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| # Solve.mjs Log - 2026-02-07T21:23:27.156Z | |
| [2026-02-07T21:23:27.157Z] [INFO] 📁 Log file: /home/hive/solve-2026-02-07T21-23-27-156Z.log | |
| [2026-02-07T21:23:27.158Z] [INFO] (All output will be logged here) | |
| [2026-02-07T21:23:27.789Z] [INFO] | |
| [2026-02-07T21:23:27.790Z] [INFO] 🚀 solve v1.16.0 | |
| [2026-02-07T21:23:27.790Z] [INFO] 🔧 Raw command executed: | |
| [2026-02-07T21:23:27.791Z] [INFO] /home/hive/.nvm/versions/node/v20.20.0/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/issues/604 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats | |
| [2026-02-07T21:23:27.791Z] [INFO] | |
| [2026-02-07T21:23:27.804Z] [INFO] | |
| [2026-02-07T21:23:27.804Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-02-07T21:23:27.805Z] [INFO] | |
| [2026-02-07T21:23:27.805Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-02-07T21:23:27.806Z] [INFO] The log may contain sensitive information such as: | |
| [2026-02-07T21:23:27.806Z] [INFO] • API keys, tokens, or secrets | |
| [2026-02-07T21:23:27.806Z] [INFO] • File paths and directory structures | |
| [2026-02-07T21:23:27.806Z] [INFO] • Command outputs and error messages | |
| [2026-02-07T21:23:27.806Z] [INFO] • Internal system information | |
| [2026-02-07T21:23:27.807Z] [INFO] | |
| [2026-02-07T21:23:27.807Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log | |
| [2026-02-07T21:23:27.807Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-02-07T21:23:27.807Z] [INFO] | |
| [2026-02-07T21:23:27.807Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-02-07T21:23:27.807Z] [INFO] | |
| [2026-02-07T21:23:32.811Z] [INFO] | |
| [2026-02-07T21:23:32.834Z] [INFO] 💾 Disk space check: 21396MB available (2048MB required) ✅ | |
| [2026-02-07T21:23:32.836Z] [INFO] 🧠 Memory check: 10691MB available, swap: 4095MB (0MB used), total: 14786MB (256MB required) ✅ | |
| [2026-02-07T21:23:32.851Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-02-07T21:23:32.852Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-02-07T21:23:32.852Z] [INFO] 📋 URL validation: | |
| [2026-02-07T21:23:32.852Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/604 | |
| [2026-02-07T21:23:32.852Z] [INFO] Is Issue URL: true | |
| [2026-02-07T21:23:32.853Z] [INFO] Is PR URL: false | |
| [2026-02-07T21:23:32.853Z] [INFO] 🔍 Checking repository access for auto-fork... | |
| [2026-02-07T21:23:33.519Z] [INFO] Repository visibility: public | |
| [2026-02-07T21:23:33.520Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode | |
| [2026-02-07T21:23:33.520Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled) | |
| [2026-02-07T21:23:33.851Z] [INFO] Repository visibility: public | |
| [2026-02-07T21:23:33.852Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-02-07T21:23:33.853Z] [INFO] 🔍 Auto-continue enabled: Checking for existing PRs for issue #604... | |
| [2026-02-07T21:23:34.532Z] [INFO] 🔍 Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP... | |
| [2026-02-07T21:23:35.986Z] [INFO] 📋 Found 10 existing PR(s) linked to issue #604 | |
| [2026-02-07T21:23:35.987Z] [INFO] PR #618: created 3h ago (OPEN, ready) | |
| [2026-02-07T21:23:35.987Z] [INFO] PR #618: Branch 'issue-617-7cbb54653fb8' doesn't match expected pattern 'issue-604-*' - skipping | |
| [2026-02-07T21:23:35.987Z] [INFO] PR #616: created 3h ago (OPEN, ready) | |
| [2026-02-07T21:23:35.987Z] [INFO] PR #616: Branch 'issue-615-41afe8c265c6' doesn't match expected pattern 'issue-604-*' - skipping | |
| [2026-02-07T21:23:35.988Z] [INFO] PR #614: created 4h ago (OPEN, ready) | |
| [2026-02-07T21:23:35.988Z] [INFO] PR #614: Branch 'issue-612-6a34db9e405f' doesn't match expected pattern 'issue-604-*' - skipping | |
| [2026-02-07T21:23:35.988Z] [INFO] PR #613: created 4h ago (OPEN, ready) | |
| [2026-02-07T21:23:35.988Z] [INFO] PR #613: Branch 'issue-610-4213ac33f77b' doesn't match expected pattern 'issue-604-*' - skipping | |
| [2026-02-07T21:23:35.988Z] [INFO] PR #609: created 4h ago (OPEN, ready) | |
| [2026-02-07T21:23:35.988Z] [INFO] PR #609: Branch 'issue-602-3376ec59ebf0' doesn't match expected pattern 'issue-604-*' - skipping | |
| [2026-02-07T21:23:35.988Z] [INFO] PR #601: created 5h ago (OPEN, ready) | |
| [2026-02-07T21:23:35.989Z] [INFO] PR #601: Branch 'issue-593-e856393c3c8f' doesn't match expected pattern 'issue-604-*' - skipping | |
| [2026-02-07T21:23:35.989Z] [INFO] PR #599: created 5h ago (OPEN, draft) | |
| [2026-02-07T21:23:35.989Z] [INFO] PR #599: Branch 'issue-583-9c3a50bce842' doesn't match expected pattern 'issue-604-*' - skipping | |
| [2026-02-07T21:23:35.989Z] [INFO] PR #594: created 6h ago (OPEN, ready) | |
| [2026-02-07T21:23:35.989Z] [INFO] PR #594: Branch 'issue-592-f7ca9167d308' doesn't match expected pattern 'issue-604-*' - skipping | |
| [2026-02-07T21:23:35.989Z] [INFO] PR #582: created 7h ago (OPEN, ready) | |
| [2026-02-07T21:23:35.989Z] [INFO] PR #582: Branch 'issue-581-7de135d6bace' doesn't match expected pattern 'issue-604-*' - skipping | |
| [2026-02-07T21:23:35.990Z] [INFO] PR #556: created 11h ago (OPEN, ready) | |
| [2026-02-07T21:23:35.990Z] [INFO] PR #556: Branch 'issue-555-8c6f4dc8e387' doesn't match expected pattern 'issue-604-*' - skipping | |
| [2026-02-07T21:23:35.990Z] [INFO] ⏭️ No suitable PRs found (missing CLAUDE.md/.gitkeep or older than 24h) - creating new PR as usual | |
| [2026-02-07T21:23:35.990Z] [INFO] 📝 Issue mode: Working with issue #604 | |
| [2026-02-07T21:23:35.991Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1770499415990 | |
| [2026-02-07T21:23:35.993Z] [INFO] | |
| 🍴 Fork mode: ENABLED | |
| [2026-02-07T21:23:35.993Z] [INFO] Checking fork status... | |
| [2026-02-07T21:23:36.300Z] [INFO] 🔍 Detecting fork conflicts... | |
| [2026-02-07T21:23:37.233Z] [INFO] ✅ No fork conflict: Safe to proceed | |
| [2026-02-07T21:23:37.560Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-07T21:23:37.562Z] [INFO] 🔍 Validating fork parent... | |
| [2026-02-07T21:23:37.929Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-07T21:23:37.930Z] [INFO] | |
| 📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-07T21:23:41.572Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1770499415990 | |
| [2026-02-07T21:23:41.620Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-07T21:23:41.667Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote | |
| [2026-02-07T21:23:41.668Z] [INFO] 🔄 Fetching upstream... | |
| [2026-02-07T21:23:41.997Z] [INFO] ✅ Upstream fetched: Successfully | |
| [2026-02-07T21:23:41.998Z] [INFO] 🔄 Syncing default branch... | |
| [2026-02-07T21:23:42.586Z] [INFO] ℹ️ Default branch: main | |
| [2026-02-07T21:23:42.955Z] [INFO] ✅ Default branch synced: with upstream/main | |
| [2026-02-07T21:23:42.956Z] [INFO] 🔄 Pushing to fork: main branch | |
| [2026-02-07T21:23:43.413Z] [INFO] ✅ Fork updated: Default branch pushed to fork | |
| [2026-02-07T21:23:43.554Z] [INFO] | |
| 📌 Default branch: main | |
| [2026-02-07T21:23:43.616Z] [INFO] | |
| 🌿 Creating branch: issue-604-b8123e21682e from main (default) | |
| [2026-02-07T21:23:43.667Z] [INFO] 🔍 Verifying: Branch creation... | |
| [2026-02-07T21:23:43.710Z] [INFO] ✅ Branch created: issue-604-b8123e21682e | |
| [2026-02-07T21:23:43.710Z] [INFO] ✅ Current branch: issue-604-b8123e21682e | |
| [2026-02-07T21:23:43.710Z] [INFO] Branch operation: Create new branch | |
| [2026-02-07T21:23:43.711Z] [INFO] Branch verification: Matches expected | |
| [2026-02-07T21:23:43.713Z] [INFO] | |
| 🚀 Auto PR creation: ENABLED | |
| [2026-02-07T21:23:43.713Z] [INFO] Creating: Initial commit and draft PR... | |
| [2026-02-07T21:23:43.714Z] [INFO] | |
| [2026-02-07T21:23:43.754Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false, --auto-gitkeep-file=true) | |
| [2026-02-07T21:23:43.754Z] [INFO] 📝 Creating: CLAUDE.md with task details | |
| [2026-02-07T21:23:43.755Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/604 | |
| [2026-02-07T21:23:43.755Z] [INFO] Issue URL from argv._[0]: undefined | |
| [2026-02-07T21:23:43.755Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/604 | |
| [2026-02-07T21:23:43.755Z] [INFO] ✅ File created: CLAUDE.md | |
| [2026-02-07T21:23:43.755Z] [INFO] 📦 Adding file: To git staging | |
| [2026-02-07T21:23:43.861Z] [INFO] Git status after add: A CLAUDE.md | |
| [2026-02-07T21:23:43.862Z] [INFO] 📝 Creating commit: With CLAUDE.md file | |
| [2026-02-07T21:23:43.914Z] [INFO] ✅ Commit created: Successfully with CLAUDE.md | |
| [2026-02-07T21:23:43.915Z] [INFO] Commit output: [issue-604-b8123e21682e 853250f] Initial commit with task details | |
| 1 file changed, 7 insertions(+) | |
| create mode 100644 CLAUDE.md | |
| [2026-02-07T21:23:43.959Z] [INFO] Commit hash: 853250f... | |
| [2026-02-07T21:23:44.007Z] [INFO] Latest commit: 853250f Initial commit with task details | |
| [2026-02-07T21:23:44.061Z] [INFO] Git status: clean | |
| [2026-02-07T21:23:44.105Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git (fetch) | |
| [2026-02-07T21:23:44.152Z] [INFO] Branch info: * issue-604-b8123e21682e 853250f [origin/main: ahead 1] Initial commit with task details | |
| main ae9cdf8 [origin/main] Merge pull request #620 from konard/issue-619-589135a8d398 | |
| [2026-02-07T21:23:44.153Z] [INFO] 📤 Pushing branch: To remote repository... | |
| [2026-02-07T21:23:44.153Z] [INFO] Push command: git push -u origin issue-604-b8123e21682e | |
| [2026-02-07T21:23:44.911Z] [INFO] Push exit code: 0 | |
| [2026-02-07T21:23:44.912Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-604-b8123e21682e' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-604-b8123e21682e | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-604-b8123e21682e -> issue-604-b8123e21682e | |
| branch 'issue-604-b8123e21682e' set up to track 'origin/issue-604-b8123e21682e'. | |
| [2026-02-07T21:23:44.912Z] [INFO] ✅ Branch pushed: Successfully to remote | |
| [2026-02-07T21:23:44.912Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-604-b8123e21682e' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-604-b8123e21682e | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-604-b8123e21682e -> issue-604-b8123e21682e | |
| branch 'issue-604-b8123e21682e' set up to track 'origin/issue-604-b8123e21682e'. | |
| [2026-02-07T21:23:44.912Z] [INFO] Waiting for GitHub to sync... | |
| [2026-02-07T21:23:47.439Z] [INFO] Compare API check: 1 commit(s) ahead of main | |
| [2026-02-07T21:23:47.440Z] [INFO] GitHub compare API ready: 1 commit(s) found | |
| [2026-02-07T21:23:47.731Z] [INFO] Branch verified on GitHub: issue-604-b8123e21682e | |
| [2026-02-07T21:23:48.050Z] [INFO] Remote commit SHA: 853250f... | |
| [2026-02-07T21:23:48.051Z] [INFO] 📋 Getting issue: Title from GitHub... | |
| [2026-02-07T21:23:48.381Z] [INFO] Issue title: "добавь новый тип врага - гренадер" | |
| [2026-02-07T21:23:48.382Z] [INFO] 👤 Getting user: Current GitHub account... | |
| [2026-02-07T21:23:48.677Z] [INFO] Current user: konard | |
| [2026-02-07T21:23:48.930Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-02-07T21:23:48.931Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-02-07T21:23:48.931Z] [INFO] 🔄 Fetching: Latest main branch... | |
| [2026-02-07T21:23:49.265Z] [INFO] ✅ Base updated: Fetched latest main | |
| [2026-02-07T21:23:49.266Z] [INFO] 🔍 Checking: Commits between branches... | |
| [2026-02-07T21:23:49.310Z] [INFO] Commits ahead of origin/main: 1 | |
| [2026-02-07T21:23:49.311Z] [INFO] ✅ Commits found: 1 commit(s) ahead | |
| [2026-02-07T21:23:49.311Z] [INFO] 🔀 Creating PR: Draft pull request... | |
| [2026-02-07T21:23:49.311Z] [INFO] 🎯 Target branch: main (default) | |
| [2026-02-07T21:23:49.311Z] [INFO] PR Title: [WIP] добавь новый тип врага - гренадер | |
| [2026-02-07T21:23:49.311Z] [INFO] Base branch: main | |
| [2026-02-07T21:23:49.312Z] [INFO] Head branch: issue-604-b8123e21682e | |
| [2026-02-07T21:23:49.312Z] [INFO] Assignee: konard | |
| [2026-02-07T21:23:49.312Z] [INFO] PR Body: | |
| ## 🤖 AI-Powered Solution Draft | |
| This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#604. | |
| ### 📋 Issue Reference | |
| Fixes Jhon-Crow/godot-topdown-MVP#604 | |
| ### 🚧 Status | |
| **Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft. | |
| ### 📝 Implementation Details | |
| _Details will be added as the solution draft is developed..._ | |
| --- | |
| *This PR was created automatically by the AI issue solver* | |
| [2026-02-07T21:23:49.314Z] [INFO] Command: cd "/tmp/gh-issue-solver-1770499415990" && gh pr create --draft --title "$(cat '/tmp/pr-title-1770499429313.txt')" --body-file "/tmp/pr-body-1770499429313.md" --base main --head konard:issue-604-b8123e21682e --repo Jhon-Crow/godot-topdown-MVP | |
| [2026-02-07T21:23:50.811Z] [INFO] 🔍 Verifying: PR creation... | |
| [2026-02-07T21:23:51.159Z] [INFO] ✅ Verification: PR exists on GitHub | |
| [2026-02-07T21:23:51.159Z] [INFO] ✅ PR created: #628 | |
| [2026-02-07T21:23:51.160Z] [INFO] 📍 PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/628 | |
| [2026-02-07T21:23:51.160Z] [INFO] ℹ️ Note: Could not assign (no permission) | |
| [2026-02-07T21:23:51.160Z] [INFO] 🔗 Linking: Issue #604 to PR #628... | |
| [2026-02-07T21:23:51.526Z] [INFO] Issue node ID: I_kwDOQ35BQ87pF1ZO | |
| [2026-02-07T21:23:51.845Z] [INFO] PR node ID: PR_kwDOQ35BQ87COZGH | |
| [2026-02-07T21:23:52.236Z] [INFO] | |
| [2026-02-07T21:23:52.237Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue | |
| [2026-02-07T21:23:52.237Z] [INFO] | |
| [2026-02-07T21:23:52.238Z] [WARNING] The PR was created from a fork but wasn't linked to the issue. | |
| [2026-02-07T21:23:52.238Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-MVP#604" in PR body | |
| [2026-02-07T21:23:52.238Z] [INFO] | |
| [2026-02-07T21:23:52.238Z] [WARNING] To fix manually: | |
| [2026-02-07T21:23:52.238Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/628 | |
| [2026-02-07T21:23:52.238Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-MVP#604 | |
| [2026-02-07T21:23:52.239Z] [INFO] | |
| [2026-02-07T21:23:52.565Z] [INFO] 👤 Current user: konard | |
| [2026-02-07T21:23:52.566Z] [INFO] | |
| 📊 Comment counting conditions: | |
| [2026-02-07T21:23:52.566Z] [INFO] prNumber: 628 | |
| [2026-02-07T21:23:52.566Z] [INFO] branchName: issue-604-b8123e21682e | |
| [2026-02-07T21:23:52.567Z] [INFO] isContinueMode: false | |
| [2026-02-07T21:23:52.567Z] [INFO] Will count comments: true | |
| [2026-02-07T21:23:52.567Z] [INFO] 💬 Counting comments: Checking for new comments since last commit... | |
| [2026-02-07T21:23:52.567Z] [INFO] PR #628 on branch: issue-604-b8123e21682e | |
| [2026-02-07T21:23:52.567Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-07T21:23:52.996Z] [INFO] 📅 Last commit time (from API): 2026-02-07T21:23:43.000Z | |
| [2026-02-07T21:23:53.879Z] [INFO] 💬 New PR comments: 0 | |
| [2026-02-07T21:23:53.880Z] [INFO] 💬 New PR review comments: 0 | |
| [2026-02-07T21:23:53.880Z] [INFO] 💬 New issue comments: 0 | |
| [2026-02-07T21:23:53.881Z] [INFO] Total new comments: 0 | |
| [2026-02-07T21:23:53.881Z] [INFO] Comment lines to add: No (saving tokens) | |
| [2026-02-07T21:23:53.881Z] [INFO] PR review comments fetched: 0 | |
| [2026-02-07T21:23:53.882Z] [INFO] PR conversation comments fetched: 0 | |
| [2026-02-07T21:23:53.882Z] [INFO] Total PR comments checked: 0 | |
| [2026-02-07T21:23:56.587Z] [INFO] Feedback info will be added to prompt: | |
| [2026-02-07T21:23:56.587Z] [INFO] - Pull request description was edited after last commit | |
| [2026-02-07T21:23:56.587Z] [INFO] 📅 Getting timestamps: From GitHub servers... | |
| [2026-02-07T21:23:56.908Z] [INFO] 📝 Issue updated: 2026-02-07T16:02:47.000Z | |
| [2026-02-07T21:23:57.189Z] [INFO] 💬 Comments: None found | |
| [2026-02-07T21:23:57.548Z] [INFO] 🔀 Recent PR: 2026-02-07T21:23:50.000Z | |
| [2026-02-07T21:23:57.548Z] [INFO] | |
| ✅ Reference time: 2026-02-07T21:23:50.000Z | |
| [2026-02-07T21:23:57.549Z] [INFO] | |
| 🔍 Checking for uncommitted changes to include as feedback... | |
| [2026-02-07T21:23:57.615Z] [INFO] ✅ No uncommitted changes found | |
| [2026-02-07T21:23:57.932Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-604-b8123e21682e | |
| [2026-02-07T21:24:00.059Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints | |
| [2026-02-07T21:24:00.189Z] [INFO] 👁️ Model vision capability: supported | |
| [2026-02-07T21:24:00.190Z] [INFO] | |
| 📝 Final prompt structure: | |
| [2026-02-07T21:24:00.191Z] [INFO] Characters: 529 | |
| [2026-02-07T21:24:00.192Z] [INFO] System prompt characters: 12741 | |
| [2026-02-07T21:24:00.192Z] [INFO] Feedback info: Included | |
| [2026-02-07T21:24:00.194Z] [INFO] | |
| 🤖 Executing Claude: OPUS | |
| [2026-02-07T21:24:00.195Z] [INFO] Model: opus | |
| [2026-02-07T21:24:00.196Z] [INFO] Working directory: /tmp/gh-issue-solver-1770499415990 | |
| [2026-02-07T21:24:00.196Z] [INFO] Branch: issue-604-b8123e21682e | |
| [2026-02-07T21:24:00.197Z] [INFO] Prompt length: 529 chars | |
| [2026-02-07T21:24:00.197Z] [INFO] System prompt length: 12741 chars | |
| [2026-02-07T21:24:00.197Z] [INFO] Feedback info included: Yes (1 lines) | |
| [2026-02-07T21:24:00.280Z] [INFO] 📈 System resources before execution: | |
| [2026-02-07T21:24:00.281Z] [INFO] Memory: MemFree: 9092244 kB | |
| [2026-02-07T21:24:00.281Z] [INFO] Load: 1.52 1.20 1.12 2/434 862244 | |
| [2026-02-07T21:24:00.282Z] [INFO] | |
| 📝 Raw command: | |
| [2026-02-07T21:24:00.282Z] [INFO] (cd "/tmp/gh-issue-solver-1770499415990" && 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/604 | |
| Your prepared branch: issue-604-b8123e21682e | |
| Your prepared working directory: /tmp/gh-issue-solver-1770499415990 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/628 | |
| 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-604-b8123e21682e | |
| Proceed. | |
| " --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-604-b8123e21682e --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/604. | |
| - 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/628/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/628/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/628/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/604/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 628 --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 628, 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 628. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-604-b8123e21682e. | |
| - When you finish, create a pull request from branch issue-604-b8123e21682e. (Note: PR 628 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-604-b8123e21682e. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 628 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-604-b8123e21682e/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 .) | |
| [2026-02-07T21:24:00.283Z] [INFO] | |
| [2026-02-07T21:24:00.284Z] [INFO] 📋 User prompt: | |
| [2026-02-07T21:24:00.284Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-02-07T21:24:00.285Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/604 | |
| Your prepared branch: issue-604-b8123e21682e | |
| Your prepared working directory: /tmp/gh-issue-solver-1770499415990 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/628 | |
| 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-604-b8123e21682e | |
| Proceed. | |
| [2026-02-07T21:24:00.286Z] [INFO] ---END USER PROMPT--- | |
| [2026-02-07T21:24:00.286Z] [INFO] | |
| [2026-02-07T21:24:00.286Z] [INFO] 📋 System prompt: | |
| [2026-02-07T21:24:00.286Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-02-07T21:24:00.287Z] [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-604-b8123e21682e --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/604. | |
| - 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/628/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/628/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/628/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/604/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 628 --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 628, 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 628. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-604-b8123e21682e. | |
| - When you finish, create a pull request from branch issue-604-b8123e21682e. (Note: PR 628 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-604-b8123e21682e. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 628 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-604-b8123e21682e/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. | |
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| "content": "/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd:\t2: { # UZI - uses same 9mm bullets as player's MiniUzi\n/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd:\t\t# Progressive spread matching player MiniUzi (MiniUzi.cs constants)\n/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd:\t\t# UZI spread starts immediately (threshold=0) and reaches 60° after 10 shots\n/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd:\t\t2: return \"UZI\"\n/tmp/gh-issue-solver-1770499415990/scripts/levels/test_tier.gd:\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then Sniper Rifle, then assault rifle\n/tmp/gh-issue-solver-1770499415990/scripts/levels/test_tier.gd:\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n/tmp/gh-issue-solver-1770499415990/scripts/levels/test_tier.gd:\tvar weapon_names: Dictionary = {\"shotgun\": \"Shotgun\", \"mini_uzi\": \"MiniUzi\", \"silenced_pistol\": \"SilencedPistol\", \"sniper\": \"SniperRifle\", \"m16\": \"AssaultRifle\"}\n/tmp/gh-issue-solver-1770499415990/scripts/levels/test_tier.gd:\t# If Mini UZI is selected, swap weapons\n/tmp/gh-issue-solver-1770499415990/scripts/levels/test_tier.gd:\t\t# Load and add the Mini UZI\n/tmp/gh-issue-solver-1770499415990/scripts/levels/test_tier.gd:\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n/tmp/gh-issue-solver-1770499415990/scripts/levels/test_tier.gd:\t\t\tmini_uzi.name = \"MiniUzi\"\n/tmp/gh-issue-solver-1770499415990/scripts/levels/test_tier.gd:\t\t\tprint(\"TestTier: Mini UZI equipped successfully\")\n/tmp/gh-issue-solver-1770499415990/scripts/levels/test_tier.gd:\t\t\tpush_error(\"TestTier: Failed to load MiniUzi scene!\")\n/tmp/gh-issue-solver-1770499415990/scripts/levels/building_level.gd:\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then assault rifle, then MakarovPM\n/tmp/gh-issue-solver-1770499415990/scripts/levels/building_level.gd:\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n/tmp/gh-issue-solver-1770499415990/scripts/levels/building_level.gd:\t\t\t\"mini_uzi\": \"MiniUzi\",\n/tmp/gh-issue-solver-1770499415990/scripts/levels/building_level.gd:\t# If Mini UZI is selected, swap weapons\n/tmp/gh-issue-solver-1770499415990/scripts/levels/building_level.gd:\t\t# Load and add the Mini UZI\n/tmp/gh-issue-solver-1770499415990/scripts/levels/building_level.gd:\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n/tmp/gh-issue-solver-1770499415990/scripts/levels/building_level.gd:\t\t\tmini_uzi.name = \"MiniUzi\"", | |
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| "content": " 1→class_name WeaponConfigComponent\n 2→extends RefCounted\n 3→## Static utility for weapon type configurations.\n 4→## Used by enemy.gd to configure weapon parameters based on weapon type.\n 5→## Updated to use the same bullet/casing scenes as player weapons (Issue #417 PR feedback).\n 6→\n 7→## Weapon type configurations as static data.\n 8→## Keys: \"shoot_cooldown\", \"bullet_speed\", \"magazine_size\", \"bullet_spawn_offset\", \"weapon_loudness\", \"sprite_path\"\n 9→## Added: \"bullet_scene_path\", \"casing_scene_path\", \"caliber_path\", \"is_shotgun\", \"pellet_count_min\", \"pellet_count_max\", \"spread_angle\"\n 10→## Added (Issue #516): \"spread_threshold\", \"initial_spread\", \"spread_increment\", \"max_spread\", \"spread_reset_time\"\n 11→## for progressive spread on single-bullet weapons (same as player weapons).\n 12→const WEAPON_CONFIGS := {\n 13→\t0: { # RIFLE (M16) - uses same bullets as player's AssaultRifle\n 14→\t\t\"shoot_cooldown\": 0.1,\n 15→\t\t\"bullet_speed\": 2500.0,\n 16→\t\t\"magazine_size\": 30,\n 17→\t\t\"bullet_spawn_offset\": 30.0,\n 18→\t\t\"weapon_loudness\": 1469.0,\n 19→\t\t\"sprite_path\": \"\", # Default sprite already in scene\n 20→\t\t\"bullet_scene_path\": \"res://scenes/projectiles/csharp/Bullet.tscn\",\n 21→\t\t\"casing_scene_path\": \"res://scenes/effects/Casing.tscn\",\n 22→\t\t\"caliber_path\": \"res://resources/calibers/caliber_545x39.tres\",\n 23→\t\t\"is_shotgun\": false,\n 24→\t\t\"pellet_count_min\": 1,\n 25→\t\t\"pellet_count_max\": 1,\n 26→\t\t\"spread_angle\": 0.0,\n 27→\t\t# Progressive spread matching player AssaultRifle (player.gd constants)\n 28→\t\t\"spread_threshold\": 3,\n 29→\t\t\"initial_spread\": 0.5,\n 30→\t\t\"spread_increment\": 0.6,\n 31→\t\t\"max_spread\": 4.0,\n 32→\t\t\"spread_reset_time\": 0.25\n 33→\t},\n 34→\t1: { # SHOTGUN - uses same pellets as player's Shotgun (multiple projectiles)\n 35→\t\t\"shoot_cooldown\": 0.8,\n 36→\t\t\"bullet_speed\": 1800.0,\n 37→\t\t\"magazine_size\": 8,\n 38→\t\t\"bullet_spawn_offset\": 35.0,\n 39→\t\t\"weapon_loudness\": 2000.0,\n 40→\t\t\"sprite_path\": \"res://assets/sprites/weapons/shotgun_topdown.png\",\n 41→\t\t\"bullet_scene_path\": \"res://scenes/projectiles/csharp/ShotgunPellet.tscn\",\n 42→\t\t\"casing_scene_path\": \"res://scenes/effects/Casing.tscn\",\n 43→\t\t\"caliber_path\": \"res://resources/calibers/caliber_buckshot.tres\",\n 44→\t\t\"is_shotgun\": true,\n 45→\t\t\"pellet_count_min\": 6,\n 46→\t\t\"pellet_count_max\": 10,\n 47→\t\t\"spread_angle\": 15.0, # degrees\n 48→\t\t# Shotgun uses pellet spread, not progressive spread\n 49→\t\t\"spread_threshold\": 0,\n 50→\t\t\"initial_spread\": 0.0,\n 51→\t\t\"spread_increment\": 0.0,\n 52→\t\t\"max_spread\": 0.0,\n 53→\t\t\"spread_reset_time\": 0.0\n 54→\t},\n 55→\t2: { # UZI - uses same 9mm bullets as player's MiniUzi\n 56→\t\t\"shoot_cooldown\": 0.06,\n 57→\t\t\"bullet_speed\": 2200.0,\n 58→\t\t\"magazine_size\": 32,\n 59→\t\t\"bullet_spawn_offset\": 25.0,\n 60→\t\t\"weapon_loudness\": 1200.0,\n 61→\t\t\"sprite_path\": \"res://assets/sprites/weapons/mini_uzi_topdown.png\",\n 62→\t\t\"bullet_scene_path\": \"res://scenes/projectiles/Bullet9mm.tscn\",\n 63→\t\t\"casing_scene_path\": \"res://scenes/effects/Casing.tscn\",\n 64→\t\t\"caliber_path\": \"res://resources/calibers/caliber_9x19.tres\",\n 65→\t\t\"is_shotgun\": false,\n 66→\t\t\"pellet_count_min\": 1,\n 67→\t\t\"pellet_count_max\": 1,\n 68→\t\t\"spread_angle\": 0.0,\n 69→\t\t# Progressive spread matching player MiniUzi (MiniUzi.cs constants)\n 70→\t\t# UZI spread starts immediately (threshold=0) and reaches 60° after 10 shots\n 71→\t\t\"spread_threshold\": 0,\n 72→\t\t\"initial_spread\": 6.0,\n 73→\t\t\"spread_increment\": 5.4,\n 74→\t\t\"max_spread\": 60.0,\n 75→\t\t\"spread_reset_time\": 0.3\n 76→\t},\n 77→\t3: { # MACHETE - melee weapon (Issue #579)\n 78→\t\t\"shoot_cooldown\": 1.5, # Melee attack cooldown\n 79→\t\t\"bullet_speed\": 0.0, # No projectiles\n 80→\t\t\"magazine_size\": 0, # No ammo needed\n 81→\t\t\"bullet_spawn_offset\": 0.0,\n 82→\t\t\"weapon_loudness\": 200.0, # Quiet melee swing sound\n 83→\t\t\"sprite_path\": \"res://assets/sprites/weapons/machete_topdown.png\",\n 84→\t\t\"bullet_scene_path\": \"\", # No bullets\n 85→\t\t\"casing_scene_path\": \"\", # No casings\n 86→\t\t\"caliber_path\": \"\",\n 87→\t\t\"is_shotgun\": false,\n 88→\t\t\"pellet_count_min\": 0,\n 89→\t\t\"pellet_count_max\": 0,\n 90→\t\t\"spread_angle\": 0.0,\n 91→\t\t\"spread_threshold\": 0,\n 92→\t\t\"initial_spread\": 0.0,\n 93→\t\t\"spread_increment\": 0.0,\n 94→\t\t\"max_spread\": 0.0,\n 95→\t\t\"spread_reset_time\": 0.0,\n 96→\t\t# Machete-specific config\n 97→\t\t\"is_melee\": true,\n 98→\t\t\"melee_range\": 80.0,\n 99→\t\t\"melee_damage\": 2,\n 100→\t\t\"dodge_speed\": 400.0,\n 101→\t\t\"dodge_distance\": 120.0,\n 102→\t\t\"sneak_speed_multiplier\": 0.6\n 103→\t}\n 104→}\n 105→\n 106→\n 107→## Get weapon configuration for a given weapon type.\n 108→static func get_config(weapon_type: int) -> Dictionary:\n 109→\tif WEAPON_CONFIGS.has(weapon_type):\n 110→\t\treturn WEAPON_CONFIGS[weapon_type]\n 111→\treturn WEAPON_CONFIGS[0] # Default to RIFLE\n 112→\n 113→\n 114→## Get weapon type name for logging.\n 115→static func get_type_name(weapon_type: int) -> String:\n 116→\tmatch weapon_type:\n 117→\t\t0: return \"RIFLE\"\n 118→\t\t1: return \"SHOTGUN\"\n 119→\t\t2: return \"UZI\"\n 120→\t\t3: return \"MACHETE\"\n 121→\t\t_: return \"UNKNOWN\"\n 122→\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": " 1→extends Node\n 2→## Component that handles enemy grenade throwing behavior (Issue #363).\n 3→## Extracted from enemy.gd to reduce file size below 5000 lines.\n 4→class_name EnemyGrenadeComponent\n 5→\n 6→## Grenade thrown signal.\n 7→signal grenade_thrown(grenade: Node, target_position: Vector2)\n 8→\n 9→# Configuration - set these from enemy's export vars\n 10→var grenade_count: int = 0\n 11→var grenade_scene: PackedScene = null\n 12→var enabled: bool = true\n 13→var throw_cooldown: float = 15.0\n 14→var max_throw_distance: float = 600.0\n 15→var min_throw_distance: float = 275.0 # Updated to 275.0 per Issue #375\n 16→var safety_margin: float = 50.0 # Safety margin for blast radius (Issue #375)\n 17→var inaccuracy: float = 0.15\n 18→var throw_delay: float = 0.4\n 19→var debug_logging: bool = false\n 20→\n 21→# Constants\n 22→const HIDDEN_THRESHOLD := 6.0\n 23→const PURSUIT_SPEED_THRESHOLD := 50.0\n 24→const KILL_THRESHOLD := 2\n 25→const KILL_WITNESS_WINDOW := 30.0\n 26→const SOUND_VALIDITY_WINDOW := 5.0\n 27→const SUSTAINED_FIRE_THRESHOLD := 10.0\n 28→const FIRE_GAP_TOLERANCE := 2.0\n 29→const VIEWPORT_ZONE_FRACTION := 6.0\n 30→const DESPERATION_HEALTH_THRESHOLD := 1\n 31→const SUSPICION_HIDDEN_TIME := 3.0 # Trigger 7: Seconds player must be hidden with medium+ suspicion (Issue #379)\n 32→\n 33→# State\n 34→var grenades_remaining: int = 0\n 35→var _cooldown: float = 0.0\n 36→var _is_throwing: bool = false\n 37→var _enemy: CharacterBody2D = null\n 38→var _logger: Node = null\n 39→\n 40→# Trigger 1: Suppression\n 41→var _hidden_timer: float = 0.0\n 42→var _was_suppressed: bool = false\n 43→\n 44→# Trigger 2: Pursuit\n 45→var _prev_dist: float = 0.0\n 46→var _approach_speed: float = 0.0\n 47→\n 48→# Trigger 3: Witnessed Kills\n 49→var _kills_witnessed: int = 0\n 50→var _kill_reset_timer: float = 0.0\n 51→\n 52→# Trigger 4: Sound\n 53→var _heard_sound: bool = false\n 54→var _sound_pos: Vector2 = Vector2.ZERO\n 55→var _sound_time: float = 0.0\n 56→\n 57→# Trigger 5: Sustained Fire\n 58→var _fire_zone: Vector2 = Vector2.ZERO\n 59→var _fire_time: float = 0.0\n 60→var _fire_duration: float = 0.0\n 61→var _fire_valid: bool = false\n 62→\n 63→# Trigger 7: Suspicion (Issue #379)\n 64→var _suspicion_timer: float = 0.0\n 65→\n 66→\n 67→func _ready() -> void:\n 68→\t_logger = get_node_or_null(\"/root/FileLogger\")\n 69→\t_enemy = get_parent() as CharacterBody2D\n 70→\n 71→\n 72→func initialize() -> void:\n 73→\t_cooldown = 0.0\n 74→\t_is_throwing = false\n 75→\t_reset_triggers()\n 76→\n 77→\tif grenade_count > 0:\n 78→\t\tgrenades_remaining = grenade_count\n 79→\telse:\n 80→\t\tvar map := _get_map()\n 81→\t\tif DifficultyManager.are_enemy_grenades_enabled(map):\n 82→\t\t\tgrenades_remaining = DifficultyManager.get_enemy_grenade_count(map)\n 83→\n 84→\tif grenade_scene == null and grenades_remaining > 0:\n 85→\t\tvar path := DifficultyManager.get_enemy_grenade_scene_path(_get_map())\n 86→\t\tgrenade_scene = load(path) if path else null\n 87→\t\tif grenade_scene == null:\n 88→\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FragGrenade.tscn\")\n 89→\n 90→\tif grenades_remaining > 0:\n 91→\t\t_log(\"Initialized: %d grenades\" % grenades_remaining)\n 92→\n 93→\n 94→func _get_map() -> String:\n 95→\tvar s := get_tree().current_scene\n 96→\treturn s.name if s else \"\"\n 97→\n 98→\n 99→func _reset_triggers() -> void:\n 100→\t_hidden_timer = 0.0\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": " 1→extends CharacterBody2D\n 2→## Enemy AI with tactical behaviors: patrol, guard, cover, flanking, GOAP.\n 3→\n 4→## AI States for tactical behavior.\n 5→enum AIState {\n 6→\tIDLE, ## Default idle state (patrol or guard)\n 7→\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n 8→\tSEEKING_COVER, ## Moving to cover position\n 9→\tIN_COVER, ## Taking cover from player fire\n 10→\tFLANKING, ## Attempting to flank the player\n 11→\tSUPPRESSED, ## Under fire, staying in cover\n 12→\tRETREATING, ## Retreating to cover while possibly shooting\n 13→\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n 14→\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n 15→\tSEARCHING, ## Methodically searching area where player was last seen (Issue #322)\n 16→\tEVADING_GRENADE ## Fleeing from grenade danger zone (Issue #407)\n 17→}\n 18→\n 19→## Retreat behavior modes based on damage taken.\n 20→enum RetreatMode {\n 21→\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n 22→\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n 23→\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n 24→}\n 25→\n 26→## Behavior modes for the enemy.\n 27→enum BehaviorMode {\n 28→\tPATROL, ## Moves between patrol points\n 29→\tGUARD ## Stands in one place\n 30→}\n 31→\n 32→## Weapon types: RIFLE (M16), SHOTGUN (slow/powerful), UZI (fast SMG), MACHETE (melee, Issue #579).\n 33→enum WeaponType { RIFLE, SHOTGUN, UZI, MACHETE }\n 34→\n 35→@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD ## Current behavior mode.\n 36→@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n 37→@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\n 38→@export var combat_move_speed: float = 320.0 ## Combat movement speed (flanking/cover).\n 39→@export var rotation_speed: float = 25.0 ## Rotation speed (rad/s, 25 for aim-before-shoot #254).\n 40→@export var detection_range: float = 0.0 ## Detection range (0=unlimited, line-of-sight only).\n 41→@export var fov_angle: float = 100.0 ## FOV angle (deg). 0/negative = 360°. Default 100° per #66.\n 42→@export var fov_enabled: bool = true ## FOV enabled (combined with ExperimentalSettings).\n 43→@export var shoot_cooldown: float = 0.1 ## Time between shots (0.1s = 10 rounds/sec).\n 44→@export var bullet_scene: PackedScene ## Bullet scene to instantiate when shooting.\n 45→@export var casing_scene: PackedScene ## Casing scene for ejected bullet casings.\n 46→@export var bullet_spawn_offset: float = 30.0 ## Offset from center for bullet spawn.\n 47→@export var weapon_loudness: float = 1469.0 ## Weapon loudness for alerting enemies.\n 48→@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)] ## Patrol points.\n 49→@export var patrol_wait_time: float = 1.5 ## Wait time at each patrol point (seconds).\n 50→@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0) ## Color at full health.\n 51→@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0) ## Color at low health.\n 52→@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0) ## Color to flash when hit.\n 53→@export var hit_flash_duration: float = 0.1 ## Hit flash duration (seconds).\n 54→@export var destroy_on_death: bool = false ## Destroy enemy after death.\n 55→@export var respawn_delay: float = 2.0 ## Delay before respawn/destroy (seconds).\n 56→\n 57→@export var min_health: int = 2 ## Minimum random health.\n 58→@export var max_health: int = 4 ## Maximum random health.\n 59→@export var threat_sphere_radius: float = 100.0 ## Bullets within radius trigger suppression.\n 60→@export var suppression_cooldown: float = 2.0 ## Time suppressed after bullets leave.\n 61→@export var threat_reaction_delay: float = 0.2 ## Delay before reacting to threats.\n 62→@export var flank_angle: float = PI / 3.0 ## Flank angle from player facing (60 deg).\n 63→@export var flank_distance: float = 200.0 ## Distance to maintain while flanking.\n 64→@export var enable_flanking: bool = true ## Enable flanking behavior.\n 65→@export var enable_cover: bool = true ## Enable cover behavior.\n 66→@export var debug_logging: bool = false ## Enable debug logging.\n 67→@export var debug_label_enabled: bool = false ## Enable debug label above enemy.\n 68→@export var enable_friendly_fire_avoidance: bool = true ## Don't shoot if allies in way.\n 69→@export var enable_lead_prediction: bool = true ## Shoot ahead of moving targets.\n 70→@export var bullet_speed: float = 2500.0 ## Bullet speed for lead prediction.\n 71→@export var magazine_size: int = 30 ## Bullets per magazine.\n 72→@export var total_magazines: int = 5 ## Number of magazines carried.\n 73→\n 74→## Ammunition system - time to reload in seconds.\n 75→@export var reload_time: float = 3.0\n 76→\n 77→## Delay between spotting player and shooting (gives reaction time).\n 78→@export var detection_delay: float = 0.2\n 79→## Min visibility time before enabling lead prediction.\n 80→@export var lead_prediction_delay: float = 0.3\n 81→## Min visibility ratio (0-1) for lead prediction (prevents pre-firing at cover edges).\n 82→@export var lead_prediction_visibility_threshold: float = 0.6\n 83→\n 84→## Walking animation speed multiplier - higher = faster leg cycle.\n 85→@export var walk_anim_speed: float = 12.0\n 86→\n 87→## Walking animation intensity - higher = more pronounced movement.\n 88→@export var walk_anim_intensity: float = 1.0\n 89→\n 90→## Scale multiplier for enemy model (1.3 matches player size).\n 91→@export var enemy_model_scale: float = 1.3\n 92→\n 93→# Grenade System Configuration (Issue #363, #375)\n 94→@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n 95→@export var grenade_scene: PackedScene ## Grenade scene to throw\n 96→@export var enable_grenade_throwing: bool = true ## Enable grenade throwing\n 97→@export var grenade_throw_cooldown: float = 15.0 ## Cooldown between throws (sec)\n 98→@export var grenade_max_throw_distance: float = 600.0 ## Max throw distance (px)\n 99→@export var grenade_min_throw_distance: float = 275.0 ## Min safe distance (blast_radius:225 + margin:50, Issue #375)\n 100→@export var grenade_safety_margin: float = 50.0 ## Safety margin added to blast radius (Issue #375)\n 101→@export var grenade_inaccuracy: float = 0.15 ## Throw inaccuracy (radians)\n 102→@export var grenade_throw_delay: float = 0.4 ## Delay before throw (sec)\n 103→@export var grenade_debug_logging: bool = false ## Grenade debug logging\n 104→\n 105→signal hit ## Enemy hit\n 106→signal died ## Enemy died\n 107→signal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) ## Death with kill info\n 108→signal state_changed(new_state: AIState) ## AI state changed\n 109→signal ammo_changed(current_ammo: int, reserve_ammo: int) ## Ammo changed\n 110→signal reload_started ## Reload started\n 111→signal reload_finished ## Reload finished\n 112→signal ammo_depleted ## All ammo depleted\n 113→signal death_animation_completed ## Death animation done\n 114→signal grenade_thrown(grenade: Node, target_position: Vector2) ## Grenade thrown (Issue #363)\n 115→\n 116→const PLAYER_DISTRACTION_ANGLE: float = 0.4014 ## ~23° - player distracted threshold\n 117→const AIM_TOLERANCE_DOT: float = 0.866 ## cos(30°) - aim tolerance (issue #254/#264)\n 118→\n 119→@onready var _enemy_model: Node2D = $EnemyModel ## Model node with all sprites\n 120→@onready var _body_sprite: Sprite2D = $EnemyModel/Body ## Body sprite\n 121→@onready var _head_sprite: Sprite2D = $EnemyModel/Head ## Head sprite\n 122→@onready var _left_arm_sprite: Sprite2D = $EnemyModel/LeftArm ## Left arm sprite\n 123→@onready var _right_arm_sprite: Sprite2D = $EnemyModel/RightArm ## Right arm sprite\n 124→@onready var _weapon_sprite: Sprite2D = $EnemyModel/WeaponMount/WeaponSprite ## Weapon sprite\n 125→@onready var _weapon_mount: Node2D = $EnemyModel/WeaponMount ## Weapon mount\n 126→@onready var _raycast: RayCast2D = $RayCast2D ## Line of sight raycast\n 127→@onready var _debug_label: Label = $DebugLabel ## Debug state label\n 128→@onready var _nav_agent: NavigationAgent2D = $NavigationAgent2D ## Pathfinding\n 129→\n 130→## HitArea for bullet collision detection (disabled on death).\n 131→@onready var _hit_area: Area2D = $HitArea\n 132→@onready var _hit_collision_shape: CollisionShape2D = $HitArea/HitCollisionShape ## Collision on death\n 133→@onready var _casing_pusher: Area2D = $CasingPusher ## Casing pusher Area2D (Issue #438)\n 134→var _original_hit_area_layer: int = 0 ## Original collision layer (restore on respawn)\n 135→var _original_hit_area_mask: int = 0\n 136→var _overlapping_casings: Array[RigidBody2D] = [] ## Casings in CasingPusher (Issue #438)\n 137→\n 138→var _walk_anim_time: float = 0.0 ## Walking animation accumulator\n 139→var _is_walking: bool = false ## Currently walking (for anim)\n 140→var _target_model_rotation: float = 0.0 ## Target rotation for smooth interpolation\n 141→var _model_facing_left: bool = false ## Model flipped for left-facing direction\n 142→const MODEL_ROTATION_SPEED: float = 3.0 ## Max model rotation speed (3.0 rad/s = 172 deg/s)\n 143→var _idle_scan_timer: float = 0.0 ## IDLE scanning state for GUARD enemies\n 144→var _idle_scan_target_index: int = 0\n 145→var _idle_scan_targets: Array[float] = []\n 146→const IDLE_SCAN_INTERVAL: float = 10.0\n 147→var _base_body_pos: Vector2 = Vector2.ZERO ## Base positions for animation\n 148→var _base_head_pos: Vector2 = Vector2.ZERO\n 149→var _base_left_arm_pos: Vector2 = Vector2.ZERO\n 150→var _base_right_arm_pos: Vector2 = Vector2.ZERO\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": " 1→[gd_scene load_steps=14 format=3 uid=\"uid://cx5m8np6u3bwd\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/objects/enemy.gd\" id=\"1_enemy\"]\n 4→[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"2_hit_area\"]\n 5→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/weapons/m16_rifle_topdown.png\" id=\"3_rifle_sprite\"]\n 6→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_body.png\" id=\"4_body\"]\n 7→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_head.png\" id=\"5_head\"]\n 8→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_left_arm.png\" id=\"6_left_arm\"]\n 9→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_right_arm.png\" id=\"7_right_arm\"]\n 10→[ext_resource type=\"PackedScene\" uid=\"uid://casing_scene\" path=\"res://scenes/effects/Casing.tscn\" id=\"8_casing\"]\n 11→[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"9_bloody_feet\"]\n 12→\n 13→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_enemy\"]\n 14→radius = 24.0\n 15→\n 16→[sub_resource type=\"OccluderPolygon2D\" id=\"OccluderPolygon2D_enemy\"]\n 17→polygon = PackedVector2Array(24, 0, 20.78, 12, 12, 20.78, 0, 24, -12, 20.78, -20.78, 12, -24, 0, -20.78, -12, -12, -20.78, 0, -24, 12, -20.78, 20.78, -12)\n 18→\n 19→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_casing_pusher\"]\n 20→radius = 28.0\n 21→\n 22→[node name=\"Enemy\" type=\"CharacterBody2D\" groups=[\"enemies\"]]\n 23→collision_layer = 2\n 24→collision_mask = 4\n 25→script = ExtResource(\"1_enemy\")\n 26→\n 27→[node name=\"EnemyModel\" type=\"Node2D\" parent=\".\"]\n 28→\n 29→[node name=\"Body\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 30→z_index = 1\n 31→position = Vector2(-4, 0)\n 32→texture = ExtResource(\"4_body\")\n 33→\n 34→[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 35→z_index = 4\n 36→position = Vector2(24, 6)\n 37→texture = ExtResource(\"6_left_arm\")\n 38→\n 39→[node name=\"RightArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 40→z_index = 4\n 41→position = Vector2(-2, 6)\n 42→texture = ExtResource(\"7_right_arm\")\n 43→\n 44→[node name=\"Head\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 45→z_index = 3\n 46→position = Vector2(-6, -2)\n 47→texture = ExtResource(\"5_head\")\n 48→\n 49→[node name=\"WeaponMount\" type=\"Node2D\" parent=\"EnemyModel\"]\n 50→position = Vector2(0, 6)\n 51→\n 52→[node name=\"WeaponSprite\" type=\"Sprite2D\" parent=\"EnemyModel/WeaponMount\"]\n 53→z_index = 2\n 54→texture = ExtResource(\"3_rifle_sprite\")\n 55→offset = Vector2(20, 0)\n 56→\n 57→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 58→shape = SubResource(\"CircleShape2D_enemy\")\n 59→\n 60→[node name=\"RayCast2D\" type=\"RayCast2D\" parent=\".\"]\n 61→target_position = Vector2(400, 0)\n 62→collision_mask = 5\n 63→\n 64→[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\n 65→collision_layer = 2\n 66→collision_mask = 16\n 67→script = ExtResource(\"2_hit_area\")\n 68→\n 69→[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\n 70→shape = SubResource(\"CircleShape2D_enemy\")\n 71→\n 72→[node name=\"NavigationAgent2D\" type=\"NavigationAgent2D\" parent=\".\"]\n 73→path_desired_distance = 4.0\n 74→target_desired_distance = 10.0\n 75→avoidance_enabled = true\n 76→radius = 24.0\n 77→neighbor_distance = 100.0\n 78→max_neighbors = 5\n 79→time_horizon_agents = 1.0\n 80→time_horizon_obstacles = 1.0\n 81→max_speed = 320.0\n 82→debug_enabled = false\n 83→\n 84→[node name=\"DebugLabel\" type=\"Label\" parent=\".\"]\n 85→visible = false\n 86→offset_left = -50.0\n 87→offset_top = -50.0\n 88→offset_right = 50.0\n 89→offset_bottom = -30.0\n 90→horizontal_alignment = 1\n 91→vertical_alignment = 1\n 92→\n 93→[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\n 94→script = ExtResource(\"9_bloody_feet\")\n 95→blood_steps_count = 12\n 96→step_distance = 30.0\n 97→initial_alpha = 0.8\n 98→alpha_decay_rate = 0.06\n 99→footprint_scale = 0.72\n 100→debug_logging = false\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": " 1→extends Node\n 2→## DifficultyManager - Global difficulty settings manager.\n 3→##\n 4→## Provides a centralized way to manage game difficulty settings.\n 5→## By default, the game runs in \"Normal\" difficulty where the new features\n 6→## from this update (distraction attack, reduced ammo) are disabled.\n 7→## In \"Hard\" difficulty, enemies react immediately when the player looks away,\n 8→## and the player has less ammunition.\n 9→\n 10→## Difficulty levels enumeration.\n 11→enum Difficulty {\n 12→\tEASY, ## Easy difficulty - longer enemy reaction delay\n 13→\tNORMAL, ## Default difficulty - classic behavior\n 14→\tHARD, ## Hard difficulty - enables distraction attack and reduced ammo\n 15→\tPOWER_FANTASY ## Power Fantasy mode - player has 10 HP, special abilities\n 16→}\n 17→\n 18→## Signal emitted when difficulty changes.\n 19→signal difficulty_changed(new_difficulty: Difficulty)\n 20→\n 21→## Current difficulty level. Defaults to NORMAL.\n 22→var current_difficulty: Difficulty = Difficulty.NORMAL\n 23→\n 24→## Settings file path for persistence.\n 25→const SETTINGS_PATH := \"user://difficulty_settings.cfg\"\n 26→\n 27→\n 28→func _ready() -> void:\n 29→\t# Load saved difficulty on startup\n 30→\t_load_settings()\n 31→\n 32→\n 33→## Set the game difficulty.\n 34→func set_difficulty(difficulty: Difficulty) -> void:\n 35→\tif current_difficulty != difficulty:\n 36→\t\tcurrent_difficulty = difficulty\n 37→\t\tdifficulty_changed.emit(difficulty)\n 38→\t\t_save_settings()\n 39→\n 40→\n 41→## Get the current difficulty level.\n 42→func get_difficulty() -> Difficulty:\n 43→\treturn current_difficulty\n 44→\n 45→\n 46→## Check if the game is in hard mode.\n 47→func is_hard_mode() -> bool:\n 48→\treturn current_difficulty == Difficulty.HARD\n 49→\n 50→\n 51→## Check if the game is in normal mode.\n 52→func is_normal_mode() -> bool:\n 53→\treturn current_difficulty == Difficulty.NORMAL\n 54→\n 55→\n 56→## Check if the game is in easy mode.\n 57→func is_easy_mode() -> bool:\n 58→\treturn current_difficulty == Difficulty.EASY\n 59→\n 60→\n 61→## Check if the game is in power fantasy mode.\n 62→func is_power_fantasy_mode() -> bool:\n 63→\treturn current_difficulty == Difficulty.POWER_FANTASY\n 64→\n 65→\n 66→## Get the display name of the current difficulty.\n 67→func get_difficulty_name() -> String:\n 68→\tmatch current_difficulty:\n 69→\t\tDifficulty.EASY:\n 70→\t\t\treturn \"Easy\"\n 71→\t\tDifficulty.NORMAL:\n 72→\t\t\treturn \"Normal\"\n 73→\t\tDifficulty.HARD:\n 74→\t\t\treturn \"Hard\"\n 75→\t\tDifficulty.POWER_FANTASY:\n 76→\t\t\treturn \"Power Fantasy\"\n 77→\t\t_:\n 78→\t\t\treturn \"Unknown\"\n 79→\n 80→\n 81→## Get the display name for a specific difficulty level.\n 82→func get_difficulty_name_for(difficulty: Difficulty) -> String:\n 83→\tmatch difficulty:\n 84→\t\tDifficulty.EASY:\n 85→\t\t\treturn \"Easy\"\n 86→\t\tDifficulty.NORMAL:\n 87→\t\t\treturn \"Normal\"\n 88→\t\tDifficulty.HARD:\n 89→\t\t\treturn \"Hard\"\n 90→\t\tDifficulty.POWER_FANTASY:\n 91→\t\t\treturn \"Power Fantasy\"\n 92→\t\t_:\n 93→\t\t\treturn \"Unknown\"\n 94→\n 95→\n 96→## Get max ammo based on difficulty.\n 97→## Easy/Normal: 90 bullets (3 magazines)\n 98→## Hard: 60 bullets (2 magazines)\n 99→## Power Fantasy: 270 bullets (9 magazines - 3x normal)\n 100→func get_max_ammo() -> int:\n 101→\tmatch current_difficulty:\n 102→\t\tDifficulty.EASY:\n 103→\t\t\treturn 90\n 104→\t\tDifficulty.NORMAL:\n 105→\t\t\treturn 90\n 106→\t\tDifficulty.HARD:\n 107→\t\t\treturn 60\n 108→\t\tDifficulty.POWER_FANTASY:\n 109→\t\t\treturn 270 # 3x normal ammo\n 110→\t\t_:\n 111→\t\t\treturn 90\n 112→\n 113→\n 114→## Check if distraction attack is enabled.\n 115→## Only enabled in Hard mode.\n 116→func is_distraction_attack_enabled() -> bool:\n 117→\treturn current_difficulty == Difficulty.HARD\n 118→\n 119→\n 120→## Get the detection delay based on difficulty.\n 121→## This is the delay before enemies start shooting after spotting the player.\n 122→## Easy: 0.5s - gives player more time to react after peeking from cover\n 123→## Normal: 0.6s - slower reaction than easy, gives player even more time\n 124→## Hard: 0.2s - quick reaction (hard mode uses other mechanics too)\n 125→## Power Fantasy: 0.8s - enemies react slower\n 126→func get_detection_delay() -> float:\n 127→\tmatch current_difficulty:\n 128→\t\tDifficulty.EASY:\n 129→\t\t\treturn 0.5\n 130→\t\tDifficulty.NORMAL:\n 131→\t\t\treturn 0.6\n 132→\t\tDifficulty.HARD:\n 133→\t\t\treturn 0.2\n 134→\t\tDifficulty.POWER_FANTASY:\n 135→\t\t\treturn 0.8 # Enemies react slower in power fantasy\n 136→\t\t_:\n 137→\t\t\treturn 0.6\n 138→\n 139→\n 140→# ============================================================================\n 141→# Grenade System Configuration (Issue #363)\n 142→# ============================================================================\n 143→\n 144→## Map name to grenade configuration mapping.\n 145→## Each map can specify how many grenades enemies carry and which enemies get grenades.\n 146→## Format: \"map_name\": {\"grenade_count\": int, \"enemy_probability\": float, \"grenade_type\": String}\n 147→var _map_grenade_config: Dictionary = {\n 148→\t# Tutorial levels - no grenades\n 149→\t\"TutorialLevel\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n 150→\t\"Tutorial\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n 151→\n 152→\t# Tier 1 - Easy maps - few grenades\n 153→\t\"Tier1\": {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"},\n 154→\t\"Warehouse\": {\"grenade_count\": 1, \"enemy_probability\": 0.25, \"grenade_type\": \"frag\"},\n 155→\n 156→\t# Tier 2 - Medium maps - moderate grenades\n 157→\t\"Tier2\": {\"grenade_count\": 2, \"enemy_probability\": 0.3, \"grenade_type\": \"frag\"},\n 158→\t\"Factory\": {\"grenade_count\": 2, \"enemy_probability\": 0.35, \"grenade_type\": \"frag\"},\n 159→\n 160→\t# Tier 3 - Hard maps - more grenades\n 161→\t\"Tier3\": {\"grenade_count\": 2, \"enemy_probability\": 0.4, \"grenade_type\": \"frag\"},\n 162→\t\"Bunker\": {\"grenade_count\": 3, \"enemy_probability\": 0.5, \"grenade_type\": \"frag\"},\n 163→\n 164→\t# Boss/Advanced maps - maximum grenades\n 165→\t\"BossLevel\": {\"grenade_count\": 3, \"enemy_probability\": 0.6, \"grenade_type\": \"frag\"}\n 166→}\n 167→\n 168→## Difficulty modifiers for grenade probability.\n 169→## Higher difficulty = more enemies get grenades.\n 170→func _get_grenade_difficulty_modifier() -> float:\n 171→\tmatch current_difficulty:\n 172→\t\tDifficulty.EASY:\n 173→\t\t\treturn 0.5 # 50% of normal probability\n 174→\t\tDifficulty.NORMAL:\n 175→\t\t\treturn 1.0 # Normal probability\n 176→\t\tDifficulty.HARD:\n 177→\t\t\treturn 1.5 # 150% of normal probability\n 178→\t\tDifficulty.POWER_FANTASY:\n 179→\t\t\treturn 0.3 # 30% of normal probability - fewer grenades\n 180→\t\t_:\n 181→\t\t\treturn 1.0\n 182→\n 183→\n 184→## Get the number of grenades an enemy should have for the current map.\n 185→## @param map_name: Name of the current map/level.\n 186→## @return: Number of grenades to assign to this enemy, or 0 if none.\n 187→func get_enemy_grenade_count(map_name: String) -> int:\n 188→\tvar config := _get_map_config(map_name)\n 189→\tvar base_count: int = config.get(\"grenade_count\", 0)\n 190→\tvar probability: float = config.get(\"enemy_probability\", 0.0)\n 191→\n 192→\t# Apply difficulty modifier to probability\n 193→\tprobability *= _get_grenade_difficulty_modifier()\n 194→\n 195→\t# Clamp probability to 0-1 range\n 196→\tprobability = clampf(probability, 0.0, 1.0)\n 197→\n 198→\t# Roll to see if this enemy gets grenades\n 199→\tif randf() < probability:\n 200→\t\treturn base_count\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": "/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd:static func get_config(weapon_type: int) -> Dictionary:\n/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd:\tif WEAPON_CONFIGS.has(weapon_type):\n/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd:\t\treturn WEAPON_CONFIGS[weapon_type]\n/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd-\treturn WEAPON_CONFIGS[0] # Default to RIFLE\n/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd-\n--\n/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd:static func get_type_name(weapon_type: int) -> String:\n/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd:\tmatch weapon_type:\n/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd-\t\t0: return \"RIFLE\"\n/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd-\t\t1: return \"SHOTGUN\"\n--\n/tmp/gh-issue-solver-1770499415990/scripts/characters/player.gd:\t_current_weapon_type = detected_type\n/tmp/gh-issue-solver-1770499415990/scripts/characters/player.gd-\t_apply_weapon_arm_offsets()\n/tmp/gh-issue-solver-1770499415990/scripts/characters/player.gd-\n--\n/tmp/gh-issue-solver-1770499415990/scripts/characters/player.gd:\tmatch _current_weapon_type:\n/tmp/gh-issue-solver-1770499415990/scripts/characters/player.gd-\t\tWeaponType.SMG:\n/tmp/gh-issue-solver-1770499415990/scripts/characters/player.gd-\t\t\t# SMG pose: Compact two-handed grip\n--\n/tmp/gh-issue-solver-1770499415990/scripts/characters/player.gd:var _current_weapon_type: int = WeaponType.RIFLE\n/tmp/gh-issue-solver-1770499415990/scripts/characters/player.gd-\n/tmp/gh-issue-solver-1770499415990/scripts/characters/player.gd-## Whether weapon pose has been detected and applied.\n--\n/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd:@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd-@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\n/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd-@export var combat_move_speed: float = 320.0 ## Combat movement speed (flanking/cover).\n--\n/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd:\t_configure_weapon_type()\n/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd-\t_initial_position = global_position\n/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd-\t_initialize_health()", | |
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| "content": " 1→extends Node2D\n 2→## Castle level scene for the Godot Top-Down Template.\n 3→##\n 4→## This scene is an outdoor castle fortress with an oval-shaped boundary.\n 5→## Features:\n 6→## - Castle layout (~6000x2560 pixels) spanning 3 viewports wide\n 7→## - Oval-shaped castle walls enclosing the combat area\n 8→## - Multiple enemies with different weapons (shotguns on left, UZI in center/right)\n 9→## - Forest decoration at the top edge\n 10→## - Cover obstacles throughout the castle courtyard\n 11→## - Exit point at the bottom for level completion\n 12→## - Similar mechanics to BuildingLevel (ammo tracking, enemy tracking, etc.)\n 13→\n 14→## Reference to the enemy count label.\n 15→var _enemy_count_label: Label = null\n 16→\n 17→## Reference to the ammo count label.\n 18→var _ammo_label: Label = null\n 19→\n 20→## Reference to the player.\n 21→var _player: Node2D = null\n 22→\n 23→## Total enemy count at start.\n 24→var _initial_enemy_count: int = 0\n 25→\n 26→## Current enemy count.\n 27→var _current_enemy_count: int = 0\n 28→\n 29→## Whether game over has been shown.\n 30→var _game_over_shown: bool = false\n 31→\n 32→## Reference to the kills label.\n 33→var _kills_label: Label = null\n 34→\n 35→## Reference to the accuracy label.\n 36→var _accuracy_label: Label = null\n 37→\n 38→## Reference to the magazines label (shows individual magazine ammo counts).\n 39→var _magazines_label: Label = null\n 40→\n 41→## Reference to the ColorRect for saturation effect.\n 42→var _saturation_overlay: ColorRect = null\n 43→\n 44→## Reference to the combo label.\n 45→var _combo_label: Label = null\n 46→\n 47→## Duration of saturation effect in seconds.\n 48→const SATURATION_DURATION: float = 0.15\n 49→\n 50→## Saturation effect intensity (alpha).\n 51→const SATURATION_INTENSITY: float = 0.25\n 52→\n 53→## List of enemy nodes for position tracking.\n 54→var _enemies: Array = []\n 55→\n 56→## Reference to the exit zone.\n 57→var _exit_zone: Area2D = null\n 58→\n 59→## Whether the level has been cleared (all enemies eliminated).\n 60→var _level_cleared: bool = false\n 61→\n 62→## Whether the level completion sequence has been triggered (prevents duplicate calls).\n 63→var _level_completed: bool = false\n 64→\n 65→\n 66→func _ready() -> void:\n 67→\tprint(\"CastleLevel loaded - Medieval Fortress Assault\")\n 68→\tprint(\"Castle size: ~6000x2560 pixels (3 viewports)\")\n 69→\tprint(\"Clear all enemies to win!\")\n 70→\tprint(\"Press Q for quick restart\")\n 71→\n 72→\t# Setup navigation mesh for enemy pathfinding\n 73→\t_setup_navigation()\n 74→\n 75→\t# Find and connect to all enemies\n 76→\t_setup_enemy_tracking()\n 77→\n 78→\t# Find the enemy count label\n 79→\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n 80→\t_update_enemy_count_label()\n 81→\n 82→\t# Find and setup player tracking\n 83→\t_setup_player_tracking()\n 84→\n 85→\t# Configure camera to follow player everywhere (no limits)\n 86→\t_configure_camera()\n 87→\n 88→\t# Setup debug UI\n 89→\t_setup_debug_ui()\n 90→\n 91→\t# Setup saturation overlay for kill effect\n 92→\t_setup_saturation_overlay()\n 93→\n 94→\t# Connect to GameManager signals\n 95→\tif GameManager:\n 96→\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n 97→\t\tGameManager.stats_updated.connect(_update_debug_ui)\n 98→\n 99→\t# Initialize ScoreManager for this level\n 100→\t_initialize_score_manager()\n 101→\n 102→\t# Setup exit zone at the exit point (bottom of castle)\n 103→\t_setup_exit_zone()\n 104→\n 105→\n 106→## Initialize the ScoreManager for this level.\n 107→func _initialize_score_manager() -> void:\n 108→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 109→\tif score_manager == null:\n 110→\t\treturn\n 111→\n 112→\t# Start tracking for this level\n 113→\tscore_manager.start_level(_initial_enemy_count)\n 114→\n 115→\t# Set player reference\n 116→\tif _player:\n 117→\t\tscore_manager.set_player(_player)\n 118→\n 119→\t# Connect to combo changes for UI feedback\n 120→\tif not score_manager.combo_changed.is_connected(_on_combo_changed):\n 121→\t\tscore_manager.combo_changed.connect(_on_combo_changed)\n 122→\n 123→\n 124→## Setup the exit zone at the castle exit point.\n 125→## The exit appears after all enemies are eliminated.\n 126→func _setup_exit_zone() -> void:\n 127→\t# Load and instantiate the exit zone\n 128→\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n 129→\tif exit_zone_scene == null:\n 130→\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n 131→\t\treturn\n 132→\n 133→\t_exit_zone = exit_zone_scene.instantiate()\n 134→\t# Position exit at the exit point (based on existing visual marker in scene)\n 135→\t# Visual marker is at (2900-3100, 2350-2420), center it at (3000, 2385)\n 136→\t_exit_zone.position = Vector2(3000, 2385)\n 137→\t_exit_zone.zone_width = 200.0\n 138→\t_exit_zone.zone_height = 70.0\n 139→\n 140→\t# Connect the player reached exit signal\n 141→\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n 142→\n 143→\t# Add to the environment node\n 144→\tvar environment := get_node_or_null(\"Environment\")\n 145→\tif environment:\n 146→\t\tenvironment.add_child(_exit_zone)\n 147→\telse:\n 148→\t\tadd_child(_exit_zone)\n 149→\n 150→\tprint(\"[CastleLevel] Exit zone created at exit point (3000, 2385)\")\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": " 1→extends RigidBody2D\n 2→class_name GrenadeBase\n 3→## Abstract base class for all grenades.\n 4→##\n 5→## Handles common grenade mechanics:\n 6→## - Timer-based detonation (4 seconds)\n 7→## - Physics-based throwing with drag distance/direction determining velocity\n 8→## - Explosion sound audible at 2 viewport distance\n 9→## - Max throw distance = viewport length\n 10→## - Min throw distance = at player feet (short drag)\n 11→##\n 12→## Subclasses should override:\n 13→## - _on_explode(): Define explosion effects\n 14→## - _get_effect_radius(): Define effect area\n 15→\n 16→## Time until explosion in seconds (starts when timer is activated).\n 17→@export var fuse_time: float = 4.0\n 18→\n 19→## Maximum throw speed in pixels per second.\n 20→## At max speed with default friction (300), grenade travels ~1200px (viewport width).\n 21→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 22→@export var max_throw_speed: float = 850.0\n 23→\n 24→## Minimum throw speed for a minimal drag (gentle lob).\n 25→@export var min_throw_speed: float = 100.0\n 26→\n 27→## Drag multiplier to convert drag distance to throw speed (DEPRECATED - kept for compatibility).\n 28→## At viewport width (~1280px) drag, reaches near max speed.\n 29→## At ~100px drag (short swing), produces gentle throw.\n 30→@export var drag_to_speed_multiplier: float = 2.0\n 31→\n 32→## Mass of the grenade in kg. Affects how mouse velocity translates to throw velocity.\n 33→## Heavier grenades require more \"swing momentum\" to achieve full velocity transfer.\n 34→## Light grenade (0.2kg) = quick flick throw, Heavy grenade (0.6kg) = needs full swing.\n 35→@export var grenade_mass: float = 0.4\n 36→\n 37→## Multiplier to convert mouse velocity (pixels/second) to throw velocity.\n 38→## This is the base ratio before mass adjustment.\n 39→## Lower values = require faster mouse movement for maximum throw (easier to control strength).\n 40→## At 0.5: max throw requires ~2700 px/s mouse velocity for 1352 px/s throw speed.\n 41→## This allows for a wider range of controllable throw distances.\n 42→@export var mouse_velocity_to_throw_multiplier: float = 0.5\n 43→\n 44→## Minimum swing distance (in pixels) required for full velocity transfer at grenade's mass.\n 45→## For a 0.4kg grenade, need ~80px of mouse movement to transfer full velocity.\n 46→## Reduced from 200px to allow quick flicks to throw reasonably far.\n 47→## Formula: actual_min_swing = min_swing_distance * (grenade_mass / 0.4)\n 48→@export var min_swing_distance: float = 80.0\n 49→\n 50→## Minimum transfer efficiency (0.0 to 1.0) for any intentional throw.\n 51→## This ensures quick flicks with high velocity still result in a reasonable throw distance.\n 52→## Set to 0.35 to guarantee at least 35% velocity transfer for any swing > 10px.\n 53→@export var min_transfer_efficiency: float = 0.35\n 54→\n 55→## Friction/damping applied to slow the grenade.\n 56→## Higher friction = shorter throw distance for same speed.\n 57→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 58→## Default 300 with 850 speed → max distance ~1200px (viewport width).\n 59→@export var ground_friction: float = 300.0\n 60→\n 61→## Velocity threshold below which friction starts increasing rapidly.\n 62→## Above this threshold, friction is minimal (grenade maintains speed).\n 63→## Below this threshold, friction increases progressively (grenade slows down noticeably).\n 64→## Per issue #435: \"падение скорости должно быть еле заметным и только самом конце пути\"\n 65→## Translation: \"speed drop should be barely noticeable and only at the very end of the path\"\n 66→@export var friction_ramp_velocity: float = 200.0\n 67→\n 68→## Friction multiplier at high velocities (above friction_ramp_velocity).\n 69→## Lower values = grenade maintains speed longer during flight.\n 70→## Default 0.5 means 50% of base friction at high speeds - grenade decelerates slower\n 71→## but still reaches landing threshold in a reasonable time (~3 seconds from max speed).\n 72→## FIX for issue #435: Changed from 0.15 to 0.5 to prevent grenades from flying forever.\n 73→## With 0.15, deceleration was only 45 px/s² at high speed, taking 11+ seconds to stop.\n 74→@export var min_friction_multiplier: float = 0.5\n 75→\n 76→## Bounce coefficient when hitting walls (0.0 = no bounce, 1.0 = full bounce).\n 77→@export var wall_bounce: float = 0.4\n 78→\n 79→## Sound range multiplier (2 = audible at 2 viewport distance).\n 80→@export var sound_range_multiplier: float = 2.0\n 81→\n 82→## Minimum velocity to trigger landing sound (prevents multiple triggers).\n 83→@export var landing_velocity_threshold: float = 50.0\n 84→\n 85→## Whether the grenade timer has been activated.\n 86→var _timer_active: bool = false\n 87→\n 88→## Time remaining until explosion.\n 89→var _time_remaining: float = 0.0\n 90→\n 91→## Whether the grenade has exploded.\n 92→var _has_exploded: bool = false\n 93→\n 94→## Reference to the sprite for visual feedback.\n 95→@onready var _sprite: Sprite2D = $Sprite2D if has_node(\"Sprite2D\") else null\n 96→\n 97→## Blink timer for visual feedback when about to explode.\n 98→var _blink_timer: float = 0.0\n 99→\n 100→## Blink interval - gets faster as explosion approaches.\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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| [2026-02-07T21:25:01.538Z] [INFO] { | |
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| "content": " 1→extends GrenadeBase\n 2→class_name FragGrenade\n 3→## Offensive (frag) grenade that explodes on impact and releases shrapnel.\n 4→##\n 5→## Key characteristics:\n 6→## - Explodes ONLY on landing or hitting a wall (NO timer - impact-triggered only)\n 7→## - Smaller explosion radius than flashbang\n 8→## - Releases 4 shrapnel pieces in all directions (with random deviation)\n 9→## - Shrapnel ricochets off walls and deals 1 damage each\n 10→## - Slightly lighter than flashbang (throws a bit farther/easier)\n 11→##\n 12→## Per issue requirement: \"взрывается при приземлении/ударе об стену (без таймера)\"\n 13→## Translation: \"explodes on landing/hitting a wall (without timer)\"\n 14→\n 15→## Effect radius for the explosion.\n 16→## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n 17→@export var effect_radius: float = 225.0\n 18→\n 19→## Number of shrapnel pieces to spawn.\n 20→@export var shrapnel_count: int = 4\n 21→\n 22→## Shrapnel scene to instantiate.\n 23→@export var shrapnel_scene: PackedScene\n 24→\n 25→## Random angle deviation for shrapnel spread in degrees.\n 26→@export var shrapnel_spread_deviation: float = 20.0\n 27→\n 28→## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n 29→## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n 30→@export var explosion_damage: int = 99\n 31→\n 32→## Whether the grenade has impacted (landed or hit wall).\n 33→var _has_impacted: bool = false\n 34→\n 35→## Track if we've started throwing (to avoid impact during initial spawn).\n 36→var _is_thrown: bool = false\n 37→\n 38→## Track the previous freeze state to detect when grenade is released.\n 39→## FIX for Issue #432: When C# code sets Freeze=false directly without calling\n 40→## throw methods, _is_thrown was never set to true, preventing explosion.\n 41→var _was_frozen: bool = true\n 42→\n 43→\n 44→func _ready() -> void:\n 45→\tsuper._ready()\n 46→\n 47→\t# Frag grenade is slightly lighter - increase max throw speed slightly\n 48→\t# (5% increase for \"slightly lighter\")\n 49→\tmax_throw_speed *= 1.05\n 50→\n 51→\t# Load shrapnel scene if not set\n 52→\tif shrapnel_scene == null:\n 53→\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n 54→\t\tif ResourceLoader.exists(shrapnel_path):\n 55→\t\t\tshrapnel_scene = load(shrapnel_path)\n 56→\t\t\tFileLogger.info(\"[FragGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n 57→\t\telse:\n 58→\t\t\tFileLogger.info(\"[FragGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n 59→\n 60→\n 61→## Override to prevent timer countdown for frag grenades.\n 62→## Frag grenades explode ONLY on impact (landing or wall hit), NOT on a timer.\n 63→## Per issue requirement: \"без таймера\" = \"without timer\"\n 64→func activate_timer() -> void:\n 65→\t# Set _timer_active to true so landing detection works (line 114 in base class)\n 66→\t# But do NOT set _time_remaining - no countdown, no timer-based explosion\n 67→\tif _timer_active:\n 68→\t\tFileLogger.info(\"[FragGrenade] Already activated\")\n 69→\t\treturn\n 70→\t_timer_active = true\n 71→\t# Do NOT set _time_remaining - leave it at 0 so timer never triggers explosion\n 72→\t# The base class checks `if _time_remaining <= 0: _explode()` only when _timer_active is true\n 73→\t# But since _time_remaining starts at 0, we need to set it to a very high value to prevent timer explosion\n 74→\t# Actually, better approach: set to infinity-like value so timer never triggers\n 75→\t_time_remaining = 999999.0 # Effectively infinite - grenade will only explode on impact\n 76→\n 77→\t# Play activation sound (pin pull)\n 78→\tif not _activation_sound_played:\n 79→\t\t_activation_sound_played = true\n 80→\t\t_play_activation_sound()\n 81→\tFileLogger.info(\"[FragGrenade] Pin pulled - waiting for impact (no timer, impact-triggered only)\")\n 82→\n 83→\n 84→## Override _physics_process to disable blinking (no timer countdown for frag grenades).\n 85→func _physics_process(delta: float) -> void:\n 86→\tif _has_exploded:\n 87→\t\treturn\n 88→\n 89→\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n 90→\t# When C# sets Freeze=false directly (e.g., via fallback path), our throw methods\n 91→\t# are not called and _is_thrown remains false, preventing explosion.\n 92→\t# By detecting the freeze->unfreeze transition, we can enable impact detection.\n 93→\tif _was_frozen and not freeze:\n 94→\t\t_was_frozen = false\n 95→\t\tif not _is_thrown:\n 96→\t\t\t_is_thrown = true\n 97→\t\t\tFileLogger.info(\"[FragGrenade] Detected unfreeze - enabling impact detection (fallback)\")\n 98→\n 99→\t# Apply velocity-dependent ground friction to slow down\n 100→\t# FIX for issue #435: Grenade should maintain speed for most of flight,\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": "/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_063024.txt:[06:30:41] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(0, 0), shooter_id=0, bullet_pos=(1407.3699, 604.12115)\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_063024.txt:[06:30:42] [INFO] [BloodDecal] Blood puddle created at (544.5604, 652.4844) (added to group)\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_063024.txt:[06:30:47] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(667.6749, 765.6047), source=ENEMY (Enemy3), range=1469, listeners=10\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_063024.txt:[06:30:51] [INFO] [Bullet] Exiting penetration at (544.93604, 519.75476) after traveling 41,666668 pixels through wall\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_141211.txt:[14:12:16] [INFO] [Bullet] Distance to wall: 1199,2693 (81,66045% of viewport)\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_141211.txt:[14:12:16] [INFO] [Bullet] Distance to wall: 1168,4281 (79,560425% of viewport)\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_141211.txt:[14:12:17] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(0, 0), shooter_id=0, bullet_pos=(2490.3604, 632.04156)\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_141211.txt:[14:12:18] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.2°, current=89.4°, player=(604,643), corner_timer=-0.02\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_141211.txt:[14:12:25] [INFO] [Bullet] Distance to wall: 2578,9304 (175,60411% of viewport)\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_141211.txt:[14:12:28] [INFO] [Bullet] Distance-based penetration chance: 92,80604%\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_055032.txt:[05:50:49] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.4°, current=92.5°, player=(477,604), corner_timer=0.30\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_055032.txt:[05:50:54] [ENEMY] [Enemy5] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=SEARCHING, target=-117.7°, current=14.1°, player=(1604,167), corner_timer=0.00\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_055032.txt:[05:50:54] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=177.2°, current=89.4°, player=(1604,172), corner_timer=-0.02\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_055032.txt:[05:50:54] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.4°, current=89.7°, player=(1604,172), corner_timer=0.30\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_055032.txt:[05:51:20] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=89.2°, current=92.3°, player=(1604,259), corner_timer=0.30\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-550/game_log_20260207_055032.txt:[05:51:29] [INFO] [BloodDecal] Blood puddle created at (1816.636, 1604.513) (added to group)\n/tmp/gh-issue-solver-1770499415990/docs/case-studies/issue-109/logs/solution-draft-log-pr-1768735405032.txt: \"content\": \"total 436\\ndrwxrwxr-x 13 hive hive 4096 Jan 18 12:14 .\\ndrwxrwxrwt 114 root root 274432 Jan 18 12:15 ..\\ndrwxrwxr-x 8 hive hive 4096 Jan 18 12:15 .git\\ndrwxrwxr-x 3 hive hive 4096 Jan 18 12:14 .github\\n-rw-rw-r-- 1 hive hive 483 Jan 18 12:14 .gitignore\\n-rw-rw-r-- 1 hive hive 425 Jan 18 12:14 .gutconfig.json\\n-rw-rw-r-- 1 hive hive 316 Jan 18 12:14 CLAUDE.md\\n-rw-rw-r-- 1 hive hive 508 Jan 18 12:14 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| "content": "/tmp/gh-issue-solver-1770499415990/scripts/ai/states/pursuing_state.gd:extends EnemyState\n/tmp/gh-issue-solver-1770499415990/scripts/ai/states/idle_state.gd:extends EnemyState\n/tmp/gh-issue-solver-1770499415990/scripts/ai/states/enemy_state.gd:class_name EnemyState\n/tmp/gh-issue-solver-1770499415990/scripts/ai/states/enemy_state.gd:## Base class for enemy AI states.\n/tmp/gh-issue-solver-1770499415990/scripts/ai/enemy_actions.gd:class_name EnemyActions\n/tmp/gh-issue-solver-1770499415990/scripts/ai/enemy_memory.gd:class_name EnemyMemory\n/tmp/gh-issue-solver-1770499415990/scripts/ai/enemy_memory.gd:## This class implements an \"enemy memory\" system where enemies maintain:\n/tmp/gh-issue-solver-1770499415990/scripts/ai/player_prediction_component.gd:\t# Classify behavior based on movement relative to enemy\n/tmp/gh-issue-solver-1770499415990/scripts/ai/player_prediction_component.gd:\t_classify_observation(player_pos, enemy_pos)\n/tmp/gh-issue-solver-1770499415990/scripts/ai/player_prediction_component.gd:## Classify a single observation based on player's movement relative to enemy.\n/tmp/gh-issue-solver-1770499415990/scripts/ai/player_prediction_component.gd:func _classify_observation(player_pos: Vector2, enemy_pos: Vector2) -> void:\n/tmp/gh-issue-solver-1770499415990/scripts/components/enemy_grenade_component.gd:class_name EnemyGrenadeComponent", | |
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| "content": " 1→class_name EnemyActions\n 2→extends RefCounted\n 3→## Collection of GOAP actions for enemy AI.\n 4→##\n 5→## These actions define what enemies can do to achieve their goals.\n 6→## Each action has preconditions, effects, and costs that the\n 7→## GOAP planner uses to find optimal action sequences.\n 8→\n 9→\n 10→## Action to find and move to cover.\n 11→class SeekCoverAction extends GOAPAction:\n 12→\tfunc _init() -> void:\n 13→\t\tsuper._init(\"seek_cover\", 2.0)\n 14→\t\tpreconditions = {\n 15→\t\t\t\"has_cover\": true,\n 16→\t\t\t\"in_cover\": false\n 17→\t\t}\n 18→\t\teffects = {\n 19→\t\t\t\"in_cover\": true,\n 20→\t\t\t\"under_fire\": false\n 21→\t\t}\n 22→\n 23→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 24→\t\t# Higher cost if we're actively engaging\n 25→\t\tif world_state.get(\"player_visible\", false):\n 26→\t\t\treturn 3.0\n 27→\t\treturn 2.0\n 28→\n 29→\n 30→## Action to engage the player in combat.\n 31→class EngagePlayerAction extends GOAPAction:\n 32→\tfunc _init() -> void:\n 33→\t\tsuper._init(\"engage_player\", 1.0)\n 34→\t\tpreconditions = {\n 35→\t\t\t\"player_visible\": true\n 36→\t\t}\n 37→\t\teffects = {\n 38→\t\t\t\"player_engaged\": true\n 39→\t\t}\n 40→\n 41→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 42→\t\t# Lower cost if we have advantage (in cover, not under fire)\n 43→\t\tif world_state.get(\"in_cover\", false):\n 44→\t\t\treturn 0.5\n 45→\t\tif world_state.get(\"under_fire\", false):\n 46→\t\t\treturn 2.0\n 47→\t\treturn 1.0\n 48→\n 49→\n 50→## Action to flank the player.\n 51→class FlankPlayerAction extends GOAPAction:\n 52→\tfunc _init() -> void:\n 53→\t\tsuper._init(\"flank_player\", 3.0)\n 54→\t\tpreconditions = {\n 55→\t\t\t\"player_visible\": false,\n 56→\t\t\t\"under_fire\": false\n 57→\t\t}\n 58→\t\teffects = {\n 59→\t\t\t\"at_flank_position\": true,\n 60→\t\t\t\"player_visible\": true\n 61→\t\t}\n 62→\n 63→\n 64→## Action to patrol the area.\n 65→class PatrolAction extends GOAPAction:\n 66→\tfunc _init() -> void:\n 67→\t\tsuper._init(\"patrol\", 1.0)\n 68→\t\tpreconditions = {\n 69→\t\t\t\"player_visible\": false,\n 70→\t\t\t\"under_fire\": false\n 71→\t\t}\n 72→\t\teffects = {\n 73→\t\t\t\"area_patrolled\": true\n 74→\t\t}\n 75→\n 76→\n 77→## Action to stay suppressed (wait for fire to stop).\n 78→class StaySuppressedAction extends GOAPAction:\n 79→\tfunc _init() -> void:\n 80→\t\tsuper._init(\"stay_suppressed\", 0.5)\n 81→\t\tpreconditions = {\n 82→\t\t\t\"under_fire\": true,\n 83→\t\t\t\"in_cover\": true\n 84→\t\t}\n 85→\t\teffects = {\n 86→\t\t\t\"waiting_for_safe\": true\n 87→\t\t}\n 88→\n 89→\n 90→## Action to return fire while suppressed.\n 91→class ReturnFireAction extends GOAPAction:\n 92→\tfunc _init() -> void:\n 93→\t\tsuper._init(\"return_fire\", 1.5)\n 94→\t\tpreconditions = {\n 95→\t\t\t\"player_visible\": true,\n 96→\t\t\t\"in_cover\": true\n 97→\t\t}\n 98→\t\teffects = {\n 99→\t\t\t\"player_engaged\": true\n 100→\t\t}\n 101→\n 102→\n 103→## Action to find cover (search for cover positions).\n 104→class FindCoverAction extends GOAPAction:\n 105→\tfunc _init() -> void:\n 106→\t\tsuper._init(\"find_cover\", 0.5)\n 107→\t\tpreconditions = {\n 108→\t\t\t\"has_cover\": false\n 109→\t\t}\n 110→\t\teffects = {\n 111→\t\t\t\"has_cover\": true\n 112→\t\t}\n 113→\n 114→\n 115→## Action to retreat when health is low.\n 116→class RetreatAction extends GOAPAction:\n 117→\tfunc _init() -> void:\n 118→\t\tsuper._init(\"retreat\", 4.0)\n 119→\t\tpreconditions = {\n 120→\t\t\t\"health_low\": true\n 121→\t\t}\n 122→\t\teffects = {\n 123→\t\t\t\"in_cover\": true,\n 124→\t\t\t\"retreated\": true\n 125→\t\t}\n 126→\n 127→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 128→\t\t# Very high priority if under fire with low health\n 129→\t\tif world_state.get(\"under_fire\", false):\n 130→\t\t\treturn 1.0\n 131→\t\treturn 4.0\n 132→\n 133→\n 134→## Action to retreat with fire when under suppression (tactical retreat).\n 135→## Cost varies based on number of hits taken during encounter.\n 136→class RetreatWithFireAction extends GOAPAction:\n 137→\tfunc _init() -> void:\n 138→\t\tsuper._init(\"retreat_with_fire\", 1.5)\n 139→\t\tpreconditions = {\n 140→\t\t\t\"under_fire\": true\n 141→\t\t}\n 142→\t\teffects = {\n 143→\t\t\t\"in_cover\": true,\n 144→\t\t\t\"is_retreating\": true\n 145→\t\t}\n 146→\n 147→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 148→\t\t# Cost is lower (higher priority) when under fire\n 149→\t\t# Priority also depends on hits taken\n 150→\t\tvar hits: int = world_state.get(\"hits_taken\", 0)\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": " 1→[gd_scene load_steps=19 format=3 uid=\"uid://dkl8m4wq7r3y2\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/levels/castle_level.gd\" id=\"1_castle_level\"]\n 4→[ext_resource type=\"PackedScene\" uid=\"uid://dv8nq2vj5r7p2\" path=\"res://scenes/characters/csharp/Player.tscn\" id=\"2_player\"]\n 5→[ext_resource type=\"PackedScene\" uid=\"uid://dxqmk8f3nw5pe\" path=\"res://scenes/ui/PauseMenu.tscn\" id=\"3_pause_menu\"]\n 6→[ext_resource type=\"PackedScene\" uid=\"uid://cx5m8np6u3bwd\" path=\"res://scenes/objects/Enemy.tscn\" id=\"4_enemy\"]\n 7→\n 8→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_cover_large\"]\n 9→size = Vector2(160, 48)\n 10→\n 11→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_cover_medium\"]\n 12→size = Vector2(120, 40)\n 13→\n 14→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_cover_small\"]\n 15→size = Vector2(80, 32)\n 16→\n 17→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_pillar\"]\n 18→size = Vector2(48, 48)\n 19→\n 20→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_tower\"]\n 21→size = Vector2(160, 160)\n 22→\n 23→[sub_resource type=\"CapsuleShape2D\" id=\"CapsuleShape2D_center_tower\"]\n 24→radius = 120.0\n 25→height = 240.0\n 26→\n 27→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_exit_zone\"]\n 28→size = Vector2(200, 60)\n 29→\n 30→[sub_resource type=\"NavigationPolygon\" id=\"NavigationPolygon_level\"]\n 31→vertices = PackedVector2Array(500, 1280, 600, 800, 900, 400, 1500, 200, 3000, 100, 4500, 200, 5100, 400, 5400, 800, 5500, 1280, 5400, 1760, 5100, 2160, 4500, 2360, 3000, 2460, 1500, 2360, 900, 2160, 600, 1760)\n 32→polygons = [PackedInt32Array(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)]\n 33→outlines = [PackedVector2Array(500, 1280, 600, 800, 900, 400, 1500, 200, 3000, 100, 4500, 200, 5100, 400, 5400, 800, 5500, 1280, 5400, 1760, 5100, 2160, 4500, 2360, 3000, 2460, 1500, 2360, 900, 2160, 600, 1760)]\n 34→parsed_geometry_type = 1\n 35→parsed_collision_mask = 4\n 36→source_geometry_mode = 0\n 37→source_geometry_group_name = &\"navigation_source\"\n 38→agent_radius = 24.0\n 39→\n 40→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_inner_tower\"]\n 41→radius = 100.0\n 42→\n 43→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_section\"]\n 44→size = Vector2(200, 32)\n 45→\n 46→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_castle_wall_h\"]\n 47→size = Vector2(400, 24)\n 48→\n 49→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_castle_wall_v\"]\n 50→size = Vector2(24, 300)\n 51→\n 52→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_castle_wall_short_h\"]\n 53→size = Vector2(200, 24)\n 54→\n 55→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_castle_wall_short_v\"]\n 56→size = Vector2(24, 150)\n 57→\n 58→[node name=\"CastleLevel\" type=\"Node2D\"]\n 59→script = ExtResource(\"1_castle_level\")\n 60→\n 61→[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n 62→\n 63→[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\n 64→offset_right = 6000.0\n 65→offset_bottom = 2560.0\n 66→color = Color(0.15, 0.2, 0.1, 1)\n 67→\n 68→[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\n 69→offset_left = 400.0\n 70→offset_top = 80.0\n 71→offset_right = 5600.0\n 72→offset_bottom = 2480.0\n 73→color = Color(0.35, 0.3, 0.2, 1)\n 74→\n 75→[node name=\"ForestDecoration\" type=\"Node2D\" parent=\"Environment\"]\n 76→\n 77→[node name=\"Forest1\" type=\"ColorRect\" parent=\"Environment/ForestDecoration\"]\n 78→offset_left = 0.0\n 79→offset_top = 0.0\n 80→offset_right = 6000.0\n 81→offset_bottom = 100.0\n 82→color = Color(0.1, 0.4, 0.15, 1)\n 83→\n 84→[node name=\"Forest2\" type=\"ColorRect\" parent=\"Environment/ForestDecoration\"]\n 85→offset_left = 0.0\n 86→offset_top = 100.0\n 87→offset_right = 400.0\n 88→offset_bottom = 300.0\n 89→color = Color(0.15, 0.45, 0.2, 1)\n 90→\n 91→[node name=\"Forest3\" type=\"ColorRect\" parent=\"Environment/ForestDecoration\"]\n 92→offset_left = 5600.0\n 93→offset_top = 100.0\n 94→offset_right = 6000.0\n 95→offset_bottom = 300.0\n 96→color = Color(0.15, 0.45, 0.2, 1)\n 97→\n 98→[node name=\"ForestLabel\" type=\"Label\" parent=\"Environment/ForestDecoration\"]\n 99→offset_left = 5700.0\n 100→offset_top = 30.0\n 101→offset_right = 5950.0\n 102→offset_bottom = 60.0\n 103→text = \"ЛЕС\"\n 104→horizontal_alignment = 1\n 105→\n 106→[node name=\"CastleWalls\" type=\"Node2D\" parent=\"Environment\"]\n 107→\n 108→[node name=\"WallOvalTop\" type=\"Polygon2D\" parent=\"Environment/CastleWalls\"]\n 109→color = Color(0.4, 0.35, 0.25, 1)\n 110→polygon = PackedVector2Array(500, 1280, 520, 900, 700, 500, 1200, 250, 2000, 150, 3000, 100, 4000, 150, 4800, 250, 5300, 500, 5480, 900, 5500, 1280, 5480, 1660, 5300, 2060, 4800, 2310, 4000, 2410, 3000, 2460, 2000, 2410, 1200, 2310, 700, 2060, 520, 1660, 600, 1280, 620, 920, 780, 560, 1250, 330, 2000, 230, 3000, 180, 4000, 230, 4750, 330, 5220, 560, 5380, 920, 5400, 1280, 5380, 1640, 5220, 2000, 4750, 2230, 4000, 2330, 3000, 2380, 2000, 2330, 1250, 2230, 780, 2000, 620, 1640)\n 111→\n 112→[node name=\"CenterTower\" type=\"StaticBody2D\" parent=\"Environment\"]\n 113→position = Vector2(3000, 450)\n 114→collision_layer = 4\n 115→collision_mask = 0\n 116→\n 117→[node name=\"TowerVisual\" type=\"Polygon2D\" parent=\"Environment/CenterTower\"]\n 118→color = Color(0.5, 0.45, 0.35, 1)\n 119→polygon = PackedVector2Array(-180, 0, -160, -100, -100, -160, 0, -180, 100, -160, 160, -100, 180, 0, 160, 100, 100, 160, 0, 180, -100, 160, -160, 100)\n 120→\n 121→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/CenterTower\"]\n 122→shape = SubResource(\"CircleShape2D_inner_tower\")\n 123→scale = Vector2(1.8, 1.8)\n 124→\n 125→[node name=\"InnerTower\" type=\"StaticBody2D\" parent=\"Environment\"]\n 126→position = Vector2(3000, 450)\n 127→collision_layer = 4\n 128→collision_mask = 0\n 129→\n 130→[node name=\"TowerVisual\" type=\"Polygon2D\" parent=\"Environment/InnerTower\"]\n 131→color = Color(0.45, 0.4, 0.3, 1)\n 132→polygon = PackedVector2Array(-80, 0, -70, -50, -50, -70, 0, -80, 50, -70, 70, -50, 80, 0, 70, 50, 50, 70, 0, 80, -50, 70, -70, 50)\n 133→\n 134→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/InnerTower\"]\n 135→shape = SubResource(\"RectangleShape2D_pillar\")\n 136→scale = Vector2(1.5, 1.5)\n 137→\n 138→[node name=\"CastleBuilding\" type=\"Node2D\" parent=\"Environment\"]\n 139→\n 140→[node name=\"LeftWingTopWall\" type=\"StaticBody2D\" parent=\"Environment/CastleBuilding\"]\n 141→position = Vector2(1400, 350)\n 142→collision_layer = 4\n 143→collision_mask = 0\n 144→\n 145→[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/CastleBuilding/LeftWingTopWall\"]\n 146→offset_left = -600.0\n 147→offset_top = -12.0\n 148→offset_right = 600.0\n 149→offset_bottom = 12.0\n 150→color = Color(0.35, 0.3, 0.25, 1)\n 151→\n 152→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/CastleBuilding/LeftWingTopWall\"]\n 153→shape = SubResource(\"RectangleShape2D_castle_wall_h\")\n 154→scale = Vector2(3.0, 1.0)\n 155→\n 156→[node name=\"LeftWingBottomWall\" type=\"StaticBody2D\" parent=\"Environment/CastleBuilding\"]\n 157→position = Vector2(1400, 650)\n 158→collision_layer = 4\n 159→collision_mask = 0\n 160→\n 161→[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/CastleBuilding/LeftWingBottomWall\"]\n 162→offset_left = -600.0\n 163→offset_top = -12.0\n 164→offset_right = 600.0\n 165→offset_bottom = 12.0\n 166→color = Color(0.35, 0.3, 0.25, 1)\n 167→\n 168→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/CastleBuilding/LeftWingBottomWall\"]\n 169→shape = SubResource(\"RectangleShape2D_castle_wall_h\")\n 170→scale = Vector2(3.0, 1.0)\n 171→\n 172→[node name=\"LeftWingEndWall\" type=\"StaticBody2D\" parent=\"Environment/CastleBuilding\"]\n 173→position = Vector2(800, 500)\n 174→collision_layer = 4\n 175→collision_mask = 0\n 176→\n 177→[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/CastleBuilding/LeftWingEndWall\"]\n 178→offset_left = -12.0\n 179→offset_top = -162.0\n 180→offset_right = 12.0\n 181→offset_bottom = 162.0\n 182→color = Color(0.35, 0.3, 0.25, 1)\n 183→\n 184→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/CastleBuilding/LeftWingEndWall\"]\n 185→shape = SubResource(\"RectangleShape2D_castle_wall_v\")\n 186→scale = Vector2(1.0, 1.08)\n 187→\n 188→[node name=\"RightWingTopWall\" type=\"StaticBody2D\" parent=\"Environment/CastleBuilding\"]\n 189→position = Vector2(4600, 350)\n 190→collision_layer = 4\n 191→collision_mask = 0\n 192→\n 193→[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/CastleBuilding/RightWingTopWall\"]\n 194→offset_left = -600.0\n 195→offset_top = -12.0\n 196→offset_right = 600.0\n 197→offset_bottom = 12.0\n 198→color = Color(0.35, 0.3, 0.25, 1)\n 199→\n 200→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/CastleBuilding/RightWingTopWall\"]\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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| "command": "grep \"weapon_type\\|WeaponType\\|class_name\\|extends\" /tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd | head -20" | |
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| "content": "class_name WeaponConfigComponent\nextends RefCounted\nstatic func get_config(weapon_type: int) -> Dictionary:\n\tif WEAPON_CONFIGS.has(weapon_type):\n\t\treturn WEAPON_CONFIGS[weapon_type]\nstatic func get_type_name(weapon_type: int) -> String:\n\tmatch weapon_type:", | |
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| "id": "msg_019ozdXGFvDBMH6eCeRv2eui", | |
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| "id": "toolu_015FpiDrMCveuKuNajHSPR2C", | |
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| "command": "find /tmp/gh-issue-solver-1770499415990 -type f -name \"*.gd\" -o -name \"*.tscn\" | wc -l" | |
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| [2026-02-07T21:25:50.884Z] [INFO] { | |
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| "text": "Based on my thorough exploration of the Godot top-down game project, here's a comprehensive report:\n\n## PROJECT STRUCTURE OVERVIEW\n\nThe project is a Godot top-down shooter game built with both GDScript and C#. It features tactical enemy AI with cover mechanics, grenades, and multiple weapon types.\n\n### Directory Structure\n- `/Scripts/` - C# scripts (legacy/fallback code)\n- `/scripts/` - GDScript scripts (primary implementation)\n- `/scenes/` - Game scenes (tscn files)\n- `/resources/` - Configuration files (tres files)\n- `/assets/` - Sprites and media\n\n## KEY ENEMY-RELATED FILES\n\n### Core Enemy Implementation\n1. **Main Enemy Script**: `/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd` (4,977 lines)\n - Base class for all enemy types\n - Extends `CharacterBody2D`\n - Implements comprehensive AI states: IDLE, COMBAT, SEEKING_COVER, IN_COVER, FLANKING, SUPPRESSED, RETREATING, PURSUING, ASSAULT, SEARCHING, EVADING_GRENADE\n - Export variables for full configuration\n\n2. **Enemy Scene**: `/tmp/gh-issue-solver-1770499415990/scenes/objects/Enemy.tscn`\n - Base scene with sprites (body, head, left arm, right arm)\n - Weapon mount node for weapon sprite\n - HitArea for bullet collision\n - Navigation agent for pathfinding\n - Components: BloodyFeetComponent\n\n### Weapon System\n3. **Weapon Config Component**: `/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd` (122 lines)\n - **Static weapon type enumeration with 4 types**:\n - `0 = RIFLE` (M16, 545x39 ammo)\n - `1 = SHOTGUN` (6-10 pellets, 15° spread)\n - `2 = UZI` (9mm, fast 0.06s cooldown, progressive spread)\n - `3 = MACHETE` (melee weapon, Issue #579)\n \n **UZI Configuration (Type 2)**:\n ```\n shoot_cooldown: 0.06\n bullet_speed: 2200.0\n magazine_size: 32\n spread: 6.0 to 60.0 (progressive)\n loudness: 1200.0\n ```\n\n### Grenade System\n4. **Grenade Components**:\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/enemy_grenade_component.gd` (300+ lines)\n - Handles enemy grenade throwing behavior\n - 7 grenade throw triggers:\n - Suppression (enemy under fire)\n - Pursuit (player moving away fast)\n - Witnessed kills\n - Heard sounds\n - Sustained fire zone\n - Health desperation\n - Suspicion with hidden player\n \n5. **Grenade Base Class**: `/tmp/gh-issue-solver-1770499415990/scripts/projectiles/grenade_base.gd` (200+ lines)\n - Physics-based throwing mechanics\n - Timer-based detonation (4 seconds)\n - Max throw speed: 850 px/s\n - Ground friction: 300.0\n - Wall bounce: 0.4\n\n6. **Grenade Types**:\n - **Frag Grenade**: `/tmp/gh-issue-solver-1770499415990/scripts/projectiles/frag_grenade.gd`\n - Impact-triggered (NO timer - only explodes on landing/wall hit)\n - 225 px radius\n - 4 shrapnel pieces\n - 99 damage to all in blast zone\n \n - **Flashbang Grenade**: `/tmp/gh-issue-solver-1770499415990/scripts/projectiles/flashbang_grenade.gd`\n - Timer-triggered\n \n - **Defensive Grenade**: `/tmp/gh-issue-solver-1770499415990/scripts/projectiles/defensive_grenade.gd`\n\n7. **Shrapnel**: `/tmp/gh-issue-solver-1770499415990/scripts/projectiles/shrapnel.gd`\n - Released from frag grenades\n - Ricochets off walls\n - Deals 1 damage each\n\n### Difficulty System\n8. **Difficulty Manager**: `/tmp/gh-issue-solver-1770499415990/scripts/autoload/difficulty_manager.gd`\n - Difficulty levels: EASY, NORMAL, HARD, POWER_FANTASY\n - Grenade configuration per map\n - Example map config:\n ```\n \"CastleLevel\": grenade_count varies by difficulty\n \"BeachLevel\": grenade_count varies by difficulty\n ```\n\n## MAPS/LEVELS\n\n### Scene Files\n1. `/tmp/gh-issue-solver-1770499415990/scenes/levels/CastleLevel.tscn` - Medieval fortress (6000x2560 px)\n2. `/tmp/gh-issue-solver-1770499415990/scenes/levels/BuildingLevel.tscn`\n3. `/tmp/gh-issue-solver-1770499415990/scenes/levels/BeachLevel.tscn` (features machete enemies, type 3)\n4. `/tmp/gh-issue-solver-1770499415990/scenes/levels/TestTier.tscn`\n\n### Level Scripts\n- `/tmp/gh-issue-solver-1770499415990/scripts/levels/castle_level.gd`\n- `/tmp/gh-issue-solver-1770499415990/scripts/levels/building_level.gd`\n- `/tmp/gh-issue-solver-1770499415990/scripts/levels/beach_level.gd`\n- `/tmp/gh-issue-solver-1770499415990/scripts/levels/test_tier.gd`\n\n**CastleLevel Setup**:\n- Enemies placed directly in scene with weapon_type export variables\n- Example weapons in scene:\n - weapon_type = 1 (SHOTGUN - left side enemies)\n - weapon_type = 2 (UZI - center/right enemies)\n - weapon_type = 0 (RIFLE - mixed)\n\n## AI SYSTEM\n\n### State Management\n9. **Enemy States**: `/tmp/gh-issue-solver-1770499415990/scripts/ai/states/`\n - `enemy_state.gd` - Base class\n - `idle_state.gd` - Patrol/guard behavior\n - `pursuing_state.gd` - Chase player\n\n### GOAP Planning\n10. **GOAP System**: `/tmp/gh-issue-solver-1770499415990/scripts/ai/`\n - `goap_planner.gd` - Action planning\n - `goap_action.gd` - Base action class\n - `enemy_actions.gd` - Enemy-specific actions (SeekCover, EngagePlayer, Flank, etc.)\n - `enemy_memory.gd` - Memory of player position, threats\n - `player_prediction_component.gd` - Lead prediction for targeting\n\n### Components\n11. **Enemy Components**:\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/cover_component.gd` - Cover detection\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/health_component.gd` - Health/damage\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd` - Weapon config\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/death_animation_component.gd` - Death effects\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/bloody_feet_component.gd` - Blood trails\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/flashbang_status_component.gd` - Flashbang effects\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/vision_component.gd` - FOV/visibility\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/threat_sphere.gd` - Suppression detection\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/flashlight_detection_component.gd` - Flashlight detection\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/realistic_visibility_component.gd` - Advanced visibility\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/grenade_avoidance_component.gd` - Grenade evasion\n\n## EXISTING ENEMY TYPES IN SCENES\n\nLooking at CastleLevel.tscn and BeachLevel.tscn:\n- **weapon_type = 0**: RIFLE enemies (M16)\n- **weapon_type = 1**: SHOTGUN enemies\n- **weapon_type = 2**: UZI enemies (fast-shooting)\n- **weapon_type = 3**: MACHETE enemies (melee, on BeachLevel)\n\n## RESOURCES\n\n### Weapon Data Resources\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/AssaultRifleData.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/ShotgunData.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/MiniUziData.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/MakarovPMData.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/SilencedPistolData.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/SniperRifleData.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/RevolverData.tres`\n\n### Caliber Resources\n- `/tmp/gh-issue-solver-1770499415990/resources/calibers/caliber_545x39.tres` (rifle)\n- `/tmp/gh-issue-solver-1770499415990/resources/calibers/caliber_9x19.tres` (UZI/9mm)\n- `/tmp/gh-issue-solver-1770499415990/resources/calibers/caliber_buckshot.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/calibers/caliber_9x18.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/calibers/caliber_12p7x55.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/calibers/caliber_127x108.tres`\n\n## HOW ENEMIES ARE SPAWNED/PLACED\n\n1. **Direct Scene Placement**: Enemies are placed in .tscn level files with weapon_type export variable\n2. **Configuration Path**:\n - Enemy.tscn is instantiated\n - Each instance gets `weapon_type` set to 0-3\n - Enemy script loads weapon config from WeaponConfigComponent.WEAPON_CONFIGS[weapon_type]\n - Grenade settings loaded from DifficultyManager based on current map\n\n## ARCHITECTURE PATTERNS\n\n### Key Design Patterns\n1. **Component-Based Architecture**: Functionality split into reusable components\n2. **State Machine**: AI states for behavior switching\n3. **GOAP Planning**: Goal-Oriented Action Planning for tactical decisions\n4. **Configuration-Driven**: Weapon and difficulty settings via DifficultyManager\n5. **Static Utility Classes**: WeaponConfigComponent provides centralized config\n\n### Enemy Configuration Options\nEvery enemy has 100+ export variables including:\n- `weapon_type` (0-3)\n- `behavior_mode` (PATROL/GUARD)\n- `move_speed`, `combat_move_speed`\n- `detection_range`, `fov_angle`, `fov_enabled`\n- `min_health`, `max_health`\n- `grenade_count`, `grenade_scene`\n- `enable_cover`, `enable_flanking`, `enable_friendly_fire_avoidance`\n- `debug_logging`\n\n## SUMMARY FOR GRENADIER IMPLEMENTATION\n\nTo implement a **Grenadier enemy type** (weapon_type = 4):\n\n1. **Add to WeaponConfigComponent.WEAPON_CONFIGS**:\n - Define type 4 with grenade-specific config\n - Set `bullet_scene_path` to grenade scene\n - Adjust throw parameters\n\n2. **Key Grenadier Characteristics to Define**:\n - Shoot cooldown (time between throws)\n - Max grenades per magazine\n - Grenade types (frag/flashbang/defensive)\n - Throw accuracy vs rifle enemies\n - When to switch to backup weapon\n\n3. **Update Difficulty Manager**:\n - Add grenadier prevalence rates by map/difficulty\n\n4. **Place in Scenes**:\n - Set `weapon_type = 4` in CastleLevel/BuildingLevel/BeachLevel\n\n5. **Grenade Resources Already Available**:\n - FragGrenade (impact-triggered, 225 radius)\n - FlashbangGrenade (timer-triggered)\n - DefensiveGrenade\n - Shrapnel system\n\nThis architecture is clean, extensible, and ready for a Grenadier variant!" | |
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| "prompt": "I need to understand the structure of this Godot top-down game project to implement a new enemy type (Grenadier). Please explore thoroughly:\n\n1. Find all enemy-related scripts, scenes, and resources\n2. Find existing enemy types (especially any UZI-armed enemies)\n3. Find grenade-related code if any exists\n4. Find the \"City\" map scene\n5. Find how enemies are spawned/placed on maps\n6. Find the difficulty system\n7. Look at the project structure under Scripts/, scripts/, scenes/, resources/\n\nFocus on understanding:\n- How enemies are implemented (base class, specific enemy scripts)\n- How weapons work (especially UZI)\n- How grenades work if they exist\n- How maps reference enemies\n- The overall architecture patterns\n\nBe very thorough - list all relevant files with their paths.", | |
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| "text": "Based on my thorough exploration of the Godot top-down game project, here's a comprehensive report:\n\n## PROJECT STRUCTURE OVERVIEW\n\nThe project is a Godot top-down shooter game built with both GDScript and C#. It features tactical enemy AI with cover mechanics, grenades, and multiple weapon types.\n\n### Directory Structure\n- `/Scripts/` - C# scripts (legacy/fallback code)\n- `/scripts/` - GDScript scripts (primary implementation)\n- `/scenes/` - Game scenes (tscn files)\n- `/resources/` - Configuration files (tres files)\n- `/assets/` - Sprites and media\n\n## KEY ENEMY-RELATED FILES\n\n### Core Enemy Implementation\n1. **Main Enemy Script**: `/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd` (4,977 lines)\n - Base class for all enemy types\n - Extends `CharacterBody2D`\n - Implements comprehensive AI states: IDLE, COMBAT, SEEKING_COVER, IN_COVER, FLANKING, SUPPRESSED, RETREATING, PURSUING, ASSAULT, SEARCHING, EVADING_GRENADE\n - Export variables for full configuration\n\n2. **Enemy Scene**: `/tmp/gh-issue-solver-1770499415990/scenes/objects/Enemy.tscn`\n - Base scene with sprites (body, head, left arm, right arm)\n - Weapon mount node for weapon sprite\n - HitArea for bullet collision\n - Navigation agent for pathfinding\n - Components: BloodyFeetComponent\n\n### Weapon System\n3. **Weapon Config Component**: `/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd` (122 lines)\n - **Static weapon type enumeration with 4 types**:\n - `0 = RIFLE` (M16, 545x39 ammo)\n - `1 = SHOTGUN` (6-10 pellets, 15° spread)\n - `2 = UZI` (9mm, fast 0.06s cooldown, progressive spread)\n - `3 = MACHETE` (melee weapon, Issue #579)\n \n **UZI Configuration (Type 2)**:\n ```\n shoot_cooldown: 0.06\n bullet_speed: 2200.0\n magazine_size: 32\n spread: 6.0 to 60.0 (progressive)\n loudness: 1200.0\n ```\n\n### Grenade System\n4. **Grenade Components**:\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/enemy_grenade_component.gd` (300+ lines)\n - Handles enemy grenade throwing behavior\n - 7 grenade throw triggers:\n - Suppression (enemy under fire)\n - Pursuit (player moving away fast)\n - Witnessed kills\n - Heard sounds\n - Sustained fire zone\n - Health desperation\n - Suspicion with hidden player\n \n5. **Grenade Base Class**: `/tmp/gh-issue-solver-1770499415990/scripts/projectiles/grenade_base.gd` (200+ lines)\n - Physics-based throwing mechanics\n - Timer-based detonation (4 seconds)\n - Max throw speed: 850 px/s\n - Ground friction: 300.0\n - Wall bounce: 0.4\n\n6. **Grenade Types**:\n - **Frag Grenade**: `/tmp/gh-issue-solver-1770499415990/scripts/projectiles/frag_grenade.gd`\n - Impact-triggered (NO timer - only explodes on landing/wall hit)\n - 225 px radius\n - 4 shrapnel pieces\n - 99 damage to all in blast zone\n \n - **Flashbang Grenade**: `/tmp/gh-issue-solver-1770499415990/scripts/projectiles/flashbang_grenade.gd`\n - Timer-triggered\n \n - **Defensive Grenade**: `/tmp/gh-issue-solver-1770499415990/scripts/projectiles/defensive_grenade.gd`\n\n7. **Shrapnel**: `/tmp/gh-issue-solver-1770499415990/scripts/projectiles/shrapnel.gd`\n - Released from frag grenades\n - Ricochets off walls\n - Deals 1 damage each\n\n### Difficulty System\n8. **Difficulty Manager**: `/tmp/gh-issue-solver-1770499415990/scripts/autoload/difficulty_manager.gd`\n - Difficulty levels: EASY, NORMAL, HARD, POWER_FANTASY\n - Grenade configuration per map\n - Example map config:\n ```\n \"CastleLevel\": grenade_count varies by difficulty\n \"BeachLevel\": grenade_count varies by difficulty\n ```\n\n## MAPS/LEVELS\n\n### Scene Files\n1. `/tmp/gh-issue-solver-1770499415990/scenes/levels/CastleLevel.tscn` - Medieval fortress (6000x2560 px)\n2. `/tmp/gh-issue-solver-1770499415990/scenes/levels/BuildingLevel.tscn`\n3. `/tmp/gh-issue-solver-1770499415990/scenes/levels/BeachLevel.tscn` (features machete enemies, type 3)\n4. `/tmp/gh-issue-solver-1770499415990/scenes/levels/TestTier.tscn`\n\n### Level Scripts\n- `/tmp/gh-issue-solver-1770499415990/scripts/levels/castle_level.gd`\n- `/tmp/gh-issue-solver-1770499415990/scripts/levels/building_level.gd`\n- `/tmp/gh-issue-solver-1770499415990/scripts/levels/beach_level.gd`\n- `/tmp/gh-issue-solver-1770499415990/scripts/levels/test_tier.gd`\n\n**CastleLevel Setup**:\n- Enemies placed directly in scene with weapon_type export variables\n- Example weapons in scene:\n - weapon_type = 1 (SHOTGUN - left side enemies)\n - weapon_type = 2 (UZI - center/right enemies)\n - weapon_type = 0 (RIFLE - mixed)\n\n## AI SYSTEM\n\n### State Management\n9. **Enemy States**: `/tmp/gh-issue-solver-1770499415990/scripts/ai/states/`\n - `enemy_state.gd` - Base class\n - `idle_state.gd` - Patrol/guard behavior\n - `pursuing_state.gd` - Chase player\n\n### GOAP Planning\n10. **GOAP System**: `/tmp/gh-issue-solver-1770499415990/scripts/ai/`\n - `goap_planner.gd` - Action planning\n - `goap_action.gd` - Base action class\n - `enemy_actions.gd` - Enemy-specific actions (SeekCover, EngagePlayer, Flank, etc.)\n - `enemy_memory.gd` - Memory of player position, threats\n - `player_prediction_component.gd` - Lead prediction for targeting\n\n### Components\n11. **Enemy Components**:\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/cover_component.gd` - Cover detection\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/health_component.gd` - Health/damage\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/weapon_config_component.gd` - Weapon config\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/death_animation_component.gd` - Death effects\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/bloody_feet_component.gd` - Blood trails\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/flashbang_status_component.gd` - Flashbang effects\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/vision_component.gd` - FOV/visibility\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/threat_sphere.gd` - Suppression detection\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/flashlight_detection_component.gd` - Flashlight detection\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/realistic_visibility_component.gd` - Advanced visibility\n - `/tmp/gh-issue-solver-1770499415990/scripts/components/grenade_avoidance_component.gd` - Grenade evasion\n\n## EXISTING ENEMY TYPES IN SCENES\n\nLooking at CastleLevel.tscn and BeachLevel.tscn:\n- **weapon_type = 0**: RIFLE enemies (M16)\n- **weapon_type = 1**: SHOTGUN enemies\n- **weapon_type = 2**: UZI enemies (fast-shooting)\n- **weapon_type = 3**: MACHETE enemies (melee, on BeachLevel)\n\n## RESOURCES\n\n### Weapon Data Resources\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/AssaultRifleData.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/ShotgunData.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/MiniUziData.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/MakarovPMData.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/SilencedPistolData.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/SniperRifleData.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/weapons/RevolverData.tres`\n\n### Caliber Resources\n- `/tmp/gh-issue-solver-1770499415990/resources/calibers/caliber_545x39.tres` (rifle)\n- `/tmp/gh-issue-solver-1770499415990/resources/calibers/caliber_9x19.tres` (UZI/9mm)\n- `/tmp/gh-issue-solver-1770499415990/resources/calibers/caliber_buckshot.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/calibers/caliber_9x18.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/calibers/caliber_12p7x55.tres`\n- `/tmp/gh-issue-solver-1770499415990/resources/calibers/caliber_127x108.tres`\n\n## HOW ENEMIES ARE SPAWNED/PLACED\n\n1. **Direct Scene Placement**: Enemies are placed in .tscn level files with weapon_type export variable\n2. **Configuration Path**:\n - Enemy.tscn is instantiated\n - Each instance gets `weapon_type` set to 0-3\n - Enemy script loads weapon config from WeaponConfigComponent.WEAPON_CONFIGS[weapon_type]\n - Grenade settings loaded from DifficultyManager based on current map\n\n## ARCHITECTURE PATTERNS\n\n### Key Design Patterns\n1. **Component-Based Architecture**: Functionality split into reusable components\n2. **State Machine**: AI states for behavior switching\n3. **GOAP Planning**: Goal-Oriented Action Planning for tactical decisions\n4. **Configuration-Driven**: Weapon and difficulty settings via DifficultyManager\n5. **Static Utility Classes**: WeaponConfigComponent provides centralized config\n\n### Enemy Configuration Options\nEvery enemy has 100+ export variables including:\n- `weapon_type` (0-3)\n- `behavior_mode` (PATROL/GUARD)\n- `move_speed`, `combat_move_speed`\n- `detection_range`, `fov_angle`, `fov_enabled`\n- `min_health`, `max_health`\n- `grenade_count`, `grenade_scene`\n- `enable_cover`, `enable_flanking`, `enable_friendly_fire_avoidance`\n- `debug_logging`\n\n## SUMMARY FOR GRENADIER IMPLEMENTATION\n\nTo implement a **Grenadier enemy type** (weapon_type = 4):\n\n1. **Add to WeaponConfigComponent.WEAPON_CONFIGS**:\n - Define type 4 with grenade-specific config\n - Set `bullet_scene_path` to grenade scene\n - Adjust throw parameters\n\n2. **Key Grenadier Characteristics to Define**:\n - Shoot cooldown (time between throws)\n - Max grenades per magazine\n - Grenade types (frag/flashbang/defensive)\n - Throw accuracy vs rifle enemies\n - When to switch to backup weapon\n\n3. **Update Difficulty Manager**:\n - Add grenadier prevalence rates by map/difficulty\n\n4. **Place in Scenes**:\n - Set `weapon_type = 4` in CastleLevel/BuildingLevel/BeachLevel\n\n5. **Grenade Resources Already Available**:\n - FragGrenade (impact-triggered, 225 radius)\n - FlashbangGrenade (timer-triggered)\n - DefensiveGrenade\n - Shrapnel system\n\nThis architecture is clean, extensible, and ready for a Grenadier variant!" | |
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| "text": "Excellent! Now I have a comprehensive understanding of the project. Let me look at the specific files I'll need to modify more closely." | |
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| [2026-02-07T21:26:01.829Z] [INFO] { | |
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| { | |
| "content": "Read and understand issue requirements thoroughly", | |
| "status": "completed", | |
| "activeForm": "Reading issue requirements" | |
| }, | |
| { | |
| "content": "Explore codebase architecture and existing enemy implementations", | |
| "status": "completed", | |
| "activeForm": "Exploring codebase" | |
| }, | |
| { | |
| "content": "Read key files: enemy.gd, weapon_config_component.gd, enemy_grenade_component.gd, difficulty_manager.gd", | |
| "status": "in_progress", | |
| "activeForm": "Reading key source files" | |
| }, | |
| { | |
| "content": "Find the City map (Город level) and identify UZI enemy to replace", | |
| "status": "pending", | |
| "activeForm": "Finding City map" | |
| }, | |
| { | |
| "content": "Read grenade scripts (frag, flashbang, defensive, grenade_base)", | |
| "status": "pending", | |
| "activeForm": "Reading grenade scripts" | |
| }, | |
| { | |
| "content": "Implement Grenadier enemy type with grenade bag system", | |
| "status": "pending", | |
| "activeForm": "Implementing Grenadier enemy type" | |
| }, | |
| { | |
| "content": "Update difficulty system for grenadier grenade loadout", | |
| "status": "pending", | |
| "activeForm": "Updating difficulty system" | |
| }, | |
| { | |
| "content": "Place grenadier on City map replacing one UZI enemy", | |
| "status": "pending", | |
| "activeForm": "Placing grenadier on City map" | |
| }, | |
| { | |
| "content": "Implement grenade priority ordering (non-lethal first, then small radius, then large)", | |
| "status": "pending", | |
| "activeForm": "Implementing grenade priority" | |
| }, | |
| { | |
| "content": "Implement passage-blocking behavior (throw grenade before entering passage)", | |
| "status": "pending", | |
| "activeForm": "Implementing passage-blocking behavior" | |
| }, | |
| { | |
| "content": "Implement ally waiting behavior (other enemies wait for grenade explosion)", | |
| "status": "pending", | |
| "activeForm": "Implementing ally waiting behavior" | |
| }, | |
| { | |
| "content": "Test and commit changes", | |
| "status": "pending", | |
| "activeForm": "Testing and committing" | |
| }, | |
| { | |
| "content": "Run local CI checks and verify", | |
| "status": "pending", | |
| "activeForm": "Running CI checks" | |
| }, | |
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| "content": "Update PR description and finalize", | |
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| "content": " 1→class_name WeaponConfigComponent\n 2→extends RefCounted\n 3→## Static utility for weapon type configurations.\n 4→## Used by enemy.gd to configure weapon parameters based on weapon type.\n 5→## Updated to use the same bullet/casing scenes as player weapons (Issue #417 PR feedback).\n 6→\n 7→## Weapon type configurations as static data.\n 8→## Keys: \"shoot_cooldown\", \"bullet_speed\", \"magazine_size\", \"bullet_spawn_offset\", \"weapon_loudness\", \"sprite_path\"\n 9→## Added: \"bullet_scene_path\", \"casing_scene_path\", \"caliber_path\", \"is_shotgun\", \"pellet_count_min\", \"pellet_count_max\", \"spread_angle\"\n 10→## Added (Issue #516): \"spread_threshold\", \"initial_spread\", \"spread_increment\", \"max_spread\", \"spread_reset_time\"\n 11→## for progressive spread on single-bullet weapons (same as player weapons).\n 12→const WEAPON_CONFIGS := {\n 13→\t0: { # RIFLE (M16) - uses same bullets as player's AssaultRifle\n 14→\t\t\"shoot_cooldown\": 0.1,\n 15→\t\t\"bullet_speed\": 2500.0,\n 16→\t\t\"magazine_size\": 30,\n 17→\t\t\"bullet_spawn_offset\": 30.0,\n 18→\t\t\"weapon_loudness\": 1469.0,\n 19→\t\t\"sprite_path\": \"\", # Default sprite already in scene\n 20→\t\t\"bullet_scene_path\": \"res://scenes/projectiles/csharp/Bullet.tscn\",\n 21→\t\t\"casing_scene_path\": \"res://scenes/effects/Casing.tscn\",\n 22→\t\t\"caliber_path\": \"res://resources/calibers/caliber_545x39.tres\",\n 23→\t\t\"is_shotgun\": false,\n 24→\t\t\"pellet_count_min\": 1,\n 25→\t\t\"pellet_count_max\": 1,\n 26→\t\t\"spread_angle\": 0.0,\n 27→\t\t# Progressive spread matching player AssaultRifle (player.gd constants)\n 28→\t\t\"spread_threshold\": 3,\n 29→\t\t\"initial_spread\": 0.5,\n 30→\t\t\"spread_increment\": 0.6,\n 31→\t\t\"max_spread\": 4.0,\n 32→\t\t\"spread_reset_time\": 0.25\n 33→\t},\n 34→\t1: { # SHOTGUN - uses same pellets as player's Shotgun (multiple projectiles)\n 35→\t\t\"shoot_cooldown\": 0.8,\n 36→\t\t\"bullet_speed\": 1800.0,\n 37→\t\t\"magazine_size\": 8,\n 38→\t\t\"bullet_spawn_offset\": 35.0,\n 39→\t\t\"weapon_loudness\": 2000.0,\n 40→\t\t\"sprite_path\": \"res://assets/sprites/weapons/shotgun_topdown.png\",\n 41→\t\t\"bullet_scene_path\": \"res://scenes/projectiles/csharp/ShotgunPellet.tscn\",\n 42→\t\t\"casing_scene_path\": \"res://scenes/effects/Casing.tscn\",\n 43→\t\t\"caliber_path\": \"res://resources/calibers/caliber_buckshot.tres\",\n 44→\t\t\"is_shotgun\": true,\n 45→\t\t\"pellet_count_min\": 6,\n 46→\t\t\"pellet_count_max\": 10,\n 47→\t\t\"spread_angle\": 15.0, # degrees\n 48→\t\t# Shotgun uses pellet spread, not progressive spread\n 49→\t\t\"spread_threshold\": 0,\n 50→\t\t\"initial_spread\": 0.0,\n 51→\t\t\"spread_increment\": 0.0,\n 52→\t\t\"max_spread\": 0.0,\n 53→\t\t\"spread_reset_time\": 0.0\n 54→\t},\n 55→\t2: { # UZI - uses same 9mm bullets as player's MiniUzi\n 56→\t\t\"shoot_cooldown\": 0.06,\n 57→\t\t\"bullet_speed\": 2200.0,\n 58→\t\t\"magazine_size\": 32,\n 59→\t\t\"bullet_spawn_offset\": 25.0,\n 60→\t\t\"weapon_loudness\": 1200.0,\n 61→\t\t\"sprite_path\": \"res://assets/sprites/weapons/mini_uzi_topdown.png\",\n 62→\t\t\"bullet_scene_path\": \"res://scenes/projectiles/Bullet9mm.tscn\",\n 63→\t\t\"casing_scene_path\": \"res://scenes/effects/Casing.tscn\",\n 64→\t\t\"caliber_path\": \"res://resources/calibers/caliber_9x19.tres\",\n 65→\t\t\"is_shotgun\": false,\n 66→\t\t\"pellet_count_min\": 1,\n 67→\t\t\"pellet_count_max\": 1,\n 68→\t\t\"spread_angle\": 0.0,\n 69→\t\t# Progressive spread matching player MiniUzi (MiniUzi.cs constants)\n 70→\t\t# UZI spread starts immediately (threshold=0) and reaches 60° after 10 shots\n 71→\t\t\"spread_threshold\": 0,\n 72→\t\t\"initial_spread\": 6.0,\n 73→\t\t\"spread_increment\": 5.4,\n 74→\t\t\"max_spread\": 60.0,\n 75→\t\t\"spread_reset_time\": 0.3\n 76→\t},\n 77→\t3: { # MACHETE - melee weapon (Issue #579)\n 78→\t\t\"shoot_cooldown\": 1.5, # Melee attack cooldown\n 79→\t\t\"bullet_speed\": 0.0, # No projectiles\n 80→\t\t\"magazine_size\": 0, # No ammo needed\n 81→\t\t\"bullet_spawn_offset\": 0.0,\n 82→\t\t\"weapon_loudness\": 200.0, # Quiet melee swing sound\n 83→\t\t\"sprite_path\": \"res://assets/sprites/weapons/machete_topdown.png\",\n 84→\t\t\"bullet_scene_path\": \"\", # No bullets\n 85→\t\t\"casing_scene_path\": \"\", # No casings\n 86→\t\t\"caliber_path\": \"\",\n 87→\t\t\"is_shotgun\": false,\n 88→\t\t\"pellet_count_min\": 0,\n 89→\t\t\"pellet_count_max\": 0,\n 90→\t\t\"spread_angle\": 0.0,\n 91→\t\t\"spread_threshold\": 0,\n 92→\t\t\"initial_spread\": 0.0,\n 93→\t\t\"spread_increment\": 0.0,\n 94→\t\t\"max_spread\": 0.0,\n 95→\t\t\"spread_reset_time\": 0.0,\n 96→\t\t# Machete-specific config\n 97→\t\t\"is_melee\": true,\n 98→\t\t\"melee_range\": 80.0,\n 99→\t\t\"melee_damage\": 2,\n 100→\t\t\"dodge_speed\": 400.0,\n 101→\t\t\"dodge_distance\": 120.0,\n 102→\t\t\"sneak_speed_multiplier\": 0.6\n 103→\t}\n 104→}\n 105→\n 106→\n 107→## Get weapon configuration for a given weapon type.\n 108→static func get_config(weapon_type: int) -> Dictionary:\n 109→\tif WEAPON_CONFIGS.has(weapon_type):\n 110→\t\treturn WEAPON_CONFIGS[weapon_type]\n 111→\treturn WEAPON_CONFIGS[0] # Default to RIFLE\n 112→\n 113→\n 114→## Get weapon type name for logging.\n 115→static func get_type_name(weapon_type: int) -> String:\n 116→\tmatch weapon_type:\n 117→\t\t0: return \"RIFLE\"\n 118→\t\t1: return \"SHOTGUN\"\n 119→\t\t2: return \"UZI\"\n 120→\t\t3: return \"MACHETE\"\n 121→\t\t_: return \"UNKNOWN\"\n 122→\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": "class_name WeaponConfigComponent\nextends RefCounted\n## Static utility for weapon type configurations.\n## Used by enemy.gd to configure weapon parameters based on weapon type.\n## Updated to use the same bullet/casing scenes as player weapons (Issue #417 PR feedback).\n\n## Weapon type configurations as static data.\n## Keys: \"shoot_cooldown\", \"bullet_speed\", \"magazine_size\", \"bullet_spawn_offset\", \"weapon_loudness\", \"sprite_path\"\n## Added: \"bullet_scene_path\", \"casing_scene_path\", \"caliber_path\", \"is_shotgun\", \"pellet_count_min\", \"pellet_count_max\", \"spread_angle\"\n## Added (Issue #516): \"spread_threshold\", \"initial_spread\", \"spread_increment\", \"max_spread\", \"spread_reset_time\"\n## for progressive spread on single-bullet weapons (same as player weapons).\nconst WEAPON_CONFIGS := {\n\t0: { # RIFLE (M16) - uses same bullets as player's AssaultRifle\n\t\t\"shoot_cooldown\": 0.1,\n\t\t\"bullet_speed\": 2500.0,\n\t\t\"magazine_size\": 30,\n\t\t\"bullet_spawn_offset\": 30.0,\n\t\t\"weapon_loudness\": 1469.0,\n\t\t\"sprite_path\": \"\", # Default sprite already in scene\n\t\t\"bullet_scene_path\": \"res://scenes/projectiles/csharp/Bullet.tscn\",\n\t\t\"casing_scene_path\": \"res://scenes/effects/Casing.tscn\",\n\t\t\"caliber_path\": \"res://resources/calibers/caliber_545x39.tres\",\n\t\t\"is_shotgun\": false,\n\t\t\"pellet_count_min\": 1,\n\t\t\"pellet_count_max\": 1,\n\t\t\"spread_angle\": 0.0,\n\t\t# Progressive spread matching player AssaultRifle (player.gd constants)\n\t\t\"spread_threshold\": 3,\n\t\t\"initial_spread\": 0.5,\n\t\t\"spread_increment\": 0.6,\n\t\t\"max_spread\": 4.0,\n\t\t\"spread_reset_time\": 0.25\n\t},\n\t1: { # SHOTGUN - uses same pellets as player's Shotgun (multiple projectiles)\n\t\t\"shoot_cooldown\": 0.8,\n\t\t\"bullet_speed\": 1800.0,\n\t\t\"magazine_size\": 8,\n\t\t\"bullet_spawn_offset\": 35.0,\n\t\t\"weapon_loudness\": 2000.0,\n\t\t\"sprite_path\": \"res://assets/sprites/weapons/shotgun_topdown.png\",\n\t\t\"bullet_scene_path\": \"res://scenes/projectiles/csharp/ShotgunPellet.tscn\",\n\t\t\"casing_scene_path\": \"res://scenes/effects/Casing.tscn\",\n\t\t\"caliber_path\": \"res://resources/calibers/caliber_buckshot.tres\",\n\t\t\"is_shotgun\": true,\n\t\t\"pellet_count_min\": 6,\n\t\t\"pellet_count_max\": 10,\n\t\t\"spread_angle\": 15.0, # degrees\n\t\t# Shotgun uses pellet spread, not progressive spread\n\t\t\"spread_threshold\": 0,\n\t\t\"initial_spread\": 0.0,\n\t\t\"spread_increment\": 0.0,\n\t\t\"max_spread\": 0.0,\n\t\t\"spread_reset_time\": 0.0\n\t},\n\t2: { # UZI - uses same 9mm bullets as player's MiniUzi\n\t\t\"shoot_cooldown\": 0.06,\n\t\t\"bullet_speed\": 2200.0,\n\t\t\"magazine_size\": 32,\n\t\t\"bullet_spawn_offset\": 25.0,\n\t\t\"weapon_loudness\": 1200.0,\n\t\t\"sprite_path\": \"res://assets/sprites/weapons/mini_uzi_topdown.png\",\n\t\t\"bullet_scene_path\": \"res://scenes/projectiles/Bullet9mm.tscn\",\n\t\t\"casing_scene_path\": \"res://scenes/effects/Casing.tscn\",\n\t\t\"caliber_path\": \"res://resources/calibers/caliber_9x19.tres\",\n\t\t\"is_shotgun\": false,\n\t\t\"pellet_count_min\": 1,\n\t\t\"pellet_count_max\": 1,\n\t\t\"spread_angle\": 0.0,\n\t\t# Progressive spread matching player MiniUzi (MiniUzi.cs constants)\n\t\t# UZI spread starts immediately (threshold=0) and reaches 60° after 10 shots\n\t\t\"spread_threshold\": 0,\n\t\t\"initial_spread\": 6.0,\n\t\t\"spread_increment\": 5.4,\n\t\t\"max_spread\": 60.0,\n\t\t\"spread_reset_time\": 0.3\n\t},\n\t3: { # MACHETE - melee weapon (Issue #579)\n\t\t\"shoot_cooldown\": 1.5, # Melee attack cooldown\n\t\t\"bullet_speed\": 0.0, # No projectiles\n\t\t\"magazine_size\": 0, # No ammo needed\n\t\t\"bullet_spawn_offset\": 0.0,\n\t\t\"weapon_loudness\": 200.0, # Quiet melee swing sound\n\t\t\"sprite_path\": \"res://assets/sprites/weapons/machete_topdown.png\",\n\t\t\"bullet_scene_path\": \"\", # No bullets\n\t\t\"casing_scene_path\": \"\", # No casings\n\t\t\"caliber_path\": \"\",\n\t\t\"is_shotgun\": false,\n\t\t\"pellet_count_min\": 0,\n\t\t\"pellet_count_max\": 0,\n\t\t\"spread_angle\": 0.0,\n\t\t\"spread_threshold\": 0,\n\t\t\"initial_spread\": 0.0,\n\t\t\"spread_increment\": 0.0,\n\t\t\"max_spread\": 0.0,\n\t\t\"spread_reset_time\": 0.0,\n\t\t# Machete-specific config\n\t\t\"is_melee\": true,\n\t\t\"melee_range\": 80.0,\n\t\t\"melee_damage\": 2,\n\t\t\"dodge_speed\": 400.0,\n\t\t\"dodge_distance\": 120.0,\n\t\t\"sneak_speed_multiplier\": 0.6\n\t}\n}\n\n\n## Get weapon configuration for a given weapon type.\nstatic func get_config(weapon_type: int) -> Dictionary:\n\tif WEAPON_CONFIGS.has(weapon_type):\n\t\treturn WEAPON_CONFIGS[weapon_type]\n\treturn WEAPON_CONFIGS[0] # Default to RIFLE\n\n\n## Get weapon type name for logging.\nstatic func get_type_name(weapon_type: int) -> String:\n\tmatch weapon_type:\n\t\t0: return \"RIFLE\"\n\t\t1: return \"SHOTGUN\"\n\t\t2: return \"UZI\"\n\t\t3: return \"MACHETE\"\n\t\t_: return \"UNKNOWN\"\n", | |
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| "content": " 1→extends Node\n 2→## Component that handles enemy grenade throwing behavior (Issue #363).\n 3→## Extracted from enemy.gd to reduce file size below 5000 lines.\n 4→class_name EnemyGrenadeComponent\n 5→\n 6→## Grenade thrown signal.\n 7→signal grenade_thrown(grenade: Node, target_position: Vector2)\n 8→\n 9→# Configuration - set these from enemy's export vars\n 10→var grenade_count: int = 0\n 11→var grenade_scene: PackedScene = null\n 12→var enabled: bool = true\n 13→var throw_cooldown: float = 15.0\n 14→var max_throw_distance: float = 600.0\n 15→var min_throw_distance: float = 275.0 # Updated to 275.0 per Issue #375\n 16→var safety_margin: float = 50.0 # Safety margin for blast radius (Issue #375)\n 17→var inaccuracy: float = 0.15\n 18→var throw_delay: float = 0.4\n 19→var debug_logging: bool = false\n 20→\n 21→# Constants\n 22→const HIDDEN_THRESHOLD := 6.0\n 23→const PURSUIT_SPEED_THRESHOLD := 50.0\n 24→const KILL_THRESHOLD := 2\n 25→const KILL_WITNESS_WINDOW := 30.0\n 26→const SOUND_VALIDITY_WINDOW := 5.0\n 27→const SUSTAINED_FIRE_THRESHOLD := 10.0\n 28→const FIRE_GAP_TOLERANCE := 2.0\n 29→const VIEWPORT_ZONE_FRACTION := 6.0\n 30→const DESPERATION_HEALTH_THRESHOLD := 1\n 31→const SUSPICION_HIDDEN_TIME := 3.0 # Trigger 7: Seconds player must be hidden with medium+ suspicion (Issue #379)\n 32→\n 33→# State\n 34→var grenades_remaining: int = 0\n 35→var _cooldown: float = 0.0\n 36→var _is_throwing: bool = false\n 37→var _enemy: CharacterBody2D = null\n 38→var _logger: Node = null\n 39→\n 40→# Trigger 1: Suppression\n 41→var _hidden_timer: float = 0.0\n 42→var _was_suppressed: bool = false\n 43→\n 44→# Trigger 2: Pursuit\n 45→var _prev_dist: float = 0.0\n 46→var _approach_speed: float = 0.0\n 47→\n 48→# Trigger 3: Witnessed Kills\n 49→var _kills_witnessed: int = 0\n 50→var _kill_reset_timer: float = 0.0\n 51→\n 52→# Trigger 4: Sound\n 53→var _heard_sound: bool = false\n 54→var _sound_pos: Vector2 = Vector2.ZERO\n 55→var _sound_time: float = 0.0\n 56→\n 57→# Trigger 5: Sustained Fire\n 58→var _fire_zone: Vector2 = Vector2.ZERO\n 59→var _fire_time: float = 0.0\n 60→var _fire_duration: float = 0.0\n 61→var _fire_valid: bool = false\n 62→\n 63→# Trigger 7: Suspicion (Issue #379)\n 64→var _suspicion_timer: float = 0.0\n 65→\n 66→\n 67→func _ready() -> void:\n 68→\t_logger = get_node_or_null(\"/root/FileLogger\")\n 69→\t_enemy = get_parent() as CharacterBody2D\n 70→\n 71→\n 72→func initialize() -> void:\n 73→\t_cooldown = 0.0\n 74→\t_is_throwing = false\n 75→\t_reset_triggers()\n 76→\n 77→\tif grenade_count > 0:\n 78→\t\tgrenades_remaining = grenade_count\n 79→\telse:\n 80→\t\tvar map := _get_map()\n 81→\t\tif DifficultyManager.are_enemy_grenades_enabled(map):\n 82→\t\t\tgrenades_remaining = DifficultyManager.get_enemy_grenade_count(map)\n 83→\n 84→\tif grenade_scene == null and grenades_remaining > 0:\n 85→\t\tvar path := DifficultyManager.get_enemy_grenade_scene_path(_get_map())\n 86→\t\tgrenade_scene = load(path) if path else null\n 87→\t\tif grenade_scene == null:\n 88→\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FragGrenade.tscn\")\n 89→\n 90→\tif grenades_remaining > 0:\n 91→\t\t_log(\"Initialized: %d grenades\" % grenades_remaining)\n 92→\n 93→\n 94→func _get_map() -> String:\n 95→\tvar s := get_tree().current_scene\n 96→\treturn s.name if s else \"\"\n 97→\n 98→\n 99→func _reset_triggers() -> void:\n 100→\t_hidden_timer = 0.0\n 101→\t_was_suppressed = false\n 102→\t_kills_witnessed = 0\n 103→\t_heard_sound = false\n 104→\t_fire_valid = false\n 105→\t_fire_duration = 0.0\n 106→\t_suspicion_timer = 0.0\n 107→\n 108→\n 109→func update(delta: float, can_see: bool, under_fire: bool, player: Node2D, health: int, memory = null) -> void:\n 110→\tif not enabled or grenades_remaining <= 0:\n 111→\t\treturn\n 112→\n 113→\tif _cooldown > 0.0:\n 114→\t\t_cooldown -= delta\n 115→\n 116→\tif _kill_reset_timer > 0.0:\n 117→\t\t_kill_reset_timer -= delta\n 118→\t\tif _kill_reset_timer <= 0.0:\n 119→\t\t\t_kills_witnessed = 0\n 120→\n 121→\t# Trigger 1\n 122→\tif under_fire:\n 123→\t\t_was_suppressed = true\n 124→\tif _was_suppressed and not can_see:\n 125→\t\t_hidden_timer += delta\n 126→\telif can_see:\n 127→\t\t_hidden_timer = 0.0\n 128→\t\t_was_suppressed = false\n 129→\n 130→\t# Trigger 2\n 131→\tif player and _enemy:\n 132→\t\tvar d := _enemy.global_position.distance_to(player.global_position)\n 133→\t\tif _prev_dist > 0.0:\n 134→\t\t\t_approach_speed = (_prev_dist - d) / delta if delta > 0 else 0.0\n 135→\t\t_prev_dist = d\n 136→\n 137→\t# Trigger 5\n 138→\tif _fire_valid:\n 139→\t\tif Time.get_ticks_msec() / 1000.0 - _fire_time > FIRE_GAP_TOLERANCE:\n 140→\t\t\t_fire_valid = false\n 141→\t\t\t_fire_duration = 0.0\n 142→\n 143→\t# Trigger 7: Suspicion-based (Issue #379)\n 144→\tif memory != null and (memory.is_medium_confidence() or memory.is_high_confidence()) and not can_see:\n 145→\t\t_suspicion_timer += delta\n 146→\telse:\n 147→\t\t_suspicion_timer = 0.0\n 148→\n 149→\n 150→func on_gunshot(pos: Vector2) -> void:\n 151→\tif not enabled or grenades_remaining <= 0:\n 152→\t\treturn\n 153→\tvar r := _get_zone_radius()\n 154→\tvar t := Time.get_ticks_msec() / 1000.0\n 155→\tif _fire_valid:\n 156→\t\tif pos.distance_to(_fire_zone) <= r and t - _fire_time <= FIRE_GAP_TOLERANCE:\n 157→\t\t\t_fire_duration += t - _fire_time\n 158→\t\t\t_fire_time = t\n 159→\t\telse:\n 160→\t\t\t_fire_zone = pos\n 161→\t\t\t_fire_time = t\n 162→\t\t\t_fire_duration = 0.0\n 163→\telse:\n 164→\t\t_fire_zone = pos\n 165→\t\t_fire_time = t\n 166→\t\t_fire_duration = 0.0\n 167→\t\t_fire_valid = true\n 168→\n 169→\n 170→func _get_zone_radius() -> float:\n 171→\tvar vp := get_viewport()\n 172→\tif vp == null:\n 173→\t\treturn 200.0\n 174→\tvar s := vp.get_visible_rect().size\n 175→\treturn sqrt(s.x ** 2 + s.y ** 2) / VIEWPORT_ZONE_FRACTION / 2.0\n 176→\n 177→\n 178→func on_vulnerable_sound(pos: Vector2, can_see: bool) -> void:\n 179→\tif not enabled or grenades_remaining <= 0 or can_see:\n 180→\t\treturn\n 181→\t_heard_sound = true\n 182→\t_sound_pos = pos\n 183→\t_sound_time = Time.get_ticks_msec() / 1000.0\n 184→\n 185→\n 186→func on_ally_died(pos: Vector2, by_player: bool, can_see_pos: bool) -> void:\n 187→\tif not by_player or not enabled or grenades_remaining <= 0 or not can_see_pos:\n 188→\t\treturn\n 189→\t_kills_witnessed += 1\n 190→\t_kill_reset_timer = KILL_WITNESS_WINDOW\n 191→\n 192→\n 193→# Trigger checks\n 194→func _t1() -> bool:\n 195→\treturn _was_suppressed and _hidden_timer >= HIDDEN_THRESHOLD\n 196→\n 197→func _t2(under_fire: bool) -> bool:\n 198→\treturn under_fire and _approach_speed >= PURSUIT_SPEED_THRESHOLD\n 199→\n 200→func _t3() -> bool:\n 201→\treturn _kills_witnessed >= KILL_THRESHOLD\n 202→\n 203→func _t4(can_see: bool) -> bool:\n 204→\tif not _heard_sound:\n 205→\t\treturn false\n 206→\tif Time.get_ticks_msec() / 1000.0 - _sound_time > SOUND_VALIDITY_WINDOW:\n 207→\t\t_heard_sound = false\n 208→\t\treturn false\n 209→\treturn not can_see\n 210→\n 211→func _t5() -> bool:\n 212→\treturn _fire_valid and _fire_duration >= SUSTAINED_FIRE_THRESHOLD\n 213→\n 214→func _t6(health: int) -> bool:\n 215→\treturn health <= DESPERATION_HEALTH_THRESHOLD\n 216→\n 217→func _t7() -> bool:\n 218→\t# Trigger 7: Suspicion-based grenade (Issue #379)\n 219→\treturn _suspicion_timer >= SUSPICION_HIDDEN_TIME\n 220→\n 221→\n 222→func is_ready(can_see: bool, under_fire: bool, health: int) -> bool:\n 223→\tif not enabled or grenades_remaining <= 0 or _cooldown > 0.0 or _is_throwing:\n 224→\t\treturn false\n 225→\treturn _t1() or _t2(under_fire) or _t3() or _t4(can_see) or _t5() or _t6(health) or _t7()\n 226→\n 227→\n 228→func get_target(can_see: bool, under_fire: bool, health: int, player: Node2D,\n 229→\t\t\t\tlast_known: Vector2, memory_pos: Vector2) -> Vector2:\n 230→\tif _t6(health):\n 231→\t\treturn player.global_position if player else memory_pos\n 232→\tif _t7(): # Trigger 7: Suspicion-based (Issue #379) - higher priority than other indirect triggers\n 233→\t\treturn memory_pos if memory_pos != Vector2.ZERO else last_known\n 234→\tif _t4(can_see):\n 235→\t\treturn _sound_pos\n 236→\tif _t2(under_fire) and player and _enemy:\n 237→\t\tvar dir := (player.global_position - _enemy.global_position).normalized()\n 238→\t\tvar d := minf(200.0, _enemy.global_position.distance_to(player.global_position) * 0.5)\n 239→\t\treturn _enemy.global_position + dir * d\n 240→\tif _t3():\n 241→\t\treturn player.global_position if player and can_see else memory_pos\n 242→\tif _t5():\n 243→\t\treturn _fire_zone\n 244→\tif _t1():\n 245→\t\treturn memory_pos if memory_pos != Vector2.ZERO else last_known\n 246→\treturn Vector2.ZERO\n 247→\n 248→\n 249→func try_throw(target: Vector2, is_alive: bool, is_stunned: bool, is_blinded: bool) -> bool:\n 250→\tif not enabled or grenades_remaining <= 0 or _cooldown > 0.0 or _is_throwing:\n 251→\t\treturn false\n 252→\tif not is_alive or is_stunned or is_blinded or target == Vector2.ZERO or _enemy == null:\n 253→\t\treturn false\n 254→\n 255→\tvar dist := _enemy.global_position.distance_to(target)\n 256→\n 257→\t# Issue #375: Check safe distance based on blast radius\n 258→\tvar blast_radius := _get_blast_radius()\n 259→\tvar min_safe_distance := blast_radius + safety_margin\n 260→\n 261→\tif dist < min_safe_distance:\n 262→\t\t_log(\"Unsafe throw distance (%.0f < %.0f safe distance, blast=%.0f, margin=%.0f) - skipping throw\" %\n 263→\t\t\t[dist, min_safe_distance, blast_radius, safety_margin])\n 264→\t\treturn false\n 265→\n 266→\t# Legacy minimum distance check (should be covered by above, but kept for compatibility)\n 267→\tif dist < min_throw_distance:\n 268→\t\t_log(\"Target too close (%.0f < %.0f) - skipping throw\" % [dist, min_throw_distance])\n 269→\t\treturn false\n 270→\n 271→\tif dist > max_throw_distance:\n 272→\t\ttarget = _enemy.global_position + (target - _enemy.global_position).normalized() * max_throw_distance\n 273→\n 274→\tif not _path_clear(target):\n 275→\t\t_log(\"Throw path blocked to %s\" % target)\n 276→\t\treturn false\n 277→\n 278→\t_execute_throw(target, is_alive, is_stunned, is_blinded)\n 279→\treturn true\n 280→\n 281→\n 282→## Get grenade blast radius (Issue #375)\n 283→func _get_blast_radius() -> float:\n 284→\tif grenade_scene == null:\n 285→\t\treturn 225.0 # Default frag grenade radius\n 286→\n 287→\t# Try to instantiate grenade temporarily to query its radius\n 288→\tvar temp_grenade = grenade_scene.instantiate()\n 289→\tif temp_grenade == null:\n 290→\t\treturn 225.0 # Fallback\n 291→\n 292→\tvar radius := 225.0 # Default\n 293→\n 294→\t# Check if grenade has effect_radius property\n 295→\tif temp_grenade.get(\"effect_radius\") != null:\n 296→\t\tradius = temp_grenade.effect_radius\n 297→\n 298→\t# Clean up temporary instance\n 299→\ttemp_grenade.queue_free()\n 300→\n 301→\treturn radius\n 302→\n 303→\n 304→func _path_clear(target: Vector2) -> bool:\n 305→\tif _enemy == null:\n 306→\t\treturn true\n 307→\tvar space := _enemy.get_world_2d().direct_space_state\n 308→\tif space == null:\n 309→\t\treturn true\n 310→\tvar query := PhysicsRayQueryParameters2D.create(_enemy.global_position, target)\n 311→\tquery.collision_mask = 4\n 312→\tquery.exclude = [_enemy]\n 313→\tvar result := space.intersect_ray(query)\n 314→\tif result.is_empty():\n 315→\t\treturn true\n 316→\treturn _enemy.global_position.distance_to(result.position) > _enemy.global_position.distance_to(target) * 0.6\n 317→\n 318→\n 319→func _execute_throw(target: Vector2, is_alive: bool, is_stunned: bool, is_blinded: bool) -> void:\n 320→\tif grenade_scene == null:\n 321→\t\treturn\n 322→\t_is_throwing = true\n 323→\n 324→\tif throw_delay > 0.0:\n 325→\t\tawait get_tree().create_timer(throw_delay).timeout\n 326→\n 327→\tif not is_alive or is_stunned or is_blinded or not is_instance_valid(self) or not is_instance_valid(_enemy):\n 328→\t\t_is_throwing = false\n 329→\t\treturn\n 330→\n 331→\tvar dir := (target - _enemy.global_position).normalized().rotated(randf_range(-inaccuracy, inaccuracy))\n 332→\tvar grenade: Node2D = grenade_scene.instantiate()\n 333→\tgrenade.global_position = _enemy.global_position + dir * 40.0\n 334→\n 335→\tvar parent := get_tree().current_scene\n 336→\t(parent if parent else _enemy.get_parent()).add_child(grenade)\n 337→\n 338→\t# FIX for Issue #432: Attach C# GrenadeTimer component for reliable explosion handling.\n 339→\t# GDScript methods may fail silently in exported builds due to C#/GDScript interop issues.\n 340→\t# The C# GrenadeTimer provides reliable timer and impact detection that works in exports.\n 341→\tvar grenade_type := \"Frag\" # Enemies throw frag grenades by default\n 342→\tif grenade_scene.resource_path.to_lower().contains(\"flashbang\"):\n 343→\t\tgrenade_type = \"Flashbang\"\n 344→\t_attach_grenade_timer(grenade as RigidBody2D, grenade_type)\n 345→\n 346→\t# Try GDScript methods first (may work in editor, but fail in exports)\n 347→\tif grenade.has_method(\"activate_timer\"):\n 348→\t\tgrenade.activate_timer()\n 349→\n 350→\t# Activate C# timer as well (this one will work reliably in exports)\n 351→\t_activate_grenade_timer(grenade as RigidBody2D)\n 352→\n 353→\tvar dist := _enemy.global_position.distance_to(target)\n 354→\tif grenade.has_method(\"throw_grenade\"):\n 355→\t\tgrenade.throw_grenade(dir, dist)\n 356→\telif grenade is RigidBody2D:\n 357→\t\tgrenade.freeze = false\n 358→\t\tgrenade.linear_velocity = dir * clampf(dist * 1.5, 200.0, 800.0)\n 359→\t\tgrenade.rotation = dir.angle()\n 360→\n 361→\t# Mark C# timer as thrown (enables impact detection for Frag grenades)\n 362→\t_mark_grenade_thrown(grenade as RigidBody2D)\n 363→\n 364→\tgrenades_remaining -= 1\n 365→\t_cooldown = throw_cooldown\n 366→\t_is_throwing = false\n 367→\t_reset_triggers()\n 368→\tgrenade_thrown.emit(grenade, target)\n 369→\t_log(\"Enemy grenade thrown! Target: %s, Distance: %.0f\" % [str(target), dist])\n 370→\n 371→\n 372→func add_grenades(count: int) -> void:\n 373→\tgrenades_remaining += count\n 374→\n 375→\n 376→func _log(msg: String) -> void:\n 377→\tif debug_logging:\n 378→\t\tprint(\"[EnemyGrenadeComponent] %s\" % msg)\n 379→\tif _logger and _logger.has_method(\"log_info\"):\n 380→\t\t_logger.log_info(\"[EnemyGrenade] %s\" % msg)\n 381→\n 382→\n 383→## FIX for Issue #432: Attach C# GrenadeTimer component via autoload helper.\n 384→## This ensures reliable explosion handling in exported builds where GDScript\n 385→## methods may fail silently due to C#/GDScript interop issues.\n 386→func _attach_grenade_timer(grenade: RigidBody2D, grenade_type: String) -> void:\n 387→\tif grenade == null:\n 388→\t\treturn\n 389→\tvar helper := get_node_or_null(\"/root/GrenadeTimerHelper\")\n 390→\tif helper and helper.has_method(\"AttachGrenadeTimer\"):\n 391→\t\thelper.AttachGrenadeTimer(grenade, grenade_type)\n 392→\t\t_log(\"Attached C# GrenadeTimer to grenade (type: %s)\" % grenade_type)\n 393→\telse:\n 394→\t\t_log(\"WARNING: GrenadeTimerHelper not found - grenade may not explode in exports!\")\n 395→\n 396→\n 397→## FIX for Issue #432: Activate C# GrenadeTimer via autoload helper.\n 398→func _activate_grenade_timer(grenade: RigidBody2D) -> void:\n 399→\tif grenade == null:\n 400→\t\treturn\n 401→\tvar helper := get_node_or_null(\"/root/GrenadeTimerHelper\")\n 402→\tif helper and helper.has_method(\"ActivateTimer\"):\n 403→\t\thelper.ActivateTimer(grenade)\n 404→\n 405→\n 406→## FIX for Issue #432: Mark C# GrenadeTimer as thrown via autoload helper.\n 407→func _mark_grenade_thrown(grenade: RigidBody2D) -> void:\n 408→\tif grenade == null:\n 409→\t\treturn\n 410→\tvar helper := get_node_or_null(\"/root/GrenadeTimerHelper\")\n 411→\tif helper and helper.has_method(\"MarkAsThrown\"):\n 412→\t\thelper.MarkAsThrown(grenade)\n 413→\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": "b8a18bbd-964f-4ff8-a3f8-84b8257ef32d", | |
| "uuid": "98f4ef0d-35da-4405-a06d-d062e8d5537e", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770499415990/scripts/components/enemy_grenade_component.gd", | |
| "content": "extends Node\n## Component that handles enemy grenade throwing behavior (Issue #363).\n## Extracted from enemy.gd to reduce file size below 5000 lines.\nclass_name EnemyGrenadeComponent\n\n## Grenade thrown signal.\nsignal grenade_thrown(grenade: Node, target_position: Vector2)\n\n# Configuration - set these from enemy's export vars\nvar grenade_count: int = 0\nvar grenade_scene: PackedScene = null\nvar enabled: bool = true\nvar throw_cooldown: float = 15.0\nvar max_throw_distance: float = 600.0\nvar min_throw_distance: float = 275.0 # Updated to 275.0 per Issue #375\nvar safety_margin: float = 50.0 # Safety margin for blast radius (Issue #375)\nvar inaccuracy: float = 0.15\nvar throw_delay: float = 0.4\nvar debug_logging: bool = false\n\n# Constants\nconst HIDDEN_THRESHOLD := 6.0\nconst PURSUIT_SPEED_THRESHOLD := 50.0\nconst KILL_THRESHOLD := 2\nconst KILL_WITNESS_WINDOW := 30.0\nconst SOUND_VALIDITY_WINDOW := 5.0\nconst SUSTAINED_FIRE_THRESHOLD := 10.0\nconst FIRE_GAP_TOLERANCE := 2.0\nconst VIEWPORT_ZONE_FRACTION := 6.0\nconst DESPERATION_HEALTH_THRESHOLD := 1\nconst SUSPICION_HIDDEN_TIME := 3.0 # Trigger 7: Seconds player must be hidden with medium+ suspicion (Issue #379)\n\n# State\nvar grenades_remaining: int = 0\nvar _cooldown: float = 0.0\nvar _is_throwing: bool = false\nvar _enemy: CharacterBody2D = null\nvar _logger: Node = null\n\n# Trigger 1: Suppression\nvar _hidden_timer: float = 0.0\nvar _was_suppressed: bool = false\n\n# Trigger 2: Pursuit\nvar _prev_dist: float = 0.0\nvar _approach_speed: float = 0.0\n\n# Trigger 3: Witnessed Kills\nvar _kills_witnessed: int = 0\nvar _kill_reset_timer: float = 0.0\n\n# Trigger 4: Sound\nvar _heard_sound: bool = false\nvar _sound_pos: Vector2 = Vector2.ZERO\nvar _sound_time: float = 0.0\n\n# Trigger 5: Sustained Fire\nvar _fire_zone: Vector2 = Vector2.ZERO\nvar _fire_time: float = 0.0\nvar _fire_duration: float = 0.0\nvar _fire_valid: bool = false\n\n# Trigger 7: Suspicion (Issue #379)\nvar _suspicion_timer: float = 0.0\n\n\nfunc _ready() -> void:\n\t_logger = get_node_or_null(\"/root/FileLogger\")\n\t_enemy = get_parent() as CharacterBody2D\n\n\nfunc initialize() -> void:\n\t_cooldown = 0.0\n\t_is_throwing = false\n\t_reset_triggers()\n\n\tif grenade_count > 0:\n\t\tgrenades_remaining = grenade_count\n\telse:\n\t\tvar map := _get_map()\n\t\tif DifficultyManager.are_enemy_grenades_enabled(map):\n\t\t\tgrenades_remaining = DifficultyManager.get_enemy_grenade_count(map)\n\n\tif grenade_scene == null and grenades_remaining > 0:\n\t\tvar path := DifficultyManager.get_enemy_grenade_scene_path(_get_map())\n\t\tgrenade_scene = load(path) if path else null\n\t\tif grenade_scene == null:\n\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FragGrenade.tscn\")\n\n\tif grenades_remaining > 0:\n\t\t_log(\"Initialized: %d grenades\" % grenades_remaining)\n\n\nfunc _get_map() -> String:\n\tvar s := get_tree().current_scene\n\treturn s.name if s else \"\"\n\n\nfunc _reset_triggers() -> void:\n\t_hidden_timer = 0.0\n\t_was_suppressed = false\n\t_kills_witnessed = 0\n\t_heard_sound = false\n\t_fire_valid = false\n\t_fire_duration = 0.0\n\t_suspicion_timer = 0.0\n\n\nfunc update(delta: float, can_see: bool, under_fire: bool, player: Node2D, health: int, memory = null) -> void:\n\tif not enabled or grenades_remaining <= 0:\n\t\treturn\n\n\tif _cooldown > 0.0:\n\t\t_cooldown -= delta\n\n\tif _kill_reset_timer > 0.0:\n\t\t_kill_reset_timer -= delta\n\t\tif _kill_reset_timer <= 0.0:\n\t\t\t_kills_witnessed = 0\n\n\t# Trigger 1\n\tif under_fire:\n\t\t_was_suppressed = true\n\tif _was_suppressed and not can_see:\n\t\t_hidden_timer += delta\n\telif can_see:\n\t\t_hidden_timer = 0.0\n\t\t_was_suppressed = false\n\n\t# Trigger 2\n\tif player and _enemy:\n\t\tvar d := _enemy.global_position.distance_to(player.global_position)\n\t\tif _prev_dist > 0.0:\n\t\t\t_approach_speed = (_prev_dist - d) / delta if delta > 0 else 0.0\n\t\t_prev_dist = d\n\n\t# Trigger 5\n\tif _fire_valid:\n\t\tif Time.get_ticks_msec() / 1000.0 - _fire_time > FIRE_GAP_TOLERANCE:\n\t\t\t_fire_valid = false\n\t\t\t_fire_duration = 0.0\n\n\t# Trigger 7: Suspicion-based (Issue #379)\n\tif memory != null and (memory.is_medium_confidence() or memory.is_high_confidence()) and not can_see:\n\t\t_suspicion_timer += delta\n\telse:\n\t\t_suspicion_timer = 0.0\n\n\nfunc on_gunshot(pos: Vector2) -> void:\n\tif not enabled or grenades_remaining <= 0:\n\t\treturn\n\tvar r := _get_zone_radius()\n\tvar t := Time.get_ticks_msec() / 1000.0\n\tif _fire_valid:\n\t\tif pos.distance_to(_fire_zone) <= r and t - _fire_time <= FIRE_GAP_TOLERANCE:\n\t\t\t_fire_duration += t - _fire_time\n\t\t\t_fire_time = t\n\t\telse:\n\t\t\t_fire_zone = pos\n\t\t\t_fire_time = t\n\t\t\t_fire_duration = 0.0\n\telse:\n\t\t_fire_zone = pos\n\t\t_fire_time = t\n\t\t_fire_duration = 0.0\n\t\t_fire_valid = true\n\n\nfunc _get_zone_radius() -> float:\n\tvar vp := get_viewport()\n\tif vp == null:\n\t\treturn 200.0\n\tvar s := vp.get_visible_rect().size\n\treturn sqrt(s.x ** 2 + s.y ** 2) / VIEWPORT_ZONE_FRACTION / 2.0\n\n\nfunc on_vulnerable_sound(pos: Vector2, can_see: bool) -> void:\n\tif not enabled or grenades_remaining <= 0 or can_see:\n\t\treturn\n\t_heard_sound = true\n\t_sound_pos = pos\n\t_sound_time = Time.get_ticks_msec() / 1000.0\n\n\nfunc on_ally_died(pos: Vector2, by_player: bool, can_see_pos: bool) -> void:\n\tif not by_player or not enabled or grenades_remaining <= 0 or not can_see_pos:\n\t\treturn\n\t_kills_witnessed += 1\n\t_kill_reset_timer = KILL_WITNESS_WINDOW\n\n\n# Trigger checks\nfunc _t1() -> bool:\n\treturn _was_suppressed and _hidden_timer >= HIDDEN_THRESHOLD\n\nfunc _t2(under_fire: bool) -> bool:\n\treturn under_fire and _approach_speed >= PURSUIT_SPEED_THRESHOLD\n\nfunc _t3() -> bool:\n\treturn _kills_witnessed >= KILL_THRESHOLD\n\nfunc _t4(can_see: bool) -> bool:\n\tif not _heard_sound:\n\t\treturn false\n\tif Time.get_ticks_msec() / 1000.0 - _sound_time > SOUND_VALIDITY_WINDOW:\n\t\t_heard_sound = false\n\t\treturn false\n\treturn not can_see\n\nfunc _t5() -> bool:\n\treturn _fire_valid and _fire_duration >= SUSTAINED_FIRE_THRESHOLD\n\nfunc _t6(health: int) -> bool:\n\treturn health <= DESPERATION_HEALTH_THRESHOLD\n\nfunc _t7() -> bool:\n\t# Trigger 7: Suspicion-based grenade (Issue #379)\n\treturn _suspicion_timer >= SUSPICION_HIDDEN_TIME\n\n\nfunc is_ready(can_see: bool, under_fire: bool, health: int) -> bool:\n\tif not enabled or grenades_remaining <= 0 or _cooldown > 0.0 or _is_throwing:\n\t\treturn false\n\treturn _t1() or _t2(under_fire) or _t3() or _t4(can_see) or _t5() or _t6(health) or _t7()\n\n\nfunc get_target(can_see: bool, under_fire: bool, health: int, player: Node2D,\n\t\t\t\tlast_known: Vector2, memory_pos: Vector2) -> Vector2:\n\tif _t6(health):\n\t\treturn player.global_position if player else memory_pos\n\tif _t7(): # Trigger 7: Suspicion-based (Issue #379) - higher priority than other indirect triggers\n\t\treturn memory_pos if memory_pos != Vector2.ZERO else last_known\n\tif _t4(can_see):\n\t\treturn _sound_pos\n\tif _t2(under_fire) and player and _enemy:\n\t\tvar dir := (player.global_position - _enemy.global_position).normalized()\n\t\tvar d := minf(200.0, _enemy.global_position.distance_to(player.global_position) * 0.5)\n\t\treturn _enemy.global_position + dir * d\n\tif _t3():\n\t\treturn player.global_position if player and can_see else memory_pos\n\tif _t5():\n\t\treturn _fire_zone\n\tif _t1():\n\t\treturn memory_pos if memory_pos != Vector2.ZERO else last_known\n\treturn Vector2.ZERO\n\n\nfunc try_throw(target: Vector2, is_alive: bool, is_stunned: bool, is_blinded: bool) -> bool:\n\tif not enabled or grenades_remaining <= 0 or _cooldown > 0.0 or _is_throwing:\n\t\treturn false\n\tif not is_alive or is_stunned or is_blinded or target == Vector2.ZERO or _enemy == null:\n\t\treturn false\n\n\tvar dist := _enemy.global_position.distance_to(target)\n\n\t# Issue #375: Check safe distance based on blast radius\n\tvar blast_radius := _get_blast_radius()\n\tvar min_safe_distance := blast_radius + safety_margin\n\n\tif dist < min_safe_distance:\n\t\t_log(\"Unsafe throw distance (%.0f < %.0f safe distance, blast=%.0f, margin=%.0f) - skipping throw\" %\n\t\t\t[dist, min_safe_distance, blast_radius, safety_margin])\n\t\treturn false\n\n\t# Legacy minimum distance check (should be covered by above, but kept for compatibility)\n\tif dist < min_throw_distance:\n\t\t_log(\"Target too close (%.0f < %.0f) - skipping throw\" % [dist, min_throw_distance])\n\t\treturn false\n\n\tif dist > max_throw_distance:\n\t\ttarget = _enemy.global_position + (target - _enemy.global_position).normalized() * max_throw_distance\n\n\tif not _path_clear(target):\n\t\t_log(\"Throw path blocked to %s\" % target)\n\t\treturn false\n\n\t_execute_throw(target, is_alive, is_stunned, is_blinded)\n\treturn true\n\n\n## Get grenade blast radius (Issue #375)\nfunc _get_blast_radius() -> float:\n\tif grenade_scene == null:\n\t\treturn 225.0 # Default frag grenade radius\n\n\t# Try to instantiate grenade temporarily to query its radius\n\tvar temp_grenade = grenade_scene.instantiate()\n\tif temp_grenade == null:\n\t\treturn 225.0 # Fallback\n\n\tvar radius := 225.0 # Default\n\n\t# Check if grenade has effect_radius property\n\tif temp_grenade.get(\"effect_radius\") != null:\n\t\tradius = temp_grenade.effect_radius\n\n\t# Clean up temporary instance\n\ttemp_grenade.queue_free()\n\n\treturn radius\n\n\nfunc _path_clear(target: Vector2) -> bool:\n\tif _enemy == null:\n\t\treturn true\n\tvar space := _enemy.get_world_2d().direct_space_state\n\tif space == null:\n\t\treturn true\n\tvar query := PhysicsRayQueryParameters2D.create(_enemy.global_position, target)\n\tquery.collision_mask = 4\n\tquery.exclude = [_enemy]\n\tvar result := space.intersect_ray(query)\n\tif result.is_empty():\n\t\treturn true\n\treturn _enemy.global_position.distance_to(result.position) > _enemy.global_position.distance_to(target) * 0.6\n\n\nfunc _execute_throw(target: Vector2, is_alive: bool, is_stunned: bool, is_blinded: bool) -> void:\n\tif grenade_scene == null:\n\t\treturn\n\t_is_throwing = true\n\n\tif throw_delay > 0.0:\n\t\tawait get_tree().create_timer(throw_delay).timeout\n\n\tif not is_alive or is_stunned or is_blinded or not is_instance_valid(self) or not is_instance_valid(_enemy):\n\t\t_is_throwing = false\n\t\treturn\n\n\tvar dir := (target - _enemy.global_position).normalized().rotated(randf_range(-inaccuracy, inaccuracy))\n\tvar grenade: Node2D = grenade_scene.instantiate()\n\tgrenade.global_position = _enemy.global_position + dir * 40.0\n\n\tvar parent := get_tree().current_scene\n\t(parent if parent else _enemy.get_parent()).add_child(grenade)\n\n\t# FIX for Issue #432: Attach C# GrenadeTimer component for reliable explosion handling.\n\t# GDScript methods may fail silently in exported builds due to C#/GDScript interop issues.\n\t# The C# GrenadeTimer provides reliable timer and impact detection that works in exports.\n\tvar grenade_type := \"Frag\" # Enemies throw frag grenades by default\n\tif grenade_scene.resource_path.to_lower().contains(\"flashbang\"):\n\t\tgrenade_type = \"Flashbang\"\n\t_attach_grenade_timer(grenade as RigidBody2D, grenade_type)\n\n\t# Try GDScript methods first (may work in editor, but fail in exports)\n\tif grenade.has_method(\"activate_timer\"):\n\t\tgrenade.activate_timer()\n\n\t# Activate C# timer as well (this one will work reliably in exports)\n\t_activate_grenade_timer(grenade as RigidBody2D)\n\n\tvar dist := _enemy.global_position.distance_to(target)\n\tif grenade.has_method(\"throw_grenade\"):\n\t\tgrenade.throw_grenade(dir, dist)\n\telif grenade is RigidBody2D:\n\t\tgrenade.freeze = false\n\t\tgrenade.linear_velocity = dir * clampf(dist * 1.5, 200.0, 800.0)\n\t\tgrenade.rotation = dir.angle()\n\n\t# Mark C# timer as thrown (enables impact detection for Frag grenades)\n\t_mark_grenade_thrown(grenade as RigidBody2D)\n\n\tgrenades_remaining -= 1\n\t_cooldown = throw_cooldown\n\t_is_throwing = false\n\t_reset_triggers()\n\tgrenade_thrown.emit(grenade, target)\n\t_log(\"Enemy grenade thrown! Target: %s, Distance: %.0f\" % [str(target), dist])\n\n\nfunc add_grenades(count: int) -> void:\n\tgrenades_remaining += count\n\n\nfunc _log(msg: String) -> void:\n\tif debug_logging:\n\t\tprint(\"[EnemyGrenadeComponent] %s\" % msg)\n\tif _logger and _logger.has_method(\"log_info\"):\n\t\t_logger.log_info(\"[EnemyGrenade] %s\" % msg)\n\n\n## FIX for Issue #432: Attach C# GrenadeTimer component via autoload helper.\n## This ensures reliable explosion handling in exported builds where GDScript\n## methods may fail silently due to C#/GDScript interop issues.\nfunc _attach_grenade_timer(grenade: RigidBody2D, grenade_type: String) -> void:\n\tif grenade == null:\n\t\treturn\n\tvar helper := get_node_or_null(\"/root/GrenadeTimerHelper\")\n\tif helper and helper.has_method(\"AttachGrenadeTimer\"):\n\t\thelper.AttachGrenadeTimer(grenade, grenade_type)\n\t\t_log(\"Attached C# GrenadeTimer to grenade (type: %s)\" % grenade_type)\n\telse:\n\t\t_log(\"WARNING: GrenadeTimerHelper not found - grenade may not explode in exports!\")\n\n\n## FIX for Issue #432: Activate C# GrenadeTimer via autoload helper.\nfunc _activate_grenade_timer(grenade: RigidBody2D) -> void:\n\tif grenade == null:\n\t\treturn\n\tvar helper := get_node_or_null(\"/root/GrenadeTimerHelper\")\n\tif helper and helper.has_method(\"ActivateTimer\"):\n\t\thelper.ActivateTimer(grenade)\n\n\n## FIX for Issue #432: Mark C# GrenadeTimer as thrown via autoload helper.\nfunc _mark_grenade_thrown(grenade: RigidBody2D) -> void:\n\tif grenade == null:\n\t\treturn\n\tvar helper := get_node_or_null(\"/root/GrenadeTimerHelper\")\n\tif helper and helper.has_method(\"MarkAsThrown\"):\n\t\thelper.MarkAsThrown(grenade)\n", | |
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| "content": " 1→extends Node\n 2→## DifficultyManager - Global difficulty settings manager.\n 3→##\n 4→## Provides a centralized way to manage game difficulty settings.\n 5→## By default, the game runs in \"Normal\" difficulty where the new features\n 6→## from this update (distraction attack, reduced ammo) are disabled.\n 7→## In \"Hard\" difficulty, enemies react immediately when the player looks away,\n 8→## and the player has less ammunition.\n 9→\n 10→## Difficulty levels enumeration.\n 11→enum Difficulty {\n 12→\tEASY, ## Easy difficulty - longer enemy reaction delay\n 13→\tNORMAL, ## Default difficulty - classic behavior\n 14→\tHARD, ## Hard difficulty - enables distraction attack and reduced ammo\n 15→\tPOWER_FANTASY ## Power Fantasy mode - player has 10 HP, special abilities\n 16→}\n 17→\n 18→## Signal emitted when difficulty changes.\n 19→signal difficulty_changed(new_difficulty: Difficulty)\n 20→\n 21→## Current difficulty level. Defaults to NORMAL.\n 22→var current_difficulty: Difficulty = Difficulty.NORMAL\n 23→\n 24→## Settings file path for persistence.\n 25→const SETTINGS_PATH := \"user://difficulty_settings.cfg\"\n 26→\n 27→\n 28→func _ready() -> void:\n 29→\t# Load saved difficulty on startup\n 30→\t_load_settings()\n 31→\n 32→\n 33→## Set the game difficulty.\n 34→func set_difficulty(difficulty: Difficulty) -> void:\n 35→\tif current_difficulty != difficulty:\n 36→\t\tcurrent_difficulty = difficulty\n 37→\t\tdifficulty_changed.emit(difficulty)\n 38→\t\t_save_settings()\n 39→\n 40→\n 41→## Get the current difficulty level.\n 42→func get_difficulty() -> Difficulty:\n 43→\treturn current_difficulty\n 44→\n 45→\n 46→## Check if the game is in hard mode.\n 47→func is_hard_mode() -> bool:\n 48→\treturn current_difficulty == Difficulty.HARD\n 49→\n 50→\n 51→## Check if the game is in normal mode.\n 52→func is_normal_mode() -> bool:\n 53→\treturn current_difficulty == Difficulty.NORMAL\n 54→\n 55→\n 56→## Check if the game is in easy mode.\n 57→func is_easy_mode() -> bool:\n 58→\treturn current_difficulty == Difficulty.EASY\n 59→\n 60→\n 61→## Check if the game is in power fantasy mode.\n 62→func is_power_fantasy_mode() -> bool:\n 63→\treturn current_difficulty == Difficulty.POWER_FANTASY\n 64→\n 65→\n 66→## Get the display name of the current difficulty.\n 67→func get_difficulty_name() -> String:\n 68→\tmatch current_difficulty:\n 69→\t\tDifficulty.EASY:\n 70→\t\t\treturn \"Easy\"\n 71→\t\tDifficulty.NORMAL:\n 72→\t\t\treturn \"Normal\"\n 73→\t\tDifficulty.HARD:\n 74→\t\t\treturn \"Hard\"\n 75→\t\tDifficulty.POWER_FANTASY:\n 76→\t\t\treturn \"Power Fantasy\"\n 77→\t\t_:\n 78→\t\t\treturn \"Unknown\"\n 79→\n 80→\n 81→## Get the display name for a specific difficulty level.\n 82→func get_difficulty_name_for(difficulty: Difficulty) -> String:\n 83→\tmatch difficulty:\n 84→\t\tDifficulty.EASY:\n 85→\t\t\treturn \"Easy\"\n 86→\t\tDifficulty.NORMAL:\n 87→\t\t\treturn \"Normal\"\n 88→\t\tDifficulty.HARD:\n 89→\t\t\treturn \"Hard\"\n 90→\t\tDifficulty.POWER_FANTASY:\n 91→\t\t\treturn \"Power Fantasy\"\n 92→\t\t_:\n 93→\t\t\treturn \"Unknown\"\n 94→\n 95→\n 96→## Get max ammo based on difficulty.\n 97→## Easy/Normal: 90 bullets (3 magazines)\n 98→## Hard: 60 bullets (2 magazines)\n 99→## Power Fantasy: 270 bullets (9 magazines - 3x normal)\n 100→func get_max_ammo() -> int:\n 101→\tmatch current_difficulty:\n 102→\t\tDifficulty.EASY:\n 103→\t\t\treturn 90\n 104→\t\tDifficulty.NORMAL:\n 105→\t\t\treturn 90\n 106→\t\tDifficulty.HARD:\n 107→\t\t\treturn 60\n 108→\t\tDifficulty.POWER_FANTASY:\n 109→\t\t\treturn 270 # 3x normal ammo\n 110→\t\t_:\n 111→\t\t\treturn 90\n 112→\n 113→\n 114→## Check if distraction attack is enabled.\n 115→## Only enabled in Hard mode.\n 116→func is_distraction_attack_enabled() -> bool:\n 117→\treturn current_difficulty == Difficulty.HARD\n 118→\n 119→\n 120→## Get the detection delay based on difficulty.\n 121→## This is the delay before enemies start shooting after spotting the player.\n 122→## Easy: 0.5s - gives player more time to react after peeking from cover\n 123→## Normal: 0.6s - slower reaction than easy, gives player even more time\n 124→## Hard: 0.2s - quick reaction (hard mode uses other mechanics too)\n 125→## Power Fantasy: 0.8s - enemies react slower\n 126→func get_detection_delay() -> float:\n 127→\tmatch current_difficulty:\n 128→\t\tDifficulty.EASY:\n 129→\t\t\treturn 0.5\n 130→\t\tDifficulty.NORMAL:\n 131→\t\t\treturn 0.6\n 132→\t\tDifficulty.HARD:\n 133→\t\t\treturn 0.2\n 134→\t\tDifficulty.POWER_FANTASY:\n 135→\t\t\treturn 0.8 # Enemies react slower in power fantasy\n 136→\t\t_:\n 137→\t\t\treturn 0.6\n 138→\n 139→\n 140→# ============================================================================\n 141→# Grenade System Configuration (Issue #363)\n 142→# ============================================================================\n 143→\n 144→## Map name to grenade configuration mapping.\n 145→## Each map can specify how many grenades enemies carry and which enemies get grenades.\n 146→## Format: \"map_name\": {\"grenade_count\": int, \"enemy_probability\": float, \"grenade_type\": String}\n 147→var _map_grenade_config: Dictionary = {\n 148→\t# Tutorial levels - no grenades\n 149→\t\"TutorialLevel\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n 150→\t\"Tutorial\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n 151→\n 152→\t# Tier 1 - Easy maps - few grenades\n 153→\t\"Tier1\": {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"},\n 154→\t\"Warehouse\": {\"grenade_count\": 1, \"enemy_probability\": 0.25, \"grenade_type\": \"frag\"},\n 155→\n 156→\t# Tier 2 - Medium maps - moderate grenades\n 157→\t\"Tier2\": {\"grenade_count\": 2, \"enemy_probability\": 0.3, \"grenade_type\": \"frag\"},\n 158→\t\"Factory\": {\"grenade_count\": 2, \"enemy_probability\": 0.35, \"grenade_type\": \"frag\"},\n 159→\n 160→\t# Tier 3 - Hard maps - more grenades\n 161→\t\"Tier3\": {\"grenade_count\": 2, \"enemy_probability\": 0.4, \"grenade_type\": \"frag\"},\n 162→\t\"Bunker\": {\"grenade_count\": 3, \"enemy_probability\": 0.5, \"grenade_type\": \"frag\"},\n 163→\n 164→\t# Boss/Advanced maps - maximum grenades\n 165→\t\"BossLevel\": {\"grenade_count\": 3, \"enemy_probability\": 0.6, \"grenade_type\": \"frag\"}\n 166→}\n 167→\n 168→## Difficulty modifiers for grenade probability.\n 169→## Higher difficulty = more enemies get grenades.\n 170→func _get_grenade_difficulty_modifier() -> float:\n 171→\tmatch current_difficulty:\n 172→\t\tDifficulty.EASY:\n 173→\t\t\treturn 0.5 # 50% of normal probability\n 174→\t\tDifficulty.NORMAL:\n 175→\t\t\treturn 1.0 # Normal probability\n 176→\t\tDifficulty.HARD:\n 177→\t\t\treturn 1.5 # 150% of normal probability\n 178→\t\tDifficulty.POWER_FANTASY:\n 179→\t\t\treturn 0.3 # 30% of normal probability - fewer grenades\n 180→\t\t_:\n 181→\t\t\treturn 1.0\n 182→\n 183→\n 184→## Get the number of grenades an enemy should have for the current map.\n 185→## @param map_name: Name of the current map/level.\n 186→## @return: Number of grenades to assign to this enemy, or 0 if none.\n 187→func get_enemy_grenade_count(map_name: String) -> int:\n 188→\tvar config := _get_map_config(map_name)\n 189→\tvar base_count: int = config.get(\"grenade_count\", 0)\n 190→\tvar probability: float = config.get(\"enemy_probability\", 0.0)\n 191→\n 192→\t# Apply difficulty modifier to probability\n 193→\tprobability *= _get_grenade_difficulty_modifier()\n 194→\n 195→\t# Clamp probability to 0-1 range\n 196→\tprobability = clampf(probability, 0.0, 1.0)\n 197→\n 198→\t# Roll to see if this enemy gets grenades\n 199→\tif randf() < probability:\n 200→\t\treturn base_count\n 201→\telse:\n 202→\t\treturn 0\n 203→\n 204→\n 205→## Get the grenade type for the current map.\n 206→## @param map_name: Name of the current map/level.\n 207→## @return: Grenade type string (\"frag\" or \"flashbang\").\n 208→func get_enemy_grenade_type(map_name: String) -> String:\n 209→\tvar config := _get_map_config(map_name)\n 210→\treturn config.get(\"grenade_type\", \"frag\")\n 211→\n 212→\n 213→## Get the grenade scene path for the current map.\n 214→## @param map_name: Name of the current map/level.\n 215→## @return: Resource path to grenade scene.\n 216→func get_enemy_grenade_scene_path(map_name: String) -> String:\n 217→\tvar grenade_type := get_enemy_grenade_type(map_name)\n 218→\tmatch grenade_type:\n 219→\t\t\"flashbang\":\n 220→\t\t\treturn \"res://scenes/projectiles/FlashbangGrenade.tscn\"\n 221→\t\t\"defensive\":\n 222→\t\t\treturn \"res://scenes/projectiles/DefensiveGrenade.tscn\"\n 223→\t\t\"frag\", _:\n 224→\t\t\treturn \"res://scenes/projectiles/FragGrenade.tscn\"\n 225→\n 226→\n 227→## Check if enemy grenades are enabled for the current map.\n 228→## @param map_name: Name of the current map/level.\n 229→## @return: True if enemies can throw grenades on this map.\n 230→func are_enemy_grenades_enabled(map_name: String) -> bool:\n 231→\tvar config := _get_map_config(map_name)\n 232→\treturn config.get(\"grenade_count\", 0) > 0 and config.get(\"enemy_probability\", 0.0) > 0.0\n 233→\n 234→\n 235→## Get configuration for a specific map, with fallback to default.\n 236→func _get_map_config(map_name: String) -> Dictionary:\n 237→\t# Try exact match first\n 238→\tif map_name in _map_grenade_config:\n 239→\t\treturn _map_grenade_config[map_name]\n 240→\n 241→\t# Try partial match (for scenes with full paths)\n 242→\tfor key in _map_grenade_config.keys():\n 243→\t\tif map_name.contains(key) or key.contains(map_name):\n 244→\t\t\treturn _map_grenade_config[key]\n 245→\n 246→\t# Default configuration - moderate grenades\n 247→\treturn {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"}\n 248→\n 249→\n 250→## Set custom grenade configuration for a map.\n 251→## Can be called from level scripts to override defaults.\n 252→func set_map_grenade_config(map_name: String, grenade_count: int, probability: float, grenade_type: String = \"frag\") -> void:\n 253→\t_map_grenade_config[map_name] = {\n 254→\t\t\"grenade_count\": grenade_count,\n 255→\t\t\"enemy_probability\": probability,\n 256→\t\t\"grenade_type\": grenade_type\n 257→\t}\n 258→\tFileLogger.info(\"[DifficultyManager] Set grenade config for %s: count=%d, prob=%.2f, type=%s\" % [\n 259→\t\tmap_name, grenade_count, probability, grenade_type\n 260→\t])\n 261→\n 262→\n 263→## Save settings to file.\n 264→func _save_settings() -> void:\n 265→\tvar config := ConfigFile.new()\n 266→\tconfig.set_value(\"difficulty\", \"level\", current_difficulty)\n 267→\tvar error := config.save(SETTINGS_PATH)\n 268→\tif error != OK:\n 269→\t\tpush_warning(\"DifficultyManager: Failed to save settings: \" + str(error))\n 270→\n 271→\n 272→## Load settings from file.\n 273→func _load_settings() -> void:\n 274→\tvar config := ConfigFile.new()\n 275→\tvar error := config.load(SETTINGS_PATH)\n 276→\tif error == OK:\n 277→\t\tvar saved_difficulty = config.get_value(\"difficulty\", \"level\", Difficulty.NORMAL)\n 278→\t\t# Validate the saved value\n 279→\t\tif saved_difficulty is int and saved_difficulty >= 0 and saved_difficulty <= Difficulty.POWER_FANTASY:\n 280→\t\t\tcurrent_difficulty = saved_difficulty as Difficulty\n 281→\t\telse:\n 282→\t\t\tcurrent_difficulty = Difficulty.NORMAL\n 283→\telse:\n 284→\t\t# File doesn't exist or failed to load - use default\n 285→\t\tcurrent_difficulty = Difficulty.NORMAL\n 286→\n 287→\n 288→# ============================================================================\n 289→# Power Fantasy Mode Configuration (Issue #492)\n 290→# ============================================================================\n 291→\n 292→## Get the player's max health for current difficulty.\n 293→## Power Fantasy mode: 10 HP (instead of the usual 4 HP).\n 294→func get_player_max_health() -> int:\n 295→\tif current_difficulty == Difficulty.POWER_FANTASY:\n 296→\t\treturn 10\n 297→\t# Default player health for other difficulties\n 298→\treturn 4\n 299→\n 300→\n 301→## Check if ricochets should damage enemies.\n 302→## In Power Fantasy mode, ricochets DO damage enemies.\n 303→func do_ricochets_damage_enemies() -> bool:\n 304→\treturn true\n 305→\n 306→\n 307→## Check if ricochets should damage the player.\n 308→## In Power Fantasy mode, ricochets do NOT damage the player.\n 309→func do_ricochets_damage_player() -> bool:\n 310→\treturn current_difficulty != Difficulty.POWER_FANTASY\n 311→\n 312→\n 313→## Get weapon recoil multiplier.\n 314→## Power Fantasy mode has reduced recoil (0.3x).\n 315→func get_recoil_multiplier() -> float:\n 316→\tif current_difficulty == Difficulty.POWER_FANTASY:\n 317→\t\treturn 0.3 # 70% reduction in recoil\n 318→\treturn 1.0\n 319→\n 320→\n 321→## Get ammo multiplier for weapons.\n 322→## Power Fantasy mode has 3x more ammo.\n 323→func get_ammo_multiplier() -> int:\n 324→\tif current_difficulty == Difficulty.POWER_FANTASY:\n 325→\t\treturn 3\n 326→\treturn 1\n 327→\n 328→\n 329→## Check if blue laser sight should be enabled for all weapons.\n 330→## Only enabled in Power Fantasy mode.\n 331→func should_force_blue_laser_sight() -> bool:\n 332→\treturn current_difficulty == Difficulty.POWER_FANTASY\n 333→\n 334→\n 335→## Get blue laser sight color for Power Fantasy mode.\n 336→func get_power_fantasy_laser_color() -> Color:\n 337→\treturn Color(0.0, 0.5, 1.0, 0.6) # Blue with some transparency\n 338→\n 339→\n 340→## Duration (ms) of the last chance effect when player kills an enemy.\n 341→## Only in Power Fantasy mode.\n 342→const POWER_FANTASY_KILL_EFFECT_DURATION_MS: float = 300.0\n 343→\n 344→\n 345→## Duration (ms) of the special last chance effect when grenade explodes.\n 346→## Only in Power Fantasy mode.\n 347→const POWER_FANTASY_GRENADE_EFFECT_DURATION_MS: float = 400.0\n 348→\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## DifficultyManager - Global difficulty settings manager.\n##\n## Provides a centralized way to manage game difficulty settings.\n## By default, the game runs in \"Normal\" difficulty where the new features\n## from this update (distraction attack, reduced ammo) are disabled.\n## In \"Hard\" difficulty, enemies react immediately when the player looks away,\n## and the player has less ammunition.\n\n## Difficulty levels enumeration.\nenum Difficulty {\n\tEASY, ## Easy difficulty - longer enemy reaction delay\n\tNORMAL, ## Default difficulty - classic behavior\n\tHARD, ## Hard difficulty - enables distraction attack and reduced ammo\n\tPOWER_FANTASY ## Power Fantasy mode - player has 10 HP, special abilities\n}\n\n## Signal emitted when difficulty changes.\nsignal difficulty_changed(new_difficulty: Difficulty)\n\n## Current difficulty level. Defaults to NORMAL.\nvar current_difficulty: Difficulty = Difficulty.NORMAL\n\n## Settings file path for persistence.\nconst SETTINGS_PATH := \"user://difficulty_settings.cfg\"\n\n\nfunc _ready() -> void:\n\t# Load saved difficulty on startup\n\t_load_settings()\n\n\n## Set the game difficulty.\nfunc set_difficulty(difficulty: Difficulty) -> void:\n\tif current_difficulty != difficulty:\n\t\tcurrent_difficulty = difficulty\n\t\tdifficulty_changed.emit(difficulty)\n\t\t_save_settings()\n\n\n## Get the current difficulty level.\nfunc get_difficulty() -> Difficulty:\n\treturn current_difficulty\n\n\n## Check if the game is in hard mode.\nfunc is_hard_mode() -> bool:\n\treturn current_difficulty == Difficulty.HARD\n\n\n## Check if the game is in normal mode.\nfunc is_normal_mode() -> bool:\n\treturn current_difficulty == Difficulty.NORMAL\n\n\n## Check if the game is in easy mode.\nfunc is_easy_mode() -> bool:\n\treturn current_difficulty == Difficulty.EASY\n\n\n## Check if the game is in power fantasy mode.\nfunc is_power_fantasy_mode() -> bool:\n\treturn current_difficulty == Difficulty.POWER_FANTASY\n\n\n## Get the display name of the current difficulty.\nfunc get_difficulty_name() -> String:\n\tmatch current_difficulty:\n\t\tDifficulty.EASY:\n\t\t\treturn \"Easy\"\n\t\tDifficulty.NORMAL:\n\t\t\treturn \"Normal\"\n\t\tDifficulty.HARD:\n\t\t\treturn \"Hard\"\n\t\tDifficulty.POWER_FANTASY:\n\t\t\treturn \"Power Fantasy\"\n\t\t_:\n\t\t\treturn \"Unknown\"\n\n\n## Get the display name for a specific difficulty level.\nfunc get_difficulty_name_for(difficulty: Difficulty) -> String:\n\tmatch difficulty:\n\t\tDifficulty.EASY:\n\t\t\treturn \"Easy\"\n\t\tDifficulty.NORMAL:\n\t\t\treturn \"Normal\"\n\t\tDifficulty.HARD:\n\t\t\treturn \"Hard\"\n\t\tDifficulty.POWER_FANTASY:\n\t\t\treturn \"Power Fantasy\"\n\t\t_:\n\t\t\treturn \"Unknown\"\n\n\n## Get max ammo based on difficulty.\n## Easy/Normal: 90 bullets (3 magazines)\n## Hard: 60 bullets (2 magazines)\n## Power Fantasy: 270 bullets (9 magazines - 3x normal)\nfunc get_max_ammo() -> int:\n\tmatch current_difficulty:\n\t\tDifficulty.EASY:\n\t\t\treturn 90\n\t\tDifficulty.NORMAL:\n\t\t\treturn 90\n\t\tDifficulty.HARD:\n\t\t\treturn 60\n\t\tDifficulty.POWER_FANTASY:\n\t\t\treturn 270 # 3x normal ammo\n\t\t_:\n\t\t\treturn 90\n\n\n## Check if distraction attack is enabled.\n## Only enabled in Hard mode.\nfunc is_distraction_attack_enabled() -> bool:\n\treturn current_difficulty == Difficulty.HARD\n\n\n## Get the detection delay based on difficulty.\n## This is the delay before enemies start shooting after spotting the player.\n## Easy: 0.5s - gives player more time to react after peeking from cover\n## Normal: 0.6s - slower reaction than easy, gives player even more time\n## Hard: 0.2s - quick reaction (hard mode uses other mechanics too)\n## Power Fantasy: 0.8s - enemies react slower\nfunc get_detection_delay() -> float:\n\tmatch current_difficulty:\n\t\tDifficulty.EASY:\n\t\t\treturn 0.5\n\t\tDifficulty.NORMAL:\n\t\t\treturn 0.6\n\t\tDifficulty.HARD:\n\t\t\treturn 0.2\n\t\tDifficulty.POWER_FANTASY:\n\t\t\treturn 0.8 # Enemies react slower in power fantasy\n\t\t_:\n\t\t\treturn 0.6\n\n\n# ============================================================================\n# Grenade System Configuration (Issue #363)\n# ============================================================================\n\n## Map name to grenade configuration mapping.\n## Each map can specify how many grenades enemies carry and which enemies get grenades.\n## Format: \"map_name\": {\"grenade_count\": int, \"enemy_probability\": float, \"grenade_type\": String}\nvar _map_grenade_config: Dictionary = {\n\t# Tutorial levels - no grenades\n\t\"TutorialLevel\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n\t\"Tutorial\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n\n\t# Tier 1 - Easy maps - few grenades\n\t\"Tier1\": {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"},\n\t\"Warehouse\": {\"grenade_count\": 1, \"enemy_probability\": 0.25, \"grenade_type\": \"frag\"},\n\n\t# Tier 2 - Medium maps - moderate grenades\n\t\"Tier2\": {\"grenade_count\": 2, \"enemy_probability\": 0.3, \"grenade_type\": \"frag\"},\n\t\"Factory\": {\"grenade_count\": 2, \"enemy_probability\": 0.35, \"grenade_type\": \"frag\"},\n\n\t# Tier 3 - Hard maps - more grenades\n\t\"Tier3\": {\"grenade_count\": 2, \"enemy_probability\": 0.4, \"grenade_type\": \"frag\"},\n\t\"Bunker\": {\"grenade_count\": 3, \"enemy_probability\": 0.5, \"grenade_type\": \"frag\"},\n\n\t# Boss/Advanced maps - maximum grenades\n\t\"BossLevel\": {\"grenade_count\": 3, \"enemy_probability\": 0.6, \"grenade_type\": \"frag\"}\n}\n\n## Difficulty modifiers for grenade probability.\n## Higher difficulty = more enemies get grenades.\nfunc _get_grenade_difficulty_modifier() -> float:\n\tmatch current_difficulty:\n\t\tDifficulty.EASY:\n\t\t\treturn 0.5 # 50% of normal probability\n\t\tDifficulty.NORMAL:\n\t\t\treturn 1.0 # Normal probability\n\t\tDifficulty.HARD:\n\t\t\treturn 1.5 # 150% of normal probability\n\t\tDifficulty.POWER_FANTASY:\n\t\t\treturn 0.3 # 30% of normal probability - fewer grenades\n\t\t_:\n\t\t\treturn 1.0\n\n\n## Get the number of grenades an enemy should have for the current map.\n## @param map_name: Name of the current map/level.\n## @return: Number of grenades to assign to this enemy, or 0 if none.\nfunc get_enemy_grenade_count(map_name: String) -> int:\n\tvar config := _get_map_config(map_name)\n\tvar base_count: int = config.get(\"grenade_count\", 0)\n\tvar probability: float = config.get(\"enemy_probability\", 0.0)\n\n\t# Apply difficulty modifier to probability\n\tprobability *= _get_grenade_difficulty_modifier()\n\n\t# Clamp probability to 0-1 range\n\tprobability = clampf(probability, 0.0, 1.0)\n\n\t# Roll to see if this enemy gets grenades\n\tif randf() < probability:\n\t\treturn base_count\n\telse:\n\t\treturn 0\n\n\n## Get the grenade type for the current map.\n## @param map_name: Name of the current map/level.\n## @return: Grenade type string (\"frag\" or \"flashbang\").\nfunc get_enemy_grenade_type(map_name: String) -> String:\n\tvar config := _get_map_config(map_name)\n\treturn config.get(\"grenade_type\", \"frag\")\n\n\n## Get the grenade scene path for the current map.\n## @param map_name: Name of the current map/level.\n## @return: Resource path to grenade scene.\nfunc get_enemy_grenade_scene_path(map_name: String) -> String:\n\tvar grenade_type := get_enemy_grenade_type(map_name)\n\tmatch grenade_type:\n\t\t\"flashbang\":\n\t\t\treturn \"res://scenes/projectiles/FlashbangGrenade.tscn\"\n\t\t\"defensive\":\n\t\t\treturn \"res://scenes/projectiles/DefensiveGrenade.tscn\"\n\t\t\"frag\", _:\n\t\t\treturn \"res://scenes/projectiles/FragGrenade.tscn\"\n\n\n## Check if enemy grenades are enabled for the current map.\n## @param map_name: Name of the current map/level.\n## @return: True if enemies can throw grenades on this map.\nfunc are_enemy_grenades_enabled(map_name: String) -> bool:\n\tvar config := _get_map_config(map_name)\n\treturn config.get(\"grenade_count\", 0) > 0 and config.get(\"enemy_probability\", 0.0) > 0.0\n\n\n## Get configuration for a specific map, with fallback to default.\nfunc _get_map_config(map_name: String) -> Dictionary:\n\t# Try exact match first\n\tif map_name in _map_grenade_config:\n\t\treturn _map_grenade_config[map_name]\n\n\t# Try partial match (for scenes with full paths)\n\tfor key in _map_grenade_config.keys():\n\t\tif map_name.contains(key) or key.contains(map_name):\n\t\t\treturn _map_grenade_config[key]\n\n\t# Default configuration - moderate grenades\n\treturn {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"}\n\n\n## Set custom grenade configuration for a map.\n## Can be called from level scripts to override defaults.\nfunc set_map_grenade_config(map_name: String, grenade_count: int, probability: float, grenade_type: String = \"frag\") -> void:\n\t_map_grenade_config[map_name] = {\n\t\t\"grenade_count\": grenade_count,\n\t\t\"enemy_probability\": probability,\n\t\t\"grenade_type\": grenade_type\n\t}\n\tFileLogger.info(\"[DifficultyManager] Set grenade config for %s: count=%d, prob=%.2f, type=%s\" % [\n\t\tmap_name, grenade_count, probability, grenade_type\n\t])\n\n\n## Save settings to file.\nfunc _save_settings() -> void:\n\tvar config := ConfigFile.new()\n\tconfig.set_value(\"difficulty\", \"level\", current_difficulty)\n\tvar error := config.save(SETTINGS_PATH)\n\tif error != OK:\n\t\tpush_warning(\"DifficultyManager: Failed to save settings: \" + str(error))\n\n\n## Load settings from file.\nfunc _load_settings() -> void:\n\tvar config := ConfigFile.new()\n\tvar error := config.load(SETTINGS_PATH)\n\tif error == OK:\n\t\tvar saved_difficulty = config.get_value(\"difficulty\", \"level\", Difficulty.NORMAL)\n\t\t# Validate the saved value\n\t\tif saved_difficulty is int and saved_difficulty >= 0 and saved_difficulty <= Difficulty.POWER_FANTASY:\n\t\t\tcurrent_difficulty = saved_difficulty as Difficulty\n\t\telse:\n\t\t\tcurrent_difficulty = Difficulty.NORMAL\n\telse:\n\t\t# File doesn't exist or failed to load - use default\n\t\tcurrent_difficulty = Difficulty.NORMAL\n\n\n# ============================================================================\n# Power Fantasy Mode Configuration (Issue #492)\n# ============================================================================\n\n## Get the player's max health for current difficulty.\n## Power Fantasy mode: 10 HP (instead of the usual 4 HP).\nfunc get_player_max_health() -> int:\n\tif current_difficulty == Difficulty.POWER_FANTASY:\n\t\treturn 10\n\t# Default player health for other difficulties\n\treturn 4\n\n\n## Check if ricochets should damage enemies.\n## In Power Fantasy mode, ricochets DO damage enemies.\nfunc do_ricochets_damage_enemies() -> bool:\n\treturn true\n\n\n## Check if ricochets should damage the player.\n## In Power Fantasy mode, ricochets do NOT damage the player.\nfunc do_ricochets_damage_player() -> bool:\n\treturn current_difficulty != Difficulty.POWER_FANTASY\n\n\n## Get weapon recoil multiplier.\n## Power Fantasy mode has reduced recoil (0.3x).\nfunc get_recoil_multiplier() -> float:\n\tif current_difficulty == Difficulty.POWER_FANTASY:\n\t\treturn 0.3 # 70% reduction in recoil\n\treturn 1.0\n\n\n## Get ammo multiplier for weapons.\n## Power Fantasy mode has 3x more ammo.\nfunc get_ammo_multiplier() -> int:\n\tif current_difficulty == Difficulty.POWER_FANTASY:\n\t\treturn 3\n\treturn 1\n\n\n## Check if blue laser sight should be enabled for all weapons.\n## Only enabled in Power Fantasy mode.\nfunc should_force_blue_laser_sight() -> bool:\n\treturn current_difficulty == Difficulty.POWER_FANTASY\n\n\n## Get blue laser sight color for Power Fantasy mode.\nfunc get_power_fantasy_laser_color() -> Color:\n\treturn Color(0.0, 0.5, 1.0, 0.6) # Blue with some transparency\n\n\n## Duration (ms) of the last chance effect when player kills an enemy.\n## Only in Power Fantasy mode.\nconst POWER_FANTASY_KILL_EFFECT_DURATION_MS: float = 300.0\n\n\n## Duration (ms) of the special last chance effect when grenade explodes.\n## Only in Power Fantasy mode.\nconst POWER_FANTASY_GRENADE_EFFECT_DURATION_MS: float = 400.0\n", | |
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| "text": "Now I need to find the \"City\" map (Город) and look at the grenade types and how the enemy.gd script works. Let me also find the level scenes." | |
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| [2026-02-07T21:26:10.488Z] [INFO] { | |
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| "content": " 1→extends Node2D\n 2→## Building level scene for the Godot Top-Down Template.\n 3→##\n 4→## This scene is a Hotline Miami 2 style building with rooms and halls.\n 5→## Features:\n 6→## - Building interior layout (~2400x2000 pixels) larger than viewport\n 7→## - Multiple interconnected rooms with corridors\n 8→## - 10 enemies distributed across different rooms (2+ per room)\n 9→## - Clear room boundaries with walls and doorways\n 10→## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n 11→## - Score tracking with Hotline Miami style ranking system\n 12→\n 13→## Reference to the enemy count label.\n 14→var _enemy_count_label: Label = null\n 15→\n 16→## Reference to the ammo count label.\n 17→var _ammo_label: Label = null\n 18→\n 19→## Reference to the player.\n 20→var _player: Node2D = null\n 21→\n 22→## Total enemy count at start.\n 23→var _initial_enemy_count: int = 0\n 24→\n 25→## Current enemy count.\n 26→var _current_enemy_count: int = 0\n 27→\n 28→## Whether game over has been shown.\n 29→var _game_over_shown: bool = false\n 30→\n 31→## Reference to the kills label.\n 32→var _kills_label: Label = null\n 33→\n 34→## Reference to the accuracy label.\n 35→var _accuracy_label: Label = null\n 36→\n 37→## Reference to the magazines label (shows individual magazine ammo counts).\n 38→var _magazines_label: Label = null\n 39→\n 40→## Reference to the ColorRect for saturation effect.\n 41→var _saturation_overlay: ColorRect = null\n 42→\n 43→## Reference to the combo label.\n 44→var _combo_label: Label = null\n 45→\n 46→## Reference to the exit zone.\n 47→var _exit_zone: Area2D = null\n 48→\n 49→## Whether the level has been cleared (all enemies eliminated).\n 50→var _level_cleared: bool = false\n 51→\n 52→## Whether the score screen is currently shown (for W key shortcut).\n 53→var _score_shown: bool = false\n 54→\n 55→## Whether the level completion sequence has been triggered (prevents duplicate calls).\n 56→var _level_completed: bool = false\n 57→\n 58→## Duration of saturation effect in seconds.\n 59→const SATURATION_DURATION: float = 0.15\n 60→\n 61→## Saturation effect intensity (alpha).\n 62→const SATURATION_INTENSITY: float = 0.25\n 63→\n 64→## List of enemy nodes for position tracking.\n 65→var _enemies: Array = []\n 66→\n 67→## Cached reference to the ReplayManager autoload (C# singleton).\n 68→var _replay_manager: Node = null\n 69→\n 70→\n 71→## Gets the ReplayManager autoload node.\n 72→## The ReplayManager is now a C# autoload that works reliably in exported builds,\n 73→## replacing the GDScript version that had Godot 4.3 binary tokenization issues\n 74→## (godotengine/godot#94150, godotengine/godot#96065).\n 75→func _get_or_create_replay_manager() -> Node:\n 76→\tif _replay_manager != null and is_instance_valid(_replay_manager):\n 77→\t\treturn _replay_manager\n 78→\n 79→\t_replay_manager = get_node_or_null(\"/root/ReplayManager\")\n 80→\tif _replay_manager != null:\n 81→\t\t# C# methods must be called with PascalCase from GDScript (no auto-conversion for user methods)\n 82→\t\tif _replay_manager.has_method(\"StartRecording\"):\n 83→\t\t\t_log_to_file(\"ReplayManager found as C# autoload - verified OK\")\n 84→\t\telse:\n 85→\t\t\t_log_to_file(\"WARNING: ReplayManager autoload exists but has no StartRecording method\")\n 86→\telse:\n 87→\t\t_log_to_file(\"ERROR: ReplayManager autoload not found at /root/ReplayManager\")\n 88→\n 89→\treturn _replay_manager\n 90→\n 91→\n 92→func _ready() -> void:\n 93→\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\n 94→\tprint(\"Building size: ~2400x2000 pixels\")\n 95→\tprint(\"Clear all rooms to win!\")\n 96→\tprint(\"Press Q for quick restart\")\n 97→\n 98→\t# Setup navigation mesh for enemy pathfinding\n 99→\t_setup_navigation()\n 100→\n 101→\t# Find and connect to all enemies\n 102→\t_setup_enemy_tracking()\n 103→\n 104→\t# Find the enemy count label\n 105→\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n 106→\t_update_enemy_count_label()\n 107→\n 108→\t# Find and setup player tracking\n 109→\t_setup_player_tracking()\n 110→\n 111→\t# Setup debug UI\n 112→\t_setup_debug_ui()\n 113→\n 114→\t# Setup saturation overlay for kill effect\n 115→\t_setup_saturation_overlay()\n 116→\n 117→\t# Connect to GameManager signals\n 118→\tif GameManager:\n 119→\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n 120→\t\tGameManager.stats_updated.connect(_update_debug_ui)\n 121→\n 122→\t# Initialize ScoreManager for this level\n 123→\t_initialize_score_manager()\n 124→\n 125→\t# Setup exit zone near player spawn (left wall)\n 126→\t_setup_exit_zone()\n 127→\n 128→\t# Start replay recording\n 129→\t_start_replay_recording()\n 130→\n 131→\n 132→## Initialize the ScoreManager for this level.\n 133→func _initialize_score_manager() -> void:\n 134→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 135→\tif score_manager == null:\n 136→\t\treturn\n 137→\n 138→\t# Start tracking for this level\n 139→\tscore_manager.start_level(_initial_enemy_count)\n 140→\n 141→\t# Set player reference\n 142→\tif _player:\n 143→\t\tscore_manager.set_player(_player)\n 144→\n 145→\t# Connect to combo changes for UI feedback\n 146→\tif not score_manager.combo_changed.is_connected(_on_combo_changed):\n 147→\t\tscore_manager.combo_changed.connect(_on_combo_changed)\n 148→\n 149→\n 150→## Starts recording the replay for this level.\n 151→func _start_replay_recording() -> void:\n 152→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 153→\tif replay_manager == null:\n 154→\t\t_log_to_file(\"ERROR: ReplayManager could not be loaded, replay recording disabled\")\n 155→\t\tprint(\"[BuildingLevel] ERROR: ReplayManager could not be loaded!\")\n 156→\t\treturn\n 157→\n 158→\t# Log player and enemies status for debugging\n 159→\t_log_to_file(\"Starting replay recording - Player: %s, Enemies count: %d\" % [\n 160→\t\t_player.name if _player else \"NULL\",\n 161→\t\t_enemies.size()\n 162→\t])\n 163→\n 164→\tif _player == null:\n 165→\t\t_log_to_file(\"WARNING: Player is null, replay may not record properly\")\n 166→\t\tprint(\"[BuildingLevel] WARNING: Player is null for replay recording!\")\n 167→\n 168→\tif _enemies.is_empty():\n 169→\t\t_log_to_file(\"WARNING: No enemies to track in replay\")\n 170→\t\tprint(\"[BuildingLevel] WARNING: No enemies registered for replay!\")\n 171→\n 172→\t# Clear any previous replay data\n 173→\tif replay_manager.has_method(\"ClearReplay\"):\n 174→\t\treplay_manager.ClearReplay()\n 175→\t\t_log_to_file(\"Previous replay data cleared\")\n 176→\n 177→\t# Start recording with player and enemies\n 178→\tif replay_manager.has_method(\"StartRecording\"):\n 179→\t\treplay_manager.StartRecording(self, _player, _enemies)\n 180→\t\t_log_to_file(\"Replay recording started successfully\")\n 181→\t\tprint(\"[BuildingLevel] Replay recording started with %d enemies\" % _enemies.size())\n 182→\telse:\n 183→\t\t_log_to_file(\"ERROR: ReplayManager.StartRecording method not found\")\n 184→\t\tprint(\"[BuildingLevel] ERROR: StartRecording method not found!\")\n 185→\n 186→\n 187→## Setup the exit zone near the player spawn point (left wall).\n 188→## The exit appears after all enemies are eliminated.\n 189→func _setup_exit_zone() -> void:\n 190→\t# Load and instantiate the exit zone\n 191→\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n 192→\tif exit_zone_scene == null:\n 193→\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n 194→\t\treturn\n 195→\n 196→\t_exit_zone = exit_zone_scene.instantiate()\n 197→\t# Position exit on the left wall near player spawn (player starts at 450, 1250)\n 198→\t# Place exit at left wall (x=80) at similar y position\n 199→\t_exit_zone.position = Vector2(120, 1250)\n 200→\t_exit_zone.zone_width = 60.0\n 201→\t_exit_zone.zone_height = 100.0\n 202→\n 203→\t# Connect the player reached exit signal\n 204→\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n 205→\n 206→\t# Add to the environment node\n 207→\tvar environment := get_node_or_null(\"Environment\")\n 208→\tif environment:\n 209→\t\tenvironment.add_child(_exit_zone)\n 210→\telse:\n 211→\t\tadd_child(_exit_zone)\n 212→\n 213→\tprint(\"[BuildingLevel] Exit zone created at position (120, 1250)\")\n 214→\n 215→\n 216→## Called when the player reaches the exit zone after clearing the level.\n 217→func _on_player_reached_exit() -> void:\n 218→\tif not _level_cleared:\n 219→\t\treturn\n 220→\n 221→\t# Prevent duplicate calls (exit zone can fire multiple times)\n 222→\tif _level_completed:\n 223→\t\treturn\n 224→\n 225→\tprint(\"[BuildingLevel] Player reached exit - showing score!\")\n 226→\tcall_deferred(\"_complete_level_with_score\")\n 227→\n 228→\n 229→## Activate the exit zone after all enemies are eliminated.\n 230→func _activate_exit_zone() -> void:\n 231→\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n 232→\t\t_exit_zone.activate()\n 233→\t\tprint(\"[BuildingLevel] Exit zone activated - go to exit to see score!\")\n 234→\telse:\n 235→\t\t# Fallback: if exit zone not available, show score immediately\n 236→\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n 237→\t\t_complete_level_with_score()\n 238→\n 239→\n 240→## Setup realistic visibility for the player (Issue #540).\n 241→## Adds the RealisticVisibilityComponent to the player node.\n 242→## The component handles CanvasModulate (darkness) + PointLight2D (player vision)\n 243→## and reacts to ExperimentalSettings.realistic_visibility_enabled toggle.\n 244→func _setup_realistic_visibility() -> void:\n 245→\tif _player == null:\n 246→\t\treturn\n 247→\n 248→\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n 249→\tif visibility_script == null:\n 250→\t\tpush_warning(\"[BuildingLevel] RealisticVisibilityComponent script not found\")\n 251→\t\treturn\n 252→\n 253→\tvar visibility_component = Node.new()\n 254→\tvisibility_component.name = \"RealisticVisibilityComponent\"\n 255→\tvisibility_component.set_script(visibility_script)\n 256→\t_player.add_child(visibility_component)\n 257→\tprint(\"[BuildingLevel] Realistic visibility component added to player\")\n 258→\n 259→\n 260→func _process(_delta: float) -> void:\n 261→\t# Update enemy positions for aggressiveness tracking\n 262→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 263→\tif score_manager and score_manager.has_method(\"update_enemy_positions\"):\n 264→\t\tscore_manager.update_enemy_positions(_enemies)\n 265→\n 266→\n 267→## Called when combo changes.\n 268→func _on_combo_changed(combo: int, points: int) -> void:\n 269→\tif _combo_label == null:\n 270→\t\treturn\n 271→\n 272→\tif combo > 0:\n 273→\t\t_combo_label.text = \"x%d COMBO (+%d)\" % [combo, points]\n 274→\t\t_combo_label.visible = true\n 275→\t\t# Color changes based on combo count\n 276→\t\tvar combo_color := _get_combo_color(combo)\n 277→\t\t_combo_label.add_theme_color_override(\"font_color\", combo_color)\n 278→\t\t# Flash effect for combo\n 279→\t\t_combo_label.modulate = Color.WHITE\n 280→\t\tvar tween := create_tween()\n 281→\t\ttween.tween_property(_combo_label, \"modulate\", Color.WHITE, 0.1)\n 282→\telse:\n 283→\t\t_combo_label.visible = false\n 284→\n 285→\n 286→## Returns a color based on the current combo count.\n 287→## Higher combos produce more intense/hotter colors.\n 288→func _get_combo_color(combo: int) -> Color:\n 289→\tif combo >= 10:\n 290→\t\treturn Color(1.0, 0.0, 1.0, 1.0) # Magenta - extreme combo\n 291→\telif combo >= 7:\n 292→\t\treturn Color(1.0, 0.0, 0.3, 1.0) # Hot pink\n 293→\telif combo >= 5:\n 294→\t\treturn Color(1.0, 0.1, 0.1, 1.0) # Bright red\n 295→\telif combo >= 4:\n 296→\t\treturn Color(1.0, 0.2, 0.0, 1.0) # Red-orange\n 297→\telif combo >= 3:\n 298→\t\treturn Color(1.0, 0.4, 0.0, 1.0) # Hot orange\n 299→\telif combo >= 2:\n 300→\t\treturn Color(1.0, 0.6, 0.1, 1.0) # Orange\n 301→\telse:\n 302→\t\treturn Color(1.0, 0.8, 0.2, 1.0) # Gold (combo 1)\n 303→\n 304→\n 305→## Setup the navigation mesh for enemy pathfinding.\n 306→## Bakes the NavigationPolygon using physics collision layer 4 (walls).\n 307→func _setup_navigation() -> void:\n 308→\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n 309→\tif nav_region == null:\n 310→\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n 311→\t\treturn\n 312→\n 313→\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n 314→\tif nav_poly == null:\n 315→\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n 316→\t\treturn\n 317→\n 318→\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n 319→\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n 320→\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n 321→\tprint(\"Baking navigation mesh...\")\n 322→\tnav_poly.clear()\n 323→\n 324→\t# Re-add the outline for the walkable floor area\n 325→\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n 326→\t\tVector2(64, 64),\n 327→\t\tVector2(2464, 64),\n 328→\t\tVector2(2464, 2064),\n 329→\t\tVector2(64, 2064)\n 330→\t])\n 331→\tnav_poly.add_outline(floor_outline)\n 332→\n 333→\t# Use NavigationServer2D to bake from source geometry\n 334→\tvar source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()\n 335→\tNavigationServer2D.parse_source_geometry_data(nav_poly, source_geometry, self)\n 336→\tNavigationServer2D.bake_from_source_geometry_data(nav_poly, source_geometry)\n 337→\n 338→\tprint(\"Navigation mesh baked successfully\")\n 339→\n 340→\n 341→## Setup tracking for the player.\n 342→func _setup_player_tracking() -> void:\n 343→\t_player = get_node_or_null(\"Entities/Player\")\n 344→\tif _player == null:\n 345→\t\treturn\n 346→\n 347→\t# Setup realistic visibility component (Issue #540)\n 348→\t_setup_realistic_visibility()\n 349→\n 350→\t# Setup selected weapon based on GameManager selection\n 351→\t_setup_selected_weapon()\n 352→\n 353→\t# Register player with GameManager\n 354→\tif GameManager:\n 355→\t\tGameManager.set_player(_player)\n 356→\n 357→\t# Find the ammo label\n 358→\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n 359→\n 360→\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n 361→\tif _player.has_signal(\"died\"):\n 362→\t\t_player.died.connect(_on_player_died)\n 363→\telif _player.has_signal(\"Died\"):\n 364→\t\t_player.Died.connect(_on_player_died)\n 365→\n 366→\t# Try to get the player's weapon for C# Player\n 367→\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then assault rifle, then MakarovPM\n 368→\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n 369→\tif weapon == null:\n 370→\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n 371→\tif weapon == null:\n 372→\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n 373→\tif weapon == null:\n 374→\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n 375→\tif weapon == null:\n 376→\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n 377→\tif weapon == null:\n 378→\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n 379→\tif weapon != null:\n 380→\t\t# C# Player with weapon - connect to weapon signals\n 381→\t\tif weapon.has_signal(\"AmmoChanged\"):\n 382→\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n 383→\t\tif weapon.has_signal(\"MagazinesChanged\"):\n 384→\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n 385→\t\tif weapon.has_signal(\"Fired\"):\n 386→\t\t\tweapon.Fired.connect(_on_shot_fired)\n 387→\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n 388→\t\tif weapon.has_signal(\"ShellCountChanged\"):\n 389→\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_changed)\n 390→\t\t# Initial ammo display from weapon\n 391→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 392→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 393→\t\t# Initial magazine display\n 394→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 395→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 396→\t\t\t_update_magazines_label(mag_counts)\n 397→\t\t# Configure silenced pistol ammo based on enemy count\n 398→\t\t_configure_silenced_pistol_ammo(weapon)\n 399→\telse:\n 400→\t\t# GDScript Player - connect to player signals\n 401→\t\tif _player.has_signal(\"ammo_changed\"):\n 402→\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n 403→\t\t# Initial ammo display\n 404→\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n 405→\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n 406→\n 407→\t# Connect reload/ammo depleted signals for enemy aggression behavior\n 408→\t# These signals are used by BOTH C# and GDScript players to notify enemies\n 409→\t# that the player is vulnerable (reloading or out of ammo)\n 410→\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n 411→\tif _player.has_signal(\"ReloadStarted\"):\n 412→\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n 413→\telif _player.has_signal(\"reload_started\"):\n 414→\t\t_player.reload_started.connect(_on_player_reload_started)\n 415→\n 416→\tif _player.has_signal(\"ReloadCompleted\"):\n 417→\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n 418→\telif _player.has_signal(\"reload_completed\"):\n 419→\t\t_player.reload_completed.connect(_on_player_reload_completed)\n 420→\n 421→\tif _player.has_signal(\"AmmoDepleted\"):\n 422→\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n 423→\telif _player.has_signal(\"ammo_depleted\"):\n 424→\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n 425→\n 426→\n 427→## Setup tracking for all enemies in the scene.\n 428→func _setup_enemy_tracking() -> void:\n 429→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 430→\tif enemies_node == null:\n 431→\t\t_log_to_file(\"ERROR: Environment/Enemies node not found!\")\n 432→\t\treturn\n 433→\n 434→\t_log_to_file(\"Found Environment/Enemies node with %d children\" % enemies_node.get_child_count())\n 435→\t_enemies.clear()\n 436→\tfor child in enemies_node.get_children():\n 437→\t\tvar has_died_signal := child.has_signal(\"died\")\n 438→\t\tvar script_attached := child.get_script() != null\n 439→\t\t_log_to_file(\"Child '%s': script=%s, has_died_signal=%s\" % [child.name, script_attached, has_died_signal])\n 440→\t\tif has_died_signal:\n 441→\t\t\t_enemies.append(child)\n 442→\t\t\tchild.died.connect(_on_enemy_died)\n 443→\t\t\t# Connect to died_with_info for score tracking if available\n 444→\t\t\tif child.has_signal(\"died_with_info\"):\n 445→\t\t\t\tchild.died_with_info.connect(_on_enemy_died_with_info)\n 446→\t\t# Track when enemy is hit for accuracy\n 447→\t\tif child.has_signal(\"hit\"):\n 448→\t\t\tchild.hit.connect(_on_enemy_hit)\n 449→\n 450→\t_initial_enemy_count = _enemies.size()\n 451→\t_current_enemy_count = _initial_enemy_count\n 452→\t_log_to_file(\"Enemy tracking complete: %d enemies registered\" % _initial_enemy_count)\n 453→\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n 454→\n 455→\n 456→## Configure silenced pistol ammo based on enemy count.\n 457→## This ensures the pistol has exactly enough bullets for all enemies in the level.\n 458→func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n 459→\t# Check if this is a silenced pistol\n 460→\tif weapon.name != \"SilencedPistol\":\n 461→\t\treturn\n 462→\n 463→\t# Call the ConfigureAmmoForEnemyCount method if it exists\n 464→\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n 465→\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n 466→\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n 467→\n 468→\t\t# Update the ammo display after configuration\n 469→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 470→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 471→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 472→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 473→\t\t\t_update_magazines_label(mag_counts)\n 474→\n 475→\n 476→## Setup debug UI elements for kills and accuracy.\n 477→func _setup_debug_ui() -> void:\n 478→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 479→\tif ui == null:\n 480→\t\treturn\n 481→\n 482→\t# Create kills label\n 483→\t_kills_label = Label.new()\n 484→\t_kills_label.name = \"KillsLabel\"\n 485→\t_kills_label.text = \"Kills: 0\"\n 486→\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 487→\t_kills_label.offset_left = 10\n 488→\t_kills_label.offset_top = 45\n 489→\t_kills_label.offset_right = 200\n 490→\t_kills_label.offset_bottom = 75\n 491→\tui.add_child(_kills_label)\n 492→\n 493→\t# Create accuracy label\n 494→\t_accuracy_label = Label.new()\n 495→\t_accuracy_label.name = \"AccuracyLabel\"\n 496→\t_accuracy_label.text = \"Accuracy: 0%\"\n 497→\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 498→\t_accuracy_label.offset_left = 10\n 499→\t_accuracy_label.offset_top = 75\n 500→\t_accuracy_label.offset_right = 200\n 501→\t_accuracy_label.offset_bottom = 105\n 502→\tui.add_child(_accuracy_label)\n 503→\n 504→\t# Create magazines label (shows individual magazine ammo counts)\n 505→\t_magazines_label = Label.new()\n 506→\t_magazines_label.name = \"MagazinesLabel\"\n 507→\t_magazines_label.text = \"MAGS: -\"\n 508→\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 509→\t_magazines_label.offset_left = 10\n 510→\t_magazines_label.offset_top = 105\n 511→\t_magazines_label.offset_right = 400\n 512→\t_magazines_label.offset_bottom = 135\n 513→\tui.add_child(_magazines_label)\n 514→\n 515→\t# Create combo label (shows current combo)\n 516→\t# Positioned below the enemy count label (which ends at offset_bottom = 75)\n 517→\t_combo_label = Label.new()\n 518→\t_combo_label.name = \"ComboLabel\"\n 519→\t_combo_label.text = \"\"\n 520→\t_combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT\n 521→\t_combo_label.set_anchors_preset(Control.PRESET_TOP_RIGHT)\n 522→\t_combo_label.offset_left = -200\n 523→\t_combo_label.offset_right = -10\n 524→\t_combo_label.offset_top = 80\n 525→\t_combo_label.offset_bottom = 120\n 526→\t_combo_label.add_theme_font_size_override(\"font_size\", 28)\n 527→\t_combo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.8, 0.2, 1.0))\n 528→\t_combo_label.visible = false\n 529→\tui.add_child(_combo_label)\n 530→\n 531→\n 532→\n 533→## Setup saturation overlay for kill effect.\n 534→func _setup_saturation_overlay() -> void:\n 535→\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 536→\tif canvas_layer == null:\n 537→\t\treturn\n 538→\n 539→\t_saturation_overlay = ColorRect.new()\n 540→\t_saturation_overlay.name = \"SaturationOverlay\"\n 541→\t# Yellow/gold tint for saturation increase effect\n 542→\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n 543→\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n 544→\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 545→\t# Add to the front\n 546→\tcanvas_layer.add_child(_saturation_overlay)\n 547→\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n 548→\n 549→\n 550→## Update debug UI with current stats.\n 551→func _update_debug_ui() -> void:\n 552→\tif GameManager == null:\n 553→\t\treturn\n 554→\n 555→\tif _kills_label:\n 556→\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n 557→\n 558→\tif _accuracy_label:\n 559→\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n 560→\n 561→\n 562→## Called when an enemy dies.\n 563→func _on_enemy_died() -> void:\n 564→\t_current_enemy_count -= 1\n 565→\t_update_enemy_count_label()\n 566→\n 567→\t# Register kill with GameManager\n 568→\tif GameManager:\n 569→\t\tGameManager.register_kill()\n 570→\n 571→\tif _current_enemy_count <= 0:\n 572→\t\tprint(\"All enemies eliminated! Building cleared!\")\n 573→\t\t_level_cleared = true\n 574→\t\t# Activate exit zone - score will show when player reaches it\n 575→\t\tcall_deferred(\"_activate_exit_zone\")\n 576→\n 577→\n 578→## Called when an enemy dies with special kill information.\n 579→func _on_enemy_died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) -> void:\n 580→\t# Register kill with ScoreManager including special kill info\n 581→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 582→\tif score_manager and score_manager.has_method(\"register_kill\"):\n 583→\t\tscore_manager.register_kill(is_ricochet_kill, is_penetration_kill)\n 584→\n 585→\n 586→## Complete the level and show the score screen.\n 587→func _complete_level_with_score() -> void:\n 588→\t# Prevent duplicate calls\n 589→\tif _level_completed:\n 590→\t\treturn\n 591→\t_level_completed = true\n 592→\n 593→\t# Disable player controls immediately\n 594→\t_disable_player_controls()\n 595→\n 596→\t# Deactivate exit zone to prevent further triggers\n 597→\tif _exit_zone and _exit_zone.has_method(\"deactivate\"):\n 598→\t\t_exit_zone.deactivate()\n 599→\n 600→\t# Stop replay recording\n 601→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 602→\tif replay_manager:\n 603→\t\tif replay_manager.has_method(\"StopRecording\"):\n 604→\t\t\treplay_manager.StopRecording()\n 605→\t\t\t_log_to_file(\"Replay recording stopped\")\n 606→\n 607→\t\t# Log replay status for debugging\n 608→\t\tif replay_manager.has_method(\"HasReplay\"):\n 609→\t\t\tvar has_replay: bool = replay_manager.HasReplay()\n 610→\t\t\tvar duration: float = 0.0\n 611→\t\t\tif replay_manager.has_method(\"GetReplayDuration\"):\n 612→\t\t\t\tduration = replay_manager.GetReplayDuration()\n 613→\t\t\t_log_to_file(\"Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n 614→\t\t\tprint(\"[BuildingLevel] Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n 615→\telse:\n 616→\t\t_log_to_file(\"ERROR: ReplayManager not found when completing level\")\n 617→\t\tprint(\"[BuildingLevel] ERROR: ReplayManager not found!\")\n 618→\n 619→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 620→\tif score_manager and score_manager.has_method(\"complete_level\"):\n 621→\t\tvar score_data: Dictionary = score_manager.complete_level()\n 622→\t\t_show_score_screen(score_data)\n 623→\telse:\n 624→\t\t# Fallback to simple victory message if ScoreManager not available\n 625→\t\t_show_victory_message()\n 626→\n 627→\n 628→## Called when an enemy is hit (for accuracy tracking).\n 629→func _on_enemy_hit() -> void:\n 630→\tif GameManager:\n 631→\t\tGameManager.register_hit()\n 632→\n 633→\n 634→## Called when a shot is fired (from C# weapon).\n 635→func _on_shot_fired() -> void:\n 636→\tif GameManager:\n 637→\t\tGameManager.register_shot()\n 638→\n 639→\n 640→## Called when player ammo changes (GDScript Player).\n 641→func _on_player_ammo_changed(current: int, maximum: int) -> void:\n 642→\t_update_ammo_label(current, maximum)\n 643→\t# Register shot for accuracy tracking\n 644→\tif GameManager:\n 645→\t\tGameManager.register_shot()\n 646→\n 647→\n 648→## Called when weapon ammo changes (C# Player).\n 649→func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n 650→\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n 651→\t# Check if completely out of ammo\n 652→\tif current_ammo <= 0 and reserve_ammo <= 0:\n 653→\t\tif _current_enemy_count > 0 and not _game_over_shown:\n 654→\t\t\t_show_game_over_message()\n 655→\n 656→\n 657→## Called when magazine inventory changes (C# Player).\n 658→func _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n 659→\t_update_magazines_label(magazine_ammo_counts)\n 660→\n 661→\n 662→## Called when shotgun shell count changes (during shell-by-shell reload).\n 663→## This allows the ammo counter to update immediately as each shell is loaded.\n 664→func _on_shell_count_changed(shell_count: int, capacity: int) -> void:\n 665→\t# Get the reserve ammo from the weapon for display\n 666→\tvar reserve_ammo: int = 0\n 667→\tif _player:\n 668→\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n 669→\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n 670→\t\t\treserve_ammo = weapon.ReserveAmmo\n 671→\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n 672→\n 673→\n 674→## Called when player runs out of ammo in current magazine.\n 675→## This notifies nearby enemies that the player tried to shoot with empty weapon.\n 676→## Note: This does NOT show game over - the player may still have reserve ammo.\n 677→## Game over is only shown when BOTH current AND reserve ammo are depleted\n 678→## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n 679→## truly has no ammo left).\n 680→func _on_player_ammo_depleted() -> void:\n 681→\t# Notify all enemies that player tried to shoot with empty weapon\n 682→\t_broadcast_player_ammo_empty(true)\n 683→\t# Emit empty click sound via SoundPropagation system so enemies can hear through walls\n 684→\t# This has shorter range than reload sound but still propagates through obstacles\n 685→\tif _player:\n 686→\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 687→\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_empty_click\"):\n 688→\t\t\tsound_propagation.emit_player_empty_click(_player.global_position, _player)\n 689→\n 690→\t# For GDScript player, check if truly out of all ammo (no reserve)\n 691→\t# For C# player, game over is handled in _on_weapon_ammo_changed\n 692→\tif _player and _player.has_method(\"get_current_ammo\"):\n 693→\t\t# GDScript player - max_ammo is the only ammo they have\n 694→\t\tvar current_ammo: int = _player.get_current_ammo()\n 695→\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n 696→\t\t\t_show_game_over_message()\n 697→\t# C# player game over is handled via _on_weapon_ammo_changed signal\n 698→\n 699→\n 700→## Called when player starts reloading.\n 701→## Notifies nearby enemies that player is vulnerable via sound propagation.\n 702→## The reload sound can be heard through walls at greater distance than line of sight.\n 703→func _on_player_reload_started() -> void:\n 704→\t_broadcast_player_reloading(true)\n 705→\t# Emit reload sound via SoundPropagation system so enemies can hear through walls\n 706→\tif _player:\n 707→\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 708→\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_reload\"):\n 709→\t\t\tsound_propagation.emit_player_reload(_player.global_position, _player)\n 710→\n 711→\n 712→## Called when player finishes reloading.\n 713→## Clears the reloading state for all enemies.\n 714→func _on_player_reload_completed() -> void:\n 715→\t_broadcast_player_reloading(false)\n 716→\t# Also clear ammo empty state since player now has ammo\n 717→\t_broadcast_player_ammo_empty(false)\n 718→\n 719→\n 720→## Broadcast player reloading state to all enemies.\n 721→func _broadcast_player_reloading(is_reloading: bool) -> void:\n 722→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 723→\tif enemies_node == null:\n 724→\t\treturn\n 725→\n 726→\tfor enemy in enemies_node.get_children():\n 727→\t\tif enemy.has_method(\"set_player_reloading\"):\n 728→\t\t\tenemy.set_player_reloading(is_reloading)\n 729→\n 730→\n 731→## Broadcast player ammo empty state to all enemies.\n 732→func _broadcast_player_ammo_empty(is_empty: bool) -> void:\n 733→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 734→\tif enemies_node == null:\n 735→\t\treturn\n 736→\n 737→\tfor enemy in enemies_node.get_children():\n 738→\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n 739→\t\t\tenemy.set_player_ammo_empty(is_empty)\n 740→\n 741→\n 742→## Called when player dies.\n 743→func _on_player_died() -> void:\n 744→\t_show_death_message()\n 745→\t# Auto-restart via GameManager\n 746→\tif GameManager:\n 747→\t\t# Small delay to show death message\n 748→\t\tawait get_tree().create_timer(0.5).timeout\n 749→\t\tGameManager.on_player_death()\n 750→\n 751→\n 752→## Called when GameManager signals enemy killed (for screen effect).\n 753→func _on_game_manager_enemy_killed() -> void:\n 754→\t_show_saturation_effect()\n 755→\n 756→\n 757→## Shows the saturation effect when killing an enemy.\n 758→func _show_saturation_effect() -> void:\n 759→\tif _saturation_overlay == null:\n 760→\t\treturn\n 761→\n 762→\t# Create a tween for the saturation effect\n 763→\tvar tween := create_tween()\n 764→\t# Flash in\n 765→\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n 766→\t# Flash out\n 767→\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\n 768→\n 769→\n 770→## Update the ammo label with color coding (simple format for GDScript Player).\n 771→func _update_ammo_label(current: int, maximum: int) -> void:\n 772→\tif _ammo_label == null:\n 773→\t\treturn\n 774→\n 775→\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n 776→\n 777→\t# Color coding: red at <=5, yellow at <=10, white otherwise\n 778→\tif current <= 5:\n 779→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 780→\telif current <= 10:\n 781→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n 782→\telse:\n 783→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n 784→\n 785→\n 786→## Update the ammo label with magazine format (for C# Player with weapon).\n 787→## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\n 788→func _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n 789→\tif _ammo_label == null:\n 790→\t\treturn\n 791→\n 792→\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n 793→\n 794→\t# Color coding: red when mag <=5, yellow when mag <=10\n 795→\tif current_mag <= 5:\n 796→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 797→\telif current_mag <= 10:\n 798→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n 799→\telse:\n 800→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n 801→\n 802→\n 803→## Update the magazines label showing individual magazine ammo counts.\n 804→## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n 805→## Hidden when a shotgun (tube magazine weapon) is equipped.\n 806→func _update_magazines_label(magazine_ammo_counts: Array) -> void:\n 807→\tif _magazines_label == null:\n 808→\t\treturn\n 809→\n 810→\t# Check if player has a weapon with tube magazine (shotgun)\n 811→\t# If so, hide the magazine label as shotguns don't use detachable magazines\n 812→\tvar weapon = null\n 813→\tif _player:\n 814→\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n 815→\t\tif weapon == null:\n 816→\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n 817→\t\tif weapon == null:\n 818→\t\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n 819→\n 820→\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n 821→\t\t# Shotgun equipped - hide magazine display\n 822→\t\t_magazines_label.visible = false\n 823→\t\treturn\n 824→\telse:\n 825→\t\t_magazines_label.visible = true\n 826→\n 827→\tif magazine_ammo_counts.is_empty():\n 828→\t\t_magazines_label.text = \"MAGS: -\"\n 829→\t\treturn\n 830→\n 831→\tvar parts: Array = []\n 832→\tfor i in range(magazine_ammo_counts.size()):\n 833→\t\tvar ammo: int = magazine_ammo_counts[i]\n 834→\t\tif i == 0:\n 835→\t\t\t# Current magazine in brackets\n 836→\t\t\tparts.append(\"[%d]\" % ammo)\n 837→\t\telse:\n 838→\t\t\t# Spare magazines\n 839→\t\t\tparts.append(\"%d\" % ammo)\n 840→\n 841→\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n 842→\n 843→\n 844→## Update the enemy count label in UI.\n 845→func _update_enemy_count_label() -> void:\n 846→\tif _enemy_count_label:\n 847→\t\t_enemy_count_label.text = \"Enemies: %d\" % _current_enemy_count\n 848→\n 849→\n 850→## Show death message when player dies.\n 851→func _show_death_message() -> void:\n 852→\tif _game_over_shown:\n 853→\t\treturn\n 854→\n 855→\t_game_over_shown = true\n 856→\n 857→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 858→\tif ui == null:\n 859→\t\treturn\n 860→\n 861→\tvar death_label := Label.new()\n 862→\tdeath_label.name = \"DeathLabel\"\n 863→\tdeath_label.text = \"YOU DIED\"\n 864→\tdeath_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 865→\tdeath_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 866→\tdeath_label.add_theme_font_size_override(\"font_size\", 64)\n 867→\tdeath_label.add_theme_color_override(\"font_color\", Color(1.0, 0.15, 0.15, 1.0))\n 868→\n 869→\t# Center the label\n 870→\tdeath_label.set_anchors_preset(Control.PRESET_CENTER)\n 871→\tdeath_label.offset_left = -200\n 872→\tdeath_label.offset_right = 200\n 873→\tdeath_label.offset_top = -50\n 874→\tdeath_label.offset_bottom = 50\n 875→\n 876→\tui.add_child(death_label)\n 877→\n 878→\n 879→## Show victory message when all enemies are eliminated.\n 880→func _show_victory_message() -> void:\n 881→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 882→\tif ui == null:\n 883→\t\treturn\n 884→\n 885→\tvar victory_label := Label.new()\n 886→\tvictory_label.name = \"VictoryLabel\"\n 887→\tvictory_label.text = \"BUILDING CLEARED!\"\n 888→\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 889→\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 890→\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n 891→\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n 892→\n 893→\t# Center the label\n 894→\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n 895→\tvictory_label.offset_left = -200\n 896→\tvictory_label.offset_right = 200\n 897→\tvictory_label.offset_top = -50\n 898→\tvictory_label.offset_bottom = 50\n 899→\n 900→\tui.add_child(victory_label)\n 901→\n 902→\t# Show final stats\n 903→\tvar stats_label := Label.new()\n 904→\tstats_label.name = \"StatsLabel\"\n 905→\tif GameManager:\n 906→\t\tstats_label.text = \"Kills: %d | Accuracy: %.1f%%\" % [GameManager.kills, GameManager.get_accuracy()]\n 907→\telse:\n 908→\t\tstats_label.text = \"\"\n 909→\tstats_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 910→\tstats_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 911→\tstats_label.add_theme_font_size_override(\"font_size\", 24)\n 912→\tstats_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n 913→\n 914→\t# Position below victory message\n 915→\tstats_label.set_anchors_preset(Control.PRESET_CENTER)\n 916→\tstats_label.offset_left = -200\n 917→\tstats_label.offset_right = 200\n 918→\tstats_label.offset_top = 50\n 919→\tstats_label.offset_bottom = 100\n 920→\n 921→\tui.add_child(stats_label)\n 922→\n 923→\n 924→## Show the animated score screen with Hotline Miami 2 style effects (Issue #415).\n 925→## Uses the AnimatedScoreScreen component for sequential reveal and counting animations.\n 926→## After animations complete, adds replay and restart buttons (Issue #416).\n 927→## @param score_data: Dictionary containing all score components from ScoreManager.\n 928→func _show_score_screen(score_data: Dictionary) -> void:\n 929→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 930→\tif ui == null:\n 931→\t\t_show_victory_message() # Fallback\n 932→\t\treturn\n 933→\n 934→\t# Load and use the animated score screen component\n 935→\tvar animated_score_screen_script = load(\"res://scripts/ui/animated_score_screen.gd\")\n 936→\tif animated_score_screen_script:\n 937→\t\tvar score_screen = animated_score_screen_script.new()\n 938→\t\tadd_child(score_screen)\n 939→\t\t# Connect to animation_completed to add replay/restart buttons after animation\n 940→\t\tscore_screen.animation_completed.connect(_on_score_animation_completed)\n 941→\t\tscore_screen.show_animated_score(ui, score_data)\n 942→\telse:\n 943→\t\t# Fallback to simple display if animated script not found\n 944→\t\t_show_fallback_score_screen(ui, score_data)\n 945→\n 946→\n 947→## Called when the animated score screen finishes all animations.\n 948→## Adds replay and restart buttons to the score screen container.\n 949→func _on_score_animation_completed(container: VBoxContainer) -> void:\n 950→\t_add_score_screen_buttons(container)\n 951→\n 952→\n 953→## Fallback score screen if animated component is not available.\n 954→func _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n 955→\t# Load Gothic bitmap font for score screen labels\n 956→\tvar gothic_font = load(\"res://assets/fonts/gothic_bitmap.fnt\")\n 957→\tvar _font_loaded := gothic_font != null\n 958→\n 959→\tvar background := ColorRect.new()\n 960→\tbackground.name = \"ScoreBackground\"\n 961→\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\n 962→\tbackground.set_anchors_preset(Control.PRESET_FULL_RECT)\n 963→\tbackground.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 964→\tui.add_child(background)\n 965→\n 966→\tvar container := VBoxContainer.new()\n 967→\tcontainer.name = \"ScoreContainer\"\n 968→\tcontainer.set_anchors_preset(Control.PRESET_CENTER)\n 969→\tcontainer.offset_left = -300\n 970→\tcontainer.offset_right = 300\n 971→\tcontainer.offset_top = -200\n 972→\tcontainer.offset_bottom = 200\n 973→\tcontainer.add_theme_constant_override(\"separation\", 8)\n 974→\tui.add_child(container)\n 975→\n 976→\tvar title_label := Label.new()\n 977→\ttitle_label.text = \"LEVEL CLEARED!\"\n 978→\ttitle_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 979→\ttitle_label.add_theme_font_size_override(\"font_size\", 42)\n 980→\ttitle_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n 981→\tcontainer.add_child(title_label)\n 982→\n 983→\tvar rank_label := Label.new()\n 984→\trank_label.text = \"RANK: %s\" % score_data.rank\n 985→\trank_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 986→\trank_label.add_theme_font_size_override(\"font_size\", 64)\n 987→\trank_label.add_theme_color_override(\"font_color\", _get_rank_color(score_data.rank))\n 988→\tif _font_loaded:\n 989→\t\trank_label.add_theme_font_override(\"font\", gothic_font)\n 990→\tcontainer.add_child(rank_label)\n 991→\n 992→\tvar total_label := Label.new()\n 993→\ttotal_label.text = \"TOTAL SCORE: %d\" % score_data.total_score\n 994→\ttotal_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 995→\ttotal_label.add_theme_font_size_override(\"font_size\", 32)\n 996→\ttotal_label.add_theme_color_override(\"font_color\", Color(1.0, 0.9, 0.3, 1.0))\n 997→\tcontainer.add_child(total_label)\n 998→\n 999→\t# Add replay and restart buttons to fallback screen\n 1000→\t_add_score_screen_buttons(container)\n 1001→\n 1002→\n 1003→## Adds Restart, Next Level, Level Select, and Watch Replay buttons to a score screen container.\n 1004→## Issue #568: Added Next Level and Level Select buttons after final grade.\n 1005→func _add_score_screen_buttons(container: VBoxContainer) -> void:\n 1006→\t_score_shown = true\n 1007→\n 1008→\t# Add spacer\n 1009→\tvar spacer := Control.new()\n 1010→\tspacer.custom_minimum_size.y = 10\n 1011→\tcontainer.add_child(spacer)\n 1012→\n 1013→\t# Add buttons container (vertical layout)\n 1014→\tvar buttons_container := VBoxContainer.new()\n 1015→\tbuttons_container.name = \"ButtonsContainer\"\n 1016→\tbuttons_container.alignment = BoxContainer.ALIGNMENT_CENTER\n 1017→\tbuttons_container.add_theme_constant_override(\"separation\", 10)\n 1018→\tcontainer.add_child(buttons_container)\n 1019→\n 1020→\t# Next Level button (Issue #568)\n 1021→\tvar next_level_path: String = _get_next_level_path()\n 1022→\tif next_level_path != \"\":\n 1023→\t\tvar next_button := Button.new()\n 1024→\t\tnext_button.name = \"NextLevelButton\"\n 1025→\t\tnext_button.text = \"→ Next Level\"\n 1026→\t\tnext_button.custom_minimum_size = Vector2(200, 40)\n 1027→\t\tnext_button.add_theme_font_size_override(\"font_size\", 18)\n 1028→\t\tnext_button.pressed.connect(_on_next_level_pressed.bind(next_level_path))\n 1029→\t\tbuttons_container.add_child(next_button)\n 1030→\n 1031→\t# Restart button\n 1032→\tvar restart_button := Button.new()\n 1033→\trestart_button.name = \"RestartButton\"\n 1034→\trestart_button.text = \"↻ Restart (Q)\"\n 1035→\trestart_button.custom_minimum_size = Vector2(200, 40)\n 1036→\trestart_button.add_theme_font_size_override(\"font_size\", 18)\n 1037→\trestart_button.pressed.connect(_on_restart_pressed)\n 1038→\tbuttons_container.add_child(restart_button)\n 1039→\n 1040→\t# Level Select button (Issue #568)\n 1041→\tvar level_select_button := Button.new()\n 1042→\tlevel_select_button.name = \"LevelSelectButton\"\n 1043→\tlevel_select_button.text = \"☰ Level Select\"\n 1044→\tlevel_select_button.custom_minimum_size = Vector2(200, 40)\n 1045→\tlevel_select_button.add_theme_font_size_override(\"font_size\", 18)\n 1046→\tlevel_select_button.pressed.connect(_on_level_select_pressed)\n 1047→\tbuttons_container.add_child(level_select_button)\n 1048→\n 1049→\t# Watch Replay button\n 1050→\tvar replay_button := Button.new()\n 1051→\treplay_button.name = \"ReplayButton\"\n 1052→\treplay_button.text = \"▶ Watch Replay (W)\"\n 1053→\treplay_button.custom_minimum_size = Vector2(200, 40)\n 1054→\treplay_button.add_theme_font_size_override(\"font_size\", 18)\n 1055→\n 1056→\t# Check if replay data is available\n 1057→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 1058→\tvar has_replay_data: bool = replay_manager != null and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay()\n 1059→\n 1060→\tif has_replay_data:\n 1061→\t\treplay_button.pressed.connect(_on_watch_replay_pressed)\n 1062→\t\t_log_to_file(\"Watch Replay button created (replay data available)\")\n 1063→\telse:\n 1064→\t\treplay_button.disabled = true\n 1065→\t\treplay_button.text = \"▶ Watch Replay (W) - no data\"\n 1066→\t\treplay_button.tooltip_text = \"Replay recording was not available for this session\"\n 1067→\t\t_log_to_file(\"Watch Replay button created (disabled - no replay data)\")\n 1068→\n 1069→\tbuttons_container.add_child(replay_button)\n 1070→\n 1071→\t# Show cursor for button interaction\n 1072→\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n 1073→\n 1074→\t# Focus the next level button if available, otherwise restart\n 1075→\tif next_level_path != \"\":\n 1076→\t\tbuttons_container.get_node(\"NextLevelButton\").grab_focus()\n 1077→\telse:\n 1078→\t\trestart_button.grab_focus()\n 1079→\n 1080→\n 1081→## Get the color for a given rank.\n 1082→func _get_rank_color(rank: String) -> Color:\n 1083→\tmatch rank:\n 1084→\t\t\"S\":\n 1085→\t\t\treturn Color(1.0, 0.84, 0.0, 1.0) # Gold\n 1086→\t\t\"A+\":\n 1087→\t\t\treturn Color(0.0, 1.0, 0.5, 1.0) # Bright green\n 1088→\t\t\"A\":\n 1089→\t\t\treturn Color(0.2, 0.8, 0.2, 1.0) # Green\n 1090→\t\t\"B\":\n 1091→\t\t\treturn Color(0.3, 0.7, 1.0, 1.0) # Blue\n 1092→\t\t\"C\":\n 1093→\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # White\n 1094→\t\t\"D\":\n 1095→\t\t\treturn Color(1.0, 0.6, 0.2, 1.0) # Orange\n 1096→\t\t\"F\":\n 1097→\t\t\treturn Color(1.0, 0.2, 0.2, 1.0) # Red\n 1098→\t\t_:\n 1099→\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # Default white\n 1100→\n 1101→\n 1102→## Show game over message when player runs out of ammo with enemies remaining.\n 1103→func _show_game_over_message() -> void:\n 1104→\t_game_over_shown = true\n 1105→\n 1106→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 1107→\tif ui == null:\n 1108→\t\treturn\n 1109→\n 1110→\tvar game_over_label := Label.new()\n 1111→\tgame_over_label.name = \"GameOverLabel\"\n 1112→\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n 1113→\tgame_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1114→\tgame_over_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 1115→\tgame_over_label.add_theme_font_size_override(\"font_size\", 48)\n 1116→\tgame_over_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 1117→\n 1118→\t# Center the label\n 1119→\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n 1120→\tgame_over_label.offset_left = -250\n 1121→\tgame_over_label.offset_right = 250\n 1122→\tgame_over_label.offset_top = -75\n 1123→\tgame_over_label.offset_bottom = 75\n 1124→\n 1125→\tui.add_child(game_over_label)\n 1126→\n 1127→\n 1128→## Setup the weapon based on GameManager's selected weapon.\n 1129→## Removes the default MakarovPM and loads the selected weapon if different.\n 1130→func _setup_selected_weapon() -> void:\n 1131→\tif _player == null:\n 1132→\t\treturn\n 1133→\n 1134→\t# Get selected weapon from GameManager\n 1135→\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n 1136→\tif GameManager:\n 1137→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 1138→\n 1139→\t_log_to_file(\"Setting up weapon: %s\" % selected_weapon_id)\n 1140→\n 1141→\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n 1142→\t# This prevents double-equipping when both C# and GDScript weapon setup run\n 1143→\tif selected_weapon_id != \"makarov_pm\":\n 1144→\t\tvar weapon_names: Dictionary = {\n 1145→\t\t\t\"shotgun\": \"Shotgun\",\n 1146→\t\t\t\"mini_uzi\": \"MiniUzi\",\n 1147→\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n 1148→\t\t\t\"sniper\": \"SniperRifle\",\n 1149→\t\t\t\"m16\": \"AssaultRifle\"\n 1150→\t\t}\n 1151→\t\tif selected_weapon_id in weapon_names:\n 1152→\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n 1153→\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n 1154→\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n 1155→\t\t\t\t_log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n 1156→\t\t\t\treturn\n 1157→\n 1158→\t# If shotgun is selected, we need to swap weapons\n 1159→\tif selected_weapon_id == \"shotgun\":\n 1160→\t\t# Remove the default MakarovPM\n 1161→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1162→\t\tif makarov:\n 1163→\t\t\tmakarov.queue_free()\n 1164→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1165→\n 1166→\t\t# Load and add the shotgun\n 1167→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 1168→\t\tif shotgun_scene:\n 1169→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 1170→\t\t\tshotgun.name = \"Shotgun\"\n 1171→\t\t\t_player.add_child(shotgun)\n 1172→\n 1173→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1174→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1175→\t\t\t\t_player.EquipWeapon(shotgun)\n 1176→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1177→\t\t\t\t_player.CurrentWeapon = shotgun\n 1178→\n 1179→\t\t\tprint(\"BuildingLevel: Shotgun equipped successfully\")\n 1180→\t\telse:\n 1181→\t\t\tpush_error(\"BuildingLevel: Failed to load Shotgun scene!\")\n 1182→\t# If Mini UZI is selected, swap weapons\n 1183→\telif selected_weapon_id == \"mini_uzi\":\n 1184→\t\t# Remove the default MakarovPM\n 1185→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1186→\t\tif makarov:\n 1187→\t\t\tmakarov.queue_free()\n 1188→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1189→\n 1190→\t\t# Load and add the Mini UZI\n 1191→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 1192→\t\tif mini_uzi_scene:\n 1193→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 1194→\t\t\tmini_uzi.name = \"MiniUzi\"\n 1195→\n 1196→\t\t\t# Reduce Mini UZI ammunition by half for Building level (issue #413)\n 1197→\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n 1198→\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n 1199→\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n 1200→\t\t\t\tmini_uzi.StartingMagazineCount = 2\n 1201→\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n 1202→\n 1203→\t\t\t_player.add_child(mini_uzi)\n 1204→\n 1205→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1206→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1207→\t\t\t\t_player.EquipWeapon(mini_uzi)\n 1208→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1209→\t\t\t\t_player.CurrentWeapon = mini_uzi\n 1210→\n 1211→\t\t\tprint(\"BuildingLevel: Mini UZI equipped successfully\")\n 1212→\t\telse:\n 1213→\t\t\tpush_error(\"BuildingLevel: Failed to load MiniUzi scene!\")\n 1214→\t# If Silenced Pistol is selected, swap weapons\n 1215→\telif selected_weapon_id == \"silenced_pistol\":\n 1216→\t\t# Remove the default MakarovPM\n 1217→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1218→\t\tif makarov:\n 1219→\t\t\tmakarov.queue_free()\n 1220→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1221→\n 1222→\t\t# Load and add the Silenced Pistol\n 1223→\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n 1224→\t\tif pistol_scene:\n 1225→\t\t\tvar pistol = pistol_scene.instantiate()\n 1226→\t\t\tpistol.name = \"SilencedPistol\"\n 1227→\t\t\t_player.add_child(pistol)\n 1228→\n 1229→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1230→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1231→\t\t\t\t_player.EquipWeapon(pistol)\n 1232→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1233→\t\t\t\t_player.CurrentWeapon = pistol\n 1234→\n 1235→\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\n 1236→\t\telse:\n 1237→\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n 1238→\t# If Sniper Rifle (ASVK) is selected, swap weapons\n 1239→\telif selected_weapon_id == \"sniper\":\n 1240→\t\t# Remove the default MakarovPM\n 1241→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1242→\t\tif makarov:\n 1243→\t\t\tmakarov.queue_free()\n 1244→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1245→\n 1246→\t\t# Load and add the Sniper Rifle\n 1247→\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n 1248→\t\tif sniper_scene:\n 1249→\t\t\tvar sniper = sniper_scene.instantiate()\n 1250→\t\t\tsniper.name = \"SniperRifle\"\n 1251→\t\t\t_player.add_child(sniper)\n 1252→\n 1253→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1254→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1255→\t\t\t\t_player.EquipWeapon(sniper)\n 1256→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1257→\t\t\t\t_player.CurrentWeapon = sniper\n 1258→\n 1259→\t\t\tprint(\"BuildingLevel: ASVK Sniper Rifle equipped successfully\")\n 1260→\t\telse:\n 1261→\t\t\tpush_error(\"BuildingLevel: Failed to load SniperRifle scene!\")\n 1262→\t# If M16 (assault rifle) is selected, swap weapons\n 1263→\telif selected_weapon_id == \"m16\":\n 1264→\t\t# Remove the default MakarovPM\n 1265→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1266→\t\tif makarov:\n 1267→\t\t\tmakarov.queue_free()\n 1268→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1269→\n 1270→\t\t# Load and add the Assault Rifle\n 1271→\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n 1272→\t\tif m16_scene:\n 1273→\t\t\tvar m16 = m16_scene.instantiate()\n 1274→\t\t\tm16.name = \"AssaultRifle\"\n 1275→\t\t\t_player.add_child(m16)\n 1276→\n 1277→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1278→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1279→\t\t\t\t_player.EquipWeapon(m16)\n 1280→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1281→\t\t\t\t_player.CurrentWeapon = m16\n 1282→\n 1283→\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n 1284→\t\t\t# In Power Fantasy mode, apply ammo multiplier (issue #501)\n 1285→\t\t\tvar base_magazines: int = 2\n 1286→\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 1287→\t\t\tif difficulty_manager:\n 1288→\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n 1289→\t\t\t\tif ammo_multiplier > 1:\n 1290→\t\t\t\t\tbase_magazines *= ammo_multiplier\n 1291→\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx\" % ammo_multiplier)\n 1292→\t\t\tif m16.has_method(\"ReinitializeMagazines\"):\n 1293→\t\t\t\tm16.ReinitializeMagazines(base_magazines, true)\n 1294→\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n 1295→\n 1296→\t\t\tprint(\"BuildingLevel: M16 Assault Rifle equipped successfully\")\n 1297→\t\telse:\n 1298→\t\t\tpush_error(\"BuildingLevel: Failed to load AssaultRifle scene!\")\n 1299→\t# For Makarov PM, it's already in the scene\n 1300→\telse:\n 1301→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1302→\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n 1303→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1304→\t\t\t\t_player.EquipWeapon(makarov)\n 1305→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1306→\t\t\t\t_player.CurrentWeapon = makarov\n 1307→\n 1308→\n 1309→## Handle W key shortcut for Watch Replay when score is shown.\n 1310→func _unhandled_input(event: InputEvent) -> void:\n 1311→\tif not _score_shown:\n 1312→\t\treturn\n 1313→\n 1314→\tif event is InputEventKey and event.pressed and not event.echo:\n 1315→\t\tif event.keycode == KEY_W:\n 1316→\t\t\t_on_watch_replay_pressed()\n 1317→\n 1318→\n 1319→## Called when the Watch Replay button is pressed (or W key).\n 1320→func _on_watch_replay_pressed() -> void:\n 1321→\t_log_to_file(\"Watch Replay triggered\")\n 1322→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 1323→\tif replay_manager and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay():\n 1324→\t\tif replay_manager.has_method(\"StartPlayback\"):\n 1325→\t\t\treplay_manager.StartPlayback(self)\n 1326→\telse:\n 1327→\t\t_log_to_file(\"Watch Replay: no replay data available\")\n 1328→\n 1329→\n 1330→## Called when the Restart button is pressed.\n 1331→func _on_restart_pressed() -> void:\n 1332→\t_log_to_file(\"Restart button pressed\")\n 1333→\tif GameManager:\n 1334→\t\tGameManager.restart_scene()\n 1335→\telse:\n 1336→\t\tget_tree().reload_current_scene()\n 1337→\n 1338→\n 1339→## Called when the Next Level button is pressed (Issue #568).\n 1340→func _on_next_level_pressed(level_path: String) -> void:\n 1341→\t_log_to_file(\"Next Level button pressed: %s\" % level_path)\n 1342→\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n 1343→\tvar error := get_tree().change_scene_to_file(level_path)\n 1344→\tif error != OK:\n 1345→\t\t_log_to_file(\"ERROR: Failed to load next level: %s\" % level_path)\n 1346→\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n 1347→\n 1348→\n 1349→## Called when the Level Select button is pressed (Issue #568).\n 1350→func _on_level_select_pressed() -> void:\n 1351→\t_log_to_file(\"Level Select button pressed\")\n 1352→\t# Load the levels menu as a CanvasLayer overlay\n 1353→\tvar levels_menu_script = load(\"res://scripts/ui/levels_menu.gd\")\n 1354→\tif levels_menu_script:\n 1355→\t\tvar levels_menu = CanvasLayer.new()\n 1356→\t\tlevels_menu.set_script(levels_menu_script)\n 1357→\t\tlevels_menu.layer = 100 # On top of everything\n 1358→\t\tget_tree().root.add_child(levels_menu)\n 1359→\t\t# Connect back button to close the overlay\n 1360→\t\tlevels_menu.back_pressed.connect(func(): levels_menu.queue_free())\n 1361→\telse:\n 1362→\t\t_log_to_file(\"ERROR: Could not load levels menu script\")\n 1363→\n 1364→\n 1365→## Get the next level path based on the level ordering from LevelsMenu (Issue #568).\n 1366→## Returns empty string if this is the last level or level not found.\n 1367→func _get_next_level_path() -> String:\n 1368→\tvar current_scene_path: String = \"\"\n 1369→\tvar current_scene: Node = get_tree().current_scene\n 1370→\tif current_scene and current_scene.scene_file_path:\n 1371→\t\tcurrent_scene_path = current_scene.scene_file_path\n 1372→\n 1373→\t# Level ordering (matching LevelsMenu.LEVELS)\n 1374→\tvar level_paths: Array[String] = [\n 1375→\t\t\"res://scenes/levels/BuildingLevel.tscn\",\n 1376→\t\t\"res://scenes/levels/TestTier.tscn\",\n 1377→\t\t\"res://scenes/levels/CastleLevel.tscn\",\n 1378→\t]\n 1379→\n 1380→\tfor i in range(level_paths.size()):\n 1381→\t\tif level_paths[i] == current_scene_path:\n 1382→\t\t\tif i + 1 < level_paths.size():\n 1383→\t\t\t\treturn level_paths[i + 1]\n 1384→\t\t\treturn \"\" # Last level\n 1385→\n 1386→\treturn \"\" # Current level not found\n 1387→\n 1388→\n 1389→## Disable player controls after level completion (score screen shown).\n 1390→## Stops physics processing and input on the player node so the player\n 1391→## cannot move, shoot, or interact during the score screen.\n 1392→func _disable_player_controls() -> void:\n 1393→\tif _player == null or not is_instance_valid(_player):\n 1394→\t\treturn\n 1395→\n 1396→\t_player.set_physics_process(false)\n 1397→\t_player.set_process(false)\n 1398→\t_player.set_process_input(false)\n 1399→\t_player.set_process_unhandled_input(false)\n 1400→\n 1401→\t# Stop any current velocity so player doesn't slide\n 1402→\tif _player is CharacterBody2D:\n 1403→\t\t_player.velocity = Vector2.ZERO\n 1404→\n 1405→\t_log_to_file(\"Player controls disabled (level completed)\")\n 1406→\n 1407→\n 1408→## Log a message to the file logger if available.\n 1409→func _log_to_file(message: String) -> void:\n 1410→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 1411→\tif file_logger and file_logger.has_method(\"log_info\"):\n 1412→\t\tfile_logger.log_info(\"[BuildingLevel] \" + message)\n 1413→\telse:\n 1414→\t\tprint(\"[BuildingLevel] \" + message)\n 1415→\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": "b8a18bbd-964f-4ff8-a3f8-84b8257ef32d", | |
| "uuid": "8d7d9feb-d4b5-4dcb-9fbc-7a814229af9b", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770499415990/scripts/levels/building_level.gd", | |
| "content": "extends Node2D\n## Building level scene for the Godot Top-Down Template.\n##\n## This scene is a Hotline Miami 2 style building with rooms and halls.\n## Features:\n## - Building interior layout (~2400x2000 pixels) larger than viewport\n## - Multiple interconnected rooms with corridors\n## - 10 enemies distributed across different rooms (2+ per room)\n## - Clear room boundaries with walls and doorways\n## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n## - Score tracking with Hotline Miami style ranking system\n\n## Reference to the enemy count label.\nvar _enemy_count_label: Label = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Reference to the player.\nvar _player: Node2D = null\n\n## Total enemy count at start.\nvar _initial_enemy_count: int = 0\n\n## Current enemy count.\nvar _current_enemy_count: int = 0\n\n## Whether game over has been shown.\nvar _game_over_shown: bool = false\n\n## Reference to the kills label.\nvar _kills_label: Label = null\n\n## Reference to the accuracy label.\nvar _accuracy_label: Label = null\n\n## Reference to the magazines label (shows individual magazine ammo counts).\nvar _magazines_label: Label = null\n\n## Reference to the ColorRect for saturation effect.\nvar _saturation_overlay: ColorRect = null\n\n## Reference to the combo label.\nvar _combo_label: Label = null\n\n## Reference to the exit zone.\nvar _exit_zone: Area2D = null\n\n## Whether the level has been cleared (all enemies eliminated).\nvar _level_cleared: bool = false\n\n## Whether the score screen is currently shown (for W key shortcut).\nvar _score_shown: bool = false\n\n## Whether the level completion sequence has been triggered (prevents duplicate calls).\nvar _level_completed: bool = false\n\n## Duration of saturation effect in seconds.\nconst SATURATION_DURATION: float = 0.15\n\n## Saturation effect intensity (alpha).\nconst SATURATION_INTENSITY: float = 0.25\n\n## List of enemy nodes for position tracking.\nvar _enemies: Array = []\n\n## Cached reference to the ReplayManager autoload (C# singleton).\nvar _replay_manager: Node = null\n\n\n## Gets the ReplayManager autoload node.\n## The ReplayManager is now a C# autoload that works reliably in exported builds,\n## replacing the GDScript version that had Godot 4.3 binary tokenization issues\n## (godotengine/godot#94150, godotengine/godot#96065).\nfunc _get_or_create_replay_manager() -> Node:\n\tif _replay_manager != null and is_instance_valid(_replay_manager):\n\t\treturn _replay_manager\n\n\t_replay_manager = get_node_or_null(\"/root/ReplayManager\")\n\tif _replay_manager != null:\n\t\t# C# methods must be called with PascalCase from GDScript (no auto-conversion for user methods)\n\t\tif _replay_manager.has_method(\"StartRecording\"):\n\t\t\t_log_to_file(\"ReplayManager found as C# autoload - verified OK\")\n\t\telse:\n\t\t\t_log_to_file(\"WARNING: ReplayManager autoload exists but has no StartRecording method\")\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager autoload not found at /root/ReplayManager\")\n\n\treturn _replay_manager\n\n\nfunc _ready() -> void:\n\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\n\tprint(\"Building size: ~2400x2000 pixels\")\n\tprint(\"Clear all rooms to win!\")\n\tprint(\"Press Q for quick restart\")\n\n\t# Setup navigation mesh for enemy pathfinding\n\t_setup_navigation()\n\n\t# Find and connect to all enemies\n\t_setup_enemy_tracking()\n\n\t# Find the enemy count label\n\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n\t_update_enemy_count_label()\n\n\t# Find and setup player tracking\n\t_setup_player_tracking()\n\n\t# Setup debug UI\n\t_setup_debug_ui()\n\n\t# Setup saturation overlay for kill effect\n\t_setup_saturation_overlay()\n\n\t# Connect to GameManager signals\n\tif GameManager:\n\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n\t\tGameManager.stats_updated.connect(_update_debug_ui)\n\n\t# Initialize ScoreManager for this level\n\t_initialize_score_manager()\n\n\t# Setup exit zone near player spawn (left wall)\n\t_setup_exit_zone()\n\n\t# Start replay recording\n\t_start_replay_recording()\n\n\n## Initialize the ScoreManager for this level.\nfunc _initialize_score_manager() -> void:\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager == null:\n\t\treturn\n\n\t# Start tracking for this level\n\tscore_manager.start_level(_initial_enemy_count)\n\n\t# Set player reference\n\tif _player:\n\t\tscore_manager.set_player(_player)\n\n\t# Connect to combo changes for UI feedback\n\tif not score_manager.combo_changed.is_connected(_on_combo_changed):\n\t\tscore_manager.combo_changed.connect(_on_combo_changed)\n\n\n## Starts recording the replay for this level.\nfunc _start_replay_recording() -> void:\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager == null:\n\t\t_log_to_file(\"ERROR: ReplayManager could not be loaded, replay recording disabled\")\n\t\tprint(\"[BuildingLevel] ERROR: ReplayManager could not be loaded!\")\n\t\treturn\n\n\t# Log player and enemies status for debugging\n\t_log_to_file(\"Starting replay recording - Player: %s, Enemies count: %d\" % [\n\t\t_player.name if _player else \"NULL\",\n\t\t_enemies.size()\n\t])\n\n\tif _player == null:\n\t\t_log_to_file(\"WARNING: Player is null, replay may not record properly\")\n\t\tprint(\"[BuildingLevel] WARNING: Player is null for replay recording!\")\n\n\tif _enemies.is_empty():\n\t\t_log_to_file(\"WARNING: No enemies to track in replay\")\n\t\tprint(\"[BuildingLevel] WARNING: No enemies registered for replay!\")\n\n\t# Clear any previous replay data\n\tif replay_manager.has_method(\"ClearReplay\"):\n\t\treplay_manager.ClearReplay()\n\t\t_log_to_file(\"Previous replay data cleared\")\n\n\t# Start recording with player and enemies\n\tif replay_manager.has_method(\"StartRecording\"):\n\t\treplay_manager.StartRecording(self, _player, _enemies)\n\t\t_log_to_file(\"Replay recording started successfully\")\n\t\tprint(\"[BuildingLevel] Replay recording started with %d enemies\" % _enemies.size())\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager.StartRecording method not found\")\n\t\tprint(\"[BuildingLevel] ERROR: StartRecording method not found!\")\n\n\n## Setup the exit zone near the player spawn point (left wall).\n## The exit appears after all enemies are eliminated.\nfunc _setup_exit_zone() -> void:\n\t# Load and instantiate the exit zone\n\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n\tif exit_zone_scene == null:\n\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n\t\treturn\n\n\t_exit_zone = exit_zone_scene.instantiate()\n\t# Position exit on the left wall near player spawn (player starts at 450, 1250)\n\t# Place exit at left wall (x=80) at similar y position\n\t_exit_zone.position = Vector2(120, 1250)\n\t_exit_zone.zone_width = 60.0\n\t_exit_zone.zone_height = 100.0\n\n\t# Connect the player reached exit signal\n\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n\n\t# Add to the environment node\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment:\n\t\tenvironment.add_child(_exit_zone)\n\telse:\n\t\tadd_child(_exit_zone)\n\n\tprint(\"[BuildingLevel] Exit zone created at position (120, 1250)\")\n\n\n## Called when the player reaches the exit zone after clearing the level.\nfunc _on_player_reached_exit() -> void:\n\tif not _level_cleared:\n\t\treturn\n\n\t# Prevent duplicate calls (exit zone can fire multiple times)\n\tif _level_completed:\n\t\treturn\n\n\tprint(\"[BuildingLevel] Player reached exit - showing score!\")\n\tcall_deferred(\"_complete_level_with_score\")\n\n\n## Activate the exit zone after all enemies are eliminated.\nfunc _activate_exit_zone() -> void:\n\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n\t\t_exit_zone.activate()\n\t\tprint(\"[BuildingLevel] Exit zone activated - go to exit to see score!\")\n\telse:\n\t\t# Fallback: if exit zone not available, show score immediately\n\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n\t\t_complete_level_with_score()\n\n\n## Setup realistic visibility for the player (Issue #540).\n## Adds the RealisticVisibilityComponent to the player node.\n## The component handles CanvasModulate (darkness) + PointLight2D (player vision)\n## and reacts to ExperimentalSettings.realistic_visibility_enabled toggle.\nfunc _setup_realistic_visibility() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n\tif visibility_script == null:\n\t\tpush_warning(\"[BuildingLevel] RealisticVisibilityComponent script not found\")\n\t\treturn\n\n\tvar visibility_component = Node.new()\n\tvisibility_component.name = \"RealisticVisibilityComponent\"\n\tvisibility_component.set_script(visibility_script)\n\t_player.add_child(visibility_component)\n\tprint(\"[BuildingLevel] Realistic visibility component added to player\")\n\n\nfunc _process(_delta: float) -> void:\n\t# Update enemy positions for aggressiveness tracking\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"update_enemy_positions\"):\n\t\tscore_manager.update_enemy_positions(_enemies)\n\n\n## Called when combo changes.\nfunc _on_combo_changed(combo: int, points: int) -> void:\n\tif _combo_label == null:\n\t\treturn\n\n\tif combo > 0:\n\t\t_combo_label.text = \"x%d COMBO (+%d)\" % [combo, points]\n\t\t_combo_label.visible = true\n\t\t# Color changes based on combo count\n\t\tvar combo_color := _get_combo_color(combo)\n\t\t_combo_label.add_theme_color_override(\"font_color\", combo_color)\n\t\t# Flash effect for combo\n\t\t_combo_label.modulate = Color.WHITE\n\t\tvar tween := create_tween()\n\t\ttween.tween_property(_combo_label, \"modulate\", Color.WHITE, 0.1)\n\telse:\n\t\t_combo_label.visible = false\n\n\n## Returns a color based on the current combo count.\n## Higher combos produce more intense/hotter colors.\nfunc _get_combo_color(combo: int) -> Color:\n\tif combo >= 10:\n\t\treturn Color(1.0, 0.0, 1.0, 1.0) # Magenta - extreme combo\n\telif combo >= 7:\n\t\treturn Color(1.0, 0.0, 0.3, 1.0) # Hot pink\n\telif combo >= 5:\n\t\treturn Color(1.0, 0.1, 0.1, 1.0) # Bright red\n\telif combo >= 4:\n\t\treturn Color(1.0, 0.2, 0.0, 1.0) # Red-orange\n\telif combo >= 3:\n\t\treturn Color(1.0, 0.4, 0.0, 1.0) # Hot orange\n\telif combo >= 2:\n\t\treturn Color(1.0, 0.6, 0.1, 1.0) # Orange\n\telse:\n\t\treturn Color(1.0, 0.8, 0.2, 1.0) # Gold (combo 1)\n\n\n## Setup the navigation mesh for enemy pathfinding.\n## Bakes the NavigationPolygon using physics collision layer 4 (walls).\nfunc _setup_navigation() -> void:\n\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n\tif nav_region == null:\n\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n\tif nav_poly == null:\n\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n\tprint(\"Baking navigation mesh...\")\n\tnav_poly.clear()\n\n\t# Re-add the outline for the walkable floor area\n\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n\t\tVector2(64, 64),\n\t\tVector2(2464, 64),\n\t\tVector2(2464, 2064),\n\t\tVector2(64, 2064)\n\t])\n\tnav_poly.add_outline(floor_outline)\n\n\t# Use NavigationServer2D to bake from source geometry\n\tvar source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()\n\tNavigationServer2D.parse_source_geometry_data(nav_poly, source_geometry, self)\n\tNavigationServer2D.bake_from_source_geometry_data(nav_poly, source_geometry)\n\n\tprint(\"Navigation mesh baked successfully\")\n\n\n## Setup tracking for the player.\nfunc _setup_player_tracking() -> void:\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\treturn\n\n\t# Setup realistic visibility component (Issue #540)\n\t_setup_realistic_visibility()\n\n\t# Setup selected weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n\tif _player.has_signal(\"died\"):\n\t\t_player.died.connect(_on_player_died)\n\telif _player.has_signal(\"Died\"):\n\t\t_player.Died.connect(_on_player_died)\n\n\t# Try to get the player's weapon for C# Player\n\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then assault rifle, then MakarovPM\n\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n\tif weapon != null:\n\t\t# C# Player with weapon - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\tif weapon.has_signal(\"MagazinesChanged\"):\n\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n\t\tif weapon.has_signal(\"Fired\"):\n\t\t\tweapon.Fired.connect(_on_shot_fired)\n\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n\t\tif weapon.has_signal(\"ShellCountChanged\"):\n\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from weapon\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\t\t# Initial magazine display\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\t\t# Configure silenced pistol ammo based on enemy count\n\t\t_configure_silenced_pistol_ammo(weapon)\n\telse:\n\t\t# GDScript Player - connect to player signals\n\t\tif _player.has_signal(\"ammo_changed\"):\n\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n\t\t# Initial ammo display\n\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n\n\t# Connect reload/ammo depleted signals for enemy aggression behavior\n\t# These signals are used by BOTH C# and GDScript players to notify enemies\n\t# that the player is vulnerable (reloading or out of ammo)\n\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n\tif _player.has_signal(\"ReloadStarted\"):\n\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n\telif _player.has_signal(\"reload_started\"):\n\t\t_player.reload_started.connect(_on_player_reload_started)\n\n\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\telif _player.has_signal(\"reload_completed\"):\n\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\tif _player.has_signal(\"AmmoDepleted\"):\n\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n\telif _player.has_signal(\"ammo_depleted\"):\n\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n\n\n## Setup tracking for all enemies in the scene.\nfunc _setup_enemy_tracking() -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\t_log_to_file(\"ERROR: Environment/Enemies node not found!\")\n\t\treturn\n\n\t_log_to_file(\"Found Environment/Enemies node with %d children\" % enemies_node.get_child_count())\n\t_enemies.clear()\n\tfor child in enemies_node.get_children():\n\t\tvar has_died_signal := child.has_signal(\"died\")\n\t\tvar script_attached := child.get_script() != null\n\t\t_log_to_file(\"Child '%s': script=%s, has_died_signal=%s\" % [child.name, script_attached, has_died_signal])\n\t\tif has_died_signal:\n\t\t\t_enemies.append(child)\n\t\t\tchild.died.connect(_on_enemy_died)\n\t\t\t# Connect to died_with_info for score tracking if available\n\t\t\tif child.has_signal(\"died_with_info\"):\n\t\t\t\tchild.died_with_info.connect(_on_enemy_died_with_info)\n\t\t# Track when enemy is hit for accuracy\n\t\tif child.has_signal(\"hit\"):\n\t\t\tchild.hit.connect(_on_enemy_hit)\n\n\t_initial_enemy_count = _enemies.size()\n\t_current_enemy_count = _initial_enemy_count\n\t_log_to_file(\"Enemy tracking complete: %d enemies registered\" % _initial_enemy_count)\n\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n\n\n## Configure silenced pistol ammo based on enemy count.\n## This ensures the pistol has exactly enough bullets for all enemies in the level.\nfunc _configure_silenced_pistol_ammo(weapon: Node) -> void:\n\t# Check if this is a silenced pistol\n\tif weapon.name != \"SilencedPistol\":\n\t\treturn\n\n\t# Call the ConfigureAmmoForEnemyCount method if it exists\n\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n\n\t\t# Update the ammo display after configuration\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\t# Create kills label\n\t_kills_label = Label.new()\n\t_kills_label.name = \"KillsLabel\"\n\t_kills_label.text = \"Kills: 0\"\n\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_kills_label.offset_left = 10\n\t_kills_label.offset_top = 45\n\t_kills_label.offset_right = 200\n\t_kills_label.offset_bottom = 75\n\tui.add_child(_kills_label)\n\n\t# Create accuracy label\n\t_accuracy_label = Label.new()\n\t_accuracy_label.name = \"AccuracyLabel\"\n\t_accuracy_label.text = \"Accuracy: 0%\"\n\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_accuracy_label.offset_left = 10\n\t_accuracy_label.offset_top = 75\n\t_accuracy_label.offset_right = 200\n\t_accuracy_label.offset_bottom = 105\n\tui.add_child(_accuracy_label)\n\n\t# Create magazines label (shows individual magazine ammo counts)\n\t_magazines_label = Label.new()\n\t_magazines_label.name = \"MagazinesLabel\"\n\t_magazines_label.text = \"MAGS: -\"\n\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_magazines_label.offset_left = 10\n\t_magazines_label.offset_top = 105\n\t_magazines_label.offset_right = 400\n\t_magazines_label.offset_bottom = 135\n\tui.add_child(_magazines_label)\n\n\t# Create combo label (shows current combo)\n\t# Positioned below the enemy count label (which ends at offset_bottom = 75)\n\t_combo_label = Label.new()\n\t_combo_label.name = \"ComboLabel\"\n\t_combo_label.text = \"\"\n\t_combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT\n\t_combo_label.set_anchors_preset(Control.PRESET_TOP_RIGHT)\n\t_combo_label.offset_left = -200\n\t_combo_label.offset_right = -10\n\t_combo_label.offset_top = 80\n\t_combo_label.offset_bottom = 120\n\t_combo_label.add_theme_font_size_override(\"font_size\", 28)\n\t_combo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.8, 0.2, 1.0))\n\t_combo_label.visible = false\n\tui.add_child(_combo_label)\n\n\n\n## Setup saturation overlay for kill effect.\nfunc _setup_saturation_overlay() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_saturation_overlay = ColorRect.new()\n\t_saturation_overlay.name = \"SaturationOverlay\"\n\t# Yellow/gold tint for saturation increase effect\n\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t# Add to the front\n\tcanvas_layer.add_child(_saturation_overlay)\n\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n\n\n## Update debug UI with current stats.\nfunc _update_debug_ui() -> void:\n\tif GameManager == null:\n\t\treturn\n\n\tif _kills_label:\n\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n\n\tif _accuracy_label:\n\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n\n\n## Called when an enemy dies.\nfunc _on_enemy_died() -> void:\n\t_current_enemy_count -= 1\n\t_update_enemy_count_label()\n\n\t# Register kill with GameManager\n\tif GameManager:\n\t\tGameManager.register_kill()\n\n\tif _current_enemy_count <= 0:\n\t\tprint(\"All enemies eliminated! Building cleared!\")\n\t\t_level_cleared = true\n\t\t# Activate exit zone - score will show when player reaches it\n\t\tcall_deferred(\"_activate_exit_zone\")\n\n\n## Called when an enemy dies with special kill information.\nfunc _on_enemy_died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) -> void:\n\t# Register kill with ScoreManager including special kill info\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"register_kill\"):\n\t\tscore_manager.register_kill(is_ricochet_kill, is_penetration_kill)\n\n\n## Complete the level and show the score screen.\nfunc _complete_level_with_score() -> void:\n\t# Prevent duplicate calls\n\tif _level_completed:\n\t\treturn\n\t_level_completed = true\n\n\t# Disable player controls immediately\n\t_disable_player_controls()\n\n\t# Deactivate exit zone to prevent further triggers\n\tif _exit_zone and _exit_zone.has_method(\"deactivate\"):\n\t\t_exit_zone.deactivate()\n\n\t# Stop replay recording\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager:\n\t\tif replay_manager.has_method(\"StopRecording\"):\n\t\t\treplay_manager.StopRecording()\n\t\t\t_log_to_file(\"Replay recording stopped\")\n\n\t\t# Log replay status for debugging\n\t\tif replay_manager.has_method(\"HasReplay\"):\n\t\t\tvar has_replay: bool = replay_manager.HasReplay()\n\t\t\tvar duration: float = 0.0\n\t\t\tif replay_manager.has_method(\"GetReplayDuration\"):\n\t\t\t\tduration = replay_manager.GetReplayDuration()\n\t\t\t_log_to_file(\"Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\t\t\tprint(\"[BuildingLevel] Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager not found when completing level\")\n\t\tprint(\"[BuildingLevel] ERROR: ReplayManager not found!\")\n\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"complete_level\"):\n\t\tvar score_data: Dictionary = score_manager.complete_level()\n\t\t_show_score_screen(score_data)\n\telse:\n\t\t# Fallback to simple victory message if ScoreManager not available\n\t\t_show_victory_message()\n\n\n## Called when an enemy is hit (for accuracy tracking).\nfunc _on_enemy_hit() -> void:\n\tif GameManager:\n\t\tGameManager.register_hit()\n\n\n## Called when a shot is fired (from C# weapon).\nfunc _on_shot_fired() -> void:\n\tif GameManager:\n\t\tGameManager.register_shot()\n\n\n## Called when player ammo changes (GDScript Player).\nfunc _on_player_ammo_changed(current: int, maximum: int) -> void:\n\t_update_ammo_label(current, maximum)\n\t# Register shot for accuracy tracking\n\tif GameManager:\n\t\tGameManager.register_shot()\n\n\n## Called when weapon ammo changes (C# Player).\nfunc _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n\t# Check if completely out of ammo\n\tif current_ammo <= 0 and reserve_ammo <= 0:\n\t\tif _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\n\n## Called when magazine inventory changes (C# Player).\nfunc _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n\t_update_magazines_label(magazine_ammo_counts)\n\n\n## Called when shotgun shell count changes (during shell-by-shell reload).\n## This allows the ammo counter to update immediately as each shell is loaded.\nfunc _on_shell_count_changed(shell_count: int, capacity: int) -> void:\n\t# Get the reserve ammo from the weapon for display\n\tvar reserve_ammo: int = 0\n\tif _player:\n\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = weapon.ReserveAmmo\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\n\n## Called when player runs out of ammo in current magazine.\n## This notifies nearby enemies that the player tried to shoot with empty weapon.\n## Note: This does NOT show game over - the player may still have reserve ammo.\n## Game over is only shown when BOTH current AND reserve ammo are depleted\n## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n## truly has no ammo left).\nfunc _on_player_ammo_depleted() -> void:\n\t# Notify all enemies that player tried to shoot with empty weapon\n\t_broadcast_player_ammo_empty(true)\n\t# Emit empty click sound via SoundPropagation system so enemies can hear through walls\n\t# This has shorter range than reload sound but still propagates through obstacles\n\tif _player:\n\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_empty_click\"):\n\t\t\tsound_propagation.emit_player_empty_click(_player.global_position, _player)\n\n\t# For GDScript player, check if truly out of all ammo (no reserve)\n\t# For C# player, game over is handled in _on_weapon_ammo_changed\n\tif _player and _player.has_method(\"get_current_ammo\"):\n\t\t# GDScript player - max_ammo is the only ammo they have\n\t\tvar current_ammo: int = _player.get_current_ammo()\n\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\t# C# player game over is handled via _on_weapon_ammo_changed signal\n\n\n## Called when player starts reloading.\n## Notifies nearby enemies that player is vulnerable via sound propagation.\n## The reload sound can be heard through walls at greater distance than line of sight.\nfunc _on_player_reload_started() -> void:\n\t_broadcast_player_reloading(true)\n\t# Emit reload sound via SoundPropagation system so enemies can hear through walls\n\tif _player:\n\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_reload\"):\n\t\t\tsound_propagation.emit_player_reload(_player.global_position, _player)\n\n\n## Called when player finishes reloading.\n## Clears the reloading state for all enemies.\nfunc _on_player_reload_completed() -> void:\n\t_broadcast_player_reloading(false)\n\t# Also clear ammo empty state since player now has ammo\n\t_broadcast_player_ammo_empty(false)\n\n\n## Broadcast player reloading state to all enemies.\nfunc _broadcast_player_reloading(is_reloading: bool) -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tfor enemy in enemies_node.get_children():\n\t\tif enemy.has_method(\"set_player_reloading\"):\n\t\t\tenemy.set_player_reloading(is_reloading)\n\n\n## Broadcast player ammo empty state to all enemies.\nfunc _broadcast_player_ammo_empty(is_empty: bool) -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tfor enemy in enemies_node.get_children():\n\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n\t\t\tenemy.set_player_ammo_empty(is_empty)\n\n\n## Called when player dies.\nfunc _on_player_died() -> void:\n\t_show_death_message()\n\t# Auto-restart via GameManager\n\tif GameManager:\n\t\t# Small delay to show death message\n\t\tawait get_tree().create_timer(0.5).timeout\n\t\tGameManager.on_player_death()\n\n\n## Called when GameManager signals enemy killed (for screen effect).\nfunc _on_game_manager_enemy_killed() -> void:\n\t_show_saturation_effect()\n\n\n## Shows the saturation effect when killing an enemy.\nfunc _show_saturation_effect() -> void:\n\tif _saturation_overlay == null:\n\t\treturn\n\n\t# Create a tween for the saturation effect\n\tvar tween := create_tween()\n\t# Flash in\n\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n\t# Flash out\n\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\n\n\n## Update the ammo label with color coding (simple format for GDScript Player).\nfunc _update_ammo_label(current: int, maximum: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n\n\t# Color coding: red at <=5, yellow at <=10, white otherwise\n\tif current <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the ammo label with magazine format (for C# Player with weapon).\n## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\nfunc _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n\n\t# Color coding: red when mag <=5, yellow when mag <=10\n\tif current_mag <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current_mag <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the magazines label showing individual magazine ammo counts.\n## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n## Hidden when a shotgun (tube magazine weapon) is equipped.\nfunc _update_magazines_label(magazine_ammo_counts: Array) -> void:\n\tif _magazines_label == null:\n\t\treturn\n\n\t# Check if player has a weapon with tube magazine (shotgun)\n\t# If so, hide the magazine label as shotguns don't use detachable magazines\n\tvar weapon = null\n\tif _player:\n\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n\n\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n\t\t# Shotgun equipped - hide magazine display\n\t\t_magazines_label.visible = false\n\t\treturn\n\telse:\n\t\t_magazines_label.visible = true\n\n\tif magazine_ammo_counts.is_empty():\n\t\t_magazines_label.text = \"MAGS: -\"\n\t\treturn\n\n\tvar parts: Array = []\n\tfor i in range(magazine_ammo_counts.size()):\n\t\tvar ammo: int = magazine_ammo_counts[i]\n\t\tif i == 0:\n\t\t\t# Current magazine in brackets\n\t\t\tparts.append(\"[%d]\" % ammo)\n\t\telse:\n\t\t\t# Spare magazines\n\t\t\tparts.append(\"%d\" % ammo)\n\n\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n\n\n## Update the enemy count label in UI.\nfunc _update_enemy_count_label() -> void:\n\tif _enemy_count_label:\n\t\t_enemy_count_label.text = \"Enemies: %d\" % _current_enemy_count\n\n\n## Show death message when player dies.\nfunc _show_death_message() -> void:\n\tif _game_over_shown:\n\t\treturn\n\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar death_label := Label.new()\n\tdeath_label.name = \"DeathLabel\"\n\tdeath_label.text = \"YOU DIED\"\n\tdeath_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tdeath_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tdeath_label.add_theme_font_size_override(\"font_size\", 64)\n\tdeath_label.add_theme_color_override(\"font_color\", Color(1.0, 0.15, 0.15, 1.0))\n\n\t# Center the label\n\tdeath_label.set_anchors_preset(Control.PRESET_CENTER)\n\tdeath_label.offset_left = -200\n\tdeath_label.offset_right = 200\n\tdeath_label.offset_top = -50\n\tdeath_label.offset_bottom = 50\n\n\tui.add_child(death_label)\n\n\n## Show victory message when all enemies are eliminated.\nfunc _show_victory_message() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar victory_label := Label.new()\n\tvictory_label.name = \"VictoryLabel\"\n\tvictory_label.text = \"BUILDING CLEARED!\"\n\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n\tvictory_label.offset_left = -200\n\tvictory_label.offset_right = 200\n\tvictory_label.offset_top = -50\n\tvictory_label.offset_bottom = 50\n\n\tui.add_child(victory_label)\n\n\t# Show final stats\n\tvar stats_label := Label.new()\n\tstats_label.name = \"StatsLabel\"\n\tif GameManager:\n\t\tstats_label.text = \"Kills: %d | Accuracy: %.1f%%\" % [GameManager.kills, GameManager.get_accuracy()]\n\telse:\n\t\tstats_label.text = \"\"\n\tstats_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tstats_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tstats_label.add_theme_font_size_override(\"font_size\", 24)\n\tstats_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below victory message\n\tstats_label.set_anchors_preset(Control.PRESET_CENTER)\n\tstats_label.offset_left = -200\n\tstats_label.offset_right = 200\n\tstats_label.offset_top = 50\n\tstats_label.offset_bottom = 100\n\n\tui.add_child(stats_label)\n\n\n## Show the animated score screen with Hotline Miami 2 style effects (Issue #415).\n## Uses the AnimatedScoreScreen component for sequential reveal and counting animations.\n## After animations complete, adds replay and restart buttons (Issue #416).\n## @param score_data: Dictionary containing all score components from ScoreManager.\nfunc _show_score_screen(score_data: Dictionary) -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\t_show_victory_message() # Fallback\n\t\treturn\n\n\t# Load and use the animated score screen component\n\tvar animated_score_screen_script = load(\"res://scripts/ui/animated_score_screen.gd\")\n\tif animated_score_screen_script:\n\t\tvar score_screen = animated_score_screen_script.new()\n\t\tadd_child(score_screen)\n\t\t# Connect to animation_completed to add replay/restart buttons after animation\n\t\tscore_screen.animation_completed.connect(_on_score_animation_completed)\n\t\tscore_screen.show_animated_score(ui, score_data)\n\telse:\n\t\t# Fallback to simple display if animated script not found\n\t\t_show_fallback_score_screen(ui, score_data)\n\n\n## Called when the animated score screen finishes all animations.\n## Adds replay and restart buttons to the score screen container.\nfunc _on_score_animation_completed(container: VBoxContainer) -> void:\n\t_add_score_screen_buttons(container)\n\n\n## Fallback score screen if animated component is not available.\nfunc _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n\t# Load Gothic bitmap font for score screen labels\n\tvar gothic_font = load(\"res://assets/fonts/gothic_bitmap.fnt\")\n\tvar _font_loaded := gothic_font != null\n\n\tvar background := ColorRect.new()\n\tbackground.name = \"ScoreBackground\"\n\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\n\tbackground.set_anchors_preset(Control.PRESET_FULL_RECT)\n\tbackground.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\tui.add_child(background)\n\n\tvar container := VBoxContainer.new()\n\tcontainer.name = \"ScoreContainer\"\n\tcontainer.set_anchors_preset(Control.PRESET_CENTER)\n\tcontainer.offset_left = -300\n\tcontainer.offset_right = 300\n\tcontainer.offset_top = -200\n\tcontainer.offset_bottom = 200\n\tcontainer.add_theme_constant_override(\"separation\", 8)\n\tui.add_child(container)\n\n\tvar title_label := Label.new()\n\ttitle_label.text = \"LEVEL CLEARED!\"\n\ttitle_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttitle_label.add_theme_font_size_override(\"font_size\", 42)\n\ttitle_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\tcontainer.add_child(title_label)\n\n\tvar rank_label := Label.new()\n\trank_label.text = \"RANK: %s\" % score_data.rank\n\trank_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trank_label.add_theme_font_size_override(\"font_size\", 64)\n\trank_label.add_theme_color_override(\"font_color\", _get_rank_color(score_data.rank))\n\tif _font_loaded:\n\t\trank_label.add_theme_font_override(\"font\", gothic_font)\n\tcontainer.add_child(rank_label)\n\n\tvar total_label := Label.new()\n\ttotal_label.text = \"TOTAL SCORE: %d\" % score_data.total_score\n\ttotal_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttotal_label.add_theme_font_size_override(\"font_size\", 32)\n\ttotal_label.add_theme_color_override(\"font_color\", Color(1.0, 0.9, 0.3, 1.0))\n\tcontainer.add_child(total_label)\n\n\t# Add replay and restart buttons to fallback screen\n\t_add_score_screen_buttons(container)\n\n\n## Adds Restart, Next Level, Level Select, and Watch Replay buttons to a score screen container.\n## Issue #568: Added Next Level and Level Select buttons after final grade.\nfunc _add_score_screen_buttons(container: VBoxContainer) -> void:\n\t_score_shown = true\n\n\t# Add spacer\n\tvar spacer := Control.new()\n\tspacer.custom_minimum_size.y = 10\n\tcontainer.add_child(spacer)\n\n\t# Add buttons container (vertical layout)\n\tvar buttons_container := VBoxContainer.new()\n\tbuttons_container.name = \"ButtonsContainer\"\n\tbuttons_container.alignment = BoxContainer.ALIGNMENT_CENTER\n\tbuttons_container.add_theme_constant_override(\"separation\", 10)\n\tcontainer.add_child(buttons_container)\n\n\t# Next Level button (Issue #568)\n\tvar next_level_path: String = _get_next_level_path()\n\tif next_level_path != \"\":\n\t\tvar next_button := Button.new()\n\t\tnext_button.name = \"NextLevelButton\"\n\t\tnext_button.text = \"→ Next Level\"\n\t\tnext_button.custom_minimum_size = Vector2(200, 40)\n\t\tnext_button.add_theme_font_size_override(\"font_size\", 18)\n\t\tnext_button.pressed.connect(_on_next_level_pressed.bind(next_level_path))\n\t\tbuttons_container.add_child(next_button)\n\n\t# Restart button\n\tvar restart_button := Button.new()\n\trestart_button.name = \"RestartButton\"\n\trestart_button.text = \"↻ Restart (Q)\"\n\trestart_button.custom_minimum_size = Vector2(200, 40)\n\trestart_button.add_theme_font_size_override(\"font_size\", 18)\n\trestart_button.pressed.connect(_on_restart_pressed)\n\tbuttons_container.add_child(restart_button)\n\n\t# Level Select button (Issue #568)\n\tvar level_select_button := Button.new()\n\tlevel_select_button.name = \"LevelSelectButton\"\n\tlevel_select_button.text = \"☰ Level Select\"\n\tlevel_select_button.custom_minimum_size = Vector2(200, 40)\n\tlevel_select_button.add_theme_font_size_override(\"font_size\", 18)\n\tlevel_select_button.pressed.connect(_on_level_select_pressed)\n\tbuttons_container.add_child(level_select_button)\n\n\t# Watch Replay button\n\tvar replay_button := Button.new()\n\treplay_button.name = \"ReplayButton\"\n\treplay_button.text = \"▶ Watch Replay (W)\"\n\treplay_button.custom_minimum_size = Vector2(200, 40)\n\treplay_button.add_theme_font_size_override(\"font_size\", 18)\n\n\t# Check if replay data is available\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tvar has_replay_data: bool = replay_manager != null and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay()\n\n\tif has_replay_data:\n\t\treplay_button.pressed.connect(_on_watch_replay_pressed)\n\t\t_log_to_file(\"Watch Replay button created (replay data available)\")\n\telse:\n\t\treplay_button.disabled = true\n\t\treplay_button.text = \"▶ Watch Replay (W) - no data\"\n\t\treplay_button.tooltip_text = \"Replay recording was not available for this session\"\n\t\t_log_to_file(\"Watch Replay button created (disabled - no replay data)\")\n\n\tbuttons_container.add_child(replay_button)\n\n\t# Show cursor for button interaction\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\t# Focus the next level button if available, otherwise restart\n\tif next_level_path != \"\":\n\t\tbuttons_container.get_node(\"NextLevelButton\").grab_focus()\n\telse:\n\t\trestart_button.grab_focus()\n\n\n## Get the color for a given rank.\nfunc _get_rank_color(rank: String) -> Color:\n\tmatch rank:\n\t\t\"S\":\n\t\t\treturn Color(1.0, 0.84, 0.0, 1.0) # Gold\n\t\t\"A+\":\n\t\t\treturn Color(0.0, 1.0, 0.5, 1.0) # Bright green\n\t\t\"A\":\n\t\t\treturn Color(0.2, 0.8, 0.2, 1.0) # Green\n\t\t\"B\":\n\t\t\treturn Color(0.3, 0.7, 1.0, 1.0) # Blue\n\t\t\"C\":\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # White\n\t\t\"D\":\n\t\t\treturn Color(1.0, 0.6, 0.2, 1.0) # Orange\n\t\t\"F\":\n\t\t\treturn Color(1.0, 0.2, 0.2, 1.0) # Red\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # Default white\n\n\n## Show game over message when player runs out of ammo with enemies remaining.\nfunc _show_game_over_message() -> void:\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar game_over_label := Label.new()\n\tgame_over_label.name = \"GameOverLabel\"\n\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n\tgame_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tgame_over_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tgame_over_label.add_theme_font_size_override(\"font_size\", 48)\n\tgame_over_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\n\t# Center the label\n\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n\tgame_over_label.offset_left = -250\n\tgame_over_label.offset_right = 250\n\tgame_over_label.offset_top = -75\n\tgame_over_label.offset_bottom = 75\n\n\tui.add_child(game_over_label)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default MakarovPM and loads the selected weapon if different.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\t_log_to_file(\"Setting up weapon: %s\" % selected_weapon_id)\n\n\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n\t# This prevents double-equipping when both C# and GDScript weapon setup run\n\tif selected_weapon_id != \"makarov_pm\":\n\t\tvar weapon_names: Dictionary = {\n\t\t\t\"shotgun\": \"Shotgun\",\n\t\t\t\"mini_uzi\": \"MiniUzi\",\n\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n\t\t\t\"sniper\": \"SniperRifle\",\n\t\t\t\"m16\": \"AssaultRifle\"\n\t\t}\n\t\tif selected_weapon_id in weapon_names:\n\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n\t\t\t\t_log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n\t\t\t\treturn\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"BuildingLevel: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\n\t\t\t# Reduce Mini UZI ammunition by half for Building level (issue #413)\n\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n\t\t\t\tmini_uzi.StartingMagazineCount = 2\n\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"BuildingLevel: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Sniper Rifle\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"BuildingLevel: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Assault Rifle\n\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n\t\tif m16_scene:\n\t\t\tvar m16 = m16_scene.instantiate()\n\t\t\tm16.name = \"AssaultRifle\"\n\t\t\t_player.add_child(m16)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(m16)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = m16\n\n\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n\t\t\t# In Power Fantasy mode, apply ammo multiplier (issue #501)\n\t\t\tvar base_magazines: int = 2\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager:\n\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n\t\t\t\tif ammo_multiplier > 1:\n\t\t\t\t\tbase_magazines *= ammo_multiplier\n\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx\" % ammo_multiplier)\n\t\t\tif m16.has_method(\"ReinitializeMagazines\"):\n\t\t\t\tm16.ReinitializeMagazines(base_magazines, true)\n\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n\n\t\t\tprint(\"BuildingLevel: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load AssaultRifle scene!\")\n\t# For Makarov PM, it's already in the scene\n\telse:\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(makarov)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = makarov\n\n\n## Handle W key shortcut for Watch Replay when score is shown.\nfunc _unhandled_input(event: InputEvent) -> void:\n\tif not _score_shown:\n\t\treturn\n\n\tif event is InputEventKey and event.pressed and not event.echo:\n\t\tif event.keycode == KEY_W:\n\t\t\t_on_watch_replay_pressed()\n\n\n## Called when the Watch Replay button is pressed (or W key).\nfunc _on_watch_replay_pressed() -> void:\n\t_log_to_file(\"Watch Replay triggered\")\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay():\n\t\tif replay_manager.has_method(\"StartPlayback\"):\n\t\t\treplay_manager.StartPlayback(self)\n\telse:\n\t\t_log_to_file(\"Watch Replay: no replay data available\")\n\n\n## Called when the Restart button is pressed.\nfunc _on_restart_pressed() -> void:\n\t_log_to_file(\"Restart button pressed\")\n\tif GameManager:\n\t\tGameManager.restart_scene()\n\telse:\n\t\tget_tree().reload_current_scene()\n\n\n## Called when the Next Level button is pressed (Issue #568).\nfunc _on_next_level_pressed(level_path: String) -> void:\n\t_log_to_file(\"Next Level button pressed: %s\" % level_path)\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n\tvar error := get_tree().change_scene_to_file(level_path)\n\tif error != OK:\n\t\t_log_to_file(\"ERROR: Failed to load next level: %s\" % level_path)\n\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\n## Called when the Level Select button is pressed (Issue #568).\nfunc _on_level_select_pressed() -> void:\n\t_log_to_file(\"Level Select button pressed\")\n\t# Load the levels menu as a CanvasLayer overlay\n\tvar levels_menu_script = load(\"res://scripts/ui/levels_menu.gd\")\n\tif levels_menu_script:\n\t\tvar levels_menu = CanvasLayer.new()\n\t\tlevels_menu.set_script(levels_menu_script)\n\t\tlevels_menu.layer = 100 # On top of everything\n\t\tget_tree().root.add_child(levels_menu)\n\t\t# Connect back button to close the overlay\n\t\tlevels_menu.back_pressed.connect(func(): levels_menu.queue_free())\n\telse:\n\t\t_log_to_file(\"ERROR: Could not load levels menu script\")\n\n\n## Get the next level path based on the level ordering from LevelsMenu (Issue #568).\n## Returns empty string if this is the last level or level not found.\nfunc _get_next_level_path() -> String:\n\tvar current_scene_path: String = \"\"\n\tvar current_scene: Node = get_tree().current_scene\n\tif current_scene and current_scene.scene_file_path:\n\t\tcurrent_scene_path = current_scene.scene_file_path\n\n\t# Level ordering (matching LevelsMenu.LEVELS)\n\tvar level_paths: Array[String] = [\n\t\t\"res://scenes/levels/BuildingLevel.tscn\",\n\t\t\"res://scenes/levels/TestTier.tscn\",\n\t\t\"res://scenes/levels/CastleLevel.tscn\",\n\t]\n\n\tfor i in range(level_paths.size()):\n\t\tif level_paths[i] == current_scene_path:\n\t\t\tif i + 1 < level_paths.size():\n\t\t\t\treturn level_paths[i + 1]\n\t\t\treturn \"\" # Last level\n\n\treturn \"\" # Current level not found\n\n\n## Disable player controls after level completion (score screen shown).\n## Stops physics processing and input on the player node so the player\n## cannot move, shoot, or interact during the score screen.\nfunc _disable_player_controls() -> void:\n\tif _player == null or not is_instance_valid(_player):\n\t\treturn\n\n\t_player.set_physics_process(false)\n\t_player.set_process(false)\n\t_player.set_process_input(false)\n\t_player.set_process_unhandled_input(false)\n\n\t# Stop any current velocity so player doesn't slide\n\tif _player is CharacterBody2D:\n\t\t_player.velocity = Vector2.ZERO\n\n\t_log_to_file(\"Player controls disabled (level completed)\")\n\n\n## Log a message to the file logger if available.\nfunc _log_to_file(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[BuildingLevel] \" + message)\n\telse:\n\t\tprint(\"[BuildingLevel] \" + message)\n", | |
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| "text": "There's no specific \"City\" level in the project. The existing levels are: BuildingLevel, TestTier, CastleLevel, and BeachLevel. The \"Building\" level seems closest to a \"City\" map. Let me check if any level is referenced as \"city\" or \"город\" anywhere, and also look at the BuildingLevel.tscn to see its enemies." | |
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| "content": " 1→extends CanvasLayer\n 2→## Card-based level selection menu.\n 3→##\n 4→## Displays available levels as visual cards with preview colors, descriptions,\n 5→## enemy counts, and progress results (stars) for each difficulty mode.\n 6→## Replaces the simple button list with a more informative card layout.\n 7→\n 8→## Signal emitted when the back button is pressed.\n 9→signal back_pressed\n 10→\n 11→## Level metadata: name, scene path, description, preview color, enemy count.\n 12→const LEVELS: Array[Dictionary] = [\n 13→\t{\n 14→\t\t\"name\": \"Building Level\",\n 15→\t\t\"path\": \"res://scenes/levels/BuildingLevel.tscn\",\n 16→\t\t\"description\": \"Hotline Miami style building with interconnected rooms and corridors.\",\n 17→\t\t\"preview_color\": Color(0.35, 0.25, 0.2, 1.0),\n 18→\t\t\"preview_accent\": Color(0.6, 0.4, 0.3, 1.0),\n 19→\t\t\"enemy_count\": 10,\n 20→\t\t\"map_size\": \"2400x2000\"\n 21→\t},\n 22→\t{\n 23→\t\t\"name\": \"Polygon\",\n 24→\t\t\"name_ru\": \"Полигон\",\n 25→\t\t\"path\": \"res://scenes/levels/TestTier.tscn\",\n 26→\t\t\"description\": \"Open training ground for testing weapons and practicing combat skills.\",\n 27→\t\t\"preview_color\": Color(0.2, 0.3, 0.2, 1.0),\n 28→\t\t\"preview_accent\": Color(0.35, 0.5, 0.35, 1.0),\n 29→\t\t\"enemy_count\": 5,\n 30→\t\t\"map_size\": \"1280x720\"\n 31→\t},\n 32→\t{\n 33→\t\t\"name\": \"Castle\",\n 34→\t\t\"name_ru\": \"Замок\",\n 35→\t\t\"path\": \"res://scenes/levels/CastleLevel.tscn\",\n 36→\t\t\"description\": \"Medieval fortress assault across a massive oval-shaped courtyard.\",\n 37→\t\t\"preview_color\": Color(0.25, 0.25, 0.35, 1.0),\n 38→\t\t\"preview_accent\": Color(0.4, 0.4, 0.55, 1.0),\n 39→\t\t\"enemy_count\": 15,\n 40→\t\t\"map_size\": \"6000x2560\"\n 41→\t},\n 42→\t{\n 43→\t\t\"name\": \"Tutorial\",\n 44→\t\t\"name_ru\": \"Обучение\",\n 45→\t\t\"path\": \"res://scenes/levels/csharp/TestTier.tscn\",\n 46→\t\t\"description\": \"Step-by-step training: movement, shooting, bolt-action, scope, grenades.\",\n 47→\t\t\"preview_color\": Color(0.2, 0.25, 0.3, 1.0),\n 48→\t\t\"preview_accent\": Color(0.3, 0.45, 0.55, 1.0),\n 49→\t\t\"enemy_count\": 4,\n 50→\t\t\"map_size\": \"1280x720\"\n 51→\t},\n 52→\t{\n 53→\t\t\"name\": \"Beach\",\n 54→\t\t\"name_ru\": \"Пляж\",\n 55→\t\t\"path\": \"res://scenes/levels/BeachLevel.tscn\",\n 56→\t\t\"description\": \"Outdoor beach environment with machete-wielding enemies and scattered cover.\",\n 57→\t\t\"preview_color\": Color(0.2, 0.6, 0.9, 1.0),\n 58→\t\t\"preview_accent\": Color(0.85, 0.75, 0.55, 1.0),\n 59→\t\t\"enemy_count\": 8,\n 60→\t\t\"map_size\": \"2400x2000\"\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-1770499415990/scripts/ui/levels_menu.gd", | |
| "content": "extends CanvasLayer\n## Card-based level selection menu.\n##\n## Displays available levels as visual cards with preview colors, descriptions,\n## enemy counts, and progress results (stars) for each difficulty mode.\n## Replaces the simple button list with a more informative card layout.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Level metadata: name, scene path, description, preview color, enemy count.\nconst LEVELS: Array[Dictionary] = [\n\t{\n\t\t\"name\": \"Building Level\",\n\t\t\"path\": \"res://scenes/levels/BuildingLevel.tscn\",\n\t\t\"description\": \"Hotline Miami style building with interconnected rooms and corridors.\",\n\t\t\"preview_color\": Color(0.35, 0.25, 0.2, 1.0),\n\t\t\"preview_accent\": Color(0.6, 0.4, 0.3, 1.0),\n\t\t\"enemy_count\": 10,\n\t\t\"map_size\": \"2400x2000\"\n\t},\n\t{\n\t\t\"name\": \"Polygon\",\n\t\t\"name_ru\": \"Полигон\",\n\t\t\"path\": \"res://scenes/levels/TestTier.tscn\",\n\t\t\"description\": \"Open training ground for testing weapons and practicing combat skills.\",\n\t\t\"preview_color\": Color(0.2, 0.3, 0.2, 1.0),\n\t\t\"preview_accent\": Color(0.35, 0.5, 0.35, 1.0),\n\t\t\"enemy_count\": 5,\n\t\t\"map_size\": \"1280x720\"\n\t},\n\t{\n\t\t\"name\": \"Castle\",\n\t\t\"name_ru\": \"Замок\",\n\t\t\"path\": \"res://scenes/levels/CastleLevel.tscn\",\n\t\t\"description\": \"Medieval fortress assault across a massive oval-shaped courtyard.\",\n\t\t\"preview_color\": Color(0.25, 0.25, 0.35, 1.0),\n\t\t\"preview_accent\": Color(0.4, 0.4, 0.55, 1.0),\n\t\t\"enemy_count\": 15,\n\t\t\"map_size\": \"6000x2560\"\n\t},\n\t{\n\t\t\"name\": \"Tutorial\",\n\t\t\"name_ru\": \"Обучение\",\n\t\t\"path\": \"res://scenes/levels/csharp/TestTier.tscn\",\n\t\t\"description\": \"Step-by-step training: movement, shooting, bolt-action, scope, grenades.\",\n\t\t\"preview_color\": Color(0.2, 0.25, 0.3, 1.0),\n\t\t\"preview_accent\": Color(0.3, 0.45, 0.55, 1.0),\n\t\t\"enemy_count\": 4,\n\t\t\"map_size\": \"1280x720\"\n\t},\n\t{\n\t\t\"name\": \"Beach\",\n\t\t\"name_ru\": \"Пляж\",\n\t\t\"path\": \"res://scenes/levels/BeachLevel.tscn\",\n\t\t\"description\": \"Outdoor beach environment with machete-wielding enemies and scattered cover.\",\n\t\t\"preview_color\": Color(0.2, 0.6, 0.9, 1.0),\n\t\t\"preview_accent\": Color(0.85, 0.75, 0.55, 1.0),\n\t\t\"enemy_count\": 8,\n\t\t\"map_size\": \"2400x2000\"", | |
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| [2026-02-07T21:26:34.063Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_013aAihvqf2o71yynKQL5M3M", | |
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| "content": [ | |
| { | |
| "type": "text", | |
| "text": "I see - there's no \"City\" map. The BuildingLevel is the closest urban-style map. Since the issue says \"Город\" (City), this is likely either:\n1. The BuildingLevel (most urban/city-like), or\n2. A new level needs to be created\n\nGiven the complexity, the BuildingLevel is clearly the \"City\" map equivalent. Let me check if the scene has enemies with weapon_type properties by reading the .tscn file directly." | |
| } | |
| ], | |
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| [2026-02-07T21:26:34.982Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_013aAihvqf2o71yynKQL5M3M", | |
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| "name": "Grep", | |
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| "path": "/tmp/gh-issue-solver-1770499415990/scenes/levels/BuildingLevel.tscn", | |
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| [2026-02-07T21:26:35.067Z] [INFO] { | |
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| { | |
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| "content": "6:[ext_resource type=\"PackedScene\" uid=\"uid://cx5m8np6u3bwd\" path=\"res://scenes/objects/Enemy.tscn\" id=\"4_enemy\"]\n897:[node name=\"Enemy1\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n904:[node name=\"Enemy2\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n911:[node name=\"Enemy3\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n918:[node name=\"Enemy4\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n925:[node name=\"Enemy5\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n932:[node name=\"Enemy6\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n939:[node name=\"Enemy7\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n947:[node name=\"Enemy8\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n954:[node name=\"Enemy9\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n961:[node name=\"Enemy10\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n1100:[node name=\"EnemyCountLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]" | |
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| "content": "6:[ext_resource type=\"PackedScene\" uid=\"uid://cx5m8np6u3bwd\" path=\"res://scenes/objects/Enemy.tscn\" id=\"4_enemy\"]\n897:[node name=\"Enemy1\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n904:[node name=\"Enemy2\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n911:[node name=\"Enemy3\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n918:[node name=\"Enemy4\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n925:[node name=\"Enemy5\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n932:[node name=\"Enemy6\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n939:[node name=\"Enemy7\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n947:[node name=\"Enemy8\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n954:[node name=\"Enemy9\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n961:[node name=\"Enemy10\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n1100:[node name=\"EnemyCountLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]", | |
| "numLines": 12 | |
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| [2026-02-07T21:26:37.708Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01XTTRi2eLG2UYJmtQxkGGDF", | |
| "type": "message", | |
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| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Let me read the enemy sections in detail to see their weapon_type assignments." | |
| } | |
| ], | |
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| } | |
| [2026-02-07T21:26:38.490Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
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| "name": "Read", | |
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| [2026-02-07T21:26:38.511Z] [INFO] { | |
| "type": "user", | |
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| { | |
| "tool_use_id": "toolu_014NQS4uWbq1BVBgiXKFGEpU", | |
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| "content": " 895→[node name=\"Enemies\" type=\"Node2D\" parent=\"Environment\"]\n 896→\n 897→[node name=\"Enemy1\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n 898→position = Vector2(300, 350)\n 899→behavior_mode = 1\n 900→destroy_on_death = true\n 901→enable_flanking = true\n 902→enable_cover = true\n 903→\n 904→[node name=\"Enemy2\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n 905→position = Vector2(400, 550)\n 906→behavior_mode = 1\n 907→destroy_on_death = true\n 908→enable_flanking = true\n 909→enable_cover = true\n 910→\n 911→[node name=\"Enemy3\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n 912→position = Vector2(700, 750)\n 913→behavior_mode = 1\n 914→destroy_on_death = true\n 915→enable_flanking = true\n 916→enable_cover = true\n 917→\n 918→[node name=\"Enemy4\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n 919→position = Vector2(800, 900)\n 920→behavior_mode = 1\n 921→destroy_on_death = true\n 922→enable_flanking = true\n 923→enable_cover = true\n 924→\n 925→[node name=\"Enemy5\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n 926→position = Vector2(1700, 350)\n 927→behavior_mode = 1\n 928→destroy_on_death = true\n 929→enable_flanking = true\n 930→enable_cover = true\n 931→\n 932→[node name=\"Enemy6\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n 933→position = Vector2(1950, 450)\n 934→behavior_mode = 1\n 935→destroy_on_death = true\n 936→enable_flanking = true\n 937→enable_cover = true\n 938→\n 939→[node name=\"Enemy7\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n 940→position = Vector2(1600, 900)\n 941→behavior_mode = 0\n 942→patrol_offsets = Array[Vector2]([Vector2(100, 0), Vector2(-100, 0)])\n 943→destroy_on_death = true\n 944→enable_flanking = true\n 945→enable_cover = true\n 946→\n 947→[node name=\"Enemy8\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n 948→position = Vector2(1900, 1450)\n 949→behavior_mode = 1\n 950→destroy_on_death = true\n 951→enable_flanking = true\n 952→enable_cover = true\n 953→\n 954→[node name=\"Enemy9\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n 955→position = Vector2(2100, 1550)\n 956→behavior_mode = 1\n 957→destroy_on_death = true\n 958→enable_flanking = true\n 959→enable_cover = true\n 960→\n 961→[node name=\"Enemy10\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\n 962→position = Vector2(1200, 1550)\n 963→behavior_mode = 0\n 964→patrol_offsets = Array[Vector2]([Vector2(0, 150), Vector2(0, -150)])\n 965→destroy_on_death = true\n 966→enable_flanking = true\n 967→enable_cover = true\n 968→\n 969→[node name=\"RoomLabels\" type=\"Node2D\" parent=\"Environment\"]\n 970→\n 971→[node name=\"Room1Label\" type=\"ColorRect\" parent=\"Environment/RoomLabels\"]\n 972→offset_left = 80.0\n 973→offset_top = 80.0\n 974→offset_right = 500.0\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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| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770499415990/scenes/levels/BuildingLevel.tscn", | |
| "content": "[node name=\"Enemies\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Enemy1\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\nposition = Vector2(300, 350)\nbehavior_mode = 1\ndestroy_on_death = true\nenable_flanking = true\nenable_cover = true\n\n[node name=\"Enemy2\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\nposition = Vector2(400, 550)\nbehavior_mode = 1\ndestroy_on_death = true\nenable_flanking = true\nenable_cover = true\n\n[node name=\"Enemy3\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\nposition = Vector2(700, 750)\nbehavior_mode = 1\ndestroy_on_death = true\nenable_flanking = true\nenable_cover = true\n\n[node name=\"Enemy4\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\nposition = Vector2(800, 900)\nbehavior_mode = 1\ndestroy_on_death = true\nenable_flanking = true\nenable_cover = true\n\n[node name=\"Enemy5\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\nposition = Vector2(1700, 350)\nbehavior_mode = 1\ndestroy_on_death = true\nenable_flanking = true\nenable_cover = true\n\n[node name=\"Enemy6\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\nposition = Vector2(1950, 450)\nbehavior_mode = 1\ndestroy_on_death = true\nenable_flanking = true\nenable_cover = true\n\n[node name=\"Enemy7\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\nposition = Vector2(1600, 900)\nbehavior_mode = 0\npatrol_offsets = Array[Vector2]([Vector2(100, 0), Vector2(-100, 0)])\ndestroy_on_death = true\nenable_flanking = true\nenable_cover = true\n\n[node name=\"Enemy8\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\nposition = Vector2(1900, 1450)\nbehavior_mode = 1\ndestroy_on_death = true\nenable_flanking = true\nenable_cover = true\n\n[node name=\"Enemy9\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\nposition = Vector2(2100, 1550)\nbehavior_mode = 1\ndestroy_on_death = true\nenable_flanking = true\nenable_cover = true\n\n[node name=\"Enemy10\" parent=\"Environment/Enemies\" instance=ExtResource(\"4_enemy\")]\nposition = Vector2(1200, 1550)\nbehavior_mode = 0\npatrol_offsets = Array[Vector2]([Vector2(0, 150), Vector2(0, -150)])\ndestroy_on_death = true\nenable_flanking = true\nenable_cover = true\n\n[node name=\"RoomLabels\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Room1Label\" type=\"ColorRect\" parent=\"Environment/RoomLabels\"]\noffset_left = 80.0\noffset_top = 80.0\noffset_right = 500.0", | |
| "numLines": 80, | |
| "startLine": 895, | |
| "totalLines": 1123 | |
| } | |
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| } | |
| [2026-02-07T21:26:41.515Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01AE8HHWvUqiLKCj6TV48rRR", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "I see - none of the enemies in BuildingLevel have explicit `weapon_type` set, so they default to 0 (RIFLE). Let me check the CastleLevel since it might have UZI enemies." | |
| } | |
| ], | |
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| [2026-02-07T21:26:42.420Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
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| "path": "/tmp/gh-issue-solver-1770499415990/scenes/levels/CastleLevel.tscn", | |
| "output_mode": "content", | |
| "-B": 3 | |
| } | |
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| "uuid": "3c0d0d15-2384-4584-8784-6d1bfc9e9705" | |
| } | |
| [2026-02-07T21:26:42.439Z] [INFO] { | |
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| [2026-02-07T21:26:47.490Z] [INFO] { | |
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| "text": "CastleLevel has many UZI enemies. But wait - the issue says \"Город\" (City). The BuildingLevel is about a building, CastleLevel is about a castle. There's no literal \"City\" map. Given that CastleLevel has UZI enemies (which fits the requirement to \"replace one UZI enemy with a grenadier\"), and the BuildingLevel description says \"Hotline Miami style building\", the CastleLevel is the map with the most diverse weapon types. But \"Город\" literally means City...\n\nLet me check if there's any Godot project naming or if any level map is described as city-like. Let me also check if there are images/screenshots of levels." | |
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| [2026-02-07T21:27:02.861Z] [INFO] { | |
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| "text": "So CastleLevel is the only map with explicitly set UZI enemies. The \"Building Level\" (BuildingLevel) has no explicit weapon_type set (all default to RIFLE). The issue says to replace one UZI enemy on the \"City\" map - since there's no City map, and looking at the level progression (Building → Polygon → Castle → Tutorial → Beach), the \"Building Level\" is the most city/urban-like environment. However, it has no UZI enemies.\n\nGiven the context: since the CastleLevel is the only one with UZI enemies, and the issue author seems to want a grenadier on a map with UZI enemies, I think the intent might be that we need to create a new \"City\" level, OR more practically, add the grenadier to the BuildingLevel (most city-like) and give one of its enemies the UZI weapon type first. But actually, re-reading: the issue says \"замени одного врага с узи на гренадёра на карте Город\" - this clearly says \"replace one enemy with UZI\" which implies there must be UZI enemies on that map already.\n\nLet me look at this more carefully. Maybe the BuildingLevel's enemies default to RIFLE but the issue author wants us to create a City map. Let me check if there are any PR references or other context.\n\nActually, looking at this pragmatically: the issue author is the repo owner (Jhon-Crow). They might be referring to the BuildingLevel as \"Город\" (City). The BuildingLevel is described as \"Hotline Miami style building with interconnected rooms and corridors\" - this is the most urban/city environment. Since none of the BuildingLevel enemies have weapon_type set, they all default to RIFLE (type 0). \n\nI think the best approach is to:\n1. Change one enemy in BuildingLevel to use UZI (weapon_type = 2) and then replace it with the grenadier, OR\n2. Just add a grenadier to the BuildingLevel replacing one of the existing enemies\n\nBut let me first check if there's a more obvious interpretation. Let me read the enemy.gd to understand the grenade system better and how weapon_type is used." | |
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| [2026-02-07T21:27:03.589Z] [INFO] { | |
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| "content": " 1→extends CharacterBody2D\n 2→## Enemy AI with tactical behaviors: patrol, guard, cover, flanking, GOAP.\n 3→\n 4→## AI States for tactical behavior.\n 5→enum AIState {\n 6→\tIDLE, ## Default idle state (patrol or guard)\n 7→\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n 8→\tSEEKING_COVER, ## Moving to cover position\n 9→\tIN_COVER, ## Taking cover from player fire\n 10→\tFLANKING, ## Attempting to flank the player\n 11→\tSUPPRESSED, ## Under fire, staying in cover\n 12→\tRETREATING, ## Retreating to cover while possibly shooting\n 13→\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n 14→\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n 15→\tSEARCHING, ## Methodically searching area where player was last seen (Issue #322)\n 16→\tEVADING_GRENADE ## Fleeing from grenade danger zone (Issue #407)\n 17→}\n 18→\n 19→## Retreat behavior modes based on damage taken.\n 20→enum RetreatMode {\n 21→\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n 22→\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n 23→\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n 24→}\n 25→\n 26→## Behavior modes for the enemy.\n 27→enum BehaviorMode {\n 28→\tPATROL, ## Moves between patrol points\n 29→\tGUARD ## Stands in one place\n 30→}\n 31→\n 32→## Weapon types: RIFLE (M16), SHOTGUN (slow/powerful), UZI (fast SMG), MACHETE (melee, Issue #579).\n 33→enum WeaponType { RIFLE, SHOTGUN, UZI, MACHETE }\n 34→\n 35→@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD ## Current behavior mode.\n 36→@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n 37→@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\n 38→@export var combat_move_speed: float = 320.0 ## Combat movement speed (flanking/cover).\n 39→@export var rotation_speed: float = 25.0 ## Rotation speed (rad/s, 25 for aim-before-shoot #254).\n 40→@export var detection_range: float = 0.0 ## Detection range (0=unlimited, line-of-sight only).\n 41→@export var fov_angle: float = 100.0 ## FOV angle (deg). 0/negative = 360°. Default 100° per #66.\n 42→@export var fov_enabled: bool = true ## FOV enabled (combined with ExperimentalSettings).\n 43→@export var shoot_cooldown: float = 0.1 ## Time between shots (0.1s = 10 rounds/sec).\n 44→@export var bullet_scene: PackedScene ## Bullet scene to instantiate when shooting.\n 45→@export var casing_scene: PackedScene ## Casing scene for ejected bullet casings.\n 46→@export var bullet_spawn_offset: float = 30.0 ## Offset from center for bullet spawn.\n 47→@export var weapon_loudness: float = 1469.0 ## Weapon loudness for alerting enemies.\n 48→@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)] ## Patrol points.\n 49→@export var patrol_wait_time: float = 1.5 ## Wait time at each patrol point (seconds).\n 50→@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0) ## Color at full health.\n 51→@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0) ## Color at low health.\n 52→@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0) ## Color to flash when hit.\n 53→@export var hit_flash_duration: float = 0.1 ## Hit flash duration (seconds).\n 54→@export var destroy_on_death: bool = false ## Destroy enemy after death.\n 55→@export var respawn_delay: float = 2.0 ## Delay before respawn/destroy (seconds).\n 56→\n 57→@export var min_health: int = 2 ## Minimum random health.\n 58→@export var max_health: int = 4 ## Maximum random health.\n 59→@export var threat_sphere_radius: float = 100.0 ## Bullets within radius trigger suppression.\n 60→@export var suppression_cooldown: float = 2.0 ## Time suppressed after bullets leave.\n 61→@export var threat_reaction_delay: float = 0.2 ## Delay before reacting to threats.\n 62→@export var flank_angle: float = PI / 3.0 ## Flank angle from player facing (60 deg).\n 63→@export var flank_distance: float = 200.0 ## Distance to maintain while flanking.\n 64→@export var enable_flanking: bool = true ## Enable flanking behavior.\n 65→@export var enable_cover: bool = true ## Enable cover behavior.\n 66→@export var debug_logging: bool = false ## Enable debug logging.\n 67→@export var debug_label_enabled: bool = false ## Enable debug label above enemy.\n 68→@export var enable_friendly_fire_avoidance: bool = true ## Don't shoot if allies in way.\n 69→@export var enable_lead_prediction: bool = true ## Shoot ahead of moving targets.\n 70→@export var bullet_speed: float = 2500.0 ## Bullet speed for lead prediction.\n 71→@export var magazine_size: int = 30 ## Bullets per magazine.\n 72→@export var total_magazines: int = 5 ## Number of magazines carried.\n 73→\n 74→## Ammunition system - time to reload in seconds.\n 75→@export var reload_time: float = 3.0\n 76→\n 77→## Delay between spotting player and shooting (gives reaction time).\n 78→@export var detection_delay: float = 0.2\n 79→## Min visibility time before enabling lead prediction.\n 80→@export var lead_prediction_delay: float = 0.3\n 81→## Min visibility ratio (0-1) for lead prediction (prevents pre-firing at cover edges).\n 82→@export var lead_prediction_visibility_threshold: float = 0.6\n 83→\n 84→## Walking animation speed multiplier - higher = faster leg cycle.\n 85→@export var walk_anim_speed: float = 12.0\n 86→\n 87→## Walking animation intensity - higher = more pronounced movement.\n 88→@export var walk_anim_intensity: float = 1.0\n 89→\n 90→## Scale multiplier for enemy model (1.3 matches player size).\n 91→@export var enemy_model_scale: float = 1.3\n 92→\n 93→# Grenade System Configuration (Issue #363, #375)\n 94→@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n 95→@export var grenade_scene: PackedScene ## Grenade scene to throw\n 96→@export var enable_grenade_throwing: bool = true ## Enable grenade throwing\n 97→@export var grenade_throw_cooldown: float = 15.0 ## Cooldown between throws (sec)\n 98→@export var grenade_max_throw_distance: float = 600.0 ## Max throw distance (px)\n 99→@export var grenade_min_throw_distance: float = 275.0 ## Min safe distance (blast_radius:225 + margin:50, Issue #375)\n 100→@export var grenade_safety_margin: float = 50.0 ## Safety margin added to blast radius (Issue #375)\n 101→@export var grenade_inaccuracy: float = 0.15 ## Throw inaccuracy (radians)\n 102→@export var grenade_throw_delay: float = 0.4 ## Delay before throw (sec)\n 103→@export var grenade_debug_logging: bool = false ## Grenade debug logging\n 104→\n 105→signal hit ## Enemy hit\n 106→signal died ## Enemy died\n 107→signal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) ## Death with kill info\n 108→signal state_changed(new_state: AIState) ## AI state changed\n 109→signal ammo_changed(current_ammo: int, reserve_ammo: int) ## Ammo changed\n 110→signal reload_started ## Reload started\n 111→signal reload_finished ## Reload finished\n 112→signal ammo_depleted ## All ammo depleted\n 113→signal death_animation_completed ## Death animation done\n 114→signal grenade_thrown(grenade: Node, target_position: Vector2) ## Grenade thrown (Issue #363)\n 115→\n 116→const PLAYER_DISTRACTION_ANGLE: float = 0.4014 ## ~23° - player distracted threshold\n 117→const AIM_TOLERANCE_DOT: float = 0.866 ## cos(30°) - aim tolerance (issue #254/#264)\n 118→\n 119→@onready var _enemy_model: Node2D = $EnemyModel ## Model node with all sprites\n 120→@onready var _body_sprite: Sprite2D = $EnemyModel/Body ## Body sprite\n 121→@onready var _head_sprite: Sprite2D = $EnemyModel/Head ## Head sprite\n 122→@onready var _left_arm_sprite: Sprite2D = $EnemyModel/LeftArm ## Left arm sprite\n 123→@onready var _right_arm_sprite: Sprite2D = $EnemyModel/RightArm ## Right arm sprite\n 124→@onready var _weapon_sprite: Sprite2D = $EnemyModel/WeaponMount/WeaponSprite ## Weapon sprite\n 125→@onready var _weapon_mount: Node2D = $EnemyModel/WeaponMount ## Weapon mount\n 126→@onready var _raycast: RayCast2D = $RayCast2D ## Line of sight raycast\n 127→@onready var _debug_label: Label = $DebugLabel ## Debug state label\n 128→@onready var _nav_agent: NavigationAgent2D = $NavigationAgent2D ## Pathfinding\n 129→\n 130→## HitArea for bullet collision detection (disabled on death).\n 131→@onready var _hit_area: Area2D = $HitArea\n 132→@onready var _hit_collision_shape: CollisionShape2D = $HitArea/HitCollisionShape ## Collision on death\n 133→@onready var _casing_pusher: Area2D = $CasingPusher ## Casing pusher Area2D (Issue #438)\n 134→var _original_hit_area_layer: int = 0 ## Original collision layer (restore on respawn)\n 135→var _original_hit_area_mask: int = 0\n 136→var _overlapping_casings: Array[RigidBody2D] = [] ## Casings in CasingPusher (Issue #438)\n 137→\n 138→var _walk_anim_time: float = 0.0 ## Walking animation accumulator\n 139→var _is_walking: bool = false ## Currently walking (for anim)\n 140→var _target_model_rotation: float = 0.0 ## Target rotation for smooth interpolation\n 141→var _model_facing_left: bool = false ## Model flipped for left-facing direction\n 142→const MODEL_ROTATION_SPEED: float = 3.0 ## Max model rotation speed (3.0 rad/s = 172 deg/s)\n 143→var _idle_scan_timer: float = 0.0 ## IDLE scanning state for GUARD enemies\n 144→var _idle_scan_target_index: int = 0\n 145→var _idle_scan_targets: Array[float] = []\n 146→const IDLE_SCAN_INTERVAL: float = 10.0\n 147→var _base_body_pos: Vector2 = Vector2.ZERO ## Base positions for animation\n 148→var _base_head_pos: Vector2 = Vector2.ZERO\n 149→var _base_left_arm_pos: Vector2 = Vector2.ZERO\n 150→var _base_right_arm_pos: Vector2 = Vector2.ZERO\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 CharacterBody2D\n## Enemy AI with tactical behaviors: patrol, guard, cover, flanking, GOAP.\n\n## AI States for tactical behavior.\nenum AIState {\n\tIDLE, ## Default idle state (patrol or guard)\n\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n\tSEEKING_COVER, ## Moving to cover position\n\tIN_COVER, ## Taking cover from player fire\n\tFLANKING, ## Attempting to flank the player\n\tSUPPRESSED, ## Under fire, staying in cover\n\tRETREATING, ## Retreating to cover while possibly shooting\n\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n\tSEARCHING, ## Methodically searching area where player was last seen (Issue #322)\n\tEVADING_GRENADE ## Fleeing from grenade danger zone (Issue #407)\n}\n\n## Retreat behavior modes based on damage taken.\nenum RetreatMode {\n\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n}\n\n## Behavior modes for the enemy.\nenum BehaviorMode {\n\tPATROL, ## Moves between patrol points\n\tGUARD ## Stands in one place\n}\n\n## Weapon types: RIFLE (M16), SHOTGUN (slow/powerful), UZI (fast SMG), MACHETE (melee, Issue #579).\nenum WeaponType { RIFLE, SHOTGUN, UZI, MACHETE }\n\n@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD ## Current behavior mode.\n@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\n@export var combat_move_speed: float = 320.0 ## Combat movement speed (flanking/cover).\n@export var rotation_speed: float = 25.0 ## Rotation speed (rad/s, 25 for aim-before-shoot #254).\n@export var detection_range: float = 0.0 ## Detection range (0=unlimited, line-of-sight only).\n@export var fov_angle: float = 100.0 ## FOV angle (deg). 0/negative = 360°. Default 100° per #66.\n@export var fov_enabled: bool = true ## FOV enabled (combined with ExperimentalSettings).\n@export var shoot_cooldown: float = 0.1 ## Time between shots (0.1s = 10 rounds/sec).\n@export var bullet_scene: PackedScene ## Bullet scene to instantiate when shooting.\n@export var casing_scene: PackedScene ## Casing scene for ejected bullet casings.\n@export var bullet_spawn_offset: float = 30.0 ## Offset from center for bullet spawn.\n@export var weapon_loudness: float = 1469.0 ## Weapon loudness for alerting enemies.\n@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)] ## Patrol points.\n@export var patrol_wait_time: float = 1.5 ## Wait time at each patrol point (seconds).\n@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0) ## Color at full health.\n@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0) ## Color at low health.\n@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0) ## Color to flash when hit.\n@export var hit_flash_duration: float = 0.1 ## Hit flash duration (seconds).\n@export var destroy_on_death: bool = false ## Destroy enemy after death.\n@export var respawn_delay: float = 2.0 ## Delay before respawn/destroy (seconds).\n\n@export var min_health: int = 2 ## Minimum random health.\n@export var max_health: int = 4 ## Maximum random health.\n@export var threat_sphere_radius: float = 100.0 ## Bullets within radius trigger suppression.\n@export var suppression_cooldown: float = 2.0 ## Time suppressed after bullets leave.\n@export var threat_reaction_delay: float = 0.2 ## Delay before reacting to threats.\n@export var flank_angle: float = PI / 3.0 ## Flank angle from player facing (60 deg).\n@export var flank_distance: float = 200.0 ## Distance to maintain while flanking.\n@export var enable_flanking: bool = true ## Enable flanking behavior.\n@export var enable_cover: bool = true ## Enable cover behavior.\n@export var debug_logging: bool = false ## Enable debug logging.\n@export var debug_label_enabled: bool = false ## Enable debug label above enemy.\n@export var enable_friendly_fire_avoidance: bool = true ## Don't shoot if allies in way.\n@export var enable_lead_prediction: bool = true ## Shoot ahead of moving targets.\n@export var bullet_speed: float = 2500.0 ## Bullet speed for lead prediction.\n@export var magazine_size: int = 30 ## Bullets per magazine.\n@export var total_magazines: int = 5 ## Number of magazines carried.\n\n## Ammunition system - time to reload in seconds.\n@export var reload_time: float = 3.0\n\n## Delay between spotting player and shooting (gives reaction time).\n@export var detection_delay: float = 0.2\n## Min visibility time before enabling lead prediction.\n@export var lead_prediction_delay: float = 0.3\n## Min visibility ratio (0-1) for lead prediction (prevents pre-firing at cover edges).\n@export var lead_prediction_visibility_threshold: float = 0.6\n\n## Walking animation speed multiplier - higher = faster leg cycle.\n@export var walk_anim_speed: float = 12.0\n\n## Walking animation intensity - higher = more pronounced movement.\n@export var walk_anim_intensity: float = 1.0\n\n## Scale multiplier for enemy model (1.3 matches player size).\n@export var enemy_model_scale: float = 1.3\n\n# Grenade System Configuration (Issue #363, #375)\n@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n@export var grenade_scene: PackedScene ## Grenade scene to throw\n@export var enable_grenade_throwing: bool = true ## Enable grenade throwing\n@export var grenade_throw_cooldown: float = 15.0 ## Cooldown between throws (sec)\n@export var grenade_max_throw_distance: float = 600.0 ## Max throw distance (px)\n@export var grenade_min_throw_distance: float = 275.0 ## Min safe distance (blast_radius:225 + margin:50, Issue #375)\n@export var grenade_safety_margin: float = 50.0 ## Safety margin added to blast radius (Issue #375)\n@export var grenade_inaccuracy: float = 0.15 ## Throw inaccuracy (radians)\n@export var grenade_throw_delay: float = 0.4 ## Delay before throw (sec)\n@export var grenade_debug_logging: bool = false ## Grenade debug logging\n\nsignal hit ## Enemy hit\nsignal died ## Enemy died\nsignal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) ## Death with kill info\nsignal state_changed(new_state: AIState) ## AI state changed\nsignal ammo_changed(current_ammo: int, reserve_ammo: int) ## Ammo changed\nsignal reload_started ## Reload started\nsignal reload_finished ## Reload finished\nsignal ammo_depleted ## All ammo depleted\nsignal death_animation_completed ## Death animation done\nsignal grenade_thrown(grenade: Node, target_position: Vector2) ## Grenade thrown (Issue #363)\n\nconst PLAYER_DISTRACTION_ANGLE: float = 0.4014 ## ~23° - player distracted threshold\nconst AIM_TOLERANCE_DOT: float = 0.866 ## cos(30°) - aim tolerance (issue #254/#264)\n\n@onready var _enemy_model: Node2D = $EnemyModel ## Model node with all sprites\n@onready var _body_sprite: Sprite2D = $EnemyModel/Body ## Body sprite\n@onready var _head_sprite: Sprite2D = $EnemyModel/Head ## Head sprite\n@onready var _left_arm_sprite: Sprite2D = $EnemyModel/LeftArm ## Left arm sprite\n@onready var _right_arm_sprite: Sprite2D = $EnemyModel/RightArm ## Right arm sprite\n@onready var _weapon_sprite: Sprite2D = $EnemyModel/WeaponMount/WeaponSprite ## Weapon sprite\n@onready var _weapon_mount: Node2D = $EnemyModel/WeaponMount ## Weapon mount\n@onready var _raycast: RayCast2D = $RayCast2D ## Line of sight raycast\n@onready var _debug_label: Label = $DebugLabel ## Debug state label\n@onready var _nav_agent: NavigationAgent2D = $NavigationAgent2D ## Pathfinding\n\n## HitArea for bullet collision detection (disabled on death).\n@onready var _hit_area: Area2D = $HitArea\n@onready var _hit_collision_shape: CollisionShape2D = $HitArea/HitCollisionShape ## Collision on death\n@onready var _casing_pusher: Area2D = $CasingPusher ## Casing pusher Area2D (Issue #438)\nvar _original_hit_area_layer: int = 0 ## Original collision layer (restore on respawn)\nvar _original_hit_area_mask: int = 0\nvar _overlapping_casings: Array[RigidBody2D] = [] ## Casings in CasingPusher (Issue #438)\n\nvar _walk_anim_time: float = 0.0 ## Walking animation accumulator\nvar _is_walking: bool = false ## Currently walking (for anim)\nvar _target_model_rotation: float = 0.0 ## Target rotation for smooth interpolation\nvar _model_facing_left: bool = false ## Model flipped for left-facing direction\nconst MODEL_ROTATION_SPEED: float = 3.0 ## Max model rotation speed (3.0 rad/s = 172 deg/s)\nvar _idle_scan_timer: float = 0.0 ## IDLE scanning state for GUARD enemies\nvar _idle_scan_target_index: int = 0\nvar _idle_scan_targets: Array[float] = []\nconst IDLE_SCAN_INTERVAL: float = 10.0\nvar _base_body_pos: Vector2 = Vector2.ZERO ## Base positions for animation\nvar _base_head_pos: Vector2 = Vector2.ZERO\nvar _base_left_arm_pos: Vector2 = Vector2.ZERO\nvar _base_right_arm_pos: Vector2 = Vector2.ZERO", | |
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| [2026-02-07T21:27:06.557Z] [INFO] { | |
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| "id": "msg_01BQDdbj8dcsPGC6Eg1LtFgH", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me understand how weapon_type is used in the enemy initialization and also read the grenade scripts." | |
| } | |
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| [2026-02-07T21:27:08.175Z] [INFO] { | |
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| "path": "/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd", | |
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| "-A": 5 | |
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| "content": "36:@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n37-@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\n38-@export var combat_move_speed: float = 320.0 ## Combat movement speed (flanking/cover).\n39-@export var rotation_speed: float = 25.0 ## Rotation speed (rad/s, 25 for aim-before-shoot #254).\n40-@export var detection_range: float = 0.0 ## Detection range (0=unlimited, line-of-sight only).\n41-@export var fov_angle: float = 100.0 ## FOV angle (deg). 0/negative = 360°. Default 100° per #66.\n--\n379:func _ready() -> void:\n380-\t# Add to enemies group for grenade targeting\n381-\tadd_to_group(\"enemies\")\n382-\n383-\t# Configure weapon parameters based on weapon type (before ammo init)\n384:\t_configure_weapon_type()\n385-\t_initial_position = global_position\n386-\t_initialize_health()\n387-\t_initialize_ammo()\n388-\t_update_health_visual()\n389-\t_setup_patrol_points()\n--\n454:## Configure weapon parameters based on weapon type using WeaponConfigComponent.\n455-## Loads player-like bullet scenes and caliber data (Issue #417 PR feedback).\n456:func _configure_weapon_type() -> void:\n457:\tvar c := WeaponConfigComponent.get_config(weapon_type)\n458-\tshoot_cooldown = c[\"shoot_cooldown\"]; bullet_speed = c[\"bullet_speed\"]; magazine_size = c[\"magazine_size\"]\n459-\tbullet_spawn_offset = c[\"bullet_spawn_offset\"]; weapon_loudness = c[\"weapon_loudness\"]\n460-\tif c[\"sprite_path\"] != \"\" and _weapon_sprite:\n461-\t\tvar tex := load(c[\"sprite_path\"]) as Texture2D\n462-\t\tif tex: _weapon_sprite.texture = tex\n--\n478:\tprint(\"[Enemy] Weapon: %s%s\" % [WeaponConfigComponent.get_type_name(weapon_type), \" (pellets=%d-%d)\" % [_pellet_count_min, _pellet_count_max] if _is_shotgun_weapon else \"\"])\n479-\n480-## Setup patrol points based on patrol offsets from initial position.\n481-func _setup_patrol_points() -> void:\n482-\t_patrol_points.clear()\n483-\t_patrol_points.append(_initial_position)\n--\n4952:\t_machete.configure_from_weapon_config(WeaponConfigComponent.get_config(weapon_type)); add_child(_machete)\n4953-\t_current_ammo = 0; _reserve_ammo = 0; _is_reloading = false\n4954-\tfull_health_color = Color(0.7, 0.15, 0.15, 1.0); _update_health_visual()\n4955-\n4956-## Apply machete attack animation to weapon mount and arms (Issue #595).\n4957-func _apply_machete_attack_animation() -> void:" | |
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| "content": "36:@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n37-@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\n38-@export var combat_move_speed: float = 320.0 ## Combat movement speed (flanking/cover).\n39-@export var rotation_speed: float = 25.0 ## Rotation speed (rad/s, 25 for aim-before-shoot #254).\n40-@export var detection_range: float = 0.0 ## Detection range (0=unlimited, line-of-sight only).\n41-@export var fov_angle: float = 100.0 ## FOV angle (deg). 0/negative = 360°. Default 100° per #66.\n--\n379:func _ready() -> void:\n380-\t# Add to enemies group for grenade targeting\n381-\tadd_to_group(\"enemies\")\n382-\n383-\t# Configure weapon parameters based on weapon type (before ammo init)\n384:\t_configure_weapon_type()\n385-\t_initial_position = global_position\n386-\t_initialize_health()\n387-\t_initialize_ammo()\n388-\t_update_health_visual()\n389-\t_setup_patrol_points()\n--\n454:## Configure weapon parameters based on weapon type using WeaponConfigComponent.\n455-## Loads player-like bullet scenes and caliber data (Issue #417 PR feedback).\n456:func _configure_weapon_type() -> void:\n457:\tvar c := WeaponConfigComponent.get_config(weapon_type)\n458-\tshoot_cooldown = c[\"shoot_cooldown\"]; bullet_speed = c[\"bullet_speed\"]; magazine_size = c[\"magazine_size\"]\n459-\tbullet_spawn_offset = c[\"bullet_spawn_offset\"]; weapon_loudness = c[\"weapon_loudness\"]\n460-\tif c[\"sprite_path\"] != \"\" and _weapon_sprite:\n461-\t\tvar tex := load(c[\"sprite_path\"]) as Texture2D\n462-\t\tif tex: _weapon_sprite.texture = tex\n--\n478:\tprint(\"[Enemy] Weapon: %s%s\" % [WeaponConfigComponent.get_type_name(weapon_type), \" (pellets=%d-%d)\" % [_pellet_count_min, _pellet_count_max] if _is_shotgun_weapon else \"\"])\n479-\n480-## Setup patrol points based on patrol offsets from initial position.\n481-func _setup_patrol_points() -> void:\n482-\t_patrol_points.clear()\n483-\t_patrol_points.append(_initial_position)\n--\n4952:\t_machete.configure_from_weapon_config(WeaponConfigComponent.get_config(weapon_type)); add_child(_machete)\n4953-\t_current_ammo = 0; _reserve_ammo = 0; _is_reloading = false\n4954-\tfull_health_color = Color(0.7, 0.15, 0.15, 1.0); _update_health_visual()\n4955-\n4956-## Apply machete attack animation to weapon mount and arms (Issue #595).\n4957-func _apply_machete_attack_animation() -> void:", | |
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| [2026-02-07T21:27:10.851Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_015kEkyFtsZ9wc4NtKWe3JiX", | |
| "type": "message", | |
| "role": "assistant", | |
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| "id": "toolu_017iwJSDtm36gZfSAScBMaqQ", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd", | |
| "offset": 454, | |
| "limit": 40 | |
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| [2026-02-07T21:27:10.859Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_017iwJSDtm36gZfSAScBMaqQ", | |
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| "content": " 454→## Configure weapon parameters based on weapon type using WeaponConfigComponent.\n 455→## Loads player-like bullet scenes and caliber data (Issue #417 PR feedback).\n 456→func _configure_weapon_type() -> void:\n 457→\tvar c := WeaponConfigComponent.get_config(weapon_type)\n 458→\tshoot_cooldown = c[\"shoot_cooldown\"]; bullet_speed = c[\"bullet_speed\"]; magazine_size = c[\"magazine_size\"]\n 459→\tbullet_spawn_offset = c[\"bullet_spawn_offset\"]; weapon_loudness = c[\"weapon_loudness\"]\n 460→\tif c[\"sprite_path\"] != \"\" and _weapon_sprite:\n 461→\t\tvar tex := load(c[\"sprite_path\"]) as Texture2D\n 462→\t\tif tex: _weapon_sprite.texture = tex\n 463→\t# Load bullet/casing scenes and caliber data for player-like projectiles\n 464→\tif c.get(\"bullet_scene_path\", \"\") != \"\":\n 465→\t\tvar s := load(c[\"bullet_scene_path\"]) as PackedScene\n 466→\t\tif s: bullet_scene = s\n 467→\tif c.get(\"casing_scene_path\", \"\") != \"\":\n 468→\t\tvar s := load(c[\"casing_scene_path\"]) as PackedScene\n 469→\t\tif s: casing_scene = s\n 470→\tif c.get(\"caliber_path\", \"\") != \"\": _caliber_data = load(c[\"caliber_path\"])\n 471→\t# Shotgun config\n 472→\t_is_shotgun_weapon = c.get(\"is_shotgun\", false)\n 473→\t_pellet_count_min = c.get(\"pellet_count_min\", 1)\n 474→\t_pellet_count_max = c.get(\"pellet_count_max\", 1)\n 475→\t_spread_angle = c.get(\"spread_angle\", 0.0)\n 476→\t_spread_threshold = c.get(\"spread_threshold\", 3); _initial_spread = c.get(\"initial_spread\", 0.5); _spread_increment = c.get(\"spread_increment\", 0.6); _max_spread = c.get(\"max_spread\", 4.0); _spread_reset_time = c.get(\"spread_reset_time\", 0.25)\n 477→\t_is_melee_weapon = c.get(\"is_melee\", false) # Issue #579: Machete melee flag\n 478→\tprint(\"[Enemy] Weapon: %s%s\" % [WeaponConfigComponent.get_type_name(weapon_type), \" (pellets=%d-%d)\" % [_pellet_count_min, _pellet_count_max] if _is_shotgun_weapon else \"\"])\n 479→\n 480→## Setup patrol points based on patrol offsets from initial position.\n 481→func _setup_patrol_points() -> void:\n 482→\t_patrol_points.clear()\n 483→\t_patrol_points.append(_initial_position)\n 484→\tfor offset in patrol_offsets:\n 485→\t\t_patrol_points.append(_initial_position + offset)\n 486→\n 487→## Setup wall detection raycasts for obstacle avoidance.\n 488→func _setup_wall_detection() -> void:\n 489→\t# Create multiple raycasts spread in front of the enemy\n 490→\tfor i in range(WALL_CHECK_COUNT):\n 491→\t\tvar raycast := RayCast2D.new()\n 492→\t\traycast.enabled = true\n 493→\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\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": "bc6531ef-b680-44bf-8244-15cfade8b17a", | |
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| "type": "text", | |
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| "filePath": "/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd", | |
| "content": "## Configure weapon parameters based on weapon type using WeaponConfigComponent.\n## Loads player-like bullet scenes and caliber data (Issue #417 PR feedback).\nfunc _configure_weapon_type() -> void:\n\tvar c := WeaponConfigComponent.get_config(weapon_type)\n\tshoot_cooldown = c[\"shoot_cooldown\"]; bullet_speed = c[\"bullet_speed\"]; magazine_size = c[\"magazine_size\"]\n\tbullet_spawn_offset = c[\"bullet_spawn_offset\"]; weapon_loudness = c[\"weapon_loudness\"]\n\tif c[\"sprite_path\"] != \"\" and _weapon_sprite:\n\t\tvar tex := load(c[\"sprite_path\"]) as Texture2D\n\t\tif tex: _weapon_sprite.texture = tex\n\t# Load bullet/casing scenes and caliber data for player-like projectiles\n\tif c.get(\"bullet_scene_path\", \"\") != \"\":\n\t\tvar s := load(c[\"bullet_scene_path\"]) as PackedScene\n\t\tif s: bullet_scene = s\n\tif c.get(\"casing_scene_path\", \"\") != \"\":\n\t\tvar s := load(c[\"casing_scene_path\"]) as PackedScene\n\t\tif s: casing_scene = s\n\tif c.get(\"caliber_path\", \"\") != \"\": _caliber_data = load(c[\"caliber_path\"])\n\t# Shotgun config\n\t_is_shotgun_weapon = c.get(\"is_shotgun\", false)\n\t_pellet_count_min = c.get(\"pellet_count_min\", 1)\n\t_pellet_count_max = c.get(\"pellet_count_max\", 1)\n\t_spread_angle = c.get(\"spread_angle\", 0.0)\n\t_spread_threshold = c.get(\"spread_threshold\", 3); _initial_spread = c.get(\"initial_spread\", 0.5); _spread_increment = c.get(\"spread_increment\", 0.6); _max_spread = c.get(\"max_spread\", 4.0); _spread_reset_time = c.get(\"spread_reset_time\", 0.25)\n\t_is_melee_weapon = c.get(\"is_melee\", false) # Issue #579: Machete melee flag\n\tprint(\"[Enemy] Weapon: %s%s\" % [WeaponConfigComponent.get_type_name(weapon_type), \" (pellets=%d-%d)\" % [_pellet_count_min, _pellet_count_max] if _is_shotgun_weapon else \"\"])\n\n## Setup patrol points based on patrol offsets from initial position.\nfunc _setup_patrol_points() -> void:\n\t_patrol_points.clear()\n\t_patrol_points.append(_initial_position)\n\tfor offset in patrol_offsets:\n\t\t_patrol_points.append(_initial_position + offset)\n\n## Setup wall detection raycasts for obstacle avoidance.\nfunc _setup_wall_detection() -> void:\n\t# Create multiple raycasts spread in front of the enemy\n\tfor i in range(WALL_CHECK_COUNT):\n\t\tvar raycast := RayCast2D.new()\n\t\traycast.enabled = true\n\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)", | |
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| [2026-02-07T21:27:13.144Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_01R9ibvqq3zpUBYPyT87Nw61", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me read the grenade scripts and the grenade initialization in enemy.gd." | |
| } | |
| ], | |
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| } | |
| [2026-02-07T21:27:13.746Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_01R9ibvqq3zpUBYPyT87Nw61", | |
| "type": "message", | |
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| "content": [ | |
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| "file_path": "/tmp/gh-issue-solver-1770499415990/scripts/projectiles/grenade_base.gd" | |
| } | |
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| "uuid": "ed833ee2-9d03-4ce9-97e3-68787e274fe5" | |
| } | |
| [2026-02-07T21:27:14.250Z] [INFO] { | |
| "type": "user", | |
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| "role": "user", | |
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| { | |
| "tool_use_id": "toolu_01DdTo4iQpGSApaNEzFX8NmX", | |
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| "content": " 1→extends RigidBody2D\n 2→class_name GrenadeBase\n 3→## Abstract base class for all grenades.\n 4→##\n 5→## Handles common grenade mechanics:\n 6→## - Timer-based detonation (4 seconds)\n 7→## - Physics-based throwing with drag distance/direction determining velocity\n 8→## - Explosion sound audible at 2 viewport distance\n 9→## - Max throw distance = viewport length\n 10→## - Min throw distance = at player feet (short drag)\n 11→##\n 12→## Subclasses should override:\n 13→## - _on_explode(): Define explosion effects\n 14→## - _get_effect_radius(): Define effect area\n 15→\n 16→## Time until explosion in seconds (starts when timer is activated).\n 17→@export var fuse_time: float = 4.0\n 18→\n 19→## Maximum throw speed in pixels per second.\n 20→## At max speed with default friction (300), grenade travels ~1200px (viewport width).\n 21→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 22→@export var max_throw_speed: float = 850.0\n 23→\n 24→## Minimum throw speed for a minimal drag (gentle lob).\n 25→@export var min_throw_speed: float = 100.0\n 26→\n 27→## Drag multiplier to convert drag distance to throw speed (DEPRECATED - kept for compatibility).\n 28→## At viewport width (~1280px) drag, reaches near max speed.\n 29→## At ~100px drag (short swing), produces gentle throw.\n 30→@export var drag_to_speed_multiplier: float = 2.0\n 31→\n 32→## Mass of the grenade in kg. Affects how mouse velocity translates to throw velocity.\n 33→## Heavier grenades require more \"swing momentum\" to achieve full velocity transfer.\n 34→## Light grenade (0.2kg) = quick flick throw, Heavy grenade (0.6kg) = needs full swing.\n 35→@export var grenade_mass: float = 0.4\n 36→\n 37→## Multiplier to convert mouse velocity (pixels/second) to throw velocity.\n 38→## This is the base ratio before mass adjustment.\n 39→## Lower values = require faster mouse movement for maximum throw (easier to control strength).\n 40→## At 0.5: max throw requires ~2700 px/s mouse velocity for 1352 px/s throw speed.\n 41→## This allows for a wider range of controllable throw distances.\n 42→@export var mouse_velocity_to_throw_multiplier: float = 0.5\n 43→\n 44→## Minimum swing distance (in pixels) required for full velocity transfer at grenade's mass.\n 45→## For a 0.4kg grenade, need ~80px of mouse movement to transfer full velocity.\n 46→## Reduced from 200px to allow quick flicks to throw reasonably far.\n 47→## Formula: actual_min_swing = min_swing_distance * (grenade_mass / 0.4)\n 48→@export var min_swing_distance: float = 80.0\n 49→\n 50→## Minimum transfer efficiency (0.0 to 1.0) for any intentional throw.\n 51→## This ensures quick flicks with high velocity still result in a reasonable throw distance.\n 52→## Set to 0.35 to guarantee at least 35% velocity transfer for any swing > 10px.\n 53→@export var min_transfer_efficiency: float = 0.35\n 54→\n 55→## Friction/damping applied to slow the grenade.\n 56→## Higher friction = shorter throw distance for same speed.\n 57→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 58→## Default 300 with 850 speed → max distance ~1200px (viewport width).\n 59→@export var ground_friction: float = 300.0\n 60→\n 61→## Velocity threshold below which friction starts increasing rapidly.\n 62→## Above this threshold, friction is minimal (grenade maintains speed).\n 63→## Below this threshold, friction increases progressively (grenade slows down noticeably).\n 64→## Per issue #435: \"падение скорости должно быть еле заметным и только самом конце пути\"\n 65→## Translation: \"speed drop should be barely noticeable and only at the very end of the path\"\n 66→@export var friction_ramp_velocity: float = 200.0\n 67→\n 68→## Friction multiplier at high velocities (above friction_ramp_velocity).\n 69→## Lower values = grenade maintains speed longer during flight.\n 70→## Default 0.5 means 50% of base friction at high speeds - grenade decelerates slower\n 71→## but still reaches landing threshold in a reasonable time (~3 seconds from max speed).\n 72→## FIX for issue #435: Changed from 0.15 to 0.5 to prevent grenades from flying forever.\n 73→## With 0.15, deceleration was only 45 px/s² at high speed, taking 11+ seconds to stop.\n 74→@export var min_friction_multiplier: float = 0.5\n 75→\n 76→## Bounce coefficient when hitting walls (0.0 = no bounce, 1.0 = full bounce).\n 77→@export var wall_bounce: float = 0.4\n 78→\n 79→## Sound range multiplier (2 = audible at 2 viewport distance).\n 80→@export var sound_range_multiplier: float = 2.0\n 81→\n 82→## Minimum velocity to trigger landing sound (prevents multiple triggers).\n 83→@export var landing_velocity_threshold: float = 50.0\n 84→\n 85→## Whether the grenade timer has been activated.\n 86→var _timer_active: bool = false\n 87→\n 88→## Time remaining until explosion.\n 89→var _time_remaining: float = 0.0\n 90→\n 91→## Whether the grenade has exploded.\n 92→var _has_exploded: bool = false\n 93→\n 94→## Reference to the sprite for visual feedback.\n 95→@onready var _sprite: Sprite2D = $Sprite2D if has_node(\"Sprite2D\") else null\n 96→\n 97→## Blink timer for visual feedback when about to explode.\n 98→var _blink_timer: float = 0.0\n 99→\n 100→## Blink interval - gets faster as explosion approaches.\n 101→var _blink_interval: float = 0.5\n 102→\n 103→## Track if landing sound has been played (grenade has come to rest).\n 104→var _has_landed: bool = false\n 105→\n 106→## Track if activation sound has been played.\n 107→var _activation_sound_played: bool = false\n 108→\n 109→## Track previous velocity for landing detection.\n 110→var _previous_velocity: Vector2 = Vector2.ZERO\n 111→\n 112→## Track the previous freeze state to detect when grenade is released by external code.\n 113→## FIX for Issue #432: When C# code sets Freeze=false directly without calling GDScript\n 114→## methods (due to possible C#/GDScript interop issues in exports), the timer was never\n 115→## activated, causing grenades to fly infinitely without exploding.\n 116→var _was_frozen_on_start: bool = true\n 117→\n 118→## Signal emitted when the grenade explodes.\n 119→signal exploded(position: Vector2, grenade: GrenadeBase)\n 120→\n 121→\n 122→func _ready() -> void:\n 123→\t# Add to grenades group for enemy grenade avoidance detection (Issue #407)\n 124→\tadd_to_group(\"grenades\")\n 125→\n 126→\t# Set up collision\n 127→\tcollision_layer = 32 # Layer 6 (custom for grenades)\n 128→\tcollision_mask = 4 | 2 # obstacles + enemies (NOT player, to avoid collision when throwing)\n 129→\n 130→\t# Enable contact monitoring for body_entered signal (required for collision detection)\n 131→\t# Without this, body_entered signal will never fire!\n 132→\tcontact_monitor = true\n 133→\tmax_contacts_reported = 4 # Track up to 4 simultaneous contacts\n 134→\n 135→\t# Enable Continuous Collision Detection to prevent tunneling through walls\n 136→\t# at high velocities (grenades can reach ~1200 px/s, which is ~20px per frame at 60 FPS)\n 137→\t# CCD_MODE_CAST_RAY (1) is reliable and recommended for fast-moving objects\n 138→\tcontinuous_cd = RigidBody2D.CCD_MODE_CAST_RAY\n 139→\tFileLogger.info(\"[GrenadeBase] CCD enabled (mode: CAST_RAY) to prevent wall tunneling\")\n 140→\n 141→\t# Set up physics\n 142→\tgravity_scale = 0.0 # Top-down, no gravity\n 143→\t# FIX for issue #398: Set linear_damp to 0 to prevent double-damping\n 144→\t# We use manual ground_friction in _physics_process() for predictable constant deceleration.\n 145→\t# This ensures grenades travel the exact distance calculated by: d = v² / (2 * ground_friction)\n 146→\t# Previously linear_damp=1.0 was causing grenades to land significantly short of their target.\n 147→\tlinear_damp = 0.0\n 148→\n 149→\t# Set up physics material for wall bouncing\n 150→\tvar physics_material := PhysicsMaterial.new()\n 151→\tphysics_material.bounce = wall_bounce\n 152→\tphysics_material.friction = 0.3 # Low friction for rolling\n 153→\tphysics_material_override = physics_material\n 154→\n 155→\t# IMPORTANT: Start frozen to prevent physics interference while grenade follows player\n 156→\t# This fixes the bug where grenade was thrown from activation position instead of current position\n 157→\t# The physics engine can overwrite manual position updates on active RigidBody2D nodes\n 158→\tfreeze = true\n 159→\tfreeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC\n 160→\n 161→\t# Connect to body entered for bounce effects\n 162→\tbody_entered.connect(_on_body_entered)\n 163→\n 164→\tFileLogger.info(\"[GrenadeBase] Grenade created at %s (frozen)\" % str(global_position))\n 165→\n 166→\n 167→func _physics_process(delta: float) -> void:\n 168→\tif _has_exploded:\n 169→\t\treturn\n 170→\n 171→\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n 172→\t# When C# sets Freeze=false directly but activate_timer() wasn't called successfully\n 173→\t# (possible C#/GDScript interop issue in exports), the timer was never started.\n 174→\t# By detecting the freeze->unfreeze transition, we can auto-activate the timer.\n 175→\tif _was_frozen_on_start and not freeze:\n 176→\t\t_was_frozen_on_start = false\n 177→\t\tif not _timer_active:\n 178→\t\t\tFileLogger.info(\"[GrenadeBase] Detected unfreeze without timer activation - auto-activating timer (fallback)\")\n 179→\t\t\tactivate_timer()\n 180→\n 181→\t# Apply velocity-dependent ground friction to slow down\n 182→\t# FIX for issue #435: Grenade should maintain speed for most of flight,\n 183→\t# only slowing down noticeably at the very end of its path.\n 184→\t# At high velocities: reduced friction (grenade maintains speed)\n 185→\t# At low velocities: full friction (grenade slows to stop)\n 186→\tif linear_velocity.length() > 0:\n 187→\t\tvar current_speed := linear_velocity.length()\n 188→\n 189→\t\t# Calculate friction multiplier based on velocity\n 190→\t\t# Above friction_ramp_velocity: use min_friction_multiplier (minimal drag)\n 191→\t\t# Below friction_ramp_velocity: smoothly ramp up to full friction\n 192→\t\tvar friction_multiplier: float\n 193→\t\tif current_speed >= friction_ramp_velocity:\n 194→\t\t\t# High speed: minimal friction to maintain velocity\n 195→\t\t\tfriction_multiplier = min_friction_multiplier\n 196→\t\telse:\n 197→\t\t\t# Low speed: smoothly increase friction from min to full (1.0)\n 198→\t\t\t# Use quadratic curve for smooth transition: more aggressive braking at very low speeds\n 199→\t\t\tvar t := current_speed / friction_ramp_velocity # 0.0 at stopped, 1.0 at threshold\n 200→\t\t\t# Quadratic ease-out: starts slow, ends fast (more natural deceleration feel)\n 201→\t\t\tfriction_multiplier = min_friction_multiplier + (1.0 - min_friction_multiplier) * (1.0 - t * t)\n 202→\n 203→\t\tvar effective_friction := ground_friction * friction_multiplier\n 204→\t\tvar friction_force := linear_velocity.normalized() * effective_friction * delta\n 205→\t\tif friction_force.length() > linear_velocity.length():\n 206→\t\t\tlinear_velocity = Vector2.ZERO\n 207→\t\telse:\n 208→\t\t\tlinear_velocity -= friction_force\n 209→\n 210→\t# Check for landing (grenade comes to near-stop after being thrown)\n 211→\tif not _has_landed and _timer_active:\n 212→\t\tvar current_speed := linear_velocity.length()\n 213→\t\tvar previous_speed := _previous_velocity.length()\n 214→\t\t# Grenade has landed when it was moving fast and now nearly stopped\n 215→\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n 216→\t\t\t_on_grenade_landed()\n 217→\t_previous_velocity = linear_velocity\n 218→\n 219→\t# Update timer if active\n 220→\tif _timer_active:\n 221→\t\t_time_remaining -= delta\n 222→\t\t_update_blink_effect(delta)\n 223→\n 224→\t\tif _time_remaining <= 0:\n 225→\t\t\t_explode()\n 226→\n 227→\n 228→## Activate the grenade timer. Call this when the player starts the throwing motion.\n 229→func activate_timer() -> void:\n 230→\tif _timer_active:\n 231→\t\tFileLogger.info(\"[GrenadeBase] Timer already active\")\n 232→\t\treturn\n 233→\t_timer_active = true\n 234→\t_time_remaining = fuse_time\n 235→\n 236→\t# Play activation sound (pin pull)\n 237→\tif not _activation_sound_played:\n 238→\t\t_activation_sound_played = true\n 239→\t\t_play_activation_sound()\n 240→\n 241→\tFileLogger.info(\"[GrenadeBase] Timer activated! %.1f seconds until explosion\" % fuse_time)\n 242→\n 243→\n 244→## Throw the grenade using realistic velocity-based physics.\n 245→## The throw velocity is derived from mouse velocity at release, adjusted by grenade mass.\n 246→## Quick flicks (high velocity, short swing) now throw reasonably far thanks to minimum transfer.\n 247→## @param mouse_velocity: The mouse velocity vector at moment of release (pixels/second).\n 248→## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\n 249→func throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n 250→\t# Unfreeze the grenade so physics can take over\n 251→\tfreeze = false\n 252→\n 253→\t# Calculate mass-adjusted minimum swing distance\n 254→\t# Heavier grenades need more swing to transfer full velocity\n 255→\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n 256→\tvar required_swing := min_swing_distance * mass_ratio\n 257→\n 258→\t# Calculate velocity transfer efficiency with minimum guarantee for quick flicks\n 259→\t# FIX for issue #281: Short fast mouse movements now get reasonable transfer\n 260→\t# The swing-based transfer scales from 0 to (1 - min_transfer) based on swing distance\n 261→\t# The minimum transfer (0.35 default) ensures quick flicks still throw reasonably far\n 262→\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n 263→\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n 264→\t# Ensure we don't exceed 1.0 (full transfer at required_swing or beyond)\n 265→\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n 266→\n 267→\t# Convert mouse velocity to throw velocity\n 268→\t# Base formula: throw_velocity = mouse_velocity * multiplier * transfer_efficiency / mass_ratio\n 269→\t# Heavier grenades are harder to throw far with same mouse speed\n 270→\tvar base_throw_velocity := mouse_velocity * mouse_velocity_to_throw_multiplier * transfer_efficiency\n 271→\tvar mass_adjusted_velocity := base_throw_velocity / sqrt(mass_ratio) # sqrt for more natural feel\n 272→\n 273→\t# Clamp the final speed\n 274→\tvar throw_speed := clampf(mass_adjusted_velocity.length(), 0.0, max_throw_speed)\n 275→\n 276→\t# Set velocity (use original direction if speed is non-zero)\n 277→\tif throw_speed > 1.0:\n 278→\t\tlinear_velocity = mass_adjusted_velocity.normalized() * throw_speed\n 279→\t\trotation = linear_velocity.angle()\n 280→\telse:\n 281→\t\t# Mouse wasn't moving - grenade drops at feet\n 282→\t\tlinear_velocity = Vector2.ZERO\n 283→\n 284→\tFileLogger.info(\"[GrenadeBase] Velocity-based throw! Mouse vel: %s, Swing: %.1f, Transfer: %.2f, Final speed: %.1f\" % [\n 285→\t\tstr(mouse_velocity), swing_distance, transfer_efficiency, throw_speed\n 286→\t])\n 287→\n 288→\n 289→## Throw the grenade with explicit direction and speed derived from mouse velocity.\n 290→## FIX for issue #313: direction is now mouse velocity direction (how mouse is MOVING).\n 291→## @param throw_direction: The normalized direction to throw (mouse velocity direction).\n 292→## @param velocity_magnitude: The mouse velocity magnitude at release (pixels/second).\n 293→## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\n 294→func throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n 295→\t# Unfreeze the grenade so physics can take over\n 296→\tfreeze = false\n 297→\n 298→\t# Calculate mass-adjusted minimum swing distance\n 299→\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n 300→\tvar required_swing := min_swing_distance * mass_ratio\n 301→\n 302→\t# Calculate velocity transfer efficiency (same formula as throw_grenade_velocity_based)\n 303→\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n 304→\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n 305→\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n 306→\n 307→\t# Calculate throw speed from velocity magnitude\n 308→\tvar base_speed := velocity_magnitude * mouse_velocity_to_throw_multiplier * transfer_efficiency\n 309→\tvar throw_speed := clampf(base_speed / sqrt(mass_ratio), 0.0, max_throw_speed)\n 310→\n 311→\t# Set velocity using the provided direction (mouse velocity direction)\n 312→\tif throw_speed > 1.0:\n 313→\t\tlinear_velocity = throw_direction.normalized() * throw_speed\n 314→\t\trotation = throw_direction.angle()\n 315→\telse:\n 316→\t\tlinear_velocity = Vector2.ZERO\n 317→\n 318→\tFileLogger.info(\"[GrenadeBase] Mouse velocity direction throw! Dir: %s, Vel mag: %.1f, Swing: %.1f, Transfer: %.2f, Speed: %.1f\" % [\n 319→\t\tstr(throw_direction), velocity_magnitude, swing_distance, transfer_efficiency, throw_speed\n 320→\t])\n 321→\n 322→\n 323→## Throw the grenade in SIMPLE mode with direct speed control.\n 324→## Used for trajectory-to-cursor aiming where we calculate the exact speed needed.\n 325→## @param throw_direction: The normalized direction to throw.\n 326→## @param throw_speed: The exact speed to throw at (pixels/second). Will be clamped to max_throw_speed.\n 327→func throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n 328→\t# Unfreeze the grenade so physics can take over\n 329→\tfreeze = false\n 330→\n 331→\t# Clamp speed to max throw speed\n 332→\tvar final_speed := clampf(throw_speed, 0.0, max_throw_speed)\n 333→\n 334→\t# Set velocity directly with the calculated speed\n 335→\tif final_speed > 1.0:\n 336→\t\tlinear_velocity = throw_direction.normalized() * final_speed\n 337→\t\trotation = throw_direction.angle()\n 338→\telse:\n 339→\t\tlinear_velocity = Vector2.ZERO\n 340→\n 341→\tFileLogger.info(\"[GrenadeBase] Simple mode throw! Dir: %s, Speed: %.1f (clamped from %.1f, max: %.1f)\" % [\n 342→\t\tstr(throw_direction), final_speed, throw_speed, max_throw_speed\n 343→\t])\n 344→\n 345→\n 346→## Throw the grenade in a direction with speed based on drag distance (LEGACY method).\n 347→## @param direction: Normalized direction to throw.\n 348→## @param drag_distance: Distance of the drag in pixels.\n 349→func throw_grenade(direction: Vector2, drag_distance: float) -> void:\n 350→\t# Unfreeze the grenade so physics can take over\n 351→\t# This must happen before setting velocity, otherwise the velocity won't be applied\n 352→\tfreeze = false\n 353→\n 354→\t# Calculate throw speed based on drag distance\n 355→\tvar throw_speed := clampf(\n 356→\t\tdrag_distance * drag_to_speed_multiplier,\n 357→\t\tmin_throw_speed,\n 358→\t\tmax_throw_speed\n 359→\t)\n 360→\n 361→\t# Set velocity\n 362→\tlinear_velocity = direction.normalized() * throw_speed\n 363→\n 364→\t# Rotate to face direction\n 365→\trotation = direction.angle()\n 366→\n 367→\tFileLogger.info(\"[GrenadeBase] LEGACY throw_grenade() called! Direction: %s, Speed: %.1f (unfrozen)\" % [str(direction), throw_speed])\n 368→\tFileLogger.info(\"[GrenadeBase] NOTE: Using DRAG-BASED system. If velocity-based is expected, ensure grenade has throw_grenade_velocity_based() method.\")\n 369→\n 370→\n 371→## Get the explosion effect radius. Override in subclasses.\n 372→func _get_effect_radius() -> float:\n 373→\t# Default: small room size (~200 pixels, roughly 1/6 of viewport width)\n 374→\treturn 200.0\n 375→\n 376→\n 377→## Called when the grenade explodes. Override in subclasses for specific effects.\n 378→func _on_explode() -> void:\n 379→\t# Base implementation does nothing - subclasses define explosion behavior\n 380→\tpass\n 381→\n 382→\n 383→## Internal explosion handling.\n 384→func _explode() -> void:\n 385→\tif _has_exploded:\n 386→\t\treturn\n 387→\t_has_exploded = true\n 388→\n 389→\tFileLogger.info(\"[GrenadeBase] EXPLODED at %s!\" % str(global_position))\n 390→\n 391→\t# Trigger Power Fantasy grenade explosion effect (400ms special effect)\n 392→\tvar power_fantasy_manager: Node = get_node_or_null(\"/root/PowerFantasyEffectsManager\")\n 393→\tif power_fantasy_manager and power_fantasy_manager.has_method(\"on_grenade_exploded\"):\n 394→\t\tpower_fantasy_manager.on_grenade_exploded()\n 395→\n 396→\t# Play explosion sound\n 397→\t_play_explosion_sound()\n 398→\n 399→\t# Call subclass explosion effect\n 400→\t_on_explode()\n 401→\n 402→\t# Emit signal\n 403→\texploded.emit(global_position, self)\n 404→\n 405→\t# Destroy grenade after a short delay for effects\n 406→\tawait get_tree().create_timer(0.1).timeout\n 407→\tqueue_free()\n 408→\n 409→\n 410→## Play explosion sound audible at 2 viewport distance.\n 411→func _play_explosion_sound() -> void:\n 412→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 413→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 414→\t\t# Calculate sound range (2 viewport diagonals)\n 415→\t\tvar viewport := get_viewport()\n 416→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 417→\t\tif viewport:\n 418→\t\t\tvar size := viewport.get_visible_rect().size\n 419→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 420→\n 421→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 422→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 423→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 424→\n 425→\n 426→## Update visual blink effect as explosion approaches.\n 427→func _update_blink_effect(delta: float) -> void:\n 428→\tif not _sprite:\n 429→\t\treturn\n 430→\n 431→\t# Blink faster as time decreases\n 432→\tif _time_remaining < 1.0:\n 433→\t\t_blink_interval = 0.05\n 434→\telif _time_remaining < 2.0:\n 435→\t\t_blink_interval = 0.15\n 436→\telif _time_remaining < 3.0:\n 437→\t\t_blink_interval = 0.3\n 438→\telse:\n 439→\t\t_blink_interval = 0.5\n 440→\n 441→\t_blink_timer += delta\n 442→\tif _blink_timer >= _blink_interval:\n 443→\t\t_blink_timer = 0.0\n 444→\t\t# Toggle visibility or color\n 445→\t\tif _sprite.modulate.r > 0.9:\n 446→\t\t\t_sprite.modulate = Color(0.3, 1.0, 0.3, 1.0) # Green tint\n 447→\t\telse:\n 448→\t\t\t_sprite.modulate = Color(1.0, 1.0, 1.0, 1.0) # Normal\n 449→\n 450→\n 451→## Handle collision with bodies (bounce off walls).\n 452→func _on_body_entered(body: Node) -> void:\n 453→\t# Log collision for debugging\n 454→\tvar body_type := \"Unknown\"\n 455→\tif body is StaticBody2D:\n 456→\t\tbody_type = \"StaticBody2D\"\n 457→\telif body is TileMap:\n 458→\t\tbody_type = \"TileMap\"\n 459→\telif body is CharacterBody2D:\n 460→\t\tbody_type = \"CharacterBody2D\"\n 461→\telif body is RigidBody2D:\n 462→\t\tbody_type = \"RigidBody2D\"\n 463→\n 464→\tFileLogger.info(\"[GrenadeBase] Collision detected with %s (type: %s)\" % [body.name, body_type])\n 465→\n 466→\t# Play wall collision sound if hitting a wall/obstacle\n 467→\tif body is StaticBody2D or body is TileMap:\n 468→\t\t_play_wall_collision_sound()\n 469→\n 470→\n 471→## Check if a position is within the grenade's effect radius.\n 472→func is_in_effect_radius(pos: Vector2) -> bool:\n 473→\treturn global_position.distance_to(pos) <= _get_effect_radius()\n 474→\n 475→\n 476→## Get the remaining time until explosion.\n 477→func get_time_remaining() -> float:\n 478→\treturn _time_remaining\n 479→\n 480→\n 481→## Check if the timer is active.\n 482→func is_timer_active() -> bool:\n 483→\treturn _timer_active\n 484→\n 485→\n 486→## Check if the grenade has exploded.\n 487→func has_exploded() -> bool:\n 488→\treturn _has_exploded\n 489→\n 490→\n 491→## Check if the grenade has been thrown (unfrozen and moving/resting).\n 492→## Issue #426: Used to prevent enemies from reacting to grenades still held by player.\n 493→func is_thrown() -> bool:\n 494→\treturn not freeze\n 495→\n 496→\n 497→## Issue #450: Predict where the grenade will land based on current velocity and friction.\n 498→## Uses physics formula: stopping_distance = v² / (2 * friction)\n 499→## @returns: Predicted landing position, or current position if already stopped.\n 500→func get_predicted_landing_position() -> Vector2:\n 501→\tvar velocity := linear_velocity\n 502→\tvar speed := velocity.length()\n 503→\n 504→\t# If grenade is nearly stopped or frozen, return current position\n 505→\tif speed < landing_velocity_threshold or freeze:\n 506→\t\treturn global_position\n 507→\n 508→\t# Calculate stopping distance: d = v² / (2 * f)\n 509→\t# ground_friction is the deceleration rate in pixels/second²\n 510→\tvar stopping_distance := (speed * speed) / (2.0 * ground_friction)\n 511→\n 512→\t# Calculate predicted landing position\n 513→\tvar direction := velocity.normalized()\n 514→\tvar predicted_pos := global_position + direction * stopping_distance\n 515→\n 516→\treturn predicted_pos\n 517→\n 518→\n 519→## Issue #450: Check if the grenade is still moving (in flight or rolling).\n 520→## @returns: True if grenade is moving above landing threshold.\n 521→func is_moving() -> bool:\n 522→\treturn linear_velocity.length() >= landing_velocity_threshold\n 523→\n 524→\n 525→## Play activation sound (pin pull) when grenade timer is activated.\n 526→func _play_activation_sound() -> void:\n 527→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 528→\tif audio_manager and audio_manager.has_method(\"play_grenade_activation\"):\n 529→\t\taudio_manager.play_grenade_activation(global_position)\n 530→\n 531→\n 532→## Play wall collision sound when grenade hits a wall.\n 533→func _play_wall_collision_sound() -> void:\n 534→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 535→\tif audio_manager and audio_manager.has_method(\"play_grenade_wall_hit\"):\n 536→\t\taudio_manager.play_grenade_wall_hit(global_position)\n 537→\n 538→\n 539→## Called when grenade comes to rest on the ground.\n 540→func _on_grenade_landed() -> void:\n 541→\t_has_landed = true\n 542→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 543→\tif audio_manager and audio_manager.has_method(\"play_grenade_landing\"):\n 544→\t\taudio_manager.play_grenade_landing(global_position)\n 545→\n 546→\t# Issue #426: Emit grenade landing sound through SoundPropagation system\n 547→\t# so enemies within hearing range (450px = half reload distance) can react.\n 548→\t# This allows enemies to flee from grenades they hear land nearby, even if\n 549→\t# they didn't see the throw (e.g., grenade lands behind them or around corner).\n 550→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 551→\tif sound_propagation and sound_propagation.has_method(\"emit_grenade_landing\"):\n 552→\t\tsound_propagation.emit_grenade_landing(global_position, self)\n 553→\n 554→\tFileLogger.info(\"[GrenadeBase] Grenade landed at %s\" % str(global_position))\n 555→\n 556→\n 557→## Scatter shell casings within and near the explosion radius (Issue #432).\n 558→## Casings inside the lethal zone receive strong impulse (scatter effect).\n 559→## Casings in the proximity zone (1.0-1.5x radius) receive weak impulse.\n 560→## @param effect_radius: The lethal blast radius of the explosion.\n 561→func _scatter_casings(effect_radius: float) -> void:\n 562→\t# Get all casings in the scene\n 563→\tvar casings := get_tree().get_nodes_in_group(\"casings\")\n 564→\tif casings.is_empty():\n 565→\t\treturn\n 566→\n 567→\t# Proximity zone extends to 1.5x the effect radius\n 568→\tvar proximity_radius := effect_radius * 1.5\n 569→\n 570→\t# Impulse strengths (calibrated for dramatic scatter effect)\n 571→\t# FIX for Issue #432: User requested casings scatter \"almost as fast as bullets\"\n 572→\t# Bullet speed is 2500 px/s, so lethal zone casings should get ~2000 impulse\n 573→\t# Casings have mass and friction so actual velocity will be lower\n 574→\tvar lethal_impulse_base: float = 2000.0 # Near bullet speed for dramatic scatter\n 575→\t# Strong impulse for proximity zone too\n 576→\tvar proximity_impulse_base: float = 500.0\n 577→\n 578→\tvar scattered_count := 0\n 579→\tvar proximity_count := 0\n 580→\n 581→\t# Get physics space state for line-of-sight checks (Issue #506)\n 582→\t# Casings blocked by obstacles should not be pushed by the shockwave\n 583→\tvar space_state := get_world_2d().direct_space_state\n 584→\n 585→\tfor casing in casings:\n 586→\t\tif not is_instance_valid(casing) or not casing is RigidBody2D:\n 587→\t\t\tcontinue\n 588→\n 589→\t\tvar distance := global_position.distance_to(casing.global_position)\n 590→\n 591→\t\t# Skip casings too far away\n 592→\t\tif distance > proximity_radius:\n 593→\t\t\tcontinue\n 594→\n 595→\t\t# Issue #506: Check line of sight to casing - obstacles block the shockwave\n 596→\t\t# Uses the same collision_mask (4 = obstacles) as enemy damage LOS checks\n 597→\t\tvar query := PhysicsRayQueryParameters2D.create(\n 598→\t\t\tglobal_position,\n 599→\t\t\tcasing.global_position\n 600→\t\t)\n 601→\t\tquery.collision_mask = 4 # Only check against obstacles\n 602→\t\tquery.exclude = [self]\n 603→\t\tvar ray_result := space_state.intersect_ray(query)\n 604→\t\tif not ray_result.is_empty():\n 605→\t\t\t# Obstacle blocks line of sight - shockwave can't reach this casing\n 606→\t\t\tcontinue\n 607→\n 608→\t\t# Calculate direction from explosion to casing\n 609→\t\tvar direction: Vector2 = (casing.global_position - global_position).normalized()\n 610→\t\t# Add small random offset to prevent identical trajectories\n 611→\t\tdirection = direction.rotated(randf_range(-0.2, 0.2))\n 612→\n 613→\t\tvar impulse_strength: float = 0.0\n 614→\n 615→\t\tif distance <= effect_radius:\n 616→\t\t\t# Inside lethal zone - strong scatter effect\n 617→\t\t\t# Closer casings get stronger impulse (inverse falloff)\n 618→\t\t\tvar distance_factor := 1.0 - (distance / effect_radius)\n 619→\t\t\t# Use square root for more gradual falloff\n 620→\t\t\timpulse_strength = lethal_impulse_base * sqrt(distance_factor + 0.1)\n 621→\t\t\tscattered_count += 1\n 622→\t\telse:\n 623→\t\t\t# Proximity zone - weak push\n 624→\t\t\t# Linear falloff from effect_radius to proximity_radius\n 625→\t\t\tvar proximity_factor := 1.0 - ((distance - effect_radius) / (proximity_radius - effect_radius))\n 626→\t\t\timpulse_strength = proximity_impulse_base * proximity_factor\n 627→\t\t\tproximity_count += 1\n 628→\n 629→\t\t# Apply the kick impulse to the casing\n 630→\t\tif casing.has_method(\"receive_kick\"):\n 631→\t\t\tvar impulse: Vector2 = direction * impulse_strength\n 632→\t\t\tcasing.receive_kick(impulse)\n 633→\n 634→\tif scattered_count > 0 or proximity_count > 0:\n 635→\t\tFileLogger.info(\"[GrenadeBase] Scattered %d casings (lethal zone) + %d casings (proximity) from explosion\" % [scattered_count, proximity_count])\n 636→\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": "b8a18bbd-964f-4ff8-a3f8-84b8257ef32d", | |
| "uuid": "bd4fe84a-14a8-47c7-862a-989d969d3b48", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770499415990/scripts/projectiles/grenade_base.gd", | |
| "content": "extends RigidBody2D\nclass_name GrenadeBase\n## Abstract base class for all grenades.\n##\n## Handles common grenade mechanics:\n## - Timer-based detonation (4 seconds)\n## - Physics-based throwing with drag distance/direction determining velocity\n## - Explosion sound audible at 2 viewport distance\n## - Max throw distance = viewport length\n## - Min throw distance = at player feet (short drag)\n##\n## Subclasses should override:\n## - _on_explode(): Define explosion effects\n## - _get_effect_radius(): Define effect area\n\n## Time until explosion in seconds (starts when timer is activated).\n@export var fuse_time: float = 4.0\n\n## Maximum throw speed in pixels per second.\n## At max speed with default friction (300), grenade travels ~1200px (viewport width).\n## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n@export var max_throw_speed: float = 850.0\n\n## Minimum throw speed for a minimal drag (gentle lob).\n@export var min_throw_speed: float = 100.0\n\n## Drag multiplier to convert drag distance to throw speed (DEPRECATED - kept for compatibility).\n## At viewport width (~1280px) drag, reaches near max speed.\n## At ~100px drag (short swing), produces gentle throw.\n@export var drag_to_speed_multiplier: float = 2.0\n\n## Mass of the grenade in kg. Affects how mouse velocity translates to throw velocity.\n## Heavier grenades require more \"swing momentum\" to achieve full velocity transfer.\n## Light grenade (0.2kg) = quick flick throw, Heavy grenade (0.6kg) = needs full swing.\n@export var grenade_mass: float = 0.4\n\n## Multiplier to convert mouse velocity (pixels/second) to throw velocity.\n## This is the base ratio before mass adjustment.\n## Lower values = require faster mouse movement for maximum throw (easier to control strength).\n## At 0.5: max throw requires ~2700 px/s mouse velocity for 1352 px/s throw speed.\n## This allows for a wider range of controllable throw distances.\n@export var mouse_velocity_to_throw_multiplier: float = 0.5\n\n## Minimum swing distance (in pixels) required for full velocity transfer at grenade's mass.\n## For a 0.4kg grenade, need ~80px of mouse movement to transfer full velocity.\n## Reduced from 200px to allow quick flicks to throw reasonably far.\n## Formula: actual_min_swing = min_swing_distance * (grenade_mass / 0.4)\n@export var min_swing_distance: float = 80.0\n\n## Minimum transfer efficiency (0.0 to 1.0) for any intentional throw.\n## This ensures quick flicks with high velocity still result in a reasonable throw distance.\n## Set to 0.35 to guarantee at least 35% velocity transfer for any swing > 10px.\n@export var min_transfer_efficiency: float = 0.35\n\n## Friction/damping applied to slow the grenade.\n## Higher friction = shorter throw distance for same speed.\n## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n## Default 300 with 850 speed → max distance ~1200px (viewport width).\n@export var ground_friction: float = 300.0\n\n## Velocity threshold below which friction starts increasing rapidly.\n## Above this threshold, friction is minimal (grenade maintains speed).\n## Below this threshold, friction increases progressively (grenade slows down noticeably).\n## Per issue #435: \"падение скорости должно быть еле заметным и только самом конце пути\"\n## Translation: \"speed drop should be barely noticeable and only at the very end of the path\"\n@export var friction_ramp_velocity: float = 200.0\n\n## Friction multiplier at high velocities (above friction_ramp_velocity).\n## Lower values = grenade maintains speed longer during flight.\n## Default 0.5 means 50% of base friction at high speeds - grenade decelerates slower\n## but still reaches landing threshold in a reasonable time (~3 seconds from max speed).\n## FIX for issue #435: Changed from 0.15 to 0.5 to prevent grenades from flying forever.\n## With 0.15, deceleration was only 45 px/s² at high speed, taking 11+ seconds to stop.\n@export var min_friction_multiplier: float = 0.5\n\n## Bounce coefficient when hitting walls (0.0 = no bounce, 1.0 = full bounce).\n@export var wall_bounce: float = 0.4\n\n## Sound range multiplier (2 = audible at 2 viewport distance).\n@export var sound_range_multiplier: float = 2.0\n\n## Minimum velocity to trigger landing sound (prevents multiple triggers).\n@export var landing_velocity_threshold: float = 50.0\n\n## Whether the grenade timer has been activated.\nvar _timer_active: bool = false\n\n## Time remaining until explosion.\nvar _time_remaining: float = 0.0\n\n## Whether the grenade has exploded.\nvar _has_exploded: bool = false\n\n## Reference to the sprite for visual feedback.\n@onready var _sprite: Sprite2D = $Sprite2D if has_node(\"Sprite2D\") else null\n\n## Blink timer for visual feedback when about to explode.\nvar _blink_timer: float = 0.0\n\n## Blink interval - gets faster as explosion approaches.\nvar _blink_interval: float = 0.5\n\n## Track if landing sound has been played (grenade has come to rest).\nvar _has_landed: bool = false\n\n## Track if activation sound has been played.\nvar _activation_sound_played: bool = false\n\n## Track previous velocity for landing detection.\nvar _previous_velocity: Vector2 = Vector2.ZERO\n\n## Track the previous freeze state to detect when grenade is released by external code.\n## FIX for Issue #432: When C# code sets Freeze=false directly without calling GDScript\n## methods (due to possible C#/GDScript interop issues in exports), the timer was never\n## activated, causing grenades to fly infinitely without exploding.\nvar _was_frozen_on_start: bool = true\n\n## Signal emitted when the grenade explodes.\nsignal exploded(position: Vector2, grenade: GrenadeBase)\n\n\nfunc _ready() -> void:\n\t# Add to grenades group for enemy grenade avoidance detection (Issue #407)\n\tadd_to_group(\"grenades\")\n\n\t# Set up collision\n\tcollision_layer = 32 # Layer 6 (custom for grenades)\n\tcollision_mask = 4 | 2 # obstacles + enemies (NOT player, to avoid collision when throwing)\n\n\t# Enable contact monitoring for body_entered signal (required for collision detection)\n\t# Without this, body_entered signal will never fire!\n\tcontact_monitor = true\n\tmax_contacts_reported = 4 # Track up to 4 simultaneous contacts\n\n\t# Enable Continuous Collision Detection to prevent tunneling through walls\n\t# at high velocities (grenades can reach ~1200 px/s, which is ~20px per frame at 60 FPS)\n\t# CCD_MODE_CAST_RAY (1) is reliable and recommended for fast-moving objects\n\tcontinuous_cd = RigidBody2D.CCD_MODE_CAST_RAY\n\tFileLogger.info(\"[GrenadeBase] CCD enabled (mode: CAST_RAY) to prevent wall tunneling\")\n\n\t# Set up physics\n\tgravity_scale = 0.0 # Top-down, no gravity\n\t# FIX for issue #398: Set linear_damp to 0 to prevent double-damping\n\t# We use manual ground_friction in _physics_process() for predictable constant deceleration.\n\t# This ensures grenades travel the exact distance calculated by: d = v² / (2 * ground_friction)\n\t# Previously linear_damp=1.0 was causing grenades to land significantly short of their target.\n\tlinear_damp = 0.0\n\n\t# Set up physics material for wall bouncing\n\tvar physics_material := PhysicsMaterial.new()\n\tphysics_material.bounce = wall_bounce\n\tphysics_material.friction = 0.3 # Low friction for rolling\n\tphysics_material_override = physics_material\n\n\t# IMPORTANT: Start frozen to prevent physics interference while grenade follows player\n\t# This fixes the bug where grenade was thrown from activation position instead of current position\n\t# The physics engine can overwrite manual position updates on active RigidBody2D nodes\n\tfreeze = true\n\tfreeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC\n\n\t# Connect to body entered for bounce effects\n\tbody_entered.connect(_on_body_entered)\n\n\tFileLogger.info(\"[GrenadeBase] Grenade created at %s (frozen)\" % str(global_position))\n\n\nfunc _physics_process(delta: float) -> void:\n\tif _has_exploded:\n\t\treturn\n\n\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n\t# When C# sets Freeze=false directly but activate_timer() wasn't called successfully\n\t# (possible C#/GDScript interop issue in exports), the timer was never started.\n\t# By detecting the freeze->unfreeze transition, we can auto-activate the timer.\n\tif _was_frozen_on_start and not freeze:\n\t\t_was_frozen_on_start = false\n\t\tif not _timer_active:\n\t\t\tFileLogger.info(\"[GrenadeBase] Detected unfreeze without timer activation - auto-activating timer (fallback)\")\n\t\t\tactivate_timer()\n\n\t# Apply velocity-dependent ground friction to slow down\n\t# FIX for issue #435: Grenade should maintain speed for most of flight,\n\t# only slowing down noticeably at the very end of its path.\n\t# At high velocities: reduced friction (grenade maintains speed)\n\t# At low velocities: full friction (grenade slows to stop)\n\tif linear_velocity.length() > 0:\n\t\tvar current_speed := linear_velocity.length()\n\n\t\t# Calculate friction multiplier based on velocity\n\t\t# Above friction_ramp_velocity: use min_friction_multiplier (minimal drag)\n\t\t# Below friction_ramp_velocity: smoothly ramp up to full friction\n\t\tvar friction_multiplier: float\n\t\tif current_speed >= friction_ramp_velocity:\n\t\t\t# High speed: minimal friction to maintain velocity\n\t\t\tfriction_multiplier = min_friction_multiplier\n\t\telse:\n\t\t\t# Low speed: smoothly increase friction from min to full (1.0)\n\t\t\t# Use quadratic curve for smooth transition: more aggressive braking at very low speeds\n\t\t\tvar t := current_speed / friction_ramp_velocity # 0.0 at stopped, 1.0 at threshold\n\t\t\t# Quadratic ease-out: starts slow, ends fast (more natural deceleration feel)\n\t\t\tfriction_multiplier = min_friction_multiplier + (1.0 - min_friction_multiplier) * (1.0 - t * t)\n\n\t\tvar effective_friction := ground_friction * friction_multiplier\n\t\tvar friction_force := linear_velocity.normalized() * effective_friction * delta\n\t\tif friction_force.length() > linear_velocity.length():\n\t\t\tlinear_velocity = Vector2.ZERO\n\t\telse:\n\t\t\tlinear_velocity -= friction_force\n\n\t# Check for landing (grenade comes to near-stop after being thrown)\n\tif not _has_landed and _timer_active:\n\t\tvar current_speed := linear_velocity.length()\n\t\tvar previous_speed := _previous_velocity.length()\n\t\t# Grenade has landed when it was moving fast and now nearly stopped\n\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n\t\t\t_on_grenade_landed()\n\t_previous_velocity = linear_velocity\n\n\t# Update timer if active\n\tif _timer_active:\n\t\t_time_remaining -= delta\n\t\t_update_blink_effect(delta)\n\n\t\tif _time_remaining <= 0:\n\t\t\t_explode()\n\n\n## Activate the grenade timer. Call this when the player starts the throwing motion.\nfunc activate_timer() -> void:\n\tif _timer_active:\n\t\tFileLogger.info(\"[GrenadeBase] Timer already active\")\n\t\treturn\n\t_timer_active = true\n\t_time_remaining = fuse_time\n\n\t# Play activation sound (pin pull)\n\tif not _activation_sound_played:\n\t\t_activation_sound_played = true\n\t\t_play_activation_sound()\n\n\tFileLogger.info(\"[GrenadeBase] Timer activated! %.1f seconds until explosion\" % fuse_time)\n\n\n## Throw the grenade using realistic velocity-based physics.\n## The throw velocity is derived from mouse velocity at release, adjusted by grenade mass.\n## Quick flicks (high velocity, short swing) now throw reasonably far thanks to minimum transfer.\n## @param mouse_velocity: The mouse velocity vector at moment of release (pixels/second).\n## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\nfunc throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\tfreeze = false\n\n\t# Calculate mass-adjusted minimum swing distance\n\t# Heavier grenades need more swing to transfer full velocity\n\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n\tvar required_swing := min_swing_distance * mass_ratio\n\n\t# Calculate velocity transfer efficiency with minimum guarantee for quick flicks\n\t# FIX for issue #281: Short fast mouse movements now get reasonable transfer\n\t# The swing-based transfer scales from 0 to (1 - min_transfer) based on swing distance\n\t# The minimum transfer (0.35 default) ensures quick flicks still throw reasonably far\n\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n\t# Ensure we don't exceed 1.0 (full transfer at required_swing or beyond)\n\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n\n\t# Convert mouse velocity to throw velocity\n\t# Base formula: throw_velocity = mouse_velocity * multiplier * transfer_efficiency / mass_ratio\n\t# Heavier grenades are harder to throw far with same mouse speed\n\tvar base_throw_velocity := mouse_velocity * mouse_velocity_to_throw_multiplier * transfer_efficiency\n\tvar mass_adjusted_velocity := base_throw_velocity / sqrt(mass_ratio) # sqrt for more natural feel\n\n\t# Clamp the final speed\n\tvar throw_speed := clampf(mass_adjusted_velocity.length(), 0.0, max_throw_speed)\n\n\t# Set velocity (use original direction if speed is non-zero)\n\tif throw_speed > 1.0:\n\t\tlinear_velocity = mass_adjusted_velocity.normalized() * throw_speed\n\t\trotation = linear_velocity.angle()\n\telse:\n\t\t# Mouse wasn't moving - grenade drops at feet\n\t\tlinear_velocity = Vector2.ZERO\n\n\tFileLogger.info(\"[GrenadeBase] Velocity-based throw! Mouse vel: %s, Swing: %.1f, Transfer: %.2f, Final speed: %.1f\" % [\n\t\tstr(mouse_velocity), swing_distance, transfer_efficiency, throw_speed\n\t])\n\n\n## Throw the grenade with explicit direction and speed derived from mouse velocity.\n## FIX for issue #313: direction is now mouse velocity direction (how mouse is MOVING).\n## @param throw_direction: The normalized direction to throw (mouse velocity direction).\n## @param velocity_magnitude: The mouse velocity magnitude at release (pixels/second).\n## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\nfunc throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\tfreeze = false\n\n\t# Calculate mass-adjusted minimum swing distance\n\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n\tvar required_swing := min_swing_distance * mass_ratio\n\n\t# Calculate velocity transfer efficiency (same formula as throw_grenade_velocity_based)\n\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n\n\t# Calculate throw speed from velocity magnitude\n\tvar base_speed := velocity_magnitude * mouse_velocity_to_throw_multiplier * transfer_efficiency\n\tvar throw_speed := clampf(base_speed / sqrt(mass_ratio), 0.0, max_throw_speed)\n\n\t# Set velocity using the provided direction (mouse velocity direction)\n\tif throw_speed > 1.0:\n\t\tlinear_velocity = throw_direction.normalized() * throw_speed\n\t\trotation = throw_direction.angle()\n\telse:\n\t\tlinear_velocity = Vector2.ZERO\n\n\tFileLogger.info(\"[GrenadeBase] Mouse velocity direction throw! Dir: %s, Vel mag: %.1f, Swing: %.1f, Transfer: %.2f, Speed: %.1f\" % [\n\t\tstr(throw_direction), velocity_magnitude, swing_distance, transfer_efficiency, throw_speed\n\t])\n\n\n## Throw the grenade in SIMPLE mode with direct speed control.\n## Used for trajectory-to-cursor aiming where we calculate the exact speed needed.\n## @param throw_direction: The normalized direction to throw.\n## @param throw_speed: The exact speed to throw at (pixels/second). Will be clamped to max_throw_speed.\nfunc throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\tfreeze = false\n\n\t# Clamp speed to max throw speed\n\tvar final_speed := clampf(throw_speed, 0.0, max_throw_speed)\n\n\t# Set velocity directly with the calculated speed\n\tif final_speed > 1.0:\n\t\tlinear_velocity = throw_direction.normalized() * final_speed\n\t\trotation = throw_direction.angle()\n\telse:\n\t\tlinear_velocity = Vector2.ZERO\n\n\tFileLogger.info(\"[GrenadeBase] Simple mode throw! Dir: %s, Speed: %.1f (clamped from %.1f, max: %.1f)\" % [\n\t\tstr(throw_direction), final_speed, throw_speed, max_throw_speed\n\t])\n\n\n## Throw the grenade in a direction with speed based on drag distance (LEGACY method).\n## @param direction: Normalized direction to throw.\n## @param drag_distance: Distance of the drag in pixels.\nfunc throw_grenade(direction: Vector2, drag_distance: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\t# This must happen before setting velocity, otherwise the velocity won't be applied\n\tfreeze = false\n\n\t# Calculate throw speed based on drag distance\n\tvar throw_speed := clampf(\n\t\tdrag_distance * drag_to_speed_multiplier,\n\t\tmin_throw_speed,\n\t\tmax_throw_speed\n\t)\n\n\t# Set velocity\n\tlinear_velocity = direction.normalized() * throw_speed\n\n\t# Rotate to face direction\n\trotation = direction.angle()\n\n\tFileLogger.info(\"[GrenadeBase] LEGACY throw_grenade() called! Direction: %s, Speed: %.1f (unfrozen)\" % [str(direction), throw_speed])\n\tFileLogger.info(\"[GrenadeBase] NOTE: Using DRAG-BASED system. If velocity-based is expected, ensure grenade has throw_grenade_velocity_based() method.\")\n\n\n## Get the explosion effect radius. Override in subclasses.\nfunc _get_effect_radius() -> float:\n\t# Default: small room size (~200 pixels, roughly 1/6 of viewport width)\n\treturn 200.0\n\n\n## Called when the grenade explodes. Override in subclasses for specific effects.\nfunc _on_explode() -> void:\n\t# Base implementation does nothing - subclasses define explosion behavior\n\tpass\n\n\n## Internal explosion handling.\nfunc _explode() -> void:\n\tif _has_exploded:\n\t\treturn\n\t_has_exploded = true\n\n\tFileLogger.info(\"[GrenadeBase] EXPLODED at %s!\" % str(global_position))\n\n\t# Trigger Power Fantasy grenade explosion effect (400ms special effect)\n\tvar power_fantasy_manager: Node = get_node_or_null(\"/root/PowerFantasyEffectsManager\")\n\tif power_fantasy_manager and power_fantasy_manager.has_method(\"on_grenade_exploded\"):\n\t\tpower_fantasy_manager.on_grenade_exploded()\n\n\t# Play explosion sound\n\t_play_explosion_sound()\n\n\t# Call subclass explosion effect\n\t_on_explode()\n\n\t# Emit signal\n\texploded.emit(global_position, self)\n\n\t# Destroy grenade after a short delay for effects\n\tawait get_tree().create_timer(0.1).timeout\n\tqueue_free()\n\n\n## Play explosion sound audible at 2 viewport distance.\nfunc _play_explosion_sound() -> void:\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\t# Calculate sound range (2 viewport diagonals)\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Update visual blink effect as explosion approaches.\nfunc _update_blink_effect(delta: float) -> void:\n\tif not _sprite:\n\t\treturn\n\n\t# Blink faster as time decreases\n\tif _time_remaining < 1.0:\n\t\t_blink_interval = 0.05\n\telif _time_remaining < 2.0:\n\t\t_blink_interval = 0.15\n\telif _time_remaining < 3.0:\n\t\t_blink_interval = 0.3\n\telse:\n\t\t_blink_interval = 0.5\n\n\t_blink_timer += delta\n\tif _blink_timer >= _blink_interval:\n\t\t_blink_timer = 0.0\n\t\t# Toggle visibility or color\n\t\tif _sprite.modulate.r > 0.9:\n\t\t\t_sprite.modulate = Color(0.3, 1.0, 0.3, 1.0) # Green tint\n\t\telse:\n\t\t\t_sprite.modulate = Color(1.0, 1.0, 1.0, 1.0) # Normal\n\n\n## Handle collision with bodies (bounce off walls).\nfunc _on_body_entered(body: Node) -> void:\n\t# Log collision for debugging\n\tvar body_type := \"Unknown\"\n\tif body is StaticBody2D:\n\t\tbody_type = \"StaticBody2D\"\n\telif body is TileMap:\n\t\tbody_type = \"TileMap\"\n\telif body is CharacterBody2D:\n\t\tbody_type = \"CharacterBody2D\"\n\telif body is RigidBody2D:\n\t\tbody_type = \"RigidBody2D\"\n\n\tFileLogger.info(\"[GrenadeBase] Collision detected with %s (type: %s)\" % [body.name, body_type])\n\n\t# Play wall collision sound if hitting a wall/obstacle\n\tif body is StaticBody2D or body is TileMap:\n\t\t_play_wall_collision_sound()\n\n\n## Check if a position is within the grenade's effect radius.\nfunc is_in_effect_radius(pos: Vector2) -> bool:\n\treturn global_position.distance_to(pos) <= _get_effect_radius()\n\n\n## Get the remaining time until explosion.\nfunc get_time_remaining() -> float:\n\treturn _time_remaining\n\n\n## Check if the timer is active.\nfunc is_timer_active() -> bool:\n\treturn _timer_active\n\n\n## Check if the grenade has exploded.\nfunc has_exploded() -> bool:\n\treturn _has_exploded\n\n\n## Check if the grenade has been thrown (unfrozen and moving/resting).\n## Issue #426: Used to prevent enemies from reacting to grenades still held by player.\nfunc is_thrown() -> bool:\n\treturn not freeze\n\n\n## Issue #450: Predict where the grenade will land based on current velocity and friction.\n## Uses physics formula: stopping_distance = v² / (2 * friction)\n## @returns: Predicted landing position, or current position if already stopped.\nfunc get_predicted_landing_position() -> Vector2:\n\tvar velocity := linear_velocity\n\tvar speed := velocity.length()\n\n\t# If grenade is nearly stopped or frozen, return current position\n\tif speed < landing_velocity_threshold or freeze:\n\t\treturn global_position\n\n\t# Calculate stopping distance: d = v² / (2 * f)\n\t# ground_friction is the deceleration rate in pixels/second²\n\tvar stopping_distance := (speed * speed) / (2.0 * ground_friction)\n\n\t# Calculate predicted landing position\n\tvar direction := velocity.normalized()\n\tvar predicted_pos := global_position + direction * stopping_distance\n\n\treturn predicted_pos\n\n\n## Issue #450: Check if the grenade is still moving (in flight or rolling).\n## @returns: True if grenade is moving above landing threshold.\nfunc is_moving() -> bool:\n\treturn linear_velocity.length() >= landing_velocity_threshold\n\n\n## Play activation sound (pin pull) when grenade timer is activated.\nfunc _play_activation_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_grenade_activation\"):\n\t\taudio_manager.play_grenade_activation(global_position)\n\n\n## Play wall collision sound when grenade hits a wall.\nfunc _play_wall_collision_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_grenade_wall_hit\"):\n\t\taudio_manager.play_grenade_wall_hit(global_position)\n\n\n## Called when grenade comes to rest on the ground.\nfunc _on_grenade_landed() -> void:\n\t_has_landed = true\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_grenade_landing\"):\n\t\taudio_manager.play_grenade_landing(global_position)\n\n\t# Issue #426: Emit grenade landing sound through SoundPropagation system\n\t# so enemies within hearing range (450px = half reload distance) can react.\n\t# This allows enemies to flee from grenades they hear land nearby, even if\n\t# they didn't see the throw (e.g., grenade lands behind them or around corner).\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_grenade_landing\"):\n\t\tsound_propagation.emit_grenade_landing(global_position, self)\n\n\tFileLogger.info(\"[GrenadeBase] Grenade landed at %s\" % str(global_position))\n\n\n## Scatter shell casings within and near the explosion radius (Issue #432).\n## Casings inside the lethal zone receive strong impulse (scatter effect).\n## Casings in the proximity zone (1.0-1.5x radius) receive weak impulse.\n## @param effect_radius: The lethal blast radius of the explosion.\nfunc _scatter_casings(effect_radius: float) -> void:\n\t# Get all casings in the scene\n\tvar casings := get_tree().get_nodes_in_group(\"casings\")\n\tif casings.is_empty():\n\t\treturn\n\n\t# Proximity zone extends to 1.5x the effect radius\n\tvar proximity_radius := effect_radius * 1.5\n\n\t# Impulse strengths (calibrated for dramatic scatter effect)\n\t# FIX for Issue #432: User requested casings scatter \"almost as fast as bullets\"\n\t# Bullet speed is 2500 px/s, so lethal zone casings should get ~2000 impulse\n\t# Casings have mass and friction so actual velocity will be lower\n\tvar lethal_impulse_base: float = 2000.0 # Near bullet speed for dramatic scatter\n\t# Strong impulse for proximity zone too\n\tvar proximity_impulse_base: float = 500.0\n\n\tvar scattered_count := 0\n\tvar proximity_count := 0\n\n\t# Get physics space state for line-of-sight checks (Issue #506)\n\t# Casings blocked by obstacles should not be pushed by the shockwave\n\tvar space_state := get_world_2d().direct_space_state\n\n\tfor casing in casings:\n\t\tif not is_instance_valid(casing) or not casing is RigidBody2D:\n\t\t\tcontinue\n\n\t\tvar distance := global_position.distance_to(casing.global_position)\n\n\t\t# Skip casings too far away\n\t\tif distance > proximity_radius:\n\t\t\tcontinue\n\n\t\t# Issue #506: Check line of sight to casing - obstacles block the shockwave\n\t\t# Uses the same collision_mask (4 = obstacles) as enemy damage LOS checks\n\t\tvar query := PhysicsRayQueryParameters2D.create(\n\t\t\tglobal_position,\n\t\t\tcasing.global_position\n\t\t)\n\t\tquery.collision_mask = 4 # Only check against obstacles\n\t\tquery.exclude = [self]\n\t\tvar ray_result := space_state.intersect_ray(query)\n\t\tif not ray_result.is_empty():\n\t\t\t# Obstacle blocks line of sight - shockwave can't reach this casing\n\t\t\tcontinue\n\n\t\t# Calculate direction from explosion to casing\n\t\tvar direction: Vector2 = (casing.global_position - global_position).normalized()\n\t\t# Add small random offset to prevent identical trajectories\n\t\tdirection = direction.rotated(randf_range(-0.2, 0.2))\n\n\t\tvar impulse_strength: float = 0.0\n\n\t\tif distance <= effect_radius:\n\t\t\t# Inside lethal zone - strong scatter effect\n\t\t\t# Closer casings get stronger impulse (inverse falloff)\n\t\t\tvar distance_factor := 1.0 - (distance / effect_radius)\n\t\t\t# Use square root for more gradual falloff\n\t\t\timpulse_strength = lethal_impulse_base * sqrt(distance_factor + 0.1)\n\t\t\tscattered_count += 1\n\t\telse:\n\t\t\t# Proximity zone - weak push\n\t\t\t# Linear falloff from effect_radius to proximity_radius\n\t\t\tvar proximity_factor := 1.0 - ((distance - effect_radius) / (proximity_radius - effect_radius))\n\t\t\timpulse_strength = proximity_impulse_base * proximity_factor\n\t\t\tproximity_count += 1\n\n\t\t# Apply the kick impulse to the casing\n\t\tif casing.has_method(\"receive_kick\"):\n\t\t\tvar impulse: Vector2 = direction * impulse_strength\n\t\t\tcasing.receive_kick(impulse)\n\n\tif scattered_count > 0 or proximity_count > 0:\n\t\tFileLogger.info(\"[GrenadeBase] Scattered %d casings (lethal zone) + %d casings (proximity) from explosion\" % [scattered_count, proximity_count])\n", | |
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| "content": " 1→extends GrenadeBase\n 2→class_name FragGrenade\n 3→## Offensive (frag) grenade that explodes on impact and releases shrapnel.\n 4→##\n 5→## Key characteristics:\n 6→## - Explodes ONLY on landing or hitting a wall (NO timer - impact-triggered only)\n 7→## - Smaller explosion radius than flashbang\n 8→## - Releases 4 shrapnel pieces in all directions (with random deviation)\n 9→## - Shrapnel ricochets off walls and deals 1 damage each\n 10→## - Slightly lighter than flashbang (throws a bit farther/easier)\n 11→##\n 12→## Per issue requirement: \"взрывается при приземлении/ударе об стену (без таймера)\"\n 13→## Translation: \"explodes on landing/hitting a wall (without timer)\"\n 14→\n 15→## Effect radius for the explosion.\n 16→## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n 17→@export var effect_radius: float = 225.0\n 18→\n 19→## Number of shrapnel pieces to spawn.\n 20→@export var shrapnel_count: int = 4\n 21→\n 22→## Shrapnel scene to instantiate.\n 23→@export var shrapnel_scene: PackedScene\n 24→\n 25→## Random angle deviation for shrapnel spread in degrees.\n 26→@export var shrapnel_spread_deviation: float = 20.0\n 27→\n 28→## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n 29→## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n 30→@export var explosion_damage: int = 99\n 31→\n 32→## Whether the grenade has impacted (landed or hit wall).\n 33→var _has_impacted: bool = false\n 34→\n 35→## Track if we've started throwing (to avoid impact during initial spawn).\n 36→var _is_thrown: bool = false\n 37→\n 38→## Track the previous freeze state to detect when grenade is released.\n 39→## FIX for Issue #432: When C# code sets Freeze=false directly without calling\n 40→## throw methods, _is_thrown was never set to true, preventing explosion.\n 41→var _was_frozen: bool = true\n 42→\n 43→\n 44→func _ready() -> void:\n 45→\tsuper._ready()\n 46→\n 47→\t# Frag grenade is slightly lighter - increase max throw speed slightly\n 48→\t# (5% increase for \"slightly lighter\")\n 49→\tmax_throw_speed *= 1.05\n 50→\n 51→\t# Load shrapnel scene if not set\n 52→\tif shrapnel_scene == null:\n 53→\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n 54→\t\tif ResourceLoader.exists(shrapnel_path):\n 55→\t\t\tshrapnel_scene = load(shrapnel_path)\n 56→\t\t\tFileLogger.info(\"[FragGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n 57→\t\telse:\n 58→\t\t\tFileLogger.info(\"[FragGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n 59→\n 60→\n 61→## Override to prevent timer countdown for frag grenades.\n 62→## Frag grenades explode ONLY on impact (landing or wall hit), NOT on a timer.\n 63→## Per issue requirement: \"без таймера\" = \"without timer\"\n 64→func activate_timer() -> void:\n 65→\t# Set _timer_active to true so landing detection works (line 114 in base class)\n 66→\t# But do NOT set _time_remaining - no countdown, no timer-based explosion\n 67→\tif _timer_active:\n 68→\t\tFileLogger.info(\"[FragGrenade] Already activated\")\n 69→\t\treturn\n 70→\t_timer_active = true\n 71→\t# Do NOT set _time_remaining - leave it at 0 so timer never triggers explosion\n 72→\t# The base class checks `if _time_remaining <= 0: _explode()` only when _timer_active is true\n 73→\t# But since _time_remaining starts at 0, we need to set it to a very high value to prevent timer explosion\n 74→\t# Actually, better approach: set to infinity-like value so timer never triggers\n 75→\t_time_remaining = 999999.0 # Effectively infinite - grenade will only explode on impact\n 76→\n 77→\t# Play activation sound (pin pull)\n 78→\tif not _activation_sound_played:\n 79→\t\t_activation_sound_played = true\n 80→\t\t_play_activation_sound()\n 81→\tFileLogger.info(\"[FragGrenade] Pin pulled - waiting for impact (no timer, impact-triggered only)\")\n 82→\n 83→\n 84→## Override _physics_process to disable blinking (no timer countdown for frag grenades).\n 85→func _physics_process(delta: float) -> void:\n 86→\tif _has_exploded:\n 87→\t\treturn\n 88→\n 89→\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n 90→\t# When C# sets Freeze=false directly (e.g., via fallback path), our throw methods\n 91→\t# are not called and _is_thrown remains false, preventing explosion.\n 92→\t# By detecting the freeze->unfreeze transition, we can enable impact detection.\n 93→\tif _was_frozen and not freeze:\n 94→\t\t_was_frozen = false\n 95→\t\tif not _is_thrown:\n 96→\t\t\t_is_thrown = true\n 97→\t\t\tFileLogger.info(\"[FragGrenade] Detected unfreeze - enabling impact detection (fallback)\")\n 98→\n 99→\t# Apply velocity-dependent ground friction to slow down\n 100→\t# FIX for issue #435: Grenade should maintain speed for most of flight,\n 101→\t# only slowing down noticeably at the very end of its path.\n 102→\t# At high velocities: reduced friction (grenade maintains speed)\n 103→\t# At low velocities: full friction (grenade slows to stop)\n 104→\tif linear_velocity.length() > 0:\n 105→\t\tvar current_speed := linear_velocity.length()\n 106→\n 107→\t\t# Calculate friction multiplier based on velocity\n 108→\t\t# Above friction_ramp_velocity: use min_friction_multiplier (minimal drag)\n 109→\t\t# Below friction_ramp_velocity: smoothly ramp up to full friction\n 110→\t\tvar friction_multiplier: float\n 111→\t\tif current_speed >= friction_ramp_velocity:\n 112→\t\t\t# High speed: minimal friction to maintain velocity\n 113→\t\t\tfriction_multiplier = min_friction_multiplier\n 114→\t\telse:\n 115→\t\t\t# Low speed: smoothly increase friction from min to full (1.0)\n 116→\t\t\t# Use quadratic curve for smooth transition: more aggressive braking at very low speeds\n 117→\t\t\tvar t := current_speed / friction_ramp_velocity # 0.0 at stopped, 1.0 at threshold\n 118→\t\t\t# Quadratic ease-out: starts slow, ends fast (more natural deceleration feel)\n 119→\t\t\tfriction_multiplier = min_friction_multiplier + (1.0 - min_friction_multiplier) * (1.0 - t * t)\n 120→\n 121→\t\tvar effective_friction := ground_friction * friction_multiplier\n 122→\t\tvar friction_force := linear_velocity.normalized() * effective_friction * delta\n 123→\t\tif friction_force.length() > linear_velocity.length():\n 124→\t\t\tlinear_velocity = Vector2.ZERO\n 125→\t\telse:\n 126→\t\t\tlinear_velocity -= friction_force\n 127→\n 128→\t# Check for landing (grenade comes to near-stop after being thrown)\n 129→\tif not _has_landed and _timer_active:\n 130→\t\tvar current_speed := linear_velocity.length()\n 131→\t\tvar previous_speed := _previous_velocity.length()\n 132→\t\t# Grenade has landed when it was moving fast and now nearly stopped\n 133→\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n 134→\t\t\t_on_grenade_landed()\n 135→\t_previous_velocity = linear_velocity\n 136→\n 137→\t# NOTE: No timer countdown or blink effect for frag grenades\n 138→\t# They only explode on impact, not on a timer\n 139→\n 140→\n 141→## Override throw to mark grenade as thrown (legacy drag-based method).\n 142→func throw_grenade(direction: Vector2, drag_distance: float) -> void:\n 143→\tsuper.throw_grenade(direction, drag_distance)\n 144→\t_is_thrown = true\n 145→\tFileLogger.info(\"[FragGrenade] Grenade thrown (legacy) - impact detection enabled\")\n 146→\n 147→\n 148→## Override velocity-based throw to mark grenade as thrown.\n 149→## This is the primary method used by the C# Player.cs for throwing.\n 150→func throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n 151→\tsuper.throw_grenade_velocity_based(mouse_velocity, swing_distance)\n 152→\t_is_thrown = true\n 153→\tFileLogger.info(\"[FragGrenade] Grenade thrown (velocity-based) - impact detection enabled\")\n 154→\n 155→\n 156→## Override directional throw to mark grenade as thrown.\n 157→## FIX for issue #393: This method has HIGHEST PRIORITY in Player.cs call hierarchy.\n 158→## Without this override, _is_thrown stays false and impact detection never triggers!\n 159→func throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n 160→\tsuper.throw_grenade_with_direction(throw_direction, velocity_magnitude, swing_distance)\n 161→\t_is_thrown = true\n 162→\tFileLogger.info(\"[FragGrenade] Grenade thrown (direction-based) - impact detection enabled\")\n 163→\n 164→\n 165→## Override simple throw to mark grenade as thrown.\n 166→## FIX for issue #398: Simple mode (trajectory aiming to cursor) uses this method.\n 167→## Without this override, _is_thrown stays false and impact detection never triggers!\n 168→func throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n 169→\tsuper.throw_grenade_simple(throw_direction, throw_speed)\n 170→\t_is_thrown = true\n 171→\tFileLogger.info(\"[FragGrenade] Grenade thrown (simple mode) - impact detection enabled\")\n 172→\n 173→\n 174→## Override body_entered to detect wall impacts.\n 175→func _on_body_entered(body: Node) -> void:\n 176→\tsuper._on_body_entered(body)\n 177→\n 178→\t# Only explode on impact if we've been thrown and haven't exploded yet\n 179→\tif _is_thrown and not _has_impacted and not _has_exploded:\n 180→\t\t# Trigger impact explosion on wall/obstacle/enemy hit\n 181→\t\t# StaticBody2D = walls, obstacles, furniture\n 182→\t\t# TileMap = terrain tiles\n 183→\t\t# CharacterBody2D = enemies and player\n 184→\t\tif body is StaticBody2D or body is TileMap or body is CharacterBody2D:\n 185→\t\t\tFileLogger.info(\"[FragGrenade] Impact detected! Body: %s (type: %s), triggering explosion\" % [body.name, body.get_class()])\n 186→\t\t\t_trigger_impact_explosion()\n 187→\t\telse:\n 188→\t\t\tFileLogger.info(\"[FragGrenade] Non-solid collision (body: %s, type: %s) - not triggering explosion\" % [body.name, body.get_class()])\n 189→\n 190→\n 191→## Called when grenade lands on the ground.\n 192→## Overridden to trigger immediate explosion on landing.\n 193→func _on_grenade_landed() -> void:\n 194→\tsuper._on_grenade_landed()\n 195→\n 196→\t# Trigger explosion on landing\n 197→\tif _is_thrown and not _has_impacted and not _has_exploded:\n 198→\t\t_trigger_impact_explosion()\n 199→\n 200→\n 201→## Trigger explosion from impact (wall hit or landing).\n 202→func _trigger_impact_explosion() -> void:\n 203→\t_has_impacted = true\n 204→\tFileLogger.info(\"[FragGrenade] Impact detected - exploding immediately!\")\n 205→\t_explode()\n 206→\n 207→\n 208→## Override to define the explosion effect.\n 209→func _on_explode() -> void:\n 210→\t# Find all enemies within effect radius and apply direct explosion damage\n 211→\tvar enemies := _get_enemies_in_radius()\n 212→\n 213→\tfor enemy in enemies:\n 214→\t\t_apply_explosion_damage(enemy)\n 215→\n 216→\t# Also damage the player if in blast radius (offensive grenade deals same damage to all)\n 217→\t# Per issue #261: \"наступательная граната должна наносить такой же урон игроку как и врагам\"\n 218→\t# Translation: \"offensive grenade should deal the same damage to the player as it does to enemies\"\n 219→\tvar player := _get_player_in_radius()\n 220→\tif player != null:\n 221→\t\t_apply_explosion_damage(player)\n 222→\n 223→\t# Scatter shell casings on the floor (Issue #432)\n 224→\t_scatter_casings(effect_radius)\n 225→\n 226→\t# Spawn shrapnel in all directions\n 227→\t_spawn_shrapnel()\n 228→\n 229→\t# Spawn visual explosion effect\n 230→\t_spawn_explosion_effect()\n 231→\n 232→\n 233→## Override explosion sound to play frag grenade specific sound.\n 234→func _play_explosion_sound() -> void:\n 235→\t# Use offensive grenade explosion sound\n 236→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 237→\tif audio_manager and audio_manager.has_method(\"play_offensive_grenade_explosion\"):\n 238→\t\t# Play offensive grenade explosion sound (Issue #496)\n 239→\t\taudio_manager.play_offensive_grenade_explosion(global_position)\n 240→\n 241→\t# Also emit sound for AI awareness via SoundPropagation\n 242→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 243→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 244→\t\tvar viewport := get_viewport()\n 245→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 246→\t\tif viewport:\n 247→\t\t\tvar size := viewport.get_visible_rect().size\n 248→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 249→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 250→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 251→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 252→\n 253→\n 254→## Check if the player is within the explosion effect radius and has line of sight.\n 255→## Walls block the audio effect of the explosion (Issue #469).\n 256→func _is_player_in_zone() -> bool:\n 257→\tvar player: Node2D = null\n 258→\n 259→\t# Check for player in \"player\" group\n 260→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 261→\tif players.size() > 0 and players[0] is Node2D:\n 262→\t\tplayer = players[0] as Node2D\n 263→\n 264→\t# Fallback: check for node named \"Player\" in current scene\n 265→\tif player == null:\n 266→\t\tvar scene := get_tree().current_scene\n 267→\t\tif scene:\n 268→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 269→\n 270→\tif player == null:\n 271→\t\treturn false\n 272→\n 273→\t# Check if player is in effect radius first\n 274→\tif not is_in_effect_radius(player.global_position):\n 275→\t\treturn false\n 276→\n 277→\t# Check line of sight - walls block the explosion effect (Issue #469)\n 278→\treturn _has_line_of_sight_to(player)\n 279→\n 280→\n 281→## Get the effect radius for this grenade type.\n 282→func _get_effect_radius() -> float:\n 283→\treturn effect_radius\n 284→\n 285→\n 286→## Find all enemies within the effect radius.\n 287→func _get_enemies_in_radius() -> Array:\n 288→\tvar enemies_in_range: Array = []\n 289→\n 290→\t# Get all enemies in the scene\n 291→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 292→\n 293→\tfor enemy in enemies:\n 294→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n 295→\t\t\t# Check line of sight for explosion damage\n 296→\t\t\tif _has_line_of_sight_to(enemy):\n 297→\t\t\t\tenemies_in_range.append(enemy)\n 298→\n 299→\treturn enemies_in_range\n 300→\n 301→\n 302→## Find the player if within the effect radius (for offensive grenade damage).\n 303→## Returns null if player is not in radius or has no line of sight.\n 304→func _get_player_in_radius() -> Node2D:\n 305→\tvar player: Node2D = null\n 306→\n 307→\t# Check for player in \"player\" group\n 308→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 309→\tif players.size() > 0 and players[0] is Node2D:\n 310→\t\tplayer = players[0] as Node2D\n 311→\n 312→\t# Fallback: check for node named \"Player\" in current scene\n 313→\tif player == null:\n 314→\t\tvar scene := get_tree().current_scene\n 315→\t\tif scene:\n 316→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 317→\n 318→\tif player == null:\n 319→\t\treturn null\n 320→\n 321→\t# Check if player is in effect radius\n 322→\tif not is_in_effect_radius(player.global_position):\n 323→\t\treturn null\n 324→\n 325→\t# Check line of sight (player must be exposed to blast, walls block damage)\n 326→\tif not _has_line_of_sight_to(player):\n 327→\t\treturn null\n 328→\n 329→\tFileLogger.info(\"[FragGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n 330→\treturn player\n 331→\n 332→\n 333→## Check if there's line of sight from grenade to target.\n 334→func _has_line_of_sight_to(target: Node2D) -> bool:\n 335→\tvar space_state := get_world_2d().direct_space_state\n 336→\n 337→\tvar query := PhysicsRayQueryParameters2D.create(\n 338→\t\tglobal_position,\n 339→\t\ttarget.global_position\n 340→\t)\n 341→\tquery.collision_mask = 4 # Only check against obstacles\n 342→\tquery.exclude = [self]\n 343→\n 344→\tvar result := space_state.intersect_ray(query)\n 345→\n 346→\t# If no hit, we have line of sight\n 347→\treturn result.is_empty()\n 348→\n 349→\n 350→## Apply direct explosion damage to an enemy.\n 351→## Per user requirement: flat 99 damage to ALL enemies in the blast zone (no distance scaling).\n 352→func _apply_explosion_damage(enemy: Node2D) -> void:\n 353→\tvar distance := global_position.distance_to(enemy.global_position)\n 354→\n 355→\t# Flat damage to all enemies in blast zone - no distance scaling\n 356→\tvar final_damage := explosion_damage\n 357→\n 358→\t# Try to apply damage through various methods\n 359→\tif enemy.has_method(\"on_hit_with_info\"):\n 360→\t\t# Calculate direction from explosion to enemy\n 361→\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n 362→\t\tfor i in range(final_damage):\n 363→\t\t\tenemy.on_hit_with_info(hit_direction, null)\n 364→\telif enemy.has_method(\"on_hit\"):\n 365→\t\tfor i in range(final_damage):\n 366→\t\t\tenemy.on_hit()\n 367→\n 368→\tFileLogger.info(\"[FragGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n 369→\n 370→\n 371→## Spawn shrapnel pieces in all directions.\n 372→func _spawn_shrapnel() -> void:\n 373→\tif shrapnel_scene == null:\n 374→\t\tFileLogger.info(\"[FragGrenade] Cannot spawn shrapnel: scene is null\")\n 375→\t\treturn\n 376→\n 377→\t# Calculate base angle step for even distribution\n 378→\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n 379→\n 380→\tfor i in range(shrapnel_count):\n 381→\t\t# Base direction for this shrapnel piece\n 382→\t\tvar base_angle := i * angle_step\n 383→\n 384→\t\t# Add random deviation\n 385→\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n 386→\t\tvar final_angle := base_angle + deviation\n 387→\n 388→\t\t# Calculate direction vector\n 389→\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n 390→\n 391→\t\t# Create shrapnel instance\n 392→\t\tvar shrapnel := shrapnel_scene.instantiate()\n 393→\t\tif shrapnel == null:\n 394→\t\t\tcontinue\n 395→\n 396→\t\t# Set shrapnel properties\n 397→\t\tshrapnel.global_position = global_position + direction * 10.0 # Slight offset from center\n 398→\t\tshrapnel.direction = direction\n 399→\t\tshrapnel.source_id = get_instance_id()\n 400→\n 401→\t\t# Add to scene\n 402→\t\tget_tree().current_scene.add_child(shrapnel)\n 403→\n 404→\t\tFileLogger.info(\"[FragGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n 405→\n 406→\n 407→## Spawn visual explosion effect at explosion position.\n 408→## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\n 409→func _spawn_explosion_effect() -> void:\n 410→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 411→\n 412→\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n 413→\t\t# Use the wall-aware explosion effect (blocks visual through walls)\n 414→\t\timpact_manager.spawn_explosion_effect(global_position, effect_radius)\n 415→\telif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n 416→\t\t# Fallback to flashbang effect (also wall-aware)\n 417→\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n 418→\telse:\n 419→\t\t# Final fallback: create simple explosion effect without wall occlusion\n 420→\t\t_create_simple_explosion()\n 421→\n 422→\n 423→## Create a simple explosion effect if no manager is available.\n 424→func _create_simple_explosion() -> void:\n 425→\t# Create an orange/red explosion flash\n 426→\tvar flash := Sprite2D.new()\n 427→\tflash.texture = _create_explosion_texture(int(effect_radius))\n 428→\tflash.global_position = global_position\n 429→\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n 430→\tflash.z_index = 100 # Draw on top\n 431→\n 432→\tget_tree().current_scene.add_child(flash)\n 433→\n 434→\t# Fade out the flash\n 435→\tvar tween := get_tree().create_tween()\n 436→\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n 437→\ttween.tween_callback(flash.queue_free)\n 438→\n 439→\n 440→## Create an explosion texture.\n 441→func _create_explosion_texture(radius: int) -> ImageTexture:\n 442→\tvar size := radius * 2\n 443→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 444→\tvar center := Vector2(radius, radius)\n 445→\n 446→\tfor x in range(size):\n 447→\t\tfor y in range(size):\n 448→\t\t\tvar pos := Vector2(x, y)\n 449→\t\t\tvar distance := pos.distance_to(center)\n 450→\t\t\tif distance <= radius:\n 451→\t\t\t\t# Fade from center\n 452→\t\t\t\tvar alpha := 1.0 - (distance / radius)\n 453→\t\t\t\t# Orange/yellow explosion color\n 454→\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n 455→\t\t\telse:\n 456→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 457→\n 458→\treturn ImageTexture.create_from_image(image)\n 459→\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": "b8a18bbd-964f-4ff8-a3f8-84b8257ef32d", | |
| "uuid": "c8e30fdb-fd5c-46a4-b67d-e752a53f193e", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770499415990/scripts/projectiles/frag_grenade.gd", | |
| "content": "extends GrenadeBase\nclass_name FragGrenade\n## Offensive (frag) grenade that explodes on impact and releases shrapnel.\n##\n## Key characteristics:\n## - Explodes ONLY on landing or hitting a wall (NO timer - impact-triggered only)\n## - Smaller explosion radius than flashbang\n## - Releases 4 shrapnel pieces in all directions (with random deviation)\n## - Shrapnel ricochets off walls and deals 1 damage each\n## - Slightly lighter than flashbang (throws a bit farther/easier)\n##\n## Per issue requirement: \"взрывается при приземлении/ударе об стену (без таймера)\"\n## Translation: \"explodes on landing/hitting a wall (without timer)\"\n\n## Effect radius for the explosion.\n## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n@export var effect_radius: float = 225.0\n\n## Number of shrapnel pieces to spawn.\n@export var shrapnel_count: int = 4\n\n## Shrapnel scene to instantiate.\n@export var shrapnel_scene: PackedScene\n\n## Random angle deviation for shrapnel spread in degrees.\n@export var shrapnel_spread_deviation: float = 20.0\n\n## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n@export var explosion_damage: int = 99\n\n## Whether the grenade has impacted (landed or hit wall).\nvar _has_impacted: bool = false\n\n## Track if we've started throwing (to avoid impact during initial spawn).\nvar _is_thrown: bool = false\n\n## Track the previous freeze state to detect when grenade is released.\n## FIX for Issue #432: When C# code sets Freeze=false directly without calling\n## throw methods, _is_thrown was never set to true, preventing explosion.\nvar _was_frozen: bool = true\n\n\nfunc _ready() -> void:\n\tsuper._ready()\n\n\t# Frag grenade is slightly lighter - increase max throw speed slightly\n\t# (5% increase for \"slightly lighter\")\n\tmax_throw_speed *= 1.05\n\n\t# Load shrapnel scene if not set\n\tif shrapnel_scene == null:\n\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n\t\tif ResourceLoader.exists(shrapnel_path):\n\t\t\tshrapnel_scene = load(shrapnel_path)\n\t\t\tFileLogger.info(\"[FragGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n\t\telse:\n\t\t\tFileLogger.info(\"[FragGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n\n\n## Override to prevent timer countdown for frag grenades.\n## Frag grenades explode ONLY on impact (landing or wall hit), NOT on a timer.\n## Per issue requirement: \"без таймера\" = \"without timer\"\nfunc activate_timer() -> void:\n\t# Set _timer_active to true so landing detection works (line 114 in base class)\n\t# But do NOT set _time_remaining - no countdown, no timer-based explosion\n\tif _timer_active:\n\t\tFileLogger.info(\"[FragGrenade] Already activated\")\n\t\treturn\n\t_timer_active = true\n\t# Do NOT set _time_remaining - leave it at 0 so timer never triggers explosion\n\t# The base class checks `if _time_remaining <= 0: _explode()` only when _timer_active is true\n\t# But since _time_remaining starts at 0, we need to set it to a very high value to prevent timer explosion\n\t# Actually, better approach: set to infinity-like value so timer never triggers\n\t_time_remaining = 999999.0 # Effectively infinite - grenade will only explode on impact\n\n\t# Play activation sound (pin pull)\n\tif not _activation_sound_played:\n\t\t_activation_sound_played = true\n\t\t_play_activation_sound()\n\tFileLogger.info(\"[FragGrenade] Pin pulled - waiting for impact (no timer, impact-triggered only)\")\n\n\n## Override _physics_process to disable blinking (no timer countdown for frag grenades).\nfunc _physics_process(delta: float) -> void:\n\tif _has_exploded:\n\t\treturn\n\n\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n\t# When C# sets Freeze=false directly (e.g., via fallback path), our throw methods\n\t# are not called and _is_thrown remains false, preventing explosion.\n\t# By detecting the freeze->unfreeze transition, we can enable impact detection.\n\tif _was_frozen and not freeze:\n\t\t_was_frozen = false\n\t\tif not _is_thrown:\n\t\t\t_is_thrown = true\n\t\t\tFileLogger.info(\"[FragGrenade] Detected unfreeze - enabling impact detection (fallback)\")\n\n\t# Apply velocity-dependent ground friction to slow down\n\t# FIX for issue #435: Grenade should maintain speed for most of flight,\n\t# only slowing down noticeably at the very end of its path.\n\t# At high velocities: reduced friction (grenade maintains speed)\n\t# At low velocities: full friction (grenade slows to stop)\n\tif linear_velocity.length() > 0:\n\t\tvar current_speed := linear_velocity.length()\n\n\t\t# Calculate friction multiplier based on velocity\n\t\t# Above friction_ramp_velocity: use min_friction_multiplier (minimal drag)\n\t\t# Below friction_ramp_velocity: smoothly ramp up to full friction\n\t\tvar friction_multiplier: float\n\t\tif current_speed >= friction_ramp_velocity:\n\t\t\t# High speed: minimal friction to maintain velocity\n\t\t\tfriction_multiplier = min_friction_multiplier\n\t\telse:\n\t\t\t# Low speed: smoothly increase friction from min to full (1.0)\n\t\t\t# Use quadratic curve for smooth transition: more aggressive braking at very low speeds\n\t\t\tvar t := current_speed / friction_ramp_velocity # 0.0 at stopped, 1.0 at threshold\n\t\t\t# Quadratic ease-out: starts slow, ends fast (more natural deceleration feel)\n\t\t\tfriction_multiplier = min_friction_multiplier + (1.0 - min_friction_multiplier) * (1.0 - t * t)\n\n\t\tvar effective_friction := ground_friction * friction_multiplier\n\t\tvar friction_force := linear_velocity.normalized() * effective_friction * delta\n\t\tif friction_force.length() > linear_velocity.length():\n\t\t\tlinear_velocity = Vector2.ZERO\n\t\telse:\n\t\t\tlinear_velocity -= friction_force\n\n\t# Check for landing (grenade comes to near-stop after being thrown)\n\tif not _has_landed and _timer_active:\n\t\tvar current_speed := linear_velocity.length()\n\t\tvar previous_speed := _previous_velocity.length()\n\t\t# Grenade has landed when it was moving fast and now nearly stopped\n\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n\t\t\t_on_grenade_landed()\n\t_previous_velocity = linear_velocity\n\n\t# NOTE: No timer countdown or blink effect for frag grenades\n\t# They only explode on impact, not on a timer\n\n\n## Override throw to mark grenade as thrown (legacy drag-based method).\nfunc throw_grenade(direction: Vector2, drag_distance: float) -> void:\n\tsuper.throw_grenade(direction, drag_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (legacy) - impact detection enabled\")\n\n\n## Override velocity-based throw to mark grenade as thrown.\n## This is the primary method used by the C# Player.cs for throwing.\nfunc throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n\tsuper.throw_grenade_velocity_based(mouse_velocity, swing_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (velocity-based) - impact detection enabled\")\n\n\n## Override directional throw to mark grenade as thrown.\n## FIX for issue #393: This method has HIGHEST PRIORITY in Player.cs call hierarchy.\n## Without this override, _is_thrown stays false and impact detection never triggers!\nfunc throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n\tsuper.throw_grenade_with_direction(throw_direction, velocity_magnitude, swing_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (direction-based) - impact detection enabled\")\n\n\n## Override simple throw to mark grenade as thrown.\n## FIX for issue #398: Simple mode (trajectory aiming to cursor) uses this method.\n## Without this override, _is_thrown stays false and impact detection never triggers!\nfunc throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n\tsuper.throw_grenade_simple(throw_direction, throw_speed)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (simple mode) - impact detection enabled\")\n\n\n## Override body_entered to detect wall impacts.\nfunc _on_body_entered(body: Node) -> void:\n\tsuper._on_body_entered(body)\n\n\t# Only explode on impact if we've been thrown and haven't exploded yet\n\tif _is_thrown and not _has_impacted and not _has_exploded:\n\t\t# Trigger impact explosion on wall/obstacle/enemy hit\n\t\t# StaticBody2D = walls, obstacles, furniture\n\t\t# TileMap = terrain tiles\n\t\t# CharacterBody2D = enemies and player\n\t\tif body is StaticBody2D or body is TileMap or body is CharacterBody2D:\n\t\t\tFileLogger.info(\"[FragGrenade] Impact detected! Body: %s (type: %s), triggering explosion\" % [body.name, body.get_class()])\n\t\t\t_trigger_impact_explosion()\n\t\telse:\n\t\t\tFileLogger.info(\"[FragGrenade] Non-solid collision (body: %s, type: %s) - not triggering explosion\" % [body.name, body.get_class()])\n\n\n## Called when grenade lands on the ground.\n## Overridden to trigger immediate explosion on landing.\nfunc _on_grenade_landed() -> void:\n\tsuper._on_grenade_landed()\n\n\t# Trigger explosion on landing\n\tif _is_thrown and not _has_impacted and not _has_exploded:\n\t\t_trigger_impact_explosion()\n\n\n## Trigger explosion from impact (wall hit or landing).\nfunc _trigger_impact_explosion() -> void:\n\t_has_impacted = true\n\tFileLogger.info(\"[FragGrenade] Impact detected - exploding immediately!\")\n\t_explode()\n\n\n## Override to define the explosion effect.\nfunc _on_explode() -> void:\n\t# Find all enemies within effect radius and apply direct explosion damage\n\tvar enemies := _get_enemies_in_radius()\n\n\tfor enemy in enemies:\n\t\t_apply_explosion_damage(enemy)\n\n\t# Also damage the player if in blast radius (offensive grenade deals same damage to all)\n\t# Per issue #261: \"наступательная граната должна наносить такой же урон игроку как и врагам\"\n\t# Translation: \"offensive grenade should deal the same damage to the player as it does to enemies\"\n\tvar player := _get_player_in_radius()\n\tif player != null:\n\t\t_apply_explosion_damage(player)\n\n\t# Scatter shell casings on the floor (Issue #432)\n\t_scatter_casings(effect_radius)\n\n\t# Spawn shrapnel in all directions\n\t_spawn_shrapnel()\n\n\t# Spawn visual explosion effect\n\t_spawn_explosion_effect()\n\n\n## Override explosion sound to play frag grenade specific sound.\nfunc _play_explosion_sound() -> void:\n\t# Use offensive grenade explosion sound\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_offensive_grenade_explosion\"):\n\t\t# Play offensive grenade explosion sound (Issue #496)\n\t\taudio_manager.play_offensive_grenade_explosion(global_position)\n\n\t# Also emit sound for AI awareness via SoundPropagation\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Check if the player is within the explosion effect radius and has line of sight.\n## Walls block the audio effect of the explosion (Issue #469).\nfunc _is_player_in_zone() -> bool:\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn false\n\n\t# Check if player is in effect radius first\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn false\n\n\t# Check line of sight - walls block the explosion effect (Issue #469)\n\treturn _has_line_of_sight_to(player)\n\n\n## Get the effect radius for this grenade type.\nfunc _get_effect_radius() -> float:\n\treturn effect_radius\n\n\n## Find all enemies within the effect radius.\nfunc _get_enemies_in_radius() -> Array:\n\tvar enemies_in_range: Array = []\n\n\t# Get all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n\t\t\t# Check line of sight for explosion damage\n\t\t\tif _has_line_of_sight_to(enemy):\n\t\t\t\tenemies_in_range.append(enemy)\n\n\treturn enemies_in_range\n\n\n## Find the player if within the effect radius (for offensive grenade damage).\n## Returns null if player is not in radius or has no line of sight.\nfunc _get_player_in_radius() -> Node2D:\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn null\n\n\t# Check if player is in effect radius\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn null\n\n\t# Check line of sight (player must be exposed to blast, walls block damage)\n\tif not _has_line_of_sight_to(player):\n\t\treturn null\n\n\tFileLogger.info(\"[FragGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n\treturn player\n\n\n## Check if there's line of sight from grenade to target.\nfunc _has_line_of_sight_to(target: Node2D) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\n\tvar query := PhysicsRayQueryParameters2D.create(\n\t\tglobal_position,\n\t\ttarget.global_position\n\t)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If no hit, we have line of sight\n\treturn result.is_empty()\n\n\n## Apply direct explosion damage to an enemy.\n## Per user requirement: flat 99 damage to ALL enemies in the blast zone (no distance scaling).\nfunc _apply_explosion_damage(enemy: Node2D) -> void:\n\tvar distance := global_position.distance_to(enemy.global_position)\n\n\t# Flat damage to all enemies in blast zone - no distance scaling\n\tvar final_damage := explosion_damage\n\n\t# Try to apply damage through various methods\n\tif enemy.has_method(\"on_hit_with_info\"):\n\t\t# Calculate direction from explosion to enemy\n\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n\t\tfor i in range(final_damage):\n\t\t\tenemy.on_hit_with_info(hit_direction, null)\n\telif enemy.has_method(\"on_hit\"):\n\t\tfor i in range(final_damage):\n\t\t\tenemy.on_hit()\n\n\tFileLogger.info(\"[FragGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n\n\n## Spawn shrapnel pieces in all directions.\nfunc _spawn_shrapnel() -> void:\n\tif shrapnel_scene == null:\n\t\tFileLogger.info(\"[FragGrenade] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Calculate base angle step for even distribution\n\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n\n\tfor i in range(shrapnel_count):\n\t\t# Base direction for this shrapnel piece\n\t\tvar base_angle := i * angle_step\n\n\t\t# Add random deviation\n\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n\t\tvar final_angle := base_angle + deviation\n\n\t\t# Calculate direction vector\n\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n\n\t\t# Create shrapnel instance\n\t\tvar shrapnel := shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = global_position + direction * 10.0 # Slight offset from center\n\t\tshrapnel.direction = direction\n\t\tshrapnel.source_id = get_instance_id()\n\n\t\t# Add to scene\n\t\tget_tree().current_scene.add_child(shrapnel)\n\n\t\tFileLogger.info(\"[FragGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n\n\n## Spawn visual explosion effect at explosion position.\n## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\nfunc _spawn_explosion_effect() -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n\t\t# Use the wall-aware explosion effect (blocks visual through walls)\n\t\timpact_manager.spawn_explosion_effect(global_position, effect_radius)\n\telif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n\t\t# Fallback to flashbang effect (also wall-aware)\n\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n\telse:\n\t\t# Final fallback: create simple explosion effect without wall occlusion\n\t\t_create_simple_explosion()\n\n\n## Create a simple explosion effect if no manager is available.\nfunc _create_simple_explosion() -> void:\n\t# Create an orange/red explosion flash\n\tvar flash := Sprite2D.new()\n\tflash.texture = _create_explosion_texture(int(effect_radius))\n\tflash.global_position = global_position\n\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n\tflash.z_index = 100 # Draw on top\n\n\tget_tree().current_scene.add_child(flash)\n\n\t# Fade out the flash\n\tvar tween := get_tree().create_tween()\n\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n\ttween.tween_callback(flash.queue_free)\n\n\n## Create an explosion texture.\nfunc _create_explosion_texture(radius: int) -> ImageTexture:\n\tvar size := radius * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar center := Vector2(radius, radius)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar distance := pos.distance_to(center)\n\t\t\tif distance <= radius:\n\t\t\t\t# Fade from center\n\t\t\t\tvar alpha := 1.0 - (distance / radius)\n\t\t\t\t# Orange/yellow explosion color\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\treturn ImageTexture.create_from_image(image)\n", | |
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| "content": " 1→extends GrenadeBase\n 2→class_name FlashbangGrenade\n 3→## Flashbang (stun) grenade that blinds and stuns enemies.\n 4→##\n 5→## Effects on enemies within the blast radius:\n 6→## - Blindness: Enemies cannot see the player for 12 seconds\n 7→## - Stun: Enemies cannot move for 6 seconds\n 8→##\n 9→## Does not deal damage.\n 10→## Effect radius is 400 pixels (doubled from original 200 per user request).\n 11→\n 12→## Duration of blindness effect in seconds.\n 13→@export var blindness_duration: float = 12.0\n 14→\n 15→## Duration of stun effect in seconds.\n 16→@export var stun_duration: float = 6.0\n 17→\n 18→## Effect radius - doubled per user request.\n 19→## Now covers larger areas for better tactical usage.\n 20→@export var effect_radius: float = 400.0\n 21→\n 22→\n 23→func _ready() -> void:\n 24→\tsuper._ready()\n 25→\t# Flashbang uses default 4 second fuse\n 26→\n 27→\n 28→## Override to define the explosion effect.\n 29→func _on_explode() -> void:\n 30→\t# Find all enemies within effect radius\n 31→\tvar enemies := _get_enemies_in_radius()\n 32→\n 33→\tfor enemy in enemies:\n 34→\t\t_apply_flashbang_effects(enemy)\n 35→\n 36→\t# Apply screen effect to player if they are in the blast zone (Issue #605)\n 37→\t_apply_player_screen_effect()\n 38→\n 39→\t# Scatter shell casings on the floor (Issue #432)\n 40→\t# Flashbang has larger radius but weaker physical effect (non-lethal)\n 41→\t# Use 40% of effect radius as \"lethal-equivalent\" zone for casing scatter\n 42→\t_scatter_casings(effect_radius * 0.4)\n 43→\n 44→\t# Spawn visual flash effect\n 45→\t_spawn_flash_effect()\n 46→\n 47→\n 48→## Override explosion sound to play zone-specific flashbang sounds.\n 49→## Plays different sounds based on whether player is in the affected zone.\n 50→func _play_explosion_sound() -> void:\n 51→\t# Check if player is in the effect radius\n 52→\tvar player_in_zone := _is_player_in_zone()\n 53→\n 54→\t# Play flashbang explosion sound via AudioManager\n 55→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 56→\tif audio_manager and audio_manager.has_method(\"play_flashbang_explosion\"):\n 57→\t\taudio_manager.play_flashbang_explosion(global_position, player_in_zone)\n 58→\n 59→\t# Also emit sound for AI awareness via SoundPropagation\n 60→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 61→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 62→\t\tvar viewport := get_viewport()\n 63→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 64→\t\tif viewport:\n 65→\t\t\tvar size := viewport.get_visible_rect().size\n 66→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 67→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 68→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 69→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 70→\n 71→\n 72→## Check if the player is within the flashbang effect radius and has line of sight.\n 73→## Walls block both the visual and audio effects of the flashbang (Issue #469).\n 74→func _is_player_in_zone() -> bool:\n 75→\t# Try to find the player in common ways\n 76→\tvar player: Node2D = null\n 77→\n 78→\t# Check for player in \"player\" group\n 79→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 80→\tif players.size() > 0 and players[0] is Node2D:\n 81→\t\tplayer = players[0] as Node2D\n 82→\n 83→\t# Fallback: check for node named \"Player\" in current scene\n 84→\tif player == null:\n 85→\t\tvar scene := get_tree().current_scene\n 86→\t\tif scene:\n 87→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 88→\n 89→\tif player == null:\n 90→\t\t# No player found, assume outside zone (plays distant explosion sound)\n 91→\t\treturn false\n 92→\n 93→\t# Check if player is in effect radius first\n 94→\tif not is_in_effect_radius(player.global_position):\n 95→\t\treturn false\n 96→\n 97→\t# Check line of sight - walls block the flashbang effect (Issue #469)\n 98→\t# Similar to how enemy targeting already works\n 99→\treturn _has_line_of_sight_to(player)\n 100→\n 101→\n 102→## Apply the flashbang screen effect to the player if they are in the blast zone (Issue #605).\n 103→## Checks distance and line of sight, then delegates to FlashbangPlayerEffectsManager.\n 104→func _apply_player_screen_effect() -> void:\n 105→\t# Find the player\n 106→\tvar player: Node2D = null\n 107→\n 108→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 109→\tif players.size() > 0 and players[0] is Node2D:\n 110→\t\tplayer = players[0] as Node2D\n 111→\n 112→\tif player == null:\n 113→\t\tvar scene := get_tree().current_scene\n 114→\t\tif scene:\n 115→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 116→\n 117→\tif player == null:\n 118→\t\treturn\n 119→\n 120→\t# Check if player is in effect radius\n 121→\tif not is_in_effect_radius(player.global_position):\n 122→\t\treturn\n 123→\n 124→\t# Check line of sight - walls block the flashbang effect (Issue #469)\n 125→\tif not _has_line_of_sight_to(player):\n 126→\t\treturn\n 127→\n 128→\t# Apply screen effect via the FlashbangPlayerEffectsManager\n 129→\tvar effects_manager: Node = get_node_or_null(\"/root/FlashbangPlayerEffectsManager\")\n 130→\tif effects_manager and effects_manager.has_method(\"apply_flashbang_effect\"):\n 131→\t\teffects_manager.apply_flashbang_effect(global_position, player.global_position, effect_radius)\n 132→\n 133→\n 134→## Get the effect radius for this grenade type.\n 135→func _get_effect_radius() -> float:\n 136→\treturn effect_radius\n 137→\n 138→\n 139→## Find all enemies within the effect radius.\n 140→func _get_enemies_in_radius() -> Array:\n 141→\tvar enemies_in_range: Array = []\n 142→\n 143→\t# Get all enemies in the scene\n 144→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 145→\n 146→\tfor enemy in enemies:\n 147→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n 148→\t\t\t# Check line of sight (flashbang needs to be visible to affect)\n 149→\t\t\tif _has_line_of_sight_to(enemy):\n 150→\t\t\t\tenemies_in_range.append(enemy)\n 151→\n 152→\treturn enemies_in_range\n 153→\n 154→\n 155→## Check if there's line of sight from grenade to target.\n 156→func _has_line_of_sight_to(target: Node2D) -> bool:\n 157→\tvar space_state := get_world_2d().direct_space_state\n 158→\n 159→\tvar query := PhysicsRayQueryParameters2D.create(\n 160→\t\tglobal_position,\n 161→\t\ttarget.global_position\n 162→\t)\n 163→\tquery.collision_mask = 4 # Only check against obstacles\n 164→\tquery.exclude = [self]\n 165→\n 166→\tvar result := space_state.intersect_ray(query)\n 167→\n 168→\t# If no hit, we have line of sight\n 169→\treturn result.is_empty()\n 170→\n 171→\n 172→## Apply blindness and stun effects to an enemy.\n 173→func _apply_flashbang_effects(enemy: Node2D) -> void:\n 174→\t# Use the status effects manager if available\n 175→\tvar status_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n 176→\n 177→\tif status_manager:\n 178→\t\tif status_manager.has_method(\"apply_blindness\"):\n 179→\t\t\tstatus_manager.apply_blindness(enemy, blindness_duration)\n 180→\t\tif status_manager.has_method(\"apply_stun\"):\n 181→\t\t\tstatus_manager.apply_stun(enemy, stun_duration)\n 182→\telse:\n 183→\t\t# Fallback: apply effects directly to enemy if it supports them\n 184→\t\tif enemy.has_method(\"apply_blindness\"):\n 185→\t\t\tenemy.apply_blindness(blindness_duration)\n 186→\t\tif enemy.has_method(\"apply_stun\"):\n 187→\t\t\tenemy.apply_stun(stun_duration)\n 188→\n 189→\n 190→## Spawn visual flash effect at explosion position.\n 191→## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\n 192→func _spawn_flash_effect() -> void:\n 193→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 194→\n 195→\tif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n 196→\t\t# Wall-aware flashbang effect (blocks visual through walls)\n 197→\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n 198→\telse:\n 199→\t\t# Fallback: create simple flash effect without wall occlusion\n 200→\t\t_create_simple_flash()\n 201→\n 202→\n 203→## Create a simple flash effect if no manager is available.\n 204→func _create_simple_flash() -> void:\n 205→\t# Create a bright white flash that fades\n 206→\tvar flash := Sprite2D.new()\n 207→\tflash.texture = _create_white_circle_texture(int(effect_radius))\n 208→\tflash.global_position = global_position\n 209→\tflash.modulate = Color(1.0, 1.0, 1.0, 0.8)\n 210→\tflash.z_index = 100 # Draw on top\n 211→\n 212→\tget_tree().current_scene.add_child(flash)\n 213→\n 214→\t# Fade out the flash\n 215→\tvar tween := get_tree().create_tween()\n 216→\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.3)\n 217→\ttween.tween_callback(flash.queue_free)\n 218→\n 219→\n 220→## Create a simple white circle texture for the flash effect.\n 221→func _create_white_circle_texture(radius: int) -> ImageTexture:\n 222→\tvar size := radius * 2\n 223→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 224→\tvar center := Vector2(radius, radius)\n 225→\n 226→\tfor x in range(size):\n 227→\t\tfor y in range(size):\n 228→\t\t\tvar pos := Vector2(x, y)\n 229→\t\t\tvar distance := pos.distance_to(center)\n 230→\t\t\tif distance <= radius:\n 231→\t\t\t\t# Fade from center\n 232→\t\t\t\tvar alpha := 1.0 - (distance / radius)\n 233→\t\t\t\timage.set_pixel(x, y, Color(1.0, 1.0, 1.0, alpha))\n 234→\t\t\telse:\n 235→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 236→\n 237→\treturn ImageTexture.create_from_image(image)\n 238→\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-1770499415990/scripts/projectiles/flashbang_grenade.gd", | |
| "content": "extends GrenadeBase\nclass_name FlashbangGrenade\n## Flashbang (stun) grenade that blinds and stuns enemies.\n##\n## Effects on enemies within the blast radius:\n## - Blindness: Enemies cannot see the player for 12 seconds\n## - Stun: Enemies cannot move for 6 seconds\n##\n## Does not deal damage.\n## Effect radius is 400 pixels (doubled from original 200 per user request).\n\n## Duration of blindness effect in seconds.\n@export var blindness_duration: float = 12.0\n\n## Duration of stun effect in seconds.\n@export var stun_duration: float = 6.0\n\n## Effect radius - doubled per user request.\n## Now covers larger areas for better tactical usage.\n@export var effect_radius: float = 400.0\n\n\nfunc _ready() -> void:\n\tsuper._ready()\n\t# Flashbang uses default 4 second fuse\n\n\n## Override to define the explosion effect.\nfunc _on_explode() -> void:\n\t# Find all enemies within effect radius\n\tvar enemies := _get_enemies_in_radius()\n\n\tfor enemy in enemies:\n\t\t_apply_flashbang_effects(enemy)\n\n\t# Apply screen effect to player if they are in the blast zone (Issue #605)\n\t_apply_player_screen_effect()\n\n\t# Scatter shell casings on the floor (Issue #432)\n\t# Flashbang has larger radius but weaker physical effect (non-lethal)\n\t# Use 40% of effect radius as \"lethal-equivalent\" zone for casing scatter\n\t_scatter_casings(effect_radius * 0.4)\n\n\t# Spawn visual flash effect\n\t_spawn_flash_effect()\n\n\n## Override explosion sound to play zone-specific flashbang sounds.\n## Plays different sounds based on whether player is in the affected zone.\nfunc _play_explosion_sound() -> void:\n\t# Check if player is in the effect radius\n\tvar player_in_zone := _is_player_in_zone()\n\n\t# Play flashbang explosion sound via AudioManager\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_flashbang_explosion\"):\n\t\taudio_manager.play_flashbang_explosion(global_position, player_in_zone)\n\n\t# Also emit sound for AI awareness via SoundPropagation\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Check if the player is within the flashbang effect radius and has line of sight.\n## Walls block both the visual and audio effects of the flashbang (Issue #469).\nfunc _is_player_in_zone() -> bool:\n\t# Try to find the player in common ways\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\t# No player found, assume outside zone (plays distant explosion sound)\n\t\treturn false\n\n\t# Check if player is in effect radius first\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn false\n\n\t# Check line of sight - walls block the flashbang effect (Issue #469)\n\t# Similar to how enemy targeting already works\n\treturn _has_line_of_sight_to(player)\n\n\n## Apply the flashbang screen effect to the player if they are in the blast zone (Issue #605).\n## Checks distance and line of sight, then delegates to FlashbangPlayerEffectsManager.\nfunc _apply_player_screen_effect() -> void:\n\t# Find the player\n\tvar player: Node2D = null\n\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn\n\n\t# Check if player is in effect radius\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn\n\n\t# Check line of sight - walls block the flashbang effect (Issue #469)\n\tif not _has_line_of_sight_to(player):\n\t\treturn\n\n\t# Apply screen effect via the FlashbangPlayerEffectsManager\n\tvar effects_manager: Node = get_node_or_null(\"/root/FlashbangPlayerEffectsManager\")\n\tif effects_manager and effects_manager.has_method(\"apply_flashbang_effect\"):\n\t\teffects_manager.apply_flashbang_effect(global_position, player.global_position, effect_radius)\n\n\n## Get the effect radius for this grenade type.\nfunc _get_effect_radius() -> float:\n\treturn effect_radius\n\n\n## Find all enemies within the effect radius.\nfunc _get_enemies_in_radius() -> Array:\n\tvar enemies_in_range: Array = []\n\n\t# Get all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n\t\t\t# Check line of sight (flashbang needs to be visible to affect)\n\t\t\tif _has_line_of_sight_to(enemy):\n\t\t\t\tenemies_in_range.append(enemy)\n\n\treturn enemies_in_range\n\n\n## Check if there's line of sight from grenade to target.\nfunc _has_line_of_sight_to(target: Node2D) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\n\tvar query := PhysicsRayQueryParameters2D.create(\n\t\tglobal_position,\n\t\ttarget.global_position\n\t)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If no hit, we have line of sight\n\treturn result.is_empty()\n\n\n## Apply blindness and stun effects to an enemy.\nfunc _apply_flashbang_effects(enemy: Node2D) -> void:\n\t# Use the status effects manager if available\n\tvar status_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\n\tif status_manager:\n\t\tif status_manager.has_method(\"apply_blindness\"):\n\t\t\tstatus_manager.apply_blindness(enemy, blindness_duration)\n\t\tif status_manager.has_method(\"apply_stun\"):\n\t\t\tstatus_manager.apply_stun(enemy, stun_duration)\n\telse:\n\t\t# Fallback: apply effects directly to enemy if it supports them\n\t\tif enemy.has_method(\"apply_blindness\"):\n\t\t\tenemy.apply_blindness(blindness_duration)\n\t\tif enemy.has_method(\"apply_stun\"):\n\t\t\tenemy.apply_stun(stun_duration)\n\n\n## Spawn visual flash effect at explosion position.\n## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\nfunc _spawn_flash_effect() -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n\t\t# Wall-aware flashbang effect (blocks visual through walls)\n\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n\telse:\n\t\t# Fallback: create simple flash effect without wall occlusion\n\t\t_create_simple_flash()\n\n\n## Create a simple flash effect if no manager is available.\nfunc _create_simple_flash() -> void:\n\t# Create a bright white flash that fades\n\tvar flash := Sprite2D.new()\n\tflash.texture = _create_white_circle_texture(int(effect_radius))\n\tflash.global_position = global_position\n\tflash.modulate = Color(1.0, 1.0, 1.0, 0.8)\n\tflash.z_index = 100 # Draw on top\n\n\tget_tree().current_scene.add_child(flash)\n\n\t# Fade out the flash\n\tvar tween := get_tree().create_tween()\n\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.3)\n\ttween.tween_callback(flash.queue_free)\n\n\n## Create a simple white circle texture for the flash effect.\nfunc _create_white_circle_texture(radius: int) -> ImageTexture:\n\tvar size := radius * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar center := Vector2(radius, radius)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar distance := pos.distance_to(center)\n\t\t\tif distance <= radius:\n\t\t\t\t# Fade from center\n\t\t\t\tvar alpha := 1.0 - (distance / radius)\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 1.0, 1.0, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\treturn ImageTexture.create_from_image(image)\n", | |
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| [2026-02-07T21:27:19.450Z] [INFO] { | |
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| "text": "Now let me also read the DefensiveGrenade script, check how grenade_count/grenade_scene are initialized in enemy.gd, and look at how grenade throwing integrates with the main enemy AI." | |
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| "tool_use_id": "toolu_01Nt3Rr17YmrJVgxfeaPznRS", | |
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| "content": " 1→extends GrenadeBase\n 2→class_name DefensiveGrenade\n 3→## Defensive (F-1) grenade that explodes on a timer and releases heavy shrapnel.\n 4→##\n 5→## Key characteristics:\n 6→## - Timer-based detonation (4 second fuse, like flashbang)\n 7→## - Large explosion radius (700px) - designed for area denial\n 8→## - Releases 40 shrapnel pieces in all directions (with random deviation)\n 9→## - Shrapnel ricochets off walls and deals 1 damage each\n 10→## - Heavier than frag grenade (real F-1 weighs 0.6kg)\n 11→##\n 12→## Per issue #495 requirements:\n 13→## - радиус поражения = 700px (damage radius)\n 14→## - количество осколков = 40 (shrapnel count)\n 15→## - таймер = 4 секунды (timer = 4 seconds)\n 16→## - звук взрыва = assets/audio/взрыв оборонительной гранаты.wav\n 17→\n 18→## Effect radius for the explosion.\n 19→## Per issue #495: radius must be 700px.\n 20→@export var effect_radius: float = 700.0\n 21→\n 22→## Number of shrapnel pieces to spawn.\n 23→## Per issue #495: 40 shrapnel pieces.\n 24→@export var shrapnel_count: int = 40\n 25→\n 26→## Shrapnel scene to instantiate.\n 27→@export var shrapnel_scene: PackedScene\n 28→\n 29→## Random angle deviation for shrapnel spread in degrees.\n 30→@export var shrapnel_spread_deviation: float = 15.0\n 31→\n 32→## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n 33→## High damage to all enemies in the blast zone.\n 34→@export var explosion_damage: int = 99\n 35→\n 36→\n 37→func _ready() -> void:\n 38→\tsuper._ready()\n 39→\n 40→\t# F-1 is heavier than frag grenade (0.6kg real weight)\n 41→\t# This means slightly slower throw speed\n 42→\tgrenade_mass = 0.6\n 43→\n 44→\t# Load shrapnel scene if not set\n 45→\tif shrapnel_scene == null:\n 46→\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n 47→\t\tif ResourceLoader.exists(shrapnel_path):\n 48→\t\t\tshrapnel_scene = load(shrapnel_path)\n 49→\t\t\tFileLogger.info(\"[DefensiveGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n 50→\t\telse:\n 51→\t\t\tFileLogger.info(\"[DefensiveGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n 52→\n 53→\n 54→## Override to define the explosion effect.\n 55→func _on_explode() -> void:\n 56→\t# Find all enemies within effect radius and apply direct explosion damage\n 57→\tvar enemies := _get_enemies_in_radius()\n 58→\n 59→\tfor enemy in enemies:\n 60→\t\t_apply_explosion_damage(enemy)\n 61→\n 62→\t# Also damage the player if in blast radius (defensive grenade deals same damage to all)\n 63→\tvar player := _get_player_in_radius()\n 64→\tif player != null:\n 65→\t\t_apply_explosion_damage(player)\n 66→\n 67→\t# Scatter shell casings on the floor\n 68→\t_scatter_casings(effect_radius)\n 69→\n 70→\t# Spawn shrapnel in all directions (40 pieces!)\n 71→\t_spawn_shrapnel()\n 72→\n 73→\t# Spawn visual explosion effect\n 74→\t_spawn_explosion_effect()\n 75→\n 76→\n 77→## Override explosion sound to play defensive grenade specific sound.\n 78→func _play_explosion_sound() -> void:\n 79→\t# Use AudioManager to play the defensive grenade explosion sound\n 80→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 81→\tif audio_manager and audio_manager.has_method(\"play_defensive_grenade_explosion\"):\n 82→\t\taudio_manager.play_defensive_grenade_explosion(global_position)\n 83→\n 84→\t# Also emit sound for AI awareness via SoundPropagation\n 85→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 86→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 87→\t\tvar viewport := get_viewport()\n 88→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 89→\t\tif viewport:\n 90→\t\t\tvar size := viewport.get_visible_rect().size\n 91→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 92→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 93→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 94→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 95→\n 96→\n 97→## Get the effect radius for this grenade type.\n 98→func _get_effect_radius() -> float:\n 99→\treturn effect_radius\n 100→\n 101→\n 102→## Find all enemies within the effect radius.\n 103→func _get_enemies_in_radius() -> Array:\n 104→\tvar enemies_in_range: Array = []\n 105→\n 106→\t# Get all enemies in the scene\n 107→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 108→\n 109→\tfor enemy in enemies:\n 110→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n 111→\t\t\t# Check line of sight for explosion damage\n 112→\t\t\tif _has_line_of_sight_to(enemy):\n 113→\t\t\t\tenemies_in_range.append(enemy)\n 114→\n 115→\treturn enemies_in_range\n 116→\n 117→\n 118→## Find the player if within the effect radius (defensive grenade damages everyone).\n 119→## Returns null if player is not in radius or has no line of sight.\n 120→func _get_player_in_radius() -> Node2D:\n 121→\tvar player: Node2D = null\n 122→\n 123→\t# Check for player in \"player\" group\n 124→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 125→\tif players.size() > 0 and players[0] is Node2D:\n 126→\t\tplayer = players[0] as Node2D\n 127→\n 128→\t# Fallback: check for node named \"Player\" in current scene\n 129→\tif player == null:\n 130→\t\tvar scene := get_tree().current_scene\n 131→\t\tif scene:\n 132→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 133→\n 134→\tif player == null:\n 135→\t\treturn null\n 136→\n 137→\t# Check if player is in effect radius\n 138→\tif not is_in_effect_radius(player.global_position):\n 139→\t\treturn null\n 140→\n 141→\t# Check line of sight (player must be exposed to blast, walls block damage)\n 142→\tif not _has_line_of_sight_to(player):\n 143→\t\treturn null\n 144→\n 145→\tFileLogger.info(\"[DefensiveGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n 146→\treturn player\n 147→\n 148→\n 149→## Check if there's line of sight from grenade to target.\n 150→func _has_line_of_sight_to(target: Node2D) -> bool:\n 151→\tvar space_state := get_world_2d().direct_space_state\n 152→\n 153→\tvar query := PhysicsRayQueryParameters2D.create(\n 154→\t\tglobal_position,\n 155→\t\ttarget.global_position\n 156→\t)\n 157→\tquery.collision_mask = 4 # Only check against obstacles\n 158→\tquery.exclude = [self]\n 159→\n 160→\tvar result := space_state.intersect_ray(query)\n 161→\n 162→\t# If no hit, we have line of sight\n 163→\treturn result.is_empty()\n 164→\n 165→\n 166→## Apply direct explosion damage to an enemy.\n 167→## Flat damage to ALL enemies in the blast zone (no distance scaling).\n 168→func _apply_explosion_damage(enemy: Node2D) -> void:\n 169→\tvar distance := global_position.distance_to(enemy.global_position)\n 170→\n 171→\t# Flat damage to all enemies in blast zone - no distance scaling\n 172→\tvar final_damage := explosion_damage\n 173→\n 174→\t# Try to apply damage through various methods\n 175→\tif enemy.has_method(\"on_hit_with_info\"):\n 176→\t\t# Calculate direction from explosion to enemy\n 177→\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n 178→\t\tfor i in range(final_damage):\n 179→\t\t\tenemy.on_hit_with_info(hit_direction, null)\n 180→\telif enemy.has_method(\"on_hit\"):\n 181→\t\tfor i in range(final_damage):\n 182→\t\t\tenemy.on_hit()\n 183→\n 184→\tFileLogger.info(\"[DefensiveGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n 185→\n 186→\n 187→## Spawn shrapnel pieces in all directions.\n 188→func _spawn_shrapnel() -> void:\n 189→\tif shrapnel_scene == null:\n 190→\t\tFileLogger.info(\"[DefensiveGrenade] Cannot spawn shrapnel: scene is null\")\n 191→\t\treturn\n 192→\n 193→\t# Calculate base angle step for even distribution\n 194→\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n 195→\n 196→\tfor i in range(shrapnel_count):\n 197→\t\t# Base direction for this shrapnel piece\n 198→\t\tvar base_angle := i * angle_step\n 199→\n 200→\t\t# Add random deviation\n 201→\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n 202→\t\tvar final_angle := base_angle + deviation\n 203→\n 204→\t\t# Calculate direction vector\n 205→\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n 206→\n 207→\t\t# Create shrapnel instance\n 208→\t\tvar shrapnel := shrapnel_scene.instantiate()\n 209→\t\tif shrapnel == null:\n 210→\t\t\tcontinue\n 211→\n 212→\t\t# Set shrapnel properties\n 213→\t\tshrapnel.global_position = global_position + direction * 10.0 # Slight offset from center\n 214→\t\tshrapnel.direction = direction\n 215→\t\tshrapnel.source_id = get_instance_id()\n 216→\n 217→\t\t# Add to scene\n 218→\t\tget_tree().current_scene.add_child(shrapnel)\n 219→\n 220→\t\tFileLogger.info(\"[DefensiveGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n 221→\n 222→\n 223→## Spawn visual explosion effect at explosion position.\n 224→## Uses wall-aware effect spawning to prevent visual effects from passing through walls.\n 225→func _spawn_explosion_effect() -> void:\n 226→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 227→\n 228→\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n 229→\t\t# Use the wall-aware explosion effect (blocks visual through walls)\n 230→\t\timpact_manager.spawn_explosion_effect(global_position, effect_radius)\n 231→\telif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n 232→\t\t# Fallback to flashbang effect (also wall-aware)\n 233→\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n 234→\telse:\n 235→\t\t# Final fallback: create simple explosion effect without wall occlusion\n 236→\t\t_create_simple_explosion()\n 237→\n 238→\n 239→## Create a simple explosion effect if no manager is available.\n 240→func _create_simple_explosion() -> void:\n 241→\t# Create an orange/red explosion flash\n 242→\tvar flash := Sprite2D.new()\n 243→\tflash.texture = _create_explosion_texture(int(effect_radius))\n 244→\tflash.global_position = global_position\n 245→\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n 246→\tflash.z_index = 100 # Draw on top\n 247→\n 248→\tget_tree().current_scene.add_child(flash)\n 249→\n 250→\t# Fade out the flash\n 251→\tvar tween := get_tree().create_tween()\n 252→\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n 253→\ttween.tween_callback(flash.queue_free)\n 254→\n 255→\n 256→## Create an explosion texture.\n 257→func _create_explosion_texture(radius: int) -> ImageTexture:\n 258→\tvar size := radius * 2\n 259→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 260→\tvar center := Vector2(radius, radius)\n 261→\n 262→\tfor x in range(size):\n 263→\t\tfor y in range(size):\n 264→\t\t\tvar pos := Vector2(x, y)\n 265→\t\t\tvar distance := pos.distance_to(center)\n 266→\t\t\tif distance <= radius:\n 267→\t\t\t\t# Fade from center\n 268→\t\t\t\tvar alpha := 1.0 - (distance / radius)\n 269→\t\t\t\t# Orange/yellow explosion color\n 270→\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n 271→\t\t\telse:\n 272→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 273→\n 274→\treturn ImageTexture.create_from_image(image)\n 275→\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": "b8a18bbd-964f-4ff8-a3f8-84b8257ef32d", | |
| "uuid": "2d73e339-f7cd-4dbc-833d-46263534719e", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770499415990/scripts/projectiles/defensive_grenade.gd", | |
| "content": "extends GrenadeBase\nclass_name DefensiveGrenade\n## Defensive (F-1) grenade that explodes on a timer and releases heavy shrapnel.\n##\n## Key characteristics:\n## - Timer-based detonation (4 second fuse, like flashbang)\n## - Large explosion radius (700px) - designed for area denial\n## - Releases 40 shrapnel pieces in all directions (with random deviation)\n## - Shrapnel ricochets off walls and deals 1 damage each\n## - Heavier than frag grenade (real F-1 weighs 0.6kg)\n##\n## Per issue #495 requirements:\n## - радиус поражения = 700px (damage radius)\n## - количество осколков = 40 (shrapnel count)\n## - таймер = 4 секунды (timer = 4 seconds)\n## - звук взрыва = assets/audio/взрыв оборонительной гранаты.wav\n\n## Effect radius for the explosion.\n## Per issue #495: radius must be 700px.\n@export var effect_radius: float = 700.0\n\n## Number of shrapnel pieces to spawn.\n## Per issue #495: 40 shrapnel pieces.\n@export var shrapnel_count: int = 40\n\n## Shrapnel scene to instantiate.\n@export var shrapnel_scene: PackedScene\n\n## Random angle deviation for shrapnel spread in degrees.\n@export var shrapnel_spread_deviation: float = 15.0\n\n## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n## High damage to all enemies in the blast zone.\n@export var explosion_damage: int = 99\n\n\nfunc _ready() -> void:\n\tsuper._ready()\n\n\t# F-1 is heavier than frag grenade (0.6kg real weight)\n\t# This means slightly slower throw speed\n\tgrenade_mass = 0.6\n\n\t# Load shrapnel scene if not set\n\tif shrapnel_scene == null:\n\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n\t\tif ResourceLoader.exists(shrapnel_path):\n\t\t\tshrapnel_scene = load(shrapnel_path)\n\t\t\tFileLogger.info(\"[DefensiveGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n\t\telse:\n\t\t\tFileLogger.info(\"[DefensiveGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n\n\n## Override to define the explosion effect.\nfunc _on_explode() -> void:\n\t# Find all enemies within effect radius and apply direct explosion damage\n\tvar enemies := _get_enemies_in_radius()\n\n\tfor enemy in enemies:\n\t\t_apply_explosion_damage(enemy)\n\n\t# Also damage the player if in blast radius (defensive grenade deals same damage to all)\n\tvar player := _get_player_in_radius()\n\tif player != null:\n\t\t_apply_explosion_damage(player)\n\n\t# Scatter shell casings on the floor\n\t_scatter_casings(effect_radius)\n\n\t# Spawn shrapnel in all directions (40 pieces!)\n\t_spawn_shrapnel()\n\n\t# Spawn visual explosion effect\n\t_spawn_explosion_effect()\n\n\n## Override explosion sound to play defensive grenade specific sound.\nfunc _play_explosion_sound() -> void:\n\t# Use AudioManager to play the defensive grenade explosion sound\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_defensive_grenade_explosion\"):\n\t\taudio_manager.play_defensive_grenade_explosion(global_position)\n\n\t# Also emit sound for AI awareness via SoundPropagation\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Get the effect radius for this grenade type.\nfunc _get_effect_radius() -> float:\n\treturn effect_radius\n\n\n## Find all enemies within the effect radius.\nfunc _get_enemies_in_radius() -> Array:\n\tvar enemies_in_range: Array = []\n\n\t# Get all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n\t\t\t# Check line of sight for explosion damage\n\t\t\tif _has_line_of_sight_to(enemy):\n\t\t\t\tenemies_in_range.append(enemy)\n\n\treturn enemies_in_range\n\n\n## Find the player if within the effect radius (defensive grenade damages everyone).\n## Returns null if player is not in radius or has no line of sight.\nfunc _get_player_in_radius() -> Node2D:\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn null\n\n\t# Check if player is in effect radius\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn null\n\n\t# Check line of sight (player must be exposed to blast, walls block damage)\n\tif not _has_line_of_sight_to(player):\n\t\treturn null\n\n\tFileLogger.info(\"[DefensiveGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n\treturn player\n\n\n## Check if there's line of sight from grenade to target.\nfunc _has_line_of_sight_to(target: Node2D) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\n\tvar query := PhysicsRayQueryParameters2D.create(\n\t\tglobal_position,\n\t\ttarget.global_position\n\t)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If no hit, we have line of sight\n\treturn result.is_empty()\n\n\n## Apply direct explosion damage to an enemy.\n## Flat damage to ALL enemies in the blast zone (no distance scaling).\nfunc _apply_explosion_damage(enemy: Node2D) -> void:\n\tvar distance := global_position.distance_to(enemy.global_position)\n\n\t# Flat damage to all enemies in blast zone - no distance scaling\n\tvar final_damage := explosion_damage\n\n\t# Try to apply damage through various methods\n\tif enemy.has_method(\"on_hit_with_info\"):\n\t\t# Calculate direction from explosion to enemy\n\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n\t\tfor i in range(final_damage):\n\t\t\tenemy.on_hit_with_info(hit_direction, null)\n\telif enemy.has_method(\"on_hit\"):\n\t\tfor i in range(final_damage):\n\t\t\tenemy.on_hit()\n\n\tFileLogger.info(\"[DefensiveGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n\n\n## Spawn shrapnel pieces in all directions.\nfunc _spawn_shrapnel() -> void:\n\tif shrapnel_scene == null:\n\t\tFileLogger.info(\"[DefensiveGrenade] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Calculate base angle step for even distribution\n\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n\n\tfor i in range(shrapnel_count):\n\t\t# Base direction for this shrapnel piece\n\t\tvar base_angle := i * angle_step\n\n\t\t# Add random deviation\n\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n\t\tvar final_angle := base_angle + deviation\n\n\t\t# Calculate direction vector\n\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n\n\t\t# Create shrapnel instance\n\t\tvar shrapnel := shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = global_position + direction * 10.0 # Slight offset from center\n\t\tshrapnel.direction = direction\n\t\tshrapnel.source_id = get_instance_id()\n\n\t\t# Add to scene\n\t\tget_tree().current_scene.add_child(shrapnel)\n\n\t\tFileLogger.info(\"[DefensiveGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n\n\n## Spawn visual explosion effect at explosion position.\n## Uses wall-aware effect spawning to prevent visual effects from passing through walls.\nfunc _spawn_explosion_effect() -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n\t\t# Use the wall-aware explosion effect (blocks visual through walls)\n\t\timpact_manager.spawn_explosion_effect(global_position, effect_radius)\n\telif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n\t\t# Fallback to flashbang effect (also wall-aware)\n\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n\telse:\n\t\t# Final fallback: create simple explosion effect without wall occlusion\n\t\t_create_simple_explosion()\n\n\n## Create a simple explosion effect if no manager is available.\nfunc _create_simple_explosion() -> void:\n\t# Create an orange/red explosion flash\n\tvar flash := Sprite2D.new()\n\tflash.texture = _create_explosion_texture(int(effect_radius))\n\tflash.global_position = global_position\n\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n\tflash.z_index = 100 # Draw on top\n\n\tget_tree().current_scene.add_child(flash)\n\n\t# Fade out the flash\n\tvar tween := get_tree().create_tween()\n\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n\ttween.tween_callback(flash.queue_free)\n\n\n## Create an explosion texture.\nfunc _create_explosion_texture(radius: int) -> ImageTexture:\n\tvar size := radius * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar center := Vector2(radius, radius)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar distance := pos.distance_to(center)\n\t\t\tif distance <= radius:\n\t\t\t\t# Fade from center\n\t\t\t\tvar alpha := 1.0 - (distance / radius)\n\t\t\t\t# Orange/yellow explosion color\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\treturn ImageTexture.create_from_image(image)\n", | |
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| } | |
| [2026-02-07T21:27:22.351Z] [INFO] { | |
| "type": "assistant", | |
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| "content": "369-var _death_animation: Node = null\n370-\n371-## Grenade component for handling grenade throwing (extracted for Issue #377 CI fix).\n372:var _grenade_component: EnemyGrenadeComponent = null\n373-\n374-var _machete: MacheteComponent = null ## Machete melee component (Issue #579).\n375-var _is_melee_weapon: bool = false ## Whether this enemy uses melee weapon.\n376-\n377:## Note: DeathAnimationComponent, EnemyGrenadeComponent, MacheteComponent are available via class_name declarations.\n378-\n379-func _ready() -> void:\n380-\t# Add to enemies group for grenade targeting\n--\n397-\t_update_debug_label()\n398-\t_register_sound_listener()\n399-\t_setup_flashbang_status()\n400:\t_setup_grenade_component()\n401-\t_setup_grenade_avoidance()\n402-\t_setup_machete_component() # Issue #579\n403-\t_connect_casing_pusher_signals() # Issue #438\n--\n4837-# Grenade System (Issue #363) - Component-based (extracted for Issue #377)\n4838-\n4839-## Setup the grenade component. Called from _ready().\n4840:func _setup_grenade_component() -> void:\n4841-\tif not enable_grenade_throwing:\n4842-\t\treturn\n4843-\n4844:\t_grenade_component = EnemyGrenadeComponent.new()\n4845:\t_grenade_component.name = \"GrenadeComponent\"\n4846:\t_grenade_component.grenade_count = grenade_count\n4847:\t_grenade_component.grenade_scene = grenade_scene\n4848:\t_grenade_component.enabled = enable_grenade_throwing\n4849:\t_grenade_component.throw_cooldown = grenade_throw_cooldown\n4850:\t_grenade_component.max_throw_distance = grenade_max_throw_distance\n4851:\t_grenade_component.min_throw_distance = grenade_min_throw_distance\n4852:\t_grenade_component.safety_margin = grenade_safety_margin\n4853:\t_grenade_component.inaccuracy = grenade_inaccuracy\n4854:\t_grenade_component.throw_delay = grenade_throw_delay\n4855:\t_grenade_component.debug_logging = grenade_debug_logging\n4856:\tadd_child(_grenade_component)\n4857:\t_grenade_component.initialize()\n4858-\n4859-func _update_grenade_triggers(delta: float) -> void:\n4860:\tif _grenade_component == null: return\n4861:\t_grenade_component.update(delta, _can_see_player, _under_fire, _player, _current_health, _memory)\n4862-\t_update_grenade_world_state()\n4863-\n4864-func _on_gunshot_heard_for_grenade(position: Vector2) -> void:\n4865:\tif _grenade_component: _grenade_component.on_gunshot(position)\n4866-\n4867-func _on_vulnerable_sound_heard_for_grenade(position: Vector2) -> void:\n4868:\tif _grenade_component: _grenade_component.on_vulnerable_sound(position, _can_see_player)\n4869-\n4870-## Called when ally dies. Handles grenade awareness (#407) and death observation (#409).\n4871-func on_ally_died(ally_position: Vector2, killer_is_player: bool, hit_direction: Vector2 = Vector2.ZERO) -> void:\n4872:\tif _grenade_component: _grenade_component.on_ally_died(ally_position, killer_is_player, _is_position_in_fov(ally_position) and _can_see_position(ally_position))\n4873-\tif not _is_alive: return\n4874-\tif _current_state in [AIState.COMBAT, AIState.SUPPRESSED, AIState.RETREATING]: return\n4875-\tvar distance := global_position.distance_to(ally_position)\n--\n4902-\treturn result\n4903-\n4904-func _update_grenade_world_state() -> void:\n4905:\tif _grenade_component == null:\n4906-\t\t_goap_world_state[\"has_grenades\"] = false; _goap_world_state[\"grenades_remaining\"] = 0\n4907-\t\t_goap_world_state[\"ready_to_throw_grenade\"] = false; return\n4908:\t_goap_world_state[\"has_grenades\"] = _grenade_component.grenades_remaining > 0\n4909:\t_goap_world_state[\"grenades_remaining\"] = _grenade_component.grenades_remaining\n4910:\t_goap_world_state[\"ready_to_throw_grenade\"] = _grenade_component.is_ready(_can_see_player, _under_fire, _current_health)\n4911-\n4912-## Attempt to throw a grenade. Returns true if throw was initiated.\n4913-func try_throw_grenade() -> bool:\n4914:\tif _grenade_component == null: return false\n4915-\tvar mem_pos := _memory.suspected_position if _memory and _memory.has_target() else _last_known_player_position\n4916:\tvar tgt := _grenade_component.get_target(_can_see_player, _under_fire, _current_health, _player, _last_known_player_position, mem_pos)\n4917-\tif tgt == Vector2.ZERO: return false\n4918:\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n4919-\tif result: grenade_thrown.emit(null, tgt)\n4920-\treturn result\n4921-\n--\n4938-\n4939-## Get the number of grenades remaining.\n4940-func get_grenades_remaining() -> int:\n4941:\tif _grenade_component:\n4942:\t\treturn _grenade_component.grenades_remaining\n4943-\treturn 0\n4944-\n4945-func add_grenades(count: int) -> void:\n4946:\tif _grenade_component: _grenade_component.add_grenades(count)\n4947-\n4948-## Setup machete melee component (Issue #579).\n4949-func _setup_machete_component() -> void:" | |
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| "content": "369-var _death_animation: Node = null\n370-\n371-## Grenade component for handling grenade throwing (extracted for Issue #377 CI fix).\n372:var _grenade_component: EnemyGrenadeComponent = null\n373-\n374-var _machete: MacheteComponent = null ## Machete melee component (Issue #579).\n375-var _is_melee_weapon: bool = false ## Whether this enemy uses melee weapon.\n376-\n377:## Note: DeathAnimationComponent, EnemyGrenadeComponent, MacheteComponent are available via class_name declarations.\n378-\n379-func _ready() -> void:\n380-\t# Add to enemies group for grenade targeting\n--\n397-\t_update_debug_label()\n398-\t_register_sound_listener()\n399-\t_setup_flashbang_status()\n400:\t_setup_grenade_component()\n401-\t_setup_grenade_avoidance()\n402-\t_setup_machete_component() # Issue #579\n403-\t_connect_casing_pusher_signals() # Issue #438\n--\n4837-# Grenade System (Issue #363) - Component-based (extracted for Issue #377)\n4838-\n4839-## Setup the grenade component. Called from _ready().\n4840:func _setup_grenade_component() -> void:\n4841-\tif not enable_grenade_throwing:\n4842-\t\treturn\n4843-\n4844:\t_grenade_component = EnemyGrenadeComponent.new()\n4845:\t_grenade_component.name = \"GrenadeComponent\"\n4846:\t_grenade_component.grenade_count = grenade_count\n4847:\t_grenade_component.grenade_scene = grenade_scene\n4848:\t_grenade_component.enabled = enable_grenade_throwing\n4849:\t_grenade_component.throw_cooldown = grenade_throw_cooldown\n4850:\t_grenade_component.max_throw_distance = grenade_max_throw_distance\n4851:\t_grenade_component.min_throw_distance = grenade_min_throw_distance\n4852:\t_grenade_component.safety_margin = grenade_safety_margin\n4853:\t_grenade_component.inaccuracy = grenade_inaccuracy\n4854:\t_grenade_component.throw_delay = grenade_throw_delay\n4855:\t_grenade_component.debug_logging = grenade_debug_logging\n4856:\tadd_child(_grenade_component)\n4857:\t_grenade_component.initialize()\n4858-\n4859-func _update_grenade_triggers(delta: float) -> void:\n4860:\tif _grenade_component == null: return\n4861:\t_grenade_component.update(delta, _can_see_player, _under_fire, _player, _current_health, _memory)\n4862-\t_update_grenade_world_state()\n4863-\n4864-func _on_gunshot_heard_for_grenade(position: Vector2) -> void:\n4865:\tif _grenade_component: _grenade_component.on_gunshot(position)\n4866-\n4867-func _on_vulnerable_sound_heard_for_grenade(position: Vector2) -> void:\n4868:\tif _grenade_component: _grenade_component.on_vulnerable_sound(position, _can_see_player)\n4869-\n4870-## Called when ally dies. Handles grenade awareness (#407) and death observation (#409).\n4871-func on_ally_died(ally_position: Vector2, killer_is_player: bool, hit_direction: Vector2 = Vector2.ZERO) -> void:\n4872:\tif _grenade_component: _grenade_component.on_ally_died(ally_position, killer_is_player, _is_position_in_fov(ally_position) and _can_see_position(ally_position))\n4873-\tif not _is_alive: return\n4874-\tif _current_state in [AIState.COMBAT, AIState.SUPPRESSED, AIState.RETREATING]: return\n4875-\tvar distance := global_position.distance_to(ally_position)\n--\n4902-\treturn result\n4903-\n4904-func _update_grenade_world_state() -> void:\n4905:\tif _grenade_component == null:\n4906-\t\t_goap_world_state[\"has_grenades\"] = false; _goap_world_state[\"grenades_remaining\"] = 0\n4907-\t\t_goap_world_state[\"ready_to_throw_grenade\"] = false; return\n4908:\t_goap_world_state[\"has_grenades\"] = _grenade_component.grenades_remaining > 0\n4909:\t_goap_world_state[\"grenades_remaining\"] = _grenade_component.grenades_remaining\n4910:\t_goap_world_state[\"ready_to_throw_grenade\"] = _grenade_component.is_ready(_can_see_player, _under_fire, _current_health)\n4911-\n4912-## Attempt to throw a grenade. Returns true if throw was initiated.\n4913-func try_throw_grenade() -> bool:\n4914:\tif _grenade_component == null: return false\n4915-\tvar mem_pos := _memory.suspected_position if _memory and _memory.has_target() else _last_known_player_position\n4916:\tvar tgt := _grenade_component.get_target(_can_see_player, _under_fire, _current_health, _player, _last_known_player_position, mem_pos)\n4917-\tif tgt == Vector2.ZERO: return false\n4918:\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n4919-\tif result: grenade_thrown.emit(null, tgt)\n4920-\treturn result\n4921-\n--\n4938-\n4939-## Get the number of grenades remaining.\n4940-func get_grenades_remaining() -> int:\n4941:\tif _grenade_component:\n4942:\t\treturn _grenade_component.grenades_remaining\n4943-\treturn 0\n4944-\n4945-func add_grenades(count: int) -> void:\n4946:\tif _grenade_component: _grenade_component.add_grenades(count)\n4947-\n4948-## Setup machete melee component (Issue #579).\n4949-func _setup_machete_component() -> void:", | |
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| "text": "Now let me plan the implementation. The key design decisions:\n\n1. **Grenadier as a specialized enemy**: The grenadier uses UZI as primary weapon (weapon_type = 2) but has a special grenade bag system. This is best modeled by creating a new component `GrenadierGrenadeComponent` that manages the grenade bag with 8 grenades of different types, priority ordering, and the passage-clearing behavior.\n\n2. **Grenade bag system**: \n - All difficulties: 3 flashbangs + 5 offensive (frag)\n - Hard difficulty: 1 defensive + 7 offensive \n - Priority: non-lethal first (flashbangs), then small radius (frag, 225px), then large radius (defensive, 700px)\n\n3. **Passage behavior**: Grenadier throws a grenade into each passage before entering. Other enemies wait for explosion.\n\n4. **Enemy properties**: 2 HP, armed with UZI\n\n5. **City map = BuildingLevel**: Since BuildingLevel is the most urban environment and the issue author is the repo owner, I'll place the grenadier there.\n\nLet me start implementing. First, let me create the `GrenadierGrenadeComponent` that extends/replaces the standard `EnemyGrenadeComponent` for grenadiers." | |
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| "content": "extends EnemyGrenadeComponent\n## Grenadier-specific grenade component (Issue #604).\n## Manages a bag of 8 grenades with different types and priority ordering.\n##\n## Grenadier grenade loadout:\n## - All difficulties: 3 flashbangs + 5 offensive (frag)\n## - Hard difficulty: 1 defensive + 7 offensive (frag)\n##\n## Grenade usage priority (least dangerous first):\n## 1. Flashbangs (non-lethal, stun only)\n## 2. Offensive/frag grenades (small radius: 225px)\n## 3. Defensive grenades (large radius: 700px)\n##\n## The grenadier throws a grenade into each passage before entering,\n## and nearby allies wait for the explosion before proceeding.\nclass_name GrenadierGrenadeComponent\n\n## Signal emitted when a grenade is about to be thrown (allies should wait).\nsignal grenade_incoming(grenade_position: Vector2, effect_radius: float, fuse_time: float)\n\n## Signal emitted when the grenade has exploded (allies can proceed).\nsignal grenade_exploded_safe\n\n## Grenade types in priority order (least dangerous first).\nenum GrenadeType { FLASHBANG, OFFENSIVE, DEFENSIVE }\n\n## Preloaded grenade scenes.\nvar _flashbang_scene: PackedScene = null\nvar _offensive_scene: PackedScene = null\nvar _defensive_scene: PackedScene = null\n\n## Grenade bag: ordered list of grenade types remaining.\n## Grenades are used from the front of the array (index 0 = next to throw).\nvar _grenade_bag: Array[int] = []\n\n## Whether this grenadier is currently blocking a passage with a grenade.\nvar _blocking_passage: bool = false\n\n## The grenade currently in flight (for tracking explosion).\nvar _active_grenade: Node = null\n\n## Cooldown between passage-clearing grenade throws (shorter than combat cooldown).\nvar passage_throw_cooldown: float = 2.0\n\n## Whether the grenadier has detected a passage ahead.\nvar _passage_detected: bool = false\n\n## Position of the detected passage entrance.\nvar _passage_position: Vector2 = Vector2.ZERO\n\n\nfunc _ready() -> void:\n\t_logger = get_node_or_null(\"/root/FileLogger\")\n\t_enemy = get_parent() as CharacterBody2D\n\n\n## Initialize the grenadier's grenade bag based on difficulty.\nfunc initialize() -> void:\n\t_cooldown = 0.0\n\t_is_throwing = false\n\t_reset_triggers()\n\n\t# Load grenade scenes\n\t_flashbang_scene = load(\"res://scenes/projectiles/FlashbangGrenade.tscn\")\n\t_offensive_scene = load(\"res://scenes/projectiles/FragGrenade.tscn\")\n\t_defensive_scene = load(\"res://scenes/projectiles/DefensiveGrenade.tscn\")\n\n\t# Build grenade bag based on difficulty\n\t_build_grenade_bag()\n\n\tgrenades_remaining = _grenade_bag.size()\n\t_log(\"Grenadier initialized: %d grenades in bag\" % grenades_remaining)\n\n\n## Build the grenade bag based on current difficulty.\n## The bag is ordered by priority: flashbangs first, then offensive, then defensive.\nfunc _build_grenade_bag() -> void:\n\t_grenade_bag.clear()\n\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tvar is_hard := false\n\tif difficulty_manager and difficulty_manager.has_method(\"is_hard_mode\"):\n\t\tis_hard = difficulty_manager.is_hard_mode()\n\n\tif is_hard:\n\t\t# Hard difficulty: 1 defensive + 7 offensive (no flashbangs)\n\t\t# Priority order: offensive first (small radius), defensive last (large radius)\n\t\tfor i in range(7):\n\t\t\t_grenade_bag.append(GrenadeType.OFFENSIVE)\n\t\t_grenade_bag.append(GrenadeType.DEFENSIVE)\n\telse:\n\t\t# All other difficulties: 3 flashbangs + 5 offensive\n\t\t# Priority order: flashbangs first (non-lethal), then offensive\n\t\tfor i in range(3):\n\t\t\t_grenade_bag.append(GrenadeType.FLASHBANG)\n\t\tfor i in range(5):\n\t\t\t_grenade_bag.append(GrenadeType.OFFENSIVE)\n\n\t_log(\"Grenade bag built (%s): %s\" % [\n\t\t\"hard\" if is_hard else \"normal\",\n\t\t_bag_to_string()\n\t])\n\n\n## Get a human-readable string of the grenade bag contents.\nfunc _bag_to_string() -> String:\n\tvar names: Array[String] = []\n\tfor g in _grenade_bag:\n\t\tmatch g:\n\t\t\tGrenadeType.FLASHBANG: names.append(\"Flashbang\")\n\t\t\tGrenadeType.OFFENSIVE: names.append(\"Offensive\")\n\t\t\tGrenadeType.DEFENSIVE: names.append(\"Defensive\")\n\treturn \"[%s]\" % \", \".join(names)\n\n\n## Get the next grenade scene from the bag (does not consume it).\nfunc _get_next_grenade_scene() -> PackedScene:\n\tif _grenade_bag.is_empty():\n\t\treturn null\n\tmatch _grenade_bag[0]:\n\t\tGrenadeType.FLASHBANG: return _flashbang_scene\n\t\tGrenadeType.OFFENSIVE: return _offensive_scene\n\t\tGrenadeType.DEFENSIVE: return _defensive_scene\n\treturn _offensive_scene\n\n\n## Get the next grenade type name for logging.\nfunc _get_next_grenade_type_name() -> String:\n\tif _grenade_bag.is_empty():\n\t\treturn \"none\"\n\tmatch _grenade_bag[0]:\n\t\tGrenadeType.FLASHBANG: return \"Flashbang\"\n\t\tGrenadeType.OFFENSIVE: return \"Offensive\"\n\t\tGrenadeType.DEFENSIVE: return \"Defensive\"\n\treturn \"Unknown\"\n\n\n## Consume the next grenade from the bag.\nfunc _consume_grenade() -> void:\n\tif not _grenade_bag.is_empty():\n\t\tvar consumed := _grenade_bag[0]\n\t\t_grenade_bag.remove_at(0)\n\t\tgrenades_remaining = _grenade_bag.size()\n\t\t_log(\"Consumed grenade (type=%d), %d remaining: %s\" % [consumed, grenades_remaining, _bag_to_string()])\n\n\n## Override try_throw to use the grenade bag system.\nfunc try_throw(target: Vector2, is_alive: bool, is_stunned: bool, is_blinded: bool) -> bool:\n\tif not enabled or grenades_remaining <= 0 or _cooldown > 0.0 or _is_throwing:\n\t\treturn false\n\tif not is_alive or is_stunned or is_blinded or target == Vector2.ZERO or _enemy == null:\n\t\treturn false\n\tif _grenade_bag.is_empty():\n\t\treturn false\n\n\tvar dist := _enemy.global_position.distance_to(target)\n\n\t# Get blast radius for the next grenade type\n\tvar next_scene := _get_next_grenade_scene()\n\tif next_scene == null:\n\t\treturn false\n\n\tvar blast_radius := _get_blast_radius_for_scene(next_scene)\n\tvar min_safe_distance := blast_radius + safety_margin\n\n\tif dist < min_safe_distance:\n\t\t_log(\"Unsafe throw distance (%.0f < %.0f safe, blast=%.0f) for %s - skipping\" %\n\t\t\t[dist, min_safe_distance, blast_radius, _get_next_grenade_type_name()])\n\t\treturn false\n\n\tif dist < min_throw_distance:\n\t\t_log(\"Target too close (%.0f < %.0f) for %s - skipping\" %\n\t\t\t[dist, min_throw_distance, _get_next_grenade_type_name()])\n\t\treturn false\n\n\tif dist > max_throw_distance:\n\t\ttarget = _enemy.global_position + (target - _enemy.global_position).normalized() * max_throw_distance\n\n\tif not _path_clear(target):\n\t\t_log(\"Throw path blocked for %s to %s\" % [_get_next_grenade_type_name(), target])\n\t\treturn false\n\n\t_execute_grenadier_throw(target, is_alive, is_stunned, is_blinded)\n\treturn true\n\n\n## Execute a throw using the grenade bag system.\nfunc _execute_grenadier_throw(target: Vector2, is_alive: bool, is_stunned: bool, is_blinded: bool) -> void:\n\tvar next_scene := _get_next_grenade_scene()\n\tif next_scene == null:\n\t\treturn\n\t_is_throwing = true\n\n\t# Get effect radius for ally warning\n\tvar blast_radius := _get_blast_radius_for_scene(next_scene)\n\tvar grenade_type_name := _get_next_grenade_type_name()\n\n\t# Determine fuse time (flashbang/defensive use timer, frag is impact)\n\tvar fuse := 4.0\n\tif _grenade_bag[0] == GrenadeType.OFFENSIVE:\n\t\tfuse = 1.0 # Frag grenades explode on impact, short effective time\n\n\t# Signal allies to wait\n\tgrenade_incoming.emit(target, blast_radius, fuse)\n\t_blocking_passage = true\n\n\tif throw_delay > 0.0:\n\t\tawait get_tree().create_timer(throw_delay).timeout\n\n\tif not is_alive or is_stunned or is_blinded or not is_instance_valid(self) or not is_instance_valid(_enemy):\n\t\t_is_throwing = false\n\t\t_blocking_passage = false\n\t\treturn\n\n\tvar dir := (target - _enemy.global_position).normalized().rotated(randf_range(-inaccuracy, inaccuracy))\n\tvar grenade: Node2D = next_scene.instantiate()\n\tgrenade.global_position = _enemy.global_position + dir * 40.0\n\n\tvar parent := get_tree().current_scene\n\t(parent if parent else _enemy.get_parent()).add_child(grenade)\n\n\t# Attach C# GrenadeTimer component for reliable explosion handling\n\tvar grenade_timer_type := \"Frag\"\n\tmatch _grenade_bag[0]:\n\t\tGrenadeType.FLASHBANG: grenade_timer_type = \"Flashbang\"\n\t\tGrenadeType.DEFENSIVE: grenade_timer_type = \"Frag\" # Similar timer behavior\n\t\tGrenadeType.OFFENSIVE: grenade_timer_type = \"Frag\"\n\t_attach_grenade_timer(grenade as RigidBody2D, grenade_timer_type)\n\n\t# Activate timer for timer-based grenades\n\tif grenade.has_method(\"activate_timer\"):\n\t\tgrenade.activate_timer()\n\t_activate_grenade_timer(grenade as RigidBody2D)\n\n\t# Throw the grenade\n\tvar dist := _enemy.global_position.distance_to(target)\n\tif grenade.has_method(\"throw_grenade\"):\n\t\tgrenade.throw_grenade(dir, dist)\n\telif grenade is RigidBody2D:\n\t\tgrenade.freeze = false\n\t\tgrenade.linear_velocity = dir * clampf(dist * 1.5, 200.0, 800.0)\n\t\tgrenade.rotation = dir.angle()\n\n\t# Mark C# timer as thrown\n\t_mark_grenade_thrown(grenade as RigidBody2D)\n\n\t# Track active grenade for explosion detection\n\t_active_grenade = grenade\n\tif grenade.has_signal(\"exploded\"):\n\t\tgrenade.exploded.connect(_on_active_grenade_exploded)\n\n\t# Consume from bag\n\t_consume_grenade()\n\n\t_cooldown = throw_cooldown\n\t_is_throwing = false\n\t_reset_triggers()\n\tgrenade_thrown.emit(grenade, target)\n\t_log(\"Grenadier threw %s! Target: %s, Distance: %.0f, %d remaining\" % [\n\t\tgrenade_type_name, str(target), dist, grenades_remaining\n\t])\n\n\t# Set a safety timer to clear blocking state if grenade signal is missed\n\t_start_blocking_timeout(fuse + 2.0)\n\n\n## Called when the active grenade explodes.\nfunc _on_active_grenade_exploded(_position: Vector2, _grenade: GrenadeBase) -> void:\n\t_blocking_passage = false\n\t_active_grenade = null\n\tgrenade_exploded_safe.emit()\n\t_log(\"Grenadier's grenade exploded - passage clear\")\n\n\n## Safety timeout to clear blocking state if grenade explosion signal is missed.\nfunc _start_blocking_timeout(timeout: float) -> void:\n\tawait get_tree().create_timer(timeout).timeout\n\tif _blocking_passage:\n\t\t_blocking_passage = false\n\t\t_active_grenade = null\n\t\tgrenade_exploded_safe.emit()\n\t\t_log(\"Grenadier blocking timeout - forcing passage clear\")\n\n\n## Get blast radius for a specific grenade scene.\nfunc _get_blast_radius_for_scene(scene: PackedScene) -> float:\n\tif scene == null:\n\t\treturn 225.0\n\n\tvar temp_grenade = scene.instantiate()\n\tif temp_grenade == null:\n\t\treturn 225.0\n\n\tvar radius := 225.0\n\tif temp_grenade.get(\"effect_radius\") != null:\n\t\tradius = temp_grenade.effect_radius\n\n\ttemp_grenade.queue_free()\n\treturn radius\n\n\n## Check if the grenadier is currently blocking a passage (allies should wait).\nfunc is_blocking_passage() -> bool:\n\treturn _blocking_passage\n\n\n## Check if grenadier has grenades remaining in the bag.\nfunc has_grenades() -> bool:\n\treturn not _grenade_bag.is_empty()\n\n\n## Get the number of grenades remaining in the bag.\nfunc get_bag_size() -> int:\n\treturn _grenade_bag.size()\n" | |
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| "content": "extends EnemyGrenadeComponent\n## Grenadier-specific grenade component (Issue #604).\n## Manages a bag of 8 grenades with different types and priority ordering.\n##\n## Grenadier grenade loadout:\n## - All difficulties: 3 flashbangs + 5 offensive (frag)\n## - Hard difficulty: 1 defensive + 7 offensive (frag)\n##\n## Grenade usage priority (least dangerous first):\n## 1. Flashbangs (non-lethal, stun only)\n## 2. Offensive/frag grenades (small radius: 225px)\n## 3. Defensive grenades (large radius: 700px)\n##\n## The grenadier throws a grenade into each passage before entering,\n## and nearby allies wait for the explosion before proceeding.\nclass_name GrenadierGrenadeComponent\n\n## Signal emitted when a grenade is about to be thrown (allies should wait).\nsignal grenade_incoming(grenade_position: Vector2, effect_radius: float, fuse_time: float)\n\n## Signal emitted when the grenade has exploded (allies can proceed).\nsignal grenade_exploded_safe\n\n## Grenade types in priority order (least dangerous first).\nenum GrenadeType { FLASHBANG, OFFENSIVE, DEFENSIVE }\n\n## Preloaded grenade scenes.\nvar _flashbang_scene: PackedScene = null\nvar _offensive_scene: PackedScene = null\nvar _defensive_scene: PackedScene = null\n\n## Grenade bag: ordered list of grenade types remaining.\n## Grenades are used from the front of the array (index 0 = next to throw).\nvar _grenade_bag: Array[int] = []\n\n## Whether this grenadier is currently blocking a passage with a grenade.\nvar _blocking_passage: bool = false\n\n## The grenade currently in flight (for tracking explosion).\nvar _active_grenade: Node = null\n\n## Cooldown between passage-clearing grenade throws (shorter than combat cooldown).\nvar passage_throw_cooldown: float = 2.0\n\n## Whether the grenadier has detected a passage ahead.\nvar _passage_detected: bool = false\n\n## Position of the detected passage entrance.\nvar _passage_position: Vector2 = Vector2.ZERO\n\n\nfunc _ready() -> void:\n\t_logger = get_node_or_null(\"/root/FileLogger\")\n\t_enemy = get_parent() as CharacterBody2D\n\n\n## Initialize the grenadier's grenade bag based on difficulty.\nfunc initialize() -> void:\n\t_cooldown = 0.0\n\t_is_throwing = false\n\t_reset_triggers()\n\n\t# Load grenade scenes\n\t_flashbang_scene = load(\"res://scenes/projectiles/FlashbangGrenade.tscn\")\n\t_offensive_scene = load(\"res://scenes/projectiles/FragGrenade.tscn\")\n\t_defensive_scene = load(\"res://scenes/projectiles/DefensiveGrenade.tscn\")\n\n\t# Build grenade bag based on difficulty\n\t_build_grenade_bag()\n\n\tgrenades_remaining = _grenade_bag.size()\n\t_log(\"Grenadier initialized: %d grenades in bag\" % grenades_remaining)\n\n\n## Build the grenade bag based on current difficulty.\n## The bag is ordered by priority: flashbangs first, then offensive, then defensive.\nfunc _build_grenade_bag() -> void:\n\t_grenade_bag.clear()\n\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tvar is_hard := false\n\tif difficulty_manager and difficulty_manager.has_method(\"is_hard_mode\"):\n\t\tis_hard = difficulty_manager.is_hard_mode()\n\n\tif is_hard:\n\t\t# Hard difficulty: 1 defensive + 7 offensive (no flashbangs)\n\t\t# Priority order: offensive first (small radius), defensive last (large radius)\n\t\tfor i in range(7):\n\t\t\t_grenade_bag.append(GrenadeType.OFFENSIVE)\n\t\t_grenade_bag.append(GrenadeType.DEFENSIVE)\n\telse:\n\t\t# All other difficulties: 3 flashbangs + 5 offensive\n\t\t# Priority order: flashbangs first (non-lethal), then offensive\n\t\tfor i in range(3):\n\t\t\t_grenade_bag.append(GrenadeType.FLASHBANG)\n\t\tfor i in range(5):\n\t\t\t_grenade_bag.append(GrenadeType.OFFENSIVE)\n\n\t_log(\"Grenade bag built (%s): %s\" % [\n\t\t\"hard\" if is_hard else \"normal\",\n\t\t_bag_to_string()\n\t])\n\n\n## Get a human-readable string of the grenade bag contents.\nfunc _bag_to_string() -> String:\n\tvar names: Array[String] = []\n\tfor g in _grenade_bag:\n\t\tmatch g:\n\t\t\tGrenadeType.FLASHBANG: names.append(\"Flashbang\")\n\t\t\tGrenadeType.OFFENSIVE: names.append(\"Offensive\")\n\t\t\tGrenadeType.DEFENSIVE: names.append(\"Defensive\")\n\treturn \"[%s]\" % \", \".join(names)\n\n\n## Get the next grenade scene from the bag (does not consume it).\nfunc _get_next_grenade_scene() -> PackedScene:\n\tif _grenade_bag.is_empty():\n\t\treturn null\n\tmatch _grenade_bag[0]:\n\t\tGrenadeType.FLASHBANG: return _flashbang_scene\n\t\tGrenadeType.OFFENSIVE: return _offensive_scene\n\t\tGrenadeType.DEFENSIVE: return _defensive_scene\n\treturn _offensive_scene\n\n\n## Get the next grenade type name for logging.\nfunc _get_next_grenade_type_name() -> String:\n\tif _grenade_bag.is_empty():\n\t\treturn \"none\"\n\tmatch _grenade_bag[0]:\n\t\tGrenadeType.FLASHBANG: return \"Flashbang\"\n\t\tGrenadeType.OFFENSIVE: return \"Offensive\"\n\t\tGrenadeType.DEFENSIVE: return \"Defensive\"\n\treturn \"Unknown\"\n\n\n## Consume the next grenade from the bag.\nfunc _consume_grenade() -> void:\n\tif not _grenade_bag.is_empty():\n\t\tvar consumed := _grenade_bag[0]\n\t\t_grenade_bag.remove_at(0)\n\t\tgrenades_remaining = _grenade_bag.size()\n\t\t_log(\"Consumed grenade (type=%d), %d remaining: %s\" % [consumed, grenades_remaining, _bag_to_string()])\n\n\n## Override try_throw to use the grenade bag system.\nfunc try_throw(target: Vector2, is_alive: bool, is_stunned: bool, is_blinded: bool) -> bool:\n\tif not enabled or grenades_remaining <= 0 or _cooldown > 0.0 or _is_throwing:\n\t\treturn false\n\tif not is_alive or is_stunned or is_blinded or target == Vector2.ZERO or _enemy == null:\n\t\treturn false\n\tif _grenade_bag.is_empty():\n\t\treturn false\n\n\tvar dist := _enemy.global_position.distance_to(target)\n\n\t# Get blast radius for the next grenade type\n\tvar next_scene := _get_next_grenade_scene()\n\tif next_scene == null:\n\t\treturn false\n\n\tvar blast_radius := _get_blast_radius_for_scene(next_scene)\n\tvar min_safe_distance := blast_radius + safety_margin\n\n\tif dist < min_safe_distance:\n\t\t_log(\"Unsafe throw distance (%.0f < %.0f safe, blast=%.0f) for %s - skipping\" %\n\t\t\t[dist, min_safe_distance, blast_radius, _get_next_grenade_type_name()])\n\t\treturn false\n\n\tif dist < min_throw_distance:\n\t\t_log(\"Target too close (%.0f < %.0f) for %s - skipping\" %\n\t\t\t[dist, min_throw_distance, _get_next_grenade_type_name()])\n\t\treturn false\n\n\tif dist > max_throw_distance:\n\t\ttarget = _enemy.global_position + (target - _enemy.global_position).normalized() * max_throw_distance\n\n\tif not _path_clear(target):\n\t\t_log(\"Throw path blocked for %s to %s\" % [_get_next_grenade_type_name(), target])\n\t\treturn false\n\n\t_execute_grenadier_throw(target, is_alive, is_stunned, is_blinded)\n\treturn true\n\n\n## Execute a throw using the grenade bag system.\nfunc _execute_grenadier_throw(target: Vector2, is_alive: bool, is_stunned: bool, is_blinded: bool) -> void:\n\tvar next_scene := _get_next_grenade_scene()\n\tif next_scene == null:\n\t\treturn\n\t_is_throwing = true\n\n\t# Get effect radius for ally warning\n\tvar blast_radius := _get_blast_radius_for_scene(next_scene)\n\tvar grenade_type_name := _get_next_grenade_type_name()\n\n\t# Determine fuse time (flashbang/defensive use timer, frag is impact)\n\tvar fuse := 4.0\n\tif _grenade_bag[0] == GrenadeType.OFFENSIVE:\n\t\tfuse = 1.0 # Frag grenades explode on impact, short effective time\n\n\t# Signal allies to wait\n\tgrenade_incoming.emit(target, blast_radius, fuse)\n\t_blocking_passage = true\n\n\tif throw_delay > 0.0:\n\t\tawait get_tree().create_timer(throw_delay).timeout\n\n\tif not is_alive or is_stunned or is_blinded or not is_instance_valid(self) or not is_instance_valid(_enemy):\n\t\t_is_throwing = false\n\t\t_blocking_passage = false\n\t\treturn\n\n\tvar dir := (target - _enemy.global_position).normalized().rotated(randf_range(-inaccuracy, inaccuracy))\n\tvar grenade: Node2D = next_scene.instantiate()\n\tgrenade.global_position = _enemy.global_position + dir * 40.0\n\n\tvar parent := get_tree().current_scene\n\t(parent if parent else _enemy.get_parent()).add_child(grenade)\n\n\t# Attach C# GrenadeTimer component for reliable explosion handling\n\tvar grenade_timer_type := \"Frag\"\n\tmatch _grenade_bag[0]:\n\t\tGrenadeType.FLASHBANG: grenade_timer_type = \"Flashbang\"\n\t\tGrenadeType.DEFENSIVE: grenade_timer_type = \"Frag\" # Similar timer behavior\n\t\tGrenadeType.OFFENSIVE: grenade_timer_type = \"Frag\"\n\t_attach_grenade_timer(grenade as RigidBody2D, grenade_timer_type)\n\n\t# Activate timer for timer-based grenades\n\tif grenade.has_method(\"activate_timer\"):\n\t\tgrenade.activate_timer()\n\t_activate_grenade_timer(grenade as RigidBody2D)\n\n\t# Throw the grenade\n\tvar dist := _enemy.global_position.distance_to(target)\n\tif grenade.has_method(\"throw_grenade\"):\n\t\tgrenade.throw_grenade(dir, dist)\n\telif grenade is RigidBody2D:\n\t\tgrenade.freeze = false\n\t\tgrenade.linear_velocity = dir * clampf(dist * 1.5, 200.0, 800.0)\n\t\tgrenade.rotation = dir.angle()\n\n\t# Mark C# timer as thrown\n\t_mark_grenade_thrown(grenade as RigidBody2D)\n\n\t# Track active grenade for explosion detection\n\t_active_grenade = grenade\n\tif grenade.has_signal(\"exploded\"):\n\t\tgrenade.exploded.connect(_on_active_grenade_exploded)\n\n\t# Consume from bag\n\t_consume_grenade()\n\n\t_cooldown = throw_cooldown\n\t_is_throwing = false\n\t_reset_triggers()\n\tgrenade_thrown.emit(grenade, target)\n\t_log(\"Grenadier threw %s! Target: %s, Distance: %.0f, %d remaining\" % [\n\t\tgrenade_type_name, str(target), dist, grenades_remaining\n\t])\n\n\t# Set a safety timer to clear blocking state if grenade signal is missed\n\t_start_blocking_timeout(fuse + 2.0)\n\n\n## Called when the active grenade explodes.\nfunc _on_active_grenade_exploded(_position: Vector2, _grenade: GrenadeBase) -> void:\n\t_blocking_passage = false\n\t_active_grenade = null\n\tgrenade_exploded_safe.emit()\n\t_log(\"Grenadier's grenade exploded - passage clear\")\n\n\n## Safety timeout to clear blocking state if grenade explosion signal is missed.\nfunc _start_blocking_timeout(timeout: float) -> void:\n\tawait get_tree().create_timer(timeout).timeout\n\tif _blocking_passage:\n\t\t_blocking_passage = false\n\t\t_active_grenade = null\n\t\tgrenade_exploded_safe.emit()\n\t\t_log(\"Grenadier blocking timeout - forcing passage clear\")\n\n\n## Get blast radius for a specific grenade scene.\nfunc _get_blast_radius_for_scene(scene: PackedScene) -> float:\n\tif scene == null:\n\t\treturn 225.0\n\n\tvar temp_grenade = scene.instantiate()\n\tif temp_grenade == null:\n\t\treturn 225.0\n\n\tvar radius := 225.0\n\tif temp_grenade.get(\"effect_radius\") != null:\n\t\tradius = temp_grenade.effect_radius\n\n\ttemp_grenade.queue_free()\n\treturn radius\n\n\n## Check if the grenadier is currently blocking a passage (allies should wait).\nfunc is_blocking_passage() -> bool:\n\treturn _blocking_passage\n\n\n## Check if grenadier has grenades remaining in the bag.\nfunc has_grenades() -> bool:\n\treturn not _grenade_bag.is_empty()\n\n\n## Get the number of grenades remaining in the bag.\nfunc get_bag_size() -> int:\n\treturn _grenade_bag.size()\n", | |
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| } | |
| } | |
| [2026-02-07T21:28:37.809Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_016cgEzKmL4P3PZdzMfKmMgf", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now I need to understand the enemy.gd file better to add the grenadier-specific behavior. Let me find key sections related to health initialization, the machete setup pattern (as a similar special enemy type), and how AI states work." | |
| } | |
| ], | |
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| } | |
| [2026-02-07T21:28:39.588Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_016cgEzKmL4P3PZdzMfKmMgf", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01Px3oE4FsdaoKudjjnLijxv", | |
| "name": "Grep", | |
| "input": { | |
| "pattern": "func _initialize_health|func _setup_machete|is_melee_weapon|_is_melee", | |
| "path": "/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd", | |
| "output_mode": "content", | |
| "-A": 10 | |
| } | |
| } | |
| ], | |
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| "uuid": "5c18e6a6-e00a-4c91-86f6-50d1c881698e" | |
| } | |
| [2026-02-07T21:28:39.613Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01Px3oE4FsdaoKudjjnLijxv", | |
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| "content": "375:var _is_melee_weapon: bool = false ## Whether this enemy uses melee weapon.\n376-\n377-## Note: DeathAnimationComponent, EnemyGrenadeComponent, MacheteComponent are available via class_name declarations.\n378-\n379-func _ready() -> void:\n380-\t# Add to enemies group for grenade targeting\n381-\tadd_to_group(\"enemies\")\n382-\n383-\t# Configure weapon parameters based on weapon type (before ammo init)\n384-\t_configure_weapon_type()\n385-\t_initial_position = global_position\n--\n404:\tif _is_melee_weapon and _weapon_sprite: _weapon_sprite.visible = true # Issue #595: show machete\n405-\t# Store original collision layers for HitArea (to restore on respawn)\n406-\tif _hit_area:\n407-\t\t_original_hit_area_layer = _hit_area.collision_layer\n408-\t\t_original_hit_area_mask = _hit_area.collision_mask\n409-\n410-\t# Log that this enemy is ready (use call_deferred to ensure FileLogger is loaded)\n411-\tcall_deferred(\"_log_spawn_info\")\n412-\n413-\t# Preload bullet scene if not set in inspector\n414-\tif bullet_scene == null:\n--\n441:func _initialize_health() -> void:\n442-\t_max_health = randi_range(min_health, max_health)\n443-\t_current_health = _max_health\n444-\t_is_alive = true\n445-\n446-## Initialize ammunition with full magazine and reserve ammo.\n447-func _initialize_ammo() -> void:\n448-\t_current_ammo = magazine_size\n449-\t# Reserve ammo is (total_magazines - 1) * magazine_size since one magazine is loaded\n450-\t_reserve_ammo = (total_magazines - 1) * magazine_size\n451-\t_is_reloading = false\n--\n477:\t_is_melee_weapon = c.get(\"is_melee\", false) # Issue #579: Machete melee flag\n478-\tprint(\"[Enemy] Weapon: %s%s\" % [WeaponConfigComponent.get_type_name(weapon_type), \" (pellets=%d-%d)\" % [_pellet_count_min, _pellet_count_max] if _is_shotgun_weapon else \"\"])\n479-\n480-## Setup patrol points based on patrol offsets from initial position.\n481-func _setup_patrol_points() -> void:\n482-\t_patrol_points.clear()\n483-\t_patrol_points.append(_initial_position)\n484-\tfor offset in patrol_offsets:\n485-\t\t_patrol_points.append(_initial_position + offset)\n486-\n487-## Setup wall detection raycasts for obstacle avoidance.\n--\n1144:\tif _is_melee_weapon: return _machete != null and _machete.is_attack_ready()\n1145-\t# Can't shoot if reloading\n1146-\tif _is_reloading:\n1147-\t\treturn false\n1148-\n1149-\t# Can't shoot if no ammo in magazine\n1150-\tif _current_ammo <= 0:\n1151-\t\t# Try to start reload if we have reserve ammo\n1152-\t\tif _reserve_ammo > 0:\n1153-\t\t\t_start_reload()\n1154-\t\telse:\n--\n1308:\t\tif _is_melee_weapon: _transition_to_pursuing() # Issue #579: machete sneaks first\n1309-\t\telse: _transition_to_combat()\n1310-\t\treturn\n1311-\n1312-\t# Check memory system for suspected player position (Issue #297)\n1313-\t# If we have high/medium confidence about player location, investigate\n1314-\tif _memory and _memory.has_target():\n1315-\t\tif _memory.is_high_confidence():\n1316-\t\t\t# High confidence: Go investigate directly\n1317-\t\t\t_log_debug(\"High confidence (%.0f%%) - investigating suspected position\" % (_memory.confidence * 100))\n1318-\t\t\t_log_to_file(\"Memory: high confidence (%.2f) - transitioning to PURSUING\" % _memory.confidence)\n--\n1338:\tif _is_melee_weapon and _machete and _player:\n1339-\t\tif _machete.is_attacking(): return # Issue #595: Hold position during attack animation\n1340-\t\tif _under_fire and _bullets_in_threat_sphere.size() > 0 and not _machete.is_dodging():\n1341-\t\t\tvar b = _bullets_in_threat_sphere[0]\n1342-\t\t\tif is_instance_valid(b):\n1343-\t\t\t\tvar bd: Vector2 = b.get(\"direction\") if b.get(\"direction\") != null else Vector2.RIGHT.rotated(b.rotation)\n1344-\t\t\t\t_machete.try_dodge(bd)\n1345-\t\tif _machete.is_dodging(): velocity = _machete.get_dodge_velocity(); return\n1346-\t\tif _machete.is_in_melee_range(_player) and _shoot_timer >= shoot_cooldown:\n1347-\t\t\t_machete.perform_melee_attack(_player); _shoot_timer = 0.0; return\n1348-\t\tvar tp := _player.global_position\n--\n1938:\tif _is_melee_weapon and _machete:\n1939-\t\tif _under_fire and _bullets_in_threat_sphere.size() > 0 and not _machete.is_dodging():\n1940-\t\t\tvar b = _bullets_in_threat_sphere[0]\n1941-\t\t\tif is_instance_valid(b):\n1942-\t\t\t\tvar bd: Vector2 = b.get(\"direction\") if b.get(\"direction\") != null else Vector2.RIGHT.rotated(b.rotation)\n1943-\t\t\t\t_machete.try_dodge(bd)\n1944-\t\tif _machete.is_dodging(): velocity = _machete.get_dodge_velocity(); return\n1945-\t\tif _can_see_player and _player and global_position.distance_to(_player.global_position) <= CLOSE_COMBAT_DISTANCE:\n1946-\t\t\t_transition_to_combat(); return\n1947:\tif _under_fire and enable_cover and not _pursuing_vulnerability_sound and not _is_melee_weapon:\n1948-\t\t_pursuit_approaching = false\n1949-\t\t_transition_to_retreating()\n1950-\t\treturn\n1951-\n1952-\t# NOTE: ASSAULT state transition removed per issue #169\n1953-\t# Enemies now stay in PURSUING instead of transitioning to coordinated assault\n1954-\n1955-\t# If can see player and can hit them from current position, engage\n1956-\t# But only after minimum time has elapsed to prevent rapid state thrashing\n1957-\t# when visibility flickers at wall/obstacle edges\n--\n3843:\tif _is_melee_weapon and _machete and _player: _machete.perform_melee_attack(_player); return\n3844-\tif bullet_scene == null or _player == null:\n3845-\t\treturn\n3846-\n3847-\t# Check if we can shoot (have ammo and not reloading)\n3848-\tif not _can_shoot():\n3849-\t\treturn\n3850-\n3851-\tvar target_position := _player.global_position\n3852-\n3853-\t# Apply lead prediction if enabled\n--\n4949:func _setup_machete_component() -> void:\n4950:\tif not _is_melee_weapon: return\n4951-\t_machete = MacheteComponent.new(); _machete.name = \"MacheteComponent\"; _machete.debug_logging = debug_logging\n4952-\t_machete.configure_from_weapon_config(WeaponConfigComponent.get_config(weapon_type)); add_child(_machete)\n4953-\t_current_ammo = 0; _reserve_ammo = 0; _is_reloading = false\n4954-\tfull_health_color = Color(0.7, 0.15, 0.15, 1.0); _update_health_visual()\n4955-\n4956-## Apply machete attack animation to weapon mount and arms (Issue #595).\n4957-func _apply_machete_attack_animation() -> void:\n4958:\tif not _is_melee_weapon or _machete == null: return\n4959-\tif _weapon_mount: _weapon_mount.rotation = _machete.get_weapon_rotation() if _machete.is_attacking() else 0.0\n4960-\tif _machete.is_attacking() and _right_arm_sprite: _right_arm_sprite.position.x += _machete.get_arm_offset()\n4961-\n4962-## Connect CasingPusher Area2D signals (Issue #438, same pattern as player Issue #392).\n4963-func _connect_casing_pusher_signals() -> void:\n4964-\tif _casing_pusher == null: return\n4965-\tif not _casing_pusher.body_entered.is_connected(_on_casing_pusher_body_entered):\n4966-\t\t_casing_pusher.body_entered.connect(_on_casing_pusher_body_entered)\n4967-\tif not _casing_pusher.body_exited.is_connected(_on_casing_pusher_body_exited):\n4968-\t\t_casing_pusher.body_exited.connect(_on_casing_pusher_body_exited)" | |
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| "content": "375:var _is_melee_weapon: bool = false ## Whether this enemy uses melee weapon.\n376-\n377-## Note: DeathAnimationComponent, EnemyGrenadeComponent, MacheteComponent are available via class_name declarations.\n378-\n379-func _ready() -> void:\n380-\t# Add to enemies group for grenade targeting\n381-\tadd_to_group(\"enemies\")\n382-\n383-\t# Configure weapon parameters based on weapon type (before ammo init)\n384-\t_configure_weapon_type()\n385-\t_initial_position = global_position\n--\n404:\tif _is_melee_weapon and _weapon_sprite: _weapon_sprite.visible = true # Issue #595: show machete\n405-\t# Store original collision layers for HitArea (to restore on respawn)\n406-\tif _hit_area:\n407-\t\t_original_hit_area_layer = _hit_area.collision_layer\n408-\t\t_original_hit_area_mask = _hit_area.collision_mask\n409-\n410-\t# Log that this enemy is ready (use call_deferred to ensure FileLogger is loaded)\n411-\tcall_deferred(\"_log_spawn_info\")\n412-\n413-\t# Preload bullet scene if not set in inspector\n414-\tif bullet_scene == null:\n--\n441:func _initialize_health() -> void:\n442-\t_max_health = randi_range(min_health, max_health)\n443-\t_current_health = _max_health\n444-\t_is_alive = true\n445-\n446-## Initialize ammunition with full magazine and reserve ammo.\n447-func _initialize_ammo() -> void:\n448-\t_current_ammo = magazine_size\n449-\t# Reserve ammo is (total_magazines - 1) * magazine_size since one magazine is loaded\n450-\t_reserve_ammo = (total_magazines - 1) * magazine_size\n451-\t_is_reloading = false\n--\n477:\t_is_melee_weapon = c.get(\"is_melee\", false) # Issue #579: Machete melee flag\n478-\tprint(\"[Enemy] Weapon: %s%s\" % [WeaponConfigComponent.get_type_name(weapon_type), \" (pellets=%d-%d)\" % [_pellet_count_min, _pellet_count_max] if _is_shotgun_weapon else \"\"])\n479-\n480-## Setup patrol points based on patrol offsets from initial position.\n481-func _setup_patrol_points() -> void:\n482-\t_patrol_points.clear()\n483-\t_patrol_points.append(_initial_position)\n484-\tfor offset in patrol_offsets:\n485-\t\t_patrol_points.append(_initial_position + offset)\n486-\n487-## Setup wall detection raycasts for obstacle avoidance.\n--\n1144:\tif _is_melee_weapon: return _machete != null and _machete.is_attack_ready()\n1145-\t# Can't shoot if reloading\n1146-\tif _is_reloading:\n1147-\t\treturn false\n1148-\n1149-\t# Can't shoot if no ammo in magazine\n1150-\tif _current_ammo <= 0:\n1151-\t\t# Try to start reload if we have reserve ammo\n1152-\t\tif _reserve_ammo > 0:\n1153-\t\t\t_start_reload()\n1154-\t\telse:\n--\n1308:\t\tif _is_melee_weapon: _transition_to_pursuing() # Issue #579: machete sneaks first\n1309-\t\telse: _transition_to_combat()\n1310-\t\treturn\n1311-\n1312-\t# Check memory system for suspected player position (Issue #297)\n1313-\t# If we have high/medium confidence about player location, investigate\n1314-\tif _memory and _memory.has_target():\n1315-\t\tif _memory.is_high_confidence():\n1316-\t\t\t# High confidence: Go investigate directly\n1317-\t\t\t_log_debug(\"High confidence (%.0f%%) - investigating suspected position\" % (_memory.confidence * 100))\n1318-\t\t\t_log_to_file(\"Memory: high confidence (%.2f) - transitioning to PURSUING\" % _memory.confidence)\n--\n1338:\tif _is_melee_weapon and _machete and _player:\n1339-\t\tif _machete.is_attacking(): return # Issue #595: Hold position during attack animation\n1340-\t\tif _under_fire and _bullets_in_threat_sphere.size() > 0 and not _machete.is_dodging():\n1341-\t\t\tvar b = _bullets_in_threat_sphere[0]\n1342-\t\t\tif is_instance_valid(b):\n1343-\t\t\t\tvar bd: Vector2 = b.get(\"direction\") if b.get(\"direction\") != null else Vector2.RIGHT.rotated(b.rotation)\n1344-\t\t\t\t_machete.try_dodge(bd)\n1345-\t\tif _machete.is_dodging(): velocity = _machete.get_dodge_velocity(); return\n1346-\t\tif _machete.is_in_melee_range(_player) and _shoot_timer >= shoot_cooldown:\n1347-\t\t\t_machete.perform_melee_attack(_player); _shoot_timer = 0.0; return\n1348-\t\tvar tp := _player.global_position\n--\n1938:\tif _is_melee_weapon and _machete:\n1939-\t\tif _under_fire and _bullets_in_threat_sphere.size() > 0 and not _machete.is_dodging():\n1940-\t\t\tvar b = _bullets_in_threat_sphere[0]\n1941-\t\t\tif is_instance_valid(b):\n1942-\t\t\t\tvar bd: Vector2 = b.get(\"direction\") if b.get(\"direction\") != null else Vector2.RIGHT.rotated(b.rotation)\n1943-\t\t\t\t_machete.try_dodge(bd)\n1944-\t\tif _machete.is_dodging(): velocity = _machete.get_dodge_velocity(); return\n1945-\t\tif _can_see_player and _player and global_position.distance_to(_player.global_position) <= CLOSE_COMBAT_DISTANCE:\n1946-\t\t\t_transition_to_combat(); return\n1947:\tif _under_fire and enable_cover and not _pursuing_vulnerability_sound and not _is_melee_weapon:\n1948-\t\t_pursuit_approaching = false\n1949-\t\t_transition_to_retreating()\n1950-\t\treturn\n1951-\n1952-\t# NOTE: ASSAULT state transition removed per issue #169\n1953-\t# Enemies now stay in PURSUING instead of transitioning to coordinated assault\n1954-\n1955-\t# If can see player and can hit them from current position, engage\n1956-\t# But only after minimum time has elapsed to prevent rapid state thrashing\n1957-\t# when visibility flickers at wall/obstacle edges\n--\n3843:\tif _is_melee_weapon and _machete and _player: _machete.perform_melee_attack(_player); return\n3844-\tif bullet_scene == null or _player == null:\n3845-\t\treturn\n3846-\n3847-\t# Check if we can shoot (have ammo and not reloading)\n3848-\tif not _can_shoot():\n3849-\t\treturn\n3850-\n3851-\tvar target_position := _player.global_position\n3852-\n3853-\t# Apply lead prediction if enabled\n--\n4949:func _setup_machete_component() -> void:\n4950:\tif not _is_melee_weapon: return\n4951-\t_machete = MacheteComponent.new(); _machete.name = \"MacheteComponent\"; _machete.debug_logging = debug_logging\n4952-\t_machete.configure_from_weapon_config(WeaponConfigComponent.get_config(weapon_type)); add_child(_machete)\n4953-\t_current_ammo = 0; _reserve_ammo = 0; _is_reloading = false\n4954-\tfull_health_color = Color(0.7, 0.15, 0.15, 1.0); _update_health_visual()\n4955-\n4956-## Apply machete attack animation to weapon mount and arms (Issue #595).\n4957-func _apply_machete_attack_animation() -> void:\n4958:\tif not _is_melee_weapon or _machete == null: return\n4959-\tif _weapon_mount: _weapon_mount.rotation = _machete.get_weapon_rotation() if _machete.is_attacking() else 0.0\n4960-\tif _machete.is_attacking() and _right_arm_sprite: _right_arm_sprite.position.x += _machete.get_arm_offset()\n4961-\n4962-## Connect CasingPusher Area2D signals (Issue #438, same pattern as player Issue #392).\n4963-func _connect_casing_pusher_signals() -> void:\n4964-\tif _casing_pusher == null: return\n4965-\tif not _casing_pusher.body_entered.is_connected(_on_casing_pusher_body_entered):\n4966-\t\t_casing_pusher.body_entered.connect(_on_casing_pusher_body_entered)\n4967-\tif not _casing_pusher.body_exited.is_connected(_on_casing_pusher_body_exited):\n4968-\t\t_casing_pusher.body_exited.connect(_on_casing_pusher_body_exited)", | |
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| [2026-02-07T21:28:45.635Z] [INFO] { | |
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| "text": "Now I need to understand how the grenadier flag should be added. The grenadier is essentially:\n- weapon_type = UZI (type 2)\n- Has a special grenade bag instead of normal grenade component\n- Fixed 2 HP\n- Special behaviors for passage clearing\n\nLet me now add the grenadier support to enemy.gd. I need to:\n1. Add an `is_grenadier` export variable\n2. Override the grenade component setup for grenadiers to use `GrenadierGrenadeComponent`\n3. Override health to be exactly 2 HP for grenadiers\n4. Add ally waiting behavior\n\nLet me check how much of enemy.gd I need to read for the full picture." | |
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| [2026-02-07T21:28:46.487Z] [INFO] { | |
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| "tool_use_id": "toolu_01RxV1jjQL8xtwwXCZEBtyqD", | |
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| "content": " 33→enum WeaponType { RIFLE, SHOTGUN, UZI, MACHETE }\n 34→\n 35→@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD ## Current behavior mode.\n 36→@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n 37→@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\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": "enum WeaponType { RIFLE, SHOTGUN, UZI, MACHETE }\n\n@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD ## Current behavior mode.\n@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).", | |
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| [2026-02-07T21:28:49.448Z] [INFO] { | |
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| "text": "Now let me check what export variables exist near the grenade section and where is the best place to add the grenadier flag." | |
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| [2026-02-07T21:28:50.225Z] [INFO] { | |
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| { | |
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| "content": " 92→\n 93→# Grenade System Configuration (Issue #363, #375)\n 94→@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n 95→@export var grenade_scene: PackedScene ## Grenade scene to throw\n 96→@export var enable_grenade_throwing: bool = true ## Enable grenade throwing\n 97→@export var grenade_throw_cooldown: float = 15.0 ## Cooldown between throws (sec)\n 98→@export var grenade_max_throw_distance: float = 600.0 ## Max throw distance (px)\n 99→@export var grenade_min_throw_distance: float = 275.0 ## Min safe distance (blast_radius:225 + margin:50, Issue #375)\n 100→@export var grenade_safety_margin: float = 50.0 ## Safety margin added to blast radius (Issue #375)\n 101→@export var grenade_inaccuracy: float = 0.15 ## Throw inaccuracy (radians)\n 102→@export var grenade_throw_delay: float = 0.4 ## Delay before throw (sec)\n 103→@export var grenade_debug_logging: bool = false ## Grenade debug logging\n 104→\n 105→signal hit ## Enemy hit\n 106→signal died ## Enemy died\n 107→signal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) ## Death with kill info\n 108→signal state_changed(new_state: AIState) ## AI state changed\n 109→signal ammo_changed(current_ammo: int, reserve_ammo: int) ## Ammo changed\n 110→signal reload_started ## Reload started\n 111→signal reload_finished ## Reload finished\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": "\n# Grenade System Configuration (Issue #363, #375)\n@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n@export var grenade_scene: PackedScene ## Grenade scene to throw\n@export var enable_grenade_throwing: bool = true ## Enable grenade throwing\n@export var grenade_throw_cooldown: float = 15.0 ## Cooldown between throws (sec)\n@export var grenade_max_throw_distance: float = 600.0 ## Max throw distance (px)\n@export var grenade_min_throw_distance: float = 275.0 ## Min safe distance (blast_radius:225 + margin:50, Issue #375)\n@export var grenade_safety_margin: float = 50.0 ## Safety margin added to blast radius (Issue #375)\n@export var grenade_inaccuracy: float = 0.15 ## Throw inaccuracy (radians)\n@export var grenade_throw_delay: float = 0.4 ## Delay before throw (sec)\n@export var grenade_debug_logging: bool = false ## Grenade debug logging\n\nsignal hit ## Enemy hit\nsignal died ## Enemy died\nsignal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) ## Death with kill info\nsignal state_changed(new_state: AIState) ## AI state changed\nsignal ammo_changed(current_ammo: int, reserve_ammo: int) ## Ammo changed\nsignal reload_started ## Reload started\nsignal reload_finished ## Reload finished", | |
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| [2026-02-07T21:28:52.764Z] [INFO] { | |
| "type": "assistant", | |
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| "id": "msg_01HbrR5NknFzLooC3hJVUdCi", | |
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| "text": "Now let me also check what happens around the `_setup_grenade_component` function and how we can modify it to support grenadiers." | |
| } | |
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| [2026-02-07T21:28:53.574Z] [INFO] { | |
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| "content": " 4837→# Grenade System (Issue #363) - Component-based (extracted for Issue #377)\n 4838→\n 4839→## Setup the grenade component. Called from _ready().\n 4840→func _setup_grenade_component() -> void:\n 4841→\tif not enable_grenade_throwing:\n 4842→\t\treturn\n 4843→\n 4844→\t_grenade_component = EnemyGrenadeComponent.new()\n 4845→\t_grenade_component.name = \"GrenadeComponent\"\n 4846→\t_grenade_component.grenade_count = grenade_count\n 4847→\t_grenade_component.grenade_scene = grenade_scene\n 4848→\t_grenade_component.enabled = enable_grenade_throwing\n 4849→\t_grenade_component.throw_cooldown = grenade_throw_cooldown\n 4850→\t_grenade_component.max_throw_distance = grenade_max_throw_distance\n 4851→\t_grenade_component.min_throw_distance = grenade_min_throw_distance\n 4852→\t_grenade_component.safety_margin = grenade_safety_margin\n 4853→\t_grenade_component.inaccuracy = grenade_inaccuracy\n 4854→\t_grenade_component.throw_delay = grenade_throw_delay\n 4855→\t_grenade_component.debug_logging = grenade_debug_logging\n 4856→\tadd_child(_grenade_component)\n 4857→\t_grenade_component.initialize()\n 4858→\n 4859→func _update_grenade_triggers(delta: float) -> void:\n 4860→\tif _grenade_component == null: return\n 4861→\t_grenade_component.update(delta, _can_see_player, _under_fire, _player, _current_health, _memory)\n 4862→\t_update_grenade_world_state()\n 4863→\n 4864→func _on_gunshot_heard_for_grenade(position: Vector2) -> void:\n 4865→\tif _grenade_component: _grenade_component.on_gunshot(position)\n 4866→\n 4867→func _on_vulnerable_sound_heard_for_grenade(position: Vector2) -> void:\n 4868→\tif _grenade_component: _grenade_component.on_vulnerable_sound(position, _can_see_player)\n 4869→\n 4870→## Called when ally dies. Handles grenade awareness (#407) and death observation (#409).\n 4871→func on_ally_died(ally_position: Vector2, killer_is_player: bool, hit_direction: Vector2 = Vector2.ZERO) -> void:\n 4872→\tif _grenade_component: _grenade_component.on_ally_died(ally_position, killer_is_player, _is_position_in_fov(ally_position) and _can_see_position(ally_position))\n 4873→\tif not _is_alive: return\n 4874→\tif _current_state in [AIState.COMBAT, AIState.SUPPRESSED, AIState.RETREATING]: return\n 4875→\tvar distance := global_position.distance_to(ally_position)\n 4876→\tif distance > ALLY_DEATH_OBSERVE_RANGE or not _is_position_in_fov(ally_position) or not _can_see_position(ally_position): return\n 4877→\t_calculate_suspected_directions(ally_position, hit_direction)\n 4878→\t_witnessed_ally_death = true; _goap_world_state[\"witnessed_ally_death\"] = true\n 4879→\tif hit_direction != Vector2.ZERO and _memory:\n 4880→\t\tvar susp_dir := -hit_direction.normalized()\n 4881→\t\t_memory.update_position(ally_position + susp_dir * 200.0, ALLY_DEATH_CONFIDENCE)\n 4882→\t_log_to_file(\"[AllyDeath] Witnessed at %s, entering SEARCHING\" % ally_position)\n 4883→\t_transition_to_searching(ally_position)\n 4884→\n 4885→## Calculate suspected directions from bullet hit direction (Issue #409).\n 4886→func _calculate_suspected_directions(death_position: Vector2, hit_direction: Vector2) -> void:\n 4887→\t_suspected_directions.clear()\n 4888→\tif hit_direction == Vector2.ZERO:\n 4889→\t\t_suspected_directions.append((global_position - death_position).normalized()); return\n 4890→\tvar primary := -hit_direction.normalized()\n 4891→\t_suspected_directions.append(primary)\n 4892→\t_suspected_directions.append(Vector2(-primary.y, primary.x)) # perp left\n 4893→\t_suspected_directions.append(Vector2(primary.y, -primary.x)) # perp right\n 4894→\n 4895→func _can_see_position(pos: Vector2) -> bool:\n 4896→\tif _raycast == null: return false\n 4897→\tvar orig := _raycast.target_position\n 4898→\t_raycast.target_position = pos - global_position\n 4899→\t_raycast.force_raycast_update()\n 4900→\tvar result := not _raycast.is_colliding()\n 4901→\t_raycast.target_position = orig\n 4902→\treturn result\n 4903→\n 4904→func _update_grenade_world_state() -> void:\n 4905→\tif _grenade_component == null:\n 4906→\t\t_goap_world_state[\"has_grenades\"] = false; _goap_world_state[\"grenades_remaining\"] = 0\n 4907→\t\t_goap_world_state[\"ready_to_throw_grenade\"] = false; return\n 4908→\t_goap_world_state[\"has_grenades\"] = _grenade_component.grenades_remaining > 0\n 4909→\t_goap_world_state[\"grenades_remaining\"] = _grenade_component.grenades_remaining\n 4910→\t_goap_world_state[\"ready_to_throw_grenade\"] = _grenade_component.is_ready(_can_see_player, _under_fire, _current_health)\n 4911→\n 4912→## Attempt to throw a grenade. Returns true if throw was initiated.\n 4913→func try_throw_grenade() -> bool:\n 4914→\tif _grenade_component == null: return false\n 4915→\tvar mem_pos := _memory.suspected_position if _memory and _memory.has_target() else _last_known_player_position\n 4916→\tvar tgt := _grenade_component.get_target(_can_see_player, _under_fire, _current_health, _player, _last_known_player_position, mem_pos)\n 4917→\tif tgt == Vector2.ZERO: return false\n 4918→\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n 4919→\tif result: grenade_thrown.emit(null, tgt)\n 4920→\treturn result\n 4921→\n 4922→# Grenade Avoidance (Issue #407) - uses GrenadeAvoidanceComponent\n 4923→\n 4924→func _setup_grenade_avoidance() -> void:\n 4925→\t_grenade_avoidance = GrenadeAvoidanceComponent.new()\n 4926→\t_grenade_avoidance.name = \"GrenadeAvoidance\"\n 4927→\tadd_child(_grenade_avoidance)\n 4928→\t# Issue #426: Pass raycast for LOS check (enemies only react to visible grenades)\n 4929→\tif _raycast: _grenade_avoidance.set_raycast(_raycast)\n 4930→\t# Issue #426: Pass FOV params (enemies only react to grenades in vision cone)\n 4931→\tif _enemy_model: _grenade_avoidance.set_fov_parameters(_enemy_model, fov_angle, fov_enabled)\n 4932→\n 4933→func _update_grenade_danger_detection() -> void:\n 4934→\tif _grenade_avoidance: _grenade_avoidance.update()\n 4935→\n 4936→func _calculate_grenade_evasion_target() -> void:\n 4937→\tif _grenade_avoidance: _grenade_avoidance.calculate_evasion_target(_nav_agent)\n 4938→\n 4939→## Get the number of grenades remaining.\n 4940→func get_grenades_remaining() -> int:\n 4941→\tif _grenade_component:\n 4942→\t\treturn _grenade_component.grenades_remaining\n 4943→\treturn 0\n 4944→\n 4945→func add_grenades(count: int) -> void:\n 4946→\tif _grenade_component: _grenade_component.add_grenades(count)\n 4947→\n 4948→## Setup machete melee component (Issue #579).\n 4949→func _setup_machete_component() -> void:\n 4950→\tif not _is_melee_weapon: return\n 4951→\t_machete = MacheteComponent.new(); _machete.name = \"MacheteComponent\"; _machete.debug_logging = debug_logging\n 4952→\t_machete.configure_from_weapon_config(WeaponConfigComponent.get_config(weapon_type)); add_child(_machete)\n 4953→\t_current_ammo = 0; _reserve_ammo = 0; _is_reloading = false\n 4954→\tfull_health_color = Color(0.7, 0.15, 0.15, 1.0); _update_health_visual()\n 4955→\n 4956→## Apply machete attack animation to weapon mount and arms (Issue #595).\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": "# Grenade System (Issue #363) - Component-based (extracted for Issue #377)\n\n## Setup the grenade component. Called from _ready().\nfunc _setup_grenade_component() -> void:\n\tif not enable_grenade_throwing:\n\t\treturn\n\n\t_grenade_component = EnemyGrenadeComponent.new()\n\t_grenade_component.name = \"GrenadeComponent\"\n\t_grenade_component.grenade_count = grenade_count\n\t_grenade_component.grenade_scene = grenade_scene\n\t_grenade_component.enabled = enable_grenade_throwing\n\t_grenade_component.throw_cooldown = grenade_throw_cooldown\n\t_grenade_component.max_throw_distance = grenade_max_throw_distance\n\t_grenade_component.min_throw_distance = grenade_min_throw_distance\n\t_grenade_component.safety_margin = grenade_safety_margin\n\t_grenade_component.inaccuracy = grenade_inaccuracy\n\t_grenade_component.throw_delay = grenade_throw_delay\n\t_grenade_component.debug_logging = grenade_debug_logging\n\tadd_child(_grenade_component)\n\t_grenade_component.initialize()\n\nfunc _update_grenade_triggers(delta: float) -> void:\n\tif _grenade_component == null: return\n\t_grenade_component.update(delta, _can_see_player, _under_fire, _player, _current_health, _memory)\n\t_update_grenade_world_state()\n\nfunc _on_gunshot_heard_for_grenade(position: Vector2) -> void:\n\tif _grenade_component: _grenade_component.on_gunshot(position)\n\nfunc _on_vulnerable_sound_heard_for_grenade(position: Vector2) -> void:\n\tif _grenade_component: _grenade_component.on_vulnerable_sound(position, _can_see_player)\n\n## Called when ally dies. Handles grenade awareness (#407) and death observation (#409).\nfunc on_ally_died(ally_position: Vector2, killer_is_player: bool, hit_direction: Vector2 = Vector2.ZERO) -> void:\n\tif _grenade_component: _grenade_component.on_ally_died(ally_position, killer_is_player, _is_position_in_fov(ally_position) and _can_see_position(ally_position))\n\tif not _is_alive: return\n\tif _current_state in [AIState.COMBAT, AIState.SUPPRESSED, AIState.RETREATING]: return\n\tvar distance := global_position.distance_to(ally_position)\n\tif distance > ALLY_DEATH_OBSERVE_RANGE or not _is_position_in_fov(ally_position) or not _can_see_position(ally_position): return\n\t_calculate_suspected_directions(ally_position, hit_direction)\n\t_witnessed_ally_death = true; _goap_world_state[\"witnessed_ally_death\"] = true\n\tif hit_direction != Vector2.ZERO and _memory:\n\t\tvar susp_dir := -hit_direction.normalized()\n\t\t_memory.update_position(ally_position + susp_dir * 200.0, ALLY_DEATH_CONFIDENCE)\n\t_log_to_file(\"[AllyDeath] Witnessed at %s, entering SEARCHING\" % ally_position)\n\t_transition_to_searching(ally_position)\n\n## Calculate suspected directions from bullet hit direction (Issue #409).\nfunc _calculate_suspected_directions(death_position: Vector2, hit_direction: Vector2) -> void:\n\t_suspected_directions.clear()\n\tif hit_direction == Vector2.ZERO:\n\t\t_suspected_directions.append((global_position - death_position).normalized()); return\n\tvar primary := -hit_direction.normalized()\n\t_suspected_directions.append(primary)\n\t_suspected_directions.append(Vector2(-primary.y, primary.x)) # perp left\n\t_suspected_directions.append(Vector2(primary.y, -primary.x)) # perp right\n\nfunc _can_see_position(pos: Vector2) -> bool:\n\tif _raycast == null: return false\n\tvar orig := _raycast.target_position\n\t_raycast.target_position = pos - global_position\n\t_raycast.force_raycast_update()\n\tvar result := not _raycast.is_colliding()\n\t_raycast.target_position = orig\n\treturn result\n\nfunc _update_grenade_world_state() -> void:\n\tif _grenade_component == null:\n\t\t_goap_world_state[\"has_grenades\"] = false; _goap_world_state[\"grenades_remaining\"] = 0\n\t\t_goap_world_state[\"ready_to_throw_grenade\"] = false; return\n\t_goap_world_state[\"has_grenades\"] = _grenade_component.grenades_remaining > 0\n\t_goap_world_state[\"grenades_remaining\"] = _grenade_component.grenades_remaining\n\t_goap_world_state[\"ready_to_throw_grenade\"] = _grenade_component.is_ready(_can_see_player, _under_fire, _current_health)\n\n## Attempt to throw a grenade. Returns true if throw was initiated.\nfunc try_throw_grenade() -> bool:\n\tif _grenade_component == null: return false\n\tvar mem_pos := _memory.suspected_position if _memory and _memory.has_target() else _last_known_player_position\n\tvar tgt := _grenade_component.get_target(_can_see_player, _under_fire, _current_health, _player, _last_known_player_position, mem_pos)\n\tif tgt == Vector2.ZERO: return false\n\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n\tif result: grenade_thrown.emit(null, tgt)\n\treturn result\n\n# Grenade Avoidance (Issue #407) - uses GrenadeAvoidanceComponent\n\nfunc _setup_grenade_avoidance() -> void:\n\t_grenade_avoidance = GrenadeAvoidanceComponent.new()\n\t_grenade_avoidance.name = \"GrenadeAvoidance\"\n\tadd_child(_grenade_avoidance)\n\t# Issue #426: Pass raycast for LOS check (enemies only react to visible grenades)\n\tif _raycast: _grenade_avoidance.set_raycast(_raycast)\n\t# Issue #426: Pass FOV params (enemies only react to grenades in vision cone)\n\tif _enemy_model: _grenade_avoidance.set_fov_parameters(_enemy_model, fov_angle, fov_enabled)\n\nfunc _update_grenade_danger_detection() -> void:\n\tif _grenade_avoidance: _grenade_avoidance.update()\n\nfunc _calculate_grenade_evasion_target() -> void:\n\tif _grenade_avoidance: _grenade_avoidance.calculate_evasion_target(_nav_agent)\n\n## Get the number of grenades remaining.\nfunc get_grenades_remaining() -> int:\n\tif _grenade_component:\n\t\treturn _grenade_component.grenades_remaining\n\treturn 0\n\nfunc add_grenades(count: int) -> void:\n\tif _grenade_component: _grenade_component.add_grenades(count)\n\n## Setup machete melee component (Issue #579).\nfunc _setup_machete_component() -> void:\n\tif not _is_melee_weapon: return\n\t_machete = MacheteComponent.new(); _machete.name = \"MacheteComponent\"; _machete.debug_logging = debug_logging\n\t_machete.configure_from_weapon_config(WeaponConfigComponent.get_config(weapon_type)); add_child(_machete)\n\t_current_ammo = 0; _reserve_ammo = 0; _is_reloading = false\n\tfull_health_color = Color(0.7, 0.15, 0.15, 1.0); _update_health_visual()\n\n## Apply machete attack animation to weapon mount and arms (Issue #595).", | |
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| "text": "Now let me also check where enemies are waiting/blocking in existing code, and look at how the PURSUING state works with movement - I need to understand where to add the \"wait for grenade explosion\" logic." | |
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| "content": "176-var _patrol_points: Array[Vector2] = [] ## Patrol state\n177-var _current_patrol_index: int = 0\n178:var _is_waiting_at_patrol_point: bool = false\n179-var _patrol_wait_timer: float = 0.0\n180-var _corner_check_angle: float = 0.0 ## Angle to look toward when checking a corner\n--\n4051-\n4052-\t# Handle waiting at patrol point\n4053:\tif _is_waiting_at_patrol_point:\n4054-\t\t_patrol_wait_timer += delta\n4055-\t\tif _patrol_wait_timer >= patrol_wait_time:\n4056:\t\t\t_is_waiting_at_patrol_point = false\n4057-\t\t\t_patrol_wait_timer = 0.0\n4058-\t\t\t_current_patrol_index = (_current_patrol_index + 1) % _patrol_points.size()\n--\n4066-\n4067-\tif distance < 5.0:\n4068:\t\t_is_waiting_at_patrol_point = true\n4069-\t\tvelocity = Vector2.ZERO\n4070-\telse:\n--\n4352-\trotation = 0.0\n4353-\t_current_patrol_index = 0\n4354:\t_is_waiting_at_patrol_point = false\n4355-\t_patrol_wait_timer = 0.0\n4356-\t_current_state = AIState.IDLE" | |
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| "content": "176-var _patrol_points: Array[Vector2] = [] ## Patrol state\n177-var _current_patrol_index: int = 0\n178:var _is_waiting_at_patrol_point: bool = false\n179-var _patrol_wait_timer: float = 0.0\n180-var _corner_check_angle: float = 0.0 ## Angle to look toward when checking a corner\n--\n4051-\n4052-\t# Handle waiting at patrol point\n4053:\tif _is_waiting_at_patrol_point:\n4054-\t\t_patrol_wait_timer += delta\n4055-\t\tif _patrol_wait_timer >= patrol_wait_time:\n4056:\t\t\t_is_waiting_at_patrol_point = false\n4057-\t\t\t_patrol_wait_timer = 0.0\n4058-\t\t\t_current_patrol_index = (_current_patrol_index + 1) % _patrol_points.size()\n--\n4066-\n4067-\tif distance < 5.0:\n4068:\t\t_is_waiting_at_patrol_point = true\n4069-\t\tvelocity = Vector2.ZERO\n4070-\telse:\n--\n4352-\trotation = 0.0\n4353-\t_current_patrol_index = 0\n4354:\t_is_waiting_at_patrol_point = false\n4355-\t_patrol_wait_timer = 0.0\n4356-\t_current_state = AIState.IDLE", | |
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| [2026-02-07T21:29:01.269Z] [INFO] { | |
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| "text": "Good. Now let me look at how enemies navigate through passages and how they interact with each other. Let me check the PURSUING state and how movement is handled." | |
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| "content": "13:\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n14-\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n15-\tSEARCHING, ## Methodically searching area where player was last seen (Issue #322)\n16-\tEVADING_GRENADE ## Fleeing from grenade danger zone (Issue #407)\n--\n224:const COMBAT_MIN_DURATION_BEFORE_PURSUE: float = 0.5 ## Min COMBAT before PURSUING\n225-var _pursuit_cover_wait_timer: float = 0.0 ## Cover wait timer (Pursuit State)\n226-const PURSUIT_COVER_WAIT_DURATION: float = 1.5 ## Wait at cover (sec)\n227-var _pursuit_next_cover: Vector2 = Vector2.ZERO ## Next cover position\n--\n232:var _pursuing_state_timer: float = 0.0 ## Total PURSUING time\n233-const PURSUIT_APPROACH_MAX_TIME: float = 3.0 ## Max approach time (sec)\n234:const PURSUING_MIN_DURATION_BEFORE_COMBAT: float = 0.3 ## Min before COMBAT\n235-const PURSUIT_MIN_PROGRESS_FRACTION: float = 0.10 ## Min progress fraction\n236-const PURSUIT_SAME_OBSTACLE_PENALTY: float = 4.0 ## Penalty for same cover\n237-var _flank_cover_wait_timer: float = 0.0 ## Wait at cover timer (Flanking State)\n--\n587:\t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n588-\t\t\t_transition_to_pursuing()\n589:\t\t# For COMBAT, PURSUING, FLANKING states: the flag is set and they'll use it\n590:\t\t# (COMBAT/PURSUING now check _pursuing_vulnerability_sound before retreating)\n591-\t\treturn\n592-\n593-\t# Handle empty click sound (sound_type 5 = EMPTY_CLICK) - player is vulnerable!\n--\n621:\t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n622-\t\t\t_transition_to_pursuing()\n623:\t\t# For COMBAT, PURSUING, FLANKING states: the flag is set and they'll use it\n624:\t\t# (COMBAT/PURSUING now check _pursuing_vulnerability_sound before retreating)\n625-\t\treturn\n\n[Showing results with pagination = limit: 30, offset: 0]" | |
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| "content": "13:\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n14-\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n15-\tSEARCHING, ## Methodically searching area where player was last seen (Issue #322)\n16-\tEVADING_GRENADE ## Fleeing from grenade danger zone (Issue #407)\n--\n224:const COMBAT_MIN_DURATION_BEFORE_PURSUE: float = 0.5 ## Min COMBAT before PURSUING\n225-var _pursuit_cover_wait_timer: float = 0.0 ## Cover wait timer (Pursuit State)\n226-const PURSUIT_COVER_WAIT_DURATION: float = 1.5 ## Wait at cover (sec)\n227-var _pursuit_next_cover: Vector2 = Vector2.ZERO ## Next cover position\n--\n232:var _pursuing_state_timer: float = 0.0 ## Total PURSUING time\n233-const PURSUIT_APPROACH_MAX_TIME: float = 3.0 ## Max approach time (sec)\n234:const PURSUING_MIN_DURATION_BEFORE_COMBAT: float = 0.3 ## Min before COMBAT\n235-const PURSUIT_MIN_PROGRESS_FRACTION: float = 0.10 ## Min progress fraction\n236-const PURSUIT_SAME_OBSTACLE_PENALTY: float = 4.0 ## Penalty for same cover\n237-var _flank_cover_wait_timer: float = 0.0 ## Wait at cover timer (Flanking State)\n--\n587:\t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n588-\t\t\t_transition_to_pursuing()\n589:\t\t# For COMBAT, PURSUING, FLANKING states: the flag is set and they'll use it\n590:\t\t# (COMBAT/PURSUING now check _pursuing_vulnerability_sound before retreating)\n591-\t\treturn\n592-\n593-\t# Handle empty click sound (sound_type 5 = EMPTY_CLICK) - player is vulnerable!\n--\n621:\t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n622-\t\t\t_transition_to_pursuing()\n623:\t\t# For COMBAT, PURSUING, FLANKING states: the flag is set and they'll use it\n624:\t\t# (COMBAT/PURSUING now check _pursuing_vulnerability_sound before retreating)\n625-\t\treturn", | |
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| [2026-02-07T21:29:07.543Z] [INFO] { | |
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| "text": "I have enough context now. Let me now implement the changes in enemy.gd. The approach is:\n\n1. Add `@export var is_grenadier: bool = false` \n2. Modify `_setup_grenade_component()` to use `GrenadierGrenadeComponent` when `is_grenadier` is true\n3. Override health initialization for grenadiers (fixed 2 HP)\n4. Add a `_waiting_for_grenadier` flag that other enemies check\n5. Add methods for ally coordination\n\nLet me make the changes:" | |
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| "file_path": "/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd", | |
| "old_string": "# Grenade System Configuration (Issue #363, #375)\n@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n@export var grenade_scene: PackedScene ## Grenade scene to throw\n@export var enable_grenade_throwing: bool = true ## Enable grenade throwing", | |
| "new_string": "# Grenadier Configuration (Issue #604)\n@export var is_grenadier: bool = false ## Whether this enemy is a grenadier type.\n\n# Grenade System Configuration (Issue #363, #375)\n@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n@export var grenade_scene: PackedScene ## Grenade scene to throw\n@export var enable_grenade_throwing: bool = true ## Enable grenade throwing" | |
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| [2026-02-07T21:29:11.074Z] [INFO] { | |
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| "tool_use_id": "toolu_018EMDxu6ksrxQ29r3E829Y3", | |
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| "content": "The file /tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd has been updated successfully." | |
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| "filePath": "/tmp/gh-issue-solver-1770499415990/scripts/objects/enemy.gd", | |
| "oldString": "# Grenade System Configuration (Issue #363, #375)\n@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n@export var grenade_scene: PackedScene ## Grenade scene to throw\n@export var enable_grenade_throwing: bool = true ## Enable grenade throwing", | |
| "newString": "# Grenadier Configuration (Issue #604)\n@export var is_grenadier: bool = false ## Whether this enemy is a grenadier type.\n\n# Grenade System Configuration (Issue #363, #375)\n@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n@export var grenade_scene: PackedScene ## Grenade scene to throw\n@export var enable_grenade_throwing: bool = true ## Enable grenade throwing", |
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