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| # Solve.mjs Log - 2026-02-06T16:49:29.857Z | |
| [2026-02-06T16:49:29.858Z] [INFO] 📁 Log file: /home/hive/solve-2026-02-06T16-49-29-857Z.log | |
| [2026-02-06T16:49:29.860Z] [INFO] (All output will be logged here) | |
| [2026-02-06T16:49:30.480Z] [INFO] | |
| [2026-02-06T16:49:30.481Z] [INFO] 🚀 solve v1.16.0 | |
| [2026-02-06T16:49:30.481Z] [INFO] 🔧 Raw command executed: | |
| [2026-02-06T16:49:30.482Z] [INFO] /home/hive/.nvm/versions/node/v20.20.0/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/issues/520 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats | |
| [2026-02-06T16:49:30.482Z] [INFO] | |
| [2026-02-06T16:49:30.502Z] [INFO] | |
| [2026-02-06T16:49:30.502Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-02-06T16:49:30.503Z] [INFO] | |
| [2026-02-06T16:49:30.503Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-02-06T16:49:30.503Z] [INFO] The log may contain sensitive information such as: | |
| [2026-02-06T16:49:30.503Z] [INFO] • API keys, tokens, or secrets | |
| [2026-02-06T16:49:30.504Z] [INFO] • File paths and directory structures | |
| [2026-02-06T16:49:30.504Z] [INFO] • Command outputs and error messages | |
| [2026-02-06T16:49:30.504Z] [INFO] • Internal system information | |
| [2026-02-06T16:49:30.504Z] [INFO] | |
| [2026-02-06T16:49:30.504Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log | |
| [2026-02-06T16:49:30.505Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-02-06T16:49:30.505Z] [INFO] | |
| [2026-02-06T16:49:30.505Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-02-06T16:49:30.505Z] [INFO] | |
| [2026-02-06T16:49:35.511Z] [INFO] | |
| [2026-02-06T16:49:35.532Z] [INFO] 💾 Disk space check: 46042MB available (2048MB required) ✅ | |
| [2026-02-06T16:49:35.534Z] [INFO] 🧠 Memory check: 10197MB available, swap: 4095MB (145MB used), total: 14147MB (256MB required) ✅ | |
| [2026-02-06T16:49:35.550Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-02-06T16:49:35.551Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-02-06T16:49:35.551Z] [INFO] 📋 URL validation: | |
| [2026-02-06T16:49:35.551Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/520 | |
| [2026-02-06T16:49:35.552Z] [INFO] Is Issue URL: true | |
| [2026-02-06T16:49:35.552Z] [INFO] Is PR URL: false | |
| [2026-02-06T16:49:35.552Z] [INFO] 🔍 Checking repository access for auto-fork... | |
| [2026-02-06T16:49:36.314Z] [INFO] Repository visibility: public | |
| [2026-02-06T16:49:36.314Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode | |
| [2026-02-06T16:49:36.315Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled) | |
| [2026-02-06T16:49:36.657Z] [INFO] Repository visibility: public | |
| [2026-02-06T16:49:36.658Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-02-06T16:49:36.659Z] [INFO] 🔍 Auto-continue enabled: Checking for existing PRs for issue #520... | |
| [2026-02-06T16:49:37.364Z] [INFO] 🔍 Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP... | |
| [2026-02-06T16:49:38.861Z] [INFO] 📋 Found 10 existing PR(s) linked to issue #520 | |
| [2026-02-06T16:49:38.861Z] [INFO] PR #519: created 1h ago (OPEN, ready) | |
| [2026-02-06T16:49:38.861Z] [INFO] PR #519: Branch 'issue-518-1c6df112a9a6' doesn't match expected pattern 'issue-520-*' - skipping | |
| [2026-02-06T16:49:38.862Z] [INFO] PR #517: created 1h ago (OPEN, ready) | |
| [2026-02-06T16:49:38.862Z] [INFO] PR #517: Branch 'issue-516-d2ac2a35b606' doesn't match expected pattern 'issue-520-*' - skipping | |
| [2026-02-06T16:49:38.862Z] [INFO] PR #515: created 1h ago (OPEN, ready) | |
| [2026-02-06T16:49:38.862Z] [INFO] PR #515: Branch 'issue-512-95a2f66d50ac' doesn't match expected pattern 'issue-520-*' - skipping | |
| [2026-02-06T16:49:38.862Z] [INFO] PR #514: created 1h ago (OPEN, ready) | |
| [2026-02-06T16:49:38.862Z] [INFO] PR #514: Branch 'issue-511-62c8e20f3ffb' doesn't match expected pattern 'issue-520-*' - skipping | |
| [2026-02-06T16:49:38.863Z] [INFO] PR #513: created 1h ago (OPEN, ready) | |
| [2026-02-06T16:49:38.863Z] [INFO] PR #513: Branch 'issue-510-cf76a41503d1' doesn't match expected pattern 'issue-520-*' - skipping | |
| [2026-02-06T16:49:38.863Z] [INFO] PR #509: created 3h ago (OPEN, ready) | |
| [2026-02-06T16:49:38.863Z] [INFO] PR #509: Branch 'issue-506-7515302f17ea' doesn't match expected pattern 'issue-520-*' - skipping | |
| [2026-02-06T16:49:38.863Z] [INFO] PR #507: created 3h ago (OPEN, ready) | |
| [2026-02-06T16:49:38.864Z] [INFO] PR #507: Branch 'issue-298-12a4ed86d676' doesn't match expected pattern 'issue-520-*' - skipping | |
| [2026-02-06T16:49:38.864Z] [INFO] PR #463: created 59h ago (OPEN, ready) | |
| [2026-02-06T16:49:38.864Z] [INFO] PR #463: Branch 'issue-462-5448b821eb54' doesn't match expected pattern 'issue-520-*' - skipping | |
| [2026-02-06T16:49:38.864Z] [INFO] PR #449: created 70h ago (OPEN, ready) | |
| [2026-02-06T16:49:38.864Z] [INFO] PR #449: Branch 'issue-448-ba4c79dfe449' doesn't match expected pattern 'issue-520-*' - skipping | |
| [2026-02-06T16:49:38.864Z] [INFO] PR #421: created 78h ago (OPEN, ready) | |
| [2026-02-06T16:49:38.864Z] [INFO] PR #421: Branch 'issue-416-4c7cce2304ef' doesn't match expected pattern 'issue-520-*' - skipping | |
| [2026-02-06T16:49:38.864Z] [INFO] ⏭️ No suitable PRs found (missing CLAUDE.md/.gitkeep or older than 24h) - creating new PR as usual | |
| [2026-02-06T16:49:38.865Z] [INFO] 📝 Issue mode: Working with issue #520 | |
| [2026-02-06T16:49:38.865Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1770396578865 | |
| [2026-02-06T16:49:38.867Z] [INFO] | |
| 🍴 Fork mode: ENABLED | |
| [2026-02-06T16:49:38.868Z] [INFO] Checking fork status... | |
| [2026-02-06T16:49:39.204Z] [INFO] 🔍 Detecting fork conflicts... | |
| [2026-02-06T16:49:40.408Z] [INFO] ✅ No fork conflict: Safe to proceed | |
| [2026-02-06T16:49:40.757Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-06T16:49:40.758Z] [INFO] 🔍 Validating fork parent... | |
| [2026-02-06T16:49:41.207Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-06T16:49:41.208Z] [INFO] | |
| 📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-06T16:49:49.608Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1770396578865 | |
| [2026-02-06T16:49:49.658Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-06T16:49:49.705Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote | |
| [2026-02-06T16:49:49.706Z] [INFO] 🔄 Fetching upstream... | |
| [2026-02-06T16:49:50.191Z] [INFO] ✅ Upstream fetched: Successfully | |
| [2026-02-06T16:49:50.192Z] [INFO] 🔄 Syncing default branch... | |
| [2026-02-06T16:49:50.574Z] [INFO] ℹ️ Default branch: main | |
| [2026-02-06T16:49:50.786Z] [INFO] ✅ Default branch synced: with upstream/main | |
| [2026-02-06T16:49:50.787Z] [INFO] 🔄 Pushing to fork: main branch | |
| [2026-02-06T16:49:51.722Z] [INFO] ✅ Fork updated: Default branch pushed to fork | |
| [2026-02-06T16:49:51.863Z] [INFO] | |
| 📌 Default branch: main | |
| [2026-02-06T16:49:51.924Z] [INFO] | |
| 🌿 Creating branch: issue-520-a11002b682e7 from main (default) | |
| [2026-02-06T16:49:51.976Z] [INFO] 🔍 Verifying: Branch creation... | |
| [2026-02-06T16:49:52.025Z] [INFO] ✅ Branch created: issue-520-a11002b682e7 | |
| [2026-02-06T16:49:52.025Z] [INFO] ✅ Current branch: issue-520-a11002b682e7 | |
| [2026-02-06T16:49:52.026Z] [INFO] Branch operation: Create new branch | |
| [2026-02-06T16:49:52.026Z] [INFO] Branch verification: Matches expected | |
| [2026-02-06T16:49:52.029Z] [INFO] | |
| 🚀 Auto PR creation: ENABLED | |
| [2026-02-06T16:49:52.029Z] [INFO] Creating: Initial commit and draft PR... | |
| [2026-02-06T16:49:52.029Z] [INFO] | |
| [2026-02-06T16:49:52.075Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false, --auto-gitkeep-file=true) | |
| [2026-02-06T16:49:52.076Z] [INFO] 📝 Creating: CLAUDE.md with task details | |
| [2026-02-06T16:49:52.077Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/520 | |
| [2026-02-06T16:49:52.078Z] [INFO] Issue URL from argv._[0]: undefined | |
| [2026-02-06T16:49:52.078Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/520 | |
| [2026-02-06T16:49:52.079Z] [INFO] ✅ File created: CLAUDE.md | |
| [2026-02-06T16:49:52.079Z] [INFO] 📦 Adding file: To git staging | |
| [2026-02-06T16:49:52.191Z] [INFO] Git status after add: A CLAUDE.md | |
| [2026-02-06T16:49:52.192Z] [INFO] 📝 Creating commit: With CLAUDE.md file | |
| [2026-02-06T16:49:52.244Z] [INFO] ✅ Commit created: Successfully with CLAUDE.md | |
| [2026-02-06T16:49:52.244Z] [INFO] Commit output: [issue-520-a11002b682e7 806fb79] Initial commit with task details | |
| 1 file changed, 7 insertions(+) | |
| create mode 100644 CLAUDE.md | |
| [2026-02-06T16:49:52.293Z] [INFO] Commit hash: 806fb79... | |
| [2026-02-06T16:49:52.337Z] [INFO] Latest commit: 806fb79 Initial commit with task details | |
| [2026-02-06T16:49:52.396Z] [INFO] Git status: clean | |
| [2026-02-06T16:49:52.443Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git (fetch) | |
| [2026-02-06T16:49:52.489Z] [INFO] Branch info: * issue-520-a11002b682e7 806fb79 [origin/main: ahead 1] Initial commit with task details | |
| main d035bca [origin/main] Merge pull request #508 from konard/issue-505-a39e856072af | |
| [2026-02-06T16:49:52.489Z] [INFO] 📤 Pushing branch: To remote repository... | |
| [2026-02-06T16:49:52.489Z] [INFO] Push command: git push -u origin issue-520-a11002b682e7 | |
| [2026-02-06T16:49:53.395Z] [INFO] Push exit code: 0 | |
| [2026-02-06T16:49:53.396Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-520-a11002b682e7' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-520-a11002b682e7 | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-520-a11002b682e7 -> issue-520-a11002b682e7 | |
| branch 'issue-520-a11002b682e7' set up to track 'origin/issue-520-a11002b682e7'. | |
| [2026-02-06T16:49:53.396Z] [INFO] ✅ Branch pushed: Successfully to remote | |
| [2026-02-06T16:49:53.396Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-520-a11002b682e7' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-520-a11002b682e7 | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-520-a11002b682e7 -> issue-520-a11002b682e7 | |
| branch 'issue-520-a11002b682e7' set up to track 'origin/issue-520-a11002b682e7'. | |
| [2026-02-06T16:49:53.396Z] [INFO] Waiting for GitHub to sync... | |
| [2026-02-06T16:49:56.004Z] [INFO] Compare API check: 1 commit(s) ahead of main | |
| [2026-02-06T16:49:56.005Z] [INFO] GitHub compare API ready: 1 commit(s) found | |
| [2026-02-06T16:49:56.325Z] [INFO] Branch verified on GitHub: issue-520-a11002b682e7 | |
| [2026-02-06T16:49:56.652Z] [INFO] Remote commit SHA: 806fb79... | |
| [2026-02-06T16:49:56.653Z] [INFO] 📋 Getting issue: Title from GitHub... | |
| [2026-02-06T16:49:57.058Z] [INFO] Issue title: "добавь снайперскую винтовку" | |
| [2026-02-06T16:49:57.059Z] [INFO] 👤 Getting user: Current GitHub account... | |
| [2026-02-06T16:49:57.380Z] [INFO] Current user: konard | |
| [2026-02-06T16:49:57.679Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-02-06T16:49:57.680Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-02-06T16:49:57.681Z] [INFO] 🔄 Fetching: Latest main branch... | |
| [2026-02-06T16:49:58.051Z] [INFO] ✅ Base updated: Fetched latest main | |
| [2026-02-06T16:49:58.052Z] [INFO] 🔍 Checking: Commits between branches... | |
| [2026-02-06T16:49:58.101Z] [INFO] Commits ahead of origin/main: 1 | |
| [2026-02-06T16:49:58.102Z] [INFO] ✅ Commits found: 1 commit(s) ahead | |
| [2026-02-06T16:49:58.102Z] [INFO] 🔀 Creating PR: Draft pull request... | |
| [2026-02-06T16:49:58.103Z] [INFO] 🎯 Target branch: main (default) | |
| [2026-02-06T16:49:58.103Z] [INFO] PR Title: [WIP] добавь снайперскую винтовку | |
| [2026-02-06T16:49:58.103Z] [INFO] Base branch: main | |
| [2026-02-06T16:49:58.103Z] [INFO] Head branch: issue-520-a11002b682e7 | |
| [2026-02-06T16:49:58.103Z] [INFO] Assignee: konard | |
| [2026-02-06T16:49:58.103Z] [INFO] PR Body: | |
| ## 🤖 AI-Powered Solution Draft | |
| This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#520. | |
| ### 📋 Issue Reference | |
| Fixes Jhon-Crow/godot-topdown-MVP#520 | |
| ### 🚧 Status | |
| **Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft. | |
| ### 📝 Implementation Details | |
| _Details will be added as the solution draft is developed..._ | |
| --- | |
| *This PR was created automatically by the AI issue solver* | |
| [2026-02-06T16:49:58.107Z] [INFO] Command: cd "/tmp/gh-issue-solver-1770396578865" && gh pr create --draft --title "$(cat '/tmp/pr-title-1770396598107.txt')" --body-file "/tmp/pr-body-1770396598106.md" --base main --head konard:issue-520-a11002b682e7 --repo Jhon-Crow/godot-topdown-MVP | |
| [2026-02-06T16:49:59.999Z] [INFO] 🔍 Verifying: PR creation... | |
| [2026-02-06T16:50:00.385Z] [INFO] ✅ Verification: PR exists on GitHub | |
| [2026-02-06T16:50:00.386Z] [INFO] ✅ PR created: #521 | |
| [2026-02-06T16:50:00.386Z] [INFO] 📍 PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521 | |
| [2026-02-06T16:50:00.386Z] [INFO] ℹ️ Note: Could not assign (no permission) | |
| [2026-02-06T16:50:00.387Z] [INFO] 🔗 Linking: Issue #520 to PR #521... | |
| [2026-02-06T16:50:00.738Z] [INFO] Issue node ID: I_kwDOQ35BQ87o5vqO | |
| [2026-02-06T16:50:01.163Z] [INFO] PR node ID: PR_kwDOQ35BQ87CCmJx | |
| [2026-02-06T16:50:01.584Z] [INFO] | |
| [2026-02-06T16:50:01.586Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue | |
| [2026-02-06T16:50:01.587Z] [INFO] | |
| [2026-02-06T16:50:01.589Z] [WARNING] The PR was created from a fork but wasn't linked to the issue. | |
| [2026-02-06T16:50:01.590Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-MVP#520" in PR body | |
| [2026-02-06T16:50:01.591Z] [INFO] | |
| [2026-02-06T16:50:01.592Z] [WARNING] To fix manually: | |
| [2026-02-06T16:50:01.592Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521 | |
| [2026-02-06T16:50:01.593Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-MVP#520 | |
| [2026-02-06T16:50:01.593Z] [INFO] | |
| [2026-02-06T16:50:01.992Z] [INFO] 👤 Current user: konard | |
| [2026-02-06T16:50:01.993Z] [INFO] | |
| 📊 Comment counting conditions: | |
| [2026-02-06T16:50:01.995Z] [INFO] prNumber: 521 | |
| [2026-02-06T16:50:01.997Z] [INFO] branchName: issue-520-a11002b682e7 | |
| [2026-02-06T16:50:01.998Z] [INFO] isContinueMode: false | |
| [2026-02-06T16:50:01.999Z] [INFO] Will count comments: true | |
| [2026-02-06T16:50:02.001Z] [INFO] 💬 Counting comments: Checking for new comments since last commit... | |
| [2026-02-06T16:50:02.004Z] [INFO] PR #521 on branch: issue-520-a11002b682e7 | |
| [2026-02-06T16:50:02.006Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-06T16:50:02.666Z] [INFO] 📅 Last commit time (from API): 2026-02-06T16:49:52.000Z | |
| [2026-02-06T16:50:03.810Z] [INFO] 💬 New PR comments: 0 | |
| [2026-02-06T16:50:03.811Z] [INFO] 💬 New PR review comments: 0 | |
| [2026-02-06T16:50:03.811Z] [INFO] 💬 New issue comments: 0 | |
| [2026-02-06T16:50:03.811Z] [INFO] Total new comments: 0 | |
| [2026-02-06T16:50:03.813Z] [INFO] Comment lines to add: No (saving tokens) | |
| [2026-02-06T16:50:03.814Z] [INFO] PR review comments fetched: 0 | |
| [2026-02-06T16:50:03.815Z] [INFO] PR conversation comments fetched: 0 | |
| [2026-02-06T16:50:03.815Z] [INFO] Total PR comments checked: 0 | |
| [2026-02-06T16:50:07.056Z] [INFO] Feedback info will be added to prompt: | |
| [2026-02-06T16:50:07.057Z] [INFO] - Pull request description was edited after last commit | |
| [2026-02-06T16:50:07.057Z] [INFO] 📅 Getting timestamps: From GitHub servers... | |
| [2026-02-06T16:50:07.435Z] [INFO] 📝 Issue updated: 2026-02-06T16:48:37.000Z | |
| [2026-02-06T16:50:07.777Z] [INFO] 💬 Last comment: 2026-02-06T16:48:37.000Z | |
| [2026-02-06T16:50:08.168Z] [INFO] 🔀 Recent PR: 2026-02-06T16:49:59.000Z | |
| [2026-02-06T16:50:08.169Z] [INFO] | |
| ✅ Reference time: 2026-02-06T16:49:59.000Z | |
| [2026-02-06T16:50:08.169Z] [INFO] | |
| 🔍 Checking for uncommitted changes to include as feedback... | |
| [2026-02-06T16:50:08.226Z] [INFO] ✅ No uncommitted changes found | |
| [2026-02-06T16:50:08.623Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-520-a11002b682e7 | |
| [2026-02-06T16:50:10.908Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints | |
| [2026-02-06T16:50:11.031Z] [INFO] 👁️ Model vision capability: supported | |
| [2026-02-06T16:50:11.032Z] [INFO] | |
| 📝 Final prompt structure: | |
| [2026-02-06T16:50:11.032Z] [INFO] Characters: 529 | |
| [2026-02-06T16:50:11.033Z] [INFO] System prompt characters: 12741 | |
| [2026-02-06T16:50:11.033Z] [INFO] Feedback info: Included | |
| [2026-02-06T16:50:11.034Z] [INFO] | |
| 🤖 Executing Claude: OPUS | |
| [2026-02-06T16:50:11.035Z] [INFO] Model: opus | |
| [2026-02-06T16:50:11.035Z] [INFO] Working directory: /tmp/gh-issue-solver-1770396578865 | |
| [2026-02-06T16:50:11.036Z] [INFO] Branch: issue-520-a11002b682e7 | |
| [2026-02-06T16:50:11.036Z] [INFO] Prompt length: 529 chars | |
| [2026-02-06T16:50:11.036Z] [INFO] System prompt length: 12741 chars | |
| [2026-02-06T16:50:11.036Z] [INFO] Feedback info included: Yes (1 lines) | |
| [2026-02-06T16:50:11.096Z] [INFO] 📈 System resources before execution: | |
| [2026-02-06T16:50:11.096Z] [INFO] Memory: MemFree: 7960256 kB | |
| [2026-02-06T16:50:11.097Z] [INFO] Load: 1.50 1.24 1.28 3/440 585372 | |
| [2026-02-06T16:50:11.097Z] [INFO] | |
| 📝 Raw command: | |
| [2026-02-06T16:50:11.097Z] [INFO] (cd "/tmp/gh-issue-solver-1770396578865" && 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/520 | |
| Your prepared branch: issue-520-a11002b682e7 | |
| Your prepared working directory: /tmp/gh-issue-solver-1770396578865 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521 | |
| 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-520-a11002b682e7 | |
| Proceed. | |
| " --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-520-a11002b682e7 --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/520. | |
| - 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/521/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/521/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/521/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/520/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 521 --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 521, 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 521. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-520-a11002b682e7. | |
| - When you finish, create a pull request from branch issue-520-a11002b682e7. (Note: PR 521 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-520-a11002b682e7. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 521 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-520-a11002b682e7/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 .) | |
| [2026-02-06T16:50:11.097Z] [INFO] | |
| [2026-02-06T16:50:11.097Z] [INFO] 📋 User prompt: | |
| [2026-02-06T16:50:11.098Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-02-06T16:50:11.098Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/520 | |
| Your prepared branch: issue-520-a11002b682e7 | |
| Your prepared working directory: /tmp/gh-issue-solver-1770396578865 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521 | |
| 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-520-a11002b682e7 | |
| Proceed. | |
| [2026-02-06T16:50:11.098Z] [INFO] ---END USER PROMPT--- | |
| [2026-02-06T16:50:11.098Z] [INFO] | |
| [2026-02-06T16:50:11.098Z] [INFO] 📋 System prompt: | |
| [2026-02-06T16:50:11.098Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-02-06T16:50:11.098Z] [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-520-a11002b682e7 --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/520. | |
| - 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/521/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/521/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/521/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/520/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 521 --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 521, 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 521. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-520-a11002b682e7. | |
| - When you finish, create a pull request from branch issue-520-a11002b682e7. (Note: PR 521 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-520-a11002b682e7. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 521 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-520-a11002b682e7/docs/screenshots/result.png). | |
| - When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format. | |
| - When the visual result is important for review, mention it explicitly in the pull request description with the embedded image. | |
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| "stdout": "title:\t[WIP] добавь снайперскую винтовку\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t521\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/521\nadditions:\t7\ndeletions:\t0\nauto-merge:\tdisabled\n--\n## 🤖 AI-Powered Solution Draft\n\nThis pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#520.\n\n### 📋 Issue Reference\nFixes Jhon-Crow/godot-topdown-MVP#520\n\n### 🚧 Status\n**Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft.\n\n### 📝 Implementation Details\n_Details will be added as the solution draft is developed..._\n\n---\n*This PR was created automatically by the AI issue solver*", | |
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| "content": " 1→class_name WeaponConfigComponent\n 2→extends RefCounted\n 3→## Static utility for weapon type configurations.\n 4→## Used by enemy.gd to configure weapon parameters based on weapon type.\n 5→## Updated to use the same bullet/casing scenes as player weapons (Issue #417 PR feedback).\n 6→\n 7→## Weapon type configurations as static data.\n 8→## Keys: \"shoot_cooldown\", \"bullet_speed\", \"magazine_size\", \"bullet_spawn_offset\", \"weapon_loudness\", \"sprite_path\"\n 9→## Added: \"bullet_scene_path\", \"casing_scene_path\", \"caliber_path\", \"is_shotgun\", \"pellet_count_min\", \"pellet_count_max\", \"spread_angle\"\n 10→const WEAPON_CONFIGS := {\n 11→\t0: { # RIFLE (M16) - uses same bullets as player's AssaultRifle\n 12→\t\t\"shoot_cooldown\": 0.1,\n 13→\t\t\"bullet_speed\": 2500.0,\n 14→\t\t\"magazine_size\": 30,\n 15→\t\t\"bullet_spawn_offset\": 30.0,\n 16→\t\t\"weapon_loudness\": 1469.0,\n 17→\t\t\"sprite_path\": \"\", # Default sprite already in scene\n 18→\t\t\"bullet_scene_path\": \"res://scenes/projectiles/csharp/Bullet.tscn\",\n 19→\t\t\"casing_scene_path\": \"res://scenes/effects/Casing.tscn\",\n 20→\t\t\"caliber_path\": \"res://resources/calibers/caliber_545x39.tres\",\n 21→\t\t\"is_shotgun\": false,\n 22→\t\t\"pellet_count_min\": 1,\n 23→\t\t\"pellet_count_max\": 1,\n 24→\t\t\"spread_angle\": 0.0\n 25→\t},\n 26→\t1: { # SHOTGUN - uses same pellets as player's Shotgun (multiple projectiles)\n 27→\t\t\"shoot_cooldown\": 0.8,\n 28→\t\t\"bullet_speed\": 1800.0,\n 29→\t\t\"magazine_size\": 8,\n 30→\t\t\"bullet_spawn_offset\": 35.0,\n 31→\t\t\"weapon_loudness\": 2000.0,\n 32→\t\t\"sprite_path\": \"res://assets/sprites/weapons/shotgun_topdown.png\",\n 33→\t\t\"bullet_scene_path\": \"res://scenes/projectiles/csharp/ShotgunPellet.tscn\",\n 34→\t\t\"casing_scene_path\": \"res://scenes/effects/Casing.tscn\",\n 35→\t\t\"caliber_path\": \"res://resources/calibers/caliber_buckshot.tres\",\n 36→\t\t\"is_shotgun\": true,\n 37→\t\t\"pellet_count_min\": 6,\n 38→\t\t\"pellet_count_max\": 10,\n 39→\t\t\"spread_angle\": 15.0 # degrees\n 40→\t},\n 41→\t2: { # UZI - uses same 9mm bullets as player's MiniUzi\n 42→\t\t\"shoot_cooldown\": 0.06,\n 43→\t\t\"bullet_speed\": 2200.0,\n 44→\t\t\"magazine_size\": 32,\n 45→\t\t\"bullet_spawn_offset\": 25.0,\n 46→\t\t\"weapon_loudness\": 1200.0,\n 47→\t\t\"sprite_path\": \"res://assets/sprites/weapons/mini_uzi_topdown.png\",\n 48→\t\t\"bullet_scene_path\": \"res://scenes/projectiles/Bullet9mm.tscn\",\n 49→\t\t\"casing_scene_path\": \"res://scenes/effects/Casing.tscn\",\n 50→\t\t\"caliber_path\": \"res://resources/calibers/caliber_9x19.tres\",\n 51→\t\t\"is_shotgun\": false,\n 52→\t\t\"pellet_count_min\": 1,\n 53→\t\t\"pellet_count_max\": 1,\n 54→\t\t\"spread_angle\": 0.0\n 55→\t}\n 56→}\n 57→\n 58→\n 59→## Get weapon configuration for a given weapon type.\n 60→static func get_config(weapon_type: int) -> Dictionary:\n 61→\tif WEAPON_CONFIGS.has(weapon_type):\n 62→\t\treturn WEAPON_CONFIGS[weapon_type]\n 63→\treturn WEAPON_CONFIGS[0] # Default to RIFLE\n 64→\n 65→\n 66→## Get weapon type name for logging.\n 67→static func get_type_name(weapon_type: int) -> String:\n 68→\tmatch weapon_type:\n 69→\t\t0: return \"RIFLE\"\n 70→\t\t1: return \"SHOTGUN\"\n 71→\t\t2: return \"UZI\"\n 72→\t\t_: return \"UNKNOWN\"\n 73→\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 Resource\n 2→class_name CaliberData\n 3→## Resource class containing caliber/ammunition configuration data.\n 4→##\n 5→## Defines ballistic properties for different ammunition types including:\n 6→## - Basic properties (name, diameter, mass)\n 7→## - Ricochet behavior (probability, angle thresholds, energy retention)\n 8→## - Damage characteristics\n 9→##\n 10→## This allows for extensibility when adding new weapon calibers in the future.\n 11→## Reference: Ricochet mechanics inspired by Arma 3 ballistics.\n 12→\n 13→## Display name of the caliber (e.g., \"5.45x39mm\", \"7.62x51mm\").\n 14→@export var caliber_name: String = \"5.45x39mm\"\n 15→\n 16→## Bullet diameter in millimeters (for display/reference).\n 17→@export var diameter_mm: float = 5.45\n 18→\n 19→## Bullet mass in grams (affects energy calculations).\n 20→@export var mass_grams: float = 3.4\n 21→\n 22→## Base velocity in pixels per second (game units).\n 23→## This is used for energy calculations when the bullet doesn't have velocity set.\n 24→@export var base_velocity: float = 2500.0\n 25→\n 26→# ============================================================================\n 27→# Ricochet Properties\n 28→# ============================================================================\n 29→\n 30→## Whether this caliber can ricochet off surfaces.\n 31→@export var can_ricochet: bool = true\n 32→\n 33→## Maximum number of ricochets allowed before bullet is destroyed.\n 34→## Set to -1 for unlimited ricochets.\n 35→## Real bullets can ricochet multiple times in rare cases.\n 36→@export var max_ricochets: int = -1\n 37→\n 38→## Maximum angle (in degrees) from surface at which ricochet is possible.\n 39→## Shallow angles (close to parallel with surface) are more likely to ricochet.\n 40→## Example: 90 degrees means bullets can ricochet at any angle (with varying probability).\n 41→## The probability curve ensures steep angles (close to perpendicular) have low probability.\n 42→@export_range(5.0, 90.0, 1.0) var max_ricochet_angle: float = 90.0\n 43→\n 44→## Base probability of ricochet when hitting at the optimal angle (very shallow).\n 45→## The actual probability is scaled based on impact angle.\n 46→## 0.0 = never ricochets, 1.0 = always ricochets at optimal angle.\n 47→@export_range(0.0, 1.0, 0.05) var base_ricochet_probability: float = 1.0\n 48→\n 49→## Velocity retention factor after ricochet (0.0 to 1.0).\n 50→## How much of the original velocity is retained after bouncing.\n 51→## Real bullets lose significant energy on ricochet.\n 52→@export_range(0.1, 0.9, 0.05) var velocity_retention: float = 0.6\n 53→\n 54→## Damage multiplier after each ricochet.\n 55→## Ricocheted bullets deal reduced damage due to deformation and energy loss.\n 56→@export_range(0.1, 0.9, 0.05) var ricochet_damage_multiplier: float = 0.5\n 57→\n 58→## Random angle deviation (in degrees) added to reflected direction.\n 59→## Simulates imperfect surface reflections and bullet deformation.\n 60→@export_range(0.0, 30.0, 1.0) var ricochet_angle_deviation: float = 10.0\n 61→\n 62→# ============================================================================\n 63→# Surface Interaction (for future extensibility)\n 64→# ============================================================================\n 65→\n 66→## Penetration power rating (arbitrary units, higher = more penetration).\n 67→## Can be used to determine if bullet penetrates thin surfaces vs ricochets.\n 68→@export_range(0.0, 100.0, 1.0) var penetration_power: float = 30.0\n 69→\n 70→## Minimum surface hardness that allows ricochet (0 = soft, 100 = hardest).\n 71→## Softer surfaces absorb bullets, harder surfaces can cause ricochets.\n 72→## For now, walls are assumed to be hard enough (concrete/metal).\n 73→@export_range(0.0, 100.0, 1.0) var min_surface_hardness_for_ricochet: float = 50.0\n 74→\n 75→# ============================================================================\n 76→# Wall Penetration Properties\n 77→# ============================================================================\n 78→\n 79→## Whether this caliber can penetrate walls/obstacles.\n 80→## Penetration occurs when ricochet fails (i.e., steep impact angle).\n 81→@export var can_penetrate: bool = true\n 82→\n 83→## Maximum distance (in pixels) the bullet can travel through obstacles.\n 84→## For 5.45x39mm: 2 × thinnest wall thickness (24px) = 48px.\n 85→## Set to 0 to disable penetration distance limit.\n 86→@export_range(0.0, 200.0, 1.0) var max_penetration_distance: float = 48.0\n 87→\n 88→## Damage multiplier applied after penetrating a wall.\n 89→## For 5.45x39mm: 90% of original damage after penetration.\n 90→@export_range(0.1, 1.0, 0.05) var post_penetration_damage_multiplier: float = 0.9\n 91→\n 92→## Minimum wall thickness this caliber can penetrate (in pixels).\n 93→## Thicker walls will stop the bullet completely.\n 94→## Set to 0 for no minimum requirement (caliber-based penetration).\n 95→@export_range(0.0, 100.0, 1.0) var min_penetrable_wall_thickness: float = 0.0\n 96→\n 97→# ============================================================================\n 98→# Visual Effects Properties\n 99→# ============================================================================\n 100→\n 101→## Scale factor for visual hit effects (dust, blood, sparks).\n 102→## Larger calibers produce more intense visual effects.\n 103→## 1.0 = standard effect, 2.0 = double intensity, 0.5 = half intensity.\n 104→@export_range(0.3, 2.0, 0.1) var effect_scale: float = 1.0\n 105→\n 106→## Sprite texture for ejected bullet casings.\n 107→## Different calibers have different casing appearances.\n 108→@export var casing_sprite: Texture2D = null\n 109→\n 110→\n 111→## Calculates the ricochet probability based on impact angle.\n 112→## Uses a custom curve designed for realistic 5.45x39mm behavior:\n 113→## - 0-15°: ~100% (grazing shots always ricochet)\n 114→## - 45°: ~80% (moderate angles have good ricochet chance)\n 115→## - 90°: ~10% (perpendicular shots rarely ricochet)\n 116→## @param impact_angle_degrees: Angle between bullet direction and surface (0 = grazing).\n 117→## @return: Probability of ricochet (0.0 to 1.0).\n 118→func calculate_ricochet_probability(impact_angle_degrees: float) -> float:\n 119→\tif not can_ricochet:\n 120→\t\treturn 0.0\n 121→\n 122→\tif impact_angle_degrees > max_ricochet_angle:\n 123→\t\treturn 0.0\n 124→\n 125→\t# Custom curve for realistic ricochet probability:\n 126→\t# probability = 0.9 * (1 - (angle/90)^2.17) + 0.1\n 127→\t# This gives approximately:\n 128→\t# - 0°: 100%, 15°: 98%, 45°: 80%, 90°: 10%\n 129→\tvar normalized_angle := impact_angle_degrees / 90.0\n 130→\t# Power of 2.17 creates a curve matching real-world ballistics\n 131→\tvar power_factor := pow(normalized_angle, 2.17)\n 132→\tvar angle_factor := (1.0 - power_factor) * 0.9 + 0.1\n 133→\treturn base_ricochet_probability * angle_factor\n 134→\n 135→\n 136→## Calculates the new velocity after ricochet.\n 137→## @param current_velocity: Current velocity in pixels per second.\n 138→## @return: New velocity after energy loss from ricochet.\n 139→func calculate_post_ricochet_velocity(current_velocity: float) -> float:\n 140→\treturn current_velocity * velocity_retention\n 141→\n 142→\n 143→## Generates a random angle deviation for ricochet direction.\n 144→## @return: Random angle in radians to add to reflection direction.\n 145→func get_random_ricochet_deviation() -> float:\n 146→\tvar deviation_radians := deg_to_rad(ricochet_angle_deviation)\n 147→\treturn randf_range(-deviation_radians, deviation_radians)\n 148→\n 149→\n 150→## Calculates the damage multiplier after penetrating a wall.\n 151→## @param current_multiplier: Current damage multiplier before penetration.\n 152→## @return: New damage multiplier after applying penetration reduction.\n 153→func calculate_post_penetration_damage(current_multiplier: float) -> float:\n 154→\treturn current_multiplier * post_penetration_damage_multiplier\n 155→\n 156→\n 157→## Checks if this caliber can penetrate walls.\n 158→## @return: True if penetration is enabled for this caliber.\n 159→func can_penetrate_walls() -> bool:\n 160→\treturn can_penetrate\n 161→\n 162→\n 163→## Gets the maximum penetration distance in pixels.\n 164→## @return: Maximum distance bullet can travel through obstacles.\n 165→func get_max_penetration_distance() -> float:\n 166→\treturn max_penetration_distance\n 167→\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 Area2D\n 2→## Bullet projectile that travels in a direction and handles collisions.\n 3→##\n 4→## The bullet moves at a constant speed in its rotation direction.\n 5→## It destroys itself when hitting walls or targets, and triggers\n 6→## target reactions on hit.\n 7→##\n 8→## Features a visual tracer trail effect for better visibility and\n 9→## realistic appearance during fast movement.\n 10→##\n 11→## Supports realistic ricochet mechanics based on caliber data:\n 12→## - Ricochet probability depends on impact angle (shallow = more likely)\n 13→## - Velocity and damage reduction after ricochet\n 14→## - Maximum ricochet count before destruction\n 15→## - Random angle deviation for realistic bounce behavior\n 16→\n 17→## Speed of the bullet in pixels per second.\n 18→## Default is 2500 for faster projectiles that make combat more challenging.\n 19→@export var speed: float = 2500.0\n 20→\n 21→## Maximum lifetime in seconds before auto-destruction.\n 22→@export var lifetime: float = 3.0\n 23→\n 24→## Maximum number of trail points to maintain.\n 25→## Higher values create longer trails but use more memory.\n 26→@export var trail_length: int = 8\n 27→\n 28→## Caliber data resource for ricochet and ballistic properties.\n 29→## If not set, default ricochet behavior is used.\n 30→@export var caliber_data: Resource = null\n 31→\n 32→## Base damage dealt by this bullet.\n 33→## This can be set by the weapon when spawning the bullet.\n 34→## Default is 1.0, but weapons like the silenced pistol override this.\n 35→@export var damage: float = 1.0\n 36→\n 37→## Direction the bullet travels (set by the shooter).\n 38→var direction: Vector2 = Vector2.RIGHT\n 39→\n 40→## Instance ID of the node that shot this bullet.\n 41→## Used to prevent self-detection (e.g., enemies detecting their own bullets).\n 42→var shooter_id: int = -1\n 43→\n 44→## Current damage multiplier (decreases with each ricochet).\n 45→var damage_multiplier: float = 1.0\n 46→\n 47→## Timer tracking remaining lifetime.\n 48→var _time_alive: float = 0.0\n 49→\n 50→## Reference to the trail Line2D node (if present).\n 51→var _trail: Line2D = null\n 52→\n 53→## History of global positions for the trail effect.\n 54→var _position_history: Array[Vector2] = []\n 55→\n 56→## Number of ricochets that have occurred.\n 57→var _ricochet_count: int = 0\n 58→\n 59→## Default ricochet settings (used when caliber_data is not set).\n 60→## -1 means unlimited ricochets.\n 61→const DEFAULT_MAX_RICOCHETS: int = -1\n 62→const DEFAULT_MAX_RICOCHET_ANGLE: float = 90.0\n 63→const DEFAULT_BASE_RICOCHET_PROBABILITY: float = 1.0\n 64→const DEFAULT_VELOCITY_RETENTION: float = 0.85\n 65→const DEFAULT_RICOCHET_DAMAGE_MULTIPLIER: float = 0.5\n 66→const DEFAULT_RICOCHET_ANGLE_DEVIATION: float = 10.0\n 67→\n 68→## Viewport size used for calculating post-ricochet lifetime.\n 69→## Bullets disappear after traveling this distance after ricochet.\n 70→var _viewport_diagonal: float = 0.0\n 71→\n 72→## Whether this bullet has ricocheted at least once.\n 73→var _has_ricocheted: bool = false\n 74→\n 75→## Distance traveled since the last ricochet (for viewport-based lifetime).\n 76→var _distance_since_ricochet: float = 0.0\n 77→\n 78→## Position at the moment of the last ricochet.\n 79→var _ricochet_position: Vector2 = Vector2.ZERO\n 80→\n 81→## Maximum travel distance after ricochet (based on viewport and ricochet angle).\n 82→var _max_post_ricochet_distance: float = 0.0\n 83→\n 84→## Enable/disable debug logging for ricochet calculations.\n 85→var _debug_ricochet: bool = false\n 86→\n 87→## Whether the bullet is currently penetrating through a wall.\n 88→var _is_penetrating: bool = false\n 89→\n 90→## Distance traveled while penetrating through walls.\n 91→var _penetration_distance_traveled: float = 0.0\n 92→\n 93→## Entry point into the current obstacle being penetrated.\n 94→var _penetration_entry_point: Vector2 = Vector2.ZERO\n 95→\n 96→## The body currently being penetrated (for tracking exit).\n 97→var _penetrating_body: Node2D = null\n 98→\n 99→## Whether the bullet has penetrated at least one wall (for damage reduction).\n 100→var _has_penetrated: bool = false\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": " 100→var _has_penetrated: bool = false\n 101→\n 102→## Enable/disable debug logging for penetration calculations.\n 103→var _debug_penetration: bool = true\n 104→\n 105→## Default penetration settings (used when caliber_data is not set).\n 106→const DEFAULT_CAN_PENETRATE: bool = true\n 107→const DEFAULT_MAX_PENETRATION_DISTANCE: float = 48.0\n 108→const DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER: float = 0.9\n 109→\n 110→## Distance-based penetration chance settings.\n 111→## At point-blank (0 distance): 100% penetration, ignores ricochet\n 112→## At 40% of viewport: normal ricochet rules apply (if not ricochet, then penetrate)\n 113→## At viewport distance: max 30% penetration chance for 5.45\n 114→const POINT_BLANK_DISTANCE_RATIO: float = 0.0 # 0% of viewport = point blank\n 115→const RICOCHET_RULES_DISTANCE_RATIO: float = 0.4 # 40% of viewport = ricochet rules apply\n 116→const MAX_PENETRATION_CHANCE_AT_DISTANCE: float = 0.3 # 30% max at viewport distance\n 117→\n 118→## Shooter's position at the time of firing (for distance-based penetration).\n 119→var shooter_position: Vector2 = Vector2.ZERO\n 120→\n 121→\n 122→func _ready() -> void:\n 123→\t# Connect to collision signals\n 124→\tbody_entered.connect(_on_body_entered)\n 125→\tbody_exited.connect(_on_body_exited)\n 126→\tarea_entered.connect(_on_area_entered)\n 127→\n 128→\t# Get trail reference if it exists\n 129→\t_trail = get_node_or_null(\"Trail\")\n 130→\tif _trail:\n 131→\t\t_trail.clear_points()\n 132→\t\t# Set trail to use global coordinates (not relative to bullet)\n 133→\t\t_trail.top_level = true\n 134→\t\t# Reset position to origin so points added are truly global\n 135→\t\t# (when top_level becomes true, the Line2D's position becomes its global position,\n 136→\t\t# so we need to reset it to (0,0) for added points to be at their true global positions)\n 137→\t\t_trail.position = Vector2.ZERO\n 138→\n 139→\t# Load default caliber data if not set\n 140→\tif caliber_data == null:\n 141→\t\tcaliber_data = _load_default_caliber_data()\n 142→\n 143→\t# Calculate viewport diagonal for post-ricochet lifetime\n 144→\t_calculate_viewport_diagonal()\n 145→\n 146→\t# Set initial rotation based on direction\n 147→\t_update_rotation()\n 148→\n 149→\n 150→## Calculates the viewport diagonal distance for post-ricochet lifetime.\n 151→func _calculate_viewport_diagonal() -> void:\n 152→\tvar viewport := get_viewport()\n 153→\tif viewport:\n 154→\t\tvar size := viewport.get_visible_rect().size\n 155→\t\t_viewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 156→\telse:\n 157→\t\t# Fallback to a reasonable default (1920x1080 diagonal ~= 2203)\n 158→\t\t_viewport_diagonal = 2203.0\n 159→\n 160→\n 161→## Loads the default 5.45x39mm caliber data.\n 162→func _load_default_caliber_data() -> Resource:\n 163→\tvar path := \"res://resources/calibers/caliber_545x39.tres\"\n 164→\tif ResourceLoader.exists(path):\n 165→\t\treturn load(path)\n 166→\treturn null\n 167→\n 168→\n 169→## Updates the bullet rotation to match its travel direction.\n 170→func _update_rotation() -> void:\n 171→\trotation = direction.angle()\n 172→\n 173→\n 174→## Logs a penetration-related message to both console and file logger.\n 175→## @param message: The message to log.\n 176→func _log_penetration(message: String) -> void:\n 177→\tif not _debug_penetration:\n 178→\t\treturn\n 179→\tvar full_message := \"[Bullet] \" + message\n 180→\tprint(full_message)\n 181→\t# Also log to FileLogger if available\n 182→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 183→\tif file_logger and file_logger.has_method(\"log_info\"):\n 184→\t\tfile_logger.log_info(full_message)\n 185→\n 186→\n 187→func _physics_process(delta: float) -> void:\n 188→\t# Calculate movement this frame\n 189→\tvar movement := direction * speed * delta\n 190→\n 191→\t# Move in the set direction\n 192→\tposition += movement\n 193→\n 194→\t# Track distance traveled since last ricochet (for viewport-based lifetime)\n 195→\tif _has_ricocheted:\n 196→\t\t_distance_since_ricochet += movement.length()\n 197→\t\t# Destroy bullet if it has traveled more than the viewport-based max distance\n 198→\t\tif _distance_since_ricochet >= _max_post_ricochet_distance:\n 199→\t\t\tif _debug_ricochet:\n 200→\t\t\t\tprint(\"[Bullet] Post-ricochet distance exceeded: \", _distance_since_ricochet, \" >= \", _max_post_ricochet_distance)\n 201→\t\t\tqueue_free()\n 202→\t\t\treturn\n 203→\n 204→\t# Track penetration distance while inside a wall\n 205→\tif _is_penetrating:\n 206→\t\t_penetration_distance_traveled += movement.length()\n 207→\t\tvar max_pen_distance := _get_max_penetration_distance()\n 208→\n 209→\t\t# Check if we've exceeded max penetration distance\n 210→\t\tif max_pen_distance > 0 and _penetration_distance_traveled >= max_pen_distance:\n 211→\t\t\t_log_penetration(\"Max penetration distance exceeded: %s >= %s\" % [_penetration_distance_traveled, max_pen_distance])\n 212→\t\t\t# Bullet stopped inside the wall - destroy it\n 213→\t\t\t# Visual effects disabled as per user request\n 214→\t\t\tqueue_free()\n 215→\t\t\treturn\n 216→\n 217→\t\t# Check if we've exited the obstacle (raycast forward to see if still inside)\n 218→\t\t# Note: body_exited signal also triggers _exit_penetration for reliability\n 219→\t\tif not _is_still_inside_obstacle():\n 220→\t\t\t_exit_penetration()\n 221→\n 222→\t# Update trail effect\n 223→\t_update_trail()\n 224→\n 225→\t# Track lifetime and auto-destroy if exceeded\n 226→\t_time_alive += delta\n 227→\tif _time_alive >= lifetime:\n 228→\t\tqueue_free()\n 229→\n 230→\n 231→## Updates the visual trail effect by maintaining position history.\n 232→func _update_trail() -> void:\n 233→\tif not _trail:\n 234→\t\treturn\n 235→\n 236→\t# Add current position to history\n 237→\t_position_history.push_front(global_position)\n 238→\n 239→\t# Limit trail length\n 240→\twhile _position_history.size() > trail_length:\n 241→\t\t_position_history.pop_back()\n 242→\n 243→\t# Update Line2D points\n 244→\t_trail.clear_points()\n 245→\tfor pos in _position_history:\n 246→\t\t_trail.add_point(pos)\n 247→\n 248→\n 249→func _on_body_entered(body: Node2D) -> void:\n 250→\t# Check if this is the shooter - don't collide with own body\n 251→\tif shooter_id == body.get_instance_id():\n 252→\t\treturn # Pass through the shooter\n 253→\n 254→\t# Check if this is a dead enemy - bullets should pass through dead entities\n 255→\t# This handles the CharacterBody2D collision (separate from HitArea collision)\n 256→\tif body.has_method(\"is_alive\") and not body.is_alive():\n 257→\t\treturn # Pass through dead entities\n 258→\n 259→\t# If we're currently penetrating the same body, ignore re-entry\n 260→\tif _is_penetrating and _penetrating_body == body:\n 261→\t\treturn\n 262→\n 263→\t# Check if bullet is inside an existing penetration hole - pass through without re-triggering\n 264→\tif _is_inside_penetration_hole():\n 265→\t\t_log_penetration(\"Inside existing penetration hole, passing through\")\n 266→\t\treturn\n 267→\n 268→\t# Hit a static body (wall or obstacle) or alive enemy body\n 269→\t# Try to ricochet off static bodies (walls/obstacles)\n 270→\tif body is StaticBody2D or body is TileMap:\n 271→\t\t# Always spawn dust effect when hitting walls, regardless of ricochet\n 272→\t\t_spawn_wall_hit_effect(body)\n 273→\n 274→\t\t# Calculate distance from shooter to determine penetration behavior\n 275→\t\tvar distance_to_wall := _get_distance_to_shooter()\n 276→\t\tvar distance_ratio := distance_to_wall / _viewport_diagonal if _viewport_diagonal > 0 else 1.0\n 277→\n 278→\t\t_log_penetration(\"Distance to wall: %s (%s%% of viewport)\" % [distance_to_wall, distance_ratio * 100])\n 279→\n 280→\t\t# Point-blank shots (very close to shooter): 100% penetration, ignore ricochet\n 281→\t\tif distance_ratio <= POINT_BLANK_DISTANCE_RATIO + 0.05: # ~5% tolerance for \"point blank\"\n 282→\t\t\t_log_penetration(\"Point-blank shot - 100% penetration, ignoring ricochet\")\n 283→\t\t\tif _try_penetration(body):\n 284→\t\t\t\treturn # Bullet is penetrating\n 285→\t\t# At 40% or less of viewport: normal ricochet rules apply\n 286→\t\telif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n 287→\t\t\t_log_penetration(\"Within ricochet range - trying ricochet first\")\n 288→\t\t\t# First try ricochet\n 289→\t\t\tif _try_ricochet(body):\n 290→\t\t\t\treturn # Bullet ricocheted, don't destroy\n 291→\t\t\t# Ricochet failed - try penetration (if not ricochet, then penetrate)\n 292→\t\t\tif _try_penetration(body):\n 293→\t\t\t\treturn # Bullet is penetrating, don't destroy\n 294→\t\t# Beyond 40% of viewport: distance-based penetration chance\n 295→\t\telse:\n 296→\t\t\t# First try ricochet (shallow angles still ricochet)\n 297→\t\t\tif _try_ricochet(body):\n 298→\t\t\t\treturn # Bullet ricocheted, don't destroy\n 299→\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": " 300→\t\t\t# Calculate penetration chance based on distance\n 301→\t\t\t# At 40% distance: 100% chance (if ricochet failed)\n 302→\t\t\t# At 100% (viewport) distance: 30% chance\n 303→\t\t\tvar penetration_chance := _calculate_distance_penetration_chance(distance_ratio)\n 304→\n 305→\t\t\t_log_penetration(\"Distance-based penetration chance: %s%%\" % [penetration_chance * 100])\n 306→\n 307→\t\t\t# Roll for penetration\n 308→\t\t\tif randf() <= penetration_chance:\n 309→\t\t\t\tif _try_penetration(body):\n 310→\t\t\t\t\treturn # Bullet is penetrating\n 311→\t\t\telse:\n 312→\t\t\t\t_log_penetration(\"Penetration failed (distance roll)\")\n 313→\n 314→\t# Play wall impact sound and destroy bullet\n 315→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 316→\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 317→\t\taudio_manager.play_bullet_wall_hit(global_position)\n 318→\tqueue_free()\n 319→\n 320→\n 321→## Called when the bullet exits a body (wall).\n 322→## Used for detecting penetration exit via the physics system.\n 323→func _on_body_exited(body: Node2D) -> void:\n 324→\t# Only process if we're currently penetrating this specific body\n 325→\tif not _is_penetrating or _penetrating_body != body:\n 326→\t\treturn\n 327→\n 328→\t# Log exit detection\n 329→\t_log_penetration(\"Body exited signal received for penetrating body\")\n 330→\n 331→\t# Call exit penetration\n 332→\t_exit_penetration()\n 333→\n 334→\n 335→func _on_area_entered(area: Area2D) -> void:\n 336→\t# Hit another area (like a target or hit detection area)\n 337→\t# Only destroy bullet if the area has on_hit method (actual hit targets)\n 338→\t# This allows bullets to pass through detection-only areas like ThreatSpheres\n 339→\tif area.has_method(\"on_hit\"):\n 340→\t\t# Check if this is a HitArea - if so, check against parent's instance ID\n 341→\t\t# This prevents the shooter from damaging themselves with direct shots\n 342→\t\t# BUT ricocheted bullets CAN damage the shooter (realistic self-damage)\n 343→\t\tvar parent: Node = area.get_parent()\n 344→\t\tif parent and shooter_id == parent.get_instance_id() and not _has_ricocheted:\n 345→\t\t\treturn # Don't hit the shooter with direct shots\n 346→\n 347→\t\t# Power Fantasy mode: Ricocheted bullets do NOT damage the player\n 348→\t\tif _has_ricocheted and parent and parent.is_in_group(\"player\"):\n 349→\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 350→\t\t\tif difficulty_manager and difficulty_manager.has_method(\"do_ricochets_damage_player\"):\n 351→\t\t\t\tif not difficulty_manager.do_ricochets_damage_player():\n 352→\t\t\t\t\treturn # Pass through player without damage in Power Fantasy mode\n 353→\n 354→\t\t# Check if the parent is dead - bullets should pass through dead entities\n 355→\t\t# This is a fallback check in case the collision shape/layer disabling\n 356→\t\t# doesn't take effect immediately (see Godot issues #62506, #100687)\n 357→\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n 358→\t\t\treturn # Pass through dead entities\n 359→\n 360→\t\t# Calculate effective damage (base damage × multiplier from ricochets/penetration)\n 361→\t\tvar effective_damage: float = damage * damage_multiplier\n 362→\n 363→\t\t# Call on_hit with extended parameters if supported, otherwise use basic call\n 364→\t\tif area.has_method(\"on_hit_with_bullet_info_and_damage\"):\n 365→\t\t\t# Pass full bullet information including damage amount\n 366→\t\t\tarea.on_hit_with_bullet_info_and_damage(direction, caliber_data, _has_ricocheted, _has_penetrated, effective_damage)\n 367→\t\telif area.has_method(\"on_hit_with_bullet_info\"):\n 368→\t\t\t# Legacy path - pass bullet info without explicit damage (will use default)\n 369→\t\t\tarea.on_hit_with_bullet_info(direction, caliber_data, _has_ricocheted, _has_penetrated)\n 370→\t\telif area.has_method(\"on_hit_with_info\"):\n 371→\t\t\tarea.on_hit_with_info(direction, caliber_data)\n 372→\t\telse:\n 373→\t\t\tarea.on_hit()\n 374→\n 375→\t\t# Trigger hit effects if this is a player bullet hitting an enemy\n 376→\t\tif _is_player_bullet():\n 377→\t\t\t_trigger_player_hit_effects()\n 378→\n 379→\t\tqueue_free()\n 380→\n 381→\n 382→## Attempts to ricochet the bullet off a surface.\n 383→## Returns true if ricochet occurred, false if bullet should be destroyed.\n 384→## @param body: The body the bullet collided with.\n 385→func _try_ricochet(body: Node2D) -> bool:\n 386→\t# Check if we've exceeded maximum ricochets (-1 = unlimited)\n 387→\tvar max_ricochets := _get_max_ricochets()\n 388→\tif max_ricochets >= 0 and _ricochet_count >= max_ricochets:\n 389→\t\tif _debug_ricochet:\n 390→\t\t\tprint(\"[Bullet] Max ricochets reached: \", _ricochet_count)\n 391→\t\treturn false\n 392→\n 393→\t# Get the surface normal at the collision point\n 394→\tvar surface_normal := _get_surface_normal(body)\n 395→\tif surface_normal == Vector2.ZERO:\n 396→\t\tif _debug_ricochet:\n 397→\t\t\tprint(\"[Bullet] Could not determine surface normal\")\n 398→\t\treturn false\n 399→\n 400→\t# Calculate impact angle (angle between bullet direction and surface)\n 401→\t# 0 degrees = parallel to surface (grazing shot)\n 402→\t# 90 degrees = perpendicular to surface (direct hit)\n 403→\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n 404→\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n 405→\n 406→\tif _debug_ricochet:\n 407→\t\tprint(\"[Bullet] Impact angle: \", impact_angle_deg, \" degrees\")\n 408→\n 409→\t# Calculate ricochet probability based on impact angle\n 410→\tvar ricochet_probability := _calculate_ricochet_probability(impact_angle_deg)\n 411→\n 412→\tif _debug_ricochet:\n 413→\t\tprint(\"[Bullet] Ricochet probability: \", ricochet_probability * 100, \"%\")\n 414→\n 415→\t# Random roll to determine if ricochet occurs\n 416→\tif randf() > ricochet_probability:\n 417→\t\tif _debug_ricochet:\n 418→\t\t\tprint(\"[Bullet] Ricochet failed (random)\")\n 419→\t\treturn false\n 420→\n 421→\t# Ricochet successful - calculate new direction\n 422→\t_perform_ricochet(surface_normal)\n 423→\treturn true\n 424→\n 425→\n 426→## Gets the maximum number of ricochets allowed.\n 427→func _get_max_ricochets() -> int:\n 428→\tif caliber_data and caliber_data.has_method(\"get\") and \"max_ricochets\" in caliber_data:\n 429→\t\treturn caliber_data.max_ricochets\n 430→\treturn DEFAULT_MAX_RICOCHETS\n 431→\n 432→\n 433→## Gets the surface normal at the collision point.\n 434→## Uses raycasting to determine the exact collision point and normal.\n 435→func _get_surface_normal(body: Node2D) -> Vector2:\n 436→\t# Create a raycast to find the exact collision point\n 437→\tvar space_state := get_world_2d().direct_space_state\n 438→\n 439→\t# Cast ray from slightly behind the bullet to current position\n 440→\tvar ray_start := global_position - direction * 50.0\n 441→\tvar ray_end := global_position + direction * 10.0\n 442→\n 443→\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n 444→\tquery.collision_mask = collision_mask\n 445→\tquery.exclude = [self]\n 446→\n 447→\tvar result := space_state.intersect_ray(query)\n 448→\n 449→\tif result.is_empty():\n 450→\t\t# Fallback: estimate normal based on bullet direction\n 451→\t\t# Assume the surface is perpendicular to the approach\n 452→\t\treturn -direction.normalized()\n 453→\n 454→\treturn result.normal\n 455→\n 456→\n 457→## Calculates the impact angle between bullet direction and surface.\n 458→## This returns the GRAZING angle (angle from the surface plane).\n 459→## Returns angle in radians (0 = grazing/parallel to surface, PI/2 = perpendicular/head-on).\n 460→func _calculate_impact_angle(surface_normal: Vector2) -> float:\n 461→\t# We want the GRAZING angle (angle from the surface, not from the normal).\n 462→\t# The grazing angle is 90° - (angle from normal).\n 463→\t#\n 464→\t# Using dot product with the normal:\n 465→\t# dot(direction, -normal) = cos(angle_from_normal)\n 466→\t#\n 467→\t# The grazing angle = 90° - angle_from_normal\n 468→\t# So: grazing_angle = asin(|dot(direction, normal)|)\n 469→\t#\n 470→\t# For grazing shots (parallel to surface): direction ⊥ normal, dot ≈ 0, grazing_angle ≈ 0°\n 471→\t# For direct hits (perpendicular to surface): direction ∥ -normal, dot ≈ 1, grazing_angle ≈ 90°\n 472→\n 473→\tvar dot := absf(direction.normalized().dot(surface_normal.normalized()))\n 474→\t# Clamp to avoid numerical issues with asin\n 475→\tdot = clampf(dot, 0.0, 1.0)\n 476→\treturn asin(dot)\n 477→\n 478→\n 479→## Calculates the ricochet probability based on impact angle.\n 480→## Uses a custom curve designed for realistic 5.45x39mm behavior:\n 481→## - 0-15°: ~100% (grazing shots always ricochet)\n 482→## - 45°: ~80% (moderate angles have good ricochet chance)\n 483→## - 90°: ~10% (perpendicular shots rarely ricochet)\n 484→func _calculate_ricochet_probability(impact_angle_deg: float) -> float:\n 485→\tvar max_angle: float\n 486→\tvar base_probability: float\n 487→\n 488→\tif caliber_data:\n 489→\t\tmax_angle = caliber_data.max_ricochet_angle if \"max_ricochet_angle\" in caliber_data else DEFAULT_MAX_RICOCHET_ANGLE\n 490→\t\tbase_probability = caliber_data.base_ricochet_probability if \"base_ricochet_probability\" in caliber_data else DEFAULT_BASE_RICOCHET_PROBABILITY\n 491→\telse:\n 492→\t\tmax_angle = DEFAULT_MAX_RICOCHET_ANGLE\n 493→\t\tbase_probability = DEFAULT_BASE_RICOCHET_PROBABILITY\n 494→\n 495→\t# No ricochet if angle exceeds maximum\n 496→\tif impact_angle_deg > max_angle:\n 497→\t\treturn 0.0\n 498→\n 499→\t# Custom curve for realistic ricochet probability:\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→## Player character controller for top-down movement and shooting.\n 3→##\n 4→## Uses physics-based movement with acceleration and friction for smooth control.\n 5→## Supports WASD and arrow key input via configured input actions.\n 6→## Shoots bullets towards the mouse cursor on left mouse button click.\n 7→## Features limited ammunition system with progressive spread.\n 8→## Includes health system for taking damage from enemy projectiles.\n 9→\n 10→## Maximum movement speed in pixels per second.\n 11→@export var max_speed: float = 300.0\n 12→\n 13→## Acceleration rate - how quickly the player reaches max speed.\n 14→@export var acceleration: float = 1200.0\n 15→\n 16→## Friction rate - how quickly the player slows down when not moving.\n 17→@export var friction: float = 1000.0\n 18→\n 19→## Bullet scene to instantiate when shooting.\n 20→@export var bullet_scene: PackedScene\n 21→\n 22→## Offset from player center for bullet spawn position.\n 23→@export var bullet_spawn_offset: float = 20.0\n 24→\n 25→## Maximum ammunition (default 90 bullets = 3 magazines of 30 for Normal mode).\n 26→## In Hard mode, this is reduced to 60 bullets (2 magazines).\n 27→@export var max_ammo: int = 90\n 28→\n 29→## Maximum health of the player.\n 30→@export var max_health: int = 5\n 31→\n 32→## Weapon loudness - determines how far gunshots propagate for enemy detection.\n 33→## Set to viewport diagonal (~1469 pixels) for assault rifle by default.\n 34→## This affects how far enemies can hear the player's gunshots.\n 35→@export var weapon_loudness: float = 1469.0\n 36→\n 37→## Reload mode: simple (press R once) or sequence (R-F-R).\n 38→@export_enum(\"Simple\", \"Sequence\") var reload_mode: int = 1 # Default to Sequence mode\n 39→\n 40→## Time to reload in seconds (only used in Simple mode).\n 41→@export var reload_time: float = 1.5\n 42→\n 43→## Color when at full health.\n 44→@export var full_health_color: Color = Color(0.2, 0.6, 1.0, 1.0)\n 45→\n 46→## Color when at low health (interpolates based on health percentage).\n 47→@export var low_health_color: Color = Color(0.1, 0.2, 0.4, 1.0)\n 48→\n 49→## Color to flash when hit.\n 50→@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0)\n 51→\n 52→## Duration of hit flash effect in seconds.\n 53→@export var hit_flash_duration: float = 0.1\n 54→\n 55→## Screen shake intensity per shot in pixels.\n 56→## The actual shake distance per shot is calculated as: intensity / fire_rate * 10\n 57→## Lower fire rate = larger shake per shot.\n 58→@export var screen_shake_intensity: float = 5.0\n 59→\n 60→## Fire rate in shots per second (used for shake calculation).\n 61→## Default is 10.0 to match the assault rifle.\n 62→@export var fire_rate: float = 10.0\n 63→\n 64→## Minimum recovery time for screen shake at minimum spread.\n 65→@export var screen_shake_min_recovery: float = 0.25\n 66→\n 67→## Maximum recovery time for screen shake at maximum spread (min 50ms).\n 68→@export var screen_shake_max_recovery: float = 0.05\n 69→\n 70→## Current ammunition count.\n 71→var _current_ammo: int = 90\n 72→\n 73→## Current health of the player.\n 74→var _current_health: int = 5\n 75→\n 76→## Whether the player is alive.\n 77→var _is_alive: bool = true\n 78→\n 79→## Reference to the player model node containing all sprites.\n 80→@onready var _player_model: Node2D = $PlayerModel\n 81→\n 82→## References to individual sprite parts for color changes.\n 83→@onready var _body_sprite: Sprite2D = $PlayerModel/Body\n 84→@onready var _head_sprite: Sprite2D = $PlayerModel/Head\n 85→@onready var _left_arm_sprite: Sprite2D = $PlayerModel/LeftArm\n 86→@onready var _right_arm_sprite: Sprite2D = $PlayerModel/RightArm\n 87→\n 88→## Legacy reference for compatibility (points to body sprite).\n 89→@onready var _sprite: Sprite2D = $PlayerModel/Body\n 90→\n 91→## Reference to the casing pusher area (for pushing shell casings when walking over them).\n 92→@onready var _casing_pusher: Area2D = $CasingPusher\n 93→\n 94→## Progressive spread system parameters.\n 95→## Number of shots before spread starts increasing.\n 96→const SPREAD_THRESHOLD: int = 3\n 97→## Initial minimal spread in degrees.\n 98→const INITIAL_SPREAD: float = 0.5\n 99→## Spread increase per shot after threshold (degrees).\n 100→const SPREAD_INCREMENT: float = 0.6\n 101→## Maximum spread in degrees.\n 102→const MAX_SPREAD: float = 4.0\n 103→## Time in seconds for spread to reset after stopping fire.\n 104→const SPREAD_RESET_TIME: float = 0.25\n 105→## Force to apply to casings when pushed by player (Issue #392, #424).\n 106→## Reduced by 2.5x from 50.0 to 20.0 for Issue #424.\n 107→const CASING_PUSH_FORCE: float = 20.0\n 108→\n 109→## Set of casings currently overlapping with the CasingPusher Area2D (Issue #392 Iteration 7).\n 110→## Using signal-based tracking instead of polling get_overlapping_bodies() for reliable detection.\n 111→## This ensures casings are detected even when approaching from narrow sides.\n 112→var _overlapping_casings: Array[RigidBody2D] = []\n 113→\n 114→## Current number of consecutive shots.\n 115→var _shot_count: int = 0\n 116→## Timer since last shot.\n 117→var _shot_timer: float = 0.0\n 118→\n 119→## Reload sequence state (0 = waiting for R, 1 = waiting for F, 2 = waiting for R).\n 120→var _reload_sequence_step: int = 0\n 121→\n 122→## Whether the player is currently in reload sequence (for Sequence mode).\n 123→var _is_reloading_sequence: bool = false\n 124→\n 125→## Whether the player is currently reloading (for Simple mode).\n 126→var _is_reloading_simple: bool = false\n 127→\n 128→## Timer for simple reload progress.\n 129→var _reload_timer: float = 0.0\n 130→\n 131→## Signal emitted when ammo changes.\n 132→signal ammo_changed(current: int, maximum: int)\n 133→\n 134→## Signal emitted when ammo is depleted.\n 135→signal ammo_depleted\n 136→\n 137→## Signal emitted when the player is hit.\n 138→signal hit\n 139→\n 140→## Signal emitted when health changes.\n 141→signal health_changed(current: int, maximum: int)\n 142→\n 143→## Signal emitted when the player dies.\n 144→signal died\n 145→\n 146→## Signal emitted when death animation completes.\n 147→signal death_animation_completed\n 148→\n 149→## Signal emitted when reload sequence progresses.\n 150→signal reload_sequence_progress(step: int, total: int)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "command": "grep -n \"weapon\\|select\\|switch\\|equip\" /tmp/gh-issue-solver-1770396578865/scripts/characters/player.gd | head -40" | |
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| "content": "35:@export var weapon_loudness: float = 1469.0\n201:\t# Get grenade scene from GrenadeManager (supports grenade type selection)\n202:\t# GrenadeManager handles the currently selected grenade type (Flashbang or Frag)\n276:\t# Store weapon mount base position for sling animation\n277:\tif _weapon_mount:\n278:\t\t_base_weapon_mount_pos = _weapon_mount.position\n279:\t\t_base_weapon_mount_rot = _weapon_mount.rotation\n281:\t# Set z-index for proper layering: head should be above weapon\n282:\t# The weapon has z_index = 1, so head should be 2 or higher\n284:\t\t_head_sprite.z_index = 3 # Head on top (above weapon)\n286:\t\t_body_sprite.z_index = 1 # Body same level as weapon\n293:\t# to ensure level scripts have finished adding weapons to the player.\n294:\t# See _weapon_pose_applied and _weapon_detect_frame_count variables.\n319:\t# Detect weapon pose after waiting a few frames for level scripts to add weapons\n320:\tif not _weapon_pose_applied:\n321:\t\t_weapon_detect_frame_count += 1\n322:\t\tif _weapon_detect_frame_count >= WEAPON_DETECT_WAIT_FRAMES:\n323:\t\t\t_detect_and_apply_weapon_pose()\n324:\t\t\t_weapon_pose_applied = true\n452:## Detects the equipped weapon type and applies appropriate arm positioning.\n454:## have finished adding weapons to the player node.\n455:func _detect_and_apply_weapon_pose() -> void:\n456:\tFileLogger.info(\"[Player] Detecting weapon pose (frame %d)...\" % _weapon_detect_frame_count)\n459:\t# Check for weapon children - weapons are added directly to player by level scripts\n466:\t\tFileLogger.info(\"[Player] Detected weapon: Mini UZI (SMG pose)\")\n469:\t\tFileLogger.info(\"[Player] Detected weapon: Shotgun (Shotgun pose)\")\n471:\t\t# Default to rifle (AssaultRifle or no weapon)\n473:\t\tFileLogger.info(\"[Player] Detected weapon: Rifle (default pose)\")\n475:\t_current_weapon_type = detected_type\n476:\t_apply_weapon_arm_offsets()\n479:## Applies arm position offsets based on current weapon type.\n480:## Modifies base arm positions to create appropriate weapon-holding poses.\n481:func _apply_weapon_arm_offsets() -> void:\n487:\tmatch _current_weapon_type:\n490:\t\t\t# Left arm moves back toward body for shorter weapon\n639:\t# Uses weapon_loudness to determine propagation range\n642:\t\t# Use emit_sound with custom range for weapon-specific loudness\n643:\t\tsound_propagation.emit_sound(0, global_position, 0, self, weapon_loudness) # 0 = GUNSHOT, 0 = PLAYER\n1106:\tNONE, # Normal arm positions (weapon held)\n1108:\tINSERT_MAGAZINE, # Step 2: Left hand brings magazine to weapon, inserts it", | |
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| "content": " 1→[gd_resource type=\"Resource\" script_class=\"WeaponData\" load_steps=3 format=3 uid=\"uid://b8q2n5x7m3k1w\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://Scripts/Data/WeaponData.cs\" id=\"1_script\"]\n 4→[ext_resource type=\"Resource\" uid=\"uid://dm3k8n5r2p7q1\" path=\"res://resources/calibers/caliber_545x39.tres\" id=\"2_caliber\"]\n 5→\n 6→[resource]\n 7→script = ExtResource(\"1_script\")\n 8→Name = \"Assault Rifle\"\n 9→Damage = 1.0\n 10→FireRate = 10.0\n 11→MagazineSize = 30\n 12→MaxReserveAmmo = 30\n 13→ReloadTime = 2.0\n 14→BulletSpeed = 2500.0\n 15→Range = 1500.0\n 16→SpreadAngle = 2.0\n 17→BulletsPerShot = 1\n 18→IsAutomatic = true\n 19→Sensitivity = 4.0\n 20→ScreenShakeIntensity = 5.0\n 21→ScreenShakeMinRecoveryTime = 0.25\n 22→ScreenShakeMaxRecoveryTime = 0.05\n 23→Caliber = ExtResource(\"2_caliber\")\n 24→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": " 1→[gd_scene load_steps=5 format=3 uid=\"uid://c5q8m3x7n2k1p\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://Scripts/Weapons/AssaultRifle.cs\" id=\"1_assault_rifle\"]\n 4→[ext_resource type=\"PackedScene\" uid=\"uid://dv2q8m5n7xk1q\" path=\"res://scenes/projectiles/csharp/Bullet.tscn\" id=\"2_bullet\"]\n 5→[ext_resource type=\"PackedScene\" uid=\"uid://casing_scene\" path=\"res://scenes/effects/Casing.tscn\" id=\"3_casing\"]\n 6→[ext_resource type=\"Resource\" uid=\"uid://b8q2n5x7m3k1w\" path=\"res://resources/weapons/AssaultRifleData.tres\" id=\"4_weapon_data\"]\n 7→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/weapons/m16_rifle_topdown.png\" id=\"5_rifle_sprite\"]\n 8→\n 9→[node name=\"AssaultRifle\" type=\"Node2D\"]\n 10→script = ExtResource(\"1_assault_rifle\")\n 11→WeaponData = ExtResource(\"4_weapon_data\")\n 12→BulletScene = ExtResource(\"2_bullet\")\n 13→CasingScene = ExtResource(\"3_casing\")\n 14→BulletSpawnOffset = 52.0\n 15→CurrentFireMode = 0\n 16→BurstCount = 3\n 17→BurstDelay = 0.05\n 18→LaserSightEnabled = true\n 19→LaserSightLength = 500.0\n 20→LaserSightColor = Color(1, 0, 0, 0.5)\n 21→LaserSightWidth = 2.0\n 22→\n 23→[node name=\"RifleSprite\" type=\"Sprite2D\" parent=\".\"]\n 24→z_index = 1\n 25→texture = ExtResource(\"5_rifle_sprite\")\n 26→offset = Vector2(20, 0)\n 27→\n 28→[node name=\"LaserSight\" type=\"Line2D\" parent=\".\"]\n 29→points = PackedVector2Array(0, 0, 500, 0)\n 30→width = 2.0\n 31→default_color = Color(1, 0, 0, 0.5)\n 32→begin_cap_mode = 1\n 33→end_cap_mode = 1\n 34→\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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| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "624cf13b-db59-4be6-968d-75526316f7ac" | |
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| [2026-02-06T16:51:23.779Z] [INFO] { | |
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| "tool_use_id": "toolu_01XpRZnP6Yi6TTrcHj3s4UDE", | |
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| "content": " 1→using Godot;\n 2→using GodotTopDownTemplate.Data;\n 3→using System.Linq;\n 4→\n 5→namespace GodotTopDownTemplate.AbstractClasses;\n 6→\n 7→/// <summary>\n 8→/// Abstract base class for all weapons in the game.\n 9→/// Provides common functionality for firing, reloading, and managing ammunition.\n 10→/// </summary>\n 11→public abstract partial class BaseWeapon : Node2D\n 12→{\n 13→ /// <summary>\n 14→ /// Weapon configuration data.\n 15→ /// </summary>\n 16→ [Export]\n 17→ public WeaponData? WeaponData { get; set; }\n 18→\n 19→ /// <summary>\n 20→ /// Bullet scene to instantiate when firing.\n 21→ /// </summary>\n 22→ [Export]\n 23→ public PackedScene? BulletScene { get; set; }\n 24→\n 25→ /// <summary>\n 26→ /// Casing scene to instantiate when firing (for ejected bullet casings).\n 27→ /// </summary>\n 28→ [Export]\n 29→ public PackedScene? CasingScene { get; set; }\n 30→\n 31→ /// <summary>\n 32→ /// Offset from weapon position where bullets spawn.\n 33→ /// </summary>\n 34→ [Export]\n 35→ public float BulletSpawnOffset { get; set; } = 20.0f;\n 36→\n 37→ /// <summary>\n 38→ /// Number of magazines the weapon starts with.\n 39→ /// </summary>\n 40→ [Export]\n 41→ public int StartingMagazineCount { get; set; } = 4;\n 42→\n 43→ /// <summary>\n 44→ /// Magazine inventory managing all magazines for this weapon.\n 45→ /// </summary>\n 46→ protected MagazineInventory MagazineInventory { get; private set; } = new();\n 47→\n 48→ /// <summary>\n 49→ /// Current ammunition in the magazine.\n 50→ /// </summary>\n 51→ public int CurrentAmmo\n 52→ {\n 53→ get => MagazineInventory.CurrentMagazine?.CurrentAmmo ?? 0;\n 54→ protected set\n 55→ {\n 56→ if (MagazineInventory.CurrentMagazine != null)\n 57→ {\n 58→ MagazineInventory.CurrentMagazine.CurrentAmmo = value;\n 59→ }\n 60→ }\n 61→ }\n 62→\n 63→ /// <summary>\n 64→ /// Total reserve ammunition across all spare magazines.\n 65→ /// Note: This now represents total ammo in spare magazines, not a simple counter.\n 66→ /// </summary>\n 67→ public int ReserveAmmo\n 68→ {\n 69→ get => MagazineInventory.TotalSpareAmmo;\n 70→ protected set\n 71→ {\n 72→ // This setter is kept for backward compatibility but does nothing\n 73→ // The reserve ammo is now calculated from individual magazines\n 74→ }\n 75→ }\n 76→\n 77→ /// <summary>\n 78→ /// Whether the weapon can currently fire.\n 79→ /// </summary>\n 80→ public bool CanFire => CurrentAmmo > 0 && !IsReloading && _fireTimer <= 0;\n 81→\n 82→ /// <summary>\n 83→ /// Whether the weapon is currently reloading.\n 84→ /// </summary>\n 85→ public bool IsReloading { get; protected set; }\n 86→\n 87→ /// <summary>\n 88→ /// Whether there is a bullet in the chamber.\n 89→ /// This is true when the weapon had ammo when reload started (R->F sequence).\n 90→ /// </summary>\n 91→ public bool HasBulletInChamber { get; protected set; }\n 92→\n 93→ /// <summary>\n 94→ /// Whether the chamber bullet was fired during reload.\n 95→ /// Used to track if we need to subtract a bullet after reload completes.\n 96→ /// </summary>\n 97→ public bool ChamberBulletFired { get; protected set; }\n 98→\n 99→ /// <summary>\n 100→ /// Whether the weapon is in the middle of a reload sequence (between R->F and final R).\n 101→ /// When true, only chamber bullet can be fired (if available).\n 102→ /// </summary>\n 103→ public bool IsInReloadSequence { get; set; }\n 104→\n 105→\n 106→ private float _fireTimer;\n 107→ private float _reloadTimer;\n 108→\n 109→ /// <summary>\n 110→ /// Signal emitted when the weapon fires.\n 111→ /// </summary>\n 112→ [Signal]\n 113→ public delegate void FiredEventHandler();\n 114→\n 115→ /// <summary>\n 116→ /// Signal emitted when the weapon starts reloading.\n 117→ /// </summary>\n 118→ [Signal]\n 119→ public delegate void ReloadStartedEventHandler();\n 120→\n 121→ /// <summary>\n 122→ /// Signal emitted when the weapon finishes reloading.\n 123→ /// </summary>\n 124→ [Signal]\n 125→ public delegate void ReloadFinishedEventHandler();\n 126→\n 127→ /// <summary>\n 128→ /// Signal emitted when ammunition changes.\n 129→ /// </summary>\n 130→ [Signal]\n 131→ public delegate void AmmoChangedEventHandler(int currentAmmo, int reserveAmmo);\n 132→\n 133→ /// <summary>\n 134→ /// Signal emitted when the magazine inventory changes (reload, etc).\n 135→ /// Provides an array of ammo counts for each magazine.\n 136→ /// First element is current magazine, rest are spares sorted by ammo count.\n 137→ /// </summary>\n 138→ [Signal]\n 139→ public delegate void MagazinesChangedEventHandler(int[] magazineAmmoCounts);\n 140→\n 141→ public override void _Ready()\n 142→ {\n 143→ if (WeaponData != null)\n 144→ {\n 145→ InitializeMagazinesWithDifficulty();\n 146→ }\n 147→\n 148→ // Connect to difficulty_changed signal to re-initialize ammo when difficulty changes\n 149→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 150→ if (difficultyManager != null)\n 151→ {\n 152→ difficultyManager.Connect(\"difficulty_changed\", Callable.From<int>(OnDifficultyChanged));\n 153→ }\n 154→ }\n 155→\n 156→ /// <summary>\n 157→ /// Initializes magazine inventory accounting for Power Fantasy ammo multiplier.\n 158→ /// Can be called again when difficulty changes to re-apply the multiplier.\n 159→ /// </summary>\n 160→ protected virtual void InitializeMagazinesWithDifficulty()\n 161→ {\n 162→ if (WeaponData == null) return;\n 163→\n 164→ int magazineCount = StartingMagazineCount;\n 165→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 166→ if (difficultyManager != null)\n 167→ {\n 168→ var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n 169→ int ammoMultiplier = multiplierResult.AsInt32();\n 170→ if (ammoMultiplier > 1)\n 171→ {\n 172→ magazineCount *= ammoMultiplier;\n 173→ GD.Print($\"[BaseWeapon] Power Fantasy mode: ammo multiplied by {ammoMultiplier}x ({StartingMagazineCount} -> {magazineCount} magazines)\");\n 174→ }\n 175→ }\n 176→\n 177→ // Initialize magazine inventory with the starting magazines\n 178→ MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines: true);\n 179→\n 180→ // Emit initial magazine state\n 181→ EmitMagazinesChanged();\n 182→ }\n 183→\n 184→ /// <summary>\n 185→ /// Called when difficulty changes. Re-initializes magazines with the new ammo multiplier.\n 186→ /// </summary>\n 187→ private void OnDifficultyChanged(int newDifficulty)\n 188→ {\n 189→ if (WeaponData != null)\n 190→ {\n 191→ GD.Print($\"[BaseWeapon] Difficulty changed to {newDifficulty}, re-initializing magazines\");\n 192→ InitializeMagazinesWithDifficulty();\n 193→ }\n 194→ }\n 195→\n 196→ /// <summary>\n 197→ /// Emits the MagazinesChanged signal with current magazine states.\n 198→ /// </summary>\n 199→ protected void EmitMagazinesChanged()\n 200→ {\n 201→ EmitSignal(SignalName.MagazinesChanged, MagazineInventory.GetMagazineAmmoCounts());\n 202→ }\n 203→\n 204→ /// <summary>\n 205→ /// Gets all magazine ammo counts as an array.\n 206→ /// First element is current magazine, rest are spares sorted by ammo (descending).\n 207→ /// </summary>\n 208→ public int[] GetMagazineAmmoCounts()\n 209→ {\n 210→ return MagazineInventory.GetMagazineAmmoCounts();\n 211→ }\n 212→\n 213→ /// <summary>\n 214→ /// Gets a formatted string showing all magazine ammo counts.\n 215→ /// Format: \"[30] | 25 | 10\" where [30] is current magazine.\n 216→ /// </summary>\n 217→ public string GetMagazineDisplayString()\n 218→ {\n 219→ return MagazineInventory.GetMagazineDisplayString();\n 220→ }\n 221→\n 222→ public override void _Process(double delta)\n 223→ {\n 224→ if (_fireTimer > 0)\n 225→ {\n 226→ _fireTimer -= (float)delta;\n 227→ }\n 228→\n 229→ if (IsReloading)\n 230→ {\n 231→ _reloadTimer -= (float)delta;\n 232→ if (_reloadTimer <= 0)\n 233→ {\n 234→ FinishReload();\n 235→ }\n 236→ }\n 237→ }\n 238→\n 239→ /// <summary>\n 240→ /// Attempts to fire the weapon in the specified direction.\n 241→ /// </summary>\n 242→ /// <param name=\"direction\">Direction to fire.</param>\n 243→ /// <returns>True if the weapon fired successfully.</returns>\n 244→ public virtual bool Fire(Vector2 direction)\n 245→ {\n 246→ if (!CanFire || WeaponData == null || BulletScene == null)\n 247→ {\n 248→ return false;\n 249→ }\n 250→\n 251→ // Consume ammo from current magazine\n 252→ MagazineInventory.ConsumeAmmo();\n 253→ _fireTimer = 1.0f / WeaponData.FireRate;\n 254→\n 255→ SpawnBullet(direction);\n 256→\n 257→ EmitSignal(SignalName.Fired);\n 258→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 259→ EmitMagazinesChanged();\n 260→\n 261→ return true;\n 262→ }\n 263→\n 264→ /// <summary>\n 265→ /// Checks if the bullet spawn path is clear (no wall between weapon and spawn point).\n 266→ /// This prevents shooting through walls when standing flush against cover.\n 267→ /// If blocked, spawns wall hit effects and plays impact sound for feedback.\n 268→ ///\n 269→ /// Returns a tuple: (isBlocked, wallHitPosition, wallHitNormal).\n 270→ /// If isBlocked is true, the caller should spawn the bullet at weapon position\n 271→ /// instead of at the offset position, so penetration can occur.\n 272→ /// </summary>\n 273→ /// <param name=\"direction\">Direction to check.</param>\n 274→ /// <returns>Tuple indicating if blocked and wall hit info.</returns>\n 275→ protected virtual (bool isBlocked, Vector2 hitPosition, Vector2 hitNormal) CheckBulletSpawnPath(Vector2 direction)\n 276→ {\n 277→ var spaceState = GetWorld2D()?.DirectSpaceState;\n 278→ if (spaceState == null)\n 279→ {\n 280→ return (false, Vector2.Zero, Vector2.Zero); // Not blocked if physics not ready\n 281→ }\n 282→\n 283→ // Check from weapon center to bullet spawn position plus a small buffer\n 284→ float checkDistance = BulletSpawnOffset + 5.0f;\n 285→\n 286→ var query = PhysicsRayQueryParameters2D.Create(\n 287→ GlobalPosition,\n 288→ GlobalPosition + direction * checkDistance,\n 289→ 4 // Collision mask for obstacles (layer 3 = value 4)\n 290→ );\n 291→\n 292→ var result = spaceState.IntersectRay(query);\n 293→ if (result.Count > 0)\n 294→ {\n 295→ Vector2 hitPosition = (Vector2)result[\"position\"];\n 296→ Vector2 hitNormal = (Vector2)result[\"normal\"];\n 297→ GD.Print($\"[BaseWeapon] Wall detected at distance {GlobalPosition.DistanceTo(hitPosition):F1} - bullet will spawn at weapon position for penetration\");\n 298→\n 299→ return (true, hitPosition, hitNormal);\n 300→ }\n 301→\n 302→ return (false, Vector2.Zero, Vector2.Zero);\n 303→ }\n 304→\n 305→ /// <summary>\n 306→ /// Checks if the bullet spawn path is clear (no wall between weapon and spawn point).\n 307→ /// This prevents shooting through walls when standing flush against cover.\n 308→ /// If blocked, spawns wall hit effects and plays impact sound for feedback.\n 309→ /// </summary>\n 310→ /// <param name=\"direction\">Direction to check.</param>\n 311→ /// <returns>True if the path is clear, false if a wall blocks it.</returns>\n 312→ protected virtual bool IsBulletSpawnClear(Vector2 direction)\n 313→ {\n 314→ var (isBlocked, hitPosition, hitNormal) = CheckBulletSpawnPath(direction);\n 315→\n 316→ if (isBlocked)\n 317→ {\n 318→ // Play wall hit sound for audio feedback\n 319→ PlayBulletWallHitSound(hitPosition);\n 320→\n 321→ // Spawn dust effect at impact point\n 322→ SpawnWallHitEffect(hitPosition, hitNormal);\n 323→\n 324→ return false;\n 325→ }\n 326→\n 327→ return true;\n 328→ }\n 329→\n 330→ /// <summary>\n 331→ /// Plays the bullet wall hit sound at the specified position.\n 332→ /// </summary>\n 333→ /// <param name=\"position\">Position to play the sound at.</param>\n 334→ private void PlayBulletWallHitSound(Vector2 position)\n 335→ {\n 336→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 337→ if (audioManager != null && audioManager.HasMethod(\"play_bullet_wall_hit\"))\n 338→ {\n 339→ audioManager.Call(\"play_bullet_wall_hit\", position);\n 340→ }\n 341→ }\n 342→\n 343→ /// <summary>\n 344→ /// Spawns dust/debris particles at wall hit position.\n 345→ /// </summary>\n 346→ /// <param name=\"position\">Position of the impact.</param>\n 347→ /// <param name=\"normal\">Surface normal at the impact point.</param>\n 348→ private void SpawnWallHitEffect(Vector2 position, Vector2 normal)\n 349→ {\n 350→ var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n 351→ if (impactManager != null && impactManager.HasMethod(\"spawn_dust_effect\"))\n 352→ {\n 353→ impactManager.Call(\"spawn_dust_effect\", position, normal, Variant.CreateFrom((Resource?)null));\n 354→ }\n 355→ }\n 356→\n 357→ /// <summary>\n 358→ /// Spawns a bullet traveling in the specified direction.\n 359→ /// </summary>\n 360→ /// <param name=\"direction\">Direction for the bullet to travel.</param>\n 361→ protected virtual void SpawnBullet(Vector2 direction)\n 362→ {\n 363→ if (BulletScene == null)\n 364→ {\n 365→ return;\n 366→ }\n 367→\n 368→ // Check if the bullet spawn path is blocked by a wall\n 369→ var (isBlocked, hitPosition, hitNormal) = CheckBulletSpawnPath(direction);\n 370→\n 371→ Vector2 spawnPosition;\n 372→ if (isBlocked)\n 373→ {\n 374→ // Wall detected at point-blank range\n 375→ // Spawn bullet at weapon position (not offset) so it can interact with the wall\n 376→ // and trigger penetration instead of being blocked entirely\n 377→ // Use a small offset to ensure the bullet starts moving into the wall\n 378→ spawnPosition = GlobalPosition + direction * 2.0f;\n 379→ GD.Print($\"[BaseWeapon] Point-blank shot: spawning bullet at weapon position for penetration\");\n 380→ }\n 381→ else\n 382→ {\n 383→ // Normal case: spawn at offset position\n 384→ spawnPosition = GlobalPosition + direction * BulletSpawnOffset;\n 385→ }\n 386→\n 387→ var bullet = BulletScene.Instantiate<Node2D>();\n 388→ bullet.GlobalPosition = spawnPosition;\n 389→\n 390→ // Set bullet properties - try both PascalCase (C#) and snake_case (GDScript)\n 391→ // C# bullets use PascalCase (Direction, Speed, ShooterId, ShooterPosition)\n 392→ // GDScript bullets use snake_case (direction, speed, shooter_id, shooter_position)\n 393→ if (bullet.HasMethod(\"SetDirection\"))\n 394→ {\n 395→ bullet.Call(\"SetDirection\", direction);\n 396→ }\n 397→ else\n 398→ {\n 399→ // Try PascalCase first (C# Bullet.cs), then snake_case (GDScript bullet.gd)\n 400→ bullet.Set(\"Direction\", direction);\n 401→ bullet.Set(\"direction\", direction);\n 402→ }\n 403→\n 404→ // Set bullet speed and damage from weapon data\n 405→ if (WeaponData != null)\n 406→ {\n 407→ // Try both cases for compatibility with C# and GDScript bullets\n 408→ bullet.Set(\"Speed\", WeaponData.BulletSpeed);\n 409→ bullet.Set(\"speed\", WeaponData.BulletSpeed);\n 410→ // Set damage - critical for weapons with custom damage values\n 411→ bullet.Set(\"Damage\", WeaponData.Damage);\n 412→ bullet.Set(\"damage\", WeaponData.Damage);\n 413→ }\n 414→\n 415→ // Set shooter ID to prevent self-damage\n 416→ // The shooter is the owner of the weapon (parent node)\n 417→ var owner = GetParent();\n 418→ if (owner != null)\n 419→ {\n 420→ // Try both cases for compatibility with C# and GDScript bullets\n 421→ bullet.Set(\"ShooterId\", owner.GetInstanceId());\n 422→ bullet.Set(\"shooter_id\", owner.GetInstanceId());\n 423→ }\n 424→\n 425→ // Set shooter position for distance-based penetration calculations\n 426→ // Try both cases for compatibility with C# and GDScript bullets\n 427→ bullet.Set(\"ShooterPosition\", GlobalPosition);\n 428→ bullet.Set(\"shooter_position\", GlobalPosition);\n 429→\n 430→ GetTree().CurrentScene.AddChild(bullet);\n 431→\n 432→ // Spawn muzzle flash effect at the bullet spawn position\n 433→ SpawnMuzzleFlash(spawnPosition, direction, WeaponData?.Caliber);\n 434→\n 435→ // Spawn casing if casing scene is set\n 436→ SpawnCasing(direction, WeaponData?.Caliber);\n 437→ }\n 438→\n 439→ /// <summary>\n 440→ /// Spawns a muzzle flash effect at the specified position.\n 441→ /// </summary>\n 442→ /// <param name=\"position\">Position to spawn the muzzle flash.</param>\n 443→ /// <param name=\"direction\">Direction the weapon is firing.</param>\n 444→ /// <param name=\"caliber\">Caliber data for effect scaling (smaller calibers = smaller flash).</param>\n 445→ protected virtual void SpawnMuzzleFlash(Vector2 position, Vector2 direction, Resource? caliber)\n 446→ {\n 447→ var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n 448→ if (impactManager != null && impactManager.HasMethod(\"spawn_muzzle_flash\"))\n 449→ {\n 450→ // Pass caliber data for effect scaling (9x19mm = 0.5x, 5.45x39mm = 1.0x)\n 451→ impactManager.Call(\"spawn_muzzle_flash\", position, direction, caliber);\n 452→ }\n 453→ }\n 454→\n 455→ /// <summary>\n 456→ /// Spawns a bullet casing that gets ejected from the weapon.\n 457→ /// </summary>\n 458→ /// <param name=\"direction\">Direction the bullet was fired (used to determine casing ejection direction).</param>\n 459→ /// <param name=\"caliber\">Caliber data for the casing appearance.</param>\n 460→ protected virtual void SpawnCasing(Vector2 direction, Resource? caliber)\n 461→ {\n 462→ if (CasingScene == null)\n 463→ {\n 464→ return;\n 465→ }\n 466→\n 467→ // Calculate casing spawn position (near the weapon, slightly offset)\n 468→ Vector2 casingSpawnPosition = GlobalPosition + direction * (BulletSpawnOffset * 0.5f);\n 469→\n 470→ var casing = CasingScene.Instantiate<RigidBody2D>();\n 471→ casing.GlobalPosition = casingSpawnPosition;\n 472→\n 473→ // Calculate ejection direction to the right of the weapon\n 474→ // In a top-down view with Y increasing downward:\n 475→ // - If weapon points right (1, 0), right side of weapon is DOWN (0, 1)\n 476→ // - If weapon points up (0, -1), right side of weapon is RIGHT (1, 0)\n 477→ // This is a 90 degree counter-clockwise rotation (perpendicular to shooting direction)\n 478→ Vector2 weaponRight = new Vector2(-direction.Y, direction.X); // Rotate 90 degrees counter-clockwise\n 479→\n 480→ // Eject to the right with some randomness\n 481→ float randomAngle = (float)GD.RandRange(-0.3f, 0.3f); // ±0.3 radians (~±17 degrees)\n 482→ Vector2 ejectionDirection = weaponRight.Rotated(randomAngle);\n 483→\n 484→ // Add some upward component for realistic ejection\n 485→ ejectionDirection = ejectionDirection.Rotated((float)GD.RandRange(-0.1f, 0.1f));\n 486→\n 487→ // Set initial velocity for the casing (increased for faster ejection animation)\n 488→ float ejectionSpeed = (float)GD.RandRange(120.0f, 180.0f); // Random speed between 120-180 pixels/sec (reduced 2.5x for Issue #424)\n 489→ casing.LinearVelocity = ejectionDirection * ejectionSpeed;\n 490→\n 491→ // Add some initial spin for realism\n 492→ casing.AngularVelocity = (float)GD.RandRange(-15.0f, 15.0f);\n 493→\n 494→ // Set caliber data on the casing for appearance\n 495→ if (caliber != null)\n 496→ {\n 497→ casing.Set(\"caliber_data\", caliber);\n 498→ }\n 499→\n 500→ GetTree().CurrentScene.AddChild(casing);\n 501→ }\n 502→\n 503→ /// <summary>\n 504→ /// Starts the reload process.\n 505→ /// </summary>\n 506→ public virtual void StartReload()\n 507→ {\n 508→ if (IsReloading || WeaponData == null || !MagazineInventory.HasSpareAmmo)\n 509→ {\n 510→ return;\n 511→ }\n 512→\n 513→ if (CurrentAmmo >= WeaponData.MagazineSize)\n 514→ {\n 515→ return;\n 516→ }\n 517→\n 518→ IsReloading = true;\n 519→ _reloadTimer = WeaponData.ReloadTime;\n 520→ EmitSignal(SignalName.ReloadStarted);\n 521→ }\n 522→\n 523→ /// <summary>\n 524→ /// Finishes the reload process by swapping to the fullest spare magazine.\n 525→ /// The current magazine is stored as a spare with its remaining ammo preserved.\n 526→ /// </summary>\n 527→ protected virtual void FinishReload()\n 528→ {\n 529→ if (WeaponData == null)\n 530→ {\n 531→ return;\n 532→ }\n 533→\n 534→ IsReloading = false;\n 535→\n 536→ // Swap to the magazine with the most ammo\n 537→ MagazineData? oldMag = MagazineInventory.SwapToFullestMagazine();\n 538→\n 539→ if (oldMag != null)\n 540→ {\n 541→ GD.Print($\"[BaseWeapon] Reloaded: swapped magazine with {oldMag.CurrentAmmo} rounds for one with {CurrentAmmo} rounds\");\n 542→ }\n 543→\n 544→ EmitSignal(SignalName.ReloadFinished);\n 545→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 546→ EmitMagazinesChanged();\n 547→ }\n 548→\n 549→ /// <summary>\n 550→ /// Performs an instant reload without any timer delay.\n 551→ /// Used for sequence-based reload systems (e.g., R-F-R player reload).\n 552→ /// Accounts for bullet in chamber mechanic.\n 553→ /// Swaps to the magazine with the most ammo (magazines are NOT combined).\n 554→ /// </summary>\n 555→ public virtual void InstantReload()\n 556→ {\n 557→ if (WeaponData == null || !MagazineInventory.HasSpareAmmo)\n 558→ {\n 559→ return;\n 560→ }\n 561→\n 562→ // Allow reload even if current magazine is full, as long as there are spare magazines\n 563→ // This enables tactical magazine swapping\n 564→\n 565→ // Cancel any ongoing timed reload\n 566→ if (IsReloading)\n 567→ {\n 568→ IsReloading = false;\n 569→ _reloadTimer = 0;\n 570→ }\n 571→\n 572→ // Reset reload sequence state\n 573→ IsInReloadSequence = false;\n 574→\n 575→ // Swap to the magazine with the most ammo\n 576→ // The current magazine is stored as a spare with its remaining ammo preserved\n 577→ MagazineData? oldMag = MagazineInventory.SwapToFullestMagazine();\n 578→\n 579→ if (oldMag != null)\n 580→ {\n 581→ GD.Print($\"[BaseWeapon] Instant reload: swapped magazine with {oldMag.CurrentAmmo} rounds for one with {CurrentAmmo} rounds\");\n 582→ }\n 583→\n 584→ // Handle bullet chambering from new magazine:\n 585→ // Only subtract a bullet if the chamber bullet was fired during reload (had ammo, shot during R->F)\n 586→ // Empty magazine reloads don't subtract a bullet (no chambering penalty)\n 587→ if (ChamberBulletFired && CurrentAmmo > 0)\n 588→ {\n 589→ MagazineInventory.ConsumeAmmo();\n 590→ }\n 591→\n 592→ // Reset chamber state\n 593→ HasBulletInChamber = false;\n 594→ ChamberBulletFired = false;\n 595→\n 596→ EmitSignal(SignalName.ReloadFinished);\n 597→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 598→ EmitMagazinesChanged();\n 599→ }\n 600→\n 601→ /// <summary>\n 602→ /// Starts the reload sequence (R->F pressed).\n 603→ /// Sets up the chamber bullet if there was ammo in the magazine.\n 604→ /// </summary>\n 605→ /// <param name=\"hadAmmoInMagazine\">Whether there was ammo in the magazine when reload started.</param>\n 606→ public virtual void StartReloadSequence(bool hadAmmoInMagazine)\n 607→ {\n 608→ IsInReloadSequence = true;\n 609→ HasBulletInChamber = hadAmmoInMagazine;\n 610→ ChamberBulletFired = false;\n 611→ }\n 612→\n 613→ /// <summary>\n 614→ /// Cancels the reload sequence (e.g., when shooting resets the combo after only R was pressed).\n 615→ /// </summary>\n 616→ public virtual void CancelReloadSequence()\n 617→ {\n 618→ IsInReloadSequence = false;\n 619→ HasBulletInChamber = false;\n 620→ ChamberBulletFired = false;\n 621→ }\n 622→\n 623→ /// <summary>\n 624→ /// Fires the bullet in the chamber during reload sequence.\n 625→ /// Returns true if the chamber bullet was fired successfully.\n 626→ /// </summary>\n 627→ /// <param name=\"direction\">Direction to fire.</param>\n 628→ /// <returns>True if the chamber bullet was fired.</returns>\n 629→ public virtual bool FireChamberBullet(Vector2 direction)\n 630→ {\n 631→ if (!IsInReloadSequence || !HasBulletInChamber || ChamberBulletFired)\n 632→ {\n 633→ return false;\n 634→ }\n 635→\n 636→ if (BulletScene == null || _fireTimer > 0)\n 637→ {\n 638→ return false;\n 639→ }\n 640→\n 641→ // Fire the chamber bullet\n 642→ _fireTimer = WeaponData != null ? 1.0f / WeaponData.FireRate : 0.1f;\n 643→ ChamberBulletFired = true;\n 644→ HasBulletInChamber = false;\n 645→\n 646→ SpawnBullet(direction);\n 647→\n 648→ EmitSignal(SignalName.Fired);\n 649→ // Note: We don't change CurrentAmmo here because the bullet was already\n 650→ // in the chamber, not in the magazine\n 651→\n 652→ return true;\n 653→ }\n 654→\n 655→ /// <summary>\n 656→ /// Checks if the weapon can fire a chamber bullet during reload sequence.\n 657→ /// </summary>\n 658→ public bool CanFireChamberBullet => IsInReloadSequence && HasBulletInChamber && !ChamberBulletFired && _fireTimer <= 0;\n 659→\n 660→ /// <summary>\n 661→ /// Adds a new full magazine to the spare magazines.\n 662→ /// </summary>\n 663→ public virtual void AddMagazine()\n 664→ {\n 665→ if (WeaponData == null)\n 666→ {\n 667→ return;\n 668→ }\n 669→\n 670→ // Create a new full magazine and add it to the inventory\n 671→ // Note: We access the internal list through a method to add magazines\n 672→ AddMagazineWithAmmo(WeaponData.MagazineSize);\n 673→ }\n 674→\n 675→ /// <summary>\n 676→ /// Adds a new magazine with specified ammo count to the spare magazines.\n 677→ /// </summary>\n 678→ /// <param name=\"ammoCount\">Amount of ammo in the new magazine.</param>\n 679→ public virtual void AddMagazineWithAmmo(int ammoCount)\n 680→ {\n 681→ if (WeaponData == null)\n 682→ {\n 683→ return;\n 684→ }\n 685→\n 686→ MagazineInventory.AddSpareMagazine(ammoCount, WeaponData.MagazineSize);\n 687→\n 688→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 689→ EmitMagazinesChanged();\n 690→ }\n 691→\n 692→ /// <summary>\n 693→ /// Adds ammunition to the reserve (legacy method for backward compatibility).\n 694→ /// This now adds ammo to the first non-full spare magazine, or creates a new one.\n 695→ /// </summary>\n 696→ /// <param name=\"amount\">Amount of ammo to add.</param>\n 697→ public virtual void AddAmmo(int amount)\n 698→ {\n 699→ if (WeaponData == null)\n 700→ {\n 701→ return;\n 702→ }\n 703→\n 704→ // For backward compatibility, add ammo to existing magazines or create new ones\n 705→ int remaining = amount;\n 706→ int magSize = WeaponData.MagazineSize;\n 707→\n 708→ // First, try to fill existing non-full magazines\n 709→ foreach (var mag in MagazineInventory.AllMagazines)\n 710→ {\n 711→ if (remaining <= 0) break;\n 712→\n 713→ int canAdd = mag.MaxCapacity - mag.CurrentAmmo;\n 714→ int toAdd = Math.Min(canAdd, remaining);\n 715→ mag.CurrentAmmo += toAdd;\n 716→ remaining -= toAdd;\n 717→ }\n 718→\n 719→ // If there's still ammo left, create new magazines\n 720→ while (remaining > 0)\n 721→ {\n 722→ int ammoForNewMag = Math.Min(remaining, magSize);\n 723→ AddMagazineWithAmmo(ammoForNewMag);\n 724→ remaining -= ammoForNewMag;\n 725→ }\n 726→\n 727→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 728→ EmitMagazinesChanged();\n 729→ }\n 730→\n 731→ /// <summary>\n 732→ /// Reinitializes the magazine inventory with a new starting magazine count.\n 733→ /// This method allows level-specific ammunition configuration.\n 734→ /// </summary>\n 735→ /// <param name=\"magazineCount\">Number of magazines to initialize with.</param>\n 736→ /// <param name=\"fillAllMagazines\">If true, all magazines start full. Otherwise, only current is full.</param>\n 737→ public virtual void ReinitializeMagazines(int magazineCount, bool fillAllMagazines = true)\n 738→ {\n 739→ if (WeaponData == null)\n 740→ {\n 741→ GD.PrintErr(\"[BaseWeapon] Cannot reinitialize magazines: WeaponData is null\");\n 742→ return;\n 743→ }\n 744→\n 745→ MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines);\n 746→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 747→ EmitMagazinesChanged();\n 748→\n 749→ GD.Print($\"[BaseWeapon] Magazines reinitialized: {magazineCount} magazines, fillAll={fillAllMagazines}\");\n 750→ }\n 751→}\n 752→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": " 1→using Godot;\n 2→using GodotTopDownTemplate.AbstractClasses;\n 3→\n 4→namespace GodotTopDownTemplate.Weapons;\n 5→\n 6→/// <summary>\n 7→/// Fire mode for the assault rifle.\n 8→/// </summary>\n 9→public enum FireMode\n 10→{\n 11→ /// <summary>\n 12→ /// Fully automatic fire - hold to continuously fire.\n 13→ /// </summary>\n 14→ Automatic,\n 15→\n 16→ /// <summary>\n 17→ /// Burst fire - fires multiple bullets per trigger pull.\n 18→ /// </summary>\n 19→ Burst\n 20→}\n 21→\n 22→/// <summary>\n 23→/// Assault rifle weapon with automatic and burst fire modes plus laser sight.\n 24→/// Inherits from BaseWeapon and extends it with specific assault rifle behavior.\n 25→/// Default fire mode is fully automatic.\n 26→/// </summary>\n 27→public partial class AssaultRifle : BaseWeapon\n 28→{\n 29→ /// <summary>\n 30→ /// Current fire mode of the weapon.\n 31→ /// </summary>\n 32→ [Export]\n 33→ public FireMode CurrentFireMode { get; set; } = FireMode.Automatic;\n 34→\n 35→ /// <summary>\n 36→ /// Number of bullets fired in a burst (only used in Burst mode).\n 37→ /// </summary>\n 38→ [Export]\n 39→ public int BurstCount { get; set; } = 3;\n 40→\n 41→ /// <summary>\n 42→ /// Delay between each bullet in a burst (in seconds).\n 43→ /// </summary>\n 44→ [Export]\n 45→ public float BurstDelay { get; set; } = 0.05f;\n 46→\n 47→ /// <summary>\n 48→ /// Whether the laser sight is enabled.\n 49→ /// </summary>\n 50→ [Export]\n 51→ public bool LaserSightEnabled { get; set; } = true;\n 52→\n 53→ /// <summary>\n 54→ /// Maximum length of the laser sight in pixels.\n 55→ /// Note: The actual laser length is now calculated based on viewport size to appear infinite.\n 56→ /// This property is kept for backward compatibility but is no longer used.\n 57→ /// </summary>\n 58→ [Export]\n 59→ public float LaserSightLength { get; set; } = 500.0f;\n 60→\n 61→ /// <summary>\n 62→ /// Color of the laser sight.\n 63→ /// </summary>\n 64→ [Export]\n 65→ public Color LaserSightColor { get; set; } = new Color(1.0f, 0.0f, 0.0f, 0.5f);\n 66→\n 67→ /// <summary>\n 68→ /// Width of the laser sight line.\n 69→ /// </summary>\n 70→ [Export]\n 71→ public float LaserSightWidth { get; set; } = 2.0f;\n 72→\n 73→ /// <summary>\n 74→ /// Reference to the Line2D node for the laser sight.\n 75→ /// </summary>\n 76→ private Line2D? _laserSight;\n 77→\n 78→ /// <summary>\n 79→ /// Reference to the Sprite2D node for the rifle visual.\n 80→ /// </summary>\n 81→ private Sprite2D? _rifleSprite;\n 82→\n 83→ /// <summary>\n 84→ /// Current aim direction based on laser sight.\n 85→ /// This direction is used for shooting when laser sight is enabled.\n 86→ /// </summary>\n 87→ private Vector2 _aimDirection = Vector2.Right;\n 88→\n 89→ /// <summary>\n 90→ /// Current aim angle in radians. Used for sensitivity-based aiming\n 91→ /// where the aim interpolates smoothly toward the target angle.\n 92→ /// </summary>\n 93→ private float _currentAimAngle = 0.0f;\n 94→\n 95→ /// <summary>\n 96→ /// Whether the aim angle has been initialized.\n 97→ /// </summary>\n 98→ private bool _aimAngleInitialized = false;\n 99→\n 100→ /// <summary>\n 101→ /// Whether the weapon is currently firing a burst.\n 102→ /// </summary>\n 103→ private bool _isBurstFiring;\n 104→\n 105→ /// <summary>\n 106→ /// Current recoil offset angle in radians.\n 107→ /// This offset is applied to both the laser sight and bullet direction.\n 108→ /// </summary>\n 109→ private float _recoilOffset = 0.0f;\n 110→\n 111→ /// <summary>\n 112→ /// Time since the last shot was fired, used for recoil recovery.\n 113→ /// </summary>\n 114→ private float _timeSinceLastShot = 0.0f;\n 115→\n 116→ /// <summary>\n 117→ /// Time in seconds before recoil starts recovering.\n 118→ /// </summary>\n 119→ private const float RecoilRecoveryDelay = 0.1f;\n 120→\n 121→ /// <summary>\n 122→ /// Speed at which recoil recovers (radians per second).\n 123→ /// </summary>\n 124→ private const float RecoilRecoverySpeed = 8.0f;\n 125→\n 126→ /// <summary>\n 127→ /// Maximum recoil offset in radians (about 5 degrees).\n 128→ /// </summary>\n 129→ private const float MaxRecoilOffset = 0.087f;\n 130→\n 131→ /// <summary>\n 132→ /// Tracks consecutive shots for spread calculation.\n 133→ /// </summary>\n 134→ private int _shotCount = 0;\n 135→\n 136→ /// <summary>\n 137→ /// Time since last shot for spread reset.\n 138→ /// </summary>\n 139→ private float _spreadResetTimer = 0.0f;\n 140→\n 141→ /// <summary>\n 142→ /// Number of shots before spread starts increasing.\n 143→ /// </summary>\n 144→ private const int SpreadThreshold = 3;\n 145→\n 146→ /// <summary>\n 147→ /// Time in seconds for spread to reset after stopping fire.\n 148→ /// </summary>\n 149→ private const float SpreadResetTime = 0.25f;\n 150→\n 151→ /// <summary>\n 152→ /// Signal emitted when a burst starts.\n 153→ /// </summary>\n 154→ [Signal]\n 155→ public delegate void BurstStartedEventHandler();\n 156→\n 157→ /// <summary>\n 158→ /// Signal emitted when a burst finishes.\n 159→ /// </summary>\n 160→ [Signal]\n 161→ public delegate void BurstFinishedEventHandler();\n 162→\n 163→ /// <summary>\n 164→ /// Signal emitted when fire mode changes.\n 165→ /// </summary>\n 166→ [Signal]\n 167→ public delegate void FireModeChangedEventHandler(int newMode);\n 168→\n 169→ public override void _Ready()\n 170→ {\n 171→ base._Ready();\n 172→\n 173→ // Get the rifle sprite for visual representation\n 174→ _rifleSprite = GetNodeOrNull<Sprite2D>(\"RifleSprite\");\n 175→\n 176→ // Debug: Log whether the rifle sprite was found and its texture status\n 177→ if (_rifleSprite != null)\n 178→ {\n 179→ var texture = _rifleSprite.Texture;\n 180→ GD.Print($\"[AssaultRifle] RifleSprite found: visible={_rifleSprite.Visible}, z_index={_rifleSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 181→ }\n 182→ else\n 183→ {\n 184→ GD.PrintErr(\"[AssaultRifle] WARNING: RifleSprite node not found!\");\n 185→ }\n 186→\n 187→ // Check for Power Fantasy mode blue laser\n 188→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 189→ if (difficultyManager != null)\n 190→ {\n 191→ var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n 192→ if (shouldForceBlueLaser.AsBool())\n 193→ {\n 194→ var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n 195→ LaserSightColor = blueColorVariant.AsColor();\n 196→ GD.Print($\"[AssaultRifle] Power Fantasy mode: laser color set to blue {LaserSightColor}\");\n 197→ }\n 198→ }\n 199→\n 200→ // Get or create the laser sight Line2D\n 201→ _laserSight = GetNodeOrNull<Line2D>(\"LaserSight\");\n 202→\n 203→ if (_laserSight == null && LaserSightEnabled)\n 204→ {\n 205→ CreateLaserSight();\n 206→ }\n 207→ else if (_laserSight != null)\n 208→ {\n 209→ // Ensure the existing laser sight has the correct properties\n 210→ _laserSight.Width = LaserSightWidth;\n 211→ _laserSight.DefaultColor = LaserSightColor;\n 212→ _laserSight.BeginCapMode = Line2D.LineCapMode.Round;\n 213→ _laserSight.EndCapMode = Line2D.LineCapMode.Round;\n 214→\n 215→ // Ensure it has at least 2 points\n 216→ if (_laserSight.GetPointCount() < 2)\n 217→ {\n 218→ _laserSight.ClearPoints();\n 219→ _laserSight.AddPoint(Vector2.Zero);\n 220→ _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n 221→ }\n 222→ }\n 223→\n 224→ UpdateLaserSightVisibility();\n 225→ }\n 226→\n 227→ public override void _Process(double delta)\n 228→ {\n 229→ base._Process(delta);\n 230→\n 231→ // Update time since last shot for recoil recovery\n 232→ _timeSinceLastShot += (float)delta;\n 233→\n 234→ // Recover recoil after delay\n 235→ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 236→ {\n 237→ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 238→ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 239→ }\n 240→\n 241→ // Update spread reset timer\n 242→ _spreadResetTimer += (float)delta;\n 243→ if (_spreadResetTimer >= SpreadResetTime)\n 244→ {\n 245→ _shotCount = 0;\n 246→ }\n 247→\n 248→ // Always update aim direction and rifle sprite rotation\n 249→ UpdateAimDirection();\n 250→\n 251→ // Update laser sight to point towards mouse (with recoil offset)\n 252→ if (LaserSightEnabled && _laserSight != null)\n 253→ {\n 254→ UpdateLaserSight();\n 255→ }\n 256→ }\n 257→\n 258→ /// <summary>\n 259→ /// Updates the aim direction and rifle sprite rotation.\n 260→ /// This runs every frame regardless of laser sight state.\n 261→ /// </summary>\n 262→ private void UpdateAimDirection()\n 263→ {\n 264→ // Get direction to mouse\n 265→ Vector2 mousePos = GetGlobalMousePosition();\n 266→ Vector2 toMouse = mousePos - GlobalPosition;\n 267→\n 268→ // Calculate target angle from player to mouse\n 269→ float targetAngle = toMouse.Angle();\n 270→\n 271→ // Initialize aim angle on first frame\n 272→ if (!_aimAngleInitialized)\n 273→ {\n 274→ _currentAimAngle = targetAngle;\n 275→ _aimAngleInitialized = true;\n 276→ }\n 277→\n 278→ Vector2 direction;\n 279→\n 280→ // Apply sensitivity \"leash\" effect when sensitivity is set\n 281→ if (WeaponData != null && WeaponData.Sensitivity > 0)\n 282→ {\n 283→ float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n 284→ float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n 285→ float delta = (float)GetProcessDeltaTime();\n 286→ float maxRotation = rotationSpeed * delta;\n 287→ float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n 288→ _currentAimAngle += actualRotation;\n 289→ direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n 290→ }\n 291→ else\n 292→ {\n 293→ // Automatic mode: direct aim at cursor (instant response)\n 294→ if (toMouse.LengthSquared() > 0.001f)\n 295→ {\n 296→ direction = toMouse.Normalized();\n 297→ _currentAimAngle = targetAngle;\n 298→ }\n 299→ else\n 300→ {\n 301→ direction = _aimDirection;\n 302→ }\n 303→ }\n 304→\n 305→ // Store the aim direction for shooting\n 306→ _aimDirection = direction;\n 307→\n 308→ // Update rifle sprite rotation to match aim direction\n 309→ UpdateRifleSpriteRotation(direction);\n 310→ }\n 311→\n 312→ /// <summary>\n 313→ /// Creates the laser sight Line2D programmatically.\n 314→ /// </summary>\n 315→ private void CreateLaserSight()\n 316→ {\n 317→ _laserSight = new Line2D\n 318→ {\n 319→ Name = \"LaserSight\",\n 320→ Width = LaserSightWidth,\n 321→ DefaultColor = LaserSightColor,\n 322→ BeginCapMode = Line2D.LineCapMode.Round,\n 323→ EndCapMode = Line2D.LineCapMode.Round\n 324→ };\n 325→\n 326→ // Initialize with two points (start and end)\n 327→ _laserSight.AddPoint(Vector2.Zero);\n 328→ _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n 329→\n 330→ AddChild(_laserSight);\n 331→ }\n 332→\n 333→ /// <summary>\n 334→ /// Updates the laser sight visualization.\n 335→ /// Uses the aim direction from UpdateAimDirection() and applies recoil offset.\n 336→ /// Uses raycasting to stop at obstacles.\n 337→ /// </summary>\n 338→ private void UpdateLaserSight()\n 339→ {\n 340→ if (_laserSight == null)\n 341→ {\n 342→ return;\n 343→ }\n 344→\n 345→ // Apply recoil offset to aim direction for laser visualization\n 346→ // This makes the laser show where the bullet will actually go\n 347→ Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n 348→\n 349→ // Calculate maximum laser length based on viewport size\n 350→ // This ensures the laser extends to viewport edges regardless of direction\n 351→ Viewport? viewport = GetViewport();\n 352→ if (viewport == null)\n 353→ {\n 354→ return;\n 355→ }\n 356→\n 357→ Vector2 viewportSize = viewport.GetVisibleRect().Size;\n 358→ // Use diagonal of viewport to ensure laser reaches edge in any direction\n 359→ float maxLaserLength = viewportSize.Length();\n 360→\n 361→ // Calculate the end point of the laser using viewport-based length\n 362→ // Use laserDirection (with recoil) instead of base direction\n 363→ Vector2 endPoint = laserDirection * maxLaserLength;\n 364→\n 365→ // Perform raycast to check for obstacles\n 366→ var spaceState = GetWorld2D().DirectSpaceState;\n 367→ var query = PhysicsRayQueryParameters2D.Create(\n 368→ GlobalPosition,\n 369→ GlobalPosition + endPoint,\n 370→ 4 // Collision mask for obstacles (layer 3 = value 4)\n 371→ );\n 372→\n 373→ var result = spaceState.IntersectRay(query);\n 374→\n 375→ if (result.Count > 0)\n 376→ {\n 377→ // Hit an obstacle, shorten the laser\n 378→ Vector2 hitPosition = (Vector2)result[\"position\"];\n 379→ endPoint = hitPosition - GlobalPosition;\n 380→ }\n 381→\n 382→ // Update the laser sight line points (in local coordinates)\n 383→ _laserSight.SetPointPosition(0, Vector2.Zero);\n 384→ _laserSight.SetPointPosition(1, endPoint);\n 385→ }\n 386→\n 387→ /// <summary>\n 388→ /// Updates the visibility of the laser sight based on LaserSightEnabled.\n 389→ /// </summary>\n 390→ private void UpdateLaserSightVisibility()\n 391→ {\n 392→ if (_laserSight != null)\n 393→ {\n 394→ _laserSight.Visible = LaserSightEnabled;\n 395→ }\n 396→ }\n 397→\n 398→ /// <summary>\n 399→ /// Updates the rifle sprite rotation to match the aim direction.\n 400→ /// Also handles vertical flipping when aiming left to avoid upside-down appearance.\n 401→ /// </summary>\n 402→ /// <param name=\"direction\">The current aim direction.</param>\n 403→ private void UpdateRifleSpriteRotation(Vector2 direction)\n 404→ {\n 405→ if (_rifleSprite == null)\n 406→ {\n 407→ return;\n 408→ }\n 409→\n 410→ // Calculate the angle from the direction\n 411→ float angle = direction.Angle();\n 412→\n 413→ // Set the rotation\n 414→ _rifleSprite.Rotation = angle;\n 415→\n 416→ // Flip the sprite vertically when aiming left (to avoid upside-down rifle)\n 417→ // This happens when the angle is greater than 90 degrees or less than -90 degrees\n 418→ bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n 419→ _rifleSprite.FlipV = aimingLeft;\n 420→ }\n 421→\n 422→ /// <summary>\n 423→ /// Enables or disables the laser sight.\n 424→ /// </summary>\n 425→ /// <param name=\"enabled\">Whether to enable the laser sight.</param>\n 426→ public void SetLaserSightEnabled(bool enabled)\n 427→ {\n 428→ LaserSightEnabled = enabled;\n 429→ UpdateLaserSightVisibility();\n 430→ }\n 431→\n 432→ /// <summary>\n 433→ /// Switches between fire modes.\n 434→ /// </summary>\n 435→ public void ToggleFireMode()\n 436→ {\n 437→ CurrentFireMode = CurrentFireMode == FireMode.Automatic ? FireMode.Burst : FireMode.Automatic;\n 438→ EmitSignal(SignalName.FireModeChanged, (int)CurrentFireMode);\n 439→ GD.Print($\"[AssaultRifle] Fire mode changed to: {CurrentFireMode}\");\n 440→ }\n 441→\n 442→ /// <summary>\n 443→ /// Sets a specific fire mode.\n 444→ /// </summary>\n 445→ /// <param name=\"mode\">The fire mode to set.</param>\n 446→ public void SetFireMode(FireMode mode)\n 447→ {\n 448→ if (CurrentFireMode != mode)\n 449→ {\n 450→ CurrentFireMode = mode;\n 451→ EmitSignal(SignalName.FireModeChanged, (int)CurrentFireMode);\n 452→ GD.Print($\"[AssaultRifle] Fire mode set to: {CurrentFireMode}\");\n 453→ }\n 454→ }\n 455→\n 456→ /// <summary>\n 457→ /// Fires the assault rifle based on current fire mode.\n 458→ /// Overrides base Fire to implement fire mode behavior.\n 459→ /// When laser sight is enabled, uses the laser aim direction instead of the passed direction.\n 460→ /// </summary>\n 461→ /// <param name=\"direction\">Direction to fire (ignored when laser sight is enabled).</param>\n 462→ /// <returns>True if the weapon fired successfully.</returns>\n 463→ public override bool Fire(Vector2 direction)\n 464→ {\n 465→ // Check for empty magazine - play click sound\n 466→ if (CurrentAmmo <= 0)\n 467→ {\n 468→ PlayEmptyClickSound();\n 469→ return false;\n 470→ }\n 471→\n 472→ // Use laser aim direction when laser sight is enabled\n 473→ Vector2 fireDirection = LaserSightEnabled ? _aimDirection : direction;\n 474→\n 475→ if (CurrentFireMode == FireMode.Burst)\n 476→ {\n 477→ return FireBurst(fireDirection);\n 478→ }\n 479→ else\n 480→ {\n 481→ return FireAutomatic(fireDirection);\n 482→ }\n 483→ }\n 484→\n 485→ /// <summary>\n 486→ /// Plays the empty gun click sound when out of ammo.\n 487→ /// </summary>\n 488→ private void PlayEmptyClickSound()\n 489→ {\n 490→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 491→ if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n 492→ {\n 493→ audioManager.Call(\"play_empty_click\", GlobalPosition);\n 494→ }\n 495→ }\n 496→\n 497→ /// <summary>\n 498→ /// Fires in automatic mode - single bullet per call, respects fire rate.\n 499→ /// </summary>\n 500→ /// <param name=\"direction\">Direction to fire.</param>\n 501→ /// <returns>True if the weapon fired successfully.</returns>\n 502→ private bool FireAutomatic(Vector2 direction)\n 503→ {\n 504→ // Check if we can fire at all\n 505→ if (!CanFire || WeaponData == null || BulletScene == null)\n 506→ {\n 507→ return false;\n 508→ }\n 509→\n 510→ // Use base class fire logic for automatic mode\n 511→ Vector2 spreadDirection = ApplySpread(direction);\n 512→ bool result = base.Fire(spreadDirection);\n 513→\n 514→ if (result)\n 515→ {\n 516→ // Play M16 shot sound\n 517→ PlayM16ShotSound();\n 518→ // Emit gunshot sound for in-game sound propagation (alerts enemies)\n 519→ EmitGunshotSound();\n 520→ // Play shell casing sound with delay\n 521→ PlayShellCasingDelayed();\n 522→ // Trigger screen shake\n 523→ TriggerScreenShake(spreadDirection);\n 524→ // Update shot count and reset timer\n 525→ _shotCount++;\n 526→ _spreadResetTimer = 0.0f;\n 527→ }\n 528→\n 529→ return result;\n 530→ }\n 531→\n 532→ /// <summary>\n 533→ /// Plays the M16 shot sound via AudioManager.\n 534→ /// </summary>\n 535→ private void PlayM16ShotSound()\n 536→ {\n 537→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 538→ if (audioManager != null && audioManager.HasMethod(\"play_m16_shot\"))\n 539→ {\n 540→ audioManager.Call(\"play_m16_shot\", GlobalPosition);\n 541→ }\n 542→ }\n 543→\n 544→ /// <summary>\n 545→ /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n 546→ /// This alerts nearby enemies to the player's position.\n 547→ /// </summary>\n 548→ private void EmitGunshotSound()\n 549→ {\n 550→ var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n 551→ if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n 552→ {\n 553→ // Determine weapon loudness from WeaponData, or use viewport diagonal as default\n 554→ float loudness = WeaponData?.Loudness ?? 1469.0f;\n 555→ // emit_sound(sound_type, position, source_type, source_node, custom_range)\n 556→ // sound_type 0 = GUNSHOT, source_type 0 = PLAYER\n 557→ soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n 558→ }\n 559→ }\n 560→\n 561→ /// <summary>\n 562→ /// Plays shell casing sound with a delay.\n 563→ /// </summary>\n 564→ private async void PlayShellCasingDelayed()\n 565→ {\n 566→ await ToSignal(GetTree().CreateTimer(0.15), \"timeout\");\n 567→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 568→ if (audioManager != null && audioManager.HasMethod(\"play_shell_rifle\"))\n 569→ {\n 570→ audioManager.Call(\"play_shell_rifle\", GlobalPosition);\n 571→ }\n 572→ }\n 573→\n 574→ /// <summary>\n 575→ /// Fires in burst mode - fires multiple bullets per trigger pull.\n 576→ /// </summary>\n 577→ /// <param name=\"direction\">Direction to fire.</param>\n 578→ /// <returns>True if the burst was started successfully.</returns>\n 579→ private bool FireBurst(Vector2 direction)\n 580→ {\n 581→ // Don't start a new burst if already firing\n 582→ if (_isBurstFiring)\n 583→ {\n 584→ return false;\n 585→ }\n 586→\n 587→ // Check if we can fire at all\n 588→ if (!CanFire || WeaponData == null || BulletScene == null)\n 589→ {\n 590→ return false;\n 591→ }\n 592→\n 593→ // Start burst fire\n 594→ StartBurstFire(direction);\n 595→ return true;\n 596→ }\n 597→\n 598→ /// <summary>\n 599→ /// Starts the burst fire sequence.\n 600→ /// </summary>\n 601→ /// <param name=\"direction\">Direction to fire.</param>\n 602→ private async void StartBurstFire(Vector2 direction)\n 603→ {\n 604→ _isBurstFiring = true;\n 605→ EmitSignal(SignalName.BurstStarted);\n 606→\n 607→ int bulletsToFire = Mathf.Min(BurstCount, CurrentAmmo);\n 608→\n 609→ for (int i = 0; i < bulletsToFire; i++)\n 610→ {\n 611→ if (CurrentAmmo <= 0)\n 612→ {\n 613→ break;\n 614→ }\n 615→\n 616→ // Fire a single bullet with index for sound selection\n 617→ FireSingleBulletBurst(direction, i, bulletsToFire);\n 618→\n 619→ // Wait for burst delay before firing next bullet (except for the last one)\n 620→ if (i < bulletsToFire - 1)\n 621→ {\n 622→ await ToSignal(GetTree().CreateTimer(BurstDelay), \"timeout\");\n 623→ }\n 624→ }\n 625→\n 626→ _isBurstFiring = false;\n 627→ EmitSignal(SignalName.BurstFinished);\n 628→ }\n 629→\n 630→ /// <summary>\n 631→ /// Fires a single bullet in burst mode with appropriate sound.\n 632→ /// First two bullets use double shot sound, third uses single shot.\n 633→ /// </summary>\n 634→ /// <param name=\"direction\">Direction to fire.</param>\n 635→ /// <param name=\"bulletIndex\">Index of bullet in burst (0-based).</param>\n 636→ /// <param name=\"totalBullets\">Total bullets in this burst.</param>\n 637→ private void FireSingleBulletBurst(Vector2 direction, int bulletIndex, int totalBullets)\n 638→ {\n 639→ if (WeaponData == null || BulletScene == null || CurrentAmmo <= 0)\n 640→ {\n 641→ return;\n 642→ }\n 643→\n 644→ CurrentAmmo--;\n 645→\n 646→ // Apply spread if configured in WeaponData\n 647→ Vector2 spreadDirection = ApplySpread(direction);\n 648→\n 649→ SpawnBullet(spreadDirection);\n 650→\n 651→ // Play appropriate sound based on bullet position in burst\n 652→ // First bullet of burst: play double shot sound (includes first two shots)\n 653→ // Third bullet: play single shot sound\n 654→ if (bulletIndex == 0 && totalBullets >= 2)\n 655→ {\n 656→ // First bullet - play double shot sound for variety\n 657→ PlayM16DoubleShotSound();\n 658→ }\n 659→ else if (bulletIndex == 2 || (bulletIndex == 0 && totalBullets == 1))\n 660→ {\n 661→ // Third bullet or single shot - play single shot sound\n 662→ PlayM16ShotSound();\n 663→ }\n 664→ // Second bullet doesn't need sound - covered by double shot sound\n 665→\n 666→ // Emit gunshot sound for in-game sound propagation (alerts enemies)\n 667→ EmitGunshotSound();\n 668→\n 669→ // Play shell casing for each bullet\n 670→ PlayShellCasingDelayed();\n 671→\n 672→ // Trigger screen shake\n 673→ TriggerScreenShake(spreadDirection);\n 674→ // Update shot count and reset timer\n 675→ _shotCount++;\n 676→ _spreadResetTimer = 0.0f;\n 677→\n 678→ EmitSignal(SignalName.Fired);\n 679→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 680→ }\n 681→\n 682→ /// <summary>\n 683→ /// Plays the M16 double shot sound for burst fire.\n 684→ /// </summary>\n 685→ private void PlayM16DoubleShotSound()\n 686→ {\n 687→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 688→ if (audioManager != null && audioManager.HasMethod(\"play_m16_double_shot\"))\n 689→ {\n 690→ audioManager.Call(\"play_m16_double_shot\", GlobalPosition);\n 691→ }\n 692→ }\n 693→\n 694→ /// <summary>\n 695→ /// Triggers screen shake based on shooting direction and current spread.\n 696→ /// The shake direction is opposite to shooting direction (recoil effect).\n 697→ /// Shake intensity depends on fire rate, recovery time depends on spread.\n 698→ /// </summary>\n 699→ /// <param name=\"shootDirection\">The direction the bullet is traveling.</param>\n 700→ private void TriggerScreenShake(Vector2 shootDirection)\n 701→ {\n 702→ if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n 703→ {\n 704→ return;\n 705→ }\n 706→\n 707→ var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n 708→ if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n 709→ {\n 710→ return;\n 711→ }\n 712→\n 713→ // Calculate shake intensity based on fire rate\n 714→ // Lower fire rate = larger shake per shot\n 715→ float fireRate = WeaponData.FireRate;\n 716→ float shakeIntensity;\n 717→ if (fireRate > 0)\n 718→ {\n 719→ shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n 720→ }\n 721→ else\n 722→ {\n 723→ shakeIntensity = WeaponData.ScreenShakeIntensity;\n 724→ }\n 725→\n 726→ // Calculate spread ratio for recovery time interpolation\n 727→ // Spread increases after SpreadThreshold shots\n 728→ float spreadRatio = 0.0f;\n 729→ if (_shotCount > SpreadThreshold)\n 730→ {\n 731→ // Estimate max spread ratio based on shot count\n 732→ // This is a simplified calculation\n 733→ spreadRatio = Mathf.Clamp((_shotCount - SpreadThreshold) * 0.15f, 0.0f, 1.0f);\n 734→ }\n 735→\n 736→ // Calculate recovery time based on spread ratio\n 737→ // At min spread -> slower recovery (MinRecoveryTime)\n 738→ // At max spread -> faster recovery (MaxRecoveryTime)\n 739→ float minRecovery = WeaponData.ScreenShakeMinRecoveryTime;\n 740→ float maxRecovery = Mathf.Max(WeaponData.ScreenShakeMaxRecoveryTime, 0.05f); // 50ms minimum\n 741→ float recoveryTime = Mathf.Lerp(minRecovery, maxRecovery, spreadRatio);\n 742→\n 743→ // Trigger the shake via ScreenShakeManager\n 744→ screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n 745→ }\n 746→\n 747→ /// <summary>\n 748→ /// Applies recoil offset to the shooting direction and adds new recoil.\n 749→ /// The bullet is fired in the same direction shown by the laser sight,\n 750→ /// then recoil is added for the next shot.\n 751→ /// </summary>\n 752→ /// <param name=\"direction\">Original direction.</param>\n 753→ /// <returns>Direction with current recoil applied.</returns>\n 754→ private Vector2 ApplySpread(Vector2 direction)\n 755→ {\n 756→ // Apply the current recoil offset to the direction\n 757→ // This matches where the laser is pointing\n 758→ Vector2 result = direction.Rotated(_recoilOffset);\n 759→\n 760→ // Add recoil for the next shot\n 761→ if (WeaponData != null && WeaponData.SpreadAngle > 0)\n 762→ {\n 763→ // Convert spread angle from degrees to radians\n 764→ float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n 765→\n 766→ // Apply Power Fantasy recoil multiplier (reduced recoil)\n 767→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 768→ if (difficultyManager != null)\n 769→ {\n 770→ var multiplierResult = difficultyManager.Call(\"get_recoil_multiplier\");\n 771→ float recoilMultiplier = multiplierResult.AsSingle();\n 772→ spreadRadians *= recoilMultiplier;\n 773→ }\n 774→\n 775→ // Generate random recoil direction (-1 or 1) with small variation\n 776→ float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n 777→ float recoilAmount = spreadRadians * Mathf.Abs(recoilDirection);\n 778→\n 779→ // Add to current recoil, clamped to maximum\n 780→ _recoilOffset += recoilDirection * recoilAmount * 0.5f;\n 781→ _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n 782→ }\n 783→\n 784→ // Reset time since last shot for recoil recovery\n 785→ _timeSinceLastShot = 0;\n 786→\n 787→ return result;\n 788→ }\n 789→\n 790→ /// <summary>\n 791→ /// Gets whether the weapon is currently in the middle of a burst.\n 792→ /// </summary>\n 793→ public bool IsBurstFiring => _isBurstFiring;\n 794→\n 795→ /// <summary>\n 796→ /// Gets the current aim direction based on the laser sight.\n 797→ /// This is the direction that bullets will travel when fired.\n 798→ /// </summary>\n 799→ public Vector2 AimDirection => _aimDirection;\n 800→\n 801→ /// <summary>\n 802→ /// Fires the bullet in the chamber during reload sequence.\n 803→ /// Overrides base to use laser aim direction when laser sight is enabled.\n 804→ /// </summary>\n 805→ /// <param name=\"direction\">Direction to fire (ignored when laser sight is enabled).</param>\n 806→ /// <returns>True if the chamber bullet was fired.</returns>\n 807→ public override bool FireChamberBullet(Vector2 direction)\n 808→ {\n 809→ // Use laser aim direction when laser sight is enabled\n 810→ Vector2 fireDirection = LaserSightEnabled ? _aimDirection : direction;\n 811→\n 812→ // Apply spread\n 813→ Vector2 spreadDirection = ApplySpread(fireDirection);\n 814→\n 815→ bool result = base.FireChamberBullet(spreadDirection);\n 816→\n 817→ if (result)\n 818→ {\n 819→ // Play M16 shot sound for chamber bullet\n 820→ PlayM16ShotSound();\n 821→ // Emit gunshot sound for in-game sound propagation (alerts enemies)\n 822→ EmitGunshotSound();\n 823→ // Play shell casing sound with delay\n 824→ PlayShellCasingDelayed();\n 825→ // Trigger screen shake\n 826→ TriggerScreenShake(spreadDirection);\n 827→ // Update shot count and reset timer\n 828→ _shotCount++;\n 829→ _spreadResetTimer = 0.0f;\n 830→ }\n 831→\n 832→ return result;\n 833→ }\n 834→}\n 835→\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": "toolu_017knp1SFiNh5sC1c2TEpt5i", | |
| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "289bcfe6-1993-45ac-8a9f-74005ca4d2b9" | |
| } | |
| [2026-02-06T16:51:28.377Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-haiku-4-5-20251001", | |
| "id": "msg_01SHwwwJeYfJTLdtLtzeYV8R", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01NwNb1DK4qqQ5X8AohJXSKa", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770396578865/Scripts/Data/WeaponData.cs" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 0, | |
| "cache_creation_input_tokens": 10702, | |
| "cache_read_input_tokens": 52733, | |
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| "ephemeral_1h_input_tokens": 10702 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": "toolu_017knp1SFiNh5sC1c2TEpt5i", | |
| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "3a7a3ada-910a-465b-b962-4398dfe70c12" | |
| } | |
| [2026-02-06T16:51:28.385Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01NwNb1DK4qqQ5X8AohJXSKa", | |
| "type": "tool_result", | |
| "content": " 1→using Godot;\n 2→\n 3→namespace GodotTopDownTemplate.Data;\n 4→\n 5→/// <summary>\n 6→/// Resource class containing weapon configuration data.\n 7→/// Can be saved as .tres files and shared between weapon instances.\n 8→/// </summary>\n 9→[GlobalClass]\n 10→public partial class WeaponData : Resource\n 11→{\n 12→ /// <summary>\n 13→ /// Display name of the weapon.\n 14→ /// </summary>\n 15→ [Export]\n 16→ public string Name { get; set; } = \"Weapon\";\n 17→\n 18→ /// <summary>\n 19→ /// Damage dealt per bullet.\n 20→ /// </summary>\n 21→ [Export]\n 22→ public float Damage { get; set; } = 10.0f;\n 23→\n 24→ /// <summary>\n 25→ /// Rate of fire in shots per second.\n 26→ /// </summary>\n 27→ [Export]\n 28→ public float FireRate { get; set; } = 5.0f;\n 29→\n 30→ /// <summary>\n 31→ /// Number of bullets in a magazine.\n 32→ /// </summary>\n 33→ [Export]\n 34→ public int MagazineSize { get; set; } = 30;\n 35→\n 36→ /// <summary>\n 37→ /// Maximum reserve ammunition.\n 38→ /// </summary>\n 39→ [Export]\n 40→ public int MaxReserveAmmo { get; set; } = 120;\n 41→\n 42→ /// <summary>\n 43→ /// Time in seconds to reload.\n 44→ /// </summary>\n 45→ [Export]\n 46→ public float ReloadTime { get; set; } = 2.0f;\n 47→\n 48→ /// <summary>\n 49→ /// Bullet speed in pixels per second.\n 50→ /// </summary>\n 51→ [Export]\n 52→ public float BulletSpeed { get; set; } = 600.0f;\n 53→\n 54→ /// <summary>\n 55→ /// Maximum range of the bullet in pixels before despawning.\n 56→ /// </summary>\n 57→ [Export]\n 58→ public float Range { get; set; } = 1000.0f;\n 59→\n 60→ /// <summary>\n 61→ /// Spread angle in degrees for inaccuracy.\n 62→ /// </summary>\n 63→ [Export(PropertyHint.Range, \"0,45,0.1\")]\n 64→ public float SpreadAngle { get; set; } = 0.0f;\n 65→\n 66→ /// <summary>\n 67→ /// Number of bullets fired per shot (for shotguns).\n 68→ /// </summary>\n 69→ [Export]\n 70→ public int BulletsPerShot { get; set; } = 1;\n 71→\n 72→ /// <summary>\n 73→ /// Whether the weapon is automatic (hold to fire) or semi-automatic (click for each shot).\n 74→ /// </summary>\n 75→ [Export]\n 76→ public bool IsAutomatic { get; set; } = false;\n 77→\n 78→ /// <summary>\n 79→ /// Loudness of the weapon in pixels - determines how far gunshots propagate for enemy detection.\n 80→ /// Default is approximately viewport diagonal (~1469 pixels) for assault rifles.\n 81→ /// </summary>\n 82→ [Export]\n 83→ public float Loudness { get; set; } = 1469.0f;\n 84→\n 85→ /// <summary>\n 86→ /// Aiming sensitivity for the weapon. Controls how fast the weapon rotates toward the cursor.\n 87→ /// Works like a \"leash\" - the virtual cursor distance from player is divided by this value.\n 88→ /// Higher sensitivity = faster rotation (cursor feels closer).\n 89→ /// When set to 0 (default), uses automatic sensitivity based on actual cursor distance.\n 90→ /// Recommended values: 1-10, with 4 being a good middle ground.\n 91→ /// </summary>\n 92→ [Export(PropertyHint.Range, \"0,20,0.1\")]\n 93→ public float Sensitivity { get; set; } = 0.0f;\n 94→\n 95→ /// <summary>\n 96→ /// Screen shake intensity per shot in pixels.\n 97→ /// The actual shake distance per shot is calculated as: ScreenShakeIntensity / FireRate * 10\n 98→ /// This means slower firing weapons create bigger shakes per shot.\n 99→ /// Set to 0 to disable screen shake for this weapon.\n 100→ /// </summary>\n 101→ [Export(PropertyHint.Range, \"0,50,0.5\")]\n 102→ public float ScreenShakeIntensity { get; set; } = 5.0f;\n 103→\n 104→ /// <summary>\n 105→ /// Minimum recovery time in seconds for screen shake at minimum spread.\n 106→ /// When the weapon has minimal spread (accurate), recovery is slower.\n 107→ /// </summary>\n 108→ [Export(PropertyHint.Range, \"0.05,2.0,0.01\")]\n 109→ public float ScreenShakeMinRecoveryTime { get; set; } = 0.3f;\n 110→\n 111→ /// <summary>\n 112→ /// Maximum recovery time in seconds for screen shake at maximum spread.\n 113→ /// When the weapon has maximum spread (inaccurate), recovery is faster.\n 114→ /// The minimum value is clamped to 0.05 seconds (50ms) as per specification.\n 115→ /// </summary>\n 116→ [Export(PropertyHint.Range, \"0.05,1.0,0.01\")]\n 117→ public float ScreenShakeMaxRecoveryTime { get; set; } = 0.05f;\n 118→\n 119→ /// <summary>\n 120→ /// Caliber data for this weapon's ammunition.\n 121→ /// Defines ballistic properties and casing appearance.\n 122→ /// </summary>\n 123→ [Export]\n 124→ public Resource? Caliber { get; set; }\n 125→}\n 126→\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": "d75deeaa-5d57-442d-9964-0537e4865018" | |
| } | |
| [2026-02-06T16:51:30.114Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-haiku-4-5-20251001", | |
| "id": "msg_01KCZnkPeqW7qUPUn9TJmEo2", | |
| "type": "message", | |
| "role": "assistant", | |
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| { | |
| "type": "tool_use", | |
| "id": "toolu_017Li4cHA4cVVytgDcRzpUH8", | |
| "name": "Bash", | |
| "input": { | |
| "command": "find /tmp/gh-issue-solver-1770396578865/resources -name \"*.tres\" | grep caliber" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
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| "service_tier": "standard", | |
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| "uuid": "9ae62283-5a37-4f53-853b-0ed5ada738ec" | |
| } | |
| [2026-02-06T16:51:30.207Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
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| { | |
| "tool_use_id": "toolu_017Li4cHA4cVVytgDcRzpUH8", | |
| "type": "tool_result", | |
| "content": "/tmp/gh-issue-solver-1770396578865/resources/calibers/caliber_9x19.tres\n/tmp/gh-issue-solver-1770396578865/resources/calibers/caliber_buckshot.tres\n/tmp/gh-issue-solver-1770396578865/resources/calibers/caliber_545x39.tres", | |
| "is_error": false | |
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| "content": " 1→[gd_resource type=\"Resource\" script_class=\"CaliberData\" load_steps=3 format=3 uid=\"uid://dm3k8n5r2p7q1\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/data/caliber_data.gd\" id=\"1_caliber\"]\n 4→[ext_resource type=\"Texture2D\" uid=\"uid://casing_rifle_sprite\" path=\"res://assets/sprites/effects/casing_rifle.png\" id=\"2_casing\"]\n 5→\n 6→[resource]\n 7→script = ExtResource(\"1_caliber\")\n 8→casing_sprite = ExtResource(\"2_casing\")\n 9→caliber_name = \"5.45x39mm\"\n 10→diameter_mm = 5.45\n 11→mass_grams = 3.4\n 12→base_velocity = 2500.0\n 13→can_ricochet = true\n 14→max_ricochets = -1\n 15→max_ricochet_angle = 90.0\n 16→base_ricochet_probability = 1.0\n 17→velocity_retention = 0.85\n 18→ricochet_damage_multiplier = 0.5\n 19→ricochet_angle_deviation = 10.0\n 20→penetration_power = 30.0\n 21→min_surface_hardness_for_ricochet = 50.0\n 22→can_penetrate = true\n 23→max_penetration_distance = 48.0\n 24→post_penetration_damage_multiplier = 0.9\n 25→min_penetrable_wall_thickness = 0.0\n 26→effect_scale = 1.0\n 27→\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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| [2026-02-06T16:51:33.079Z] [INFO] { | |
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| "content": " 1→using Godot;\n 2→using GodotTopDownTemplate.AbstractClasses;\n 3→using GodotTopDownTemplate.Projectiles;\n 4→\n 5→namespace GodotTopDownTemplate.Weapons;\n 6→\n 7→/// <summary>\n 8→/// Silenced pistol - semi-automatic weapon with suppressor.\n 9→/// Features:\n 10→/// - Semi-automatic fire (one shot per click)\n 11→/// - 9mm bullets with standard damage\n 12→/// - Spread same as M16 (2.0 degrees)\n 13→/// - Recoil 2x higher than M16, with extended recovery delay\n 14→/// - Silent shots (no sound propagation to enemies)\n 15→/// - Very low aiming sensitivity (smooth aiming)\n 16→/// - Ricochets like other 9mm (same as Uzi)\n 17→/// - Does not penetrate walls\n 18→/// - Green laser sight for tactical aiming\n 19→/// - Stun effect on hit (enemies briefly stunned)\n 20→/// - 13 rounds magazine (Beretta M9 style)\n 21→/// - Reload similar to M16\n 22→/// Reference: Beretta M9 with suppressor and laser sight\n 23→/// </summary>\n 24→public partial class SilencedPistol : BaseWeapon\n 25→{\n 26→ /// <summary>\n 27→ /// Reference to the Sprite2D node for the weapon visual.\n 28→ /// </summary>\n 29→ private Sprite2D? _weaponSprite;\n 30→\n 31→ /// <summary>\n 32→ /// Current aim direction based on mouse position.\n 33→ /// </summary>\n 34→ private Vector2 _aimDirection = Vector2.Right;\n 35→\n 36→ /// <summary>\n 37→ /// Current aim angle in radians. Used for sensitivity-based aiming\n 38→ /// where the aim interpolates smoothly toward the target angle.\n 39→ /// </summary>\n 40→ private float _currentAimAngle = 0.0f;\n 41→\n 42→ /// <summary>\n 43→ /// Whether the aim angle has been initialized.\n 44→ /// </summary>\n 45→ private bool _aimAngleInitialized = false;\n 46→\n 47→ /// <summary>\n 48→ /// Current recoil offset angle in radians.\n 49→ /// Silenced pistol has 2x recoil compared to M16.\n 50→ /// </summary>\n 51→ private float _recoilOffset = 0.0f;\n 52→\n 53→ /// <summary>\n 54→ /// Time since the last shot was fired, used for recoil recovery.\n 55→ /// </summary>\n 56→ private float _timeSinceLastShot = 0.0f;\n 57→\n 58→ /// <summary>\n 59→ /// Time in seconds before recoil starts recovering.\n 60→ /// Extended delay to simulate realistic pistol handling - user must wait\n 61→ /// for recoil to settle before accurate follow-up shots.\n 62→ /// </summary>\n 63→ private const float RecoilRecoveryDelay = 0.35f;\n 64→\n 65→ /// <summary>\n 66→ /// Speed at which recoil recovers (radians per second).\n 67→ /// Slower than automatic weapons for deliberate fire.\n 68→ /// </summary>\n 69→ private const float RecoilRecoverySpeed = 4.0f;\n 70→\n 71→ /// <summary>\n 72→ /// Maximum recoil offset in radians (about 10 degrees - 2x assault rifle).\n 73→ /// M16 is ±5 degrees, so silenced pistol is ±10 degrees.\n 74→ /// </summary>\n 75→ private const float MaxRecoilOffset = 0.175f;\n 76→\n 77→ /// <summary>\n 78→ /// Recoil amount per shot in radians.\n 79→ /// Calculated as 2x M16's recoil per shot.\n 80→ /// </summary>\n 81→ private const float RecoilPerShot = 0.06f;\n 82→\n 83→ /// <summary>\n 84→ /// Muzzle flash scale for silenced pistol.\n 85→ /// Very small flash (around 100x100 pixels) to simulate suppressor effect.\n 86→ /// Suppressors trap most of the expanding gases, significantly reducing muzzle flash.\n 87→ /// Value of 0.2 reduces the flash to ~20% of normal size.\n 88→ /// </summary>\n 89→ private const float SilencedMuzzleFlashScale = 0.2f;\n 90→\n 91→ // =========================================================================\n 92→ // Laser Sight Configuration\n 93→ // =========================================================================\n 94→\n 95→ /// <summary>\n 96→ /// Whether the laser sight is enabled.\n 97→ /// </summary>\n 98→ [Export]\n 99→ public bool LaserSightEnabled { get; set; } = true;\n 100→\n 101→ /// <summary>\n 102→ /// Maximum length of the laser sight in pixels.\n 103→ /// The actual laser length is calculated based on viewport size to appear infinite.\n 104→ /// </summary>\n 105→ [Export]\n 106→ public float LaserSightLength { get; set; } = 500.0f;\n 107→\n 108→ /// <summary>\n 109→ /// Color of the laser sight (green for tactical silenced pistol).\n 110→ /// </summary>\n 111→ [Export]\n 112→ public Color LaserSightColor { get; set; } = new Color(0.0f, 1.0f, 0.0f, 0.5f);\n 113→\n 114→ /// <summary>\n 115→ /// Width of the laser sight line.\n 116→ /// </summary>\n 117→ [Export]\n 118→ public float LaserSightWidth { get; set; } = 2.0f;\n 119→\n 120→ /// <summary>\n 121→ /// Reference to the Line2D node for the laser sight.\n 122→ /// </summary>\n 123→ private Line2D? _laserSight;\n 124→\n 125→ public override void _Ready()\n 126→ {\n 127→ base._Ready();\n 128→\n 129→ // Get the weapon sprite for visual representation\n 130→ _weaponSprite = GetNodeOrNull<Sprite2D>(\"PistolSprite\");\n 131→\n 132→ if (_weaponSprite != null)\n 133→ {\n 134→ var texture = _weaponSprite.Texture;\n 135→ GD.Print($\"[SilencedPistol] PistolSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 136→ }\n 137→ else\n 138→ {\n 139→ GD.Print(\"[SilencedPistol] No PistolSprite node (visual model not yet added)\");\n 140→ }\n 141→\n 142→ // Get or create the laser sight Line2D\n 143→ _laserSight = GetNodeOrNull<Line2D>(\"LaserSight\");\n 144→\n 145→ if (_laserSight == null && LaserSightEnabled)\n 146→ {\n 147→ CreateLaserSight();\n 148→ }\n 149→ else if (_laserSight != null)\n 150→ {\n 151→ // Ensure the existing laser sight has the correct properties\n 152→ _laserSight.Width = LaserSightWidth;\n 153→ _laserSight.DefaultColor = LaserSightColor;\n 154→ _laserSight.BeginCapMode = Line2D.LineCapMode.Round;\n 155→ _laserSight.EndCapMode = Line2D.LineCapMode.Round;\n 156→\n 157→ // Ensure proper points exist\n 158→ if (_laserSight.GetPointCount() < 2)\n 159→ {\n 160→ _laserSight.ClearPoints();\n 161→ _laserSight.AddPoint(Vector2.Zero);\n 162→ _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n 163→ }\n 164→ }\n 165→\n 166→ UpdateLaserSightVisibility();\n 167→ GD.Print($\"[SilencedPistol] Green laser sight initialized: enabled={LaserSightEnabled}\");\n 168→ }\n 169→\n 170→ public override void _Process(double delta)\n 171→ {\n 172→ base._Process(delta);\n 173→\n 174→ // Update time since last shot for recoil recovery\n 175→ _timeSinceLastShot += (float)delta;\n 176→\n 177→ // Recover recoil after extended delay (simulates human recoil control)\n 178→ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 179→ {\n 180→ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 181→ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 182→ }\n 183→\n 184→ // Update aim direction and weapon sprite rotation\n 185→ UpdateAimDirection();\n 186→\n 187→ // Update laser sight to point towards mouse (with recoil offset)\n 188→ if (LaserSightEnabled && _laserSight != null)\n 189→ {\n 190→ UpdateLaserSight();\n 191→ }\n 192→ }\n 193→\n 194→ /// <summary>\n 195→ /// Updates the aim direction based on mouse position.\n 196→ /// Silenced pistol uses very low sensitivity for smooth, deliberate aiming.\n 197→ /// </summary>\n 198→ private void UpdateAimDirection()\n 199→ {\n 200→ // Get direction to mouse\n 201→ Vector2 mousePos = GetGlobalMousePosition();\n 202→ Vector2 toMouse = mousePos - GlobalPosition;\n 203→\n 204→ // Calculate target angle from player to mouse\n 205→ float targetAngle = toMouse.Angle();\n 206→\n 207→ // Initialize aim angle on first frame\n 208→ if (!_aimAngleInitialized)\n 209→ {\n 210→ _currentAimAngle = targetAngle;\n 211→ _aimAngleInitialized = true;\n 212→ }\n 213→\n 214→ Vector2 direction;\n 215→\n 216→ // Apply sensitivity \"leash\" effect when sensitivity is set\n 217→ // Silenced pistol has very low sensitivity for smooth, tactical aiming\n 218→ if (WeaponData != null && WeaponData.Sensitivity > 0)\n 219→ {\n 220→ float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n 221→ float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n 222→ float delta = (float)GetProcessDeltaTime();\n 223→ float maxRotation = rotationSpeed * delta;\n 224→ float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n 225→ _currentAimAngle += actualRotation;\n 226→ direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n 227→ }\n 228→ else\n 229→ {\n 230→ // Automatic mode: direct aim at cursor (instant response)\n 231→ if (toMouse.LengthSquared() > 0.001f)\n 232→ {\n 233→ direction = toMouse.Normalized();\n 234→ _currentAimAngle = targetAngle;\n 235→ }\n 236→ else\n 237→ {\n 238→ direction = _aimDirection;\n 239→ }\n 240→ }\n 241→\n 242→ // Store the aim direction for shooting\n 243→ _aimDirection = direction;\n 244→\n 245→ // Update weapon sprite rotation to match aim direction\n 246→ UpdateWeaponSpriteRotation(_aimDirection);\n 247→ }\n 248→\n 249→ /// <summary>\n 250→ /// Updates the weapon sprite rotation to match the aim direction.\n 251→ /// Also handles vertical flipping when aiming left.\n 252→ /// </summary>\n 253→ private void UpdateWeaponSpriteRotation(Vector2 direction)\n 254→ {\n 255→ if (_weaponSprite == null)\n 256→ {\n 257→ return;\n 258→ }\n 259→\n 260→ float angle = direction.Angle();\n 261→ _weaponSprite.Rotation = angle;\n 262→\n 263→ // Flip the sprite vertically when aiming left\n 264→ bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n 265→ _weaponSprite.FlipV = aimingLeft;\n 266→ }\n 267→\n 268→ // =========================================================================\n 269→ // Laser Sight Methods\n 270→ // =========================================================================\n 271→\n 272→ /// <summary>\n 273→ /// Creates the laser sight Line2D programmatically.\n 274→ /// </summary>\n 275→ private void CreateLaserSight()\n 276→ {\n 277→ _laserSight = new Line2D\n 278→ {\n 279→ Name = \"LaserSight\",\n 280→ Width = LaserSightWidth,\n 281→ DefaultColor = LaserSightColor,\n 282→ BeginCapMode = Line2D.LineCapMode.Round,\n 283→ EndCapMode = Line2D.LineCapMode.Round\n 284→ };\n 285→\n 286→ // Initialize with two points (start and end)\n 287→ _laserSight.AddPoint(Vector2.Zero);\n 288→ _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n 289→\n 290→ AddChild(_laserSight);\n 291→ }\n 292→\n 293→ /// <summary>\n 294→ /// Updates the laser sight visualization.\n 295→ /// Uses the aim direction and applies recoil offset.\n 296→ /// Uses raycasting to stop at obstacles.\n 297→ /// </summary>\n 298→ private void UpdateLaserSight()\n 299→ {\n 300→ if (_laserSight == null)\n 301→ {\n 302→ return;\n 303→ }\n 304→\n 305→ // Apply recoil offset to aim direction for laser visualization\n 306→ // This makes the laser show where the bullet will actually go\n 307→ Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n 308→\n 309→ // Calculate maximum laser length based on viewport size\n 310→ // This ensures the laser extends to viewport edges regardless of direction\n 311→ Viewport? viewport = GetViewport();\n 312→ if (viewport == null)\n 313→ {\n 314→ return;\n 315→ }\n 316→\n 317→ Vector2 viewportSize = viewport.GetVisibleRect().Size;\n 318→ // Use diagonal of viewport to ensure laser reaches edge in any direction\n 319→ float maxLaserLength = viewportSize.Length();\n 320→\n 321→ // Calculate the end point of the laser using viewport-based length\n 322→ // Use laserDirection (with recoil) instead of base direction\n 323→ Vector2 endPoint = laserDirection * maxLaserLength;\n 324→\n 325→ // Perform raycast to check for obstacles\n 326→ var spaceState = GetWorld2D().DirectSpaceState;\n 327→ var query = PhysicsRayQueryParameters2D.Create(\n 328→ GlobalPosition,\n 329→ GlobalPosition + endPoint,\n 330→ 4 // Collision mask for obstacles (layer 3 = value 4)\n 331→ );\n 332→\n 333→ var result = spaceState.IntersectRay(query);\n 334→\n 335→ if (result.Count > 0)\n 336→ {\n 337→ // Hit an obstacle, shorten the laser\n 338→ Vector2 hitPosition = (Vector2)result[\"position\"];\n 339→ endPoint = hitPosition - GlobalPosition;\n 340→ }\n 341→\n 342→ // Update the laser sight line points (in local coordinates)\n 343→ _laserSight.SetPointPosition(0, Vector2.Zero);\n 344→ _laserSight.SetPointPosition(1, endPoint);\n 345→ }\n 346→\n 347→ /// <summary>\n 348→ /// Updates the visibility of the laser sight based on LaserSightEnabled.\n 349→ /// </summary>\n 350→ private void UpdateLaserSightVisibility()\n 351→ {\n 352→ if (_laserSight != null)\n 353→ {\n 354→ _laserSight.Visible = LaserSightEnabled;\n 355→ }\n 356→ }\n 357→\n 358→ /// <summary>\n 359→ /// Enables or disables the laser sight.\n 360→ /// </summary>\n 361→ /// <param name=\"enabled\">Whether to enable the laser sight.</param>\n 362→ public void SetLaserSightEnabled(bool enabled)\n 363→ {\n 364→ LaserSightEnabled = enabled;\n 365→ UpdateLaserSightVisibility();\n 366→ }\n 367→\n 368→ /// <summary>\n 369→ /// Fires the silenced pistol in semi-automatic mode.\n 370→ /// Silent shots do not propagate sound to enemies.\n 371→ /// </summary>\n 372→ /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n 373→ /// <returns>True if the weapon fired successfully.</returns>\n 374→ public override bool Fire(Vector2 direction)\n 375→ {\n 376→ // Check for empty magazine - play click sound\n 377→ if (CurrentAmmo <= 0)\n 378→ {\n 379→ PlayEmptyClickSound();\n 380→ return false;\n 381→ }\n 382→\n 383→ // Check if we can fire at all\n 384→ if (!CanFire || WeaponData == null || BulletScene == null)\n 385→ {\n 386→ return false;\n 387→ }\n 388→\n 389→ // Apply recoil offset to aim direction\n 390→ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 391→ bool result = base.Fire(spreadDirection);\n 392→\n 393→ if (result)\n 394→ {\n 395→ // Play silenced shot sound (very quiet, close range only)\n 396→ PlaySilencedShotSound();\n 397→ // NO sound propagation - enemies don't hear silenced shots\n 398→ // Play shell casing sound with delay (pistol casings)\n 399→ PlayShellCasingDelayed();\n 400→ // Trigger screen shake with extended recoil\n 401→ TriggerScreenShake(spreadDirection);\n 402→ }\n 403→\n 404→ return result;\n 405→ }\n 406→\n 407→ /// <summary>\n 408→ /// Applies recoil offset to the shooting direction and adds new recoil.\n 409→ /// Silenced pistol has 2x recoil compared to M16, with extended recovery time.\n 410→ /// </summary>\n 411→ private Vector2 ApplySpread(Vector2 direction)\n 412→ {\n 413→ // Apply the current recoil offset to the direction\n 414→ Vector2 result = direction.Rotated(_recoilOffset);\n 415→\n 416→ if (WeaponData != null)\n 417→ {\n 418→ // Apply base spread from weapon data (same as M16: 2.0 degrees)\n 419→ float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n 420→\n 421→ // Generate random spread within the angle\n 422→ float randomSpread = (float)GD.RandRange(-spreadRadians, spreadRadians);\n 423→ result = result.Rotated(randomSpread * 0.5f);\n 424→\n 425→ // Add strong recoil for next shot (2x assault rifle)\n 426→ // This kicks the weapon up/sideways significantly\n 427→ float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n 428→ _recoilOffset += recoilDirection * RecoilPerShot;\n 429→ _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n 430→ }\n 431→\n 432→ // Reset time since last shot for recoil recovery\n 433→ _timeSinceLastShot = 0;\n 434→\n 435→ return result;\n 436→ }\n 437→\n 438→ /// <summary>\n 439→ /// Plays the empty gun click sound.\n 440→ /// </summary>\n 441→ private void PlayEmptyClickSound()\n 442→ {\n 443→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 444→ if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n 445→ {\n 446→ audioManager.Call(\"play_empty_click\", GlobalPosition);\n 447→ }\n 448→ }\n 449→\n 450→ /// <summary>\n 451→ /// Plays the silenced shot sound via AudioManager.\n 452→ /// This is a very quiet sound that doesn't alert enemies.\n 453→ /// </summary>\n 454→ private void PlaySilencedShotSound()\n 455→ {\n 456→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 457→ if (audioManager != null && audioManager.HasMethod(\"play_silenced_shot\"))\n 458→ {\n 459→ audioManager.Call(\"play_silenced_shot\", GlobalPosition);\n 460→ }\n 461→ else\n 462→ {\n 463→ // Fallback: play pistol bolt sound as placeholder until silenced sound is added\n 464→ if (audioManager != null && audioManager.HasMethod(\"play_sound_2d\"))\n 465→ {\n 466→ // Use pistol bolt sound at very low volume as placeholder\n 467→ audioManager.Call(\"play_sound_2d\",\n 468→ \"res://assets/audio/взвод затвора пистолета.wav\",\n 469→ GlobalPosition,\n 470→ -15.0f);\n 471→ }\n 472→ }\n 473→ }\n 474→\n 475→ /// <summary>\n 476→ /// Plays pistol shell casing sound with a delay.\n 477→ /// </summary>\n 478→ private async void PlayShellCasingDelayed()\n 479→ {\n 480→ await ToSignal(GetTree().CreateTimer(0.12), \"timeout\");\n 481→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 482→ if (audioManager != null && audioManager.HasMethod(\"play_shell_pistol\"))\n 483→ {\n 484→ audioManager.Call(\"play_shell_pistol\", GlobalPosition);\n 485→ }\n 486→ }\n 487→\n 488→ /// <summary>\n 489→ /// Triggers screen shake based on shooting direction.\n 490→ /// Silenced pistol has strong recoil (2x M16) but with extended recovery time,\n 491→ /// simulating the time needed to control pistol recoil.\n 492→ /// </summary>\n 493→ private void TriggerScreenShake(Vector2 shootDirection)\n 494→ {\n 495→ if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n 496→ {\n 497→ return;\n 498→ }\n 499→\n 500→ var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n 501→ if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n 502→ {\n 503→ return;\n 504→ }\n 505→\n 506→ // Calculate shake intensity based on fire rate\n 507→ float fireRate = WeaponData.FireRate;\n 508→ float shakeIntensity;\n 509→ if (fireRate > 0)\n 510→ {\n 511→ shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n 512→ }\n 513→ else\n 514→ {\n 515→ shakeIntensity = WeaponData.ScreenShakeIntensity;\n 516→ }\n 517→\n 518→ // Use extended recovery time from weapon data\n 519→ // This makes the screen shake persist longer, emphasizing recoil\n 520→ float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n 521→\n 522→ screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n 523→ }\n 524→\n 525→ /// <summary>\n 526→ /// Fires the bullet in the chamber during reload sequence.\n 527→ /// </summary>\n 528→ public override bool FireChamberBullet(Vector2 direction)\n 529→ {\n 530→ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 531→ bool result = base.FireChamberBullet(spreadDirection);\n 532→\n 533→ if (result)\n 534→ {\n 535→ PlaySilencedShotSound();\n 536→ PlayShellCasingDelayed();\n 537→ TriggerScreenShake(spreadDirection);\n 538→ }\n 539→\n 540→ return result;\n 541→ }\n 542→\n 543→ /// <summary>\n 544→ /// Gets the current aim direction.\n 545→ /// </summary>\n 546→ public Vector2 AimDirection => _aimDirection;\n 547→\n 548→ /// <summary>\n 549→ /// Stun duration applied to enemies on hit.\n 550→ /// Duration of 0.6 seconds provides noticeable stun effect and\n 551→ /// allows for tactical follow-up shots on stunned enemies.\n 552→ /// </summary>\n 553→ private const float StunDurationOnHit = 0.6f;\n 554→\n 555→ /// <summary>\n 556→ /// Configures the weapon's ammunition based on the number of enemies in the level.\n 557→ /// For example: 10 enemies = 10 bullets loaded + 0 spare magazines.\n 558→ /// For 26 enemies = 13 bullets loaded + 1 spare magazine (13 bullets).\n 559→ /// The ammunition is distributed to match exactly the number of enemies.\n 560→ /// </summary>\n 561→ /// <param name=\"enemyCount\">Number of enemies in the level.</param>\n 562→ public void ConfigureAmmoForEnemyCount(int enemyCount)\n 563→ {\n 564→ if (WeaponData == null)\n 565→ {\n 566→ GD.PrintErr(\"[SilencedPistol] Cannot configure ammo: WeaponData is null\");\n 567→ return;\n 568→ }\n 569→\n 570→ int magazineCapacity = WeaponData.MagazineSize; // 13 for silenced pistol\n 571→\n 572→ // Calculate how many full magazines we need\n 573→ int fullMagazines = enemyCount / magazineCapacity;\n 574→ int remainingBullets = enemyCount % magazineCapacity;\n 575→\n 576→ // Clear existing magazine inventory\n 577→ MagazineInventory.Initialize(0, magazineCapacity, fillAllMagazines: false);\n 578→\n 579→ // If we have remaining bullets, that's our current magazine\n 580→ // Otherwise, take one full magazine as current\n 581→ if (remainingBullets > 0)\n 582→ {\n 583→ // Current magazine has the remaining bullets\n 584→ MagazineInventory.AddSpareMagazine(remainingBullets, magazineCapacity);\n 585→ MagazineInventory.SwapToFullestMagazine();\n 586→\n 587→ // Add full magazines as spares\n 588→ for (int i = 0; i < fullMagazines; i++)\n 589→ {\n 590→ MagazineInventory.AddSpareMagazine(magazineCapacity, magazineCapacity);\n 591→ }\n 592→ }\n 593→ else if (fullMagazines > 0)\n 594→ {\n 595→ // No remaining bullets, so current magazine is a full one\n 596→ MagazineInventory.AddSpareMagazine(magazineCapacity, magazineCapacity);\n 597→ MagazineInventory.SwapToFullestMagazine();\n 598→\n 599→ // Add remaining full magazines as spares\n 600→ for (int i = 1; i < fullMagazines; i++)\n 601→ {\n 602→ MagazineInventory.AddSpareMagazine(magazineCapacity, magazineCapacity);\n 603→ }\n 604→ }\n 605→ else\n 606→ {\n 607→ // No enemies or edge case - give at least empty magazine\n 608→ MagazineInventory.AddSpareMagazine(0, magazineCapacity);\n 609→ MagazineInventory.SwapToFullestMagazine();\n 610→ }\n 611→\n 612→ // Emit magazine state changes\n 613→ EmitMagazinesChanged();\n 614→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 615→\n 616→ GD.Print($\"[SilencedPistol] Configured for {enemyCount} enemies: {CurrentAmmo} loaded + {ReserveAmmo} reserve ({GetMagazineDisplayString()})\");\n 617→ }\n 618→\n 619→ /// <summary>\n 620→ /// Override SpawnBullet to set the stun effect on bullets.\n 621→ /// The silenced pistol has a special effect: enemies hit are briefly stunned,\n 622→ /// preventing them from shooting or moving for just long enough for the next shot.\n 623→ /// </summary>\n 624→ /// <param name=\"direction\">Direction for the bullet to travel.</param>\n 625→ protected override void SpawnBullet(Vector2 direction)\n 626→ {\n 627→ if (BulletScene == null)\n 628→ {\n 629→ return;\n 630→ }\n 631→\n 632→ // Check if the bullet spawn path is blocked by a wall\n 633→ var (isBlocked, hitPosition, hitNormal) = CheckBulletSpawnPath(direction);\n 634→\n 635→ Vector2 spawnPosition;\n 636→ if (isBlocked)\n 637→ {\n 638→ // Wall detected at point-blank range\n 639→ spawnPosition = GlobalPosition + direction * 2.0f;\n 640→ GD.Print($\"[SilencedPistol] Point-blank shot: spawning bullet at weapon position for penetration\");\n 641→ }\n 642→ else\n 643→ {\n 644→ // Normal case: spawn at offset position\n 645→ spawnPosition = GlobalPosition + direction * BulletSpawnOffset;\n 646→ }\n 647→\n 648→ var bulletNode = BulletScene.Instantiate<Node2D>();\n 649→ bulletNode.GlobalPosition = spawnPosition;\n 650→\n 651→ // Try to cast to C# Bullet type for direct property access\n 652→ var bullet = bulletNode as Bullet;\n 653→\n 654→ if (bullet != null)\n 655→ {\n 656→ // C# Bullet - set properties directly for reliable stun effect\n 657→ bullet.Direction = direction;\n 658→ if (WeaponData != null)\n 659→ {\n 660→ bullet.Speed = WeaponData.BulletSpeed;\n 661→ // Set damage from weapon data - this is critical for one-shot kills\n 662→ bullet.Damage = WeaponData.Damage;\n 663→ }\n 664→ var owner = GetParent();\n 665→ if (owner != null)\n 666→ {\n 667→ bullet.ShooterId = owner.GetInstanceId();\n 668→ }\n 669→ bullet.ShooterPosition = GlobalPosition;\n 670→\n 671→ // Set stun duration for silenced pistol special effect\n 672→ // Enemies hit by silenced pistol bullets are briefly stunned,\n 673→ // allowing for follow-up shots while they can't retaliate\n 674→ bullet.StunDuration = StunDurationOnHit;\n 675→ GD.Print($\"[SilencedPistol] Spawned C# bullet with Damage={bullet.Damage}, StunDuration={StunDurationOnHit}s\");\n 676→ }\n 677→ else\n 678→ {\n 679→ // GDScript bullet fallback - use Node.Set() for compatibility\n 680→ if (bulletNode.HasMethod(\"SetDirection\"))\n 681→ {\n 682→ bulletNode.Call(\"SetDirection\", direction);\n 683→ }\n 684→ else\n 685→ {\n 686→ bulletNode.Set(\"Direction\", direction);\n 687→ bulletNode.Set(\"direction\", direction);\n 688→ }\n 689→\n 690→ if (WeaponData != null)\n 691→ {\n 692→ bulletNode.Set(\"Speed\", WeaponData.BulletSpeed);\n 693→ bulletNode.Set(\"speed\", WeaponData.BulletSpeed);\n 694→ // Set damage from weapon data - critical for one-shot kills\n 695→ bulletNode.Set(\"Damage\", WeaponData.Damage);\n 696→ bulletNode.Set(\"damage\", WeaponData.Damage);\n 697→ }\n 698→\n 699→ var owner = GetParent();\n 700→ if (owner != null)\n 701→ {\n 702→ bulletNode.Set(\"ShooterId\", owner.GetInstanceId());\n 703→ bulletNode.Set(\"shooter_id\", owner.GetInstanceId());\n 704→ }\n 705→\n 706→ bulletNode.Set(\"ShooterPosition\", GlobalPosition);\n 707→ bulletNode.Set(\"shooter_position\", GlobalPosition);\n 708→\n 709→ // Try to set stun duration via Set() for GDScript bullets\n 710→ bulletNode.Set(\"StunDuration\", StunDurationOnHit);\n 711→ bulletNode.Set(\"stun_duration\", StunDurationOnHit);\n 712→ GD.Print($\"[SilencedPistol] Spawned GDScript bullet with Damage={WeaponData?.Damage ?? 1.0f}, stun_duration={StunDurationOnHit}s\");\n 713→ }\n 714→\n 715→ GetTree().CurrentScene.AddChild(bulletNode);\n 716→\n 717→ // Spawn muzzle flash effect with small scale for silenced weapon\n 718→ // The overridden SpawnMuzzleFlash method ignores caliber and uses SilencedMuzzleFlashScale (0.2)\n 719→ SpawnMuzzleFlash(spawnPosition, direction, WeaponData?.Caliber);\n 720→\n 721→ // Spawn casing if casing scene is set\n 722→ SpawnCasing(direction, WeaponData?.Caliber);\n 723→ }\n 724→\n 725→ /// <summary>\n 726→ /// Spawns a very small muzzle flash effect for the silenced pistol.\n 727→ /// Suppressors significantly reduce muzzle flash by trapping expanding gases,\n 728→ /// so the flash should be barely visible (around 100x100 pixels).\n 729→ /// </summary>\n 730→ /// <param name=\"position\">Position to spawn the muzzle flash.</param>\n 731→ /// <param name=\"direction\">Direction the weapon is firing.</param>\n 732→ /// <param name=\"caliber\">Caliber data (ignored for silenced pistol, uses SilencedMuzzleFlashScale instead).</param>\n 733→ protected override void SpawnMuzzleFlash(Vector2 position, Vector2 direction, Resource? caliber)\n 734→ {\n 735→ var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n 736→ if (impactManager != null && impactManager.HasMethod(\"spawn_muzzle_flash\"))\n 737→ {\n 738→ // Pass the silenced pistol's reduced muzzle flash scale as the 4th argument\n 739→ // This creates a very small flash (~100x100 pixels) appropriate for a suppressed weapon\n 740→ // Note: We ignore the caliber parameter and use our fixed SilencedMuzzleFlashScale instead\n 741→ impactManager.Call(\"spawn_muzzle_flash\", position, direction, Variant.CreateFrom((GodotObject?)null), SilencedMuzzleFlashScale);\n 742→ }\n 743→ }\n 744→}\n 745→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "/tmp/gh-issue-solver-1770396578865/scripts/autoload/impact_effects_manager.gd:777:\t\thole.trail_width = hole_width\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:21:## Maximum number of trail points to maintain.\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:22:@export var trail_length: int = 6\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:37:## Reference to the trail Line2D node (if present).\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:38:var _trail: Line2D = null\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:40:## History of global positions for the trail effect.\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:55:\t# Get trail reference if it exists\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:56:\t_trail = get_node_or_null(\"Trail\")\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:57:\tif _trail:\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:58:\t\t_trail.clear_points()\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:59:\t\t_trail.top_level = true\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:60:\t\t_trail.position = Vector2.ZERO\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:71:\t# Update trail effect\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:72:\t_update_trail()\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:85:## Updates the visual trail effect by maintaining position history.\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:86:func _update_trail() -> void:\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:87:\tif not _trail:\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:93:\t# Limit trail length\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:94:\twhile _position_history.size() > trail_length:\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:97:\t# Update Line2D points\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:98:\t_trail.clear_points()\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:100:\t\t_trail.add_point(pos)\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/shrapnel.gd:209:\t# Clear trail history to avoid visual artifacts\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/bullet.gd:8:## Features a visual tracer trail effect for better visibility and\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/bullet.gd:24:## Maximum number of trail points to maintain.\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/bullet.gd:25:## Higher values create longer trails but use more memory.\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/bullet.gd:26:@export var trail_length: int = 8\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/bullet.gd:50:## Reference to the trail Line2D node (if present).\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/bullet.gd:51:var _trail: Line2D = null\n/tmp/gh-issue-solver-1770396578865/scripts/projectiles/bullet.gd:53:## History of global positions for the trail effect.", | |
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| "content": " 1→[gd_scene load_steps=6 format=3 uid=\"uid://dv2q8m5n7xk1q\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://Scripts/Projectiles/Bullet.cs\" id=\"1_bullet\"]\n 4→\n 5→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_bullet\"]\n 6→radius = 4.0\n 7→\n 8→[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_bullet\"]\n 9→size = Vector2(16, 4)\n 10→\n 11→[sub_resource type=\"Gradient\" id=\"Gradient_trail\"]\n 12→colors = PackedColorArray(1, 0.9, 0.2, 1, 1, 0.9, 0.2, 0)\n 13→\n 14→[sub_resource type=\"Curve\" id=\"Curve_trail\"]\n 15→_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\n 16→point_count = 2\n 17→\n 18→[node name=\"Bullet\" type=\"Area2D\"]\n 19→collision_layer = 16\n 20→collision_mask = 39\n 21→script = ExtResource(\"1_bullet\")\n 22→\n 23→[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\n 24→modulate = Color(1, 0.9, 0.2, 1)\n 25→texture = SubResource(\"PlaceholderTexture2D_bullet\")\n 26→\n 27→[node name=\"Trail\" type=\"Line2D\" parent=\".\"]\n 28→width = 3.0\n 29→width_curve = SubResource(\"Curve_trail\")\n 30→default_color = Color(1, 0.9, 0.2, 1)\n 31→gradient = SubResource(\"Gradient_trail\")\n 32→begin_cap_mode = 2\n 33→end_cap_mode = 2\n 34→\n 35→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 36→shape = SubResource(\"CircleShape2D_bullet\")\n 37→\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 CanvasLayer\n 2→## Armory menu for viewing unlocked and locked weapons.\n 3→##\n 4→## Displays a grid of weapons showing which are unlocked (available) and\n 5→## which are locked (coming in future updates). Also shows available grenades.\n 6→## Selecting a different grenade will restart the level.\n 7→\n 8→## Signal emitted when the back button is pressed.\n 9→signal back_pressed\n 10→\n 11→## Signal emitted when a weapon is selected.\n 12→signal weapon_selected(weapon_id: String)\n 13→\n 14→## Dictionary of all weapons with their data.\n 15→## Keys: weapon_id, Values: dictionary with name, icon_path, unlocked status\n 16→const WEAPONS: Dictionary = {\n 17→\t\"m16\": {\n 18→\t\t\"name\": \"M16\",\n 19→\t\t\"icon_path\": \"res://assets/sprites/weapons/m16_rifle.png\",\n 20→\t\t\"unlocked\": true,\n 21→\t\t\"description\": \"Standard assault rifle\",\n 22→\t\t\"is_grenade\": false\n 23→\t},\n 24→\t\"flashbang\": {\n 25→\t\t\"name\": \"Flashbang\",\n 26→\t\t\"icon_path\": \"res://assets/sprites/weapons/flashbang.png\",\n 27→\t\t\"unlocked\": true,\n 28→\t\t\"description\": \"Stun grenade - blinds enemies for 12s, stuns for 6s. Press G + RMB drag to throw.\",\n 29→\t\t\"is_grenade\": true,\n 30→\t\t\"grenade_type\": 0\n 31→\t},\n 32→\t\"frag_grenade\": {\n 33→\t\t\"name\": \"Frag Grenade\",\n 34→\t\t\"icon_path\": \"res://assets/sprites/weapons/frag_grenade.png\",\n 35→\t\t\"unlocked\": true,\n 36→\t\t\"description\": \"Offensive grenade - explodes on impact, releases 4 shrapnel pieces that ricochet. Press G + RMB drag to throw.\",\n 37→\t\t\"is_grenade\": true,\n 38→\t\t\"grenade_type\": 1\n 39→\t},\n 40→\t\"defensive_grenade\": {\n 41→\t\t\"name\": \"F-1 Grenade\",\n 42→\t\t\"icon_path\": \"res://assets/sprites/weapons/defensive_grenade.png\",\n 43→\t\t\"unlocked\": true,\n 44→\t\t\"description\": \"Defensive grenade (F-1) - 4 second fuse, 40 shrapnel pieces, 700px damage radius. Press G + RMB drag to throw.\",\n 45→\t\t\"is_grenade\": true,\n 46→\t\t\"grenade_type\": 2\n 47→\t},\n 48→\t\"ak47\": {\n 49→\t\t\"name\": \"???\",\n 50→\t\t\"icon_path\": \"\",\n 51→\t\t\"unlocked\": false,\n 52→\t\t\"description\": \"Coming soon\",\n 53→\t\t\"is_grenade\": false\n 54→\t},\n 55→\t\"shotgun\": {\n 56→\t\t\"name\": \"Shotgun\",\n 57→\t\t\"icon_path\": \"res://assets/sprites/weapons/shotgun_icon.png\",\n 58→\t\t\"unlocked\": true,\n 59→\t\t\"description\": \"Pump-action shotgun - 6-12 pellets per shot, 15° spread, no wall penetration. Press LMB to fire.\",\n 60→\t\t\"is_grenade\": false\n 61→\t},\n 62→\t\"mini_uzi\": {\n 63→\t\t\"name\": \"Mini UZI\",\n 64→\t\t\"icon_path\": \"res://assets/sprites/weapons/mini_uzi_icon.png\",\n 65→\t\t\"unlocked\": true,\n 66→\t\t\"description\": \"Submachine gun - 15 shots/sec, 9mm bullets (0.5 damage), high spread, ricochets at ≤20°, no wall penetration. Press LMB to fire.\",\n 67→\t\t\"is_grenade\": false\n 68→\t},\n 69→\t\"silenced_pistol\": {\n 70→\t\t\"name\": \"Silenced Pistol\",\n 71→\t\t\"icon_path\": \"res://assets/sprites/weapons/silenced_pistol_topdown.png\",\n 72→\t\t\"unlocked\": true,\n 73→\t\t\"description\": \"Beretta M9 with suppressor - semi-auto, 9mm, 13 rounds, silent shots, enemies stunned on hit (can't move/shoot until next shot). Press LMB to fire.\",\n 74→\t\t\"is_grenade\": false\n 75→\t},\n 76→\t\"smg\": {\n 77→\t\t\"name\": \"???\",\n 78→\t\t\"icon_path\": \"\",\n 79→\t\t\"unlocked\": false,\n 80→\t\t\"description\": \"Coming soon\",\n 81→\t\t\"is_grenade\": false\n 82→\t},\n 83→\t\"sniper\": {\n 84→\t\t\"name\": \"???\",\n 85→\t\t\"icon_path\": \"\",\n 86→\t\t\"unlocked\": false,\n 87→\t\t\"description\": \"Coming soon\",\n 88→\t\t\"is_grenade\": false\n 89→\t},\n 90→\t\"pistol\": {\n 91→\t\t\"name\": \"???\",\n 92→\t\t\"icon_path\": \"\",\n 93→\t\t\"unlocked\": false,\n 94→\t\t\"description\": \"Coming soon\",\n 95→\t\t\"is_grenade\": false\n 96→\t}\n 97→}\n 98→\n 99→## Reference to UI elements.\n 100→@onready var weapon_grid: GridContainer = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ScrollContainer/WeaponGrid\n 101→@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n 102→@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n 103→\n 104→## Currently selected weapon slot (for visual highlighting).\n 105→var _selected_slot: PanelContainer = null\n 106→\n 107→## Map of weapon slots by weapon ID.\n 108→var _weapon_slots: Dictionary = {}\n 109→\n 110→## Reference to GrenadeManager autoload.\n 111→var _grenade_manager: Node = null\n 112→\n 113→\n 114→func _ready() -> void:\n 115→\t# Connect button signals\n 116→\tback_button.pressed.connect(_on_back_pressed)\n 117→\n 118→\t# Get GrenadeManager reference\n 119→\t_grenade_manager = get_node_or_null(\"/root/GrenadeManager\")\n 120→\n 121→\t# Populate weapon grid\n 122→\t_populate_weapon_grid()\n 123→\n 124→\t# Set process mode to allow input while paused\n 125→\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 126→\n 127→\n 128→func _populate_weapon_grid() -> void:\n 129→\t# Clear existing children and slot tracking\n 130→\tfor child in weapon_grid.get_children():\n 131→\t\tchild.queue_free()\n 132→\t_weapon_slots.clear()\n 133→\t_selected_slot = null\n 134→\n 135→\t# Count unlocked weapons for status\n 136→\tvar unlocked_count: int = 0\n 137→\tvar total_count: int = WEAPONS.size()\n 138→\n 139→\t# Create a slot for each weapon\n 140→\tfor weapon_id in WEAPONS:\n 141→\t\tvar weapon_data: Dictionary = WEAPONS[weapon_id]\n 142→\t\tvar slot := _create_weapon_slot(weapon_id, weapon_data)\n 143→\t\tweapon_grid.add_child(slot)\n 144→\t\t_weapon_slots[weapon_id] = slot\n 145→\n 146→\t\tif weapon_data[\"unlocked\"]:\n 147→\t\t\tunlocked_count += 1\n 148→\n 149→\t# Update status label\n 150→\tstatus_label.text = \"Unlocked: %d / %d\" % [unlocked_count, total_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" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": "toolu_017knp1SFiNh5sC1c2TEpt5i", | |
| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "bd06babb-8eda-402b-979b-77d66b243e23" | |
| } | |
| [2026-02-06T16:51:40.809Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-haiku-4-5-20251001", | |
| "id": "msg_01MGZdumHL1XB27J1vbnKoer", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01E2rj7ucW2ZV4Qu9eHaP7Mh", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770396578865/scenes/characters/Player.tscn", | |
| "limit": 100 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
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| "input_tokens": 0, | |
| "cache_creation_input_tokens": 2326, | |
| "cache_read_input_tokens": 78505, | |
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| "ephemeral_1h_input_tokens": 2326 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": "toolu_017knp1SFiNh5sC1c2TEpt5i", | |
| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "d1aeae5f-93e5-48d9-9240-7d959d166c17" | |
| } | |
| [2026-02-06T16:51:40.837Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01E2rj7ucW2ZV4Qu9eHaP7Mh", | |
| "type": "tool_result", | |
| "content": " 1→[gd_scene load_steps=14 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n 4→[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"2_hit_area\"]\n 5→[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"3_threat_sphere\"]\n 6→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"4_body\"]\n 7→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"5_head\"]\n 8→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"6_left_arm\"]\n 9→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"7_right_arm\"]\n 10→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"8_armband\"]\n 11→[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"9_bloody_feet\"]\n 12→\n 13→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n 14→radius = 16.0\n 15→\n 16→[sub_resource type=\"OccluderPolygon2D\" id=\"OccluderPolygon2D_player\"]\n 17→polygon = PackedVector2Array(16, 0, 13.86, 8, 8, 13.86, 0, 16, -8, 13.86, -13.86, 8, -16, 0, -13.86, -8, -8, -13.86, 0, -16, 8, -13.86, 13.86, -8)\n 18→\n 19→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\n 20→radius = 150.0\n 21→\n 22→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_casing_pusher\"]\n 23→radius = 20.0\n 24→\n 25→[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\n 26→collision_layer = 1\n 27→collision_mask = 4\n 28→script = ExtResource(\"1_player\")\n 29→\n 30→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 31→shape = SubResource(\"CircleShape2D_player\")\n 32→\n 33→[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n 34→\n 35→[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 36→z_index = 1\n 37→position = Vector2(-4, 0)\n 38→texture = ExtResource(\"4_body\")\n 39→\n 40→[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 41→z_index = 4\n 42→position = Vector2(24, 6)\n 43→texture = ExtResource(\"6_left_arm\")\n 44→\n 45→[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 46→z_index = 4\n 47→position = Vector2(-2, 6)\n 48→texture = ExtResource(\"7_right_arm\")\n 49→\n 50→[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 51→z_index = 5\n 52→position = Vector2(-2, 6)\n 53→modulate = Color(2, 0.3, 0.3, 1)\n 54→texture = ExtResource(\"8_armband\")\n 55→\n 56→[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 57→z_index = 3\n 58→position = Vector2(-6, -2)\n 59→texture = ExtResource(\"5_head\")\n 60→\n 61→[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\n 62→position = Vector2(0, 6)\n 63→\n 64→[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 65→process_callback = 0\n 66→limit_left = 0\n 67→limit_top = 0\n 68→limit_right = 4128\n 69→limit_bottom = 3088\n 70→limit_smoothed = true\n 71→position_smoothing_enabled = true\n 72→position_smoothing_speed = 5.0\n 73→\n 74→[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\n 75→collision_layer = 1\n 76→collision_mask = 16\n 77→script = ExtResource(\"2_hit_area\")\n 78→\n 79→[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\n 80→shape = SubResource(\"CircleShape2D_player\")\n 81→\n 82→[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\n 83→collision_layer = 0\n 84→collision_mask = 16\n 85→monitorable = false\n 86→script = ExtResource(\"3_threat_sphere\")\n 87→threat_radius = 150.0\n 88→trajectory_tolerance_degrees = 15.0\n 89→\n 90→[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\n 91→shape = SubResource(\"CircleShape2D_threat\")\n 92→\n 93→[node name=\"CasingPusher\" type=\"Area2D\" parent=\".\"]\n 94→collision_layer = 0\n 95→collision_mask = 64\n 96→monitorable = false\n 97→\n 98→[node name=\"CasingPusherShape\" type=\"CollisionShape2D\" parent=\"CasingPusher\"]\n 99→shape = SubResource(\"CircleShape2D_casing_pusher\")\n 100→\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": "toolu_017knp1SFiNh5sC1c2TEpt5i", | |
| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "a7d564f0-efe1-4037-8311-5c45a26fad55" | |
| } | |
| [2026-02-06T16:51:42.931Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-haiku-4-5-20251001", | |
| "id": "msg_017Pc195KyHdhvgjETHB8KML", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_011XVSMTRSBBsYxQTEyH16Gh", | |
| "name": "Bash", | |
| "input": { | |
| "command": "grep -r \"weapon\\|AssaultRifle\\|Shotgun\\|MiniUzi\\|SilencedPistol\" /tmp/gh-issue-solver-1770396578865/scripts/levels --include=\"*.gd\" | head -40" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
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| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": "toolu_017knp1SFiNh5sC1c2TEpt5i", | |
| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "83d61d16-6622-4027-bab2-bbcd34bb7de7" | |
| } | |
| [2026-02-06T16:51:43.005Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_011XVSMTRSBBsYxQTEyH16Gh", | |
| "type": "tool_result", | |
| "content": "/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t# Setup selected weapon based on GameManager selection\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t_setup_selected_weapon()\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t# Try to get the player's weapon for C# Player\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\tif weapon == null:\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\tif weapon == null:\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\tif weapon == null:\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\tif weapon != null:\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\t# C# Player with weapon - connect to weapon signals\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tif weapon.has_signal(\"AmmoChanged\"):\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tif weapon.has_signal(\"MagazinesChanged\"):\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tif weapon.has_signal(\"Fired\"):\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\t\tweapon.Fired.connect(_on_shot_fired)\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tif weapon.has_signal(\"ShellCountChanged\"):\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_changed)\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\t# Initial ammo display from weapon\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\t_configure_silenced_pistol_ammo(weapon)\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\tif weapon.name != \"SilencedPistol\":\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:## Called when a shot is fired (from C# weapon).\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:## Called when weapon ammo changes (C# Player).\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t# Get the reserve ammo from the weapon for display\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd:\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": "toolu_017knp1SFiNh5sC1c2TEpt5i", | |
| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "efae3852-c109-4031-91b9-5adc2d62bd35" | |
| } | |
| [2026-02-06T16:51:44.324Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-haiku-4-5-20251001", | |
| "id": "msg_011B5yekGBhQbCmzdzTcaaen", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01MXp5HeWayKDq1UhHrp8Swv", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770396578865/scripts/levels/building_level.gd", | |
| "limit": 150 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
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| [2026-02-06T16:51:44.354Z] [INFO] { | |
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| "content": " 1→extends Node2D\n 2→## Building level scene for the Godot Top-Down Template.\n 3→##\n 4→## This scene is a Hotline Miami 2 style building with rooms and halls.\n 5→## Features:\n 6→## - Building interior layout (~2400x2000 pixels) larger than viewport\n 7→## - Multiple interconnected rooms with corridors\n 8→## - 10 enemies distributed across different rooms (2+ per room)\n 9→## - Clear room boundaries with walls and doorways\n 10→## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n 11→## - Score tracking with Hotline Miami style ranking system\n 12→\n 13→## Reference to the enemy count label.\n 14→var _enemy_count_label: Label = null\n 15→\n 16→## Reference to the ammo count label.\n 17→var _ammo_label: Label = null\n 18→\n 19→## Reference to the player.\n 20→var _player: Node2D = null\n 21→\n 22→## Total enemy count at start.\n 23→var _initial_enemy_count: int = 0\n 24→\n 25→## Current enemy count.\n 26→var _current_enemy_count: int = 0\n 27→\n 28→## Whether game over has been shown.\n 29→var _game_over_shown: bool = false\n 30→\n 31→## Reference to the kills label.\n 32→var _kills_label: Label = null\n 33→\n 34→## Reference to the accuracy label.\n 35→var _accuracy_label: Label = null\n 36→\n 37→## Reference to the magazines label (shows individual magazine ammo counts).\n 38→var _magazines_label: Label = null\n 39→\n 40→## Reference to the ColorRect for saturation effect.\n 41→var _saturation_overlay: ColorRect = null\n 42→\n 43→## Reference to the combo label.\n 44→var _combo_label: Label = null\n 45→\n 46→## Reference to the exit zone.\n 47→var _exit_zone: Area2D = null\n 48→\n 49→## Whether the level has been cleared (all enemies eliminated).\n 50→var _level_cleared: bool = false\n 51→\n 52→## Duration of saturation effect in seconds.\n 53→const SATURATION_DURATION: float = 0.15\n 54→\n 55→## Saturation effect intensity (alpha).\n 56→const SATURATION_INTENSITY: float = 0.25\n 57→\n 58→## List of enemy nodes for position tracking.\n 59→var _enemies: Array = []\n 60→\n 61→\n 62→func _ready() -> void:\n 63→\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\n 64→\tprint(\"Building size: ~2400x2000 pixels\")\n 65→\tprint(\"Clear all rooms to win!\")\n 66→\tprint(\"Press Q for quick restart\")\n 67→\n 68→\t# Setup navigation mesh for enemy pathfinding\n 69→\t_setup_navigation()\n 70→\n 71→\t# Find and connect to all enemies\n 72→\t_setup_enemy_tracking()\n 73→\n 74→\t# Find the enemy count label\n 75→\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n 76→\t_update_enemy_count_label()\n 77→\n 78→\t# Find and setup player tracking\n 79→\t_setup_player_tracking()\n 80→\n 81→\t# Setup debug UI\n 82→\t_setup_debug_ui()\n 83→\n 84→\t# Setup saturation overlay for kill effect\n 85→\t_setup_saturation_overlay()\n 86→\n 87→\t# Connect to GameManager signals\n 88→\tif GameManager:\n 89→\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n 90→\t\tGameManager.stats_updated.connect(_update_debug_ui)\n 91→\n 92→\t# Initialize ScoreManager for this level\n 93→\t_initialize_score_manager()\n 94→\n 95→\t# Setup exit zone near player spawn (left wall)\n 96→\t_setup_exit_zone()\n 97→\n 98→\n 99→## Initialize the ScoreManager for this level.\n 100→func _initialize_score_manager() -> void:\n 101→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 102→\tif score_manager == null:\n 103→\t\treturn\n 104→\n 105→\t# Start tracking for this level\n 106→\tscore_manager.start_level(_initial_enemy_count)\n 107→\n 108→\t# Set player reference\n 109→\tif _player:\n 110→\t\tscore_manager.set_player(_player)\n 111→\n 112→\t# Connect to combo changes for UI feedback\n 113→\tif not score_manager.combo_changed.is_connected(_on_combo_changed):\n 114→\t\tscore_manager.combo_changed.connect(_on_combo_changed)\n 115→\n 116→\n 117→## Setup the exit zone near the player spawn point (left wall).\n 118→## The exit appears after all enemies are eliminated.\n 119→func _setup_exit_zone() -> void:\n 120→\t# Load and instantiate the exit zone\n 121→\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n 122→\tif exit_zone_scene == null:\n 123→\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n 124→\t\treturn\n 125→\n 126→\t_exit_zone = exit_zone_scene.instantiate()\n 127→\t# Position exit on the left wall near player spawn (player starts at 450, 1250)\n 128→\t# Place exit at left wall (x=80) at similar y position\n 129→\t_exit_zone.position = Vector2(120, 1250)\n 130→\t_exit_zone.zone_width = 60.0\n 131→\t_exit_zone.zone_height = 100.0\n 132→\n 133→\t# Connect the player reached exit signal\n 134→\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n 135→\n 136→\t# Add to the environment node\n 137→\tvar environment := get_node_or_null(\"Environment\")\n 138→\tif environment:\n 139→\t\tenvironment.add_child(_exit_zone)\n 140→\telse:\n 141→\t\tadd_child(_exit_zone)\n 142→\n 143→\tprint(\"[BuildingLevel] Exit zone created at position (120, 1250)\")\n 144→\n 145→\n 146→## Called when the player reaches the exit zone after clearing the level.\n 147→func _on_player_reached_exit() -> void:\n 148→\tif not _level_cleared:\n 149→\t\treturn\n 150→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| [2026-02-06T16:51:46.856Z] [INFO] { | |
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| "command": "grep -n \"_setup_selected_weapon\\|load.*tscn\\|weapon_node\\|add_child.*weapon\" /tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd | head -40" | |
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| "content": "141:\t_setup_selected_weapon()\n237:\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n710:func _setup_selected_weapon() -> void:\n730:\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n754:\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n778:\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")", | |
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| [2026-02-06T16:51:48.198Z] [INFO] { | |
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| [2026-02-06T16:51:48.214Z] [INFO] { | |
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| "content": " 710→func _setup_selected_weapon() -> void:\n 711→\tif _player == null:\n 712→\t\treturn\n 713→\n 714→\t# Get selected weapon from GameManager\n 715→\tvar selected_weapon_id: String = \"m16\" # Default\n 716→\tif GameManager:\n 717→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 718→\n 719→\tprint(\"TestTier: Setting up weapon: %s\" % selected_weapon_id)\n 720→\n 721→\t# If shotgun is selected, we need to swap weapons\n 722→\tif selected_weapon_id == \"shotgun\":\n 723→\t\t# Remove the default AssaultRifle\n 724→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 725→\t\tif assault_rifle:\n 726→\t\t\tassault_rifle.queue_free()\n 727→\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n 728→\n 729→\t\t# Load and add the shotgun\n 730→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 731→\t\tif shotgun_scene:\n 732→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 733→\t\t\tshotgun.name = \"Shotgun\"\n 734→\t\t\t_player.add_child(shotgun)\n 735→\n 736→\t\t\t# Set the CurrentWeapon reference in C# Player\n 737→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 738→\t\t\t\t_player.EquipWeapon(shotgun)\n 739→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 740→\t\t\t\t_player.CurrentWeapon = shotgun\n 741→\n 742→\t\t\tprint(\"TestTier: Shotgun equipped successfully\")\n 743→\t\telse:\n 744→\t\t\tpush_error(\"TestTier: Failed to load Shotgun scene!\")\n 745→\t# If Mini UZI is selected, swap weapons\n 746→\telif selected_weapon_id == \"mini_uzi\":\n 747→\t\t# Remove the default AssaultRifle\n 748→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 749→\t\tif assault_rifle:\n 750→\t\t\tassault_rifle.queue_free()\n 751→\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n 752→\n 753→\t\t# Load and add the Mini UZI\n 754→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 755→\t\tif mini_uzi_scene:\n 756→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 757→\t\t\tmini_uzi.name = \"MiniUzi\"\n 758→\t\t\t_player.add_child(mini_uzi)\n 759→\n 760→\t\t\t# Set the CurrentWeapon reference in C# Player\n 761→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 762→\t\t\t\t_player.EquipWeapon(mini_uzi)\n 763→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 764→\t\t\t\t_player.CurrentWeapon = mini_uzi\n 765→\n 766→\t\t\tprint(\"TestTier: Mini UZI equipped successfully\")\n 767→\t\telse:\n 768→\t\t\tpush_error(\"TestTier: Failed to load MiniUzi scene!\")\n 769→\t# If Silenced Pistol is selected, swap weapons\n 770→\telif selected_weapon_id == \"silenced_pistol\":\n 771→\t\t# Remove the default AssaultRifle\n 772→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 773→\t\tif assault_rifle:\n 774→\t\t\tassault_rifle.queue_free()\n 775→\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n 776→\n 777→\t\t# Load and add the Silenced Pistol\n 778→\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n 779→\t\tif pistol_scene:\n 780→\t\t\tvar pistol = pistol_scene.instantiate()\n 781→\t\t\tpistol.name = \"SilencedPistol\"\n 782→\t\t\t_player.add_child(pistol)\n 783→\n 784→\t\t\t# Set the CurrentWeapon reference in C# Player\n 785→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 786→\t\t\t\t_player.EquipWeapon(pistol)\n 787→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 788→\t\t\t\t_player.CurrentWeapon = pistol\n 789→\n 790→\t\t\tprint(\"TestTier: Silenced Pistol equipped successfully\")\n 791→\t\telse:\n 792→\t\t\tpush_error(\"TestTier: Failed to load SilencedPistol scene!\")\n 793→\t# For M16 (assault rifle), it's already in the scene\n 794→\telse:\n 795→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 796→\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n 797→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 798→\t\t\t\t_player.EquipWeapon(assault_rifle)\n 799→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 800→\t\t\t\t_player.CurrentWeapon = assault_rifle\n 801→\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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| [2026-02-06T16:51:50.067Z] [INFO] { | |
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| "content": " 1→using Godot;\n 2→using GodotTopDownTemplate.AbstractClasses;\n 3→\n 4→namespace GodotTopDownTemplate.Weapons;\n 5→\n 6→/// <summary>\n 7→/// Shotgun action state for pump-action mechanics.\n 8→/// After firing: LMB (fire) → RMB drag UP (eject shell) → RMB drag DOWN (chamber)\n 9→/// </summary>\n 10→public enum ShotgunActionState\n 11→{\n 12→ /// <summary>\n 13→ /// Ready to fire - action closed, shell chambered.\n 14→ /// </summary>\n 15→ Ready,\n 16→\n 17→ /// <summary>\n 18→ /// Just fired - needs RMB drag UP to eject spent shell.\n 19→ /// </summary>\n 20→ NeedsPumpUp,\n 21→\n 22→ /// <summary>\n 23→ /// Pump up complete (shell ejected) - needs RMB drag DOWN to chamber next round.\n 24→ /// </summary>\n 25→ NeedsPumpDown\n 26→}\n 27→\n 28→/// <summary>\n 29→/// Shotgun reload state for shell-by-shell loading.\n 30→/// Reload sequence: RMB drag UP (open bolt) → [MMB hold + RMB drag DOWN]×N (load shells) → RMB drag DOWN (close bolt)\n 31→/// </summary>\n 32→public enum ShotgunReloadState\n 33→{\n 34→ /// <summary>\n 35→ /// Not reloading - normal operation.\n 36→ /// </summary>\n 37→ NotReloading,\n 38→\n 39→ /// <summary>\n 40→ /// Waiting for RMB drag UP to open bolt for loading.\n 41→ /// </summary>\n 42→ WaitingToOpen,\n 43→\n 44→ /// <summary>\n 45→ /// Bolt open - ready to load shells with MMB hold + RMB drag DOWN.\n 46→ /// Close bolt with RMB drag DOWN (without MMB).\n 47→ /// </summary>\n 48→ Loading,\n 49→\n 50→ /// <summary>\n 51→ /// Waiting for RMB drag DOWN to close bolt and chamber round.\n 52→ /// </summary>\n 53→ WaitingToClose\n 54→}\n 55→\n 56→/// <summary>\n 57→/// Pump-action shotgun with multi-pellet spread.\n 58→/// Features manual pump-action cycling and tube magazine (shell-by-shell loading).\n 59→/// Fires ShotgunPellet projectiles with limited ricochet (35 degrees max).\n 60→/// Pellets fire in a \"cloud\" pattern with spatial distribution.\n 61→///\n 62→/// Shooting sequence: LMB (fire) → RMB drag UP (eject shell) → RMB drag DOWN (chamber)\n 63→/// Reload sequence: RMB drag UP (open bolt) → [MMB hold + RMB drag DOWN]×N (load shells) → RMB drag DOWN (close bolt)\n 64→/// Note: After opening bolt, can close immediately with RMB drag DOWN (skips loading).\n 65→/// </summary>\n 66→public partial class Shotgun : BaseWeapon\n 67→{\n 68→ /// <summary>\n 69→ /// Minimum number of pellets per shot (inclusive).\n 70→ /// </summary>\n 71→ [Export]\n 72→ public int MinPellets { get; set; } = 10;\n 73→\n 74→ /// <summary>\n 75→ /// Maximum number of pellets per shot (inclusive).\n 76→ /// </summary>\n 77→ [Export]\n 78→ public int MaxPellets { get; set; } = 16;\n 79→\n 80→ /// <summary>\n 81→ /// Pellet scene to instantiate when firing.\n 82→ /// Uses ShotgunPellet which has limited ricochet (35 degrees).\n 83→ /// If not set, falls back to BulletScene.\n 84→ /// </summary>\n 85→ [Export]\n 86→ public PackedScene? PelletScene { get; set; }\n 87→\n 88→ /// <summary>\n 89→ /// Maximum spatial offset for pellet spawn positions (in pixels).\n 90→ /// Creates a \"cloud\" effect where pellets spawn at slightly different positions\n 91→ /// along the aim direction, making some pellets appear ahead of others.\n 92→ /// This is calculated relative to the center pellet (bidirectional).\n 93→ /// </summary>\n 94→ [Export]\n 95→ public float MaxSpawnOffset { get; set; } = 15.0f;\n 96→\n 97→ /// <summary>\n 98→ /// Tube magazine capacity (number of shells).\n 99→ /// </summary>\n 100→ [Export]\n 101→ public int TubeMagazineCapacity { get; set; } = 8;\n 102→\n 103→ /// <summary>\n 104→ /// Minimum drag distance to register a gesture (in pixels).\n 105→ /// </summary>\n 106→ [Export]\n 107→ public float MinDragDistance { get; set; } = 30.0f;\n 108→\n 109→ /// <summary>\n 110→ /// Whether this weapon uses a tube magazine (shell-by-shell loading).\n 111→ /// When true, the magazine UI should be hidden and replaced with shell count.\n 112→ /// </summary>\n 113→ public bool UsesTubeMagazine { get; } = true;\n 114→\n 115→ /// <summary>\n 116→ /// Current pump-action state.\n 117→ /// </summary>\n 118→ public ShotgunActionState ActionState { get; private set; } = ShotgunActionState.Ready;\n 119→\n 120→ /// <summary>\n 121→ /// Current reload state.\n 122→ /// </summary>\n 123→ public ShotgunReloadState ReloadState { get; private set; } = ShotgunReloadState.NotReloading;\n 124→\n 125→ /// <summary>\n 126→ /// Number of shells currently in the tube magazine.\n 127→ /// </summary>\n 128→ public int ShellsInTube { get; private set; } = 8;\n 129→\n 130→ /// <summary>\n 131→ /// Reference to the Sprite2D node for the shotgun visual.\n 132→ /// </summary>\n 133→ private Sprite2D? _shotgunSprite;\n 134→\n 135→ /// <summary>\n 136→ /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n 137→ /// </summary>\n 138→ private Line2D? _laserSight;\n 139→\n 140→ /// <summary>\n 141→ /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n 142→ /// </summary>\n 143→ private bool _laserSightEnabled = false;\n 144→\n 145→ /// <summary>\n 146→ /// Color of the laser sight (blue in Power Fantasy mode).\n 147→ /// </summary>\n 148→ private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n 149→\n 150→ /// <summary>\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| [2026-02-06T16:52:49.759Z] [INFO] { | |
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| "text": "Perfect! Now I have a comprehensive understanding of the weapon system. Let me create a detailed report.\n\n## Thorough Exploration of Godot Game's Weapon System\n\nI've completed a comprehensive analysis of the weapon system in this top-down Godot game. Here's everything you need to know about implementing a new sniper rifle weapon:\n\n---\n\n### 1. TOP-LEVEL DIRECTORY STRUCTURE\n\n```\n/tmp/gh-issue-solver-1770396578865/\n├── Scripts/ # C# weapon implementations\n├── scripts/ # GDScript utilities and helpers\n├── scenes/ # Scene files\n├── resources/ # Game data resources (weapons, calibers)\n├── assets/sprites/weapons/ # Weapon sprite graphics\n```\n\n---\n\n### 2. ALL WEAPON-RELATED FILES\n\n**Weapon Scene Files:**\n- `/tmp/gh-issue-solver-1770396578865/scenes/weapons/csharp/AssaultRifle.tscn`\n- `/tmp/gh-issue-solver-1770396578865/scenes/weapons/csharp/Shotgun.tscn`\n- `/tmp/gh-issue-solver-1770396578865/scenes/weapons/csharp/MiniUzi.tscn`\n- `/tmp/gh-issue-solver-1770396578865/scenes/weapons/csharp/SilencedPistol.tscn`\n\n**Weapon Script Files (C#):**\n- `/tmp/gh-issue-solver-1770396578865/Scripts/AbstractClasses/BaseWeapon.cs` - Base class for all weapons\n- `/tmp/gh-issue-solver-1770396578865/Scripts/Weapons/AssaultRifle.cs` - M16 with burst fire and laser sight\n- `/tmp/gh-issue-solver-1770396578865/Scripts/Weapons/Shotgun.cs` - Pump-action shotgun\n- `/tmp/gh-issue-solver-1770396578865/Scripts/Weapons/MiniUzi.cs` - Submachine gun\n- `/tmp/gh-issue-solver-1770396578865/Scripts/Weapons/SilencedPistol.cs` - Semi-auto pistol with suppressor\n\n**Weapon Data Resources:**\n- `/tmp/gh-issue-solver-1770396578865/resources/weapons/AssaultRifleData.tres`\n- `/tmp/gh-issue-solver-1770396578865/resources/weapons/ShotgunData.tres`\n- `/tmp/gh-issue-solver-1770396578865/resources/weapons/MiniUziData.tres`\n- `/tmp/gh-issue-solver-1770396578865/resources/weapons/SilencedPistolData.tres`\n\n**Weapon Sprites:**\n- `/tmp/gh-issue-solver-1770396578865/assets/sprites/weapons/m16_rifle_topdown.png` (M16)\n- `/tmp/gh-issue-solver-1770396578865/assets/sprites/weapons/m16_rifle.png`\n- `/tmp/gh-issue-solver-1770396578865/assets/sprites/weapons/shotgun_topdown.png`\n- `/tmp/gh-issue-solver-1770396578865/assets/sprites/weapons/mini_uzi_topdown.png`\n- `/tmp/gh-issue-solver-1770396578865/assets/sprites/weapons/silenced_pistol_topdown.png`\n\n**Weapon Config & Helper Scripts:**\n- `/tmp/gh-issue-solver-1770396578865/scripts/components/weapon_config_component.gd` - Enemy weapon configs\n- `/tmp/gh-issue-solver-1770396578865/scripts/components/ammo_component.gd` - Ammo tracking\n\n---\n\n### 3. MAIN WEAPON SCRIPT ARCHITECTURE\n\n**BaseWeapon.cs** - Abstract base class (752 lines) with:\n\n```csharp\npublic abstract partial class BaseWeapon : Node2D\n{\n // Core Properties\n [Export] public WeaponData? WeaponData { get; set; }\n [Export] public PackedScene? BulletScene { get; set; }\n [Export] public PackedScene? CasingScene { get; set; }\n [Export] public float BulletSpawnOffset { get; set; } = 20.0f;\n [Export] public int StartingMagazineCount { get; set; } = 4;\n\n // Ammo Management\n public int CurrentAmmo { get; protected set; }\n public int ReserveAmmo { get; protected set; }\n public bool CanFire => CurrentAmmo > 0 && !IsReloading && _fireTimer <= 0;\n\n // Firing System\n public virtual bool Fire(Vector2 direction)\n public virtual void SpawnBullet(Vector2 direction)\n public virtual void SpawnMuzzleFlash(Vector2 position, Vector2 direction, Resource? caliber)\n public virtual void SpawnCasing(Vector2 direction, Resource? caliber)\n\n // Reload System\n public virtual void StartReload()\n public virtual void InstantReload()\n public virtual bool FireChamberBullet(Vector2 direction)\n\n // Magazine Management\n protected MagazineInventory MagazineInventory { get; private set; }\n public int[] GetMagazineAmmoCounts()\n}\n```\n\n**Key BaseWeapon Features:**\n- Magazine-based ammo system with swappable magazines\n- Bullet spawn path checking (prevents shooting through walls at point-blank)\n- Chamber bullet support for sequence-based reloading\n- Screen shake integration\n- Muzzle flash and casing effects\n- Sound propagation for enemy AI alerting\n- Difficulty manager integration for ammo multipliers\n\n---\n\n### 4. WEAPON REGISTRATION AND SPAWNING SYSTEM\n\n**How weapons are selected and spawned:**\n\n1. **Armory Menu** (`/tmp/gh-issue-solver-1770396578865/scripts/ui/armory_menu.gd`):\n - Lists all available weapons with unlock status\n - Defines weapon metadata in `WEAPONS` dictionary\n - Current weapons: M16, Shotgun, MiniUzi, SilencedPistol\n - Placeholders for future weapons (AK47, SMG, Sniper, Pistol)\n\n2. **Level Setup** (`/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd` lines 710-801):\n ```gdscript\n func _setup_selected_weapon() -> void:\n var selected_weapon_id: String = GameManager.get_selected_weapon()\n \n if selected_weapon_id == \"shotgun\":\n var assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n assault_rifle.queue_free() # Remove default weapon\n \n var shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n var shotgun = shotgun_scene.instantiate()\n shotgun.name = \"Shotgun\"\n _player.add_child(shotgun)\n _player.EquipWeapon(shotgun)\n ```\n\n3. **Player Scene Structure** (`/tmp/gh-issue-solver-1770396578865/scenes/characters/Player.tscn`):\n - Weapon mounted at `PlayerModel/WeaponMount` node\n - Default AssaultRifle is pre-loaded in the C# Player\n - Weapons are added as children of Player at runtime\n\n4. **GameManager Integration**:\n - Tracks selected weapon via `get_selected_weapon()`\n - Stores selection persistently across level loads\n\n---\n\n### 5. BULLET/PROJECTILE SYSTEM\n\n**Bullet Scene** (`/tmp/gh-issue-solver-1770396578865/scenes/projectiles/csharp/Bullet.tscn`):\n```\nBullet (Area2D)\n├── Sprite2D (yellow bullet graphic, 16x4 placeholder)\n├── Trail (Line2D with gradient fade effect)\n└── CollisionShape2D (4px radius circle)\n```\n\n**Bullet.cs Script Features:**\n- **Trail Effect**: Line2D with gradient (yellow→transparent) following bullet path\n- **Ricochet System**: Based on CaliberData with:\n - Impact angle calculations (0° = grazing, 90° = perpendicular)\n - Ricochet probability curve (shallow angles prefer ricochet)\n - Velocity retention (0.6-0.85 multiplier)\n - Damage multiplier after ricochet (0.5x)\n- **Wall Penetration**: \n - Distance-based penetration chance\n - Max penetration distance (48px for 5.45x39mm)\n - Post-penetration damage reduction (0.9x)\n- **Shooter Tracking**: Prevents self-damage from direct shots\n- **Lifetime**: 3 seconds max before auto-destruction\n\n**GDScript Bullet.gd** (35KB, lines 1-600+):\n- Position history tracking for trails\n- Surface normal raycast detection\n- Impact angle calculation: `asin(|dot(direction, normal)|)`\n- Ricocheted bullet special handling (can damage through walls, etc.)\n- Body entry/exit detection for penetration tracking\n\n---\n\n### 6. WEAPON CONFIGURATION AND STATS\n\n**WeaponData Resource** (`Scripts/Data/WeaponData.cs`):\n```csharp\n[GlobalClass]\npublic partial class WeaponData : Resource\n{\n [Export] public string Name { get; set; }\n [Export] public float Damage { get; set; } = 10.0f;\n [Export] public float FireRate { get; set; } = 5.0f; // shots/sec\n [Export] public int MagazineSize { get; set; } = 30;\n [Export] public int MaxReserveAmmo { get; set; } = 120;\n [Export] public float ReloadTime { get; set; } = 2.0f;\n [Export] public float BulletSpeed { get; set; } = 600.0f;\n [Export] public float Range { get; set; } = 1000.0f;\n [Export] public float SpreadAngle { get; set; } = 0.0f; // degrees\n [Export] public int BulletsPerShot { get; set; } = 1;\n [Export] public bool IsAutomatic { get; set; } = false;\n [Export] public float Loudness { get; set; } = 1469.0f; // propagation range\n [Export] public float Sensitivity { get; set; } = 0.0f; // aiming sensitivity\n [Export] public float ScreenShakeIntensity { get; set; } = 5.0f;\n [Export] public float ScreenShakeMinRecoveryTime { get; set; } = 0.3f;\n [Export] public float ScreenShakeMaxRecoveryTime { get; set; } = 0.05f;\n [Export] public Resource? Caliber { get; set; } // CaliberData\n}\n```\n\n**Example - AssaultRifleData.tres:**\n```\nName = \"Assault Rifle\"\nDamage = 1.0\nFireRate = 10.0\nMagazineSize = 30\nMaxReserveAmmo = 30\nReloadTime = 2.0\nBulletSpeed = 2500.0\nRange = 1500.0\nSpreadAngle = 2.0\nBulletsPerShot = 1\nIsAutomatic = true\nSensitivity = 4.0\nScreenShakeIntensity = 5.0\nScreenShakeMinRecoveryTime = 0.25\nScreenShakeMaxRecoveryTime = 0.05\nCaliber = caliber_545x39.tres\n```\n\n---\n\n### 7. DAMAGE, WALL PENETRATION, AND EFFECTS\n\n**CaliberData System** (`/tmp/gh-issue-solver-1770396578865/scripts/data/caliber_data.gd`):\n\n```gdscript\nextends Resource\nclass_name CaliberData\n\n# Basic Properties\n@export var caliber_name: String = \"5.45x39mm\"\n@export var diameter_mm: float = 5.45\n@export var mass_grams: float = 3.4\n@export var base_velocity: float = 2500.0\n\n# Ricochet Properties\n@export var can_ricochet: bool = true\n@export var max_ricochets: int = -1\n@export var max_ricochet_angle: float = 90.0\n@export var base_ricochet_probability: float = 1.0\n@export var velocity_retention: float = 0.85\n@export var ricochet_damage_multiplier: float = 0.5\n@export var ricochet_angle_deviation: float = 10.0\n\n# Wall Penetration Properties\n@export var can_penetrate: bool = true\n@export var max_penetration_distance: float = 48.0\n@export var post_penetration_damage_multiplier: float = 0.9\n@export var min_penetrable_wall_thickness: float = 0.0\n\n# Visual Effects\n@export var effect_scale: float = 1.0\n@export var casing_sprite: Texture2D = null\n\n# Ricochet Probability Curve\nfunc calculate_ricochet_probability(impact_angle_degrees: float) -> float:\n # Curve: 0°=100%, 15°≈98%, 45°≈80%, 90°=10%\n var normalized_angle := impact_angle_degrees / 90.0\n var power_factor := pow(normalized_angle, 2.17)\n return base_ricochet_probability * ((1.0 - power_factor) * 0.9 + 0.1)\n```\n\n**Available Calibers:**\n- `/tmp/gh-issue-solver-1770396578865/resources/calibers/caliber_545x39.tres` (M16, 5.45x39mm)\n- `/tmp/gh-issue-solver-1770396578865/resources/calibers/caliber_9x19.tres` (MiniUzi/Pistol, 9x19mm)\n- `/tmp/gh-issue-solver-1770396578865/resources/calibers/caliber_buckshot.tres` (Shotgun)\n\n**5.45x39mm Caliber Config:**\n- Can penetrate: Yes, max 48px distance\n- Post-penetration damage: 0.9x\n- Can ricochet: Yes, unlimited ricochets\n- Velocity retention after ricochet: 0.85\n- Damage multiplier after ricochet: 0.5\n- Ricochet angle deviation: ±10°\n\n**Damage Flow:**\n1. Base damage from WeaponData\n2. Multiplied by damage_multiplier (affected by ricochets/penetration)\n3. Passed to bullet via `on_hit_with_bullet_info_and_damage()`\n4. Target health component deducts from current health\n\n---\n\n### 8. RELOAD MECHANICS\n\n**Reload Types:**\n\n1. **Simple Reload** (Silenced Pistol, Shotgun):\n ```csharp\n public virtual void StartReload()\n {\n IsReloading = true;\n _reloadTimer = WeaponData.ReloadTime;\n }\n \n protected virtual void FinishReload()\n {\n IsReloading = false;\n MagazineInventory.SwapToFullestMagazine();\n EmitSignal(SignalName.ReloadFinished);\n }\n ```\n\n2. **Sequence Reload** (M16 - R→F→R combo):\n ```csharp\n public virtual void StartReloadSequence(bool hadAmmoInMagazine)\n {\n IsInReloadSequence = true;\n HasBulletInChamber = hadAmmoInMagazine;\n }\n \n public virtual bool FireChamberBullet(Vector2 direction)\n {\n // Can fire the chambered bullet during reload\n if (IsInReloadSequence && HasBulletInChamber && !ChamberBulletFired)\n SpawnBullet(direction);\n }\n \n public virtual void InstantReload()\n {\n MagazineInventory.SwapToFullestMagazine();\n // Handle chamber bullet consumed during reload\n }\n ```\n\n3. **Shell-by-Shell** (Shotgun):\n - Open bolt with RMB drag UP\n - Load individual shells with MMB + RMB drag DOWN\n - Close bolt with RMB drag DOWN\n\n**Magazine Inventory System:**\n- Magazines are NOT combined\n- Swap to fullest spare magazine on reload\n- Current magazine is stored as spare with remaining ammo\n- Display format: `[30] | 25 | 10` (current in brackets, spares by ammo count)\n\n---\n\n### 9. EXISTING TRACER/TRAIL EFFECTS\n\n**Trail System** (Bullet.gd and GDScript Bullet.tscn):\n\n**Trail Configuration:**\n```\nLine2D Node:\n- Width: 3.0 (starts wide)\n- Width Curve: Gradually tapers to 0 (custom Curve resource)\n- Colors: Gradient (yellow #FFEE22 → transparent)\n- Cap Mode: Round caps\n\nGDScript Implementation:\n- trail_length: 8 (max points to maintain)\n- _position_history: Array[Vector2] tracking last 8 positions\n- Updates every frame in _update_trail()\n```\n\n**Trail Code (bullet.gd lines 231-246):**\n```gdscript\nfunc _update_trail() -> void:\n if not _trail:\n return\n \n # Add current position to history\n _position_history.push_front(global_position)\n \n # Limit trail length\n while _position_history.size() > trail_length:\n _position_history.pop_back()\n \n # Update Line2D points\n _trail.clear_points()\n for pos in _position_history:\n _trail.add_point(pos)\n```\n\n**Effect Details:**\n- Yellow gradient (#FFEE22 → transparent)\n- 3px base width tapering to 0\n- Creates comet-tail effect behind fast bullets\n- Works with ricochets (trail continues after bounce)\n- Trail cleared when bullet destroyed\n\n---\n\n### 10. PLAYER SCENE AND WEAPON ATTACHMENT\n\n**Player Scene Structure** (`/tmp/gh-issue-solver-1770396578865/scenes/characters/Player.tscn`):\n\n```\nPlayer (CharacterBody2D)\n├── CollisionShape2D (16px radius)\n├── PlayerModel (Node2D)\n│ ├── Body (Sprite2D, z_index=1)\n│ ├── LeftArm (Sprite2D, z_index=4, pos=(24,6))\n│ ├── RightArm (Sprite2D, z_index=4, pos=(-2,6))\n│ ├── Armband (Sprite2D, z_index=5, modulate=red)\n│ ├── Head (Sprite2D, z_index=3, pos=(-6,-2))\n│ └── WeaponMount (Node2D, pos=(0,6)) ← WEAPONS ATTACHED HERE\n├── Camera2D (position_smoothing_enabled=true)\n├── HitArea (Area2D, collision_layer=1, collision_mask=16)\n├── ThreatSphere (Area2D, 150px radius, no collision_layer)\n└── CasingPusher (Area2D, 20px radius for shell pushing)\n```\n\n**Weapon Detection and Arm Positioning** (`player.gd` lines 452-476):\n\n```gdscript\nfunc _detect_and_apply_weapon_pose() -> void:\n FileLogger.info(\"[Player] Detecting weapon pose...\")\n \n var detected_type: int = WEAPON_TYPE_DEFAULT\n \n if $PlayerModel/WeaponMount/MiniUzi or has_node(\"MiniUzi\"):\n detected_type = WEAPON_TYPE_MINIUZI # SMG pose\n elif $PlayerModel/WeaponMount/Shotgun or has_node(\"Shotgun\"):\n detected_type = WEAPON_TYPE_SHOTGUN # Shotgun pose\n else:\n detected_type = WEAPON_TYPE_DEFAULT # Rifle pose (default)\n \n _current_weapon_type = detected_type\n _apply_weapon_arm_offsets()\n\nfunc _apply_weapon_arm_offsets() -> void:\n match _current_weapon_type:\n WEAPON_TYPE_MINIUZI:\n # Left arm moves back toward body for shorter weapon\n _left_arm_sprite.position = Vector2(12, 6) # Closer to body\n WEAPON_TYPE_SHOTGUN:\n # Specific shotgun stance\n _left_arm_sprite.position = Vector2(18, 6)\n WEAPON_TYPE_DEFAULT:\n # Standard rifle pose\n _left_arm_sprite.position = Vector2(24, 6)\n```\n\n---\n\n### 11. WEAPON SELECTION AND PICKUP SYSTEM\n\n**Armory Menu** (`/tmp/gh-issue-solver-1770396578865/scripts/ui/armory_menu.gd` lines 16-96):\n\n```gdscript\nconst WEAPONS: Dictionary = {\n \"m16\": {\n \"name\": \"M16\",\n \"icon_path\": \"res://assets/sprites/weapons/m16_rifle.png\",\n \"unlocked\": true,\n \"description\": \"Standard assault rifle\",\n \"is_grenade\": false\n },\n \"shotgun\": {\n \"name\": \"Shotgun\",\n \"icon_path\": \"res://assets/sprites/weapons/shotgun_icon.png\",\n \"unlocked\": true,\n \"description\": \"Pump-action shotgun - 6-12 pellets per shot, 15° spread\",\n \"is_grenade\": false\n },\n \"mini_uzi\": {\n \"name\": \"Mini UZI\",\n \"icon_path\": \"res://assets/sprites/weapons/mini_uzi_icon.png\",\n \"unlocked\": true,\n \"description\": \"Submachine gun - 15 shots/sec, 9mm bullets\",\n \"is_grenade\": false\n },\n \"silenced_pistol\": {\n \"name\": \"Silenced Pistol\",\n \"icon_path\": \"res://assets/sprites/weapons/silenced_pistol_topdown.png\",\n \"unlocked\": true,\n \"description\": \"Beretta M9 with suppressor - semi-auto, 9mm, 13 rounds\",\n \"is_grenade\": false\n },\n \"sniper\": {\n \"name\": \"???\",\n \"icon_path\": \"\",\n \"unlocked\": false,\n \"description\": \"Coming soon\",\n \"is_grenade\": false\n }\n}\n```\n\n**Weapon Selection Flow:**\n1. Player selects weapon in Armory menu\n2. GameManager stores selection: `GameManager.get_selected_weapon()`\n3. Level script calls `_setup_selected_weapon()` at `_ready()`\n4. Removes default AssaultRifle, instantiates selected weapon scene\n5. Adds to player via `_player.add_child(weapon)`\n6. Sets as current via `_player.EquipWeapon(weapon)` or `_player.CurrentWeapon = weapon`\n\n---\n\n### 12. WEAPON BASE CLASS AND SHARED LOGIC\n\n**BaseWeapon.cs** - Complete Architecture:\n\n**Initialization:**\n```csharp\npublic override void _Ready()\n{\n if (WeaponData != null)\n InitializeMagazinesWithDifficulty();\n \n // Connect difficulty change listener\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n difficultyManager.Connect(\"difficulty_changed\", Callable.From<int>(OnDifficultyChanged));\n}\n```\n\n**Firing:**\n```csharp\npublic virtual bool Fire(Vector2 direction)\n{\n if (!CanFire || WeaponData == null || BulletScene == null)\n return false;\n \n MagazineInventory.ConsumeAmmo();\n _fireTimer = 1.0f / WeaponData.FireRate;\n \n SpawnBullet(direction);\n \n EmitSignal(SignalName.Fired);\n EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n EmitMagazinesChanged();\n \n return true;\n}\n```\n\n**Bullet Spawning with Safety Check:**\n```csharp\nprotected virtual void SpawnBullet(Vector2 direction)\n{\n // Check if bullet spawn path is blocked\n var (isBlocked, hitPosition, hitNormal) = CheckBulletSpawnPath(direction);\n \n Vector2 spawnPosition;\n if (isBlocked)\n {\n // Wall at point-blank - spawn at weapon for penetration attempt\n spawnPosition = GlobalPosition + direction * 2.0f;\n GD.Print(\"[BaseWeapon] Point-blank shot: spawning for penetration\");\n }\n else\n {\n // Normal: spawn at offset\n spawnPosition = GlobalPosition + direction * BulletSpawnOffset;\n }\n \n var bullet = BulletScene.Instantiate<Node2D>();\n bullet.GlobalPosition = spawnPosition;\n \n // Set properties (handles both C# and GDScript bullets)\n bullet.Set(\"Direction\", direction);\n bullet.Set(\"direction\", direction);\n \n if (WeaponData != null)\n {\n bullet.Set(\"Speed\", WeaponData.BulletSpeed);\n bullet.Set(\"speed\", WeaponData.BulletSpeed);\n bullet.Set(\"Damage\", WeaponData.Damage);\n bullet.Set(\"damage\", WeaponData.Damage);\n }\n \n var owner = GetParent();\n if (owner != null)\n {\n bullet.Set(\"ShooterId\", owner.GetInstanceId());\n bullet.Set(\"shooter_id\", owner.GetInstanceId());\n }\n \n bullet.Set(\"ShooterPosition\", GlobalPosition);\n bullet.Set(\"shooter_position\", GlobalPosition);\n \n GetTree().CurrentScene.AddChild(bullet);\n \n // Effects\n SpawnMuzzleFlash(spawnPosition, direction, WeaponData?.Caliber);\n SpawnCasing(direction, WeaponData?.Caliber);\n}\n```\n\n**Muzzle Flash:**\n```csharp\nprotected virtual void SpawnMuzzleFlash(Vector2 position, Vector2 direction, Resource? caliber)\n{\n var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n if (impactManager != null && impactManager.HasMethod(\"spawn_muzzle_flash\"))\n {\n // Pass caliber data for effect scaling (9x19mm = 0.5x, 5.45x39mm = 1.0x)\n impactManager.Call(\"spawn_muzzle_flash\", position, direction, caliber);\n }\n}\n```\n\n**Casing Ejection:**\n```csharp\nprotected virtual void SpawnCasing(Vector2 direction, Resource? caliber)\n{\n if (CasingScene == null)\n return;\n \n // Casing spawns beside weapon, perpendicular to fire direction\n Vector2 casingSpawnPosition = GlobalPosition + direction * (BulletSpawnOffset * 0.5f);\n \n var casing = CasingScene.Instantiate<RigidBody2D>();\n casing.GlobalPosition = casingSpawnPosition;\n \n // Calculate ejection direction (90° perpendicular to firing)\n Vector2 weaponRight = new Vector2(-direction.Y, direction.X);\n \n // Add randomness\n float randomAngle = (float)GD.RandRange(-0.3f, 0.3f); // ±0.3 radians\n Vector2 ejectionDirection = weaponRight.Rotated(randomAngle);\n \n // Set velocity (120-180 px/sec)\n float ejectionSpeed = (float)GD.RandRange(120.0f, 180.0f);\n casing.LinearVelocity = ejectionDirection * ejectionSpeed;\n casing.AngularVelocity = (float)GD.RandRange(-15.0f, 15.0f);\n \n if (caliber != null)\n casing.Set(\"caliber_data\", caliber);\n \n GetTree().CurrentScene.AddChild(casing);\n}\n```\n\n---\n\n### SUMMARY FOR SNIPER RIFLE IMPLEMENTATION\n\n**To implement a sniper rifle, you would need to:**\n\n1. **Create SniperRifle.cs** inheriting from BaseWeapon with:\n - Single fire (no auto/burst)\n - Slow fire rate (~1-2 shots/sec)\n - High damage (2.0-3.0 multiplier)\n - Minimal spread (0.5-1.0 degrees)\n - Long range (3000+ pixels)\n - Laser sight similar to SilencedPistol (red or green)\n - Scope zoom effect (optional)\n - Custom muzzle flash (large/bright)\n\n2. **Create SniperRifleData.tres** resource with caliber (e.g., 7.62x51mm NATO)\n\n3. **Create sniper rifle caliber** (caliber_762x51.tres) with:\n - High penetration power (for 7.62 NATO)\n - Can penetrate multiple walls\n - High post-penetration damage retention\n - Specific ricochets (steep angles only)\n\n4. **Create weapon scene** (SniperRifle.tscn) with:\n - Sprite (sniper rifle topdown view)\n - Laser sight Line2D\n - Child nodes matching other weapon patterns\n\n5. **Create weapon sprite** (sniper_rifle_topdown.png)\n\n6. **Register in Armory Menu** (`armory_menu.gd` WEAPONS dict):\n ```gdscript\n \"sniper\": {\n \"name\": \"Sniper Rifle\",\n \"icon_path\": \"res://assets/sprites/weapons/sniper_rifle_icon.png\",\n \"unlocked\": true,\n \"description\": \"Long-range precision rifle...\",\n \"is_grenade\": false\n }\n ```\n\n7. **Add weapon selection in level** (`test_tier.gd` _setup_selected_weapon):\n ```gdscript\n elif selected_weapon_id == \"sniper\":\n var sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n var sniper = sniper_scene.instantiate()\n sniper.name = \"SniperRifle\"\n _player.add_child(sniper)\n _player.EquipWeapon(sniper)\n ```\n\n8. **Add weapon type constant** in player.gd for arm positioning (optional)\n\nAll the infrastructure is already in place - the game is designed to easily add new weapons by following the BaseWeapon pattern!" | |
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| "text": "agentId: af334a6 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 98690\ntool_uses: 44\nduration_ms: 128199</usage>" | |
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| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
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| "status": "completed", | |
| "prompt": "I need to understand this Godot game's weapon system thoroughly. The game is at /tmp/gh-issue-solver-1770396578865. \n\nPlease do a very thorough exploration:\n\n1. List the top-level directory structure\n2. Find ALL weapon-related files (scenes, scripts, sprites)\n3. Read the main weapon script(s) - especially for M16 and any other guns\n4. Find how weapons are registered/spawned/selected\n5. Find bullet/projectile scripts and scenes\n6. Find any weapon configuration or stats system\n7. Find how damage, wall penetration, and other effects work\n8. Find how reload mechanics work\n9. Find any existing tracer/trail effects\n10. Find the player scene and how weapons are attached\n11. Find the weapon selection/pickup system\n12. Look for any weapon base class or shared weapon logic\n\nReturn ALL file paths and key code snippets that are relevant to implementing a new sniper rifle weapon.", | |
| "agentId": "af334a6", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Perfect! Now I have a comprehensive understanding of the weapon system. Let me create a detailed report.\n\n## Thorough Exploration of Godot Game's Weapon System\n\nI've completed a comprehensive analysis of the weapon system in this top-down Godot game. Here's everything you need to know about implementing a new sniper rifle weapon:\n\n---\n\n### 1. TOP-LEVEL DIRECTORY STRUCTURE\n\n```\n/tmp/gh-issue-solver-1770396578865/\n├── Scripts/ # C# weapon implementations\n├── scripts/ # GDScript utilities and helpers\n├── scenes/ # Scene files\n├── resources/ # Game data resources (weapons, calibers)\n├── assets/sprites/weapons/ # Weapon sprite graphics\n```\n\n---\n\n### 2. ALL WEAPON-RELATED FILES\n\n**Weapon Scene Files:**\n- `/tmp/gh-issue-solver-1770396578865/scenes/weapons/csharp/AssaultRifle.tscn`\n- `/tmp/gh-issue-solver-1770396578865/scenes/weapons/csharp/Shotgun.tscn`\n- `/tmp/gh-issue-solver-1770396578865/scenes/weapons/csharp/MiniUzi.tscn`\n- `/tmp/gh-issue-solver-1770396578865/scenes/weapons/csharp/SilencedPistol.tscn`\n\n**Weapon Script Files (C#):**\n- `/tmp/gh-issue-solver-1770396578865/Scripts/AbstractClasses/BaseWeapon.cs` - Base class for all weapons\n- `/tmp/gh-issue-solver-1770396578865/Scripts/Weapons/AssaultRifle.cs` - M16 with burst fire and laser sight\n- `/tmp/gh-issue-solver-1770396578865/Scripts/Weapons/Shotgun.cs` - Pump-action shotgun\n- `/tmp/gh-issue-solver-1770396578865/Scripts/Weapons/MiniUzi.cs` - Submachine gun\n- `/tmp/gh-issue-solver-1770396578865/Scripts/Weapons/SilencedPistol.cs` - Semi-auto pistol with suppressor\n\n**Weapon Data Resources:**\n- `/tmp/gh-issue-solver-1770396578865/resources/weapons/AssaultRifleData.tres`\n- `/tmp/gh-issue-solver-1770396578865/resources/weapons/ShotgunData.tres`\n- `/tmp/gh-issue-solver-1770396578865/resources/weapons/MiniUziData.tres`\n- `/tmp/gh-issue-solver-1770396578865/resources/weapons/SilencedPistolData.tres`\n\n**Weapon Sprites:**\n- `/tmp/gh-issue-solver-1770396578865/assets/sprites/weapons/m16_rifle_topdown.png` (M16)\n- `/tmp/gh-issue-solver-1770396578865/assets/sprites/weapons/m16_rifle.png`\n- `/tmp/gh-issue-solver-1770396578865/assets/sprites/weapons/shotgun_topdown.png`\n- `/tmp/gh-issue-solver-1770396578865/assets/sprites/weapons/mini_uzi_topdown.png`\n- `/tmp/gh-issue-solver-1770396578865/assets/sprites/weapons/silenced_pistol_topdown.png`\n\n**Weapon Config & Helper Scripts:**\n- `/tmp/gh-issue-solver-1770396578865/scripts/components/weapon_config_component.gd` - Enemy weapon configs\n- `/tmp/gh-issue-solver-1770396578865/scripts/components/ammo_component.gd` - Ammo tracking\n\n---\n\n### 3. MAIN WEAPON SCRIPT ARCHITECTURE\n\n**BaseWeapon.cs** - Abstract base class (752 lines) with:\n\n```csharp\npublic abstract partial class BaseWeapon : Node2D\n{\n // Core Properties\n [Export] public WeaponData? WeaponData { get; set; }\n [Export] public PackedScene? BulletScene { get; set; }\n [Export] public PackedScene? CasingScene { get; set; }\n [Export] public float BulletSpawnOffset { get; set; } = 20.0f;\n [Export] public int StartingMagazineCount { get; set; } = 4;\n\n // Ammo Management\n public int CurrentAmmo { get; protected set; }\n public int ReserveAmmo { get; protected set; }\n public bool CanFire => CurrentAmmo > 0 && !IsReloading && _fireTimer <= 0;\n\n // Firing System\n public virtual bool Fire(Vector2 direction)\n public virtual void SpawnBullet(Vector2 direction)\n public virtual void SpawnMuzzleFlash(Vector2 position, Vector2 direction, Resource? caliber)\n public virtual void SpawnCasing(Vector2 direction, Resource? caliber)\n\n // Reload System\n public virtual void StartReload()\n public virtual void InstantReload()\n public virtual bool FireChamberBullet(Vector2 direction)\n\n // Magazine Management\n protected MagazineInventory MagazineInventory { get; private set; }\n public int[] GetMagazineAmmoCounts()\n}\n```\n\n**Key BaseWeapon Features:**\n- Magazine-based ammo system with swappable magazines\n- Bullet spawn path checking (prevents shooting through walls at point-blank)\n- Chamber bullet support for sequence-based reloading\n- Screen shake integration\n- Muzzle flash and casing effects\n- Sound propagation for enemy AI alerting\n- Difficulty manager integration for ammo multipliers\n\n---\n\n### 4. WEAPON REGISTRATION AND SPAWNING SYSTEM\n\n**How weapons are selected and spawned:**\n\n1. **Armory Menu** (`/tmp/gh-issue-solver-1770396578865/scripts/ui/armory_menu.gd`):\n - Lists all available weapons with unlock status\n - Defines weapon metadata in `WEAPONS` dictionary\n - Current weapons: M16, Shotgun, MiniUzi, SilencedPistol\n - Placeholders for future weapons (AK47, SMG, Sniper, Pistol)\n\n2. **Level Setup** (`/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd` lines 710-801):\n ```gdscript\n func _setup_selected_weapon() -> void:\n var selected_weapon_id: String = GameManager.get_selected_weapon()\n \n if selected_weapon_id == \"shotgun\":\n var assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n assault_rifle.queue_free() # Remove default weapon\n \n var shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n var shotgun = shotgun_scene.instantiate()\n shotgun.name = \"Shotgun\"\n _player.add_child(shotgun)\n _player.EquipWeapon(shotgun)\n ```\n\n3. **Player Scene Structure** (`/tmp/gh-issue-solver-1770396578865/scenes/characters/Player.tscn`):\n - Weapon mounted at `PlayerModel/WeaponMount` node\n - Default AssaultRifle is pre-loaded in the C# Player\n - Weapons are added as children of Player at runtime\n\n4. **GameManager Integration**:\n - Tracks selected weapon via `get_selected_weapon()`\n - Stores selection persistently across level loads\n\n---\n\n### 5. BULLET/PROJECTILE SYSTEM\n\n**Bullet Scene** (`/tmp/gh-issue-solver-1770396578865/scenes/projectiles/csharp/Bullet.tscn`):\n```\nBullet (Area2D)\n├── Sprite2D (yellow bullet graphic, 16x4 placeholder)\n├── Trail (Line2D with gradient fade effect)\n└── CollisionShape2D (4px radius circle)\n```\n\n**Bullet.cs Script Features:**\n- **Trail Effect**: Line2D with gradient (yellow→transparent) following bullet path\n- **Ricochet System**: Based on CaliberData with:\n - Impact angle calculations (0° = grazing, 90° = perpendicular)\n - Ricochet probability curve (shallow angles prefer ricochet)\n - Velocity retention (0.6-0.85 multiplier)\n - Damage multiplier after ricochet (0.5x)\n- **Wall Penetration**: \n - Distance-based penetration chance\n - Max penetration distance (48px for 5.45x39mm)\n - Post-penetration damage reduction (0.9x)\n- **Shooter Tracking**: Prevents self-damage from direct shots\n- **Lifetime**: 3 seconds max before auto-destruction\n\n**GDScript Bullet.gd** (35KB, lines 1-600+):\n- Position history tracking for trails\n- Surface normal raycast detection\n- Impact angle calculation: `asin(|dot(direction, normal)|)`\n- Ricocheted bullet special handling (can damage through walls, etc.)\n- Body entry/exit detection for penetration tracking\n\n---\n\n### 6. WEAPON CONFIGURATION AND STATS\n\n**WeaponData Resource** (`Scripts/Data/WeaponData.cs`):\n```csharp\n[GlobalClass]\npublic partial class WeaponData : Resource\n{\n [Export] public string Name { get; set; }\n [Export] public float Damage { get; set; } = 10.0f;\n [Export] public float FireRate { get; set; } = 5.0f; // shots/sec\n [Export] public int MagazineSize { get; set; } = 30;\n [Export] public int MaxReserveAmmo { get; set; } = 120;\n [Export] public float ReloadTime { get; set; } = 2.0f;\n [Export] public float BulletSpeed { get; set; } = 600.0f;\n [Export] public float Range { get; set; } = 1000.0f;\n [Export] public float SpreadAngle { get; set; } = 0.0f; // degrees\n [Export] public int BulletsPerShot { get; set; } = 1;\n [Export] public bool IsAutomatic { get; set; } = false;\n [Export] public float Loudness { get; set; } = 1469.0f; // propagation range\n [Export] public float Sensitivity { get; set; } = 0.0f; // aiming sensitivity\n [Export] public float ScreenShakeIntensity { get; set; } = 5.0f;\n [Export] public float ScreenShakeMinRecoveryTime { get; set; } = 0.3f;\n [Export] public float ScreenShakeMaxRecoveryTime { get; set; } = 0.05f;\n [Export] public Resource? Caliber { get; set; } // CaliberData\n}\n```\n\n**Example - AssaultRifleData.tres:**\n```\nName = \"Assault Rifle\"\nDamage = 1.0\nFireRate = 10.0\nMagazineSize = 30\nMaxReserveAmmo = 30\nReloadTime = 2.0\nBulletSpeed = 2500.0\nRange = 1500.0\nSpreadAngle = 2.0\nBulletsPerShot = 1\nIsAutomatic = true\nSensitivity = 4.0\nScreenShakeIntensity = 5.0\nScreenShakeMinRecoveryTime = 0.25\nScreenShakeMaxRecoveryTime = 0.05\nCaliber = caliber_545x39.tres\n```\n\n---\n\n### 7. DAMAGE, WALL PENETRATION, AND EFFECTS\n\n**CaliberData System** (`/tmp/gh-issue-solver-1770396578865/scripts/data/caliber_data.gd`):\n\n```gdscript\nextends Resource\nclass_name CaliberData\n\n# Basic Properties\n@export var caliber_name: String = \"5.45x39mm\"\n@export var diameter_mm: float = 5.45\n@export var mass_grams: float = 3.4\n@export var base_velocity: float = 2500.0\n\n# Ricochet Properties\n@export var can_ricochet: bool = true\n@export var max_ricochets: int = -1\n@export var max_ricochet_angle: float = 90.0\n@export var base_ricochet_probability: float = 1.0\n@export var velocity_retention: float = 0.85\n@export var ricochet_damage_multiplier: float = 0.5\n@export var ricochet_angle_deviation: float = 10.0\n\n# Wall Penetration Properties\n@export var can_penetrate: bool = true\n@export var max_penetration_distance: float = 48.0\n@export var post_penetration_damage_multiplier: float = 0.9\n@export var min_penetrable_wall_thickness: float = 0.0\n\n# Visual Effects\n@export var effect_scale: float = 1.0\n@export var casing_sprite: Texture2D = null\n\n# Ricochet Probability Curve\nfunc calculate_ricochet_probability(impact_angle_degrees: float) -> float:\n # Curve: 0°=100%, 15°≈98%, 45°≈80%, 90°=10%\n var normalized_angle := impact_angle_degrees / 90.0\n var power_factor := pow(normalized_angle, 2.17)\n return base_ricochet_probability * ((1.0 - power_factor) * 0.9 + 0.1)\n```\n\n**Available Calibers:**\n- `/tmp/gh-issue-solver-1770396578865/resources/calibers/caliber_545x39.tres` (M16, 5.45x39mm)\n- `/tmp/gh-issue-solver-1770396578865/resources/calibers/caliber_9x19.tres` (MiniUzi/Pistol, 9x19mm)\n- `/tmp/gh-issue-solver-1770396578865/resources/calibers/caliber_buckshot.tres` (Shotgun)\n\n**5.45x39mm Caliber Config:**\n- Can penetrate: Yes, max 48px distance\n- Post-penetration damage: 0.9x\n- Can ricochet: Yes, unlimited ricochets\n- Velocity retention after ricochet: 0.85\n- Damage multiplier after ricochet: 0.5\n- Ricochet angle deviation: ±10°\n\n**Damage Flow:**\n1. Base damage from WeaponData\n2. Multiplied by damage_multiplier (affected by ricochets/penetration)\n3. Passed to bullet via `on_hit_with_bullet_info_and_damage()`\n4. Target health component deducts from current health\n\n---\n\n### 8. RELOAD MECHANICS\n\n**Reload Types:**\n\n1. **Simple Reload** (Silenced Pistol, Shotgun):\n ```csharp\n public virtual void StartReload()\n {\n IsReloading = true;\n _reloadTimer = WeaponData.ReloadTime;\n }\n \n protected virtual void FinishReload()\n {\n IsReloading = false;\n MagazineInventory.SwapToFullestMagazine();\n EmitSignal(SignalName.ReloadFinished);\n }\n ```\n\n2. **Sequence Reload** (M16 - R→F→R combo):\n ```csharp\n public virtual void StartReloadSequence(bool hadAmmoInMagazine)\n {\n IsInReloadSequence = true;\n HasBulletInChamber = hadAmmoInMagazine;\n }\n \n public virtual bool FireChamberBullet(Vector2 direction)\n {\n // Can fire the chambered bullet during reload\n if (IsInReloadSequence && HasBulletInChamber && !ChamberBulletFired)\n SpawnBullet(direction);\n }\n \n public virtual void InstantReload()\n {\n MagazineInventory.SwapToFullestMagazine();\n // Handle chamber bullet consumed during reload\n }\n ```\n\n3. **Shell-by-Shell** (Shotgun):\n - Open bolt with RMB drag UP\n - Load individual shells with MMB + RMB drag DOWN\n - Close bolt with RMB drag DOWN\n\n**Magazine Inventory System:**\n- Magazines are NOT combined\n- Swap to fullest spare magazine on reload\n- Current magazine is stored as spare with remaining ammo\n- Display format: `[30] | 25 | 10` (current in brackets, spares by ammo count)\n\n---\n\n### 9. EXISTING TRACER/TRAIL EFFECTS\n\n**Trail System** (Bullet.gd and GDScript Bullet.tscn):\n\n**Trail Configuration:**\n```\nLine2D Node:\n- Width: 3.0 (starts wide)\n- Width Curve: Gradually tapers to 0 (custom Curve resource)\n- Colors: Gradient (yellow #FFEE22 → transparent)\n- Cap Mode: Round caps\n\nGDScript Implementation:\n- trail_length: 8 (max points to maintain)\n- _position_history: Array[Vector2] tracking last 8 positions\n- Updates every frame in _update_trail()\n```\n\n**Trail Code (bullet.gd lines 231-246):**\n```gdscript\nfunc _update_trail() -> void:\n if not _trail:\n return\n \n # Add current position to history\n _position_history.push_front(global_position)\n \n # Limit trail length\n while _position_history.size() > trail_length:\n _position_history.pop_back()\n \n # Update Line2D points\n _trail.clear_points()\n for pos in _position_history:\n _trail.add_point(pos)\n```\n\n**Effect Details:**\n- Yellow gradient (#FFEE22 → transparent)\n- 3px base width tapering to 0\n- Creates comet-tail effect behind fast bullets\n- Works with ricochets (trail continues after bounce)\n- Trail cleared when bullet destroyed\n\n---\n\n### 10. PLAYER SCENE AND WEAPON ATTACHMENT\n\n**Player Scene Structure** (`/tmp/gh-issue-solver-1770396578865/scenes/characters/Player.tscn`):\n\n```\nPlayer (CharacterBody2D)\n├── CollisionShape2D (16px radius)\n├── PlayerModel (Node2D)\n│ ├── Body (Sprite2D, z_index=1)\n│ ├── LeftArm (Sprite2D, z_index=4, pos=(24,6))\n│ ├── RightArm (Sprite2D, z_index=4, pos=(-2,6))\n│ ├── Armband (Sprite2D, z_index=5, modulate=red)\n│ ├── Head (Sprite2D, z_index=3, pos=(-6,-2))\n│ └── WeaponMount (Node2D, pos=(0,6)) ← WEAPONS ATTACHED HERE\n├── Camera2D (position_smoothing_enabled=true)\n├── HitArea (Area2D, collision_layer=1, collision_mask=16)\n├── ThreatSphere (Area2D, 150px radius, no collision_layer)\n└── CasingPusher (Area2D, 20px radius for shell pushing)\n```\n\n**Weapon Detection and Arm Positioning** (`player.gd` lines 452-476):\n\n```gdscript\nfunc _detect_and_apply_weapon_pose() -> void:\n FileLogger.info(\"[Player] Detecting weapon pose...\")\n \n var detected_type: int = WEAPON_TYPE_DEFAULT\n \n if $PlayerModel/WeaponMount/MiniUzi or has_node(\"MiniUzi\"):\n detected_type = WEAPON_TYPE_MINIUZI # SMG pose\n elif $PlayerModel/WeaponMount/Shotgun or has_node(\"Shotgun\"):\n detected_type = WEAPON_TYPE_SHOTGUN # Shotgun pose\n else:\n detected_type = WEAPON_TYPE_DEFAULT # Rifle pose (default)\n \n _current_weapon_type = detected_type\n _apply_weapon_arm_offsets()\n\nfunc _apply_weapon_arm_offsets() -> void:\n match _current_weapon_type:\n WEAPON_TYPE_MINIUZI:\n # Left arm moves back toward body for shorter weapon\n _left_arm_sprite.position = Vector2(12, 6) # Closer to body\n WEAPON_TYPE_SHOTGUN:\n # Specific shotgun stance\n _left_arm_sprite.position = Vector2(18, 6)\n WEAPON_TYPE_DEFAULT:\n # Standard rifle pose\n _left_arm_sprite.position = Vector2(24, 6)\n```\n\n---\n\n### 11. WEAPON SELECTION AND PICKUP SYSTEM\n\n**Armory Menu** (`/tmp/gh-issue-solver-1770396578865/scripts/ui/armory_menu.gd` lines 16-96):\n\n```gdscript\nconst WEAPONS: Dictionary = {\n \"m16\": {\n \"name\": \"M16\",\n \"icon_path\": \"res://assets/sprites/weapons/m16_rifle.png\",\n \"unlocked\": true,\n \"description\": \"Standard assault rifle\",\n \"is_grenade\": false\n },\n \"shotgun\": {\n \"name\": \"Shotgun\",\n \"icon_path\": \"res://assets/sprites/weapons/shotgun_icon.png\",\n \"unlocked\": true,\n \"description\": \"Pump-action shotgun - 6-12 pellets per shot, 15° spread\",\n \"is_grenade\": false\n },\n \"mini_uzi\": {\n \"name\": \"Mini UZI\",\n \"icon_path\": \"res://assets/sprites/weapons/mini_uzi_icon.png\",\n \"unlocked\": true,\n \"description\": \"Submachine gun - 15 shots/sec, 9mm bullets\",\n \"is_grenade\": false\n },\n \"silenced_pistol\": {\n \"name\": \"Silenced Pistol\",\n \"icon_path\": \"res://assets/sprites/weapons/silenced_pistol_topdown.png\",\n \"unlocked\": true,\n \"description\": \"Beretta M9 with suppressor - semi-auto, 9mm, 13 rounds\",\n \"is_grenade\": false\n },\n \"sniper\": {\n \"name\": \"???\",\n \"icon_path\": \"\",\n \"unlocked\": false,\n \"description\": \"Coming soon\",\n \"is_grenade\": false\n }\n}\n```\n\n**Weapon Selection Flow:**\n1. Player selects weapon in Armory menu\n2. GameManager stores selection: `GameManager.get_selected_weapon()`\n3. Level script calls `_setup_selected_weapon()` at `_ready()`\n4. Removes default AssaultRifle, instantiates selected weapon scene\n5. Adds to player via `_player.add_child(weapon)`\n6. Sets as current via `_player.EquipWeapon(weapon)` or `_player.CurrentWeapon = weapon`\n\n---\n\n### 12. WEAPON BASE CLASS AND SHARED LOGIC\n\n**BaseWeapon.cs** - Complete Architecture:\n\n**Initialization:**\n```csharp\npublic override void _Ready()\n{\n if (WeaponData != null)\n InitializeMagazinesWithDifficulty();\n \n // Connect difficulty change listener\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n difficultyManager.Connect(\"difficulty_changed\", Callable.From<int>(OnDifficultyChanged));\n}\n```\n\n**Firing:**\n```csharp\npublic virtual bool Fire(Vector2 direction)\n{\n if (!CanFire || WeaponData == null || BulletScene == null)\n return false;\n \n MagazineInventory.ConsumeAmmo();\n _fireTimer = 1.0f / WeaponData.FireRate;\n \n SpawnBullet(direction);\n \n EmitSignal(SignalName.Fired);\n EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n EmitMagazinesChanged();\n \n return true;\n}\n```\n\n**Bullet Spawning with Safety Check:**\n```csharp\nprotected virtual void SpawnBullet(Vector2 direction)\n{\n // Check if bullet spawn path is blocked\n var (isBlocked, hitPosition, hitNormal) = CheckBulletSpawnPath(direction);\n \n Vector2 spawnPosition;\n if (isBlocked)\n {\n // Wall at point-blank - spawn at weapon for penetration attempt\n spawnPosition = GlobalPosition + direction * 2.0f;\n GD.Print(\"[BaseWeapon] Point-blank shot: spawning for penetration\");\n }\n else\n {\n // Normal: spawn at offset\n spawnPosition = GlobalPosition + direction * BulletSpawnOffset;\n }\n \n var bullet = BulletScene.Instantiate<Node2D>();\n bullet.GlobalPosition = spawnPosition;\n \n // Set properties (handles both C# and GDScript bullets)\n bullet.Set(\"Direction\", direction);\n bullet.Set(\"direction\", direction);\n \n if (WeaponData != null)\n {\n bullet.Set(\"Speed\", WeaponData.BulletSpeed);\n bullet.Set(\"speed\", WeaponData.BulletSpeed);\n bullet.Set(\"Damage\", WeaponData.Damage);\n bullet.Set(\"damage\", WeaponData.Damage);\n }\n \n var owner = GetParent();\n if (owner != null)\n {\n bullet.Set(\"ShooterId\", owner.GetInstanceId());\n bullet.Set(\"shooter_id\", owner.GetInstanceId());\n }\n \n bullet.Set(\"ShooterPosition\", GlobalPosition);\n bullet.Set(\"shooter_position\", GlobalPosition);\n \n GetTree().CurrentScene.AddChild(bullet);\n \n // Effects\n SpawnMuzzleFlash(spawnPosition, direction, WeaponData?.Caliber);\n SpawnCasing(direction, WeaponData?.Caliber);\n}\n```\n\n**Muzzle Flash:**\n```csharp\nprotected virtual void SpawnMuzzleFlash(Vector2 position, Vector2 direction, Resource? caliber)\n{\n var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n if (impactManager != null && impactManager.HasMethod(\"spawn_muzzle_flash\"))\n {\n // Pass caliber data for effect scaling (9x19mm = 0.5x, 5.45x39mm = 1.0x)\n impactManager.Call(\"spawn_muzzle_flash\", position, direction, caliber);\n }\n}\n```\n\n**Casing Ejection:**\n```csharp\nprotected virtual void SpawnCasing(Vector2 direction, Resource? caliber)\n{\n if (CasingScene == null)\n return;\n \n // Casing spawns beside weapon, perpendicular to fire direction\n Vector2 casingSpawnPosition = GlobalPosition + direction * (BulletSpawnOffset * 0.5f);\n \n var casing = CasingScene.Instantiate<RigidBody2D>();\n casing.GlobalPosition = casingSpawnPosition;\n \n // Calculate ejection direction (90° perpendicular to firing)\n Vector2 weaponRight = new Vector2(-direction.Y, direction.X);\n \n // Add randomness\n float randomAngle = (float)GD.RandRange(-0.3f, 0.3f); // ±0.3 radians\n Vector2 ejectionDirection = weaponRight.Rotated(randomAngle);\n \n // Set velocity (120-180 px/sec)\n float ejectionSpeed = (float)GD.RandRange(120.0f, 180.0f);\n casing.LinearVelocity = ejectionDirection * ejectionSpeed;\n casing.AngularVelocity = (float)GD.RandRange(-15.0f, 15.0f);\n \n if (caliber != null)\n casing.Set(\"caliber_data\", caliber);\n \n GetTree().CurrentScene.AddChild(casing);\n}\n```\n\n---\n\n### SUMMARY FOR SNIPER RIFLE IMPLEMENTATION\n\n**To implement a sniper rifle, you would need to:**\n\n1. **Create SniperRifle.cs** inheriting from BaseWeapon with:\n - Single fire (no auto/burst)\n - Slow fire rate (~1-2 shots/sec)\n - High damage (2.0-3.0 multiplier)\n - Minimal spread (0.5-1.0 degrees)\n - Long range (3000+ pixels)\n - Laser sight similar to SilencedPistol (red or green)\n - Scope zoom effect (optional)\n - Custom muzzle flash (large/bright)\n\n2. **Create SniperRifleData.tres** resource with caliber (e.g., 7.62x51mm NATO)\n\n3. **Create sniper rifle caliber** (caliber_762x51.tres) with:\n - High penetration power (for 7.62 NATO)\n - Can penetrate multiple walls\n - High post-penetration damage retention\n - Specific ricochets (steep angles only)\n\n4. **Create weapon scene** (SniperRifle.tscn) with:\n - Sprite (sniper rifle topdown view)\n - Laser sight Line2D\n - Child nodes matching other weapon patterns\n\n5. **Create weapon sprite** (sniper_rifle_topdown.png)\n\n6. **Register in Armory Menu** (`armory_menu.gd` WEAPONS dict):\n ```gdscript\n \"sniper\": {\n \"name\": \"Sniper Rifle\",\n \"icon_path\": \"res://assets/sprites/weapons/sniper_rifle_icon.png\",\n \"unlocked\": true,\n \"description\": \"Long-range precision rifle...\",\n \"is_grenade\": false\n }\n ```\n\n7. **Add weapon selection in level** (`test_tier.gd` _setup_selected_weapon):\n ```gdscript\n elif selected_weapon_id == \"sniper\":\n var sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n var sniper = sniper_scene.instantiate()\n sniper.name = \"SniperRifle\"\n _player.add_child(sniper)\n _player.EquipWeapon(sniper)\n ```\n\n8. **Add weapon type constant** in player.gd for arm positioning (optional)\n\nAll the infrastructure is already in place - the game is designed to easily add new weapons by following the BaseWeapon pattern!" | |
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| "content": " 1→using Godot;\n 2→using GodotTopDownTemplate.AbstractClasses;\n 3→\n 4→namespace GodotTopDownTemplate.Weapons;\n 5→\n 6→/// <summary>\n 7→/// Fire mode for the assault rifle.\n 8→/// </summary>\n 9→public enum FireMode\n 10→{\n 11→ /// <summary>\n 12→ /// Fully automatic fire - hold to continuously fire.\n 13→ /// </summary>\n 14→ Automatic,\n 15→\n 16→ /// <summary>\n 17→ /// Burst fire - fires multiple bullets per trigger pull.\n 18→ /// </summary>\n 19→ Burst\n 20→}\n 21→\n 22→/// <summary>\n 23→/// Assault rifle weapon with automatic and burst fire modes plus laser sight.\n 24→/// Inherits from BaseWeapon and extends it with specific assault rifle behavior.\n 25→/// Default fire mode is fully automatic.\n 26→/// </summary>\n 27→public partial class AssaultRifle : BaseWeapon\n 28→{\n 29→ /// <summary>\n 30→ /// Current fire mode of the weapon.\n 31→ /// </summary>\n 32→ [Export]\n 33→ public FireMode CurrentFireMode { get; set; } = FireMode.Automatic;\n 34→\n 35→ /// <summary>\n 36→ /// Number of bullets fired in a burst (only used in Burst mode).\n 37→ /// </summary>\n 38→ [Export]\n 39→ public int BurstCount { get; set; } = 3;\n 40→\n 41→ /// <summary>\n 42→ /// Delay between each bullet in a burst (in seconds).\n 43→ /// </summary>\n 44→ [Export]\n 45→ public float BurstDelay { get; set; } = 0.05f;\n 46→\n 47→ /// <summary>\n 48→ /// Whether the laser sight is enabled.\n 49→ /// </summary>\n 50→ [Export]\n 51→ public bool LaserSightEnabled { get; set; } = true;\n 52→\n 53→ /// <summary>\n 54→ /// Maximum length of the laser sight in pixels.\n 55→ /// Note: The actual laser length is now calculated based on viewport size to appear infinite.\n 56→ /// This property is kept for backward compatibility but is no longer used.\n 57→ /// </summary>\n 58→ [Export]\n 59→ public float LaserSightLength { get; set; } = 500.0f;\n 60→\n 61→ /// <summary>\n 62→ /// Color of the laser sight.\n 63→ /// </summary>\n 64→ [Export]\n 65→ public Color LaserSightColor { get; set; } = new Color(1.0f, 0.0f, 0.0f, 0.5f);\n 66→\n 67→ /// <summary>\n 68→ /// Width of the laser sight line.\n 69→ /// </summary>\n 70→ [Export]\n 71→ public float LaserSightWidth { get; set; } = 2.0f;\n 72→\n 73→ /// <summary>\n 74→ /// Reference to the Line2D node for the laser sight.\n 75→ /// </summary>\n 76→ private Line2D? _laserSight;\n 77→\n 78→ /// <summary>\n 79→ /// Reference to the Sprite2D node for the rifle visual.\n 80→ /// </summary>\n 81→ private Sprite2D? _rifleSprite;\n 82→\n 83→ /// <summary>\n 84→ /// Current aim direction based on laser sight.\n 85→ /// This direction is used for shooting when laser sight is enabled.\n 86→ /// </summary>\n 87→ private Vector2 _aimDirection = Vector2.Right;\n 88→\n 89→ /// <summary>\n 90→ /// Current aim angle in radians. Used for sensitivity-based aiming\n 91→ /// where the aim interpolates smoothly toward the target angle.\n 92→ /// </summary>\n 93→ private float _currentAimAngle = 0.0f;\n 94→\n 95→ /// <summary>\n 96→ /// Whether the aim angle has been initialized.\n 97→ /// </summary>\n 98→ private bool _aimAngleInitialized = false;\n 99→\n 100→ /// <summary>\n 101→ /// Whether the weapon is currently firing a burst.\n 102→ /// </summary>\n 103→ private bool _isBurstFiring;\n 104→\n 105→ /// <summary>\n 106→ /// Current recoil offset angle in radians.\n 107→ /// This offset is applied to both the laser sight and bullet direction.\n 108→ /// </summary>\n 109→ private float _recoilOffset = 0.0f;\n 110→\n 111→ /// <summary>\n 112→ /// Time since the last shot was fired, used for recoil recovery.\n 113→ /// </summary>\n 114→ private float _timeSinceLastShot = 0.0f;\n 115→\n 116→ /// <summary>\n 117→ /// Time in seconds before recoil starts recovering.\n 118→ /// </summary>\n 119→ private const float RecoilRecoveryDelay = 0.1f;\n 120→\n 121→ /// <summary>\n 122→ /// Speed at which recoil recovers (radians per second).\n 123→ /// </summary>\n 124→ private const float RecoilRecoverySpeed = 8.0f;\n 125→\n 126→ /// <summary>\n 127→ /// Maximum recoil offset in radians (about 5 degrees).\n 128→ /// </summary>\n 129→ private const float MaxRecoilOffset = 0.087f;\n 130→\n 131→ /// <summary>\n 132→ /// Tracks consecutive shots for spread calculation.\n 133→ /// </summary>\n 134→ private int _shotCount = 0;\n 135→\n 136→ /// <summary>\n 137→ /// Time since last shot for spread reset.\n 138→ /// </summary>\n 139→ private float _spreadResetTimer = 0.0f;\n 140→\n 141→ /// <summary>\n 142→ /// Number of shots before spread starts increasing.\n 143→ /// </summary>\n 144→ private const int SpreadThreshold = 3;\n 145→\n 146→ /// <summary>\n 147→ /// Time in seconds for spread to reset after stopping fire.\n 148→ /// </summary>\n 149→ private const float SpreadResetTime = 0.25f;\n 150→\n 151→ /// <summary>\n 152→ /// Signal emitted when a burst starts.\n 153→ /// </summary>\n 154→ [Signal]\n 155→ public delegate void BurstStartedEventHandler();\n 156→\n 157→ /// <summary>\n 158→ /// Signal emitted when a burst finishes.\n 159→ /// </summary>\n 160→ [Signal]\n 161→ public delegate void BurstFinishedEventHandler();\n 162→\n 163→ /// <summary>\n 164→ /// Signal emitted when fire mode changes.\n 165→ /// </summary>\n 166→ [Signal]\n 167→ public delegate void FireModeChangedEventHandler(int newMode);\n 168→\n 169→ public override void _Ready()\n 170→ {\n 171→ base._Ready();\n 172→\n 173→ // Get the rifle sprite for visual representation\n 174→ _rifleSprite = GetNodeOrNull<Sprite2D>(\"RifleSprite\");\n 175→\n 176→ // Debug: Log whether the rifle sprite was found and its texture status\n 177→ if (_rifleSprite != null)\n 178→ {\n 179→ var texture = _rifleSprite.Texture;\n 180→ GD.Print($\"[AssaultRifle] RifleSprite found: visible={_rifleSprite.Visible}, z_index={_rifleSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 181→ }\n 182→ else\n 183→ {\n 184→ GD.PrintErr(\"[AssaultRifle] WARNING: RifleSprite node not found!\");\n 185→ }\n 186→\n 187→ // Check for Power Fantasy mode blue laser\n 188→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 189→ if (difficultyManager != null)\n 190→ {\n 191→ var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n 192→ if (shouldForceBlueLaser.AsBool())\n 193→ {\n 194→ var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n 195→ LaserSightColor = blueColorVariant.AsColor();\n 196→ GD.Print($\"[AssaultRifle] Power Fantasy mode: laser color set to blue {LaserSightColor}\");\n 197→ }\n 198→ }\n 199→\n 200→ // Get or create the laser sight Line2D\n 201→ _laserSight = GetNodeOrNull<Line2D>(\"LaserSight\");\n 202→\n 203→ if (_laserSight == null && LaserSightEnabled)\n 204→ {\n 205→ CreateLaserSight();\n 206→ }\n 207→ else if (_laserSight != null)\n 208→ {\n 209→ // Ensure the existing laser sight has the correct properties\n 210→ _laserSight.Width = LaserSightWidth;\n 211→ _laserSight.DefaultColor = LaserSightColor;\n 212→ _laserSight.BeginCapMode = Line2D.LineCapMode.Round;\n 213→ _laserSight.EndCapMode = Line2D.LineCapMode.Round;\n 214→\n 215→ // Ensure it has at least 2 points\n 216→ if (_laserSight.GetPointCount() < 2)\n 217→ {\n 218→ _laserSight.ClearPoints();\n 219→ _laserSight.AddPoint(Vector2.Zero);\n 220→ _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n 221→ }\n 222→ }\n 223→\n 224→ UpdateLaserSightVisibility();\n 225→ }\n 226→\n 227→ public override void _Process(double delta)\n 228→ {\n 229→ base._Process(delta);\n 230→\n 231→ // Update time since last shot for recoil recovery\n 232→ _timeSinceLastShot += (float)delta;\n 233→\n 234→ // Recover recoil after delay\n 235→ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 236→ {\n 237→ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 238→ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 239→ }\n 240→\n 241→ // Update spread reset timer\n 242→ _spreadResetTimer += (float)delta;\n 243→ if (_spreadResetTimer >= SpreadResetTime)\n 244→ {\n 245→ _shotCount = 0;\n 246→ }\n 247→\n 248→ // Always update aim direction and rifle sprite rotation\n 249→ UpdateAimDirection();\n 250→\n 251→ // Update laser sight to point towards mouse (with recoil offset)\n 252→ if (LaserSightEnabled && _laserSight != null)\n 253→ {\n 254→ UpdateLaserSight();\n 255→ }\n 256→ }\n 257→\n 258→ /// <summary>\n 259→ /// Updates the aim direction and rifle sprite rotation.\n 260→ /// This runs every frame regardless of laser sight state.\n 261→ /// </summary>\n 262→ private void UpdateAimDirection()\n 263→ {\n 264→ // Get direction to mouse\n 265→ Vector2 mousePos = GetGlobalMousePosition();\n 266→ Vector2 toMouse = mousePos - GlobalPosition;\n 267→\n 268→ // Calculate target angle from player to mouse\n 269→ float targetAngle = toMouse.Angle();\n 270→\n 271→ // Initialize aim angle on first frame\n 272→ if (!_aimAngleInitialized)\n 273→ {\n 274→ _currentAimAngle = targetAngle;\n 275→ _aimAngleInitialized = true;\n 276→ }\n 277→\n 278→ Vector2 direction;\n 279→\n 280→ // Apply sensitivity \"leash\" effect when sensitivity is set\n 281→ if (WeaponData != null && WeaponData.Sensitivity > 0)\n 282→ {\n 283→ float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n 284→ float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n 285→ float delta = (float)GetProcessDeltaTime();\n 286→ float maxRotation = rotationSpeed * delta;\n 287→ float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n 288→ _currentAimAngle += actualRotation;\n 289→ direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n 290→ }\n 291→ else\n 292→ {\n 293→ // Automatic mode: direct aim at cursor (instant response)\n 294→ if (toMouse.LengthSquared() > 0.001f)\n 295→ {\n 296→ direction = toMouse.Normalized();\n 297→ _currentAimAngle = targetAngle;\n 298→ }\n 299→ else\n 300→ {\n 301→ direction = _aimDirection;\n 302→ }\n 303→ }\n 304→\n 305→ // Store the aim direction for shooting\n 306→ _aimDirection = direction;\n 307→\n 308→ // Update rifle sprite rotation to match aim direction\n 309→ UpdateRifleSpriteRotation(direction);\n 310→ }\n 311→\n 312→ /// <summary>\n 313→ /// Creates the laser sight Line2D programmatically.\n 314→ /// </summary>\n 315→ private void CreateLaserSight()\n 316→ {\n 317→ _laserSight = new Line2D\n 318→ {\n 319→ Name = \"LaserSight\",\n 320→ Width = LaserSightWidth,\n 321→ DefaultColor = LaserSightColor,\n 322→ BeginCapMode = Line2D.LineCapMode.Round,\n 323→ EndCapMode = Line2D.LineCapMode.Round\n 324→ };\n 325→\n 326→ // Initialize with two points (start and end)\n 327→ _laserSight.AddPoint(Vector2.Zero);\n 328→ _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n 329→\n 330→ AddChild(_laserSight);\n 331→ }\n 332→\n 333→ /// <summary>\n 334→ /// Updates the laser sight visualization.\n 335→ /// Uses the aim direction from UpdateAimDirection() and applies recoil offset.\n 336→ /// Uses raycasting to stop at obstacles.\n 337→ /// </summary>\n 338→ private void UpdateLaserSight()\n 339→ {\n 340→ if (_laserSight == null)\n 341→ {\n 342→ return;\n 343→ }\n 344→\n 345→ // Apply recoil offset to aim direction for laser visualization\n 346→ // This makes the laser show where the bullet will actually go\n 347→ Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n 348→\n 349→ // Calculate maximum laser length based on viewport size\n 350→ // This ensures the laser extends to viewport edges regardless of direction\n 351→ Viewport? viewport = GetViewport();\n 352→ if (viewport == null)\n 353→ {\n 354→ return;\n 355→ }\n 356→\n 357→ Vector2 viewportSize = viewport.GetVisibleRect().Size;\n 358→ // Use diagonal of viewport to ensure laser reaches edge in any direction\n 359→ float maxLaserLength = viewportSize.Length();\n 360→\n 361→ // Calculate the end point of the laser using viewport-based length\n 362→ // Use laserDirection (with recoil) instead of base direction\n 363→ Vector2 endPoint = laserDirection * maxLaserLength;\n 364→\n 365→ // Perform raycast to check for obstacles\n 366→ var spaceState = GetWorld2D().DirectSpaceState;\n 367→ var query = PhysicsRayQueryParameters2D.Create(\n 368→ GlobalPosition,\n 369→ GlobalPosition + endPoint,\n 370→ 4 // Collision mask for obstacles (layer 3 = value 4)\n 371→ );\n 372→\n 373→ var result = spaceState.IntersectRay(query);\n 374→\n 375→ if (result.Count > 0)\n 376→ {\n 377→ // Hit an obstacle, shorten the laser\n 378→ Vector2 hitPosition = (Vector2)result[\"position\"];\n 379→ endPoint = hitPosition - GlobalPosition;\n 380→ }\n 381→\n 382→ // Update the laser sight line points (in local coordinates)\n 383→ _laserSight.SetPointPosition(0, Vector2.Zero);\n 384→ _laserSight.SetPointPosition(1, endPoint);\n 385→ }\n 386→\n 387→ /// <summary>\n 388→ /// Updates the visibility of the laser sight based on LaserSightEnabled.\n 389→ /// </summary>\n 390→ private void UpdateLaserSightVisibility()\n 391→ {\n 392→ if (_laserSight != null)\n 393→ {\n 394→ _laserSight.Visible = LaserSightEnabled;\n 395→ }\n 396→ }\n 397→\n 398→ /// <summary>\n 399→ /// Updates the rifle sprite rotation to match the aim direction.\n 400→ /// Also handles vertical flipping when aiming left to avoid upside-down appearance.\n 401→ /// </summary>\n 402→ /// <param name=\"direction\">The current aim direction.</param>\n 403→ private void UpdateRifleSpriteRotation(Vector2 direction)\n 404→ {\n 405→ if (_rifleSprite == null)\n 406→ {\n 407→ return;\n 408→ }\n 409→\n 410→ // Calculate the angle from the direction\n 411→ float angle = direction.Angle();\n 412→\n 413→ // Set the rotation\n 414→ _rifleSprite.Rotation = angle;\n 415→\n 416→ // Flip the sprite vertically when aiming left (to avoid upside-down rifle)\n 417→ // This happens when the angle is greater than 90 degrees or less than -90 degrees\n 418→ bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n 419→ _rifleSprite.FlipV = aimingLeft;\n 420→ }\n 421→\n 422→ /// <summary>\n 423→ /// Enables or disables the laser sight.\n 424→ /// </summary>\n 425→ /// <param name=\"enabled\">Whether to enable the laser sight.</param>\n 426→ public void SetLaserSightEnabled(bool enabled)\n 427→ {\n 428→ LaserSightEnabled = enabled;\n 429→ UpdateLaserSightVisibility();\n 430→ }\n 431→\n 432→ /// <summary>\n 433→ /// Switches between fire modes.\n 434→ /// </summary>\n 435→ public void ToggleFireMode()\n 436→ {\n 437→ CurrentFireMode = CurrentFireMode == FireMode.Automatic ? FireMode.Burst : FireMode.Automatic;\n 438→ EmitSignal(SignalName.FireModeChanged, (int)CurrentFireMode);\n 439→ GD.Print($\"[AssaultRifle] Fire mode changed to: {CurrentFireMode}\");\n 440→ }\n 441→\n 442→ /// <summary>\n 443→ /// Sets a specific fire mode.\n 444→ /// </summary>\n 445→ /// <param name=\"mode\">The fire mode to set.</param>\n 446→ public void SetFireMode(FireMode mode)\n 447→ {\n 448→ if (CurrentFireMode != mode)\n 449→ {\n 450→ CurrentFireMode = mode;\n 451→ EmitSignal(SignalName.FireModeChanged, (int)CurrentFireMode);\n 452→ GD.Print($\"[AssaultRifle] Fire mode set to: {CurrentFireMode}\");\n 453→ }\n 454→ }\n 455→\n 456→ /// <summary>\n 457→ /// Fires the assault rifle based on current fire mode.\n 458→ /// Overrides base Fire to implement fire mode behavior.\n 459→ /// When laser sight is enabled, uses the laser aim direction instead of the passed direction.\n 460→ /// </summary>\n 461→ /// <param name=\"direction\">Direction to fire (ignored when laser sight is enabled).</param>\n 462→ /// <returns>True if the weapon fired successfully.</returns>\n 463→ public override bool Fire(Vector2 direction)\n 464→ {\n 465→ // Check for empty magazine - play click sound\n 466→ if (CurrentAmmo <= 0)\n 467→ {\n 468→ PlayEmptyClickSound();\n 469→ return false;\n 470→ }\n 471→\n 472→ // Use laser aim direction when laser sight is enabled\n 473→ Vector2 fireDirection = LaserSightEnabled ? _aimDirection : direction;\n 474→\n 475→ if (CurrentFireMode == FireMode.Burst)\n 476→ {\n 477→ return FireBurst(fireDirection);\n 478→ }\n 479→ else\n 480→ {\n 481→ return FireAutomatic(fireDirection);\n 482→ }\n 483→ }\n 484→\n 485→ /// <summary>\n 486→ /// Plays the empty gun click sound when out of ammo.\n 487→ /// </summary>\n 488→ private void PlayEmptyClickSound()\n 489→ {\n 490→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 491→ if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n 492→ {\n 493→ audioManager.Call(\"play_empty_click\", GlobalPosition);\n 494→ }\n 495→ }\n 496→\n 497→ /// <summary>\n 498→ /// Fires in automatic mode - single bullet per call, respects fire rate.\n 499→ /// </summary>\n 500→ /// <param name=\"direction\">Direction to fire.</param>\n 501→ /// <returns>True if the weapon fired successfully.</returns>\n 502→ private bool FireAutomatic(Vector2 direction)\n 503→ {\n 504→ // Check if we can fire at all\n 505→ if (!CanFire || WeaponData == null || BulletScene == null)\n 506→ {\n 507→ return false;\n 508→ }\n 509→\n 510→ // Use base class fire logic for automatic mode\n 511→ Vector2 spreadDirection = ApplySpread(direction);\n 512→ bool result = base.Fire(spreadDirection);\n 513→\n 514→ if (result)\n 515→ {\n 516→ // Play M16 shot sound\n 517→ PlayM16ShotSound();\n 518→ // Emit gunshot sound for in-game sound propagation (alerts enemies)\n 519→ EmitGunshotSound();\n 520→ // Play shell casing sound with delay\n 521→ PlayShellCasingDelayed();\n 522→ // Trigger screen shake\n 523→ TriggerScreenShake(spreadDirection);\n 524→ // Update shot count and reset timer\n 525→ _shotCount++;\n 526→ _spreadResetTimer = 0.0f;\n 527→ }\n 528→\n 529→ return result;\n 530→ }\n 531→\n 532→ /// <summary>\n 533→ /// Plays the M16 shot sound via AudioManager.\n 534→ /// </summary>\n 535→ private void PlayM16ShotSound()\n 536→ {\n 537→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 538→ if (audioManager != null && audioManager.HasMethod(\"play_m16_shot\"))\n 539→ {\n 540→ audioManager.Call(\"play_m16_shot\", GlobalPosition);\n 541→ }\n 542→ }\n 543→\n 544→ /// <summary>\n 545→ /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n 546→ /// This alerts nearby enemies to the player's position.\n 547→ /// </summary>\n 548→ private void EmitGunshotSound()\n 549→ {\n 550→ var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n 551→ if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n 552→ {\n 553→ // Determine weapon loudness from WeaponData, or use viewport diagonal as default\n 554→ float loudness = WeaponData?.Loudness ?? 1469.0f;\n 555→ // emit_sound(sound_type, position, source_type, source_node, custom_range)\n 556→ // sound_type 0 = GUNSHOT, source_type 0 = PLAYER\n 557→ soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n 558→ }\n 559→ }\n 560→\n 561→ /// <summary>\n 562→ /// Plays shell casing sound with a delay.\n 563→ /// </summary>\n 564→ private async void PlayShellCasingDelayed()\n 565→ {\n 566→ await ToSignal(GetTree().CreateTimer(0.15), \"timeout\");\n 567→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 568→ if (audioManager != null && audioManager.HasMethod(\"play_shell_rifle\"))\n 569→ {\n 570→ audioManager.Call(\"play_shell_rifle\", GlobalPosition);\n 571→ }\n 572→ }\n 573→\n 574→ /// <summary>\n 575→ /// Fires in burst mode - fires multiple bullets per trigger pull.\n 576→ /// </summary>\n 577→ /// <param name=\"direction\">Direction to fire.</param>\n 578→ /// <returns>True if the burst was started successfully.</returns>\n 579→ private bool FireBurst(Vector2 direction)\n 580→ {\n 581→ // Don't start a new burst if already firing\n 582→ if (_isBurstFiring)\n 583→ {\n 584→ return false;\n 585→ }\n 586→\n 587→ // Check if we can fire at all\n 588→ if (!CanFire || WeaponData == null || BulletScene == null)\n 589→ {\n 590→ return false;\n 591→ }\n 592→\n 593→ // Start burst fire\n 594→ StartBurstFire(direction);\n 595→ return true;\n 596→ }\n 597→\n 598→ /// <summary>\n 599→ /// Starts the burst fire sequence.\n 600→ /// </summary>\n 601→ /// <param name=\"direction\">Direction to fire.</param>\n 602→ private async void StartBurstFire(Vector2 direction)\n 603→ {\n 604→ _isBurstFiring = true;\n 605→ EmitSignal(SignalName.BurstStarted);\n 606→\n 607→ int bulletsToFire = Mathf.Min(BurstCount, CurrentAmmo);\n 608→\n 609→ for (int i = 0; i < bulletsToFire; i++)\n 610→ {\n 611→ if (CurrentAmmo <= 0)\n 612→ {\n 613→ break;\n 614→ }\n 615→\n 616→ // Fire a single bullet with index for sound selection\n 617→ FireSingleBulletBurst(direction, i, bulletsToFire);\n 618→\n 619→ // Wait for burst delay before firing next bullet (except for the last one)\n 620→ if (i < bulletsToFire - 1)\n 621→ {\n 622→ await ToSignal(GetTree().CreateTimer(BurstDelay), \"timeout\");\n 623→ }\n 624→ }\n 625→\n 626→ _isBurstFiring = false;\n 627→ EmitSignal(SignalName.BurstFinished);\n 628→ }\n 629→\n 630→ /// <summary>\n 631→ /// Fires a single bullet in burst mode with appropriate sound.\n 632→ /// First two bullets use double shot sound, third uses single shot.\n 633→ /// </summary>\n 634→ /// <param name=\"direction\">Direction to fire.</param>\n 635→ /// <param name=\"bulletIndex\">Index of bullet in burst (0-based).</param>\n 636→ /// <param name=\"totalBullets\">Total bullets in this burst.</param>\n 637→ private void FireSingleBulletBurst(Vector2 direction, int bulletIndex, int totalBullets)\n 638→ {\n 639→ if (WeaponData == null || BulletScene == null || CurrentAmmo <= 0)\n 640→ {\n 641→ return;\n 642→ }\n 643→\n 644→ CurrentAmmo--;\n 645→\n 646→ // Apply spread if configured in WeaponData\n 647→ Vector2 spreadDirection = ApplySpread(direction);\n 648→\n 649→ SpawnBullet(spreadDirection);\n 650→\n 651→ // Play appropriate sound based on bullet position in burst\n 652→ // First bullet of burst: play double shot sound (includes first two shots)\n 653→ // Third bullet: play single shot sound\n 654→ if (bulletIndex == 0 && totalBullets >= 2)\n 655→ {\n 656→ // First bullet - play double shot sound for variety\n 657→ PlayM16DoubleShotSound();\n 658→ }\n 659→ else if (bulletIndex == 2 || (bulletIndex == 0 && totalBullets == 1))\n 660→ {\n 661→ // Third bullet or single shot - play single shot sound\n 662→ PlayM16ShotSound();\n 663→ }\n 664→ // Second bullet doesn't need sound - covered by double shot sound\n 665→\n 666→ // Emit gunshot sound for in-game sound propagation (alerts enemies)\n 667→ EmitGunshotSound();\n 668→\n 669→ // Play shell casing for each bullet\n 670→ PlayShellCasingDelayed();\n 671→\n 672→ // Trigger screen shake\n 673→ TriggerScreenShake(spreadDirection);\n 674→ // Update shot count and reset timer\n 675→ _shotCount++;\n 676→ _spreadResetTimer = 0.0f;\n 677→\n 678→ EmitSignal(SignalName.Fired);\n 679→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 680→ }\n 681→\n 682→ /// <summary>\n 683→ /// Plays the M16 double shot sound for burst fire.\n 684→ /// </summary>\n 685→ private void PlayM16DoubleShotSound()\n 686→ {\n 687→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 688→ if (audioManager != null && audioManager.HasMethod(\"play_m16_double_shot\"))\n 689→ {\n 690→ audioManager.Call(\"play_m16_double_shot\", GlobalPosition);\n 691→ }\n 692→ }\n 693→\n 694→ /// <summary>\n 695→ /// Triggers screen shake based on shooting direction and current spread.\n 696→ /// The shake direction is opposite to shooting direction (recoil effect).\n 697→ /// Shake intensity depends on fire rate, recovery time depends on spread.\n 698→ /// </summary>\n 699→ /// <param name=\"shootDirection\">The direction the bullet is traveling.</param>\n 700→ private void TriggerScreenShake(Vector2 shootDirection)\n 701→ {\n 702→ if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n 703→ {\n 704→ return;\n 705→ }\n 706→\n 707→ var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n 708→ if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n 709→ {\n 710→ return;\n 711→ }\n 712→\n 713→ // Calculate shake intensity based on fire rate\n 714→ // Lower fire rate = larger shake per shot\n 715→ float fireRate = WeaponData.FireRate;\n 716→ float shakeIntensity;\n 717→ if (fireRate > 0)\n 718→ {\n 719→ shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n 720→ }\n 721→ else\n 722→ {\n 723→ shakeIntensity = WeaponData.ScreenShakeIntensity;\n 724→ }\n 725→\n 726→ // Calculate spread ratio for recovery time interpolation\n 727→ // Spread increases after SpreadThreshold shots\n 728→ float spreadRatio = 0.0f;\n 729→ if (_shotCount > SpreadThreshold)\n 730→ {\n 731→ // Estimate max spread ratio based on shot count\n 732→ // This is a simplified calculation\n 733→ spreadRatio = Mathf.Clamp((_shotCount - SpreadThreshold) * 0.15f, 0.0f, 1.0f);\n 734→ }\n 735→\n 736→ // Calculate recovery time based on spread ratio\n 737→ // At min spread -> slower recovery (MinRecoveryTime)\n 738→ // At max spread -> faster recovery (MaxRecoveryTime)\n 739→ float minRecovery = WeaponData.ScreenShakeMinRecoveryTime;\n 740→ float maxRecovery = Mathf.Max(WeaponData.ScreenShakeMaxRecoveryTime, 0.05f); // 50ms minimum\n 741→ float recoveryTime = Mathf.Lerp(minRecovery, maxRecovery, spreadRatio);\n 742→\n 743→ // Trigger the shake via ScreenShakeManager\n 744→ screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n 745→ }\n 746→\n 747→ /// <summary>\n 748→ /// Applies recoil offset to the shooting direction and adds new recoil.\n 749→ /// The bullet is fired in the same direction shown by the laser sight,\n 750→ /// then recoil is added for the next shot.\n 751→ /// </summary>\n 752→ /// <param name=\"direction\">Original direction.</param>\n 753→ /// <returns>Direction with current recoil applied.</returns>\n 754→ private Vector2 ApplySpread(Vector2 direction)\n 755→ {\n 756→ // Apply the current recoil offset to the direction\n 757→ // This matches where the laser is pointing\n 758→ Vector2 result = direction.Rotated(_recoilOffset);\n 759→\n 760→ // Add recoil for the next shot\n 761→ if (WeaponData != null && WeaponData.SpreadAngle > 0)\n 762→ {\n 763→ // Convert spread angle from degrees to radians\n 764→ float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n 765→\n 766→ // Apply Power Fantasy recoil multiplier (reduced recoil)\n 767→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 768→ if (difficultyManager != null)\n 769→ {\n 770→ var multiplierResult = difficultyManager.Call(\"get_recoil_multiplier\");\n 771→ float recoilMultiplier = multiplierResult.AsSingle();\n 772→ spreadRadians *= recoilMultiplier;\n 773→ }\n 774→\n 775→ // Generate random recoil direction (-1 or 1) with small variation\n 776→ float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n 777→ float recoilAmount = spreadRadians * Mathf.Abs(recoilDirection);\n 778→\n 779→ // Add to current recoil, clamped to maximum\n 780→ _recoilOffset += recoilDirection * recoilAmount * 0.5f;\n 781→ _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n 782→ }\n 783→\n 784→ // Reset time since last shot for recoil recovery\n 785→ _timeSinceLastShot = 0;\n 786→\n 787→ return result;\n 788→ }\n 789→\n 790→ /// <summary>\n 791→ /// Gets whether the weapon is currently in the middle of a burst.\n 792→ /// </summary>\n 793→ public bool IsBurstFiring => _isBurstFiring;\n 794→\n 795→ /// <summary>\n 796→ /// Gets the current aim direction based on the laser sight.\n 797→ /// This is the direction that bullets will travel when fired.\n 798→ /// </summary>\n 799→ public Vector2 AimDirection => _aimDirection;\n 800→\n 801→ /// <summary>\n 802→ /// Fires the bullet in the chamber during reload sequence.\n 803→ /// Overrides base to use laser aim direction when laser sight is enabled.\n 804→ /// </summary>\n 805→ /// <param name=\"direction\">Direction to fire (ignored when laser sight is enabled).</param>\n 806→ /// <returns>True if the chamber bullet was fired.</returns>\n 807→ public override bool FireChamberBullet(Vector2 direction)\n 808→ {\n 809→ // Use laser aim direction when laser sight is enabled\n 810→ Vector2 fireDirection = LaserSightEnabled ? _aimDirection : direction;\n 811→\n 812→ // Apply spread\n 813→ Vector2 spreadDirection = ApplySpread(fireDirection);\n 814→\n 815→ bool result = base.FireChamberBullet(spreadDirection);\n 816→\n 817→ if (result)\n 818→ {\n 819→ // Play M16 shot sound for chamber bullet\n 820→ PlayM16ShotSound();\n 821→ // Emit gunshot sound for in-game sound propagation (alerts enemies)\n 822→ EmitGunshotSound();\n 823→ // Play shell casing sound with delay\n 824→ PlayShellCasingDelayed();\n 825→ // Trigger screen shake\n 826→ TriggerScreenShake(spreadDirection);\n 827→ // Update shot count and reset timer\n 828→ _shotCount++;\n 829→ _spreadResetTimer = 0.0f;\n 830→ }\n 831→\n 832→ return result;\n 833→ }\n 834→}\n 835→\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": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "49ef0fa7-4c69-4f7b-8c49-fe77dacc4a2f", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770396578865/Scripts/Weapons/AssaultRifle.cs", | |
| "content": "using Godot;\nusing GodotTopDownTemplate.AbstractClasses;\n\nnamespace GodotTopDownTemplate.Weapons;\n\n/// <summary>\n/// Fire mode for the assault rifle.\n/// </summary>\npublic enum FireMode\n{\n /// <summary>\n /// Fully automatic fire - hold to continuously fire.\n /// </summary>\n Automatic,\n\n /// <summary>\n /// Burst fire - fires multiple bullets per trigger pull.\n /// </summary>\n Burst\n}\n\n/// <summary>\n/// Assault rifle weapon with automatic and burst fire modes plus laser sight.\n/// Inherits from BaseWeapon and extends it with specific assault rifle behavior.\n/// Default fire mode is fully automatic.\n/// </summary>\npublic partial class AssaultRifle : BaseWeapon\n{\n /// <summary>\n /// Current fire mode of the weapon.\n /// </summary>\n [Export]\n public FireMode CurrentFireMode { get; set; } = FireMode.Automatic;\n\n /// <summary>\n /// Number of bullets fired in a burst (only used in Burst mode).\n /// </summary>\n [Export]\n public int BurstCount { get; set; } = 3;\n\n /// <summary>\n /// Delay between each bullet in a burst (in seconds).\n /// </summary>\n [Export]\n public float BurstDelay { get; set; } = 0.05f;\n\n /// <summary>\n /// Whether the laser sight is enabled.\n /// </summary>\n [Export]\n public bool LaserSightEnabled { get; set; } = true;\n\n /// <summary>\n /// Maximum length of the laser sight in pixels.\n /// Note: The actual laser length is now calculated based on viewport size to appear infinite.\n /// This property is kept for backward compatibility but is no longer used.\n /// </summary>\n [Export]\n public float LaserSightLength { get; set; } = 500.0f;\n\n /// <summary>\n /// Color of the laser sight.\n /// </summary>\n [Export]\n public Color LaserSightColor { get; set; } = new Color(1.0f, 0.0f, 0.0f, 0.5f);\n\n /// <summary>\n /// Width of the laser sight line.\n /// </summary>\n [Export]\n public float LaserSightWidth { get; set; } = 2.0f;\n\n /// <summary>\n /// Reference to the Line2D node for the laser sight.\n /// </summary>\n private Line2D? _laserSight;\n\n /// <summary>\n /// Reference to the Sprite2D node for the rifle visual.\n /// </summary>\n private Sprite2D? _rifleSprite;\n\n /// <summary>\n /// Current aim direction based on laser sight.\n /// This direction is used for shooting when laser sight is enabled.\n /// </summary>\n private Vector2 _aimDirection = Vector2.Right;\n\n /// <summary>\n /// Current aim angle in radians. Used for sensitivity-based aiming\n /// where the aim interpolates smoothly toward the target angle.\n /// </summary>\n private float _currentAimAngle = 0.0f;\n\n /// <summary>\n /// Whether the aim angle has been initialized.\n /// </summary>\n private bool _aimAngleInitialized = false;\n\n /// <summary>\n /// Whether the weapon is currently firing a burst.\n /// </summary>\n private bool _isBurstFiring;\n\n /// <summary>\n /// Current recoil offset angle in radians.\n /// This offset is applied to both the laser sight and bullet direction.\n /// </summary>\n private float _recoilOffset = 0.0f;\n\n /// <summary>\n /// Time since the last shot was fired, used for recoil recovery.\n /// </summary>\n private float _timeSinceLastShot = 0.0f;\n\n /// <summary>\n /// Time in seconds before recoil starts recovering.\n /// </summary>\n private const float RecoilRecoveryDelay = 0.1f;\n\n /// <summary>\n /// Speed at which recoil recovers (radians per second).\n /// </summary>\n private const float RecoilRecoverySpeed = 8.0f;\n\n /// <summary>\n /// Maximum recoil offset in radians (about 5 degrees).\n /// </summary>\n private const float MaxRecoilOffset = 0.087f;\n\n /// <summary>\n /// Tracks consecutive shots for spread calculation.\n /// </summary>\n private int _shotCount = 0;\n\n /// <summary>\n /// Time since last shot for spread reset.\n /// </summary>\n private float _spreadResetTimer = 0.0f;\n\n /// <summary>\n /// Number of shots before spread starts increasing.\n /// </summary>\n private const int SpreadThreshold = 3;\n\n /// <summary>\n /// Time in seconds for spread to reset after stopping fire.\n /// </summary>\n private const float SpreadResetTime = 0.25f;\n\n /// <summary>\n /// Signal emitted when a burst starts.\n /// </summary>\n [Signal]\n public delegate void BurstStartedEventHandler();\n\n /// <summary>\n /// Signal emitted when a burst finishes.\n /// </summary>\n [Signal]\n public delegate void BurstFinishedEventHandler();\n\n /// <summary>\n /// Signal emitted when fire mode changes.\n /// </summary>\n [Signal]\n public delegate void FireModeChangedEventHandler(int newMode);\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get the rifle sprite for visual representation\n _rifleSprite = GetNodeOrNull<Sprite2D>(\"RifleSprite\");\n\n // Debug: Log whether the rifle sprite was found and its texture status\n if (_rifleSprite != null)\n {\n var texture = _rifleSprite.Texture;\n GD.Print($\"[AssaultRifle] RifleSprite found: visible={_rifleSprite.Visible}, z_index={_rifleSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n }\n else\n {\n GD.PrintErr(\"[AssaultRifle] WARNING: RifleSprite node not found!\");\n }\n\n // Check for Power Fantasy mode blue laser\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n LaserSightColor = blueColorVariant.AsColor();\n GD.Print($\"[AssaultRifle] Power Fantasy mode: laser color set to blue {LaserSightColor}\");\n }\n }\n\n // Get or create the laser sight Line2D\n _laserSight = GetNodeOrNull<Line2D>(\"LaserSight\");\n\n if (_laserSight == null && LaserSightEnabled)\n {\n CreateLaserSight();\n }\n else if (_laserSight != null)\n {\n // Ensure the existing laser sight has the correct properties\n _laserSight.Width = LaserSightWidth;\n _laserSight.DefaultColor = LaserSightColor;\n _laserSight.BeginCapMode = Line2D.LineCapMode.Round;\n _laserSight.EndCapMode = Line2D.LineCapMode.Round;\n\n // Ensure it has at least 2 points\n if (_laserSight.GetPointCount() < 2)\n {\n _laserSight.ClearPoints();\n _laserSight.AddPoint(Vector2.Zero);\n _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n }\n }\n\n UpdateLaserSightVisibility();\n }\n\n public override void _Process(double delta)\n {\n base._Process(delta);\n\n // Update time since last shot for recoil recovery\n _timeSinceLastShot += (float)delta;\n\n // Recover recoil after delay\n if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n {\n float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n }\n\n // Update spread reset timer\n _spreadResetTimer += (float)delta;\n if (_spreadResetTimer >= SpreadResetTime)\n {\n _shotCount = 0;\n }\n\n // Always update aim direction and rifle sprite rotation\n UpdateAimDirection();\n\n // Update laser sight to point towards mouse (with recoil offset)\n if (LaserSightEnabled && _laserSight != null)\n {\n UpdateLaserSight();\n }\n }\n\n /// <summary>\n /// Updates the aim direction and rifle sprite rotation.\n /// This runs every frame regardless of laser sight state.\n /// </summary>\n private void UpdateAimDirection()\n {\n // Get direction to mouse\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n\n // Calculate target angle from player to mouse\n float targetAngle = toMouse.Angle();\n\n // Initialize aim angle on first frame\n if (!_aimAngleInitialized)\n {\n _currentAimAngle = targetAngle;\n _aimAngleInitialized = true;\n }\n\n Vector2 direction;\n\n // Apply sensitivity \"leash\" effect when sensitivity is set\n if (WeaponData != null && WeaponData.Sensitivity > 0)\n {\n float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n float delta = (float)GetProcessDeltaTime();\n float maxRotation = rotationSpeed * delta;\n float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n _currentAimAngle += actualRotation;\n direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n }\n else\n {\n // Automatic mode: direct aim at cursor (instant response)\n if (toMouse.LengthSquared() > 0.001f)\n {\n direction = toMouse.Normalized();\n _currentAimAngle = targetAngle;\n }\n else\n {\n direction = _aimDirection;\n }\n }\n\n // Store the aim direction for shooting\n _aimDirection = direction;\n\n // Update rifle sprite rotation to match aim direction\n UpdateRifleSpriteRotation(direction);\n }\n\n /// <summary>\n /// Creates the laser sight Line2D programmatically.\n /// </summary>\n private void CreateLaserSight()\n {\n _laserSight = new Line2D\n {\n Name = \"LaserSight\",\n Width = LaserSightWidth,\n DefaultColor = LaserSightColor,\n BeginCapMode = Line2D.LineCapMode.Round,\n EndCapMode = Line2D.LineCapMode.Round\n };\n\n // Initialize with two points (start and end)\n _laserSight.AddPoint(Vector2.Zero);\n _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n\n AddChild(_laserSight);\n }\n\n /// <summary>\n /// Updates the laser sight visualization.\n /// Uses the aim direction from UpdateAimDirection() and applies recoil offset.\n /// Uses raycasting to stop at obstacles.\n /// </summary>\n private void UpdateLaserSight()\n {\n if (_laserSight == null)\n {\n return;\n }\n\n // Apply recoil offset to aim direction for laser visualization\n // This makes the laser show where the bullet will actually go\n Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n\n // Calculate maximum laser length based on viewport size\n // This ensures the laser extends to viewport edges regardless of direction\n Viewport? viewport = GetViewport();\n if (viewport == null)\n {\n return;\n }\n\n Vector2 viewportSize = viewport.GetVisibleRect().Size;\n // Use diagonal of viewport to ensure laser reaches edge in any direction\n float maxLaserLength = viewportSize.Length();\n\n // Calculate the end point of the laser using viewport-based length\n // Use laserDirection (with recoil) instead of base direction\n Vector2 endPoint = laserDirection * maxLaserLength;\n\n // Perform raycast to check for obstacles\n var spaceState = GetWorld2D().DirectSpaceState;\n var query = PhysicsRayQueryParameters2D.Create(\n GlobalPosition,\n GlobalPosition + endPoint,\n 4 // Collision mask for obstacles (layer 3 = value 4)\n );\n\n var result = spaceState.IntersectRay(query);\n\n if (result.Count > 0)\n {\n // Hit an obstacle, shorten the laser\n Vector2 hitPosition = (Vector2)result[\"position\"];\n endPoint = hitPosition - GlobalPosition;\n }\n\n // Update the laser sight line points (in local coordinates)\n _laserSight.SetPointPosition(0, Vector2.Zero);\n _laserSight.SetPointPosition(1, endPoint);\n }\n\n /// <summary>\n /// Updates the visibility of the laser sight based on LaserSightEnabled.\n /// </summary>\n private void UpdateLaserSightVisibility()\n {\n if (_laserSight != null)\n {\n _laserSight.Visible = LaserSightEnabled;\n }\n }\n\n /// <summary>\n /// Updates the rifle sprite rotation to match the aim direction.\n /// Also handles vertical flipping when aiming left to avoid upside-down appearance.\n /// </summary>\n /// <param name=\"direction\">The current aim direction.</param>\n private void UpdateRifleSpriteRotation(Vector2 direction)\n {\n if (_rifleSprite == null)\n {\n return;\n }\n\n // Calculate the angle from the direction\n float angle = direction.Angle();\n\n // Set the rotation\n _rifleSprite.Rotation = angle;\n\n // Flip the sprite vertically when aiming left (to avoid upside-down rifle)\n // This happens when the angle is greater than 90 degrees or less than -90 degrees\n bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n _rifleSprite.FlipV = aimingLeft;\n }\n\n /// <summary>\n /// Enables or disables the laser sight.\n /// </summary>\n /// <param name=\"enabled\">Whether to enable the laser sight.</param>\n public void SetLaserSightEnabled(bool enabled)\n {\n LaserSightEnabled = enabled;\n UpdateLaserSightVisibility();\n }\n\n /// <summary>\n /// Switches between fire modes.\n /// </summary>\n public void ToggleFireMode()\n {\n CurrentFireMode = CurrentFireMode == FireMode.Automatic ? FireMode.Burst : FireMode.Automatic;\n EmitSignal(SignalName.FireModeChanged, (int)CurrentFireMode);\n GD.Print($\"[AssaultRifle] Fire mode changed to: {CurrentFireMode}\");\n }\n\n /// <summary>\n /// Sets a specific fire mode.\n /// </summary>\n /// <param name=\"mode\">The fire mode to set.</param>\n public void SetFireMode(FireMode mode)\n {\n if (CurrentFireMode != mode)\n {\n CurrentFireMode = mode;\n EmitSignal(SignalName.FireModeChanged, (int)CurrentFireMode);\n GD.Print($\"[AssaultRifle] Fire mode set to: {CurrentFireMode}\");\n }\n }\n\n /// <summary>\n /// Fires the assault rifle based on current fire mode.\n /// Overrides base Fire to implement fire mode behavior.\n /// When laser sight is enabled, uses the laser aim direction instead of the passed direction.\n /// </summary>\n /// <param name=\"direction\">Direction to fire (ignored when laser sight is enabled).</param>\n /// <returns>True if the weapon fired successfully.</returns>\n public override bool Fire(Vector2 direction)\n {\n // Check for empty magazine - play click sound\n if (CurrentAmmo <= 0)\n {\n PlayEmptyClickSound();\n return false;\n }\n\n // Use laser aim direction when laser sight is enabled\n Vector2 fireDirection = LaserSightEnabled ? _aimDirection : direction;\n\n if (CurrentFireMode == FireMode.Burst)\n {\n return FireBurst(fireDirection);\n }\n else\n {\n return FireAutomatic(fireDirection);\n }\n }\n\n /// <summary>\n /// Plays the empty gun click sound when out of ammo.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Fires in automatic mode - single bullet per call, respects fire rate.\n /// </summary>\n /// <param name=\"direction\">Direction to fire.</param>\n /// <returns>True if the weapon fired successfully.</returns>\n private bool FireAutomatic(Vector2 direction)\n {\n // Check if we can fire at all\n if (!CanFire || WeaponData == null || BulletScene == null)\n {\n return false;\n }\n\n // Use base class fire logic for automatic mode\n Vector2 spreadDirection = ApplySpread(direction);\n bool result = base.Fire(spreadDirection);\n\n if (result)\n {\n // Play M16 shot sound\n PlayM16ShotSound();\n // Emit gunshot sound for in-game sound propagation (alerts enemies)\n EmitGunshotSound();\n // Play shell casing sound with delay\n PlayShellCasingDelayed();\n // Trigger screen shake\n TriggerScreenShake(spreadDirection);\n // Update shot count and reset timer\n _shotCount++;\n _spreadResetTimer = 0.0f;\n }\n\n return result;\n }\n\n /// <summary>\n /// Plays the M16 shot sound via AudioManager.\n /// </summary>\n private void PlayM16ShotSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_m16_shot\"))\n {\n audioManager.Call(\"play_m16_shot\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n /// This alerts nearby enemies to the player's position.\n /// </summary>\n private void EmitGunshotSound()\n {\n var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n {\n // Determine weapon loudness from WeaponData, or use viewport diagonal as default\n float loudness = WeaponData?.Loudness ?? 1469.0f;\n // emit_sound(sound_type, position, source_type, source_node, custom_range)\n // sound_type 0 = GUNSHOT, source_type 0 = PLAYER\n soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n }\n }\n\n /// <summary>\n /// Plays shell casing sound with a delay.\n /// </summary>\n private async void PlayShellCasingDelayed()\n {\n await ToSignal(GetTree().CreateTimer(0.15), \"timeout\");\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shell_rifle\"))\n {\n audioManager.Call(\"play_shell_rifle\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Fires in burst mode - fires multiple bullets per trigger pull.\n /// </summary>\n /// <param name=\"direction\">Direction to fire.</param>\n /// <returns>True if the burst was started successfully.</returns>\n private bool FireBurst(Vector2 direction)\n {\n // Don't start a new burst if already firing\n if (_isBurstFiring)\n {\n return false;\n }\n\n // Check if we can fire at all\n if (!CanFire || WeaponData == null || BulletScene == null)\n {\n return false;\n }\n\n // Start burst fire\n StartBurstFire(direction);\n return true;\n }\n\n /// <summary>\n /// Starts the burst fire sequence.\n /// </summary>\n /// <param name=\"direction\">Direction to fire.</param>\n private async void StartBurstFire(Vector2 direction)\n {\n _isBurstFiring = true;\n EmitSignal(SignalName.BurstStarted);\n\n int bulletsToFire = Mathf.Min(BurstCount, CurrentAmmo);\n\n for (int i = 0; i < bulletsToFire; i++)\n {\n if (CurrentAmmo <= 0)\n {\n break;\n }\n\n // Fire a single bullet with index for sound selection\n FireSingleBulletBurst(direction, i, bulletsToFire);\n\n // Wait for burst delay before firing next bullet (except for the last one)\n if (i < bulletsToFire - 1)\n {\n await ToSignal(GetTree().CreateTimer(BurstDelay), \"timeout\");\n }\n }\n\n _isBurstFiring = false;\n EmitSignal(SignalName.BurstFinished);\n }\n\n /// <summary>\n /// Fires a single bullet in burst mode with appropriate sound.\n /// First two bullets use double shot sound, third uses single shot.\n /// </summary>\n /// <param name=\"direction\">Direction to fire.</param>\n /// <param name=\"bulletIndex\">Index of bullet in burst (0-based).</param>\n /// <param name=\"totalBullets\">Total bullets in this burst.</param>\n private void FireSingleBulletBurst(Vector2 direction, int bulletIndex, int totalBullets)\n {\n if (WeaponData == null || BulletScene == null || CurrentAmmo <= 0)\n {\n return;\n }\n\n CurrentAmmo--;\n\n // Apply spread if configured in WeaponData\n Vector2 spreadDirection = ApplySpread(direction);\n\n SpawnBullet(spreadDirection);\n\n // Play appropriate sound based on bullet position in burst\n // First bullet of burst: play double shot sound (includes first two shots)\n // Third bullet: play single shot sound\n if (bulletIndex == 0 && totalBullets >= 2)\n {\n // First bullet - play double shot sound for variety\n PlayM16DoubleShotSound();\n }\n else if (bulletIndex == 2 || (bulletIndex == 0 && totalBullets == 1))\n {\n // Third bullet or single shot - play single shot sound\n PlayM16ShotSound();\n }\n // Second bullet doesn't need sound - covered by double shot sound\n\n // Emit gunshot sound for in-game sound propagation (alerts enemies)\n EmitGunshotSound();\n\n // Play shell casing for each bullet\n PlayShellCasingDelayed();\n\n // Trigger screen shake\n TriggerScreenShake(spreadDirection);\n // Update shot count and reset timer\n _shotCount++;\n _spreadResetTimer = 0.0f;\n\n EmitSignal(SignalName.Fired);\n EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n }\n\n /// <summary>\n /// Plays the M16 double shot sound for burst fire.\n /// </summary>\n private void PlayM16DoubleShotSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_m16_double_shot\"))\n {\n audioManager.Call(\"play_m16_double_shot\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Triggers screen shake based on shooting direction and current spread.\n /// The shake direction is opposite to shooting direction (recoil effect).\n /// Shake intensity depends on fire rate, recovery time depends on spread.\n /// </summary>\n /// <param name=\"shootDirection\">The direction the bullet is traveling.</param>\n private void TriggerScreenShake(Vector2 shootDirection)\n {\n if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n {\n return;\n }\n\n var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n {\n return;\n }\n\n // Calculate shake intensity based on fire rate\n // Lower fire rate = larger shake per shot\n float fireRate = WeaponData.FireRate;\n float shakeIntensity;\n if (fireRate > 0)\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n }\n else\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity;\n }\n\n // Calculate spread ratio for recovery time interpolation\n // Spread increases after SpreadThreshold shots\n float spreadRatio = 0.0f;\n if (_shotCount > SpreadThreshold)\n {\n // Estimate max spread ratio based on shot count\n // This is a simplified calculation\n spreadRatio = Mathf.Clamp((_shotCount - SpreadThreshold) * 0.15f, 0.0f, 1.0f);\n }\n\n // Calculate recovery time based on spread ratio\n // At min spread -> slower recovery (MinRecoveryTime)\n // At max spread -> faster recovery (MaxRecoveryTime)\n float minRecovery = WeaponData.ScreenShakeMinRecoveryTime;\n float maxRecovery = Mathf.Max(WeaponData.ScreenShakeMaxRecoveryTime, 0.05f); // 50ms minimum\n float recoveryTime = Mathf.Lerp(minRecovery, maxRecovery, spreadRatio);\n\n // Trigger the shake via ScreenShakeManager\n screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n }\n\n /// <summary>\n /// Applies recoil offset to the shooting direction and adds new recoil.\n /// The bullet is fired in the same direction shown by the laser sight,\n /// then recoil is added for the next shot.\n /// </summary>\n /// <param name=\"direction\">Original direction.</param>\n /// <returns>Direction with current recoil applied.</returns>\n private Vector2 ApplySpread(Vector2 direction)\n {\n // Apply the current recoil offset to the direction\n // This matches where the laser is pointing\n Vector2 result = direction.Rotated(_recoilOffset);\n\n // Add recoil for the next shot\n if (WeaponData != null && WeaponData.SpreadAngle > 0)\n {\n // Convert spread angle from degrees to radians\n float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n\n // Apply Power Fantasy recoil multiplier (reduced recoil)\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var multiplierResult = difficultyManager.Call(\"get_recoil_multiplier\");\n float recoilMultiplier = multiplierResult.AsSingle();\n spreadRadians *= recoilMultiplier;\n }\n\n // Generate random recoil direction (-1 or 1) with small variation\n float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n float recoilAmount = spreadRadians * Mathf.Abs(recoilDirection);\n\n // Add to current recoil, clamped to maximum\n _recoilOffset += recoilDirection * recoilAmount * 0.5f;\n _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n }\n\n // Reset time since last shot for recoil recovery\n _timeSinceLastShot = 0;\n\n return result;\n }\n\n /// <summary>\n /// Gets whether the weapon is currently in the middle of a burst.\n /// </summary>\n public bool IsBurstFiring => _isBurstFiring;\n\n /// <summary>\n /// Gets the current aim direction based on the laser sight.\n /// This is the direction that bullets will travel when fired.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n\n /// <summary>\n /// Fires the bullet in the chamber during reload sequence.\n /// Overrides base to use laser aim direction when laser sight is enabled.\n /// </summary>\n /// <param name=\"direction\">Direction to fire (ignored when laser sight is enabled).</param>\n /// <returns>True if the chamber bullet was fired.</returns>\n public override bool FireChamberBullet(Vector2 direction)\n {\n // Use laser aim direction when laser sight is enabled\n Vector2 fireDirection = LaserSightEnabled ? _aimDirection : direction;\n\n // Apply spread\n Vector2 spreadDirection = ApplySpread(fireDirection);\n\n bool result = base.FireChamberBullet(spreadDirection);\n\n if (result)\n {\n // Play M16 shot sound for chamber bullet\n PlayM16ShotSound();\n // Emit gunshot sound for in-game sound propagation (alerts enemies)\n EmitGunshotSound();\n // Play shell casing sound with delay\n PlayShellCasingDelayed();\n // Trigger screen shake\n TriggerScreenShake(spreadDirection);\n // Update shot count and reset timer\n _shotCount++;\n _spreadResetTimer = 0.0f;\n }\n\n return result;\n }\n}\n", | |
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| "content": " 1→using Godot;\n 2→using GodotTopDownTemplate.Data;\n 3→using System.Linq;\n 4→\n 5→namespace GodotTopDownTemplate.AbstractClasses;\n 6→\n 7→/// <summary>\n 8→/// Abstract base class for all weapons in the game.\n 9→/// Provides common functionality for firing, reloading, and managing ammunition.\n 10→/// </summary>\n 11→public abstract partial class BaseWeapon : Node2D\n 12→{\n 13→ /// <summary>\n 14→ /// Weapon configuration data.\n 15→ /// </summary>\n 16→ [Export]\n 17→ public WeaponData? WeaponData { get; set; }\n 18→\n 19→ /// <summary>\n 20→ /// Bullet scene to instantiate when firing.\n 21→ /// </summary>\n 22→ [Export]\n 23→ public PackedScene? BulletScene { get; set; }\n 24→\n 25→ /// <summary>\n 26→ /// Casing scene to instantiate when firing (for ejected bullet casings).\n 27→ /// </summary>\n 28→ [Export]\n 29→ public PackedScene? CasingScene { get; set; }\n 30→\n 31→ /// <summary>\n 32→ /// Offset from weapon position where bullets spawn.\n 33→ /// </summary>\n 34→ [Export]\n 35→ public float BulletSpawnOffset { get; set; } = 20.0f;\n 36→\n 37→ /// <summary>\n 38→ /// Number of magazines the weapon starts with.\n 39→ /// </summary>\n 40→ [Export]\n 41→ public int StartingMagazineCount { get; set; } = 4;\n 42→\n 43→ /// <summary>\n 44→ /// Magazine inventory managing all magazines for this weapon.\n 45→ /// </summary>\n 46→ protected MagazineInventory MagazineInventory { get; private set; } = new();\n 47→\n 48→ /// <summary>\n 49→ /// Current ammunition in the magazine.\n 50→ /// </summary>\n 51→ public int CurrentAmmo\n 52→ {\n 53→ get => MagazineInventory.CurrentMagazine?.CurrentAmmo ?? 0;\n 54→ protected set\n 55→ {\n 56→ if (MagazineInventory.CurrentMagazine != null)\n 57→ {\n 58→ MagazineInventory.CurrentMagazine.CurrentAmmo = value;\n 59→ }\n 60→ }\n 61→ }\n 62→\n 63→ /// <summary>\n 64→ /// Total reserve ammunition across all spare magazines.\n 65→ /// Note: This now represents total ammo in spare magazines, not a simple counter.\n 66→ /// </summary>\n 67→ public int ReserveAmmo\n 68→ {\n 69→ get => MagazineInventory.TotalSpareAmmo;\n 70→ protected set\n 71→ {\n 72→ // This setter is kept for backward compatibility but does nothing\n 73→ // The reserve ammo is now calculated from individual magazines\n 74→ }\n 75→ }\n 76→\n 77→ /// <summary>\n 78→ /// Whether the weapon can currently fire.\n 79→ /// </summary>\n 80→ public bool CanFire => CurrentAmmo > 0 && !IsReloading && _fireTimer <= 0;\n 81→\n 82→ /// <summary>\n 83→ /// Whether the weapon is currently reloading.\n 84→ /// </summary>\n 85→ public bool IsReloading { get; protected set; }\n 86→\n 87→ /// <summary>\n 88→ /// Whether there is a bullet in the chamber.\n 89→ /// This is true when the weapon had ammo when reload started (R->F sequence).\n 90→ /// </summary>\n 91→ public bool HasBulletInChamber { get; protected set; }\n 92→\n 93→ /// <summary>\n 94→ /// Whether the chamber bullet was fired during reload.\n 95→ /// Used to track if we need to subtract a bullet after reload completes.\n 96→ /// </summary>\n 97→ public bool ChamberBulletFired { get; protected set; }\n 98→\n 99→ /// <summary>\n 100→ /// Whether the weapon is in the middle of a reload sequence (between R->F and final R).\n 101→ /// When true, only chamber bullet can be fired (if available).\n 102→ /// </summary>\n 103→ public bool IsInReloadSequence { get; set; }\n 104→\n 105→\n 106→ private float _fireTimer;\n 107→ private float _reloadTimer;\n 108→\n 109→ /// <summary>\n 110→ /// Signal emitted when the weapon fires.\n 111→ /// </summary>\n 112→ [Signal]\n 113→ public delegate void FiredEventHandler();\n 114→\n 115→ /// <summary>\n 116→ /// Signal emitted when the weapon starts reloading.\n 117→ /// </summary>\n 118→ [Signal]\n 119→ public delegate void ReloadStartedEventHandler();\n 120→\n 121→ /// <summary>\n 122→ /// Signal emitted when the weapon finishes reloading.\n 123→ /// </summary>\n 124→ [Signal]\n 125→ public delegate void ReloadFinishedEventHandler();\n 126→\n 127→ /// <summary>\n 128→ /// Signal emitted when ammunition changes.\n 129→ /// </summary>\n 130→ [Signal]\n 131→ public delegate void AmmoChangedEventHandler(int currentAmmo, int reserveAmmo);\n 132→\n 133→ /// <summary>\n 134→ /// Signal emitted when the magazine inventory changes (reload, etc).\n 135→ /// Provides an array of ammo counts for each magazine.\n 136→ /// First element is current magazine, rest are spares sorted by ammo count.\n 137→ /// </summary>\n 138→ [Signal]\n 139→ public delegate void MagazinesChangedEventHandler(int[] magazineAmmoCounts);\n 140→\n 141→ public override void _Ready()\n 142→ {\n 143→ if (WeaponData != null)\n 144→ {\n 145→ InitializeMagazinesWithDifficulty();\n 146→ }\n 147→\n 148→ // Connect to difficulty_changed signal to re-initialize ammo when difficulty changes\n 149→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 150→ if (difficultyManager != null)\n 151→ {\n 152→ difficultyManager.Connect(\"difficulty_changed\", Callable.From<int>(OnDifficultyChanged));\n 153→ }\n 154→ }\n 155→\n 156→ /// <summary>\n 157→ /// Initializes magazine inventory accounting for Power Fantasy ammo multiplier.\n 158→ /// Can be called again when difficulty changes to re-apply the multiplier.\n 159→ /// </summary>\n 160→ protected virtual void InitializeMagazinesWithDifficulty()\n 161→ {\n 162→ if (WeaponData == null) return;\n 163→\n 164→ int magazineCount = StartingMagazineCount;\n 165→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 166→ if (difficultyManager != null)\n 167→ {\n 168→ var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n 169→ int ammoMultiplier = multiplierResult.AsInt32();\n 170→ if (ammoMultiplier > 1)\n 171→ {\n 172→ magazineCount *= ammoMultiplier;\n 173→ GD.Print($\"[BaseWeapon] Power Fantasy mode: ammo multiplied by {ammoMultiplier}x ({StartingMagazineCount} -> {magazineCount} magazines)\");\n 174→ }\n 175→ }\n 176→\n 177→ // Initialize magazine inventory with the starting magazines\n 178→ MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines: true);\n 179→\n 180→ // Emit initial magazine state\n 181→ EmitMagazinesChanged();\n 182→ }\n 183→\n 184→ /// <summary>\n 185→ /// Called when difficulty changes. Re-initializes magazines with the new ammo multiplier.\n 186→ /// </summary>\n 187→ private void OnDifficultyChanged(int newDifficulty)\n 188→ {\n 189→ if (WeaponData != null)\n 190→ {\n 191→ GD.Print($\"[BaseWeapon] Difficulty changed to {newDifficulty}, re-initializing magazines\");\n 192→ InitializeMagazinesWithDifficulty();\n 193→ }\n 194→ }\n 195→\n 196→ /// <summary>\n 197→ /// Emits the MagazinesChanged signal with current magazine states.\n 198→ /// </summary>\n 199→ protected void EmitMagazinesChanged()\n 200→ {\n 201→ EmitSignal(SignalName.MagazinesChanged, MagazineInventory.GetMagazineAmmoCounts());\n 202→ }\n 203→\n 204→ /// <summary>\n 205→ /// Gets all magazine ammo counts as an array.\n 206→ /// First element is current magazine, rest are spares sorted by ammo (descending).\n 207→ /// </summary>\n 208→ public int[] GetMagazineAmmoCounts()\n 209→ {\n 210→ return MagazineInventory.GetMagazineAmmoCounts();\n 211→ }\n 212→\n 213→ /// <summary>\n 214→ /// Gets a formatted string showing all magazine ammo counts.\n 215→ /// Format: \"[30] | 25 | 10\" where [30] is current magazine.\n 216→ /// </summary>\n 217→ public string GetMagazineDisplayString()\n 218→ {\n 219→ return MagazineInventory.GetMagazineDisplayString();\n 220→ }\n 221→\n 222→ public override void _Process(double delta)\n 223→ {\n 224→ if (_fireTimer > 0)\n 225→ {\n 226→ _fireTimer -= (float)delta;\n 227→ }\n 228→\n 229→ if (IsReloading)\n 230→ {\n 231→ _reloadTimer -= (float)delta;\n 232→ if (_reloadTimer <= 0)\n 233→ {\n 234→ FinishReload();\n 235→ }\n 236→ }\n 237→ }\n 238→\n 239→ /// <summary>\n 240→ /// Attempts to fire the weapon in the specified direction.\n 241→ /// </summary>\n 242→ /// <param name=\"direction\">Direction to fire.</param>\n 243→ /// <returns>True if the weapon fired successfully.</returns>\n 244→ public virtual bool Fire(Vector2 direction)\n 245→ {\n 246→ if (!CanFire || WeaponData == null || BulletScene == null)\n 247→ {\n 248→ return false;\n 249→ }\n 250→\n 251→ // Consume ammo from current magazine\n 252→ MagazineInventory.ConsumeAmmo();\n 253→ _fireTimer = 1.0f / WeaponData.FireRate;\n 254→\n 255→ SpawnBullet(direction);\n 256→\n 257→ EmitSignal(SignalName.Fired);\n 258→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 259→ EmitMagazinesChanged();\n 260→\n 261→ return true;\n 262→ }\n 263→\n 264→ /// <summary>\n 265→ /// Checks if the bullet spawn path is clear (no wall between weapon and spawn point).\n 266→ /// This prevents shooting through walls when standing flush against cover.\n 267→ /// If blocked, spawns wall hit effects and plays impact sound for feedback.\n 268→ ///\n 269→ /// Returns a tuple: (isBlocked, wallHitPosition, wallHitNormal).\n 270→ /// If isBlocked is true, the caller should spawn the bullet at weapon position\n 271→ /// instead of at the offset position, so penetration can occur.\n 272→ /// </summary>\n 273→ /// <param name=\"direction\">Direction to check.</param>\n 274→ /// <returns>Tuple indicating if blocked and wall hit info.</returns>\n 275→ protected virtual (bool isBlocked, Vector2 hitPosition, Vector2 hitNormal) CheckBulletSpawnPath(Vector2 direction)\n 276→ {\n 277→ var spaceState = GetWorld2D()?.DirectSpaceState;\n 278→ if (spaceState == null)\n 279→ {\n 280→ return (false, Vector2.Zero, Vector2.Zero); // Not blocked if physics not ready\n 281→ }\n 282→\n 283→ // Check from weapon center to bullet spawn position plus a small buffer\n 284→ float checkDistance = BulletSpawnOffset + 5.0f;\n 285→\n 286→ var query = PhysicsRayQueryParameters2D.Create(\n 287→ GlobalPosition,\n 288→ GlobalPosition + direction * checkDistance,\n 289→ 4 // Collision mask for obstacles (layer 3 = value 4)\n 290→ );\n 291→\n 292→ var result = spaceState.IntersectRay(query);\n 293→ if (result.Count > 0)\n 294→ {\n 295→ Vector2 hitPosition = (Vector2)result[\"position\"];\n 296→ Vector2 hitNormal = (Vector2)result[\"normal\"];\n 297→ GD.Print($\"[BaseWeapon] Wall detected at distance {GlobalPosition.DistanceTo(hitPosition):F1} - bullet will spawn at weapon position for penetration\");\n 298→\n 299→ return (true, hitPosition, hitNormal);\n 300→ }\n 301→\n 302→ return (false, Vector2.Zero, Vector2.Zero);\n 303→ }\n 304→\n 305→ /// <summary>\n 306→ /// Checks if the bullet spawn path is clear (no wall between weapon and spawn point).\n 307→ /// This prevents shooting through walls when standing flush against cover.\n 308→ /// If blocked, spawns wall hit effects and plays impact sound for feedback.\n 309→ /// </summary>\n 310→ /// <param name=\"direction\">Direction to check.</param>\n 311→ /// <returns>True if the path is clear, false if a wall blocks it.</returns>\n 312→ protected virtual bool IsBulletSpawnClear(Vector2 direction)\n 313→ {\n 314→ var (isBlocked, hitPosition, hitNormal) = CheckBulletSpawnPath(direction);\n 315→\n 316→ if (isBlocked)\n 317→ {\n 318→ // Play wall hit sound for audio feedback\n 319→ PlayBulletWallHitSound(hitPosition);\n 320→\n 321→ // Spawn dust effect at impact point\n 322→ SpawnWallHitEffect(hitPosition, hitNormal);\n 323→\n 324→ return false;\n 325→ }\n 326→\n 327→ return true;\n 328→ }\n 329→\n 330→ /// <summary>\n 331→ /// Plays the bullet wall hit sound at the specified position.\n 332→ /// </summary>\n 333→ /// <param name=\"position\">Position to play the sound at.</param>\n 334→ private void PlayBulletWallHitSound(Vector2 position)\n 335→ {\n 336→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 337→ if (audioManager != null && audioManager.HasMethod(\"play_bullet_wall_hit\"))\n 338→ {\n 339→ audioManager.Call(\"play_bullet_wall_hit\", position);\n 340→ }\n 341→ }\n 342→\n 343→ /// <summary>\n 344→ /// Spawns dust/debris particles at wall hit position.\n 345→ /// </summary>\n 346→ /// <param name=\"position\">Position of the impact.</param>\n 347→ /// <param name=\"normal\">Surface normal at the impact point.</param>\n 348→ private void SpawnWallHitEffect(Vector2 position, Vector2 normal)\n 349→ {\n 350→ var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n 351→ if (impactManager != null && impactManager.HasMethod(\"spawn_dust_effect\"))\n 352→ {\n 353→ impactManager.Call(\"spawn_dust_effect\", position, normal, Variant.CreateFrom((Resource?)null));\n 354→ }\n 355→ }\n 356→\n 357→ /// <summary>\n 358→ /// Spawns a bullet traveling in the specified direction.\n 359→ /// </summary>\n 360→ /// <param name=\"direction\">Direction for the bullet to travel.</param>\n 361→ protected virtual void SpawnBullet(Vector2 direction)\n 362→ {\n 363→ if (BulletScene == null)\n 364→ {\n 365→ return;\n 366→ }\n 367→\n 368→ // Check if the bullet spawn path is blocked by a wall\n 369→ var (isBlocked, hitPosition, hitNormal) = CheckBulletSpawnPath(direction);\n 370→\n 371→ Vector2 spawnPosition;\n 372→ if (isBlocked)\n 373→ {\n 374→ // Wall detected at point-blank range\n 375→ // Spawn bullet at weapon position (not offset) so it can interact with the wall\n 376→ // and trigger penetration instead of being blocked entirely\n 377→ // Use a small offset to ensure the bullet starts moving into the wall\n 378→ spawnPosition = GlobalPosition + direction * 2.0f;\n 379→ GD.Print($\"[BaseWeapon] Point-blank shot: spawning bullet at weapon position for penetration\");\n 380→ }\n 381→ else\n 382→ {\n 383→ // Normal case: spawn at offset position\n 384→ spawnPosition = GlobalPosition + direction * BulletSpawnOffset;\n 385→ }\n 386→\n 387→ var bullet = BulletScene.Instantiate<Node2D>();\n 388→ bullet.GlobalPosition = spawnPosition;\n 389→\n 390→ // Set bullet properties - try both PascalCase (C#) and snake_case (GDScript)\n 391→ // C# bullets use PascalCase (Direction, Speed, ShooterId, ShooterPosition)\n 392→ // GDScript bullets use snake_case (direction, speed, shooter_id, shooter_position)\n 393→ if (bullet.HasMethod(\"SetDirection\"))\n 394→ {\n 395→ bullet.Call(\"SetDirection\", direction);\n 396→ }\n 397→ else\n 398→ {\n 399→ // Try PascalCase first (C# Bullet.cs), then snake_case (GDScript bullet.gd)\n 400→ bullet.Set(\"Direction\", direction);\n 401→ bullet.Set(\"direction\", direction);\n 402→ }\n 403→\n 404→ // Set bullet speed and damage from weapon data\n 405→ if (WeaponData != null)\n 406→ {\n 407→ // Try both cases for compatibility with C# and GDScript bullets\n 408→ bullet.Set(\"Speed\", WeaponData.BulletSpeed);\n 409→ bullet.Set(\"speed\", WeaponData.BulletSpeed);\n 410→ // Set damage - critical for weapons with custom damage values\n 411→ bullet.Set(\"Damage\", WeaponData.Damage);\n 412→ bullet.Set(\"damage\", WeaponData.Damage);\n 413→ }\n 414→\n 415→ // Set shooter ID to prevent self-damage\n 416→ // The shooter is the owner of the weapon (parent node)\n 417→ var owner = GetParent();\n 418→ if (owner != null)\n 419→ {\n 420→ // Try both cases for compatibility with C# and GDScript bullets\n 421→ bullet.Set(\"ShooterId\", owner.GetInstanceId());\n 422→ bullet.Set(\"shooter_id\", owner.GetInstanceId());\n 423→ }\n 424→\n 425→ // Set shooter position for distance-based penetration calculations\n 426→ // Try both cases for compatibility with C# and GDScript bullets\n 427→ bullet.Set(\"ShooterPosition\", GlobalPosition);\n 428→ bullet.Set(\"shooter_position\", GlobalPosition);\n 429→\n 430→ GetTree().CurrentScene.AddChild(bullet);\n 431→\n 432→ // Spawn muzzle flash effect at the bullet spawn position\n 433→ SpawnMuzzleFlash(spawnPosition, direction, WeaponData?.Caliber);\n 434→\n 435→ // Spawn casing if casing scene is set\n 436→ SpawnCasing(direction, WeaponData?.Caliber);\n 437→ }\n 438→\n 439→ /// <summary>\n 440→ /// Spawns a muzzle flash effect at the specified position.\n 441→ /// </summary>\n 442→ /// <param name=\"position\">Position to spawn the muzzle flash.</param>\n 443→ /// <param name=\"direction\">Direction the weapon is firing.</param>\n 444→ /// <param name=\"caliber\">Caliber data for effect scaling (smaller calibers = smaller flash).</param>\n 445→ protected virtual void SpawnMuzzleFlash(Vector2 position, Vector2 direction, Resource? caliber)\n 446→ {\n 447→ var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n 448→ if (impactManager != null && impactManager.HasMethod(\"spawn_muzzle_flash\"))\n 449→ {\n 450→ // Pass caliber data for effect scaling (9x19mm = 0.5x, 5.45x39mm = 1.0x)\n 451→ impactManager.Call(\"spawn_muzzle_flash\", position, direction, caliber);\n 452→ }\n 453→ }\n 454→\n 455→ /// <summary>\n 456→ /// Spawns a bullet casing that gets ejected from the weapon.\n 457→ /// </summary>\n 458→ /// <param name=\"direction\">Direction the bullet was fired (used to determine casing ejection direction).</param>\n 459→ /// <param name=\"caliber\">Caliber data for the casing appearance.</param>\n 460→ protected virtual void SpawnCasing(Vector2 direction, Resource? caliber)\n 461→ {\n 462→ if (CasingScene == null)\n 463→ {\n 464→ return;\n 465→ }\n 466→\n 467→ // Calculate casing spawn position (near the weapon, slightly offset)\n 468→ Vector2 casingSpawnPosition = GlobalPosition + direction * (BulletSpawnOffset * 0.5f);\n 469→\n 470→ var casing = CasingScene.Instantiate<RigidBody2D>();\n 471→ casing.GlobalPosition = casingSpawnPosition;\n 472→\n 473→ // Calculate ejection direction to the right of the weapon\n 474→ // In a top-down view with Y increasing downward:\n 475→ // - If weapon points right (1, 0), right side of weapon is DOWN (0, 1)\n 476→ // - If weapon points up (0, -1), right side of weapon is RIGHT (1, 0)\n 477→ // This is a 90 degree counter-clockwise rotation (perpendicular to shooting direction)\n 478→ Vector2 weaponRight = new Vector2(-direction.Y, direction.X); // Rotate 90 degrees counter-clockwise\n 479→\n 480→ // Eject to the right with some randomness\n 481→ float randomAngle = (float)GD.RandRange(-0.3f, 0.3f); // ±0.3 radians (~±17 degrees)\n 482→ Vector2 ejectionDirection = weaponRight.Rotated(randomAngle);\n 483→\n 484→ // Add some upward component for realistic ejection\n 485→ ejectionDirection = ejectionDirection.Rotated((float)GD.RandRange(-0.1f, 0.1f));\n 486→\n 487→ // Set initial velocity for the casing (increased for faster ejection animation)\n 488→ float ejectionSpeed = (float)GD.RandRange(120.0f, 180.0f); // Random speed between 120-180 pixels/sec (reduced 2.5x for Issue #424)\n 489→ casing.LinearVelocity = ejectionDirection * ejectionSpeed;\n 490→\n 491→ // Add some initial spin for realism\n 492→ casing.AngularVelocity = (float)GD.RandRange(-15.0f, 15.0f);\n 493→\n 494→ // Set caliber data on the casing for appearance\n 495→ if (caliber != null)\n 496→ {\n 497→ casing.Set(\"caliber_data\", caliber);\n 498→ }\n 499→\n 500→ GetTree().CurrentScene.AddChild(casing);\n 501→ }\n 502→\n 503→ /// <summary>\n 504→ /// Starts the reload process.\n 505→ /// </summary>\n 506→ public virtual void StartReload()\n 507→ {\n 508→ if (IsReloading || WeaponData == null || !MagazineInventory.HasSpareAmmo)\n 509→ {\n 510→ return;\n 511→ }\n 512→\n 513→ if (CurrentAmmo >= WeaponData.MagazineSize)\n 514→ {\n 515→ return;\n 516→ }\n 517→\n 518→ IsReloading = true;\n 519→ _reloadTimer = WeaponData.ReloadTime;\n 520→ EmitSignal(SignalName.ReloadStarted);\n 521→ }\n 522→\n 523→ /// <summary>\n 524→ /// Finishes the reload process by swapping to the fullest spare magazine.\n 525→ /// The current magazine is stored as a spare with its remaining ammo preserved.\n 526→ /// </summary>\n 527→ protected virtual void FinishReload()\n 528→ {\n 529→ if (WeaponData == null)\n 530→ {\n 531→ return;\n 532→ }\n 533→\n 534→ IsReloading = false;\n 535→\n 536→ // Swap to the magazine with the most ammo\n 537→ MagazineData? oldMag = MagazineInventory.SwapToFullestMagazine();\n 538→\n 539→ if (oldMag != null)\n 540→ {\n 541→ GD.Print($\"[BaseWeapon] Reloaded: swapped magazine with {oldMag.CurrentAmmo} rounds for one with {CurrentAmmo} rounds\");\n 542→ }\n 543→\n 544→ EmitSignal(SignalName.ReloadFinished);\n 545→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 546→ EmitMagazinesChanged();\n 547→ }\n 548→\n 549→ /// <summary>\n 550→ /// Performs an instant reload without any timer delay.\n 551→ /// Used for sequence-based reload systems (e.g., R-F-R player reload).\n 552→ /// Accounts for bullet in chamber mechanic.\n 553→ /// Swaps to the magazine with the most ammo (magazines are NOT combined).\n 554→ /// </summary>\n 555→ public virtual void InstantReload()\n 556→ {\n 557→ if (WeaponData == null || !MagazineInventory.HasSpareAmmo)\n 558→ {\n 559→ return;\n 560→ }\n 561→\n 562→ // Allow reload even if current magazine is full, as long as there are spare magazines\n 563→ // This enables tactical magazine swapping\n 564→\n 565→ // Cancel any ongoing timed reload\n 566→ if (IsReloading)\n 567→ {\n 568→ IsReloading = false;\n 569→ _reloadTimer = 0;\n 570→ }\n 571→\n 572→ // Reset reload sequence state\n 573→ IsInReloadSequence = false;\n 574→\n 575→ // Swap to the magazine with the most ammo\n 576→ // The current magazine is stored as a spare with its remaining ammo preserved\n 577→ MagazineData? oldMag = MagazineInventory.SwapToFullestMagazine();\n 578→\n 579→ if (oldMag != null)\n 580→ {\n 581→ GD.Print($\"[BaseWeapon] Instant reload: swapped magazine with {oldMag.CurrentAmmo} rounds for one with {CurrentAmmo} rounds\");\n 582→ }\n 583→\n 584→ // Handle bullet chambering from new magazine:\n 585→ // Only subtract a bullet if the chamber bullet was fired during reload (had ammo, shot during R->F)\n 586→ // Empty magazine reloads don't subtract a bullet (no chambering penalty)\n 587→ if (ChamberBulletFired && CurrentAmmo > 0)\n 588→ {\n 589→ MagazineInventory.ConsumeAmmo();\n 590→ }\n 591→\n 592→ // Reset chamber state\n 593→ HasBulletInChamber = false;\n 594→ ChamberBulletFired = false;\n 595→\n 596→ EmitSignal(SignalName.ReloadFinished);\n 597→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 598→ EmitMagazinesChanged();\n 599→ }\n 600→\n 601→ /// <summary>\n 602→ /// Starts the reload sequence (R->F pressed).\n 603→ /// Sets up the chamber bullet if there was ammo in the magazine.\n 604→ /// </summary>\n 605→ /// <param name=\"hadAmmoInMagazine\">Whether there was ammo in the magazine when reload started.</param>\n 606→ public virtual void StartReloadSequence(bool hadAmmoInMagazine)\n 607→ {\n 608→ IsInReloadSequence = true;\n 609→ HasBulletInChamber = hadAmmoInMagazine;\n 610→ ChamberBulletFired = false;\n 611→ }\n 612→\n 613→ /// <summary>\n 614→ /// Cancels the reload sequence (e.g., when shooting resets the combo after only R was pressed).\n 615→ /// </summary>\n 616→ public virtual void CancelReloadSequence()\n 617→ {\n 618→ IsInReloadSequence = false;\n 619→ HasBulletInChamber = false;\n 620→ ChamberBulletFired = false;\n 621→ }\n 622→\n 623→ /// <summary>\n 624→ /// Fires the bullet in the chamber during reload sequence.\n 625→ /// Returns true if the chamber bullet was fired successfully.\n 626→ /// </summary>\n 627→ /// <param name=\"direction\">Direction to fire.</param>\n 628→ /// <returns>True if the chamber bullet was fired.</returns>\n 629→ public virtual bool FireChamberBullet(Vector2 direction)\n 630→ {\n 631→ if (!IsInReloadSequence || !HasBulletInChamber || ChamberBulletFired)\n 632→ {\n 633→ return false;\n 634→ }\n 635→\n 636→ if (BulletScene == null || _fireTimer > 0)\n 637→ {\n 638→ return false;\n 639→ }\n 640→\n 641→ // Fire the chamber bullet\n 642→ _fireTimer = WeaponData != null ? 1.0f / WeaponData.FireRate : 0.1f;\n 643→ ChamberBulletFired = true;\n 644→ HasBulletInChamber = false;\n 645→\n 646→ SpawnBullet(direction);\n 647→\n 648→ EmitSignal(SignalName.Fired);\n 649→ // Note: We don't change CurrentAmmo here because the bullet was already\n 650→ // in the chamber, not in the magazine\n 651→\n 652→ return true;\n 653→ }\n 654→\n 655→ /// <summary>\n 656→ /// Checks if the weapon can fire a chamber bullet during reload sequence.\n 657→ /// </summary>\n 658→ public bool CanFireChamberBullet => IsInReloadSequence && HasBulletInChamber && !ChamberBulletFired && _fireTimer <= 0;\n 659→\n 660→ /// <summary>\n 661→ /// Adds a new full magazine to the spare magazines.\n 662→ /// </summary>\n 663→ public virtual void AddMagazine()\n 664→ {\n 665→ if (WeaponData == null)\n 666→ {\n 667→ return;\n 668→ }\n 669→\n 670→ // Create a new full magazine and add it to the inventory\n 671→ // Note: We access the internal list through a method to add magazines\n 672→ AddMagazineWithAmmo(WeaponData.MagazineSize);\n 673→ }\n 674→\n 675→ /// <summary>\n 676→ /// Adds a new magazine with specified ammo count to the spare magazines.\n 677→ /// </summary>\n 678→ /// <param name=\"ammoCount\">Amount of ammo in the new magazine.</param>\n 679→ public virtual void AddMagazineWithAmmo(int ammoCount)\n 680→ {\n 681→ if (WeaponData == null)\n 682→ {\n 683→ return;\n 684→ }\n 685→\n 686→ MagazineInventory.AddSpareMagazine(ammoCount, WeaponData.MagazineSize);\n 687→\n 688→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 689→ EmitMagazinesChanged();\n 690→ }\n 691→\n 692→ /// <summary>\n 693→ /// Adds ammunition to the reserve (legacy method for backward compatibility).\n 694→ /// This now adds ammo to the first non-full spare magazine, or creates a new one.\n 695→ /// </summary>\n 696→ /// <param name=\"amount\">Amount of ammo to add.</param>\n 697→ public virtual void AddAmmo(int amount)\n 698→ {\n 699→ if (WeaponData == null)\n 700→ {\n 701→ return;\n 702→ }\n 703→\n 704→ // For backward compatibility, add ammo to existing magazines or create new ones\n 705→ int remaining = amount;\n 706→ int magSize = WeaponData.MagazineSize;\n 707→\n 708→ // First, try to fill existing non-full magazines\n 709→ foreach (var mag in MagazineInventory.AllMagazines)\n 710→ {\n 711→ if (remaining <= 0) break;\n 712→\n 713→ int canAdd = mag.MaxCapacity - mag.CurrentAmmo;\n 714→ int toAdd = Math.Min(canAdd, remaining);\n 715→ mag.CurrentAmmo += toAdd;\n 716→ remaining -= toAdd;\n 717→ }\n 718→\n 719→ // If there's still ammo left, create new magazines\n 720→ while (remaining > 0)\n 721→ {\n 722→ int ammoForNewMag = Math.Min(remaining, magSize);\n 723→ AddMagazineWithAmmo(ammoForNewMag);\n 724→ remaining -= ammoForNewMag;\n 725→ }\n 726→\n 727→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 728→ EmitMagazinesChanged();\n 729→ }\n 730→\n 731→ /// <summary>\n 732→ /// Reinitializes the magazine inventory with a new starting magazine count.\n 733→ /// This method allows level-specific ammunition configuration.\n 734→ /// </summary>\n 735→ /// <param name=\"magazineCount\">Number of magazines to initialize with.</param>\n 736→ /// <param name=\"fillAllMagazines\">If true, all magazines start full. Otherwise, only current is full.</param>\n 737→ public virtual void ReinitializeMagazines(int magazineCount, bool fillAllMagazines = true)\n 738→ {\n 739→ if (WeaponData == null)\n 740→ {\n 741→ GD.PrintErr(\"[BaseWeapon] Cannot reinitialize magazines: WeaponData is null\");\n 742→ return;\n 743→ }\n 744→\n 745→ MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines);\n 746→ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 747→ EmitMagazinesChanged();\n 748→\n 749→ GD.Print($\"[BaseWeapon] Magazines reinitialized: {magazineCount} magazines, fillAll={fillAllMagazines}\");\n 750→ }\n 751→}\n 752→\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": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "243090e0-1c90-4082-966a-acdd4804b80c", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770396578865/Scripts/AbstractClasses/BaseWeapon.cs", | |
| "content": "using Godot;\nusing GodotTopDownTemplate.Data;\nusing System.Linq;\n\nnamespace GodotTopDownTemplate.AbstractClasses;\n\n/// <summary>\n/// Abstract base class for all weapons in the game.\n/// Provides common functionality for firing, reloading, and managing ammunition.\n/// </summary>\npublic abstract partial class BaseWeapon : Node2D\n{\n /// <summary>\n /// Weapon configuration data.\n /// </summary>\n [Export]\n public WeaponData? WeaponData { get; set; }\n\n /// <summary>\n /// Bullet scene to instantiate when firing.\n /// </summary>\n [Export]\n public PackedScene? BulletScene { get; set; }\n\n /// <summary>\n /// Casing scene to instantiate when firing (for ejected bullet casings).\n /// </summary>\n [Export]\n public PackedScene? CasingScene { get; set; }\n\n /// <summary>\n /// Offset from weapon position where bullets spawn.\n /// </summary>\n [Export]\n public float BulletSpawnOffset { get; set; } = 20.0f;\n\n /// <summary>\n /// Number of magazines the weapon starts with.\n /// </summary>\n [Export]\n public int StartingMagazineCount { get; set; } = 4;\n\n /// <summary>\n /// Magazine inventory managing all magazines for this weapon.\n /// </summary>\n protected MagazineInventory MagazineInventory { get; private set; } = new();\n\n /// <summary>\n /// Current ammunition in the magazine.\n /// </summary>\n public int CurrentAmmo\n {\n get => MagazineInventory.CurrentMagazine?.CurrentAmmo ?? 0;\n protected set\n {\n if (MagazineInventory.CurrentMagazine != null)\n {\n MagazineInventory.CurrentMagazine.CurrentAmmo = value;\n }\n }\n }\n\n /// <summary>\n /// Total reserve ammunition across all spare magazines.\n /// Note: This now represents total ammo in spare magazines, not a simple counter.\n /// </summary>\n public int ReserveAmmo\n {\n get => MagazineInventory.TotalSpareAmmo;\n protected set\n {\n // This setter is kept for backward compatibility but does nothing\n // The reserve ammo is now calculated from individual magazines\n }\n }\n\n /// <summary>\n /// Whether the weapon can currently fire.\n /// </summary>\n public bool CanFire => CurrentAmmo > 0 && !IsReloading && _fireTimer <= 0;\n\n /// <summary>\n /// Whether the weapon is currently reloading.\n /// </summary>\n public bool IsReloading { get; protected set; }\n\n /// <summary>\n /// Whether there is a bullet in the chamber.\n /// This is true when the weapon had ammo when reload started (R->F sequence).\n /// </summary>\n public bool HasBulletInChamber { get; protected set; }\n\n /// <summary>\n /// Whether the chamber bullet was fired during reload.\n /// Used to track if we need to subtract a bullet after reload completes.\n /// </summary>\n public bool ChamberBulletFired { get; protected set; }\n\n /// <summary>\n /// Whether the weapon is in the middle of a reload sequence (between R->F and final R).\n /// When true, only chamber bullet can be fired (if available).\n /// </summary>\n public bool IsInReloadSequence { get; set; }\n\n\n private float _fireTimer;\n private float _reloadTimer;\n\n /// <summary>\n /// Signal emitted when the weapon fires.\n /// </summary>\n [Signal]\n public delegate void FiredEventHandler();\n\n /// <summary>\n /// Signal emitted when the weapon starts reloading.\n /// </summary>\n [Signal]\n public delegate void ReloadStartedEventHandler();\n\n /// <summary>\n /// Signal emitted when the weapon finishes reloading.\n /// </summary>\n [Signal]\n public delegate void ReloadFinishedEventHandler();\n\n /// <summary>\n /// Signal emitted when ammunition changes.\n /// </summary>\n [Signal]\n public delegate void AmmoChangedEventHandler(int currentAmmo, int reserveAmmo);\n\n /// <summary>\n /// Signal emitted when the magazine inventory changes (reload, etc).\n /// Provides an array of ammo counts for each magazine.\n /// First element is current magazine, rest are spares sorted by ammo count.\n /// </summary>\n [Signal]\n public delegate void MagazinesChangedEventHandler(int[] magazineAmmoCounts);\n\n public override void _Ready()\n {\n if (WeaponData != null)\n {\n InitializeMagazinesWithDifficulty();\n }\n\n // Connect to difficulty_changed signal to re-initialize ammo when difficulty changes\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n difficultyManager.Connect(\"difficulty_changed\", Callable.From<int>(OnDifficultyChanged));\n }\n }\n\n /// <summary>\n /// Initializes magazine inventory accounting for Power Fantasy ammo multiplier.\n /// Can be called again when difficulty changes to re-apply the multiplier.\n /// </summary>\n protected virtual void InitializeMagazinesWithDifficulty()\n {\n if (WeaponData == null) return;\n\n int magazineCount = StartingMagazineCount;\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n int ammoMultiplier = multiplierResult.AsInt32();\n if (ammoMultiplier > 1)\n {\n magazineCount *= ammoMultiplier;\n GD.Print($\"[BaseWeapon] Power Fantasy mode: ammo multiplied by {ammoMultiplier}x ({StartingMagazineCount} -> {magazineCount} magazines)\");\n }\n }\n\n // Initialize magazine inventory with the starting magazines\n MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines: true);\n\n // Emit initial magazine state\n EmitMagazinesChanged();\n }\n\n /// <summary>\n /// Called when difficulty changes. Re-initializes magazines with the new ammo multiplier.\n /// </summary>\n private void OnDifficultyChanged(int newDifficulty)\n {\n if (WeaponData != null)\n {\n GD.Print($\"[BaseWeapon] Difficulty changed to {newDifficulty}, re-initializing magazines\");\n InitializeMagazinesWithDifficulty();\n }\n }\n\n /// <summary>\n /// Emits the MagazinesChanged signal with current magazine states.\n /// </summary>\n protected void EmitMagazinesChanged()\n {\n EmitSignal(SignalName.MagazinesChanged, MagazineInventory.GetMagazineAmmoCounts());\n }\n\n /// <summary>\n /// Gets all magazine ammo counts as an array.\n /// First element is current magazine, rest are spares sorted by ammo (descending).\n /// </summary>\n public int[] GetMagazineAmmoCounts()\n {\n return MagazineInventory.GetMagazineAmmoCounts();\n }\n\n /// <summary>\n /// Gets a formatted string showing all magazine ammo counts.\n /// Format: \"[30] | 25 | 10\" where [30] is current magazine.\n /// </summary>\n public string GetMagazineDisplayString()\n {\n return MagazineInventory.GetMagazineDisplayString();\n }\n\n public override void _Process(double delta)\n {\n if (_fireTimer > 0)\n {\n _fireTimer -= (float)delta;\n }\n\n if (IsReloading)\n {\n _reloadTimer -= (float)delta;\n if (_reloadTimer <= 0)\n {\n FinishReload();\n }\n }\n }\n\n /// <summary>\n /// Attempts to fire the weapon in the specified direction.\n /// </summary>\n /// <param name=\"direction\">Direction to fire.</param>\n /// <returns>True if the weapon fired successfully.</returns>\n public virtual bool Fire(Vector2 direction)\n {\n if (!CanFire || WeaponData == null || BulletScene == null)\n {\n return false;\n }\n\n // Consume ammo from current magazine\n MagazineInventory.ConsumeAmmo();\n _fireTimer = 1.0f / WeaponData.FireRate;\n\n SpawnBullet(direction);\n\n EmitSignal(SignalName.Fired);\n EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n EmitMagazinesChanged();\n\n return true;\n }\n\n /// <summary>\n /// Checks if the bullet spawn path is clear (no wall between weapon and spawn point).\n /// This prevents shooting through walls when standing flush against cover.\n /// If blocked, spawns wall hit effects and plays impact sound for feedback.\n ///\n /// Returns a tuple: (isBlocked, wallHitPosition, wallHitNormal).\n /// If isBlocked is true, the caller should spawn the bullet at weapon position\n /// instead of at the offset position, so penetration can occur.\n /// </summary>\n /// <param name=\"direction\">Direction to check.</param>\n /// <returns>Tuple indicating if blocked and wall hit info.</returns>\n protected virtual (bool isBlocked, Vector2 hitPosition, Vector2 hitNormal) CheckBulletSpawnPath(Vector2 direction)\n {\n var spaceState = GetWorld2D()?.DirectSpaceState;\n if (spaceState == null)\n {\n return (false, Vector2.Zero, Vector2.Zero); // Not blocked if physics not ready\n }\n\n // Check from weapon center to bullet spawn position plus a small buffer\n float checkDistance = BulletSpawnOffset + 5.0f;\n\n var query = PhysicsRayQueryParameters2D.Create(\n GlobalPosition,\n GlobalPosition + direction * checkDistance,\n 4 // Collision mask for obstacles (layer 3 = value 4)\n );\n\n var result = spaceState.IntersectRay(query);\n if (result.Count > 0)\n {\n Vector2 hitPosition = (Vector2)result[\"position\"];\n Vector2 hitNormal = (Vector2)result[\"normal\"];\n GD.Print($\"[BaseWeapon] Wall detected at distance {GlobalPosition.DistanceTo(hitPosition):F1} - bullet will spawn at weapon position for penetration\");\n\n return (true, hitPosition, hitNormal);\n }\n\n return (false, Vector2.Zero, Vector2.Zero);\n }\n\n /// <summary>\n /// Checks if the bullet spawn path is clear (no wall between weapon and spawn point).\n /// This prevents shooting through walls when standing flush against cover.\n /// If blocked, spawns wall hit effects and plays impact sound for feedback.\n /// </summary>\n /// <param name=\"direction\">Direction to check.</param>\n /// <returns>True if the path is clear, false if a wall blocks it.</returns>\n protected virtual bool IsBulletSpawnClear(Vector2 direction)\n {\n var (isBlocked, hitPosition, hitNormal) = CheckBulletSpawnPath(direction);\n\n if (isBlocked)\n {\n // Play wall hit sound for audio feedback\n PlayBulletWallHitSound(hitPosition);\n\n // Spawn dust effect at impact point\n SpawnWallHitEffect(hitPosition, hitNormal);\n\n return false;\n }\n\n return true;\n }\n\n /// <summary>\n /// Plays the bullet wall hit sound at the specified position.\n /// </summary>\n /// <param name=\"position\">Position to play the sound at.</param>\n private void PlayBulletWallHitSound(Vector2 position)\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_bullet_wall_hit\"))\n {\n audioManager.Call(\"play_bullet_wall_hit\", position);\n }\n }\n\n /// <summary>\n /// Spawns dust/debris particles at wall hit position.\n /// </summary>\n /// <param name=\"position\">Position of the impact.</param>\n /// <param name=\"normal\">Surface normal at the impact point.</param>\n private void SpawnWallHitEffect(Vector2 position, Vector2 normal)\n {\n var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n if (impactManager != null && impactManager.HasMethod(\"spawn_dust_effect\"))\n {\n impactManager.Call(\"spawn_dust_effect\", position, normal, Variant.CreateFrom((Resource?)null));\n }\n }\n\n /// <summary>\n /// Spawns a bullet traveling in the specified direction.\n /// </summary>\n /// <param name=\"direction\">Direction for the bullet to travel.</param>\n protected virtual void SpawnBullet(Vector2 direction)\n {\n if (BulletScene == null)\n {\n return;\n }\n\n // Check if the bullet spawn path is blocked by a wall\n var (isBlocked, hitPosition, hitNormal) = CheckBulletSpawnPath(direction);\n\n Vector2 spawnPosition;\n if (isBlocked)\n {\n // Wall detected at point-blank range\n // Spawn bullet at weapon position (not offset) so it can interact with the wall\n // and trigger penetration instead of being blocked entirely\n // Use a small offset to ensure the bullet starts moving into the wall\n spawnPosition = GlobalPosition + direction * 2.0f;\n GD.Print($\"[BaseWeapon] Point-blank shot: spawning bullet at weapon position for penetration\");\n }\n else\n {\n // Normal case: spawn at offset position\n spawnPosition = GlobalPosition + direction * BulletSpawnOffset;\n }\n\n var bullet = BulletScene.Instantiate<Node2D>();\n bullet.GlobalPosition = spawnPosition;\n\n // Set bullet properties - try both PascalCase (C#) and snake_case (GDScript)\n // C# bullets use PascalCase (Direction, Speed, ShooterId, ShooterPosition)\n // GDScript bullets use snake_case (direction, speed, shooter_id, shooter_position)\n if (bullet.HasMethod(\"SetDirection\"))\n {\n bullet.Call(\"SetDirection\", direction);\n }\n else\n {\n // Try PascalCase first (C# Bullet.cs), then snake_case (GDScript bullet.gd)\n bullet.Set(\"Direction\", direction);\n bullet.Set(\"direction\", direction);\n }\n\n // Set bullet speed and damage from weapon data\n if (WeaponData != null)\n {\n // Try both cases for compatibility with C# and GDScript bullets\n bullet.Set(\"Speed\", WeaponData.BulletSpeed);\n bullet.Set(\"speed\", WeaponData.BulletSpeed);\n // Set damage - critical for weapons with custom damage values\n bullet.Set(\"Damage\", WeaponData.Damage);\n bullet.Set(\"damage\", WeaponData.Damage);\n }\n\n // Set shooter ID to prevent self-damage\n // The shooter is the owner of the weapon (parent node)\n var owner = GetParent();\n if (owner != null)\n {\n // Try both cases for compatibility with C# and GDScript bullets\n bullet.Set(\"ShooterId\", owner.GetInstanceId());\n bullet.Set(\"shooter_id\", owner.GetInstanceId());\n }\n\n // Set shooter position for distance-based penetration calculations\n // Try both cases for compatibility with C# and GDScript bullets\n bullet.Set(\"ShooterPosition\", GlobalPosition);\n bullet.Set(\"shooter_position\", GlobalPosition);\n\n GetTree().CurrentScene.AddChild(bullet);\n\n // Spawn muzzle flash effect at the bullet spawn position\n SpawnMuzzleFlash(spawnPosition, direction, WeaponData?.Caliber);\n\n // Spawn casing if casing scene is set\n SpawnCasing(direction, WeaponData?.Caliber);\n }\n\n /// <summary>\n /// Spawns a muzzle flash effect at the specified position.\n /// </summary>\n /// <param name=\"position\">Position to spawn the muzzle flash.</param>\n /// <param name=\"direction\">Direction the weapon is firing.</param>\n /// <param name=\"caliber\">Caliber data for effect scaling (smaller calibers = smaller flash).</param>\n protected virtual void SpawnMuzzleFlash(Vector2 position, Vector2 direction, Resource? caliber)\n {\n var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n if (impactManager != null && impactManager.HasMethod(\"spawn_muzzle_flash\"))\n {\n // Pass caliber data for effect scaling (9x19mm = 0.5x, 5.45x39mm = 1.0x)\n impactManager.Call(\"spawn_muzzle_flash\", position, direction, caliber);\n }\n }\n\n /// <summary>\n /// Spawns a bullet casing that gets ejected from the weapon.\n /// </summary>\n /// <param name=\"direction\">Direction the bullet was fired (used to determine casing ejection direction).</param>\n /// <param name=\"caliber\">Caliber data for the casing appearance.</param>\n protected virtual void SpawnCasing(Vector2 direction, Resource? caliber)\n {\n if (CasingScene == null)\n {\n return;\n }\n\n // Calculate casing spawn position (near the weapon, slightly offset)\n Vector2 casingSpawnPosition = GlobalPosition + direction * (BulletSpawnOffset * 0.5f);\n\n var casing = CasingScene.Instantiate<RigidBody2D>();\n casing.GlobalPosition = casingSpawnPosition;\n\n // Calculate ejection direction to the right of the weapon\n // In a top-down view with Y increasing downward:\n // - If weapon points right (1, 0), right side of weapon is DOWN (0, 1)\n // - If weapon points up (0, -1), right side of weapon is RIGHT (1, 0)\n // This is a 90 degree counter-clockwise rotation (perpendicular to shooting direction)\n Vector2 weaponRight = new Vector2(-direction.Y, direction.X); // Rotate 90 degrees counter-clockwise\n\n // Eject to the right with some randomness\n float randomAngle = (float)GD.RandRange(-0.3f, 0.3f); // ±0.3 radians (~±17 degrees)\n Vector2 ejectionDirection = weaponRight.Rotated(randomAngle);\n\n // Add some upward component for realistic ejection\n ejectionDirection = ejectionDirection.Rotated((float)GD.RandRange(-0.1f, 0.1f));\n\n // Set initial velocity for the casing (increased for faster ejection animation)\n float ejectionSpeed = (float)GD.RandRange(120.0f, 180.0f); // Random speed between 120-180 pixels/sec (reduced 2.5x for Issue #424)\n casing.LinearVelocity = ejectionDirection * ejectionSpeed;\n\n // Add some initial spin for realism\n casing.AngularVelocity = (float)GD.RandRange(-15.0f, 15.0f);\n\n // Set caliber data on the casing for appearance\n if (caliber != null)\n {\n casing.Set(\"caliber_data\", caliber);\n }\n\n GetTree().CurrentScene.AddChild(casing);\n }\n\n /// <summary>\n /// Starts the reload process.\n /// </summary>\n public virtual void StartReload()\n {\n if (IsReloading || WeaponData == null || !MagazineInventory.HasSpareAmmo)\n {\n return;\n }\n\n if (CurrentAmmo >= WeaponData.MagazineSize)\n {\n return;\n }\n\n IsReloading = true;\n _reloadTimer = WeaponData.ReloadTime;\n EmitSignal(SignalName.ReloadStarted);\n }\n\n /// <summary>\n /// Finishes the reload process by swapping to the fullest spare magazine.\n /// The current magazine is stored as a spare with its remaining ammo preserved.\n /// </summary>\n protected virtual void FinishReload()\n {\n if (WeaponData == null)\n {\n return;\n }\n\n IsReloading = false;\n\n // Swap to the magazine with the most ammo\n MagazineData? oldMag = MagazineInventory.SwapToFullestMagazine();\n\n if (oldMag != null)\n {\n GD.Print($\"[BaseWeapon] Reloaded: swapped magazine with {oldMag.CurrentAmmo} rounds for one with {CurrentAmmo} rounds\");\n }\n\n EmitSignal(SignalName.ReloadFinished);\n EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n EmitMagazinesChanged();\n }\n\n /// <summary>\n /// Performs an instant reload without any timer delay.\n /// Used for sequence-based reload systems (e.g., R-F-R player reload).\n /// Accounts for bullet in chamber mechanic.\n /// Swaps to the magazine with the most ammo (magazines are NOT combined).\n /// </summary>\n public virtual void InstantReload()\n {\n if (WeaponData == null || !MagazineInventory.HasSpareAmmo)\n {\n return;\n }\n\n // Allow reload even if current magazine is full, as long as there are spare magazines\n // This enables tactical magazine swapping\n\n // Cancel any ongoing timed reload\n if (IsReloading)\n {\n IsReloading = false;\n _reloadTimer = 0;\n }\n\n // Reset reload sequence state\n IsInReloadSequence = false;\n\n // Swap to the magazine with the most ammo\n // The current magazine is stored as a spare with its remaining ammo preserved\n MagazineData? oldMag = MagazineInventory.SwapToFullestMagazine();\n\n if (oldMag != null)\n {\n GD.Print($\"[BaseWeapon] Instant reload: swapped magazine with {oldMag.CurrentAmmo} rounds for one with {CurrentAmmo} rounds\");\n }\n\n // Handle bullet chambering from new magazine:\n // Only subtract a bullet if the chamber bullet was fired during reload (had ammo, shot during R->F)\n // Empty magazine reloads don't subtract a bullet (no chambering penalty)\n if (ChamberBulletFired && CurrentAmmo > 0)\n {\n MagazineInventory.ConsumeAmmo();\n }\n\n // Reset chamber state\n HasBulletInChamber = false;\n ChamberBulletFired = false;\n\n EmitSignal(SignalName.ReloadFinished);\n EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n EmitMagazinesChanged();\n }\n\n /// <summary>\n /// Starts the reload sequence (R->F pressed).\n /// Sets up the chamber bullet if there was ammo in the magazine.\n /// </summary>\n /// <param name=\"hadAmmoInMagazine\">Whether there was ammo in the magazine when reload started.</param>\n public virtual void StartReloadSequence(bool hadAmmoInMagazine)\n {\n IsInReloadSequence = true;\n HasBulletInChamber = hadAmmoInMagazine;\n ChamberBulletFired = false;\n }\n\n /// <summary>\n /// Cancels the reload sequence (e.g., when shooting resets the combo after only R was pressed).\n /// </summary>\n public virtual void CancelReloadSequence()\n {\n IsInReloadSequence = false;\n HasBulletInChamber = false;\n ChamberBulletFired = false;\n }\n\n /// <summary>\n /// Fires the bullet in the chamber during reload sequence.\n /// Returns true if the chamber bullet was fired successfully.\n /// </summary>\n /// <param name=\"direction\">Direction to fire.</param>\n /// <returns>True if the chamber bullet was fired.</returns>\n public virtual bool FireChamberBullet(Vector2 direction)\n {\n if (!IsInReloadSequence || !HasBulletInChamber || ChamberBulletFired)\n {\n return false;\n }\n\n if (BulletScene == null || _fireTimer > 0)\n {\n return false;\n }\n\n // Fire the chamber bullet\n _fireTimer = WeaponData != null ? 1.0f / WeaponData.FireRate : 0.1f;\n ChamberBulletFired = true;\n HasBulletInChamber = false;\n\n SpawnBullet(direction);\n\n EmitSignal(SignalName.Fired);\n // Note: We don't change CurrentAmmo here because the bullet was already\n // in the chamber, not in the magazine\n\n return true;\n }\n\n /// <summary>\n /// Checks if the weapon can fire a chamber bullet during reload sequence.\n /// </summary>\n public bool CanFireChamberBullet => IsInReloadSequence && HasBulletInChamber && !ChamberBulletFired && _fireTimer <= 0;\n\n /// <summary>\n /// Adds a new full magazine to the spare magazines.\n /// </summary>\n public virtual void AddMagazine()\n {\n if (WeaponData == null)\n {\n return;\n }\n\n // Create a new full magazine and add it to the inventory\n // Note: We access the internal list through a method to add magazines\n AddMagazineWithAmmo(WeaponData.MagazineSize);\n }\n\n /// <summary>\n /// Adds a new magazine with specified ammo count to the spare magazines.\n /// </summary>\n /// <param name=\"ammoCount\">Amount of ammo in the new magazine.</param>\n public virtual void AddMagazineWithAmmo(int ammoCount)\n {\n if (WeaponData == null)\n {\n return;\n }\n\n MagazineInventory.AddSpareMagazine(ammoCount, WeaponData.MagazineSize);\n\n EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n EmitMagazinesChanged();\n }\n\n /// <summary>\n /// Adds ammunition to the reserve (legacy method for backward compatibility).\n /// This now adds ammo to the first non-full spare magazine, or creates a new one.\n /// </summary>\n /// <param name=\"amount\">Amount of ammo to add.</param>\n public virtual void AddAmmo(int amount)\n {\n if (WeaponData == null)\n {\n return;\n }\n\n // For backward compatibility, add ammo to existing magazines or create new ones\n int remaining = amount;\n int magSize = WeaponData.MagazineSize;\n\n // First, try to fill existing non-full magazines\n foreach (var mag in MagazineInventory.AllMagazines)\n {\n if (remaining <= 0) break;\n\n int canAdd = mag.MaxCapacity - mag.CurrentAmmo;\n int toAdd = Math.Min(canAdd, remaining);\n mag.CurrentAmmo += toAdd;\n remaining -= toAdd;\n }\n\n // If there's still ammo left, create new magazines\n while (remaining > 0)\n {\n int ammoForNewMag = Math.Min(remaining, magSize);\n AddMagazineWithAmmo(ammoForNewMag);\n remaining -= ammoForNewMag;\n }\n\n EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n EmitMagazinesChanged();\n }\n\n /// <summary>\n /// Reinitializes the magazine inventory with a new starting magazine count.\n /// This method allows level-specific ammunition configuration.\n /// </summary>\n /// <param name=\"magazineCount\">Number of magazines to initialize with.</param>\n /// <param name=\"fillAllMagazines\">If true, all magazines start full. Otherwise, only current is full.</param>\n public virtual void ReinitializeMagazines(int magazineCount, bool fillAllMagazines = true)\n {\n if (WeaponData == null)\n {\n GD.PrintErr(\"[BaseWeapon] Cannot reinitialize magazines: WeaponData is null\");\n return;\n }\n\n MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines);\n EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n EmitMagazinesChanged();\n\n GD.Print($\"[BaseWeapon] Magazines reinitialized: {magazineCount} magazines, fillAll={fillAllMagazines}\");\n }\n}\n", | |
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| "content": "<persisted-output>\nOutput too large (100.9KB). Full output saved to: /home/hive/.claude/projects/-tmp-gh-issue-solver-1770396578865/4af992ed-3810-49ba-b1a2-8eb6a325fb98/tool-results/toolu_01J5RJTV4qzmJNAuj9CSVh1o.txt\n\nPreview (first 2KB):\n 1→using Godot;\n 2→using GodotTopDownTemplate.AbstractClasses;\n 3→\n 4→namespace GodotTopDownTemplate.Weapons;\n 5→\n 6→/// <summary>\n 7→/// Shotgun action state for pump-action mechanics.\n 8→/// After firing: LMB (fire) → RMB drag UP (eject shell) → RMB drag DOWN (chamber)\n 9→/// </summary>\n 10→public enum ShotgunActionState\n 11→{\n 12→ /// <summary>\n 13→ /// Ready to fire - action closed, shell chambered.\n 14→ /// </summary>\n 15→ Ready,\n 16→\n 17→ /// <summary>\n 18→ /// Just fired - needs RMB drag UP to eject spent shell.\n 19→ /// </summary>\n 20→ NeedsPumpUp,\n 21→\n 22→ /// <summary>\n 23→ /// Pump up complete (shell ejected) - needs RMB drag DOWN to chamber next round.\n 24→ /// </summary>\n 25→ NeedsPumpDown\n 26→}\n 27→\n 28→/// <summary>\n 29→/// Shotgun reload state for shell-by-shell loading.\n 30→/// Reload sequence: RMB drag UP (open bolt) → [MMB hold + RMB drag DOWN]×N (load shells) → RMB drag DOWN (close bolt)\n 31→/// </summary>\n 32→public enum ShotgunReloadState\n 33→{\n 34→ /// <summary>\n 35→ /// Not reloading - normal operation.\n 36→ /// </summary>\n 37→ NotReloading,\n 38→\n 39→ /// <summary>\n 40→ /// Waiting for RMB drag UP to open bolt for loading.\n 41→ /// </summary>\n 42→ WaitingToOpen,\n 43→\n 44→ /// <summary>\n 45→ /// Bolt open - ready to load shells with MMB hold + RMB drag DOWN.\n 46→ /// Close bolt with RMB drag DOWN (without MMB).\n 47→ /// </summary>\n 48→ Loading,\n 49→\n 50→ /// <summary>\n 51→ /// Waiting for RMB drag DOWN to close bolt and chamber round.\n 52→ /// </summary>\n 53→ WaitingToClose\n 54→}\n 55→\n 56→/// <summary>\n 57→/// Pump-action shotgun with multi-pellet spread.\n 58→/// Features manual pump-action cycling and tube magazine (shell-by-shell loading).\n...\n</persisted-output>" | |
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| "filePath": "/tmp/gh-issue-solver-1770396578865/Scripts/Weapons/Shotgun.cs", | |
| "content": "using Godot;\nusing GodotTopDownTemplate.AbstractClasses;\n\nnamespace GodotTopDownTemplate.Weapons;\n\n/// <summary>\n/// Shotgun action state for pump-action mechanics.\n/// After firing: LMB (fire) → RMB drag UP (eject shell) → RMB drag DOWN (chamber)\n/// </summary>\npublic enum ShotgunActionState\n{\n /// <summary>\n /// Ready to fire - action closed, shell chambered.\n /// </summary>\n Ready,\n\n /// <summary>\n /// Just fired - needs RMB drag UP to eject spent shell.\n /// </summary>\n NeedsPumpUp,\n\n /// <summary>\n /// Pump up complete (shell ejected) - needs RMB drag DOWN to chamber next round.\n /// </summary>\n NeedsPumpDown\n}\n\n/// <summary>\n/// Shotgun reload state for shell-by-shell loading.\n/// Reload sequence: RMB drag UP (open bolt) → [MMB hold + RMB drag DOWN]×N (load shells) → RMB drag DOWN (close bolt)\n/// </summary>\npublic enum ShotgunReloadState\n{\n /// <summary>\n /// Not reloading - normal operation.\n /// </summary>\n NotReloading,\n\n /// <summary>\n /// Waiting for RMB drag UP to open bolt for loading.\n /// </summary>\n WaitingToOpen,\n\n /// <summary>\n /// Bolt open - ready to load shells with MMB hold + RMB drag DOWN.\n /// Close bolt with RMB drag DOWN (without MMB).\n /// </summary>\n Loading,\n\n /// <summary>\n /// Waiting for RMB drag DOWN to close bolt and chamber round.\n /// </summary>\n WaitingToClose\n}\n\n/// <summary>\n/// Pump-action shotgun with multi-pellet spread.\n/// Features manual pump-action cycling and tube magazine (shell-by-shell loading).\n/// Fires ShotgunPellet projectiles with limited ricochet (35 degrees max).\n/// Pellets fire in a \"cloud\" pattern with spatial distribution.\n///\n/// Shooting sequence: LMB (fire) → RMB drag UP (eject shell) → RMB drag DOWN (chamber)\n/// Reload sequence: RMB drag UP (open bolt) → [MMB hold + RMB drag DOWN]×N (load shells) → RMB drag DOWN (close bolt)\n/// Note: After opening bolt, can close immediately with RMB drag DOWN (skips loading).\n/// </summary>\npublic partial class Shotgun : BaseWeapon\n{\n /// <summary>\n /// Minimum number of pellets per shot (inclusive).\n /// </summary>\n [Export]\n public int MinPellets { get; set; } = 10;\n\n /// <summary>\n /// Maximum number of pellets per shot (inclusive).\n /// </summary>\n [Export]\n public int MaxPellets { get; set; } = 16;\n\n /// <summary>\n /// Pellet scene to instantiate when firing.\n /// Uses ShotgunPellet which has limited ricochet (35 degrees).\n /// If not set, falls back to BulletScene.\n /// </summary>\n [Export]\n public PackedScene? PelletScene { get; set; }\n\n /// <summary>\n /// Maximum spatial offset for pellet spawn positions (in pixels).\n /// Creates a \"cloud\" effect where pellets spawn at slightly different positions\n /// along the aim direction, making some pellets appear ahead of others.\n /// This is calculated relative to the center pellet (bidirectional).\n /// </summary>\n [Export]\n public float MaxSpawnOffset { get; set; } = 15.0f;\n\n /// <summary>\n /// Tube magazine capacity (number of shells).\n /// </summary>\n [Export]\n public int TubeMagazineCapacity { get; set; } = 8;\n\n /// <summary>\n /// Minimum drag distance to register a gesture (in pixels).\n /// </summary>\n [Export]\n public float MinDragDistance { get; set; } = 30.0f;\n\n /// <summary>\n /// Whether this weapon uses a tube magazine (shell-by-shell loading).\n /// When true, the magazine UI should be hidden and replaced with shell count.\n /// </summary>\n public bool UsesTubeMagazine { get; } = true;\n\n /// <summary>\n /// Current pump-action state.\n /// </summary>\n public ShotgunActionState ActionState { get; private set; } = ShotgunActionState.Ready;\n\n /// <summary>\n /// Current reload state.\n /// </summary>\n public ShotgunReloadState ReloadState { get; private set; } = ShotgunReloadState.NotReloading;\n\n /// <summary>\n /// Number of shells currently in the tube magazine.\n /// </summary>\n public int ShellsInTube { get; private set; } = 8;\n\n /// <summary>\n /// Reference to the Sprite2D node for the shotgun visual.\n /// </summary>\n private Sprite2D? _shotgunSprite;\n\n /// <summary>\n /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n /// </summary>\n private Line2D? _laserSight;\n\n /// <summary>\n /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n /// </summary>\n private bool _laserSightEnabled = false;\n\n /// <summary>\n /// Color of the laser sight (blue in Power Fantasy mode).\n /// </summary>\n private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n\n /// <summary>\n /// Reference to the pump/foregrip sprite for reload animation.\n /// Issue #447: Added for visual pump-action feedback.\n /// </summary>\n private Sprite2D? _pumpSprite;\n\n /// <summary>\n /// Rest position of the pump sprite (for animation).\n /// Issue #447: Stored on _Ready to return pump to default position.\n /// </summary>\n private Vector2 _pumpRestPosition = Vector2.Zero;\n\n /// <summary>\n /// Duration of pump animation in seconds.\n /// Issue #447: Fast animation for responsive feel.\n /// </summary>\n private const float PumpAnimationDuration = 0.15f;\n\n /// <summary>\n /// Distance the pump moves during animation (in pixels, local X axis).\n /// Issue #447: Negative = backward (toward player), Positive = forward.\n /// </summary>\n private const float PumpAnimationDistance = 8.0f;\n\n /// <summary>\n /// Current tween for pump animation (to prevent overlapping animations).\n /// </summary>\n private Tween? _pumpTween;\n\n /// <summary>\n /// Current aim direction based on mouse position.\n /// </summary>\n private Vector2 _aimDirection = Vector2.Right;\n\n /// <summary>\n /// Last fire direction (used to eject casing after pump up).\n /// </summary>\n private Vector2 _lastFireDirection = Vector2.Right;\n\n /// <summary>\n /// Position where drag started for gesture detection.\n /// </summary>\n private Vector2 _dragStartPosition = Vector2.Zero;\n\n /// <summary>\n /// Whether a drag gesture is currently active.\n /// </summary>\n private bool _isDragging = false;\n\n /// <summary>\n /// Whether MMB is currently held (tracked via polling).\n /// </summary>\n private bool _isMiddleMouseHeld = false;\n\n /// <summary>\n /// Whether MMB is currently held (tracked via event-based _Input).\n /// This is a fallback for when Input.IsMouseButtonPressed() doesn't work.\n /// See Godot issue #72507 for known MMB inconsistencies.\n /// </summary>\n private bool _isMiddleMouseHeldEvent = false;\n\n /// <summary>\n /// Whether MMB was held at any point during the current drag (for shell loading).\n /// This is needed because users often release MMB and RMB at the same time,\n /// so we need to track if MMB was held during the drag, not just at release.\n ///\n /// ROOT CAUSE FIX (Issue #243): The \"only works on second attempt\" bug had TWO causes:\n ///\n /// 1. (Initial fix) _isMiddleMouseHeld was updated AFTER HandleDragGestures() in _Process().\n /// Fixed by updating _isMiddleMouseHeld BEFORE HandleDragGestures() in _Process().\n ///\n /// 2. (Second fix) When already dragging, the MMB tracking was done AFTER calling\n /// TryProcessMidDragGesture(). This meant if user pressed MMB mid-drag:\n /// - TryProcessMidDragGesture() checked _wasMiddleMouseHeldDuringDrag (still false)\n /// - THEN MMB tracking updated _wasMiddleMouseHeldDuringDrag = true (too late!)\n /// Fixed by moving MMB tracking BEFORE TryProcessMidDragGesture() call.\n /// </summary>\n private bool _wasMiddleMouseHeldDuringDrag = false;\n\n /// <summary>\n /// Whether a shell was loaded during the current mid-drag gesture.\n /// This prevents loading multiple shells in one drag motion (Issue #266).\n ///\n /// ROOT CAUSE (Issue #266): When TryProcessMidDragGesture loads a shell and resets\n /// _dragStartPosition, it also resets _wasMiddleMouseHeldDuringDrag = anyMMBDetected.\n /// Since MMB is still held, this is true. When RMB is released, ProcessReloadGesture\n /// sees _wasMiddleMouseHeldDuringDrag = true and loads another shell.\n ///\n /// Fix: Track if a shell was loaded during mid-drag, and skip loading on RMB release.\n /// </summary>\n private bool _shellLoadedDuringMidDrag = false;\n\n /// <summary>\n /// Whether we're on the tutorial level (infinite shells).\n /// </summary>\n private bool _isTutorialLevel = false;\n\n /// <summary>\n /// Enable verbose logging for input timing diagnostics.\n /// Set to true to debug reload input issues.\n /// Default is true temporarily to help diagnose accidental bolt reopening issue.\n /// </summary>\n private const bool VerboseInputLogging = true;\n\n /// <summary>\n /// Enable per-frame diagnostic logging during drag.\n /// This logs the raw MMB state every frame to diagnose issue #243.\n /// WARNING: Very verbose! Only enable when actively debugging.\n /// </summary>\n private const bool PerFrameDragLogging = true;\n\n /// <summary>\n /// Frame counter for diagnostic purposes during drag operations.\n /// Used to track how many frames pass between drag start and release.\n /// </summary>\n private int _dragFrameCount = 0;\n\n /// <summary>\n /// Stores the last logged MMB state to avoid spamming identical messages.\n /// </summary>\n private bool _lastLoggedMMBState = false;\n\n /// <summary>\n /// Cooldown time (in seconds) after closing bolt before it can be opened again.\n /// This prevents accidental bolt reopening due to mouse movement.\n /// History of adjustments based on user feedback:\n /// - 250ms: Initial value, too short\n /// - 400ms: Still had accidental opens\n /// - 500ms: Still had accidental opens during pump-action sequences\n /// - 750ms: Current value, provides longer protection window\n /// </summary>\n private const float BoltCloseCooldownSeconds = 0.75f;\n\n /// <summary>\n /// Timestamp when the bolt was last closed (for cooldown protection).\n /// </summary>\n private double _lastBoltCloseTime = 0.0;\n\n /// <summary>\n /// Signal emitted when action state changes.\n /// </summary>\n [Signal]\n public delegate void ActionStateChangedEventHandler(int newState);\n\n /// <summary>\n /// Signal emitted when reload state changes.\n /// </summary>\n [Signal]\n public delegate void ReloadStateChangedEventHandler(int newState);\n\n /// <summary>\n /// Signal emitted when shells in tube changes.\n /// </summary>\n [Signal]\n public delegate void ShellCountChangedEventHandler(int shellCount, int capacity);\n\n /// <summary>\n /// Signal emitted when the shotgun fires.\n /// </summary>\n [Signal]\n public delegate void ShotgunFiredEventHandler(int pelletCount);\n\n /// <summary>\n /// Signal emitted when pump action is cycled.\n /// </summary>\n [Signal]\n public delegate void PumpActionCycledEventHandler(string action);\n\n /// <summary>\n /// Override magazine initialization for shotgun's reserve shell system.\n /// Uses MaxReserveAmmo from WeaponData instead of StartingMagazineCount.\n /// </summary>\n protected override void InitializeMagazinesWithDifficulty()\n {\n if (WeaponData == null) return;\n\n int maxReserve = WeaponData.MaxReserveAmmo;\n\n // Check for Power Fantasy mode ammo multiplier\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n int ammoMultiplier = multiplierResult.AsInt32();\n if (ammoMultiplier > 1)\n {\n maxReserve *= ammoMultiplier;\n GD.Print($\"[Shotgun] Power Fantasy mode: reserve shells multiplied by {ammoMultiplier}x ({WeaponData.MaxReserveAmmo} -> {maxReserve})\");\n }\n }\n\n // Create 2 magazines:\n // - CurrentMagazine: unused placeholder (capacity = maxReserve but set to 0)\n // - 1 spare magazine: holds the actual reserve shells\n MagazineInventory.Initialize(2, maxReserve, fillAllMagazines: true);\n // Set CurrentMagazine to 0 since we don't use it (tube is separate)\n if (MagazineInventory.CurrentMagazine != null)\n {\n MagazineInventory.CurrentMagazine.CurrentAmmo = 0;\n }\n GD.Print($\"[Shotgun] Initialized reserve shells: {ReserveAmmo} (from WeaponData.MaxReserveAmmo={WeaponData.MaxReserveAmmo})\");\n\n // Initialize shell count\n ShellsInTube = TubeMagazineCapacity;\n }\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get the shotgun sprite for visual representation\n _shotgunSprite = GetNodeOrNull<Sprite2D>(\"ShotgunSprite\");\n\n if (_shotgunSprite != null)\n {\n GD.Print($\"[Shotgun] ShotgunSprite found: visible={_shotgunSprite.Visible}\");\n }\n else\n {\n GD.Print(\"[Shotgun] No ShotgunSprite node (visual model not yet added as per requirements)\");\n }\n\n // Issue #447: Get the pump sprite for reload animation\n // The PumpSprite is a child of ShotgunSprite so it rotates with the weapon\n _pumpSprite = GetNodeOrNull<Sprite2D>(\"ShotgunSprite/PumpSprite\");\n if (_pumpSprite != null)\n {\n _pumpRestPosition = _pumpSprite.Position;\n GD.Print($\"[Shotgun] PumpSprite found at position {_pumpRestPosition} (child of ShotgunSprite for rotation)\");\n }\n else\n {\n GD.Print(\"[Shotgun] No PumpSprite node - pump animation will be disabled\");\n }\n\n // Load pellet scene if not set\n if (PelletScene == null)\n {\n PelletScene = GD.Load<PackedScene>(\"res://scenes/projectiles/csharp/ShotgunPellet.tscn\");\n if (PelletScene != null)\n {\n GD.Print(\"[Shotgun] Loaded ShotgunPellet scene\");\n }\n else\n {\n GD.PrintErr(\"[Shotgun] WARNING: Could not load ShotgunPellet.tscn, will fallback to BulletScene\");\n }\n }\n\n // Detect if we're on the tutorial level (for infinite shells)\n DetectTutorialLevel();\n\n // Initialize shell count\n ShellsInTube = TubeMagazineCapacity;\n\n // Emit initial shell count signal using CallDeferred to ensure it happens\n // AFTER the shotgun is added to the scene tree. This is critical because\n // GDScript handlers (like building_level.gd's _on_shell_count_changed) need\n // to find the shotgun via _player.get_node_or_null(\"Shotgun\") to read ReserveAmmo,\n // and this only works after the shotgun is added as a child of the player.\n // Without deferring, the signal fires during _Ready() before add_child() completes,\n // causing reserve ammo to display as 0.\n CallDeferred(MethodName.EmitInitialShellCount);\n\n // Check for Power Fantasy mode - enable blue laser sight\n var difficultyManagerForLaser = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManagerForLaser != null)\n {\n var shouldForceBlueLaser = difficultyManagerForLaser.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManagerForLaser.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[Shotgun] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n\n GD.Print($\"[Shotgun] Ready - Pellets={MinPellets}-{MaxPellets}, Shells={ShellsInTube}/{TubeMagazineCapacity}, Reserve={ReserveAmmo}, Total={ShellsInTube + ReserveAmmo}, CloudOffset={MaxSpawnOffset}px, Tutorial={_isTutorialLevel}\");\n }\n\n /// <summary>\n /// Detects if we're on the tutorial level for infinite shells.\n /// </summary>\n private void DetectTutorialLevel()\n {\n var currentScene = GetTree().CurrentScene;\n if (currentScene == null)\n {\n return;\n }\n\n var scenePath = currentScene.SceneFilePath;\n // Tutorial level is detected by:\n // 1. Scene path contains \"csharp/TestTier\" (the tutorial scene)\n // 2. OR scene uses tutorial_level.gd script\n _isTutorialLevel = scenePath.Contains(\"csharp/TestTier\");\n\n // Also check if the scene script is tutorial_level.gd\n var script = currentScene.GetScript();\n if (script.Obj is GodotObject scriptObj)\n {\n var scriptPath = scriptObj.Get(\"resource_path\").AsString();\n if (scriptPath.Contains(\"tutorial_level\"))\n {\n _isTutorialLevel = true;\n }\n }\n\n if (_isTutorialLevel)\n {\n GD.Print(\"[Shotgun] Tutorial level detected - infinite shells enabled\");\n }\n }\n\n public override void _Process(double delta)\n {\n base._Process(delta);\n\n // Update aim direction\n UpdateAimDirection();\n\n // CRITICAL: Update MMB state BEFORE HandleDragGestures()!\n // This fixes the \"only works on second attempt\" bug (Issue #243).\n // The bug was caused by HandleDragGestures() using stale _isMiddleMouseHeld\n // from the previous frame because it was updated after gesture processing.\n UpdateMiddleMouseState();\n\n // Handle RMB drag gestures for pump-action and reload\n HandleDragGestures();\n\n // Update laser sight (Power Fantasy mode)\n if (_laserSightEnabled && _laserSight != null)\n {\n UpdateLaserSight();\n }\n }\n\n /// <summary>\n /// Handles input events directly (event-based input).\n /// This is used as a fallback for MMB detection because Input.IsMouseButtonPressed()\n /// may not work reliably for middle mouse button in some cases (Godot issue #72507).\n /// </summary>\n public override void _Input(InputEvent @event)\n {\n base._Input(@event);\n\n // Track middle mouse button press/release via events\n if (@event is InputEventMouseButton mouseButton && mouseButton.ButtonIndex == MouseButton.Middle)\n {\n bool wasPressed = _isMiddleMouseHeldEvent;\n _isMiddleMouseHeldEvent = mouseButton.Pressed;\n\n if (PerFrameDragLogging && wasPressed != _isMiddleMouseHeldEvent)\n {\n LogToFile($\"[Shotgun.EVENT] MMB event: pressed={_isMiddleMouseHeldEvent} (was {wasPressed}), isDragging={_isDragging}\");\n }\n\n // If we're dragging and MMB was just pressed, immediately update tracking\n if (_isDragging && _isMiddleMouseHeldEvent)\n {\n _wasMiddleMouseHeldDuringDrag = true;\n LogToFile($\"[Shotgun.EVENT] MMB pressed during drag - immediately setting _wasMMBDuringDrag=true\");\n }\n }\n }\n\n /// <summary>\n /// Updates the middle mouse button state.\n /// MUST be called BEFORE HandleDragGestures() to fix timing issue.\n /// </summary>\n private void UpdateMiddleMouseState()\n {\n bool previousState = _isMiddleMouseHeld;\n _isMiddleMouseHeld = Input.IsMouseButtonPressed(MouseButton.Middle);\n\n // Log state changes for diagnostics\n if (_isDragging && PerFrameDragLogging && _isMiddleMouseHeld != previousState)\n {\n LogToFile($\"[Shotgun.DIAG] UpdateMiddleMouseState: MMB state changed {previousState} -> {_isMiddleMouseHeld}\");\n }\n }\n\n /// <summary>\n /// Updates the aim direction based on mouse position.\n /// TACTICAL RELOAD (Issue #437): During reload OR when RMB is held (dragging),\n /// aim direction is locked to allow the player to keep the weapon pointed at\n /// a specific spot (e.g., doorway) while performing RMB drag gestures to reload.\n /// This prevents the barrel from following the mouse during reload operations.\n ///\n /// FIX (Issue #437 feedback): Lock aim as soon as RMB is pressed, not just when\n /// reload state changes. This prevents barrel shift during quick one-motion\n /// reload gestures (drag up then down without releasing RMB).\n /// </summary>\n private void UpdateAimDirection()\n {\n // TACTICAL RELOAD (Issue #437): Don't update aim direction during reload\n // OR when dragging (RMB is held). This ensures the barrel freezes immediately\n // when RMB is pressed, before any state change occurs.\n // The aim direction is \"locked\" at the moment RMB is first pressed.\n if (ReloadState != ShotgunReloadState.NotReloading || _isDragging)\n {\n // Keep current _aimDirection locked - don't follow mouse\n // Sprite rotation is also not updated (stays pointing at locked direction)\n return;\n }\n\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n\n if (toMouse.LengthSquared() > 0.001f)\n {\n _aimDirection = toMouse.Normalized();\n }\n\n // Update sprite rotation if available\n UpdateShotgunSpriteRotation(_aimDirection);\n }\n\n /// <summary>\n /// Updates the shotgun sprite rotation to match the aim direction.\n /// </summary>\n private void UpdateShotgunSpriteRotation(Vector2 direction)\n {\n if (_shotgunSprite == null)\n {\n return;\n }\n\n float angle = direction.Angle();\n _shotgunSprite.Rotation = angle;\n\n // Flip sprite vertically when aiming left\n bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n _shotgunSprite.FlipV = aimingLeft;\n }\n\n #region Pump-Action and Reload Gesture Handling\n\n /// <summary>\n /// Distance from screen edge (in pixels) at which cursor re-centering is triggered.\n /// Issue #445 v6-v7: When the mouse is within this distance of screen edge during pump action,\n /// the cursor is moved to screen center to allow proper gesture completion.\n /// </summary>\n private const float ScreenEdgeThreshold = 50.0f;\n\n /// <summary>\n /// Checks if cursor is near screen edge and re-centers it if needed for pump gestures.\n /// Issue #445 v6-v7 FIX: The original problem was that when looking UP, the mouse is at the\n /// screen top (Y≈0) and the user can't physically drag UP (negative Y) because there's\n /// no screen space above. Previous fixes (v2-v5) tried to change gesture direction logic,\n /// which broke the natural feel of the gestures.\n ///\n /// v6 solution: Keep screen-based gestures (like main branch - intuitive UP/DOWN) but\n /// detect when the mouse is at a screen edge during pump actions and automatically\n /// re-center the cursor to give the user room to perform the gesture.\n ///\n /// v7 addition: Also reset drag start position when firing while RMB is held, to enable\n /// continuous pump gestures (hold RMB, fire, pump, fire, pump, etc.).\n /// </summary>\n /// <returns>True if cursor was near edge and moved, false otherwise.</returns>\n private bool CheckAndRecenterCursorIfAtEdge()\n {\n // Only check during pump actions (not during reload or ready states)\n if (ActionState != ShotgunActionState.NeedsPumpUp && ActionState != ShotgunActionState.NeedsPumpDown)\n {\n return false;\n }\n\n Vector2 viewportSize = GetViewport().GetVisibleRect().Size;\n Vector2 mousePos = GetViewport().GetMousePosition();\n\n bool nearTopEdge = mousePos.Y < ScreenEdgeThreshold;\n bool nearBottomEdge = mousePos.Y > viewportSize.Y - ScreenEdgeThreshold;\n bool nearLeftEdge = mousePos.X < ScreenEdgeThreshold;\n bool nearRightEdge = mousePos.X > viewportSize.X - ScreenEdgeThreshold;\n\n // Check if we need to recenter based on current pump state and edge\n bool needsRecenter = false;\n\n if (ActionState == ShotgunActionState.NeedsPumpUp && nearTopEdge)\n {\n // User needs to drag UP but mouse is at top edge - can't drag up!\n needsRecenter = true;\n LogToFile($\"[Shotgun.FIX#445v7] Mouse at top edge (Y={mousePos.Y:F0}), need PumpUp - recentering cursor\");\n }\n else if (ActionState == ShotgunActionState.NeedsPumpDown && nearBottomEdge)\n {\n // User needs to drag DOWN but mouse is at bottom edge - can't drag down!\n needsRecenter = true;\n LogToFile($\"[Shotgun.FIX#445v7] Mouse at bottom edge (Y={mousePos.Y:F0}), need PumpDown - recentering cursor\");\n }\n\n if (needsRecenter)\n {\n // Move cursor to center of screen\n Vector2 centerPos = viewportSize / 2;\n GetViewport().WarpMouse(centerPos);\n\n // Update drag start position to the new center\n _dragStartPosition = GetGlobalMousePosition();\n\n LogToFile($\"[Shotgun.FIX#445v7] Cursor recentered to ({centerPos.X:F0}, {centerPos.Y:F0})\");\n return true;\n }\n\n return false;\n }\n\n /// <summary>\n /// Handles RMB drag gestures for pump-action cycling and reload.\n /// Pump: Drag UP = eject shell, Drag DOWN = chamber round\n /// Reload: Drag UP = open bolt, MMB hold + Drag DOWN = load shell, Drag DOWN (no MMB) = close bolt\n ///\n /// Supports continuous gestures: hold RMB, drag UP (open bolt), then without\n /// releasing RMB, drag DOWN (close bolt) - all in one continuous movement.\n ///\n /// Issue #243 Fix: Uses _wasMiddleMouseHeldDuringDrag to track if MMB was held\n /// at any point during the drag. This fixes timing issues where users release\n /// MMB and RMB simultaneously - the system remembers MMB was held during drag.\n ///\n /// Issue #445 Fix (v6-v7): Uses screen-based gestures (like main branch) for natural feel.\n /// When mouse is at screen edge and can't complete the gesture, the cursor is\n /// automatically re-centered to give room for the gesture. This preserves the\n /// intuitive \"drag UP = eject, drag DOWN = chamber\" behavior users expect.\n /// v7: Also resets drag start when firing while RMB is held for continuous pump gestures.\n /// </summary>\n private void HandleDragGestures()\n {\n // DIAGNOSTIC: Log raw input state at the very beginning of this method\n // This helps identify if the issue is in Input.IsMouseButtonPressed() itself\n bool rawMMBState = Input.IsMouseButtonPressed(MouseButton.Middle);\n bool rawRMBState = Input.IsMouseButtonPressed(MouseButton.Right);\n\n // Combine ALL MMB detection methods for maximum reliability (Issue #243 root cause investigation)\n // - _isMiddleMouseHeld: Updated in UpdateMiddleMouseState() via polling\n // - rawMMBState: Direct polling in this method\n // - _isMiddleMouseHeldEvent: Event-based tracking via _Input()\n // This redundancy helps diagnose which method is failing\n bool anyMMBDetected = _isMiddleMouseHeld || rawMMBState || _isMiddleMouseHeldEvent;\n\n // Check for RMB press (start drag)\n if (rawRMBState)\n {\n if (!_isDragging)\n {\n _dragStartPosition = GetGlobalMousePosition();\n _isDragging = true;\n _dragFrameCount = 0;\n _lastLoggedMMBState = anyMMBDetected;\n // Initialize _wasMiddleMouseHeldDuringDrag based on ANY MMB detection method\n // This handles the case where MMB is pressed at the exact same frame as RMB drag start\n _wasMiddleMouseHeldDuringDrag = anyMMBDetected;\n\n if (VerboseInputLogging)\n {\n // Log both ReloadState AND ActionState for full context\n // Issue #445: Also log drag start position and aim direction for diagnosis\n LogToFile($\"[Shotgun.FIX#243] RMB drag started - MMB: poll={_isMiddleMouseHeld}, raw={rawMMBState}, event={_isMiddleMouseHeldEvent}, any={anyMMBDetected}, ActionState={ActionState}, ReloadState={ReloadState}\");\n LogToFile($\"[Shotgun.FIX#445] dragStartPos=({_dragStartPosition.X:F0}, {_dragStartPosition.Y:F0}), aimDir=({_aimDirection.X:F2}, {_aimDirection.Y:F2})\");\n }\n }\n else\n {\n // Already dragging - increment frame counter\n _dragFrameCount++;\n\n // Per-frame diagnostic logging (only when state changes to reduce spam)\n if (PerFrameDragLogging && (anyMMBDetected != _lastLoggedMMBState || _dragFrameCount <= 3))\n {\n LogToFile($\"[Shotgun.DIAG] Frame {_dragFrameCount}: poll={_isMiddleMouseHeld}, raw={rawMMBState}, event={_isMiddleMouseHeldEvent}, any={anyMMBDetected}, wasMMB={_wasMiddleMouseHeldDuringDrag}\");\n _lastLoggedMMBState = anyMMBDetected;\n }\n\n // CRITICAL FIX (Issue #243 - second root cause): The MMB tracking MUST happen\n // BEFORE TryProcessMidDragGesture() is called. Previously, the tracking was done\n // AFTER the mid-drag processing, so when TryProcessMidDragGesture() checked\n // _wasMiddleMouseHeldDuringDrag, it was using stale data from before the user\n // pressed MMB during the drag.\n //\n // Bug sequence (before fix):\n // 1. User presses RMB (drag starts with MMB=false)\n // 2. User presses MMB while holding RMB\n // 3. TryProcessMidDragGesture() called - checks _wasMiddleMouseHeldDuringDrag (still false!)\n // 4. MMB tracking updates _wasMiddleMouseHeldDuringDrag = true (too late!)\n //\n // Fix: Update MMB tracking first, then call TryProcessMidDragGesture()\n //\n // ADDITIONAL FIX (Issue #243 - third attempt): Use combined detection from ALL methods:\n // - _isMiddleMouseHeld (polling-based)\n // - rawMMBState (direct polling)\n // - _isMiddleMouseHeldEvent (event-based via _Input)\n // This ensures MMB is detected regardless of which method works\n if (anyMMBDetected)\n {\n if (!_wasMiddleMouseHeldDuringDrag && PerFrameDragLogging)\n {\n LogToFile($\"[Shotgun.DIAG] Frame {_dragFrameCount}: MMB DETECTED via {(_isMiddleMouseHeld ? \"poll\" : (_isMiddleMouseHeldEvent ? \"event\" : \"raw\"))}! Setting _wasMMBDuringDrag=true\");\n }\n _wasMiddleMouseHeldDuringDrag = true;\n }\n\n // Now check for mid-drag gesture completion\n // This enables continuous gestures without releasing RMB\n Vector2 currentPosition = GetGlobalMousePosition();\n Vector2 dragVector = currentPosition - _dragStartPosition;\n\n // Check if a vertical gesture has been completed mid-drag\n if (TryProcessMidDragGesture(dragVector))\n {\n // Gesture processed - reset drag start for next gesture\n _dragStartPosition = currentPosition;\n // Reset MMB tracking for the new gesture segment\n _wasMiddleMouseHeldDuringDrag = anyMMBDetected;\n _dragFrameCount = 0;\n }\n }\n }\n else if (_isDragging)\n {\n // RMB released - evaluate the drag gesture\n Vector2 dragEnd = GetGlobalMousePosition();\n Vector2 dragVector = dragEnd - _dragStartPosition;\n _isDragging = false;\n\n if (VerboseInputLogging)\n {\n LogToFile($\"[Shotgun.FIX#243] RMB released after {_dragFrameCount} frames - wasMMBDuringDrag={_wasMiddleMouseHeldDuringDrag}, current: poll={_isMiddleMouseHeld}, raw={rawMMBState}, event={_isMiddleMouseHeldEvent}\");\n }\n\n ProcessDragGesture(dragVector);\n\n // Reset flags after processing\n _wasMiddleMouseHeldDuringDrag = false;\n _shellLoadedDuringMidDrag = false; // Issue #266: Reset mid-drag shell load flag\n _dragFrameCount = 0;\n }\n }\n\n /// <summary>\n /// Attempts to process a gesture while RMB is still held (mid-drag).\n /// This enables continuous drag-and-drop: hold RMB, drag up, then drag down\n /// all in one fluid motion without releasing RMB.\n ///\n /// Note: In Loading state, mid-drag DOWN is NOT processed immediately.\n /// This gives users time to press MMB for shell loading before the gesture completes.\n /// The actual shell loading vs bolt close decision happens on RMB release.\n ///\n /// Issue #445 Fix (v6): Uses screen-based gestures (like main branch) for natural feel.\n /// - Drag UP (negative Y) = \"Pump UP\" (eject shell)\n /// - Drag DOWN (positive Y) = \"Pump DOWN\" (chamber round)\n /// When mouse is at screen edge and can't complete the gesture, the cursor is\n /// automatically re-centered to give room for the gesture.\n /// </summary>\n /// <param name=\"dragVector\">Current drag vector from start position.</param>\n /// <returns>True if a gesture was processed, false otherwise.</returns>\n private bool TryProcessMidDragGesture(Vector2 dragVector)\n {\n // Issue #445 v6: Check if cursor needs to be re-centered due to screen edge\n // This is called before processing the gesture to give the user room to drag\n if (CheckAndRecenterCursorIfAtEdge())\n {\n // Cursor was recentered, drag start position was updated\n // Return false to wait for the user to make the actual gesture\n return false;\n }\n\n // Check if drag is long enough for a gesture\n if (dragVector.Length() < MinDragDistance)\n {\n return false;\n }\n\n // Determine if drag is primarily vertical (screen-based)\n bool isVerticalDrag = Mathf.Abs(dragVector.Y) > Mathf.Abs(dragVector.X);\n if (!isVerticalDrag)\n {\n return false; // Only vertical drags are used for shotgun\n }\n\n bool isDragUp = dragVector.Y < 0; // Screen-UP (negative Y)\n bool isDragDown = dragVector.Y > 0; // Screen-DOWN (positive Y)\n\n // Issue #445 v6: Log for diagnostics\n if (_dragFrameCount % 10 == 0 && VerboseInputLogging)\n {\n LogToFile($\"[Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=({dragVector.X:F1}, {dragVector.Y:F1}), length={dragVector.Length():F1}, isDragUp={isDragUp}, isDragDown={isDragDown}, ActionState={ActionState}\");\n }\n\n // Determine which gesture would be valid based on current state\n bool gestureProcessed = false;\n\n // For pump-action cycling - use SCREEN-BASED gestures (Issue #445 v6 - like main branch)\n if (ReloadState == ShotgunReloadState.NotReloading)\n {\n switch (ActionState)\n {\n case ShotgunActionState.NeedsPumpUp:\n if (isDragUp)\n {\n // Mid-drag pump up - eject shell (screen-UP)\n ActionState = ShotgunActionState.NeedsPumpDown;\n PlayPumpUpSound();\n\n // Spawn casing when pump is pulled back (Issue #285)\n SpawnCasing(_lastFireDirection, WeaponData?.Caliber);\n\n EmitSignal(SignalName.ActionStateChanged, (int)ActionState);\n EmitSignal(SignalName.PumpActionCycled, \"up\");\n LogToFile(\"[Shotgun.FIX#445v7] Mid-drag pump UP - shell ejected, continue dragging DOWN to chamber\");\n gestureProcessed = true;\n }\n break;\n\n case ShotgunActionState.NeedsPumpDown:\n if (isDragDown)\n {\n // Issue #243 (fourth root cause fix): Check for MMB held during mid-drag.\n // If MMB is held, user wants to load a shell instead of just chambering.\n bool shouldLoadShellMidDrag = _wasMiddleMouseHeldDuringDrag || _isMiddleMouseHeld || _isMiddleMouseHeldEvent;\n\n if (shouldLoadShellMidDrag && ShellsInTube < TubeMagazineCapacity)\n {\n LogToFile($\"[Shotgun.FIX#266] Mid-drag MMB+DOWN during pump cycle: transitioning to reload mode\");\n\n _lastBoltCloseTime = Time.GetTicksMsec() / 1000.0;\n\n // Transition to Loading state (skip the Ready state)\n // NOTE: Don't play action open sound here - the bolt is already open\n // from the pump UP action. Playing open sound here was causing\n // confusion (Issue #266).\n ReloadState = ShotgunReloadState.Loading;\n ActionState = ShotgunActionState.Ready;\n EmitSignal(SignalName.ReloadStateChanged, (int)ReloadState);\n EmitSignal(SignalName.ActionStateChanged, (int)ActionState);\n EmitSignal(SignalName.ReloadStarted);\n LogToFile(\"[Shotgun.FIX#266] Transitioned to Loading state (bolt already open from pump UP)\");\n\n // Load a shell\n LoadShell();\n // Mark that we loaded a shell during mid-drag (Issue #266 fix)\n _shellLoadedDuringMidDrag = true;\n\n LogToFile($\"[Shotgun.FIX#266] Mid-drag shell loaded during pump cycle - staying in Loading state\");\n gestureProcessed = true;\n break;\n }\n\n // Normal mid-drag pump down - chamber round\n // Record close time for cooldown protection\n _lastBoltCloseTime = Time.GetTicksMsec() / 1000.0;\n\n if (ShellsInTube > 0)\n {\n ActionState = ShotgunActionState.Ready;\n PlayPumpDownSound();\n EmitSignal(SignalName.ActionStateChanged, (int)ActionState);\n EmitSignal(SignalName.PumpActionCycled, \"down\");\n LogToFile($\"[Shotgun.FIX#445v7] Mid-drag pump DOWN - chambered, ready to fire\");\n }\n else\n {\n ActionState = ShotgunActionState.Ready;\n PlayPumpDownSound();\n EmitSignal(SignalName.ActionStateChanged, (int)ActionState);\n LogToFile($\"[Shotgun.FIX#445v7] Mid-drag pump DOWN - tube empty, need to reload\");\n }\n gestureProcessed = true;\n }\n break;\n\n case ShotgunActionState.Ready:\n // Check if we should start reload (only if cooldown expired)\n if (isDragUp && ShellsInTube < TubeMagazineCapacity)\n {\n double currentTime = Time.GetTicksMsec() / 1000.0;\n double timeSinceClose = currentTime - _lastBoltCloseTime;\n bool inCooldown = timeSinceClose < BoltCloseCooldownSeconds;\n\n // Issue #477 v3 FIX: Skip cooldown check for mid-drag bolt cycling.\n // The cooldown was added to prevent ACCIDENTAL reopening from mouse\n // movement after RMB release. But during continuous mid-drag cycling,\n // the user is deliberately dragging UP to reopen - this is intentional.\n // We use a shorter cooldown (100ms) for mid-drag to allow rapid cycling\n // while still preventing physics glitches from too-rapid state changes.\n const float MidDragCooldownSeconds = 0.1f;\n bool inMidDragCooldown = timeSinceClose < MidDragCooldownSeconds;\n\n if (VerboseInputLogging)\n {\n GD.Print($\"[Shotgun.FIX#477v3] Mid-drag UP (open bolt) in Ready state: elapsed={timeSinceClose:F3}s, midDragCooldown={MidDragCooldownSeconds}s, inCooldown={inMidDragCooldown}\");\n }\n\n if (!inMidDragCooldown)\n {\n // Mid-drag start reload - uses shorter cooldown for responsive cycling\n StartReload();\n gestureProcessed = true;\n }\n else if (VerboseInputLogging)\n {\n GD.Print($\"[Shotgun.Input] Mid-drag bolt open BLOCKED by cooldown ({timeSinceClose:F3}s < {MidDragCooldownSeconds}s)\");\n }\n }\n break;\n }\n }\n else\n {\n // For reload sequence - use SCREEN-BASED gestures (vertical drags)\n switch (ReloadState)\n {\n case ShotgunReloadState.WaitingToOpen:\n if (isDragUp)\n {\n // Mid-drag open bolt\n ReloadState = ShotgunReloadState.Loading;\n PlayActionOpenSound();\n EmitSignal(SignalName.ReloadStateChanged, (int)ReloadState);\n GD.Print(\"[Shotgun] Mid-drag bolt opened - use MMB drag DOWN to load shells, then RMB drag DOWN to close\");\n gestureProcessed = true;\n }\n break;\n\n case ShotgunReloadState.Loading:\n if (isDragDown)\n {\n // Issue #477 v3 FIX: Allow mid-drag bolt closing when MMB is NOT held.\n // This enables continuous bolt cycling (open-close-open-close) during\n // a single RMB drag, which users expect for tactical reloading.\n //\n // Original #243 fix: Waited for RMB release to give user time to press MMB.\n // New approach: Check MMB NOW and close if not held, otherwise wait.\n bool shouldLoadShell = _wasMiddleMouseHeldDuringDrag || _isMiddleMouseHeld || _isMiddleMouseHeldEvent;\n\n if (VerboseInputLogging)\n {\n LogToFile($\"[Shotgun.FIX#477v3] Mid-drag DOWN in Loading state: shouldLoad={shouldLoadShell}\");\n }\n\n if (!shouldLoadShell)\n {\n // User NOT holding MMB - they want to close the bolt\n CompleteReload();\n gestureProcessed = true;\n LogToFile(\"[Shotgun.FIX#477v3] Mid-drag bolt closed (MMB not held)\");\n }\n else\n {\n // User IS holding MMB - they want to load a shell\n // Wait for RMB release to confirm (original #243 behavior)\n LogToFile(\"[Shotgun.FIX#477v3] Mid-drag DOWN with MMB - waiting for RMB release to load shell\");\n return false;\n }\n }\n // Note: isDragUp in Loading state is handled after CompleteReload()\n // changes state to NotReloading/Ready, which is processed in the\n // ShotgunActionState.Ready case above.\n break;\n\n case ShotgunReloadState.WaitingToClose:\n if (isDragDown)\n {\n CompleteReload();\n gestureProcessed = true;\n }\n break;\n }\n }\n\n return gestureProcessed;\n }\n\n /// <summary>\n /// Processes a completed drag gesture based on direction and context.\n ///\n /// Issue #445 Fix (v6): Uses screen-based gestures (like main branch) for pump actions.\n /// - Drag UP (negative Y) = eject shell\n /// - Drag DOWN (positive Y) = chamber round\n /// Mouse cursor is re-centered when at screen edge to allow gesture completion.\n /// </summary>\n private void ProcessDragGesture(Vector2 dragVector)\n {\n // Issue #445 v6: Log the final drag vector when RMB is released\n if (VerboseInputLogging)\n {\n LogToFile($\"[Shotgun.FIX#445v7] ProcessDragGesture - dragVector=({dragVector.X:F1}, {dragVector.Y:F1}), length={dragVector.Length():F1}, ActionState={ActionState}\");\n }\n\n // Check if drag is long enough\n if (dragVector.Length() < MinDragDistance)\n {\n if (VerboseInputLogging)\n {\n LogToFile($\"[Shotgun.FIX#445v7] Drag too short: {dragVector.Length():F1} < {MinDragDistance}\");\n }\n return;\n }\n\n // Determine if drag is primarily vertical (screen-based)\n bool isVerticalDrag = Mathf.Abs(dragVector.Y) > Mathf.Abs(dragVector.X);\n bool isDragUp = dragVector.Y < 0; // Screen-UP (negative Y)\n bool isDragDown = dragVector.Y > 0; // Screen-DOWN (positive Y)\n\n // Handle based on current state (reload takes priority)\n if (ReloadState != ShotgunReloadState.NotReloading)\n {\n // For reload, use screen-based vertical detection\n if (!isVerticalDrag)\n {\n if (VerboseInputLogging)\n {\n LogToFile($\"[Shotgun.FIX#477v2] Reload drag not vertical: absY={Mathf.Abs(dragVector.Y):F1} <= absX={Mathf.Abs(dragVector.X):F1}\");\n }\n\n // Issue #477 Fix: When drag is not vertical enough while in Loading state,\n // close the bolt anyway if the user is not holding MMB.\n // This prevents the bolt from getting stuck in Loading state when the user\n // tries to close it but drags slightly diagonally.\n if (ReloadState == ShotgunReloadState.Loading)\n {\n bool shouldLoadShell = _wasMiddleMouseHeldDuringDrag || _isMiddleMouseHeld;\n if (!shouldLoadShell)\n {\n LogToFile($\"[Shotgun.FIX#477v2] Non-vertical drag in Loading state without MMB - closing bolt\");\n CompleteReload();\n }\n else\n {\n LogToFile($\"[Shotgun.FIX#477v2] Non-vertical drag in Loading state WITH MMB - staying in Loading state\");\n }\n }\n return;\n }\n\n ProcessReloadGesture(isDragUp, isDragDown);\n }\n else\n {\n // For pump actions, use SCREEN-BASED gesture detection (Issue #445 v6 - like main branch)\n if (!isVerticalDrag)\n {\n if (VerboseInputLogging)\n {\n LogToFile($\"[Shotgun.FIX#445v7] Pump drag not vertical: absY={Mathf.Abs(dragVector.Y):F1} <= absX={Mathf.Abs(dragVector.X):F1}\");\n }\n return;\n }\n\n if (VerboseInputLogging)\n {\n LogToFile($\"[Shotgun.FIX#445v7] Screen-based pump gesture: isDragUp={isDragUp}, isDragDown={isDragDown}\");\n }\n\n ProcessPumpActionGesture(isDragUp, isDragDown);\n }\n }\n\n /// <summary>\n /// Processes drag gesture for pump-action cycling.\n /// After firing: Drag UP (eject shell) → Drag DOWN (chamber)\n ///\n /// Issue #445 Fix (v6): Uses screen-based gestures (like main branch).\n /// - isPumpUp = screen-UP drag (negative Y) = eject shell\n /// - isPumpDown = screen-DOWN drag (positive Y) = chamber round\n /// When mouse is at screen edge, cursor is re-centered to allow gesture.\n ///\n /// Issue #243 (fourth root cause): When user holds MMB during pump cycle,\n /// they want to load a shell, not just chamber the next round. The fix adds\n /// MMB detection during NeedsPumpDown state to transition to reload mode.\n /// </summary>\n private void ProcessPumpActionGesture(bool isPumpUp, bool isPumpDown)\n {\n // Check for MMB held during drag (for shell loading during pump cycle)\n bool shouldLoadShell = _wasMiddleMouseHeldDuringDrag || _isMiddleMouseHeld;\n\n switch (ActionState)\n {\n case ShotgunActionState.NeedsPumpUp:\n if (isPumpUp)\n {\n // Eject spent shell (screen-UP drag)\n // Issue #445v6: Screen-based gestures like main branch\n ActionState = ShotgunActionState.NeedsPumpDown;\n PlayPumpUpSound();\n\n // Spawn casing when pump is pulled back (Issue #285)\n SpawnCasing(_lastFireDirection, WeaponData?.Caliber);\n\n EmitSignal(SignalName.ActionStateChanged, (int)ActionState);\n EmitSignal(SignalName.PumpActionCycled, \"up\");\n LogToFile(\"[Shotgun.FIX#445v7] Pump UP - shell ejected, now drag DOWN to chamber\");\n }\n break;\n\n case ShotgunActionState.NeedsPumpDown:\n if (isPumpDown)\n {\n // Issue #243 (fourth root cause fix): Check for MMB held.\n // If MMB is held, user wants to load a shell instead of just chambering.\n // Transition to reload mode and load shell.\n if (shouldLoadShell && ShellsInTube < TubeMagazineCapacity)\n {\n LogToFile($\"[Shotgun.FIX#266] MMB+AWAY during pump cycle: transitioning to reload mode (wasMMBDuringDrag={_wasMiddleMouseHeldDuringDrag}, isMMBHeld={_isMiddleMouseHeld})\");\n\n _lastBoltCloseTime = Time.GetTicksMsec() / 1000.0;\n\n // Transition to Loading state (skip the Ready state)\n // NOTE: Don't play action open sound here - the bolt is already open\n // from the pump UP action. Playing open sound here was causing\n // confusion (Issue #266).\n ReloadState = ShotgunReloadState.Loading;\n ActionState = ShotgunActionState.Ready;\n // PlayActionOpenSound(); // REMOVED: Bolt is already open from pump UP\n EmitSignal(SignalName.ReloadStateChanged, (int)ReloadState);\n EmitSignal(SignalName.ActionStateChanged, (int)ActionState);\n EmitSignal(SignalName.ReloadStarted);\n LogToFile(\"[Shotgun.FIX#266] Transitioned to Loading state (bolt already open from pump)\");\n\n // Load a shell\n LoadShell();\n // Mark that we loaded a shell during mid-drag (Issue #266 fix)\n _shellLoadedDuringMidDrag = true;\n\n // Stay in Loading state for more shells\n LogToFile($\"[Shotgun.FIX#266] Shell loaded during pump cycle - still in Loading state for more shells\");\n return;\n }\n\n // Normal pump down - chamber next round (screen-DOWN drag)\n // Issue #445v6: Screen-based gestures like main branch\n // Record close time for cooldown protection\n _lastBoltCloseTime = Time.GetTicksMsec() / 1000.0;\n\n if (ShellsInTube > 0)\n {\n ActionState = ShotgunActionState.Ready;\n PlayPumpDownSound();\n EmitSignal(SignalName.ActionStateChanged, (int)ActionState);\n EmitSignal(SignalName.PumpActionCycled, \"down\");\n LogToFile($\"[Shotgun.FIX#445v7] Pump DOWN - chambered, ready to fire\");\n }\n else\n {\n // No shells in tube - go to ready state to allow reload\n ActionState = ShotgunActionState.Ready;\n PlayPumpDownSound();\n EmitSignal(SignalName.ActionStateChanged, (int)ActionState);\n LogToFile($\"[Shotgun.FIX#445v7] Pump DOWN - tube empty, need to reload\");\n }\n }\n break;\n\n case ShotgunActionState.Ready:\n // If ready and drag UP, might be starting reload (open bolt)\n // Check cooldown to prevent accidental bolt reopening after close\n if (isPumpUp && ShellsInTube < TubeMagazineCapacity)\n {\n if (!IsInBoltCloseCooldown())\n {\n StartReload();\n }\n else if (VerboseInputLogging)\n {\n LogToFile(\"[Shotgun.FIX#445v7] Bolt open BLOCKED by cooldown\");\n }\n }\n break;\n }\n }\n\n /// <summary>\n /// Processes drag gesture for reload sequence.\n /// Reload: RMB drag up (open bolt) → [MMB hold + RMB drag down]×N (load shells) → RMB drag down (close bolt)\n ///\n /// Issue #243 Fix: Uses _wasMiddleMouseHeldDuringDrag to track if MMB was held\n /// during the drag gesture. This ensures shell loading works even if user\n /// releases MMB and RMB at the same time (common timing issue).\n /// </summary>\n private void ProcessReloadGesture(bool isDragUp, bool isDragDown)\n {\n switch (ReloadState)\n {\n case ShotgunReloadState.WaitingToOpen:\n if (isDragUp)\n {\n // Open bolt for loading\n ReloadState = ShotgunReloadState.Loading;\n PlayActionOpenSound();\n EmitSignal(SignalName.ReloadStateChanged, (int)ReloadState);\n GD.Print(\"[Shotgun] Bolt opened for loading - MMB + RMB drag down to load shells, or RMB drag down to close\");\n }\n break;\n\n case ShotgunReloadState.Loading:\n if (isDragDown)\n {\n // Use _wasMiddleMouseHeldDuringDrag instead of just _isMiddleMouseHeld\n // This fixes the timing issue where users release MMB and RMB simultaneously\n bool shouldLoadShell = _wasMiddleMouseHeldDuringDrag || _isMiddleMouseHeld;\n\n if (VerboseInputLogging)\n {\n LogToFile($\"[Shotgun.FIX#477] RMB release in Loading state: wasMMBDuringDrag={_wasMiddleMouseHeldDuringDrag}, isMMBHeld={_isMiddleMouseHeld}, shellLoadedMidDrag={_shellLoadedDuringMidDrag} => shouldLoadShell={shouldLoadShell}\");\n }\n\n // Issue #477 Fix: Check MMB FIRST, then check for mid-drag duplicate.\n // Previously, the duplicate check was first, which caused bolt closing to be\n // blocked after loading a shell mid-drag during pump cycle.\n // The user wants to CLOSE bolt if MMB is not held, regardless of whether\n // a shell was loaded mid-drag.\n if (!shouldLoadShell)\n {\n // Close bolt without MMB - finish reload\n LogToFile(\"[Shotgun.FIX#477] Closing bolt (MMB was not held)\");\n CompleteReload();\n }\n else if (_shellLoadedDuringMidDrag)\n {\n // Issue #266 Fix: Skip loading another shell if one was already loaded mid-drag.\n // This prevents multiple shells loading in one drag motion.\n // Stay in Loading state for more shells (user can do another drag).\n LogToFile($\"[Shotgun.FIX#477] RMB release in Loading state: shell already loaded mid-drag, skipping duplicate load (user can drag again to load more)\");\n }\n else\n {\n // Load a shell (MMB + RMB drag down)\n LogToFile(\"[Shotgun.FIX#477] Loading shell (MMB was held during drag)\");\n LoadShell();\n }\n }\n break;\n\n case ShotgunReloadState.WaitingToClose:\n if (isDragDown)\n {\n // Close bolt\n CompleteReload();\n }\n break;\n }\n }\n\n #endregion\n\n #region Reload System\n\n /// <summary>\n /// Emits the initial shell count signal after the shotgun is added to the scene tree.\n /// This is called via CallDeferred to ensure the signal is emitted after add_child() completes,\n /// allowing GDScript handlers to find the shotgun node and read ReserveAmmo correctly.\n /// </summary>\n private void EmitInitialShellCount()\n {\n EmitSignal(SignalName.ShellCountChanged, ShellsInTube, TubeMagazineCapacity);\n GD.Print($\"[Shotgun] Initial ShellCountChanged emitted (deferred): {ShellsInTube}/{TubeMagazineCapacity}, ReserveAmmo={ReserveAmmo}\");\n }\n\n /// <summary>\n /// Starts the shotgun reload sequence by opening the bolt directly.\n /// Called when RMB drag UP is performed while in Ready state.\n /// </summary>\n public void StartReload()\n {\n if (ReloadState != ShotgunReloadState.NotReloading)\n {\n LogToFile(\"[Shotgun.FIX#243] StartReload skipped - already reloading\");\n return; // Already reloading\n }\n\n if (ShellsInTube >= TubeMagazineCapacity)\n {\n LogToFile(\"[Shotgun.FIX#243] StartReload skipped - tube is already full\");\n return; // Tube is full\n }\n\n // Open bolt directly - the RMB drag UP that triggered this already counts as \"open bolt\"\n ReloadState = ShotgunReloadState.Loading;\n PlayActionOpenSound();\n EmitSignal(SignalName.ReloadStateChanged, (int)ReloadState);\n EmitSignal(SignalName.ReloadStarted);\n LogToFile($\"[Shotgun.FIX#243] Bolt opened for loading - ReloadState=Loading, ShellsInTube={ShellsInTube}/{TubeMagazineCapacity}\");\n }\n\n /// <summary>\n /// Loads a single shell into the tube magazine.\n /// In tutorial mode, shells are infinite (no reserve ammo required).\n /// </summary>\n private void LoadShell()\n {\n LogToFile($\"[Shotgun.FIX#243] LoadShell called - ReloadState={ReloadState}, ShellsInTube={ShellsInTube}/{TubeMagazineCapacity}, Tutorial={_isTutorialLevel}, ReserveAmmo={ReserveAmmo}\");\n\n if (ReloadState != ShotgunReloadState.Loading)\n {\n LogToFile(\"[Shotgun.FIX#243] LoadShell SKIPPED - not in Loading state!\");\n return;\n }\n\n if (ShellsInTube >= TubeMagazineCapacity)\n {\n LogToFile(\"[Shotgun.FIX#243] LoadShell SKIPPED - tube is full\");\n return;\n }\n\n // In tutorial mode, allow infinite shell loading without reserve ammo\n if (!_isTutorialLevel && ReserveAmmo <= 0)\n {\n LogToFile(\"[Shotgun.FIX#243] LoadShell SKIPPED - no reserve shells (not tutorial mode)\");\n return;\n }\n\n // Load one shell\n ShellsInTube++;\n\n // Consume from reserve (only in non-tutorial mode)\n // Reserve shells are in spare magazines, not CurrentMagazine\n if (!_isTutorialLevel && ReserveAmmo > 0)\n {\n // Find a spare magazine with ammo and consume from it\n foreach (var mag in MagazineInventory.SpareMagazines)\n {\n if (mag.CurrentAmmo > 0)\n {\n mag.CurrentAmmo--;\n break;\n }\n }\n }\n\n PlayShellLoadSound();\n EmitSignal(SignalName.ShellCountChanged, ShellsInTube, TubeMagazineCapacity);\n LogToFile($\"[Shotgun.FIX#243] Shell LOADED - {ShellsInTube}/{TubeMagazineCapacity} shells in tube\");\n }\n\n /// <summary>\n /// Completes the reload sequence by closing the action.\n /// Records the close time to enable cooldown protection against accidental reopening.\n /// </summary>\n private void CompleteReload()\n {\n if (ReloadState == ShotgunReloadState.NotReloading)\n {\n LogToFile(\"[Shotgun.FIX#243] CompleteReload skipped - not reloading\");\n return;\n }\n\n ReloadState = ShotgunReloadState.NotReloading;\n ActionState = ShotgunActionState.Ready;\n\n // Record bolt close time for cooldown protection\n _lastBoltCloseTime = Time.GetTicksMsec() / 1000.0;\n\n PlayActionCloseSound();\n EmitSignal(SignalName.ReloadStateChanged, (int)ReloadState);\n EmitSignal(SignalName.ActionStateChanged, (int)ActionState);\n EmitSignal(SignalName.ReloadFinished);\n LogToFile($\"[Shotgun.FIX#243] Reload complete - bolt closed, ready to fire with {ShellsInTube} shells\");\n }\n\n /// <summary>\n /// Checks if we are within the cooldown period after closing the bolt.\n /// This prevents accidental bolt reopening due to continued mouse movement.\n /// </summary>\n /// <returns>True if cooldown is active and bolt opening should be blocked.</returns>\n private bool IsInBoltCloseCooldown()\n {\n double currentTime = Time.GetTicksMsec() / 1000.0;\n double elapsedSinceClose = currentTime - _lastBoltCloseTime;\n bool inCooldown = elapsedSinceClose < BoltCloseCooldownSeconds;\n\n if (inCooldown && VerboseInputLogging)\n {\n GD.Print($\"[Shotgun.Input] Bolt open blocked by cooldown: {elapsedSinceClose:F3}s < {BoltCloseCooldownSeconds}s\");\n }\n\n return inCooldown;\n }\n\n /// <summary>\n /// Cancels an in-progress reload.\n /// </summary>\n public void CancelReload()\n {\n if (ReloadState != ShotgunReloadState.NotReloading)\n {\n ReloadState = ShotgunReloadState.NotReloading;\n EmitSignal(SignalName.ReloadStateChanged, (int)ReloadState);\n GD.Print(\"[Shotgun] Reload cancelled\");\n }\n }\n\n #endregion\n\n /// <summary>\n /// Fires the shotgun - spawns multiple pellets with spread in a cloud pattern.\n /// After firing, requires manual pump-action cycling:\n /// RMB drag UP (eject shell) → RMB drag DOWN (chamber next round)\n ///\n /// Issue #445 v7 FIX: When firing while RMB is held (continuous drag), reset the\n /// drag start position so subsequent pump gestures are calculated correctly.\n /// Without this, the accumulated dragVector from before firing would be used,\n /// causing gesture direction mismatches.\n /// </summary>\n /// <param name=\"direction\">Base direction to fire.</param>\n /// <returns>True if the weapon fired successfully.</returns>\n public override bool Fire(Vector2 direction)\n {\n // Check if reloading\n if (ReloadState != ShotgunReloadState.NotReloading)\n {\n GD.Print(\"[Shotgun] Cannot fire - currently reloading\");\n return false;\n }\n\n // Check if action is ready\n if (ActionState != ShotgunActionState.Ready)\n {\n GD.Print($\"[Shotgun] Cannot fire - pump action required: {ActionState}\");\n PlayEmptyClickSound();\n return false;\n }\n\n // Check for empty tube\n if (ShellsInTube <= 0)\n {\n PlayEmptyClickSound();\n GD.Print(\"[Shotgun] Cannot fire - tube empty, need to reload\");\n return false;\n }\n\n // Check fire rate - use either BulletScene or PelletScene\n PackedScene? projectileScene = PelletScene ?? BulletScene;\n if (WeaponData == null || projectileScene == null)\n {\n return false;\n }\n\n // Use aim direction\n Vector2 fireDirection = _aimDirection;\n\n // Store fire direction for casing ejection after pump up\n _lastFireDirection = fireDirection;\n\n // Determine number of pellets (random between min and max)\n int pelletCount = GD.RandRange(MinPellets, MaxPellets);\n\n // Get spread angle from weapon data\n float spreadAngle = WeaponData.SpreadAngle;\n float spreadRadians = Mathf.DegToRad(spreadAngle);\n float halfSpread = spreadRadians / 2.0f;\n\n LogToFile($\"[Shotgun.FIX#212] Firing {pelletCount} pellets with {spreadAngle}° spread at pos={GlobalPosition}\");\n\n // Fire all pellets simultaneously with spatial distribution (cloud effect)\n FirePelletsAsCloud(fireDirection, pelletCount, spreadRadians, halfSpread, projectileScene);\n\n // Spawn muzzle flash at the barrel position (same as M16)\n Vector2 muzzleFlashPosition = GlobalPosition + fireDirection * BulletSpawnOffset;\n SpawnMuzzleFlash(muzzleFlashPosition, fireDirection, WeaponData?.Caliber);\n\n // NOTE: Casing is NOT spawned here for shotgun - it's ejected during pump up action\n // (see ProcessPumpActionGesture() case ShotgunActionState.NeedsPumpUp)\n\n // Consume shell from tube\n ShellsInTube--;\n EmitSignal(SignalName.ShellCountChanged, ShellsInTube, TubeMagazineCapacity);\n\n // Set action state - needs manual pump cycling (UP first to eject shell)\n ActionState = ShotgunActionState.NeedsPumpUp;\n EmitSignal(SignalName.ActionStateChanged, (int)ActionState);\n\n // Issue #445 v7 FIX: Reset drag start position when firing while RMB is held.\n // This enables continuous pump gestures: user can hold RMB, fire with LMB,\n // then drag UP-DOWN to pump, fire again, etc. without releasing RMB.\n // Without this reset, the accumulated dragVector from before firing would\n // cause gesture direction mismatches (e.g., user drags UP but system sees DOWN).\n if (_isDragging)\n {\n _dragStartPosition = GetGlobalMousePosition();\n LogToFile(\"[Shotgun.FIX#445v7] Reset drag start position after firing (continuous pump mode)\");\n }\n\n GD.Print(\"[Shotgun] Fired! Now RMB drag UP to eject shell\");\n\n // Play shotgun sound\n PlayShotgunSound();\n\n // Emit gunshot for sound propagation\n EmitGunshotSound();\n\n // Trigger large screen shake\n TriggerScreenShake(fireDirection);\n\n // Emit signals\n EmitSignal(SignalName.Fired);\n EmitSignal(SignalName.ShotgunFired, pelletCount);\n EmitSignal(SignalName.AmmoChanged, ShellsInTube, ReserveAmmo);\n\n return true;\n }\n\n /// <summary>\n /// Fires all pellets simultaneously with spatial distribution to create a \"cloud\" pattern.\n /// Pellets spawn with small position offsets along the aim direction,\n /// making some appear ahead of others while maintaining the angular spread.\n /// The offsets are calculated relative to the center pellet (bidirectional).\n ///\n /// Issue #212 Fix (v3): Pass pellet index and total count to SpawnPelletWithOffset\n /// so that point-blank pellets can be distributed evenly across the lateral spread\n /// instead of relying on random offsets that might cluster.\n /// </summary>\n private void FirePelletsAsCloud(Vector2 fireDirection, int pelletCount, float spreadRadians, float halfSpread, PackedScene projectileScene)\n {\n for (int i = 0; i < pelletCount; i++)\n {\n // Distribute pellets evenly across the spread cone with some randomness\n float baseAngle;\n if (pelletCount > 1)\n {\n // Distribute pellets across the cone\n float progress = (float)i / (pelletCount - 1);\n baseAngle = Mathf.Lerp(-halfSpread, halfSpread, progress);\n // Add small random deviation\n baseAngle += (float)GD.RandRange(-spreadRadians * 0.1, spreadRadians * 0.1);\n }\n else\n {\n // Single pellet goes straight\n baseAngle = 0;\n }\n\n // Calculate random spatial offset along the fire direction\n // This creates the \"cloud\" effect where some pellets are slightly ahead/behind\n // Offset is bidirectional (positive = ahead, negative = behind center)\n float spawnOffset = (float)GD.RandRange(-MaxSpawnOffset, MaxSpawnOffset);\n\n Vector2 pelletDirection = fireDirection.Rotated(baseAngle);\n SpawnPelletWithOffset(pelletDirection, spawnOffset, projectileScene, i, pelletCount);\n }\n }\n\n /// <summary>\n /// Enable verbose logging for pellet spawn diagnostics.\n /// Set to true to debug pellet grouping issues.\n /// Issue #212: Temporarily enabled to help diagnose pellet clustering reports.\n /// </summary>\n private const bool VerbosePelletLogging = true;\n\n /// <summary>\n /// Spawns a pellet projectile with a spatial offset along its direction.\n /// The offset creates the cloud effect where pellets appear at different depths.\n ///\n /// When firing at point-blank (wall detected), uses a combination of:\n /// 1. Minimum forward offset to ensure pellets travel some distance\n /// 2. Lateral (perpendicular) offset to create visual spread even at close range\n /// This prevents all pellets from appearing as \"one large pellet\".\n ///\n /// Issue #212 Fix (v3): Uses pellet index for deterministic lateral distribution\n /// at point-blank range, ensuring even spread regardless of random offset clustering.\n /// </summary>\n /// <param name=\"direction\">Direction for the pellet to travel.</param>\n /// <param name=\"extraOffset\">Random offset along the direction for cloud effect.</param>\n /// <param name=\"projectileScene\">Scene to instantiate.</param>\n /// <param name=\"pelletIndex\">Index of this pellet (0 to pelletCount-1).</param>\n /// <param name=\"pelletCount\">Total number of pellets being fired.</param>\n private void SpawnPelletWithOffset(Vector2 direction, float extraOffset, PackedScene projectileScene, int pelletIndex, int pelletCount)\n {\n if (projectileScene == null || WeaponData == null)\n {\n return;\n }\n\n // Check if the bullet spawn path is blocked by a wall\n var (isBlocked, hitPosition, hitNormal) = CheckBulletSpawnPath(direction);\n\n Vector2 spawnPosition;\n if (isBlocked)\n {\n // Wall detected at point-blank range\n //\n // Issue #212: At close range, angular spread produces insufficient visual separation.\n // With 15° spread at 10px: only ~1.3px separation (imperceptible).\n //\n // Solution: Add explicit lateral offset perpendicular to fire direction.\n // This ensures pellets spread out visually even at point-blank range.\n //\n // FIX v2 (2026-01-22): Previous fix used Mathf.Max(0, extraOffset) which\n // caused all pellets with negative extraOffset to spawn at exactly the same\n // position (minSpawnOffset). Now we use the full extraOffset range.\n //\n // FIX v3 (2026-01-23): Random extraOffset can still cluster due to RNG.\n // Now use pellet index for DETERMINISTIC lateral distribution, ensuring\n // pellets are always evenly spread across the lateral range.\n // Random extraOffset is still used for forward variation (depth).\n\n float minSpawnOffset = 15.0f; // Minimum forward distance from player\n\n // Calculate perpendicular direction for lateral spread\n Vector2 perpendicular = new Vector2(-direction.Y, direction.X);\n\n // FIX v3: Use pellet INDEX for deterministic lateral distribution\n // This ensures pellets are always evenly spread across the lateral range\n // regardless of random offset values which might cluster.\n //\n // Lateral range: ±15px (total 30px spread for all pellets)\n // Formula: progress from -1 to +1, then scale by 15px\n float lateralProgress = pelletCount > 1\n ? ((float)pelletIndex / (pelletCount - 1)) * 2.0f - 1.0f // -1 to +1\n : 0.0f; // Single pellet goes straight\n float lateralOffset = lateralProgress * 15.0f; // ±15px lateral spread\n\n // Add small random jitter (±2px) to prevent perfectly uniform look\n lateralOffset += (float)GD.RandRange(-2.0, 2.0);\n\n // Forward offset uses absolute value of extraOffset to vary depth\n // This creates the cloud effect (some pellets ahead, some behind)\n float forwardVariation = Mathf.Abs(extraOffset) * 0.3f; // 0-4.5px extra forward\n\n spawnPosition = GlobalPosition\n + direction * (minSpawnOffset + forwardVariation)\n + perpendicular * lateralOffset;\n\n if (VerbosePelletLogging)\n {\n LogToFile($\"[Shotgun.FIX#212] Point-blank pellet {pelletIndex + 1}/{pelletCount}: \" +\n $\"forward={minSpawnOffset + forwardVariation:F1}px, lateral={lateralOffset:F1}px, \" +\n $\"pos={spawnPosition}\");\n }\n }\n else\n {\n // Normal case: spawn at offset position plus extra cloud offset\n spawnPosition = GlobalPosition + direction * (BulletSpawnOffset + extraOffset);\n\n if (VerbosePelletLogging)\n {\n LogToFile($\"[Shotgun.FIX#212] Normal pellet {pelletIndex + 1}/{pelletCount}: \" +\n $\"extraOffset={extraOffset:F1}, distance={BulletSpawnOffset + extraOffset:F1}px, \" +\n $\"pos={spawnPosition}\");\n }\n }\n\n var pellet = projectileScene.Instantiate<Node2D>();\n pellet.GlobalPosition = spawnPosition;\n\n // Set pellet properties\n if (pellet.HasMethod(\"SetDirection\"))\n {\n pellet.Call(\"SetDirection\", direction);\n }\n else\n {\n pellet.Set(\"Direction\", direction);\n }\n\n // Set pellet speed from weapon data\n pellet.Set(\"Speed\", WeaponData.BulletSpeed);\n\n // Set shooter ID to prevent self-damage\n var owner = GetParent();\n if (owner != null)\n {\n pellet.Set(\"ShooterId\", owner.GetInstanceId());\n }\n\n GetTree().CurrentScene.AddChild(pellet);\n }\n\n #region Audio\n\n /// <summary>\n /// Plays the shotgun empty click sound.\n /// Uses shotgun-specific empty click for authentic pump-action sound.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shotgun_empty_click\"))\n {\n audioManager.Call(\"play_shotgun_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the shotgun firing sound.\n /// Randomly selects from 4 shotgun shot variants for variety.\n /// </summary>\n private void PlayShotgunSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shotgun_shot\"))\n {\n audioManager.Call(\"play_shotgun_shot\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the pump up sound (ejecting shell).\n /// Opens the action to eject the spent shell casing.\n /// Issue #447: Also triggers pump-up animation.\n /// </summary>\n private async void PlayPumpUpSound()\n {\n // Issue #447: Play pump-up animation (pump moves backward)\n AnimatePumpUp();\n\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shotgun_action_open\"))\n {\n audioManager.Call(\"play_shotgun_action_open\", GlobalPosition);\n }\n\n // Shell ejects shortly after action opens\n await ToSignal(GetTree().CreateTimer(0.15), \"timeout\");\n if (audioManager != null && audioManager.HasMethod(\"play_shell_shotgun\"))\n {\n audioManager.Call(\"play_shell_shotgun\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the pump down sound (chambering round).\n /// Closes the action to chamber the next shell.\n /// Issue #447: Also triggers pump-down animation.\n /// </summary>\n private void PlayPumpDownSound()\n {\n // Issue #447: Play pump-down animation (pump moves forward)\n AnimatePumpDown();\n\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shotgun_action_close\"))\n {\n audioManager.Call(\"play_shotgun_action_close\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the action open sound (for reload).\n /// Opens the bolt to begin shell loading sequence.\n /// Issue #447: Also triggers pump-up animation (bolt opening).\n /// </summary>\n private void PlayActionOpenSound()\n {\n // Issue #447: Play pump-up animation (bolt opens = pump backward)\n AnimatePumpUp();\n\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shotgun_action_open\"))\n {\n audioManager.Call(\"play_shotgun_action_open\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the action close sound (after reload).\n /// Closes the bolt to complete reload sequence and chamber a round.\n /// Issue #447: Also triggers pump-down animation (bolt closing).\n /// </summary>\n private void PlayActionCloseSound()\n {\n // Issue #447: Play pump-down animation (bolt closes = pump forward)\n AnimatePumpDown();\n\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shotgun_action_close\"))\n {\n audioManager.Call(\"play_shotgun_action_close\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the shell load sound.\n /// Sound of inserting a shell into the tube magazine.\n /// </summary>\n private void PlayShellLoadSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shotgun_load_shell\"))\n {\n audioManager.Call(\"play_shotgun_load_shell\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Emits gunshot sound for enemy detection.\n /// </summary>\n private void EmitGunshotSound()\n {\n var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n {\n float loudness = WeaponData?.Loudness ?? 1469.0f;\n soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n }\n }\n\n /// <summary>\n /// Triggers large screen shake for shotgun recoil.\n /// </summary>\n private void TriggerScreenShake(Vector2 shootDirection)\n {\n if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n {\n return;\n }\n\n var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n {\n return;\n }\n\n // Large shake intensity for shotgun\n float shakeIntensity = WeaponData.ScreenShakeIntensity;\n float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n\n screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n }\n\n #endregion\n\n #region Public Properties\n\n /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n\n /// <summary>\n /// Gets whether the shotgun is ready to fire.\n /// </summary>\n public bool IsReadyToFire => ActionState == ShotgunActionState.Ready &&\n ReloadState == ShotgunReloadState.NotReloading &&\n ShellsInTube > 0;\n\n /// <summary>\n /// Gets whether the shotgun needs pump action.\n /// </summary>\n public bool NeedsPumpAction => ActionState != ShotgunActionState.Ready;\n\n /// <summary>\n /// Gets whether a drag gesture is currently in progress (RMB is held).\n /// TACTICAL RELOAD (Issue #437): Used to lock aim direction as soon as RMB is pressed,\n /// before any state changes occur. This prevents the barrel from shifting during\n /// quick one-motion reload gestures (drag up then down without releasing RMB).\n /// </summary>\n public bool IsDragging => _isDragging;\n\n /// <summary>\n /// Gets a human-readable description of the current state.\n /// </summary>\n public string StateDescription\n {\n get\n {\n if (ReloadState != ShotgunReloadState.NotReloading)\n {\n return ReloadState switch\n {\n ShotgunReloadState.WaitingToOpen => \"RMB drag up to open\",\n ShotgunReloadState.Loading => \"MMB + RMB down to load, RMB down to close\",\n ShotgunReloadState.WaitingToClose => \"RMB drag down to close\",\n _ => \"Reloading...\"\n };\n }\n\n return ActionState switch\n {\n ShotgunActionState.NeedsPumpUp => \"RMB drag UP to eject\",\n ShotgunActionState.NeedsPumpDown => \"RMB drag DOWN to chamber\",\n ShotgunActionState.Ready when ShellsInTube <= 0 => \"Empty - reload needed\",\n ShotgunActionState.Ready => \"Ready\",\n _ => \"Unknown\"\n };\n }\n }\n\n #endregion\n\n #region Pump Animation (Issue #447)\n\n /// <summary>\n /// Animates the pump/foregrip moving forward (away from player) for bolt opening/shell ejection.\n /// Issue #447: Visual feedback for pump-action cycling.\n ///\n /// PR #480 feedback fix: Animation direction was reversed.\n /// - Bolt OPEN (pump up gesture) = pump moves AWAY from player (positive X in local space)\n /// - This mimics real shotgun mechanics where pulling the foregrip back opens the bolt\n /// </summary>\n private void AnimatePumpUp()\n {\n if (_pumpSprite == null)\n {\n return;\n }\n\n // Kill any existing animation to prevent overlapping\n _pumpTween?.Kill();\n\n // Create new tween for pump-up animation\n _pumpTween = CreateTween();\n\n // PR #480 fix: Move pump FORWARD (positive X = away from player in local space)\n // Real shotgun: pulling foregrip back opens bolt, but visually the foregrip\n // moves away from the shooter's body toward the barrel\n Vector2 targetPos = _pumpRestPosition + new Vector2(PumpAnimationDistance, 0);\n\n _pumpTween.TweenProperty(_pumpSprite, \"position\", targetPos, PumpAnimationDuration)\n .SetTrans(Tween.TransitionType.Quad)\n .SetEase(Tween.EaseType.Out);\n\n GD.Print($\"[Shotgun.Anim#447] Pump UP (bolt open) animation: {_pumpRestPosition} -> {targetPos}\");\n }\n\n /// <summary>\n /// Animates the pump/foregrip moving backward (toward player) to close bolt/chamber round.\n /// Issue #447: Visual feedback for pump-action cycling.\n ///\n /// PR #480 feedback fix: Animation direction was reversed.\n /// - Bolt CLOSE (pump down gesture) = pump moves TOWARD player (back to rest position)\n /// - This mimics real shotgun mechanics where pushing the foregrip forward closes the bolt\n /// </summary>\n private void AnimatePumpDown()\n {\n if (_pumpSprite == null)\n {\n return;\n }\n\n // Kill any existing animation to prevent overlapping\n _pumpTween?.Kill();\n\n // Create new tween for pump-down animation\n _pumpTween = CreateTween();\n\n // PR #480 fix: Move pump BACKWARD (return to rest position = toward player)\n // Real shotgun: pushing foregrip forward closes bolt, visually the foregrip\n // moves back toward the shooter's body\n _pumpTween.TweenProperty(_pumpSprite, \"position\", _pumpRestPosition, PumpAnimationDuration)\n .SetTrans(Tween.TransitionType.Quad)\n .SetEase(Tween.EaseType.Out);\n\n GD.Print($\"[Shotgun.Anim#447] Pump DOWN (bolt close) animation: current -> {_pumpRestPosition}\");\n }\n\n #endregion\n\n #region Logging\n\n /// <summary>\n /// Logs a message to the FileLogger (GDScript autoload) for debugging.\n /// This ensures diagnostic messages appear in the user's log file.\n /// </summary>\n /// <param name=\"message\">The message to log.</param>\n private void LogToFile(string message)\n {\n // Print to console\n GD.Print(message);\n\n // Also log to FileLogger if available\n var fileLogger = GetNodeOrNull(\"/root/FileLogger\");\n if (fileLogger != null && fileLogger.HasMethod(\"log_info\"))\n {\n fileLogger.Call(\"log_info\", message);\n }\n }\n\n #endregion\n\n #region Power Fantasy Laser Sight\n\n /// <summary>\n /// Creates the laser sight Line2D programmatically (Power Fantasy mode only).\n /// </summary>\n private void CreateLaserSight()\n {\n _laserSight = new Line2D\n {\n Name = \"LaserSight\",\n Width = 2.0f,\n DefaultColor = _laserSightColor,\n BeginCapMode = Line2D.LineCapMode.Round,\n EndCapMode = Line2D.LineCapMode.Round\n };\n\n _laserSight.AddPoint(Vector2.Zero);\n _laserSight.AddPoint(Vector2.Right * 500.0f);\n\n AddChild(_laserSight);\n }\n\n /// <summary>\n /// Updates the laser sight visualization (Power Fantasy mode only).\n /// The laser shows where the shotgun is aimed.\n /// </summary>\n private void UpdateLaserSight()\n {\n if (_laserSight == null)\n {\n return;\n }\n\n // Use the current aim direction\n Vector2 laserDirection = _aimDirection;\n\n // Calculate maximum laser length based on viewport size\n Vector2 viewportSize = GetViewport().GetVisibleRect().Size;\n float maxLaserLength = viewportSize.Length();\n\n // Calculate the end point of the laser\n Vector2 endPoint = laserDirection * maxLaserLength;\n\n // Raycast to find obstacles\n var spaceState = GetWorld2D()?.DirectSpaceState;\n if (spaceState != null)\n {\n var query = PhysicsRayQueryParameters2D.Create(\n GlobalPosition,\n GlobalPosition + endPoint,\n 4 // Collision mask for obstacles\n );\n\n var result = spaceState.IntersectRay(query);\n if (result.Count > 0)\n {\n Vector2 hitPosition = (Vector2)result[\"position\"];\n endPoint = hitPosition - GlobalPosition;\n }\n }\n\n // Update the laser sight line points (in local coordinates)\n _laserSight.SetPointPosition(0, Vector2.Zero);\n _laserSight.SetPointPosition(1, endPoint);\n }\n\n #endregion\n}\n", | |
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| } | |
| [2026-02-06T16:53:09.824Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-6", | |
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| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me read more key files - the bullet script, the level setup, the armory, and the existing caliber data." | |
| } | |
| ], | |
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| "stop_sequence": null, | |
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| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "d952eceb-5fb4-436a-87d0-f2631512e3d6" | |
| } | |
| [2026-02-06T16:53:10.519Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01VcuAY4x2XXAVQhpvfEJ5wi", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_011CAJburp4awuR5RuUnFso3", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770396578865/scripts/ui/armory_menu.gd" | |
| } | |
| } | |
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| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "80dede44-d7b0-4ddc-8750-1098b9b8c5d4" | |
| } | |
| [2026-02-06T16:53:10.522Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_011CAJburp4awuR5RuUnFso3", | |
| "type": "tool_result", | |
| "content": " 1→extends CanvasLayer\n 2→## Armory menu for viewing unlocked and locked weapons.\n 3→##\n 4→## Displays a grid of weapons showing which are unlocked (available) and\n 5→## which are locked (coming in future updates). Also shows available grenades.\n 6→## Selecting a different grenade will restart the level.\n 7→\n 8→## Signal emitted when the back button is pressed.\n 9→signal back_pressed\n 10→\n 11→## Signal emitted when a weapon is selected.\n 12→signal weapon_selected(weapon_id: String)\n 13→\n 14→## Dictionary of all weapons with their data.\n 15→## Keys: weapon_id, Values: dictionary with name, icon_path, unlocked status\n 16→const WEAPONS: Dictionary = {\n 17→\t\"m16\": {\n 18→\t\t\"name\": \"M16\",\n 19→\t\t\"icon_path\": \"res://assets/sprites/weapons/m16_rifle.png\",\n 20→\t\t\"unlocked\": true,\n 21→\t\t\"description\": \"Standard assault rifle\",\n 22→\t\t\"is_grenade\": false\n 23→\t},\n 24→\t\"flashbang\": {\n 25→\t\t\"name\": \"Flashbang\",\n 26→\t\t\"icon_path\": \"res://assets/sprites/weapons/flashbang.png\",\n 27→\t\t\"unlocked\": true,\n 28→\t\t\"description\": \"Stun grenade - blinds enemies for 12s, stuns for 6s. Press G + RMB drag to throw.\",\n 29→\t\t\"is_grenade\": true,\n 30→\t\t\"grenade_type\": 0\n 31→\t},\n 32→\t\"frag_grenade\": {\n 33→\t\t\"name\": \"Frag Grenade\",\n 34→\t\t\"icon_path\": \"res://assets/sprites/weapons/frag_grenade.png\",\n 35→\t\t\"unlocked\": true,\n 36→\t\t\"description\": \"Offensive grenade - explodes on impact, releases 4 shrapnel pieces that ricochet. Press G + RMB drag to throw.\",\n 37→\t\t\"is_grenade\": true,\n 38→\t\t\"grenade_type\": 1\n 39→\t},\n 40→\t\"defensive_grenade\": {\n 41→\t\t\"name\": \"F-1 Grenade\",\n 42→\t\t\"icon_path\": \"res://assets/sprites/weapons/defensive_grenade.png\",\n 43→\t\t\"unlocked\": true,\n 44→\t\t\"description\": \"Defensive grenade (F-1) - 4 second fuse, 40 shrapnel pieces, 700px damage radius. Press G + RMB drag to throw.\",\n 45→\t\t\"is_grenade\": true,\n 46→\t\t\"grenade_type\": 2\n 47→\t},\n 48→\t\"ak47\": {\n 49→\t\t\"name\": \"???\",\n 50→\t\t\"icon_path\": \"\",\n 51→\t\t\"unlocked\": false,\n 52→\t\t\"description\": \"Coming soon\",\n 53→\t\t\"is_grenade\": false\n 54→\t},\n 55→\t\"shotgun\": {\n 56→\t\t\"name\": \"Shotgun\",\n 57→\t\t\"icon_path\": \"res://assets/sprites/weapons/shotgun_icon.png\",\n 58→\t\t\"unlocked\": true,\n 59→\t\t\"description\": \"Pump-action shotgun - 6-12 pellets per shot, 15° spread, no wall penetration. Press LMB to fire.\",\n 60→\t\t\"is_grenade\": false\n 61→\t},\n 62→\t\"mini_uzi\": {\n 63→\t\t\"name\": \"Mini UZI\",\n 64→\t\t\"icon_path\": \"res://assets/sprites/weapons/mini_uzi_icon.png\",\n 65→\t\t\"unlocked\": true,\n 66→\t\t\"description\": \"Submachine gun - 15 shots/sec, 9mm bullets (0.5 damage), high spread, ricochets at ≤20°, no wall penetration. Press LMB to fire.\",\n 67→\t\t\"is_grenade\": false\n 68→\t},\n 69→\t\"silenced_pistol\": {\n 70→\t\t\"name\": \"Silenced Pistol\",\n 71→\t\t\"icon_path\": \"res://assets/sprites/weapons/silenced_pistol_topdown.png\",\n 72→\t\t\"unlocked\": true,\n 73→\t\t\"description\": \"Beretta M9 with suppressor - semi-auto, 9mm, 13 rounds, silent shots, enemies stunned on hit (can't move/shoot until next shot). Press LMB to fire.\",\n 74→\t\t\"is_grenade\": false\n 75→\t},\n 76→\t\"smg\": {\n 77→\t\t\"name\": \"???\",\n 78→\t\t\"icon_path\": \"\",\n 79→\t\t\"unlocked\": false,\n 80→\t\t\"description\": \"Coming soon\",\n 81→\t\t\"is_grenade\": false\n 82→\t},\n 83→\t\"sniper\": {\n 84→\t\t\"name\": \"???\",\n 85→\t\t\"icon_path\": \"\",\n 86→\t\t\"unlocked\": false,\n 87→\t\t\"description\": \"Coming soon\",\n 88→\t\t\"is_grenade\": false\n 89→\t},\n 90→\t\"pistol\": {\n 91→\t\t\"name\": \"???\",\n 92→\t\t\"icon_path\": \"\",\n 93→\t\t\"unlocked\": false,\n 94→\t\t\"description\": \"Coming soon\",\n 95→\t\t\"is_grenade\": false\n 96→\t}\n 97→}\n 98→\n 99→## Reference to UI elements.\n 100→@onready var weapon_grid: GridContainer = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ScrollContainer/WeaponGrid\n 101→@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n 102→@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n 103→\n 104→## Currently selected weapon slot (for visual highlighting).\n 105→var _selected_slot: PanelContainer = null\n 106→\n 107→## Map of weapon slots by weapon ID.\n 108→var _weapon_slots: Dictionary = {}\n 109→\n 110→## Reference to GrenadeManager autoload.\n 111→var _grenade_manager: Node = null\n 112→\n 113→\n 114→func _ready() -> void:\n 115→\t# Connect button signals\n 116→\tback_button.pressed.connect(_on_back_pressed)\n 117→\n 118→\t# Get GrenadeManager reference\n 119→\t_grenade_manager = get_node_or_null(\"/root/GrenadeManager\")\n 120→\n 121→\t# Populate weapon grid\n 122→\t_populate_weapon_grid()\n 123→\n 124→\t# Set process mode to allow input while paused\n 125→\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 126→\n 127→\n 128→func _populate_weapon_grid() -> void:\n 129→\t# Clear existing children and slot tracking\n 130→\tfor child in weapon_grid.get_children():\n 131→\t\tchild.queue_free()\n 132→\t_weapon_slots.clear()\n 133→\t_selected_slot = null\n 134→\n 135→\t# Count unlocked weapons for status\n 136→\tvar unlocked_count: int = 0\n 137→\tvar total_count: int = WEAPONS.size()\n 138→\n 139→\t# Create a slot for each weapon\n 140→\tfor weapon_id in WEAPONS:\n 141→\t\tvar weapon_data: Dictionary = WEAPONS[weapon_id]\n 142→\t\tvar slot := _create_weapon_slot(weapon_id, weapon_data)\n 143→\t\tweapon_grid.add_child(slot)\n 144→\t\t_weapon_slots[weapon_id] = slot\n 145→\n 146→\t\tif weapon_data[\"unlocked\"]:\n 147→\t\t\tunlocked_count += 1\n 148→\n 149→\t# Update status label\n 150→\tstatus_label.text = \"Unlocked: %d / %d\" % [unlocked_count, total_count]\n 151→\n 152→\t# Highlight currently selected weapon and grenade from managers\n 153→\t_highlight_selected_items()\n 154→\n 155→\n 156→func _create_weapon_slot(weapon_id: String, weapon_data: Dictionary) -> PanelContainer:\n 157→\tvar slot := PanelContainer.new()\n 158→\tslot.name = weapon_id + \"_slot\"\n 159→\tslot.custom_minimum_size = Vector2(100, 100)\n 160→\n 161→\t# Store weapon_id in slot's metadata for click handling\n 162→\tslot.set_meta(\"weapon_id\", weapon_id)\n 163→\n 164→\tvar vbox := VBoxContainer.new()\n 165→\tvbox.alignment = BoxContainer.ALIGNMENT_CENTER\n 166→\tslot.add_child(vbox)\n 167→\n 168→\t# Weapon icon or placeholder\n 169→\tvar icon_container := CenterContainer.new()\n 170→\ticon_container.custom_minimum_size = Vector2(64, 64)\n 171→\tvbox.add_child(icon_container)\n 172→\n 173→\tif weapon_data[\"unlocked\"] and weapon_data[\"icon_path\"] != \"\":\n 174→\t\tvar texture_rect := TextureRect.new()\n 175→\t\ttexture_rect.custom_minimum_size = Vector2(64, 64)\n 176→\t\ttexture_rect.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL\n 177→\t\ttexture_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED\n 178→\n 179→\t\tvar texture: Texture2D = load(weapon_data[\"icon_path\"])\n 180→\t\tif texture:\n 181→\t\t\ttexture_rect.texture = texture\n 182→\n 183→\t\ticon_container.add_child(texture_rect)\n 184→\telse:\n 185→\t\t# Locked weapon - show lock icon (using text for now)\n 186→\t\tvar lock_label := Label.new()\n 187→\t\tlock_label.text = \"🔒\"\n 188→\t\tlock_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 189→\t\tlock_label.add_theme_font_size_override(\"font_size\", 32)\n 190→\t\ticon_container.add_child(lock_label)\n 191→\n 192→\t# Weapon name\n 193→\tvar name_label := Label.new()\n 194→\tname_label.text = weapon_data[\"name\"]\n 195→\tname_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 196→\n 197→\tif not weapon_data[\"unlocked\"]:\n 198→\t\tname_label.modulate = Color(0.5, 0.5, 0.5)\n 199→\n 200→\tvbox.add_child(name_label)\n 201→\n 202→\t# Add tooltip\n 203→\tslot.tooltip_text = weapon_data[\"description\"]\n 204→\n 205→\t# Make unlocked weapons clickable\n 206→\tif weapon_data[\"unlocked\"]:\n 207→\t\tslot.mouse_filter = Control.MOUSE_FILTER_STOP\n 208→\t\tslot.gui_input.connect(_on_slot_gui_input.bind(slot, weapon_id))\n 209→\t\t# Change cursor on hover for clickable slots\n 210→\t\tslot.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND\n 211→\telse:\n 212→\t\tslot.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 213→\n 214→\treturn slot\n 215→\n 216→\n 217→## Handle click on weapon slot.\n 218→func _on_slot_gui_input(event: InputEvent, slot: PanelContainer, weapon_id: String) -> void:\n 219→\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:\n 220→\t\tvar weapon_data: Dictionary = WEAPONS.get(weapon_id, {})\n 221→\t\tvar is_grenade: bool = weapon_data.get(\"is_grenade\", false)\n 222→\n 223→\t\tif is_grenade:\n 224→\t\t\t_select_grenade(weapon_id, weapon_data)\n 225→\t\telse:\n 226→\t\t\t_select_weapon(weapon_id)\n 227→\n 228→\t\t# Play click sound via AudioManager\n 229→\t\tvar audio_manager = get_node_or_null(\"/root/AudioManager\")\n 230→\t\tif audio_manager and audio_manager.has_method(\"play_ui_click\"):\n 231→\t\t\taudio_manager.play_ui_click()\n 232→\n 233→\n 234→## Select a weapon and update GameManager.\n 235→## This will restart the level if a different weapon is selected.\n 236→func _select_weapon(weapon_id: String) -> void:\n 237→\t# Check if already selected\n 238→\tvar current_weapon_id: String = \"m16\" # Default\n 239→\tif GameManager:\n 240→\t\tcurrent_weapon_id = GameManager.get_selected_weapon()\n 241→\n 242→\tif weapon_id == current_weapon_id:\n 243→\t\treturn # Already selected, no need to restart\n 244→\n 245→\t# Update selection in GameManager\n 246→\tif GameManager:\n 247→\t\tGameManager.set_selected_weapon(weapon_id)\n 248→\n 249→\t# Emit signal for external listeners\n 250→\tweapon_selected.emit(weapon_id)\n 251→\n 252→\t# Update visual highlighting\n 253→\t_highlight_selected_items()\n 254→\n 255→\t# Restart the level to apply the new weapon (like grenades do)\n 256→\tif GameManager:\n 257→\t\t# IMPORTANT: Unpause the game before restarting\n 258→\t\t# This prevents the game from getting stuck in paused state when\n 259→\t\t# changing weapons from the armory menu while the game is paused\n 260→\t\tget_tree().paused = false\n 261→\n 262→\t\t# Restore hidden cursor for gameplay (confined and hidden)\n 263→\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n 264→\n 265→\t\tGameManager.restart_scene()\n 266→\n 267→\n 268→## Select a grenade and update GrenadeManager.\n 269→## This will restart the level.\n 270→func _select_grenade(weapon_id: String, weapon_data: Dictionary) -> void:\n 271→\tif _grenade_manager == null:\n 272→\t\treturn\n 273→\n 274→\tvar grenade_type: int = weapon_data.get(\"grenade_type\", 0)\n 275→\n 276→\t# Check if already selected\n 277→\tif _grenade_manager.is_selected(grenade_type):\n 278→\t\treturn\n 279→\n 280→\t# Set new grenade type - this will restart the level\n 281→\t_grenade_manager.set_grenade_type(grenade_type, true)\n 282→\n 283→\n 284→## Highlight the currently selected weapon and grenade slots.\n 285→func _highlight_selected_items() -> void:\n 286→\tvar current_weapon_id: String = \"m16\" # Default\n 287→\tif GameManager:\n 288→\t\tcurrent_weapon_id = GameManager.get_selected_weapon()\n 289→\n 290→\t# Get currently selected grenade type\n 291→\tvar current_grenade_type: int = 0 # Default to flashbang\n 292→\tif _grenade_manager:\n 293→\t\tcurrent_grenade_type = _grenade_manager.current_grenade_type\n 294→\n 295→\t# Reset all slots to default style\n 296→\tfor wid in _weapon_slots:\n 297→\t\tvar slot: PanelContainer = _weapon_slots[wid]\n 298→\t\t# Create default style (transparent/subtle background)\n 299→\t\tvar default_style := StyleBoxFlat.new()\n 300→\t\tdefault_style.bg_color = Color(0.2, 0.2, 0.2, 0.5)\n 301→\t\tdefault_style.corner_radius_top_left = 4\n 302→\t\tdefault_style.corner_radius_top_right = 4\n 303→\t\tdefault_style.corner_radius_bottom_left = 4\n 304→\t\tdefault_style.corner_radius_bottom_right = 4\n 305→\t\tslot.add_theme_stylebox_override(\"panel\", default_style)\n 306→\n 307→\t# Highlight selected weapon slot (non-grenade)\n 308→\tif current_weapon_id in _weapon_slots:\n 309→\t\tvar weapon_data: Dictionary = WEAPONS.get(current_weapon_id, {})\n 310→\t\tif not weapon_data.get(\"is_grenade\", false):\n 311→\t\t\t_apply_selected_style(_weapon_slots[current_weapon_id])\n 312→\n 313→\t# Highlight selected grenade slot\n 314→\tfor wid in WEAPONS:\n 315→\t\tvar weapon_data: Dictionary = WEAPONS[wid]\n 316→\t\tif weapon_data.get(\"is_grenade\", false):\n 317→\t\t\tvar grenade_type: int = weapon_data.get(\"grenade_type\", -1)\n 318→\t\t\tif grenade_type == current_grenade_type and wid in _weapon_slots:\n 319→\t\t\t\t_apply_selected_style(_weapon_slots[wid])\n 320→\n 321→\n 322→## Apply the selected (green highlight) style to a slot.\n 323→func _apply_selected_style(slot: PanelContainer) -> void:\n 324→\tvar selected_style := StyleBoxFlat.new()\n 325→\tselected_style.bg_color = Color(0.3, 0.5, 0.3, 0.8) # Green highlight\n 326→\tselected_style.border_color = Color(0.4, 0.8, 0.4, 1.0)\n 327→\tselected_style.border_width_left = 2\n 328→\tselected_style.border_width_right = 2\n 329→\tselected_style.border_width_top = 2\n 330→\tselected_style.border_width_bottom = 2\n 331→\tselected_style.corner_radius_top_left = 4\n 332→\tselected_style.corner_radius_top_right = 4\n 333→\tselected_style.corner_radius_bottom_left = 4\n 334→\tselected_style.corner_radius_bottom_right = 4\n 335→\tslot.add_theme_stylebox_override(\"panel\", selected_style)\n 336→\t_selected_slot = slot\n 337→\n 338→\n 339→func _on_back_pressed() -> void:\n 340→\tback_pressed.emit()\n 341→\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": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "8555a943-afe3-424a-9fcd-9edee04a19ed", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770396578865/scripts/ui/armory_menu.gd", | |
| "content": "extends CanvasLayer\n## Armory menu for viewing unlocked and locked weapons.\n##\n## Displays a grid of weapons showing which are unlocked (available) and\n## which are locked (coming in future updates). Also shows available grenades.\n## Selecting a different grenade will restart the level.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Signal emitted when a weapon is selected.\nsignal weapon_selected(weapon_id: String)\n\n## Dictionary of all weapons with their data.\n## Keys: weapon_id, Values: dictionary with name, icon_path, unlocked status\nconst WEAPONS: Dictionary = {\n\t\"m16\": {\n\t\t\"name\": \"M16\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/m16_rifle.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Standard assault rifle\",\n\t\t\"is_grenade\": false\n\t},\n\t\"flashbang\": {\n\t\t\"name\": \"Flashbang\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/flashbang.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Stun grenade - blinds enemies for 12s, stuns for 6s. Press G + RMB drag to throw.\",\n\t\t\"is_grenade\": true,\n\t\t\"grenade_type\": 0\n\t},\n\t\"frag_grenade\": {\n\t\t\"name\": \"Frag Grenade\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/frag_grenade.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Offensive grenade - explodes on impact, releases 4 shrapnel pieces that ricochet. Press G + RMB drag to throw.\",\n\t\t\"is_grenade\": true,\n\t\t\"grenade_type\": 1\n\t},\n\t\"defensive_grenade\": {\n\t\t\"name\": \"F-1 Grenade\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/defensive_grenade.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Defensive grenade (F-1) - 4 second fuse, 40 shrapnel pieces, 700px damage radius. Press G + RMB drag to throw.\",\n\t\t\"is_grenade\": true,\n\t\t\"grenade_type\": 2\n\t},\n\t\"ak47\": {\n\t\t\"name\": \"???\",\n\t\t\"icon_path\": \"\",\n\t\t\"unlocked\": false,\n\t\t\"description\": \"Coming soon\",\n\t\t\"is_grenade\": false\n\t},\n\t\"shotgun\": {\n\t\t\"name\": \"Shotgun\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/shotgun_icon.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Pump-action shotgun - 6-12 pellets per shot, 15° spread, no wall penetration. Press LMB to fire.\",\n\t\t\"is_grenade\": false\n\t},\n\t\"mini_uzi\": {\n\t\t\"name\": \"Mini UZI\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/mini_uzi_icon.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Submachine gun - 15 shots/sec, 9mm bullets (0.5 damage), high spread, ricochets at ≤20°, no wall penetration. Press LMB to fire.\",\n\t\t\"is_grenade\": false\n\t},\n\t\"silenced_pistol\": {\n\t\t\"name\": \"Silenced Pistol\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/silenced_pistol_topdown.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Beretta M9 with suppressor - semi-auto, 9mm, 13 rounds, silent shots, enemies stunned on hit (can't move/shoot until next shot). Press LMB to fire.\",\n\t\t\"is_grenade\": false\n\t},\n\t\"smg\": {\n\t\t\"name\": \"???\",\n\t\t\"icon_path\": \"\",\n\t\t\"unlocked\": false,\n\t\t\"description\": \"Coming soon\",\n\t\t\"is_grenade\": false\n\t},\n\t\"sniper\": {\n\t\t\"name\": \"???\",\n\t\t\"icon_path\": \"\",\n\t\t\"unlocked\": false,\n\t\t\"description\": \"Coming soon\",\n\t\t\"is_grenade\": false\n\t},\n\t\"pistol\": {\n\t\t\"name\": \"???\",\n\t\t\"icon_path\": \"\",\n\t\t\"unlocked\": false,\n\t\t\"description\": \"Coming soon\",\n\t\t\"is_grenade\": false\n\t}\n}\n\n## Reference to UI elements.\n@onready var weapon_grid: GridContainer = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ScrollContainer/WeaponGrid\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n\n## Currently selected weapon slot (for visual highlighting).\nvar _selected_slot: PanelContainer = null\n\n## Map of weapon slots by weapon ID.\nvar _weapon_slots: Dictionary = {}\n\n## Reference to GrenadeManager autoload.\nvar _grenade_manager: Node = null\n\n\nfunc _ready() -> void:\n\t# Connect button signals\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Get GrenadeManager reference\n\t_grenade_manager = get_node_or_null(\"/root/GrenadeManager\")\n\n\t# Populate weapon grid\n\t_populate_weapon_grid()\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _populate_weapon_grid() -> void:\n\t# Clear existing children and slot tracking\n\tfor child in weapon_grid.get_children():\n\t\tchild.queue_free()\n\t_weapon_slots.clear()\n\t_selected_slot = null\n\n\t# Count unlocked weapons for status\n\tvar unlocked_count: int = 0\n\tvar total_count: int = WEAPONS.size()\n\n\t# Create a slot for each weapon\n\tfor weapon_id in WEAPONS:\n\t\tvar weapon_data: Dictionary = WEAPONS[weapon_id]\n\t\tvar slot := _create_weapon_slot(weapon_id, weapon_data)\n\t\tweapon_grid.add_child(slot)\n\t\t_weapon_slots[weapon_id] = slot\n\n\t\tif weapon_data[\"unlocked\"]:\n\t\t\tunlocked_count += 1\n\n\t# Update status label\n\tstatus_label.text = \"Unlocked: %d / %d\" % [unlocked_count, total_count]\n\n\t# Highlight currently selected weapon and grenade from managers\n\t_highlight_selected_items()\n\n\nfunc _create_weapon_slot(weapon_id: String, weapon_data: Dictionary) -> PanelContainer:\n\tvar slot := PanelContainer.new()\n\tslot.name = weapon_id + \"_slot\"\n\tslot.custom_minimum_size = Vector2(100, 100)\n\n\t# Store weapon_id in slot's metadata for click handling\n\tslot.set_meta(\"weapon_id\", weapon_id)\n\n\tvar vbox := VBoxContainer.new()\n\tvbox.alignment = BoxContainer.ALIGNMENT_CENTER\n\tslot.add_child(vbox)\n\n\t# Weapon icon or placeholder\n\tvar icon_container := CenterContainer.new()\n\ticon_container.custom_minimum_size = Vector2(64, 64)\n\tvbox.add_child(icon_container)\n\n\tif weapon_data[\"unlocked\"] and weapon_data[\"icon_path\"] != \"\":\n\t\tvar texture_rect := TextureRect.new()\n\t\ttexture_rect.custom_minimum_size = Vector2(64, 64)\n\t\ttexture_rect.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL\n\t\ttexture_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED\n\n\t\tvar texture: Texture2D = load(weapon_data[\"icon_path\"])\n\t\tif texture:\n\t\t\ttexture_rect.texture = texture\n\n\t\ticon_container.add_child(texture_rect)\n\telse:\n\t\t# Locked weapon - show lock icon (using text for now)\n\t\tvar lock_label := Label.new()\n\t\tlock_label.text = \"🔒\"\n\t\tlock_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\t\tlock_label.add_theme_font_size_override(\"font_size\", 32)\n\t\ticon_container.add_child(lock_label)\n\n\t# Weapon name\n\tvar name_label := Label.new()\n\tname_label.text = weapon_data[\"name\"]\n\tname_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\n\tif not weapon_data[\"unlocked\"]:\n\t\tname_label.modulate = Color(0.5, 0.5, 0.5)\n\n\tvbox.add_child(name_label)\n\n\t# Add tooltip\n\tslot.tooltip_text = weapon_data[\"description\"]\n\n\t# Make unlocked weapons clickable\n\tif weapon_data[\"unlocked\"]:\n\t\tslot.mouse_filter = Control.MOUSE_FILTER_STOP\n\t\tslot.gui_input.connect(_on_slot_gui_input.bind(slot, weapon_id))\n\t\t# Change cursor on hover for clickable slots\n\t\tslot.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND\n\telse:\n\t\tslot.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\treturn slot\n\n\n## Handle click on weapon slot.\nfunc _on_slot_gui_input(event: InputEvent, slot: PanelContainer, weapon_id: String) -> void:\n\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:\n\t\tvar weapon_data: Dictionary = WEAPONS.get(weapon_id, {})\n\t\tvar is_grenade: bool = weapon_data.get(\"is_grenade\", false)\n\n\t\tif is_grenade:\n\t\t\t_select_grenade(weapon_id, weapon_data)\n\t\telse:\n\t\t\t_select_weapon(weapon_id)\n\n\t\t# Play click sound via AudioManager\n\t\tvar audio_manager = get_node_or_null(\"/root/AudioManager\")\n\t\tif audio_manager and audio_manager.has_method(\"play_ui_click\"):\n\t\t\taudio_manager.play_ui_click()\n\n\n## Select a weapon and update GameManager.\n## This will restart the level if a different weapon is selected.\nfunc _select_weapon(weapon_id: String) -> void:\n\t# Check if already selected\n\tvar current_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tcurrent_weapon_id = GameManager.get_selected_weapon()\n\n\tif weapon_id == current_weapon_id:\n\t\treturn # Already selected, no need to restart\n\n\t# Update selection in GameManager\n\tif GameManager:\n\t\tGameManager.set_selected_weapon(weapon_id)\n\n\t# Emit signal for external listeners\n\tweapon_selected.emit(weapon_id)\n\n\t# Update visual highlighting\n\t_highlight_selected_items()\n\n\t# Restart the level to apply the new weapon (like grenades do)\n\tif GameManager:\n\t\t# IMPORTANT: Unpause the game before restarting\n\t\t# This prevents the game from getting stuck in paused state when\n\t\t# changing weapons from the armory menu while the game is paused\n\t\tget_tree().paused = false\n\n\t\t# Restore hidden cursor for gameplay (confined and hidden)\n\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n\n\t\tGameManager.restart_scene()\n\n\n## Select a grenade and update GrenadeManager.\n## This will restart the level.\nfunc _select_grenade(weapon_id: String, weapon_data: Dictionary) -> void:\n\tif _grenade_manager == null:\n\t\treturn\n\n\tvar grenade_type: int = weapon_data.get(\"grenade_type\", 0)\n\n\t# Check if already selected\n\tif _grenade_manager.is_selected(grenade_type):\n\t\treturn\n\n\t# Set new grenade type - this will restart the level\n\t_grenade_manager.set_grenade_type(grenade_type, true)\n\n\n## Highlight the currently selected weapon and grenade slots.\nfunc _highlight_selected_items() -> void:\n\tvar current_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tcurrent_weapon_id = GameManager.get_selected_weapon()\n\n\t# Get currently selected grenade type\n\tvar current_grenade_type: int = 0 # Default to flashbang\n\tif _grenade_manager:\n\t\tcurrent_grenade_type = _grenade_manager.current_grenade_type\n\n\t# Reset all slots to default style\n\tfor wid in _weapon_slots:\n\t\tvar slot: PanelContainer = _weapon_slots[wid]\n\t\t# Create default style (transparent/subtle background)\n\t\tvar default_style := StyleBoxFlat.new()\n\t\tdefault_style.bg_color = Color(0.2, 0.2, 0.2, 0.5)\n\t\tdefault_style.corner_radius_top_left = 4\n\t\tdefault_style.corner_radius_top_right = 4\n\t\tdefault_style.corner_radius_bottom_left = 4\n\t\tdefault_style.corner_radius_bottom_right = 4\n\t\tslot.add_theme_stylebox_override(\"panel\", default_style)\n\n\t# Highlight selected weapon slot (non-grenade)\n\tif current_weapon_id in _weapon_slots:\n\t\tvar weapon_data: Dictionary = WEAPONS.get(current_weapon_id, {})\n\t\tif not weapon_data.get(\"is_grenade\", false):\n\t\t\t_apply_selected_style(_weapon_slots[current_weapon_id])\n\n\t# Highlight selected grenade slot\n\tfor wid in WEAPONS:\n\t\tvar weapon_data: Dictionary = WEAPONS[wid]\n\t\tif weapon_data.get(\"is_grenade\", false):\n\t\t\tvar grenade_type: int = weapon_data.get(\"grenade_type\", -1)\n\t\t\tif grenade_type == current_grenade_type and wid in _weapon_slots:\n\t\t\t\t_apply_selected_style(_weapon_slots[wid])\n\n\n## Apply the selected (green highlight) style to a slot.\nfunc _apply_selected_style(slot: PanelContainer) -> void:\n\tvar selected_style := StyleBoxFlat.new()\n\tselected_style.bg_color = Color(0.3, 0.5, 0.3, 0.8) # Green highlight\n\tselected_style.border_color = Color(0.4, 0.8, 0.4, 1.0)\n\tselected_style.border_width_left = 2\n\tselected_style.border_width_right = 2\n\tselected_style.border_width_top = 2\n\tselected_style.border_width_bottom = 2\n\tselected_style.corner_radius_top_left = 4\n\tselected_style.corner_radius_top_right = 4\n\tselected_style.corner_radius_bottom_left = 4\n\tselected_style.corner_radius_bottom_right = 4\n\tslot.add_theme_stylebox_override(\"panel\", selected_style)\n\t_selected_slot = slot\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n", | |
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| [2026-02-06T16:53:11.485Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_01VcuAY4x2XXAVQhpvfEJ5wi", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01NriYUKHQJwcRvJVGgkF9Jo", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd", | |
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| "limit": 120 | |
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| "cache_read_input_tokens": 37506, | |
| "cache_creation": { | |
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| "ephemeral_1h_input_tokens": 21609 | |
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| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
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| "context_management": null | |
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| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
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| [2026-02-06T16:53:11.489Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01NriYUKHQJwcRvJVGgkF9Jo", | |
| "type": "tool_result", | |
| "content": " 700→\tgame_over_label.offset_left = -250\n 701→\tgame_over_label.offset_right = 250\n 702→\tgame_over_label.offset_top = -75\n 703→\tgame_over_label.offset_bottom = 75\n 704→\n 705→\tui.add_child(game_over_label)\n 706→\n 707→\n 708→## Setup the weapon based on GameManager's selected weapon.\n 709→## Removes the default AssaultRifle and loads the selected weapon if different.\n 710→func _setup_selected_weapon() -> void:\n 711→\tif _player == null:\n 712→\t\treturn\n 713→\n 714→\t# Get selected weapon from GameManager\n 715→\tvar selected_weapon_id: String = \"m16\" # Default\n 716→\tif GameManager:\n 717→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 718→\n 719→\tprint(\"TestTier: Setting up weapon: %s\" % selected_weapon_id)\n 720→\n 721→\t# If shotgun is selected, we need to swap weapons\n 722→\tif selected_weapon_id == \"shotgun\":\n 723→\t\t# Remove the default AssaultRifle\n 724→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 725→\t\tif assault_rifle:\n 726→\t\t\tassault_rifle.queue_free()\n 727→\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n 728→\n 729→\t\t# Load and add the shotgun\n 730→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 731→\t\tif shotgun_scene:\n 732→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 733→\t\t\tshotgun.name = \"Shotgun\"\n 734→\t\t\t_player.add_child(shotgun)\n 735→\n 736→\t\t\t# Set the CurrentWeapon reference in C# Player\n 737→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 738→\t\t\t\t_player.EquipWeapon(shotgun)\n 739→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 740→\t\t\t\t_player.CurrentWeapon = shotgun\n 741→\n 742→\t\t\tprint(\"TestTier: Shotgun equipped successfully\")\n 743→\t\telse:\n 744→\t\t\tpush_error(\"TestTier: Failed to load Shotgun scene!\")\n 745→\t# If Mini UZI is selected, swap weapons\n 746→\telif selected_weapon_id == \"mini_uzi\":\n 747→\t\t# Remove the default AssaultRifle\n 748→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 749→\t\tif assault_rifle:\n 750→\t\t\tassault_rifle.queue_free()\n 751→\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n 752→\n 753→\t\t# Load and add the Mini UZI\n 754→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 755→\t\tif mini_uzi_scene:\n 756→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 757→\t\t\tmini_uzi.name = \"MiniUzi\"\n 758→\t\t\t_player.add_child(mini_uzi)\n 759→\n 760→\t\t\t# Set the CurrentWeapon reference in C# Player\n 761→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 762→\t\t\t\t_player.EquipWeapon(mini_uzi)\n 763→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 764→\t\t\t\t_player.CurrentWeapon = mini_uzi\n 765→\n 766→\t\t\tprint(\"TestTier: Mini UZI equipped successfully\")\n 767→\t\telse:\n 768→\t\t\tpush_error(\"TestTier: Failed to load MiniUzi scene!\")\n 769→\t# If Silenced Pistol is selected, swap weapons\n 770→\telif selected_weapon_id == \"silenced_pistol\":\n 771→\t\t# Remove the default AssaultRifle\n 772→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 773→\t\tif assault_rifle:\n 774→\t\t\tassault_rifle.queue_free()\n 775→\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n 776→\n 777→\t\t# Load and add the Silenced Pistol\n 778→\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n 779→\t\tif pistol_scene:\n 780→\t\t\tvar pistol = pistol_scene.instantiate()\n 781→\t\t\tpistol.name = \"SilencedPistol\"\n 782→\t\t\t_player.add_child(pistol)\n 783→\n 784→\t\t\t# Set the CurrentWeapon reference in C# Player\n 785→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 786→\t\t\t\t_player.EquipWeapon(pistol)\n 787→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 788→\t\t\t\t_player.CurrentWeapon = pistol\n 789→\n 790→\t\t\tprint(\"TestTier: Silenced Pistol equipped successfully\")\n 791→\t\telse:\n 792→\t\t\tpush_error(\"TestTier: Failed to load SilencedPistol scene!\")\n 793→\t# For M16 (assault rifle), it's already in the scene\n 794→\telse:\n 795→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 796→\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n 797→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 798→\t\t\t\t_player.EquipWeapon(assault_rifle)\n 799→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 800→\t\t\t\t_player.CurrentWeapon = assault_rifle\n 801→\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": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "7a4f7cb9-bebb-4de5-be93-bf56dc8572d0", | |
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| "filePath": "/tmp/gh-issue-solver-1770396578865/scripts/levels/test_tier.gd", | |
| "content": "\tgame_over_label.offset_left = -250\n\tgame_over_label.offset_right = 250\n\tgame_over_label.offset_top = -75\n\tgame_over_label.offset_bottom = 75\n\n\tui.add_child(game_over_label)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default AssaultRifle and loads the selected weapon if different.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"TestTier: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"TestTier: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"TestTier: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"TestTier: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load SilencedPistol scene!\")\n\t# For M16 (assault rifle), it's already in the scene\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n", | |
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| [2026-02-06T16:53:12.160Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_01VcuAY4x2XXAVQhpvfEJ5wi", | |
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| "file_path": "/tmp/gh-issue-solver-1770396578865/resources/calibers/caliber_545x39.tres" | |
| } | |
| } | |
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| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "7ddcef2b-0bd7-43de-8e4a-4f435aa5714d" | |
| } | |
| [2026-02-06T16:53:12.824Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01WXKjmstW9jJSkN927wa7KD", | |
| "type": "tool_result", | |
| "content": " 1→[gd_resource type=\"Resource\" script_class=\"CaliberData\" load_steps=3 format=3 uid=\"uid://dm3k8n5r2p7q1\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/data/caliber_data.gd\" id=\"1_caliber\"]\n 4→[ext_resource type=\"Texture2D\" uid=\"uid://casing_rifle_sprite\" path=\"res://assets/sprites/effects/casing_rifle.png\" id=\"2_casing\"]\n 5→\n 6→[resource]\n 7→script = ExtResource(\"1_caliber\")\n 8→casing_sprite = ExtResource(\"2_casing\")\n 9→caliber_name = \"5.45x39mm\"\n 10→diameter_mm = 5.45\n 11→mass_grams = 3.4\n 12→base_velocity = 2500.0\n 13→can_ricochet = true\n 14→max_ricochets = -1\n 15→max_ricochet_angle = 90.0\n 16→base_ricochet_probability = 1.0\n 17→velocity_retention = 0.85\n 18→ricochet_damage_multiplier = 0.5\n 19→ricochet_angle_deviation = 10.0\n 20→penetration_power = 30.0\n 21→min_surface_hardness_for_ricochet = 50.0\n 22→can_penetrate = true\n 23→max_penetration_distance = 48.0\n 24→post_penetration_damage_multiplier = 0.9\n 25→min_penetrable_wall_thickness = 0.0\n 26→effect_scale = 1.0\n 27→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
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| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770396578865/resources/calibers/caliber_545x39.tres", | |
| "content": "[gd_resource type=\"Resource\" script_class=\"CaliberData\" load_steps=3 format=3 uid=\"uid://dm3k8n5r2p7q1\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/data/caliber_data.gd\" id=\"1_caliber\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://casing_rifle_sprite\" path=\"res://assets/sprites/effects/casing_rifle.png\" id=\"2_casing\"]\n\n[resource]\nscript = ExtResource(\"1_caliber\")\ncasing_sprite = ExtResource(\"2_casing\")\ncaliber_name = \"5.45x39mm\"\ndiameter_mm = 5.45\nmass_grams = 3.4\nbase_velocity = 2500.0\ncan_ricochet = true\nmax_ricochets = -1\nmax_ricochet_angle = 90.0\nbase_ricochet_probability = 1.0\nvelocity_retention = 0.85\nricochet_damage_multiplier = 0.5\nricochet_angle_deviation = 10.0\npenetration_power = 30.0\nmin_surface_hardness_for_ricochet = 50.0\ncan_penetrate = true\nmax_penetration_distance = 48.0\npost_penetration_damage_multiplier = 0.9\nmin_penetrable_wall_thickness = 0.0\neffect_scale = 1.0\n", | |
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| [2026-02-06T16:53:12.928Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01VcuAY4x2XXAVQhpvfEJ5wi", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
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| "id": "toolu_01W9mcHn8mtooFgKVx1fSe5E", | |
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| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770396578865/resources/weapons/AssaultRifleData.tres" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
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| [2026-02-06T16:53:13.013Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01W9mcHn8mtooFgKVx1fSe5E", | |
| "type": "tool_result", | |
| "content": " 1→[gd_resource type=\"Resource\" script_class=\"WeaponData\" load_steps=3 format=3 uid=\"uid://b8q2n5x7m3k1w\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://Scripts/Data/WeaponData.cs\" id=\"1_script\"]\n 4→[ext_resource type=\"Resource\" uid=\"uid://dm3k8n5r2p7q1\" path=\"res://resources/calibers/caliber_545x39.tres\" id=\"2_caliber\"]\n 5→\n 6→[resource]\n 7→script = ExtResource(\"1_script\")\n 8→Name = \"Assault Rifle\"\n 9→Damage = 1.0\n 10→FireRate = 10.0\n 11→MagazineSize = 30\n 12→MaxReserveAmmo = 30\n 13→ReloadTime = 2.0\n 14→BulletSpeed = 2500.0\n 15→Range = 1500.0\n 16→SpreadAngle = 2.0\n 17→BulletsPerShot = 1\n 18→IsAutomatic = true\n 19→Sensitivity = 4.0\n 20→ScreenShakeIntensity = 5.0\n 21→ScreenShakeMinRecoveryTime = 0.25\n 22→ScreenShakeMaxRecoveryTime = 0.05\n 23→Caliber = ExtResource(\"2_caliber\")\n 24→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
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| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "b6e8eecd-41c6-47e3-bb0c-0d66f950da4c", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770396578865/resources/weapons/AssaultRifleData.tres", | |
| "content": "[gd_resource type=\"Resource\" script_class=\"WeaponData\" load_steps=3 format=3 uid=\"uid://b8q2n5x7m3k1w\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Data/WeaponData.cs\" id=\"1_script\"]\n[ext_resource type=\"Resource\" uid=\"uid://dm3k8n5r2p7q1\" path=\"res://resources/calibers/caliber_545x39.tres\" id=\"2_caliber\"]\n\n[resource]\nscript = ExtResource(\"1_script\")\nName = \"Assault Rifle\"\nDamage = 1.0\nFireRate = 10.0\nMagazineSize = 30\nMaxReserveAmmo = 30\nReloadTime = 2.0\nBulletSpeed = 2500.0\nRange = 1500.0\nSpreadAngle = 2.0\nBulletsPerShot = 1\nIsAutomatic = true\nSensitivity = 4.0\nScreenShakeIntensity = 5.0\nScreenShakeMinRecoveryTime = 0.25\nScreenShakeMaxRecoveryTime = 0.05\nCaliber = ExtResource(\"2_caliber\")\n", | |
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| [2026-02-06T16:53:17.038Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01VfDAD9catowgApWkLiSGpo", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me read the bullet GDScript to understand the penetration system, and also the AssaultRifle scene and the SilencedPistol weapon." | |
| } | |
| ], | |
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| "uuid": "4a172dd1-2640-4dea-a632-ca304815e084" | |
| } | |
| [2026-02-06T16:53:18.218Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01VfDAD9catowgApWkLiSGpo", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01Ew1vimUbLLVurJ99yyNoEG", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770396578865/scenes/weapons/csharp/AssaultRifle.tscn" | |
| } | |
| } | |
| ], | |
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| "uuid": "e794e81e-0c80-4531-b9d9-d930fd90c941" | |
| } | |
| [2026-02-06T16:53:18.220Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
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| { | |
| "tool_use_id": "toolu_01Ew1vimUbLLVurJ99yyNoEG", | |
| "type": "tool_result", | |
| "content": " 1→[gd_scene load_steps=5 format=3 uid=\"uid://c5q8m3x7n2k1p\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://Scripts/Weapons/AssaultRifle.cs\" id=\"1_assault_rifle\"]\n 4→[ext_resource type=\"PackedScene\" uid=\"uid://dv2q8m5n7xk1q\" path=\"res://scenes/projectiles/csharp/Bullet.tscn\" id=\"2_bullet\"]\n 5→[ext_resource type=\"PackedScene\" uid=\"uid://casing_scene\" path=\"res://scenes/effects/Casing.tscn\" id=\"3_casing\"]\n 6→[ext_resource type=\"Resource\" uid=\"uid://b8q2n5x7m3k1w\" path=\"res://resources/weapons/AssaultRifleData.tres\" id=\"4_weapon_data\"]\n 7→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/weapons/m16_rifle_topdown.png\" id=\"5_rifle_sprite\"]\n 8→\n 9→[node name=\"AssaultRifle\" type=\"Node2D\"]\n 10→script = ExtResource(\"1_assault_rifle\")\n 11→WeaponData = ExtResource(\"4_weapon_data\")\n 12→BulletScene = ExtResource(\"2_bullet\")\n 13→CasingScene = ExtResource(\"3_casing\")\n 14→BulletSpawnOffset = 52.0\n 15→CurrentFireMode = 0\n 16→BurstCount = 3\n 17→BurstDelay = 0.05\n 18→LaserSightEnabled = true\n 19→LaserSightLength = 500.0\n 20→LaserSightColor = Color(1, 0, 0, 0.5)\n 21→LaserSightWidth = 2.0\n 22→\n 23→[node name=\"RifleSprite\" type=\"Sprite2D\" parent=\".\"]\n 24→z_index = 1\n 25→texture = ExtResource(\"5_rifle_sprite\")\n 26→offset = Vector2(20, 0)\n 27→\n 28→[node name=\"LaserSight\" type=\"Line2D\" parent=\".\"]\n 29→points = PackedVector2Array(0, 0, 500, 0)\n 30→width = 2.0\n 31→default_color = Color(1, 0, 0, 0.5)\n 32→begin_cap_mode = 1\n 33→end_cap_mode = 1\n 34→\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": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "f652eb8d-da79-49ae-b336-0d208c28cddc", | |
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| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770396578865/scenes/weapons/csharp/AssaultRifle.tscn", | |
| "content": "[gd_scene load_steps=5 format=3 uid=\"uid://c5q8m3x7n2k1p\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Weapons/AssaultRifle.cs\" id=\"1_assault_rifle\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://dv2q8m5n7xk1q\" path=\"res://scenes/projectiles/csharp/Bullet.tscn\" id=\"2_bullet\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://casing_scene\" path=\"res://scenes/effects/Casing.tscn\" id=\"3_casing\"]\n[ext_resource type=\"Resource\" uid=\"uid://b8q2n5x7m3k1w\" path=\"res://resources/weapons/AssaultRifleData.tres\" id=\"4_weapon_data\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/weapons/m16_rifle_topdown.png\" id=\"5_rifle_sprite\"]\n\n[node name=\"AssaultRifle\" type=\"Node2D\"]\nscript = ExtResource(\"1_assault_rifle\")\nWeaponData = ExtResource(\"4_weapon_data\")\nBulletScene = ExtResource(\"2_bullet\")\nCasingScene = ExtResource(\"3_casing\")\nBulletSpawnOffset = 52.0\nCurrentFireMode = 0\nBurstCount = 3\nBurstDelay = 0.05\nLaserSightEnabled = true\nLaserSightLength = 500.0\nLaserSightColor = Color(1, 0, 0, 0.5)\nLaserSightWidth = 2.0\n\n[node name=\"RifleSprite\" type=\"Sprite2D\" parent=\".\"]\nz_index = 1\ntexture = ExtResource(\"5_rifle_sprite\")\noffset = Vector2(20, 0)\n\n[node name=\"LaserSight\" type=\"Line2D\" parent=\".\"]\npoints = PackedVector2Array(0, 0, 500, 0)\nwidth = 2.0\ndefault_color = Color(1, 0, 0, 0.5)\nbegin_cap_mode = 1\nend_cap_mode = 1\n", | |
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| [2026-02-06T16:53:18.715Z] [INFO] { | |
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| } | |
| } | |
| ], | |
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| "uuid": "ed46c3a3-4ba4-48d6-aade-71e83c1ce85c" | |
| } | |
| [2026-02-06T16:53:18.718Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
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| { | |
| "tool_use_id": "toolu_01H7x2vhipWyuVyWNc64u962", | |
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| "content": " 1→extends Resource\n 2→class_name CaliberData\n 3→## Resource class containing caliber/ammunition configuration data.\n 4→##\n 5→## Defines ballistic properties for different ammunition types including:\n 6→## - Basic properties (name, diameter, mass)\n 7→## - Ricochet behavior (probability, angle thresholds, energy retention)\n 8→## - Damage characteristics\n 9→##\n 10→## This allows for extensibility when adding new weapon calibers in the future.\n 11→## Reference: Ricochet mechanics inspired by Arma 3 ballistics.\n 12→\n 13→## Display name of the caliber (e.g., \"5.45x39mm\", \"7.62x51mm\").\n 14→@export var caliber_name: String = \"5.45x39mm\"\n 15→\n 16→## Bullet diameter in millimeters (for display/reference).\n 17→@export var diameter_mm: float = 5.45\n 18→\n 19→## Bullet mass in grams (affects energy calculations).\n 20→@export var mass_grams: float = 3.4\n 21→\n 22→## Base velocity in pixels per second (game units).\n 23→## This is used for energy calculations when the bullet doesn't have velocity set.\n 24→@export var base_velocity: float = 2500.0\n 25→\n 26→# ============================================================================\n 27→# Ricochet Properties\n 28→# ============================================================================\n 29→\n 30→## Whether this caliber can ricochet off surfaces.\n 31→@export var can_ricochet: bool = true\n 32→\n 33→## Maximum number of ricochets allowed before bullet is destroyed.\n 34→## Set to -1 for unlimited ricochets.\n 35→## Real bullets can ricochet multiple times in rare cases.\n 36→@export var max_ricochets: int = -1\n 37→\n 38→## Maximum angle (in degrees) from surface at which ricochet is possible.\n 39→## Shallow angles (close to parallel with surface) are more likely to ricochet.\n 40→## Example: 90 degrees means bullets can ricochet at any angle (with varying probability).\n 41→## The probability curve ensures steep angles (close to perpendicular) have low probability.\n 42→@export_range(5.0, 90.0, 1.0) var max_ricochet_angle: float = 90.0\n 43→\n 44→## Base probability of ricochet when hitting at the optimal angle (very shallow).\n 45→## The actual probability is scaled based on impact angle.\n 46→## 0.0 = never ricochets, 1.0 = always ricochets at optimal angle.\n 47→@export_range(0.0, 1.0, 0.05) var base_ricochet_probability: float = 1.0\n 48→\n 49→## Velocity retention factor after ricochet (0.0 to 1.0).\n 50→## How much of the original velocity is retained after bouncing.\n 51→## Real bullets lose significant energy on ricochet.\n 52→@export_range(0.1, 0.9, 0.05) var velocity_retention: float = 0.6\n 53→\n 54→## Damage multiplier after each ricochet.\n 55→## Ricocheted bullets deal reduced damage due to deformation and energy loss.\n 56→@export_range(0.1, 0.9, 0.05) var ricochet_damage_multiplier: float = 0.5\n 57→\n 58→## Random angle deviation (in degrees) added to reflected direction.\n 59→## Simulates imperfect surface reflections and bullet deformation.\n 60→@export_range(0.0, 30.0, 1.0) var ricochet_angle_deviation: float = 10.0\n 61→\n 62→# ============================================================================\n 63→# Surface Interaction (for future extensibility)\n 64→# ============================================================================\n 65→\n 66→## Penetration power rating (arbitrary units, higher = more penetration).\n 67→## Can be used to determine if bullet penetrates thin surfaces vs ricochets.\n 68→@export_range(0.0, 100.0, 1.0) var penetration_power: float = 30.0\n 69→\n 70→## Minimum surface hardness that allows ricochet (0 = soft, 100 = hardest).\n 71→## Softer surfaces absorb bullets, harder surfaces can cause ricochets.\n 72→## For now, walls are assumed to be hard enough (concrete/metal).\n 73→@export_range(0.0, 100.0, 1.0) var min_surface_hardness_for_ricochet: float = 50.0\n 74→\n 75→# ============================================================================\n 76→# Wall Penetration Properties\n 77→# ============================================================================\n 78→\n 79→## Whether this caliber can penetrate walls/obstacles.\n 80→## Penetration occurs when ricochet fails (i.e., steep impact angle).\n 81→@export var can_penetrate: bool = true\n 82→\n 83→## Maximum distance (in pixels) the bullet can travel through obstacles.\n 84→## For 5.45x39mm: 2 × thinnest wall thickness (24px) = 48px.\n 85→## Set to 0 to disable penetration distance limit.\n 86→@export_range(0.0, 200.0, 1.0) var max_penetration_distance: float = 48.0\n 87→\n 88→## Damage multiplier applied after penetrating a wall.\n 89→## For 5.45x39mm: 90% of original damage after penetration.\n 90→@export_range(0.1, 1.0, 0.05) var post_penetration_damage_multiplier: float = 0.9\n 91→\n 92→## Minimum wall thickness this caliber can penetrate (in pixels).\n 93→## Thicker walls will stop the bullet completely.\n 94→## Set to 0 for no minimum requirement (caliber-based penetration).\n 95→@export_range(0.0, 100.0, 1.0) var min_penetrable_wall_thickness: float = 0.0\n 96→\n 97→# ============================================================================\n 98→# Visual Effects Properties\n 99→# ============================================================================\n 100→\n 101→## Scale factor for visual hit effects (dust, blood, sparks).\n 102→## Larger calibers produce more intense visual effects.\n 103→## 1.0 = standard effect, 2.0 = double intensity, 0.5 = half intensity.\n 104→@export_range(0.3, 2.0, 0.1) var effect_scale: float = 1.0\n 105→\n 106→## Sprite texture for ejected bullet casings.\n 107→## Different calibers have different casing appearances.\n 108→@export var casing_sprite: Texture2D = null\n 109→\n 110→\n 111→## Calculates the ricochet probability based on impact angle.\n 112→## Uses a custom curve designed for realistic 5.45x39mm behavior:\n 113→## - 0-15°: ~100% (grazing shots always ricochet)\n 114→## - 45°: ~80% (moderate angles have good ricochet chance)\n 115→## - 90°: ~10% (perpendicular shots rarely ricochet)\n 116→## @param impact_angle_degrees: Angle between bullet direction and surface (0 = grazing).\n 117→## @return: Probability of ricochet (0.0 to 1.0).\n 118→func calculate_ricochet_probability(impact_angle_degrees: float) -> float:\n 119→\tif not can_ricochet:\n 120→\t\treturn 0.0\n 121→\n 122→\tif impact_angle_degrees > max_ricochet_angle:\n 123→\t\treturn 0.0\n 124→\n 125→\t# Custom curve for realistic ricochet probability:\n 126→\t# probability = 0.9 * (1 - (angle/90)^2.17) + 0.1\n 127→\t# This gives approximately:\n 128→\t# - 0°: 100%, 15°: 98%, 45°: 80%, 90°: 10%\n 129→\tvar normalized_angle := impact_angle_degrees / 90.0\n 130→\t# Power of 2.17 creates a curve matching real-world ballistics\n 131→\tvar power_factor := pow(normalized_angle, 2.17)\n 132→\tvar angle_factor := (1.0 - power_factor) * 0.9 + 0.1\n 133→\treturn base_ricochet_probability * angle_factor\n 134→\n 135→\n 136→## Calculates the new velocity after ricochet.\n 137→## @param current_velocity: Current velocity in pixels per second.\n 138→## @return: New velocity after energy loss from ricochet.\n 139→func calculate_post_ricochet_velocity(current_velocity: float) -> float:\n 140→\treturn current_velocity * velocity_retention\n 141→\n 142→\n 143→## Generates a random angle deviation for ricochet direction.\n 144→## @return: Random angle in radians to add to reflection direction.\n 145→func get_random_ricochet_deviation() -> float:\n 146→\tvar deviation_radians := deg_to_rad(ricochet_angle_deviation)\n 147→\treturn randf_range(-deviation_radians, deviation_radians)\n 148→\n 149→\n 150→## Calculates the damage multiplier after penetrating a wall.\n 151→## @param current_multiplier: Current damage multiplier before penetration.\n 152→## @return: New damage multiplier after applying penetration reduction.\n 153→func calculate_post_penetration_damage(current_multiplier: float) -> float:\n 154→\treturn current_multiplier * post_penetration_damage_multiplier\n 155→\n 156→\n 157→## Checks if this caliber can penetrate walls.\n 158→## @return: True if penetration is enabled for this caliber.\n 159→func can_penetrate_walls() -> bool:\n 160→\treturn can_penetrate\n 161→\n 162→\n 163→## Gets the maximum penetration distance in pixels.\n 164→## @return: Maximum distance bullet can travel through obstacles.\n 165→func get_max_penetration_distance() -> float:\n 166→\treturn max_penetration_distance\n 167→\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 Resource\nclass_name CaliberData\n## Resource class containing caliber/ammunition configuration data.\n##\n## Defines ballistic properties for different ammunition types including:\n## - Basic properties (name, diameter, mass)\n## - Ricochet behavior (probability, angle thresholds, energy retention)\n## - Damage characteristics\n##\n## This allows for extensibility when adding new weapon calibers in the future.\n## Reference: Ricochet mechanics inspired by Arma 3 ballistics.\n\n## Display name of the caliber (e.g., \"5.45x39mm\", \"7.62x51mm\").\n@export var caliber_name: String = \"5.45x39mm\"\n\n## Bullet diameter in millimeters (for display/reference).\n@export var diameter_mm: float = 5.45\n\n## Bullet mass in grams (affects energy calculations).\n@export var mass_grams: float = 3.4\n\n## Base velocity in pixels per second (game units).\n## This is used for energy calculations when the bullet doesn't have velocity set.\n@export var base_velocity: float = 2500.0\n\n# ============================================================================\n# Ricochet Properties\n# ============================================================================\n\n## Whether this caliber can ricochet off surfaces.\n@export var can_ricochet: bool = true\n\n## Maximum number of ricochets allowed before bullet is destroyed.\n## Set to -1 for unlimited ricochets.\n## Real bullets can ricochet multiple times in rare cases.\n@export var max_ricochets: int = -1\n\n## Maximum angle (in degrees) from surface at which ricochet is possible.\n## Shallow angles (close to parallel with surface) are more likely to ricochet.\n## Example: 90 degrees means bullets can ricochet at any angle (with varying probability).\n## The probability curve ensures steep angles (close to perpendicular) have low probability.\n@export_range(5.0, 90.0, 1.0) var max_ricochet_angle: float = 90.0\n\n## Base probability of ricochet when hitting at the optimal angle (very shallow).\n## The actual probability is scaled based on impact angle.\n## 0.0 = never ricochets, 1.0 = always ricochets at optimal angle.\n@export_range(0.0, 1.0, 0.05) var base_ricochet_probability: float = 1.0\n\n## Velocity retention factor after ricochet (0.0 to 1.0).\n## How much of the original velocity is retained after bouncing.\n## Real bullets lose significant energy on ricochet.\n@export_range(0.1, 0.9, 0.05) var velocity_retention: float = 0.6\n\n## Damage multiplier after each ricochet.\n## Ricocheted bullets deal reduced damage due to deformation and energy loss.\n@export_range(0.1, 0.9, 0.05) var ricochet_damage_multiplier: float = 0.5\n\n## Random angle deviation (in degrees) added to reflected direction.\n## Simulates imperfect surface reflections and bullet deformation.\n@export_range(0.0, 30.0, 1.0) var ricochet_angle_deviation: float = 10.0\n\n# ============================================================================\n# Surface Interaction (for future extensibility)\n# ============================================================================\n\n## Penetration power rating (arbitrary units, higher = more penetration).\n## Can be used to determine if bullet penetrates thin surfaces vs ricochets.\n@export_range(0.0, 100.0, 1.0) var penetration_power: float = 30.0\n\n## Minimum surface hardness that allows ricochet (0 = soft, 100 = hardest).\n## Softer surfaces absorb bullets, harder surfaces can cause ricochets.\n## For now, walls are assumed to be hard enough (concrete/metal).\n@export_range(0.0, 100.0, 1.0) var min_surface_hardness_for_ricochet: float = 50.0\n\n# ============================================================================\n# Wall Penetration Properties\n# ============================================================================\n\n## Whether this caliber can penetrate walls/obstacles.\n## Penetration occurs when ricochet fails (i.e., steep impact angle).\n@export var can_penetrate: bool = true\n\n## Maximum distance (in pixels) the bullet can travel through obstacles.\n## For 5.45x39mm: 2 × thinnest wall thickness (24px) = 48px.\n## Set to 0 to disable penetration distance limit.\n@export_range(0.0, 200.0, 1.0) var max_penetration_distance: float = 48.0\n\n## Damage multiplier applied after penetrating a wall.\n## For 5.45x39mm: 90% of original damage after penetration.\n@export_range(0.1, 1.0, 0.05) var post_penetration_damage_multiplier: float = 0.9\n\n## Minimum wall thickness this caliber can penetrate (in pixels).\n## Thicker walls will stop the bullet completely.\n## Set to 0 for no minimum requirement (caliber-based penetration).\n@export_range(0.0, 100.0, 1.0) var min_penetrable_wall_thickness: float = 0.0\n\n# ============================================================================\n# Visual Effects Properties\n# ============================================================================\n\n## Scale factor for visual hit effects (dust, blood, sparks).\n## Larger calibers produce more intense visual effects.\n## 1.0 = standard effect, 2.0 = double intensity, 0.5 = half intensity.\n@export_range(0.3, 2.0, 0.1) var effect_scale: float = 1.0\n\n## Sprite texture for ejected bullet casings.\n## Different calibers have different casing appearances.\n@export var casing_sprite: Texture2D = null\n\n\n## Calculates the ricochet probability based on impact angle.\n## Uses a custom curve designed for realistic 5.45x39mm behavior:\n## - 0-15°: ~100% (grazing shots always ricochet)\n## - 45°: ~80% (moderate angles have good ricochet chance)\n## - 90°: ~10% (perpendicular shots rarely ricochet)\n## @param impact_angle_degrees: Angle between bullet direction and surface (0 = grazing).\n## @return: Probability of ricochet (0.0 to 1.0).\nfunc calculate_ricochet_probability(impact_angle_degrees: float) -> float:\n\tif not can_ricochet:\n\t\treturn 0.0\n\n\tif impact_angle_degrees > max_ricochet_angle:\n\t\treturn 0.0\n\n\t# Custom curve for realistic ricochet probability:\n\t# probability = 0.9 * (1 - (angle/90)^2.17) + 0.1\n\t# This gives approximately:\n\t# - 0°: 100%, 15°: 98%, 45°: 80%, 90°: 10%\n\tvar normalized_angle := impact_angle_degrees / 90.0\n\t# Power of 2.17 creates a curve matching real-world ballistics\n\tvar power_factor := pow(normalized_angle, 2.17)\n\tvar angle_factor := (1.0 - power_factor) * 0.9 + 0.1\n\treturn base_ricochet_probability * angle_factor\n\n\n## Calculates the new velocity after ricochet.\n## @param current_velocity: Current velocity in pixels per second.\n## @return: New velocity after energy loss from ricochet.\nfunc calculate_post_ricochet_velocity(current_velocity: float) -> float:\n\treturn current_velocity * velocity_retention\n\n\n## Generates a random angle deviation for ricochet direction.\n## @return: Random angle in radians to add to reflection direction.\nfunc get_random_ricochet_deviation() -> float:\n\tvar deviation_radians := deg_to_rad(ricochet_angle_deviation)\n\treturn randf_range(-deviation_radians, deviation_radians)\n\n\n## Calculates the damage multiplier after penetrating a wall.\n## @param current_multiplier: Current damage multiplier before penetration.\n## @return: New damage multiplier after applying penetration reduction.\nfunc calculate_post_penetration_damage(current_multiplier: float) -> float:\n\treturn current_multiplier * post_penetration_damage_multiplier\n\n\n## Checks if this caliber can penetrate walls.\n## @return: True if penetration is enabled for this caliber.\nfunc can_penetrate_walls() -> bool:\n\treturn can_penetrate\n\n\n## Gets the maximum penetration distance in pixels.\n## @return: Maximum distance bullet can travel through obstacles.\nfunc get_max_penetration_distance() -> float:\n\treturn max_penetration_distance\n", | |
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| "content": " 1→using Godot;\n 2→\n 3→namespace GodotTopDownTemplate.Data;\n 4→\n 5→/// <summary>\n 6→/// Resource class containing weapon configuration data.\n 7→/// Can be saved as .tres files and shared between weapon instances.\n 8→/// </summary>\n 9→[GlobalClass]\n 10→public partial class WeaponData : Resource\n 11→{\n 12→ /// <summary>\n 13→ /// Display name of the weapon.\n 14→ /// </summary>\n 15→ [Export]\n 16→ public string Name { get; set; } = \"Weapon\";\n 17→\n 18→ /// <summary>\n 19→ /// Damage dealt per bullet.\n 20→ /// </summary>\n 21→ [Export]\n 22→ public float Damage { get; set; } = 10.0f;\n 23→\n 24→ /// <summary>\n 25→ /// Rate of fire in shots per second.\n 26→ /// </summary>\n 27→ [Export]\n 28→ public float FireRate { get; set; } = 5.0f;\n 29→\n 30→ /// <summary>\n 31→ /// Number of bullets in a magazine.\n 32→ /// </summary>\n 33→ [Export]\n 34→ public int MagazineSize { get; set; } = 30;\n 35→\n 36→ /// <summary>\n 37→ /// Maximum reserve ammunition.\n 38→ /// </summary>\n 39→ [Export]\n 40→ public int MaxReserveAmmo { get; set; } = 120;\n 41→\n 42→ /// <summary>\n 43→ /// Time in seconds to reload.\n 44→ /// </summary>\n 45→ [Export]\n 46→ public float ReloadTime { get; set; } = 2.0f;\n 47→\n 48→ /// <summary>\n 49→ /// Bullet speed in pixels per second.\n 50→ /// </summary>\n 51→ [Export]\n 52→ public float BulletSpeed { get; set; } = 600.0f;\n 53→\n 54→ /// <summary>\n 55→ /// Maximum range of the bullet in pixels before despawning.\n 56→ /// </summary>\n 57→ [Export]\n 58→ public float Range { get; set; } = 1000.0f;\n 59→\n 60→ /// <summary>\n 61→ /// Spread angle in degrees for inaccuracy.\n 62→ /// </summary>\n 63→ [Export(PropertyHint.Range, \"0,45,0.1\")]\n 64→ public float SpreadAngle { get; set; } = 0.0f;\n 65→\n 66→ /// <summary>\n 67→ /// Number of bullets fired per shot (for shotguns).\n 68→ /// </summary>\n 69→ [Export]\n 70→ public int BulletsPerShot { get; set; } = 1;\n 71→\n 72→ /// <summary>\n 73→ /// Whether the weapon is automatic (hold to fire) or semi-automatic (click for each shot).\n 74→ /// </summary>\n 75→ [Export]\n 76→ public bool IsAutomatic { get; set; } = false;\n 77→\n 78→ /// <summary>\n 79→ /// Loudness of the weapon in pixels - determines how far gunshots propagate for enemy detection.\n 80→ /// Default is approximately viewport diagonal (~1469 pixels) for assault rifles.\n 81→ /// </summary>\n 82→ [Export]\n 83→ public float Loudness { get; set; } = 1469.0f;\n 84→\n 85→ /// <summary>\n 86→ /// Aiming sensitivity for the weapon. Controls how fast the weapon rotates toward the cursor.\n 87→ /// Works like a \"leash\" - the virtual cursor distance from player is divided by this value.\n 88→ /// Higher sensitivity = faster rotation (cursor feels closer).\n 89→ /// When set to 0 (default), uses automatic sensitivity based on actual cursor distance.\n 90→ /// Recommended values: 1-10, with 4 being a good middle ground.\n 91→ /// </summary>\n 92→ [Export(PropertyHint.Range, \"0,20,0.1\")]\n 93→ public float Sensitivity { get; set; } = 0.0f;\n 94→\n 95→ /// <summary>\n 96→ /// Screen shake intensity per shot in pixels.\n 97→ /// The actual shake distance per shot is calculated as: ScreenShakeIntensity / FireRate * 10\n 98→ /// This means slower firing weapons create bigger shakes per shot.\n 99→ /// Set to 0 to disable screen shake for this weapon.\n 100→ /// </summary>\n 101→ [Export(PropertyHint.Range, \"0,50,0.5\")]\n 102→ public float ScreenShakeIntensity { get; set; } = 5.0f;\n 103→\n 104→ /// <summary>\n 105→ /// Minimum recovery time in seconds for screen shake at minimum spread.\n 106→ /// When the weapon has minimal spread (accurate), recovery is slower.\n 107→ /// </summary>\n 108→ [Export(PropertyHint.Range, \"0.05,2.0,0.01\")]\n 109→ public float ScreenShakeMinRecoveryTime { get; set; } = 0.3f;\n 110→\n 111→ /// <summary>\n 112→ /// Maximum recovery time in seconds for screen shake at maximum spread.\n 113→ /// When the weapon has maximum spread (inaccurate), recovery is faster.\n 114→ /// The minimum value is clamped to 0.05 seconds (50ms) as per specification.\n 115→ /// </summary>\n 116→ [Export(PropertyHint.Range, \"0.05,1.0,0.01\")]\n 117→ public float ScreenShakeMaxRecoveryTime { get; set; } = 0.05f;\n 118→\n 119→ /// <summary>\n 120→ /// Caliber data for this weapon's ammunition.\n 121→ /// Defines ballistic properties and casing appearance.\n 122→ /// </summary>\n 123→ [Export]\n 124→ public Resource? Caliber { get; set; }\n 125→}\n 126→\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": "using Godot;\n\nnamespace GodotTopDownTemplate.Data;\n\n/// <summary>\n/// Resource class containing weapon configuration data.\n/// Can be saved as .tres files and shared between weapon instances.\n/// </summary>\n[GlobalClass]\npublic partial class WeaponData : Resource\n{\n /// <summary>\n /// Display name of the weapon.\n /// </summary>\n [Export]\n public string Name { get; set; } = \"Weapon\";\n\n /// <summary>\n /// Damage dealt per bullet.\n /// </summary>\n [Export]\n public float Damage { get; set; } = 10.0f;\n\n /// <summary>\n /// Rate of fire in shots per second.\n /// </summary>\n [Export]\n public float FireRate { get; set; } = 5.0f;\n\n /// <summary>\n /// Number of bullets in a magazine.\n /// </summary>\n [Export]\n public int MagazineSize { get; set; } = 30;\n\n /// <summary>\n /// Maximum reserve ammunition.\n /// </summary>\n [Export]\n public int MaxReserveAmmo { get; set; } = 120;\n\n /// <summary>\n /// Time in seconds to reload.\n /// </summary>\n [Export]\n public float ReloadTime { get; set; } = 2.0f;\n\n /// <summary>\n /// Bullet speed in pixels per second.\n /// </summary>\n [Export]\n public float BulletSpeed { get; set; } = 600.0f;\n\n /// <summary>\n /// Maximum range of the bullet in pixels before despawning.\n /// </summary>\n [Export]\n public float Range { get; set; } = 1000.0f;\n\n /// <summary>\n /// Spread angle in degrees for inaccuracy.\n /// </summary>\n [Export(PropertyHint.Range, \"0,45,0.1\")]\n public float SpreadAngle { get; set; } = 0.0f;\n\n /// <summary>\n /// Number of bullets fired per shot (for shotguns).\n /// </summary>\n [Export]\n public int BulletsPerShot { get; set; } = 1;\n\n /// <summary>\n /// Whether the weapon is automatic (hold to fire) or semi-automatic (click for each shot).\n /// </summary>\n [Export]\n public bool IsAutomatic { get; set; } = false;\n\n /// <summary>\n /// Loudness of the weapon in pixels - determines how far gunshots propagate for enemy detection.\n /// Default is approximately viewport diagonal (~1469 pixels) for assault rifles.\n /// </summary>\n [Export]\n public float Loudness { get; set; } = 1469.0f;\n\n /// <summary>\n /// Aiming sensitivity for the weapon. Controls how fast the weapon rotates toward the cursor.\n /// Works like a \"leash\" - the virtual cursor distance from player is divided by this value.\n /// Higher sensitivity = faster rotation (cursor feels closer).\n /// When set to 0 (default), uses automatic sensitivity based on actual cursor distance.\n /// Recommended values: 1-10, with 4 being a good middle ground.\n /// </summary>\n [Export(PropertyHint.Range, \"0,20,0.1\")]\n public float Sensitivity { get; set; } = 0.0f;\n\n /// <summary>\n /// Screen shake intensity per shot in pixels.\n /// The actual shake distance per shot is calculated as: ScreenShakeIntensity / FireRate * 10\n /// This means slower firing weapons create bigger shakes per shot.\n /// Set to 0 to disable screen shake for this weapon.\n /// </summary>\n [Export(PropertyHint.Range, \"0,50,0.5\")]\n public float ScreenShakeIntensity { get; set; } = 5.0f;\n\n /// <summary>\n /// Minimum recovery time in seconds for screen shake at minimum spread.\n /// When the weapon has minimal spread (accurate), recovery is slower.\n /// </summary>\n [Export(PropertyHint.Range, \"0.05,2.0,0.01\")]\n public float ScreenShakeMinRecoveryTime { get; set; } = 0.3f;\n\n /// <summary>\n /// Maximum recovery time in seconds for screen shake at maximum spread.\n /// When the weapon has maximum spread (inaccurate), recovery is faster.\n /// The minimum value is clamped to 0.05 seconds (50ms) as per specification.\n /// </summary>\n [Export(PropertyHint.Range, \"0.05,1.0,0.01\")]\n public float ScreenShakeMaxRecoveryTime { get; set; } = 0.05f;\n\n /// <summary>\n /// Caliber data for this weapon's ammunition.\n /// Defines ballistic properties and casing appearance.\n /// </summary>\n [Export]\n public Resource? Caliber { get; set; }\n}\n", | |
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| "text": "Now let me also look at the bullet GDScript to understand the penetration and trail system, as well as the player.gd for the weapon type detection." | |
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| "content": " 1→extends Area2D\n 2→## Bullet projectile that travels in a direction and handles collisions.\n 3→##\n 4→## The bullet moves at a constant speed in its rotation direction.\n 5→## It destroys itself when hitting walls or targets, and triggers\n 6→## target reactions on hit.\n 7→##\n 8→## Features a visual tracer trail effect for better visibility and\n 9→## realistic appearance during fast movement.\n 10→##\n 11→## Supports realistic ricochet mechanics based on caliber data:\n 12→## - Ricochet probability depends on impact angle (shallow = more likely)\n 13→## - Velocity and damage reduction after ricochet\n 14→## - Maximum ricochet count before destruction\n 15→## - Random angle deviation for realistic bounce behavior\n 16→\n 17→## Speed of the bullet in pixels per second.\n 18→## Default is 2500 for faster projectiles that make combat more challenging.\n 19→@export var speed: float = 2500.0\n 20→\n 21→## Maximum lifetime in seconds before auto-destruction.\n 22→@export var lifetime: float = 3.0\n 23→\n 24→## Maximum number of trail points to maintain.\n 25→## Higher values create longer trails but use more memory.\n 26→@export var trail_length: int = 8\n 27→\n 28→## Caliber data resource for ricochet and ballistic properties.\n 29→## If not set, default ricochet behavior is used.\n 30→@export var caliber_data: Resource = null\n 31→\n 32→## Base damage dealt by this bullet.\n 33→## This can be set by the weapon when spawning the bullet.\n 34→## Default is 1.0, but weapons like the silenced pistol override this.\n 35→@export var damage: float = 1.0\n 36→\n 37→## Direction the bullet travels (set by the shooter).\n 38→var direction: Vector2 = Vector2.RIGHT\n 39→\n 40→## Instance ID of the node that shot this bullet.\n 41→## Used to prevent self-detection (e.g., enemies detecting their own bullets).\n 42→var shooter_id: int = -1\n 43→\n 44→## Current damage multiplier (decreases with each ricochet).\n 45→var damage_multiplier: float = 1.0\n 46→\n 47→## Timer tracking remaining lifetime.\n 48→var _time_alive: float = 0.0\n 49→\n 50→## Reference to the trail Line2D node (if present).\n 51→var _trail: Line2D = null\n 52→\n 53→## History of global positions for the trail effect.\n 54→var _position_history: Array[Vector2] = []\n 55→\n 56→## Number of ricochets that have occurred.\n 57→var _ricochet_count: int = 0\n 58→\n 59→## Default ricochet settings (used when caliber_data is not set).\n 60→## -1 means unlimited ricochets.\n 61→const DEFAULT_MAX_RICOCHETS: int = -1\n 62→const DEFAULT_MAX_RICOCHET_ANGLE: float = 90.0\n 63→const DEFAULT_BASE_RICOCHET_PROBABILITY: float = 1.0\n 64→const DEFAULT_VELOCITY_RETENTION: float = 0.85\n 65→const DEFAULT_RICOCHET_DAMAGE_MULTIPLIER: float = 0.5\n 66→const DEFAULT_RICOCHET_ANGLE_DEVIATION: float = 10.0\n 67→\n 68→## Viewport size used for calculating post-ricochet lifetime.\n 69→## Bullets disappear after traveling this distance after ricochet.\n 70→var _viewport_diagonal: float = 0.0\n 71→\n 72→## Whether this bullet has ricocheted at least once.\n 73→var _has_ricocheted: bool = false\n 74→\n 75→## Distance traveled since the last ricochet (for viewport-based lifetime).\n 76→var _distance_since_ricochet: float = 0.0\n 77→\n 78→## Position at the moment of the last ricochet.\n 79→var _ricochet_position: Vector2 = Vector2.ZERO\n 80→\n 81→## Maximum travel distance after ricochet (based on viewport and ricochet angle).\n 82→var _max_post_ricochet_distance: float = 0.0\n 83→\n 84→## Enable/disable debug logging for ricochet calculations.\n 85→var _debug_ricochet: bool = false\n 86→\n 87→## Whether the bullet is currently penetrating through a wall.\n 88→var _is_penetrating: bool = false\n 89→\n 90→## Distance traveled while penetrating through walls.\n 91→var _penetration_distance_traveled: float = 0.0\n 92→\n 93→## Entry point into the current obstacle being penetrated.\n 94→var _penetration_entry_point: Vector2 = Vector2.ZERO\n 95→\n 96→## The body currently being penetrated (for tracking exit).\n 97→var _penetrating_body: Node2D = null\n 98→\n 99→## Whether the bullet has penetrated at least one wall (for damage reduction).\n 100→var _has_penetrated: bool = false\n 101→\n 102→## Enable/disable debug logging for penetration calculations.\n 103→var _debug_penetration: bool = true\n 104→\n 105→## Default penetration settings (used when caliber_data is not set).\n 106→const DEFAULT_CAN_PENETRATE: bool = true\n 107→const DEFAULT_MAX_PENETRATION_DISTANCE: float = 48.0\n 108→const DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER: float = 0.9\n 109→\n 110→## Distance-based penetration chance settings.\n 111→## At point-blank (0 distance): 100% penetration, ignores ricochet\n 112→## At 40% of viewport: normal ricochet rules apply (if not ricochet, then penetrate)\n 113→## At viewport distance: max 30% penetration chance for 5.45\n 114→const POINT_BLANK_DISTANCE_RATIO: float = 0.0 # 0% of viewport = point blank\n 115→const RICOCHET_RULES_DISTANCE_RATIO: float = 0.4 # 40% of viewport = ricochet rules apply\n 116→const MAX_PENETRATION_CHANCE_AT_DISTANCE: float = 0.3 # 30% max at viewport distance\n 117→\n 118→## Shooter's position at the time of firing (for distance-based penetration).\n 119→var shooter_position: Vector2 = Vector2.ZERO\n 120→\n 121→\n 122→func _ready() -> void:\n 123→\t# Connect to collision signals\n 124→\tbody_entered.connect(_on_body_entered)\n 125→\tbody_exited.connect(_on_body_exited)\n 126→\tarea_entered.connect(_on_area_entered)\n 127→\n 128→\t# Get trail reference if it exists\n 129→\t_trail = get_node_or_null(\"Trail\")\n 130→\tif _trail:\n 131→\t\t_trail.clear_points()\n 132→\t\t# Set trail to use global coordinates (not relative to bullet)\n 133→\t\t_trail.top_level = true\n 134→\t\t# Reset position to origin so points added are truly global\n 135→\t\t# (when top_level becomes true, the Line2D's position becomes its global position,\n 136→\t\t# so we need to reset it to (0,0) for added points to be at their true global positions)\n 137→\t\t_trail.position = Vector2.ZERO\n 138→\n 139→\t# Load default caliber data if not set\n 140→\tif caliber_data == null:\n 141→\t\tcaliber_data = _load_default_caliber_data()\n 142→\n 143→\t# Calculate viewport diagonal for post-ricochet lifetime\n 144→\t_calculate_viewport_diagonal()\n 145→\n 146→\t# Set initial rotation based on direction\n 147→\t_update_rotation()\n 148→\n 149→\n 150→## Calculates the viewport diagonal distance for post-ricochet lifetime.\n 151→func _calculate_viewport_diagonal() -> void:\n 152→\tvar viewport := get_viewport()\n 153→\tif viewport:\n 154→\t\tvar size := viewport.get_visible_rect().size\n 155→\t\t_viewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 156→\telse:\n 157→\t\t# Fallback to a reasonable default (1920x1080 diagonal ~= 2203)\n 158→\t\t_viewport_diagonal = 2203.0\n 159→\n 160→\n 161→## Loads the default 5.45x39mm caliber data.\n 162→func _load_default_caliber_data() -> Resource:\n 163→\tvar path := \"res://resources/calibers/caliber_545x39.tres\"\n 164→\tif ResourceLoader.exists(path):\n 165→\t\treturn load(path)\n 166→\treturn null\n 167→\n 168→\n 169→## Updates the bullet rotation to match its travel direction.\n 170→func _update_rotation() -> void:\n 171→\trotation = direction.angle()\n 172→\n 173→\n 174→## Logs a penetration-related message to both console and file logger.\n 175→## @param message: The message to log.\n 176→func _log_penetration(message: String) -> void:\n 177→\tif not _debug_penetration:\n 178→\t\treturn\n 179→\tvar full_message := \"[Bullet] \" + message\n 180→\tprint(full_message)\n 181→\t# Also log to FileLogger if available\n 182→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 183→\tif file_logger and file_logger.has_method(\"log_info\"):\n 184→\t\tfile_logger.log_info(full_message)\n 185→\n 186→\n 187→func _physics_process(delta: float) -> void:\n 188→\t# Calculate movement this frame\n 189→\tvar movement := direction * speed * delta\n 190→\n 191→\t# Move in the set direction\n 192→\tposition += movement\n 193→\n 194→\t# Track distance traveled since last ricochet (for viewport-based lifetime)\n 195→\tif _has_ricocheted:\n 196→\t\t_distance_since_ricochet += movement.length()\n 197→\t\t# Destroy bullet if it has traveled more than the viewport-based max distance\n 198→\t\tif _distance_since_ricochet >= _max_post_ricochet_distance:\n 199→\t\t\tif _debug_ricochet:\n 200→\t\t\t\tprint(\"[Bullet] Post-ricochet distance exceeded: \", _distance_since_ricochet, \" >= \", _max_post_ricochet_distance)\n 201→\t\t\tqueue_free()\n 202→\t\t\treturn\n 203→\n 204→\t# Track penetration distance while inside a wall\n 205→\tif _is_penetrating:\n 206→\t\t_penetration_distance_traveled += movement.length()\n 207→\t\tvar max_pen_distance := _get_max_penetration_distance()\n 208→\n 209→\t\t# Check if we've exceeded max penetration distance\n 210→\t\tif max_pen_distance > 0 and _penetration_distance_traveled >= max_pen_distance:\n 211→\t\t\t_log_penetration(\"Max penetration distance exceeded: %s >= %s\" % [_penetration_distance_traveled, max_pen_distance])\n 212→\t\t\t# Bullet stopped inside the wall - destroy it\n 213→\t\t\t# Visual effects disabled as per user request\n 214→\t\t\tqueue_free()\n 215→\t\t\treturn\n 216→\n 217→\t\t# Check if we've exited the obstacle (raycast forward to see if still inside)\n 218→\t\t# Note: body_exited signal also triggers _exit_penetration for reliability\n 219→\t\tif not _is_still_inside_obstacle():\n 220→\t\t\t_exit_penetration()\n 221→\n 222→\t# Update trail effect\n 223→\t_update_trail()\n 224→\n 225→\t# Track lifetime and auto-destroy if exceeded\n 226→\t_time_alive += delta\n 227→\tif _time_alive >= lifetime:\n 228→\t\tqueue_free()\n 229→\n 230→\n 231→## Updates the visual trail effect by maintaining position history.\n 232→func _update_trail() -> void:\n 233→\tif not _trail:\n 234→\t\treturn\n 235→\n 236→\t# Add current position to history\n 237→\t_position_history.push_front(global_position)\n 238→\n 239→\t# Limit trail length\n 240→\twhile _position_history.size() > trail_length:\n 241→\t\t_position_history.pop_back()\n 242→\n 243→\t# Update Line2D points\n 244→\t_trail.clear_points()\n 245→\tfor pos in _position_history:\n 246→\t\t_trail.add_point(pos)\n 247→\n 248→\n 249→func _on_body_entered(body: Node2D) -> void:\n 250→\t# Check if this is the shooter - don't collide with own body\n 251→\tif shooter_id == body.get_instance_id():\n 252→\t\treturn # Pass through the shooter\n 253→\n 254→\t# Check if this is a dead enemy - bullets should pass through dead entities\n 255→\t# This handles the CharacterBody2D collision (separate from HitArea collision)\n 256→\tif body.has_method(\"is_alive\") and not body.is_alive():\n 257→\t\treturn # Pass through dead entities\n 258→\n 259→\t# If we're currently penetrating the same body, ignore re-entry\n 260→\tif _is_penetrating and _penetrating_body == body:\n 261→\t\treturn\n 262→\n 263→\t# Check if bullet is inside an existing penetration hole - pass through without re-triggering\n 264→\tif _is_inside_penetration_hole():\n 265→\t\t_log_penetration(\"Inside existing penetration hole, passing through\")\n 266→\t\treturn\n 267→\n 268→\t# Hit a static body (wall or obstacle) or alive enemy body\n 269→\t# Try to ricochet off static bodies (walls/obstacles)\n 270→\tif body is StaticBody2D or body is TileMap:\n 271→\t\t# Always spawn dust effect when hitting walls, regardless of ricochet\n 272→\t\t_spawn_wall_hit_effect(body)\n 273→\n 274→\t\t# Calculate distance from shooter to determine penetration behavior\n 275→\t\tvar distance_to_wall := _get_distance_to_shooter()\n 276→\t\tvar distance_ratio := distance_to_wall / _viewport_diagonal if _viewport_diagonal > 0 else 1.0\n 277→\n 278→\t\t_log_penetration(\"Distance to wall: %s (%s%% of viewport)\" % [distance_to_wall, distance_ratio * 100])\n 279→\n 280→\t\t# Point-blank shots (very close to shooter): 100% penetration, ignore ricochet\n 281→\t\tif distance_ratio <= POINT_BLANK_DISTANCE_RATIO + 0.05: # ~5% tolerance for \"point blank\"\n 282→\t\t\t_log_penetration(\"Point-blank shot - 100% penetration, ignoring ricochet\")\n 283→\t\t\tif _try_penetration(body):\n 284→\t\t\t\treturn # Bullet is penetrating\n 285→\t\t# At 40% or less of viewport: normal ricochet rules apply\n 286→\t\telif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n 287→\t\t\t_log_penetration(\"Within ricochet range - trying ricochet first\")\n 288→\t\t\t# First try ricochet\n 289→\t\t\tif _try_ricochet(body):\n 290→\t\t\t\treturn # Bullet ricocheted, don't destroy\n 291→\t\t\t# Ricochet failed - try penetration (if not ricochet, then penetrate)\n 292→\t\t\tif _try_penetration(body):\n 293→\t\t\t\treturn # Bullet is penetrating, don't destroy\n 294→\t\t# Beyond 40% of viewport: distance-based penetration chance\n 295→\t\telse:\n 296→\t\t\t# First try ricochet (shallow angles still ricochet)\n 297→\t\t\tif _try_ricochet(body):\n 298→\t\t\t\treturn # Bullet ricocheted, don't destroy\n 299→\n 300→\t\t\t# Calculate penetration chance based on distance\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 Area2D\n## Bullet projectile that travels in a direction and handles collisions.\n##\n## The bullet moves at a constant speed in its rotation direction.\n## It destroys itself when hitting walls or targets, and triggers\n## target reactions on hit.\n##\n## Features a visual tracer trail effect for better visibility and\n## realistic appearance during fast movement.\n##\n## Supports realistic ricochet mechanics based on caliber data:\n## - Ricochet probability depends on impact angle (shallow = more likely)\n## - Velocity and damage reduction after ricochet\n## - Maximum ricochet count before destruction\n## - Random angle deviation for realistic bounce behavior\n\n## Speed of the bullet in pixels per second.\n## Default is 2500 for faster projectiles that make combat more challenging.\n@export var speed: float = 2500.0\n\n## Maximum lifetime in seconds before auto-destruction.\n@export var lifetime: float = 3.0\n\n## Maximum number of trail points to maintain.\n## Higher values create longer trails but use more memory.\n@export var trail_length: int = 8\n\n## Caliber data resource for ricochet and ballistic properties.\n## If not set, default ricochet behavior is used.\n@export var caliber_data: Resource = null\n\n## Base damage dealt by this bullet.\n## This can be set by the weapon when spawning the bullet.\n## Default is 1.0, but weapons like the silenced pistol override this.\n@export var damage: float = 1.0\n\n## Direction the bullet travels (set by the shooter).\nvar direction: Vector2 = Vector2.RIGHT\n\n## Instance ID of the node that shot this bullet.\n## Used to prevent self-detection (e.g., enemies detecting their own bullets).\nvar shooter_id: int = -1\n\n## Current damage multiplier (decreases with each ricochet).\nvar damage_multiplier: float = 1.0\n\n## Timer tracking remaining lifetime.\nvar _time_alive: float = 0.0\n\n## Reference to the trail Line2D node (if present).\nvar _trail: Line2D = null\n\n## History of global positions for the trail effect.\nvar _position_history: Array[Vector2] = []\n\n## Number of ricochets that have occurred.\nvar _ricochet_count: int = 0\n\n## Default ricochet settings (used when caliber_data is not set).\n## -1 means unlimited ricochets.\nconst DEFAULT_MAX_RICOCHETS: int = -1\nconst DEFAULT_MAX_RICOCHET_ANGLE: float = 90.0\nconst DEFAULT_BASE_RICOCHET_PROBABILITY: float = 1.0\nconst DEFAULT_VELOCITY_RETENTION: float = 0.85\nconst DEFAULT_RICOCHET_DAMAGE_MULTIPLIER: float = 0.5\nconst DEFAULT_RICOCHET_ANGLE_DEVIATION: float = 10.0\n\n## Viewport size used for calculating post-ricochet lifetime.\n## Bullets disappear after traveling this distance after ricochet.\nvar _viewport_diagonal: float = 0.0\n\n## Whether this bullet has ricocheted at least once.\nvar _has_ricocheted: bool = false\n\n## Distance traveled since the last ricochet (for viewport-based lifetime).\nvar _distance_since_ricochet: float = 0.0\n\n## Position at the moment of the last ricochet.\nvar _ricochet_position: Vector2 = Vector2.ZERO\n\n## Maximum travel distance after ricochet (based on viewport and ricochet angle).\nvar _max_post_ricochet_distance: float = 0.0\n\n## Enable/disable debug logging for ricochet calculations.\nvar _debug_ricochet: bool = false\n\n## Whether the bullet is currently penetrating through a wall.\nvar _is_penetrating: bool = false\n\n## Distance traveled while penetrating through walls.\nvar _penetration_distance_traveled: float = 0.0\n\n## Entry point into the current obstacle being penetrated.\nvar _penetration_entry_point: Vector2 = Vector2.ZERO\n\n## The body currently being penetrated (for tracking exit).\nvar _penetrating_body: Node2D = null\n\n## Whether the bullet has penetrated at least one wall (for damage reduction).\nvar _has_penetrated: bool = false\n\n## Enable/disable debug logging for penetration calculations.\nvar _debug_penetration: bool = true\n\n## Default penetration settings (used when caliber_data is not set).\nconst DEFAULT_CAN_PENETRATE: bool = true\nconst DEFAULT_MAX_PENETRATION_DISTANCE: float = 48.0\nconst DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER: float = 0.9\n\n## Distance-based penetration chance settings.\n## At point-blank (0 distance): 100% penetration, ignores ricochet\n## At 40% of viewport: normal ricochet rules apply (if not ricochet, then penetrate)\n## At viewport distance: max 30% penetration chance for 5.45\nconst POINT_BLANK_DISTANCE_RATIO: float = 0.0 # 0% of viewport = point blank\nconst RICOCHET_RULES_DISTANCE_RATIO: float = 0.4 # 40% of viewport = ricochet rules apply\nconst MAX_PENETRATION_CHANCE_AT_DISTANCE: float = 0.3 # 30% max at viewport distance\n\n## Shooter's position at the time of firing (for distance-based penetration).\nvar shooter_position: Vector2 = Vector2.ZERO\n\n\nfunc _ready() -> void:\n\t# Connect to collision signals\n\tbody_entered.connect(_on_body_entered)\n\tbody_exited.connect(_on_body_exited)\n\tarea_entered.connect(_on_area_entered)\n\n\t# Get trail reference if it exists\n\t_trail = get_node_or_null(\"Trail\")\n\tif _trail:\n\t\t_trail.clear_points()\n\t\t# Set trail to use global coordinates (not relative to bullet)\n\t\t_trail.top_level = true\n\t\t# Reset position to origin so points added are truly global\n\t\t# (when top_level becomes true, the Line2D's position becomes its global position,\n\t\t# so we need to reset it to (0,0) for added points to be at their true global positions)\n\t\t_trail.position = Vector2.ZERO\n\n\t# Load default caliber data if not set\n\tif caliber_data == null:\n\t\tcaliber_data = _load_default_caliber_data()\n\n\t# Calculate viewport diagonal for post-ricochet lifetime\n\t_calculate_viewport_diagonal()\n\n\t# Set initial rotation based on direction\n\t_update_rotation()\n\n\n## Calculates the viewport diagonal distance for post-ricochet lifetime.\nfunc _calculate_viewport_diagonal() -> void:\n\tvar viewport := get_viewport()\n\tif viewport:\n\t\tvar size := viewport.get_visible_rect().size\n\t\t_viewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\telse:\n\t\t# Fallback to a reasonable default (1920x1080 diagonal ~= 2203)\n\t\t_viewport_diagonal = 2203.0\n\n\n## Loads the default 5.45x39mm caliber data.\nfunc _load_default_caliber_data() -> Resource:\n\tvar path := \"res://resources/calibers/caliber_545x39.tres\"\n\tif ResourceLoader.exists(path):\n\t\treturn load(path)\n\treturn null\n\n\n## Updates the bullet rotation to match its travel direction.\nfunc _update_rotation() -> void:\n\trotation = direction.angle()\n\n\n## Logs a penetration-related message to both console and file logger.\n## @param message: The message to log.\nfunc _log_penetration(message: String) -> void:\n\tif not _debug_penetration:\n\t\treturn\n\tvar full_message := \"[Bullet] \" + message\n\tprint(full_message)\n\t# Also log to FileLogger if available\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(full_message)\n\n\nfunc _physics_process(delta: float) -> void:\n\t# Calculate movement this frame\n\tvar movement := direction * speed * delta\n\n\t# Move in the set direction\n\tposition += movement\n\n\t# Track distance traveled since last ricochet (for viewport-based lifetime)\n\tif _has_ricocheted:\n\t\t_distance_since_ricochet += movement.length()\n\t\t# Destroy bullet if it has traveled more than the viewport-based max distance\n\t\tif _distance_since_ricochet >= _max_post_ricochet_distance:\n\t\t\tif _debug_ricochet:\n\t\t\t\tprint(\"[Bullet] Post-ricochet distance exceeded: \", _distance_since_ricochet, \" >= \", _max_post_ricochet_distance)\n\t\t\tqueue_free()\n\t\t\treturn\n\n\t# Track penetration distance while inside a wall\n\tif _is_penetrating:\n\t\t_penetration_distance_traveled += movement.length()\n\t\tvar max_pen_distance := _get_max_penetration_distance()\n\n\t\t# Check if we've exceeded max penetration distance\n\t\tif max_pen_distance > 0 and _penetration_distance_traveled >= max_pen_distance:\n\t\t\t_log_penetration(\"Max penetration distance exceeded: %s >= %s\" % [_penetration_distance_traveled, max_pen_distance])\n\t\t\t# Bullet stopped inside the wall - destroy it\n\t\t\t# Visual effects disabled as per user request\n\t\t\tqueue_free()\n\t\t\treturn\n\n\t\t# Check if we've exited the obstacle (raycast forward to see if still inside)\n\t\t# Note: body_exited signal also triggers _exit_penetration for reliability\n\t\tif not _is_still_inside_obstacle():\n\t\t\t_exit_penetration()\n\n\t# Update trail effect\n\t_update_trail()\n\n\t# Track lifetime and auto-destroy if exceeded\n\t_time_alive += delta\n\tif _time_alive >= lifetime:\n\t\tqueue_free()\n\n\n## Updates the visual trail effect by maintaining position history.\nfunc _update_trail() -> void:\n\tif not _trail:\n\t\treturn\n\n\t# Add current position to history\n\t_position_history.push_front(global_position)\n\n\t# Limit trail length\n\twhile _position_history.size() > trail_length:\n\t\t_position_history.pop_back()\n\n\t# Update Line2D points\n\t_trail.clear_points()\n\tfor pos in _position_history:\n\t\t_trail.add_point(pos)\n\n\nfunc _on_body_entered(body: Node2D) -> void:\n\t# Check if this is the shooter - don't collide with own body\n\tif shooter_id == body.get_instance_id():\n\t\treturn # Pass through the shooter\n\n\t# Check if this is a dead enemy - bullets should pass through dead entities\n\t# This handles the CharacterBody2D collision (separate from HitArea collision)\n\tif body.has_method(\"is_alive\") and not body.is_alive():\n\t\treturn # Pass through dead entities\n\n\t# If we're currently penetrating the same body, ignore re-entry\n\tif _is_penetrating and _penetrating_body == body:\n\t\treturn\n\n\t# Check if bullet is inside an existing penetration hole - pass through without re-triggering\n\tif _is_inside_penetration_hole():\n\t\t_log_penetration(\"Inside existing penetration hole, passing through\")\n\t\treturn\n\n\t# Hit a static body (wall or obstacle) or alive enemy body\n\t# Try to ricochet off static bodies (walls/obstacles)\n\tif body is StaticBody2D or body is TileMap:\n\t\t# Always spawn dust effect when hitting walls, regardless of ricochet\n\t\t_spawn_wall_hit_effect(body)\n\n\t\t# Calculate distance from shooter to determine penetration behavior\n\t\tvar distance_to_wall := _get_distance_to_shooter()\n\t\tvar distance_ratio := distance_to_wall / _viewport_diagonal if _viewport_diagonal > 0 else 1.0\n\n\t\t_log_penetration(\"Distance to wall: %s (%s%% of viewport)\" % [distance_to_wall, distance_ratio * 100])\n\n\t\t# Point-blank shots (very close to shooter): 100% penetration, ignore ricochet\n\t\tif distance_ratio <= POINT_BLANK_DISTANCE_RATIO + 0.05: # ~5% tolerance for \"point blank\"\n\t\t\t_log_penetration(\"Point-blank shot - 100% penetration, ignoring ricochet\")\n\t\t\tif _try_penetration(body):\n\t\t\t\treturn # Bullet is penetrating\n\t\t# At 40% or less of viewport: normal ricochet rules apply\n\t\telif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n\t\t\t_log_penetration(\"Within ricochet range - trying ricochet first\")\n\t\t\t# First try ricochet\n\t\t\tif _try_ricochet(body):\n\t\t\t\treturn # Bullet ricocheted, don't destroy\n\t\t\t# Ricochet failed - try penetration (if not ricochet, then penetrate)\n\t\t\tif _try_penetration(body):\n\t\t\t\treturn # Bullet is penetrating, don't destroy\n\t\t# Beyond 40% of viewport: distance-based penetration chance\n\t\telse:\n\t\t\t# First try ricochet (shallow angles still ricochet)\n\t\t\tif _try_ricochet(body):\n\t\t\t\treturn # Bullet ricocheted, don't destroy\n\n\t\t\t# Calculate penetration chance based on distance", | |
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| "content": " 440→\t#\n 441→\t# When we flip the model vertically (negative scale.y), we must NEGATE the rotation\n 442→\t# angle to compensate. This is because a negative Y scale mirrors the coordinate\n 443→\t# system, which inverts the effect of rotation.\n 444→\tif aiming_left:\n 445→\t\t_player_model.global_rotation = -target_angle\n 446→\t\t_player_model.scale = Vector2(player_model_scale, -player_model_scale)\n 447→\telse:\n 448→\t\t_player_model.global_rotation = target_angle\n 449→\t\t_player_model.scale = Vector2(player_model_scale, player_model_scale)\n 450→\n 451→\n 452→## Detects the equipped weapon type and applies appropriate arm positioning.\n 453→## Called from _physics_process() after a few frames to ensure level scripts\n 454→## have finished adding weapons to the player node.\n 455→func _detect_and_apply_weapon_pose() -> void:\n 456→\tFileLogger.info(\"[Player] Detecting weapon pose (frame %d)...\" % _weapon_detect_frame_count)\n 457→\tvar detected_type := WeaponType.RIFLE # Default to rifle pose\n 458→\n 459→\t# Check for weapon children - weapons are added directly to player by level scripts\n 460→\t# Check in order of specificity: MiniUzi (SMG), Shotgun, then default to Rifle\n 461→\tvar mini_uzi := get_node_or_null(\"MiniUzi\")\n 462→\tvar shotgun := get_node_or_null(\"Shotgun\")\n 463→\n 464→\tif mini_uzi != null:\n 465→\t\tdetected_type = WeaponType.SMG\n 466→\t\tFileLogger.info(\"[Player] Detected weapon: Mini UZI (SMG pose)\")\n 467→\telif shotgun != null:\n 468→\t\tdetected_type = WeaponType.SHOTGUN\n 469→\t\tFileLogger.info(\"[Player] Detected weapon: Shotgun (Shotgun pose)\")\n 470→\telse:\n 471→\t\t# Default to rifle (AssaultRifle or no weapon)\n 472→\t\tdetected_type = WeaponType.RIFLE\n 473→\t\tFileLogger.info(\"[Player] Detected weapon: Rifle (default pose)\")\n 474→\n 475→\t_current_weapon_type = detected_type\n 476→\t_apply_weapon_arm_offsets()\n 477→\n 478→\n 479→## Applies arm position offsets based on current weapon type.\n 480→## Modifies base arm positions to create appropriate weapon-holding poses.\n 481→func _apply_weapon_arm_offsets() -> void:\n 482→\t# Reset to original scene positions first\n 483→\t# Original positions from Player.tscn: LeftArm (24, 6), RightArm (-2, 6)\n 484→\tvar original_left_arm_pos := Vector2(24, 6)\n 485→\tvar original_right_arm_pos := Vector2(-2, 6)\n 486→\n 487→\tmatch _current_weapon_type:\n 488→\t\tWeaponType.SMG:\n 489→\t\t\t# SMG pose: Compact two-handed grip\n 490→\t\t\t# Left arm moves back toward body for shorter weapon\n 491→\t\t\t# Right arm moves forward slightly to meet left hand\n 492→\t\t\t_base_left_arm_pos = original_left_arm_pos + SMG_LEFT_ARM_OFFSET\n 493→\t\t\t_base_right_arm_pos = original_right_arm_pos + SMG_RIGHT_ARM_OFFSET\n 494→\t\t\tFileLogger.info(\"[Player] Applied SMG arm pose: Left=%s, Right=%s\" % [\n 495→\t\t\t\tstr(_base_left_arm_pos), str(_base_right_arm_pos)\n 496→\t\t\t])\n 497→\t\tWeaponType.SHOTGUN:\n 498→\t\t\t# Shotgun pose: Similar to rifle but slightly tighter\n 499→\t\t\t_base_left_arm_pos = original_left_arm_pos + Vector2(-3, 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": "\t#\n\t# When we flip the model vertically (negative scale.y), we must NEGATE the rotation\n\t# angle to compensate. This is because a negative Y scale mirrors the coordinate\n\t# system, which inverts the effect of rotation.\n\tif aiming_left:\n\t\t_player_model.global_rotation = -target_angle\n\t\t_player_model.scale = Vector2(player_model_scale, -player_model_scale)\n\telse:\n\t\t_player_model.global_rotation = target_angle\n\t\t_player_model.scale = Vector2(player_model_scale, player_model_scale)\n\n\n## Detects the equipped weapon type and applies appropriate arm positioning.\n## Called from _physics_process() after a few frames to ensure level scripts\n## have finished adding weapons to the player node.\nfunc _detect_and_apply_weapon_pose() -> void:\n\tFileLogger.info(\"[Player] Detecting weapon pose (frame %d)...\" % _weapon_detect_frame_count)\n\tvar detected_type := WeaponType.RIFLE # Default to rifle pose\n\n\t# Check for weapon children - weapons are added directly to player by level scripts\n\t# Check in order of specificity: MiniUzi (SMG), Shotgun, then default to Rifle\n\tvar mini_uzi := get_node_or_null(\"MiniUzi\")\n\tvar shotgun := get_node_or_null(\"Shotgun\")\n\n\tif mini_uzi != null:\n\t\tdetected_type = WeaponType.SMG\n\t\tFileLogger.info(\"[Player] Detected weapon: Mini UZI (SMG pose)\")\n\telif shotgun != null:\n\t\tdetected_type = WeaponType.SHOTGUN\n\t\tFileLogger.info(\"[Player] Detected weapon: Shotgun (Shotgun pose)\")\n\telse:\n\t\t# Default to rifle (AssaultRifle or no weapon)\n\t\tdetected_type = WeaponType.RIFLE\n\t\tFileLogger.info(\"[Player] Detected weapon: Rifle (default pose)\")\n\n\t_current_weapon_type = detected_type\n\t_apply_weapon_arm_offsets()\n\n\n## Applies arm position offsets based on current weapon type.\n## Modifies base arm positions to create appropriate weapon-holding poses.\nfunc _apply_weapon_arm_offsets() -> void:\n\t# Reset to original scene positions first\n\t# Original positions from Player.tscn: LeftArm (24, 6), RightArm (-2, 6)\n\tvar original_left_arm_pos := Vector2(24, 6)\n\tvar original_right_arm_pos := Vector2(-2, 6)\n\n\tmatch _current_weapon_type:\n\t\tWeaponType.SMG:\n\t\t\t# SMG pose: Compact two-handed grip\n\t\t\t# Left arm moves back toward body for shorter weapon\n\t\t\t# Right arm moves forward slightly to meet left hand\n\t\t\t_base_left_arm_pos = original_left_arm_pos + SMG_LEFT_ARM_OFFSET\n\t\t\t_base_right_arm_pos = original_right_arm_pos + SMG_RIGHT_ARM_OFFSET\n\t\t\tFileLogger.info(\"[Player] Applied SMG arm pose: Left=%s, Right=%s\" % [\n\t\t\t\tstr(_base_left_arm_pos), str(_base_right_arm_pos)\n\t\t\t])\n\t\tWeaponType.SHOTGUN:\n\t\t\t# Shotgun pose: Similar to rifle but slightly tighter\n\t\t\t_base_left_arm_pos = original_left_arm_pos + Vector2(-3, 0)", | |
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| "content": " 1→[gd_scene load_steps=6 format=3 uid=\"uid://dv2q8m5n7xk1q\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://Scripts/Projectiles/Bullet.cs\" id=\"1_bullet\"]\n 4→\n 5→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_bullet\"]\n 6→radius = 4.0\n 7→\n 8→[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_bullet\"]\n 9→size = Vector2(16, 4)\n 10→\n 11→[sub_resource type=\"Gradient\" id=\"Gradient_trail\"]\n 12→colors = PackedColorArray(1, 0.9, 0.2, 1, 1, 0.9, 0.2, 0)\n 13→\n 14→[sub_resource type=\"Curve\" id=\"Curve_trail\"]\n 15→_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\n 16→point_count = 2\n 17→\n 18→[node name=\"Bullet\" type=\"Area2D\"]\n 19→collision_layer = 16\n 20→collision_mask = 39\n 21→script = ExtResource(\"1_bullet\")\n 22→\n 23→[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\n 24→modulate = Color(1, 0.9, 0.2, 1)\n 25→texture = SubResource(\"PlaceholderTexture2D_bullet\")\n 26→\n 27→[node name=\"Trail\" type=\"Line2D\" parent=\".\"]\n 28→width = 3.0\n 29→width_curve = SubResource(\"Curve_trail\")\n 30→default_color = Color(1, 0.9, 0.2, 1)\n 31→gradient = SubResource(\"Gradient_trail\")\n 32→begin_cap_mode = 2\n 33→end_cap_mode = 2\n 34→\n 35→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 36→shape = SubResource(\"CircleShape2D_bullet\")\n 37→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "filePath": "/tmp/gh-issue-solver-1770396578865/scenes/projectiles/csharp/Bullet.tscn", | |
| "content": "[gd_scene load_steps=6 format=3 uid=\"uid://dv2q8m5n7xk1q\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Projectiles/Bullet.cs\" id=\"1_bullet\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_bullet\"]\nradius = 4.0\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_bullet\"]\nsize = Vector2(16, 4)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_trail\"]\ncolors = PackedColorArray(1, 0.9, 0.2, 1, 1, 0.9, 0.2, 0)\n\n[sub_resource type=\"Curve\" id=\"Curve_trail\"]\n_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 2\n\n[node name=\"Bullet\" type=\"Area2D\"]\ncollision_layer = 16\ncollision_mask = 39\nscript = ExtResource(\"1_bullet\")\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\nmodulate = Color(1, 0.9, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_bullet\")\n\n[node name=\"Trail\" type=\"Line2D\" parent=\".\"]\nwidth = 3.0\nwidth_curve = SubResource(\"Curve_trail\")\ndefault_color = Color(1, 0.9, 0.2, 1)\ngradient = SubResource(\"Gradient_trail\")\nbegin_cap_mode = 2\nend_cap_mode = 2\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_bullet\")\n", | |
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| [2026-02-06T16:53:29.216Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01PEoo2rFFnT39F1niUoPNYC", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me read the C# Bullet.cs as well, and check if there's a SilencedPistol for reference since it uses sensitivity." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
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| "service_tier": "standard", | |
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| "uuid": "1a8c70ca-e9f9-4c1c-8cfb-d8d0eecacdfe" | |
| } | |
| [2026-02-06T16:53:30.165Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01PEoo2rFFnT39F1niUoPNYC", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_014vdoc2vApDiUDcrrzW9REe", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770396578865/Scripts/Projectiles/Bullet.cs" | |
| } | |
| } | |
| ], | |
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| }, | |
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| "session_id": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "25029607-bc8c-49f8-98b6-7bb87a49e53d" | |
| } | |
| [2026-02-06T16:53:30.668Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_014vdoc2vApDiUDcrrzW9REe", | |
| "type": "tool_result", | |
| "content": " 1→using Godot;\n 2→using GodotTopDownTemplate.Characters;\n 3→using GodotTopDownTemplate.Data;\n 4→using GodotTopDownTemplate.Interfaces;\n 5→\n 6→namespace GodotTopDownTemplate.Projectiles;\n 7→\n 8→/// <summary>\n 9→/// Bullet projectile that travels in a direction and handles collisions.\n 10→/// The bullet moves at a constant speed in its set direction.\n 11→/// It destroys itself when hitting walls or targets, and triggers\n 12→/// target reactions on hit.\n 13→///\n 14→/// Features a visual tracer trail effect for better visibility and\n 15→/// realistic appearance during fast movement.\n 16→///\n 17→/// Supports realistic ricochet mechanics:\n 18→/// - Ricochet probability depends on impact angle (shallow = more likely)\n 19→/// - Velocity and damage reduction after ricochet\n 20→/// - Unlimited ricochets by default\n 21→/// - Random angle deviation for realistic bounce behavior\n 22→/// - Viewport-based post-ricochet lifetime\n 23→/// </summary>\n 24→public partial class Bullet : Area2D\n 25→{\n 26→ /// <summary>\n 27→ /// Speed of the bullet in pixels per second.\n 28→ /// Default is 2500 for faster projectiles that make combat more challenging.\n 29→ /// </summary>\n 30→ [Export]\n 31→ public float Speed { get; set; } = 2500.0f;\n 32→\n 33→ /// <summary>\n 34→ /// Maximum lifetime in seconds before auto-destruction.\n 35→ /// </summary>\n 36→ [Export]\n 37→ public float Lifetime { get; set; } = 3.0f;\n 38→\n 39→ /// <summary>\n 40→ /// Damage dealt on hit.\n 41→ /// </summary>\n 42→ [Export]\n 43→ public float Damage { get; set; } = 1.0f;\n 44→\n 45→ /// <summary>\n 46→ /// Maximum number of trail points to maintain.\n 47→ /// Higher values create longer trails but use more memory.\n 48→ /// </summary>\n 49→ [Export]\n 50→ public int TrailLength { get; set; } = 8;\n 51→\n 52→ /// <summary>\n 53→ /// Bullet configuration data (optional, overrides individual properties).\n 54→ /// </summary>\n 55→ [Export]\n 56→ public BulletData? BulletData { get; set; }\n 57→\n 58→ /// <summary>\n 59→ /// Direction the bullet travels (set by the shooter).\n 60→ /// Exported to allow setting via Node.Set() with snake_case name \"direction\".\n 61→ /// </summary>\n 62→ [Export]\n 63→ public Vector2 Direction { get; set; } = Vector2.Right;\n 64→\n 65→ /// <summary>\n 66→ /// Instance ID of the node that shot this bullet.\n 67→ /// Used to prevent self-damage (e.g., player or enemies not damaging themselves).\n 68→ /// Exported to allow setting via Node.Set() with snake_case name \"shooter_id\".\n 69→ /// </summary>\n 70→ [Export]\n 71→ public ulong ShooterId { get; set; } = 0;\n 72→\n 73→ // =========================================================================\n 74→ // Ricochet Configuration (5.45x39mm defaults, matching GDScript bullet)\n 75→ // =========================================================================\n 76→\n 77→ /// <summary>\n 78→ /// Maximum number of ricochets allowed. -1 = unlimited.\n 79→ /// </summary>\n 80→ private const int MaxRicochets = -1;\n 81→\n 82→ /// <summary>\n 83→ /// Maximum angle (degrees) from surface at which ricochet is possible.\n 84→ /// Set to 90 to allow ricochets at all angles with varying probability.\n 85→ /// </summary>\n 86→ private const float MaxRicochetAngle = 90.0f;\n 87→\n 88→ /// <summary>\n 89→ /// Base probability of ricochet at optimal (grazing) angle.\n 90→ /// </summary>\n 91→ private const float BaseRicochetProbability = 1.0f;\n 92→\n 93→ /// <summary>\n 94→ /// Velocity retention factor after ricochet (0-1).\n 95→ /// Higher values mean less speed loss. 0.85 = 85% speed retained.\n 96→ /// </summary>\n 97→ private const float VelocityRetention = 0.85f;\n 98→\n 99→ /// <summary>\n 100→ /// Damage multiplier after each ricochet.\n 101→ /// </summary>\n 102→ private const float RicochetDamageMultiplier = 0.5f;\n 103→\n 104→ /// <summary>\n 105→ /// Random angle deviation (degrees) for ricochet direction.\n 106→ /// </summary>\n 107→ private const float RicochetAngleDeviation = 10.0f;\n 108→\n 109→ /// <summary>\n 110→ /// Current damage multiplier (decreases with each ricochet).\n 111→ /// </summary>\n 112→ private float _damageMultiplier = 1.0f;\n 113→\n 114→ /// <summary>\n 115→ /// Number of ricochets that have occurred.\n 116→ /// </summary>\n 117→ private int _ricochetCount = 0;\n 118→\n 119→ /// <summary>\n 120→ /// Viewport diagonal for post-ricochet lifetime calculation.\n 121→ /// </summary>\n 122→ private float _viewportDiagonal = 2203.0f;\n 123→\n 124→ /// <summary>\n 125→ /// Whether this bullet has ricocheted at least once.\n 126→ /// </summary>\n 127→ private bool _hasRicocheted = false;\n 128→\n 129→ /// <summary>\n 130→ /// Distance traveled since the last ricochet.\n 131→ /// </summary>\n 132→ private float _distanceSinceRicochet = 0.0f;\n 133→\n 134→ /// <summary>\n 135→ /// Maximum travel distance after ricochet (based on viewport and angle).\n 136→ /// </summary>\n 137→ private float _maxPostRicochetDistance = 0.0f;\n 138→\n 139→ /// <summary>\n 140→ /// Enable debug logging for ricochet calculations.\n 141→ /// </summary>\n 142→ private const bool DebugRicochet = false;\n 143→\n 144→ // =========================================================================\n 145→ // Penetration Configuration (matching GDScript bullet.gd)\n 146→ // =========================================================================\n 147→\n 148→ /// <summary>\n 149→ /// Whether penetration is enabled.\n 150→ /// </summary>\n 151→ private const bool CanPenetrate = true;\n 152→\n 153→ /// <summary>\n 154→ /// Maximum penetration distance (pixels) for 5.45x39mm = 48px (2x thin wall).\n 155→ /// </summary>\n 156→ private const float MaxPenetrationDistance = 48.0f;\n 157→\n 158→ /// <summary>\n 159→ /// Damage multiplier after penetrating a wall (90% of original).\n 160→ /// </summary>\n 161→ private const float PostPenetrationDamageMultiplier = 0.9f;\n 162→\n 163→ /// <summary>\n 164→ /// Distance ratio for point-blank shots (0% = point blank).\n 165→ /// </summary>\n 166→ private const float PointBlankDistanceRatio = 0.0f;\n 167→\n 168→ /// <summary>\n 169→ /// Distance ratio at which normal ricochet rules apply (40% of viewport).\n 170→ /// </summary>\n 171→ private const float RicochetRulesDistanceRatio = 0.4f;\n 172→\n 173→ /// <summary>\n 174→ /// Maximum penetration chance at viewport distance (30%).\n 175→ /// </summary>\n 176→ private const float MaxPenetrationChanceAtDistance = 0.3f;\n 177→\n 178→ /// <summary>\n 179→ /// Enable debug logging for penetration calculations.\n 180→ /// </summary>\n 181→ private const bool DebugPenetration = true;\n 182→\n 183→ /// <summary>\n 184→ /// Whether the bullet is currently penetrating through a wall.\n 185→ /// </summary>\n 186→ private bool _isPenetrating = false;\n 187→\n 188→ /// <summary>\n 189→ /// Distance traveled while penetrating through walls.\n 190→ /// </summary>\n 191→ private float _penetrationDistanceTraveled = 0.0f;\n 192→\n 193→ /// <summary>\n 194→ /// Entry point into the current obstacle being penetrated.\n 195→ /// </summary>\n 196→ private Vector2 _penetrationEntryPoint = Vector2.Zero;\n 197→\n 198→ /// <summary>\n 199→ /// The body currently being penetrated (for tracking exit).\n 200→ /// </summary>\n 201→ private Node2D? _penetratingBody = null;\n 202→\n 203→ /// <summary>\n 204→ /// Whether the bullet has penetrated at least one wall.\n 205→ /// </summary>\n 206→ private bool _hasPenetrated = false;\n 207→\n 208→ /// <summary>\n 209→ /// Shooter's position at firing time (for distance-based penetration).\n 210→ /// Exported to allow setting via Node.Set() with snake_case name \"shooter_position\".\n 211→ /// </summary>\n 212→ [Export]\n 213→ public Vector2 ShooterPosition { get; set; } = Vector2.Zero;\n 214→\n 215→ /// <summary>\n 216→ /// Duration in seconds to stun enemies on hit (0 = no stun effect).\n 217→ /// Used by special weapons like the silenced pistol.\n 218→ /// Exported to allow setting via Node.Set() with snake_case name \"stun_duration\".\n 219→ /// </summary>\n 220→ [Export]\n 221→ public float StunDuration { get; set; } = 0.0f;\n 222→\n 223→ /// <summary>\n 224→ /// Timer tracking remaining lifetime.\n 225→ /// </summary>\n 226→ private float _timeAlive;\n 227→\n 228→ /// <summary>\n 229→ /// Reference to the shooter node (cached for player detection).\n 230→ /// </summary>\n 231→ private Node? _shooterNode;\n 232→\n 233→ /// <summary>\n 234→ /// Reference to the trail Line2D node (if present).\n 235→ /// </summary>\n 236→ private Line2D? _trail;\n 237→\n 238→ /// <summary>\n 239→ /// History of global positions for the trail effect.\n 240→ /// </summary>\n 241→ private readonly System.Collections.Generic.List<Vector2> _positionHistory = new();\n 242→\n 243→ /// <summary>\n 244→ /// Signal emitted when the bullet hits something.\n 245→ /// </summary>\n 246→ [Signal]\n 247→ public delegate void HitEventHandler(Node2D target);\n 248→\n 249→ public override void _Ready()\n 250→ {\n 251→ // Apply bullet data if available\n 252→ if (BulletData != null)\n 253→ {\n 254→ Speed = BulletData.Speed;\n 255→ Lifetime = BulletData.Lifetime;\n 256→ Damage = BulletData.Damage;\n 257→ }\n 258→\n 259→ // Connect to collision signals\n 260→ BodyEntered += OnBodyEntered;\n 261→ BodyExited += OnBodyExited;\n 262→ AreaEntered += OnAreaEntered;\n 263→\n 264→ // Get trail reference if it exists\n 265→ _trail = GetNodeOrNull<Line2D>(\"Trail\");\n 266→ if (_trail != null)\n 267→ {\n 268→ _trail.ClearPoints();\n 269→ // Set trail to use global coordinates (not relative to bullet)\n 270→ _trail.TopLevel = true;\n 271→ // Reset position to origin so points added are truly global\n 272→ // (when TopLevel becomes true, the Line2D's position becomes its global position,\n 273→ // so we need to reset it to (0,0) for added points to be at their true global positions)\n 274→ _trail.Position = Vector2.Zero;\n 275→ }\n 276→\n 277→ // Calculate viewport diagonal for post-ricochet lifetime\n 278→ CalculateViewportDiagonal();\n 279→\n 280→ // Set initial rotation based on direction\n 281→ UpdateRotation();\n 282→ }\n 283→\n 284→ /// <summary>\n 285→ /// Calculates the viewport diagonal for post-ricochet distance limits.\n 286→ /// </summary>\n 287→ private void CalculateViewportDiagonal()\n 288→ {\n 289→ var viewport = GetViewport();\n 290→ if (viewport != null)\n 291→ {\n 292→ var size = viewport.GetVisibleRect().Size;\n 293→ _viewportDiagonal = Mathf.Sqrt(size.X * size.X + size.Y * size.Y);\n 294→ }\n 295→ else\n 296→ {\n 297→ // Fallback to 1920x1080 diagonal\n 298→ _viewportDiagonal = 2203.0f;\n 299→ }\n 300→ }\n 301→\n 302→ /// <summary>\n 303→ /// Updates the bullet rotation to match its travel direction.\n 304→ /// </summary>\n 305→ private void UpdateRotation()\n 306→ {\n 307→ Rotation = Direction.Angle();\n 308→ }\n 309→\n 310→ public override void _PhysicsProcess(double delta)\n 311→ {\n 312→ // Calculate movement this frame\n 313→ var movement = Direction * Speed * (float)delta;\n 314→\n 315→ // Move in the set direction\n 316→ Position += movement;\n 317→\n 318→ // Track distance traveled since last ricochet (for viewport-based lifetime)\n 319→ if (_hasRicocheted)\n 320→ {\n 321→ _distanceSinceRicochet += movement.Length();\n 322→ // Destroy bullet if it has traveled more than the viewport-based max distance\n 323→ if (_distanceSinceRicochet >= _maxPostRicochetDistance)\n 324→ {\n 325→ if (DebugRicochet)\n 326→ {\n 327→ GD.Print($\"[Bullet] Post-ricochet distance exceeded: {_distanceSinceRicochet} >= {_maxPostRicochetDistance}\");\n 328→ }\n 329→ QueueFree();\n 330→ return;\n 331→ }\n 332→ }\n 333→\n 334→ // Track penetration distance while inside a wall\n 335→ if (_isPenetrating)\n 336→ {\n 337→ _penetrationDistanceTraveled += movement.Length();\n 338→\n 339→ // Check if we've exceeded max penetration distance\n 340→ if (_penetrationDistanceTraveled >= MaxPenetrationDistance)\n 341→ {\n 342→ LogPenetration($\"Max penetration distance exceeded: {_penetrationDistanceTraveled} >= {MaxPenetrationDistance}\");\n 343→ // Bullet stopped inside the wall - destroy it\n 344→ // Visual effects disabled as per user request\n 345→ QueueFree();\n 346→ return;\n 347→ }\n 348→\n 349→ // Check if we've exited the obstacle (raycast forward to see if still inside)\n 350→ if (!IsStillInsideObstacle())\n 351→ {\n 352→ ExitPenetration();\n 353→ }\n 354→ }\n 355→\n 356→ // Update trail effect\n 357→ UpdateTrail();\n 358→\n 359→ // Track lifetime and auto-destroy if exceeded\n 360→ _timeAlive += (float)delta;\n 361→ if (_timeAlive >= Lifetime)\n 362→ {\n 363→ QueueFree();\n 364→ }\n 365→ }\n 366→\n 367→ /// <summary>\n 368→ /// Updates the visual trail effect by maintaining position history.\n 369→ /// </summary>\n 370→ private void UpdateTrail()\n 371→ {\n 372→ if (_trail == null)\n 373→ {\n 374→ return;\n 375→ }\n 376→\n 377→ // Add current position to history (at the front)\n 378→ _positionHistory.Insert(0, GlobalPosition);\n 379→\n 380→ // Limit trail length\n 381→ while (_positionHistory.Count > TrailLength)\n 382→ {\n 383→ _positionHistory.RemoveAt(_positionHistory.Count - 1);\n 384→ }\n 385→\n 386→ // Update Line2D points\n 387→ _trail.ClearPoints();\n 388→ foreach (var pos in _positionHistory)\n 389→ {\n 390→ _trail.AddPoint(pos);\n 391→ }\n 392→ }\n 393→\n 394→ /// <summary>\n 395→ /// Sets the direction for the bullet.\n 396→ /// Called by the shooter to set the travel direction.\n 397→ /// Also updates the bullet's rotation to match the direction.\n 398→ /// </summary>\n 399→ /// <param name=\"direction\">Direction vector (will be normalized).</param>\n 400→ public void SetDirection(Vector2 direction)\n 401→ {\n 402→ Direction = direction.Normalized();\n 403→ UpdateRotation();\n 404→ }\n 405→\n 406→ /// <summary>\n 407→ /// Sets the shooter ID to prevent self-damage.\n 408→ /// Called by the weapon to identify the shooter node.\n 409→ /// </summary>\n 410→ /// <param name=\"shooterId\">Instance ID of the shooter node.</param>\n 411→ public void SetShooterId(ulong shooterId)\n 412→ {\n 413→ ShooterId = shooterId;\n 414→ }\n 415→\n 416→ /// <summary>\n 417→ /// Sets the shooter's position at firing time.\n 418→ /// Used for distance-based penetration calculations.\n 419→ /// </summary>\n 420→ /// <param name=\"position\">Global position of the shooter when firing.</param>\n 421→ public void SetShooterPosition(Vector2 position)\n 422→ {\n 423→ ShooterPosition = position;\n 424→ }\n 425→\n 426→ /// <summary>\n 427→ /// Called when the bullet hits a static body (wall or obstacle).\n 428→ /// </summary>\n 429→ private void OnBodyEntered(Node2D body)\n 430→ {\n 431→ // Check if this is the shooter - don't collide with own body\n 432→ if (ShooterId == body.GetInstanceId())\n 433→ {\n 434→ return; // Pass through the shooter\n 435→ }\n 436→\n 437→ // Check if this is a dead enemy - bullets should pass through dead entities\n 438→ // This handles the CharacterBody2D collision (separate from HitArea collision)\n 439→ if (body.HasMethod(\"is_alive\"))\n 440→ {\n 441→ var isAlive = body.Call(\"is_alive\").AsBool();\n 442→ if (!isAlive)\n 443→ {\n 444→ return; // Pass through dead entities\n 445→ }\n 446→ }\n 447→\n 448→ // If we're currently penetrating the same body, ignore re-entry\n 449→ if (_isPenetrating && _penetratingBody == body)\n 450→ {\n 451→ return;\n 452→ }\n 453→\n 454→ // Check if bullet is inside an existing penetration hole - pass through\n 455→ if (IsInsidePenetrationHole())\n 456→ {\n 457→ LogPenetration(\"Inside existing penetration hole, passing through\");\n 458→ return;\n 459→ }\n 460→\n 461→ // Try to ricochet or penetrate off static bodies (walls/obstacles)\n 462→ if (body is StaticBody2D || body is TileMap)\n 463→ {\n 464→ // Always spawn dust effect when hitting walls, regardless of ricochet\n 465→ SpawnWallHitEffect(body);\n 466→\n 467→ // Calculate distance from shooter to determine penetration behavior\n 468→ float distanceToWall = GetDistanceToShooter();\n 469→ float distanceRatio = _viewportDiagonal > 0 ? distanceToWall / _viewportDiagonal : 1.0f;\n 470→\n 471→ LogPenetration($\"Distance to wall: {distanceToWall} ({distanceRatio * 100}% of viewport)\");\n 472→\n 473→ // Point-blank shots (very close to shooter): 100% penetration, ignore ricochet\n 474→ if (distanceRatio <= PointBlankDistanceRatio + 0.05f)\n 475→ {\n 476→ LogPenetration(\"Point-blank shot - 100% penetration, ignoring ricochet\");\n 477→ if (TryPenetration(body))\n 478→ {\n 479→ return; // Bullet is penetrating\n 480→ }\n 481→ }\n 482→ // At 40% or less of viewport: normal ricochet rules apply\n 483→ else if (distanceRatio <= RicochetRulesDistanceRatio)\n 484→ {\n 485→ LogPenetration(\"Within ricochet range - trying ricochet first\");\n 486→ // First try ricochet\n 487→ if (TryRicochet(body))\n 488→ {\n 489→ return; // Bullet ricocheted, don't destroy\n 490→ }\n 491→ // Ricochet failed - try penetration\n 492→ if (TryPenetration(body))\n 493→ {\n 494→ return; // Bullet is penetrating\n 495→ }\n 496→ }\n 497→ // Beyond 40% of viewport: distance-based penetration chance\n 498→ else\n 499→ {\n 500→ // First try ricochet (shallow angles still ricochet)\n 501→ if (TryRicochet(body))\n 502→ {\n 503→ return; // Bullet ricocheted, don't destroy\n 504→ }\n 505→\n 506→ // Calculate penetration chance based on distance\n 507→ float penetrationChance = CalculateDistancePenetrationChance(distanceRatio);\n 508→ LogPenetration($\"Distance-based penetration chance: {penetrationChance * 100}%\");\n 509→\n 510→ // Roll for penetration\n 511→ if (GD.Randf() <= penetrationChance)\n 512→ {\n 513→ if (TryPenetration(body))\n 514→ {\n 515→ return; // Bullet is penetrating\n 516→ }\n 517→ }\n 518→ else\n 519→ {\n 520→ LogPenetration(\"Penetration failed (distance roll)\");\n 521→ }\n 522→ }\n 523→ }\n 524→\n 525→ // Hit a static body (wall or obstacle) or alive enemy body\n 526→ // Play bullet wall impact sound\n 527→ PlayBulletWallHitSound();\n 528→ EmitSignal(SignalName.Hit, body);\n 529→ QueueFree();\n 530→ }\n 531→\n 532→ /// <summary>\n 533→ /// Plays the bullet wall impact sound.\n 534→ /// </summary>\n 535→ private void PlayBulletWallHitSound()\n 536→ {\n 537→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 538→ if (audioManager != null && audioManager.HasMethod(\"play_bullet_wall_hit\"))\n 539→ {\n 540→ audioManager.Call(\"play_bullet_wall_hit\", GlobalPosition);\n 541→ }\n 542→ }\n 543→\n 544→ /// <summary>\n 545→ /// Spawns dust/debris particles when bullet hits a wall or static body.\n 546→ /// </summary>\n 547→ /// <param name=\"body\">The body that was hit (used to get surface normal).</param>\n 548→ private void SpawnWallHitEffect(Node2D body)\n 549→ {\n 550→ var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n 551→ if (impactManager == null || !impactManager.HasMethod(\"spawn_dust_effect\"))\n 552→ {\n 553→ return;\n 554→ }\n 555→\n 556→ // Get surface normal for particle direction\n 557→ var surfaceNormal = GetSurfaceNormal(body);\n 558→\n 559→ // Spawn dust effect at hit position\n 560→ // Note: Passing null for caliber_data since C# Bullet doesn't use caliber resources\n 561→ impactManager.Call(\"spawn_dust_effect\", GlobalPosition, surfaceNormal, Variant.CreateFrom((Resource?)null));\n 562→ }\n 563→\n 564→ /// <summary>\n 565→ /// Called when the bullet hits another area (like a target or enemy).\n 566→ /// </summary>\n 567→ private void OnAreaEntered(Area2D area)\n 568→ {\n 569→ GD.Print($\"[Bullet]: Hit {area.Name} (damage: {Damage})\");\n 570→\n 571→ // Check if this is a HitArea - if so, check against parent's instance ID\n 572→ // This prevents the shooter from damaging themselves with direct shots\n 573→ // BUT ricocheted bullets CAN damage the shooter (realistic self-damage)\n 574→ var parent = area.GetParent();\n 575→ if (parent != null && ShooterId == parent.GetInstanceId() && !_hasRicocheted)\n 576→ {\n 577→ GD.Print($\"[Bullet]: Ignoring self-hit on {parent.Name} (not ricocheted)\");\n 578→ return; // Don't hit the shooter with direct shots\n 579→ }\n 580→\n 581→ // Power Fantasy mode: Ricocheted bullets do NOT damage the player\n 582→ // Check if this is a ricocheted bullet hitting the player\n 583→ if (_hasRicocheted && parent != null && parent.IsInGroup(\"player\"))\n 584→ {\n 585→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 586→ if (difficultyManager != null)\n 587→ {\n 588→ var result = difficultyManager.Call(\"do_ricochets_damage_player\");\n 589→ bool ricochetsDamagePlayer = result.AsBool();\n 590→ if (!ricochetsDamagePlayer)\n 591→ {\n 592→ GD.Print($\"[Bullet]: Power Fantasy mode - ricocheted bullet passing through player {parent.Name}\");\n 593→ return; // Pass through player without damage\n 594→ }\n 595→ }\n 596→ }\n 597→\n 598→ // Check if the parent is dead - bullets should pass through dead entities\n 599→ // This is a fallback check in case the collision shape/layer disabling\n 600→ // doesn't take effect immediately (see Godot issues #62506, #100687)\n 601→ if (parent != null && parent.HasMethod(\"is_alive\"))\n 602→ {\n 603→ var isAlive = parent.Call(\"is_alive\").AsBool();\n 604→ if (!isAlive)\n 605→ {\n 606→ GD.Print($\"[Bullet]: Passing through dead entity {parent.Name}\");\n 607→ return; // Pass through dead entities\n 608→ }\n 609→ }\n 610→\n 611→ // Track if this is a valid hit on an enemy target\n 612→ bool hitEnemy = false;\n 613→\n 614→ // Check if the target implements IDamageable\n 615→ if (area is IDamageable damageable)\n 616→ {\n 617→ GD.Print($\"[Bullet]: Target {area.Name} is IDamageable, applying {Damage} damage\");\n 618→ damageable.TakeDamage(Damage);\n 619→ hitEnemy = true;\n 620→ }\n 621→ // Check if the parent (enemy) has take_damage method (GDScript IDamageable support)\n 622→ // This is the primary path for GDScript enemies hit through their HitArea\n 623→ else if (parent != null && parent.HasMethod(\"take_damage\"))\n 624→ {\n 625→ float effectiveDamage = GetEffectiveDamage();\n 626→ GD.Print($\"[Bullet]: Target {parent.Name} has take_damage method, applying {effectiveDamage} damage\");\n 627→ parent.Call(\"take_damage\", effectiveDamage);\n 628→ hitEnemy = true;\n 629→ }\n 630→ // Fallback: Check for on_hit method (legacy compatibility with GDScript targets)\n 631→ else if (area.HasMethod(\"on_hit\"))\n 632→ {\n 633→ GD.Print($\"[Bullet]: Target {area.Name} has on_hit method, calling it (damage={Damage} NOT applied - legacy path)\");\n 634→ area.Call(\"on_hit\");\n 635→ hitEnemy = true;\n 636→ }\n 637→ // Also check for OnHit method (C# convention)\n 638→ else if (area.HasMethod(\"OnHit\"))\n 639→ {\n 640→ GD.Print($\"[Bullet]: Target {area.Name} has OnHit method, calling it\");\n 641→ area.Call(\"OnHit\");\n 642→ hitEnemy = true;\n 643→ }\n 644→\n 645→ // Trigger hit effects if this is a player bullet hitting an enemy\n 646→ if (hitEnemy && IsPlayerBullet())\n 647→ {\n 648→ TriggerPlayerHitEffects();\n 649→ }\n 650→\n 651→ // Apply stun effect if configured (e.g., silenced pistol)\n 652→ if (hitEnemy && StunDuration > 0 && parent != null)\n 653→ {\n 654→ ApplyStunEffect(parent);\n 655→ }\n 656→\n 657→ EmitSignal(SignalName.Hit, area);\n 658→ QueueFree();\n 659→ }\n 660→\n 661→ /// <summary>\n 662→ /// Checks if this bullet was fired by the player.\n 663→ /// </summary>\n 664→ /// <returns>True if the shooter is a player.</returns>\n 665→ private bool IsPlayerBullet()\n 666→ {\n 667→ if (ShooterId == 0)\n 668→ {\n 669→ return false;\n 670→ }\n 671→\n 672→ // Try to find the shooter node if not cached\n 673→ if (_shooterNode == null)\n 674→ {\n 675→ _shooterNode = GodotObject.InstanceFromId(ShooterId) as Node;\n 676→ }\n 677→\n 678→ // Check if the shooter is a Player (C# type)\n 679→ if (_shooterNode is Player)\n 680→ {\n 681→ return true;\n 682→ }\n 683→\n 684→ // Check for GDScript player (by script path or node name convention)\n 685→ if (_shooterNode != null)\n 686→ {\n 687→ var script = _shooterNode.GetScript();\n 688→ if (script.VariantType == Variant.Type.Object)\n 689→ {\n 690→ var scriptObj = script.AsGodotObject();\n 691→ if (scriptObj is Script gdScript && gdScript.ResourcePath.Contains(\"player\"))\n 692→ {\n 693→ return true;\n 694→ }\n 695→ }\n 696→ }\n 697→\n 698→ return false;\n 699→ }\n 700→\n 701→ /// <summary>\n 702→ /// Triggers hit effects via the HitEffectsManager autoload.\n 703→ /// Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\n 704→ /// </summary>\n 705→ private void TriggerPlayerHitEffects()\n 706→ {\n 707→ // Get the HitEffectsManager autoload singleton\n 708→ var hitEffectsManager = GetNodeOrNull(\"/root/HitEffectsManager\");\n 709→ if (hitEffectsManager != null && hitEffectsManager.HasMethod(\"on_player_hit_enemy\"))\n 710→ {\n 711→ GD.Print(\"[Bullet]: Triggering player hit effects\");\n 712→ hitEffectsManager.Call(\"on_player_hit_enemy\");\n 713→ }\n 714→ }\n 715→\n 716→ /// <summary>\n 717→ /// Applies stun effect to the hit enemy via StatusEffectsManager.\n 718→ /// Used by special weapons like the silenced pistol to briefly stun enemies on hit.\n 719→ /// </summary>\n 720→ /// <param name=\"enemy\">The enemy node (parent of the hit area) to stun.</param>\n 721→ private void ApplyStunEffect(Node enemy)\n 722→ {\n 723→ if (StunDuration <= 0)\n 724→ {\n 725→ return;\n 726→ }\n 727→\n 728→ // Check if enemy is a Node2D (required by StatusEffectsManager)\n 729→ if (enemy is not Node2D enemyNode2D)\n 730→ {\n 731→ GD.Print($\"[Bullet]: Cannot apply stun - {enemy.Name} is not a Node2D\");\n 732→ return;\n 733→ }\n 734→\n 735→ // Get the StatusEffectsManager autoload singleton\n 736→ var statusEffectsManager = GetNodeOrNull(\"/root/StatusEffectsManager\");\n 737→ if (statusEffectsManager != null && statusEffectsManager.HasMethod(\"apply_stun\"))\n 738→ {\n 739→ GD.Print($\"[Bullet]: Applying stun effect to {enemy.Name} for {StunDuration}s\");\n 740→ statusEffectsManager.Call(\"apply_stun\", enemyNode2D, StunDuration);\n 741→ }\n 742→ else\n 743→ {\n 744→ // Fallback: try to call set_stunned directly on the enemy\n 745→ if (enemy.HasMethod(\"set_stunned\"))\n 746→ {\n 747→ GD.Print($\"[Bullet]: Applying stun directly to {enemy.Name} for {StunDuration}s\");\n 748→ enemy.Call(\"set_stunned\", true);\n 749→ // Note: Without StatusEffectsManager, the stun won't auto-expire\n 750→ // This is a fallback for compatibility\n 751→ }\n 752→ }\n 753→ }\n 754→\n 755→ // =========================================================================\n 756→ // Ricochet Methods\n 757→ // =========================================================================\n 758→\n 759→ /// <summary>\n 760→ /// Attempts to ricochet the bullet off a surface.\n 761→ /// Returns true if ricochet occurred, false if bullet should be destroyed.\n 762→ /// </summary>\n 763→ /// <param name=\"body\">The body the bullet collided with.</param>\n 764→ /// <returns>True if the bullet ricocheted successfully.</returns>\n 765→ private bool TryRicochet(Node2D body)\n 766→ {\n 767→ // Check if we've exceeded maximum ricochets (-1 = unlimited)\n 768→ if (MaxRicochets >= 0 && _ricochetCount >= MaxRicochets)\n 769→ {\n 770→ if (DebugRicochet)\n 771→ {\n 772→ GD.Print($\"[Bullet] Max ricochets reached: {_ricochetCount}\");\n 773→ }\n 774→ return false;\n 775→ }\n 776→\n 777→ // Get the surface normal at the collision point\n 778→ var surfaceNormal = GetSurfaceNormal(body);\n 779→ if (surfaceNormal == Vector2.Zero)\n 780→ {\n 781→ if (DebugRicochet)\n 782→ {\n 783→ GD.Print(\"[Bullet] Could not determine surface normal\");\n 784→ }\n 785→ return false;\n 786→ }\n 787→\n 788→ // Calculate impact angle (angle between bullet direction and surface)\n 789→ // 0 degrees = parallel to surface (grazing shot)\n 790→ // 90 degrees = perpendicular to surface (direct hit)\n 791→ float impactAngleRad = CalculateImpactAngle(surfaceNormal);\n 792→ float impactAngleDeg = Mathf.RadToDeg(impactAngleRad);\n 793→\n 794→ if (DebugRicochet)\n 795→ {\n 796→ GD.Print($\"[Bullet] Impact angle: {impactAngleDeg} degrees\");\n 797→ }\n 798→\n 799→ // Calculate ricochet probability based on impact angle\n 800→ float ricochetProbability = CalculateRicochetProbability(impactAngleDeg);\n 801→\n 802→ if (DebugRicochet)\n 803→ {\n 804→ GD.Print($\"[Bullet] Ricochet probability: {ricochetProbability * 100}%\");\n 805→ }\n 806→\n 807→ // Random roll to determine if ricochet occurs\n 808→ if (GD.Randf() > ricochetProbability)\n 809→ {\n 810→ if (DebugRicochet)\n 811→ {\n 812→ GD.Print(\"[Bullet] Ricochet failed (random)\");\n 813→ }\n 814→ return false;\n 815→ }\n 816→\n 817→ // Ricochet successful - calculate new direction\n 818→ PerformRicochet(surfaceNormal, impactAngleDeg);\n 819→ return true;\n 820→ }\n 821→\n 822→ /// <summary>\n 823→ /// Gets the surface normal at the collision point using raycasting.\n 824→ /// </summary>\n 825→ /// <param name=\"body\">The body that was hit.</param>\n 826→ /// <returns>Surface normal vector, or Vector2.Zero if not found.</returns>\n 827→ private Vector2 GetSurfaceNormal(Node2D body)\n 828→ {\n 829→ // Create a raycast to find the exact collision point\n 830→ var spaceState = GetWorld2D().DirectSpaceState;\n 831→\n 832→ // Cast ray from slightly behind the bullet to current position\n 833→ var rayStart = GlobalPosition - Direction * 50.0f;\n 834→ var rayEnd = GlobalPosition + Direction * 10.0f;\n 835→\n 836→ var query = PhysicsRayQueryParameters2D.Create(rayStart, rayEnd);\n 837→ query.CollisionMask = CollisionMask;\n 838→ query.Exclude = new Godot.Collections.Array<Rid> { GetRid() };\n 839→\n 840→ var result = spaceState.IntersectRay(query);\n 841→\n 842→ if (result.Count == 0)\n 843→ {\n 844→ // Fallback: estimate normal based on bullet direction\n 845→ return -Direction.Normalized();\n 846→ }\n 847→\n 848→ return (Vector2)result[\"normal\"];\n 849→ }\n 850→\n 851→ /// <summary>\n 852→ /// Calculates the impact angle between bullet direction and surface.\n 853→ /// This returns the GRAZING angle (angle from the surface plane).\n 854→ /// </summary>\n 855→ /// <param name=\"surfaceNormal\">The surface normal vector.</param>\n 856→ /// <returns>Angle in radians (0 = grazing/parallel to surface, PI/2 = perpendicular/head-on).</returns>\n 857→ private float CalculateImpactAngle(Vector2 surfaceNormal)\n 858→ {\n 859→ // We want the GRAZING angle (angle from the surface, not from the normal).\n 860→ // The grazing angle is 90° - (angle from normal).\n 861→ //\n 862→ // Using dot product with the normal:\n 863→ // dot(direction, -normal) = cos(angle_from_normal)\n 864→ //\n 865→ // The grazing angle = 90° - angle_from_normal\n 866→ // So: grazing_angle = asin(|dot(direction, normal)|)\n 867→ //\n 868→ // For grazing shots (parallel to surface): direction ⊥ normal, dot ≈ 0, grazing_angle ≈ 0°\n 869→ // For direct hits (perpendicular to surface): direction ∥ -normal, dot ≈ 1, grazing_angle ≈ 90°\n 870→\n 871→ float dot = Mathf.Abs(Direction.Normalized().Dot(surfaceNormal.Normalized()));\n 872→ // Clamp to avoid numerical issues with asin\n 873→ dot = Mathf.Clamp(dot, 0.0f, 1.0f);\n 874→ return Mathf.Asin(dot);\n 875→ }\n 876→\n 877→ /// <summary>\n 878→ /// Calculates the ricochet probability based on impact angle.\n 879→ /// Uses a custom curve designed for realistic 5.45x39mm behavior:\n 880→ /// - 0-15°: ~100% (grazing shots always ricochet)\n 881→ /// - 45°: ~80% (moderate angles have good ricochet chance)\n 882→ /// - 90°: ~10% (perpendicular shots rarely ricochet)\n 883→ /// </summary>\n 884→ /// <param name=\"impactAngleDeg\">Impact angle in degrees.</param>\n 885→ /// <returns>Probability of ricochet (0.0 to 1.0).</returns>\n 886→ private float CalculateRicochetProbability(float impactAngleDeg)\n 887→ {\n 888→ // No ricochet if angle exceeds maximum\n 889→ if (impactAngleDeg > MaxRicochetAngle)\n 890→ {\n 891→ return 0.0f;\n 892→ }\n 893→\n 894→ // Custom curve for realistic ricochet probability:\n 895→ // probability = base * (0.9 * (1 - (angle/90)^2.17) + 0.1)\n 896→ // This gives approximately:\n 897→ // - 0°: 100%, 15°: 98%, 45°: 80%, 90°: 10%\n 898→ float normalizedAngle = impactAngleDeg / 90.0f;\n 899→ // Power of 2.17 creates a curve matching real-world ballistics\n 900→ float powerFactor = Mathf.Pow(normalizedAngle, 2.17f);\n 901→ float angleFactor = (1.0f - powerFactor) * 0.9f + 0.1f;\n 902→ return BaseRicochetProbability * angleFactor;\n 903→ }\n 904→\n 905→ /// <summary>\n 906→ /// Performs the ricochet: updates direction, speed, damage, and plays sound.\n 907→ /// Also calculates the post-ricochet maximum travel distance.\n 908→ /// </summary>\n 909→ /// <param name=\"surfaceNormal\">The surface normal vector.</param>\n 910→ /// <param name=\"impactAngleDeg\">The impact angle in degrees.</param>\n 911→ private void PerformRicochet(Vector2 surfaceNormal, float impactAngleDeg)\n 912→ {\n 913→ _ricochetCount++;\n 914→\n 915→ // Calculate reflected direction\n 916→ // reflection = direction - 2 * dot(direction, normal) * normal\n 917→ var reflected = Direction - 2.0f * Direction.Dot(surfaceNormal) * surfaceNormal;\n 918→ reflected = reflected.Normalized();\n 919→\n 920→ // Add random deviation for realism\n 921→ float deviation = GetRicochetDeviation();\n 922→ reflected = reflected.Rotated(deviation);\n 923→\n 924→ // Update direction\n 925→ Direction = reflected;\n 926→ UpdateRotation();\n 927→\n 928→ // Reduce velocity\n 929→ Speed *= VelocityRetention;\n 930→\n 931→ // Reduce damage multiplier\n 932→ _damageMultiplier *= RicochetDamageMultiplier;\n 933→\n 934→ // Move bullet slightly away from surface to prevent immediate re-collision\n 935→ GlobalPosition += Direction * 5.0f;\n 936→\n 937→ // Mark bullet as having ricocheted and set viewport-based lifetime\n 938→ _hasRicocheted = true;\n 939→ _distanceSinceRicochet = 0.0f;\n 940→\n 941→ // Calculate max post-ricochet distance based on viewport and ricochet angle\n 942→ // Shallow angles (grazing) -> bullet travels longer after ricochet\n 943→ // Steeper angles -> bullet travels shorter distance (more energy lost)\n 944→ float angleFactor = 1.0f - (impactAngleDeg / 90.0f);\n 945→ angleFactor = Mathf.Clamp(angleFactor, 0.1f, 1.0f); // Minimum 10%\n 946→ _maxPostRicochetDistance = _viewportDiagonal * angleFactor;\n 947→\n 948→ // Clear trail history to avoid visual artifacts\n 949→ _positionHistory.Clear();\n 950→\n 951→ // Play ricochet sound\n 952→ PlayRicochetSound();\n 953→\n 954→ if (DebugRicochet)\n 955→ {\n 956→ GD.Print($\"[Bullet] Ricochet #{_ricochetCount} - New speed: {Speed}, Damage mult: {_damageMultiplier}, Max post-ricochet distance: {_maxPostRicochetDistance}\");\n 957→ }\n 958→ }\n 959→\n 960→ /// <summary>\n 961→ /// Gets a random deviation angle for ricochet direction.\n 962→ /// </summary>\n 963→ /// <returns>Random angle in radians.</returns>\n 964→ private float GetRicochetDeviation()\n 965→ {\n 966→ float deviationRad = Mathf.DegToRad(RicochetAngleDeviation);\n 967→ return (float)GD.RandRange(-deviationRad, deviationRad);\n 968→ }\n 969→\n 970→ /// <summary>\n 971→ /// Plays the ricochet sound effect via AudioManager.\n 972→ /// </summary>\n 973→ private void PlayRicochetSound()\n 974→ {\n 975→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 976→ if (audioManager != null && audioManager.HasMethod(\"play_bullet_ricochet\"))\n 977→ {\n 978→ audioManager.Call(\"play_bullet_ricochet\", GlobalPosition);\n 979→ }\n 980→ else if (audioManager != null && audioManager.HasMethod(\"play_bullet_wall_hit\"))\n 981→ {\n 982→ // Fallback to wall hit sound if ricochet sound not available\n 983→ audioManager.Call(\"play_bullet_wall_hit\", GlobalPosition);\n 984→ }\n 985→ }\n 986→\n 987→ /// <summary>\n 988→ /// Gets the current ricochet count.\n 989→ /// </summary>\n 990→ public int GetRicochetCount() => _ricochetCount;\n 991→\n 992→ /// <summary>\n 993→ /// Gets the current damage multiplier (accounting for ricochets).\n 994→ /// </summary>\n 995→ public float GetDamageMultiplier() => _damageMultiplier;\n 996→\n 997→ /// <summary>\n 998→ /// Gets the effective damage after applying ricochet multiplier.\n 999→ /// </summary>\n 1000→ public float GetEffectiveDamage() => Damage * _damageMultiplier;\n 1001→\n 1002→ // =========================================================================\n 1003→ // Penetration Methods\n 1004→ // =========================================================================\n 1005→\n 1006→ /// <summary>\n 1007→ /// Logs a penetration-related message to both console and file logger.\n 1008→ /// </summary>\n 1009→ /// <param name=\"message\">The message to log.</param>\n 1010→ private void LogPenetration(string message)\n 1011→ {\n 1012→ if (!DebugPenetration)\n 1013→ {\n 1014→ return;\n 1015→ }\n 1016→ string fullMessage = $\"[Bullet] {message}\";\n 1017→ GD.Print(fullMessage);\n 1018→ // Also log to FileLogger if available\n 1019→ var fileLogger = GetNodeOrNull(\"/root/FileLogger\");\n 1020→ if (fileLogger != null && fileLogger.HasMethod(\"log_info\"))\n 1021→ {\n 1022→ fileLogger.Call(\"log_info\", fullMessage);\n 1023→ }\n 1024→ }\n 1025→\n 1026→ /// <summary>\n 1027→ /// Called when the bullet exits a body (wall).\n 1028→ /// Used for detecting penetration exit via the physics system.\n 1029→ /// </summary>\n 1030→ private void OnBodyExited(Node2D body)\n 1031→ {\n 1032→ // Only process if we're currently penetrating this specific body\n 1033→ if (!_isPenetrating || _penetratingBody != body)\n 1034→ {\n 1035→ return;\n 1036→ }\n 1037→\n 1038→ LogPenetration(\"Body exited signal received for penetrating body\");\n 1039→ ExitPenetration();\n 1040→ }\n 1041→\n 1042→ /// <summary>\n 1043→ /// Gets the distance from the current bullet position to the shooter's original position.\n 1044→ /// </summary>\n 1045→ /// <returns>Distance in pixels.</returns>\n 1046→ private float GetDistanceToShooter()\n 1047→ {\n 1048→ LogPenetration($\"_get_distance_to_shooter: shooter_position={ShooterPosition}, shooter_id={ShooterId}, bullet_pos={GlobalPosition}\");\n 1049→\n 1050→ if (ShooterPosition == Vector2.Zero)\n 1051→ {\n 1052→ // Fallback: use shooter instance position if available\n 1053→ if (ShooterId != 0)\n 1054→ {\n 1055→ var shooter = GodotObject.InstanceFromId(ShooterId) as Node2D;\n 1056→ if (shooter != null)\n 1057→ {\n 1058→ float dist = GlobalPosition.DistanceTo(shooter.GlobalPosition);\n 1059→ LogPenetration($\"Using shooter_id fallback, distance={dist}\");\n 1060→ return dist;\n 1061→ }\n 1062→ }\n 1063→ LogPenetration(\"WARNING: Unable to determine shooter position\");\n 1064→ }\n 1065→\n 1066→ float distance = GlobalPosition.DistanceTo(ShooterPosition);\n 1067→ LogPenetration($\"Using shooter_position, distance={distance}\");\n 1068→ return distance;\n 1069→ }\n 1070→\n 1071→ /// <summary>\n 1072→ /// Calculates the penetration chance based on distance from shooter.\n 1073→ /// </summary>\n 1074→ /// <param name=\"distanceRatio\">Distance as a ratio of viewport diagonal (0.0 to 1.0+).</param>\n 1075→ /// <returns>Penetration chance (0.0 to 1.0).</returns>\n 1076→ private float CalculateDistancePenetrationChance(float distanceRatio)\n 1077→ {\n 1078→ if (distanceRatio <= RicochetRulesDistanceRatio)\n 1079→ {\n 1080→ return 1.0f; // Full penetration chance within ricochet rules range\n 1081→ }\n 1082→\n 1083→ // Linear interpolation from 100% at 40% to 30% at 100%\n 1084→ float rangeStart = RicochetRulesDistanceRatio; // 0.4\n 1085→ float rangeEnd = 1.0f; // viewport distance\n 1086→ float rangeSpan = rangeEnd - rangeStart; // 0.6\n 1087→\n 1088→ float positionInRange = (distanceRatio - rangeStart) / rangeSpan;\n 1089→ positionInRange = Mathf.Clamp(positionInRange, 0.0f, 1.0f);\n 1090→\n 1091→ // Interpolate from 1.0 to MaxPenetrationChanceAtDistance\n 1092→ float penetrationChance = Mathf.Lerp(1.0f, MaxPenetrationChanceAtDistance, positionInRange);\n 1093→\n 1094→ // Beyond viewport distance, continue decreasing (but clamp to minimum of 5%)\n 1095→ if (distanceRatio > 1.0f)\n 1096→ {\n 1097→ float beyondViewport = distanceRatio - 1.0f;\n 1098→ penetrationChance = Mathf.Max(MaxPenetrationChanceAtDistance - beyondViewport * 0.2f, 0.05f);\n 1099→ }\n 1100→\n 1101→ return penetrationChance;\n 1102→ }\n 1103→\n 1104→ /// <summary>\n 1105→ /// Checks if the bullet is currently inside an existing penetration hole area.\n 1106→ /// </summary>\n 1107→ /// <returns>True if inside a penetration hole.</returns>\n 1108→ private bool IsInsidePenetrationHole()\n 1109→ {\n 1110→ var overlappingAreas = GetOverlappingAreas();\n 1111→ foreach (var area in overlappingAreas)\n 1112→ {\n 1113→ // Check by script path\n 1114→ var script = area.GetScript();\n 1115→ if (script.VariantType == Variant.Type.Object)\n 1116→ {\n 1117→ var scriptObj = script.AsGodotObject();\n 1118→ if (scriptObj is Script gdScript && gdScript.ResourcePath.Contains(\"penetration_hole\"))\n 1119→ {\n 1120→ return true;\n 1121→ }\n 1122→ }\n 1123→ // Also check by node name as fallback\n 1124→ if (area.Name.ToString().Contains(\"PenetrationHole\"))\n 1125→ {\n 1126→ return true;\n 1127→ }\n 1128→ }\n 1129→ return false;\n 1130→ }\n 1131→\n 1132→ /// <summary>\n 1133→ /// Attempts to penetrate through a wall when ricochet fails.\n 1134→ /// </summary>\n 1135→ /// <param name=\"body\">The static body (wall) to penetrate.</param>\n 1136→ /// <returns>True if penetration started successfully.</returns>\n 1137→ private bool TryPenetration(Node2D body)\n 1138→ {\n 1139→ if (!CanPenetrate)\n 1140→ {\n 1141→ LogPenetration(\"Caliber cannot penetrate walls\");\n 1142→ return false;\n 1143→ }\n 1144→\n 1145→ // Don't start a new penetration if already penetrating\n 1146→ if (_isPenetrating)\n 1147→ {\n 1148→ LogPenetration(\"Already penetrating, cannot start new penetration\");\n 1149→ return false;\n 1150→ }\n 1151→\n 1152→ LogPenetration($\"Starting wall penetration at {GlobalPosition}\");\n 1153→\n 1154→ // Mark as penetrating\n 1155→ _isPenetrating = true;\n 1156→ _penetratingBody = body;\n 1157→ _penetrationEntryPoint = GlobalPosition;\n 1158→ _penetrationDistanceTraveled = 0.0f;\n 1159→\n 1160→ // Visual effects disabled as per user request\n 1161→ // Entry dust effect removed\n 1162→\n 1163→ // Move bullet slightly forward to avoid immediate re-collision\n 1164→ GlobalPosition += Direction * 5.0f;\n 1165→\n 1166→ return true;\n 1167→ }\n 1168→\n 1169→ /// <summary>\n 1170→ /// Checks if the bullet is still inside an obstacle using raycasting.\n 1171→ /// </summary>\n 1172→ /// <returns>True if still inside, false if exited.</returns>\n 1173→ private bool IsStillInsideObstacle()\n 1174→ {\n 1175→ if (_penetratingBody == null || !IsInstanceValid(_penetratingBody))\n 1176→ {\n 1177→ return false;\n 1178→ }\n 1179→\n 1180→ var spaceState = GetWorld2D().DirectSpaceState;\n 1181→\n 1182→ // Use longer raycasts to account for bullet speed\n 1183→ float rayLength = 50.0f;\n 1184→ var rayStart = GlobalPosition;\n 1185→ var rayEnd = GlobalPosition + Direction * rayLength;\n 1186→\n 1187→ var query = PhysicsRayQueryParameters2D.Create(rayStart, rayEnd);\n 1188→ query.CollisionMask = CollisionMask;\n 1189→ query.Exclude = new Godot.Collections.Array<Rid> { GetRid() };\n 1190→\n 1191→ var result = spaceState.IntersectRay(query);\n 1192→\n 1193→ // If we hit the same body in front, we're still inside\n 1194→ if (result.Count > 0 && (Node2D)result[\"collider\"] == _penetratingBody)\n 1195→ {\n 1196→ LogPenetration($\"Raycast forward hit penetrating body at distance {rayStart.DistanceTo((Vector2)result[\"position\"])}\");\n 1197→ return true;\n 1198→ }\n 1199→\n 1200→ // Also check backwards to see if we're still overlapping\n 1201→ rayEnd = GlobalPosition - Direction * rayLength;\n 1202→ query = PhysicsRayQueryParameters2D.Create(rayStart, rayEnd);\n 1203→ query.CollisionMask = CollisionMask;\n 1204→ query.Exclude = new Godot.Collections.Array<Rid> { GetRid() };\n 1205→\n 1206→ result = spaceState.IntersectRay(query);\n 1207→ if (result.Count > 0 && (Node2D)result[\"collider\"] == _penetratingBody)\n 1208→ {\n 1209→ LogPenetration($\"Raycast backward hit penetrating body at distance {rayStart.DistanceTo((Vector2)result[\"position\"])}\");\n 1210→ return true;\n 1211→ }\n 1212→\n 1213→ LogPenetration(\"No longer inside obstacle - raycasts found no collision with penetrating body\");\n 1214→ return false;\n 1215→ }\n 1216→\n 1217→ /// <summary>\n 1218→ /// Called when the bullet exits a penetrated wall.\n 1219→ /// </summary>\n 1220→ private void ExitPenetration()\n 1221→ {\n 1222→ // Prevent double-calling\n 1223→ if (!_isPenetrating)\n 1224→ {\n 1225→ return;\n 1226→ }\n 1227→\n 1228→ Vector2 exitPoint = GlobalPosition;\n 1229→ LogPenetration($\"Exiting penetration at {exitPoint} after traveling {_penetrationDistanceTraveled} pixels through wall\");\n 1230→\n 1231→ // Visual effects disabled as per user request\n 1232→ // The entry/exit positions couldn't be properly anchored to wall surfaces\n 1233→\n 1234→ // Apply damage reduction after penetration\n 1235→ if (!_hasPenetrated)\n 1236→ {\n 1237→ _damageMultiplier *= PostPenetrationDamageMultiplier;\n 1238→ _hasPenetrated = true;\n 1239→ LogPenetration($\"Damage multiplier after penetration: {_damageMultiplier}\");\n 1240→ }\n 1241→\n 1242→ // Play penetration exit sound\n 1243→ PlayBulletWallHitSound();\n 1244→\n 1245→ // Reset penetration state\n 1246→ _isPenetrating = false;\n 1247→ _penetratingBody = null;\n 1248→ _penetrationDistanceTraveled = 0.0f;\n 1249→\n 1250→ // Destroy bullet after successful penetration\n 1251→ // Bullets don't continue flying after penetrating a wall\n 1252→ QueueFree();\n 1253→ }\n 1254→\n 1255→ /// <summary>\n 1256→ /// Spawns a dust effect at the specified position.\n 1257→ /// </summary>\n 1258→ /// <param name=\"position\">Position to spawn the dust.</param>\n 1259→ /// <param name=\"direction\">Direction for the dust particles.</param>\n 1260→ private void SpawnDustEffect(Vector2 position, Vector2 direction)\n 1261→ {\n 1262→ var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n 1263→ if (impactManager != null && impactManager.HasMethod(\"spawn_dust_effect\"))\n 1264→ {\n 1265→ impactManager.Call(\"spawn_dust_effect\", position, direction, Variant.CreateFrom((Resource?)null));\n 1266→ }\n 1267→ }\n 1268→\n 1269→ /// <summary>\n 1270→ /// Spawns a collision hole (visual trail) from entry to exit point.\n 1271→ /// </summary>\n 1272→ /// <param name=\"entryPoint\">Where the bullet entered the wall.</param>\n 1273→ /// <param name=\"exitPoint\">Where the bullet exited the wall.</param>\n 1274→ private void SpawnCollisionHole(Vector2 entryPoint, Vector2 exitPoint)\n 1275→ {\n 1276→ var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n 1277→ if (impactManager == null)\n 1278→ {\n 1279→ return;\n 1280→ }\n 1281→\n 1282→ if (impactManager.HasMethod(\"spawn_collision_hole\"))\n 1283→ {\n 1284→ impactManager.Call(\"spawn_collision_hole\", entryPoint, exitPoint, Direction, Variant.CreateFrom((Resource?)null));\n 1285→ LogPenetration($\"Collision hole spawned from {entryPoint} to {exitPoint}\");\n 1286→ }\n 1287→ }\n 1288→\n 1289→ /// <summary>\n 1290→ /// Returns whether the bullet has penetrated at least one wall.\n 1291→ /// </summary>\n 1292→ public bool HasPenetrated() => _hasPenetrated;\n 1293→\n 1294→ /// <summary>\n 1295→ /// Returns whether the bullet is currently penetrating a wall.\n 1296→ /// </summary>\n 1297→ public bool IsPenetrating() => _isPenetrating;\n 1298→\n 1299→ /// <summary>\n 1300→ /// Returns the distance traveled through walls while penetrating.\n 1301→ /// </summary>\n 1302→ public float GetPenetrationDistance() => _penetrationDistanceTraveled;\n 1303→}\n 1304→\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": "4af992ed-3810-49ba-b1a2-8eb6a325fb98", | |
| "uuid": "69425e14-cdc8-46ed-9b20-18cfdfc62c37", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770396578865/Scripts/Projectiles/Bullet.cs", | |
| "content": "using Godot;\nusing GodotTopDownTemplate.Characters;\nusing GodotTopDownTemplate.Data;\nusing GodotTopDownTemplate.Interfaces;\n\nnamespace GodotTopDownTemplate.Projectiles;\n\n/// <summary>\n/// Bullet projectile that travels in a direction and handles collisions.\n/// The bullet moves at a constant speed in its set direction.\n/// It destroys itself when hitting walls or targets, and triggers\n/// target reactions on hit.\n///\n/// Features a visual tracer trail effect for better visibility and\n/// realistic appearance during fast movement.\n///\n/// Supports realistic ricochet mechanics:\n/// - Ricochet probability depends on impact angle (shallow = more likely)\n/// - Velocity and damage reduction after ricochet\n/// - Unlimited ricochets by default\n/// - Random angle deviation for realistic bounce behavior\n/// - Viewport-based post-ricochet lifetime\n/// </summary>\npublic partial class Bullet : Area2D\n{\n /// <summary>\n /// Speed of the bullet in pixels per second.\n /// Default is 2500 for faster projectiles that make combat more challenging.\n /// </summary>\n [Export]\n public float Speed { get; set; } = 2500.0f;\n\n /// <summary>\n /// Maximum lifetime in seconds before auto-destruction.\n /// </summary>\n [Export]\n public float Lifetime { get; set; } = 3.0f;\n\n /// <summary>\n /// Damage dealt on hit.\n /// </summary>\n [Export]\n public float Damage { get; set; } = 1.0f;\n\n /// <summary>\n /// Maximum number of trail points to maintain.\n /// Higher values create longer trails but use more memory.\n /// </summary>\n [Export]\n public int TrailLength { get; set; } = 8;\n\n /// <summary>\n /// Bullet configuration data (optional, overrides individual properties).\n /// </summary>\n [Export]\n public BulletData? BulletData { get; set; }\n\n /// <summary>\n /// Direction the bullet travels (set by the shooter).\n /// Exported to allow setting via Node.Set() with snake_case name \"direction\".\n /// </summary>\n [Export]\n public Vector2 Direction { get; set; } = Vector2.Right;\n\n /// <summary>\n /// Instance ID of the node that shot this bullet.\n /// Used to prevent self-damage (e.g., player or enemies not damaging themselves).\n /// Exported to allow setting via Node.Set() with snake_case name \"shooter_id\".\n /// </summary>\n [Export]\n public ulong ShooterId { get; set; } = 0;\n\n // =========================================================================\n // Ricochet Configuration (5.45x39mm defaults, matching GDScript bullet)\n // =========================================================================\n\n /// <summary>\n /// Maximum number of ricochets allowed. -1 = unlimited.\n /// </summary>\n private const int MaxRicochets = -1;\n\n /// <summary>\n /// Maximum angle (degrees) from surface at which ricochet is possible.\n /// Set to 90 to allow ricochets at all angles with varying probability.\n /// </summary>\n private const float MaxRicochetAngle = 90.0f;\n\n /// <summary>\n /// Base probability of ricochet at optimal (grazing) angle.\n /// </summary>\n private const float BaseRicochetProbability = 1.0f;\n\n /// <summary>\n /// Velocity retention factor after ricochet (0-1).\n /// Higher values mean less speed loss. 0.85 = 85% speed retained.\n /// </summary>\n private const float VelocityRetention = 0.85f;\n\n /// <summary>\n /// Damage multiplier after each ricochet.\n /// </summary>\n private const float RicochetDamageMultiplier = 0.5f;\n\n /// <summary>\n /// Random angle deviation (degrees) for ricochet direction.\n /// </summary>\n private const float RicochetAngleDeviation = 10.0f;\n\n /// <summary>\n /// Current damage multiplier (decreases with each ricochet).\n /// </summary>\n private float _damageMultiplier = 1.0f;\n\n /// <summary>\n /// Number of ricochets that have occurred.\n /// </summary>\n private int _ricochetCount = 0;\n\n /// <summary>\n /// Viewport diagonal for post-ricochet lifetime calculation.\n /// </summary>\n private float _viewportDiagonal = 2203.0f;\n\n /// <summary>\n /// Whether this bullet has ricocheted at least once.\n /// </summary>\n private bool _hasRicocheted = false;\n\n /// <summary>\n /// Distance traveled since the last ricochet.\n /// </summary>\n private float _distanceSinceRicochet = 0.0f;\n\n /// <summary>\n /// Maximum travel distance after ricochet (based on viewport and angle).\n /// </summary>\n private float _maxPostRicochetDistance = 0.0f;\n\n /// <summary>\n /// Enable debug logging for ricochet calculations.\n /// </summary>\n private const bool DebugRicochet = false;\n\n // =========================================================================\n // Penetration Configuration (matching GDScript bullet.gd)\n // =========================================================================\n\n /// <summary>\n /// Whether penetration is enabled.\n /// </summary>\n private const bool CanPenetrate = true;\n\n /// <summary>\n /// Maximum penetration distance (pixels) for 5.45x39mm = 48px (2x thin wall).\n /// </summary>\n private const float MaxPenetrationDistance = 48.0f;\n\n /// <summary>\n /// Damage multiplier after penetrating a wall (90% of original).\n /// </summary>\n private const float PostPenetrationDamageMultiplier = 0.9f;\n\n /// <summary>\n /// Distance ratio for point-blank shots (0% = point blank).\n /// </summary>\n private const float PointBlankDistanceRatio = 0.0f;\n\n /// <summary>\n /// Distance ratio at which normal ricochet rules apply (40% of viewport).\n /// </summary>\n private const float RicochetRulesDistanceRatio = 0.4f;\n\n /// <summary>\n /// Maximum penetration chance at viewport distance (30%).\n /// </summary>\n private const float MaxPenetrationChanceAtDistance = 0.3f;\n\n /// <summary>\n /// Enable debug logging for penetration calculations.\n /// </summary>\n private const bool DebugPenetration = true;\n\n /// <summary>\n /// Whether the bullet is currently penetrating through a wall.\n /// </summary>\n private bool _isPenetrating = false;\n\n /// <summary>\n /// Distance traveled while penetrating through walls.\n /// </summary>\n private float _penetrationDistanceTraveled = 0.0f;\n\n /// <summary>\n /// Entry point into the current obstacle being penetrated.\n /// </summary>\n private Vector2 _penetrationEntryPoint = Vector2.Zero;\n\n /// <summary>\n /// The body currently being penetrated (for tracking exit).\n /// </summary>\n private Node2D? _penetratingBody = null;\n\n /// <summary>\n /// Whether the bullet has penetrated at least one wall.\n /// </summary>\n private bool _hasPenetrated = false;\n\n /// <summary>\n /// Shooter's position at firing time (for distance-based penetration).\n /// Exported to allow setting via Node.Set() with snake_case name \"shooter_position\".\n /// </summary>\n [Export]\n public Vector2 ShooterPosition { get; set; } = Vector2.Zero;\n\n /// <summary>\n /// Duration in seconds to stun enemies on hit (0 = no stun effect).\n /// Used by special weapons like the silenced pistol.\n /// Exported to allow setting via Node.Set() with snake_case name \"stun_duration\".\n /// </summary>\n [Export]\n public float StunDuration { get; set; } = 0.0f;\n\n /// <summary>\n /// Timer tracking remaining lifetime.\n /// </summary>\n private float _timeAlive;\n\n /// <summary>\n /// Reference to the shooter node (cached for player detection).\n /// </summary>\n private Node? _shooterNode;\n\n /// <summary>\n /// Reference to the trail Line2D node (if present).\n /// </summary>\n private Line2D? _trail;\n\n /// <summary>\n /// History of global positions for the trail effect.\n /// </summary>\n private readonly System.Collections.Generic.List<Vector2> _positionHistory = new();\n\n /// <summary>\n /// Signal emitted when the bullet hits something.\n /// </summary>\n [Signal]\n public delegate void HitEventHandler(Node2D target);\n\n public override void _Ready()\n {\n // Apply bullet data if available\n if (BulletData != null)\n {\n Speed = BulletData.Speed;\n Lifetime = BulletData.Lifetime;\n Damage = BulletData.Damage;\n }\n\n // Connect to collision signals\n BodyEntered += OnBodyEntered;\n BodyExited += OnBodyExited;\n AreaEntered += OnAreaEntered;\n\n // Get trail reference if it exists\n _trail = GetNodeOrNull<Line2D>(\"Trail\");\n if (_trail != null)\n {\n _trail.ClearPoints();\n // Set trail to use global coordinates (not relative to bullet)\n _trail.TopLevel = true;\n // Reset position to origin so points added are truly global\n // (when TopLevel becomes true, the Line2D's position becomes its global position,\n // so we need to reset it to (0,0) for added points to be at their true global positions)\n _trail.Position = Vector2.Zero;\n }\n\n // Calculate viewport diagonal for post-ricochet lifetime\n CalculateViewportDiagonal();\n\n // Set initial rotation based on direction\n UpdateRotation();\n }\n\n /// <summary>\n /// Calculates the viewport diagonal for post-ricochet distance limits.\n /// </summary>\n private void CalculateViewportDiagonal()\n {\n var viewport = GetViewport();\n if (viewport != null)\n {\n var size = viewport.GetVisibleRect().Size;\n _viewportDiagonal = Mathf.Sqrt(size.X * size.X + size.Y * size.Y);\n }\n else\n {\n // Fallback to 1920x1080 diagonal\n _viewportDiagonal = 2203.0f;\n }\n }\n\n /// <summary>\n /// Updates the bullet rotation to match its travel direction.\n /// </summary>\n private void UpdateRotation()\n {\n Rotation = Direction.Angle();\n }\n\n public override void _PhysicsProcess(double delta)\n {\n // Calculate movement this frame\n var movement = Direction * Speed * (float)delta;\n\n // Move in the set direction\n Position += movement;\n\n // Track distance traveled since last ricochet (for viewport-based lifetime)\n if (_hasRicocheted)\n {\n _distanceSinceRicochet += movement.Length();\n // Destroy bullet if it has traveled more than the viewport-based max distance\n if (_distanceSinceRicochet >= _maxPostRicochetDistance)\n {\n if (DebugRicochet)\n {\n GD.Print($\"[Bullet] Post-ricochet distance exceeded: {_distanceSinceRicochet} >= {_maxPostRicochetDistance}\");\n }\n QueueFree();\n return;\n }\n }\n\n // Track penetration distance while inside a wall\n if (_isPenetrating)\n {\n _penetrationDistanceTraveled += movement.Length();\n\n // Check if we've exceeded max penetration distance\n if (_penetrationDistanceTraveled >= MaxPenetrationDistance)\n {\n LogPenetration($\"Max penetration distance exceeded: {_penetrationDistanceTraveled} >= {MaxPenetrationDistance}\");\n // Bullet stopped inside the wall - destroy it\n // Visual effects disabled as per user request\n QueueFree();\n return;\n }\n\n // Check if we've exited the obstacle (raycast forward to see if still inside)\n if (!IsStillInsideObstacle())\n {\n ExitPenetration();\n }\n }\n\n // Update trail effect\n UpdateTrail();\n\n // Track lifetime and auto-destroy if exceeded\n _timeAlive += (float)delta;\n if (_timeAlive >= Lifetime)\n {\n QueueFree();\n }\n }\n\n /// <summary>\n /// Updates the visual trail effect by maintaining position history.\n /// </summary>\n private void UpdateTrail()\n {\n if (_trail == null)\n {\n return;\n }\n\n // Add current position to history (at the front)\n _positionHistory.Insert(0, GlobalPosition);\n\n // Limit trail length\n while (_positionHistory.Count > TrailLength)\n {\n _positionHistory.RemoveAt(_positionHistory.Count - 1);\n }\n\n // Update Line2D points\n _trail.ClearPoints();\n foreach (var pos in _positionHistory)\n {\n _trail.AddPoint(pos);\n }\n }\n\n /// <summary>\n /// Sets the direction for the bullet.\n /// Called by the shooter to set the travel direction.\n /// Also updates the bullet's rotation to match the direction.\n /// </summary>\n /// <param name=\"direction\">Direction vector (will be normalized).</param>\n public void SetDirection(Vector2 direction)\n {\n Direction = direction.Normalized();\n UpdateRotation();\n }\n\n /// <summary>\n /// Sets the shooter ID to prevent self-damage.\n /// Called by the weapon to identify the shooter node.\n /// </summary>\n /// <param name=\"shooterId\">Instance ID of the shooter node.</param>\n public void SetShooterId(ulong shooterId)\n {\n ShooterId = shooterId;\n }\n\n /// <summary>\n /// Sets the shooter's position at firing time.\n /// Used for distance-based penetration calculations.\n /// </summary>\n /// <param name=\"position\">Global position of the shooter when firing.</param>\n public void SetShooterPosition(Vector2 position)\n {\n ShooterPosition = position;\n }\n\n /// <summary>\n /// Called when the bullet hits a static body (wall or obstacle).\n /// </summary>\n private void OnBodyEntered(Node2D body)\n {\n // Check if this is the shooter - don't collide with own body\n if (ShooterId == body.GetInstanceId())\n {\n return; // Pass through the shooter\n }\n\n // Check if this is a dead enemy - bullets should pass through dead entities\n // This handles the CharacterBody2D collision (separate from HitArea collision)\n if (body.HasMethod(\"is_alive\"))\n {\n var isAlive = body.Call(\"is_alive\").AsBool();\n if (!isAlive)\n {\n return; // Pass through dead entities\n }\n }\n\n // If we're currently penetrating the same body, ignore re-entry\n if (_isPenetrating && _penetratingBody == body)\n {\n return;\n }\n\n // Check if bullet is inside an existing penetration hole - pass through\n if (IsInsidePenetrationHole())\n {\n LogPenetration(\"Inside existing penetration hole, passing through\");\n return;\n }\n\n // Try to ricochet or penetrate off static bodies (walls/obstacles)\n if (body is StaticBody2D || body is TileMap)\n {\n // Always spawn dust effect when hitting walls, regardless of ricochet\n SpawnWallHitEffect(body);\n\n // Calculate distance from shooter to determine penetration behavior\n float distanceToWall = GetDistanceToShooter();\n float distanceRatio = _viewportDiagonal > 0 ? distanceToWall / _viewportDiagonal : 1.0f;\n\n LogPenetration($\"Distance to wall: {distanceToWall} ({distanceRatio * 100}% of viewport)\");\n\n // Point-blank shots (very close to shooter): 100% penetration, ignore ricochet\n if (distanceRatio <= PointBlankDistanceRatio + 0.05f)\n {\n LogPenetration(\"Point-blank shot - 100% penetration, ignoring ricochet\");\n if (TryPenetration(body))\n {\n return; // Bullet is penetrating\n }\n }\n // At 40% or less of viewport: normal ricochet rules apply\n else if (distanceRatio <= RicochetRulesDistanceRatio)\n {\n LogPenetration(\"Within ricochet range - trying ricochet first\");\n // First try ricochet\n if (TryRicochet(body))\n {\n return; // Bullet ricocheted, don't destroy\n }\n // Ricochet failed - try penetration\n if (TryPenetration(body))\n {\n return; // Bullet is penetrating\n }\n }\n // Beyond 40% of viewport: distance-based penetration chance\n else\n {\n // First try ricochet (shallow angles still ricochet)\n if (TryRicochet(body))\n {\n return; // Bullet ricocheted, don't destroy\n }\n\n // Calculate penetration chance based on distance\n float penetrationChance = CalculateDistancePenetrationChance(distanceRatio);\n LogPenetration($\"Distance-based penetration chance: {penetrationChance * 100}%\");\n\n // Roll for penetration\n if (GD.Randf() <= penetrationChance)\n {\n if (TryPenetration(body))\n {\n return; // Bullet is penetrating\n }\n }\n else\n {\n LogPenetration(\"Penetration failed (distance roll)\");\n }\n }\n }\n\n // Hit a static body (wall or obstacle) or alive enemy body\n // Play bullet wall impact sound\n PlayBulletWallHitSound();\n EmitSignal(SignalName.Hit, body);\n QueueFree();\n }\n\n /// <summary>\n /// Plays the bullet wall impact sound.\n /// </summary>\n private void PlayBulletWallHitSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_bullet_wall_hit\"))\n {\n audioManager.Call(\"play_bullet_wall_hit\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Spawns dust/debris particles when bullet hits a wall or static body.\n /// </summary>\n /// <param name=\"body\">The body that was hit (used to get surface normal).</param>\n private void SpawnWallHitEffect(Node2D body)\n {\n var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n if (impactManager == null || !impactManager.HasMethod(\"spawn_dust_effect\"))\n {\n return;\n }\n\n // Get surface normal for particle direction\n var surfaceNormal = GetSurfaceNormal(body);\n\n // Spawn dust effect at hit position\n // Note: Passing null for caliber_data since C# Bullet doesn't use caliber resources\n impactManager.Call(\"spawn_dust_effect\", GlobalPosition, surfaceNormal, Variant.CreateFrom((Resource?)null));\n }\n\n /// <summary>\n /// Called when the bullet hits another area (like a target or enemy).\n /// </summary>\n private void OnAreaEntered(Area2D area)\n {\n GD.Print($\"[Bullet]: Hit {area.Name} (damage: {Damage})\");\n\n // Check if this is a HitArea - if so, check against parent's instance ID\n // This prevents the shooter from damaging themselves with direct shots\n // BUT ricocheted bullets CAN damage the shooter (realistic self-damage)\n var parent = area.GetParent();\n if (parent != null && ShooterId == parent.GetInstanceId() && !_hasRicocheted)\n {\n GD.Print($\"[Bullet]: Ignoring self-hit on {parent.Name} (not ricocheted)\");\n return; // Don't hit the shooter with direct shots\n }\n\n // Power Fantasy mode: Ricocheted bullets do NOT damage the player\n // Check if this is a ricocheted bullet hitting the player\n if (_hasRicocheted && parent != null && parent.IsInGroup(\"player\"))\n {\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var result = difficultyManager.Call(\"do_ricochets_damage_player\");\n bool ricochetsDamagePlayer = result.AsBool();\n if (!ricochetsDamagePlayer)\n {\n GD.Print($\"[Bullet]: Power Fantasy mode - ricocheted bullet passing through player {parent.Name}\");\n return; // Pass through player without damage\n }\n }\n }\n\n // Check if the parent is dead - bullets should pass through dead entities\n // This is a fallback check in case the collision shape/layer disabling\n // doesn't take effect immediately (see Godot issues #62506, #100687)\n if (parent != null && parent.HasMethod(\"is_alive\"))\n {\n var isAlive = parent.Call(\"is_alive\").AsBool();\n if (!isAlive)\n {\n GD.Print($\"[Bullet]: Passing through dead entity {parent.Name}\");\n return; // Pass through dead entities\n }\n }\n\n // Track if this is a valid hit on an enemy target\n bool hitEnemy = false;\n\n // Check if the target implements IDamageable\n if (area is IDamageable damageable)\n {\n GD.Print($\"[Bullet]: Target {area.Name} is IDamageable, applying {Damage} damage\");\n damageable.TakeDamage(Damage);\n hitEnemy = true;\n }\n // Check if the parent (enemy) has take_damage method (GDScript IDamageable support)\n // This is the primary path for GDScript enemies hit through their HitArea\n else if (parent != null && parent.HasMethod(\"take_damage\"))\n {\n float effectiveDamage = GetEffectiveDamage();\n GD.Print($\"[Bullet]: Target {parent.Name} has take_damage method, applying {effectiveDamage} damage\");\n parent.Call(\"take_damage\", effectiveDamage);\n hitEnemy = true;\n }\n // Fallback: Check for on_hit method (legacy compatibility with GDScript targets)\n else if (area.HasMethod(\"on_hit\"))\n {\n GD.Print($\"[Bullet]: Target {area.Name} has on_hit method, calling it (damage={Damage} NOT applied - legacy path)\");\n area.Call(\"on_hit\");\n hitEnemy = true;\n }\n // Also check for OnHit method (C# convention)\n else if (area.HasMethod(\"OnHit\"))\n {\n GD.Print($\"[Bullet]: Target {area.Name} has OnHit method, calling it\");\n area.Call(\"OnHit\");\n hitEnemy = true;\n }\n\n // Trigger hit effects if this is a player bullet hitting an enemy\n if (hitEnemy && IsPlayerBullet())\n {\n TriggerPlayerHitEffects();\n }\n\n // Apply stun effect if configured (e.g., silenced pistol)\n if (hitEnemy && StunDuration > 0 && parent != null)\n {\n ApplyStunEffect(parent);\n }\n\n EmitSignal(SignalName.Hit, area);\n QueueFree();\n }\n\n /// <summary>\n /// Checks if this bullet was fired by the player.\n /// </summary>\n /// <returns>True if the shooter is a player.</returns>\n private bool IsPlayerBullet()\n {\n if (ShooterId == 0)\n {\n return false;\n }\n\n // Try to find the shooter node if not cached\n if (_shooterNode == null)\n {\n _shooterNode = GodotObject.InstanceFromId(ShooterId) as Node;\n }\n\n // Check if the shooter is a Player (C# type)\n if (_shooterNode is Player)\n {\n return true;\n }\n\n // Check for GDScript player (by script path or node name convention)\n if (_shooterNode != null)\n {\n var script = _shooterNode.GetScript();\n if (script.VariantType == Variant.Type.Object)\n {\n var scriptObj = script.AsGodotObject();\n if (scriptObj is Script gdScript && gdScript.ResourcePath.Contains(\"player\"))\n {\n return true;\n }\n }\n }\n\n return false;\n }\n\n /// <summary>\n /// Triggers hit effects via the HitEffectsManager autoload.\n /// Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\n /// </summary>\n private void TriggerPlayerHitEffects()\n {\n // Get the HitEffectsManager autoload singleton\n var hitEffectsManager = GetNodeOrNull(\"/root/HitEffectsManager\");\n if (hitEffectsManager != null && hitEffectsManager.HasMethod(\"on_player_hit_enemy\"))\n {\n GD.Print(\"[Bullet]: Triggering player hit effects\");\n hitEffectsManager.Call(\"on_player_hit_enemy\");\n }\n }\n\n /// <summary>\n /// Applies stun effect to the hit enemy via StatusEffectsManager.\n /// Used by special weapons like the silenced pistol to briefly stun enemies on hit.\n /// </summary>\n /// <param name=\"enemy\">The enemy node (parent of the hit area) to stun.</param>\n private void ApplyStunEffect(Node enemy)\n {\n if (StunDuration <= 0)\n {\n return;\n }\n\n // Check if enemy is a Node2D (required by StatusEffectsManager)\n if (enemy is not Node2D enemyNode2D)\n {\n GD.Print($\"[Bullet]: Cannot apply stun - {enemy.Name} is not a Node2D\");\n return;\n }\n\n // Get the StatusEffectsManager autoload singleton\n var statusEffectsManager = GetNodeOrNull(\"/root/StatusEffectsManager\");\n if (statusEffectsManager != null && statusEffectsManager.HasMethod(\"apply_stun\"))\n {\n GD.Print($\"[Bullet]: Applying stun effect to {enemy.Name} for {StunDuration}s\");\n statusEffectsManager.Call(\"apply_stun\", enemyNode2D, StunDuration);\n }\n else\n {\n // Fallback: try to call set_stunned directly on the enemy\n if (enemy.HasMethod(\"set_stunned\"))\n {\n GD.Print($\"[Bullet]: Applying stun directly to {enemy.Name} for {StunDuration}s\");\n enemy.Call(\"set_stunned\", true);\n // Note: Without StatusEffectsManager, the stun won't auto-expire\n // This is a fallback for compatibility\n }\n }\n }\n\n // =========================================================================\n // Ricochet Methods\n // =========================================================================\n\n /// <summary>\n /// Attempts to ricochet the bullet off a surface.\n /// Returns true if ricochet occurred, false if bullet should be destroyed.\n /// </summary>\n /// <param name=\"body\">The body the bullet collided with.</param>\n /// <returns>True if the bullet ricocheted successfully.</returns>\n private bool TryRicochet(Node2D body)\n {\n // Check if we've exceeded maximum ricochets (-1 = unlimited)\n if (MaxRicochets >= 0 && _ricochetCount >= MaxRicochets)\n {\n if (DebugRicochet)\n {\n GD.Print($\"[Bullet] Max ricochets reached: {_ricochetCount}\");\n }\n return false;\n }\n\n // Get the surface normal at the collision point\n var surfaceNormal = GetSurfaceNormal(body);\n if (surfaceNormal == Vector2.Zero)\n {\n if (DebugRicochet)\n {\n GD.Print(\"[Bullet] Could not determine surface normal\");\n }\n return false;\n }\n\n // Calculate impact angle (angle between bullet direction and surface)\n // 0 degrees = parallel to surface (grazing shot)\n // 90 degrees = perpendicular to surface (direct hit)\n float impactAngleRad = CalculateImpactAngle(surfaceNormal);\n float impactAngleDeg = Mathf.RadToDeg(impactAngleRad);\n\n if (DebugRicochet)\n {\n GD.Print($\"[Bullet] Impact angle: {impactAngleDeg} degrees\");\n }\n\n // Calculate ricochet probability based on impact angle\n float ricochetProbability = CalculateRicochetProbability(impactAngleDeg);\n\n if (DebugRicochet)\n {\n GD.Print($\"[Bullet] Ricochet probability: {ricochetProbability * 100}%\");\n }\n\n // Random roll to determine if ricochet occurs\n if (GD.Randf() > ricochetProbability)\n {\n if (DebugRicochet)\n {\n GD.Print(\"[Bullet] Ricochet failed (random)\");\n }\n return false;\n }\n\n // Ricochet successful - calculate new direction\n PerformRicochet(surfaceNormal, impactAngleDeg);\n return true;\n }\n\n /// <summary>\n /// Gets the surface normal at the collision point using raycasting.\n /// </summary>\n /// <param name=\"body\">The body that was hit.</param>\n /// <returns>Surface normal vector, or Vector2.Zero if not found.</returns>\n private Vector2 GetSurfaceNormal(Node2D body)\n {\n // Create a raycast to find the exact collision point\n var spaceState = GetWorld2D().DirectSpaceState;\n\n // Cast ray from slightly behind the bullet to current position\n var rayStart = GlobalPosition - Direction * 50.0f;\n var rayEnd = GlobalPosition + Direction * 10.0f;\n\n var query = PhysicsRayQueryParameters2D.Create(rayStart, rayEnd);\n query.CollisionMask = CollisionMask;\n query.Exclude = new Godot.Collections.Array<Rid> { GetRid() };\n\n var result = spaceState.IntersectRay(query);\n\n if (result.Count == 0)\n {\n // Fallback: estimate normal based on bullet direction\n return -Direction.Normalized();\n }\n\n return (Vector2)result[\"normal\"];\n }\n\n /// <summary>\n /// Calculates the impact angle between bullet direction and surface.\n /// This returns the GRAZING angle (angle from the surface plane).\n /// </summary>\n /// <param name=\"surfaceNormal\">The surface normal vector.</param>\n /// <returns>Angle in radians (0 = grazing/parallel to surface, PI/2 = perpendicular/head-on).</returns>\n private float CalculateImpactAngle(Vector2 surfaceNormal)\n {\n // We want the GRAZING angle (angle from the surface, not from the normal).\n // The grazing angle is 90° - (angle from normal).\n //\n // Using dot product with the normal:\n // dot(direction, -normal) = cos(angle_from_normal)\n //\n // The grazing angle = 90° - angle_from_normal\n // So: grazing_angle = asin(|dot(direction, normal)|)\n //\n // For grazing shots (parallel to surface): direction ⊥ normal, dot ≈ 0, grazing_angle ≈ 0°\n // For direct hits (perpendicular to surface): direction ∥ -normal, dot ≈ 1, grazing_angle ≈ 90°\n\n float dot = Mathf.Abs(Direction.Normalized().Dot(surfaceNormal.Normalized()));\n // Clamp to avoid numerical issues with asin\n dot = Mathf.Clamp(dot, 0.0f, 1.0f);\n return Mathf.Asin(dot);\n }\n\n /// <summary>\n /// Calculates the ricochet probability based on impact angle.\n /// Uses a custom curve designed for realistic 5.45x39mm behavior:\n /// - 0-15°: ~100% (grazing shots always ricochet)\n /// - 45°: ~80% (moderate angles have good ricochet chance)\n /// - 90°: ~10% (perpendicular shots rarely ricochet)\n /// </summary>\n /// <param name=\"impactAngleDeg\">Impact angle in degrees.</param>\n /// <returns>Probability of ricochet (0.0 to 1.0).</returns>\n private float CalculateRicochetProbability(float impactAngleDeg)\n {\n // No ricochet if angle exceeds maximum\n if (impactAngleDeg > MaxRicochetAngle)\n {\n return 0.0f;\n }\n\n // Custom curve for realistic ricochet probability:\n // probability = base * (0.9 * (1 - (angle/90)^2.17) + 0.1)\n // This gives approximately:\n // - 0°: 100%, 15°: 98%, 45°: 80%, 90°: 10%\n float normalizedAngle = impactAngleDeg / 90.0f;\n // Power of 2.17 creates a curve matching real-world ballistics\n float powerFactor = Mathf.Pow(normalizedAngle, 2.17f);\n float angleFactor = (1.0f - powerFactor) * 0.9f + 0.1f;\n return BaseRicochetProbability * angleFactor;\n }\n\n /// <summary>\n /// Performs the ricochet: updates direction, speed, damage, and plays sound.\n /// Also calculates the post-ricochet maximum travel distance.\n /// </summary>\n /// <param name=\"surfaceNormal\">The surface normal vector.</param>\n /// <param name=\"impactAngleDeg\">The impact angle in degrees.</param>\n private void PerformRicochet(Vector2 surfaceNormal, float impactAngleDeg)\n {\n _ricochetCount++;\n\n // Calculate reflected direction\n // reflection = direction - 2 * dot(direction, normal) * normal\n var reflected = Direction - 2.0f * Direction.Dot(surfaceNormal) * surfaceNormal;\n reflected = reflected.Normalized();\n\n // Add random deviation for realism\n float deviation = GetRicochetDeviation();\n reflected = reflected.Rotated(deviation);\n\n // Update direction\n Direction = reflected;\n UpdateRotation();\n\n // Reduce velocity\n Speed *= VelocityRetention;\n\n // Reduce damage multiplier\n _damageMultiplier *= RicochetDamageMultiplier;\n\n // Move bullet slightly away from surface to prevent immediate re-collision\n GlobalPosition += Direction * 5.0f;\n\n // Mark bullet as having ricocheted and set viewport-based lifetime\n _hasRicocheted = true;\n _distanceSinceRicochet = 0.0f;\n\n // Calculate max post-ricochet distance based on viewport and ricochet angle\n // Shallow angles (grazing) -> bullet travels longer after ricochet\n // Steeper angles -> bullet travels shorter distance (more energy lost)\n float angleFactor = 1.0f - (impactAngleDeg / 90.0f);\n angleFactor = Mathf.Clamp(angleFactor, 0.1f, 1.0f); // Minimum 10%\n _maxPostRicochetDistance = _viewportDiagonal * angleFactor;\n\n // Clear trail history to avoid visual artifacts\n _positionHistory.Clear();\n\n // Play ricochet sound\n PlayRicochetSound();\n\n if (DebugRicochet)\n {\n GD.Print($\"[Bullet] Ricochet #{_ricochetCount} - New speed: {Speed}, Damage mult: {_damageMultiplier}, Max post-ricochet distance: {_maxPostRicochetDistance}\");\n }\n }\n\n /// <summary>\n /// Gets a random deviation angle for ricochet direction.\n /// </summary>\n /// <returns>Random angle in radians.</returns>\n private float GetRicochetDeviation()\n {\n float deviationRad = Mathf.DegToRad(RicochetAngleDeviation);\n return (float)GD.RandRange(-deviationRad, deviationRad);\n }\n\n /// <summary>\n /// Plays the ricochet sound effect via AudioManager.\n /// </summary>\n private void PlayRicochetSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_bullet_ricochet\"))\n {\n audioManager.Call(\"play_bullet_ricochet\", GlobalPosition);\n }\n else if (audioManager != null && audioManager.HasMethod(\"play_bullet_wall_hit\"))\n {\n // Fallback to wall hit sound if ricochet sound not available\n audioManager.Call(\"play_bullet_wall_hit\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Gets the current ricochet count.\n /// </summary>\n public int GetRicochetCount() => _ricochetCount;\n\n /// <summary>\n /// Gets the current damage multiplier (accounting for ricochets).\n /// </summary>\n public float GetDamageMultiplier() => _damageMultiplier;\n\n /// <summary>\n /// Gets the effective damage after applying ricochet multiplier.\n /// </summary>\n public float GetEffectiveDamage() => Damage * _damageMultiplier;\n\n // =========================================================================\n // Penetration Methods\n // =========================================================================\n\n /// <summary>\n /// Logs a penetration-related message to both console and file logger.\n /// </summary>\n /// <param name=\"message\">The message to log.</param>\n private void LogPenetration(string message)\n {\n if (!DebugPenetration)\n {\n return;\n }\n string fullMessage = $\"[Bullet] {message}\";\n GD.Print(fullMessage);\n // Also log to FileLogger if available\n var fileLogger = GetNodeOrNull(\"/root/FileLogger\");\n if (fileLogger != null && fileLogger.HasMethod(\"log_info\"))\n {\n fileLogger.Call(\"log_info\", fullMessage);\n }\n }\n\n /// <summary>\n /// Called when the bullet exits a body (wall).\n /// Used for detecting penetration exit via the physics system.\n /// </summary>\n private void OnBodyExited(Node2D body)\n {\n // Only process if we're currently penetrating this specific body\n if (!_isPenetrating || _penetratingBody != body)\n {\n return;\n }\n\n LogPenetration(\"Body exited signal received for penetrating body\");\n ExitPenetration();\n }\n\n /// <summary>\n /// Gets the distance from the current bullet position to the shooter's original position.\n /// </summary>\n /// <returns>Distance in pixels.</returns>\n private float GetDistanceToShooter()\n {\n LogPenetration($\"_get_distance_to_shooter: shooter_position={ShooterPosition}, shooter_id={ShooterId}, bullet_pos={GlobalPosition}\");\n\n if (ShooterPosition == Vector2.Zero)\n {\n // Fallback: use shooter instance position if available\n if (ShooterId != 0)\n {\n var shooter = GodotObject.InstanceFromId(ShooterId) as Node2D;\n if (shooter != null)\n {\n float dist = GlobalPosition.DistanceTo(shooter.GlobalPosition);\n LogPenetration($\"Using shooter_id fallback, distance={dist}\");\n return dist;\n }\n }\n LogPenetration(\"WARNING: Unable to determine shooter position\");\n }\n\n float distance = GlobalPosition.DistanceTo(ShooterPosition);\n LogPenetration($\"Using shooter_position, distance={distance}\");\n return distance;\n }\n\n /// <summary>\n /// Calculates the penetration chance based on distance from shooter.\n /// </summary>\n /// <param name=\"distanceRatio\">Distance as a ratio of viewport diagonal (0.0 to 1.0+).</param>\n /// <returns>Penetration chance (0.0 to 1.0).</returns>\n private float CalculateDistancePenetrationChance(float distanceRatio)\n {\n if (distanceRatio <= RicochetRulesDistanceRatio)\n {\n return 1.0f; // Full penetration chance within ricochet rules range\n }\n\n // Linear interpolation from 100% at 40% to 30% at 100%\n float rangeStart = RicochetRulesDistanceRatio; // 0.4\n float rangeEnd = 1.0f; // viewport distance\n float rangeSpan = rangeEnd - rangeStart; // 0.6\n\n float positionInRange = (distanceRatio - rangeStart) / rangeSpan;\n positionInRange = Mathf.Clamp(positionInRange, 0.0f, 1.0f);\n\n // Interpolate from 1.0 to MaxPenetrationChanceAtDistance\n float penetrationChance = Mathf.Lerp(1.0f, MaxPenetrationChanceAtDistance, positionInRange);\n\n // Beyond viewport distance, continue decreasing (but clamp to minimum of 5%)\n if (distanceRatio > 1.0f)\n {\n float beyondViewport = distanceRatio - 1.0f;\n penetrationChance = Mathf.Max(MaxPenetrationChanceAtDistance - beyondViewport * 0.2f, 0.05f);\n }\n\n return penetrationChance;\n }\n\n /// <summary>\n /// Checks if the bullet is currently inside an existing penetration hole area.\n /// </summary>\n /// <returns>True if inside a penetration hole.</returns>\n private bool IsInsidePenetrationHole()\n {\n var overlappingAreas = GetOverlappingAreas();\n foreach (var area in overlappingAreas)\n {\n // Check by script path\n var script = area.GetScript();\n if (script.VariantType == Variant.Type.Object)\n {\n var scriptObj = script.AsGodotObject();\n if (scriptObj is Script gdScript && gdScript.ResourcePath.Contains(\"penetration_hole\"))\n {\n return true;\n }\n }\n // Also check by node name as fallback\n if (area.Name.ToString().Contains(\"PenetrationHole\"))\n {\n return true;\n }\n }\n return false;\n }\n\n /// <summary>\n /// Attempts to penetrate through a wall when ricochet fails.\n /// </summary>\n /// <param name=\"body\">The static body (wall) to penetrate.</param>\n /// <returns>True if penetration started successfully.</returns>\n private bool TryPenetration(Node2D body)\n {\n if (!CanPenetrate)\n {\n LogPenetration(\"Caliber cannot penetrate walls\");\n return false;\n }\n\n // Don't start a new penetration if already penetrating\n if (_isPenetrating)\n {\n LogPenetration(\"Already penetrating, cannot start new penetration\");\n return false;\n }\n\n LogPenetration($\"Starting wall penetration at {GlobalPosition}\");\n\n // Mark as penetrating\n _isPenetrating = true;\n _penetratingBody = body;\n _penetrationEntryPoint = GlobalPosition;\n _penetrationDistanceTraveled = 0.0f;\n\n // Visual effects disabled as per user request\n // Entry dust effect removed\n\n // Move bullet slightly forward to avoid immediate re-collision\n GlobalPosition += Direction * 5.0f;\n\n return true;\n }\n\n /// <summary>\n /// Checks if the bullet is still inside an obstacle using raycasting.\n /// </summary>\n /// <returns>True if still inside, false if exited.</returns>\n private bool IsStillInsideObstacle()\n {\n if (_penetratingBody == null || !IsInstanceValid(_penetratingBody))\n {\n return false;\n }\n\n var spaceState = GetWorld2D().DirectSpaceState;\n\n // Use longer raycasts to account for bullet speed\n float rayLength = 50.0f;\n var rayStart = GlobalPosition;\n var rayEnd = GlobalPosition + Direction * rayLength;\n\n var query = PhysicsRayQueryParameters2D.Create(rayStart, rayEnd);\n query.CollisionMask = CollisionMask;\n query.Exclude = new Godot.Collections.Array<Rid> { GetRid() };\n\n var result = spaceState.IntersectRay(query);\n\n // If we hit the same body in front, we're still inside\n if (result.Count > 0 && (Node2D)result[\"collider\"] == _penetratingBody)\n {\n LogPenetration($\"Raycast forward hit penetrating body at distance {rayStart.DistanceTo((Vector2)result[\"position\"])}\");\n return true;\n }\n\n // Also check backwards to see if we're still overlapping\n rayEnd = GlobalPosition - Direction * rayLength;\n query = PhysicsRayQueryParameters2D.Create(rayStart, rayEnd);\n query.CollisionMask = CollisionMask;\n query.Exclude = new Godot.Collections.Array<Rid> { GetRid() };\n\n result = spaceState.IntersectRay(query);\n if (result.Count > 0 && (Node2D)result[\"collider\"] == _penetratingBody)\n {\n LogPenetration($\"Raycast backward hit penetrating body at distance {rayStart.DistanceTo((Vector2)result[\"position\"])}\");\n return true;\n }\n\n LogPenetration(\"No longer inside obstacle - raycasts found no collision with penetrating body\");\n return false;\n }\n\n /// <summary>\n /// Called when the bullet exits a penetrated wall.\n /// </summary>\n private void ExitPenetration()\n {\n // Prevent double-calling\n if (!_isPenetrating)\n {\n return;\n }\n\n Vector2 exitPoint = GlobalPosition;\n LogPenetration($\"Exiting penetration at {exitPoint} after traveling {_penetrationDistanceTraveled} pixels through wall\");\n\n // Visual effects disabled as per user request\n // The entry/exit positions couldn't be properly anchored to wall surfaces\n\n // Apply damage reduction after penetration\n if (!_hasPenetrated)\n {\n _damageMultiplier *= PostPenetrationDamageMultiplier;\n _hasPenetrated = true;\n LogPenetration($\"Damage multiplier after penetration: {_damageMultiplier}\");\n }\n\n // Play penetration exit sound\n PlayBulletWallHitSound();\n\n // Reset penetration state\n _isPenetrating = false;\n _penetratingBody = null;\n _penetrationDistanceTraveled = 0.0f;\n\n // Destroy bullet after successful penetration\n // Bullets don't continue flying after penetrating a wall\n QueueFree();\n }\n\n /// <summary>\n /// Spawns a dust effect at the specified position.\n /// </summary>\n /// <param name=\"position\">Position to spawn the dust.</param>\n /// <param name=\"direction\">Direction for the dust particles.</param>\n private void SpawnDustEffect(Vector2 position, Vector2 direction)\n {\n var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n if (impactManager != null && impactManager.HasMethod(\"spawn_dust_effect\"))\n {\n impactManager.Call(\"spawn_dust_effect\", position, direction, Variant.CreateFrom((Resource?)null));\n }\n }\n\n /// <summary>\n /// Spawns a collision hole (visual trail) from entry to exit point.\n /// </summary>\n /// <param name=\"entryPoint\">Where the bullet entered the wall.</param>\n /// <param name=\"exitPoint\">Where the bullet exited the wall.</param>\n private void SpawnCollisionHole(Vector2 entryPoint, Vector2 exitPoint)\n {\n var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n if (impactManager == null)\n {\n return;\n }\n\n if (impactManager.HasMethod(\"spawn_collision_hole\"))\n {\n impactManager.Call(\"spawn_collision_hole\", entryPoint, exitPoint, Direction, Variant.CreateFrom((Resource?)null));\n LogPenetration($\"Collision hole spawned from {entryPoint} to {exitPoint}\");\n }\n }\n\n /// <summary>\n /// Returns whether the bullet has penetrated at least one wall.\n /// </summary>\n public bool HasPenetrated() => _hasPenetrated;\n\n /// <summary>\n /// Returns whether the bullet is currently penetrating a wall.\n /// </summary>\n public bool IsPenetrating() => _isPenetrating;\n\n /// <summary>\n /// Returns the distance traveled through walls while penetrating.\n /// </summary>\n public float GetPenetrationDistance() => _penetrationDistanceTraveled;\n}\n", | |
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| "tool_use_id": "toolu_01XjCaeMhaQKbeHbmha7N6tw", | |
| "type": "tool_result", | |
| "content": " 1→using Godot;\n 2→using GodotTopDownTemplate.AbstractClasses;\n 3→using GodotTopDownTemplate.Projectiles;\n 4→\n 5→namespace GodotTopDownTemplate.Weapons;\n 6→\n 7→/// <summary>\n 8→/// Silenced pistol - semi-automatic weapon with suppressor.\n 9→/// Features:\n 10→/// - Semi-automatic fire (one shot per click)\n 11→/// - 9mm bullets with standard damage\n 12→/// - Spread same as M16 (2.0 degrees)\n 13→/// - Recoil 2x higher than M16, with extended recovery delay\n 14→/// - Silent shots (no sound propagation to enemies)\n 15→/// - Very low aiming sensitivity (smooth aiming)\n 16→/// - Ricochets like other 9mm (same as Uzi)\n 17→/// - Does not penetrate walls\n 18→/// - Green laser sight for tactical aiming\n 19→/// - Stun effect on hit (enemies briefly stunned)\n 20→/// - 13 rounds magazine (Beretta M9 style)\n 21→/// - Reload similar to M16\n 22→/// Reference: Beretta M9 with suppressor and laser sight\n 23→/// </summary>\n 24→public partial class SilencedPistol : BaseWeapon\n 25→{\n 26→ /// <summary>\n 27→ /// Reference to the Sprite2D node for the weapon visual.\n 28→ /// </summary>\n 29→ private Sprite2D? _weaponSprite;\n 30→\n 31→ /// <summary>\n 32→ /// Current aim direction based on mouse position.\n 33→ /// </summary>\n 34→ private Vector2 _aimDirection = Vector2.Right;\n 35→\n 36→ /// <summary>\n 37→ /// Current aim angle in radians. Used for sensitivity-based aiming\n 38→ /// where the aim interpolates smoothly toward the target angle.\n 39→ /// </summary>\n 40→ private float _currentAimAngle = 0.0f;\n 41→\n 42→ /// <summary>\n 43→ /// Whether the aim angle has been initialized.\n 44→ /// </summary>\n 45→ private bool _aimAngleInitialized = false;\n 46→\n 47→ /// <summary>\n 48→ /// Current recoil offset angle in radians.\n 49→ /// Silenced pistol has 2x recoil compared to M16.\n 50→ /// </summary>\n 51→ private float _recoilOffset = 0.0f;\n 52→\n 53→ /// <summary>\n 54→ /// Time since the last shot was fired, used for recoil recovery.\n 55→ /// </summary>\n 56→ private float _timeSinceLastShot = 0.0f;\n 57→\n 58→ /// <summary>\n 59→ /// Time in seconds before recoil starts recovering.\n 60→ /// Extended delay to simulate realistic pistol handling - user must wait\n 61→ /// for recoil to settle before accurate follow-up shots.\n 62→ /// </summary>\n 63→ private const float RecoilRecoveryDelay = 0.35f;\n 64→\n 65→ /// <summary>\n 66→ /// Speed at which recoil recovers (radians per second).\n 67→ /// Slower than automatic weapons for deliberate fire.\n 68→ /// </summary>\n 69→ private const float RecoilRecoverySpeed = 4.0f;\n 70→\n 71→ /// <summary>\n 72→ /// Maximum recoil offset in radians (about 10 degrees - 2x assault rifle).\n 73→ /// M16 is ±5 degrees, so silenced pistol is ±10 degrees.\n 74→ /// </summary>\n 75→ private const float MaxRecoilOffset = 0.175f;\n 76→\n 77→ /// <summary>\n 78→ /// Recoil amount per shot in radians.\n 79→ /// Calculated as 2x M16's recoil per shot.\n 80→ /// </summary>\n 81→ private const float RecoilPerShot = 0.06f;\n 82→\n 83→ /// <summary>\n 84→ /// Muzzle flash scale for silenced pistol.\n 85→ /// Very small flash (around 100x100 pixels) to simulate suppressor effect.\n 86→ /// Suppressors trap most of the expanding gases, significantly reducing muzzle flash.\n 87→ /// Value of 0.2 reduces the flash to ~20% of normal size.\n 88→ /// </summary>\n 89→ private const float SilencedMuzzleFlashScale = 0.2f;\n 90→\n 91→ // =========================================================================\n 92→ // Laser Sight Configuration\n 93→ // =========================================================================\n 94→\n 95→ /// <summary>\n 96→ /// Whether the laser sight is enabled.\n 97→ /// </summary>\n 98→ [Export]\n 99→ public bool LaserSightEnabled { get; set; } = true;\n 100→\n 101→ /// <summary>\n 102→ /// Maximum length of the laser sight in pixels.\n 103→ /// The actual laser length is calculated based on viewport size to appear infinite.\n 104→ /// </summary>\n 105→ [Export]\n 106→ public float LaserSightLength { get; set; } = 500.0f;\n 107→\n 108→ /// <summary>\n 109→ /// Color of the laser sight (green for tactical silenced pistol).\n 110→ /// </summary>\n 111→ [Export]\n 112→ public Color LaserSightColor { get; set; } = new Color(0.0f, 1.0f, 0.0f, 0.5f);\n 113→\n 114→ /// <summary>\n 115→ /// Width of the laser sight line.\n 116→ /// </summary>\n 117→ [Export]\n 118→ public float LaserSightWidth { get; set; } = 2.0f;\n 119→\n 120→ /// <summary>\n 121→ /// Reference to the Line2D node for the laser sight.\n 122→ /// </summary>\n 123→ private Line2D? _laserSight;\n 124→\n 125→ public override void _Ready()\n 126→ {\n 127→ base._Ready();\n 128→\n 129→ // Get the weapon sprite for visual representation\n 130→ _weaponSprite = GetNodeOrNull<Sprite2D>(\"PistolSprite\");\n 131→\n 132→ if (_weaponSprite != null)\n 133→ {\n 134→ var texture = _weaponSprite.Texture;\n 135→ GD.Print($\"[SilencedPistol] PistolSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 136→ }\n 137→ else\n 138→ {\n 139→ GD.Print(\"[SilencedPistol] No PistolSprite node (visual model not yet added)\");\n 140→ }\n 141→\n 142→ // Get or create the laser sight Line2D\n 143→ _laserSight = GetNodeOrNull<Line2D>(\"LaserSight\");\n 144→\n 145→ if (_laserSight == null && LaserSightEnabled)\n 146→ {\n 147→ CreateLaserSight();\n 148→ }\n 149→ else if (_laserSight != null)\n 150→ {\n 151→ // Ensure the existing laser sight has the correct properties\n 152→ _laserSight.Width = LaserSightWidth;\n 153→ _laserSight.DefaultColor = LaserSightColor;\n 154→ _laserSight.BeginCapMode = Line2D.LineCapMode.Round;\n 155→ _laserSight.EndCapMode = Line2D.LineCapMode.Round;\n 156→\n 157→ // Ensure proper points exist\n 158→ if (_laserSight.GetPointCount() < 2)\n 159→ {\n 160→ _laserSight.ClearPoints();\n 161→ _laserSight.AddPoint(Vector2.Zero);\n 162→ _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n 163→ }\n 164→ }\n 165→\n 166→ UpdateLaserSightVisibility();\n 167→ GD.Print($\"[SilencedPistol] Green laser sight initialized: enabled={LaserSightEnabled}\");\n 168→ }\n 169→\n 170→ public override void _Process(double delta)\n 171→ {\n 172→ base._Process(delta);\n 173→\n 174→ // Update time since last shot for recoil recovery\n 175→ _timeSinceLastShot += (float)delta;\n 176→\n 177→ // Recover recoil after extended delay (simulates human recoil control)\n 178→ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 179→ {\n 180→ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 181→ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 182→ }\n 183→\n 184→ // Update aim direction and weapon sprite rotation\n 185→ UpdateAimDirection();\n 186→\n 187→ // Update laser sight to point towards mouse (with recoil offset)\n 188→ if (LaserSightEnabled && _laserSight != null)\n 189→ {\n 190→ UpdateLaserSight();\n 191→ }\n 192→ }\n 193→\n 194→ /// <summary>\n 195→ /// Updates the aim direction based on mouse position.\n 196→ /// Silenced pistol uses very low sensitivity for smooth, deliberate aiming.\n 197→ /// </summary>\n 198→ private void UpdateAimDirection()\n 199→ {\n 200→ // Get direction to mouse\n 201→ Vector2 mousePos = GetGlobalMousePosition();\n 202→ Vector2 toMouse = mousePos - GlobalPosition;\n 203→\n 204→ // Calculate target angle from player to mouse\n 205→ float targetAngle = toMouse.Angle();\n 206→\n 207→ // Initialize aim angle on first frame\n 208→ if (!_aimAngleInitialized)\n 209→ {\n 210→ _currentAimAngle = targetAngle;\n 211→ _aimAngleInitialized = true;\n 212→ }\n 213→\n 214→ Vector2 direction;\n 215→\n 216→ // Apply sensitivity \"leash\" effect when sensitivity is set\n 217→ // Silenced pistol has very low sensitivity for smooth, tactical aiming\n 218→ if (WeaponData != null && WeaponData.Sensitivity > 0)\n 219→ {\n 220→ float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n 221→ float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n 222→ float delta = (float)GetProcessDeltaTime();\n 223→ float maxRotation = rotationSpeed * delta;\n 224→ float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n 225→ _currentAimAngle += actualRotation;\n 226→ direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n 227→ }\n 228→ else\n 229→ {\n 230→ // Automatic mode: direct aim at cursor (instant response)\n 231→ if (toMouse.LengthSquared() > 0.001f)\n 232→ {\n 233→ direction = toMouse.Normalized();\n 234→ _currentAimAngle = targetAngle;\n 235→ }\n 236→ else\n 237→ {\n 238→ direction = _aimDirection;\n 239→ }\n 240→ }\n 241→\n 242→ // Store the aim direction for shooting\n 243→ _aimDirection = direction;\n 244→\n 245→ // Update weapon sprite rotation to match aim direction\n 246→ UpdateWeaponSpriteRotation(_aimDirection);\n 247→ }\n 248→\n 249→ /// <summary>\n 250→ /// Updates the weapon sprite rotation to match the aim direction.\n 251→ /// Also handles vertical flipping when aiming left.\n 252→ /// </summary>\n 253→ private void UpdateWeaponSpriteRotation(Vector2 direction)\n 254→ {\n 255→ if (_weaponSprite == null)\n 256→ {\n 257→ return;\n 258→ }\n 259→\n 260→ float angle = direction.Angle();\n 261→ _weaponSprite.Rotation = angle;\n 262→\n 263→ // Flip the sprite vertically when aiming left\n 264→ bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n 265→ _weaponSprite.FlipV = aimingLeft;\n 266→ }\n 267→\n 268→ // =========================================================================\n 269→ // Laser Sight Methods\n 270→ // =========================================================================\n 271→\n 272→ /// <summary>\n 273→ /// Creates the laser sight Line2D programmatically.\n 274→ /// </summary>\n 275→ private void CreateLaserSight()\n 276→ {\n 277→ _laserSight = new Line2D\n 278→ {\n 279→ Name = \"LaserSight\",\n 280→ Width = LaserSightWidth,\n 281→ DefaultColor = LaserSightColor,\n 282→ BeginCapMode = Line2D.LineCapMode.Round,\n 283→ EndCapMode = Line2D.LineCapMode.Round\n 284→ };\n 285→\n 286→ // Initialize with two points (start and end)\n 287→ _laserSight.AddPoint(Vector2.Zero);\n 288→ _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n 289→\n 290→ AddChild(_laserSight);\n 291→ }\n 292→\n 293→ /// <summary>\n 294→ /// Updates the laser sight visualization.\n 295→ /// Uses the aim direction and applies recoil offset.\n 296→ /// Uses raycasting to stop at obstacles.\n 297→ /// </summary>\n 298→ private void UpdateLaserSight()\n 299→ {\n 300→ if (_laserSight == null)\n 301→ {\n 302→ return;\n 303→ }\n 304→\n 305→ // Apply recoil offset to aim direction for laser visualization\n 306→ // This makes the laser show where the bullet will actually go\n 307→ Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n 308→\n 309→ // Calculate maximum laser length based on viewport size\n 310→ // This ensures the laser extends to viewport edges regardless of direction\n 311→ Viewport? viewport = GetViewport();\n 312→ if (viewport == null)\n 313→ {\n 314→ return;\n 315→ }\n 316→\n 317→ Vector2 viewportSize = viewport.GetVisibleRect().Size;\n 318→ // Use diagonal of viewport to ensure laser reaches edge in any direction\n 319→ float maxLaserLength = viewportSize.Length();\n 320→\n 321→ // Calculate the end point of the laser using viewport-based length\n 322→ // Use laserDirection (with recoil) instead of base direction\n 323→ Vector2 endPoint = laserDirection * maxLaserLength;\n 324→\n 325→ // Perform raycast to check for obstacles\n 326→ var spaceState = GetWorld2D().DirectSpaceState;\n 327→ var query = PhysicsRayQueryParameters2D.Create(\n 328→ GlobalPosition,\n 329→ GlobalPosition + endPoint,\n 330→ 4 // Collision mask for obstacles (layer 3 = value 4)\n 331→ );\n 332→\n 333→ var result = spaceState.IntersectRay(query);\n 334→\n 335→ if (result.Count > 0)\n 336→ {\n 337→ // Hit an obstacle, shorten the laser\n 338→ Vector2 hitPosition = (Vector2)result[\"position\"];\n 339→ endPoint = hitPosition - GlobalPosition;\n 340→ }\n 341→\n 342→ // Update the laser sight line points (in local coordinates)\n 343→ _laserSight.SetPointPosition(0, Vector2.Zero);\n 344→ _laserSight.SetPointPosition(1, endPoint);\n 345→ }\n 346→\n 347→ /// <summary>\n 348→ /// Updates the visibility of the laser sight based on LaserSightEnabled.\n 349→ /// </summary>\n 350→ private void UpdateLaserSightVisibility()\n 351→ {\n 352→ if (_laserSight != null)\n 353→ {\n 354→ _laserSight.Visible = LaserSightEnabled;\n 355→ }\n 356→ }\n 357→\n 358→ /// <summary>\n 359→ /// Enables or disables the laser sight.\n 360→ /// </summary>\n 361→ /// <param name=\"enabled\">Whether to enable the laser sight.</param>\n 362→ public void SetLaserSightEnabled(bool enabled)\n 363→ {\n 364→ LaserSightEnabled = enabled;\n 365→ UpdateLaserSightVisibility();\n 366→ }\n 367→\n 368→ /// <summary>\n 369→ /// Fires the silenced pistol in semi-automatic mode.\n 370→ /// Silent shots do not propagate sound to enemies.\n 371→ /// </summary>\n 372→ /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n 373→ /// <returns>True if the weapon fired successfully.</returns>\n 374→ public override bool Fire(Vector2 direction)\n 375→ {\n 376→ // Check for empty magazine - play click sound\n 377→ if (CurrentAmmo <= 0)\n 378→ {\n 379→ PlayEmptyClickSound();\n 380→ return false;\n 381→ }\n 382→\n 383→ // Check if we can fire at all\n 384→ if (!CanFire || WeaponData == null || BulletScene == null)\n 385→ {\n 386→ return false;\n 387→ }\n 388→\n 389→ // Apply recoil offset to aim direction\n 390→ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 391→ bool result = base.Fire(spreadDirection);\n 392→\n 393→ if (result)\n 394→ {\n 395→ // Play silenced shot sound (very quiet, close range only)\n 396→ PlaySilencedShotSound();\n 397→ // NO sound propagation - enemies don't hear silenced shots\n 398→ // Play shell casing sound with delay (pistol casings)\n 399→ PlayShellCasingDelayed();\n 400→ // Trigger screen shake with extended recoil\n 401→ TriggerScreenShake(spreadDirection);\n 402→ }\n 403→\n 404→ return result;\n 405→ }\n 406→\n 407→ /// <summary>\n 408→ /// Applies recoil offset to the shooting direction and adds new recoil.\n 409→ /// Silenced pistol has 2x recoil compared to M16, with extended recovery time.\n 410→ /// </summary>\n 411→ private Vector2 ApplySpread(Vector2 direction)\n 412→ {\n 413→ // Apply the current recoil offset to the direction\n 414→ Vector2 result = direction.Rotated(_recoilOffset);\n 415→\n 416→ if (WeaponData != null)\n 417→ {\n 418→ // Apply base spread from weapon data (same as M16: 2.0 degrees)\n 419→ float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n 420→\n 421→ // Generate random spread within the angle\n 422→ float randomSpread = (float)GD.RandRange(-spreadRadians, spreadRadians);\n 423→ result = result.Rotated(randomSpread * 0.5f);\n 424→\n 425→ // Add strong recoil for next shot (2x assault rifle)\n 426→ // This kicks the weapon up/sideways significantly\n 427→ float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n 428→ _recoilOffset += recoilDirection * RecoilPerShot;\n 429→ _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n 430→ }\n 431→\n 432→ // Reset time since last shot for recoil recovery\n 433→ _timeSinceLastShot = 0;\n 434→\n 435→ return result;\n 436→ }\n 437→\n 438→ /// <summary>\n 439→ /// Plays the empty gun click sound.\n 440→ /// </summary>\n 441→ private void PlayEmptyClickSound()\n 442→ {\n 443→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 444→ if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n 445→ {\n 446→ audioManager.Call(\"play_empty_click\", GlobalPosition);\n 447→ }\n 448→ }\n 449→\n 450→ /// <summary>\n 451→ /// Plays the silenced shot sound via AudioManager.\n 452→ /// This is a very quiet sound that doesn't alert enemies.\n 453→ /// </summary>\n 454→ private void PlaySilencedShotSound()\n 455→ {\n 456→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 457→ if (audioManager != null && audioManager.HasMethod(\"play_silenced_shot\"))\n 458→ {\n 459→ audioManager.Call(\"play_silenced_shot\", GlobalPosition);\n 460→ }\n 461→ else\n 462→ {\n 463→ // Fallback: play pistol bolt sound as placeholder until silenced sound is added\n 464→ if (audioManager != null && audioManager.HasMethod(\"play_sound_2d\"))\n 465→ {\n 466→ // Use pistol bolt sound at very low volume as placeholder\n 467→ audioManager.Call(\"play_sound_2d\",\n 468→ \"res://assets/audio/взвод затвора пистолета.wav\",\n 469→ GlobalPosition,\n 470→ -15.0f);\n 471→ }\n 472→ }\n 473→ }\n 474→\n 475→ /// <summary>\n 476→ /// Plays pistol shell casing sound with a delay.\n 477→ /// </summary>\n 478→ private async void PlayShellCasingDelayed()\n 479→ {\n 480→ await ToSignal(GetTree().CreateTimer(0.12), \"timeout\");\n 481→ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 482→ if (audioManager != null && audioManager.HasMethod(\"play_shell_pistol\"))\n 483→ {\n 484→ audioManager.Call(\"play_shell_pistol\", GlobalPosition);\n 485→ }\n 486→ }\n 487→\n 488→ /// <summary>\n 489→ /// Triggers screen shake based on shooting direction.\n 490→ /// Silenced pistol has strong recoil (2x M16) but with extended recovery time,\n 491→ /// simulating the time needed to control pistol recoil.\n 492→ /// </summary>\n 493→ private void TriggerScreenShake(Vector2 shootDirection)\n 494→ {\n 495→ if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n 496→ {\n 497→ return;\n 498→ }\n 499→\n 500→ var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n 501→ if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n 502→ {\n 503→ return;\n 504→ }\n 505→\n 506→ // Calculate shake intensity based on fire rate\n 507→ float fireRate = WeaponData.FireRate;\n 508→ float shakeIntensity;\n 509→ if (fireRate > 0)\n 510→ {\n 511→ shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n 512→ }\n 513→ else\n 514→ {\n 515→ shakeIntensity = WeaponData.ScreenShakeIntensity;\n 516→ }\n 517→\n 518→ // Use extended recovery time from weapon data\n 519→ // This makes the screen shake persist longer, emphasizing recoil\n 520→ float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n 521→\n 522→ screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n 523→ }\n 524→\n 525→ /// <summary>\n 526→ /// Fires the bullet in the chamber during reload sequence.\n 527→ /// </summary>\n 528→ public override bool FireChamberBullet(Vector2 direction)\n 529→ {\n 530→ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 531→ bool result = base.FireChamberBullet(spreadDirection);\n 532→\n 533→ if (result)\n 534→ {\n 535→ PlaySilencedShotSound();\n 536→ PlayShellCasingDelayed();\n 537→ TriggerScreenShake(spreadDirection);\n 538→ }\n 539→\n 540→ return result;\n 541→ }\n 542→\n 543→ /// <summary>\n 544→ /// Gets the current aim direction.\n 545→ /// </summary>\n 546→ public Vector2 AimDirection => _aimDirection;\n 547→\n 548→ /// <summary>\n 549→ /// Stun duration applied to enemies on hit.\n 550→ /// Duration of 0.6 seconds provides noticeable stun effect and\n 551→ /// allows for tactical follow-up shots on stunned enemies.\n 552→ /// </summary>\n 553→ private const float StunDurationOnHit = 0.6f;\n 554→\n 555→ /// <summary>\n 556→ /// Configures the weapon's ammunition based on the number of enemies in the level.\n 557→ /// For example: 10 enemies = 10 bullets loaded + 0 spare magazines.\n 558→ /// For 26 enemies = 13 bullets loaded + 1 spare magazine (13 bullets).\n 559→ /// The ammunition is distributed to match exactly the number of enemies.\n 560→ /// </summary>\n 561→ /// <param name=\"enemyCount\">Number of enemies in the level.</param>\n 562→ public void ConfigureAmmoForEnemyCount(int enemyCount)\n 563→ {\n 564→ if (WeaponData == null)\n 565→ {\n 566→ GD.PrintErr(\"[SilencedPistol] Cannot configure ammo: WeaponData is null\");\n 567→ return;\n 568→ }\n 569→\n 570→ int magazineCapacity = WeaponData.MagazineSize; // 13 for silenced pistol\n 571→\n 572→ // Calculate how many full magazines we need\n 573→ int fullMagazines = enemyCount / magazineCapacity;\n 574→ int remainingBullets = enemyCount % magazineCapacity;\n 575→\n 576→ // Clear existing magazine inventory\n 577→ MagazineInventory.Initialize(0, magazineCapacity, fillAllMagazines: false);\n 578→\n 579→ // If we have remaining bullets, that's our current magazine\n 580→ // Otherwise, take one full magazine as current\n 581→ if (remainingBullets > 0)\n 582→ {\n 583→ // Current magazine has the remaining bullets\n 584→ MagazineInventory.AddSpareMagazine(remainingBullets, magazineCapacity);\n 585→ MagazineInventory.SwapToFullestMagazine();\n 586→\n 587→ // Add full magazines as spares\n 588→ for (int i = 0; i < fullMagazines; i++)\n 589→ {\n 590→ MagazineInventory.AddSpareMagazine(magazineCapacity, magazineCapacity);\n 591→ }\n 592→ }\n 593→ else if (fullMagazines > 0)\n 594→ {\n 595→ // No remaining bullets, so current magazine is a full one\n 596→ MagazineInventory.AddSpareMagazine(magazineCapacity, magazineCapacity);\n 597→ MagazineInventory.SwapToFullestMagazine();\n 598→\n 599→ // Add remaining full magazines as spares\n 600→ for (int i = 1; i < fullMagazines; i++)\n 601→ {\n 602→ MagazineInventory.AddSpareMagazine(magazineCapacity, magazineCapacity);\n 603→ }\n 604→ }\n |
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