload sequence reset (expected R)\");\n // Restart animation from grab phase\n StartReloadAnimPhase(ReloadAnimPhase.GrabMagazine, ReloadAnimGrabDuration);\n ResetReloadSequence();\n }\n }\n }\n\n /// <summary>\n /// Plays the magazine out sound (first reload step).\n /// </summary>\n private void PlayReloadMagOutSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_reload_mag_out\"))\n {\n audioManager.Call(\"play_reload_mag_out\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the magazine in sound (second reload step).\n /// </summary>\n private void PlayReloadMagInSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_reload_mag_in\"))\n {\n audioManager.Call(\"play_reload_mag_in\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the first Makarov PM reload action sound (eject magazine).\n /// </summary>\n private void PlayPmReloadAction1Sound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_reload_action_1\"))\n {\n audioManager.Call(\"play_pm_reload_action_1\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the second Makarov PM reload action sound (insert magazine).\n /// </summary>\n private void PlayPmReloadAction2Sound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_reload_action_2\"))\n {\n audioManager.Call(\"play_pm_reload_action_2\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the M16 bolt cycling sound (third reload step).\n /// </summary>\n private void PlayM16BoltSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_m16_bolt\"))\n {\n audioManager.Call(\"play_m16_bolt\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Completes the reload sequence, instantly reloading the weapon.\n /// </summary>\n private void CompleteReloadSequence()\n {\n if (CurrentWeapon == null)\n {\n return;\n }\n\n // Perform instant reload\n CurrentWeapon.InstantReload();\n\n GD.Print(\"[Player] Reload sequence complete! Magazine refilled instantly.\");\n EmitSignal(SignalName.ReloadSequenceProgress, 3, 3);\n EmitSignal(SignalName.ReloadCompleted);\n\n ResetReloadSequence();\n }\n\n /// <summary>\n /// Resets the reload sequence to the beginning.\n /// Also cancels the weapon's reload sequence state.\n /// </summary>\n private void ResetReloadSequence()\n {\n _reloadSequenceStep = 0;\n _isReloadingSequence = false;\n _ammoAtReloadStart = 0;\n\n // Return arms to idle if reload animation was active\n if (_reloadAnimPhase != ReloadAnimPhase.None)\n {\n StartReloadAnimPhase(ReloadAnimPhase.ReturnIdle, ReloadAnimReturnDuration);\n }\n\n // Cancel weapon's reload sequence state\n CurrentWeapon?.CancelReloadSequence();\n }\n\n /// <summary>\n /// Gets whether the player is currently in a reload sequence.\n /// </summary>\n public bool IsReloadingSequence => _isReloadingSequence;\n\n /// <summary>\n /// Gets the current reload sequence step (0-2).\n /// </summary>\n public int ReloadSequenceStep => _reloadSequenceStep;\n\n /// <summary>\n /// Fires a bullet towards the mouse cursor.\n /// Uses weapon system if available, otherwise uses direct bullet spawning.\n /// </summary>\n private void Shoot()\n {\n // Calculate direction towards mouse cursor\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 shootDirection = (mousePos - GlobalPosition).Normalized();\n\n // If we have a weapon equipped, use it\n if (CurrentWeapon != null)\n {\n // When SniperRifle scope is active, fire towards the scope crosshair center\n // instead of the mouse cursor (the camera is offset, so mouse != crosshair)\n var sniperRifle = CurrentWeapon as SniperRifle;\n if (sniperRifle != null && sniperRifle.IsScopeActive)\n {\n Vector2 scopeTarget = sniperRifle.GetScopeAimTarget();\n shootDirection = (scopeTarget - GlobalPosition).Normalized();\n }\n\n CurrentWeapon.Fire(shootDirection);\n return;\n }\n\n // Otherwise use direct bullet spawning (original behavior)\n SpawnBullet(shootDirection);\n }\n\n /// <summary>\n /// Spawns a bullet directly without using the weapon system.\n /// Preserves the original template behavior.\n /// </summary>\n /// <param name=\"direction\">Direction for the bullet to travel.</param>\n private void SpawnBullet(Vector2 direction)\n {\n if (BulletScene == null)\n {\n return;\n }\n\n // Create bullet instance\n var bullet = BulletScene.Instantiate<Node2D>();\n\n // Set bullet position with offset in shoot direction\n bullet.GlobalPosition = GlobalPosition + direction * BulletSpawnOffset;\n\n // Set bullet direction\n if (bullet.HasMethod(\"SetDirection\"))\n {\n bullet.Call(\"SetDirection\", direction);\n }\n else\n {\n bullet.Set(\"direction\", direction);\n }\n\n // Set shooter ID to prevent self-damage\n if (bullet.HasMethod(\"SetShooterId\"))\n {\n bullet.Call(\"SetShooterId\", GetInstanceId());\n }\n else\n {\n bullet.Set(\"shooter_id\", GetInstanceId());\n }\n\n // Add bullet to the scene tree\n GetTree().CurrentScene.AddChild(bullet);\n }\n\n /// <summary>\n /// Last hit direction stored for blood effect spawning (Issue #350).\n /// </summary>\n private Vector2 _lastHitDirection = Vector2.Right;\n\n /// <summary>\n /// Last caliber data stored for blood effect scaling (Issue #350).\n /// </summary>\n private Godot.Resource? _lastCaliberData = null;\n\n /// <summary>\n /// Called when hit by a projectile via hit_area.gd.\n /// This method name follows GDScript naming convention for cross-language compatibility\n /// with the hit detection system that uses has_method(\"on_hit\") checks.\n /// </summary>\n public void on_hit()\n {\n on_hit_with_info(Vector2.Right, null);\n }\n\n /// <summary>\n /// Called when hit by a projectile with extended hit information (Issue #350).\n /// This method name follows GDScript naming convention for cross-language compatibility\n /// with the hit detection system that uses has_method(\"on_hit_with_info\") checks.\n /// </summary>\n /// <param name=\"hitDirection\">Direction the bullet was traveling.</param>\n /// <param name=\"caliberData\">Caliber resource for effect scaling (can be null).</param>\n public void on_hit_with_info(Vector2 hitDirection, Godot.Resource? caliberData)\n {\n _lastHitDirection = hitDirection;\n _lastCaliberData = caliberData;\n TakeDamage(1);\n }\n\n /// <inheritdoc/>\n public override void TakeDamage(float amount)\n {\n if (HealthComponent == null || !IsAlive)\n {\n return;\n }\n\n // Check invincibility mode (F6 toggle)\n if (_invincibilityEnabled)\n {\n LogToFile(\"[Player] Hit blocked by invincibility mode (C#)\");\n ShowHitFlash(); // Still show visual feedback for debugging\n // Spawn blood effect for visual feedback even in invincibility mode (Issue #350)\n SpawnBloodEffect(false);\n return;\n }\n\n GD.Print($\"[Player] {Name}: Taking {amount} damage. Current health: {HealthComponent.CurrentHealth}\");\n\n // Show hit flash effect\n ShowHitFlash();\n\n // Determine if this hit will be lethal before applying damage\n bool willBeFatal = HealthComponent.CurrentHealth <= amount;\n\n // Play appropriate hit sound and spawn blood effect (Issue #350)\n if (willBeFatal)\n {\n PlayHitLethalSound();\n SpawnBloodEffect(true);\n }\n else\n {\n PlayHitNonLethalSound();\n SpawnBloodEffect(false);\n }\n\n base.TakeDamage(amount);\n }\n\n /// <summary>\n /// Spawns blood effect at the player's position (Issue #350).\n /// This makes blood effects appear when the player is hit, just like for enemies.\n /// </summary>\n /// <param name=\"isLethal\">Whether this was a lethal hit (affects effect scale).</param>\n private void SpawnBloodEffect(bool isLethal)\n {\n var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n if (impactManager != null && impactManager.HasMethod(\"spawn_blood_effect\"))\n {\n LogToFile($\"[Player] Spawning blood effect at {GlobalPosition}, dir={_lastHitDirection}, lethal={isLethal} (C#)\");\n impactManager.Call(\"spawn_blood_effect\", GlobalPosition, _lastHitDirection, _lastCaliberData, isLethal);\n }\n else\n {\n LogToFile(\"[Player] WARNING: ImpactEffectsManager not found, blood effect not spawned (C#)\");\n }\n }\n\n /// <summary>\n /// Plays the lethal hit sound when player dies.\n /// </summary>\n private void PlayHitLethalSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_hit_lethal\"))\n {\n audioManager.Call(\"play_hit_lethal\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the non-lethal hit sound when player is damaged but survives.\n /// </summary>\n private void PlayHitNonLethalSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_hit_non_lethal\"))\n {\n audioManager.Call(\"play_hit_non_lethal\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Shows a brief flash effect when hit.\n /// </summary>\n private async void ShowHitFlash()\n {\n if (_playerModel == null && _sprite == null)\n {\n return;\n }\n\n SetAllSpritesModulate(HitFlashColor);\n\n await ToSignal(GetTree().CreateTimer(HitFlashDuration), \"timeout\");\n\n // Restore color based on current health (if still alive)\n if (HealthComponent != null && HealthComponent.IsAlive)\n {\n UpdateHealthVisual();\n }\n }\n\n /// <inheritdoc/>\n public override void OnDeath()\n {\n base.OnDeath();\n // Handle player death\n GD.Print(\"Player died!\");\n }\n\n /// <summary>\n /// Equips a new weapon.\n /// </summary>\n /// <param name=\"weapon\">The weapon to equip.</param>\n public void EquipWeapon(BaseWeapon weapon)\n {\n // Unequip current weapon if any\n if (CurrentWeapon != null && CurrentWeapon.GetParent() == this)\n {\n RemoveChild(CurrentWeapon);\n }\n\n CurrentWeapon = weapon;\n\n // Add weapon as child if not already in scene tree\n if (CurrentWeapon.GetParent() == null)\n {\n AddChild(CurrentWeapon);\n }\n }\n\n /// <summary>\n /// Unequips the current weapon.\n /// </summary>\n public void UnequipWeapon()\n {\n if (CurrentWeapon != null && CurrentWeapon.GetParent() == this)\n {\n RemoveChild(CurrentWeapon);\n }\n CurrentWeapon = null;\n }\n\n /// <summary>\n /// Applies weapon selection from GameManager autoload.\n /// This is a C# fallback that ensures weapon selection works even when\n /// GDScript level scripts (test_tier.gd, building_level.gd) fail to execute\n /// due to Godot 4.3 GDScript binary tokenization issues.\n /// Called from _Ready() after auto-equipping the default AssaultRifle.\n /// </summary>\n private void ApplySelectedWeaponFromGameManager()\n {\n var gameManager = GetNodeOrNull(\"/root/GameManager\");\n if (gameManager == null)\n {\n return;\n }\n\n // Get selected weapon ID from GameManager (GDScript autoload)\n var selectedWeaponId = gameManager.Call(\"get_selected_weapon\").AsString();\n if (string.IsNullOrEmpty(selectedWeaponId) || selectedWeaponId == \"makarov_pm\")\n {\n // Default weapon (MakarovPM) - already equipped, nothing to do\n return;\n }\n\n // Map weapon ID to scene path and node name\n string scenePath;\n string weaponNodeName;\n switch (selectedWeaponId)\n {\n case \"m16\":\n scenePath = \"res://scenes/weapons/csharp/AssaultRifle.tscn\";\n weaponNodeName = \"AssaultRifle\";\n break;\n case \"shotgun\":\n scenePath = \"res://scenes/weapons/csharp/Shotgun.tscn\";\n weaponNodeName = \"Shotgun\";\n break;\n case \"mini_uzi\":\n scenePath = \"res://scenes/weapons/csharp/MiniUzi.tscn\";\n weaponNodeName = \"MiniUzi\";\n break;\n case \"silenced_pistol\":\n scenePath = \"res://scenes/weapons/csharp/SilencedPistol.tscn\";\n weaponNodeName = \"SilencedPistol\";\n break;\n case \"sniper\":\n scenePath = \"res://scenes/weapons/csharp/SniperRifle.tscn\";\n weaponNodeName = \"SniperRifle\";\n break;\n case \"makarov_pm\":\n scenePath = \"res://scenes/weapons/csharp/MakarovPM.tscn\";\n weaponNodeName = \"MakarovPM\";\n break;\n default:\n LogToFile($\"[Player.Weapon] Unknown weapon ID '{selectedWeaponId}', keeping default\");\n return;\n }\n\n LogToFile($\"[Player.Weapon] GameManager weapon selection: {selectedWeaponId} ({weaponNodeName})\");\n\n // Remove the default MakarovPM immediately\n var defaultWeapon = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n if (defaultWeapon != null)\n {\n RemoveChild(defaultWeapon);\n defaultWeapon.QueueFree();\n LogToFile(\"[Player.Weapon] Removed default MakarovPM\");\n }\n CurrentWeapon = null;\n\n // Load and instantiate the selected weapon\n var weaponScene = GD.Load<PackedScene>(scenePath);\n if (weaponScene != null)\n {\n var weapon = weaponScene.Instantiate<BaseWeapon>();\n weapon.Name = weaponNodeName;\n AddChild(weapon);\n CurrentWeapon = weapon;\n LogToFile($\"[Player.Weapon] Equipped {weaponNodeName} (ammo: {weapon.CurrentAmmo}/{weapon.WeaponData?.MagazineSize ?? 0})\");\n }\n else\n {\n LogToFile($\"[Player.Weapon] ERROR: Failed to load weapon scene: {scenePath}\");\n }\n }\n\n #region Sniper Scope System\n\n /// <summary>\n /// Handles sniper scope input when the SniperRifle is equipped.\n /// RMB activates the scope for aiming beyond the viewport.\n /// Mouse wheel adjusts zoom distance while scoped.\n /// Returns true if the sniper scope consumed the RMB input.\n /// </summary>\n private bool HandleSniperScopeInput()\n {\n // Only handle scope when a SniperRifle is the current weapon\n var sniperRifle = CurrentWeapon as SniperRifle;\n if (sniperRifle == null)\n {\n return false;\n }\n\n // Handle RMB press to activate scope\n if (Input.IsActionJustPressed(\"grenade_throw\"))\n {\n // Only activate scope if not already in a grenade action\n if (_grenadeState == GrenadeState.Idle && !Input.IsActionPressed(\"grenade_prepare\"))\n {\n sniperRifle.ActivateScope();\n return true;\n }\n }\n\n // Handle RMB release to deactivate scope\n if (Input.IsActionJustReleased(\"grenade_throw\") && sniperRifle.IsScopeActive)\n {\n sniperRifle.DeactivateScope();\n return true;\n }\n\n // While scope is active, consume RMB input to prevent grenade handling\n if (sniperRifle.IsScopeActive)\n {\n return true;\n }\n\n return false;\n }\n\n /// <summary>\n /// Handles mouse wheel input for scope zoom when sniper scope is active.\n /// This is called from _UnhandledInput to capture wheel events.\n /// </summary>\n public override void _UnhandledInput(InputEvent @event)\n {\n base._UnhandledInput(@event);\n\n var sniperRifle = CurrentWeapon as SniperRifle;\n if (sniperRifle == null || !sniperRifle.IsScopeActive)\n {\n return;\n }\n\n if (@event is InputEventMouseButton mouseButton)\n {\n if (mouseButton.Pressed)\n {\n if (mouseButton.ButtonIndex == MouseButton.WheelUp)\n {\n sniperRifle.AdjustScopeZoom(1.0f);\n GetViewport().SetInputAsHandled();\n }\n else if (mouseButton.ButtonIndex == MouseButton.WheelDown)\n {\n sniperRifle.AdjustScopeZoom(-1.0f);\n GetViewport().SetInputAsHandled();\n }\n }\n }\n // Handle mouse movement for scope fine-tuning (closer/further by ~1/3 viewport)\n else if (@event is InputEventMouseMotion mouseMotion)\n {\n sniperRifle.AdjustScopeFineTune(mouseMotion.Relative);\n }\n }\n\n #endregion\n\n #region Grenade System\n\n /// <summary>\n /// Handle grenade input with either simple or complex mechanic.\n /// Simple mode (default): Hold RMB to aim with trajectory preview, release to throw.\n /// Complex mode (experimental): G + RMB drag right → hold G+RMB → release G → drag and release RMB.\n /// </summary>\n private void HandleGrenadeInput()\n {\n // Handle throw rotation animation\n HandleThrowRotationAnimation((float)GetPhysicsProcessDeltaTime());\n\n // Check for active grenade explosion (explodes in hand after 4 seconds)\n if (_activeGrenade != null && !IsInstanceValid(_activeGrenade))\n {\n // Grenade exploded while held - return arms to idle\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n ResetGrenadeState();\n return;\n }\n\n // Check if complex grenade throwing is enabled (experimental setting)\n var experimentalSettings = GetNodeOrNull(\"/root/ExperimentalSettings\");\n bool useComplexThrowing = false;\n if (experimentalSettings != null && experimentalSettings.HasMethod(\"is_complex_grenade_throwing\"))\n {\n useComplexThrowing = (bool)experimentalSettings.Call(\"is_complex_grenade_throwing\");\n }\n\n // Debug log once per state change to track mode (logged once when grenade action starts)\n if (_grenadeState == GrenadeState.Idle && (Input.IsActionJustPressed(\"grenade_throw\") || Input.IsActionJustPressed(\"grenade_prepare\")))\n {\n LogToFile($\"[Player.Grenade] Mode check: complex={useComplexThrowing}, settings_node={experimentalSettings != null}\");\n }\n\n if (useComplexThrowing)\n {\n // Complex 3-step throwing mechanic\n switch (_grenadeState)\n {\n case GrenadeState.Idle:\n HandleGrenadeIdleState();\n break;\n case GrenadeState.TimerStarted:\n HandleGrenadeTimerStartedState();\n break;\n case GrenadeState.WaitingForGRelease:\n HandleGrenadeWaitingForGReleaseState();\n break;\n case GrenadeState.Aiming:\n HandleGrenadeAimingState();\n break;\n }\n }\n else\n {\n // Simple trajectory aiming mode - uses same pin-pull mechanic (G+RMB drag)\n // but replaces mouse-velocity throwing with trajectory-to-cursor aiming\n switch (_grenadeState)\n {\n case GrenadeState.Idle:\n // Use same G+RMB drag mechanic as complex mode for pin pull (Step 1)\n HandleGrenadeIdleState();\n break;\n case GrenadeState.TimerStarted:\n // After pin is pulled, RMB starts trajectory aiming (instead of Step 2)\n HandleSimpleGrenadeTimerStartedState();\n break;\n case GrenadeState.SimpleAiming:\n // RMB held: show trajectory preview, release to throw to cursor\n HandleSimpleGrenadeAimingState();\n break;\n default:\n // If we're in a complex-mode state but simple mode is now enabled,\n // reset to allow starting fresh (handles mode switch mid-throw)\n if (_grenadeState == GrenadeState.WaitingForGRelease ||\n _grenadeState == GrenadeState.Aiming)\n {\n LogToFile($\"[Player.Grenade] Mode mismatch: resetting from complex state {_grenadeState} to IDLE\");\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n DropGrenadeAtFeet();\n }\n else\n {\n ResetGrenadeState();\n }\n }\n break;\n }\n }\n }\n\n /// <summary>\n /// Handle grenade input in Idle state.\n /// Waiting for G + RMB drag right to start timer (Step 1).\n /// </summary>\n private void HandleGrenadeIdleState()\n {\n // Start grab animation when G is first pressed (check before the is_action_pressed block)\n if (Input.IsActionJustPressed(\"grenade_prepare\") && _currentGrenades > 0)\n {\n StartGrenadeAnimPhase(GrenadeAnimPhase.GrabGrenade, AnimGrabDuration);\n LogToFile(\"[Player.Grenade] G pressed - starting grab animation\");\n }\n\n // Check if G key is held and player has grenades\n if (Input.IsActionPressed(\"grenade_prepare\") && _currentGrenades > 0)\n {\n // Check if RMB was just pressed (start of drag)\n if (Input.IsActionJustPressed(\"grenade_throw\"))\n {\n _grenadeDragStart = GetGlobalMousePosition();\n _grenadeDragActive = true;\n LogToFile($\"[Player.Grenade] Step 1 started: G held, RMB pressed at {_grenadeDragStart}\");\n }\n\n // Check if RMB was released (end of drag)\n if (_grenadeDragActive && Input.IsActionJustReleased(\"grenade_throw\"))\n {\n Vector2 dragEnd = GetGlobalMousePosition();\n Vector2 dragVector = dragEnd - _grenadeDragStart;\n\n // Check if drag was to the right and long enough\n if (dragVector.X > MinDragDistanceForStep1)\n {\n StartGrenadeTimer();\n // Start pull pin animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.PullPin, AnimPinDuration);\n LogToFile($\"[Player.Grenade] Step 1 complete! Drag: {dragVector}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] Step 1 failed: drag not far enough right ({dragVector.X} < {MinDragDistanceForStep1})\");\n }\n _grenadeDragActive = false;\n }\n }\n else\n {\n _grenadeDragActive = false;\n // If G was released and we were in grab animation, return to idle\n if (_grenadeAnimPhase == GrenadeAnimPhase.GrabGrenade)\n {\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n }\n }\n }\n\n /// <summary>\n /// Handle grenade input in TimerStarted state.\n /// Waiting for RMB to be pressed while G is held (Step 2 part 1).\n /// </summary>\n private void HandleGrenadeTimerStartedState()\n {\n // If G is released, drop grenade at feet\n if (!Input.IsActionPressed(\"grenade_prepare\"))\n {\n LogToFile(\"[Player.Grenade] G released - dropping grenade at feet\");\n DropGrenadeAtFeet();\n return;\n }\n\n // Check if RMB is pressed to enter WaitingForGRelease state\n if (Input.IsActionJustPressed(\"grenade_throw\"))\n {\n _grenadeState = GrenadeState.WaitingForGRelease;\n // Start hands approach animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.HandsApproach, AnimApproachDuration);\n LogToFile(\"[Player.Grenade] Step 2 part 1: G+RMB held - now release G to ready the throw\");\n }\n }\n\n /// <summary>\n /// Handle grenade input in WaitingForGRelease state.\n /// G+RMB are both held, waiting for G to be released (Step 2 part 2).\n /// </summary>\n private void HandleGrenadeWaitingForGReleaseState()\n {\n // If RMB is released before G, go back to TimerStarted\n if (!Input.IsActionPressed(\"grenade_throw\"))\n {\n _grenadeState = GrenadeState.TimerStarted;\n LogToFile(\"[Player.Grenade] RMB released before G - back to waiting for RMB\");\n return;\n }\n\n // If G is released while RMB is still held, enter Aiming state\n if (!Input.IsActionPressed(\"grenade_prepare\"))\n {\n _grenadeState = GrenadeState.Aiming;\n _grenadeDragStart = GetGlobalMousePosition();\n _prevMousePos = _grenadeDragStart;\n // Initialize velocity tracking for realistic throwing\n _mouseVelocityHistory.Clear();\n _currentMouseVelocity = Vector2.Zero;\n _totalSwingDistance = 0.0f;\n _prevFrameTime = Time.GetTicksMsec() / 1000.0;\n // Start transfer animation (grenade to throwing hand)\n StartGrenadeAnimPhase(GrenadeAnimPhase.Transfer, AnimTransferDuration);\n LogToFile(\"[Player.Grenade] Step 2 complete: G released, RMB held - now aiming (velocity-based throwing enabled)\");\n }\n }\n\n /// <summary>\n /// Handle grenade input in Aiming state.\n /// Only RMB is held (G was released), waiting for drag and release to throw.\n /// </summary>\n private void HandleGrenadeAimingState()\n {\n // In this state, G is already released (that's how we got here)\n // We only care about RMB\n\n // Transition from transfer to wind-up after transfer completes\n if (_grenadeAnimPhase == GrenadeAnimPhase.Transfer && _grenadeAnimTimer <= 0)\n {\n StartGrenadeAnimPhase(GrenadeAnimPhase.WindUp, 0); // Wind-up is continuous\n LogToFile(\"[Player.Grenade.Anim] Entered wind-up phase\");\n }\n\n // Update wind-up intensity while in wind-up phase\n if (_grenadeAnimPhase == GrenadeAnimPhase.WindUp)\n {\n UpdateWindUpIntensity();\n }\n\n // Request redraw for debug trajectory visualization\n if (_debugModeEnabled)\n {\n QueueRedraw();\n }\n\n // If RMB is released, throw the grenade\n if (Input.IsActionJustReleased(\"grenade_throw\"))\n {\n // Start throw animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.Throw, AnimThrowDuration);\n Vector2 dragEnd = GetGlobalMousePosition();\n ThrowGrenade(dragEnd);\n }\n }\n\n #region Simple Grenade Throwing Mode\n\n /// <summary>\n /// Handle TIMER_STARTED state for simple grenade throwing mode.\n /// After pin is pulled (G+RMB drag), wait for RMB to start trajectory aiming.\n /// If G is released, drop grenade at feet.\n /// </summary>\n private void HandleSimpleGrenadeTimerStartedState()\n {\n // Make grenade follow player while G is held\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n _activeGrenade.GlobalPosition = GlobalPosition;\n }\n\n // If G is released, drop grenade at feet\n if (!Input.IsActionPressed(\"grenade_prepare\"))\n {\n LogToFile(\"[Player.Grenade.Simple] G released - dropping grenade at feet\");\n DropGrenadeAtFeet();\n return;\n }\n\n // Check if RMB is pressed to enter SimpleAiming state\n if (Input.IsActionJustPressed(\"grenade_throw\"))\n {\n _grenadeState = GrenadeState.SimpleAiming;\n _isPreparingGrenade = true;\n // Store initial mouse position for aiming\n _aimDragStart = GetGlobalMousePosition();\n // Start hands approach animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.HandsApproach, AnimApproachDuration);\n LogToFile(\"[Player.Grenade.Simple] RMB pressed after pin pull - starting trajectory aiming\");\n }\n }\n\n /// <summary>\n /// Handle SIMPLE_AIMING state: RMB held, showing trajectory preview.\n /// Cursor position = landing point. Release RMB to throw.\n /// G can be released while RMB is held - grenade stays ready.\n /// </summary>\n private void HandleSimpleGrenadeAimingState()\n {\n // Request redraw for trajectory visualization (always show in simple mode)\n QueueRedraw();\n\n // Make grenade follow player\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n _activeGrenade.GlobalPosition = GlobalPosition;\n }\n\n // Update arm animation based on wind-up\n UpdateSimpleWindUpAnimation();\n\n // If animation phases need to transition\n if (_grenadeAnimPhase == GrenadeAnimPhase.HandsApproach && _grenadeAnimTimer <= 0)\n {\n _grenadeAnimPhase = GrenadeAnimPhase.WindUp;\n }\n\n // Check for RMB release - throw the grenade!\n if (Input.IsActionJustReleased(\"grenade_throw\"))\n {\n ThrowSimpleGrenade();\n }\n\n // Check for cancellation (if grenade was somehow destroyed)\n if (_activeGrenade == null || !IsInstanceValid(_activeGrenade))\n {\n ResetGrenadeState();\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n }\n }\n\n /// <summary>\n /// Update wind-up animation based on distance from player to cursor.\n /// </summary>\n private void UpdateSimpleWindUpAnimation()\n {\n Vector2 currentMouse = GetGlobalMousePosition();\n float distance = GlobalPosition.DistanceTo(currentMouse);\n\n // Calculate wind-up intensity based on distance (0-500 pixels = 0-1 intensity)\n const float maxDistance = 500.0f;\n _windUpIntensity = Mathf.Clamp(distance / maxDistance, 0.0f, 1.0f);\n }\n\n /// <summary>\n /// Throw the grenade in simple mode.\n /// Direction and distance based on cursor position relative to player.\n /// </summary>\n private void ThrowSimpleGrenade()\n {\n if (_activeGrenade == null || !IsInstanceValid(_activeGrenade))\n {\n LogToFile(\"[Player.Grenade.Simple] Cannot throw: no active grenade\");\n ResetGrenadeState();\n return;\n }\n\n Vector2 targetPos = GetGlobalMousePosition();\n Vector2 toTarget = targetPos - GlobalPosition;\n\n // Calculate throw direction\n Vector2 throwDirection = toTarget.Length() > 10.0f ? toTarget.Normalized() : new Vector2(1, 0);\n\n // FIX for issue #398: Account for spawn offset in distance calculation\n // The grenade starts 60 pixels ahead of the player in the throw direction,\n // so we need to calculate distance from spawn position to target, not from player to target\n const float spawnOffset = 60.0f;\n Vector2 spawnPosition = GlobalPosition + throwDirection * spawnOffset;\n float throwDistance = (targetPos - spawnPosition).Length();\n\n // Ensure minimum throw distance\n if (throwDistance < 10.0f) throwDistance = 10.0f;\n\n // Get grenade's actual physics properties for accurate calculation\n // FIX for issue #398: Use actual grenade properties instead of hardcoded values\n float groundFriction = 300.0f; // Default\n float maxThrowSpeed = 850.0f; // Default\n if (_activeGrenade.Get(\"ground_friction\").VariantType != Variant.Type.Nil)\n {\n groundFriction = (float)_activeGrenade.Get(\"ground_friction\");\n }\n if (_activeGrenade.Get(\"max_throw_speed\").VariantType != Variant.Type.Nil)\n {\n maxThrowSpeed = (float)_activeGrenade.Get(\"max_throw_speed\");\n }\n\n // Calculate throw speed needed to reach target (using physics)\n // Distance = v^2 / (2 * friction) → v = sqrt(2 * friction * distance)\n // FIX for issue #428: Apply 16% compensation factor to account for:\n // 1. Discrete time integration error from Godot's 60 FPS Euler integration (~0.8%)\n // 2. Additional physics damping effects in Godot's RigidBody2D (~12.5%)\n // Empirically tested: grenades travel ~86% of calculated distance without compensation.\n // Factor of 1.16 (≈ 1/0.86) brings actual landing position to match target cursor position.\n const float physicsCompensationFactor = 1.16f;\n float requiredSpeed = Mathf.Sqrt(2.0f * groundFriction * throwDistance * physicsCompensationFactor);\n\n // Clamp to grenade's max throw speed\n float throwSpeed = Mathf.Min(requiredSpeed, maxThrowSpeed);\n\n // Calculate actual landing distance with clamped speed (for logging)\n float actualDistance = (throwSpeed * throwSpeed) / (2.0f * groundFriction);\n\n LogToFile($\"[Player.Grenade.Simple] Throwing! Target: {targetPos}, Distance: {actualDistance:F1}, Speed: {throwSpeed:F1}, Friction: {groundFriction:F1}\");\n\n // Rotate player to face throw direction\n RotatePlayerForThrow(throwDirection);\n\n // Calculate safe spawn position with wall check\n Vector2 intendedSpawnPosition = GlobalPosition + throwDirection * spawnOffset;\n Vector2 safeSpawnPosition = GetSafeGrenadeSpawnPosition(GlobalPosition, intendedSpawnPosition, throwDirection);\n\n // FIX for issue #398: Set grenade position to spawn point BEFORE throwing\n // The grenade follows the player during aiming at GlobalPosition,\n // but the distance calculation assumes it starts from spawnPosition (60px ahead).\n // Without this fix, the grenade lands ~60px short of the target.\n _activeGrenade.GlobalPosition = safeSpawnPosition;\n\n // FIX for Issue #432: Mark grenade as thrown BEFORE unfreezing to avoid race condition.\n // If MarkAsThrown() is called after unfreezing, the BodyEntered signal could fire\n // before IsThrown is set, causing impact detection to fail.\n var grenadeTimer = _activeGrenade.GetNodeOrNull<GrenadeTimer>(\"GrenadeTimer\");\n if (grenadeTimer != null)\n {\n grenadeTimer.MarkAsThrown();\n }\n\n // Unfreeze and throw the grenade\n _activeGrenade.Freeze = false;\n\n // FIX for Issue #432: ALWAYS set velocity directly in C# as primary mechanism.\n // GDScript methods called via Call() may silently fail in exported builds,\n // causing grenades to fly infinitely (no velocity set) or not move at all.\n // By setting velocity directly in C#, we guarantee the grenade moves correctly.\n _activeGrenade.LinearVelocity = throwDirection * throwSpeed;\n _activeGrenade.Rotation = throwDirection.Angle();\n\n LogToFile($\"[Player.Grenade.Simple] C# set velocity directly: dir={throwDirection}, speed={throwSpeed:F1}, spawn={safeSpawnPosition}\");\n\n // Also try to call GDScript method for any additional setup it might do\n // (visual effects, sound, etc.), but the velocity is already set above\n if (_activeGrenade.HasMethod(\"throw_grenade_simple\"))\n {\n _activeGrenade.Call(\"throw_grenade_simple\", throwDirection, throwSpeed);\n }\n\n // Start throw animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.Throw, AnimThrowDuration);\n\n // Emit signal and play sound\n EmitSignal(SignalName.GrenadeThrown);\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_grenade_throw\"))\n {\n audioManager.Call(\"play_grenade_throw\", GlobalPosition);\n }\n\n LogToFile(\"[Player.Grenade.Simple] Grenade thrown!\");\n\n // Reset state\n ResetGrenadeState();\n }\n\n #endregion\n\n /// <summary>\n /// Start the grenade timer (step 1 complete - pin pulled).\n /// Creates the grenade instance and starts its 4-second fuse.\n /// </summary>\n private void StartGrenadeTimer()\n {\n if (_currentGrenades <= 0)\n {\n LogToFile(\"[Player.Grenade] Cannot start timer: no grenades\");\n return;\n }\n\n if (GrenadeScene == null)\n {\n LogToFile(\"[Player.Grenade] Cannot start timer: GrenadeScene is null\");\n return;\n }\n\n // Create grenade instance (held by player)\n _activeGrenade = GrenadeScene.Instantiate<RigidBody2D>();\n if (_activeGrenade == null)\n {\n LogToFile(\"[Player.Grenade] Failed to instantiate grenade scene\");\n return;\n }\n\n // Add grenade to scene first (must be in tree before setting GlobalPosition)\n GetTree().CurrentScene.AddChild(_activeGrenade);\n\n // FIX for Issue #432 (activation position bug): Freeze the grenade IMMEDIATELY after creation.\n // This MUST happen before setting position to prevent physics engine interference.\n // Root cause: GDScript _ready() sets freeze=true, but GDScript doesn't run in exports!\n // Without this fix, the physics engine can move the unfrozen grenade while player moves,\n // causing the grenade to be thrown from the activation position instead of player's current position.\n // See commit 60f7cae for original fix and docs/case-studies/issue-183/ for detailed analysis.\n _activeGrenade.FreezeMode = RigidBody2D.FreezeModeEnum.Kinematic;\n _activeGrenade.Freeze = true;\n\n // Set position AFTER AddChild and AFTER freezing (GlobalPosition only works when node is in the scene tree)\n _activeGrenade.GlobalPosition = GlobalPosition;\n\n // FIX for Issue #432: Add C# GrenadeTimer component for reliable explosion handling.\n // GDScript methods called via Call() may silently fail in exports, causing grenades\n // to fly infinitely without exploding. This C# component provides a reliable fallback.\n AddGrenadeTimerComponent(_activeGrenade);\n\n // Activate the grenade timer (starts 4s countdown)\n // Try GDScript first, but C# GrenadeTimer will handle it if this fails\n if (_activeGrenade.HasMethod(\"activate_timer\"))\n {\n _activeGrenade.Call(\"activate_timer\");\n }\n // Also activate C# timer as reliable fallback\n var grenadeTimer = _activeGrenade.GetNodeOrNull<GrenadeTimer>(\"GrenadeTimer\");\n if (grenadeTimer != null)\n {\n grenadeTimer.ActivateTimer();\n }\n\n _grenadeState = GrenadeState.TimerStarted;\n\n // Decrement grenade count now (pin is pulled) - but not on tutorial level (infinite)\n if (!_isTutorialLevel)\n {\n _currentGrenades--;\n }\n EmitSignal(SignalName.GrenadeChanged, _currentGrenades, MaxGrenades);\n\n // Play grenade prepare sound\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_grenade_prepare\"))\n {\n audioManager.Call(\"play_grenade_prepare\", GlobalPosition);\n }\n\n LogToFile($\"[Player.Grenade] Timer started, grenade created at {GlobalPosition}\");\n }\n\n /// <summary>\n /// Add C# GrenadeTimer component to grenade for reliable explosion handling.\n /// FIX for Issue #432: GDScript methods called via Call() may silently fail in exports.\n /// </summary>\n private void AddGrenadeTimerComponent(RigidBody2D grenade)\n {\n // Determine grenade type from scene name\n var grenadeType = GrenadeTimer.GrenadeType.Flashbang;\n var scenePath = grenade.SceneFilePath;\n if (scenePath.Contains(\"Frag\", StringComparison.OrdinalIgnoreCase))\n {\n grenadeType = GrenadeTimer.GrenadeType.Frag;\n }\n\n // Create and configure the GrenadeTimer component\n var timer = new GrenadeTimer();\n timer.Name = \"GrenadeTimer\";\n timer.Type = grenadeType;\n\n // Copy relevant properties from grenade (if they exist as exported properties)\n if (grenade.HasMeta(\"fuse_time\") || grenade.Get(\"fuse_time\").VariantType != Variant.Type.Nil)\n {\n timer.FuseTime = (float)grenade.Get(\"fuse_time\");\n }\n if (grenade.HasMeta(\"effect_radius\") || grenade.Get(\"effect_radius\").VariantType != Variant.Type.Nil)\n {\n timer.EffectRadius = (float)grenade.Get(\"effect_radius\");\n }\n if (grenade.HasMeta(\"explosion_damage\") || grenade.Get(\"explosion_damage\").VariantType != Variant.Type.Nil)\n {\n timer.ExplosionDamage = (int)grenade.Get(\"explosion_damage\");\n }\n if (grenade.HasMeta(\"blindness_duration\") || grenade.Get(\"blindness_duration\").VariantType != Variant.Type.Nil)\n {\n timer.BlindnessDuration = (float)grenade.Get(\"blindness_duration\");\n }\n if (grenade.HasMeta(\"stun_duration\") || grenade.Get(\"stun_duration\").VariantType != Variant.Type.Nil)\n {\n timer.StunDuration = (float)grenade.Get(\"stun_duration\");\n }\n // FIX for Issue #432: Copy ground_friction for C# friction handling\n // GDScript _physics_process() may not run in exports, so we need C# to apply friction\n if (grenade.HasMeta(\"ground_friction\") || grenade.Get(\"ground_friction\").VariantType != Variant.Type.Nil)\n {\n timer.GroundFriction = (float)grenade.Get(\"ground_friction\");\n }\n\n // FIX for Issue #432: Apply type-based defaults BEFORE adding to scene.\n // GDScript Get() calls may fail silently in exported builds, leaving us with\n // incorrect values (e.g., Frag grenade using Flashbang's 400 radius instead of 225).\n timer.SetTypeBasedDefaults();\n\n // Add the timer component to the grenade\n grenade.AddChild(timer);\n LogToFile($\"[Player.Grenade] Added GrenadeTimer component (type: {grenadeType})\");\n }\n\n /// <summary>\n /// Drop the grenade at player's feet (when G is released before throwing).\n /// </summary>\n private void DropGrenadeAtFeet()\n {\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n // Set position to current player position before unfreezing\n _activeGrenade.GlobalPosition = GlobalPosition;\n // Unfreeze the grenade so physics works and it can explode\n _activeGrenade.Freeze = false;\n // The grenade stays where it is (at player's feet)\n LogToFile($\"[Player.Grenade] Grenade dropped at feet at {_activeGrenade.GlobalPosition} (unfrozen)\");\n }\n // Start return animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n ResetGrenadeState();\n }\n\n /// <summary>\n /// Reset grenade state to idle.\n /// </summary>\n private void ResetGrenadeState()\n {\n _grenadeState = GrenadeState.Idle;\n _grenadeDragActive = false;\n _grenadeDragStart = Vector2.Zero;\n // Don't null out _activeGrenade - it's now an independent object in the scene\n _activeGrenade = null;\n // Reset wind-up intensity\n _windUpIntensity = 0.0f;\n // Reset velocity tracking for next throw\n _mouseVelocityHistory.Clear();\n _currentMouseVelocity = Vector2.Zero;\n _totalSwingDistance = 0.0f;\n LogToFile(\"[Player.Grenade] State reset to IDLE\");\n }\n\n /// <summary>\n /// Sensitivity multiplier for throw distance calculation.\n /// Higher value = farther throw for same drag distance.\n /// Must match the value used in debug visualization.\n /// </summary>\n private const float ThrowSensitivityMultiplier = 9.0f;\n\n /// <summary>\n /// Throw the grenade using realistic velocity-based physics.\n /// The throw velocity is determined by mouse velocity at release moment, not drag distance.\n /// FIX for issue #313: Direction is now determined by MOUSE VELOCITY (how user moves the mouse)\n /// with snapping to 4 cardinal directions to compensate for imprecise human mouse movement.\n /// </summary>\n /// <param name=\"dragEnd\">The end position of the drag (used for direction fallback).</param>\n private void ThrowGrenade(Vector2 dragEnd)\n {\n if (_activeGrenade == null || !IsInstanceValid(_activeGrenade))\n {\n LogToFile(\"[Player.Grenade] Cannot throw: no active grenade\");\n ResetGrenadeState();\n return;\n }\n\n // Get the mouse velocity at moment of release (for determining throw speed AND direction)\n Vector2 releaseVelocity = _currentMouseVelocity;\n float velocityMagnitude = releaseVelocity.Length();\n\n // FIX for issue #313: Use MOUSE VELOCITY DIRECTION (how the mouse is MOVING)\n // User requirement: grenade flies in the direction the mouse is moving at release\n // NOT toward where the mouse cursor is positioned\n // Example: If user moves mouse DOWN, grenade flies DOWN (regardless of where cursor is)\n Vector2 throwDirection;\n\n if (velocityMagnitude > 10.0f)\n {\n // Primary direction: the direction the mouse is MOVING (velocity direction)\n // FIX for issue #313 v4: Snap to 8 directions (4 cardinal + 4 diagonal)\n // This compensates for imprecise human mouse movement while allowing diagonal throws\n Vector2 rawDirection = releaseVelocity.Normalized();\n throwDirection = SnapToOctantDirection(rawDirection);\n LogToFile($\"[Player.Grenade] Raw direction: {rawDirection}, Snapped direction: {throwDirection}\");\n }\n else\n {\n // Fallback when mouse is not moving - use player-to-mouse as fallback direction\n // FIX for issue #313 v4: Also snap fallback to 8 directions\n Vector2 playerToMouse = dragEnd - GlobalPosition;\n if (playerToMouse.Length() > 10.0f)\n {\n throwDirection = SnapToOctantDirection(playerToMouse.Normalized());\n }\n else\n {\n throwDirection = new Vector2(1, 0); // Default direction (right)\n }\n // FIX for issue #313 v4: When velocity is 0, use a minimum throw speed\n // This prevents grenade from getting \"stuck\" when user stops mouse before release\n float minFallbackVelocity = 2000.0f; // Minimum velocity to ensure grenade travels\n velocityMagnitude = minFallbackVelocity;\n LogToFile($\"[Player.Grenade] Fallback mode: Using minimum velocity {minFallbackVelocity:F1} px/s\");\n }\n\n LogToFile($\"[Player.Grenade] Throwing in mouse velocity direction! Direction: {throwDirection}, Mouse velocity: {velocityMagnitude:F1} px/s, Swing: {_totalSwingDistance:F1}\");\n\n // Rotate player to face throw direction (prevents grenade hitting player when throwing upward)\n RotatePlayerForThrow(throwDirection);\n\n // Calculate intended spawn position (60px in front of player in throw direction)\n float spawnOffset = 60.0f;\n Vector2 intendedSpawnPosition = GlobalPosition + throwDirection * spawnOffset;\n\n // FIXED: Raycast check to prevent spawning grenade behind/inside walls\n // This fixes grenades passing through walls when thrown at close range (\"в упор\")\n Vector2 spawnPosition = GetSafeGrenadeSpawnPosition(GlobalPosition, intendedSpawnPosition, throwDirection);\n _activeGrenade.GlobalPosition = spawnPosition;\n\n // FIX for Issue #432: ALWAYS set velocity directly in C# as primary mechanism.\n // GDScript methods called via Call() may silently fail in exported builds.\n // Calculate throw speed using the same formula as GDScript\n float multiplier = 0.5f;\n float minSwing = 80.0f;\n float maxSpeed = 850.0f;\n float swingTransfer = Mathf.Clamp(_totalSwingDistance / minSwing, 0.0f, 0.65f);\n float finalSpeed = Mathf.Min(velocityMagnitude * multiplier * (0.35f + swingTransfer), maxSpeed);\n\n // FIX for Issue #432: Mark grenade as thrown BEFORE unfreezing to avoid race condition.\n // If MarkAsThrown() is called after unfreezing, the BodyEntered signal could fire\n // before IsThrown is set, causing impact detection to fail.\n var grenadeTimer = _activeGrenade.GetNodeOrNull<GrenadeTimer>(\"GrenadeTimer\");\n if (grenadeTimer != null)\n {\n grenadeTimer.MarkAsThrown();\n }\n\n // Unfreeze and set velocity directly\n _activeGrenade.Freeze = false;\n _activeGrenade.LinearVelocity = throwDirection * finalSpeed;\n _activeGrenade.Rotation = throwDirection.Angle();\n\n LogToFile($\"[Player.Grenade] C# set velocity directly: dir={throwDirection}, speed={finalSpeed:F1}, spawn={spawnPosition}\");\n\n // Also try to call GDScript method for any additional setup\n if (_activeGrenade.HasMethod(\"throw_grenade_with_direction\"))\n {\n _activeGrenade.Call(\"throw_grenade_with_direction\", throwDirection, velocityMagnitude, _totalSwingDistance);\n }\n else if (_activeGrenade.HasMethod(\"throw_grenade_velocity_based\"))\n {\n Vector2 directionalVelocity = throwDirection * velocityMagnitude;\n _activeGrenade.Call(\"throw_grenade_velocity_based\", directionalVelocity, _totalSwingDistance);\n }\n else if (_activeGrenade.HasMethod(\"throw_grenade\"))\n {\n float legacyDistance = velocityMagnitude * 0.5f;\n _activeGrenade.Call(\"throw_grenade\", throwDirection, legacyDistance);\n }\n\n // Emit signal\n EmitSignal(SignalName.GrenadeThrown);\n\n // Play grenade throw sound\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_grenade_throw\"))\n {\n audioManager.Call(\"play_grenade_throw\", GlobalPosition);\n }\n\n LogToFile($\"[Player.Grenade] Thrown! Velocity: {velocityMagnitude:F1}, Swing: {_totalSwingDistance:F1}\");\n\n // Reset state (grenade is now independent)\n ResetGrenadeState();\n }\n\n /// <summary>\n /// Rotate player to face throw direction (with swing animation).\n /// Prevents grenade from hitting player when throwing upward.\n /// </summary>\n /// <param name=\"throwDirection\">The direction of the throw.</param>\n private void RotatePlayerForThrow(Vector2 throwDirection)\n {\n // Store current rotation to restore later\n _playerRotationBeforeThrow = Rotation;\n\n // Calculate target rotation (face throw direction)\n _throwTargetRotation = throwDirection.Angle();\n\n // Apply rotation immediately\n Rotation = _throwTargetRotation;\n\n // Start restore timer\n _isThrowRotating = true;\n _throwRotationRestoreTimer = ThrowRotationDuration;\n\n LogToFile($\"[Player.Grenade] Player rotated for throw: {_playerRotationBeforeThrow} -> {_throwTargetRotation}\");\n }\n\n /// <summary>\n /// Handle throw rotation animation - restore player rotation after throw.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n private void HandleThrowRotationAnimation(float delta)\n {\n if (!_isThrowRotating)\n {\n return;\n }\n\n _throwRotationRestoreTimer -= delta;\n if (_throwRotationRestoreTimer <= 0)\n {\n // Restore original rotation\n Rotation = _playerRotationBeforeThrow;\n _isThrowRotating = false;\n LogToFile($\"[Player.Grenade] Player rotation restored to {_playerRotationBeforeThrow}\");\n }\n }\n\n /// <summary>\n /// Get a safe spawn position for the grenade that doesn't spawn behind/inside walls.\n /// Uses raycast from player position to intended spawn position to detect walls.\n /// If a wall is detected, spawns the grenade just before the wall (5px safety margin).\n /// </summary>\n /// <param name=\"fromPos\">The player's current position.</param>\n /// <param name=\"intendedPos\">The intended spawn position (player + offset in throw direction).</param>\n /// <param name=\"throwDirection\">The normalized throw direction.</param>\n /// <returns>The safe spawn position for the grenade.</returns>\n private Vector2 GetSafeGrenadeSpawnPosition(Vector2 fromPos, Vector2 intendedPos, Vector2 throwDirection)\n {\n // Get physics space state for raycasting\n var spaceState = GetWorld2D().DirectSpaceState;\n if (spaceState == null)\n {\n LogToFile(\"[Player.Grenade] Warning: Could not get DirectSpaceState for raycast\");\n return intendedPos;\n }\n\n // Create raycast query from player to intended spawn position\n // Collision mask 4 = obstacles layer (walls)\n var query = PhysicsRayQueryParameters2D.Create(fromPos, intendedPos, 4);\n query.Exclude = new Godot.Collections.Array<Rid> { GetRid() }; // Exclude self\n\n var result = spaceState.IntersectRay(query);\n\n // If no wall detected, use intended position\n if (result.Count == 0)\n {\n return intendedPos;\n }\n\n // Wall detected! Calculate safe position (5px before the wall)\n Vector2 wallPosition = (Vector2)result[\"position\"];\n string colliderName = \"Unknown\";\n if (result.ContainsKey(\"collider\"))\n {\n var collider = result[\"collider\"].AsGodotObject();\n if (collider is Node node)\n {\n colliderName = node.Name;\n }\n }\n\n float distanceToWall = fromPos.DistanceTo(wallPosition);\n float safeDistance = Mathf.Max(distanceToWall - 5.0f, 10.0f); // At least 10px from player\n Vector2 safePosition = fromPos + throwDirection * safeDistance;\n\n LogToFile($\"[Player.Grenade] Wall detected at {wallPosition} (collider: {colliderName})! Adjusting spawn from {intendedPos} to {safePosition}\");\n\n return safePosition;\n }\n\n /// <summary>\n /// FIX for issue #313 v4: Snap raw mouse velocity direction to the nearest of 8 directions.\n /// This compensates for imprecise human mouse movement while allowing diagonal throws.\n ///\n /// Uses 8 directions (45° sectors each):\n /// - RIGHT (0°): 0°\n /// - DOWN-RIGHT (45°): 45°\n /// - DOWN (90°): 90°\n /// - DOWN-LEFT (135°): 135°\n /// - LEFT (180°): 180°\n /// - UP-LEFT (-135°): -135°\n /// - UP (-90°): -90°\n /// - UP-RIGHT (-45°): -45°\n /// </summary>\n /// <param name=\"rawDirection\">The raw normalized direction from mouse velocity.</param>\n /// <returns>The snapped direction (one of 8 unit vectors).</returns>\n private Vector2 SnapToOctantDirection(Vector2 rawDirection)\n {\n float angle = rawDirection.Angle(); // Returns angle in radians (-PI to PI)\n float sectorSize = Mathf.Pi / 4.0f; // 45 degrees per sector (8 directions)\n int sectorIndex = Mathf.RoundToInt(angle / sectorSize);\n float snappedAngle = sectorIndex * sectorSize;\n return new Vector2(Mathf.Cos(snappedAngle), Mathf.Sin(snappedAngle));\n }\n\n /// <summary>\n /// Get current grenade count.\n /// </summary>\n public int GetCurrentGrenades()\n {\n return _currentGrenades;\n }\n\n /// <summary>\n /// Get maximum grenade count.\n /// </summary>\n public int GetMaxGrenades()\n {\n return MaxGrenades;\n }\n\n /// <summary>\n /// Add grenades to inventory (e.g., from pickup).\n /// </summary>\n /// <param name=\"count\">Number of grenades to add.</param>\n public void AddGrenades(int count)\n {\n _currentGrenades = Mathf.Min(_currentGrenades + count, MaxGrenades);\n EmitSignal(SignalName.GrenadeChanged, _currentGrenades, MaxGrenades);\n }\n\n /// <summary>\n /// Check if player is preparing to throw a grenade.\n /// </summary>\n public bool IsPreparingGrenade()\n {\n return _grenadeState != GrenadeState.Idle;\n }\n\n #endregion\n\n #region Grenade Animation Methods\n\n /// <summary>\n /// Start a new grenade animation phase.\n /// </summary>\n /// <param name=\"phase\">The GrenadeAnimPhase to transition to.</param>\n /// <param name=\"duration\">How long this phase should last (for timed phases).</param>\n private void StartGrenadeAnimPhase(GrenadeAnimPhase phase, float duration)\n {\n _grenadeAnimPhase = phase;\n _grenadeAnimTimer = duration;\n _grenadeAnimDuration = duration;\n\n // Enable weapon sling when handling grenade\n if (phase != GrenadeAnimPhase.None && phase != GrenadeAnimPhase.ReturnIdle)\n {\n _weaponSlung = true;\n }\n // RETURN_IDLE will unset _weaponSlung when animation completes\n\n LogToFile($\"[Player.Grenade.Anim] Phase changed to: {phase} (duration: {duration:F2}s)\");\n }\n\n /// <summary>\n /// Update grenade animation based on current phase.\n /// Called every frame from _PhysicsProcess.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n private void UpdateGrenadeAnimation(float delta)\n {\n // Early exit if no animation active\n if (_grenadeAnimPhase == GrenadeAnimPhase.None)\n {\n // Restore normal z-index when not animating\n RestoreArmZIndex();\n return;\n }\n\n // Update phase timer\n if (_grenadeAnimTimer > 0)\n {\n _grenadeAnimTimer -= delta;\n }\n\n // Calculate animation progress (0.0 to 1.0)\n float progress = 1.0f;\n if (_grenadeAnimDuration > 0)\n {\n progress = Mathf.Clamp(1.0f - (_grenadeAnimTimer / _grenadeAnimDuration), 0.0f, 1.0f);\n }\n\n // Calculate target positions based on current phase\n Vector2 leftArmTarget = _baseLeftArmPos;\n Vector2 rightArmTarget = _baseRightArmPos;\n float leftArmRot = 0.0f;\n float rightArmRot = 0.0f;\n float lerpSpeed = AnimLerpSpeed * delta;\n\n // Set arms to lower z-index during grenade operations (below weapon)\n // This ensures arms appear below the weapon as user requested\n SetGrenadeAnimZIndex();\n\n switch (_grenadeAnimPhase)\n {\n case GrenadeAnimPhase.GrabGrenade:\n // Left arm moves back to shoulder/chest area (away from weapon) to grab grenade\n // Large negative X offset pulls the arm from weapon front (x=24) toward body (x~5)\n leftArmTarget = _baseLeftArmPos + ArmLeftChest;\n leftArmRot = Mathf.DegToRad(ArmRotGrab);\n lerpSpeed = AnimLerpSpeedFast * delta;\n break;\n\n case GrenadeAnimPhase.PullPin:\n // Left hand holds grenade at chest level, right hand pulls pin\n leftArmTarget = _baseLeftArmPos + ArmLeftExtended;\n leftArmRot = Mathf.DegToRad(ArmRotLeftAtChest);\n rightArmTarget = _baseRightArmPos + ArmRightPin;\n rightArmRot = Mathf.DegToRad(ArmRotPinPull);\n lerpSpeed = AnimLerpSpeedFast * delta;\n break;\n\n case GrenadeAnimPhase.HandsApproach:\n // Both hands at chest level, preparing for transfer\n leftArmTarget = _baseLeftArmPos + ArmLeftExtended;\n leftArmRot = Mathf.DegToRad(ArmRotLeftAtChest);\n rightArmTarget = _baseRightArmPos + ArmRightApproach;\n break;\n\n case GrenadeAnimPhase.Transfer:\n // Left arm drops back toward body, right hand takes grenade\n leftArmTarget = _baseLeftArmPos + ArmLeftTransfer;\n leftArmRot = Mathf.DegToRad(ArmRotLeftRelaxed * 0.5f);\n rightArmTarget = _baseRightArmPos + ArmRightHold;\n lerpSpeed = AnimLerpSpeed * delta;\n break;\n\n case GrenadeAnimPhase.WindUp:\n // LEFT ARM: Fully retracted to shoulder/body area, hangs at side\n // This is the key position - arm must be clearly NOT on the weapon\n leftArmTarget = _baseLeftArmPos + ArmLeftRelaxed;\n leftArmRot = Mathf.DegToRad(ArmRotLeftRelaxed);\n // RIGHT ARM: Interpolate between min and max wind-up based on intensity\n Vector2 windUpOffset = ArmRightWindMin.Lerp(ArmRightWindMax, _windUpIntensity);\n rightArmTarget = _baseRightArmPos + windUpOffset;\n float windUpRot = Mathf.Lerp(ArmRotWindMin, ArmRotWindMax, _windUpIntensity);\n rightArmRot = Mathf.DegToRad(windUpRot);\n lerpSpeed = AnimLerpSpeedFast * delta; // Responsive to input\n break;\n\n case GrenadeAnimPhase.Throw:\n // Throwing motion - right arm swings forward, left stays at body\n leftArmTarget = _baseLeftArmPos + ArmLeftRelaxed;\n leftArmRot = Mathf.DegToRad(ArmRotLeftRelaxed);\n rightArmTarget = _baseRightArmPos + ArmRightThrow;\n rightArmRot = Mathf.DegToRad(ArmRotThrow);\n lerpSpeed = AnimLerpSpeedFast * delta;\n\n // When throw animation completes, transition to return\n if (_grenadeAnimTimer <= 0)\n {\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n }\n break;\n\n case GrenadeAnimPhase.ReturnIdle:\n // Arms returning to base positions (back to holding weapon)\n leftArmTarget = _baseLeftArmPos;\n rightArmTarget = _baseRightArmPos;\n lerpSpeed = AnimLerpSpeed * delta;\n\n // When return animation completes, end animation\n if (_grenadeAnimTimer <= 0)\n {\n _grenadeAnimPhase = GrenadeAnimPhase.None;\n _weaponSlung = false;\n RestoreArmZIndex();\n LogToFile(\"[Player.Grenade.Anim] Animation complete, returning to normal\");\n }\n break;\n }\n\n // Apply arm positions with smooth interpolation\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Position = _leftArmSprite.Position.Lerp(leftArmTarget, lerpSpeed);\n _leftArmSprite.Rotation = Mathf.Lerp(_leftArmSprite.Rotation, leftArmRot, lerpSpeed);\n }\n\n if (_rightArmSprite != null)\n {\n _rightArmSprite.Position = _rightArmSprite.Position.Lerp(rightArmTarget, lerpSpeed);\n _rightArmSprite.Rotation = Mathf.Lerp(_rightArmSprite.Rotation, rightArmRot, lerpSpeed);\n }\n\n // Update weapon sling animation\n UpdateWeaponSling(delta);\n }\n\n /// <summary>\n /// Set arm z-index for grenade animation (arms below weapon).\n /// </summary>\n private void SetGrenadeAnimZIndex()\n {\n // During grenade operations, arms should appear below the weapon\n // Weapon has z_index = 1, so set arms to 0\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 0;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 0;\n }\n }\n\n /// <summary>\n /// Restore normal arm z-index (arms above weapon for normal aiming).\n /// </summary>\n private void RestoreArmZIndex()\n {\n // Normal state: arms at z_index 2 (between body and head)\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 2;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 2;\n }\n }\n\n /// <summary>\n /// Update weapon sling position (lower weapon when handling grenade).\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n private void UpdateWeaponSling(float delta)\n {\n if (_weaponMount == null)\n {\n return;\n }\n\n Vector2 targetPos = _baseWeaponMountPos;\n float targetRot = _baseWeaponMountRot;\n\n if (_weaponSlung)\n {\n // Lower weapon to chest/sling position\n targetPos = _baseWeaponMountPos + WeaponSlingOffset;\n targetRot = _baseWeaponMountRot + WeaponSlingRotation;\n }\n\n float lerpSpeed = AnimLerpSpeed * delta;\n _weaponMount.Position = _weaponMount.Position.Lerp(targetPos, lerpSpeed);\n _weaponMount.Rotation = Mathf.Lerp(_weaponMount.Rotation, targetRot, lerpSpeed);\n }\n\n /// <summary>\n /// Update wind-up intensity and track mouse velocity during aiming.\n /// Uses velocity-based physics for realistic throwing.\n /// </summary>\n private void UpdateWindUpIntensity()\n {\n Vector2 currentMouse = GetGlobalMousePosition();\n double currentTime = Time.GetTicksMsec() / 1000.0;\n\n // Calculate time delta since last frame\n double deltaTime = currentTime - _prevFrameTime;\n if (deltaTime <= 0.0)\n {\n deltaTime = 0.016; // Default to ~60fps if first frame\n }\n\n // Calculate mouse displacement since last frame\n Vector2 mouseDelta = currentMouse - _prevMousePos;\n\n // Accumulate total swing distance for momentum transfer calculation\n _totalSwingDistance += mouseDelta.Length();\n\n // Calculate instantaneous mouse velocity (pixels per second)\n Vector2 instantaneousVelocity = mouseDelta / (float)deltaTime;\n\n // Add to velocity history for smoothing\n _mouseVelocityHistory.Add(instantaneousVelocity);\n if (_mouseVelocityHistory.Count > MouseVelocityHistorySize)\n {\n _mouseVelocityHistory.RemoveAt(0);\n }\n\n // Calculate average velocity from history (smoothed velocity)\n Vector2 velocitySum = Vector2.Zero;\n foreach (Vector2 vel in _mouseVelocityHistory)\n {\n velocitySum += vel;\n }\n _currentMouseVelocity = velocitySum / Math.Max(_mouseVelocityHistory.Count, 1);\n\n // Calculate wind-up intensity based on velocity (for animation)\n // Higher velocity = more wind-up visual effect\n float velocityMagnitude = _currentMouseVelocity.Length();\n // Normalize to a reasonable range (0-2000 pixels/second typical for fast mouse movement)\n float velocityIntensity = Mathf.Clamp(velocityMagnitude / 1500.0f, 0.0f, 1.0f);\n\n _windUpIntensity = velocityIntensity;\n\n // Update tracking for next frame\n _prevMousePos = currentMouse;\n _prevFrameTime = currentTime;\n }\n\n #endregion\n\n #region Reload Animation Methods\n\n /// <summary>\n /// Start a new reload animation phase.\n /// </summary>\n /// <param name=\"phase\">The ReloadAnimPhase to transition to.</param>\n /// <param name=\"duration\">How long this phase should last.</param>\n private void StartReloadAnimPhase(ReloadAnimPhase phase, float duration)\n {\n _reloadAnimPhase = phase;\n _reloadAnimTimer = duration;\n _reloadAnimDuration = duration;\n\n // Reset bolt pull sub-phase when entering bolt pull phase\n if (phase == ReloadAnimPhase.PullBolt)\n {\n _boltPullSubPhase = 0;\n }\n\n LogToFile($\"[Player.Reload.Anim] Phase changed to: {phase} (duration: {duration:F2}s)\");\n }\n\n /// <summary>\n /// Set arm z-index for reload animation (arms BELOW weapon).\n /// User feedback: animated hand should be below weapon, not above it.\n /// </summary>\n private void SetReloadAnimZIndex()\n {\n // During reload operations, arms should appear BELOW the weapon\n // Weapon has z_index = 1, so set arms to 0\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 0;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 0;\n }\n }\n\n /// <summary>\n /// Update reload animation based on current phase.\n /// Called every frame from _PhysicsProcess.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n private void UpdateReloadAnimation(float delta)\n {\n // Early exit if no animation active\n if (_reloadAnimPhase == ReloadAnimPhase.None)\n {\n // Restore normal z-index when not animating\n RestoreArmZIndex();\n return;\n }\n\n // Update phase timer\n if (_reloadAnimTimer > 0)\n {\n _reloadAnimTimer -= delta;\n }\n\n // Calculate target positions based on current phase\n Vector2 leftArmTarget = _baseLeftArmPos;\n Vector2 rightArmTarget = _baseRightArmPos;\n float leftArmRot = 0.0f;\n float rightArmRot = 0.0f;\n float lerpSpeed = AnimLerpSpeed * delta;\n\n // Set arms to lower z-index during reload operations (BELOW weapon)\n // User feedback: \"animated hand should be below weapon, not above it\"\n SetReloadAnimZIndex();\n\n switch (_reloadAnimPhase)\n {\n case ReloadAnimPhase.GrabMagazine:\n // Step 1: Left arm moves to chest to grab new magazine\n leftArmTarget = _baseLeftArmPos + ReloadArmLeftGrab;\n leftArmRot = Mathf.DegToRad(ReloadArmRotLeftGrab);\n rightArmTarget = _baseRightArmPos + ReloadArmRightHold;\n rightArmRot = Mathf.DegToRad(ReloadArmRotRightHold);\n lerpSpeed = AnimLerpSpeedFast * delta;\n break;\n\n case ReloadAnimPhase.InsertMagazine:\n // Step 2: Left arm brings magazine to weapon magwell (at middle of weapon)\n // User feedback: \"step 2 should end at middle of weapon length, not at the end\"\n leftArmTarget = _baseLeftArmPos + ReloadArmLeftInsert;\n leftArmRot = Mathf.DegToRad(ReloadArmRotLeftInsert);\n rightArmTarget = _baseRightArmPos + ReloadArmRightSteady;\n rightArmRot = Mathf.DegToRad(ReloadArmRotRightSteady);\n lerpSpeed = AnimLerpSpeed * delta;\n break;\n\n case ReloadAnimPhase.PullBolt:\n // Step 3: Right hand traces rifle contour - back and forth motion\n // User feedback: \"step 3 should be a movement along the rifle contour\n // right towards and away from oneself (back and forth)\"\n leftArmTarget = _baseLeftArmPos + ReloadArmLeftSupport;\n leftArmRot = Mathf.DegToRad(ReloadArmRotLeftSupport);\n\n if (_boltPullSubPhase == 0)\n {\n // Sub-phase 0: Pull bolt back (toward player)\n rightArmTarget = _baseRightArmPos + ReloadArmRightBoltPull;\n rightArmRot = Mathf.DegToRad(ReloadArmRotRightBoltPull);\n lerpSpeed = AnimLerpSpeedFast * delta;\n\n // Log bolt pull progress periodically\n if (Engine.GetFramesDrawn() % 30 == 0)\n {\n LogToFile($\"[Player.Reload.Anim] Bolt sub-phase 0 (pull back): timer={_reloadAnimTimer:F2}s, rightArm target={rightArmTarget}\");\n }\n\n // When pull back completes, transition to return forward\n if (_reloadAnimTimer <= 0)\n {\n _boltPullSubPhase = 1;\n _reloadAnimTimer = ReloadAnimBoltReturnDuration;\n _reloadAnimDuration = ReloadAnimBoltReturnDuration;\n LogToFile($\"[Player.Reload.Anim] Bolt sub-phase transition: pull→return (duration: {ReloadAnimBoltReturnDuration:F2}s)\");\n }\n }\n else\n {\n // Sub-phase 1: Release bolt (return forward)\n rightArmTarget = _baseRightArmPos + ReloadArmRightBoltReturn;\n rightArmRot = Mathf.DegToRad(ReloadArmRotRightBoltReturn);\n lerpSpeed = AnimLerpSpeedFast * delta;\n\n // Log bolt return progress periodically\n if (Engine.GetFramesDrawn() % 30 == 0)\n {\n LogToFile($\"[Player.Reload.Anim] Bolt sub-phase 1 (return): timer={_reloadAnimTimer:F2}s, rightArm target={rightArmTarget}\");\n }\n\n // When return completes, transition to return idle\n if (_reloadAnimTimer <= 0)\n {\n LogToFile(\"[Player.Reload.Anim] Bolt animation complete, transitioning to idle\");\n StartReloadAnimPhase(ReloadAnimPhase.ReturnIdle, ReloadAnimReturnDuration);\n }\n }\n break;\n\n case ReloadAnimPhase.ReturnIdle:\n // Arms returning to base positions\n leftArmTarget = _baseLeftArmPos;\n rightArmTarget = _baseRightArmPos;\n leftArmRot = 0.0f;\n rightArmRot = 0.0f;\n lerpSpeed = AnimLerpSpeed * delta;\n\n // When return animation completes, end animation and restore z-index\n if (_reloadAnimTimer <= 0)\n {\n _reloadAnimPhase = ReloadAnimPhase.None;\n RestoreArmZIndex();\n LogToFile(\"[Player.Reload.Anim] Animation complete, returning to normal\");\n }\n break;\n }\n\n // Apply arm positions with smooth interpolation\n if (_leftArmSprite != null)\n {\n Vector2 oldPos = _leftArmSprite.Position;\n _leftArmSprite.Position = _leftArmSprite.Position.Lerp(leftArmTarget, lerpSpeed);\n _leftArmSprite.Rotation = Mathf.Lerp(_leftArmSprite.Rotation, leftArmRot, lerpSpeed);\n\n // Log arm position changes periodically (every 60 frames = ~1 second)\n if (Engine.GetFramesDrawn() % 60 == 0)\n {\n LogToFile($\"[Player.Reload.Anim] LeftArm: pos={_leftArmSprite.Position}, target={leftArmTarget}, base={_baseLeftArmPos}\");\n }\n }\n else if (Engine.GetFramesDrawn() % 60 == 0)\n {\n LogToFile(\"[Player.Reload.Anim] WARNING: Left arm sprite is null during animation!\");\n }\n\n if (_rightArmSprite != null)\n {\n Vector2 oldPos = _rightArmSprite.Position;\n _rightArmSprite.Position = _rightArmSprite.Position.Lerp(rightArmTarget, lerpSpeed);\n _rightArmSprite.Rotation = Mathf.Lerp(_rightArmSprite.Rotation, rightArmRot, lerpSpeed);\n\n // Log arm position changes periodically (every 60 frames = ~1 second)\n if (Engine.GetFramesDrawn() % 60 == 0)\n {\n LogToFile($\"[Player.Reload.Anim] RightArm: pos={_rightArmSprite.Position}, target={rightArmTarget}, base={_baseRightArmPos}\");\n }\n }\n else if (Engine.GetFramesDrawn() % 60 == 0)\n {\n LogToFile(\"[Player.Reload.Anim] WARNING: Right arm sprite is null during animation!\");\n }\n }\n\n #endregion\n\n #region Flashlight Methods (Issue #546)\n\n /// <summary>\n /// Initialize the flashlight if the ActiveItemManager has it selected.\n /// Loads and attaches the FlashlightEffect scene to PlayerModel.\n /// </summary>\n private void InitFlashlight()\n {\n var activeItemManager = GetNodeOrNull(\"/root/ActiveItemManager\");\n if (activeItemManager == null)\n {\n LogToFile(\"[Player.Flashlight] ActiveItemManager not found\");\n return;\n }\n\n if (!activeItemManager.HasMethod(\"has_flashlight\"))\n {\n LogToFile(\"[Player.Flashlight] ActiveItemManager missing has_flashlight method\");\n return;\n }\n\n bool hasFlashlight = (bool)activeItemManager.Call(\"has_flashlight\");\n if (!hasFlashlight)\n {\n LogToFile(\"[Player.Flashlight] No flashlight selected in ActiveItemManager\");\n return;\n }\n\n LogToFile(\"[Player.Flashlight] Flashlight is selected, initializing...\");\n\n // Load and instantiate the flashlight effect scene\n if (!ResourceLoader.Exists(FlashlightScenePath))\n {\n LogToFile($\"[Player.Flashlight] WARNING: Flashlight scene not found: {FlashlightScenePath}\");\n return;\n }\n\n var flashlightScene = GD.Load<PackedScene>(FlashlightScenePath);\n if (flashlightScene == null)\n {\n LogToFile(\"[Player.Flashlight] WARNING: Failed to load flashlight scene\");\n return;\n }\n\n _flashlightNode = flashlightScene.Instantiate<Node2D>();\n _flashlightNode.Name = \"FlashlightEffect\";\n\n // Add as child of PlayerModel so it rotates with aiming direction\n if (_playerModel != null)\n {\n _playerModel.AddChild(_flashlightNode);\n // Position at the weapon barrel (forward from center, matching BulletSpawnOffset)\n _flashlightNode.Position = new Vector2(BulletSpawnOffset, 0);\n _flashlightEquipped = true;\n LogToFile($\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset ({(int)BulletSpawnOffset}, 0)\");\n }\n else\n {\n LogToFile(\"[Player.Flashlight] WARNING: _playerModel is null, flashlight not attached\");\n _flashlightNode.QueueFree();\n _flashlightNode = null;\n }\n }\n\n /// <summary>\n /// Handle flashlight input: hold Space to turn on, release to turn off.\n /// </summary>\n private void HandleFlashlightInput()\n {\n if (!_flashlightEquipped || _flashlightNode == null)\n {\n return;\n }\n\n if (!IsInstanceValid(_flashlightNode))\n {\n return;\n }\n\n if (Input.IsActionPressed(\"flashlight_toggle\"))\n {\n if (_flashlightNode.HasMethod(\"turn_on\"))\n {\n _flashlightNode.Call(\"turn_on\");\n }\n }\n else\n {\n if (_flashlightNode.HasMethod(\"turn_off\"))\n {\n _flashlightNode.Call(\"turn_off\");\n }\n }\n }\n\n /// <summary>\n /// Check if the player's flashlight is currently on (Issue #574).\n /// Used by enemy AI to detect the flashlight beam and estimate player position.\n /// Method name follows GDScript naming convention for cross-language compatibility\n /// with the flashlight detection system that uses has_method(\"is_flashlight_on\") checks.\n /// </summary>\n public bool is_flashlight_on()\n {\n if (!_flashlightEquipped || _flashlightNode == null)\n return false;\n if (!IsInstanceValid(_flashlightNode))\n return false;\n if (_flashlightNode.HasMethod(\"is_on\"))\n return (bool)_flashlightNode.Call(\"is_on\");\n return false;\n }\n\n /// <summary>\n /// Get the flashlight beam direction as a normalized Vector2 (Issue #574).\n /// The beam direction matches the player model's facing direction.\n /// Returns Vector2.Zero if flashlight is off or not equipped.\n /// Method name follows GDScript naming convention for cross-language compatibility.\n /// </summary>\n public Vector2 get_flashlight_direction()\n {\n if (!is_flashlight_on())\n return Vector2.Zero;\n if (_playerModel == null)\n return Vector2.Zero;\n return Vector2.Right.Rotated(_playerModel.GlobalRotation);\n }\n\n /// <summary>\n /// Get the flashlight beam origin position in global coordinates (Issue #574).\n /// This is the weapon barrel position where the flashlight is attached.\n /// Returns GlobalPosition if flashlight is off or not equipped.\n /// Method name follows GDScript naming convention for cross-language compatibility.\n /// </summary>\n public Vector2 get_flashlight_origin()\n {\n if (!is_flashlight_on() || _flashlightNode == null)\n return GlobalPosition;\n if (!IsInstanceValid(_flashlightNode))\n return GlobalPosition;\n return _flashlightNode.GlobalPosition;\n }\n\n #endregion\n\n #region Logging\n\n /// <summary>\n /// Logs a message to the FileLogger (GDScript autoload) for debugging.\n /// </summary>\n /// <param name=\"message\">The message to log.</param>\n private void LogToFile(string message)\n {\n // Print to console\n GD.Print(message);\n\n // Also log to FileLogger if available\n var fileLogger = GetNodeOrNull(\"/root/FileLogger\");\n if (fileLogger != null && fileLogger.HasMethod(\"log_info\"))\n {\n fileLogger.Call(\"log_info\", message);\n }\n }\n\n #endregion\n\n #region Debug Trajectory Visualization\n\n /// <summary>\n /// Connects to GameManager's debug_mode_toggled and invincibility_toggled signals.\n /// </summary>\n private void ConnectDebugModeSignal()\n {\n var gameManager = GetNodeOrNull(\"/root/GameManager\");\n if (gameManager == null)\n {\n LogToFile(\"[Player.Debug] WARNING: GameManager not found, debug visualization disabled\");\n return;\n }\n\n // Connect to debug mode signal (F7)\n if (gameManager.HasSignal(\"debug_mode_toggled\"))\n {\n gameManager.Connect(\"debug_mode_toggled\", Callable.From<bool>(OnDebugModeToggled));\n\n // Check if debug mode is already enabled\n if (gameManager.HasMethod(\"is_debug_mode_enabled\"))\n {\n _debugModeEnabled = (bool)gameManager.Call(\"is_debug_mode_enabled\");\n LogToFile($\"[Player.Debug] Connected to GameManager, debug mode: {_debugModeEnabled}\");\n }\n }\n else\n {\n LogToFile(\"[Player.Debug] WARNING: GameManager doesn't have debug_mode_toggled signal\");\n }\n\n // Connect to invincibility mode signal (F6)\n if (gameManager.HasSignal(\"invincibility_toggled\"))\n {\n gameManager.Connect(\"invincibility_toggled\", Callable.From<bool>(OnInvincibilityToggled));\n\n // Check if invincibility mode is already enabled\n if (gameManager.HasMethod(\"is_invincibility_enabled\"))\n {\n _invincibilityEnabled = (bool)gameManager.Call(\"is_invincibility_enabled\");\n LogToFile($\"[Player.Debug] Connected to GameManager, invincibility mode: {_invincibilityEnabled}\");\n UpdateInvincibilityIndicator();\n }\n }\n else\n {\n LogToFile(\"[Player.Debug] WARNING: GameManager doesn't have invincibility_toggled signal\");\n }\n }\n\n /// <summary>\n /// Called when debug mode is toggled via F7 key.\n /// </summary>\n /// <param name=\"enabled\">True if debug mode is now enabled.</param>\n private void OnDebugModeToggled(bool enabled)\n {\n _debugModeEnabled = enabled;\n QueueRedraw();\n LogToFile($\"[Player.Debug] Debug mode toggled: {(enabled ? \"ON\" : \"OFF\")}\");\n }\n\n /// <summary>\n /// Called when invincibility mode is toggled via F6 key.\n /// </summary>\n /// <param name=\"enabled\">True if invincibility mode is now enabled.</param>\n private void OnInvincibilityToggled(bool enabled)\n {\n _invincibilityEnabled = enabled;\n UpdateInvincibilityIndicator();\n LogToFile($\"[Player] Invincibility mode: {(enabled ? \"ON\" : \"OFF\")}\");\n }\n\n /// <summary>\n /// Updates the visual indicator for invincibility mode.\n /// Shows \"INVINCIBLE\" label when enabled, hides it when disabled.\n /// </summary>\n private void UpdateInvincibilityIndicator()\n {\n // Create label if it doesn't exist\n if (_invincibilityLabel == null)\n {\n _invincibilityLabel = new Label();\n _invincibilityLabel.Name = \"InvincibilityLabel\";\n _invincibilityLabel.Text = \"БЕССМЕРТИЕ\";\n _invincibilityLabel.HorizontalAlignment = HorizontalAlignment.Center;\n _invincibilityLabel.VerticalAlignment = VerticalAlignment.Center;\n\n // Position above the player\n _invincibilityLabel.Position = new Vector2(-60, -80);\n _invincibilityLabel.Size = new Vector2(120, 30);\n\n // Style: bright yellow/gold color with outline for visibility\n _invincibilityLabel.AddThemeColorOverride(\"font_color\", new Color(1.0f, 0.9f, 0.2f, 1.0f));\n _invincibilityLabel.AddThemeColorOverride(\"font_outline_color\", new Color(0.0f, 0.0f, 0.0f, 1.0f));\n _invincibilityLabel.AddThemeFontSizeOverride(\"font_size\", 14);\n _invincibilityLabel.AddThemeConstantOverride(\"outline_size\", 3);\n\n AddChild(_invincibilityLabel);\n }\n\n // Show/hide based on invincibility state\n _invincibilityLabel.Visible = _invincibilityEnabled;\n }\n\n /// <summary>\n /// Override _Draw to visualize grenade trajectory.\n /// In simple mode: Always shows trajectory preview (semi-transparent arc).\n /// In complex mode: Only shows when debug mode is enabled (F7).\n /// </summary>\n public override void _Draw()\n {\n // Determine if we should draw trajectory\n bool isSimpleAiming = _grenadeState == GrenadeState.SimpleAiming;\n bool isComplexAiming = _grenadeState == GrenadeState.Aiming;\n\n // In simple mode: always show trajectory\n // In complex mode: only show if debug mode is enabled\n if (!isSimpleAiming && !(isComplexAiming && _debugModeEnabled))\n {\n return;\n }\n\n // Use different colors for simple mode (more subtle) vs debug mode (bright)\n Color colorTrajectory;\n Color colorLanding;\n Color colorRadius;\n float lineWidth;\n\n if (isSimpleAiming)\n {\n // Semi-transparent colors for simple mode\n colorTrajectory = new Color(1.0f, 1.0f, 1.0f, 0.4f); // White semi-transparent\n colorLanding = new Color(1.0f, 0.8f, 0.2f, 0.6f); // Yellow-orange\n colorRadius = new Color(1.0f, 0.5f, 0.0f, 0.2f); // Effect radius\n lineWidth = 2.0f;\n }\n else\n {\n // Bright colors for debug mode\n colorTrajectory = new Color(1.0f, 0.8f, 0.2f, 0.9f);\n colorLanding = new Color(1.0f, 0.3f, 0.1f, 0.9f);\n colorRadius = new Color(1.0f, 0.5f, 0.0f, 0.3f);\n lineWidth = 3.0f;\n }\n\n // Calculate throw parameters\n Vector2 currentMousePos = GetGlobalMousePosition();\n Vector2 throwDirection;\n float throwSpeed;\n float landingDistance;\n const float SpawnOffset = 60.0f;\n\n // Get grenade's actual physics properties for accurate visualization\n // FIX for issue #398: Use actual grenade properties instead of hardcoded values\n float groundFriction = 300.0f; // Default\n float maxThrowSpeed = 850.0f; // Default\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n if (_activeGrenade.Get(\"ground_friction\").VariantType != Variant.Type.Nil)\n {\n groundFriction = (float)_activeGrenade.Get(\"ground_friction\");\n }\n if (_activeGrenade.Get(\"max_throw_speed\").VariantType != Variant.Type.Nil)\n {\n maxThrowSpeed = (float)_activeGrenade.Get(\"max_throw_speed\");\n }\n }\n\n if (isSimpleAiming)\n {\n // Simple mode: direction and distance based on cursor position\n Vector2 toTarget = currentMousePos - GlobalPosition;\n throwDirection = toTarget.Length() > 10.0f ? toTarget.Normalized() : new Vector2(1, 0);\n\n // FIX for issue #398: Account for spawn offset in distance calculation\n // The grenade starts 60 pixels ahead of the player\n Vector2 spawnPos = GlobalPosition + throwDirection * SpawnOffset;\n float throwDistance = (currentMousePos - spawnPos).Length();\n if (throwDistance < 10.0f) throwDistance = 10.0f;\n\n // Calculate throw speed needed to reach target\n float requiredSpeed = Mathf.Sqrt(2.0f * groundFriction * throwDistance);\n throwSpeed = Mathf.Min(requiredSpeed, maxThrowSpeed);\n\n // Calculate actual landing distance with clamped speed\n landingDistance = (throwSpeed * throwSpeed) / (2.0f * groundFriction);\n }\n else\n {\n // Complex mode: direction based on mouse velocity\n Vector2 releaseVelocity = _currentMouseVelocity;\n float velocityMagnitude = releaseVelocity.Length();\n Vector2 dragVector = currentMousePos - _grenadeDragStart;\n\n if (velocityMagnitude > 10.0f)\n {\n throwDirection = SnapToOctantDirection(releaseVelocity.Normalized());\n }\n else if (dragVector.Length() > 5.0f)\n {\n throwDirection = SnapToOctantDirection(dragVector.Normalized());\n }\n else\n {\n throwDirection = new Vector2(1, 0);\n }\n\n // Calculate velocity-based throw speed\n const float GrenadeMass = 0.36f;\n const float MouseVelocityMultiplier = 1.5f;\n const float MinSwingDistance = 180.0f;\n const float MinThrowSpeed = 100.0f;\n const float MaxThrowSpeed = 2500.0f;\n\n float massRatio = GrenadeMass / 0.4f;\n float adjustedMinSwing = MinSwingDistance * massRatio;\n float transferEfficiency = Mathf.Clamp(_totalSwingDistance / adjustedMinSwing, 0.0f, 1.0f);\n float massMultiplier = 1.0f / Mathf.Sqrt(massRatio);\n\n throwSpeed = velocityMagnitude * MouseVelocityMultiplier * transferEfficiency * massMultiplier;\n throwSpeed = Mathf.Clamp(throwSpeed, MinThrowSpeed, MaxThrowSpeed);\n\n if (velocityMagnitude < 10.0f)\n {\n throwSpeed = MinThrowSpeed * 0.5f;\n }\n\n landingDistance = (throwSpeed * throwSpeed) / (2.0f * groundFriction);\n }\n\n // Calculate spawn and landing positions\n Vector2 spawnPosition = GlobalPosition + throwDirection * SpawnOffset;\n Vector2 landingPosition = spawnPosition + throwDirection * landingDistance;\n\n // Convert to local coordinates for drawing\n Vector2 localStart = ToLocal(spawnPosition);\n Vector2 localEnd = ToLocal(landingPosition);\n\n // Draw trajectory line with dashes\n DrawTrajectoryLine(localStart, localEnd, colorTrajectory, lineWidth);\n\n // Draw landing point indicator (circle with X)\n DrawLandingIndicator(localEnd, colorLanding, 12.0f);\n\n // Draw effect radius circle at landing position\n float effectRadius = GetGrenadeEffectRadius();\n DrawCircleOutline(localEnd, effectRadius, colorRadius, 2.0f);\n\n // In complex mode, also draw velocity direction arrow\n if (isComplexAiming)\n {\n Vector2 localPlayerCenter = Vector2.Zero;\n Vector2 arrowEnd = localPlayerCenter + throwDirection * 40.0f;\n DrawArrow(localPlayerCenter, arrowEnd, new Color(0.2f, 1.0f, 0.2f, 0.7f), 2.0f);\n }\n }\n\n /// <summary>\n /// Get the effect radius of the current grenade type.\n /// FIX for Issue #432: Use type-based defaults when GDScript Call() fails in exports.\n /// </summary>\n private float GetGrenadeEffectRadius()\n {\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n // Try to call GDScript method first\n if (_activeGrenade.HasMethod(\"_get_effect_radius\"))\n {\n var result = _activeGrenade.Call(\"_get_effect_radius\");\n if (result.VariantType != Variant.Type.Nil)\n {\n return (float)result;\n }\n }\n\n // Try to read effect_radius property directly\n if (_activeGrenade.Get(\"effect_radius\").VariantType != Variant.Type.Nil)\n {\n return (float)_activeGrenade.Get(\"effect_radius\");\n }\n\n // FIX for Issue #432: Use type-based defaults matching scene files\n // GDScript property access may fail silently in exported builds\n var script = _activeGrenade.GetScript();\n if (script.Obj != null)\n {\n string scriptPath = ((Script)script.Obj).ResourcePath;\n if (scriptPath.Contains(\"frag_grenade\"))\n {\n return 225.0f; // FragGrenade.tscn default\n }\n }\n }\n // Default: Flashbang effect radius (FlashbangGrenade.tscn)\n return 400.0f;\n }\n\n /// <summary>\n /// Draw a circle outline at the specified position.\n /// </summary>\n private void DrawCircleOutline(Vector2 position, float radius, Color color, float width)\n {\n const int segments = 32;\n var points = new List<Vector2>();\n for (int i = 0; i <= segments; i++)\n {\n float angle = (float)i / segments * Mathf.Tau;\n points.Add(position + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius);\n }\n for (int i = 0; i < points.Count - 1; i++)\n {\n DrawLine(points[i], points[i + 1], color, width);\n }\n }\n\n /// <summary>\n /// Draw a dashed trajectory line from start to end.\n /// </summary>\n private void DrawTrajectoryLine(Vector2 start, Vector2 end, Color color, float width)\n {\n Vector2 direction = (end - start).Normalized();\n float totalLength = start.DistanceTo(end);\n const float DashLength = 15.0f;\n const float GapLength = 8.0f;\n\n float currentPos = 0.0f;\n while (currentPos < totalLength)\n {\n float dashEnd = Mathf.Min(currentPos + DashLength, totalLength);\n Vector2 dashStart = start + direction * currentPos;\n Vector2 dashEndPos = start + direction * dashEnd;\n DrawLine(dashStart, dashEndPos, color, width);\n currentPos = dashEnd + GapLength;\n }\n }\n\n /// <summary>\n /// Draw a landing indicator (circle with X) at the target position.\n /// </summary>\n private void DrawLandingIndicator(Vector2 position, Color color, float radius)\n {\n // Draw outer circle\n const int CirclePoints = 24;\n Vector2[] circlePoints = new Vector2[CirclePoints + 1];\n for (int i = 0; i <= CirclePoints; i++)\n {\n float angle = i * Mathf.Tau / CirclePoints;\n circlePoints[i] = position + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;\n }\n for (int i = 0; i < CirclePoints; i++)\n {\n DrawLine(circlePoints[i], circlePoints[i + 1], color, 2.0f);\n }\n\n // Draw X inside\n float xSize = radius * 0.6f;\n DrawLine(position + new Vector2(-xSize, -xSize), position + new Vector2(xSize, xSize), color, 2.0f);\n DrawLine(position + new Vector2(-xSize, xSize), position + new Vector2(xSize, -xSize), color, 2.0f);\n }\n\n /// <summary>\n /// Draw an arrow from start to end with an arrowhead.\n /// </summary>\n private void DrawArrow(Vector2 start, Vector2 end, Color color, float width)\n {\n // Draw main line\n DrawLine(start, end, color, width);\n\n // Draw arrowhead\n Vector2 direction = (end - start).Normalized();\n float arrowSize = 8.0f;\n float arrowAngle = Mathf.Pi / 6.0f; // 30 degrees\n\n Vector2 arrowLeft = end - direction.Rotated(arrowAngle) * arrowSize;\n Vector2 arrowRight = end - direction.Rotated(-arrowAngle) * arrowSize;\n\n DrawLine(end, arrowLeft, color, width);\n DrawLine(end, arrowRight, color, width);\n }\n\n #endregion\n}\n", | |
| "structuredPatch": [ | |
| { | |
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| " /// </summary>", | |
| " private Node2D? _flashlightNode = null;", | |
| " ", | |
| "+ /// <summary>", | |
| "+ /// Whether the GDScript methods (turn_on/turn_off) are available on the flashlight node.", | |
| "+ /// If false, C# directly controls the PointLight2D as a fallback.", | |
| "+ /// </summary>", | |
| "+ private bool _flashlightHasScript = false;", | |
| "+", | |
| "+ /// <summary>", | |
| "+ /// Direct reference to the PointLight2D child (used as fallback when GDScript not loaded).", | |
| "+ /// </summary>", | |
| "+ private PointLight2D? _flashlightPointLight = null;", | |
| "+", | |
| "+ /// <summary>", | |
| "+ /// Whether the flashlight is currently on (tracked in C# for fallback mode).", | |
| "+ /// </summary>", | |
| "+ private bool _flashlightIsOn = false;", | |
| "+", | |
| "+ /// <summary>", | |
| "+ /// Light energy when the flashlight is on (matches flashlight_effect.gd LIGHT_ENERGY).", | |
| "+ /// </summary>", | |
| "+ private const float FlashlightEnergy = 8.0f;", | |
| "+", | |
| " #endregion", | |
| " ", | |
| " public override void _Ready()" | |
| ] | |
| } | |
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| [2026-02-07T18:32:06.674Z] [INFO] { | |
| "type": "assistant", | |
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| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now update `InitFlashlight()` to detect whether GDScript is loaded and set up the fallback." | |
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| [2026-02-07T18:32:14.611Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_01X4hGFfr2wkgWBuuQqq212p", | |
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| "file_path": "/tmp/gh-issue-solver-1770488813648/Scripts/Characters/Player.cs", | |
| "old_string": " _flashlightNode = flashlightScene.Instantiate<Node2D>();\n _flashlightNode.Name = \"FlashlightEffect\";\n\n // Add as child of PlayerModel so it rotates with aiming direction\n if (_playerModel != null)\n {\n _playerModel.AddChild(_flashlightNode);\n // Position at the weapon barrel (forward from center, matching BulletSpawnOffset)\n _flashlightNode.Position = new Vector2(BulletSpawnOffset, 0);\n _flashlightEquipped = true;\n LogToFile($\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset ({(int)BulletSpawnOffset}, 0)\");\n }\n else\n {\n LogToFile(\"[Player.Flashlight] WARNING: _playerModel is null, flashlight not attached\");\n _flashlightNode.QueueFree();\n _flashlightNode = null;\n }\n }", | |
| "new_string": " _flashlightNode = flashlightScene.Instantiate<Node2D>();\n _flashlightNode.Name = \"FlashlightEffect\";\n\n // Add as child of PlayerModel so it rotates with aiming direction\n if (_playerModel != null)\n {\n _playerModel.AddChild(_flashlightNode);\n // Position at the weapon barrel (forward from center, matching BulletSpawnOffset)\n _flashlightNode.Position = new Vector2(BulletSpawnOffset, 0);\n _flashlightEquipped = true;\n LogToFile($\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset ({(int)BulletSpawnOffset}, 0)\");\n\n // Check if GDScript methods are available\n _flashlightHasScript = _flashlightNode.HasMethod(\"turn_on\");\n LogToFile($\"[Player.Flashlight] GDScript methods available: {_flashlightHasScript}\");\n\n // Get direct reference to PointLight2D for fallback control\n _flashlightPointLight = _flashlightNode.GetNodeOrNull<PointLight2D>(\"PointLight2D\");\n if (_flashlightPointLight != null)\n {\n // Start with light off\n _flashlightPointLight.Visible = false;\n _flashlightPointLight.Energy = 0.0f;\n LogToFile($\"[Player.Flashlight] PointLight2D found, shadow={_flashlightPointLight.ShadowEnabled}\");\n }\n else\n {\n LogToFile(\"[Player.Flashlight] WARNING: PointLight2D child not found in flashlight scene\");\n }\n }\n else\n {\n LogToFile(\"[Player.Flashlight] WARNING: _playerModel is null, flashlight not attached\");\n _flashlightNode.QueueFree();\n _flashlightNode = null;\n }\n }" | |
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| [2026-02-07T18:32:14.630Z] [INFO] { | |
| "type": "user", | |
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| { | |
| "tool_use_id": "toolu_01Set77w6mnEbwxtSxkAbBqv", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1770488813648/Scripts/Characters/Player.cs has been updated successfully." | |
| } | |
| ] | |
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| "filePath": "/tmp/gh-issue-solver-1770488813648/Scripts/Characters/Player.cs", | |
| "oldString": " _flashlightNode = flashlightScene.Instantiate<Node2D>();\n _flashlightNode.Name = \"FlashlightEffect\";\n\n // Add as child of PlayerModel so it rotates with aiming direction\n if (_playerModel != null)\n {\n _playerModel.AddChild(_flashlightNode);\n // Position at the weapon barrel (forward from center, matching BulletSpawnOffset)\n _flashlightNode.Position = new Vector2(BulletSpawnOffset, 0);\n _flashlightEquipped = true;\n LogToFile($\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset ({(int)BulletSpawnOffset}, 0)\");\n }\n else\n {\n LogToFile(\"[Player.Flashlight] WARNING: _playerModel is null, flashlight not attached\");\n _flashlightNode.QueueFree();\n _flashlightNode = null;\n }\n }", | |
| "newString": " _flashlightNode = flashlightScene.Instantiate<Node2D>();\n _flashlightNode.Name = \"FlashlightEffect\";\n\n // Add as child of PlayerModel so it rotates with aiming direction\n if (_playerModel != null)\n {\n _playerModel.AddChild(_flashlightNode);\n // Position at the weapon barrel (forward from center, matching BulletSpawnOffset)\n _flashlightNode.Position = new Vector2(BulletSpawnOffset, 0);\n _flashlightEquipped = true;\n LogToFile($\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset ({(int)BulletSpawnOffset}, 0)\");\n\n // Check if GDScript methods are available\n _flashlightHasScript = _flashlightNode.HasMethod(\"turn_on\");\n LogToFile($\"[Player.Flashlight] GDScript methods available: {_flashlightHasScript}\");\n\n // Get direct reference to PointLight2D for fallback control\n _flashlightPointLight = _flashlightNode.GetNodeOrNull<PointLight2D>(\"PointLight2D\");\n if (_flashlightPointLight != null)\n {\n // Start with light off\n _flashlightPointLight.Visible = false;\n _flashlightPointLight.Energy = 0.0f;\n LogToFile($\"[Player.Flashlight] PointLight2D found, shadow={_flashlightPointLight.ShadowEnabled}\");\n }\n else\n {\n LogToFile(\"[Player.Flashlight] WARNING: PointLight2D child not found in flashlight scene\");\n }\n }\n else\n {\n LogToFile(\"[Player.Flashlight] WARNING: _playerModel is null, flashlight not attached\");\n _flashlightNode.QueueFree();\n _flashlightNode = null;\n }\n }", | |
| "originalFile": "using Godot;\nusing System;\nusing System.Collections.Generic;\nusing GodotTopDownTemplate.AbstractClasses;\nusing GodotTopDownTemplate.Weapons;\nusing GodotTopdown.Scripts.Projectiles;\n\nnamespace GodotTopDownTemplate.Characters;\n\n/// <summary>\n/// Player character controller for top-down movement and shooting.\n/// Uses physics-based movement with acceleration and friction for smooth control.\n/// Supports WASD and arrow key input via configured input actions.\n/// Shoots bullets towards the mouse cursor on left mouse button.\n/// Supports both automatic (hold to fire) and semi-automatic (click per shot) weapons.\n/// Uses R-F-R key sequence for instant reload (press R, then F, then R again).\n/// Grenade throwing: G+RMB drag right → hold G+RMB → release G → drag and release RMB to throw.\n/// </summary>\npublic partial class Player : BaseCharacter\n{\n /// <summary>\n /// Bullet scene to instantiate when shooting.\n /// </summary>\n [Export]\n public PackedScene? BulletScene { get; set; }\n\n /// <summary>\n /// Offset from player center for bullet spawn position.\n /// </summary>\n [Export]\n public float BulletSpawnOffset { get; set; } = 20.0f;\n\n /// <summary>\n /// Reference to the player's current weapon (optional, for weapon system).\n /// </summary>\n [Export]\n public BaseWeapon? CurrentWeapon { get; set; }\n\n /// <summary>\n /// Color when at full health.\n /// </summary>\n [Export]\n public Color FullHealthColor { get; set; } = new Color(0.2f, 0.6f, 1.0f, 1.0f);\n\n /// <summary>\n /// Color when at low health (interpolates based on health percentage).\n /// </summary>\n [Export]\n public Color LowHealthColor { get; set; } = new Color(0.1f, 0.2f, 0.4f, 1.0f);\n\n /// <summary>\n /// Color to flash when hit.\n /// </summary>\n [Export]\n public Color HitFlashColor { get; set; } = new Color(1.0f, 0.3f, 0.3f, 1.0f);\n\n /// <summary>\n /// Duration of hit flash effect in seconds.\n /// </summary>\n [Export]\n public float HitFlashDuration { get; set; } = 0.1f;\n\n /// <summary>\n /// Grenade scene to instantiate when throwing.\n /// </summary>\n [Export]\n public PackedScene? GrenadeScene { get; set; }\n\n /// <summary>\n /// Maximum number of grenades the player can carry.\n /// </summary>\n [Export]\n public int MaxGrenades { get; set; } = 3;\n\n /// <summary>\n /// Reference to the player model node containing all sprites.\n /// </summary>\n private Node2D? _playerModel;\n\n /// <summary>\n /// References to individual sprite parts for color changes.\n /// </summary>\n private Sprite2D? _bodySprite;\n private Sprite2D? _headSprite;\n private Sprite2D? _leftArmSprite;\n private Sprite2D? _rightArmSprite;\n\n /// <summary>\n /// Legacy reference for compatibility (points to body sprite).\n /// </summary>\n private Sprite2D? _sprite;\n\n /// <summary>\n /// Reference to the CasingPusher Area2D for detecting shell casings (Issue #392).\n /// </summary>\n private Area2D? _casingPusher;\n\n /// <summary>\n /// Force to apply to casings when pushed by player walking over them (Issue #392, #424).\n /// Reduced by 2.5x from 50.0 to 20.0 for Issue #424.\n /// </summary>\n private const float CasingPushForce = 20.0f;\n\n /// <summary>\n /// List of casings currently overlapping with the CasingPusher Area2D (Issue #392 Iteration 8).\n /// Uses signal-based tracking for reliable detection from all directions.\n /// </summary>\n private readonly System.Collections.Generic.List<RigidBody2D> _overlappingCasings = new();\n\n /// <summary>\n /// Current step in the reload sequence (0 = waiting for R, 1 = waiting for F, 2 = waiting for R).\n /// </summary>\n private int _reloadSequenceStep = 0;\n\n /// <summary>\n /// Whether the player is currently in a reload sequence.\n /// </summary>\n private bool _isReloadingSequence = false;\n\n /// <summary>\n /// Tracks ammo count when reload sequence started (at step 1 after R pressed).\n /// Used to determine if there was a bullet in the chamber.\n /// </summary>\n private int _ammoAtReloadStart = 0;\n\n /// <summary>\n /// Current number of grenades.\n /// </summary>\n private int _currentGrenades = 3;\n\n /// <summary>\n /// Whether the player is on the tutorial level (infinite grenades).\n /// </summary>\n private bool _isTutorialLevel = false;\n\n /// <summary>\n /// Grenade state machine states.\n /// 2-step mechanic:\n /// Step 1: G + RMB drag right → timer starts (pin pulled)\n /// Step 2: Hold G → press+hold RMB → release G → ready to throw (only RMB held)\n /// Step 3: Drag and release RMB → throw grenade\n /// </summary>\n private enum GrenadeState\n {\n Idle, // No grenade action\n TimerStarted, // Step 1 complete - grenade timer running, G held, waiting for RMB\n WaitingForGRelease, // Step 2 in progress - G+RMB held, waiting for G release\n Aiming, // Step 2 complete - only RMB held, waiting for drag and release to throw\n SimpleAiming // Simple mode: RMB held, showing trajectory preview\n }\n\n /// <summary>\n /// Current grenade state.\n /// </summary>\n private GrenadeState _grenadeState = GrenadeState.Idle;\n\n /// <summary>\n /// Active grenade instance (created when timer starts).\n /// </summary>\n private RigidBody2D? _activeGrenade = null;\n\n /// <summary>\n /// Position where the grenade throw drag started.\n /// </summary>\n private Vector2 _grenadeDragStart = Vector2.Zero;\n\n /// <summary>\n /// Whether the grenade throw drag is active (for step 1).\n /// </summary>\n private bool _grenadeDragActive = false;\n\n /// <summary>\n /// Minimum drag distance to confirm step 1 (in pixels).\n /// </summary>\n private const float MinDragDistanceForStep1 = 30.0f;\n\n /// <summary>\n /// Position where aiming started (for simple mode trajectory).\n /// </summary>\n private Vector2 _aimDragStart = Vector2.Zero;\n\n /// <summary>\n /// Timestamp when grenade timer was started.\n /// </summary>\n private double _grenadeTimerStartTime = 0.0;\n\n /// <summary>\n /// Whether player is currently preparing to throw a grenade (for animations).\n /// </summary>\n private bool _isPreparingGrenade = false;\n\n /// <summary>\n /// Player's rotation before throw (to restore after throw animation).\n /// </summary>\n private float _playerRotationBeforeThrow = 0.0f;\n\n /// <summary>\n /// Whether player is in throw rotation animation.\n /// </summary>\n private bool _isThrowRotating = false;\n\n /// <summary>\n /// Whether debug mode is enabled (F7 toggle, shows grenade trajectory).\n /// </summary>\n private bool _debugModeEnabled = false;\n\n /// <summary>\n /// Whether invincibility mode is enabled (F6 toggle, player takes no damage).\n /// </summary>\n private bool _invincibilityEnabled = false;\n\n /// <summary>\n /// Label for displaying invincibility mode indicator.\n /// </summary>\n private Label? _invincibilityLabel = null;\n\n /// <summary>\n /// Target rotation for throw animation.\n /// </summary>\n private float _throwTargetRotation = 0.0f;\n\n /// <summary>\n /// Time remaining for throw rotation to restore.\n /// </summary>\n private float _throwRotationRestoreTimer = 0.0f;\n\n /// <summary>\n /// Duration of throw rotation animation.\n /// </summary>\n private const float ThrowRotationDuration = 0.15f;\n\n #region Weapon Pose Detection\n\n /// <summary>\n /// Weapon types for arm positioning.\n /// </summary>\n private enum WeaponType\n {\n Rifle, // Default - extended grip (e.g., AssaultRifle)\n SMG, // Compact grip (e.g., MiniUzi)\n Shotgun, // Similar to rifle but slightly tighter\n Pistol, // Compact one-handed/two-handed pistol grip (e.g., SilencedPistol)\n Sniper // Extended heavy grip (e.g., ASVK SniperRifle)\n }\n\n /// <summary>\n /// Currently detected weapon type.\n /// </summary>\n private WeaponType _currentWeaponType = WeaponType.Rifle;\n\n /// <summary>\n /// Whether weapon pose has been detected and applied.\n /// </summary>\n private bool _weaponPoseApplied = false;\n\n /// <summary>\n /// Frame counter for delayed weapon pose detection.\n /// Weapons are added by level scripts AFTER player's _Ready() completes.\n /// </summary>\n private int _weaponDetectFrameCount = 0;\n\n /// <summary>\n /// Number of frames to wait before detecting weapon pose.\n /// This ensures level scripts have finished adding weapons.\n /// </summary>\n private const int WeaponDetectWaitFrames = 3;\n\n /// <summary>\n /// Arm position offset for SMG weapons - left arm moves back toward body.\n /// UZI and similar compact SMGs should have the left arm closer to the body\n /// for a proper two-handed compact grip.\n /// </summary>\n private static readonly Vector2 SmgLeftArmOffset = new Vector2(-10, 0);\n\n /// <summary>\n /// Arm position offset for SMG weapons - right arm moves slightly forward.\n /// </summary>\n private static readonly Vector2 SmgRightArmOffset = new Vector2(3, 0);\n\n #endregion\n\n #region Walking Animation\n\n /// <summary>\n /// Walking animation speed multiplier - higher = faster leg cycle.\n /// </summary>\n [Export]\n public float WalkAnimSpeed { get; set; } = 12.0f;\n\n /// <summary>\n /// Scale multiplier for the player model (body, head, arms).\n /// Default is 1.3 to make the player slightly larger.\n /// </summary>\n [Export]\n public float PlayerModelScale { get; set; } = 1.3f;\n\n /// <summary>\n /// Walking animation intensity - higher = more pronounced movement.\n /// </summary>\n [Export]\n public float WalkAnimIntensity { get; set; } = 1.0f;\n\n /// <summary>\n /// Current walk animation time (accumulator for sine wave).\n /// </summary>\n private float _walkAnimTime = 0.0f;\n\n /// <summary>\n /// Whether the player is currently walking (for animation state).\n /// </summary>\n private bool _isWalking = false;\n\n /// <summary>\n /// Base positions for body parts (stored on ready for animation offsets).\n /// </summary>\n private Vector2 _baseBodyPos = Vector2.Zero;\n private Vector2 _baseHeadPos = Vector2.Zero;\n private Vector2 _baseLeftArmPos = Vector2.Zero;\n private Vector2 _baseRightArmPos = Vector2.Zero;\n\n #endregion\n\n #region Reload Animation System\n\n /// <summary>\n /// Animation phases for assault rifle reload sequence.\n /// Maps to the R-F-R input system for visual feedback.\n /// Three steps as requested:\n /// 1. Take magazine with left hand from chest\n /// 2. Insert magazine into rifle\n /// 3. Pull the bolt/charging handle\n /// </summary>\n private enum ReloadAnimPhase\n {\n None, // Normal arm positions (weapon held)\n GrabMagazine, // Step 1: Left hand moves to chest to grab new magazine\n InsertMagazine, // Step 2: Left hand brings magazine to weapon, inserts it\n PullBolt, // Step 3: Character pulls the charging handle\n ReturnIdle // Arms return to normal weapon-holding position\n }\n\n /// <summary>\n /// Current reload animation phase.\n /// </summary>\n private ReloadAnimPhase _reloadAnimPhase = ReloadAnimPhase.None;\n\n /// <summary>\n /// Reload animation phase timer for timed transitions.\n /// </summary>\n private float _reloadAnimTimer = 0.0f;\n\n /// <summary>\n /// Reload animation phase duration in seconds.\n /// </summary>\n private float _reloadAnimDuration = 0.0f;\n\n // Target positions for reload arm animations (relative offsets from base positions)\n // These are in local PlayerModel space\n // Base positions: LeftArm (24, 6), RightArm (-2, 6)\n // For reload, left arm goes to chest (vest/mag pouch area), then to weapon\n\n // Step 1: Grab magazine from chest - left arm moves toward body center\n // Base position: LeftArm (24, 6). We want target around (4, 2) = body/chest area\n // So offset should be (4-24, 2-6) = (-20, -4)\n // User feedback: previous -40 was too far (went behind back), -18 was not visible enough\n private static readonly Vector2 ReloadArmLeftGrab = new Vector2(-20, -4); // Left hand at chest/vest mag pouch (visible but not behind back)\n private static readonly Vector2 ReloadArmRightHold = new Vector2(0, 0); // Right hand stays on weapon grip\n\n // Step 2: Insert magazine - left arm moves to weapon magwell (at middle of weapon, not at the end)\n // Weapon length: ~40 pixels from center, magwell at middle\n // Base (24, 6), want target around (12, 6) = middle of weapon, so offset (-12, 0)\n private static readonly Vector2 ReloadArmLeftInsert = new Vector2(-12, 0); // Left hand at weapon magwell (middle of weapon)\n private static readonly Vector2 ReloadArmRightSteady = new Vector2(0, 2); // Right hand steadies weapon\n\n // Step 3: Pull bolt - right arm moves along rifle contour (back and forth motion)\n // The right hand should trace the rifle's right side: forward, then back to pull bolt, then release\n // Base RightArm (-2, 6). For dramatic motion: forward (+10, +2), back (-10, -4)\n private static readonly Vector2 ReloadArmLeftSupport = new Vector2(-10, 0); // Left hand holds near magwell\n private static readonly Vector2 ReloadArmRightBoltStart = new Vector2(10, 2); // Right hand at charging handle (forward on rifle)\n private static readonly Vector2 ReloadArmRightBoltPull = new Vector2(-12, -4); // Right hand pulls bolt back (toward player)\n private static readonly Vector2 ReloadArmRightBoltReturn = new Vector2(10, 2); // Right hand returns forward (bolt release)\n\n // Target rotations for reload arm animations (in degrees)\n private const float ReloadArmRotLeftGrab = -50.0f; // Arm rotation when grabbing mag from chest\n private const float ReloadArmRotRightHold = 0.0f; // Right arm steady during grab\n private const float ReloadArmRotLeftInsert = -15.0f; // Left arm rotation when inserting\n private const float ReloadArmRotRightSteady = 5.0f; // Slight tilt while steadying\n private const float ReloadArmRotLeftSupport = -10.0f; // Left arm on foregrip/magwell\n private const float ReloadArmRotRightBoltStart = -10.0f; // Right arm at bolt handle\n private const float ReloadArmRotRightBoltPull = -35.0f; // Right arm rotation when pulling bolt back\n private const float ReloadArmRotRightBoltReturn = -10.0f; // Right arm rotation when releasing bolt\n\n // Animation durations for each reload phase (in seconds)\n // INCREASED bolt durations for visible back-and-forth motion\n private const float ReloadAnimGrabDuration = 0.25f; // Time to grab magazine from chest\n private const float ReloadAnimInsertDuration = 0.3f; // Time to insert magazine\n private const float ReloadAnimBoltPullDuration = 0.35f; // Time to pull bolt back (increased for visibility)\n private const float ReloadAnimBoltReturnDuration = 0.25f; // Time for bolt to return forward (increased for visibility)\n private const float ReloadAnimReturnDuration = 0.2f; // Time to return to idle\n\n /// <summary>\n /// Sub-phase for bolt pull animation (0 = pulling, 1 = returning)\n /// </summary>\n private int _boltPullSubPhase = 0;\n\n #endregion\n\n #region Grenade Animation System\n\n /// <summary>\n /// Animation phases for grenade throwing sequence.\n /// Maps to the multi-step input system for visual feedback.\n /// </summary>\n private enum GrenadeAnimPhase\n {\n None, // Normal arm positions (walking/idle)\n GrabGrenade, // Left hand moves to chest to grab grenade\n PullPin, // Right hand pulls pin (quick snap animation)\n HandsApproach, // Right hand moves toward left hand\n Transfer, // Grenade transfers to right hand\n WindUp, // Dynamic wind-up based on drag\n Throw, // Throwing motion\n ReturnIdle // Arms return to normal positions\n }\n\n /// <summary>\n /// Current grenade animation phase.\n /// </summary>\n private GrenadeAnimPhase _grenadeAnimPhase = GrenadeAnimPhase.None;\n\n /// <summary>\n /// Animation phase timer for timed transitions.\n /// </summary>\n private float _grenadeAnimTimer = 0.0f;\n\n /// <summary>\n /// Animation phase duration in seconds.\n /// </summary>\n private float _grenadeAnimDuration = 0.0f;\n\n /// <summary>\n /// Current wind-up intensity (0.0 = no wind-up, 1.0 = maximum wind-up).\n /// </summary>\n private float _windUpIntensity = 0.0f;\n\n /// <summary>\n /// Previous mouse position for velocity calculation.\n /// </summary>\n private Vector2 _prevMousePos = Vector2.Zero;\n\n /// <summary>\n /// Mouse velocity history for smooth velocity calculation (stores last N velocities).\n /// Used to get stable velocity at moment of release.\n /// </summary>\n private List<Vector2> _mouseVelocityHistory = new List<Vector2>();\n\n /// <summary>\n /// Maximum number of velocity samples to keep in history.\n /// </summary>\n private const int MouseVelocityHistorySize = 5;\n\n /// <summary>\n /// Current calculated mouse velocity (pixels per second).\n /// </summary>\n private Vector2 _currentMouseVelocity = Vector2.Zero;\n\n /// <summary>\n /// Total swing distance traveled during aiming (for momentum transfer calculation).\n /// </summary>\n private float _totalSwingDistance = 0.0f;\n\n /// <summary>\n /// Previous frame time for delta calculation in velocity tracking.\n /// </summary>\n private double _prevFrameTime = 0.0;\n\n /// <summary>\n /// Whether weapon is in sling position (lowered for grenade handling).\n /// </summary>\n private bool _weaponSlung = false;\n\n /// <summary>\n /// Reference to weapon mount for sling animation.\n /// </summary>\n private Node2D? _weaponMount;\n\n /// <summary>\n /// Base weapon mount position (for sling animation).\n /// </summary>\n private Vector2 _baseWeaponMountPos = Vector2.Zero;\n\n /// <summary>\n /// Base weapon mount rotation (for sling animation).\n /// </summary>\n private float _baseWeaponMountRot = 0.0f;\n\n // Target positions for arm animations (relative offsets from base positions)\n // These are in local PlayerModel space\n // Base positions: LeftArm (24, 6), RightArm (-2, 6)\n // Body position: (-4, 0), so left shoulder area is approximately x=0 to x=5\n // To move left arm from x=24 to shoulder (x~5), we need offset of ~-20\n // During grenade operations, left arm should be BEHIND the body (toward shoulder)\n // not holding the weapon at the front\n private static readonly Vector2 ArmLeftChest = new Vector2(-15, 0); // Left hand moves back to chest/shoulder area to grab grenade\n private static readonly Vector2 ArmRightPin = new Vector2(2, -2); // Right hand slightly up for pin pull\n private static readonly Vector2 ArmLeftExtended = new Vector2(-10, 2); // Left hand at chest level with grenade (not extended forward)\n private static readonly Vector2 ArmRightApproach = new Vector2(4, 0); // Right hand approaching left\n private static readonly Vector2 ArmLeftTransfer = new Vector2(-12, 3); // Left hand drops back after transfer (clearly away from weapon)\n private static readonly Vector2 ArmRightHold = new Vector2(3, 1); // Right hand holding grenade\n private static readonly Vector2 ArmRightWindMin = new Vector2(4, 3); // Minimum wind-up position (arm back)\n private static readonly Vector2 ArmRightWindMax = new Vector2(8, 5); // Maximum wind-up position (arm further back)\n private static readonly Vector2 ArmRightThrow = new Vector2(-4, -2); // Throw follow-through (arm forward)\n private static readonly Vector2 ArmLeftRelaxed = new Vector2(-20, 2); // Left arm at shoulder/body - well away from weapon during wind-up/throw\n\n // Target rotations for arm animations (in degrees)\n // When left arm moves back to shoulder position, rotate to point \"down\" relative to body\n // This makes the arm look like it's hanging at the side rather than reaching forward\n private const float ArmRotGrab = -45.0f; // Arm rotation when grabbing at chest (points inward/down)\n private const float ArmRotPinPull = -15.0f; // Right arm rotation when pulling pin\n private const float ArmRotLeftAtChest = -30.0f; // Left arm rotation while holding grenade at chest\n private const float ArmRotWindMin = 15.0f; // Right arm minimum wind-up rotation\n private const float ArmRotWindMax = 35.0f; // Right arm maximum wind-up rotation\n private const float ArmRotThrow = -25.0f; // Right arm throw rotation (swings forward)\n private const float ArmRotLeftRelaxed = -60.0f; // Left arm hangs down at side during wind-up/throw (points backward)\n\n // Animation durations for each phase (in seconds)\n private const float AnimGrabDuration = 0.2f;\n private const float AnimPinDuration = 0.15f;\n private const float AnimApproachDuration = 0.2f;\n private const float AnimTransferDuration = 0.15f;\n private const float AnimThrowDuration = 0.2f;\n private const float AnimReturnDuration = 0.3f;\n\n // Animation lerp speeds\n private const float AnimLerpSpeed = 15.0f; // Position interpolation speed\n private const float AnimLerpSpeedFast = 25.0f; // Fast interpolation for snappy movements\n\n // Weapon sling position (lowered and rotated for chest carry)\n private static readonly Vector2 WeaponSlingOffset = new Vector2(0, 15); // Lower weapon\n private const float WeaponSlingRotation = 1.2f; // Rotate to hang down (radians, ~70 degrees)\n\n #endregion\n\n /// <summary>\n /// Signal emitted when reload sequence progresses.\n /// </summary>\n [Signal]\n public delegate void ReloadSequenceProgressEventHandler(int step, int total);\n\n /// <summary>\n /// Signal emitted when reload completes.\n /// </summary>\n [Signal]\n public delegate void ReloadCompletedEventHandler();\n\n /// <summary>\n /// Signal emitted when reload starts (first step of sequence).\n /// This signal notifies enemies that the player has begun reloading.\n /// </summary>\n [Signal]\n public delegate void ReloadStartedEventHandler();\n\n /// <summary>\n /// Signal emitted when player tries to shoot with empty weapon.\n /// This signal notifies enemies that the player is out of ammo.\n /// </summary>\n [Signal]\n public delegate void AmmoDepletedEventHandler();\n\n /// <summary>\n /// Signal emitted when grenade count changes.\n /// </summary>\n [Signal]\n public delegate void GrenadeChangedEventHandler(int current, int maximum);\n\n /// <summary>\n /// Signal emitted when a grenade is thrown.\n /// </summary>\n [Signal]\n public delegate void GrenadeThrownEventHandler();\n\n #region Flashlight System (Issue #546)\n\n /// <summary>\n /// Path to the flashlight effect scene.\n /// </summary>\n private const string FlashlightScenePath = \"res://scenes/effects/FlashlightEffect.tscn\";\n\n /// <summary>\n /// Whether the flashlight is equipped (active item selected in armory).\n /// </summary>\n private bool _flashlightEquipped = false;\n\n /// <summary>\n /// Reference to the flashlight effect node (child of PlayerModel).\n /// </summary>\n private Node2D? _flashlightNode = null;\n\n /// <summary>\n /// Whether the GDScript methods (turn_on/turn_off) are available on the flashlight node.\n /// If false, C# directly controls the PointLight2D as a fallback.\n /// </summary>\n private bool _flashlightHasScript = false;\n\n /// <summary>\n /// Direct reference to the PointLight2D child (used as fallback when GDScript not loaded).\n /// </summary>\n private PointLight2D? _flashlightPointLight = null;\n\n /// <summary>\n /// Whether the flashlight is currently on (tracked in C# for fallback mode).\n /// </summary>\n private bool _flashlightIsOn = false;\n\n /// <summary>\n /// Light energy when the flashlight is on (matches flashlight_effect.gd LIGHT_ENERGY).\n /// </summary>\n private const float FlashlightEnergy = 8.0f;\n\n #endregion\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get player model and sprite references for visual feedback\n _playerModel = GetNodeOrNull<Node2D>(\"PlayerModel\");\n if (_playerModel != null)\n {\n _bodySprite = _playerModel.GetNodeOrNull<Sprite2D>(\"Body\");\n _headSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"Head\");\n _leftArmSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"LeftArm\");\n _rightArmSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"RightArm\");\n // Legacy compatibility - _sprite points to body\n _sprite = _bodySprite;\n }\n else\n {\n // Fallback to old single sprite structure for compatibility\n _sprite = GetNodeOrNull<Sprite2D>(\"Sprite2D\");\n }\n\n // Configure health based on difficulty\n if (HealthComponent != null)\n {\n // Check if Power Fantasy mode is active for special health configuration\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n bool isPowerFantasy = difficultyManager != null && (bool)difficultyManager.Call(\"is_power_fantasy_mode\");\n\n if (isPowerFantasy)\n {\n // Power Fantasy mode: 10 HP (fixed, not random)\n HealthComponent.UseRandomHealth = false;\n HealthComponent.MaxHealth = 10;\n HealthComponent.InitialHealth = 10;\n HealthComponent.InitializeHealth();\n GD.Print($\"[Player] {Name}: Power Fantasy mode - spawned with {HealthComponent.CurrentHealth}/{HealthComponent.MaxHealth} HP\");\n }\n else\n {\n // Normal difficulties: random health (2-4 HP)\n HealthComponent.UseRandomHealth = true;\n HealthComponent.MinRandomHealth = 2;\n HealthComponent.MaxRandomHealth = 4;\n HealthComponent.InitializeHealth();\n GD.Print($\"[Player] {Name}: Spawned with health {HealthComponent.CurrentHealth}/{HealthComponent.MaxHealth}\");\n }\n\n // Connect to health changed signal for visual feedback\n HealthComponent.HealthChanged += OnPlayerHealthChanged;\n }\n\n // Update visual based on initial health\n UpdateHealthVisual();\n\n // Preload bullet scene if not set in inspector\n if (BulletScene == null)\n {\n // Try C# bullet scene first, fallback to GDScript version\n BulletScene = GD.Load<PackedScene>(\"res://scenes/projectiles/csharp/Bullet.tscn\");\n if (BulletScene == null)\n {\n BulletScene = GD.Load<PackedScene>(\"res://scenes/projectiles/Bullet.tscn\");\n }\n }\n\n // Get grenade scene from GrenadeManager (supports grenade type selection)\n // GrenadeManager handles the currently selected grenade type (Flashbang or Frag)\n if (GrenadeScene == null)\n {\n var grenadeManager = GetNodeOrNull(\"/root/GrenadeManager\");\n if (grenadeManager != null && grenadeManager.HasMethod(\"get_current_grenade_scene\"))\n {\n var sceneVariant = grenadeManager.Call(\"get_current_grenade_scene\");\n GrenadeScene = sceneVariant.As<PackedScene>();\n if (GrenadeScene != null)\n {\n var grenadeNameVariant = grenadeManager.Call(\"get_grenade_name\", grenadeManager.Get(\"current_grenade_type\"));\n var grenadeName = grenadeNameVariant.AsString();\n LogToFile($\"[Player.Grenade] Grenade scene loaded from GrenadeManager: {grenadeName}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] WARNING: GrenadeManager returned null grenade scene\");\n }\n }\n else\n {\n // Fallback to flashbang if GrenadeManager is not available\n var grenadePath = \"res://scenes/projectiles/FlashbangGrenade.tscn\";\n GrenadeScene = GD.Load<PackedScene>(grenadePath);\n if (GrenadeScene != null)\n {\n LogToFile($\"[Player.Grenade] Grenade scene loaded from fallback: {grenadePath}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] WARNING: Grenade scene not found at {grenadePath}\");\n }\n }\n }\n else\n {\n LogToFile($\"[Player.Grenade] Grenade scene already set in inspector\");\n }\n\n // Detect if we're on the tutorial level\n // Tutorial level is: scenes/levels/csharp/TestTier.tscn with tutorial_level.gd script\n var currentScene = GetTree().CurrentScene;\n if (currentScene != null)\n {\n var scenePath = currentScene.SceneFilePath;\n // Tutorial level is detected by:\n // 1. Scene path contains \"csharp/TestTier\" (the tutorial scene)\n // 2. OR scene uses tutorial_level.gd script\n _isTutorialLevel = scenePath.Contains(\"csharp/TestTier\");\n\n // Also check if the scene script is tutorial_level.gd\n var script = currentScene.GetScript();\n if (script.Obj is GodotObject scriptObj)\n {\n var scriptPath = scriptObj.Get(\"resource_path\").AsString();\n if (scriptPath.Contains(\"tutorial_level\"))\n {\n _isTutorialLevel = true;\n }\n }\n }\n\n // Initialize grenade count based on level type\n // Tutorial: infinite grenades (max count)\n // Other levels: 1 grenade\n if (_isTutorialLevel)\n {\n _currentGrenades = MaxGrenades;\n LogToFile($\"[Player.Grenade] Tutorial level detected - infinite grenades enabled\");\n }\n else\n {\n _currentGrenades = 1;\n LogToFile($\"[Player.Grenade] Normal level - starting with 1 grenade\");\n }\n\n // Auto-equip weapon if not set but a weapon child exists\n if (CurrentWeapon == null)\n {\n // Try MakarovPM first (default starting weapon), then AssaultRifle for backward compatibility\n CurrentWeapon = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n if (CurrentWeapon == null)\n {\n CurrentWeapon = GetNodeOrNull<BaseWeapon>(\"AssaultRifle\");\n }\n if (CurrentWeapon != null)\n {\n GD.Print($\"[Player] {Name}: Auto-equipped weapon {CurrentWeapon.Name}\");\n }\n }\n\n // Apply weapon selection from GameManager (C# fallback for GDScript level scripts)\n // This ensures weapon selection works even when GDScript level scripts fail to execute\n // due to Godot 4.3 binary tokenization issues (godotengine/godot#94150, #96065)\n ApplySelectedWeaponFromGameManager();\n\n // Store base positions for walking animation\n if (_bodySprite != null)\n {\n _baseBodyPos = _bodySprite.Position;\n LogToFile($\"[Player.Init] Body sprite found at position: {_baseBodyPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Body sprite NOT found!\");\n }\n if (_headSprite != null)\n {\n _baseHeadPos = _headSprite.Position;\n LogToFile($\"[Player.Init] Head sprite found at position: {_baseHeadPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Head sprite NOT found!\");\n }\n if (_leftArmSprite != null)\n {\n _baseLeftArmPos = _leftArmSprite.Position;\n LogToFile($\"[Player.Init] Left arm sprite found at position: {_baseLeftArmPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Left arm sprite NOT found!\");\n }\n if (_rightArmSprite != null)\n {\n _baseRightArmPos = _rightArmSprite.Position;\n LogToFile($\"[Player.Init] Right arm sprite found at position: {_baseRightArmPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Right arm sprite NOT found!\");\n }\n\n // Apply scale to player model for larger appearance\n if (_playerModel != null)\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, PlayerModelScale);\n }\n\n // Get weapon mount reference for sling animation\n _weaponMount = _playerModel?.GetNodeOrNull<Node2D>(\"WeaponMount\");\n if (_weaponMount != null)\n {\n _baseWeaponMountPos = _weaponMount.Position;\n _baseWeaponMountRot = _weaponMount.Rotation;\n }\n\n // Set z-index for proper layering: head should be above weapon\n // The weapon has z_index = 1, so head should be 2 or higher\n if (_headSprite != null)\n {\n _headSprite.ZIndex = 3; // Head on top (above weapon)\n }\n if (_bodySprite != null)\n {\n _bodySprite.ZIndex = 1; // Body same level as weapon\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 2; // Arms between body and head\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 2; // Arms between body and head\n }\n\n // Connect to GameManager's debug mode signal for F7 toggle\n ConnectDebugModeSignal();\n\n // Initialize CasingPusher Area2D for pushing shell casings (Issue #392 Iteration 8)\n ConnectCasingPusherSignals();\n\n // Initialize flashlight if active item manager has flashlight selected (Issue #546)\n InitFlashlight();\n\n // Log ready status with full info\n int currentAmmo = CurrentWeapon?.CurrentAmmo ?? 0;\n int maxAmmo = CurrentWeapon?.WeaponData?.MagazineSize ?? 0;\n int currentHealth = (int)(HealthComponent?.CurrentHealth ?? 0);\n int maxHealth = (int)(HealthComponent?.MaxHealth ?? 0);\n LogToFile($\"[Player] Ready! Ammo: {currentAmmo}/{maxAmmo}, Grenades: {_currentGrenades}/{MaxGrenades}, Health: {currentHealth}/{maxHealth}\");\n LogToFile(\"[Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\");\n }\n\n /// <summary>\n /// Called when player health changes - updates visual feedback.\n /// </summary>\n private void OnPlayerHealthChanged(float currentHealth, float maxHealth)\n {\n GD.Print($\"[Player] {Name}: Health changed to {currentHealth}/{maxHealth} ({HealthComponent?.HealthPercent * 100:F0}%)\");\n UpdateHealthVisual();\n }\n\n /// <summary>\n /// Updates the sprite color based on current health percentage.\n /// </summary>\n private void UpdateHealthVisual()\n {\n if (HealthComponent == null)\n {\n return;\n }\n\n // Interpolate color based on health percentage\n float healthPercent = HealthComponent.HealthPercent;\n Color color = FullHealthColor.Lerp(LowHealthColor, 1.0f - healthPercent);\n SetAllSpritesModulate(color);\n }\n\n /// <summary>\n /// Public method to refresh the health visual.\n /// Called by effects managers (like LastChanceEffectsManager) after they finish\n /// modifying player sprite colors, to ensure the player returns to correct\n /// health-based coloring.\n /// </summary>\n public void RefreshHealthVisual()\n {\n UpdateHealthVisual();\n }\n\n /// <summary>\n /// Sets the modulate color on all player sprite parts.\n /// The armband is a separate sibling sprite (not child of RightArm) that keeps\n /// its original color, so all body parts use the same health-based color.\n /// </summary>\n /// <param name=\"color\">The color to apply to all sprites.</param>\n private void SetAllSpritesModulate(Color color)\n {\n if (_bodySprite != null)\n {\n _bodySprite.Modulate = color;\n }\n if (_headSprite != null)\n {\n _headSprite.Modulate = color;\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Modulate = color;\n }\n if (_rightArmSprite != null)\n {\n // Right arm uses the same color as other body parts.\n // The armband is now a separate sibling sprite (Armband node under PlayerModel)\n // that doesn't inherit this modulate, keeping its bright red color visible.\n _rightArmSprite.Modulate = color;\n }\n // If using old single sprite structure\n if (_playerModel == null && _sprite != null)\n {\n _sprite.Modulate = color;\n }\n }\n\n #region Casing Pusher (Issue #392)\n\n /// <summary>\n /// Connects the CasingPusher Area2D signals for reliable casing detection (Issue #392 Iteration 8).\n /// Using body_entered/body_exited signals instead of polling get_overlapping_bodies()\n /// ensures casings are detected even when player approaches from narrow side.\n /// </summary>\n private void ConnectCasingPusherSignals()\n {\n _casingPusher = GetNodeOrNull<Area2D>(\"CasingPusher\");\n if (_casingPusher == null)\n {\n // CasingPusher not present in scene - this is fine for older scenes\n return;\n }\n\n // Connect body_entered and body_exited signals\n _casingPusher.BodyEntered += OnCasingPusherBodyEntered;\n _casingPusher.BodyExited += OnCasingPusherBodyExited;\n }\n\n /// <summary>\n /// Called when a body enters the CasingPusher Area2D.\n /// Tracks casings for reliable pushing detection.\n /// </summary>\n private void OnCasingPusherBodyEntered(Node2D body)\n {\n if (body is RigidBody2D rigidBody && rigidBody.HasMethod(\"receive_kick\"))\n {\n if (!_overlappingCasings.Contains(rigidBody))\n {\n _overlappingCasings.Add(rigidBody);\n }\n }\n }\n\n /// <summary>\n /// Called when a body exits the CasingPusher Area2D.\n /// Removes casings from tracking list.\n /// </summary>\n private void OnCasingPusherBodyExited(Node2D body)\n {\n if (body is RigidBody2D rigidBody)\n {\n _overlappingCasings.Remove(rigidBody);\n }\n }\n\n /// <summary>\n /// Pushes casings that we're overlapping with using Area2D detection (Issue #392 Iteration 8).\n /// Uses signal-tracked casings combined with polling for maximum reliability.\n /// </summary>\n private void PushCasingsWithArea2D()\n {\n if (_casingPusher == null)\n {\n return;\n }\n\n // Don't push if not moving\n if (Velocity.LengthSquared() < 1.0f)\n {\n return;\n }\n\n // Combine both signal-tracked casings and polled overlapping bodies for reliability\n var casingsToPush = new System.Collections.Generic.HashSet<RigidBody2D>();\n\n // Add signal-tracked casings\n foreach (var casing in _overlappingCasings)\n {\n if (IsInstanceValid(casing))\n {\n casingsToPush.Add(casing);\n }\n }\n\n // Also poll for any casings that might have been missed by signals\n foreach (var body in _casingPusher.GetOverlappingBodies())\n {\n if (body is RigidBody2D rigidBody && rigidBody.HasMethod(\"receive_kick\"))\n {\n casingsToPush.Add(rigidBody);\n }\n }\n\n // Push all detected casings\n foreach (var casing in casingsToPush)\n {\n // Calculate push direction from player center to casing position (Issue #424)\n // This makes casings fly away based on which side they're pushed from\n var pushDir = (casing.GlobalPosition - GlobalPosition).Normalized();\n var pushStrength = Velocity.Length() * CasingPushForce / 100.0f;\n var impulse = pushDir * pushStrength;\n casing.Call(\"receive_kick\", impulse);\n }\n }\n\n #endregion\n\n public override void _PhysicsProcess(double delta)\n {\n // Detect weapon pose after waiting a few frames for level scripts to add weapons\n if (!_weaponPoseApplied)\n {\n _weaponDetectFrameCount++;\n if (_weaponDetectFrameCount >= WeaponDetectWaitFrames)\n {\n DetectAndApplyWeaponPose();\n _weaponPoseApplied = true;\n }\n }\n\n Vector2 inputDirection = GetInputDirection();\n ApplyMovement(inputDirection, (float)delta);\n\n // Push any casings we're overlapping with using Area2D detection (Issue #392 Iteration 8)\n PushCasingsWithArea2D();\n\n // Update player model rotation to face the aim direction (rifle direction)\n UpdatePlayerModelRotation();\n\n // Update walking animation based on movement (only if not in grenade or reload animation)\n if (_grenadeAnimPhase == GrenadeAnimPhase.None && _reloadAnimPhase == ReloadAnimPhase.None)\n {\n UpdateWalkAnimation((float)delta, inputDirection);\n }\n\n // Update grenade animation\n UpdateGrenadeAnimation((float)delta);\n\n // Update reload animation\n UpdateReloadAnimation((float)delta);\n\n // Handle throw rotation animation (restore player rotation after throw)\n HandleThrowRotationAnimation((float)delta);\n\n // Handle sniper scope input (RMB) when SniperRifle is equipped\n // This takes priority over grenade input since the sniper uses RMB for scoping\n bool sniperScopeConsumedInput = HandleSniperScopeInput();\n\n // Handle grenade input first (so it can consume shoot input)\n // Skip if sniper scope already consumed the RMB input\n if (!sniperScopeConsumedInput)\n {\n HandleGrenadeInput();\n }\n\n // Make active grenade follow player if held\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n _activeGrenade.GlobalPosition = GlobalPosition;\n }\n\n // Handle shooting input - support both automatic and semi-automatic weapons\n // Allow shooting when not in grenade preparation\n // In simple mode, RMB is for grenades so only LMB (shoot) should work\n bool canShoot = _grenadeState == GrenadeState.Idle || _grenadeState == GrenadeState.TimerStarted || _grenadeState == GrenadeState.SimpleAiming;\n if (canShoot)\n {\n HandleShootingInput();\n }\n\n // Handle reload sequence input (R-F-R)\n HandleReloadSequenceInput();\n\n // Handle fire mode toggle (B key for burst/auto toggle)\n if (Input.IsActionJustPressed(\"toggle_fire_mode\"))\n {\n ToggleFireMode();\n }\n\n // Handle flashlight input (hold Space to turn on, release to turn off) (Issue #546)\n HandleFlashlightInput();\n }\n\n /// <summary>\n /// Handles shooting input based on weapon type.\n /// For automatic weapons: fires while held.\n /// For semi-automatic/burst: fires on press.\n /// Also handles bullet in chamber mechanics during reload sequence.\n /// </summary>\n private void HandleShootingInput()\n {\n if (CurrentWeapon == null)\n {\n // Fallback to original click-to-shoot behavior\n if (Input.IsActionJustPressed(\"shoot\"))\n {\n Shoot();\n }\n return;\n }\n\n // Check if weapon is automatic (based on WeaponData)\n bool isAutomatic = CurrentWeapon.WeaponData?.IsAutomatic ?? false;\n\n // For AssaultRifle, also check if it's in automatic fire mode\n if (CurrentWeapon is AssaultRifle assaultRifle)\n {\n isAutomatic = assaultRifle.CurrentFireMode == FireMode.Automatic;\n }\n\n // Determine if shooting input is active\n bool shootInputActive = isAutomatic ? Input.IsActionPressed(\"shoot\") : Input.IsActionJustPressed(\"shoot\");\n\n if (!shootInputActive)\n {\n return;\n }\n\n // Check if weapon is empty before trying to shoot (not in reload sequence)\n // This notifies enemies that the player tried to shoot with no ammo\n if (!_isReloadingSequence && CurrentWeapon.CurrentAmmo <= 0)\n {\n // Emit signal to notify enemies that player is vulnerable (out of ammo)\n EmitSignal(SignalName.AmmoDepleted);\n // The weapon will play the empty click sound\n }\n\n // Handle shooting based on reload sequence state\n if (_isReloadingSequence)\n {\n // In reload sequence\n if (_reloadSequenceStep == 1)\n {\n // Step 1 (only R pressed, waiting for F): shooting resets the combo\n GD.Print(\"[Player] Shooting during reload step 1 - resetting reload sequence\");\n ResetReloadSequence();\n Shoot();\n }\n else if (_reloadSequenceStep == 2)\n {\n // Step 2 (R->F pressed, waiting for final R): try to fire chamber bullet\n if (CurrentWeapon.CanFireChamberBullet)\n {\n // Fire the chamber bullet\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 shootDirection = (mousePos - GlobalPosition).Normalized();\n\n if (CurrentWeapon.FireChamberBullet(shootDirection))\n {\n GD.Print(\"[Player] Fired bullet in chamber during reload\");\n // Note: Sound is handled by the weapon's FireChamberBullet implementation\n }\n }\n else if (CurrentWeapon.ChamberBulletFired)\n {\n // Chamber bullet already fired, can't shoot until reload completes\n GD.Print(\"[Player] Cannot shoot - chamber bullet already fired, wait for reload to complete\");\n PlayEmptyClickSound();\n }\n else\n {\n // No bullet in chamber (magazine was empty when reload started)\n GD.Print(\"[Player] Cannot shoot - no bullet in chamber, wait for reload to complete\");\n PlayEmptyClickSound();\n }\n }\n }\n else\n {\n // Not in reload sequence - normal shooting\n Shoot();\n }\n }\n\n /// <summary>\n /// Plays the empty click sound when trying to shoot without ammo.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Toggles fire mode on the current weapon (if supported).\n /// </summary>\n private void ToggleFireMode()\n {\n if (CurrentWeapon is AssaultRifle assaultRifle)\n {\n assaultRifle.ToggleFireMode();\n }\n }\n\n /// <summary>\n /// Updates the player model rotation to face the aim direction.\n /// The player model (body, head, arms) rotates to follow the rifle's aim direction.\n /// This creates the appearance of the player rotating their whole body toward the target.\n /// TACTICAL RELOAD (Issue #437): During shotgun reload OR when RMB is held (dragging),\n /// player model rotation is locked to allow the player to keep aiming at a specific\n /// spot while performing reload gestures.\n ///\n /// FIX (Issue #437 feedback): Lock rotation as soon as RMB is pressed, not just when\n /// reload state changes. This prevents barrel/player shift during quick one-motion\n /// reload gestures (drag up then down without releasing RMB).\n /// </summary>\n private void UpdatePlayerModelRotation()\n {\n if (_playerModel == null)\n {\n return;\n }\n\n // TACTICAL RELOAD (Issue #437): Don't rotate player model during shotgun reload\n // OR when dragging (RMB is held). This ensures the player freezes immediately\n // when RMB is pressed, before any state change occurs.\n var shotgun = GetNodeOrNull<Shotgun>(\"Shotgun\");\n if (shotgun != null && (shotgun.ReloadState != ShotgunReloadState.NotReloading || shotgun.IsDragging))\n {\n // Keep current rotation locked - don't follow mouse\n return;\n }\n\n // Get the aim direction from the weapon if available\n Vector2 aimDirection;\n if (CurrentWeapon is AssaultRifle assaultRifle)\n {\n aimDirection = assaultRifle.AimDirection;\n }\n else if (CurrentWeapon is SniperRifle sniperRifle)\n {\n aimDirection = sniperRifle.AimDirection;\n }\n else\n {\n // Fallback: calculate direction to mouse cursor\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n if (toMouse.LengthSquared() > 0.001f)\n {\n aimDirection = toMouse.Normalized();\n }\n else\n {\n return; // No valid direction\n }\n }\n\n // Calculate target rotation angle\n float targetAngle = aimDirection.Angle();\n\n // Apply rotation to the player model\n _playerModel.Rotation = targetAngle;\n\n // Handle sprite flipping for left/right aim\n // When aiming left (angle > 90° or < -90°), flip vertically to avoid upside-down appearance\n bool aimingLeft = Mathf.Abs(targetAngle) > Mathf.Pi / 2;\n\n // Flip the player model vertically when aiming left\n if (aimingLeft)\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, -PlayerModelScale);\n }\n else\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, PlayerModelScale);\n }\n }\n\n /// <summary>\n /// Detects the equipped weapon type and applies appropriate arm positioning.\n /// Called from _PhysicsProcess() after a few frames to ensure level scripts\n /// have finished adding weapons to the player node.\n /// </summary>\n private void DetectAndApplyWeaponPose()\n {\n LogToFile($\"[Player] Detecting weapon pose (frame {_weaponDetectFrameCount})...\");\n var detectedType = WeaponType.Rifle; // Default to rifle pose\n\n // Check for weapon children - weapons are added directly to player by level scripts\n // Check in order of specificity: SniperRifle, MiniUzi (SMG), Shotgun, SilencedPistol, MakarovPM, then default to Rifle\n var sniperRifle = GetNodeOrNull<BaseWeapon>(\"SniperRifle\");\n var miniUzi = GetNodeOrNull<BaseWeapon>(\"MiniUzi\");\n var shotgun = GetNodeOrNull<BaseWeapon>(\"Shotgun\");\n var silencedPistol = GetNodeOrNull<BaseWeapon>(\"SilencedPistol\");\n var makarovPM = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n\n if (sniperRifle != null)\n {\n detectedType = WeaponType.Sniper;\n LogToFile(\"[Player] Detected weapon: ASVK Sniper Rifle (Sniper pose)\");\n }\n else if (miniUzi != null)\n {\n detectedType = WeaponType.SMG;\n LogToFile(\"[Player] Detected weapon: Mini UZI (SMG pose)\");\n }\n else if (shotgun != null)\n {\n detectedType = WeaponType.Shotgun;\n LogToFile(\"[Player] Detected weapon: Shotgun (Shotgun pose)\");\n }\n else if (silencedPistol != null)\n {\n detectedType = WeaponType.Pistol;\n LogToFile(\"[Player] Detected weapon: Silenced Pistol (Pistol pose)\");\n }\n else if (makarovPM != null)\n {\n detectedType = WeaponType.Pistol;\n LogToFile(\"[Player] Detected weapon: Makarov PM (Pistol pose)\");\n }\n else\n {\n // Default to rifle (AssaultRifle or no weapon)\n detectedType = WeaponType.Rifle;\n LogToFile(\"[Player] Detected weapon: Rifle (default pose)\");\n }\n\n _currentWeaponType = detectedType;\n ApplyWeaponArmOffsets();\n }\n\n /// <summary>\n /// Applies arm position offsets based on current weapon type.\n /// Modifies base arm positions to create appropriate weapon-holding poses.\n /// </summary>\n private void ApplyWeaponArmOffsets()\n {\n // Original positions from Player.tscn: LeftArm (24, 6), RightArm (-2, 6)\n var originalLeftArmPos = new Vector2(24, 6);\n var originalRightArmPos = new Vector2(-2, 6);\n\n switch (_currentWeaponType)\n {\n case WeaponType.SMG:\n // SMG pose: Compact two-handed grip\n // Left arm moves back toward body for shorter weapon\n // Right arm moves forward slightly to meet left hand\n _baseLeftArmPos = originalLeftArmPos + SmgLeftArmOffset;\n _baseRightArmPos = originalRightArmPos + SmgRightArmOffset;\n LogToFile($\"[Player] Applied SMG arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Shotgun:\n // Shotgun pose: Similar to rifle but slightly tighter\n _baseLeftArmPos = originalLeftArmPos + new Vector2(-3, 0);\n _baseRightArmPos = originalRightArmPos + new Vector2(1, 0);\n LogToFile($\"[Player] Applied Shotgun arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Pistol:\n // Pistol pose: Two-handed pistol grip (Weaver/Isoceles stance)\n // Extended forward so the pistol is held away from body\n // Left arm supports under the right hand\n // Right arm extends forward for aiming\n _baseLeftArmPos = originalLeftArmPos + new Vector2(-8, 0); // Extended forward (was -14)\n _baseRightArmPos = originalRightArmPos + new Vector2(6, 0); // Further forward for aiming (was 4)\n LogToFile($\"[Player] Applied Pistol arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Sniper:\n // Sniper pose: Extended forward grip for long heavy weapon (ASVK)\n // Left arm reaches further forward to support the heavy barrel\n // Right arm stays close to body for stable trigger control\n _baseLeftArmPos = originalLeftArmPos + new Vector2(4, 0);\n _baseRightArmPos = originalRightArmPos + new Vector2(-1, 0);\n LogToFile($\"[Player] Applied Sniper arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Rifle:\n default:\n // Rifle pose: Standard extended grip (original positions)\n _baseLeftArmPos = originalLeftArmPos;\n _baseRightArmPos = originalRightArmPos;\n LogToFile($\"[Player] Applied Rifle arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n }\n\n // Apply new base positions to sprites immediately\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Position = _baseLeftArmPos;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.Position = _baseRightArmPos;\n }\n }\n\n /// <summary>\n /// Gets the normalized input direction from player input.\n /// When the sniper rifle is bolt cycling, only WASD keys are used for movement.\n /// Arrow keys are reserved for the bolt-action sequence during cycling.\n /// </summary>\n /// <returns>Normalized direction vector.</returns>\n private Vector2 GetInputDirection()\n {\n Vector2 direction = Vector2.Zero;\n\n // Check if sniper rifle bolt cycling is in progress\n if (CurrentWeapon is SniperRifle sniperRifle && sniperRifle.IsBoltCycling)\n {\n // During bolt cycling: only WASD keys move the player (arrows are for bolt action)\n // Use physical key detection for WASD only\n if (Input.IsPhysicalKeyPressed(Key.A)) direction.X -= 1.0f;\n if (Input.IsPhysicalKeyPressed(Key.D)) direction.X += 1.0f;\n if (Input.IsPhysicalKeyPressed(Key.W)) direction.Y -= 1.0f;\n if (Input.IsPhysicalKeyPressed(Key.S)) direction.Y += 1.0f;\n }\n else\n {\n // Normal mode: use all configured input actions (WASD + arrows)\n direction.X = Input.GetAxis(\"move_left\", \"move_right\");\n direction.Y = Input.GetAxis(\"move_up\", \"move_down\");\n }\n\n // Normalize to prevent faster diagonal movement\n if (direction.Length() > 1.0f)\n {\n direction = direction.Normalized();\n }\n\n return direction;\n }\n\n /// <summary>\n /// Updates the walking animation based on player movement state.\n /// Creates a natural bobbing motion for body parts during movement.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n /// <param name=\"inputDirection\">Current movement input direction.</param>\n private void UpdateWalkAnimation(float delta, Vector2 inputDirection)\n {\n bool isMoving = inputDirection != Vector2.Zero || Velocity.Length() > 10.0f;\n\n if (isMoving)\n {\n // Accumulate animation time based on movement speed\n float speedFactor = Velocity.Length() / MaxSpeed;\n _walkAnimTime += delta * WalkAnimSpeed * speedFactor;\n _isWalking = true;\n\n // Calculate animation offsets using sine waves\n // Body bobs up and down (frequency = 2x for double step)\n float bodyBob = Mathf.Sin(_walkAnimTime * 2.0f) * 1.5f * WalkAnimIntensity;\n\n // Head bobs slightly less than body (dampened)\n float headBob = Mathf.Sin(_walkAnimTime * 2.0f) * 0.8f * WalkAnimIntensity;\n\n // Arms swing opposite to each other (alternating)\n float armSwing = Mathf.Sin(_walkAnimTime) * 3.0f * WalkAnimIntensity;\n\n // Apply offsets to sprites\n if (_bodySprite != null)\n {\n _bodySprite.Position = _baseBodyPos + new Vector2(0, bodyBob);\n }\n\n if (_headSprite != null)\n {\n _headSprite.Position = _baseHeadPos + new Vector2(0, headBob);\n }\n\n if (_leftArmSprite != null)\n {\n // Left arm swings forward/back (y-axis in top-down)\n _leftArmSprite.Position = _baseLeftArmPos + new Vector2(armSwing, 0);\n }\n\n if (_rightArmSprite != null)\n {\n // Right arm swings opposite to left arm\n _rightArmSprite.Position = _baseRightArmPos + new Vector2(-armSwing, 0);\n }\n }\n else\n {\n // Return to idle pose smoothly\n if (_isWalking)\n {\n _isWalking = false;\n _walkAnimTime = 0.0f;\n }\n\n // Interpolate back to base positions\n float lerpSpeed = 10.0f * delta;\n if (_bodySprite != null)\n {\n _bodySprite.Position = _bodySprite.Position.Lerp(_baseBodyPos, lerpSpeed);\n }\n if (_headSprite != null)\n {\n _headSprite.Position = _headSprite.Position.Lerp(_baseHeadPos, lerpSpeed);\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Position = _leftArmSprite.Position.Lerp(_baseLeftArmPos, lerpSpeed);\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.Position = _rightArmSprite.Position.Lerp(_baseRightArmPos, lerpSpeed);\n }\n }\n }\n\n /// <summary>\n /// Handles the R-F-R reload sequence input.\n /// Step 0: Press R to start sequence (eject magazine)\n /// Step 1: Press F to continue (insert new magazine)\n /// Step 2: Press R to complete reload instantly (chamber round)\n ///\n /// Bullet in chamber mechanics:\n /// - At step 1 (R pressed): shooting resets the combo\n /// - At step 2 (R->F pressed): if previous magazine had ammo, one chamber bullet can be fired\n /// - After reload: if chamber bullet was fired, subtract one from new magazine\n ///\n /// Note: This reload sequence is skipped for weapons that use tube magazines (like Shotgun),\n /// which have their own shell-by-shell reload mechanism via RMB drag gestures.\n /// </summary>\n private void HandleReloadSequenceInput()\n {\n if (CurrentWeapon == null)\n {\n return;\n }\n\n // Skip R-F-R reload sequence for weapons that use tube magazines (like Shotgun)\n // These weapons have their own reload mechanism (shell-by-shell via RMB gestures)\n // Pressing R key should be ignored for these weapons to avoid breaking ammo tracking\n if (CurrentWeapon is Shotgun)\n {\n return;\n }\n\n // Can't reload if magazine is full (and not in reload sequence)\n if (!_isReloadingSequence && CurrentWeapon.CurrentAmmo >= (CurrentWeapon.WeaponData?.MagazineSize ?? 0))\n {\n return;\n }\n\n // Can't reload if no reserve ammo (and not in reload sequence)\n if (!_isReloadingSequence && CurrentWeapon.ReserveAmmo <= 0)\n {\n return;\n }\n\n // Check if this is a pistol-type weapon that uses R->R reload (2-step) instead of R->F->R (3-step)\n bool isPistolReload = CurrentWeapon is MakarovPM;\n\n // Handle R key (first and third step, or both steps for pistol)\n if (Input.IsActionJustPressed(\"reload\"))\n {\n if (_reloadSequenceStep == 0)\n {\n // Starting fresh - check conditions\n if (CurrentWeapon.CurrentAmmo >= (CurrentWeapon.WeaponData?.MagazineSize ?? 0))\n {\n return; // Magazine is full\n }\n if (CurrentWeapon.ReserveAmmo <= 0)\n {\n return; // No reserve ammo\n }\n\n // Start reload sequence - eject magazine\n _isReloadingSequence = true;\n _reloadSequenceStep = 1;\n _ammoAtReloadStart = CurrentWeapon.CurrentAmmo;\n GD.Print($\"[Player] Reload sequence started (R pressed) - ammo at start: {_ammoAtReloadStart}\" +\n (isPistolReload ? \" - press R to complete (pistol)\" : \" - press F next\"));\n // Start animation: Step 1 - Grab magazine from chest\n StartReloadAnimPhase(ReloadAnimPhase.GrabMagazine, ReloadAnimGrabDuration);\n // Play first reload sound (PM-specific or generic mag out)\n if (isPistolReload)\n PlayPmReloadAction1Sound();\n else\n PlayReloadMagOutSound();\n EmitSignal(SignalName.ReloadSequenceProgress, 1, isPistolReload ? 2 : 3);\n // Notify enemies that player has started reloading (vulnerable state)\n EmitSignal(SignalName.ReloadStarted);\n }\n else if (_reloadSequenceStep == 1 && isPistolReload)\n {\n // Pistol R->R reload: second R completes reload (combines F and final R steps)\n // Set up chamber bullet based on ammo at reload start\n bool hadAmmoInMagazine = _ammoAtReloadStart > 0;\n CurrentWeapon.StartReloadSequence(hadAmmoInMagazine);\n\n GD.Print(\"[Player] Pistol reload: R->R complete (magazine inserted)\");\n // Start animation: Insert magazine\n StartReloadAnimPhase(ReloadAnimPhase.InsertMagazine, ReloadAnimInsertDuration);\n // Play second PM reload sound\n PlayPmReloadAction2Sound();\n EmitSignal(SignalName.ReloadSequenceProgress, 2, 2);\n CompleteReloadSequence();\n }\n else if (_reloadSequenceStep == 1 && !isPistolReload)\n {\n // Non-pistol: pressing R again at step 1 restarts the sequence\n _isReloadingSequence = true;\n _reloadSequenceStep = 1;\n _ammoAtReloadStart = CurrentWeapon.CurrentAmmo;\n GD.Print($\"[Player] Reload sequence restarted (R pressed again) - ammo at start: {_ammoAtReloadStart} - press F next\");\n StartReloadAnimPhase(ReloadAnimPhase.GrabMagazine, ReloadAnimGrabDuration);\n PlayReloadMagOutSound();\n EmitSignal(SignalName.ReloadSequenceProgress, 1, 3);\n EmitSignal(SignalName.ReloadStarted);\n }\n else if (_reloadSequenceStep == 2)\n {\n // Complete reload sequence - instant reload! (non-pistol: 3rd step)\n // Start animation: Step 3 - Pull bolt/charging handle (back and forth motion)\n StartReloadAnimPhase(ReloadAnimPhase.PullBolt, ReloadAnimBoltPullDuration);\n // Play bolt cycling sound\n PlayM16BoltSound();\n CompleteReloadSequence();\n }\n }\n\n // Handle F key (reload_step action - second step, only for non-pistol weapons)\n if (Input.IsActionJustPressed(\"reload_step\") && !isPistolReload)\n {\n if (_reloadSequenceStep == 1)\n {\n // Continue to next step - set up chamber bullet\n _reloadSequenceStep = 2;\n\n // Set up bullet in chamber based on ammo at reload start\n bool hadAmmoInMagazine = _ammoAtReloadStart > 0;\n CurrentWeapon.StartReloadSequence(hadAmmoInMagazine);\n\n GD.Print($\"[Player] Reload sequence step 2 (F pressed) - bullet in chamber: {hadAmmoInMagazine} - press R to complete\");\n // Start animation: Step 2 - Insert magazine into rifle\n StartReloadAnimPhase(ReloadAnimPhase.InsertMagazine, ReloadAnimInsertDuration);\n // Play magazine in sound\n PlayReloadMagInSound();\n EmitSignal(SignalName.ReloadSequenceProgress, 2, 3);\n }\n else if (_isReloadingSequence)\n {\n // Wrong key pressed, reset sequence\n GD.Print(\"[Player] Wrong key! Reload sequence reset (expected R)\");\n // Restart animation from grab phase\n StartReloadAnimPhase(ReloadAnimPhase.GrabMagazine, ReloadAnimGrabDuration);\n ResetReloadSequence();\n }\n }\n }\n\n /// <summary>\n /// Plays the magazine out sound (first reload step).\n /// </summary>\n private void PlayReloadMagOutSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_reload_mag_out\"))\n {\n audioManager.Call(\"play_reload_mag_out\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the magazine in sound (second reload step).\n /// </summary>\n private void PlayReloadMagInSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_reload_mag_in\"))\n {\n audioManager.Call(\"play_reload_mag_in\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the first Makarov PM reload action sound (eject magazine).\n /// </summary>\n private void PlayPmReloadAction1Sound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_reload_action_1\"))\n {\n audioManager.Call(\"play_pm_reload_action_1\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the second Makarov PM reload action sound (insert magazine).\n /// </summary>\n private void PlayPmReloadAction2Sound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_reload_action_2\"))\n {\n audioManager.Call(\"play_pm_reload_action_2\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the M16 bolt cycling sound (third reload step).\n /// </summary>\n private void PlayM16BoltSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_m16_bolt\"))\n {\n audioManager.Call(\"play_m16_bolt\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Completes the reload sequence, instantly reloading the weapon.\n /// </summary>\n private void CompleteReloadSequence()\n {\n if (CurrentWeapon == null)\n {\n return;\n }\n\n // Perform instant reload\n CurrentWeapon.InstantReload();\n\n GD.Print(\"[Player] Reload sequence complete! Magazine refilled instantly.\");\n EmitSignal(SignalName.ReloadSequenceProgress, 3, 3);\n EmitSignal(SignalName.ReloadCompleted);\n\n ResetReloadSequence();\n }\n\n /// <summary>\n /// Resets the reload sequence to the beginning.\n /// Also cancels the weapon's reload sequence state.\n /// </summary>\n private void ResetReloadSequence()\n {\n _reloadSequenceStep = 0;\n _isReloadingSequence = false;\n _ammoAtReloadStart = 0;\n\n // Return arms to idle if reload animation was active\n if (_reloadAnimPhase != ReloadAnimPhase.None)\n {\n StartReloadAnimPhase(ReloadAnimPhase.ReturnIdle, ReloadAnimReturnDuration);\n }\n\n // Cancel weapon's reload sequence state\n CurrentWeapon?.CancelReloadSequence();\n }\n\n /// <summary>\n /// Gets whether the player is currently in a reload sequence.\n /// </summary>\n public bool IsReloadingSequence => _isReloadingSequence;\n\n /// <summary>\n /// Gets the current reload sequence step (0-2).\n /// </summary>\n public int ReloadSequenceStep => _reloadSequenceStep;\n\n /// <summary>\n /// Fires a bullet towards the mouse cursor.\n /// Uses weapon system if available, otherwise uses direct bullet spawning.\n /// </summary>\n private void Shoot()\n {\n // Calculate direction towards mouse cursor\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 shootDirection = (mousePos - GlobalPosition).Normalized();\n\n // If we have a weapon equipped, use it\n if (CurrentWeapon != null)\n {\n // When SniperRifle scope is active, fire towards the scope crosshair center\n // instead of the mouse cursor (the camera is offset, so mouse != crosshair)\n var sniperRifle = CurrentWeapon as SniperRifle;\n if (sniperRifle != null && sniperRifle.IsScopeActive)\n {\n Vector2 scopeTarget = sniperRifle.GetScopeAimTarget();\n shootDirection = (scopeTarget - GlobalPosition).Normalized();\n }\n\n CurrentWeapon.Fire(shootDirection);\n return;\n }\n\n // Otherwise use direct bullet spawning (original behavior)\n SpawnBullet(shootDirection);\n }\n\n /// <summary>\n /// Spawns a bullet directly without using the weapon system.\n /// Preserves the original template behavior.\n /// </summary>\n /// <param name=\"direction\">Direction for the bullet to travel.</param>\n private void SpawnBullet(Vector2 direction)\n {\n if (BulletScene == null)\n {\n return;\n }\n\n // Create bullet instance\n var bullet = BulletScene.Instantiate<Node2D>();\n\n // Set bullet position with offset in shoot direction\n bullet.GlobalPosition = GlobalPosition + direction * BulletSpawnOffset;\n\n // Set bullet direction\n if (bullet.HasMethod(\"SetDirection\"))\n {\n bullet.Call(\"SetDirection\", direction);\n }\n else\n {\n bullet.Set(\"direction\", direction);\n }\n\n // Set shooter ID to prevent self-damage\n if (bullet.HasMethod(\"SetShooterId\"))\n {\n bullet.Call(\"SetShooterId\", GetInstanceId());\n }\n else\n {\n bullet.Set(\"shooter_id\", GetInstanceId());\n }\n\n // Add bullet to the scene tree\n GetTree().CurrentScene.AddChild(bullet);\n }\n\n / |
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