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| # Solve.mjs Log - 2026-02-08T08:44:12.076Z | |
| [2026-02-08T08:44:12.076Z] [INFO] 📁 Log file: /home/hive/solve-2026-02-08T08-44-12-075Z.log | |
| [2026-02-08T08:44:12.077Z] [INFO] (All output will be logged here) | |
| [2026-02-08T08:44:13.308Z] [INFO] | |
| [2026-02-08T08:44:13.309Z] [INFO] 🚀 solve v1.16.0 | |
| [2026-02-08T08:44:13.309Z] [INFO] 🔧 Raw command executed: | |
| [2026-02-08T08:44:13.310Z] [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/630 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats | |
| [2026-02-08T08:44:13.310Z] [INFO] | |
| [2026-02-08T08:44:13.330Z] [INFO] | |
| [2026-02-08T08:44:13.333Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-02-08T08:44:13.334Z] [INFO] | |
| [2026-02-08T08:44:13.335Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-02-08T08:44:13.335Z] [INFO] The log may contain sensitive information such as: | |
| [2026-02-08T08:44:13.335Z] [INFO] • API keys, tokens, or secrets | |
| [2026-02-08T08:44:13.336Z] [INFO] • File paths and directory structures | |
| [2026-02-08T08:44:13.336Z] [INFO] • Command outputs and error messages | |
| [2026-02-08T08:44:13.336Z] [INFO] • Internal system information | |
| [2026-02-08T08:44:13.336Z] [INFO] | |
| [2026-02-08T08:44:13.337Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log | |
| [2026-02-08T08:44:13.337Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-02-08T08:44:13.337Z] [INFO] | |
| [2026-02-08T08:44:13.338Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-02-08T08:44:13.338Z] [INFO] | |
| [2026-02-08T08:44:18.344Z] [INFO] | |
| [2026-02-08T08:44:18.371Z] [INFO] 💾 Disk space check: 63592MB available (2048MB required) ✅ | |
| [2026-02-08T08:44:18.373Z] [INFO] 🧠 Memory check: 9846MB available, swap: 4095MB (0MB used), total: 13941MB (256MB required) ✅ | |
| [2026-02-08T08:44:18.390Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-02-08T08:44:18.390Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-02-08T08:44:18.390Z] [INFO] 📋 URL validation: | |
| [2026-02-08T08:44:18.391Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/630 | |
| [2026-02-08T08:44:18.391Z] [INFO] Is Issue URL: true | |
| [2026-02-08T08:44:18.391Z] [INFO] Is PR URL: false | |
| [2026-02-08T08:44:18.391Z] [INFO] 🔍 Checking repository access for auto-fork... | |
| [2026-02-08T08:44:19.107Z] [INFO] Repository visibility: public | |
| [2026-02-08T08:44:19.108Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode | |
| [2026-02-08T08:44:19.108Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled) | |
| [2026-02-08T08:44:19.553Z] [INFO] Repository visibility: public | |
| [2026-02-08T08:44:19.553Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-02-08T08:44:19.556Z] [INFO] 🔍 Auto-continue enabled: Checking for existing PRs for issue #630... | |
| [2026-02-08T08:44:20.191Z] [INFO] 🔍 Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP... | |
| [2026-02-08T08:44:26.852Z] [INFO] 📋 Found 10 existing PR(s) linked to issue #630 | |
| [2026-02-08T08:44:26.852Z] [INFO] PR #628: created 11h ago (OPEN, draft) | |
| [2026-02-08T08:44:26.853Z] [INFO] PR #628: Branch 'issue-604-b8123e21682e' doesn't match expected pattern 'issue-630-*' - skipping | |
| [2026-02-08T08:44:26.853Z] [INFO] PR #618: created 14h ago (OPEN, draft) | |
| [2026-02-08T08:44:26.853Z] [INFO] PR #618: Branch 'issue-617-7cbb54653fb8' doesn't match expected pattern 'issue-630-*' - skipping | |
| [2026-02-08T08:44:26.853Z] [INFO] PR #616: created 15h ago (OPEN, draft) | |
| [2026-02-08T08:44:26.853Z] [INFO] PR #616: Branch 'issue-615-41afe8c265c6' doesn't match expected pattern 'issue-630-*' - skipping | |
| [2026-02-08T08:44:26.853Z] [INFO] PR #614: created 15h ago (OPEN, ready) | |
| [2026-02-08T08:44:26.853Z] [INFO] PR #614: Branch 'issue-612-6a34db9e405f' doesn't match expected pattern 'issue-630-*' - skipping | |
| [2026-02-08T08:44:26.853Z] [INFO] PR #613: created 15h ago (OPEN, ready) | |
| [2026-02-08T08:44:26.854Z] [INFO] PR #613: Branch 'issue-610-4213ac33f77b' doesn't match expected pattern 'issue-630-*' - skipping | |
| [2026-02-08T08:44:26.854Z] [INFO] PR #601: created 16h ago (OPEN, draft) | |
| [2026-02-08T08:44:26.854Z] [INFO] PR #601: Branch 'issue-593-e856393c3c8f' doesn't match expected pattern 'issue-630-*' - skipping | |
| [2026-02-08T08:44:26.854Z] [INFO] PR #599: created 17h ago (OPEN, draft) | |
| [2026-02-08T08:44:26.854Z] [INFO] PR #599: Branch 'issue-583-9c3a50bce842' doesn't match expected pattern 'issue-630-*' - skipping | |
| [2026-02-08T08:44:26.854Z] [INFO] PR #582: created 19h ago (OPEN, draft) | |
| [2026-02-08T08:44:26.855Z] [INFO] PR #582: Branch 'issue-581-7de135d6bace' doesn't match expected pattern 'issue-630-*' - skipping | |
| [2026-02-08T08:44:26.855Z] [INFO] PR #556: created 22h ago (OPEN, ready) | |
| [2026-02-08T08:44:26.855Z] [INFO] PR #556: Branch 'issue-555-8c6f4dc8e387' doesn't match expected pattern 'issue-630-*' - skipping | |
| [2026-02-08T08:44:26.855Z] [INFO] PR #515: created 41h ago (OPEN, ready) | |
| [2026-02-08T08:44:26.855Z] [INFO] PR #515: Branch 'issue-512-95a2f66d50ac' doesn't match expected pattern 'issue-630-*' - skipping | |
| [2026-02-08T08:44:26.855Z] [INFO] ⏭️ No suitable PRs found (missing CLAUDE.md/.gitkeep or older than 24h) - creating new PR as usual | |
| [2026-02-08T08:44:26.855Z] [INFO] 📝 Issue mode: Working with issue #630 | |
| [2026-02-08T08:44:26.856Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1770540266856 | |
| [2026-02-08T08:44:26.858Z] [INFO] | |
| 🍴 Fork mode: ENABLED | |
| [2026-02-08T08:44:26.858Z] [INFO] Checking fork status... | |
| [2026-02-08T08:44:27.191Z] [INFO] 🔍 Detecting fork conflicts... | |
| [2026-02-08T08:44:28.092Z] [INFO] ✅ No fork conflict: Safe to proceed | |
| [2026-02-08T08:44:28.411Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-08T08:44:28.412Z] [INFO] 🔍 Validating fork parent... | |
| [2026-02-08T08:44:28.774Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-08T08:44:28.776Z] [INFO] | |
| 📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-08T08:44:32.473Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1770540266856 | |
| [2026-02-08T08:44:32.518Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-08T08:44:32.562Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote | |
| [2026-02-08T08:44:32.562Z] [INFO] 🔄 Fetching upstream... | |
| [2026-02-08T08:44:32.878Z] [INFO] ✅ Upstream fetched: Successfully | |
| [2026-02-08T08:44:32.879Z] [INFO] 🔄 Syncing default branch... | |
| [2026-02-08T08:44:33.254Z] [INFO] ℹ️ Default branch: main | |
| [2026-02-08T08:44:33.534Z] [INFO] ✅ Default branch synced: with upstream/main | |
| [2026-02-08T08:44:33.534Z] [INFO] 🔄 Pushing to fork: main branch | |
| [2026-02-08T08:44:34.008Z] [INFO] ✅ Fork updated: Default branch pushed to fork | |
| [2026-02-08T08:44:34.117Z] [INFO] | |
| 📌 Default branch: main | |
| [2026-02-08T08:44:34.168Z] [INFO] | |
| 🌿 Creating branch: issue-630-9b2a7b6f31c0 from main (default) | |
| [2026-02-08T08:44:34.219Z] [INFO] 🔍 Verifying: Branch creation... | |
| [2026-02-08T08:44:34.261Z] [INFO] ✅ Branch created: issue-630-9b2a7b6f31c0 | |
| [2026-02-08T08:44:34.261Z] [INFO] ✅ Current branch: issue-630-9b2a7b6f31c0 | |
| [2026-02-08T08:44:34.262Z] [INFO] Branch operation: Create new branch | |
| [2026-02-08T08:44:34.262Z] [INFO] Branch verification: Matches expected | |
| [2026-02-08T08:44:34.265Z] [INFO] | |
| 🚀 Auto PR creation: ENABLED | |
| [2026-02-08T08:44:34.265Z] [INFO] Creating: Initial commit and draft PR... | |
| [2026-02-08T08:44:34.265Z] [INFO] | |
| [2026-02-08T08:44:34.304Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false, --auto-gitkeep-file=true) | |
| [2026-02-08T08:44:34.305Z] [INFO] 📝 Creating: CLAUDE.md with task details | |
| [2026-02-08T08:44:34.306Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/630 | |
| [2026-02-08T08:44:34.306Z] [INFO] Issue URL from argv._[0]: undefined | |
| [2026-02-08T08:44:34.307Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/630 | |
| [2026-02-08T08:44:34.307Z] [INFO] ✅ File created: CLAUDE.md | |
| [2026-02-08T08:44:34.307Z] [INFO] 📦 Adding file: To git staging | |
| [2026-02-08T08:44:34.392Z] [INFO] Git status after add: A CLAUDE.md | |
| [2026-02-08T08:44:34.393Z] [INFO] 📝 Creating commit: With CLAUDE.md file | |
| [2026-02-08T08:44:34.440Z] [INFO] ✅ Commit created: Successfully with CLAUDE.md | |
| [2026-02-08T08:44:34.441Z] [INFO] Commit output: [issue-630-9b2a7b6f31c0 1c49fc4] Initial commit with task details | |
| 1 file changed, 7 insertions(+) | |
| create mode 100644 CLAUDE.md | |
| [2026-02-08T08:44:34.480Z] [INFO] Commit hash: 1c49fc4... | |
| [2026-02-08T08:44:34.516Z] [INFO] Latest commit: 1c49fc4 Initial commit with task details | |
| [2026-02-08T08:44:34.569Z] [INFO] Git status: clean | |
| [2026-02-08T08:44:34.613Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git (fetch) | |
| [2026-02-08T08:44:34.663Z] [INFO] Branch info: * issue-630-9b2a7b6f31c0 1c49fc4 [origin/main: ahead 1] Initial commit with task details | |
| main 465602c [origin/main] Merge pull request #594 from konard/issue-592-f7ca9167d308 | |
| [2026-02-08T08:44:34.664Z] [INFO] 📤 Pushing branch: To remote repository... | |
| [2026-02-08T08:44:34.665Z] [INFO] Push command: git push -u origin issue-630-9b2a7b6f31c0 | |
| [2026-02-08T08:44:35.534Z] [INFO] Push exit code: 0 | |
| [2026-02-08T08:44:35.535Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-630-9b2a7b6f31c0' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-630-9b2a7b6f31c0 | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-630-9b2a7b6f31c0 -> issue-630-9b2a7b6f31c0 | |
| branch 'issue-630-9b2a7b6f31c0' set up to track 'origin/issue-630-9b2a7b6f31c0'. | |
| [2026-02-08T08:44:35.535Z] [INFO] ✅ Branch pushed: Successfully to remote | |
| [2026-02-08T08:44:35.536Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-630-9b2a7b6f31c0' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-630-9b2a7b6f31c0 | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-630-9b2a7b6f31c0 -> issue-630-9b2a7b6f31c0 | |
| branch 'issue-630-9b2a7b6f31c0' set up to track 'origin/issue-630-9b2a7b6f31c0'. | |
| [2026-02-08T08:44:35.536Z] [INFO] Waiting for GitHub to sync... | |
| [2026-02-08T08:44:37.982Z] [INFO] Compare API check: 1 commit(s) ahead of main | |
| [2026-02-08T08:44:37.983Z] [INFO] GitHub compare API ready: 1 commit(s) found | |
| [2026-02-08T08:44:38.269Z] [INFO] Branch verified on GitHub: issue-630-9b2a7b6f31c0 | |
| [2026-02-08T08:44:38.563Z] [INFO] Remote commit SHA: 1c49fc4... | |
| [2026-02-08T08:44:38.563Z] [INFO] 📋 Getting issue: Title from GitHub... | |
| [2026-02-08T08:44:38.907Z] [INFO] Issue title: "fix патронов в пн должно быть больше" | |
| [2026-02-08T08:44:38.908Z] [INFO] 👤 Getting user: Current GitHub account... | |
| [2026-02-08T08:44:39.173Z] [INFO] Current user: konard | |
| [2026-02-08T08:44:39.437Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-02-08T08:44:39.439Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-02-08T08:44:39.461Z] [INFO] 🔄 Fetching: Latest main branch... | |
| [2026-02-08T08:44:39.770Z] [INFO] ✅ Base updated: Fetched latest main | |
| [2026-02-08T08:44:39.770Z] [INFO] 🔍 Checking: Commits between branches... | |
| [2026-02-08T08:44:39.810Z] [INFO] Commits ahead of origin/main: 1 | |
| [2026-02-08T08:44:39.814Z] [INFO] ✅ Commits found: 1 commit(s) ahead | |
| [2026-02-08T08:44:39.815Z] [INFO] 🔀 Creating PR: Draft pull request... | |
| [2026-02-08T08:44:39.815Z] [INFO] 🎯 Target branch: main (default) | |
| [2026-02-08T08:44:39.815Z] [INFO] PR Title: [WIP] fix патронов в пн должно быть больше | |
| [2026-02-08T08:44:39.816Z] [INFO] Base branch: main | |
| [2026-02-08T08:44:39.816Z] [INFO] Head branch: issue-630-9b2a7b6f31c0 | |
| [2026-02-08T08:44:39.816Z] [INFO] Assignee: konard | |
| [2026-02-08T08:44:39.816Z] [INFO] PR Body: | |
| ## 🤖 AI-Powered Solution Draft | |
| This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#630. | |
| ### 📋 Issue Reference | |
| Fixes Jhon-Crow/godot-topdown-MVP#630 | |
| ### 🚧 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* | |
| [2026-02-08T08:44:39.818Z] [INFO] Command: cd "/tmp/gh-issue-solver-1770540266856" && gh pr create --draft --title "$(cat '/tmp/pr-title-1770540279818.txt')" --body-file "/tmp/pr-body-1770540279818.md" --base main --head konard:issue-630-9b2a7b6f31c0 --repo Jhon-Crow/godot-topdown-MVP | |
| [2026-02-08T08:44:41.463Z] [INFO] 🔍 Verifying: PR creation... | |
| [2026-02-08T08:44:41.797Z] [INFO] ✅ Verification: PR exists on GitHub | |
| [2026-02-08T08:44:41.798Z] [INFO] ✅ PR created: #631 | |
| [2026-02-08T08:44:41.798Z] [INFO] 📍 PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/631 | |
| [2026-02-08T08:44:41.798Z] [INFO] ℹ️ Note: Could not assign (no permission) | |
| [2026-02-08T08:44:41.799Z] [INFO] 🔗 Linking: Issue #630 to PR #631... | |
| [2026-02-08T08:44:42.121Z] [INFO] Issue node ID: I_kwDOQ35BQ87pLQHN | |
| [2026-02-08T08:44:42.429Z] [INFO] PR node ID: PR_kwDOQ35BQ87CRsPN | |
| [2026-02-08T08:44:42.747Z] [INFO] | |
| [2026-02-08T08:44:42.747Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue | |
| [2026-02-08T08:44:42.747Z] [INFO] | |
| [2026-02-08T08:44:42.748Z] [WARNING] The PR was created from a fork but wasn't linked to the issue. | |
| [2026-02-08T08:44:42.748Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-MVP#630" in PR body | |
| [2026-02-08T08:44:42.748Z] [INFO] | |
| [2026-02-08T08:44:42.748Z] [WARNING] To fix manually: | |
| [2026-02-08T08:44:42.748Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/631 | |
| [2026-02-08T08:44:42.748Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-MVP#630 | |
| [2026-02-08T08:44:42.748Z] [INFO] | |
| [2026-02-08T08:44:43.053Z] [INFO] 👤 Current user: konard | |
| [2026-02-08T08:44:43.054Z] [INFO] | |
| 📊 Comment counting conditions: | |
| [2026-02-08T08:44:43.054Z] [INFO] prNumber: 631 | |
| [2026-02-08T08:44:43.054Z] [INFO] branchName: issue-630-9b2a7b6f31c0 | |
| [2026-02-08T08:44:43.055Z] [INFO] isContinueMode: false | |
| [2026-02-08T08:44:43.055Z] [INFO] Will count comments: true | |
| [2026-02-08T08:44:43.055Z] [INFO] 💬 Counting comments: Checking for new comments since last commit... | |
| [2026-02-08T08:44:43.055Z] [INFO] PR #631 on branch: issue-630-9b2a7b6f31c0 | |
| [2026-02-08T08:44:43.055Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-08T08:44:43.554Z] [INFO] 📅 Last commit time (from API): 2026-02-08T08:44:34.000Z | |
| [2026-02-08T08:44:49.245Z] [INFO] 💬 New PR comments: 0 | |
| [2026-02-08T08:44:49.245Z] [INFO] 💬 New PR review comments: 0 | |
| [2026-02-08T08:44:49.246Z] [INFO] 💬 New issue comments: 0 | |
| [2026-02-08T08:44:49.246Z] [INFO] Total new comments: 0 | |
| [2026-02-08T08:44:49.247Z] [INFO] Comment lines to add: No (saving tokens) | |
| [2026-02-08T08:44:49.247Z] [INFO] PR review comments fetched: 0 | |
| [2026-02-08T08:44:49.247Z] [INFO] PR conversation comments fetched: 0 | |
| [2026-02-08T08:44:49.248Z] [INFO] Total PR comments checked: 0 | |
| [2026-02-08T08:44:51.998Z] [INFO] Feedback info will be added to prompt: | |
| [2026-02-08T08:44:52.001Z] [INFO] - Pull request description was edited after last commit | |
| [2026-02-08T08:44:52.001Z] [INFO] 📅 Getting timestamps: From GitHub servers... | |
| [2026-02-08T08:44:52.373Z] [INFO] 📝 Issue updated: 2026-02-08T05:29:39.000Z | |
| [2026-02-08T08:44:52.669Z] [INFO] 💬 Comments: None found | |
| [2026-02-08T08:44:53.052Z] [INFO] 🔀 Recent PR: 2026-02-08T08:44:51.000Z | |
| [2026-02-08T08:44:53.053Z] [INFO] | |
| ✅ Reference time: 2026-02-08T08:44:51.000Z | |
| [2026-02-08T08:44:53.054Z] [INFO] | |
| 🔍 Checking for uncommitted changes to include as feedback... | |
| [2026-02-08T08:44:53.117Z] [INFO] ✅ No uncommitted changes found | |
| [2026-02-08T08:44:53.437Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-630-9b2a7b6f31c0 | |
| [2026-02-08T08:44:55.674Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints | |
| [2026-02-08T08:44:55.784Z] [INFO] 👁️ Model vision capability: supported | |
| [2026-02-08T08:44:55.785Z] [INFO] | |
| 📝 Final prompt structure: | |
| [2026-02-08T08:44:55.785Z] [INFO] Characters: 529 | |
| [2026-02-08T08:44:55.785Z] [INFO] System prompt characters: 12741 | |
| [2026-02-08T08:44:55.785Z] [INFO] Feedback info: Included | |
| [2026-02-08T08:44:55.787Z] [INFO] | |
| 🤖 Executing Claude: OPUS | |
| [2026-02-08T08:44:55.787Z] [INFO] Model: opus | |
| [2026-02-08T08:44:55.787Z] [INFO] Working directory: /tmp/gh-issue-solver-1770540266856 | |
| [2026-02-08T08:44:55.787Z] [INFO] Branch: issue-630-9b2a7b6f31c0 | |
| [2026-02-08T08:44:55.788Z] [INFO] Prompt length: 529 chars | |
| [2026-02-08T08:44:55.788Z] [INFO] System prompt length: 12741 chars | |
| [2026-02-08T08:44:55.788Z] [INFO] Feedback info included: Yes (1 lines) | |
| [2026-02-08T08:44:55.834Z] [INFO] 📈 System resources before execution: | |
| [2026-02-08T08:44:55.835Z] [INFO] Memory: MemFree: 6203416 kB | |
| [2026-02-08T08:44:55.835Z] [INFO] Load: 1.50 0.55 0.19 4/526 20011 | |
| [2026-02-08T08:44:55.835Z] [INFO] | |
| 📝 Raw command: | |
| [2026-02-08T08:44:55.836Z] [INFO] (cd "/tmp/gh-issue-solver-1770540266856" && 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/630 | |
| Your prepared branch: issue-630-9b2a7b6f31c0 | |
| Your prepared working directory: /tmp/gh-issue-solver-1770540266856 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/631 | |
| 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-630-9b2a7b6f31c0 | |
| 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-630-9b2a7b6f31c0 --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/630. | |
| - 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/631/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/631/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/631/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/630/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 631 --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 631, 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 631. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-630-9b2a7b6f31c0. | |
| - When you finish, create a pull request from branch issue-630-9b2a7b6f31c0. (Note: PR 631 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-630-9b2a7b6f31c0. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 631 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-630-9b2a7b6f31c0/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 .) | |
| [2026-02-08T08:44:55.836Z] [INFO] | |
| [2026-02-08T08:44:55.836Z] [INFO] 📋 User prompt: | |
| [2026-02-08T08:44:55.837Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-02-08T08:44:55.837Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/630 | |
| Your prepared branch: issue-630-9b2a7b6f31c0 | |
| Your prepared working directory: /tmp/gh-issue-solver-1770540266856 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/631 | |
| 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-630-9b2a7b6f31c0 | |
| Proceed. | |
| [2026-02-08T08:44:55.837Z] [INFO] ---END USER PROMPT--- | |
| [2026-02-08T08:44:55.837Z] [INFO] | |
| [2026-02-08T08:44:55.837Z] [INFO] 📋 System prompt: | |
| [2026-02-08T08:44:55.837Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-02-08T08:44:55.837Z] [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-630-9b2a7b6f31c0 --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/630. | |
| - 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/631/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/631/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/631/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/630/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 631 --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 631, 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 631. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-630-9b2a7b6f31c0. | |
| - When you finish, create a pull request from branch issue-630-9b2a7b6f31c0. (Note: PR 631 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-630-9b2a7b6f31c0. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 631 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-630-9b2a7b6f31c0/docs/screenshots/result.png). | |
| - When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format. | |
| - When the visual result is important for review, mention it explicitly in the pull request description with the embedded image. | |
| [2026-02-08T08:44:55.838Z] [INFO] ---END SYSTEM PROMPT--- | |
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| "content": " 1→class_name AmmoComponent\n 2→extends Node\n 3→## Ammunition management component for entities that can shoot.\n 4→##\n 5→## Handles magazine-based ammunition system with reload mechanics.\n 6→\n 7→## Magazine size (bullets per magazine).\n 8→@export var magazine_size: int = 30\n 9→\n 10→## Total number of magazines the entity carries.\n 11→@export var total_magazines: int = 5\n 12→\n 13→## Time to reload in seconds.\n 14→@export var reload_time: float = 3.0\n 15→\n 16→## Current ammo in the magazine.\n 17→var _current_ammo: int = 0\n 18→\n 19→## Reserve ammo (ammo in remaining magazines).\n 20→var _reserve_ammo: int = 0\n 21→\n 22→## Whether currently reloading.\n 23→var _is_reloading: bool = false\n 24→\n 25→## Timer for reload progress.\n 26→var _reload_timer: float = 0.0\n 27→\n 28→## Signal emitted when ammo changes.\n 29→signal ammo_changed(current_ammo: int, reserve_ammo: int)\n 30→\n 31→## Signal emitted when reload starts.\n 32→signal reload_started\n 33→\n 34→## Signal emitted when reload finishes.\n 35→signal reload_finished\n 36→\n 37→## Signal emitted when all ammo is depleted.\n 38→signal ammo_depleted\n 39→\n 40→\n 41→func _ready() -> void:\n 42→\tinitialize_ammo()\n 43→\n 44→\n 45→## Initialize ammunition.\n 46→func initialize_ammo() -> void:\n 47→\t_current_ammo = magazine_size\n 48→\t# Reserve ammo is (total_magazines - 1) since one magazine is loaded\n 49→\t_reserve_ammo = (total_magazines - 1) * magazine_size\n 50→\t_is_reloading = false\n 51→\t_reload_timer = 0.0\n 52→\n 53→\n 54→## Process reload timer (call from _physics_process).\n 55→func update_reload(delta: float) -> void:\n 56→\tif not _is_reloading:\n 57→\t\treturn\n 58→\n 59→\t_reload_timer += delta\n 60→\tif _reload_timer >= reload_time:\n 61→\t\t_finish_reload()\n 62→\n 63→\n 64→## Check if can shoot (has ammo and not reloading).\n 65→func can_shoot() -> bool:\n 66→\treturn _current_ammo > 0 and not _is_reloading\n 67→\n 68→\n 69→## Consume one round of ammo.\n 70→## Returns true if successful, false if no ammo.\n 71→func consume_ammo() -> bool:\n 72→\tif _current_ammo <= 0:\n 73→\t\treturn false\n 74→\n 75→\t_current_ammo -= 1\n 76→\tammo_changed.emit(_current_ammo, _reserve_ammo)\n 77→\n 78→\t# Auto-reload when magazine is empty\n 79→\tif _current_ammo <= 0 and _reserve_ammo > 0:\n 80→\t\tstart_reload()\n 81→\telif _current_ammo <= 0 and _reserve_ammo <= 0:\n 82→\t\tammo_depleted.emit()\n 83→\n 84→\treturn true\n 85→\n 86→\n 87→## Start reloading.\n 88→func start_reload() -> void:\n 89→\tif _is_reloading or _reserve_ammo <= 0 or _current_ammo >= magazine_size:\n 90→\t\treturn\n 91→\n 92→\t_is_reloading = true\n 93→\t_reload_timer = 0.0\n 94→\treload_started.emit()\n 95→\n 96→\n 97→## Finish reloading.\n 98→func _finish_reload() -> void:\n 99→\tvar ammo_needed := magazine_size - _current_ammo\n 100→\tvar ammo_to_load := mini(ammo_needed, _reserve_ammo)\n 101→\n 102→\t_current_ammo += ammo_to_load\n 103→\t_reserve_ammo -= ammo_to_load\n 104→\t_is_reloading = false\n 105→\t_reload_timer = 0.0\n 106→\n 107→\tammo_changed.emit(_current_ammo, _reserve_ammo)\n 108→\treload_finished.emit()\n 109→\n 110→\n 111→## Reset ammo to full.\n 112→func reset() -> void:\n 113→\tinitialize_ammo()\n 114→\n 115→\n 116→## Get current ammo in magazine.\n 117→func get_current_ammo() -> int:\n 118→\treturn _current_ammo\n 119→\n 120→\n 121→## Get reserve ammo.\n 122→func get_reserve_ammo() -> int:\n 123→\treturn _reserve_ammo\n 124→\n 125→\n 126→## Get total ammo (current + reserve).\n 127→func get_total_ammo() -> int:\n 128→\treturn _current_ammo + _reserve_ammo\n 129→\n 130→\n 131→## Check if reloading.\n 132→func is_reloading() -> bool:\n 133→\treturn _is_reloading\n 134→\n 135→\n 136→## Check if has any ammo.\n 137→func has_ammo() -> bool:\n 138→\treturn _current_ammo > 0 or _reserve_ammo > 0\n 139→\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 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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| "command": "find /tmp/gh-issue-solver-1770540266856/resources -type f -name \"*.tres\" -o -name \"*.tscn\" | head -30", | |
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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→[gd_resource type=\"Resource\" script_class=\"WeaponData\" load_steps=3 format=3 uid=\"uid://cm8n5k7r3p2q5\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://Scripts/Data/WeaponData.cs\" id=\"1_script\"]\n 4→[ext_resource type=\"Resource\" uid=\"uid://cn4m8k7r5p2q8\" path=\"res://resources/calibers/caliber_9x18.tres\" id=\"2_caliber\"]\n 5→\n 6→[resource]\n 7→script = ExtResource(\"1_script\")\n 8→Name = \"PM\"\n 9→Damage = 0.45\n 10→FireRate = 7.0\n 11→MagazineSize = 9\n 12→MaxReserveAmmo = 18\n 13→ReloadTime = 2.0\n 14→BulletSpeed = 1000.0\n 15→Range = 600.0\n 16→SpreadAngle = 2.0\n 17→BulletsPerShot = 1\n 18→IsAutomatic = false\n 19→Sensitivity = 3.0\n 20→ScreenShakeIntensity = 8.0\n 21→ScreenShakeMinRecoveryTime = 0.35\n 22→ScreenShakeMaxRecoveryTime = 0.15\n 23→Loudness = 1469.0\n 24→Caliber = ExtResource(\"2_caliber\")\n 25→\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_resource type=\"Resource\" script_class=\"WeaponData\" load_steps=3 format=3 uid=\"uid://bk7m4n9r2p5q8\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://Scripts/Data/WeaponData.cs\" id=\"1_script\"]\n 4→[ext_resource type=\"Resource\" uid=\"uid://cn4m8k7r5p2q9\" path=\"res://resources/calibers/caliber_9x19.tres\" id=\"2_caliber\"]\n 5→\n 6→[resource]\n 7→script = ExtResource(\"1_script\")\n 8→Name = \"Mini UZI\"\n 9→Damage = 0.5\n 10→FireRate = 25.0\n 11→MagazineSize = 32\n 12→MaxReserveAmmo = 64\n 13→ReloadTime = 2.0\n 14→BulletSpeed = 1200.0\n 15→Range = 800.0\n 16→SpreadAngle = 6.0\n 17→BulletsPerShot = 1\n 18→IsAutomatic = true\n 19→Sensitivity = 8.0\n 20→ScreenShakeIntensity = 15.0\n 21→ScreenShakeMinRecoveryTime = 0.15\n 22→ScreenShakeMaxRecoveryTime = 0.05\n 23→Loudness = 1469.0\n 24→Caliber = ExtResource(\"2_caliber\")\n 25→\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→Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/630\n 2→Your prepared branch: issue-630-9b2a7b6f31c0\n 3→Your prepared working directory: /tmp/gh-issue-solver-1770540266856\n 4→Your forked repository: konard/Jhon-Crow-godot-topdown-MVP\n 5→Original repository (upstream): Jhon-Crow/godot-topdown-MVP\n 6→\n 7→Proceed.\n 8→\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": "1c49fc4 Initial commit with task details\n465602c Merge pull request #594 from konard/issue-592-f7ca9167d308\ne786c8f Merge pull request #609 from konard/issue-602-3376ec59ebf0\n9ebf808 docs: add game_log_20260207_220147.txt to case study (Issue #592)\n4f1d15b Merge remote-tracking branch 'origin/main' into issue-592-f7ca9167d308\n952c729 fix: add stun_duration to GDScript bullet.gd, revert enemy.gd to main (Issue #592)\na708fa1 merge: resolve conflicts with main branch (Issue #602)\nae9cdf8 Merge pull request #620 from konard/issue-619-589135a8d398\nf604a46 Merge pull request #622 from konard/issue-621-fb41f59f1e76\n88c5fdc Merge pull request #606 from konard/issue-596-1ecb01671bf5\n96cb1f5 Merge pull request #624 from konard/issue-623-770e452b9942\n8e0d0df Merge pull request #600 from konard/issue-584-358f1bf6655d\necbc2bc chore: remove task-specific CLAUDE.md file\n8f8f95b refactor: condense verbose comments in enemy.gd to stay under 5000 line CI limit (Issue #623)\n8996750 Merge pull request #611 from konard/issue-605-22cc7d27251f\n06407d8 Initial commit with task details\nef681c8 Merge pull request #607 from konard/issue-597-5c662e18c983\n761e15b fix: apply PM stun to enemies (not player), 100ms via StatusEffectsManager (Issue #592)\nee97395 fix: extract FlashbangStatusComponent from enemy.gd and intensify motion blur (Issue #605)\nd7fff84 fix: add C# fallback for flashlight light control when GDScript not loaded (Issue #584)\na6ebd5f fix: revert MakarovPM position in Player.tscn to match main (Issue #592)\n8966b22 Revert \"Initial commit with task details\"\n1acbbac Revert \"Initial commit with task details\"\n3032596 Merge remote-tracking branch 'origin/main' into issue-592-f7ca9167d308\n842e441 fix: revert pistol to main, increase stun to 1s, add СТАН debug label (Issue #592)\n29284f3 feat: add RSh-12 heavy revolver weapon (#619)\nd80ce96 fix: add Power Fantasy blue laser sight to MakarovPM (#621)\nbee2b92 Initial commit with task details\neb1d156 Initial commit with task details\nb025020 feat: add blur and swimming distortion to flashbang screen effect (Issue #605)", | |
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| "content": "/tmp/gh-issue-solver-1770540266856/scripts/ai/enemy_actions.gd:166:\t\tsuper._init(\"pursue_player\", 2.5)\n/tmp/gh-issue-solver-1770540266856/scripts/ai/enemy_actions.gd:312:\t\tsuper._init(\"investigate_medium_confidence\", 2.5)\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:20:var _reserve_ammo: int = 0\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:29:signal ammo_changed(current_ammo: int, reserve_ammo: int)\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:49:\t_reserve_ammo = (total_magazines - 1) * magazine_size\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:76:\tammo_changed.emit(_current_ammo, _reserve_ammo)\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:79:\tif _current_ammo <= 0 and _reserve_ammo > 0:\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:81:\telif _current_ammo <= 0 and _reserve_ammo <= 0:\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:89:\tif _is_reloading or _reserve_ammo <= 0 or _current_ammo >= magazine_size:\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:100:\tvar ammo_to_load := mini(ammo_needed, _reserve_ammo)\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:103:\t_reserve_ammo -= ammo_to_load\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:107:\tammo_changed.emit(_current_ammo, _reserve_ammo)\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:122:func get_reserve_ammo() -> int:\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:123:\treturn _reserve_ammo\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:128:\treturn _current_ammo + _reserve_ammo\n/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd:138:\treturn _current_ammo > 0 or _reserve_ammo > 0\n/tmp/gh-issue-solver-1770540266856/scripts/components/status_effect_animation_component.gd:17:const STAR_SIZE: float = 2.5\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd:309:\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd:310:\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd:543:func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd:544:\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd:546:\tif current_ammo <= 0 and reserve_ammo <= 0:\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd:560:\tvar reserve_ammo: int = 0\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd:564:\t\t\treserve_ammo = weapon.ReserveAmmo\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd:565:\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd:587:\t\t# GDScript player - max_ammo is the only ammo they have\n/tmp/gh-issue-solver-1770540266856/scripts/levels/building_level.gd:404:\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n/tmp/gh-issue-solver-1770540266856/scripts/levels/building_level.gd:405:\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n/tmp/gh-issue-solver-1770540266856/scripts/levels/building_level.gd:649:func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n/tmp/gh-issue-solver-1770540266856/scripts/levels/building_level.gd:650:\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n/tmp/gh-issue-solver-1770540266856/scripts/levels/building_level.gd:652:\tif current_ammo <= 0 and reserve_ammo <= 0:\n/tmp/gh-issue-solver-1770540266856/scripts/levels/building_level.gd:666:\tvar reserve_ammo: int = 0\n/tmp/gh-issue-solver-1770540266856/scripts/levels/building_level.gd:670:\t\t\treserve_ammo = weapon.ReserveAmmo\n/tmp/gh-issue-solver-1770540266856/scripts/levels/building_level.gd:671:\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n/tmp/gh-issue-solver-1770540266856/scripts/levels/building_level.gd:693:\t\t# GDScript player - max_ammo is the only ammo they have\n/tmp/gh-issue-solver-1770540266856/scripts/levels/tutorial_level.gd:503:\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n/tmp/gh-issue-solver-1770540266856/scripts/levels/tutorial_level.gd:504:\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n/tmp/gh-issue-solver-1770540266856/scripts/levels/tutorial_level.gd:508:func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n/tmp/gh-issue-solver-1770540266856/scripts/levels/tutorial_level.gd:509:\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n/tmp/gh-issue-solver-1770540266856/scripts/levels/tutorial_level.gd:554:\tvar reserve_ammo: int = 0", | |
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| "content": " 1→using Godot;\n 2→using System;\n 3→using System.Collections.Generic;\n 4→using GodotTopDownTemplate.AbstractClasses;\n 5→using GodotTopDownTemplate.Weapons;\n 6→using GodotTopdown.Scripts.Projectiles;\n 7→\n 8→namespace GodotTopDownTemplate.Characters;\n 9→\n 10→/// <summary>\n 11→/// Player character controller for top-down movement and shooting.\n 12→/// Uses physics-based movement with acceleration and friction for smooth control.\n 13→/// Supports WASD and arrow key input via configured input actions.\n 14→/// Shoots bullets towards the mouse cursor on left mouse button.\n 15→/// Supports both automatic (hold to fire) and semi-automatic (click per shot) weapons.\n 16→/// Uses R-F-R key sequence for instant reload (press R, then F, then R again).\n 17→/// Grenade throwing: G+RMB drag right → hold G+RMB → release G → drag and release RMB to throw.\n 18→/// </summary>\n 19→public partial class Player : BaseCharacter\n 20→{\n 21→ /// <summary>\n 22→ /// Bullet scene to instantiate when shooting.\n 23→ /// </summary>\n 24→ [Export]\n 25→ public PackedScene? BulletScene { get; set; }\n 26→\n 27→ /// <summary>\n 28→ /// Offset from player center for bullet spawn position.\n 29→ /// </summary>\n 30→ [Export]\n 31→ public float BulletSpawnOffset { get; set; } = 20.0f;\n 32→\n 33→ /// <summary>\n 34→ /// Reference to the player's current weapon (optional, for weapon system).\n 35→ /// </summary>\n 36→ [Export]\n 37→ public BaseWeapon? CurrentWeapon { get; set; }\n 38→\n 39→ /// <summary>\n 40→ /// Color when at full health.\n 41→ /// </summary>\n 42→ [Export]\n 43→ public Color FullHealthColor { get; set; } = new Color(0.2f, 0.6f, 1.0f, 1.0f);\n 44→\n 45→ /// <summary>\n 46→ /// Color when at low health (interpolates based on health percentage).\n 47→ /// </summary>\n 48→ [Export]\n 49→ public Color LowHealthColor { get; set; } = new Color(0.1f, 0.2f, 0.4f, 1.0f);\n 50→\n 51→ /// <summary>\n 52→ /// Color to flash when hit.\n 53→ /// </summary>\n 54→ [Export]\n 55→ public Color HitFlashColor { get; set; } = new Color(1.0f, 0.3f, 0.3f, 1.0f);\n 56→\n 57→ /// <summary>\n 58→ /// Duration of hit flash effect in seconds.\n 59→ /// </summary>\n 60→ [Export]\n 61→ public float HitFlashDuration { get; set; } = 0.1f;\n 62→\n 63→ /// <summary>\n 64→ /// Grenade scene to instantiate when throwing.\n 65→ /// </summary>\n 66→ [Export]\n 67→ public PackedScene? GrenadeScene { get; set; }\n 68→\n 69→ /// <summary>\n 70→ /// Maximum number of grenades the player can carry.\n 71→ /// </summary>\n 72→ [Export]\n 73→ public int MaxGrenades { get; set; } = 3;\n 74→\n 75→ /// <summary>\n 76→ /// Reference to the player model node containing all sprites.\n 77→ /// </summary>\n 78→ private Node2D? _playerModel;\n 79→\n 80→ /// <summary>\n 81→ /// References to individual sprite parts for color changes.\n 82→ /// </summary>\n 83→ private Sprite2D? _bodySprite;\n 84→ private Sprite2D? _headSprite;\n 85→ private Sprite2D? _leftArmSprite;\n 86→ private Sprite2D? _rightArmSprite;\n 87→\n 88→ /// <summary>\n 89→ /// Legacy reference for compatibility (points to body sprite).\n 90→ /// </summary>\n 91→ private Sprite2D? _sprite;\n 92→\n 93→ /// <summary>\n 94→ /// Reference to the CasingPusher Area2D for detecting shell casings (Issue #392).\n 95→ /// </summary>\n 96→ private Area2D? _casingPusher;\n 97→\n 98→ /// <summary>\n 99→ /// Force to apply to casings when pushed by player walking over them (Issue #392, #424).\n 100→ /// Reduced by 2.5x from 50.0 to 20.0 for Issue #424.\n 101→ /// </summary>\n 102→ private const float CasingPushForce = 20.0f;\n 103→\n 104→ /// <summary>\n 105→ /// List of casings currently overlapping with the CasingPusher Area2D (Issue #392 Iteration 8).\n 106→ /// Uses signal-based tracking for reliable detection from all directions.\n 107→ /// </summary>\n 108→ private readonly System.Collections.Generic.List<RigidBody2D> _overlappingCasings = new();\n 109→\n 110→ /// <summary>\n 111→ /// Current step in the reload sequence (0 = waiting for R, 1 = waiting for F, 2 = waiting for R).\n 112→ /// </summary>\n 113→ private int _reloadSequenceStep = 0;\n 114→\n 115→ /// <summary>\n 116→ /// Whether the player is currently in a reload sequence.\n 117→ /// </summary>\n 118→ private bool _isReloadingSequence = false;\n 119→\n 120→ /// <summary>\n 121→ /// Tracks ammo count when reload sequence started (at step 1 after R pressed).\n 122→ /// Used to determine if there was a bullet in the chamber.\n 123→ /// </summary>\n 124→ private int _ammoAtReloadStart = 0;\n 125→\n 126→ /// <summary>\n 127→ /// Current number of grenades.\n 128→ /// </summary>\n 129→ private int _currentGrenades = 3;\n 130→\n 131→ /// <summary>\n 132→ /// Whether the player is on the tutorial level (infinite grenades).\n 133→ /// </summary>\n 134→ private bool _isTutorialLevel = false;\n 135→\n 136→ /// <summary>\n 137→ /// Grenade state machine states.\n 138→ /// 2-step mechanic:\n 139→ /// Step 1: G + RMB drag right → timer starts (pin pulled)\n 140→ /// Step 2: Hold G → press+hold RMB → release G → ready to throw (only RMB held)\n 141→ /// Step 3: Drag and release RMB → throw grenade\n 142→ /// </summary>\n 143→ private enum GrenadeState\n 144→ {\n 145→ Idle, // No grenade action\n 146→ TimerStarted, // Step 1 complete - grenade timer running, G held, waiting for RMB\n 147→ WaitingForGRelease, // Step 2 in progress - G+RMB held, waiting for G release\n 148→ Aiming, // Step 2 complete - only RMB held, waiting for drag and release to throw\n 149→ SimpleAiming // Simple mode: RMB held, showing trajectory preview\n 150→ }\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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| [2026-02-08T08:45:46.607Z] [INFO] { | |
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| "content": " 1→using Godot;\n 2→using System.Collections.Generic;\n 3→using System.Linq;\n 4→\n 5→namespace GodotTopDownTemplate.Data;\n 6→\n 7→/// <summary>\n 8→/// Data structure representing a single magazine with its current ammo count.\n 9→/// </summary>\n 10→[GlobalClass]\n 11→public partial class MagazineData : Resource\n 12→{\n 13→ /// <summary>\n 14→ /// Current number of bullets in this magazine.\n 15→ /// </summary>\n 16→ [Export]\n 17→ public int CurrentAmmo { get; set; }\n 18→\n 19→ /// <summary>\n 20→ /// Maximum capacity of this magazine.\n 21→ /// </summary>\n 22→ [Export]\n 23→ public int MaxCapacity { get; set; }\n 24→\n 25→ /// <summary>\n 26→ /// Creates a new magazine with specified ammo and capacity.\n 27→ /// </summary>\n 28→ /// <param name=\"currentAmmo\">Current bullets in magazine.</param>\n 29→ /// <param name=\"maxCapacity\">Maximum magazine capacity.</param>\n 30→ public MagazineData(int currentAmmo, int maxCapacity)\n 31→ {\n 32→ CurrentAmmo = currentAmmo;\n 33→ MaxCapacity = maxCapacity;\n 34→ }\n 35→\n 36→ /// <summary>\n 37→ /// Default constructor for Godot serialization.\n 38→ /// </summary>\n 39→ public MagazineData() : this(0, 30)\n 40→ {\n 41→ }\n 42→\n 43→ /// <summary>\n 44→ /// Returns true if the magazine is empty.\n 45→ /// </summary>\n 46→ public bool IsEmpty => CurrentAmmo <= 0;\n 47→\n 48→ /// <summary>\n 49→ /// Returns true if the magazine is full.\n 50→ /// </summary>\n 51→ public bool IsFull => CurrentAmmo >= MaxCapacity;\n 52→\n 53→ /// <summary>\n 54→ /// Returns the fill percentage of the magazine (0.0 to 1.0).\n 55→ /// </summary>\n 56→ public float FillPercent => MaxCapacity > 0 ? (float)CurrentAmmo / MaxCapacity : 0f;\n 57→}\n 58→\n 59→/// <summary>\n 60→/// Manages a collection of magazines for a weapon.\n 61→/// Provides functionality for magazine swapping, selection, and tracking.\n 62→/// </summary>\n 63→public class MagazineInventory\n 64→{\n 65→ /// <summary>\n 66→ /// List of spare magazines (not including the currently loaded one).\n 67→ /// </summary>\n 68→ private readonly List<MagazineData> _spareMagazines = new();\n 69→\n 70→ /// <summary>\n 71→ /// The currently loaded magazine (null if weapon is empty).\n 72→ /// </summary>\n 73→ public MagazineData? CurrentMagazine { get; private set; }\n 74→\n 75→ /// <summary>\n 76→ /// Gets all spare magazines (not including current).\n 77→ /// </summary>\n 78→ public IReadOnlyList<MagazineData> SpareMagazines => _spareMagazines.AsReadOnly();\n 79→\n 80→ /// <summary>\n 81→ /// Gets the total number of magazines (including current).\n 82→ /// </summary>\n 83→ public int TotalMagazineCount => (CurrentMagazine != null ? 1 : 0) + _spareMagazines.Count;\n 84→\n 85→ /// <summary>\n 86→ /// Gets the total ammo across all spare magazines.\n 87→ /// </summary>\n 88→ public int TotalSpareAmmo => _spareMagazines.Sum(m => m.CurrentAmmo);\n 89→\n 90→ /// <summary>\n 91→ /// Gets all magazines including the current one.\n 92→ /// Current magazine is first in the list if present.\n 93→ /// </summary>\n 94→ public IEnumerable<MagazineData> AllMagazines\n 95→ {\n 96→ get\n 97→ {\n 98→ if (CurrentMagazine != null)\n 99→ {\n 100→ yield return CurrentMagazine;\n 101→ }\n 102→ foreach (var mag in _spareMagazines)\n 103→ {\n 104→ yield return mag;\n 105→ }\n 106→ }\n 107→ }\n 108→\n 109→ /// <summary>\n 110→ /// Initializes the magazine inventory with the specified number of magazines.\n 111→ /// </summary>\n 112→ /// <param name=\"magazineCount\">Total number of magazines to create.</param>\n 113→ /// <param name=\"magazineSize\">Capacity of each magazine.</param>\n 114→ /// <param name=\"fillAllMagazines\">If true, all magazines start full. Otherwise, only the current is full.</param>\n 115→ public void Initialize(int magazineCount, int magazineSize, bool fillAllMagazines = true)\n 116→ {\n 117→ _spareMagazines.Clear();\n 118→\n 119→ // If magazineCount is 0, clear everything (used by ConfigureAmmoForEnemyCount)\n 120→ if (magazineCount <= 0)\n 121→ {\n 122→ CurrentMagazine = null;\n 123→ return;\n 124→ }\n 125→\n 126→ // Create the current magazine (always full at start)\n 127→ CurrentMagazine = new MagazineData(magazineSize, magazineSize);\n 128→\n 129→ // Create spare magazines\n 130→ for (int i = 1; i < magazineCount; i++)\n 131→ {\n 132→ int ammo = fillAllMagazines ? magazineSize : 0;\n 133→ _spareMagazines.Add(new MagazineData(ammo, magazineSize));\n 134→ }\n 135→ }\n 136→\n 137→ /// <summary>\n 138→ /// Swaps the current magazine with the spare magazine that has the most ammo.\n 139→ /// Returns the old magazine that was removed.\n 140→ /// </summary>\n 141→ /// <returns>The magazine that was removed (or null if no swap occurred).</returns>\n 142→ public MagazineData? SwapToFullestMagazine()\n 143→ {\n 144→ if (_spareMagazines.Count == 0)\n 145→ {\n 146→ return null;\n 147→ }\n 148→\n 149→ // Find the magazine with the most ammo\n 150→ int maxAmmoIndex = 0;\n 151→ int maxAmmo = _spareMagazines[0].CurrentAmmo;\n 152→\n 153→ for (int i = 1; i < _spareMagazines.Count; i++)\n 154→ {\n 155→ if (_spareMagazines[i].CurrentAmmo > maxAmmo)\n 156→ {\n 157→ maxAmmo = _spareMagazines[i].CurrentAmmo;\n 158→ maxAmmoIndex = i;\n 159→ }\n 160→ }\n 161→\n 162→ // Don't swap if the best available magazine is empty\n 163→ if (maxAmmo <= 0)\n 164→ {\n 165→ return null;\n 166→ }\n 167→\n 168→ // Get the magazine to swap in\n 169→ MagazineData newMagazine = _spareMagazines[maxAmmoIndex];\n 170→ _spareMagazines.RemoveAt(maxAmmoIndex);\n 171→\n 172→ // Store old magazine in spares (if it exists)\n 173→ MagazineData? oldMagazine = CurrentMagazine;\n 174→ if (oldMagazine != null)\n 175→ {\n 176→ _spareMagazines.Add(oldMagazine);\n 177→ }\n 178→\n 179→ // Set new current magazine\n 180→ CurrentMagazine = newMagazine;\n 181→\n 182→ return oldMagazine;\n 183→ }\n 184→\n 185→ /// <summary>\n 186→ /// Checks if there are any spare magazines with ammo available.\n 187→ /// </summary>\n 188→ public bool HasSpareAmmo => _spareMagazines.Any(m => m.CurrentAmmo > 0);\n 189→\n 190→ /// <summary>\n 191→ /// Consumes one bullet from the current magazine.\n 192→ /// Returns true if a bullet was consumed.\n 193→ /// </summary>\n 194→ public bool ConsumeAmmo()\n 195→ {\n 196→ if (CurrentMagazine == null || CurrentMagazine.CurrentAmmo <= 0)\n 197→ {\n 198→ return false;\n 199→ }\n 200→\n 201→ CurrentMagazine.CurrentAmmo--;\n 202→ return true;\n 203→ }\n 204→\n 205→ /// <summary>\n 206→ /// Gets a formatted string showing all magazine ammo counts.\n 207→ /// Format: \"30 | 25 | 10\" where first number is current magazine.\n 208→ /// </summary>\n 209→ public string GetMagazineDisplayString()\n 210→ {\n 211→ var parts = new List<string>();\n 212→\n 213→ if (CurrentMagazine != null)\n 214→ {\n 215→ parts.Add($\"[{CurrentMagazine.CurrentAmmo}]\");\n 216→ }\n 217→\n 218→ // Sort spare magazines by ammo count (highest first) for display\n 219→ var sortedSpares = _spareMagazines.OrderByDescending(m => m.CurrentAmmo).ToList();\n 220→ foreach (var mag in sortedSpares)\n 221→ {\n 222→ parts.Add(mag.CurrentAmmo.ToString());\n 223→ }\n 224→\n 225→ return string.Join(\" | \", parts);\n 226→ }\n 227→\n 228→ /// <summary>\n 229→ /// Gets an array of all magazine ammo counts.\n 230→ /// First element is current magazine, rest are spares sorted by ammo count (descending).\n 231→ /// </summary>\n 232→ public int[] GetMagazineAmmoCounts()\n 233→ {\n 234→ var counts = new List<int>();\n 235→\n 236→ if (CurrentMagazine != null)\n 237→ {\n 238→ counts.Add(CurrentMagazine.CurrentAmmo);\n 239→ }\n 240→\n 241→ // Sort spare magazines by ammo count (highest first)\n 242→ var sortedSpares = _spareMagazines.OrderByDescending(m => m.CurrentAmmo).ToList();\n 243→ foreach (var mag in sortedSpares)\n 244→ {\n 245→ counts.Add(mag.CurrentAmmo);\n 246→ }\n 247→\n 248→ return counts.ToArray();\n 249→ }\n 250→\n 251→ /// <summary>\n 252→ /// Adds a new magazine to the spare magazines.\n 253→ /// </summary>\n 254→ /// <param name=\"magazine\">The magazine to add.</param>\n 255→ public void AddSpareMagazine(MagazineData magazine)\n 256→ {\n 257→ _spareMagazines.Add(magazine);\n 258→ }\n 259→\n 260→ /// <summary>\n 261→ /// Adds a new magazine with specified ammo to the spare magazines.\n 262→ /// </summary>\n 263→ /// <param name=\"currentAmmo\">Ammo in the new magazine.</param>\n 264→ /// <param name=\"maxCapacity\">Max capacity of the magazine.</param>\n 265→ public void AddSpareMagazine(int currentAmmo, int maxCapacity)\n 266→ {\n 267→ _spareMagazines.Add(new MagazineData(currentAmmo, maxCapacity));\n 268→ }\n 269→}\n 270→\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→using Godot;\n 2→using GodotTopDownTemplate.AbstractClasses;\n 3→\n 4→namespace GodotTopDownTemplate.Weapons;\n 5→\n 6→/// <summary>\n 7→/// Mini UZI submachine gun - high fire rate automatic weapon with increased spread.\n 8→/// Features:\n 9→/// - High fire rate (15 shots/sec)\n 10→/// - 9mm bullets with 0.5 damage\n 11→/// - High spread increase during sustained fire\n 12→/// - Ricochets only at angles of 20 degrees or less\n 13→/// - Does not penetrate walls\n 14→/// - High screen shake\n 15→/// - No scope/laser sight\n 16→/// - 32 rounds magazine\n 17→/// - Reload similar to assault rifle\n 18→/// </summary>\n 19→public partial class MiniUzi : BaseWeapon\n 20→{\n 21→ /// <summary>\n 22→ /// Reference to the Sprite2D node for the weapon visual.\n 23→ /// </summary>\n 24→ private Sprite2D? _weaponSprite;\n 25→\n 26→ /// <summary>\n 27→ /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n 28→ /// </summary>\n 29→ private Line2D? _laserSight;\n 30→\n 31→ /// <summary>\n 32→ /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n 33→ /// </summary>\n 34→ private bool _laserSightEnabled = false;\n 35→\n 36→ /// <summary>\n 37→ /// Color of the laser sight (blue in Power Fantasy mode).\n 38→ /// </summary>\n 39→ private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n 40→\n 41→ /// <summary>\n 42→ /// Current aim direction based on mouse position.\n 43→ /// </summary>\n 44→ private Vector2 _aimDirection = Vector2.Right;\n 45→\n 46→ /// <summary>\n 47→ /// Current aim angle in radians. Used for sensitivity-based aiming\n 48→ /// where the aim interpolates smoothly toward the target angle.\n 49→ /// </summary>\n 50→ private float _currentAimAngle = 0.0f;\n 51→\n 52→ /// <summary>\n 53→ /// Whether the aim angle has been initialized.\n 54→ /// </summary>\n 55→ private bool _aimAngleInitialized = false;\n 56→\n 57→ /// <summary>\n 58→ /// Current recoil offset angle in radians.\n 59→ /// Mini UZI has higher recoil than assault rifle.\n 60→ /// </summary>\n 61→ private float _recoilOffset = 0.0f;\n 62→\n 63→ /// <summary>\n 64→ /// Time since the last shot was fired, used for recoil recovery.\n 65→ /// </summary>\n 66→ private float _timeSinceLastShot = 0.0f;\n 67→\n 68→ /// <summary>\n 69→ /// Time in seconds before recoil starts recovering.\n 70→ /// Shorter than assault rifle for faster spray patterns.\n 71→ /// </summary>\n 72→ private const float RecoilRecoveryDelay = 0.08f;\n 73→\n 74→ /// <summary>\n 75→ /// Speed at which recoil recovers (radians per second).\n 76→ /// </summary>\n 77→ private const float RecoilRecoverySpeed = 6.0f;\n 78→\n 79→ /// <summary>\n 80→ /// Maximum recoil offset in radians (about 8 degrees - higher than assault rifle).\n 81→ /// </summary>\n 82→ private const float MaxRecoilOffset = 0.14f;\n 83→\n 84→ /// <summary>\n 85→ /// Tracks consecutive shots for spread calculation.\n 86→ /// </summary>\n 87→ private int _shotCount = 0;\n 88→\n 89→ /// <summary>\n 90→ /// Time since last shot for spread reset.\n 91→ /// </summary>\n 92→ private float _spreadResetTimer = 0.0f;\n 93→\n 94→ /// <summary>\n 95→ /// Number of shots before spread starts increasing.\n 96→ /// </summary>\n 97→ private const int SpreadThreshold = 0;\n 98→\n 99→ /// <summary>\n 100→ /// Time in seconds for spread to reset after stopping fire.\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 -r \"MaxReserveAmmo\\|magazine_size\\|total_magazines\" /tmp/gh-issue-solver-1770540266856 --include=\"*.cs\" --include=\"*.gd\" -B2 -A2 | head -80", | |
| "description": "Search for max ammo configuration" | |
| } | |
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| { | |
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| "content": "/tmp/gh-issue-solver-1770540266856/tests/unit/test_machete_component.gd-\tassert_eq(config[\"bullet_scene_path\"], \"\", \"MACHETE should have no bullet scene\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_machete_component.gd-\tassert_eq(config[\"casing_scene_path\"], \"\", \"MACHETE should have no casing scene\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_machete_component.gd:\tassert_eq(config[\"magazine_size\"], 0, \"MACHETE should have no magazine\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_machete_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_machete_component.gd-\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_machete_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_machete_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_machete_component.gd:func test_machete_magazine_size_is_zero() -> void:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_machete_component.gd-\tvar config := WeaponConfigComponent.get_config(3)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_machete_component.gd:\tassert_eq(config[\"magazine_size\"], 0, \"MACHETE magazine size should be 0\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_machete_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_machete_component.gd-\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:func test_rifle_magazine_size() -> void:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\tvar config := WeaponConfigComponent.WEAPON_CONFIGS[0]\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\tassert_eq(config[\"magazine_size\"], 30,\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\t\t\"RIFLE magazine_size should be 30\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:func test_shotgun_magazine_size() -> void:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\tvar config := WeaponConfigComponent.WEAPON_CONFIGS[1]\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\tassert_eq(config[\"magazine_size\"], 8,\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\t\t\"SHOTGUN magazine_size should be 8\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:func test_uzi_magazine_size() -> void:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\tvar config := WeaponConfigComponent.WEAPON_CONFIGS[2]\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\tassert_eq(config[\"magazine_size\"], 32,\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\t\t\"UZI magazine_size should be 32\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:func test_all_configs_have_magazine_size() -> void:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\tfor weapon_type in WeaponConfigComponent.WEAPON_CONFIGS:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\t\tvar config := WeaponConfigComponent.WEAPON_CONFIGS[weapon_type]\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\t\tassert_true(config.has(\"magazine_size\"),\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\t\t\t\"Weapon type %d should have magazine_size\" % weapon_type)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:func test_all_magazine_sizes_are_positive() -> void:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\tfor weapon_type in WeaponConfigComponent.WEAPON_CONFIGS:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\t\tvar config := WeaponConfigComponent.WEAPON_CONFIGS[weapon_type]\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\t\tassert_true(config[\"magazine_size\"] > 0,\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\t\t\t\"Weapon type %d magazine_size should be positive\" % weapon_type)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-func test_shotgun_has_smallest_magazine() -> void:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\tvar rifle_mag := WeaponConfigComponent.WEAPON_CONFIGS[0][\"magazine_size\"]\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\tvar shotgun_mag := WeaponConfigComponent.WEAPON_CONFIGS[1][\"magazine_size\"]\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\tvar uzi_mag := WeaponConfigComponent.WEAPON_CONFIGS[2][\"magazine_size\"]\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\tassert_true(shotgun_mag < rifle_mag,\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:func test_machete_magazine_size_is_zero() -> void:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\tvar config := WeaponConfigComponent.WEAPON_CONFIGS[3]\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\tassert_eq(config[\"magazine_size\"], 0,\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd:\t\t\"MACHETE magazine_size should be 0 (no ammo needed)\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd-\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_magazine_inventory.gd-\t\treturn total\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_magazine_inventory.gd-", | |
| "is_error": false | |
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| "uuid": "e823e0b7-2e70-402e-bf8d-e1d29afb5131" | |
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| "id": "toolu_01AjVASE2zuFYTBRPVzHtN7M", | |
| "name": "Bash", | |
| "input": { | |
| "command": "find /tmp/gh-issue-solver-1770540266856 -name \"*weapon*\" -type f | grep -i \"data\\|config\"", | |
| "description": "Find weapon data and config files" | |
| } | |
| } | |
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| "input": { | |
| "command": "find /tmp/gh-issue-solver-1770540266856/resources/weapons -type f", | |
| "description": "List all weapon resource files" | |
| } | |
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| "content": "EISDIR: illegal operation on a directory, read", | |
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| "tool_use_result": "Error: EISDIR: illegal operation on a directory, read" | |
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| "content": " 1→[gd_resource type=\"Resource\" script_class=\"WeaponData\" load_steps=3 format=3 uid=\"uid://b8q2n5x7m3k1w\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://Scripts/Data/WeaponData.cs\" id=\"1_script\"]\n 4→[ext_resource type=\"Resource\" uid=\"uid://dm3k8n5r2p7q1\" path=\"res://resources/calibers/caliber_545x39.tres\" id=\"2_caliber\"]\n 5→\n 6→[resource]\n 7→script = ExtResource(\"1_script\")\n 8→Name = \"Assault Rifle\"\n 9→Damage = 1.0\n 10→FireRate = 10.0\n 11→MagazineSize = 30\n 12→MaxReserveAmmo = 30\n 13→ReloadTime = 2.0\n 14→BulletSpeed = 2500.0\n 15→Range = 1500.0\n 16→SpreadAngle = 2.0\n 17→BulletsPerShot = 1\n 18→IsAutomatic = true\n 19→Sensitivity = 4.0\n 20→ScreenShakeIntensity = 5.0\n 21→ScreenShakeMinRecoveryTime = 0.25\n 22→ScreenShakeMaxRecoveryTime = 0.05\n 23→Caliber = ExtResource(\"2_caliber\")\n 24→\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_resource type=\"Resource\" script_class=\"WeaponData\" load_steps=3 format=3 uid=\"uid://bk7m4n9r3p5q2\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://Scripts/Data/WeaponData.cs\" id=\"1_script\"]\n 4→[ext_resource type=\"Resource\" uid=\"uid://cn7m4k9r3p5q1\" path=\"res://resources/calibers/caliber_127x108.tres\" id=\"2_caliber\"]\n 5→\n 6→[resource]\n 7→script = ExtResource(\"1_script\")\n 8→Name = \"ASVK\"\n 9→Damage = 50.0\n 10→FireRate = 1.0\n 11→MagazineSize = 5\n 12→MaxReserveAmmo = 5\n 13→ReloadTime = 2.5\n 14→BulletSpeed = 10000.0\n 15→Range = 5000.0\n 16→SpreadAngle = 0.0\n 17→BulletsPerShot = 1\n 18→IsAutomatic = false\n 19→Loudness = 3000.0\n 20→Sensitivity = 8.0\n 21→ScreenShakeIntensity = 25.0\n 22→ScreenShakeMinRecoveryTime = 0.5\n 23→ScreenShakeMaxRecoveryTime = 0.1\n 24→Caliber = ExtResource(\"2_caliber\")\n 25→\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→using Godot;\n 2→using GodotTopDownTemplate.AbstractClasses;\n 3→\n 4→namespace GodotTopDownTemplate.Weapons;\n 5→\n 6→/// <summary>\n 7→/// Fire mode for the assault rifle.\n 8→/// </summary>\n 9→public enum FireMode\n 10→{\n 11→ /// <summary>\n 12→ /// Fully automatic fire - hold to continuously fire.\n 13→ /// </summary>\n 14→ Automatic,\n 15→\n 16→ /// <summary>\n 17→ /// Burst fire - fires multiple bullets per trigger pull.\n 18→ /// </summary>\n 19→ Burst\n 20→}\n 21→\n 22→/// <summary>\n 23→/// Assault rifle weapon with automatic and burst fire modes plus laser sight.\n 24→/// Inherits from BaseWeapon and extends it with specific assault rifle behavior.\n 25→/// Default fire mode is fully automatic.\n 26→/// </summary>\n 27→public partial class AssaultRifle : BaseWeapon\n 28→{\n 29→ /// <summary>\n 30→ /// Current fire mode of the weapon.\n 31→ /// </summary>\n 32→ [Export]\n 33→ public FireMode CurrentFireMode { get; set; } = FireMode.Automatic;\n 34→\n 35→ /// <summary>\n 36→ /// Number of bullets fired in a burst (only used in Burst mode).\n 37→ /// </summary>\n 38→ [Export]\n 39→ public int BurstCount { get; set; } = 3;\n 40→\n 41→ /// <summary>\n 42→ /// Delay between each bullet in a burst (in seconds).\n 43→ /// </summary>\n 44→ [Export]\n 45→ public float BurstDelay { get; set; } = 0.05f;\n 46→\n 47→ /// <summary>\n 48→ /// Whether the laser sight is enabled.\n 49→ /// </summary>\n 50→ [Export]\n 51→ public bool LaserSightEnabled { get; set; } = true;\n 52→\n 53→ /// <summary>\n 54→ /// Maximum length of the laser sight in pixels.\n 55→ /// Note: The actual laser length is now calculated based on viewport size to appear infinite.\n 56→ /// This property is kept for backward compatibility but is no longer used.\n 57→ /// </summary>\n 58→ [Export]\n 59→ public float LaserSightLength { get; set; } = 500.0f;\n 60→\n 61→ /// <summary>\n 62→ /// Color of the laser sight.\n 63→ /// </summary>\n 64→ [Export]\n 65→ public Color LaserSightColor { get; set; } = new Color(1.0f, 0.0f, 0.0f, 0.5f);\n 66→\n 67→ /// <summary>\n 68→ /// Width of the laser sight line.\n 69→ /// </summary>\n 70→ [Export]\n 71→ public float LaserSightWidth { get; set; } = 2.0f;\n 72→\n 73→ /// <summary>\n 74→ /// Reference to the Line2D node for the laser sight.\n 75→ /// </summary>\n 76→ private Line2D? _laserSight;\n 77→\n 78→ /// <summary>\n 79→ /// Reference to the Sprite2D node for the rifle visual.\n 80→ /// </summary>\n 81→ private Sprite2D? _rifleSprite;\n 82→\n 83→ /// <summary>\n 84→ /// Current aim direction based on laser sight.\n 85→ /// This direction is used for shooting when laser sight is enabled.\n 86→ /// </summary>\n 87→ private Vector2 _aimDirection = Vector2.Right;\n 88→\n 89→ /// <summary>\n 90→ /// Current aim angle in radians. Used for sensitivity-based aiming\n 91→ /// where the aim interpolates smoothly toward the target angle.\n 92→ /// </summary>\n 93→ private float _currentAimAngle = 0.0f;\n 94→\n 95→ /// <summary>\n 96→ /// Whether the aim angle has been initialized.\n 97→ /// </summary>\n 98→ private bool _aimAngleInitialized = false;\n 99→\n 100→ /// <summary>\n 101→ /// Whether the weapon is currently firing a burst.\n 102→ /// </summary>\n 103→ private bool _isBurstFiring;\n 104→\n 105→ /// <summary>\n 106→ /// Current recoil offset angle in radians.\n 107→ /// This offset is applied to both the laser sight and bullet direction.\n 108→ /// </summary>\n 109→ private float _recoilOffset = 0.0f;\n 110→\n 111→ /// <summary>\n 112→ /// Time since the last shot was fired, used for recoil recovery.\n 113→ /// </summary>\n 114→ private float _timeSinceLastShot = 0.0f;\n 115→\n 116→ /// <summary>\n 117→ /// Time in seconds before recoil starts recovering.\n 118→ /// </summary>\n 119→ private const float RecoilRecoveryDelay = 0.1f;\n 120→\n 121→ /// <summary>\n 122→ /// Speed at which recoil recovers (radians per second).\n 123→ /// </summary>\n 124→ private const float RecoilRecoverySpeed = 8.0f;\n 125→\n 126→ /// <summary>\n 127→ /// Maximum recoil offset in radians (about 5 degrees).\n 128→ /// </summary>\n 129→ private const float MaxRecoilOffset = 0.087f;\n 130→\n 131→ /// <summary>\n 132→ /// Tracks consecutive shots for spread calculation.\n 133→ /// </summary>\n 134→ private int _shotCount = 0;\n 135→\n 136→ /// <summary>\n 137→ /// Time since last shot for spread reset.\n 138→ /// </summary>\n 139→ private float _spreadResetTimer = 0.0f;\n 140→\n 141→ /// <summary>\n 142→ /// Number of shots before spread starts increasing.\n 143→ /// </summary>\n 144→ private const int SpreadThreshold = 3;\n 145→\n 146→ /// <summary>\n 147→ /// Time in seconds for spread to reset after stopping fire.\n 148→ /// </summary>\n 149→ private const float SpreadResetTime = 0.25f;\n 150→\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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| [2026-02-08T08:45:56.405Z] [INFO] { | |
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| [2026-02-08T08:45:56.411Z] [INFO] { | |
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| "content": " 1→using Godot;\n 2→using GodotTopDownTemplate.AbstractClasses;\n 3→\n 4→namespace GodotTopDownTemplate.Weapons;\n 5→\n 6→/// <summary>\n 7→/// Shotgun action state for pump-action mechanics.\n 8→/// After firing: LMB (fire) → RMB drag UP (eject shell) → RMB drag DOWN (chamber)\n 9→/// </summary>\n 10→public enum ShotgunActionState\n 11→{\n 12→ /// <summary>\n 13→ /// Ready to fire - action closed, shell chambered.\n 14→ /// </summary>\n 15→ Ready,\n 16→\n 17→ /// <summary>\n 18→ /// Just fired - needs RMB drag UP to eject spent shell.\n 19→ /// </summary>\n 20→ NeedsPumpUp,\n 21→\n 22→ /// <summary>\n 23→ /// Pump up complete (shell ejected) - needs RMB drag DOWN to chamber next round.\n 24→ /// </summary>\n 25→ NeedsPumpDown\n 26→}\n 27→\n 28→/// <summary>\n 29→/// Shotgun reload state for shell-by-shell loading.\n 30→/// Reload sequence: RMB drag UP (open bolt) → [MMB hold + RMB drag DOWN]×N (load shells) → RMB drag DOWN (close bolt)\n 31→/// </summary>\n 32→public enum ShotgunReloadState\n 33→{\n 34→ /// <summary>\n 35→ /// Not reloading - normal operation.\n 36→ /// </summary>\n 37→ NotReloading,\n 38→\n 39→ /// <summary>\n 40→ /// Waiting for RMB drag UP to open bolt for loading.\n 41→ /// </summary>\n 42→ WaitingToOpen,\n 43→\n 44→ /// <summary>\n 45→ /// Bolt open - ready to load shells with MMB hold + RMB drag DOWN.\n 46→ /// Close bolt with RMB drag DOWN (without MMB).\n 47→ /// </summary>\n 48→ Loading,\n 49→\n 50→ /// <summary>\n 51→ /// Waiting for RMB drag DOWN to close bolt and chamber round.\n 52→ /// </summary>\n 53→ WaitingToClose\n 54→}\n 55→\n 56→/// <summary>\n 57→/// Pump-action shotgun with multi-pellet spread.\n 58→/// Features manual pump-action cycling and tube magazine (shell-by-shell loading).\n 59→/// Fires ShotgunPellet projectiles with limited ricochet (35 degrees max).\n 60→/// Pellets fire in a \"cloud\" pattern with spatial distribution.\n 61→///\n 62→/// Shooting sequence: LMB (fire) → RMB drag UP (eject shell) → RMB drag DOWN (chamber)\n 63→/// Reload sequence: RMB drag UP (open bolt) → [MMB hold + RMB drag DOWN]×N (load shells) → RMB drag DOWN (close bolt)\n 64→/// Note: After opening bolt, can close immediately with RMB drag DOWN (skips loading).\n 65→/// </summary>\n 66→public partial class Shotgun : BaseWeapon\n 67→{\n 68→ /// <summary>\n 69→ /// Minimum number of pellets per shot (inclusive).\n 70→ /// </summary>\n 71→ [Export]\n 72→ public int MinPellets { get; set; } = 10;\n 73→\n 74→ /// <summary>\n 75→ /// Maximum number of pellets per shot (inclusive).\n 76→ /// </summary>\n 77→ [Export]\n 78→ public int MaxPellets { get; set; } = 16;\n 79→\n 80→ /// <summary>\n 81→ /// Pellet scene to instantiate when firing.\n 82→ /// Uses ShotgunPellet which has limited ricochet (35 degrees).\n 83→ /// If not set, falls back to BulletScene.\n 84→ /// </summary>\n 85→ [Export]\n 86→ public PackedScene? PelletScene { get; set; }\n 87→\n 88→ /// <summary>\n 89→ /// Maximum spatial offset for pellet spawn positions (in pixels).\n 90→ /// Creates a \"cloud\" effect where pellets spawn at slightly different positions\n 91→ /// along the aim direction, making some pellets appear ahead of others.\n 92→ /// This is calculated relative to the center pellet (bidirectional).\n 93→ /// </summary>\n 94→ [Export]\n 95→ public float MaxSpawnOffset { get; set; } = 15.0f;\n 96→\n 97→ /// <summary>\n 98→ /// Tube magazine capacity (number of shells).\n 99→ /// </summary>\n 100→ [Export]\n 101→ public int TubeMagazineCapacity { get; set; } = 8;\n 102→\n 103→ /// <summary>\n 104→ /// Minimum drag distance to register a gesture (in pixels).\n 105→ /// </summary>\n 106→ [Export]\n 107→ public float MinDragDistance { get; set; } = 30.0f;\n 108→\n 109→ /// <summary>\n 110→ /// Whether this weapon uses a tube magazine (shell-by-shell loading).\n 111→ /// When true, the magazine UI should be hidden and replaced with shell count.\n 112→ /// </summary>\n 113→ public bool UsesTubeMagazine { get; } = true;\n 114→\n 115→ /// <summary>\n 116→ /// Current pump-action state.\n 117→ /// </summary>\n 118→ public ShotgunActionState ActionState { get; private set; } = ShotgunActionState.Ready;\n 119→\n 120→ /// <summary>\n 121→ /// Current reload state.\n 122→ /// </summary>\n 123→ public ShotgunReloadState ReloadState { get; private set; } = ShotgunReloadState.NotReloading;\n 124→\n 125→ /// <summary>\n 126→ /// Number of shells currently in the tube magazine.\n 127→ /// </summary>\n 128→ public int ShellsInTube { get; private set; } = 8;\n 129→\n 130→ /// <summary>\n 131→ /// Reference to the Sprite2D node for the shotgun visual.\n 132→ /// </summary>\n 133→ private Sprite2D? _shotgunSprite;\n 134→\n 135→ /// <summary>\n 136→ /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n 137→ /// </summary>\n 138→ private Line2D? _laserSight;\n 139→\n 140→ /// <summary>\n 141→ /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n 142→ /// </summary>\n 143→ private bool _laserSightEnabled = false;\n 144→\n 145→ /// <summary>\n 146→ /// Color of the laser sight (blue in Power Fantasy mode).\n 147→ /// </summary>\n 148→ private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n 149→\n 150→ /// <summary>\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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| [2026-02-08T08:45:56.482Z] [INFO] { | |
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| [2026-02-08T08:45:56.509Z] [INFO] { | |
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| "content": " 1→using Godot;\n 2→using GodotTopDownTemplate.AbstractClasses;\n 3→using GodotTopDownTemplate.Projectiles;\n 4→\n 5→namespace GodotTopDownTemplate.Weapons;\n 6→\n 7→/// <summary>\n 8→/// RSh-12 heavy revolver - semi-automatic high-caliber revolver.\n 9→/// Features:\n 10→/// - Semi-automatic fire (one shot per click)\n 11→/// - 12.7x55mm STs-130 armor-piercing bullets with 20 damage\n 12→/// - Penetrates enemies (bullet passes through)\n 13→/// - Weak ricochet, penetrates walls at 200px\n 14→/// - Strong screen shake and recoil (almost like sniper rifle)\n 15→/// - Comfortable aiming like silenced pistol (smooth rotation, sensitivity 2.0)\n 16→/// - 5-round cylinder (12.7mm caliber)\n 17→/// - Pistol casings (longer than standard)\n 18→/// - Very loud (alerts enemies at long range)\n 19→/// Reference: https://news.rambler.ru/weapon/40992656-slonoboy-russkiy-revolver-kotoryy-sposoben-unichtozhit-bronetransporter/\n 20→/// </summary>\n 21→public partial class Revolver : BaseWeapon\n 22→{\n 23→ /// <summary>\n 24→ /// Reference to the Sprite2D node for the weapon visual.\n 25→ /// </summary>\n 26→ private Sprite2D? _weaponSprite;\n 27→\n 28→ /// <summary>\n 29→ /// Current aim direction based on mouse position.\n 30→ /// </summary>\n 31→ private Vector2 _aimDirection = Vector2.Right;\n 32→\n 33→ /// <summary>\n 34→ /// Current aim angle in radians. Used for sensitivity-based aiming\n 35→ /// where the aim interpolates smoothly toward the target angle.\n 36→ /// </summary>\n 37→ private float _currentAimAngle = 0.0f;\n 38→\n 39→ /// <summary>\n 40→ /// Whether the aim angle has been initialized.\n 41→ /// </summary>\n 42→ private bool _aimAngleInitialized = false;\n 43→\n 44→ /// <summary>\n 45→ /// Current recoil offset angle in radians.\n 46→ /// RSh-12 has heavy recoil close to the sniper rifle.\n 47→ /// </summary>\n 48→ private float _recoilOffset = 0.0f;\n 49→\n 50→ /// <summary>\n 51→ /// Time since the last shot was fired, used for recoil recovery.\n 52→ /// </summary>\n 53→ private float _timeSinceLastShot = 0.0f;\n 54→\n 55→ /// <summary>\n 56→ /// Time in seconds before recoil starts recovering.\n 57→ /// Long delay for heavy revolver (close to sniper rifle).\n 58→ /// </summary>\n 59→ private const float RecoilRecoveryDelay = 0.45f;\n 60→\n 61→ /// <summary>\n 62→ /// Speed at which recoil recovers (radians per second).\n 63→ /// Slower than standard pistols, reflecting heavy caliber.\n 64→ /// </summary>\n 65→ private const float RecoilRecoverySpeed = 3.5f;\n 66→\n 67→ /// <summary>\n 68→ /// Maximum recoil offset in radians (about 13 degrees).\n 69→ /// Close to sniper rifle (15 degrees) but slightly less.\n 70→ /// </summary>\n 71→ private const float MaxRecoilOffset = 0.23f;\n 72→\n 73→ /// <summary>\n 74→ /// Recoil amount per shot in radians.\n 75→ /// Heavy kick for 12.7mm revolver, close to sniper rifle.\n 76→ /// </summary>\n 77→ private const float RecoilPerShot = 0.12f;\n 78→\n 79→ /// <summary>\n 80→ /// Muzzle flash scale for the RSh-12 revolver.\n 81→ /// Large flash for 12.7mm caliber but smaller than sniper rifle\n 82→ /// (revolver has shorter barrel, so more flash but less total gas).\n 83→ /// </summary>\n 84→ private const float RevolverMuzzleFlashScale = 1.5f;\n 85→\n 86→ public override void _Ready()\n 87→ {\n 88→ base._Ready();\n 89→\n 90→ // Get the weapon sprite for visual representation\n 91→ _weaponSprite = GetNodeOrNull<Sprite2D>(\"RevolverSprite\");\n 92→\n 93→ if (_weaponSprite != null)\n 94→ {\n 95→ var texture = _weaponSprite.Texture;\n 96→ GD.Print($\"[Revolver] RevolverSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 97→ }\n 98→ else\n 99→ {\n 100→ GD.Print(\"[Revolver] No RevolverSprite node (visual model not yet added)\");\n 101→ }\n 102→\n 103→ GD.Print(\"[Revolver] RSh-12 initialized - heavy revolver ready\");\n 104→ }\n 105→\n 106→ public override void _Process(double delta)\n 107→ {\n 108→ base._Process(delta);\n 109→\n 110→ // Update time since last shot for recoil recovery\n 111→ _timeSinceLastShot += (float)delta;\n 112→\n 113→ // Recover recoil after delay\n 114→ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 115→ {\n 116→ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 117→ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 118→ }\n 119→\n 120→ // Update aim direction and weapon sprite rotation\n 121→ UpdateAimDirection();\n 122→ }\n 123→\n 124→ /// <summary>\n 125→ /// Updates the aim direction based on mouse position.\n 126→ /// RSh-12 uses silenced pistol-like low sensitivity for smooth, deliberate aiming.\n 127→ /// The heavy revolver is comfortable to aim despite its power.\n 128→ /// </summary>\n 129→ private void UpdateAimDirection()\n 130→ {\n 131→ // Get direction to mouse\n 132→ Vector2 mousePos = GetGlobalMousePosition();\n 133→ Vector2 toMouse = mousePos - GlobalPosition;\n 134→\n 135→ // Calculate target angle from player to mouse\n 136→ float targetAngle = toMouse.Angle();\n 137→\n 138→ // Initialize aim angle on first frame\n 139→ if (!_aimAngleInitialized)\n 140→ {\n 141→ _currentAimAngle = targetAngle;\n 142→ _aimAngleInitialized = true;\n 143→ }\n 144→\n 145→ Vector2 direction;\n 146→\n 147→ // Apply sensitivity \"leash\" effect when sensitivity is set\n 148→ // RSh-12 has same smooth aiming as silenced pistol (sensitivity 2.0)\n 149→ if (WeaponData != null && WeaponData.Sensitivity > 0)\n 150→ {\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": "find /tmp/gh-issue-solver-1770540266856/docs -name \"*630*\" -o -name \"*issue*\" | head -20", | |
| "description": "Find issue documentation" | |
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| "content": "/tmp/gh-issue-solver-1770540266856/docs/case-study-issue-84\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-550\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-550/game_log_20260207_063024.txt\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-109\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-109/logs/issue-109-details.json\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-79\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-405\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-332\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-194\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-194/issue-comments.json\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-194/issue-data.json\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-339\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-426\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-152\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-386\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-234\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-234/issue-details.json\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-78\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-110\n/tmp/gh-issue-solver-1770540266856/docs/case-studies/issue-222", | |
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| "description": "Search for ammo multiplier functions" | |
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| [2026-02-08T08:45:58.947Z] [INFO] { | |
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| "content": "/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\t\t\t\treturn \"Unknown\"\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd:\tfunc get_max_ammo() -> int:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\t\tmatch current_difficulty:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\t\t\tDifficulty.EASY:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\t\t\t\treturn 90\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\t\t\tDifficulty.NORMAL:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\t\t\t\treturn 90\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd:\tassert_eq(manager.get_max_ammo(), 90, \"Easy mode should have 90 max ammo (3 magazines)\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-func test_max_ammo_normal_mode() -> void:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\t# Default is NORMAL\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd:\tassert_eq(manager.get_max_ammo(), 90, \"Normal mode should have 90 max ammo (3 magazines)\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-func test_max_ammo_hard_mode() -> void:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd:\tassert_eq(manager.get_max_ammo(), 60, \"Hard mode should have 60 max ammo (2 magazines)\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-# ============================================================================\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-# Distraction Attack Tests\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-# ============================================================================\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tassert_true(manager.is_easy_mode())\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd:\tassert_eq(manager.get_max_ammo(), 90)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tassert_eq(manager.get_detection_delay(), 0.5)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\t# Go to HARD\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tassert_true(manager.is_hard_mode())\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd:\tassert_eq(manager.get_max_ammo(), 60)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tassert_true(manager.is_distraction_attack_enabled())\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\t# Go back to NORMAL\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tmanager.set_difficulty(MockDifficultyManager.Difficulty.NORMAL)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tassert_true(manager.is_normal_mode())\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd:\tassert_eq(manager.get_max_ammo(), 90)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tassert_false(manager.is_distraction_attack_enabled())\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-# ============================================================================\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-# Power Fantasy Mode Tests (Issue #492)\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tmanager.set_difficulty(MockDifficultyManager.Difficulty.POWER_FANTASY)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd:\tassert_eq(manager.get_max_ammo(), 270,\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\t\t\"Power Fantasy mode should have 270 max ammo (3x normal)\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-func test_distraction_attack_disabled_in_power_fantasy_mode() -> void:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd-\tmanager.set_difficulty(MockDifficultyManager.Difficulty.POWER_FANTASY)\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd:\tfunc get_max_ammo() -> int:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-\t\treturn max_ammo\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-\tfunc get_current_health() -> int:\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-\t\treturn _current_health\n--\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-\tplayer._current_ammo = 60\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd:\tassert_eq(player.get_max_ammo(), 60, \"Max ammo should update for difficulty\")\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-# ============================================================================\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-# Blood Effect Tests (Issue #350)\n/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd-# These tests verify blood effect spawning behavior that matches the\n--\n/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/Shotgun.cs- if (difficultyManager != null)\n/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/Shotgun.cs- {\n/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/Shotgun.cs: var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/Shotgun.cs- int ammoMultiplier = multiplierResult.AsInt32();\n/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/Shotgun.cs- if (ammoMultiplier > 1)\n/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/Shotgun.cs- {\n/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/Shotgun.cs- maxReserve *= ammoMultiplier;\n/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/Shotgun.cs- GD.Print($\"[Shotgun] Power Fantasy mode: reserve shells multiplied by {ammoMultiplier}x ({WeaponData.MaxReserveAmmo} -> {maxReserve})\");\n--\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs- if (difficultyManager != null)\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs- {\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs: var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs- int ammoMultiplier = multiplierResult.AsInt32();\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs- if (ammoMultiplier > 1)\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs- {\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs- magazineCount *= ammoMultiplier;\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs- GD.Print($\"[BaseWeapon] Power Fantasy mode: ammo multiplied by {ammoMultiplier}x ({StartingMagazineCount} -> {magazineCount} magazines)\");\n--\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd-\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd-\t\t# Initial ammo display\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd:\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd:\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd-", | |
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| "content": " 1→using Godot;\n 2→using GodotTopDownTemplate.Data;\n 3→using System.Linq;\n 4→\n 5→namespace GodotTopDownTemplate.AbstractClasses;\n 6→\n 7→/// <summary>\n 8→/// Abstract base class for all weapons in the game.\n 9→/// Provides common functionality for firing, reloading, and managing ammunition.\n 10→/// </summary>\n 11→public abstract partial class BaseWeapon : Node2D\n 12→{\n 13→ /// <summary>\n 14→ /// Weapon configuration data.\n 15→ /// </summary>\n 16→ [Export]\n 17→ public WeaponData? WeaponData { get; set; }\n 18→\n 19→ /// <summary>\n 20→ /// Bullet scene to instantiate when firing.\n 21→ /// </summary>\n 22→ [Export]\n 23→ public PackedScene? BulletScene { get; set; }\n 24→\n 25→ /// <summary>\n 26→ /// Casing scene to instantiate when firing (for ejected bullet casings).\n 27→ /// </summary>\n 28→ [Export]\n 29→ public PackedScene? CasingScene { get; set; }\n 30→\n 31→ /// <summary>\n 32→ /// Offset from weapon position where bullets spawn.\n 33→ /// </summary>\n 34→ [Export]\n 35→ public float BulletSpawnOffset { get; set; } = 20.0f;\n 36→\n 37→ /// <summary>\n 38→ /// Number of magazines the weapon starts with.\n 39→ /// </summary>\n 40→ [Export]\n 41→ public int StartingMagazineCount { get; set; } = 4;\n 42→\n 43→ /// <summary>\n 44→ /// Magazine inventory managing all magazines for this weapon.\n 45→ /// </summary>\n 46→ protected MagazineInventory MagazineInventory { get; private set; } = new();\n 47→\n 48→ /// <summary>\n 49→ /// Current ammunition in the magazine.\n 50→ /// </summary>\n 51→ public int CurrentAmmo\n 52→ {\n 53→ get => MagazineInventory.CurrentMagazine?.CurrentAmmo ?? 0;\n 54→ protected set\n 55→ {\n 56→ if (MagazineInventory.CurrentMagazine != null)\n 57→ {\n 58→ MagazineInventory.CurrentMagazine.CurrentAmmo = value;\n 59→ }\n 60→ }\n 61→ }\n 62→\n 63→ /// <summary>\n 64→ /// Total reserve ammunition across all spare magazines.\n 65→ /// Note: This now represents total ammo in spare magazines, not a simple counter.\n 66→ /// </summary>\n 67→ public int ReserveAmmo\n 68→ {\n 69→ get => MagazineInventory.TotalSpareAmmo;\n 70→ protected set\n 71→ {\n 72→ // This setter is kept for backward compatibility but does nothing\n 73→ // The reserve ammo is now calculated from individual magazines\n 74→ }\n 75→ }\n 76→\n 77→ /// <summary>\n 78→ /// Whether the weapon can currently fire.\n 79→ /// </summary>\n 80→ public bool CanFire => CurrentAmmo > 0 && !IsReloading && _fireTimer <= 0;\n 81→\n 82→ /// <summary>\n 83→ /// Whether the weapon is currently reloading.\n 84→ /// </summary>\n 85→ public bool IsReloading { get; protected set; }\n 86→\n 87→ /// <summary>\n 88→ /// Whether there is a bullet in the chamber.\n 89→ /// This is true when the weapon had ammo when reload started (R->F sequence).\n 90→ /// </summary>\n 91→ public bool HasBulletInChamber { get; protected set; }\n 92→\n 93→ /// <summary>\n 94→ /// Whether the chamber bullet was fired during reload.\n 95→ /// Used to track if we need to subtract a bullet after reload completes.\n 96→ /// </summary>\n 97→ public bool ChamberBulletFired { get; protected set; }\n 98→\n 99→ /// <summary>\n 100→ /// Whether the weapon is in the middle of a reload sequence (between R->F and final R).\n 101→ /// When true, only chamber bullet can be fired (if available).\n 102→ /// </summary>\n 103→ public bool IsInReloadSequence { get; set; }\n 104→\n 105→\n 106→ private float _fireTimer;\n 107→ private float _reloadTimer;\n 108→\n 109→ /// <summary>\n 110→ /// Signal emitted when the weapon fires.\n 111→ /// </summary>\n 112→ [Signal]\n 113→ public delegate void FiredEventHandler();\n 114→\n 115→ /// <summary>\n 116→ /// Signal emitted when the weapon starts reloading.\n 117→ /// </summary>\n 118→ [Signal]\n 119→ public delegate void ReloadStartedEventHandler();\n 120→\n 121→ /// <summary>\n 122→ /// Signal emitted when the weapon finishes reloading.\n 123→ /// </summary>\n 124→ [Signal]\n 125→ public delegate void ReloadFinishedEventHandler();\n 126→\n 127→ /// <summary>\n 128→ /// Signal emitted when ammunition changes.\n 129→ /// </summary>\n 130→ [Signal]\n 131→ public delegate void AmmoChangedEventHandler(int currentAmmo, int reserveAmmo);\n 132→\n 133→ /// <summary>\n 134→ /// Signal emitted when the magazine inventory changes (reload, etc).\n 135→ /// Provides an array of ammo counts for each magazine.\n 136→ /// First element is current magazine, rest are spares sorted by ammo count.\n 137→ /// </summary>\n 138→ [Signal]\n 139→ public delegate void MagazinesChangedEventHandler(int[] magazineAmmoCounts);\n 140→\n 141→ public override void _Ready()\n 142→ {\n 143→ if (WeaponData != null)\n 144→ {\n 145→ InitializeMagazinesWithDifficulty();\n 146→ }\n 147→\n 148→ // Connect to difficulty_changed signal to re-initialize ammo when difficulty changes\n 149→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 150→ if (difficultyManager != null)\n 151→ {\n 152→ difficultyManager.Connect(\"difficulty_changed\", Callable.From<int>(OnDifficultyChanged));\n 153→ }\n 154→ }\n 155→\n 156→ /// <summary>\n 157→ /// Initializes magazine inventory accounting for Power Fantasy ammo multiplier.\n 158→ /// Can be called again when difficulty changes to re-apply the multiplier.\n 159→ /// </summary>\n 160→ protected virtual void InitializeMagazinesWithDifficulty()\n 161→ {\n 162→ if (WeaponData == null) return;\n 163→\n 164→ int magazineCount = StartingMagazineCount;\n 165→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 166→ if (difficultyManager != null)\n 167→ {\n 168→ var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n 169→ int ammoMultiplier = multiplierResult.AsInt32();\n 170→ if (ammoMultiplier > 1)\n 171→ {\n 172→ magazineCount *= ammoMultiplier;\n 173→ GD.Print($\"[BaseWeapon] Power Fantasy mode: ammo multiplied by {ammoMultiplier}x ({StartingMagazineCount} -> {magazineCount} magazines)\");\n 174→ }\n 175→ }\n 176→\n 177→ // Initialize magazine inventory with the starting magazines\n 178→ MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines: true);\n 179→\n 180→ // Emit initial magazine state\n 181→ EmitMagazinesChanged();\n 182→ }\n 183→\n 184→ /// <summary>\n 185→ /// Called when difficulty changes. Re-initializes magazines with the new ammo multiplier.\n 186→ /// </summary>\n 187→ private void OnDifficultyChanged(int newDifficulty)\n 188→ {\n 189→ if (WeaponData != null)\n 190→ {\n 191→ GD.Print($\"[BaseWeapon] Difficulty changed to {newDifficulty}, re-initializing magazines\");\n 192→ InitializeMagazinesWithDifficulty();\n 193→ }\n 194→ }\n 195→\n 196→ /// <summary>\n 197→ /// Emits the MagazinesChanged signal with current magazine states.\n 198→ /// </summary>\n 199→ protected void EmitMagazinesChanged()\n 200→ {\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 -n \"get_ammo_multiplier\" /tmp/gh-issue-solver-1770540266856/scripts/autoload/difficulty_manager.gd", | |
| "description": "Find ammo multiplier in difficulty manager" | |
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| "content": "323:func get_ammo_multiplier() -> int:", | |
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| [2026-02-08T08:46:03.215Z] [INFO] { | |
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| "command": "find /tmp/gh-issue-solver-1770540266856 -type f \\( -name \"*.gd\" -o -name \"*.cs\" -o -name \"*.tres\" \\) | xargs grep -l \"ammo\\|magazine\\|patron\" 2>/dev/null | sort | uniq", | |
| "description": "Find all files containing ammo/magazine/patron references" | |
| } | |
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| "text": "Perfect! Now I have a clear picture. Let me create a comprehensive final report. Based on my exploration, I can now provide a detailed summary:\n\n## Comprehensive Exploration Report: Ammo/Ammunition Configuration Files\n\nBased on my thorough exploration of the codebase, here is a complete inventory of all files related to ammo/ammunition/patron configuration:\n\n### **CORE AMMO MANAGEMENT FILES**\n\n#### **1. Difficulty Manager - Global Ammo Configuration**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/autoload/difficulty_manager.gd`\n- **Summary:** Central manager for difficulty-based ammo configuration\n- **Key Functions:**\n - `get_max_ammo()` - Returns max ammo per difficulty:\n - EASY: 90 bullets\n - NORMAL: 90 bullets\n - HARD: 60 bullets\n - POWER_FANTASY: 270 bullets (3x multiplier)\n - `get_ammo_multiplier()` - Returns multiplier for Power Fantasy mode (returns 3 for POWER_FANTASY, 1 for others)\n - `is_hard_mode()`, `is_normal_mode()`, `is_easy_mode()`, `is_power_fantasy_mode()`\n- **Line Numbers:** 96-327 (ammo functions), 321-327 (ammo multiplier)\n\n#### **2. Ammo Component (GDScript)**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd`\n- **Summary:** Magazine-based ammunition system for GDScript entities\n- **Key Properties:**\n - `magazine_size` - Bullets per magazine (exported, default 30)\n - `total_magazines` - Total magazine count (exported, default 5)\n - `reload_time` - Reload duration in seconds (exported, default 3.0)\n- **Key Methods:**\n - `initialize_ammo()` - Initializes ammo (line 46)\n - `consume_ammo()` - Consumes one round (line 71)\n - `get_current_ammo()` - Gets ammo in current magazine (line 117)\n - `get_reserve_ammo()` - Gets reserve ammo (line 122)\n - `get_total_ammo()` - Gets total ammo (line 127)\n\n#### **3. Magazine Data (C#)**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Data/MagazineData.cs`\n- **Summary:** Magazine data structure with ammo tracking\n- **Key Properties:**\n - `CurrentAmmo` - Current bullets in magazine\n - `MaxCapacity` - Magazine capacity\n - `IsEmpty`, `IsFull`, `FillPercent` properties\n- **Lines:** 10-57 for resource definition, 63-269 for MagazineInventory class\n\n#### **4. Base Weapon (C#)**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs`\n- **Summary:** Abstract base class for all weapons with ammo management\n- **Key Properties:**\n - `StartingMagazineCount` - Initial magazine count (exported, default 4)\n - `CurrentAmmo` - Current ammo property (line 51)\n - `ReserveAmmo` - Reserve ammo property (line 67)\n - `MagazineInventory` - Manages all magazines (line 46)\n- **Key Methods:**\n - `InitializeMagazinesWithDifficulty()` - Applies ammo multiplier from difficulty manager (line 160)\n - Calls `difficultyManager.Call(\"get_ammo_multiplier\")` at line 168\n - Multiplies `magazineCount` by multiplier if > 1 (line 172)\n\n---\n\n### **WEAPON DATA RESOURCE FILES (.tres)**\n\nThese files define weapon-specific ammo configuration:\n\n#### **1. AssaultRifleData.tres**\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/AssaultRifleData.tres`\n- **MagazineSize:** 30\n- **MaxReserveAmmo:** 30\n- **Properties:** Damage=1.0, FireRate=10.0, IsAutomatic=true\n\n#### **2. ShotgunData.tres**\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/ShotgunData.tres`\n- **MagazineSize:** 8\n- **MaxReserveAmmo:** 12 (shell-by-shell loading)\n- **Properties:** Damage=1.0, FireRate=1.5, BulletsPerShot=9\n\n#### **3. MiniUziData.tres**\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/MiniUziData.tres`\n- **MagazineSize:** 32\n- **MaxReserveAmmo:** 64\n- **Properties:** Damage=0.5, FireRate=25.0, IsAutomatic=true\n\n#### **4. MakarovPMData.tres**\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/MakarovPMData.tres`\n- **MagazineSize:** 9\n- **MaxReserveAmmo:** 18\n- **Properties:** Damage=0.45, FireRate=7.0, IsAutomatic=false\n\n#### **5. SilencedPistolData.tres**\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/SilencedPistolData.tres`\n- **MagazineSize:** 13\n- **MaxReserveAmmo:** 26\n- **Properties:** Damage=10.0, FireRate=8.0, IsAutomatic=false, Loudness=0.0\n\n#### **6. SniperRifleData.tres**\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/SniperRifleData.tres`\n- **MagazineSize:** 5\n- **MaxReserveAmmo:** 5\n- **Properties:** Damage=50.0, FireRate=1.0, IsAutomatic=false\n\n#### **7. RevolverData.tres** (RSh-12 Heavy Revolver)\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/RevolverData.tres`\n- **MagazineSize:** 5\n- **MaxReserveAmmo:** 10\n- **Properties:** Damage=20.0, FireRate=2.0, IsAutomatic=false\n\n---\n\n### **WEAPON-SPECIFIC IMPLEMENTATION FILES (C#)**\n\n#### **1. Shotgun.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/Shotgun.cs`\n- **Ammo Multiplier Usage:** Line 332\n - Calls `difficultyManager.Call(\"get_ammo_multiplier\")`\n - Multiplies `maxReserve` by multiplier for Power Fantasy mode\n- **Key Properties:** `TubeMagazineCapacity=8`, `ShellsInTube=8`\n- **Tube Magazine:** Shell-by-shell loading system (not magazine-based)\n\n#### **2. AssaultRifle.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/AssaultRifle.cs`\n- **Fire Modes:** Automatic and Burst\n- **Spread System:** Progressive spread (SpreadThreshold=3, InitialSpread=0.5, MaxSpread=4.0)\n\n#### **3. MiniUzi.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/MiniUzi.cs`\n- **High Fire Rate:** 25 shots/sec\n- **Spread System:** Progressive spread (SpreadThreshold=0, InitialSpread=6.0, MaxSpread=60.0)\n\n#### **4. Revolver.cs** (RSh-12)\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/Revolver.cs`\n- **Heavy Caliber:** 12.7mm with 20 damage\n- **Semi-automatic:** FireRate=2.0\n\n#### **5. SniperRifle.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/SniperRifle.cs`\n- **One-shot potential:** Damage=50.0 (can one-shot kill weak enemies)\n\n#### **6. SilencedPistol.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/SilencedPistol.cs`\n- **Silent weapon:** Loudness=0.0 (doesn't alert enemies)\n\n#### **7. MakarovPM.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/MakarovPM.cs`\n- **Small pistol:** 9x18mm caliber, quick reload\n\n---\n\n### **WEAPON CONFIGURATION SYSTEM**\n\n#### **1. Weapon Config Component (GDScript)**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/components/weapon_config_component.gd`\n- **Summary:** Static utility for enemy weapon configurations\n- **Weapon Types Defined:**\n - 0: RIFLE (M16) - MagazineSize=30\n - 1: SHOTGUN - MagazineSize=8\n - 2: UZI - MagazineSize=32\n - 3: MACHETE - MagazineSize=0 (no ammo)\n- **Configuration Keys:** shoot_cooldown, bullet_speed, magazine_size, spread_angle, etc.\n\n#### **2. WeaponData.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Data/WeaponData.cs`\n- **Summary:** Base weapon configuration data class\n- **Exported Properties:**\n - `MagazineSize` - Bullets per magazine\n - `MaxReserveAmmo` - Max reserve ammunition\n - All other weapon properties\n\n---\n\n### **LEVEL-SPECIFIC AMMO CONFIGURATION**\n\n#### **1. Beach Level**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/levels/beach_level.gd`\n- **Ammo Display:** `_update_ammo_label_magazine()` function (line 649)\n\n#### **2. Building Level**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/levels/building_level.gd`\n- **Ammo Display:** `_update_ammo_label_magazine()` function (line 649)\n- **Note:** Git history shows \"double ammo for all weapons on Castle level\", \"reduce UIZ and M16 ammo by half on Building map\"\n\n#### **3. Castle Level**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/levels/castle_level.gd`\n- **Special:** 2x ammo multiplier (from git: \"sniper rifle missing 2x ammo on CastleLevel\")\n\n#### **4. Test Tier Level**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd`\n- **Ammo Display:** `_update_ammo_label_magazine()` function (line 543)\n\n#### **5. Tutorial Level**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/levels/tutorial_level.gd`\n- **Ammo Display:** `_update_ammo_label_magazine()` function (line 508)\n- **Infinite Grenades:** Tutorial has special grenade handling\n\n---\n\n### **PLAYER IMPLEMENTATION FILES**\n\n#### **1. Player.gd (GDScript)**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/characters/player.gd`\n- **Ammo Methods:** `get_current_ammo()`, `get_max_ammo()`\n- **Casing Push Force:** Reduced 2.5x from 50.0 to 20.0 (Issue #424)\n\n#### **2. Player.cs (C#)**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Characters/Player.cs`\n- **Reserve Ammo Tracking:** Line 1591-1609\n- **Casing Push Force:** 20.0f (comment: \"Reduced by 2.5x from 50.0 to 20.0 for Issue #424\")\n- **Max Grenades:** 3 grenades (exported property)\n\n---\n\n### **UI AND MENU FILES**\n\n#### **1. Difficulty Menu**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/ui/difficulty_menu.gd`\n- **Manages:** Difficulty selection affecting ammo configuration\n\n#### **2. Armory Menu**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/ui/armory_menu.gd`\n- **Purpose:** Weapon/ammo selection interface\n\n---\n\n### **TEST FILES**\n\n#### **1. Test Ammo Component**\n- **File:** `/tmp/gh-issue-solver-1770540266856/tests/unit/test_ammo_component.gd`\n- **Coverage:** AmmoComponent functionality tests\n\n#### **2. Test Magazine Inventory**\n- **File:** `/tmp/gh-issue-solver-1770540266856/tests/unit/test_magazine_inventory.gd`\n- **Coverage:** Magazine management tests\n\n#### **3. Test Difficulty Manager**\n- **File:** `/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd`\n- **Key Tests:**\n - `test_max_ammo_easy_mode()` - expects 90\n - `test_max_ammo_normal_mode()` - expects 90\n - `test_max_ammo_hard_mode()` - expects 60\n - `test_max_ammo_power_fantasy_mode()` - expects 270 (3x)\n\n#### **4. Test Weapon Config Component**\n- **File:** `/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd`\n- **Tests:** Rifle (30), Shotgun (8), UZI (32) magazine sizes\n\n#### **5. Test Player**\n- **File:** `/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd`\n- **Ammo Tests:** `get_current_ammo()`, `get_max_ammo()` with difficulty changes\n\n---\n\n### **EXPERIMENT/PROTOTYPE FILES**\n\n#### **1. ASVK Reload Bolt Fix Test**\n- **File:** `/tmp/gh-issue-solver-1770540266856/experiments/test_asvk_reload_bolt_fix.gd`\n\n#### **2. Silenced Pistol Ammo Test**\n- **File:** `/tmp/gh-issue-solver-1770540266856/experiments/test_silenced_pistol_ammo.gd`\n\n---\n\n### **CALIBER RESOURCE FILES**\n\nLocated in `/tmp/gh-issue-solver-1770540266856/resources/calibers/`:\n- `caliber_9x18.tres` (Makarov PM)\n- `caliber_9x19.tres` (9mm - Mini UZI, Silenced Pistol)\n- `caliber_545x39.tres` (5.45mm - Assault Rifle)\n- `caliber_buckshot.tres` (Shotgun)\n- `caliber_12p7x55.tres` (12.7mm - RSh-12 Revolver)\n- `caliber_127x108.tres` (12.7x108 - Sniper Rifle)\n\n---\n\n### **KEY FINDINGS - AMMO MULTIPLIER MECHANISM**\n\n**Current Implementation:**\n1. `DifficultyManager.get_ammo_multiplier()` returns:\n - POWER_FANTASY: 3 (3x ammo)\n - All other difficulties: 1 (no multiplier)\n\n2. Weapons using this mechanism:\n - `BaseWeapon.cs` (line 168) - applies multiplier to magazine count\n - `Shotgun.cs` (line 332) - applies multiplier to reserve shells\n\n3. Formula: `final_magazines = starting_magazines × multiplier`\n\n**Example for Assault Rifle in Power Fantasy:**\n- Starting: 4 magazines × 30 bullets = 120 total\n- After multiplier: 4 × 3 = 12 magazines × 30 bullets = 360 total\n\n---\n\n### **NOTE: ПН/RUSSIAN ABBREVIATIONS**\nNo files contain Cyrillic \"ПН\" (likely for Monday/Понедельник). The issue likely references:\n- Game mechanics related to specific days/modes\n- Not found as a literal string in the codebase\n- Likely a GitHub issue title or comment in Russian\n\n---\n\n**All absolute file paths provided above are ready for reference and analysis.**" | |
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| "text": "agentId: a943774 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 69081\ntool_uses: 44\nduration_ms: 78064</usage>" | |
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| "prompt": "Explore the codebase at /tmp/gh-issue-solver-1770540266856 to find all files related to ammo/ammunition/patron configuration. The issue mentions \"ПН\" (which likely means \"Понедельник\"/Monday or could be a game mode abbreviation) and mentions increasing ammo by 2.5x including on hard difficulty.\n\nSearch for:\n1. Any files containing \"ammo\", \"patron\", \"патрон\", \"ammunition\", \"bullet\" references\n2. Any files related to difficulty settings (hard, easy, normal)\n3. Any files related to \"ПН\" or game modes or days of the week (Monday/Понедельник)\n4. Any resource/config files that define ammo amounts\n5. Look at .tres, .tscn, .gd, .cs files for game configuration\n6. Check the Scripts/ and scripts/ directories thoroughly\n7. Check resources/ directory for any relevant configuration\n\nProvide a comprehensive list of all relevant files with their content summaries and exact paths.", | |
| "agentId": "a943774", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Perfect! Now I have a clear picture. Let me create a comprehensive final report. Based on my exploration, I can now provide a detailed summary:\n\n## Comprehensive Exploration Report: Ammo/Ammunition Configuration Files\n\nBased on my thorough exploration of the codebase, here is a complete inventory of all files related to ammo/ammunition/patron configuration:\n\n### **CORE AMMO MANAGEMENT FILES**\n\n#### **1. Difficulty Manager - Global Ammo Configuration**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/autoload/difficulty_manager.gd`\n- **Summary:** Central manager for difficulty-based ammo configuration\n- **Key Functions:**\n - `get_max_ammo()` - Returns max ammo per difficulty:\n - EASY: 90 bullets\n - NORMAL: 90 bullets\n - HARD: 60 bullets\n - POWER_FANTASY: 270 bullets (3x multiplier)\n - `get_ammo_multiplier()` - Returns multiplier for Power Fantasy mode (returns 3 for POWER_FANTASY, 1 for others)\n - `is_hard_mode()`, `is_normal_mode()`, `is_easy_mode()`, `is_power_fantasy_mode()`\n- **Line Numbers:** 96-327 (ammo functions), 321-327 (ammo multiplier)\n\n#### **2. Ammo Component (GDScript)**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/components/ammo_component.gd`\n- **Summary:** Magazine-based ammunition system for GDScript entities\n- **Key Properties:**\n - `magazine_size` - Bullets per magazine (exported, default 30)\n - `total_magazines` - Total magazine count (exported, default 5)\n - `reload_time` - Reload duration in seconds (exported, default 3.0)\n- **Key Methods:**\n - `initialize_ammo()` - Initializes ammo (line 46)\n - `consume_ammo()` - Consumes one round (line 71)\n - `get_current_ammo()` - Gets ammo in current magazine (line 117)\n - `get_reserve_ammo()` - Gets reserve ammo (line 122)\n - `get_total_ammo()` - Gets total ammo (line 127)\n\n#### **3. Magazine Data (C#)**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Data/MagazineData.cs`\n- **Summary:** Magazine data structure with ammo tracking\n- **Key Properties:**\n - `CurrentAmmo` - Current bullets in magazine\n - `MaxCapacity` - Magazine capacity\n - `IsEmpty`, `IsFull`, `FillPercent` properties\n- **Lines:** 10-57 for resource definition, 63-269 for MagazineInventory class\n\n#### **4. Base Weapon (C#)**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs`\n- **Summary:** Abstract base class for all weapons with ammo management\n- **Key Properties:**\n - `StartingMagazineCount` - Initial magazine count (exported, default 4)\n - `CurrentAmmo` - Current ammo property (line 51)\n - `ReserveAmmo` - Reserve ammo property (line 67)\n - `MagazineInventory` - Manages all magazines (line 46)\n- **Key Methods:**\n - `InitializeMagazinesWithDifficulty()` - Applies ammo multiplier from difficulty manager (line 160)\n - Calls `difficultyManager.Call(\"get_ammo_multiplier\")` at line 168\n - Multiplies `magazineCount` by multiplier if > 1 (line 172)\n\n---\n\n### **WEAPON DATA RESOURCE FILES (.tres)**\n\nThese files define weapon-specific ammo configuration:\n\n#### **1. AssaultRifleData.tres**\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/AssaultRifleData.tres`\n- **MagazineSize:** 30\n- **MaxReserveAmmo:** 30\n- **Properties:** Damage=1.0, FireRate=10.0, IsAutomatic=true\n\n#### **2. ShotgunData.tres**\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/ShotgunData.tres`\n- **MagazineSize:** 8\n- **MaxReserveAmmo:** 12 (shell-by-shell loading)\n- **Properties:** Damage=1.0, FireRate=1.5, BulletsPerShot=9\n\n#### **3. MiniUziData.tres**\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/MiniUziData.tres`\n- **MagazineSize:** 32\n- **MaxReserveAmmo:** 64\n- **Properties:** Damage=0.5, FireRate=25.0, IsAutomatic=true\n\n#### **4. MakarovPMData.tres**\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/MakarovPMData.tres`\n- **MagazineSize:** 9\n- **MaxReserveAmmo:** 18\n- **Properties:** Damage=0.45, FireRate=7.0, IsAutomatic=false\n\n#### **5. SilencedPistolData.tres**\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/SilencedPistolData.tres`\n- **MagazineSize:** 13\n- **MaxReserveAmmo:** 26\n- **Properties:** Damage=10.0, FireRate=8.0, IsAutomatic=false, Loudness=0.0\n\n#### **6. SniperRifleData.tres**\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/SniperRifleData.tres`\n- **MagazineSize:** 5\n- **MaxReserveAmmo:** 5\n- **Properties:** Damage=50.0, FireRate=1.0, IsAutomatic=false\n\n#### **7. RevolverData.tres** (RSh-12 Heavy Revolver)\n- **Path:** `/tmp/gh-issue-solver-1770540266856/resources/weapons/RevolverData.tres`\n- **MagazineSize:** 5\n- **MaxReserveAmmo:** 10\n- **Properties:** Damage=20.0, FireRate=2.0, IsAutomatic=false\n\n---\n\n### **WEAPON-SPECIFIC IMPLEMENTATION FILES (C#)**\n\n#### **1. Shotgun.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/Shotgun.cs`\n- **Ammo Multiplier Usage:** Line 332\n - Calls `difficultyManager.Call(\"get_ammo_multiplier\")`\n - Multiplies `maxReserve` by multiplier for Power Fantasy mode\n- **Key Properties:** `TubeMagazineCapacity=8`, `ShellsInTube=8`\n- **Tube Magazine:** Shell-by-shell loading system (not magazine-based)\n\n#### **2. AssaultRifle.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/AssaultRifle.cs`\n- **Fire Modes:** Automatic and Burst\n- **Spread System:** Progressive spread (SpreadThreshold=3, InitialSpread=0.5, MaxSpread=4.0)\n\n#### **3. MiniUzi.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/MiniUzi.cs`\n- **High Fire Rate:** 25 shots/sec\n- **Spread System:** Progressive spread (SpreadThreshold=0, InitialSpread=6.0, MaxSpread=60.0)\n\n#### **4. Revolver.cs** (RSh-12)\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/Revolver.cs`\n- **Heavy Caliber:** 12.7mm with 20 damage\n- **Semi-automatic:** FireRate=2.0\n\n#### **5. SniperRifle.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/SniperRifle.cs`\n- **One-shot potential:** Damage=50.0 (can one-shot kill weak enemies)\n\n#### **6. SilencedPistol.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/SilencedPistol.cs`\n- **Silent weapon:** Loudness=0.0 (doesn't alert enemies)\n\n#### **7. MakarovPM.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Weapons/MakarovPM.cs`\n- **Small pistol:** 9x18mm caliber, quick reload\n\n---\n\n### **WEAPON CONFIGURATION SYSTEM**\n\n#### **1. Weapon Config Component (GDScript)**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/components/weapon_config_component.gd`\n- **Summary:** Static utility for enemy weapon configurations\n- **Weapon Types Defined:**\n - 0: RIFLE (M16) - MagazineSize=30\n - 1: SHOTGUN - MagazineSize=8\n - 2: UZI - MagazineSize=32\n - 3: MACHETE - MagazineSize=0 (no ammo)\n- **Configuration Keys:** shoot_cooldown, bullet_speed, magazine_size, spread_angle, etc.\n\n#### **2. WeaponData.cs**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Data/WeaponData.cs`\n- **Summary:** Base weapon configuration data class\n- **Exported Properties:**\n - `MagazineSize` - Bullets per magazine\n - `MaxReserveAmmo` - Max reserve ammunition\n - All other weapon properties\n\n---\n\n### **LEVEL-SPECIFIC AMMO CONFIGURATION**\n\n#### **1. Beach Level**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/levels/beach_level.gd`\n- **Ammo Display:** `_update_ammo_label_magazine()` function (line 649)\n\n#### **2. Building Level**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/levels/building_level.gd`\n- **Ammo Display:** `_update_ammo_label_magazine()` function (line 649)\n- **Note:** Git history shows \"double ammo for all weapons on Castle level\", \"reduce UIZ and M16 ammo by half on Building map\"\n\n#### **3. Castle Level**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/levels/castle_level.gd`\n- **Special:** 2x ammo multiplier (from git: \"sniper rifle missing 2x ammo on CastleLevel\")\n\n#### **4. Test Tier Level**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd`\n- **Ammo Display:** `_update_ammo_label_magazine()` function (line 543)\n\n#### **5. Tutorial Level**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/levels/tutorial_level.gd`\n- **Ammo Display:** `_update_ammo_label_magazine()` function (line 508)\n- **Infinite Grenades:** Tutorial has special grenade handling\n\n---\n\n### **PLAYER IMPLEMENTATION FILES**\n\n#### **1. Player.gd (GDScript)**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/characters/player.gd`\n- **Ammo Methods:** `get_current_ammo()`, `get_max_ammo()`\n- **Casing Push Force:** Reduced 2.5x from 50.0 to 20.0 (Issue #424)\n\n#### **2. Player.cs (C#)**\n- **File:** `/tmp/gh-issue-solver-1770540266856/Scripts/Characters/Player.cs`\n- **Reserve Ammo Tracking:** Line 1591-1609\n- **Casing Push Force:** 20.0f (comment: \"Reduced by 2.5x from 50.0 to 20.0 for Issue #424\")\n- **Max Grenades:** 3 grenades (exported property)\n\n---\n\n### **UI AND MENU FILES**\n\n#### **1. Difficulty Menu**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/ui/difficulty_menu.gd`\n- **Manages:** Difficulty selection affecting ammo configuration\n\n#### **2. Armory Menu**\n- **File:** `/tmp/gh-issue-solver-1770540266856/scripts/ui/armory_menu.gd`\n- **Purpose:** Weapon/ammo selection interface\n\n---\n\n### **TEST FILES**\n\n#### **1. Test Ammo Component**\n- **File:** `/tmp/gh-issue-solver-1770540266856/tests/unit/test_ammo_component.gd`\n- **Coverage:** AmmoComponent functionality tests\n\n#### **2. Test Magazine Inventory**\n- **File:** `/tmp/gh-issue-solver-1770540266856/tests/unit/test_magazine_inventory.gd`\n- **Coverage:** Magazine management tests\n\n#### **3. Test Difficulty Manager**\n- **File:** `/tmp/gh-issue-solver-1770540266856/tests/unit/test_difficulty_manager.gd`\n- **Key Tests:**\n - `test_max_ammo_easy_mode()` - expects 90\n - `test_max_ammo_normal_mode()` - expects 90\n - `test_max_ammo_hard_mode()` - expects 60\n - `test_max_ammo_power_fantasy_mode()` - expects 270 (3x)\n\n#### **4. Test Weapon Config Component**\n- **File:** `/tmp/gh-issue-solver-1770540266856/tests/unit/test_weapon_config_component.gd`\n- **Tests:** Rifle (30), Shotgun (8), UZI (32) magazine sizes\n\n#### **5. Test Player**\n- **File:** `/tmp/gh-issue-solver-1770540266856/tests/unit/test_player.gd`\n- **Ammo Tests:** `get_current_ammo()`, `get_max_ammo()` with difficulty changes\n\n---\n\n### **EXPERIMENT/PROTOTYPE FILES**\n\n#### **1. ASVK Reload Bolt Fix Test**\n- **File:** `/tmp/gh-issue-solver-1770540266856/experiments/test_asvk_reload_bolt_fix.gd`\n\n#### **2. Silenced Pistol Ammo Test**\n- **File:** `/tmp/gh-issue-solver-1770540266856/experiments/test_silenced_pistol_ammo.gd`\n\n---\n\n### **CALIBER RESOURCE FILES**\n\nLocated in `/tmp/gh-issue-solver-1770540266856/resources/calibers/`:\n- `caliber_9x18.tres` (Makarov PM)\n- `caliber_9x19.tres` (9mm - Mini UZI, Silenced Pistol)\n- `caliber_545x39.tres` (5.45mm - Assault Rifle)\n- `caliber_buckshot.tres` (Shotgun)\n- `caliber_12p7x55.tres` (12.7mm - RSh-12 Revolver)\n- `caliber_127x108.tres` (12.7x108 - Sniper Rifle)\n\n---\n\n### **KEY FINDINGS - AMMO MULTIPLIER MECHANISM**\n\n**Current Implementation:**\n1. `DifficultyManager.get_ammo_multiplier()` returns:\n - POWER_FANTASY: 3 (3x ammo)\n - All other difficulties: 1 (no multiplier)\n\n2. Weapons using this mechanism:\n - `BaseWeapon.cs` (line 168) - applies multiplier to magazine count\n - `Shotgun.cs` (line 332) - applies multiplier to reserve shells\n\n3. Formula: `final_magazines = starting_magazines × multiplier`\n\n**Example for Assault Rifle in Power Fantasy:**\n- Starting: 4 magazines × 30 bullets = 120 total\n- After multiplier: 4 × 3 = 12 magazines × 30 bullets = 360 total\n\n---\n\n### **NOTE: ПН/RUSSIAN ABBREVIATIONS**\nNo files contain Cyrillic \"ПН\" (likely for Monday/Понедельник). The issue likely references:\n- Game mechanics related to specific days/modes\n- Not found as a literal string in the codebase\n- Likely a GitHub issue title or comment in Russian\n\n---\n\n**All absolute file paths provided above are ready for reference and analysis.**" | |
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| "text": "Excellent research! Now let me dig deeper into understanding \"ПН\" in the context of this game. Let me look at the difficulty manager and the \"POWER_FANTASY\" mode more carefully, as \"ПН\" might refer to something specific in the game." | |
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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 understand the ammo system. \"ПН\" likely stands for \"Power Fantasy\" (ПФ) or \"Повышенный Накал\" - but looking at the abbreviation more closely, \"ПН\" in Russian gaming context could mean \"Повышенная Нагрузка\" or simply be an abbreviation the developer uses. Let me check the issue and recent PRs more carefully." | |
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| "content": "<persisted-output>\nOutput too large (56.8KB). Full output saved to: /home/hive/.claude/projects/-tmp-gh-issue-solver-1770540266856/eed1efa7-788c-4797-a651-f9005ffb7f27/tool-results/toolu_01Te1KYLy1pppWvHRVAxkQbc.txt\n\nPreview (first 2KB):\n[{\"body\":\"## Summary\\n\\nFixes #623 - Architecture Best Practices CI check was failing because `scripts/objects/enemy.gd` had 5006 lines, exceeding the 5000 line limit.\\n\\n### Root Cause\\n\\nPR #587 (flashlight beam detection feature) added ~158 lines to `enemy.gd`, pushing it from ~4848 lines to 5006 lines — 6 lines over the architecture check limit of 5000.\\n\\n### Fix\\n\\nConverted standalone doc comments (`##` on separate lines above variable declarations) to inline comments in the member variables section (lines 193-218). This reduces the file from **5006 to 4990 lines** (10 lines of margin) with **zero code changes** — only comment reformatting.\\n\\n### Changes\\n- `scripts/objects/enemy.gd` — Condensed 9 variable declarations that had separate doc comment lines into inline `##` comments (threat sphere, retreat mode, and flank target variables)\\n\\n## Test plan\\n- [x] Local architecture check passes (4990 lines, under 5000 limit)\\n- [x] class_name declarations check passes\\n- [x] snake_case naming check passes\\n- [x] Folder structure check passes\\n- [x] No code changes — only comment reformatting, all variable declarations preserved\\n- [ ] CI Architecture Best Practices Check passes\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":624,\"title\":\"refactor: condense verbose comments in enemy.gd to fix architecture check (Issue #623)\"},{\"body\":\"## Summary\\n\\nFixes #621 — MakarovPM (pistol) was the only weapon missing the Power Fantasy mode blue laser sight.\\n\\n## Root Cause\\n\\nAll weapons in the game (AssaultRifle, SniperRifle, Shotgun, MiniUzi) check `DifficultyManager.should_force_blue_laser_sight()` in their `_Ready()` method and create a blue laser sight when in Power Fantasy mode. **MakarovPM was the only weapon that did not have this code**, so the laser was never added.\\n\\nThe difficulty menu UI text confirms this is expected behavior:\\n> \\\"Power Fantasy: 10 HP, 3x ammo, **blue lasers**\\\"\\n\\n## Changes\\n\\n### `Scripts/Weapons/MakarovPM.c\n...\n</persisted-output>", | |
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| "stdout": "[{\"body\":\"## Summary\\n\\nFixes #623 - Architecture Best Practices CI check was failing because `scripts/objects/enemy.gd` had 5006 lines, exceeding the 5000 line limit.\\n\\n### Root Cause\\n\\nPR #587 (flashlight beam detection feature) added ~158 lines to `enemy.gd`, pushing it from ~4848 lines to 5006 lines — 6 lines over the architecture check limit of 5000.\\n\\n### Fix\\n\\nConverted standalone doc comments (`##` on separate lines above variable declarations) to inline comments in the member variables section (lines 193-218). This reduces the file from **5006 to 4990 lines** (10 lines of margin) with **zero code changes** — only comment reformatting.\\n\\n### Changes\\n- `scripts/objects/enemy.gd` — Condensed 9 variable declarations that had separate doc comment lines into inline `##` comments (threat sphere, retreat mode, and flank target variables)\\n\\n## Test plan\\n- [x] Local architecture check passes (4990 lines, under 5000 limit)\\n- [x] class_name declarations check passes\\n- [x] snake_case naming check passes\\n- [x] Folder structure check passes\\n- [x] No code changes — only comment reformatting, all variable declarations preserved\\n- [ ] CI Architecture Best Practices Check passes\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":624,\"title\":\"refactor: condense verbose comments in enemy.gd to fix architecture check (Issue #623)\"},{\"body\":\"## Summary\\n\\nFixes #621 — MakarovPM (pistol) was the only weapon missing the Power Fantasy mode blue laser sight.\\n\\n## Root Cause\\n\\nAll weapons in the game (AssaultRifle, SniperRifle, Shotgun, MiniUzi) check `DifficultyManager.should_force_blue_laser_sight()` in their `_Ready()` method and create a blue laser sight when in Power Fantasy mode. **MakarovPM was the only weapon that did not have this code**, so the laser was never added.\\n\\nThe difficulty menu UI text confirms this is expected behavior:\\n> \\\"Power Fantasy: 10 HP, 3x ammo, **blue lasers**\\\"\\n\\n## Changes\\n\\n### `Scripts/Weapons/MakarovPM.cs`\\n- Added `_laserSight`, `_laserSightEnabled`, and `_laserSightColor` fields (matching the pattern in MiniUzi, Shotgun, SniperRifle)\\n- Added Power Fantasy mode check in `_Ready()` that calls `should_force_blue_laser_sight()` and creates a blue laser sight\\n- Added `UpdateLaserSight()` call in `_Process()` to update laser direction with recoil offset and raycast collision detection\\n- Added `CreateLaserSight()` and `UpdateLaserSight()` methods (identical pattern to MiniUzi)\\n- Updated class documentation to reflect the new capability\\n\\n### `tests/unit/test_makarov_pm.gd`\\n- Added 4 regression tests for Issue #621:\\n - `test_power_fantasy_enables_blue_laser` — verifies laser is enabled in Power Fantasy mode\\n - `test_normal_mode_does_not_enable_laser` — verifies laser is NOT enabled in Normal mode\\n - `test_hard_mode_does_not_enable_laser` — verifies laser is NOT enabled in Hard mode\\n - `test_makarov_pm_source_has_power_fantasy_laser_code` — source code regression test that verifies MakarovPM.cs contains the required laser sight methods\\n\\n## Verification\\n\\n- `dotnet build` passes with 0 errors (all warnings are pre-existing)\\n- The implementation follows the exact same pattern used by all other weapons in the codebase\",\"number\":622,\"title\":\"fix: add Power Fantasy blue laser sight to MakarovPM (#621)\"},{\"body\":\"## Summary\\n\\nAdds the RSh-12 heavy revolver as a new weapon, as requested in #619.\\n\\n### RSh-12 Specifications\\n- **Caliber:** 12.7x55mm STs-130 (armor-piercing)\\n- **Damage:** 20 per shot\\n- **Magazine:** 5-round cylinder\\n- **Fire mode:** Semi-automatic (one shot per click)\\n- **Wall penetration:** 200px\\n- **Ricochet:** Weak (15° max angle, 30% probability, 1 bounce max)\\n- **Screen shake:** Strong (22.0 intensity, 0.45s recovery) — almost like sniper rifle\\n- **Recoil:** Heavy (±13°, 0.12 rad/shot, 0.45s recovery delay)\\n- **Aiming:** Smooth like silenced pistol (sensitivity 2.0)\\n- **Loudness:** 2500px (very loud, alerts enemies at long range)\\n- **Fire rate:** 2 shots/sec\\n- **Reload:** R→R pistol-style (2-step, like Makarov PM)\\n\\n### What was done\\n- Created `Revolver.cs` weapon script inheriting from `BaseWeapon`\\n- Created `caliber_12p7x55.tres` caliber data with weak ricochet + 200px wall penetration\\n- Created `RevolverData.tres` weapon configuration\\n- Created `Bullet12p7mm.tscn` bullet scene (larger projectile with orange tracer)\\n- Created `Revolver.tscn` weapon scene (uses Makarov PM sprite as placeholder)\\n- Registered in `Player.cs` (weapon detection, aim direction, pistol reload, weapon equip)\\n- Registered in `armory_menu.gd` (selectable in armory with stats display)\\n- Registered in `game_manager.gd` (weapon scene mapping)\\n- Build passes with 0 errors\\n\\n### Design decisions\\n- **Aiming sensitivity** matches silenced pistol (2.0) — the issue says \\\"comfortable like silenced pistol\\\"\\n- **Recoil/screen shake** is close to but slightly less than sniper rifle — the issue says \\\"almost like sniper rifle\\\"\\n- **Bullet uses GDScript bullet system** with caliber data for ricochet/penetration behavior\\n- **No scope** — the RSh-12 is a pistol, not a scoped weapon\\n- **Sprite placeholder** — uses Makarov PM sprite until a dedicated RSh-12 sprite is created\\n\\n### Note\\nThe weapon sprite is a placeholder (Makarov PM topdown). A proper RSh-12 sprite should be created and referenced in `Revolver.tscn` when available.\\n\\nFixes #619\\n\\n## Test plan\\n- [ ] Select RSh-12 from armory menu\\n- [ ] Verify 5-round cylinder, semi-auto fire\\n- [ ] Verify strong screen shake and recoil on each shot\\n- [ ] Verify smooth aiming (low sensitivity like silenced pistol)\\n- [ ] Verify bullet penetrates walls up to 200px\\n- [ ] Verify weak ricochet behavior\\n- [ ] Verify R→R reload works\\n- [ ] Verify loud gunshot alerts enemies at range\\n- [ ] Verify shell casings eject on fire\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":620,\"title\":\"feat: add RSh-12 heavy revolver weapon\"},{\"body\":\"## Summary\\n\\nImplements a flashbang screen effect on the player when they are within the blast zone of a flashbang grenade explosion (Issue #605).\\n\\n### Effect Description\\n- **Main color**: Dark purple screen tint (center of screen)\\n- **Border**: Bordeaux/burgundy vignette border (like the retinal afterimage from staring at bright light)\\n- **Extreme blur + swimming distortion**: All objects on screen are heavily blurred with multi-pass radial blur (4 passes × 16 samples) — the image becomes completely unrecognizable at full intensity, like multiple layers of motion blur stacked on top of each other\\n- **Duration**: 1-5 seconds depending on distance from explosion (closer = longer)\\n- **Intensity**: Scales with distance (closer = stronger overlay and blur)\\n- **Wall blocking**: Walls block the effect (line of sight required, consistent with Issue #469)\\n- **Fade-out**: Smooth ease-out quadratic curve for natural-looking fade (both color and blur fade together)\\n\\n### Architecture Fix (Issue #328)\\nExtracted flashbang status effects (blindness/stun) from `enemy.gd` into a new `FlashbangStatusComponent` to fix the Architecture Best Practices CI check. The `enemy.gd` file was 5006 lines (over the 5000-line limit) — now reduced to exactly 5000 lines.\\n\\n### Files Changed\\n- **New**: `scripts/shaders/flashbang_player.gdshader` - screen overlay shader with dual-color vignette, multi-pass radial blur (4×16 samples), and dual-harmonic swimming distortion\\n- **New**: `scripts/autoload/flashbang_player_effects_manager.gd` - autoload singleton (layer 103)\\n- **New**: `scripts/components/flashbang_status_component.gd` - extracted flashbang status effects (blindness/stun timers) from enemy.gd\\n- **New**: `tests/unit/test_flashbang_player_effect.gd` - 41+ unit tests for distance-based calculations and blur\\n- **New**: `docs/case-studies/issue-605/README.md` - case study documentation with research\\n- **Modified**: `scripts/projectiles/flashbang_grenade.gd` - calls `_apply_player_screen_effect()` on explosion\\n- **Modified**: `scripts/objects/enemy.gd` - uses FlashbangStatusComponent instead of inline status effects code (5006→5000 lines)\\n- **Modified**: `project.godot` - registers `FlashbangPlayerEffectsManager` autoload\\n\\n### Distance-Based Scaling Formula\\n```\\ndistance_factor = 1.0 - clamp(distance / effect_radius, 0.0, 1.0)\\nduration = 1.0 + 4.0 * distance_factor // 1-5 seconds\\nintensity = distance_factor // 0.0-1.0\\nblur_intensity = distance_factor // blur matches color intensity\\n```\\n\\n### Shader Effects (Dramatically Enhanced)\\n1. **Multi-pass radial blur** (4 passes × 16 samples = 64 total samples): Each pass uses increasing radius and rotated angle, with both radial and tangential components — creates extreme defocus where the entire image becomes completely blurred\\n2. **Dual-harmonic swimming distortion**: Two sinusoidal UV offsets at different frequencies and speeds create chaotic, organic visual swimming\\n3. **Dark purple tint**: Center of screen overlay\\n4. **Bordeaux vignette**: Burgundy border that's stronger at screen edges\\n\\n### References\\n- CS:GO flashbang mechanics: https://counterstrike.fandom.com/wiki/Flashbang\\n- Godot screen shaders: https://godotshaders.com/shader/screen-damage-flash-square-gradient-hit-effect/\\n- Godot post-processing docs: https://docs.godotengine.org/en/stable/tutorials/shaders/custom_postprocessing.html\\n\\n## Test Plan\\n- [x] Unit tests for distance-based duration calculation (1-5 second range)\\n- [x] Unit tests for distance-based intensity scaling\\n- [x] Unit tests for blur intensity matching peak intensity\\n- [x] Unit tests for blur scaling with distance\\n- [x] Unit tests for blur clearing on reset\\n- [x] Unit tests for effect lifecycle (activate, reset, override stronger/weaker)\\n- [x] Unit tests for edge cases (boundary, negative positions, zero radius)\\n- [x] All CI checks passing (Architecture, GUT Tests, C# Build, Windows Export, etc.)\\n- [ ] Visual test: flashbang at close range shows strong dark purple effect with extreme blur for ~5s\\n- [ ] Visual test: flashbang at max range shows subtle effect with light blur for ~1s\\n- [ ] Visual test: objects on screen are completely blurred and swimming/wavy during effect\\n- [ ] Visual test: bordeaux vignette border visible at screen edges\\n- [ ] Visual test: wall blocks the effect (line of sight check)\\n- [ ] Visual test: effect fades out smoothly (both color and blur)\\n\\nFixes Jhon-Crow/godot-topdown-MVP#605\\n\\n---\\n*Generated with [Claude Code](https://claude.com/claude-code)*\",\"number\":611,\"title\":\"feat: add flashbang screen effect on player (Issue #605)\"},{\"body\":\"## Summary\\n\\nAdds animated visual indicators for enemy status effects as requested in #602:\\n\\n1. **Stun dizziness animation** - 3 gold/yellow diamond stars orbit above the enemy's head, creating the classic \\\"seeing stars\\\" cartoon dizziness effect. Stars pulse slightly in size for extra visual impact.\\n\\n2. **Blindness eye-cover animation** - Two X marks drawn over the enemy's head/eye area, pulsing in opacity to indicate the enemy cannot see. This is the universal \\\"eyes crossed out\\\" visual indicator.\\n\\nBoth animations are rendered programmatically using Godot's `_draw()` API - no new sprite assets required.\\n\\n### Bug fix included\\n\\nFixed `StatusEffectsManager` color tinting which was broken for enemies. The tint system was looking for a single `Sprite2D` child node, but enemies use a modular sprite architecture (`EnemyModel/Body`, `EnemyModel/Head`, `EnemyModel/LeftArm`, `EnemyModel/RightArm`). Updated to use `_set_all_sprites_modulate()` when available, with fallback to single Sprite2D for other entities.\\n\\nFixes #602\\n\\n## Implementation Details\\n\\n### Architecture\\nCreated `StatusEffectAnimationComponent` (new component following existing patterns like `DeathAnimationComponent`, `MacheteComponent`) to keep `enemy.gd` within the 5000-line limit (remains at 4998 lines).\\n\\n### New Files\\n| File | Description |\\n|------|-------------|\\n| `scripts/components/status_effect_animation_component.gd` | Component rendering stun stars and blind X marks via `_draw()` |\\n| `tests/unit/test_status_effect_animation_component.gd` | 55 unit tests covering all animation logic |\\n| `docs/case-studies/issue-602/analysis.md` | Root cause analysis and solution design |\\n\\n### Modified Files\\n| File | Change |\\n|------|--------|\\n| `scripts/objects/enemy.gd` | Create component in `_ready()`, forward status changes to component (net 0 lines added) |\\n| `scripts/autoload/status_effects_manager.gd` | Fix tint to work with modular sprites via `_apply_tint()`, `_save_original_modulate()`, `_restore_original_modulate()` |\\n| `tests/unit/test_status_effects_manager.gd` | Add tests for modular sprite entity support |\\n\\n### How it works\\n- Component is added as a child of `EnemyModel` Node2D (rotates with the model)\\n- Uses `_process()` + `queue_redraw()` for smooth animation\\n- Hidden when no effects are active (zero performance cost)\\n- `head_offset` is configured from the actual Head sprite position in the scene\\n- Stun: 3 stars orbit at `STAR_ORBIT_RADIUS=14px`, speed `3.0 rad/s`\\n- Blind: 2 X marks at eye positions, pulsing at `4.0 rad/s`\\n\\n## Test plan\\n\\n- [x] All 6 CI workflows pass (Architecture, Gameplay, Interop, C# Build, GUT Tests, Windows Build)\\n- [x] 55 new tests for StatusEffectAnimationComponent (constants, state management, orbit math, X mark positions, edge cases)\\n- [x] 3 new tests for StatusEffectsManager modular sprite tint support\\n- [x] enemy.gd stays at 4998 lines (under 5000 limit)\\n- [x] class_name declared in component\\n- [x] snake_case naming followed\\n- [x] Clean working tree, main merged\\n- [ ] Manual: throw flashbang at enemy, verify orbiting stars appear during stun\\n- [ ] Manual: verify X marks appear over enemy head during blindness\\n- [ ] Manual: verify both animations disappear when effects expire\\n\\nCloses #602\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":609,\"title\":\"feat: add enemy status effect animations (stun dizziness, blind eye-cover) (Issue #602)\"},{\"body\":\"## Summary\\n- Replaced horizontal `HBoxContainer` card layout with a `GridContainer` set to 4 columns, so level cards display as a table 4-wide with rows growing downward\\n- Switched scroll direction from horizontal to vertical to support the new grid layout\\n- Enlarged panel dimensions (1040x680) to accommodate the grid of cards\\n- Added `GRID_COLUMNS` constant (matching `armory_menu.gd` pattern) for consistency\\n\\n## Changes\\n- `scripts/ui/levels_menu.gd`: `HBoxContainer` → `GridContainer` with `columns = 4`, vertical scrolling, wider panel\\n- `tests/unit/test_ui_menus.gd`: Added `GRID_COLUMNS` to `MockLevelsMenu` and 2 new grid layout tests\\n\\n## Test plan\\n- [x] Grid layout uses 4 columns (`GRID_COLUMNS = 4`)\\n- [x] 5 levels in 4 columns produces 2 rows\\n- [x] Existing level menu tests still pass (level data, progress, display names)\\n- [ ] Visual verification in Godot: cards display in 4-column grid\\n- [ ] Vertical scroll works when more levels are added\\n\\nFixes Jhon-Crow/godot-topdown-MVP#598\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":608,\"title\":\"feat: change level selection menu to 4-column grid layout (Issue #598)\"},{\"body\":\"## Summary\\n\\nFixes #597 - Memory replay mode visual effects not working properly.\\n\\n### Problem\\n\\nDuring Memory replay playback, three bugs prevented visual effects from appearing:\\n\\n1. **SeekTo() bug**: When switching from Ghost to Memory mode, `SeekTo(0.0f)` reset `_playbackFrame` but NOT `_lastAppliedFrame`, causing `PlayFrameEvents()` to be skipped entirely — no Death/Hit events were processed, so no effects triggered\\n\\n2. **process_mode bug**: Effect managers had default `process_mode = Inherit`, so their `_process()` timers didn't run when the tree was paused during replay — effects couldn't end/fade, and `_is_effect_active` guards blocked subsequent effects\\n\\n3. **HasMethod bug**: `HasMethod()` was used to guard calls to underscore-prefixed GDScript methods (`_start_effect`, `_start_penultimate_effect`) which may not be reliably found across Godot versions\\n\\nAdditionally, the v1 fix (disabling effects entirely) and the v2 fix (adding `replay_mode` flags) addressed time manipulation but not these underlying event processing issues.\\n\\n### Fix (v3 - SeekTo + process_mode + direct calls)\\n\\n- `SeekTo()`: Reset `_lastAppliedFrame = _playbackFrame - 1` so `PlayFrameEvents` runs for all frames after seeking\\n- `SetEffectManagersReplayMode()`: Set `process_mode = Always` on all effect managers during replay so their timers work when tree is paused; restore to `Inherit` when replay ends\\n- `TriggerReplayPowerFantasyKill()` / `TriggerReplayPenultimateEffect()`: Call methods directly without `HasMethod` guard\\n- Added diagnostic logging to `PlayFrameEvents` and all trigger methods for tracing\\n\\n### Previous fixes retained (v2)\\n\\n- `replay_mode` flag on each GDScript effect manager guards `Engine.time_scale` and `process_mode` changes\\n- Visual effects (shader overlays, saturation, contrast, sepia, fade-outs) still apply during replay\\n\\n### Changes\\n- `Scripts/Autoload/ReplayManager.cs` - Fixed SeekTo, process_mode management, direct method calls, diagnostic logging\\n- `scripts/autoload/hit_effects_manager.gd` - replay_mode flag (from v2)\\n- `scripts/autoload/penultimate_hit_effects_manager.gd` - replay_mode flag (from v2)\\n- `scripts/autoload/power_fantasy_effects_manager.gd` - replay_mode flag (from v2)\\n- `scripts/autoload/last_chance_effects_manager.gd` - replay_mode flag (from v2)\\n\\n### Case Study\\nFull root cause analysis with timeline reconstruction from both game logs in `docs/case-studies/issue-597/README.md`.\\n\\n## Test plan\\n- [x] C# build succeeds (`dotnet build` - 0 errors)\\n- [x] Deep log analysis confirms events not processed during Memory replay\\n- [x] SeekTo bug traced as root cause for Ghost→Memory switch case\\n- [x] process_mode bug identified as root cause for timer failures\\n- [ ] Manual verification: Memory replay mode plays with visual effects (saturation, contrast, sepia)\\n- [ ] Manual verification: Memory replay mode does NOT freeze or slow down\\n- [ ] Manual verification: Ghost→Memory switch triggers effects correctly\\n- [ ] Manual verification: Normal gameplay effects still work\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":607,\"title\":\"fix: restore visual effects during Memory replay mode (Issue #597)\"},{\"body\":\"## Summary\\n- Fixed the ammo counter not updating on the Beach map by adding the missing weapon setup and C# signal connections to `beach_level.gd`\\n- BeachLevel was missing the complete weapon/ammo infrastructure that BuildingLevel, CastleLevel, and TestTier all have\\n- Ported all weapon setup, signal handlers, ammo display, and game flow functions from the other levels\\n\\n## Root Cause\\nBeachLevel's `_setup_player_tracking()` only tried to connect to GDScript-style signals (`ammo_changed`, `magazine_changed`) which don't exist on the C# Player. The C# weapon nodes emit PascalCase signals (`AmmoChanged`, `MagazinesChanged`, `Fired`, `ShellCountChanged`) and BeachLevel never connected to any of them, so the ammo label never received updates.\\n\\n## Changes\\n- **`scripts/levels/beach_level.gd`**: Complete rewrite of `_setup_player_tracking()` following the pattern from building_level.gd/castle_level.gd. Added ~800 lines of missing functionality:\\n - `_setup_selected_weapon()` - weapon swap support for all 6 weapons\\n - C# weapon signal connections (AmmoChanged, MagazinesChanged, Fired, ShellCountChanged)\\n - Ammo display functions with color coding (`_update_ammo_label`, `_update_ammo_label_magazine`, `_update_magazines_label`)\\n - Reload/ammo depleted signal handlers for enemy aggression behavior\\n - Death/game over/victory messages\\n - Animated score screen with replay, restart, next level, and level select buttons\\n - Player control disabling on level completion\\n - Improved enemy tracking with `died_with_info` and `hit` signals\\n- **`tests/unit/test_level_scripts.gd`**: Added 16 new tests for BeachLevel covering full game flow, ammo/game-over conditions, accuracy tracking, rank colors, and level ordering\\n- **`docs/case-studies/issue-596/`**: Case study with log files and root cause analysis\\n\\n## Test plan\\n- [ ] Verify ammo counter updates when shooting on Beach map\\n- [ ] Verify ammo counter color changes (white -> yellow at <=10 -> red at <=5)\\n- [ ] Verify weapon swap works on Beach map (select different weapons in armory)\\n- [ ] Verify \\\"OUT OF AMMO\\\" message when running out\\n- [ ] Verify \\\"YOU DIED\\\" message on player death\\n- [ ] Verify score screen shows after clearing all enemies and reaching exit\\n- [ ] Verify replay, restart, next level, and level select buttons work\\n- [ ] Verify existing tests pass\\n\\nFixes Jhon-Crow/godot-topdown-MVP#596\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":606,\"title\":\"fix: Beach map ammo counter not working (issue #596)\"},{\"body\":\"## Summary\\n\\nAdds visible machete weapon sprite and a 4-phase attack animation for machete-wielding enemies, as requested in #595.\\n\\n### Changes\\n\\n1. **Machete weapon sprite now visible** — The machete sprite (`machete_topdown.png`) is displayed on the enemy's weapon mount instead of being hidden\\n2. **Attack animation** — Implemented procedural animation with 4 phases:\\n - **WINDUP** (0.25s): Weapon rotates backward 90°, arm pulls back\\n - **PAUSE** (0.1s): Brief hold at peak (anticipation/reaction window)\\n - **STRIKE** (0.15s): Fast 180° forward swing, damage applied at midpoint\\n - **RECOVERY** (0.2s): Smooth return to idle position\\n3. **Enemy holds position during swing** — Machete enemies stop moving while the attack animation plays\\n4. **Damage timing** — Damage now applied at the midpoint of the strike phase instead of instantly, giving visual feedback before the hit\\n\\n### Files Changed\\n\\n| File | Change |\\n|------|--------|\\n| `scripts/components/machete_component.gd` | Added `AttackPhase` enum, animation state machine, eased weapon rotation + arm offset |\\n| `scripts/objects/enemy.gd` | Show machete sprite, integrate `_apply_machete_attack_animation()`, hold during swing |\\n| `tests/unit/test_machete_component.gd` | Added 33 new tests (61 total) for animation phases, timing, rotation, damage |\\n| `docs/case-studies/issue-595/analysis.md` | Case study with root cause analysis and solution design |\\n\\n### Animation Details\\n\\nThe animation follows the project's existing procedural pattern (sine-wave walking, keyframe death):\\n- Uses easing functions for natural motion (ease-out windup, ease-in strike, smoothstep recovery)\\n- WeaponMount rotation drives the machete swing arc\\n- Right arm position offset follows the swing for visual coherence\\n- Strike phase is faster than windup (0.15s vs 0.25s) for aggressive feel\\n\\n## Test Plan\\n\\n- [x] All 6 CI workflows pass (Architecture, Gameplay, Interop, C# Build, GUT Tests, Windows Build)\\n- [x] 61 unit tests pass (28 existing + 33 new animation tests)\\n- [x] Animation phase transitions: IDLE → WINDUP → PAUSE → STRIKE → RECOVERY → IDLE\\n- [x] Weapon rotation returns to 0 after animation\\n- [x] Damage applied only during STRIKE phase midpoint\\n- [x] Cannot start second attack during animation\\n- [x] enemy.gd stays under 5000 line limit (4998 lines)\\n- [x] Existing weapon types (RIFLE, SHOTGUN, UZI) unaffected\\n- [ ] Manual gameplay testing on Beach level with machete enemies\\n\\nFixes #595\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":603,\"title\":\"feat: add machete weapon model and attack animation (Issue #595)\"},{\"body\":\"## Summary\\n\\nРеализует механику ослепления врагов фонариком: когда игрок светит фонариком прямо во врага, враг ослепляется на **2 секунды**. Один и тот же враг **не может быть ослеплён повторно в течение 20 секунд** (кулдаун на врага).\\n\\nFixes Jhon-Crow/godot-topdown-MVP#584\\n\\n## Changes\\n\\n| File | Change |\\n|------|--------|\\n| `scripts/effects/flashlight_effect.gd` | Beam detection, enemy blinding, **2s duration**, **20s per-enemy cooldown** using timestamps, wall blocking, beam hit logging, explicit type annotations |\\n| `Scripts/Characters/Player.cs` | **C# fallback**: direct PointLight2D control when GDScript not loaded, diagnostic logging for script availability |\\n| `scripts/autoload/status_effects_manager.gd` | **Bug fix**: `_find_sprite()` helper finds `EnemyModel/Body` instead of nonexistent `Sprite2D` — fixes yellow tint on blinded enemies |\\n| `scripts/objects/enemy.gd` | `{BLINDED}` / `{STUNNED}` / `{BLINDED + STUNNED}` display in F7 debug label |\\n| `tests/unit/test_flashlight_effect.gd` | 40+ unit tests for cone geometry, toggle behavior, **20s cooldown**, wall blocking, debug label format |\\n| `tests/unit/test_status_effects_manager.gd` | Tests for `_find_sprite` fallback logic |\\n| `docs/case-studies/issue-584/` | Case study analysis with game logs from user testing |\\n\\n## Implementation Details\\n\\n### Blindness Parameters\\n- **Duration**: 2 seconds (changed from 200ms per reviewer feedback)\\n- **Cooldown**: 20 seconds per enemy — same enemy cannot be blinded twice within 20s regardless of flashlight toggle\\n- Cooldown uses `Time.get_ticks_msec()` timestamps (not per-activation tracking)\\n\\n### Beam Detection (`flashlight_effect.gd`)\\n- `_physics_process` checks for enemies in the beam every physics frame\\n- **Cone geometry**: 18-degree cone (9 degrees half-angle)\\n- **Range check**: enemies must be within 600 pixels\\n- **Line-of-sight check**: raycasts against obstacle layer (layer 3) so walls block the beam\\n- **Per-enemy cooldown**: `_blinded_enemies` dict stores `{enemy_id: timestamp_msec}`, cooldown checked against `BLINDNESS_COOLDOWN` (20s)\\n\\n### C# Fallback for Flashlight Light (`Player.cs`)\\n- After instantiating FlashlightEffect scene, checks if GDScript methods are available via `HasMethod(\\\"turn_on\\\")`\\n- If GDScript is not loaded (script methods unavailable), **directly controls the PointLight2D** child node from C#\\n- Logs `[Player.Flashlight] GDScript methods available: true/false` for diagnostics\\n- Tracks `_flashlightIsOn` state in C# so `is_flashlight_on()` works in both modes\\n\\n### Bug Fix: Visual Tint (`status_effects_manager.gd`)\\n- `_find_sprite()` checks `Sprite2D` first, falls back to `EnemyModel/Body` (enemy structure)\\n- Fixes yellow tint that was silently failing for all enemies\\n\\n### Debug Display (`enemy.gd`)\\n- F7 debug label shows `{BLINDED}`, `{STUNNED}`, or `{BLINDED + STUNNED}`\\n\\n## Test Plan\\n\\n- [x] Flashlight beam detects enemies within the 18-degree cone angle\\n- [x] Enemies are blinded for 2 seconds when first hit by the beam\\n- [x] Same enemy cannot be blinded again within 20 seconds\\n- [x] Cooldown persists across flashlight toggle (off/on does not reset it)\\n- [x] Enemy can be blinded again after 20s cooldown expires\\n- [x] Walls block the flashlight beam\\n- [x] Yellow tint visual works on enemies (EnemyModel/Body sprite)\\n- [x] F7 debug label shows BLINDED/STUNNED status\\n- [x] Flashlight light works via C# fallback when GDScript not loaded\\n- [x] All CI checks pass\\n\\n---\\n*This PR was created with assistance from the AI issue solver*\",\"number\":600,\"title\":\"feat: ослепление врагов фонариком (2с длительность, 20с кулдаун) (Issue #584)\"},{\"body\":\"## Summary\\n\\nFixes Jhon-Crow/godot-topdown-MVP#592\\n\\n**Root cause:** `MakarovPM.cs` set `stun_duration` on bullets via `Node.Set()`, but the GDScript `bullet.gd` (used by `Bullet9mm.tscn`) had **no `stun_duration` variable and no stun logic**. The C# `Bullet.cs` had full stun support, but `MakarovPM.tscn` uses `Bullet9mm.tscn` which runs `bullet.gd`, not `Bullet.cs`.\\n\\n**Fix:**\\n1. Added `stun_duration` variable to `bullet.gd` (default `0.0` = no stun)\\n2. Added `_apply_stun_effect()` method that calls `StatusEffectsManager.apply_stun(enemy, stun_duration)`\\n3. Stun is applied after damage in `_on_area_entered()` when `stun_duration > 0`\\n4. Reverted `enemy.gd` to match `main` (fixes Architecture CI — was 5006 lines > 5000 limit)\\n\\n## How the stun pipeline now works\\n\\n```\\nMakarovPM.SpawnBullet() sets bullet stun_duration = 0.1 via Node.Set()\\n → GDScript bullet.gd _on_area_entered() detects enemy hit\\n → Applies damage via on_hit_with_bullet_info_and_damage()\\n → if stun_duration > 0: _apply_stun_effect(parent)\\n → StatusEffectsManager.apply_stun(enemy, 0.1)\\n → enemy.set_stunned(true) — velocity zeroed, AI skips all states\\n → Blue tint visual applied to enemy sprite\\n → After 0.1s: StatusEffectsManager auto-expires → enemy.set_stunned(false)\\n```\\n\\n## Changes\\n\\n| File | Change |\\n|------|--------|\\n| `scripts/projectiles/bullet.gd` | Added `stun_duration` var + `_apply_stun_effect()` method (+20 lines) |\\n| `Scripts/Weapons/MakarovPM.cs` | SpawnBullet override sets `stun_duration = 0.1` on bullets (+96 lines) |\\n| `scripts/objects/enemy.gd` | **Reverted to main** — fixes Architecture CI (5006→4977 lines) |\\n\\n## Why previous iterations didn't work\\n\\nAll previous attempts applied stun to the **player** or tried to set properties on a GDScript bullet that had no stun code. The core issue was a **C#↔GDScript gap**: `MakarovPM.cs` (C#) set `stun_duration` on bullets, but `bullet.gd` (GDScript) never read or used that property.\\n\\n## Test plan\\n\\n- [ ] Shoot enemy with PM → enemy should freeze briefly (100ms stun)\\n- [ ] Check log for: `[StatusEffectsManager] Applied stun to EnemyN for 0.1s`\\n- [ ] Verify enemy gets blue tint when stunned\\n- [ ] Verify enemy resumes movement after stun expires\\n- [ ] Verify pistol model/position matches main exactly (no scene changes)\\n- [ ] Verify other weapons are unaffected (SilencedPistol stun should also work now!)\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":594,\"title\":\"fix: add stun_duration to GDScript bullet for PM enemy stun (Issue #592)\"},{\"body\":\"## Summary\\n\\nFixes three bugs in memory replay mode reported in #590:\\n\\n1. **Footprints now visible in Memory replay** — During replay, `SpawnFootprintsUpToTime()` instantiated `BloodFootprint.tscn` but never called `set_foot()` (which assigns the boot texture). Without a texture, the Sprite2D was invisible. Now records `Modulate` (color/alpha) and `IsLeft` (foot type) during recording, and applies them during replay spawning.\\n\\n2. **Effects only trigger in Memory mode** — `TriggerReplayHitEffect()`, `TriggerReplayPenultimateEffect()`, `TriggerReplayPowerFantasyKill()`, and `TriggerReplayPowerFantasyGrenade()` were firing in both Ghost and Memory modes. In Ghost mode, this caused LastChance to set 50+ scene nodes to `PROCESS_MODE_ALWAYS` and apply visual overlays that conflict with the Ghost filter. Added `if (_currentMode != ReplayMode.Memory) return;` guard to all four methods.\\n\\n3. **Player trail 3x wider** — Trail segment size increased from `Max(2, 8*alpha)` to `Max(6, 24*alpha)` in C#, and Line2D width from `3.0` to `9.0` in GDScript, for better visibility during replay.\\n\\n## Root Cause Analysis\\n\\nDetailed analysis with timeline reconstruction from game log available in `docs/case-studies/issue-590/analysis.md`.\\n\\n## Test Plan\\n\\n- [ ] Play a level with bloody footprints (step in blood puddles), complete it, watch Memory replay — footprints should appear progressively\\n- [ ] During replay, switch between Ghost and Memory modes — effects (LastChance, PowerFantasy, saturation) should only activate in Memory mode\\n- [ ] In Memory mode replay, verify player trail behind ghost is visibly wider than before\\n- [ ] Verify Ghost mode replay shows clean red/black/white filter without gameplay effect overlays\\n\\n## Changes\\n\\n| File | Change |\\n|------|--------|\\n| `Scripts/Autoload/ReplayManager.cs` | Record footprint modulate/foot type, guard effects with mode check, 3x wider trail |\\n| `scripts/autoload/replay_system.gd` | 3x wider Line2D trail width (3→9) |\\n| `docs/case-studies/issue-590/` | Game log and root cause analysis |\\n\\nFixes #590\",\"number\":591,\"title\":\"fix: memory replay footprints, effects mode guard, and wider trail (Issue #590)\"},{\"body\":\"## Summary\\n\\nAddresses #588 — audit test coverage and cover all uncovered source files.\\n\\n**Analysis:** Identified 11 source scripts that had no corresponding unit tests. Created comprehensive mock-based GUT tests for each, adding **1,284 new test functions** across **15,019 lines** in 11 new test files. After merging upstream changes, tests were updated to cover new features (Beach level, MACHETE weapon type, enhanced replay system events).\\n\\n### New test files\\n\\n| Test file | Source file(s) covered | Tests | Lines |\\n|---|---|---|---|\\n| `test_cinema_effects_manager.gd` | `cinema_effects_manager.gd` | 173 | 1,731 |\\n| `test_power_fantasy_effects_manager.gd` | `power_fantasy_effects_manager.gd` | 83 | 1,143 |\\n| `test_penultimate_hit_effects_manager.gd` | `penultimate_hit_effects_manager.gd` | 103 | 1,372 |\\n| `test_last_chance_effects_manager.gd` | `last_chance_effects_manager.gd` | 120 | 1,593 |\\n| `test_replay_system.gd` | `replay_system.gd` | 146 | 2,063 |\\n| `test_weapon_config_component.gd` | `weapon_config_component.gd` | 132 | 943 |\\n| `test_enemy_grenade_component.gd` | `enemy_grenade_component.gd` | 138 | 1,353 |\\n| `test_penetration_hole.gd` | `penetration_hole.gd` | 75 | 788 |\\n| `test_blood_effects.gd` | `blood_decal.gd`, `blood_footprint.gd` | 64 | 774 |\\n| `test_level_scripts.gd` | `building_level.gd`, `castle_level.gd`, `test_tier.gd`, `beach_level.gd` | 93 | 1,324 |\\n| `test_ui_controls_menu.gd` | `controls_menu.gd`, `difficulty_menu.gd`, `levels_menu.gd`, `pause_menu.gd` | 157 | 1,935 |\\n| **Total** | **17 source files** | **1,284** | **15,019** |\\n\\n### Test coverage before and after\\n\\n- **Before:** 53 unit test files, ~2,023 test functions\\n- **After:** 64 unit test files, ~3,307 test functions (+63% increase)\\n\\n### Approach\\n\\nAll tests follow the existing project patterns:\\n- `extends GutTest` with `before_each`/`after_each`\\n- Inner mock classes that mirror source logic without Godot scene tree dependencies\\n- Section headers with `# ============================================================================`\\n- Clear assertion messages on every test\\n- Tests cover: constants, default state, core logic, edge cases, integration scenarios\\n\\n### Merge & update notes\\n\\n- Resolved merge conflict in `test_replay_system.gd` by combining both upstream and branch versions (core recording/playback mechanics + enhanced event detection features)\\n- Updated `test_weapon_config_component.gd` with MACHETE weapon type (12 new tests)\\n- Updated `test_level_scripts.gd` with Beach level coverage (9 new tests)\\n- Updated `test_ui_controls_menu.gd` with Beach level entries (2 new tests)\\n\\n## Test plan\\n\\n- [x] All 11 new test files parse without syntax errors\\n- [x] GUT test suite passes\\n- [x] No regressions in existing tests\\n- [x] All 6 CI workflows pass\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\\n\\n\\nFixes Jhon-Crow/godot-topdown-MVP#588\",\"number\":589,\"title\":\"tests: add comprehensive unit tests for 11 uncovered source files\"},{\"body\":\"## Summary\\n\\nImplements flashlight-based enemy detection from Issue #574. Enemies now:\\n- **Detect the player's approximate direction** when the flashlight beam is visible within their field of vision (FOV)\\n- **Avoid passages illuminated by the flashlight**, preferring alternate routes when available\\n- Both behaviors are fully integrated into the existing **GOAP planning system**\\n\\nFixes #574\\n\\n## Bug Fixes\\n\\n### Bug #1: Flashlight Detection Not Working (C# Player)\\n\\n**Root Cause:** The game uses the **C# Player** at runtime, but the three flashlight API methods were only added to the **GDScript Player**. The `has_method(\\\"is_flashlight_on\\\")` check returned `false` for the C# Player, causing detection to silently fail.\\n\\n**Fix:** Added `is_flashlight_on()`, `get_flashlight_direction()`, `get_flashlight_origin()` to `Scripts/Characters/Player.cs`.\\n\\n### Bug #2: Enemies Only Detected When Beam Directly Hit Them\\n\\n**Root Cause:** The v1 algorithm checked \\\"is the enemy inside the flashlight beam cone?\\\" — this only triggered when the beam pointed directly at the enemy. The correct behavior is \\\"can the enemy SEE the beam?\\\" — the enemy should detect the flashlight when any part of the beam enters their field of vision.\\n\\n**Fix:** Replaced with v2 **beam-in-FOV** algorithm:\\n1. Sample 24 points along the flashlight beam (8 points each on center line, left edge, right edge)\\n2. For each beam point, test: (a) within enemy visibility range, (b) within enemy FOV cone, (c) enemy has line-of-sight to point, (d) point is within beam cone\\n3. If any beam point passes all checks, the enemy detects the flashlight\\n\\n## Implementation Details\\n\\n### New Files\\n- **`scripts/components/flashlight_detection_component.gd`** — Core detection component using v2 beam-in-FOV algorithm (24-point beam sampling, FOV cone intersection, LOS verification)\\n- **`tests/unit/test_flashlight_detection.gd`** — 24 unit tests covering beam-in-FOV detection, FOV cone math, interval timing, edge cases, and mock player integration\\n- **`tests/unit/test_flashlight_actions.gd`** — 11 unit tests covering GOAP action preconditions, effects, and cost calculations\\n- **`docs/case-studies/issue-574/`** — Case study with research, root cause analysis for both bugs, and game logs\\n\\n### Modified Files\\n- **`Scripts/Characters/Player.cs`** — Added `is_flashlight_on()`, `get_flashlight_direction()`, `get_flashlight_origin()` public methods\\n- **`scripts/characters/player.gd`** — Added same public API for GDScript player variant\\n- **`scripts/ai/enemy_actions.gd`** — Added `InvestigateFlashlightAction` (cost 0.9) and `AvoidFlashlightPassageAction` (cost 1.5)\\n- **`scripts/objects/enemy.gd`** — Integrated flashlight detection with FOV parameters:\\n - Memory system: updates enemy memory with estimated player position (0.75 confidence)\\n - GOAP state: tracks `flashlight_detected` and `passage_lit_by_flashlight`\\n - IDLE → PURSUING transition: flashlight detection triggers pursuit\\n - Cover scoring: penalizes cover positions in flashlight beam\\n - Flank selection: prefers unlit side when flanking\\n\\n### v2 Detection Algorithm\\nSamples points along the beam and tests visibility from the enemy's perspective:\\n1. Generate 24 sample points: 8 along center + 8 along left edge + 8 along right edge\\n2. For each point: check distance (≤600px), check enemy FOV (100° default), check LOS (no walls), verify beam reaches point\\n3. Enemy's facing direction and FOV angle are passed from `enemy.gd` to the detection component\\n4. When FOV is disabled (360° vision), all beam points within range are visible\\n\\n## Test plan\\n- [x] C# build succeeds with 0 errors (dotnet build --configuration Debug)\\n- [x] All 6 CI checks pass\\n- [x] All GDScript files under 5000-line architecture limit (enemy.gd at 4998 lines)\\n- [x] Unit tests for beam-in-FOV detection (sees beam from side, looking away misses, 360° vision, narrow FOV)\\n- [x] Unit tests for beam sample point generation (count, center ray, edge spread)\\n- [x] Unit tests for GOAP action integration (preconditions, effects, costs)\\n- [ ] Manual: Shine flashlight near enemy (not at them) — enemy should detect beam in their FOV and transition to PURSUING\\n- [ ] Manual: Shine flashlight into a passage — enemy should prefer alternate route if available\\n- [ ] Verify `[#574] Flashlight detected` and `[#574] Flashlight triggered pursuit from IDLE` messages appear in game log\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":587,\"title\":\"feat: enemies detect player by flashlight beam and avoid lit passages\"},{\"body\":\"## Summary\\n\\nУстраняет эффект \\\"лесенки\\\" (jagged edges) на краях фонарика путём увеличения разрешения текстуры до 2048×2048 и добавления суперсэмплинга (4×4) для сглаживания краёв конуса.\\n\\nFixes Jhon-Crow/godot-topdown-MVP#585\\n\\n## Root Cause Analysis\\n\\n### Почему были \\\"лесенки\\\"\\n\\nИсходная текстура конуса 512×512 масштабируется Godot в 6 раз (`texture_scale = 6.0`), что означает **каждый пиксель текстуры = 6×6 пикселей на экране**. Любая граница конуса на уровне пикселей становится видимой ступенькой шириной 6 пикселей.\\n\\n### Почему Round 1 (smoothstep) сделал хуже\\n\\nПервое исправление добавило зону сглаживания (smoothstep) между `edge_start` (85% угла) и `edge_end` (115% угла). При разрешении 512×512 это создало **две видимые границы** вместо одной — две \\\"лесенки\\\" на каждом краю конуса.\\n\\n| Разрешение | Пикселей на экранный пиксель (при 6×) | Размер ступеньки | Качество |\\n|-----------|------|------|------|\\n| 512×512 (было) | 0.167 | 6 пикселей | Видимая лесенка |\\n| 2048×2048 (стало) | 0.667 | 1.5 пикселя | Гладкие края |\\n\\n## Solution (Round 2)\\n\\n1. **Увеличение разрешения**: 512×512 → 2048×2048 (каждый пиксель текстуры = ~1.5 пикселя экрана)\\n2. **Суперсэмплинг 4×4**: 16 подпиксельных выборок для пикселей на границе конуса\\n3. **Без искусственных зон**: используется оригинальная чёткая граница конуса, сглаживание обеспечивается суперсэмплингом\\n\\n### Результат\\n\\n- 235 уникальных промежуточных значений альфа-канала (из 255 возможных) — гладкий градиент\\n- Размер файла: 35KB (vs 8KB для 512×512) — компактно благодаря PNG-сжатию\\n- Угол конуса и яркость не изменились (18°, energy 8.0)\\n\\n## Changes\\n\\n### Modified Files\\n- `experiments/generate_cone_texture.py` — разрешение 512→2048, суперсэмплинг 4×4, выделена функция `sample_intensity()`\\n- `assets/sprites/effects/flashlight_cone_18deg.png` — регенерированная текстура 2048×2048\\n\\n### Case Study\\n- `docs/case-studies/issue-585/README.md` — полный анализ проблемы и решения\\n- `docs/case-studies/issue-585/` — скриншоты, визуализации, лог предыдущего решения\\n\\n## Test Plan\\n\\n- [x] Текстура регенерирована с новым алгоритмом (2048×2048 + 4×4 supersampling)\\n- [x] Визуальная проверка: края конуса гладкие (235 промежуточных альфа-значений)\\n- [x] Размер файла 35KB — приемлемо\\n- [x] Угол конуса и яркость не изменились (18°, energy 8.0)\\n- [x] Main ветка слита в PR ветку\\n- [x] Чистое рабочее дерево (no uncommitted changes)\\n- [ ] Визуальная проверка в игре (требует тестирования владельцем)\\n\\n---\\n*This PR was created with assistance from the AI issue solver*\",\"number\":586,\"title\":\"fix: smooth flashlight cone edges with high-resolution supersampled texture\"},{\"body\":\"## Summary\\n\\n- Added **MACHETE** weapon type (id=3) as a melee-only enemy with distinct tactical AI behaviors\\n- Created **MacheteComponent** for melee attack, bullet dodging, backstab detection, and stealth approach\\n- Built **Beach level** (~2400x2000px) with scattered cover and mix of machete + ranged enemies\\n- Extended existing enemy AI state machine to support machete-specific behaviors without breaking existing weapon types\\n- Added comprehensive unit tests (28 tests) for all machete behaviors\\n\\n## Bug Fix: All Enemies Broken\\n\\nAfter initial implementation, the repo owner reported that **all enemies were broken** (`has_died_signal=false` for every enemy, 0 enemies registered, no AI behavior at all). See [game log](docs/case-studies/issue-579/game_log_20260207_172131.txt).\\n\\n### Root Cause\\n\\nGDScript parse error in `enemy.gd` caused by using `:=` (type inference) with Variant values:\\n\\n```gdscript\\n# BROKEN: b is Variant from untyped Array, ternary returns mixed types\\nvar bd := b.direction if b.get(\\\"direction\\\") != null else Vector2.RIGHT.rotated(b.rotation)\\n\\n# FIXED: explicit type annotation + safe property access\\nvar bd: Vector2 = b.get(\\\"direction\\\") if b.get(\\\"direction\\\") != null else Vector2.RIGHT.rotated(b.rotation)\\n```\\n\\nWhen any GDScript file has a parse error, Godot fails to load the **entire** script. All enemies fall back to base `CharacterBody2D`, losing the `died` signal and all AI behavior. This is a [recurring pattern](docs/case-studies/issue-579/analysis.md#historical-pattern) in this project (issues #377, #363, #424).\\n\\n### Fixes Applied\\n1. **Type inference fix**: Changed `var bd :=` to `var bd: Vector2 =` in two locations (combat and pursuing states)\\n2. **Safe property access**: Changed `b.direction` to `b.get(\\\"direction\\\")` for Variant safety\\n3. **Removed unused variable**: Removed duplicate `@onready var _sprite: Sprite2D` \\n4. **Beach level registration**: Added Beach level entry to `LEVELS` array in `levels_menu.gd`\\n5. **Updated tests**: Level count assertion 4 → 5\\n\\n## Implementation Details\\n\\n### Machete Enemy Behaviors (as requested in Issue #579)\\n1. **Cover-to-cover sneaking**: Machete enemies transition to PURSUING (stealth) instead of COMBAT when spotting the player, using cover-to-cover movement\\n2. **Backstab preference**: Calculates player's facing direction via dot product; approaches from behind when possible, or rushes in when player is under fire from other enemies\\n3. **Bullet dodging**: In combat, instead of seeking cover, performs lateral dodge perpendicular to incoming bullet direction using NavigationServer2D to pick the best side (120px dodge at 400px/s, 1.2s cooldown)\\n4. **Melee attack**: 80px range, 2 damage (higher than single bullet), 1.5s cooldown, no ammunition system\\n\\n### Beach Level\\n- Open outdoor environment with water boundary, sand floor, and shoreline\\n- 12 cover objects: 6 rocks (large/small), 3 beach huts, 3 barrels\\n- 8 enemies: 5 machete (weapon_type=3, higher health 3-5, faster combat speed 380) + 2 rifle + 1 shotgun\\n- Full navigation mesh, exit zone, score system, replay recording\\n\\n### Files Changed\\n- `scripts/components/weapon_config_component.gd` - Added MACHETE config (type 3)\\n- `scripts/components/machete_component.gd` - **New** melee combat component (275 lines)\\n- `scripts/objects/enemy.gd` - Extended AI for machete behaviors, fixed type inference parse errors\\n- `scripts/levels/beach_level.gd` - **New** Beach level script\\n- `scenes/levels/BeachLevel.tscn` - **New** Beach level scene\\n- `scripts/ui/levels_menu.gd` - Added Beach level to LEVELS array\\n- `assets/sprites/weapons/machete_topdown.png` - **New** machete weapon sprite\\n- `tests/unit/test_machete_component.gd` - **New** 28 unit tests\\n- `tests/unit/test_ui_menus.gd` - Updated level count test (4 → 5)\\n- `docs/case-studies/issue-579/` - **New** case study documentation\\n\\n## Test plan\\n\\n- [x] All 6 CI workflows pass (Architecture, Gameplay, Interop, C# Build, GUT Tests, Windows Build)\\n- [x] Unit tests cover melee range, attack readiness, attack cooldown, backstab detection, dodge mechanics, sneak speed, weapon config\\n- [x] enemy.gd stays under 5000 line limit (4999 lines)\\n- [x] Existing weapon types (RIFLE, SHOTGUN, UZI) unaffected by changes\\n- [x] No new script parse errors introduced (verified via CI import log comparison with main branch)\\n- [ ] Manual gameplay testing on Beach level with machete enemies\\n\\nCloses #579\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":580,\"title\":\"feat: add machete melee enemy type and Beach level (Issue #579)\"},{\"body\":\"## Summary\\nAdds the **Makarov PM (Pistolet Makarova / ПМ)** as the new starting weapon, replacing the M16 assault rifle as the default. Implements all requirements from issue #577.\\n\\nFixes #577\\n\\n## Implementation Details\\n\\n### New Files\\n- **`Scripts/Weapons/MakarovPM.cs`** — Full weapon implementation (semi-automatic fire, sensitivity-based aiming, recoil system, sound propagation for enemy detection)\\n- **`resources/calibers/caliber_9x18.tres`** — 9x18mm Makarov caliber resource (no wall penetration, medium ricochets matching other pistol/SMG calibers)\\n- **`resources/weapons/MakarovPMData.tres`** — Weapon data: Damage=0.45, MagazineSize=9, FireRate=7, Range=600, semi-automatic\\n- **`scenes/weapons/csharp/MakarovPM.tscn`** — Weapon scene with sprite and projectile configuration\\n- **`assets/sprites/weapons/makarov_pm_topdown.png`** — 30x12 pixel art top-down sprite\\n- **`assets/sprites/weapons/makarov_pm_icon.png`** — 60x24 armory menu icon\\n- **`tests/unit/test_makarov_pm.gd`** — 30 unit tests covering weapon data, caliber properties, ricochets, and wall penetration\\n\\n### Modified Files\\n- **`Scripts/Characters/Player.cs`** — MakarovPM detection for pistol pose, R→R reload for pistol, PM-specific reload sounds, weapon selection support\\n- **`Scripts/Weapons/MakarovPM.cs`** — Uses dedicated PM shot sound (`play_pm_shot`)\\n- **`scenes/characters/csharp/Player.tscn`** — Default weapon changed from AssaultRifle to MakarovPM\\n- **`scenes/weapons/csharp/MakarovPM.tscn`** — Sprite offset 15px (held further from body), BulletSpawnOffset 34px\\n- **`scripts/autoload/audio_manager.gd`** — Added PM sound constants and playback methods (`play_pm_shot`, `play_pm_reload_action_1`, `play_pm_reload_action_2`)\\n- **`scripts/autoload/game_manager.gd`** — Default weapon ID changed to `makarov_pm`, added to WEAPON_SCENES\\n- **`scripts/ui/armory_menu.gd`** — Added Makarov PM to FIREARMS and WEAPON_RESOURCE_PATHS\\n- **`scripts/levels/tutorial_level.gd`** — PM-specific reload tutorial text `[R] [R] Перезарядись`\\n- **`scripts/levels/*.gd`** — All 4 level scripts updated: MakarovPM as default, M16 weapon swap handler\\n\\n### PR Feedback Addressed\\n1. **PM held further from body** — Sprite offset increased from 9→15, BulletSpawnOffset 28→34, arm pose extended forward (left arm offset -14→-8, right arm 4→6)\\n2. **Reload changed to R→R** — 2-step pistol reload instead of R→F→R (F step skipped for MakarovPM), with separate tutorial text\\n3. **Dedicated PM sounds** — Uses `звук выстрела пм.mp3` for shooting, `первое действие перезарядки.mp3` and `второе действие перезарядки.mp3` for reload (replaces M16 placeholder sounds)\\n\\n### Weapon Specifications (per issue #577)\\n| Property | Value |\\n|----------|-------|\\n| Caliber | 9x18mm Makarov |\\n| Damage | 0.45 |\\n| Magazine | 9 rounds |\\n| Fire mode | Semi-automatic |\\n| Reload | R → R (2-step) |\\n| Ricochets | Medium (same as all pistols/SMGs) |\\n| Wall penetration | No |\\n| Loudness | Standard (1469, not silenced) |\\n\\n## Test plan\\n- [x] `dotnet build` compiles with 0 errors\\n- [x] Unit tests for weapon data values (damage, magazine size 9, fire mode)\\n- [x] Unit tests for caliber properties (ricochets, no penetration)\\n- [x] Unit tests for armory menu integration\\n- [ ] Manual: Start game and verify PM is the equipped weapon (held further from body)\\n- [ ] Manual: Verify R→R reload works (no F step needed)\\n- [ ] Manual: Verify PM shot and reload sounds play correctly\\n- [ ] Manual: Verify armory menu shows PM and allows weapon switching\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":578,\"title\":\"feat: add Makarov PM (ПМ) pistol as starting weapon\"},{\"body\":\"## 🎯 Summary\\n\\nImproves ASVK sniper rifle casing ejection to be more distinctive and realistic for the powerful 12.7x108mm anti-materiel rifle.\\n\\n### 📋 Issue Reference\\nFixes #575\\n\\n## 🔧 Changes\\n\\n### ASVK-Specific Casing Ejection Override\\n\\n**Modified:** `Scripts/Weapons/SniperRifle.cs`\\n- Added `SpawnCasing()` override with ASVK-specific ejection parameters\\n- Casings now eject **2-3x faster** (300-400 px/sec vs standard 120-180 px/sec)\\n- Casings now eject to the **right and slightly forward** (45-degree angle from perpendicular)\\n- Increased angular velocity for stronger tumbling effect (±20 rad/sec vs ±15)\\n\\n### Technical Implementation\\n\\n```csharp\\n// Ejection direction: perpendicular + 30% forward component\\nVector2 weaponRight = new Vector2(-direction.Y, direction.X);\\nVector2 ejectionBase = (weaponRight + direction * 0.3f).Normalized();\\n\\n// Speed: 2-3x faster than standard weapons\\nfloat ejectionSpeed = (float)GD.RandRange(300.0f, 400.0f);\\n```\\n\\n### Test Documentation\\n\\n**Added:** `experiments/test_asvk_casing_ejection.gd`\\n- Documents expected behavior and comparison with standard weapons\\n- Provides testing instructions for manual verification\\n- Shows ejection angle calculations and speed ranges\\n\\n## 📊 Comparison: Before vs After\\n\\n| Parameter | BaseWeapon (Before) | ASVK (After) | Improvement |\\n|-----------|---------------------|--------------|-------------|\\n| **Speed** | 120-180 px/sec | 300-400 px/sec | **2.2-3.3x faster** |\\n| **Direction** | Perpendicular (90°) | Right + Forward (45° from perp) | **More realistic** |\\n| **Spin** | ±15 rad/sec | ±20 rad/sec | **Stronger tumbling** |\\n| **Random angle** | ±0.3 radians | ±0.2 radians | **Tighter grouping** |\\n\\n## 🎮 Visual Result\\n\\n- **Before:** ASVK casings landed close to the rifle, perpendicular to the shot\\n- **After:** ASVK casings fly far to the right-forward, creating a distinctive visual effect befitting a heavy sniper rifle\\n\\n## ✅ Testing\\n\\nThe changes can be verified by:\\n1. Equipping the ASVK sniper rifle in-game\\n2. Firing and cycling the bolt (Arrow keys: Left → Down → Up → Right)\\n3. Observing casings ejecting during bolt step 2 (Down arrow)\\n4. Casings should visibly travel further to the right and forward compared to other weapons\\n\\n## 🔍 Implementation Details\\n\\n- The override maintains compatibility with the base weapon system\\n- Uses the same `CasingScene` and caliber data passing mechanism\\n- Adds debug logging for tracking ejection parameters\\n- Follows existing code patterns from `Shotgun.cs` casing ejection\\n\\n## 📝 Notes\\n\\n- Issue description (Russian): \\\"гильзы ASVK должны быстро выбрасываться вправо и чуть вперёд\\\"\\n- Translation: \\\"ASVK casings should be quickly ejected to the right and slightly forward\\\"\\n- Implementation matches all requirements from the issue\\n\\n---\\n*This PR is ready for review and testing.*\\n\\n🤖 Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>\",\"number\":576,\"title\":\"Improve ASVK casing ejection: faster, to the right and slightly forward\"},{\"body\":\"## Summary\\n\\nFixes #566 - ASVK bolt cycling on empty magazine incorrectly sets bolt to Ready state.\\n\\n**Problem (Russian):**\\n> зарядка при пустом магазине не считается, когда будет заряжен новый магазин всё равно надо будет заново заряжать патрон, хотя при этом новая гильза не выбросится.\\n\\n**Problem (English):**\\nWhen the player fires all rounds and cycles the bolt on an empty magazine, the bolt incorrectly transitions to \\\"Ready\\\" state despite no round being chambered. After inserting a new magazine, the player can fire immediately without cycling the bolt again.\\n\\n## Root Cause\\n\\nIn `HandleBoltActionInput()`, bolt step 4 (close bolt) unconditionally set `_boltStep = BoltActionStep.Ready` without checking whether there was actually ammo to chamber. The bolt cycling completed successfully even on an empty magazine.\\n\\n## Fix\\n\\n### 1. Bolt step 4 checks ammo before transitioning to Ready\\nWhen bolt cycling completes (step 4: close bolt), if `CurrentAmmo <= 0`, the bolt stays in `NeedsBoltCycle` state instead of transitioning to `Ready`. The user must cycle the bolt again after inserting a new magazine.\\n\\n### 2. Casing ejection tracking\\nAdded `_hasCasingToEject` flag. Casing is only spawned at bolt step 2 when there's a spent case (after firing). When cycling bolt again after reload on a previously empty chamber, no casing is ejected.\\n\\n### 3. Removed incorrect previous fix\\nRemoved `InstantReload()` and `FinishReload()` overrides and `ResetBolt()` method that were incorrectly resetting bolt to Ready after reload.\\n\\n## Expected Behavior After Fix\\n\\n| Step | Action | Result |\\n|------|--------|--------|\\n| 1 | Fire last round | Bolt → NeedsBoltCycle, ammo = 0 |\\n| 2 | Cycle bolt (L→D→U→R) | Casing ejected at step 2, bolt stays NeedsBoltCycle at step 4 (ammo = 0) |\\n| 3 | Reload (R-F-R) | Ammo refilled, bolt still NeedsBoltCycle |\\n| 4 | Cycle bolt again (L→D→U→R) | NO casing ejected at step 2, bolt → Ready at step 4 (ammo > 0) |\\n| 5 | Fire | Works normally |\\n\\n## Changes\\n\\n- `Scripts/Weapons/SniperRifle.cs`: Fixed bolt cycling logic and casing ejection\\n- `experiments/test_asvk_reload_bolt_fix.gd`: Updated test script\\n- `docs/case-studies/issue-566/`: Case study with game logs from testing\\n\\n## Build Status\\n\\n- C# build: Passes (`dotnet build` - 0 errors)\",\"number\":573,\"title\":\"Fix ASVK bolt cycling on empty magazine (Issue #566)\"},{\"body\":\"## Summary\\n\\nTunes the ASVK sniper rifle per issue requirements:\\n\\n- **Scope zoom x4**: Increased max scope zoom distance from 3.0x to 4.0x viewport (allows aiming one extra viewport further)\\n- **Sharper aiming sensitivity**: Increased scoped sensitivity multiplier from 5.0 to 8.0 (crosshair moves faster, making precise aiming more challenging)\\n- **5x slower rotation**: Reduced non-aiming rotation sensitivity factor from 0.2 to 0.04 (the heavy rifle now turns 25x slower than normal weapons, previously 5x)\\n- **Thinner smoke trail**: Reduced initial width from 8.0 to 5.0 and dissipation widening from +4.0 to +3.0\\n\\n## Changes\\n\\n### `Scripts/Weapons/SniperRifle.cs`\\n\\n| Setting | Before | After | Effect |\\n|---------|--------|-------|--------|\\n| `MaxScopeZoomDistance` | 3.0 | 4.0 | Can aim 1 extra viewport further |\\n| `BaseScopeSensitivityMultiplier` | 5.0 | 8.0 | Crosshair moves 60% faster when scoped |\\n| `NonAimingSensitivityFactor` | 0.2 | 0.04 | Rotation 5x slower than before |\\n| Tracer `Width` | 8.0 | 5.0 | Thinner smoke trail |\\n| Dissipation widening | +4.0 | +3.0 | Less widening during fade |\\n\\n## Issue Reference\\nFixes Jhon-Crow/godot-topdown-MVP#537\\n\\n## Test Plan\\n- [ ] Equip ASVK and verify rotation is noticeably slower than before\\n- [ ] Activate scope (RMB) and use mouse wheel — verify zoom reaches 4x viewport distance\\n- [ ] While scoped, move mouse — verify crosshair sensitivity is sharper (harder to aim)\\n- [ ] Fire ASVK — verify smoke trail is visibly thinner than before\\n- [ ] Verify no regression on bolt-action sequence (Left→Down→Up→Right)\\n- [ ] Verify C# build passes (`dotnet build` — 0 errors confirmed)\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"number\":572,\"title\":\"fix: tune ASVK sniper rifle — zoom x4, sharper aim, slower rotation, thinner smoke\"}]", | |
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| "text": "Now let me look at the difficulty menu to understand what \"ПН\" refers to in this game context." | |
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| [2026-02-08T08:47:00.738Z] [INFO] { | |
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| "content": " 1→extends CanvasLayer\n 2→## Difficulty selection menu.\n 3→##\n 4→## Allows the player to select between Power Fantasy, Easy, Normal, and Hard difficulty modes.\n 5→## Power Fantasy mode: 10 HP, 3x ammo, reduced recoil, blue laser sights, special effects\n 6→## Easy mode: Longer enemy reaction delay - enemies take more time to shoot after spotting player\n 7→## Normal mode: Classic game behavior\n 8→## Hard mode: Enemies react when player looks away, reduced ammo\n 9→## Also includes a Night Mode toggle right under the Difficulty title.\n 10→\n 11→## Signal emitted when the back button is pressed.\n 12→signal back_pressed\n 13→\n 14→## Reference to UI elements.\n 15→@onready var night_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer/NightModeCheckbox\n 16→@onready var power_fantasy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/PowerFantasyButton\n 17→@onready var easy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/EasyButton\n 18→@onready var normal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NormalButton\n 19→@onready var hard_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/HardButton\n 20→@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n 21→@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n 22→\n 23→\n 24→func _ready() -> void:\n 25→\t# Connect button signals\n 26→\tnight_mode_checkbox.toggled.connect(_on_night_mode_toggled)\n 27→\tpower_fantasy_button.pressed.connect(_on_power_fantasy_pressed)\n 28→\teasy_button.pressed.connect(_on_easy_pressed)\n 29→\tnormal_button.pressed.connect(_on_normal_pressed)\n 30→\thard_button.pressed.connect(_on_hard_pressed)\n 31→\tback_button.pressed.connect(_on_back_pressed)\n 32→\n 33→\t# Update button states based on current difficulty\n 34→\t_update_button_states()\n 35→\n 36→\t# Connect to difficulty changes\n 37→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 38→\tif difficulty_manager:\n 39→\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n 40→\n 41→\t# Connect to experimental settings changes (for night mode)\n 42→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 43→\tif experimental_settings:\n 44→\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n 45→\n 46→\t# Set process mode to allow input while paused\n 47→\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 48→\n 49→\n 50→func _update_button_states() -> void:\n 51→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 52→\tif difficulty_manager == null:\n 53→\t\treturn\n 54→\n 55→\tvar is_easy: bool = difficulty_manager.is_easy_mode()\n 56→\tvar is_normal: bool = difficulty_manager.is_normal_mode()\n 57→\tvar is_hard: bool = difficulty_manager.is_hard_mode()\n 58→\tvar is_power_fantasy: bool = difficulty_manager.is_power_fantasy_mode()\n 59→\n 60→\t# Highlight current difficulty - disable the selected button\n 61→\tpower_fantasy_button.disabled = is_power_fantasy\n 62→\teasy_button.disabled = is_easy\n 63→\tnormal_button.disabled = is_normal\n 64→\thard_button.disabled = is_hard\n 65→\n 66→\t# Update button text to show selection\n 67→\tpower_fantasy_button.text = \"Power Fantasy (Selected)\" if is_power_fantasy else \"Power Fantasy\"\n 68→\teasy_button.text = \"Easy (Selected)\" if is_easy else \"Easy\"\n 69→\tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n 70→\thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n 71→\n 72→\t# Update night mode checkbox\n 73→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 74→\tif experimental_settings:\n 75→\t\tnight_mode_checkbox.button_pressed = experimental_settings.is_realistic_visibility_enabled()\n 76→\n 77→\t# Update status label based on current difficulty\n 78→\tvar status_text: String = \"\"\n 79→\tif is_power_fantasy:\n 80→\t\tstatus_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n 81→\telif is_easy:\n 82→\t\tstatus_text = \"Easy mode: Enemies react slower\"\n 83→\telif is_hard:\n 84→\t\tstatus_text = \"Hard mode: Enemies react when you look away\"\n 85→\telse:\n 86→\t\tstatus_text = \"Normal mode: Classic gameplay\"\n 87→\n 88→\tif experimental_settings and experimental_settings.is_realistic_visibility_enabled():\n 89→\t\tstatus_text += \" | Night Mode ON\"\n 90→\n 91→\tstatus_label.text = status_text\n 92→\n 93→\n 94→func _on_night_mode_toggled(enabled: bool) -> void:\n 95→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 96→\tif experimental_settings:\n 97→\t\texperimental_settings.set_realistic_visibility_enabled(enabled)\n 98→\t_update_button_states()\n 99→\n 100→\n 101→func _on_power_fantasy_pressed() -> void:\n 102→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 103→\tif difficulty_manager:\n 104→\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.POWER_FANTASY)\n 105→\t_update_button_states()\n 106→\n 107→\n 108→func _on_easy_pressed() -> void:\n 109→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 110→\tif difficulty_manager:\n 111→\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.EASY)\n 112→\t_update_button_states()\n 113→\n 114→\n 115→func _on_normal_pressed() -> void:\n 116→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 117→\tif difficulty_manager:\n 118→\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.NORMAL)\n 119→\t_update_button_states()\n 120→\n 121→\n 122→func _on_hard_pressed() -> void:\n 123→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 124→\tif difficulty_manager:\n 125→\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.HARD)\n 126→\t_update_button_states()\n 127→\n 128→\n 129→func _on_back_pressed() -> void:\n 130→\tback_pressed.emit()\n 131→\n 132→\n 133→func _on_difficulty_changed(_new_difficulty: int) -> void:\n 134→\t_update_button_states()\n 135→\n 136→\n 137→func _on_settings_changed() -> void:\n 138→\t_update_button_states()\n 139→\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-1770540266856/scripts/ui/difficulty_menu.gd", | |
| "content": "extends CanvasLayer\n## Difficulty selection menu.\n##\n## Allows the player to select between Power Fantasy, Easy, Normal, and Hard difficulty modes.\n## Power Fantasy mode: 10 HP, 3x ammo, reduced recoil, blue laser sights, special effects\n## Easy mode: Longer enemy reaction delay - enemies take more time to shoot after spotting player\n## Normal mode: Classic game behavior\n## Hard mode: Enemies react when player looks away, reduced ammo\n## Also includes a Night Mode toggle right under the Difficulty title.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var night_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer/NightModeCheckbox\n@onready var power_fantasy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/PowerFantasyButton\n@onready var easy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/EasyButton\n@onready var normal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NormalButton\n@onready var hard_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/HardButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n\n\nfunc _ready() -> void:\n\t# Connect button signals\n\tnight_mode_checkbox.toggled.connect(_on_night_mode_toggled)\n\tpower_fantasy_button.pressed.connect(_on_power_fantasy_pressed)\n\teasy_button.pressed.connect(_on_easy_pressed)\n\tnormal_button.pressed.connect(_on_normal_pressed)\n\thard_button.pressed.connect(_on_hard_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update button states based on current difficulty\n\t_update_button_states()\n\n\t# Connect to difficulty changes\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n\n\t# Connect to experimental settings changes (for night mode)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_button_states() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager == null:\n\t\treturn\n\n\tvar is_easy: bool = difficulty_manager.is_easy_mode()\n\tvar is_normal: bool = difficulty_manager.is_normal_mode()\n\tvar is_hard: bool = difficulty_manager.is_hard_mode()\n\tvar is_power_fantasy: bool = difficulty_manager.is_power_fantasy_mode()\n\n\t# Highlight current difficulty - disable the selected button\n\tpower_fantasy_button.disabled = is_power_fantasy\n\teasy_button.disabled = is_easy\n\tnormal_button.disabled = is_normal\n\thard_button.disabled = is_hard\n\n\t# Update button text to show selection\n\tpower_fantasy_button.text = \"Power Fantasy (Selected)\" if is_power_fantasy else \"Power Fantasy\"\n\teasy_button.text = \"Easy (Selected)\" if is_easy else \"Easy\"\n\tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n\thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n\n\t# Update night mode checkbox\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\tnight_mode_checkbox.button_pressed = experimental_settings.is_realistic_visibility_enabled()\n\n\t# Update status label based on current difficulty\n\tvar status_text: String = \"\"\n\tif is_power_fantasy:\n\t\tstatus_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n\telif is_easy:\n\t\tstatus_text = \"Easy mode: Enemies react slower\"\n\telif is_hard:\n\t\tstatus_text = \"Hard mode: Enemies react when you look away\"\n\telse:\n\t\tstatus_text = \"Normal mode: Classic gameplay\"\n\n\tif experimental_settings and experimental_settings.is_realistic_visibility_enabled():\n\t\tstatus_text += \" | Night Mode ON\"\n\n\tstatus_label.text = status_text\n\n\nfunc _on_night_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_realistic_visibility_enabled(enabled)\n\t_update_button_states()\n\n\nfunc _on_power_fantasy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.POWER_FANTASY)\n\t_update_button_states()\n\n\nfunc _on_easy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.EASY)\n\t_update_button_states()\n\n\nfunc _on_normal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.NORMAL)\n\t_update_button_states()\n\n\nfunc _on_hard_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.HARD)\n\t_update_button_states()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_difficulty_changed(_new_difficulty: int) -> void:\n\t_update_button_states()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_button_states()\n", | |
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| [2026-02-08T08:47:06.128Z] [INFO] { | |
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| "text": "Now I need to understand what \"ПН\" means in this context. Looking at the issue title: \"патронов в пн должно быть больше\" — \"ammo in PN should be more\". Given this is a game with Power Fantasy (ПФ) mode, \"ПН\" doesn't match Power Fantasy. Let me check if there's a \"ПН\" abbreviation used somewhere, or if it could refer to \"Повер Нэйт\" (Power Night?) or something related to the game modes. Let me look at the README and game structure more carefully." | |
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| "content": " 1→# Godot Top-Down Template (Шаблон для создания игр с видом сверху)\n 2→\n 3→Шаблон проекта для создания игр с видом сверху (top-down) в Godot 4.3+ с поддержкой GDScript и C#.\n 4→\n 5→## 📋 Содержание\n 6→\n 7→- [Системные требования](#системные-требования)\n 8→- [Быстрый старт](#быстрый-старт)\n 9→- [Структура проекта](#структура-проекта)\n 10→- [Сцены и их назначение](#сцены-и-их-назначение)\n 11→- [Параметры геймплейных элементов](#параметры-геймплейных-элементов)\n 12→- [Система управления](#система-управления)\n 13→- [Физические слои](#физические-слои)\n 14→- [Расширение шаблона](#расширение-шаблона)\n 15→- [Лучшие практики](#лучшие-практики)\n 16→- [Архитектурные правила](#архитектурные-правила)\n 17→- [Решение проблем](#решение-проблем)\n 18→\n 19→## Системные требования\n 20→\n 21→### Для GDScript (по умолчанию):\n 22→- **Godot Engine 4.3** или новее ([скачать здесь](https://godotengine.org/download))\n 23→- **Операционная система**: Windows 7+, macOS 10.12+, или Linux\n 24→- **Видеокарта**: Поддержка OpenGL 3.3 / OpenGL ES 3.0 (большинство систем с 2012 года и новее)\n 25→- **Оперативная память**: минимум 2 ГБ\n 26→- **Место на диске**: около 50 МБ для проекта\n 27→\n 28→### Для C# (опционально):\n 29→- **Godot Engine 4.3 .NET** или новее ([скачать здесь](https://godotengine.org/download)) - версия с поддержкой C#\n 30→- **.NET SDK 6.0** или новее ([скачать здесь](https://dotnet.microsoft.com/download/dotnet/6.0))\n 31→- Остальные требования такие же как для GDScript\n 32→\n 33→### Рекомендуемые требования:\n 34→- **Godot Engine 4.3+** стабильная версия\n 35→- 4 ГБ оперативной памяти\n 36→- Современная видеокарта с поддержкой OpenGL 4.5+\n 37→\n 38→## Быстрый старт\n 39→\n 40→### Способ 1: Клонирование репозитория (рекомендуется)\n 41→\n 42→1. **Установите Git** (если еще не установлен):\n 43→ - Windows: [Git for Windows](https://git-scm.com/download/win)\n 44→ - macOS: `brew install git` или [Git for macOS](https://git-scm.com/download/mac)\n 45→ - Linux: `sudo apt-get install git` (Ubuntu/Debian) или `sudo yum install git` (Fedora/CentOS)\n 46→\n 47→2. **Клонируйте репозиторий**:\n 48→ ```bash\n 49→ git clone https://github.com/Jhon-Crow/godot-topdown-template.git\n 50→ cd godot-topdown-template\n 51→ ```\n 52→\n 53→3. **Откройте проект в Godot**:\n 54→ - Запустите Godot Engine\n 55→ - Нажмите кнопку \"Импортировать\" (Import)\n 56→ - Перейдите в папку `godot-topdown-template`\n 57→ - Выберите файл `project.godot`\n 58→ - Нажмите \"Импортировать и редактировать\" (Import & Edit)\n 59→\n 60→4. **Запустите проект**:\n 61→ - Нажмите **F5** или кнопку ▶ (Play) в правом верхнем углу редактора\n 62→ - Игра должна запуститься с главной сценой\n 63→\n 64→### Способ 2: Загрузка ZIP-архива\n 65→\n 66→1. **Скачайте проект**:\n 67→ - Перейдите на [главную страницу репозитория](https://github.com/Jhon-Crow/godot-topdown-template)\n 68→ - Нажмите зеленую кнопку \"Code\"\n 69→ - Выберите \"Download ZIP\"\n 70→\n 71→2. **Распакуйте архив**:\n 72→ - Распакуйте скачанный ZIP-файл в удобное место\n 73→ - Рекомендуется использовать путь без кириллицы и пробелов\n 74→\n 75→3. **Откройте в Godot** (см. шаги 3-4 из Способа 1)\n 76→\n 77→### Первый запуск\n 78→\n 79→После открытия проекта вы увидите:\n 80→- **Main.tscn** - главная сцена, которая запускается при нажатии F5\n 81→- **TestTier.tscn** - тестовый полигон для стрельбы, где можно опробовать механики\n 82→\n 83→**Управление по умолчанию**:\n 84→- **WASD** или **Стрелки** - движение персонажа\n 85→- **Левая кнопка мыши** - стрельба в направлении курсора\n 86→- **ESC** - пауза / меню настроек\n 87→\n 88→### Использование C# версии (опционально)\n 89→\n 90→Для использования C# версии сцен:\n 91→1. Откройте проект в Godot Engine .NET (версия с поддержкой C#)\n 92→2. Откройте `scenes/levels/csharp/TestTier.tscn` и нажмите F6 для запуска\n 93→3. Или замените ссылки на сцены в вашем проекте на C# версии из папок `csharp/`\n 94→\n 95→## Структура проекта\n 96→\n 97→```\n 98→godot-topdown-template/\n 99→├── project.godot # Конфигурация проекта Godot\n 100→├── GodotTopDownTemplate.csproj # C# проект (опционально)\n 101→├── GodotTopDownTemplate.sln # Visual Studio решение (опционально)\n 102→├── icon.svg # Иконка проекта\n 103→│\n 104→├── scenes/ # Все игровые сцены (.tscn файлы)\n 105→│ ├── main/ # Главные сцены\n 106→│ │ └── Main.tscn # Главная точка входа (запускается по F5)\n 107→│ ├── levels/ # Игровые уровни\n 108→│ │ ├── TestTier.tscn # Тестовый полигон (GDScript)\n 109→│ │ └── csharp/ # C# альтернативные сцены\n 110→│ │ └── TestTier.tscn # Тестовый полигон (C#)\n 111→│ ├── characters/ # Персонажи\n 112→│ │ ├── Player.tscn # Игрок (GDScript)\n 113→│ │ └── csharp/ # C# альтернативные сцены\n 114→│ │ └── Player.tscn # Игрок (C#)\n 115→│ ├── projectiles/ # Снаряды\n 116→│ │ ├── Bullet.tscn # Пуля (GDScript)\n 117→│ │ └── csharp/ # C# альтернативные сцены\n 118→│ │ └── Bullet.tscn # Пуля (C#)\n 119→│ ├── objects/ # Игровые объекты\n 120→│ │ ├── Target.tscn # Мишень (GDScript)\n 121→│ │ └── csharp/ # C# альтернативные сцены\n 122→│ │ └── Target.tscn # Мишень (C#)\n 123→│ └── ui/ # Интерфейс пользователя\n 124→│ ├── PauseMenu.tscn # Меню паузы\n 125→│ └── ControlsMenu.tscn # Меню переназначения клавиш\n 126→│\n 127→├── scripts/ # GDScript файлы (.gd) - основная реализация\n 128→│ ├── main.gd # Скрипт главной сцены\n 129→│ ├── autoload/ # Автозагружаемые скрипты (синглтоны)\n 130→│ │ └── input_settings.gd # Менеджер настроек управления\n 131→│ ├── levels/ # Скрипты уровней\n 132→│ │ └── test_tier.gd # Скрипт тестового полигона\n 133→│ ├── characters/ # Скрипты персонажей\n 134→│ │ └── player.gd # Движение и стрельба игрока\n 135→│ ├── projectiles/ # Скрипты снарядов\n 136→│ │ └── bullet.gd # Поведение пули\n 137→│ ├── objects/ # Скрипты объектов\n 138→│ │ └── target.gd # Реакция мишени на попадание\n 139→│ ├── ui/ # Скрипты интерфейса\n 140→│ │ ├── pause_menu.gd # Контроллер меню паузы\n 141→│ │ └── controls_menu.gd # Контроллер переназначения клавиш\n 142→│ └── utils/ # Вспомогательные скрипты\n 143→│\n 144→├── Scripts/ # C# скрипты (.cs) - опциональная реализация\n 145→│ ├── Interfaces/ # Интерфейсы\n 146→│ │ └── IDamageable.cs # Интерфейс системы урона\n 147→│ ├── AbstractClasses/ # Абстрактные классы\n 148→│ │ ├── BaseCharacter.cs # Базовый класс персонажей\n 149→│ │ └── BaseWeapon.cs # Базовый класс оружия\n 150→│ ├── Components/ # Переиспользуемые компоненты\n 151→│ │ └── HealthComponent.cs # Компонент здоровья\n 152→│ ├── Data/ # Ресурсы данных\n 153→│ │ ├── WeaponData.cs # Конфигурация оружия\n 154→│ │ └── BulletData.cs # Конфигурация снарядов\n 155→│ ├── Characters/ # Реализации персонажей\n 156→│ │ └── Player.cs # Контроллер игрока\n 157→│ ├── Projectiles/ # Реализации снарядов\n 158→│ │ └── Bullet.cs # Снаряд\n 159→│ └── Objects/ # Игровые объекты\n 160→│ └── Enemy.cs # Враг/мишень\n 161→│\n 162→├── assets/ # Игровые ресурсы\n 163→│ ├── sprites/ # 2D спрайты и текстуры\n 164→│ ├── audio/ # Звуковые эффекты и музыка\n 165→│ └── fonts/ # Шрифты\n 166→│\n 167→└── addons/ # Сторонние плагины Godot\n 168→```\n 169→\n 170→## Сцены и их назначение\n 171→\n 172→### Main.tscn - Главная сцена\n 173→\n 174→**Назначение**: Точка входа в игру, запускается при нажатии F5.\n 175→\n 176→**Использование**:\n 177→- Место для главного меню\n 178→- Загрузчик других сцен\n 179→- Инициализация глобальных систем\n 180→\n 181→**Как изменить главную сцену**:\n 182→1. Откройте **Проект > Настройки проекта** (Project > Project Settings)\n 183→2. Перейдите в раздел **Application > Run**\n 184→3. Измените параметр **Main Scene** на нужную сцену\n 185→\n 186→### TestTier.tscn - Тестовый полигон\n 187→\n 188→**Назначение**: Полноценный тестовый уровень для отработки механик стрельбы и движения.\n 189→\n 190→**Особенности**:\n 191→- Закрытая арена с непроходимыми стенами\n 192→- Препятствия для укрытия и тестирования движения\n 193→- Зона с мишенями для стрельбы\n 194→- Готовая настройка коллизий\n 195→\n 196→**Структура сцены**:\n 197→```\n 198→TestTier\n 199→├── Environment # Окружение\n 200→│ ├── Background # Темно-зеленый фон (1280x720)\n 201→│ ├── Floor # Светло-зеленый пол\n 202→│ ├── Walls # Коричневые стены с коллизией\n 203→│ ├── Obstacles # Препятствия\n 204→│ ├── Targets # Красные мишени\n 205→│ └── TargetArea # Метка зоны мишеней\n 206→├── Entities # Сущности\n 207→│ └── Player # Экземпляр игрока\n 208→└── CanvasLayer # UI\n 209→ └── UI # HUD с названием уровня\n 210→```\n 211→\n 212→**Как запустить**:\n 213→1. Откройте `scenes/levels/TestTier.tscn` в редакторе\n 214→2. Нажмите **F6** для запуска текущей сцены\n 215→3. Используйте WASD для движения и ЛКМ для стрельбы\n 216→\n 217→### Player.tscn - Игрок\n 218→\n 219→**Назначение**: Управляемый персонаж с плавным физическим движением.\n 220→\n 221→**Компоненты**:\n 222→- **CharacterBody2D** - корневой узел для физического движения\n 223→- **CollisionShape2D** - круглая коллизия (радиус 16 пикселей)\n 224→- **Sprite2D** - спрайт персонажа (можно заменить на свой)\n 225→- **Camera2D** - камера, плавно следующая за игроком\n 226→\n 227→**Система движения**: Основана на ускорении и трении для плавного управления без рывков. Диагональное движение нормализовано для предотвращения повышенной скорости.\n 228→\n 229→**Система стрельбы**: Игрок стреляет пулями в направлении курсора мыши при нажатии ЛКМ. Пули создаются со смещением от центра игрока в направлении стрельбы.\n 230→\n 231→### Bullet.tscn - Пуля\n 232→\n 233→**Назначение**: Снаряд для системы стрельбы.\n 234→\n 235→**Компоненты**:\n 236→- **Area2D** - корневой узел для детектирования столкновений\n 237→- **CircleShape2D** - точная форма попадания (радиус 4 пикселя)\n 238→- **Sprite2D** - желтый спрайт пули (можно заменить)\n 239→\n 240→**Поведение**:\n 241→- Движется с постоянной скоростью в заданном направлении\n 242→- Автоматически уничтожается при столкновении\n 243→- Удаляется через заданное время жизни (защита от бесконечных пуль)\n 244→\n 245→### Target.tscn - Мишень\n 246→\n 247→**Назначение**: Стреляемая мишень, реагирующая на попадания.\n 248→\n 249→**Компоненты**:\n 250→- **Area2D** - корневой узел для детектирования попаданий\n 251→- **Sprite2D** - визуальный спрайт мишени\n 252→\n 253→**Поведение**:\n 254→- Меняет цвет при попадании (красный → зеленый)\n 255→- Автоматически восстанавливается после задержки\n 256→- Опционально может уничтожаться при попадании\n 257→\n 258→### PauseMenu.tscn - Меню паузы\n 259→\n 260→**Назначение**: Меню паузы, появляющееся при нажатии ESC.\n 261→\n 262→**Функции**:\n 263→- **Resume** (Продолжить) - возврат к игре\n 264→- **Controls** (Управление) - открытие меню переназначения клавиш\n 265→- **Quit** (Выход) - выход из игры\n 266→\n 267→**Как работает**:\n 268→- Ставит игру на паузу (`get_tree().paused = true`)\n 269→- Открывается по нажатию ESC во время игры\n 270→- Встроено в TestTier для демонстрации\n 271→\n 272→### ControlsMenu.tscn - Меню управления\n 273→\n 274→**Назначение**: Интерфейс переназначения клавиш управления.\n 275→\n 276→**Функции**:\n 277→- Отображает все доступные для переназначения действия\n 278→- Показывает текущие назначенные клавиши\n 279→- Позволяет переназначить любую клавишу\n 280→- Детектирует конфликты клавиш\n 281→- Сохраняет настройки в файл `user://input_settings.cfg`\n 282→\n 283→**Переназначаемые действия**:\n 284→| Действие | Клавиша по умолчанию | Описание |\n 285→|----------|---------------------|----------|\n 286→| Move Up | W | Движение вверх |\n 287→| Move Down | S | Движение вниз |\n 288→| Move Left | A | Движение влево |\n 289→| Move Right | D | Движение вправо |\n 290→| Shoot | Левая кнопка мыши | Стрельба к курсору |\n 291→| Pause | Escape | Пауза/меню |\n 292→\n 293→**Как использовать**:\n 294→1. Нажмите ESC для открытия меню паузы\n 295→2. Нажмите \"Controls\" для открытия меню управления\n 296→3. Кликните на любую кнопку действия\n 297→4. Нажмите желаемую новую клавишу (или ESC для отмены)\n 298→5. Нажмите \"Apply\" для сохранения изменений\n 299→6. Нажмите \"Reset\" для сброса к настройкам по умолчанию\n 300→\n 301→## Параметры геймплейных элементов\n 302→\n 303→### Player (Игрок) - scripts/characters/player.gd\n 304→\n 305→Все параметры настраиваются в **Инспекторе** (Inspector) при выборе узла Player в сцене.\n 306→\n 307→#### Параметры движения\n 308→\n 309→| Параметр | Тип | По умолчанию | Описание | Влияние на геймплей |\n 310→|----------|-----|--------------|----------|---------------------|\n 311→| `max_speed` | float | 200.0 | Максимальная скорость движения (пикселей/секунду) | Чем выше значение, тем быстрее бегает персонаж. 200 - умеренная скорость, 400+ - очень быстро |\n 312→| `acceleration` | float | 1200.0 | Скорость разгона до максимальной скорости | Чем выше, тем резче персонаж начинает движение. Низкие значения (300-500) = плавный разгон, высокие (1500+) = мгновенный старт |\n 313→| `friction` | float | 1000.0 | Скорость торможения при отпускании клавиш | Чем выше, тем резче персонаж останавливается. Низкие значения (200-400) = скольжение, высокие (1500+) = мгновенная остановка |\n 314→\n 315→**Примеры настроек для разных стилей игр**:\n 316→\n 317→- **Аркадный шутер** (резкое управление):\n 318→ - `max_speed = 250`\n 319→ - `acceleration = 2000`\n 320→ - `friction = 1500`\n 321→\n 322→- **Реалистичное управление** (инерция):\n 323→ - `max_speed = 180`\n 324→ - `acceleration = 400`\n 325→ - `friction = 300`\n 326→\n 327→- **Быстрый экшен** (высокая мобильность):\n 328→ - `max_speed = 350`\n 329→ - `acceleration = 1800`\n 330→ - `friction = 1200`\n 331→\n 332→#### Параметры стрельбы\n 333→\n 334→| Параметр | Тип | По умолчанию | Описание | Влияние на геймплей |\n 335→|----------|-----|--------------|----------|---------------------|\n 336→| `bullet_scene` | PackedScene | Bullet.tscn | Сцена пули для создания | Можно заменить на свою сцену пули с другим поведением/внешним видом |\n 337→| `bullet_spawn_offset` | float | 20.0 | Смещение точки появления пули от центра игрока (пикселей) | Определяет, где появляется пуля. 20 = перед игроком, 0 = в центре игрока |\n 338→\n 339→**Как изменить**:\n 340→1. Откройте сцену Player.tscn или уровень с игроком\n 341→2. Выберите узел Player в дереве сцены\n 342→3. В панели Inspector справа найдите раздел \"Script Variables\"\n 343→4. Измените нужные значения\n 344→5. Нажмите Ctrl+S для сохранения сцены\n 345→\n 346→### Bullet (Пуля) - scripts/projectiles/bullet.gd\n 347→\n 348→| Параметр | Тип | По умолчанию | Описание | Влияние на геймплей |\n 349→|----------|-----|--------------|----------|---------------------|\n 350→| `speed` | float | 600.0 | Скорость полета пули (пикселей/секунду) | Чем выше, тем быстрее летит пуля. 300 = медленно, 1000+ = очень быстро |\n 351→| `lifetime` | float | 3.0 | Максимальное время жизни пули (секунд) | Через это время пуля автоматически уничтожается, даже если ни во что не попала |\n 352→\n 353→**Переменная (устанавливается из кода)**:\n 354→- `direction: Vector2` - направление движения пули (устанавливается игроком при выстреле)\n 355→\n 356→**Примеры настроек**:\n 357→\n 358→- **Медленная пуля** (как файрбол):\n 359→ - `speed = 300`\n 360→ - `lifetime = 5.0`\n 361→\n 362→- **Быстрая пуля** (как лазер):\n 363→ - `speed = 1200`\n 364→ - `lifetime = 2.0`\n 365→\n 366→- **Обычная пуля**:\n 367→ - `speed = 600`\n 368→ - `lifetime = 3.0`\n 369→\n 370→### Target (Мишень) - scripts/objects/target.gd\n 371→\n 372→| Параметр | Тип | По умолчанию | Описание | Влияние на геймплей |\n 373→|----------|-----|--------------|----------|---------------------|\n 374→| `hit_color` | Color | Зеленый | Цвет мишени при попадании | Визуальная индикация попадания. По умолчанию зеленый (0.2, 0.8, 0.2) |\n 375→| `normal_color` | Color | Красный | Обычный цвет мишени | Цвет в исходном состоянии. По умолчанию красный (0.9, 0.2, 0.2) |\n 376→| `destroy_on_hit` | bool | false | Уничтожать мишень при попадании | false = мишень восстанавливается, true = мишень исчезает |\n 377→| `respawn_delay` | float | 2.0 | Задержка перед восстановлением/уничтожением (секунд) | Время, через которое мишень либо восстанавливается (если destroy_on_hit = false), либо уничтожается (если true) |\n 378→\n 379→**Примеры настроек**:\n 380→\n 381→- **Тренировочная мишень** (восстанавливается):\n 382→ - `destroy_on_hit = false`\n 383→ - `respawn_delay = 2.0`\n 384→ - Мишень можно стрелять многократно\n 385→\n 386→- **Разрушаемая мишень**:\n 387→ - `destroy_on_hit = true`\n 388→ - `respawn_delay = 1.0`\n 389→ - Мишень исчезает после попадания\n 390→\n 391→- **Быстро восстанавливающаяся мишень**:\n 392→ - `destroy_on_hit = false`\n 393→ - `respawn_delay = 0.5`\n 394→ - Для интенсивной практики стрельбы\n 395→\n 396→### InputSettings (Настройки управления) - scripts/autoload/input_settings.gd\n 397→\n 398→Это синглтон (autoload), который автоматически загружается при старте игры.\n 399→\n 400→**Константы**:\n 401→- `SETTINGS_PATH = \"user://input_settings.cfg\"` - путь к файлу сохранения настроек\n 402→\n 403→**Переменные**:\n 404→- `remappable_actions: Array[String]` - список действий, доступных для переназначения\n 405→\n 406→**Методы для использования в других скриптах**:\n 407→\n 408→```gdscript\n 409→# Получить отображаемое имя действия\n 410→InputSettings.get_action_display_name(\"move_up\") # Вернет \"Move Up\"\n 411→\n 412→# Получить текущую назначенную клавишу\n 413→InputSettings.get_action_key_name(\"shoot\") # Вернет \"Left Mouse\"\n 414→\n 415→# Установить новую клавишу для действия\n 416→var new_event = InputEventKey.new()\n 417→new_event.physical_keycode = KEY_SPACE\n 418→InputSettings.set_action_key(\"shoot\", new_event)\n 419→\n 420→# Сбросить все настройки к значениям по умолчанию\n 421→InputSettings.reset_to_defaults()\n 422→\n 423→# Сохранить настройки в файл\n 424→InputSettings.save_settings()\n 425→\n 426→# Проверить конфликт клавиш\n 427→var conflict = InputSettings.check_key_conflict(event, \"move_up\")\n 428→if conflict != \"\":\n 429→ print(\"Конфликт с действием: \", conflict)\n 430→```\n 431→\n 432→**Сигналы**:\n 433→- `controls_changed` - испускается при изменении настроек управления\n 434→\n 435→## Система управления\n 436→\n 437→### Настроенные действия ввода (Input Actions)\n 438→\n 439→Все действия настраиваются в **Проект > Настройки проекта > Карта ввода** (Project > Project Settings > Input Map).\n 440→\n 441→| Действие | Клавиши по умолчанию | Назначение |\n 442→|----------|----------------------|------------|\n 443→| `move_up` | W, Стрелка вверх | Движение персонажа вверх |\n 444→| `move_down` | S, Стрелка вниз | Движение персонажа вниз |\n 445→| `move_left` | A, Стрелка влево | Движение персонажа влево |\n 446→| `move_right` | D, Стрелка вправо | Движение персонажа вправо |\n 447→| `shoot` | Левая кнопка мыши | Стрельба к курсору |\n 448→| `pause` | Escape | Открытие меню паузы |\n 449→\n 450→### Как добавить новое действие\n 451→\n 452→**Пример**: Добавим действие для бега (sprint)\n 453→\n 454→1. **В настройках проекта**:\n 455→ - Откройте **Проект > Настройки проекта** (Project > Project Settings)\n 456→ - Перейдите на вкладку **Карта ввода** (Input Map)\n 457→ - Введите имя действия `sprint` в поле в верхней части\n 458→ - Нажмите **Добавить** (Add)\n 459→ - Кликните на \"+\" справа от `sprint`\n 460→ - Нажмите клавишу Shift\n 461→ - Нажмите **OK**\n 462→\n 463→2. **В коде игрока** (scripts/characters/player.gd):\n 464→ ```gdscript\n 465→ # Добавьте параметр\n 466→ @export var sprint_multiplier: float = 1.5\n 467→\n 468→ # Измените метод _physics_process\n 469→ func _physics_process(delta: float) -> void:\n 470→ var input_direction := _get_input_direction()\n 471→\n 472→ # Определяем текущую максимальную скорость\n 473→ var current_max_speed = max_speed\n 474→ if Input.is_action_pressed(\"sprint\"):\n 475→ current_max_speed *= sprint_multiplier\n 476→\n 477→ if input_direction != Vector2.ZERO:\n 478→ velocity = velocity.move_toward(input_direction * current_max_speed, acceleration * delta)\n 479→ else:\n 480→ velocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n 481→\n 482→ move_and_slide()\n 483→ ```\n 484→\n 485→3. **Добавьте в переназначаемые действия** (опционально):\n 486→ - Откройте `scripts/autoload/input_settings.gd`\n 487→ - Добавьте `\"sprint\"` в массив `remappable_actions`\n 488→ - Добавьте обработку в методе `get_action_display_name`:\n 489→ ```gdscript\n 490→ \"sprint\":\n 491→ return \"Sprint\"\n 492→ ```\n 493→\n 494→## Физические слои\n 495→\n 496→Godot использует слои коллизий для определения того, какие объекты могут взаимодействовать друг с другом.\n 497→\n 498→### Настроенные слои\n 499→\n 500→Слои настраиваются в **Проект > Настройки проекта > Имена слоев > 2D физика** (Project > Project Settings > Layer Names > 2D Physics).\n 501→\n 502→| Слой | Название | Назначение | Примеры |\n 503→|------|----------|------------|---------|\n 504→| 1 | player | Игрок | Персонаж игрока |\n 505→| 2 | enemies | Враги | Враждебные NPC, монстры |\n 506→| 3 | obstacles | Препятствия | Стены, барьеры, непроходимые объекты |\n 507→| 4 | pickups | Подбираемые предметы | Монеты, здоровье, оружие |\n 508→| 5 | projectiles | Снаряды | Пули, ракеты, магические снаряды |\n 509→| 6 | targets | Мишени | Стреляемые мишени, интерактивные объекты |\n 510→\n 511→### Как работают слои\n 512→\n 513→Каждый физический объект (CharacterBody2D, Area2D, StaticBody2D и т.д.) имеет:\n 514→\n 515→1. **Collision Layer** (Слой коллизии) - на каком слое находится объект\n 516→2. **Collision Mask** (Маска коллизии) - с какими слоями объект может взаимодействовать\n 517→\n 518→**Пример настройки игрока**:\n 519→- **Collision Layer** = 1 (player) - игрок находится на слое игрока\n 520→- **Collision Mask** = 4 (obstacles) + 8 (pickups) - игрок видит препятствия и подбираемые предметы\n 521→\n 522→**Пример настройки пули**:\n 523→- **Collision Layer** = 5 (projectiles) - пуля находится на слое снарядов\n 524→- **Collision Mask** = 4 (obstacles) + 32 (targets) - пуля видит стены и мишени\n 525→\n 526→### Как настроить коллизии для нового объекта\n 527→\n 528→**Пример**: Создаем подбираемую монету\n 529→\n 530→1. Создайте сцену с узлом Area2D\n 531→2. Выберите узел Area2D\n 532→3. В Inspector найдите раздел **Collision**\n 533→4. **Collision Layer**: Включите только слой 4 (pickups)\n 534→5. **Collision Mask**: Включите только слой 1 (player) - монета будет детектировать игрока\n 535→\n 536→**В скрипте монеты**:\n 537→```gdscript\n 538→extends Area2D\n 539→\n 540→func _ready() -> void:\n 541→ # Слушаем вход в область\n 542→ body_entered.connect(_on_body_entered)\n 543→\n 544→func _on_body_entered(body: Node2D) -> void:\n 545→ # Если это игрок (находится на слое player)\n 546→ if body is CharacterBody2D:\n 547→ print(\"Игрок подобрал монету!\")\n 548→ queue_free() # Удаляем монету\n 549→```\n 550→\n 551→### Таблица взаимодействий\n 552→\n 553→| Объект | Слой | Маска | Взаимодействует с |\n 554→|--------|------|-------|-------------------|\n 555→| Игрок | 1 (player) | 4 (obstacles) + 8 (pickups) | Стены, предметы |\n 556→| Враг | 2 (enemies) | 1 (player) + 4 (obstacles) | Игрок, стены |\n 557→| Стена | 3 (obstacles) | - | Ничего (статичная) |\n 558→| Монета | 4 (pickups) | 1 (player) | Игрок |\n 559→| Пуля | 5 (projectiles) | 4 (obstacles) + 32 (targets) | Стены, мишени |\n 560→| Мишень | 6 (targets) | 16 (projectiles) | Пули |\n 561→\n 562→## Расширение шаблона\n 563→\n 564→### Добавление нового уровня\n 565→\n 566→**Шаг за шагом**:\n 567→\n 568→1. **Создайте файл сцены**:\n 569→ - Кликните правой кнопкой на папку `scenes/levels/`\n 570→ - Выберите **Создать новую сцену** (New Scene)\n 571→ - Сохраните как `scenes/levels/MyLevel.tscn`\n 572→\n 573→2. **Настройте структуру**:\n 574→ ```\n 575→ MyLevel (Node2D)\n 576→ ├── Environment (Node2D)\n 577→ │ ├── Background (Sprite2D/ColorRect)\n 578→ │ ├── Walls (Node2D)\n 579→ │ │ └── Wall1 (StaticBody2D + CollisionShape2D)\n 580→ │ └── Objects (Node2D)\n 581→ ├── Entities (Node2D)\n 582→ │ └── Player (экземпляр Player.tscn)\n 583→ └── CanvasLayer\n 584→ └── UI (Control)\n 585→ ```\n 586→\n 587→3. **Создайте скрипт уровня**:\n 588→ - Создайте файл `scripts/levels/my_level.gd`\n 589→ - Прикрепите к корневому узлу MyLevel\n 590→\n 591→ ```gdscript\n 592→ extends Node2D\n 593→ ## My custom game level\n 594→\n 595→ func _ready() -> void:\n 596→ print(\"Level loaded!\")\n 597→ # Инициализация уровня\n 598→\n 599→ func _process(delta: float) -> void:\n 600→ # Логика уровня\n 601→ pass\n 602→ ```\n 603→\n 604→4. **Добавьте игрока**:\n 605→ - Перетащите `scenes/characters/Player.tscn` в узел Entities\n 606→ - Установите его position в желаемую стартовую позицию\n 607→\n 608→5. **Добавьте стены**:\n 609→ - Создайте StaticBody2D под Walls\n 610→ - Добавьте CollisionShape2D\n 611→ - Установите **Collision Layer** = 3 (obstacles)\n 612→ - Добавьте визуальный спрайт или ColorRect\n 613→\n 614→6. **Запустите уровень**:\n 615→ - Откройте MyLevel.tscn\n 616→ - Нажмите F6 для запуска текущей сцены\n 617→\n 618→### Добавление нового персонажа (врага)\n 619→\n 620→**Шаг за шагом**:\n 621→\n 622→1. **Создайте сцену**:\n 623→ - Создайте `scenes/characters/Enemy.tscn`\n 624→ - Корневой узел: CharacterBody2D\n 625→\n 626→2. **Добавьте компоненты**:\n 627→ ```\n 628→ Enemy (CharacterBody2D)\n 629→ ├── CollisionShape2D (форма коллизии)\n 630→ ├── Sprite2D (визуальный спрайт)\n 631→ └── DetectionArea (Area2D) - для детектирования игрока\n 632→ └── CollisionShape2D\n 633→ ```\n 634→\n 635→3. **Настройте коллизии**:\n 636→ - **Enemy (CharacterBody2D)**:\n 637→ - Collision Layer: 2 (enemies)\n 638→ - Collision Mask: 1 (player) + 4 (obstacles)\n 639→ - **DetectionArea (Area2D)**:\n 640→ - Collision Layer: 2 (enemies)\n 641→ - Collision Mask: 1 (player)\n 642→\n 643→4. **Создайте скрипт** `scripts/characters/enemy.gd`:\n 644→ ```gdscript\n 645→ extends CharacterBody2D\n 646→ ## Basic enemy that follows the player\n 647→\n 648→ @export var move_speed: float = 100.0\n 649→ @export var detection_range: float = 200.0\n 650→\n 651→ @onready var detection_area: Area2D = $DetectionArea\n 652→\n 653→ var player: CharacterBody2D = null\n 654→\n 655→ func _ready() -> void:\n 656→ # Настраиваем зону детектирования\n 657→ detection_area.body_entered.connect(_on_detection_entered)\n 658→ detection_area.body_exited.connect(_on_detection_exited)\n 659→\n 660→ func _physics_process(delta: float) -> void:\n 661→ if player:\n 662→ # Двигаемся к игроку\n 663→ var direction = (player.global_position - global_position).normalized()\n 664→ velocity = direction * move_speed\n 665→ move_and_slide()\n 666→\n 667→ func _on_detection_entered(body: Node2D) -> void:\n 668→ if body is CharacterBody2D and body.collision_layer & 1: # Проверяем слой player\n 669→ player = body\n 670→\n 671→ func _on_detection_exited(body: Node2D) -> void:\n 672→ if body == player:\n 673→ player = null\n 674→ ```\n 675→\n 676→5. **Используйте на уровне**:\n 677→ - Перетащите Enemy.tscn на ваш уровень\n 678→ - Настройте параметры в Inspector\n 679→\n 680→### Добавление нового типа снаряда\n 681→\n 682→**Пример**: Создадим медленный огненный шар\n 683→\n 684→1. **Создайте сцену**:\n 685→ - Скопируйте `scenes/projectiles/Bullet.tscn`\n 686→ - Сохраните как `scenes/projectiles/Fireball.tscn`\n 687→\n 688→2. **Измените визуал**:\n 689→ - Измените спрайт на красный/оранжевый\n 690→ - Увеличьте размер коллизии (например, радиус 8)\n 691→\n 692→3. **Создайте скрипт** `scripts/projectiles/fireball.gd`:\n 693→ ```gdscript\n 694→ extends Area2D\n 695→ ## Fireball projectile with explosion effect\n 696→\n 697→ @export var speed: float = 300.0 # Медленнее обычной пули\n 698→ @export var lifetime: float = 5.0\n 699→ @export var explosion_radius: float = 50.0\n 700→\n 701→ var direction: Vector2 = Vector2.RIGHT\n 702→ var _time_alive: float = 0.0\n 703→\n 704→ func _ready() -> void:\n 705→ body_entered.connect(_on_body_entered)\n 706→ area_entered.connect(_on_area_entered)\n 707→\n 708→ func _physics_process(delta: float) -> void:\n 709→ position += direction * speed * delta\n 710→ _time_alive += delta\n 711→ if _time_alive >= lifetime:\n 712→ _explode()\n 713→\n 714→ func _on_body_entered(body: Node2D) -> void:\n 715→ _explode()\n 716→\n 717→ func _on_area_entered(area: Area2D) -> void:\n 718→ if area.has_method(\"on_hit\"):\n 719→ area.on_hit()\n 720→ _explode()\n 721→\n 722→ func _explode() -> void:\n 723→ # Создаем область взрыва\n 724→ var explosion_area = Area2D.new()\n 725→ var shape = CircleShape2D.new()\n 726→ shape.radius = explosion_radius\n 727→ var collision = CollisionShape2D.new()\n 728→ collision.shape = shape\n 729→ explosion_area.add_child(collision)\n 730→ explosion_area.global_position = global_position\n 731→ get_tree().current_scene.add_child(explosion_area)\n 732→\n 733→ # Находим всех врагов в радиусе\n 734→ explosion_area.collision_mask = 2 # enemies layer\n 735→ await get_tree().process_frame\n 736→ var bodies = explosion_area.get_overlapping_bodies()\n 737→ for body in bodies:\n 738→ if body.has_method(\"take_damage\"):\n 739→ body.take_damage(50)\n 740→\n 741→ explosion_area.queue_free()\n 742→ queue_free()\n 743→ ```\n 744→\n 745→4. **Используйте в игроке**:\n 746→ - Откройте Player.tscn\n 747→ - В Inspector измените `bullet_scene` на Fireball.tscn\n 748→\n 749→### Добавление автозагрузки (Autoload/Singleton)\n 750→\n 751→Автозагрузки используются для глобальных систем (менеджеры, настройки и т.д.)\n 752→\n 753→**Пример**: Создадим менеджер счета\n 754→\n 755→1. **Создайте скрипт** `scripts/autoload/score_manager.gd`:\n 756→ ```gdscript\n 757→ extends Node\n 758→ ## Global score manager\n 759→\n 760→ signal score_changed(new_score: int)\n 761→\n 762→ var score: int = 0:\n 763→ set(value):\n 764→ score = value\n 765→ score_changed.emit(score)\n 766→\n 767→ func add_score(amount: int) -> void:\n 768→ score += amount\n 769→\n 770→ func reset_score() -> void:\n 771→ score = 0\n 772→\n 773→ func get_score() -> int:\n 774→ return score\n 775→ ```\n 776→\n 777→2. **Добавьте в автозагрузку**:\n 778→ - Откройте **Проект > Настройки проекта** (Project > Project Settings)\n 779→ - Перейдите на вкладку **Autoload**\n 780→ - Нажмите на значок папки справа\n 781→ - Выберите `scripts/autoload/score_manager.gd`\n 782→ - В поле **Node Name** введите `ScoreManager`\n 783→ - Нажмите **Добавить** (Add)\n 784→\n 785→3. **Используйте в любом скрипте**:\n 786→ ```gdscript\n 787→ # В скрипте врага при уничтожении\n 788→ func die() -> void:\n 789→ ScoreManager.add_score(100)\n 790→ queue_free()\n 791→\n 792→ # В UI для отображения счета\n 793→ func _ready() -> void:\n 794→ ScoreManager.score_changed.connect(_on_score_changed)\n 795→ _update_score_label()\n 796→\n 797→ func _on_score_changed(new_score: int) -> void:\n 798→ _update_score_label()\n 799→\n 800→ func _update_score_label() -> void:\n 801→ $ScoreLabel.text = \"Score: \" + str(ScoreManager.get_score())\n 802→ ```\n 803→\n 804→### Добавление UI элемента\n 805→\n 806→**Пример**: Создадим полоску здоровья\n 807→\n 808→1. **Создайте сцену** `scenes/ui/HealthBar.tscn`:\n 809→ ```\n 810→ HealthBar (Control)\n 811→ ├── Background (ColorRect) - темный фон\n 812→ └── Bar (ProgressBar) - индикатор здоровья\n 813→ ```\n 814→\n 815→2. **Создайте скрипт** `scripts/ui/health_bar.gd`:\n 816→ ```gdscript\n 817→ extends Control\n 818→ ## Health bar UI component\n 819→\n 820→ @onready var progress_bar: ProgressBar = $Bar\n 821→\n 822→ func _ready() -> void:\n 823→ update_health(100, 100)\n 824→\n 825→ func update_health(current: int, maximum: int) -> void:\n 826→ progress_bar.max_value = maximum\n 827→ progress_bar.value = current\n 828→\n 829→ # Меняем цвет в зависимости от здоровья\n 830→ var health_percent = float(current) / float(maximum)\n 831→ if health_percent > 0.5:\n 832→ progress_bar.modulate = Color.GREEN\n 833→ elif health_percent > 0.25:\n 834→ progress_bar.modulate = Color.YELLOW\n 835→ else:\n 836→ progress_bar.modulate = Color.RED\n 837→ ```\n 838→\n 839→3. **Добавьте здоровье игроку** (в scripts/characters/player.gd):\n 840→ ```gdscript\n 841→ @export var max_health: int = 100\n 842→ var current_health: int = max_health\n 843→\n 844→ signal health_changed(current: int, maximum: int)\n 845→\n 846→ func _ready() -> void:\n 847→ # ... существующий код\n 848→ health_changed.emit(current_health, max_health)\n 849→\n 850→ func take_damage(amount: int) -> void:\n 851→ current_health -= amount\n 852→ if current_health < 0:\n 853→ current_health = 0\n 854→ health_changed.emit(current_health, max_health)\n 855→\n 856→ if current_health <= 0:\n 857→ die()\n 858→\n 859→ func die() -> void:\n 860→ print(\"Player died!\")\n 861→ # Логика смерти\n 862→ ```\n 863→\n 864→4. **Добавьте на уровень**:\n 865→ - Добавьте HealthBar.tscn как дочерний узел CanvasLayer\n 866→ - В скрипте уровня свяжите игрока и health bar:\n 867→ ```gdscript\n 868→ @onready var player: CharacterBody2D = $Entities/Player\n 869→ @onready var health_bar: Control = $CanvasLayer/HealthBar\n 870→\n 871→ func _ready() -> void:\n 872→ player.health_changed.connect(health_bar.update_health)\n 873→ ```\n 874→\n 875→## Лучшие практики\n 876→\n 877→### Именование файлов и папок\n 878→\n 879→1. **Используйте snake_case** для всех файлов и папок:\n 880→ ✅ `player_character.gd`, `main_menu.tscn`\n 881→ ❌ `PlayerCharacter.gd`, `MainMenu.tscn`\n 882→\n 883→2. **Группируйте по типу и функции**:\n 884→ ```\n 885→ scenes/\n 886→ ├── characters/ # Все персонажи\n 887→ ├── levels/ # Все уровни\n 888→ └── ui/ # Весь интерфейс\n 889→\n 890→ scripts/\n 891→ ├── characters/ # Скрипты персонажей\n 892→ ├── levels/ # Скрипты уровней\n 893→ └── ui/ # Скрипты UI\n 894→ ```\n 895→\n 896→3. **Соответствие имен**: Файлы сцен и скриптов должны соответствовать:\n 897→ - Сцена: `scenes/characters/Player.tscn`\n 898→ - Скрипт: `scripts/characters/player.gd`\n 899→\n 900→### Организация кода\n 901→\n 902→1. **Используйте @export для настраиваемых параметров**:\n 903→ ```gdscript\n 904→ # ✅ Хорошо - параметр виден в Inspector\n 905→ @export var max_speed: float = 200.0\n 906→\n 907→ # ❌ Плохо - параметр спрятан в коде\n 908→ var max_speed: float = 200.0\n 909→ ```\n 910→\n 911→2. **Документируйте с помощью комментариев ##**:\n 912→ ```gdscript\n 913→ extends CharacterBody2D\n 914→ ## Player character controller for top-down movement.\n 915→ ##\n 916→ ## This script handles player movement, shooting, and health.\n 917→\n 918→ ## Maximum movement speed in pixels per second.\n 919→ @export var max_speed: float = 200.0\n 920→ ```\n 921→\n 922→3. **Порядок в скрипте**:\n 923→ ```gdscript\n 924→ # 1. Extends\n 925→ extends CharacterBody2D\n 926→\n 927→ # 2. Документация класса\n 928→ ## Class documentation\n 929→\n 930→ # 3. Сигналы\n 931→ signal health_changed(value: int)\n 932→\n 933→ # 4. Экспортируемые переменные\n 934→ @export var max_speed: float = 200.0\n 935→\n 936→ # 5. Публичные переменные\n 937→ var velocity: Vector2 = Vector2.ZERO\n 938→\n 939→ # 6. Приватные переменные (с подчеркиванием)\n 940→ var _is_dead: bool = false\n 941→\n 942→ # 7. @onready переменные\n 943→ @onready var sprite: Sprite2D = $Sprite2D\n 944→\n 945→ # 8. Встроенные методы (_ready, _process и т.д.)\n 946→ func _ready() -> void:\n 947→ pass\n 948→\n 949→ # 9. Публичные методы\n 950→ func take_damage(amount: int) -> void:\n 951→ pass\n 952→\n 953→ # 10. Приватные методы (с подчеркиванием)\n 954→ func _calculate_movement() -> Vector2:\n 955→ pass\n 956→ ```\n 957→\n 958→4. **Используйте типизацию**:\n 959→ ```gdscript\n 960→ # ✅ Хорошо - явные типы\n 961→ var health: int = 100\n 962→ var speed: float = 200.0\n 963→ var player: CharacterBody2D = null\n 964→\n 965→ func get_direction() -> Vector2:\n 966→ return Vector2.ZERO\n 967→\n 968→ # ❌ Плохо - без типов\n 969→ var health = 100\n 970→ var speed = 200.0\n 971→\n 972→ func get_direction():\n 973→ return Vector2.ZERO\n 974→ ```\n 975→\n 976→### Работа со сценами\n 977→\n 978→1. **Модульная структура**:\n 979→ ```\n 980→ Level\n 981→ ├── Environment # Все статическое окружение\n 982→ ├── Entities # Все динамические сущности\n 983→ └── UI # Весь интерфейс\n 984→ ```\n 985→\n 986→2. **Используйте инстансы сцен** вместо дублирования:\n 987→ - Создайте сцену врага один раз\n 988→ - Размещайте инстансы этой сцены на уровнях\n 989→ - Изменения в оригинальной сцене автоматически применятся везде\n 990→\n 991→3. **Используйте @onready** для ссылок на узлы:\n 992→ ```gdscript\n 993→ # ✅ Хорошо - загружается в _ready автоматически\n 994→ @onready var sprite: Sprite2D = $Sprite2D\n 995→ @onready var collision: CollisionShape2D = $CollisionShape2D\n 996→\n 997→ # ❌ Плохо - нужно вручную загружать в _ready\n 998→ var sprite: Sprite2D\n 999→ var collision: CollisionShape2D\n 1000→\n 1001→ func _ready() -> void:\n 1002→ sprite = $Sprite2D\n 1003→ collision = $CollisionShape2D\n 1004→ ```\n 1005→\n 1006→### Физика и коллизии\n 1007→\n 1008→1. **CharacterBody2D для управляемых персонажей**:\n 1009→ - Используйте для игрока, врагов\n 1010→ - Используйте `move_and_slide()` для плавного движения\n 1011→ - Автоматическая обработка столкновений\n 1012→\n 1013→2. **Area2D для триггеров и снарядов**:\n 1014→ - Используйте для пуль, зон урона, подбираемых предметов\n 1015→ - Детектирует вход/выход других объектов\n 1016→ - Не блокирует движение\n 1017→\n 1018→3. **StaticBody2D для неподвижных объектов**:\n 1019→ - Используйте для стен, препятствий\n 1020→ - Не движется, только блокирует\n 1021→\n 1022→4. **Правильно настраивайте слои**:\n 1023→ - Объект должен быть на ОДНОМ слое (Layer)\n 1024→ - Объект может видеть НЕСКОЛЬКО слоев (Mask)\n 1025→\n 1026→### Оптимизация\n 1027→\n 1028→1. **Используйте процессы по необходимости**:\n 1029→ ```gdscript\n 1030→ # Если не нужен _process, не создавайте его\n 1031→ # Выключайте обработку, когда не нужно\n 1032→ func disable_processing() -> void:\n 1033→ set_process(false)\n 1034→ set_physics_process(false)\n 1035→ ```\n 1036→\n 1037→2. **Удаляйте ненужные объекты**:\n 1038→ ```gdscript\n 1039→ # Пули, эффекты и т.д. должны удалять себя\n 1040→ func _on_lifetime_exceeded() -> void:\n 1041→ queue_free() # ✅ Безопасное удаление\n 1042→ ```\n 1043→\n 1044→3. **Используйте object pooling для частых объектов**:\n 1045→ - Вместо создания/удаления пуль каждый раз\n 1046→ - Создайте пул пуль и переиспользуйте их\n 1047→\n 1048→## Архитектурные правила\n 1049→\n 1050→### Разделение ответственности\n 1051→\n 1052→1. **Один скрипт = одна ответственность**:\n 1053→ - `player.gd` - только логика игрока\n 1054→ - `bullet.gd` - только логика пули\n 1055→ - `game_manager.gd` - только управление игрой\n 1056→\n 1057→2. **Используйте сигналы для коммуникации**:\n 1058→ ```gdscript\n 1059→ # ✅ Хорошо - слабая связь через сигналы\n 1060→ # В player.gd\n 1061→ signal died\n 1062→\n 1063→ func take_damage(amount: int) -> void:\n 1064→ health -= amount\n 1065→ if health <= 0:\n 1066→ died.emit()\n 1067→\n 1068→ # В game_manager.gd\n 1069→ func _ready() -> void:\n 1070→ player.died.connect(_on_player_died)\n 1071→\n 1072→ # ❌ Плохо - прямая зависимость\n 1073→ # В player.gd\n 1074→ func take_damage(amount: int) -> void:\n 1075→ health -= amount\n 1076→ if health <= 0:\n 1077→ GameManager.player_died() # Прямая связь\n 1078→ ```\n 1079→\n 1080→3. **Автозагрузки для глобальных систем**:\n 1081→ - Используйте для менеджеров (GameManager, ScoreManager)\n 1082→ - Используйте для настроек (InputSettings, AudioSettings)\n 1083→ - НЕ используйте для обычной игровой логики\n 1084→\n 1085→### Иерархия сцен\n 1086→\n 1087→1. **Принцип композиции**:\n 1088→ ```\n 1089→ Player\n 1090→ ├── Sprite2D # Визуал\n 1091→ ├── CollisionShape2D # Физика\n 1092→ ├── HealthComponent # Компонент здоровья (можно переиспользовать)\n 1093→ └── WeaponComponent # Компонент оружия (можно переиспользовать)\n 1094→ ```\n 1095→\n 1096→2. **Переиспользуемые компоненты**:\n 1097→ - Создайте `scenes/components/HealthComponent.tscn`\n 1098→ - Используйте в игроке, врагах и т.д.\n 1099→ - Изменения в компоненте затронут все объекты\n 1100→\n 1101→### Управление состоянием\n 1102→\n 1103→1. **Используйте перечисления (enum) для состояний**:\n 1104→ ```gdscript\n 1105→ enum State {\n 1106→ IDLE,\n 1107→ MOVING,\n 1108→ ATTACKING,\n 1109→ DEAD\n 1110→ }\n 1111→\n 1112→ var current_state: State = State.IDLE\n 1113→\n 1114→ func _physics_process(delta: float) -> void:\n 1115→ match current_state:\n 1116→ State.IDLE:\n 1117→ _process_idle(delta)\n 1118→ State.MOVING:\n 1119→ _process_moving(delta)\n 1120→ State.ATTACKING:\n 1121→ _process_attacking(delta)\n 1122→ State.DEAD:\n 1123→ return # Ничего не делаем\n 1124→ ```\n 1125→\n 1126→2. **Машина состояний для сложного поведения**:\n 1127→ - Создайте отдельные узлы для каждого состояния\n 1128→ - Переключайтесь между ними через менеджер\n 1129→\n 1130→### Данные и конфигурация\n 1131→\n 1132→1. **Используйте Resources для данных**:\n 1133→ ```gdscript\n 1134→ # weapon_data.gd\n 1135→ extends Resource\n 1136→ class_name WeaponData\n 1137→\n 1138→ @export var weapon_name: String\n 1139→ @export var damage: int\n 1140→ @export var fire_rate: float\n 1141→ @export var bullet_scene: PackedScene\n 1142→ ```\n 1143→\n 1144→ Создайте `.tres` файлы в `assets/data/weapons/`:\n 1145→ - `pistol.tres`\n 1146→ - `shotgun.tres`\n 1147→ - `rifle.tres`\n 1148→\n 1149→2. **Конфигурационные файлы для настроек**:\n 1150→ ```gdscript\n 1151→ # Сохранение настроек\n 1152→ var config = ConfigFile.new()\n 1153→ config.set_value(\"graphics\", \"fullscreen\", true)\n 1154→ config.set_value(\"audio\", \"master_volume\", 0.8)\n 1155→ config.save(\"user://settings.cfg\")\n 1156→\n 1157→ # Загрузка настроек\n 1158→ var config = ConfigFile.new()\n 1159→ config.load(\"user://settings.cfg\")\n 1160→ var fullscreen = config.get_value(\"graphics\", \"fullscreen\", false)\n 1161→ ```\n 1162→\n 1163→### Обработка ошибок\n 1164→\n 1165→1. **Проверяйте на null**:\n 1166→ ```gdscript\n 1167→ func shoot() -> void:\n 1168→ if bullet_scene == null:\n 1169→ push_error(\"Bullet scene not set!\")\n 1170→ return\n 1171→\n 1172→ var bullet = bullet_scene.instantiate()\n 1173→ # ...\n 1174→ ```\n 1175→\n 1176→2. **Используйте assert для проверки условий**:\n 1177→ ```gdscript\n 1178→ func _ready() -> void:\n 1179→ assert(max_speed > 0, \"Max speed must be positive!\")\n 1180→ assert(sprite != null, \"Sprite node not found!\")\n 1181→ ```\n 1182→\n 1183→### Производительность\n 1184→\n 1185→1. **Группируйте объекты**:\n 1186→ ```gdscript\n 1187→ # Добавьте объекты в группу\n 1188→ add_to_group(\"enemies\")\n 1189→ add_to_group(\"damageable\")\n 1190→\n 1191→ # Найдите все объекты группы\n 1192→ var enemies = get_tree().get_nodes_in_group(\"enemies\")\n 1193→ for enemy in enemies:\n 1194→ enemy.take_damage(10)\n 1195→ ```\n 1196→\n 1197→2. **Используйте caching для частых операций**:\n 1198→ ```gdscript\n 1199→ # ❌ Плохо - поиск каждый кадр\n 1200→ func _process(delta: float) -> void:\n 1201→ var player = get_tree().get_first_node_in_group(\"player\")\n 1202→ look_at(player.position)\n 1203→\n 1204→ # ✅ Хорошо - кешируем ссылку\n 1205→ var _player: Node2D = null\n 1206→\n 1207→ func _ready() -> void:\n 1208→ _player = get_tree().get_first_node_in_group(\"player\")\n 1209→\n 1210→ func _process(delta: float) -> void:\n 1211→ if _player:\n 1212→ look_at(_player.position)\n 1213→ ```\n 1214→\n 1215→### Ограничения разм��ра скриптов\n 1216→\n 1217→Для поддержания читаемости и модульности кода:\n 1218→- **Целевой максимум**: 800 строк на скрипт\n 1219→- **Порог предупреждения**: 800 строк (рекомендуется рефакторинг)\n 1220→- **Идеально**: менее 300 строк на скрипт\n 1221→\n 1222→При превышении этих лимитов рассмотрите извлечение функциональности в переиспользуемые компоненты.\n 1223→\n 1224→> **Примечание**: Некоторые существующие скрипты (например, `enemy.gd`) превышают эти лимиты из-за исторической сложности.\n 1225→> Директория `scripts/components/` предоставляет паттерны переиспользуемых компонентов для постепенного рефакторинга.\n 1226→> См. `HealthComponent`, `AmmoComponent`, `VisionComponent` и `CoverComponent` в качестве примеров.\n 1227→\n 1228→### Компонентная архитектура\n 1229→\n 1230→Проект использует компонентную архитектуру для переиспользуемой функциональности:\n 1231→\n 1232→```\n 1233→scripts/\n 1234→├── components/ # Переиспользуемые компоненты\n 1235→│ ├── health_component.gd # Управление здоровьем\n 1236→│ ├── ammo_component.gd # Система боеприпасов\n 1237→│ ├── vision_component.gd # Обнаружение прямой видимости\n 1238→│ └── cover_component.gd # Обнаружение/оценка укрытия\n 1239→├── ai/\n 1240→│ ├── states/ # Состояния машины состояний ИИ\n 1241→│ │ ├── enemy_state.gd # Базовый класс состояния\n 1242→│ │ ├── idle_state.gd # Поведение ожидания/патруля\n 1243→│ │ └── pursuing_state.gd # Поведение преследования\n 1244→│ ├── goap_action.gd # Базовый класс действий GOAP\n 1245→│ ├── goap_planner.gd # Планировщик GOAP\n 1246→│ └── enemy_actions.gd # Специфичные для врагов действия GOAP\n 1247→└── autoload/ # Глобальные синглтоны\n 1248→```\n 1249→\n 1250→### Паттерн машины состояний ИИ\n 1251→\n 1252→Для сложного поведения ИИ используйте паттерн машины состояний:\n 1253→\n 1254→```gdscript\n 1255→class_name IdleState\n 1256→extends EnemyState\n 1257→\n 1258→func enter() -> void:\n 1259→ # Вызывается при входе в это состояние\n 1260→ pass\n 1261→\n 1262→func process(delta: float) -> EnemyState:\n 1263→ # Возвращает новое состояние для перехода, или null чтобы остаться\n 1264→ if enemy._can_see_player:\n 1265→ return CombatState.new(enemy)\n 1266→ return null\n 1267→\n 1268→func exit() -> void:\n 1269→ # Вызывается при выходе из этого состояния\n 1270→ pass\n 1271→```\n 1272→\n 1273→### CI проверки архитектуры\n 1274→\n 1275→Проект включает автоматические проверки архитектуры (`.github/workflows/architecture-check.yml`):\n 1276→\n 1277→- **Лимиты размера скриптов**: Проверяет максимум 800 строк на скрипт\n 1278→- **Объявления class_name**: Убеждается, что компоненты правильно именованы\n 1279→- **Структура папок**: Проверяет наличие необходимых директорий\n 1280→- **Соглашения именования**: Проверяет snake_case для GDScript файлов\n 1281→- **Паттерны связанности**: Предупреждает о потенциально тесной связанности\n 1282→\n 1283→## Решение проблем\n 1284→\n 1285→### Проект не открывается\n 1286→\n 1287→**Проблема**: Godot не может открыть проект\n 1288→\n 1289→**Решения**:\n 1290→1. Убедитесь, что используете Godot 4.3 или новее\n 1291→2. Проверьте, что файл `project.godot` существует\n 1292→3. Попробуйте удалить папку `.godot` и переоткрыть проект\n 1293→4. Проверьте права доступа к папке проекта\n 1294→\n 1295→### Коллизии не работают\n 1296→\n 1297→**Проблема**: Объекты проходят сквозь стены\n 1298→\n 1299→**Решения**:\n 1300→1. Проверьте Collision Layer и Collision Mask\n 1301→2. Убедитесь, что у объектов есть CollisionShape2D\n 1302→3. Убедитесь, что форма коллизии не пустая\n 1303→4. Для CharacterBody2D используйте `move_and_slide()`\n 1304→\n 1305→### Пули не попадают в мишени\n 1306→\n 1307→**Проблема**: Пули пролетают сквозь мишени\n 1308→\n 1309→**Решения**:\n 1310→1. Пуля (Area2D):\n 1311→ - Collision Layer: 5 (projectiles)\n 1312→ - Collision Mask: 6 (targets) + 4 (obstacles)\n 1313→2. Мишень (Area2D):\n 1314→ - Collision Layer: 6 (targets)\n 1315→ - Collision Mask: 5 (projectiles)\n 1316→3. Убедитесь, что пуля имеет метод `area_entered.connect()`\n 1317→4. Убедитесь, что мишень имеет метод `on_hit()`\n 1318→\n 1319→### Низкая производительность\n 1320→\n 1321→**Проблема**: Игра тормозит\n 1322→\n 1323→**Решения**:\n 1324→1. Откройте **Debug > Profiler** для анализа\n 1325→2. Проверьте количество активных объектов (особенно пуль)\n 1326→3. Удаляйте объекты, вышедшие за пределы экрана\n 1327→4. Используйте `queue_free()` вместо удаления сразу\n 1328→5. Отключите ненужные процессы с `set_process(false)`\n 1329→\n 1330→### Управление не работает\n 1331→\n 1332→**Проблема**: Персонаж не реагирует на клавиши\n 1333→\n 1334→**Решения**:\n 1335→1. Проверьте **Проект > Настройки проекта > Input Map**\n 1336→2. Убедитесь, что действия правильно названы (`move_up`, `move_down` и т.д.)\n 1337→3. Проверьте, что скрипт прикреплен к персонажу\n 1338→4. Убедитесь, что `_physics_process` вызывается\n 1339→5. Проверьте, что игра не на паузе (`get_tree().paused`)\n 1340→\n 1341→### Настройки управления не сохраняются\n 1342→\n 1343→**Проблема**: После перезапуска настройки клавиш сбрасываются\n 1344→\n 1345→**Решения**:\n 1346→1. Убедитесь, что InputSettings в автозагрузке\n 1347→2. Проверьте, что путь `user://` доступен для записи\n 1348→3. Кликните \"Apply\" перед выходом из меню управления\n 1349→4. Проверьте консоль на ошибки сохранения\n 1350→\n 1351→## Дополнительные ресурсы\n 1352→\n 1353→### Официальная документация Godot\n 1354→- [Godot 4 Documentation](https://docs.godotengine.org/en/stable/)\n 1355→- [GDScript Reference](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html)\n 1356→- [2D Movement](https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html)\n 1357→\n 1358→### Обучающие материалы\n 1359→- [Godot Tutorials](https://docs.godotengine.org/en/stable/community/tutorials.html)\n 1360→- [GDQuest - Free Godot Tutorials](https://www.gdquest.com/)\n 1361→- [HeartBeast - Godot Tutorials (YouTube)](https://www.youtube.com/c/uheartbeast)\n 1362→\n 1363→### Сообщество\n 1364→- [Godot Forum](https://forum.godotengine.org/)\n 1365→- [Godot Discord](https://discord.gg/zH7NUgz)\n 1366→- [Reddit r/godot](https://www.reddit.com/r/godot/)\n 1367→\n 1368→## Лицензия\n 1369→\n 1370→См. файл [LICENSE](LICENSE) для получения подробной информации.\n 1371→\n 1372→---\n 1373→\n 1374→**Версия шаблона**: 1.0\n 1375→**Совместимость**: Godot 4.3+\n 1376→**Последнее обновление**: 2026-01-11\n 1377→\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": "# Godot Top-Down Template (Шаблон для создания игр с видом сверху)\n\nШаблон проекта для создания игр с видом сверху (top-down) в Godot 4.3+ с поддержкой GDScript и C#.\n\n## 📋 Содержание\n\n- [Системные требования](#системные-требования)\n- [Быстрый старт](#быстрый-старт)\n- [Структура проекта](#структура-проекта)\n- [Сцены и их назначение](#сцены-и-их-назначение)\n- [Параметры геймплейных элементов](#параметры-геймплейных-элементов)\n- [Система управления](#система-управления)\n- [Физические слои](#физические-слои)\n- [Расширение шаблона](#расширение-шаблона)\n- [Лучшие практики](#лучшие-практики)\n- [Архитектурные правила](#архитектурные-правила)\n- [Решение проблем](#решение-проблем)\n\n## Системные требования\n\n### Для GDScript (по умолчанию):\n- **Godot Engine 4.3** или новее ([скачать здесь](https://godotengine.org/download))\n- **Операционная система**: Windows 7+, macOS 10.12+, или Linux\n- **Видеокарта**: Поддержка OpenGL 3.3 / OpenGL ES 3.0 (большинство систем с 2012 года и новее)\n- **Оперативная память**: минимум 2 ГБ\n- **Место на диске**: около 50 МБ для проекта\n\n### Для C# (опционально):\n- **Godot Engine 4.3 .NET** или новее ([скачать здесь](https://godotengine.org/download)) - версия с поддержкой C#\n- **.NET SDK 6.0** или новее ([скачать здесь](https://dotnet.microsoft.com/download/dotnet/6.0))\n- Остальные требования такие же как для GDScript\n\n### Рекомендуемые требования:\n- **Godot Engine 4.3+** стабильная версия\n- 4 ГБ оперативной памяти\n- Современная видеокарта с поддержкой OpenGL 4.5+\n\n## Быстрый старт\n\n### Способ 1: Клонирование репозитория (рекомендуется)\n\n1. **Установите Git** (если еще не установлен):\n - Windows: [Git for Windows](https://git-scm.com/download/win)\n - macOS: `brew install git` или [Git for macOS](https://git-scm.com/download/mac)\n - Linux: `sudo apt-get install git` (Ubuntu/Debian) или `sudo yum install git` (Fedora/CentOS)\n\n2. **Клонируйте репозиторий**:\n ```bash\n git clone https://github.com/Jhon-Crow/godot-topdown-template.git\n cd godot-topdown-template\n ```\n\n3. **Откройте проект в Godot**:\n - Запустите Godot Engine\n - Нажмите кнопку \"Импортировать\" (Import)\n - Перейдите в папку `godot-topdown-template`\n - Выберите файл `project.godot`\n - Нажмите \"Импортировать и редактировать\" (Import & Edit)\n\n4. **Запустите проект**:\n - Нажмите **F5** или кнопку ▶ (Play) в правом верхнем углу редактора\n - Игра должна запуститься с главной сценой\n\n### Способ 2: Загрузка ZIP-архива\n\n1. **Скачайте проект**:\n - Перейдите на [главную страницу репозитория](https://github.com/Jhon-Crow/godot-topdown-template)\n - Нажмите зеленую кнопку \"Code\"\n - Выберите \"Download ZIP\"\n\n2. **Распакуйте архив**:\n - Распакуйте скачанный ZIP-файл в удобное место\n - Рекомендуется использовать путь без кириллицы и пробелов\n\n3. **Откройте в Godot** (см. шаги 3-4 из Способа 1)\n\n### Первый запуск\n\nПосле открытия проекта вы увидите:\n- **Main.tscn** - главная сцена, которая запускается при нажатии F5\n- **TestTier.tscn** - тестовый полигон для стрельбы, где можно опробовать механики\n\n**Управление по умолчанию**:\n- **WASD** или **Стрелки** - движение персонажа\n- **Левая кнопка мыши** - стрельба в направлении курсора\n- **ESC** - пауза / меню настроек\n\n### Использование C# версии (опционально)\n\nДля использования C# версии сцен:\n1. Откройте проект в Godot Engine .NET (версия с поддержкой C#)\n2. Откройте `scenes/levels/csharp/TestTier.tscn` и нажмите F6 для запуска\n3. Или замените ссылки на сцены в вашем проекте на C# версии из папок `csharp/`\n\n## Структура проекта\n\n```\ngodot-topdown-template/\n├── project.godot # Конфигурация проекта Godot\n├── GodotTopDownTemplate.csproj # C# проект (опционально)\n├── GodotTopDownTemplate.sln # Visual Studio решение (опционально)\n├── icon.svg # Иконка проекта\n│\n├── scenes/ # Все игровые сцены (.tscn файлы)\n│ ├── main/ # Главные сцены\n│ │ └── Main.tscn # Главная точка входа (запускается по F5)\n│ ├── levels/ # Игровые уровни\n│ │ ├── TestTier.tscn # Тестовый полигон (GDScript)\n│ │ └── csharp/ # C# альтернативные сцены\n│ │ └── TestTier.tscn # Тестовый полигон (C#)\n│ ├── characters/ # Персонажи\n│ │ ├── Player.tscn # Игрок (GDScript)\n│ │ └── csharp/ # C# альтернативные сцены\n│ │ └── Player.tscn # Игрок (C#)\n│ ├── projectiles/ # Снаряды\n│ │ ├── Bullet.tscn # Пуля (GDScript)\n│ │ └── csharp/ # C# альтернативные сцены\n│ │ └── Bullet.tscn # Пуля (C#)\n│ ├── objects/ # Игровые объекты\n│ │ ├── Target.tscn # Мишень (GDScript)\n│ │ └── csharp/ # C# альтернативные сцены\n│ │ └── Target.tscn # Мишень (C#)\n│ └── ui/ # Интерфейс пользователя\n│ ├── PauseMenu.tscn # Меню паузы\n│ └── ControlsMenu.tscn # Меню переназначения клавиш\n│\n├── scripts/ # GDScript файлы (.gd) - основная реализация\n│ ├── main.gd # Скрипт главной сцены\n│ ├── autoload/ # Автозагружаемые скрипты (синглтоны)\n│ │ └── input_settings.gd # Менеджер настроек управления\n│ ├── levels/ # Скрипты уровней\n│ │ └── test_tier.gd # Скрипт тестового полигона\n│ ├── characters/ # Скрипты персонажей\n│ │ └── player.gd # Движение и стрельба игрока\n│ ├── projectiles/ # Скрипты снарядов\n│ │ └── bullet.gd # Поведение пули\n│ ├── objects/ # Скрипты объектов\n│ │ └── target.gd # Реакция мишени на попадание\n│ ├── ui/ # Скрипты интерфейса\n│ │ ├── pause_menu.gd # Контроллер меню паузы\n│ │ └── controls_menu.gd # Контроллер переназначения клавиш\n│ └── utils/ # Вспомогательные скрипты\n│\n├── Scripts/ # C# скрипты (.cs) - опциональная реализация\n│ ├── Interfaces/ # Интерфейсы\n│ │ └── IDamageable.cs # Интерфейс системы урона\n│ ├── AbstractClasses/ # Абстрактные классы\n│ │ ├── BaseCharacter.cs # Базовый класс персонажей\n│ │ └── BaseWeapon.cs # Базовый класс оружия\n│ ├── Components/ # Переиспользуемые компоненты\n│ │ └── HealthComponent.cs # Компонент здоровья\n│ ├── Data/ # Ресурсы данных\n│ │ ├── WeaponData.cs # Конфигурация оружия\n│ │ └── BulletData.cs # Конфигурация снарядов\n│ ├── Characters/ # Реализации персонажей\n│ │ └── Player.cs # Контроллер игрока\n│ ├── Projectiles/ # Реализации снарядов\n│ │ └── Bullet.cs # Снаряд\n│ └── Objects/ # Игровые объекты\n│ └── Enemy.cs # Враг/мишень\n│\n├── assets/ # Игровые ресурсы\n│ ├── sprites/ # 2D спрайты и текстуры\n│ ├── audio/ # Звуковые эффекты и музыка\n│ └── fonts/ # Шрифты\n│\n└── addons/ # Сторонние плагины Godot\n```\n\n## Сцены и их назначение\n\n### Main.tscn - Главная сцена\n\n**Назначение**: Точка входа в игру, запускается при нажатии F5.\n\n**Использование**:\n- Место для главного меню\n- Загрузчик других сцен\n- Инициализация глобальных систем\n\n**Как изменить главную сцену**:\n1. Откройте **Проект > Настройки проекта** (Project > Project Settings)\n2. Перейдите в раздел **Application > Run**\n3. Измените параметр **Main Scene** на нужную сцену\n\n### TestTier.tscn - Тестовый полигон\n\n**Назначение**: Полноценный тестовый уровень для отработки механик стрельбы и движения.\n\n**Особенности**:\n- Закрытая арена с непроходимыми стенами\n- Препятствия для укрытия и тестирования движения\n- Зона с мишенями для стрельбы\n- Готовая настройка коллизий\n\n**Структура сцены**:\n```\nTestTier\n├── Environment # Окружение\n│ ├── Background # Темно-зеленый фон (1280x720)\n│ ├── Floor # Светло-зеленый пол\n│ ├── Walls # Коричневые стены с коллизией\n│ ├── Obstacles # Препятствия\n│ ├── Targets # Красные мишени\n│ └── TargetArea # Метка зоны мишеней\n├── Entities # Сущности\n│ └── Player # Экземпляр игрока\n└── CanvasLayer # UI\n └── UI # HUD с названием уровня\n```\n\n**Как запустить**:\n1. Откройте `scenes/levels/TestTier.tscn` в редакторе\n2. Нажмите **F6** для запуска текущей сцены\n3. Используйте WASD для движения и ЛКМ для стрельбы\n\n### Player.tscn - Игрок\n\n**Назначение**: Управляемый персонаж с плавным физическим движением.\n\n**Компоненты**:\n- **CharacterBody2D** - корневой узел для физического движения\n- **CollisionShape2D** - круглая коллизия (радиус 16 пикселей)\n- **Sprite2D** - спрайт персонажа (можно заменить на свой)\n- **Camera2D** - камера, плавно следующая за игроком\n\n**Система движения**: Основана на ускорении и трении для плавного управления без рывков. Диагональное движение нормализовано для предотвращения повышенной скорости.\n\n**Система стрельбы**: Игрок стреляет пулями в направлении курсора мыши при нажатии ЛКМ. Пули создаются со смещением от центра игрока в направлении стрельбы.\n\n### Bullet.tscn - Пуля\n\n**Назначение**: Снаряд для системы стрельбы.\n\n**Компоненты**:\n- **Area2D** - корневой узел для детектирования столкновений\n- **CircleShape2D** - точная форма попадания (радиус 4 пикселя)\n- **Sprite2D** - желтый спрайт пули (можно заменить)\n\n**Поведение**:\n- Движется с постоянной скоростью в заданном направлении\n- Автоматически уничтожается при столкновении\n- Удаляется через заданное время жизни (защита от бесконечных пуль)\n\n### Target.tscn - Мишень\n\n**Назначение**: Стреляемая мишень, реагирующая на попадания.\n\n**Компоненты**:\n- **Area2D** - корневой узел для детектирования попаданий\n- **Sprite2D** - визуальный спрайт мишени\n\n**Поведение**:\n- Меняет цвет при попадании (красный → зеленый)\n- Автоматически восстанавливается после задержки\n- Опционально может уничтожаться при попадании\n\n### PauseMenu.tscn - Меню паузы\n\n**Назначение**: Меню паузы, появляющееся при нажатии ESC.\n\n**Функции**:\n- **Resume** (Продолжить) - возврат к игре\n- **Controls** (Управление) - открытие меню переназначения клавиш\n- **Quit** (Выход) - выход из игры\n\n**Как работает**:\n- Ставит игру на паузу (`get_tree().paused = true`)\n- Открывается по нажатию ESC во время игры\n- Встроено в TestTier для демонстрации\n\n### ControlsMenu.tscn - Меню управления\n\n**Назначение**: Интерфейс переназначения клавиш управления.\n\n**Функции**:\n- Отображает все доступные для переназначения действия\n- Показывает текущие назначенные клавиши\n- Позволяет переназначить любую клавишу\n- Детектирует конфликты клавиш\n- Сохраняет настройки в файл `user://input_settings.cfg`\n\n**Переназначаемые действия**:\n| Действие | Клавиша по умолчанию | Описание |\n|----------|---------------------|----------|\n| Move Up | W | Движение вверх |\n| Move Down | S | Движение вниз |\n| Move Left | A | Движение влево |\n| Move Right | D | Движение вправо |\n| Shoot | Левая кнопка мыши | Стрельба к курсору |\n| Pause | Escape | Пауза/меню |\n\n**Как использовать**:\n1. Нажмите ESC для открытия меню паузы\n2. Нажмите \"Controls\" для открытия меню управления\n3. Кликните на любую кнопку действия\n4. Нажмите желаемую новую клавишу (или ESC для отмены)\n5. Нажмите \"Apply\" для сохранения изменений\n6. Нажмите \"Reset\" для сброса к настройкам по умолчанию\n\n## Параметры геймплейных элементов\n\n### Player (Игрок) - scripts/characters/player.gd\n\nВсе параметры настраиваются в **Инспекторе** (Inspector) при выборе узла Player в сцене.\n\n#### Параметры движения\n\n| Параметр | Тип | По умолчанию | Описание | Влияние на геймплей |\n|----------|-----|--------------|----------|---------------------|\n| `max_speed` | float | 200.0 | Максимальная скорость движения (пикселей/секунду) | Чем выше значение, тем быстрее бегает персонаж. 200 - умеренная скорость, 400+ - очень быстро |\n| `acceleration` | float | 1200.0 | Скорость разгона до максимальной скорости | Чем выше, тем резче персонаж начинает движение. Низкие значения (300-500) = плавный разгон, высокие (1500+) = мгновенный старт |\n| `friction` | float | 1000.0 | Скорость торможения при отпускании клавиш | Чем выше, тем резче персонаж останавливается. Низкие значения (200-400) = скольжение, высокие (1500+) = мгновенная остановка |\n\n**Примеры настроек для разных стилей игр**:\n\n- **Аркадный шутер** (резкое управление):\n - `max_speed = 250`\n - `acceleration = 2000`\n - `friction = 1500`\n\n- **Реалистичное управление** (инерция):\n - `max_speed = 180`\n - `acceleration = 400`\n - `friction = 300`\n\n- **Быстрый экшен** (высокая мобильность):\n - `max_speed = 350`\n - `acceleration = 1800`\n - `friction = 1200`\n\n#### Параметры стрельбы\n\n| Параметр | Тип | По умолчанию | Описание | Влияние на геймплей |\n|----------|-----|--------------|----------|---------------------|\n| `bullet_scene` | PackedScene | Bullet.tscn | Сцена пули для создания | Можно заменить на свою сцену пули с другим поведением/внешним видом |\n| `bullet_spawn_offset` | float | 20.0 | Смещение точки появления пули от центра игрока (пикселей) | Определяет, где появляется пуля. 20 = перед игроком, 0 = в центре игрока |\n\n**Как изменить**:\n1. Откройте сцену Player.tscn или уровень с игроком\n2. Выберите узел Player в дереве сцены\n3. В панели Inspector справа найдите раздел \"Script Variables\"\n4. Измените нужные значения\n5. Нажмите Ctrl+S для сохранения сцены\n\n### Bullet (Пуля) - scripts/projectiles/bullet.gd\n\n| Параметр | Тип | По умолчанию | Описание | Влияние на геймплей |\n|----------|-----|--------------|----------|---------------------|\n| `speed` | float | 600.0 | Скорость полета пули (пикселей/секунду) | Чем выше, тем быстрее летит пуля. 300 = медленно, 1000+ = очень быстро |\n| `lifetime` | float | 3.0 | Максимальное время жизни пули (секунд) | Через это время пуля автоматически уничтожается, даже если ни во что не попала |\n\n**Переменная (устанавливается из кода)**:\n- `direction: Vector2` - направление движения пули (устанавливается игроком при выстреле)\n\n**Примеры настроек**:\n\n- **Медленная пуля** (как файрбол):\n - `speed = 300`\n - `lifetime = 5.0`\n\n- **Быстрая пуля** (как лазер):\n - `speed = 1200`\n - `lifetime = 2.0`\n\n- **Обычная пуля**:\n - `speed = 600`\n - `lifetime = 3.0`\n\n### Target (Мишень) - scripts/objects/target.gd\n\n| Параметр | Тип | По умолчанию | Описание | Влияние на геймплей |\n|----------|-----|--------------|----------|---------------------|\n| `hit_color` | Color | Зеленый | Цвет мишени при попадании | Визуальная индикация попадания. По умолчанию зеленый (0.2, 0.8, 0.2) |\n| `normal_color` | Color | Красный | Обычный цвет мишени | Цвет в исходном состоянии. По умолчанию красный (0.9, 0.2, 0.2) |\n| `destroy_on_hit` | bool | false | Уничтожать мишень при попадании | false = мишень восстанавливается, true = мишень исчезает |\n| `respawn_delay` | float | 2.0 | Задержка перед восстановлением/уничтожением (секунд) | Время, через которое мишень либо восстанавливается (если destroy_on_hit = false), либо уничтожается (если true) |\n\n**Примеры настроек**:\n\n- **Тренировочная мишень** (восстанавливается):\n - `destroy_on_hit = false`\n - `respawn_delay = 2.0`\n - Мишень можно стрелять многократно\n\n- **Разрушаемая мишень**:\n - `destroy_on_hit = true`\n - `respawn_delay = 1.0`\n - Мишень исчезает после попадания\n\n- **Быстро восстанавливающаяся мишень**:\n - `destroy_on_hit = false`\n - `respawn_delay = 0.5`\n - Для интенсивной практики стрельбы\n\n### InputSettings (Настройки управления) - scripts/autoload/input_settings.gd\n\nЭто синглтон (autoload), который автоматически загружается при старте игры.\n\n**Константы**:\n- `SETTINGS_PATH = \"user://input_settings.cfg\"` - путь к файлу сохранения настроек\n\n**Переменные**:\n- `remappable_actions: Array[String]` - список действий, доступных для переназначения\n\n**Методы для использования в других скриптах**:\n\n```gdscript\n# Получить отображаемое имя действия\nInputSettings.get_action_display_name(\"move_up\") # Вернет \"Move Up\"\n\n# Получить текущую назначенную клавишу\nInputSettings.get_action_key_name(\"shoot\") # Вернет \"Left Mouse\"\n\n# Установить новую клавишу для действия\nvar new_event = InputEventKey.new()\nnew_event.physical_keycode = KEY_SPACE\nInputSettings.set_action_key(\"shoot\", new_event)\n\n# Сбросить все настройки к значениям по умолчанию\nInputSettings.reset_to_defaults()\n\n# Сохранить настройки в файл\nInputSettings.save_settings()\n\n# Проверить конфликт клавиш\nvar conflict = InputSettings.check_key_conflict(event, \"move_up\")\nif conflict != \"\":\n print(\"Конфликт с действием: \", conflict)\n```\n\n**Сигналы**:\n- `controls_changed` - испускается при изменении настроек управления\n\n## Система управления\n\n### Настроенные действия ввода (Input Actions)\n\nВсе действия настраиваются в **Проект > Настройки проекта > Карта ввода** (Project > Project Settings > Input Map).\n\n| Действие | Клавиши по умолчанию | Назначение |\n|----------|----------------------|------------|\n| `move_up` | W, Стрелка вверх | Движение персонажа вверх |\n| `move_down` | S, Стрелка вниз | Движение персонажа вниз |\n| `move_left` | A, Стрелка влево | Движение персонажа влево |\n| `move_right` | D, Стрелка вправо | Движение персонажа вправо |\n| `shoot` | Левая кнопка мыши | Стрельба к курсору |\n| `pause` | Escape | Открытие меню паузы |\n\n### Как добавить новое действие\n\n**Пример**: Добавим действие для бега (sprint)\n\n1. **В настройках проекта**:\n - Откройте **Проект > Настройки проекта** (Project > Project Settings)\n - Перейдите на вкладку **Карта ввода** (Input Map)\n - Введите имя действия `sprint` в поле в верхней части\n - Нажмите **Добавить** (Add)\n - Кликните на \"+\" справа от `sprint`\n - Нажмите клавишу Shift\n - Нажмите **OK**\n\n2. **В коде игрока** (scripts/characters/player.gd):\n ```gdscript\n # Добавьте параметр\n @export var sprint_multiplier: float = 1.5\n\n # Измените метод _physics_process\n func _physics_process(delta: float) -> void:\n var input_direction := _get_input_direction()\n\n # Определяем текущую максимальную скорость\n var current_max_speed = max_speed\n if Input.is_action_pressed(\"sprint\"):\n current_max_speed *= sprint_multiplier\n\n if input_direction != Vector2.ZERO:\n velocity = velocity.move_toward(input_direction * current_max_speed, acceleration * delta)\n else:\n velocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n\n move_and_slide()\n ```\n\n3. **Добавьте в переназначаемые действия** (опционально):\n - Откройте `scripts/autoload/input_settings.gd`\n - Добавьте `\"sprint\"` в массив `remappable_actions`\n - Добавьте обработку в методе `get_action_display_name`:\n ```gdscript\n \"sprint\":\n return \"Sprint\"\n ```\n\n## Физические слои\n\nGodot использует слои коллизий для определения того, какие объекты могут взаимодействовать друг с другом.\n\n### Настроенные слои\n\nСлои настраиваются в **Проект > Настройки проекта > Имена слоев > 2D физика** (Project > Project Settings > Layer Names > 2D Physics).\n\n| Слой | Название | Назначение | Примеры |\n|------|----------|------------|---------|\n| 1 | player | Игрок | Персонаж игрока |\n| 2 | enemies | Враги | Враждебные NPC, монстры |\n| 3 | obstacles | Препятствия | Стены, барьеры, непроходимые объекты |\n| 4 | pickups | Подбираемые предметы | Монеты, здоровье, оружие |\n| 5 | projectiles | Снаряды | Пули, ракеты, магические снаряды |\n| 6 | targets | Мишени | Стреляемые мишени, интерактивные объекты |\n\n### Как работают слои\n\nКаждый физический объект (CharacterBody2D, Area2D, StaticBody2D и т.д.) имеет:\n\n1. **Collision Layer** (Слой коллизии) - на каком слое находится объект\n2. **Collision Mask** (Маска коллизии) - с какими слоями объект может взаимодействовать\n\n**Пример настройки игрока**:\n- **Collision Layer** = 1 (player) - игрок находится на слое игрока\n- **Collision Mask** = 4 (obstacles) + 8 (pickups) - игрок видит препятствия и подбираемые предметы\n\n**Пример настройки пули**:\n- **Collision Layer** = 5 (projectiles) - пуля находится на слое снарядов\n- **Collision Mask** = 4 (obstacles) + 32 (targets) - пуля видит стены и мишени\n\n### Как настроить коллизии для нового объекта\n\n**Пример**: Создаем подбираемую монету\n\n1. Создайте сцену с узлом Area2D\n2. Выберите узел Area2D\n3. В Inspector найдите раздел **Collision**\n4. **Collision Layer**: Включите только слой 4 (pickups)\n5. **Collision Mask**: Включите только слой 1 (player) - монета будет детектировать игрока\n\n**В скрипте монеты**:\n```gdscript\nextends Area2D\n\nfunc _ready() -> void:\n # Слушаем вход в область\n body_entered.connect(_on_body_entered)\n\nfunc _on_body_entered(body: Node2D) -> void:\n # Если это игрок (находится на слое player)\n if body is CharacterBody2D:\n print(\"Игрок подобрал монету!\")\n queue_free() # Удаляем монету\n```\n\n### Таблица взаимодействий\n\n| Объект | Слой | Маска | Взаимодействует с |\n|--------|------|-------|-------------------|\n| Игрок | 1 (player) | 4 (obstacles) + 8 (pickups) | Стены, предметы |\n| Враг | 2 (enemies) | 1 (player) + 4 (obstacles) | Игрок, стены |\n| Стена | 3 (obstacles) | - | Ничего (статичная) |\n| Монета | 4 (pickups) | 1 (player) | Игрок |\n| Пуля | 5 (projectiles) | 4 (obstacles) + 32 (targets) | Стены, мишени |\n| Мишень | 6 (targets) | 16 (projectiles) | Пули |\n\n## Расширение шаблона\n\n### Добавление нового уровня\n\n**Шаг за шагом**:\n\n1. **Создайте файл сцены**:\n - Кликните правой кнопкой на папку `scenes/levels/`\n - Выберите **Создать новую сцену** (New Scene)\n - Сохраните как `scenes/levels/MyLevel.tscn`\n\n2. **Настройте структуру**:\n ```\n MyLevel (Node2D)\n ├── Environment (Node2D)\n │ ├── Background (Sprite2D/ColorRect)\n │ ├── Walls (Node2D)\n │ │ └── Wall1 (StaticBody2D + CollisionShape2D)\n │ └── Objects (Node2D)\n ├── Entities (Node2D)\n │ └── Player (экземпляр Player.tscn)\n └── CanvasLayer\n └── UI (Control)\n ```\n\n3. **Создайте скрипт уровня**:\n - Создайте файл `scripts/levels/my_level.gd`\n - Прикрепите к корневому узлу MyLevel\n\n ```gdscript\n extends Node2D\n ## My custom game level\n\n func _ready() -> void:\n print(\"Level loaded!\")\n # Инициализация уровня\n\n func _process(delta: float) -> void:\n # Логика уровня\n pass\n ```\n\n4. **Добавьте игрока**:\n - Перетащите `scenes/characters/Player.tscn` в узел Entities\n - Установите его position в желаемую стартовую позицию\n\n5. **Добавьте стены**:\n - Создайте StaticBody2D под Walls\n - Добавьте CollisionShape2D\n - Установите **Collision Layer** = 3 (obstacles)\n - Добавьте визуальный спрайт или ColorRect\n\n6. **Запустите уровень**:\n - Откройте MyLevel.tscn\n - Нажмите F6 для запуска текущей сцены\n\n### Добавление нового персонажа (врага)\n\n**Шаг за шагом**:\n\n1. **Создайте сцену**:\n - Создайте `scenes/characters/Enemy.tscn`\n - Корневой узел: CharacterBody2D\n\n2. **Добавьте компоненты**:\n ```\n Enemy (CharacterBody2D)\n ├── CollisionShape2D (форма коллизии)\n ├── Sprite2D (визуальный спрайт)\n └── DetectionArea (Area2D) - для детектирования игрока\n └── CollisionShape2D\n ```\n\n3. **Настройте коллизии**:\n - **Enemy (CharacterBody2D)**:\n - Collision Layer: 2 (enemies)\n - Collision Mask: 1 (player) + 4 (obstacles)\n - **DetectionArea (Area2D)**:\n - Collision Layer: 2 (enemies)\n - Collision Mask: 1 (player)\n\n4. **Создайте скрипт** `scripts/characters/enemy.gd`:\n ```gdscript\n extends CharacterBody2D\n ## Basic enemy that follows the player\n\n @export var move_speed: float = 100.0\n @export var detection_range: float = 200.0\n\n @onready var detection_area: Area2D = $DetectionArea\n\n var player: CharacterBody2D = null\n\n func _ready() -> void:\n # Настраиваем зону детектирования\n detection_area.body_entered.connect(_on_detection_entered)\n detection_area.body_exited.connect(_on_detection_exited)\n\n func _physics_process(delta: float) -> void:\n if player:\n # Двигаемся к игроку\n var direction = (player.global_position - global_position).normalized()\n velocity = direction * move_speed\n move_and_slide()\n\n func _on_detection_entered(body: Node2D) -> void:\n if body is CharacterBody2D and body.collision_layer & 1: # Проверяем слой player\n player = body\n\n func _on_detection_exited(body: Node2D) -> void:\n if body == player:\n player = null\n ```\n\n5. **Используйте на уровне**:\n - Перетащите Enemy.tscn на ваш уровень\n - Настройте параметры в Inspector\n\n### Добавление нового типа снаряда\n\n**Пример**: Создадим медленный огненный шар\n\n1. **Создайте сцену**:\n - Скопируйте `scenes/projectiles/Bullet.tscn`\n - Сохраните как `scenes/projectiles/Fireball.tscn`\n\n2. **Измените визуал**:\n - Измените спрайт на красный/оранжевый\n - Увеличьте размер коллизии (например, радиус 8)\n\n3. **Создайте скрипт** `scripts/projectiles/fireball.gd`:\n ```gdscript\n extends Area2D\n ## Fireball projectile with explosion effect\n\n @export var speed: float = 300.0 # Медленнее обычной пули\n @export var lifetime: float = 5.0\n @export var explosion_radius: float = 50.0\n\n var direction: Vector2 = Vector2.RIGHT\n var _time_alive: float = 0.0\n\n func _ready() -> void:\n body_entered.connect(_on_body_entered)\n area_entered.connect(_on_area_entered)\n\n func _physics_process(delta: float) -> void:\n position += direction * speed * delta\n _time_alive += delta\n if _time_alive >= lifetime:\n _explode()\n\n func _on_body_entered(body: Node2D) -> void:\n _explode()\n\n func _on_area_entered(area: Area2D) -> void:\n if area.has_method(\"on_hit\"):\n area.on_hit()\n _explode()\n\n func _explode() -> void:\n # Создаем область взрыва\n var explosion_area = Area2D.new()\n var shape = CircleShape2D.new()\n shape.radius = explosion_radius\n var collision = CollisionShape2D.new()\n collision.shape = shape\n explosion_area.add_child(collision)\n explosion_area.global_position = global_position\n get_tree().current_scene.add_child(explosion_area)\n\n # Находим всех врагов в радиусе\n explosion_area.collision_mask = 2 # enemies layer\n await get_tree().process_frame\n var bodies = explosion_area.get_overlapping_bodies()\n for body in bodies:\n if body.has_method(\"take_damage\"):\n body.take_damage(50)\n\n explosion_area.queue_free()\n queue_free()\n ```\n\n4. **Используйте в игроке**:\n - Откройте Player.tscn\n - В Inspector измените `bullet_scene` на Fireball.tscn\n\n### Добавление автозагрузки (Autoload/Singleton)\n\nАвтозагрузки используются для глобальных систем (менеджеры, настройки и т.д.)\n\n**Пример**: Создадим менеджер счета\n\n1. **Создайте скрипт** `scripts/autoload/score_manager.gd`:\n ```gdscript\n extends Node\n ## Global score manager\n\n signal score_changed(new_score: int)\n\n var score: int = 0:\n set(value):\n score = value\n score_changed.emit(score)\n\n func add_score(amount: int) -> void:\n score += amount\n\n func reset_score() -> void:\n score = 0\n\n func get_score() -> int:\n return score\n ```\n\n2. **Добавьте в автозагрузку**:\n - Откройте **Проект > Настройки проекта** (Project > Project Settings)\n - Перейдите на вкладку **Autoload**\n - Нажмите на значок папки справа\n - Выберите `scripts/autoload/score_manager.gd`\n - В поле **Node Name** введите `ScoreManager`\n - Нажмите **Добавить** (Add)\n\n3. **Используйте в любом скрипте**:\n ```gdscript\n # В скрипте врага при уничтожении\n func die() -> void:\n ScoreManager.add_score(100)\n queue_free()\n\n # В UI для отображения счета\n func _ready() -> void:\n ScoreManager.score_changed.connect(_on_score_changed)\n _update_score_label()\n\n func _on_score_changed(new_score: int) -> void:\n _update_score_label()\n\n func _update_score_label() -> void:\n $ScoreLabel.text = \"Score: \" + str(ScoreManager.get_score())\n ```\n\n### Добавление UI элемента\n\n**Пример**: Создадим полоску здоровья\n\n1. **Создайте сцену** `scenes/ui/HealthBar.tscn`:\n ```\n HealthBar (Control)\n ├── Background (ColorRect) - темный фон\n └── Bar (ProgressBar) - индикатор здоровья\n ```\n\n2. **Создайте скрипт** `scripts/ui/health_bar.gd`:\n ```gdscript\n extends Control\n ## Health bar UI component\n\n @onready var progress_bar: ProgressBar = $Bar\n\n func _ready() -> void:\n update_health(100, 100)\n\n func update_health(current: int, maximum: int) -> void:\n progress_bar.max_value = maximum\n progress_bar.value = current\n\n # Меняем цвет в зависимости от здоровья\n var health_percent = float(current) / float(maximum)\n if health_percent > 0.5:\n progress_bar.modulate = Color.GREEN\n elif health_percent > 0.25:\n progress_bar.modulate = Color.YELLOW\n else:\n progress_bar.modulate = Color.RED\n ```\n\n3. **Добавьте здоровье игроку** (в scripts/characters/player.gd):\n ```gdscript\n @export var max_health: int = 100\n var current_health: int = max_health\n\n signal health_changed(current: int, maximum: int)\n\n func _ready() -> void:\n # ... существующий код\n health_changed.emit(current_health, max_health)\n\n func take_damage(amount: int) -> void:\n current_health -= amount\n if current_health < 0:\n current_health = 0\n health_changed.emit(current_health, max_health)\n\n if current_health <= 0:\n die()\n\n func die() -> void:\n print(\"Player died!\")\n # Логика смерти\n ```\n\n4. **Добавьте на уровень**:\n - Добавьте HealthBar.tscn как дочерний узел CanvasLayer\n - В скрипте уровня свяжите игрока и health bar:\n ```gdscript\n @onready var player: CharacterBody2D = $Entities/Player\n @onready var health_bar: Control = $CanvasLayer/HealthBar\n\n func _ready() -> void:\n player.health_changed.connect(health_bar.update_health)\n ```\n\n## Лучшие практики\n\n### Именование файлов и папок\n\n1. **Используйте snake_case** для всех файлов и папок:\n ✅ `player_character.gd`, `main_menu.tscn`\n ❌ `PlayerCharacter.gd`, `MainMenu.tscn`\n\n2. **Группируйте по типу и функции**:\n ```\n scenes/\n ├── characters/ # Все персонажи\n ├── levels/ # Все уровни\n └── ui/ # Весь интерфейс\n\n scripts/\n ├── characters/ # Скрипты персонажей\n ├── levels/ # Скрипты уровней\n └── ui/ # Скрипты UI\n ```\n\n3. **Соответствие имен**: Файлы сцен и скриптов должны соответствовать:\n - Сцена: `scenes/characters/Player.tscn`\n - Скрипт: `scripts/characters/player.gd`\n\n### Организация кода\n\n1. **Используйте @export для настраиваемых параметров**:\n ```gdscript\n # ✅ Хорошо - параметр виден в Inspector\n @export var max_speed: float = 200.0\n\n # ❌ Плохо - параметр спрятан в коде\n var max_speed: float = 200.0\n ```\n\n2. **Документируйте с помощью комментариев ##**:\n ```gdscript\n extends CharacterBody2D\n ## Player character controller for top-down movement.\n ##\n ## This script handles player movement, shooting, and health.\n\n ## Maximum movement speed in pixels per second.\n @export var max_speed: float = 200.0\n ```\n\n3. **Порядок в скрипте**:\n ```gdscript\n # 1. Extends\n extends CharacterBody2D\n\n # 2. Документация класса\n ## Class documentation\n\n # 3. Сигналы\n signal health_changed(value: int)\n\n # 4. Экспортируемые переменные\n @export var max_speed: float = 200.0\n\n # 5. Публичные переменные\n var velocity: Vector2 = Vector2.ZERO\n\n # 6. Приватные переменные (с подчеркиванием)\n var _is_dead: bool = false\n\n # 7. @onready переменные\n @onready var sprite: Sprite2D = $Sprite2D\n\n # 8. Встроенные методы (_ready, _process и т.д.)\n func _ready() -> void:\n pass\n\n # 9. Публичные методы\n func take_damage(amount: int) -> void:\n pass\n\n # 10. Приватные методы (с подчеркиванием)\n func _calculate_movement() -> Vector2:\n pass\n ```\n\n4. **Используйте типизацию**:\n ```gdscript\n # ✅ Хорошо - явные типы\n var health: int = 100\n var speed: float = 200.0\n var player: CharacterBody2D = null\n\n func get_direction() -> Vector2:\n return Vector2.ZERO\n\n # ❌ Плохо - без типов\n var health = 100\n var speed = 200.0\n\n func get_direction():\n return Vector2.ZERO\n ```\n\n### Работа со сценами\n\n1. **Модульная структура**:\n ```\n Level\n ├── Environment # Все статическое окружение\n ├── Entities # Все динамические сущности\n └── UI # Весь интерфейс\n ```\n\n2. **Используйте инстансы сцен** вместо дублирования:\n - Создайте сцену врага один раз\n - Размещайте инстансы этой сцены на уровнях\n - Изменения в оригинальной сцене автоматически применятся везде\n\n3. **Используйте @onready** для ссылок на узлы:\n ```gdscript\n # ✅ Хорошо - загружается в _ready автоматически\n @onready var sprite: Sprite2D = $Sprite2D\n @onready var collision: CollisionShape2D = $CollisionShape2D\n\n # ❌ Плохо - нужно вручную загружать в _ready\n var sprite: Sprite2D\n var collision: CollisionShape2D\n\n func _ready() -> void:\n sprite = $Sprite2D\n collision = $CollisionShape2D\n ```\n\n### Физика и коллизии\n\n1. **CharacterBody2D для управляемых персонажей**:\n - Используйте для игрока, врагов\n - Используйте `move_and_slide()` для плавного движения\n - Автоматическая обработка столкновений\n\n2. **Area2D для триггеров и снарядов**:\n - Используйте для пуль, зон урона, подбираемых предметов\n - Детектирует вход/выход других объектов\n - Не блокирует движение\n\n3. **StaticBody2D для неподвижных объектов**:\n - Используйте для стен, препятствий\n - Не движется, только блокирует\n\n4. **Правильно настраивайте слои**:\n - Объект должен быть на ОДНОМ слое (Layer)\n - Объект может видеть НЕСКОЛЬКО слоев (Mask)\n\n### Оптимизация\n\n1. **Используйте процессы по необходимости**:\n ```gdscript\n # Если не нужен _process, не создавайте его\n # Выключайте обработку, когда не нужно\n func disable_processing() -> void:\n set_process(false)\n set_physics_process(false)\n ```\n\n2. **Удаляйте ненужные объекты**:\n ```gdscript\n # Пули, эффекты и т.д. должны удалять себя\n func _on_lifetime_exceeded() -> void:\n queue_free() # ✅ Безопасное удаление\n ```\n\n3. **Используйте object pooling для частых объектов**:\n - Вместо создания/удаления пуль каждый раз\n - Создайте пул пуль и переиспользуйте их\n\n## Архитектурные правила\n\n### Разделение ответственности\n\n1. **Один скрипт = одна ответственность**:\n - `player.gd` - только логика игрока\n - `bullet.gd` - только логика пули\n - `game_manager.gd` - только управление игрой\n\n2. **Используйте сигналы для коммуникации**:\n ```gdscript\n # ✅ Хорошо - слабая связь через сигналы\n # В player.gd\n signal died\n\n func take_damage(amount: int) -> void:\n health -= amount\n if health <= 0:\n died.emit()\n\n # В game_manager.gd\n func _ready() -> void:\n player.died.connect(_on_player_died)\n\n # ❌ Плохо - прямая зависимость\n # В player.gd\n func take_damage(amount: int) -> void:\n health -= amount\n if health <= 0:\n GameManager.player_died() # Прямая связь\n ```\n\n3. **Автозагрузки для глобальных систем**:\n - Используйте для менеджеров (GameManager, ScoreManager)\n - Используйте для настроек (InputSettings, AudioSettings)\n - НЕ используйте для обычной игровой логики\n\n### Иерархия сцен\n\n1. **Принцип композиции**:\n ```\n Player\n ├── Sprite2D # Визуал\n ├── CollisionShape2D # Физика\n ├── HealthComponent # Компонент здоровья (можно переиспользовать)\n └── WeaponComponent # Компонент оружия (можно переиспользовать)\n ```\n\n2. **Переиспользуемые компоненты**:\n - Создайте `scenes/components/HealthComponent.tscn`\n - Используйте в игроке, врагах и т.д.\n - Изменения в компоненте затронут все объекты\n\n### Управление состоянием\n\n1. **Используйте перечисления (enum) для состояний**:\n ```gdscript\n enum State {\n IDLE,\n MOVING,\n ATTACKING,\n DEAD\n }\n\n var current_state: State = State.IDLE\n\n func _physics_process(delta: float) -> void:\n match current_state:\n State.IDLE:\n _process_idle(delta)\n State.MOVING:\n _process_moving(delta)\n State.ATTACKING:\n _process_attacking(delta)\n State.DEAD:\n return # Ничего не делаем\n ```\n\n2. **Машина состояний для сложного поведения**:\n - Создайте отдельные узлы для каждого состояния\n - Переключайтесь между ними через менеджер\n\n### Данные и конфигурация\n\n1. **Используйте Resources для данных**:\n ```gdscript\n # weapon_data.gd\n extends Resource\n class_name WeaponData\n\n @export var weapon_name: String\n @export var damage: int\n @export var fire_rate: float\n @export var bullet_scene: PackedScene\n ```\n\n Создайте `.tres` файлы в `assets/data/weapons/`:\n - `pistol.tres`\n - `shotgun.tres`\n - `rifle.tres`\n\n2. **Конфигурационные файлы для настроек**:\n ```gdscript\n # Сохранение настроек\n var config = ConfigFile.new()\n config.set_value(\"graphics\", \"fullscreen\", true)\n config.set_value(\"audio\", \"master_volume\", 0.8)\n config.save(\"user://settings.cfg\")\n\n # Загрузка настроек\n var config = ConfigFile.new()\n config.load(\"user://settings.cfg\")\n var fullscreen = config.get_value(\"graphics\", \"fullscreen\", false)\n ```\n\n### Обработка ошибок\n\n1. **Проверяйте на null**:\n ```gdscript\n func shoot() -> void:\n if bullet_scene == null:\n push_error(\"Bullet scene not set!\")\n return\n\n var bullet = bullet_scene.instantiate()\n # ...\n ```\n\n2. **Используйте assert для проверки условий**:\n ```gdscript\n func _ready() -> void:\n assert(max_speed > 0, \"Max speed must be positive!\")\n assert(sprite != null, \"Sprite node not found!\")\n ```\n\n### Производительность\n\n1. **Группируйте объекты**:\n ```gdscript\n # Добавьте объекты в группу\n add_to_group(\"enemies\")\n add_to_group(\"damageable\")\n\n # Найдите все объекты группы\n var enemies = get_tree().get_nodes_in_group(\"enemies\")\n for enemy in enemies:\n enemy.take_damage(10)\n ```\n\n2. **Используйте caching для частых операций**:\n ```gdscript\n # ❌ Плохо - поиск каждый кадр\n func _process(delta: float) -> void:\n var player = get_tree().get_first_node_in_group(\"player\")\n look_at(player.position)\n\n # ✅ Хорошо - кешируем ссылку\n var _player: Node2D = null\n\n func _ready() -> void:\n _player = get_tree().get_first_node_in_group(\"player\")\n\n func _process(delta: float) -> void:\n if _player:\n look_at(_player.position)\n ```\n\n### Ограничения размера скриптов\n\nДля поддержания читаемости и модульности кода:\n- **Целевой максимум**: 800 строк на скрипт\n- **Порог предупреждения**: 800 строк (рекомендуется рефакторинг)\n- **Идеально**: менее 300 строк на скрипт\n\nПри превышении этих лимитов рассмотрите извлечение функциональности в переиспользуемые компоненты.\n\n> **Примечание**: Некоторые существующие скрипты (например, `enemy.gd`) превышают эти лимиты из-за исторической сложности.\n> Директория `scripts/components/` предоставляет паттерны переиспользуемых компонентов для постепенного рефакторинга.\n> См. `HealthComponent`, `AmmoComponent`, `VisionComponent` и `CoverComponent` в качестве примеров.\n\n### Компонентная архитектура\n\nПроект использует компонентную архитектуру для переиспользуемой функциональности:\n\n```\nscripts/\n├── components/ # Переиспользуемые компоненты\n│ ├── health_component.gd # Управление здоровьем\n│ ├── ammo_component.gd # Система боеприпасов\n│ ├── vision_component.gd # Обнаружение прямой видимости\n│ └── cover_component.gd # Обнаружение/оценка укрытия\n├── ai/\n│ ├── states/ # Состояния машины состояний ИИ\n│ │ ├── enemy_state.gd # Базовый класс состояния\n│ │ ├── idle_state.gd # Поведение ожидания/патруля\n│ │ └── pursuing_state.gd # Поведение преследования\n│ ├── goap_action.gd # Базовый класс действий GOAP\n│ ├── goap_planner.gd # Планировщик GOAP\n│ └── enemy_actions.gd # Специфичные для врагов действия GOAP\n└── autoload/ # Глобальные синглтоны\n```\n\n### Паттерн машины состояний ИИ\n\nДля сложного поведения ИИ используйте паттерн машины состояний:\n\n```gdscript\nclass_name IdleState\nextends EnemyState\n\nfunc enter() -> void:\n # Вызывается при входе в это состояние\n pass\n\nfunc process(delta: float) -> EnemyState:\n # Возвращает новое состояние для перехода, или null чтобы остаться\n if enemy._can_see_player:\n return CombatState.new(enemy)\n return null\n\nfunc exit() -> void:\n # Вызывается при выходе из этого состояния\n pass\n```\n\n### CI проверки архитектуры\n\nПроект включает автоматические проверки архитектуры (`.github/workflows/architecture-check.yml`):\n\n- **Лимиты размера скриптов**: Проверяет максимум 800 строк на скрипт\n- **Объявления class_name**: Убеждается, что компоненты правильно именованы\n- **Структура папок**: Проверяет наличие необходимых директорий\n- **Соглашения именования**: Проверяет snake_case для GDScript файлов\n- **Паттерны связанности**: Предупреждает о потенциально тесной связанности\n\n## Решение проблем\n\n### Проект не открывается\n\n**Проблема**: Godot не может открыть проект\n\n**Решения**:\n1. Убедитесь, что используете Godot 4.3 или новее\n2. Проверьте, что файл `project.godot` существует\n3. Попробуйте удалить папку `.godot` и переоткрыть проект\n4. Проверьте права доступа к папке проекта\n\n### Коллизии не работают\n\n**Проблема**: Объекты проходят сквозь стены\n\n**Решения**:\n1. Проверьте Collision Layer и Collision Mask\n2. Убедитесь, что у объектов есть CollisionShape2D\n3. Убедитесь, что форма коллизии не пустая\n4. Для CharacterBody2D используйте `move_and_slide()`\n\n### Пули не попадают в мишени\n\n**Проблема**: Пули пролетают сквозь мишени\n\n**Решения**:\n1. Пуля (Area2D):\n - Collision Layer: 5 (projectiles)\n - Collision Mask: 6 (targets) + 4 (obstacles)\n2. Мишень (Area2D):\n - Collision Layer: 6 (targets)\n - Collision Mask: 5 (projectiles)\n3. Убедитесь, что пуля имеет метод `area_entered.connect()`\n4. Убедитесь, что мишень имеет метод `on_hit()`\n\n### Низкая производительность\n\n**Проблема**: Игра тормозит\n\n**Решения**:\n1. Откройте **Debug > Profiler** для анализа\n2. Проверьте количество активных объектов (особенно пуль)\n3. Удаляйте объекты, вышедшие за пределы экрана\n4. Используйте `queue_free()` вместо удаления сразу\n5. Отключите ненужные процессы с `set_process(false)`\n\n### Управление не работает\n\n**Проблема**: Персонаж не реагирует на клавиши\n\n**Решения**:\n1. Проверьте **Проект > Настройки проекта > Input Map**\n2. Убедитесь, что действия правильно названы (`move_up`, `move_down` и т.д.)\n3. Проверьте, что скрипт прикреплен к персонажу\n4. Убедитесь, что `_physics_process` вызывается\n5. Проверьте, что игра не на паузе (`get_tree().paused`)\n\n### Настройки управления не сохраняются\n\n**Проблема**: После перезапуска настройки клавиш сбрасываются\n\n**Решения**:\n1. Убедитесь, что InputSettings в автозагрузке\n2. Проверьте, что путь `user://` доступен для записи\n3. Кликните \"Apply\" перед выходом из меню управления\n4. Проверьте консоль на ошибки сохранения\n\n## Дополнительные ресурсы\n\n### Официальная документация Godot\n- [Godot 4 Documentation](https://docs.godotengine.org/en/stable/)\n- [GDScript Reference](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html)\n- [2D Movement](https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html)\n\n### Обучающие материалы\n- [Godot Tutorials](https://docs.godotengine.org/en/stable/community/tutorials.html)\n- [GDQuest - Free Godot Tutorials](https://www.gdquest.com/)\n- [HeartBeast - Godot Tutorials (YouTube)](https://www.youtube.com/c/uheartbeast)\n\n### Сообщество\n- [Godot Forum](https://forum.godotengine.org/)\n- [Godot Discord](https://discord.gg/zH7NUgz)\n- [Reddit r/godot](https://www.reddit.com/r/godot/)\n\n## Лицензия\n\nСм. файл [LICENSE](LICENSE) для получения подробной информации.\n\n---\n\n**Версия шаблона**: 1.0\n**Совместимость**: Godot 4.3+\n**Последнее обновление**: 2026-01-11\n", | |
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| "text": "Now I understand the context. Looking at the issue text more carefully: \"патронов в **пн** должно быть больше в 2.5 раза\" - where \"пн\" is written in lowercase. In Russian gaming/colloquial context, \"ПН\" most likely stands for **\"Power Fantasy\"** (it's the only special/enhanced game mode). But \"пн\" in Russian is commonly an abbreviation for \"понедельник\" (Monday). However, there's no day-of-the-week system in this game.\n\nWait - let me reconsider. Looking at the difficulty enum: EASY, NORMAL, HARD, **POWER_FANTASY**. The Russian abbreviation \"пн\" could stand for \"повышенная нагрузка\" or could also be just a typo/abbreviation for **\"пф\"** (Power Fantasy). But another strong interpretation is that \"пн\" = \"повер натиск\" or simply referring to Power Fantasy in Russian slang.\n\nGiven that:\n1. Power Fantasy currently has a 3x ammo multiplier\n2. The issue says \"ammo in PN should be 2.5 times more\" \n3. This should also apply on hard difficulty\n\nThe issue is requesting that the ammo multiplier be increased **to 2.5x** for all difficulties (not just Power Fantasy), or that the base ammo amounts be multiplied by 2.5.\n\nWait, let me re-read: \"патронов в пн должно быть больше **в 2.5 раза**\" and \"в том числе и на сложности hard\". This means \"ammo in PN should be 2.5 times more, **including on hard difficulty**\".\n\nThe phrase \"including on hard difficulty\" suggests that there's a mode called \"PN\" where ammo should be 2.5x more even on hard. Since Power Fantasy (ПФ) already has 3x, this doesn't fit. Let me look at the levels for any \"PN\" reference." | |
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| "content": "Scripts/Weapons/SniperRifle.cs:419: 3 => \"res://assets/audio/досылание патрона ASVK (3 шаг зарядки).wav\",\nScripts/Weapons/SniperRifle.cs:1122: \"res://assets/audio/кончились патроны в пистолете.wav\", -3.0f);\nscripts/autoload/audio_manager.gd:51:const EMPTY_GUN_CLICK: String = \"res://assets/audio/кончились патроны в пистолете.wav\"\nscripts/autoload/audio_manager.gd:93:const SHOTGUN_EMPTY_CLICK: String = \"res://assets/audio/выстрел без патронов дробовик.mp3\"\nscripts/autoload/audio_manager.gd:96:const SHOTGUN_LOAD_SHELL: String = \"res://assets/audio/зарядил один патрон в дробовик.mp3\"\nscripts/autoload/audio_manager.gd:149:const ASVK_BOLT_STEP_3: String = \"res://assets/audio/досылание патрона ASVK (3 шаг зарядки).wav\"\nREADME_RU.md:277:- Отображает все доступные для переназначения действия\nREADME_RU.md:404:- `remappable_actions: Array[String]` - список действий, доступных для переназначения\ndocs/case-studies/issue-139/README.md:46:2. **\"на учебном уровне должно быть отображение кол-ва патронов\"** (Tutorial level should show ammo count)\ndocs/case-studies/issue-413/README.md:5:**Original Request (Russian):** \"сделать uiz и m16 у игрока патронов меньше в 2 раза на карте Здание - в смысле меньше магазинов\"\ndocs/case-studies/issue-55/README.md:73:| Empty click | кончились патроны в пистолете.wav | No |\ndocs/case-studies/issue-210/README.md:209:> \"поведение с MMB работает правильно, но затвор всё ещё можно случайно открыть при досылании (после выстрела) патрона (сразу после закрытия затвора).\"\ndocs/case-studies/issue-210/README.md:252:> \"патронов на карте здание всё ещё 8 + 24\"\ndocs/case-studies/issue-210/README.md:294:> \"теперь патронов 8 всего (должно быть 8 + 12 в запасе).\"\ndocs/case-studies/issue-416/README.md:287:User reported: \"запись недоступна в этой сессии, то есть всё ещё не работает\" (Recording unavailable in this session, still doesn't work) with game log `game_log_20260206_141414.txt`.\ndocs/case-studies/issue-204/README.md:62:- `выстрел без патронов дробовик.mp3` - Empty click\ndocs/case-studies/issue-204/README.md:63:- `зарядил один патрон в дробовик.mp3` - Shell loading\ndocs/case-studies/issue-204/analysis.md:56: - `выстрел без патронов дробовик.mp3` (empty click)\ndocs/case-studies/issue-204/analysis.md:57: - `зарядил один патрон в дробовик.mp3` (shell loading)\ndocs/case-studies/issue-204/analysis.md:86: const SHOTGUN_EMPTY_CLICK: String = \"res://assets/audio/выстрел без патронов дробовик.mp3\"\ndocs/case-studies/issue-204/analysis.md:87: const SHOTGUN_LOAD_SHELL: String = \"res://assets/audio/зарядил один патрон в дробовик.mp3\"\ndocs/case-studies/issue-213/README.md:7:**Original (Russian):** \"После открытия затвора и попытки зарядить патрон (MMB + RMB драг вниз) в первый раз - затвор закрывается (должно сразу заряжаться).\"\ndocs/case-studies/issue-64/README.md:39: throughout (e.g., `кончились патроны в пистолете.wav`,\ndocs/case-studies/issue-511/CASE_STUDY.md:23:> сломался счётчик патронов, врагов и выбор оружия как минимум.\ndocs/case-studies/issue-262/README.md:8:**Original Issue**: \"при стрельбе из оружия должны вылетать гильзы соответствующих патронов (в момент проигрывания соответствующего звука). гильзы должны оставаться лежать на полу (не удаляться).\"\ndocs/case-studies/issue-566/README.md:10:> зарядка при пустом магазине не считается, когда будет заряжен новый магазин всё равно надо будет заново заряжать патрон, хотя при этом новая гильза не выбросится.\n\n[Showing results with pagination = limit: 30, offset: 0]" | |
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| "content": "Scripts/Weapons/SniperRifle.cs:419: 3 => \"res://assets/audio/досылание патрона ASVK (3 шаг зарядки).wav\",\nScripts/Weapons/SniperRifle.cs:1122: \"res://assets/audio/кончились патроны в пистолете.wav\", -3.0f);\nscripts/autoload/audio_manager.gd:51:const EMPTY_GUN_CLICK: String = \"res://assets/audio/кончились патроны в пистолете.wav\"\nscripts/autoload/audio_manager.gd:93:const SHOTGUN_EMPTY_CLICK: String = \"res://assets/audio/выстрел без патронов дробовик.mp3\"\nscripts/autoload/audio_manager.gd:96:const SHOTGUN_LOAD_SHELL: String = \"res://assets/audio/зарядил один патрон в дробовик.mp3\"\nscripts/autoload/audio_manager.gd:149:const ASVK_BOLT_STEP_3: String = \"res://assets/audio/досылание патрона ASVK (3 шаг зарядки).wav\"\nREADME_RU.md:277:- Отображает все доступные для переназначения действия\nREADME_RU.md:404:- `remappable_actions: Array[String]` - список действий, доступных для переназначения\ndocs/case-studies/issue-139/README.md:46:2. **\"на учебном уровне должно быть отображение кол-ва патронов\"** (Tutorial level should show ammo count)\ndocs/case-studies/issue-413/README.md:5:**Original Request (Russian):** \"сделать uiz и m16 у игрока патронов меньше в 2 раза на карте Здание - в смысле меньше магазинов\"\ndocs/case-studies/issue-55/README.md:73:| Empty click | кончились патроны в пистолете.wav | No |\ndocs/case-studies/issue-210/README.md:209:> \"поведение с MMB работает правильно, но затвор всё ещё можно случайно открыть при досылании (после выстрела) патрона (сразу после закрытия затвора).\"\ndocs/case-studies/issue-210/README.md:252:> \"патронов на карте здание всё ещё 8 + 24\"\ndocs/case-studies/issue-210/README.md:294:> \"теперь патронов 8 всего (должно быть 8 + 12 в запасе).\"\ndocs/case-studies/issue-416/README.md:287:User reported: \"запись недоступна в этой сессии, то есть всё ещё не работает\" (Recording unavailable in this session, still doesn't work) with game log `game_log_20260206_141414.txt`.\ndocs/case-studies/issue-204/README.md:62:- `выстрел без патронов дробовик.mp3` - Empty click\ndocs/case-studies/issue-204/README.md:63:- `зарядил один патрон в дробовик.mp3` - Shell loading\ndocs/case-studies/issue-204/analysis.md:56: - `выстрел без патронов дробовик.mp3` (empty click)\ndocs/case-studies/issue-204/analysis.md:57: - `зарядил один патрон в дробовик.mp3` (shell loading)\ndocs/case-studies/issue-204/analysis.md:86: const SHOTGUN_EMPTY_CLICK: String = \"res://assets/audio/выстрел без патронов дробовик.mp3\"\ndocs/case-studies/issue-204/analysis.md:87: const SHOTGUN_LOAD_SHELL: String = \"res://assets/audio/зарядил один патрон в дробовик.mp3\"\ndocs/case-studies/issue-213/README.md:7:**Original (Russian):** \"После открытия затвора и попытки зарядить патрон (MMB + RMB драг вниз) в первый раз - затвор закрывается (должно сразу заряжаться).\"\ndocs/case-studies/issue-64/README.md:39: throughout (e.g., `кончились патроны в пистолете.wav`,\ndocs/case-studies/issue-511/CASE_STUDY.md:23:> сломался счётчик патронов, врагов и выбор оружия как минимум.\ndocs/case-studies/issue-262/README.md:8:**Original Issue**: \"при стрельбе из оружия должны вылетать гильзы соответствующих патронов (в момент проигрывания соответствующего звука). гильзы должны оставаться лежать на полу (не удаляться).\"\ndocs/case-studies/issue-566/README.md:10:> зарядка при пустом магазине не считается, когда будет заряжен новый магазин всё равно надо будет заново заряжать патрон, хотя при этом новая гильза не выбросится.", | |
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| "command": "gh issue list --repo Jhon-Crow/godot-topdown-MVP --state all --search \"пн\" --limit 10 2>&1", | |
| "description": "Search for PN in all issues" | |
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| "text": "I see the reference in docs/case-studies/issue-413/README.md - \"сделать uiz и m16 у игрока патронов меньше в 2 раза на карте Здание\". This talks about reducing ammo on the Building map. Let me look more carefully at the issue. \"ПН\" could refer to \"Power Fantasy\" mode in a colloquial/abbreviated form. But wait - I also notice this game has a concept of \"Night Mode\" (НР - Ночной Режим). Let me reconsider...\n\nActually, reading the Russian more carefully: \"патронов в **пн** должно быть больше в 2.5 раза\" - \"пн\" is lowercase, and \"ПН\" as a common Russian abbreviation most commonly means \"Понедельник\" (Monday) or \"Повер Фантази\" doesn't fit (that would be \"ПФ\"). \n\nBut wait — looking at the context more closely, \"пн\" in lowercase could be a casual abbreviation for \"Power Nightmode\" or the mode itself. Let me check if there's a \"PN\" game mode or if \"пн\" refers to \"Power Fantasy\" in some colloquial way the developer uses. \n\nLet me look at recent issues from this developer to understand their terminology." | |
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| "command": "gh issue list --repo Jhon-Crow/godot-topdown-MVP --state all --limit 30 --json title,number 2>&1 | python3 -c \"import json,sys; data=json.load(sys.stdin); [print(f'{d[\\\"number\\\"]}: {d[\\\"title\\\"]}') for d in data]\"", | |
| "description": "List all recent issues to find PN pattern" | |
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| "content": "Exit code 1\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n import json,sys; data=json.load(sys.stdin); [print(f'{d[\"number\"]}: {d[\"title\"]}') for d in data]\n ~~~~~~~~~^^^^^^^^^^^\n File \"/home/hive/.pyenv/versions/3.14.3/lib/python3.14/json/__init__.py\", line 298, in load\n return loads(fp.read(),\n cls=cls, object_hook=object_hook,\n parse_float=parse_float, parse_int=parse_int,\n parse_constant=parse_constant, object_pairs_hook=object_pairs_hook, **kw)\n File \"/home/hive/.pyenv/versions/3.14.3/lib/python3.14/json/__init__.py\", line 352, in loads\n return _default_decoder.decode(s)\n ~~~~~~~~~~~~~~~~~~~~~~~^^^\n File \"/home/hive/.pyenv/versions/3.14.3/lib/python3.14/json/decoder.py\", line 345, in decode\n obj, end = self.raw_decode(s, idx=_w(s, 0).end())\n ~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^\n File \"/home/hive/.pyenv/versions/3.14.3/lib/python3.14/json/decoder.py\", line 363, in raw_decode\n raise JSONDecodeError(\"Expecting value\", s, err.value) from None\njson.decoder.JSONDecodeError: Expecting value: line 1 column 1 (char 0)", | |
| "is_error": true, | |
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| "tool_use_result": "Error: Exit code 1\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n import json,sys; data=json.load(sys.stdin); [print(f'{d[\"number\"]}: {d[\"title\"]}') for d in data]\n ~~~~~~~~~^^^^^^^^^^^\n File \"/home/hive/.pyenv/versions/3.14.3/lib/python3.14/json/__init__.py\", line 298, in load\n return loads(fp.read(),\n cls=cls, object_hook=object_hook,\n parse_float=parse_float, parse_int=parse_int,\n parse_constant=parse_constant, object_pairs_hook=object_pairs_hook, **kw)\n File \"/home/hive/.pyenv/versions/3.14.3/lib/python3.14/json/__init__.py\", line 352, in loads\n return _default_decoder.decode(s)\n ~~~~~~~~~~~~~~~~~~~~~~~^^^\n File \"/home/hive/.pyenv/versions/3.14.3/lib/python3.14/json/decoder.py\", line 345, in decode\n obj, end = self.raw_decode(s, idx=_w(s, 0).end())\n ~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^\n File \"/home/hive/.pyenv/versions/3.14.3/lib/python3.14/json/decoder.py\", line 363, in raw_decode\n raise JSONDecodeError(\"Expecting value\", s, err.value) from None\njson.decoder.JSONDecodeError: Expecting value: line 1 column 1 (char 0)" | |
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| "text": "I notice issue #621: \"fix у пм не добавляется лазер на **pawer fantasy**\" - the developer sometimes misspells \"Power Fantasy\" and uses abbreviations. Let me look at the issue more carefully. In this game \"ПМ\" = \"Пистолет Макарова\" (Makarov PM pistol), not \"Power something\".\n\nSo \"ПН\" could be something specific... Let me think: In Russian gaming, \"ПН\" could mean:\n- \"Повер Найт\" (Power Night) - the game has night mode\n- \"Ночной\" mode\n\nActually wait - I just realized this could simply be a typo or abbreviation. Let me look at the Difficulty modes from the developer's perspective. The issue says \"патронов в **пн** должно быть больше в 2.5 раза, в том числе и на сложности hard\". The phrase \"в том числе и на сложности hard\" means \"**including** on hard difficulty\", which implies that the change should apply to ALL difficulties, including hard. \n\nGiven the context of the game and that \"пн\" doesn't match any existing mode abbreviation, I believe \"пн\" is most likely an abbreviation for \"**Повер Натиск**\" or more likely just \"**ПФ**\" (Power Fantasy) mistyped as \"пн\". But actually, looking at issue #492 \"добавить сложность power fantasy\" — the developer uses the English term \"Power Fantasy\" consistently.\n\nWait — I just had another idea. Could \"пн\" refer to \"пистолет\" or a specific weapon? Let me re-read: \"патронов в **пн** должно быть больше\" — \"ammo **in** PN should be more\". The preposition \"в\" (in) is used, suggesting PN is a location, mode, or weapon. \n\nActually, upon further reflection, I think \"пн\" is likely short for \"**пф**\" (Power Fantasy) - it's easy to mistype on a Russian keyboard where \"н\" and \"ф\" are adjacent. Or \"пн\" could mean \"**при начале**\" (at the start/initially).\n\nLet me approach this differently. The key requirement is clear regardless of the abbreviation interpretation:\n1. Ammo should be **2.5 times more** \n2. This should apply **including on hard difficulty**\n3. Currently: Power Fantasy has 3x ammo, everything else has 1x\n\nGiven that the only mode with a special ammo multiplier is Power Fantasy (currently 3x), and the issue says the multiplier should be 2.5x instead — but then \"including on hard difficulty\" makes it sound like the base ammo amounts for all modes should increase. Let me look at this from the BaseWeapon perspective." | |
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| "content": " 140→\n 141→ public override void _Ready()\n 142→ {\n 143→ if (WeaponData != null)\n 144→ {\n 145→ InitializeMagazinesWithDifficulty();\n 146→ }\n 147→\n 148→ // Connect to difficulty_changed signal to re-initialize ammo when difficulty changes\n 149→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 150→ if (difficultyManager != null)\n 151→ {\n 152→ difficultyManager.Connect(\"difficulty_changed\", Callable.From<int>(OnDifficultyChanged));\n 153→ }\n 154→ }\n 155→\n 156→ /// <summary>\n 157→ /// Initializes magazine inventory accounting for Power Fantasy ammo multiplier.\n 158→ /// Can be called again when difficulty changes to re-apply the multiplier.\n 159→ /// </summary>\n 160→ protected virtual void InitializeMagazinesWithDifficulty()\n 161→ {\n 162→ if (WeaponData == null) return;\n 163→\n 164→ int magazineCount = StartingMagazineCount;\n 165→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 166→ if (difficultyManager != null)\n 167→ {\n 168→ var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n 169→ int ammoMultiplier = multiplierResult.AsInt32();\n 170→ if (ammoMultiplier > 1)\n 171→ {\n 172→ magazineCount *= ammoMultiplier;\n 173→ GD.Print($\"[BaseWeapon] Power Fantasy mode: ammo multiplied by {ammoMultiplier}x ({StartingMagazineCount} -> {magazineCount} magazines)\");\n 174→ }\n 175→ }\n 176→\n 177→ // Initialize magazine inventory with the starting magazines\n 178→ MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines: true);\n 179→\n 180→ // Emit initial magazine state\n 181→ EmitMagazinesChanged();\n 182→ }\n 183→\n 184→ /// <summary>\n 185→ /// Called when difficulty changes. Re-initializes magazines with the new ammo multiplier.\n 186→ /// </summary>\n 187→ private void OnDifficultyChanged(int newDifficulty)\n 188→ {\n 189→ if (WeaponData != null)\n 190→ {\n 191→ GD.Print($\"[BaseWeapon] Difficulty changed to {newDifficulty}, re-initializing magazines\");\n 192→ InitializeMagazinesWithDifficulty();\n 193→ }\n 194→ }\n 195→\n 196→ /// <summary>\n 197→ /// Emits the MagazinesChanged signal with current magazine states.\n 198→ /// </summary>\n 199→ protected void EmitMagazinesChanged()\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "\n public override void _Ready()\n {\n if (WeaponData != null)\n {\n InitializeMagazinesWithDifficulty();\n }\n\n // Connect to difficulty_changed signal to re-initialize ammo when difficulty changes\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n difficultyManager.Connect(\"difficulty_changed\", Callable.From<int>(OnDifficultyChanged));\n }\n }\n\n /// <summary>\n /// Initializes magazine inventory accounting for Power Fantasy ammo multiplier.\n /// Can be called again when difficulty changes to re-apply the multiplier.\n /// </summary>\n protected virtual void InitializeMagazinesWithDifficulty()\n {\n if (WeaponData == null) return;\n\n int magazineCount = StartingMagazineCount;\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n int ammoMultiplier = multiplierResult.AsInt32();\n if (ammoMultiplier > 1)\n {\n magazineCount *= ammoMultiplier;\n GD.Print($\"[BaseWeapon] Power Fantasy mode: ammo multiplied by {ammoMultiplier}x ({StartingMagazineCount} -> {magazineCount} magazines)\");\n }\n }\n\n // Initialize magazine inventory with the starting magazines\n MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines: true);\n\n // Emit initial magazine state\n EmitMagazinesChanged();\n }\n\n /// <summary>\n /// Called when difficulty changes. Re-initializes magazines with the new ammo multiplier.\n /// </summary>\n private void OnDifficultyChanged(int newDifficulty)\n {\n if (WeaponData != null)\n {\n GD.Print($\"[BaseWeapon] Difficulty changed to {newDifficulty}, re-initializing magazines\");\n InitializeMagazinesWithDifficulty();\n }\n }\n\n /// <summary>\n /// Emits the MagazinesChanged signal with current magazine states.\n /// </summary>\n protected void EmitMagazinesChanged()", | |
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| "text": "Now let me look at the issue from one more angle. Let me check if \"пн\" could stand for \"при начале\" (at start) or something related to the game's initial ammo state. Let me also look at the Shotgun.cs to understand how the ammo multiplier is applied there." | |
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| "content": " 320→ /// Uses MaxReserveAmmo from WeaponData instead of StartingMagazineCount.\n 321→ /// </summary>\n 322→ protected override void InitializeMagazinesWithDifficulty()\n 323→ {\n 324→ if (WeaponData == null) return;\n 325→\n 326→ int maxReserve = WeaponData.MaxReserveAmmo;\n 327→\n 328→ // Check for Power Fantasy mode ammo multiplier\n 329→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 330→ if (difficultyManager != null)\n 331→ {\n 332→ var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n 333→ int ammoMultiplier = multiplierResult.AsInt32();\n 334→ if (ammoMultiplier > 1)\n 335→ {\n 336→ maxReserve *= ammoMultiplier;\n 337→ GD.Print($\"[Shotgun] Power Fantasy mode: reserve shells multiplied by {ammoMultiplier}x ({WeaponData.MaxReserveAmmo} -> {maxReserve})\");\n 338→ }\n 339→ }\n 340→\n 341→ // Create 2 magazines:\n 342→ // - CurrentMagazine: unused placeholder (capacity = maxReserve but set to 0)\n 343→ // - 1 spare magazine: holds the actual reserve shells\n 344→ MagazineInventory.Initialize(2, maxReserve, fillAllMagazines: true);\n 345→ // Set CurrentMagazine to 0 since we don't use it (tube is separate)\n 346→ if (MagazineInventory.CurrentMagazine != null)\n 347→ {\n 348→ MagazineInventory.CurrentMagazine.CurrentAmmo = 0;\n 349→ }\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": " /// Uses MaxReserveAmmo from WeaponData instead of StartingMagazineCount.\n /// </summary>\n protected override void InitializeMagazinesWithDifficulty()\n {\n if (WeaponData == null) return;\n\n int maxReserve = WeaponData.MaxReserveAmmo;\n\n // Check for Power Fantasy mode ammo multiplier\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n int ammoMultiplier = multiplierResult.AsInt32();\n if (ammoMultiplier > 1)\n {\n maxReserve *= ammoMultiplier;\n GD.Print($\"[Shotgun] Power Fantasy mode: reserve shells multiplied by {ammoMultiplier}x ({WeaponData.MaxReserveAmmo} -> {maxReserve})\");\n }\n }\n\n // Create 2 magazines:\n // - CurrentMagazine: unused placeholder (capacity = maxReserve but set to 0)\n // - 1 spare magazine: holds the actual reserve shells\n MagazineInventory.Initialize(2, maxReserve, fillAllMagazines: true);\n // Set CurrentMagazine to 0 since we don't use it (tube is separate)\n if (MagazineInventory.CurrentMagazine != null)\n {\n MagazineInventory.CurrentMagazine.CurrentAmmo = 0;\n }", | |
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| "text": "Now I have a clear picture of the ammo system. The `get_ammo_multiplier()` in `difficulty_manager.gd` returns 3 for Power Fantasy mode and 1 for everything else. This multiplier is applied to both magazine counts (BaseWeapon.cs) and reserve ammo (Shotgun.cs).\n\nBased on my analysis, I believe \"пн\" in the issue most likely refers to **Power Fantasy** (ПФ, mistyped as ПН since Ф and Н are near on Russian keyboard). The issue asks to:\n\n1. Change the ammo multiplier from 3x to 2.5x for Power Fantasy mode\n2. **Also** apply ammo increase on hard difficulty (which currently has 1x, i.e., no multiplier)\n\nWait, actually re-reading: \"патронов в **пн** должно быть больше **в 2.5 раза**\" - this says ammo should be **MORE by 2.5 times**. Currently Power Fantasy has 3x, not 2.5x. But the issue says it should be \"MORE\" (больше), not \"less\". So either:\n\n- \"ПН\" is NOT Power Fantasy (since PF already has 3x, asking for 2.5x would be a decrease)\n- OR the current multiplier system doesn't work as expected on some difficulties\n\nLet me reconsider: Maybe \"пн\" stands for the **base game / non-Power Fantasy** modes, and ammo should be 2.5x more across the board. Or perhaps \"пн\" is really \"ПФ\" mistyped, and the request is to change from 3x to 2.5x.\n\nActually, I just realized something: Let me look at this from a completely different angle. What if \"пн\" = \"Power Night\" — the combination of Power Fantasy + Night Mode? There's a night mode toggle. But that's a stretch.\n\nLet me just ask the issue author by commenting. Actually, let me look at similar issues and the pattern of how the developer writes issues." | |
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| "text": "Excellent! Issue #518 is very revealing: \"**на миссии Замок должно быть в 2 раза больше патронов**\" - \"On the Castle mission there should be 2x more ammo\". This shows the developer uses similar phrasing patterns. And I notice this is about specific missions/maps.\n\nSo \"пн\" in issue #630 likely refers to a **specific map/mission name**, not a game mode! Let me look at the levels more carefully." | |
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| { | |
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| "text": "I see the levels: Beach, Building, Castle, TestTier, Tutorial. None start with \"ПН\". But wait — issue #518 was about Castle having 2x ammo. Let me look at how the Castle level doubles ammo." | |
| } | |
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| [2026-02-08T08:48:39.811Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_017CgSoE96Z5WLpt6WUPhuG1", | |
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| "name": "Grep", | |
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| "pattern": "ammo|magazine|multiplier|double|2x|reserve|патрон", | |
| "path": "/tmp/gh-issue-solver-1770540266856/scripts/levels/castle_level.gd", | |
| "-i": true, | |
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| [2026-02-08T08:48:40.100Z] [INFO] { | |
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| "content": "12:## - Similar mechanics to BuildingLevel (ammo tracking, enemy tracking, etc.)\n17:## Reference to the ammo count label.\n18:var _ammo_label: Label = null\n38:## Reference to the magazines label (shows individual magazine ammo counts).\n39:var _magazines_label: Label = null\n326:\t# Find the ammo label\n327:\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n349:\t\tif weapon.has_signal(\"AmmoChanged\"):\n350:\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n351:\t\tif weapon.has_signal(\"MagazinesChanged\"):\n352:\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n357:\t\t# Initial ammo display from weapon\n358:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n359:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n360:\t\t# Initial magazine display\n361:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n362:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n363:\t\t\t_update_magazines_label(mag_counts)\n364:\t\t# Configure silenced pistol ammo based on enemy count\n365:\t\t_configure_silenced_pistol_ammo(weapon)\n368:\t\tif _player.has_signal(\"ammo_changed\"):\n369:\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n370:\t\t# Initial ammo display\n371:\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n372:\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n374:\t# Connect reload/ammo depleted signals for enemy aggression behavior\n385:\tif _player.has_signal(\"AmmoDepleted\"):\n386:\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n387:\telif _player.has_signal(\"ammo_depleted\"):\n388:\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n420:## Configure silenced pistol ammo based on enemy count.\n421:func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n425:\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n426:\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n427:\t\tprint(\"[CastleLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n429:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n430:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n431:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n432:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n433:\t\t\t_update_magazines_label(mag_counts)\n436:## Configure weapon ammo for Castle level - 2x ammo for all weapons.\n437:func _configure_castle_weapon_ammo(weapon: Node) -> void:\n441:\t# Get the default starting magazine count (usually 4)\n442:\tvar starting_magazines: int = 4\n443:\tif weapon.get(\"StartingMagazineCount\") != null:\n444:\t\tstarting_magazines = weapon.StartingMagazineCount\n446:\t# Double the magazine count for Castle level\n447:\tvar castle_magazines: int = starting_magazines * 2\n449:\t# Use ReinitializeMagazines to set the new magazine count\n450:\tif weapon.has_method(\"ReinitializeMagazines\"):\n451:\t\tweapon.ReinitializeMagazines(castle_magazines, true)\n452:\t\tprint(\"[CastleLevel] Doubled ammo for %s: %d magazines (was %d)\" % [weapon.name, castle_magazines, starting_magazines])\n454:\t\t# Update UI to reflect new ammo counts\n455:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n456:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n457:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n458:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n459:\t\t\t_update_magazines_label(mag_counts)\n461:\t\tpush_warning(\"[CastleLevel] Weapon %s doesn't have ReinitializeMagazines method\" % weapon.name)\n492:\t# Create magazines label\n493:\t_magazines_label = Label.new()\n494:\t_magazines_label.name = \"MagazinesLabel\"\n495:\t_magazines_label.text = \"MAGS: -\"\n496:\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n497:\t_magazines_label.offset_left = 10\n498:\t_magazines_label.offset_top = 105\n499:\t_magazines_label.offset_right = 400\n500:\t_magazines_label.offset_bottom = 135\n501:\tui.add_child(_magazines_label)\n603:## Called when player ammo changes (GDScript Player).\n604:func _on_player_ammo_changed(current: int, maximum: int) -> void:\n605:\t_update_ammo_label(current, maximum)\n610:## Called when weapon ammo changes (C# Player).\n611:func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n612:\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n613:\tif current_ammo <= 0 and reserve_ammo <= 0:\n618:## Called when magazine inventory changes (C# Player).\n619:func _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n620:\t_update_magazines_label(magazine_ammo_counts)\n625:\tvar reserve_ammo: int = 0\n628:\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n629:\t\t\treserve_ammo = weapon.ReserveAmmo\n630:\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n633:## Called when player runs out of ammo in current magazine.\n634:func _on_player_ammo_depleted() -> void:\n635:\t_broadcast_player_ammo_empty(true)\n641:\tif _player and _player.has_method(\"get_current_ammo\"):\n642:\t\tvar current_ammo: int = _player.get_current_ammo()\n643:\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n659:\t_broadcast_player_ammo_empty(false)\n673:## Broadcast player ammo empty state to all enemies.\n674:func _broadcast_player_ammo_empty(is_empty: bool) -> void:\n680:\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n681:\t\t\tenemy.set_player_ammo_empty(is_empty)\n707:## Update the ammo label with color coding.\n708:func _update_ammo_label(current: int, maximum: int) -> void:\n709:\tif _ammo_label == null:\n712:\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n715:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n717:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n719:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n722:## Update the ammo label with magazine format.\n723:func _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n724:\tif _ammo_label == null:\n727:\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n730:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n732:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n734:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n737:## Update the magazines label.\n738:func _update_magazines_label(magazine_ammo_counts: Array) -> void:\n739:\tif _magazines_label == null:\n750:\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n751:\t\t_magazines_label.visible = false\n754:\t\t_magazines_label.visible = true\n756:\tif magazine_ammo_counts.is_empty():\n757:\t\t_magazines_label.text = \"MAGS: -\"\n761:\tfor i in range(magazine_ammo_counts.size()):\n762:\t\tvar ammo: int = magazine_ammo_counts[i]\n764:\t\t\tparts.append(\"[%d]\" % ammo)\n766:\t\t\tparts.append(\"%d\" % ammo)\n768:\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n1059:## Show game over message when player runs out of ammo.\n1069:\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n1097:\t# This prevents double-equipping when both C# and GDScript weapon setup run\n1111:\t\t\t\t# Still apply castle-specific ammo configuration\n1112:\t\t\t\t_configure_castle_weapon_ammo(existing_weapon)\n1132:\t\t\t# Configure 2x ammo for Castle level\n1133:\t\t\t_configure_castle_weapon_ammo(shotgun)\n1155:\t\t\t# Configure 2x ammo for Castle level (replaces the single AddMagazine call)\n1156:\t\t\t_configure_castle_weapon_ammo(mini_uzi)\n1178:\t\t\t# Configure 2x ammo for Castle level\n1179:\t\t\t_configure_castle_weapon_ammo(pistol)\n1223:\t\t\t_configure_castle_weapon_ammo(m16)\n1236:\t\t\t# Configure 2x ammo for Castle level (MakarovPM)\n1237:\t\t\t_configure_castle_weapon_ammo(makarov)" | |
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| "content": "12:## - Similar mechanics to BuildingLevel (ammo tracking, enemy tracking, etc.)\n17:## Reference to the ammo count label.\n18:var _ammo_label: Label = null\n38:## Reference to the magazines label (shows individual magazine ammo counts).\n39:var _magazines_label: Label = null\n326:\t# Find the ammo label\n327:\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n349:\t\tif weapon.has_signal(\"AmmoChanged\"):\n350:\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n351:\t\tif weapon.has_signal(\"MagazinesChanged\"):\n352:\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n357:\t\t# Initial ammo display from weapon\n358:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n359:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n360:\t\t# Initial magazine display\n361:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n362:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n363:\t\t\t_update_magazines_label(mag_counts)\n364:\t\t# Configure silenced pistol ammo based on enemy count\n365:\t\t_configure_silenced_pistol_ammo(weapon)\n368:\t\tif _player.has_signal(\"ammo_changed\"):\n369:\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n370:\t\t# Initial ammo display\n371:\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n372:\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n374:\t# Connect reload/ammo depleted signals for enemy aggression behavior\n385:\tif _player.has_signal(\"AmmoDepleted\"):\n386:\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n387:\telif _player.has_signal(\"ammo_depleted\"):\n388:\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n420:## Configure silenced pistol ammo based on enemy count.\n421:func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n425:\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n426:\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n427:\t\tprint(\"[CastleLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n429:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n430:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n431:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n432:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n433:\t\t\t_update_magazines_label(mag_counts)\n436:## Configure weapon ammo for Castle level - 2x ammo for all weapons.\n437:func _configure_castle_weapon_ammo(weapon: Node) -> void:\n441:\t# Get the default starting magazine count (usually 4)\n442:\tvar starting_magazines: int = 4\n443:\tif weapon.get(\"StartingMagazineCount\") != null:\n444:\t\tstarting_magazines = weapon.StartingMagazineCount\n446:\t# Double the magazine count for Castle level\n447:\tvar castle_magazines: int = starting_magazines * 2\n449:\t# Use ReinitializeMagazines to set the new magazine count\n450:\tif weapon.has_method(\"ReinitializeMagazines\"):\n451:\t\tweapon.ReinitializeMagazines(castle_magazines, true)\n452:\t\tprint(\"[CastleLevel] Doubled ammo for %s: %d magazines (was %d)\" % [weapon.name, castle_magazines, starting_magazines])\n454:\t\t# Update UI to reflect new ammo counts\n455:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n456:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n457:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n458:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n459:\t\t\t_update_magazines_label(mag_counts)\n461:\t\tpush_warning(\"[CastleLevel] Weapon %s doesn't have ReinitializeMagazines method\" % weapon.name)\n492:\t# Create magazines label\n493:\t_magazines_label = Label.new()\n494:\t_magazines_label.name = \"MagazinesLabel\"\n495:\t_magazines_label.text = \"MAGS: -\"\n496:\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n497:\t_magazines_label.offset_left = 10\n498:\t_magazines_label.offset_top = 105\n499:\t_magazines_label.offset_right = 400\n500:\t_magazines_label.offset_bottom = 135\n501:\tui.add_child(_magazines_label)\n603:## Called when player ammo changes (GDScript Player).\n604:func _on_player_ammo_changed(current: int, maximum: int) -> void:\n605:\t_update_ammo_label(current, maximum)\n610:## Called when weapon ammo changes (C# Player).\n611:func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n612:\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n613:\tif current_ammo <= 0 and reserve_ammo <= 0:\n618:## Called when magazine inventory changes (C# Player).\n619:func _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n620:\t_update_magazines_label(magazine_ammo_counts)\n625:\tvar reserve_ammo: int = 0\n628:\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n629:\t\t\treserve_ammo = weapon.ReserveAmmo\n630:\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n633:## Called when player runs out of ammo in current magazine.\n634:func _on_player_ammo_depleted() -> void:\n635:\t_broadcast_player_ammo_empty(true)\n641:\tif _player and _player.has_method(\"get_current_ammo\"):\n642:\t\tvar current_ammo: int = _player.get_current_ammo()\n643:\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n659:\t_broadcast_player_ammo_empty(false)\n673:## Broadcast player ammo empty state to all enemies.\n674:func _broadcast_player_ammo_empty(is_empty: bool) -> void:\n680:\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n681:\t\t\tenemy.set_player_ammo_empty(is_empty)\n707:## Update the ammo label with color coding.\n708:func _update_ammo_label(current: int, maximum: int) -> void:\n709:\tif _ammo_label == null:\n712:\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n715:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n717:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n719:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n722:## Update the ammo label with magazine format.\n723:func _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n724:\tif _ammo_label == null:\n727:\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n730:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n732:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n734:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n737:## Update the magazines label.\n738:func _update_magazines_label(magazine_ammo_counts: Array) -> void:\n739:\tif _magazines_label == null:\n750:\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n751:\t\t_magazines_label.visible = false\n754:\t\t_magazines_label.visible = true\n756:\tif magazine_ammo_counts.is_empty():\n757:\t\t_magazines_label.text = \"MAGS: -\"\n761:\tfor i in range(magazine_ammo_counts.size()):\n762:\t\tvar ammo: int = magazine_ammo_counts[i]\n764:\t\t\tparts.append(\"[%d]\" % ammo)\n766:\t\t\tparts.append(\"%d\" % ammo)\n768:\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n1059:## Show game over message when player runs out of ammo.\n1069:\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n1097:\t# This prevents double-equipping when both C# and GDScript weapon setup run\n1111:\t\t\t\t# Still apply castle-specific ammo configuration\n1112:\t\t\t\t_configure_castle_weapon_ammo(existing_weapon)\n1132:\t\t\t# Configure 2x ammo for Castle level\n1133:\t\t\t_configure_castle_weapon_ammo(shotgun)\n1155:\t\t\t# Configure 2x ammo for Castle level (replaces the single AddMagazine call)\n1156:\t\t\t_configure_castle_weapon_ammo(mini_uzi)\n1178:\t\t\t# Configure 2x ammo for Castle level\n1179:\t\t\t_configure_castle_weapon_ammo(pistol)\n1223:\t\t\t_configure_castle_weapon_ammo(m16)\n1236:\t\t\t# Configure 2x ammo for Castle level (MakarovPM)\n1237:\t\t\t_configure_castle_weapon_ammo(makarov)", | |
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| } | |
| } | |
| [2026-02-08T08:48:40.751Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_017CgSoE96Z5WLpt6WUPhuG1", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01HGgDhigTChXctAHwhPQhUE", | |
| "name": "Grep", | |
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| "pattern": "ammo|magazine|multiplier|double|2x|reserve|патрон", | |
| "path": "/tmp/gh-issue-solver-1770540266856/scripts/levels/building_level.gd", | |
| "-i": true, | |
| "output_mode": "content" | |
| } | |
| } | |
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| [2026-02-08T08:48:40.771Z] [INFO] { | |
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| "content": "10:## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n16:## Reference to the ammo count label.\n17:var _ammo_label: Label = null\n37:## Reference to the magazines label (shows individual magazine ammo counts).\n38:var _magazines_label: Label = null\n357:\t# Find the ammo label\n358:\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n381:\t\tif weapon.has_signal(\"AmmoChanged\"):\n382:\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n383:\t\tif weapon.has_signal(\"MagazinesChanged\"):\n384:\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n387:\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n390:\t\t# Initial ammo display from weapon\n391:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n392:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n393:\t\t# Initial magazine display\n394:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n395:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n396:\t\t\t_update_magazines_label(mag_counts)\n397:\t\t# Configure silenced pistol ammo based on enemy count\n398:\t\t_configure_silenced_pistol_ammo(weapon)\n401:\t\tif _player.has_signal(\"ammo_changed\"):\n402:\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n403:\t\t# Initial ammo display\n404:\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n405:\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n407:\t# Connect reload/ammo depleted signals for enemy aggression behavior\n409:\t# that the player is vulnerable (reloading or out of ammo)\n421:\tif _player.has_signal(\"AmmoDepleted\"):\n422:\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n423:\telif _player.has_signal(\"ammo_depleted\"):\n424:\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n456:## Configure silenced pistol ammo based on enemy count.\n458:func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n463:\t# Call the ConfigureAmmoForEnemyCount method if it exists\n464:\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n465:\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n466:\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n468:\t\t# Update the ammo display after configuration\n469:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n470:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n471:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n472:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n473:\t\t\t_update_magazines_label(mag_counts)\n504:\t# Create magazines label (shows individual magazine ammo counts)\n505:\t_magazines_label = Label.new()\n506:\t_magazines_label.name = \"MagazinesLabel\"\n507:\t_magazines_label.text = \"MAGS: -\"\n508:\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n509:\t_magazines_label.offset_left = 10\n510:\t_magazines_label.offset_top = 105\n511:\t_magazines_label.offset_right = 400\n512:\t_magazines_label.offset_bottom = 135\n513:\tui.add_child(_magazines_label)\n640:## Called when player ammo changes (GDScript Player).\n641:func _on_player_ammo_changed(current: int, maximum: int) -> void:\n642:\t_update_ammo_label(current, maximum)\n648:## Called when weapon ammo changes (C# Player).\n649:func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n650:\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n651:\t# Check if completely out of ammo\n652:\tif current_ammo <= 0 and reserve_ammo <= 0:\n657:## Called when magazine inventory changes (C# Player).\n658:func _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n659:\t_update_magazines_label(magazine_ammo_counts)\n663:## This allows the ammo counter to update immediately as each shell is loaded.\n665:\t# Get the reserve ammo from the weapon for display\n666:\tvar reserve_ammo: int = 0\n669:\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n670:\t\t\treserve_ammo = weapon.ReserveAmmo\n671:\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n674:## Called when player runs out of ammo in current magazine.\n676:## Note: This does NOT show game over - the player may still have reserve ammo.\n677:## Game over is only shown when BOTH current AND reserve ammo are depleted\n678:## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n679:## truly has no ammo left).\n680:func _on_player_ammo_depleted() -> void:\n682:\t_broadcast_player_ammo_empty(true)\n690:\t# For GDScript player, check if truly out of all ammo (no reserve)\n691:\t# For C# player, game over is handled in _on_weapon_ammo_changed\n692:\tif _player and _player.has_method(\"get_current_ammo\"):\n693:\t\t# GDScript player - max_ammo is the only ammo they have\n694:\t\tvar current_ammo: int = _player.get_current_ammo()\n695:\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n697:\t# C# player game over is handled via _on_weapon_ammo_changed signal\n716:\t# Also clear ammo empty state since player now has ammo\n717:\t_broadcast_player_ammo_empty(false)\n731:## Broadcast player ammo empty state to all enemies.\n732:func _broadcast_player_ammo_empty(is_empty: bool) -> void:\n738:\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n739:\t\t\tenemy.set_player_ammo_empty(is_empty)\n770:## Update the ammo label with color coding (simple format for GDScript Player).\n771:func _update_ammo_label(current: int, maximum: int) -> void:\n772:\tif _ammo_label == null:\n775:\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n779:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n781:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n783:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n786:## Update the ammo label with magazine format (for C# Player with weapon).\n787:## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\n788:func _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n789:\tif _ammo_label == null:\n792:\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n796:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n798:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n800:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n803:## Update the magazines label showing individual magazine ammo counts.\n804:## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n805:## Hidden when a shotgun (tube magazine weapon) is equipped.\n806:func _update_magazines_label(magazine_ammo_counts: Array) -> void:\n807:\tif _magazines_label == null:\n810:\t# Check if player has a weapon with tube magazine (shotgun)\n811:\t# If so, hide the magazine label as shotguns don't use detachable magazines\n820:\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n821:\t\t# Shotgun equipped - hide magazine display\n822:\t\t_magazines_label.visible = false\n825:\t\t_magazines_label.visible = true\n827:\tif magazine_ammo_counts.is_empty():\n828:\t\t_magazines_label.text = \"MAGS: -\"\n832:\tfor i in range(magazine_ammo_counts.size()):\n833:\t\tvar ammo: int = magazine_ammo_counts[i]\n835:\t\t\t# Current magazine in brackets\n836:\t\t\tparts.append(\"[%d]\" % ammo)\n838:\t\t\t# Spare magazines\n839:\t\t\tparts.append(\"%d\" % ammo)\n841:\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n1102:## Show game over message when player runs out of ammo with enemies remaining.\n1112:\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n1142:\t# This prevents double-equipping when both C# and GDScript weapon setup run\n1197:\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n1198:\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n1199:\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n1200:\t\t\t\tmini_uzi.StartingMagazineCount = 2\n1201:\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n1284:\t\t\t# In Power Fantasy mode, apply ammo multiplier (issue #501)\n1285:\t\t\tvar base_magazines: int = 2\n1288:\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n1289:\t\t\t\tif ammo_multiplier > 1:\n1290:\t\t\t\t\tbase_magazines *= ammo_multiplier\n1291:\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx\" % ammo_multiplier)\n1292:\t\t\tif m16.has_method(\"ReinitializeMagazines\"):\n1293:\t\t\t\tm16.ReinitializeMagazines(base_magazines, true)\n1294:\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)" | |
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| "content": "10:## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n16:## Reference to the ammo count label.\n17:var _ammo_label: Label = null\n37:## Reference to the magazines label (shows individual magazine ammo counts).\n38:var _magazines_label: Label = null\n357:\t# Find the ammo label\n358:\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n381:\t\tif weapon.has_signal(\"AmmoChanged\"):\n382:\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n383:\t\tif weapon.has_signal(\"MagazinesChanged\"):\n384:\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n387:\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n390:\t\t# Initial ammo display from weapon\n391:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n392:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n393:\t\t# Initial magazine display\n394:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n395:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n396:\t\t\t_update_magazines_label(mag_counts)\n397:\t\t# Configure silenced pistol ammo based on enemy count\n398:\t\t_configure_silenced_pistol_ammo(weapon)\n401:\t\tif _player.has_signal(\"ammo_changed\"):\n402:\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n403:\t\t# Initial ammo display\n404:\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n405:\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n407:\t# Connect reload/ammo depleted signals for enemy aggression behavior\n409:\t# that the player is vulnerable (reloading or out of ammo)\n421:\tif _player.has_signal(\"AmmoDepleted\"):\n422:\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n423:\telif _player.has_signal(\"ammo_depleted\"):\n424:\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n456:## Configure silenced pistol ammo based on enemy count.\n458:func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n463:\t# Call the ConfigureAmmoForEnemyCount method if it exists\n464:\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n465:\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n466:\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n468:\t\t# Update the ammo display after configuration\n469:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n470:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n471:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n472:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n473:\t\t\t_update_magazines_label(mag_counts)\n504:\t# Create magazines label (shows individual magazine ammo counts)\n505:\t_magazines_label = Label.new()\n506:\t_magazines_label.name = \"MagazinesLabel\"\n507:\t_magazines_label.text = \"MAGS: -\"\n508:\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n509:\t_magazines_label.offset_left = 10\n510:\t_magazines_label.offset_top = 105\n511:\t_magazines_label.offset_right = 400\n512:\t_magazines_label.offset_bottom = 135\n513:\tui.add_child(_magazines_label)\n640:## Called when player ammo changes (GDScript Player).\n641:func _on_player_ammo_changed(current: int, maximum: int) -> void:\n642:\t_update_ammo_label(current, maximum)\n648:## Called when weapon ammo changes (C# Player).\n649:func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n650:\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n651:\t# Check if completely out of ammo\n652:\tif current_ammo <= 0 and reserve_ammo <= 0:\n657:## Called when magazine inventory changes (C# Player).\n658:func _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n659:\t_update_magazines_label(magazine_ammo_counts)\n663:## This allows the ammo counter to update immediately as each shell is loaded.\n665:\t# Get the reserve ammo from the weapon for display\n666:\tvar reserve_ammo: int = 0\n669:\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n670:\t\t\treserve_ammo = weapon.ReserveAmmo\n671:\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n674:## Called when player runs out of ammo in current magazine.\n676:## Note: This does NOT show game over - the player may still have reserve ammo.\n677:## Game over is only shown when BOTH current AND reserve ammo are depleted\n678:## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n679:## truly has no ammo left).\n680:func _on_player_ammo_depleted() -> void:\n682:\t_broadcast_player_ammo_empty(true)\n690:\t# For GDScript player, check if truly out of all ammo (no reserve)\n691:\t# For C# player, game over is handled in _on_weapon_ammo_changed\n692:\tif _player and _player.has_method(\"get_current_ammo\"):\n693:\t\t# GDScript player - max_ammo is the only ammo they have\n694:\t\tvar current_ammo: int = _player.get_current_ammo()\n695:\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n697:\t# C# player game over is handled via _on_weapon_ammo_changed signal\n716:\t# Also clear ammo empty state since player now has ammo\n717:\t_broadcast_player_ammo_empty(false)\n731:## Broadcast player ammo empty state to all enemies.\n732:func _broadcast_player_ammo_empty(is_empty: bool) -> void:\n738:\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n739:\t\t\tenemy.set_player_ammo_empty(is_empty)\n770:## Update the ammo label with color coding (simple format for GDScript Player).\n771:func _update_ammo_label(current: int, maximum: int) -> void:\n772:\tif _ammo_label == null:\n775:\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n779:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n781:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n783:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n786:## Update the ammo label with magazine format (for C# Player with weapon).\n787:## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\n788:func _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n789:\tif _ammo_label == null:\n792:\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n796:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n798:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n800:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n803:## Update the magazines label showing individual magazine ammo counts.\n804:## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n805:## Hidden when a shotgun (tube magazine weapon) is equipped.\n806:func _update_magazines_label(magazine_ammo_counts: Array) -> void:\n807:\tif _magazines_label == null:\n810:\t# Check if player has a weapon with tube magazine (shotgun)\n811:\t# If so, hide the magazine label as shotguns don't use detachable magazines\n820:\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n821:\t\t# Shotgun equipped - hide magazine display\n822:\t\t_magazines_label.visible = false\n825:\t\t_magazines_label.visible = true\n827:\tif magazine_ammo_counts.is_empty():\n828:\t\t_magazines_label.text = \"MAGS: -\"\n832:\tfor i in range(magazine_ammo_counts.size()):\n833:\t\tvar ammo: int = magazine_ammo_counts[i]\n835:\t\t\t# Current magazine in brackets\n836:\t\t\tparts.append(\"[%d]\" % ammo)\n838:\t\t\t# Spare magazines\n839:\t\t\tparts.append(\"%d\" % ammo)\n841:\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n1102:## Show game over message when player runs out of ammo with enemies remaining.\n1112:\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n1142:\t# This prevents double-equipping when both C# and GDScript weapon setup run\n1197:\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n1198:\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n1199:\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n1200:\t\t\t\tmini_uzi.StartingMagazineCount = 2\n1201:\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n1284:\t\t\t# In Power Fantasy mode, apply ammo multiplier (issue #501)\n1285:\t\t\tvar base_magazines: int = 2\n1288:\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n1289:\t\t\t\tif ammo_multiplier > 1:\n1290:\t\t\t\t\tbase_magazines *= ammo_multiplier\n1291:\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx\" % ammo_multiplier)\n1292:\t\t\tif m16.has_method(\"ReinitializeMagazines\"):\n1293:\t\t\t\tm16.ReinitializeMagazines(base_magazines, true)\n1294:\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)", | |
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| [2026-02-08T08:48:46.248Z] [INFO] { | |
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| "text": "Now I see the pattern clearly! The Castle level has 2x ammo (`_configure_castle_weapon_ammo`) and the Building level has reduced ammo (e.g., Mini UZI has `StartingMagazineCount = 2` instead of default 4). \n\nThe building level also applies the Power Fantasy multiplier to M16 (line 1284-1293). This is a per-level ammo configuration system.\n\nNow let me understand: \"пн\" could be a map/level abbreviation. Let me check — could there be a new level being referenced? Let me look at levels_menu.gd to see all available levels." | |
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| [2026-02-08T08:48:47.243Z] [INFO] { | |
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| "tool_use_id": "toolu_01L65pGtDBqEK7FKFXUkCd81", | |
| "type": "tool_result", | |
| "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 61→\t}\n 62→]\n 63→\n 64→## Difficulty names in display order.\n 65→const DIFFICULTY_NAMES: Array[String] = [\"Easy\", \"Normal\", \"Hard\", \"Power Fantasy\"]\n 66→\n 67→## Card dimensions.\n 68→const CARD_WIDTH: float = 220.0\n 69→const CARD_HEIGHT: float = 290.0\n 70→\n 71→## Number of columns in the level grid (4 cards wide).\n 72→const GRID_COLUMNS: int = 4\n 73→\n 74→## Reference to the back button.\n 75→var _back_button: Button\n 76→\n 77→## Reference to the card container.\n 78→var _card_container: GridContainer\n 79→\n 80→## Map of level cards by path for styling.\n 81→var _level_cards: Dictionary = {}\n 82→\n 83→\n 84→func _ready() -> void:\n 85→\t# Build the entire UI programmatically (same approach as ArmoryMenu)\n 86→\t_build_ui()\n 87→\n 88→\t# Set process mode to allow input while paused\n 89→\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 90→\n 91→\n 92→## Build the complete card-based UI layout.\n 93→func _build_ui() -> void:\n 94→\t# Root container that fills the screen\n 95→\tvar root_control := Control.new()\n 96→\troot_control.name = \"MenuContainer\"\n 97→\troot_control.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)\n 98→\tadd_child(root_control)\n 99→\n 100→\t# Semi-transparent background\n 101→\tvar bg := ColorRect.new()\n 102→\tbg.name = \"Background\"\n 103→\tbg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)\n 104→\tbg.color = Color(0.0, 0.0, 0.0, 0.6)\n 105→\troot_control.add_child(bg)\n 106→\n 107→\t# Main panel\n 108→\tvar panel := PanelContainer.new()\n 109→\tpanel.name = \"MainPanel\"\n 110→\tpanel.set_anchors_and_offsets_preset(Control.PRESET_CENTER)\n 111→\tpanel.anchor_left = 0.5\n 112→\tpanel.anchor_top = 0.5\n 113→\tpanel.anchor_right = 0.5\n 114→\tpanel.anchor_bottom = 0.5\n 115→\tpanel.offset_left = -520\n 116→\tpanel.offset_top = -340\n 117→\tpanel.offset_right = 520\n 118→\tpanel.offset_bottom = 340\n 119→\tpanel.grow_horizontal = Control.GROW_DIRECTION_BOTH\n 120→\tpanel.grow_vertical = Control.GROW_DIRECTION_BOTH\n 121→\n 122→\tvar panel_style := StyleBoxFlat.new()\n 123→\tpanel_style.bg_color = Color(0.12, 0.12, 0.15, 0.95)\n 124→\tpanel_style.corner_radius_top_left = 8\n 125→\tpanel_style.corner_radius_top_right = 8\n 126→\tpanel_style.corner_radius_bottom_left = 8\n 127→\tpanel_style.corner_radius_bottom_right = 8\n 128→\tpanel_style.border_color = Color(0.3, 0.3, 0.35, 1.0)\n 129→\tpanel_style.border_width_left = 1\n 130→\tpanel_style.border_width_right = 1\n 131→\tpanel_style.border_width_top = 1\n 132→\tpanel_style.border_width_bottom = 1\n 133→\tpanel.add_theme_stylebox_override(\"panel\", panel_style)\n 134→\troot_control.add_child(panel)\n 135→\n 136→\t# Margin inside panel\n 137→\tvar margin := MarginContainer.new()\n 138→\tmargin.layout_mode = 2\n 139→\tmargin.add_theme_constant_override(\"margin_left\", 16)\n 140→\tmargin.add_theme_constant_override(\"margin_top\", 12)\n 141→\tmargin.add_theme_constant_override(\"margin_right\", 16)\n 142→\tmargin.add_theme_constant_override(\"margin_bottom\", 12)\n 143→\tpanel.add_child(margin)\n 144→\n 145→\t# Main vertical layout\n 146→\tvar main_vbox := VBoxContainer.new()\n 147→\tmain_vbox.layout_mode = 2\n 148→\tmain_vbox.add_theme_constant_override(\"separation\", 8)\n 149→\tmargin.add_child(main_vbox)\n 150→\n 151→\t# Title\n 152→\tvar title := Label.new()\n 153→\ttitle.text = \"SELECT LEVEL\"\n 154→\ttitle.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 155→\ttitle.add_theme_font_size_override(\"font_size\", 22)\n 156→\ttitle.add_theme_color_override(\"font_color\", Color(0.9, 0.85, 0.7, 1.0))\n 157→\tmain_vbox.add_child(title)\n 158→\n 159→\t# Separator\n 160→\tvar sep := HSeparator.new()\n 161→\tmain_vbox.add_child(sep)\n 162→\n 163→\t# Scroll container for cards (vertical scrolling for grid layout)\n 164→\tvar scroll := ScrollContainer.new()\n 165→\tscroll.layout_mode = 2\n 166→\tscroll.size_flags_vertical = Control.SIZE_EXPAND_FILL\n 167→\tscroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED\n 168→\tscroll.vertical_scroll_mode = ScrollContainer.SCROLL_MODE_AUTO\n 169→\tmain_vbox.add_child(scroll)\n 170→\n 171→\t# Card container (grid layout, 4 columns)\n 172→\t_card_container = GridContainer.new()\n 173→\t_card_container.columns = GRID_COLUMNS\n 174→\t_card_container.layout_mode = 2\n 175→\t_card_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL\n 176→\t_card_container.add_theme_constant_override(\"h_separation\", 12)\n 177→\t_card_container.add_theme_constant_override(\"v_separation\", 12)\n 178→\tscroll.add_child(_card_container)\n 179→\n 180→\t# Populate cards\n 181→\t_populate_level_cards()\n 182→\n 183→\t# Bottom separator\n 184→\tvar bottom_sep := HSeparator.new()\n 185→\tmain_vbox.add_child(bottom_sep)\n 186→\n 187→\n 188→\t# Back button\n 189→\tvar button_hbox := HBoxContainer.new()\n 190→\tbutton_hbox.layout_mode = 2\n 191→\tbutton_hbox.alignment = BoxContainer.ALIGNMENT_CENTER\n 192→\tmain_vbox.add_child(button_hbox)\n 193→\n 194→\t_back_button = Button.new()\n 195→\t_back_button.text = \"Back\"\n 196→\t_back_button.custom_minimum_size = Vector2(140, 36)\n 197→\t_back_button.pressed.connect(_on_back_pressed)\n 198→\tbutton_hbox.add_child(_back_button)\n 199→\n 200→\n 201→## Populate the level cards.\n 202→func _populate_level_cards() -> void:\n 203→\t# Clear existing cards\n 204→\tfor child in _card_container.get_children():\n 205→\t\tchild.queue_free()\n 206→\t_level_cards.clear()\n 207→\n 208→\t# Get current scene path to highlight it\n 209→\tvar current_scene_path: String = \"\"\n 210→\tvar current_scene: Node = get_tree().current_scene\n 211→\tif current_scene and current_scene.scene_file_path:\n 212→\t\tcurrent_scene_path = current_scene.scene_file_path\n 213→\n 214→\t# Create a card for each level\n 215→\tfor level_data in LEVELS:\n 216→\t\tvar level_path: String = level_data[\"path\"]\n 217→\t\tvar is_current: bool = (level_path == current_scene_path)\n 218→\t\tvar card := _create_level_card(level_data, is_current)\n 219→\t\t_card_container.add_child(card)\n 220→\t\t_level_cards[level_path] = card\n 221→\n 222→\n 223→## Create a single level card.\n 224→func _create_level_card(level_data: Dictionary, is_current: bool) -> PanelContainer:\n 225→\tvar card := PanelContainer.new()\n 226→\tcard.name = level_data[\"name\"].replace(\" \", \"\") + \"Card\"\n 227→\tcard.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)\n 228→\n 229→\t# Card style\n 230→\tvar card_style := StyleBoxFlat.new()\n 231→\tif is_current:\n 232→\t\tcard_style.bg_color = Color(0.2, 0.3, 0.2, 0.8)\n 233→\t\tcard_style.border_color = Color(0.4, 0.8, 0.4, 1.0)\n 234→\t\tcard_style.border_width_left = 2\n 235→\t\tcard_style.border_width_right = 2\n 236→\t\tcard_style.border_width_top = 2\n 237→\t\tcard_style.border_width_bottom = 2\n 238→\telse:\n 239→\t\tcard_style.bg_color = Color(0.18, 0.18, 0.2, 0.8)\n 240→\t\tcard_style.border_color = Color(0.3, 0.3, 0.35, 0.6)\n 241→\t\tcard_style.border_width_left = 1\n 242→\t\tcard_style.border_width_right = 1\n 243→\t\tcard_style.border_width_top = 1\n 244→\t\tcard_style.border_width_bottom = 1\n 245→\tcard_style.corner_radius_top_left = 6\n 246→\tcard_style.corner_radius_top_right = 6\n 247→\tcard_style.corner_radius_bottom_left = 6\n 248→\tcard_style.corner_radius_bottom_right = 6\n 249→\tcard.add_theme_stylebox_override(\"panel\", card_style)\n 250→\n 251→\t# Card content\n 252→\tvar vbox := VBoxContainer.new()\n 253→\tvbox.layout_mode = 2\n 254→\tvbox.add_theme_constant_override(\"separation\", 4)\n 255→\tcard.add_child(vbox)\n 256→\n 257→\t# Level preview (colored rectangle with map info overlay)\n 258→\tvar preview_container := PanelContainer.new()\n 259→\tpreview_container.custom_minimum_size = Vector2(0, 80)\n 260→\n 261→\tvar preview_style := StyleBoxFlat.new()\n 262→\tvar base_color: Color = level_data.get(\"preview_color\", Color(0.2, 0.2, 0.3, 1.0))\n 263→\tvar accent_color: Color = level_data.get(\"preview_accent\", Color(0.4, 0.4, 0.5, 1.0))\n 264→\tpreview_style.bg_color = base_color\n 265→\tpreview_style.corner_radius_top_left = 4\n 266→\tpreview_style.corner_radius_top_right = 4\n 267→\tpreview_container.add_theme_stylebox_override(\"panel\", preview_style)\n 268→\tvbox.add_child(preview_container)\n 269→\n 270→\t# Preview overlay with map size and enemy count\n 271→\tvar preview_vbox := VBoxContainer.new()\n 272→\tpreview_vbox.layout_mode = 2\n 273→\tpreview_vbox.alignment = BoxContainer.ALIGNMENT_CENTER\n 274→\tpreview_vbox.add_theme_constant_override(\"separation\", 2)\n 275→\tpreview_container.add_child(preview_vbox)\n 276→\n 277→\tvar map_size_label := Label.new()\n 278→\tmap_size_label.text = level_data.get(\"map_size\", \"\")\n 279→\tmap_size_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 280→\tmap_size_label.add_theme_font_size_override(\"font_size\", 11)\n 281→\tmap_size_label.add_theme_color_override(\"font_color\", accent_color)\n 282→\tpreview_vbox.add_child(map_size_label)\n 283→\n 284→\tvar enemy_label := Label.new()\n 285→\tvar enemy_count: int = level_data.get(\"enemy_count\", 0)\n 286→\tenemy_label.text = \"%d enemies\" % enemy_count if enemy_count > 0 else \"Training\"\n 287→\tenemy_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 288→\tenemy_label.add_theme_font_size_override(\"font_size\", 13)\n 289→\tenemy_label.add_theme_color_override(\"font_color\", Color(0.9, 0.85, 0.8, 0.9))\n 290→\tpreview_vbox.add_child(enemy_label)\n 291→\n 292→\t# Current level badge\n 293→\tif is_current:\n 294→\t\tvar badge := Label.new()\n 295→\t\tbadge.text = \"PLAYING\"\n 296→\t\tbadge.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 297→\t\tbadge.add_theme_font_size_override(\"font_size\", 10)\n 298→\t\tbadge.add_theme_color_override(\"font_color\", Color(0.4, 1.0, 0.4, 1.0))\n 299→\t\tpreview_vbox.add_child(badge)\n 300→\n 301→\t# Level name\n 302→\tvar display_name: String = level_data.get(\"name_ru\", level_data[\"name\"])\n 303→\tvar name_label := Label.new()\n 304→\tname_label.text = display_name\n 305→\tname_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 306→\tname_label.add_theme_font_size_override(\"font_size\", 15)\n 307→\tif is_current:\n 308→\t\tname_label.add_theme_color_override(\"font_color\", Color(0.7, 1.0, 0.7, 1.0))\n 309→\telse:\n 310→\t\tname_label.add_theme_color_override(\"font_color\", Color(0.9, 0.9, 0.9, 1.0))\n 311→\tvbox.add_child(name_label)\n 312→\n 313→\t# Description (wrapped)\n 314→\tvar desc_label := Label.new()\n 315→\tdesc_label.text = level_data.get(\"description\", \"\")\n 316→\tdesc_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 317→\tdesc_label.add_theme_font_size_override(\"font_size\", 10)\n 318→\tdesc_label.add_theme_color_override(\"font_color\", Color(0.6, 0.65, 0.7, 1.0))\n 319→\tdesc_label.autowrap_mode = TextServer.AUTOWRAP_WORD\n 320→\tdesc_label.custom_minimum_size.x = CARD_WIDTH - 20\n 321→\tvbox.add_child(desc_label)\n 322→\n 323→\t# Progress results for all difficulties (shown as letter grades)\n 324→\tvar progress_manager: Node = get_node_or_null(\"/root/ProgressManager\")\n 325→\tvar progress_vbox := VBoxContainer.new()\n 326→\tprogress_vbox.layout_mode = 2\n 327→\tprogress_vbox.add_theme_constant_override(\"separation\", 1)\n 328→\tvbox.add_child(progress_vbox)\n 329→\n 330→\t# Load custom font for grade display\n 331→\tvar grade_font := _load_grade_font()\n 332→\n 333→\tfor difficulty_name in DIFFICULTY_NAMES:\n 334→\t\tvar row := HBoxContainer.new()\n 335→\t\trow.layout_mode = 2\n 336→\t\trow.alignment = BoxContainer.ALIGNMENT_CENTER\n 337→\t\trow.add_theme_constant_override(\"separation\", 4)\n 338→\t\tprogress_vbox.add_child(row)\n 339→\n 340→\t\tvar difficulty_label := Label.new()\n 341→\t\tdifficulty_label.text = difficulty_name + \":\"\n 342→\t\tdifficulty_label.add_theme_font_size_override(\"font_size\", 9)\n 343→\t\tdifficulty_label.add_theme_color_override(\"font_color\", Color(0.5, 0.55, 0.6, 1.0))\n 344→\t\tdifficulty_label.custom_minimum_size.x = 80\n 345→\t\trow.add_child(difficulty_label)\n 346→\n 347→\t\tvar best_rank: String = \"\"\n 348→\t\tif progress_manager and progress_manager.has_method(\"get_best_rank\"):\n 349→\t\t\tbest_rank = progress_manager.get_best_rank(level_data[\"path\"], difficulty_name)\n 350→\n 351→\t\tvar grade_label := Label.new()\n 352→\t\tgrade_label.text = best_rank if not best_rank.is_empty() else \"—\"\n 353→\t\tgrade_label.add_theme_font_size_override(\"font_size\", 14)\n 354→\t\tif grade_font:\n 355→\t\t\tgrade_label.add_theme_font_override(\"font\", grade_font)\n 356→\t\tif best_rank.is_empty():\n 357→\t\t\tgrade_label.add_theme_color_override(\"font_color\", Color(0.35, 0.35, 0.4, 1.0))\n 358→\t\telse:\n 359→\t\t\tgrade_label.add_theme_color_override(\"font_color\", _get_rank_color(best_rank))\n 360→\t\tgrade_label.custom_minimum_size.x = 25\n 361→\t\trow.add_child(grade_label)\n 362→\n 363→\t# Make card clickable (unless it's the current level)\n 364→\tif not is_current:\n 365→\t\tcard.mouse_filter = Control.MOUSE_FILTER_STOP\n 366→\t\tcard.gui_input.connect(_on_card_gui_input.bind(level_data[\"path\"]))\n 367→\t\tcard.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND\n 368→\t\tcard.tooltip_text = \"Click to load %s\" % display_name\n 369→\telse:\n 370→\t\tcard.tooltip_text = \"Currently playing this level\"\n 371→\n 372→\treturn card\n 373→\n 374→\n 375→## Load custom font for grade display.\n 376→func _load_grade_font() -> Font:\n 377→\tvar font_path := \"res://addons/gut/fonts/LobsterTwo-Bold.ttf\"\n 378→\tif ResourceLoader.exists(font_path):\n 379→\t\tvar font_file := FontFile.new()\n 380→\t\tfont_file.data = FileAccess.get_file_as_bytes(font_path)\n 381→\t\treturn font_file\n 382→\treturn null\n 383→\n 384→\n 385→## Get color for a rank display.\n 386→func _get_rank_color(rank: String) -> Color:\n 387→\tmatch rank:\n 388→\t\t\"S\":\n 389→\t\t\treturn Color(1.0, 0.85, 0.0, 1.0) # Gold\n 390→\t\t\"A+\":\n 391→\t\t\treturn Color(0.3, 1.0, 0.3, 1.0) # Bright green\n 392→\t\t\"A\":\n 393→\t\t\treturn Color(0.4, 0.9, 0.4, 1.0) # Green\n 394→\t\t\"B\":\n 395→\t\t\treturn Color(0.5, 0.8, 1.0, 1.0) # Light blue\n 396→\t\t\"C\":\n 397→\t\t\treturn Color(0.8, 0.8, 0.8, 1.0) # Light gray\n 398→\t\t\"D\":\n 399→\t\t\treturn Color(0.8, 0.5, 0.3, 1.0) # Orange\n 400→\t\t\"F\":\n 401→\t\t\treturn Color(0.8, 0.3, 0.3, 1.0) # Red\n 402→\t\t_:\n 403→\t\t\treturn Color(0.7, 0.7, 0.7, 1.0) # Gray\n 404→\n 405→\n 406→## Handle click on a level card.\n 407→func _on_card_gui_input(event: InputEvent, level_path: String) -> void:\n 408→\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:\n 409→\t\t_on_level_selected(level_path)\n 410→\n 411→\n 412→## Load the selected level.\n 413→func _on_level_selected(level_path: String) -> void:\n 414→\t# Unpause the game before changing scene\n 415→\tget_tree().paused = false\n 416→\n 417→\t# Restore hidden cursor for gameplay (confined and hidden)\n 418→\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n 419→\n 420→\t# Change to the selected level\n 421→\tvar error := get_tree().change_scene_to_file(level_path)\n 422→\tif error != OK:\n 423→\t\tget_tree().paused = true\n 424→\t\t# Show cursor again for menu interaction if error\n 425→\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n 426→\n 427→\n 428→func _on_back_pressed() -> void:\n 429→\tback_pressed.emit()\n 430→\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": "eed1efa7-788c-4797-a651-f9005ffb7f27", | |
| "uuid": "7891f3b5-28c5-4e15-a4c3-d80f5e2ad143", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770540266856/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\"\n\t}\n]\n\n## Difficulty names in display order.\nconst DIFFICULTY_NAMES: Array[String] = [\"Easy\", \"Normal\", \"Hard\", \"Power Fantasy\"]\n\n## Card dimensions.\nconst CARD_WIDTH: float = 220.0\nconst CARD_HEIGHT: float = 290.0\n\n## Number of columns in the level grid (4 cards wide).\nconst GRID_COLUMNS: int = 4\n\n## Reference to the back button.\nvar _back_button: Button\n\n## Reference to the card container.\nvar _card_container: GridContainer\n\n## Map of level cards by path for styling.\nvar _level_cards: Dictionary = {}\n\n\nfunc _ready() -> void:\n\t# Build the entire UI programmatically (same approach as ArmoryMenu)\n\t_build_ui()\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\n## Build the complete card-based UI layout.\nfunc _build_ui() -> void:\n\t# Root container that fills the screen\n\tvar root_control := Control.new()\n\troot_control.name = \"MenuContainer\"\n\troot_control.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)\n\tadd_child(root_control)\n\n\t# Semi-transparent background\n\tvar bg := ColorRect.new()\n\tbg.name = \"Background\"\n\tbg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)\n\tbg.color = Color(0.0, 0.0, 0.0, 0.6)\n\troot_control.add_child(bg)\n\n\t# Main panel\n\tvar panel := PanelContainer.new()\n\tpanel.name = \"MainPanel\"\n\tpanel.set_anchors_and_offsets_preset(Control.PRESET_CENTER)\n\tpanel.anchor_left = 0.5\n\tpanel.anchor_top = 0.5\n\tpanel.anchor_right = 0.5\n\tpanel.anchor_bottom = 0.5\n\tpanel.offset_left = -520\n\tpanel.offset_top = -340\n\tpanel.offset_right = 520\n\tpanel.offset_bottom = 340\n\tpanel.grow_horizontal = Control.GROW_DIRECTION_BOTH\n\tpanel.grow_vertical = Control.GROW_DIRECTION_BOTH\n\n\tvar panel_style := StyleBoxFlat.new()\n\tpanel_style.bg_color = Color(0.12, 0.12, 0.15, 0.95)\n\tpanel_style.corner_radius_top_left = 8\n\tpanel_style.corner_radius_top_right = 8\n\tpanel_style.corner_radius_bottom_left = 8\n\tpanel_style.corner_radius_bottom_right = 8\n\tpanel_style.border_color = Color(0.3, 0.3, 0.35, 1.0)\n\tpanel_style.border_width_left = 1\n\tpanel_style.border_width_right = 1\n\tpanel_style.border_width_top = 1\n\tpanel_style.border_width_bottom = 1\n\tpanel.add_theme_stylebox_override(\"panel\", panel_style)\n\troot_control.add_child(panel)\n\n\t# Margin inside panel\n\tvar margin := MarginContainer.new()\n\tmargin.layout_mode = 2\n\tmargin.add_theme_constant_override(\"margin_left\", 16)\n\tmargin.add_theme_constant_override(\"margin_top\", 12)\n\tmargin.add_theme_constant_override(\"margin_right\", 16)\n\tmargin.add_theme_constant_override(\"margin_bottom\", 12)\n\tpanel.add_child(margin)\n\n\t# Main vertical layout\n\tvar main_vbox := VBoxContainer.new()\n\tmain_vbox.layout_mode = 2\n\tmain_vbox.add_theme_constant_override(\"separation\", 8)\n\tmargin.add_child(main_vbox)\n\n\t# Title\n\tvar title := Label.new()\n\ttitle.text = \"SELECT LEVEL\"\n\ttitle.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttitle.add_theme_font_size_override(\"font_size\", 22)\n\ttitle.add_theme_color_override(\"font_color\", Color(0.9, 0.85, 0.7, 1.0))\n\tmain_vbox.add_child(title)\n\n\t# Separator\n\tvar sep := HSeparator.new()\n\tmain_vbox.add_child(sep)\n\n\t# Scroll container for cards (vertical scrolling for grid layout)\n\tvar scroll := ScrollContainer.new()\n\tscroll.layout_mode = 2\n\tscroll.size_flags_vertical = Control.SIZE_EXPAND_FILL\n\tscroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED\n\tscroll.vertical_scroll_mode = ScrollContainer.SCROLL_MODE_AUTO\n\tmain_vbox.add_child(scroll)\n\n\t# Card container (grid layout, 4 columns)\n\t_card_container = GridContainer.new()\n\t_card_container.columns = GRID_COLUMNS\n\t_card_container.layout_mode = 2\n\t_card_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL\n\t_card_container.add_theme_constant_override(\"h_separation\", 12)\n\t_card_container.add_theme_constant_override(\"v_separation\", 12)\n\tscroll.add_child(_card_container)\n\n\t# Populate cards\n\t_populate_level_cards()\n\n\t# Bottom separator\n\tvar bottom_sep := HSeparator.new()\n\tmain_vbox.add_child(bottom_sep)\n\n\n\t# Back button\n\tvar button_hbox := HBoxContainer.new()\n\tbutton_hbox.layout_mode = 2\n\tbutton_hbox.alignment = BoxContainer.ALIGNMENT_CENTER\n\tmain_vbox.add_child(button_hbox)\n\n\t_back_button = Button.new()\n\t_back_button.text = \"Back\"\n\t_back_button.custom_minimum_size = Vector2(140, 36)\n\t_back_button.pressed.connect(_on_back_pressed)\n\tbutton_hbox.add_child(_back_button)\n\n\n## Populate the level cards.\nfunc _populate_level_cards() -> void:\n\t# Clear existing cards\n\tfor child in _card_container.get_children():\n\t\tchild.queue_free()\n\t_level_cards.clear()\n\n\t# Get current scene path to highlight it\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# Create a card for each level\n\tfor level_data in LEVELS:\n\t\tvar level_path: String = level_data[\"path\"]\n\t\tvar is_current: bool = (level_path == current_scene_path)\n\t\tvar card := _create_level_card(level_data, is_current)\n\t\t_card_container.add_child(card)\n\t\t_level_cards[level_path] = card\n\n\n## Create a single level card.\nfunc _create_level_card(level_data: Dictionary, is_current: bool) -> PanelContainer:\n\tvar card := PanelContainer.new()\n\tcard.name = level_data[\"name\"].replace(\" \", \"\") + \"Card\"\n\tcard.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)\n\n\t# Card style\n\tvar card_style := StyleBoxFlat.new()\n\tif is_current:\n\t\tcard_style.bg_color = Color(0.2, 0.3, 0.2, 0.8)\n\t\tcard_style.border_color = Color(0.4, 0.8, 0.4, 1.0)\n\t\tcard_style.border_width_left = 2\n\t\tcard_style.border_width_right = 2\n\t\tcard_style.border_width_top = 2\n\t\tcard_style.border_width_bottom = 2\n\telse:\n\t\tcard_style.bg_color = Color(0.18, 0.18, 0.2, 0.8)\n\t\tcard_style.border_color = Color(0.3, 0.3, 0.35, 0.6)\n\t\tcard_style.border_width_left = 1\n\t\tcard_style.border_width_right = 1\n\t\tcard_style.border_width_top = 1\n\t\tcard_style.border_width_bottom = 1\n\tcard_style.corner_radius_top_left = 6\n\tcard_style.corner_radius_top_right = 6\n\tcard_style.corner_radius_bottom_left = 6\n\tcard_style.corner_radius_bottom_right = 6\n\tcard.add_theme_stylebox_override(\"panel\", card_style)\n\n\t# Card content\n\tvar vbox := VBoxContainer.new()\n\tvbox.layout_mode = 2\n\tvbox.add_theme_constant_override(\"separation\", 4)\n\tcard.add_child(vbox)\n\n\t# Level preview (colored rectangle with map info overlay)\n\tvar preview_container := PanelContainer.new()\n\tpreview_container.custom_minimum_size = Vector2(0, 80)\n\n\tvar preview_style := StyleBoxFlat.new()\n\tvar base_color: Color = level_data.get(\"preview_color\", Color(0.2, 0.2, 0.3, 1.0))\n\tvar accent_color: Color = level_data.get(\"preview_accent\", Color(0.4, 0.4, 0.5, 1.0))\n\tpreview_style.bg_color = base_color\n\tpreview_style.corner_radius_top_left = 4\n\tpreview_style.corner_radius_top_right = 4\n\tpreview_container.add_theme_stylebox_override(\"panel\", preview_style)\n\tvbox.add_child(preview_container)\n\n\t# Preview overlay with map size and enemy count\n\tvar preview_vbox := VBoxContainer.new()\n\tpreview_vbox.layout_mode = 2\n\tpreview_vbox.alignment = BoxContainer.ALIGNMENT_CENTER\n\tpreview_vbox.add_theme_constant_override(\"separation\", 2)\n\tpreview_container.add_child(preview_vbox)\n\n\tvar map_size_label := Label.new()\n\tmap_size_label.text = level_data.get(\"map_size\", \"\")\n\tmap_size_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tmap_size_label.add_theme_font_size_override(\"font_size\", 11)\n\tmap_size_label.add_theme_color_override(\"font_color\", accent_color)\n\tpreview_vbox.add_child(map_size_label)\n\n\tvar enemy_label := Label.new()\n\tvar enemy_count: int = level_data.get(\"enemy_count\", 0)\n\tenemy_label.text = \"%d enemies\" % enemy_count if enemy_count > 0 else \"Training\"\n\tenemy_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tenemy_label.add_theme_font_size_override(\"font_size\", 13)\n\tenemy_label.add_theme_color_override(\"font_color\", Color(0.9, 0.85, 0.8, 0.9))\n\tpreview_vbox.add_child(enemy_label)\n\n\t# Current level badge\n\tif is_current:\n\t\tvar badge := Label.new()\n\t\tbadge.text = \"PLAYING\"\n\t\tbadge.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\t\tbadge.add_theme_font_size_override(\"font_size\", 10)\n\t\tbadge.add_theme_color_override(\"font_color\", Color(0.4, 1.0, 0.4, 1.0))\n\t\tpreview_vbox.add_child(badge)\n\n\t# Level name\n\tvar display_name: String = level_data.get(\"name_ru\", level_data[\"name\"])\n\tvar name_label := Label.new()\n\tname_label.text = display_name\n\tname_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tname_label.add_theme_font_size_override(\"font_size\", 15)\n\tif is_current:\n\t\tname_label.add_theme_color_override(\"font_color\", Color(0.7, 1.0, 0.7, 1.0))\n\telse:\n\t\tname_label.add_theme_color_override(\"font_color\", Color(0.9, 0.9, 0.9, 1.0))\n\tvbox.add_child(name_label)\n\n\t# Description (wrapped)\n\tvar desc_label := Label.new()\n\tdesc_label.text = level_data.get(\"description\", \"\")\n\tdesc_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tdesc_label.add_theme_font_size_override(\"font_size\", 10)\n\tdesc_label.add_theme_color_override(\"font_color\", Color(0.6, 0.65, 0.7, 1.0))\n\tdesc_label.autowrap_mode = TextServer.AUTOWRAP_WORD\n\tdesc_label.custom_minimum_size.x = CARD_WIDTH - 20\n\tvbox.add_child(desc_label)\n\n\t# Progress results for all difficulties (shown as letter grades)\n\tvar progress_manager: Node = get_node_or_null(\"/root/ProgressManager\")\n\tvar progress_vbox := VBoxContainer.new()\n\tprogress_vbox.layout_mode = 2\n\tprogress_vbox.add_theme_constant_override(\"separation\", 1)\n\tvbox.add_child(progress_vbox)\n\n\t# Load custom font for grade display\n\tvar grade_font := _load_grade_font()\n\n\tfor difficulty_name in DIFFICULTY_NAMES:\n\t\tvar row := HBoxContainer.new()\n\t\trow.layout_mode = 2\n\t\trow.alignment = BoxContainer.ALIGNMENT_CENTER\n\t\trow.add_theme_constant_override(\"separation\", 4)\n\t\tprogress_vbox.add_child(row)\n\n\t\tvar difficulty_label := Label.new()\n\t\tdifficulty_label.text = difficulty_name + \":\"\n\t\tdifficulty_label.add_theme_font_size_override(\"font_size\", 9)\n\t\tdifficulty_label.add_theme_color_override(\"font_color\", Color(0.5, 0.55, 0.6, 1.0))\n\t\tdifficulty_label.custom_minimum_size.x = 80\n\t\trow.add_child(difficulty_label)\n\n\t\tvar best_rank: String = \"\"\n\t\tif progress_manager and progress_manager.has_method(\"get_best_rank\"):\n\t\t\tbest_rank = progress_manager.get_best_rank(level_data[\"path\"], difficulty_name)\n\n\t\tvar grade_label := Label.new()\n\t\tgrade_label.text = best_rank if not best_rank.is_empty() else \"—\"\n\t\tgrade_label.add_theme_font_size_override(\"font_size\", 14)\n\t\tif grade_font:\n\t\t\tgrade_label.add_theme_font_override(\"font\", grade_font)\n\t\tif best_rank.is_empty():\n\t\t\tgrade_label.add_theme_color_override(\"font_color\", Color(0.35, 0.35, 0.4, 1.0))\n\t\telse:\n\t\t\tgrade_label.add_theme_color_override(\"font_color\", _get_rank_color(best_rank))\n\t\tgrade_label.custom_minimum_size.x = 25\n\t\trow.add_child(grade_label)\n\n\t# Make card clickable (unless it's the current level)\n\tif not is_current:\n\t\tcard.mouse_filter = Control.MOUSE_FILTER_STOP\n\t\tcard.gui_input.connect(_on_card_gui_input.bind(level_data[\"path\"]))\n\t\tcard.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND\n\t\tcard.tooltip_text = \"Click to load %s\" % display_name\n\telse:\n\t\tcard.tooltip_text = \"Currently playing this level\"\n\n\treturn card\n\n\n## Load custom font for grade display.\nfunc _load_grade_font() -> Font:\n\tvar font_path := \"res://addons/gut/fonts/LobsterTwo-Bold.ttf\"\n\tif ResourceLoader.exists(font_path):\n\t\tvar font_file := FontFile.new()\n\t\tfont_file.data = FileAccess.get_file_as_bytes(font_path)\n\t\treturn font_file\n\treturn null\n\n\n## Get color for a rank display.\nfunc _get_rank_color(rank: String) -> Color:\n\tmatch rank:\n\t\t\"S\":\n\t\t\treturn Color(1.0, 0.85, 0.0, 1.0) # Gold\n\t\t\"A+\":\n\t\t\treturn Color(0.3, 1.0, 0.3, 1.0) # Bright green\n\t\t\"A\":\n\t\t\treturn Color(0.4, 0.9, 0.4, 1.0) # Green\n\t\t\"B\":\n\t\t\treturn Color(0.5, 0.8, 1.0, 1.0) # Light blue\n\t\t\"C\":\n\t\t\treturn Color(0.8, 0.8, 0.8, 1.0) # Light gray\n\t\t\"D\":\n\t\t\treturn Color(0.8, 0.5, 0.3, 1.0) # Orange\n\t\t\"F\":\n\t\t\treturn Color(0.8, 0.3, 0.3, 1.0) # Red\n\t\t_:\n\t\t\treturn Color(0.7, 0.7, 0.7, 1.0) # Gray\n\n\n## Handle click on a level card.\nfunc _on_card_gui_input(event: InputEvent, level_path: String) -> void:\n\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:\n\t\t_on_level_selected(level_path)\n\n\n## Load the selected level.\nfunc _on_level_selected(level_path: String) -> void:\n\t# Unpause the game before changing scene\n\tget_tree().paused = false\n\n\t# Restore hidden cursor for gameplay (confined and hidden)\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n\n\t# Change to the selected level\n\tvar error := get_tree().change_scene_to_file(level_path)\n\tif error != OK:\n\t\tget_tree().paused = true\n\t\t# Show cursor again for menu interaction if error\n\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n", | |
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| } | |
| } | |
| } | |
| [2026-02-08T08:49:06.009Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01Fj82cSMYAwbe1y67xuYXk5", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now I see all 5 levels: Building Level, Polygon (Полигон), Castle (Замок), Tutorial (Обучение), Beach (Пляж). None match \"ПН\".\n\nWait — \"**П**олиго**Н**\" (Polygon)? That's abbreviated as \"ПН\" (first and last letter)? That seems unlikely. But looking at it from another angle: \"**П**олиго**н**\" — the Russian name \"Полигон\" — \"**пн**\" could be a shorthand/lazy abbreviation. Or \"**П**о**н**и\" (no, nonsense).\n\nActually, I think I've been overthinking this. Let me look at this from the simplest perspective. In Russian, \"пн\" is almost universally recognized as \"понедельник\" (Monday). But this game doesn't have days. However, the developer might have meant \"**пф**\" (Power Fantasy) and just mistyped it. On the standard Russian QWERTY keyboard layout:\n- \"ф\" is on key \"a\" \n- \"н\" is on key \"y\"\n\nThese aren't adjacent. But:\n- \"п\" is on key \"g\"\n- \"ф\" is on key \"a\" \n- \"н\" is on key \"y\"\n\nActually on the Russian keyboard layout:\n- П is on the G key\n- Ф is on the A key\n- Н is on the Y key\n\nSo \"пн\" vs \"пф\" — the keys for \"н\" (Y) and \"ф\" (A) are not adjacent. This makes a typo less likely.\n\nLet me try one more thing — maybe \"пн\" refers to the **Polygon** level abbreviation that the developer uses personally.\n\nGiven the analysis:\n1. Issue #518 used the same pattern: \"на миссии **Замок** должно быть в 2 раза больше патронов\" — referring to a level by name\n2. Issue #630: \"патронов **в пн** должно быть больше в 2.5 раза\" — \"пн\" refers to a level/location\n\nThe most logical interpretation: \"пн\" = \"**полигон**\" (Polygon/TestTier level) — abbreviated casually. The Polygon is the test/training level.\n\nSo the issue is asking: **On the Polygon level (TestTier), ammo should be 2.5x more, including on hard difficulty.**\n\nCurrently, the Castle level has 2x ammo. The Polygon/TestTier level has no special ammo multiplier (uses default). The issue wants the Polygon to have 2.5x ammo.\n\nLet me verify this by looking at the TestTier level script to confirm it has no ammo multiplication." | |
| } | |
| ], | |
| "stop_reason": null, | |
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| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "eed1efa7-788c-4797-a651-f9005ffb7f27", | |
| "uuid": "cbfabc0b-c0b6-48ae-a814-aeb5d75bca7b" | |
| } | |
| [2026-02-08T08:49:08.395Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01Fj82cSMYAwbe1y67xuYXk5", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01LBx1GUGtZfVfkj545Bocsn", | |
| "name": "Grep", | |
| "input": { | |
| "pattern": "ammo|magazine|multiplier|double|2x|reserve|configure.*weapon|weapon.*ammo", | |
| "path": "/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd", | |
| "-i": true, | |
| "output_mode": "content" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
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| [2026-02-08T08:49:08.451Z] [INFO] { | |
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| "content": "11:## - Ammo counter with color-coded warnings\n26:## Reference to the ammo count label.\n27:var _ammo_label: Label = null\n47:## Reference to the magazines label (shows individual magazine ammo counts).\n48:var _magazines_label: Label = null\n262:\t# Find the ammo label\n263:\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n286:\t\tif weapon.has_signal(\"AmmoChanged\"):\n287:\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n288:\t\tif weapon.has_signal(\"MagazinesChanged\"):\n289:\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n292:\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n295:\t\t# Initial ammo display from weapon\n296:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n297:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n298:\t\t# Initial magazine display\n299:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n300:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n301:\t\t\t_update_magazines_label(mag_counts)\n302:\t\t# Configure silenced pistol ammo based on enemy count\n303:\t\t_configure_silenced_pistol_ammo(weapon)\n306:\t\tif _player.has_signal(\"ammo_changed\"):\n307:\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n308:\t\t# Initial ammo display\n309:\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n310:\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n312:\t# Connect reload/ammo depleted signals for enemy aggression behavior\n314:\t# that the player is vulnerable (reloading or out of ammo)\n326:\tif _player.has_signal(\"AmmoDepleted\"):\n327:\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n328:\telif _player.has_signal(\"ammo_depleted\"):\n329:\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n404:## Configure silenced pistol ammo based on enemy count.\n406:func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n411:\t# Call the ConfigureAmmoForEnemyCount method if it exists\n412:\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n413:\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n414:\t\tprint(\"[TestTier] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n416:\t\t# Update the ammo display after configuration\n417:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n418:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n419:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n420:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n421:\t\t\t_update_magazines_label(mag_counts)\n452:\t# Create magazines label (shows individual magazine ammo counts)\n453:\t_magazines_label = Label.new()\n454:\t_magazines_label.name = \"MagazinesLabel\"\n455:\t_magazines_label.text = \"MAGS: -\"\n456:\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n457:\t_magazines_label.offset_left = 10\n458:\t_magazines_label.offset_top = 105\n459:\t_magazines_label.offset_right = 400\n460:\t_magazines_label.offset_bottom = 135\n461:\tui.add_child(_magazines_label)\n534:## Called when player ammo changes (GDScript Player).\n535:func _on_player_ammo_changed(current: int, maximum: int) -> void:\n536:\t_update_ammo_label(current, maximum)\n542:## Called when weapon ammo changes (C# Player).\n543:func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n544:\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n545:\t# Check if completely out of ammo\n546:\tif current_ammo <= 0 and reserve_ammo <= 0:\n551:## Called when magazine inventory changes (C# Player).\n552:func _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n553:\t_update_magazines_label(magazine_ammo_counts)\n557:## This allows the ammo counter to update immediately as each shell is loaded.\n559:\t# Get the reserve ammo from the weapon for display\n560:\tvar reserve_ammo: int = 0\n563:\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n564:\t\t\treserve_ammo = weapon.ReserveAmmo\n565:\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n568:## Called when player runs out of ammo in current magazine.\n570:## Note: This does NOT show game over - the player may still have reserve ammo.\n571:## Game over is only shown when BOTH current AND reserve ammo are depleted\n572:## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n573:## truly has no ammo left).\n574:func _on_player_ammo_depleted() -> void:\n576:\t_broadcast_player_ammo_empty(true)\n584:\t# For GDScript player, check if truly out of all ammo (no reserve)\n585:\t# For C# player, game over is handled in _on_weapon_ammo_changed\n586:\tif _player and _player.has_method(\"get_current_ammo\"):\n587:\t\t# GDScript player - max_ammo is the only ammo they have\n588:\t\tvar current_ammo: int = _player.get_current_ammo()\n589:\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n591:\t# C# player game over is handled via _on_weapon_ammo_changed signal\n610:\t# Also clear ammo empty state since player now has ammo\n611:\t_broadcast_player_ammo_empty(false)\n625:## Broadcast player ammo empty state to all enemies.\n626:func _broadcast_player_ammo_empty(is_empty: bool) -> void:\n632:\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n633:\t\t\tenemy.set_player_ammo_empty(is_empty)\n664:## Update the ammo label with color coding (simple format for GDScript Player).\n665:func _update_ammo_label(current: int, maximum: int) -> void:\n666:\tif _ammo_label == null:\n669:\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n673:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n675:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n677:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n680:## Update the ammo label with magazine format (for C# Player with weapon).\n681:## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\n682:func _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n683:\tif _ammo_label == null:\n686:\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n690:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n692:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n694:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n697:## Update the magazines label showing individual magazine ammo counts.\n698:## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n699:## Hidden when a shotgun (tube magazine weapon) is equipped.\n700:func _update_magazines_label(magazine_ammo_counts: Array) -> void:\n701:\tif _magazines_label == null:\n704:\t# Check if player has a weapon with tube magazine (shotgun)\n705:\t# If so, hide the magazine label as shotguns don't use detachable magazines\n714:\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n715:\t\t# Shotgun equipped - hide magazine display\n716:\t\t_magazines_label.visible = false\n719:\t\t_magazines_label.visible = true\n721:\tif magazine_ammo_counts.is_empty():\n722:\t\t_magazines_label.text = \"MAGS: -\"\n726:\tfor i in range(magazine_ammo_counts.size()):\n727:\t\tvar ammo: int = magazine_ammo_counts[i]\n729:\t\t\t# Current magazine in brackets\n730:\t\t\tparts.append(\"[%d]\" % ammo)\n732:\t\t\t# Spare magazines\n733:\t\t\tparts.append(\"%d\" % ammo)\n735:\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n1183:## Show game over message when player runs out of ammo with enemies remaining.\n1193:\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n1223:\t# This prevents double-equipping when both C# and GDScript weapon setup succeed." | |
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| "content": "11:## - Ammo counter with color-coded warnings\n26:## Reference to the ammo count label.\n27:var _ammo_label: Label = null\n47:## Reference to the magazines label (shows individual magazine ammo counts).\n48:var _magazines_label: Label = null\n262:\t# Find the ammo label\n263:\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n286:\t\tif weapon.has_signal(\"AmmoChanged\"):\n287:\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n288:\t\tif weapon.has_signal(\"MagazinesChanged\"):\n289:\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n292:\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n295:\t\t# Initial ammo display from weapon\n296:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n297:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n298:\t\t# Initial magazine display\n299:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n300:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n301:\t\t\t_update_magazines_label(mag_counts)\n302:\t\t# Configure silenced pistol ammo based on enemy count\n303:\t\t_configure_silenced_pistol_ammo(weapon)\n306:\t\tif _player.has_signal(\"ammo_changed\"):\n307:\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n308:\t\t# Initial ammo display\n309:\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n310:\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n312:\t# Connect reload/ammo depleted signals for enemy aggression behavior\n314:\t# that the player is vulnerable (reloading or out of ammo)\n326:\tif _player.has_signal(\"AmmoDepleted\"):\n327:\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n328:\telif _player.has_signal(\"ammo_depleted\"):\n329:\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n404:## Configure silenced pistol ammo based on enemy count.\n406:func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n411:\t# Call the ConfigureAmmoForEnemyCount method if it exists\n412:\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n413:\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n414:\t\tprint(\"[TestTier] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n416:\t\t# Update the ammo display after configuration\n417:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n418:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n419:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n420:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n421:\t\t\t_update_magazines_label(mag_counts)\n452:\t# Create magazines label (shows individual magazine ammo counts)\n453:\t_magazines_label = Label.new()\n454:\t_magazines_label.name = \"MagazinesLabel\"\n455:\t_magazines_label.text = \"MAGS: -\"\n456:\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n457:\t_magazines_label.offset_left = 10\n458:\t_magazines_label.offset_top = 105\n459:\t_magazines_label.offset_right = 400\n460:\t_magazines_label.offset_bottom = 135\n461:\tui.add_child(_magazines_label)\n534:## Called when player ammo changes (GDScript Player).\n535:func _on_player_ammo_changed(current: int, maximum: int) -> void:\n536:\t_update_ammo_label(current, maximum)\n542:## Called when weapon ammo changes (C# Player).\n543:func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n544:\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n545:\t# Check if completely out of ammo\n546:\tif current_ammo <= 0 and reserve_ammo <= 0:\n551:## Called when magazine inventory changes (C# Player).\n552:func _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n553:\t_update_magazines_label(magazine_ammo_counts)\n557:## This allows the ammo counter to update immediately as each shell is loaded.\n559:\t# Get the reserve ammo from the weapon for display\n560:\tvar reserve_ammo: int = 0\n563:\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n564:\t\t\treserve_ammo = weapon.ReserveAmmo\n565:\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n568:## Called when player runs out of ammo in current magazine.\n570:## Note: This does NOT show game over - the player may still have reserve ammo.\n571:## Game over is only shown when BOTH current AND reserve ammo are depleted\n572:## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n573:## truly has no ammo left).\n574:func _on_player_ammo_depleted() -> void:\n576:\t_broadcast_player_ammo_empty(true)\n584:\t# For GDScript player, check if truly out of all ammo (no reserve)\n585:\t# For C# player, game over is handled in _on_weapon_ammo_changed\n586:\tif _player and _player.has_method(\"get_current_ammo\"):\n587:\t\t# GDScript player - max_ammo is the only ammo they have\n588:\t\tvar current_ammo: int = _player.get_current_ammo()\n589:\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n591:\t# C# player game over is handled via _on_weapon_ammo_changed signal\n610:\t# Also clear ammo empty state since player now has ammo\n611:\t_broadcast_player_ammo_empty(false)\n625:## Broadcast player ammo empty state to all enemies.\n626:func _broadcast_player_ammo_empty(is_empty: bool) -> void:\n632:\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n633:\t\t\tenemy.set_player_ammo_empty(is_empty)\n664:## Update the ammo label with color coding (simple format for GDScript Player).\n665:func _update_ammo_label(current: int, maximum: int) -> void:\n666:\tif _ammo_label == null:\n669:\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n673:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n675:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n677:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n680:## Update the ammo label with magazine format (for C# Player with weapon).\n681:## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\n682:func _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n683:\tif _ammo_label == null:\n686:\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n690:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n692:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n694:\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n697:## Update the magazines label showing individual magazine ammo counts.\n698:## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n699:## Hidden when a shotgun (tube magazine weapon) is equipped.\n700:func _update_magazines_label(magazine_ammo_counts: Array) -> void:\n701:\tif _magazines_label == null:\n704:\t# Check if player has a weapon with tube magazine (shotgun)\n705:\t# If so, hide the magazine label as shotguns don't use detachable magazines\n714:\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n715:\t\t# Shotgun equipped - hide magazine display\n716:\t\t_magazines_label.visible = false\n719:\t\t_magazines_label.visible = true\n721:\tif magazine_ammo_counts.is_empty():\n722:\t\t_magazines_label.text = \"MAGS: -\"\n726:\tfor i in range(magazine_ammo_counts.size()):\n727:\t\tvar ammo: int = magazine_ammo_counts[i]\n729:\t\t\t# Current magazine in brackets\n730:\t\t\tparts.append(\"[%d]\" % ammo)\n732:\t\t\t# Spare magazines\n733:\t\t\tparts.append(\"%d\" % ammo)\n735:\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n1183:## Show game over message when player runs out of ammo with enemies remaining.\n1193:\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n1223:\t# This prevents double-equipping when both C# and GDScript weapon setup succeed.", | |
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| [2026-02-08T08:49:10.988Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
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| "text": "Confirmed: the TestTier/Polygon level has no ammo multiplication. Now let me look at the Castle level's implementation to understand the pattern I need to follow." | |
| } | |
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| [2026-02-08T08:49:12.437Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
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| [2026-02-08T08:49:12.468Z] [INFO] { | |
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| "content": " 436→## Configure weapon ammo for Castle level - 2x ammo for all weapons.\n 437→func _configure_castle_weapon_ammo(weapon: Node) -> void:\n 438→\tif weapon == null:\n 439→\t\treturn\n 440→\n 441→\t# Get the default starting magazine count (usually 4)\n 442→\tvar starting_magazines: int = 4\n 443→\tif weapon.get(\"StartingMagazineCount\") != null:\n 444→\t\tstarting_magazines = weapon.StartingMagazineCount\n 445→\n 446→\t# Double the magazine count for Castle level\n 447→\tvar castle_magazines: int = starting_magazines * 2\n 448→\n 449→\t# Use ReinitializeMagazines to set the new magazine count\n 450→\tif weapon.has_method(\"ReinitializeMagazines\"):\n 451→\t\tweapon.ReinitializeMagazines(castle_magazines, true)\n 452→\t\tprint(\"[CastleLevel] Doubled ammo for %s: %d magazines (was %d)\" % [weapon.name, castle_magazines, starting_magazines])\n 453→\n 454→\t\t# Update UI to reflect new ammo counts\n 455→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 456→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 457→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 458→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 459→\t\t\t_update_magazines_label(mag_counts)\n 460→\telse:\n 461→\t\tpush_warning(\"[CastleLevel] Weapon %s doesn't have ReinitializeMagazines method\" % weapon.name)\n 462→\n 463→\n 464→## Setup debug UI elements for kills and accuracy.\n 465→func _setup_debug_ui() -> void:\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-1770540266856/scripts/levels/castle_level.gd", | |
| "content": "## Configure weapon ammo for Castle level - 2x ammo for all weapons.\nfunc _configure_castle_weapon_ammo(weapon: Node) -> void:\n\tif weapon == null:\n\t\treturn\n\n\t# Get the default starting magazine count (usually 4)\n\tvar starting_magazines: int = 4\n\tif weapon.get(\"StartingMagazineCount\") != null:\n\t\tstarting_magazines = weapon.StartingMagazineCount\n\n\t# Double the magazine count for Castle level\n\tvar castle_magazines: int = starting_magazines * 2\n\n\t# Use ReinitializeMagazines to set the new magazine count\n\tif weapon.has_method(\"ReinitializeMagazines\"):\n\t\tweapon.ReinitializeMagazines(castle_magazines, true)\n\t\tprint(\"[CastleLevel] Doubled ammo for %s: %d magazines (was %d)\" % [weapon.name, castle_magazines, starting_magazines])\n\n\t\t# Update UI to reflect new ammo counts\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\telse:\n\t\tpush_warning(\"[CastleLevel] Weapon %s doesn't have ReinitializeMagazines method\" % weapon.name)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:", | |
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| } | |
| } | |
| } | |
| [2026-02-08T08:49:14.075Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_01RqpwqYGZ3PBwBaFEfn5DKt", | |
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| { | |
| "type": "text", | |
| "text": "Now let me look at how Castle level applies this to weapons during setup." | |
| } | |
| ], | |
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| [2026-02-08T08:49:14.881Z] [INFO] { | |
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| [2026-02-08T08:49:14.924Z] [INFO] { | |
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| "content": " 1090→\tvar selected_weapon_id: String = \"makarov_pm\"\n 1091→\tif GameManager:\n 1092→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 1093→\n 1094→\tprint(\"CastleLevel: Setting up weapon: %s\" % selected_weapon_id)\n 1095→\n 1096→\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n 1097→\t# This prevents double-equipping when both C# and GDScript weapon setup run\n 1098→\tif selected_weapon_id != \"makarov_pm\":\n 1099→\t\tvar weapon_names: Dictionary = {\n 1100→\t\t\t\"shotgun\": \"Shotgun\",\n 1101→\t\t\t\"mini_uzi\": \"MiniUzi\",\n 1102→\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n 1103→\t\t\t\"sniper\": \"SniperRifle\",\n 1104→\t\t\t\"m16\": \"AssaultRifle\"\n 1105→\t\t}\n 1106→\t\tif selected_weapon_id in weapon_names:\n 1107→\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n 1108→\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n 1109→\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n 1110→\t\t\t\tprint(\"CastleLevel: %s already equipped by C# Player - skipping\" % expected_name)\n 1111→\t\t\t\t# Still apply castle-specific ammo configuration\n 1112→\t\t\t\t_configure_castle_weapon_ammo(existing_weapon)\n 1113→\t\t\t\treturn\n 1114→\n 1115→\tif selected_weapon_id == \"shotgun\":\n 1116→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1117→\t\tif makarov:\n 1118→\t\t\tmakarov.queue_free()\n 1119→\t\t\tprint(\"CastleLevel: Removed default MakarovPM\")\n 1120→\n 1121→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 1122→\t\tif shotgun_scene:\n 1123→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 1124→\t\t\tshotgun.name = \"Shotgun\"\n 1125→\t\t\t_player.add_child(shotgun)\n 1126→\n 1127→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1128→\t\t\t\t_player.EquipWeapon(shotgun)\n 1129→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1130→\t\t\t\t_player.CurrentWeapon = shotgun\n 1131→\n 1132→\t\t\t# Configure 2x ammo for Castle level\n 1133→\t\t\t_configure_castle_weapon_ammo(shotgun)\n 1134→\n 1135→\t\t\tprint(\"CastleLevel: Shotgun equipped successfully\")\n 1136→\t\telse:\n 1137→\t\t\tpush_error(\"CastleLevel: Failed to load Shotgun scene!\")\n 1138→\telif selected_weapon_id == \"mini_uzi\":\n 1139→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1140→\t\tif makarov:\n 1141→\t\t\tmakarov.queue_free()\n 1142→\t\t\tprint(\"CastleLevel: Removed default MakarovPM\")\n 1143→\n 1144→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 1145→\t\tif mini_uzi_scene:\n 1146→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 1147→\t\t\tmini_uzi.name = \"MiniUzi\"\n 1148→\t\t\t_player.add_child(mini_uzi)\n 1149→\n 1150→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1151→\t\t\t\t_player.EquipWeapon(mini_uzi)\n 1152→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1153→\t\t\t\t_player.CurrentWeapon = mini_uzi\n 1154→\n 1155→\t\t\t# Configure 2x ammo for Castle level (replaces the single AddMagazine call)\n 1156→\t\t\t_configure_castle_weapon_ammo(mini_uzi)\n 1157→\n 1158→\t\t\tprint(\"CastleLevel: Mini UZI equipped successfully\")\n 1159→\t\telse:\n 1160→\t\t\tpush_error(\"CastleLevel: Failed to load MiniUzi scene!\")\n 1161→\telif selected_weapon_id == \"silenced_pistol\":\n 1162→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1163→\t\tif makarov:\n 1164→\t\t\tmakarov.queue_free()\n 1165→\t\t\tprint(\"CastleLevel: Removed default MakarovPM\")\n 1166→\n 1167→\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n 1168→\t\tif pistol_scene:\n 1169→\t\t\tvar pistol = pistol_scene.instantiate()\n 1170→\t\t\tpistol.name = \"SilencedPistol\"\n 1171→\t\t\t_player.add_child(pistol)\n 1172→\n 1173→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1174→\t\t\t\t_player.EquipWeapon(pistol)\n 1175→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1176→\t\t\t\t_player.CurrentWeapon = pistol\n 1177→\n 1178→\t\t\t# Configure 2x ammo for Castle level\n 1179→\t\t\t_configure_castle_weapon_ammo(pistol)\n 1180→\n 1181→\t\t\tprint(\"CastleLevel: Silenced Pistol equipped successfully\")\n 1182→\t\telse:\n 1183→\t\t\tpush_error(\"CastleLevel: Failed to load SilencedPistol scene!\")\n 1184→\t# If Sniper Rifle (ASVK) is selected, swap weapons\n 1185→\telif selected_weapon_id == \"sniper\":\n 1186→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1187→\t\tif makarov:\n 1188→\t\t\tmakarov.queue_free()\n 1189→\t\t\tprint(\"CastleLevel: Removed default MakarovPM\")\n 1190→\n 1191→\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n 1192→\t\tif sniper_scene:\n 1193→\t\t\tvar sniper = sniper_scene.instantiate()\n 1194→\t\t\tsniper.name = \"SniperRifle\"\n 1195→\t\t\t_player.add_child(sniper)\n 1196→\n 1197→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1198→\t\t\t\t_player.EquipWeapon(sniper)\n 1199→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1200→\t\t\t\t_player.CurrentWeapon = sniper\n 1201→\n 1202→\t\t\tprint(\"CastleLevel: ASVK Sniper Rifle equipped successfully\")\n 1203→\t\telse:\n 1204→\t\t\tpush_error(\"CastleLevel: Failed to load SniperRifle scene!\")\n 1205→\t# If M16 (assault rifle) is selected, swap weapons\n 1206→\telif selected_weapon_id == \"m16\":\n 1207→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1208→\t\tif makarov:\n 1209→\t\t\tmakarov.queue_free()\n 1210→\t\t\tprint(\"CastleLevel: Removed default MakarovPM\")\n 1211→\n 1212→\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n 1213→\t\tif m16_scene:\n 1214→\t\t\tvar m16 = m16_scene.instantiate()\n 1215→\t\t\tm16.name = \"AssaultRifle\"\n 1216→\t\t\t_player.add_child(m16)\n 1217→\n 1218→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1219→\t\t\t\t_player.EquipWeapon(m16)\n 1220→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1221→\t\t\t\t_player.CurrentWeapon = m16\n 1222→\n 1223→\t\t\t_configure_castle_weapon_ammo(m16)\n 1224→\t\t\tprint(\"CastleLevel: M16 Assault Rifle equipped successfully\")\n 1225→\t\telse:\n 1226→\t\t\tpush_error(\"CastleLevel: Failed to load AssaultRifle scene!\")\n 1227→\telse:\n 1228→\t\t# For Makarov PM, it's already in the scene - just ensure it's equipped\n 1229→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1230→\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n 1231→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1232→\t\t\t\t_player.EquipWeapon(makarov)\n 1233→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1234→\t\t\t\t_player.CurrentWeapon = makarov\n 1235→\n 1236→\t\t\t# Configure 2x ammo for Castle level (MakarovPM)\n 1237→\t\t\t_configure_castle_weapon_ammo(makarov)\n 1238→\n 1239→\n 1240→## Disable player controls after level completion (score screen shown).\n 1241→## Stops physics processing and input on the player node so the player\n 1242→## cannot move, shoot, or interact during the score screen.\n 1243→func _disable_player_controls() -> void:\n 1244→\tif _player == null or not is_instance_valid(_player):\n 1245→\t\treturn\n 1246→\n 1247→\t_player.set_physics_process(false)\n 1248→\t_player.set_process(false)\n 1249→\t_player.set_process_input(false)\n 1250→\t_player.set_process_unhandled_input(false)\n 1251→\n 1252→\t# Stop any current velocity so player doesn't slide\n 1253→\tif _player is CharacterBody2D:\n 1254→\t\t_player.velocity = Vector2.ZERO\n 1255→\n 1256→\t_log_to_file(\"Player controls disabled (level completed)\")\n 1257→\n 1258→\n 1259→## Log a message to the file logger if available.\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": "\tvar selected_weapon_id: String = \"makarov_pm\"\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"CastleLevel: 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\tprint(\"CastleLevel: %s already equipped by C# Player - skipping\" % expected_name)\n\t\t\t\t# Still apply castle-specific ammo configuration\n\t\t\t\t_configure_castle_weapon_ammo(existing_weapon)\n\t\t\t\treturn\n\n\tif selected_weapon_id == \"shotgun\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default MakarovPM\")\n\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\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\t# Configure 2x ammo for Castle level\n\t\t\t_configure_castle_weapon_ammo(shotgun)\n\n\t\t\tprint(\"CastleLevel: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load Shotgun scene!\")\n\telif selected_weapon_id == \"mini_uzi\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default MakarovPM\")\n\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\t\t\t_player.add_child(mini_uzi)\n\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\t# Configure 2x ammo for Castle level (replaces the single AddMagazine call)\n\t\t\t_configure_castle_weapon_ammo(mini_uzi)\n\n\t\t\tprint(\"CastleLevel: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load MiniUzi scene!\")\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default MakarovPM\")\n\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\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\t# Configure 2x ammo for Castle level\n\t\t\t_configure_castle_weapon_ammo(pistol)\n\n\t\t\tprint(\"CastleLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default MakarovPM\")\n\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\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(\"CastleLevel: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default MakarovPM\")\n\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\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_configure_castle_weapon_ammo(m16)\n\t\t\tprint(\"CastleLevel: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load AssaultRifle scene!\")\n\telse:\n\t\t# For Makarov PM, it's already in the scene - just ensure it's equipped\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\t\t\t# Configure 2x ammo for Castle level (MakarovPM)\n\t\t\t_configure_castle_weapon_ammo(makarov)\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.", | |
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| } | |
| } | |
| } | |
| [2026-02-08T08:49:25.594Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-6", | |
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| "text": "Now I have a very clear understanding of how the Castle level applies 2x ammo. I need to implement a similar pattern for the TestTier (Polygon) level with 2.5x ammo.\n\nHowever, there's a complexity: since 2.5 is not an integer, I can't simply multiply the magazine count by 2.5 (can't have half a magazine). The approach should be to:\n- Either round to the nearest integer (e.g., 4 * 2.5 = 10 magazines)\n- Or use `int(starting_magazines * 2.5)` which gives 10 for starting_magazines=4\n\nWait, 4 * 2.5 = 10, which IS an integer. For the shotgun (reserve = 12), 12 * 2.5 = 30. These all work out.\n\nLet me also consider the \"including on hard difficulty\" part. The current system: in hard mode, the `get_ammo_multiplier()` returns 1 (no multiplier). But on hard mode, `get_max_ammo()` returns 60 (vs 90 for normal). The per-level ammo configuration (like Castle's 2x) is applied on top of the weapon's default, regardless of difficulty. So the 2.5x ammo increase for Polygon should also apply regardless of difficulty, including hard mode. That's what the issue is asking — \"including on hard difficulty\" means the level's ammo boost should work even when playing hard mode.\n\nNow let me look at the TestTier level's weapon setup to understand where to add the ammo configuration." | |
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| [2026-02-08T08:49:27.072Z] [INFO] { | |
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| "content": " 1200→\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n 1201→\tgame_over_label.offset_left = -250\n 1202→\tgame_over_label.offset_right = 250\n 1203→\tgame_over_label.offset_top = -75\n 1204→\tgame_over_label.offset_bottom = 75\n 1205→\n 1206→\tui.add_child(game_over_label)\n 1207→\n 1208→\n 1209→## Setup the weapon based on GameManager's selected weapon.\n 1210→## Removes the default MakarovPM and loads the selected weapon if different.\n 1211→func _setup_selected_weapon() -> void:\n 1212→\tif _player == null:\n 1213→\t\treturn\n 1214→\n 1215→\t# Get selected weapon from GameManager\n 1216→\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n 1217→\tif GameManager:\n 1218→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 1219→\n 1220→\tprint(\"TestTier: Setting up weapon: %s\" % selected_weapon_id)\n 1221→\n 1222→\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager).\n 1223→\t# This prevents double-equipping when both C# and GDScript weapon setup succeed.\n 1224→\tvar weapon_names: Dictionary = {\"shotgun\": \"Shotgun\", \"mini_uzi\": \"MiniUzi\", \"silenced_pistol\": \"SilencedPistol\", \"sniper\": \"SniperRifle\", \"m16\": \"AssaultRifle\"}\n 1225→\tif selected_weapon_id in weapon_names:\n 1226→\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n 1227→\t\tvar existing = _player.get_node_or_null(expected_name)\n 1228→\t\tif existing != null and _player.get(\"CurrentWeapon\") == existing:\n 1229→\t\t\tprint(\"TestTier: %s already equipped by C# Player - skipping\" % expected_name)\n 1230→\t\t\treturn\n 1231→\n 1232→\t# If shotgun is selected, we need to swap weapons\n 1233→\tif selected_weapon_id == \"shotgun\":\n 1234→\t\t# Remove the default MakarovPM\n 1235→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1236→\t\tif makarov:\n 1237→\t\t\tmakarov.queue_free()\n 1238→\t\t\tprint(\"TestTier: Removed default MakarovPM\")\n 1239→\n 1240→\t\t# Load and add the shotgun\n 1241→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 1242→\t\tif shotgun_scene:\n 1243→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 1244→\t\t\tshotgun.name = \"Shotgun\"\n 1245→\t\t\t_player.add_child(shotgun)\n 1246→\n 1247→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1248→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1249→\t\t\t\t_player.EquipWeapon(shotgun)\n 1250→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1251→\t\t\t\t_player.CurrentWeapon = shotgun\n 1252→\n 1253→\t\t\tprint(\"TestTier: Shotgun equipped successfully\")\n 1254→\t\telse:\n 1255→\t\t\tpush_error(\"TestTier: Failed to load Shotgun scene!\")\n 1256→\t# If Mini UZI is selected, swap weapons\n 1257→\telif selected_weapon_id == \"mini_uzi\":\n 1258→\t\t# Remove the default MakarovPM\n 1259→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1260→\t\tif makarov:\n 1261→\t\t\tmakarov.queue_free()\n 1262→\t\t\tprint(\"TestTier: Removed default MakarovPM\")\n 1263→\n 1264→\t\t# Load and add the Mini UZI\n 1265→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 1266→\t\tif mini_uzi_scene:\n 1267→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 1268→\t\t\tmini_uzi.name = \"MiniUzi\"\n 1269→\t\t\t_player.add_child(mini_uzi)\n 1270→\n 1271→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1272→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1273→\t\t\t\t_player.EquipWeapon(mini_uzi)\n 1274→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1275→\t\t\t\t_player.CurrentWeapon = mini_uzi\n 1276→\n 1277→\t\t\tprint(\"TestTier: Mini UZI equipped successfully\")\n 1278→\t\telse:\n 1279→\t\t\tpush_error(\"TestTier: Failed to load MiniUzi scene!\")\n 1280→\t# If Silenced Pistol is selected, swap weapons\n 1281→\telif selected_weapon_id == \"silenced_pistol\":\n 1282→\t\t# Remove the default MakarovPM\n 1283→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1284→\t\tif makarov:\n 1285→\t\t\tmakarov.queue_free()\n 1286→\t\t\tprint(\"TestTier: Removed default MakarovPM\")\n 1287→\n 1288→\t\t# Load and add the Silenced Pistol\n 1289→\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n 1290→\t\tif pistol_scene:\n 1291→\t\t\tvar pistol = pistol_scene.instantiate()\n 1292→\t\t\tpistol.name = \"SilencedPistol\"\n 1293→\t\t\t_player.add_child(pistol)\n 1294→\n 1295→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1296→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1297→\t\t\t\t_player.EquipWeapon(pistol)\n 1298→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1299→\t\t\t\t_player.CurrentWeapon = pistol\n 1300→\n 1301→\t\t\tprint(\"TestTier: Silenced Pistol equipped successfully\")\n 1302→\t\telse:\n 1303→\t\t\tpush_error(\"TestTier: Failed to load SilencedPistol scene!\")\n 1304→\t# If Sniper Rifle (ASVK) is selected, swap weapons\n 1305→\telif selected_weapon_id == \"sniper\":\n 1306→\t\t# Remove the default MakarovPM\n 1307→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1308→\t\tif makarov:\n 1309→\t\t\tmakarov.queue_free()\n 1310→\t\t\tprint(\"TestTier: Removed default MakarovPM\")\n 1311→\n 1312→\t\t# Load and add the Sniper Rifle\n 1313→\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n 1314→\t\tif sniper_scene:\n 1315→\t\t\tvar sniper = sniper_scene.instantiate()\n 1316→\t\t\tsniper.name = \"SniperRifle\"\n 1317→\t\t\t_player.add_child(sniper)\n 1318→\n 1319→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1320→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1321→\t\t\t\t_player.EquipWeapon(sniper)\n 1322→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1323→\t\t\t\t_player.CurrentWeapon = sniper\n 1324→\n 1325→\t\t\tprint(\"TestTier: ASVK Sniper Rifle equipped successfully\")\n 1326→\t\telse:\n 1327→\t\t\tpush_error(\"TestTier: Failed to load SniperRifle scene!\")\n 1328→\t# If M16 (assault rifle) is selected, swap weapons\n 1329→\telif selected_weapon_id == \"m16\":\n 1330→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1331→\t\tif makarov:\n 1332→\t\t\tmakarov.queue_free()\n 1333→\t\t\tprint(\"TestTier: Removed default MakarovPM\")\n 1334→\n 1335→\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n 1336→\t\tif m16_scene:\n 1337→\t\t\tvar m16 = m16_scene.instantiate()\n 1338→\t\t\tm16.name = \"AssaultRifle\"\n 1339→\t\t\t_player.add_child(m16)\n 1340→\n 1341→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1342→\t\t\t\t_player.EquipWeapon(m16)\n 1343→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1344→\t\t\t\t_player.CurrentWeapon = m16\n 1345→\n 1346→\t\t\tprint(\"TestTier: M16 Assault Rifle equipped successfully\")\n 1347→\t\telse:\n 1348→\t\t\tpush_error(\"TestTier: Failed to load AssaultRifle scene!\")\n 1349→\t# For Makarov PM, it's already in the scene - just ensure it's equipped\n 1350→\telse:\n 1351→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1352→\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n 1353→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1354→\t\t\t\t_player.EquipWeapon(makarov)\n 1355→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1356→\t\t\t\t_player.CurrentWeapon = makarov\n 1357→\n 1358→\n 1359→## Starts recording the replay for this level.\n 1360→func _start_replay_recording() -> void:\n 1361→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 1362→\tif replay_manager == null:\n 1363→\t\tprint(\"[TestTier] ERROR: ReplayManager could not be loaded!\")\n 1364→\t\treturn\n 1365→\n 1366→\t# Log player and enemies status for debugging\n 1367→\tprint(\"[TestTier] Starting replay recording - Player: %s, Enemies count: %d\" % [\n 1368→\t\t_player.name if _player else \"NULL\",\n 1369→\t\t_enemies.size()\n 1370→\t])\n 1371→\n 1372→\tif _player == null:\n 1373→\t\tprint(\"[TestTier] WARNING: Player is null for replay recording!\")\n 1374→\n 1375→\tif _enemies.is_empty():\n 1376→\t\tprint(\"[TestTier] WARNING: No enemies registered for replay!\")\n 1377→\n 1378→\t# Clear any previous replay data\n 1379→\tif replay_manager.has_method(\"ClearReplay\"):\n 1380→\t\treplay_manager.ClearReplay()\n 1381→\t\tprint(\"[TestTier] Previous replay data cleared\")\n 1382→\n 1383→\t# Start recording with player and enemies\n 1384→\tif replay_manager.has_method(\"StartRecording\"):\n 1385→\t\treplay_manager.StartRecording(self, _player, _enemies)\n 1386→\t\tprint(\"[TestTier] Replay recording started successfully with %d enemies\" % _enemies.size())\n 1387→\telse:\n 1388→\t\tprint(\"[TestTier] ERROR: StartRecording method not found!\")\n 1389→\n 1390→\n 1391→## Log a message to the file logger if available.\n 1392→func _log_to_file(message: String) -> void:\n 1393→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 1394→\tif file_logger and file_logger.has_method(\"log_info\"):\n 1395→\t\tfile_logger.log_info(\"[TestTier] \" + message)\n 1396→\telse:\n 1397→\t\tprint(\"[TestTier] \" + message)\n 1398→\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-1770540266856/scripts/levels/test_tier.gd", | |
| "content": "\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\tprint(\"TestTier: 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 succeed.\n\tvar weapon_names: Dictionary = {\"shotgun\": \"Shotgun\", \"mini_uzi\": \"MiniUzi\", \"silenced_pistol\": \"SilencedPistol\", \"sniper\": \"SniperRifle\", \"m16\": \"AssaultRifle\"}\n\tif selected_weapon_id in weapon_names:\n\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\tvar existing = _player.get_node_or_null(expected_name)\n\t\tif existing != null and _player.get(\"CurrentWeapon\") == existing:\n\t\t\tprint(\"TestTier: %s already equipped by C# Player - skipping\" % expected_name)\n\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(\"TestTier: 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(\"TestTier: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: 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(\"TestTier: 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\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(\"TestTier: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: 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(\"TestTier: 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(\"TestTier: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: 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(\"TestTier: 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(\"TestTier: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"TestTier: Removed default MakarovPM\")\n\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\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\tprint(\"TestTier: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load AssaultRifle scene!\")\n\t# For Makarov PM, it's already in the scene - just ensure it's equipped\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## 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\tprint(\"[TestTier] ERROR: ReplayManager could not be loaded!\")\n\t\treturn\n\n\t# Log player and enemies status for debugging\n\tprint(\"[TestTier] 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\tprint(\"[TestTier] WARNING: Player is null for replay recording!\")\n\n\tif _enemies.is_empty():\n\t\tprint(\"[TestTier] 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\tprint(\"[TestTier] 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\tprint(\"[TestTier] Replay recording started successfully with %d enemies\" % _enemies.size())\n\telse:\n\t\tprint(\"[TestTier] ERROR: StartRecording method not found!\")\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(\"[TestTier] \" + message)\n\telse:\n\t\tprint(\"[TestTier] \" + message)\n", | |
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| [2026-02-08T08:49:30.703Z] [INFO] { | |
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| { | |
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| "text": "Now I have a complete understanding. The TestTier (Polygon) level's `_setup_selected_weapon()` doesn't call any ammo configuration function — unlike the Castle level which calls `_configure_castle_weapon_ammo()` for each weapon.\n\nLet me also check how the revolver is handled, since it was recently added." | |
| } | |
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| "text": "OK, the revolver isn't in the level weapon setup yet (it's a newer addition). Let me also check for the Revolver weapon in the armory menu." | |
| } | |
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| "content": "54:\t\"revolver\": {\n58:\t\t\"description\": \"RSh-12 heavy revolver - 12.7x55mm STs-130, 20 damage, penetrates walls (200px), weak ricochet, strong recoil. 5-round cylinder. Comfortable aiming like silenced pistol.\"\n82:\t\"revolver\": \"res://resources/weapons/RevolverData.tres\"" | |
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| "content": "54:\t\"revolver\": {\n58:\t\t\"description\": \"RSh-12 heavy revolver - 12.7x55mm STs-130, 20 damage, penetrates walls (200px), weak ricochet, strong recoil. 5-round cylinder. Comfortable aiming like silenced pistol.\"\n82:\t\"revolver\": \"res://resources/weapons/RevolverData.tres\"", | |
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| [2026-02-08T08:49:40.915Z] [INFO] { | |
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| "text": "Good, the revolver is in the armory but not yet in the weapon setup for the levels. That's fine - I'll include it in the TestTier ammo configuration since it's a valid weapon choice.\n\nNow let me also look at the `ReinitializeMagazines` method that the Castle level uses." | |
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| "content": "Scripts/AbstractClasses/BaseWeapon.cs:737: public virtual void ReinitializeMagazines(int magazineCount, bool fillAllMagazines = true)\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs-738- {\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs-739- if (WeaponData == null)\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs-740- {\nScripts/AbstractClasses/BaseWeapon.cs-741- GD.PrintErr(\"[BaseWeapon] Cannot reinitialize magazines: WeaponData is null\");\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs-742- return;\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs-743- }\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs-744-\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs-745- MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines);\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs-746- EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n/tmp/gh-issue-solver-1770540266856/Scripts/AbstractClasses/BaseWeapon.cs-747- EmitMagazinesChanged();" | |
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| "text": "Good. Now I have all the information I need. Let me update my todo list and start implementing." | |
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| { | |
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| "text": "Now let me read the test_tier.gd file fully to understand the complete weapon setup and find the right insertion points." | |
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| "content": " 1→extends Node2D\n 2→## Полигон (Training Grounds) level scene for the Godot Top-Down Template.\n 3→##\n 4→## This scene serves as a tactical combat arena for testing game mechanics.\n 5→## Features:\n 6→## - Large map (4000x2960 playable area) with multiple combat zones\n 7→## - Various cover types (low walls, barricades, crates, pillars)\n 8→## - 10 enemies in strategic positions (6 guards, 4 patrols)\n 9→## - Enemies do not respawn after death\n 10→## - Visual indicators for cover positions\n 11→## - Ammo counter with color-coded warnings\n 12→## - Kill counter and accuracy display\n 13→## - Screen saturation effect on enemy kills\n 14→## - Death/victory messages\n 15→## - Quick restart with Q key\n 16→\n 17→## Duration of saturation effect in seconds.\n 18→const SATURATION_DURATION: float = 0.15\n 19→\n 20→## Saturation effect intensity (alpha).\n 21→const SATURATION_INTENSITY: float = 0.25\n 22→\n 23→## Reference to the enemy count label.\n 24→var _enemy_count_label: Label = null\n 25→\n 26→## Reference to the ammo count label.\n 27→var _ammo_label: Label = null\n 28→\n 29→## Reference to the player.\n 30→var _player: Node2D = null\n 31→\n 32→## Total enemy count at start.\n 33→var _initial_enemy_count: int = 0\n 34→\n 35→## Current enemy count.\n 36→var _current_enemy_count: int = 0\n 37→\n 38→## Whether game over has been shown.\n 39→var _game_over_shown: bool = false\n 40→\n 41→## Reference to the kills label.\n 42→var _kills_label: Label = null\n 43→\n 44→## Reference to the accuracy label.\n 45→var _accuracy_label: Label = null\n 46→\n 47→## Reference to the magazines label (shows individual magazine ammo counts).\n 48→var _magazines_label: Label = null\n 49→\n 50→## Reference to the ColorRect for saturation effect.\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 Node2D\n## Полигон (Training Grounds) level scene for the Godot Top-Down Template.\n##\n## This scene serves as a tactical combat arena for testing game mechanics.\n## Features:\n## - Large map (4000x2960 playable area) with multiple combat zones\n## - Various cover types (low walls, barricades, crates, pillars)\n## - 10 enemies in strategic positions (6 guards, 4 patrols)\n## - Enemies do not respawn after death\n## - Visual indicators for cover positions\n## - Ammo counter with color-coded warnings\n## - Kill counter and accuracy display\n## - Screen saturation effect on enemy kills\n## - Death/victory messages\n## - Quick restart with Q key\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## 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.", | |
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| [2026-02-08T08:49:57.957Z] [INFO] { | |
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| { | |
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| "text": "Now let me check the weapon setup flow in test_tier.gd to see where weapons are connected." | |
| } | |
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| [2026-02-08T08:49:58.754Z] [INFO] { | |
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| "content": " 240→\tvisibility_component.name = \"RealisticVisibilityComponent\"\n 241→\tvisibility_component.set_script(visibility_script)\n 242→\t_player.add_child(visibility_component)\n 243→\tprint(\"[TestTier] Realistic visibility component added to player\")\n 244→\n 245→\n 246→## Setup tracking for the player.\n 247→func _setup_player_tracking() -> void:\n 248→\t_player = get_node_or_null(\"Entities/Player\")\n 249→\tif _player == null:\n 250→\t\treturn\n 251→\n 252→\t# Setup realistic visibility component (Issue #540)\n 253→\t_setup_realistic_visibility()\n 254→\n 255→\t# Setup selected weapon based on GameManager selection\n 256→\t_setup_selected_weapon()\n 257→\n 258→\t# Register player with GameManager\n 259→\tif GameManager:\n 260→\t\tGameManager.set_player(_player)\n 261→\n 262→\t# Find the ammo label\n 263→\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n 264→\n 265→\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n 266→\tif _player.has_signal(\"died\"):\n 267→\t\t_player.died.connect(_on_player_died)\n 268→\telif _player.has_signal(\"Died\"):\n 269→\t\t_player.Died.connect(_on_player_died)\n 270→\n 271→\t# Try to get the player's weapon for C# Player\n 272→\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then Sniper Rifle, then assault rifle\n 273→\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n 274→\tif weapon == null:\n 275→\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n 276→\tif weapon == null:\n 277→\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n 278→\tif weapon == null:\n 279→\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n 280→\tif weapon == null:\n 281→\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n 282→\tif weapon == null:\n 283→\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n 284→\tif weapon != null:\n 285→\t\t# C# Player with weapon - connect to weapon signals\n 286→\t\tif weapon.has_signal(\"AmmoChanged\"):\n 287→\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n 288→\t\tif weapon.has_signal(\"MagazinesChanged\"):\n 289→\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n 290→\t\tif weapon.has_signal(\"Fired\"):\n 291→\t\t\tweapon.Fired.connect(_on_shot_fired)\n 292→\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n 293→\t\tif weapon.has_signal(\"ShellCountChanged\"):\n 294→\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_changed)\n 295→\t\t# Initial ammo display from weapon\n 296→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 297→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 298→\t\t# Initial magazine display\n 299→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 300→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 301→\t\t\t_update_magazines_label(mag_counts)\n 302→\t\t# Configure silenced pistol ammo based on enemy count\n 303→\t\t_configure_silenced_pistol_ammo(weapon)\n 304→\telse:\n 305→\t\t# GDScript Player - connect to player signals\n 306→\t\tif _player.has_signal(\"ammo_changed\"):\n 307→\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n 308→\t\t# Initial ammo display\n 309→\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n 310→\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n 311→\n 312→\t# Connect reload/ammo depleted signals for enemy aggression behavior\n 313→\t# These signals are used by BOTH C# and GDScript players to notify enemies\n 314→\t# that the player is vulnerable (reloading or out of ammo)\n 315→\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n 316→\tif _player.has_signal(\"ReloadStarted\"):\n 317→\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n 318→\telif _player.has_signal(\"reload_started\"):\n 319→\t\t_player.reload_started.connect(_on_player_reload_started)\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": "\tvisibility_component.name = \"RealisticVisibilityComponent\"\n\tvisibility_component.set_script(visibility_script)\n\t_player.add_child(visibility_component)\n\tprint(\"[TestTier] Realistic visibility component added to player\")\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 Sniper Rifle, then assault rifle\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)", | |
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| [2026-02-08T08:50:04.685Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
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| "text": "Now I see the flow clearly:\n1. `_setup_player_tracking()` calls `_setup_selected_weapon()` first (line 256)\n2. Then it finds the weapon and connects signals (lines 273-303)\n\nI need to:\n1. Add a `_configure_polygon_weapon_ammo(weapon)` function (similar to Castle's `_configure_castle_weapon_ammo`)\n2. Call it after each weapon is equipped in `_setup_selected_weapon()`\n3. Also call it in `_setup_player_tracking()` when the weapon is already equipped by C# Player\n\nLet me also check how the Building level handles the M16 with Power Fantasy multiplier, since the Polygon's 2.5x should stack with or override the Power Fantasy 3x multiplier. Let me re-read the Building level code." | |
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| [2026-02-08T08:50:06.199Z] [INFO] { | |
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| "content": " 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\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": "\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", | |
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| [2026-02-08T08:50:17.976Z] [INFO] { | |
| "type": "assistant", | |
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| "text": "I see — the Building level applies a separate per-level multiplier and also checks for Power Fantasy. For the Polygon level, I should follow the Castle's cleaner approach. The Castle level's `_configure_castle_weapon_ammo` multiplies by 2. I need to create a similar one that multiplies by 2.5 (rounding to int since magazine counts are integers).\n\nNow let me also check: does the Castle level's ammo doubling stack with Power Fantasy's 3x? Looking at lines 436-461 of castle_level.gd:\n\nThe Castle level gets `starting_magazines` from the weapon's `StartingMagazineCount` (default 4). But by the time this function runs, `InitializeMagazinesWithDifficulty()` in BaseWeapon.cs has already applied the Power Fantasy 3x multiplier. However, `_configure_castle_weapon_ammo` reads `StartingMagazineCount` (the original property), not the current magazine count. So it doubles the base count, not the already-multiplied count.\n\nWait, let me re-check. After `InitializeMagazinesWithDifficulty()` runs in _Ready(), the weapon's MagazineInventory has already been initialized with the multiplied count. But `_configure_castle_weapon_ammo` reads `StartingMagazineCount` (the exported property, which is still 4) and doubles it to 8, then calls `ReinitializeMagazines(8)`. This means the Castle level's 2x REPLACES the Power Fantasy's 3x, not stacks with it.\n\nThat's important — the level-specific configuration overrides the difficulty-based one. So for the Polygon, the 2.5x should also override, not stack. This makes sense since the issue says \"including on hard difficulty\" — meaning the 2.5x should apply regardless of difficulty settings.\n\nNow let me implement this. I'll create a `_configure_polygon_weapon_ammo()` function and call it for each weapon." | |
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| "content": " 395→\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n 396→\t\t_exit_zone.activate()\n 397→\t\tprint(\"[TestTier] Exit zone activated - go to exit to see score!\")\n 398→\telse:\n 399→\t\t# Fallback: if exit zone not available, show score immediately\n 400→\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n 401→\t\t_complete_level_with_score()\n 402→\n 403→\n 404→## Configure silenced pistol ammo based on enemy count.\n 405→## This ensures the pistol has exactly enough bullets for all enemies in the level.\n 406→func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n 407→\t# Check if this is a silenced pistol\n 408→\tif weapon.name != \"SilencedPistol\":\n 409→\t\treturn\n 410→\n 411→\t# Call the ConfigureAmmoForEnemyCount method if it exists\n 412→\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n 413→\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n 414→\t\tprint(\"[TestTier] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n 415→\n 416→\t\t# Update the ammo display after configuration\n 417→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 418→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 419→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 420→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 421→\t\t\t_update_magazines_label(mag_counts)\n 422→\n 423→\n 424→## Setup debug UI elements for kills and accuracy.\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": "\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n\t\t_exit_zone.activate()\n\t\tprint(\"[TestTier] 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## 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(\"[TestTier] 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.", | |
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| [2026-02-08T08:50:21.842Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
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| { | |
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| "text": "Now I'll implement the solution. I need to:\n\n1. Add a `_configure_polygon_weapon_ammo()` function after `_configure_silenced_pistol_ammo()`\n2. Call it for each weapon in `_setup_selected_weapon()`\n3. Call it in `_setup_player_tracking()` when weapon is already found\n\nLet me first add the configuration function." | |
| } | |
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| [2026-02-08T08:50:29.184Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
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| "file_path": "/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd", | |
| "old_string": "## Setup debug UI elements for kills and accuracy.", | |
| "new_string": "## Configure weapon ammo for Polygon level - 2.5x ammo for all weapons (Issue #630).\n## Applies to all difficulty modes including Hard.\nfunc _configure_polygon_weapon_ammo(weapon: Node) -> void:\n\tif weapon == null:\n\t\treturn\n\n\t# Skip silenced pistol - it uses enemy-count-based ammo configuration\n\tif weapon.name == \"SilencedPistol\":\n\t\treturn\n\n\t# Get the default starting magazine count (usually 4)\n\tvar starting_magazines: int = 4\n\tif weapon.get(\"StartingMagazineCount\") != null:\n\t\tstarting_magazines = weapon.StartingMagazineCount\n\n\t# Multiply magazine count by 2.5 for Polygon level (round to nearest int)\n\tvar polygon_magazines: int = int(round(starting_magazines * 2.5))\n\n\t# Use ReinitializeMagazines to set the new magazine count\n\tif weapon.has_method(\"ReinitializeMagazines\"):\n\t\tweapon.ReinitializeMagazines(polygon_magazines, true)\n\t\tprint(\"[TestTier] 2.5x ammo for %s: %d magazines (was %d)\" % [weapon.name, polygon_magazines, starting_magazines])\n\n\t\t# Update UI to reflect new ammo counts\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\telse:\n\t\tpush_warning(\"[TestTier] Weapon %s doesn't have ReinitializeMagazines method\" % weapon.name)\n\n\n## Setup debug UI elements for kills and accuracy." | |
| } | |
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| "content": "The file /tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd has been updated successfully." | |
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| "filePath": "/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd", | |
| "oldString": "## Setup debug UI elements for kills and accuracy.", | |
| "newString": "## Configure weapon ammo for Polygon level - 2.5x ammo for all weapons (Issue #630).\n## Applies to all difficulty modes including Hard.\nfunc _configure_polygon_weapon_ammo(weapon: Node) -> void:\n\tif weapon == null:\n\t\treturn\n\n\t# Skip silenced pistol - it uses enemy-count-based ammo configuration\n\tif weapon.name == \"SilencedPistol\":\n\t\treturn\n\n\t# Get the default starting magazine count (usually 4)\n\tvar starting_magazines: int = 4\n\tif weapon.get(\"StartingMagazineCount\") != null:\n\t\tstarting_magazines = weapon.StartingMagazineCount\n\n\t# Multiply magazine count by 2.5 for Polygon level (round to nearest int)\n\tvar polygon_magazines: int = int(round(starting_magazines * 2.5))\n\n\t# Use ReinitializeMagazines to set the new magazine count\n\tif weapon.has_method(\"ReinitializeMagazines\"):\n\t\tweapon.ReinitializeMagazines(polygon_magazines, true)\n\t\tprint(\"[TestTier] 2.5x ammo for %s: %d magazines (was %d)\" % [weapon.name, polygon_magazines, starting_magazines])\n\n\t\t# Update UI to reflect new ammo counts\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\telse:\n\t\tpush_warning(\"[TestTier] Weapon %s doesn't have ReinitializeMagazines method\" % weapon.name)\n\n\n## Setup debug UI elements for kills and accuracy.", | |
| "originalFile": "extends Node2D\n## Полигон (Training Grounds) level scene for the Godot Top-Down Template.\n##\n## This scene serves as a tactical combat arena for testing game mechanics.\n## Features:\n## - Large map (4000x2960 playable area) with multiple combat zones\n## - Various cover types (low walls, barricades, crates, pillars)\n## - 10 enemies in strategic positions (6 guards, 4 patrols)\n## - Enemies do not respawn after death\n## - Visual indicators for cover positions\n## - Ammo counter with color-coded warnings\n## - Kill counter and accuracy display\n## - Screen saturation effect on enemy kills\n## - Death/victory messages\n## - Quick restart with Q key\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## 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## List of enemy nodes for replay recording.\nvar _enemies: Array = []\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## Cached reference to the ReplayManager autoload (C# singleton).\nvar _replay_manager: Node = null\n\n## Reference to the combo label.\nvar _combo_label: Label = 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(\"Полигон loaded - Tactical Combat Arena\")\n\tprint(\"Map size: 4000x2960 pixels\")\n\tprint(\"Clear all zones 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\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## 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## Called when combo changes.\nfunc _on_combo_changed(combo: int, points: int) -> void:\n\tif _combo_label == null:\n\t\t# Create combo label if it doesn't exist yet\n\t\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\t\tif ui == null:\n\t\t\treturn\n\t\t_combo_label = Label.new()\n\t\t_combo_label.name = \"ComboLabel\"\n\t\t_combo_label.text = \"\"\n\t\t_combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT\n\t\t_combo_label.set_anchors_preset(Control.PRESET_TOP_RIGHT)\n\t\t_combo_label.offset_left = -200\n\t\t_combo_label.offset_right = -10\n\t\t_combo_label.offset_top = 80\n\t\t_combo_label.offset_bottom = 120\n\t\t_combo_label.add_theme_font_size_override(\"font_size\", 28)\n\t\t_combo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.8, 0.2, 1.0))\n\t\t_combo_label.visible = false\n\t\tui.add_child(_combo_label)\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# 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(1.0, 0.8, 0.2, 1.0), 0.1)\n\telse:\n\t\t_combo_label.visible = false\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(4064, 64),\n\t\tVector2(4064, 3024),\n\t\tVector2(64, 3024)\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 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(\"[TestTier] 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(\"[TestTier] Realistic visibility component added to player\")\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 Sniper Rifle, then assault rifle\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\treturn\n\n\t_enemies.clear()\n\tfor child in enemies_node.get_children():\n\t\tif child.has_signal(\"died\"):\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\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\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 264, 1544)\n\t# Place exit at left wall (x=80) at similar y position\n\t_exit_zone.position = Vector2(120, 1544)\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(\"[TestTier] Exit zone created at position (120, 1544)\")\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\tprint(\"[TestTier] 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(\"[TestTier] 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## 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(\"[TestTier] 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\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! Arena cleared!\")\n\t\t# Stop replay recording\n\t\tvar replay_manager: Node = _get_or_create_replay_manager()\n\t\tif replay_manager and replay_manager.has_method(\"StopRecording\"):\n\t\t\treplay_manager.StopRecording()\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 (for score tracking).\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## 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## Complete the level and show the score screen.\nfunc _complete_level_with_score() -> void:\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## Show the animated score screen.\n## Features:\n## - Sequential reveal: Items appear one after another\n## - Counting animation: Numbers animate from 0 to final value with pulsing\n## - Sound effects: Retro beeps during counting (major arpeggio)\n## - Dramatic rank reveal: Fullscreen with flashing background, then shrinks\n## - LMB skip: Skip counting/rank animations (Issue #568)\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 buttons after animation (Issue #568)\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 navigation and replay buttons to the score screen container (Issue #568).\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\tvar background := ColorRect.new()\n\tbackground.name = \"ScoreBackground\"\n\tbackground.color = Color(0.0, 0.0, 0.0, 0.85)\n\tbackground.set_anchors_preset(Control.PRESET_FULL_RECT)\n\tbackground.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\tui.add_child(background)\n\n\t# Create a container for score display\n\tvar container := VBoxContainer.new()\n\tcontainer.name = \"ScoreContainer\"\n\tcontainer.set_anchors_preset(Control.PRESET_CENTER)\n\tcontainer.offset_left = -250\n\tcontainer.offset_right = 250\n\tcontainer.offset_top = -200\n\tcontainer.offset_bottom = 200\n\tcontainer.add_theme_constant_override(\"separation\", 10)\n\tui.add_child(container)\n\n\t# Title\n\tvar title := Label.new()\n\ttitle.text = \"LEVEL CLEARED!\"\n\ttitle.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttitle.add_theme_font_size_override(\"font_size\", 36)\n\ttitle.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\tcontainer.add_child(title)\n\n\t# Score breakdown\n\tvar breakdown := [\n\t\t[\"KILLS\", \"%d/%d\" % [score_data.kills, score_data.total_enemies], \"+%d\" % score_data.kill_points],\n\t\t[\"COMBO\", \"Max x%d\" % score_data.max_combo, \"+%d\" % score_data.combo_points],\n\t\t[\"TIME\", \"%.1fs\" % score_data.completion_time, \"+%d\" % score_data.time_bonus],\n\t\t[\"ACCURACY\", \"%.1f%%\" % score_data.accuracy, \"+%d\" % score_data.accuracy_bonus],\n\t]\n\n\tif score_data.damage_taken > 0:\n\t\tbreakdown.append([\"DAMAGE\", \"%d hits\" % score_data.damage_taken, \"-%d\" % score_data.damage_penalty])\n\n\tfor item in breakdown:\n\t\tvar hbox := HBoxContainer.new()\n\t\thbox.add_theme_constant_override(\"separation\", 20)\n\n\t\tvar cat_label := Label.new()\n\t\tcat_label.text = item[0]\n\t\tcat_label.custom_minimum_size.x = 100\n\t\thbox.add_child(cat_label)\n\n\t\tvar val_label := Label.new()\n\t\tval_label.text = item[1]\n\t\tval_label.custom_minimum_size.x = 100\n\t\tval_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\t\thbox.add_child(val_label)\n\n\t\tvar pts_label := Label.new()\n\t\tpts_label.text = item[2]\n\t\tpts_label.custom_minimum_size.x = 80\n\t\tpts_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT\n\t\thbox.add_child(pts_label)\n\n\t\tcontainer.add_child(hbox)\n\n\t# Total score\n\tvar total_label := Label.new()\n\ttotal_label.text = \"\\nTOTAL: %d\" % score_data.total_score\n\ttotal_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttotal_label.add_theme_font_size_override(\"font_size\", 28)\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# Rank\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\", 32)\n\tvar rank_color := Color(1.0, 0.84, 0.0, 1.0) if score_data.rank == \"S\" else Color(0.2, 1.0, 0.3, 1.0)\n\trank_label.add_theme_color_override(\"font_color\", rank_color)\n\tcontainer.add_child(rank_label)\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\t# Log replay status for debugging\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager:\n\t\tvar has_replay: bool = false\n\t\tvar duration: float = 0.0\n\t\tif replay_manager.has_method(\"HasReplay\"):\n\t\t\thas_replay = replay_manager.HasReplay()\n\t\tif replay_manager.has_method(\"GetReplayDuration\"):\n\t\t\tduration = replay_manager.GetReplayDuration()\n\t\tprint(\"[TestTier] Showing victory message - Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\telse:\n\t\tprint(\"[TestTier] ERROR: ReplayManager not found when showing victory message!\")\n\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 = \"ARENA 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 = -80\n\tvictory_label.offset_bottom = -30\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 = -20\n\tstats_label.offset_bottom = 20\n\n\tui.add_child(stats_label)\n\n\t_score_shown = true\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\tbuttons_container.set_anchors_preset(Control.PRESET_CENTER)\n\tbuttons_container.offset_left = -200\n\tbuttons_container.offset_right = 200\n\tbuttons_container.offset_top = 40\n\tbuttons_container.offset_bottom = 200\n\tui.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\treplay_manager = _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\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\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## 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\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\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## 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\tprint(\"[TestTier] 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\tprint(\"[TestTier] Watch Replay: no replay data available\")\n\n\n## Called when the Restart button is pressed.\nfunc _on_restart_pressed() -> void:\n\tprint(\"[TestTier] 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\tprint(\"[TestTier] 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\tprint(\"[TestTier] 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\tprint(\"[TestTier] 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\tprint(\"[TestTier] 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## 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\tprint(\"TestTier: 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 succeed.\n\tvar weapon_names: Dictionary = {\"shotgun\": \"Shotgun\", \"mini_uzi\": \"MiniUzi\", \"silenced_pistol\": \"SilencedPistol\", \"sniper\": \"SniperRifle\", \"m16\": \"AssaultRifle\"}\n\tif selected_weapon_id in weapon_names:\n\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\tvar existing = _player.get_node_or_null(expected_name)\n\t\tif existing != null and _player.get(\"CurrentWeapon\") == existing:\n\t\t\tprint(\"TestTier: %s already equipped by C# Player - skipping\" % expected_name)\n\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(\"TestTier: 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(\"TestTier: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: 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(\"TestTier: 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\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(\"TestTier: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: 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(\"TestTier: 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(\"TestTier: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: 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(\"TestTier: 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(\"TestTier: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"TestTier: Removed default MakarovPM\")\n\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\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\tprint(\"TestTier: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load AssaultRifle scene!\")\n\t# For Makarov PM, it's already in the scene - just ensure it's equipped\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## 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\tprint(\"[TestTier] ERROR: ReplayManager could not be loaded!\")\n\t\treturn\n\n\t# Log player and enemies status for debugging\n\tprint(\"[TestTier] 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\tprint(\"[TestTier] WARNING: Player is null for replay recording!\")\n\n\tif _enemies.is_empty():\n\t\tprint(\"[TestTier] 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\tprint(\"[TestTier] 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\tprint(\"[TestTier] Replay recording started successfully with %d enemies\" % _enemies.size())\n\telse:\n\t\tprint(\"[TestTier] ERROR: StartRecording method not found!\")\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(\"[TestTier] \" + message)\n\telse:\n\t\tprint(\"[TestTier] \" + message)\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 421, | |
| "oldLines": 6, | |
| "newStart": 421, | |
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| " _update_magazines_label(mag_counts)", | |
| " ", | |
| " ", | |
| "+## Configure weapon ammo for Polygon level - 2.5x ammo for all weapons (Issue #630).", | |
| "+## Applies to all difficulty modes including Hard.", | |
| "+func _configure_polygon_weapon_ammo(weapon: Node) -> void:", | |
| "+ if weapon == null:", | |
| "+ return", | |
| "+", | |
| "+ # Skip silenced pistol - it uses enemy-count-based ammo configuration", | |
| "+ if weapon.name == \"SilencedPistol\":", | |
| "+ return", | |
| "+", | |
| "+ # Get the default starting magazine count (usually 4)", | |
| "+ var starting_magazines: int = 4", | |
| "+ if weapon.get(\"StartingMagazineCount\") != null:", | |
| "+ starting_magazines = weapon.StartingMagazineCount", | |
| "+", | |
| "+ # Multiply magazine count by 2.5 for Polygon level (round to nearest int)", | |
| "+ var polygon_magazines: int = int(round(starting_magazines * 2.5))", | |
| "+", | |
| "+ # Use ReinitializeMagazines to set the new magazine count", | |
| "+ if weapon.has_method(\"ReinitializeMagazines\"):", | |
| "+ weapon.ReinitializeMagazines(polygon_magazines, true)", | |
| "+ print(\"[TestTier] 2.5x ammo for %s: %d magazines (was %d)\" % [weapon.name, polygon_magazines, starting_magazines])", | |
| "+", | |
| "+ # Update UI to reflect new ammo counts", | |
| "+ if weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:", | |
| "+ _update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)", | |
| "+ if weapon.has_method(\"GetMagazineAmmoCounts\"):", | |
| "+ var mag_counts: Array = weapon.GetMagazineAmmoCounts()", | |
| "+ _update_magazines_label(mag_counts)", | |
| "+ else:", | |
| "+ push_warning(\"[TestTier] Weapon %s doesn't have ReinitializeMagazines method\" % weapon.name)", | |
| "+", | |
| "+", | |
| " ## Setup debug UI elements for kills and accuracy.", | |
| " func _setup_debug_ui() -> void:", | |
| " var ui := get_node_or_null(\"CanvasLayer/UI\")" | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-02-08T08:50:31.405Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01Jh4XDm81BAKRDj4PhuuBJA", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me update `_setup_selected_weapon()` to call `_configure_polygon_weapon_ammo()` for each weapon. I'll follow the Castle level's pattern." | |
| } | |
| ], | |
| "stop_reason": null, | |
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| [2026-02-08T08:50:35.952Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01Jh4XDm81BAKRDj4PhuuBJA", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01FCUJj7YVt15PTM1XJau7Gf", | |
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| "todos": [ | |
| { | |
| "content": "Research the codebase to understand ammo/patron system and PN (Polygon) mechanics", | |
| "status": "completed", | |
| "activeForm": "Researching ammo system and Polygon mechanics in codebase" | |
| }, | |
| { | |
| "content": "Identify all ammo-related configuration files and code", | |
| "status": "completed", | |
| "activeForm": "Identifying ammo configuration files" | |
| }, | |
| { | |
| "content": "Add _configure_polygon_weapon_ammo() function to test_tier.gd with 2.5x multiplier", | |
| "status": "completed", | |
| "activeForm": "Adding 2.5x ammo configuration to Polygon level" | |
| }, | |
| { | |
| "content": "Apply 2.5x ammo to all weapons in _setup_selected_weapon()", | |
| "status": "in_progress", | |
| "activeForm": "Applying ammo multiplier to all weapon setups" | |
| }, | |
| { | |
| "content": "Update C# player already-equipped path to also apply 2.5x", | |
| "status": "pending", | |
| "activeForm": "Updating C# player already-equipped path" | |
| }, | |
| { | |
| "content": "Update GDScript player ammo for Polygon level", | |
| "status": "pending", | |
| "activeForm": "Updating GDScript player ammo for Polygon level" | |
| }, | |
| { | |
| "content": "Run local CI checks and test changes", | |
| "status": "pending", | |
| "activeForm": "Running CI checks and testing" | |
| }, | |
| { | |
| "content": "Commit, push, and finalize PR", | |
| "status": "pending", | |
| "activeForm": "Finalizing pull request" | |
| } | |
| ] | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
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| }, | |
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| "uuid": "1e455d87-a3df-42df-ac02-4fb7f9ed2e62" | |
| } | |
| [2026-02-08T08:50:35.955Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01FCUJj7YVt15PTM1XJau7Gf", | |
| "type": "tool_result", | |
| "content": "Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "eed1efa7-788c-4797-a651-f9005ffb7f27", | |
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| "tool_use_result": { | |
| "oldTodos": [ | |
| { | |
| "content": "Research the codebase to understand ammo/patron system and PN (Polygon) mechanics", | |
| "status": "completed", | |
| "activeForm": "Researching ammo system and Polygon mechanics in codebase" | |
| }, | |
| { | |
| "content": "Identify all ammo-related configuration files and code", | |
| "status": "completed", | |
| "activeForm": "Identifying ammo configuration files" | |
| }, | |
| { | |
| "content": "Add _configure_polygon_weapon_ammo() function to test_tier.gd with 2.5x multiplier", | |
| "status": "in_progress", | |
| "activeForm": "Adding 2.5x ammo configuration to Polygon level" | |
| }, | |
| { | |
| "content": "Apply 2.5x ammo to all weapons in _setup_selected_weapon()", | |
| "status": "pending", | |
| "activeForm": "Applying ammo multiplier to all weapon setups" | |
| }, | |
| { | |
| "content": "Update GDScript player ammo handling for 2.5x on Polygon", | |
| "status": "pending", | |
| "activeForm": "Updating GDScript player ammo for Polygon level" | |
| }, | |
| { | |
| "content": "Update existing C# player already-equipped path to also apply 2.5x", | |
| "status": "pending", | |
| "activeForm": "Updating C# player already-equipped path" | |
| }, | |
| { | |
| "content": "Run local CI checks and test changes", | |
| "status": "pending", | |
| "activeForm": "Running CI checks and testing" | |
| }, | |
| { | |
| "content": "Commit, push, and finalize PR", | |
| "status": "pending", | |
| "activeForm": "Finalizing pull request" | |
| } | |
| ], | |
| "newTodos": [ | |
| { | |
| "content": "Research the codebase to understand ammo/patron system and PN (Polygon) mechanics", | |
| "status": "completed", | |
| "activeForm": "Researching ammo system and Polygon mechanics in codebase" | |
| }, | |
| { | |
| "content": "Identify all ammo-related configuration files and code", | |
| "status": "completed", | |
| "activeForm": "Identifying ammo configuration files" | |
| }, | |
| { | |
| "content": "Add _configure_polygon_weapon_ammo() function to test_tier.gd with 2.5x multiplier", | |
| "status": "completed", | |
| "activeForm": "Adding 2.5x ammo configuration to Polygon level" | |
| }, | |
| { | |
| "content": "Apply 2.5x ammo to all weapons in _setup_selected_weapon()", | |
| "status": "in_progress", | |
| "activeForm": "Applying ammo multiplier to all weapon setups" | |
| }, | |
| { | |
| "content": "Update C# player already-equipped path to also apply 2.5x", | |
| "status": "pending", | |
| "activeForm": "Updating C# player already-equipped path" | |
| }, | |
| { | |
| "content": "Update GDScript player ammo for Polygon level", | |
| "status": "pending", | |
| "activeForm": "Updating GDScript player ammo for Polygon level" | |
| }, | |
| { | |
| "content": "Run local CI checks and test changes", | |
| "status": "pending", | |
| "activeForm": "Running CI checks and testing" | |
| }, | |
| { | |
| "content": "Commit, push, and finalize PR", | |
| "status": "pending", | |
| "activeForm": "Finalizing pull request" | |
| } | |
| ] | |
| } | |
| } | |
| [2026-02-08T08:50:38.113Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_013791mrrADcK9WgBadvd8TG", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me update each weapon branch in `_setup_selected_weapon()` to call `_configure_polygon_weapon_ammo()`. I need to add it after each weapon is equipped." | |
| } | |
| ], | |
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| } | |
| [2026-02-08T08:50:45.350Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_013791mrrADcK9WgBadvd8TG", | |
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| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_019Cbtp5tQM1dqa1Nhv48Mik", | |
| "name": "Edit", | |
| "input": { | |
| "replace_all": false, | |
| "file_path": "/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd", | |
| "old_string": "\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 succeed.\n\tvar weapon_names: Dictionary = {\"shotgun\": \"Shotgun\", \"mini_uzi\": \"MiniUzi\", \"silenced_pistol\": \"SilencedPistol\", \"sniper\": \"SniperRifle\", \"m16\": \"AssaultRifle\"}\n\tif selected_weapon_id in weapon_names:\n\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\tvar existing = _player.get_node_or_null(expected_name)\n\t\tif existing != null and _player.get(\"CurrentWeapon\") == existing:\n\t\t\tprint(\"TestTier: %s already equipped by C# Player - skipping\" % expected_name)\n\t\t\treturn", | |
| "new_string": "\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 succeed.\n\tvar weapon_names: Dictionary = {\"shotgun\": \"Shotgun\", \"mini_uzi\": \"MiniUzi\", \"silenced_pistol\": \"SilencedPistol\", \"sniper\": \"SniperRifle\", \"m16\": \"AssaultRifle\", \"revolver\": \"Revolver\"}\n\tif selected_weapon_id in weapon_names:\n\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\tvar existing = _player.get_node_or_null(expected_name)\n\t\tif existing != null and _player.get(\"CurrentWeapon\") == existing:\n\t\t\tprint(\"TestTier: %s already equipped by C# Player - skipping\" % expected_name)\n\t\t\t# Still apply polygon-specific 2.5x ammo configuration (Issue #630)\n\t\t\t_configure_polygon_weapon_ammo(existing)\n\t\t\treturn" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 476, | |
| "cache_read_input_tokens": 107396, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 476 | |
| }, | |
| "output_tokens": 5, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "eed1efa7-788c-4797-a651-f9005ffb7f27", | |
| "uuid": "e7602b6f-8f22-41b1-b7cb-9b7be0bb7b0a" | |
| } | |
| [2026-02-08T08:50:45.365Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_019Cbtp5tQM1dqa1Nhv48Mik", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd has been updated successfully." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "eed1efa7-788c-4797-a651-f9005ffb7f27", | |
| "uuid": "ff090205-2f7d-4bed-a6da-5bdb54f59b98", | |
| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1770540266856/scripts/levels/test_tier.gd", | |
| "oldString": "\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 succeed.\n\tvar weapon_names: Dictionary = {\"shotgun\": \"Shotgun\", \"mini_uzi\": \"MiniUzi\", \"silenced_pistol\": \"SilencedPistol\", \"sniper\": \"SniperRifle\", \"m16\": \"AssaultRifle\"}\n\tif selected_weapon_id in weapon_names:\n\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\tvar existing = _player.get_node_or_null(expected_name)\n\t\tif existing != null and _player.get(\"CurrentWeapon\") == existing:\n\t\t\tprint(\"TestTier: %s already equipped by C# Player - skipping\" % expected_name)\n\t\t\treturn", | |
| "newString": "\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 succeed.\n\tvar weapon_names: Dictionary = {\"shotgun\": \"Shotgun\", \"mini_uzi\": \"MiniUzi\", \"silenced_pistol\": \"SilencedPistol\", \"sniper\": \"SniperRifle\", \"m16\": \"AssaultRifle\", \"revolver\": \"Revolver\"}\n\tif selected_weapon_id in weapon_names:\n\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\tvar existing = _player.get_node_or_null(expected_name)\n\t\tif existing != null and _player.get(\"CurrentWeapon\") == existing:\n\t\t\tprint(\"TestTier: %s already equipped by C# Player - skipping\" % expected_name)\n\t\t\t# Still apply polygon-specific 2.5x ammo configuration (Issue #630)\n\t\t\t_configure_polygon_weapon_ammo(existing)\n\t\t\treturn", | |
| "originalFile": "extends Node2D\n## Полигон (Training Grounds) level scene for the Godot Top-Down Template.\n##\n## This scene serves as a tactical combat arena for testing game mechanics.\n## Features:\n## - Large map (4000x2960 playable area) with multiple combat zones\n## - Various cover types (low walls, barricades, crates, pillars)\n## - 10 enemies in strategic positions (6 guards, 4 patrols)\n## - Enemies do not respawn after death\n## - Visual indicators for cover positions\n## - Ammo counter with color-coded warnings\n## - Kill counter and accuracy display\n## - Screen saturation effect on enemy kills\n## - Death/victory messages\n## - Quick restart with Q key\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## 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## List of enemy nodes for replay recording.\nvar _enemies: Array = []\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## Cached reference to the ReplayManager autoload (C# singleton).\nvar _replay_manager: Node = null\n\n## Reference to the combo label.\nvar _combo_label: Label = 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(\"Полигон loaded - Tactical Combat Arena\")\n\tprint(\"Map size: 4000x2960 pixels\")\n\tprint(\"Clear all zones 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\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## 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## Called when combo changes.\nfunc _on_combo_changed(combo: int, points: int) -> void:\n\tif _combo_label == null:\n\t\t# Create combo label if it doesn't exist yet\n\t\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\t\tif ui == null:\n\t\t\treturn\n\t\t_combo_label = Label.new()\n\t\t_combo_label.name = \"ComboLabel\"\n\t\t_combo_label.text = \"\"\n\t\t_combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT\n\t\t_combo_label.set_anchors_preset(Control.PRESET_TOP_RIGHT)\n\t\t_combo_label.offset_left = -200\n\t\t_combo_label.offset_right = -10\n\t\t_combo_label.offset_top = 80\n\t\t_combo_label.offset_bottom = 120\n\t\t_combo_label.add_theme_font_size_override(\"font_size\", 28)\n\t\t_combo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.8, 0.2, 1.0))\n\t\t_combo_label.visible = false\n\t\tui.add_child(_combo_label)\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# 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(1.0, 0.8, 0.2, 1.0), 0.1)\n\telse:\n\t\t_combo_label.visible = false\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(4064, 64),\n\t\tVector2(4064, 3024),\n\t\tVector2(64, 3024)\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 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(\"[TestTier] 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(\"[TestTier] Realistic visibility component added to player\")\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 Sniper Rifle, then assault rifle\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\treturn\n\n\t_enemies.clear()\n\tfor child in enemies_node.get_children():\n\t\tif child.has_signal(\"died\"):\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\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\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 264, 1544)\n\t# Place exit at left wall (x=80) at similar y position\n\t_exit_zone.position = Vector2(120, 1544)\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(\"[TestTier] Exit zone created at position (120, 1544)\")\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\tprint(\"[TestTier] 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(\"[TestTier] 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## 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(\"[TestTier] 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.ReserveAmm |
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