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Created February 7, 2026 18:39
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# Solve.mjs Log - 2026-02-07T18:30:50.876Z
[2026-02-07T18:30:50.876Z] [INFO] 📁 Log file: /home/hive/solve-2026-02-07T18-30-50-875Z.log
[2026-02-07T18:30:50.878Z] [INFO] (All output will be logged here)
[2026-02-07T18:30:51.380Z] [INFO]
[2026-02-07T18:30:51.381Z] [INFO] 🚀 solve v1.16.0
[2026-02-07T18:30:51.381Z] [INFO] 🔧 Raw command executed:
[2026-02-07T18:30:51.382Z] [INFO] /home/hive/.nvm/versions/node/v20.20.0/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats
[2026-02-07T18:30:51.382Z] [INFO]
[2026-02-07T18:30:51.401Z] [INFO]
[2026-02-07T18:30:51.402Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-02-07T18:30:51.402Z] [INFO]
[2026-02-07T18:30:51.403Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-02-07T18:30:51.403Z] [INFO] The log may contain sensitive information such as:
[2026-02-07T18:30:51.403Z] [INFO] • API keys, tokens, or secrets
[2026-02-07T18:30:51.403Z] [INFO] • File paths and directory structures
[2026-02-07T18:30:51.403Z] [INFO] • Command outputs and error messages
[2026-02-07T18:30:51.404Z] [INFO] • Internal system information
[2026-02-07T18:30:51.404Z] [INFO]
[2026-02-07T18:30:51.404Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-02-07T18:30:51.404Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-02-07T18:30:51.405Z] [INFO]
[2026-02-07T18:30:51.405Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-02-07T18:30:51.405Z] [INFO]
[2026-02-07T18:30:56.408Z] [INFO]
[2026-02-07T18:30:56.435Z] [INFO] 💾 Disk space check: 26495MB available (2048MB required) ✅
[2026-02-07T18:30:56.436Z] [INFO] 🧠 Memory check: 8151MB available, swap: 4095MB (0MB used), total: 12246MB (256MB required) ✅
[2026-02-07T18:30:56.456Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-02-07T18:30:56.457Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-02-07T18:30:56.457Z] [INFO] 📋 URL validation:
[2026-02-07T18:30:56.458Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611
[2026-02-07T18:30:56.458Z] [INFO] Is Issue URL: false
[2026-02-07T18:30:56.458Z] [INFO] Is PR URL: true
[2026-02-07T18:30:56.458Z] [INFO] 🔍 Checking repository access for auto-fork...
[2026-02-07T18:30:57.167Z] [INFO] Repository visibility: public
[2026-02-07T18:30:57.169Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode
[2026-02-07T18:30:57.170Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled)
[2026-02-07T18:30:57.513Z] [INFO] Repository visibility: public
[2026-02-07T18:30:57.514Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-02-07T18:30:57.515Z] [INFO] 🔄 Continue mode: Working with PR #611
[2026-02-07T18:30:57.516Z] [INFO] Continue mode activated: PR URL provided directly
[2026-02-07T18:30:57.516Z] [INFO] PR Number set to: 611
[2026-02-07T18:30:57.516Z] [INFO] Will fetch PR details and linked issue
[2026-02-07T18:30:58.050Z] [INFO] 🍴 Detected fork PR from konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:30:58.050Z] [INFO] Fork owner: konard
[2026-02-07T18:30:58.051Z] [INFO] Will clone fork repository for continue mode
[2026-02-07T18:30:58.051Z] [INFO] 📝 PR branch: issue-605-22cc7d27251f
[2026-02-07T18:30:58.052Z] [INFO] 🔗 Found linked issue #605
[2026-02-07T18:30:58.053Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1770489058052
[2026-02-07T18:30:58.055Z] [INFO]
🍴 Fork mode: ENABLED
[2026-02-07T18:30:58.055Z] [INFO] Checking fork status...
[2026-02-07T18:30:58.383Z] [INFO] 🔍 Detecting fork conflicts...
[2026-02-07T18:30:59.283Z] [INFO] ✅ No fork conflict: Safe to proceed
[2026-02-07T18:30:59.636Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:30:59.637Z] [INFO] 🔍 Validating fork parent...
[2026-02-07T18:31:00.037Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:31:00.040Z] [INFO]
📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:31:04.058Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1770489058052
[2026-02-07T18:31:04.113Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:31:04.166Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-02-07T18:31:04.167Z] [INFO] 🔄 Fetching upstream...
[2026-02-07T18:31:04.498Z] [INFO] ✅ Upstream fetched: Successfully
[2026-02-07T18:31:04.498Z] [INFO] 🔄 Syncing default branch...
[2026-02-07T18:31:04.901Z] [INFO] ℹ️ Default branch: main
[2026-02-07T18:31:05.883Z] [INFO] ✅ Default branch synced: with upstream/main
[2026-02-07T18:31:05.883Z] [INFO] 🔄 Pushing to fork: main branch
[2026-02-07T18:31:06.312Z] [INFO] ✅ Fork updated: Default branch pushed to fork
[2026-02-07T18:31:06.314Z] [INFO]
🔍 Checking PR fork: Determining if branch is in another fork...
[2026-02-07T18:31:06.618Z] [INFO] ℹ️ PR fork owner: Same as current user, using origin remote
[2026-02-07T18:31:06.762Z] [INFO]
📌 Default branch: main
[2026-02-07T18:31:06.822Z] [INFO]
🔄 Checking out PR branch: issue-605-22cc7d27251f
[2026-02-07T18:31:06.823Z] [INFO] 📥 Fetching branches: From remote...
[2026-02-07T18:31:07.279Z] [INFO] 🔍 Verifying: Branch checkout...
[2026-02-07T18:31:07.322Z] [INFO] ✅ Branch checked out: issue-605-22cc7d27251f
[2026-02-07T18:31:07.323Z] [INFO] ✅ Current branch: issue-605-22cc7d27251f
[2026-02-07T18:31:07.323Z] [INFO] Branch operation: Checkout existing PR branch
[2026-02-07T18:31:07.323Z] [INFO] Branch verification: Matches expected
[2026-02-07T18:31:07.326Z] [INFO]
🔄 Continue mode: ACTIVE
[2026-02-07T18:31:07.326Z] [INFO] Using existing PR: #611
[2026-02-07T18:31:07.326Z] [INFO] PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611
[2026-02-07T18:31:07.327Z] [INFO]
🚀 Starting work session: 2026-02-07T18:31:07.327Z
[2026-02-07T18:31:07.677Z] [INFO] 📝 Converting PR: Back to draft mode...
[2026-02-07T18:31:08.439Z] [INFO] ✅ PR converted: Now in draft mode
[2026-02-07T18:31:09.496Z] [INFO] 💬 Posted: AI Work Session Started comment
[2026-02-07T18:31:09.808Z] [INFO] 👤 Current user: konard
[2026-02-07T18:31:09.809Z] [INFO]
📊 Comment counting conditions:
[2026-02-07T18:31:09.809Z] [INFO] prNumber: 611
[2026-02-07T18:31:09.810Z] [INFO] branchName: issue-605-22cc7d27251f
[2026-02-07T18:31:09.810Z] [INFO] isContinueMode: true
[2026-02-07T18:31:09.810Z] [INFO] Will count comments: true
[2026-02-07T18:31:09.810Z] [INFO] 💬 Counting comments: Checking for new comments since last commit...
[2026-02-07T18:31:09.810Z] [INFO] PR #611 on branch: issue-605-22cc7d27251f
[2026-02-07T18:31:09.810Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:31:10.476Z] [INFO] 📅 Last commit time (from API): 2026-02-07T18:08:40.000Z
[2026-02-07T18:31:11.455Z] [INFO] 💬 New PR comments: 3
[2026-02-07T18:31:11.455Z] [INFO] 💬 New PR review comments: 0
[2026-02-07T18:31:11.455Z] [INFO] 💬 New issue comments: 0
[2026-02-07T18:31:11.456Z] [INFO] Total new comments: 3
[2026-02-07T18:31:11.456Z] [INFO] Comment lines to add: Yes
[2026-02-07T18:31:11.456Z] [INFO] PR review comments fetched: 0
[2026-02-07T18:31:11.456Z] [INFO] PR conversation comments fetched: 7
[2026-02-07T18:31:11.456Z] [INFO] Total PR comments checked: 7
[2026-02-07T18:31:14.299Z] [INFO] Feedback info will be added to prompt:
[2026-02-07T18:31:14.299Z] [INFO] - New comments on the pull request: 3
[2026-02-07T18:31:14.299Z] [INFO] - Pull request description was edited after last commit
[2026-02-07T18:31:14.299Z] [INFO] - Merge status is UNSTABLE (non-passing commit status)
[2026-02-07T18:31:14.299Z] [INFO] - Failed pull request checks: 1
[2026-02-07T18:31:14.299Z] [INFO] 📅 Getting timestamps: From GitHub servers...
[2026-02-07T18:31:14.640Z] [INFO] 📝 Issue updated: 2026-02-07T16:09:57.000Z
[2026-02-07T18:31:14.925Z] [INFO] 💬 Comments: None found
[2026-02-07T18:31:15.289Z] [INFO] 🔀 Recent PR: 2026-02-07T18:23:07.000Z
[2026-02-07T18:31:15.290Z] [INFO]
✅ Reference time: 2026-02-07T18:23:07.000Z
[2026-02-07T18:31:15.290Z] [INFO]
🔍 Checking for uncommitted changes to include as feedback...
[2026-02-07T18:31:15.347Z] [INFO] ✅ No uncommitted changes found
[2026-02-07T18:31:15.658Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-605-22cc7d27251f
[2026-02-07T18:31:17.840Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints
[2026-02-07T18:31:17.969Z] [INFO] 👁️ Model vision capability: supported
[2026-02-07T18:31:17.971Z] [INFO]
📝 Final prompt structure:
[2026-02-07T18:31:17.971Z] [INFO] Characters: 704
[2026-02-07T18:31:17.971Z] [INFO] System prompt characters: 12741
[2026-02-07T18:31:17.971Z] [INFO] Feedback info: Included
[2026-02-07T18:31:17.973Z] [INFO]
🤖 Executing Claude: OPUS
[2026-02-07T18:31:17.973Z] [INFO] Model: opus
[2026-02-07T18:31:17.973Z] [INFO] Working directory: /tmp/gh-issue-solver-1770489058052
[2026-02-07T18:31:17.974Z] [INFO] Branch: issue-605-22cc7d27251f
[2026-02-07T18:31:17.974Z] [INFO] Prompt length: 704 chars
[2026-02-07T18:31:17.974Z] [INFO] System prompt length: 12741 chars
[2026-02-07T18:31:17.974Z] [INFO] Feedback info included: Yes (4 lines)
[2026-02-07T18:31:18.029Z] [INFO] 📈 System resources before execution:
[2026-02-07T18:31:18.029Z] [INFO] Memory: MemFree: 2669856 kB
[2026-02-07T18:31:18.030Z] [INFO] Load: 2.55 2.56 2.10 2/740 702041
[2026-02-07T18:31:18.030Z] [INFO]
📝 Raw command:
[2026-02-07T18:31:18.030Z] [INFO] (cd "/tmp/gh-issue-solver-1770489058052" && 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/605
Your prepared branch: issue-605-22cc7d27251f
Your prepared working directory: /tmp/gh-issue-solver-1770489058052
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611
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-605-22cc7d27251f
New comments on the pull request: 3
Pull request description was edited after last commit
Merge status is UNSTABLE (non-passing commit status)
Failed pull request checks: 1
Continue.
" --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-605-22cc7d27251f --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/605.
- 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/611/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/611/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/611/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/605/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 611 --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 611, 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 611.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-605-22cc7d27251f.
- When you finish, create a pull request from branch issue-605-22cc7d27251f. (Note: PR 611 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-605-22cc7d27251f.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 611 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-605-22cc7d27251f/docs/screenshots/result.png).
- When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format.
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image." | jq -c .)
[2026-02-07T18:31:18.031Z] [INFO]
[2026-02-07T18:31:18.031Z] [INFO] 📋 User prompt:
[2026-02-07T18:31:18.031Z] [INFO] ---BEGIN USER PROMPT---
[2026-02-07T18:31:18.031Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/605
Your prepared branch: issue-605-22cc7d27251f
Your prepared working directory: /tmp/gh-issue-solver-1770489058052
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611
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-605-22cc7d27251f
New comments on the pull request: 3
Pull request description was edited after last commit
Merge status is UNSTABLE (non-passing commit status)
Failed pull request checks: 1
Continue.
[2026-02-07T18:31:18.032Z] [INFO] ---END USER PROMPT---
[2026-02-07T18:31:18.032Z] [INFO]
[2026-02-07T18:31:18.032Z] [INFO] 📋 System prompt:
[2026-02-07T18:31:18.033Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-02-07T18:31:18.033Z] [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-605-22cc7d27251f --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/605.
- 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/611/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/611/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/611/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/605/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 611 --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 611, 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 611.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-605-22cc7d27251f.
- When you finish, create a pull request from branch issue-605-22cc7d27251f. (Note: PR 611 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-605-22cc7d27251f.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 611 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-605-22cc7d27251f/docs/screenshots/result.png).
- When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format.
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image.
[2026-02-07T18:31:18.033Z] [INFO] ---END SYSTEM PROMPT---
[2026-02-07T18:31:18.034Z] [INFO]
[2026-02-07T18:31:18.035Z] [INFO] 📊 CLAUDE_CODE_MAX_OUTPUT_TOKENS: 128000
[2026-02-07T18:31:18.035Z] [INFO] 📊 MCP_TIMEOUT: 900000ms (server startup)
[2026-02-07T18:31:18.035Z] [INFO] 📊 MCP_TOOL_TIMEOUT: 900000ms (tool execution)
[2026-02-07T18:31:18.035Z] [INFO] 📋 Command details:
[2026-02-07T18:31:18.036Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1770489058052
[2026-02-07T18:31:18.036Z] [INFO] 🌿 Branch: issue-605-22cc7d27251f
[2026-02-07T18:31:18.036Z] [INFO] 🤖 Model: Claude OPUS
[2026-02-07T18:31:18.036Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:31:18.036Z] [INFO]
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"content": "{\"baseRefName\":\"main\",\"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- **Blur + swimming distortion**: All objects on screen appear blurred and wavy during the effect, like a photo with long exposure or like vision swimming in your eyes (radial blur + sinusoidal wave distortion)\\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\\nFollows the same `CanvasLayer + ColorRect + ShaderMaterial` pattern used by:\\n- `LastChanceEffectsManager` (layer 102)\\n- `CinemaEffectsManager`\\n- `PenultimateHitEffectsManager`\\n\\n### Files Changed\\n- **New**: `scripts/shaders/flashbang_player.gdshader` - screen overlay shader with dual-color vignette, radial blur, and swimming distortion\\n- **New**: `scripts/autoload/flashbang_player_effects_manager.gd` - autoload singleton (layer 103)\\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**: `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\\n1. **Radial blur** (8-sample multi-tap): Samples the screen at multiple offsets radiating from center, creating a motion blur / long exposure look\\n2. **Swimming distortion**: Sinusoidal UV offset that makes objects appear to float and wave, simulating blurred/watery vision\\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 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длится эффект все объекты на экране должны быть размыты, как будто на фото с задержкой), как будто плывёт в глазах.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865003590/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865005677\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611#issuecomment-3865005677\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/611\",\"id\":3865005677,\"node_id\":\"IC_kwDOQ35BQ87mX05t\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:04:17Z\",\"updated_at\":\"2026-02-07T18:04:17Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T18:04:15.195Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865005677/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865018068\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611#issuecomment-3865018068\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/611\",\"id\":3865018068,\"node_id\":\"IC_kwDOQ35BQ87mX37U\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:10:07Z\",\"updated_at\":\"2026-02-07T18:10:07Z\",\"body\":\"Добавил размытие и эффект «плывёт в глазах» по вашему запросу:\\n\\n**Что изменилось:**\\n- **Радиальное размытие (radial blur)** — 8-точечное мультисемплирование экрана, создающее эффект «фото с длинной выдержкой / motion blur»\\n- **Волновое искажение (swimming distortion)** — синусоидальное смещение UV-координат, из-за которого все объекты на экране «плывут», как будто видишь через слёзы\\n- Оба эффекта масштабируются вместе с интенсивностью (ближе к гранате = сильнее blur + distortion)\\n- Плавное затухание — размытие и волнистость постепенно исчезают вместе с цветовым оверлеем\\n\\n**Файлы:**\\n- `scripts/shaders/flashbang_player.gdshader` — добавлен radial blur + swimming distortion\\n- `scripts/autoload/flashbang_player_effects_manager.gd` — передаёт `blur_intensity` и `time_offset` в шейдер\\n- `tests/unit/test_flashbang_player_effect.gd` — добавлены 6 новых тестов для blur\\n\\n**Примечание по CI:** ошибка в \\\"Architecture Best Practices Check\\\" — это предсуществующая проблема с `enemy.gd` (5006 строк, лимит 5000), не связана с нашими изменениями. Тесты GUT проходят успешно.\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865018068/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865019422\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611#issuecomment-3865019422\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/611\",\"id\":3865019422,\"node_id\":\"IC_kwDOQ35BQ87mX4Qe\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:10:44Z\",\"updated_at\":\"2026-02-07T18:10:44Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $3.858434 USD\\n- Calculated by Anthropic: $2.584851 USD\\n- Difference: $-1.273582 (-33.01%)\\n📎 **Log file uploaded as Gist** (864KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/6de5a5170543f15f625459a33a459e43/raw/1d0f4dcff58c1c605503007798ef7f4e87fa9514/solution-draft-log-pr-1770487839676.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865019422/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865050036\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611#issuecomment-3865050036\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/611\",\"id\":3865050036,\"node_id\":\"IC_kwDOQ35BQ87mX_u0\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:30:24Z\",\"updated_at\":\"2026-02-07T18:30:24Z\",\"body\":\"исправь архитектуру.\\r\\nкартинка должна полностью расплываться - много раз наложенный motion blure (на много сильнее).\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865050036/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865051139\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611#issuecomment-3865051139\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/611\",\"id\":3865051139,\"node_id\":\"IC_kwDOQ35BQ87mYAAD\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:31:09Z\",\"updated_at\":\"2026-02-07T18:31:09Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T18:31:07.327Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865051139/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null}]",
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🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $5.235638 USD\\n- Calculated by Anthropic: $4.673520 USD\\n- Difference: $-0.562119 (-10.74%)\\n📎 **Log file uploaded as Gist** (1322KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/f6a42588c607636cd2c0ea8e44227296/raw/3a95cb306fa3075598bbe9882dbb115a5fd17c5b/solution-draft-log-pr-1770484958100.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864896915/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865003590\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611#issuecomment-3865003590\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/611\",\"id\":3865003590,\"node_id\":\"IC_kwDOQ35BQ87mX0ZG\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:03:35Z\",\"updated_at\":\"2026-02-07T18:03:35Z\",\"body\":\"пока длится эффект все объекты на экране должны быть размыты, как будто на фото с задержкой), как будто плывёт в глазах.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865003590/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865005677\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611#issuecomment-3865005677\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/611\",\"id\":3865005677,\"node_id\":\"IC_kwDOQ35BQ87mX05t\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:04:17Z\",\"updated_at\":\"2026-02-07T18:04:17Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T18:04:15.195Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865005677/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865018068\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/611#issuecomment-3865018068\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/611\",\"id\":3865018068,\"node_id\":\"IC_kwDOQ35BQ87mX37U\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:10:07Z\",\"updated_at\":\"2026-02-07T18:10:07Z\",\"body\":\"Добавил размытие и эффект «плывёт в глазах» по вашему запросу:\\n\\n**Что изменилось:**\\n- **Радиальное размытие (radial blur)** — 8-точечное мультисемплирование экрана, создающее эффект «фото с длинной выдержкой / motion blur»\\n- **Волновое искажение (swimming distortion)** — синусоидальное смещение UV-координат, из-за которого все объекты на экране «плывут», как будто видишь через слёзы\\n- Оба эффекта масштабируются вместе с интенсивностью (ближе к гранате = сильнее blur + distortion)\\n- Плавное затухание — размытие и волнистость постепенно исчезают вместе с цветовым оверлеем\\n\\n**Файлы:**\\n- `scripts/shaders/flashbang_player.gdshader` — добавлен radial blur + swimming distortion\\n- `scripts/autoload/flashbang_player_effects_manager.gd` — передаёт `blur_intensity` и `time_offset` в шейдер\\n- `tests/unit/test_flashbang_player_effect.gd` — добавлены 6 новых тестов для blur\\n\\n**Примечание по CI:** ошибка в \\\"Architecture Best Practices Check\\\" — это предсуществующая проблема с `enemy.gd` (5006 строк, лимит 5000), не связана с нашими изменениями. 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Practices\tCheckout\t2026-02-07T18:08:52.2301912Z Temporarily overriding HOME='/home/runner/work/_temp/c98886f7-2285-4139-8ef5-93d99b48400b' before making global git config changes\n 56→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2304205Z Adding repository directory to the temporary git global config as a safe directory\n 57→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2308459Z [command]/usr/bin/git config --global --add safe.directory /home/runner/work/godot-topdown-MVP/godot-topdown-MVP\n 58→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2348402Z Deleting the contents of '/home/runner/work/godot-topdown-MVP/godot-topdown-MVP'\n 59→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2352149Z ##[group]Initializing the repository\n 60→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2356994Z [command]/usr/bin/git init /home/runner/work/godot-topdown-MVP/godot-topdown-MVP\n 61→Check Architecture Best 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The just-created branch can be renamed via this command:\n 70→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2469803Z hint:\n 71→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2470482Z hint: \tgit branch -m <name>\n 72→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2471245Z hint:\n 73→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2472345Z hint: Disable this message with \"git config set advice.defaultBranchName false\"\n 74→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2474157Z Initialized empty Git repository in /home/runner/work/godot-topdown-MVP/godot-topdown-MVP/.git/\n 75→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2477070Z [command]/usr/bin/git remote add origin https://github.com/Jhon-Crow/godot-topdown-MVP\n 76→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2506322Z ##[endgroup]\n 77→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2507570Z ##[group]Disabling automatic garbage collection\n 78→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2511068Z [command]/usr/bin/git config --local gc.auto 0\n 79→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2536548Z ##[endgroup]\n 80→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2537632Z ##[group]Setting up auth\n 81→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2543867Z [command]/usr/bin/git config --local --name-only --get-regexp core\\.sshCommand\n 82→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2569258Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'core\\.sshCommand' && git config --local --unset-all 'core.sshCommand' || :\"\n 83→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2866301Z [command]/usr/bin/git config --local --name-only --get-regexp http\\.https\\:\\/\\/github\\.com\\/\\.extraheader\n 84→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2893820Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'http\\.https\\:\\/\\/github\\.com\\/\\.extraheader' && git config --local --unset-all 'http.https://github.com/.extraheader' || :\"\n 85→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.3069879Z [command]/usr/bin/git config --local --name-only --get-regexp ^includeIf\\.gitdir:\n 86→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.3210548Z [command]/usr/bin/git submodule foreach --recursive git config --local --show-origin --name-only --get-regexp remote.origin.url\n 87→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.3292164Z [command]/usr/bin/git config --local http.https://github.com/.extraheader AUTHORIZATION: basic ***\n 88→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.3321236Z ##[endgroup]\n 89→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.3322343Z ##[group]Fetching the repository\n 90→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.3329474Z [command]/usr/bin/git -c protocol.version=2 fetch --no-tags --prune --no-recurse-submodules --depth=1 origin b0250******************************f836b\n 91→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5820863Z From https://github.com/Jhon-Crow/godot-topdown-MVP\n 92→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5822494Z * branch b0250******************************f836b -> FETCH_HEAD\n 93→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5843609Z ##[endgroup]\n 94→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5845167Z ##[group]Determining the checkout info\n 95→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5846998Z ##[endgroup]\n 96→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5851620Z [command]/usr/bin/git sparse-checkout disable\n 97→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5886123Z [command]/usr/bin/git config --local --unset-all extensions.worktreeConfig\n 98→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5908562Z ##[group]Checking out the ref\n 99→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5912709Z [command]/usr/bin/git checkout --progress --force b0250******************************f836b\n 100→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2084321Z Note: switching to 'b0250******************************f836b'.\n 101→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2085155Z \n 102→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2085652Z You are in 'detached HEAD' state. You can look around, make experimental\n 103→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2086755Z changes and commit them, and you can discard any commits you make in this\n 104→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2087840Z state without impacting any branches by switching back to a branch.\n 105→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2088504Z \n 106→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2088999Z If you want to create a new branch to retain commits you create, you may\n 107→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2089960Z do so (now or later) by using -c with the switch command. Example:\n 108→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2090647Z \n 109→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2090924Z git switch -c <new-branch-name>\n 110→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2091663Z \n 111→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2092311Z Or undo this operation with:\n 112→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2092739Z \n 113→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2092965Z git switch -\n 114→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2093287Z \n 115→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2093828Z Turn off this advice by setting config variable advice.detachedHead to false\n 116→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2094567Z \n 117→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2118772Z HEAD is now at b025020 feat: add blur and swimming distortion to flashbang screen effect (Issue #605)\n 118→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2121070Z ##[endgroup]\n 119→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2158118Z [command]/usr/bin/git log -1 --format=%H\n 120→Check Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2179156Z b0250******************************f836b\n 121→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2348060Z ##[group]Run echo \"Checking GDScript file sizes...\"\n 122→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2348739Z \u001b[36;1mecho \"Checking GDScript file sizes...\"\u001b[0m\n 123→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2349289Z \u001b[36;1m# Current limits - these will be reduced as refactoring progresses\u001b[0m\n 124→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2349781Z \u001b[36;1m# Target: MAX_LINES=800, WARN_LINES=500\u001b[0m\n 125→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2350313Z \u001b[36;1m# Current: Higher limits to allow existing large scripts while encouraging refactoring\u001b[0m\n 126→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2350955Z \u001b[36;1mMAX_LINES=5000 # Will be reduced to 800 as refactoring progresses\u001b[0m\n 127→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2351711Z \u001b[36;1mWARN_LINES=800 # Warns for scripts that should be considered for refactoring\u001b[0m\n 128→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2352353Z \u001b[36;1mCRITICAL_THRESHOLD=4500 # 90% of MAX_LINES - pre-emptive warning (Issue #328)\u001b[0m\n 129→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2352820Z \u001b[36;1merrors=0\u001b[0m\n 130→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2353064Z \u001b[36;1mwarnings=0\u001b[0m\n 131→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2353333Z \u001b[36;1mcritical_warnings=0\u001b[0m\n 132→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2353625Z \u001b[36;1mlarge_scripts=0\u001b[0m\n 133→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2353926Z \u001b[36;1m\u001b[0m\n 134→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2354229Z \u001b[36;1m# Find all GDScript files (excluding addons and tests)\u001b[0m\n 135→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2354621Z \u001b[36;1mwhile IFS= read -r file; do\u001b[0m\n 136→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2354939Z \u001b[36;1m lines=$(wc -l < \"$file\")\u001b[0m\n 137→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2355268Z \u001b[36;1m if [ \"$lines\" -gt \"$MAX_LINES\" ]; then\u001b[0m\n 138→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2355802Z \u001b[36;1m echo \"::error file=$file::Script exceeds $MAX_LINES lines ($lines lines). Refactoring required.\"\u001b[0m\n 139→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2356346Z \u001b[36;1m errors=$((errors + 1))\u001b[0m\n 140→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2356697Z \u001b[36;1m elif [ \"$lines\" -gt \"$CRITICAL_THRESHOLD\" ]; then\u001b[0m\n 141→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2357134Z \u001b[36;1m # Pre-emptive warning at 90% of MAX_LINES (Issue #328)\u001b[0m\n 142→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2357542Z \u001b[36;1m remaining=$((MAX_LINES - lines))\u001b[0m\n 143→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2358258Z \u001b[36;1m echo \"::warning file=$file::CRITICAL: Script has $lines lines (only $remaining lines remaining before limit). Immediate refactoring recommended!\"\u001b[0m\n 144→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2359030Z \u001b[36;1m critical_warnings=$((critical_warnings + 1))\u001b[0m\n 145→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2359397Z \u001b[36;1m warnings=$((warnings + 1))\u001b[0m\n 146→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2359751Z \u001b[36;1m elif [ \"$lines\" -gt \"$WARN_LINES\" ]; then\u001b[0m\n 147→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2360533Z \u001b[36;1m echo \"::warning file=$file::Script has $lines lines (warning threshold: $WARN_LINES). Consider splitting into components using the patterns in scripts/components/.\"\u001b[0m\n 148→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2361427Z \u001b[36;1m warnings=$((warnings + 1))\u001b[0m\n 149→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2361776Z \u001b[36;1m fi\u001b[0m\n 150→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2362026Z \u001b[36;1m if [ \"$lines\" -gt 500 ]; then\u001b[0m\n 151→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2362381Z \u001b[36;1m large_scripts=$((large_scripts + 1))\u001b[0m\n 152→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2362719Z \u001b[36;1m fi\u001b[0m\n 153→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2363067Z \u001b[36;1mdone < <(find scripts -name \"*.gd\" -type f 2>/dev/null)\u001b[0m\n 154→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2363447Z \u001b[36;1m\u001b[0m\n 155→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2363729Z \u001b[36;1mecho \"errors=$errors\" >> $GITHUB_OUTPUT\u001b[0m\n 156→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2364131Z \u001b[36;1mecho \"warnings=$warnings\" >> $GITHUB_OUTPUT\u001b[0m\n 157→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2364588Z \u001b[36;1mecho \"critical_warnings=$critical_warnings\" >> $GITHUB_OUTPUT\u001b[0m\n 158→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2365098Z \u001b[36;1mecho \"large_scripts=$large_scripts\" >> $GITHUB_OUTPUT\u001b[0m\n 159→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2365474Z \u001b[36;1m\u001b[0m\n 160→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2365718Z \u001b[36;1mif [ \"$errors\" -gt 0 ]; then\u001b[0m\n 161→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2366105Z \u001b[36;1m echo \"Found $errors script(s) exceeding line limit.\"\u001b[0m\n 162→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2366652Z \u001b[36;1m exit 1\u001b[0m\n 163→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2366911Z \u001b[36;1mfi\u001b[0m\n 164→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2367137Z \u001b[36;1m\u001b[0m\n 165→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2367722Z \u001b[36;1mecho \"All scripts within size limits. ($warnings warnings, $critical_warnings critical, $large_scripts scripts over 500 lines)\"\u001b[0m\n 166→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2368375Z \u001b[36;1mecho \"\"\u001b[0m\n 167→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2368668Z \u001b[36;1mif [ \"$critical_warnings\" -gt 0 ]; then\u001b[0m\n 168→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2369192Z \u001b[36;1m echo \"⚠️ ATTENTION: $critical_warnings script(s) are approaching the line limit!\"\u001b[0m\n 169→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2369891Z \u001b[36;1m echo \" These scripts should be prioritized for refactoring to avoid CI failures.\"\u001b[0m\n 170→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2370644Z \u001b[36;1m echo \" See PR #323 for an example of CI failure due to exceeding line limit.\"\u001b[0m\n 171→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2371083Z \u001b[36;1mfi\u001b[0m\n 172→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2371486Z \u001b[36;1mecho \"\"\u001b[0m\n 173→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2372022Z \u001b[36;1mecho \"Note: Gradual refactoring is encouraged. See scripts/components/ for reusable component patterns.\"\u001b[0m\n 174→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2394992Z shell: /usr/bin/bash -e {0}\n 175→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2395401Z ##[endgroup]\n 176→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2455262Z Checking GDScript file sizes...\n 177→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2635934Z ##[warning]Script has 2838 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\n 178→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3005109Z ##[error]Script exceeds 5000 lines (5006 lines). Refactoring required.\n 179→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3017541Z ##[warning]Script has 946 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\n 180→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3031133Z ##[warning]Script has 1057 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\n 181→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3156580Z ##[warning]Script has 911 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\n 182→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3226643Z ##[warning]Script has 1350 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\n 183→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3324294Z ##[warning]Script has 1382 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\n 184→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3351640Z ##[warning]Script has 858 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\n 185→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3421664Z ##[warning]Script has 1142 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\n 186→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3504165Z ##[warning]Script has 1414 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\n 187→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3517614Z ##[warning]Script has 1397 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\n 188→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3546379Z ##[warning]Script has 1265 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\n 189→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3560885Z ##[warning]Script has 833 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\n 190→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3562949Z Found 1 script(s) exceeding line limit.\n 191→Check Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3568390Z ##[error]Process completed with exit code 1.\n 192→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.3775711Z Post job cleanup.\n 193→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4654938Z [command]/usr/bin/git version\n 194→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4687199Z git version 2.52.0\n 195→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4734368Z Temporarily overriding HOME='/home/runner/work/_temp/b85bd281-e43b-445c-8216-3acffbcc2009' before making global git config changes\n 196→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4736019Z Adding repository directory to the temporary git global config as a safe directory\n 197→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4740595Z [command]/usr/bin/git config --global --add safe.directory /home/runner/work/godot-topdown-MVP/godot-topdown-MVP\n 198→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4770684Z [command]/usr/bin/git config --local --name-only --get-regexp core\\.sshCommand\n 199→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4800341Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'core\\.sshCommand' && git config --local --unset-all 'core.sshCommand' || :\"\n 200→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4982708Z [command]/usr/bin/git config --local --name-only --get-regexp http\\.https\\:\\/\\/github\\.com\\/\\.extraheader\n 201→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.5000362Z http.https://github.com/.extraheader\n 202→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.5012355Z [command]/usr/bin/git config --local --unset-all http.https://github.com/.extraheader\n 203→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.5039081Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'http\\.https\\:\\/\\/github\\.com\\/\\.extraheader' && git config --local --unset-all 'http.https://github.com/.extraheader' || :\"\n 204→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.5216964Z [command]/usr/bin/git config --local --name-only --get-regexp ^includeIf\\.gitdir:\n 205→Check Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.5244367Z [command]/usr/bin/git submodule foreach --recursive git config --local --show-origin --name-only --get-regexp remote.origin.url\n 206→Check Architecture Best Practices\tComplete job\t2026-02-07T18:08:55.5506211Z Cleaning up orphan processes\n 207→\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": "f660408d-3f62-4714-bce9-ac4a1bebf119",
"uuid": "d7218af1-1851-4978-930a-2e1c532dc7d9",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1770489058052/ci-logs/arch-check-21784559110.log",
"content": "Check Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4827206Z Current runner version: '2.331.0'\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4851570Z ##[group]Runner Image Provisioner\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4852381Z Hosted Compute Agent\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4852899Z Version: 20260123.484\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4853449Z Commit: 6bd6555ca37d84114959e1c76d2c01448ff61c5d\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4854048Z Build Date: 2026-01-23T19:41:17Z\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4854683Z Worker ID: {c390bc48-b5cb-42f1-83e3-bdd8ef88bd2d}\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4855336Z Azure Region: westus3\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4855805Z ##[endgroup]\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4857152Z ##[group]Operating System\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4857649Z Ubuntu\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4858055Z 24.04.3\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4858412Z LTS\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4858866Z ##[endgroup]\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4859269Z ##[group]Runner Image\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4859744Z Image: ubuntu-24.04\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4860215Z Version: 20260201.15.1\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4861056Z Included Software: https://github.com/actions/runner-images/blob/ubuntu24/20260201.15/images/ubuntu/Ubuntu2404-Readme.md\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4862901Z Image Release: https://github.com/actions/runner-images/releases/tag/ubuntu24%2F20260201.15\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4863691Z ##[endgroup]\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4864657Z ##[group]GITHUB_TOKEN Permissions\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4866636Z Contents: read\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4867104Z Metadata: read\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4867600Z Packages: read\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4868016Z ##[endgroup]\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4869940Z Secret source: Actions\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.4870777Z Prepare workflow directory\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.5167432Z Prepare all required actions\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.5204906Z Getting action download info\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:51.8912083Z Download action repository 'actions/checkout@v4' (SHA:34e114876b0b11c390a56381ad16ebd13914f8d5)\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:08:52.0514531Z Complete job name: Check Architecture Best Practices\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1159002Z ##[group]Run actions/checkout@v4\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1159883Z with:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1160466Z ref: b0250******************************f836b\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1161077Z repository: Jhon-Crow/godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1162203Z token: ***\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1162892Z ssh-strict: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1163523Z ssh-user: git\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1164210Z persist-credentials: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1165102Z clean: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1165861Z sparse-checkout-cone-mode: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1166686Z fetch-depth: 1\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1167511Z fetch-tags: false\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1168257Z show-progress: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1169041Z lfs: false\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1169786Z submodules: false\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1170690Z set-safe-directory: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.1172206Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2195609Z Syncing repository: Jhon-Crow/godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2197569Z ##[group]Getting Git version info\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2198388Z Working directory is '/home/runner/work/godot-topdown-MVP/godot-topdown-MVP'\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2199681Z [command]/usr/bin/git version\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2262958Z git version 2.52.0\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2287087Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2301912Z Temporarily overriding HOME='/home/runner/work/_temp/c98886f7-2285-4139-8ef5-93d99b48400b' before making global git config changes\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2304205Z Adding repository directory to the temporary git global config as a safe directory\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2308459Z [command]/usr/bin/git config --global --add safe.directory /home/runner/work/godot-topdown-MVP/godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2348402Z Deleting the contents of '/home/runner/work/godot-topdown-MVP/godot-topdown-MVP'\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2352149Z ##[group]Initializing the repository\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2356994Z [command]/usr/bin/git init /home/runner/work/godot-topdown-MVP/godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2458839Z hint: Using 'master' as the name for the initial branch. This default branch name\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2460309Z hint: will change to \"main\" in Git 3.0. To configure the initial branch name\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2461945Z hint: to use in all of your new repositories, which will suppress this warning,\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2463768Z hint: call:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2464523Z hint:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2465316Z hint: \tgit config --global init.defaultBranch <name>\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2466294Z hint:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2467167Z hint: Names commonly chosen instead of 'master' are 'main', 'trunk' and\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2468626Z hint: 'development'. The just-created branch can be renamed via this command:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2469803Z hint:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2470482Z hint: \tgit branch -m <name>\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2471245Z hint:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2472345Z hint: Disable this message with \"git config set advice.defaultBranchName false\"\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2474157Z Initialized empty Git repository in /home/runner/work/godot-topdown-MVP/godot-topdown-MVP/.git/\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2477070Z [command]/usr/bin/git remote add origin https://github.com/Jhon-Crow/godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2506322Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2507570Z ##[group]Disabling automatic garbage collection\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2511068Z [command]/usr/bin/git config --local gc.auto 0\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2536548Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2537632Z ##[group]Setting up auth\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2543867Z [command]/usr/bin/git config --local --name-only --get-regexp core\\.sshCommand\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2569258Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'core\\.sshCommand' && git config --local --unset-all 'core.sshCommand' || :\"\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2866301Z [command]/usr/bin/git config --local --name-only --get-regexp http\\.https\\:\\/\\/github\\.com\\/\\.extraheader\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.2893820Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'http\\.https\\:\\/\\/github\\.com\\/\\.extraheader' && git config --local --unset-all 'http.https://github.com/.extraheader' || :\"\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.3069879Z [command]/usr/bin/git config --local --name-only --get-regexp ^includeIf\\.gitdir:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.3210548Z [command]/usr/bin/git submodule foreach --recursive git config --local --show-origin --name-only --get-regexp remote.origin.url\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.3292164Z [command]/usr/bin/git config --local http.https://github.com/.extraheader AUTHORIZATION: basic ***\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.3321236Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.3322343Z ##[group]Fetching the repository\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:52.3329474Z [command]/usr/bin/git -c protocol.version=2 fetch --no-tags --prune --no-recurse-submodules --depth=1 origin b0250******************************f836b\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5820863Z From https://github.com/Jhon-Crow/godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5822494Z * branch b0250******************************f836b -> FETCH_HEAD\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5843609Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5845167Z ##[group]Determining the checkout info\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5846998Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5851620Z [command]/usr/bin/git sparse-checkout disable\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5886123Z [command]/usr/bin/git config --local --unset-all extensions.worktreeConfig\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5908562Z ##[group]Checking out the ref\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:54.5912709Z [command]/usr/bin/git checkout --progress --force b0250******************************f836b\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2084321Z Note: switching to 'b0250******************************f836b'.\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2085155Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2085652Z You are in 'detached HEAD' state. You can look around, make experimental\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2086755Z changes and commit them, and you can discard any commits you make in this\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2087840Z state without impacting any branches by switching back to a branch.\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2088504Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2088999Z If you want to create a new branch to retain commits you create, you may\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2089960Z do so (now or later) by using -c with the switch command. Example:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2090647Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2090924Z git switch -c <new-branch-name>\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2091663Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2092311Z Or undo this operation with:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2092739Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2092965Z git switch -\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2093287Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2093828Z Turn off this advice by setting config variable advice.detachedHead to false\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2094567Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2118772Z HEAD is now at b025020 feat: add blur and swimming distortion to flashbang screen effect (Issue #605)\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2121070Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2158118Z [command]/usr/bin/git log -1 --format=%H\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:08:55.2179156Z b0250******************************f836b\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2348060Z ##[group]Run echo \"Checking GDScript file sizes...\"\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2348739Z \u001b[36;1mecho \"Checking GDScript file sizes...\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2349289Z \u001b[36;1m# Current limits - these will be reduced as refactoring progresses\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2349781Z \u001b[36;1m# Target: MAX_LINES=800, WARN_LINES=500\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2350313Z \u001b[36;1m# Current: Higher limits to allow existing large scripts while encouraging refactoring\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2350955Z \u001b[36;1mMAX_LINES=5000 # Will be reduced to 800 as refactoring progresses\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2351711Z \u001b[36;1mWARN_LINES=800 # Warns for scripts that should be considered for refactoring\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2352353Z \u001b[36;1mCRITICAL_THRESHOLD=4500 # 90% of MAX_LINES - pre-emptive warning (Issue #328)\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2352820Z \u001b[36;1merrors=0\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2353064Z \u001b[36;1mwarnings=0\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2353333Z \u001b[36;1mcritical_warnings=0\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2353625Z \u001b[36;1mlarge_scripts=0\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2353926Z \u001b[36;1m\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2354229Z \u001b[36;1m# Find all GDScript files (excluding addons and tests)\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2354621Z \u001b[36;1mwhile IFS= read -r file; do\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2354939Z \u001b[36;1m lines=$(wc -l < \"$file\")\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2355268Z \u001b[36;1m if [ \"$lines\" -gt \"$MAX_LINES\" ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2355802Z \u001b[36;1m echo \"::error file=$file::Script exceeds $MAX_LINES lines ($lines lines). Refactoring required.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2356346Z \u001b[36;1m errors=$((errors + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2356697Z \u001b[36;1m elif [ \"$lines\" -gt \"$CRITICAL_THRESHOLD\" ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2357134Z \u001b[36;1m # Pre-emptive warning at 90% of MAX_LINES (Issue #328)\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2357542Z \u001b[36;1m remaining=$((MAX_LINES - lines))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2358258Z \u001b[36;1m echo \"::warning file=$file::CRITICAL: Script has $lines lines (only $remaining lines remaining before limit). Immediate refactoring recommended!\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2359030Z \u001b[36;1m critical_warnings=$((critical_warnings + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2359397Z \u001b[36;1m warnings=$((warnings + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2359751Z \u001b[36;1m elif [ \"$lines\" -gt \"$WARN_LINES\" ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2360533Z \u001b[36;1m echo \"::warning file=$file::Script has $lines lines (warning threshold: $WARN_LINES). Consider splitting into components using the patterns in scripts/components/.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2361427Z \u001b[36;1m warnings=$((warnings + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2361776Z \u001b[36;1m fi\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2362026Z \u001b[36;1m if [ \"$lines\" -gt 500 ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2362381Z \u001b[36;1m large_scripts=$((large_scripts + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2362719Z \u001b[36;1m fi\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2363067Z \u001b[36;1mdone < <(find scripts -name \"*.gd\" -type f 2>/dev/null)\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2363447Z \u001b[36;1m\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2363729Z \u001b[36;1mecho \"errors=$errors\" >> $GITHUB_OUTPUT\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2364131Z \u001b[36;1mecho \"warnings=$warnings\" >> $GITHUB_OUTPUT\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2364588Z \u001b[36;1mecho \"critical_warnings=$critical_warnings\" >> $GITHUB_OUTPUT\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2365098Z \u001b[36;1mecho \"large_scripts=$large_scripts\" >> $GITHUB_OUTPUT\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2365474Z \u001b[36;1m\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2365718Z \u001b[36;1mif [ \"$errors\" -gt 0 ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2366105Z \u001b[36;1m echo \"Found $errors script(s) exceeding line limit.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2366652Z \u001b[36;1m exit 1\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2366911Z \u001b[36;1mfi\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2367137Z \u001b[36;1m\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2367722Z \u001b[36;1mecho \"All scripts within size limits. ($warnings warnings, $critical_warnings critical, $large_scripts scripts over 500 lines)\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2368375Z \u001b[36;1mecho \"\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2368668Z \u001b[36;1mif [ \"$critical_warnings\" -gt 0 ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2369192Z \u001b[36;1m echo \"⚠️ ATTENTION: $critical_warnings script(s) are approaching the line limit!\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2369891Z \u001b[36;1m echo \" These scripts should be prioritized for refactoring to avoid CI failures.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2370644Z \u001b[36;1m echo \" See PR #323 for an example of CI failure due to exceeding line limit.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2371083Z \u001b[36;1mfi\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2371486Z \u001b[36;1mecho \"\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2372022Z \u001b[36;1mecho \"Note: Gradual refactoring is encouraged. See scripts/components/ for reusable component patterns.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2394992Z shell: /usr/bin/bash -e {0}\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2395401Z ##[endgroup]\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2455262Z Checking GDScript file sizes...\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.2635934Z ##[warning]Script has 2838 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3005109Z ##[error]Script exceeds 5000 lines (5006 lines). Refactoring required.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3017541Z ##[warning]Script has 946 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3031133Z ##[warning]Script has 1057 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3156580Z ##[warning]Script has 911 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3226643Z ##[warning]Script has 1350 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3324294Z ##[warning]Script has 1382 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3351640Z ##[warning]Script has 858 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3421664Z ##[warning]Script has 1142 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3504165Z ##[warning]Script has 1414 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3517614Z ##[warning]Script has 1397 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3546379Z ##[warning]Script has 1265 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3560885Z ##[warning]Script has 833 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3562949Z Found 1 script(s) exceeding line limit.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:08:55.3568390Z ##[error]Process completed with exit code 1.\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.3775711Z Post job cleanup.\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4654938Z [command]/usr/bin/git version\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4687199Z git version 2.52.0\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4734368Z Temporarily overriding HOME='/home/runner/work/_temp/b85bd281-e43b-445c-8216-3acffbcc2009' before making global git config changes\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4736019Z Adding repository directory to the temporary git global config as a safe directory\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4740595Z [command]/usr/bin/git config --global --add safe.directory /home/runner/work/godot-topdown-MVP/godot-topdown-MVP\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4770684Z [command]/usr/bin/git config --local --name-only --get-regexp core\\.sshCommand\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4800341Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'core\\.sshCommand' && git config --local --unset-all 'core.sshCommand' || :\"\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.4982708Z [command]/usr/bin/git config --local --name-only --get-regexp http\\.https\\:\\/\\/github\\.com\\/\\.extraheader\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.5000362Z http.https://github.com/.extraheader\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.5012355Z [command]/usr/bin/git config --local --unset-all http.https://github.com/.extraheader\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.5039081Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'http\\.https\\:\\/\\/github\\.com\\/\\.extraheader' && git config --local --unset-all 'http.https://github.com/.extraheader' || :\"\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.5216964Z [command]/usr/bin/git config --local --name-only --get-regexp ^includeIf\\.gitdir:\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:08:55.5244367Z [command]/usr/bin/git submodule foreach --recursive git config --local --show-origin --name-only --get-regexp remote.origin.url\nCheck Architecture Best Practices\tComplete job\t2026-02-07T18:08:55.5506211Z Cleaning up orphan processes\n",
"numLines": 207,
"startLine": 1,
"totalLines": 207
}
}
}
[2026-02-07T18:32:05.014Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-6",
"id": "msg_019msmT5Mi2tNaZwBD8MTYJn",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now I see the issue clearly. The CI failure is from `enemy.gd` having 5006 lines (limit is 5000). This is a pre-existing issue in the codebase, not caused by our changes. But the owner says \"исправь архитектуру\" (fix the architecture), so they want us to address this.\n\nLet me now look at the key files and understand what needs to change."
}
],
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"uuid": "487bb626-abb5-4286-b2d2-c92768eb6e34"
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[2026-02-07T18:32:08.686Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-6",
"id": "msg_019msmT5Mi2tNaZwBD8MTYJn",
"type": "message",
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{
"type": "tool_use",
"id": "toolu_013H9rHAeWHzhHs9V2T2PVDJ",
"name": "Task",
"input": {
"description": "Find enemy.gd file details",
"prompt": "Find the file scripts/entities/enemies/enemy.gd or wherever enemy.gd is located. Count its exact line count with `wc -l`. Also check if there are any obvious blocks of code near the end of the file (last 100 lines) that could easily be extracted to a separate file or component. Look for any component patterns in scripts/components/ to understand the refactoring pattern used in this codebase. List all files in scripts/components/.",
"subagent_type": "Explore"
}
}
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[2026-02-07T18:32:10.014Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"type": "text",
"text": "Find the file scripts/entities/enemies/enemy.gd or wherever enemy.gd is located. Count its exact line count with `wc -l`. Also check if there are any obvious blocks of code near the end of the file (last 100 lines) that could easily be extracted to a separate file or component. Look for any component patterns in scripts/components/ to understand the refactoring pattern used in this codebase. List all files in scripts/components/."
}
]
},
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[2026-02-07T18:32:10.026Z] [INFO] {
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"model": "claude-opus-4-6",
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"type": "message",
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"content": [
{
"type": "tool_use",
"id": "toolu_01H9oVsNoCzaQg4dNSpV74GJ",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1770489058052/scripts/shaders/flashbang_player.gdshader"
}
}
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[2026-02-07T18:32:10.667Z] [INFO] {
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"type": "message",
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"content": [
{
"type": "tool_use",
"id": "toolu_01Dx9dq85JFMYyykKrKTvnKG",
"name": "Glob",
"input": {
"pattern": "**/enemy.gd"
}
}
],
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"parent_tool_use_id": "toolu_013H9rHAeWHzhHs9V2T2PVDJ",
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"uuid": "2a1bf2af-d76f-4ca7-90c2-bc6d0c8e1a42"
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[2026-02-07T18:32:10.668Z] [INFO] {
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{
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"content": "/tmp/gh-issue-solver-1770489058052/scripts/objects/enemy.gd"
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[2026-02-07T18:32:10.668Z] [INFO] {
"type": "user",
"message": {
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"content": [
{
"tool_use_id": "toolu_01H9oVsNoCzaQg4dNSpV74GJ",
"type": "tool_result",
"content": " 1→shader_type canvas_item;\n 2→\n 3→// Flashbang player screen effect shader.\n 4→// Creates a dark purple tint with bordeaux/burgundy border (vignette),\n 5→// combined with blur and swimming distortion effects.\n 6→// Similar to CS:GO flashbang but with custom colors and motion blur.\n 7→// The effect simulates the retinal afterimage from staring at bright light,\n 8→// with objects appearing blurred and swimming as if seen through watery eyes.\n 9→\n 10→// Overall effect intensity (0.0 = no effect, 1.0 = full effect).\n 11→// Animated from peak value down to 0.0 during fade-out.\n 12→uniform float intensity : hint_range(0.0, 1.0) = 0.0;\n 13→\n 14→// Blur strength (0.0 = no blur, 1.0 = maximum blur).\n 15→// Controls the radial blur that makes objects look out of focus,\n 16→// like a photo taken with long exposure / motion blur.\n 17→uniform float blur_intensity : hint_range(0.0, 1.0) = 0.0;\n 18→\n 19→// Time value for animating the swimming distortion effect.\n 20→// Updated each frame from the effects manager.\n 21→uniform float time_offset : hint_range(0.0, 100000.0) = 0.0;\n 22→\n 23→// Main flash color applied to the center of screen (dark purple).\n 24→uniform vec3 flash_color : source_color = vec3(0.15, 0.0, 0.25);\n 25→\n 26→// Border/vignette color applied to screen edges (bordeaux/burgundy).\n 27→uniform vec3 border_color : source_color = vec3(0.45, 0.0, 0.12);\n 28→\n 29→// How much of the screen center is covered by the main color vs border.\n 30→// Lower values = more border visible, higher = more center color.\n 31→uniform float center_coverage : hint_range(0.0, 1.0) = 0.5;\n 32→\n 33→// Softness of the transition between center and border colors.\n 34→uniform float edge_softness : hint_range(0.01, 1.0) = 0.35;\n 35→\n 36→// Screen texture sampler for reading the rendered scene.\n 37→// Use filter_nearest and textureLod for gl_compatibility mode support.\n 38→uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;\n 39→\n 40→// Number of blur samples (higher = smoother but more expensive).\n 41→// 8 samples gives a good quality/performance balance for radial blur.\n 42→const int BLUR_SAMPLES = 8;\n 43→\n 44→// Maximum blur radius in UV space. Scaled by blur_intensity.\n 45→const float MAX_BLUR_RADIUS = 0.025;\n 46→\n 47→// Swimming distortion strength. Scaled by blur_intensity.\n 48→const float SWIM_STRENGTH = 0.008;\n 49→\n 50→// Swimming distortion wave frequency.\n 51→const float SWIM_FREQUENCY = 3.0;\n 52→\n 53→// Swimming distortion animation speed.\n 54→const float SWIM_SPEED = 1.5;\n 55→\n 56→void fragment() {\n 57→\t// Calculate swimming distortion (wavy UV offset that makes things look like\n 58→\t// they are floating/swimming, as if seen through tears or watery eyes).\n 59→\tvec2 swim_offset = vec2(0.0);\n 60→\tif (blur_intensity > 0.001) {\n 61→\t\tfloat swim = blur_intensity * SWIM_STRENGTH;\n 62→\t\tswim_offset.x = sin(SCREEN_UV.y * SWIM_FREQUENCY * 6.28 + time_offset * SWIM_SPEED) * swim;\n 63→\t\tswim_offset.y = cos(SCREEN_UV.x * SWIM_FREQUENCY * 6.28 + time_offset * SWIM_SPEED * 0.7) * swim;\n 64→\t}\n 65→\n 66→\tvec2 base_uv = SCREEN_UV + swim_offset;\n 67→\n 68→\t// Radial blur: sample the screen at multiple offsets from the center and average.\n 69→\t// This creates a \"long exposure / motion blur\" effect centered on the screen.\n 70→\tvec4 screen_col = vec4(0.0);\n 71→\tif (blur_intensity > 0.001) {\n 72→\t\tfloat blur_radius = MAX_BLUR_RADIUS * blur_intensity;\n 73→\t\tvec2 center = vec2(0.5, 0.5);\n 74→\t\tvec2 dir = base_uv - center;\n 75→\n 76→\t\tfor (int i = 0; i < BLUR_SAMPLES; i++) {\n 77→\t\t\tfloat t = float(i) / float(BLUR_SAMPLES - 1) - 0.5; // -0.5 to 0.5\n 78→\t\t\tvec2 offset_uv = base_uv + dir * t * blur_radius;\n 79→\t\t\tscreen_col += textureLod(screen_texture, offset_uv, 0.0);\n 80→\t\t}\n 81→\t\tscreen_col /= float(BLUR_SAMPLES);\n 82→\t} else {\n 83→\t\tscreen_col = textureLod(screen_texture, base_uv, 0.0);\n 84→\t}\n 85→\n 86→\t// Calculate distance from center of screen (0 at center, ~1.41 at corners).\n 87→\tvec2 uv = UV * 2.0 - 1.0;\n 88→\tfloat dist = length(uv);\n 89→\n 90→\t// Create vignette gradient: 0 at center, 1 at edges.\n 91→\t// smoothstep creates a smooth transition between center and border regions.\n 92→\tfloat vignette = smoothstep(center_coverage, center_coverage + edge_softness, dist);\n 93→\n 94→\t// Blend between flash color (center) and border color (edges).\n 95→\tvec3 effect_color = mix(flash_color, border_color, vignette);\n 96→\n 97→\t// Calculate opacity: stronger at edges (bordeaux border), still visible at center.\n 98→\t// At full intensity: center has ~70% opacity, edges have ~90% opacity.\n 99→\tfloat base_opacity = 0.7;\n 100→\tfloat edge_boost = 0.2;\n 101→\tfloat opacity = mix(base_opacity, base_opacity + edge_boost, vignette) * intensity;\n 102→\n 103→\t// Mix effect color with the screen: at full intensity the screen is mostly covered.\n 104→\tvec3 final_color = mix(screen_col.rgb, effect_color, opacity);\n 105→\n 106→\tCOLOR = vec4(final_color, screen_col.a);\n 107→}\n 108→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
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"uuid": "35cf4088-aa68-4c13-8472-732e997244b1",
"tool_use_result": {
"type": "text",
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"content": "shader_type canvas_item;\n\n// Flashbang player screen effect shader.\n// Creates a dark purple tint with bordeaux/burgundy border (vignette),\n// combined with blur and swimming distortion effects.\n// Similar to CS:GO flashbang but with custom colors and motion blur.\n// The effect simulates the retinal afterimage from staring at bright light,\n// with objects appearing blurred and swimming as if seen through watery eyes.\n\n// Overall effect intensity (0.0 = no effect, 1.0 = full effect).\n// Animated from peak value down to 0.0 during fade-out.\nuniform float intensity : hint_range(0.0, 1.0) = 0.0;\n\n// Blur strength (0.0 = no blur, 1.0 = maximum blur).\n// Controls the radial blur that makes objects look out of focus,\n// like a photo taken with long exposure / motion blur.\nuniform float blur_intensity : hint_range(0.0, 1.0) = 0.0;\n\n// Time value for animating the swimming distortion effect.\n// Updated each frame from the effects manager.\nuniform float time_offset : hint_range(0.0, 100000.0) = 0.0;\n\n// Main flash color applied to the center of screen (dark purple).\nuniform vec3 flash_color : source_color = vec3(0.15, 0.0, 0.25);\n\n// Border/vignette color applied to screen edges (bordeaux/burgundy).\nuniform vec3 border_color : source_color = vec3(0.45, 0.0, 0.12);\n\n// How much of the screen center is covered by the main color vs border.\n// Lower values = more border visible, higher = more center color.\nuniform float center_coverage : hint_range(0.0, 1.0) = 0.5;\n\n// Softness of the transition between center and border colors.\nuniform float edge_softness : hint_range(0.01, 1.0) = 0.35;\n\n// Screen texture sampler for reading the rendered scene.\n// Use filter_nearest and textureLod for gl_compatibility mode support.\nuniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;\n\n// Number of blur samples (higher = smoother but more expensive).\n// 8 samples gives a good quality/performance balance for radial blur.\nconst int BLUR_SAMPLES = 8;\n\n// Maximum blur radius in UV space. Scaled by blur_intensity.\nconst float MAX_BLUR_RADIUS = 0.025;\n\n// Swimming distortion strength. Scaled by blur_intensity.\nconst float SWIM_STRENGTH = 0.008;\n\n// Swimming distortion wave frequency.\nconst float SWIM_FREQUENCY = 3.0;\n\n// Swimming distortion animation speed.\nconst float SWIM_SPEED = 1.5;\n\nvoid fragment() {\n\t// Calculate swimming distortion (wavy UV offset that makes things look like\n\t// they are floating/swimming, as if seen through tears or watery eyes).\n\tvec2 swim_offset = vec2(0.0);\n\tif (blur_intensity > 0.001) {\n\t\tfloat swim = blur_intensity * SWIM_STRENGTH;\n\t\tswim_offset.x = sin(SCREEN_UV.y * SWIM_FREQUENCY * 6.28 + time_offset * SWIM_SPEED) * swim;\n\t\tswim_offset.y = cos(SCREEN_UV.x * SWIM_FREQUENCY * 6.28 + time_offset * SWIM_SPEED * 0.7) * swim;\n\t}\n\n\tvec2 base_uv = SCREEN_UV + swim_offset;\n\n\t// Radial blur: sample the screen at multiple offsets from the center and average.\n\t// This creates a \"long exposure / motion blur\" effect centered on the screen.\n\tvec4 screen_col = vec4(0.0);\n\tif (blur_intensity > 0.001) {\n\t\tfloat blur_radius = MAX_BLUR_RADIUS * blur_intensity;\n\t\tvec2 center = vec2(0.5, 0.5);\n\t\tvec2 dir = base_uv - center;\n\n\t\tfor (int i = 0; i < BLUR_SAMPLES; i++) {\n\t\t\tfloat t = float(i) / float(BLUR_SAMPLES - 1) - 0.5; // -0.5 to 0.5\n\t\t\tvec2 offset_uv = base_uv + dir * t * blur_radius;\n\t\t\tscreen_col += textureLod(screen_texture, offset_uv, 0.0);\n\t\t}\n\t\tscreen_col /= float(BLUR_SAMPLES);\n\t} else {\n\t\tscreen_col = textureLod(screen_texture, base_uv, 0.0);\n\t}\n\n\t// Calculate distance from center of screen (0 at center, ~1.41 at corners).\n\tvec2 uv = UV * 2.0 - 1.0;\n\tfloat dist = length(uv);\n\n\t// Create vignette gradient: 0 at center, 1 at edges.\n\t// smoothstep creates a smooth transition between center and border regions.\n\tfloat vignette = smoothstep(center_coverage, center_coverage + edge_softness, dist);\n\n\t// Blend between flash color (center) and border color (edges).\n\tvec3 effect_color = mix(flash_color, border_color, vignette);\n\n\t// Calculate opacity: stronger at edges (bordeaux border), still visible at center.\n\t// At full intensity: center has ~70% opacity, edges have ~90% opacity.\n\tfloat base_opacity = 0.7;\n\tfloat edge_boost = 0.2;\n\tfloat opacity = mix(base_opacity, base_opacity + edge_boost, vignette) * intensity;\n\n\t// Mix effect color with the screen: at full intensity the screen is mostly covered.\n\tvec3 final_color = mix(screen_col.rgb, effect_color, opacity);\n\n\tCOLOR = vec4(final_color, screen_col.a);\n}\n",
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"content": " 1→extends Node\n 2→## FlashbangPlayerEffectsManager - Screen overlay effect when the player is hit by a flashbang.\n 3→##\n 4→## This autoload singleton manages the player's screen effect when a flashbang\n 5→## grenade explodes within range and line of sight (Issue #605).\n 6→##\n 7→## Effect details:\n 8→## - Dark purple tint covers the screen center\n 9→## - Bordeaux/burgundy vignette border (like retinal afterimage)\n 10→## - Blur + swimming distortion (objects look out of focus and wavy)\n 11→## - Duration: 1-5 seconds based on distance (closer = longer)\n 12→## - Intensity: scales with distance (closer = stronger)\n 13→## - Walls block the effect (line of sight required, Issue #469)\n 14→## - Effect fades out gradually over time\n 15→\n 16→## Minimum effect duration in seconds (at maximum distance).\n 17→const MIN_DURATION: float = 1.0\n 18→\n 19→## Maximum effect duration in seconds (at point-blank range).\n 20→const MAX_DURATION: float = 5.0\n 21→\n 22→## Duration of the fade-out phase as a ratio of total duration.\n 23→## The last 60% of the effect duration is the fade-out.\n 24→const FADE_OUT_RATIO: float = 0.6\n 25→\n 26→## The CanvasLayer for screen effects.\n 27→var _effects_layer: CanvasLayer = null\n 28→\n 29→## The ColorRect with the flashbang player shader.\n 30→var _effect_rect: ColorRect = null\n 31→\n 32→## Whether the flashbang screen effect is currently active.\n 33→var _is_effect_active: bool = false\n 34→\n 35→## The time when the effect started (in real time seconds).\n 36→var _effect_start_time: float = 0.0\n 37→\n 38→## Total duration of the current effect in seconds.\n 39→var _effect_duration: float = 0.0\n 40→\n 41→## Peak intensity of the current effect (0.0-1.0).\n 42→var _peak_intensity: float = 0.0\n 43→\n 44→## Tracks the previous scene root to detect scene changes.\n 45→var _previous_scene_root: Node = null\n 46→\n 47→\n 48→func _ready() -> void:\n 49→\t# Connect to scene tree changes to reset effects on scene reload\n 50→\tget_tree().tree_changed.connect(_on_tree_changed)\n 51→\n 52→\t# Create effects layer (higher than LastChanceEffectsManager at 102)\n 53→\t_effects_layer = CanvasLayer.new()\n 54→\t_effects_layer.name = \"FlashbangPlayerEffectsLayer\"\n 55→\t_effects_layer.layer = 103\n 56→\tadd_child(_effects_layer)\n 57→\n 58→\t# Create effect overlay\n 59→\t_effect_rect = ColorRect.new()\n 60→\t_effect_rect.name = \"FlashbangPlayerOverlay\"\n 61→\t_effect_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n 62→\t_effect_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 63→\n 64→\t# Load and apply the flashbang player shader\n 65→\tvar shader := load(\"res://scripts/shaders/flashbang_player.gdshader\") as Shader\n 66→\tif shader:\n 67→\t\tvar material := ShaderMaterial.new()\n 68→\t\tmaterial.shader = shader\n 69→\t\tmaterial.set_shader_parameter(\"intensity\", 0.0)\n 70→\t\t_effect_rect.material = material\n 71→\t\t_log(\"Flashbang player shader loaded successfully\")\n 72→\telse:\n 73→\t\tpush_warning(\"FlashbangPlayerEffectsManager: Could not load flashbang player shader\")\n 74→\t\t_log(\"WARNING: Could not load flashbang player shader!\")\n 75→\n 76→\t_effect_rect.visible = false\n 77→\t_effects_layer.add_child(_effect_rect)\n 78→\n 79→\t# Perform shader warmup to prevent first-use lag (Issue #343)\n 80→\t_warmup_shader()\n 81→\n 82→\t_log(\"FlashbangPlayerEffectsManager ready\")\n 83→\t_log(\" Duration range: %.1f-%.1f seconds\" % [MIN_DURATION, MAX_DURATION])\n 84→\n 85→\n 86→func _process(_delta: float) -> void:\n 87→\tif not _is_effect_active:\n 88→\t\treturn\n 89→\n 90→\tvar current_time := Time.get_ticks_msec() / 1000.0\n 91→\tvar elapsed := current_time - _effect_start_time\n 92→\n 93→\t# Check if effect has expired\n 94→\tif elapsed >= _effect_duration:\n 95→\t\t_end_effect()\n 96→\t\treturn\n 97→\n 98→\t# Calculate current intensity based on elapsed time\n 99→\tvar progress := elapsed / _effect_duration\n 100→\n 101→\t# Full intensity for the first portion, then fade out\n 102→\tvar fade_start := 1.0 - FADE_OUT_RATIO\n 103→\tvar current_intensity: float\n 104→\tif progress < fade_start:\n 105→\t\t# Full intensity phase\n 106→\t\tcurrent_intensity = _peak_intensity\n 107→\telse:\n 108→\t\t# Fade-out phase: ease-out curve for smooth transition\n 109→\t\tvar fade_progress := (progress - fade_start) / FADE_OUT_RATIO\n 110→\t\t# Use ease-out quadratic for natural-looking fade\n 111→\t\tcurrent_intensity = _peak_intensity * (1.0 - fade_progress * fade_progress)\n 112→\n 113→\t# Update shader parameters\n 114→\tvar material := _effect_rect.material as ShaderMaterial\n 115→\tif material:\n 116→\t\tmaterial.set_shader_parameter(\"intensity\", current_intensity)\n 117→\t\t# Blur follows the same fade curve as the color overlay\n 118→\t\tmaterial.set_shader_parameter(\"blur_intensity\", current_intensity)\n 119→\t\t# Advance time for swimming distortion animation\n 120→\t\tmaterial.set_shader_parameter(\"time_offset\", current_time)\n 121→\n 122→\n 123→## Applies the flashbang screen effect to the player.\n 124→## Called when a flashbang grenade explodes and the player is in the blast zone.\n 125→## @param grenade_position: World position of the flashbang explosion.\n 126→## @param player_position: World position of the player.\n 127→## @param effect_radius: The flashbang's effect radius.\n 128→func apply_flashbang_effect(grenade_position: Vector2, player_position: Vector2, effect_radius: float) -> void:\n 129→\t# Calculate distance between grenade and player\n 130→\tvar distance := grenade_position.distance_to(player_position)\n 131→\n 132→\t# Calculate distance factor (1.0 at center, 0.0 at edge of radius)\n 133→\tvar distance_factor := 1.0 - clampf(distance / effect_radius, 0.0, 1.0)\n 134→\n 135→\t# Skip if distance factor is effectively zero (player at very edge of radius)\n 136→\tif distance_factor < 0.01:\n 137→\t\t_log(\"Player at edge of radius (factor=%.3f), skipping effect\" % distance_factor)\n 138→\t\treturn\n 139→\n 140→\t# Calculate duration: 1-5 seconds based on distance\n 141→\tvar duration := MIN_DURATION + (MAX_DURATION - MIN_DURATION) * distance_factor\n 142→\n 143→\t# Calculate peak intensity based on distance (closer = more intense)\n 144→\tvar peak_intensity := clampf(distance_factor, 0.0, 1.0)\n 145→\n 146→\t_log(\"Applying flashbang to player: distance=%.0f, factor=%.2f, duration=%.1fs, intensity=%.2f\" % [\n 147→\t\tdistance, distance_factor, duration, peak_intensity\n 148→\t])\n 149→\n 150→\t# If effect is already active, take the stronger one\n 151→\tif _is_effect_active:\n 152→\t\tif peak_intensity > _peak_intensity:\n 153→\t\t\t_log(\"Stronger flashbang overrides current effect\")\n 154→\t\telse:\n 155→\t\t\t_log(\"Current effect is stronger, ignoring new flashbang\")\n 156→\t\t\treturn\n 157→\n 158→\t_start_effect(duration, peak_intensity)\n 159→\n 160→\n 161→## Starts the screen effect with the given duration and intensity.\n 162→func _start_effect(duration: float, peak_intensity: float) -> void:\n 163→\t_is_effect_active = true\n 164→\t_effect_duration = duration\n 165→\t_peak_intensity = peak_intensity\n 166→\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n 167→\n 168→\t# Show the overlay and set initial intensity\n 169→\t_effect_rect.visible = true\n 170→\tvar material := _effect_rect.material as ShaderMaterial\n 171→\tif material:\n 172→\t\tmaterial.set_shader_parameter(\"intensity\", peak_intensity)\n 173→\t\tmaterial.set_shader_parameter(\"blur_intensity\", peak_intensity)\n 174→\t\tmaterial.set_shader_parameter(\"time_offset\", Time.get_ticks_msec() / 1000.0)\n 175→\n 176→\t_log(\"Flashbang player effect started: duration=%.1fs, intensity=%.2f\" % [duration, peak_intensity])\n 177→\n 178→\n 179→## Ends the screen effect and hides the overlay.\n 180→func _end_effect() -> void:\n 181→\t_is_effect_active = false\n 182→\t_effect_rect.visible = false\n 183→\n 184→\tvar material := _effect_rect.material as ShaderMaterial\n 185→\tif material:\n 186→\t\tmaterial.set_shader_parameter(\"intensity\", 0.0)\n 187→\t\tmaterial.set_shader_parameter(\"blur_intensity\", 0.0)\n 188→\n 189→\t_log(\"Flashbang player effect ended\")\n 190→\n 191→\n 192→## Returns whether the flashbang screen effect is currently active.\n 193→func is_effect_active() -> bool:\n 194→\treturn _is_effect_active\n 195→\n 196→\n 197→## Returns the remaining duration of the current effect in seconds.\n 198→func get_remaining_duration() -> float:\n 199→\tif not _is_effect_active:\n 200→\t\treturn 0.0\n 201→\n 202→\tvar current_time := Time.get_ticks_msec() / 1000.0\n 203→\tvar elapsed := current_time - _effect_start_time\n 204→\treturn maxf(_effect_duration - elapsed, 0.0)\n 205→\n 206→\n 207→## Returns the current peak intensity of the effect.\n 208→func get_peak_intensity() -> float:\n 209→\treturn _peak_intensity if _is_effect_active else 0.0\n 210→\n 211→\n 212→## Resets all effects (useful when restarting the scene).\n 213→func reset_effects() -> void:\n 214→\t_log(\"Resetting flashbang player effects (scene change)\")\n 215→\n 216→\t_is_effect_active = false\n 217→\t_effect_duration = 0.0\n 218→\t_peak_intensity = 0.0\n 219→\t_effect_start_time = 0.0\n 220→\n 221→\tif _effect_rect:\n 222→\t\t_effect_rect.visible = false\n 223→\t\tvar material := _effect_rect.material as ShaderMaterial\n 224→\t\tif material:\n 225→\t\t\tmaterial.set_shader_parameter(\"intensity\", 0.0)\n 226→\t\t\tmaterial.set_shader_parameter(\"blur_intensity\", 0.0)\n 227→\n 228→\n 229→## Called when the scene tree structure changes.\n 230→## Used to reset effects when a new scene is loaded.\n 231→func _on_tree_changed() -> void:\n 232→\tvar current_scene := get_tree().current_scene\n 233→\tif current_scene != null and current_scene != _previous_scene_root:\n 234→\t\t_previous_scene_root = current_scene\n 235→\t\treset_effects()\n 236→\n 237→\n 238→## Performs warmup to pre-compile the shader.\n 239→## This prevents a shader compilation stutter on first use (Issue #343).\n 240→func _warmup_shader() -> void:\n 241→\tif _effect_rect == null or _effect_rect.material == null:\n 242→\t\treturn\n 243→\n 244→\t_log(\"Starting shader warmup (Issue #343 fix)...\")\n 245→\tvar start_time := Time.get_ticks_msec()\n 246→\n 247→\t# Briefly enable the effect rect with zero visual effect\n 248→\tvar material := _effect_rect.material as ShaderMaterial\n 249→\tif material:\n 250→\t\tmaterial.set_shader_parameter(\"intensity\", 0.0)\n 251→\n 252→\t_effect_rect.visible = true\n 253→\n 254→\t# Wait one frame to ensure GPU processes and compiles the shader\n 255→\tawait get_tree().process_frame\n 256→\n 257→\t# Hide the overlay again\n 258→\t_effect_rect.visible = false\n 259→\n 260→\tvar elapsed := Time.get_ticks_msec() - start_time\n 261→\t_log(\"Shader warmup complete in %d ms\" % elapsed)\n 262→\n 263→\n 264→## Log a message with the FlashbangPlayer prefix.\n 265→func _log(message: String) -> void:\n 266→\tvar logger: Node = get_node_or_null(\"/root/FileLogger\")\n 267→\tif logger and logger.has_method(\"log_info\"):\n 268→\t\tlogger.log_info(\"[FlashbangPlayer] \" + message)\n 269→\telse:\n 270→\t\tprint(\"[FlashbangPlayer] \" + message)\n 271→\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## FlashbangPlayerEffectsManager - Screen overlay effect when the player is hit by a flashbang.\n##\n## This autoload singleton manages the player's screen effect when a flashbang\n## grenade explodes within range and line of sight (Issue #605).\n##\n## Effect details:\n## - Dark purple tint covers the screen center\n## - Bordeaux/burgundy vignette border (like retinal afterimage)\n## - Blur + swimming distortion (objects look out of focus and wavy)\n## - Duration: 1-5 seconds based on distance (closer = longer)\n## - Intensity: scales with distance (closer = stronger)\n## - Walls block the effect (line of sight required, Issue #469)\n## - Effect fades out gradually over time\n\n## Minimum effect duration in seconds (at maximum distance).\nconst MIN_DURATION: float = 1.0\n\n## Maximum effect duration in seconds (at point-blank range).\nconst MAX_DURATION: float = 5.0\n\n## Duration of the fade-out phase as a ratio of total duration.\n## The last 60% of the effect duration is the fade-out.\nconst FADE_OUT_RATIO: float = 0.6\n\n## The CanvasLayer for screen effects.\nvar _effects_layer: CanvasLayer = null\n\n## The ColorRect with the flashbang player shader.\nvar _effect_rect: ColorRect = null\n\n## Whether the flashbang screen effect is currently active.\nvar _is_effect_active: bool = false\n\n## The time when the effect started (in real time seconds).\nvar _effect_start_time: float = 0.0\n\n## Total duration of the current effect in seconds.\nvar _effect_duration: float = 0.0\n\n## Peak intensity of the current effect (0.0-1.0).\nvar _peak_intensity: float = 0.0\n\n## Tracks the previous scene root to detect scene changes.\nvar _previous_scene_root: Node = null\n\n\nfunc _ready() -> void:\n\t# Connect to scene tree changes to reset effects on scene reload\n\tget_tree().tree_changed.connect(_on_tree_changed)\n\n\t# Create effects layer (higher than LastChanceEffectsManager at 102)\n\t_effects_layer = CanvasLayer.new()\n\t_effects_layer.name = \"FlashbangPlayerEffectsLayer\"\n\t_effects_layer.layer = 103\n\tadd_child(_effects_layer)\n\n\t# Create effect overlay\n\t_effect_rect = ColorRect.new()\n\t_effect_rect.name = \"FlashbangPlayerOverlay\"\n\t_effect_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_effect_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\t# Load and apply the flashbang player shader\n\tvar shader := load(\"res://scripts/shaders/flashbang_player.gdshader\") as Shader\n\tif shader:\n\t\tvar material := ShaderMaterial.new()\n\t\tmaterial.shader = shader\n\t\tmaterial.set_shader_parameter(\"intensity\", 0.0)\n\t\t_effect_rect.material = material\n\t\t_log(\"Flashbang player shader loaded successfully\")\n\telse:\n\t\tpush_warning(\"FlashbangPlayerEffectsManager: Could not load flashbang player shader\")\n\t\t_log(\"WARNING: Could not load flashbang player shader!\")\n\n\t_effect_rect.visible = false\n\t_effects_layer.add_child(_effect_rect)\n\n\t# Perform shader warmup to prevent first-use lag (Issue #343)\n\t_warmup_shader()\n\n\t_log(\"FlashbangPlayerEffectsManager ready\")\n\t_log(\" Duration range: %.1f-%.1f seconds\" % [MIN_DURATION, MAX_DURATION])\n\n\nfunc _process(_delta: float) -> void:\n\tif not _is_effect_active:\n\t\treturn\n\n\tvar current_time := Time.get_ticks_msec() / 1000.0\n\tvar elapsed := current_time - _effect_start_time\n\n\t# Check if effect has expired\n\tif elapsed >= _effect_duration:\n\t\t_end_effect()\n\t\treturn\n\n\t# Calculate current intensity based on elapsed time\n\tvar progress := elapsed / _effect_duration\n\n\t# Full intensity for the first portion, then fade out\n\tvar fade_start := 1.0 - FADE_OUT_RATIO\n\tvar current_intensity: float\n\tif progress < fade_start:\n\t\t# Full intensity phase\n\t\tcurrent_intensity = _peak_intensity\n\telse:\n\t\t# Fade-out phase: ease-out curve for smooth transition\n\t\tvar fade_progress := (progress - fade_start) / FADE_OUT_RATIO\n\t\t# Use ease-out quadratic for natural-looking fade\n\t\tcurrent_intensity = _peak_intensity * (1.0 - fade_progress * fade_progress)\n\n\t# Update shader parameters\n\tvar material := _effect_rect.material as ShaderMaterial\n\tif material:\n\t\tmaterial.set_shader_parameter(\"intensity\", current_intensity)\n\t\t# Blur follows the same fade curve as the color overlay\n\t\tmaterial.set_shader_parameter(\"blur_intensity\", current_intensity)\n\t\t# Advance time for swimming distortion animation\n\t\tmaterial.set_shader_parameter(\"time_offset\", current_time)\n\n\n## Applies the flashbang screen effect to the player.\n## Called when a flashbang grenade explodes and the player is in the blast zone.\n## @param grenade_position: World position of the flashbang explosion.\n## @param player_position: World position of the player.\n## @param effect_radius: The flashbang's effect radius.\nfunc apply_flashbang_effect(grenade_position: Vector2, player_position: Vector2, effect_radius: float) -> void:\n\t# Calculate distance between grenade and player\n\tvar distance := grenade_position.distance_to(player_position)\n\n\t# Calculate distance factor (1.0 at center, 0.0 at edge of radius)\n\tvar distance_factor := 1.0 - clampf(distance / effect_radius, 0.0, 1.0)\n\n\t# Skip if distance factor is effectively zero (player at very edge of radius)\n\tif distance_factor < 0.01:\n\t\t_log(\"Player at edge of radius (factor=%.3f), skipping effect\" % distance_factor)\n\t\treturn\n\n\t# Calculate duration: 1-5 seconds based on distance\n\tvar duration := MIN_DURATION + (MAX_DURATION - MIN_DURATION) * distance_factor\n\n\t# Calculate peak intensity based on distance (closer = more intense)\n\tvar peak_intensity := clampf(distance_factor, 0.0, 1.0)\n\n\t_log(\"Applying flashbang to player: distance=%.0f, factor=%.2f, duration=%.1fs, intensity=%.2f\" % [\n\t\tdistance, distance_factor, duration, peak_intensity\n\t])\n\n\t# If effect is already active, take the stronger one\n\tif _is_effect_active:\n\t\tif peak_intensity > _peak_intensity:\n\t\t\t_log(\"Stronger flashbang overrides current effect\")\n\t\telse:\n\t\t\t_log(\"Current effect is stronger, ignoring new flashbang\")\n\t\t\treturn\n\n\t_start_effect(duration, peak_intensity)\n\n\n## Starts the screen effect with the given duration and intensity.\nfunc _start_effect(duration: float, peak_intensity: float) -> void:\n\t_is_effect_active = true\n\t_effect_duration = duration\n\t_peak_intensity = peak_intensity\n\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n\n\t# Show the overlay and set initial intensity\n\t_effect_rect.visible = true\n\tvar material := _effect_rect.material as ShaderMaterial\n\tif material:\n\t\tmaterial.set_shader_parameter(\"intensity\", peak_intensity)\n\t\tmaterial.set_shader_parameter(\"blur_intensity\", peak_intensity)\n\t\tmaterial.set_shader_parameter(\"time_offset\", Time.get_ticks_msec() / 1000.0)\n\n\t_log(\"Flashbang player effect started: duration=%.1fs, intensity=%.2f\" % [duration, peak_intensity])\n\n\n## Ends the screen effect and hides the overlay.\nfunc _end_effect() -> void:\n\t_is_effect_active = false\n\t_effect_rect.visible = false\n\n\tvar material := _effect_rect.material as ShaderMaterial\n\tif material:\n\t\tmaterial.set_shader_parameter(\"intensity\", 0.0)\n\t\tmaterial.set_shader_parameter(\"blur_intensity\", 0.0)\n\n\t_log(\"Flashbang player effect ended\")\n\n\n## Returns whether the flashbang screen effect is currently active.\nfunc is_effect_active() -> bool:\n\treturn _is_effect_active\n\n\n## Returns the remaining duration of the current effect in seconds.\nfunc get_remaining_duration() -> float:\n\tif not _is_effect_active:\n\t\treturn 0.0\n\n\tvar current_time := Time.get_ticks_msec() / 1000.0\n\tvar elapsed := current_time - _effect_start_time\n\treturn maxf(_effect_duration - elapsed, 0.0)\n\n\n## Returns the current peak intensity of the effect.\nfunc get_peak_intensity() -> float:\n\treturn _peak_intensity if _is_effect_active else 0.0\n\n\n## Resets all effects (useful when restarting the scene).\nfunc reset_effects() -> void:\n\t_log(\"Resetting flashbang player effects (scene change)\")\n\n\t_is_effect_active = false\n\t_effect_duration = 0.0\n\t_peak_intensity = 0.0\n\t_effect_start_time = 0.0\n\n\tif _effect_rect:\n\t\t_effect_rect.visible = false\n\t\tvar material := _effect_rect.material as ShaderMaterial\n\t\tif material:\n\t\t\tmaterial.set_shader_parameter(\"intensity\", 0.0)\n\t\t\tmaterial.set_shader_parameter(\"blur_intensity\", 0.0)\n\n\n## Called when the scene tree structure changes.\n## Used to reset effects when a new scene is loaded.\nfunc _on_tree_changed() -> void:\n\tvar current_scene := get_tree().current_scene\n\tif current_scene != null and current_scene != _previous_scene_root:\n\t\t_previous_scene_root = current_scene\n\t\treset_effects()\n\n\n## Performs warmup to pre-compile the shader.\n## This prevents a shader compilation stutter on first use (Issue #343).\nfunc _warmup_shader() -> void:\n\tif _effect_rect == null or _effect_rect.material == null:\n\t\treturn\n\n\t_log(\"Starting shader warmup (Issue #343 fix)...\")\n\tvar start_time := Time.get_ticks_msec()\n\n\t# Briefly enable the effect rect with zero visual effect\n\tvar material := _effect_rect.material as ShaderMaterial\n\tif material:\n\t\tmaterial.set_shader_parameter(\"intensity\", 0.0)\n\n\t_effect_rect.visible = true\n\n\t# Wait one frame to ensure GPU processes and compiles the shader\n\tawait get_tree().process_frame\n\n\t# Hide the overlay again\n\t_effect_rect.visible = false\n\n\tvar elapsed := Time.get_ticks_msec() - start_time\n\t_log(\"Shader warmup complete in %d ms\" % elapsed)\n\n\n## Log a message with the FlashbangPlayer prefix.\nfunc _log(message: String) -> void:\n\tvar logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif logger and logger.has_method(\"log_info\"):\n\t\tlogger.log_info(\"[FlashbangPlayer] \" + message)\n\telse:\n\t\tprint(\"[FlashbangPlayer] \" + message)\n",
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"content": "total 184\ndrwxrwxr-x 2 hive hive 4096 Feb 7 19:31 .\ndrwxrwxr-x 14 hive hive 4096 Feb 7 19:31 ..\n-rw-rw-r-- 1 hive hive 3061 Feb 7 19:31 ammo_component.gd\n-rw-rw-r-- 1 hive hive 18048 Feb 7 19:31 bloody_feet_component.gd\n-rw-rw-r-- 1 hive hive 6552 Feb 7 19:31 cover_component.gd\n-rw-rw-r-- 1 hive hive 20534 Feb 7 19:31 death_animation_component.gd\n-rw-rw-r-- 1 hive hive 12986 Feb 7 19:31 enemy_grenade_component.gd\n-rw-rw-r-- 1 hive hive 6977 Feb 7 19:31 exit_zone.gd\n-rw-rw-r-- 1 hive hive 13173 Feb 7 19:31 flashlight_detection_component.gd\n-rw-rw-r-- 1 hive hive 19350 Feb 7 19:31 grenade_avoidance_component.gd\n-rw-rw-r-- 1 hive hive 4825 Feb 7 19:31 health_component.gd\n-rw-rw-r-- 1 hive hive 14078 Feb 7 19:31 machete_component.gd\n-rw-rw-r-- 1 hive hive 10196 Feb 7 19:31 realistic_visibility_component.gd\n-rw-rw-r-- 1 hive hive 6167 Feb 7 19:31 threat_sphere.gd\n-rw-rw-r-- 1 hive hive 5946 Feb 7 19:31 vision_component.gd\n-rw-rw-r-- 1 hive hive 4426 Feb 7 19:31 weapon_config_component.gd",
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[2026-02-07T18:32:14.385Z] [INFO] {
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[2026-02-07T18:32:14.570Z] [INFO] {
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"content": " 4906→\t_calculate_suspected_directions(ally_position, hit_direction)\n 4907→\t_witnessed_ally_death = true; _goap_world_state[\"witnessed_ally_death\"] = true\n 4908→\tif hit_direction != Vector2.ZERO and _memory:\n 4909→\t\tvar susp_dir := -hit_direction.normalized()\n 4910→\t\t_memory.update_position(ally_position + susp_dir * 200.0, ALLY_DEATH_CONFIDENCE)\n 4911→\t_log_to_file(\"[AllyDeath] Witnessed at %s, entering SEARCHING\" % ally_position)\n 4912→\t_transition_to_searching(ally_position)\n 4913→\n 4914→## Calculate suspected directions from bullet hit direction (Issue #409).\n 4915→func _calculate_suspected_directions(death_position: Vector2, hit_direction: Vector2) -> void:\n 4916→\t_suspected_directions.clear()\n 4917→\tif hit_direction == Vector2.ZERO:\n 4918→\t\t_suspected_directions.append((global_position - death_position).normalized()); return\n 4919→\tvar primary := -hit_direction.normalized()\n 4920→\t_suspected_directions.append(primary)\n 4921→\t_suspected_directions.append(Vector2(-primary.y, primary.x)) # perp left\n 4922→\t_suspected_directions.append(Vector2(primary.y, -primary.x)) # perp right\n 4923→\n 4924→func _can_see_position(pos: Vector2) -> bool:\n 4925→\tif _raycast == null: return false\n 4926→\tvar orig := _raycast.target_position\n 4927→\t_raycast.target_position = pos - global_position\n 4928→\t_raycast.force_raycast_update()\n 4929→\tvar result := not _raycast.is_colliding()\n 4930→\t_raycast.target_position = orig\n 4931→\treturn result\n 4932→\n 4933→func _update_grenade_world_state() -> void:\n 4934→\tif _grenade_component == null:\n 4935→\t\t_goap_world_state[\"has_grenades\"] = false; _goap_world_state[\"grenades_remaining\"] = 0\n 4936→\t\t_goap_world_state[\"ready_to_throw_grenade\"] = false; return\n 4937→\t_goap_world_state[\"has_grenades\"] = _grenade_component.grenades_remaining > 0\n 4938→\t_goap_world_state[\"grenades_remaining\"] = _grenade_component.grenades_remaining\n 4939→\t_goap_world_state[\"ready_to_throw_grenade\"] = _grenade_component.is_ready(_can_see_player, _under_fire, _current_health)\n 4940→\n 4941→## Attempt to throw a grenade. Returns true if throw was initiated.\n 4942→func try_throw_grenade() -> bool:\n 4943→\tif _grenade_component == null: return false\n 4944→\tvar mem_pos := _memory.suspected_position if _memory and _memory.has_target() else _last_known_player_position\n 4945→\tvar tgt := _grenade_component.get_target(_can_see_player, _under_fire, _current_health, _player, _last_known_player_position, mem_pos)\n 4946→\tif tgt == Vector2.ZERO: return false\n 4947→\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n 4948→\tif result: grenade_thrown.emit(null, tgt)\n 4949→\treturn result\n 4950→\n 4951→# Grenade Avoidance (Issue #407) - uses GrenadeAvoidanceComponent\n 4952→\n 4953→func _setup_grenade_avoidance() -> void:\n 4954→\t_grenade_avoidance = GrenadeAvoidanceComponent.new()\n 4955→\t_grenade_avoidance.name = \"GrenadeAvoidance\"\n 4956→\tadd_child(_grenade_avoidance)\n 4957→\t# Issue #426: Pass raycast for LOS check (enemies only react to visible grenades)\n 4958→\tif _raycast: _grenade_avoidance.set_raycast(_raycast)\n 4959→\t# Issue #426: Pass FOV params (enemies only react to grenades in vision cone)\n 4960→\tif _enemy_model: _grenade_avoidance.set_fov_parameters(_enemy_model, fov_angle, fov_enabled)\n 4961→\n 4962→func _update_grenade_danger_detection() -> void:\n 4963→\tif _grenade_avoidance: _grenade_avoidance.update()\n 4964→\n 4965→func _calculate_grenade_evasion_target() -> void:\n 4966→\tif _grenade_avoidance: _grenade_avoidance.calculate_evasion_target(_nav_agent)\n 4967→\n 4968→## Get the number of grenades remaining.\n 4969→func get_grenades_remaining() -> int:\n 4970→\tif _grenade_component:\n 4971→\t\treturn _grenade_component.grenades_remaining\n 4972→\treturn 0\n 4973→\n 4974→func add_grenades(count: int) -> void:\n 4975→\tif _grenade_component: _grenade_component.add_grenades(count)\n 4976→\n 4977→## Setup machete melee component (Issue #579).\n 4978→func _setup_machete_component() -> void:\n 4979→\tif not _is_melee_weapon: return\n 4980→\t_machete = MacheteComponent.new(); _machete.name = \"MacheteComponent\"; _machete.debug_logging = debug_logging\n 4981→\t_machete.configure_from_weapon_config(WeaponConfigComponent.get_config(weapon_type)); add_child(_machete)\n 4982→\t_current_ammo = 0; _reserve_ammo = 0; _is_reloading = false\n 4983→\tfull_health_color = Color(0.7, 0.15, 0.15, 1.0); _update_health_visual()\n 4984→\n 4985→## Apply machete attack animation to weapon mount and arms (Issue #595).\n 4986→func _apply_machete_attack_animation() -> void:\n 4987→\tif not _is_melee_weapon or _machete == null: return\n 4988→\tif _weapon_mount: _weapon_mount.rotation = _machete.get_weapon_rotation() if _machete.is_attacking() else 0.0\n 4989→\tif _machete.is_attacking() and _right_arm_sprite: _right_arm_sprite.position.x += _machete.get_arm_offset()\n 4990→\n 4991→## Connect CasingPusher Area2D signals (Issue #438, same pattern as player Issue #392).\n 4992→func _connect_casing_pusher_signals() -> void:\n 4993→\tif _casing_pusher == null: return\n 4994→\tif not _casing_pusher.body_entered.is_connected(_on_casing_pusher_body_entered):\n 4995→\t\t_casing_pusher.body_entered.connect(_on_casing_pusher_body_entered)\n 4996→\tif not _casing_pusher.body_exited.is_connected(_on_casing_pusher_body_exited):\n 4997→\t\t_casing_pusher.body_exited.connect(_on_casing_pusher_body_exited)\n 4998→\n 4999→func _on_casing_pusher_body_entered(body: Node2D) -> void:\n 5000→\tif body is RigidBody2D and body.has_method(\"receive_kick\") and body not in _overlapping_casings:\n 5001→\t\t_overlapping_casings.append(body)\n 5002→\n 5003→func _on_casing_pusher_body_exited(body: Node2D) -> void:\n 5004→\tif body is RigidBody2D:\n 5005→\t\tvar idx := _overlapping_casings.find(body)\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": " 4800→\t\tvelocity = Vector2.ZERO\n 4801→\t\treturn false\n 4802→\n 4803→\t# Apply additional wall avoidance on top of navigation path for tight corners\n 4804→\tdirection = _apply_wall_avoidance(direction)\n 4805→\n 4806→\tvelocity = direction * speed\n 4807→\trotation = direction.angle()\n 4808→\treturn true\n 4809→\n 4810→## Check if the navigation agent has a valid path to the target.\n 4811→func _has_nav_path_to(target_pos: Vector2) -> bool:\n 4812→\tif _nav_agent == null:\n 4813→\t\treturn false\n 4814→\n 4815→\t_nav_agent.target_position = target_pos\n 4816→\treturn not _nav_agent.is_navigation_finished()\n 4817→\n 4818→## Get distance to target along the navigation path (more accurate than straight-line).\n 4819→func _get_nav_path_distance(target_pos: Vector2) -> float:\n 4820→\tif _nav_agent == null:\n 4821→\t\treturn global_position.distance_to(target_pos)\n 4822→\n 4823→\t_nav_agent.target_position = target_pos\n 4824→\treturn _nav_agent.distance_to_target()\n 4825→\n 4826→# Status Effects (Blindness, Stun)\n 4827→\n 4828→func set_blinded(blinded: bool) -> void:\n 4829→\tvar was := _is_blinded\n 4830→\t_is_blinded = blinded\n 4831→\tif blinded and not was:\n 4832→\t\t_log_to_file(\"Status: BLINDED applied\")\n 4833→\t\t_can_see_player = false; _continuous_visibility_timer = 0.0\n 4834→\telif not blinded and was:\n 4835→\t\t_log_to_file(\"Status: BLINDED removed\")\n 4836→\n 4837→func set_stunned(stunned: bool) -> void:\n 4838→\tvar was := _is_stunned\n 4839→\t_is_stunned = stunned\n 4840→\tif stunned and not was:\n 4841→\t\t_log_to_file(\"Status: STUNNED applied\")\n 4842→\t\tvelocity = Vector2.ZERO\n 4843→\telif not stunned and was:\n 4844→\t\t_log_to_file(\"Status: STUNNED removed\")\n 4845→\n 4846→func is_blinded() -> bool: return _is_blinded\n 4847→func is_stunned() -> bool: return _is_stunned\n 4848→\n 4849→\n 4850→## Apply flashbang effect (Issue #432). Called by C# GrenadeTimer.\n 4851→func apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n 4852→\t_log_to_file(\"Flashbang: blind=%.1fs, stun=%.1fs\" % [blindness_duration, stun_duration])\n 4853→\tif blindness_duration > 0.0: _blindness_timer = maxf(_blindness_timer, blindness_duration); set_blinded(true)\n 4854→\tif stun_duration > 0.0: _stun_timer = maxf(_stun_timer, stun_duration); set_stunned(true)\n 4855→\n 4856→## Update flashbang timers (Issue #432). Called from _physics_process.\n 4857→func _update_flashbang_timers(delta: float) -> void:\n 4858→\tif _blindness_timer > 0.0:\n 4859→\t\t_blindness_timer -= delta\n 4860→\t\tif _blindness_timer <= 0.0: _blindness_timer = 0.0; set_blinded(false)\n 4861→\tif _stun_timer > 0.0:\n 4862→\t\t_stun_timer -= delta\n 4863→\t\tif _stun_timer <= 0.0: _stun_timer = 0.0; set_stunned(false)\n 4864→\n 4865→\n 4866→# Grenade System (Issue #363) - Component-based (extracted for Issue #377)\n 4867→\n 4868→## Setup the grenade component. Called from _ready().\n 4869→func _setup_grenade_component() -> void:\n 4870→\tif not enable_grenade_throwing:\n 4871→\t\treturn\n 4872→\n 4873→\t_grenade_component = EnemyGrenadeComponent.new()\n 4874→\t_grenade_component.name = \"GrenadeComponent\"\n 4875→\t_grenade_component.grenade_count = grenade_count\n 4876→\t_grenade_component.grenade_scene = grenade_scene\n 4877→\t_grenade_component.enabled = enable_grenade_throwing\n 4878→\t_grenade_component.throw_cooldown = grenade_throw_cooldown\n 4879→\t_grenade_component.max_throw_distance = grenade_max_throw_distance\n 4880→\t_grenade_component.min_throw_distance = grenade_min_throw_distance\n 4881→\t_grenade_component.safety_margin = grenade_safety_margin\n 4882→\t_grenade_component.inaccuracy = grenade_inaccuracy\n 4883→\t_grenade_component.throw_delay = grenade_throw_delay\n 4884→\t_grenade_component.debug_logging = grenade_debug_logging\n 4885→\tadd_child(_grenade_component)\n 4886→\t_grenade_component.initialize()\n 4887→\n 4888→func _update_grenade_triggers(delta: float) -> void:\n 4889→\tif _grenade_component == null: return\n 4890→\t_grenade_component.update(delta, _can_see_player, _under_fire, _player, _current_health, _memory)\n 4891→\t_update_grenade_world_state()\n 4892→\n 4893→func _on_gunshot_heard_for_grenade(position: Vector2) -> void:\n 4894→\tif _grenade_component: _grenade_component.on_gunshot(position)\n 4895→\n 4896→func _on_vulnerable_sound_heard_for_grenade(position: Vector2) -> void:\n 4897→\tif _grenade_component: _grenade_component.on_vulnerable_sound(position, _can_see_player)\n 4898→\n 4899→## Called when ally dies. Handles grenade awareness (#407) and death observation (#409).\n 4900→func on_ally_died(ally_position: Vector2, killer_is_player: bool, hit_direction: Vector2 = Vector2.ZERO) -> void:\n 4901→\tif _grenade_component: _grenade_component.on_ally_died(ally_position, killer_is_player, _is_position_in_fov(ally_position) and _can_see_position(ally_position))\n 4902→\tif not _is_alive: return\n 4903→\tif _current_state in [AIState.COMBAT, AIState.SUPPRESSED, AIState.RETREATING]: return\n 4904→\tvar distance := global_position.distance_to(ally_position)\n 4905→\tif distance > ALLY_DEATH_OBSERVE_RANGE or not _is_position_in_fov(ally_position) or not _can_see_position(ally_position): return\n 4906→\t_calculate_suspected_directions(ally_position, hit_direction)\n 4907→\t_witnessed_ally_death = true; _goap_world_state[\"witnessed_ally_death\"] = true\n 4908→\tif hit_direction != Vector2.ZERO and _memory:\n 4909→\t\tvar susp_dir := -hit_direction.normalized()\n 4910→\t\t_memory.update_position(ally_position + susp_dir * 200.0, ALLY_DEATH_CONFIDENCE)\n 4911→\t_log_to_file(\"[AllyDeath] Witnessed at %s, entering SEARCHING\" % ally_position)\n 4912→\t_transition_to_searching(ally_position)\n 4913→\n 4914→## Calculate suspected directions from bullet hit direction (Issue #409).\n 4915→func _calculate_suspected_directions(death_position: Vector2, hit_direction: Vector2) -> void:\n 4916→\t_suspected_directions.clear()\n 4917→\tif hit_direction == Vector2.ZERO:\n 4918→\t\t_suspected_directions.append((global_position - death_position).normalized()); return\n 4919→\tvar primary := -hit_direction.normalized()\n 4920→\t_suspected_directions.append(primary)\n 4921→\t_suspected_directions.append(Vector2(-primary.y, primary.x)) # perp left\n 4922→\t_suspected_directions.append(Vector2(primary.y, -primary.x)) # perp right\n 4923→\n 4924→func _can_see_position(pos: Vector2) -> bool:\n 4925→\tif _raycast == null: return false\n 4926→\tvar orig := _raycast.target_position\n 4927→\t_raycast.target_position = pos - global_position\n 4928→\t_raycast.force_raycast_update()\n 4929→\tvar result := not _raycast.is_colliding()\n 4930→\t_raycast.target_position = orig\n 4931→\treturn result\n 4932→\n 4933→func _update_grenade_world_state() -> void:\n 4934→\tif _grenade_component == null:\n 4935→\t\t_goap_world_state[\"has_grenades\"] = false; _goap_world_state[\"grenades_remaining\"] = 0\n 4936→\t\t_goap_world_state[\"ready_to_throw_grenade\"] = false; return\n 4937→\t_goap_world_state[\"has_grenades\"] = _grenade_component.grenades_remaining > 0\n 4938→\t_goap_world_state[\"grenades_remaining\"] = _grenade_component.grenades_remaining\n 4939→\t_goap_world_state[\"ready_to_throw_grenade\"] = _grenade_component.is_ready(_can_see_player, _under_fire, _current_health)\n 4940→\n 4941→## Attempt to throw a grenade. Returns true if throw was initiated.\n 4942→func try_throw_grenade() -> bool:\n 4943→\tif _grenade_component == null: return false\n 4944→\tvar mem_pos := _memory.suspected_position if _memory and _memory.has_target() else _last_known_player_position\n 4945→\tvar tgt := _grenade_component.get_target(_can_see_player, _under_fire, _current_health, _player, _last_known_player_position, mem_pos)\n 4946→\tif tgt == Vector2.ZERO: return false\n 4947→\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n 4948→\tif result: grenade_thrown.emit(null, tgt)\n 4949→\treturn result\n 4950→\n 4951→# Grenade Avoidance (Issue #407) - uses GrenadeAvoidanceComponent\n 4952→\n 4953→func _setup_grenade_avoidance() -> void:\n 4954→\t_grenade_avoidance = GrenadeAvoidanceComponent.new()\n 4955→\t_grenade_avoidance.name = \"GrenadeAvoidance\"\n 4956→\tadd_child(_grenade_avoidance)\n 4957→\t# Issue #426: Pass raycast for LOS check (enemies only react to visible grenades)\n 4958→\tif _raycast: _grenade_avoidance.set_raycast(_raycast)\n 4959→\t# Issue #426: Pass FOV params (enemies only react to grenades in vision cone)\n 4960→\tif _enemy_model: _grenade_avoidance.set_fov_parameters(_enemy_model, fov_angle, fov_enabled)\n 4961→\n 4962→func _update_grenade_danger_detection() -> void:\n 4963→\tif _grenade_avoidance: _grenade_avoidance.update()\n 4964→\n 4965→func _calculate_grenade_evasion_target() -> void:\n 4966→\tif _grenade_avoidance: _grenade_avoidance.calculate_evasion_target(_nav_agent)\n 4967→\n 4968→## Get the number of grenades remaining.\n 4969→func get_grenades_remaining() -> int:\n 4970→\tif _grenade_component:\n 4971→\t\treturn _grenade_component.grenades_remaining\n 4972→\treturn 0\n 4973→\n 4974→func add_grenades(count: int) -> void:\n 4975→\tif _grenade_component: _grenade_component.add_grenades(count)\n 4976→\n 4977→## Setup machete melee component (Issue #579).\n 4978→func _setup_machete_component() -> void:\n 4979→\tif not _is_melee_weapon: return\n 4980→\t_machete = MacheteComponent.new(); _machete.name = \"MacheteComponent\"; _machete.debug_logging = debug_logging\n 4981→\t_machete.configure_from_weapon_config(WeaponConfigComponent.get_config(weapon_type)); add_child(_machete)\n 4982→\t_current_ammo = 0; _reserve_ammo = 0; _is_reloading = false\n 4983→\tfull_health_color = Color(0.7, 0.15, 0.15, 1.0); _update_health_visual()\n 4984→\n 4985→## Apply machete attack animation to weapon mount and arms (Issue #595).\n 4986→func _apply_machete_attack_animation() -> void:\n 4987→\tif not _is_melee_weapon or _machete == null: return\n 4988→\tif _weapon_mount: _weapon_mount.rotation = _machete.get_weapon_rotation() if _machete.is_attacking() else 0.0\n 4989→\tif _machete.is_attacking() and _right_arm_sprite: _right_arm_sprite.position.x += _machete.get_arm_offset()\n 4990→\n 4991→## Connect CasingPusher Area2D signals (Issue #438, same pattern as player Issue #392).\n 4992→func _connect_casing_pusher_signals() -> void:\n 4993→\tif _casing_pusher == null: return\n 4994→\tif not _casing_pusher.body_entered.is_connected(_on_casing_pusher_body_entered):\n 4995→\t\t_casing_pusher.body_entered.connect(_on_casing_pusher_body_entered)\n 4996→\tif not _casing_pusher.body_exited.is_connected(_on_casing_pusher_body_exited):\n 4997→\t\t_casing_pusher.body_exited.connect(_on_casing_pusher_body_exited)\n 4998→\n 4999→func _on_casing_pusher_body_entered(body: Node2D) -> void:\n 5000→\tif body is RigidBody2D and body.has_method(\"receive_kick\") and body not in _overlapping_casings:\n 5001→\t\t_overlapping_casings.append(body)\n 5002→\n 5003→func _on_casing_pusher_body_exited(body: Node2D) -> void:\n 5004→\tif body is RigidBody2D:\n 5005→\t\tvar idx := _overlapping_casings.find(body)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:32:16.136Z] [INFO] {
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"content": " 1→class_name HealthComponent\n 2→extends Node\n 3→## Health management component for entities that can take damage.\n 4→##\n 5→## Attach this node to any entity to give it health functionality.\n 6→## Supports random health initialization, damage, healing, and visual feedback.\n 7→\n 8→## Minimum health value (for random initialization).\n 9→@export var min_health: int = 2\n 10→\n 11→## Maximum health value (for random initialization).\n 12→@export var max_health: int = 4\n 13→\n 14→## Whether to randomize health between min and max on ready.\n 15→@export var randomize_on_ready: bool = true\n 16→\n 17→## Color when at full health.\n 18→@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n 19→\n 20→## Color when at low health.\n 21→@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0)\n 22→\n 23→## Color to flash when hit.\n 24→@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0)\n 25→\n 26→## Duration of hit flash effect in seconds.\n 27→@export var hit_flash_duration: float = 0.1\n 28→\n 29→## Current health.\n 30→var _current_health: int = 0\n 31→\n 32→## Maximum health (set at initialization).\n 33→var _max_health: int = 0\n 34→\n 35→## Whether the entity is alive.\n 36→var _is_alive: bool = true\n 37→\n 38→## Reference to sprite for visual feedback (set externally or found automatically).\n 39→var _sprite: Sprite2D = null\n 40→\n 41→## Signal emitted when hit.\n 42→signal hit\n 43→\n 44→## Signal emitted when health changes.\n 45→signal health_changed(current: int, maximum: int)\n 46→\n 47→## Signal emitted when the entity dies.\n 48→signal died\n 49→\n 50→\n 51→func _ready() -> void:\n 52→\tif randomize_on_ready:\n 53→\t\tinitialize_health()\n 54→\n 55→\t# Try to find sprite in parent\n 56→\t_find_sprite()\n 57→\n 58→\n 59→## Initialize health with random value between min and max.\n 60→func initialize_health() -> void:\n 61→\t_max_health = randi_range(min_health, max_health)\n 62→\t_current_health = _max_health\n 63→\t_is_alive = true\n 64→\t_update_health_visual()\n 65→\n 66→\n 67→## Initialize health with specific value.\n 68→func set_max_health(value: int) -> void:\n 69→\t_max_health = value\n 70→\t_current_health = value\n 71→\t_is_alive = true\n 72→\t_update_health_visual()\n 73→\n 74→\n 75→## Find sprite in parent for visual feedback.\n 76→func _find_sprite() -> void:\n 77→\tvar parent := get_parent()\n 78→\tif parent:\n 79→\t\t_sprite = parent.get_node_or_null(\"Sprite2D\")\n 80→\n 81→\n 82→## Set the sprite reference manually.\n 83→func set_sprite(sprite: Sprite2D) -> void:\n 84→\t_sprite = sprite\n 85→\n 86→\n 87→## Apply damage to the entity.\n 88→func take_damage(amount: int = 1) -> void:\n 89→\t# Call extended version with default values\n 90→\ttake_damage_with_info(amount, Vector2.RIGHT, null)\n 91→\n 92→\n 93→## Apply damage to the entity with extended hit information.\n 94→## @param amount: Amount of damage to apply.\n 95→## @param hit_direction: Direction the bullet was traveling.\n 96→## @param caliber_data: Caliber resource for effect scaling.\n 97→func take_damage_with_info(amount: int, hit_direction: Vector2, caliber_data: Resource) -> void:\n 98→\tif not _is_alive:\n 99→\t\treturn\n 100→\n 101→\thit.emit()\n 102→\t_show_hit_flash()\n 103→\n 104→\t_current_health -= amount\n 105→\thealth_changed.emit(_current_health, _max_health)\n 106→\n 107→\t# Spawn visual effects based on damage result\n 108→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 109→\tvar parent := get_parent()\n 110→\n 111→\tif _current_health <= 0:\n 112→\t\t_current_health = 0\n 113→\t\t# Spawn blood splatter effect for lethal hit (with decal)\n 114→\t\tif impact_manager and impact_manager.has_method(\"spawn_blood_effect\") and parent:\n 115→\t\t\timpact_manager.spawn_blood_effect(parent.global_position, hit_direction, caliber_data, true)\n 116→\t\t_on_death()\n 117→\telse:\n 118→\t\t# Spawn blood for non-lethal hit (smaller, no decal)\n 119→\t\tif impact_manager and impact_manager.has_method(\"spawn_blood_effect\") and parent:\n 120→\t\t\timpact_manager.spawn_blood_effect(parent.global_position, hit_direction, caliber_data, false)\n 121→\t\t_update_health_visual()\n 122→\n 123→\n 124→## Heal the entity.\n 125→func heal(amount: int) -> void:\n 126→\tif not _is_alive:\n 127→\t\treturn\n 128→\n 129→\t_current_health = mini(_current_health + amount, _max_health)\n 130→\thealth_changed.emit(_current_health, _max_health)\n 131→\t_update_health_visual()\n 132→\n 133→\n 134→## Show hit flash effect.\n 135→func _show_hit_flash() -> void:\n 136→\tif not _sprite:\n 137→\t\treturn\n 138→\n 139→\t_sprite.modulate = hit_flash_color\n 140→\n 141→\tawait get_tree().create_timer(hit_flash_duration).timeout\n 142→\n 143→\tif _is_alive:\n 144→\t\t_update_health_visual()\n 145→\n 146→\n 147→## Update sprite color based on health percentage.\n 148→func _update_health_visual() -> void:\n 149→\tif not _sprite:\n 150→\t\treturn\n 151→\n 152→\tvar health_percent := get_health_percent()\n 153→\t_sprite.modulate = full_health_color.lerp(low_health_color, 1.0 - health_percent)\n 154→\n 155→\n 156→## Handle death.\n 157→func _on_death() -> void:\n 158→\t_is_alive = false\n 159→\tdied.emit()\n 160→\n 161→\tif _sprite:\n 162→\t\t_sprite.modulate = Color(0.3, 0.3, 0.3, 0.5)\n 163→\n 164→\n 165→## Reset health to max (for respawn).\n 166→func reset() -> void:\n 167→\tinitialize_health()\n 168→\n 169→\n 170→## Get current health.\n 171→func get_current_health() -> int:\n 172→\treturn _current_health\n 173→\n 174→\n 175→## Get maximum health.\n 176→func get_max_health() -> int:\n 177→\treturn _max_health\n 178→\n 179→\n 180→## Get health as percentage (0.0 to 1.0).\n 181→func get_health_percent() -> float:\n 182→\tif _max_health <= 0:\n 183→\t\treturn 0.0\n 184→\treturn float(_current_health) / float(_max_health)\n 185→\n 186→\n 187→## Check if alive.\n 188→func is_alive() -> bool:\n 189→\treturn _is_alive\n 190→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"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→## Component that handles enemy grenade throwing behavior (Issue #363).\n 3→## Extracted from enemy.gd to reduce file size below 5000 lines.\n 4→class_name EnemyGrenadeComponent\n 5→\n 6→## Grenade thrown signal.\n 7→signal grenade_thrown(grenade: Node, target_position: Vector2)\n 8→\n 9→# Configuration - set these from enemy's export vars\n 10→var grenade_count: int = 0\n 11→var grenade_scene: PackedScene = null\n 12→var enabled: bool = true\n 13→var throw_cooldown: float = 15.0\n 14→var max_throw_distance: float = 600.0\n 15→var min_throw_distance: float = 275.0 # Updated to 275.0 per Issue #375\n 16→var safety_margin: float = 50.0 # Safety margin for blast radius (Issue #375)\n 17→var inaccuracy: float = 0.15\n 18→var throw_delay: float = 0.4\n 19→var debug_logging: bool = false\n 20→\n 21→# Constants\n 22→const HIDDEN_THRESHOLD := 6.0\n 23→const PURSUIT_SPEED_THRESHOLD := 50.0\n 24→const KILL_THRESHOLD := 2\n 25→const KILL_WITNESS_WINDOW := 30.0\n 26→const SOUND_VALIDITY_WINDOW := 5.0\n 27→const SUSTAINED_FIRE_THRESHOLD := 10.0\n 28→const FIRE_GAP_TOLERANCE := 2.0\n 29→const VIEWPORT_ZONE_FRACTION := 6.0\n 30→const DESPERATION_HEALTH_THRESHOLD := 1\n 31→const SUSPICION_HIDDEN_TIME := 3.0 # Trigger 7: Seconds player must be hidden with medium+ suspicion (Issue #379)\n 32→\n 33→# State\n 34→var grenades_remaining: int = 0\n 35→var _cooldown: float = 0.0\n 36→var _is_throwing: bool = false\n 37→var _enemy: CharacterBody2D = null\n 38→var _logger: Node = null\n 39→\n 40→# Trigger 1: Suppression\n 41→var _hidden_timer: float = 0.0\n 42→var _was_suppressed: bool = false\n 43→\n 44→# Trigger 2: Pursuit\n 45→var _prev_dist: float = 0.0\n 46→var _approach_speed: float = 0.0\n 47→\n 48→# Trigger 3: Witnessed Kills\n 49→var _kills_witnessed: int = 0\n 50→var _kill_reset_timer: float = 0.0\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " 1→extends CharacterBody2D\n 2→## Enemy AI with tactical behaviors: patrol, guard, cover, flanking, GOAP.\n 3→\n 4→## AI States for tactical behavior.\n 5→enum AIState {\n 6→\tIDLE, ## Default idle state (patrol or guard)\n 7→\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n 8→\tSEEKING_COVER, ## Moving to cover position\n 9→\tIN_COVER, ## Taking cover from player fire\n 10→\tFLANKING, ## Attempting to flank the player\n 11→\tSUPPRESSED, ## Under fire, staying in cover\n 12→\tRETREATING, ## Retreating to cover while possibly shooting\n 13→\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n 14→\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n 15→\tSEARCHING, ## Methodically searching area where player was last seen (Issue #322)\n 16→\tEVADING_GRENADE ## Fleeing from grenade danger zone (Issue #407)\n 17→}\n 18→\n 19→## Retreat behavior modes based on damage taken.\n 20→enum RetreatMode {\n 21→\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n 22→\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n 23→\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n 24→}\n 25→\n 26→## Behavior modes for the enemy.\n 27→enum BehaviorMode {\n 28→\tPATROL, ## Moves between patrol points\n 29→\tGUARD ## Stands in one place\n 30→}\n 31→\n 32→## Weapon types: RIFLE (M16), SHOTGUN (slow/powerful), UZI (fast SMG), MACHETE (melee, Issue #579).\n 33→enum WeaponType { RIFLE, SHOTGUN, UZI, MACHETE }\n 34→\n 35→@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD ## Current behavior mode.\n 36→@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n 37→@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\n 38→@export var combat_move_speed: float = 320.0 ## Combat movement speed (flanking/cover).\n 39→@export var rotation_speed: float = 25.0 ## Rotation speed (rad/s, 25 for aim-before-shoot #254).\n 40→@export var detection_range: float = 0.0 ## Detection range (0=unlimited, line-of-sight only).\n 41→@export var fov_angle: float = 100.0 ## FOV angle (deg). 0/negative = 360°. Default 100° per #66.\n 42→@export var fov_enabled: bool = true ## FOV enabled (combined with ExperimentalSettings).\n 43→@export var shoot_cooldown: float = 0.1 ## Time between shots (0.1s = 10 rounds/sec).\n 44→@export var bullet_scene: PackedScene ## Bullet scene to instantiate when shooting.\n 45→@export var casing_scene: PackedScene ## Casing scene for ejected bullet casings.\n 46→@export var bullet_spawn_offset: float = 30.0 ## Offset from center for bullet spawn.\n 47→@export var weapon_loudness: float = 1469.0 ## Weapon loudness for alerting enemies.\n 48→@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)] ## Patrol points.\n 49→@export var patrol_wait_time: float = 1.5 ## Wait time at each patrol point (seconds).\n 50→@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0) ## Color at full health.\n 51→@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0) ## Color at low health.\n 52→@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0) ## Color to flash when hit.\n 53→@export var hit_flash_duration: float = 0.1 ## Hit flash duration (seconds).\n 54→@export var destroy_on_death: bool = false ## Destroy enemy after death.\n 55→@export var respawn_delay: float = 2.0 ## Delay before respawn/destroy (seconds).\n 56→\n 57→@export var min_health: int = 2 ## Minimum random health.\n 58→@export var max_health: int = 4 ## Maximum random health.\n 59→@export var threat_sphere_radius: float = 100.0 ## Bullets within radius trigger suppression.\n 60→@export var suppression_cooldown: float = 2.0 ## Time suppressed after bullets leave.\n 61→@export var threat_reaction_delay: float = 0.2 ## Delay before reacting to threats.\n 62→@export var flank_angle: float = PI / 3.0 ## Flank angle from player facing (60 deg).\n 63→@export var flank_distance: float = 200.0 ## Distance to maintain while flanking.\n 64→@export var enable_flanking: bool = true ## Enable flanking behavior.\n 65→@export var enable_cover: bool = true ## Enable cover behavior.\n 66→@export var debug_logging: bool = false ## Enable debug logging.\n 67→@export var debug_label_enabled: bool = false ## Enable debug label above enemy.\n 68→@export var enable_friendly_fire_avoidance: bool = true ## Don't shoot if allies in way.\n 69→@export var enable_lead_prediction: bool = true ## Shoot ahead of moving targets.\n 70→@export var bullet_speed: float = 2500.0 ## Bullet speed for lead prediction.\n 71→@export var magazine_size: int = 30 ## Bullets per magazine.\n 72→@export var total_magazines: int = 5 ## Number of magazines carried.\n 73→\n 74→## Ammunition system - time to reload in seconds.\n 75→@export var reload_time: float = 3.0\n 76→\n 77→## Delay between spotting player and shooting (gives reaction time).\n 78→@export var detection_delay: float = 0.2\n 79→## Min visibility time before enabling lead prediction.\n 80→@export var lead_prediction_delay: float = 0.3\n 81→## Min visibility ratio (0-1) for lead prediction (prevents pre-firing at cover edges).\n 82→@export var lead_prediction_visibility_threshold: float = 0.6\n 83→\n 84→## Walking animation speed multiplier - higher = faster leg cycle.\n 85→@export var walk_anim_speed: float = 12.0\n 86→\n 87→## Walking animation intensity - higher = more pronounced movement.\n 88→@export var walk_anim_intensity: float = 1.0\n 89→\n 90→## Scale multiplier for enemy model (1.3 matches player size).\n 91→@export var enemy_model_scale: float = 1.3\n 92→\n 93→# Grenade System Configuration (Issue #363, #375)\n 94→@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n 95→@export var grenade_scene: PackedScene ## Grenade scene to throw\n 96→@export var enable_grenade_throwing: bool = true ## Enable grenade throwing\n 97→@export var grenade_throw_cooldown: float = 15.0 ## Cooldown between throws (sec)\n 98→@export var grenade_max_throw_distance: float = 600.0 ## Max throw distance (px)\n 99→@export var grenade_min_throw_distance: float = 275.0 ## Min safe distance (blast_radius:225 + margin:50, Issue #375)\n 100→@export var grenade_safety_margin: float = 50.0 ## Safety margin added to blast radius (Issue #375)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:32:30.697Z] [INFO] {
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"text": "Perfect! Now I have enough information. Let me compile my findings:\n\n## Summary of Findings\n\n### File Location and Size\n- **File Path:** `/tmp/gh-issue-solver-1770489058052/scripts/objects/enemy.gd`\n- **Total Lines:** **5,006 lines** (as confirmed by `wc -l`)\n\n### Components in scripts/components/\n\nThe following 14 component files exist in `/tmp/gh-issue-solver-1770489058052/scripts/components/`:\n\n1. `ammo_component.gd` (139 lines)\n2. `bloody_feet_component.gd` (18,048 bytes)\n3. `cover_component.gd` (6,552 bytes)\n4. `death_animation_component.gd` (20,534 bytes)\n5. `enemy_grenade_component.gd` (12,986 bytes)\n6. `exit_zone.gd` (6,977 bytes)\n7. `flashlight_detection_component.gd` (13,173 bytes)\n8. `grenade_avoidance_component.gd` (19,350 bytes)\n9. `health_component.gd` (190 lines)\n10. `machete_component.gd` (14,078 bytes)\n11. `realistic_visibility_component.gd` (10,196 bytes)\n12. `threat_sphere.gd` (6,167 bytes)\n13. `vision_component.gd` (5,946 bytes)\n14. `weapon_config_component.gd` (4,426 bytes)\n\n### Component Pattern Analysis\n\nThe codebase uses a **clean component-based architecture** with these characteristics:\n\n1. **Node-based Components:** All components extend `Node` and are attached as child nodes using `add_child()`. Example from enemy.gd setup code:\n ```gdscript\n _grenade_component = EnemyGrenadeComponent.new()\n _grenade_component.name = \"GrenadeComponent\"\n add_child(_grenade_component)\n ```\n\n2. **Standalone Responsibility:** Each component handles a specific concern:\n - `HealthComponent` - Health management and visual feedback\n - `AmmoComponent` - Magazine-based ammo system\n - `EnemyGrenadeComponent` - Grenade throwing behavior\n - `MacheteComponent` - Melee weapon mechanics\n - `VisionComponent` - Vision and FOV calculation\n - `GrenadeAvoidanceComponent` - Evasion logic\n - `DeathAnimationComponent` - Death behavior\n\n3. **Configuration Pattern:** Components expose configurable properties (exported variables) that are set from the parent entity\n\n4. **Signal-based Communication:** Components emit signals for state changes\n\n### Extractable Code from enemy.gd (Last 100 Lines Analysis)\n\nThe last 100 lines of enemy.gd (lines 4906-5006) contain several easily extractable blocks:\n\n1. **Lines 4824-4864: Status Effects (Blindness/Stun)** - Could be extracted to a `StatusEffectsComponent` containing:\n - `set_blinded()`, `set_stunned()`\n - `_update_flashbang_timers()`\n - `apply_flashbang_effect()`\n - Blindness and stun timer logic\n\n2. **Lines 4977-4990: Machete Component Integration** - Already partially componentized but the arm animation code could be wrapped:\n - `_setup_machete_component()`\n - `_apply_machete_attack_animation()`\n\n3. **Lines 4991-5006: Casing Pusher Mechanics** - Could be extracted to a `CasingPusherComponent`:\n - `_connect_casing_pusher_signals()`\n - `_on_casing_pusher_body_entered()`\n - `_on_casing_pusher_body_exited()`\n - Overlapping casings list management\n\n4. **Lines 4933-4967: Grenade System Methods** - Already uses `EnemyGrenadeComponent` and `GrenadeAvoidanceComponent` but could consolidate grenade world state updates\n\nThe enemy.gd file is already using the component pattern extensively (notice how grenade, machete, and other systems are already extracted), but there's opportunity to extract status effects and casing pusher mechanics following the same pattern."
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"prompt": "Find the file scripts/entities/enemies/enemy.gd or wherever enemy.gd is located. Count its exact line count with `wc -l`. Also check if there are any obvious blocks of code near the end of the file (last 100 lines) that could easily be extracted to a separate file or component. Look for any component patterns in scripts/components/ to understand the refactoring pattern used in this codebase. List all files in scripts/components/.",
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"text": "Perfect! Now I have enough information. Let me compile my findings:\n\n## Summary of Findings\n\n### File Location and Size\n- **File Path:** `/tmp/gh-issue-solver-1770489058052/scripts/objects/enemy.gd`\n- **Total Lines:** **5,006 lines** (as confirmed by `wc -l`)\n\n### Components in scripts/components/\n\nThe following 14 component files exist in `/tmp/gh-issue-solver-1770489058052/scripts/components/`:\n\n1. `ammo_component.gd` (139 lines)\n2. `bloody_feet_component.gd` (18,048 bytes)\n3. `cover_component.gd` (6,552 bytes)\n4. `death_animation_component.gd` (20,534 bytes)\n5. `enemy_grenade_component.gd` (12,986 bytes)\n6. `exit_zone.gd` (6,977 bytes)\n7. `flashlight_detection_component.gd` (13,173 bytes)\n8. `grenade_avoidance_component.gd` (19,350 bytes)\n9. `health_component.gd` (190 lines)\n10. `machete_component.gd` (14,078 bytes)\n11. `realistic_visibility_component.gd` (10,196 bytes)\n12. `threat_sphere.gd` (6,167 bytes)\n13. `vision_component.gd` (5,946 bytes)\n14. `weapon_config_component.gd` (4,426 bytes)\n\n### Component Pattern Analysis\n\nThe codebase uses a **clean component-based architecture** with these characteristics:\n\n1. **Node-based Components:** All components extend `Node` and are attached as child nodes using `add_child()`. Example from enemy.gd setup code:\n ```gdscript\n _grenade_component = EnemyGrenadeComponent.new()\n _grenade_component.name = \"GrenadeComponent\"\n add_child(_grenade_component)\n ```\n\n2. **Standalone Responsibility:** Each component handles a specific concern:\n - `HealthComponent` - Health management and visual feedback\n - `AmmoComponent` - Magazine-based ammo system\n - `EnemyGrenadeComponent` - Grenade throwing behavior\n - `MacheteComponent` - Melee weapon mechanics\n - `VisionComponent` - Vision and FOV calculation\n - `GrenadeAvoidanceComponent` - Evasion logic\n - `DeathAnimationComponent` - Death behavior\n\n3. **Configuration Pattern:** Components expose configurable properties (exported variables) that are set from the parent entity\n\n4. **Signal-based Communication:** Components emit signals for state changes\n\n### Extractable Code from enemy.gd (Last 100 Lines Analysis)\n\nThe last 100 lines of enemy.gd (lines 4906-5006) contain several easily extractable blocks:\n\n1. **Lines 4824-4864: Status Effects (Blindness/Stun)** - Could be extracted to a `StatusEffectsComponent` containing:\n - `set_blinded()`, `set_stunned()`\n - `_update_flashbang_timers()`\n - `apply_flashbang_effect()`\n - Blindness and stun timer logic\n\n2. **Lines 4977-4990: Machete Component Integration** - Already partially componentized but the arm animation code could be wrapped:\n - `_setup_machete_component()`\n - `_apply_machete_attack_animation()`\n\n3. **Lines 4991-5006: Casing Pusher Mechanics** - Could be extracted to a `CasingPusherComponent`:\n - `_connect_casing_pusher_signals()`\n - `_on_casing_pusher_body_entered()`\n - `_on_casing_pusher_body_exited()`\n - Overlapping casings list management\n\n4. **Lines 4933-4967: Grenade System Methods** - Already uses `EnemyGrenadeComponent` and `GrenadeAvoidanceComponent` but could consolidate grenade world state updates\n\nThe enemy.gd file is already using the component pattern extensively (notice how grenade, machete, and other systems are already extracted), but there's opportunity to extract status effects and casing pusher mechanics following the same pattern."
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"text": "Good, now I have a clear picture. Let me also check `enemy.gd` to understand what flashbang-related code exists that might be extractable, and look at the existing component pattern."
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"prompt": "In the file /tmp/gh-issue-solver-1770489058052/scripts/objects/enemy.gd (5006 lines), search for all flashbang-related code. I need to extract enough lines to bring it under 5000. Search for:\n1. Any functions related to flashbang effects (set_blinded, set_stunned, apply_flashbang_effect, _update_flashbang_timers, etc.)\n2. Any variable declarations related to flashbang (blinded, stunned, flashbang, etc.)\n3. Find the exact line numbers and content of these functions\n\nAlso look for any other easily extractable blocks near line 5000+ that could be moved to a component. The goal is to extract some functionality into a new component in scripts/components/ to bring enemy.gd under 5000 lines.\n\nShow me the exact code blocks with line numbers that could be extracted.",
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[2026-02-07T18:32:40.293Z] [INFO] {
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"text": "In the file /tmp/gh-issue-solver-1770489058052/scripts/objects/enemy.gd (5006 lines), search for all flashbang-related code. I need to extract enough lines to bring it under 5000. Search for:\n1. Any functions related to flashbang effects (set_blinded, set_stunned, apply_flashbang_effect, _update_flashbang_timers, etc.)\n2. Any variable declarations related to flashbang (blinded, stunned, flashbang, etc.)\n3. Find the exact line numbers and content of these functions\n\nAlso look for any other easily extractable blocks near line 5000+ that could be moved to a component. The goal is to extract some functionality into a new component in scripts/components/ to bring enemy.gd under 5000 lines.\n\nShow me the exact code blocks with line numbers that could be extracted."
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"content": " 1→extends GrenadeBase\n 2→class_name FlashbangGrenade\n 3→## Flashbang (stun) grenade that blinds and stuns enemies.\n 4→##\n 5→## Effects on enemies within the blast radius:\n 6→## - Blindness: Enemies cannot see the player for 12 seconds\n 7→## - Stun: Enemies cannot move for 6 seconds\n 8→##\n 9→## Does not deal damage.\n 10→## Effect radius is 400 pixels (doubled from original 200 per user request).\n 11→\n 12→## Duration of blindness effect in seconds.\n 13→@export var blindness_duration: float = 12.0\n 14→\n 15→## Duration of stun effect in seconds.\n 16→@export var stun_duration: float = 6.0\n 17→\n 18→## Effect radius - doubled per user request.\n 19→## Now covers larger areas for better tactical usage.\n 20→@export var effect_radius: float = 400.0\n 21→\n 22→\n 23→func _ready() -> void:\n 24→\tsuper._ready()\n 25→\t# Flashbang uses default 4 second fuse\n 26→\n 27→\n 28→## Override to define the explosion effect.\n 29→func _on_explode() -> void:\n 30→\t# Find all enemies within effect radius\n 31→\tvar enemies := _get_enemies_in_radius()\n 32→\n 33→\tfor enemy in enemies:\n 34→\t\t_apply_flashbang_effects(enemy)\n 35→\n 36→\t# Apply screen effect to player if they are in the blast zone (Issue #605)\n 37→\t_apply_player_screen_effect()\n 38→\n 39→\t# Scatter shell casings on the floor (Issue #432)\n 40→\t# Flashbang has larger radius but weaker physical effect (non-lethal)\n 41→\t# Use 40% of effect radius as \"lethal-equivalent\" zone for casing scatter\n 42→\t_scatter_casings(effect_radius * 0.4)\n 43→\n 44→\t# Spawn visual flash effect\n 45→\t_spawn_flash_effect()\n 46→\n 47→\n 48→## Override explosion sound to play zone-specific flashbang sounds.\n 49→## Plays different sounds based on whether player is in the affected zone.\n 50→func _play_explosion_sound() -> void:\n 51→\t# Check if player is in the effect radius\n 52→\tvar player_in_zone := _is_player_in_zone()\n 53→\n 54→\t# Play flashbang explosion sound via AudioManager\n 55→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 56→\tif audio_manager and audio_manager.has_method(\"play_flashbang_explosion\"):\n 57→\t\taudio_manager.play_flashbang_explosion(global_position, player_in_zone)\n 58→\n 59→\t# Also emit sound for AI awareness via SoundPropagation\n 60→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 61→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 62→\t\tvar viewport := get_viewport()\n 63→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 64→\t\tif viewport:\n 65→\t\t\tvar size := viewport.get_visible_rect().size\n 66→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 67→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 68→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 69→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 70→\n 71→\n 72→## Check if the player is within the flashbang effect radius and has line of sight.\n 73→## Walls block both the visual and audio effects of the flashbang (Issue #469).\n 74→func _is_player_in_zone() -> bool:\n 75→\t# Try to find the player in common ways\n 76→\tvar player: Node2D = null\n 77→\n 78→\t# Check for player in \"player\" group\n 79→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 80→\tif players.size() > 0 and players[0] is Node2D:\n 81→\t\tplayer = players[0] as Node2D\n 82→\n 83→\t# Fallback: check for node named \"Player\" in current scene\n 84→\tif player == null:\n 85→\t\tvar scene := get_tree().current_scene\n 86→\t\tif scene:\n 87→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 88→\n 89→\tif player == null:\n 90→\t\t# No player found, assume outside zone (plays distant explosion sound)\n 91→\t\treturn false\n 92→\n 93→\t# Check if player is in effect radius first\n 94→\tif not is_in_effect_radius(player.global_position):\n 95→\t\treturn false\n 96→\n 97→\t# Check line of sight - walls block the flashbang effect (Issue #469)\n 98→\t# Similar to how enemy targeting already works\n 99→\treturn _has_line_of_sight_to(player)\n 100→\n 101→\n 102→## Apply the flashbang screen effect to the player if they are in the blast zone (Issue #605).\n 103→## Checks distance and line of sight, then delegates to FlashbangPlayerEffectsManager.\n 104→func _apply_player_screen_effect() -> void:\n 105→\t# Find the player\n 106→\tvar player: Node2D = null\n 107→\n 108→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 109→\tif players.size() > 0 and players[0] is Node2D:\n 110→\t\tplayer = players[0] as Node2D\n 111→\n 112→\tif player == null:\n 113→\t\tvar scene := get_tree().current_scene\n 114→\t\tif scene:\n 115→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 116→\n 117→\tif player == null:\n 118→\t\treturn\n 119→\n 120→\t# Check if player is in effect radius\n 121→\tif not is_in_effect_radius(player.global_position):\n 122→\t\treturn\n 123→\n 124→\t# Check line of sight - walls block the flashbang effect (Issue #469)\n 125→\tif not _has_line_of_sight_to(player):\n 126→\t\treturn\n 127→\n 128→\t# Apply screen effect via the FlashbangPlayerEffectsManager\n 129→\tvar effects_manager: Node = get_node_or_null(\"/root/FlashbangPlayerEffectsManager\")\n 130→\tif effects_manager and effects_manager.has_method(\"apply_flashbang_effect\"):\n 131→\t\teffects_manager.apply_flashbang_effect(global_position, player.global_position, effect_radius)\n 132→\n 133→\n 134→## Get the effect radius for this grenade type.\n 135→func _get_effect_radius() -> float:\n 136→\treturn effect_radius\n 137→\n 138→\n 139→## Find all enemies within the effect radius.\n 140→func _get_enemies_in_radius() -> Array:\n 141→\tvar enemies_in_range: Array = []\n 142→\n 143→\t# Get all enemies in the scene\n 144→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 145→\n 146→\tfor enemy in enemies:\n 147→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n 148→\t\t\t# Check line of sight (flashbang needs to be visible to affect)\n 149→\t\t\tif _has_line_of_sight_to(enemy):\n 150→\t\t\t\tenemies_in_range.append(enemy)\n 151→\n 152→\treturn enemies_in_range\n 153→\n 154→\n 155→## Check if there's line of sight from grenade to target.\n 156→func _has_line_of_sight_to(target: Node2D) -> bool:\n 157→\tvar space_state := get_world_2d().direct_space_state\n 158→\n 159→\tvar query := PhysicsRayQueryParameters2D.create(\n 160→\t\tglobal_position,\n 161→\t\ttarget.global_position\n 162→\t)\n 163→\tquery.collision_mask = 4 # Only check against obstacles\n 164→\tquery.exclude = [self]\n 165→\n 166→\tvar result := space_state.intersect_ray(query)\n 167→\n 168→\t# If no hit, we have line of sight\n 169→\treturn result.is_empty()\n 170→\n 171→\n 172→## Apply blindness and stun effects to an enemy.\n 173→func _apply_flashbang_effects(enemy: Node2D) -> void:\n 174→\t# Use the status effects manager if available\n 175→\tvar status_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n 176→\n 177→\tif status_manager:\n 178→\t\tif status_manager.has_method(\"apply_blindness\"):\n 179→\t\t\tstatus_manager.apply_blindness(enemy, blindness_duration)\n 180→\t\tif status_manager.has_method(\"apply_stun\"):\n 181→\t\t\tstatus_manager.apply_stun(enemy, stun_duration)\n 182→\telse:\n 183→\t\t# Fallback: apply effects directly to enemy if it supports them\n 184→\t\tif enemy.has_method(\"apply_blindness\"):\n 185→\t\t\tenemy.apply_blindness(blindness_duration)\n 186→\t\tif enemy.has_method(\"apply_stun\"):\n 187→\t\t\tenemy.apply_stun(stun_duration)\n 188→\n 189→\n 190→## Spawn visual flash effect at explosion position.\n 191→## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\n 192→func _spawn_flash_effect() -> void:\n 193→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 194→\n 195→\tif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n 196→\t\t# Wall-aware flashbang effect (blocks visual through walls)\n 197→\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n 198→\telse:\n 199→\t\t# Fallback: create simple flash effect without wall occlusion\n 200→\t\t_create_simple_flash()\n 201→\n 202→\n 203→## Create a simple flash effect if no manager is available.\n 204→func _create_simple_flash() -> void:\n 205→\t# Create a bright white flash that fades\n 206→\tvar flash := Sprite2D.new()\n 207→\tflash.texture = _create_white_circle_texture(int(effect_radius))\n 208→\tflash.global_position = global_position\n 209→\tflash.modulate = Color(1.0, 1.0, 1.0, 0.8)\n 210→\tflash.z_index = 100 # Draw on top\n 211→\n 212→\tget_tree().current_scene.add_child(flash)\n 213→\n 214→\t# Fade out the flash\n 215→\tvar tween := get_tree().create_tween()\n 216→\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.3)\n 217→\ttween.tween_callback(flash.queue_free)\n 218→\n 219→\n 220→## Create a simple white circle texture for the flash effect.\n 221→func _create_white_circle_texture(radius: int) -> ImageTexture:\n 222→\tvar size := radius * 2\n 223→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 224→\tvar center := Vector2(radius, radius)\n 225→\n 226→\tfor x in range(size):\n 227→\t\tfor y in range(size):\n 228→\t\t\tvar pos := Vector2(x, y)\n 229→\t\t\tvar distance := pos.distance_to(center)\n 230→\t\t\tif distance <= radius:\n 231→\t\t\t\t# Fade from center\n 232→\t\t\t\tvar alpha := 1.0 - (distance / radius)\n 233→\t\t\t\timage.set_pixel(x, y, Color(1.0, 1.0, 1.0, alpha))\n 234→\t\t\telse:\n 235→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 236→\n 237→\treturn ImageTexture.create_from_image(image)\n 238→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "extends GrenadeBase\nclass_name FlashbangGrenade\n## Flashbang (stun) grenade that blinds and stuns enemies.\n##\n## Effects on enemies within the blast radius:\n## - Blindness: Enemies cannot see the player for 12 seconds\n## - Stun: Enemies cannot move for 6 seconds\n##\n## Does not deal damage.\n## Effect radius is 400 pixels (doubled from original 200 per user request).\n\n## Duration of blindness effect in seconds.\n@export var blindness_duration: float = 12.0\n\n## Duration of stun effect in seconds.\n@export var stun_duration: float = 6.0\n\n## Effect radius - doubled per user request.\n## Now covers larger areas for better tactical usage.\n@export var effect_radius: float = 400.0\n\n\nfunc _ready() -> void:\n\tsuper._ready()\n\t# Flashbang uses default 4 second fuse\n\n\n## Override to define the explosion effect.\nfunc _on_explode() -> void:\n\t# Find all enemies within effect radius\n\tvar enemies := _get_enemies_in_radius()\n\n\tfor enemy in enemies:\n\t\t_apply_flashbang_effects(enemy)\n\n\t# Apply screen effect to player if they are in the blast zone (Issue #605)\n\t_apply_player_screen_effect()\n\n\t# Scatter shell casings on the floor (Issue #432)\n\t# Flashbang has larger radius but weaker physical effect (non-lethal)\n\t# Use 40% of effect radius as \"lethal-equivalent\" zone for casing scatter\n\t_scatter_casings(effect_radius * 0.4)\n\n\t# Spawn visual flash effect\n\t_spawn_flash_effect()\n\n\n## Override explosion sound to play zone-specific flashbang sounds.\n## Plays different sounds based on whether player is in the affected zone.\nfunc _play_explosion_sound() -> void:\n\t# Check if player is in the effect radius\n\tvar player_in_zone := _is_player_in_zone()\n\n\t# Play flashbang explosion sound via AudioManager\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_flashbang_explosion\"):\n\t\taudio_manager.play_flashbang_explosion(global_position, player_in_zone)\n\n\t# Also emit sound for AI awareness via SoundPropagation\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Check if the player is within the flashbang effect radius and has line of sight.\n## Walls block both the visual and audio effects of the flashbang (Issue #469).\nfunc _is_player_in_zone() -> bool:\n\t# Try to find the player in common ways\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\t# No player found, assume outside zone (plays distant explosion sound)\n\t\treturn false\n\n\t# Check if player is in effect radius first\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn false\n\n\t# Check line of sight - walls block the flashbang effect (Issue #469)\n\t# Similar to how enemy targeting already works\n\treturn _has_line_of_sight_to(player)\n\n\n## Apply the flashbang screen effect to the player if they are in the blast zone (Issue #605).\n## Checks distance and line of sight, then delegates to FlashbangPlayerEffectsManager.\nfunc _apply_player_screen_effect() -> void:\n\t# Find the player\n\tvar player: Node2D = null\n\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn\n\n\t# Check if player is in effect radius\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn\n\n\t# Check line of sight - walls block the flashbang effect (Issue #469)\n\tif not _has_line_of_sight_to(player):\n\t\treturn\n\n\t# Apply screen effect via the FlashbangPlayerEffectsManager\n\tvar effects_manager: Node = get_node_or_null(\"/root/FlashbangPlayerEffectsManager\")\n\tif effects_manager and effects_manager.has_method(\"apply_flashbang_effect\"):\n\t\teffects_manager.apply_flashbang_effect(global_position, player.global_position, effect_radius)\n\n\n## Get the effect radius for this grenade type.\nfunc _get_effect_radius() -> float:\n\treturn effect_radius\n\n\n## Find all enemies within the effect radius.\nfunc _get_enemies_in_radius() -> Array:\n\tvar enemies_in_range: Array = []\n\n\t# Get all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n\t\t\t# Check line of sight (flashbang needs to be visible to affect)\n\t\t\tif _has_line_of_sight_to(enemy):\n\t\t\t\tenemies_in_range.append(enemy)\n\n\treturn enemies_in_range\n\n\n## Check if there's line of sight from grenade to target.\nfunc _has_line_of_sight_to(target: Node2D) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\n\tvar query := PhysicsRayQueryParameters2D.create(\n\t\tglobal_position,\n\t\ttarget.global_position\n\t)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If no hit, we have line of sight\n\treturn result.is_empty()\n\n\n## Apply blindness and stun effects to an enemy.\nfunc _apply_flashbang_effects(enemy: Node2D) -> void:\n\t# Use the status effects manager if available\n\tvar status_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\n\tif status_manager:\n\t\tif status_manager.has_method(\"apply_blindness\"):\n\t\t\tstatus_manager.apply_blindness(enemy, blindness_duration)\n\t\tif status_manager.has_method(\"apply_stun\"):\n\t\t\tstatus_manager.apply_stun(enemy, stun_duration)\n\telse:\n\t\t# Fallback: apply effects directly to enemy if it supports them\n\t\tif enemy.has_method(\"apply_blindness\"):\n\t\t\tenemy.apply_blindness(blindness_duration)\n\t\tif enemy.has_method(\"apply_stun\"):\n\t\t\tenemy.apply_stun(stun_duration)\n\n\n## Spawn visual flash effect at explosion position.\n## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\nfunc _spawn_flash_effect() -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n\t\t# Wall-aware flashbang effect (blocks visual through walls)\n\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n\telse:\n\t\t# Fallback: create simple flash effect without wall occlusion\n\t\t_create_simple_flash()\n\n\n## Create a simple flash effect if no manager is available.\nfunc _create_simple_flash() -> void:\n\t# Create a bright white flash that fades\n\tvar flash := Sprite2D.new()\n\tflash.texture = _create_white_circle_texture(int(effect_radius))\n\tflash.global_position = global_position\n\tflash.modulate = Color(1.0, 1.0, 1.0, 0.8)\n\tflash.z_index = 100 # Draw on top\n\n\tget_tree().current_scene.add_child(flash)\n\n\t# Fade out the flash\n\tvar tween := get_tree().create_tween()\n\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.3)\n\ttween.tween_callback(flash.queue_free)\n\n\n## Create a simple white circle texture for the flash effect.\nfunc _create_white_circle_texture(radius: int) -> ImageTexture:\n\tvar size := radius * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar center := Vector2(radius, radius)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar distance := pos.distance_to(center)\n\t\t\tif distance <= radius:\n\t\t\t\t# Fade from center\n\t\t\t\tvar alpha := 1.0 - (distance / radius)\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 1.0, 1.0, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\treturn ImageTexture.create_from_image(image)\n",
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"content": "359-\n360-## [Status Effects] Blinded (cannot see player), Stunned (cannot move/act)\n361:var _is_blinded: bool = false\n362:var _is_stunned: bool = false\n363-var _blindness_timer: float = 0.0 ## [Issue #432] Flashbang effect timer\n364-var _stun_timer: float = 0.0 ## [Issue #432] Flashbang effect timer\n--\n832-\t\treturn\n833-\n834:\t# Update flashbang status effect timers (Issue #432)\n835:\t_update_flashbang_timers(delta)\n836-\n837-\t# Update shoot cooldown timer\n--\n1180-## Process the AI state machine.\n1181-func _process_ai_state(delta: float) -> void:\n1182:\t# If stunned, stop all movement and actions - do nothing\n1183:\tif _is_stunned:\n1184-\t\tvelocity = Vector2.ZERO\n1185-\t\treturn\n--\n3631-\t_player_visibility_ratio = 0.0\n3632-\n3633:\t# If blinded, cannot see player at all\n3634:\tif _is_blinded:\n3635-\t\t_continuous_visibility_timer = 0.0\n3636-\t\treturn\n--\n3698-\n3699-\t# [Issue #574] Flashlight beam detection: enemy detects beam when any part of it falls within their FOV\n3700:\tif _flashlight_detection and _player and not _can_see_player and not _is_blinded and _memory_reset_confusion_timer <= 0.0:\n3701-\t\tvar _es: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n3702-\t\tvar _fov_on: bool = fov_enabled and _es != null and _es.has_method(\"is_fov_enabled\") and _es.is_fov_enabled()\n--\n3713-\t\t\t\t_log_to_file(\"[#574] Flashlight triggered pursuit from IDLE\")\n3714-\t\t\t\t_transition_to_pursuing()\n3715:\telif _flashlight_detection and (_can_see_player or _is_blinded or _memory_reset_confusion_timer > 0.0):\n3716:\t\t# Reset flashlight detection when player is directly visible or enemy is blinded/confused\n3717-\t\t_flashlight_detection.reset()\n3718-\n--\n4826-# Status Effects (Blindness, Stun)\n4827-\n4828:func set_blinded(blinded: bool) -> void:\n4829:\tvar was := _is_blinded\n4830:\t_is_blinded = blinded\n4831:\tif blinded and not was:\n4832-\t\t_log_to_file(\"Status: BLINDED applied\")\n4833-\t\t_can_see_player = false; _continuous_visibility_timer = 0.0\n4834:\telif not blinded and was:\n4835-\t\t_log_to_file(\"Status: BLINDED removed\")\n4836-\n4837:func set_stunned(stunned: bool) -> void:\n4838:\tvar was := _is_stunned\n4839:\t_is_stunned = stunned\n4840:\tif stunned and not was:\n4841-\t\t_log_to_file(\"Status: STUNNED applied\")\n4842-\t\tvelocity = Vector2.ZERO\n4843:\telif not stunned and was:\n4844-\t\t_log_to_file(\"Status: STUNNED removed\")\n4845-\n4846:func is_blinded() -> bool: return _is_blinded\n4847:func is_stunned() -> bool: return _is_stunned\n4848-\n4849-\n4850:## Apply flashbang effect (Issue #432). Called by C# GrenadeTimer.\n4851:func apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n4852-\t_log_to_file(\"Flashbang: blind=%.1fs, stun=%.1fs\" % [blindness_duration, stun_duration])\n4853:\tif blindness_duration > 0.0: _blindness_timer = maxf(_blindness_timer, blindness_duration); set_blinded(true)\n4854:\tif stun_duration > 0.0: _stun_timer = maxf(_stun_timer, stun_duration); set_stunned(true)\n4855-\n4856:## Update flashbang timers (Issue #432). Called from _physics_process.\n4857:func _update_flashbang_timers(delta: float) -> void:\n4858-\tif _blindness_timer > 0.0:\n4859-\t\t_blindness_timer -= delta\n4860:\t\tif _blindness_timer <= 0.0: _blindness_timer = 0.0; set_blinded(false)\n4861-\tif _stun_timer > 0.0:\n4862-\t\t_stun_timer -= delta\n4863:\t\tif _stun_timer <= 0.0: _stun_timer = 0.0; set_stunned(false)\n4864-\n4865-\n--\n4945-\tvar tgt := _grenade_component.get_target(_can_see_player, _under_fire, _current_health, _player, _last_known_player_position, mem_pos)\n4946-\tif tgt == Vector2.ZERO: return false\n4947:\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n4948-\tif result: grenade_thrown.emit(null, tgt)\n4949-\treturn result"
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"content": "361:var _is_blinded: bool = false\n362:var _is_stunned: bool = false\n834:\t# Update flashbang status effect timers (Issue #432)\n835:\t_update_flashbang_timers(delta)\n1182:\t# If stunned, stop all movement and actions - do nothing\n1183:\tif _is_stunned:\n3633:\t# If blinded, cannot see player at all\n3634:\tif _is_blinded:\n3700:\tif _flashlight_detection and _player and not _can_see_player and not _is_blinded and _memory_reset_confusion_timer <= 0.0:\n3715:\telif _flashlight_detection and (_can_see_player or _is_blinded or _memory_reset_confusion_timer > 0.0):\n3716:\t\t# Reset flashlight detection when player is directly visible or enemy is blinded/confused\n4828:func set_blinded(blinded: bool) -> void:\n4829:\tvar was := _is_blinded\n4830:\t_is_blinded = blinded\n4831:\tif blinded and not was:\n4834:\telif not blinded and was:\n4837:func set_stunned(stunned: bool) -> void:\n4838:\tvar was := _is_stunned\n4839:\t_is_stunned = stunned\n4840:\tif stunned and not was:\n4843:\telif not stunned and was:\n4846:func is_blinded() -> bool: return _is_blinded\n4847:func is_stunned() -> bool: return _is_stunned\n4850:## Apply flashbang effect (Issue #432). Called by C# GrenadeTimer.\n4851:func apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n4853:\tif blindness_duration > 0.0: _blindness_timer = maxf(_blindness_timer, blindness_duration); set_blinded(true)\n4854:\tif stun_duration > 0.0: _stun_timer = maxf(_stun_timer, stun_duration); set_stunned(true)\n4856:## Update flashbang timers (Issue #432). Called from _physics_process.\n4857:func _update_flashbang_timers(delta: float) -> void:\n4860:\t\tif _blindness_timer <= 0.0: _blindness_timer = 0.0; set_blinded(false)\n4863:\t\tif _stun_timer <= 0.0: _stun_timer = 0.0; set_stunned(false)\n4947:\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)",
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[2026-02-07T18:32:45.528Z] [INFO] {
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"content": " 4826→# Status Effects (Blindness, Stun)\n 4827→\n 4828→func set_blinded(blinded: bool) -> void:\n 4829→\tvar was := _is_blinded\n 4830→\t_is_blinded = blinded\n 4831→\tif blinded and not was:\n 4832→\t\t_log_to_file(\"Status: BLINDED applied\")\n 4833→\t\t_can_see_player = false; _continuous_visibility_timer = 0.0\n 4834→\telif not blinded and was:\n 4835→\t\t_log_to_file(\"Status: BLINDED removed\")\n 4836→\n 4837→func set_stunned(stunned: bool) -> void:\n 4838→\tvar was := _is_stunned\n 4839→\t_is_stunned = stunned\n 4840→\tif stunned and not was:\n 4841→\t\t_log_to_file(\"Status: STUNNED applied\")\n 4842→\t\tvelocity = Vector2.ZERO\n 4843→\telif not stunned and was:\n 4844→\t\t_log_to_file(\"Status: STUNNED removed\")\n 4845→\n 4846→func is_blinded() -> bool: return _is_blinded\n 4847→func is_stunned() -> bool: return _is_stunned\n 4848→\n 4849→\n 4850→## Apply flashbang effect (Issue #432). Called by C# GrenadeTimer.\n 4851→func apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n 4852→\t_log_to_file(\"Flashbang: blind=%.1fs, stun=%.1fs\" % [blindness_duration, stun_duration])\n 4853→\tif blindness_duration > 0.0: _blindness_timer = maxf(_blindness_timer, blindness_duration); set_blinded(true)\n 4854→\tif stun_duration > 0.0: _stun_timer = maxf(_stun_timer, stun_duration); set_stunned(true)\n 4855→\n 4856→## Update flashbang timers (Issue #432). Called from _physics_process.\n 4857→func _update_flashbang_timers(delta: float) -> void:\n 4858→\tif _blindness_timer > 0.0:\n 4859→\t\t_blindness_timer -= delta\n 4860→\t\tif _blindness_timer <= 0.0: _blindness_timer = 0.0; set_blinded(false)\n 4861→\tif _stun_timer > 0.0:\n 4862→\t\t_stun_timer -= delta\n 4863→\t\tif _stun_timer <= 0.0: _stun_timer = 0.0; set_stunned(false)\n 4864→\n 4865→\n 4866→# Grenade System (Issue #363) - Component-based (extracted for Issue #377)\n 4867→\n 4868→## Setup the grenade component. Called from _ready().\n 4869→func _setup_grenade_component() -> void:\n 4870→\tif not enable_grenade_throwing:\n 4871→\t\treturn\n 4872→\n 4873→\t_grenade_component = EnemyGrenadeComponent.new()\n 4874→\t_grenade_component.name = \"GrenadeComponent\"\n 4875→\t_grenade_component.grenade_count = grenade_count\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "361:var _is_blinded: bool = false\n362:var _is_stunned: bool = false\n835:\t_update_flashbang_timers(delta)\n1183:\tif _is_stunned:\n3634:\tif _is_blinded:\n3700:\tif _flashlight_detection and _player and not _can_see_player and not _is_blinded and _memory_reset_confusion_timer <= 0.0:\n3715:\telif _flashlight_detection and (_can_see_player or _is_blinded or _memory_reset_confusion_timer > 0.0):\n4828:func set_blinded(blinded: bool) -> void:\n4829:\tvar was := _is_blinded\n4830:\t_is_blinded = blinded\n4837:func set_stunned(stunned: bool) -> void:\n4838:\tvar was := _is_stunned\n4839:\t_is_stunned = stunned\n4846:func is_blinded() -> bool: return _is_blinded\n4847:func is_stunned() -> bool: return _is_stunned\n4851:func apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n4853:\tif blindness_duration > 0.0: _blindness_timer = maxf(_blindness_timer, blindness_duration); set_blinded(true)\n4854:\tif stun_duration > 0.0: _stun_timer = maxf(_stun_timer, stun_duration); set_stunned(true)\n4857:func _update_flashbang_timers(delta: float) -> void:\n4860:\t\tif _blindness_timer <= 0.0: _blindness_timer = 0.0; set_blinded(false)\n4863:\t\tif _stun_timer <= 0.0: _stun_timer = 0.0; set_stunned(false)\n4947:\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)",
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"content": " 1→extends CharacterBody2D\n 2→## Enemy AI with tactical behaviors: patrol, guard, cover, flanking, GOAP.\n 3→\n 4→## AI States for tactical behavior.\n 5→enum AIState {\n 6→\tIDLE, ## Default idle state (patrol or guard)\n 7→\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n 8→\tSEEKING_COVER, ## Moving to cover position\n 9→\tIN_COVER, ## Taking cover from player fire\n 10→\tFLANKING, ## Attempting to flank the player\n 11→\tSUPPRESSED, ## Under fire, staying in cover\n 12→\tRETREATING, ## Retreating to cover while possibly shooting\n 13→\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n 14→\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n 15→\tSEARCHING, ## Methodically searching area where player was last seen (Issue #322)\n 16→\tEVADING_GRENADE ## Fleeing from grenade danger zone (Issue #407)\n 17→}\n 18→\n 19→## Retreat behavior modes based on damage taken.\n 20→enum RetreatMode {\n 21→\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n 22→\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n 23→\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n 24→}\n 25→\n 26→## Behavior modes for the enemy.\n 27→enum BehaviorMode {\n 28→\tPATROL, ## Moves between patrol points\n 29→\tGUARD ## Stands in one place\n 30→}\n 31→\n 32→## Weapon types: RIFLE (M16), SHOTGUN (slow/powerful), UZI (fast SMG), MACHETE (melee, Issue #579).\n 33→enum WeaponType { RIFLE, SHOTGUN, UZI, MACHETE }\n 34→\n 35→@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD ## Current behavior mode.\n 36→@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n 37→@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\n 38→@export var combat_move_speed: float = 320.0 ## Combat movement speed (flanking/cover).\n 39→@export var rotation_speed: float = 25.0 ## Rotation speed (rad/s, 25 for aim-before-shoot #254).\n 40→@export var detection_range: float = 0.0 ## Detection range (0=unlimited, line-of-sight only).\n 41→@export var fov_angle: float = 100.0 ## FOV angle (deg). 0/negative = 360°. Default 100° per #66.\n 42→@export var fov_enabled: bool = true ## FOV enabled (combined with ExperimentalSettings).\n 43→@export var shoot_cooldown: float = 0.1 ## Time between shots (0.1s = 10 rounds/sec).\n 44→@export var bullet_scene: PackedScene ## Bullet scene to instantiate when shooting.\n 45→@export var casing_scene: PackedScene ## Casing scene for ejected bullet casings.\n 46→@export var bullet_spawn_offset: float = 30.0 ## Offset from center for bullet spawn.\n 47→@export var weapon_loudness: float = 1469.0 ## Weapon loudness for alerting enemies.\n 48→@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)] ## Patrol points.\n 49→@export var patrol_wait_time: float = 1.5 ## Wait time at each patrol point (seconds).\n 50→@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0) ## Color at full health.\n\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": " 4950→\n 4951→# Grenade Avoidance (Issue #407) - uses GrenadeAvoidanceComponent\n 4952→\n 4953→func _setup_grenade_avoidance() -> void:\n 4954→\t_grenade_avoidance = GrenadeAvoidanceComponent.new()\n 4955→\t_grenade_avoidance.name = \"GrenadeAvoidance\"\n 4956→\tadd_child(_grenade_avoidance)\n 4957→\t# Issue #426: Pass raycast for LOS check (enemies only react to visible grenades)\n 4958→\tif _raycast: _grenade_avoidance.set_raycast(_raycast)\n 4959→\t# Issue #426: Pass FOV params (enemies only react to grenades in vision cone)\n 4960→\tif _enemy_model: _grenade_avoidance.set_fov_parameters(_enemy_model, fov_angle, fov_enabled)\n 4961→\n 4962→func _update_grenade_danger_detection() -> void:\n 4963→\tif _grenade_avoidance: _grenade_avoidance.update()\n 4964→\n 4965→func _calculate_grenade_evasion_target() -> void:\n 4966→\tif _grenade_avoidance: _grenade_avoidance.calculate_evasion_target(_nav_agent)\n 4967→\n 4968→## Get the number of grenades remaining.\n 4969→func get_grenades_remaining() -> int:\n 4970→\tif _grenade_component:\n 4971→\t\treturn _grenade_component.grenades_remaining\n 4972→\treturn 0\n 4973→\n 4974→func add_grenades(count: int) -> void:\n 4975→\tif _grenade_component: _grenade_component.add_grenades(count)\n 4976→\n 4977→## Setup machete melee component (Issue #579).\n 4978→func _setup_machete_component() -> void:\n 4979→\tif not _is_melee_weapon: return\n 4980→\t_machete = MacheteComponent.new(); _machete.name = \"MacheteComponent\"; _machete.debug_logging = debug_logging\n 4981→\t_machete.configure_from_weapon_config(WeaponConfigComponent.get_config(weapon_type)); add_child(_machete)\n 4982→\t_current_ammo = 0; _reserve_ammo = 0; _is_reloading = false\n 4983→\tfull_health_color = Color(0.7, 0.15, 0.15, 1.0); _update_health_visual()\n 4984→\n 4985→## Apply machete attack animation to weapon mount and arms (Issue #595).\n 4986→func _apply_machete_attack_animation() -> void:\n 4987→\tif not _is_melee_weapon or _machete == null: return\n 4988→\tif _weapon_mount: _weapon_mount.rotation = _machete.get_weapon_rotation() if _machete.is_attacking() else 0.0\n 4989→\tif _machete.is_attacking() and _right_arm_sprite: _right_arm_sprite.position.x += _machete.get_arm_offset()\n 4990→\n 4991→## Connect CasingPusher Area2D signals (Issue #438, same pattern as player Issue #392).\n 4992→func _connect_casing_pusher_signals() -> void:\n 4993→\tif _casing_pusher == null: return\n 4994→\tif not _casing_pusher.body_entered.is_connected(_on_casing_pusher_body_entered):\n 4995→\t\t_casing_pusher.body_entered.connect(_on_casing_pusher_body_entered)\n 4996→\tif not _casing_pusher.body_exited.is_connected(_on_casing_pusher_body_exited):\n 4997→\t\t_casing_pusher.body_exited.connect(_on_casing_pusher_body_exited)\n 4998→\n 4999→func _on_casing_pusher_body_entered(body: Node2D) -> void:\n 5000→\tif body is RigidBody2D and body.has_method(\"receive_kick\") and body not in _overlapping_casings:\n 5001→\t\t_overlapping_casings.append(body)\n 5002→\n 5003→func _on_casing_pusher_body_exited(body: Node2D) -> void:\n 5004→\tif body is RigidBody2D:\n 5005→\t\tvar idx := _overlapping_casings.find(body)\n 5006→\t\tif idx >= 0: _overlapping_casings.remove_at(idx)\n 5007→\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\t\t_witnessed_ally_death = true; _goap_world_state[\"witnessed_ally_death\"] = true\n 2\t\tif hit_direction != Vector2.ZERO and _memory:\n 3\t\t\tvar susp_dir := -hit_direction.normalized()\n 4\t\t\t_memory.update_position(ally_position + susp_dir * 200.0, ALLY_DEATH_CONFIDENCE)\n 5\t\t_log_to_file(\"[AllyDeath] Witnessed at %s, entering SEARCHING\" % ally_position)\n 6\t\t_transition_to_searching(ally_position)\n 7\t\n 8\t## Calculate suspected directions from bullet hit direction (Issue #409).\n 9\tfunc _calculate_suspected_directions(death_position: Vector2, hit_direction: Vector2) -> void:\n 10\t\t_suspected_directions.clear()\n 11\t\tif hit_direction == Vector2.ZERO:\n 12\t\t\t_suspected_directions.append((global_position - death_position).normalized()); return\n 13\t\tvar primary := -hit_direction.normalized()\n 14\t\t_suspected_directions.append(primary)\n 15\t\t_suspected_directions.append(Vector2(-primary.y, primary.x)) # perp left\n 16\t\t_suspected_directions.append(Vector2(primary.y, -primary.x)) # perp right\n 17\t\n 18\tfunc _can_see_position(pos: Vector2) -> bool:\n 19\t\tif _raycast == null: return false\n 20\t\tvar orig := _raycast.target_position\n 21\t\t_raycast.target_position = pos - global_position\n 22\t\t_raycast.force_raycast_update()\n 23\t\tvar result := not _raycast.is_colliding()\n 24\t\t_raycast.target_position = orig\n 25\t\treturn result\n 26\t\n 27\tfunc _update_grenade_world_state() -> void:\n 28\t\tif _grenade_component == null:\n 29\t\t\t_goap_world_state[\"has_grenades\"] = false; _goap_world_state[\"grenades_remaining\"] = 0\n 30\t\t\t_goap_world_state[\"ready_to_throw_grenade\"] = false; return\n 31\t\t_goap_world_state[\"has_grenades\"] = _grenade_component.grenades_remaining > 0\n 32\t\t_goap_world_state[\"grenades_remaining\"] = _grenade_component.grenades_remaining\n 33\t\t_goap_world_state[\"ready_to_throw_grenade\"] = _grenade_component.is_ready(_can_see_player, _under_fire, _current_health)\n 34\t\n 35\t## Attempt to throw a grenade. Returns true if throw was initiated.\n 36\tfunc try_throw_grenade() -> bool:\n 37\t\tif _grenade_component == null: return false\n 38\t\tvar mem_pos := _memory.suspected_position if _memory and _memory.has_target() else _last_known_player_position\n 39\t\tvar tgt := _grenade_component.get_target(_can_see_player, _under_fire, _current_health, _player, _last_known_player_position, mem_pos)\n 40\t\tif tgt == Vector2.ZERO: return false\n 41\t\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n 42\t\tif result: grenade_thrown.emit(null, tgt)\n 43\t\treturn result\n 44\t\n 45\t# Grenade Avoidance (Issue #407) - uses GrenadeAvoidanceComponent\n 46\t\n 47\tfunc _setup_grenade_avoidance() -> void:\n 48\t\t_grenade_avoidance = GrenadeAvoidanceComponent.new()\n 49\t\t_grenade_avoidance.name = \"GrenadeAvoidance\"\n 50\t\tadd_child(_grenade_avoidance)\n 51\t\t# Issue #426: Pass raycast for LOS check (enemies only react to visible grenades)\n 52\t\tif _raycast: _grenade_avoidance.set_raycast(_raycast)\n 53\t\t# Issue #426: Pass FOV params (enemies only react to grenades in vision cone)\n 54\t\tif _enemy_model: _grenade_avoidance.set_fov_parameters(_enemy_model, fov_angle, fov_enabled)\n 55\t\n 56\tfunc _update_grenade_danger_detection() -> void:\n 57\t\tif _grenade_avoidance: _grenade_avoidance.update()\n 58\t\n 59\tfunc _calculate_grenade_evasion_target() -> void:\n 60\t\tif _grenade_avoidance: _grenade_avoidance.calculate_evasion_target(_nav_agent)\n 61\t\n 62\t## Get the number of grenades remaining.\n 63\tfunc get_grenades_remaining() -> int:\n 64\t\tif _grenade_component:\n 65\t\t\treturn _grenade_component.grenades_remaining\n 66\t\treturn 0\n 67\t\n 68\tfunc add_grenades(count: int) -> void:\n 69\t\tif _grenade_component: _grenade_component.add_grenades(count)\n 70\t\n 71\t## Setup machete melee component (Issue #579).\n 72\tfunc _setup_machete_component() -> void:\n 73\t\tif not _is_melee_weapon: return\n 74\t\t_machete = MacheteComponent.new(); _machete.name = \"MacheteComponent\"; _machete.debug_logging = debug_logging\n 75\t\t_machete.configure_from_weapon_config(WeaponConfigComponent.get_config(weapon_type)); add_child(_machete)\n 76\t\t_current_ammo = 0; _reserve_ammo = 0; _is_reloading = false\n 77\t\tfull_health_color = Color(0.7, 0.15, 0.15, 1.0); _update_health_visual()\n 78\t\n 79\t## Apply machete attack animation to weapon mount and arms (Issue #595).\n 80\tfunc _apply_machete_attack_animation() -> void:\n 81\t\tif not _is_melee_weapon or _machete == null: return\n 82\t\tif _weapon_mount: _weapon_mount.rotation = _machete.get_weapon_rotation() if _machete.is_attacking() else 0.0\n 83\t\tif _machete.is_attacking() and _right_arm_sprite: _right_arm_sprite.position.x += _machete.get_arm_offset()\n 84\t\n 85\t## Connect CasingPusher Area2D signals (Issue #438, same pattern as player Issue #392).\n 86\tfunc _connect_casing_pusher_signals() -> void:\n 87\t\tif _casing_pusher == null: return\n 88\t\tif not _casing_pusher.body_entered.is_connected(_on_casing_pusher_body_entered):\n 89\t\t\t_casing_pusher.body_entered.connect(_on_casing_pusher_body_entered)\n 90\t\tif not _casing_pusher.body_exited.is_connected(_on_casing_pusher_body_exited):\n 91\t\t\t_casing_pusher.body_exited.connect(_on_casing_pusher_body_exited)\n 92\t\n 93\tfunc _on_casing_pusher_body_entered(body: Node2D) -> void:\n 94\t\tif body is RigidBody2D and body.has_method(\"receive_kick\") and body not in _overlapping_casings:\n 95\t\t\t_overlapping_casings.append(body)\n 96\t\n 97\tfunc _on_casing_pusher_body_exited(body: Node2D) -> void:\n 98\t\tif body is RigidBody2D:\n 99\t\t\tvar idx := _overlapping_casings.find(body)\n 100\t\t\tif idx >= 0: _overlapping_casings.remove_at(idx)",
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"content": " 830→func _physics_process(delta: float) -> void:\n 831→\tif not _is_alive:\n 832→\t\treturn\n 833→\n 834→\t# Update flashbang status effect timers (Issue #432)\n 835→\t_update_flashbang_timers(delta)\n 836→\n 837→\t# Update shoot cooldown timer\n 838→\t_shoot_timer += delta\n 839→\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": " 284 /tmp/gh-issue-solver-1770489058052/scripts/components/realistic_visibility_component.gd\n 187 /tmp/gh-issue-solver-1770489058052/scripts/components/threat_sphere.gd\n 224 /tmp/gh-issue-solver-1770489058052/scripts/components/vision_component.gd\n 121 /tmp/gh-issue-solver-1770489058052/scripts/components/weapon_config_component.gd\n 4356 total",
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"text": "Perfect! Now I have all the information I need. Let me compile a comprehensive report:\n\n## Flashbang-Related Code Extraction Report\n\n### Summary\nThe enemy.gd file is **5006 lines**. I've identified **flashbang-related code that can be extracted** into a new component to reduce the file size. The flashbang functionality is well-isolated and self-contained, making it an ideal candidate for extraction.\n\n---\n\n### 1. Variable Declarations (Lines 360-364)\n\n**Location:** Lines 360-364 \n**Lines of Code:** 5 lines\n\n```gdscript\n## [Status Effects] Blinded (cannot see player), Stunned (cannot move/act)\nvar _is_blinded: bool = false\nvar _is_stunned: bool = false\nvar _blindness_timer: float = 0.0 ## [Issue #432] Flashbang effect timer\nvar _stun_timer: float = 0.0 ## [Issue #432] Flashbang effect timer\n```\n\n---\n\n### 2. Core Flashbang Functions (Lines 4826-4864)\n\n**Location:** Lines 4826-4864 \n**Lines of Code:** 39 lines (including comments)\n**Status:** This is the MAIN extractable block\n\n```gdscript\n# Status Effects (Blindness, Stun)\n\nfunc set_blinded(blinded: bool) -> void:\n\tvar was := _is_blinded\n\t_is_blinded = blinded\n\tif blinded and not was:\n\t\t_log_to_file(\"Status: BLINDED applied\")\n\t\t_can_see_player = false; _continuous_visibility_timer = 0.0\n\telif not blinded and was:\n\t\t_log_to_file(\"Status: BLINDED removed\")\n\nfunc set_stunned(stunned: bool) -> void:\n\tvar was := _is_stunned\n\t_is_stunned = stunned\n\tif stunned and not was:\n\t\t_log_to_file(\"Status: STUNNED applied\")\n\t\tvelocity = Vector2.ZERO\n\telif not stunned and was:\n\t\t_log_to_file(\"Status: STUNNED removed\")\n\nfunc is_blinded() -> bool: return _is_blinded\nfunc is_stunned() -> bool: return _is_stunned\n\n\n## Apply flashbang effect (Issue #432). Called by C# GrenadeTimer.\nfunc apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n\t_log_to_file(\"Flashbang: blind=%.1fs, stun=%.1fs\" % [blindness_duration, stun_duration])\n\tif blindness_duration > 0.0: _blindness_timer = maxf(_blindness_timer, blindness_duration); set_blinded(true)\n\tif stun_duration > 0.0: _stun_timer = maxf(_stun_timer, stun_duration); set_stunned(true)\n\n## Update flashbang timers (Issue #432). Called from _physics_process.\nfunc _update_flashbang_timers(delta: float) -> void:\n\tif _blindness_timer > 0.0:\n\t\t_blindness_timer -= delta\n\t\tif _blindness_timer <= 0.0: _blindness_timer = 0.0; set_blinded(false)\n\tif _stun_timer > 0.0:\n\t\t_stun_timer -= delta\n\t\tif _stun_timer <= 0.0: _stun_timer = 0.0; set_stunned(false)\n```\n\n---\n\n### 3. Dependencies and Call Sites\n\n#### A. Update Call in _physics_process (Line 835)\n**Location:** Line 835 \n**Code:**\n```gdscript\n# Update flashbang status effect timers (Issue #432)\n_update_flashbang_timers(delta)\n```\n\n#### B. Stun Check in _process_ai_state (Lines 1182-1185)\n**Location:** Lines 1182-1185 \n**Code:**\n```gdscript\n# If stunned, stop all movement and actions - do nothing\nif _is_stunned:\n\tvelocity = Vector2.ZERO\n\treturn\n```\n\n#### C. Blindness Check in Vision Logic (Lines 3633-3636)\n**Location:** Lines 3633-3636 \n**Code:**\n```gdscript\n# If blinded, cannot see player at all\nif _is_blinded:\n\t_continuous_visibility_timer = 0.0\n\treturn\n```\n\n#### D. Flashlight Detection with Blindness (Lines 3700, 3715-3717)\n**Location:** Lines 3700 and 3715-3717 \n**Code:**\n```gdscript\nif _flashlight_detection and _player and not _can_see_player and not _is_blinded and _memory_reset_confusion_timer <= 0.0:\n\t# ... flashlight detection logic\n\nelif _flashlight_detection and (_can_see_player or _is_blinded or _memory_reset_confusion_timer > 0.0):\n\t# Reset flashlight detection when player is directly visible or enemy is blinded/confused\n\t_flashlight_detection.reset()\n```\n\n#### E. External Call from Grenade Throwing (Line 4947)\n**Location:** Line 4947 \n**Code:**\n```gdscript\nvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n```\n\n---\n\n### 4. External Calls to Flashbang Functions\n\nThe following files call `apply_flashbang_effect()`:\n1. `/Scripts/Projectiles/GrenadeTimer.cs` - C# code that triggers flashbang\n2. `/scripts/projectiles/flashbang_grenade.gd` - Grenade script\n3. `/scripts/autoload/flashbang_player_effects_manager.gd` - Manager for player effects\n4. `/tests/unit/test_flashbang_player_effect.gd` - Unit tests\n\n---\n\n### 5. Extraction Strategy\n\n**Total extractable lines:** ~44 lines (variables + functions)\n\n**New file:** `scripts/components/flashbang_effect_component.gd`\n\n**Components needing changes in enemy.gd:**\n- Line 361-364: Variable declarations (move to component)\n- Line 835: Update call in `_physics_process()` (replace with component call)\n- Lines 4826-4864: All flashbang functions (move to component)\n- Lines 1182-1185: Replace stun check with component method call\n- Line 3633-3636: Replace blindness check with component method call\n- Lines 3700, 3715-3717: Update flashlight detection with component checks\n- Line 4947: Pass component references to grenade throwing\n\n**Result:** Removing ~44 lines will bring enemy.gd from **5006 to ~4962 lines**, getting it under the 5000-line target.\n\n---\n\n### 6. Other Easily Extractable Blocks Near 5000+\n\nThe casing pusher system (lines 4991-5006) is also small and extractable (~16 lines), but the flashbang component is the primary target for meeting the 5000-line goal."
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"prompt": "In the file /tmp/gh-issue-solver-1770489058052/scripts/objects/enemy.gd (5006 lines), search for all flashbang-related code. I need to extract enough lines to bring it under 5000. Search for:\n1. Any functions related to flashbang effects (set_blinded, set_stunned, apply_flashbang_effect, _update_flashbang_timers, etc.)\n2. Any variable declarations related to flashbang (blinded, stunned, flashbang, etc.)\n3. Find the exact line numbers and content of these functions\n\nAlso look for any other easily extractable blocks near line 5000+ that could be moved to a component. The goal is to extract some functionality into a new component in scripts/components/ to bring enemy.gd under 5000 lines.\n\nShow me the exact code blocks with line numbers that could be extracted.",
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"text": "Perfect! Now I have all the information I need. Let me compile a comprehensive report:\n\n## Flashbang-Related Code Extraction Report\n\n### Summary\nThe enemy.gd file is **5006 lines**. I've identified **flashbang-related code that can be extracted** into a new component to reduce the file size. The flashbang functionality is well-isolated and self-contained, making it an ideal candidate for extraction.\n\n---\n\n### 1. Variable Declarations (Lines 360-364)\n\n**Location:** Lines 360-364 \n**Lines of Code:** 5 lines\n\n```gdscript\n## [Status Effects] Blinded (cannot see player), Stunned (cannot move/act)\nvar _is_blinded: bool = false\nvar _is_stunned: bool = false\nvar _blindness_timer: float = 0.0 ## [Issue #432] Flashbang effect timer\nvar _stun_timer: float = 0.0 ## [Issue #432] Flashbang effect timer\n```\n\n---\n\n### 2. Core Flashbang Functions (Lines 4826-4864)\n\n**Location:** Lines 4826-4864 \n**Lines of Code:** 39 lines (including comments)\n**Status:** This is the MAIN extractable block\n\n```gdscript\n# Status Effects (Blindness, Stun)\n\nfunc set_blinded(blinded: bool) -> void:\n\tvar was := _is_blinded\n\t_is_blinded = blinded\n\tif blinded and not was:\n\t\t_log_to_file(\"Status: BLINDED applied\")\n\t\t_can_see_player = false; _continuous_visibility_timer = 0.0\n\telif not blinded and was:\n\t\t_log_to_file(\"Status: BLINDED removed\")\n\nfunc set_stunned(stunned: bool) -> void:\n\tvar was := _is_stunned\n\t_is_stunned = stunned\n\tif stunned and not was:\n\t\t_log_to_file(\"Status: STUNNED applied\")\n\t\tvelocity = Vector2.ZERO\n\telif not stunned and was:\n\t\t_log_to_file(\"Status: STUNNED removed\")\n\nfunc is_blinded() -> bool: return _is_blinded\nfunc is_stunned() -> bool: return _is_stunned\n\n\n## Apply flashbang effect (Issue #432). Called by C# GrenadeTimer.\nfunc apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n\t_log_to_file(\"Flashbang: blind=%.1fs, stun=%.1fs\" % [blindness_duration, stun_duration])\n\tif blindness_duration > 0.0: _blindness_timer = maxf(_blindness_timer, blindness_duration); set_blinded(true)\n\tif stun_duration > 0.0: _stun_timer = maxf(_stun_timer, stun_duration); set_stunned(true)\n\n## Update flashbang timers (Issue #432). Called from _physics_process.\nfunc _update_flashbang_timers(delta: float) -> void:\n\tif _blindness_timer > 0.0:\n\t\t_blindness_timer -= delta\n\t\tif _blindness_timer <= 0.0: _blindness_timer = 0.0; set_blinded(false)\n\tif _stun_timer > 0.0:\n\t\t_stun_timer -= delta\n\t\tif _stun_timer <= 0.0: _stun_timer = 0.0; set_stunned(false)\n```\n\n---\n\n### 3. Dependencies and Call Sites\n\n#### A. Update Call in _physics_process (Line 835)\n**Location:** Line 835 \n**Code:**\n```gdscript\n# Update flashbang status effect timers (Issue #432)\n_update_flashbang_timers(delta)\n```\n\n#### B. Stun Check in _process_ai_state (Lines 1182-1185)\n**Location:** Lines 1182-1185 \n**Code:**\n```gdscript\n# If stunned, stop all movement and actions - do nothing\nif _is_stunned:\n\tvelocity = Vector2.ZERO\n\treturn\n```\n\n#### C. Blindness Check in Vision Logic (Lines 3633-3636)\n**Location:** Lines 3633-3636 \n**Code:**\n```gdscript\n# If blinded, cannot see player at all\nif _is_blinded:\n\t_continuous_visibility_timer = 0.0\n\treturn\n```\n\n#### D. Flashlight Detection with Blindness (Lines 3700, 3715-3717)\n**Location:** Lines 3700 and 3715-3717 \n**Code:**\n```gdscript\nif _flashlight_detection and _player and not _can_see_player and not _is_blinded and _memory_reset_confusion_timer <= 0.0:\n\t# ... flashlight detection logic\n\nelif _flashlight_detection and (_can_see_player or _is_blinded or _memory_reset_confusion_timer > 0.0):\n\t# Reset flashlight detection when player is directly visible or enemy is blinded/confused\n\t_flashlight_detection.reset()\n```\n\n#### E. External Call from Grenade Throwing (Line 4947)\n**Location:** Line 4947 \n**Code:**\n```gdscript\nvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n```\n\n---\n\n### 4. External Calls to Flashbang Functions\n\nThe following files call `apply_flashbang_effect()`:\n1. `/Scripts/Projectiles/GrenadeTimer.cs` - C# code that triggers flashbang\n2. `/scripts/projectiles/flashbang_grenade.gd` - Grenade script\n3. `/scripts/autoload/flashbang_player_effects_manager.gd` - Manager for player effects\n4. `/tests/unit/test_flashbang_player_effect.gd` - Unit tests\n\n---\n\n### 5. Extraction Strategy\n\n**Total extractable lines:** ~44 lines (variables + functions)\n\n**New file:** `scripts/components/flashbang_effect_component.gd`\n\n**Components needing changes in enemy.gd:**\n- Line 361-364: Variable declarations (move to component)\n- Line 835: Update call in `_physics_process()` (replace with component call)\n- Lines 4826-4864: All flashbang functions (move to component)\n- Lines 1182-1185: Replace stun check with component method call\n- Line 3633-3636: Replace blindness check with component method call\n- Lines 3700, 3715-3717: Update flashlight detection with component checks\n- Line 4947: Pass component references to grenade throwing\n\n**Result:** Removing ~44 lines will bring enemy.gd from **5006 to ~4962 lines**, getting it under the 5000-line target.\n\n---\n\n### 6. Other Easily Extractable Blocks Near 5000+\n\nThe casing pusher system (lines 4991-5006) is also small and extractable (~16 lines), but the flashbang component is the primary target for meeting the 5000-line goal."
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[2026-02-07T18:33:29.494Z] [INFO] {
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"content": " 4820→\tif _nav_agent == null:\n 4821→\t\treturn global_position.distance_to(target_pos)\n 4822→\n 4823→\t_nav_agent.target_position = target_pos\n 4824→\treturn _nav_agent.distance_to_target()\n 4825→\n 4826→# Status Effects (Blindness, Stun)\n 4827→\n 4828→func set_blinded(blinded: bool) -> void:\n 4829→\tvar was := _is_blinded\n 4830→\t_is_blinded = blinded\n 4831→\tif blinded and not was:\n 4832→\t\t_log_to_file(\"Status: BLINDED applied\")\n 4833→\t\t_can_see_player = false; _continuous_visibility_timer = 0.0\n 4834→\telif not blinded and was:\n 4835→\t\t_log_to_file(\"Status: BLINDED removed\")\n 4836→\n 4837→func set_stunned(stunned: bool) -> void:\n 4838→\tvar was := _is_stunned\n 4839→\t_is_stunned = stunned\n 4840→\tif stunned and not was:\n 4841→\t\t_log_to_file(\"Status: STUNNED applied\")\n 4842→\t\tvelocity = Vector2.ZERO\n 4843→\telif not stunned and was:\n 4844→\t\t_log_to_file(\"Status: STUNNED removed\")\n 4845→\n 4846→func is_blinded() -> bool: return _is_blinded\n 4847→func is_stunned() -> bool: return _is_stunned\n 4848→\n 4849→\n 4850→## Apply flashbang effect (Issue #432). Called by C# GrenadeTimer.\n 4851→func apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n 4852→\t_log_to_file(\"Flashbang: blind=%.1fs, stun=%.1fs\" % [blindness_duration, stun_duration])\n 4853→\tif blindness_duration > 0.0: _blindness_timer = maxf(_blindness_timer, blindness_duration); set_blinded(true)\n 4854→\tif stun_duration > 0.0: _stun_timer = maxf(_stun_timer, stun_duration); set_stunned(true)\n 4855→\n 4856→## Update flashbang timers (Issue #432). Called from _physics_process.\n 4857→func _update_flashbang_timers(delta: float) -> void:\n 4858→\tif _blindness_timer > 0.0:\n 4859→\t\t_blindness_timer -= delta\n 4860→\t\tif _blindness_timer <= 0.0: _blindness_timer = 0.0; set_blinded(false)\n 4861→\tif _stun_timer > 0.0:\n 4862→\t\t_stun_timer -= delta\n 4863→\t\tif _stun_timer <= 0.0: _stun_timer = 0.0; set_stunned(false)\n 4864→\n 4865→\n 4866→# Grenade System (Issue #363) - Component-based (extracted for Issue #377)\n 4867→\n 4868→## Setup the grenade component. Called from _ready().\n 4869→func _setup_grenade_component() -> void:\n 4870→\tif not enable_grenade_throwing:\n 4871→\t\treturn\n 4872→\n 4873→\t_grenade_component = EnemyGrenadeComponent.new()\n 4874→\t_grenade_component.name = \"GrenadeComponent\"\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 _nav_agent == null:\n\t\treturn global_position.distance_to(target_pos)\n\n\t_nav_agent.target_position = target_pos\n\treturn _nav_agent.distance_to_target()\n\n# Status Effects (Blindness, Stun)\n\nfunc set_blinded(blinded: bool) -> void:\n\tvar was := _is_blinded\n\t_is_blinded = blinded\n\tif blinded and not was:\n\t\t_log_to_file(\"Status: BLINDED applied\")\n\t\t_can_see_player = false; _continuous_visibility_timer = 0.0\n\telif not blinded and was:\n\t\t_log_to_file(\"Status: BLINDED removed\")\n\nfunc set_stunned(stunned: bool) -> void:\n\tvar was := _is_stunned\n\t_is_stunned = stunned\n\tif stunned and not was:\n\t\t_log_to_file(\"Status: STUNNED applied\")\n\t\tvelocity = Vector2.ZERO\n\telif not stunned and was:\n\t\t_log_to_file(\"Status: STUNNED removed\")\n\nfunc is_blinded() -> bool: return _is_blinded\nfunc is_stunned() -> bool: return _is_stunned\n\n\n## Apply flashbang effect (Issue #432). Called by C# GrenadeTimer.\nfunc apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n\t_log_to_file(\"Flashbang: blind=%.1fs, stun=%.1fs\" % [blindness_duration, stun_duration])\n\tif blindness_duration > 0.0: _blindness_timer = maxf(_blindness_timer, blindness_duration); set_blinded(true)\n\tif stun_duration > 0.0: _stun_timer = maxf(_stun_timer, stun_duration); set_stunned(true)\n\n## Update flashbang timers (Issue #432). Called from _physics_process.\nfunc _update_flashbang_timers(delta: float) -> void:\n\tif _blindness_timer > 0.0:\n\t\t_blindness_timer -= delta\n\t\tif _blindness_timer <= 0.0: _blindness_timer = 0.0; set_blinded(false)\n\tif _stun_timer > 0.0:\n\t\t_stun_timer -= delta\n\t\tif _stun_timer <= 0.0: _stun_timer = 0.0; set_stunned(false)\n\n\n# Grenade System (Issue #363) - Component-based (extracted for Issue #377)\n\n## Setup the grenade component. Called from _ready().\nfunc _setup_grenade_component() -> void:\n\tif not enable_grenade_throwing:\n\t\treturn\n\n\t_grenade_component = EnemyGrenadeComponent.new()\n\t_grenade_component.name = \"GrenadeComponent\"",
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[2026-02-07T18:33:31.665Z] [INFO] {
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[2026-02-07T18:33:31.685Z] [INFO] {
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{
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"content": " 1→class_name HealthComponent\n 2→extends Node\n 3→## Health management component for entities that can take damage.\n 4→##\n 5→## Attach this node to any entity to give it health functionality.\n 6→## Supports random health initialization, damage, healing, and visual feedback.\n 7→\n 8→## Minimum health value (for random initialization).\n 9→@export var min_health: int = 2\n 10→\n 11→## Maximum health value (for random initialization).\n 12→@export var max_health: int = 4\n 13→\n 14→## Whether to randomize health between min and max on ready.\n 15→@export var randomize_on_ready: bool = true\n 16→\n 17→## Color when at full health.\n 18→@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n 19→\n 20→## Color when at low health.\n 21→@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0)\n 22→\n 23→## Color to flash when hit.\n 24→@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0)\n 25→\n 26→## Duration of hit flash effect in seconds.\n 27→@export var hit_flash_duration: float = 0.1\n 28→\n 29→## Current health.\n 30→var _current_health: int = 0\n 31→\n 32→## Maximum health (set at initialization).\n 33→var _max_health: int = 0\n 34→\n 35→## Whether the entity is alive.\n 36→var _is_alive: bool = true\n 37→\n 38→## Reference to sprite for visual feedback (set externally or found automatically).\n 39→var _sprite: Sprite2D = null\n 40→\n 41→## Signal emitted when hit.\n 42→signal hit\n 43→\n 44→## Signal emitted when health changes.\n 45→signal health_changed(current: int, maximum: int)\n 46→\n 47→## Signal emitted when the entity dies.\n 48→signal died\n 49→\n 50→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "class_name HealthComponent\nextends Node\n## Health management component for entities that can take damage.\n##\n## Attach this node to any entity to give it health functionality.\n## Supports random health initialization, damage, healing, and visual feedback.\n\n## Minimum health value (for random initialization).\n@export var min_health: int = 2\n\n## Maximum health value (for random initialization).\n@export var max_health: int = 4\n\n## Whether to randomize health between min and max on ready.\n@export var randomize_on_ready: bool = true\n\n## Color when at full health.\n@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n\n## Color when at low health.\n@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0)\n\n## Color to flash when hit.\n@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0)\n\n## Duration of hit flash effect in seconds.\n@export var hit_flash_duration: float = 0.1\n\n## Current health.\nvar _current_health: int = 0\n\n## Maximum health (set at initialization).\nvar _max_health: int = 0\n\n## Whether the entity is alive.\nvar _is_alive: bool = true\n\n## Reference to sprite for visual feedback (set externally or found automatically).\nvar _sprite: Sprite2D = null\n\n## Signal emitted when hit.\nsignal hit\n\n## Signal emitted when health changes.\nsignal health_changed(current: int, maximum: int)\n\n## Signal emitted when the entity dies.\nsignal died\n\n",
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{
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"text": "Now let me read the remaining relevant sections of enemy.gd (the _process_ai_state stun check and the blindness check in vision logic)."
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[2026-02-07T18:33:35.398Z] [INFO] {
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[2026-02-07T18:33:35.401Z] [INFO] {
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"content": " 1175→\t\t\t\tammo_depleted.emit()\n 1176→\t\t\t\t_log_debug(\"All ammunition depleted!\")\n 1177→\t\treturn false\n 1178→\treturn true\n 1179→\n 1180→## Process the AI state machine.\n 1181→func _process_ai_state(delta: float) -> void:\n 1182→\t# If stunned, stop all movement and actions - do nothing\n 1183→\tif _is_stunned:\n 1184→\t\tvelocity = Vector2.ZERO\n 1185→\t\treturn\n 1186→\tvar previous_state := _current_state\n 1187→\n 1188→\t# ABSOLUTE HIGHEST PRIORITY: Grenade danger zone evasion (Issue #407)\n 1189→\t# Survival instinct - enemies flee from grenades before any other action\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\t\tammo_depleted.emit()\n\t\t\t\t_log_debug(\"All ammunition depleted!\")\n\t\treturn false\n\treturn true\n\n## Process the AI state machine.\nfunc _process_ai_state(delta: float) -> void:\n\t# If stunned, stop all movement and actions - do nothing\n\tif _is_stunned:\n\t\tvelocity = Vector2.ZERO\n\t\treturn\n\tvar previous_state := _current_state\n\n\t# ABSOLUTE HIGHEST PRIORITY: Grenade danger zone evasion (Issue #407)\n\t# Survival instinct - enemies flee from grenades before any other action",
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[2026-02-07T18:33:36.170Z] [INFO] {
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[2026-02-07T18:33:36.174Z] [INFO] {
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{
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"content": " 3627→## Check if the player is visible using multi-point raycast. Updates visibility timer.\n 3628→func _check_player_visibility() -> void:\n 3629→\tvar was_visible := _can_see_player\n 3630→\t_can_see_player = false\n 3631→\t_player_visibility_ratio = 0.0\n 3632→\n 3633→\t# If blinded, cannot see player at all\n 3634→\tif _is_blinded:\n 3635→\t\t_continuous_visibility_timer = 0.0\n 3636→\t\treturn\n 3637→\n 3638→\t# If confused from memory reset, cannot see player (Issue #318)\n 3639→\tif _memory_reset_confusion_timer > 0.0:\n 3640→\t\t_continuous_visibility_timer = 0.0\n 3641→\t\treturn\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": "## Check if the player is visible using multi-point raycast. Updates visibility timer.\nfunc _check_player_visibility() -> void:\n\tvar was_visible := _can_see_player\n\t_can_see_player = false\n\t_player_visibility_ratio = 0.0\n\n\t# If blinded, cannot see player at all\n\tif _is_blinded:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\t# If confused from memory reset, cannot see player (Issue #318)\n\tif _memory_reset_confusion_timer > 0.0:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn",
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[2026-02-07T18:33:36.954Z] [INFO] {
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{
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"content": " 3693→\t\t_last_known_player_position = _player.global_position\n 3694→\tif _prediction: # [#298]\n 3695→\t\tvar f := Vector2.RIGHT.rotated(_enemy_model.global_rotation) if _enemy_model else Vector2.RIGHT\n 3696→\t\t_prediction.process_frame(_can_see_player, _was_player_visible, _player.global_position if _player else Vector2.ZERO, global_position, f, delta, _memory)\n 3697→\t_was_player_visible = _can_see_player\n 3698→\n 3699→\t# [Issue #574] Flashlight beam detection: enemy detects beam when any part of it falls within their FOV\n 3700→\tif _flashlight_detection and _player and not _can_see_player and not _is_blinded and _memory_reset_confusion_timer <= 0.0:\n 3701→\t\tvar _es: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 3702→\t\tvar _fov_on: bool = fov_enabled and _es != null and _es.has_method(\"is_fov_enabled\") and _es.is_fov_enabled()\n 3703→\t\tvar flashlight_detected := _flashlight_detection.check_flashlight(global_position, _enemy_model.global_rotation if _enemy_model else rotation, fov_angle, _fov_on, _player, _raycast, delta)\n 3704→\t\tif flashlight_detected:\n 3705→\t\t\t# Update memory with flashlight-based detection\n 3706→\t\t\t_memory.update_position(_flashlight_detection.estimated_player_position, FlashlightDetectionComponent.FLASHLIGHT_DETECTION_CONFIDENCE)\n 3707→\t\t\t_last_known_player_position = _flashlight_detection.estimated_player_position\n 3708→\t\t\t_log_to_file(\"[#574] Flashlight detected: estimated_pos=%s, beam_dir=%s\" % [\n 3709→\t\t\t\t_flashlight_detection.estimated_player_position, _flashlight_detection.beam_direction\n 3710→\t\t\t])\n 3711→\t\t\t# If in IDLE state, react to flashlight detection by investigating\n 3712→\t\t\tif _current_state == AIState.IDLE:\n 3713→\t\t\t\t_log_to_file(\"[#574] Flashlight triggered pursuit from IDLE\")\n 3714→\t\t\t\t_transition_to_pursuing()\n 3715→\telif _flashlight_detection and (_can_see_player or _is_blinded or _memory_reset_confusion_timer > 0.0):\n 3716→\t\t# Reset flashlight detection when player is directly visible or enemy is blinded/confused\n 3717→\t\t_flashlight_detection.reset()\n 3718→\n 3719→\t# Apply confidence decay over time\n 3720→\t_memory.decay(delta)\n 3721→\n 3722→\t# Periodic intel sharing with nearby enemies\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_last_known_player_position = _player.global_position\n\tif _prediction: # [#298]\n\t\tvar f := Vector2.RIGHT.rotated(_enemy_model.global_rotation) if _enemy_model else Vector2.RIGHT\n\t\t_prediction.process_frame(_can_see_player, _was_player_visible, _player.global_position if _player else Vector2.ZERO, global_position, f, delta, _memory)\n\t_was_player_visible = _can_see_player\n\n\t# [Issue #574] Flashlight beam detection: enemy detects beam when any part of it falls within their FOV\n\tif _flashlight_detection and _player and not _can_see_player and not _is_blinded and _memory_reset_confusion_timer <= 0.0:\n\t\tvar _es: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\t\tvar _fov_on: bool = fov_enabled and _es != null and _es.has_method(\"is_fov_enabled\") and _es.is_fov_enabled()\n\t\tvar flashlight_detected := _flashlight_detection.check_flashlight(global_position, _enemy_model.global_rotation if _enemy_model else rotation, fov_angle, _fov_on, _player, _raycast, delta)\n\t\tif flashlight_detected:\n\t\t\t# Update memory with flashlight-based detection\n\t\t\t_memory.update_position(_flashlight_detection.estimated_player_position, FlashlightDetectionComponent.FLASHLIGHT_DETECTION_CONFIDENCE)\n\t\t\t_last_known_player_position = _flashlight_detection.estimated_player_position\n\t\t\t_log_to_file(\"[#574] Flashlight detected: estimated_pos=%s, beam_dir=%s\" % [\n\t\t\t\t_flashlight_detection.estimated_player_position, _flashlight_detection.beam_direction\n\t\t\t])\n\t\t\t# If in IDLE state, react to flashlight detection by investigating\n\t\t\tif _current_state == AIState.IDLE:\n\t\t\t\t_log_to_file(\"[#574] Flashlight triggered pursuit from IDLE\")\n\t\t\t\t_transition_to_pursuing()\n\telif _flashlight_detection and (_can_see_player or _is_blinded or _memory_reset_confusion_timer > 0.0):\n\t\t# Reset flashlight detection when player is directly visible or enemy is blinded/confused\n\t\t_flashlight_detection.reset()\n\n\t# Apply confidence decay over time\n\t_memory.decay(delta)\n\n\t# Periodic intel sharing with nearby enemies",
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[2026-02-07T18:33:37.776Z] [INFO] {
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"content": " 4938→\t_goap_world_state[\"grenades_remaining\"] = _grenade_component.grenades_remaining\n 4939→\t_goap_world_state[\"ready_to_throw_grenade\"] = _grenade_component.is_ready(_can_see_player, _under_fire, _current_health)\n 4940→\n 4941→## Attempt to throw a grenade. Returns true if throw was initiated.\n 4942→func try_throw_grenade() -> bool:\n 4943→\tif _grenade_component == null: return false\n 4944→\tvar mem_pos := _memory.suspected_position if _memory and _memory.has_target() else _last_known_player_position\n 4945→\tvar tgt := _grenade_component.get_target(_can_see_player, _under_fire, _current_health, _player, _last_known_player_position, mem_pos)\n 4946→\tif tgt == Vector2.ZERO: return false\n 4947→\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n 4948→\tif result: grenade_thrown.emit(null, tgt)\n 4949→\treturn result\n 4950→\n 4951→# Grenade Avoidance (Issue #407) - uses GrenadeAvoidanceComponent\n 4952→\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_goap_world_state[\"grenades_remaining\"] = _grenade_component.grenades_remaining\n\t_goap_world_state[\"ready_to_throw_grenade\"] = _grenade_component.is_ready(_can_see_player, _under_fire, _current_health)\n\n## Attempt to throw a grenade. Returns true if throw was initiated.\nfunc try_throw_grenade() -> bool:\n\tif _grenade_component == null: return false\n\tvar mem_pos := _memory.suspected_position if _memory and _memory.has_target() else _last_known_player_position\n\tvar tgt := _grenade_component.get_target(_can_see_player, _under_fire, _current_health, _player, _last_known_player_position, mem_pos)\n\tif tgt == Vector2.ZERO: return false\n\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n\tif result: grenade_thrown.emit(null, tgt)\n\treturn result\n\n# Grenade Avoidance (Issue #407) - uses GrenadeAvoidanceComponent\n",
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[2026-02-07T18:33:42.956Z] [INFO] {
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"text": "Now I have a clear picture of all the code involved. Let me create the flashbang status effects component and modify enemy.gd. The approach:\n\n1. Create `scripts/components/flashbang_status_component.gd` with the status effect logic\n2. Modify `enemy.gd` to use the component instead of inline code\n3. This needs to net at least 7 lines removed to get from 5006 to <5000\n\nLet me also understand the pattern better - components in this codebase are `Node` subclasses added as children."
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[2026-02-07T18:33:53.712Z] [INFO] {
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"content": "class_name FlashbangStatusComponent\nextends Node\n## Manages flashbang status effects (blindness and stun) on an enemy.\n##\n## Extracted from enemy.gd to reduce file size (Issue #328).\n## Attach this component as a child node to apply flashbang-based\n## blindness and stun effects with automatic timer decay.\n\n## Emitted when blindness status changes.\nsignal blinded_changed(is_blinded: bool)\n\n## Emitted when stun status changes.\nsignal stunned_changed(is_stunned: bool)\n\n## Whether the entity is currently blinded (cannot see player).\nvar _is_blinded: bool = false\n\n## Whether the entity is currently stunned (cannot move/act).\nvar _is_stunned: bool = false\n\n## Remaining blindness duration in seconds.\nvar _blindness_timer: float = 0.0\n\n## Remaining stun duration in seconds.\nvar _stun_timer: float = 0.0\n\n## Reference to FileLogger for logging.\nvar _logger: Node = null\n\n\nfunc _ready() -> void:\n\t_logger = get_node_or_null(\"/root/FileLogger\")\n\n\n## Update timers each physics frame. Call from parent _physics_process.\nfunc update(delta: float) -> void:\n\tif _blindness_timer > 0.0:\n\t\t_blindness_timer -= delta\n\t\tif _blindness_timer <= 0.0:\n\t\t\t_blindness_timer = 0.0\n\t\t\tset_blinded(false)\n\tif _stun_timer > 0.0:\n\t\t_stun_timer -= delta\n\t\tif _stun_timer <= 0.0:\n\t\t\t_stun_timer = 0.0\n\t\t\tset_stunned(false)\n\n\n## Apply flashbang effect (Issue #432). Called by C# GrenadeTimer.\nfunc apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n\t_log(\"Flashbang: blind=%.1fs, stun=%.1fs\" % [blindness_duration, stun_duration])\n\tif blindness_duration > 0.0:\n\t\t_blindness_timer = maxf(_blindness_timer, blindness_duration)\n\t\tset_blinded(true)\n\tif stun_duration > 0.0:\n\t\t_stun_timer = maxf(_stun_timer, stun_duration)\n\t\tset_stunned(true)\n\n\nfunc set_blinded(blinded: bool) -> void:\n\tvar was := _is_blinded\n\t_is_blinded = blinded\n\tif blinded and not was:\n\t\t_log(\"Status: BLINDED applied\")\n\t\tblinded_changed.emit(true)\n\telif not blinded and was:\n\t\t_log(\"Status: BLINDED removed\")\n\t\tblinded_changed.emit(false)\n\n\nfunc set_stunned(stunned: bool) -> void:\n\tvar was := _is_stunned\n\t_is_stunned = stunned\n\tif stunned and not was:\n\t\t_log(\"Status: STUNNED applied\")\n\t\tstunned_changed.emit(true)\n\telif not stunned and was:\n\t\t_log(\"Status: STUNNED removed\")\n\t\tstunned_changed.emit(false)\n\n\nfunc is_blinded() -> bool:\n\treturn _is_blinded\n\n\nfunc is_stunned() -> bool:\n\treturn _is_stunned\n\n\nfunc _log(message: String) -> void:\n\tif _logger and _logger.has_method(\"log_info\"):\n\t\t_logger.log_info(\"[FlashbangStatus] \" + message)\n"
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"content": "class_name FlashbangStatusComponent\nextends Node\n## Manages flashbang status effects (blindness and stun) on an enemy.\n##\n## Extracted from enemy.gd to reduce file size (Issue #328).\n## Attach this component as a child node to apply flashbang-based\n## blindness and stun effects with automatic timer decay.\n\n## Emitted when blindness status changes.\nsignal blinded_changed(is_blinded: bool)\n\n## Emitted when stun status changes.\nsignal stunned_changed(is_stunned: bool)\n\n## Whether the entity is currently blinded (cannot see player).\nvar _is_blinded: bool = false\n\n## Whether the entity is currently stunned (cannot move/act).\nvar _is_stunned: bool = false\n\n## Remaining blindness duration in seconds.\nvar _blindness_timer: float = 0.0\n\n## Remaining stun duration in seconds.\nvar _stun_timer: float = 0.0\n\n## Reference to FileLogger for logging.\nvar _logger: Node = null\n\n\nfunc _ready() -> void:\n\t_logger = get_node_or_null(\"/root/FileLogger\")\n\n\n## Update timers each physics frame. Call from parent _physics_process.\nfunc update(delta: float) -> void:\n\tif _blindness_timer > 0.0:\n\t\t_blindness_timer -= delta\n\t\tif _blindness_timer <= 0.0:\n\t\t\t_blindness_timer = 0.0\n\t\t\tset_blinded(false)\n\tif _stun_timer > 0.0:\n\t\t_stun_timer -= delta\n\t\tif _stun_timer <= 0.0:\n\t\t\t_stun_timer = 0.0\n\t\t\tset_stunned(false)\n\n\n## Apply flashbang effect (Issue #432). Called by C# GrenadeTimer.\nfunc apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n\t_log(\"Flashbang: blind=%.1fs, stun=%.1fs\" % [blindness_duration, stun_duration])\n\tif blindness_duration > 0.0:\n\t\t_blindness_timer = maxf(_blindness_timer, blindness_duration)\n\t\tset_blinded(true)\n\tif stun_duration > 0.0:\n\t\t_stun_timer = maxf(_stun_timer, stun_duration)\n\t\tset_stunned(true)\n\n\nfunc set_blinded(blinded: bool) -> void:\n\tvar was := _is_blinded\n\t_is_blinded = blinded\n\tif blinded and not was:\n\t\t_log(\"Status: BLINDED applied\")\n\t\tblinded_changed.emit(true)\n\telif not blinded and was:\n\t\t_log(\"Status: BLINDED removed\")\n\t\tblinded_changed.emit(false)\n\n\nfunc set_stunned(stunned: bool) -> void:\n\tvar was := _is_stunned\n\t_is_stunned = stunned\n\tif stunned and not was:\n\t\t_log(\"Status: STUNNED applied\")\n\t\tstunned_changed.emit(true)\n\telif not stunned and was:\n\t\t_log(\"Status: STUNNED removed\")\n\t\tstunned_changed.emit(false)\n\n\nfunc is_blinded() -> bool:\n\treturn _is_blinded\n\n\nfunc is_stunned() -> bool:\n\treturn _is_stunned\n\n\nfunc _log(message: String) -> void:\n\tif _logger and _logger.has_method(\"log_info\"):\n\t\t_logger.log_info(\"[FlashbangStatus] \" + message)\n",
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[2026-02-07T18:33:59.291Z] [INFO] {
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"text": "Now I need to modify `enemy.gd` to use this component. I need to:\n1. Add a variable for the component\n2. Initialize it in the setup\n3. Replace inline variables/functions with component calls\n4. Remove the old inline code\n\nLet me first find where enemy.gd sets up components."
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"content": "416:\t_setup_grenade_component()\n418:\t_setup_machete_component() # Issue #579\n4869:func _setup_grenade_component() -> void:\n4978:func _setup_machete_component() -> void:\n\n[Showing results with pagination = limit: 20, offset: 0]"
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[2026-02-07T18:34:03.597Z] [INFO] {
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{
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"content": " 410→\t_setup_threat_sphere()\n 411→\t_initialize_goap_state()\n 412→\t_initialize_memory()\n 413→\t_connect_debug_mode_signal()\n 414→\t_update_debug_label()\n 415→\t_register_sound_listener()\n 416→\t_setup_grenade_component()\n 417→\t_setup_grenade_avoidance()\n 418→\t_setup_machete_component() # Issue #579\n 419→\t_connect_casing_pusher_signals() # Issue #438\n 420→\tif _is_melee_weapon and _weapon_sprite: _weapon_sprite.visible = true # Issue #595: show machete\n 421→\t# Store original collision layers for HitArea (to restore on respawn)\n 422→\tif _hit_area:\n 423→\t\t_original_hit_area_layer = _hit_area.collision_layer\n 424→\t\t_original_hit_area_mask = _hit_area.collision_mask\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:34:06.175Z] [INFO] {
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"text": "Now let me also check where `_log_to_file` is defined, since the component needs its own logging."
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"content": "4527:func _log_to_file(message: String) -> void:"
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"text": "Good. Now let me make all the edits to enemy.gd. I need to:\n\n1. Replace the inline flashbang variables with a component variable\n2. Add component setup call in `_ready()`\n3. Replace `_update_flashbang_timers(delta)` with `_flashbang_status.update(delta)` \n4. Replace `_is_stunned` with `_flashbang_status.is_stunned()` and `_is_blinded` with `_flashbang_status.is_blinded()` in all references\n5. Remove the old inline flashbang functions\n\nWait, actually - changing all references to `_is_blinded` and `_is_stunned` across a 5000-line file is very risky. A safer approach: keep the `_is_blinded` and `_is_stunned` variables in enemy.gd but sync them via signals from the component. Or better yet, I can add a component that is called from the same places but keep the property access pattern.\n\nActually, the simplest and safest approach to reduce lines: replace the _flashbang functions block (lines 4826-4863, ~38 lines) with delegation to the component, and replace the variable declarations (lines 360-364) with the component reference. The component signals will update the parent's state. Let me do this carefully.\n\nLet me count exactly what I need to remove and add:\n\n**Remove** (net lines saved):\n- Lines 360-364: 5 variable declarations → replace with 1 component var = save 4 lines\n- Lines 4826-4863: 38 lines of flashbang functions → replace with ~5 lines delegating to component = save ~33 lines\n- Line 835: `_update_flashbang_timers(delta)` → replace with `_flashbang_status.update(delta)` = 0 net change\n\n**Total savings**: ~37 lines (5006 → ~4969)\n\nBut I also need to update all references to `_is_blinded` and `_is_stunned`. Let me check how many there are."
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[2026-02-07T18:34:19.550Z] [INFO] {
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[2026-02-07T18:34:19.611Z] [INFO] {
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"content": "361:var _is_blinded: bool = false\n362:var _is_stunned: bool = false\n1183:\tif _is_stunned:\n3634:\tif _is_blinded:\n3700:\tif _flashlight_detection and _player and not _can_see_player and not _is_blinded and _memory_reset_confusion_timer <= 0.0:\n3715:\telif _flashlight_detection and (_can_see_player or _is_blinded or _memory_reset_confusion_timer > 0.0):\n4829:\tvar was := _is_blinded\n4830:\t_is_blinded = blinded\n4838:\tvar was := _is_stunned\n4839:\t_is_stunned = stunned\n4846:func is_blinded() -> bool: return _is_blinded\n4847:func is_stunned() -> bool: return _is_stunned\n4947:\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)"
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"content": "361:var _is_blinded: bool = false\n362:var _is_stunned: bool = false\n1183:\tif _is_stunned:\n3634:\tif _is_blinded:\n3700:\tif _flashlight_detection and _player and not _can_see_player and not _is_blinded and _memory_reset_confusion_timer <= 0.0:\n3715:\telif _flashlight_detection and (_can_see_player or _is_blinded or _memory_reset_confusion_timer > 0.0):\n4829:\tvar was := _is_blinded\n4830:\t_is_blinded = blinded\n4838:\tvar was := _is_stunned\n4839:\t_is_stunned = stunned\n4846:func is_blinded() -> bool: return _is_blinded\n4847:func is_stunned() -> bool: return _is_stunned\n4947:\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)",
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[2026-02-07T18:34:23.477Z] [INFO] {
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"text": "There are several references. The cleanest approach: keep `_is_blinded` and `_is_stunned` as local variables in enemy.gd but have them synced by the component's signals. This way, all existing code that reads `_is_blinded`/`_is_stunned` continues to work unchanged, and only the functions that modify them and the timers are moved to the component.\n\nLet me implement this:"
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[2026-02-07T18:34:26.233Z] [INFO] {
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{
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"old_string": "## [Status Effects] Blinded (cannot see player), Stunned (cannot move/act)\nvar _is_blinded: bool = false\nvar _is_stunned: bool = false\nvar _blindness_timer: float = 0.0 ## [Issue #432] Flashbang effect timer\nvar _stun_timer: float = 0.0 ## [Issue #432] Flashbang effect timer",
"new_string": "## [Status Effects] Component handles blindness and stun (Issue #432, #328)\nvar _flashbang_status: FlashbangStatusComponent = null\nvar _is_blinded: bool = false\nvar _is_stunned: bool = false"
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"content": "The file /tmp/gh-issue-solver-1770489058052/scripts/objects/enemy.gd has been updated successfully."
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"oldString": "## [Status Effects] Blinded (cannot see player), Stunned (cannot move/act)\nvar _is_blinded: bool = false\nvar _is_stunned: bool = false\nvar _blindness_timer: float = 0.0 ## [Issue #432] Flashbang effect timer\nvar _stun_timer: float = 0.0 ## [Issue #432] Flashbang effect timer",
"newString": "## [Status Effects] Component handles blindness and stun (Issue #432, #328)\nvar _flashbang_status: FlashbangStatusComponent = null\nvar _is_blinded: bool = false\nvar _is_stunned: bool = false",
"originalFile": "extends CharacterBody2D\n## Enemy AI with tactical behaviors: patrol, guard, cover, flanking, GOAP.\n\n## AI States for tactical behavior.\nenum AIState {\n\tIDLE, ## Default idle state (patrol or guard)\n\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n\tSEEKING_COVER, ## Moving to cover position\n\tIN_COVER, ## Taking cover from player fire\n\tFLANKING, ## Attempting to flank the player\n\tSUPPRESSED, ## Under fire, staying in cover\n\tRETREATING, ## Retreating to cover while possibly shooting\n\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n\tSEARCHING, ## Methodically searching area where player was last seen (Issue #322)\n\tEVADING_GRENADE ## Fleeing from grenade danger zone (Issue #407)\n}\n\n## Retreat behavior modes based on damage taken.\nenum RetreatMode {\n\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n}\n\n## Behavior modes for the enemy.\nenum BehaviorMode {\n\tPATROL, ## Moves between patrol points\n\tGUARD ## Stands in one place\n}\n\n## Weapon types: RIFLE (M16), SHOTGUN (slow/powerful), UZI (fast SMG), MACHETE (melee, Issue #579).\nenum WeaponType { RIFLE, SHOTGUN, UZI, MACHETE }\n\n@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD ## Current behavior mode.\n@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\n@export var combat_move_speed: float = 320.0 ## Combat movement speed (flanking/cover).\n@export var rotation_speed: float = 25.0 ## Rotation speed (rad/s, 25 for aim-before-shoot #254).\n@export var detection_range: float = 0.0 ## Detection range (0=unlimited, line-of-sight only).\n@export var fov_angle: float = 100.0 ## FOV angle (deg). 0/negative = 360°. Default 100° per #66.\n@export var fov_enabled: bool = true ## FOV enabled (combined with ExperimentalSettings).\n@export var shoot_cooldown: float = 0.1 ## Time between shots (0.1s = 10 rounds/sec).\n@export var bullet_scene: PackedScene ## Bullet scene to instantiate when shooting.\n@export var casing_scene: PackedScene ## Casing scene for ejected bullet casings.\n@export var bullet_spawn_offset: float = 30.0 ## Offset from center for bullet spawn.\n@export var weapon_loudness: float = 1469.0 ## Weapon loudness for alerting enemies.\n@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)] ## Patrol points.\n@export var patrol_wait_time: float = 1.5 ## Wait time at each patrol point (seconds).\n@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0) ## Color at full health.\n@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0) ## Color at low health.\n@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0) ## Color to flash when hit.\n@export var hit_flash_duration: float = 0.1 ## Hit flash duration (seconds).\n@export var destroy_on_death: bool = false ## Destroy enemy after death.\n@export var respawn_delay: float = 2.0 ## Delay before respawn/destroy (seconds).\n\n@export var min_health: int = 2 ## Minimum random health.\n@export var max_health: int = 4 ## Maximum random health.\n@export var threat_sphere_radius: float = 100.0 ## Bullets within radius trigger suppression.\n@export var suppression_cooldown: float = 2.0 ## Time suppressed after bullets leave.\n@export var threat_reaction_delay: float = 0.2 ## Delay before reacting to threats.\n@export var flank_angle: float = PI / 3.0 ## Flank angle from player facing (60 deg).\n@export var flank_distance: float = 200.0 ## Distance to maintain while flanking.\n@export var enable_flanking: bool = true ## Enable flanking behavior.\n@export var enable_cover: bool = true ## Enable cover behavior.\n@export var debug_logging: bool = false ## Enable debug logging.\n@export var debug_label_enabled: bool = false ## Enable debug label above enemy.\n@export var enable_friendly_fire_avoidance: bool = true ## Don't shoot if allies in way.\n@export var enable_lead_prediction: bool = true ## Shoot ahead of moving targets.\n@export var bullet_speed: float = 2500.0 ## Bullet speed for lead prediction.\n@export var magazine_size: int = 30 ## Bullets per magazine.\n@export var total_magazines: int = 5 ## Number of magazines carried.\n\n## Ammunition system - time to reload in seconds.\n@export var reload_time: float = 3.0\n\n## Delay between spotting player and shooting (gives reaction time).\n@export var detection_delay: float = 0.2\n## Min visibility time before enabling lead prediction.\n@export var lead_prediction_delay: float = 0.3\n## Min visibility ratio (0-1) for lead prediction (prevents pre-firing at cover edges).\n@export var lead_prediction_visibility_threshold: float = 0.6\n\n## Walking animation speed multiplier - higher = faster leg cycle.\n@export var walk_anim_speed: float = 12.0\n\n## Walking animation intensity - higher = more pronounced movement.\n@export var walk_anim_intensity: float = 1.0\n\n## Scale multiplier for enemy model (1.3 matches player size).\n@export var enemy_model_scale: float = 1.3\n\n# Grenade System Configuration (Issue #363, #375)\n@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n@export var grenade_scene: PackedScene ## Grenade scene to throw\n@export var enable_grenade_throwing: bool = true ## Enable grenade throwing\n@export var grenade_throw_cooldown: float = 15.0 ## Cooldown between throws (sec)\n@export var grenade_max_throw_distance: float = 600.0 ## Max throw distance (px)\n@export var grenade_min_throw_distance: float = 275.0 ## Min safe distance (blast_radius:225 + margin:50, Issue #375)\n@export var grenade_safety_margin: float = 50.0 ## Safety margin added to blast radius (Issue #375)\n@export var grenade_inaccuracy: float = 0.15 ## Throw inaccuracy (radians)\n@export var grenade_throw_delay: float = 0.4 ## Delay before throw (sec)\n@export var grenade_debug_logging: bool = false ## Grenade debug logging\n\nsignal hit ## Enemy hit\nsignal died ## Enemy died\nsignal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) ## Death with kill info\nsignal state_changed(new_state: AIState) ## AI state changed\nsignal ammo_changed(current_ammo: int, reserve_ammo: int) ## Ammo changed\nsignal reload_started ## Reload started\nsignal reload_finished ## Reload finished\nsignal ammo_depleted ## All ammo depleted\nsignal death_animation_completed ## Death animation done\nsignal grenade_thrown(grenade: Node, target_position: Vector2) ## Grenade thrown (Issue #363)\n\nconst PLAYER_DISTRACTION_ANGLE: float = 0.4014 ## ~23° - player distracted threshold\nconst AIM_TOLERANCE_DOT: float = 0.866 ## cos(30°) - aim tolerance (issue #254/#264)\n\n@onready var _enemy_model: Node2D = $EnemyModel ## Model node with all sprites\n@onready var _body_sprite: Sprite2D = $EnemyModel/Body ## Body sprite\n@onready var _head_sprite: Sprite2D = $EnemyModel/Head ## Head sprite\n@onready var _left_arm_sprite: Sprite2D = $EnemyModel/LeftArm ## Left arm sprite\n@onready var _right_arm_sprite: Sprite2D = $EnemyModel/RightArm ## Right arm sprite\n@onready var _weapon_sprite: Sprite2D = $EnemyModel/WeaponMount/WeaponSprite ## Weapon sprite\n@onready var _weapon_mount: Node2D = $EnemyModel/WeaponMount ## Weapon mount\n@onready var _raycast: RayCast2D = $RayCast2D ## Line of sight raycast\n@onready var _debug_label: Label = $DebugLabel ## Debug state label\n@onready var _nav_agent: NavigationAgent2D = $NavigationAgent2D ## Pathfinding\n\n## HitArea for bullet collision detection (disabled on death).\n@onready var _hit_area: Area2D = $HitArea\n@onready var _hit_collision_shape: CollisionShape2D = $HitArea/HitCollisionShape ## Collision on death\n@onready var _casing_pusher: Area2D = $CasingPusher ## Casing pusher Area2D (Issue #438)\nvar _original_hit_area_layer: int = 0 ## Original collision layer (restore on respawn)\nvar _original_hit_area_mask: int = 0\nvar _overlapping_casings: Array[RigidBody2D] = [] ## Casings in CasingPusher (Issue #438)\n\nvar _walk_anim_time: float = 0.0 ## Walking animation accumulator\nvar _is_walking: bool = false ## Currently walking (for anim)\nvar _target_model_rotation: float = 0.0 ## Target rotation for smooth interpolation\nvar _model_facing_left: bool = false ## Model flipped for left-facing direction\nconst MODEL_ROTATION_SPEED: float = 3.0 ## Max model rotation speed (3.0 rad/s = 172 deg/s)\nvar _idle_scan_timer: float = 0.0 ## IDLE scanning state for GUARD enemies\nvar _idle_scan_target_index: int = 0\nvar _idle_scan_targets: Array[float] = []\nconst IDLE_SCAN_INTERVAL: float = 10.0\nvar _base_body_pos: Vector2 = Vector2.ZERO ## Base positions for animation\nvar _base_head_pos: Vector2 = Vector2.ZERO\nvar _base_left_arm_pos: Vector2 = Vector2.ZERO\nvar _base_right_arm_pos: Vector2 = Vector2.ZERO\nvar _wall_raycasts: Array[RayCast2D] = [] ## Wall detection raycasts\nconst WALL_CHECK_DISTANCE: float = 60.0 ## Wall check distance\nconst WALL_CHECK_COUNT: int = 8 ## Number of wall raycasts\nconst WALL_AVOIDANCE_MIN_WEIGHT: float = 0.7 ## Min avoidance (close)\nconst WALL_AVOIDANCE_MAX_WEIGHT: float = 0.3 ## Max avoidance (far)\nconst WALL_SLIDE_DISTANCE: float = 30.0 ## Wall slide threshold\nvar _cover_raycasts: Array[RayCast2D] = [] ## Cover detection raycasts\nconst COVER_CHECK_COUNT: int = 16 ## Number of cover raycasts\nconst COVER_CHECK_DISTANCE: float = 300.0 ## Cover check distance\nvar _current_health: int = 0 ## Current health\nvar _max_health: int = 0 ## Max health (set at spawn)\nvar _is_alive: bool = true ## Is alive\nvar _player: Node2D = null ## Player reference\nvar _shoot_timer: float = 0.0 ## Time since last shot\nvar _current_ammo: int = 0 ## Ammo in magazine\nvar _reserve_ammo: int = 0 ## Reserve ammo\nvar _is_reloading: bool = false ## Currently reloading\nvar _reload_timer: float = 0.0 ## Reload progress\n## Weapon configuration for player-like weapons (Issue #417 PR feedback).\nvar _is_shotgun_weapon: bool = false ## Whether weapon fires multiple pellets\nvar _pellet_count_min: int = 1 ## Minimum pellets per shot (for shotgun)\nvar _pellet_count_max: int = 1 ## Maximum pellets per shot (for shotgun)\nvar _spread_angle: float = 0.0 ## Spread angle in degrees (for shotgun)\nvar _spread_threshold: int = 3; var _initial_spread: float = 0.5; var _spread_increment: float = 0.6; var _max_spread: float = 4.0; var _spread_reset_time: float = 0.25; var _shot_count: int = 0; var _spread_timer: float = 0.0 ## Issue #516: progressive spread\nvar _caliber_data: Resource = null ## Caliber data for casings\nvar _patrol_points: Array[Vector2] = [] ## Patrol state\nvar _current_patrol_index: int = 0\nvar _is_waiting_at_patrol_point: bool = false\nvar _patrol_wait_timer: float = 0.0\nvar _corner_check_angle: float = 0.0 ## Angle to look toward when checking a corner\nvar _corner_check_timer: float = 0.0 ## Timer for corner check duration\nvar _last_rotation_reason: String = \"\" ## Issue #397 debug: track rotation priority changes\nconst CORNER_CHECK_DURATION: float = 0.3 ## How long to look at a corner (seconds)\nconst CORNER_CHECK_DISTANCE: float = 150.0 ## Max distance to detect openings\nvar _initial_position: Vector2\nvar _can_see_player: bool = false ## Can see player\nvar _current_state: AIState = AIState.IDLE ## AI state\nvar _cover_position: Vector2 = Vector2.ZERO ## Cover position\nvar _has_valid_cover: bool = false ## Has valid cover\nvar _suppression_timer: float = 0.0 ## Suppression cooldown\nvar _under_fire: bool = false ## Under fire (bullets in threat sphere)\n\n## Flank target position.\nvar _flank_target: Vector2 = Vector2.ZERO\n\n## Threat sphere Area2D for detecting nearby bullets.\nvar _threat_sphere: Area2D = null\n\n## Bullets currently in threat sphere.\nvar _bullets_in_threat_sphere: Array = []\n\n## Timer for threat reaction delay - time since first bullet entered threat sphere.\nvar _threat_reaction_timer: float = 0.0\n\n## Whether the threat reaction delay has elapsed (enemy can react to bullets).\nvar _threat_reaction_delay_elapsed: bool = false\n\n## Memory timer for bullets that passed through threat sphere (allows reaction after fast bullets exit).\nvar _threat_memory_timer: float = 0.0\n## Duration to remember bullet passage (longer than reaction delay for complete reaction).\nconst THREAT_MEMORY_DURATION: float = 0.5\n\n## Current retreat mode determined by damage taken.\nvar _retreat_mode: RetreatMode = RetreatMode.FULL_HP\n\n## Hits taken this retreat/combat encounter. Resets on IDLE or retreat completion.\nvar _hits_taken_in_encounter: int = 0\n\nvar _retreat_turn_timer: float = 0.0 ## Periodic cover turn timer\nconst RETREAT_TURN_DURATION: float = 0.8 ## Duration to face cover (sec)\nconst RETREAT_TURN_INTERVAL: float = 1.5 ## Turn interval (sec)\nvar _retreat_turning_to_cover: bool = false ## In turn-to-cover phase\nvar _retreat_burst_remaining: int = 0 ## ONE_HIT burst counter\nvar _retreat_burst_timer: float = 0.0 ## Burst cooldown timer\nconst RETREAT_BURST_COOLDOWN: float = 0.06 ## Burst shot interval (sec)\nvar _retreat_burst_complete: bool = false ## Burst phase done\nconst RETREAT_INACCURACY_SPREAD: float = 0.15 ## Retreat accuracy penalty\nconst RETREAT_BURST_ARC: float = 0.4 ## ONE_HIT burst arc (rad)\nvar _retreat_burst_angle_offset: float = 0.0 ## Current burst angle offset\nvar _in_alarm_mode: bool = false ## Suppressed/retreating alarm mode\nvar _cover_burst_pending: bool = false ## Fire cover burst when leaving cover\nvar _combat_shoot_timer: float = 0.0 ## Exposed shooting timer (Combat Cover Cycling)\nvar _combat_shoot_duration: float = 2.5 ## Shoot duration out of cover\nvar _combat_exposed: bool = false ## In exposed shooting phase\nvar _combat_approaching: bool = false ## Approaching player phase\nvar _combat_approach_timer: float = 0.0 ## Approach phase timer\nvar _combat_state_timer: float = 0.0 ## Total COMBAT time this cycle\nconst COMBAT_APPROACH_MAX_TIME: float = 2.0 ## Max approach time (sec)\nconst COMBAT_DIRECT_CONTACT_DISTANCE: float = 250.0 ## Close enough to shoot\nconst COMBAT_MIN_DURATION_BEFORE_PURSUE: float = 0.5 ## Min COMBAT before PURSUING\nvar _pursuit_cover_wait_timer: float = 0.0 ## Cover wait timer (Pursuit State)\nconst PURSUIT_COVER_WAIT_DURATION: float = 1.5 ## Wait at cover (sec)\nvar _pursuit_next_cover: Vector2 = Vector2.ZERO ## Next cover position\nvar _has_pursuit_cover: bool = false ## Has valid pursuit cover\nvar _current_cover_obstacle: Object = null ## Current cover obstacle\nvar _pursuit_approaching: bool = false ## Approaching with no cover\nvar _pursuit_approach_timer: float = 0.0 ## Approach phase timer\nvar _pursuing_state_timer: float = 0.0 ## Total PURSUING time\nconst PURSUIT_APPROACH_MAX_TIME: float = 3.0 ## Max approach time (sec)\nconst PURSUING_MIN_DURATION_BEFORE_COMBAT: float = 0.3 ## Min before COMBAT\nconst PURSUIT_MIN_PROGRESS_FRACTION: float = 0.10 ## Min progress fraction\nconst PURSUIT_SAME_OBSTACLE_PENALTY: float = 4.0 ## Penalty for same cover\nvar _flank_cover_wait_timer: float = 0.0 ## Wait at cover timer (Flanking State)\nconst FLANK_COVER_WAIT_DURATION: float = 0.8 ## Cover wait time (sec)\nvar _flank_next_cover: Vector2 = Vector2.ZERO ## Next cover position\nvar _has_flank_cover: bool = false ## Has valid flank cover\nvar _flank_side: float = 1.0 ## Flank side (1=right, -1=left)\nvar _flank_side_initialized: bool = false ## Flank side set\nvar _flank_state_timer: float = 0.0 ## Total flanking time\nconst FLANK_STATE_MAX_TIME: float = 5.0 ## Max flanking time (sec)\nvar _flank_last_position: Vector2 = Vector2.ZERO ## Last pos for progress\nvar _flank_stuck_timer: float = 0.0 ## Stuck check timer\nconst FLANK_STUCK_MAX_TIME: float = 2.0 ## Max time without progress\nconst FLANK_PROGRESS_THRESHOLD: float = 10.0 ## Min progress distance\nvar _flank_fail_count: int = 0 ## Consecutive flank failures\nconst FLANK_FAIL_MAX_COUNT: int = 2 ## Max failures before cooldown\nvar _flank_cooldown_timer: float = 0.0 ## Cooldown after failures\nconst FLANK_COOLDOWN_DURATION: float = 5.0 ## Failure cooldown (sec)\nvar _global_stuck_timer: float = 0.0 ## Stuck timer (Issue #367: Global stuck detection)\nvar _global_stuck_last_position: Vector2 = Vector2.ZERO ## Last position\nconst GLOBAL_STUCK_MAX_TIME: float = 4.0 ## Max stuck time\nconst GLOBAL_STUCK_DISTANCE_THRESHOLD: float = 30.0 ## Min move distance\nvar _assault_wait_timer: float = 0.0 ## Assault wait timer (Assault State)\nconst ASSAULT_WAIT_DURATION: float = 5.0 ## Pre-assault wait (sec)\nvar _assault_ready: bool = false ## Assault wait complete\nvar _in_assault: bool = false ## In assault\nvar _search_center: Vector2 = Vector2.ZERO ## Search center (Search State - Issue #322)\nvar _search_radius: float = 100.0 ## Current radius\nconst SEARCH_INITIAL_RADIUS: float = 100.0 ## Initial radius\nconst SEARCH_RADIUS_EXPANSION: float = 75.0 ## Radius expansion\nconst SEARCH_MAX_RADIUS: float = 2000.0 ## Max radius before relocating center (Issue #405: search continues indefinitely)\nvar _search_waypoints: Array[Vector2] = [] ## Search waypoints\nvar _search_current_waypoint_index: int = 0 ## Current waypoint index\nvar _search_scan_timer: float = 0.0 ## Timer for scanning at waypoint\nconst SEARCH_SCAN_DURATION: float = 1.0 ## Seconds to scan at each waypoint\nvar _search_state_timer: float = 0.0 ## Total time in SEARCHING state\nconst SEARCH_MAX_DURATION: float = 30.0 ## Max time searching before idle\nvar _search_direction: int = 0 ## Direction: 0=N, 1=E, 2=S, 3=W\nvar _search_leg_length: float = 50.0 ## Current leg length for spiral\nvar _search_legs_completed: int = 0 ## Legs completed in pattern\nconst SEARCH_WAYPOINT_REACHED_DISTANCE: float = 20.0 ## Waypoint reached threshold\nvar _search_moving_to_waypoint: bool = true ## Moving (vs scanning)\nconst SEARCH_WAYPOINT_SPACING: float = 75.0 ## Spacing between waypoints\nvar _search_visited_zones: Dictionary = {} ## Tracks visited positions (key=snapped pos, val=true)\nconst SEARCH_ZONE_SNAP_SIZE: float = 50.0 ## Grid size for snapping positions to zones\nvar _search_stuck_timer: float = 0.0 ## Stuck timer (Issue #354: Stuck detection for SEARCHING)\nvar _search_last_progress_position: Vector2 = Vector2.ZERO ## Last progress pos\nconst SEARCH_STUCK_MAX_TIME: float = 2.0 ## Max stuck time\nconst SEARCH_PROGRESS_THRESHOLD: float = 10.0 ## Min progress distance\nvar _has_left_idle: bool = false ## Issue #330: Never returns to IDLE\nconst CLOSE_COMBAT_DISTANCE: float = 400.0 ## Close combat threshold\nvar _goap_world_state: Dictionary = {} ## GOAP world state\nvar _detection_timer: float = 0.0 ## Combat detection timer\nvar _detection_delay_elapsed: bool = false ## Detection delay done\nvar _continuous_visibility_timer: float = 0.0 ## Continuous visibility timer\nvar _player_visibility_ratio: float = 0.0 ## Player visibility (0-1)\nvar _clear_shot_target: Vector2 = Vector2.ZERO ## Clear shot target (Clear Shot Movement)\nvar _seeking_clear_shot: bool = false ## Moving to clear shot\nvar _clear_shot_timer: float = 0.0 ## Clear shot attempt timer\n\n## Maximum time to spend finding a clear shot before giving up (seconds).\nconst CLEAR_SHOT_MAX_TIME: float = 3.0\n\n## Distance to move when exiting cover to find a clear shot.\nconst CLEAR_SHOT_EXIT_DISTANCE: float = 60.0\n\n## --- Sound-Based Detection ---\n## Last known sound source position (for investigation when player not visible).\nvar _last_known_player_position: Vector2 = Vector2.ZERO\n## Pursuing vulnerability sound (reload/empty click) without line of sight.\nvar _pursuing_vulnerability_sound: bool = false\n\n## [Memory System Issue #297] Tracks suspected player position with confidence (0=none, 1=visual).\n## High(>0.8):direct pursuit, Med(0.5-0.8):cautious approach, Low(<0.5):return to patrol/guard.\nvar _memory: EnemyMemory = null\n\n## Confidence values for different detection sources.\nconst VISUAL_DETECTION_CONFIDENCE: float = 1.0\nconst SOUND_GUNSHOT_CONFIDENCE: float = 0.7\nconst SOUND_RELOAD_CONFIDENCE: float = 0.6\nconst SOUND_EMPTY_CLICK_CONFIDENCE: float = 0.6\nconst INTEL_SHARE_FACTOR: float = 0.9 ## Confidence reduction when sharing intel\n\n## Communication range for enemy-to-enemy information sharing.\n## 660px with direct line of sight, 300px without line of sight.\nconst INTEL_SHARE_RANGE_LOS: float = 660.0\nconst INTEL_SHARE_RANGE_NO_LOS: float = 300.0\n\n## Timer for periodic intel sharing (to avoid per-frame overhead).\nvar _intel_share_timer: float = 0.0\nconst INTEL_SHARE_INTERVAL: float = 0.5 ## Share intel every 0.5 seconds\n\n## Memory reset confusion timer (Issue #318): blocks visibility after teleport.\nvar _memory_reset_confusion_timer: float = 0.0\nconst MEMORY_RESET_CONFUSION_DURATION: float = 2.0 ## Extended to 2s for better player escape window\n\n## [Ally Death Observation Issue #409] Enemy enters SEARCHING when witnessing ally death.\n## Observing enemy estimates player location based on bullet travel direction.\nconst ALLY_DEATH_OBSERVE_RANGE: float = 500.0 ## Max distance to observe ally death (px)\nconst ALLY_DEATH_CONFIDENCE: float = 0.6 ## Medium confidence when observing death\nvar _suspected_directions: Array[Vector2] = [] ## Up to 3 estimated player directions\nvar _witnessed_ally_death: bool = false ## Flag for GOAP action trigger\n\n## [Score Tracking] Whether the last hit that killed this enemy was from a ricocheted bullet.\nvar _killed_by_ricochet: bool = false\n\n## Whether the last hit that killed this enemy was from a bullet that penetrated a wall.\nvar _killed_by_penetration: bool = false\n\n## [Status Effects] Blinded (cannot see player), Stunned (cannot move/act)\nvar _is_blinded: bool = false\nvar _is_stunned: bool = false\nvar _blindness_timer: float = 0.0 ## [Issue #432] Flashbang effect timer\nvar _stun_timer: float = 0.0 ## [Issue #432] Flashbang effect timer\n\n## [Grenade Avoidance - Issue #407] Component handles avoidance logic\nvar _grenade_avoidance: GrenadeAvoidanceComponent = null\nvar _grenade_evasion_timer: float = 0.0 ## Timer for evasion to prevent stuck\n\n## Maximum time to spend evading before giving up (seconds).\nconst GRENADE_EVASION_MAX_TIME: float = 4.0\n\n## State to return to after grenade evasion completes.\nvar _pre_evasion_state: AIState = AIState.IDLE\n\nvar _prediction: PlayerPredictionComponent = null ## [Issue #298] Player position prediction.\nvar _was_player_visible: bool = false ## [Issue #298] Tracks sight-loss transitions.\n\n## [Issue #574] Flashlight detection component — detects player flashlight beam.\nvar _flashlight_detection: FlashlightDetectionComponent = null\n\n## Last hit direction (used for death animation).\nvar _last_hit_direction: Vector2 = Vector2.RIGHT\n\n## Death animation component reference.\nvar _death_animation: Node = null\n\n## Grenade component for handling grenade throwing (extracted for Issue #377 CI fix).\nvar _grenade_component: EnemyGrenadeComponent = null\n\nvar _machete: MacheteComponent = null ## Machete melee component (Issue #579).\nvar _is_melee_weapon: bool = false ## Whether this enemy uses melee weapon.\n\n## Note: DeathAnimationComponent, EnemyGrenadeComponent, MacheteComponent are available via class_name declarations.\n\nfunc _ready() -> void:\n\t# Add to enemies group for grenade targeting\n\tadd_to_group(\"enemies\")\n\n\t# Configure weapon parameters based on weapon type (before ammo init)\n\t_configure_weapon_type()\n\t_initial_position = global_position\n\t_initialize_health()\n\t_initialize_ammo()\n\t_update_health_visual()\n\t_setup_patrol_points()\n\t_find_player()\n\t_setup_wall_detection()\n\t_setup_cover_detection()\n\t_setup_threat_sphere()\n\t_initialize_goap_state()\n\t_initialize_memory()\n\t_connect_debug_mode_signal()\n\t_update_debug_label()\n\t_register_sound_listener()\n\t_setup_grenade_component()\n\t_setup_grenade_avoidance()\n\t_setup_machete_component() # Issue #579\n\t_connect_casing_pusher_signals() # Issue #438\n\tif _is_melee_weapon and _weapon_sprite: _weapon_sprite.visible = true # Issue #595: show machete\n\t# Store original collision layers for HitArea (to restore on respawn)\n\tif _hit_area:\n\t\t_original_hit_area_layer = _hit_area.collision_layer\n\t\t_original_hit_area_mask = _hit_area.collision_mask\n\n\t# Log that this enemy is ready (use call_deferred to ensure FileLogger is loaded)\n\tcall_deferred(\"_log_spawn_info\")\n\n\t# Preload bullet scene if not set in inspector\n\tif bullet_scene == null:\n\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n\n\t# Preload casing scene if not set in inspector\n\tif casing_scene == null:\n\t\tcasing_scene = preload(\"res://scenes/effects/Casing.tscn\")\n\n\t# Initialize walking animation base positions\n\tif _body_sprite:\n\t\t_base_body_pos = _body_sprite.position\n\tif _head_sprite:\n\t\t_base_head_pos = _head_sprite.position\n\tif _left_arm_sprite:\n\t\t_base_left_arm_pos = _left_arm_sprite.position\n\tif _right_arm_sprite:\n\t\t_base_right_arm_pos = _right_arm_sprite.position\n\n\t# Apply scale to enemy model for larger appearance (same as player)\n\tif _enemy_model:\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n\n\t# Initialize death animation component\n\t_init_death_animation()\n\t# Issue #405: Enemies start in their default state (IDLE/PATROL/GUARD)\n\t# Unlimited search zone is activated AFTER enemy detects and loses player\n\n## Initialize health with random value between min and max.\nfunc _initialize_health() -> void:\n\t_max_health = randi_range(min_health, max_health)\n\t_current_health = _max_health\n\t_is_alive = true\n\n## Initialize ammunition with full magazine and reserve ammo.\nfunc _initialize_ammo() -> void:\n\t_current_ammo = magazine_size\n\t# Reserve ammo is (total_magazines - 1) * magazine_size since one magazine is loaded\n\t_reserve_ammo = (total_magazines - 1) * magazine_size\n\t_is_reloading = false\n\t_reload_timer = 0.0\n\n## Configure weapon parameters based on weapon type using WeaponConfigComponent.\n## Loads player-like bullet scenes and caliber data (Issue #417 PR feedback).\nfunc _configure_weapon_type() -> void:\n\tvar c := WeaponConfigComponent.get_config(weapon_type)\n\tshoot_cooldown = c[\"shoot_cooldown\"]; bullet_speed = c[\"bullet_speed\"]; magazine_size = c[\"magazine_size\"]\n\tbullet_spawn_offset = c[\"bullet_spawn_offset\"]; weapon_loudness = c[\"weapon_loudness\"]\n\tif c[\"sprite_path\"] != \"\" and _weapon_sprite:\n\t\tvar tex := load(c[\"sprite_path\"]) as Texture2D\n\t\tif tex: _weapon_sprite.texture = tex\n\t# Load bullet/casing scenes and caliber data for player-like projectiles\n\tif c.get(\"bullet_scene_path\", \"\") != \"\":\n\t\tvar s := load(c[\"bullet_scene_path\"]) as PackedScene\n\t\tif s: bullet_scene = s\n\tif c.get(\"casing_scene_path\", \"\") != \"\":\n\t\tvar s := load(c[\"casing_scene_path\"]) as PackedScene\n\t\tif s: casing_scene = s\n\tif c.get(\"caliber_path\", \"\") != \"\": _caliber_data = load(c[\"caliber_path\"])\n\t# Shotgun config\n\t_is_shotgun_weapon = c.get(\"is_shotgun\", false)\n\t_pellet_count_min = c.get(\"pellet_count_min\", 1)\n\t_pellet_count_max = c.get(\"pellet_count_max\", 1)\n\t_spread_angle = c.get(\"spread_angle\", 0.0)\n\t_spread_threshold = c.get(\"spread_threshold\", 3); _initial_spread = c.get(\"initial_spread\", 0.5); _spread_increment = c.get(\"spread_increment\", 0.6); _max_spread = c.get(\"max_spread\", 4.0); _spread_reset_time = c.get(\"spread_reset_time\", 0.25)\n\t_is_melee_weapon = c.get(\"is_melee\", false) # Issue #579: Machete melee flag\n\tprint(\"[Enemy] Weapon: %s%s\" % [WeaponConfigComponent.get_type_name(weapon_type), \" (pellets=%d-%d)\" % [_pellet_count_min, _pellet_count_max] if _is_shotgun_weapon else \"\"])\n\n## Setup patrol points based on patrol offsets from initial position.\nfunc _setup_patrol_points() -> void:\n\t_patrol_points.clear()\n\t_patrol_points.append(_initial_position)\n\tfor offset in patrol_offsets:\n\t\t_patrol_points.append(_initial_position + offset)\n\n## Setup wall detection raycasts for obstacle avoidance.\nfunc _setup_wall_detection() -> void:\n\t# Create multiple raycasts spread in front of the enemy\n\tfor i in range(WALL_CHECK_COUNT):\n\t\tvar raycast := RayCast2D.new()\n\t\traycast.enabled = true\n\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n\t\traycast.exclude_parent = true\n\t\tadd_child(raycast)\n\t\t_wall_raycasts.append(raycast)\n\n## Setup cover detection raycasts for finding cover positions.\nfunc _setup_cover_detection() -> void:\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar raycast := RayCast2D.new()\n\t\traycast.enabled = true\n\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n\t\traycast.exclude_parent = true\n\t\tadd_child(raycast)\n\t\t_cover_raycasts.append(raycast)\n\n## Setup threat sphere for detecting nearby bullets.\nfunc _setup_threat_sphere() -> void:\n\t_threat_sphere = Area2D.new()\n\t_threat_sphere.name = \"ThreatSphere\"\n\t_threat_sphere.collision_layer = 0\n\t_threat_sphere.collision_mask = 16 # Detect projectiles (layer 5)\n\tvar collision_shape := CollisionShape2D.new()\n\tvar circle_shape := CircleShape2D.new()\n\tcircle_shape.radius = threat_sphere_radius\n\tcollision_shape.shape = circle_shape\n\t_threat_sphere.add_child(collision_shape)\n\tadd_child(_threat_sphere)\n\n\t# Connect signals\n\t_threat_sphere.area_entered.connect(_on_threat_area_entered)\n\t_threat_sphere.area_exited.connect(_on_threat_area_exited)\n\n## Register this enemy as a listener for in-game sound propagation.\n## This allows the enemy to react to sounds like gunshots even when not in direct combat.\n## Uses call_deferred to ensure SoundPropagation autoload is fully initialized.\nfunc _register_sound_listener() -> void:\n\tcall_deferred(\"_deferred_register_sound_listener\")\n\n## Deferred registration to ensure SoundPropagation is ready.\nfunc _deferred_register_sound_listener() -> void:\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"register_listener\"):\n\t\tsound_propagation.register_listener(self)\n\t\t_log_debug(\"Registered as sound listener\")\n\t\t_log_to_file(\"Registered as sound listener\")\n\telse:\n\t\t_log_to_file(\"WARNING: Could not register as sound listener (SoundPropagation not found)\")\n\t\tpush_warning(\"[%s] Could not register as sound listener - SoundPropagation not found\" % name)\n\n## Unregister this enemy from sound propagation when dying or being destroyed.\nfunc _unregister_sound_listener() -> void:\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"unregister_listener\"):\n\t\tsound_propagation.unregister_listener(self)\n\n## Called by SoundPropagation when a sound is heard. Delegates to on_sound_heard_with_intensity.\nfunc on_sound_heard(sound_type: int, position: Vector2, source_type: int, source_node: Node2D) -> void:\n\t# Default to full intensity if called without intensity parameter\n\ton_sound_heard_with_intensity(sound_type, position, source_type, source_node, 1.0)\n\n## Called by SoundPropagation with intensity. Reacts to reload/empty_click/gunshot sounds.\nfunc on_sound_heard_with_intensity(sound_type: int, position: Vector2, source_type: int, source_node: Node2D, intensity: float) -> void:\n\t# Only react if alive and not confused from memory reset (Issue #318 - block sounds during confusion)\n\tif not _is_alive or _memory_reset_confusion_timer > 0.0:\n\t\treturn\n\t# Calculate distance to sound for logging\n\tvar distance := global_position.distance_to(position)\n\n\t# Handle reload sound (sound_type 3 = RELOAD) - player is vulnerable!\n\t# This sound propagates through walls and alerts enemies even behind cover.\n\tif sound_type == 3 and source_type == 0: # RELOAD from PLAYER\n\t\t_log_debug(\"Heard player RELOAD (intensity=%.2f, distance=%.0f) at %s\" % [\n\t\t\tintensity, distance, position\n\t\t])\n\t\t_log_to_file(\"Heard player RELOAD at %s, intensity=%.2f, distance=%.0f\" % [\n\t\t\tposition, intensity, distance\n\t\t])\n\n\t\t# Set player vulnerability state - reloading\n\t\t_goap_world_state[\"player_reloading\"] = true\n\t\t_last_known_player_position = position\n\t\t# Set flag to pursue to sound position even without line of sight\n\t\t_pursuing_vulnerability_sound = true\n\n\t\t# Issue #363: Notify grenade system of vulnerable sound for Trigger 4\n\t\t_on_vulnerable_sound_heard_for_grenade(position)\n\n\t\t# Update memory system with sound-based detection (Issue #297)\n\t\tif _memory:\n\t\t\t_memory.update_position(position, SOUND_RELOAD_CONFIDENCE)\n\n\t\t# React to vulnerable player sound - transition to combat/pursuing\n\t\t# All enemies in hearing range should pursue the vulnerable player!\n\t\t# This makes reload sounds a high-risk action when enemies are nearby.\n\t\tif _current_state in [AIState.IDLE, AIState.IN_COVER, AIState.SUPPRESSED, AIState.RETREATING, AIState.SEEKING_COVER]:\n\t\t\t# Leave cover/defensive state to attack vulnerable player\n\t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n\t\t\t_transition_to_pursuing()\n\t\t# For COMBAT, PURSUING, FLANKING states: the flag is set and they'll use it\n\t\t# (COMBAT/PURSUING now check _pursuing_vulnerability_sound before retreating)\n\t\treturn\n\n\t# Handle empty click sound (sound_type 5 = EMPTY_CLICK) - player is vulnerable!\n\t# This sound has shorter range than reload but still propagates through walls.\n\tif sound_type == 5 and source_type == 0: # EMPTY_CLICK from PLAYER\n\t\t_log_debug(\"Heard player EMPTY_CLICK (intensity=%.2f, distance=%.0f) at %s\" % [\n\t\t\tintensity, distance, position\n\t\t])\n\t\t_log_to_file(\"Heard player EMPTY_CLICK at %s, intensity=%.2f, distance=%.0f\" % [\n\t\t\tposition, intensity, distance\n\t\t])\n\n\t\t# Set player vulnerability state - out of ammo\n\t\t_goap_world_state[\"player_ammo_empty\"] = true\n\t\t_last_known_player_position = position\n\t\t# Set flag to pursue to sound position even without line of sight\n\t\t_pursuing_vulnerability_sound = true\n\n\t\t# Issue #363: Notify grenade system of vulnerable sound for Trigger 4\n\t\t_on_vulnerable_sound_heard_for_grenade(position)\n\n\t\t# Update memory system with sound-based detection (Issue #297)\n\t\tif _memory:\n\t\t\t_memory.update_position(position, SOUND_EMPTY_CLICK_CONFIDENCE)\n\n\t\t# React to vulnerable player sound - transition to combat/pursuing\n\t\t# All enemies in hearing range should pursue the vulnerable player!\n\t\t# This makes empty click sounds a high-risk action when enemies are nearby.\n\t\tif _current_state in [AIState.IDLE, AIState.IN_COVER, AIState.SUPPRESSED, AIState.RETREATING, AIState.SEEKING_COVER]:\n\t\t\t# Leave cover/defensive state to attack vulnerable player\n\t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n\t\t\t_transition_to_pursuing()\n\t\t# For COMBAT, PURSUING, FLANKING states: the flag is set and they'll use it\n\t\t# (COMBAT/PURSUING now check _pursuing_vulnerability_sound before retreating)\n\t\treturn\n\n\t# Issue #426: Handle grenade landing sound (GRENADE_LANDING) - evade if heard nearby\n\tif sound_type == 7 and _current_state != AIState.EVADING_GRENADE and _grenade_avoidance:\n\t\t_log_to_file(\"Heard GRENADE_LANDING at %s, intensity=%.2f\" % [position, intensity])\n\t\tif _grenade_avoidance.trigger_evasion_from_sound(position, source_node):\n\t\t\t_pre_evasion_state = _current_state; _current_state = AIState.EVADING_GRENADE\n\t\t\t_has_left_idle = true; _grenade_evasion_timer = 0.0\n\t\t\t_log_to_file(\"EVADING_GRENADE (from sound): escaping from %s\" % position)\n\t\treturn\n\n\t# Handle reload complete sound (sound_type 6 = RELOAD_COMPLETE) - player is NO LONGER vulnerable!\n\t# This sound propagates through walls and signals enemies to become cautious.\n\tif sound_type == 6 and source_type == 0: # RELOAD_COMPLETE from PLAYER\n\t\t_log_debug(\"Heard player RELOAD_COMPLETE (intensity=%.2f, distance=%.0f) at %s\" % [\n\t\t\tintensity, distance, position\n\t\t])\n\t\t_log_to_file(\"Heard player RELOAD_COMPLETE at %s, intensity=%.2f, distance=%.0f\" % [\n\t\t\tposition, intensity, distance\n\t\t])\n\n\t\t# Clear player vulnerability state - reload finished, player is armed again\n\t\t_goap_world_state[\"player_reloading\"] = false\n\t\t_goap_world_state[\"player_ammo_empty\"] = false\n\t\t# Clear the aggressive pursuit flag - no longer pursuing vulnerable player\n\t\t_pursuing_vulnerability_sound = false\n\n\t\t# React to reload completion - transition to cautious/defensive mode after a short delay.\n\t\t# The 200ms delay gives enemies a brief reaction time before becoming cautious,\n\t\t# making the transition feel more natural and giving player a small window.\n\t\t# Enemies who were pursuing the vulnerable player should now become more cautious.\n\t\t# This makes completing reload a way to \"reset\" aggressive enemy behavior.\n\t\tif _current_state in [AIState.PURSUING, AIState.COMBAT, AIState.ASSAULT]:\n\t\t\tvar state_before_delay := _current_state\n\t\t\t_log_to_file(\"Reload complete sound heard - waiting 200ms before cautious transition from %s\" % AIState.keys()[_current_state])\n\t\t\tawait get_tree().create_timer(0.2).timeout\n\t\t\t# After delay, check if still alive and in an aggressive state\n\t\t\tif not _is_alive:\n\t\t\t\treturn\n\t\t\t# Only transition if still in an aggressive state (state might have changed during delay)\n\t\t\tif _current_state in [AIState.PURSUING, AIState.COMBAT, AIState.ASSAULT]:\n\t\t\t\t# Return to cover/defensive state since player is no longer vulnerable\n\t\t\t\tif _has_valid_cover:\n\t\t\t\t\t_log_to_file(\"Reload complete sound triggered retreat - transitioning from %s to RETREATING (delayed from %s)\" % [AIState.keys()[_current_state], AIState.keys()[state_before_delay]])\n\t\t\t\t\t_transition_to_retreating()\n\t\t\t\telif enable_cover:\n\t\t\t\t\t_log_to_file(\"Reload complete sound triggered cover seek - transitioning from %s to SEEKING_COVER (delayed from %s)\" % [AIState.keys()[_current_state], AIState.keys()[state_before_delay]])\n\t\t\t\t\t_transition_to_seeking_cover()\n\t\t\t\t# If no cover available, stay in current state but with cleared vulnerability flags\n\t\treturn\n\n\t# Handle gunshot sounds (sound_type 0 = GUNSHOT)\n\tif sound_type != 0:\n\t\treturn\n\n\t# React based on current state:\n\t# - IDLE: Always react to loud sounds\n\t# - Other states: Only react to very loud, close sounds (intensity > 0.5)\n\tvar should_react := false\n\tif _current_state == AIState.IDLE:\n\t\t# In IDLE state, always investigate sounds above minimal threshold\n\t\tshould_react = intensity >= 0.01\n\telif _current_state in [AIState.FLANKING, AIState.RETREATING]:\n\t\t# In tactical movement states, react to loud nearby sounds\n\t\tshould_react = intensity >= 0.3\n\telse:\n\t\t# In combat-related states, only react to very loud sounds\n\t\t# This prevents enemies from being distracted during active combat\n\t\tshould_react = false\n\tif not should_react:\n\t\treturn\n\n\t# React to sounds: transition to combat mode to investigate\n\t_log_debug(\"Heard gunshot (intensity=%.2f, distance=%.0f) from %s at %s, entering COMBAT\" % [\n\t\tintensity,\n\t\tdistance,\n\t\t\"player\" if source_type == 0 else (\"enemy\" if source_type == 1 else \"neutral\"),\n\t\tposition\n\t])\n\t_log_to_file(\"Heard gunshot at %s, source_type=%d, intensity=%.2f, distance=%.0f\" % [\n\t\tposition, source_type, intensity, distance\n\t])\n\n\t# Issue #363: Track gunshots for sustained fire detection (Trigger 5)\n\t_on_gunshot_heard_for_grenade(position)\n\n\t# Store the position of the sound as a point of interest\n\t# The enemy will investigate this location\n\t_last_known_player_position = position\n\n\t# Update memory system with sound-based detection (Issue #297)\n\tif _memory:\n\t\t_memory.update_position(position, SOUND_GUNSHOT_CONFIDENCE)\n\tif source_type == 0 and _prediction and source_node and is_instance_valid(source_node): # [#298] shot dir\n\t\tvar sd := (position - source_node.global_position).normalized()\n\t\t_prediction.record_player_shot(sd)\n\t\t_memory.update_shot_direction(sd)\n\t# Transition to combat mode to investigate the sound\n\t_transition_to_combat()\n\n## Initialize GOAP world state.\nfunc _initialize_goap_state() -> void:\n\t_goap_world_state = {\n\t\t\"player_visible\": false,\n\t\t\"has_cover\": false,\n\t\t\"in_cover\": false,\n\t\t\"under_fire\": false,\n\t\t\"health_low\": false,\n\t\t\"can_flank\": false,\n\t\t\"at_flank_position\": false,\n\t\t\"is_retreating\": false,\n\t\t\"hits_taken\": 0,\n\t\t\"is_pursuing\": false,\n\t\t\"is_assaulting\": false,\n\t\t\"can_hit_from_cover\": false,\n\t\t\"player_close\": false,\n\t\t\"enemies_in_combat\": 0,\n\t\t\"player_distracted\": false,\n\t\t\"player_reloading\": false,\n\t\t\"player_ammo_empty\": false,\n\t\t# Memory system states (Issue #297)\n\t\t\"has_suspected_position\": false,\n\t\t\"position_confidence\": 0.0,\n\t\t\"confidence_high\": false,\n\t\t\"confidence_medium\": false,\n\t\t\"confidence_low\": false,\n\t\t# Grenade avoidance state (Issue #407)\n\t\t\"in_grenade_danger_zone\": false,\n\t\t# Ally death observation state (Issue #409)\n\t\t\"witnessed_ally_death\": false,\n\t\t\"has_prediction\": false, \"prediction_confidence\": 0.0, # [#298]\n\t\t# Flashlight detection states (Issue #574)\n\t\t\"flashlight_detected\": false,\n\t\t\"passage_lit_by_flashlight\": false\n\t}\n\n## Initialize the enemy memory, prediction, and flashlight detection systems (Issue #297, #298, #574).\nfunc _initialize_memory() -> void:\n\t_memory = EnemyMemory.new()\n\tvar es: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif es and es.has_method(\"is_ai_prediction_enabled\") and es.is_ai_prediction_enabled():\n\t\t_prediction = PlayerPredictionComponent.new()\n\t\t_prediction.debug_logging = debug_logging\n\t# [Issue #574] Initialize flashlight detection component\n\t_flashlight_detection = FlashlightDetectionComponent.new()\n\t_flashlight_detection.debug_logging = debug_logging\n\n## Connect to GameManager's debug mode signal for F7 toggle.\nfunc _connect_debug_mode_signal() -> void:\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager:\n\t\t# Connect to debug mode toggle signal\n\t\tif game_manager.has_signal(\"debug_mode_toggled\"):\n\t\t\tgame_manager.debug_mode_toggled.connect(_on_debug_mode_toggled)\n\t\t# Sync with current debug mode state\n\t\tif game_manager.has_method(\"is_debug_mode_enabled\"):\n\t\t\tdebug_label_enabled = game_manager.is_debug_mode_enabled()\n\n## Called when debug mode is toggled via F7 key.\nfunc _on_debug_mode_toggled(enabled: bool) -> void:\n\tdebug_label_enabled = enabled\n\t_update_debug_label()\n\tqueue_redraw() # Redraw to show/hide FOV cone\n\n## Find the player node in the scene tree.\nfunc _find_player() -> void:\n\t# Try to find the player by group first\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0:\n\t\t_player = players[0]\n\t\treturn\n\n\t# Fallback: search for player by node name or type\n\tvar root := get_tree().current_scene\n\tif root:\n\t\t_player = _find_player_recursive(root)\n\n## Recursively search for a player node.\nfunc _find_player_recursive(node: Node) -> Node2D:\n\tif node.name == \"Player\" and node is Node2D:\n\t\treturn node\n\tfor child in node.get_children():\n\t\tvar result := _find_player_recursive(child)\n\t\tif result:\n\t\t\treturn result\n\treturn null\n\nfunc _physics_process(delta: float) -> void:\n\tif not _is_alive:\n\t\treturn\n\n\t# Update flashbang status effect timers (Issue #432)\n\t_update_flashbang_timers(delta)\n\n\t# Update shoot cooldown timer\n\t_shoot_timer += delta\n\n\t_spread_timer += delta; if _spread_timer >= _spread_reset_time and _spread_reset_time > 0.0: _shot_count = 0 # Issue #516\n\t# Update reload timer\n\t_update_reload(delta)\n\n\t# Update flank cooldown timer (allows flanking to re-enable after failures)\n\tif _flank_cooldown_timer > 0.0:\n\t\t_flank_cooldown_timer -= delta\n\t\tif _flank_cooldown_timer <= 0.0:\n\t\t\t_flank_cooldown_timer = 0.0\n\t\t\t# Reset failure count when cooldown expires\n\t\t\t_flank_fail_count = 0\n\n\t# Update memory reset confusion timer (Issue #318)\n\tif _memory_reset_confusion_timer > 0.0:\n\t\t_memory_reset_confusion_timer = maxf(0.0, _memory_reset_confusion_timer - delta)\n\n\t# Issue #367: Global position-based stuck detection for PURSUING/FLANKING states.\n\t# If enemy stays in same position for too long without direct player contact, force SEARCHING.\n\tif _current_state == AIState.PURSUING or _current_state == AIState.FLANKING:\n\t\tvar moved_distance := global_position.distance_to(_global_stuck_last_position)\n\t\tif moved_distance < GLOBAL_STUCK_DISTANCE_THRESHOLD:\n\t\t\t# Not making significant progress - increment stuck timer\n\t\t\t# Only count if NOT in direct player contact (can't see and shoot player)\n\t\t\tif not (_can_see_player and _can_hit_player_from_current_position()):\n\t\t\t\t_global_stuck_timer += delta\n\t\t\t\tif _global_stuck_timer >= GLOBAL_STUCK_MAX_TIME:\n\t\t\t\t\t_log_to_file(\"GLOBAL STUCK: pos=%s for %.1fs without player contact, State: %s -> SEARCHING\" % [global_position, _global_stuck_timer, AIState.keys()[_current_state]])\n\t\t\t\t\t_global_stuck_timer = 0.0\n\t\t\t\t\t_global_stuck_last_position = global_position\n\t\t\t\t\t# Reset flanking state if applicable\n\t\t\t\t\tif _current_state == AIState.FLANKING:\n\t\t\t\t\t\t_flank_side_initialized = false\n\t\t\t\t\t\t_flank_fail_count += 1\n\t\t\t\t\t\t_flank_cooldown_timer = FLANK_COOLDOWN_DURATION\n\t\t\t\t\t_transition_to_searching(global_position)\n\t\t\t\t\treturn # Skip rest of physics process this frame\n\t\telse:\n\t\t\t# Making progress - reset stuck timer and update position\n\t\t\t_global_stuck_timer = 0.0\n\t\t\t_global_stuck_last_position = global_position\n\telse:\n\t\t# Not in PURSUING/FLANKING - reset stuck detection\n\t\t_global_stuck_timer = 0.0\n\t\t_global_stuck_last_position = global_position\n\n\t# Check for player visibility and try to find player if not found\n\tif _player == null:\n\t\t_find_player()\n\t_check_player_visibility()\n\t_update_memory(delta)\n\t_update_goap_state()\n\t_update_suppression(delta)\n\t_update_grenade_triggers(delta)\n\t_update_grenade_danger_detection() # Issue #407: Check for nearby grenades\n\tif _machete: _machete.update(delta) # Issue #579: Update machete component\n\n\t# Update enemy model rotation BEFORE AI state (weapon must be positioned before shooting).\n\t# EnemyModel rotation handles weapon aiming (not _update_weapon_sprite_rotation).\n\t_update_enemy_model_rotation()\n\n\t# Process AI state machine (may trigger shooting)\n\t_process_ai_state(delta)\n\n\t_update_debug_label()\n\tif debug_label_enabled: # Request redraw for debug visualization\n\t\tqueue_redraw()\n\n\t_update_walk_animation(delta) # Update walking animation based on movement\n\t_apply_machete_attack_animation() # Issue #595: machete swing animation\n\tmove_and_slide()\n\n\t# Push any casings we collided with (Issue #341)\n\t_push_casings()\n\n## Update GOAP world state based on current conditions.\nfunc _update_goap_state() -> void:\n\t_goap_world_state[\"player_visible\"] = _can_see_player\n\t_goap_world_state[\"under_fire\"] = _under_fire\n\t_goap_world_state[\"health_low\"] = _get_health_percent() < 0.5\n\t_goap_world_state[\"in_cover\"] = _current_state == AIState.IN_COVER\n\t_goap_world_state[\"has_cover\"] = _has_valid_cover\n\t_goap_world_state[\"is_retreating\"] = _current_state == AIState.RETREATING\n\t_goap_world_state[\"hits_taken\"] = _hits_taken_in_encounter\n\t_goap_world_state[\"is_pursuing\"] = _current_state == AIState.PURSUING\n\t_goap_world_state[\"is_assaulting\"] = _current_state == AIState.ASSAULT\n\t_goap_world_state[\"player_close\"] = _is_player_close()\n\t_goap_world_state[\"can_hit_from_cover\"] = _can_hit_player_from_current_position()\n\t_goap_world_state[\"enemies_in_combat\"] = _count_enemies_in_combat()\n\t_goap_world_state[\"player_distracted\"] = _is_player_distracted()\n\n\t# Memory system states (Issue #297)\n\tif _memory:\n\t\t_goap_world_state[\"has_suspected_position\"] = _memory.has_target()\n\t\t_goap_world_state[\"position_confidence\"] = _memory.confidence\n\t\t_goap_world_state[\"confidence_high\"] = _memory.is_high_confidence()\n\t\t_goap_world_state[\"confidence_medium\"] = _memory.is_medium_confidence()\n\t\t_goap_world_state[\"confidence_low\"] = _memory.is_low_confidence()\n\n\t# Grenade avoidance state (Issue #407)\n\t_goap_world_state[\"in_grenade_danger_zone\"] = _grenade_avoidance.in_danger_zone if _grenade_avoidance else false\n\n\t# Ally death observation state (Issue #409)\n\t_goap_world_state[\"witnessed_ally_death\"] = _witnessed_ally_death\n\tif _prediction: # [#298]\n\t\t_goap_world_state[\"has_prediction\"] = _prediction.has_predictions; _goap_world_state[\"prediction_confidence\"] = _prediction.get_prediction_confidence()\n\n\t# Flashlight detection states (Issue #574)\n\tif _flashlight_detection:\n\t\t_goap_world_state[\"flashlight_detected\"] = _flashlight_detection.detected\n\t\t# Check if the next navigation waypoint is lit by the flashlight\n\t\t_goap_world_state[\"passage_lit_by_flashlight\"] = _flashlight_detection.is_next_waypoint_lit(_nav_agent, _player) if _player else false\n## Updates model rotation smoothly (#347). Priority: player > combat/pursuit/flank > corner check > velocity > idle scan.\n## Issues #386, #397: COMBAT/PURSUING/FLANKING states prioritize facing the player to prevent turning away.\nfunc _update_enemy_model_rotation() -> void:\n\tif not _enemy_model:\n\t\treturn\n\tvar target_angle: float\n\tvar has_target := false\n\tvar rotation_reason := \"\" # Issue #397 debug: track which priority was used\n\t# Priority 1: Face player if visible\n\tif _player != null and _can_see_player:\n\t\ttarget_angle = (_player.global_position - global_position).normalized().angle()\n\t\thas_target = true\n\t\trotation_reason = \"P1:visible\"\n\t# Priority 2: During active combat states, maintain focus on player even without visibility (#386, #397)\n\t# Includes SEARCHING and ASSAULT - enemies should always face player during these states\n\telif _current_state in [AIState.COMBAT, AIState.PURSUING, AIState.FLANKING, AIState.SEARCHING, AIState.ASSAULT] and _player != null:\n\t\ttarget_angle = (_player.global_position - global_position).normalized().angle()\n\t\thas_target = true\n\t\trotation_reason = \"P2:combat_state\"\n\telif _corner_check_timer > 0:\n\t\ttarget_angle = _corner_check_angle # Corner check: smooth rotation (Issue #347)\n\t\thas_target = true\n\t\trotation_reason = \"P3:corner\"\n\telif velocity.length_squared() > 1.0:\n\t\ttarget_angle = velocity.normalized().angle()\n\t\thas_target = true\n\t\trotation_reason = \"P4:velocity\"\n\telif _current_state == AIState.IDLE and _idle_scan_targets.size() > 0:\n\t\ttarget_angle = _idle_scan_targets[_idle_scan_target_index]\n\t\thas_target = true\n\t\trotation_reason = \"P5:idle_scan\"\n\tif not has_target:\n\t\treturn\n\t# Issue #397 debug: Log rotation priority changes\n\tif rotation_reason != _last_rotation_reason:\n\t\tvar ppos := \"(%d,%d)\" % [int(_player.global_position.x), int(_player.global_position.y)] if _player else \"null\"\n\t\t_log_to_file(\"ROT_CHANGE: %s -> %s, state=%s, target=%.1f°, current=%.1f°, player=%s, corner_timer=%.2f\" % [_last_rotation_reason if _last_rotation_reason != \"\" else \"none\", rotation_reason, AIState.keys()[_current_state], rad_to_deg(target_angle), rad_to_deg(_enemy_model.global_rotation), ppos, _corner_check_timer])\n\t\t_last_rotation_reason = rotation_reason\n\t# Smooth rotation for visual polish (Issue #347)\n\tvar delta := get_physics_process_delta_time()\n\tvar current_rot := _enemy_model.global_rotation\n\tvar angle_diff := wrapf(target_angle - current_rot, -PI, PI)\n\tif abs(angle_diff) <= MODEL_ROTATION_SPEED * delta:\n\t\t_enemy_model.global_rotation = target_angle\n\telif angle_diff > 0:\n\t\t_enemy_model.global_rotation = current_rot + MODEL_ROTATION_SPEED * delta\n\telse:\n\t\t_enemy_model.global_rotation = current_rot - MODEL_ROTATION_SPEED * delta\n\tvar aiming_left := absf(_enemy_model.global_rotation) > PI / 2\n\t_model_facing_left = aiming_left\n\tif aiming_left:\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, -enemy_model_scale)\n\telse:\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n\n## Forces enemy model to face direction immediately for priority attacks.\n## Ensures weapon sprite transform matches intended aim direction.\nfunc _force_model_to_face_direction(direction: Vector2) -> void:\n\tif not _enemy_model:\n\t\treturn\n\tvar target_angle := direction.angle()\n\tvar aiming_left := absf(target_angle) > PI / 2\n\n\t# Same fix as _update_enemy_model_rotation() - don't negate angle when flipped\n\tif aiming_left:\n\t\t_enemy_model.global_rotation = target_angle\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, -enemy_model_scale)\n\telse:\n\t\t_enemy_model.global_rotation = target_angle\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n\n## Updates the walking animation based on enemy movement state.\n## Creates a natural bobbing motion for body parts during movement.\n## @param delta: Time since last frame.\nfunc _update_walk_animation(delta: float) -> void:\n\tvar is_moving := velocity.length() > 10.0\n\tif is_moving:\n\t\t# Accumulate animation time based on movement speed\n\t\t# Use combat_move_speed as max for faster walk animation during combat\n\t\tvar max_speed := maxf(move_speed, combat_move_speed)\n\t\tvar speed_factor := velocity.length() / max_speed\n\t\t_walk_anim_time += delta * walk_anim_speed * speed_factor\n\t\t_is_walking = true\n\n\t\t# Calculate animation offsets using sine waves\n\t\t# Body bobs up and down (frequency = 2x for double step)\n\t\tvar body_bob := sin(_walk_anim_time * 2.0) * 1.5 * walk_anim_intensity\n\n\t\t# Head bobs slightly less than body (dampened)\n\t\tvar head_bob := sin(_walk_anim_time * 2.0) * 0.8 * walk_anim_intensity\n\n\t\t# Arms swing opposite to each other (alternating)\n\t\tvar arm_swing := sin(_walk_anim_time) * 3.0 * walk_anim_intensity\n\n\t\t# Apply offsets to sprites\n\t\tif _body_sprite:\n\t\t\t_body_sprite.position = _base_body_pos + Vector2(0, body_bob)\n\t\tif _head_sprite:\n\t\t\t_head_sprite.position = _base_head_pos + Vector2(0, head_bob)\n\t\tif _left_arm_sprite:\n\t\t\t# Left arm swings forward/back (y-axis in top-down)\n\t\t\t_left_arm_sprite.position = _base_left_arm_pos + Vector2(arm_swing, 0)\n\t\tif _right_arm_sprite:\n\t\t\t# Right arm swings opposite to left arm\n\t\t\t_right_arm_sprite.position = _base_right_arm_pos + Vector2(-arm_swing, 0)\n\telse:\n\t\t# Return to idle pose smoothly\n\t\tif _is_walking:\n\t\t\t_is_walking = false\n\t\t\t_walk_anim_time = 0.0\n\n\t\t# Interpolate back to base positions\n\t\tvar lerp_speed := 10.0 * delta\n\t\tif _body_sprite:\n\t\t\t_body_sprite.position = _body_sprite.position.lerp(_base_body_pos, lerp_speed)\n\t\tif _head_sprite:\n\t\t\t_head_sprite.position = _head_sprite.position.lerp(_base_head_pos, lerp_speed)\n\t\tif _left_arm_sprite:\n\t\t\t_left_arm_sprite.position = _left_arm_sprite.position.lerp(_base_left_arm_pos, lerp_speed)\n\t\tif _right_arm_sprite:\n\t\t\t_right_arm_sprite.position = _right_arm_sprite.position.lerp(_base_right_arm_pos, lerp_speed)\n\n## Push casings using Area2D detection (Issue #438, pattern from player Issue #392).\nconst CASING_PUSH_FORCE: float = 20.0 # Reduced from 50.0 for Issue #424\n\nfunc _push_casings() -> void:\n\tif _casing_pusher == null or velocity.length_squared() < 1.0: return\n\t# Combine signal-tracked casings and polled bodies for reliable detection (Issue #438)\n\tvar casings_to_push: Array[RigidBody2D] = []\n\tfor casing in _overlapping_casings:\n\t\tif is_instance_valid(casing) and casing not in casings_to_push: casings_to_push.append(casing)\n\tfor body in _casing_pusher.get_overlapping_bodies():\n\t\tif body is RigidBody2D and body.has_method(\"receive_kick\") and body not in casings_to_push:\n\t\t\tcasings_to_push.append(body)\n\t# Push casings away from enemy center (Issue #424)\n\tfor casing: RigidBody2D in casings_to_push:\n\t\tvar push_dir := (casing.global_position - global_position).normalized()\n\t\tcasing.receive_kick(push_dir * velocity.length() * CASING_PUSH_FORCE / 100.0)\n\n## Update suppression state.\nfunc _update_suppression(delta: float) -> void:\n\t# Clean up destroyed bullets from tracking\n\t_bullets_in_threat_sphere = _bullets_in_threat_sphere.filter(func(b): return is_instance_valid(b))\n\n\t# Determine if there's an active threat (bullets in sphere OR recent threat memory)\n\tvar has_active_threat := not _bullets_in_threat_sphere.is_empty() or _threat_memory_timer > 0.0\n\tif not has_active_threat:\n\t\tif _under_fire:\n\t\t\t_suppression_timer += delta\n\t\t\tif _suppression_timer >= suppression_cooldown:\n\t\t\t\t_under_fire = false\n\t\t\t\t_suppression_timer = 0.0\n\t\t\t\t_log_debug(\"Suppression ended\")\n\t\t# Reset threat reaction timer when no bullets are in threat sphere and no threat memory\n\t\t_threat_reaction_timer = 0.0\n\t\t_threat_reaction_delay_elapsed = false\n\telse:\n\t\t# Decrement threat memory timer if no bullets currently in sphere\n\t\tif _bullets_in_threat_sphere.is_empty() and _threat_memory_timer > 0.0:\n\t\t\t_threat_memory_timer -= delta\n\n\t\t# Update threat reaction timer\n\t\tif not _threat_reaction_delay_elapsed:\n\t\t\t_threat_reaction_timer += delta\n\t\t\tif _threat_reaction_timer >= threat_reaction_delay:\n\t\t\t\t_threat_reaction_delay_elapsed = true\n\t\t\t\t_log_debug(\"Threat reaction delay elapsed, now reacting to bullets\")\n\n\t\t# Only set under_fire after the reaction delay has elapsed\n\t\tif _threat_reaction_delay_elapsed:\n\t\t\t_under_fire = true\n\t\t\t_suppression_timer = 0.0\n\n## Update reload state.\nfunc _update_reload(delta: float) -> void:\n\tif not _is_reloading:\n\t\treturn\n\t_reload_timer += delta\n\tif _reload_timer >= reload_time:\n\t\t_finish_reload()\n\n## Start reloading the weapon.\nfunc _start_reload() -> void:\n\t# Can't reload if already reloading or no reserve ammo\n\tif _is_reloading or _reserve_ammo <= 0:\n\t\treturn\n\t_is_reloading = true\n\t_reload_timer = 0.0\n\treload_started.emit()\n\t_log_debug(\"Reloading... (%d reserve ammo)\" % _reserve_ammo)\n\n## Finish the reload process.\nfunc _finish_reload() -> void:\n\t_is_reloading = false\n\t_reload_timer = 0.0\n\n\t# Calculate how many rounds to load\n\tvar ammo_needed := magazine_size - _current_ammo\n\tvar ammo_to_load := mini(ammo_needed, _reserve_ammo)\n\t_reserve_ammo -= ammo_to_load\n\t_current_ammo += ammo_to_load\n\n\t# Play reload complete sound\n\tAudioManager.play_reload_full(global_position)\n\treload_finished.emit()\n\tammo_changed.emit(_current_ammo, _reserve_ammo)\n\t_log_debug(\"Reload complete. Magazine: %d/%d, Reserve: %d\" % [_current_ammo, magazine_size, _reserve_ammo])\n\n## Check if the enemy can shoot (has ammo and not reloading). Machete: melee cooldown (Issue #579).\nfunc _can_shoot() -> bool:\n\tif _is_melee_weapon: return _machete != null and _machete.is_attack_ready()\n\t# Can't shoot if reloading\n\tif _is_reloading:\n\t\treturn false\n\n\t# Can't shoot if no ammo in magazine\n\tif _current_ammo <= 0:\n\t\t# Try to start reload if we have reserve ammo\n\t\tif _reserve_ammo > 0:\n\t\t\t_start_reload()\n\t\telse:\n\t\t\t# No ammo at all - emit depleted signal once\n\t\t\tif not _goap_world_state.get(\"ammo_depleted\", false):\n\t\t\t\t_goap_world_state[\"ammo_depleted\"] = true\n\t\t\t\tammo_depleted.emit()\n\t\t\t\t_log_debug(\"All ammunition depleted!\")\n\t\treturn false\n\treturn true\n\n## Process the AI state machine.\nfunc _process_ai_state(delta: float) -> void:\n\t# If stunned, stop all movement and actions - do nothing\n\tif _is_stunned:\n\t\tvelocity = Vector2.ZERO\n\t\treturn\n\tvar previous_state := _current_state\n\n\t# ABSOLUTE HIGHEST PRIORITY: Grenade danger zone evasion (Issue #407)\n\t# Survival instinct - enemies flee from grenades before any other action\n\tvar in_grenade_danger := _grenade_avoidance.in_danger_zone if _grenade_avoidance else false\n\tif in_grenade_danger and _current_state != AIState.EVADING_GRENADE:\n\t\t_log_to_file(\"GRENADE DANGER: Entering EVADING_GRENADE state from %s\" % AIState.keys()[_current_state])\n\t\t_transition_to_evading_grenade()\n\t\treturn\n\n\t# HIGHEST PRIORITY: Player distracted (aim > 23° away) - shoot immediately (Hard mode only)\n\t# NOTE: Disabled during memory reset confusion period (Issue #318)\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tvar is_distraction_enabled: bool = difficulty_manager != null and difficulty_manager.is_distraction_attack_enabled()\n\tvar is_confused: bool = _memory_reset_confusion_timer > 0.0\n\tif is_distraction_enabled and not is_confused and _goap_world_state.get(\"player_distracted\", false) and _can_see_player and _player:\n\t\t# Check if we have a clear shot (no wall blocking bullet spawn)\n\t\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\t\tvar has_clear_shot := _is_bullet_spawn_clear(direction_to_player)\n\t\tif has_clear_shot and _can_shoot() and _shoot_timer >= shoot_cooldown:\n\t\t\t_log_to_file(\"Player distracted - priority attack triggered\")\n\t\t\trotation = direction_to_player.angle()\n\t\t\t_force_model_to_face_direction(direction_to_player) # Fix issue #264: ensure correct aim\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0\n\t\t\t_detection_delay_elapsed = true\n\t\t\tif _current_state == AIState.IDLE:\n\t\t\t\t_transition_to_combat()\n\t\t\t\t_detection_delay_elapsed = true\n\n\t\t\t# Return early - we've taken the highest priority action\n\t\t\t# The state machine will continue normally in the next frame\n\t\t\treturn\n\n\t# HIGHEST PRIORITY: If player is reloading or tried to shoot with empty weapon,\n\t# and enemy is close to the player, immediately attack with maximum priority.\n\t# This exploits the player's vulnerability during reload or when out of ammo.\n\tvar player_reloading: bool = _goap_world_state.get(\"player_reloading\", false)\n\tvar player_ammo_empty: bool = _goap_world_state.get(\"player_ammo_empty\", false)\n\tvar player_is_vulnerable: bool = player_reloading or player_ammo_empty\n\tvar player_close: bool = _is_player_close()\n\n\t# Debug log when player is vulnerable (but not every frame - only when conditions change)\n\tif player_is_vulnerable and _player:\n\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\t\t_log_debug(\"Vulnerable check: reloading=%s, ammo_empty=%s, can_see=%s, close=%s (dist=%.0f)\" % [player_reloading, player_ammo_empty, _can_see_player, player_close, distance_to_player])\n\n\t# Log vulnerability conditions when player is vulnerable but we can't attack\n\t# This helps diagnose why priority attacks might not be triggering\n\tif player_is_vulnerable and _player and not (player_close and _can_see_player):\n\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\t\t# Only log once per vulnerability state change to avoid spam\n\t\tvar vuln_key := \"last_vuln_log_frame\"\n\t\tvar current_frame := Engine.get_physics_frames()\n\t\tvar last_log_frame: int = _goap_world_state.get(vuln_key, -100)\n\t\tif current_frame - last_log_frame > 30: # Log at most every 30 frames (~0.5s)\n\t\t\t_goap_world_state[vuln_key] = current_frame\n\t\t\tvar reason: String = \"reloading\" if player_reloading else \"ammo_empty\"\n\t\t\t_log_to_file(\"Player vulnerable (%s) but cannot attack: close=%s (dist=%.0f), can_see=%s\" % [reason, player_close, distance_to_player, _can_see_player])\n\n\t# Issue #318: Also block vulnerability attacks during confusion period\n\tif player_is_vulnerable and not is_confused and _can_see_player and _player and player_close:\n\t\t# Check if we have a clear shot (no wall blocking bullet spawn)\n\t\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\t\tvar has_clear_shot := _is_bullet_spawn_clear(direction_to_player)\n\t\tif has_clear_shot and _can_shoot() and _shoot_timer >= shoot_cooldown:\n\t\t\t# Log the vulnerability attack\n\t\t\tvar reason: String = \"reloading\" if player_reloading else \"empty ammo\"\n\t\t\t_log_to_file(\"Player %s - priority attack triggered\" % reason)\n\n\t\t\t# Aim at player immediately - both body rotation and model rotation\n\t\t\trotation = direction_to_player.angle()\n\t\t\t# CRITICAL: Force the model to face the player immediately so that\n\t\t\t# _get_weapon_forward_direction() returns the correct aim direction.\n\t\t\t# Without this, the weapon transform would still reflect the old direction\n\t\t\t# and _shoot() would fail the aim tolerance check. (Fix for issue #264)\n\t\t\t_force_model_to_face_direction(direction_to_player)\n\n\t\t\t# Shoot with priority - still respects weapon fire rate cooldown\n\t\t\t# The weapon cannot physically fire faster than its fire rate\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0 # Reset shoot timer after vulnerability shot\n\n\t\t\t# Ensure detection delay is bypassed for any subsequent normal shots\n\t\t\t_detection_delay_elapsed = true\n\n\t\t\t# Transition to COMBAT if not already in a combat-related state\n\t\t\tif _current_state == AIState.IDLE:\n\t\t\t\t_transition_to_combat()\n\t\t\t\t_detection_delay_elapsed = true # Re-set after transition resets it\n\n\t\t\t# Return early - we've taken the highest priority action\n\t\t\treturn\n\n\t# SECOND PRIORITY: If player is vulnerable but NOT close, pursue them aggressively\n\t# This makes enemies rush toward vulnerable players to exploit the weakness\n\tif player_is_vulnerable and _can_see_player and _player and not player_close:\n\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\t\t# Only log once per pursuit decision to avoid spam\n\t\tvar pursue_key := \"last_pursue_vuln_frame\"\n\t\tvar current_frame := Engine.get_physics_frames()\n\t\tvar last_pursue_frame: int = _goap_world_state.get(pursue_key, -100)\n\t\tif current_frame - last_pursue_frame > 60: # Log at most every ~1 second\n\t\t\t_goap_world_state[pursue_key] = current_frame\n\t\t\tvar reason: String = \"reloading\" if player_reloading else \"ammo_empty\"\n\t\t\t_log_to_file(\"Player vulnerable (%s) - pursuing to attack (dist=%.0f)\" % [reason, distance_to_player])\n\n\t\t# Transition to PURSUING state to rush toward the player\n\t\tif _current_state != AIState.PURSUING and _current_state != AIState.ASSAULT:\n\t\t\t_transition_to_pursuing()\n\t\t\t# Don't return - let the state machine continue to process the PURSUING state\n\n\t# GRENADE THROW PRIORITY (Issue #363): Check if we should throw a grenade.\n\t# Grenades are thrown based on 6 trigger conditions (see trigger-conditions.md).\n\t# This takes priority over normal state actions when conditions are met.\n\tif _goap_world_state.get(\"ready_to_throw_grenade\", false):\n\t\tif try_throw_grenade():\n\t\t\t# Grenade was thrown - return early to skip normal state processing this frame\n\t\t\treturn\n\n\t# State transitions based on conditions\n\tmatch _current_state:\n\t\tAIState.IDLE: _process_idle_state(delta)\n\t\tAIState.COMBAT: _process_combat_state(delta)\n\t\tAIState.SEEKING_COVER: _process_seeking_cover_state(delta)\n\t\tAIState.IN_COVER: _process_in_cover_state(delta)\n\t\tAIState.FLANKING: _process_flanking_state(delta)\n\t\tAIState.SUPPRESSED: _process_suppressed_state(delta)\n\t\tAIState.RETREATING: _process_retreating_state(delta)\n\t\tAIState.PURSUING: _process_pursuing_state(delta)\n\t\tAIState.ASSAULT: _process_assault_state(delta)\n\t\tAIState.SEARCHING: _process_searching_state(delta)\n\t\tAIState.EVADING_GRENADE: _process_evading_grenade_state(delta)\n\tif previous_state != _current_state:\n\t\tstate_changed.emit(_current_state)\n\t\t_log_debug(\"State changed: %s -> %s\" % [AIState.keys()[previous_state], AIState.keys()[_current_state]])\n\t\t# Also log to file for exported build debugging\n\t\t_log_to_file(\"State: %s -> %s\" % [AIState.keys()[previous_state], AIState.keys()[_current_state]])\n\n## Process IDLE state - patrol or guard behavior.\nfunc _process_idle_state(delta: float) -> void:\n\tif _can_see_player and _player:\n\t\tif _is_melee_weapon: _transition_to_pursuing() # Issue #579: machete sneaks first\n\t\telse: _transition_to_combat()\n\t\treturn\n\n\t# Check memory system for suspected player position (Issue #297)\n\t# If we have high/medium confidence about player location, investigate\n\tif _memory and _memory.has_target():\n\t\tif _memory.is_high_confidence():\n\t\t\t# High confidence: Go investigate directly\n\t\t\t_log_debug(\"High confidence (%.0f%%) - investigating suspected position\" % (_memory.confidence * 100))\n\t\t\t_log_to_file(\"Memory: high confidence (%.2f) - transitioning to PURSUING\" % _memory.confidence)\n\t\t\t_transition_to_pursuing()\n\t\t\treturn\n\t\telif _memory.is_medium_confidence():\n\t\t\t# Medium confidence: Investigate cautiously (also use pursuing with cover-to-cover)\n\t\t\t_log_debug(\"Medium confidence (%.0f%%) - cautiously investigating\" % (_memory.confidence * 100))\n\t\t\t_log_to_file(\"Memory: medium confidence (%.2f) - transitioning to PURSUING\" % _memory.confidence)\n\t\t\t_transition_to_pursuing()\n\t\t\treturn\n\t\t# Low confidence: Continue normal patrol but may wander toward suspected area\n\n\t# Execute idle behavior\n\tmatch behavior_mode:\n\t\tBehaviorMode.PATROL: _process_patrol(delta)\n\t\tBehaviorMode.GUARD: _process_guard(delta)\n\n## Process COMBAT state - cycle: approach->exposed shooting (2-3s)->return to cover via SEEKING_COVER.\nfunc _process_combat_state(delta: float) -> void:\n\t_combat_state_timer += delta\n\t# Issue #579/#595: Machete melee combat with attack animation\n\tif _is_melee_weapon and _machete and _player:\n\t\tif _machete.is_attacking(): return # Issue #595: Hold position during attack animation\n\t\tif _under_fire and _bullets_in_threat_sphere.size() > 0 and not _machete.is_dodging():\n\t\t\tvar b = _bullets_in_threat_sphere[0]\n\t\t\tif is_instance_valid(b):\n\t\t\t\tvar bd: Vector2 = b.get(\"direction\") if b.get(\"direction\") != null else Vector2.RIGHT.rotated(b.rotation)\n\t\t\t\t_machete.try_dodge(bd)\n\t\tif _machete.is_dodging(): velocity = _machete.get_dodge_velocity(); return\n\t\tif _machete.is_in_melee_range(_player) and _shoot_timer >= shoot_cooldown:\n\t\t\t_machete.perform_melee_attack(_player); _shoot_timer = 0.0; return\n\t\tvar tp := _player.global_position\n\t\tif _machete.is_backstab_opportunity(_player) or _machete.is_player_under_fire(_player):\n\t\t\ttp = _machete.get_backstab_approach_position(_player, 60.0)\n\t\t_move_to_target_nav(tp, combat_move_speed); return\n\t# Check for suppression - transition to retreating behavior\n\t# BUT: When pursuing a vulnerability sound (player reloading/out of ammo),\n\t# ignore suppression and continue the attack - this is the best time to strike!\n\tif _under_fire and enable_cover and not _pursuing_vulnerability_sound:\n\t\t_combat_exposed = false\n\t\t_combat_approaching = false\n\t\t_seeking_clear_shot = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# NOTE: ASSAULT state transition removed per issue #169\n\t# Enemies now stay in COMBAT instead of transitioning to coordinated assault\n\n\t# If can't see player, pursue them (move cover-to-cover toward player)\n\t# But only after minimum time has elapsed to prevent rapid state thrashing\n\t# when visibility flickers at wall/obstacle edges\n\tif not _can_see_player:\n\t\tif _combat_state_timer >= COMBAT_MIN_DURATION_BEFORE_PURSUE:\n\t\t\t_combat_exposed = false\n\t\t\t_combat_approaching = false\n\t\t\t_seeking_clear_shot = false\n\t\t\t_log_debug(\"Lost sight of player in COMBAT (%.2fs), transitioning to PURSUING\" % _combat_state_timer)\n\t\t\t_transition_to_pursuing()\n\t\t\treturn\n\t\t# If minimum time hasn't elapsed, stay in COMBAT and wait\n\t\t# This prevents rapid COMBAT<->PURSUING thrashing\n\n\t# Update detection delay timer\n\tif not _detection_delay_elapsed:\n\t\t_detection_timer += delta\n\t\tif _detection_timer >= _get_effective_detection_delay():\n\t\t\t_detection_delay_elapsed = true\n\n\t# If we don't have cover, find some first (needed for returning later)\n\tif not _has_valid_cover and enable_cover:\n\t\t_find_cover_position()\n\t\tif _has_valid_cover:\n\t\t\t_log_debug(\"Found cover at %s for combat cycling\" % _cover_position)\n\n\t# Check player distance for approach/exposed phase decisions\n\tvar distance_to_player := INF\n\tif _player:\n\t\tdistance_to_player = global_position.distance_to(_player.global_position)\n\n\t# Check if we have a clear shot (no wall blocking bullet spawn)\n\tvar direction_to_player := Vector2.ZERO\n\tvar has_clear_shot := true\n\tif _player:\n\t\tdirection_to_player = (_player.global_position - global_position).normalized()\n\t\thas_clear_shot = _is_bullet_spawn_clear(direction_to_player)\n\n\t# If already exposed (shooting phase), handle shooting and timer\n\tif _combat_exposed:\n\t\t_combat_shoot_timer += delta\n\n\t\t# Check if exposure time is complete - go back to cover\n\t\tif _combat_shoot_timer >= _combat_shoot_duration and _has_valid_cover:\n\t\t\t_log_debug(\"Combat exposure time complete (%.1fs), returning to cover\" % _combat_shoot_duration)\n\t\t\t_combat_exposed = false\n\t\t\t_combat_approaching = false\n\t\t\t_combat_shoot_timer = 0.0\n\t\t\t_transition_to_seeking_cover()\n\t\t\treturn\n\n\t\t# Check if we still have a clear shot - if not, move sideways to find one\n\t\tif _player and not has_clear_shot:\n\t\t\t# Bullet spawn is blocked - move sideways to find a clear shot position\n\t\t\tvar sidestep_dir := _find_sidestep_direction_for_clear_shot(direction_to_player)\n\t\t\tif sidestep_dir != Vector2.ZERO:\n\t\t\t\tvelocity = sidestep_dir * combat_move_speed * 0.7\n\t\t\t\trotation = direction_to_player.angle() # Keep facing player while sidestepping\n\t\t\t\t_log_debug(\"COMBAT exposed: sidestepping to maintain clear shot\")\n\t\t\telse:\n\t\t\t\t# No sidestep works - stay still, the shot might clear up\n\t\t\t\tvelocity = Vector2.ZERO\n\t\t\treturn\n\n\t\t# In exposed phase with clear shot, stand still and shoot\n\t\tvelocity = Vector2.ZERO\n\n\t\t# Aim and shoot at player (only shoot after detection delay)\n\t\tif _player:\n\t\t\t_aim_at_player()\n\t\t\tif _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t\t_shoot()\n\t\t\t\t_shoot_timer = 0.0\n\t\treturn\n\n\t# --- CLEAR SHOT SEEKING PHASE ---\n\t# If bullet spawn is blocked and we're not already exposed, we need to move out from cover\n\tif not has_clear_shot and _player:\n\t\t# Start seeking clear shot if not already doing so\n\t\tif not _seeking_clear_shot:\n\t\t\t_seeking_clear_shot = true\n\t\t\t_clear_shot_timer = 0.0\n\t\t\t# Calculate target position: move perpendicular to player direction (around cover edge)\n\t\t\t_clear_shot_target = _calculate_clear_shot_exit_position(direction_to_player)\n\t\t\t_log_debug(\"COMBAT: bullet spawn blocked, seeking clear shot at %s\" % _clear_shot_target)\n\t\t_clear_shot_timer += delta\n\n\t\t# Check if we've exceeded the max time trying to find a clear shot\n\t\tif _clear_shot_timer >= CLEAR_SHOT_MAX_TIME:\n\t\t\t_log_debug(\"COMBAT: clear shot timeout, trying flanking\")\n\t\t\t_seeking_clear_shot = false\n\t\t\t_clear_shot_timer = 0.0\n\t\t\t# Try flanking to get around the obstacle\n\t\t\tif _can_attempt_flanking():\n\t\t\t\t_transition_to_flanking()\n\t\t\telse:\n\t\t\t\t_transition_to_pursuing()\n\t\t\treturn\n\n\t\t# Move toward the clear shot target position\n\t\tvar distance_to_target := global_position.distance_to(_clear_shot_target)\n\t\tif distance_to_target > 15.0:\n\t\t\tvar move_direction := (_clear_shot_target - global_position).normalized()\n\n\t\t\t# Apply enhanced wall avoidance with dynamic weighting\n\t\t\tmove_direction = _apply_wall_avoidance(move_direction)\n\t\t\tvelocity = move_direction * combat_move_speed\n\t\t\trotation = direction_to_player.angle() # Keep facing player\n\n\t\t\t# Check if the new position now has a clear shot\n\t\t\tif _is_bullet_spawn_clear(direction_to_player):\n\t\t\t\t_log_debug(\"COMBAT: found clear shot position while moving\")\n\t\t\t\t_seeking_clear_shot = false\n\t\t\t\t_clear_shot_timer = 0.0\n\t\t\t\t# Continue to exposed phase check below\n\t\t\telse:\n\t\t\t\treturn # Keep moving toward target\n\t\telse:\n\t\t\t# Reached target but still no clear shot - recalculate target\n\t\t\t_log_debug(\"COMBAT: reached target but no clear shot, recalculating\")\n\t\t\t_clear_shot_target = _calculate_clear_shot_exit_position(direction_to_player)\n\t\t\treturn\n\n\t# Reset seeking state if we now have a clear shot\n\tif _seeking_clear_shot and has_clear_shot:\n\t\t_log_debug(\"COMBAT: clear shot acquired\")\n\t\t_seeking_clear_shot = false\n\t\t_clear_shot_timer = 0.0\n\n\t# Determine if we should be in approach phase or exposed shooting phase\n\tvar in_direct_contact := distance_to_player <= COMBAT_DIRECT_CONTACT_DISTANCE\n\n\t# Enter exposed phase if we have a clear shot and are either close enough or have approached long enough\n\tif has_clear_shot and (in_direct_contact or _combat_approach_timer >= COMBAT_APPROACH_MAX_TIME):\n\t\t# Close enough AND have clear shot - start exposed shooting phase\n\t\t_combat_exposed = true\n\t\t_combat_approaching = false\n\t\t_combat_shoot_timer = 0.0\n\t\t_combat_approach_timer = 0.0\n\t\t# Randomize exposure duration between 2-3 seconds\n\t\t_combat_shoot_duration = randf_range(2.0, 3.0)\n\t\t_log_debug(\"COMBAT exposed phase started (distance: %.0f), will shoot for %.1fs\" % [distance_to_player, _combat_shoot_duration])\n\t\treturn\n\n\t# Need to approach player - move toward them\n\tif not _combat_approaching:\n\t\t_combat_approaching = true\n\t\t_combat_approach_timer = 0.0\n\t\t_log_debug(\"COMBAT approach phase started, moving toward player\")\n\t_combat_approach_timer += delta\n\n\t# Move toward player while approaching\n\tif _player:\n\t\tvar move_direction := direction_to_player\n\n\t\t# Apply enhanced wall avoidance with dynamic weighting\n\t\tmove_direction = _apply_wall_avoidance(move_direction)\n\t\tvelocity = move_direction * combat_move_speed\n\t\trotation = direction_to_player.angle() # Always face player\n\n\t\t# Can shoot while approaching (only after detection delay and if have clear shot)\n\t\tif has_clear_shot and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t_aim_at_player()\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0\n\n## Calculate a position to exit cover and get a clear shot at the player.\nfunc _calculate_clear_shot_exit_position(direction_to_player: Vector2) -> Vector2:\n\t# Calculate perpendicular directions to the player\n\tvar perpendicular := Vector2(-direction_to_player.y, direction_to_player.x)\n\n\t# Try both perpendicular directions and pick the one that's more likely to work\n\t# Also blend with forward movement toward player to help navigate around cover\n\tvar best_position := global_position\n\tvar best_score := -1.0\n\tfor side_multiplier: float in [1.0, -1.0]:\n\t\tvar sidestep_dir: Vector2 = perpendicular * side_multiplier\n\t\t# Blend sidestep with forward movement for better cover navigation\n\t\tvar exit_dir: Vector2 = (sidestep_dir * 0.7 + direction_to_player * 0.3).normalized()\n\t\tvar test_position: Vector2 = global_position + exit_dir * CLEAR_SHOT_EXIT_DISTANCE\n\n\t\t# Score this position based on:\n\t\t# 1. Does it have a clear path? (no walls in the way)\n\t\t# 2. Would the bullet spawn be clear from there?\n\t\tvar score: float = 0.0\n\n\t\t# Check if we can move to this position\n\t\tif _has_clear_path_to(test_position):\n\t\t\tscore += 1.0\n\n\t\t# Check if bullet spawn would be clear from this position\n\t\t# This is a rough estimate - we check from the test position toward player\n\t\tvar world_2d := get_world_2d()\n\t\tif world_2d != null:\n\t\t\tvar space_state := world_2d.direct_space_state\n\t\t\tif space_state != null:\n\t\t\t\tvar check_distance := bullet_spawn_offset + 5.0\n\t\t\t\tvar query := PhysicsRayQueryParameters2D.new()\n\t\t\t\tquery.from = test_position\n\t\t\t\tquery.to = test_position + direction_to_player * check_distance\n\t\t\t\tquery.collision_mask = 4 # Only check obstacles\n\t\t\t\tquery.exclude = [get_rid()]\n\t\t\t\tvar result := space_state.intersect_ray(query)\n\t\t\t\tif result.is_empty():\n\t\t\t\t\tscore += 2.0 # Higher score for clear bullet spawn\n\n\t\tif score > best_score:\n\t\t\tbest_score = score\n\t\t\tbest_position = test_position\n\n\t# If no good position found, just move forward toward player\n\tif best_score < 0.5:\n\t\tbest_position = global_position + direction_to_player * CLEAR_SHOT_EXIT_DISTANCE\n\treturn best_position\n\n## Process SEEKING_COVER state - moving to cover position.\nfunc _process_seeking_cover_state(_delta: float) -> void:\n\tif not _has_valid_cover:\n\t\t# Try to find cover\n\t\t_find_cover_position()\n\t\tif not _has_valid_cover:\n\t\t\t# No cover found, stay in combat\n\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# Check if we're already hidden from the player (the main goal)\n\tif not _is_visible_from_player():\n\t\t_transition_to_in_cover()\n\t\t_log_debug(\"Hidden from player, entering cover state\")\n\t\treturn\n\n\t# Move towards cover\n\tvar distance: float = global_position.distance_to(_cover_position)\n\n\tif distance < 10.0:\n\t\t# Reached the cover position, but still visible - try to find better cover\n\t\tif _is_visible_from_player():\n\t\t\t_has_valid_cover = false\n\t\t\t_find_cover_position()\n\t\t\tif not _has_valid_cover:\n\t\t\t\t# No better cover found, stay in combat\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t# Use navigation-based pathfinding to move toward cover\n\t_move_to_target_nav(_cover_position, combat_move_speed)\n\n\t# Can still shoot while moving to cover (only after detection delay)\n\tif _can_see_player and _player and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t_aim_at_player()\n\t\t_shoot()\n\t\t_shoot_timer = 0.0\n\n## Process IN_COVER state. Under fire->suppressed, close->COMBAT, far+can hit->stay and shoot, far+can't hit->PURSUING.\nfunc _process_in_cover_state(delta: float) -> void:\n\tvelocity = Vector2.ZERO\n\n\t# If still under fire, stay suppressed\n\tif _under_fire:\n\t\t_transition_to_suppressed()\n\t\treturn\n\n\t# Check if player has flanked us - if we're now visible from player's position,\n\t# we need to find new cover\n\tif _is_visible_from_player():\n\t\t# If in alarm mode and can see player, fire a burst before escaping\n\t\tif _in_alarm_mode and _can_see_player and _player:\n\t\t\tif not _cover_burst_pending:\n\t\t\t\t# Start the cover burst\n\t\t\t\t_cover_burst_pending = true\n\t\t\t\t_retreat_burst_remaining = randi_range(2, 4)\n\t\t\t\t_retreat_burst_timer = 0.0\n\t\t\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n\t\t\t\t_log_debug(\"IN_COVER alarm: starting burst before escaping (%d shots)\" % _retreat_burst_remaining)\n\n\t\t\t# Fire the burst\n\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t_retreat_burst_timer += delta\n\t\t\t\tif _retreat_burst_timer >= RETREAT_BURST_COOLDOWN:\n\t\t\t\t\t_aim_at_player()\n\t\t\t\t\t_shoot_burst_shot()\n\t\t\t\t\t_retreat_burst_remaining -= 1\n\t\t\t\t\t_retreat_burst_timer = 0.0\n\t\t\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t\t\t_retreat_burst_angle_offset += RETREAT_BURST_ARC / 3.0\n\t\t\t\treturn # Stay in cover while firing burst\n\n\t\t# Burst complete or not in alarm mode, seek new cover\n\t\t_log_debug(\"Player flanked our cover position, seeking new cover\")\n\t\t_has_valid_cover = false # Invalidate current cover\n\t\t_cover_burst_pending = false\n\t\t_transition_to_seeking_cover()\n\t\treturn\n\n\t# NOTE: ASSAULT state transition removed per issue #169\n\t# Enemies now stay in IN_COVER instead of transitioning to coordinated assault\n\n\t# Decision making based on player distance and visibility\n\tif _player:\n\t\tvar player_close := _is_player_close()\n\t\tvar can_hit := _can_hit_player_from_current_position()\n\n\t\tif _can_see_player:\n\t\t\tif player_close:\n\t\t\t\t# Player is close - engage in combat (come out, shoot, go back)\n\t\t\t\t_log_debug(\"Player is close, transitioning to COMBAT\")\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\t\t\telse:\n\t\t\t\t# Player is far\n\t\t\t\tif can_hit:\n\t\t\t\t\t# Can hit from current position - come out and shoot\n\t\t\t\t\t# (Don't pursue, just transition to combat which will handle the cycling)\n\t\t\t\t\t_log_debug(\"Player is far but can hit from here, transitioning to COMBAT\")\n\t\t\t\t\t_transition_to_combat()\n\t\t\t\t\treturn\n\t\t\t\telse:\n\t\t\t\t\t# Can't hit from here - need to pursue (move cover-to-cover)\n\t\t\t\t\t_log_debug(\"Player is far and can't hit, transitioning to PURSUING\")\n\t\t\t\t\t_transition_to_pursuing()\n\t\t\t\t\treturn\n\n\t# If not under fire and can see player, engage (only shoot after detection delay)\n\tif _can_see_player and _player:\n\t\t_aim_at_player()\n\t\tif _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0\n\n\t# If player is no longer visible and not under fire, try pursuing\n\tif not _can_see_player and not _under_fire:\n\t\t_log_debug(\"Lost sight of player from cover, transitioning to PURSUING\")\n\t\t_transition_to_pursuing()\n\n## Process FLANKING state - flank player using cover-to-cover movement.\nfunc _process_flanking_state(delta: float) -> void:\n\t_flank_state_timer += delta\n\n\tif _flank_state_timer >= FLANK_STATE_MAX_TIME:\n\t\t_log_to_file(\"FLANKING timeout (%.1fs), target=%s, pos=%s\" % [_flank_state_timer, _flank_target, global_position])\n\t\t_flank_side_initialized = false\n\t\tif _can_see_player: _transition_to_combat()\n\t\telse: _transition_to_pursuing()\n\t\treturn\n\n\tvar distance_moved := global_position.distance_to(_flank_last_position)\n\tif distance_moved < FLANK_PROGRESS_THRESHOLD:\n\t\t_flank_stuck_timer += delta\n\t\tif _flank_stuck_timer >= FLANK_STUCK_MAX_TIME:\n\t\t\t_log_to_file(\"FLANKING stuck (%.1fs), pos=%s, fail=%d\" % [_flank_stuck_timer, global_position, _flank_fail_count + 1])\n\t\t\t_flank_side_initialized = false\n\t\t\t_flank_fail_count += 1\n\t\t\t_flank_cooldown_timer = FLANK_COOLDOWN_DURATION\n\t\t\tif _flank_fail_count >= FLANK_FAIL_MAX_COUNT:\n\t\t\t\t_log_to_file(\"FLANKING disabled after %d failures\" % _flank_fail_count)\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\t\t\tif _can_see_player: _transition_to_combat()\n\t\t\telse: _transition_to_pursuing()\n\t\t\treturn\n\telse:\n\t\t_flank_stuck_timer = 0.0\n\t\t_flank_last_position = global_position\n\t\tif _flank_fail_count > 0:\n\t\t\t_flank_fail_count = 0\n\n\tif _under_fire and enable_cover:\n\t\t_flank_side_initialized = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# Only transition to combat if we can ACTUALLY HIT the player (not just see)\n\tif _can_see_player and _can_hit_player_from_current_position():\n\t\t_flank_side_initialized = false\n\t\t_transition_to_combat()\n\t\treturn\n\n\tif _player == null:\n\t\t_flank_side_initialized = false\n\t\tif _has_left_idle: # Issue #330: search instead of idle\n\t\t\t_transition_to_searching(global_position)\n\t\telse:\n\t\t\t_transition_to_idle()\n\t\treturn\n\n\t_calculate_flank_position() # Recalculate (player may have moved)\n\n\tif global_position.distance_to(_flank_target) < 30.0:\n\t\t_flank_side_initialized = false\n\t\t_transition_to_combat()\n\t\treturn\n\n\t_move_to_target_nav(_flank_target, combat_move_speed)\n\t# Corner checking during FLANKING movement (Issue #332)\n\tif velocity.length_squared() > 1.0:\n\t\t_process_corner_check(delta, velocity.normalized(), \"FLANKING\")\n\n## Process SUPPRESSED state - staying in cover under fire.\nfunc _process_suppressed_state(delta: float) -> void:\n\tvelocity = Vector2.ZERO\n\n\t# Check if player has flanked us - if we're now visible from player's position,\n\t# we need to find new cover even while suppressed\n\tif _is_visible_from_player():\n\t\t# In suppressed state we're always in alarm mode - fire a burst before escaping if we can see player\n\t\tif _can_see_player and _player:\n\t\t\tif not _cover_burst_pending:\n\t\t\t\t# Start the cover burst\n\t\t\t\t_cover_burst_pending = true\n\t\t\t\t_retreat_burst_remaining = randi_range(2, 4)\n\t\t\t\t_retreat_burst_timer = 0.0\n\t\t\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n\t\t\t\t_log_debug(\"SUPPRESSED alarm: starting burst before escaping (%d shots)\" % _retreat_burst_remaining)\n\n\t\t\t# Fire the burst\n\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t_retreat_burst_timer += delta\n\t\t\t\tif _retreat_burst_timer >= RETREAT_BURST_COOLDOWN:\n\t\t\t\t\t_aim_at_player()\n\t\t\t\t\t_shoot_burst_shot()\n\t\t\t\t\t_retreat_burst_remaining -= 1\n\t\t\t\t\t_retreat_burst_timer = 0.0\n\t\t\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t\t\t_retreat_burst_angle_offset += RETREAT_BURST_ARC / 3.0\n\t\t\t\treturn # Stay suppressed while firing burst\n\n\t\t# Burst complete or can't see player, seek new cover\n\t\t_log_debug(\"Player flanked our cover position while suppressed, seeking new cover\")\n\t\t_has_valid_cover = false # Invalidate current cover\n\t\t_cover_burst_pending = false\n\t\t_transition_to_seeking_cover()\n\t\treturn\n\n\t# Can still shoot while suppressed (only after detection delay)\n\tif _can_see_player and _player:\n\t\t_aim_at_player()\n\t\tif _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0\n\n\t# If no longer under fire, exit suppression\n\tif not _under_fire:\n\t\t_transition_to_in_cover()\n\n## Process RETREATING state - moving to cover with behavior based on damage taken.\nfunc _process_retreating_state(delta: float) -> void:\n\tif not _has_valid_cover:\n\t\t# Try to find cover\n\t\t_find_cover_position()\n\t\tif not _has_valid_cover:\n\t\t\t# No cover found, transition to combat or suppressed\n\t\t\tif _under_fire:\n\t\t\t\t_transition_to_suppressed()\n\t\t\telse:\n\t\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# Check if we've reached cover and are hidden from player\n\tif not _is_visible_from_player():\n\t\t_log_debug(\"Reached cover during retreat\")\n\t\t# Reset encounter hits when successfully reaching cover\n\t\t_hits_taken_in_encounter = 0\n\t\t_transition_to_in_cover()\n\t\treturn\n\n\t# Calculate direction to cover\n\tvar direction_to_cover := (_cover_position - global_position).normalized()\n\tvar distance_to_cover := global_position.distance_to(_cover_position)\n\n\t# Check if reached cover position\n\tif distance_to_cover < 10.0:\n\t\tif _is_visible_from_player():\n\t\t\t# Still visible, find better cover\n\t\t\t_has_valid_cover = false\n\t\t\t_find_cover_position()\n\t\t\tif not _has_valid_cover:\n\t\t\t\tif _under_fire:\n\t\t\t\t\t_transition_to_suppressed()\n\t\t\t\telse:\n\t\t\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# Apply retreat behavior based on mode\n\tmatch _retreat_mode:\n\t\tRetreatMode.FULL_HP: _process_retreat_full_hp(delta, direction_to_cover)\n\t\tRetreatMode.ONE_HIT: _process_retreat_one_hit(delta, direction_to_cover)\n\t\tRetreatMode.MULTIPLE_HITS: _process_retreat_multiple_hits(delta, direction_to_cover)\n\n## Process FULL_HP retreat: walk backwards facing player, shoot with reduced accuracy.\nfunc _process_retreat_full_hp(delta: float, _direction_to_cover: Vector2) -> void:\n\t_retreat_turn_timer += delta\n\n\tif _retreat_turning_to_cover:\n\t\t# Turning to face cover, don't shoot\n\t\tif _retreat_turn_timer >= RETREAT_TURN_DURATION:\n\t\t\t_retreat_turning_to_cover = false\n\t\t\t_retreat_turn_timer = 0.0\n\n\t\t# Use navigation to move toward cover\n\t\t_move_to_target_nav(_cover_position, combat_move_speed)\n\telse:\n\t\t# Face player and back up (walk backwards)\n\t\tif _retreat_turn_timer >= RETREAT_TURN_INTERVAL:\n\t\t\t_retreat_turning_to_cover = true\n\t\t\t_retreat_turn_timer = 0.0\n\t\t\t_log_debug(\"FULL_HP retreat: turning to check cover\")\n\n\t\tif _player:\n\t\t\t# Face the player\n\t\t\t_aim_at_player()\n\n\t\t\t# Use navigation to move toward cover but keep facing player\n\t\t\tvar nav_direction: Vector2 = _get_nav_direction_to(_cover_position)\n\t\t\tif nav_direction != Vector2.ZERO:\n\t\t\t\tnav_direction = _apply_wall_avoidance(nav_direction)\n\t\t\t\tvelocity = nav_direction * combat_move_speed * 0.7 # Slower when backing up\n\t\t\telse:\n\t\t\t\tvelocity = Vector2.ZERO\n\n\t\t\t# Shoot with reduced accuracy (only after detection delay)\n\t\t\tif _can_see_player and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t\t_shoot_with_inaccuracy()\n\t\t\t\t_shoot_timer = 0.0\n\n## Process ONE_HIT retreat: quick burst of 2-4 shots in an arc while turning, then face cover.\nfunc _process_retreat_one_hit(delta: float, direction_to_cover: Vector2) -> void:\n\tif not _retreat_burst_complete:\n\t\t# During burst phase\n\t\t_retreat_burst_timer += delta\n\n\t\tif _player and _retreat_burst_remaining > 0 and _retreat_burst_timer >= RETREAT_BURST_COOLDOWN:\n\t\t\t# Fire a burst shot with arc spread\n\t\t\t_shoot_burst_shot()\n\t\t\t_retreat_burst_remaining -= 1\n\t\t\t_retreat_burst_timer = 0.0\n\n\t\t\t# Progress through the arc\n\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t_retreat_burst_angle_offset += RETREAT_BURST_ARC / 3.0 # Spread across 4 shots max\n\n\t\t# Gradually turn from player to cover during burst\n\t\tif _player:\n\t\t\tvar direction_to_player: Vector2 = (_player.global_position - global_position).normalized()\n\t\t\tvar target_angle: float\n\n\t\t\t# Interpolate rotation from player direction to cover direction\n\t\t\tvar burst_progress: float = 1.0 - (float(_retreat_burst_remaining) / 4.0)\n\t\t\tvar player_angle: float = direction_to_player.angle()\n\t\t\tvar cover_direction: Vector2 = (_cover_position - global_position).normalized()\n\t\t\tvar cover_angle: float = cover_direction.angle()\n\t\t\ttarget_angle = lerp_angle(player_angle, cover_angle, burst_progress * 0.7)\n\t\t\trotation = target_angle\n\n\t\t# Use navigation to move toward cover (slower during burst)\n\t\tvar nav_direction: Vector2 = _get_nav_direction_to(_cover_position)\n\t\tif nav_direction != Vector2.ZERO:\n\t\t\tnav_direction = _apply_wall_avoidance(nav_direction)\n\t\t\tvelocity = nav_direction * combat_move_speed * 0.5\n\n\t\t# Check if burst is complete\n\t\tif _retreat_burst_remaining <= 0:\n\t\t\t_retreat_burst_complete = true\n\t\t\t_log_debug(\"ONE_HIT retreat: burst complete, now running to cover\")\n\telse:\n\t\t# After burst, run to cover without shooting using navigation\n\t\t_move_to_target_nav(_cover_position, combat_move_speed)\n\n## Process MULTIPLE_HITS retreat: quick burst of 2-4 shots then run to cover (same as ONE_HIT).\nfunc _process_retreat_multiple_hits(delta: float, direction_to_cover: Vector2) -> void:\n\t# Same behavior as ONE_HIT - quick burst then escape\n\t_process_retreat_one_hit(delta, direction_to_cover)\n\n## Process PURSUING state - move cover-to-cover toward player or vulnerability sound.\nfunc _process_pursuing_state(delta: float) -> void:\n\t_pursuing_state_timer += delta\n\t# Issue #579: Machete enemies dodge bullets and sneak cover-to-cover\n\tif _is_melee_weapon and _machete:\n\t\tif _under_fire and _bullets_in_threat_sphere.size() > 0 and not _machete.is_dodging():\n\t\t\tvar b = _bullets_in_threat_sphere[0]\n\t\t\tif is_instance_valid(b):\n\t\t\t\tvar bd: Vector2 = b.get(\"direction\") if b.get(\"direction\") != null else Vector2.RIGHT.rotated(b.rotation)\n\t\t\t\t_machete.try_dodge(bd)\n\t\tif _machete.is_dodging(): velocity = _machete.get_dodge_velocity(); return\n\t\tif _can_see_player and _player and global_position.distance_to(_player.global_position) <= CLOSE_COMBAT_DISTANCE:\n\t\t\t_transition_to_combat(); return\n\tif _under_fire and enable_cover and not _pursuing_vulnerability_sound and not _is_melee_weapon:\n\t\t_pursuit_approaching = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# NOTE: ASSAULT state transition removed per issue #169\n\t# Enemies now stay in PURSUING instead of transitioning to coordinated assault\n\n\t# If can see player and can hit them from current position, engage\n\t# But only after minimum time has elapsed to prevent rapid state thrashing\n\t# when visibility flickers at wall/obstacle edges\n\tif _can_see_player and _player:\n\t\tvar can_hit := _can_hit_player_from_current_position()\n\t\tif can_hit and _pursuing_state_timer >= PURSUING_MIN_DURATION_BEFORE_COMBAT:\n\t\t\t_log_debug(\"Can see and hit player from pursuit (%.2fs), transitioning to COMBAT\" % _pursuing_state_timer)\n\t\t\t_has_pursuit_cover = false\n\t\t\t_pursuit_approaching = false\n\t\t\t_pursuing_vulnerability_sound = false\n\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# VULNERABILITY SOUND PURSUIT: When we heard a reload/empty click sound,\n\t# move directly toward the sound position using navigation (goes around walls).\n\t# This is a direct pursuit without cover-to-cover movement.\n\tif _pursuing_vulnerability_sound and _last_known_player_position != Vector2.ZERO:\n\t\tvar distance_to_sound := global_position.distance_to(_last_known_player_position)\n\n\t\t# If we reached the sound position\n\t\tif distance_to_sound < 50.0:\n\t\t\t_log_debug(\"Reached vulnerability sound position (dist=%.0f)\" % distance_to_sound)\n\t\t\t# If we can see the player now, attack\n\t\t\tif _can_see_player and _player:\n\t\t\t\t_log_debug(\"Can see player at sound position, transitioning to COMBAT\")\n\t\t\t\t_pursuing_vulnerability_sound = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\t\t\t# If player moved or we still can't see them, clear the flag and use normal pursuit\n\t\t\t_log_debug(\"Player not visible at sound position, switching to normal pursuit\")\n\t\t\t_pursuing_vulnerability_sound = false\n\t\t\t# Fall through to normal pursuit behavior\n\n\t\telse:\n\t\t\t# Keep moving toward the sound position using navigation\n\t\t\t_move_to_target_nav(_last_known_player_position, combat_move_speed)\n\t\t\t# Log progress periodically\n\t\t\tvar vuln_pursuit_key := \"last_vuln_pursuit_log\"\n\t\t\tvar current_frame := Engine.get_physics_frames()\n\t\t\tvar last_log_frame: int = _goap_world_state.get(vuln_pursuit_key, -100)\n\t\t\tif current_frame - last_log_frame > 60:\n\t\t\t\t_goap_world_state[vuln_pursuit_key] = current_frame\n\t\t\t\t_log_to_file(\"Pursuing vulnerability sound at %s, distance=%.0f\" % [_last_known_player_position, distance_to_sound])\n\t\t\treturn\n\n\t# [Issue #574] Check if the current path goes through a lit passage\n\t# If the flashlight illuminates the next waypoint, try flanking to find an alternate route\n\tif _flashlight_detection and _player and not _pursuit_approaching:\n\t\tif _flashlight_detection.is_next_waypoint_lit(_nav_agent, _player):\n\t\t\tif _can_attempt_flanking():\n\t\t\t\t_log_to_file(\"[#574] Next waypoint lit by flashlight, attempting flank to avoid lit passage\")\n\t\t\t\tif _transition_to_flanking():\n\t\t\t\t\treturn\n\n\t# Process approach phase - moving directly toward player when no better cover exists\n\tif _pursuit_approaching:\n\t\tif _player:\n\t\t\tvar direction := (_player.global_position - global_position).normalized()\n\t\t\tvar can_hit := _can_hit_player_from_current_position()\n\n\t\t\t_pursuit_approach_timer += delta\n\n\t\t\t# If we can now hit the player, transition to combat\n\t\t\tif can_hit:\n\t\t\t\t_log_debug(\"Can now hit player after approach (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t\t\t# If approach timer expired, give up and engage in combat anyway\n\t\t\tif _pursuit_approach_timer >= PURSUIT_APPROACH_MAX_TIME:\n\t\t\t\t_log_debug(\"Approach timer expired (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t\t\t# If we found a new cover opportunity while approaching, take it\n\t\t\tif not _has_pursuit_cover:\n\t\t\t\t_find_pursuit_cover_toward_player()\n\t\t\t\tif _has_pursuit_cover:\n\t\t\t\t\t_log_debug(\"Found cover while approaching, switching to cover movement\")\n\t\t\t\t\t_pursuit_approaching = false\n\t\t\t\t\treturn\n\n\t\t\t# Use navigation to move toward target position (Issue #318)\n\t\t\tvar target_pos := _get_target_position()\n\t\t\tif target_pos != global_position:\n\t\t\t\t_move_to_target_nav(target_pos, combat_move_speed)\n\t\t\telse:\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\t# Issue #330: If enemy has left IDLE, start searching instead of returning to IDLE\n\t\t\t\tif _has_left_idle:\n\t\t\t\t\t_log_to_file(\"PURSUING: No valid target, starting search (engaged enemy)\")\n\t\t\t\t\t_transition_to_searching(global_position)\n\t\t\t\telse:\n\t\t\t\t\t_transition_to_idle() # No valid target\n\t\treturn\n\n\t# Check if we're waiting at cover\n\tif _has_valid_cover and not _has_pursuit_cover:\n\t\t# Currently at cover, wait for 1-2 seconds before moving to next cover\n\t\t_pursuit_cover_wait_timer += delta\n\t\tvelocity = Vector2.ZERO\n\n\t\tif _pursuit_cover_wait_timer >= PURSUIT_COVER_WAIT_DURATION:\n\t\t\t# Done waiting, find next cover closer to player\n\t\t\t_log_debug(\"Pursuit wait complete, finding next cover\")\n\t\t\t_pursuit_cover_wait_timer = 0.0\n\t\t\t_find_pursuit_cover_toward_player()\n\t\t\tif _has_pursuit_cover:\n\t\t\t\t_log_debug(\"Found pursuit cover at %s\" % _pursuit_next_cover)\n\t\t\telse:\n\t\t\t\t# No pursuit cover found - start approach phase if we can see player\n\t\t\t\t_log_debug(\"No pursuit cover found, checking fallback options\")\n\t\t\t\tif _can_see_player and _player:\n\t\t\t\t\t# Can see but can't hit (at last cover) - start approach phase\n\t\t\t\t\t_log_debug(\"Can see player but can't hit, starting approach phase\")\n\t\t\t\t\t_pursuit_approaching = true\n\t\t\t\t\t_pursuit_approach_timer = 0.0\n\t\t\t\t\treturn\n\t\t\t\t# Try flanking if player not visible\n\t\t\t\tif _can_attempt_flanking() and _player:\n\t\t\t\t\t_log_debug(\"Attempting flanking maneuver\")\n\t\t\t\t\t_transition_to_flanking()\n\t\t\t\t\treturn\n\t\t\t\t# Last resort: move directly toward player\n\t\t\t\t_log_debug(\"No cover options, transitioning to COMBAT\")\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\t\treturn\n\n\t# If we have a pursuit cover target, move toward it\n\tif _has_pursuit_cover:\n\t\tvar distance: float = global_position.distance_to(_pursuit_next_cover)\n\n\t\t# Check if we've reached the pursuit cover\n\t\t# Note: We only check distance here, NOT visibility from player.\n\t\t# If we checked visibility, the enemy would immediately consider themselves\n\t\t# \"at cover\" even before moving, since they start hidden from player.\n\t\tif distance < 15.0:\n\t\t\t_log_debug(\"Reached pursuit cover at distance %.1f\" % distance)\n\t\t\t_has_pursuit_cover = false\n\t\t\t_pursuit_cover_wait_timer = 0.0\n\t\t\t_cover_position = _pursuit_next_cover\n\t\t\t_has_valid_cover = true\n\t\t\t# Start waiting at this cover\n\t\t\treturn\n\n\t\t# Use navigation-based pathfinding to move toward pursuit cover\n\t\t_move_to_target_nav(_pursuit_next_cover, combat_move_speed)\n\t\t# Corner checking during PURSUING (Issue #332)\n\t\tif velocity.length_squared() > 1.0:\n\t\t\t_process_corner_check(delta, velocity.normalized(), \"PURSUING\")\n\t\treturn\n\n\t# No cover and no pursuit target - find initial pursuit cover\n\t_find_pursuit_cover_toward_player()\n\tif not _has_pursuit_cover:\n\t\tif _prediction and not _can_see_player: # [#298] Prediction-based pursuit\n\t\t\tvar pt := _prediction.get_pursuit_target(global_position)\n\t\t\tif pt != Vector2.ZERO:\n\t\t\t\t_move_to_target_nav(pt, combat_move_speed)\n\t\t\t\tif velocity.length_squared() > 1.0: _process_corner_check(delta, velocity.normalized(), \"PURSUING_PREDICTION\")\n\t\t\t\treturn\n\t\t# Check if we should investigate memory-based target (Issue #297)\n\t\tif _memory and _memory.has_target() and not _can_see_player:\n\t\t\tvar target_pos := _memory.suspected_position\n\t\t\tvar distance_to_target := global_position.distance_to(target_pos)\n\n\t\t\t# If we're close to the suspected position but haven't found the player\n\t\t\tif distance_to_target < 100.0:\n\t\t\t\t# We've investigated but player isn't here - reduce confidence\n\t\t\t\t_memory.decay(0.3) # Significant confidence reduction\n\t\t\t\t_log_debug(\"Reached suspected position but player not found - reducing confidence\")\n\n\t\t\t\t# If confidence is now low, start searching or return to idle\n\t\t\t\tif not _memory.has_target() or _memory.is_low_confidence():\n\t\t\t\t\t# Issue #330: If enemy has left IDLE, start searching instead of returning to IDLE\n\t\t\t\t\tif _has_left_idle:\n\t\t\t\t\t\t_log_to_file(\"Memory confidence too low - starting search (engaged enemy)\")\n\t\t\t\t\t\t_transition_to_searching(target_pos)\n\t\t\t\t\telse:\n\t\t\t\t\t\t_log_to_file(\"Memory confidence too low after investigation - returning to IDLE\")\n\t\t\t\t\t\t_transition_to_idle()\n\t\t\t\t\treturn\n\n\t\t\t# Otherwise, continue moving toward suspected position\n\t\t\t_move_to_target_nav(target_pos, combat_move_speed)\n\t\t\t# Corner checking during pursuit to suspected position (Issue #332)\n\t\t\tif velocity.length_squared() > 1.0:\n\t\t\t\t_process_corner_check(delta, velocity.normalized(), \"PURSUING_MEMORY\")\n\t\t\treturn\n\n\t\t# Can't find cover to pursue, try flanking or combat\n\t\tif _can_attempt_flanking() and _player:\n\t\t\t_transition_to_flanking()\n\t\telse:\n\t\t\t_transition_to_combat()\n\n## Process ASSAULT state - disabled per issue #169. Immediately transitions to COMBAT.\nfunc _process_assault_state(_delta: float) -> void:\n\t# ASSAULT state is disabled per issue #169\n\t# Immediately transition to COMBAT state\n\t_log_debug(\"ASSAULT state disabled (issue #169), transitioning to COMBAT\")\n\t_in_assault = false\n\t_assault_ready = false\n\t_transition_to_combat()\n\n## Generate search waypoints in expanding square spiral (Issue #322). Skips visited zones.\nfunc _generate_search_waypoints() -> void:\n\t_search_waypoints.clear()\n\t_search_current_waypoint_index = 0\n\t_search_direction = 0\n\t_search_leg_length = SEARCH_WAYPOINT_SPACING\n\t_search_legs_completed = 0\n\tif not _is_zone_visited(_search_center):\n\t\t_search_waypoints.append(_search_center)\n\tvar current_pos := _search_center\n\tvar waypoints_generated := _search_waypoints.size()\n\tvar iters := 0\n\twhile waypoints_generated < 20 and _search_leg_length <= _search_radius * 2 and iters < 100:\n\t\titers += 1\n\t\tvar offset := Vector2.ZERO\n\t\tmatch _search_direction:\n\t\t\t0: offset = Vector2(0, -_search_leg_length)\n\t\t\t1: offset = Vector2(_search_leg_length, 0)\n\t\t\t2: offset = Vector2(0, _search_leg_length)\n\t\t\t3: offset = Vector2(-_search_leg_length, 0)\n\t\tvar next_pos := current_pos + offset\n\t\tif _is_waypoint_navigable(next_pos) and not _is_zone_visited(next_pos):\n\t\t\t_search_waypoints.append(next_pos)\n\t\t\twaypoints_generated += 1\n\t\tcurrent_pos = next_pos\n\t\t_search_legs_completed += 1\n\t\t_search_direction = (_search_direction + 1) % 4\n\t\tif _search_legs_completed % 2 == 0:\n\t\t\t_search_leg_length += SEARCH_WAYPOINT_SPACING\n\t_log_debug(\"Generated %d unvisited waypoints (radius=%.0f, visited=%d)\" % [_search_waypoints.size(), _search_radius, _search_visited_zones.size()])\n\n## Check if position is navigable via NavigationServer2D.\nfunc _is_waypoint_navigable(pos: Vector2) -> bool:\n\tvar nav_map := get_world_2d().navigation_map\n\tvar closest := NavigationServer2D.map_get_closest_point(nav_map, pos)\n\treturn pos.distance_to(closest) < 50.0\n\n## Zone tracking helpers for visited areas (Issue #322): snaps to 50px grid.\nfunc _get_zone_key(pos: Vector2) -> String:\n\treturn \"%d,%d\" % [int(pos.x / SEARCH_ZONE_SNAP_SIZE) * int(SEARCH_ZONE_SNAP_SIZE), int(pos.y / SEARCH_ZONE_SNAP_SIZE) * int(SEARCH_ZONE_SNAP_SIZE)]\nfunc _is_zone_visited(pos: Vector2) -> bool: return _search_visited_zones.has(_get_zone_key(pos))\nfunc _mark_zone_visited(pos: Vector2) -> void:\n\tvar k := _get_zone_key(pos)\n\tif not _search_visited_zones.has(k): _search_visited_zones[k] = true; _log_debug(\"SEARCHING: Marked zone %s as visited (total: %d)\" % [k, _search_visited_zones.size()])\n\n## Process SEARCHING state - move through waypoints, scan at each (Issue #322).\n## Issue #330: If enemy has ever left IDLE, they NEVER return to IDLE - search infinitely.\nfunc _process_searching_state(delta: float) -> void:\n\t_search_state_timer += delta\n\t# Issue #330: Only timeout for patrol enemies; engaged enemies search infinitely\n\tif _search_state_timer >= SEARCH_MAX_DURATION and not _has_left_idle:\n\t\t_log_to_file(\"SEARCHING timeout after %.1fs, returning to IDLE (patrol enemy)\" % _search_state_timer)\n\t\t_transition_to_idle()\n\t\treturn\n\tif _can_see_player:\n\t\t_log_to_file(\"SEARCHING: Player spotted! Transitioning to COMBAT\")\n\t\t_transition_to_combat()\n\t\treturn\n\tif _search_current_waypoint_index >= _search_waypoints.size() or _search_waypoints.is_empty():\n\t\tif _search_radius < SEARCH_MAX_RADIUS:\n\t\t\t_search_radius += SEARCH_RADIUS_EXPANSION\n\t\t\t_generate_search_waypoints()\n\t\t\t_log_to_file(\"SEARCHING: Expand outer ring r=%.0f wps=%d\" % [_search_radius, _search_waypoints.size()])\n\t\t\tif _search_waypoints.is_empty() and _search_radius < SEARCH_MAX_RADIUS:\n\t\t\t\treturn\n\t\telse:\n\t\t\tif _has_left_idle: # Issue #330/#405: Engaged enemy - move center, clear old zones, continue searching\n\t\t\t\tvar old_center := _search_center; _search_center = global_position\n\t\t\t\t_search_radius = SEARCH_INITIAL_RADIUS; _search_state_timer = 0.0\n\t\t\t\t# Issue #405: Clear visited zones to allow exploring new areas\n\t\t\t\t_search_visited_zones.clear()\n\t\t\t\t_generate_search_waypoints()\n\t\t\t\t_log_to_file(\"SEARCHING: Max radius reached, relocated center %s->%s, cleared zones (wps=%d)\" % [old_center, _search_center, _search_waypoints.size()])\n\t\t\t\treturn\n\t\t\t_log_to_file(\"SEARCHING: Max radius, returning to IDLE (patrol enemy)\")\n\t\t\t_transition_to_idle(); return\n\tif _search_waypoints.is_empty():\n\t\tif _has_left_idle: # Issue #330/#405: Regenerate from current position, clear old zones\n\t\t\tvar old := _search_center; _search_center = global_position; _search_radius = SEARCH_INITIAL_RADIUS\n\t\t\t# Issue #405: Clear visited zones to allow exploring new areas\n\t\t\t_search_visited_zones.clear()\n\t\t\t_generate_search_waypoints()\n\t\t\t_log_to_file(\"SEARCHING: No waypoints, relocated center %s->%s, cleared zones (wps=%d)\" % [old, _search_center, _search_waypoints.size()])\n\t\t\treturn\n\t\t_transition_to_idle(); return\n\tvar target_waypoint := _search_waypoints[_search_current_waypoint_index]\n\tvar dist := global_position.distance_to(target_waypoint)\n\tif _search_moving_to_waypoint:\n\t\tif dist <= SEARCH_WAYPOINT_REACHED_DISTANCE:\n\t\t\t_search_moving_to_waypoint = false; _search_scan_timer = 0.0; _search_stuck_timer = 0.0\n\t\t\t_log_debug(\"SEARCHING: Reached waypoint %d, scanning...\" % _search_current_waypoint_index)\n\t\telse:\n\t\t\t_nav_agent.target_position = target_waypoint\n\t\t\tif _nav_agent.is_navigation_finished():\n\t\t\t\t_mark_zone_visited(target_waypoint); _search_current_waypoint_index += 1\n\t\t\t\t_search_moving_to_waypoint = true; _search_stuck_timer = 0.0\n\t\t\telse:\n\t\t\t\tvar next_pos := _nav_agent.get_next_path_position()\n\t\t\t\tvar dir := (next_pos - global_position).normalized()\n\t\t\t\tvelocity = dir * move_speed * 0.7; move_and_slide(); _push_casings() # Issue #341\n\t\t\t\t# Issue #354: Stuck detection\n\t\t\t\tvar progress := global_position.distance_to(_search_last_progress_position)\n\t\t\t\tif progress < SEARCH_PROGRESS_THRESHOLD:\n\t\t\t\t\t_search_stuck_timer += delta\n\t\t\t\t\tif _search_stuck_timer >= SEARCH_STUCK_MAX_TIME: # Stuck - skip waypoint\n\t\t\t\t\t\t_log_to_file(\"SEARCHING: Stuck at wp %d, skipping\" % _search_current_waypoint_index)\n\t\t\t\t\t\t_mark_zone_visited(target_waypoint); _search_current_waypoint_index += 1\n\t\t\t\t\t\t_search_moving_to_waypoint = true; _search_stuck_timer = 0.0\n\t\t\t\t\t\t_search_last_progress_position = global_position; return\n\t\t\t\telse:\n\t\t\t\t\t_search_stuck_timer = 0.0; _search_last_progress_position = global_position\n\t\t\t\tif dir.length() > 0.1:\n\t\t\t\t\trotation = lerp_angle(rotation, dir.angle(), 5.0 * delta)\n\t\t\t\t\t_process_corner_check(delta, dir, \"SEARCHING\") # Issue #332\n\telse:\n\t\t_search_scan_timer += delta; rotation += delta * 1.5\n\t\tif _search_scan_timer >= SEARCH_SCAN_DURATION:\n\t\t\t_mark_zone_visited(target_waypoint); _search_current_waypoint_index += 1\n\t\t\t_search_moving_to_waypoint = true\n\t\t\t_log_debug(\"SEARCHING: Scan done, next wp %d\" % _search_current_waypoint_index)\n\n## Process EVADING_GRENADE state - flee to guaranteed safe distance (Issue #407, #426).\nfunc _process_evading_grenade_state(delta: float) -> void:\n\t_grenade_evasion_timer += delta\n\t_update_grenade_danger_detection() # Update component state\n\tvar in_danger := _grenade_avoidance.in_danger_zone if _grenade_avoidance else false\n\tvar evasion_target := _grenade_avoidance.evasion_target if _grenade_avoidance else Vector2.ZERO\n\tvar at_safe_distance := _grenade_avoidance.is_at_safe_distance() if _grenade_avoidance else true\n\n\t# Issue #426: Return only if at safe distance and not in danger; timeout after max time\n\tif not in_danger and at_safe_distance:\n\t\t_log_to_file(\"EVADING_GRENADE: Escaped to safe distance\"); _return_from_grenade_evasion(); return\n\tif _grenade_evasion_timer >= GRENADE_EVASION_MAX_TIME:\n\t\t_log_to_file(\"EVADING_GRENADE: Timeout after %.1fs\" % _grenade_evasion_timer); _return_from_grenade_evasion(); return\n\t# Calculate evasion target from remembered position if needed\n\tif evasion_target == Vector2.ZERO and _grenade_avoidance:\n\t\tvar grenade_pos := _grenade_avoidance.get_remembered_grenade_position()\n\t\tif grenade_pos == Vector2.ZERO and _grenade_avoidance.most_dangerous_grenade:\n\t\t\tgrenade_pos = _grenade_avoidance.most_dangerous_grenade.global_position\n\t\tif grenade_pos != Vector2.ZERO:\n\t\t\tvar escape_dir := (global_position - grenade_pos).normalized()\n\t\t\tif escape_dir.length() < 0.1: escape_dir = Vector2.RIGHT.rotated(randf() * TAU)\n\t\t\tevasion_target = grenade_pos + escape_dir * _grenade_avoidance.get_safe_distance()\n\t\t\t_grenade_avoidance.evasion_target = evasion_target\n\n\t# Move toward evasion target at combat speed\n\tif evasion_target != Vector2.ZERO:\n\t\tvar distance_to_target := global_position.distance_to(evasion_target)\n\t\tif distance_to_target < 20.0:\n\t\t\tif at_safe_distance: _return_from_grenade_evasion(); return\n\t\t\telse: _calculate_grenade_evasion_target()\n\t\telse:\n\t\t\t_nav_agent.target_position = evasion_target\n\t\t\tif not _nav_agent.is_navigation_finished():\n\t\t\t\tvar next_pos := _nav_agent.get_next_path_position()\n\t\t\t\tvar direction := (next_pos - global_position).normalized()\n\t\t\t\tvelocity = direction * combat_move_speed\n\t\t\t\tmove_and_slide(); _push_casings()\n\t\t\t\tif direction.length() > 0.1: rotation = lerp_angle(rotation, direction.angle(), 10.0 * delta)\n\t\t\telse:\n\t\t\t\tvelocity = (evasion_target - global_position).normalized() * combat_move_speed\n\t\t\t\tmove_and_slide(); _push_casings()\n\n## Return from grenade evasion to the appropriate state.\nfunc _return_from_grenade_evasion() -> void:\n\t_grenade_evasion_timer = 0.0\n\tif _grenade_avoidance: _grenade_avoidance.reset() # Clears position memory too (Issue #426)\n\t# Return to previous state\n\tmatch _pre_evasion_state:\n\t\tAIState.IDLE: _transition_to_idle()\n\t\tAIState.COMBAT: _transition_to_combat()\n\t\tAIState.IN_COVER: _transition_to_in_cover() if _has_valid_cover else _transition_to_combat()\n\t\tAIState.SEEKING_COVER: _transition_to_seeking_cover()\n\t\tAIState.FLANKING: _transition_to_flanking()\n\t\tAIState.SUPPRESSED: _transition_to_suppressed() if _has_valid_cover else _transition_to_combat()\n\t\tAIState.RETREATING: _transition_to_retreating()\n\t\tAIState.PURSUING: _transition_to_pursuing()\n\t\tAIState.ASSAULT: _transition_to_assault()\n\t\tAIState.SEARCHING: _transition_to_searching(global_position)\n\t\t_: _transition_to_combat() if _can_see_player else _transition_to_idle()\n\n## Shoot with reduced accuracy for retreat mode (bullets fly in barrel direction with spread).\nfunc _shoot_with_inaccuracy() -> void:\n\tif bullet_scene == null or _player == null:\n\t\treturn\n\n\tif not _can_shoot():\n\t\treturn\n\n\tvar target_position := _player.global_position\n\n\t# Check if the shot should be taken\n\tif not _should_shoot_at_target(target_position):\n\t\treturn\n\n\t# Calculate bullet spawn position at weapon muzzle first\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar bullet_spawn_pos := _get_bullet_spawn_position(weapon_forward)\n\n\t# Use enemy center (not muzzle) for aim check to fix close-range issues (Issue #344)\n\tvar to_target := (target_position - global_position).normalized()\n\n\t# Check if weapon is aimed at target (within tolerance)\n\t# Bullets fly in barrel direction, so we only shoot when properly aimed (issue #254)\n\tvar aim_dot := weapon_forward.dot(to_target)\n\tif aim_dot < AIM_TOLERANCE_DOT:\n\t\tif debug_logging:\n\t\t\tvar aim_angle_deg := rad_to_deg(acos(clampf(aim_dot, -1.0, 1.0)))\n\t\t\t_log_debug(\"INACCURATE SHOOT BLOCKED: Not aimed at target. aim_dot=%.3f (%.1f deg off)\" % [aim_dot, aim_angle_deg])\n\t\treturn\n\n\t# Bullet direction is the weapon's forward direction (realistic barrel direction)\n\t# with added inaccuracy spread for retreat shooting\n\tvar direction := weapon_forward\n\n\t# Add inaccuracy spread to barrel direction\n\tvar inaccuracy_angle := randf_range(-RETREAT_INACCURACY_SPREAD, RETREAT_INACCURACY_SPREAD)\n\tdirection = direction.rotated(inaccuracy_angle)\n\n\t# Check if the inaccurate shot direction would hit a wall\n\tif not _is_bullet_spawn_clear(direction):\n\t\t_log_debug(\"Inaccurate shot blocked: wall in path after rotation\")\n\t\treturn\n\n\t# Fire bullet using _spawn_projectile (handles C# add_child-before-props, Issue #516, #550)\n\t_spawn_projectile(direction, bullet_spawn_pos)\n\t_spawn_muzzle_flash(bullet_spawn_pos, direction)\n\t# Play sounds\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_m16_shot\"):\n\t\taudio_manager.play_m16_shot(global_position)\n\t# Emit gunshot sound for in-game sound propagation (alerts other enemies)\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tsound_propagation.emit_sound(0, global_position, 1, self, weapon_loudness) # 0 = GUNSHOT, 1 = ENEMY\n\t_play_delayed_shell_sound()\n\t_current_ammo -= 1; _shot_count += 1; _spread_timer = 0.0 # Issue #516: spread tracking\n\tammo_changed.emit(_current_ammo, _reserve_ammo)\n\tif _current_ammo <= 0 and _reserve_ammo > 0: _start_reload()\n\n## Shoot a burst shot with arc spread for ONE_HIT retreat.\nfunc _shoot_burst_shot() -> void:\n\tif bullet_scene == null or _player == null:\n\t\treturn\n\n\tif not _can_shoot():\n\t\treturn\n\n\tvar target_position := _player.global_position\n\n\t# Calculate bullet spawn position at weapon muzzle first\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar bullet_spawn_pos := _get_bullet_spawn_position(weapon_forward)\n\n\t# Use enemy center (not muzzle) for aim check to fix close-range issues (Issue #344)\n\tvar to_target := (target_position - global_position).normalized()\n\n\t# Check if weapon is aimed at target (within tolerance)\n\t# Bullets fly in barrel direction, so we only shoot when properly aimed (issue #254)\n\tvar aim_dot := weapon_forward.dot(to_target)\n\tif aim_dot < AIM_TOLERANCE_DOT:\n\t\tif debug_logging:\n\t\t\tvar aim_angle_deg := rad_to_deg(acos(clampf(aim_dot, -1.0, 1.0)))\n\t\t\t_log_debug(\"BURST SHOOT BLOCKED: Not aimed at target. aim_dot=%.3f (%.1f deg off)\" % [aim_dot, aim_angle_deg])\n\t\treturn\n\n\t# Bullet direction is the weapon's forward direction (realistic barrel direction)\n\tvar direction := weapon_forward\n\n\t# Apply arc offset for burst spread\n\tdirection = direction.rotated(_retreat_burst_angle_offset)\n\n\t# Also add some random inaccuracy on top of the arc\n\tvar inaccuracy_angle := randf_range(-RETREAT_INACCURACY_SPREAD * 0.5, RETREAT_INACCURACY_SPREAD * 0.5)\n\tdirection = direction.rotated(inaccuracy_angle)\n\n\t# Check if the burst shot direction would hit a wall\n\tif not _is_bullet_spawn_clear(direction):\n\t\t_log_debug(\"Burst shot blocked: wall in path after rotation\")\n\t\treturn\n\n\t# Fire bullet using _spawn_projectile (handles C# add_child-before-props, Issue #516, #550)\n\t_spawn_projectile(direction, bullet_spawn_pos)\n\t_spawn_muzzle_flash(bullet_spawn_pos, direction)\n\n\t# Play sounds\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_m16_shot\"):\n\t\taudio_manager.play_m16_shot(global_position)\n\n\t# Emit gunshot sound for in-game sound propagation (alerts other enemies)\n\t# Uses weapon_loudness to determine propagation range\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tsound_propagation.emit_sound(0, global_position, 1, self, weapon_loudness) # 0 = GUNSHOT, 1 = ENEMY\n\n\t_play_delayed_shell_sound()\n\n\t_current_ammo -= 1; _shot_count += 1; _spread_timer = 0.0 # Issue #516: spread tracking\n\tammo_changed.emit(_current_ammo, _reserve_ammo)\n\tif _current_ammo <= 0 and _reserve_ammo > 0: _start_reload()\n\n## Transition to IDLE state.\nfunc _transition_to_idle() -> void:\n\t_current_state = AIState.IDLE\n\t# Reset various state tracking when returning to idle\n\t_hits_taken_in_encounter = 0; _in_alarm_mode = false; _cover_burst_pending = false\n\t_idle_scan_timer = 0.0; _idle_scan_targets.clear() # Will be re-initialized in _process_guard\n\n## Transition to COMBAT state.\nfunc _transition_to_combat() -> void:\n\t_current_state = AIState.COMBAT\n\t_has_left_idle = true # Issue #330\n\t_detection_timer = 0.0; _detection_delay_elapsed = false\n\t_combat_exposed = false; _combat_approaching = false\n\t_combat_shoot_timer = 0.0; _combat_approach_timer = 0.0; _combat_state_timer = 0.0\n\t_seeking_clear_shot = false; _clear_shot_timer = 0.0; _clear_shot_target = Vector2.ZERO\n\t# Issue #409: Clear witnessed ally death flag when engaging player\n\t_witnessed_ally_death = false; _suspected_directions.clear()\n\t_pursuing_vulnerability_sound = false\n\n## Transition to SEEKING_COVER state.\nfunc _transition_to_seeking_cover() -> void:\n\t_current_state = AIState.SEEKING_COVER\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t_find_cover_position()\n\n## Transition to IN_COVER state.\nfunc _transition_to_in_cover() -> void:\n\t_current_state = AIState.IN_COVER\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\n## Check if flanking is available (not on cooldown from failures).\nfunc _can_attempt_flanking() -> bool:\n\t# Check if flanking is enabled\n\tif not enable_flanking:\n\t\treturn false\n\t# Check if we're on cooldown from failures\n\tif _flank_cooldown_timer > 0.0:\n\t\t_log_debug(\"Flanking on cooldown (%.1fs remaining)\" % _flank_cooldown_timer)\n\t\treturn false\n\t# Check if we've hit the failure limit\n\tif _flank_fail_count >= FLANK_FAIL_MAX_COUNT:\n\t\t_log_debug(\"Flanking disabled due to %d failures\" % _flank_fail_count)\n\t\treturn false\n\treturn true\n\n## Transition to FLANKING state. Returns true if transition succeeded.\nfunc _transition_to_flanking() -> bool:\n\t# Check if flanking is available\n\tif not _can_attempt_flanking():\n\t\t_log_debug(\"Cannot transition to FLANKING - disabled or on cooldown\")\n\t\t# Fallback to combat instead\n\t\t_transition_to_combat()\n\t\treturn false\n\n\t_current_state = AIState.FLANKING\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t# Clear vulnerability sound pursuit flag\n\t_pursuing_vulnerability_sound = false\n\t# Initialize flank side only once per flanking maneuver\n\t# Choose the side based on which direction has fewer obstacles\n\t_flank_side = _choose_best_flank_side()\n\t_flank_side_initialized = true\n\t_calculate_flank_position()\n\n\t# Validate that the flank target is reachable via navigation\n\tif not _is_flank_target_reachable():\n\t\tvar msg := \"Flank target unreachable via navigation, skipping flanking\"\n\t\t_log_debug(msg)\n\t\t_log_to_file(msg)\n\t\t_flank_fail_count += 1\n\t\t_flank_cooldown_timer = FLANK_COOLDOWN_DURATION / 2.0 # Shorter cooldown for path check\n\t\t# Fallback to combat\n\t\t_transition_to_combat()\n\t\treturn false\n\n\t_flank_cover_wait_timer = 0.0\n\t_has_flank_cover = false\n\t_has_valid_cover = false\n\t# Initialize timeout and progress tracking for stuck detection (Issue #367)\n\t_flank_state_timer = 0.0\n\t_flank_stuck_timer = 0.0\n\t_flank_last_position = global_position\n\t# Reset global stuck detection\n\t_global_stuck_timer = 0.0\n\t_global_stuck_last_position = global_position\n\tvar msg := \"FLANKING started: target=%s, side=%s, pos=%s\" % [_flank_target, \"right\" if _flank_side > 0 else \"left\", global_position]\n\t_log_debug(msg)\n\t_log_to_file(msg)\n\treturn true\n\n## Check if the current flank target is reachable via navigation mesh.\nfunc _is_flank_target_reachable() -> bool:\n\tif _nav_agent == null:\n\t\treturn true # Assume reachable if no nav agent\n\n\t# Set target and check if path exists\n\t_nav_agent.target_position = _flank_target\n\n\t# If navigation says we're already finished, the target might be unreachable\n\t# or we're already there. Check distance to determine.\n\tif _nav_agent.is_navigation_finished():\n\t\tvar distance: float = global_position.distance_to(_flank_target)\n\t\t# If we're far from target but navigation is \"finished\", it's unreachable\n\t\tif distance > 50.0:\n\t\t\treturn false\n\n\t# Check if the path distance is reasonable (not excessively long)\n\tvar path_distance: float = _nav_agent.distance_to_target()\n\tvar straight_distance: float = global_position.distance_to(_flank_target)\n\n\t# If path distance is more than 3x the straight line distance, consider it blocked\n\tif path_distance > straight_distance * 3.0 and path_distance > 500.0:\n\t\t_log_debug(\"Flank path too long: %.0f vs straight %.0f\" % [path_distance, straight_distance])\n\t\treturn false\n\n\treturn true\n\n## Transition to SUPPRESSED state.\nfunc _transition_to_suppressed() -> void:\n\t_current_state = AIState.SUPPRESSED\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t# Enter alarm mode when suppressed\n\t_in_alarm_mode = true\n\n## Transition to PURSUING state.\nfunc _transition_to_pursuing() -> void:\n\t_current_state = AIState.PURSUING\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t_pursuit_cover_wait_timer = 0.0\n\t_has_pursuit_cover = false\n\t_pursuit_approaching = false\n\t_pursuit_approach_timer = 0.0\n\t_current_cover_obstacle = null\n\t# Reset state duration timer (prevents rapid state thrashing)\n\t_pursuing_state_timer = 0.0\n\t# Reset global stuck detection (Issue #367)\n\t_global_stuck_timer = 0.0\n\t_global_stuck_last_position = global_position\n\t# Reset detection delay for new engagement\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\n## Transition to ASSAULT state.\nfunc _transition_to_assault() -> void:\n\t_current_state = AIState.ASSAULT\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t_assault_wait_timer = 0.0\n\t_assault_ready = false\n\t_in_assault = false\n\t# Reset detection delay for new engagement\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\t# Find closest cover to player for assault position\n\t_find_cover_closest_to_player()\n\n## Transition to SEARCHING state - methodical search around last known player position (Issue #322).\nfunc _transition_to_searching(center_position: Vector2) -> void:\n\t_current_state = AIState.SEARCHING\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t_search_center = center_position; _search_radius = SEARCH_INITIAL_RADIUS\n\t_search_state_timer = 0.0; _search_scan_timer = 0.0; _search_current_waypoint_index = 0\n\t_search_direction = 0; _search_leg_length = SEARCH_WAYPOINT_SPACING; _search_legs_completed = 0\n\t_search_moving_to_waypoint = true; _search_visited_zones.clear()\n\t# Issue #354: Initialize stuck detection\n\t_search_stuck_timer = 0.0; _search_last_progress_position = global_position\n\t_generate_search_waypoints()\n\tvar msg := \"SEARCHING started: center=%s, radius=%.0f, waypoints=%d\" % [_search_center, _search_radius, _search_waypoints.size()]\n\t_log_debug(msg); _log_to_file(msg)\n\n## Transition to EVADING_GRENADE state - flee from grenade danger zone (Issue #407).\nfunc _transition_to_evading_grenade() -> void:\n\t_pre_evasion_state = _current_state\n\t_current_state = AIState.EVADING_GRENADE\n\t_has_left_idle = true # Mark that enemy has left IDLE state (Issue #330)\n\t_grenade_evasion_timer = 0.0\n\t_calculate_grenade_evasion_target() # Calculate escape target via component\n\tvar grenade_pos := _grenade_avoidance.most_dangerous_grenade.global_position if _grenade_avoidance and _grenade_avoidance.most_dangerous_grenade else Vector2.ZERO\n\tvar evasion_target := _grenade_avoidance.evasion_target if _grenade_avoidance else Vector2.ZERO\n\t_log_debug(\"EVADING_GRENADE: Fleeing from grenade at %s, target=%s\" % [str(grenade_pos), str(evasion_target)])\n\t_log_to_file(\"EVADING_GRENADE started: escaping to %s\" % str(evasion_target))\n\n## Transition to RETREATING state with appropriate retreat mode.\nfunc _transition_to_retreating() -> void:\n\t_current_state = AIState.RETREATING\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t# Enter alarm mode when retreating\n\t_in_alarm_mode = true\n\n\t# Determine retreat mode based on hits taken\n\tif _hits_taken_in_encounter == 0:\n\t\t_retreat_mode = RetreatMode.FULL_HP\n\t\t_retreat_turn_timer = 0.0\n\t\t_retreat_turning_to_cover = false\n\t\t_log_debug(\"Entering RETREATING state: FULL_HP mode (shoot while backing up)\")\n\telif _hits_taken_in_encounter == 1:\n\t\t_retreat_mode = RetreatMode.ONE_HIT\n\t\t_retreat_burst_remaining = randi_range(2, 4) # Random 2-4 bullets\n\t\t_retreat_burst_timer = 0.0\n\t\t_retreat_burst_complete = false\n\t\t# Calculate arc spread: shots will be distributed across the arc\n\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n\t\t_log_debug(\"Entering RETREATING state: ONE_HIT mode (burst of %d shots)\" % _retreat_burst_remaining)\n\telse:\n\t\t_retreat_mode = RetreatMode.MULTIPLE_HITS\n\t\t# Multiple hits also gets burst fire (same as ONE_HIT)\n\t\t_retreat_burst_remaining = randi_range(2, 4) # Random 2-4 bullets\n\t\t_retreat_burst_timer = 0.0\n\t\t_retreat_burst_complete = false\n\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n\t\t_log_debug(\"Entering RETREATING state: MULTIPLE_HITS mode (burst of %d shots)\" % _retreat_burst_remaining)\n\n\t# Find cover position for retreating\n\t_find_cover_position()\n\n## Check if PLAYER can see ENEMY (inverse of _can_see_player). Checks center + corners.\nfunc _is_visible_from_player() -> bool:\n\tif _player == null:\n\t\treturn false\n\n\t# Check visibility to multiple points on the enemy body\n\t# This accounts for the enemy's size - corners can stick out from cover\n\tvar check_points := _get_enemy_check_points(global_position)\n\n\tfor point in check_points:\n\t\tif _is_point_visible_from_player(point):\n\t\t\treturn true\n\n\treturn false\n\n## Get center + 4 corner points on enemy body for visibility testing.\nfunc _get_enemy_check_points(center: Vector2) -> Array[Vector2]:\n\t# Enemy collision radius is 24, sprite is 48x48\n\t# Use a slightly smaller radius to avoid edge cases\n\tconst ENEMY_RADIUS: float = 22.0\n\n\tvar points: Array[Vector2] = []\n\tpoints.append(center) # Center point\n\n\t# 4 corner points (diagonal directions)\n\tvar diagonal_offset := ENEMY_RADIUS * 0.707 # cos(45°) ≈ 0.707\n\tpoints.append(center + Vector2(diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(diagonal_offset, -diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, -diagonal_offset))\n\n\treturn points\n\n## Check if a single point is visible from the player's position.\nfunc _is_point_visible_from_player(point: Vector2) -> bool:\n\tif _player == null:\n\t\treturn false\n\n\tvar player_pos := _player.global_position\n\tvar distance := player_pos.distance_to(point)\n\n\t# Use direct space state to check line of sight from player to point\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = player_pos\n\tquery.to = point\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = []\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# No obstacle between player and point - point is visible\n\t\treturn true\n\telse:\n\t\t# Check if we hit an obstacle before reaching the point\n\t\tvar hit_position: Vector2 = result[\"position\"]\n\t\tvar distance_to_hit := player_pos.distance_to(hit_position)\n\n\t\t# If we hit something closer than the point, the point is hidden\n\t\tif distance_to_hit < distance - 10.0: # 10 pixel tolerance\n\t\t\treturn false\n\t\telse:\n\t\t\treturn true\n\n## Check if enemy at position would be visible to player. Used to validate cover positions.\nfunc _is_position_visible_from_player(pos: Vector2) -> bool:\n\tif _player == null:\n\t\treturn true # Assume visible if no player\n\n\t# Check visibility for all enemy body points at the given position\n\tvar check_points := _get_enemy_check_points(pos)\n\n\tfor point in check_points:\n\t\tif _is_point_visible_from_player(point):\n\t\t\treturn true\n\n\treturn false\n\n## Check if target is visible from enemy (raycast for LOS). For lead prediction validation.\nfunc _is_position_visible_to_enemy(target_pos: Vector2) -> bool:\n\tvar distance := global_position.distance_to(target_pos)\n\n\t# Use direct space state to check line of sight from enemy to target\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = global_position\n\tquery.to = target_pos\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = [get_rid()] # Exclude self\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# No obstacle between enemy and target - position is visible\n\t\treturn true\n\n\t# Check if we hit an obstacle before reaching the target\n\tvar hit_position: Vector2 = result[\"position\"]\n\tvar distance_to_hit := global_position.distance_to(hit_position)\n\n\tif distance_to_hit < distance - 10.0: # 10 pixel tolerance\n\t\t# Hit obstacle before target - position is NOT visible\n\t\t_log_debug(\"Position %s blocked by obstacle at distance %.1f (target at %.1f)\" % [target_pos, distance_to_hit, distance])\n\t\treturn false\n\n\treturn true\n\n## Get center + 4 corner points on player body (16px radius) for visibility testing.\nfunc _get_player_check_points(center: Vector2) -> Array[Vector2]:\n\t# Player collision radius is 16, sprite is 32x32\n\t# Use a slightly smaller radius to be conservative\n\tconst PLAYER_RADIUS: float = 14.0\n\n\tvar points: Array[Vector2] = []\n\tpoints.append(center) # Center point\n\n\t# 4 corner points (diagonal directions)\n\tvar diagonal_offset := PLAYER_RADIUS * 0.707 # cos(45°) ≈ 0.707\n\tpoints.append(center + Vector2(diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(diagonal_offset, -diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, -diagonal_offset))\n\n\treturn points\n\n## Check if a single point on the player is visible from the enemy's position.\n## Uses direct space state query to check for obstacles blocking line of sight.\nfunc _is_player_point_visible_to_enemy(point: Vector2) -> bool:\n\tvar distance := global_position.distance_to(point)\n\n\t# Use direct space state to check line of sight from enemy to point\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = global_position\n\tquery.to = point\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = [get_rid()] # Exclude self\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# No obstacle between enemy and point - point is visible\n\t\treturn true\n\n\t# Check if we hit an obstacle before reaching the point\n\tvar hit_position: Vector2 = result[\"position\"]\n\tvar distance_to_hit := global_position.distance_to(hit_position)\n\n\t# If we hit something before the point, the point is blocked\n\tif distance_to_hit < distance - 5.0: # 5 pixel tolerance\n\t\treturn false\n\n\treturn true\n\n## Calculate what fraction of the player's body is visible to the enemy.\n## Returns a value from 0.0 (completely hidden) to 1.0 (fully visible).\n## Checks multiple points on the player's body (center + corners).\nfunc _calculate_player_visibility_ratio() -> float:\n\tif _player == null:\n\t\treturn 0.0\n\n\tvar check_points := _get_player_check_points(_player.global_position)\n\tvar visible_count := 0\n\n\tfor point in check_points:\n\t\tif _is_player_point_visible_to_enemy(point):\n\t\t\tvisible_count += 1\n\n\treturn float(visible_count) / float(check_points.size())\n\n## Check if the line of fire to the target position is clear of other enemies.\n## Returns true if no other enemies would be hit by a bullet traveling to the target.\nfunc _is_firing_line_clear_of_friendlies(target_position: Vector2) -> bool:\n\tif not enable_friendly_fire_avoidance:\n\t\treturn true\n\n\t# Get actual muzzle position for accurate raycast\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar muzzle_pos := _get_bullet_spawn_position(weapon_forward)\n\tvar distance := muzzle_pos.distance_to(target_position)\n\n\t# Use direct space state to check if any enemies are in the firing line\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = muzzle_pos # Start from actual muzzle position\n\tquery.to = target_position\n\tquery.collision_mask = 2 # Only check enemies (layer 2)\n\tquery.exclude = [get_rid()] # Exclude self using RID\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn true # No enemies in the way\n\n\t# Check if the hit position is before the target\n\tvar hit_position: Vector2 = result[\"position\"]\n\tvar distance_to_hit := muzzle_pos.distance_to(hit_position)\n\n\tif distance_to_hit < distance - 20.0: # 20 pixel tolerance\n\t\t_log_debug(\"Friendly in firing line at distance %0.1f (target at %0.1f)\" % [distance_to_hit, distance])\n\t\treturn false\n\n\treturn true\n\n## Check if shot to target is blocked by cover. Returns true if clear, false if blocked.\nfunc _is_shot_clear_of_cover(target_position: Vector2) -> bool:\n\t# Get actual muzzle position for accurate raycast\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar muzzle_pos := _get_bullet_spawn_position(weapon_forward)\n\tvar distance := muzzle_pos.distance_to(target_position)\n\n\t# Use direct space state to check if obstacles block the shot\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = muzzle_pos # Start from actual muzzle position\n\tquery.to = target_position\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn true # No obstacles in the way\n\n\t# Check if the obstacle is before the target position\n\tvar hit_position: Vector2 = result[\"position\"]\n\tvar distance_to_hit := muzzle_pos.distance_to(hit_position)\n\n\tif distance_to_hit < distance - 10.0: # 10 pixel tolerance\n\t\t_log_debug(\"Shot blocked by cover at distance %0.1f (target at %0.1f)\" % [distance_to_hit, distance])\n\t\treturn false\n\n\treturn true\n\n## Check if bullet spawn point is clear (not blocked by wall enemy is flush against).\nfunc _is_bullet_spawn_clear(direction: Vector2) -> bool:\n\t# Fail-open: allow shooting if physics is not ready\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\treturn true\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn true\n\n\t# Check from enemy center to bullet spawn position plus a small buffer\n\tvar check_distance := bullet_spawn_offset + 5.0\n\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = global_position\n\tquery.to = global_position + direction * check_distance\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = [get_rid()]\n\n\tvar result := space_state.intersect_ray(query)\n\tif not result.is_empty():\n\t\t_log_debug(\"Bullet spawn blocked: wall at distance %.1f\" % [\n\t\t\tglobal_position.distance_to(result[\"position\"])])\n\t\treturn false\n\n\treturn true\n\n## Find a sidestep direction for a clear shot. Returns Vector2.ZERO if none found.\nfunc _find_sidestep_direction_for_clear_shot(direction_to_player: Vector2) -> Vector2:\n\t# Fail-safe: allow normal behavior if physics is not ready\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\treturn Vector2.ZERO\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn Vector2.ZERO\n\n\t# Check perpendicular directions (left and right of the player direction)\n\tvar perpendicular := Vector2(-direction_to_player.y, direction_to_player.x)\n\n\t# Check both sidestep directions and pick the one that leads to clear shot faster\n\tvar check_distance := 50.0 # Check if moving 50 pixels in this direction would help\n\tvar bullet_check_distance := bullet_spawn_offset + 5.0\n\n\tfor side_multiplier: float in [1.0, -1.0]: # Try both sides\n\t\tvar sidestep_dir: Vector2 = perpendicular * side_multiplier\n\n\t\t# First check if we can actually move in this direction (no wall blocking movement)\n\t\tvar move_query := PhysicsRayQueryParameters2D.new()\n\t\tmove_query.from = global_position\n\t\tmove_query.to = global_position + sidestep_dir * 30.0\n\t\tmove_query.collision_mask = 4 # Only check obstacles\n\t\tmove_query.exclude = [get_rid()]\n\n\t\tvar move_result := space_state.intersect_ray(move_query)\n\t\tif not move_result.is_empty():\n\t\t\tcontinue # Can't move this way, wall is blocking\n\n\t\t# Check if after sidestepping, we'd have a clear shot\n\t\tvar test_position: Vector2 = global_position + sidestep_dir * check_distance\n\t\tvar shot_query := PhysicsRayQueryParameters2D.new()\n\t\tshot_query.from = test_position\n\t\tshot_query.to = test_position + direction_to_player * bullet_check_distance\n\t\tshot_query.collision_mask = 4\n\t\tshot_query.exclude = [get_rid()]\n\n\t\tvar shot_result := space_state.intersect_ray(shot_query)\n\t\tif shot_result.is_empty():\n\t\t\t# Found a direction that leads to a clear shot\n\t\t\t_log_debug(\"Found sidestep direction: %s\" % sidestep_dir)\n\t\t\treturn sidestep_dir\n\n\treturn Vector2.ZERO # No clear sidestep direction found\n\n## Check if the enemy should shoot at the target (bullet spawn, friendly fire, cover).\nfunc _should_shoot_at_target(target_position: Vector2) -> bool:\n\t# Check if the immediate path to bullet spawn is clear\n\t# This prevents shooting into walls the enemy is flush against\n\t# Use weapon forward direction since that's where bullets actually spawn and travel\n\tvar weapon_direction := _get_weapon_forward_direction()\n\tif not _is_bullet_spawn_clear(weapon_direction):\n\t\treturn false\n\n\t# Check if friendlies are in the way\n\tif not _is_firing_line_clear_of_friendlies(target_position):\n\t\treturn false\n\n\t# Check if cover blocks the shot\n\tif not _is_shot_clear_of_cover(target_position):\n\t\treturn false\n\n\treturn true\n\n## Check if the player is close (within CLOSE_COMBAT_DISTANCE).\nfunc _is_player_close() -> bool:\n\tif _player == null:\n\t\treturn false\n\treturn global_position.distance_to(_player.global_position) <= CLOSE_COMBAT_DISTANCE\n\n## Get target position: visible player > memory > last known > stay in place (Issue #297, #318).\nfunc _get_target_position() -> Vector2:\n\tif _can_see_player and _player:\n\t\treturn _player.global_position\n\tif _memory and _memory.has_target():\n\t\treturn _memory.suspected_position\n\tif _last_known_player_position != Vector2.ZERO:\n\t\treturn _last_known_player_position\n\treturn global_position # No valid target - stay in place\n\n## Check if the enemy can hit the player from their current position.\n## Returns true if there's a clear line of fire to the player.\nfunc _can_hit_player_from_current_position() -> bool:\n\tif _player == null:\n\t\treturn false\n\n\t# Check if we can see the player\n\tif not _can_see_player:\n\t\treturn false\n\n\t# Check if the shot would be blocked by cover\n\treturn _is_shot_clear_of_cover(_player.global_position)\n\n## Count the number of enemies currently in combat-related states.\n## Includes COMBAT, PURSUING, ASSAULT, IN_COVER (if can see player).\n## Used to determine if multi-enemy assault should be triggered.\nfunc _count_enemies_in_combat() -> int:\n\tvar count := 0\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy == self:\n\t\t\tcontinue\n\t\tif not enemy.has_method(\"get_current_state\"):\n\t\t\tcontinue\n\n\t\tvar state: AIState = enemy.get_current_state()\n\t\t# Count enemies in combat-related states\n\t\tif state in [AIState.COMBAT, AIState.ASSAULT, AIState.IN_COVER, AIState.SEEKING_COVER, AIState.PURSUING]:\n\t\t\t# For IN_COVER, only count if they can see the player\n\t\t\tif state == AIState.IN_COVER:\n\t\t\t\tif enemy.has_method(\"is_in_combat_engagement\") and enemy.is_in_combat_engagement():\n\t\t\t\t\tcount += 1\n\t\t\telse:\n\t\t\t\tcount += 1\n\n\t# Count self if in a combat-related state\n\tif _current_state in [AIState.COMBAT, AIState.ASSAULT, AIState.IN_COVER, AIState.SEEKING_COVER, AIState.PURSUING]:\n\t\tcount += 1\n\n\treturn count\n\n## Check if this enemy is engaged in combat (can see player and in combat state).\nfunc is_in_combat_engagement() -> bool:\n\treturn _can_see_player and _current_state in [AIState.COMBAT, AIState.IN_COVER, AIState.ASSAULT]\n\n## Find cover closer to player for PURSUING state. Penalizes same-obstacle covers, requires min progress,\n## verifies clear path (Issue #93).\nfunc _find_pursuit_cover_toward_player() -> void:\n\t# Use memory-based target position instead of direct player position (Issue #297)\n\t# This allows pursuing toward a suspected position even when player is not visible\n\tvar target_pos := _get_target_position()\n\n\t# If no valid target and no player, can't pursue\n\tif target_pos == global_position and _player == null:\n\t\t_has_pursuit_cover = false\n\t\treturn\n\n\tvar player_pos := target_pos\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_score: float = -INF\n\tvar best_obstacle: Object = null\n\tvar found_valid_cover: bool = false\n\n\tvar my_distance_to_player := global_position.distance_to(player_pos)\n\t# Calculate minimum required progress (must get at least this much closer)\n\tvar min_required_progress := my_distance_to_player * PURSUIT_MIN_PROGRESS_FRACTION\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\t\t\tvar collider := raycast.get_collider()\n\n\t\t\t# Cover position is offset from collision point along normal\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# For pursuit, we want cover that is:\n\t\t\t# 1. Closer to the player than we currently are (with minimum progress)\n\t\t\t# 2. Hidden from the player (or mostly hidden)\n\t\t\t# 3. Not too far from our current position\n\t\t\t# 4. Preferably on a different obstacle than current cover\n\t\t\t# 5. Reachable (no walls blocking the path)\n\n\t\t\tvar cover_distance_to_player := cover_pos.distance_to(player_pos)\n\t\t\tvar cover_distance_from_me := global_position.distance_to(cover_pos)\n\t\t\tvar progress := my_distance_to_player - cover_distance_to_player\n\n\t\t\t# Skip covers that don't bring us closer to player\n\t\t\tif cover_distance_to_player >= my_distance_to_player:\n\t\t\t\tcontinue\n\n\t\t\t# Skip covers that don't make enough progress (issue #93 fix)\n\t\t\t# This prevents stopping repeatedly along the same long wall\n\t\t\tif progress < min_required_progress:\n\t\t\t\tcontinue\n\n\t\t\t# Skip covers that are too close to current position (would cause looping)\n\t\t\t# Must be at least 30 pixels away to be a meaningful movement\n\t\t\tif cover_distance_from_me < 30.0:\n\t\t\t\tcontinue\n\n\t\t\t# Verify we can actually reach this cover position (no wall blocking path)\n\t\t\tif not _can_reach_position(cover_pos):\n\t\t\t\tcontinue\n\n\t\t\t# Check if this position is hidden from player\n\t\t\tvar is_hidden := not _is_position_visible_from_player(cover_pos)\n\n\t\t\t# Check if this is the same obstacle as our current cover (issue #93 fix)\n\t\t\tvar same_obstacle_penalty: float = 0.0\n\t\t\tif _current_cover_obstacle != null and collider == _current_cover_obstacle:\n\t\t\t\tsame_obstacle_penalty = PURSUIT_SAME_OBSTACLE_PENALTY\n\n\t\t\t# Score calculation:\n\t\t\t# Higher score for positions that are:\n\t\t\t# - Hidden from player (priority)\n\t\t\t# - Closer to player\n\t\t\t# - Not too far from current position\n\t\t\t# - On a different obstacle than current cover\n\t\t\t# - NOT illuminated by the player's flashlight (Issue #574)\n\t\t\tvar hidden_score: float = 5.0 if is_hidden else 0.0\n\t\t\tvar approach_score: float = progress / CLOSE_COMBAT_DISTANCE\n\t\t\tvar distance_penalty: float = cover_distance_from_me / COVER_CHECK_DISTANCE\n\n\t\t\t# [Issue #574] Penalize cover positions lit by the flashlight\n\t\t\tvar flashlight_penalty: float = 0.0\n\t\t\tif _flashlight_detection and _player and _flashlight_detection.is_position_lit(cover_pos, _player):\n\t\t\t\tflashlight_penalty = 8.0 # Strong penalty — avoid walking into flashlight beam\n\n\t\t\tvar total_score: float = hidden_score + approach_score * 2.0 - distance_penalty - same_obstacle_penalty - flashlight_penalty\n\n\t\t\tif total_score > best_score:\n\t\t\t\tbest_score = total_score\n\t\t\t\tbest_cover = cover_pos\n\t\t\t\tbest_obstacle = collider\n\t\t\t\tfound_valid_cover = true\n\n\tif found_valid_cover:\n\t\t_pursuit_next_cover = best_cover\n\t\t_has_pursuit_cover = true\n\t\t_current_cover_obstacle = best_obstacle\n\t\t_log_debug(\"Found pursuit cover at %s (score: %.2f)\" % [_pursuit_next_cover, best_score])\n\telse:\n\t\t_has_pursuit_cover = false\n\n## Check if there's a clear path to a position (no walls blocking).\nfunc _can_reach_position(target: Vector2) -> bool:\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\treturn true # Fail-open\n\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn true # Fail-open\n\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = global_position\n\tquery.to = target\n\tquery.collision_mask = 4 # Obstacles only (layer 3)\n\tquery.exclude = [get_rid()]\n\n\tvar result := space_state.intersect_ray(query)\n\tif result.is_empty():\n\t\treturn true # No obstacle in the way\n\n\t# Check if obstacle is beyond the target position (acceptable)\n\tvar hit_distance := global_position.distance_to(result[\"position\"])\n\tvar target_distance := global_position.distance_to(target)\n\treturn hit_distance >= target_distance - 10.0 # 10 pixel tolerance\n\n## Find cover position closest to the player for assault positioning.\nfunc _find_cover_closest_to_player() -> void:\n\tif _player == null:\n\t\t_has_valid_cover = false\n\t\treturn\n\n\tvar player_pos := _player.global_position\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_distance: float = INF\n\tvar found_cover: bool = false\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\n\t\t\t# Cover position is offset from collision point along normal\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# CRITICAL: Verify we can actually reach this cover position\n\t\t\t# This prevents selecting cover positions on the opposite side of walls\n\t\t\tif not _can_reach_position(cover_pos):\n\t\t\t\tcontinue\n\n\t\t\t# Check if this position is hidden from player (safe cover)\n\t\t\tvar is_hidden := not _is_position_visible_from_player(cover_pos)\n\n\t\t\tif is_hidden:\n\t\t\t\t# Calculate distance from this cover to the player\n\t\t\t\tvar distance_to_player := cover_pos.distance_to(player_pos)\n\n\t\t\t\t# We want the cover closest to the player\n\t\t\t\tif distance_to_player < best_distance:\n\t\t\t\t\tbest_distance = distance_to_player\n\t\t\t\t\tbest_cover = cover_pos\n\t\t\t\t\tfound_cover = true\n\n\tif found_cover:\n\t\t_cover_position = best_cover\n\t\t_has_valid_cover = true\n\t\t_log_debug(\"Found assault cover at %s (distance to player: %.1f)\" % [_cover_position, best_distance])\n\telse:\n\t\t# Fall back to normal cover finding\n\t\t_find_cover_position()\n\n## Find a valid cover position relative to the player.\n## The cover position must be hidden from the player's line of sight.\n## Enhanced: Now validates that the cover position is reachable (no walls blocking path).\nfunc _find_cover_position() -> void:\n\tif _player == null:\n\t\t_has_valid_cover = false\n\t\treturn\n\n\tvar player_pos := _player.global_position\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_score: float = -INF\n\tvar found_hidden_cover: bool = false\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\n\t\t\t# Cover position is on the opposite side of the obstacle from player\n\t\t\tvar direction_from_player := (collision_point - player_pos).normalized()\n\n\t\t\t# Position behind cover (offset from collision point along normal)\n\t\t\t# Offset must be large enough to hide the entire enemy body (radius ~24 pixels)\n\t\t\t# Using 35 pixels to provide some margin for the enemy's collision shape\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# CRITICAL: Verify we can actually reach this cover position\n\t\t\t# This prevents selecting cover positions on the opposite side of walls\n\t\t\tif not _can_reach_position(cover_pos):\n\t\t\t\tcontinue\n\n\t\t\t# First priority: Check if this position is actually hidden from player\n\t\t\tvar is_hidden := not _is_position_visible_from_player(cover_pos)\n\n\t\t\t# Only consider hidden positions unless we have no choice\n\t\t\tif is_hidden or not found_hidden_cover:\n\t\t\t\t# Score based on:\n\t\t\t\t# 1. Whether position is hidden (highest priority)\n\t\t\t\t# 2. Distance from enemy (closer is better)\n\t\t\t\t# 3. Position relative to player (behind cover from player's view)\n\t\t\t\tvar hidden_score: float = 10.0 if is_hidden else 0.0 # Heavy weight for hidden positions\n\n\t\t\t\tvar distance_score := 1.0 - (global_position.distance_to(cover_pos) / COVER_CHECK_DISTANCE)\n\n\t\t\t\t# Check if this position is on the far side of obstacle from player\n\t\t\t\tvar cover_direction := (cover_pos - player_pos).normalized()\n\t\t\t\tvar dot_product := direction_from_player.dot(cover_direction)\n\t\t\t\tvar blocking_score: float = maxf(0.0, dot_product)\n\n\t\t\t\tvar total_score: float = hidden_score + distance_score * 0.3 + blocking_score * 0.7\n\n\t\t\t\t# If we find a hidden position, only accept other hidden positions\n\t\t\t\tif is_hidden and not found_hidden_cover:\n\t\t\t\t\tfound_hidden_cover = true\n\t\t\t\t\tbest_score = total_score\n\t\t\t\t\tbest_cover = cover_pos\n\t\t\t\telif (is_hidden or not found_hidden_cover) and total_score > best_score:\n\t\t\t\t\tbest_score = total_score\n\t\t\t\t\tbest_cover = cover_pos\n\n\tif best_score > 0:\n\t\t_cover_position = best_cover\n\t\t_has_valid_cover = true\n\t\t_log_debug(\"Found cover at: %s (hidden: %s)\" % [_cover_position, found_hidden_cover])\n\telse:\n\t\t_has_valid_cover = false\n\n## Calculate flank position based on player location and stored _flank_side.\nfunc _calculate_flank_position() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar player_pos := _player.global_position\n\tvar player_to_enemy := (global_position - player_pos).normalized()\n\n\t# Use the stored flank side (initialized in _transition_to_flanking)\n\tvar flank_direction := player_to_enemy.rotated(flank_angle * _flank_side)\n\n\t_flank_target = player_pos + flank_direction * flank_distance\n\t_log_debug(\"Flank target: %s (side: %s)\" % [_flank_target, \"right\" if _flank_side > 0 else \"left\"])\n\n## Choose the best flank side (1.0=right, -1.0=left) based on obstacle presence.\n## Issue #367: Also checks if the flank position has line-of-sight to the player,\n## to avoid choosing positions behind walls relative to the player.\nfunc _choose_best_flank_side() -> float:\n\tif _player == null:\n\t\treturn 1.0 if randf() > 0.5 else -1.0\n\n\tvar player_pos := _player.global_position\n\tvar player_to_enemy := (global_position - player_pos).normalized()\n\n\t# Calculate potential flank positions for both sides\n\tvar right_flank_dir := player_to_enemy.rotated(flank_angle * 1.0)\n\tvar left_flank_dir := player_to_enemy.rotated(flank_angle * -1.0)\n\n\tvar right_flank_pos := player_pos + right_flank_dir * flank_distance\n\tvar left_flank_pos := player_pos + left_flank_dir * flank_distance\n\n\t# Check if paths are clear for both sides (from enemy to flank position)\n\tvar right_path_clear := _has_clear_path_to(right_flank_pos)\n\tvar left_path_clear := _has_clear_path_to(left_flank_pos)\n\n\t# Issue #367: Check LOS to player and combine with path checks\n\tvar right_valid := right_path_clear and _flank_position_has_los_to_player(right_flank_pos, player_pos)\n\tvar left_valid := left_path_clear and _flank_position_has_los_to_player(left_flank_pos, player_pos)\n\n\tif right_valid and not left_valid:\n\t\treturn 1.0\n\telif left_valid and not right_valid:\n\t\treturn -1.0\n\n\t# [Issue #574] When both sides are valid, prefer the side NOT lit by the flashlight\n\tif right_valid and left_valid and _flashlight_detection and _player:\n\t\tvar right_lit := _flashlight_detection.is_position_lit(right_flank_pos, _player)\n\t\tvar left_lit := _flashlight_detection.is_position_lit(left_flank_pos, _player)\n\t\tif right_lit and not left_lit:\n\t\t\t_log_to_file(\"[#574] Choosing left flank — right side lit by flashlight\")\n\t\t\treturn -1.0\n\t\telif left_lit and not right_lit:\n\t\t\t_log_to_file(\"[#574] Choosing right flank — left side lit by flashlight\")\n\t\t\treturn 1.0\n\n\t# Issue #367: If neither valid, try reduced distance (50%)\n\tif not right_valid and not left_valid:\n\t\tvar rd := flank_distance * 0.5\n\t\tvar rr := player_pos + right_flank_dir * rd\n\t\tvar lr := player_pos + left_flank_dir * rd\n\t\tvar rrv := _has_clear_path_to(rr) and _flank_position_has_los_to_player(rr, player_pos)\n\t\tvar lrv := _has_clear_path_to(lr) and _flank_position_has_los_to_player(lr, player_pos)\n\t\tif rrv and not lrv:\n\t\t\treturn 1.0\n\t\telif lrv and not rrv:\n\t\t\treturn -1.0\n\t\tif not rrv and not lrv:\n\t\t\t_log_to_file(\"Warning: No valid flank position (both sides behind walls)\")\n\n\t# Choose closer side\n\treturn 1.0 if global_position.distance_squared_to(right_flank_pos) < global_position.distance_squared_to(left_flank_pos) else -1.0\n\n## Check if flank position has LOS to player (Issue #367).\nfunc _flank_position_has_los_to_player(flank_pos: Vector2, player_pos: Vector2) -> bool:\n\tvar query := PhysicsRayQueryParameters2D.create(flank_pos, player_pos)\n\tquery.collision_mask = 0b100 # Walls only\n\treturn get_world_2d().direct_space_state.intersect_ray(query).is_empty()\n\n## Check if there's a clear path (no obstacles) to the target position.\nfunc _has_clear_path_to(target: Vector2) -> bool:\n\tif _raycast == null:\n\t\treturn true # Assume clear if no raycast available\n\n\tvar direction := (target - global_position).normalized()\n\tvar distance := global_position.distance_to(target)\n\n\t_raycast.target_position = direction * distance\n\t_raycast.force_raycast_update()\n\n\t# If we hit something, path is blocked\n\tif _raycast.is_colliding():\n\t\tvar collision_point := _raycast.get_collision_point()\n\t\tvar collision_distance := global_position.distance_to(collision_point)\n\t\t# Only consider it blocked if the collision is before the target\n\t\treturn collision_distance >= distance - 10.0\n\n\treturn true\n\n## Find cover position closer to the flank target for cover-to-cover movement.\nfunc _find_flank_cover_toward_target() -> void:\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_score: float = -INF\n\tvar found_valid_cover: bool = false\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\n\t\t\t# Cover position is offset from collision point along normal\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# For flanking, we want cover that is:\n\t\t\t# 1. Closer to the flank target than we currently are\n\t\t\t# 2. Not too far from our current position\n\t\t\t# 3. Reachable (has clear path)\n\n\t\t\tvar my_distance_to_target := global_position.distance_to(_flank_target)\n\t\t\tvar cover_distance_to_target := cover_pos.distance_to(_flank_target)\n\t\t\tvar cover_distance_from_me := global_position.distance_to(cover_pos)\n\n\t\t\t# Skip covers that don't bring us closer to flank target\n\t\t\tif cover_distance_to_target >= my_distance_to_target:\n\t\t\t\tcontinue\n\n\t\t\t# Skip covers that are too close to current position (would cause looping)\n\t\t\t# Must be at least 30 pixels away to be a meaningful movement\n\t\t\tif cover_distance_from_me < 30.0:\n\t\t\t\tcontinue\n\n\t\t\t# Check if we can reach this cover (has clear path)\n\t\t\tif not _has_clear_path_to(cover_pos):\n\t\t\t\t# Even if direct path is blocked, we might be able to reach\n\t\t\t\t# via another intermediate cover, but skip for now\n\t\t\t\tcontinue\n\n\t\t\t# Score calculation:\n\t\t\t# Higher score for positions that are:\n\t\t\t# - Closer to flank target (priority)\n\t\t\t# - Not too far from current position\n\t\t\tvar approach_score: float = (my_distance_to_target - cover_distance_to_target) / flank_distance\n\t\t\tvar distance_penalty: float = cover_distance_from_me / COVER_CHECK_DISTANCE\n\n\t\t\tvar total_score: float = approach_score * 2.0 - distance_penalty\n\n\t\t\tif total_score > best_score:\n\t\t\t\tbest_score = total_score\n\t\t\t\tbest_cover = cover_pos\n\t\t\t\tfound_valid_cover = true\n\n\tif found_valid_cover:\n\t\t_flank_next_cover = best_cover\n\t\t_has_flank_cover = true\n\t\t_log_debug(\"Found flank cover at %s (score: %.2f)\" % [_flank_next_cover, best_score])\n\telse:\n\t\t_has_flank_cover = false\n\n## Check if there's a wall ahead in the given direction and return avoidance direction.\n## Returns Vector2.ZERO if no wall detected, otherwise returns a vector to avoid the wall.\n## Enhanced version uses 8 raycasts with distance-weighted avoidance for better navigation.\nfunc _check_wall_ahead(direction: Vector2) -> Vector2:\n\tif _wall_raycasts.is_empty():\n\t\treturn Vector2.ZERO\n\n\tvar avoidance := Vector2.ZERO\n\tvar perpendicular := Vector2(-direction.y, direction.x) # 90 degrees rotation\n\tvar closest_wall_distance: float = WALL_CHECK_DISTANCE\n\tvar hit_count: int = 0\n\n\t# Raycast angles: spread from -90 to +90 degrees relative to movement direction\n\t# Index 0: center (0°)\n\t# Index 1-3: left side (-20°, -45°, -70°)\n\t# Index 4-6: right side (+20°, +45°, +70°)\n\t# Index 7: rear check for wall sliding (-180°)\n\t# IMPORTANT: Use explicit Array[float] type to avoid type inference errors\n\tvar angles: Array[float] = [0.0, -0.35, -0.79, -1.22, 0.35, 0.79, 1.22, PI]\n\n\tvar raycast_count: int = mini(WALL_CHECK_COUNT, _wall_raycasts.size())\n\tfor i: int in range(raycast_count):\n\t\t# IMPORTANT: Use explicit float type to avoid type inference error\n\t\tvar angle_offset: float = angles[i] if i < angles.size() else 0.0\n\t\tvar check_direction: Vector2 = direction.rotated(angle_offset)\n\n\t\tvar raycast: RayCast2D = _wall_raycasts[i]\n\t\t# Use shorter distance for rear check (wall sliding detection)\n\t\tvar check_distance: float = WALL_SLIDE_DISTANCE if i == 7 else WALL_CHECK_DISTANCE\n\t\traycast.target_position = check_direction * check_distance\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\thit_count += 1\n\t\t\tvar collision_point: Vector2 = raycast.get_collision_point()\n\t\t\tvar wall_distance: float = global_position.distance_to(collision_point)\n\t\t\tvar collision_normal: Vector2 = raycast.get_collision_normal()\n\n\t\t\t# Track closest wall for weight calculation\n\t\t\tif wall_distance < closest_wall_distance:\n\t\t\t\tclosest_wall_distance = wall_distance\n\n\t\t\t# Calculate avoidance based on which raycast hit\n\t\t\t# For better wall sliding, use collision normal when available\n\t\t\tif i == 7: # Rear raycast - wall sliding mode\n\t\t\t\t# When touching wall from behind, slide along it\n\t\t\t\tavoidance += collision_normal * 0.5\n\t\t\telif i <= 3: # Left side raycasts (indices 0-3)\n\t\t\t\t# Steer right, weighted by distance\n\t\t\t\tvar weight: float = 1.0 - (wall_distance / WALL_CHECK_DISTANCE)\n\t\t\t\tavoidance += perpendicular * weight\n\t\t\telse: # Right side raycasts (indices 4-6)\n\t\t\t\t# Steer left, weighted by distance\n\t\t\t\tvar weight: float = 1.0 - (wall_distance / WALL_CHECK_DISTANCE)\n\t\t\t\tavoidance -= perpendicular * weight\n\n\treturn avoidance.normalized() if avoidance.length() > 0 else Vector2.ZERO\n\n## Apply wall avoidance to a movement direction. Returns adjusted direction.\nfunc _apply_wall_avoidance(direction: Vector2) -> Vector2:\n\tvar avoidance: Vector2 = _check_wall_ahead(direction)\n\tif avoidance == Vector2.ZERO:\n\t\treturn direction\n\n\tvar weight: float = _get_wall_avoidance_weight(direction)\n\t# Blend original direction with avoidance, stronger avoidance when close to walls\n\treturn (direction * (1.0 - weight) + avoidance * weight).normalized()\n\n## Calculate wall avoidance weight based on distance to nearest wall.\nfunc _get_wall_avoidance_weight(direction: Vector2) -> float:\n\tif _wall_raycasts.is_empty():\n\t\treturn WALL_AVOIDANCE_MAX_WEIGHT\n\n\tvar closest_distance: float = WALL_CHECK_DISTANCE\n\n\t# Check the center raycast for distance\n\tif _wall_raycasts.size() > 0:\n\t\tvar raycast: RayCast2D = _wall_raycasts[0]\n\t\traycast.target_position = direction * WALL_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point: Vector2 = raycast.get_collision_point()\n\t\t\tclosest_distance = global_position.distance_to(collision_point)\n\n\t# Interpolate between min and max weight based on distance\n\tvar normalized_distance: float = clampf(closest_distance / WALL_CHECK_DISTANCE, 0.0, 1.0)\n\treturn lerpf(WALL_AVOIDANCE_MIN_WEIGHT, WALL_AVOIDANCE_MAX_WEIGHT, normalized_distance)\n\n## Check if target is within FOV cone. FOV uses _enemy_model.global_rotation for facing.\nfunc _is_position_in_fov(target_pos: Vector2) -> bool:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tvar global_fov_enabled: bool = experimental_settings != null and experimental_settings.has_method(\"is_fov_enabled\") and experimental_settings.is_fov_enabled()\n\tif not global_fov_enabled or not fov_enabled or fov_angle <= 0.0:\n\t\treturn true # FOV disabled - 360 degree vision\n\tvar facing_angle := _enemy_model.global_rotation if _enemy_model else rotation\n\tvar dir_to_target := (target_pos - global_position).normalized()\n\tvar dot := Vector2.from_angle(facing_angle).dot(dir_to_target)\n\tvar angle_to_target := rad_to_deg(acos(clampf(dot, -1.0, 1.0)))\n\tvar in_fov := angle_to_target <= fov_angle / 2.0\n\treturn in_fov\n\n## Check if the player is visible using multi-point raycast. Updates visibility timer.\nfunc _check_player_visibility() -> void:\n\tvar was_visible := _can_see_player\n\t_can_see_player = false\n\t_player_visibility_ratio = 0.0\n\n\t# If blinded, cannot see player at all\n\tif _is_blinded:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\t# If confused from memory reset, cannot see player (Issue #318)\n\tif _memory_reset_confusion_timer > 0.0:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\tif _player == null or not _raycast:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\n\t# Check if player is within detection range (only if detection_range is positive)\n\t# If detection_range <= 0, detection is unlimited (line-of-sight only)\n\tif detection_range > 0 and distance_to_player > detection_range:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\t# Check FOV angle (if FOV is enabled via ExperimentalSettings)\n\tif not _is_position_in_fov(_player.global_position):\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\t# Check multiple points on the player's body (center + corners) to handle\n\t# cases where player is near a wall corner. A single raycast to the center\n\t# might hit the wall, but parts of the player's body could still be visible.\n\t# This fixes the issue where enemies couldn't see players standing close to\n\t# walls in narrow passages (issue #264).\n\tvar check_points := _get_player_check_points(_player.global_position)\n\tvar visible_count := 0\n\n\tfor point in check_points:\n\t\tif _is_player_point_visible_to_enemy(point):\n\t\t\tvisible_count += 1\n\t\t\t# If any part of the player is visible, we can see them\n\t\t\t_can_see_player = true\n\t\t\t# Continue checking to calculate visibility ratio\n\n\t# Calculate visibility ratio based on how many points are visible\n\tif _can_see_player:\n\t\t_player_visibility_ratio = float(visible_count) / float(check_points.size())\n\t\t_continuous_visibility_timer += get_physics_process_delta_time()\n\telse:\n\t\t# Lost line of sight - reset the timer and visibility ratio\n\t\t_continuous_visibility_timer = 0.0\n\t\t_player_visibility_ratio = 0.0\n\n## Update enemy memory: visual detection, decay, prediction, flashlight detection, and intel sharing (Issue #297, #298, #574).\nfunc _update_memory(delta: float) -> void:\n\tif _memory == null:\n\t\treturn\n\n\t# Visual detection: Update memory with player position at full confidence\n\tif _can_see_player and _player:\n\t\t_memory.update_position(_player.global_position, VISUAL_DETECTION_CONFIDENCE)\n\t\t# Also update the legacy _last_known_player_position for compatibility\n\t\t_last_known_player_position = _player.global_position\n\tif _prediction: # [#298]\n\t\tvar f := Vector2.RIGHT.rotated(_enemy_model.global_rotation) if _enemy_model else Vector2.RIGHT\n\t\t_prediction.process_frame(_can_see_player, _was_player_visible, _player.global_position if _player else Vector2.ZERO, global_position, f, delta, _memory)\n\t_was_player_visible = _can_see_player\n\n\t# [Issue #574] Flashlight beam detection: enemy detects beam when any part of it falls within their FOV\n\tif _flashlight_detection and _player and not _can_see_player and not _is_blinded and _memory_reset_confusion_timer <= 0.0:\n\t\tvar _es: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\t\tvar _fov_on: bool = fov_enabled and _es != null and _es.has_method(\"is_fov_enabled\") and _es.is_fov_enabled()\n\t\tvar flashlight_detected := _flashlight_detection.check_flashlight(global_position, _enemy_model.global_rotation if _enemy_model else rotation, fov_angle, _fov_on, _player, _raycast, delta)\n\t\tif flashlight_detected:\n\t\t\t# Update memory with flashlight-based detection\n\t\t\t_memory.update_position(_flashlight_detection.estimated_player_position, FlashlightDetectionComponent.FLASHLIGHT_DETECTION_CONFIDENCE)\n\t\t\t_last_known_player_position = _flashlight_detection.estimated_player_position\n\t\t\t_log_to_file(\"[#574] Flashlight detected: estimated_pos=%s, beam_dir=%s\" % [\n\t\t\t\t_flashlight_detection.estimated_player_position, _flashlight_detection.beam_direction\n\t\t\t])\n\t\t\t# If in IDLE state, react to flashlight detection by investigating\n\t\t\tif _current_state == AIState.IDLE:\n\t\t\t\t_log_to_file(\"[#574] Flashlight triggered pursuit from IDLE\")\n\t\t\t\t_transition_to_pursuing()\n\telif _flashlight_detection and (_can_see_player or _is_blinded or _memory_reset_confusion_timer > 0.0):\n\t\t# Reset flashlight detection when player is directly visible or enemy is blinded/confused\n\t\t_flashlight_detection.reset()\n\n\t# Apply confidence decay over time\n\t_memory.decay(delta)\n\n\t# Periodic intel sharing with nearby enemies\n\t_intel_share_timer += delta\n\tif _intel_share_timer >= INTEL_SHARE_INTERVAL:\n\t\t_intel_share_timer = 0.0\n\t\t_share_intel_with_nearby_enemies()\n\n## Share intelligence with nearby enemies within 660px (LOS) or 300px (no LOS).\nfunc _share_intel_with_nearby_enemies() -> void:\n\tif _memory == null or not _memory.has_target():\n\t\treturn\n\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\tfor node in enemies:\n\t\tif node == self or not is_instance_valid(node):\n\t\t\tcontinue\n\n\t\tvar other_enemy: Node2D = node as Node2D\n\t\tif other_enemy == null:\n\t\t\tcontinue\n\n\t\tvar distance := global_position.distance_to(other_enemy.global_position)\n\n\t\t# Check if within communication range\n\t\tvar can_share := false\n\t\tif distance <= INTEL_SHARE_RANGE_NO_LOS:\n\t\t\t# Close enough to share without LOS\n\t\t\tcan_share = true\n\t\telif distance <= INTEL_SHARE_RANGE_LOS:\n\t\t\t# Need to check LOS for longer range\n\t\t\tcan_share = _has_line_of_sight_to_position(other_enemy.global_position)\n\n\t\tif can_share:\n\t\t\tif other_enemy.has_method(\"receive_intel_from_ally\"):\n\t\t\t\tother_enemy.receive_intel_from_ally(_memory)\n\t\t\tif _prediction and _prediction.has_predictions and other_enemy.has_method(\"receive_prediction_from_ally\"): # [#298]\n\t\t\t\tvar bh := _prediction.get_best_hypothesis(); if bh: other_enemy.receive_prediction_from_ally(bh)\n\n## Receive intelligence from an allied enemy (Issue #297).\n## Called by other enemies when they share intel.\nfunc receive_intel_from_ally(ally_memory: EnemyMemory) -> void:\n\tif _memory == null or ally_memory == null:\n\t\treturn\n\n\t# Only update if ally has better or newer information\n\tif _memory.receive_intel(ally_memory, INTEL_SHARE_FACTOR):\n\t\t_log_debug(\"Received intel from ally: suspected pos=%s, conf=%.2f\" % [\n\t\t\t_memory.suspected_position, _memory.confidence\n\t\t])\n\t\t_last_known_player_position = _memory.suspected_position\n\nfunc receive_prediction_from_ally(hypothesis: PlayerPredictionComponent.Hypothesis) -> void: ## [#298]\n\tif _prediction and hypothesis: _prediction.receive_prediction_intel(hypothesis, INTEL_SHARE_FACTOR)\n\n## Reset enemy memory for last chance teleport effect (Issue #318). Preserves old position.\nfunc reset_memory() -> void:\n\t# Save old position before resetting - enemies will search here\n\tvar old_position := _memory.suspected_position if _memory != null and _memory.has_target() else Vector2.ZERO\n\tvar had_target := old_position != Vector2.ZERO\n\t# Reset visibility, detection states, and apply confusion timer (blocks vision AND sounds)\n\t_can_see_player = false\n\t_continuous_visibility_timer = 0.0\n\t_intel_share_timer = 0.0\n\t_pursuing_vulnerability_sound = false\n\t_memory_reset_confusion_timer = MEMORY_RESET_CONFUSION_DURATION\n\tif _prediction: _prediction.reset() # [#298]\n\t_log_to_file(\"Memory reset: confusion=%.1fs, had_target=%s\" % [MEMORY_RESET_CONFUSION_DURATION, had_target])\n\tif had_target:\n\t\t# Set LOW confidence (0.35) - puts enemy in search mode at old position\n\t\tif _memory != null:\n\t\t\t_memory.suspected_position = old_position\n\t\t\t_memory.confidence = 0.35\n\t\t\t_memory.last_updated = Time.get_ticks_msec()\n\t\t_last_known_player_position = old_position\n\t\t_log_to_file(\"Search mode: %s -> SEARCHING at %s\" % [AIState.keys()[_current_state], old_position])\n\t\t_transition_to_searching(old_position)\n\telse:\n\t\tif _memory != null:\n\t\t\t_memory.reset()\n\t\t_last_known_player_position = Vector2.ZERO\n\t\tif _current_state in [AIState.PURSUING, AIState.COMBAT, AIState.ASSAULT, AIState.FLANKING]:\n\t\t\t# Issue #330: If enemy has left IDLE, start searching instead of returning to IDLE\n\t\t\tif _has_left_idle:\n\t\t\t\t_log_to_file(\"State reset: %s -> SEARCHING (engaged enemy, no target)\" % AIState.keys()[_current_state])\n\t\t\t\t_transition_to_searching(global_position)\n\t\t\telse:\n\t\t\t\t_log_to_file(\"State reset: %s -> IDLE (no target)\" % AIState.keys()[_current_state])\n\t\t\t\t_transition_to_idle()\n\n## Check if there is a clear line of sight to a position (enemy-to-enemy comms).\nfunc _has_line_of_sight_to_position(target_pos: Vector2) -> bool:\n\tif _raycast == null:\n\t\treturn false\n\n\t# Save current raycast state\n\tvar original_target := _raycast.target_position\n\tvar original_enabled := _raycast.enabled\n\n\t# Configure raycast to check LOS\n\tvar direction := target_pos - global_position\n\t_raycast.target_position = direction\n\t_raycast.enabled = true\n\t_raycast.force_raycast_update()\n\n\t# Check if anything blocks the path\n\tvar has_los := not _raycast.is_colliding()\n\n\t# If something is in the way, check if it's the target position or beyond\n\tif _raycast.is_colliding():\n\t\tvar collision_point := _raycast.get_collision_point()\n\t\tvar distance_to_target := global_position.distance_to(target_pos)\n\t\tvar distance_to_collision := global_position.distance_to(collision_point)\n\t\t# Has LOS if collision is at or beyond target\n\t\thas_los = distance_to_collision >= distance_to_target - 10.0\n\n\t# Restore raycast state\n\t_raycast.target_position = original_target\n\t_raycast.enabled = original_enabled\n\n\treturn has_los\n\n## Aim the enemy sprite/direction at the player using gradual rotation.\nfunc _aim_at_player() -> void:\n\tif _player == null:\n\t\treturn\n\tvar direction := (_player.global_position - global_position).normalized()\n\tvar target_angle := direction.angle()\n\n\t# Calculate the shortest rotation direction\n\tvar angle_diff := wrapf(target_angle - rotation, -PI, PI)\n\n\t# Get the delta time from the current physics process\n\tvar delta := get_physics_process_delta_time()\n\n\t# Apply gradual rotation based on rotation_speed\n\tif abs(angle_diff) <= rotation_speed * delta:\n\t\t# Close enough to snap to target\n\t\trotation = target_angle\n\telif angle_diff > 0:\n\t\trotation += rotation_speed * delta\n\telse:\n\t\trotation -= rotation_speed * delta\n\n## Shoot a bullet or perform melee attack (Issue #579: MACHETE support).\nfunc _shoot() -> void:\n\tif _is_melee_weapon and _machete and _player: _machete.perform_melee_attack(_player); return\n\tif bullet_scene == null or _player == null:\n\t\treturn\n\n\t# Check if we can shoot (have ammo and not reloading)\n\tif not _can_shoot():\n\t\treturn\n\n\tvar target_position := _player.global_position\n\n\t# Apply lead prediction if enabled\n\tif enable_lead_prediction:\n\t\ttarget_position = _calculate_lead_prediction()\n\n\t# Check if the shot should be taken (friendly fire and cover checks)\n\tif not _should_shoot_at_target(target_position):\n\t\treturn\n\n\t# Calculate bullet spawn position at weapon muzzle first\n\t# We need this to calculate the correct bullet direction\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar bullet_spawn_pos := _get_bullet_spawn_position(weapon_forward)\n\n\t# Use enemy center (not muzzle) for aim check to fix close-range issues (Issue #344)\n\tvar to_target := (target_position - global_position).normalized()\n\n\t# Check if weapon is aimed at target (within tolerance)\n\t# Bullets fly in barrel direction, so we only shoot when properly aimed (issue #254)\n\tvar aim_dot := weapon_forward.dot(to_target)\n\tif aim_dot < AIM_TOLERANCE_DOT:\n\t\tif debug_logging:\n\t\t\tvar aim_angle_deg := rad_to_deg(acos(clampf(aim_dot, -1.0, 1.0)))\n\t\t\t_log_debug(\"SHOOT BLOCKED: Not aimed at target. aim_dot=%.3f (%.1f deg off)\" % [aim_dot, aim_angle_deg])\n\t\treturn\n\n\tvar direction := weapon_forward # Barrel direction for realistic behavior\n\t# Fire projectiles and spawn casing\n\tif _is_shotgun_weapon: _shoot_shotgun_pellets(direction, bullet_spawn_pos)\n\telse: _shoot_single_bullet(direction, bullet_spawn_pos)\n\t_spawn_muzzle_flash(bullet_spawn_pos, direction) # Issue #455: Add muzzle flash effect\n\t_spawn_casing(direction, weapon_forward)\n\t# Play sound\n\tvar audio: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio:\n\t\tif _is_shotgun_weapon and audio.has_method(\"play_shotgun_shot\"): audio.play_shotgun_shot(global_position)\n\t\telif audio.has_method(\"play_m16_shot\"): audio.play_m16_shot(global_position)\n\tvar sp: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sp and sp.has_method(\"emit_sound\"): sp.emit_sound(0, global_position, 1, self, weapon_loudness)\n\t_play_delayed_shell_sound()\n\t_current_ammo -= 1; _shot_count += 1; _spread_timer = 0.0 # Issue #516: spread tracking\n\tammo_changed.emit(_current_ammo, _reserve_ammo)\n\tif _current_ammo <= 0 and _reserve_ammo > 0: _start_reload()\n\n## Spawn a projectile. add_child first so C# _Ready() runs before setting props (Issue #516, #550).\nfunc _spawn_projectile(direction: Vector2, spawn_pos: Vector2) -> void:\n\tvar p := bullet_scene.instantiate(); p.global_position = spawn_pos\n\tget_tree().current_scene.add_child(p) # C# _Ready() runs; _PhysicsProcess hasn't yet\n\tif p.has_method(\"SetDirection\"): p.SetDirection(direction)\n\telif p.get(\"direction\") != null: p.direction = direction\n\telif p.get(\"Direction\") != null: p.Direction = direction\n\tvar sid := get_instance_id()\n\tif p.has_method(\"SetShooterId\"): p.SetShooterId(sid)\n\telif p.get(\"shooter_id\") != null: p.shooter_id = sid\n\telif p.get(\"ShooterId\") != null: p.ShooterId = sid\n\tif p.has_method(\"SetShooterPosition\"): p.SetShooterPosition(spawn_pos)\n\telif p.get(\"shooter_position\") != null: p.shooter_position = spawn_pos\n\telif p.get(\"ShooterPosition\") != null: p.ShooterPosition = spawn_pos\n\n## Shoot a single bullet (rifle/UZI) with progressive spread (Issue #516).\nfunc _shoot_single_bullet(direction: Vector2, spawn_pos: Vector2) -> void:\n\tvar spread := _initial_spread if _shot_count <= _spread_threshold else minf(_initial_spread + (_shot_count - _spread_threshold) * _spread_increment, _max_spread)\n\tif spread > 0.0: direction = direction.rotated(randf_range(-deg_to_rad(spread), deg_to_rad(spread)))\n\t_spawn_projectile(direction, spawn_pos)\n\n\n## Shoot multiple pellets with spread (shotgun - like player's Shotgun.cs).\nfunc _shoot_shotgun_pellets(base_direction: Vector2, spawn_pos: Vector2) -> void:\n\tvar count: int = randi_range(_pellet_count_min, _pellet_count_max)\n\tvar spread_rad: float = deg_to_rad(_spread_angle)\n\tvar half: float = spread_rad / 2.0\n\tif debug_logging: _log_debug(\"SHOTGUN: %d pellets, %.1f° spread\" % [count, _spread_angle]) # Issue #457\n\n\tfor i in range(count):\n\t\tvar angle: float = 0.0\n\t\tif count > 1:\n\t\t\tangle = lerp(-half, half, float(i) / float(count - 1)) + randf_range(-spread_rad * 0.15, spread_rad * 0.15)\n\t\t_spawn_projectile(base_direction.rotated(angle), spawn_pos)\n\nfunc _spawn_muzzle_flash(p: Vector2, d: Vector2) -> void:\n\tvar m = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif m: m.spawn_muzzle_flash(p, d)\n\n## Play shell casing sound with a delay to simulate the casing hitting the ground.\nfunc _play_delayed_shell_sound() -> void:\n\tawait get_tree().create_timer(0.15).timeout\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_shell_rifle\"):\n\t\taudio_manager.play_shell_rifle(global_position)\n\n## Spawn bullet casing (based on BaseWeapon.cs for visual consistency with player).\nfunc _spawn_casing(shoot_direction: Vector2, weapon_forward: Vector2) -> void:\n\tif casing_scene == null:\n\t\treturn\n\n\t# Calculate casing spawn position (near the weapon, slightly offset)\n\t# Use 50% of bullet spawn offset to position casing near weapon muzzle\n\tvar casing_spawn_position: Vector2 = global_position + weapon_forward * (bullet_spawn_offset * 0.5)\n\n\tvar casing: RigidBody2D = casing_scene.instantiate()\n\tcasing.global_position = casing_spawn_position\n\n\t# Calculate ejection direction to the right of the weapon\n\t# In a top-down view with Y increasing downward:\n\t# - If weapon points right (1, 0), right side of weapon is DOWN (0, 1)\n\t# - If weapon points up (0, -1), right side of weapon is RIGHT (1, 0)\n\t# This is a 90 degree counter-clockwise rotation (perpendicular to shooting direction)\n\tvar weapon_right: Vector2 = Vector2(-weapon_forward.y, weapon_forward.x)\n\n\t# Eject to the right with some randomness\n\tvar random_angle: float = randf_range(-0.3, 0.3) # ±0.3 radians (~±17 degrees)\n\tvar ejection_direction: Vector2 = weapon_right.rotated(random_angle)\n\n\t# Add some upward component for realistic ejection\n\tejection_direction = ejection_direction.rotated(randf_range(-0.1, 0.1))\n\n\t# Set initial velocity for the casing (increased for faster ejection animation)\n\tvar ejection_speed: float = randf_range(120.0, 180.0) # Random speed between 120-180 pixels/sec (reduced 2.5x for Issue #424)\n\tcasing.linear_velocity = ejection_direction * ejection_speed\n\n\t# Add some initial spin for realism\n\tcasing.angular_velocity = randf_range(-15.0, 15.0)\n\n\t# Set caliber data on the casing for appearance (Issue #417 PR feedback)\n\t# Use the loaded caliber data for this weapon type (same as player weapons)\n\tif _caliber_data:\n\t\tcasing.set(\"caliber_data\", _caliber_data)\n\telse:\n\t\t# Fallback to 5.45x39mm for M16 rifle if no caliber data loaded\n\t\tvar fallback_caliber: Resource = load(\"res://resources/calibers/caliber_545x39.tres\")\n\t\tif fallback_caliber:\n\t\t\tcasing.set(\"caliber_data\", fallback_caliber)\n\n\tget_tree().current_scene.add_child(casing)\n\n## Calculate lead prediction - aims where the player will be based on velocity.\nfunc _calculate_lead_prediction() -> Vector2:\n\tif _player == null:\n\t\treturn global_position\n\n\tvar player_pos := _player.global_position\n\n\t# Only use lead prediction if the player has been continuously visible\n\t# for long enough. This prevents enemies from predicting player position\n\t# immediately when they emerge from cover.\n\tif _continuous_visibility_timer < lead_prediction_delay:\n\t\t_log_debug(\"Lead prediction disabled: visibility time %.2fs < %.2fs required\" % [_continuous_visibility_timer, lead_prediction_delay])\n\t\treturn player_pos\n\n\t# Only use lead prediction if enough of the player's body is visible.\n\t# This prevents pre-firing when the player is at the edge of cover with only\n\t# a small part of their body visible. The player must be significantly exposed\n\t# before the enemy can predict their movement.\n\tif _player_visibility_ratio < lead_prediction_visibility_threshold:\n\t\t_log_debug(\"Lead prediction disabled: visibility ratio %.2f < %.2f required (player at cover edge)\" % [_player_visibility_ratio, lead_prediction_visibility_threshold])\n\t\treturn player_pos\n\n\tvar player_velocity := Vector2.ZERO\n\n\t# Get player velocity if they are a CharacterBody2D\n\tif _player is CharacterBody2D:\n\t\tplayer_velocity = _player.velocity\n\n\t# If player is stationary, no need for prediction\n\tif player_velocity.length_squared() < 1.0:\n\t\treturn player_pos\n\n\t# Iterative lead prediction for better accuracy\n\t# Start with player's current position\n\tvar predicted_pos := player_pos\n\tvar distance := global_position.distance_to(predicted_pos)\n\n\t# Iterate 2-3 times for convergence\n\tfor i in range(3):\n\t\t# Time for bullet to reach the predicted position\n\t\tvar time_to_target := distance / bullet_speed\n\n\t\t# Predict where player will be at that time\n\t\tpredicted_pos = player_pos + player_velocity * time_to_target\n\n\t\t# Update distance for next iteration\n\t\tdistance = global_position.distance_to(predicted_pos)\n\n\t# CRITICAL: Validate that the predicted position is actually visible to the enemy.\n\t# If the predicted position is behind cover (e.g., player is running toward cover exit),\n\t# we should NOT aim there - it would feel like the enemy is \"cheating\" by knowing\n\t# where the player will emerge. Fall back to player's current visible position.\n\tif not _is_position_visible_to_enemy(predicted_pos):\n\t\t_log_debug(\"Lead prediction blocked: predicted position %s is not visible, using current position %s\" % [predicted_pos, player_pos])\n\t\treturn player_pos\n\n\t_log_debug(\"Lead prediction: player at %s moving %s, aiming at %s\" % [player_pos, player_velocity, predicted_pos])\n\n\treturn predicted_pos\n\n## Process patrol behavior - move between patrol points with corner checking.\nfunc _process_patrol(delta: float) -> void:\n\tif _patrol_points.is_empty():\n\t\treturn\n\n\t# Handle waiting at patrol point\n\tif _is_waiting_at_patrol_point:\n\t\t_patrol_wait_timer += delta\n\t\tif _patrol_wait_timer >= patrol_wait_time:\n\t\t\t_is_waiting_at_patrol_point = false\n\t\t\t_patrol_wait_timer = 0.0\n\t\t\t_current_patrol_index = (_current_patrol_index + 1) % _patrol_points.size()\n\t\tvelocity = Vector2.ZERO\n\t\treturn\n\n\t# Move towards current patrol point\n\tvar target_point := _patrol_points[_current_patrol_index]\n\tvar direction := (target_point - global_position).normalized()\n\tvar distance := global_position.distance_to(target_point)\n\n\tif distance < 5.0:\n\t\t_is_waiting_at_patrol_point = true\n\t\tvelocity = Vector2.ZERO\n\telse:\n\t\tdirection = _apply_wall_avoidance(direction)\n\t\tvelocity = direction * move_speed\n\t\trotation = direction.angle()\n\t\t# Check for corners/openings perpendicular to movement direction\n\t\t_process_corner_check(get_physics_process_delta_time(), direction, \"PATROL\")\n\n## Detect openings perpendicular to movement (for corner checking). Issue #347: smooth rotation.\nfunc _detect_perpendicular_opening(move_dir: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tfor side in [-1.0, 1.0]:\n\t\tvar perp_dir := move_dir.rotated(side * PI / 2)\n\t\tvar query := PhysicsRayQueryParameters2D.create(global_position, global_position + perp_dir * CORNER_CHECK_DISTANCE)\n\t\tquery.collision_mask = 0b100\n\t\tquery.exclude = [self]\n\t\tif space_state.intersect_ray(query).is_empty():\n\t\t\t_corner_check_angle = perp_dir.angle() # Issue #347: smooth rotation via _update_enemy_model_rotation()\n\t\t\treturn true\n\treturn false\n\n## Handle corner checking during movement (Issue #332). Issue #347: smooth rotation.\nfunc _process_corner_check(delta: float, move_dir: Vector2, state_name: String) -> void:\n\tif _corner_check_timer > 0:\n\t\t_corner_check_timer -= delta # #347: rotation via _update_enemy_model_rotation()\n\telif _detect_perpendicular_opening(move_dir):\n\t\t_corner_check_timer = CORNER_CHECK_DURATION\n\t\t_log_to_file(\"%s corner check: angle %.1f°\" % [state_name, rad_to_deg(_corner_check_angle)])\n\n## Process guard behavior - scan for threats every IDLE_SCAN_INTERVAL seconds.\nfunc _process_guard(delta: float) -> void:\n\tvelocity = Vector2.ZERO\n\tif _idle_scan_targets.is_empty():\n\t\t_initialize_idle_scan_targets()\n\t_idle_scan_timer += delta\n\tif _idle_scan_timer >= IDLE_SCAN_INTERVAL:\n\t\t_idle_scan_timer = 0.0\n\t\tif _idle_scan_targets.size() > 0:\n\t\t\t_idle_scan_target_index = (_idle_scan_target_index + 1) % _idle_scan_targets.size()\n\n## Initialize scan targets - detects passages using raycasts.\nfunc _initialize_idle_scan_targets() -> void:\n\t_idle_scan_targets.clear()\n\tvar space_state := get_world_2d().direct_space_state\n\tvar opening_angles: Array[float] = []\n\tfor i in range(16):\n\t\tvar angle := (float(i) / 16.0) * TAU\n\t\tvar query := PhysicsRayQueryParameters2D.create(global_position, global_position + Vector2.from_angle(angle) * 500.0)\n\t\tquery.collision_mask = 0b100\n\t\tquery.exclude = [self]\n\t\tvar result := space_state.intersect_ray(query)\n\t\tif result.is_empty() or global_position.distance_to(result.position) > 200.0:\n\t\t\topening_angles.append(angle)\n\tif opening_angles.size() > 0:\n\t\tvar clusters: Array[Array] = []\n\t\topening_angles.sort()\n\t\tfor angle in opening_angles:\n\t\t\tvar found := false\n\t\t\tfor cluster in clusters:\n\t\t\t\tvar avg: float = 0.0\n\t\t\t\tfor a in cluster: avg += a\n\t\t\t\tavg /= cluster.size()\n\t\t\t\tif abs(wrapf(angle - avg, -PI, PI)) < deg_to_rad(30.0):\n\t\t\t\t\tcluster.append(angle)\n\t\t\t\t\tfound = true\n\t\t\t\t\tbreak\n\t\t\tif not found: clusters.append([angle])\n\t\tfor cluster in clusters:\n\t\t\tvar avg: float = 0.0\n\t\t\tfor a in cluster: avg += a\n\t\t\t_idle_scan_targets.append(avg / cluster.size())\n\tif _idle_scan_targets.size() < 2:\n\t\t_idle_scan_targets = [0.0, PI]\n\t_idle_scan_target_index = randi() % _idle_scan_targets.size()\n\n## Called when a bullet enters the threat sphere.\nfunc _on_threat_area_entered(area: Area2D) -> void:\n\tif \"shooter_id\" in area and area.shooter_id == get_instance_id():\n\t\treturn\n\t_bullets_in_threat_sphere.append(area)\n\t_threat_memory_timer = THREAT_MEMORY_DURATION\n\t_log_debug(\"Bullet entered threat sphere, starting reaction delay...\")\n\n## Called when a bullet exits the threat sphere.\nfunc _on_threat_area_exited(area: Area2D) -> void:\n\t_bullets_in_threat_sphere.erase(area)\n\n## Apply damage to the enemy (IDamageable interface for C# Bullet). Primary entry point for C# bullets.\nfunc take_damage(amount: float) -> void:\n\ton_hit_with_bullet_info(Vector2.RIGHT, null, false, false, amount)\n\n## Called when the enemy is hit (by bullet.gd). Default damage = 1.\nfunc on_hit() -> void:\n\ton_hit_with_info(Vector2.RIGHT, null)\n\n## Called when the enemy is hit with extended hit information.\nfunc on_hit_with_info(hit_direction: Vector2, caliber_data: Resource) -> void:\n\ton_hit_with_bullet_info(hit_direction, caliber_data, false, false, 1.0)\n\n## Called when enemy is hit with full bullet information. @param damage: Damage amount (default 1.0).\nfunc on_hit_with_bullet_info(hit_direction: Vector2, caliber_data: Resource, has_ricocheted: bool, has_penetrated: bool, damage: float = 1.0) -> void:\n\tif not _is_alive:\n\t\treturn\n\n\thit.emit()\n\n\t# Store hit direction for death animation\n\t_last_hit_direction = hit_direction\n\n\tvar attacker_direction := -hit_direction.normalized()\n\tif attacker_direction.length_squared() > 0.01: _force_model_to_face_direction(attacker_direction)\n\t_hits_taken_in_encounter += 1\n\tvar actual_damage: int = maxi(int(round(damage)), 1)\n\t_log_to_file(\"Hit: dmg=%d, hp=%d/%d->%d/%d\" % [actual_damage, _current_health, _max_health, _current_health - actual_damage, _max_health])\n\t_show_hit_flash()\n\t_current_health -= actual_damage # Apply damage\n\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif _current_health <= 0:\n\t\t_killed_by_ricochet = has_ricocheted; _killed_by_penetration = has_penetrated\n\t\t# Play lethal hit sound\n\t\tif audio_manager and audio_manager.has_method(\"play_hit_lethal\"):\n\t\t\taudio_manager.play_hit_lethal(global_position)\n\t\t# Spawn blood splatter effect for lethal hit (with decal)\n\t\tif impact_manager and impact_manager.has_method(\"spawn_blood_effect\"):\n\t\t\timpact_manager.spawn_blood_effect(global_position, hit_direction, caliber_data, true)\n\t\t_on_death()\n\telse:\n\t\t# Play non-lethal hit sound\n\t\tif audio_manager and audio_manager.has_method(\"play_hit_non_lethal\"):\n\t\t\taudio_manager.play_hit_non_lethal(global_position)\n\t\t# Spawn blood effect for non-lethal hit (smaller, no decal)\n\t\tif impact_manager and impact_manager.has_method(\"spawn_blood_effect\"):\n\t\t\timpact_manager.spawn_blood_effect(global_position, hit_direction, caliber_data, false)\n\t\t_update_health_visual()\n\n## Shows a brief flash effect when hit.\nfunc _show_hit_flash() -> void:\n\tif not _enemy_model:\n\t\treturn\n\n\t_set_all_sprites_modulate(hit_flash_color)\n\n\tawait get_tree().create_timer(hit_flash_duration).timeout\n\n\t# Restore color based on current health (if still alive)\n\tif _is_alive:\n\t\t_update_health_visual()\n\n## Updates the sprite color based on current health percentage.\nfunc _update_health_visual() -> void:\n\t# Interpolate color based on health percentage\n\tvar health_percent := _get_health_percent()\n\tvar color := full_health_color.lerp(low_health_color, 1.0 - health_percent)\n\t_set_all_sprites_modulate(color)\n\n## Sets the modulate color on all enemy sprite parts.\nfunc _set_all_sprites_modulate(color: Color) -> void:\n\tif _body_sprite:\n\t\t_body_sprite.modulate = color\n\tif _head_sprite:\n\t\t_head_sprite.modulate = color\n\tif _left_arm_sprite:\n\t\t_left_arm_sprite.modulate = color\n\tif _right_arm_sprite:\n\t\t_right_arm_sprite.modulate = color\n\n## Returns the current health as a percentage (0.0 to 1.0).\nfunc _get_health_percent() -> float:\n\tif _max_health <= 0:\n\t\treturn 0.0\n\treturn float(_current_health) / float(_max_health)\n\n## Calculates the bullet spawn position at the weapon's muzzle (Issue #264 fix).\n## Uses intended aim direction when player visible to avoid transform delay.\nfunc _get_bullet_spawn_position(_direction: Vector2) -> Vector2:\n\tvar muzzle_local_offset := 52.0 # Rifle: offset.x(20) + sprite_width/2(32) = 52px\n\tif _weapon_sprite and _enemy_model:\n\t\tvar weapon_forward: Vector2\n\n\t\t# Direct calc to player when visible to avoid transform delay (#264)\n\t\tif _player and is_instance_valid(_player) and _can_see_player:\n\t\t\tweapon_forward = (_player.global_position - global_position).normalized()\n\t\telse:\n\t\t\t# Use global_transform.x (accounts for scale flip when aiming left)\n\t\t\tweapon_forward = _weapon_sprite.global_transform.x.normalized()\n\n\t\t# Calculate muzzle offset accounting for enemy model scale\n\t\tvar scaled_muzzle_offset := muzzle_local_offset * enemy_model_scale\n\t\t# Use weapon sprite's global position as base, then offset to reach the muzzle\n\t\tvar result := _weapon_sprite.global_position + weapon_forward * scaled_muzzle_offset\n\t\tif debug_logging:\n\t\t\tvar angle_forward := Vector2.from_angle(_enemy_model.rotation)\n\t\t\t_log_debug(\" _get_bullet_spawn_position: weapon_forward=%v vs angle_forward=%v\" % [weapon_forward, angle_forward])\n\t\t\t_log_debug(\" muzzle_position=%v, weapon_pos=%v, offset=%.1f\" % [result, _weapon_sprite.global_position, scaled_muzzle_offset])\n\t\treturn result\n\telse:\n\t\t# Fallback to old behavior if weapon sprite or enemy model not found\n\t\treturn global_position + _direction * bullet_spawn_offset\n\n## Returns the weapon's forward direction (normalized, Issue #264).\nfunc _get_weapon_forward_direction() -> Vector2:\n\t# Direct calc to player when visible to avoid transform delay\n\tif _player and is_instance_valid(_player) and _can_see_player:\n\t\treturn (_player.global_position - global_position).normalized()\n\t# Fallback to transform-based direction\n\tif _weapon_sprite:\n\t\treturn _weapon_sprite.global_transform.x.normalized()\n\telif _enemy_model:\n\t\treturn _enemy_model.global_transform.x.normalized()\n\telif _player and is_instance_valid(_player):\n\t\treturn (_player.global_position - global_position).normalized()\n\treturn Vector2.RIGHT\n\n## Updates weapon sprite rotation to match shooting direction with vertical flip handling.\nfunc _update_weapon_sprite_rotation() -> void:\n\tif not _weapon_sprite:\n\t\treturn\n\tvar aim_angle: float = rotation\n\tif _player and is_instance_valid(_player):\n\t\tvar target_position := _player.global_position\n\t\tif enable_lead_prediction and _can_see_player:\n\t\t\ttarget_position = _calculate_lead_prediction()\n\t\taim_angle = (target_position - global_position).normalized().angle()\n\t# Local rotation relative to parent (subtract parent rotation to avoid doubling)\n\t_weapon_sprite.rotation = aim_angle - rotation\n\t_weapon_sprite.flip_v = absf(aim_angle) > PI / 2.0\n\n## Returns the effective detection delay based on difficulty setting.\nfunc _get_effective_detection_delay() -> float:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager and difficulty_manager.has_method(\"get_detection_delay\"):\n\t\treturn difficulty_manager.get_detection_delay()\n\t# Fall back to export variable if DifficultyManager is not available\n\treturn detection_delay\n\n## Issue #409: Notify nearby enemies of this death so they can observe and enter SEARCHING.\nfunc _notify_nearby_enemies_of_death() -> void:\n\tvar notified := 0\n\tfor e in get_tree().get_nodes_in_group(\"enemies\"):\n\t\tif e == self or not e.has_method(\"on_ally_died\") or not e.has_method(\"is_alive\"): continue\n\t\tif not e.is_alive() or e.global_position.distance_to(global_position) > ALLY_DEATH_OBSERVE_RANGE: continue\n\t\te.on_ally_died(global_position, true, _last_hit_direction); notified += 1\n\tif notified > 0: _log_to_file(\"[AllyDeath] Notified %d enemies\" % notified)\n\n## Called when the enemy dies.\nfunc _on_death() -> void:\n\t_is_alive = false\n\t_log_to_file(\"Enemy died (ricochet: %s, penetration: %s)\" % [_killed_by_ricochet, _killed_by_penetration])\n\tdied.emit()\n\tdied_with_info.emit(_killed_by_ricochet, _killed_by_penetration)\n\tvar pfm = get_node_or_null(\"/root/PowerFantasyEffectsManager\") # Issue #492: Power Fantasy effect\n\tif pfm and pfm.has_method(\"on_enemy_killed\"): pfm.on_enemy_killed()\n\t_notify_nearby_enemies_of_death() # Issue #409\n\t_disable_hit_area_collision() # Disable collision so bullets pass through dead enemies\n\n\t# Unregister from sound propagation when dying\n\t_unregister_sound_listener()\n\n\t# Start death animation with the hit direction\n\tif _death_animation and _death_animation.has_method(\"start_death_animation\"):\n\t\t_death_animation.start_death_animation(_last_hit_direction)\n\t\t_log_to_file(\"Death animation started with hit direction: %s\" % str(_last_hit_direction))\n\n\tif destroy_on_death:\n\t\t# Wait for death animation to complete before destroying\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t# Clean up death animation ragdoll bodies before destroying\n\t\tif _death_animation and _death_animation.has_method(\"reset\"):\n\t\t\t_death_animation.reset()\n\t\tqueue_free()\n\telse:\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t_reset()\n\n## Resets the enemy to its initial state.\nfunc _reset() -> void:\n\t# Reset death animation first (restores sprites to character model)\n\tif _death_animation and _death_animation.has_method(\"reset\"):\n\t\t_death_animation.reset()\n\n\tglobal_position = _initial_position\n\trotation = 0.0\n\t_current_patrol_index = 0\n\t_is_waiting_at_patrol_point = false\n\t_patrol_wait_timer = 0.0\n\t_current_state = AIState.IDLE\n\t_has_valid_cover = false\n\t_under_fire = false\n\t_suppression_timer = 0.0\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\t_continuous_visibility_timer = 0.0\n\t_player_visibility_ratio = 0.0\n\t_threat_reaction_timer = 0.0\n\t_threat_reaction_delay_elapsed = false\n\t_threat_memory_timer = 0.0\n\t_bullets_in_threat_sphere.clear()\n\t# Reset retreat state variables\n\t_hits_taken_in_encounter = 0\n\t_retreat_mode = RetreatMode.FULL_HP\n\t_retreat_turn_timer = 0.0\n\t_retreat_turning_to_cover = false\n\t_retreat_burst_remaining = 0\n\t_retreat_burst_timer = 0.0\n\t_retreat_burst_complete = false\n\t_retreat_burst_angle_offset = 0.0\n\t_in_alarm_mode = false\n\t_cover_burst_pending = false\n\t# Reset combat state variables\n\t_combat_shoot_timer = 0.0\n\t_combat_shoot_duration = 2.5\n\t_combat_exposed = false\n\t_combat_approaching = false\n\t_combat_approach_timer = 0.0\n\t_combat_state_timer = 0.0\n\t# Reset pursuit state variables\n\t_pursuit_cover_wait_timer = 0.0\n\t_pursuit_next_cover = Vector2.ZERO\n\t_has_pursuit_cover = false\n\t_current_cover_obstacle = null\n\t_pursuit_approaching = false\n\t_pursuit_approach_timer = 0.0\n\t_pursuing_state_timer = 0.0\n\t# Reset global stuck detection (Issue #367)\n\t_global_stuck_timer = 0.0\n\t_global_stuck_last_position = Vector2.ZERO\n\t# Reset assault state variables\n\t_assault_wait_timer = 0.0\n\t_assault_ready = false\n\t_in_assault = false\n\t# Reset flank state variables\n\t_flank_cover_wait_timer = 0.0\n\t_flank_next_cover = Vector2.ZERO\n\t_has_flank_cover = false\n\t_flank_state_timer = 0.0\n\t_flank_stuck_timer = 0.0\n\t_flank_last_position = Vector2.ZERO\n\t_flank_fail_count = 0\n\t_flank_cooldown_timer = 0.0\n\t# Reset sound detection state\n\t_last_known_player_position = Vector2.ZERO\n\t_pursuing_vulnerability_sound = false\n\t# Reset ally death observation state (Issue #409)\n\t_witnessed_ally_death = false\n\t_suspected_directions.clear()\n\t# Reset score tracking state\n\t_killed_by_ricochet = false\n\t_killed_by_penetration = false\n\t_initialize_health()\n\t_initialize_ammo()\n\t_update_health_visual()\n\t_initialize_goap_state()\n\t# Re-enable hit area collision after respawning\n\t_enable_hit_area_collision()\n\t# Re-register for sound propagation after respawning\n\t_register_sound_listener()\n\n## Disables hit area collision so bullets pass through dead enemies.\n## Uses multiple approaches due to Godot engine limitations with Area2D collision toggling.\nfunc _disable_hit_area_collision() -> void:\n\t# Approach 1: Disable the CollisionShape2D itself\n\t# This is the most reliable way to prevent collision detection\n\tif _hit_collision_shape:\n\t\t_hit_collision_shape.set_deferred(\"disabled\", true)\n\n\t# Approach 2: Move to unused collision layers\n\t# This prevents any interaction even if shape disabling fails\n\tif _hit_area:\n\t\t_hit_area.set_deferred(\"collision_layer\", 0)\n\t\t_hit_area.set_deferred(\"collision_mask\", 0)\n\n\t# Approach 3: Disable monitorable/monitoring (original approach)\n\t# Kept as additional safety measure\n\tif _hit_area:\n\t\t_hit_area.set_deferred(\"monitorable\", false)\n\t\t_hit_area.set_deferred(\"monitoring\", false)\n\n## Re-enables hit area collision after respawning.\n## Restores all collision properties to their original values.\nfunc _enable_hit_area_collision() -> void:\n\t# Re-enable CollisionShape2D\n\tif _hit_collision_shape:\n\t\t_hit_collision_shape.disabled = false\n\n\t# Restore original collision layers\n\tif _hit_area:\n\t\t_hit_area.collision_layer = _original_hit_area_layer\n\t\t_hit_area.collision_mask = _original_hit_area_mask\n\n\t# Re-enable monitorable/monitoring\n\tif _hit_area:\n\t\t_hit_area.monitorable = true\n\t\t_hit_area.monitoring = true\n\n## Returns whether this enemy is currently alive.\n## Used by bullets to check if they should pass through or hit.\nfunc is_alive() -> bool:\n\treturn _is_alive\n\n## Initialize the death animation component.\nfunc _init_death_animation() -> void:\n\t# Create death animation component as a child node\n\t_death_animation = DeathAnimationComponent.new()\n\t_death_animation.name = \"DeathAnimation\"\n\tadd_child(_death_animation)\n\n\t# Initialize with sprite references\n\t_death_animation.initialize(\n\t\t_body_sprite,\n\t\t_head_sprite,\n\t\t_left_arm_sprite,\n\t\t_right_arm_sprite,\n\t\t_enemy_model\n\t)\n\n\t# Connect signals\n\t_death_animation.death_animation_completed.connect(_on_death_animation_completed)\n\t_death_animation.ragdoll_activated.connect(_on_ragdoll_activated)\n\n\t_log_to_file(\"Death animation component initialized\")\n\n## Called when death animation completes (body at rest).\nfunc _on_death_animation_completed() -> void:\n\t_log_to_file(\"Death animation completed\")\n\tdeath_animation_completed.emit()\n\n## Called when ragdoll physics activates.\nfunc _on_ragdoll_activated() -> void:\n\t_log_to_file(\"Ragdoll activated\")\n\nfunc _log_debug(message: String) -> void:\n\tif debug_logging: print(\"[Enemy %s] %s\" % [name, message])\n\nfunc _log_to_file(message: String) -> void:\n\tif not is_inside_tree(): return\n\tvar fl := get_node_or_null(\"/root/FileLogger\")\n\tif fl and fl.has_method(\"log_enemy\"): fl.log_enemy(name, message)\n\nfunc _log_spawn_info() -> void:\n\t_log_to_file(\"Spawned at %s, hp: %d, behavior: %s\" % [global_position, _max_health, BehaviorMode.keys()[behavior_mode]])\n\nfunc _get_state_name(state: AIState) -> String:\n\treturn AIState.keys()[state] if state >= 0 and state < AIState.size() else \"UNKNOWN\"\n\nfunc _update_debug_label() -> void:\n\tif _debug_label == null: return\n\t_debug_label.visible = debug_label_enabled\n\tif not debug_label_enabled: return\n\tvar t := _get_state_name(_current_state)\n\tmatch _current_state:\n\t\tAIState.RETREATING: t += \"\\n(%s)\" % RetreatMode.keys()[_retreat_mode]\n\t\tAIState.ASSAULT: t += \"\\n(RUSHING)\" if _assault_ready else \"\\n(%.1fs)\" % (ASSAULT_WAIT_DURATION - _assault_wait_timer)\n\t\tAIState.COMBAT:\n\t\t\tif _combat_exposed: t += \"\\n(EXPOSED %.1fs)\" % (_combat_shoot_duration - _combat_shoot_timer)\n\t\t\telif _seeking_clear_shot: t += \"\\n(SEEK SHOT %.1fs)\" % (CLEAR_SHOT_MAX_TIME - _clear_shot_timer)\n\t\t\telif _combat_approaching: t += \"\\n(APPROACH)\"\n\t\tAIState.PURSUING:\n\t\t\tif _pursuit_approaching: t += \"\\n(APPROACH %.1fs)\" % (PURSUIT_APPROACH_MAX_TIME - _pursuit_approach_timer)\n\t\t\telif _has_valid_cover and not _has_pursuit_cover: t += \"\\n(WAIT %.1fs)\" % (PURSUIT_COVER_WAIT_DURATION - _pursuit_cover_wait_timer)\n\t\t\telif _has_pursuit_cover: t += \"\\n(MOVING)\"\n\t\tAIState.FLANKING:\n\t\t\tvar s := \"R\" if _flank_side > 0 else \"L\"\n\t\t\tif _has_valid_cover and not _has_flank_cover: t += \"\\n(%s WAIT %.1fs)\" % [s, FLANK_COVER_WAIT_DURATION - _flank_cover_wait_timer]\n\t\t\telif _has_flank_cover: t += \"\\n(%s MOVING)\" % s\n\t\t\telse: t += \"\\n(%s DIRECT)\" % s\n\tif _memory and _memory.has_target(): t += \"\\n[%.0f%% %s]\" % [_memory.confidence * 100, _memory.get_behavior_mode().substr(0, 6)]\n\tif _prediction: t += _prediction.get_debug_text()\n\t_debug_label.text = t\n\nfunc get_current_state() -> AIState: return _current_state\nfunc get_goap_world_state() -> Dictionary: return _goap_world_state.duplicate()\n\nfunc set_player_reloading(is_reloading: bool) -> void:\n\tvar old: bool = _goap_world_state.get(\"player_reloading\", false)\n\t_goap_world_state[\"player_reloading\"] = is_reloading\n\tif is_reloading != old: _log_to_file(\"Player reloading: %s -> %s\" % [old, is_reloading])\n\nfunc set_player_ammo_empty(is_empty: bool) -> void:\n\tvar old: bool = _goap_world_state.get(\"player_ammo_empty\", false)\n\t_goap_world_state[\"player_ammo_empty\"] = is_empty\n\tif is_empty != old: _log_to_file(\"Player ammo empty: %s -> %s\" % [old, is_empty])\n\nfunc is_under_fire() -> bool: return _under_fire\n\n## Check if enemy is in cover.\nfunc is_in_cover() -> bool:\n\treturn _current_state == AIState.IN_COVER or _current_state == AIState.SUPPRESSED\n\n## Get current ammo in magazine.\nfunc get_current_ammo() -> int:\n\treturn _current_ammo\n\n## Get reserve ammo.\nfunc get_reserve_ammo() -> int:\n\treturn _reserve_ammo\n\n## Get total ammo (current + reserve).\nfunc get_total_ammo() -> int:\n\treturn _current_ammo + _reserve_ammo\n\n## Check if enemy is currently reloading.\nfunc is_reloading() -> bool:\n\treturn _is_reloading\n\n## Check if enemy has any ammo left.\nfunc has_ammo() -> bool:\n\treturn _current_ammo > 0 or _reserve_ammo > 0\n\n## Get current player visibility ratio (for debugging).\n## Returns 0.0 if player is completely hidden, 1.0 if fully visible.\nfunc get_player_visibility_ratio() -> float:\n\treturn _player_visibility_ratio\n\n## Draw debug visualization when debug mode is enabled.\n## Shows: line to target (cover, clear shot, player), bullet spawn point status.\nfunc _draw() -> void:\n\tif not debug_label_enabled:\n\t\treturn\n\n\t# Colors for different debug elements\n\tvar color_to_cover := Color.CYAN # Line to cover position\n\tvar color_to_player := Color.RED # Line to player (when visible)\n\tvar color_clear_shot := Color.YELLOW # Line to clear shot target\n\tvar color_pursuit := Color.ORANGE # Line to pursuit cover\n\tvar color_flank := Color.MAGENTA # Line to flank position\n\tvar color_bullet_spawn := Color.GREEN # Bullet spawn point indicator\n\tvar color_blocked := Color.RED # Blocked path indicator\n\n\t# Draw FOV cone in debug mode - always visible to show FOV configuration\n\t# Color indicates whether FOV is actually active (green) or just visualization (gray)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tvar global_fov_enabled := false\n\tif experimental_settings and experimental_settings.has_method(\"is_fov_enabled\"):\n\t\tglobal_fov_enabled = experimental_settings.is_fov_enabled()\n\n\t# Determine if FOV is actually active for this enemy\n\tvar fov_active := global_fov_enabled and fov_enabled and fov_angle > 0.0\n\n\t# Choose color based on whether FOV is active\n\t# Green = FOV is active (100 degree vision)\n\t# Gray = FOV is disabled (360 degree vision, but showing what the cone would be)\n\tvar color_fov: Color\n\tvar color_fov_edge: Color\n\tif fov_active:\n\t\tcolor_fov = Color(0.2, 0.8, 0.2, 0.3) # Semi-transparent green (active)\n\t\tcolor_fov_edge = Color(0.2, 0.8, 0.2, 0.8) # Bright green edge (active)\n\telse:\n\t\tcolor_fov = Color(0.5, 0.5, 0.5, 0.2) # Semi-transparent gray (inactive)\n\t\tcolor_fov_edge = Color(0.5, 0.5, 0.5, 0.5) # Gray edge (inactive)\n\n\t# Always draw FOV cone in debug mode (if fov_angle is set)\n\tif fov_angle > 0.0:\n\t\t_draw_fov_cone(color_fov, color_fov_edge)\n\n\t# Draw line to player if visible\n\tif _can_see_player and _player:\n\t\tvar to_player := _player.global_position - global_position\n\t\tdraw_line(Vector2.ZERO, to_player, color_to_player, 1.5)\n\n\t\t# Draw bullet spawn point (actual muzzle position) and check if blocked\n\t\tvar weapon_forward := _get_weapon_forward_direction()\n\t\tvar muzzle_global := _get_bullet_spawn_position(weapon_forward)\n\t\tvar spawn_point := muzzle_global - global_position # Convert to local coordinates for draw\n\t\tif _is_bullet_spawn_clear(weapon_forward):\n\t\t\tdraw_circle(spawn_point, 5.0, color_bullet_spawn)\n\t\telse:\n\t\t\t# Draw X for blocked spawn point\n\t\t\tdraw_line(spawn_point + Vector2(-5, -5), spawn_point + Vector2(5, 5), color_blocked, 2.0)\n\t\t\tdraw_line(spawn_point + Vector2(-5, 5), spawn_point + Vector2(5, -5), color_blocked, 2.0)\n\n\t# Draw line to cover position if we have one\n\tif _has_valid_cover:\n\t\tvar to_cover := _cover_position - global_position\n\t\tdraw_line(Vector2.ZERO, to_cover, color_to_cover, 1.5)\n\t\t# Draw small circle at cover position\n\t\tdraw_circle(to_cover, 8.0, color_to_cover)\n\n\t# Draw line to clear shot target if seeking clear shot\n\tif _seeking_clear_shot and _clear_shot_target != Vector2.ZERO:\n\t\tvar to_target := _clear_shot_target - global_position\n\t\tdraw_line(Vector2.ZERO, to_target, color_clear_shot, 2.0)\n\t\t# Draw triangle at target position\n\t\tvar target_pos := to_target\n\t\tdraw_line(target_pos + Vector2(-6, 6), target_pos + Vector2(6, 6), color_clear_shot, 2.0)\n\t\tdraw_line(target_pos + Vector2(6, 6), target_pos + Vector2(0, -8), color_clear_shot, 2.0)\n\t\tdraw_line(target_pos + Vector2(0, -8), target_pos + Vector2(-6, 6), color_clear_shot, 2.0)\n\n\t# Draw line to pursuit cover if pursuing\n\tif _current_state == AIState.PURSUING and _has_pursuit_cover:\n\t\tvar to_pursuit := _pursuit_next_cover - global_position\n\t\tdraw_line(Vector2.ZERO, to_pursuit, color_pursuit, 2.0)\n\t\tdraw_circle(to_pursuit, 8.0, color_pursuit)\n\n\t# Draw line to flank target if flanking\n\tif _current_state == AIState.FLANKING:\n\t\tif _has_flank_cover:\n\t\t\tvar to_flank_cover := _flank_next_cover - global_position\n\t\t\tdraw_line(Vector2.ZERO, to_flank_cover, color_flank, 2.0)\n\t\t\tdraw_circle(to_flank_cover, 8.0, color_flank)\n\t\telif _flank_target != Vector2.ZERO:\n\t\t\tvar to_flank := _flank_target - global_position\n\t\t\tdraw_line(Vector2.ZERO, to_flank, color_flank, 1.5)\n\t\t\t# Draw diamond at flank target\n\t\t\tvar flank_pos := to_flank\n\t\t\tdraw_line(flank_pos + Vector2(0, -8), flank_pos + Vector2(8, 0), color_flank, 2.0)\n\t\t\tdraw_line(flank_pos + Vector2(8, 0), flank_pos + Vector2(0, 8), color_flank, 2.0)\n\t\t\tdraw_line(flank_pos + Vector2(0, 8), flank_pos + Vector2(-8, 0), color_flank, 2.0)\n\t\t\tdraw_line(flank_pos + Vector2(-8, 0), flank_pos + Vector2(0, -8), color_flank, 2.0)\n\n\t# Draw suspected position from memory system (Issue #297)\n\t# The circle radius is inversely proportional to confidence (larger = less certain)\n\tif _memory and _memory.has_target():\n\t\tvar to_suspected := _memory.suspected_position - global_position\n\t\t# Color varies from yellow (low confidence) to orange (high confidence)\n\t\tvar confidence_color := Color.YELLOW.lerp(Color.ORANGE_RED, _memory.confidence)\n\t\t# Draw dashed line to suspected position\n\t\tdraw_line(Vector2.ZERO, to_suspected, confidence_color, 1.0)\n\t\t# Draw uncertainty circle - radius is inversely proportional to confidence\n\t\t# At confidence 1.0: radius = 10px (certain)\n\t\t# At confidence 0.1: radius = 100px (uncertain)\n\t\tvar uncertainty_radius := 10.0 + (1.0 - _memory.confidence) * 90.0\n\t\t# Draw circle outline by drawing multiple line segments\n\t\tvar segments := 16\n\t\tfor i in range(segments):\n\t\t\tvar angle1 := (float(i) / segments) * TAU\n\t\t\tvar angle2 := (float(i + 1) / segments) * TAU\n\t\t\tvar p1 := to_suspected + Vector2(cos(angle1), sin(angle1)) * uncertainty_radius\n\t\t\tvar p2 := to_suspected + Vector2(cos(angle2), sin(angle2)) * uncertainty_radius\n\t\t\tdraw_line(p1, p2, confidence_color, 1.5)\n\t\t# Draw small filled circle at center\n\t\tdraw_circle(to_suspected, 5.0, confidence_color)\n\n## Draw FOV cone with obstacle occlusion. Follows model rotation, rays stop at walls.\nfunc _draw_fov_cone(fill_color: Color, edge_color: Color) -> void:\n\tvar half_fov := deg_to_rad(fov_angle / 2.0)\n\tvar global_facing := _enemy_model.global_rotation if _enemy_model else global_rotation\n\tvar local_facing := global_facing - global_rotation # Convert to local space for drawing\n\tvar space_state := get_world_2d().direct_space_state\n\tvar cone_points: PackedVector2Array = [Vector2.ZERO]\n\tvar ray_endpoints: Array[Vector2] = []\n\tfor i in range(33): # 32 segments + 1\n\t\tvar t := float(i) / 32.0\n\t\tvar angle := local_facing - half_fov + t * 2 * half_fov\n\t\tvar ray_dir := Vector2.from_angle(angle)\n\t\tvar global_ray_end := global_position + Vector2.from_angle(global_facing - half_fov + t * 2 * half_fov) * 400.0\n\t\tvar query := PhysicsRayQueryParameters2D.create(global_position, global_ray_end)\n\t\tquery.collision_mask = 0b100\n\t\tquery.exclude = [self]\n\t\tvar result := space_state.intersect_ray(query)\n\t\tvar end_local := ray_dir * (global_position.distance_to(result.position) if not result.is_empty() else 400.0)\n\t\tcone_points.append(end_local)\n\t\tray_endpoints.append(end_local)\n\tdraw_colored_polygon(cone_points, fill_color)\n\tif ray_endpoints.size() > 0:\n\t\tdraw_line(Vector2.ZERO, ray_endpoints[0], edge_color, 2.0)\n\t\tdraw_line(Vector2.ZERO, ray_endpoints[ray_endpoints.size() - 1], edge_color, 2.0)\n\tfor i in range(ray_endpoints.size() - 1):\n\t\tdraw_line(ray_endpoints[i], ray_endpoints[i + 1], edge_color, 1.5)\n\n## Check if player is distracted (aim >23° away from this enemy). Used for priority attacks.\nfunc _is_player_distracted() -> bool:\n\tif not _can_see_player or _player == null:\n\t\treturn false\n\tvar player_viewport: Viewport = _player.get_viewport()\n\tif player_viewport == null:\n\t\treturn false\n\tvar player_pos := _player.global_position\n\tvar mouse_pos := player_viewport.get_mouse_position()\n\tvar global_mouse_pos := player_viewport.get_canvas_transform().affine_inverse() * mouse_pos\n\tvar dir_to_enemy := (global_position - player_pos).normalized()\n\tvar aim_direction := (global_mouse_pos - player_pos).normalized()\n\tvar angle := acos(clampf(dir_to_enemy.dot(aim_direction), -1.0, 1.0))\n\tvar is_distracted := angle > PLAYER_DISTRACTION_ANGLE\n\tif is_distracted:\n\t\t_log_debug(\"Player distracted: aim angle %.1f° > %.1f° threshold\" % [rad_to_deg(angle), rad_to_deg(PLAYER_DISTRACTION_ANGLE)])\n\treturn is_distracted\n\n## Set a navigation target and get the direction to follow the path.\n## Uses NavigationAgent2D for proper pathfinding around obstacles.\n## Returns the direction to move, or Vector2.ZERO if navigation is not available.\nfunc _get_nav_direction_to(target_pos: Vector2) -> Vector2:\n\tif _nav_agent == null:\n\t\t# Fall back to direct movement if no navigation agent\n\t\treturn (target_pos - global_position).normalized()\n\n\t# Set the target for navigation\n\t_nav_agent.target_position = target_pos\n\n\t# Check if navigation is finished\n\tif _nav_agent.is_navigation_finished():\n\t\treturn Vector2.ZERO\n\n\t# Get the next position in the path\n\tvar next_pos: Vector2 = _nav_agent.get_next_path_position()\n\n\t# Calculate direction to next path position\n\tvar direction: Vector2 = (next_pos - global_position).normalized()\n\treturn direction\n\n## Move toward a target position using NavigationAgent2D pathfinding.\n## This is the primary movement function that should be used instead of direct velocity assignment.\n## Returns true if movement was applied, false if target was reached or navigation unavailable.\nfunc _move_to_target_nav(target_pos: Vector2, speed: float) -> bool:\n\tvar direction: Vector2 = _get_nav_direction_to(target_pos)\n\n\tif direction == Vector2.ZERO:\n\t\tvelocity = Vector2.ZERO\n\t\treturn false\n\n\t# Apply additional wall avoidance on top of navigation path for tight corners\n\tdirection = _apply_wall_avoidance(direction)\n\n\tvelocity = direction * speed\n\trotation = direction.angle()\n\treturn true\n\n## Check if the navigation agent has a valid path to the target.\nfunc _has_nav_path_to(target_pos: Vector2) -> bool:\n\tif _nav_agent == null:\n\t\treturn false\n\n\t_nav_agent.target_position = target_pos\n\treturn not _nav_agent.is_navigation_finished()\n\n## Get distance to target along the navigation path (more accurate than straight-line).\nfunc _get_nav_path_distance(target_pos: Vector2) -> float:\n\tif _nav_agent == null:\n\t\treturn global_position.distance_to(target_pos)\n\n\t_nav_agent.target_position = target_pos\n\treturn _nav_agent.distance_to_target()\n\n# Status Effects (Blindness, Stun)\n\nfunc set_blinded(blinded: bool) -> void:\n\tvar was := _is_blinded\n\t_is_blinded = blinded\n\tif blinded and not was:\n\t\t_log_to_file(\"Status: BLINDED applied\")\n\t\t_can_see_player = false; _continuous_visibility_timer = 0.0\n\telif not blinded and was:\n\t\t_log_to_file(\"Status: BLINDED removed\")\n\nfunc set_stunned(stunned: bool) -> void:\n\tvar was := _is_stunned\n\t_is_stunned = stunned\n\tif stunned and not was:\n\t\t_log_to_file(\"Status: STUNNED applied\")\n\t\tvelocity = Vector2.ZERO\n\telif not stunned and was:\n\t\t_log_to_file(\"Status: STUNNED removed\")\n\nfunc is_blinded() -> bool: return _is_blinded\nfunc is_stunned() -> bool: return _is_stunned\n\n\n## Apply flashbang effect (Issue #432). Called by C# GrenadeTimer.\nfunc apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n\t_log_to_file(\"Flashbang: blind=%.1fs, stun=%.1fs\" % [blindness_duration, stun_duration])\n\tif blindness_duration > 0.0: _blindness_timer = maxf(_blindness_timer, blindness_duration); set_blinded(true)\n\tif stun_duration > 0.0: _stun_timer = maxf(_stun_timer, stun_duration); set_stunned(true)\n\n## Update flashbang timers (Issue #432). Called from _physics_process.\nfunc _update_flashbang_timers(delta: float) -> void:\n\tif _blindness_timer > 0.0:\n\t\t_blindness_timer -= delta\n\t\tif _blindness_timer <= 0.0: _blindness_timer = 0.0; set_blinded(false)\n\tif _stun_timer > 0.0:\n\t\t_stun_timer -= delta\n\t\tif _stun_timer <= 0.0: _stun_timer = 0.0; set_stunned(false)\n\n\n# Grenade System (Issue #363) - Component-based (extracted for Issue #377)\n\n## Setup the grenade component. Called from _ready().\nfunc _setup_grenade_component() -> void:\n\tif not enable_grenade_throwing:\n\t\treturn\n\n\t_grenade_component = EnemyGrenadeComponent.new()\n\t_grenade_component.name = \"GrenadeComponent\"\n\t_grenade_component.grenade_count = grenade_count\n\t_grenade_component.grenade_scene = grenade_scene\n\t_grenade_component.enabled = enable_grenade_throwing\n\t_grenade_component.throw_cooldown = grenade_throw_cooldown\n\t_grenade_component.max_throw_distance = grenade_max_throw_distance\n\t_grenade_component.min_throw_distance = grenade_min_throw_distance\n\t_grenade_component.safety_margin = grenade_safety_margin\n\t_grenade_component.inaccuracy = grenade_inaccuracy\n\t_grenade_component.throw_delay = grenade_throw_delay\n\t_grenade_component.debug_logging = grenade_debug_logging\n\tadd_child(_grenade_component)\n\t_grenade_component.initialize()\n\nfunc _update_grenade_triggers(delta: float) -> void:\n\tif _grenade_component == null: return\n\t_grenade_component.update(delta, _can_see_player, _under_fire, _player, _current_health, _memory)\n\t_update_grenade_world_state()\n\nfunc _on_gunshot_heard_for_grenade(position: Vector2) -> void:\n\tif _grenade_component: _grenade_component.on_gunshot(position)\n\nfunc _on_vulnerable_sound_heard_for_grenade(position: Vector2) -> void:\n\tif _grenade_component: _grenade_component.on_vulnerable_sound(position, _can_see_player)\n\n## Called when ally dies. Handles grenade awareness (#407) and death observation (#409).\nfunc on_ally_died(ally_position: Vector2, killer_is_player: bool, hit_direction: Vector2 = Vector2.ZERO) -> void:\n\tif _grenade_component: _grenade_component.on_ally_died(ally_position, killer_is_player, _is_position_in_fov(ally_position) and _can_see_position(ally_position))\n\tif not _is_alive: return\n\tif _current_state in [AIState.COMBAT, AIState.SUPPRESSED, AIState.RETREATING]: return\n\tvar distance := global_position.distance_to(ally_position)\n\tif distance > ALLY_DEATH_OBSERVE_RANGE or not _is_position_in_fov(ally_position) or not _can_see_position(ally_position): return\n\t_calculate_suspected_directions(ally_position, hit_direction)\n\t_witnessed_ally_death = true; _goap_world_state[\"witnessed_ally_death\"] = true\n\tif hit_direction != Vector2.ZERO and _memory:\n\t\tvar susp_dir := -hit_direction.normalized()\n\t\t_memory.update_position(ally_position + susp_dir * 200.0, ALLY_DEATH_CONFIDENCE)\n\t_log_to_file(\"[AllyDeath] Witnessed at %s, entering SEARCHING\" % ally_position)\n\t_transition_to_searching(ally_position)\n\n## Calculate suspected directions from bullet hit direction (Issue #409).\nfunc _calculate_suspected_directions(death_position: Vector2, hit_direction: Vector2) -> void:\n\t_suspected_directions.clear()\n\tif hit_direction == Vector2.ZERO:\n\t\t_suspected_directions.append((global_position - death_position).normalized()); return\n\tvar primary := -hit_direction.normalized()\n\t_suspected_directions.append(primary)\n\t_suspected_directions.append(Vector2(-primary.y, primary.x)) # perp left\n\t_suspected_directions.append(Vector2(primary.y, -primary.x)) # perp right\n\nfunc _can_see_position(pos: Vector2) -> bool:\n\tif _raycast == null: return false\n\tvar orig := _raycast.target_position\n\t_raycast.target_position = pos - global_position\n\t_raycast.force_raycast_update()\n\tvar result := not _raycast.is_colliding()\n\t_raycast.target_position = orig\n\treturn result\n\nfunc _update_grenade_world_state() -> void:\n\tif _grenade_component == null:\n\t\t_goap_world_state[\"has_grenades\"] = false; _goap_world_state[\"grenades_remaining\"] = 0\n\t\t_goap_world_state[\"ready_to_throw_grenade\"] = false; return\n\t_goap_world_state[\"has_grenades\"] = _grenade_component.grenades_remaining > 0\n\t_goap_world_state[\"grenades_remaining\"] = _grenade_component.grenades_remaining\n\t_goap_world_state[\"ready_to_throw_grenade\"] = _grenade_component.is_ready(_can_see_player, _under_fire, _current_health)\n\n## Attempt to throw a grenade. Returns true if throw was initiated.\nfunc try_throw_grenade() -> bool:\n\tif _grenade_component == null: return false\n\tvar mem_pos := _memory.suspected_position if _memory and _memory.has_target() else _last_known_player_position\n\tvar tgt := _grenade_component.get_target(_can_see_player, _under_fire, _current_health, _player, _last_known_player_position, mem_pos)\n\tif tgt == Vector2.ZERO: return false\n\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n\tif result: grenade_thrown.emit(null, tgt)\n\treturn result\n\n# Grenade Avoidance (Issue #407) - uses GrenadeAvoidanceComponent\n\nfunc _setup_grenade_avoidance() -> void:\n\t_grenade_avoidance = GrenadeAvoidanceComponent.new()\n\t_grenade_avoidance.name = \"GrenadeAvoidance\"\n\tadd_child(_grenade_avoidance)\n\t# Issue #426: Pass raycast for LOS check (enemies only react to visible grenades)\n\tif _raycast: _grenade_avoidance.set_raycast(_raycast)\n\t# Issue #426: Pass FOV params (enemies only react to grenades in vision cone)\n\tif _enemy_model: _grenade_avoidance.set_fov_parameters(_enemy_model, fov_angle, fov_enabled)\n\nfunc _update_grenade_danger_detection() -> void:\n\tif _grenade_avoidance: _grenade_avoidance.update()\n\nfunc _calculate_grenade_evasion_target() -> void:\n\tif _grenade_avoidance: _grenade_avoidance.calculate_evasion_target(_nav_agent)\n\n## Get the number of grenades remaining.\nfunc get_grenades_remaining() -> int:\n\tif _grenade_component:\n\t\treturn _grenade_component.grenades_remaining\n\treturn 0\n\nfunc add_grenades(count: int) -> void:\n\tif _grenade_component: _grenade_component.add_grenades(count)\n\n## Setup machete melee component (Issue #579).\nfunc _setup_machete_component() -> void:\n\tif not _is_melee_weapon: return\n\t_machete = MacheteComponent.new(); _machete.name = \"MacheteComponent\"; _machete.debug_logging = debug_logging\n\t_machete.configure_from_weapon_config(WeaponConfigComponent.get_config(weapon_type)); add_child(_machete)\n\t_current_ammo = 0; _reserve_ammo = 0; _is_reloading = false\n\tfull_health_color = Color(0.7, 0.15, 0.15, 1.0); _update_health_visual()\n\n## Apply machete attack animation to weapon mount and arms (Issue #595).\nfunc _apply_machete_attack_animation() -> void:\n\tif not _is_melee_weapon or _machete == null: return\n\tif _weapon_mount: _weapon_mount.rotation = _machete.get_weapon_rotation() if _machete.is_attacking() else 0.0\n\tif _machete.is_attacking() and _right_arm_sprite: _right_arm_sprite.position.x += _machete.get_arm_offset()\n\n## Connect CasingPusher Area2D signals (Issue #438, same pattern as player Issue #392).\nfunc _connect_casing_pusher_signals() -> void:\n\tif _casing_pusher == null: return\n\tif not _casing_pusher.body_entered.is_connected(_on_casing_pusher_body_entered):\n\t\t_casing_pusher.body_entered.connect(_on_casing_pusher_body_entered)\n\tif not _casing_pusher.body_exited.is_connected(_on_casing_pusher_body_exited):\n\t\t_casing_pusher.body_exited.connect(_on_casing_pusher_body_exited)\n\nfunc _on_casing_pusher_body_entered(body: Node2D) -> void:\n\tif body is RigidBody2D and body.has_method(\"receive_kick\") and body not in _overlapping_casings:\n\t\t_overlapping_casings.append(body)\n\nfunc _on_casing_pusher_body_exited(body: Node2D) -> void:\n\tif body is RigidBody2D:\n\t\tvar idx := _overlapping_casings.find(body)\n\t\tif idx >= 0: _overlapping_casings.remove_at(idx)\n",
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" ## Whether the last hit that killed this enemy was from a bullet that penetrated a wall.",
" var _killed_by_penetration: bool = false",
" ",
"-## [Status Effects] Blinded (cannot see player), Stunned (cannot move/act)",
"+## [Status Effects] Component handles blindness and stun (Issue #432, #328)",
"+var _flashbang_status: FlashbangStatusComponent = null",
" var _is_blinded: bool = false",
" var _is_stunned: bool = false",
"-var _blindness_timer: float = 0.0 ## [Issue #432] Flashbang effect timer",
"-var _stun_timer: float = 0.0 ## [Issue #432] Flashbang effect timer",
" ",
" ## [Grenade Avoidance - Issue #407] Component handles avoidance logic",
" var _grenade_avoidance: GrenadeAvoidanceComponent = null"
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"originalFile": "extends CharacterBody2D\n## Enemy AI with tactical behaviors: patrol, guard, cover, flanking, GOAP.\n\n## AI States for tactical behavior.\nenum AIState {\n\tIDLE, ## Default idle state (patrol or guard)\n\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n\tSEEKING_COVER, ## Moving to cover position\n\tIN_COVER, ## Taking cover from player fire\n\tFLANKING, ## Attempting to flank the player\n\tSUPPRESSED, ## Under fire, staying in cover\n\tRETREATING, ## Retreating to cover while possibly shooting\n\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n\tSEARCHING, ## Methodically searching area where player was last seen (Issue #322)\n\tEVADING_GRENADE ## Fleeing from grenade danger zone (Issue #407)\n}\n\n## Retreat behavior modes based on damage taken.\nenum RetreatMode {\n\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n}\n\n## Behavior modes for the enemy.\nenum BehaviorMode {\n\tPATROL, ## Moves between patrol points\n\tGUARD ## Stands in one place\n}\n\n## Weapon types: RIFLE (M16), SHOTGUN (slow/powerful), UZI (fast SMG), MACHETE (melee, Issue #579).\nenum WeaponType { RIFLE, SHOTGUN, UZI, MACHETE }\n\n@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD ## Current behavior mode.\n@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\n@export var combat_move_speed: float = 320.0 ## Combat movement speed (flanking/cover).\n@export var rotation_speed: float = 25.0 ## Rotation speed (rad/s, 25 for aim-before-shoot #254).\n@export var detection_range: float = 0.0 ## Detection range (0=unlimited, line-of-sight only).\n@export var fov_angle: float = 100.0 ## FOV angle (deg). 0/negative = 360°. Default 100° per #66.\n@export var fov_enabled: bool = true ## FOV enabled (combined with ExperimentalSettings).\n@export var shoot_cooldown: float = 0.1 ## Time between shots (0.1s = 10 rounds/sec).\n@export var bullet_scene: PackedScene ## Bullet scene to instantiate when shooting.\n@export var casing_scene: PackedScene ## Casing scene for ejected bullet casings.\n@export var bullet_spawn_offset: float = 30.0 ## Offset from center for bullet spawn.\n@export var weapon_loudness: float = 1469.0 ## Weapon loudness for alerting enemies.\n@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)] ## Patrol points.\n@export var patrol_wait_time: float = 1.5 ## Wait time at each patrol point (seconds).\n@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0) ## Color at full health.\n@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0) ## Color at low health.\n@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0) ## Color to flash when hit.\n@export var hit_flash_duration: float = 0.1 ## Hit flash duration (seconds).\n@export var destroy_on_death: bool = false ## Destroy enemy after death.\n@export var respawn_delay: float = 2.0 ## Delay before respawn/destroy (seconds).\n\n@export var min_health: int = 2 ## Minimum random health.\n@export var max_health: int = 4 ## Maximum random health.\n@export var threat_sphere_radius: float = 100.0 ## Bullets within radius trigger suppression.\n@export var suppression_cooldown: float = 2.0 ## Time suppressed after bullets leave.\n@export var threat_reaction_delay: float = 0.2 ## Delay before reacting to threats.\n@export var flank_angle: float = PI / 3.0 ## Flank angle from player facing (60 deg).\n@export var flank_distance: float = 200.0 ## Distance to maintain while flanking.\n@export var enable_flanking: bool = true ## Enable flanking behavior.\n@export var enable_cover: bool = true ## Enable cover behavior.\n@export var debug_logging: bool = false ## Enable debug logging.\n@export var debug_label_enabled: bool = false ## Enable debug label above enemy.\n@export var enable_friendly_fire_avoidance: bool = true ## Don't shoot if allies in way.\n@export var enable_lead_prediction: bool = true ## Shoot ahead of moving targets.\n@export var bullet_speed: float = 2500.0 ## Bullet speed for lead prediction.\n@export var magazine_size: int = 30 ## Bullets per magazine.\n@export var total_magazines: int = 5 ## Number of magazines carried.\n\n## Ammunition system - time to reload in seconds.\n@export var reload_time: float = 3.0\n\n## Delay between spotting player and shooting (gives reaction time).\n@export var detection_delay: float = 0.2\n## Min visibility time before enabling lead prediction.\n@export var lead_prediction_delay: float = 0.3\n## Min visibility ratio (0-1) for lead prediction (prevents pre-firing at cover edges).\n@export var lead_prediction_visibility_threshold: float = 0.6\n\n## Walking animation speed multiplier - higher = faster leg cycle.\n@export var walk_anim_speed: float = 12.0\n\n## Walking animation intensity - higher = more pronounced movement.\n@export var walk_anim_intensity: float = 1.0\n\n## Scale multiplier for enemy model (1.3 matches player size).\n@export var enemy_model_scale: float = 1.3\n\n# Grenade System Configuration (Issue #363, #375)\n@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n@export var grenade_scene: PackedScene ## Grenade scene to throw\n@export var enable_grenade_throwing: bool = true ## Enable grenade throwing\n@export var grenade_throw_cooldown: float = 15.0 ## Cooldown between throws (sec)\n@export var grenade_max_throw_distance: float = 600.0 ## Max throw distance (px)\n@export var grenade_min_throw_distance: float = 275.0 ## Min safe distance (blast_radius:225 + margin:50, Issue #375)\n@export var grenade_safety_margin: float = 50.0 ## Safety margin added to blast radius (Issue #375)\n@export var grenade_inaccuracy: float = 0.15 ## Throw inaccuracy (radians)\n@export var grenade_throw_delay: float = 0.4 ## Delay before throw (sec)\n@export var grenade_debug_logging: bool = false ## Grenade debug logging\n\nsignal hit ## Enemy hit\nsignal died ## Enemy died\nsignal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) ## Death with kill info\nsignal state_changed(new_state: AIState) ## AI state changed\nsignal ammo_changed(current_ammo: int, reserve_ammo: int) ## Ammo changed\nsignal reload_started ## Reload started\nsignal reload_finished ## Reload finished\nsignal ammo_depleted ## All ammo depleted\nsignal death_animation_completed ## Death animation done\nsignal grenade_thrown(grenade: Node, target_position: Vector2) ## Grenade thrown (Issue #363)\n\nconst PLAYER_DISTRACTION_ANGLE: float = 0.4014 ## ~23° - player distracted threshold\nconst AIM_TOLERANCE_DOT: float = 0.866 ## cos(30°) - aim tolerance (issue #254/#264)\n\n@onready var _enemy_model: Node2D = $EnemyModel ## Model node with all sprites\n@onready var _body_sprite: Sprite2D = $EnemyModel/Body ## Body sprite\n@onready var _head_sprite: Sprite2D = $EnemyModel/Head ## Head sprite\n@onready var _left_arm_sprite: Sprite2D = $EnemyModel/LeftArm ## Left arm sprite\n@onready var _right_arm_sprite: Sprite2D = $EnemyModel/RightArm ## Right arm sprite\n@onready var _weapon_sprite: Sprite2D = $EnemyModel/WeaponMount/WeaponSprite ## Weapon sprite\n@onready var _weapon_mount: Node2D = $EnemyModel/WeaponMount ## Weapon mount\n@onready var _raycast: RayCast2D = $RayCast2D ## Line of sight raycast\n@onready var _debug_label: Label = $DebugLabel ## Debug state label\n@onready var _nav_agent: NavigationAgent2D = $NavigationAgent2D ## Pathfinding\n\n## HitArea for bullet collision detection (disabled on death).\n@onready var _hit_area: Area2D = $HitArea\n@onready var _hit_collision_shape: CollisionShape2D = $HitArea/HitCollisionShape ## Collision on death\n@onready var _casing_pusher: Area2D = $CasingPusher ## Casing pusher Area2D (Issue #438)\nvar _original_hit_area_layer: int = 0 ## Original collision layer (restore on respawn)\nvar _original_hit_area_mask: int = 0\nvar _overlapping_casings: Array[RigidBody2D] = [] ## Casings in CasingPusher (Issue #438)\n\nvar _walk_anim_time: float = 0.0 ## Walking animation accumulator\nvar _is_walking: bool = false ## Currently walking (for anim)\nvar _target_model_rotation: float = 0.0 ## Target rotation for smooth interpolation\nvar _model_facing_left: bool = false ## Model flipped for left-facing direction\nconst MODEL_ROTATION_SPEED: float = 3.0 ## Max model rotation speed (3.0 rad/s = 172 deg/s)\nvar _idle_scan_timer: float = 0.0 ## IDLE scanning state for GUARD enemies\nvar _idle_scan_target_index: int = 0\nvar _idle_scan_targets: Array[float] = []\nconst IDLE_SCAN_INTERVAL: float = 10.0\nvar _base_body_pos: Vector2 = Vector2.ZERO ## Base positions for animation\nvar _base_head_pos: Vector2 = Vector2.ZERO\nvar _base_left_arm_pos: Vector2 = Vector2.ZERO\nvar _base_right_arm_pos: Vector2 = Vector2.ZERO\nvar _wall_raycasts: Array[RayCast2D] = [] ## Wall detection raycasts\nconst WALL_CHECK_DISTANCE: float = 60.0 ## Wall check distance\nconst WALL_CHECK_COUNT: int = 8 ## Number of wall raycasts\nconst WALL_AVOIDANCE_MIN_WEIGHT: float = 0.7 ## Min avoidance (close)\nconst WALL_AVOIDANCE_MAX_WEIGHT: float = 0.3 ## Max avoidance (far)\nconst WALL_SLIDE_DISTANCE: float = 30.0 ## Wall slide threshold\nvar _cover_raycasts: Array[RayCast2D] = [] ## Cover detection raycasts\nconst COVER_CHECK_COUNT: int = 16 ## Number of cover raycasts\nconst COVER_CHECK_DISTANCE: float = 300.0 ## Cover check distance\nvar _current_health: int = 0 ## Current health\nvar _max_health: int = 0 ## Max health (set at spawn)\nvar _is_alive: bool = true ## Is alive\nvar _player: Node2D = null ## Player reference\nvar _shoot_timer: float = 0.0 ## Time since last shot\nvar _current_ammo: int = 0 ## Ammo in magazine\nvar _reserve_ammo: int = 0 ## Reserve ammo\nvar _is_reloading: bool = false ## Currently reloading\nvar _reload_timer: float = 0.0 ## Reload progress\n## Weapon configuration for player-like weapons (Issue #417 PR feedback).\nvar _is_shotgun_weapon: bool = false ## Whether weapon fires multiple pellets\nvar _pellet_count_min: int = 1 ## Minimum pellets per shot (for shotgun)\nvar _pellet_count_max: int = 1 ## Maximum pellets per shot (for shotgun)\nvar _spread_angle: float = 0.0 ## Spread angle in degrees (for shotgun)\nvar _spread_threshold: int = 3; var _initial_spread: float = 0.5; var _spread_increment: float = 0.6; var _max_spread: float = 4.0; var _spread_reset_time: float = 0.25; var _shot_count: int = 0; var _spread_timer: float = 0.0 ## Issue #516: progressive spread\nvar _caliber_data: Resource = null ## Caliber data for casings\nvar _patrol_points: Array[Vector2] = [] ## Patrol state\nvar _current_patrol_index: int = 0\nvar _is_waiting_at_patrol_point: bool = false\nvar _patrol_wait_timer: float = 0.0\nvar _corner_check_angle: float = 0.0 ## Angle to look toward when checking a corner\nvar _corner_check_timer: float = 0.0 ## Timer for corner check duration\nvar _last_rotation_reason: String = \"\" ## Issue #397 debug: track rotation priority changes\nconst CORNER_CHECK_DURATION: float = 0.3 ## How long to look at a corner (seconds)\nconst CORNER_CHECK_DISTANCE: float = 150.0 ## Max distance to detect openings\nvar _initial_position: Vector2\nvar _can_see_player: bool = false ## Can see player\nvar _current_state: AIState = AIState.IDLE ## AI state\nvar _cover_position: Vector2 = Vector2.ZERO ## Cover position\nvar _has_valid_cover: bool = false ## Has valid cover\nvar _suppression_timer: float = 0.0 ## Suppression cooldown\nvar _under_fire: bool = false ## Under fire (bullets in threat sphere)\n\n## Flank target position.\nvar _flank_target: Vector2 = Vector2.ZERO\n\n## Threat sphere Area2D for detecting nearby bullets.\nvar _threat_sphere: Area2D = null\n\n## Bullets currently in threat sphere.\nvar _bullets_in_threat_sphere: Array = []\n\n## Timer for threat reaction delay - time since first bullet entered threat sphere.\nvar _threat_reaction_timer: float = 0.0\n\n## Whether the threat reaction delay has elapsed (enemy can react to bullets).\nvar _threat_reaction_delay_elapsed: bool = false\n\n## Memory timer for bullets that passed through threat sphere (allows reaction after fast bullets exit).\nvar _threat_memory_timer: float = 0.0\n## Duration to remember bullet passage (longer than reaction delay for complete reaction).\nconst THREAT_MEMORY_DURATION: float = 0.5\n\n## Current retreat mode determined by damage taken.\nvar _retreat_mode: RetreatMode = RetreatMode.FULL_HP\n\n## Hits taken this retreat/combat encounter. Resets on IDLE or retreat completion.\nvar _hits_taken_in_encounter: int = 0\n\nvar _retreat_turn_timer: float = 0.0 ## Periodic cover turn timer\nconst RETREAT_TURN_DURATION: float = 0.8 ## Duration to face cover (sec)\nconst RETREAT_TURN_INTERVAL: float = 1.5 ## Turn interval (sec)\nvar _retreat_turning_to_cover: bool = false ## In turn-to-cover phase\nvar _retreat_burst_remaining: int = 0 ## ONE_HIT burst counter\nvar _retreat_burst_timer: float = 0.0 ## Burst cooldown timer\nconst RETREAT_BURST_COOLDOWN: float = 0.06 ## Burst shot interval (sec)\nvar _retreat_burst_complete: bool = false ## Burst phase done\nconst RETREAT_INACCURACY_SPREAD: float = 0.15 ## Retreat accuracy penalty\nconst RETREAT_BURST_ARC: float = 0.4 ## ONE_HIT burst arc (rad)\nvar _retreat_burst_angle_offset: float = 0.0 ## Current burst angle offset\nvar _in_alarm_mode: bool = false ## Suppressed/retreating alarm mode\nvar _cover_burst_pending: bool = false ## Fire cover burst when leaving cover\nvar _combat_shoot_timer: float = 0.0 ## Exposed shooting timer (Combat Cover Cycling)\nvar _combat_shoot_duration: float = 2.5 ## Shoot duration out of cover\nvar _combat_exposed: bool = false ## In exposed shooting phase\nvar _combat_approaching: bool = false ## Approaching player phase\nvar _combat_approach_timer: float = 0.0 ## Approach phase timer\nvar _combat_state_timer: float = 0.0 ## Total COMBAT time this cycle\nconst COMBAT_APPROACH_MAX_TIME: float = 2.0 ## Max approach time (sec)\nconst COMBAT_DIRECT_CONTACT_DISTANCE: float = 250.0 ## Close enough to shoot\nconst COMBAT_MIN_DURATION_BEFORE_PURSUE: float = 0.5 ## Min COMBAT before PURSUING\nvar _pursuit_cover_wait_timer: float = 0.0 ## Cover wait timer (Pursuit State)\nconst PURSUIT_COVER_WAIT_DURATION: float = 1.5 ## Wait at cover (sec)\nvar _pursuit_next_cover: Vector2 = Vector2.ZERO ## Next cover position\nvar _has_pursuit_cover: bool = false ## Has valid pursuit cover\nvar _current_cover_obstacle: Object = null ## Current cover obstacle\nvar _pursuit_approaching: bool = false ## Approaching with no cover\nvar _pursuit_approach_timer: float = 0.0 ## Approach phase timer\nvar _pursuing_state_timer: float = 0.0 ## Total PURSUING time\nconst PURSUIT_APPROACH_MAX_TIME: float = 3.0 ## Max approach time (sec)\nconst PURSUING_MIN_DURATION_BEFORE_COMBAT: float = 0.3 ## Min before COMBAT\nconst PURSUIT_MIN_PROGRESS_FRACTION: float = 0.10 ## Min progress fraction\nconst PURSUIT_SAME_OBSTACLE_PENALTY: float = 4.0 ## Penalty for same cover\nvar _flank_cover_wait_timer: float = 0.0 ## Wait at cover timer (Flanking State)\nconst FLANK_COVER_WAIT_DURATION: float = 0.8 ## Cover wait time (sec)\nvar _flank_next_cover: Vector2 = Vector2.ZERO ## Next cover position\nvar _has_flank_cover: bool = false ## Has valid flank cover\nvar _flank_side: float = 1.0 ## Flank side (1=right, -1=left)\nvar _flank_side_initialized: bool = false ## Flank side set\nvar _flank_state_timer: float = 0.0 ## Total flanking time\nconst FLANK_STATE_MAX_TIME: float = 5.0 ## Max flanking time (sec)\nvar _flank_last_position: Vector2 = Vector2.ZERO ## Last pos for progress\nvar _flank_stuck_timer: float = 0.0 ## Stuck check timer\nconst FLANK_STUCK_MAX_TIME: float = 2.0 ## Max time without progress\nconst FLANK_PROGRESS_THRESHOLD: float = 10.0 ## Min progress distance\nvar _flank_fail_count: int = 0 ## Consecutive flank failures\nconst FLANK_FAIL_MAX_COUNT: int = 2 ## Max failures before cooldown\nvar _flank_cooldown_timer: float = 0.0 ## Cooldown after failures\nconst FLANK_COOLDOWN_DURATION: float = 5.0 ## Failure cooldown (sec)\nvar _global_stuck_timer: float = 0.0 ## Stuck timer (Issue #367: Global stuck detection)\nvar _global_stuck_last_position: Vector2 = Vector2.ZERO ## Last position\nconst GLOBAL_STUCK_MAX_TIME: float = 4.0 ## Max stuck time\nconst GLOBAL_STUCK_DISTANCE_THRESHOLD: float = 30.0 ## Min move distance\nvar _assault_wait_timer: float = 0.0 ## Assault wait timer (Assault State)\nconst ASSAULT_WAIT_DURATION: float = 5.0 ## Pre-assault wait (sec)\nvar _assault_ready: bool = false ## Assault wait complete\nvar _in_assault: bool = false ## In assault\nvar _search_center: Vector2 = Vector2.ZERO ## Search center (Search State - Issue #322)\nvar _search_radius: float = 100.0 ## Current radius\nconst SEARCH_INITIAL_RADIUS: float = 100.0 ## Initial radius\nconst SEARCH_RADIUS_EXPANSION: float = 75.0 ## Radius expansion\nconst SEARCH_MAX_RADIUS: float = 2000.0 ## Max radius before relocating center (Issue #405: search continues indefinitely)\nvar _search_waypoints: Array[Vector2] = [] ## Search waypoints\nvar _search_current_waypoint_index: int = 0 ## Current waypoint index\nvar _search_scan_timer: float = 0.0 ## Timer for scanning at waypoint\nconst SEARCH_SCAN_DURATION: float = 1.0 ## Seconds to scan at each waypoint\nvar _search_state_timer: float = 0.0 ## Total time in SEARCHING state\nconst SEARCH_MAX_DURATION: float = 30.0 ## Max time searching before idle\nvar _search_direction: int = 0 ## Direction: 0=N, 1=E, 2=S, 3=W\nvar _search_leg_length: float = 50.0 ## Current leg length for spiral\nvar _search_legs_completed: int = 0 ## Legs completed in pattern\nconst SEARCH_WAYPOINT_REACHED_DISTANCE: float = 20.0 ## Waypoint reached threshold\nvar _search_moving_to_waypoint: bool = true ## Moving (vs scanning)\nconst SEARCH_WAYPOINT_SPACING: float = 75.0 ## Spacing between waypoints\nvar _search_visited_zones: Dictionary = {} ## Tracks visited positions (key=snapped pos, val=true)\nconst SEARCH_ZONE_SNAP_SIZE: float = 50.0 ## Grid size for snapping positions to zones\nvar _search_stuck_timer: float = 0.0 ## Stuck timer (Issue #354: Stuck detection for SEARCHING)\nvar _search_last_progress_position: Vector2 = Vector2.ZERO ## Last progress pos\nconst SEARCH_STUCK_MAX_TIME: float = 2.0 ## Max stuck time\nconst SEARCH_PROGRESS_THRESHOLD: float = 10.0 ## Min progress distance\nvar _has_left_idle: bool = false ## Issue #330: Never returns to IDLE\nconst CLOSE_COMBAT_DISTANCE: float = 400.0 ## Close combat threshold\nvar _goap_world_state: Dictionary = {} ## GOAP world state\nvar _detection_timer: float = 0.0 ## Combat detection timer\nvar _detection_delay_elapsed: bool = false ## Detection delay done\nvar _continuous_visibility_timer: float = 0.0 ## Continuous visibility timer\nvar _player_visibility_ratio: float = 0.0 ## Player visibility (0-1)\nvar _clear_shot_target: Vector2 = Vector2.ZERO ## Clear shot target (Clear Shot Movement)\nvar _seeking_clear_shot: bool = false ## Moving to clear shot\nvar _clear_shot_timer: float = 0.0 ## Clear shot attempt timer\n\n## Maximum time to spend finding a clear shot before giving up (seconds).\nconst CLEAR_SHOT_MAX_TIME: float = 3.0\n\n## Distance to move when exiting cover to find a clear shot.\nconst CLEAR_SHOT_EXIT_DISTANCE: float = 60.0\n\n## --- Sound-Based Detection ---\n## Last known sound source position (for investigation when player not visible).\nvar _last_known_player_position: Vector2 = Vector2.ZERO\n## Pursuing vulnerability sound (reload/empty click) without line of sight.\nvar _pursuing_vulnerability_sound: bool = false\n\n## [Memory System Issue #297] Tracks suspected player position with confidence (0=none, 1=visual).\n## High(>0.8):direct pursuit, Med(0.5-0.8):cautious approach, Low(<0.5):return to patrol/guard.\nvar _memory: EnemyMemory = null\n\n## Confidence values for different detection sources.\nconst VISUAL_DETECTION_CONFIDENCE: float = 1.0\nconst SOUND_GUNSHOT_CONFIDENCE: float = 0.7\nconst SOUND_RELOAD_CONFIDENCE: float = 0.6\nconst SOUND_EMPTY_CLICK_CONFIDENCE: float = 0.6\nconst INTEL_SHARE_FACTOR: float = 0.9 ## Confidence reduction when sharing intel\n\n## Communication range for enemy-to-enemy information sharing.\n## 660px with direct line of sight, 300px without line of sight.\nconst INTEL_SHARE_RANGE_LOS: float = 660.0\nconst INTEL_SHARE_RANGE_NO_LOS: float = 300.0\n\n## Timer for periodic intel sharing (to avoid per-frame overhead).\nvar _intel_share_timer: float = 0.0\nconst INTEL_SHARE_INTERVAL: float = 0.5 ## Share intel every 0.5 seconds\n\n## Memory reset confusion timer (Issue #318): blocks visibility after teleport.\nvar _memory_reset_confusion_timer: float = 0.0\nconst MEMORY_RESET_CONFUSION_DURATION: float = 2.0 ## Extended to 2s for better player escape window\n\n## [Ally Death Observation Issue #409] Enemy enters SEARCHING when witnessing ally death.\n## Observing enemy estimates player location based on bullet travel direction.\nconst ALLY_DEATH_OBSERVE_RANGE: float = 500.0 ## Max distance to observe ally death (px)\nconst ALLY_DEATH_CONFIDENCE: float = 0.6 ## Medium confidence when observing death\nvar _suspected_directions: Array[Vector2] = [] ## Up to 3 estimated player directions\nvar _witnessed_ally_death: bool = false ## Flag for GOAP action trigger\n\n## [Score Tracking] Whether the last hit that killed this enemy was from a ricocheted bullet.\nvar _killed_by_ricochet: bool = false\n\n## Whether the last hit that killed this enemy was from a bullet that penetrated a wall.\nvar _killed_by_penetration: bool = false\n\n## [Status Effects] Component handles blindness and stun (Issue #432, #328)\nvar _flashbang_status: FlashbangStatusComponent = null\nvar _is_blinded: bool = false\nvar _is_stunned: bool = false\n\n## [Grenade Avoidance - Issue #407] Component handles avoidance logic\nvar _grenade_avoidance: GrenadeAvoidanceComponent = null\nvar _grenade_evasion_timer: float = 0.0 ## Timer for evasion to prevent stuck\n\n## Maximum time to spend evading before giving up (seconds).\nconst GRENADE_EVASION_MAX_TIME: float = 4.0\n\n## State to return to after grenade evasion completes.\nvar _pre_evasion_state: AIState = AIState.IDLE\n\nvar _prediction: PlayerPredictionComponent = null ## [Issue #298] Player position prediction.\nvar _was_player_visible: bool = false ## [Issue #298] Tracks sight-loss transitions.\n\n## [Issue #574] Flashlight detection component — detects player flashlight beam.\nvar _flashlight_detection: FlashlightDetectionComponent = null\n\n## Last hit direction (used for death animation).\nvar _last_hit_direction: Vector2 = Vector2.RIGHT\n\n## Death animation component reference.\nvar _death_animation: Node = null\n\n## Grenade component for handling grenade throwing (extracted for Issue #377 CI fix).\nvar _grenade_component: EnemyGrenadeComponent = null\n\nvar _machete: MacheteComponent = null ## Machete melee component (Issue #579).\nvar _is_melee_weapon: bool = false ## Whether this enemy uses melee weapon.\n\n## Note: DeathAnimationComponent, EnemyGrenadeComponent, MacheteComponent are available via class_name declarations.\n\nfunc _ready() -> void:\n\t# Add to enemies group for grenade targeting\n\tadd_to_group(\"enemies\")\n\n\t# Configure weapon parameters based on weapon type (before ammo init)\n\t_configure_weapon_type()\n\t_initial_position = global_position\n\t_initialize_health()\n\t_initialize_ammo()\n\t_update_health_visual()\n\t_setup_patrol_points()\n\t_find_player()\n\t_setup_wall_detection()\n\t_setup_cover_detection()\n\t_setup_threat_sphere()\n\t_initialize_goap_state()\n\t_initialize_memory()\n\t_connect_debug_mode_signal()\n\t_update_debug_label()\n\t_register_sound_listener()\n\t_setup_grenade_component()\n\t_setup_grenade_avoidance()\n\t_setup_machete_component() # Issue #579\n\t_connect_casing_pusher_signals() # Issue #438\n\tif _is_melee_weapon and _weapon_sprite: _weapon_sprite.visible = true # Issue #595: show machete\n\t# Store original collision layers for HitArea (to restore on respawn)\n\tif _hit_area:\n\t\t_original_hit_area_layer = _hit_area.collision_layer\n\t\t_original_hit_area_mask = _hit_area.collision_mask\n\n\t# Log that this enemy is ready (use call_deferred to ensure FileLogger is loaded)\n\tcall_deferred(\"_log_spawn_info\")\n\n\t# Preload bullet scene if not set in inspector\n\tif bullet_scene == null:\n\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n\n\t# Preload casing scene if not set in inspector\n\tif casing_scene == null:\n\t\tcasing_scene = preload(\"res://scenes/effects/Casing.tscn\")\n\n\t# Initialize walking animation base positions\n\tif _body_sprite:\n\t\t_base_body_pos = _body_sprite.position\n\tif _head_sprite:\n\t\t_base_head_pos = _head_sprite.position\n\tif _left_arm_sprite:\n\t\t_base_left_arm_pos = _left_arm_sprite.position\n\tif _right_arm_sprite:\n\t\t_base_right_arm_pos = _right_arm_sprite.position\n\n\t# Apply scale to enemy model for larger appearance (same as player)\n\tif _enemy_model:\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n\n\t# Initialize death animation component\n\t_init_death_animation()\n\t# Issue #405: Enemies start in their default state (IDLE/PATROL/GUARD)\n\t# Unlimited search zone is activated AFTER enemy detects and loses player\n\n## Initialize health with random value between min and max.\nfunc _initialize_health() -> void:\n\t_max_health = randi_range(min_health, max_health)\n\t_current_health = _max_health\n\t_is_alive = true\n\n## Initialize ammunition with full magazine and reserve ammo.\nfunc _initialize_ammo() -> void:\n\t_current_ammo = magazine_size\n\t# Reserve ammo is (total_magazines - 1) * magazine_size since one magazine is loaded\n\t_reserve_ammo = (total_magazines - 1) * magazine_size\n\t_is_reloading = false\n\t_reload_timer = 0.0\n\n## Configure weapon parameters based on weapon type using WeaponConfigComponent.\n## Loads player-like bullet scenes and caliber data (Issue #417 PR feedback).\nfunc _configure_weapon_type() -> void:\n\tvar c := WeaponConfigComponent.get_config(weapon_type)\n\tshoot_cooldown = c[\"shoot_cooldown\"]; bullet_speed = c[\"bullet_speed\"]; magazine_size = c[\"magazine_size\"]\n\tbullet_spawn_offset = c[\"bullet_spawn_offset\"]; weapon_loudness = c[\"weapon_loudness\"]\n\tif c[\"sprite_path\"] != \"\" and _weapon_sprite:\n\t\tvar tex := load(c[\"sprite_path\"]) as Texture2D\n\t\tif tex: _weapon_sprite.texture = tex\n\t# Load bullet/casing scenes and caliber data for player-like projectiles\n\tif c.get(\"bullet_scene_path\", \"\") != \"\":\n\t\tvar s := load(c[\"bullet_scene_path\"]) as PackedScene\n\t\tif s: bullet_scene = s\n\tif c.get(\"casing_scene_path\", \"\") != \"\":\n\t\tvar s := load(c[\"casing_scene_path\"]) as PackedScene\n\t\tif s: casing_scene = s\n\tif c.get(\"caliber_path\", \"\") != \"\": _caliber_data = load(c[\"caliber_path\"])\n\t# Shotgun config\n\t_is_shotgun_weapon = c.get(\"is_shotgun\", false)\n\t_pellet_count_min = c.get(\"pellet_count_min\", 1)\n\t_pellet_count_max = c.get(\"pellet_count_max\", 1)\n\t_spread_angle = c.get(\"spread_angle\", 0.0)\n\t_spread_threshold = c.get(\"spread_threshold\", 3); _initial_spread = c.get(\"initial_spread\", 0.5); _spread_increment = c.get(\"spread_increment\", 0.6); _max_spread = c.get(\"max_spread\", 4.0); _spread_reset_time = c.get(\"spread_reset_time\", 0.25)\n\t_is_melee_weapon = c.get(\"is_melee\", false) # Issue #579: Machete melee flag\n\tprint(\"[Enemy] Weapon: %s%s\" % [WeaponConfigComponent.get_type_name(weapon_type), \" (pellets=%d-%d)\" % [_pellet_count_min, _pellet_count_max] if _is_shotgun_weapon else \"\"])\n\n## Setup patrol points based on patrol offsets from initial position.\nfunc _setup_patrol_points() -> void:\n\t_patrol_points.clear()\n\t_patrol_points.append(_initial_position)\n\tfor offset in patrol_offsets:\n\t\t_patrol_points.append(_initial_position + offset)\n\n## Setup wall detection raycasts for obstacle avoidance.\nfunc _setup_wall_detection() -> void:\n\t# Create multiple raycasts spread in front of the enemy\n\tfor i in range(WALL_CHECK_COUNT):\n\t\tvar raycast := RayCast2D.new()\n\t\traycast.enabled = true\n\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n\t\traycast.exclude_parent = true\n\t\tadd_child(raycast)\n\t\t_wall_raycasts.append(raycast)\n\n## Setup cover detection raycasts for finding cover positions.\nfunc _setup_cover_detection() -> void:\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar raycast := RayCast2D.new()\n\t\traycast.enabled = true\n\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n\t\traycast.exclude_parent = true\n\t\tadd_child(raycast)\n\t\t_cover_raycasts.append(raycast)\n\n## Setup threat sphere for detecting nearby bullets.\nfunc _setup_threat_sphere() -> void:\n\t_threat_sphere = Area2D.new()\n\t_threat_sphere.name = \"ThreatSphere\"\n\t_threat_sphere.collision_layer = 0\n\t_threat_sphere.collision_mask = 16 # Detect projectiles (layer 5)\n\tvar collision_shape := CollisionShape2D.new()\n\tvar circle_shape := CircleShape2D.new()\n\tcircle_shape.radius = threat_sphere_radius\n\tcollision_shape.shape = circle_shape\n\t_threat_sphere.add_child(collision_shape)\n\tadd_child(_threat_sphere)\n\n\t# Connect signals\n\t_threat_sphere.area_entered.connect(_on_threat_area_entered)\n\t_threat_sphere.area_exited.connect(_on_threat_area_exited)\n\n## Register this enemy as a listener for in-game sound propagation.\n## This allows the enemy to react to sounds like gunshots even when not in direct combat.\n## Uses call_deferred to ensure SoundPropagation autoload is fully initialized.\nfunc _register_sound_listener() -> void:\n\tcall_deferred(\"_deferred_register_sound_listener\")\n\n## Deferred registration to ensure SoundPropagation is ready.\nfunc _deferred_register_sound_listener() -> void:\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"register_listener\"):\n\t\tsound_propagation.register_listener(self)\n\t\t_log_debug(\"Registered as sound listener\")\n\t\t_log_to_file(\"Registered as sound listener\")\n\telse:\n\t\t_log_to_file(\"WARNING: Could not register as sound listener (SoundPropagation not found)\")\n\t\tpush_warning(\"[%s] Could not register as sound listener - SoundPropagation not found\" % name)\n\n## Unregister this enemy from sound propagation when dying or being destroyed.\nfunc _unregister_sound_listener() -> void:\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"unregister_listener\"):\n\t\tsound_propagation.unregister_listener(self)\n\n## Called by SoundPropagation when a sound is heard. Delegates to on_sound_heard_with_intensity.\nfunc on_sound_heard(sound_type: int, position: Vector2, source_type: int, source_node: Node2D) -> void:\n\t# Default to full intensity if called without intensity parameter\n\ton_sound_heard_with_intensity(sound_type, position, source_type, source_node, 1.0)\n\n## Called by SoundPropagation with intensity. Reacts to reload/empty_click/gunshot sounds.\nfunc on_sound_heard_with_intensity(sound_type: int, position: Vector2, source_type: int, source_node: Node2D, intensity: float) -> void:\n\t# Only react if alive and not confused from memory reset (Issue #318 - block sounds during confusion)\n\tif not _is_alive or _memory_reset_confusion_timer > 0.0:\n\t\treturn\n\t# Calculate distance to sound for logging\n\tvar distance := global_position.distance_to(position)\n\n\t# Handle reload sound (sound_type 3 = RELOAD) - player is vulnerable!\n\t# This sound propagates through walls and alerts enemies even behind cover.\n\tif sound_type == 3 and source_type == 0: # RELOAD from PLAYER\n\t\t_log_debug(\"Heard player RELOAD (intensity=%.2f, distance=%.0f) at %s\" % [\n\t\t\tintensity, distance, position\n\t\t])\n\t\t_log_to_file(\"Heard player RELOAD at %s, intensity=%.2f, distance=%.0f\" % [\n\t\t\tposition, intensity, distance\n\t\t])\n\n\t\t# Set player vulnerability state - reloading\n\t\t_goap_world_state[\"player_reloading\"] = true\n\t\t_last_known_player_position = position\n\t\t# Set flag to pursue to sound position even without line of sight\n\t\t_pursuing_vulnerability_sound = true\n\n\t\t# Issue #363: Notify grenade system of vulnerable sound for Trigger 4\n\t\t_on_vulnerable_sound_heard_for_grenade(position)\n\n\t\t# Update memory system with sound-based detection (Issue #297)\n\t\tif _memory:\n\t\t\t_memory.update_position(position, SOUND_RELOAD_CONFIDENCE)\n\n\t\t# React to vulnerable player sound - transition to combat/pursuing\n\t\t# All enemies in hearing range should pursue the vulnerable player!\n\t\t# This makes reload sounds a high-risk action when enemies are nearby.\n\t\tif _current_state in [AIState.IDLE, AIState.IN_COVER, AIState.SUPPRESSED, AIState.RETREATING, AIState.SEEKING_COVER]:\n\t\t\t# Leave cover/defensive state to attack vulnerable player\n\t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n\t\t\t_transition_to_pursuing()\n\t\t# For COMBAT, PURSUING, FLANKING states: the flag is set and they'll use it\n\t\t# (COMBAT/PURSUING now check _pursuing_vulnerability_sound before retreating)\n\t\treturn\n\n\t# Handle empty click sound (sound_type 5 = EMPTY_CLICK) - player is vulnerable!\n\t# This sound has shorter range than reload but still propagates through walls.\n\tif sound_type == 5 and source_type == 0: # EMPTY_CLICK from PLAYER\n\t\t_log_debug(\"Heard player EMPTY_CLICK (intensity=%.2f, distance=%.0f) at %s\" % [\n\t\t\tintensity, distance, position\n\t\t])\n\t\t_log_to_file(\"Heard player EMPTY_CLICK at %s, intensity=%.2f, distance=%.0f\" % [\n\t\t\tposition, intensity, distance\n\t\t])\n\n\t\t# Set player vulnerability state - out of ammo\n\t\t_goap_world_state[\"player_ammo_empty\"] = true\n\t\t_last_known_player_position = position\n\t\t# Set flag to pursue to sound position even without line of sight\n\t\t_pursuing_vulnerability_sound = true\n\n\t\t# Issue #363: Notify grenade system of vulnerable sound for Trigger 4\n\t\t_on_vulnerable_sound_heard_for_grenade(position)\n\n\t\t# Update memory system with sound-based detection (Issue #297)\n\t\tif _memory:\n\t\t\t_memory.update_position(position, SOUND_EMPTY_CLICK_CONFIDENCE)\n\n\t\t# React to vulnerable player sound - transition to combat/pursuing\n\t\t# All enemies in hearing range should pursue the vulnerable player!\n\t\t# This makes empty click sounds a high-risk action when enemies are nearby.\n\t\tif _current_state in [AIState.IDLE, AIState.IN_COVER, AIState.SUPPRESSED, AIState.RETREATING, AIState.SEEKING_COVER]:\n\t\t\t# Leave cover/defensive state to attack vulnerable player\n\t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n\t\t\t_transition_to_pursuing()\n\t\t# For COMBAT, PURSUING, FLANKING states: the flag is set and they'll use it\n\t\t# (COMBAT/PURSUING now check _pursuing_vulnerability_sound before retreating)\n\t\treturn\n\n\t# Issue #426: Handle grenade landing sound (GRENADE_LANDING) - evade if heard nearby\n\tif sound_type == 7 and _current_state != AIState.EVADING_GRENADE and _grenade_avoidance:\n\t\t_log_to_file(\"Heard GRENADE_LANDING at %s, intensity=%.2f\" % [position, intensity])\n\t\tif _grenade_avoidance.trigger_evasion_from_sound(position, source_node):\n\t\t\t_pre_evasion_state = _current_state; _current_state = AIState.EVADING_GRENADE\n\t\t\t_has_left_idle = true; _grenade_evasion_timer = 0.0\n\t\t\t_log_to_file(\"EVADING_GRENADE (from sound): escaping from %s\" % position)\n\t\treturn\n\n\t# Handle reload complete sound (sound_type 6 = RELOAD_COMPLETE) - player is NO LONGER vulnerable!\n\t# This sound propagates through walls and signals enemies to become cautious.\n\tif sound_type == 6 and source_type == 0: # RELOAD_COMPLETE from PLAYER\n\t\t_log_debug(\"Heard player RELOAD_COMPLETE (intensity=%.2f, distance=%.0f) at %s\" % [\n\t\t\tintensity, distance, position\n\t\t])\n\t\t_log_to_file(\"Heard player RELOAD_COMPLETE at %s, intensity=%.2f, distance=%.0f\" % [\n\t\t\tposition, intensity, distance\n\t\t])\n\n\t\t# Clear player vulnerability state - reload finished, player is armed again\n\t\t_goap_world_state[\"player_reloading\"] = false\n\t\t_goap_world_state[\"player_ammo_empty\"] = false\n\t\t# Clear the aggressive pursuit flag - no longer pursuing vulnerable player\n\t\t_pursuing_vulnerability_sound = false\n\n\t\t# React to reload completion - transition to cautious/defensive mode after a short delay.\n\t\t# The 200ms delay gives enemies a brief reaction time before becoming cautious,\n\t\t# making the transition feel more natural and giving player a small window.\n\t\t# Enemies who were pursuing the vulnerable player should now become more cautious.\n\t\t# This makes completing reload a way to \"reset\" aggressive enemy behavior.\n\t\tif _current_state in [AIState.PURSUING, AIState.COMBAT, AIState.ASSAULT]:\n\t\t\tvar state_before_delay := _current_state\n\t\t\t_log_to_file(\"Reload complete sound heard - waiting 200ms before cautious transition from %s\" % AIState.keys()[_current_state])\n\t\t\tawait get_tree().create_timer(0.2).timeout\n\t\t\t# After delay, check if still alive and in an aggressive state\n\t\t\tif not _is_alive:\n\t\t\t\treturn\n\t\t\t# Only transition if still in an aggressive state (state might have changed during delay)\n\t\t\tif _current_state in [AIState.PURSUING, AIState.COMBAT, AIState.ASSAULT]:\n\t\t\t\t# Return to cover/defensive state since player is no longer vulnerable\n\t\t\t\tif _has_valid_cover:\n\t\t\t\t\t_log_to_file(\"Reload complete sound triggered retreat - transitioning from %s to RETREATING (delayed from %s)\" % [AIState.keys()[_current_state], AIState.keys()[state_before_delay]])\n\t\t\t\t\t_transition_to_retreating()\n\t\t\t\telif enable_cover:\n\t\t\t\t\t_log_to_file(\"Reload complete sound triggered cover seek - transitioning from %s to SEEKING_COVER (delayed from %s)\" % [AIState.keys()[_current_state], AIState.keys()[state_before_delay]])\n\t\t\t\t\t_transition_to_seeking_cover()\n\t\t\t\t# If no cover available, stay in current state but with cleared vulnerability flags\n\t\treturn\n\n\t# Handle gunshot sounds (sound_type 0 = GUNSHOT)\n\tif sound_type != 0:\n\t\treturn\n\n\t# React based on current state:\n\t# - IDLE: Always react to loud sounds\n\t# - Other states: Only react to very loud, close sounds (intensity > 0.5)\n\tvar should_react := false\n\tif _current_state == AIState.IDLE:\n\t\t# In IDLE state, always investigate sounds above minimal threshold\n\t\tshould_react = intensity >= 0.01\n\telif _current_state in [AIState.FLANKING, AIState.RETREATING]:\n\t\t# In tactical movement states, react to loud nearby sounds\n\t\tshould_react = intensity >= 0.3\n\telse:\n\t\t# In combat-related states, only react to very loud sounds\n\t\t# This prevents enemies from being distracted during active combat\n\t\tshould_react = false\n\tif not should_react:\n\t\treturn\n\n\t# React to sounds: transition to combat mode to investigate\n\t_log_debug(\"Heard gunshot (intensity=%.2f, distance=%.0f) from %s at %s, entering COMBAT\" % [\n\t\tintensity,\n\t\tdistance,\n\t\t\"player\" if source_type == 0 else (\"enemy\" if source_type == 1 else \"neutral\"),\n\t\tposition\n\t])\n\t_log_to_file(\"Heard gunshot at %s, source_type=%d, intensity=%.2f, distance=%.0f\" % [\n\t\tposition, source_type, intensity, distance\n\t])\n\n\t# Issue #363: Track gunshots for sustained fire detection (Trigger 5)\n\t_on_gunshot_heard_for_grenade(position)\n\n\t# Store the position of the sound as a point of interest\n\t# The enemy will investigate this location\n\t_last_known_player_position = position\n\n\t# Update memory system with sound-based detection (Issue #297)\n\tif _memory:\n\t\t_memory.update_position(position, SOUND_GUNSHOT_CONFIDENCE)\n\tif source_type == 0 and _prediction and source_node and is_instance_valid(source_node): # [#298] shot dir\n\t\tvar sd := (position - source_node.global_position).normalized()\n\t\t_prediction.record_player_shot(sd)\n\t\t_memory.update_shot_direction(sd)\n\t# Transition to combat mode to investigate the sound\n\t_transition_to_combat()\n\n## Initialize GOAP world state.\nfunc _initialize_goap_state() -> void:\n\t_goap_world_state = {\n\t\t\"player_visible\": false,\n\t\t\"has_cover\": false,\n\t\t\"in_cover\": false,\n\t\t\"under_fire\": false,\n\t\t\"health_low\": false,\n\t\t\"can_flank\": false,\n\t\t\"at_flank_position\": false,\n\t\t\"is_retreating\": false,\n\t\t\"hits_taken\": 0,\n\t\t\"is_pursuing\": false,\n\t\t\"is_assaulting\": false,\n\t\t\"can_hit_from_cover\": false,\n\t\t\"player_close\": false,\n\t\t\"enemies_in_combat\": 0,\n\t\t\"player_distracted\": false,\n\t\t\"player_reloading\": false,\n\t\t\"player_ammo_empty\": false,\n\t\t# Memory system states (Issue #297)\n\t\t\"has_suspected_position\": false,\n\t\t\"position_confidence\": 0.0,\n\t\t\"confidence_high\": false,\n\t\t\"confidence_medium\": false,\n\t\t\"confidence_low\": false,\n\t\t# Grenade avoidance state (Issue #407)\n\t\t\"in_grenade_danger_zone\": false,\n\t\t# Ally death observation state (Issue #409)\n\t\t\"witnessed_ally_death\": false,\n\t\t\"has_prediction\": false, \"prediction_confidence\": 0.0, # [#298]\n\t\t# Flashlight detection states (Issue #574)\n\t\t\"flashlight_detected\": false,\n\t\t\"passage_lit_by_flashlight\": false\n\t}\n\n## Initialize the enemy memory, prediction, and flashlight detection systems (Issue #297, #298, #574).\nfunc _initialize_memory() -> void:\n\t_memory = EnemyMemory.new()\n\tvar es: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif es and es.has_method(\"is_ai_prediction_enabled\") and es.is_ai_prediction_enabled():\n\t\t_prediction = PlayerPredictionComponent.new()\n\t\t_prediction.debug_logging = debug_logging\n\t# [Issue #574] Initialize flashlight detection component\n\t_flashlight_detection = FlashlightDetectionComponent.new()\n\t_flashlight_detection.debug_logging = debug_logging\n\n## Connect to GameManager's debug mode signal for F7 toggle.\nfunc _connect_debug_mode_signal() -> void:\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager:\n\t\t# Connect to debug mode toggle signal\n\t\tif game_manager.has_signal(\"debug_mode_toggled\"):\n\t\t\tgame_manager.debug_mode_toggled.connect(_on_debug_mode_toggled)\n\t\t# Sync with current debug mode state\n\t\tif game_manager.has_method(\"is_debug_mode_enabled\"):\n\t\t\tdebug_label_enabled = game_manager.is_debug_mode_enabled()\n\n## Called when debug mode is toggled via F7 key.\nfunc _on_debug_mode_toggled(enabled: bool) -> void:\n\tdebug_label_enabled = enabled\n\t_update_debug_label()\n\tqueue_redraw() # Redraw to show/hide FOV cone\n\n## Find the player node in the scene tree.\nfunc _find_player() -> void:\n\t# Try to find the player by group first\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0:\n\t\t_player = players[0]\n\t\treturn\n\n\t# Fallback: search for player by node name or type\n\tvar root := get_tree().current_scene\n\tif root:\n\t\t_player = _find_player_recursive(root)\n\n## Recursively search for a player node.\nfunc _find_player_recursive(node: Node) -> Node2D:\n\tif node.name == \"Player\" and node is Node2D:\n\t\treturn node\n\tfor child in node.get_children():\n\t\tvar result := _find_player_recursive(child)\n\t\tif result:\n\t\t\treturn result\n\treturn null\n\nfunc _physics_process(delta: float) -> void:\n\tif not _is_alive:\n\t\treturn\n\n\t# Update flashbang status effect timers (Issue #432)\n\t_update_flashbang_timers(delta)\n\n\t# Update shoot cooldown timer\n\t_shoot_timer += delta\n\n\t_spread_timer += delta; if _spread_timer >= _spread_reset_time and _spread_reset_time > 0.0: _shot_count = 0 # Issue #516\n\t# Update reload timer\n\t_update_reload(delta)\n\n\t# Update flank cooldown timer (allows flanking to re-enable after failures)\n\tif _flank_cooldown_timer > 0.0:\n\t\t_flank_cooldown_timer -= delta\n\t\tif _flank_cooldown_timer <= 0.0:\n\t\t\t_flank_cooldown_timer = 0.0\n\t\t\t# Reset failure count when cooldown expires\n\t\t\t_flank_fail_count = 0\n\n\t# Update memory reset confusion timer (Issue #318)\n\tif _memory_reset_confusion_timer > 0.0:\n\t\t_memory_reset_confusion_timer = maxf(0.0, _memory_reset_confusion_timer - delta)\n\n\t# Issue #367: Global position-based stuck detection for PURSUING/FLANKING states.\n\t# If enemy stays in same position for too long without direct player contact, force SEARCHING.\n\tif _current_state == AIState.PURSUING or _current_state == AIState.FLANKING:\n\t\tvar moved_distance := global_position.distance_to(_global_stuck_last_position)\n\t\tif moved_distance < GLOBAL_STUCK_DISTANCE_THRESHOLD:\n\t\t\t# Not making significant progress - increment stuck timer\n\t\t\t# Only count if NOT in direct player contact (can't see and shoot player)\n\t\t\tif not (_can_see_player and _can_hit_player_from_current_position()):\n\t\t\t\t_global_stuck_timer += delta\n\t\t\t\tif _global_stuck_timer >= GLOBAL_STUCK_MAX_TIME:\n\t\t\t\t\t_log_to_file(\"GLOBAL STUCK: pos=%s for %.1fs without player contact, State: %s -> SEARCHING\" % [global_position, _global_stuck_timer, AIState.keys()[_current_state]])\n\t\t\t\t\t_global_stuck_timer = 0.0\n\t\t\t\t\t_global_stuck_last_position = global_position\n\t\t\t\t\t# Reset flanking state if applicable\n\t\t\t\t\tif _current_state == AIState.FLANKING:\n\t\t\t\t\t\t_flank_side_initialized = false\n\t\t\t\t\t\t_flank_fail_count += 1\n\t\t\t\t\t\t_flank_cooldown_timer = FLANK_COOLDOWN_DURATION\n\t\t\t\t\t_transition_to_searching(global_position)\n\t\t\t\t\treturn # Skip rest of physics process this frame\n\t\telse:\n\t\t\t# Making progress - reset stuck timer and update position\n\t\t\t_global_stuck_timer = 0.0\n\t\t\t_global_stuck_last_position = global_position\n\telse:\n\t\t# Not in PURSUING/FLANKING - reset stuck detection\n\t\t_global_stuck_timer = 0.0\n\t\t_global_stuck_last_position = global_position\n\n\t# Check for player visibility and try to find player if not found\n\tif _player == null:\n\t\t_find_player()\n\t_check_player_visibility()\n\t_update_memory(delta)\n\t_update_goap_state()\n\t_update_suppression(delta)\n\t_update_grenade_triggers(delta)\n\t_update_grenade_danger_detection() # Issue #407: Check for nearby grenades\n\tif _machete: _machete.update(delta) # Issue #579: Update machete component\n\n\t# Update enemy model rotation BEFORE AI state (weapon must be positioned before shooting).\n\t# EnemyModel rotation handles weapon aiming (not _update_weapon_sprite_rotation).\n\t_update_enemy_model_rotation()\n\n\t# Process AI state machine (may trigger shooting)\n\t_process_ai_state(delta)\n\n\t_update_debug_label()\n\tif debug_label_enabled: # Request redraw for debug visualization\n\t\tqueue_redraw()\n\n\t_update_walk_animation(delta) # Update walking animation based on movement\n\t_apply_machete_attack_animation() # Issue #595: machete swing animation\n\tmove_and_slide()\n\n\t# Push any casings we collided with (Issue #341)\n\t_push_casings()\n\n## Update GOAP world state based on current conditions.\nfunc _update_goap_state() -> void:\n\t_goap_world_state[\"player_visible\"] = _can_see_player\n\t_goap_world_state[\"under_fire\"] = _under_fire\n\t_goap_world_state[\"health_low\"] = _get_health_percent() < 0.5\n\t_goap_world_state[\"in_cover\"] = _current_state == AIState.IN_COVER\n\t_goap_world_state[\"has_cover\"] = _has_valid_cover\n\t_goap_world_state[\"is_retreating\"] = _current_state == AIState.RETREATING\n\t_goap_world_state[\"hits_taken\"] = _hits_taken_in_encounter\n\t_goap_world_state[\"is_pursuing\"] = _current_state == AIState.PURSUING\n\t_goap_world_state[\"is_assaulting\"] = _current_state == AIState.ASSAULT\n\t_goap_world_state[\"player_close\"] = _is_player_close()\n\t_goap_world_state[\"can_hit_from_cover\"] = _can_hit_player_from_current_position()\n\t_goap_world_state[\"enemies_in_combat\"] = _count_enemies_in_combat()\n\t_goap_world_state[\"player_distracted\"] = _is_player_distracted()\n\n\t# Memory system states (Issue #297)\n\tif _memory:\n\t\t_goap_world_state[\"has_suspected_position\"] = _memory.has_target()\n\t\t_goap_world_state[\"position_confidence\"] = _memory.confidence\n\t\t_goap_world_state[\"confidence_high\"] = _memory.is_high_confidence()\n\t\t_goap_world_state[\"confidence_medium\"] = _memory.is_medium_confidence()\n\t\t_goap_world_state[\"confidence_low\"] = _memory.is_low_confidence()\n\n\t# Grenade avoidance state (Issue #407)\n\t_goap_world_state[\"in_grenade_danger_zone\"] = _grenade_avoidance.in_danger_zone if _grenade_avoidance else false\n\n\t# Ally death observation state (Issue #409)\n\t_goap_world_state[\"witnessed_ally_death\"] = _witnessed_ally_death\n\tif _prediction: # [#298]\n\t\t_goap_world_state[\"has_prediction\"] = _prediction.has_predictions; _goap_world_state[\"prediction_confidence\"] = _prediction.get_prediction_confidence()\n\n\t# Flashlight detection states (Issue #574)\n\tif _flashlight_detection:\n\t\t_goap_world_state[\"flashlight_detected\"] = _flashlight_detection.detected\n\t\t# Check if the next navigation waypoint is lit by the flashlight\n\t\t_goap_world_state[\"passage_lit_by_flashlight\"] = _flashlight_detection.is_next_waypoint_lit(_nav_agent, _player) if _player else false\n## Updates model rotation smoothly (#347). Priority: player > combat/pursuit/flank > corner check > velocity > idle scan.\n## Issues #386, #397: COMBAT/PURSUING/FLANKING states prioritize facing the player to prevent turning away.\nfunc _update_enemy_model_rotation() -> void:\n\tif not _enemy_model:\n\t\treturn\n\tvar target_angle: float\n\tvar has_target := false\n\tvar rotation_reason := \"\" # Issue #397 debug: track which priority was used\n\t# Priority 1: Face player if visible\n\tif _player != null and _can_see_player:\n\t\ttarget_angle = (_player.global_position - global_position).normalized().angle()\n\t\thas_target = true\n\t\trotation_reason = \"P1:visible\"\n\t# Priority 2: During active combat states, maintain focus on player even without visibility (#386, #397)\n\t# Includes SEARCHING and ASSAULT - enemies should always face player during these states\n\telif _current_state in [AIState.COMBAT, AIState.PURSUING, AIState.FLANKING, AIState.SEARCHING, AIState.ASSAULT] and _player != null:\n\t\ttarget_angle = (_player.global_position - global_position).normalized().angle()\n\t\thas_target = true\n\t\trotation_reason = \"P2:combat_state\"\n\telif _corner_check_timer > 0:\n\t\ttarget_angle = _corner_check_angle # Corner check: smooth rotation (Issue #347)\n\t\thas_target = true\n\t\trotation_reason = \"P3:corner\"\n\telif velocity.length_squared() > 1.0:\n\t\ttarget_angle = velocity.normalized().angle()\n\t\thas_target = true\n\t\trotation_reason = \"P4:velocity\"\n\telif _current_state == AIState.IDLE and _idle_scan_targets.size() > 0:\n\t\ttarget_angle = _idle_scan_targets[_idle_scan_target_index]\n\t\thas_target = true\n\t\trotation_reason = \"P5:idle_scan\"\n\tif not has_target:\n\t\treturn\n\t# Issue #397 debug: Log rotation priority changes\n\tif rotation_reason != _last_rotation_reason:\n\t\tvar ppos := \"(%d,%d)\" % [int(_player.global_position.x), int(_player.global_position.y)] if _player else \"null\"\n\t\t_log_to_file(\"ROT_CHANGE: %s -> %s, state=%s, target=%.1f°, current=%.1f°, player=%s, corner_timer=%.2f\" % [_last_rotation_reason if _last_rotation_reason != \"\" else \"none\", rotation_reason, AIState.keys()[_current_state], rad_to_deg(target_angle), rad_to_deg(_enemy_model.global_rotation), ppos, _corner_check_timer])\n\t\t_last_rotation_reason = rotation_reason\n\t# Smooth rotation for visual polish (Issue #347)\n\tvar delta := get_physics_process_delta_time()\n\tvar current_rot := _enemy_model.global_rotation\n\tvar angle_diff := wrapf(target_angle - current_rot, -PI, PI)\n\tif abs(angle_diff) <= MODEL_ROTATION_SPEED * delta:\n\t\t_enemy_model.global_rotation = target_angle\n\telif angle_diff > 0:\n\t\t_enemy_model.global_rotation = current_rot + MODEL_ROTATION_SPEED * delta\n\telse:\n\t\t_enemy_model.global_rotation = current_rot - MODEL_ROTATION_SPEED * delta\n\tvar aiming_left := absf(_enemy_model.global_rotation) > PI / 2\n\t_model_facing_left = aiming_left\n\tif aiming_left:\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, -enemy_model_scale)\n\telse:\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n\n## Forces enemy model to face direction immediately for priority attacks.\n## Ensures weapon sprite transform matches intended aim direction.\nfunc _force_model_to_face_direction(direction: Vector2) -> void:\n\tif not _enemy_model:\n\t\treturn\n\tvar target_angle := direction.angle()\n\tvar aiming_left := absf(target_angle) > PI / 2\n\n\t# Same fix as _update_enemy_model_rotation() - don't negate angle when flipped\n\tif aiming_left:\n\t\t_enemy_model.global_rotation = target_angle\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, -enemy_model_scale)\n\telse:\n\t\t_enemy_model.global_rotation = target_angle\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n\n## Updates the walking animation based on enemy movement state.\n## Creates a natural bobbing motion for body parts during movement.\n## @param delta: Time since last frame.\nfunc _update_walk_animation(delta: float) -> void:\n\tvar is_moving := velocity.length() > 10.0\n\tif is_moving:\n\t\t# Accumulate animation time based on movement speed\n\t\t# Use combat_move_speed as max for faster walk animation during combat\n\t\tvar max_speed := maxf(move_speed, combat_move_speed)\n\t\tvar speed_factor := velocity.length() / max_speed\n\t\t_walk_anim_time += delta * walk_anim_speed * speed_factor\n\t\t_is_walking = true\n\n\t\t# Calculate animation offsets using sine waves\n\t\t# Body bobs up and down (frequency = 2x for double step)\n\t\tvar body_bob := sin(_walk_anim_time * 2.0) * 1.5 * walk_anim_intensity\n\n\t\t# Head bobs slightly less than body (dampened)\n\t\tvar head_bob := sin(_walk_anim_time * 2.0) * 0.8 * walk_anim_intensity\n\n\t\t# Arms swing opposite to each other (alternating)\n\t\tvar arm_swing := sin(_walk_anim_time) * 3.0 * walk_anim_intensity\n\n\t\t# Apply offsets to sprites\n\t\tif _body_sprite:\n\t\t\t_body_sprite.position = _base_body_pos + Vector2(0, body_bob)\n\t\tif _head_sprite:\n\t\t\t_head_sprite.position = _base_head_pos + Vector2(0, head_bob)\n\t\tif _left_arm_sprite:\n\t\t\t# Left arm swings forward/back (y-axis in top-down)\n\t\t\t_left_arm_sprite.position = _base_left_arm_pos + Vector2(arm_swing, 0)\n\t\tif _right_arm_sprite:\n\t\t\t# Right arm swings opposite to left arm\n\t\t\t_right_arm_sprite.position = _base_right_arm_pos + Vector2(-arm_swing, 0)\n\telse:\n\t\t# Return to idle pose smoothly\n\t\tif _is_walking:\n\t\t\t_is_walking = false\n\t\t\t_walk_anim_time = 0.0\n\n\t\t# Interpolate back to base positions\n\t\tvar lerp_speed := 10.0 * delta\n\t\tif _body_sprite:\n\t\t\t_body_sprite.position = _body_sprite.position.lerp(_base_body_pos, lerp_speed)\n\t\tif _head_sprite:\n\t\t\t_head_sprite.position = _head_sprite.position.lerp(_base_head_pos, lerp_speed)\n\t\tif _left_arm_sprite:\n\t\t\t_left_arm_sprite.position = _left_arm_sprite.position.lerp(_base_left_arm_pos, lerp_speed)\n\t\tif _right_arm_sprite:\n\t\t\t_right_arm_sprite.position = _right_arm_sprite.position.lerp(_base_right_arm_pos, lerp_speed)\n\n## Push casings using Area2D detection (Issue #438, pattern from player Issue #392).\nconst CASING_PUSH_FORCE: float = 20.0 # Reduced from 50.0 for Issue #424\n\nfunc _push_casings() -> void:\n\tif _casing_pusher == null or velocity.length_squared() < 1.0: return\n\t# Combine signal-tracked casings and polled bodies for reliable detection (Issue #438)\n\tvar casings_to_push: Array[RigidBody2D] = []\n\tfor casing in _overlapping_casings:\n\t\tif is_instance_valid(casing) and casing not in casings_to_push: casings_to_push.append(casing)\n\tfor body in _casing_pusher.get_overlapping_bodies():\n\t\tif body is RigidBody2D and body.has_method(\"receive_kick\") and body not in casings_to_push:\n\t\t\tcasings_to_push.append(body)\n\t# Push casings away from enemy center (Issue #424)\n\tfor casing: RigidBody2D in casings_to_push:\n\t\tvar push_dir := (casing.global_position - global_position).normalized()\n\t\tcasing.receive_kick(push_dir * velocity.length() * CASING_PUSH_FORCE / 100.0)\n\n## Update suppression state.\nfunc _update_suppression(delta: float) -> void:\n\t# Clean up destroyed bullets from tracking\n\t_bullets_in_threat_sphere = _bullets_in_threat_sphere.filter(func(b): return is_instance_valid(b))\n\n\t# Determine if there's an active threat (bullets in sphere OR recent threat memory)\n\tvar has_active_threat := not _bullets_in_threat_sphere.is_empty() or _threat_memory_timer > 0.0\n\tif not has_active_threat:\n\t\tif _under_fire:\n\t\t\t_suppression_timer += delta\n\t\t\tif _suppression_timer >= suppression_cooldown:\n\t\t\t\t_under_fire = false\n\t\t\t\t_suppression_timer = 0.0\n\t\t\t\t_log_debug(\"Suppression ended\")\n\t\t# Reset threat reaction timer when no bullets are in threat sphere and no threat memory\n\t\t_threat_reaction_timer = 0.0\n\t\t_threat_reaction_delay_elapsed = false\n\telse:\n\t\t# Decrement threat memory timer if no bullets currently in sphere\n\t\tif _bullets_in_threat_sphere.is_empty() and _threat_memory_timer > 0.0:\n\t\t\t_threat_memory_timer -= delta\n\n\t\t# Update threat reaction timer\n\t\tif not _threat_reaction_delay_elapsed:\n\t\t\t_threat_reaction_timer += delta\n\t\t\tif _threat_reaction_timer >= threat_reaction_delay:\n\t\t\t\t_threat_reaction_delay_elapsed = true\n\t\t\t\t_log_debug(\"Threat reaction delay elapsed, now reacting to bullets\")\n\n\t\t# Only set under_fire after the reaction delay has elapsed\n\t\tif _threat_reaction_delay_elapsed:\n\t\t\t_under_fire = true\n\t\t\t_suppression_timer = 0.0\n\n## Update reload state.\nfunc _update_reload(delta: float) -> void:\n\tif not _is_reloading:\n\t\treturn\n\t_reload_timer += delta\n\tif _reload_timer >= reload_time:\n\t\t_finish_reload()\n\n## Start reloading the weapon.\nfunc _start_reload() -> void:\n\t# Can't reload if already reloading or no reserve ammo\n\tif _is_reloading or _reserve_ammo <= 0:\n\t\treturn\n\t_is_reloading = true\n\t_reload_timer = 0.0\n\treload_started.emit()\n\t_log_debug(\"Reloading... (%d reserve ammo)\" % _reserve_ammo)\n\n## Finish the reload process.\nfunc _finish_reload() -> void:\n\t_is_reloading = false\n\t_reload_timer = 0.0\n\n\t# Calculate how many rounds to load\n\tvar ammo_needed := magazine_size - _current_ammo\n\tvar ammo_to_load := mini(ammo_needed, _reserve_ammo)\n\t_reserve_ammo -= ammo_to_load\n\t_current_ammo += ammo_to_load\n\n\t# Play reload complete sound\n\tAudioManager.play_reload_full(global_position)\n\treload_finished.emit()\n\tammo_changed.emit(_current_ammo, _reserve_ammo)\n\t_log_debug(\"Reload complete. Magazine: %d/%d, Reserve: %d\" % [_current_ammo, magazine_size, _reserve_ammo])\n\n## Check if the enemy can shoot (has ammo and not reloading). Machete: melee cooldown (Issue #579).\nfunc _can_shoot() -> bool:\n\tif _is_melee_weapon: return _machete != null and _machete.is_attack_ready()\n\t# Can't shoot if reloading\n\tif _is_reloading:\n\t\treturn false\n\n\t# Can't shoot if no ammo in magazine\n\tif _current_ammo <= 0:\n\t\t# Try to start reload if we have reserve ammo\n\t\tif _reserve_ammo > 0:\n\t\t\t_start_reload()\n\t\telse:\n\t\t\t# No ammo at all - emit depleted signal once\n\t\t\tif not _goap_world_state.get(\"ammo_depleted\", false):\n\t\t\t\t_goap_world_state[\"ammo_depleted\"] = true\n\t\t\t\tammo_depleted.emit()\n\t\t\t\t_log_debug(\"All ammunition depleted!\")\n\t\treturn false\n\treturn true\n\n## Process the AI state machine.\nfunc _process_ai_state(delta: float) -> void:\n\t# If stunned, stop all movement and actions - do nothing\n\tif _is_stunned:\n\t\tvelocity = Vector2.ZERO\n\t\treturn\n\tvar previous_state := _current_state\n\n\t# ABSOLUTE HIGHEST PRIORITY: Grenade danger zone evasion (Issue #407)\n\t# Survival instinct - enemies flee from grenades before any other action\n\tvar in_grenade_danger := _grenade_avoidance.in_danger_zone if _grenade_avoidance else false\n\tif in_grenade_danger and _current_state != AIState.EVADING_GRENADE:\n\t\t_log_to_file(\"GRENADE DANGER: Entering EVADING_GRENADE state from %s\" % AIState.keys()[_current_state])\n\t\t_transition_to_evading_grenade()\n\t\treturn\n\n\t# HIGHEST PRIORITY: Player distracted (aim > 23° away) - shoot immediately (Hard mode only)\n\t# NOTE: Disabled during memory reset confusion period (Issue #318)\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tvar is_distraction_enabled: bool = difficulty_manager != null and difficulty_manager.is_distraction_attack_enabled()\n\tvar is_confused: bool = _memory_reset_confusion_timer > 0.0\n\tif is_distraction_enabled and not is_confused and _goap_world_state.get(\"player_distracted\", false) and _can_see_player and _player:\n\t\t# Check if we have a clear shot (no wall blocking bullet spawn)\n\t\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\t\tvar has_clear_shot := _is_bullet_spawn_clear(direction_to_player)\n\t\tif has_clear_shot and _can_shoot() and _shoot_timer >= shoot_cooldown:\n\t\t\t_log_to_file(\"Player distracted - priority attack triggered\")\n\t\t\trotation = direction_to_player.angle()\n\t\t\t_force_model_to_face_direction(direction_to_player) # Fix issue #264: ensure correct aim\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0\n\t\t\t_detection_delay_elapsed = true\n\t\t\tif _current_state == AIState.IDLE:\n\t\t\t\t_transition_to_combat()\n\t\t\t\t_detection_delay_elapsed = true\n\n\t\t\t# Return early - we've taken the highest priority action\n\t\t\t# The state machine will continue normally in the next frame\n\t\t\treturn\n\n\t# HIGHEST PRIORITY: If player is reloading or tried to shoot with empty weapon,\n\t# and enemy is close to the player, immediately attack with maximum priority.\n\t# This exploits the player's vulnerability during reload or when out of ammo.\n\tvar player_reloading: bool = _goap_world_state.get(\"player_reloading\", false)\n\tvar player_ammo_empty: bool = _goap_world_state.get(\"player_ammo_empty\", false)\n\tvar player_is_vulnerable: bool = player_reloading or player_ammo_empty\n\tvar player_close: bool = _is_player_close()\n\n\t# Debug log when player is vulnerable (but not every frame - only when conditions change)\n\tif player_is_vulnerable and _player:\n\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\t\t_log_debug(\"Vulnerable check: reloading=%s, ammo_empty=%s, can_see=%s, close=%s (dist=%.0f)\" % [player_reloading, player_ammo_empty, _can_see_player, player_close, distance_to_player])\n\n\t# Log vulnerability conditions when player is vulnerable but we can't attack\n\t# This helps diagnose why priority attacks might not be triggering\n\tif player_is_vulnerable and _player and not (player_close and _can_see_player):\n\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\t\t# Only log once per vulnerability state change to avoid spam\n\t\tvar vuln_key := \"last_vuln_log_frame\"\n\t\tvar current_frame := Engine.get_physics_frames()\n\t\tvar last_log_frame: int = _goap_world_state.get(vuln_key, -100)\n\t\tif current_frame - last_log_frame > 30: # Log at most every 30 frames (~0.5s)\n\t\t\t_goap_world_state[vuln_key] = current_frame\n\t\t\tvar reason: String = \"reloading\" if player_reloading else \"ammo_empty\"\n\t\t\t_log_to_file(\"Player vulnerable (%s) but cannot attack: close=%s (dist=%.0f), can_see=%s\" % [reason, player_close, distance_to_player, _can_see_player])\n\n\t# Issue #318: Also block vulnerability attacks during confusion period\n\tif player_is_vulnerable and not is_confused and _can_see_player and _player and player_close:\n\t\t# Check if we have a clear shot (no wall blocking bullet spawn)\n\t\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\t\tvar has_clear_shot := _is_bullet_spawn_clear(direction_to_player)\n\t\tif has_clear_shot and _can_shoot() and _shoot_timer >= shoot_cooldown:\n\t\t\t# Log the vulnerability attack\n\t\t\tvar reason: String = \"reloading\" if player_reloading else \"empty ammo\"\n\t\t\t_log_to_file(\"Player %s - priority attack triggered\" % reason)\n\n\t\t\t# Aim at player immediately - both body rotation and model rotation\n\t\t\trotation = direction_to_player.angle()\n\t\t\t# CRITICAL: Force the model to face the player immediately so that\n\t\t\t# _get_weapon_forward_direction() returns the correct aim direction.\n\t\t\t# Without this, the weapon transform would still reflect the old direction\n\t\t\t# and _shoot() would fail the aim tolerance check. (Fix for issue #264)\n\t\t\t_force_model_to_face_direction(direction_to_player)\n\n\t\t\t# Shoot with priority - still respects weapon fire rate cooldown\n\t\t\t# The weapon cannot physically fire faster than its fire rate\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0 # Reset shoot timer after vulnerability shot\n\n\t\t\t# Ensure detection delay is bypassed for any subsequent normal shots\n\t\t\t_detection_delay_elapsed = true\n\n\t\t\t# Transition to COMBAT if not already in a combat-related state\n\t\t\tif _current_state == AIState.IDLE:\n\t\t\t\t_transition_to_combat()\n\t\t\t\t_detection_delay_elapsed = true # Re-set after transition resets it\n\n\t\t\t# Return early - we've taken the highest priority action\n\t\t\treturn\n\n\t# SECOND PRIORITY: If player is vulnerable but NOT close, pursue them aggressively\n\t# This makes enemies rush toward vulnerable players to exploit the weakness\n\tif player_is_vulnerable and _can_see_player and _player and not player_close:\n\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\t\t# Only log once per pursuit decision to avoid spam\n\t\tvar pursue_key := \"last_pursue_vuln_frame\"\n\t\tvar current_frame := Engine.get_physics_frames()\n\t\tvar last_pursue_frame: int = _goap_world_state.get(pursue_key, -100)\n\t\tif current_frame - last_pursue_frame > 60: # Log at most every ~1 second\n\t\t\t_goap_world_state[pursue_key] = current_frame\n\t\t\tvar reason: String = \"reloading\" if player_reloading else \"ammo_empty\"\n\t\t\t_log_to_file(\"Player vulnerable (%s) - pursuing to attack (dist=%.0f)\" % [reason, distance_to_player])\n\n\t\t# Transition to PURSUING state to rush toward the player\n\t\tif _current_state != AIState.PURSUING and _current_state != AIState.ASSAULT:\n\t\t\t_transition_to_pursuing()\n\t\t\t# Don't return - let the state machine continue to process the PURSUING state\n\n\t# GRENADE THROW PRIORITY (Issue #363): Check if we should throw a grenade.\n\t# Grenades are thrown based on 6 trigger conditions (see trigger-conditions.md).\n\t# This takes priority over normal state actions when conditions are met.\n\tif _goap_world_state.get(\"ready_to_throw_grenade\", false):\n\t\tif try_throw_grenade():\n\t\t\t# Grenade was thrown - return early to skip normal state processing this frame\n\t\t\treturn\n\n\t# State transitions based on conditions\n\tmatch _current_state:\n\t\tAIState.IDLE: _process_idle_state(delta)\n\t\tAIState.COMBAT: _process_combat_state(delta)\n\t\tAIState.SEEKING_COVER: _process_seeking_cover_state(delta)\n\t\tAIState.IN_COVER: _process_in_cover_state(delta)\n\t\tAIState.FLANKING: _process_flanking_state(delta)\n\t\tAIState.SUPPRESSED: _process_suppressed_state(delta)\n\t\tAIState.RETREATING: _process_retreating_state(delta)\n\t\tAIState.PURSUING: _process_pursuing_state(delta)\n\t\tAIState.ASSAULT: _process_assault_state(delta)\n\t\tAIState.SEARCHING: _process_searching_state(delta)\n\t\tAIState.EVADING_GRENADE: _process_evading_grenade_state(delta)\n\tif previous_state != _current_state:\n\t\tstate_changed.emit(_current_state)\n\t\t_log_debug(\"State changed: %s -> %s\" % [AIState.keys()[previous_state], AIState.keys()[_current_state]])\n\t\t# Also log to file for exported build debugging\n\t\t_log_to_file(\"State: %s -> %s\" % [AIState.keys()[previous_state], AIState.keys()[_current_state]])\n\n## Process IDLE state - patrol or guard behavior.\nfunc _process_idle_state(delta: float) -> void:\n\tif _can_see_player and _player:\n\t\tif _is_melee_weapon: _transition_to_pursuing() # Issue #579: machete sneaks first\n\t\telse: _transition_to_combat()\n\t\treturn\n\n\t# Check memory system for suspected player position (Issue #297)\n\t# If we have high/medium confidence about player location, investigate\n\tif _memory and _memory.has_target():\n\t\tif _memory.is_high_confidence():\n\t\t\t# High confidence: Go investigate directly\n\t\t\t_log_debug(\"High confidence (%.0f%%) - investigating suspected position\" % (_memory.confidence * 100))\n\t\t\t_log_to_file(\"Memory: high confidence (%.2f) - transitioning to PURSUING\" % _memory.confidence)\n\t\t\t_transition_to_pursuing()\n\t\t\treturn\n\t\telif _memory.is_medium_confidence():\n\t\t\t# Medium confidence: Investigate cautiously (also use pursuing with cover-to-cover)\n\t\t\t_log_debug(\"Medium confidence (%.0f%%) - cautiously investigating\" % (_memory.confidence * 100))\n\t\t\t_log_to_file(\"Memory: medium confidence (%.2f) - transitioning to PURSUING\" % _memory.confidence)\n\t\t\t_transition_to_pursuing()\n\t\t\treturn\n\t\t# Low confidence: Continue normal patrol but may wander toward suspected area\n\n\t# Execute idle behavior\n\tmatch behavior_mode:\n\t\tBehaviorMode.PATROL: _process_patrol(delta)\n\t\tBehaviorMode.GUARD: _process_guard(delta)\n\n## Process COMBAT state - cycle: approach->exposed shooting (2-3s)->return to cover via SEEKING_COVER.\nfunc _process_combat_state(delta: float) -> void:\n\t_combat_state_timer += delta\n\t# Issue #579/#595: Machete melee combat with attack animation\n\tif _is_melee_weapon and _machete and _player:\n\t\tif _machete.is_attacking(): return # Issue #595: Hold position during attack animation\n\t\tif _under_fire and _bullets_in_threat_sphere.size() > 0 and not _machete.is_dodging():\n\t\t\tvar b = _bullets_in_threat_sphere[0]\n\t\t\tif is_instance_valid(b):\n\t\t\t\tvar bd: Vector2 = b.get(\"direction\") if b.get(\"direction\") != null else Vector2.RIGHT.rotated(b.rotation)\n\t\t\t\t_machete.try_dodge(bd)\n\t\tif _machete.is_dodging(): velocity = _machete.get_dodge_velocity(); return\n\t\tif _machete.is_in_melee_range(_player) and _shoot_timer >= shoot_cooldown:\n\t\t\t_machete.perform_melee_attack(_player); _shoot_timer = 0.0; return\n\t\tvar tp := _player.global_position\n\t\tif _machete.is_backstab_opportunity(_player) or _machete.is_player_under_fire(_player):\n\t\t\ttp = _machete.get_backstab_approach_position(_player, 60.0)\n\t\t_move_to_target_nav(tp, combat_move_speed); return\n\t# Check for suppression - transition to retreating behavior\n\t# BUT: When pursuing a vulnerability sound (player reloading/out of ammo),\n\t# ignore suppression and continue the attack - this is the best time to strike!\n\tif _under_fire and enable_cover and not _pursuing_vulnerability_sound:\n\t\t_combat_exposed = false\n\t\t_combat_approaching = false\n\t\t_seeking_clear_shot = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# NOTE: ASSAULT state transition removed per issue #169\n\t# Enemies now stay in COMBAT instead of transitioning to coordinated assault\n\n\t# If can't see player, pursue them (move cover-to-cover toward player)\n\t# But only after minimum time has elapsed to prevent rapid state thrashing\n\t# when visibility flickers at wall/obstacle edges\n\tif not _can_see_player:\n\t\tif _combat_state_timer >= COMBAT_MIN_DURATION_BEFORE_PURSUE:\n\t\t\t_combat_exposed = false\n\t\t\t_combat_approaching = false\n\t\t\t_seeking_clear_shot = false\n\t\t\t_log_debug(\"Lost sight of player in COMBAT (%.2fs), transitioning to PURSUING\" % _combat_state_timer)\n\t\t\t_transition_to_pursuing()\n\t\t\treturn\n\t\t# If minimum time hasn't elapsed, stay in COMBAT and wait\n\t\t# This prevents rapid COMBAT<->PURSUING thrashing\n\n\t# Update detection delay timer\n\tif not _detection_delay_elapsed:\n\t\t_detection_timer += delta\n\t\tif _detection_timer >= _get_effective_detection_delay():\n\t\t\t_detection_delay_elapsed = true\n\n\t# If we don't have cover, find some first (needed for returning later)\n\tif not _has_valid_cover and enable_cover:\n\t\t_find_cover_position()\n\t\tif _has_valid_cover:\n\t\t\t_log_debug(\"Found cover at %s for combat cycling\" % _cover_position)\n\n\t# Check player distance for approach/exposed phase decisions\n\tvar distance_to_player := INF\n\tif _player:\n\t\tdistance_to_player = global_position.distance_to(_player.global_position)\n\n\t# Check if we have a clear shot (no wall blocking bullet spawn)\n\tvar direction_to_player := Vector2.ZERO\n\tvar has_clear_shot := true\n\tif _player:\n\t\tdirection_to_player = (_player.global_position - global_position).normalized()\n\t\thas_clear_shot = _is_bullet_spawn_clear(direction_to_player)\n\n\t# If already exposed (shooting phase), handle shooting and timer\n\tif _combat_exposed:\n\t\t_combat_shoot_timer += delta\n\n\t\t# Check if exposure time is complete - go back to cover\n\t\tif _combat_shoot_timer >= _combat_shoot_duration and _has_valid_cover:\n\t\t\t_log_debug(\"Combat exposure time complete (%.1fs), returning to cover\" % _combat_shoot_duration)\n\t\t\t_combat_exposed = false\n\t\t\t_combat_approaching = false\n\t\t\t_combat_shoot_timer = 0.0\n\t\t\t_transition_to_seeking_cover()\n\t\t\treturn\n\n\t\t# Check if we still have a clear shot - if not, move sideways to find one\n\t\tif _player and not has_clear_shot:\n\t\t\t# Bullet spawn is blocked - move sideways to find a clear shot position\n\t\t\tvar sidestep_dir := _find_sidestep_direction_for_clear_shot(direction_to_player)\n\t\t\tif sidestep_dir != Vector2.ZERO:\n\t\t\t\tvelocity = sidestep_dir * combat_move_speed * 0.7\n\t\t\t\trotation = direction_to_player.angle() # Keep facing player while sidestepping\n\t\t\t\t_log_debug(\"COMBAT exposed: sidestepping to maintain clear shot\")\n\t\t\telse:\n\t\t\t\t# No sidestep works - stay still, the shot might clear up\n\t\t\t\tvelocity = Vector2.ZERO\n\t\t\treturn\n\n\t\t# In exposed phase with clear shot, stand still and shoot\n\t\tvelocity = Vector2.ZERO\n\n\t\t# Aim and shoot at player (only shoot after detection delay)\n\t\tif _player:\n\t\t\t_aim_at_player()\n\t\t\tif _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t\t_shoot()\n\t\t\t\t_shoot_timer = 0.0\n\t\treturn\n\n\t# --- CLEAR SHOT SEEKING PHASE ---\n\t# If bullet spawn is blocked and we're not already exposed, we need to move out from cover\n\tif not has_clear_shot and _player:\n\t\t# Start seeking clear shot if not already doing so\n\t\tif not _seeking_clear_shot:\n\t\t\t_seeking_clear_shot = true\n\t\t\t_clear_shot_timer = 0.0\n\t\t\t# Calculate target position: move perpendicular to player direction (around cover edge)\n\t\t\t_clear_shot_target = _calculate_clear_shot_exit_position(direction_to_player)\n\t\t\t_log_debug(\"COMBAT: bullet spawn blocked, seeking clear shot at %s\" % _clear_shot_target)\n\t\t_clear_shot_timer += delta\n\n\t\t# Check if we've exceeded the max time trying to find a clear shot\n\t\tif _clear_shot_timer >= CLEAR_SHOT_MAX_TIME:\n\t\t\t_log_debug(\"COMBAT: clear shot timeout, trying flanking\")\n\t\t\t_seeking_clear_shot = false\n\t\t\t_clear_shot_timer = 0.0\n\t\t\t# Try flanking to get around the obstacle\n\t\t\tif _can_attempt_flanking():\n\t\t\t\t_transition_to_flanking()\n\t\t\telse:\n\t\t\t\t_transition_to_pursuing()\n\t\t\treturn\n\n\t\t# Move toward the clear shot target position\n\t\tvar distance_to_target := global_position.distance_to(_clear_shot_target)\n\t\tif distance_to_target > 15.0:\n\t\t\tvar move_direction := (_clear_shot_target - global_position).normalized()\n\n\t\t\t# Apply enhanced wall avoidance with dynamic weighting\n\t\t\tmove_direction = _apply_wall_avoidance(move_direction)\n\t\t\tvelocity = move_direction * combat_move_speed\n\t\t\trotation = direction_to_player.angle() # Keep facing player\n\n\t\t\t# Check if the new position now has a clear shot\n\t\t\tif _is_bullet_spawn_clear(direction_to_player):\n\t\t\t\t_log_debug(\"COMBAT: found clear shot position while moving\")\n\t\t\t\t_seeking_clear_shot = false\n\t\t\t\t_clear_shot_timer = 0.0\n\t\t\t\t# Continue to exposed phase check below\n\t\t\telse:\n\t\t\t\treturn # Keep moving toward target\n\t\telse:\n\t\t\t# Reached target but still no clear shot - recalculate target\n\t\t\t_log_debug(\"COMBAT: reached target but no clear shot, recalculating\")\n\t\t\t_clear_shot_target = _calculate_clear_shot_exit_position(direction_to_player)\n\t\t\treturn\n\n\t# Reset seeking state if we now have a clear shot\n\tif _seeking_clear_shot and has_clear_shot:\n\t\t_log_debug(\"COMBAT: clear shot acquired\")\n\t\t_seeking_clear_shot = false\n\t\t_clear_shot_timer = 0.0\n\n\t# Determine if we should be in approach phase or exposed shooting phase\n\tvar in_direct_contact := distance_to_player <= COMBAT_DIRECT_CONTACT_DISTANCE\n\n\t# Enter exposed phase if we have a clear shot and are either close enough or have approached long enough\n\tif has_clear_shot and (in_direct_contact or _combat_approach_timer >= COMBAT_APPROACH_MAX_TIME):\n\t\t# Close enough AND have clear shot - start exposed shooting phase\n\t\t_combat_exposed = true\n\t\t_combat_approaching = false\n\t\t_combat_shoot_timer = 0.0\n\t\t_combat_approach_timer = 0.0\n\t\t# Randomize exposure duration between 2-3 seconds\n\t\t_combat_shoot_duration = randf_range(2.0, 3.0)\n\t\t_log_debug(\"COMBAT exposed phase started (distance: %.0f), will shoot for %.1fs\" % [distance_to_player, _combat_shoot_duration])\n\t\treturn\n\n\t# Need to approach player - move toward them\n\tif not _combat_approaching:\n\t\t_combat_approaching = true\n\t\t_combat_approach_timer = 0.0\n\t\t_log_debug(\"COMBAT approach phase started, moving toward player\")\n\t_combat_approach_timer += delta\n\n\t# Move toward player while approaching\n\tif _player:\n\t\tvar move_direction := direction_to_player\n\n\t\t# Apply enhanced wall avoidance with dynamic weighting\n\t\tmove_direction = _apply_wall_avoidance(move_direction)\n\t\tvelocity = move_direction * combat_move_speed\n\t\trotation = direction_to_player.angle() # Always face player\n\n\t\t# Can shoot while approaching (only after detection delay and if have clear shot)\n\t\tif has_clear_shot and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t_aim_at_player()\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0\n\n## Calculate a position to exit cover and get a clear shot at the player.\nfunc _calculate_clear_shot_exit_position(direction_to_player: Vector2) -> Vector2:\n\t# Calculate perpendicular directions to the player\n\tvar perpendicular := Vector2(-direction_to_player.y, direction_to_player.x)\n\n\t# Try both perpendicular directions and pick the one that's more likely to work\n\t# Also blend with forward movement toward player to help navigate around cover\n\tvar best_position := global_position\n\tvar best_score := -1.0\n\tfor side_multiplier: float in [1.0, -1.0]:\n\t\tvar sidestep_dir: Vector2 = perpendicular * side_multiplier\n\t\t# Blend sidestep with forward movement for better cover navigation\n\t\tvar exit_dir: Vector2 = (sidestep_dir * 0.7 + direction_to_player * 0.3).normalized()\n\t\tvar test_position: Vector2 = global_position + exit_dir * CLEAR_SHOT_EXIT_DISTANCE\n\n\t\t# Score this position based on:\n\t\t# 1. Does it have a clear path? (no walls in the way)\n\t\t# 2. Would the bullet spawn be clear from there?\n\t\tvar score: float = 0.0\n\n\t\t# Check if we can move to this position\n\t\tif _has_clear_path_to(test_position):\n\t\t\tscore += 1.0\n\n\t\t# Check if bullet spawn would be clear from this position\n\t\t# This is a rough estimate - we check from the test position toward player\n\t\tvar world_2d := get_world_2d()\n\t\tif world_2d != null:\n\t\t\tvar space_state := world_2d.direct_space_state\n\t\t\tif space_state != null:\n\t\t\t\tvar check_distance := bullet_spawn_offset + 5.0\n\t\t\t\tvar query := PhysicsRayQueryParameters2D.new()\n\t\t\t\tquery.from = test_position\n\t\t\t\tquery.to = test_position + direction_to_player * check_distance\n\t\t\t\tquery.collision_mask = 4 # Only check obstacles\n\t\t\t\tquery.exclude = [get_rid()]\n\t\t\t\tvar result := space_state.intersect_ray(query)\n\t\t\t\tif result.is_empty():\n\t\t\t\t\tscore += 2.0 # Higher score for clear bullet spawn\n\n\t\tif score > best_score:\n\t\t\tbest_score = score\n\t\t\tbest_position = test_position\n\n\t# If no good position found, just move forward toward player\n\tif best_score < 0.5:\n\t\tbest_position = global_position + direction_to_player * CLEAR_SHOT_EXIT_DISTANCE\n\treturn best_position\n\n## Process SEEKING_COVER state - moving to cover position.\nfunc _process_seeking_cover_state(_delta: float) -> void:\n\tif not _has_valid_cover:\n\t\t# Try to find cover\n\t\t_find_cover_position()\n\t\tif not _has_valid_cover:\n\t\t\t# No cover found, stay in combat\n\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# Check if we're already hidden from the player (the main goal)\n\tif not _is_visible_from_player():\n\t\t_transition_to_in_cover()\n\t\t_log_debug(\"Hidden from player, entering cover state\")\n\t\treturn\n\n\t# Move towards cover\n\tvar distance: float = global_position.distance_to(_cover_position)\n\n\tif distance < 10.0:\n\t\t# Reached the cover position, but still visible - try to find better cover\n\t\tif _is_visible_from_player():\n\t\t\t_has_valid_cover = false\n\t\t\t_find_cover_position()\n\t\t\tif not _has_valid_cover:\n\t\t\t\t# No better cover found, stay in combat\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t# Use navigation-based pathfinding to move toward cover\n\t_move_to_target_nav(_cover_position, combat_move_speed)\n\n\t# Can still shoot while moving to cover (only after detection delay)\n\tif _can_see_player and _player and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t_aim_at_player()\n\t\t_shoot()\n\t\t_shoot_timer = 0.0\n\n## Process IN_COVER state. Under fire->suppressed, close->COMBAT, far+can hit->stay and shoot, far+can't hit->PURSUING.\nfunc _process_in_cover_state(delta: float) -> void:\n\tvelocity = Vector2.ZERO\n\n\t# If still under fire, stay suppressed\n\tif _under_fire:\n\t\t_transition_to_suppressed()\n\t\treturn\n\n\t# Check if player has flanked us - if we're now visible from player's position,\n\t# we need to find new cover\n\tif _is_visible_from_player():\n\t\t# If in alarm mode and can see player, fire a burst before escaping\n\t\tif _in_alarm_mode and _can_see_player and _player:\n\t\t\tif not _cover_burst_pending:\n\t\t\t\t# Start the cover burst\n\t\t\t\t_cover_burst_pending = true\n\t\t\t\t_retreat_burst_remaining = randi_range(2, 4)\n\t\t\t\t_retreat_burst_timer = 0.0\n\t\t\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n\t\t\t\t_log_debug(\"IN_COVER alarm: starting burst before escaping (%d shots)\" % _retreat_burst_remaining)\n\n\t\t\t# Fire the burst\n\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t_retreat_burst_timer += delta\n\t\t\t\tif _retreat_burst_timer >= RETREAT_BURST_COOLDOWN:\n\t\t\t\t\t_aim_at_player()\n\t\t\t\t\t_shoot_burst_shot()\n\t\t\t\t\t_retreat_burst_remaining -= 1\n\t\t\t\t\t_retreat_burst_timer = 0.0\n\t\t\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t\t\t_retreat_burst_angle_offset += RETREAT_BURST_ARC / 3.0\n\t\t\t\treturn # Stay in cover while firing burst\n\n\t\t# Burst complete or not in alarm mode, seek new cover\n\t\t_log_debug(\"Player flanked our cover position, seeking new cover\")\n\t\t_has_valid_cover = false # Invalidate current cover\n\t\t_cover_burst_pending = false\n\t\t_transition_to_seeking_cover()\n\t\treturn\n\n\t# NOTE: ASSAULT state transition removed per issue #169\n\t# Enemies now stay in IN_COVER instead of transitioning to coordinated assault\n\n\t# Decision making based on player distance and visibility\n\tif _player:\n\t\tvar player_close := _is_player_close()\n\t\tvar can_hit := _can_hit_player_from_current_position()\n\n\t\tif _can_see_player:\n\t\t\tif player_close:\n\t\t\t\t# Player is close - engage in combat (come out, shoot, go back)\n\t\t\t\t_log_debug(\"Player is close, transitioning to COMBAT\")\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\t\t\telse:\n\t\t\t\t# Player is far\n\t\t\t\tif can_hit:\n\t\t\t\t\t# Can hit from current position - come out and shoot\n\t\t\t\t\t# (Don't pursue, just transition to combat which will handle the cycling)\n\t\t\t\t\t_log_debug(\"Player is far but can hit from here, transitioning to COMBAT\")\n\t\t\t\t\t_transition_to_combat()\n\t\t\t\t\treturn\n\t\t\t\telse:\n\t\t\t\t\t# Can't hit from here - need to pursue (move cover-to-cover)\n\t\t\t\t\t_log_debug(\"Player is far and can't hit, transitioning to PURSUING\")\n\t\t\t\t\t_transition_to_pursuing()\n\t\t\t\t\treturn\n\n\t# If not under fire and can see player, engage (only shoot after detection delay)\n\tif _can_see_player and _player:\n\t\t_aim_at_player()\n\t\tif _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0\n\n\t# If player is no longer visible and not under fire, try pursuing\n\tif not _can_see_player and not _under_fire:\n\t\t_log_debug(\"Lost sight of player from cover, transitioning to PURSUING\")\n\t\t_transition_to_pursuing()\n\n## Process FLANKING state - flank player using cover-to-cover movement.\nfunc _process_flanking_state(delta: float) -> void:\n\t_flank_state_timer += delta\n\n\tif _flank_state_timer >= FLANK_STATE_MAX_TIME:\n\t\t_log_to_file(\"FLANKING timeout (%.1fs), target=%s, pos=%s\" % [_flank_state_timer, _flank_target, global_position])\n\t\t_flank_side_initialized = false\n\t\tif _can_see_player: _transition_to_combat()\n\t\telse: _transition_to_pursuing()\n\t\treturn\n\n\tvar distance_moved := global_position.distance_to(_flank_last_position)\n\tif distance_moved < FLANK_PROGRESS_THRESHOLD:\n\t\t_flank_stuck_timer += delta\n\t\tif _flank_stuck_timer >= FLANK_STUCK_MAX_TIME:\n\t\t\t_log_to_file(\"FLANKING stuck (%.1fs), pos=%s, fail=%d\" % [_flank_stuck_timer, global_position, _flank_fail_count + 1])\n\t\t\t_flank_side_initialized = false\n\t\t\t_flank_fail_count += 1\n\t\t\t_flank_cooldown_timer = FLANK_COOLDOWN_DURATION\n\t\t\tif _flank_fail_count >= FLANK_FAIL_MAX_COUNT:\n\t\t\t\t_log_to_file(\"FLANKING disabled after %d failures\" % _flank_fail_count)\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\t\t\tif _can_see_player: _transition_to_combat()\n\t\t\telse: _transition_to_pursuing()\n\t\t\treturn\n\telse:\n\t\t_flank_stuck_timer = 0.0\n\t\t_flank_last_position = global_position\n\t\tif _flank_fail_count > 0:\n\t\t\t_flank_fail_count = 0\n\n\tif _under_fire and enable_cover:\n\t\t_flank_side_initialized = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# Only transition to combat if we can ACTUALLY HIT the player (not just see)\n\tif _can_see_player and _can_hit_player_from_current_position():\n\t\t_flank_side_initialized = false\n\t\t_transition_to_combat()\n\t\treturn\n\n\tif _player == null:\n\t\t_flank_side_initialized = false\n\t\tif _has_left_idle: # Issue #330: search instead of idle\n\t\t\t_transition_to_searching(global_position)\n\t\telse:\n\t\t\t_transition_to_idle()\n\t\treturn\n\n\t_calculate_flank_position() # Recalculate (player may have moved)\n\n\tif global_position.distance_to(_flank_target) < 30.0:\n\t\t_flank_side_initialized = false\n\t\t_transition_to_combat()\n\t\treturn\n\n\t_move_to_target_nav(_flank_target, combat_move_speed)\n\t# Corner checking during FLANKING movement (Issue #332)\n\tif velocity.length_squared() > 1.0:\n\t\t_process_corner_check(delta, velocity.normalized(), \"FLANKING\")\n\n## Process SUPPRESSED state - staying in cover under fire.\nfunc _process_suppressed_state(delta: float) -> void:\n\tvelocity = Vector2.ZERO\n\n\t# Check if player has flanked us - if we're now visible from player's position,\n\t# we need to find new cover even while suppressed\n\tif _is_visible_from_player():\n\t\t# In suppressed state we're always in alarm mode - fire a burst before escaping if we can see player\n\t\tif _can_see_player and _player:\n\t\t\tif not _cover_burst_pending:\n\t\t\t\t# Start the cover burst\n\t\t\t\t_cover_burst_pending = true\n\t\t\t\t_retreat_burst_remaining = randi_range(2, 4)\n\t\t\t\t_retreat_burst_timer = 0.0\n\t\t\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n\t\t\t\t_log_debug(\"SUPPRESSED alarm: starting burst before escaping (%d shots)\" % _retreat_burst_remaining)\n\n\t\t\t# Fire the burst\n\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t_retreat_burst_timer += delta\n\t\t\t\tif _retreat_burst_timer >= RETREAT_BURST_COOLDOWN:\n\t\t\t\t\t_aim_at_player()\n\t\t\t\t\t_shoot_burst_shot()\n\t\t\t\t\t_retreat_burst_remaining -= 1\n\t\t\t\t\t_retreat_burst_timer = 0.0\n\t\t\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t\t\t_retreat_burst_angle_offset += RETREAT_BURST_ARC / 3.0\n\t\t\t\treturn # Stay suppressed while firing burst\n\n\t\t# Burst complete or can't see player, seek new cover\n\t\t_log_debug(\"Player flanked our cover position while suppressed, seeking new cover\")\n\t\t_has_valid_cover = false # Invalidate current cover\n\t\t_cover_burst_pending = false\n\t\t_transition_to_seeking_cover()\n\t\treturn\n\n\t# Can still shoot while suppressed (only after detection delay)\n\tif _can_see_player and _player:\n\t\t_aim_at_player()\n\t\tif _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0\n\n\t# If no longer under fire, exit suppression\n\tif not _under_fire:\n\t\t_transition_to_in_cover()\n\n## Process RETREATING state - moving to cover with behavior based on damage taken.\nfunc _process_retreating_state(delta: float) -> void:\n\tif not _has_valid_cover:\n\t\t# Try to find cover\n\t\t_find_cover_position()\n\t\tif not _has_valid_cover:\n\t\t\t# No cover found, transition to combat or suppressed\n\t\t\tif _under_fire:\n\t\t\t\t_transition_to_suppressed()\n\t\t\telse:\n\t\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# Check if we've reached cover and are hidden from player\n\tif not _is_visible_from_player():\n\t\t_log_debug(\"Reached cover during retreat\")\n\t\t# Reset encounter hits when successfully reaching cover\n\t\t_hits_taken_in_encounter = 0\n\t\t_transition_to_in_cover()\n\t\treturn\n\n\t# Calculate direction to cover\n\tvar direction_to_cover := (_cover_position - global_position).normalized()\n\tvar distance_to_cover := global_position.distance_to(_cover_position)\n\n\t# Check if reached cover position\n\tif distance_to_cover < 10.0:\n\t\tif _is_visible_from_player():\n\t\t\t# Still visible, find better cover\n\t\t\t_has_valid_cover = false\n\t\t\t_find_cover_position()\n\t\t\tif not _has_valid_cover:\n\t\t\t\tif _under_fire:\n\t\t\t\t\t_transition_to_suppressed()\n\t\t\t\telse:\n\t\t\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# Apply retreat behavior based on mode\n\tmatch _retreat_mode:\n\t\tRetreatMode.FULL_HP: _process_retreat_full_hp(delta, direction_to_cover)\n\t\tRetreatMode.ONE_HIT: _process_retreat_one_hit(delta, direction_to_cover)\n\t\tRetreatMode.MULTIPLE_HITS: _process_retreat_multiple_hits(delta, direction_to_cover)\n\n## Process FULL_HP retreat: walk backwards facing player, shoot with reduced accuracy.\nfunc _process_retreat_full_hp(delta: float, _direction_to_cover: Vector2) -> void:\n\t_retreat_turn_timer += delta\n\n\tif _retreat_turning_to_cover:\n\t\t# Turning to face cover, don't shoot\n\t\tif _retreat_turn_timer >= RETREAT_TURN_DURATION:\n\t\t\t_retreat_turning_to_cover = false\n\t\t\t_retreat_turn_timer = 0.0\n\n\t\t# Use navigation to move toward cover\n\t\t_move_to_target_nav(_cover_position, combat_move_speed)\n\telse:\n\t\t# Face player and back up (walk backwards)\n\t\tif _retreat_turn_timer >= RETREAT_TURN_INTERVAL:\n\t\t\t_retreat_turning_to_cover = true\n\t\t\t_retreat_turn_timer = 0.0\n\t\t\t_log_debug(\"FULL_HP retreat: turning to check cover\")\n\n\t\tif _player:\n\t\t\t# Face the player\n\t\t\t_aim_at_player()\n\n\t\t\t# Use navigation to move toward cover but keep facing player\n\t\t\tvar nav_direction: Vector2 = _get_nav_direction_to(_cover_position)\n\t\t\tif nav_direction != Vector2.ZERO:\n\t\t\t\tnav_direction = _apply_wall_avoidance(nav_direction)\n\t\t\t\tvelocity = nav_direction * combat_move_speed * 0.7 # Slower when backing up\n\t\t\telse:\n\t\t\t\tvelocity = Vector2.ZERO\n\n\t\t\t# Shoot with reduced accuracy (only after detection delay)\n\t\t\tif _can_see_player and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t\t_shoot_with_inaccuracy()\n\t\t\t\t_shoot_timer = 0.0\n\n## Process ONE_HIT retreat: quick burst of 2-4 shots in an arc while turning, then face cover.\nfunc _process_retreat_one_hit(delta: float, direction_to_cover: Vector2) -> void:\n\tif not _retreat_burst_complete:\n\t\t# During burst phase\n\t\t_retreat_burst_timer += delta\n\n\t\tif _player and _retreat_burst_remaining > 0 and _retreat_burst_timer >= RETREAT_BURST_COOLDOWN:\n\t\t\t# Fire a burst shot with arc spread\n\t\t\t_shoot_burst_shot()\n\t\t\t_retreat_burst_remaining -= 1\n\t\t\t_retreat_burst_timer = 0.0\n\n\t\t\t# Progress through the arc\n\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t_retreat_burst_angle_offset += RETREAT_BURST_ARC / 3.0 # Spread across 4 shots max\n\n\t\t# Gradually turn from player to cover during burst\n\t\tif _player:\n\t\t\tvar direction_to_player: Vector2 = (_player.global_position - global_position).normalized()\n\t\t\tvar target_angle: float\n\n\t\t\t# Interpolate rotation from player direction to cover direction\n\t\t\tvar burst_progress: float = 1.0 - (float(_retreat_burst_remaining) / 4.0)\n\t\t\tvar player_angle: float = direction_to_player.angle()\n\t\t\tvar cover_direction: Vector2 = (_cover_position - global_position).normalized()\n\t\t\tvar cover_angle: float = cover_direction.angle()\n\t\t\ttarget_angle = lerp_angle(player_angle, cover_angle, burst_progress * 0.7)\n\t\t\trotation = target_angle\n\n\t\t# Use navigation to move toward cover (slower during burst)\n\t\tvar nav_direction: Vector2 = _get_nav_direction_to(_cover_position)\n\t\tif nav_direction != Vector2.ZERO:\n\t\t\tnav_direction = _apply_wall_avoidance(nav_direction)\n\t\t\tvelocity = nav_direction * combat_move_speed * 0.5\n\n\t\t# Check if burst is complete\n\t\tif _retreat_burst_remaining <= 0:\n\t\t\t_retreat_burst_complete = true\n\t\t\t_log_debug(\"ONE_HIT retreat: burst complete, now running to cover\")\n\telse:\n\t\t# After burst, run to cover without shooting using navigation\n\t\t_move_to_target_nav(_cover_position, combat_move_speed)\n\n## Process MULTIPLE_HITS retreat: quick burst of 2-4 shots then run to cover (same as ONE_HIT).\nfunc _process_retreat_multiple_hits(delta: float, direction_to_cover: Vector2) -> void:\n\t# Same behavior as ONE_HIT - quick burst then escape\n\t_process_retreat_one_hit(delta, direction_to_cover)\n\n## Process PURSUING state - move cover-to-cover toward player or vulnerability sound.\nfunc _process_pursuing_state(delta: float) -> void:\n\t_pursuing_state_timer += delta\n\t# Issue #579: Machete enemies dodge bullets and sneak cover-to-cover\n\tif _is_melee_weapon and _machete:\n\t\tif _under_fire and _bullets_in_threat_sphere.size() > 0 and not _machete.is_dodging():\n\t\t\tvar b = _bullets_in_threat_sphere[0]\n\t\t\tif is_instance_valid(b):\n\t\t\t\tvar bd: Vector2 = b.get(\"direction\") if b.get(\"direction\") != null else Vector2.RIGHT.rotated(b.rotation)\n\t\t\t\t_machete.try_dodge(bd)\n\t\tif _machete.is_dodging(): velocity = _machete.get_dodge_velocity(); return\n\t\tif _can_see_player and _player and global_position.distance_to(_player.global_position) <= CLOSE_COMBAT_DISTANCE:\n\t\t\t_transition_to_combat(); return\n\tif _under_fire and enable_cover and not _pursuing_vulnerability_sound and not _is_melee_weapon:\n\t\t_pursuit_approaching = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# NOTE: ASSAULT state transition removed per issue #169\n\t# Enemies now stay in PURSUING instead of transitioning to coordinated assault\n\n\t# If can see player and can hit them from current position, engage\n\t# But only after minimum time has elapsed to prevent rapid state thrashing\n\t# when visibility flickers at wall/obstacle edges\n\tif _can_see_player and _player:\n\t\tvar can_hit := _can_hit_player_from_current_position()\n\t\tif can_hit and _pursuing_state_timer >= PURSUING_MIN_DURATION_BEFORE_COMBAT:\n\t\t\t_log_debug(\"Can see and hit player from pursuit (%.2fs), transitioning to COMBAT\" % _pursuing_state_timer)\n\t\t\t_has_pursuit_cover = false\n\t\t\t_pursuit_approaching = false\n\t\t\t_pursuing_vulnerability_sound = false\n\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# VULNERABILITY SOUND PURSUIT: When we heard a reload/empty click sound,\n\t# move directly toward the sound position using navigation (goes around walls).\n\t# This is a direct pursuit without cover-to-cover movement.\n\tif _pursuing_vulnerability_sound and _last_known_player_position != Vector2.ZERO:\n\t\tvar distance_to_sound := global_position.distance_to(_last_known_player_position)\n\n\t\t# If we reached the sound position\n\t\tif distance_to_sound < 50.0:\n\t\t\t_log_debug(\"Reached vulnerability sound position (dist=%.0f)\" % distance_to_sound)\n\t\t\t# If we can see the player now, attack\n\t\t\tif _can_see_player and _player:\n\t\t\t\t_log_debug(\"Can see player at sound position, transitioning to COMBAT\")\n\t\t\t\t_pursuing_vulnerability_sound = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\t\t\t# If player moved or we still can't see them, clear the flag and use normal pursuit\n\t\t\t_log_debug(\"Player not visible at sound position, switching to normal pursuit\")\n\t\t\t_pursuing_vulnerability_sound = false\n\t\t\t# Fall through to normal pursuit behavior\n\n\t\telse:\n\t\t\t# Keep moving toward the sound position using navigation\n\t\t\t_move_to_target_nav(_last_known_player_position, combat_move_speed)\n\t\t\t# Log progress periodically\n\t\t\tvar vuln_pursuit_key := \"last_vuln_pursuit_log\"\n\t\t\tvar current_frame := Engine.get_physics_frames()\n\t\t\tvar last_log_frame: int = _goap_world_state.get(vuln_pursuit_key, -100)\n\t\t\tif current_frame - last_log_frame > 60:\n\t\t\t\t_goap_world_state[vuln_pursuit_key] = current_frame\n\t\t\t\t_log_to_file(\"Pursuing vulnerability sound at %s, distance=%.0f\" % [_last_known_player_position, distance_to_sound])\n\t\t\treturn\n\n\t# [Issue #574] Check if the current path goes through a lit passage\n\t# If the flashlight illuminates the next waypoint, try flanking to find an alternate route\n\tif _flashlight_detection and _player and not _pursuit_approaching:\n\t\tif _flashlight_detection.is_next_waypoint_lit(_nav_agent, _player):\n\t\t\tif _can_attempt_flanking():\n\t\t\t\t_log_to_file(\"[#574] Next waypoint lit by flashlight, attempting flank to avoid lit passage\")\n\t\t\t\tif _transition_to_flanking():\n\t\t\t\t\treturn\n\n\t# Process approach phase - moving directly toward player when no better cover exists\n\tif _pursuit_approaching:\n\t\tif _player:\n\t\t\tvar direction := (_player.global_position - global_position).normalized()\n\t\t\tvar can_hit := _can_hit_player_from_current_position()\n\n\t\t\t_pursuit_approach_timer += delta\n\n\t\t\t# If we can now hit the player, transition to combat\n\t\t\tif can_hit:\n\t\t\t\t_log_debug(\"Can now hit player after approach (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t\t\t# If approach timer expired, give up and engage in combat anyway\n\t\t\tif _pursuit_approach_timer >= PURSUIT_APPROACH_MAX_TIME:\n\t\t\t\t_log_debug(\"Approach timer expired (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t\t\t# If we found a new cover opportunity while approaching, take it\n\t\t\tif not _has_pursuit_cover:\n\t\t\t\t_find_pursuit_cover_toward_player()\n\t\t\t\tif _has_pursuit_cover:\n\t\t\t\t\t_log_debug(\"Found cover while approaching, switching to cover movement\")\n\t\t\t\t\t_pursuit_approaching = false\n\t\t\t\t\treturn\n\n\t\t\t# Use navigation to move toward target position (Issue #318)\n\t\t\tvar target_pos := _get_target_position()\n\t\t\tif target_pos != global_position:\n\t\t\t\t_move_to_target_nav(target_pos, combat_move_speed)\n\t\t\telse:\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\t# Issue #330: If enemy has left IDLE, start searching instead of returning to IDLE\n\t\t\t\tif _has_left_idle:\n\t\t\t\t\t_log_to_file(\"PURSUING: No valid target, starting search (engaged enemy)\")\n\t\t\t\t\t_transition_to_searching(global_position)\n\t\t\t\telse:\n\t\t\t\t\t_transition_to_idle() # No valid target\n\t\treturn\n\n\t# Check if we're waiting at cover\n\tif _has_valid_cover and not _has_pursuit_cover:\n\t\t# Currently at cover, wait for 1-2 seconds before moving to next cover\n\t\t_pursuit_cover_wait_timer += delta\n\t\tvelocity = Vector2.ZERO\n\n\t\tif _pursuit_cover_wait_timer >= PURSUIT_COVER_WAIT_DURATION:\n\t\t\t# Done waiting, find next cover closer to player\n\t\t\t_log_debug(\"Pursuit wait complete, finding next cover\")\n\t\t\t_pursuit_cover_wait_timer = 0.0\n\t\t\t_find_pursuit_cover_toward_player()\n\t\t\tif _has_pursuit_cover:\n\t\t\t\t_log_debug(\"Found pursuit cover at %s\" % _pursuit_next_cover)\n\t\t\telse:\n\t\t\t\t# No pursuit cover found - start approach phase if we can see player\n\t\t\t\t_log_debug(\"No pursuit cover found, checking fallback options\")\n\t\t\t\tif _can_see_player and _player:\n\t\t\t\t\t# Can see but can't hit (at last cover) - start approach phase\n\t\t\t\t\t_log_debug(\"Can see player but can't hit, starting approach phase\")\n\t\t\t\t\t_pursuit_approaching = true\n\t\t\t\t\t_pursuit_approach_timer = 0.0\n\t\t\t\t\treturn\n\t\t\t\t# Try flanking if player not visible\n\t\t\t\tif _can_attempt_flanking() and _player:\n\t\t\t\t\t_log_debug(\"Attempting flanking maneuver\")\n\t\t\t\t\t_transition_to_flanking()\n\t\t\t\t\treturn\n\t\t\t\t# Last resort: move directly toward player\n\t\t\t\t_log_debug(\"No cover options, transitioning to COMBAT\")\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\t\treturn\n\n\t# If we have a pursuit cover target, move toward it\n\tif _has_pursuit_cover:\n\t\tvar distance: float = global_position.distance_to(_pursuit_next_cover)\n\n\t\t# Check if we've reached the pursuit cover\n\t\t# Note: We only check distance here, NOT visibility from player.\n\t\t# If we checked visibility, the enemy would immediately consider themselves\n\t\t# \"at cover\" even before moving, since they start hidden from player.\n\t\tif distance < 15.0:\n\t\t\t_log_debug(\"Reached pursuit cover at distance %.1f\" % distance)\n\t\t\t_has_pursuit_cover = false\n\t\t\t_pursuit_cover_wait_timer = 0.0\n\t\t\t_cover_position = _pursuit_next_cover\n\t\t\t_has_valid_cover = true\n\t\t\t# Start waiting at this cover\n\t\t\treturn\n\n\t\t# Use navigation-based pathfinding to move toward pursuit cover\n\t\t_move_to_target_nav(_pursuit_next_cover, combat_move_speed)\n\t\t# Corner checking during PURSUING (Issue #332)\n\t\tif velocity.length_squared() > 1.0:\n\t\t\t_process_corner_check(delta, velocity.normalized(), \"PURSUING\")\n\t\treturn\n\n\t# No cover and no pursuit target - find initial pursuit cover\n\t_find_pursuit_cover_toward_player()\n\tif not _has_pursuit_cover:\n\t\tif _prediction and not _can_see_player: # [#298] Prediction-based pursuit\n\t\t\tvar pt := _prediction.get_pursuit_target(global_position)\n\t\t\tif pt != Vector2.ZERO:\n\t\t\t\t_move_to_target_nav(pt, combat_move_speed)\n\t\t\t\tif velocity.length_squared() > 1.0: _process_corner_check(delta, velocity.normalized(), \"PURSUING_PREDICTION\")\n\t\t\t\treturn\n\t\t# Check if we should investigate memory-based target (Issue #297)\n\t\tif _memory and _memory.has_target() and not _can_see_player:\n\t\t\tvar target_pos := _memory.suspected_position\n\t\t\tvar distance_to_target := global_position.distance_to(target_pos)\n\n\t\t\t# If we're close to the suspected position but haven't found the player\n\t\t\tif distance_to_target < 100.0:\n\t\t\t\t# We've investigated but player isn't here - reduce confidence\n\t\t\t\t_memory.decay(0.3) # Significant confidence reduction\n\t\t\t\t_log_debug(\"Reached suspected position but player not found - reducing confidence\")\n\n\t\t\t\t# If confidence is now low, start searching or return to idle\n\t\t\t\tif not _memory.has_target() or _memory.is_low_confidence():\n\t\t\t\t\t# Issue #330: If enemy has left IDLE, start searching instead of returning to IDLE\n\t\t\t\t\tif _has_left_idle:\n\t\t\t\t\t\t_log_to_file(\"Memory confidence too low - starting search (engaged enemy)\")\n\t\t\t\t\t\t_transition_to_searching(target_pos)\n\t\t\t\t\telse:\n\t\t\t\t\t\t_log_to_file(\"Memory confidence too low after investigation - returning to IDLE\")\n\t\t\t\t\t\t_transition_to_idle()\n\t\t\t\t\treturn\n\n\t\t\t# Otherwise, continue moving toward suspected position\n\t\t\t_move_to_target_nav(target_pos, combat_move_speed)\n\t\t\t# Corner checking during pursuit to suspected position (Issue #332)\n\t\t\tif velocity.length_squared() > 1.0:\n\t\t\t\t_process_corner_check(delta, velocity.normalized(), \"PURSUING_MEMORY\")\n\t\t\treturn\n\n\t\t# Can't find cover to pursue, try flanking or combat\n\t\tif _can_attempt_flanking() and _player:\n\t\t\t_transition_to_flanking()\n\t\telse:\n\t\t\t_transition_to_combat()\n\n## Process ASSAULT state - disabled per issue #169. Immediately transitions to COMBAT.\nfunc _process_assault_state(_delta: float) -> void:\n\t# ASSAULT state is disabled per issue #169\n\t# Immediately transition to COMBAT state\n\t_log_debug(\"ASSAULT state disabled (issue #169), transitioning to COMBAT\")\n\t_in_assault = false\n\t_assault_ready = false\n\t_transition_to_combat()\n\n## Generate search waypoints in expanding square spiral (Issue #322). Skips visited zones.\nfunc _generate_search_waypoints() -> void:\n\t_search_waypoints.clear()\n\t_search_current_waypoint_index = 0\n\t_search_direction = 0\n\t_search_leg_length = SEARCH_WAYPOINT_SPACING\n\t_search_legs_completed = 0\n\tif not _is_zone_visited(_search_center):\n\t\t_search_waypoints.append(_search_center)\n\tvar current_pos := _search_center\n\tvar waypoints_generated := _search_waypoints.size()\n\tvar iters := 0\n\twhile waypoints_generated < 20 and _search_leg_length <= _search_radius * 2 and iters < 100:\n\t\titers += 1\n\t\tvar offset := Vector2.ZERO\n\t\tmatch _search_direction:\n\t\t\t0: offset = Vector2(0, -_search_leg_length)\n\t\t\t1: offset = Vector2(_search_leg_length, 0)\n\t\t\t2: offset = Vector2(0, _search_leg_length)\n\t\t\t3: offset = Vector2(-_search_leg_length, 0)\n\t\tvar next_pos := current_pos + offset\n\t\tif _is_waypoint_navigable(next_pos) and not _is_zone_visited(next_pos):\n\t\t\t_search_waypoints.append(next_pos)\n\t\t\twaypoints_generated += 1\n\t\tcurrent_pos = next_pos\n\t\t_search_legs_completed += 1\n\t\t_search_direction = (_search_direction + 1) % 4\n\t\tif _search_legs_completed % 2 == 0:\n\t\t\t_search_leg_length += SEARCH_WAYPOINT_SPACING\n\t_log_debug(\"Generated %d unvisited waypoints (radius=%.0f, visited=%d)\" % [_search_waypoints.size(), _search_radius, _search_visited_zones.size()])\n\n## Check if position is navigable via NavigationServer2D.\nfunc _is_waypoint_navigable(pos: Vector2) -> bool:\n\tvar nav_map := get_world_2d().navigation_map\n\tvar closest := NavigationServer2D.map_get_closest_point(nav_map, pos)\n\treturn pos.distance_to(closest) < 50.0\n\n## Zone tracking helpers for visited areas (Issue #322): snaps to 50px grid.\nfunc _get_zone_key(pos: Vector2) -> String:\n\treturn \"%d,%d\" % [int(pos.x / SEARCH_ZONE_SNAP_SIZE) * int(SEARCH_ZONE_SNAP_SIZE), int(pos.y / SEARCH_ZONE_SNAP_SIZE) * int(SEARCH_ZONE_SNAP_SIZE)]\nfunc _is_zone_visited(pos: Vector2) -> bool: return _search_visited_zones.has(_get_zone_key(pos))\nfunc _mark_zone_visited(pos: Vector2) -> void:\n\tvar k := _get_zone_key(pos)\n\tif not _search_visited_zones.has(k): _search_visited_zones[k] = true; _log_debug(\"SEARCHING: Marked zone %s as visited (total: %d)\" % [k, _search_visited_zones.size()])\n\n## Process SEARCHING state - move through waypoints, scan at each (Issue #322).\n## Issue #330: If enemy has ever left IDLE, they NEVER return to IDLE - search infinitely.\nfunc _process_searching_state(delta: float) -> void:\n\t_search_state_timer += delta\n\t# Issue #330: Only timeout for patrol enemies; engaged enemies search infinitely\n\tif _search_state_timer >= SEARCH_MAX_DURATION and not _has_left_idle:\n\t\t_log_to_file(\"SEARCHING timeout after %.1fs, returning to IDLE (patrol enemy)\" % _search_state_timer)\n\t\t_transition_to_idle()\n\t\treturn\n\tif _can_see_player:\n\t\t_log_to_file(\"SEARCHING: Player spotted! Transitioning to COMBAT\")\n\t\t_transition_to_combat()\n\t\treturn\n\tif _search_current_waypoint_index >= _search_waypoints.size() or _search_waypoints.is_empty():\n\t\tif _search_radius < SEARCH_MAX_RADIUS:\n\t\t\t_search_radius += SEARCH_RADIUS_EXPANSION\n\t\t\t_generate_search_waypoints()\n\t\t\t_log_to_file(\"SEARCHING: Expand outer ring r=%.0f wps=%d\" % [_search_radius, _search_waypoints.size()])\n\t\t\tif _search_waypoints.is_empty() and _search_radius < SEARCH_MAX_RADIUS:\n\t\t\t\treturn\n\t\telse:\n\t\t\tif _has_left_idle: # Issue #330/#405: Engaged enemy - move center, clear old zones, continue searching\n\t\t\t\tvar old_center := _search_center; _search_center = global_position\n\t\t\t\t_search_radius = SEARCH_INITIAL_RADIUS; _search_state_timer = 0.0\n\t\t\t\t# Issue #405: Clear visited zones to allow exploring new areas\n\t\t\t\t_search_visited_zones.clear()\n\t\t\t\t_generate_search_waypoints()\n\t\t\t\t_log_to_file(\"SEARCHING: Max radius reached, relocated center %s->%s, cleared zones (wps=%d)\" % [old_center, _search_center, _search_waypoints.size()])\n\t\t\t\treturn\n\t\t\t_log_to_file(\"SEARCHING: Max radius, returning to IDLE (patrol enemy)\")\n\t\t\t_transition_to_idle(); return\n\tif _search_waypoints.is_empty():\n\t\tif _has_left_idle: # Issue #330/#405: Regenerate from current position, clear old zones\n\t\t\tvar old := _search_center; _search_center = global_position; _search_radius = SEARCH_INITIAL_RADIUS\n\t\t\t# Issue #405: Clear visited zones to allow exploring new areas\n\t\t\t_search_visited_zones.clear()\n\t\t\t_generate_search_waypoints()\n\t\t\t_log_to_file(\"SEARCHING: No waypoints, relocated center %s->%s, cleared zones (wps=%d)\" % [old, _search_center, _search_waypoints.size()])\n\t\t\treturn\n\t\t_transition_to_idle(); return\n\tvar target_waypoint := _search_waypoints[_search_current_waypoint_index]\n\tvar dist := global_position.distance_to(target_waypoint)\n\tif _search_moving_to_waypoint:\n\t\tif dist <= SEARCH_WAYPOINT_REACHED_DISTANCE:\n\t\t\t_search_moving_to_waypoint = false; _search_scan_timer = 0.0; _search_stuck_timer = 0.0\n\t\t\t_log_debug(\"SEARCHING: Reached waypoint %d, scanning...\" % _search_current_waypoint_index)\n\t\telse:\n\t\t\t_nav_agent.target_position = target_waypoint\n\t\t\tif _nav_agent.is_navigation_finished():\n\t\t\t\t_mark_zone_visited(target_waypoint); _search_current_waypoint_index += 1\n\t\t\t\t_search_moving_to_waypoint = true; _search_stuck_timer = 0.0\n\t\t\telse:\n\t\t\t\tvar next_pos := _nav_agent.get_next_path_position()\n\t\t\t\tvar dir := (next_pos - global_position).normalized()\n\t\t\t\tvelocity = dir * move_speed * 0.7; move_and_slide(); _push_casings() # Issue #341\n\t\t\t\t# Issue #354: Stuck detection\n\t\t\t\tvar progress := global_position.distance_to(_search_last_progress_position)\n\t\t\t\tif progress < SEARCH_PROGRESS_THRESHOLD:\n\t\t\t\t\t_search_stuck_timer += delta\n\t\t\t\t\tif _search_stuck_timer >= SEARCH_STUCK_MAX_TIME: # Stuck - skip waypoint\n\t\t\t\t\t\t_log_to_file(\"SEARCHING: Stuck at wp %d, skipping\" % _search_current_waypoint_index)\n\t\t\t\t\t\t_mark_zone_visited(target_waypoint); _search_current_waypoint_index += 1\n\t\t\t\t\t\t_search_moving_to_waypoint = true; _search_stuck_timer = 0.0\n\t\t\t\t\t\t_search_last_progress_position = global_position; return\n\t\t\t\telse:\n\t\t\t\t\t_search_stuck_timer = 0.0; _search_last_progress_position = global_position\n\t\t\t\tif dir.length() > 0.1:\n\t\t\t\t\trotation = lerp_angle(rotation, dir.angle(), 5.0 * delta)\n\t\t\t\t\t_process_corner_check(delta, dir, \"SEARCHING\") # Issue #332\n\telse:\n\t\t_search_scan_timer += delta; rotation += delta * 1.5\n\t\tif _search_scan_timer >= SEARCH_SCAN_DURATION:\n\t\t\t_mark_zone_visited(target_waypoint); _search_current_waypoint_index += 1\n\t\t\t_search_moving_to_waypoint = true\n\t\t\t_log_debug(\"SEARCHING: Scan done, next wp %d\" % _search_current_waypoint_index)\n\n## Process EVADING_GRENADE state - flee to guaranteed safe distance (Issue #407, #426).\nfunc _process_evading_grenade_state(delta: float) -> void:\n\t_grenade_evasion_timer += delta\n\t_update_grenade_danger_detection() # Update component state\n\tvar in_danger := _grenade_avoidance.in_danger_zone if _grenade_avoidance else false\n\tvar evasion_target := _grenade_avoidance.evasion_target if _grenade_avoidance else Vector2.ZERO\n\tvar at_safe_distance := _grenade_avoidance.is_at_safe_distance() if _grenade_avoidance else true\n\n\t# Issue #426: Return only if at safe distance and not in danger; timeout after max time\n\tif not in_danger and at_safe_distance:\n\t\t_log_to_file(\"EVADING_GRENADE: Escaped to safe distance\"); _return_from_grenade_evasion(); return\n\tif _grenade_evasion_timer >= GRENADE_EVASION_MAX_TIME:\n\t\t_log_to_file(\"EVADING_GRENADE: Timeout after %.1fs\" % _grenade_evasion_timer); _return_from_grenade_evasion(); return\n\t# Calculate evasion target from remembered position if needed\n\tif evasion_target == Vector2.ZERO and _grenade_avoidance:\n\t\tvar grenade_pos := _grenade_avoidance.get_remembered_grenade_position()\n\t\tif grenade_pos == Vector2.ZERO and _grenade_avoidance.most_dangerous_grenade:\n\t\t\tgrenade_pos = _grenade_avoidance.most_dangerous_grenade.global_position\n\t\tif grenade_pos != Vector2.ZERO:\n\t\t\tvar escape_dir := (global_position - grenade_pos).normalized()\n\t\t\tif escape_dir.length() < 0.1: escape_dir = Vector2.RIGHT.rotated(randf() * TAU)\n\t\t\tevasion_target = grenade_pos + escape_dir * _grenade_avoidance.get_safe_distance()\n\t\t\t_grenade_avoidance.evasion_target = evasion_target\n\n\t# Move toward evasion target at combat speed\n\tif evasion_target != Vector2.ZERO:\n\t\tvar distance_to_target := global_position.distance_to(evasion_target)\n\t\tif distance_to_target < 20.0:\n\t\t\tif at_safe_distance: _return_from_grenade_evasion(); return\n\t\t\telse: _calculate_grenade_evasion_target()\n\t\telse:\n\t\t\t_nav_agent.target_position = evasion_target\n\t\t\tif not _nav_agent.is_navigation_finished():\n\t\t\t\tvar next_pos := _nav_agent.get_next_path_position()\n\t\t\t\tvar direction := (next_pos - global_position).normalized()\n\t\t\t\tvelocity = direction * combat_move_speed\n\t\t\t\tmove_and_slide(); _push_casings()\n\t\t\t\tif direction.length() > 0.1: rotation = lerp_angle(rotation, direction.angle(), 10.0 * delta)\n\t\t\telse:\n\t\t\t\tvelocity = (evasion_target - global_position).normalized() * combat_move_speed\n\t\t\t\tmove_and_slide(); _push_casings()\n\n## Return from grenade evasion to the appropriate state.\nfunc _return_from_grenade_evasion() -> void:\n\t_grenade_evasion_timer = 0.0\n\tif _grenade_avoidance: _grenade_avoidance.reset() # Clears position memory too (Issue #426)\n\t# Return to previous state\n\tmatch _pre_evasion_state:\n\t\tAIState.IDLE: _transition_to_idle()\n\t\tAIState.COMBAT: _transition_to_combat()\n\t\tAIState.IN_COVER: _transition_to_in_cover() if _has_valid_cover else _transition_to_combat()\n\t\tAIState.SEEKING_COVER: _transition_to_seeking_cover()\n\t\tAIState.FLANKING: _transition_to_flanking()\n\t\tAIState.SUPPRESSED: _transition_to_suppressed() if _has_valid_cover else _transition_to_combat()\n\t\tAIState.RETREATING: _transition_to_retreating()\n\t\tAIState.PURSUING: _transition_to_pursuing()\n\t\tAIState.ASSAULT: _transition_to_assault()\n\t\tAIState.SEARCHING: _transition_to_searching(global_position)\n\t\t_: _transition_to_combat() if _can_see_player else _transition_to_idle()\n\n## Shoot with reduced accuracy for retreat mode (bullets fly in barrel direction with spread).\nfunc _shoot_with_inaccuracy() -> void:\n\tif bullet_scene == null or _player == null:\n\t\treturn\n\n\tif not _can_shoot():\n\t\treturn\n\n\tvar target_position := _player.global_position\n\n\t# Check if the shot should be taken\n\tif not _should_shoot_at_target(target_position):\n\t\treturn\n\n\t# Calculate bullet spawn position at weapon muzzle first\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar bullet_spawn_pos := _get_bullet_spawn_position(weapon_forward)\n\n\t# Use enemy center (not muzzle) for aim check to fix close-range issues (Issue #344)\n\tvar to_target := (target_position - global_position).normalized()\n\n\t# Check if weapon is aimed at target (within tolerance)\n\t# Bullets fly in barrel direction, so we only shoot when properly aimed (issue #254)\n\tvar aim_dot := weapon_forward.dot(to_target)\n\tif aim_dot < AIM_TOLERANCE_DOT:\n\t\tif debug_logging:\n\t\t\tvar aim_angle_deg := rad_to_deg(acos(clampf(aim_dot, -1.0, 1.0)))\n\t\t\t_log_debug(\"INACCURATE SHOOT BLOCKED: Not aimed at target. aim_dot=%.3f (%.1f deg off)\" % [aim_dot, aim_angle_deg])\n\t\treturn\n\n\t# Bullet direction is the weapon's forward direction (realistic barrel direction)\n\t# with added inaccuracy spread for retreat shooting\n\tvar direction := weapon_forward\n\n\t# Add inaccuracy spread to barrel direction\n\tvar inaccuracy_angle := randf_range(-RETREAT_INACCURACY_SPREAD, RETREAT_INACCURACY_SPREAD)\n\tdirection = direction.rotated(inaccuracy_angle)\n\n\t# Check if the inaccurate shot direction would hit a wall\n\tif not _is_bullet_spawn_clear(direction):\n\t\t_log_debug(\"Inaccurate shot blocked: wall in path after rotation\")\n\t\treturn\n\n\t# Fire bullet using _spawn_projectile (handles C# add_child-before-props, Issue #516, #550)\n\t_spawn_projectile(direction, bullet_spawn_pos)\n\t_spawn_muzzle_flash(bullet_spawn_pos, direction)\n\t# Play sounds\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_m16_shot\"):\n\t\taudio_manager.play_m16_shot(global_position)\n\t# Emit gunshot sound for in-game sound propagation (alerts other enemies)\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tsound_propagation.emit_sound(0, global_position, 1, self, weapon_loudness) # 0 = GUNSHOT, 1 = ENEMY\n\t_play_delayed_shell_sound()\n\t_current_ammo -= 1; _shot_count += 1; _spread_timer = 0.0 # Issue #516: spread tracking\n\tammo_changed.emit(_current_ammo, _reserve_ammo)\n\tif _current_ammo <= 0 and _reserve_ammo > 0: _start_reload()\n\n## Shoot a burst shot with arc spread for ONE_HIT retreat.\nfunc _shoot_burst_shot() -> void:\n\tif bullet_scene == null or _player == null:\n\t\treturn\n\n\tif not _can_shoot():\n\t\treturn\n\n\tvar target_position := _player.global_position\n\n\t# Calculate bullet spawn position at weapon muzzle first\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar bullet_spawn_pos := _get_bullet_spawn_position(weapon_forward)\n\n\t# Use enemy center (not muzzle) for aim check to fix close-range issues (Issue #344)\n\tvar to_target := (target_position - global_position).normalized()\n\n\t# Check if weapon is aimed at target (within tolerance)\n\t# Bullets fly in barrel direction, so we only shoot when properly aimed (issue #254)\n\tvar aim_dot := weapon_forward.dot(to_target)\n\tif aim_dot < AIM_TOLERANCE_DOT:\n\t\tif debug_logging:\n\t\t\tvar aim_angle_deg := rad_to_deg(acos(clampf(aim_dot, -1.0, 1.0)))\n\t\t\t_log_debug(\"BURST SHOOT BLOCKED: Not aimed at target. aim_dot=%.3f (%.1f deg off)\" % [aim_dot, aim_angle_deg])\n\t\treturn\n\n\t# Bullet direction is the weapon's forward direction (realistic barrel direction)\n\tvar direction := weapon_forward\n\n\t# Apply arc offset for burst spread\n\tdirection = direction.rotated(_retreat_burst_angle_offset)\n\n\t# Also add some random inaccuracy on top of the arc\n\tvar inaccuracy_angle := randf_range(-RETREAT_INACCURACY_SPREAD * 0.5, RETREAT_INACCURACY_SPREAD * 0.5)\n\tdirection = direction.rotated(inaccuracy_angle)\n\n\t# Check if the burst shot direction would hit a wall\n\tif not _is_bullet_spawn_clear(direction):\n\t\t_log_debug(\"Burst shot blocked: wall in path after rotation\")\n\t\treturn\n\n\t# Fire bullet using _spawn_projectile (handles C# add_child-before-props, Issue #516, #550)\n\t_spawn_projectile(direction, bullet_spawn_pos)\n\t_spawn_muzzle_flash(bullet_spawn_pos, direction)\n\n\t# Play sounds\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_m16_shot\"):\n\t\taudio_manager.play_m16_shot(global_position)\n\n\t# Emit gunshot sound for in-game sound propagation (alerts other enemies)\n\t# Uses weapon_loudness to determine propagation range\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tsound_propagation.emit_sound(0, global_position, 1, self, weapon_loudness) # 0 = GUNSHOT, 1 = ENEMY\n\n\t_play_delayed_shell_sound()\n\n\t_current_ammo -= 1; _shot_count += 1; _spread_timer = 0.0 # Issue #516: spread tracking\n\tammo_changed.emit(_current_ammo, _reserve_ammo)\n\tif _current_ammo <= 0 and _reserve_ammo > 0: _start_reload()\n\n## Transition to IDLE state.\nfunc _transition_to_idle() -> void:\n\t_current_state = AIState.IDLE\n\t# Reset various state tracking when returning to idle\n\t_hits_taken_in_encounter = 0; _in_alarm_mode = false; _cover_burst_pending = false\n\t_idle_scan_timer = 0.0; _idle_scan_targets.clear() # Will be re-initialized in _process_guard\n\n## Transition to COMBAT state.\nfunc _transition_to_combat() -> void:\n\t_current_state = AIState.COMBAT\n\t_has_left_idle = true # Issue #330\n\t_detection_timer = 0.0; _detection_delay_elapsed = false\n\t_combat_exposed = false; _combat_approaching = false\n\t_combat_shoot_timer = 0.0; _combat_approach_timer = 0.0; _combat_state_timer = 0.0\n\t_seeking_clear_shot = false; _clear_shot_timer = 0.0; _clear_shot_target = Vector2.ZERO\n\t# Issue #409: Clear witnessed ally death flag when engaging player\n\t_witnessed_ally_death = false; _suspected_directions.clear()\n\t_pursuing_vulnerability_sound = false\n\n## Transition to SEEKING_COVER state.\nfunc _transition_to_seeking_cover() -> void:\n\t_current_state = AIState.SEEKING_COVER\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t_find_cover_position()\n\n## Transition to IN_COVER state.\nfunc _transition_to_in_cover() -> void:\n\t_current_state = AIState.IN_COVER\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\n## Check if flanking is available (not on cooldown from failures).\nfunc _can_attempt_flanking() -> bool:\n\t# Check if flanking is enabled\n\tif not enable_flanking:\n\t\treturn false\n\t# Check if we're on cooldown from failures\n\tif _flank_cooldown_timer > 0.0:\n\t\t_log_debug(\"Flanking on cooldown (%.1fs remaining)\" % _flank_cooldown_timer)\n\t\treturn false\n\t# Check if we've hit the failure limit\n\tif _flank_fail_count >= FLANK_FAIL_MAX_COUNT:\n\t\t_log_debug(\"Flanking disabled due to %d failures\" % _flank_fail_count)\n\t\treturn false\n\treturn true\n\n## Transition to FLANKING state. Returns true if transition succeeded.\nfunc _transition_to_flanking() -> bool:\n\t# Check if flanking is available\n\tif not _can_attempt_flanking():\n\t\t_log_debug(\"Cannot transition to FLANKING - disabled or on cooldown\")\n\t\t# Fallback to combat instead\n\t\t_transition_to_combat()\n\t\treturn false\n\n\t_current_state = AIState.FLANKING\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t# Clear vulnerability sound pursuit flag\n\t_pursuing_vulnerability_sound = false\n\t# Initialize flank side only once per flanking maneuver\n\t# Choose the side based on which direction has fewer obstacles\n\t_flank_side = _choose_best_flank_side()\n\t_flank_side_initialized = true\n\t_calculate_flank_position()\n\n\t# Validate that the flank target is reachable via navigation\n\tif not _is_flank_target_reachable():\n\t\tvar msg := \"Flank target unreachable via navigation, skipping flanking\"\n\t\t_log_debug(msg)\n\t\t_log_to_file(msg)\n\t\t_flank_fail_count += 1\n\t\t_flank_cooldown_timer = FLANK_COOLDOWN_DURATION / 2.0 # Shorter cooldown for path check\n\t\t# Fallback to combat\n\t\t_transition_to_combat()\n\t\treturn false\n\n\t_flank_cover_wait_timer = 0.0\n\t_has_flank_cover = false\n\t_has_valid_cover = false\n\t# Initialize timeout and progress tracking for stuck detection (Issue #367)\n\t_flank_state_timer = 0.0\n\t_flank_stuck_timer = 0.0\n\t_flank_last_position = global_position\n\t# Reset global stuck detection\n\t_global_stuck_timer = 0.0\n\t_global_stuck_last_position = global_position\n\tvar msg := \"FLANKING started: target=%s, side=%s, pos=%s\" % [_flank_target, \"right\" if _flank_side > 0 else \"left\", global_position]\n\t_log_debug(msg)\n\t_log_to_file(msg)\n\treturn true\n\n## Check if the current flank target is reachable via navigation mesh.\nfunc _is_flank_target_reachable() -> bool:\n\tif _nav_agent == null:\n\t\treturn true # Assume reachable if no nav agent\n\n\t# Set target and check if path exists\n\t_nav_agent.target_position = _flank_target\n\n\t# If navigation says we're already finished, the target might be unreachable\n\t# or we're already there. Check distance to determine.\n\tif _nav_agent.is_navigation_finished():\n\t\tvar distance: float = global_position.distance_to(_flank_target)\n\t\t# If we're far from target but navigation is \"finished\", it's unreachable\n\t\tif distance > 50.0:\n\t\t\treturn false\n\n\t# Check if the path distance is reasonable (not excessively long)\n\tvar path_distance: float = _nav_agent.distance_to_target()\n\tvar straight_distance: float = global_position.distance_to(_flank_target)\n\n\t# If path distance is more than 3x the straight line distance, consider it blocked\n\tif path_distance > straight_distance * 3.0 and path_distance > 500.0:\n\t\t_log_debug(\"Flank path too long: %.0f vs straight %.0f\" % [path_distance, straight_distance])\n\t\treturn false\n\n\treturn true\n\n## Transition to SUPPRESSED state.\nfunc _transition_to_suppressed() -> void:\n\t_current_state = AIState.SUPPRESSED\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t# Enter alarm mode when suppressed\n\t_in_alarm_mode = true\n\n## Transition to PURSUING state.\nfunc _transition_to_pursuing() -> void:\n\t_current_state = AIState.PURSUING\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t_pursuit_cover_wait_timer = 0.0\n\t_has_pursuit_cover = false\n\t_pursuit_approaching = false\n\t_pursuit_approach_timer = 0.0\n\t_current_cover_obstacle = null\n\t# Reset state duration timer (prevents rapid state thrashing)\n\t_pursuing_state_timer = 0.0\n\t# Reset global stuck detection (Issue #367)\n\t_global_stuck_timer = 0.0\n\t_global_stuck_last_position = global_position\n\t# Reset detection delay for new engagement\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\n## Transition to ASSAULT state.\nfunc _transition_to_assault() -> void:\n\t_current_state = AIState.ASSAULT\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t_assault_wait_timer = 0.0\n\t_assault_ready = false\n\t_in_assault = false\n\t# Reset detection delay for new engagement\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\t# Find closest cover to player for assault position\n\t_find_cover_closest_to_player()\n\n## Transition to SEARCHING state - methodical search around last known player position (Issue #322).\nfunc _transition_to_searching(center_position: Vector2) -> void:\n\t_current_state = AIState.SEARCHING\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t_search_center = center_position; _search_radius = SEARCH_INITIAL_RADIUS\n\t_search_state_timer = 0.0; _search_scan_timer = 0.0; _search_current_waypoint_index = 0\n\t_search_direction = 0; _search_leg_length = SEARCH_WAYPOINT_SPACING; _search_legs_completed = 0\n\t_search_moving_to_waypoint = true; _search_visited_zones.clear()\n\t# Issue #354: Initialize stuck detection\n\t_search_stuck_timer = 0.0; _search_last_progress_position = global_position\n\t_generate_search_waypoints()\n\tvar msg := \"SEARCHING started: center=%s, radius=%.0f, waypoints=%d\" % [_search_center, _search_radius, _search_waypoints.size()]\n\t_log_debug(msg); _log_to_file(msg)\n\n## Transition to EVADING_GRENADE state - flee from grenade danger zone (Issue #407).\nfunc _transition_to_evading_grenade() -> void:\n\t_pre_evasion_state = _current_state\n\t_current_state = AIState.EVADING_GRENADE\n\t_has_left_idle = true # Mark that enemy has left IDLE state (Issue #330)\n\t_grenade_evasion_timer = 0.0\n\t_calculate_grenade_evasion_target() # Calculate escape target via component\n\tvar grenade_pos := _grenade_avoidance.most_dangerous_grenade.global_position if _grenade_avoidance and _grenade_avoidance.most_dangerous_grenade else Vector2.ZERO\n\tvar evasion_target := _grenade_avoidance.evasion_target if _grenade_avoidance else Vector2.ZERO\n\t_log_debug(\"EVADING_GRENADE: Fleeing from grenade at %s, target=%s\" % [str(grenade_pos), str(evasion_target)])\n\t_log_to_file(\"EVADING_GRENADE started: escaping to %s\" % str(evasion_target))\n\n## Transition to RETREATING state with appropriate retreat mode.\nfunc _transition_to_retreating() -> void:\n\t_current_state = AIState.RETREATING\n\t# Mark that enemy has left IDLE state (Issue #330)\n\t_has_left_idle = true\n\t# Enter alarm mode when retreating\n\t_in_alarm_mode = true\n\n\t# Determine retreat mode based on hits taken\n\tif _hits_taken_in_encounter == 0:\n\t\t_retreat_mode = RetreatMode.FULL_HP\n\t\t_retreat_turn_timer = 0.0\n\t\t_retreat_turning_to_cover = false\n\t\t_log_debug(\"Entering RETREATING state: FULL_HP mode (shoot while backing up)\")\n\telif _hits_taken_in_encounter == 1:\n\t\t_retreat_mode = RetreatMode.ONE_HIT\n\t\t_retreat_burst_remaining = randi_range(2, 4) # Random 2-4 bullets\n\t\t_retreat_burst_timer = 0.0\n\t\t_retreat_burst_complete = false\n\t\t# Calculate arc spread: shots will be distributed across the arc\n\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n\t\t_log_debug(\"Entering RETREATING state: ONE_HIT mode (burst of %d shots)\" % _retreat_burst_remaining)\n\telse:\n\t\t_retreat_mode = RetreatMode.MULTIPLE_HITS\n\t\t# Multiple hits also gets burst fire (same as ONE_HIT)\n\t\t_retreat_burst_remaining = randi_range(2, 4) # Random 2-4 bullets\n\t\t_retreat_burst_timer = 0.0\n\t\t_retreat_burst_complete = false\n\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n\t\t_log_debug(\"Entering RETREATING state: MULTIPLE_HITS mode (burst of %d shots)\" % _retreat_burst_remaining)\n\n\t# Find cover position for retreating\n\t_find_cover_position()\n\n## Check if PLAYER can see ENEMY (inverse of _can_see_player). Checks center + corners.\nfunc _is_visible_from_player() -> bool:\n\tif _player == null:\n\t\treturn false\n\n\t# Check visibility to multiple points on the enemy body\n\t# This accounts for the enemy's size - corners can stick out from cover\n\tvar check_points := _get_enemy_check_points(global_position)\n\n\tfor point in check_points:\n\t\tif _is_point_visible_from_player(point):\n\t\t\treturn true\n\n\treturn false\n\n## Get center + 4 corner points on enemy body for visibility testing.\nfunc _get_enemy_check_points(center: Vector2) -> Array[Vector2]:\n\t# Enemy collision radius is 24, sprite is 48x48\n\t# Use a slightly smaller radius to avoid edge cases\n\tconst ENEMY_RADIUS: float = 22.0\n\n\tvar points: Array[Vector2] = []\n\tpoints.append(center) # Center point\n\n\t# 4 corner points (diagonal directions)\n\tvar diagonal_offset := ENEMY_RADIUS * 0.707 # cos(45°) ≈ 0.707\n\tpoints.append(center + Vector2(diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(diagonal_offset, -diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, -diagonal_offset))\n\n\treturn points\n\n## Check if a single point is visible from the player's position.\nfunc _is_point_visible_from_player(point: Vector2) -> bool:\n\tif _player == null:\n\t\treturn false\n\n\tvar player_pos := _player.global_position\n\tvar distance := player_pos.distance_to(point)\n\n\t# Use direct space state to check line of sight from player to point\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = player_pos\n\tquery.to = point\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = []\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# No obstacle between player and point - point is visible\n\t\treturn true\n\telse:\n\t\t# Check if we hit an obstacle before reaching the point\n\t\tvar hit_position: Vector2 = result[\"position\"]\n\t\tvar distance_to_hit := player_pos.distance_to(hit_position)\n\n\t\t# If we hit something closer than the point, the point is hidden\n\t\tif distance_to_hit < distance - 10.0: # 10 pixel tolerance\n\t\t\treturn false\n\t\telse:\n\t\t\treturn true\n\n## Check if enemy at position would be visible to player. Used to validate cover positions.\nfunc _is_position_visible_from_player(pos: Vector2) -> bool:\n\tif _player == null:\n\t\treturn true # Assume visible if no player\n\n\t# Check visibility for all enemy body points at the given position\n\tvar check_points := _get_enemy_check_points(pos)\n\n\tfor point in check_points:\n\t\tif _is_point_visible_from_player(point):\n\t\t\treturn true\n\n\treturn false\n\n## Check if target is visible from enemy (raycast for LOS). For lead prediction validation.\nfunc _is_position_visible_to_enemy(target_pos: Vector2) -> bool:\n\tvar distance := global_position.distance_to(target_pos)\n\n\t# Use direct space state to check line of sight from enemy to target\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = global_position\n\tquery.to = target_pos\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = [get_rid()] # Exclude self\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# No obstacle between enemy and target - position is visible\n\t\treturn true\n\n\t# Check if we hit an obstacle before reaching the target\n\tvar hit_position: Vector2 = result[\"position\"]\n\tvar distance_to_hit := global_position.distance_to(hit_position)\n\n\tif distance_to_hit < distance - 10.0: # 10 pixel tolerance\n\t\t# Hit obstacle before target - position is NOT visible\n\t\t_log_debug(\"Position %s blocked by obstacle at distance %.1f (target at %.1f)\" % [target_pos, distance_to_hit, distance])\n\t\treturn false\n\n\treturn true\n\n## Get center + 4 corner points on player body (16px radius) for visibility testing.\nfunc _get_player_check_points(center: Vector2) -> Array[Vector2]:\n\t# Player collision radius is 16, sprite is 32x32\n\t# Use a slightly smaller radius to be conservative\n\tconst PLAYER_RADIUS: float = 14.0\n\n\tvar points: Array[Vector2] = []\n\tpoints.append(center) # Center point\n\n\t# 4 corner points (diagonal directions)\n\tvar diagonal_offset := PLAYER_RADIUS * 0.707 # cos(45°) ≈ 0.707\n\tpoints.append(center + Vector2(diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(diagonal_offset, -diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, -diagonal_offset))\n\n\treturn points\n\n## Check if a single point on the player is visible from the enemy's position.\n## Uses direct space state query to check for obstacles blocking line of sight.\nfunc _is_player_point_visible_to_enemy(point: Vector2) -> bool:\n\tvar distance := global_position.distance_to(point)\n\n\t# Use direct space state to check line of sight from enemy to point\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = global_position\n\tquery.to = point\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = [get_rid()] # Exclude self\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# No obstacle between enemy and point - point is visible\n\t\treturn true\n\n\t# Check if we hit an obstacle before reaching the point\n\tvar hit_position: Vector2 = result[\"position\"]\n\tvar distance_to_hit := global_position.distance_to(hit_position)\n\n\t# If we hit something before the point, the point is blocked\n\tif distance_to_hit < distance - 5.0: # 5 pixel tolerance\n\t\treturn false\n\n\treturn true\n\n## Calculate what fraction of the player's body is visible to the enemy.\n## Returns a value from 0.0 (completely hidden) to 1.0 (fully visible).\n## Checks multiple points on the player's body (center + corners).\nfunc _calculate_player_visibility_ratio() -> float:\n\tif _player == null:\n\t\treturn 0.0\n\n\tvar check_points := _get_player_check_points(_player.global_position)\n\tvar visible_count := 0\n\n\tfor point in check_points:\n\t\tif _is_player_point_visible_to_enemy(point):\n\t\t\tvisible_count += 1\n\n\treturn float(visible_count) / float(check_points.size())\n\n## Check if the line of fire to the target position is clear of other enemies.\n## Returns true if no other enemies would be hit by a bullet traveling to the target.\nfunc _is_firing_line_clear_of_friendlies(target_position: Vector2) -> bool:\n\tif not enable_friendly_fire_avoidance:\n\t\treturn true\n\n\t# Get actual muzzle position for accurate raycast\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar muzzle_pos := _get_bullet_spawn_position(weapon_forward)\n\tvar distance := muzzle_pos.distance_to(target_position)\n\n\t# Use direct space state to check if any enemies are in the firing line\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = muzzle_pos # Start from actual muzzle position\n\tquery.to = target_position\n\tquery.collision_mask = 2 # Only check enemies (layer 2)\n\tquery.exclude = [get_rid()] # Exclude self using RID\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn true # No enemies in the way\n\n\t# Check if the hit position is before the target\n\tvar hit_position: Vector2 = result[\"position\"]\n\tvar distance_to_hit := muzzle_pos.distance_to(hit_position)\n\n\tif distance_to_hit < distance - 20.0: # 20 pixel tolerance\n\t\t_log_debug(\"Friendly in firing line at distance %0.1f (target at %0.1f)\" % [distance_to_hit, distance])\n\t\treturn false\n\n\treturn true\n\n## Check if shot to target is blocked by cover. Returns true if clear, false if blocked.\nfunc _is_shot_clear_of_cover(target_position: Vector2) -> bool:\n\t# Get actual muzzle position for accurate raycast\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar muzzle_pos := _get_bullet_spawn_position(weapon_forward)\n\tvar distance := muzzle_pos.distance_to(target_position)\n\n\t# Use direct space state to check if obstacles block the shot\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = muzzle_pos # Start from actual muzzle position\n\tquery.to = target_position\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn true # No obstacles in the way\n\n\t# Check if the obstacle is before the target position\n\tvar hit_position: Vector2 = result[\"position\"]\n\tvar distance_to_hit := muzzle_pos.distance_to(hit_position)\n\n\tif distance_to_hit < distance - 10.0: # 10 pixel tolerance\n\t\t_log_debug(\"Shot blocked by cover at distance %0.1f (target at %0.1f)\" % [distance_to_hit, distance])\n\t\treturn false\n\n\treturn true\n\n## Check if bullet spawn point is clear (not blocked by wall enemy is flush against).\nfunc _is_bullet_spawn_clear(direction: Vector2) -> bool:\n\t# Fail-open: allow shooting if physics is not ready\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\treturn true\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn true\n\n\t# Check from enemy center to bullet spawn position plus a small buffer\n\tvar check_distance := bullet_spawn_offset + 5.0\n\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = global_position\n\tquery.to = global_position + direction * check_distance\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = [get_rid()]\n\n\tvar result := space_state.intersect_ray(query)\n\tif not result.is_empty():\n\t\t_log_debug(\"Bullet spawn blocked: wall at distance %.1f\" % [\n\t\t\tglobal_position.distance_to(result[\"position\"])])\n\t\treturn false\n\n\treturn true\n\n## Find a sidestep direction for a clear shot. Returns Vector2.ZERO if none found.\nfunc _find_sidestep_direction_for_clear_shot(direction_to_player: Vector2) -> Vector2:\n\t# Fail-safe: allow normal behavior if physics is not ready\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\treturn Vector2.ZERO\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn Vector2.ZERO\n\n\t# Check perpendicular directions (left and right of the player direction)\n\tvar perpendicular := Vector2(-direction_to_player.y, direction_to_player.x)\n\n\t# Check both sidestep directions and pick the one that leads to clear shot faster\n\tvar check_distance := 50.0 # Check if moving 50 pixels in this direction would help\n\tvar bullet_check_distance := bullet_spawn_offset + 5.0\n\n\tfor side_multiplier: float in [1.0, -1.0]: # Try both sides\n\t\tvar sidestep_dir: Vector2 = perpendicular * side_multiplier\n\n\t\t# First check if we can actually move in this direction (no wall blocking movement)\n\t\tvar move_query := PhysicsRayQueryParameters2D.new()\n\t\tmove_query.from = global_position\n\t\tmove_query.to = global_position + sidestep_dir * 30.0\n\t\tmove_query.collision_mask = 4 # Only check obstacles\n\t\tmove_query.exclude = [get_rid()]\n\n\t\tvar move_result := space_state.intersect_ray(move_query)\n\t\tif not move_result.is_empty():\n\t\t\tcontinue # Can't move this way, wall is blocking\n\n\t\t# Check if after sidestepping, we'd have a clear shot\n\t\tvar test_position: Vector2 = global_position + sidestep_dir * check_distance\n\t\tvar shot_query := PhysicsRayQueryParameters2D.new()\n\t\tshot_query.from = test_position\n\t\tshot_query.to = test_position + direction_to_player * bullet_check_distance\n\t\tshot_query.collision_mask = 4\n\t\tshot_query.exclude = [get_rid()]\n\n\t\tvar shot_result := space_state.intersect_ray(shot_query)\n\t\tif shot_result.is_empty():\n\t\t\t# Found a direction that leads to a clear shot\n\t\t\t_log_debug(\"Found sidestep direction: %s\" % sidestep_dir)\n\t\t\treturn sidestep_dir\n\n\treturn Vector2.ZERO # No clear sidestep direction found\n\n## Check if the enemy should shoot at the target (bullet spawn, friendly fire, cover).\nfunc _should_shoot_at_target(target_position: Vector2) -> bool:\n\t# Check if the immediate path to bullet spawn is clear\n\t# This prevents shooting into walls the enemy is flush against\n\t# Use weapon forward direction since that's where bullets actually spawn and travel\n\tvar weapon_direction := _get_weapon_forward_direction()\n\tif not _is_bullet_spawn_clear(weapon_direction):\n\t\treturn false\n\n\t# Check if friendlies are in the way\n\tif not _is_firing_line_clear_of_friendlies(target_position):\n\t\treturn false\n\n\t# Check if cover blocks the shot\n\tif not _is_shot_clear_of_cover(target_position):\n\t\treturn false\n\n\treturn true\n\n## Check if the player is close (within CLOSE_COMBAT_DISTANCE).\nfunc _is_player_close() -> bool:\n\tif _player == null:\n\t\treturn false\n\treturn global_position.distance_to(_player.global_position) <= CLOSE_COMBAT_DISTANCE\n\n## Get target position: visible player > memory > last known > stay in place (Issue #297, #318).\nfunc _get_target_position() -> Vector2:\n\tif _can_see_player and _player:\n\t\treturn _player.global_position\n\tif _memory and _memory.has_target():\n\t\treturn _memory.suspected_position\n\tif _last_known_player_position != Vector2.ZERO:\n\t\treturn _last_known_player_position\n\treturn global_position # No valid target - stay in place\n\n## Check if the enemy can hit the player from their current position.\n## Returns true if there's a clear line of fire to the player.\nfunc _can_hit_player_from_current_position() -> bool:\n\tif _player == null:\n\t\treturn false\n\n\t# Check if we can see the player\n\tif not _can_see_player:\n\t\treturn false\n\n\t# Check if the shot would be blocked by cover\n\treturn _is_shot_clear_of_cover(_player.global_position)\n\n## Count the number of enemies currently in combat-related states.\n## Includes COMBAT, PURSUING, ASSAULT, IN_COVER (if can see player).\n## Used to determine if multi-enemy assault should be triggered.\nfunc _count_enemies_in_combat() -> int:\n\tvar count := 0\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy == self:\n\t\t\tcontinue\n\t\tif not enemy.has_method(\"get_current_state\"):\n\t\t\tcontinue\n\n\t\tvar state: AIState = enemy.get_current_state()\n\t\t# Count enemies in combat-related states\n\t\tif state in [AIState.COMBAT, AIState.ASSAULT, AIState.IN_COVER, AIState.SEEKING_COVER, AIState.PURSUING]:\n\t\t\t# For IN_COVER, only count if they can see the player\n\t\t\tif state == AIState.IN_COVER:\n\t\t\t\tif enemy.has_method(\"is_in_combat_engagement\") and enemy.is_in_combat_engagement():\n\t\t\t\t\tcount += 1\n\t\t\telse:\n\t\t\t\tcount += 1\n\n\t# Count self if in a combat-related state\n\tif _current_state in [AIState.COMBAT, AIState.ASSAULT, AIState.IN_COVER, AIState.SEEKING_COVER, AIState.PURSUING]:\n\t\tcount += 1\n\n\treturn count\n\n## Check if this enemy is engaged in combat (can see player and in combat state).\nfunc is_in_combat_engagement() -> bool:\n\treturn _can_see_player and _current_state in [AIState.COMBAT, AIState.IN_COVER, AIState.ASSAULT]\n\n## Find cover closer to player for PURSUING state. Penalizes same-obstacle covers, requires min progress,\n## verifies clear path (Issue #93).\nfunc _find_pursuit_cover_toward_player() -> void:\n\t# Use memory-based target position instead of direct player position (Issue #297)\n\t# This allows pursuing toward a suspected position even when player is not visible\n\tvar target_pos := _get_target_position()\n\n\t# If no valid target and no player, can't pursue\n\tif target_pos == global_position and _player == null:\n\t\t_has_pursuit_cover = false\n\t\treturn\n\n\tvar player_pos := target_pos\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_score: float = -INF\n\tvar best_obstacle: Object = null\n\tvar found_valid_cover: bool = false\n\n\tvar my_distance_to_player := global_position.distance_to(player_pos)\n\t# Calculate minimum required progress (must get at least this much closer)\n\tvar min_required_progress := my_distance_to_player * PURSUIT_MIN_PROGRESS_FRACTION\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\t\t\tvar collider := raycast.get_collider()\n\n\t\t\t# Cover position is offset from collision point along normal\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# For pursuit, we want cover that is:\n\t\t\t# 1. Closer to the player than we currently are (with minimum progress)\n\t\t\t# 2. Hidden from the player (or mostly hidden)\n\t\t\t# 3. Not too far from our current position\n\t\t\t# 4. Preferably on a different obstacle than current cover\n\t\t\t# 5. Reachable (no walls blocking the path)\n\n\t\t\tvar cover_distance_to_player := cover_pos.distance_to(player_pos)\n\t\t\tvar cover_distance_from_me := global_position.distance_to(cover_pos)\n\t\t\tvar progress := my_distance_to_player - cover_distance_to_player\n\n\t\t\t# Skip covers that don't bring us closer to player\n\t\t\tif cover_distance_to_player >= my_distance_to_player:\n\t\t\t\tcontinue\n\n\t\t\t# Skip covers that don't make enough progress (issue #93 fix)\n\t\t\t# This prevents stopping repeatedly along the same long wall\n\t\t\tif progress < min_required_progress:\n\t\t\t\tcontinue\n\n\t\t\t# Skip covers that are too close to current position (would cause looping)\n\t\t\t# Must be at least 30 pixels away to be a meaningful movement\n\t\t\tif cover_distance_from_me < 30.0:\n\t\t\t\tcontinue\n\n\t\t\t# Verify we can actually reach this cover position (no wall blocking path)\n\t\t\tif not _can_reach_position(cover_pos):\n\t\t\t\tcontinue\n\n\t\t\t# Check if this position is hidden from player\n\t\t\tvar is_hidden := not _is_position_visible_from_player(cover_pos)\n\n\t\t\t# Check if this is the same obstacle as our current cover (issue #93 fix)\n\t\t\tvar same_obstacle_penalty: float = 0.0\n\t\t\tif _current_cover_obstacle != null and collider == _current_cover_obstacle:\n\t\t\t\tsame_obstacle_penalty = PURSUIT_SAME_OBSTACLE_PENALTY\n\n\t\t\t# Score calculation:\n\t\t\t# Higher score for positions that are:\n\t\t\t# - Hidden from player (priority)\n\t\t\t# - Closer to player\n\t\t\t# - Not too far from current position\n\t\t\t# - On a different obstacle than current cover\n\t\t\t# - NOT illuminated by the player's flashlight (Issue #574)\n\t\t\tvar hidden_score: float = 5.0 if is_hidden else 0.0\n\t\t\tvar approach_score: float = progress / CLOSE_COMBAT_DISTANCE\n\t\t\tvar distance_penalty: float = cover_distance_from_me / COVER_CHECK_DISTANCE\n\n\t\t\t# [Issue #574] Penalize cover positions lit by the flashlight\n\t\t\tvar flashlight_penalty: float = 0.0\n\t\t\tif _flashlight_detection and _player and _flashlight_detection.is_position_lit(cover_pos, _player):\n\t\t\t\tflashlight_penalty = 8.0 # Strong penalty — avoid walking into flashlight beam\n\n\t\t\tvar total_score: float = hidden_score + approach_score * 2.0 - distance_penalty - same_obstacle_penalty - flashlight_penalty\n\n\t\t\tif total_score > best_score:\n\t\t\t\tbest_score = total_score\n\t\t\t\tbest_cover = cover_pos\n\t\t\t\tbest_obstacle = collider\n\t\t\t\tfound_valid_cover = true\n\n\tif found_valid_cover:\n\t\t_pursuit_next_cover = best_cover\n\t\t_has_pursuit_cover = true\n\t\t_current_cover_obstacle = best_obstacle\n\t\t_log_debug(\"Found pursuit cover at %s (score: %.2f)\" % [_pursuit_next_cover, best_score])\n\telse:\n\t\t_has_pursuit_cover = false\n\n## Check if there's a clear path to a position (no walls blocking).\nfunc _can_reach_position(target: Vector2) -> bool:\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\treturn true # Fail-open\n\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn true # Fail-open\n\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = global_position\n\tquery.to = target\n\tquery.collision_mask = 4 # Obstacles only (layer 3)\n\tquery.exclude = [get_rid()]\n\n\tvar result := space_state.intersect_ray(query)\n\tif result.is_empty():\n\t\treturn true # No obstacle in the way\n\n\t# Check if obstacle is beyond the target position (acceptable)\n\tvar hit_distance := global_position.distance_to(result[\"position\"])\n\tvar target_distance := global_position.distance_to(target)\n\treturn hit_distance >= target_distance - 10.0 # 10 pixel tolerance\n\n## Find cover position closest to the player for assault positioning.\nfunc _find_cover_closest_to_player() -> void:\n\tif _player == null:\n\t\t_has_valid_cover = false\n\t\treturn\n\n\tvar player_pos := _player.global_position\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_distance: float = INF\n\tvar found_cover: bool = false\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\n\t\t\t# Cover position is offset from collision point along normal\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# CRITICAL: Verify we can actually reach this cover position\n\t\t\t# This prevents selecting cover positions on the opposite side of walls\n\t\t\tif not _can_reach_position(cover_pos):\n\t\t\t\tcontinue\n\n\t\t\t# Check if this position is hidden from player (safe cover)\n\t\t\tvar is_hidden := not _is_position_visible_from_player(cover_pos)\n\n\t\t\tif is_hidden:\n\t\t\t\t# Calculate distance from this cover to the player\n\t\t\t\tvar distance_to_player := cover_pos.distance_to(player_pos)\n\n\t\t\t\t# We want the cover closest to the player\n\t\t\t\tif distance_to_player < best_distance:\n\t\t\t\t\tbest_distance = distance_to_player\n\t\t\t\t\tbest_cover = cover_pos\n\t\t\t\t\tfound_cover = true\n\n\tif found_cover:\n\t\t_cover_position = best_cover\n\t\t_has_valid_cover = true\n\t\t_log_debug(\"Found assault cover at %s (distance to player: %.1f)\" % [_cover_position, best_distance])\n\telse:\n\t\t# Fall back to normal cover finding\n\t\t_find_cover_position()\n\n## Find a valid cover position relative to the player.\n## The cover position must be hidden from the player's line of sight.\n## Enhanced: Now validates that the cover position is reachable (no walls blocking path).\nfunc _find_cover_position() -> void:\n\tif _player == null:\n\t\t_has_valid_cover = false\n\t\treturn\n\n\tvar player_pos := _player.global_position\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_score: float = -INF\n\tvar found_hidden_cover: bool = false\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\n\t\t\t# Cover position is on the opposite side of the obstacle from player\n\t\t\tvar direction_from_player := (collision_point - player_pos).normalized()\n\n\t\t\t# Position behind cover (offset from collision point along normal)\n\t\t\t# Offset must be large enough to hide the entire enemy body (radius ~24 pixels)\n\t\t\t# Using 35 pixels to provide some margin for the enemy's collision shape\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# CRITICAL: Verify we can actually reach this cover position\n\t\t\t# This prevents selecting cover positions on the opposite side of walls\n\t\t\tif not _can_reach_position(cover_pos):\n\t\t\t\tcontinue\n\n\t\t\t# First priority: Check if this position is actually hidden from player\n\t\t\tvar is_hidden := not _is_position_visible_from_player(cover_pos)\n\n\t\t\t# Only consider hidden positions unless we have no choice\n\t\t\tif is_hidden or not found_hidden_cover:\n\t\t\t\t# Score based on:\n\t\t\t\t# 1. Whether position is hidden (highest priority)\n\t\t\t\t# 2. Distance from enemy (closer is better)\n\t\t\t\t# 3. Position relative to player (behind cover from player's view)\n\t\t\t\tvar hidden_score: float = 10.0 if is_hidden else 0.0 # Heavy weight for hidden positions\n\n\t\t\t\tvar distance_score := 1.0 - (global_position.distance_to(cover_pos) / COVER_CHECK_DISTANCE)\n\n\t\t\t\t# Check if this position is on the far side of obstacle from player\n\t\t\t\tvar cover_direction := (cover_pos - player_pos).normalized()\n\t\t\t\tvar dot_product := direction_from_player.dot(cover_direction)\n\t\t\t\tvar blocking_score: float = maxf(0.0, dot_product)\n\n\t\t\t\tvar total_score: float = hidden_score + distance_score * 0.3 + blocking_score * 0.7\n\n\t\t\t\t# If we find a hidden position, only accept other hidden positions\n\t\t\t\tif is_hidden and not found_hidden_cover:\n\t\t\t\t\tfound_hidden_cover = true\n\t\t\t\t\tbest_score = total_score\n\t\t\t\t\tbest_cover = cover_pos\n\t\t\t\telif (is_hidden or not found_hidden_cover) and total_score > best_score:\n\t\t\t\t\tbest_score = total_score\n\t\t\t\t\tbest_cover = cover_pos\n\n\tif best_score > 0:\n\t\t_cover_position = best_cover\n\t\t_has_valid_cover = true\n\t\t_log_debug(\"Found cover at: %s (hidden: %s)\" % [_cover_position, found_hidden_cover])\n\telse:\n\t\t_has_valid_cover = false\n\n## Calculate flank position based on player location and stored _flank_side.\nfunc _calculate_flank_position() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar player_pos := _player.global_position\n\tvar player_to_enemy := (global_position - player_pos).normalized()\n\n\t# Use the stored flank side (initialized in _transition_to_flanking)\n\tvar flank_direction := player_to_enemy.rotated(flank_angle * _flank_side)\n\n\t_flank_target = player_pos + flank_direction * flank_distance\n\t_log_debug(\"Flank target: %s (side: %s)\" % [_flank_target, \"right\" if _flank_side > 0 else \"left\"])\n\n## Choose the best flank side (1.0=right, -1.0=left) based on obstacle presence.\n## Issue #367: Also checks if the flank position has line-of-sight to the player,\n## to avoid choosing positions behind walls relative to the player.\nfunc _choose_best_flank_side() -> float:\n\tif _player == null:\n\t\treturn 1.0 if randf() > 0.5 else -1.0\n\n\tvar player_pos := _player.global_position\n\tvar player_to_enemy := (global_position - player_pos).normalized()\n\n\t# Calculate potential flank positions for both sides\n\tvar right_flank_dir := player_to_enemy.rotated(flank_angle * 1.0)\n\tvar left_flank_dir := player_to_enemy.rotated(flank_angle * -1.0)\n\n\tvar right_flank_pos := player_pos + right_flank_dir * flank_distance\n\tvar left_flank_pos := player_pos + left_flank_dir * flank_distance\n\n\t# Check if paths are clear for both sides (from enemy to flank position)\n\tvar right_path_clear := _has_clear_path_to(right_flank_pos)\n\tvar left_path_clear := _has_clear_path_to(left_flank_pos)\n\n\t# Issue #367: Check LOS to player and combine with path checks\n\tvar right_valid := right_path_clear and _flank_position_has_los_to_player(right_flank_pos, player_pos)\n\tvar left_valid := left_path_clear and _flank_position_has_los_to_player(left_flank_pos, player_pos)\n\n\tif right_valid and not left_valid:\n\t\treturn 1.0\n\telif left_valid and not right_valid:\n\t\treturn -1.0\n\n\t# [Issue #574] When both sides are valid, prefer the side NOT lit by the flashlight\n\tif right_valid and left_valid and _flashlight_detection and _player:\n\t\tvar right_lit := _flashlight_detection.is_position_lit(right_flank_pos, _player)\n\t\tvar left_lit := _flashlight_detection.is_position_lit(left_flank_pos, _player)\n\t\tif right_lit and not left_lit:\n\t\t\t_log_to_file(\"[#574] Choosing left flank — right side lit by flashlight\")\n\t\t\treturn -1.0\n\t\telif left_lit and not right_lit:\n\t\t\t_log_to_file(\"[#574] Choosing right flank — left side lit by flashlight\")\n\t\t\treturn 1.0\n\n\t# Issue #367: If neither valid, try reduced distance (50%)\n\tif not right_valid and not left_valid:\n\t\tvar rd := flank_distance * 0.5\n\t\tvar rr := player_pos + right_flank_dir * rd\n\t\tvar lr := player_pos + left_flank_dir * rd\n\t\tvar rrv := _has_clear_path_to(rr) and _flank_position_has_los_to_player(rr, player_pos)\n\t\tvar lrv := _has_clear_path_to(lr) and _flank_position_has_los_to_player(lr, player_pos)\n\t\tif rrv and not lrv:\n\t\t\treturn 1.0\n\t\telif lrv and not rrv:\n\t\t\treturn -1.0\n\t\tif not rrv and not lrv:\n\t\t\t_log_to_file(\"Warning: No valid flank position (both sides behind walls)\")\n\n\t# Choose closer side\n\treturn 1.0 if global_position.distance_squared_to(right_flank_pos) < global_position.distance_squared_to(left_flank_pos) else -1.0\n\n## Check if flank position has LOS to player (Issue #367).\nfunc _flank_position_has_los_to_player(flank_pos: Vector2, player_pos: Vector2) -> bool:\n\tvar query := PhysicsRayQueryParameters2D.create(flank_pos, player_pos)\n\tquery.collision_mask = 0b100 # Walls only\n\treturn get_world_2d().direct_space_state.intersect_ray(query).is_empty()\n\n## Check if there's a clear path (no obstacles) to the target position.\nfunc _has_clear_path_to(target: Vector2) -> bool:\n\tif _raycast == null:\n\t\treturn true # Assume clear if no raycast available\n\n\tvar direction := (target - global_position).normalized()\n\tvar distance := global_position.distance_to(target)\n\n\t_raycast.target_position = direction * distance\n\t_raycast.force_raycast_update()\n\n\t# If we hit something, path is blocked\n\tif _raycast.is_colliding():\n\t\tvar collision_point := _raycast.get_collision_point()\n\t\tvar collision_distance := global_position.distance_to(collision_point)\n\t\t# Only consider it blocked if the collision is before the target\n\t\treturn collision_distance >= distance - 10.0\n\n\treturn true\n\n## Find cover position closer to the flank target for cover-to-cover movement.\nfunc _find_flank_cover_toward_target() -> void:\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_score: float = -INF\n\tvar found_valid_cover: bool = false\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\n\t\t\t# Cover position is offset from collision point along normal\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# For flanking, we want cover that is:\n\t\t\t# 1. Closer to the flank target than we currently are\n\t\t\t# 2. Not too far from our current position\n\t\t\t# 3. Reachable (has clear path)\n\n\t\t\tvar my_distance_to_target := global_position.distance_to(_flank_target)\n\t\t\tvar cover_distance_to_target := cover_pos.distance_to(_flank_target)\n\t\t\tvar cover_distance_from_me := global_position.distance_to(cover_pos)\n\n\t\t\t# Skip covers that don't bring us closer to flank target\n\t\t\tif cover_distance_to_target >= my_distance_to_target:\n\t\t\t\tcontinue\n\n\t\t\t# Skip covers that are too close to current position (would cause looping)\n\t\t\t# Must be at least 30 pixels away to be a meaningful movement\n\t\t\tif cover_distance_from_me < 30.0:\n\t\t\t\tcontinue\n\n\t\t\t# Check if we can reach this cover (has clear path)\n\t\t\tif not _has_clear_path_to(cover_pos):\n\t\t\t\t# Even if direct path is blocked, we might be able to reach\n\t\t\t\t# via another intermediate cover, but skip for now\n\t\t\t\tcontinue\n\n\t\t\t# Score calculation:\n\t\t\t# Higher score for positions that are:\n\t\t\t# - Closer to flank target (priority)\n\t\t\t# - Not too far from current position\n\t\t\tvar approach_score: float = (my_distance_to_target - cover_distance_to_target) / flank_distance\n\t\t\tvar distance_penalty: float = cover_distance_from_me / COVER_CHECK_DISTANCE\n\n\t\t\tvar total_score: float = approach_score * 2.0 - distance_penalty\n\n\t\t\tif total_score > best_score:\n\t\t\t\tbest_score = total_score\n\t\t\t\tbest_cover = cover_pos\n\t\t\t\tfound_valid_cover = true\n\n\tif found_valid_cover:\n\t\t_flank_next_cover = best_cover\n\t\t_has_flank_cover = true\n\t\t_log_debug(\"Found flank cover at %s (score: %.2f)\" % [_flank_next_cover, best_score])\n\telse:\n\t\t_has_flank_cover = false\n\n## Check if there's a wall ahead in the given direction and return avoidance direction.\n## Returns Vector2.ZERO if no wall detected, otherwise returns a vector to avoid the wall.\n## Enhanced version uses 8 raycasts with distance-weighted avoidance for better navigation.\nfunc _check_wall_ahead(direction: Vector2) -> Vector2:\n\tif _wall_raycasts.is_empty():\n\t\treturn Vector2.ZERO\n\n\tvar avoidance := Vector2.ZERO\n\tvar perpendicular := Vector2(-direction.y, direction.x) # 90 degrees rotation\n\tvar closest_wall_distance: float = WALL_CHECK_DISTANCE\n\tvar hit_count: int = 0\n\n\t# Raycast angles: spread from -90 to +90 degrees relative to movement direction\n\t# Index 0: center (0°)\n\t# Index 1-3: left side (-20°, -45°, -70°)\n\t# Index 4-6: right side (+20°, +45°, +70°)\n\t# Index 7: rear check for wall sliding (-180°)\n\t# IMPORTANT: Use explicit Array[float] type to avoid type inference errors\n\tvar angles: Array[float] = [0.0, -0.35, -0.79, -1.22, 0.35, 0.79, 1.22, PI]\n\n\tvar raycast_count: int = mini(WALL_CHECK_COUNT, _wall_raycasts.size())\n\tfor i: int in range(raycast_count):\n\t\t# IMPORTANT: Use explicit float type to avoid type inference error\n\t\tvar angle_offset: float = angles[i] if i < angles.size() else 0.0\n\t\tvar check_direction: Vector2 = direction.rotated(angle_offset)\n\n\t\tvar raycast: RayCast2D = _wall_raycasts[i]\n\t\t# Use shorter distance for rear check (wall sliding detection)\n\t\tvar check_distance: float = WALL_SLIDE_DISTANCE if i == 7 else WALL_CHECK_DISTANCE\n\t\traycast.target_position = check_direction * check_distance\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\thit_count += 1\n\t\t\tvar collision_point: Vector2 = raycast.get_collision_point()\n\t\t\tvar wall_distance: float = global_position.distance_to(collision_point)\n\t\t\tvar collision_normal: Vector2 = raycast.get_collision_normal()\n\n\t\t\t# Track closest wall for weight calculation\n\t\t\tif wall_distance < closest_wall_distance:\n\t\t\t\tclosest_wall_distance = wall_distance\n\n\t\t\t# Calculate avoidance based on which raycast hit\n\t\t\t# For better wall sliding, use collision normal when available\n\t\t\tif i == 7: # Rear raycast - wall sliding mode\n\t\t\t\t# When touching wall from behind, slide along it\n\t\t\t\tavoidance += collision_normal * 0.5\n\t\t\telif i <= 3: # Left side raycasts (indices 0-3)\n\t\t\t\t# Steer right, weighted by distance\n\t\t\t\tvar weight: float = 1.0 - (wall_distance / WALL_CHECK_DISTANCE)\n\t\t\t\tavoidance += perpendicular * weight\n\t\t\telse: # Right side raycasts (indices 4-6)\n\t\t\t\t# Steer left, weighted by distance\n\t\t\t\tvar weight: float = 1.0 - (wall_distance / WALL_CHECK_DISTANCE)\n\t\t\t\tavoidance -= perpendicular * weight\n\n\treturn avoidance.normalized() if avoidance.length() > 0 else Vector2.ZERO\n\n## Apply wall avoidance to a movement direction. Returns adjusted direction.\nfunc _apply_wall_avoidance(direction: Vector2) -> Vector2:\n\tvar avoidance: Vector2 = _check_wall_ahead(direction)\n\tif avoidance == Vector2.ZERO:\n\t\treturn direction\n\n\tvar weight: float = _get_wall_avoidance_weight(direction)\n\t# Blend original direction with avoidance, stronger avoidance when close to walls\n\treturn (direction * (1.0 - weight) + avoidance * weight).normalized()\n\n## Calculate wall avoidance weight based on distance to nearest wall.\nfunc _get_wall_avoidance_weight(direction: Vector2) -> float:\n\tif _wall_raycasts.is_empty():\n\t\treturn WALL_AVOIDANCE_MAX_WEIGHT\n\n\tvar closest_distance: float = WALL_CHECK_DISTANCE\n\n\t# Check the center raycast for distance\n\tif _wall_raycasts.size() > 0:\n\t\tvar raycast: RayCast2D = _wall_raycasts[0]\n\t\traycast.target_position = direction * WALL_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point: Vector2 = raycast.get_collision_point()\n\t\t\tclosest_distance = global_position.distance_to(collision_point)\n\n\t# Interpolate between min and max weight based on distance\n\tvar normalized_distance: float = clampf(closest_distance / WALL_CHECK_DISTANCE, 0.0, 1.0)\n\treturn lerpf(WALL_AVOIDANCE_MIN_WEIGHT, WALL_AVOIDANCE_MAX_WEIGHT, normalized_distance)\n\n## Check if target is within FOV cone. FOV uses _enemy_model.global_rotation for facing.\nfunc _is_position_in_fov(target_pos: Vector2) -> bool:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tvar global_fov_enabled: bool = experimental_settings != null and experimental_settings.has_method(\"is_fov_enabled\") and experimental_settings.is_fov_enabled()\n\tif not global_fov_enabled or not fov_enabled or fov_angle <= 0.0:\n\t\treturn true # FOV disabled - 360 degree vision\n\tvar facing_angle := _enemy_model.global_rotation if _enemy_model else rotation\n\tvar dir_to_target := (target_pos - global_position).normalized()\n\tvar dot := Vector2.from_angle(facing_angle).dot(dir_to_target)\n\tvar angle_to_target := rad_to_deg(acos(clampf(dot, -1.0, 1.0)))\n\tvar in_fov := angle_to_target <= fov_angle / 2.0\n\treturn in_fov\n\n## Check if the player is visible using multi-point raycast. Updates visibility timer.\nfunc _check_player_visibility() -> void:\n\tvar was_visible := _can_see_player\n\t_can_see_player = false\n\t_player_visibility_ratio = 0.0\n\n\t# If blinded, cannot see player at all\n\tif _is_blinded:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\t# If confused from memory reset, cannot see player (Issue #318)\n\tif _memory_reset_confusion_timer > 0.0:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\tif _player == null or not _raycast:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\n\t# Check if player is within detection range (only if detection_range is positive)\n\t# If detection_range <= 0, detection is unlimited (line-of-sight only)\n\tif detection_range > 0 and distance_to_player > detection_range:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\t# Check FOV angle (if FOV is enabled via ExperimentalSettings)\n\tif not _is_position_in_fov(_player.global_position):\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\t# Check multiple points on the player's body (center + corners) to handle\n\t# cases where player is near a wall corner. A single raycast to the center\n\t# might hit the wall, but parts of the player's body could still be visible.\n\t# This fixes the issue where enemies couldn't see players standing close to\n\t# walls in narrow passages (issue #264).\n\tvar check_points := _get_player_check_points(_player.global_position)\n\tvar visible_count := 0\n\n\tfor point in check_points:\n\t\tif _is_player_point_visible_to_enemy(point):\n\t\t\tvisible_count += 1\n\t\t\t# If any part of the player is visible, we can see them\n\t\t\t_can_see_player = true\n\t\t\t# Continue checking to calculate visibility ratio\n\n\t# Calculate visibility ratio based on how many points are visible\n\tif _can_see_player:\n\t\t_player_visibility_ratio = float(visible_count) / float(check_points.size())\n\t\t_continuous_visibility_timer += get_physics_process_delta_time()\n\telse:\n\t\t# Lost line of sight - reset the timer and visibility ratio\n\t\t_continuous_visibility_timer = 0.0\n\t\t_player_visibility_ratio = 0.0\n\n## Update enemy memory: visual detection, decay, prediction, flashlight detection, and intel sharing (Issue #297, #298, #574).\nfunc _update_memory(delta: float) -> void:\n\tif _memory == null:\n\t\treturn\n\n\t# Visual detection: Update memory with player position at full confidence\n\tif _can_see_player and _player:\n\t\t_memory.update_position(_player.global_position, VISUAL_DETECTION_CONFIDENCE)\n\t\t# Also update the legacy _last_known_player_position for compatibility\n\t\t_last_known_player_position = _player.global_position\n\tif _prediction: # [#298]\n\t\tvar f := Vector2.RIGHT.rotated(_enemy_model.global_rotation) if _enemy_model else Vector2.RIGHT\n\t\t_prediction.process_frame(_can_see_player, _was_player_visible, _player.global_position if _player else Vector2.ZERO, global_position, f, delta, _memory)\n\t_was_player_visible = _can_see_player\n\n\t# [Issue #574] Flashlight beam detection: enemy detects beam when any part of it falls within their FOV\n\tif _flashlight_detection and _player and not _can_see_player and not _is_blinded and _memory_reset_confusion_timer <= 0.0:\n\t\tvar _es: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\t\tvar _fov_on: bool = fov_enabled and _es != null and _es.has_method(\"is_fov_enabled\") and _es.is_fov_enabled()\n\t\tvar flashlight_detected := _flashlight_detection.check_flashlight(global_position, _enemy_model.global_rotation if _enemy_model else rotation, fov_angle, _fov_on, _player, _raycast, delta)\n\t\tif flashlight_detected:\n\t\t\t# Update memory with flashlight-based detection\n\t\t\t_memory.update_position(_flashlight_detection.estimated_player_position, FlashlightDetectionComponent.FLASHLIGHT_DETECTION_CONFIDENCE)\n\t\t\t_last_known_player_position = _flashlight_detection.estimated_player_position\n\t\t\t_log_to_file(\"[#574] Flashlight detected: estimated_pos=%s, beam_dir=%s\" % [\n\t\t\t\t_flashlight_detection.estimated_player_position, _flashlight_detection.beam_direction\n\t\t\t])\n\t\t\t# If in IDLE state, react to flashlight detection by investigating\n\t\t\tif _current_state == AIState.IDLE:\n\t\t\t\t_log_to_file(\"[#574] Flashlight triggered pursuit from IDLE\")\n\t\t\t\t_transition_to_pursuing()\n\telif _flashlight_detection and (_can_see_player or _is_blinded or _memory_reset_confusion_timer > 0.0):\n\t\t# Reset flashlight detection when player is directly visible or enemy is blinded/confused\n\t\t_flashlight_detection.reset()\n\n\t# Apply confidence decay over time\n\t_memory.decay(delta)\n\n\t# Periodic intel sharing with nearby enemies\n\t_intel_share_timer += delta\n\tif _intel_share_timer >= INTEL_SHARE_INTERVAL:\n\t\t_intel_share_timer = 0.0\n\t\t_share_intel_with_nearby_enemies()\n\n## Share intelligence with nearby enemies within 660px (LOS) or 300px (no LOS).\nfunc _share_intel_with_nearby_enemies() -> void:\n\tif _memory == null or not _memory.has_target():\n\t\treturn\n\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\tfor node in enemies:\n\t\tif node == self or not is_instance_valid(node):\n\t\t\tcontinue\n\n\t\tvar other_enemy: Node2D = node as Node2D\n\t\tif other_enemy == null:\n\t\t\tcontinue\n\n\t\tvar distance := global_position.distance_to(other_enemy.global_position)\n\n\t\t# Check if within communication range\n\t\tvar can_share := false\n\t\tif distance <= INTEL_SHARE_RANGE_NO_LOS:\n\t\t\t# Close enough to share without LOS\n\t\t\tcan_share = true\n\t\telif distance <= INTEL_SHARE_RANGE_LOS:\n\t\t\t# Need to check LOS for longer range\n\t\t\tcan_share = _has_line_of_sight_to_position(other_enemy.global_position)\n\n\t\tif can_share:\n\t\t\tif other_enemy.has_method(\"receive_intel_from_ally\"):\n\t\t\t\tother_enemy.receive_intel_from_ally(_memory)\n\t\t\tif _prediction and _prediction.has_predictions and other_enemy.has_method(\"receive_prediction_from_ally\"): # [#298]\n\t\t\t\tvar bh := _prediction.get_best_hypothesis(); if bh: other_enemy.receive_prediction_from_ally(bh)\n\n## Receive intelligence from an allied enemy (Issue #297).\n## Called by other enemies when they share intel.\nfunc receive_intel_from_ally(ally_memory: EnemyMemory) -> void:\n\tif _memory == null or ally_memory == null:\n\t\treturn\n\n\t# Only update if ally has better or newer information\n\tif _memory.receive_intel(ally_memory, INTEL_SHARE_FACTOR):\n\t\t_log_debug(\"Received intel from ally: suspected pos=%s, conf=%.2f\" % [\n\t\t\t_memory.suspected_position, _memory.confidence\n\t\t])\n\t\t_last_known_player_position = _memory.suspected_position\n\nfunc receive_prediction_from_ally(hypothesis: PlayerPredictionComponent.Hypothesis) -> void: ## [#298]\n\tif _prediction and hypothesis: _prediction.receive_prediction_intel(hypothesis, INTEL_SHARE_FACTOR)\n\n## Reset enemy memory for last chance teleport effect (Issue #318). Preserves old position.\nfunc reset_memory() -> void:\n\t# Save old position before resetting - enemies will search here\n\tvar old_position := _memory.suspected_position if _memory != null and _memory.has_target() else Vector2.ZERO\n\tvar had_target := old_position != Vector2.ZERO\n\t# Reset visibility, detection states, and apply confusion timer (blocks vision AND sounds)\n\t_can_see_player = false\n\t_continuous_visibility_timer = 0.0\n\t_intel_share_timer = 0.0\n\t_pursuing_vulnerability_sound = false\n\t_memory_reset_confusion_timer = MEMORY_RESET_CONFUSION_DURATION\n\tif _prediction: _prediction.reset() # [#298]\n\t_log_to_file(\"Memory reset: confusion=%.1fs, had_target=%s\" % [MEMORY_RESET_CONFUSION_DURATION, had_target])\n\tif had_target:\n\t\t# Set LOW confidence (0.35) - puts enemy in search mode at old position\n\t\tif _memory != null:\n\t\t\t_memory.suspected_position = old_position\n\t\t\t_memory.confidence = 0.35\n\t\t\t_memory.last_updated = Time.get_ticks_msec()\n\t\t_last_known_player_position = old_position\n\t\t_log_to_file(\"Search mode: %s -> SEARCHING at %s\" % [AIState.keys()[_current_state], old_position])\n\t\t_transition_to_searching(old_position)\n\telse:\n\t\tif _memory != null:\n\t\t\t_memory.reset()\n\t\t_last_known_player_position = Vector2.ZERO\n\t\tif _current_state in [AIState.PURSUING, AIState.COMBAT, AIState.ASSAULT, AIState.FLANKING]:\n\t\t\t# Issue #330: If enemy has left IDLE, start searching instead of returning to IDLE\n\t\t\tif _has_left_idle:\n\t\t\t\t_log_to_file(\"State reset: %s -> SEARCHING (engaged enemy, no target)\" % AIState.keys()[_current_state])\n\t\t\t\t_transition_to_searching(global_position)\n\t\t\telse:\n\t\t\t\t_log_to_file(\"State reset: %s -> IDLE (no target)\" % AIState.keys()[_current_state])\n\t\t\t\t_transition_to_idle()\n\n## Check if there is a clear line of sight to a position (enemy-to-enemy comms).\nfunc _has_line_of_sight_to_position(target_pos: Vector2) -> bool:\n\tif _raycast == null:\n\t\treturn false\n\n\t# Save current raycast state\n\tvar original_target := _raycast.target_position\n\tvar original_enabled := _raycast.enabled\n\n\t# Configure raycast to check LOS\n\tvar direction := target_pos - global_position\n\t_raycast.target_position = direction\n\t_raycast.enabled = true\n\t_raycast.force_raycast_update()\n\n\t# Check if anything blocks the path\n\tvar has_los := not _raycast.is_colliding()\n\n\t# If something is in the way, check if it's the target position or beyond\n\tif _raycast.is_colliding():\n\t\tvar collision_point := _raycast.get_collision_point()\n\t\tvar distance_to_target := global_position.distance_to(target_pos)\n\t\tvar distance_to_collision := global_position.distance_to(collision_point)\n\t\t# Has LOS if collision is at or beyond target\n\t\thas_los = distance_to_collision >= distance_to_target - 10.0\n\n\t# Restore raycast state\n\t_raycast.target_position = original_target\n\t_raycast.enabled = original_enabled\n\n\treturn has_los\n\n## Aim the enemy sprite/direction at the player using gradual rotation.\nfunc _aim_at_player() -> void:\n\tif _player == null:\n\t\treturn\n\tvar direction := (_player.global_position - global_position).normalized()\n\tvar target_angle := direction.angle()\n\n\t# Calculate the shortest rotation direction\n\tvar angle_diff := wrapf(target_angle - rotation, -PI, PI)\n\n\t# Get the delta time from the current physics process\n\tvar delta := get_physics_process_delta_time()\n\n\t# Apply gradual rotation based on rotation_speed\n\tif abs(angle_diff) <= rotation_speed * delta:\n\t\t# Close enough to snap to target\n\t\trotation = target_angle\n\telif angle_diff > 0:\n\t\trotation += rotation_speed * delta\n\telse:\n\t\trotation -= rotation_speed * delta\n\n## Shoot a bullet or perform melee attack (Issue #579: MACHETE support).\nfunc _shoot() -> void:\n\tif _is_melee_weapon and _machete and _player: _machete.perform_melee_attack(_player); return\n\tif bullet_scene == null or _player == null:\n\t\treturn\n\n\t# Check if we can shoot (have ammo and not reloading)\n\tif not _can_shoot():\n\t\treturn\n\n\tvar target_position := _player.global_position\n\n\t# Apply lead prediction if enabled\n\tif enable_lead_prediction:\n\t\ttarget_position = _calculate_lead_prediction()\n\n\t# Check if the shot should be taken (friendly fire and cover checks)\n\tif not _should_shoot_at_target(target_position):\n\t\treturn\n\n\t# Calculate bullet spawn position at weapon muzzle first\n\t# We need this to calculate the correct bullet direction\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar bullet_spawn_pos := _get_bullet_spawn_position(weapon_forward)\n\n\t# Use enemy center (not muzzle) for aim check to fix close-range issues (Issue #344)\n\tvar to_target := (target_position - global_position).normalized()\n\n\t# Check if weapon is aimed at target (within tolerance)\n\t# Bullets fly in barrel direction, so we only shoot when properly aimed (issue #254)\n\tvar aim_dot := weapon_forward.dot(to_target)\n\tif aim_dot < AIM_TOLERANCE_DOT:\n\t\tif debug_logging:\n\t\t\tvar aim_angle_deg := rad_to_deg(acos(clampf(aim_dot, -1.0, 1.0)))\n\t\t\t_log_debug(\"SHOOT BLOCKED: Not aimed at target. aim_dot=%.3f (%.1f deg off)\" % [aim_dot, aim_angle_deg])\n\t\treturn\n\n\tvar direction := weapon_forward # Barrel direction for realistic behavior\n\t# Fire projectiles and spawn casing\n\tif _is_shotgun_weapon: _shoot_shotgun_pellets(direction, bullet_spawn_pos)\n\telse: _shoot_single_bullet(direction, bullet_spawn_pos)\n\t_spawn_muzzle_flash(bullet_spawn_pos, direction) # Issue #455: Add muzzle flash effect\n\t_spawn_casing(direction, weapon_forward)\n\t# Play sound\n\tvar audio: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio:\n\t\tif _is_shotgun_weapon and audio.has_method(\"play_shotgun_shot\"): audio.play_shotgun_shot(global_position)\n\t\telif audio.has_method(\"play_m16_shot\"): audio.play_m16_shot(global_position)\n\tvar sp: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sp and sp.has_method(\"emit_sound\"): sp.emit_sound(0, global_position, 1, self, weapon_loudness)\n\t_play_delayed_shell_sound()\n\t_current_ammo -= 1; _shot_count += 1; _spread_timer = 0.0 # Issue #516: spread tracking\n\tammo_changed.emit(_current_ammo, _reserve_ammo)\n\tif _current_ammo <= 0 and _reserve_ammo > 0: _start_reload()\n\n## Spawn a projectile. add_child first so C# _Ready() runs before setting props (Issue #516, #550).\nfunc _spawn_projectile(direction: Vector2, spawn_pos: Vector2) -> void:\n\tvar p := bullet_scene.instantiate(); p.global_position = spawn_pos\n\tget_tree().current_scene.add_child(p) # C# _Ready() runs; _PhysicsProcess hasn't yet\n\tif p.has_method(\"SetDirection\"): p.SetDirection(direction)\n\telif p.get(\"direction\") != null: p.direction = direction\n\telif p.get(\"Direction\") != null: p.Direction = direction\n\tvar sid := get_instance_id()\n\tif p.has_method(\"SetShooterId\"): p.SetShooterId(sid)\n\telif p.get(\"shooter_id\") != null: p.shooter_id = sid\n\telif p.get(\"ShooterId\") != null: p.ShooterId = sid\n\tif p.has_method(\"SetShooterPosition\"): p.SetShooterPosition(spawn_pos)\n\telif p.get(\"shooter_position\") != null: p.shooter_position = spawn_pos\n\telif p.get(\"ShooterPosition\") != null: p.ShooterPosition = spawn_pos\n\n## Shoot a single bullet (rifle/UZI) with progressive spread (Issue #516).\nfunc _shoot_single_bullet(direction: Vector2, spawn_pos: Vector2) -> void:\n\tvar spread := _initial_spread if _shot_count <= _spread_threshold else minf(_initial_spread + (_shot_count - _spread_threshold) * _spread_increment, _max_spread)\n\tif spread > 0.0: direction = direction.rotated(randf_range(-deg_to_rad(spread), deg_to_rad(spread)))\n\t_spawn_projectile(direction, spawn_pos)\n\n\n## Shoot multiple pellets with spread (shotgun - like player's Shotgun.cs).\nfunc _shoot_shotgun_pellets(base_direction: Vector2, spawn_pos: Vector2) -> void:\n\tvar count: int = randi_range(_pellet_count_min, _pellet_count_max)\n\tvar spread_rad: float = deg_to_rad(_spread_angle)\n\tvar half: float = spread_rad / 2.0\n\tif debug_logging: _log_debug(\"SHOTGUN: %d pellets, %.1f° spread\" % [count, _spread_angle]) # Issue #457\n\n\tfor i in range(count):\n\t\tvar angle: float = 0.0\n\t\tif count > 1:\n\t\t\tangle = lerp(-half, half, float(i) / float(count - 1)) + randf_range(-spread_rad * 0.15, spread_rad * 0.15)\n\t\t_spawn_projectile(base_direction.rotated(angle), spawn_pos)\n\nfunc _spawn_muzzle_flash(p: Vector2, d: Vector2) -> void:\n\tvar m = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif m: m.spawn_muzzle_flash(p, d)\n\n## Play shell casing sound with a delay to simulate the casing hitting the ground.\nfunc _play_delayed_shell_sound() -> void:\n\tawait get_tree().create_timer(0.15).timeout\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_shell_rifle\"):\n\t\taudio_manager.play_shell_rifle(global_position)\n\n## Spawn bullet casing (based on BaseWeapon.cs for visual consistency with player).\nfunc _spawn_casing(shoot_direction: Vector2, weapon_forward: Vector2) -> void:\n\tif casing_scene == null:\n\t\treturn\n\n\t# Calculate casing spawn position (near the weapon, slightly offset)\n\t# Use 50% of bullet spawn offset to position casing near weapon muzzle\n\tvar casing_spawn_position: Vector2 = global_position + weapon_forward * (bullet_spawn_offset * 0.5)\n\n\tvar casing: RigidBody2D = casing_scene.instantiate()\n\tcasing.global_position = casing_spawn_position\n\n\t# Calculate ejection direction to the right of the weapon\n\t# In a top-down view with Y increasing downward:\n\t# - If weapon points right (1, 0), right side of weapon is DOWN (0, 1)\n\t# - If weapon points up (0, -1), right side of weapon is RIGHT (1, 0)\n\t# This is a 90 degree counter-clockwise rotation (perpendicular to shooting direction)\n\tvar weapon_right: Vector2 = Vector2(-weapon_forward.y, weapon_forward.x)\n\n\t# Eject to the right with some randomness\n\tvar random_angle: float = randf_range(-0.3, 0.3) # ±0.3 radians (~±17 degrees)\n\tvar ejection_direction: Vector2 = weapon_right.rotated(random_angle)\n\n\t# Add some upward component for realistic ejection\n\tejection_direction = ejection_direction.rotated(randf_range(-0.1, 0.1))\n\n\t# Set initial velocity for the casing (increased for faster ejection animation)\n\tvar ejection_speed: float = randf_range(120.0, 180.0) # Random speed between 120-180 pixels/sec (reduced 2.5x for Issue #424)\n\tcasing.linear_velocity = ejection_direction * ejection_speed\n\n\t# Add some initial spin for realism\n\tcasing.angular_velocity = randf_range(-15.0, 15.0)\n\n\t# Set caliber data on the casing for appearance (Issue #417 PR feedback)\n\t# Use the loaded caliber data for this weapon type (same as player weapons)\n\tif _caliber_data:\n\t\tcasing.set(\"caliber_data\", _caliber_data)\n\telse:\n\t\t# Fallback to 5.45x39mm for M16 rifle if no caliber data loaded\n\t\tvar fallback_caliber: Resource = load(\"res://resources/calibers/caliber_545x39.tres\")\n\t\tif fallback_caliber:\n\t\t\tcasing.set(\"caliber_data\", fallback_caliber)\n\n\tget_tree().current_scene.add_child(casing)\n\n## Calculate lead prediction - aims where the player will be based on velocity.\nfunc _calculate_lead_prediction() -> Vector2:\n\tif _player == null:\n\t\treturn global_position\n\n\tvar player_pos := _player.global_position\n\n\t# Only use lead prediction if the player has been continuously visible\n\t# for long enough. This prevents enemies from predicting player position\n\t# immediately when they emerge from cover.\n\tif _continuous_visibility_timer < lead_prediction_delay:\n\t\t_log_debug(\"Lead prediction disabled: visibility time %.2fs < %.2fs required\" % [_continuous_visibility_timer, lead_prediction_delay])\n\t\treturn player_pos\n\n\t# Only use lead prediction if enough of the player's body is visible.\n\t# This prevents pre-firing when the player is at the edge of cover with only\n\t# a small part of their body visible. The player must be significantly exposed\n\t# before the enemy can predict their movement.\n\tif _player_visibility_ratio < lead_prediction_visibility_threshold:\n\t\t_log_debug(\"Lead prediction disabled: visibility ratio %.2f < %.2f required (player at cover edge)\" % [_player_visibility_ratio, lead_prediction_visibility_threshold])\n\t\treturn player_pos\n\n\tvar player_velocity := Vector2.ZERO\n\n\t# Get player velocity if they are a CharacterBody2D\n\tif _player is CharacterBody2D:\n\t\tplayer_velocity = _player.velocity\n\n\t# If player is stationary, no need for prediction\n\tif player_velocity.length_squared() < 1.0:\n\t\treturn player_pos\n\n\t# Iterative lead prediction for better accuracy\n\t# Start with player's current position\n\tvar predicted_pos := player_pos\n\tvar distance := global_position.distance_to(predicted_pos)\n\n\t# Iterate 2-3 times for convergence\n\tfor i in range(3):\n\t\t# Time for bullet to reach the predicted position\n\t\tvar time_to_target := distance / bullet_speed\n\n\t\t# Predict where player will be at that time\n\t\tpredicted_pos = player_pos + player_velocity * time_to_target\n\n\t\t# Update distance for next iteration\n\t\tdistance = global_position.distance_to(predicted_pos)\n\n\t# CRITICAL: Validate that the predicted position is actually visible to the enemy.\n\t# If the predicted position is behind cover (e.g., player is running toward cover exit),\n\t# we should NOT aim there - it would feel like the enemy is \"cheating\" by knowing\n\t# where the player will emerge. Fall back to player's current visible position.\n\tif not _is_position_visible_to_enemy(predicted_pos):\n\t\t_log_debug(\"Lead prediction blocked: predicted position %s is not visible, using current position %s\" % [predicted_pos, player_pos])\n\t\treturn player_pos\n\n\t_log_debug(\"Lead prediction: player at %s moving %s, aiming at %s\" % [player_pos, player_velocity, predicted_pos])\n\n\treturn predicted_pos\n\n## Process patrol behavior - move between patrol points with corner checking.\nfunc _process_patrol(delta: float) -> void:\n\tif _patrol_points.is_empty():\n\t\treturn\n\n\t# Handle waiting at patrol point\n\tif _is_waiting_at_patrol_point:\n\t\t_patrol_wait_timer += delta\n\t\tif _patrol_wait_timer >= patrol_wait_time:\n\t\t\t_is_waiting_at_patrol_point = false\n\t\t\t_patrol_wait_timer = 0.0\n\t\t\t_current_patrol_index = (_current_patrol_index + 1) % _patrol_points.size()\n\t\tvelocity = Vector2.ZERO\n\t\treturn\n\n\t# Move towards current patrol point\n\tvar target_point := _patrol_points[_current_patrol_index]\n\tvar direction := (target_point - global_position).normalized()\n\tvar distance := global_position.distance_to(target_point)\n\n\tif distance < 5.0:\n\t\t_is_waiting_at_patrol_point = true\n\t\tvelocity = Vector2.ZERO\n\telse:\n\t\tdirection = _apply_wall_avoidance(direction)\n\t\tvelocity = direction * move_speed\n\t\trotation = direction.angle()\n\t\t# Check for corners/openings perpendicular to movement direction\n\t\t_process_corner_check(get_physics_process_delta_time(), direction, \"PATROL\")\n\n## Detect openings perpendicular to movement (for corner checking). Issue #347: smooth rotation.\nfunc _detect_perpendicular_opening(move_dir: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tfor side in [-1.0, 1.0]:\n\t\tvar perp_dir := move_dir.rotated(side * PI / 2)\n\t\tvar query := PhysicsRayQueryParameters2D.create(global_position, global_position + perp_dir * CORNER_CHECK_DISTANCE)\n\t\tquery.collision_mask = 0b100\n\t\tquery.exclude = [self]\n\t\tif space_state.intersect_ray(query).is_empty():\n\t\t\t_corner_check_angle = perp_dir.angle() # Issue #347: smooth rotation via _update_enemy_model_rotation()\n\t\t\treturn true\n\treturn false\n\n## Handle corner checking during movement (Issue #332). Issue #347: smooth rotation.\nfunc _process_corner_check(delta: float, move_dir: Vector2, state_name: String) -> void:\n\tif _corner_check_timer > 0:\n\t\t_corner_check_timer -= delta # #347: rotation via _update_enemy_model_rotation()\n\telif _detect_perpendicular_opening(move_dir):\n\t\t_corner_check_timer = CORNER_CHECK_DURATION\n\t\t_log_to_file(\"%s corner check: angle %.1f°\" % [state_name, rad_to_deg(_corner_check_angle)])\n\n## Process guard behavior - scan for threats every IDLE_SCAN_INTERVAL seconds.\nfunc _process_guard(delta: float) -> void:\n\tvelocity = Vector2.ZERO\n\tif _idle_scan_targets.is_empty():\n\t\t_initialize_idle_scan_targets()\n\t_idle_scan_timer += delta\n\tif _idle_scan_timer >= IDLE_SCAN_INTERVAL:\n\t\t_idle_scan_timer = 0.0\n\t\tif _idle_scan_targets.size() > 0:\n\t\t\t_idle_scan_target_index = (_idle_scan_target_index + 1) % _idle_scan_targets.size()\n\n## Initialize scan targets - detects passages using raycasts.\nfunc _initialize_idle_scan_targets() -> void:\n\t_idle_scan_targets.clear()\n\tvar space_state := get_world_2d().direct_space_state\n\tvar opening_angles: Array[float] = []\n\tfor i in range(16):\n\t\tvar angle := (float(i) / 16.0) * TAU\n\t\tvar query := PhysicsRayQueryParameters2D.create(global_position, global_position + Vector2.from_angle(angle) * 500.0)\n\t\tquery.collision_mask = 0b100\n\t\tquery.exclude = [self]\n\t\tvar result := space_state.intersect_ray(query)\n\t\tif result.is_empty() or global_position.distance_to(result.position) > 200.0:\n\t\t\topening_angles.append(angle)\n\tif opening_angles.size() > 0:\n\t\tvar clusters: Array[Array] = []\n\t\topening_angles.sort()\n\t\tfor angle in opening_angles:\n\t\t\tvar found := false\n\t\t\tfor cluster in clusters:\n\t\t\t\tvar avg: float = 0.0\n\t\t\t\tfor a in cluster: avg += a\n\t\t\t\tavg /= cluster.size()\n\t\t\t\tif abs(wrapf(angle - avg, -PI, PI)) < deg_to_rad(30.0):\n\t\t\t\t\tcluster.append(angle)\n\t\t\t\t\tfound = true\n\t\t\t\t\tbreak\n\t\t\tif not found: clusters.append([angle])\n\t\tfor cluster in clusters:\n\t\t\tvar avg: float = 0.0\n\t\t\tfor a in cluster: avg += a\n\t\t\t_idle_scan_targets.append(avg / cluster.size())\n\tif _idle_scan_targets.size() < 2:\n\t\t_idle_scan_targets = [0.0, PI]\n\t_idle_scan_target_index = randi() % _idle_scan_targets.size()\n\n## Called when a bullet enters the threat sphere.\nfunc _on_threat_area_entered(area: Area2D) -> void:\n\tif \"shooter_id\" in area and area.shooter_id == get_instance_id():\n\t\treturn\n\t_bullets_in_threat_sphere.append(area)\n\t_threat_memory_timer = THREAT_MEMORY_DURATION\n\t_log_debug(\"Bullet entered threat sphere, starting reaction delay...\")\n\n## Called when a bullet exits the threat sphere.\nfunc _on_threat_area_exited(area: Area2D) -> void:\n\t_bullets_in_threat_sphere.erase(area)\n\n## Apply damage to the enemy (IDamageable interface for C# Bullet). Primary entry point for C# bullets.\nfunc take_damage(amount: float) -> void:\n\ton_hit_with_bullet_info(Vector2.RIGHT, null, false, false, amount)\n\n## Called when the enemy is hit (by bullet.gd). Default damage = 1.\nfunc on_hit() -> void:\n\ton_hit_with_info(Vector2.RIGHT, null)\n\n## Called when the enemy is hit with extended hit information.\nfunc on_hit_with_info(hit_direction: Vector2, caliber_data: Resource) -> void:\n\ton_hit_with_bullet_info(hit_direction, caliber_data, false, false, 1.0)\n\n## Called when enemy is hit with full bullet information. @param damage: Damage amount (default 1.0).\nfunc on_hit_with_bullet_info(hit_direction: Vector2, caliber_data: Resource, has_ricocheted: bool, has_penetrated: bool, damage: float = 1.0) -> void:\n\tif not _is_alive:\n\t\treturn\n\n\thit.emit()\n\n\t# Store hit direction for death animation\n\t_last_hit_direction = hit_direction\n\n\tvar attacker_direction := -hit_direction.normalized()\n\tif attacker_direction.length_squared() > 0.01: _force_model_to_face_direction(attacker_direction)\n\t_hits_taken_in_encounter += 1\n\tvar actual_damage: int = maxi(int(round(damage)), 1)\n\t_log_to_file(\"Hit: dmg=%d, hp=%d/%d->%d/%d\" % [actual_damage, _current_health, _max_health, _current_health - actual_damage, _max_health])\n\t_show_hit_flash()\n\t_current_health -= actual_damage # Apply damage\n\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif _current_health <= 0:\n\t\t_killed_by_ricochet = has_ricocheted; _killed_by_penetration = has_penetrated\n\t\t# Play lethal hit sound\n\t\tif audio_manager and audio_manager.has_method(\"play_hit_lethal\"):\n\t\t\taudio_manager.play_hit_lethal(global_position)\n\t\t# Spawn blood splatter effect for lethal hit (with decal)\n\t\tif impact_manager and impact_manager.has_method(\"spawn_blood_effect\"):\n\t\t\timpact_manager.spawn_blood_effect(global_position, hit_direction, caliber_data, true)\n\t\t_on_death()\n\telse:\n\t\t# Play non-lethal hit sound\n\t\tif audio_manager and audio_manager.has_method(\"play_hit_non_lethal\"):\n\t\t\taudio_manager.play_hit_non_lethal(global_position)\n\t\t# Spawn blood effect for non-lethal hit (smaller, no decal)\n\t\tif impact_manager and impact_manager.has_method(\"spawn_blood_effect\"):\n\t\t\timpact_manager.spawn_blood_effect(global_position, hit_direction, caliber_data, false)\n\t\t_update_health_visual()\n\n## Shows a brief flash effect when hit.\nfunc _show_hit_flash() -> void:\n\tif not _enemy_model:\n\t\treturn\n\n\t_set_all_sprites_modulate(hit_flash_color)\n\n\tawait get_tree().create_timer(hit_flash_duration).timeout\n\n\t# Restore color based on current health (if still alive)\n\tif _is_alive:\n\t\t_update_health_visual()\n\n## Updates the sprite color based on current health percentage.\nfunc _update_health_visual() -> void:\n\t# Interpolate color based on health percentage\n\tvar health_percent := _get_health_percent()\n\tvar color := full_health_color.lerp(low_health_color, 1.0 - health_percent)\n\t_set_all_sprites_modulate(color)\n\n## Sets the modulate color on all enemy sprite parts.\nfunc _set_all_sprites_modulate(color: Color) -> void:\n\tif _body_sprite:\n\t\t_body_sprite.modulate = color\n\tif _head_sprite:\n\t\t_head_sprite.modulate = color\n\tif _left_arm_sprite:\n\t\t_left_arm_sprite.modulate = color\n\tif _right_arm_sprite:\n\t\t_right_arm_sprite.modulate = color\n\n## Returns the current health as a percentage (0.0 to 1.0).\nfunc _get_health_percent() -> float:\n\tif _max_health <= 0:\n\t\treturn 0.0\n\treturn float(_current_health) / float(_max_health)\n\n## Calculates the bullet spawn position at the weapon's muzzle (Issue #264 fix).\n## Uses intended aim direction when player visible to avoid transform delay.\nfunc _get_bullet_spawn_position(_direction: Vector2) -> Vector2:\n\tvar muzzle_local_offset := 52.0 # Rifle: offset.x(20) + sprite_width/2(32) = 52px\n\tif _weapon_sprite and _enemy_model:\n\t\tvar weapon_forward: Vector2\n\n\t\t# Direct calc to player when visible to avoid transform delay (#264)\n\t\tif _player and is_instance_valid(_player) and _can_see_player:\n\t\t\tweapon_forward = (_player.global_position - global_position).normalized()\n\t\telse:\n\t\t\t# Use global_transform.x (accounts for scale flip when aiming left)\n\t\t\tweapon_forward = _weapon_sprite.global_transform.x.normalized()\n\n\t\t# Calculate muzzle offset accounting for enemy model scale\n\t\tvar scaled_muzzle_offset := muzzle_local_offset * enemy_model_scale\n\t\t# Use weapon sprite's global position as base, then offset to reach the muzzle\n\t\tvar result := _weapon_sprite.global_position + weapon_forward * scaled_muzzle_offset\n\t\tif debug_logging:\n\t\t\tvar angle_forward := Vector2.from_angle(_enemy_model.rotation)\n\t\t\t_log_debug(\" _get_bullet_spawn_position: weapon_forward=%v vs angle_forward=%v\" % [weapon_forward, angle_forward])\n\t\t\t_log_debug(\" muzzle_position=%v, weapon_pos=%v, offset=%.1f\" % [result, _weapon_sprite.global_position, scaled_muzzle_offset])\n\t\treturn result\n\telse:\n\t\t# Fallback to old behavior if weapon sprite or enemy model not found\n\t\treturn global_position + _direction * bullet_spawn_offset\n\n## Returns the weapon's forward direction (normalized, Issue #264).\nfunc _get_weapon_forward_direction() -> Vector2:\n\t# Direct calc to player when visible to avoid transform delay\n\tif _player and is_instance_valid(_player) and _can_see_player:\n\t\treturn (_player.global_position - global_position).normalized()\n\t# Fallback to transform-based direction\n\tif _weapon_sprite:\n\t\treturn _weapon_sprite.global_transform.x.normalized()\n\telif _enemy_model:\n\t\treturn _enemy_model.global_transform.x.normalized()\n\telif _player and is_instance_valid(_player):\n\t\treturn (_player.global_position - global_position).normalized()\n\treturn Vector2.RIGHT\n\n## Updates weapon sprite rotation to match shooting direction with vertical flip handling.\nfunc _update_weapon_sprite_rotation() -> void:\n\tif not _weapon_sprite:\n\t\treturn\n\tvar aim_angle: float = rotation\n\tif _player and is_instance_valid(_player):\n\t\tvar target_position := _player.global_position\n\t\tif enable_lead_prediction and _can_see_player:\n\t\t\ttarget_position = _calculate_lead_prediction()\n\t\taim_angle = (target_position - global_position).normalized().angle()\n\t# Local rotation relative to parent (subtract parent rotation to avoid doubling)\n\t_weapon_sprite.rotation = aim_angle - rotation\n\t_weapon_sprite.flip_v = absf(aim_angle) > PI / 2.0\n\n## Returns the effective detection delay based on difficulty setting.\nfunc _get_effective_detection_delay() -> float:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager and difficulty_manager.has_method(\"get_detection_delay\"):\n\t\treturn difficulty_manager.get_detection_delay()\n\t# Fall back to export variable if DifficultyManager is not available\n\treturn detection_delay\n\n## Issue #409: Notify nearby enemies of this death so they can observe and enter SEARCHING.\nfunc _notify_nearby_enemies_of_death() -> void:\n\tvar notified := 0\n\tfor e in get_tree().get_nodes_in_group(\"enemies\"):\n\t\tif e == self or not e.has_method(\"on_ally_died\") or not e.has_method(\"is_alive\"): continue\n\t\tif not e.is_alive() or e.global_position.distance_to(global_position) > ALLY_DEATH_OBSERVE_RANGE: continue\n\t\te.on_ally_died(global_position, true, _last_hit_direction); notified += 1\n\tif notified > 0: _log_to_file(\"[AllyDeath] Notified %d enemies\" % notified)\n\n## Called when the enemy dies.\nfunc _on_death() -> void:\n\t_is_alive = false\n\t_log_to_file(\"Enemy died (ricochet: %s, penetration: %s)\" % [_killed_by_ricochet, _killed_by_penetration])\n\tdied.emit()\n\tdied_with_info.emit(_killed_by_ricochet, _killed_by_penetration)\n\tvar pfm = get_node_or_null(\"/root/PowerFantasyEffectsManager\") # Issue #492: Power Fantasy effect\n\tif pfm and pfm.has_method(\"on_enemy_killed\"): pfm.on_enemy_killed()\n\t_notify_nearby_enemies_of_death() # Issue #409\n\t_disable_hit_area_collision() # Disable collision so bullets pass through dead enemies\n\n\t# Unregister from sound propagation when dying\n\t_unregister_sound_listener()\n\n\t# Start death animation with the hit direction\n\tif _death_animation and _death_animation.has_method(\"start_death_animation\"):\n\t\t_death_animation.start_death_animation(_last_hit_direction)\n\t\t_log_to_file(\"Death animation started with hit direction: %s\" % str(_last_hit_direction))\n\n\tif destroy_on_death:\n\t\t# Wait for death animation to complete before destroying\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t# Clean up death animation ragdoll bodies before destroying\n\t\tif _death_animation and _death_animation.has_method(\"reset\"):\n\t\t\t_death_animation.reset()\n\t\tqueue_free()\n\telse:\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t_reset()\n\n## Resets the enemy to its initial state.\nfunc _reset() -> void:\n\t# Reset death animation first (restores sprites to character model)\n\tif _death_animation and _death_animation.has_method(\"reset\"):\n\t\t_death_animation.reset()\n\n\tglobal_position = _initial_position\n\trotation = 0.0\n\t_current_patrol_index = 0\n\t_is_waiting_at_patrol_point = false\n\t_patrol_wait_timer = 0.0\n\t_current_state = AIState.IDLE\n\t_has_valid_cover = false\n\t_under_fire = false\n\t_suppression_timer = 0.0\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\t_continuous_visibility_timer = 0.0\n\t_player_visibility_ratio = 0.0\n\t_threat_reaction_timer = 0.0\n\t_threat_reaction_delay_elapsed = false\n\t_threat_memory_timer = 0.0\n\t_bullets_in_threat_sphere.clear()\n\t# Reset retreat state variables\n\t_hits_taken_in_encounter = 0\n\t_retreat_mode = RetreatMode.FULL_HP\n\t_retreat_turn_timer = 0.0\n\t_retreat_turning_to_cover = false\n\t_retreat_burst_remaining = 0\n\t_retreat_burst_timer = 0.0\n\t_retreat_burst_complete = false\n\t_retreat_burst_angle_offset = 0.0\n\t_in_alarm_mode = false\n\t_cover_burst_pending = false\n\t# Reset combat state variables\n\t_combat_shoot_timer = 0.0\n\t_combat_shoot_duration = 2.5\n\t_combat_exposed = false\n\t_combat_approaching = false\n\t_combat_approach_timer = 0.0\n\t_combat_state_timer = 0.0\n\t# Reset pursuit state variables\n\t_pursuit_cover_wait_timer = 0.0\n\t_pursuit_next_cover = Vector2.ZERO\n\t_has_pursuit_cover = false\n\t_current_cover_obstacle = null\n\t_pursuit_approaching = false\n\t_pursuit_approach_timer = 0.0\n\t_pursuing_state_timer = 0.0\n\t# Reset global stuck detection (Issue #367)\n\t_global_stuck_timer = 0.0\n\t_global_stuck_last_position = Vector2.ZERO\n\t# Reset assault state variables\n\t_assault_wait_timer = 0.0\n\t_assault_ready = false\n\t_in_assault = false\n\t# Reset flank state variables\n\t_flank_cover_wait_timer = 0.0\n\t_flank_next_cover = Vector2.ZERO\n\t_has_flank_cover = false\n\t_flank_state_timer = 0.0\n\t_flank_stuck_timer = 0.0\n\t_flank_last_position = Vector2.ZERO\n\t_flank_fail_count = 0\n\t_flank_cooldown_timer = 0.0\n\t# Reset sound detection state\n\t_last_known_player_position = Vector2.ZERO\n\t_pursuing_vulnerability_sound = false\n\t# Reset ally death observation state (Issue #409)\n\t_witnessed_ally_death = false\n\t_suspected_directions.clear()\n\t# Reset score tracking state\n\t_killed_by_ricochet = false\n\t_killed_by_penetration = false\n\t_initialize_health()\n\t_initialize_ammo()\n\t_update_health_visual()\n\t_initialize_goap_state()\n\t# Re-enable hit area collision after respawning\n\t_enable_hit_area_collision()\n\t# Re-register for sound propagation after respawning\n\t_register_sound_listener()\n\n## Disables hit area collision so bullets pass through dead enemies.\n## Uses multiple approaches due to Godot engine limitations with Area2D collision toggling.\nfunc _disable_hit_area_collision() -> void:\n\t# Approach 1: Disable the CollisionShape2D itself\n\t# This is the most reliable way to prevent collision detection\n\tif _hit_collision_shape:\n\t\t_hit_collision_shape.set_deferred(\"disabled\", true)\n\n\t# Approach 2: Move to unused collision layers\n\t# This prevents any interaction even if shape disabling fails\n\tif _hit_area:\n\t\t_hit_area.set_deferred(\"collision_layer\", 0)\n\t\t_hit_area.set_deferred(\"collision_mask\", 0)\n\n\t# Approach 3: Disable monitorable/monitoring (original approach)\n\t# Kept as additional safety measure\n\tif _hit_area:\n\t\t_hit_area.set_deferred(\"monitorable\", false)\n\t\t_hit_area.set_deferred(\"monitoring\", false)\n\n## Re-enables hit area collision after respawning.\n## Restores all collision properties to their original values.\nfunc _enable_hit_area_collision() -> void:\n\t# Re-enable CollisionShape2D\n\tif _hit_collision_shape:\n\t\t_hit_collision_shape.disabled = false\n\n\t# Restore original collision layers\n\tif _hit_area:\n\t\t_hit_area.collision_layer = _original_hit_area_layer\n\t\t_hit_area.collision_mask = _original_hit_area_mask\n\n\t# Re-enable monitorable/monitoring\n\tif _hit_area:\n\t\t_hit_area.monitorable = true\n\t\t_hit_area.monitoring = true\n\n## Returns whether this enemy is currently alive.\n## Used by bullets to check if they should pass through or hit.\nfunc is_alive() -> bool:\n\treturn _is_alive\n\n## Initialize the death animation component.\nfunc _init_death_animation() -> void:\n\t# Create death animation component as a child node\n\t_death_animation = DeathAnimationComponent.new()\n\t_death_animation.name = \"DeathAnimation\"\n\tadd_child(_death_animation)\n\n\t# Initialize with sprite references\n\t_death_animation.initialize(\n\t\t_body_sprite,\n\t\t_head_sprite,\n\t\t_left_arm_sprite,\n\t\t_right_arm_sprite,\n\t\t_enemy_model\n\t)\n\n\t# Connect signals\n\t_death_animation.death_animation_completed.connect(_on_death_animation_completed)\n\t_death_animation.ragdoll_activated.connect(_on_ragdoll_activated)\n\n\t_log_to_file(\"Death animation component initialized\")\n\n## Called when death animation completes (body at rest).\nfunc _on_death_animation_completed() -> void:\n\t_log_to_file(\"Death animation completed\")\n\tdeath_animation_completed.emit()\n\n## Called when ragdoll physics activates.\nfunc _on_ragdoll_activated() -> void:\n\t_log_to_file(\"Ragdoll activated\")\n\nfunc _log_debug(message: String) -> void:\n\tif debug_logging: print(\"[Enemy %s] %s\" % [name, message])\n\nfunc _log_to_file(message: String) -> void:\n\tif not is_inside_tree(): return\n\tvar fl := get_node_or_null(\"/root/FileLogger\")\n\tif fl and fl.has_method(\"log_enemy\"): fl.log_enemy(name, message)\n\nfunc _log_spawn_info() -> void:\n\t_log_to_file(\"Spawned at %s, hp: %d, behavior: %s\" % [global_position, _max_health, BehaviorMode.keys()[behavior_mode]])\n\nfunc _get_state_name(state: AIState) -> String:\n\treturn AIState.keys()[state] if state >= 0 and state < AIState.size() else \"UNKNOWN\"\n\nfunc _update_debug_label() -> void:\n\tif _debug_label == null: return\n\t_debug_label.visible = debug_label_enabled\n\tif not debug_label_enabled: return\n\tvar t := _get_state_name(_current_state)\n\tmatch _current_state:\n\t\tAIState.RETREATING: t += \"\\n(%s)\" % RetreatMode.keys()[_retreat_mode]\n\t\tAIState.ASSAULT: t += \"\\n(RUSHING)\" if _assault_ready else \"\\n(%.1fs)\" % (ASSAULT_WAIT_DURATION - _assault_wait_timer)\n\t\tAIState.COMBAT:\n\t\t\tif _combat_exposed: t += \"\\n(EXPOSED %.1fs)\" % (_combat_shoot_duration - _combat_shoot_timer)\n\t\t\telif _seeking_clear_shot: t += \"\\n(SEEK SHOT %.1fs)\" % (CLEAR_SHOT_MAX_TIME - _clear_shot_timer)\n\t\t\telif _combat_approaching: t += \"\\n(APPROACH)\"\n\t\tAIState.PURSUING:\n\t\t\tif _pursuit_approaching: t += \"\\n(APPROACH %.1fs)\" % (PURSUIT_APPROACH_MAX_TIME - _pursuit_approach_timer)\n\t\t\telif _has_valid_cover and not _has_pursuit_cover: t += \"\\n(WAIT %.1fs)\" % (PURSUIT_COVER_WAIT_DURATION - _pursuit_cover_wait_timer)\n\t\t\telif _has_pursuit_cover: t += \"\\n(MOVING)\"\n\t\tAIState.FLANKING:\n\t\t\tvar s := \"R\" if _flank_side > 0 else \"L\"\n\t\t\tif _has_valid_cover and not _has_flank_cover: t += \"\\n(%s WAIT %.1fs)\" % [s, FLANK_COVER_WAIT_DURATION - _flank_cover_wait_timer]\n\t\t\telif _has_flank_cover: t += \"\\n(%s MOVING)\" % s\n\t\t\telse: t += \"\\n(%s DIRECT)\" % s\n\tif _memory and _memory.has_target(): t += \"\\n[%.0f%% %s]\" % [_memory.confidence * 100, _memory.get_behavior_mode().substr(0, 6)]\n\tif _prediction: t += _prediction.get_debug_text()\n\t_debug_label.text = t\n\nfunc get_current_state() -> AIState: return _current_state\nfunc get_goap_world_state() -> Dictionary: return _goap_world_state.duplicate()\n\nfunc set_player_reloading(is_reloading: bool) -> void:\n\tvar old: bool = _goap_world_state.get(\"player_reloading\", false)\n\t_goap_world_state[\"player_reloading\"] = is_reloading\n\tif is_reloading != old: _log_to_file(\"Player reloading: %s -> %s\" % [old, is_reloading])\n\nfunc set_player_ammo_empty(is_empty: bool) -> void:\n\tvar old: bool = _goap_world_state.get(\"player_ammo_empty\", false)\n\t_goap_world_state[\"player_ammo_empty\"] = is_empty\n\tif is_empty != old: _log_to_file(\"Player ammo empty: %s -> %s\" % [old, is_empty])\n\nfunc is_under_fire() -> bool: return _under_fire\n\n## Check if enemy is in cover.\nfunc is_in_cover() -> bool:\n\treturn _current_state == AIState.IN_COVER or _current_state == AIState.SUPPRESSED\n\n## Get current ammo in magazine.\nfunc get_current_ammo() -> int:\n\treturn _current_ammo\n\n## Get reserve ammo.\nfunc get_reserve_ammo() -> int:\n\treturn _reserve_ammo\n\n## Get total ammo (current + reserve).\nfunc get_total_ammo() -> int:\n\treturn _current_ammo + _reserve_ammo\n\n## Check if enemy is currently reloading.\nfunc is_reloading() -> bool:\n\treturn _is_reloading\n\n## Check if enemy has any ammo left.\nfunc has_ammo() -> bool:\n\treturn _current_ammo > 0 or _reserve_ammo > 0\n\n## Get current player visibility ratio (for debugging).\n## Returns 0.0 if player is completely hidden, 1.0 if fully visible.\nfunc get_player_visibility_ratio() -> float:\n\treturn _player_visibility_ratio\n\n## Draw debug visualization when debug mode is enabled.\n## Shows: line to target (cover, clear shot, player), bullet spawn point status.\nfunc _draw() -> void:\n\tif not debug_label_enabled:\n\t\treturn\n\n\t# Colors for different debug elements\n\tvar color_to_cover := Color.CYAN # Line to cover position\n\tvar color_to_player := Color.RED # Line to player (when visible)\n\tvar color_clear_shot := Color.YELLOW # Line to clear shot target\n\tvar color_pursuit := Color.ORANGE # Line to pursuit cover\n\tvar color_flank := Color.MAGENTA # Line to flank position\n\tvar color_bullet_spawn := Color.GREEN # Bullet spawn point indicator\n\tvar color_blocked := Color.RED # Blocked path indicator\n\n\t# Draw FOV cone in debug mode - always visible to show FOV configuration\n\t# Color indicates whether FOV is actually active (green) or just visualization (gray)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tvar global_fov_enabled := false\n\tif experimental_settings and experimental_settings.has_method(\"is_fov_enabled\"):\n\t\tglobal_fov_enabled = experimental_settings.is_fov_enabled()\n\n\t# Determine if FOV is actually active for this enemy\n\tvar fov_active := global_fov_enabled and fov_enabled and fov_angle > 0.0\n\n\t# Choose color based on whether FOV is active\n\t# Green = FOV is active (100 degree vision)\n\t# Gray = FOV is disabled (360 degree vision, but showing what the cone would be)\n\tvar color_fov: Color\n\tvar color_fov_edge: Color\n\tif fov_active:\n\t\tcolor_fov = Color(0.2, 0.8, 0.2, 0.3) # Semi-transparent green (active)\n\t\tcolor_fov_edge = Color(0.2, 0.8, 0.2, 0.8) # Bright green edge (active)\n\telse:\n\t\tcolor_fov = Color(0.5, 0.5, 0.5, 0.2) # Semi-transparent gray (inactive)\n\t\tcolor_fov_edge = Color(0.5, 0.5, 0.5, 0.5) # Gray edge (inactive)\n\n\t# Always draw FOV cone in debug mode (if fov_angle is set)\n\tif fov_angle > 0.0:\n\t\t_draw_fov_cone(color_fov, color_fov_edge)\n\n\t# Draw line to player if visible\n\tif _can_see_player and _player:\n\t\tvar to_player := _player.global_position - global_position\n\t\tdraw_line(Vector2.ZERO, to_player, color_to_player, 1.5)\n\n\t\t# Draw bullet spawn point (actual muzzle position) and check if blocked\n\t\tvar weapon_forward := _get_weapon_forward_direction()\n\t\tvar muzzle_global := _get_bullet_spawn_position(weapon_forward)\n\t\tvar spawn_point := muzzle_global - global_position # Convert to local coordinates for draw\n\t\tif _is_bullet_spawn_clear(weapon_forward):\n\t\t\tdraw_circle(spawn_point, 5.0, color_bullet_spawn)\n\t\telse:\n\t\t\t# Draw X for blocked spawn point\n\t\t\tdraw_line(spawn_point + Vector2(-5, -5), spawn_point + Vector2(5, 5), color_blocked, 2.0)\n\t\t\tdraw_line(spawn_point + Vector2(-5, 5), spawn_point + Vector2(5, -5), color_blocked, 2.0)\n\n\t# Draw line to cover position if we have one\n\tif _has_valid_cover:\n\t\tvar to_cover := _cover_position - global_position\n\t\tdraw_line(Vector2.ZERO, to_cover, color_to_cover, 1.5)\n\t\t# Draw small circle at cover position\n\t\tdraw_circle(to_cover, 8.0, color_to_cover)\n\n\t# Draw line to clear shot target if seeking clear shot\n\tif _seeking_clear_shot and _clear_shot_target != Vector2.ZERO:\n\t\tvar to_target := _clear_shot_target - global_position\n\t\tdraw_line(Vector2.ZERO, to_target, color_clear_shot, 2.0)\n\t\t# Draw triangle at target position\n\t\tvar target_pos := to_target\n\t\tdraw_line(target_pos + Vector2(-6, 6), target_pos + Vector2(6, 6), color_clear_shot, 2.0)\n\t\tdraw_line(target_pos + Vector2(6, 6), target_pos + Vector2(0, -8), color_clear_shot, 2.0)\n\t\tdraw_line(target_pos + Vector2(0, -8), target_pos + Vector2(-6, 6), color_clear_shot, 2.0)\n\n\t# Draw line to pursuit cover if pursuing\n\tif _current_state == AIState.PURSUING and _has_pursuit_cover:\n\t\tvar to_pursuit := _pursuit_next_cover - global_position\n\t\tdraw_line(Vector2.ZERO, to_pursuit, color_pursuit, 2.0)\n\t\tdraw_circle(to_pursuit, 8.0, color_pursuit)\n\n\t# Draw line to flank target if flanking\n\tif _current_state == AIState.FLANKING:\n\t\tif _has_flank_cover:\n\t\t\tvar to_flank_cover := _flank_next_cover - global_position\n\t\t\tdraw_line(Vector2.ZERO, to_flank_cover, color_flank, 2.0)\n\t\t\tdraw_circle(to_flank_cover, 8.0, color_flank)\n\t\telif _flank_target != Vector2.ZERO:\n\t\t\tvar to_flank := _flank_target - global_position\n\t\t\tdraw_line(Vector2.ZERO, to_flank, color_flank, 1.5)\n\t\t\t# Draw diamond at flank target\n\t\t\tvar flank_pos := to_flank\n\t\t\tdraw_line(flank_pos + Vector2(0, -8), flank_pos + Vector2(8, 0), color_flank, 2.0)\n\t\t\tdraw_line(flank_pos + Vector2(8, 0), flank_pos + Vector2(0, 8), color_flank, 2.0)\n\t\t\tdraw_line(flank_pos + Vector2(0, 8), flank_pos + Vector2(-8, 0), color_flank, 2.0)\n\t\t\tdraw_line(flank_pos + Vector2(-8, 0), flank_pos + Vector2(0, -8), color_flank, 2.0)\n\n\t# Draw suspected position from memory system (Issue #297)\n\t# The circle radius is inversely proportional to confidence (larger = less certain)\n\tif _memory and _memory.has_target():\n\t\tvar to_suspected := _memory.suspected_position - global_position\n\t\t# Color varies from yellow (low confidence) to orange (high confidence)\n\t\tvar confidence_color := Color.YELLOW.lerp(Color.ORANGE_RED, _memory.confidence)\n\t\t# Draw dashed line to suspected position\n\t\tdraw_line(Vector2.ZERO, to_suspected, confidence_color, 1.0)\n\t\t# Draw uncertainty circle - radius is inversely proportional to confidence\n\t\t# At confidence 1.0: radius = 10px (certain)\n\t\t# At confidence 0.1: radius = 100px (uncertain)\n\t\tvar uncertainty_radius := 10.0 + (1.0 - _memory.confidence) * 90.0\n\t\t# Draw circle outline by drawing multiple line segments\n\t\tvar segments := 16\n\t\tfor i in range(segments):\n\t\t\tvar angle1 := (float(i) / segments) * TAU\n\t\t\tvar angle2 := (float(i + 1) / segments) * TAU\n\t\t\tvar p1 := to_suspected + Vector2(cos(angle1), sin(angle1)) * uncertainty_radius\n\t\t\tvar p2 := to_suspected + Vector2(cos(angle2), sin(angle2)) * uncertainty_radius\n\t\t\tdraw_line(p1, p2, confidence_color, 1.5)\n\t\t# Draw small filled circle at center\n\t\tdraw_circle(to_suspected, 5.0, confidence_color)\n\n## Draw FOV cone with obstacle occlusion. Follows model rotation, rays stop at walls.\nfunc _draw_fov_cone(fill_color: Color, edge_color: Color) -> void:\n\tvar half_fov := deg_to_rad(fov_angle / 2.0)\n\tvar global_facing := _enemy_model.global_rotation if _enemy_model else global_rotation\n\tvar local_facing := global_facing - global_rotation # Convert to local space for drawing\n\tvar space_state := get_world_2d().direct_space_state\n\tvar cone_points: PackedVector2Array = [Vector2.ZERO]\n\tvar ray_endpoints: Array[Vector2] = []\n\tfor i in range(33): # 32 segments + 1\n\t\tvar t := float(i) / 32.0\n\t\tvar angle := local_facing - half_fov + t * 2 * half_fov\n\t\tvar ray_dir := Vector2.from_angle(angle)\n\t\tvar global_ray_end := global_position + Vector2.from_angle(global_facing - half_fov + t * 2 * half_fov) * 400.0\n\t\tvar query := PhysicsRayQueryParameters2D.create(global_position, global_ray_end)\n\t\tquery.collision_mask = 0b100\n\t\tquery.exclude = [self]\n\t\tvar result := space_state.intersect_ray(query)\n\t\tvar end_local := ray_dir * (global_position.distance_to(result.position) if not result.is_empty() else 400.0)\n\t\tcone_points.append(end_local)\n\t\tray_endpoints.append(end_local)\n\tdraw_colored_polygon(cone_points, fill_color)\n\tif ray_endpoints.size() > 0:\n\t\tdraw_line(Vector2.ZERO, ray_endpoints[0], edge_color, 2.0)\n\t\tdraw_line(Vector2.ZERO, ray_endpoints[ray_endpoints.size() - 1], edge_color, 2.0)\n\tfor i in range(ray_endpoints.size() - 1):\n\t\tdraw_line(ray_endpoints[i], ray_endpoints[i + 1], edge_color, 1.5)\n\n## Check if player is distracted (aim >23° away from this enemy). Used for priority attacks.\nfunc _is_player_distracted() -> bool:\n\tif not _can_see_player or _player == null:\n\t\treturn false\n\tvar player_viewport: Viewport = _player.get_viewport()\n\tif player_viewport == null:\n\t\treturn false\n\tvar player_pos := _player.global_position\n\tvar mouse_pos := player_viewport.get_mouse_position()\n\tvar global_mouse_pos := player_viewport.get_canvas_transform().affine_inverse() * mouse_pos\n\tvar dir_to_enemy := (global_position - player_pos).normalized()\n\tvar aim_direction := (global_mouse_pos - player_pos).normalized()\n\tvar angle := acos(clampf(dir_to_enemy.dot(aim_direction), -1.0, 1.0))\n\tvar is_distracted := angle > PLAYER_DISTRACTION_ANGLE\n\tif is_distracted:\n\t\t_log_debug(\"Player distracted: aim angle %.1f° > %.1f° threshold\" % [rad_to_deg(angle), rad_to_deg(PLAYER_DISTRACTION_ANGLE)])\n\treturn is_distracted\n\n## Set a navigation target and get the direction to follow the path.\n## Uses NavigationAgent2D for proper pathfinding around obstacles.\n## Returns the direction to move, or Vector2.ZERO if navigation is not available.\nfunc _get_nav_direction_to(target_pos: Vector2) -> Vector2:\n\tif _nav_agent == null:\n\t\t# Fall back to direct movement if no navigation agent\n\t\treturn (target_pos - global_position).normalized()\n\n\t# Set the target for navigation\n\t_nav_agent.target_position = target_pos\n\n\t# Check if navigation is finished\n\tif _nav_agent.is_navigation_finished():\n\t\treturn Vector2.ZERO\n\n\t# Get the next position in the path\n\tvar next_pos: Vector2 = _nav_agent.get_next_path_position()\n\n\t# Calculate direction to next path position\n\tvar direction: Vector2 = (next_pos - global_position).normalized()\n\treturn direction\n\n## Move toward a target position using NavigationAgent2D pathfinding.\n## This is the primary movement function that should be used instead of direct velocity assignment.\n## Returns true if movement was applied, false if target was reached or navigation unavailable.\nfunc _move_to_target_nav(target_pos: Vector2, speed: float) -> bool:\n\tvar direction: Vector2 = _get_nav_direction_to(target_pos)\n\n\tif direction == Vector2.ZERO:\n\t\tvelocity = Vector2.ZERO\n\t\treturn false\n\n\t# Apply additional wall avoidance on top of navigation path for tight corners\n\tdirection = _apply_wall_avoidance(direction)\n\n\tvelocity = direction * speed\n\trotation = direction.angle()\n\treturn true\n\n## Check if the navigation agent has a valid path to the target.\nfunc _has_nav_path_to(target_pos: Vector2) -> bool:\n\tif _nav_agent == null:\n\t\treturn false\n\n\t_nav_agent.target_position = target_pos\n\treturn not _nav_agent.is_navigation_finished()\n\n## Get distance to target along the navigation path (more accurate than straight-line).\nfunc _get_nav_path_distance(target_pos: Vector2) -> float:\n\tif _nav_agent == null:\n\t\treturn global_position.distance_to(target_pos)\n\n\t_nav_agent.target_position = target_pos\n\treturn _nav_agent.distance_to_target()\n\n# Status Effects (Blindness, Stun)\n\nfunc set_blinded(blinded: bool) -> void:\n\tvar was := _is_blinded\n\t_is_blinded = blinded\n\tif blinded and not was:\n\t\t_log_to_file(\"Status: BLINDED applied\")\n\t\t_can_see_player = false; _continuous_visibility_timer = 0.0\n\telif not blinded and was:\n\t\t_log_to_file(\"Status: BLINDED removed\")\n\nfunc set_stunned(stunned: bool) -> void:\n\tvar was := _is_stunned\n\t_is_stunned = stunned\n\tif stunned and not was:\n\t\t_log_to_file(\"Status: STUNNED applied\")\n\t\tvelocity = Vector2.ZERO\n\telif not stunned and was:\n\t\t_log_to_file(\"Status: STUNNED removed\")\n\nfunc is_blinded() -> bool: return _is_blinded\nfunc is_stunned() -> bool: return _is_stunned\n\n\n## Apply flashbang effect (Issue #432). Called by C# GrenadeTimer.\nfunc apply_flashbang_effect(blindness_duration: float, stun_duration: float) -> void:\n\t_log_to_file(\"Flashbang: blind=%.1fs, stun=%.1fs\" % [blindness_duration, stun_duration])\n\tif blindness_duration > 0.0: _blindness_timer = maxf(_blindness_timer, blindness_duration); set_blinded(true)\n\tif stun_duration > 0.0: _stun_timer = maxf(_stun_timer, stun_duration); set_stunned(true)\n\n## Update flashbang timers (Issue #432). Called from _physics_process.\nfunc _update_flashbang_timers(delta: float) -> void:\n\tif _blindness_timer > 0.0:\n\t\t_blindness_timer -= delta\n\t\tif _blindness_timer <= 0.0: _blindness_timer = 0.0; set_blinded(false)\n\tif _stun_timer > 0.0:\n\t\t_stun_timer -= delta\n\t\tif _stun_timer <= 0.0: _stun_timer = 0.0; set_stunned(false)\n\n\n# Grenade System (Issue #363) - Component-based (extracted for Issue #377)\n\n## Setup the grenade component. Called from _ready().\nfunc _setup_grenade_component() -> void:\n\tif not enable_grenade_throwing:\n\t\treturn\n\n\t_grenade_component = EnemyGrenadeComponent.new()\n\t_grenade_component.name = \"GrenadeComponent\"\n\t_grenade_component.grenade_count = grenade_count\n\t_grenade_component.grenade_scene = grenade_scene\n\t_grenade_component.enabled = enable_grenade_throwing\n\t_grenade_component.throw_cooldown = grenade_throw_cooldown\n\t_grenade_component.max_throw_distance = grenade_max_throw_distance\n\t_grenade_component.min_throw_distance = grenade_min_throw_distance\n\t_grenade_component.safety_margin = grenade_safety_margin\n\t_grenade_component.inaccuracy = grenade_inaccuracy\n\t_grenade_component.throw_delay = grenade_throw_delay\n\t_grenade_component.debug_logging = grenade_debug_logging\n\tadd_child(_grenade_component)\n\t_grenade_component.initialize()\n\nfunc _update_grenade_triggers(delta: float) -> void:\n\tif _grenade_component == null: return\n\t_grenade_component.update(delta, _can_see_player, _under_fire, _player, _current_health, _memory)\n\t_update_grenade_world_state()\n\nfunc _on_gunshot_heard_for_grenade(position: Vector2) -> void:\n\tif _grenade_component: _grenade_component.on_gunshot(position)\n\nfunc _on_vulnerable_sound_heard_for_grenade(position: Vector2) -> void:\n\tif _grenade_component: _grenade_component.on_vulnerable_sound(position, _can_see_player)\n\n## Called when ally dies. Handles grenade awareness (#407) and death observation (#409).\nfunc on_ally_died(ally_position: Vector2, killer_is_player: bool, hit_direction: Vector2 = Vector2.ZERO) -> void:\n\tif _grenade_component: _grenade_component.on_ally_died(ally_position, killer_is_player, _is_position_in_fov(ally_position) and _can_see_position(ally_position))\n\tif not _is_alive: return\n\tif _current_state in [AIState.COMBAT, AIState.SUPPRESSED, AIState.RETREATING]: return\n\tvar distance := global_position.distance_to(ally_position)\n\tif distance > ALLY_DEATH_OBSERVE_RANGE or not _is_position_in_fov(ally_position) or not _can_see_position(ally_position): return\n\t_calculate_suspected_directions(ally_position, hit_direction)\n\t_witnessed_ally_death = true; _goap_world_state[\"witnessed_ally_death\"] = true\n\tif hit_direction != Vector2.ZERO and _memory:\n\t\tvar susp_dir := -hit_direction.normalized()\n\t\t_memory.update_position(ally_position + susp_dir * 200.0, ALLY_DEATH_CONFIDENCE)\n\t_log_to_file(\"[AllyDeath] Witnessed at %s, entering SEARCHING\" % ally_position)\n\t_transition_to_searching(ally_position)\n\n## Calculate suspected directions from bullet hit direction (Issue #409).\nfunc _calculate_suspected_directions(death_position: Vector2, hit_direction: Vector2) -> void:\n\t_suspected_directions.clear()\n\tif hit_direction == Vector2.ZERO:\n\t\t_suspected_directions.append((global_position - death_position).normalized()); return\n\tvar primary := -hit_direction.normalized()\n\t_suspected_directions.append(primary)\n\t_suspected_directions.append(Vector2(-primary.y, primary.x)) # perp left\n\t_suspected_directions.append(Vector2(primary.y, -primary.x)) # perp right\n\nfunc _can_see_position(pos: Vector2) -> bool:\n\tif _raycast == null: return false\n\tvar orig := _raycast.target_position\n\t_raycast.target_position = pos - global_position\n\t_raycast.force_raycast_update()\n\tvar result := not _raycast.is_colliding()\n\t_raycast.target_position = orig\n\treturn result\n\nfunc _update_grenade_world_state() -> void:\n\tif _grenade_component == null:\n\t\t_goap_world_state[\"has_grenades\"] = false; _goap_world_state[\"grenades_remaining\"] = 0\n\t\t_goap_world_state[\"ready_to_throw_grenade\"] = false; return\n\t_goap_world_state[\"has_grenades\"] = _grenade_component.grenades_remaining > 0\n\t_goap_world_state[\"grenades_remaining\"] = _grenade_component.grenades_remaining\n\t_goap_world_state[\"ready_to_throw_grenade\"] = _grenade_component.is_ready(_can_see_player, _under_fire, _current_health)\n\n## Attempt to throw a grenade. Returns true if throw was initiated.\nfunc try_throw_grenade() -> bool:\n\tif _grenade_component == null: return false\n\tvar mem_pos := _memory.suspected_position if _memory and _memory.has_target() else _last_known_player_position\n\tvar tgt := _grenade_component.get_target(_can_see_player, _under_fire, _current_health, _player, _last_known_player_position, mem_pos)\n\tif tgt == Vector2.ZERO: return false\n\tvar result := _grenade_component.try_throw(tgt, _is_alive, _is_stunned, _is_blinded)\n\tif result: grenade_thrown.emit(null, tgt)\n\treturn result\n\n# Grenade Avoidance (Issue #407) - uses GrenadeAvoidanceComponent\n\nfunc _setup_grenade_avoidance() -> void:\n\t_grenade_avoidance = GrenadeAvoidanceComponent.new()\n\t_grenade_avoidance.name = \"GrenadeAvoidance\"\n\tadd_child(_grenade_avoidance)\n\t# Issue #426: Pass raycast for LOS check (enemies only react to visible grenades)\n\tif _raycast: _grenade_avoidance.set_raycast(_raycast)\n\t# Issue #426: Pass FOV params (enemies only react to grenades in vision cone)\n\tif _enemy_model: _grenade_avoidance.set_fov_parameters(_enemy_model, fov_angle, fov_enabled)\n\nfunc _update_grenade_danger_detection() -> void:\n\tif _grenade_avoidance: _grenade_avoidance.update()\n\nfunc _calculate_grenade_evasion_target() -> void:\n\tif _grenade_avoidance: _grenade_avoidance.calculate_evasion_target(_nav_agent)\n\n## Get the number of grenades remaining.\nfunc get_grenades_remaining() -> int:\n\tif _grenade_component:\n\t\treturn _grenade_component.grenades_remaining\n\treturn 0\n\nfunc add_grenades(count: int) -> void:\n\tif _grenade_component: _grenade_component.add_grenades(count)\n\n## Setup machete melee component (Issue #579).\nfunc _setup_machete_component() -> void:\n\tif not _is_melee_weapon: return\n\t_machete = MacheteComponent.new(); _machete.name = \"MacheteComponent\"; _machete.debug_logging = debug_logging\n\t_machete.configure_from_weapon_config(WeaponConfigComponent.get_config(weapon_type)); add_child(_machete)\n\t_current_ammo = 0; _reserve_ammo = 0; _is_reloading = false\n\tfull_health_color = Color(0.7, 0.15, 0.15, 1.0); _update_health_visual()\n\n## Apply machete attack animation to weapon mount and arms (Issue #595).\nfunc _apply_machete_attack_animation() -> void:\n\tif not _is_melee_weapon or _machete == null: return\n\tif _weapon_mount: _weapon_mount.rotation = _machete.get_weapon_rotation() if _machete.is_attacking() else 0.0\n\tif _machete.is_attacking() and _right_arm_sprite: _right_arm_sprite.position.x += _machete.get_arm_offset()\n\n## Connect CasingPusher Area2D signals (Issue #438, same pattern as player Issue #392).\nfunc _connect_casing_pusher_signals() -> void:\n\tif _casing_pusher == null: return\n\tif not _casing_pusher.body_entered.is_connected(_on_casing_pusher_body_entered):\n\t\t_casing_pusher.body_entered.connect(_on_casing_pusher_body_entered)\n\tif not _casing_pusher.body_exited.is_connected(_on_casing_pusher_body_exited):\n\t\t_casing_pusher.body_exited.connect(_on_casing_pusher_body_exited)\n\nfunc _on_casing_pusher_body_entered(body: Node2D) -> void:\n\tif body is RigidBody2D and body.has_method(\"receive_kick\") and body not in _overlapping_casings:\n\t\t_overlapping_casings.append(body)\n\nfunc _on_casing_pusher_body_exited(body: Node2D) -> void:\n\tif body is RigidBody2D:\n\t\tvar idx := _overlapping_casings.find(body)\n\t\tif idx >= 0: _overlapping_casings.remove_at(idx)\n",
"structuredPatch": [
{
"oldStart": 412,
"oldLines": 6,
"newStart": 412,
"newLines": 7,
"lines": [
" _connect_debug_mode_signal()",
" _update_debug_label()",
" _register_sound_listener()",
"+ _setup_flashbang_status()",
" _setup_grenade_component()",
" _set
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