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# Solve.mjs Log - 2026-02-10T21:04:35.019Z
[2026-02-10T21:04:35.020Z] [INFO] 📁 Log file: /home/hive/solve-2026-02-10T21-04-35-019Z.log
[2026-02-10T21:04:35.022Z] [INFO] (All output will be logged here)
[2026-02-10T21:04:35.539Z] [INFO]
[2026-02-10T21:04:35.540Z] [INFO] 🚀 solve v1.20.0
[2026-02-10T21:04:35.540Z] [INFO] 🔧 Raw command executed:
[2026-02-10T21:04:35.541Z] [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/724 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats
[2026-02-10T21:04:35.541Z] [INFO]
[2026-02-10T21:04:35.561Z] [INFO]
[2026-02-10T21:04:35.562Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-02-10T21:04:35.562Z] [INFO]
[2026-02-10T21:04:35.563Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-02-10T21:04:35.563Z] [INFO] The log may contain sensitive information such as:
[2026-02-10T21:04:35.563Z] [INFO] • API keys, tokens, or secrets
[2026-02-10T21:04:35.564Z] [INFO] • File paths and directory structures
[2026-02-10T21:04:35.564Z] [INFO] • Command outputs and error messages
[2026-02-10T21:04:35.565Z] [INFO] • Internal system information
[2026-02-10T21:04:35.565Z] [INFO]
[2026-02-10T21:04:35.565Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-02-10T21:04:35.566Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-02-10T21:04:35.566Z] [INFO]
[2026-02-10T21:04:35.566Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-02-10T21:04:35.566Z] [INFO]
[2026-02-10T21:04:40.575Z] [INFO]
[2026-02-10T21:04:40.603Z] [INFO] 💾 Disk space check: 36060MB available (2048MB required) ✅
[2026-02-10T21:04:40.606Z] [INFO] 🧠 Memory check: 9726MB available, swap: 4095MB (0MB used), total: 13821MB (256MB required) ✅
[2026-02-10T21:04:40.631Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-02-10T21:04:40.631Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-02-10T21:04:40.632Z] [INFO] 📋 URL validation:
[2026-02-10T21:04:40.633Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/724
[2026-02-10T21:04:40.633Z] [INFO] Is Issue URL: true
[2026-02-10T21:04:40.633Z] [INFO] Is PR URL: false
[2026-02-10T21:04:40.634Z] [INFO] 🔍 Checking repository access for auto-fork...
[2026-02-10T21:04:41.415Z] [INFO] Repository visibility: public
[2026-02-10T21:04:41.415Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode
[2026-02-10T21:04:41.416Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled)
[2026-02-10T21:04:41.811Z] [INFO] Repository visibility: public
[2026-02-10T21:04:41.811Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-02-10T21:04:41.812Z] [INFO] 🔍 Auto-continue enabled: Checking for existing PRs for issue #724...
[2026-02-10T21:04:42.542Z] [INFO] 🔍 Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP...
[2026-02-10T21:04:44.170Z] [INFO] 📋 Found 10 existing PR(s) linked to issue #724
[2026-02-10T21:04:44.171Z] [INFO] PR #749: created 0h ago (OPEN, draft)
[2026-02-10T21:04:44.172Z] [INFO] PR #749: Branch 'issue-748-3dffe4179649' doesn't match expected pattern 'issue-724-*' - skipping
[2026-02-10T21:04:44.172Z] [INFO] PR #746: created 1h ago (OPEN, ready)
[2026-02-10T21:04:44.172Z] [INFO] PR #746: Branch 'issue-744-95dafced7ca4' doesn't match expected pattern 'issue-724-*' - skipping
[2026-02-10T21:04:44.173Z] [INFO] PR #745: created 1h ago (OPEN, ready)
[2026-02-10T21:04:44.173Z] [INFO] PR #745: Branch 'issue-714-be0e715caba6' doesn't match expected pattern 'issue-724-*' - skipping
[2026-02-10T21:04:44.173Z] [INFO] PR #743: created 1h ago (OPEN, ready)
[2026-02-10T21:04:44.173Z] [INFO] PR #743: Branch 'issue-719-5f2cfc6c4a5a' doesn't match expected pattern 'issue-724-*' - skipping
[2026-02-10T21:04:44.173Z] [INFO] PR #733: created 2h ago (OPEN, ready)
[2026-02-10T21:04:44.173Z] [INFO] PR #733: Branch 'issue-720-71e64bf69510' doesn't match expected pattern 'issue-724-*' - skipping
[2026-02-10T21:04:44.174Z] [INFO] PR #732: created 3h ago (OPEN, ready)
[2026-02-10T21:04:44.174Z] [INFO] PR #732: Branch 'issue-721-05c2ae3f2e15' doesn't match expected pattern 'issue-724-*' - skipping
[2026-02-10T21:04:44.174Z] [INFO] PR #717: created 37h ago (OPEN, ready)
[2026-02-10T21:04:44.174Z] [INFO] PR #717: Branch 'issue-716-28ed9cafdf37' doesn't match expected pattern 'issue-724-*' - skipping
[2026-02-10T21:04:44.175Z] [INFO] PR #715: created 37h ago (OPEN, ready)
[2026-02-10T21:04:44.175Z] [INFO] PR #715: Branch 'issue-711-dd96142280f9' doesn't match expected pattern 'issue-724-*' - skipping
[2026-02-10T21:04:44.175Z] [INFO] PR #707: created 42h ago (OPEN, ready)
[2026-02-10T21:04:44.175Z] [INFO] PR #707: Branch 'issue-665-2fbfc3d8f9fb' doesn't match expected pattern 'issue-724-*' - skipping
[2026-02-10T21:04:44.175Z] [INFO] PR #706: created 42h ago (OPEN, ready)
[2026-02-10T21:04:44.175Z] [INFO] PR #706: Branch 'issue-704-7670241cec95' doesn't match expected pattern 'issue-724-*' - skipping
[2026-02-10T21:04:44.175Z] [INFO] ⏭️ No suitable PRs found (missing CLAUDE.md/.gitkeep or older than 24h) - creating new PR as usual
[2026-02-10T21:04:44.176Z] [INFO] 📝 Issue mode: Working with issue #724
[2026-02-10T21:04:44.176Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1770757484176
[2026-02-10T21:04:44.178Z] [INFO]
🍴 Fork mode: ENABLED
[2026-02-10T21:04:44.179Z] [INFO] Checking fork status...
[2026-02-10T21:04:44.512Z] [INFO] 🔍 Detecting fork conflicts...
[2026-02-10T21:04:45.969Z] [INFO] ✅ No fork conflict: Safe to proceed
[2026-02-10T21:04:46.357Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-10T21:04:46.358Z] [INFO] 🔍 Validating fork parent...
[2026-02-10T21:04:46.864Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP
[2026-02-10T21:04:46.867Z] [INFO]
📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-10T21:04:51.467Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1770757484176
[2026-02-10T21:04:51.519Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP
[2026-02-10T21:04:51.569Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-02-10T21:04:51.570Z] [INFO] 🔄 Fetching upstream...
[2026-02-10T21:04:51.912Z] [INFO] ✅ Upstream fetched: Successfully
[2026-02-10T21:04:51.913Z] [INFO] 🔄 Syncing default branch...
[2026-02-10T21:04:52.356Z] [INFO] ℹ️ Default branch: main
[2026-02-10T21:04:52.645Z] [INFO] ✅ Default branch synced: with upstream/main
[2026-02-10T21:04:52.646Z] [INFO] 🔄 Pushing to fork: main branch
[2026-02-10T21:04:53.112Z] [INFO] ✅ Fork updated: Default branch pushed to fork
[2026-02-10T21:04:53.279Z] [INFO]
📌 Default branch: main
[2026-02-10T21:04:53.342Z] [INFO]
🌿 Creating branch: issue-724-c1e547bf96ed from main (default)
[2026-02-10T21:04:53.403Z] [INFO] 🔍 Verifying: Branch creation...
[2026-02-10T21:04:53.454Z] [INFO] ✅ Branch created: issue-724-c1e547bf96ed
[2026-02-10T21:04:53.455Z] [INFO] ✅ Current branch: issue-724-c1e547bf96ed
[2026-02-10T21:04:53.456Z] [INFO] Branch operation: Create new branch
[2026-02-10T21:04:53.456Z] [INFO] Branch verification: Matches expected
[2026-02-10T21:04:53.461Z] [INFO]
🚀 Auto PR creation: ENABLED
[2026-02-10T21:04:53.463Z] [INFO] Creating: Initial commit and draft PR...
[2026-02-10T21:04:53.464Z] [INFO]
[2026-02-10T21:04:53.521Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false, --auto-gitkeep-file=true)
[2026-02-10T21:04:53.521Z] [INFO] 📝 Creating: CLAUDE.md with task details
[2026-02-10T21:04:53.522Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/724
[2026-02-10T21:04:53.523Z] [INFO] Issue URL from argv._[0]: undefined
[2026-02-10T21:04:53.523Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/724
[2026-02-10T21:04:53.524Z] [INFO] ✅ File created: CLAUDE.md
[2026-02-10T21:04:53.524Z] [INFO] 📦 Adding file: To git staging
[2026-02-10T21:04:53.643Z] [INFO] Git status after add: A CLAUDE.md
[2026-02-10T21:04:53.644Z] [INFO] 📝 Creating commit: With CLAUDE.md file
[2026-02-10T21:04:53.709Z] [INFO] ✅ Commit created: Successfully with CLAUDE.md
[2026-02-10T21:04:53.710Z] [INFO] Commit output: [issue-724-c1e547bf96ed 881dc94b] Initial commit with task details
1 file changed, 7 insertions(+)
create mode 100644 CLAUDE.md
[2026-02-10T21:04:53.764Z] [INFO] Commit hash: 881dc94...
[2026-02-10T21:04:53.816Z] [INFO] Latest commit: 881dc94b Initial commit with task details
[2026-02-10T21:04:53.875Z] [INFO] Git status: clean
[2026-02-10T21:04:53.931Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git (fetch)
[2026-02-10T21:04:53.981Z] [INFO] Branch info: * issue-724-c1e547bf96ed 881dc94b [origin/main: ahead 1] Initial commit with task details
main 007fedb3 [origin/main] Merge pull request #699 from konard/issue-691-351d3ed78d47
[2026-02-10T21:04:53.982Z] [INFO] 📤 Pushing branch: To remote repository...
[2026-02-10T21:04:53.982Z] [INFO] Push command: git push -u origin issue-724-c1e547bf96ed
[2026-02-10T21:04:54.851Z] [INFO] Push exit code: 0
[2026-02-10T21:04:54.852Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-724-c1e547bf96ed' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-724-c1e547bf96ed
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git
* [new branch] issue-724-c1e547bf96ed -> issue-724-c1e547bf96ed
branch 'issue-724-c1e547bf96ed' set up to track 'origin/issue-724-c1e547bf96ed'.
[2026-02-10T21:04:54.852Z] [INFO] ✅ Branch pushed: Successfully to remote
[2026-02-10T21:04:54.852Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-724-c1e547bf96ed' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-724-c1e547bf96ed
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git
* [new branch] issue-724-c1e547bf96ed -> issue-724-c1e547bf96ed
branch 'issue-724-c1e547bf96ed' set up to track 'origin/issue-724-c1e547bf96ed'.
[2026-02-10T21:04:54.852Z] [INFO] Waiting for GitHub to sync...
[2026-02-10T21:04:57.485Z] [INFO] Compare API check: 1 commit(s) ahead of main
[2026-02-10T21:04:57.486Z] [INFO] GitHub compare API ready: 1 commit(s) found
[2026-02-10T21:04:57.858Z] [INFO] Branch verified on GitHub: issue-724-c1e547bf96ed
[2026-02-10T21:04:58.210Z] [INFO] Remote commit SHA: 881dc94...
[2026-02-10T21:04:58.212Z] [INFO] 📋 Getting issue: Title from GitHub...
[2026-02-10T21:04:58.546Z] [INFO] Issue title: "оптимизируй снаряды"
[2026-02-10T21:04:58.547Z] [INFO] 👤 Getting user: Current GitHub account...
[2026-02-10T21:04:58.907Z] [INFO] Current user: konard
[2026-02-10T21:04:59.159Z] [INFO] User is not a collaborator (will skip assignment)
[2026-02-10T21:04:59.161Z] [INFO] User is not a collaborator (will skip assignment)
[2026-02-10T21:04:59.185Z] [INFO] 🔄 Fetching: Latest main branch...
[2026-02-10T21:04:59.535Z] [INFO] ✅ Base updated: Fetched latest main
[2026-02-10T21:04:59.536Z] [INFO] 🔍 Checking: Commits between branches...
[2026-02-10T21:04:59.587Z] [INFO] Commits ahead of origin/main: 1
[2026-02-10T21:04:59.588Z] [INFO] ✅ Commits found: 1 commit(s) ahead
[2026-02-10T21:04:59.588Z] [INFO] 🔀 Creating PR: Draft pull request...
[2026-02-10T21:04:59.588Z] [INFO] 🎯 Target branch: main (default)
[2026-02-10T21:04:59.588Z] [INFO] PR Title: [WIP] оптимизируй снаряды
[2026-02-10T21:04:59.589Z] [INFO] Base branch: main
[2026-02-10T21:04:59.589Z] [INFO] Head branch: issue-724-c1e547bf96ed
[2026-02-10T21:04:59.589Z] [INFO] Assignee: konard
[2026-02-10T21:04:59.589Z] [INFO] PR Body:
## 🤖 AI-Powered Solution Draft
This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#724.
### 📋 Issue Reference
Fixes Jhon-Crow/godot-topdown-MVP#724
### 🚧 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*
[2026-02-10T21:04:59.591Z] [INFO] Command: cd "/tmp/gh-issue-solver-1770757484176" && gh pr create --draft --title "$(cat '/tmp/pr-title-1770757499591.txt')" --body-file "/tmp/pr-body-1770757499590.md" --base main --head konard:issue-724-c1e547bf96ed --repo Jhon-Crow/godot-topdown-MVP
[2026-02-10T21:05:01.583Z] [INFO] 🔍 Verifying: PR creation...
[2026-02-10T21:05:02.090Z] [INFO] ✅ Verification: PR exists on GitHub
[2026-02-10T21:05:02.091Z] [INFO] ✅ PR created: #750
[2026-02-10T21:05:02.092Z] [INFO] 📍 PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/750
[2026-02-10T21:05:02.093Z] [INFO] ℹ️ Note: Could not assign (no permission)
[2026-02-10T21:05:02.094Z] [INFO] 🔗 Linking: Issue #724 to PR #750...
[2026-02-10T21:05:02.639Z] [INFO] Issue node ID: I_kwDOQ35BQ87peQTN
[2026-02-10T21:05:03.089Z] [INFO] PR node ID: PR_kwDOQ35BQ87C2cNC
[2026-02-10T21:05:03.587Z] [INFO]
[2026-02-10T21:05:03.588Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue
[2026-02-10T21:05:03.588Z] [INFO]
[2026-02-10T21:05:03.589Z] [WARNING] The PR was created from a fork but wasn't linked to the issue.
[2026-02-10T21:05:03.589Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-MVP#724" in PR body
[2026-02-10T21:05:03.589Z] [INFO]
[2026-02-10T21:05:03.590Z] [WARNING] To fix manually:
[2026-02-10T21:05:03.591Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/750
[2026-02-10T21:05:03.591Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-MVP#724
[2026-02-10T21:05:03.591Z] [INFO]
[2026-02-10T21:05:04.034Z] [INFO] 👤 Current user: konard
[2026-02-10T21:05:04.036Z] [INFO]
📊 Comment counting conditions:
[2026-02-10T21:05:04.038Z] [INFO] prNumber: 750
[2026-02-10T21:05:04.040Z] [INFO] branchName: issue-724-c1e547bf96ed
[2026-02-10T21:05:04.041Z] [INFO] isContinueMode: false
[2026-02-10T21:05:04.042Z] [INFO] Will count comments: true
[2026-02-10T21:05:04.043Z] [INFO] 💬 Counting comments: Checking for new comments since last commit...
[2026-02-10T21:05:04.044Z] [INFO] PR #750 on branch: issue-724-c1e547bf96ed
[2026-02-10T21:05:04.045Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP
[2026-02-10T21:05:04.650Z] [INFO] 📅 Last commit time (from API): 2026-02-10T21:04:53.000Z
[2026-02-10T21:05:10.650Z] [INFO] 💬 New PR comments: 0
[2026-02-10T21:05:10.651Z] [INFO] 💬 New PR review comments: 0
[2026-02-10T21:05:10.653Z] [INFO] 💬 New issue comments: 0
[2026-02-10T21:05:10.654Z] [INFO] Total new comments: 0
[2026-02-10T21:05:10.655Z] [INFO] Comment lines to add: No (saving tokens)
[2026-02-10T21:05:10.655Z] [INFO] PR review comments fetched: 0
[2026-02-10T21:05:10.655Z] [INFO] PR conversation comments fetched: 0
[2026-02-10T21:05:10.656Z] [INFO] Total PR comments checked: 0
[2026-02-10T21:05:13.708Z] [INFO] Feedback info will be added to prompt:
[2026-02-10T21:05:13.709Z] [INFO] - Pull request description was edited after last commit
[2026-02-10T21:05:13.709Z] [INFO] 📅 Getting timestamps: From GitHub servers...
[2026-02-10T21:05:14.105Z] [INFO] 📝 Issue updated: 2026-02-09T15:43:13.000Z
[2026-02-10T21:05:14.420Z] [INFO] 💬 Comments: None found
[2026-02-10T21:05:14.933Z] [INFO] 🔀 Recent PR: 2026-02-10T21:05:00.000Z
[2026-02-10T21:05:14.934Z] [INFO]
✅ Reference time: 2026-02-10T21:05:00.000Z
[2026-02-10T21:05:14.935Z] [INFO]
🔍 Checking for uncommitted changes to include as feedback...
[2026-02-10T21:05:14.995Z] [INFO] ✅ No uncommitted changes found
[2026-02-10T21:05:15.357Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-724-c1e547bf96ed
[2026-02-10T21:05:17.561Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints
[2026-02-10T21:05:17.675Z] [INFO] 👁️ Model vision capability: supported
[2026-02-10T21:05:17.676Z] [INFO]
📝 Final prompt structure:
[2026-02-10T21:05:17.677Z] [INFO] Characters: 529
[2026-02-10T21:05:17.677Z] [INFO] System prompt characters: 12741
[2026-02-10T21:05:17.677Z] [INFO] Feedback info: Included
[2026-02-10T21:05:17.679Z] [INFO]
🤖 Executing Claude: OPUS
[2026-02-10T21:05:17.679Z] [INFO] Model: opus
[2026-02-10T21:05:17.679Z] [INFO] Working directory: /tmp/gh-issue-solver-1770757484176
[2026-02-10T21:05:17.680Z] [INFO] Branch: issue-724-c1e547bf96ed
[2026-02-10T21:05:17.680Z] [INFO] Prompt length: 529 chars
[2026-02-10T21:05:17.680Z] [INFO] System prompt length: 12741 chars
[2026-02-10T21:05:17.680Z] [INFO] Feedback info included: Yes (1 lines)
[2026-02-10T21:05:17.740Z] [INFO] 📈 System resources before execution:
[2026-02-10T21:05:17.741Z] [INFO] Memory: MemFree: 4310636 kB
[2026-02-10T21:05:17.741Z] [INFO] Load: 0.62 0.28 0.19 1/483 948317
[2026-02-10T21:05:17.742Z] [INFO]
📝 Raw command:
[2026-02-10T21:05:17.742Z] [INFO] (cd "/tmp/gh-issue-solver-1770757484176" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-5-20251101 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/724
Your prepared branch: issue-724-c1e547bf96ed
Your prepared working directory: /tmp/gh-issue-solver-1770757484176
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/750
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-724-c1e547bf96ed
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-724-c1e547bf96ed --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/724.
- 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/750/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/750/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/750/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/724/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 750 --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 750, 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 750.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-724-c1e547bf96ed.
- When you finish, create a pull request from branch issue-724-c1e547bf96ed. (Note: PR 750 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-724-c1e547bf96ed.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 750 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-724-c1e547bf96ed/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 .)
[2026-02-10T21:05:17.743Z] [INFO]
[2026-02-10T21:05:17.744Z] [INFO] 📋 User prompt:
[2026-02-10T21:05:17.744Z] [INFO] ---BEGIN USER PROMPT---
[2026-02-10T21:05:17.745Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/724
Your prepared branch: issue-724-c1e547bf96ed
Your prepared working directory: /tmp/gh-issue-solver-1770757484176
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/750
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-724-c1e547bf96ed
Proceed.
[2026-02-10T21:05:17.745Z] [INFO] ---END USER PROMPT---
[2026-02-10T21:05:17.745Z] [INFO]
[2026-02-10T21:05:17.745Z] [INFO] 📋 System prompt:
[2026-02-10T21:05:17.745Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-02-10T21:05:17.745Z] [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-724-c1e547bf96ed --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/724.
- 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/750/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/750/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/750/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/724/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 750 --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 750, 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 750.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-724-c1e547bf96ed.
- When you finish, create a pull request from branch issue-724-c1e547bf96ed. (Note: PR 750 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-724-c1e547bf96ed.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 750 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-724-c1e547bf96ed/docs/screenshots/result.png).
- When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format.
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image.
[2026-02-10T21:05:17.746Z] [INFO] ---END SYSTEM PROMPT---
[2026-02-10T21:05:17.746Z] [INFO]
[2026-02-10T21:05:17.747Z] [INFO] 📊 CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000
[2026-02-10T21:05:17.747Z] [INFO] 📊 MCP_TIMEOUT: 900000ms (server startup)
[2026-02-10T21:05:17.747Z] [INFO] 📊 MCP_TOOL_TIMEOUT: 900000ms (tool execution)
[2026-02-10T21:05:17.748Z] [INFO] 📋 Command details:
[2026-02-10T21:05:17.748Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1770757484176
[2026-02-10T21:05:17.748Z] [INFO] 🌿 Branch: issue-724-c1e547bf96ed
[2026-02-10T21:05:17.748Z] [INFO] 🤖 Model: Claude OPUS
[2026-02-10T21:05:17.748Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-10T21:05:17.748Z] [INFO]
▶️ Streaming output:
[2026-02-10T21:05:20.379Z] [INFO] {
"type": "system",
"subtype": "init",
"cwd": "/tmp/gh-issue-solver-1770757484176",
"session_id": "01a1d228-03b2-4cab-ae86-79a08a599a51",
"tools": [
"Task",
"TaskOutput",
"Bash",
"Glob",
"Grep",
"ExitPlanMode",
"Read",
"Edit",
"Write",
"NotebookEdit",
"WebFetch",
"TodoWrite",
"WebSearch",
"TaskStop",
"AskUserQuestion",
"Skill",
"EnterPlanMode",
"ToolSearch",
"mcp__playwright__browser_close",
"mcp__playwright__browser_resize",
"mcp__playwright__browser_console_messages",
"mcp__playwright__browser_handle_dialog",
"mcp__playwright__browser_evaluate",
"mcp__playwright__browser_file_upload",
"mcp__playwright__browser_fill_form",
"mcp__playwright__browser_install",
"mcp__playwright__browser_press_key",
"mcp__playwright__browser_type",
"mcp__playwright__browser_navigate",
"mcp__playwright__browser_navigate_back",
"mcp__playwright__browser_network_requests",
"mcp__playwright__browser_run_code",
"mcp__playwright__browser_take_screenshot",
"mcp__playwright__browser_snapshot",
"mcp__playwright__browser_click",
"mcp__playwright__browser_drag",
"mcp__playwright__browser_hover",
"mcp__playwright__browser_select_option",
"mcp__playwright__browser_tabs",
"mcp__playwright__browser_wait_for"
],
"mcp_servers": [
{
"name": "playwright",
"status": "connected"
}
],
"model": "claude-opus-4-5-20251101",
"permissionMode": "bypassPermissions",
"slash_commands": [
"keybindings-help",
"debug",
"compact",
"context",
"cost",
"init",
"pr-comments",
"release-notes",
"review",
"security-review",
"insights"
],
"apiKeySource": "none",
"claude_code_version": "2.1.38",
"output_style": "default",
"agents": [
"Bash",
"general-purpose",
"statusline-setup",
"Explore",
"Plan"
],
"skills": [
"keybindings-help",
"debug"
],
"plugins": [],
"uuid": "aba3f352-816c-4db9-a3da-b635c01be033",
"fast_mode_state": "off"
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[2026-02-10T21:05:20.380Z] [INFO] 📌 Session ID: 01a1d228-03b2-4cab-ae86-79a08a599a51
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[2026-02-10T21:05:44.273Z] [INFO] {
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[2026-02-10T21:05:44.281Z] [INFO] {
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"tool_use_id": "toolu_01XkCaKE2cmRPRsnEP8b1SLT",
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"content": " 1→[gd_scene load_steps=6 format=3 uid=\"uid://cv2q8m5n7xk1p\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/projectiles/bullet.gd\" 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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[2026-02-10T21:05:49.101Z] [INFO] {
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{
"tool_use_id": "toolu_01AHvGU1D1RbF41XGJAqZh7s",
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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→## Duration in seconds to stun enemies on hit (0 = no stun effect).\n 122→## Set by weapons like MakarovPM and SilencedPistol via Node.Set().\n 123→var stun_duration: float = 0.0\n 124→\n 125→## Whether this bullet has homing enabled (steers toward nearest enemy).\n 126→var homing_enabled: bool = false\n 127→\n 128→## Maximum angle (in radians) the bullet can turn from its original direction.\n 129→## Default 110 degrees = ~1.92 radians.\n 130→var homing_max_turn_angle: float = deg_to_rad(110.0)\n 131→\n 132→## Steering force for homing (radians per second of turning).\n 133→## Higher values make bullets turn faster.\n 134→var homing_steer_speed: float = 8.0\n 135→\n 136→## The original firing direction (stored when homing is enabled).\n 137→## Used to limit total turn angle.\n 138→var _homing_original_direction: Vector2 = Vector2.ZERO\n 139→\n 140→## Enable/disable debug logging for homing calculations.\n 141→var _debug_homing: bool = false\n 142→\n 143→## Whether this bullet uses breaker behavior (Issue #678).\n 144→## Breaker bullets explode 60px before hitting a wall or enemy, spawning shrapnel in a forward cone.\n 145→var is_breaker_bullet: bool = false\n 146→\n 147→## Distance in pixels ahead of the bullet at which to trigger breaker detonation.\n 148→const BREAKER_DETONATION_DISTANCE: float = 60.0\n 149→\n 150→## Explosion damage radius for breaker bullet detonation (in pixels).\n 151→const BREAKER_EXPLOSION_RADIUS: float = 15.0\n 152→\n 153→## Explosion damage dealt by breaker bullet detonation.\n 154→const BREAKER_EXPLOSION_DAMAGE: float = 1.0\n 155→\n 156→## Half-angle of the shrapnel cone in degrees (total cone = 2 * half_angle).\n 157→const BREAKER_SHRAPNEL_HALF_ANGLE: float = 30.0\n 158→\n 159→## Damage per breaker shrapnel piece.\n 160→const BREAKER_SHRAPNEL_DAMAGE: float = 0.1\n 161→\n 162→## Multiplier for shrapnel count: shrapnel_count = bullet_damage * this multiplier.\n 163→const BREAKER_SHRAPNEL_COUNT_MULTIPLIER: float = 10.0\n 164→\n 165→## Breaker shrapnel scene path.\n 166→const BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n 167→\n 168→## Cached breaker shrapnel scene (loaded once).\n 169→var _breaker_shrapnel_scene: PackedScene = null\n 170→\n 171→## Enable/disable debug logging for breaker bullet behavior.\n 172→var _debug_breaker: bool = false\n 173→\n 174→\n 175→func _ready() -> void:\n 176→\t# Connect to collision signals\n 177→\tbody_entered.connect(_on_body_entered)\n 178→\tbody_exited.connect(_on_body_exited)\n 179→\tarea_entered.connect(_on_area_entered)\n 180→\n 181→\t# Get trail reference if it exists\n 182→\t_trail = get_node_or_null(\"Trail\")\n 183→\tif _trail:\n 184→\t\t_trail.clear_points()\n 185→\t\t# Set trail to use global coordinates (not relative to bullet)\n 186→\t\t_trail.top_level = true\n 187→\t\t# Reset position to origin so points added are truly global\n 188→\t\t# (when top_level becomes true, the Line2D's position becomes its global position,\n 189→\t\t# so we need to reset it to (0,0) for added points to be at their true global positions)\n 190→\t\t_trail.position = Vector2.ZERO\n 191→\n 192→\t# Load default caliber data if not set\n 193→\tif caliber_data == null:\n 194→\t\tcaliber_data = _load_default_caliber_data()\n 195→\n 196→\t# Calculate viewport diagonal for post-ricochet lifetime\n 197→\t_calculate_viewport_diagonal()\n 198→\n 199→\t# Set initial rotation based on direction\n 200→\t_update_rotation()\n 201→\n 202→\t# Load breaker shrapnel scene if this is a breaker bullet\n 203→\tif is_breaker_bullet:\n 204→\t\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n 205→\t\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n 206→\t\tif _debug_breaker:\n 207→\t\t\tprint(\"[Bullet.Breaker] Breaker bullet initialized, shrapnel scene: %s\" % (\n 208→\t\t\t\t\"loaded\" if _breaker_shrapnel_scene else \"MISSING\"))\n 209→\n 210→\n 211→## Calculates the viewport diagonal distance for post-ricochet lifetime.\n 212→func _calculate_viewport_diagonal() -> void:\n 213→\tvar viewport := get_viewport()\n 214→\tif viewport:\n 215→\t\tvar size := viewport.get_visible_rect().size\n 216→\t\t_viewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 217→\telse:\n 218→\t\t# Fallback to a reasonable default (1920x1080 diagonal ~= 2203)\n 219→\t\t_viewport_diagonal = 2203.0\n 220→\n 221→\n 222→## Loads the default 5.45x39mm caliber data.\n 223→func _load_default_caliber_data() -> Resource:\n 224→\tvar path := \"res://resources/calibers/caliber_545x39.tres\"\n 225→\tif ResourceLoader.exists(path):\n 226→\t\treturn load(path)\n 227→\treturn null\n 228→\n 229→\n 230→## Updates the bullet rotation to match its travel direction.\n 231→func _update_rotation() -> void:\n 232→\trotation = direction.angle()\n 233→\n 234→\n 235→## Logs a penetration-related message to both console and file logger.\n 236→## @param message: The message to log.\n 237→func _log_penetration(message: String) -> void:\n 238→\tif not _debug_penetration:\n 239→\t\treturn\n 240→\tvar full_message := \"[Bullet] \" + message\n 241→\tprint(full_message)\n 242→\t# Also log to FileLogger if available\n 243→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 244→\tif file_logger and file_logger.has_method(\"log_info\"):\n 245→\t\tfile_logger.log_info(full_message)\n 246→\n 247→\n 248→func _physics_process(delta: float) -> void:\n 249→\t# Apply homing steering if enabled\n 250→\tif homing_enabled:\n 251→\t\t_apply_homing_steering(delta)\n 252→\n 253→\t# Calculate movement this frame\n 254→\tvar movement := direction * speed * delta\n 255→\n 256→\t# Move in the set direction\n 257→\tposition += movement\n 258→\n 259→\t# Track distance traveled since last ricochet (for viewport-based lifetime)\n 260→\tif _has_ricocheted:\n 261→\t\t_distance_since_ricochet += movement.length()\n 262→\t\t# Destroy bullet if it has traveled more than the viewport-based max distance\n 263→\t\tif _distance_since_ricochet >= _max_post_ricochet_distance:\n 264→\t\t\tif _debug_ricochet:\n 265→\t\t\t\tprint(\"[Bullet] Post-ricochet distance exceeded: \", _distance_since_ricochet, \" >= \", _max_post_ricochet_distance)\n 266→\t\t\tqueue_free()\n 267→\t\t\treturn\n 268→\n 269→\t# Track penetration distance while inside a wall\n 270→\tif _is_penetrating:\n 271→\t\t_penetration_distance_traveled += movement.length()\n 272→\t\tvar max_pen_distance := _get_max_penetration_distance()\n 273→\n 274→\t\t# Check if we've exceeded max penetration distance\n 275→\t\tif max_pen_distance > 0 and _penetration_distance_traveled >= max_pen_distance:\n 276→\t\t\t_log_penetration(\"Max penetration distance exceeded: %s >= %s\" % [_penetration_distance_traveled, max_pen_distance])\n 277→\t\t\t# Bullet stopped inside the wall - destroy it\n 278→\t\t\t# Visual effects disabled as per user request\n 279→\t\t\tqueue_free()\n 280→\t\t\treturn\n 281→\n 282→\t\t# Check if we've exited the obstacle (raycast forward to see if still inside)\n 283→\t\t# Note: body_exited signal also triggers _exit_penetration for reliability\n 284→\t\tif not _is_still_inside_obstacle():\n 285→\t\t\t_exit_penetration()\n 286→\n 287→\t# Check for breaker detonation (raycast ahead for walls)\n 288→\tif is_breaker_bullet and not _is_penetrating:\n 289→\t\tif _check_breaker_detonation():\n 290→\t\t\treturn # Bullet detonated and was freed\n 291→\n 292→\t# Update trail effect\n 293→\t_update_trail()\n 294→\n 295→\t# Track lifetime and auto-destroy if exceeded\n 296→\t_time_alive += delta\n 297→\tif _time_alive >= lifetime:\n 298→\t\tqueue_free()\n 299→\n 300→\n 301→## Updates the visual trail effect by maintaining position history.\n 302→func _update_trail() -> void:\n 303→\tif not _trail:\n 304→\t\treturn\n 305→\n 306→\t# Add current position to history\n 307→\t_position_history.push_front(global_position)\n 308→\n 309→\t# Limit trail length\n 310→\twhile _position_history.size() > trail_length:\n 311→\t\t_position_history.pop_back()\n 312→\n 313→\t# Update Line2D points\n 314→\t_trail.clear_points()\n 315→\tfor pos in _position_history:\n 316→\t\t_trail.add_point(pos)\n 317→\n 318→\n 319→func _on_body_entered(body: Node2D) -> void:\n 320→\t# Check if this is the shooter - don't collide with own body\n 321→\tif shooter_id == body.get_instance_id():\n 322→\t\treturn # Pass through the shooter\n 323→\n 324→\t# Check if this is a dead enemy - bullets should pass through dead entities\n 325→\t# This handles the CharacterBody2D collision (separate from HitArea collision)\n 326→\tif body.has_method(\"is_alive\") and not body.is_alive():\n 327→\t\treturn # Pass through dead entities\n 328→\n 329→\t# If we're currently penetrating the same body, ignore re-entry\n 330→\tif _is_penetrating and _penetrating_body == body:\n 331→\t\treturn\n 332→\n 333→\t# Check if bullet is inside an existing penetration hole - pass through without re-triggering\n 334→\tif _is_inside_penetration_hole():\n 335→\t\t_log_penetration(\"Inside existing penetration hole, passing through\")\n 336→\t\treturn\n 337→\n 338→\t# Hit a static body (wall or obstacle) or alive enemy body\n 339→\t# Try to ricochet off static bodies (walls/obstacles)\n 340→\tif body is StaticBody2D or body is TileMap:\n 341→\t\t# Always spawn dust effect when hitting walls, regardless of ricochet\n 342→\t\t_spawn_wall_hit_effect(body)\n 343→\n 344→\t\t# Calculate distance from shooter to determine penetration behavior\n 345→\t\tvar distance_to_wall := _get_distance_to_shooter()\n 346→\t\tvar distance_ratio := distance_to_wall / _viewport_diagonal if _viewport_diagonal > 0 else 1.0\n 347→\n 348→\t\t_log_penetration(\"Distance to wall: %s (%s%% of viewport)\" % [distance_to_wall, distance_ratio * 100])\n 349→\n 350→\t\t# Point-blank shots (very close to shooter): 100% penetration, ignore ricochet\n 351→\t\tif distance_ratio <= POINT_BLANK_DISTANCE_RATIO + 0.05: # ~5% tolerance for \"point blank\"\n 352→\t\t\t_log_penetration(\"Point-blank shot - 100% penetration, ignoring ricochet\")\n 353→\t\t\tif _try_penetration(body):\n 354→\t\t\t\treturn # Bullet is penetrating\n 355→\t\t# At 40% or less of viewport: normal ricochet rules apply\n 356→\t\telif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n 357→\t\t\t_log_penetration(\"Within ricochet range - trying ricochet first\")\n 358→\t\t\t# First try ricochet\n 359→\t\t\tif _try_ricochet(body):\n 360→\t\t\t\treturn # Bullet ricocheted, don't destroy\n 361→\t\t\t# Ricochet failed - try penetration (if not ricochet, then penetrate)\n 362→\t\t\tif _try_penetration(body):\n 363→\t\t\t\treturn # Bullet is penetrating, don't destroy\n 364→\t\t# Beyond 40% of viewport: distance-based penetration chance\n 365→\t\telse:\n 366→\t\t\t# First try ricochet (shallow angles still ricochet)\n 367→\t\t\tif _try_ricochet(body):\n 368→\t\t\t\treturn # Bullet ricocheted, don't destroy\n 369→\n 370→\t\t\t# Calculate penetration chance based on distance\n 371→\t\t\t# At 40% distance: 100% chance (if ricochet failed)\n 372→\t\t\t# At 100% (viewport) distance: 30% chance\n 373→\t\t\tvar penetration_chance := _calculate_distance_penetration_chance(distance_ratio)\n 374→\n 375→\t\t\t_log_penetration(\"Distance-based penetration chance: %s%%\" % [penetration_chance * 100])\n 376→\n 377→\t\t\t# Roll for penetration\n 378→\t\t\tif randf() <= penetration_chance:\n 379→\t\t\t\tif _try_penetration(body):\n 380→\t\t\t\t\treturn # Bullet is penetrating\n 381→\t\t\telse:\n 382→\t\t\t\t_log_penetration(\"Penetration failed (distance roll)\")\n 383→\n 384→\t# Play wall impact sound and destroy bullet\n 385→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 386→\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 387→\t\taudio_manager.play_bullet_wall_hit(global_position)\n 388→\tqueue_free()\n 389→\n 390→\n 391→## Called when the bullet exits a body (wall).\n 392→## Used for detecting penetration exit via the physics system.\n 393→func _on_body_exited(body: Node2D) -> void:\n 394→\t# Only process if we're currently penetrating this specific body\n 395→\tif not _is_penetrating or _penetrating_body != body:\n 396→\t\treturn\n 397→\n 398→\t# Log exit detection\n 399→\t_log_penetration(\"Body exited signal received for penetrating body\")\n 400→\n 401→\t# Call exit penetration\n 402→\t_exit_penetration()\n 403→\n 404→\n 405→func _on_area_entered(area: Area2D) -> void:\n 406→\t# Hit another area (like a target or hit detection area)\n 407→\t# Only destroy bullet if the area has on_hit method (actual hit targets)\n 408→\t# This allows bullets to pass through detection-only areas like ThreatSpheres\n 409→\tif area.has_method(\"on_hit\"):\n 410→\t\t# Check if this is a HitArea - if so, check against parent's instance ID\n 411→\t\t# This prevents the shooter from damaging themselves with direct shots\n 412→\t\t# BUT ricocheted bullets CAN damage the shooter (realistic self-damage)\n 413→\t\tvar parent: Node = area.get_parent()\n 414→\t\tif parent and shooter_id == parent.get_instance_id() and not _has_ricocheted:\n 415→\t\t\treturn # Don't hit the shooter with direct shots\n 416→\n 417→\t\t# Power Fantasy mode: Ricocheted bullets do NOT damage the player\n 418→\t\tif _has_ricocheted and parent and parent.is_in_group(\"player\"):\n 419→\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 420→\t\t\tif difficulty_manager and difficulty_manager.has_method(\"do_ricochets_damage_player\"):\n 421→\t\t\t\tif not difficulty_manager.do_ricochets_damage_player():\n 422→\t\t\t\t\treturn # Pass through player without damage in Power Fantasy mode\n 423→\n 424→\t\t# Check if the parent is dead - bullets should pass through dead entities\n 425→\t\t# This is a fallback check in case the collision shape/layer disabling\n 426→\t\t# doesn't take effect immediately (see Godot issues #62506, #100687)\n 427→\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n 428→\t\t\treturn # Pass through dead entities\n 429→\n 430→\t\t# Calculate effective damage (base damage × multiplier from ricochets/penetration)\n 431→\t\tvar effective_damage: float = damage * damage_multiplier\n 432→\n 433→\t\t# Call on_hit with extended parameters if supported, otherwise use basic call\n 434→\t\tif area.has_method(\"on_hit_with_bullet_info_and_damage\"):\n 435→\t\t\t# Pass full bullet information including damage amount\n 436→\t\t\tarea.on_hit_with_bullet_info_and_damage(direction, caliber_data, _has_ricocheted, _has_penetrated, effective_damage)\n 437→\t\telif area.has_method(\"on_hit_with_bullet_info\"):\n 438→\t\t\t# Legacy path - pass bullet info without explicit damage (will use default)\n 439→\t\t\tarea.on_hit_with_bullet_info(direction, caliber_data, _has_ricocheted, _has_penetrated)\n 440→\t\telif area.has_method(\"on_hit_with_info\"):\n 441→\t\t\tarea.on_hit_with_info(direction, caliber_data)\n 442→\t\telse:\n 443→\t\t\tarea.on_hit()\n 444→\n 445→\t\t# Apply stun effect if configured (e.g., MakarovPM, SilencedPistol)\n 446→\t\tif stun_duration > 0 and parent:\n 447→\t\t\t_apply_stun_effect(parent)\n 448→\n 449→\t\t# Trigger hit effects if this is a player bullet hitting an enemy\n 450→\t\tif _is_player_bullet():\n 451→\t\t\t_trigger_player_hit_effects()\n 452→\n 453→\t\tqueue_free()\n 454→\n 455→\n 456→## Attempts to ricochet the bullet off a surface.\n 457→## Returns true if ricochet occurred, false if bullet should be destroyed.\n 458→## @param body: The body the bullet collided with.\n 459→func _try_ricochet(body: Node2D) -> bool:\n 460→\t# Check if we've exceeded maximum ricochets (-1 = unlimited)\n 461→\tvar max_ricochets := _get_max_ricochets()\n 462→\tif max_ricochets >= 0 and _ricochet_count >= max_ricochets:\n 463→\t\tif _debug_ricochet:\n 464→\t\t\tprint(\"[Bullet] Max ricochets reached: \", _ricochet_count)\n 465→\t\treturn false\n 466→\n 467→\t# Get the surface normal at the collision point\n 468→\tvar surface_normal := _get_surface_normal(body)\n 469→\tif surface_normal == Vector2.ZERO:\n 470→\t\tif _debug_ricochet:\n 471→\t\t\tprint(\"[Bullet] Could not determine surface normal\")\n 472→\t\treturn false\n 473→\n 474→\t# Calculate impact angle (angle between bullet direction and surface)\n 475→\t# 0 degrees = parallel to surface (grazing shot)\n 476→\t# 90 degrees = perpendicular to surface (direct hit)\n 477→\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n 478→\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n 479→\n 480→\tif _debug_ricochet:\n 481→\t\tprint(\"[Bullet] Impact angle: \", impact_angle_deg, \" degrees\")\n 482→\n 483→\t# Calculate ricochet probability based on impact angle\n 484→\tvar ricochet_probability := _calculate_ricochet_probability(impact_angle_deg)\n 485→\n 486→\tif _debug_ricochet:\n 487→\t\tprint(\"[Bullet] Ricochet probability: \", ricochet_probability * 100, \"%\")\n 488→\n 489→\t# Random roll to determine if ricochet occurs\n 490→\tif randf() > ricochet_probability:\n 491→\t\tif _debug_ricochet:\n 492→\t\t\tprint(\"[Bullet] Ricochet failed (random)\")\n 493→\t\treturn false\n 494→\n 495→\t# Ricochet successful - calculate new direction\n 496→\t_perform_ricochet(surface_normal)\n 497→\treturn true\n 498→\n 499→\n 500→## Gets the maximum number of ricochets allowed.\n 501→func _get_max_ricochets() -> int:\n 502→\tif caliber_data and caliber_data.has_method(\"get\") and \"max_ricochets\" in caliber_data:\n 503→\t\treturn caliber_data.max_ricochets\n 504→\treturn DEFAULT_MAX_RICOCHETS\n 505→\n 506→\n 507→## Gets the surface normal at the collision point.\n 508→## Uses raycasting to determine the exact collision point and normal.\n 509→func _get_surface_normal(body: Node2D) -> Vector2:\n 510→\t# Create a raycast to find the exact collision point\n 511→\tvar space_state := get_world_2d().direct_space_state\n 512→\n 513→\t# Cast ray from slightly behind the bullet to current position\n 514→\tvar ray_start := global_position - direction * 50.0\n 515→\tvar ray_end := global_position + direction * 10.0\n 516→\n 517→\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n 518→\tquery.collision_mask = collision_mask\n 519→\tquery.exclude = [self]\n 520→\n 521→\tvar result := space_state.intersect_ray(query)\n 522→\n 523→\tif result.is_empty():\n 524→\t\t# Fallback: estimate normal based on bullet direction\n 525→\t\t# Assume the surface is perpendicular to the approach\n 526→\t\treturn -direction.normalized()\n 527→\n 528→\treturn result.normal\n 529→\n 530→\n 531→## Calculates the impact angle between bullet direction and surface.\n 532→## This returns the GRAZING angle (angle from the surface plane).\n 533→## Returns angle in radians (0 = grazing/parallel to surface, PI/2 = perpendicular/head-on).\n 534→func _calculate_impact_angle(surface_normal: Vector2) -> float:\n 535→\t# We want the GRAZING angle (angle from the surface, not from the normal).\n 536→\t# The grazing angle is 90° - (angle from normal).\n 537→\t#\n 538→\t# Using dot product with the normal:\n 539→\t# dot(direction, -normal) = cos(angle_from_normal)\n 540→\t#\n 541→\t# The grazing angle = 90° - angle_from_normal\n 542→\t# So: grazing_angle = asin(|dot(direction, normal)|)\n 543→\t#\n 544→\t# For grazing shots (parallel to surface): direction ⊥ normal, dot ≈ 0, grazing_angle ≈ 0°\n 545→\t# For direct hits (perpendicular to surface): direction ∥ -normal, dot ≈ 1, grazing_angle ≈ 90°\n 546→\n 547→\tvar dot := absf(direction.normalized().dot(surface_normal.normalized()))\n 548→\t# Clamp to avoid numerical issues with asin\n 549→\tdot = clampf(dot, 0.0, 1.0)\n 550→\treturn asin(dot)\n 551→\n 552→\n 553→## Calculates the ricochet probability based on impact angle.\n 554→## Uses a custom curve designed for realistic 5.45x39mm behavior:\n 555→## - 0-15°: ~100% (grazing shots always ricochet)\n 556→## - 45°: ~80% (moderate angles have good ricochet chance)\n 557→## - 90°: ~10% (perpendicular shots rarely ricochet)\n 558→func _calculate_ricochet_probability(impact_angle_deg: float) -> float:\n 559→\tvar max_angle: float\n 560→\tvar base_probability: float\n 561→\n 562→\tif caliber_data:\n 563→\t\tmax_angle = caliber_data.max_ricochet_angle if \"max_ricochet_angle\" in caliber_data else DEFAULT_MAX_RICOCHET_ANGLE\n 564→\t\tbase_probability = caliber_data.base_ricochet_probability if \"base_ricochet_probability\" in caliber_data else DEFAULT_BASE_RICOCHET_PROBABILITY\n 565→\telse:\n 566→\t\tmax_angle = DEFAULT_MAX_RICOCHET_ANGLE\n 567→\t\tbase_probability = DEFAULT_BASE_RICOCHET_PROBABILITY\n 568→\n 569→\t# No ricochet if angle exceeds maximum\n 570→\tif impact_angle_deg > max_angle:\n 571→\t\treturn 0.0\n 572→\n 573→\t# Custom curve for realistic ricochet probability:\n 574→\t# probability = base * (0.9 * (1 - (angle/90)^2.17) + 0.1)\n 575→\t# This gives approximately:\n 576→\t# - 0°: 100%, 15°: 98%, 45°: 80%, 90°: 10%\n 577→\tvar normalized_angle := impact_angle_deg / 90.0\n 578→\t# Power of 2.17 creates a curve matching real-world ballistics\n 579→\tvar power_factor := pow(normalized_angle, 2.17)\n 580→\tvar angle_factor := (1.0 - power_factor) * 0.9 + 0.1\n 581→\treturn base_probability * angle_factor\n 582→\n 583→\n 584→## Performs the ricochet: updates direction, speed, and damage.\n 585→## Also calculates the post-ricochet maximum travel distance based on viewport and angle.\n 586→func _perform_ricochet(surface_normal: Vector2) -> void:\n 587→\t_ricochet_count += 1\n 588→\n 589→\t# Calculate the impact angle for determining post-ricochet distance\n 590→\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n 591→\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n 592→\n 593→\t# Calculate reflected direction\n 594→\t# reflection = direction - 2 * dot(direction, normal) * normal\n 595→\tvar reflected := direction - 2.0 * direction.dot(surface_normal) * surface_normal\n 596→\treflected = reflected.normalized()\n 597→\n 598→\t# Add random deviation for realism\n 599→\tvar deviation := _get_ricochet_deviation()\n 600→\treflected = reflected.rotated(deviation)\n 601→\n 602→\t# Update direction\n 603→\tdirection = reflected\n 604→\t_update_rotation()\n 605→\n 606→\t# Reduce velocity\n 607→\tvar velocity_retention := _get_velocity_retention()\n 608→\tspeed *= velocity_retention\n 609→\n 610→\t# Reduce damage multiplier\n 611→\tvar damage_mult := _get_ricochet_damage_multiplier()\n 612→\tdamage_multiplier *= damage_mult\n 613→\n 614→\t# Move bullet slightly away from surface to prevent immediate re-collision\n 615→\tglobal_position += direction * 5.0\n 616→\n 617→\t# Mark bullet as having ricocheted and set viewport-based lifetime\n 618→\t_has_ricocheted = true\n 619→\t_ricochet_position = global_position\n 620→\t_distance_since_ricochet = 0.0\n 621→\n 622→\t# Calculate max post-ricochet distance based on viewport and ricochet angle\n 623→\t# Shallow angles (grazing) -> bullet travels longer after ricochet\n 624→\t# Steeper angles -> bullet travels shorter distance (more energy lost)\n 625→\t# Formula: max_distance = viewport_diagonal * (1 - angle/90)\n 626→\t# At 0° (grazing): full viewport diagonal\n 627→\t# At 90° (perpendicular): 0 distance (but this wouldn't ricochet anyway)\n 628→\tvar angle_factor := 1.0 - (impact_angle_deg / 90.0)\n 629→\tangle_factor = clampf(angle_factor, 0.1, 1.0) # Minimum 10% to prevent instant destruction\n 630→\t_max_post_ricochet_distance = _viewport_diagonal * angle_factor\n 631→\n 632→\t# Clear trail history to avoid visual artifacts\n 633→\t_position_history.clear()\n 634→\n 635→\t# Play ricochet sound\n 636→\t_play_ricochet_sound()\n 637→\n 638→\tif _debug_ricochet:\n 639→\t\tprint(\"[Bullet] Ricochet #\", _ricochet_count, \" - New speed: \", speed, \", Damage mult: \", damage_multiplier, \", Max post-ricochet distance: \", _max_post_ricochet_distance)\n 640→\n 641→\n 642→## Gets the velocity retention factor for ricochet.\n 643→func _get_velocity_retention() -> float:\n 644→\tif caliber_data and \"velocity_retention\" in caliber_data:\n 645→\t\treturn caliber_data.velocity_retention\n 646→\treturn DEFAULT_VELOCITY_RETENTION\n 647→\n 648→\n 649→## Gets the damage multiplier for ricochet.\n 650→func _get_ricochet_damage_multiplier() -> float:\n 651→\tif caliber_data and \"ricochet_damage_multiplier\" in caliber_data:\n 652→\t\treturn caliber_data.ricochet_damage_multiplier\n 653→\treturn DEFAULT_RICOCHET_DAMAGE_MULTIPLIER\n 654→\n 655→\n 656→## Gets a random deviation angle for ricochet direction.\n 657→func _get_ricochet_deviation() -> float:\n 658→\tvar deviation_deg: float\n 659→\tif caliber_data:\n 660→\t\tif caliber_data.has_method(\"get_random_ricochet_deviation\"):\n 661→\t\t\treturn caliber_data.get_random_ricochet_deviation()\n 662→\t\tdeviation_deg = caliber_data.ricochet_angle_deviation if \"ricochet_angle_deviation\" in caliber_data else DEFAULT_RICOCHET_ANGLE_DEVIATION\n 663→\telse:\n 664→\t\tdeviation_deg = DEFAULT_RICOCHET_ANGLE_DEVIATION\n 665→\n 666→\tvar deviation_rad := deg_to_rad(deviation_deg)\n 667→\treturn randf_range(-deviation_rad, deviation_rad)\n 668→\n 669→\n 670→## Plays the ricochet sound effect.\n 671→func _play_ricochet_sound() -> void:\n 672→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 673→\tif audio_manager and audio_manager.has_method(\"play_bullet_ricochet\"):\n 674→\t\taudio_manager.play_bullet_ricochet(global_position)\n 675→\telif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 676→\t\t# Fallback to wall hit sound if ricochet sound not available\n 677→\t\taudio_manager.play_bullet_wall_hit(global_position)\n 678→\n 679→\n 680→## Checks if this bullet was fired by the player.\n 681→func _is_player_bullet() -> bool:\n 682→\tif shooter_id == -1:\n 683→\t\treturn false\n 684→\n 685→\tvar shooter: Object = instance_from_id(shooter_id)\n 686→\tif shooter == null:\n 687→\t\treturn false\n 688→\n 689→\t# Check if the shooter is a player by script path\n 690→\tvar script: Script = shooter.get_script()\n 691→\tif script and script.resource_path.contains(\"player\"):\n 692→\t\treturn true\n 693→\n 694→\treturn false\n 695→\n 696→\n 697→## Triggers hit effects via the HitEffectsManager autoload.\n 698→## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\n 699→func _trigger_player_hit_effects() -> void:\n 700→\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n 701→\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n 702→\t\thit_effects_manager.on_player_hit_enemy()\n 703→\n 704→\n 705→## Applies stun effect to the hit enemy via StatusEffectsManager.\n 706→## Used by weapons like MakarovPM (100ms) and SilencedPistol (600ms).\n 707→func _apply_stun_effect(enemy: Node) -> void:\n 708→\tif stun_duration <= 0:\n 709→\t\treturn\n 710→\tif not enemy is Node2D:\n 711→\t\treturn\n 712→\tvar status_effects_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n 713→\tif status_effects_manager and status_effects_manager.has_method(\"apply_stun\"):\n 714→\t\tstatus_effects_manager.apply_stun(enemy, stun_duration)\n 715→\n 716→\n 717→## Returns the current ricochet count.\n 718→func get_ricochet_count() -> int:\n 719→\treturn _ricochet_count\n 720→\n 721→\n 722→## Returns the current damage multiplier (accounting for ricochets).\n 723→func get_damage_multiplier() -> float:\n 724→\treturn damage_multiplier\n 725→\n 726→\n 727→## Returns whether ricochet is enabled for this bullet.\n 728→func can_ricochet() -> bool:\n 729→\tif caliber_data and \"can_ricochet\" in caliber_data:\n 730→\t\treturn caliber_data.can_ricochet\n 731→\treturn true # Default to enabled\n 732→\n 733→\n 734→## Spawns dust/debris particles when bullet hits a wall or static body.\n 735→## @param body: The body that was hit (used to get surface normal).\n 736→func _spawn_wall_hit_effect(body: Node2D) -> void:\n 737→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 738→\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n 739→\t\treturn\n 740→\n 741→\t# Get surface normal for particle direction\n 742→\tvar surface_normal := _get_surface_normal(body)\n 743→\n 744→\t# Spawn dust effect at hit position\n 745→\timpact_manager.spawn_dust_effect(global_position, surface_normal, caliber_data)\n 746→\n 747→\n 748→# ============================================================================\n 749→# Distance-Based Penetration Helpers\n 750→# ============================================================================\n 751→\n 752→\n 753→## Gets the distance from the current bullet position to the shooter's original position.\n 754→func _get_distance_to_shooter() -> float:\n 755→\t_log_penetration(\"_get_distance_to_shooter: shooter_position=%s, shooter_id=%s, bullet_pos=%s\" % [shooter_position, shooter_id, global_position])\n 756→\n 757→\tif shooter_position == Vector2.ZERO:\n 758→\t\t# Fallback: use shooter instance position if available\n 759→\t\tif shooter_id != -1:\n 760→\t\t\tvar shooter: Object = instance_from_id(shooter_id)\n 761→\t\t\tif shooter != null and shooter is Node2D:\n 762→\t\t\t\tvar dist := global_position.distance_to((shooter as Node2D).global_position)\n 763→\t\t\t\t_log_penetration(\"Using shooter_id fallback, distance=%s\" % dist)\n 764→\t\t\t\treturn dist\n 765→\t\t# Unable to determine shooter position - assume close range\n 766→\t\t_log_penetration(\"WARNING: Unable to determine shooter position, defaulting to bullet position distance from origin\")\n 767→\n 768→\tvar dist := global_position.distance_to(shooter_position)\n 769→\t_log_penetration(\"Using shooter_position, distance=%s\" % dist)\n 770→\treturn dist\n 771→\n 772→\n 773→## Calculates the penetration chance based on distance from shooter.\n 774→## @param distance_ratio: Distance as a ratio of viewport diagonal (0.0 to 1.0+).\n 775→## @return: Penetration chance (0.0 to 1.0).\n 776→func _calculate_distance_penetration_chance(distance_ratio: float) -> float:\n 777→\t# At 40% (RICOCHET_RULES_DISTANCE_RATIO): 100% penetration chance\n 778→\t# At 100% (viewport diagonal): MAX_PENETRATION_CHANCE_AT_DISTANCE (30%)\n 779→\t# Beyond 100%: continues to decrease linearly\n 780→\n 781→\tif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n 782→\t\treturn 1.0 # Full penetration chance within ricochet rules range\n 783→\n 784→\t# Linear interpolation from 100% at 40% to 30% at 100%\n 785→\t# penetration_chance = 1.0 - (distance_ratio - 0.4) / 0.6 * 0.7\n 786→\tvar range_start := RICOCHET_RULES_DISTANCE_RATIO # 0.4\n 787→\tvar range_end := 1.0 # viewport distance\n 788→\tvar range_span := range_end - range_start # 0.6\n 789→\n 790→\tvar position_in_range := (distance_ratio - range_start) / range_span\n 791→\tposition_in_range = clampf(position_in_range, 0.0, 1.0)\n 792→\n 793→\t# Interpolate from 1.0 to MAX_PENETRATION_CHANCE_AT_DISTANCE\n 794→\tvar penetration_chance := lerpf(1.0, MAX_PENETRATION_CHANCE_AT_DISTANCE, position_in_range)\n 795→\n 796→\t# Beyond viewport distance, continue decreasing (but clamp to minimum of 5%)\n 797→\tif distance_ratio > 1.0:\n 798→\t\tvar beyond_viewport := distance_ratio - 1.0\n 799→\t\tpenetration_chance = maxf(MAX_PENETRATION_CHANCE_AT_DISTANCE - beyond_viewport * 0.2, 0.05)\n 800→\n 801→\treturn penetration_chance\n 802→\n 803→\n 804→## Checks if the bullet is currently inside an existing penetration hole area.\n 805→## If so, the bullet should pass through without triggering new penetration.\n 806→func _is_inside_penetration_hole() -> bool:\n 807→\t# Get overlapping areas\n 808→\tvar overlapping_areas := get_overlapping_areas()\n 809→\tfor area in overlapping_areas:\n 810→\t\t# Check if this is a penetration hole (by script or name)\n 811→\t\tif area.get_script() != null:\n 812→\t\t\tvar script_path: String = area.get_script().resource_path\n 813→\t\t\tif script_path.contains(\"penetration_hole\"):\n 814→\t\t\t\treturn true\n 815→\t\t# Also check by node name as fallback\n 816→\t\tif area.name.contains(\"PenetrationHole\"):\n 817→\t\t\treturn true\n 818→\treturn false\n 819→\n 820→\n 821→# ============================================================================\n 822→# Wall Penetration System\n 823→# ============================================================================\n 824→\n 825→\n 826→## Attempts to penetrate through a wall when ricochet fails.\n 827→## Returns true if penetration started successfully.\n 828→## @param body: The static body (wall) to penetrate.\n 829→func _try_penetration(body: Node2D) -> bool:\n 830→\t# Check if caliber allows penetration\n 831→\tif not _can_penetrate():\n 832→\t\t_log_penetration(\"Caliber cannot penetrate walls\")\n 833→\t\treturn false\n 834→\n 835→\t# Don't start a new penetration if already penetrating\n 836→\tif _is_penetrating:\n 837→\t\t_log_penetration(\"Already penetrating, cannot start new penetration\")\n 838→\t\treturn false\n 839→\n 840→\t_log_penetration(\"Starting wall penetration at %s\" % global_position)\n 841→\n 842→\t# Mark as penetrating\n 843→\t_is_penetrating = true\n 844→\t_penetrating_body = body\n 845→\t_penetration_entry_point = global_position\n 846→\t_penetration_distance_traveled = 0.0\n 847→\n 848→\t# Spawn entry hole effect\n 849→\t_spawn_penetration_hole_effect(body, global_position, true)\n 850→\n 851→\t# Move bullet slightly forward to avoid immediate re-collision\n 852→\tglobal_position += direction * 5.0\n 853→\n 854→\treturn true\n 855→\n 856→\n 857→## Checks if the bullet can penetrate walls based on caliber data.\n 858→func _can_penetrate() -> bool:\n 859→\tif caliber_data and caliber_data.has_method(\"can_penetrate_walls\"):\n 860→\t\treturn caliber_data.can_penetrate_walls()\n 861→\tif caliber_data and \"can_penetrate\" in caliber_data:\n 862→\t\treturn caliber_data.can_penetrate\n 863→\treturn DEFAULT_CAN_PENETRATE\n 864→\n 865→\n 866→## Gets the maximum penetration distance from caliber data.\n 867→func _get_max_penetration_distance() -> float:\n 868→\tif caliber_data and caliber_data.has_method(\"get_max_penetration_distance\"):\n 869→\t\treturn caliber_data.get_max_penetration_distance()\n 870→\tif caliber_data and \"max_penetration_distance\" in caliber_data:\n 871→\t\treturn caliber_data.max_penetration_distance\n 872→\treturn DEFAULT_MAX_PENETRATION_DISTANCE\n 873→\n 874→\n 875→## Gets the post-penetration damage multiplier from caliber data.\n 876→func _get_post_penetration_damage_multiplier() -> float:\n 877→\tif caliber_data and \"post_penetration_damage_multiplier\" in caliber_data:\n 878→\t\treturn caliber_data.post_penetration_damage_multiplier\n 879→\treturn DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER\n 880→\n 881→\n 882→## Checks if the bullet is still inside an obstacle using raycasting.\n 883→## Returns true if still inside, false if exited.\n 884→## Uses longer raycasts to account for high bullet speeds (2500 px/s = ~41 pixels/frame at 60 FPS).\n 885→func _is_still_inside_obstacle() -> bool:\n 886→\tif _penetrating_body == null or not is_instance_valid(_penetrating_body):\n 887→\t\treturn false\n 888→\n 889→\tvar space_state := get_world_2d().direct_space_state\n 890→\n 891→\t# Use longer raycasts to account for bullet speed\n 892→\t# Cast forward ~50 pixels (slightly more than max penetration of 48)\n 893→\tvar ray_length := 50.0\n 894→\tvar ray_start := global_position\n 895→\tvar ray_end := global_position + direction * ray_length\n 896→\n 897→\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n 898→\tquery.collision_mask = collision_mask\n 899→\tquery.exclude = [self]\n 900→\n 901→\tvar result := space_state.intersect_ray(query)\n 902→\n 903→\t# If we hit the same body in front, we're still inside\n 904→\tif not result.is_empty() and result.collider == _penetrating_body:\n 905→\t\t_log_penetration(\"Raycast forward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n 906→\t\treturn true\n 907→\n 908→\t# Also check backwards to see if we're still overlapping\n 909→\tray_end = global_position - direction * ray_length\n 910→\tquery = PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n 911→\tquery.collision_mask = collision_mask\n 912→\tquery.exclude = [self]\n 913→\n 914→\tresult = space_state.intersect_ray(query)\n 915→\tif not result.is_empty() and result.collider == _penetrating_body:\n 916→\t\t_log_penetration(\"Raycast backward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n 917→\t\treturn true\n 918→\n 919→\t_log_penetration(\"No longer inside obstacle - raycasts found no collision with penetrating body\")\n 920→\treturn false\n 921→\n 922→\n 923→## Called when the bullet exits a penetrated wall.\n 924→func _exit_penetration() -> void:\n 925→\t# Prevent double-calling (can happen from both body_exited and raycast check)\n 926→\tif not _is_penetrating:\n 927→\t\treturn\n 928→\n 929→\tvar exit_point := global_position\n 930→\n 931→\t_log_penetration(\"Exiting penetration at %s after traveling %s pixels through wall\" % [exit_point, _penetration_distance_traveled])\n 932→\n 933→\t# Visual effects disabled as per user request\n 934→\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n 935→\n 936→\t# Apply damage reduction after penetration\n 937→\tif not _has_penetrated:\n 938→\t\tdamage_multiplier *= _get_post_penetration_damage_multiplier()\n 939→\t\t_has_penetrated = true\n 940→\n 941→\t\t_log_penetration(\"Damage multiplier after penetration: %s\" % damage_multiplier)\n 942→\n 943→\t# Play penetration exit sound (use wall hit sound for now)\n 944→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 945→\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 946→\t\taudio_manager.play_bullet_wall_hit(exit_point)\n 947→\n 948→\t# Reset penetration state\n 949→\t_is_penetrating = false\n 950→\t_penetrating_body = null\n 951→\t_penetration_distance_traveled = 0.0\n 952→\n 953→\t# Destroy bullet after successful penetration\n 954→\t# Bullets don't continue flying after penetrating a wall\n 955→\tqueue_free()\n 956→\n 957→\n 958→## Spawns a visual hole effect at penetration entry or exit point.\n 959→## DISABLED: As per user request, all penetration visual effects are removed.\n 960→## The penetration functionality remains (bullet passes through thin walls),\n 961→## but no visual effects (dust, trails, holes) are spawned.\n 962→## @param body: The wall being penetrated.\n 963→## @param pos: Position of the hole.\n 964→## @param is_entry: True for entry hole, false for exit hole.\n 965→func _spawn_penetration_hole_effect(_body: Node2D, _pos: Vector2, _is_entry: bool) -> void:\n 966→\t# All visual effects disabled as per user request\n 967→\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n 968→\tpass\n 969→\n 970→\n 971→## Spawns a collision hole that creates an actual gap in wall collision.\n 972→## This allows other bullets and vision to pass through the hole.\n 973→## @param entry_point: Where the bullet entered the wall.\n 974→## @param exit_point: Where the bullet exited the wall.\n 975→func _spawn_collision_hole(entry_point: Vector2, exit_point: Vector2) -> void:\n 976→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 977→\tif impact_manager == null:\n 978→\t\treturn\n 979→\n 980→\tif impact_manager.has_method(\"spawn_collision_hole\"):\n 981→\t\timpact_manager.spawn_collision_hole(entry_point, exit_point, direction, caliber_data)\n 982→\t\t_log_penetration(\"Collision hole spawned from %s to %s\" % [entry_point, exit_point])\n 983→\n 984→\n 985→## Returns whether the bullet has penetrated at least one wall.\n 986→func has_penetrated() -> bool:\n 987→\treturn _has_penetrated\n 988→\n 989→\n 990→## Returns whether the bullet is currently penetrating a wall.\n 991→func is_penetrating() -> bool:\n 992→\treturn _is_penetrating\n 993→\n 994→\n 995→## Returns the distance traveled through walls while penetrating.\n 996→func get_penetration_distance() -> float:\n 997→\treturn _penetration_distance_traveled\n 998→\n 999→\n 1000→# ============================================================================\n 1001→# Homing Bullet System (Issue #677)\n 1002→# ============================================================================\n 1003→\n 1004→\n 1005→## Enables homing on this bullet, storing the original direction.\n 1006→func enable_homing() -> void:\n 1007→\thoming_enabled = true\n 1008→\t_homing_original_direction = direction.normalized()\n 1009→\tif _debug_homing:\n 1010→\t\tprint(\"[Bullet] Homing enabled, original direction: \", _homing_original_direction)\n 1011→\n 1012→\n 1013→## Applies homing steering toward the nearest alive enemy.\n 1014→## The bullet turns toward the nearest enemy but cannot exceed the max turn angle\n 1015→## from its original firing direction (110 degrees each side).\n 1016→func _apply_homing_steering(delta: float) -> void:\n 1017→\t# Only player bullets should home\n 1018→\tif not _is_player_bullet():\n 1019→\t\treturn\n 1020→\n 1021→\t# Find nearest alive enemy\n 1022→\tvar target_pos := _find_nearest_enemy_position()\n 1023→\tif target_pos == Vector2.ZERO:\n 1024→\t\treturn # No valid target found\n 1025→\n 1026→\t# Calculate desired direction toward target\n 1027→\tvar to_target := (target_pos - global_position).normalized()\n 1028→\n 1029→\t# Calculate the angle difference between current direction and desired\n 1030→\tvar angle_diff := direction.angle_to(to_target)\n 1031→\n 1032→\t# Limit per-frame steering (smooth turning)\n 1033→\tvar max_steer_this_frame := homing_steer_speed * delta\n 1034→\tangle_diff = clampf(angle_diff, -max_steer_this_frame, max_steer_this_frame)\n 1035→\n 1036→\t# Calculate proposed new direction\n 1037→\tvar new_direction := direction.rotated(angle_diff).normalized()\n 1038→\n 1039→\t# Check if the new direction would exceed the max turn angle from original\n 1040→\tvar angle_from_original := _homing_original_direction.angle_to(new_direction)\n 1041→\tif absf(angle_from_original) > homing_max_turn_angle:\n 1042→\t\tif _debug_homing:\n 1043→\t\t\tprint(\"[Bullet] Homing angle limit reached: \", rad_to_deg(absf(angle_from_original)), \"°\")\n 1044→\t\treturn # Don't steer further, angle limit reached\n 1045→\n 1046→\t# Apply the steering\n 1047→\tdirection = new_direction\n 1048→\t_update_rotation()\n 1049→\n 1050→\tif _debug_homing:\n 1051→\t\tprint(\"[Bullet] Homing steer: angle_diff=\", rad_to_deg(angle_diff), \"° total_turn=\", rad_to_deg(absf(angle_from_original)), \"°\")\n 1052→\n 1053→\n 1054→## Finds the position of the nearest alive enemy.\n 1055→## Returns Vector2.ZERO if no enemies are found.\n 1056→func _find_nearest_enemy_position() -> Vector2:\n 1057→\tvar tree := get_tree()\n 1058→\tif tree == null:\n 1059→\t\treturn Vector2.ZERO\n 1060→\n 1061→\tvar enemies := tree.get_nodes_in_group(\"enemies\")\n 1062→\tif enemies.is_empty():\n 1063→\t\treturn Vector2.ZERO\n 1064→\n 1065→\tvar nearest_pos := Vector2.ZERO\n 1066→\tvar nearest_dist := INF\n 1067→\n 1068→\tfor enemy in enemies:\n 1069→\t\tif not enemy is Node2D:\n 1070→\t\t\tcontinue\n 1071→\t\t# Skip dead enemies\n 1072→\t\tif enemy.has_method(\"is_alive\") and not enemy.is_alive():\n 1073→\t\t\tcontinue\n 1074→\t\tvar dist := global_position.distance_squared_to(enemy.global_position)\n 1075→\t\tif dist < nearest_dist:\n 1076→\t\t\tnearest_dist = dist\n 1077→\t\t\tnearest_pos = enemy.global_position\n 1078→\n 1079→\treturn nearest_pos\n 1080→\n 1081→\n 1082→# ============================================================================\n 1083→# Breaker Bullet System (Issue #678)\n 1084→# ============================================================================\n 1085→\n 1086→\n 1087→## Checks if a wall or enemy is within BREAKER_DETONATION_DISTANCE ahead.\n 1088→## If so, triggers the breaker detonation and returns true.\n 1089→## @return: True if detonation occurred, false otherwise.\n 1090→func _check_breaker_detonation() -> bool:\n 1091→\tvar space_state := get_world_2d().direct_space_state\n 1092→\tif space_state == null:\n 1093→\t\treturn false\n 1094→\n 1095→\t# Raycast forward from bullet position\n 1096→\tvar ray_start := global_position\n 1097→\tvar ray_end := global_position + direction * BREAKER_DETONATION_DISTANCE\n 1098→\n 1099→\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n 1100→\t# Check against walls/obstacles and characters (enemies)\n 1101→\tquery.collision_mask = collision_mask\n 1102→\tquery.exclude = [self]\n 1103→\n 1104→\tvar result := space_state.intersect_ray(query)\n 1105→\n 1106→\tif result.is_empty():\n 1107→\t\treturn false # Nothing ahead within detonation distance\n 1108→\n 1109→\t# Check if the hit is a wall (StaticBody2D/TileMap) or an alive enemy (CharacterBody2D)\n 1110→\tvar collider: Object = result.collider\n 1111→\tif collider is StaticBody2D or collider is TileMap:\n 1112→\t\t# Wall detected within range — trigger detonation!\n 1113→\t\tvar detonation_pos := global_position\n 1114→\t\tif _debug_breaker:\n 1115→\t\t\tprint(\"[Bullet.Breaker] Wall detected at distance %.1f, detonating at %s\" % [\n 1116→\t\t\t\tglobal_position.distance_to(result.position), detonation_pos])\n 1117→\t\t_breaker_detonate(detonation_pos)\n 1118→\t\treturn true\n 1119→\telif collider is CharacterBody2D:\n 1120→\t\t# Enemy detected — check if alive\n 1121→\t\tif collider.has_method(\"is_alive\") and collider.is_alive():\n 1122→\t\t\tvar detonation_pos := global_position\n 1123→\t\t\tif _debug_breaker:\n 1124→\t\t\t\tprint(\"[Bullet.Breaker] Enemy %s detected at distance %.1f, detonating at %s\" % [\n 1125→\t\t\t\t\tcollider.name, global_position.distance_to(result.position), detonation_pos])\n 1126→\t\t\t_breaker_detonate(detonation_pos)\n 1127→\t\t\treturn true\n 1128→\n 1129→\treturn false # Hit something we don't detonate for\n 1130→\n 1131→\n 1132→## Triggers the breaker bullet detonation: explosion damage + shrapnel cone.\n 1133→## @param detonation_pos: The position where the detonation occurs.\n 1134→func _breaker_detonate(detonation_pos: Vector2) -> void:\n 1135→\t# 1. Apply explosion damage in radius\n 1136→\t_breaker_apply_explosion_damage(detonation_pos)\n 1137→\n 1138→\t# 2. Spawn visual explosion effect\n 1139→\t_breaker_spawn_explosion_effect(detonation_pos)\n 1140→\n 1141→\t# 3. Spawn shrapnel in a forward cone\n 1142→\t_breaker_spawn_shrapnel(detonation_pos)\n 1143→\n 1144→\t# 4. Play explosion sound\n 1145→\t_breaker_play_explosion_sound(detonation_pos)\n 1146→\n 1147→\t# 5. Destroy the bullet\n 1148→\tqueue_free()\n 1149→\n 1150→\n 1151→## Applies explosion damage to all enemies within BREAKER_EXPLOSION_RADIUS.\n 1152→## @param center: Center of the explosion.\n 1153→func _breaker_apply_explosion_damage(center: Vector2) -> void:\n 1154→\t# Find all enemies in the scene\n 1155→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 1156→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 1157→\n 1158→\t# Check enemies in radius\n 1159→\tfor enemy in enemies:\n 1160→\t\tif enemy is Node2D and enemy.has_method(\"is_alive\") and enemy.is_alive():\n 1161→\t\t\tvar distance := center.distance_to(enemy.global_position)\n 1162→\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n 1163→\t\t\t\t# Check line of sight\n 1164→\t\t\t\tif _breaker_has_line_of_sight(center, enemy.global_position):\n 1165→\t\t\t\t\t_breaker_apply_damage_to(enemy, BREAKER_EXPLOSION_DAMAGE)\n 1166→\n 1167→\t# Also check player (breaker explosion can hurt the player at close range)\n 1168→\tfor player in players:\n 1169→\t\tif player is Node2D:\n 1170→\t\t\t# Don't damage the shooter\n 1171→\t\t\tif shooter_id == player.get_instance_id():\n 1172→\t\t\t\tcontinue\n 1173→\t\t\tvar distance := center.distance_to(player.global_position)\n 1174→\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n 1175→\t\t\t\tif _breaker_has_line_of_sight(center, player.global_position):\n 1176→\t\t\t\t\t_breaker_apply_damage_to(player, BREAKER_EXPLOSION_DAMAGE)\n 1177→\n 1178→\n 1179→## Applies damage to a target.\n 1180→func _breaker_apply_damage_to(target: Node2D, amount: float) -> void:\n 1181→\tvar hit_direction := (target.global_position - global_position).normalized()\n 1182→\n 1183→\tif target.has_method(\"on_hit_with_bullet_info_and_damage\"):\n 1184→\t\ttarget.on_hit_with_bullet_info_and_damage(hit_direction, null, false, false, amount)\n 1185→\telif target.has_method(\"on_hit_with_info\"):\n 1186→\t\ttarget.on_hit_with_info(hit_direction, null)\n 1187→\telif target.has_method(\"on_hit\"):\n 1188→\t\ttarget.on_hit()\n 1189→\n 1190→\tif _debug_breaker:\n 1191→\t\tprint(\"[Bullet.Breaker] Explosion damage %.1f applied to %s\" % [amount, target.name])\n 1192→\n 1193→\n 1194→## Checks line of sight from a position to a target position.\n 1195→func _breaker_has_line_of_sight(from: Vector2, to: Vector2) -> bool:\n 1196→\tvar space_state := get_world_2d().direct_space_state\n 1197→\tvar query := PhysicsRayQueryParameters2D.create(from, to)\n 1198→\tquery.collision_mask = 4 # Only check against obstacles\n 1199→\tquery.exclude = [self]\n 1200→\tvar result := space_state.intersect_ray(query)\n 1201→\treturn result.is_empty()\n 1202→\n 1203→\n 1204→## Spawns a small visual explosion effect at the detonation point.\n 1205→func _breaker_spawn_explosion_effect(center: Vector2) -> void:\n 1206→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 1207→\n 1208→\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n 1209→\t\timpact_manager.spawn_explosion_effect(center, BREAKER_EXPLOSION_RADIUS)\n 1210→\telse:\n 1211→\t\t# Fallback: create simple flash\n 1212→\t\t_breaker_create_simple_flash(center)\n 1213→\n 1214→\n 1215→## Plays a small explosion sound at the detonation point.\n 1216→func _breaker_play_explosion_sound(center: Vector2) -> void:\n 1217→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 1218→\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 1219→\t\t# Use wall hit sound as explosion (small detonation)\n 1220→\t\taudio_manager.play_bullet_wall_hit(center)\n 1221→\n 1222→\t# Emit sound for AI awareness\n 1223→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 1224→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 1225→\t\t# Small explosion — use shorter range than grenade\n 1226→\t\tsound_propagation.emit_sound(1, center, 0, self, 500.0) # 1 = EXPLOSION, 0 = PLAYER\n 1227→\n 1228→\n 1229→## Creates a simple explosion flash if no manager is available.\n 1230→func _breaker_create_simple_flash(center: Vector2) -> void:\n 1231→\tvar flash := Sprite2D.new()\n 1232→\tvar size := int(BREAKER_EXPLOSION_RADIUS) * 2\n 1233→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 1234→\tvar img_center := Vector2(BREAKER_EXPLOSION_RADIUS, BREAKER_EXPLOSION_RADIUS)\n 1235→\n 1236→\tfor x in range(size):\n 1237→\t\tfor y in range(size):\n 1238→\t\t\tvar pos := Vector2(x, y)\n 1239→\t\t\tvar dist := pos.distance_to(img_center)\n 1240→\t\t\tif dist <= BREAKER_EXPLOSION_RADIUS:\n 1241→\t\t\t\tvar alpha := 1.0 - (dist / BREAKER_EXPLOSION_RADIUS)\n 1242→\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.8, 0.4, alpha))\n 1243→\t\t\telse:\n 1244→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 1245→\n 1246→\tflash.texture = ImageTexture.create_from_image(image)\n 1247→\tflash.global_position = center\n 1248→\tflash.modulate = Color(1.0, 0.7, 0.3, 0.9)\n 1249→\tflash.z_index = 100\n 1250→\n 1251→\tvar scene := get_tree().current_scene\n 1252→\tif scene:\n 1253→\t\tscene.add_child(flash)\n 1254→\t\tvar tween := get_tree().create_tween()\n 1255→\t\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.15)\n 1256→\t\ttween.tween_callback(flash.queue_free)\n 1257→\n 1258→\n 1259→## Maximum shrapnel pieces per single detonation (performance cap, Issue #678 optimization).\n 1260→## This prevents FPS drops when many pellets detonate simultaneously (e.g. shotgun).\n 1261→const BREAKER_MAX_SHRAPNEL_PER_DETONATION: int = 10\n 1262→\n 1263→## Maximum total concurrent breaker shrapnel in the scene (global cap).\n 1264→## If exceeded, new shrapnel spawning is skipped to maintain FPS.\n 1265→const BREAKER_MAX_CONCURRENT_SHRAPNEL: int = 60\n 1266→\n 1267→\n 1268→## Checks if a position is inside a wall or obstacle (Issue #740).\n 1269→## Used to prevent spawning shrapnel inside walls.\n 1270→## @param pos: The position to check.\n 1271→## @return: true if position is inside a wall, false otherwise.\n 1272→func _is_position_inside_wall(pos: Vector2) -> bool:\n 1273→\tvar space_state := get_world_2d().direct_space_state\n 1274→\tvar query := PhysicsPointQueryParameters2D.new()\n 1275→\tquery.position = pos\n 1276→\tquery.collision_mask = 4 # Layer 3 (obstacles/walls)\n 1277→\tvar result := space_state.intersect_point(query, 1)\n 1278→\treturn not result.is_empty()\n 1279→\n 1280→\n 1281→## Spawns breaker shrapnel pieces in a forward cone.\n 1282→## Shrapnel count is capped for performance (Issue #678 optimization).\n 1283→## Validates spawn positions to prevent shrapnel spawning behind walls (Issue #740).\n 1284→func _breaker_spawn_shrapnel(center: Vector2) -> void:\n 1285→\tif _breaker_shrapnel_scene == null:\n 1286→\t\tif _debug_breaker:\n 1287→\t\t\tprint(\"[Bullet.Breaker] Cannot spawn shrapnel: scene is null\")\n 1288→\t\treturn\n 1289→\n 1290→\t# Check global concurrent shrapnel limit\n 1291→\tvar existing_shrapnel := get_tree().get_nodes_in_group(\"breaker_shrapnel\")\n 1292→\tif existing_shrapnel.size() >= BREAKER_MAX_CONCURRENT_SHRAPNEL:\n 1293→\t\tif _debug_breaker:\n 1294→\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel spawn: global limit %d reached\" % BREAKER_MAX_CONCURRENT_SHRAPNEL)\n 1295→\t\treturn\n 1296→\n 1297→\t# Calculate shrapnel count based on bullet damage, capped for performance\n 1298→\tvar effective_damage := damage * damage_multiplier\n 1299→\tvar shrapnel_count := int(effective_damage * BREAKER_SHRAPNEL_COUNT_MULTIPLIER)\n 1300→\tshrapnel_count = clampi(shrapnel_count, 1, BREAKER_MAX_SHRAPNEL_PER_DETONATION)\n 1301→\n 1302→\t# Further reduce if approaching global limit\n 1303→\tvar remaining_budget := BREAKER_MAX_CONCURRENT_SHRAPNEL - existing_shrapnel.size()\n 1304→\tshrapnel_count = mini(shrapnel_count, remaining_budget)\n 1305→\n 1306→\tvar half_angle_rad := deg_to_rad(BREAKER_SHRAPNEL_HALF_ANGLE)\n 1307→\n 1308→\tvar scene := get_tree().current_scene\n 1309→\tif scene == null:\n 1310→\t\treturn\n 1311→\n 1312→\tvar spawned_count := 0\n 1313→\tvar skipped_count := 0\n 1314→\n 1315→\tfor i in range(shrapnel_count):\n 1316→\t\t# Random angle within the forward cone\n 1317→\t\tvar random_angle := randf_range(-half_angle_rad, half_angle_rad)\n 1318→\t\tvar shrapnel_direction := direction.rotated(random_angle)\n 1319→\n 1320→\t\t# Calculate potential spawn position (Issue #740 fix)\n 1321→\t\tvar spawn_offset := 5.0\n 1322→\t\tvar spawn_pos := center + shrapnel_direction * spawn_offset\n 1323→\n 1324→\t\t# Check if spawn position is inside a wall (Issue #740 fix)\n 1325→\t\tif _is_position_inside_wall(spawn_pos):\n 1326→\t\t\tif _debug_breaker:\n 1327→\t\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel #%d: spawn position inside wall at %s\" % [i, spawn_pos])\n 1328→\t\t\tskipped_count += 1\n 1329→\t\t\tcontinue\n 1330→\n 1331→\t\t# Create shrapnel instance\n 1332→\t\tvar shrapnel := _breaker_shrapnel_scene.instantiate()\n 1333→\t\tif shrapnel == null:\n 1334→\t\t\tcontinue\n 1335→\n 1336→\t\t# Set shrapnel properties\n 1337→\t\tshrapnel.global_position = spawn_pos\n 1338→\t\tshrapnel.direction = shrapnel_direction\n 1339→\t\tshrapnel.source_id = shooter_id # Prevent self-damage using original shooter\n 1340→\t\tshrapnel.damage = BREAKER_SHRAPNEL_DAMAGE\n 1341→\n 1342→\t\t# Vary speed slightly for natural spread\n 1343→\t\tshrapnel.speed = randf_range(1400.0, 2200.0)\n 1344→\n 1345→\t\t# Add to scene using call_deferred to batch scene tree changes (Issue #678 optimization)\n 1346→\t\tscene.call_deferred(\"add_child\", shrapnel)\n 1347→\t\tspawned_count += 1\n 1348→\n 1349→\tif _debug_breaker:\n 1350→\t\tprint(\"[Bullet.Breaker] Spawned %d shrapnel pieces (%d skipped, budget: %d) in %.0f-degree cone\" % [\n 1351→\t\t\tspawned_count, skipped_count, remaining_budget, BREAKER_SHRAPNEL_HALF_ANGLE * 2])\n 1352→\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": "01a1d228-03b2-4cab-ae86-79a08a599a51",
"uuid": "98b2fa54-f1b2-421f-b3bb-728ef2224ea0",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1770757484176/scripts/projectiles/bullet.gd",
"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## Duration in seconds to stun enemies on hit (0 = no stun effect).\n## Set by weapons like MakarovPM and SilencedPistol via Node.Set().\nvar stun_duration: float = 0.0\n\n## Whether this bullet has homing enabled (steers toward nearest enemy).\nvar homing_enabled: bool = false\n\n## Maximum angle (in radians) the bullet can turn from its original direction.\n## Default 110 degrees = ~1.92 radians.\nvar homing_max_turn_angle: float = deg_to_rad(110.0)\n\n## Steering force for homing (radians per second of turning).\n## Higher values make bullets turn faster.\nvar homing_steer_speed: float = 8.0\n\n## The original firing direction (stored when homing is enabled).\n## Used to limit total turn angle.\nvar _homing_original_direction: Vector2 = Vector2.ZERO\n\n## Enable/disable debug logging for homing calculations.\nvar _debug_homing: bool = false\n\n## Whether this bullet uses breaker behavior (Issue #678).\n## Breaker bullets explode 60px before hitting a wall or enemy, spawning shrapnel in a forward cone.\nvar is_breaker_bullet: bool = false\n\n## Distance in pixels ahead of the bullet at which to trigger breaker detonation.\nconst BREAKER_DETONATION_DISTANCE: float = 60.0\n\n## Explosion damage radius for breaker bullet detonation (in pixels).\nconst BREAKER_EXPLOSION_RADIUS: float = 15.0\n\n## Explosion damage dealt by breaker bullet detonation.\nconst BREAKER_EXPLOSION_DAMAGE: float = 1.0\n\n## Half-angle of the shrapnel cone in degrees (total cone = 2 * half_angle).\nconst BREAKER_SHRAPNEL_HALF_ANGLE: float = 30.0\n\n## Damage per breaker shrapnel piece.\nconst BREAKER_SHRAPNEL_DAMAGE: float = 0.1\n\n## Multiplier for shrapnel count: shrapnel_count = bullet_damage * this multiplier.\nconst BREAKER_SHRAPNEL_COUNT_MULTIPLIER: float = 10.0\n\n## Breaker shrapnel scene path.\nconst BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n\n## Cached breaker shrapnel scene (loaded once).\nvar _breaker_shrapnel_scene: PackedScene = null\n\n## Enable/disable debug logging for breaker bullet behavior.\nvar _debug_breaker: bool = false\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\t# Load breaker shrapnel scene if this is a breaker bullet\n\tif is_breaker_bullet:\n\t\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n\t\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Breaker bullet initialized, shrapnel scene: %s\" % (\n\t\t\t\t\"loaded\" if _breaker_shrapnel_scene else \"MISSING\"))\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# Apply homing steering if enabled\n\tif homing_enabled:\n\t\t_apply_homing_steering(delta)\n\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# Check for breaker detonation (raycast ahead for walls)\n\tif is_breaker_bullet and not _is_penetrating:\n\t\tif _check_breaker_detonation():\n\t\t\treturn # Bullet detonated and was freed\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\n\t\t\t# At 40% distance: 100% chance (if ricochet failed)\n\t\t\t# At 100% (viewport) distance: 30% chance\n\t\t\tvar penetration_chance := _calculate_distance_penetration_chance(distance_ratio)\n\n\t\t\t_log_penetration(\"Distance-based penetration chance: %s%%\" % [penetration_chance * 100])\n\n\t\t\t# Roll for penetration\n\t\t\tif randf() <= penetration_chance:\n\t\t\t\tif _try_penetration(body):\n\t\t\t\t\treturn # Bullet is penetrating\n\t\t\telse:\n\t\t\t\t_log_penetration(\"Penetration failed (distance roll)\")\n\n\t# Play wall impact sound and destroy bullet\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\tqueue_free()\n\n\n## Called when the bullet exits a body (wall).\n## Used for detecting penetration exit via the physics system.\nfunc _on_body_exited(body: Node2D) -> void:\n\t# Only process if we're currently penetrating this specific body\n\tif not _is_penetrating or _penetrating_body != body:\n\t\treturn\n\n\t# Log exit detection\n\t_log_penetration(\"Body exited signal received for penetrating body\")\n\n\t# Call exit penetration\n\t_exit_penetration()\n\n\nfunc _on_area_entered(area: Area2D) -> void:\n\t# Hit another area (like a target or hit detection area)\n\t# Only destroy bullet if the area has on_hit method (actual hit targets)\n\t# This allows bullets to pass through detection-only areas like ThreatSpheres\n\tif area.has_method(\"on_hit\"):\n\t\t# Check if this is a HitArea - if so, check against parent's instance ID\n\t\t# This prevents the shooter from damaging themselves with direct shots\n\t\t# BUT ricocheted bullets CAN damage the shooter (realistic self-damage)\n\t\tvar parent: Node = area.get_parent()\n\t\tif parent and shooter_id == parent.get_instance_id() and not _has_ricocheted:\n\t\t\treturn # Don't hit the shooter with direct shots\n\n\t\t# Power Fantasy mode: Ricocheted bullets do NOT damage the player\n\t\tif _has_ricocheted and parent and parent.is_in_group(\"player\"):\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager and difficulty_manager.has_method(\"do_ricochets_damage_player\"):\n\t\t\t\tif not difficulty_manager.do_ricochets_damage_player():\n\t\t\t\t\treturn # Pass through player without damage in Power Fantasy mode\n\n\t\t# Check if the parent is dead - bullets should pass through dead entities\n\t\t# This is a fallback check in case the collision shape/layer disabling\n\t\t# doesn't take effect immediately (see Godot issues #62506, #100687)\n\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n\t\t\treturn # Pass through dead entities\n\n\t\t# Calculate effective damage (base damage × multiplier from ricochets/penetration)\n\t\tvar effective_damage: float = damage * damage_multiplier\n\n\t\t# Call on_hit with extended parameters if supported, otherwise use basic call\n\t\tif area.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\t\t# Pass full bullet information including damage amount\n\t\t\tarea.on_hit_with_bullet_info_and_damage(direction, caliber_data, _has_ricocheted, _has_penetrated, effective_damage)\n\t\telif area.has_method(\"on_hit_with_bullet_info\"):\n\t\t\t# Legacy path - pass bullet info without explicit damage (will use default)\n\t\t\tarea.on_hit_with_bullet_info(direction, caliber_data, _has_ricocheted, _has_penetrated)\n\t\telif area.has_method(\"on_hit_with_info\"):\n\t\t\tarea.on_hit_with_info(direction, caliber_data)\n\t\telse:\n\t\t\tarea.on_hit()\n\n\t\t# Apply stun effect if configured (e.g., MakarovPM, SilencedPistol)\n\t\tif stun_duration > 0 and parent:\n\t\t\t_apply_stun_effect(parent)\n\n\t\t# Trigger hit effects if this is a player bullet hitting an enemy\n\t\tif _is_player_bullet():\n\t\t\t_trigger_player_hit_effects()\n\n\t\tqueue_free()\n\n\n## Attempts to ricochet the bullet off a surface.\n## Returns true if ricochet occurred, false if bullet should be destroyed.\n## @param body: The body the bullet collided with.\nfunc _try_ricochet(body: Node2D) -> bool:\n\t# Check if we've exceeded maximum ricochets (-1 = unlimited)\n\tvar max_ricochets := _get_max_ricochets()\n\tif max_ricochets >= 0 and _ricochet_count >= max_ricochets:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Max ricochets reached: \", _ricochet_count)\n\t\treturn false\n\n\t# Get the surface normal at the collision point\n\tvar surface_normal := _get_surface_normal(body)\n\tif surface_normal == Vector2.ZERO:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Could not determine surface normal\")\n\t\treturn false\n\n\t# Calculate impact angle (angle between bullet direction and surface)\n\t# 0 degrees = parallel to surface (grazing shot)\n\t# 90 degrees = perpendicular to surface (direct hit)\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Impact angle: \", impact_angle_deg, \" degrees\")\n\n\t# Calculate ricochet probability based on impact angle\n\tvar ricochet_probability := _calculate_ricochet_probability(impact_angle_deg)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet probability: \", ricochet_probability * 100, \"%\")\n\n\t# Random roll to determine if ricochet occurs\n\tif randf() > ricochet_probability:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Ricochet failed (random)\")\n\t\treturn false\n\n\t# Ricochet successful - calculate new direction\n\t_perform_ricochet(surface_normal)\n\treturn true\n\n\n## Gets the maximum number of ricochets allowed.\nfunc _get_max_ricochets() -> int:\n\tif caliber_data and caliber_data.has_method(\"get\") and \"max_ricochets\" in caliber_data:\n\t\treturn caliber_data.max_ricochets\n\treturn DEFAULT_MAX_RICOCHETS\n\n\n## Gets the surface normal at the collision point.\n## Uses raycasting to determine the exact collision point and normal.\nfunc _get_surface_normal(body: Node2D) -> Vector2:\n\t# Create a raycast to find the exact collision point\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Cast ray from slightly behind the bullet to current position\n\tvar ray_start := global_position - direction * 50.0\n\tvar ray_end := global_position + direction * 10.0\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# Fallback: estimate normal based on bullet direction\n\t\t# Assume the surface is perpendicular to the approach\n\t\treturn -direction.normalized()\n\n\treturn result.normal\n\n\n## Calculates the impact angle between bullet direction and surface.\n## This returns the GRAZING angle (angle from the surface plane).\n## Returns angle in radians (0 = grazing/parallel to surface, PI/2 = perpendicular/head-on).\nfunc _calculate_impact_angle(surface_normal: Vector2) -> float:\n\t# We want the GRAZING angle (angle from the surface, not from the normal).\n\t# The grazing angle is 90° - (angle from normal).\n\t#\n\t# Using dot product with the normal:\n\t# dot(direction, -normal) = cos(angle_from_normal)\n\t#\n\t# The grazing angle = 90° - angle_from_normal\n\t# So: grazing_angle = asin(|dot(direction, normal)|)\n\t#\n\t# For grazing shots (parallel to surface): direction ⊥ normal, dot ≈ 0, grazing_angle ≈ 0°\n\t# For direct hits (perpendicular to surface): direction ∥ -normal, dot ≈ 1, grazing_angle ≈ 90°\n\n\tvar dot := absf(direction.normalized().dot(surface_normal.normalized()))\n\t# Clamp to avoid numerical issues with asin\n\tdot = clampf(dot, 0.0, 1.0)\n\treturn asin(dot)\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)\nfunc _calculate_ricochet_probability(impact_angle_deg: float) -> float:\n\tvar max_angle: float\n\tvar base_probability: float\n\n\tif caliber_data:\n\t\tmax_angle = caliber_data.max_ricochet_angle if \"max_ricochet_angle\" in caliber_data else DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = caliber_data.base_ricochet_probability if \"base_ricochet_probability\" in caliber_data else DEFAULT_BASE_RICOCHET_PROBABILITY\n\telse:\n\t\tmax_angle = DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = DEFAULT_BASE_RICOCHET_PROBABILITY\n\n\t# No ricochet if angle exceeds maximum\n\tif impact_angle_deg > max_angle:\n\t\treturn 0.0\n\n\t# Custom curve for realistic ricochet probability:\n\t# probability = base * (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_deg / 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_probability * angle_factor\n\n\n## Performs the ricochet: updates direction, speed, and damage.\n## Also calculates the post-ricochet maximum travel distance based on viewport and angle.\nfunc _perform_ricochet(surface_normal: Vector2) -> void:\n\t_ricochet_count += 1\n\n\t# Calculate the impact angle for determining post-ricochet distance\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\t# Calculate reflected direction\n\t# reflection = direction - 2 * dot(direction, normal) * normal\n\tvar reflected := direction - 2.0 * direction.dot(surface_normal) * surface_normal\n\treflected = reflected.normalized()\n\n\t# Add random deviation for realism\n\tvar deviation := _get_ricochet_deviation()\n\treflected = reflected.rotated(deviation)\n\n\t# Update direction\n\tdirection = reflected\n\t_update_rotation()\n\n\t# Reduce velocity\n\tvar velocity_retention := _get_velocity_retention()\n\tspeed *= velocity_retention\n\n\t# Reduce damage multiplier\n\tvar damage_mult := _get_ricochet_damage_multiplier()\n\tdamage_multiplier *= damage_mult\n\n\t# Move bullet slightly away from surface to prevent immediate re-collision\n\tglobal_position += direction * 5.0\n\n\t# Mark bullet as having ricocheted and set viewport-based lifetime\n\t_has_ricocheted = true\n\t_ricochet_position = global_position\n\t_distance_since_ricochet = 0.0\n\n\t# Calculate max post-ricochet distance based on viewport and ricochet angle\n\t# Shallow angles (grazing) -> bullet travels longer after ricochet\n\t# Steeper angles -> bullet travels shorter distance (more energy lost)\n\t# Formula: max_distance = viewport_diagonal * (1 - angle/90)\n\t# At 0° (grazing): full viewport diagonal\n\t# At 90° (perpendicular): 0 distance (but this wouldn't ricochet anyway)\n\tvar angle_factor := 1.0 - (impact_angle_deg / 90.0)\n\tangle_factor = clampf(angle_factor, 0.1, 1.0) # Minimum 10% to prevent instant destruction\n\t_max_post_ricochet_distance = _viewport_diagonal * angle_factor\n\n\t# Clear trail history to avoid visual artifacts\n\t_position_history.clear()\n\n\t# Play ricochet sound\n\t_play_ricochet_sound()\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet #\", _ricochet_count, \" - New speed: \", speed, \", Damage mult: \", damage_multiplier, \", Max post-ricochet distance: \", _max_post_ricochet_distance)\n\n\n## Gets the velocity retention factor for ricochet.\nfunc _get_velocity_retention() -> float:\n\tif caliber_data and \"velocity_retention\" in caliber_data:\n\t\treturn caliber_data.velocity_retention\n\treturn DEFAULT_VELOCITY_RETENTION\n\n\n## Gets the damage multiplier for ricochet.\nfunc _get_ricochet_damage_multiplier() -> float:\n\tif caliber_data and \"ricochet_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.ricochet_damage_multiplier\n\treturn DEFAULT_RICOCHET_DAMAGE_MULTIPLIER\n\n\n## Gets a random deviation angle for ricochet direction.\nfunc _get_ricochet_deviation() -> float:\n\tvar deviation_deg: float\n\tif caliber_data:\n\t\tif caliber_data.has_method(\"get_random_ricochet_deviation\"):\n\t\t\treturn caliber_data.get_random_ricochet_deviation()\n\t\tdeviation_deg = caliber_data.ricochet_angle_deviation if \"ricochet_angle_deviation\" in caliber_data else DEFAULT_RICOCHET_ANGLE_DEVIATION\n\telse:\n\t\tdeviation_deg = DEFAULT_RICOCHET_ANGLE_DEVIATION\n\n\tvar deviation_rad := deg_to_rad(deviation_deg)\n\treturn randf_range(-deviation_rad, deviation_rad)\n\n\n## Plays the ricochet sound effect.\nfunc _play_ricochet_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_ricochet\"):\n\t\taudio_manager.play_bullet_ricochet(global_position)\n\telif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Fallback to wall hit sound if ricochet sound not available\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\n\n## Checks if this bullet was fired by the player.\nfunc _is_player_bullet() -> bool:\n\tif shooter_id == -1:\n\t\treturn false\n\n\tvar shooter: Object = instance_from_id(shooter_id)\n\tif shooter == null:\n\t\treturn false\n\n\t# Check if the shooter is a player by script path\n\tvar script: Script = shooter.get_script()\n\tif script and script.resource_path.contains(\"player\"):\n\t\treturn true\n\n\treturn false\n\n\n## Triggers hit effects via the HitEffectsManager autoload.\n## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\nfunc _trigger_player_hit_effects() -> void:\n\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n\t\thit_effects_manager.on_player_hit_enemy()\n\n\n## Applies stun effect to the hit enemy via StatusEffectsManager.\n## Used by weapons like MakarovPM (100ms) and SilencedPistol (600ms).\nfunc _apply_stun_effect(enemy: Node) -> void:\n\tif stun_duration <= 0:\n\t\treturn\n\tif not enemy is Node2D:\n\t\treturn\n\tvar status_effects_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\tif status_effects_manager and status_effects_manager.has_method(\"apply_stun\"):\n\t\tstatus_effects_manager.apply_stun(enemy, stun_duration)\n\n\n## Returns the current ricochet count.\nfunc get_ricochet_count() -> int:\n\treturn _ricochet_count\n\n\n## Returns the current damage multiplier (accounting for ricochets).\nfunc get_damage_multiplier() -> float:\n\treturn damage_multiplier\n\n\n## Returns whether ricochet is enabled for this bullet.\nfunc can_ricochet() -> bool:\n\tif caliber_data and \"can_ricochet\" in caliber_data:\n\t\treturn caliber_data.can_ricochet\n\treturn true # Default to enabled\n\n\n## Spawns dust/debris particles when bullet hits a wall or static body.\n## @param body: The body that was hit (used to get surface normal).\nfunc _spawn_wall_hit_effect(body: Node2D) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n\t\treturn\n\n\t# Get surface normal for particle direction\n\tvar surface_normal := _get_surface_normal(body)\n\n\t# Spawn dust effect at hit position\n\timpact_manager.spawn_dust_effect(global_position, surface_normal, caliber_data)\n\n\n# ============================================================================\n# Distance-Based Penetration Helpers\n# ============================================================================\n\n\n## Gets the distance from the current bullet position to the shooter's original position.\nfunc _get_distance_to_shooter() -> float:\n\t_log_penetration(\"_get_distance_to_shooter: shooter_position=%s, shooter_id=%s, bullet_pos=%s\" % [shooter_position, shooter_id, global_position])\n\n\tif shooter_position == Vector2.ZERO:\n\t\t# Fallback: use shooter instance position if available\n\t\tif shooter_id != -1:\n\t\t\tvar shooter: Object = instance_from_id(shooter_id)\n\t\t\tif shooter != null and shooter is Node2D:\n\t\t\t\tvar dist := global_position.distance_to((shooter as Node2D).global_position)\n\t\t\t\t_log_penetration(\"Using shooter_id fallback, distance=%s\" % dist)\n\t\t\t\treturn dist\n\t\t# Unable to determine shooter position - assume close range\n\t\t_log_penetration(\"WARNING: Unable to determine shooter position, defaulting to bullet position distance from origin\")\n\n\tvar dist := global_position.distance_to(shooter_position)\n\t_log_penetration(\"Using shooter_position, distance=%s\" % dist)\n\treturn dist\n\n\n## Calculates the penetration chance based on distance from shooter.\n## @param distance_ratio: Distance as a ratio of viewport diagonal (0.0 to 1.0+).\n## @return: Penetration chance (0.0 to 1.0).\nfunc _calculate_distance_penetration_chance(distance_ratio: float) -> float:\n\t# At 40% (RICOCHET_RULES_DISTANCE_RATIO): 100% penetration chance\n\t# At 100% (viewport diagonal): MAX_PENETRATION_CHANCE_AT_DISTANCE (30%)\n\t# Beyond 100%: continues to decrease linearly\n\n\tif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n\t\treturn 1.0 # Full penetration chance within ricochet rules range\n\n\t# Linear interpolation from 100% at 40% to 30% at 100%\n\t# penetration_chance = 1.0 - (distance_ratio - 0.4) / 0.6 * 0.7\n\tvar range_start := RICOCHET_RULES_DISTANCE_RATIO # 0.4\n\tvar range_end := 1.0 # viewport distance\n\tvar range_span := range_end - range_start # 0.6\n\n\tvar position_in_range := (distance_ratio - range_start) / range_span\n\tposition_in_range = clampf(position_in_range, 0.0, 1.0)\n\n\t# Interpolate from 1.0 to MAX_PENETRATION_CHANCE_AT_DISTANCE\n\tvar penetration_chance := lerpf(1.0, MAX_PENETRATION_CHANCE_AT_DISTANCE, position_in_range)\n\n\t# Beyond viewport distance, continue decreasing (but clamp to minimum of 5%)\n\tif distance_ratio > 1.0:\n\t\tvar beyond_viewport := distance_ratio - 1.0\n\t\tpenetration_chance = maxf(MAX_PENETRATION_CHANCE_AT_DISTANCE - beyond_viewport * 0.2, 0.05)\n\n\treturn penetration_chance\n\n\n## Checks if the bullet is currently inside an existing penetration hole area.\n## If so, the bullet should pass through without triggering new penetration.\nfunc _is_inside_penetration_hole() -> bool:\n\t# Get overlapping areas\n\tvar overlapping_areas := get_overlapping_areas()\n\tfor area in overlapping_areas:\n\t\t# Check if this is a penetration hole (by script or name)\n\t\tif area.get_script() != null:\n\t\t\tvar script_path: String = area.get_script().resource_path\n\t\t\tif script_path.contains(\"penetration_hole\"):\n\t\t\t\treturn true\n\t\t# Also check by node name as fallback\n\t\tif area.name.contains(\"PenetrationHole\"):\n\t\t\treturn true\n\treturn false\n\n\n# ============================================================================\n# Wall Penetration System\n# ============================================================================\n\n\n## Attempts to penetrate through a wall when ricochet fails.\n## Returns true if penetration started successfully.\n## @param body: The static body (wall) to penetrate.\nfunc _try_penetration(body: Node2D) -> bool:\n\t# Check if caliber allows penetration\n\tif not _can_penetrate():\n\t\t_log_penetration(\"Caliber cannot penetrate walls\")\n\t\treturn false\n\n\t# Don't start a new penetration if already penetrating\n\tif _is_penetrating:\n\t\t_log_penetration(\"Already penetrating, cannot start new penetration\")\n\t\treturn false\n\n\t_log_penetration(\"Starting wall penetration at %s\" % global_position)\n\n\t# Mark as penetrating\n\t_is_penetrating = true\n\t_penetrating_body = body\n\t_penetration_entry_point = global_position\n\t_penetration_distance_traveled = 0.0\n\n\t# Spawn entry hole effect\n\t_spawn_penetration_hole_effect(body, global_position, true)\n\n\t# Move bullet slightly forward to avoid immediate re-collision\n\tglobal_position += direction * 5.0\n\n\treturn true\n\n\n## Checks if the bullet can penetrate walls based on caliber data.\nfunc _can_penetrate() -> bool:\n\tif caliber_data and caliber_data.has_method(\"can_penetrate_walls\"):\n\t\treturn caliber_data.can_penetrate_walls()\n\tif caliber_data and \"can_penetrate\" in caliber_data:\n\t\treturn caliber_data.can_penetrate\n\treturn DEFAULT_CAN_PENETRATE\n\n\n## Gets the maximum penetration distance from caliber data.\nfunc _get_max_penetration_distance() -> float:\n\tif caliber_data and caliber_data.has_method(\"get_max_penetration_distance\"):\n\t\treturn caliber_data.get_max_penetration_distance()\n\tif caliber_data and \"max_penetration_distance\" in caliber_data:\n\t\treturn caliber_data.max_penetration_distance\n\treturn DEFAULT_MAX_PENETRATION_DISTANCE\n\n\n## Gets the post-penetration damage multiplier from caliber data.\nfunc _get_post_penetration_damage_multiplier() -> float:\n\tif caliber_data and \"post_penetration_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.post_penetration_damage_multiplier\n\treturn DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER\n\n\n## Checks if the bullet is still inside an obstacle using raycasting.\n## Returns true if still inside, false if exited.\n## Uses longer raycasts to account for high bullet speeds (2500 px/s = ~41 pixels/frame at 60 FPS).\nfunc _is_still_inside_obstacle() -> bool:\n\tif _penetrating_body == null or not is_instance_valid(_penetrating_body):\n\t\treturn false\n\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Use longer raycasts to account for bullet speed\n\t# Cast forward ~50 pixels (slightly more than max penetration of 48)\n\tvar ray_length := 50.0\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * ray_length\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If we hit the same body in front, we're still inside\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast forward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t# Also check backwards to see if we're still overlapping\n\tray_end = global_position - direction * ray_length\n\tquery = PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tresult = space_state.intersect_ray(query)\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast backward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t_log_penetration(\"No longer inside obstacle - raycasts found no collision with penetrating body\")\n\treturn false\n\n\n## Called when the bullet exits a penetrated wall.\nfunc _exit_penetration() -> void:\n\t# Prevent double-calling (can happen from both body_exited and raycast check)\n\tif not _is_penetrating:\n\t\treturn\n\n\tvar exit_point := global_position\n\n\t_log_penetration(\"Exiting penetration at %s after traveling %s pixels through wall\" % [exit_point, _penetration_distance_traveled])\n\n\t# Visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\n\t# Apply damage reduction after penetration\n\tif not _has_penetrated:\n\t\tdamage_multiplier *= _get_post_penetration_damage_multiplier()\n\t\t_has_penetrated = true\n\n\t\t_log_penetration(\"Damage multiplier after penetration: %s\" % damage_multiplier)\n\n\t# Play penetration exit sound (use wall hit sound for now)\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(exit_point)\n\n\t# Reset penetration state\n\t_is_penetrating = false\n\t_penetrating_body = null\n\t_penetration_distance_traveled = 0.0\n\n\t# Destroy bullet after successful penetration\n\t# Bullets don't continue flying after penetrating a wall\n\tqueue_free()\n\n\n## Spawns a visual hole effect at penetration entry or exit point.\n## DISABLED: As per user request, all penetration visual effects are removed.\n## The penetration functionality remains (bullet passes through thin walls),\n## but no visual effects (dust, trails, holes) are spawned.\n## @param body: The wall being penetrated.\n## @param pos: Position of the hole.\n## @param is_entry: True for entry hole, false for exit hole.\nfunc _spawn_penetration_hole_effect(_body: Node2D, _pos: Vector2, _is_entry: bool) -> void:\n\t# All visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\tpass\n\n\n## Spawns a collision hole that creates an actual gap in wall collision.\n## This allows other bullets and vision to pass through the hole.\n## @param entry_point: Where the bullet entered the wall.\n## @param exit_point: Where the bullet exited the wall.\nfunc _spawn_collision_hole(entry_point: Vector2, exit_point: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null:\n\t\treturn\n\n\tif impact_manager.has_method(\"spawn_collision_hole\"):\n\t\timpact_manager.spawn_collision_hole(entry_point, exit_point, direction, caliber_data)\n\t\t_log_penetration(\"Collision hole spawned from %s to %s\" % [entry_point, exit_point])\n\n\n## Returns whether the bullet has penetrated at least one wall.\nfunc has_penetrated() -> bool:\n\treturn _has_penetrated\n\n\n## Returns whether the bullet is currently penetrating a wall.\nfunc is_penetrating() -> bool:\n\treturn _is_penetrating\n\n\n## Returns the distance traveled through walls while penetrating.\nfunc get_penetration_distance() -> float:\n\treturn _penetration_distance_traveled\n\n\n# ============================================================================\n# Homing Bullet System (Issue #677)\n# ============================================================================\n\n\n## Enables homing on this bullet, storing the original direction.\nfunc enable_homing() -> void:\n\thoming_enabled = true\n\t_homing_original_direction = direction.normalized()\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing enabled, original direction: \", _homing_original_direction)\n\n\n## Applies homing steering toward the nearest alive enemy.\n## The bullet turns toward the nearest enemy but cannot exceed the max turn angle\n## from its original firing direction (110 degrees each side).\nfunc _apply_homing_steering(delta: float) -> void:\n\t# Only player bullets should home\n\tif not _is_player_bullet():\n\t\treturn\n\n\t# Find nearest alive enemy\n\tvar target_pos := _find_nearest_enemy_position()\n\tif target_pos == Vector2.ZERO:\n\t\treturn # No valid target found\n\n\t# Calculate desired direction toward target\n\tvar to_target := (target_pos - global_position).normalized()\n\n\t# Calculate the angle difference between current direction and desired\n\tvar angle_diff := direction.angle_to(to_target)\n\n\t# Limit per-frame steering (smooth turning)\n\tvar max_steer_this_frame := homing_steer_speed * delta\n\tangle_diff = clampf(angle_diff, -max_steer_this_frame, max_steer_this_frame)\n\n\t# Calculate proposed new direction\n\tvar new_direction := direction.rotated(angle_diff).normalized()\n\n\t# Check if the new direction would exceed the max turn angle from original\n\tvar angle_from_original := _homing_original_direction.angle_to(new_direction)\n\tif absf(angle_from_original) > homing_max_turn_angle:\n\t\tif _debug_homing:\n\t\t\tprint(\"[Bullet] Homing angle limit reached: \", rad_to_deg(absf(angle_from_original)), \"°\")\n\t\treturn # Don't steer further, angle limit reached\n\n\t# Apply the steering\n\tdirection = new_direction\n\t_update_rotation()\n\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing steer: angle_diff=\", rad_to_deg(angle_diff), \"° total_turn=\", rad_to_deg(absf(angle_from_original)), \"°\")\n\n\n## Finds the position of the nearest alive enemy.\n## Returns Vector2.ZERO if no enemies are found.\nfunc _find_nearest_enemy_position() -> Vector2:\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn Vector2.ZERO\n\n\tvar enemies := tree.get_nodes_in_group(\"enemies\")\n\tif enemies.is_empty():\n\t\treturn Vector2.ZERO\n\n\tvar nearest_pos := Vector2.ZERO\n\tvar nearest_dist := INF\n\n\tfor enemy in enemies:\n\t\tif not enemy is Node2D:\n\t\t\tcontinue\n\t\t# Skip dead enemies\n\t\tif enemy.has_method(\"is_alive\") and not enemy.is_alive():\n\t\t\tcontinue\n\t\tvar dist := global_position.distance_squared_to(enemy.global_position)\n\t\tif dist < nearest_dist:\n\t\t\tnearest_dist = dist\n\t\t\tnearest_pos = enemy.global_position\n\n\treturn nearest_pos\n\n\n# ============================================================================\n# Breaker Bullet System (Issue #678)\n# ============================================================================\n\n\n## Checks if a wall or enemy is within BREAKER_DETONATION_DISTANCE ahead.\n## If so, triggers the breaker detonation and returns true.\n## @return: True if detonation occurred, false otherwise.\nfunc _check_breaker_detonation() -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn false\n\n\t# Raycast forward from bullet position\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * BREAKER_DETONATION_DISTANCE\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\t# Check against walls/obstacles and characters (enemies)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn false # Nothing ahead within detonation distance\n\n\t# Check if the hit is a wall (StaticBody2D/TileMap) or an alive enemy (CharacterBody2D)\n\tvar collider: Object = result.collider\n\tif collider is StaticBody2D or collider is TileMap:\n\t\t# Wall detected within range — trigger detonation!\n\t\tvar detonation_pos := global_position\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Wall detected at distance %.1f, detonating at %s\" % [\n\t\t\t\tglobal_position.distance_to(result.position), detonation_pos])\n\t\t_breaker_detonate(detonation_pos)\n\t\treturn true\n\telif collider is CharacterBody2D:\n\t\t# Enemy detected — check if alive\n\t\tif collider.has_method(\"is_alive\") and collider.is_alive():\n\t\t\tvar detonation_pos := global_position\n\t\t\tif _debug_breaker:\n\t\t\t\tprint(\"[Bullet.Breaker] Enemy %s detected at distance %.1f, detonating at %s\" % [\n\t\t\t\t\tcollider.name, global_position.distance_to(result.position), detonation_pos])\n\t\t\t_breaker_detonate(detonation_pos)\n\t\t\treturn true\n\n\treturn false # Hit something we don't detonate for\n\n\n## Triggers the breaker bullet detonation: explosion damage + shrapnel cone.\n## @param detonation_pos: The position where the detonation occurs.\nfunc _breaker_detonate(detonation_pos: Vector2) -> void:\n\t# 1. Apply explosion damage in radius\n\t_breaker_apply_explosion_damage(detonation_pos)\n\n\t# 2. Spawn visual explosion effect\n\t_breaker_spawn_explosion_effect(detonation_pos)\n\n\t# 3. Spawn shrapnel in a forward cone\n\t_breaker_spawn_shrapnel(detonation_pos)\n\n\t# 4. Play explosion sound\n\t_breaker_play_explosion_sound(detonation_pos)\n\n\t# 5. Destroy the bullet\n\tqueue_free()\n\n\n## Applies explosion damage to all enemies within BREAKER_EXPLOSION_RADIUS.\n## @param center: Center of the explosion.\nfunc _breaker_apply_explosion_damage(center: Vector2) -> void:\n\t# Find all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\n\t# Check enemies in radius\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and enemy.has_method(\"is_alive\") and enemy.is_alive():\n\t\t\tvar distance := center.distance_to(enemy.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\t# Check line of sight\n\t\t\t\tif _breaker_has_line_of_sight(center, enemy.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(enemy, BREAKER_EXPLOSION_DAMAGE)\n\n\t# Also check player (breaker explosion can hurt the player at close range)\n\tfor player in players:\n\t\tif player is Node2D:\n\t\t\t# Don't damage the shooter\n\t\t\tif shooter_id == player.get_instance_id():\n\t\t\t\tcontinue\n\t\t\tvar distance := center.distance_to(player.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tif _breaker_has_line_of_sight(center, player.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(player, BREAKER_EXPLOSION_DAMAGE)\n\n\n## Applies damage to a target.\nfunc _breaker_apply_damage_to(target: Node2D, amount: float) -> void:\n\tvar hit_direction := (target.global_position - global_position).normalized()\n\n\tif target.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\ttarget.on_hit_with_bullet_info_and_damage(hit_direction, null, false, false, amount)\n\telif target.has_method(\"on_hit_with_info\"):\n\t\ttarget.on_hit_with_info(hit_direction, null)\n\telif target.has_method(\"on_hit\"):\n\t\ttarget.on_hit()\n\n\tif _debug_breaker:\n\t\tprint(\"[Bullet.Breaker] Explosion damage %.1f applied to %s\" % [amount, target.name])\n\n\n## Checks line of sight from a position to a target position.\nfunc _breaker_has_line_of_sight(from: Vector2, to: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.create(from, to)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\tvar result := space_state.intersect_ray(query)\n\treturn result.is_empty()\n\n\n## Spawns a small visual explosion effect at the detonation point.\nfunc _breaker_spawn_explosion_effect(center: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n\t\timpact_manager.spawn_explosion_effect(center, BREAKER_EXPLOSION_RADIUS)\n\telse:\n\t\t# Fallback: create simple flash\n\t\t_breaker_create_simple_flash(center)\n\n\n## Plays a small explosion sound at the detonation point.\nfunc _breaker_play_explosion_sound(center: Vector2) -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Use wall hit sound as explosion (small detonation)\n\t\taudio_manager.play_bullet_wall_hit(center)\n\n\t# Emit sound for AI awareness\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\t# Small explosion — use shorter range than grenade\n\t\tsound_propagation.emit_sound(1, center, 0, self, 500.0) # 1 = EXPLOSION, 0 = PLAYER\n\n\n## Creates a simple explosion flash if no manager is available.\nfunc _breaker_create_simple_flash(center: Vector2) -> void:\n\tvar flash := Sprite2D.new()\n\tvar size := int(BREAKER_EXPLOSION_RADIUS) * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar img_center := Vector2(BREAKER_EXPLOSION_RADIUS, BREAKER_EXPLOSION_RADIUS)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar dist := pos.distance_to(img_center)\n\t\t\tif dist <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tvar alpha := 1.0 - (dist / BREAKER_EXPLOSION_RADIUS)\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.8, 0.4, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\tflash.texture = ImageTexture.create_from_image(image)\n\tflash.global_position = center\n\tflash.modulate = Color(1.0, 0.7, 0.3, 0.9)\n\tflash.z_index = 100\n\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(flash)\n\t\tvar tween := get_tree().create_tween()\n\t\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.15)\n\t\ttween.tween_callback(flash.queue_free)\n\n\n## Maximum shrapnel pieces per single detonation (performance cap, Issue #678 optimization).\n## This prevents FPS drops when many pellets detonate simultaneously (e.g. shotgun).\nconst BREAKER_MAX_SHRAPNEL_PER_DETONATION: int = 10\n\n## Maximum total concurrent breaker shrapnel in the scene (global cap).\n## If exceeded, new shrapnel spawning is skipped to maintain FPS.\nconst BREAKER_MAX_CONCURRENT_SHRAPNEL: int = 60\n\n\n## Checks if a position is inside a wall or obstacle (Issue #740).\n## Used to prevent spawning shrapnel inside walls.\n## @param pos: The position to check.\n## @return: true if position is inside a wall, false otherwise.\nfunc _is_position_inside_wall(pos: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsPointQueryParameters2D.new()\n\tquery.position = pos\n\tquery.collision_mask = 4 # Layer 3 (obstacles/walls)\n\tvar result := space_state.intersect_point(query, 1)\n\treturn not result.is_empty()\n\n\n## Spawns breaker shrapnel pieces in a forward cone.\n## Shrapnel count is capped for performance (Issue #678 optimization).\n## Validates spawn positions to prevent shrapnel spawning behind walls (Issue #740).\nfunc _breaker_spawn_shrapnel(center: Vector2) -> void:\n\tif _breaker_shrapnel_scene == null:\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Check global concurrent shrapnel limit\n\tvar existing_shrapnel := get_tree().get_nodes_in_group(\"breaker_shrapnel\")\n\tif existing_shrapnel.size() >= BREAKER_MAX_CONCURRENT_SHRAPNEL:\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel spawn: global limit %d reached\" % BREAKER_MAX_CONCURRENT_SHRAPNEL)\n\t\treturn\n\n\t# Calculate shrapnel count based on bullet damage, capped for performance\n\tvar effective_damage := damage * damage_multiplier\n\tvar shrapnel_count := int(effective_damage * BREAKER_SHRAPNEL_COUNT_MULTIPLIER)\n\tshrapnel_count = clampi(shrapnel_count, 1, BREAKER_MAX_SHRAPNEL_PER_DETONATION)\n\n\t# Further reduce if approaching global limit\n\tvar remaining_budget := BREAKER_MAX_CONCURRENT_SHRAPNEL - existing_shrapnel.size()\n\tshrapnel_count = mini(shrapnel_count, remaining_budget)\n\n\tvar half_angle_rad := deg_to_rad(BREAKER_SHRAPNEL_HALF_ANGLE)\n\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\tvar spawned_count := 0\n\tvar skipped_count := 0\n\n\tfor i in range(shrapnel_count):\n\t\t# Random angle within the forward cone\n\t\tvar random_angle := randf_range(-half_angle_rad, half_angle_rad)\n\t\tvar shrapnel_direction := direction.rotated(random_angle)\n\n\t\t# Calculate potential spawn position (Issue #740 fix)\n\t\tvar spawn_offset := 5.0\n\t\tvar spawn_pos := center + shrapnel_direction * spawn_offset\n\n\t\t# Check if spawn position is inside a wall (Issue #740 fix)\n\t\tif _is_position_inside_wall(spawn_pos):\n\t\t\tif _debug_breaker:\n\t\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel #%d: spawn position inside wall at %s\" % [i, spawn_pos])\n\t\t\tskipped_count += 1\n\t\t\tcontinue\n\n\t\t# Create shrapnel instance\n\t\tvar shrapnel := _breaker_shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = spawn_pos\n\t\tshrapnel.direction = shrapnel_direction\n\t\tshrapnel.source_id = shooter_id # Prevent self-damage using original shooter\n\t\tshrapnel.damage = BREAKER_SHRAPNEL_DAMAGE\n\n\t\t# Vary speed slightly for natural spread\n\t\tshrapnel.speed = randf_range(1400.0, 2200.0)\n\n\t\t# Add to scene using call_deferred to batch scene tree changes (Issue #678 optimization)\n\t\tscene.call_deferred(\"add_child\", shrapnel)\n\t\tspawned_count += 1\n\n\tif _debug_breaker:\n\t\tprint(\"[Bullet.Breaker] Spawned %d shrapnel pieces (%d skipped, budget: %d) in %.0f-degree cone\" % [\n\t\t\tspawned_count, skipped_count, remaining_budget, BREAKER_SHRAPNEL_HALF_ANGLE * 2])\n",
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"content": " 1→extends Area2D\n 2→class_name Shrapnel\n 3→## Shrapnel projectile from a frag grenade explosion.\n 4→##\n 5→## Shrapnel pieces travel in all directions from the grenade explosion point.\n 6→## They ricochet off walls (like bullets) and deal 1 damage on hit.\n 7→## Initial speed is 2x faster than assault rifle bullets (5000 px/s).\n 8→\n 9→## Speed of the shrapnel in pixels per second (2x assault rifle speed of 2500).\n 10→@export var speed: float = 5000.0\n 11→\n 12→## Maximum lifetime in seconds before auto-destruction.\n 13→@export var lifetime: float = 2.0\n 14→\n 15→## Maximum number of ricochets before destruction.\n 16→@export var max_ricochets: int = 3\n 17→\n 18→## Damage dealt on hit.\n 19→@export var damage: int = 1\n 20→\n 21→## Maximum number of trail points to maintain.\n 22→@export var trail_length: int = 6\n 23→\n 24→## Direction the shrapnel travels.\n 25→var direction: Vector2 = Vector2.RIGHT\n 26→\n 27→## Instance ID of the entity that caused this shrapnel (grenade).\n 28→## Used to prevent self-damage during initial explosion.\n 29→var source_id: int = -1\n 30→\n 31→## Issue #692: Instance ID of the enemy who threw the grenade.\n 32→## Used to prevent shrapnel from hitting the thrower.\n 33→var thrower_id: int = -1\n 34→\n 35→## Timer tracking remaining lifetime.\n 36→var _time_alive: float = 0.0\n 37→\n 38→## Number of ricochets that have occurred.\n 39→var _ricochet_count: int = 0\n 40→\n 41→## Reference to the trail Line2D node (if present).\n 42→var _trail: Line2D = null\n 43→\n 44→## History of global positions for the trail effect.\n 45→var _position_history: Array[Vector2] = []\n 46→\n 47→## Velocity retention after each ricochet (slight energy loss).\n 48→const VELOCITY_RETENTION: float = 0.8\n 49→\n 50→## Random angle deviation for ricochet direction in degrees.\n 51→const RICOCHET_ANGLE_DEVIATION: float = 15.0\n 52→\n 53→\n 54→func _ready() -> void:\n 55→\t# Connect to collision signals\n 56→\tbody_entered.connect(_on_body_entered)\n 57→\tarea_entered.connect(_on_area_entered)\n 58→\n 59→\t# Get trail reference if it exists\n 60→\t_trail = get_node_or_null(\"Trail\")\n 61→\tif _trail:\n 62→\t\t_trail.clear_points()\n 63→\t\t_trail.top_level = true\n 64→\t\t_trail.position = Vector2.ZERO\n 65→\n 66→\t# Set initial rotation based on direction\n 67→\t_update_rotation()\n 68→\n 69→\n 70→func _physics_process(delta: float) -> void:\n 71→\t# Move in the set direction\n 72→\tvar movement := direction * speed * delta\n 73→\tposition += movement\n 74→\n 75→\t# Update trail effect\n 76→\t_update_trail()\n 77→\n 78→\t# Track lifetime and auto-destroy if exceeded\n 79→\t_time_alive += delta\n 80→\tif _time_alive >= lifetime:\n 81→\t\tqueue_free()\n 82→\n 83→\n 84→## Updates the shrapnel rotation to match its travel direction.\n 85→func _update_rotation() -> void:\n 86→\trotation = direction.angle()\n 87→\n 88→\n 89→## Updates the visual trail effect by maintaining position history.\n 90→func _update_trail() -> void:\n 91→\tif not _trail:\n 92→\t\treturn\n 93→\n 94→\t# Add current position to history\n 95→\t_position_history.push_front(global_position)\n 96→\n 97→\t# Limit trail length\n 98→\twhile _position_history.size() > trail_length:\n 99→\t\t_position_history.pop_back()\n 100→\n 101→\t# Update Line2D points\n 102→\t_trail.clear_points()\n 103→\tfor pos in _position_history:\n 104→\t\t_trail.add_point(pos)\n 105→\n 106→\n 107→func _on_body_entered(body: Node2D) -> void:\n 108→\t# Don't collide with the grenade source\n 109→\tif source_id == body.get_instance_id():\n 110→\t\treturn\n 111→\n 112→\t# Issue #692: When shrapnel comes from an enemy-thrown grenade (thrower_id >= 0),\n 113→\t# skip ALL enemies to prevent both self-damage and friendly fire.\n 114→\tif thrower_id >= 0 and body.is_in_group(\"enemies\"):\n 115→\t\treturn\n 116→\n 117→\t# Check if this is a dead enemy - shrapnel should pass through dead entities\n 118→\tif body.has_method(\"is_alive\") and not body.is_alive():\n 119→\t\treturn\n 120→\n 121→\t# Hit a static body (wall or obstacle) - try to ricochet\n 122→\tif body is StaticBody2D or body is TileMap:\n 123→\t\t# Spawn wall hit effect\n 124→\t\t_spawn_wall_hit_effect(body)\n 125→\n 126→\t\t# Try to ricochet\n 127→\t\tif _try_ricochet(body):\n 128→\t\t\treturn # Shrapnel ricocheted, continue\n 129→\n 130→\t# Play wall impact sound and destroy\n 131→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 132→\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 133→\t\taudio_manager.play_bullet_wall_hit(global_position)\n 134→\tqueue_free()\n 135→\n 136→\n 137→func _on_area_entered(area: Area2D) -> void:\n 138→\t# Hit a target with hit detection\n 139→\tif area.has_method(\"on_hit\"):\n 140→\t\t# Check against parent's instance ID\n 141→\t\tvar parent: Node = area.get_parent()\n 142→\t\tif parent and source_id == parent.get_instance_id():\n 143→\t\t\treturn # Don't hit the source\n 144→\n 145→\t\t# Issue #692: When shrapnel comes from an enemy-thrown grenade (thrower_id >= 0),\n 146→\t\t# skip ALL enemies to prevent both self-damage and friendly fire.\n 147→\t\tif parent and thrower_id >= 0 and parent.is_in_group(\"enemies\"):\n 148→\t\t\treturn # Don't hit any enemy\n 149→\n 150→\t\t# Check if the parent is dead\n 151→\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n 152→\t\t\treturn # Pass through dead entities\n 153→\n 154→\t\t# Deal damage - shrapnel always deals 1 damage\n 155→\t\tif area.has_method(\"on_hit_with_info\"):\n 156→\t\t\tarea.on_hit_with_info(direction, null)\n 157→\t\telse:\n 158→\t\t\tarea.on_hit()\n 159→\n 160→\t\tqueue_free()\n 161→\n 162→\n 163→## Attempts to ricochet the shrapnel off a surface.\n 164→## Returns true if ricochet occurred, false if shrapnel should be destroyed.\n 165→func _try_ricochet(body: Node2D) -> bool:\n 166→\t# Check if we've exceeded maximum ricochets\n 167→\tif _ricochet_count >= max_ricochets:\n 168→\t\treturn false\n 169→\n 170→\t# Get the surface normal at the collision point\n 171→\tvar surface_normal := _get_surface_normal(body)\n 172→\tif surface_normal == Vector2.ZERO:\n 173→\t\treturn false\n 174→\n 175→\t# Perform ricochet\n 176→\t_perform_ricochet(surface_normal)\n 177→\treturn true\n 178→\n 179→\n 180→## Gets the surface normal at the collision point using raycasting.\n 181→func _get_surface_normal(body: Node2D) -> Vector2:\n 182→\tvar space_state := get_world_2d().direct_space_state\n 183→\n 184→\t# Cast ray from slightly behind the shrapnel to current position\n 185→\tvar ray_start := global_position - direction * 50.0\n 186→\tvar ray_end := global_position + direction * 10.0\n 187→\n 188→\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n 189→\tquery.collision_mask = collision_mask\n 190→\tquery.exclude = [self]\n 191→\n 192→\tvar result := space_state.intersect_ray(query)\n 193→\n 194→\tif result.is_empty():\n 195→\t\t# Fallback: estimate normal based on direction\n 196→\t\treturn -direction.normalized()\n 197→\n 198→\treturn result.normal\n 199→\n 200→\n 201→## Performs the ricochet: updates direction and reduces speed.\n 202→func _perform_ricochet(surface_normal: Vector2) -> void:\n 203→\t_ricochet_count += 1\n 204→\n 205→\t# Calculate reflected direction\n 206→\tvar reflected := direction - 2.0 * direction.dot(surface_normal) * surface_normal\n 207→\treflected = reflected.normalized()\n 208→\n 209→\t# Add random deviation for realism\n 210→\tvar deviation_rad := deg_to_rad(randf_range(-RICOCHET_ANGLE_DEVIATION, RICOCHET_ANGLE_DEVIATION))\n 211→\treflected = reflected.rotated(deviation_rad)\n 212→\n 213→\t# Update direction\n 214→\tdirection = reflected\n 215→\t_update_rotation()\n 216→\n 217→\t# Reduce velocity\n 218→\tspeed *= VELOCITY_RETENTION\n 219→\n 220→\t# Move shrapnel slightly away from surface to prevent immediate re-collision\n 221→\tglobal_position += direction * 5.0\n 222→\n 223→\t# Clear trail history to avoid visual artifacts\n 224→\t_position_history.clear()\n 225→\n 226→\t# Play ricochet sound\n 227→\t_play_ricochet_sound()\n 228→\n 229→\n 230→## Plays the ricochet sound effect.\n 231→func _play_ricochet_sound() -> void:\n 232→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 233→\tif audio_manager and audio_manager.has_method(\"play_bullet_ricochet\"):\n 234→\t\taudio_manager.play_bullet_ricochet(global_position)\n 235→\telif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 236→\t\taudio_manager.play_bullet_wall_hit(global_position)\n 237→\n 238→\n 239→## Spawns dust/debris particles when shrapnel hits a wall.\n 240→func _spawn_wall_hit_effect(body: Node2D) -> void:\n 241→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 242→\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n 243→\t\treturn\n 244→\n 245→\t# Get surface normal for particle direction\n 246→\tvar surface_normal := _get_surface_normal(body)\n 247→\n 248→\t# Spawn dust effect at hit position (without caliber data - small effect)\n 249→\timpact_manager.spawn_dust_effect(global_position, surface_normal, null)\n 250→\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\nclass_name Shrapnel\n## Shrapnel projectile from a frag grenade explosion.\n##\n## Shrapnel pieces travel in all directions from the grenade explosion point.\n## They ricochet off walls (like bullets) and deal 1 damage on hit.\n## Initial speed is 2x faster than assault rifle bullets (5000 px/s).\n\n## Speed of the shrapnel in pixels per second (2x assault rifle speed of 2500).\n@export var speed: float = 5000.0\n\n## Maximum lifetime in seconds before auto-destruction.\n@export var lifetime: float = 2.0\n\n## Maximum number of ricochets before destruction.\n@export var max_ricochets: int = 3\n\n## Damage dealt on hit.\n@export var damage: int = 1\n\n## Maximum number of trail points to maintain.\n@export var trail_length: int = 6\n\n## Direction the shrapnel travels.\nvar direction: Vector2 = Vector2.RIGHT\n\n## Instance ID of the entity that caused this shrapnel (grenade).\n## Used to prevent self-damage during initial explosion.\nvar source_id: int = -1\n\n## Issue #692: Instance ID of the enemy who threw the grenade.\n## Used to prevent shrapnel from hitting the thrower.\nvar thrower_id: int = -1\n\n## Timer tracking remaining lifetime.\nvar _time_alive: float = 0.0\n\n## Number of ricochets that have occurred.\nvar _ricochet_count: int = 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## Velocity retention after each ricochet (slight energy loss).\nconst VELOCITY_RETENTION: float = 0.8\n\n## Random angle deviation for ricochet direction in degrees.\nconst RICOCHET_ANGLE_DEVIATION: float = 15.0\n\n\nfunc _ready() -> void:\n\t# Connect to collision signals\n\tbody_entered.connect(_on_body_entered)\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_trail.top_level = true\n\t\t_trail.position = Vector2.ZERO\n\n\t# Set initial rotation based on direction\n\t_update_rotation()\n\n\nfunc _physics_process(delta: float) -> void:\n\t# Move in the set direction\n\tvar movement := direction * speed * delta\n\tposition += movement\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 shrapnel rotation to match its travel direction.\nfunc _update_rotation() -> void:\n\trotation = direction.angle()\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# Don't collide with the grenade source\n\tif source_id == body.get_instance_id():\n\t\treturn\n\n\t# Issue #692: When shrapnel comes from an enemy-thrown grenade (thrower_id >= 0),\n\t# skip ALL enemies to prevent both self-damage and friendly fire.\n\tif thrower_id >= 0 and body.is_in_group(\"enemies\"):\n\t\treturn\n\n\t# Check if this is a dead enemy - shrapnel should pass through dead entities\n\tif body.has_method(\"is_alive\") and not body.is_alive():\n\t\treturn\n\n\t# Hit a static body (wall or obstacle) - try to ricochet\n\tif body is StaticBody2D or body is TileMap:\n\t\t# Spawn wall hit effect\n\t\t_spawn_wall_hit_effect(body)\n\n\t\t# Try to ricochet\n\t\tif _try_ricochet(body):\n\t\t\treturn # Shrapnel ricocheted, continue\n\n\t# Play wall impact sound and destroy\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\tqueue_free()\n\n\nfunc _on_area_entered(area: Area2D) -> void:\n\t# Hit a target with hit detection\n\tif area.has_method(\"on_hit\"):\n\t\t# Check against parent's instance ID\n\t\tvar parent: Node = area.get_parent()\n\t\tif parent and source_id == parent.get_instance_id():\n\t\t\treturn # Don't hit the source\n\n\t\t# Issue #692: When shrapnel comes from an enemy-thrown grenade (thrower_id >= 0),\n\t\t# skip ALL enemies to prevent both self-damage and friendly fire.\n\t\tif parent and thrower_id >= 0 and parent.is_in_group(\"enemies\"):\n\t\t\treturn # Don't hit any enemy\n\n\t\t# Check if the parent is dead\n\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n\t\t\treturn # Pass through dead entities\n\n\t\t# Deal damage - shrapnel always deals 1 damage\n\t\tif area.has_method(\"on_hit_with_info\"):\n\t\t\tarea.on_hit_with_info(direction, null)\n\t\telse:\n\t\t\tarea.on_hit()\n\n\t\tqueue_free()\n\n\n## Attempts to ricochet the shrapnel off a surface.\n## Returns true if ricochet occurred, false if shrapnel should be destroyed.\nfunc _try_ricochet(body: Node2D) -> bool:\n\t# Check if we've exceeded maximum ricochets\n\tif _ricochet_count >= max_ricochets:\n\t\treturn false\n\n\t# Get the surface normal at the collision point\n\tvar surface_normal := _get_surface_normal(body)\n\tif surface_normal == Vector2.ZERO:\n\t\treturn false\n\n\t# Perform ricochet\n\t_perform_ricochet(surface_normal)\n\treturn true\n\n\n## Gets the surface normal at the collision point using raycasting.\nfunc _get_surface_normal(body: Node2D) -> Vector2:\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Cast ray from slightly behind the shrapnel to current position\n\tvar ray_start := global_position - direction * 50.0\n\tvar ray_end := global_position + direction * 10.0\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# Fallback: estimate normal based on direction\n\t\treturn -direction.normalized()\n\n\treturn result.normal\n\n\n## Performs the ricochet: updates direction and reduces speed.\nfunc _perform_ricochet(surface_normal: Vector2) -> void:\n\t_ricochet_count += 1\n\n\t# Calculate reflected direction\n\tvar reflected := direction - 2.0 * direction.dot(surface_normal) * surface_normal\n\treflected = reflected.normalized()\n\n\t# Add random deviation for realism\n\tvar deviation_rad := deg_to_rad(randf_range(-RICOCHET_ANGLE_DEVIATION, RICOCHET_ANGLE_DEVIATION))\n\treflected = reflected.rotated(deviation_rad)\n\n\t# Update direction\n\tdirection = reflected\n\t_update_rotation()\n\n\t# Reduce velocity\n\tspeed *= VELOCITY_RETENTION\n\n\t# Move shrapnel slightly away from surface to prevent immediate re-collision\n\tglobal_position += direction * 5.0\n\n\t# Clear trail history to avoid visual artifacts\n\t_position_history.clear()\n\n\t# Play ricochet sound\n\t_play_ricochet_sound()\n\n\n## Plays the ricochet sound effect.\nfunc _play_ricochet_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_ricochet\"):\n\t\taudio_manager.play_bullet_ricochet(global_position)\n\telif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\n\n## Spawns dust/debris particles when shrapnel hits a wall.\nfunc _spawn_wall_hit_effect(body: Node2D) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n\t\treturn\n\n\t# Get surface normal for particle direction\n\tvar surface_normal := _get_surface_normal(body)\n\n\t# Spawn dust effect at hit position (without caliber data - small effect)\n\timpact_manager.spawn_dust_effect(global_position, surface_normal, null)\n",
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"content": " 1→extends GrenadeBase\n 2→class_name FragGrenade\n 3→## Offensive (frag) grenade that explodes on impact and releases shrapnel.\n 4→##\n 5→## Key characteristics:\n 6→## - Explodes ONLY on landing or hitting a wall (NO timer - impact-triggered only)\n 7→## - Smaller explosion radius than flashbang\n 8→## - Releases 4 shrapnel pieces in all directions (with random deviation)\n 9→## - Shrapnel ricochets off walls and deals 1 damage each\n 10→## - Slightly lighter than flashbang (throws a bit farther/easier)\n 11→##\n 12→## Per issue requirement: \"взрывается при приземлении/ударе об стену (без таймера)\"\n 13→## Translation: \"explodes on landing/hitting a wall (without timer)\"\n 14→\n 15→## Effect radius for the explosion.\n 16→## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n 17→@export var effect_radius: float = 225.0\n 18→\n 19→## Number of shrapnel pieces to spawn.\n 20→@export var shrapnel_count: int = 4\n 21→\n 22→## Shrapnel scene to instantiate.\n 23→@export var shrapnel_scene: PackedScene\n 24→\n 25→## Random angle deviation for shrapnel spread in degrees.\n 26→@export var shrapnel_spread_deviation: float = 20.0\n 27→\n 28→## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n 29→## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n 30→@export var explosion_damage: int = 99\n 31→\n 32→## Whether the grenade has impacted (landed or hit wall).\n 33→var _has_impacted: bool = false\n 34→\n 35→## Track if we've started throwing (to avoid impact during initial spawn).\n 36→var _is_thrown: bool = false\n 37→\n 38→## Issue #657: Minimum distance grenade must travel from spawn point before\n 39→## impact explosion is armed. Prevents self-kills when grenade hits nearby\n 40→## furniture/obstacles immediately after being thrown.\n 41→const MIN_ARMING_DISTANCE := 80.0\n 42→\n 43→## Issue #657: Position where the grenade was spawned (for arming distance check).\n 44→var _spawn_position: Vector2 = Vector2.ZERO\n 45→\n 46→## Issue #657: Whether the grenade has traveled far enough to arm impact explosion.\n 47→var _impact_armed: bool = false\n 48→\n 49→## Issue #692: Instance ID of the enemy who threw this grenade.\n 50→## Used to prevent self-damage from own grenade explosion and shrapnel.\n 51→## -1 means no thrower tracked (e.g., player-thrown grenades).\n 52→var thrower_id: int = -1\n 53→\n 54→## Track the previous freeze state to detect when grenade is released.\n 55→## FIX for Issue #432: When C# code sets Freeze=false directly without calling\n 56→## throw methods, _is_thrown was never set to true, preventing explosion.\n 57→var _was_frozen: bool = true\n 58→\n 59→\n 60→func _ready() -> void:\n 61→\tsuper._ready()\n 62→\n 63→\t# Issue #657: Record spawn position for arming distance calculation\n 64→\t_spawn_position = global_position\n 65→\n 66→\t# Frag grenade is slightly lighter - increase max throw speed slightly\n 67→\t# (5% increase for \"slightly lighter\")\n 68→\tmax_throw_speed *= 1.05\n 69→\n 70→\t# Load shrapnel scene if not set\n 71→\tif shrapnel_scene == null:\n 72→\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n 73→\t\tif ResourceLoader.exists(shrapnel_path):\n 74→\t\t\tshrapnel_scene = load(shrapnel_path)\n 75→\t\t\tFileLogger.info(\"[FragGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n 76→\t\telse:\n 77→\t\t\tFileLogger.info(\"[FragGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n 78→\n 79→\n 80→## Override to prevent timer countdown for frag grenades.\n 81→## Frag grenades explode ONLY on impact (landing or wall hit), NOT on a timer.\n 82→## Per issue requirement: \"без таймера\" = \"without timer\"\n 83→func activate_timer() -> void:\n 84→\t# Set _timer_active to true so landing detection works (line 114 in base class)\n 85→\t# But do NOT set _time_remaining - no countdown, no timer-based explosion\n 86→\tif _timer_active:\n 87→\t\tFileLogger.info(\"[FragGrenade] Already activated\")\n 88→\t\treturn\n 89→\t_timer_active = true\n 90→\t# Do NOT set _time_remaining - leave it at 0 so timer never triggers explosion\n 91→\t# The base class checks `if _time_remaining <= 0: _explode()` only when _timer_active is true\n 92→\t# But since _time_remaining starts at 0, we need to set it to a very high value to prevent timer explosion\n 93→\t# Actually, better approach: set to infinity-like value so timer never triggers\n 94→\t_time_remaining = 999999.0 # Effectively infinite - grenade will only explode on impact\n 95→\n 96→\t# Play activation sound (pin pull)\n 97→\tif not _activation_sound_played:\n 98→\t\t_activation_sound_played = true\n 99→\t\t_play_activation_sound()\n 100→\tFileLogger.info(\"[FragGrenade] Pin pulled - waiting for impact (no timer, impact-triggered only)\")\n 101→\n 102→\n 103→## Override _physics_process to handle freeze detection and disable blinking\n 104→## (no timer countdown for frag grenades).\n 105→func _physics_process(delta: float) -> void:\n 106→\tif _has_exploded:\n 107→\t\treturn\n 108→\n 109→\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n 110→\t# When C# sets Freeze=false directly (e.g., via fallback path), our throw methods\n 111→\t# are not called and _is_thrown remains false, preventing explosion.\n 112→\t# By detecting the freeze->unfreeze transition, we can enable impact detection.\n 113→\tif _was_frozen and not freeze:\n 114→\t\t_was_frozen = false\n 115→\t\tif not _is_thrown:\n 116→\t\t\t_is_thrown = true\n 117→\t\t\tFileLogger.info(\"[FragGrenade] Detected unfreeze - enabling impact detection (fallback)\")\n 118→\n 119→\t# FIX for Issue #638: Ground friction is handled exclusively by C# GrenadeTimer.\n 120→\t# Previously, this override applied velocity-dependent friction in GDScript,\n 121→\t# creating DOUBLE FRICTION with C# GrenadeTimer.ApplyGroundFriction().\n 122→\t# This caused frag grenades to travel only ~64% of their target distance.\n 123→\t# The fix in Issue #615 removed friction from grenade_base.gd but missed\n 124→\t# this override in frag_grenade.gd.\n 125→\t# C# GrenadeTimer.ApplyGroundFriction() applies uniform friction: F = ground_friction * delta\n 126→\t# This matches the throw speed formula: v = sqrt(2 * F * d), d = v² / (2 * F)\n 127→\n 128→\t# Issue #657: Check if grenade has traveled far enough to arm impact explosion\n 129→\tif not _impact_armed and _is_thrown:\n 130→\t\tif global_position.distance_to(_spawn_position) >= MIN_ARMING_DISTANCE:\n 131→\t\t\t_impact_armed = true\n 132→\n 133→\t# Check for landing (grenade comes to near-stop after being thrown)\n 134→\tif not _has_landed and _timer_active:\n 135→\t\tvar current_speed := linear_velocity.length()\n 136→\t\tvar previous_speed := _previous_velocity.length()\n 137→\t\t# Grenade has landed when it was moving fast and now nearly stopped\n 138→\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n 139→\t\t\t_on_grenade_landed()\n 140→\t_previous_velocity = linear_velocity\n 141→\n 142→\t# NOTE: No timer countdown or blink effect for frag grenades\n 143→\t# They only explode on impact, not on a timer\n 144→\n 145→\n 146→## Override throw to mark grenade as thrown (legacy drag-based method).\n 147→func throw_grenade(direction: Vector2, drag_distance: float) -> void:\n 148→\tsuper.throw_grenade(direction, drag_distance)\n 149→\t_is_thrown = true\n 150→\tFileLogger.info(\"[FragGrenade] Grenade thrown (legacy) - impact detection enabled\")\n 151→\n 152→\n 153→## Override velocity-based throw to mark grenade as thrown.\n 154→## This is the primary method used by the C# Player.cs for throwing.\n 155→func throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n 156→\tsuper.throw_grenade_velocity_based(mouse_velocity, swing_distance)\n 157→\t_is_thrown = true\n 158→\tFileLogger.info(\"[FragGrenade] Grenade thrown (velocity-based) - impact detection enabled\")\n 159→\n 160→\n 161→## Override directional throw to mark grenade as thrown.\n 162→## FIX for issue #393: This method has HIGHEST PRIORITY in Player.cs call hierarchy.\n 163→## Without this override, _is_thrown stays false and impact detection never triggers!\n 164→func throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n 165→\tsuper.throw_grenade_with_direction(throw_direction, velocity_magnitude, swing_distance)\n 166→\t_is_thrown = true\n 167→\tFileLogger.info(\"[FragGrenade] Grenade thrown (direction-based) - impact detection enabled\")\n 168→\n 169→\n 170→## Override simple throw to mark grenade as thrown.\n 171→## FIX for issue #398: Simple mode (trajectory aiming to cursor) uses this method.\n 172→## Without this override, _is_thrown stays false and impact detection never triggers!\n 173→func throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n 174→\tsuper.throw_grenade_simple(throw_direction, throw_speed)\n 175→\t_is_thrown = true\n 176→\tFileLogger.info(\"[FragGrenade] Grenade thrown (simple mode) - impact detection enabled\")\n 177→\n 178→\n 179→## Override body_entered to detect wall impacts.\n 180→func _on_body_entered(body: Node) -> void:\n 181→\tsuper._on_body_entered(body)\n 182→\n 183→\t# Only explode on impact if we've been thrown and haven't exploded yet\n 184→\tif _is_thrown and not _has_impacted and not _has_exploded:\n 185→\t\t# Issue #657: Don't explode on impact until grenade has traveled MIN_ARMING_DISTANCE\n 186→\t\t# from spawn point. This prevents self-kills when grenade hits nearby furniture.\n 187→\t\tif not _impact_armed:\n 188→\t\t\tFileLogger.info(\"[FragGrenade] Impact with %s ignored - grenade not armed yet (dist=%.1f < %.1f)\" % [body.name, global_position.distance_to(_spawn_position), MIN_ARMING_DISTANCE])\n 189→\t\t\treturn\n 190→\t\t# Trigger impact explosion on wall/obstacle/enemy hit\n 191→\t\t# StaticBody2D = walls, obstacles, furniture\n 192→\t\t# TileMap = terrain tiles\n 193→\t\t# CharacterBody2D = enemies and player\n 194→\t\tif body is StaticBody2D or body is TileMap or body is CharacterBody2D:\n 195→\t\t\tFileLogger.info(\"[FragGrenade] Impact detected! Body: %s (type: %s), triggering explosion\" % [body.name, body.get_class()])\n 196→\t\t\t_trigger_impact_explosion()\n 197→\t\telse:\n 198→\t\t\tFileLogger.info(\"[FragGrenade] Non-solid collision (body: %s, type: %s) - not triggering explosion\" % [body.name, body.get_class()])\n 199→\n 200→\n 201→## Called when grenade lands on the ground.\n 202→## Overridden to trigger immediate explosion on landing.\n 203→func _on_grenade_landed() -> void:\n 204→\tsuper._on_grenade_landed()\n 205→\n 206→\t# Trigger explosion on landing\n 207→\tif _is_thrown and not _has_impacted and not _has_exploded:\n 208→\t\t_trigger_impact_explosion()\n 209→\n 210→\n 211→## Trigger explosion from impact (wall hit or landing).\n 212→func _trigger_impact_explosion() -> void:\n 213→\t_has_impacted = true\n 214→\tFileLogger.info(\"[FragGrenade] Impact detected - exploding immediately!\")\n 215→\t_explode()\n 216→\n 217→\n 218→## Override to define the explosion effect.\n 219→func _on_explode() -> void:\n 220→\t# Find all enemies within effect radius and apply direct explosion damage\n 221→\tvar enemies := _get_enemies_in_radius()\n 222→\n 223→\tfor enemy in enemies:\n 224→\t\t_apply_explosion_damage(enemy)\n 225→\n 226→\t# Also damage the player if in blast radius (offensive grenade deals same damage to all)\n 227→\t# Per issue #261: \"наступательная граната должна наносить такой же урон игроку как и врагам\"\n 228→\t# Translation: \"offensive grenade should deal the same damage to the player as it does to enemies\"\n 229→\tvar player := _get_player_in_radius()\n 230→\tif player != null:\n 231→\t\t_apply_explosion_damage(player)\n 232→\n 233→\t# Scatter shell casings on the floor (Issue #432)\n 234→\t_scatter_casings(effect_radius)\n 235→\n 236→\t# Spawn shrapnel in all directions\n 237→\t_spawn_shrapnel()\n 238→\n 239→\t# Spawn visual explosion effect\n 240→\t_spawn_explosion_effect()\n 241→\n 242→\n 243→## Override explosion sound to play frag grenade specific sound.\n 244→func _play_explosion_sound() -> void:\n 245→\t# Use offensive grenade explosion sound\n 246→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 247→\tif audio_manager and audio_manager.has_method(\"play_offensive_grenade_explosion\"):\n 248→\t\t# Play offensive grenade explosion sound (Issue #496)\n 249→\t\taudio_manager.play_offensive_grenade_explosion(global_position)\n 250→\n 251→\t# Also emit sound for AI awareness via SoundPropagation\n 252→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 253→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 254→\t\tvar viewport := get_viewport()\n 255→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 256→\t\tif viewport:\n 257→\t\t\tvar size := viewport.get_visible_rect().size\n 258→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 259→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 260→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 261→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 262→\n 263→\n 264→## Check if the player is within the explosion effect radius and has line of sight.\n 265→## Walls block the audio effect of the explosion (Issue #469).\n 266→func _is_player_in_zone() -> bool:\n 267→\tvar player: Node2D = null\n 268→\n 269→\t# Check for player in \"player\" group\n 270→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 271→\tif players.size() > 0 and players[0] is Node2D:\n 272→\t\tplayer = players[0] as Node2D\n 273→\n 274→\t# Fallback: check for node named \"Player\" in current scene\n 275→\tif player == null:\n 276→\t\tvar scene := get_tree().current_scene\n 277→\t\tif scene:\n 278→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 279→\n 280→\tif player == null:\n 281→\t\treturn false\n 282→\n 283→\t# Check if player is in effect radius first\n 284→\tif not is_in_effect_radius(player.global_position):\n 285→\t\treturn false\n 286→\n 287→\t# Check line of sight - walls block the explosion effect (Issue #469)\n 288→\treturn _has_line_of_sight_to(player)\n 289→\n 290→\n 291→## Get the effect radius for this grenade type.\n 292→func _get_effect_radius() -> float:\n 293→\treturn effect_radius\n 294→\n 295→\n 296→## Find all enemies within the effect radius.\n 297→## Issue #692: When thrown by an enemy (thrower_id >= 0), excludes ALL enemies\n 298→## from explosion damage to prevent both self-kills and friendly fire.\n 299→func _get_enemies_in_radius() -> Array:\n 300→\tvar enemies_in_range: Array = []\n 301→\n 302→\t# Issue #692: If this grenade was thrown by an enemy, skip ALL enemies\n 303→\t# to prevent both self-damage and friendly fire between allies.\n 304→\tif thrower_id >= 0:\n 305→\t\tFileLogger.info(\"[FragGrenade] Skipping all enemies - enemy-thrown grenade (thrower ID: %d)\" % thrower_id)\n 306→\t\treturn enemies_in_range\n 307→\n 308→\t# Get all enemies in the scene (only for player-thrown grenades)\n 309→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 310→\n 311→\tfor enemy in enemies:\n 312→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n 313→\t\t\t# Check line of sight for explosion damage\n 314→\t\t\tif _has_line_of_sight_to(enemy):\n 315→\t\t\t\tenemies_in_range.append(enemy)\n 316→\n 317→\treturn enemies_in_range\n 318→\n 319→\n 320→## Find the player if within the effect radius (for offensive grenade damage).\n 321→## Returns null if player is not in radius or has no line of sight.\n 322→func _get_player_in_radius() -> Node2D:\n 323→\tvar player: Node2D = null\n 324→\n 325→\t# Check for player in \"player\" group\n 326→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 327→\tif players.size() > 0 and players[0] is Node2D:\n 328→\t\tplayer = players[0] as Node2D\n 329→\n 330→\t# Fallback: check for node named \"Player\" in current scene\n 331→\tif player == null:\n 332→\t\tvar scene := get_tree().current_scene\n 333→\t\tif scene:\n 334→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 335→\n 336→\tif player == null:\n 337→\t\treturn null\n 338→\n 339→\t# Check if player is in effect radius\n 340→\tif not is_in_effect_radius(player.global_position):\n 341→\t\treturn null\n 342→\n 343→\t# Check line of sight (player must be exposed to blast, walls block damage)\n 344→\tif not _has_line_of_sight_to(player):\n 345→\t\treturn null\n 346→\n 347→\tFileLogger.info(\"[FragGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n 348→\treturn player\n 349→\n 350→\n 351→## Check if there's line of sight from grenade to target.\n 352→func _has_line_of_sight_to(target: Node2D) -> bool:\n 353→\tvar space_state := get_world_2d().direct_space_state\n 354→\n 355→\tvar query := PhysicsRayQueryParameters2D.create(\n 356→\t\tglobal_position,\n 357→\t\ttarget.global_position\n 358→\t)\n 359→\tquery.collision_mask = 4 # Only check against obstacles\n 360→\tquery.exclude = [self]\n 361→\n 362→\tvar result := space_state.intersect_ray(query)\n 363→\n 364→\t# If no hit, we have line of sight\n 365→\treturn result.is_empty()\n 366→\n 367→\n 368→## Apply direct explosion damage to an enemy.\n 369→## Per user requirement: flat 99 damage to ALL enemies in the blast zone (no distance scaling).\n 370→func _apply_explosion_damage(enemy: Node2D) -> void:\n 371→\tvar distance := global_position.distance_to(enemy.global_position)\n 372→\n 373→\t# Flat damage to all enemies in blast zone - no distance scaling\n 374→\tvar final_damage := explosion_damage\n 375→\n 376→\t# Try to apply damage through various methods\n 377→\tif enemy.has_method(\"on_hit_with_info\"):\n 378→\t\t# Calculate direction from explosion to enemy\n 379→\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n 380→\t\tfor i in range(final_damage):\n 381→\t\t\tenemy.on_hit_with_info(hit_direction, null)\n 382→\telif enemy.has_method(\"on_hit\"):\n 383→\t\tfor i in range(final_damage):\n 384→\t\t\tenemy.on_hit()\n 385→\n 386→\tFileLogger.info(\"[FragGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n 387→\n 388→\n 389→## Spawn shrapnel pieces in all directions.\n 390→func _spawn_shrapnel() -> void:\n 391→\tif shrapnel_scene == null:\n 392→\t\tFileLogger.info(\"[FragGrenade] Cannot spawn shrapnel: scene is null\")\n 393→\t\treturn\n 394→\n 395→\t# Calculate base angle step for even distribution\n 396→\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n 397→\n 398→\tfor i in range(shrapnel_count):\n 399→\t\t# Base direction for this shrapnel piece\n 400→\t\tvar base_angle := i * angle_step\n 401→\n 402→\t\t# Add random deviation\n 403→\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n 404→\t\tvar final_angle := base_angle + deviation\n 405→\n 406→\t\t# Calculate direction vector\n 407→\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n 408→\n 409→\t\t# Create shrapnel instance\n 410→\t\tvar shrapnel := shrapnel_scene.instantiate()\n 411→\t\tif shrapnel == null:\n 412→\t\t\tcontinue\n 413→\n 414→\t\t# Set shrapnel properties\n 415→\t\tshrapnel.global_position = global_position + direction * 10.0 # Slight offset from center\n 416→\t\tshrapnel.direction = direction\n 417→\t\tshrapnel.source_id = get_instance_id()\n 418→\t\t# Issue #692: Pass thrower_id so shrapnel doesn't hit the enemy who threw it\n 419→\t\tshrapnel.thrower_id = thrower_id\n 420→\n 421→\t\t# Add to scene\n 422→\t\tget_tree().current_scene.add_child(shrapnel)\n 423→\n 424→\t\tFileLogger.info(\"[FragGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n 425→\n 426→\n 427→## Spawn visual explosion effect at explosion position.\n 428→## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\n 429→func _spawn_explosion_effect() -> void:\n 430→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 431→\n 432→\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n 433→\t\t# Use the wall-aware explosion effect (blocks visual through walls)\n 434→\t\timpact_manager.spawn_explosion_effect(global_position, effect_radius)\n 435→\telif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n 436→\t\t# Fallback to flashbang effect (also wall-aware)\n 437→\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n 438→\telse:\n 439→\t\t# Final fallback: create simple explosion effect without wall occlusion\n 440→\t\t_create_simple_explosion()\n 441→\n 442→\n 443→## Create a simple explosion effect if no manager is available.\n 444→func _create_simple_explosion() -> void:\n 445→\t# Create an orange/red explosion flash\n 446→\tvar flash := Sprite2D.new()\n 447→\tflash.texture = _create_explosion_texture(int(effect_radius))\n 448→\tflash.global_position = global_position\n 449→\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n 450→\tflash.z_index = 100 # Draw on top\n 451→\n 452→\tget_tree().current_scene.add_child(flash)\n 453→\n 454→\t# Fade out the flash\n 455→\tvar tween := get_tree().create_tween()\n 456→\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n 457→\ttween.tween_callback(flash.queue_free)\n 458→\n 459→\n 460→## Create an explosion texture.\n 461→func _create_explosion_texture(radius: int) -> ImageTexture:\n 462→\tvar size := radius * 2\n 463→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 464→\tvar center := Vector2(radius, radius)\n 465→\n 466→\tfor x in range(size):\n 467→\t\tfor y in range(size):\n 468→\t\t\tvar pos := Vector2(x, y)\n 469→\t\t\tvar distance := pos.distance_to(center)\n 470→\t\t\tif distance <= radius:\n 471→\t\t\t\t# Fade from center\n 472→\t\t\t\tvar alpha := 1.0 - (distance / radius)\n 473→\t\t\t\t# Orange/yellow explosion color\n 474→\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n 475→\t\t\telse:\n 476→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 477→\n 478→\treturn ImageTexture.create_from_image(image)\n 479→\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": "01a1d228-03b2-4cab-ae86-79a08a599a51",
"uuid": "e03c4dfe-8536-4efa-ba07-b16b972b1908",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1770757484176/scripts/projectiles/frag_grenade.gd",
"content": "extends GrenadeBase\nclass_name FragGrenade\n## Offensive (frag) grenade that explodes on impact and releases shrapnel.\n##\n## Key characteristics:\n## - Explodes ONLY on landing or hitting a wall (NO timer - impact-triggered only)\n## - Smaller explosion radius than flashbang\n## - Releases 4 shrapnel pieces in all directions (with random deviation)\n## - Shrapnel ricochets off walls and deals 1 damage each\n## - Slightly lighter than flashbang (throws a bit farther/easier)\n##\n## Per issue requirement: \"взрывается при приземлении/ударе об стену (без таймера)\"\n## Translation: \"explodes on landing/hitting a wall (without timer)\"\n\n## Effect radius for the explosion.\n## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n@export var effect_radius: float = 225.0\n\n## Number of shrapnel pieces to spawn.\n@export var shrapnel_count: int = 4\n\n## Shrapnel scene to instantiate.\n@export var shrapnel_scene: PackedScene\n\n## Random angle deviation for shrapnel spread in degrees.\n@export var shrapnel_spread_deviation: float = 20.0\n\n## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n@export var explosion_damage: int = 99\n\n## Whether the grenade has impacted (landed or hit wall).\nvar _has_impacted: bool = false\n\n## Track if we've started throwing (to avoid impact during initial spawn).\nvar _is_thrown: bool = false\n\n## Issue #657: Minimum distance grenade must travel from spawn point before\n## impact explosion is armed. Prevents self-kills when grenade hits nearby\n## furniture/obstacles immediately after being thrown.\nconst MIN_ARMING_DISTANCE := 80.0\n\n## Issue #657: Position where the grenade was spawned (for arming distance check).\nvar _spawn_position: Vector2 = Vector2.ZERO\n\n## Issue #657: Whether the grenade has traveled far enough to arm impact explosion.\nvar _impact_armed: bool = false\n\n## Issue #692: Instance ID of the enemy who threw this grenade.\n## Used to prevent self-damage from own grenade explosion and shrapnel.\n## -1 means no thrower tracked (e.g., player-thrown grenades).\nvar thrower_id: int = -1\n\n## Track the previous freeze state to detect when grenade is released.\n## FIX for Issue #432: When C# code sets Freeze=false directly without calling\n## throw methods, _is_thrown was never set to true, preventing explosion.\nvar _was_frozen: bool = true\n\n\nfunc _ready() -> void:\n\tsuper._ready()\n\n\t# Issue #657: Record spawn position for arming distance calculation\n\t_spawn_position = global_position\n\n\t# Frag grenade is slightly lighter - increase max throw speed slightly\n\t# (5% increase for \"slightly lighter\")\n\tmax_throw_speed *= 1.05\n\n\t# Load shrapnel scene if not set\n\tif shrapnel_scene == null:\n\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n\t\tif ResourceLoader.exists(shrapnel_path):\n\t\t\tshrapnel_scene = load(shrapnel_path)\n\t\t\tFileLogger.info(\"[FragGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n\t\telse:\n\t\t\tFileLogger.info(\"[FragGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n\n\n## Override to prevent timer countdown for frag grenades.\n## Frag grenades explode ONLY on impact (landing or wall hit), NOT on a timer.\n## Per issue requirement: \"без таймера\" = \"without timer\"\nfunc activate_timer() -> void:\n\t# Set _timer_active to true so landing detection works (line 114 in base class)\n\t# But do NOT set _time_remaining - no countdown, no timer-based explosion\n\tif _timer_active:\n\t\tFileLogger.info(\"[FragGrenade] Already activated\")\n\t\treturn\n\t_timer_active = true\n\t# Do NOT set _time_remaining - leave it at 0 so timer never triggers explosion\n\t# The base class checks `if _time_remaining <= 0: _explode()` only when _timer_active is true\n\t# But since _time_remaining starts at 0, we need to set it to a very high value to prevent timer explosion\n\t# Actually, better approach: set to infinity-like value so timer never triggers\n\t_time_remaining = 999999.0 # Effectively infinite - grenade will only explode on impact\n\n\t# Play activation sound (pin pull)\n\tif not _activation_sound_played:\n\t\t_activation_sound_played = true\n\t\t_play_activation_sound()\n\tFileLogger.info(\"[FragGrenade] Pin pulled - waiting for impact (no timer, impact-triggered only)\")\n\n\n## Override _physics_process to handle freeze detection and disable blinking\n## (no timer countdown for frag grenades).\nfunc _physics_process(delta: float) -> void:\n\tif _has_exploded:\n\t\treturn\n\n\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n\t# When C# sets Freeze=false directly (e.g., via fallback path), our throw methods\n\t# are not called and _is_thrown remains false, preventing explosion.\n\t# By detecting the freeze->unfreeze transition, we can enable impact detection.\n\tif _was_frozen and not freeze:\n\t\t_was_frozen = false\n\t\tif not _is_thrown:\n\t\t\t_is_thrown = true\n\t\t\tFileLogger.info(\"[FragGrenade] Detected unfreeze - enabling impact detection (fallback)\")\n\n\t# FIX for Issue #638: Ground friction is handled exclusively by C# GrenadeTimer.\n\t# Previously, this override applied velocity-dependent friction in GDScript,\n\t# creating DOUBLE FRICTION with C# GrenadeTimer.ApplyGroundFriction().\n\t# This caused frag grenades to travel only ~64% of their target distance.\n\t# The fix in Issue #615 removed friction from grenade_base.gd but missed\n\t# this override in frag_grenade.gd.\n\t# C# GrenadeTimer.ApplyGroundFriction() applies uniform friction: F = ground_friction * delta\n\t# This matches the throw speed formula: v = sqrt(2 * F * d), d = v² / (2 * F)\n\n\t# Issue #657: Check if grenade has traveled far enough to arm impact explosion\n\tif not _impact_armed and _is_thrown:\n\t\tif global_position.distance_to(_spawn_position) >= MIN_ARMING_DISTANCE:\n\t\t\t_impact_armed = true\n\n\t# Check for landing (grenade comes to near-stop after being thrown)\n\tif not _has_landed and _timer_active:\n\t\tvar current_speed := linear_velocity.length()\n\t\tvar previous_speed := _previous_velocity.length()\n\t\t# Grenade has landed when it was moving fast and now nearly stopped\n\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n\t\t\t_on_grenade_landed()\n\t_previous_velocity = linear_velocity\n\n\t# NOTE: No timer countdown or blink effect for frag grenades\n\t# They only explode on impact, not on a timer\n\n\n## Override throw to mark grenade as thrown (legacy drag-based method).\nfunc throw_grenade(direction: Vector2, drag_distance: float) -> void:\n\tsuper.throw_grenade(direction, drag_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (legacy) - impact detection enabled\")\n\n\n## Override velocity-based throw to mark grenade as thrown.\n## This is the primary method used by the C# Player.cs for throwing.\nfunc throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n\tsuper.throw_grenade_velocity_based(mouse_velocity, swing_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (velocity-based) - impact detection enabled\")\n\n\n## Override directional throw to mark grenade as thrown.\n## FIX for issue #393: This method has HIGHEST PRIORITY in Player.cs call hierarchy.\n## Without this override, _is_thrown stays false and impact detection never triggers!\nfunc throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n\tsuper.throw_grenade_with_direction(throw_direction, velocity_magnitude, swing_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (direction-based) - impact detection enabled\")\n\n\n## Override simple throw to mark grenade as thrown.\n## FIX for issue #398: Simple mode (trajectory aiming to cursor) uses this method.\n## Without this override, _is_thrown stays false and impact detection never triggers!\nfunc throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n\tsuper.throw_grenade_simple(throw_direction, throw_speed)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (simple mode) - impact detection enabled\")\n\n\n## Override body_entered to detect wall impacts.\nfunc _on_body_entered(body: Node) -> void:\n\tsuper._on_body_entered(body)\n\n\t# Only explode on impact if we've been thrown and haven't exploded yet\n\tif _is_thrown and not _has_impacted and not _has_exploded:\n\t\t# Issue #657: Don't explode on impact until grenade has traveled MIN_ARMING_DISTANCE\n\t\t# from spawn point. This prevents self-kills when grenade hits nearby furniture.\n\t\tif not _impact_armed:\n\t\t\tFileLogger.info(\"[FragGrenade] Impact with %s ignored - grenade not armed yet (dist=%.1f < %.1f)\" % [body.name, global_position.distance_to(_spawn_position), MIN_ARMING_DISTANCE])\n\t\t\treturn\n\t\t# Trigger impact explosion on wall/obstacle/enemy hit\n\t\t# StaticBody2D = walls, obstacles, furniture\n\t\t# TileMap = terrain tiles\n\t\t# CharacterBody2D = enemies and player\n\t\tif body is StaticBody2D or body is TileMap or body is CharacterBody2D:\n\t\t\tFileLogger.info(\"[FragGrenade] Impact detected! Body: %s (type: %s), triggering explosion\" % [body.name, body.get_class()])\n\t\t\t_trigger_impact_explosion()\n\t\telse:\n\t\t\tFileLogger.info(\"[FragGrenade] Non-solid collision (body: %s, type: %s) - not triggering explosion\" % [body.name, body.get_class()])\n\n\n## Called when grenade lands on the ground.\n## Overridden to trigger immediate explosion on landing.\nfunc _on_grenade_landed() -> void:\n\tsuper._on_grenade_landed()\n\n\t# Trigger explosion on landing\n\tif _is_thrown and not _has_impacted and not _has_exploded:\n\t\t_trigger_impact_explosion()\n\n\n## Trigger explosion from impact (wall hit or landing).\nfunc _trigger_impact_explosion() -> void:\n\t_has_impacted = true\n\tFileLogger.info(\"[FragGrenade] Impact detected - exploding immediately!\")\n\t_explode()\n\n\n## Override to define the explosion effect.\nfunc _on_explode() -> void:\n\t# Find all enemies within effect radius and apply direct explosion damage\n\tvar enemies := _get_enemies_in_radius()\n\n\tfor enemy in enemies:\n\t\t_apply_explosion_damage(enemy)\n\n\t# Also damage the player if in blast radius (offensive grenade deals same damage to all)\n\t# Per issue #261: \"наступательная граната должна наносить такой же урон игроку как и врагам\"\n\t# Translation: \"offensive grenade should deal the same damage to the player as it does to enemies\"\n\tvar player := _get_player_in_radius()\n\tif player != null:\n\t\t_apply_explosion_damage(player)\n\n\t# Scatter shell casings on the floor (Issue #432)\n\t_scatter_casings(effect_radius)\n\n\t# Spawn shrapnel in all directions\n\t_spawn_shrapnel()\n\n\t# Spawn visual explosion effect\n\t_spawn_explosion_effect()\n\n\n## Override explosion sound to play frag grenade specific sound.\nfunc _play_explosion_sound() -> void:\n\t# Use offensive grenade explosion sound\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_offensive_grenade_explosion\"):\n\t\t# Play offensive grenade explosion sound (Issue #496)\n\t\taudio_manager.play_offensive_grenade_explosion(global_position)\n\n\t# Also emit sound for AI awareness via SoundPropagation\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Check if the player is within the explosion effect radius and has line of sight.\n## Walls block the audio effect of the explosion (Issue #469).\nfunc _is_player_in_zone() -> bool:\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn false\n\n\t# Check if player is in effect radius first\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn false\n\n\t# Check line of sight - 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"content": "Web search results for query: \"Godot 4 bullet hell optimization object pooling performance 2026\"\n\nLinks: [{\"title\":\"Collision Pairs: optimizing performance of bullet hell / enemy hell games - Tips & Tricks - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/collision-pairs-optimizing-performance-of-bullet-hell-enemy-hell-games/35027\"},{\"title\":\"Object pooling with bullets of different hitboxes - Programming - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/object-pooling-with-bullets-of-different-hitboxes/81553\"},{\"title\":\"Collision Pairs: optimizing performance of bullet hell / enemy hell games - #2 by Snoufleur - Tips & Tricks - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/collision-pairs-optimizing-performance-of-bullet-hell-enemy-hell-games/35027/2\"},{\"title\":\"Bullet Hell Optimization - Help - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/bullet-hell-optimization/129732\"},{\"title\":\"How to optimize Bullethell game - Help - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-to-optimize-bullethell-game/49009\"},{\"title\":\"Performance drops when instantiating thousands of objects - Help - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/performance-drops-when-instantiating-thousands-of-objects/105227\"},{\"title\":\"Develop a Bullet Hell in Godot 4 [2024] – Zenva Academy\",\"url\":\"https://academy.zenva.com/product/godot-bullet-hell/\"},{\"title\":\"Performance Optimization for Bullet Hells - Godot Forums\",\"url\":\"https://godotforums.org/d/23940-performance-optimization-for-bullet-hells\"},{\"title\":\"GitHub - jaydendrk/Godot-Bullet-Hell-Optimization-Test: Seeing how many conventional bullets I can run in Godot at once with working collisions. Feel free to download and optimize further.\",\"url\":\"https://github.com/jaydendrk/Godot-Bullet-Hell-Optimization-Test\"},{\"title\":\"【Godot】Complete Guide to Object Pooling for Dramatically Improving Godot Performance | ういやまラボ\",\"url\":\"https://uhiyama-lab.com/en/notes/godot/godot-object-pooling-basics/\"}]\n\nBased on the search results, here's what I found about Godot 4 bullet hell optimization with object pooling:\n\n## Key Optimization Techniques\n\nObject pooling is an important technique for optimization when building a 2D bullet hell in Godot. Many performance problems are caused by object instantiation and destruction being concentrated in short periods, and even if creating one object has small cost, repeating it hundreds of times per second significantly loads the CPU.\n\n## Advanced Approaches\n\nFor large-scale bullet scenarios, when thousands to tens of thousands of particles or bullets with simple logic and only visual importance are needed, directly using RenderingServer without nodes delivers overwhelming rendering performance. However, individual collision detection needs custom implementation, increasing complexity.\n\nOne approach shown in practice uses pooling to spawn bullets and the PhysicsServer to process collisions, with a multimeshinstance rendering the sprites.\n\n## Important Considerations\n\nThe decision to implement optimization should be made after using Godot's profiler to confirm that instantiation is truly the performance bottleneck, as optimization based on speculation often complicates code without effect.\n\nThe search results show recent discussions from Godot 4.3 developers working on these optimization challenges in late 2024 and early 2025.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks."
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"url": "https://forum.godotengine.org/t/collision-pairs-optimizing-performance-of-bullet-hell-enemy-hell-games/35027"
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"url": "https://forum.godotengine.org/t/object-pooling-with-bullets-of-different-hitboxes/81553"
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"title": "Collision Pairs: optimizing performance of bullet hell / enemy hell games - #2 by Snoufleur - Tips & Tricks - Godot Forum",
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"title": "Bullet Hell Optimization - Help - Godot Forum",
"url": "https://forum.godotengine.org/t/bullet-hell-optimization/129732"
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"title": "How to optimize Bullethell game - Help - Godot Forum",
"url": "https://forum.godotengine.org/t/how-to-optimize-bullethell-game/49009"
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"url": "https://forum.godotengine.org/t/performance-drops-when-instantiating-thousands-of-objects/105227"
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"title": "Develop a Bullet Hell in Godot 4 [2024] – Zenva Academy",
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"title": "Performance Optimization for Bullet Hells - Godot Forums",
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{
"title": "GitHub - jaydendrk/Godot-Bullet-Hell-Optimization-Test: Seeing how many conventional bullets I can run in Godot at once with working collisions. Feel free to download and optimize further.",
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{
"title": "【Godot】Complete Guide to Object Pooling for Dramatically Improving Godot Performance | ういやまラボ",
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"Based on the search results, here's what I found about Godot 4 bullet hell optimization with object pooling:\n\n## Key Optimization Techniques\n\nObject pooling is an important technique for optimization when building a 2D bullet hell in Godot. Many performance problems are caused by object instantiation and destruction being concentrated in short periods, and even if creating one object has small cost, repeating it hundreds of times per second significantly loads the CPU.\n\n## Advanced Approaches\n\nFor large-scale bullet scenarios, when thousands to tens of thousands of particles or bullets with simple logic and only visual importance are needed, directly using RenderingServer without nodes delivers overwhelming rendering performance. However, individual collision detection needs custom implementation, increasing complexity.\n\nOne approach shown in practice uses pooling to spawn bullets and the PhysicsServer to process collisions, with a multimeshinstance rendering the sprites.\n\n## Important Considerations\n\nThe decision to implement optimization should be made after using Godot's profiler to confirm that instantiation is truly the performance bottleneck, as optimization based on speculation often complicates code without effect.\n\nThe search results show recent discussions from Godot 4.3 developers working on these optimization challenges in late 2024 and early 2025."
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[2026-02-10T21:06:11.720Z] [INFO] {
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"content": "Web search results for query: \"game development projectile optimization techniques bullet pooling\"\n\nLinks: [{\"title\":\"Why Your Game Crashes When You Fire 100 Bullets: Mastering Object Pooling Unreal Engine\",\"url\":\"https://outscal.com/blog/unreal-engine-object-pooling\"},{\"title\":\"How Do Bullets Work in Video Games?\",\"url\":\"https://www.gamedeveloper.com/programming/how-do-bullets-work-in-video-games-\"},{\"title\":\"Object Pooling in Game Development : The Complete Guide | by Mikaz_Navodya | Medium\",\"url\":\"https://medium.com/@mikaznavodya/object-pooling-in-game-development-the-complete-guide-8c52bef04597\"},{\"title\":\"Tutorial: Improve Game Performance By Implementing Object Pools in Unity3D\",\"url\":\"https://kylewbanks.com/blog/tutorial-improve-game-performance-by-implementing-object-pools-in-unity3d\"},{\"title\":\"A good way to handle managing bullets/projectiles - General and Gameplay Programming - GameDev.net\",\"url\":\"https://www.gamedev.net/forums/topic/680160-a-good-way-to-handle-managing-bulletsprojectiles/5299888/\"},{\"title\":\"Bullet Hell Using Object Pooling. In the previous article, I covered how… | by Dennisse Pagán Dávila | Medium\",\"url\":\"https://dennisse-pd.medium.com/bullet-hell-using-object-pooling-59bd3213de16\"},{\"title\":\"Introduction to Object Pooling - Unity Learn\",\"url\":\"https://learn.unity.com/tutorial/introduction-to-object-pooling\"},{\"title\":\"VariaBULLET2D Projectile & Bullet Hell System | Game Toolkits | Unity Asset Store\",\"url\":\"https://assetstore.unity.com/packages/tools/game-toolkits/variabullet2d-projectile-bullet-hell-system-152528/reviews\"},{\"title\":\"Handling bullet objects with object pooling | by Jtelleriat | Medium\",\"url\":\"https://medium.com/@jtelleriat/handling-bullet-objects-with-object-pooling-24b467d3cfa7\"},{\"title\":\"A Brief Introduction to Object Pooling in Unity | by joshua wiscaver | Medium\",\"url\":\"https://medium.com/@joshua.wiscaver/a-brief-introduction-to-object-pooling-in-unity-ccf5bc71e91c\"}]\n\nI've completed the web search on game development projectile optimization techniques and bullet pooling. Here's a summary of the key findings:\n\n## Object Pooling for Projectiles\n\nObject pooling works by creating a \"pool\" of reusable objects at the start instead of constantly creating and destroying actors (which is expensive). When you need a bullet, you grab one from the pool, use it, then return it when done.\n\n## Performance Benefits\n\nThis technique is used in games like Enter the Gungeon where hundreds or thousands of individual projectiles fill the screen, as spawning and destroying this many actors per frame would instantly crash the game, so a highly optimized object pool manages all bullet types instead. Key advantages include improved performance by reducing CPU and memory overhead, reduced garbage collection that prevents spikes caused by frequent object destruction, and smooth gameplay by keeping frame rate stable.\n\n## How It Works\n\nWhen a gun is fired, it requests bullets from the pool, activates them, and sends them on their way. When a bullet hits a wall or goes off-screen, it is deactivated and returned to the pool.\n\n## Implementation Considerations\n\nBest practices include only using pooling for frequently reused objects and considering expanding the pool dynamically if it runs out. It's important to keep the initial size of your pool reasonable—for example, if you initialize a pool of 100 bullets but only ever have 10 on screen at a time, you have 90 allocated GameObjects sitting idle, so you should tune the initial size to minimize allocations while avoiding large pools of idle objects.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks."
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{
"title": "How Do Bullets Work in Video Games?",
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"title": "A good way to handle managing bullets/projectiles - General and Gameplay Programming - GameDev.net",
"url": "https://www.gamedev.net/forums/topic/680160-a-good-way-to-handle-managing-bulletsprojectiles/5299888/"
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"title": "Bullet Hell Using Object Pooling. In the previous article, I covered how… | by Dennisse Pagán Dávila | Medium",
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{
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"I've completed the web search on game development projectile optimization techniques and bullet pooling. Here's a summary of the key findings:\n\n## Object Pooling for Projectiles\n\nObject pooling works by creating a \"pool\" of reusable objects at the start instead of constantly creating and destroying actors (which is expensive). When you need a bullet, you grab one from the pool, use it, then return it when done.\n\n## Performance Benefits\n\nThis technique is used in games like Enter the Gungeon where hundreds or thousands of individual projectiles fill the screen, as spawning and destroying this many actors per frame would instantly crash the game, so a highly optimized object pool manages all bullet types instead. Key advantages include improved performance by reducing CPU and memory overhead, reduced garbage collection that prevents spikes caused by frequent object destruction, and smooth gameplay by keeping frame rate stable.\n\n## How It Works\n\nWhen a gun is fired, it requests bullets from the pool, activates them, and sends them on their way. When a bullet hits a wall or goes off-screen, it is deactivated and returned to the pool.\n\n## Implementation Considerations\n\nBest practices include only using pooling for frequently reused objects and considering expanding the pool dynamically if it runs out. It's important to keep the initial size of your pool reasonable—for example, if you initialize a pool of 100 bullets but only ever have 10 on screen at a time, you have 90 allocated GameObjects sitting idle, so you should tune the initial size to minimize allocations while avoiding large pools of idle objects."
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[2026-02-10T21:06:18.261Z] [INFO] {
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[2026-02-10T21:06:21.868Z] [INFO] {
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"content": "I appreciate your request, but I need to inform you that the provided content appears to be primarily **CSS styling code and HTML markup** rather than a guide about object pooling in Godot.\n\nThe page content consists of:\n- CSS framework code (Bootstrap Grid system)\n- Styled component definitions for layout elements (headers, footers, navigation)\n- Prism.js syntax highlighting styles\n- Various UI component styling rules\n\n**There is no actual Godot object pooling guide present in this document.**\n\nTo help you effectively, I would need:\n1. The actual article or tutorial content about object pooling in Godot\n2. Documentation that includes implementation examples and explanations\n3. Text-based content rather than stylesheet definitions\n\nIf you have a different source document containing the Godot object pooling guide, please share that instead, and I'll be happy to extract the relevant information following your character limits and attribution requirements."
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[2026-02-10T21:06:23.507Z] [INFO] {
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"content": "# Godot Bullet Hell Optimization Techniques\n\n## Key Optimization Approaches\n\n**1. Collision Detection Strategy**\nRather than using individual Area2D nodes per bullet, implement centralized collision checking. The developer achieved 300-400 bullets using \"distance squared comparisons\" in a single Bullet Manager, versus only 160 with individual physics nodes.\n\n**2. Object Pooling**\nBullets should be pooled and reused. Instead of destroying bullets, disable visibility and reset movement variables for reuse.\n\n**3. Variable Declaration Placement**\nDeclare loop variables outside the iteration body. As one responder noted: \"Every local `var` declaration costs you a memory allocation operation\" within loop scope. This reduces per-frame garbage collection overhead.\n\n**4. Physics Server Approach**\nThe documentation recommends using Godot's physics servers for bulk collision management, though the developer encountered implementation challenges with multiple collisions per frame and performance issues at 100 bullets.\n\n**5. Centralize Logic**\nMove bullet movement and logic from individual bullet scripts to the Bullet Manager script. This reduces per-instance computational overhead compared to \"1000 scripts attached to each instantiated bullet.\"\n\n**6. Shader-Based Rendering**\nConsider using shaders and MultiMesh for transformations and modulation rather than individual node updates.\n\n**7. Spatial Optimization**\nImplement broad-phase culling—skip calculations for bullets outside detection ranges before checking detailed collision logic.\n\n## Recommended Resources\n- Godot performance documentation on using servers\n- Official bullet_shower demo project (godotengine/godot-demo-projects)"
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"content": "# Bullet Hell Performance Optimization Techniques for Godot\n\n## Diagnostic Method\nMonitor collision pairs via the Physics 2D/3D panel. \"Collision pairs\" exceeding 5,000-25,000 indicate optimization is needed.\n\n## Primary Optimization Strategies\n\n### 1. **Collision Mask Configuration**\nEstablish separate physics layers for each collision shape type rather than grouping by entity. The guide recommends creating distinct layers like \"EnemyCollisionShape,\" \"EnemyHurtBox,\" and \"EnemyAttackBox\" instead of a generic \"Enemy\" layer. This prevents unnecessary collision pair generation between incompatible shape types.\n\n### 2. **Distance-Based Collision Disabling**\n\"A simple collision_shape.disabled = distance_to_player < YOUR_NUMBER can have a dramatic effect on performance (10x in my game).\" Disable collision detection when enemies cluster near the player where overlapping becomes visually imperceptible.\n\n### 3. **Off-Screen Optimization**\nDisable collision shapes for entities beyond player visibility range until they approach closer proximity.\n\n### 4. **Enemy Count Capping**\nImplement hardware-adaptive caps (300-500 enemies) rather than spawning indefinitely. Prioritize stronger individual enemies over quantity increases.\n\n### 5. **Dynamic Spawning Strategy**\nWhen reaching maximum capacity, delete distant off-screen enemies before spawning new ones, maintaining consistent entity counts.\n\n## Secondary Considerations\nThe author emphasizes that collision pair reduction yields greater performance gains than other optimizations like reducing `_physics_process` calculations or switching node types."
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"result": "# Bullet Hell Performance Optimization Techniques for Godot\n\n## Diagnostic Method\nMonitor collision pairs via the Physics 2D/3D panel. \"Collision pairs\" exceeding 5,000-25,000 indicate optimization is needed.\n\n## Primary Optimization Strategies\n\n### 1. **Collision Mask Configuration**\nEstablish separate physics layers for each collision shape type rather than grouping by entity. The guide recommends creating distinct layers like \"EnemyCollisionShape,\" \"EnemyHurtBox,\" and \"EnemyAttackBox\" instead of a generic \"Enemy\" layer. This prevents unnecessary collision pair generation between incompatible shape types.\n\n### 2. **Distance-Based Collision Disabling**\n\"A simple collision_shape.disabled = distance_to_player < YOUR_NUMBER can have a dramatic effect on performance (10x in my game).\" Disable collision detection when enemies cluster near the player where overlapping becomes visually imperceptible.\n\n### 3. **Off-Screen Optimization**\nDisable collision shapes for entities beyond player visibility range until they approach closer proximity.\n\n### 4. **Enemy Count Capping**\nImplement hardware-adaptive caps (300-500 enemies) rather than spawning indefinitely. Prioritize stronger individual enemies over quantity increases.\n\n### 5. **Dynamic Spawning Strategy**\nWhen reaching maximum capacity, delete distant off-screen enemies before spawning new ones, maintaining consistent entity counts.\n\n## Secondary Considerations\nThe author emphasizes that collision pair reduction yields greater performance gains than other optimizations like reducing `_physics_process` calculations or switching node types.",
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"content": " 1→extends Node\n 2→## Autoload singleton for managing game audio.\n 3→##\n 4→## Provides centralized sound playback with support for:\n 5→## - Random sound selection from arrays (for variety)\n 6→## - Volume control\n 7→## - Positional audio (2D)\n 8→## - Dynamic audio pool expansion (Issue #73)\n 9→## - Priority-based voice management (critical sounds never cut off)\n 10→\n 11→## Sound priority levels for voice stealing.\n 12→## Higher priority sounds won't be cut off by lower priority ones.\n 13→enum SoundPriority {\n 14→\tCRITICAL = 0, ## Never cut off (player shooting, reloading)\n 15→\tHIGH = 1, ## Cut off last (enemy shooting, explosions)\n 16→\tMEDIUM = 2, ## Normal (bullet impacts)\n 17→\tLOW = 3 ## Cut off first (shell casings, ambient)\n 18→}\n 19→\n 20→## Sound file paths organized by category.\n 21→## M16 single shots (1, 2, 3) - randomly selected for variety.\n 22→const M16_SHOTS: Array[String] = [\n 23→\t\"res://assets/audio/m16 1.wav\",\n 24→\t\"res://assets/audio/m16 2.wav\",\n 25→\t\"res://assets/audio/m16 3.wav\"\n 26→]\n 27→\n 28→## M16 double shot sounds for burst fire (first two bullets).\n 29→const M16_DOUBLE_SHOTS: Array[String] = [\n 30→\t\"res://assets/audio/m16 два выстрела подряд.wav\",\n 31→\t\"res://assets/audio/m16 два выстрела подряд 2.wav\"\n 32→]\n 33→\n 34→## M16 bolt cycling sounds (for reload finish).\n 35→const M16_BOLT_SOUNDS: Array[String] = [\n 36→\t\"res://assets/audio/взвод затвора m16 1.wav\",\n 37→\t\"res://assets/audio/взвод затвора m16 2.wav\",\n 38→\t\"res://assets/audio/взвод затвора m16 3.wav\",\n 39→\t\"res://assets/audio/взвод затвора m16 4.wav\"\n 40→]\n 41→\n 42→## Reload sounds.\n 43→const RELOAD_MAG_OUT: String = \"res://assets/audio/игрок достал магазин (первая фаза перезарядки).wav\"\n 44→const RELOAD_MAG_IN: String = \"res://assets/audio/игрок вставил магазин (вторая фаза перезарядки).wav\"\n 45→const RELOAD_FULL: String = \"res://assets/audio/полная зарядка m16.wav\"\n 46→\n 47→## Pistol bolt sound (for pistol or generic bolt).\n 48→const PISTOL_BOLT: String = \"res://assets/audio/взвод затвора пистолета.wav\"\n 49→\n 50→## Empty gun click sound (used for all weapons when out of ammo).\n 51→const EMPTY_GUN_CLICK: String = \"res://assets/audio/кончились патроны в пистолете.wav\"\n 52→\n 53→## Hit sounds.\n 54→const HIT_LETHAL: String = \"res://assets/audio/звук смертельного попадания.wav\"\n 55→const HIT_NON_LETHAL: String = \"res://assets/audio/звук попадания не смертельного попадания.wav\"\n 56→\n 57→## Bullet impact sounds.\n 58→const BULLET_WALL_HIT: String = \"res://assets/audio/пуля попала в стену или укрытие (сделать по тише).wav\"\n 59→const BULLET_NEAR_PLAYER: String = \"res://assets/audio/пуля пролетела рядом с игроком.wav\"\n 60→const BULLET_COVER_NEAR_PLAYER: String = \"res://assets/audio/попадание пули в укрытие рядом с игроком.wav\"\n 61→\n 62→## Ricochet sounds array for variety.\n 63→## Uses fallback sounds until dedicated ricochet files (рикошет 1-4.mp3) are added.\n 64→## When ricochet sounds are added, update the paths to:\n 65→## \"res://assets/audio/рикошет 1.mp3\", \"res://assets/audio/рикошет 2.mp3\", etc.\n 66→const BULLET_RICOCHET_SOUNDS: Array[String] = [\n 67→\t\"res://assets/audio/пуля пролетела рядом с игроком.wav\",\n 68→\t\"res://assets/audio/попадание пули в укрытие рядом с игроком.wav\"\n 69→]\n 70→\n 71→## Legacy single ricochet sound path (for backward compatibility).\n 72→const BULLET_RICOCHET: String = \"res://assets/audio/пуля пролетела рядом с игроком.wav\"\n 73→\n 74→## Shell casing sounds.\n 75→const SHELL_RIFLE: String = \"res://assets/audio/падает гильза автомата.wav\"\n 76→const SHELL_PISTOL: String = \"res://assets/audio/падает гильза пистолета.wav\"\n 77→const SHELL_SHOTGUN: String = \"res://assets/audio/падение гильзы дробовик.mp3\"\n 78→\n 79→## Shotgun sounds.\n 80→## Shotgun shots (4 variants) - randomly selected for variety.\n 81→const SHOTGUN_SHOTS: Array[String] = [\n 82→\t\"res://assets/audio/выстрел из дробовика 1.wav\",\n 83→\t\"res://assets/audio/выстрел из дробовика 2.wav\",\n 84→\t\"res://assets/audio/выстрел из дробовика 3.wav\",\n 85→\t\"res://assets/audio/выстрел из дробовика 4.wav\"\n 86→]\n 87→\n 88→## Shotgun action sounds (pump-action open/close).\n 89→const SHOTGUN_ACTION_OPEN: String = \"res://assets/audio/открытие затвора дробовика.wav\"\n 90→const SHOTGUN_ACTION_CLOSE: String = \"res://assets/audio/закрытие затвора дробовика.wav\"\n 91→\n 92→## Shotgun empty click sound.\n 93→const SHOTGUN_EMPTY_CLICK: String = \"res://assets/audio/выстрел без патронов дробовик.mp3\"\n 94→\n 95→## Shotgun reload (load single shell) sound.\n 96→const SHOTGUN_LOAD_SHELL: String = \"res://assets/audio/зарядил один патрон в дробовик.mp3\"\n 97→\n 98→## Silenced pistol shot sounds (very quiet suppressed shots).\n 99→## Three variants for variety, randomly selected during playback.\n 100→const SILENCED_SHOTS: Array[String] = [\n 101→\t\"res://assets/audio/выстрел пистолета с глушителем 1.mp3\",\n 102→\t\"res://assets/audio/выстрел пистолета с глушителем 2.mp3\",\n 103→\t\"res://assets/audio/выстрел пистолета с глушителем 3.mp3\"\n 104→]\n 105→\n 106→## Volume for silenced shots (very quiet).\n 107→const VOLUME_SILENCED_SHOT: float = -18.0\n 108→\n 109→## Makarov PM pistol sounds.\n 110→## PM shot sound.\n 111→const PM_SHOT: String = \"res://assets/audio/звук выстрела пм.mp3\"\n 112→## PM reload first action (eject magazine).\n 113→const PM_RELOAD_ACTION_1: String = \"res://assets/audio/первое действие перезарядки.mp3\"\n 114→## PM reload second action (insert magazine).\n 115→const PM_RELOAD_ACTION_2: String = \"res://assets/audio/второе действие перезарядки.mp3\"\n 116→\n 117→## Volume for PM shots.\n 118→const VOLUME_PM_SHOT: float = -5.0\n 119→## Volume for PM reload actions.\n 120→const VOLUME_PM_RELOAD: float = -3.0\n 121→\n 122→## Grenade sounds.\n 123→## Activation sound (pin pull) - played when grenade timer starts.\n 124→const GRENADE_ACTIVATION: String = \"res://assets/audio/выдернут чека (активирована) короткая версия.wav\"\n 125→## Throw sound - played when grenade is thrown (LMB released).\n 126→const GRENADE_THROW: String = \"res://assets/audio/звук броска гранаты (в момент отпускания LMB).wav\"\n 127→## Wall collision sound - played when grenade hits a wall.\n 128→const GRENADE_WALL_HIT: String = \"res://assets/audio/граната столкнулась со стеной.wav\"\n 129→## Landing sound - played when grenade comes to rest on the ground.\n 130→const GRENADE_LANDING: String = \"res://assets/audio/приземление гранаты.wav\"\n 131→## Flashbang explosion sound when player is in the affected zone.\n 132→const FLASHBANG_EXPLOSION_IN_ZONE: String = \"res://assets/audio/взрыв светошумовой гранаты игрок в зоне поражения.wav\"\n 133→## Flashbang explosion sound when player is outside the affected zone.\n 134→const FLASHBANG_EXPLOSION_OUT_ZONE: String = \"res://assets/audio/взрыв светошумовой гранаты игрок вне зоны поражения.wav\"\n 135→## Defensive grenade (F-1) explosion sound.\n 136→const DEFENSIVE_GRENADE_EXPLOSION: String = \"res://assets/audio/взрыв оборонительной гранаты.wav\"\n 137→## Offensive grenade (frag) explosion sound.\n 138→const OFFENSIVE_GRENADE_EXPLOSION: String = \"res://assets/audio/взрыв наступательной гранаты.wav\"\n 139→\n 140→## ASVK sniper rifle shot sound.\n 141→const ASVK_SHOT: String = \"res://assets/audio/выстрел из ASVK.wav\"\n 142→\n 143→## ASVK bolt-action step sounds (4-step charging sequence).\n 144→## Step 1: Unlock bolt (Left arrow).\n 145→const ASVK_BOLT_STEP_1: String = \"res://assets/audio/отпирание затвора ASVK (1 шаг зарядки).wav\"\n 146→## Step 2: Extract and eject casing (Down arrow).\n 147→const ASVK_BOLT_STEP_2: String = \"res://assets/audio/извлечение и выброс гильзы ASVK (2 шаг зарядки).wav\"\n 148→## Step 3: Chamber round (Up arrow).\n 149→const ASVK_BOLT_STEP_3: String = \"res://assets/audio/досылание патрона ASVK (3 шаг зарядки).wav\"\n 150→## Step 4: Close bolt (Right arrow).\n 151→const ASVK_BOLT_STEP_4: String = \"res://assets/audio/запирание затвора ASVK (4 шаг зарядки).wav\"\n 152→\n 153→## Volume for ASVK shots (louder than M16).\n 154→const VOLUME_ASVK_SHOT: float = -2.0\n 155→## Volume for ASVK bolt-action sounds.\n 156→const VOLUME_ASVK_BOLT: float = -3.0\n 157→\n 158→## RSh-12 revolver sounds (Issue #626) - using dedicated revolver audio files.\n 159→## Cylinder open click.\n 160→const REVOLVER_CYLINDER_OPEN: String = \"res://assets/audio/Щелчок при открытии барабана револьвера.mp3\"\n 161→## Cylinder close click.\n 162→const REVOLVER_CYLINDER_CLOSE: String = \"res://assets/audio/Щелчок при закрытии барабана револьвера.mp3\"\n 163→## Cartridge insertion into cylinder.\n 164→const REVOLVER_CARTRIDGE_INSERT: String = \"res://assets/audio/заряжание патрона в револьвер.mp3\"\n 165→## Cylinder rotation sounds (3 variants for variety).\n 166→const REVOLVER_CYLINDER_ROTATE_1: String = \"res://assets/audio/звук вращения барабана 1.mp3\"\n 167→const REVOLVER_CYLINDER_ROTATE_2: String = \"res://assets/audio/звук вращения барабана 2.mp3\"\n 168→const REVOLVER_CYLINDER_ROTATE_3: String = \"res://assets/audio/звук вращения барабана 3.mp3\"\n 169→## Casings ejection from cylinder.\n 170→const REVOLVER_CASINGS_EJECT: String = \"res://assets/audio/высыпание гильз из револьвера.mp3\"\n 171→## Empty revolver click (no ammo).\n 172→const REVOLVER_EMPTY_CLICK: String = \"res://assets/audio/Щелчок пустого револьвера.mp3\"\n 173→## Hammer cock sound.\n 174→const REVOLVER_HAMMER_COCK: String = \"res://assets/audio/взведение курка револьвера.mp3\"\n 175→## Revolver shot sounds (4 variants for variety).\n 176→const REVOLVER_SHOT_1: String = \"res://assets/audio/звук выстрела револьвера.mp3\"\n 177→const REVOLVER_SHOT_2: String = \"res://assets/audio/звук выстрела револьвера 2.mp3\"\n 178→const REVOLVER_SHOT_3: String = \"res://assets/audio/звук выстрела револьвера 3.mp3\"\n 179→const REVOLVER_SHOT_4: String = \"res://assets/audio/звук выстрела револьвера 4.mp3\"\n 180→## Volume for revolver reload actions.\n 181→const VOLUME_REVOLVER_RELOAD: float = -3.0\n 182→## Volume for revolver shot.\n 183→const VOLUME_REVOLVER_SHOT: float = 0.0\n 184→\n 185→## AK rifle shots (5 variants) - randomly selected for variety.\n 186→const AK_SHOTS: Array[String] = [\n 187→\t\"res://assets/audio/выстрел из АК 1.mp3\",\n 188→\t\"res://assets/audio/выстрел из АК 2.mp3\",\n 189→\t\"res://assets/audio/выстрел из АК 3.mp3\",\n 190→\t\"res://assets/audio/выстрел из АК 4.mp3\",\n 191→\t\"res://assets/audio/выстрел из АК 5.mp3\"\n 192→]\n 193→\n 194→## Volume for AK shots.\n 195→const VOLUME_AK_SHOT: float = -5.0\n 196→\n 197→## Underbarrel grenade launcher shot sound (GP-25).\n 198→const GRENADE_LAUNCHER_SHOT: String = \"res://assets/audio/выстрел из подствольного гранатомёта.mp3\"\n 199→\n 200→## Volume for grenade launcher shot.\n 201→const VOLUME_GRENADE_LAUNCHER: float = -3.0\n 202→\n 203→## Fire mode toggle sound (B key - switch between burst/automatic on assault rifle).\n 204→const FIRE_MODE_TOGGLE: String = \"res://assets/audio/игрок изменил режим стрельбы (нажал b).mp3\"\n 205→\n 206→## Volume settings (in dB).\n 207→const VOLUME_FIRE_MODE_TOGGLE: float = -3.0\n 208→const VOLUME_SHOT: float = -5.0\n 209→const VOLUME_RELOAD: float = -3.0\n 210→const VOLUME_IMPACT: float = -8.0\n 211→const VOLUME_HIT: float = -3.0\n 212→## Shell casing volume reduced by 6dB for Issue #424 (2x quieter).\n 213→const VOLUME_SHELL: float = -16.0\n 214→const VOLUME_EMPTY_CLICK: float = -3.0\n 215→const VOLUME_RICOCHET: float = -6.0\n 216→const VOLUME_GRENADE: float = -3.0\n 217→const VOLUME_GRENADE_EXPLOSION: float = 0.0\n 218→const VOLUME_SHOTGUN_SHOT: float = -3.0\n 219→const VOLUME_SHOTGUN_ACTION: float = -5.0\n 220→\n 221→## Preloaded audio streams cache.\n 222→var _audio_cache: Dictionary = {}\n 223→\n 224→## Pool of AudioStreamPlayer nodes for non-positional sounds.\n 225→var _audio_pool: Array[AudioStreamPlayer] = []\n 226→\n 227→## Pool of AudioStreamPlayer2D nodes for positional sounds.\n 228→var _audio_2d_pool: Array[AudioStreamPlayer2D] = []\n 229→\n 230→## Minimum pool size (preallocated at startup).\n 231→const MIN_POOL_SIZE: int = 16\n 232→\n 233→## Maximum pool size (hard limit to prevent memory issues).\n 234→## Set to -1 for truly unlimited (not recommended).\n 235→const MAX_POOL_SIZE: int = 128\n 236→\n 237→## Legacy constant for backward compatibility.\n 238→const POOL_SIZE: int = MIN_POOL_SIZE\n 239→\n 240→## Tracks currently playing sounds with their priorities for 2D audio.\n 241→## Key: AudioStreamPlayer2D instance, Value: Dictionary with priority and start_time.\n 242→var _playing_sounds_2d: Dictionary = {}\n 243→\n 244→## Tracks currently playing sounds with their priorities for non-positional audio.\n 245→## Key: AudioStreamPlayer instance, Value: Dictionary with priority and start_time.\n 246→var _playing_sounds: Dictionary = {}\n 247→\n 248→## Timer for cleanup of idle audio players.\n 249→var _cleanup_timer: float = 0.0\n 250→\n 251→## Interval for cleanup of idle audio players (in seconds).\n 252→const CLEANUP_INTERVAL: float = 5.0\n 253→\n 254→## Enable debug logging for audio pool management.\n 255→var _debug_logging: bool = false\n 256→\n 257→\n 258→func _ready() -> void:\n 259→\t_create_audio_pools()\n 260→\t_preload_all_sounds()\n 261→\n 262→\n 263→func _process(delta: float) -> void:\n 264→\t# Periodically clean up idle audio players that exceed MIN_POOL_SIZE\n 265→\t_cleanup_timer += delta\n 266→\tif _cleanup_timer >= CLEANUP_INTERVAL:\n 267→\t\t_cleanup_timer = 0.0\n 268→\t\t_cleanup_idle_players()\n 269→\n 270→\n 271→## Creates pools of audio players for efficient sound playback.\n 272→func _create_audio_pools() -> void:\n 273→\tfor i in range(MIN_POOL_SIZE):\n 274→\t\t_create_audio_player()\n 275→\t\t_create_audio_player_2d()\n 276→\n 277→\n 278→## Creates a new non-positional audio player and adds it to the pool.\n 279→func _create_audio_player() -> AudioStreamPlayer:\n 280→\tvar player := AudioStreamPlayer.new()\n 281→\tplayer.bus = \"Master\"\n 282→\tadd_child(player)\n 283→\t_audio_pool.append(player)\n 284→\tif _debug_logging:\n 285→\t\tprint(\"[AudioManager] Created non-positional player, pool size: \", _audio_pool.size())\n 286→\treturn player\n 287→\n 288→\n 289→## Creates a new positional audio player and adds it to the pool.\n 290→func _create_audio_player_2d() -> AudioStreamPlayer2D:\n 291→\tvar player_2d := AudioStreamPlayer2D.new()\n 292→\tplayer_2d.bus = \"Master\"\n 293→\tplayer_2d.max_distance = 2000.0\n 294→\tadd_child(player_2d)\n 295→\t_audio_2d_pool.append(player_2d)\n 296→\tif _debug_logging:\n 297→\t\tprint(\"[AudioManager] Created 2D player, pool size: \", _audio_2d_pool.size())\n 298→\treturn player_2d\n 299→\n 300→\n 301→## Cleans up idle audio players that exceed the minimum pool size.\n 302→func _cleanup_idle_players() -> void:\n 303→\t# Clean up non-positional players\n 304→\twhile _audio_pool.size() > MIN_POOL_SIZE:\n 305→\t\tvar idle_player: AudioStreamPlayer = null\n 306→\t\tfor i in range(_audio_pool.size() - 1, MIN_POOL_SIZE - 1, -1):\n 307→\t\t\tif not _audio_pool[i].playing:\n 308→\t\t\t\tidle_player = _audio_pool[i]\n 309→\t\t\t\t_audio_pool.remove_at(i)\n 310→\t\t\t\t_playing_sounds.erase(idle_player)\n 311→\t\t\t\tidle_player.queue_free()\n 312→\t\t\t\tif _debug_logging:\n 313→\t\t\t\t\tprint(\"[AudioManager] Cleaned up idle non-positional player, pool size: \", _audio_pool.size())\n 314→\t\t\t\tbreak\n 315→\t\tif idle_player == null:\n 316→\t\t\tbreak # No idle players found above MIN_POOL_SIZE\n 317→\n 318→\t# Clean up 2D players\n 319→\twhile _audio_2d_pool.size() > MIN_POOL_SIZE:\n 320→\t\tvar idle_player: AudioStreamPlayer2D = null\n 321→\t\tfor i in range(_audio_2d_pool.size() - 1, MIN_POOL_SIZE - 1, -1):\n 322→\t\t\tif not _audio_2d_pool[i].playing:\n 323→\t\t\t\tidle_player = _audio_2d_pool[i]\n 324→\t\t\t\t_audio_2d_pool.remove_at(i)\n 325→\t\t\t\t_playing_sounds_2d.erase(idle_player)\n 326→\t\t\t\tidle_player.queue_free()\n 327→\t\t\t\tif _debug_logging:\n 328→\t\t\t\t\tprint(\"[AudioManager] Cleaned up idle 2D player, pool size: \", _audio_2d_pool.size())\n 329→\t\t\t\tbreak\n 330→\t\tif idle_player == null:\n 331→\t\t\tbreak # No idle players found above MIN_POOL_SIZE\n 332→\n 333→\n 334→## Preloads all sound files for faster playback.\n 335→func _preload_all_sounds() -> void:\n 336→\tvar all_sounds: Array[String] = []\n 337→\tall_sounds.append_array(M16_SHOTS)\n 338→\tall_sounds.append_array(M16_DOUBLE_SHOTS)\n 339→\tall_sounds.append_array(M16_BOLT_SOUNDS)\n 340→\tall_sounds.append(RELOAD_MAG_OUT)\n 341→\tall_sounds.append(RELOAD_MAG_IN)\n 342→\tall_sounds.append(RELOAD_FULL)\n 343→\tall_sounds.append(PISTOL_BOLT)\n 344→\tall_sounds.append(EMPTY_GUN_CLICK)\n 345→\tall_sounds.append(FIRE_MODE_TOGGLE)\n 346→\tall_sounds.append(HIT_LETHAL)\n 347→\tall_sounds.append(HIT_NON_LETHAL)\n 348→\tall_sounds.append(BULLET_WALL_HIT)\n 349→\tall_sounds.append(BULLET_NEAR_PLAYER)\n 350→\tall_sounds.append(BULLET_COVER_NEAR_PLAYER)\n 351→\tall_sounds.append_array(BULLET_RICOCHET_SOUNDS)\n 352→\tall_sounds.append(SHELL_RIFLE)\n 353→\tall_sounds.append(SHELL_PISTOL)\n 354→\t# Grenade sounds\n 355→\tall_sounds.append(GRENADE_ACTIVATION)\n 356→\tall_sounds.append(GRENADE_THROW)\n 357→\tall_sounds.append(GRENADE_WALL_HIT)\n 358→\tall_sounds.append(GRENADE_LANDING)\n 359→\tall_sounds.append(FLASHBANG_EXPLOSION_IN_ZONE)\n 360→\tall_sounds.append(FLASHBANG_EXPLOSION_OUT_ZONE)\n 361→\tall_sounds.append(DEFENSIVE_GRENADE_EXPLOSION)\n 362→\tall_sounds.append(OFFENSIVE_GRENADE_EXPLOSION)\n 363→\t# Shotgun sounds\n 364→\tall_sounds.append_array(SHOTGUN_SHOTS)\n 365→\tall_sounds.append(SHOTGUN_ACTION_OPEN)\n 366→\tall_sounds.append(SHOTGUN_ACTION_CLOSE)\n 367→\tall_sounds.append(SHOTGUN_EMPTY_CLICK)\n 368→\tall_sounds.append(SHOTGUN_LOAD_SHELL)\n 369→\tall_sounds.append(SHELL_SHOTGUN)\n 370→\t# Silenced weapon sounds\n 371→\tall_sounds.append_array(SILENCED_SHOTS)\n 372→\t# Makarov PM sounds\n 373→\tall_sounds.append(PM_SHOT)\n 374→\tall_sounds.append(PM_RELOAD_ACTION_1)\n 375→\tall_sounds.append(PM_RELOAD_ACTION_2)\n 376→\t# ASVK sniper rifle sounds\n 377→\tall_sounds.append(ASVK_SHOT)\n 378→\tall_sounds.append(ASVK_BOLT_STEP_1)\n 379→\tall_sounds.append(ASVK_BOLT_STEP_2)\n 380→\tall_sounds.append(ASVK_BOLT_STEP_3)\n 381→\tall_sounds.append(ASVK_BOLT_STEP_4)\n 382→\t# AK rifle sounds (Issue #617)\n 383→\tall_sounds.append_array(AK_SHOTS)\n 384→\tall_sounds.append(GRENADE_LAUNCHER_SHOT)\n 385→\t# RSh-12 revolver sounds (Issue #626)\n 386→\tall_sounds.append(REVOLVER_CYLINDER_OPEN)\n 387→\tall_sounds.append(REVOLVER_CYLINDER_CLOSE)\n 388→\tall_sounds.append(REVOLVER_CARTRIDGE_INSERT)\n 389→\tall_sounds.append(REVOLVER_CYLINDER_ROTATE_1)\n 390→\tall_sounds.append(REVOLVER_CYLINDER_ROTATE_2)\n 391→\tall_sounds.append(REVOLVER_CYLINDER_ROTATE_3)\n 392→\tall_sounds.append(REVOLVER_CASINGS_EJECT)\n 393→\tall_sounds.append(REVOLVER_EMPTY_CLICK)\n 394→\tall_sounds.append(REVOLVER_HAMMER_COCK)\n 395→\tall_sounds.append(REVOLVER_SHOT_1)\n 396→\tall_sounds.append(REVOLVER_SHOT_2)\n 397→\tall_sounds.append(REVOLVER_SHOT_3)\n 398→\tall_sounds.append(REVOLVER_SHOT_4)\n 399→\n 400→\tfor path in all_sounds:\n 401→\t\tif not _audio_cache.has(path):\n 402→\t\t\tvar stream := load(path) as AudioStream\n 403→\t\t\tif stream:\n 404→\t\t\t\t_audio_cache[path] = stream\n 405→\n 406→\n 407→## Gets an available non-positional audio player from the pool.\n 408→## Uses LOW priority by default for backward compatibility.\n 409→func _get_available_player() -> AudioStreamPlayer:\n 410→\treturn _get_available_player_with_priority(SoundPriority.LOW)\n 411→\n 412→\n 413→## Gets an available non-positional audio player with priority support.\n 414→## If no free player is available and pool can expand, creates a new one.\n 415→## If pool is at max, steals from lowest priority sound.\n 416→func _get_available_player_with_priority(priority: SoundPriority) -> AudioStreamPlayer:\n 417→\t# First, try to find an available player in existing pool\n 418→\tfor player in _audio_pool:\n 419→\t\tif not player.playing:\n 420→\t\t\treturn player\n 421→\n 422→\t# No available player - expand pool if allowed\n 423→\tif MAX_POOL_SIZE == -1 or _audio_pool.size() < MAX_POOL_SIZE:\n 424→\t\treturn _create_audio_player()\n 425→\n 426→\t# Pool is at maximum - use priority-based voice stealing\n 427→\treturn _steal_player_by_priority(priority)\n 428→\n 429→\n 430→## Gets an available positional audio player from the pool.\n 431→## Uses LOW priority by default for backward compatibility.\n 432→func _get_available_player_2d() -> AudioStreamPlayer2D:\n 433→\treturn _get_available_player_2d_with_priority(SoundPriority.LOW)\n 434→\n 435→\n 436→## Gets an available positional audio player with priority support.\n 437→## If no free player is available and pool can expand, creates a new one.\n 438→## If pool is at max, steals from lowest priority sound.\n 439→func _get_available_player_2d_with_priority(priority: SoundPriority) -> AudioStreamPlayer2D:\n 440→\t# First, try to find an available player in existing pool\n 441→\tfor player in _audio_2d_pool:\n 442→\t\tif not player.playing:\n 443→\t\t\treturn player\n 444→\n 445→\t# No available player - expand pool if allowed\n 446→\tif MAX_POOL_SIZE == -1 or _audio_2d_pool.size() < MAX_POOL_SIZE:\n 447→\t\treturn _create_audio_player_2d()\n 448→\n 449→\t# Pool is at maximum - use priority-based voice stealing\n 450→\treturn _steal_player_2d_by_priority(priority)\n 451→\n 452→\n 453→## Steals a non-positional player from a lower priority sound.\n 454→## Returns the first player if no lower priority sound is found.\n 455→func _steal_player_by_priority(new_priority: SoundPriority) -> AudioStreamPlayer:\n 456→\tvar best_victim: AudioStreamPlayer = null\n 457→\tvar best_victim_priority: SoundPriority = SoundPriority.CRITICAL\n 458→\tvar best_victim_start_time: float = INF\n 459→\n 460→\tfor player in _audio_pool:\n 461→\t\tif not _playing_sounds.has(player):\n 462→\t\t\tcontinue\n 463→\n 464→\t\tvar sound_info: Dictionary = _playing_sounds[player]\n 465→\t\tvar sound_priority: SoundPriority = sound_info.get(\"priority\", SoundPriority.LOW)\n 466→\t\tvar start_time: float = sound_info.get(\"start_time\", 0.0)\n 467→\n 468→\t\t# Look for lower priority sounds (higher enum value = lower priority)\n 469→\t\tif sound_priority > best_victim_priority:\n 470→\t\t\tbest_victim = player\n 471→\t\t\tbest_victim_priority = sound_priority\n 472→\t\t\tbest_victim_start_time = start_time\n 473→\t\telif sound_priority == best_victim_priority and start_time < best_victim_start_time:\n 474→\t\t\t# Same priority - steal older sound\n 475→\t\t\tbest_victim = player\n 476→\t\t\tbest_victim_start_time = start_time\n 477→\n 478→\t# Only steal if victim has lower priority than new sound\n 479→\tif best_victim != null and best_victim_priority >= new_priority:\n 480→\t\tif _debug_logging:\n 481→\t\t\tprint(\"[AudioManager] Stealing from priority \", best_victim_priority, \" for priority \", new_priority)\n 482→\t\treturn best_victim\n 483→\n 484→\t# Cannot steal higher priority sounds - return first player as fallback\n 485→\tif _debug_logging:\n 486→\t\tprint(\"[AudioManager] Cannot steal - all sounds are higher priority, using first player\")\n 487→\treturn _audio_pool[0]\n 488→\n 489→\n 490→## Steals a 2D player from a lower priority sound.\n 491→## Returns the first player if no lower priority sound is found.\n 492→func _steal_player_2d_by_priority(new_priority: SoundPriority) -> AudioStreamPlayer2D:\n 493→\tvar best_victim: AudioStreamPlayer2D = null\n 494→\tvar best_victim_priority: SoundPriority = SoundPriority.CRITICAL\n 495→\tvar best_victim_start_time: float = INF\n 496→\n 497→\tfor player in _audio_2d_pool:\n 498→\t\tif not _playing_sounds_2d.has(player):\n 499→\t\t\tcontinue\n 500→\n 501→\t\tvar sound_info: Dictionary = _playing_sounds_2d[player]\n 502→\t\tvar sound_priority: SoundPriority = sound_info.get(\"priority\", SoundPriority.LOW)\n 503→\t\tvar start_time: float = sound_info.get(\"start_time\", 0.0)\n 504→\n 505→\t\t# Look for lower priority sounds (higher enum value = lower priority)\n 506→\t\tif sound_priority > best_victim_priority:\n 507→\t\t\tbest_victim = player\n 508→\t\t\tbest_victim_priority = sound_priority\n 509→\t\t\tbest_victim_start_time = start_time\n 510→\t\telif sound_priority == best_victim_priority and start_time < best_victim_start_time:\n 511→\t\t\t# Same priority - steal older sound\n 512→\t\t\tbest_victim = player\n 513→\t\t\tbest_victim_start_time = start_time\n 514→\n 515→\t# Only steal if victim has lower priority than new sound\n 516→\tif best_victim != null and best_victim_priority >= new_priority:\n 517→\t\tif _debug_logging:\n 518→\t\t\tprint(\"[AudioManager] Stealing 2D from priority \", best_victim_priority, \" for priority \", new_priority)\n 519→\t\treturn best_victim\n 520→\n 521→\t# Cannot steal higher priority sounds - return first player as fallback\n 522→\tif _debug_logging:\n 523→\t\tprint(\"[AudioManager] Cannot steal 2D - all sounds are higher priority, using first player\")\n 524→\treturn _audio_2d_pool[0]\n 525→\n 526→\n 527→## Registers a playing sound with its priority for tracking.\n 528→func _register_playing_sound(player: AudioStreamPlayer, priority: SoundPriority) -> void:\n 529→\t_playing_sounds[player] = {\n 530→\t\t\"priority\": priority,\n 531→\t\t\"start_time\": Time.get_ticks_msec() / 1000.0\n 532→\t}\n 533→\n 534→\n 535→## Registers a playing 2D sound with its priority for tracking.\n 536→func _register_playing_sound_2d(player: AudioStreamPlayer2D, priority: SoundPriority) -> void:\n 537→\t_playing_sounds_2d[player] = {\n 538→\t\t\"priority\": priority,\n 539→\t\t\"start_time\": Time.get_ticks_msec() / 1000.0\n 540→\t}\n 541→\n 542→\n 543→## Gets or loads an audio stream from cache.\n 544→func _get_stream(path: String) -> AudioStream:\n 545→\tif _audio_cache.has(path):\n 546→\t\treturn _audio_cache[path]\n 547→\n 548→\tvar stream := load(path) as AudioStream\n 549→\tif stream:\n 550→\t\t_audio_cache[path] = stream\n 551→\treturn stream\n 552→\n 553→\n 554→## Plays a non-positional sound with default LOW priority.\n 555→func play_sound(path: String, volume_db: float = 0.0) -> void:\n 556→\tplay_sound_with_priority(path, volume_db, SoundPriority.LOW)\n 557→\n 558→\n 559→## Plays a non-positional sound with specified priority.\n 560→func play_sound_with_priority(path: String, volume_db: float, priority: SoundPriority) -> void:\n 561→\tvar stream := _get_stream(path)\n 562→\tif stream == null:\n 563→\t\tpush_warning(\"AudioManager: Could not load sound: \" + path)\n 564→\t\treturn\n 565→\n 566→\tvar player := _get_available_player_with_priority(priority)\n 567→\tplayer.stream = stream\n 568→\tplayer.volume_db = volume_db\n 569→\tplayer.play()\n 570→\t_register_playing_sound(player, priority)\n 571→\n 572→\n 573→## Plays a positional 2D sound at the given position with default LOW priority.\n 574→func play_sound_2d(path: String, position: Vector2, volume_db: float = 0.0) -> void:\n 575→\tplay_sound_2d_with_priority(path, position, volume_db, SoundPriority.LOW)\n 576→\n 577→\n 578→## Plays a positional 2D sound at the given position with specified priority.\n 579→func play_sound_2d_with_priority(path: String, position: Vector2, volume_db: float, priority: SoundPriority) -> void:\n 580→\tvar stream := _get_stream(path)\n 581→\tif stream == null:\n 582→\t\tpush_warning(\"AudioManager: Could not load sound: \" + path)\n 583→\t\treturn\n 584→\n 585→\tvar player := _get_available_player_2d_with_priority(priority)\n 586→\tplayer.stream = stream\n 587→\tplayer.volume_db = volume_db\n 588→\tplayer.global_position = position\n 589→\tplayer.play()\n 590→\t_register_playing_sound_2d(player, priority)\n 591→\n 592→\n 593→## Plays a random sound from an array of paths with default LOW priority.\n 594→func play_random_sound(paths: Array, volume_db: float = 0.0) -> void:\n 595→\tplay_random_sound_with_priority(paths, volume_db, SoundPriority.LOW)\n 596→\n 597→\n 598→## Plays a random sound from an array of paths with specified priority.\n 599→func play_random_sound_with_priority(paths: Array, volume_db: float, priority: SoundPriority) -> void:\n 600→\tif paths.is_empty():\n 601→\t\treturn\n 602→\tvar path: String = paths[randi() % paths.size()]\n 603→\tplay_sound_with_priority(path, volume_db, priority)\n 604→\n 605→\n 606→## Plays a random positional 2D sound from an array of paths with default LOW priority.\n 607→func play_random_sound_2d(paths: Array, position: Vector2, volume_db: float = 0.0) -> void:\n 608→\tplay_random_sound_2d_with_priority(paths, position, volume_db, SoundPriority.LOW)\n 609→\n 610→\n 611→## Plays a random positional 2D sound from an array of paths with specified priority.\n 612→func play_random_sound_2d_with_priority(paths: Array, position: Vector2, volume_db: float, priority: SoundPriority) -> void:\n 613→\tif paths.is_empty():\n 614→\t\treturn\n 615→\tvar path: String = paths[randi() % paths.size()]\n 616→\tplay_sound_2d_with_priority(path, position, volume_db, priority)\n 617→\n 618→\n 619→# ============================================================================\n 620→# Convenience methods for specific game sounds\n 621→# ============================================================================\n 622→# Priority assignments:\n 623→# - CRITICAL: Player shooting, reloading (must never be cut off)\n 624→# - HIGH: Enemy shooting, explosions, hit sounds\n 625→# - MEDIUM: Bullet impacts, ricochets\n 626→# - LOW: Shell casings (can be cut off if needed)\n 627→# ============================================================================\n 628→\n 629→## Plays a random M16 shot sound at the given position.\n 630→## Uses CRITICAL priority for player shooting sounds.\n 631→func play_m16_shot(position: Vector2) -> void:\n 632→\tplay_random_sound_2d_with_priority(M16_SHOTS, position, VOLUME_SHOT, SoundPriority.CRITICAL)\n 633→\n 634→\n 635→## Plays M16 double shot sound (for burst fire) at the given position.\n 636→## Uses CRITICAL priority for player shooting sounds.\n 637→func play_m16_double_shot(position: Vector2) -> void:\n 638→\tplay_random_sound_2d_with_priority(M16_DOUBLE_SHOTS, position, VOLUME_SHOT, SoundPriority.CRITICAL)\n 639→\n 640→\n 641→## Plays a random M16 bolt cycling sound at the given position.\n 642→## Uses CRITICAL priority for reload sounds.\n 643→func play_m16_bolt(position: Vector2) -> void:\n 644→\tplay_random_sound_2d_with_priority(M16_BOLT_SOUNDS, position, VOLUME_RELOAD, SoundPriority.CRITICAL)\n 645→\n 646→\n 647→## Plays a random AK rifle shot sound at the given position.\n 648→## Uses CRITICAL priority for player shooting sounds.\n 649→func play_ak_shot(position: Vector2) -> void:\n 650→\tplay_random_sound_2d_with_priority(AK_SHOTS, position, VOLUME_AK_SHOT, SoundPriority.CRITICAL)\n 651→\n 652→\n 653→## Plays grenade launcher shot sound at the given position.\n 654→## Uses CRITICAL priority for player shooting sounds.\n 655→func play_grenade_launch(position: Vector2) -> void:\n 656→\tplay_sound_2d_with_priority(GRENADE_LAUNCHER_SHOT, position, VOLUME_GRENADE_LAUNCHER, SoundPriority.CRITICAL)\n 657→\n 658→\n 659→## Plays magazine removal sound (first phase of reload).\n 660→## Uses CRITICAL priority for reload sounds.\n 661→func play_reload_mag_out(position: Vector2) -> void:\n 662→\tplay_sound_2d_with_priority(RELOAD_MAG_OUT, position, VOLUME_RELOAD, SoundPriority.CRITICAL)\n 663→\n 664→\n 665→## Plays magazine insertion sound (second phase of reload).\n 666→## Uses CRITICAL priority for reload sounds.\n 667→func play_reload_mag_in(position: Vector2) -> void:\n 668→\tplay_sound_2d_with_priority(RELOAD_MAG_IN, position, VOLUME_RELOAD, SoundPriority.CRITICAL)\n 669→\n 670→\n 671→## Plays full reload sound.\n 672→## Uses CRITICAL priority for reload sounds.\n 673→func play_reload_full(position: Vector2) -> void:\n 674→\tplay_sound_2d_with_priority(RELOAD_FULL, position, VOLUME_RELOAD, SoundPriority.CRITICAL)\n 675→\n 676→\n 677→## Plays empty gun click sound.\n 678→## Uses CRITICAL priority for player feedback sounds.\n 679→func play_empty_click(position: Vector2) -> void:\n 680→\tplay_sound_2d_with_priority(EMPTY_GUN_CLICK, position, VOLUME_EMPTY_CLICK, SoundPriority.CRITICAL)\n 681→\n 682→\n 683→## Plays fire mode toggle sound (B key) at the given position.\n 684→## Used when player switches between burst and automatic fire modes on the assault rifle.\n 685→## Uses CRITICAL priority for player action feedback.\n 686→func play_fire_mode_toggle(position: Vector2) -> void:\n 687→\tplay_sound_2d_with_priority(FIRE_MODE_TOGGLE, position, VOLUME_FIRE_MODE_TOGGLE, SoundPriority.CRITICAL)\n 688→\n 689→\n 690→## Plays lethal hit sound at the given position.\n 691→## Uses HIGH priority for hit feedback.\n 692→func play_hit_lethal(position: Vector2) -> void:\n 693→\tplay_sound_2d_with_priority(HIT_LETHAL, position, VOLUME_HIT, SoundPriority.HIGH)\n 694→\n 695→\n 696→## Plays non-lethal hit sound at the given position.\n 697→## Uses HIGH priority for hit feedback.\n 698→func play_hit_non_lethal(position: Vector2) -> void:\n 699→\tplay_sound_2d_with_priority(HIT_NON_LETHAL, position, VOLUME_HIT, SoundPriority.HIGH)\n 700→\n 701→\n 702→## Plays bullet wall impact sound at the given position.\n 703→## Uses MEDIUM priority for impact sounds.\n 704→func play_bullet_wall_hit(position: Vector2) -> void:\n 705→\tplay_sound_2d_with_priority(BULLET_WALL_HIT, position, VOLUME_IMPACT, SoundPriority.MEDIUM)\n 706→\n 707→\n 708→## Plays bullet near player sound (bullet flew close to player).\n 709→## Uses HIGH priority for player awareness.\n 710→func play_bullet_near_player(position: Vector2) -> void:\n 711→\tplay_sound_2d_with_priority(BULLET_NEAR_PLAYER, position, VOLUME_IMPACT, SoundPriority.HIGH)\n 712→\n 713→\n 714→## Plays bullet hitting cover near player sound.\n 715→## Uses HIGH priority for player awareness.\n 716→func play_bullet_cover_near_player(position: Vector2) -> void:\n 717→\tplay_sound_2d_with_priority(BULLET_COVER_NEAR_PLAYER, position, VOLUME_IMPACT, SoundPriority.HIGH)\n 718→\n 719→\n 720→## Plays rifle shell casing sound at the given position.\n 721→## Uses LOW priority - can be cut off if needed.\n 722→func play_shell_rifle(position: Vector2) -> void:\n 723→\tplay_sound_2d_with_priority(SHELL_RIFLE, position, VOLUME_SHELL, SoundPriority.LOW)\n 724→\n 725→\n 726→## Plays pistol shell casing sound at the given position.\n 727→## Uses LOW priority - can be cut off if needed.\n 728→func play_shell_pistol(position: Vector2) -> void:\n 729→\tplay_sound_2d_with_priority(SHELL_PISTOL, position, VOLUME_SHELL, SoundPriority.LOW)\n 730→\n 731→\n 732→## Plays a random bullet ricochet sound at the given position.\n 733→## The ricochet sound is a distinct whizzing/buzzing sound when a bullet\n 734→## bounces off a hard surface like concrete or metal.\n 735→## Uses random selection from BULLET_RICOCHET_SOUNDS for variety.\n 736→## Uses MEDIUM priority for impact sounds.\n 737→func play_bullet_ricochet(position: Vector2) -> void:\n 738→\tplay_random_sound_2d_with_priority(BULLET_RICOCHET_SOUNDS, position, VOLUME_RICOCHET, SoundPriority.MEDIUM)\n 739→\n 740→\n 741→# ============================================================================\n 742→# Grenade sounds\n 743→# ============================================================================\n 744→\n 745→## Plays grenade activation sound (pin pull) at the given position.\n 746→## Uses CRITICAL priority for player action feedback.\n 747→func play_grenade_activation(position: Vector2) -> void:\n 748→\tplay_sound_2d_with_priority(GRENADE_ACTIVATION, position, VOLUME_GRENADE, SoundPriority.CRITICAL)\n 749→\n 750→\n 751→## Plays grenade throw sound (when LMB is released) at the given position.\n 752→## Uses CRITICAL priority for player action feedback.\n 753→func play_grenade_throw(position: Vector2) -> void:\n 754→\tplay_sound_2d_with_priority(GRENADE_THROW, position, VOLUME_GRENADE, SoundPriority.CRITICAL)\n 755→\n 756→\n 757→## Plays grenade wall collision sound at the given position.\n 758→## Uses MEDIUM priority for impact sounds.\n 759→func play_grenade_wall_hit(position: Vector2) -> void:\n 760→\tplay_sound_2d_with_priority(GRENADE_WALL_HIT, position, VOLUME_GRENADE, SoundPriority.MEDIUM)\n 761→\n 762→\n 763→## Plays grenade landing sound at the given position.\n 764→## Uses MEDIUM priority for impact sounds.\n 765→func play_grenade_landing(position: Vector2) -> void:\n 766→\tplay_sound_2d_with_priority(GRENADE_LANDING, position, VOLUME_GRENADE, SoundPriority.MEDIUM)\n 767→\n 768→\n 769→## Plays flashbang explosion sound based on whether player is in the affected zone.\n 770→## @param position: Position of the explosion.\n 771→## @param player_in_zone: True if player is within the flashbang effect radius.\n 772→## Uses HIGH priority for explosion sounds.\n 773→func play_flashbang_explosion(position: Vector2, player_in_zone: bool) -> void:\n 774→\tvar sound_path: String = FLASHBANG_EXPLOSION_IN_ZONE if player_in_zone else FLASHBANG_EXPLOSION_OUT_ZONE\n 775→\tplay_sound_2d_with_priority(sound_path, position, VOLUME_GRENADE_EXPLOSION, SoundPriority.HIGH)\n 776→\n 777→\n 778→## Plays defensive grenade (F-1) explosion sound at the given position.\n 779→## Uses HIGH priority for explosion sounds.\n 780→func play_defensive_grenade_explosion(position: Vector2) -> void:\n 781→\tplay_sound_2d_with_priority(DEFENSIVE_GRENADE_EXPLOSION, position, VOLUME_GRENADE_EXPLOSION, SoundPriority.HIGH)\n 782→\n 783→\n 784→## Plays offensive grenade (frag) explosion sound at the given position.\n 785→## Uses HIGH priority for explosion sounds.\n 786→func play_offensive_grenade_explosion(position: Vector2) -> void:\n 787→\tplay_sound_2d_with_priority(OFFENSIVE_GRENADE_EXPLOSION, position, VOLUME_GRENADE_EXPLOSION, SoundPriority.HIGH)\n 788→\n 789→\n 790→# ============================================================================\n 791→# Shotgun sounds\n 792→# ============================================================================\n 793→\n 794→## Plays a random shotgun shot sound at the given position.\n 795→## Randomly selects from 4 shotgun shot variants for variety.\n 796→## Uses CRITICAL priority for player shooting sounds.\n 797→func play_shotgun_shot(position: Vector2) -> void:\n 798→\tplay_random_sound_2d_with_priority(SHOTGUN_SHOTS, position, VOLUME_SHOTGUN_SHOT, SoundPriority.CRITICAL)\n 799→\n 800→\n 801→## Plays shotgun action open sound (pump-action pulling back) at the given position.\n 802→## Uses CRITICAL priority for player action feedback.\n 803→func play_shotgun_action_open(position: Vector2) -> void:\n 804→\tplay_sound_2d_with_priority(SHOTGUN_ACTION_OPEN, position, VOLUME_SHOTGUN_ACTION, SoundPriority.CRITICAL)\n 805→\n 806→\n 807→## Plays shotgun action close sound (pump-action pushing forward) at the given position.\n 808→## Uses CRITICAL priority for player action feedback.\n 809→func play_shotgun_action_close(position: Vector2) -> void:\n 810→\tplay_sound_2d_with_priority(SHOTGUN_ACTION_CLOSE, position, VOLUME_SHOTGUN_ACTION, SoundPriority.CRITICAL)\n 811→\n 812→\n 813→## Plays shotgun shell casing drop sound at the given position.\n 814→## Uses LOW priority - can be cut off if needed.\n 815→func play_shell_shotgun(position: Vector2) -> void:\n 816→\tplay_sound_2d_with_priority(SHELL_SHOTGUN, position, VOLUME_SHELL, SoundPriority.LOW)\n 817→\n 818→\n 819→## Plays shotgun empty click sound at the given position.\n 820→## Uses CRITICAL priority for player feedback.\n 821→func play_shotgun_empty_click(position: Vector2) -> void:\n 822→\tplay_sound_2d_with_priority(SHOTGUN_EMPTY_CLICK, position, VOLUME_EMPTY_CLICK, SoundPriority.CRITICAL)\n 823→\n 824→\n 825→## Plays shotgun shell loading sound at the given position.\n 826→## Uses CRITICAL priority for reload sounds.\n 827→func play_shotgun_load_shell(position: Vector2) -> void:\n 828→\tplay_sound_2d_with_priority(SHOTGUN_LOAD_SHELL, position, VOLUME_SHOTGUN_ACTION, SoundPriority.CRITICAL)\n 829→\n 830→\n 831→# ============================================================================\n 832→# Silenced weapon sounds\n 833→# ============================================================================\n 834→\n 835→## Plays a random silenced pistol shot sound at the given position.\n 836→## This is a very quiet sound that simulates a suppressed shot.\n 837→## The sound is only audible at close range and does not alert distant enemies.\n 838→## Randomly selects from 3 silenced pistol shot variants for variety.\n 839→## Uses CRITICAL priority for player shooting sounds.\n 840→func play_silenced_shot(position: Vector2) -> void:\n 841→\tplay_random_sound_2d_with_priority(SILENCED_SHOTS, position, VOLUME_SILENCED_SHOT, SoundPriority.CRITICAL)\n 842→\n 843→\n 844→# ============================================================================\n 845→# Makarov PM pistol sounds\n 846→# ============================================================================\n 847→\n 848→## Plays the Makarov PM shot sound at the given position.\n 849→## Uses CRITICAL priority for player shooting sounds.\n 850→func play_pm_shot(position: Vector2) -> void:\n 851→\tplay_sound_2d_with_priority(PM_SHOT, position, VOLUME_PM_SHOT, SoundPriority.CRITICAL)\n 852→\n 853→\n 854→## Plays the first PM reload action sound (eject magazine) at the given position.\n 855→## Uses CRITICAL priority for reload sounds.\n 856→func play_pm_reload_action_1(position: Vector2) -> void:\n 857→\tplay_sound_2d_with_priority(PM_RELOAD_ACTION_1, position, VOLUME_PM_RELOAD, SoundPriority.CRITICAL)\n 858→\n 859→\n 860→## Plays the second PM reload action sound (insert magazine) at the given position.\n 861→## Uses CRITICAL priority for reload sounds.\n 862→func play_pm_reload_action_2(position: Vector2) -> void:\n 863→\tplay_sound_2d_with_priority(PM_RELOAD_ACTION_2, position, VOLUME_PM_RELOAD, SoundPriority.CRITICAL)\n 864→\n 865→\n 866→# ============================================================================\n 867→# ASVK sniper rifle sounds\n 868→# ============================================================================\n 869→\n 870→## Plays the ASVK sniper rifle shot sound.\n 871→## Uses non-positional audio so the sound is not attenuated by camera offset\n 872→## when aiming through the scope (fixes issue #565).\n 873→## Uses CRITICAL priority for player shooting sounds.\n 874→func play_asvk_shot() -> void:\n 875→\tplay_sound_with_priority(ASVK_SHOT, VOLUME_ASVK_SHOT, SoundPriority.CRITICAL)\n 876→\n 877→\n 878→## Plays the ASVK bolt-action step sound.\n 879→## @param step: The bolt-action step number (1-4).\n 880→## Uses non-positional audio so the sound is not attenuated by camera offset\n 881→## when aiming through the scope (fixes issue #565).\n 882→## Uses CRITICAL priority for reload sounds.\n 883→func play_asvk_bolt_step(step: int) -> void:\n 884→\tvar sound_path: String = \"\"\n 885→\tmatch step:\n 886→\t\t1:\n 887→\t\t\tsound_path = ASVK_BOLT_STEP_1\n 888→\t\t2:\n 889→\t\t\tsound_path = ASVK_BOLT_STEP_2\n 890→\t\t3:\n 891→\t\t\tsound_path = ASVK_BOLT_STEP_3\n 892→\t\t4:\n 893→\t\t\tsound_path = ASVK_BOLT_STEP_4\n 894→\tif sound_path != \"\":\n 895→\t\tplay_sound_with_priority(sound_path, VOLUME_ASVK_BOLT, SoundPriority.CRITICAL)\n 896→\n 897→\n 898→# ============================================================================\n 899→# RSh-12 Revolver sounds (Issue #626)\n 900→# ============================================================================\n 901→\n 902→## Plays the revolver cylinder open sound.\n 903→## @param position: World position for 2D audio.\n 904→func play_revolver_cylinder_open(position: Vector2) -> void:\n 905→\tplay_sound_2d_with_priority(REVOLVER_CYLINDER_OPEN, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n 906→\n 907→\n 908→## Plays the revolver cylinder close sound.\n 909→## @param position: World position for 2D audio.\n 910→func play_revolver_cylinder_close(position: Vector2) -> void:\n 911→\tplay_sound_2d_with_priority(REVOLVER_CYLINDER_CLOSE, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n 912→\n 913→\n 914→## Plays the revolver cartridge insertion sound.\n 915→## @param position: World position for 2D audio.\n 916→func play_revolver_cartridge_insert(position: Vector2) -> void:\n 917→\tplay_sound_2d_with_priority(REVOLVER_CARTRIDGE_INSERT, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n 918→\n 919→\n 920→## Plays the revolver cylinder rotation sound (random variant from 3).\n 921→## @param position: World position for 2D audio.\n 922→func play_revolver_cylinder_rotate(position: Vector2) -> void:\n 923→\tvar variants := [REVOLVER_CYLINDER_ROTATE_1, REVOLVER_CYLINDER_ROTATE_2, REVOLVER_CYLINDER_ROTATE_3]\n 924→\tvar sound_path: String = variants[randi() % variants.size()]\n 925→\tplay_sound_2d_with_priority(sound_path, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n 926→\n 927→\n 928→## Plays the revolver casings ejection sound (when cylinder opens).\n 929→## @param position: World position for 2D audio.\n 930→func play_revolver_casings_eject(position: Vector2) -> void:\n 931→\tplay_sound_2d_with_priority(REVOLVER_CASINGS_EJECT, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n 932→\n 933→\n 934→## Plays the revolver empty click sound (no ammo).\n 935→## @param position: World position for 2D audio.\n 936→func play_revolver_empty_click(position: Vector2) -> void:\n 937→\tplay_sound_2d_with_priority(REVOLVER_EMPTY_CLICK, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n 938→\n 939→\n 940→## Plays the revolver hammer cock sound.\n 941→## @param position: World position for 2D audio.\n 942→func play_revolver_hammer_cock(position: Vector2) -> void:\n 943→\tplay_sound_2d_with_priority(REVOLVER_HAMMER_COCK, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n 944→\n 945→\n 946→## Plays the revolver shot sound (random variant from 4).\n 947→## @param position: World position for 2D audio.\n 948→func play_revolver_shot(position: Vector2) -> void:\n 949→\tvar variants := [REVOLVER_SHOT_1, REVOLVER_SHOT_2, REVOLVER_SHOT_3, REVOLVER_SHOT_4]\n 950→\tvar sound_path: String = variants[randi() % variants.size()]\n 951→\tplay_sound_2d_with_priority(sound_path, position, VOLUME_REVOLVER_SHOT, SoundPriority.CRITICAL)\n 952→\n 953→\n 954→# ============================================================================\n 955→# Debug and utility methods\n 956→# ============================================================================\n 957→\n 958→## Enables or disables debug logging for audio pool management.\n 959→func set_debug_logging(enabled: bool) -> void:\n 960→\t_debug_logging = enabled\n 961→\n 962→\n 963→## Returns the current size of the non-positional audio pool.\n 964→func get_pool_size() -> int:\n 965→\treturn _audio_pool.size()\n 966→\n 967→\n 968→## Returns the current size of the 2D audio pool.\n 969→func get_pool_2d_size() -> int:\n 970→\treturn _audio_2d_pool.size()\n 971→\n 972→\n 973→## Returns the number of currently playing non-positional sounds.\n 974→func get_playing_count() -> int:\n 975→\tvar count := 0\n 976→\tfor player in _audio_pool:\n 977→\t\tif player.playing:\n 978→\t\t\tcount += 1\n 979→\treturn count\n 980→\n 981→\n 982→## Returns the number of currently playing 2D sounds.\n 983→func get_playing_2d_count() -> int:\n 984→\tvar count := 0\n 985→\tfor player in _audio_2d_pool:\n 986→\t\tif player.playing:\n 987→\t\t\tcount += 1\n 988→\treturn count\n 989→\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": "01a1d228-03b2-4cab-ae86-79a08a599a51",
"uuid": "923af0c7-dffd-4452-88f9-ea1501ec12b0",
"tool_use_result": {
"type": "text",
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"filePath": "/tmp/gh-issue-solver-1770757484176/scripts/autoload/audio_manager.gd",
"content": "extends Node\n## Autoload singleton for managing game audio.\n##\n## Provides centralized sound playback with support for:\n## - Random sound selection from arrays (for variety)\n## - Volume control\n## - Positional audio (2D)\n## - Dynamic audio pool expansion (Issue #73)\n## - Priority-based voice management (critical sounds never cut off)\n\n## Sound priority levels for voice stealing.\n## Higher priority sounds won't be cut off by lower priority ones.\nenum SoundPriority {\n\tCRITICAL = 0, ## Never cut off (player shooting, reloading)\n\tHIGH = 1, ## Cut off last (enemy shooting, explosions)\n\tMEDIUM = 2, ## Normal (bullet impacts)\n\tLOW = 3 ## Cut off first (shell casings, ambient)\n}\n\n## Sound file paths organized by category.\n## M16 single shots (1, 2, 3) - randomly selected for variety.\nconst M16_SHOTS: Array[String] = [\n\t\"res://assets/audio/m16 1.wav\",\n\t\"res://assets/audio/m16 2.wav\",\n\t\"res://assets/audio/m16 3.wav\"\n]\n\n## M16 double shot sounds for burst fire (first two bullets).\nconst M16_DOUBLE_SHOTS: Array[String] = [\n\t\"res://assets/audio/m16 два выстрела подряд.wav\",\n\t\"res://assets/audio/m16 два выстрела подряд 2.wav\"\n]\n\n## M16 bolt cycling sounds (for reload finish).\nconst M16_BOLT_SOUNDS: Array[String] = [\n\t\"res://assets/audio/взвод затвора m16 1.wav\",\n\t\"res://assets/audio/взвод затвора m16 2.wav\",\n\t\"res://assets/audio/взвод затвора m16 3.wav\",\n\t\"res://assets/audio/взвод затвора m16 4.wav\"\n]\n\n## Reload sounds.\nconst RELOAD_MAG_OUT: String = \"res://assets/audio/игрок достал магазин (первая фаза перезарядки).wav\"\nconst RELOAD_MAG_IN: String = \"res://assets/audio/игрок вставил магазин (вторая фаза перезарядки).wav\"\nconst RELOAD_FULL: String = \"res://assets/audio/полная зарядка m16.wav\"\n\n## Pistol bolt sound (for pistol or generic bolt).\nconst PISTOL_BOLT: String = \"res://assets/audio/взвод затвора пистолета.wav\"\n\n## Empty gun click sound (used for all weapons when out of ammo).\nconst EMPTY_GUN_CLICK: String = \"res://assets/audio/кончились патроны в пистолете.wav\"\n\n## Hit sounds.\nconst HIT_LETHAL: String = \"res://assets/audio/звук смертельного попадания.wav\"\nconst HIT_NON_LETHAL: String = \"res://assets/audio/звук попадания не смертельного попадания.wav\"\n\n## Bullet impact sounds.\nconst BULLET_WALL_HIT: String = \"res://assets/audio/пуля попала в стену или укрытие (сделать по тише).wav\"\nconst BULLET_NEAR_PLAYER: String = \"res://assets/audio/пуля пролетела рядом с игроком.wav\"\nconst BULLET_COVER_NEAR_PLAYER: String = \"res://assets/audio/попадание пули в укрытие рядом с игроком.wav\"\n\n## Ricochet sounds array for variety.\n## Uses fallback sounds until dedicated ricochet files (рикошет 1-4.mp3) are added.\n## When ricochet sounds are added, update the paths to:\n## \"res://assets/audio/рикошет 1.mp3\", \"res://assets/audio/рикошет 2.mp3\", etc.\nconst BULLET_RICOCHET_SOUNDS: Array[String] = [\n\t\"res://assets/audio/пуля пролетела рядом с игроком.wav\",\n\t\"res://assets/audio/попадание пули в укрытие рядом с игроком.wav\"\n]\n\n## Legacy single ricochet sound path (for backward compatibility).\nconst BULLET_RICOCHET: String = \"res://assets/audio/пуля пролетела рядом с игроком.wav\"\n\n## Shell casing sounds.\nconst SHELL_RIFLE: String = \"res://assets/audio/падает гильза автомата.wav\"\nconst SHELL_PISTOL: String = \"res://assets/audio/падает гильза пистолета.wav\"\nconst SHELL_SHOTGUN: String = \"res://assets/audio/падение гильзы дробовик.mp3\"\n\n## Shotgun sounds.\n## Shotgun shots (4 variants) - randomly selected for variety.\nconst SHOTGUN_SHOTS: Array[String] = [\n\t\"res://assets/audio/выстрел из дробовика 1.wav\",\n\t\"res://assets/audio/выстрел из дробовика 2.wav\",\n\t\"res://assets/audio/выстрел из дробовика 3.wav\",\n\t\"res://assets/audio/выстрел из дробовика 4.wav\"\n]\n\n## Shotgun action sounds (pump-action open/close).\nconst SHOTGUN_ACTION_OPEN: String = \"res://assets/audio/открытие затвора дробовика.wav\"\nconst SHOTGUN_ACTION_CLOSE: String = \"res://assets/audio/закрытие затвора дробовика.wav\"\n\n## Shotgun empty click sound.\nconst SHOTGUN_EMPTY_CLICK: String = \"res://assets/audio/выстрел без патронов дробовик.mp3\"\n\n## Shotgun reload (load single shell) sound.\nconst SHOTGUN_LOAD_SHELL: String = \"res://assets/audio/зарядил один патрон в дробовик.mp3\"\n\n## Silenced pistol shot sounds (very quiet suppressed shots).\n## Three variants for variety, randomly selected during playback.\nconst SILENCED_SHOTS: Array[String] = [\n\t\"res://assets/audio/выстрел пистолета с глушителем 1.mp3\",\n\t\"res://assets/audio/выстрел пистолета с глушителем 2.mp3\",\n\t\"res://assets/audio/выстрел пистолета с глушителем 3.mp3\"\n]\n\n## Volume for silenced shots (very quiet).\nconst VOLUME_SILENCED_SHOT: float = -18.0\n\n## Makarov PM pistol sounds.\n## PM shot sound.\nconst PM_SHOT: String = \"res://assets/audio/звук выстрела пм.mp3\"\n## PM reload first action (eject magazine).\nconst PM_RELOAD_ACTION_1: String = \"res://assets/audio/первое действие перезарядки.mp3\"\n## PM reload second action (insert magazine).\nconst PM_RELOAD_ACTION_2: String = \"res://assets/audio/второе действие перезарядки.mp3\"\n\n## Volume for PM shots.\nconst VOLUME_PM_SHOT: float = -5.0\n## Volume for PM reload actions.\nconst VOLUME_PM_RELOAD: float = -3.0\n\n## Grenade sounds.\n## Activation sound (pin pull) - played when grenade timer starts.\nconst GRENADE_ACTIVATION: String = \"res://assets/audio/выдернут чека (активирована) короткая версия.wav\"\n## Throw sound - played when grenade is thrown (LMB released).\nconst GRENADE_THROW: String = \"res://assets/audio/звук броска гранаты (в момент отпускания LMB).wav\"\n## Wall collision sound - played when grenade hits a wall.\nconst GRENADE_WALL_HIT: String = \"res://assets/audio/граната столкнулась со стеной.wav\"\n## Landing sound - played when grenade comes to rest on the ground.\nconst GRENADE_LANDING: String = \"res://assets/audio/приземление гранаты.wav\"\n## Flashbang explosion sound when player is in the affected zone.\nconst FLASHBANG_EXPLOSION_IN_ZONE: String = \"res://assets/audio/взрыв светошумовой гранаты игрок в зоне поражения.wav\"\n## Flashbang explosion sound when player is outside the affected zone.\nconst FLASHBANG_EXPLOSION_OUT_ZONE: String = \"res://assets/audio/взрыв светошумовой гранаты игрок вне зоны поражения.wav\"\n## Defensive grenade (F-1) explosion sound.\nconst DEFENSIVE_GRENADE_EXPLOSION: String = \"res://assets/audio/взрыв оборонительной гранаты.wav\"\n## Offensive grenade (frag) explosion sound.\nconst OFFENSIVE_GRENADE_EXPLOSION: String = \"res://assets/audio/взрыв наступательной гранаты.wav\"\n\n## ASVK sniper rifle shot sound.\nconst ASVK_SHOT: String = \"res://assets/audio/выстрел из ASVK.wav\"\n\n## ASVK bolt-action step sounds (4-step charging sequence).\n## Step 1: Unlock bolt (Left arrow).\nconst ASVK_BOLT_STEP_1: String = \"res://assets/audio/отпирание затвора ASVK (1 шаг зарядки).wav\"\n## Step 2: Extract and eject casing (Down arrow).\nconst ASVK_BOLT_STEP_2: String = \"res://assets/audio/извлечение и выброс гильзы ASVK (2 шаг зарядки).wav\"\n## Step 3: Chamber round (Up arrow).\nconst ASVK_BOLT_STEP_3: String = \"res://assets/audio/досылание патрона ASVK (3 шаг зарядки).wav\"\n## Step 4: Close bolt (Right arrow).\nconst ASVK_BOLT_STEP_4: String = \"res://assets/audio/запирание затвора ASVK (4 шаг зарядки).wav\"\n\n## Volume for ASVK shots (louder than M16).\nconst VOLUME_ASVK_SHOT: float = -2.0\n## Volume for ASVK bolt-action sounds.\nconst VOLUME_ASVK_BOLT: float = -3.0\n\n## RSh-12 revolver sounds (Issue #626) - using dedicated revolver audio files.\n## Cylinder open click.\nconst REVOLVER_CYLINDER_OPEN: String = \"res://assets/audio/Щелчок при открытии барабана револьвера.mp3\"\n## Cylinder close click.\nconst REVOLVER_CYLINDER_CLOSE: String = \"res://assets/audio/Щелчок при закрытии барабана револьвера.mp3\"\n## Cartridge insertion into cylinder.\nconst REVOLVER_CARTRIDGE_INSERT: String = \"res://assets/audio/заряжание патрона в револьвер.mp3\"\n## Cylinder rotation sounds (3 variants for variety).\nconst REVOLVER_CYLINDER_ROTATE_1: String = \"res://assets/audio/звук вращения барабана 1.mp3\"\nconst REVOLVER_CYLINDER_ROTATE_2: String = \"res://assets/audio/звук вращения барабана 2.mp3\"\nconst REVOLVER_CYLINDER_ROTATE_3: String = \"res://assets/audio/звук вращения барабана 3.mp3\"\n## Casings ejection from cylinder.\nconst REVOLVER_CASINGS_EJECT: String = \"res://assets/audio/высыпание гильз из револьвера.mp3\"\n## Empty revolver click (no ammo).\nconst REVOLVER_EMPTY_CLICK: String = \"res://assets/audio/Щелчок пустого револьвера.mp3\"\n## Hammer cock sound.\nconst REVOLVER_HAMMER_COCK: String = \"res://assets/audio/взведение курка револьвера.mp3\"\n## Revolver shot sounds (4 variants for variety).\nconst REVOLVER_SHOT_1: String = \"res://assets/audio/звук выстрела револьвера.mp3\"\nconst REVOLVER_SHOT_2: String = \"res://assets/audio/звук выстрела револьвера 2.mp3\"\nconst REVOLVER_SHOT_3: String = \"res://assets/audio/звук выстрела револьвера 3.mp3\"\nconst REVOLVER_SHOT_4: String = \"res://assets/audio/звук выстрела револьвера 4.mp3\"\n## Volume for revolver reload actions.\nconst VOLUME_REVOLVER_RELOAD: float = -3.0\n## Volume for revolver shot.\nconst VOLUME_REVOLVER_SHOT: float = 0.0\n\n## AK rifle shots (5 variants) - randomly selected for variety.\nconst AK_SHOTS: Array[String] = [\n\t\"res://assets/audio/выстрел из АК 1.mp3\",\n\t\"res://assets/audio/выстрел из АК 2.mp3\",\n\t\"res://assets/audio/выстрел из АК 3.mp3\",\n\t\"res://assets/audio/выстрел из АК 4.mp3\",\n\t\"res://assets/audio/выстрел из АК 5.mp3\"\n]\n\n## Volume for AK shots.\nconst VOLUME_AK_SHOT: float = -5.0\n\n## Underbarrel grenade launcher shot sound (GP-25).\nconst GRENADE_LAUNCHER_SHOT: String = \"res://assets/audio/выстрел из подствольного гранатомёта.mp3\"\n\n## Volume for grenade launcher shot.\nconst VOLUME_GRENADE_LAUNCHER: float = -3.0\n\n## Fire mode toggle sound (B key - switch between burst/automatic on assault rifle).\nconst FIRE_MODE_TOGGLE: String = \"res://assets/audio/игрок изменил режим стрельбы (нажал b).mp3\"\n\n## Volume settings (in dB).\nconst VOLUME_FIRE_MODE_TOGGLE: float = -3.0\nconst VOLUME_SHOT: float = -5.0\nconst VOLUME_RELOAD: float = -3.0\nconst VOLUME_IMPACT: float = -8.0\nconst VOLUME_HIT: float = -3.0\n## Shell casing volume reduced by 6dB for Issue #424 (2x quieter).\nconst VOLUME_SHELL: float = -16.0\nconst VOLUME_EMPTY_CLICK: float = -3.0\nconst VOLUME_RICOCHET: float = -6.0\nconst VOLUME_GRENADE: float = -3.0\nconst VOLUME_GRENADE_EXPLOSION: float = 0.0\nconst VOLUME_SHOTGUN_SHOT: float = -3.0\nconst VOLUME_SHOTGUN_ACTION: float = -5.0\n\n## Preloaded audio streams cache.\nvar _audio_cache: Dictionary = {}\n\n## Pool of AudioStreamPlayer nodes for non-positional sounds.\nvar _audio_pool: Array[AudioStreamPlayer] = []\n\n## Pool of AudioStreamPlayer2D nodes for positional sounds.\nvar _audio_2d_pool: Array[AudioStreamPlayer2D] = []\n\n## Minimum pool size (preallocated at startup).\nconst MIN_POOL_SIZE: int = 16\n\n## Maximum pool size (hard limit to prevent memory issues).\n## Set to -1 for truly unlimited (not recommended).\nconst MAX_POOL_SIZE: int = 128\n\n## Legacy constant for backward compatibility.\nconst POOL_SIZE: int = MIN_POOL_SIZE\n\n## Tracks currently playing sounds with their priorities for 2D audio.\n## Key: AudioStreamPlayer2D instance, Value: Dictionary with priority and start_time.\nvar _playing_sounds_2d: Dictionary = {}\n\n## Tracks currently playing sounds with their priorities for non-positional audio.\n## Key: AudioStreamPlayer instance, Value: Dictionary with priority and start_time.\nvar _playing_sounds: Dictionary = {}\n\n## Timer for cleanup of idle audio players.\nvar _cleanup_timer: float = 0.0\n\n## Interval for cleanup of idle audio players (in seconds).\nconst CLEANUP_INTERVAL: float = 5.0\n\n## Enable debug logging for audio pool management.\nvar _debug_logging: bool = false\n\n\nfunc _ready() -> void:\n\t_create_audio_pools()\n\t_preload_all_sounds()\n\n\nfunc _process(delta: float) -> void:\n\t# Periodically clean up idle audio players that exceed MIN_POOL_SIZE\n\t_cleanup_timer += delta\n\tif _cleanup_timer >= CLEANUP_INTERVAL:\n\t\t_cleanup_timer = 0.0\n\t\t_cleanup_idle_players()\n\n\n## Creates pools of audio players for efficient sound playback.\nfunc _create_audio_pools() -> void:\n\tfor i in range(MIN_POOL_SIZE):\n\t\t_create_audio_player()\n\t\t_create_audio_player_2d()\n\n\n## Creates a new non-positional audio player and adds it to the pool.\nfunc _create_audio_player() -> AudioStreamPlayer:\n\tvar player := AudioStreamPlayer.new()\n\tplayer.bus = \"Master\"\n\tadd_child(player)\n\t_audio_pool.append(player)\n\tif _debug_logging:\n\t\tprint(\"[AudioManager] Created non-positional player, pool size: \", _audio_pool.size())\n\treturn player\n\n\n## Creates a new positional audio player and adds it to the pool.\nfunc _create_audio_player_2d() -> AudioStreamPlayer2D:\n\tvar player_2d := AudioStreamPlayer2D.new()\n\tplayer_2d.bus = \"Master\"\n\tplayer_2d.max_distance = 2000.0\n\tadd_child(player_2d)\n\t_audio_2d_pool.append(player_2d)\n\tif _debug_logging:\n\t\tprint(\"[AudioManager] Created 2D player, pool size: \", _audio_2d_pool.size())\n\treturn player_2d\n\n\n## Cleans up idle audio players that exceed the minimum pool size.\nfunc _cleanup_idle_players() -> void:\n\t# Clean up non-positional players\n\twhile _audio_pool.size() > MIN_POOL_SIZE:\n\t\tvar idle_player: AudioStreamPlayer = null\n\t\tfor i in range(_audio_pool.size() - 1, MIN_POOL_SIZE - 1, -1):\n\t\t\tif not _audio_pool[i].playing:\n\t\t\t\tidle_player = _audio_pool[i]\n\t\t\t\t_audio_pool.remove_at(i)\n\t\t\t\t_playing_sounds.erase(idle_player)\n\t\t\t\tidle_player.queue_free()\n\t\t\t\tif _debug_logging:\n\t\t\t\t\tprint(\"[AudioManager] Cleaned up idle non-positional player, pool size: \", _audio_pool.size())\n\t\t\t\tbreak\n\t\tif idle_player == null:\n\t\t\tbreak # No idle players found above MIN_POOL_SIZE\n\n\t# Clean up 2D players\n\twhile _audio_2d_pool.size() > MIN_POOL_SIZE:\n\t\tvar idle_player: AudioStreamPlayer2D = null\n\t\tfor i in range(_audio_2d_pool.size() - 1, MIN_POOL_SIZE - 1, -1):\n\t\t\tif not _audio_2d_pool[i].playing:\n\t\t\t\tidle_player = _audio_2d_pool[i]\n\t\t\t\t_audio_2d_pool.remove_at(i)\n\t\t\t\t_playing_sounds_2d.erase(idle_player)\n\t\t\t\tidle_player.queue_free()\n\t\t\t\tif _debug_logging:\n\t\t\t\t\tprint(\"[AudioManager] Cleaned up idle 2D player, pool size: \", _audio_2d_pool.size())\n\t\t\t\tbreak\n\t\tif idle_player == null:\n\t\t\tbreak # No idle players found above MIN_POOL_SIZE\n\n\n## Preloads all sound files for faster playback.\nfunc _preload_all_sounds() -> void:\n\tvar all_sounds: Array[String] = []\n\tall_sounds.append_array(M16_SHOTS)\n\tall_sounds.append_array(M16_DOUBLE_SHOTS)\n\tall_sounds.append_array(M16_BOLT_SOUNDS)\n\tall_sounds.append(RELOAD_MAG_OUT)\n\tall_sounds.append(RELOAD_MAG_IN)\n\tall_sounds.append(RELOAD_FULL)\n\tall_sounds.append(PISTOL_BOLT)\n\tall_sounds.append(EMPTY_GUN_CLICK)\n\tall_sounds.append(FIRE_MODE_TOGGLE)\n\tall_sounds.append(HIT_LETHAL)\n\tall_sounds.append(HIT_NON_LETHAL)\n\tall_sounds.append(BULLET_WALL_HIT)\n\tall_sounds.append(BULLET_NEAR_PLAYER)\n\tall_sounds.append(BULLET_COVER_NEAR_PLAYER)\n\tall_sounds.append_array(BULLET_RICOCHET_SOUNDS)\n\tall_sounds.append(SHELL_RIFLE)\n\tall_sounds.append(SHELL_PISTOL)\n\t# Grenade sounds\n\tall_sounds.append(GRENADE_ACTIVATION)\n\tall_sounds.append(GRENADE_THROW)\n\tall_sounds.append(GRENADE_WALL_HIT)\n\tall_sounds.append(GRENADE_LANDING)\n\tall_sounds.append(FLASHBANG_EXPLOSION_IN_ZONE)\n\tall_sounds.append(FLASHBANG_EXPLOSION_OUT_ZONE)\n\tall_sounds.append(DEFENSIVE_GRENADE_EXPLOSION)\n\tall_sounds.append(OFFENSIVE_GRENADE_EXPLOSION)\n\t# Shotgun sounds\n\tall_sounds.append_array(SHOTGUN_SHOTS)\n\tall_sounds.append(SHOTGUN_ACTION_OPEN)\n\tall_sounds.append(SHOTGUN_ACTION_CLOSE)\n\tall_sounds.append(SHOTGUN_EMPTY_CLICK)\n\tall_sounds.append(SHOTGUN_LOAD_SHELL)\n\tall_sounds.append(SHELL_SHOTGUN)\n\t# Silenced weapon sounds\n\tall_sounds.append_array(SILENCED_SHOTS)\n\t# Makarov PM sounds\n\tall_sounds.append(PM_SHOT)\n\tall_sounds.append(PM_RELOAD_ACTION_1)\n\tall_sounds.append(PM_RELOAD_ACTION_2)\n\t# ASVK sniper rifle sounds\n\tall_sounds.append(ASVK_SHOT)\n\tall_sounds.append(ASVK_BOLT_STEP_1)\n\tall_sounds.append(ASVK_BOLT_STEP_2)\n\tall_sounds.append(ASVK_BOLT_STEP_3)\n\tall_sounds.append(ASVK_BOLT_STEP_4)\n\t# AK rifle sounds (Issue #617)\n\tall_sounds.append_array(AK_SHOTS)\n\tall_sounds.append(GRENADE_LAUNCHER_SHOT)\n\t# RSh-12 revolver sounds (Issue #626)\n\tall_sounds.append(REVOLVER_CYLINDER_OPEN)\n\tall_sounds.append(REVOLVER_CYLINDER_CLOSE)\n\tall_sounds.append(REVOLVER_CARTRIDGE_INSERT)\n\tall_sounds.append(REVOLVER_CYLINDER_ROTATE_1)\n\tall_sounds.append(REVOLVER_CYLINDER_ROTATE_2)\n\tall_sounds.append(REVOLVER_CYLINDER_ROTATE_3)\n\tall_sounds.append(REVOLVER_CASINGS_EJECT)\n\tall_sounds.append(REVOLVER_EMPTY_CLICK)\n\tall_sounds.append(REVOLVER_HAMMER_COCK)\n\tall_sounds.append(REVOLVER_SHOT_1)\n\tall_sounds.append(REVOLVER_SHOT_2)\n\tall_sounds.append(REVOLVER_SHOT_3)\n\tall_sounds.append(REVOLVER_SHOT_4)\n\n\tfor path in all_sounds:\n\t\tif not _audio_cache.has(path):\n\t\t\tvar stream := load(path) as AudioStream\n\t\t\tif stream:\n\t\t\t\t_audio_cache[path] = stream\n\n\n## Gets an available non-positional audio player from the pool.\n## Uses LOW priority by default for backward compatibility.\nfunc _get_available_player() -> AudioStreamPlayer:\n\treturn _get_available_player_with_priority(SoundPriority.LOW)\n\n\n## Gets an available non-positional audio player with priority support.\n## If no free player is available and pool can expand, creates a new one.\n## If pool is at max, steals from lowest priority sound.\nfunc _get_available_player_with_priority(priority: SoundPriority) -> AudioStreamPlayer:\n\t# First, try to find an available player in existing pool\n\tfor player in _audio_pool:\n\t\tif not player.playing:\n\t\t\treturn player\n\n\t# No available player - expand pool if allowed\n\tif MAX_POOL_SIZE == -1 or _audio_pool.size() < MAX_POOL_SIZE:\n\t\treturn _create_audio_player()\n\n\t# Pool is at maximum - use priority-based voice stealing\n\treturn _steal_player_by_priority(priority)\n\n\n## Gets an available positional audio player from the pool.\n## Uses LOW priority by default for backward compatibility.\nfunc _get_available_player_2d() -> AudioStreamPlayer2D:\n\treturn _get_available_player_2d_with_priority(SoundPriority.LOW)\n\n\n## Gets an available positional audio player with priority support.\n## If no free player is available and pool can expand, creates a new one.\n## If pool is at max, steals from lowest priority sound.\nfunc _get_available_player_2d_with_priority(priority: SoundPriority) -> AudioStreamPlayer2D:\n\t# First, try to find an available player in existing pool\n\tfor player in _audio_2d_pool:\n\t\tif not player.playing:\n\t\t\treturn player\n\n\t# No available player - expand pool if allowed\n\tif MAX_POOL_SIZE == -1 or _audio_2d_pool.size() < MAX_POOL_SIZE:\n\t\treturn _create_audio_player_2d()\n\n\t# Pool is at maximum - use priority-based voice stealing\n\treturn _steal_player_2d_by_priority(priority)\n\n\n## Steals a non-positional player from a lower priority sound.\n## Returns the first player if no lower priority sound is found.\nfunc _steal_player_by_priority(new_priority: SoundPriority) -> AudioStreamPlayer:\n\tvar best_victim: AudioStreamPlayer = null\n\tvar best_victim_priority: SoundPriority = SoundPriority.CRITICAL\n\tvar best_victim_start_time: float = INF\n\n\tfor player in _audio_pool:\n\t\tif not _playing_sounds.has(player):\n\t\t\tcontinue\n\n\t\tvar sound_info: Dictionary = _playing_sounds[player]\n\t\tvar sound_priority: SoundPriority = sound_info.get(\"priority\", SoundPriority.LOW)\n\t\tvar start_time: float = sound_info.get(\"start_time\", 0.0)\n\n\t\t# Look for lower priority sounds (higher enum value = lower priority)\n\t\tif sound_priority > best_victim_priority:\n\t\t\tbest_victim = player\n\t\t\tbest_victim_priority = sound_priority\n\t\t\tbest_victim_start_time = start_time\n\t\telif sound_priority == best_victim_priority and start_time < best_victim_start_time:\n\t\t\t# Same priority - steal older sound\n\t\t\tbest_victim = player\n\t\t\tbest_victim_start_time = start_time\n\n\t# Only steal if victim has lower priority than new sound\n\tif best_victim != null and best_victim_priority >= new_priority:\n\t\tif _debug_logging:\n\t\t\tprint(\"[AudioManager] Stealing from priority \", best_victim_priority, \" for priority \", new_priority)\n\t\treturn best_victim\n\n\t# Cannot steal higher priority sounds - return first player as fallback\n\tif _debug_logging:\n\t\tprint(\"[AudioManager] Cannot steal - all sounds are higher priority, using first player\")\n\treturn _audio_pool[0]\n\n\n## Steals a 2D player from a lower priority sound.\n## Returns the first player if no lower priority sound is found.\nfunc _steal_player_2d_by_priority(new_priority: SoundPriority) -> AudioStreamPlayer2D:\n\tvar best_victim: AudioStreamPlayer2D = null\n\tvar best_victim_priority: SoundPriority = SoundPriority.CRITICAL\n\tvar best_victim_start_time: float = INF\n\n\tfor player in _audio_2d_pool:\n\t\tif not _playing_sounds_2d.has(player):\n\t\t\tcontinue\n\n\t\tvar sound_info: Dictionary = _playing_sounds_2d[player]\n\t\tvar sound_priority: SoundPriority = sound_info.get(\"priority\", SoundPriority.LOW)\n\t\tvar start_time: float = sound_info.get(\"start_time\", 0.0)\n\n\t\t# Look for lower priority sounds (higher enum value = lower priority)\n\t\tif sound_priority > best_victim_priority:\n\t\t\tbest_victim = player\n\t\t\tbest_victim_priority = sound_priority\n\t\t\tbest_victim_start_time = start_time\n\t\telif sound_priority == best_victim_priority and start_time < best_victim_start_time:\n\t\t\t# Same priority - steal older sound\n\t\t\tbest_victim = player\n\t\t\tbest_victim_start_time = start_time\n\n\t# Only steal if victim has lower priority than new sound\n\tif best_victim != null and best_victim_priority >= new_priority:\n\t\tif _debug_logging:\n\t\t\tprint(\"[AudioManager] Stealing 2D from priority \", best_victim_priority, \" for priority \", new_priority)\n\t\treturn best_victim\n\n\t# Cannot steal higher priority sounds - return first player as fallback\n\tif _debug_logging:\n\t\tprint(\"[AudioManager] Cannot steal 2D - all sounds are higher priority, using first player\")\n\treturn _audio_2d_pool[0]\n\n\n## Registers a playing sound with its priority for tracking.\nfunc _register_playing_sound(player: AudioStreamPlayer, priority: SoundPriority) -> void:\n\t_playing_sounds[player] = {\n\t\t\"priority\": priority,\n\t\t\"start_time\": Time.get_ticks_msec() / 1000.0\n\t}\n\n\n## Registers a playing 2D sound with its priority for tracking.\nfunc _register_playing_sound_2d(player: AudioStreamPlayer2D, priority: SoundPriority) -> void:\n\t_playing_sounds_2d[player] = {\n\t\t\"priority\": priority,\n\t\t\"start_time\": Time.get_ticks_msec() / 1000.0\n\t}\n\n\n## Gets or loads an audio stream from cache.\nfunc _get_stream(path: String) -> AudioStream:\n\tif _audio_cache.has(path):\n\t\treturn _audio_cache[path]\n\n\tvar stream := load(path) as AudioStream\n\tif stream:\n\t\t_audio_cache[path] = stream\n\treturn stream\n\n\n## Plays a non-positional sound with default LOW priority.\nfunc play_sound(path: String, volume_db: float = 0.0) -> void:\n\tplay_sound_with_priority(path, volume_db, SoundPriority.LOW)\n\n\n## Plays a non-positional sound with specified priority.\nfunc play_sound_with_priority(path: String, volume_db: float, priority: SoundPriority) -> void:\n\tvar stream := _get_stream(path)\n\tif stream == null:\n\t\tpush_warning(\"AudioManager: Could not load sound: \" + path)\n\t\treturn\n\n\tvar player := _get_available_player_with_priority(priority)\n\tplayer.stream = stream\n\tplayer.volume_db = volume_db\n\tplayer.play()\n\t_register_playing_sound(player, priority)\n\n\n## Plays a positional 2D sound at the given position with default LOW priority.\nfunc play_sound_2d(path: String, position: Vector2, volume_db: float = 0.0) -> void:\n\tplay_sound_2d_with_priority(path, position, volume_db, SoundPriority.LOW)\n\n\n## Plays a positional 2D sound at the given position with specified priority.\nfunc play_sound_2d_with_priority(path: String, position: Vector2, volume_db: float, priority: SoundPriority) -> void:\n\tvar stream := _get_stream(path)\n\tif stream == null:\n\t\tpush_warning(\"AudioManager: Could not load sound: \" + path)\n\t\treturn\n\n\tvar player := _get_available_player_2d_with_priority(priority)\n\tplayer.stream = stream\n\tplayer.volume_db = volume_db\n\tplayer.global_position = position\n\tplayer.play()\n\t_register_playing_sound_2d(player, priority)\n\n\n## Plays a random sound from an array of paths with default LOW priority.\nfunc play_random_sound(paths: Array, volume_db: float = 0.0) -> void:\n\tplay_random_sound_with_priority(paths, volume_db, SoundPriority.LOW)\n\n\n## Plays a random sound from an array of paths with specified priority.\nfunc play_random_sound_with_priority(paths: Array, volume_db: float, priority: SoundPriority) -> void:\n\tif paths.is_empty():\n\t\treturn\n\tvar path: String = paths[randi() % paths.size()]\n\tplay_sound_with_priority(path, volume_db, priority)\n\n\n## Plays a random positional 2D sound from an array of paths with default LOW priority.\nfunc play_random_sound_2d(paths: Array, position: Vector2, volume_db: float = 0.0) -> void:\n\tplay_random_sound_2d_with_priority(paths, position, volume_db, SoundPriority.LOW)\n\n\n## Plays a random positional 2D sound from an array of paths with specified priority.\nfunc play_random_sound_2d_with_priority(paths: Array, position: Vector2, volume_db: float, priority: SoundPriority) -> void:\n\tif paths.is_empty():\n\t\treturn\n\tvar path: String = paths[randi() % paths.size()]\n\tplay_sound_2d_with_priority(path, position, volume_db, priority)\n\n\n# ============================================================================\n# Convenience methods for specific game sounds\n# ============================================================================\n# Priority assignments:\n# - CRITICAL: Player shooting, reloading (must never be cut off)\n# - HIGH: Enemy shooting, explosions, hit sounds\n# - MEDIUM: Bullet impacts, ricochets\n# - LOW: Shell casings (can be cut off if needed)\n# ============================================================================\n\n## Plays a random M16 shot sound at the given position.\n## Uses CRITICAL priority for player shooting sounds.\nfunc play_m16_shot(position: Vector2) -> void:\n\tplay_random_sound_2d_with_priority(M16_SHOTS, position, VOLUME_SHOT, SoundPriority.CRITICAL)\n\n\n## Plays M16 double shot sound (for burst fire) at the given position.\n## Uses CRITICAL priority for player shooting sounds.\nfunc play_m16_double_shot(position: Vector2) -> void:\n\tplay_random_sound_2d_with_priority(M16_DOUBLE_SHOTS, position, VOLUME_SHOT, SoundPriority.CRITICAL)\n\n\n## Plays a random M16 bolt cycling sound at the given position.\n## Uses CRITICAL priority for reload sounds.\nfunc play_m16_bolt(position: Vector2) -> void:\n\tplay_random_sound_2d_with_priority(M16_BOLT_SOUNDS, position, VOLUME_RELOAD, SoundPriority.CRITICAL)\n\n\n## Plays a random AK rifle shot sound at the given position.\n## Uses CRITICAL priority for player shooting sounds.\nfunc play_ak_shot(position: Vector2) -> void:\n\tplay_random_sound_2d_with_priority(AK_SHOTS, position, VOLUME_AK_SHOT, SoundPriority.CRITICAL)\n\n\n## Plays grenade launcher shot sound at the given position.\n## Uses CRITICAL priority for player shooting sounds.\nfunc play_grenade_launch(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(GRENADE_LAUNCHER_SHOT, position, VOLUME_GRENADE_LAUNCHER, SoundPriority.CRITICAL)\n\n\n## Plays magazine removal sound (first phase of reload).\n## Uses CRITICAL priority for reload sounds.\nfunc play_reload_mag_out(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(RELOAD_MAG_OUT, position, VOLUME_RELOAD, SoundPriority.CRITICAL)\n\n\n## Plays magazine insertion sound (second phase of reload).\n## Uses CRITICAL priority for reload sounds.\nfunc play_reload_mag_in(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(RELOAD_MAG_IN, position, VOLUME_RELOAD, SoundPriority.CRITICAL)\n\n\n## Plays full reload sound.\n## Uses CRITICAL priority for reload sounds.\nfunc play_reload_full(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(RELOAD_FULL, position, VOLUME_RELOAD, SoundPriority.CRITICAL)\n\n\n## Plays empty gun click sound.\n## Uses CRITICAL priority for player feedback sounds.\nfunc play_empty_click(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(EMPTY_GUN_CLICK, position, VOLUME_EMPTY_CLICK, SoundPriority.CRITICAL)\n\n\n## Plays fire mode toggle sound (B key) at the given position.\n## Used when player switches between burst and automatic fire modes on the assault rifle.\n## Uses CRITICAL priority for player action feedback.\nfunc play_fire_mode_toggle(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(FIRE_MODE_TOGGLE, position, VOLUME_FIRE_MODE_TOGGLE, SoundPriority.CRITICAL)\n\n\n## Plays lethal hit sound at the given position.\n## Uses HIGH priority for hit feedback.\nfunc play_hit_lethal(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(HIT_LETHAL, position, VOLUME_HIT, SoundPriority.HIGH)\n\n\n## Plays non-lethal hit sound at the given position.\n## Uses HIGH priority for hit feedback.\nfunc play_hit_non_lethal(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(HIT_NON_LETHAL, position, VOLUME_HIT, SoundPriority.HIGH)\n\n\n## Plays bullet wall impact sound at the given position.\n## Uses MEDIUM priority for impact sounds.\nfunc play_bullet_wall_hit(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(BULLET_WALL_HIT, position, VOLUME_IMPACT, SoundPriority.MEDIUM)\n\n\n## Plays bullet near player sound (bullet flew close to player).\n## Uses HIGH priority for player awareness.\nfunc play_bullet_near_player(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(BULLET_NEAR_PLAYER, position, VOLUME_IMPACT, SoundPriority.HIGH)\n\n\n## Plays bullet hitting cover near player sound.\n## Uses HIGH priority for player awareness.\nfunc play_bullet_cover_near_player(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(BULLET_COVER_NEAR_PLAYER, position, VOLUME_IMPACT, SoundPriority.HIGH)\n\n\n## Plays rifle shell casing sound at the given position.\n## Uses LOW priority - can be cut off if needed.\nfunc play_shell_rifle(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(SHELL_RIFLE, position, VOLUME_SHELL, SoundPriority.LOW)\n\n\n## Plays pistol shell casing sound at the given position.\n## Uses LOW priority - can be cut off if needed.\nfunc play_shell_pistol(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(SHELL_PISTOL, position, VOLUME_SHELL, SoundPriority.LOW)\n\n\n## Plays a random bullet ricochet sound at the given position.\n## The ricochet sound is a distinct whizzing/buzzing sound when a bullet\n## bounces off a hard surface like concrete or metal.\n## Uses random selection from BULLET_RICOCHET_SOUNDS for variety.\n## Uses MEDIUM priority for impact sounds.\nfunc play_bullet_ricochet(position: Vector2) -> void:\n\tplay_random_sound_2d_with_priority(BULLET_RICOCHET_SOUNDS, position, VOLUME_RICOCHET, SoundPriority.MEDIUM)\n\n\n# ============================================================================\n# Grenade sounds\n# ============================================================================\n\n## Plays grenade activation sound (pin pull) at the given position.\n## Uses CRITICAL priority for player action feedback.\nfunc play_grenade_activation(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(GRENADE_ACTIVATION, position, VOLUME_GRENADE, SoundPriority.CRITICAL)\n\n\n## Plays grenade throw sound (when LMB is released) at the given position.\n## Uses CRITICAL priority for player action feedback.\nfunc play_grenade_throw(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(GRENADE_THROW, position, VOLUME_GRENADE, SoundPriority.CRITICAL)\n\n\n## Plays grenade wall collision sound at the given position.\n## Uses MEDIUM priority for impact sounds.\nfunc play_grenade_wall_hit(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(GRENADE_WALL_HIT, position, VOLUME_GRENADE, SoundPriority.MEDIUM)\n\n\n## Plays grenade landing sound at the given position.\n## Uses MEDIUM priority for impact sounds.\nfunc play_grenade_landing(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(GRENADE_LANDING, position, VOLUME_GRENADE, SoundPriority.MEDIUM)\n\n\n## Plays flashbang explosion sound based on whether player is in the affected zone.\n## @param position: Position of the explosion.\n## @param player_in_zone: True if player is within the flashbang effect radius.\n## Uses HIGH priority for explosion sounds.\nfunc play_flashbang_explosion(position: Vector2, player_in_zone: bool) -> void:\n\tvar sound_path: String = FLASHBANG_EXPLOSION_IN_ZONE if player_in_zone else FLASHBANG_EXPLOSION_OUT_ZONE\n\tplay_sound_2d_with_priority(sound_path, position, VOLUME_GRENADE_EXPLOSION, SoundPriority.HIGH)\n\n\n## Plays defensive grenade (F-1) explosion sound at the given position.\n## Uses HIGH priority for explosion sounds.\nfunc play_defensive_grenade_explosion(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(DEFENSIVE_GRENADE_EXPLOSION, position, VOLUME_GRENADE_EXPLOSION, SoundPriority.HIGH)\n\n\n## Plays offensive grenade (frag) explosion sound at the given position.\n## Uses HIGH priority for explosion sounds.\nfunc play_offensive_grenade_explosion(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(OFFENSIVE_GRENADE_EXPLOSION, position, VOLUME_GRENADE_EXPLOSION, SoundPriority.HIGH)\n\n\n# ============================================================================\n# Shotgun sounds\n# ============================================================================\n\n## Plays a random shotgun shot sound at the given position.\n## Randomly selects from 4 shotgun shot variants for variety.\n## Uses CRITICAL priority for player shooting sounds.\nfunc play_shotgun_shot(position: Vector2) -> void:\n\tplay_random_sound_2d_with_priority(SHOTGUN_SHOTS, position, VOLUME_SHOTGUN_SHOT, SoundPriority.CRITICAL)\n\n\n## Plays shotgun action open sound (pump-action pulling back) at the given position.\n## Uses CRITICAL priority for player action feedback.\nfunc play_shotgun_action_open(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(SHOTGUN_ACTION_OPEN, position, VOLUME_SHOTGUN_ACTION, SoundPriority.CRITICAL)\n\n\n## Plays shotgun action close sound (pump-action pushing forward) at the given position.\n## Uses CRITICAL priority for player action feedback.\nfunc play_shotgun_action_close(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(SHOTGUN_ACTION_CLOSE, position, VOLUME_SHOTGUN_ACTION, SoundPriority.CRITICAL)\n\n\n## Plays shotgun shell casing drop sound at the given position.\n## Uses LOW priority - can be cut off if needed.\nfunc play_shell_shotgun(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(SHELL_SHOTGUN, position, VOLUME_SHELL, SoundPriority.LOW)\n\n\n## Plays shotgun empty click sound at the given position.\n## Uses CRITICAL priority for player feedback.\nfunc play_shotgun_empty_click(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(SHOTGUN_EMPTY_CLICK, position, VOLUME_EMPTY_CLICK, SoundPriority.CRITICAL)\n\n\n## Plays shotgun shell loading sound at the given position.\n## Uses CRITICAL priority for reload sounds.\nfunc play_shotgun_load_shell(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(SHOTGUN_LOAD_SHELL, position, VOLUME_SHOTGUN_ACTION, SoundPriority.CRITICAL)\n\n\n# ============================================================================\n# Silenced weapon sounds\n# ============================================================================\n\n## Plays a random silenced pistol shot sound at the given position.\n## This is a very quiet sound that simulates a suppressed shot.\n## The sound is only audible at close range and does not alert distant enemies.\n## Randomly selects from 3 silenced pistol shot variants for variety.\n## Uses CRITICAL priority for player shooting sounds.\nfunc play_silenced_shot(position: Vector2) -> void:\n\tplay_random_sound_2d_with_priority(SILENCED_SHOTS, position, VOLUME_SILENCED_SHOT, SoundPriority.CRITICAL)\n\n\n# ============================================================================\n# Makarov PM pistol sounds\n# ============================================================================\n\n## Plays the Makarov PM shot sound at the given position.\n## Uses CRITICAL priority for player shooting sounds.\nfunc play_pm_shot(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(PM_SHOT, position, VOLUME_PM_SHOT, SoundPriority.CRITICAL)\n\n\n## Plays the first PM reload action sound (eject magazine) at the given position.\n## Uses CRITICAL priority for reload sounds.\nfunc play_pm_reload_action_1(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(PM_RELOAD_ACTION_1, position, VOLUME_PM_RELOAD, SoundPriority.CRITICAL)\n\n\n## Plays the second PM reload action sound (insert magazine) at the given position.\n## Uses CRITICAL priority for reload sounds.\nfunc play_pm_reload_action_2(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(PM_RELOAD_ACTION_2, position, VOLUME_PM_RELOAD, SoundPriority.CRITICAL)\n\n\n# ============================================================================\n# ASVK sniper rifle sounds\n# ============================================================================\n\n## Plays the ASVK sniper rifle shot sound.\n## Uses non-positional audio so the sound is not attenuated by camera offset\n## when aiming through the scope (fixes issue #565).\n## Uses CRITICAL priority for player shooting sounds.\nfunc play_asvk_shot() -> void:\n\tplay_sound_with_priority(ASVK_SHOT, VOLUME_ASVK_SHOT, SoundPriority.CRITICAL)\n\n\n## Plays the ASVK bolt-action step sound.\n## @param step: The bolt-action step number (1-4).\n## Uses non-positional audio so the sound is not attenuated by camera offset\n## when aiming through the scope (fixes issue #565).\n## Uses CRITICAL priority for reload sounds.\nfunc play_asvk_bolt_step(step: int) -> void:\n\tvar sound_path: String = \"\"\n\tmatch step:\n\t\t1:\n\t\t\tsound_path = ASVK_BOLT_STEP_1\n\t\t2:\n\t\t\tsound_path = ASVK_BOLT_STEP_2\n\t\t3:\n\t\t\tsound_path = ASVK_BOLT_STEP_3\n\t\t4:\n\t\t\tsound_path = ASVK_BOLT_STEP_4\n\tif sound_path != \"\":\n\t\tplay_sound_with_priority(sound_path, VOLUME_ASVK_BOLT, SoundPriority.CRITICAL)\n\n\n# ============================================================================\n# RSh-12 Revolver sounds (Issue #626)\n# ============================================================================\n\n## Plays the revolver cylinder open sound.\n## @param position: World position for 2D audio.\nfunc play_revolver_cylinder_open(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(REVOLVER_CYLINDER_OPEN, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n\n\n## Plays the revolver cylinder close sound.\n## @param position: World position for 2D audio.\nfunc play_revolver_cylinder_close(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(REVOLVER_CYLINDER_CLOSE, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n\n\n## Plays the revolver cartridge insertion sound.\n## @param position: World position for 2D audio.\nfunc play_revolver_cartridge_insert(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(REVOLVER_CARTRIDGE_INSERT, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n\n\n## Plays the revolver cylinder rotation sound (random variant from 3).\n## @param position: World position for 2D audio.\nfunc play_revolver_cylinder_rotate(position: Vector2) -> void:\n\tvar variants := [REVOLVER_CYLINDER_ROTATE_1, REVOLVER_CYLINDER_ROTATE_2, REVOLVER_CYLINDER_ROTATE_3]\n\tvar sound_path: String = variants[randi() % variants.size()]\n\tplay_sound_2d_with_priority(sound_path, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n\n\n## Plays the revolver casings ejection sound (when cylinder opens).\n## @param position: World position for 2D audio.\nfunc play_revolver_casings_eject(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(REVOLVER_CASINGS_EJECT, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n\n\n## Plays the revolver empty click sound (no ammo).\n## @param position: World position for 2D audio.\nfunc play_revolver_empty_click(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(REVOLVER_EMPTY_CLICK, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n\n\n## Plays the revolver hammer cock sound.\n## @param position: World position for 2D audio.\nfunc play_revolver_hammer_cock(position: Vector2) -> void:\n\tplay_sound_2d_with_priority(REVOLVER_HAMMER_COCK, position, VOLUME_REVOLVER_RELOAD, SoundPriority.CRITICAL)\n\n\n## Plays the revolver shot sound (random variant from 4).\n## @param position: World position for 2D audio.\nfunc play_revolver_shot(position: Vector2) -> void:\n\tvar variants := [REVOLVER_SHOT_1, REVOLVER_SHOT_2, REVOLVER_SHOT_3, REVOLVER_SHOT_4]\n\tvar sound_path: String = variants[randi() % variants.size()]\n\tplay_sound_2d_with_priority(sound_path, position, VOLUME_REVOLVER_SHOT, SoundPriority.CRITICAL)\n\n\n# ============================================================================\n# Debug and utility methods\n# ============================================================================\n\n## Enables or disables debug logging for audio pool management.\nfunc set_debug_logging(enabled: bool) -> void:\n\t_debug_logging = enabled\n\n\n## Returns the current size of the non-positional audio pool.\nfunc get_pool_size() -> int:\n\treturn _audio_pool.size()\n\n\n## Returns the current size of the 2D audio pool.\nfunc get_pool_2d_size() -> int:\n\treturn _audio_2d_pool.size()\n\n\n## Returns the number of currently playing non-positional sounds.\nfunc get_playing_count() -> int:\n\tvar count := 0\n\tfor player in _audio_pool:\n\t\tif player.playing:\n\t\t\tcount += 1\n\treturn count\n\n\n## Returns the number of currently playing 2D sounds.\nfunc get_playing_2d_count() -> int:\n\tvar count := 0\n\tfor player in _audio_2d_pool:\n\t\tif player.playing:\n\t\t\tcount += 1\n\treturn count\n",
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[2026-02-10T21:06:48.458Z] [INFO] {
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"text": "I have gathered a lot of information. Now let me look at existing tests and check if there's a breaker shrapnel implementation, then compile my findings into the case study folder."
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"content": " 1→extends Area2D\n 2→class_name BreakerShrapnel\n 3→## Shrapnel projectile from a breaker bullet explosion (Issue #678).\n 4→##\n 5→## Unlike grenade shrapnel, breaker shrapnel:\n 6→## - Does NOT ricochet off walls (destroyed on wall hit)\n 7→## - Does NOT penetrate walls\n 8→## - Deals 0.1 damage per piece\n 9→## - Has an uneven smoky tracer trail\n 10→## - Travels in a forward cone from the bullet's direction\n 11→\n 12→## Speed of the shrapnel in pixels per second.\n 13→@export var speed: float = 1800.0\n 14→\n 15→## Maximum lifetime in seconds before auto-destruction.\n 16→## Reduced from 1.5s to 0.8s for performance (Issue #678 optimization).\n 17→@export var lifetime: float = 0.8\n 18→\n 19→## Damage dealt on hit.\n 20→@export var damage: float = 0.1\n 21→\n 22→## Maximum number of trail points to maintain.\n 23→## Reduced from 10 to 6 for performance (Issue #678 optimization).\n 24→@export var trail_length: int = 6\n 25→\n 26→## Direction the shrapnel travels.\n 27→var direction: Vector2 = Vector2.RIGHT\n 28→\n 29→## Instance ID of the entity that caused this shrapnel (bullet shooter).\n 30→## Used to prevent self-damage.\n 31→var source_id: int = -1\n 32→\n 33→## Timer tracking remaining lifetime.\n 34→var _time_alive: float = 0.0\n 35→\n 36→## Reference to the trail Line2D node (if present).\n 37→var _trail: Line2D = null\n 38→\n 39→## History of global positions for the trail effect.\n 40→var _position_history: Array[Vector2] = []\n 41→\n 42→## Noise offset for the smoky trail wobble.\n 43→var _trail_noise_offset: float = 0.0\n 44→\n 45→## Random seed per shrapnel for unique trail shapes.\n 46→var _trail_noise_speed: float = 0.0\n 47→\n 48→## Enable/disable debug logging.\n 49→var _debug: bool = false\n 50→\n 51→\n 52→func _ready() -> void:\n 53→\t# Add to group for global shrapnel count tracking (Issue #678 optimization)\n 54→\tadd_to_group(\"breaker_shrapnel\")\n 55→\n 56→\t# Connect to collision signals\n 57→\tbody_entered.connect(_on_body_entered)\n 58→\tarea_entered.connect(_on_area_entered)\n 59→\n 60→\t# Get trail reference if it exists\n 61→\t_trail = get_node_or_null(\"Trail\")\n 62→\tif _trail:\n 63→\t\t_trail.clear_points()\n 64→\t\t_trail.top_level = true\n 65→\t\t_trail.position = Vector2.ZERO\n 66→\n 67→\t# Set initial rotation based on direction\n 68→\t_update_rotation()\n 69→\n 70→\t# Randomize noise offset for unique trail wobble per shrapnel\n 71→\t_trail_noise_offset = randf() * 100.0\n 72→\t_trail_noise_speed = randf_range(8.0, 15.0)\n 73→\n 74→\n 75→func _physics_process(delta: float) -> void:\n 76→\t# Move in the set direction\n 77→\tvar movement := direction * speed * delta\n 78→\tposition += movement\n 79→\n 80→\t# Slow down gradually (air resistance / deceleration)\n 81→\tspeed = maxf(speed * 0.995, 200.0)\n 82→\n 83→\t# Update smoky trail effect\n 84→\t_update_smoky_trail(delta)\n 85→\n 86→\t# Track lifetime and auto-destroy if exceeded\n 87→\t_time_alive += delta\n 88→\tif _time_alive >= lifetime:\n 89→\t\tqueue_free()\n 90→\n 91→\n 92→## Updates the shrapnel rotation to match its travel direction.\n 93→func _update_rotation() -> void:\n 94→\trotation = direction.angle()\n 95→\n 96→\n 97→## Updates the visual smoky trail effect with noise-based wobble.\n 98→func _update_smoky_trail(delta: float) -> void:\n 99→\tif not _trail:\n 100→\t\treturn\n 101→\n 102→\t# Advance noise offset for animated wobble\n 103→\t_trail_noise_offset += _trail_noise_speed * delta\n 104→\n 105→\t# Calculate a perpendicular wobble offset for the current position\n 106→\tvar perpendicular := Vector2(-direction.y, direction.x).normalized()\n 107→\tvar wobble_amount := sin(_trail_noise_offset) * 1.5 + sin(_trail_noise_offset * 2.3) * 0.8\n 108→\tvar wobbled_pos := global_position + perpendicular * wobble_amount\n 109→\n 110→\t# Add wobbled position to history\n 111→\t_position_history.push_front(wobbled_pos)\n 112→\n 113→\t# Limit trail length\n 114→\twhile _position_history.size() > trail_length:\n 115→\t\t_position_history.pop_back()\n 116→\n 117→\t# Update Line2D points\n 118→\t_trail.clear_points()\n 119→\tfor pos in _position_history:\n 120→\t\t_trail.add_point(pos)\n 121→\n 122→\n 123→func _on_body_entered(body: Node2D) -> void:\n 124→\t# Don't collide with the source shooter\n 125→\tif source_id == body.get_instance_id():\n 126→\t\treturn\n 127→\n 128→\t# Pass through dead entities\n 129→\tif body.has_method(\"is_alive\") and not body.is_alive():\n 130→\t\treturn\n 131→\n 132→\t# Hit a wall/obstacle — breaker shrapnel does NOT ricochet, just destroy\n 133→\tif body is StaticBody2D or body is TileMap:\n 134→\t\t# Spawn wall hit effect\n 135→\t\t_spawn_wall_hit_effect(body)\n 136→\n 137→\t\t# Play wall impact sound and destroy\n 138→\t\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 139→\t\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 140→\t\t\taudio_manager.play_bullet_wall_hit(global_position)\n 141→\t\tqueue_free()\n 142→\t\treturn\n 143→\n 144→\t# Hit other bodies — destroy\n 145→\tqueue_free()\n 146→\n 147→\n 148→func _on_area_entered(area: Area2D) -> void:\n 149→\t# Hit a target with hit detection\n 150→\tif area.has_method(\"on_hit\"):\n 151→\t\t# Check against parent's instance ID\n 152→\t\tvar parent: Node = area.get_parent()\n 153→\t\tif parent and source_id == parent.get_instance_id():\n 154→\t\t\treturn # Don't hit the source\n 155→\n 156→\t\t# Check if the parent is dead\n 157→\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n 158→\t\t\treturn # Pass through dead entities\n 159→\n 160→\t\t# Deal fractional damage (0.1)\n 161→\t\tif area.has_method(\"on_hit_with_bullet_info_and_damage\"):\n 162→\t\t\tarea.on_hit_with_bullet_info_and_damage(direction, null, false, false, damage)\n 163→\t\telif area.has_method(\"on_hit_with_info\"):\n 164→\t\t\tarea.on_hit_with_info(direction, null)\n 165→\t\telse:\n 166→\t\t\tarea.on_hit()\n 167→\n 168→\t\tqueue_free()\n 169→\n 170→\n 171→## Spawns dust/debris particles when shrapnel hits a wall.\n 172→func _spawn_wall_hit_effect(body: Node2D) -> void:\n 173→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 174→\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n 175→\t\treturn\n 176→\n 177→\t# Get surface normal for particle direction\n 178→\tvar surface_normal := _get_surface_normal(body)\n 179→\n 180→\t# Spawn dust effect at hit position (without caliber data - small effect)\n 181→\timpact_manager.spawn_dust_effect(global_position, surface_normal, null)\n 182→\n 183→\n 184→## Gets the surface normal at the collision point using raycasting.\n 185→func _get_surface_normal(body: Node2D) -> Vector2:\n 186→\tvar space_state := get_world_2d().direct_space_state\n 187→\n 188→\t# Cast ray from slightly behind the shrapnel to current position\n 189→\tvar ray_start := global_position - direction * 50.0\n 190→\tvar ray_end := global_position + direction * 10.0\n 191→\n 192→\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n 193→\tquery.collision_mask = collision_mask\n 194→\tquery.exclude = [self]\n 195→\n 196→\tvar result := space_state.intersect_ray(query)\n 197→\n 198→\tif result.is_empty():\n 199→\t\t# Fallback: estimate normal based on direction\n 200→\t\treturn -direction.normalized()\n 201→\n 202→\treturn result.normal\n 203→\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\nclass_name BreakerShrapnel\n## Shrapnel projectile from a breaker bullet explosion (Issue #678).\n##\n## Unlike grenade shrapnel, breaker shrapnel:\n## - Does NOT ricochet off walls (destroyed on wall hit)\n## - Does NOT penetrate walls\n## - Deals 0.1 damage per piece\n## - Has an uneven smoky tracer trail\n## - Travels in a forward cone from the bullet's direction\n\n## Speed of the shrapnel in pixels per second.\n@export var speed: float = 1800.0\n\n## Maximum lifetime in seconds before auto-destruction.\n## Reduced from 1.5s to 0.8s for performance (Issue #678 optimization).\n@export var lifetime: float = 0.8\n\n## Damage dealt on hit.\n@export var damage: float = 0.1\n\n## Maximum number of trail points to maintain.\n## Reduced from 10 to 6 for performance (Issue #678 optimization).\n@export var trail_length: int = 6\n\n## Direction the shrapnel travels.\nvar direction: Vector2 = Vector2.RIGHT\n\n## Instance ID of the entity that caused this shrapnel (bullet shooter).\n## Used to prevent self-damage.\nvar source_id: int = -1\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## Noise offset for the smoky trail wobble.\nvar _trail_noise_offset: float = 0.0\n\n## Random seed per shrapnel for unique trail shapes.\nvar _trail_noise_speed: float = 0.0\n\n## Enable/disable debug logging.\nvar _debug: bool = false\n\n\nfunc _ready() -> void:\n\t# Add to group for global shrapnel count tracking (Issue #678 optimization)\n\tadd_to_group(\"breaker_shrapnel\")\n\n\t# Connect to collision signals\n\tbody_entered.connect(_on_body_entered)\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_trail.top_level = true\n\t\t_trail.position = Vector2.ZERO\n\n\t# Set initial rotation based on direction\n\t_update_rotation()\n\n\t# Randomize noise offset for unique trail wobble per shrapnel\n\t_trail_noise_offset = randf() * 100.0\n\t_trail_noise_speed = randf_range(8.0, 15.0)\n\n\nfunc _physics_process(delta: float) -> void:\n\t# Move in the set direction\n\tvar movement := direction * speed * delta\n\tposition += movement\n\n\t# Slow down gradually (air resistance / deceleration)\n\tspeed = maxf(speed * 0.995, 200.0)\n\n\t# Update smoky trail effect\n\t_update_smoky_trail(delta)\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 shrapnel rotation to match its travel direction.\nfunc _update_rotation() -> void:\n\trotation = direction.angle()\n\n\n## Updates the visual smoky trail effect with noise-based wobble.\nfunc _update_smoky_trail(delta: float) -> void:\n\tif not _trail:\n\t\treturn\n\n\t# Advance noise offset for animated wobble\n\t_trail_noise_offset += _trail_noise_speed * delta\n\n\t# Calculate a perpendicular wobble offset for the current position\n\tvar perpendicular := Vector2(-direction.y, direction.x).normalized()\n\tvar wobble_amount := sin(_trail_noise_offset) * 1.5 + sin(_trail_noise_offset * 2.3) * 0.8\n\tvar wobbled_pos := global_position + perpendicular * wobble_amount\n\n\t# Add wobbled position to history\n\t_position_history.push_front(wobbled_pos)\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# Don't collide with the source shooter\n\tif source_id == body.get_instance_id():\n\t\treturn\n\n\t# Pass through dead entities\n\tif body.has_method(\"is_alive\") and not body.is_alive():\n\t\treturn\n\n\t# Hit a wall/obstacle — breaker shrapnel does NOT ricochet, just destroy\n\tif body is StaticBody2D or body is TileMap:\n\t\t# Spawn wall hit effect\n\t\t_spawn_wall_hit_effect(body)\n\n\t\t# Play wall impact sound and destroy\n\t\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\t\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t\taudio_manager.play_bullet_wall_hit(global_position)\n\t\tqueue_free()\n\t\treturn\n\n\t# Hit other bodies — destroy\n\tqueue_free()\n\n\nfunc _on_area_entered(area: Area2D) -> void:\n\t# Hit a target with hit detection\n\tif area.has_method(\"on_hit\"):\n\t\t# Check against parent's instance ID\n\t\tvar parent: Node = area.get_parent()\n\t\tif parent and source_id == parent.get_instance_id():\n\t\t\treturn # Don't hit the source\n\n\t\t# Check if the parent is dead\n\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n\t\t\treturn # Pass through dead entities\n\n\t\t# Deal fractional damage (0.1)\n\t\tif area.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\t\tarea.on_hit_with_bullet_info_and_damage(direction, null, false, false, damage)\n\t\telif area.has_method(\"on_hit_with_info\"):\n\t\t\tarea.on_hit_with_info(direction, null)\n\t\telse:\n\t\t\tarea.on_hit()\n\n\t\tqueue_free()\n\n\n## Spawns dust/debris particles when shrapnel hits a wall.\nfunc _spawn_wall_hit_effect(body: Node2D) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n\t\treturn\n\n\t# Get surface normal for particle direction\n\tvar surface_normal := _get_surface_normal(body)\n\n\t# Spawn dust effect at hit position (without caliber data - small effect)\n\timpact_manager.spawn_dust_effect(global_position, surface_normal, null)\n\n\n## Gets the surface normal at the collision point using raycasting.\nfunc _get_surface_normal(body: Node2D) -> Vector2:\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Cast ray from slightly behind the shrapnel to current position\n\tvar ray_start := global_position - direction * 50.0\n\tvar ray_end := global_position + direction * 10.0\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# Fallback: estimate normal based on direction\n\t\treturn -direction.normalized()\n\n\treturn result.normal\n",
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"content": " 1→extends GutTest\n 2→## Integration tests for Bullet behavior.\n 3→##\n 4→## Tests bullet movement, lifetime, and collision detection.\n 5→## These tests run within a minimal Godot scene context.\n 6→\n 7→\n 8→const BulletScript = preload(\"res://scripts/projectiles/bullet.gd\")\n 9→\n 10→\n 11→var bullet: Area2D\n 12→\n 13→\n 14→func before_each() -> void:\n 15→\t# Create a minimal bullet instance for testing\n 16→\tbullet = Area2D.new()\n 17→\tbullet.set_script(BulletScript)\n 18→\tadd_child_autoqfree(bullet)\n 19→\n 20→\n 21→func after_each() -> void:\n 22→\tbullet = null\n 23→\n 24→\n 25→# ============================================================================\n 26→# Initialization Tests\n 27→# ============================================================================\n 28→\n 29→\n 30→func test_bullet_default_speed() -> void:\n 31→\tassert_eq(bullet.speed, 2500.0, \"Default speed should be 2500 pixels/second\")\n 32→\n 33→\n 34→func test_bullet_default_lifetime() -> void:\n 35→\tassert_eq(bullet.lifetime, 3.0, \"Default lifetime should be 3 seconds\")\n 36→\n 37→\n 38→func test_bullet_default_direction() -> void:\n 39→\tassert_eq(bullet.direction, Vector2.RIGHT, \"Default direction should be RIGHT\")\n 40→\n 41→\n 42→func test_bullet_default_shooter_id() -> void:\n 43→\tassert_eq(bullet.shooter_id, -1, \"Default shooter_id should be -1\")\n 44→\n 45→\n 46→func test_bullet_time_alive_starts_at_zero() -> void:\n 47→\tassert_eq(bullet._time_alive, 0.0, \"Time alive should start at 0\")\n 48→\n 49→\n 50→# ============================================================================\n 51→# Movement Tests\n 52→# ============================================================================\n 53→\n 54→\n 55→func test_bullet_moves_in_direction() -> void:\n 56→\tbullet.direction = Vector2.RIGHT\n 57→\tvar initial_position := bullet.position\n 58→\n 59→\t# Simulate one physics frame (60 fps = ~0.0167s)\n 60→\tbullet._physics_process(0.0167)\n 61→\n 62→\tvar expected_move := Vector2.RIGHT * 2500.0 * 0.0167\n 63→\tvar actual_move := bullet.position - initial_position\n 64→\n 65→\tassert_almost_eq(actual_move.x, expected_move.x, 1.0, \"Should move right\")\n 66→\tassert_almost_eq(actual_move.y, expected_move.y, 1.0, \"Y should stay same\")\n 67→\n 68→\n 69→func test_bullet_moves_down() -> void:\n 70→\tbullet.direction = Vector2.DOWN\n 71→\tvar initial_position := bullet.position\n 72→\n 73→\tbullet._physics_process(0.1)\n 74→\n 75→\tvar expected_move := Vector2.DOWN * 2500.0 * 0.1\n 76→\tvar actual_move := bullet.position - initial_position\n 77→\n 78→\tassert_almost_eq(actual_move.y, expected_move.y, 1.0, \"Should move down\")\n 79→\n 80→\n 81→func test_bullet_moves_diagonally() -> void:\n 82→\tbullet.direction = Vector2(1, 1).normalized()\n 83→\tvar initial_position := bullet.position\n 84→\n 85→\tbullet._physics_process(0.1)\n 86→\n 87→\tvar expected_move := Vector2(1, 1).normalized() * 2500.0 * 0.1\n 88→\tvar actual_move := bullet.position - initial_position\n 89→\n 90→\tassert_almost_eq(actual_move.length(), expected_move.length(), 1.0, \"Diagonal movement magnitude\")\n 91→\n 92→\n 93→func test_bullet_moves_with_custom_speed() -> void:\n 94→\tbullet.speed = 1000.0\n 95→\tbullet.direction = Vector2.RIGHT\n 96→\tvar initial_position := bullet.position\n 97→\n 98→\tbullet._physics_process(0.1)\n 99→\n 100→\tvar expected_move := Vector2.RIGHT * 1000.0 * 0.1\n 101→\tvar actual_move := bullet.position - initial_position\n 102→\n 103→\tassert_almost_eq(actual_move.x, expected_move.x, 1.0, \"Should use custom speed\")\n 104→\n 105→\n 106→# ============================================================================\n 107→# Lifetime Tests\n 108→# ============================================================================\n 109→\n 110→\n 111→func test_bullet_time_alive_increments() -> void:\n 112→\tbullet._physics_process(0.5)\n 113→\n 114→\tassert_almost_eq(bullet._time_alive, 0.5, 0.01, \"Time alive should increment\")\n 115→\n 116→\n 117→func test_bullet_survives_before_lifetime() -> void:\n 118→\tbullet.lifetime = 3.0\n 119→\tbullet._physics_process(2.9)\n 120→\n 121→\tassert_true(is_instance_valid(bullet), \"Bullet should still exist before lifetime expires\")\n 122→\n 123→\n 124→func test_bullet_queued_for_deletion_after_lifetime() -> void:\n 125→\tbullet.lifetime = 1.0\n 126→\n 127→\t# Simulate enough time to exceed lifetime\n 128→\tbullet._physics_process(1.1)\n 129→\n 130→\t# Bullet should be queued for deletion\n 131→\tassert_true(bullet.is_queued_for_deletion(), \"Bullet should be queued for deletion after lifetime\")\n 132→\n 133→\n 134→func test_bullet_custom_lifetime() -> void:\n 135→\tbullet.lifetime = 5.0\n 136→\tbullet._physics_process(4.9)\n 137→\n 138→\tassert_false(bullet.is_queued_for_deletion(), \"Should not be deleted with custom longer lifetime\")\n 139→\n 140→\tbullet._physics_process(0.2) # Now total = 5.1\n 141→\n 142→\tassert_true(bullet.is_queued_for_deletion(), \"Should be deleted after custom lifetime\")\n 143→\n 144→\n 145→# ============================================================================\n 146→# Direction Tests\n 147→# ============================================================================\n 148→\n 149→\n 150→func test_bullet_set_direction_normalizes() -> void:\n 151→\t# Set a non-normalized direction\n 152→\tbullet.direction = Vector2(10, 0)\n 153→\n 154→\t# The direction itself is not auto-normalized in the script\n 155→\t# Movement calculation uses direction as-is\n 156→\tassert_eq(bullet.direction, Vector2(10, 0), \"Direction is not auto-normalized\")\n 157→\n 158→\n 159→func test_bullet_negative_direction() -> void:\n 160→\tbullet.direction = Vector2.LEFT\n 161→\tvar initial_position := bullet.position\n 162→\n 163→\tbullet._physics_process(0.1)\n 164→\n 165→\tvar actual_move := bullet.position - initial_position\n 166→\n 167→\tassert_lt(actual_move.x, 0, \"Should move left (negative x)\")\n 168→\n 169→\n 170→# ============================================================================\n 171→# Shooter ID Tests\n 172→# ============================================================================\n 173→\n 174→\n 175→func test_shooter_id_can_be_set() -> void:\n 176→\tbullet.shooter_id = 12345\n 177→\n 178→\tassert_eq(bullet.shooter_id, 12345, \"Shooter ID should be settable\")\n 179→\n 180→\n 181→func test_is_player_bullet_returns_false_for_invalid_id() -> void:\n 182→\tbullet.shooter_id = -1\n 183→\n 184→\tvar result: bool = bullet._is_player_bullet()\n 185→\n 186→\tassert_false(result, \"Should return false for invalid shooter ID\")\n 187→\n 188→\n 189→func test_is_player_bullet_returns_false_for_nonexistent_id() -> void:\n 190→\tbullet.shooter_id = 999999999 # Non-existent instance ID\n 191→\n 192→\tvar result: bool = bullet._is_player_bullet()\n 193→\n 194→\tassert_false(result, \"Should return false for non-existent instance\")\n 195→\n 196→\n 197→# ============================================================================\n 198→# Physics Accumulation Tests\n 199→# ============================================================================\n 200→\n 201→\n 202→func test_multiple_physics_frames_accumulate() -> void:\n 203→\tbullet.direction = Vector2.RIGHT\n 204→\tvar initial_position := bullet.position\n 205→\n 206→\t# Simulate 10 frames at 60fps\n 207→\tfor i in range(10):\n 208→\t\tbullet._physics_process(1.0 / 60.0)\n 209→\n 210→\tvar total_time := 10.0 / 60.0\n 211→\tvar expected_distance := 2500.0 * total_time\n 212→\n 213→\tassert_almost_eq(bullet.position.x - initial_position.x, expected_distance, 1.0, \"Movement should accumulate over frames\")\n 214→\n 215→\n 216→func test_time_alive_accumulates() -> void:\n 217→\tfor i in range(10):\n 218→\t\tbullet._physics_process(0.1)\n 219→\n 220→\tassert_almost_eq(bullet._time_alive, 1.0, 0.01, \"Time alive should accumulate\")\n 221→\n 222→\n 223→# ============================================================================\n 224→# Edge Cases\n 225→# ============================================================================\n 226→\n 227→\n 228→func test_bullet_zero_delta() -> void:\n 229→\tvar initial_position := bullet.position\n 230→\n 231→\tbullet._physics_process(0.0)\n 232→\n 233→\tassert_eq(bullet.position, initial_position, \"Zero delta should not move bullet\")\n 234→\tassert_eq(bullet._time_alive, 0.0, \"Zero delta should not increment time alive\")\n 235→\n 236→\n 237→func test_bullet_very_small_delta() -> void:\n 238→\tbullet.direction = Vector2.RIGHT\n 239→\tvar initial_position := bullet.position\n 240→\n 241→\tbullet._physics_process(0.0001)\n 242→\n 243→\tvar expected_move := 2500.0 * 0.0001\n 244→\tassert_almost_eq(bullet.position.x - initial_position.x, expected_move, 0.1, \"Very small delta should still move\")\n 245→\n 246→\n 247→func test_bullet_very_large_delta() -> void:\n 248→\tbullet.direction = Vector2.RIGHT\n 249→\tvar initial_position := bullet.position\n 250→\tbullet.lifetime = 10.0 # Extend lifetime\n 251→\n 252→\tbullet._physics_process(2.0)\n 253→\n 254→\tvar expected_move := 2500.0 * 2.0\n 255→\tassert_almost_eq(bullet.position.x - initial_position.x, expected_move, 1.0, \"Large delta should move proportionally\")\n 256→\n 257→\n 258→func test_bullet_zero_speed() -> void:\n 259→\tbullet.speed = 0.0\n 260→\tbullet.direction = Vector2.RIGHT\n 261→\tvar initial_position := bullet.position\n 262→\n 263→\tbullet._physics_process(1.0)\n 264→\n 265→\tassert_eq(bullet.position, initial_position, \"Zero speed should not move bullet\")\n 266→\n 267→\n 268→# ============================================================================\n 269→# Trail Effect Tests\n 270→# ============================================================================\n 271→\n 272→\n 273→func test_bullet_default_trail_length() -> void:\n 274→\tassert_eq(bullet.trail_length, 8, \"Default trail length should be 8 points\")\n 275→\n 276→\n 277→func test_bullet_trail_length_can_be_set() -> void:\n 278→\tbullet.trail_length = 12\n 279→\n 280→\tassert_eq(bullet.trail_length, 12, \"Trail length should be settable\")\n 281→\n 282→\n 283→func test_bullet_position_history_starts_empty() -> void:\n 284→\tassert_eq(bullet._position_history.size(), 0, \"Position history should start empty\")\n 285→\n 286→\n 287→func test_bullet_position_history_grows_on_update() -> void:\n 288→\t# Simulate physics process without a trail node (should still track positions internally)\n 289→\tbullet.direction = Vector2.RIGHT\n 290→\tbullet._physics_process(0.1)\n 291→\n 292→\t# Position history is only updated if trail exists, so check graceful handling\n 293→\t# When no Trail node, _update_trail() should return early\n 294→\tassert_true(true, \"Bullet should handle missing trail node gracefully\")\n 295→\n 296→\n 297→# ============================================================================\n 298→# Rotation Tests\n 299→# ============================================================================\n 300→\n 301→\n 302→func test_bullet_rotation_for_right_direction() -> void:\n 303→\tbullet.direction = Vector2.RIGHT\n 304→\tbullet._update_rotation()\n 305→\n 306→\tassert_almost_eq(bullet.rotation, 0.0, 0.01, \"Rotation for RIGHT should be 0\")\n 307→\n 308→\n 309→func test_bullet_rotation_for_down_direction() -> void:\n 310→\tbullet.direction = Vector2.DOWN\n 311→\tbullet._update_rotation()\n 312→\n 313→\tassert_almost_eq(bullet.rotation, PI / 2, 0.01, \"Rotation for DOWN should be PI/2\")\n 314→\n 315→\n 316→func test_bullet_rotation_for_left_direction() -> void:\n 317→\tbullet.direction = Vector2.LEFT\n 318→\tbullet._update_rotation()\n 319→\n 320→\t# LEFT direction angle is PI or -PI depending on implementation\n 321→\tassert_almost_eq(absf(bullet.rotation), PI, 0.01, \"Rotation for LEFT should be PI or -PI\")\n 322→\n 323→\n 324→func test_bullet_rotation_for_up_direction() -> void:\n 325→\tbullet.direction = Vector2.UP\n 326→\tbullet._update_rotation()\n 327→\n 328→\tassert_almost_eq(bullet.rotation, -PI / 2, 0.01, \"Rotation for UP should be -PI/2\")\n 329→\n 330→\n 331→func test_bullet_rotation_for_diagonal_direction() -> void:\n 332→\tbullet.direction = Vector2(1, 1).normalized()\n 333→\tbullet._update_rotation()\n 334→\n 335→\tassert_almost_eq(bullet.rotation, PI / 4, 0.01, \"Rotation for diagonal should be PI/4\")\n 336→\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 GutTest\n## Integration tests for Bullet behavior.\n##\n## Tests bullet movement, lifetime, and collision detection.\n## These tests run within a minimal Godot scene context.\n\n\nconst BulletScript = preload(\"res://scripts/projectiles/bullet.gd\")\n\n\nvar bullet: Area2D\n\n\nfunc before_each() -> void:\n\t# Create a minimal bullet instance for testing\n\tbullet = Area2D.new()\n\tbullet.set_script(BulletScript)\n\tadd_child_autoqfree(bullet)\n\n\nfunc after_each() -> void:\n\tbullet = null\n\n\n# ============================================================================\n# Initialization Tests\n# ============================================================================\n\n\nfunc test_bullet_default_speed() -> void:\n\tassert_eq(bullet.speed, 2500.0, \"Default speed should be 2500 pixels/second\")\n\n\nfunc test_bullet_default_lifetime() -> void:\n\tassert_eq(bullet.lifetime, 3.0, \"Default lifetime should be 3 seconds\")\n\n\nfunc test_bullet_default_direction() -> void:\n\tassert_eq(bullet.direction, Vector2.RIGHT, \"Default direction should be RIGHT\")\n\n\nfunc test_bullet_default_shooter_id() -> void:\n\tassert_eq(bullet.shooter_id, -1, \"Default shooter_id should be -1\")\n\n\nfunc test_bullet_time_alive_starts_at_zero() -> void:\n\tassert_eq(bullet._time_alive, 0.0, \"Time alive should start at 0\")\n\n\n# ============================================================================\n# Movement Tests\n# ============================================================================\n\n\nfunc test_bullet_moves_in_direction() -> void:\n\tbullet.direction = Vector2.RIGHT\n\tvar initial_position := bullet.position\n\n\t# Simulate one physics frame (60 fps = ~0.0167s)\n\tbullet._physics_process(0.0167)\n\n\tvar expected_move := Vector2.RIGHT * 2500.0 * 0.0167\n\tvar actual_move := bullet.position - initial_position\n\n\tassert_almost_eq(actual_move.x, expected_move.x, 1.0, \"Should move right\")\n\tassert_almost_eq(actual_move.y, expected_move.y, 1.0, \"Y should stay same\")\n\n\nfunc test_bullet_moves_down() -> void:\n\tbullet.direction = Vector2.DOWN\n\tvar initial_position := bullet.position\n\n\tbullet._physics_process(0.1)\n\n\tvar expected_move := Vector2.DOWN * 2500.0 * 0.1\n\tvar actual_move := bullet.position - initial_position\n\n\tassert_almost_eq(actual_move.y, expected_move.y, 1.0, \"Should move down\")\n\n\nfunc test_bullet_moves_diagonally() -> void:\n\tbullet.direction = Vector2(1, 1).normalized()\n\tvar initial_position := bullet.position\n\n\tbullet._physics_process(0.1)\n\n\tvar expected_move := Vector2(1, 1).normalized() * 2500.0 * 0.1\n\tvar actual_move := bullet.position - initial_position\n\n\tassert_almost_eq(actual_move.length(), expected_move.length(), 1.0, \"Diagonal movement magnitude\")\n\n\nfunc test_bullet_moves_with_custom_speed() -> void:\n\tbullet.speed = 1000.0\n\tbullet.direction = Vector2.RIGHT\n\tvar initial_position := bullet.position\n\n\tbullet._physics_process(0.1)\n\n\tvar expected_move := Vector2.RIGHT * 1000.0 * 0.1\n\tvar actual_move := bullet.position - initial_position\n\n\tassert_almost_eq(actual_move.x, expected_move.x, 1.0, \"Should use custom speed\")\n\n\n# ============================================================================\n# Lifetime Tests\n# ============================================================================\n\n\nfunc test_bullet_time_alive_increments() -> void:\n\tbullet._physics_process(0.5)\n\n\tassert_almost_eq(bullet._time_alive, 0.5, 0.01, \"Time alive should increment\")\n\n\nfunc test_bullet_survives_before_lifetime() -> void:\n\tbullet.lifetime = 3.0\n\tbullet._physics_process(2.9)\n\n\tassert_true(is_instance_valid(bullet), \"Bullet should still exist before lifetime expires\")\n\n\nfunc test_bullet_queued_for_deletion_after_lifetime() -> void:\n\tbullet.lifetime = 1.0\n\n\t# Simulate enough time to exceed lifetime\n\tbullet._physics_process(1.1)\n\n\t# Bullet should be queued for deletion\n\tassert_true(bullet.is_queued_for_deletion(), \"Bullet should be queued for deletion after lifetime\")\n\n\nfunc test_bullet_custom_lifetime() -> void:\n\tbullet.lifetime = 5.0\n\tbullet._physics_process(4.9)\n\n\tassert_false(bullet.is_queued_for_deletion(), \"Should not be deleted with custom longer lifetime\")\n\n\tbullet._physics_process(0.2) # Now total = 5.1\n\n\tassert_true(bullet.is_queued_for_deletion(), \"Should be deleted after custom lifetime\")\n\n\n# ============================================================================\n# Direction Tests\n# ============================================================================\n\n\nfunc test_bullet_set_direction_normalizes() -> void:\n\t# Set a non-normalized direction\n\tbullet.direction = Vector2(10, 0)\n\n\t# The direction itself is not auto-normalized in the script\n\t# Movement calculation uses direction as-is\n\tassert_eq(bullet.direction, Vector2(10, 0), \"Direction is not auto-normalized\")\n\n\nfunc test_bullet_negative_direction() -> void:\n\tbullet.direction = Vector2.LEFT\n\tvar initial_position := bullet.position\n\n\tbullet._physics_process(0.1)\n\n\tvar actual_move := bullet.position - initial_position\n\n\tassert_lt(actual_move.x, 0, \"Should move left (negative x)\")\n\n\n# ============================================================================\n# Shooter ID Tests\n# ============================================================================\n\n\nfunc test_shooter_id_can_be_set() -> void:\n\tbullet.shooter_id = 12345\n\n\tassert_eq(bullet.shooter_id, 12345, \"Shooter ID should be settable\")\n\n\nfunc test_is_player_bullet_returns_false_for_invalid_id() -> void:\n\tbullet.shooter_id = -1\n\n\tvar result: bool = bullet._is_player_bullet()\n\n\tassert_false(result, \"Should return false for invalid shooter ID\")\n\n\nfunc test_is_player_bullet_returns_false_for_nonexistent_id() -> void:\n\tbullet.shooter_id = 999999999 # Non-existent instance ID\n\n\tvar result: bool = bullet._is_player_bullet()\n\n\tassert_false(result, \"Should return false for non-existent instance\")\n\n\n# ============================================================================\n# Physics Accumulation Tests\n# ============================================================================\n\n\nfunc test_multiple_physics_frames_accumulate() -> void:\n\tbullet.direction = Vector2.RIGHT\n\tvar initial_position := bullet.position\n\n\t# Simulate 10 frames at 60fps\n\tfor i in range(10):\n\t\tbullet._physics_process(1.0 / 60.0)\n\n\tvar total_time := 10.0 / 60.0\n\tvar expected_distance := 2500.0 * total_time\n\n\tassert_almost_eq(bullet.position.x - initial_position.x, expected_distance, 1.0, \"Movement should accumulate over frames\")\n\n\nfunc test_time_alive_accumulates() -> void:\n\tfor i in range(10):\n\t\tbullet._physics_process(0.1)\n\n\tassert_almost_eq(bullet._time_alive, 1.0, 0.01, \"Time alive should accumulate\")\n\n\n# ============================================================================\n# Edge Cases\n# ============================================================================\n\n\nfunc test_bullet_zero_delta() -> void:\n\tvar initial_position := bullet.position\n\n\tbullet._physics_process(0.0)\n\n\tassert_eq(bullet.position, initial_position, \"Zero delta should not move bullet\")\n\tassert_eq(bullet._time_alive, 0.0, \"Zero delta should not increment time alive\")\n\n\nfunc test_bullet_very_small_delta() -> void:\n\tbullet.direction = Vector2.RIGHT\n\tvar initial_position := bullet.position\n\n\tbullet._physics_process(0.0001)\n\n\tvar expected_move := 2500.0 * 0.0001\n\tassert_almost_eq(bullet.position.x - initial_position.x, expected_move, 0.1, \"Very small delta should still move\")\n\n\nfunc test_bullet_very_large_delta() -> void:\n\tbullet.direction = Vector2.RIGHT\n\tvar initial_position := bullet.position\n\tbullet.lifetime = 10.0 # Extend lifetime\n\n\tbullet._physics_process(2.0)\n\n\tvar expected_move := 2500.0 * 2.0\n\tassert_almost_eq(bullet.position.x - initial_position.x, expected_move, 1.0, \"Large delta should move proportionally\")\n\n\nfunc test_bullet_zero_speed() -> void:\n\tbullet.speed = 0.0\n\tbullet.direction = Vector2.RIGHT\n\tvar initial_position := bullet.position\n\n\tbullet._physics_process(1.0)\n\n\tassert_eq(bullet.position, initial_position, \"Zero speed should not move bullet\")\n\n\n# ============================================================================\n# Trail Effect Tests\n# ============================================================================\n\n\nfunc test_bullet_default_trail_length() -> void:\n\tassert_eq(bullet.trail_length, 8, \"Default trail length should be 8 points\")\n\n\nfunc test_bullet_trail_length_can_be_set() -> void:\n\tbullet.trail_length = 12\n\n\tassert_eq(bullet.trail_length, 12, \"Trail length should be settable\")\n\n\nfunc test_bullet_position_history_starts_empty() -> void:\n\tassert_eq(bullet._position_history.size(), 0, \"Position history should start empty\")\n\n\nfunc test_bullet_position_history_grows_on_update() -> void:\n\t# Simulate physics process without a trail node (should still track positions internally)\n\tbullet.direction = Vector2.RIGHT\n\tbullet._physics_process(0.1)\n\n\t# Position history is only updated if trail exists, so check graceful handling\n\t# When no Trail node, _update_trail() should return early\n\tassert_true(true, \"Bullet should handle missing trail node gracefully\")\n\n\n# ============================================================================\n# Rotation Tests\n# ============================================================================\n\n\nfunc test_bullet_rotation_for_right_direction() -> void:\n\tbullet.direction = Vector2.RIGHT\n\tbullet._update_rotation()\n\n\tassert_almost_eq(bullet.rotation, 0.0, 0.01, \"Rotation for RIGHT should be 0\")\n\n\nfunc test_bullet_rotation_for_down_direction() -> void:\n\tbullet.direction = Vector2.DOWN\n\tbullet._update_rotation()\n\n\tassert_almost_eq(bullet.rotation, PI / 2, 0.01, \"Rotation for DOWN should be PI/2\")\n\n\nfunc test_bullet_rotation_for_left_direction() -> void:\n\tbullet.direction = Vector2.LEFT\n\tbullet._update_rotation()\n\n\t# LEFT direction angle is PI or -PI depending on implementation\n\tassert_almost_eq(absf(bullet.rotation), PI, 0.01, \"Rotation for LEFT should be PI or -PI\")\n\n\nfunc test_bullet_rotation_for_up_direction() -> void:\n\tbullet.direction = Vector2.UP\n\tbullet._update_rotation()\n\n\tassert_almost_eq(bullet.rotation, -PI / 2, 0.01, \"Rotation for UP should be -PI/2\")\n\n\nfunc test_bullet_rotation_for_diagonal_direction() -> void:\n\tbullet.direction = Vector2(1, 1).normalized()\n\tbullet._update_rotation()\n\n\tassert_almost_eq(bullet.rotation, PI / 4, 0.01, \"Rotation for diagonal should be PI/4\")\n",
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"text": "Now let me update my todo list and create the case study documentation with all the research findings."
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"content": "# Issue #724: Projectile Optimization for Bullet-Hell Scenarios\n\n## Issue Summary\n\n**Original Request (Russian):**\n> оптимизируй пули и осколки, не урезая количество и функционал.\n> (сделай оптимизацию для ситуации булетхелла).\n\n**Translation:**\n> Optimize bullets and shrapnel without reducing quantity or functionality.\n> (Make optimization for bullet-hell scenarios).\n\n## Current Implementation Analysis\n\n### Bullet (`scripts/projectiles/bullet.gd`)\n\nThe current bullet implementation is feature-rich with:\n- Speed: 2500 pixels/second\n- Lifetime: 3 seconds\n- Trail effect with 8 points\n- Ricochet system with probability calculations\n- Wall penetration system\n- Homing capabilities (optional)\n- Breaker bullet detonation system\n- Multiple damage calculation methods\n\n**Performance Concerns:**\n1. Each bullet is a separate `Area2D` node with its own script instance\n2. Trail updates happen every `_physics_process()` call per bullet\n3. Multiple raycast operations for ricochet/penetration detection\n4. Dynamic array operations for trail position history\n5. Audio manager lookups via `get_node_or_null()` every impact\n\n### Shrapnel (`scripts/projectiles/shrapnel.gd`)\n\n- Speed: 5000 pixels/second (2x bullet speed)\n- Lifetime: 2 seconds\n- 3 ricochets max\n- Trail with 6 points\n- 1 damage per hit\n\n### Breaker Shrapnel (`scripts/projectiles/breaker_shrapnel.gd`)\n\nAlready has some optimizations from Issue #678:\n- Added to `breaker_shrapnel` group for counting\n- Maximum 10 shrapnel per detonation\n- Maximum 60 concurrent breaker shrapnel globally\n- Reduced lifetime (0.8s) and trail length (6 points)\n- Uses `call_deferred(\"add_child\", shrapnel)` for batch scene tree changes\n\n## Research Findings\n\n### Godot-Specific Optimization Techniques\n\nBased on research from the Godot community:\n\n1. **Object Pooling** - Reuse projectile instances instead of creating/destroying\n - Pre-allocate bullets at game start\n - Reset and reuse instead of `queue_free()` + `instantiate()`\n - The AudioManager already implements this pattern for audio players\n\n2. **Centralized Bullet Manager** - Move logic from individual scripts to manager\n - Distance squared comparisons in single manager achieved 300-400 bullets vs 160 with individual Area2D physics\n - Reduces per-instance computational overhead\n\n3. **Collision Pair Optimization**\n - Disable collision shapes for off-screen projectiles\n - Distance-based collision disabling (10x performance improvement reported)\n - Separate physics layers for different collision types\n\n4. **Variable Declaration Optimization**\n - Declare loop variables outside iteration body\n - Reduces per-frame memory allocation\n\n5. **PhysicsServer Direct Access**\n - Use PhysicsServer2D directly for bulk collision management\n - Skip scene tree overhead for simple collision checks\n\n6. **MultiMesh Rendering**\n - Use MultiMeshInstance2D for rendering many similar objects\n - Shader-based transformations instead of node updates\n\n### Industry Best Practices\n\nFrom game development resources:\n\n1. **Pool Sizing** - Tune initial pool size to expected concurrent projectiles\n - Avoid over-allocation (100 pooled but only 10 on screen = 90 idle)\n - Allow dynamic expansion when needed\n\n2. **Deactivation Instead of Destruction**\n - Disable visibility and collision\n - Reset movement variables\n - Return to pool for reuse\n\n## Proposed Solutions\n\n### Solution 1: Implement ProjectilePool Autoload\n\nCreate a centralized object pool for all projectile types:\n- Pre-instantiate bullets and shrapnel at game start\n- Provide `get_bullet()` / `return_bullet()` API\n- Track active projectile count for monitoring\n\n### Solution 2: Centralized ProjectileManager\n\nMove projectile update logic to a single manager:\n- Batch process all active projectiles in single `_physics_process()`\n- Use native arrays instead of per-node scene tree\n- Centralize collision checking with spatial hashing\n\n### Solution 3: Distance-Based Optimization\n\nAdd smart collision disabling:\n- Disable collision for projectiles far from all potential targets\n- Use squared distance comparisons (avoid sqrt)\n- Implement viewport culling for off-screen projectiles\n\n### Solution 4: Trail Optimization\n\nOptimize visual trail effects:\n- Reduce trail update frequency (every 2-3 frames instead of every frame)\n- Use fixed-size arrays instead of dynamic Array[Vector2]\n- Consider shader-based trails for high projectile counts\n\n### Solution 5: Cached Node References\n\nCache frequently accessed nodes:\n- Store AudioManager reference once in `_ready()`\n- Store ImpactEffectsManager reference\n- Avoid repeated `get_node_or_null()` calls\n\n## Implementation Priority\n\n1. **High Impact, Low Effort:**\n - Cached node references\n - Variable declaration optimization\n - Distance-based collision disabling\n\n2. **High Impact, Medium Effort:**\n - Object pooling for bullets and shrapnel\n - Trail update frequency reduction\n\n3. **High Impact, High Effort:**\n - Centralized ProjectileManager with batch processing\n - MultiMesh rendering\n\n## Sources\n\n- [Collision Pairs: optimizing performance of bullet hell games - Godot Forum](https://forum.godotengine.org/t/collision-pairs-optimizing-performance-of-bullet-hell-enemy-hell-games/35027)\n- [Bullet Hell Optimization - Godot Forum](https://forum.godotengine.org/t/bullet-hell-optimization/129732)\n- [Object Pooling in Game Development: The Complete Guide - Medium](https://medium.com/@mikaznavodya/object-pooling-in-game-development-the-complete-guide-8c52bef04597)\n- [Why Your Game Crashes When You Fire 100 Bullets: Mastering Object Pooling - Outscal](https://outscal.com/blog/unreal-engine-object-pooling)\n- Existing codebase: `scripts/autoload/audio_manager.gd` (object pool example)\n"
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"content": "# Issue #724: Projectile Optimization for Bullet-Hell Scenarios\n\n## Issue Summary\n\n**Original Request (Russian):**\n> оптимизируй пули и осколки, не урезая количество и функционал.\n> (сделай оптимизацию для ситуации булетхелла).\n\n**Translation:**\n> Optimize bullets and shrapnel without reducing quantity or functionality.\n> (Make optimization for bullet-hell scenarios).\n\n## Current Implementation Analysis\n\n### Bullet (`scripts/projectiles/bullet.gd`)\n\nThe current bullet implementation is feature-rich with:\n- Speed: 2500 pixels/second\n- Lifetime: 3 seconds\n- Trail effect with 8 points\n- Ricochet system with probability calculations\n- Wall penetration system\n- Homing capabilities (optional)\n- Breaker bullet detonation system\n- Multiple damage calculation methods\n\n**Performance Concerns:**\n1. Each bullet is a separate `Area2D` node with its own script instance\n2. Trail updates happen every `_physics_process()` call per bullet\n3. 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Audio manager lookups via `get_node_or_null()` every impact\n\n### Shrapnel (`scripts/projectiles/shrapnel.gd`)\n\n- Speed: 5000 pixels/second (2x bullet speed)\n- Lifetime: 2 seconds\n- 3 ricochets max\n- Trail with 6 points\n- 1 damage per hit\n\n### Breaker Shrapnel (`scripts/projectiles/breaker_shrapnel.gd`)\n\nAlready has some optimizations from Issue #678:\n- Added to `breaker_shrapnel` group for counting\n- Maximum 10 shrapnel per detonation\n- Maximum 60 concurrent breaker shrapnel globally\n- Reduced lifetime (0.8s) and trail length (6 points)\n- Uses `call_deferred(\"add_child\", shrapnel)` for batch scene tree changes\n\n## Research Findings\n\n### Godot-Specific Optimization Techniques\n\nBased on research from the Godot community:\n\n1. **Object Pooling** - Reuse projectile instances instead of creating/destroying\n - Pre-allocate bullets at game start\n - Reset and reuse instead of `queue_free()` + `instantiate()`\n - The AudioManager already implements this pattern for audio players\n\n2. **Centralized Bullet Manager** - Move logic from individual scripts to manager\n - Distance squared comparisons in single manager achieved 300-400 bullets vs 160 with individual Area2D physics\n - Reduces per-instance computational overhead\n\n3. **Collision Pair Optimization**\n - Disable collision shapes for off-screen projectiles\n - Distance-based collision disabling (10x performance improvement reported)\n - Separate physics layers for different collision types\n\n4. **Variable Declaration Optimization**\n - Declare loop variables outside iteration body\n - Reduces per-frame memory allocation\n\n5. **PhysicsServer Direct Access**\n - Use PhysicsServer2D directly for bulk collision management\n - Skip scene tree overhead for simple collision checks\n\n6. **MultiMesh Rendering**\n - Use MultiMeshInstance2D for rendering many similar objects\n - Shader-based transformations instead of node updates\n\n### Industry Best Practices\n\nFrom game development resources:\n\n1. **Pool Sizing** - Tune initial pool size to expected concurrent projectiles\n - Avoid over-allocation (100 pooled but only 10 on screen = 90 idle)\n - Allow dynamic expansion when needed\n\n2. **Deactivation Instead of Destruction**\n - Disable visibility and collision\n - Reset movement variables\n - Return to pool for reuse\n\n## Proposed Solutions\n\n### Solution 1: Implement ProjectilePool Autoload\n\nCreate a centralized object pool for all projectile types:\n- Pre-instantiate bullets and shrapnel at game start\n- Provide `get_bullet()` / `return_bullet()` API\n- Track active projectile count for monitoring\n\n### Solution 2: Centralized ProjectileManager\n\nMove projectile update logic to a single manager:\n- Batch process all active projectiles in single `_physics_process()`\n- Use native arrays instead of per-node scene tree\n- Centralize collision checking with spatial hashing\n\n### Solution 3: Distance-Based Optimization\n\nAdd smart collision disabling:\n- Disable collision for projectiles far from all potential targets\n- Use squared distance comparisons (avoid sqrt)\n- Implement viewport culling for off-screen projectiles\n\n### Solution 4: Trail Optimization\n\nOptimize visual trail effects:\n- Reduce trail update frequency (every 2-3 frames instead of every frame)\n- Use fixed-size arrays instead of dynamic Array[Vector2]\n- Consider shader-based trails for high projectile counts\n\n### Solution 5: Cached Node References\n\nCache frequently accessed nodes:\n- Store AudioManager reference once in `_ready()`\n- Store ImpactEffectsManager reference\n- Avoid repeated `get_node_or_null()` calls\n\n## Implementation Priority\n\n1. **High Impact, Low Effort:**\n - Cached node references\n - Variable declaration optimization\n - Distance-based collision disabling\n\n2. **High Impact, Medium Effort:**\n - Object pooling for bullets and shrapnel\n - Trail update frequency reduction\n\n3. **High Impact, High Effort:**\n - Centralized ProjectileManager with batch processing\n - MultiMesh rendering\n\n## Sources\n\n- [Collision Pairs: optimizing performance of bullet hell games - Godot Forum](https://forum.godotengine.org/t/collision-pairs-optimizing-performance-of-bullet-hell-enemy-hell-games/35027)\n- [Bullet Hell Optimization - Godot Forum](https://forum.godotengine.org/t/bullet-hell-optimization/129732)\n- [Object Pooling in Game Development: The Complete Guide - Medium](https://medium.com/@mikaznavodya/object-pooling-in-game-development-the-complete-guide-8c52bef04597)\n- [Why Your Game Crashes When You Fire 100 Bullets: Mastering Object Pooling - Outscal](https://outscal.com/blog/unreal-engine-object-pooling)\n- Existing codebase: `scripts/autoload/audio_manager.gd` (object pool example)\n",
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[2026-02-10T21:07:43.150Z] [INFO] {
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{
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"content": " 1→; Engine configuration file.\n 2→; It's best edited using the editor UI and not directly,\n 3→; since the parameters that go here are not all obvious.\n 4→;\n 5→; Format:\n 6→; [section] ; section goes between []\n 7→; param=value ; assign values to parameters\n 8→\n 9→config_version=5\n 10→\n 11→[autoload]\n 12→\n 13→FileLogger=\"*res://scripts/autoload/file_logger.gd\"\n 14→InputSettings=\"*res://scripts/autoload/input_settings.gd\"\n 15→GameManager=\"*res://scripts/autoload/game_manager.gd\"\n 16→ScoreManager=\"*res://scripts/autoload/score_manager.gd\"\n 17→HitEffectsManager=\"*res://scripts/autoload/hit_effects_manager.gd\"\n 18→AudioManager=\"*res://scripts/autoload/audio_manager.gd\"\n 19→SoundPropagation=\"*res://scripts/autoload/sound_propagation.gd\"\n 20→ScreenShakeManager=\"*res://scripts/autoload/screen_shake_manager.gd\"\n 21→DifficultyManager=\"*res://scripts/autoload/difficulty_manager.gd\"\n 22→ImpactEffectsManager=\"*res://scripts/autoload/impact_effects_manager.gd\"\n 23→PenultimateHitEffectsManager=\"*res://scripts/autoload/penultimate_hit_effects_manager.gd\"\n 24→LastChanceEffectsManager=\"*res://scripts/autoload/last_chance_effects_manager.gd\"\n 25→StatusEffectsManager=\"*res://scripts/autoload/status_effects_manager.gd\"\n 26→GrenadeManager=\"*res://scripts/autoload/grenade_manager.gd\"\n 27→ExperimentalSettings=\"*res://scripts/autoload/experimental_settings.gd\"\n 28→CinemaEffectsManager=\"*res://scripts/autoload/cinema_effects_manager.gd\"\n 29→GrenadeTimerHelper=\"*res://Scripts/Autoload/GrenadeTimerHelper.cs\"\n 30→PowerFantasyEffectsManager=\"*res://scripts/autoload/power_fantasy_effects_manager.gd\"\n 31→ProgressManager=\"*res://scripts/autoload/progress_manager.gd\"\n 32→ReplayManager=\"*res://Scripts/Autoload/ReplayManager.cs\"\n 33→ActiveItemManager=\"*res://scripts/autoload/active_item_manager.gd\"\n 34→FlashbangPlayerEffectsManager=\"*res://scripts/autoload/flashbang_player_effects_manager.gd\"\n 35→\n 36→[application]\n 37→\n 38→config/name=\"Godot Top-Down Template\"\n 39→config/description=\"A template project for creating top-down games in Godot 4.\n 40→Includes basic project structure and example scenes.\"\n 41→config/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\n 42→run/main_scene=\"res://scenes/levels/LabyrinthLevel.tscn\"\n 43→config/features=PackedStringArray(\"4.3\", \"C#\")\n 44→config/icon=\"res://icon.svg\"\n 45→\n 46→[display]\n 47→\n 48→window/size/viewport_width=1280\n 49→window/size/viewport_height=720\n 50→window/size/mode=3\n 51→window/stretch/mode=\"canvas_items\"\n 52→window/stretch/aspect=\"keep\"\n 53→\n 54→[input]\n 55→\n 56→move_up={\n 57→\"deadzone\": 0.5,\n 58→\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":87,\"key_label\":0,\"unicode\":119,\"location\":0,\"echo\":false,\"script\":null)\n 59→, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194320,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 60→]\n 61→}\n 62→move_down={\n 63→\"deadzone\": 0.5,\n 64→\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":83,\"key_label\":0,\"unicode\":115,\"location\":0,\"echo\":false,\"script\":null)\n 65→, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194322,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 66→]\n 67→}\n 68→move_left={\n 69→\"deadzone\": 0.5,\n 70→\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":65,\"key_label\":0,\"unicode\":97,\"location\":0,\"echo\":false,\"script\":null)\n 71→, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194319,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 72→]\n 73→}\n 74→move_right={\n 75→\"deadzone\": 0.5,\n 76→\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":68,\"key_label\":0,\"unicode\":100,\"location\":0,\"echo\":false,\"script\":null)\n 77→, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 78→]\n 79→}\n 80→shoot={\n 81→\"deadzone\": 0.5,\n 82→\"events\": [Object(InputEventMouseButton,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"button_mask\":1,\"position\":Vector2(0, 0),\"global_position\":Vector2(0, 0),\"factor\":1.0,\"button_index\":1,\"canceled\":false,\"pressed\":true,\"double_click\":false,\"script\":null)\n 83→]\n 84→}\n 85→pause={\n 86→\"deadzone\": 0.5,\n 87→\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194305,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 88→]\n 89→}\n 90→reload={\n 91→\"deadzone\": 0.5,\n 92→\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":82,\"key_label\":0,\"unicode\":114,\"location\":0,\"echo\":false,\"script\":null)\n 93→]\n 94→}\n 95→toggle_fire_mode={\n 96→\"deadzone\": 0.5,\n 97→\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":66,\"key_label\":0,\"unicode\":98,\"location\":0,\"echo\":false,\"script\":null)\n 98→]\n 99→}\n 100→reload_step={\n 101→\"deadzone\": 0.5,\n 102→\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":70,\"key_label\":0,\"unicode\":102,\"location\":0,\"echo\":false,\"script\":null)\n 103→]\n 104→}\n 105→grenade_prepare={\n 106→\"deadzone\": 0.5,\n 107→\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":71,\"key_label\":0,\"unicode\":103,\"location\":0,\"echo\":false,\"script\":null)\n 108→]\n 109→}\n 110→grenade_throw={\n 111→\"deadzone\": 0.5,\n 112→\"events\": [Object(InputEventMouseButton,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"button_mask\":2,\"position\":Vector2(0, 0),\"global_position\":Vector2(0, 0),\"factor\":1.0,\"button_index\":2,\"canceled\":false,\"pressed\":true,\"double_click\":false,\"script\":null)\n 113→]\n 114→}\n 115→flashlight_toggle={\n 116→\"deadzone\": 0.5,\n 117→\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":32,\"key_label\":0,\"unicode\":32,\"location\":0,\"echo\":false,\"script\":null)\n 118→]\n 119→}\n 120→\n 121→[layer_names]\n 122→\n 123→2d_physics/layer_1=\"player\"\n 124→2d_physics/layer_2=\"enemies\"\n 125→2d_physics/layer_3=\"obstacles\"\n 126→2d_physics/layer_4=\"pickups\"\n 127→2d_physics/layer_5=\"projectiles\"\n 128→2d_physics/layer_6=\"targets\"\n 129→2d_physics/layer_7=\"decorative\"\n 130→\n 131→[dotnet]\n 132→\n 133→project/assembly_name=\"GodotTopDownTemplate\"\n 134→\n 135→[editor_plugins]\n 136→\n 137→enabled=PackedStringArray(\"res://addons/gut/plugin.cfg\")\n 138→\n 139→[rendering]\n 140→\n 141→renderer/rendering_method=\"gl_compatibility\"\n 142→renderer/rendering_method.mobile=\"gl_compatibility\"\n 143→textures/canvas_textures/default_texture_filter=0\n 144→\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": "; Engine configuration file.\n; It's best edited using the editor UI and not directly,\n; since the parameters that go here are not all obvious.\n;\n; Format:\n; [section] ; section goes between []\n; param=value ; assign values to parameters\n\nconfig_version=5\n\n[autoload]\n\nFileLogger=\"*res://scripts/autoload/file_logger.gd\"\nInputSettings=\"*res://scripts/autoload/input_settings.gd\"\nGameManager=\"*res://scripts/autoload/game_manager.gd\"\nScoreManager=\"*res://scripts/autoload/score_manager.gd\"\nHitEffectsManager=\"*res://scripts/autoload/hit_effects_manager.gd\"\nAudioManager=\"*res://scripts/autoload/audio_manager.gd\"\nSoundPropagation=\"*res://scripts/autoload/sound_propagation.gd\"\nScreenShakeManager=\"*res://scripts/autoload/screen_shake_manager.gd\"\nDifficultyManager=\"*res://scripts/autoload/difficulty_manager.gd\"\nImpactEffectsManager=\"*res://scripts/autoload/impact_effects_manager.gd\"\nPenultimateHitEffectsManager=\"*res://scripts/autoload/penultimate_hit_effects_manager.gd\"\nLastChanceEffectsManager=\"*res://scripts/autoload/last_chance_effects_manager.gd\"\nStatusEffectsManager=\"*res://scripts/autoload/status_effects_manager.gd\"\nGrenadeManager=\"*res://scripts/autoload/grenade_manager.gd\"\nExperimentalSettings=\"*res://scripts/autoload/experimental_settings.gd\"\nCinemaEffectsManager=\"*res://scripts/autoload/cinema_effects_manager.gd\"\nGrenadeTimerHelper=\"*res://Scripts/Autoload/GrenadeTimerHelper.cs\"\nPowerFantasyEffectsManager=\"*res://scripts/autoload/power_fantasy_effects_manager.gd\"\nProgressManager=\"*res://scripts/autoload/progress_manager.gd\"\nReplayManager=\"*res://Scripts/Autoload/ReplayManager.cs\"\nActiveItemManager=\"*res://scripts/autoload/active_item_manager.gd\"\nFlashbangPlayerEffectsManager=\"*res://scripts/autoload/flashbang_player_effects_manager.gd\"\n\n[application]\n\nconfig/name=\"Godot Top-Down Template\"\nconfig/description=\"A template project for creating top-down games in Godot 4.\nIncludes basic project structure and example scenes.\"\nconfig/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\nrun/main_scene=\"res://scenes/levels/LabyrinthLevel.tscn\"\nconfig/features=PackedStringArray(\"4.3\", \"C#\")\nconfig/icon=\"res://icon.svg\"\n\n[display]\n\nwindow/size/viewport_width=1280\nwindow/size/viewport_height=720\nwindow/size/mode=3\nwindow/stretch/mode=\"canvas_items\"\nwindow/stretch/aspect=\"keep\"\n\n[input]\n\nmove_up={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":87,\"key_label\":0,\"unicode\":119,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194320,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_down={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":83,\"key_label\":0,\"unicode\":115,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194322,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_left={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":65,\"key_label\":0,\"unicode\":97,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194319,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_right={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":68,\"key_label\":0,\"unicode\":100,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nshoot={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventMouseButton,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"button_mask\":1,\"position\":Vector2(0, 0),\"global_position\":Vector2(0, 0),\"factor\":1.0,\"button_index\":1,\"canceled\":false,\"pressed\":true,\"double_click\":false,\"script\":null)\n]\n}\npause={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194305,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nreload={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":82,\"key_label\":0,\"unicode\":114,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\ntoggle_fire_mode={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":66,\"key_label\":0,\"unicode\":98,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nreload_step={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":70,\"key_label\":0,\"unicode\":102,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\ngrenade_prepare={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":71,\"key_label\":0,\"unicode\":103,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\ngrenade_throw={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventMouseButton,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"button_mask\":2,\"position\":Vector2(0, 0),\"global_position\":Vector2(0, 0),\"factor\":1.0,\"button_index\":2,\"canceled\":false,\"pressed\":true,\"double_click\":false,\"script\":null)\n]\n}\nflashlight_toggle={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":32,\"key_label\":0,\"unicode\":32,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\n\n[layer_names]\n\n2d_physics/layer_1=\"player\"\n2d_physics/layer_2=\"enemies\"\n2d_physics/layer_3=\"obstacles\"\n2d_physics/layer_4=\"pickups\"\n2d_physics/layer_5=\"projectiles\"\n2d_physics/layer_6=\"targets\"\n2d_physics/layer_7=\"decorative\"\n\n[dotnet]\n\nproject/assembly_name=\"GodotTopDownTemplate\"\n\n[editor_plugins]\n\nenabled=PackedStringArray(\"res://addons/gut/plugin.cfg\")\n\n[rendering]\n\nrenderer/rendering_method=\"gl_compatibility\"\nrenderer/rendering_method.mobile=\"gl_compatibility\"\ntextures/canvas_textures/default_texture_filter=0\n",
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[2026-02-10T21:07:49.424Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01LNqxh7Kv8PTxQbpUgRP8T2",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now I have a good understanding of the project structure. Let me start implementing the optimizations. I'll create a `ProjectilePool` autoload that will handle object pooling for bullets and shrapnel, then update the bullet and shrapnel scripts to use the pool and add other optimizations."
}
],
"stop_reason": null,
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"cache_read_input_tokens": 97602,
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},
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"service_tier": "standard",
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}
[2026-02-10T21:07:55.398Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01LNqxh7Kv8PTxQbpUgRP8T2",
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{
"type": "tool_use",
"id": "toolu_01QFt6JiuW9ikYUEYMzjkDMx",
"name": "TodoWrite",
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"todos": [
{
"content": "Explore the codebase to understand current projectile implementation",
"status": "completed",
"activeForm": "Exploring codebase for projectile implementation"
},
{
"content": "Create case study folder and collect data about the issue",
"status": "completed",
"activeForm": "Creating case study folder and collecting data"
},
{
"content": "Research bullet-hell optimization techniques online",
"status": "completed",
"activeForm": "Researching bullet-hell optimization techniques"
},
{
"content": "Analyze current bullet and fragment scripts for optimization opportunities",
"status": "completed",
"activeForm": "Analyzing bullet and fragment scripts"
},
{
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[2026-02-10T21:07:55.399Z] [INFO] {
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[2026-02-10T21:08:57.798Z] [INFO] {
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"content": "extends Node\n## Autoload singleton for managing projectile object pools.\n##\n## Provides centralized pooling for bullets and shrapnel to optimize\n## bullet-hell scenarios by reducing instantiation/destruction overhead.\n##\n## Issue #724: Optimization for bullet-hell situations without reducing\n## quantity or functionality.\n##\n## Key features:\n## - Pre-allocates projectile instances at game start\n## - Reuses projectiles instead of instantiate/queue_free cycles\n## - Tracks active projectile counts for monitoring\n## - Supports dynamic pool expansion when needed\n## - Provides debug statistics for performance tuning\n\n## Signal emitted when pool statistics change significantly.\nsignal pool_stats_changed(stats: Dictionary)\n\n## Minimum pool size for each projectile type (preallocated at startup).\nconst MIN_BULLET_POOL_SIZE: int = 64\nconst MIN_SHRAPNEL_POOL_SIZE: int = 32\nconst MIN_BREAKER_SHRAPNEL_POOL_SIZE: int = 60\n\n## Maximum pool size limits to prevent memory issues.\n## -1 for unlimited (not recommended for production).\nconst MAX_BULLET_POOL_SIZE: int = 256\nconst MAX_SHRAPNEL_POOL_SIZE: int = 128\nconst MAX_BREAKER_SHRAPNEL_POOL_SIZE: int = 120\n\n## Scene paths for projectile types.\nconst BULLET_SCENE_PATH: String = \"res://scenes/projectiles/Bullet.tscn\"\nconst SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/Shrapnel.tscn\"\nconst BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n\n## Preloaded projectile scenes.\nvar _bullet_scene: PackedScene = null\nvar _shrapnel_scene: PackedScene = null\nvar _breaker_shrapnel_scene: PackedScene = null\n\n## Object pools for each projectile type.\n## Inactive projectiles waiting to be reused.\nvar _bullet_pool: Array[Area2D] = []\nvar _shrapnel_pool: Array[Area2D] = []\nvar _breaker_shrapnel_pool: Array[Area2D] = []\n\n## Active projectile tracking.\n## These are currently in the scene and will be returned to pool on deactivation.\nvar _active_bullets: Array[Area2D] = []\nvar _active_shrapnel: Array[Area2D] = []\nvar _active_breaker_shrapnel: Array[Area2D] = []\n\n## Statistics for monitoring.\nvar _total_bullets_created: int = 0\nvar _total_shrapnel_created: int = 0\nvar _total_breaker_shrapnel_created: int = 0\nvar _bullets_reused: int = 0\nvar _shrapnel_reused: int = 0\nvar _breaker_shrapnel_reused: int = 0\n\n## Enable debug logging for pool operations.\nvar _debug_logging: bool = false\n\n## Timer for periodic cleanup of oversized pools.\nvar _cleanup_timer: float = 0.0\nconst CLEANUP_INTERVAL: float = 10.0\n\n\nfunc _ready() -> void:\n\t_load_projectile_scenes()\n\t_create_initial_pools()\n\n\nfunc _process(delta: float) -> void:\n\t# Periodic cleanup of inactive projectiles exceeding minimum pool sizes\n\t_cleanup_timer += delta\n\tif _cleanup_timer >= CLEANUP_INTERVAL:\n\t\t_cleanup_timer = 0.0\n\t\t_cleanup_excess_pool_items()\n\n\n## Loads the projectile scenes for instantiation.\nfunc _load_projectile_scenes() -> void:\n\tif ResourceLoader.exists(BULLET_SCENE_PATH):\n\t\t_bullet_scene = load(BULLET_SCENE_PATH)\n\telse:\n\t\tpush_warning(\"[ProjectilePool] Bullet scene not found: %s\" % BULLET_SCENE_PATH)\n\n\tif ResourceLoader.exists(SHRAPNEL_SCENE_PATH):\n\t\t_shrapnel_scene = load(SHRAPNEL_SCENE_PATH)\n\telse:\n\t\tpush_warning(\"[ProjectilePool] Shrapnel scene not found: %s\" % SHRAPNEL_SCENE_PATH)\n\n\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n\telse:\n\t\tpush_warning(\"[ProjectilePool] Breaker shrapnel scene not found: %s\" % BREAKER_SHRAPNEL_SCENE_PATH)\n\n\n## Creates initial pools with minimum sizes.\nfunc _create_initial_pools() -> void:\n\tfor i in range(MIN_BULLET_POOL_SIZE):\n\t\tvar bullet := _create_bullet_instance()\n\t\tif bullet:\n\t\t\t_bullet_pool.append(bullet)\n\n\tfor i in range(MIN_SHRAPNEL_POOL_SIZE):\n\t\tvar shrapnel := _create_shrapnel_instance()\n\t\tif shrapnel:\n\t\t\t_shrapnel_pool.append(shrapnel)\n\n\tfor i in range(MIN_BREAKER_SHRAPNEL_POOL_SIZE):\n\t\tvar breaker := _create_breaker_shrapnel_instance()\n\t\tif breaker:\n\t\t\t_breaker_shrapnel_pool.append(breaker)\n\n\tif _debug_logging:\n\t\tprint(\"[ProjectilePool] Initialized pools - Bullets: %d, Shrapnel: %d, BreakerShrapnel: %d\" % [\n\t\t\t_bullet_pool.size(), _shrapnel_pool.size(), _breaker_shrapnel_pool.size()])\n\n\n## Creates a new bullet instance in deactivated state.\nfunc _create_bullet_instance() -> Area2D:\n\tif _bullet_scene == null:\n\t\treturn null\n\n\tvar bullet := _bullet_scene.instantiate() as Area2D\n\tif bullet == null:\n\t\treturn null\n\n\t_total_bullets_created += 1\n\n\t# Keep as child of pool manager for scene tree stability\n\tadd_child(bullet)\n\n\t# Deactivate the bullet\n\t_deactivate_projectile(bullet)\n\n\treturn bullet\n\n\n## Creates a new shrapnel instance in deactivated state.\nfunc _create_shrapnel_instance() -> Area2D:\n\tif _shrapnel_scene == null:\n\t\treturn null\n\n\tvar shrapnel := _shrapnel_scene.instantiate() as Area2D\n\tif shrapnel == null:\n\t\treturn null\n\n\t_total_shrapnel_created += 1\n\n\tadd_child(shrapnel)\n\t_deactivate_projectile(shrapnel)\n\n\treturn shrapnel\n\n\n## Creates a new breaker shrapnel instance in deactivated state.\nfunc _create_breaker_shrapnel_instance() -> Area2D:\n\tif _breaker_shrapnel_scene == null:\n\t\treturn null\n\n\tvar breaker := _breaker_shrapnel_scene.instantiate() as Area2D\n\tif breaker == null:\n\t\treturn null\n\n\t_total_breaker_shrapnel_created += 1\n\n\tadd_child(breaker)\n\t_deactivate_projectile(breaker)\n\n\treturn breaker\n\n\n## Deactivates a projectile for pooling.\n## Hides it and disables physics processing.\nfunc _deactivate_projectile(projectile: Area2D) -> void:\n\tprojectile.visible = false\n\tprojectile.set_physics_process(false)\n\tprojectile.set_process(false)\n\tprojectile.monitoring = false\n\tprojectile.monitorable = false\n\n\t# Disable collision shape if present\n\tvar collision := projectile.get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n\tif collision:\n\t\tcollision.disabled = true\n\n\n## Activates a projectile from the pool.\n## Makes it visible and enables physics processing.\nfunc _activate_projectile(projectile: Area2D) -> void:\n\tprojectile.visible = true\n\tprojectile.set_physics_process(true)\n\tprojectile.set_process(true)\n\tprojectile.monitoring = true\n\tprojectile.monitorable = true\n\n\t# Enable collision shape if present\n\tvar collision := projectile.get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n\tif collision:\n\t\tcollision.disabled = false\n\n\n## Gets a bullet from the pool or creates a new one if needed.\n## Returns null if pool is at maximum capacity.\n## @param parent: The node to reparent the bullet to (usually current scene).\nfunc get_bullet(parent: Node = null) -> Area2D:\n\tvar bullet: Area2D = null\n\n\tif _bullet_pool.size() > 0:\n\t\tbullet = _bullet_pool.pop_back()\n\t\t_bullets_reused += 1\n\telif MAX_BULLET_POOL_SIZE == -1 or _total_bullets_created < MAX_BULLET_POOL_SIZE:\n\t\tbullet = _create_bullet_instance()\n\telse:\n\t\tif _debug_logging:\n\t\t\tprint(\"[ProjectilePool] Bullet pool exhausted (max: %d)\" % MAX_BULLET_POOL_SIZE)\n\t\treturn null\n\n\tif bullet == null:\n\t\treturn null\n\n\t# Reset bullet state\n\t_reset_bullet(bullet)\n\n\t# Reparent to the specified parent (or current scene)\n\tif parent:\n\t\tbullet.reparent(parent)\n\telse:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tbullet.reparent(scene)\n\n\t_activate_projectile(bullet)\n\t_active_bullets.append(bullet)\n\n\tif _debug_logging:\n\t\tprint(\"[ProjectilePool] Bullet acquired - Active: %d, Pool: %d\" % [\n\t\t\t_active_bullets.size(), _bullet_pool.size()])\n\n\treturn bullet\n\n\n## Gets a shrapnel from the pool or creates a new one if needed.\n## @param parent: The node to reparent the shrapnel to.\nfunc get_shrapnel(parent: Node = null) -> Area2D:\n\tvar shrapnel: Area2D = null\n\n\tif _shrapnel_pool.size() > 0:\n\t\tshrapnel = _shrapnel_pool.pop_back()\n\t\t_shrapnel_reused += 1\n\telif MAX_SHRAPNEL_POOL_SIZE == -1 or _total_shrapnel_created < MAX_SHRAPNEL_POOL_SIZE:\n\t\tshrapnel = _create_shrapnel_instance()\n\telse:\n\t\tif _debug_logging:\n\t\t\tprint(\"[ProjectilePool] Shrapnel pool exhausted (max: %d)\" % MAX_SHRAPNEL_POOL_SIZE)\n\t\treturn null\n\n\tif shrapnel == null:\n\t\treturn null\n\n\t_reset_shrapnel(shrapnel)\n\n\tif parent:\n\t\tshrapnel.reparent(parent)\n\telse:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tshrapnel.reparent(scene)\n\n\t_activate_projectile(shrapnel)\n\t_active_shrapnel.append(shrapnel)\n\n\treturn shrapnel\n\n\n## Gets a breaker shrapnel from the pool or creates a new one if needed.\n## @param parent: The node to reparent the shrapnel to.\nfunc get_breaker_shrapnel(parent: Node = null) -> Area2D:\n\tvar breaker: Area2D = null\n\n\tif _breaker_shrapnel_pool.size() > 0:\n\t\tbreaker = _breaker_shrapnel_pool.pop_back()\n\t\t_breaker_shrapnel_reused += 1\n\telif MAX_BREAKER_SHRAPNEL_POOL_SIZE == -1 or _total_breaker_shrapnel_created < MAX_BREAKER_SHRAPNEL_POOL_SIZE:\n\t\tbreaker = _create_breaker_shrapnel_instance()\n\telse:\n\t\tif _debug_logging:\n\t\t\tprint(\"[ProjectilePool] Breaker shrapnel pool exhausted (max: %d)\" % MAX_BREAKER_SHRAPNEL_POOL_SIZE)\n\t\treturn null\n\n\tif breaker == null:\n\t\treturn null\n\n\t_reset_breaker_shrapnel(breaker)\n\n\tif parent:\n\t\tbreaker.reparent(parent)\n\telse:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tbreaker.reparent(scene)\n\n\t_activate_projectile(breaker)\n\t_active_breaker_shrapnel.append(breaker)\n\n\treturn breaker\n\n\n## Returns a bullet to the pool for reuse.\n## Call this instead of queue_free() on pooled bullets.\nfunc return_bullet(bullet: Area2D) -> void:\n\tif bullet == null or not is_instance_valid(bullet):\n\t\treturn\n\n\t# Remove from active list\n\tvar idx := _active_bullets.find(bullet)\n\tif idx >= 0:\n\t\t_active_bullets.remove_at(idx)\n\n\t# Deactivate and return to pool\n\t_deactivate_projectile(bullet)\n\tbullet.reparent(self)\n\t_bullet_pool.append(bullet)\n\n\tif _debug_logging:\n\t\tprint(\"[ProjectilePool] Bullet returned - Active: %d, Pool: %d\" % [\n\t\t\t_active_bullets.size(), _bullet_pool.size()])\n\n\n## Returns a shrapnel to the pool for reuse.\nfunc return_shrapnel(shrapnel: Area2D) -> void:\n\tif shrapnel == null or not is_instance_valid(shrapnel):\n\t\treturn\n\n\tvar idx := _active_shrapnel.find(shrapnel)\n\tif idx >= 0:\n\t\t_active_shrapnel.remove_at(idx)\n\n\t_deactivate_projectile(shrapnel)\n\tshrapnel.reparent(self)\n\t_shrapnel_pool.append(shrapnel)\n\n\n## Returns a breaker shrapnel to the pool for reuse.\nfunc return_breaker_shrapnel(breaker: Area2D) -> void:\n\tif breaker == null or not is_instance_valid(breaker):\n\t\treturn\n\n\tvar idx := _active_breaker_shrapnel.find(breaker)\n\tif idx >= 0:\n\t\t_active_breaker_shrapnel.remove_at(idx)\n\n\t_deactivate_projectile(breaker)\n\tbreaker.reparent(self)\n\t_breaker_shrapnel_pool.append(breaker)\n\n\n## Resets a bullet to its default state for reuse.\nfunc _reset_bullet(bullet: Area2D) -> void:\n\t# Reset position and rotation\n\tbullet.position = Vector2.ZERO\n\tbullet.rotation = 0.0\n\n\t# Reset bullet-specific properties\n\tif bullet.has_method(\"reset_for_pool\"):\n\t\tbullet.reset_for_pool()\n\telse:\n\t\t# Fallback: reset common properties directly\n\t\tbullet.set(\"direction\", Vector2.RIGHT)\n\t\tbullet.set(\"speed\", 2500.0)\n\t\tbullet.set(\"damage\", 1.0)\n\t\tbullet.set(\"damage_multiplier\", 1.0)\n\t\tbullet.set(\"shooter_id\", -1)\n\t\tbullet.set(\"shooter_position\", Vector2.ZERO)\n\t\tbullet.set(\"stun_duration\", 0.0)\n\t\tbullet.set(\"homing_enabled\", false)\n\t\tbullet.set(\"is_breaker_bullet\", false)\n\t\tbullet.set(\"caliber_data\", null)\n\t\tbullet.set(\"_time_alive\", 0.0)\n\t\tbullet.set(\"_ricochet_count\", 0)\n\t\tbullet.set(\"_has_ricocheted\", false)\n\t\tbullet.set(\"_has_penetrated\", false)\n\t\tbullet.set(\"_is_penetrating\", false)\n\t\tbullet.set(\"_penetrating_body\", null)\n\t\tbullet.set(\"_penetration_distance_traveled\", 0.0)\n\t\tbullet.set(\"_distance_since_ricochet\", 0.0)\n\n\t\t# Clear trail\n\t\tvar pos_history = bullet.get(\"_position_history\")\n\t\tif pos_history is Array:\n\t\t\tpos_history.clear()\n\n\t\tvar trail = bullet.get(\"_trail\")\n\t\tif trail is Line2D:\n\t\t\ttrail.clear_points()\n\n\n## Resets a shrapnel to its default state for reuse.\nfunc _reset_shrapnel(shrapnel: Area2D) -> void:\n\tshrapnel.position = Vector2.ZERO\n\tshrapnel.rotation = 0.0\n\n\tif shrapnel.has_method(\"reset_for_pool\"):\n\t\tshrapnel.reset_for_pool()\n\telse:\n\t\tshrapnel.set(\"direction\", Vector2.RIGHT)\n\t\tshrapnel.set(\"speed\", 5000.0)\n\t\tshrapnel.set(\"damage\", 1)\n\t\tshrapnel.set(\"source_id\", -1)\n\t\tshrapnel.set(\"thrower_id\", -1)\n\t\tshrapnel.set(\"_time_alive\", 0.0)\n\t\tshrapnel.set(\"_ricochet_count\", 0)\n\n\t\tvar pos_history = shrapnel.get(\"_position_history\")\n\t\tif pos_history is Array:\n\t\t\tpos_history.clear()\n\n\t\tvar trail = shrapnel.get(\"_trail\")\n\t\tif trail is Line2D:\n\t\t\ttrail.clear_points()\n\n\n## Resets a breaker shrapnel to its default state for reuse.\nfunc _reset_breaker_shrapnel(breaker: Area2D) -> void:\n\tbreaker.position = Vector2.ZERO\n\tbreaker.rotation = 0.0\n\n\tif breaker.has_method(\"reset_for_pool\"):\n\t\tbreaker.reset_for_pool()\n\telse:\n\t\tbreaker.set(\"direction\", Vector2.RIGHT)\n\t\tbreaker.set(\"speed\", 1800.0)\n\t\tbreaker.set(\"damage\", 0.1)\n\t\tbreaker.set(\"source_id\", -1)\n\t\tbreaker.set(\"_time_alive\", 0.0)\n\n\t\tvar pos_history = breaker.get(\"_position_history\")\n\t\tif pos_history is Array:\n\t\t\tpos_history.clear()\n\n\t\tvar trail = breaker.get(\"_trail\")\n\t\tif trail is Line2D:\n\t\t\ttrail.clear_points()\n\n\n## Cleans up excess pool items that exceed minimum pool sizes.\n## Called periodically to prevent memory bloat.\nfunc _cleanup_excess_pool_items() -> void:\n\t# Clean up excess bullets\n\twhile _bullet_pool.size() > MIN_BULLET_POOL_SIZE * 2:\n\t\tvar bullet := _bullet_pool.pop_back()\n\t\tif bullet and is_instance_valid(bullet):\n\t\t\tbullet.queue_free()\n\n\t# Clean up excess shrapnel\n\twhile _shrapnel_pool.size() > MIN_SHRAPNEL_POOL_SIZE * 2:\n\t\tvar shrapnel := _shrapnel_pool.pop_back()\n\t\tif shrapnel and is_instance_valid(shrapnel):\n\t\t\tshrapnel.queue_free()\n\n\t# Clean up excess breaker shrapnel\n\twhile _breaker_shrapnel_pool.size() > MIN_BREAKER_SHRAPNEL_POOL_SIZE * 2:\n\t\tvar breaker := _breaker_shrapnel_pool.pop_back()\n\t\tif breaker and is_instance_valid(breaker):\n\t\t\tbreaker.queue_free()\n\n\n# ============================================================================\n# Statistics and Debug Methods\n# ============================================================================\n\n\n## Returns current pool statistics for monitoring.\nfunc get_stats() -> Dictionary:\n\treturn {\n\t\t\"bullets\": {\n\t\t\t\"active\": _active_bullets.size(),\n\t\t\t\"pooled\": _bullet_pool.size(),\n\t\t\t\"total_created\": _total_bullets_created,\n\t\t\t\"reused\": _bullets_reused,\n\t\t\t\"reuse_rate\": _calculate_reuse_rate(_bullets_reused, _total_bullets_created)\n\t\t},\n\t\t\"shrapnel\": {\n\t\t\t\"active\": _active_shrapnel.size(),\n\t\t\t\"pooled\": _shrapnel_pool.size(),\n\t\t\t\"total_created\": _total_shrapnel_created,\n\t\t\t\"reused\": _shrapnel_reused,\n\t\t\t\"reuse_rate\": _calculate_reuse_rate(_shrapnel_reused, _total_shrapnel_created)\n\t\t},\n\t\t\"breaker_shrapnel\": {\n\t\t\t\"active\": _active_breaker_shrapnel.size(),\n\t\t\t\"pooled\": _breaker_shrapnel_pool.size(),\n\t\t\t\"total_created\": _total_breaker_shrapnel_created,\n\t\t\t\"reused\": _breaker_shrapnel_reused,\n\t\t\t\"reuse_rate\": _calculate_reuse_rate(_breaker_shrapnel_reused, _total_breaker_shrapnel_created)\n\t\t}\n\t}\n\n\n## Calculates the reuse rate as a percentage.\nfunc _calculate_reuse_rate(reused: int, total: int) -> float:\n\tif total == 0:\n\t\treturn 0.0\n\tvar total_uses := total + reused\n\treturn (float(reused) / float(total_uses)) * 100.0\n\n\n## Returns the total count of active projectiles.\nfunc get_active_count() -> int:\n\treturn _active_bullets.size() + _active_shrapnel.size() + _active_breaker_shrapnel.size()\n\n\n## Returns the total count of pooled (inactive) projectiles.\nfunc get_pooled_count() -> int:\n\treturn _bullet_pool.size() + _shrapnel_pool.size() + _breaker_shrapnel_pool.size()\n\n\n## Enables or disables debug logging.\nfunc set_debug_logging(enabled: bool) -> void:\n\t_debug_logging = enabled\n\n\n## Returns whether the bullet pool has available capacity.\nfunc has_bullet_capacity() -> bool:\n\treturn _bullet_pool.size() > 0 or MAX_BULLET_POOL_SIZE == -1 or _total_bullets_created < MAX_BULLET_POOL_SIZE\n\n\n## Returns whether the shrapnel pool has available capacity.\nfunc has_shrapnel_capacity() -> bool:\n\treturn _shrapnel_pool.size() > 0 or MAX_SHRAPNEL_POOL_SIZE == -1 or _total_shrapnel_created < MAX_SHRAPNEL_POOL_SIZE\n\n\n## Returns whether the breaker shrapnel pool has available capacity.\nfunc has_breaker_shrapnel_capacity() -> bool:\n\treturn _breaker_shrapnel_pool.size() > 0 or MAX_BREAKER_SHRAPNEL_POOL_SIZE == -1 or _total_breaker_shrapnel_created < MAX_BREAKER_SHRAPNEL_POOL_SIZE\n\n\n## Prints detailed pool statistics to the console.\nfunc print_stats() -> void:\n\tvar stats := get_stats()\n\tprint(\"=== ProjectilePool Statistics ===\")\n\tprint(\"Bullets: %d active, %d pooled, %d total created, %.1f%% reuse rate\" % [\n\t\tstats.bullets.active, stats.bullets.pooled, stats.bullets.total_created, stats.bullets.reuse_rate])\n\tprint(\"Shrapnel: %d active, %d pooled, %d total created, %.1f%% reuse rate\" % [\n\t\tstats.shrapnel.active, stats.shrapnel.pooled, stats.shrapnel.total_created, stats.shrapnel.reuse_rate])\n\tprint(\"Breaker Shrapnel: %d active, %d pooled, %d total created, %.1f%% reuse rate\" % [\n\t\tstats.breaker_shrapnel.active, stats.breaker_shrapnel.pooled, stats.breaker_shrapnel.total_created, stats.breaker_shrapnel.reuse_rate])\n\tprint(\"=================================\")\n"
}
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"content": "extends Node\n## Autoload singleton for managing projectile object pools.\n##\n## Provides centralized pooling for bullets and shrapnel to optimize\n## bullet-hell scenarios by reducing instantiation/destruction overhead.\n##\n## Issue #724: Optimization for bullet-hell situations without reducing\n## quantity or functionality.\n##\n## Key features:\n## - Pre-allocates projectile instances at game start\n## - Reuses projectiles instead of instantiate/queue_free cycles\n## - Tracks active projectile counts for monitoring\n## - Supports dynamic pool expansion when needed\n## - Provides debug statistics for performance tuning\n\n## Signal emitted when pool statistics change significantly.\nsignal pool_stats_changed(stats: Dictionary)\n\n## Minimum pool size for each projectile type (preallocated at startup).\nconst MIN_BULLET_POOL_SIZE: int = 64\nconst MIN_SHRAPNEL_POOL_SIZE: int = 32\nconst MIN_BREAKER_SHRAPNEL_POOL_SIZE: int = 60\n\n## Maximum pool size limits to prevent memory issues.\n## -1 for unlimited (not recommended for production).\nconst MAX_BULLET_POOL_SIZE: int = 256\nconst MAX_SHRAPNEL_POOL_SIZE: int = 128\nconst MAX_BREAKER_SHRAPNEL_POOL_SIZE: int = 120\n\n## Scene paths for projectile types.\nconst BULLET_SCENE_PATH: String = \"res://scenes/projectiles/Bullet.tscn\"\nconst SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/Shrapnel.tscn\"\nconst BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n\n## Preloaded projectile scenes.\nvar _bullet_scene: PackedScene = null\nvar _shrapnel_scene: PackedScene = null\nvar _breaker_shrapnel_scene: PackedScene = null\n\n## Object pools for each projectile type.\n## Inactive projectiles waiting to be reused.\nvar _bullet_pool: Array[Area2D] = []\nvar _shrapnel_pool: Array[Area2D] = []\nvar _breaker_shrapnel_pool: Array[Area2D] = []\n\n## Active projectile tracking.\n## These are currently in the scene and will be returned to pool on deactivation.\nvar _active_bullets: Array[Area2D] = []\nvar _active_shrapnel: Array[Area2D] = []\nvar _active_breaker_shrapnel: Array[Area2D] = []\n\n## Statistics for monitoring.\nvar _total_bullets_created: int = 0\nvar _total_shrapnel_created: int = 0\nvar _total_breaker_shrapnel_created: int = 0\nvar _bullets_reused: int = 0\nvar _shrapnel_reused: int = 0\nvar _breaker_shrapnel_reused: int = 0\n\n## Enable debug logging for pool operations.\nvar _debug_logging: bool = false\n\n## Timer for periodic cleanup of oversized pools.\nvar _cleanup_timer: float = 0.0\nconst CLEANUP_INTERVAL: float = 10.0\n\n\nfunc _ready() -> void:\n\t_load_projectile_scenes()\n\t_create_initial_pools()\n\n\nfunc _process(delta: float) -> void:\n\t# Periodic cleanup of inactive projectiles exceeding minimum pool sizes\n\t_cleanup_timer += delta\n\tif _cleanup_timer >= CLEANUP_INTERVAL:\n\t\t_cleanup_timer = 0.0\n\t\t_cleanup_excess_pool_items()\n\n\n## Loads the projectile scenes for instantiation.\nfunc _load_projectile_scenes() -> void:\n\tif ResourceLoader.exists(BULLET_SCENE_PATH):\n\t\t_bullet_scene = load(BULLET_SCENE_PATH)\n\telse:\n\t\tpush_warning(\"[ProjectilePool] Bullet scene not found: %s\" % BULLET_SCENE_PATH)\n\n\tif ResourceLoader.exists(SHRAPNEL_SCENE_PATH):\n\t\t_shrapnel_scene = load(SHRAPNEL_SCENE_PATH)\n\telse:\n\t\tpush_warning(\"[ProjectilePool] Shrapnel scene not found: %s\" % SHRAPNEL_SCENE_PATH)\n\n\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n\telse:\n\t\tpush_warning(\"[ProjectilePool] Breaker shrapnel scene not found: %s\" % BREAKER_SHRAPNEL_SCENE_PATH)\n\n\n## Creates initial pools with minimum sizes.\nfunc _create_initial_pools() -> void:\n\tfor i in range(MIN_BULLET_POOL_SIZE):\n\t\tvar bullet := _create_bullet_instance()\n\t\tif bullet:\n\t\t\t_bullet_pool.append(bullet)\n\n\tfor i in range(MIN_SHRAPNEL_POOL_SIZE):\n\t\tvar shrapnel := _create_shrapnel_instance()\n\t\tif shrapnel:\n\t\t\t_shrapnel_pool.append(shrapnel)\n\n\tfor i in range(MIN_BREAKER_SHRAPNEL_POOL_SIZE):\n\t\tvar breaker := _create_breaker_shrapnel_instance()\n\t\tif breaker:\n\t\t\t_breaker_shrapnel_pool.append(breaker)\n\n\tif _debug_logging:\n\t\tprint(\"[ProjectilePool] Initialized pools - Bullets: %d, Shrapnel: %d, BreakerShrapnel: %d\" % [\n\t\t\t_bullet_pool.size(), _shrapnel_pool.size(), _breaker_shrapnel_pool.size()])\n\n\n## Creates a new bullet instance in deactivated state.\nfunc _create_bullet_instance() -> Area2D:\n\tif _bullet_scene == null:\n\t\treturn null\n\n\tvar bullet := _bullet_scene.instantiate() as Area2D\n\tif bullet == null:\n\t\treturn null\n\n\t_total_bullets_created += 1\n\n\t# Keep as child of pool manager for scene tree stability\n\tadd_child(bullet)\n\n\t# Deactivate the bullet\n\t_deactivate_projectile(bullet)\n\n\treturn bullet\n\n\n## Creates a new shrapnel instance in deactivated state.\nfunc _create_shrapnel_instance() -> Area2D:\n\tif _shrapnel_scene == null:\n\t\treturn null\n\n\tvar shrapnel := _shrapnel_scene.instantiate() as Area2D\n\tif shrapnel == null:\n\t\treturn null\n\n\t_total_shrapnel_created += 1\n\n\tadd_child(shrapnel)\n\t_deactivate_projectile(shrapnel)\n\n\treturn shrapnel\n\n\n## Creates a new breaker shrapnel instance in deactivated state.\nfunc _create_breaker_shrapnel_instance() -> Area2D:\n\tif _breaker_shrapnel_scene == null:\n\t\treturn null\n\n\tvar breaker := _breaker_shrapnel_scene.instantiate() as Area2D\n\tif breaker == null:\n\t\treturn null\n\n\t_total_breaker_shrapnel_created += 1\n\n\tadd_child(breaker)\n\t_deactivate_projectile(breaker)\n\n\treturn breaker\n\n\n## Deactivates a projectile for pooling.\n## Hides it and disables physics processing.\nfunc _deactivate_projectile(projectile: Area2D) -> void:\n\tprojectile.visible = false\n\tprojectile.set_physics_process(false)\n\tprojectile.set_process(false)\n\tprojectile.monitoring = false\n\tprojectile.monitorable = false\n\n\t# Disable collision shape if present\n\tvar collision := projectile.get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n\tif collision:\n\t\tcollision.disabled = true\n\n\n## Activates a projectile from the pool.\n## Makes it visible and enables physics processing.\nfunc _activate_projectile(projectile: Area2D) -> void:\n\tprojectile.visible = true\n\tprojectile.set_physics_process(true)\n\tprojectile.set_process(true)\n\tprojectile.monitoring = true\n\tprojectile.monitorable = true\n\n\t# Enable collision shape if present\n\tvar collision := projectile.get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n\tif collision:\n\t\tcollision.disabled = false\n\n\n## Gets a bullet from the pool or creates a new one if needed.\n## Returns null if pool is at maximum capacity.\n## @param parent: The node to reparent the bullet to (usually current scene).\nfunc get_bullet(parent: Node = null) -> Area2D:\n\tvar bullet: Area2D = null\n\n\tif _bullet_pool.size() > 0:\n\t\tbullet = _bullet_pool.pop_back()\n\t\t_bullets_reused += 1\n\telif MAX_BULLET_POOL_SIZE == -1 or _total_bullets_created < MAX_BULLET_POOL_SIZE:\n\t\tbullet = _create_bullet_instance()\n\telse:\n\t\tif _debug_logging:\n\t\t\tprint(\"[ProjectilePool] Bullet pool exhausted (max: %d)\" % MAX_BULLET_POOL_SIZE)\n\t\treturn null\n\n\tif bullet == null:\n\t\treturn null\n\n\t# Reset bullet state\n\t_reset_bullet(bullet)\n\n\t# Reparent to the specified parent (or current scene)\n\tif parent:\n\t\tbullet.reparent(parent)\n\telse:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tbullet.reparent(scene)\n\n\t_activate_projectile(bullet)\n\t_active_bullets.append(bullet)\n\n\tif _debug_logging:\n\t\tprint(\"[ProjectilePool] Bullet acquired - Active: %d, Pool: %d\" % [\n\t\t\t_active_bullets.size(), _bullet_pool.size()])\n\n\treturn bullet\n\n\n## Gets a shrapnel from the pool or creates a new one if needed.\n## @param parent: The node to reparent the shrapnel to.\nfunc get_shrapnel(parent: Node = null) -> Area2D:\n\tvar shrapnel: Area2D = null\n\n\tif _shrapnel_pool.size() > 0:\n\t\tshrapnel = _shrapnel_pool.pop_back()\n\t\t_shrapnel_reused += 1\n\telif MAX_SHRAPNEL_POOL_SIZE == -1 or _total_shrapnel_created < MAX_SHRAPNEL_POOL_SIZE:\n\t\tshrapnel = _create_shrapnel_instance()\n\telse:\n\t\tif _debug_logging:\n\t\t\tprint(\"[ProjectilePool] Shrapnel pool exhausted (max: %d)\" % MAX_SHRAPNEL_POOL_SIZE)\n\t\treturn null\n\n\tif shrapnel == null:\n\t\treturn null\n\n\t_reset_shrapnel(shrapnel)\n\n\tif parent:\n\t\tshrapnel.reparent(parent)\n\telse:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tshrapnel.reparent(scene)\n\n\t_activate_projectile(shrapnel)\n\t_active_shrapnel.append(shrapnel)\n\n\treturn shrapnel\n\n\n## Gets a breaker shrapnel from the pool or creates a new one if needed.\n## @param parent: The node to reparent the shrapnel to.\nfunc get_breaker_shrapnel(parent: Node = null) -> Area2D:\n\tvar breaker: Area2D = null\n\n\tif _breaker_shrapnel_pool.size() > 0:\n\t\tbreaker = _breaker_shrapnel_pool.pop_back()\n\t\t_breaker_shrapnel_reused += 1\n\telif MAX_BREAKER_SHRAPNEL_POOL_SIZE == -1 or _total_breaker_shrapnel_created < MAX_BREAKER_SHRAPNEL_POOL_SIZE:\n\t\tbreaker = _create_breaker_shrapnel_instance()\n\telse:\n\t\tif _debug_logging:\n\t\t\tprint(\"[ProjectilePool] Breaker shrapnel pool exhausted (max: %d)\" % MAX_BREAKER_SHRAPNEL_POOL_SIZE)\n\t\treturn null\n\n\tif breaker == null:\n\t\treturn null\n\n\t_reset_breaker_shrapnel(breaker)\n\n\tif parent:\n\t\tbreaker.reparent(parent)\n\telse:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tbreaker.reparent(scene)\n\n\t_activate_projectile(breaker)\n\t_active_breaker_shrapnel.append(breaker)\n\n\treturn breaker\n\n\n## Returns a bullet to the pool for reuse.\n## Call this instead of queue_free() on pooled bullets.\nfunc return_bullet(bullet: Area2D) -> void:\n\tif bullet == null or not is_instance_valid(bullet):\n\t\treturn\n\n\t# Remove from active list\n\tvar idx := _active_bullets.find(bullet)\n\tif idx >= 0:\n\t\t_active_bullets.remove_at(idx)\n\n\t# Deactivate and return to pool\n\t_deactivate_projectile(bullet)\n\tbullet.reparent(self)\n\t_bullet_pool.append(bullet)\n\n\tif _debug_logging:\n\t\tprint(\"[ProjectilePool] Bullet returned - Active: %d, Pool: %d\" % [\n\t\t\t_active_bullets.size(), _bullet_pool.size()])\n\n\n## Returns a shrapnel to the pool for reuse.\nfunc return_shrapnel(shrapnel: Area2D) -> void:\n\tif shrapnel == null or not is_instance_valid(shrapnel):\n\t\treturn\n\n\tvar idx := _active_shrapnel.find(shrapnel)\n\tif idx >= 0:\n\t\t_active_shrapnel.remove_at(idx)\n\n\t_deactivate_projectile(shrapnel)\n\tshrapnel.reparent(self)\n\t_shrapnel_pool.append(shrapnel)\n\n\n## Returns a breaker shrapnel to the pool for reuse.\nfunc return_breaker_shrapnel(breaker: Area2D) -> void:\n\tif breaker == null or not is_instance_valid(breaker):\n\t\treturn\n\n\tvar idx := _active_breaker_shrapnel.find(breaker)\n\tif idx >= 0:\n\t\t_active_breaker_shrapnel.remove_at(idx)\n\n\t_deactivate_projectile(breaker)\n\tbreaker.reparent(self)\n\t_breaker_shrapnel_pool.append(breaker)\n\n\n## Resets a bullet to its default state for reuse.\nfunc _reset_bullet(bullet: Area2D) -> void:\n\t# Reset position and rotation\n\tbullet.position = Vector2.ZERO\n\tbullet.rotation = 0.0\n\n\t# Reset bullet-specific properties\n\tif bullet.has_method(\"reset_for_pool\"):\n\t\tbullet.reset_for_pool()\n\telse:\n\t\t# Fallback: reset common properties directly\n\t\tbullet.set(\"direction\", Vector2.RIGHT)\n\t\tbullet.set(\"speed\", 2500.0)\n\t\tbullet.set(\"damage\", 1.0)\n\t\tbullet.set(\"damage_multiplier\", 1.0)\n\t\tbullet.set(\"shooter_id\", -1)\n\t\tbullet.set(\"shooter_position\", Vector2.ZERO)\n\t\tbullet.set(\"stun_duration\", 0.0)\n\t\tbullet.set(\"homing_enabled\", false)\n\t\tbullet.set(\"is_breaker_bullet\", false)\n\t\tbullet.set(\"caliber_data\", null)\n\t\tbullet.set(\"_time_alive\", 0.0)\n\t\tbullet.set(\"_ricochet_count\", 0)\n\t\tbullet.set(\"_has_ricocheted\", false)\n\t\tbullet.set(\"_has_penetrated\", false)\n\t\tbullet.set(\"_is_penetrating\", false)\n\t\tbullet.set(\"_penetrating_body\", null)\n\t\tbullet.set(\"_penetration_distance_traveled\", 0.0)\n\t\tbullet.set(\"_distance_since_ricochet\", 0.0)\n\n\t\t# Clear trail\n\t\tvar pos_history = bullet.get(\"_position_history\")\n\t\tif pos_history is Array:\n\t\t\tpos_history.clear()\n\n\t\tvar trail = bullet.get(\"_trail\")\n\t\tif trail is Line2D:\n\t\t\ttrail.clear_points()\n\n\n## Resets a shrapnel to its default state for reuse.\nfunc _reset_shrapnel(shrapnel: Area2D) -> void:\n\tshrapnel.position = Vector2.ZERO\n\tshrapnel.rotation = 0.0\n\n\tif shrapnel.has_method(\"reset_for_pool\"):\n\t\tshrapnel.reset_for_pool()\n\telse:\n\t\tshrapnel.set(\"direction\", Vector2.RIGHT)\n\t\tshrapnel.set(\"speed\", 5000.0)\n\t\tshrapnel.set(\"damage\", 1)\n\t\tshrapnel.set(\"source_id\", -1)\n\t\tshrapnel.set(\"thrower_id\", -1)\n\t\tshrapnel.set(\"_time_alive\", 0.0)\n\t\tshrapnel.set(\"_ricochet_count\", 0)\n\n\t\tvar pos_history = shrapnel.get(\"_position_history\")\n\t\tif pos_history is Array:\n\t\t\tpos_history.clear()\n\n\t\tvar trail = shrapnel.get(\"_trail\")\n\t\tif trail is Line2D:\n\t\t\ttrail.clear_points()\n\n\n## Resets a breaker shrapnel to its default state for reuse.\nfunc _reset_breaker_shrapnel(breaker: Area2D) -> void:\n\tbreaker.position = Vector2.ZERO\n\tbreaker.rotation = 0.0\n\n\tif breaker.has_method(\"reset_for_pool\"):\n\t\tbreaker.reset_for_pool()\n\telse:\n\t\tbreaker.set(\"direction\", Vector2.RIGHT)\n\t\tbreaker.set(\"speed\", 1800.0)\n\t\tbreaker.set(\"damage\", 0.1)\n\t\tbreaker.set(\"source_id\", -1)\n\t\tbreaker.set(\"_time_alive\", 0.0)\n\n\t\tvar pos_history = breaker.get(\"_position_history\")\n\t\tif pos_history is Array:\n\t\t\tpos_history.clear()\n\n\t\tvar trail = breaker.get(\"_trail\")\n\t\tif trail is Line2D:\n\t\t\ttrail.clear_points()\n\n\n## Cleans up excess pool items that exceed minimum pool sizes.\n## Called periodically to prevent memory bloat.\nfunc _cleanup_excess_pool_items() -> void:\n\t# Clean up excess bullets\n\twhile _bullet_pool.size() > MIN_BULLET_POOL_SIZE * 2:\n\t\tvar bullet := _bullet_pool.pop_back()\n\t\tif bullet and is_instance_valid(bullet):\n\t\t\tbullet.queue_free()\n\n\t# Clean up excess shrapnel\n\twhile _shrapnel_pool.size() > MIN_SHRAPNEL_POOL_SIZE * 2:\n\t\tvar shrapnel := _shrapnel_pool.pop_back()\n\t\tif shrapnel and is_instance_valid(shrapnel):\n\t\t\tshrapnel.queue_free()\n\n\t# Clean up excess breaker shrapnel\n\twhile _breaker_shrapnel_pool.size() > MIN_BREAKER_SHRAPNEL_POOL_SIZE * 2:\n\t\tvar breaker := _breaker_shrapnel_pool.pop_back()\n\t\tif breaker and is_instance_valid(breaker):\n\t\t\tbreaker.queue_free()\n\n\n# ============================================================================\n# Statistics and Debug Methods\n# ============================================================================\n\n\n## Returns current pool statistics for monitoring.\nfunc get_stats() -> Dictionary:\n\treturn {\n\t\t\"bullets\": {\n\t\t\t\"active\": _active_bullets.size(),\n\t\t\t\"pooled\": _bullet_pool.size(),\n\t\t\t\"total_created\": _total_bullets_created,\n\t\t\t\"reused\": _bullets_reused,\n\t\t\t\"reuse_rate\": _calculate_reuse_rate(_bullets_reused, _total_bullets_created)\n\t\t},\n\t\t\"shrapnel\": {\n\t\t\t\"active\": _active_shrapnel.size(),\n\t\t\t\"pooled\": _shrapnel_pool.size(),\n\t\t\t\"total_created\": _total_shrapnel_created,\n\t\t\t\"reused\": _shrapnel_reused,\n\t\t\t\"reuse_rate\": _calculate_reuse_rate(_shrapnel_reused, _total_shrapnel_created)\n\t\t},\n\t\t\"breaker_shrapnel\": {\n\t\t\t\"active\": _active_breaker_shrapnel.size(),\n\t\t\t\"pooled\": _breaker_shrapnel_pool.size(),\n\t\t\t\"total_created\": _total_breaker_shrapnel_created,\n\t\t\t\"reused\": _breaker_shrapnel_reused,\n\t\t\t\"reuse_rate\": _calculate_reuse_rate(_breaker_shrapnel_reused, _total_breaker_shrapnel_created)\n\t\t}\n\t}\n\n\n## Calculates the reuse rate as a percentage.\nfunc _calculate_reuse_rate(reused: int, total: int) -> float:\n\tif total == 0:\n\t\treturn 0.0\n\tvar total_uses := total + reused\n\treturn (float(reused) / float(total_uses)) * 100.0\n\n\n## Returns the total count of active projectiles.\nfunc get_active_count() -> int:\n\treturn _active_bullets.size() + _active_shrapnel.size() + _active_breaker_shrapnel.size()\n\n\n## Returns the total count of pooled (inactive) projectiles.\nfunc get_pooled_count() -> int:\n\treturn _bullet_pool.size() + _shrapnel_pool.size() + _breaker_shrapnel_pool.size()\n\n\n## Enables or disables debug logging.\nfunc set_debug_logging(enabled: bool) -> void:\n\t_debug_logging = enabled\n\n\n## Returns whether the bullet pool has available capacity.\nfunc has_bullet_capacity() -> bool:\n\treturn _bullet_pool.size() > 0 or MAX_BULLET_POOL_SIZE == -1 or _total_bullets_created < MAX_BULLET_POOL_SIZE\n\n\n## Returns whether the shrapnel pool has available capacity.\nfunc has_shrapnel_capacity() -> bool:\n\treturn _shrapnel_pool.size() > 0 or MAX_SHRAPNEL_POOL_SIZE == -1 or _total_shrapnel_created < MAX_SHRAPNEL_POOL_SIZE\n\n\n## Returns whether the breaker shrapnel pool has available capacity.\nfunc has_breaker_shrapnel_capacity() -> bool:\n\treturn _breaker_shrapnel_pool.size() > 0 or MAX_BREAKER_SHRAPNEL_POOL_SIZE == -1 or _total_breaker_shrapnel_created < MAX_BREAKER_SHRAPNEL_POOL_SIZE\n\n\n## Prints detailed pool statistics to the console.\nfunc print_stats() -> void:\n\tvar stats := get_stats()\n\tprint(\"=== ProjectilePool Statistics ===\")\n\tprint(\"Bullets: %d active, %d pooled, %d total created, %.1f%% reuse rate\" % [\n\t\tstats.bullets.active, stats.bullets.pooled, stats.bullets.total_created, stats.bullets.reuse_rate])\n\tprint(\"Shrapnel: %d active, %d pooled, %d total created, %.1f%% reuse rate\" % [\n\t\tstats.shrapnel.active, stats.shrapnel.pooled, stats.shrapnel.total_created, stats.shrapnel.reuse_rate])\n\tprint(\"Breaker Shrapnel: %d active, %d pooled, %d total created, %.1f%% reuse rate\" % [\n\t\tstats.breaker_shrapnel.active, stats.breaker_shrapnel.pooled, stats.breaker_shrapnel.total_created, stats.breaker_shrapnel.reuse_rate])\n\tprint(\"=================================\")\n",
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}
[2026-02-10T21:09:01.418Z] [INFO] {
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"text": "Now let me update the project.godot to register the new autoload and then update the bullet script to add optimization methods and support for object pooling."
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[2026-02-10T21:09:03.683Z] [INFO] {
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[2026-02-10T21:09:06.892Z] [INFO] {
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[2026-02-10T21:09:06.919Z] [INFO] {
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"content": " 1→; Engine configuration file.\n 2→; It's best edited using the editor UI and not directly,\n 3→; since the parameters that go here are not all obvious.\n 4→;\n 5→; Format:\n 6→; [section] ; section goes between []\n 7→; param=value ; assign values to parameters\n 8→\n 9→config_version=5\n 10→\n 11→[autoload]\n 12→\n 13→FileLogger=\"*res://scripts/autoload/file_logger.gd\"\n 14→InputSettings=\"*res://scripts/autoload/input_settings.gd\"\n 15→GameManager=\"*res://scripts/autoload/game_manager.gd\"\n 16→ScoreManager=\"*res://scripts/autoload/score_manager.gd\"\n 17→HitEffectsManager=\"*res://scripts/autoload/hit_effects_manager.gd\"\n 18→AudioManager=\"*res://scripts/autoload/audio_manager.gd\"\n 19→SoundPropagation=\"*res://scripts/autoload/sound_propagation.gd\"\n 20→ScreenShakeManager=\"*res://scripts/autoload/screen_shake_manager.gd\"\n 21→DifficultyManager=\"*res://scripts/autoload/difficulty_manager.gd\"\n 22→ImpactEffectsManager=\"*res://scripts/autoload/impact_effects_manager.gd\"\n 23→PenultimateHitEffectsManager=\"*res://scripts/autoload/penultimate_hit_effects_manager.gd\"\n 24→LastChanceEffectsManager=\"*res://scripts/autoload/last_chance_effects_manager.gd\"\n 25→StatusEffectsManager=\"*res://scripts/autoload/status_effects_manager.gd\"\n 26→GrenadeManager=\"*res://scripts/autoload/grenade_manager.gd\"\n 27→ExperimentalSettings=\"*res://scripts/autoload/experimental_settings.gd\"\n 28→CinemaEffectsManager=\"*res://scripts/autoload/cinema_effects_manager.gd\"\n 29→GrenadeTimerHelper=\"*res://Scripts/Autoload/GrenadeTimerHelper.cs\"\n 30→PowerFantasyEffectsManager=\"*res://scripts/autoload/power_fantasy_effects_manager.gd\"\n 31→ProgressManager=\"*res://scripts/autoload/progress_manager.gd\"\n 32→ReplayManager=\"*res://Scripts/Autoload/ReplayManager.cs\"\n 33→ActiveItemManager=\"*res://scripts/autoload/active_item_manager.gd\"\n 34→FlashbangPlayerEffectsManager=\"*res://scripts/autoload/flashbang_player_effects_manager.gd\"\n 35→\n 36→[application]\n 37→\n 38→config/name=\"Godot Top-Down Template\"\n 39→config/description=\"A template project for creating top-down games in Godot 4.\n 40→Includes basic project structure and example scenes.\"\n 41→config/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\n 42→run/main_scene=\"res://scenes/levels/LabyrinthLevel.tscn\"\n 43→config/features=PackedStringArray(\"4.3\", \"C#\")\n 44→config/icon=\"res://icon.svg\"\n 45→\n 46→[display]\n 47→\n 48→window/size/viewport_width=1280\n 49→window/size/viewport_height=720\n 50→window/size/mode=3\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-10T21:09:12.151Z] [INFO] {
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[2026-02-10T21:09:12.164Z] [INFO] {
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parameters\n\nconfig_version=5\n\n[autoload]\n\nFileLogger=\"*res://scripts/autoload/file_logger.gd\"\nInputSettings=\"*res://scripts/autoload/input_settings.gd\"\nGameManager=\"*res://scripts/autoload/game_manager.gd\"\nScoreManager=\"*res://scripts/autoload/score_manager.gd\"\nHitEffectsManager=\"*res://scripts/autoload/hit_effects_manager.gd\"\nAudioManager=\"*res://scripts/autoload/audio_manager.gd\"\nSoundPropagation=\"*res://scripts/autoload/sound_propagation.gd\"\nScreenShakeManager=\"*res://scripts/autoload/screen_shake_manager.gd\"\nDifficultyManager=\"*res://scripts/autoload/difficulty_manager.gd\"\nImpactEffectsManager=\"*res://scripts/autoload/impact_effects_manager.gd\"\nPenultimateHitEffectsManager=\"*res://scripts/autoload/penultimate_hit_effects_manager.gd\"\nLastChanceEffectsManager=\"*res://scripts/autoload/last_chance_effects_manager.gd\"\nStatusEffectsManager=\"*res://scripts/autoload/status_effects_manager.gd\"\nGrenadeManager=\"*res://scripts/autoload/grenade_manager.gd\"\nExperimentalSettings=\"*res://scripts/autoload/experimental_settings.gd\"\nCinemaEffectsManager=\"*res://scripts/autoload/cinema_effects_manager.gd\"\nGrenadeTimerHelper=\"*res://Scripts/Autoload/GrenadeTimerHelper.cs\"\nPowerFantasyEffectsManager=\"*res://scripts/autoload/power_fantasy_effects_manager.gd\"\nProgressManager=\"*res://scripts/autoload/progress_manager.gd\"\nReplayManager=\"*res://Scripts/Autoload/ReplayManager.cs\"\nActiveItemManager=\"*res://scripts/autoload/active_item_manager.gd\"\nFlashbangPlayerEffectsManager=\"*res://scripts/autoload/flashbang_player_effects_manager.gd\"\n\n[application]\n\nconfig/name=\"Godot 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"text": "Now let me update the bullet.gd to add optimization methods including cached node references, reset_for_pool method, and the ability to return to pool instead of queue_free. I'll need to read the full file first."
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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→## Duration in seconds to stun enemies on hit (0 = no stun effect).\n 122→## Set by weapons like MakarovPM and SilencedPistol via Node.Set().\n 123→var stun_duration: float = 0.0\n 124→\n 125→## Whether this bullet has homing enabled (steers toward nearest enemy).\n 126→var homing_enabled: bool = false\n 127→\n 128→## Maximum angle (in radians) the bullet can turn from its original direction.\n 129→## Default 110 degrees = ~1.92 radians.\n 130→var homing_max_turn_angle: float = deg_to_rad(110.0)\n 131→\n 132→## Steering force for homing (radians per second of turning).\n 133→## Higher values make bullets turn faster.\n 134→var homing_steer_speed: float = 8.0\n 135→\n 136→## The original firing direction (stored when homing is enabled).\n 137→## Used to limit total turn angle.\n 138→var _homing_original_direction: Vector2 = Vector2.ZERO\n 139→\n 140→## Enable/disable debug logging for homing calculations.\n 141→var _debug_homing: bool = false\n 142→\n 143→## Whether this bullet uses breaker behavior (Issue #678).\n 144→## Breaker bullets explode 60px before hitting a wall or enemy, spawning shrapnel in a forward cone.\n 145→var is_breaker_bullet: bool = false\n 146→\n 147→## Distance in pixels ahead of the bullet at which to trigger breaker detonation.\n 148→const BREAKER_DETONATION_DISTANCE: float = 60.0\n 149→\n 150→## Explosion damage radius for breaker bullet detonation (in pixels).\n 151→const BREAKER_EXPLOSION_RADIUS: float = 15.0\n 152→\n 153→## Explosion damage dealt by breaker bullet detonation.\n 154→const BREAKER_EXPLOSION_DAMAGE: float = 1.0\n 155→\n 156→## Half-angle of the shrapnel cone in degrees (total cone = 2 * half_angle).\n 157→const BREAKER_SHRAPNEL_HALF_ANGLE: float = 30.0\n 158→\n 159→## Damage per breaker shrapnel piece.\n 160→const BREAKER_SHRAPNEL_DAMAGE: float = 0.1\n 161→\n 162→## Multiplier for shrapnel count: shrapnel_count = bullet_damage * this multiplier.\n 163→const BREAKER_SHRAPNEL_COUNT_MULTIPLIER: float = 10.0\n 164→\n 165→## Breaker shrapnel scene path.\n 166→const BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n 167→\n 168→## Cached breaker shrapnel scene (loaded once).\n 169→var _breaker_shrapnel_scene: PackedScene = null\n 170→\n 171→## Enable/disable debug logging for breaker bullet behavior.\n 172→var _debug_breaker: bool = false\n 173→\n 174→\n 175→func _ready() -> void:\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"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## Duration in seconds to stun enemies on hit (0 = no stun effect).\n## Set by weapons like MakarovPM and SilencedPistol via Node.Set().\nvar stun_duration: float = 0.0\n\n## Whether this bullet has homing enabled (steers toward nearest enemy).\nvar homing_enabled: bool = false\n\n## Maximum angle (in radians) the bullet can turn from its original direction.\n## Default 110 degrees = ~1.92 radians.\nvar homing_max_turn_angle: float = deg_to_rad(110.0)\n\n## Steering force for homing (radians per second of turning).\n## Higher values make bullets turn faster.\nvar homing_steer_speed: float = 8.0\n\n## The original firing direction (stored when homing is enabled).\n## Used to limit total turn angle.\nvar _homing_original_direction: Vector2 = Vector2.ZERO\n\n## Enable/disable debug logging for homing calculations.\nvar _debug_homing: bool = false\n\n## Whether this bullet uses breaker behavior (Issue #678).\n## Breaker bullets explode 60px before hitting a wall or enemy, spawning shrapnel in a forward cone.\nvar is_breaker_bullet: bool = false\n\n## Distance in pixels ahead of the bullet at which to trigger breaker detonation.\nconst BREAKER_DETONATION_DISTANCE: float = 60.0\n\n## Explosion damage radius for breaker bullet detonation (in pixels).\nconst BREAKER_EXPLOSION_RADIUS: float = 15.0\n\n## Explosion damage dealt by breaker bullet detonation.\nconst BREAKER_EXPLOSION_DAMAGE: float = 1.0\n\n## Half-angle of the shrapnel cone in degrees (total cone = 2 * half_angle).\nconst BREAKER_SHRAPNEL_HALF_ANGLE: float = 30.0\n\n## Damage per breaker shrapnel piece.\nconst BREAKER_SHRAPNEL_DAMAGE: float = 0.1\n\n## Multiplier for shrapnel count: shrapnel_count = bullet_damage * this multiplier.\nconst BREAKER_SHRAPNEL_COUNT_MULTIPLIER: float = 10.0\n\n## Breaker shrapnel scene path.\nconst BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n\n## Cached breaker shrapnel scene (loaded once).\nvar _breaker_shrapnel_scene: PackedScene = null\n\n## Enable/disable debug logging for breaker bullet behavior.\nvar _debug_breaker: bool = false\n\n\nfunc _ready() -> void:",
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"id": "msg_01BMvrUKAo2HJCmStGbssKaN",
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{
"type": "text",
"text": "Now I need to add the optimizations to the bullet script. I'll add cached manager references and a reset_for_pool method, as well as modify the destruction path to use the pool. Let me add the optimizations after the existing variables."
}
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[2026-02-10T21:11:13.708Z] [INFO] {
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"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01BMvrUKAo2HJCmStGbssKaN",
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{
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"id": "toolu_01TrQG6c3AQYFWMLAdUZy5Pg",
"name": "Edit",
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"file_path": "/tmp/gh-issue-solver-1770757484176/scripts/projectiles/bullet.gd",
"old_string": "## Enable/disable debug logging for breaker bullet behavior.\nvar _debug_breaker: bool = false\n\n\nfunc _ready() -> void:",
"new_string": "## Enable/disable debug logging for breaker bullet behavior.\nvar _debug_breaker: bool = false\n\n# ============================================================================\n# Issue #724: Optimization - Cached Manager References\n# ============================================================================\n# These are cached once in _ready() to avoid repeated get_node_or_null() calls.\n# This reduces per-frame overhead in bullet-hell scenarios.\n\n## Cached reference to AudioManager autoload.\nvar _audio_manager: Node = null\n\n## Cached reference to ImpactEffectsManager autoload.\nvar _impact_manager: Node = null\n\n## Cached reference to HitEffectsManager autoload.\nvar _hit_effects_manager: Node = null\n\n## Cached reference to DifficultyManager autoload.\nvar _difficulty_manager: Node = null\n\n## Cached reference to StatusEffectsManager autoload.\nvar _status_effects_manager: Node = null\n\n## Cached reference to SoundPropagation autoload.\nvar _sound_propagation: Node = null\n\n## Cached reference to ProjectilePool autoload.\nvar _projectile_pool: Node = null\n\n## Whether this bullet is managed by the ProjectilePool.\n## When true, destruction returns bullet to pool instead of queue_free().\nvar _is_pooled: bool = false\n\n## Default caliber data resource (loaded once and reused).\nstatic var _default_caliber_data: Resource = null\n\n\nfunc _ready() -> void:\n\t# Cache manager references once to avoid repeated get_node_or_null() calls\n\t_cache_manager_references()"
}
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[2026-02-10T21:11:13.721Z] [INFO] {
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{
"tool_use_id": "toolu_01TrQG6c3AQYFWMLAdUZy5Pg",
"type": "tool_result",
"content": "The file /tmp/gh-issue-solver-1770757484176/scripts/projectiles/bullet.gd has been updated successfully."
}
]
},
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"filePath": "/tmp/gh-issue-solver-1770757484176/scripts/projectiles/bullet.gd",
"oldString": "## Enable/disable debug logging for breaker bullet behavior.\nvar _debug_breaker: bool = false\n\n\nfunc _ready() -> void:",
"newString": "## Enable/disable debug logging for breaker bullet behavior.\nvar _debug_breaker: bool = false\n\n# ============================================================================\n# Issue #724: Optimization - Cached Manager References\n# ============================================================================\n# These are cached once in _ready() to avoid repeated get_node_or_null() calls.\n# This reduces per-frame overhead in bullet-hell scenarios.\n\n## Cached reference to AudioManager autoload.\nvar _audio_manager: Node = null\n\n## Cached reference to ImpactEffectsManager autoload.\nvar _impact_manager: Node = null\n\n## Cached reference to HitEffectsManager autoload.\nvar _hit_effects_manager: Node = null\n\n## Cached reference to DifficultyManager autoload.\nvar _difficulty_manager: Node = null\n\n## Cached reference to StatusEffectsManager autoload.\nvar _status_effects_manager: Node = null\n\n## Cached reference to SoundPropagation autoload.\nvar _sound_propagation: Node = null\n\n## Cached reference to ProjectilePool autoload.\nvar _projectile_pool: Node = null\n\n## Whether this bullet is managed by the ProjectilePool.\n## When true, destruction returns bullet to pool instead of queue_free().\nvar _is_pooled: bool = false\n\n## Default caliber data resource (loaded once and reused).\nstatic var _default_caliber_data: Resource = null\n\n\nfunc _ready() -> void:\n\t# Cache manager references once to avoid repeated get_node_or_null() calls\n\t_cache_manager_references()",
"originalFile": "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## Duration in seconds to stun enemies on hit (0 = no stun effect).\n## Set by weapons like MakarovPM and SilencedPistol via Node.Set().\nvar stun_duration: float = 0.0\n\n## Whether this bullet has homing enabled (steers toward nearest enemy).\nvar homing_enabled: bool = false\n\n## Maximum angle (in radians) the bullet can turn from its original direction.\n## Default 110 degrees = ~1.92 radians.\nvar homing_max_turn_angle: float = deg_to_rad(110.0)\n\n## Steering force for homing (radians per second of turning).\n## Higher values make bullets turn faster.\nvar homing_steer_speed: float = 8.0\n\n## The original firing direction (stored when homing is enabled).\n## Used to limit total turn angle.\nvar _homing_original_direction: Vector2 = Vector2.ZERO\n\n## Enable/disable debug logging for homing calculations.\nvar _debug_homing: bool = false\n\n## Whether this bullet uses breaker behavior (Issue #678).\n## Breaker bullets explode 60px before hitting a wall or enemy, spawning shrapnel in a forward cone.\nvar is_breaker_bullet: bool = false\n\n## Distance in pixels ahead of the bullet at which to trigger breaker detonation.\nconst BREAKER_DETONATION_DISTANCE: float = 60.0\n\n## Explosion damage radius for breaker bullet detonation (in pixels).\nconst BREAKER_EXPLOSION_RADIUS: float = 15.0\n\n## Explosion damage dealt by breaker bullet detonation.\nconst BREAKER_EXPLOSION_DAMAGE: float = 1.0\n\n## Half-angle of the shrapnel cone in degrees (total cone = 2 * half_angle).\nconst BREAKER_SHRAPNEL_HALF_ANGLE: float = 30.0\n\n## Damage per breaker shrapnel piece.\nconst BREAKER_SHRAPNEL_DAMAGE: float = 0.1\n\n## Multiplier for shrapnel count: shrapnel_count = bullet_damage * this multiplier.\nconst BREAKER_SHRAPNEL_COUNT_MULTIPLIER: float = 10.0\n\n## Breaker shrapnel scene path.\nconst BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n\n## Cached breaker shrapnel scene (loaded once).\nvar _breaker_shrapnel_scene: PackedScene = null\n\n## Enable/disable debug logging for breaker bullet behavior.\nvar _debug_breaker: bool = false\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\t# Load breaker shrapnel scene if this is a breaker bullet\n\tif is_breaker_bullet:\n\t\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n\t\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Breaker bullet initialized, shrapnel scene: %s\" % (\n\t\t\t\t\"loaded\" if _breaker_shrapnel_scene else \"MISSING\"))\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# Apply homing steering if enabled\n\tif homing_enabled:\n\t\t_apply_homing_steering(delta)\n\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# Check for breaker detonation (raycast ahead for walls)\n\tif is_breaker_bullet and not _is_penetrating:\n\t\tif _check_breaker_detonation():\n\t\t\treturn # Bullet detonated and was freed\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\n\t\t\t# At 40% distance: 100% chance (if ricochet failed)\n\t\t\t# At 100% (viewport) distance: 30% chance\n\t\t\tvar penetration_chance := _calculate_distance_penetration_chance(distance_ratio)\n\n\t\t\t_log_penetration(\"Distance-based penetration chance: %s%%\" % [penetration_chance * 100])\n\n\t\t\t# Roll for penetration\n\t\t\tif randf() <= penetration_chance:\n\t\t\t\tif _try_penetration(body):\n\t\t\t\t\treturn # Bullet is penetrating\n\t\t\telse:\n\t\t\t\t_log_penetration(\"Penetration failed (distance roll)\")\n\n\t# Play wall impact sound and destroy bullet\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\tqueue_free()\n\n\n## Called when the bullet exits a body (wall).\n## Used for detecting penetration exit via the physics system.\nfunc _on_body_exited(body: Node2D) -> void:\n\t# Only process if we're currently penetrating this specific body\n\tif not _is_penetrating or _penetrating_body != body:\n\t\treturn\n\n\t# Log exit detection\n\t_log_penetration(\"Body exited signal received for penetrating body\")\n\n\t# Call exit penetration\n\t_exit_penetration()\n\n\nfunc _on_area_entered(area: Area2D) -> void:\n\t# Hit another area (like a target or hit detection area)\n\t# Only destroy bullet if the area has on_hit method (actual hit targets)\n\t# This allows bullets to pass through detection-only areas like ThreatSpheres\n\tif area.has_method(\"on_hit\"):\n\t\t# Check if this is a HitArea - if so, check against parent's instance ID\n\t\t# This prevents the shooter from damaging themselves with direct shots\n\t\t# BUT ricocheted bullets CAN damage the shooter (realistic self-damage)\n\t\tvar parent: Node = area.get_parent()\n\t\tif parent and shooter_id == parent.get_instance_id() and not _has_ricocheted:\n\t\t\treturn # Don't hit the shooter with direct shots\n\n\t\t# Power Fantasy mode: Ricocheted bullets do NOT damage the player\n\t\tif _has_ricocheted and parent and parent.is_in_group(\"player\"):\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager and difficulty_manager.has_method(\"do_ricochets_damage_player\"):\n\t\t\t\tif not difficulty_manager.do_ricochets_damage_player():\n\t\t\t\t\treturn # Pass through player without damage in Power Fantasy mode\n\n\t\t# Check if the parent is dead - bullets should pass through dead entities\n\t\t# This is a fallback check in case the collision shape/layer disabling\n\t\t# doesn't take effect immediately (see Godot issues #62506, #100687)\n\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n\t\t\treturn # Pass through dead entities\n\n\t\t# Calculate effective damage (base damage × multiplier from ricochets/penetration)\n\t\tvar effective_damage: float = damage * damage_multiplier\n\n\t\t# Call on_hit with extended parameters if supported, otherwise use basic call\n\t\tif area.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\t\t# Pass full bullet information including damage amount\n\t\t\tarea.on_hit_with_bullet_info_and_damage(direction, caliber_data, _has_ricocheted, _has_penetrated, effective_damage)\n\t\telif area.has_method(\"on_hit_with_bullet_info\"):\n\t\t\t# Legacy path - pass bullet info without explicit damage (will use default)\n\t\t\tarea.on_hit_with_bullet_info(direction, caliber_data, _has_ricocheted, _has_penetrated)\n\t\telif area.has_method(\"on_hit_with_info\"):\n\t\t\tarea.on_hit_with_info(direction, caliber_data)\n\t\telse:\n\t\t\tarea.on_hit()\n\n\t\t# Apply stun effect if configured (e.g., MakarovPM, SilencedPistol)\n\t\tif stun_duration > 0 and parent:\n\t\t\t_apply_stun_effect(parent)\n\n\t\t# Trigger hit effects if this is a player bullet hitting an enemy\n\t\tif _is_player_bullet():\n\t\t\t_trigger_player_hit_effects()\n\n\t\tqueue_free()\n\n\n## Attempts to ricochet the bullet off a surface.\n## Returns true if ricochet occurred, false if bullet should be destroyed.\n## @param body: The body the bullet collided with.\nfunc _try_ricochet(body: Node2D) -> bool:\n\t# Check if we've exceeded maximum ricochets (-1 = unlimited)\n\tvar max_ricochets := _get_max_ricochets()\n\tif max_ricochets >= 0 and _ricochet_count >= max_ricochets:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Max ricochets reached: \", _ricochet_count)\n\t\treturn false\n\n\t# Get the surface normal at the collision point\n\tvar surface_normal := _get_surface_normal(body)\n\tif surface_normal == Vector2.ZERO:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Could not determine surface normal\")\n\t\treturn false\n\n\t# Calculate impact angle (angle between bullet direction and surface)\n\t# 0 degrees = parallel to surface (grazing shot)\n\t# 90 degrees = perpendicular to surface (direct hit)\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Impact angle: \", impact_angle_deg, \" degrees\")\n\n\t# Calculate ricochet probability based on impact angle\n\tvar ricochet_probability := _calculate_ricochet_probability(impact_angle_deg)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet probability: \", ricochet_probability * 100, \"%\")\n\n\t# Random roll to determine if ricochet occurs\n\tif randf() > ricochet_probability:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Ricochet failed (random)\")\n\t\treturn false\n\n\t# Ricochet successful - calculate new direction\n\t_perform_ricochet(surface_normal)\n\treturn true\n\n\n## Gets the maximum number of ricochets allowed.\nfunc _get_max_ricochets() -> int:\n\tif caliber_data and caliber_data.has_method(\"get\") and \"max_ricochets\" in caliber_data:\n\t\treturn caliber_data.max_ricochets\n\treturn DEFAULT_MAX_RICOCHETS\n\n\n## Gets the surface normal at the collision point.\n## Uses raycasting to determine the exact collision point and normal.\nfunc _get_surface_normal(body: Node2D) -> Vector2:\n\t# Create a raycast to find the exact collision point\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Cast ray from slightly behind the bullet to current position\n\tvar ray_start := global_position - direction * 50.0\n\tvar ray_end := global_position + direction * 10.0\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# Fallback: estimate normal based on bullet direction\n\t\t# Assume the surface is perpendicular to the approach\n\t\treturn -direction.normalized()\n\n\treturn result.normal\n\n\n## Calculates the impact angle between bullet direction and surface.\n## This returns the GRAZING angle (angle from the surface plane).\n## Returns angle in radians (0 = grazing/parallel to surface, PI/2 = perpendicular/head-on).\nfunc _calculate_impact_angle(surface_normal: Vector2) -> float:\n\t# We want the GRAZING angle (angle from the surface, not from the normal).\n\t# The grazing angle is 90° - (angle from normal).\n\t#\n\t# Using dot product with the normal:\n\t# dot(direction, -normal) = cos(angle_from_normal)\n\t#\n\t# The grazing angle = 90° - angle_from_normal\n\t# So: grazing_angle = asin(|dot(direction, normal)|)\n\t#\n\t# For grazing shots (parallel to surface): direction ⊥ normal, dot ≈ 0, grazing_angle ≈ 0°\n\t# For direct hits (perpendicular to surface): direction ∥ -normal, dot ≈ 1, grazing_angle ≈ 90°\n\n\tvar dot := absf(direction.normalized().dot(surface_normal.normalized()))\n\t# Clamp to avoid numerical issues with asin\n\tdot = clampf(dot, 0.0, 1.0)\n\treturn asin(dot)\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)\nfunc _calculate_ricochet_probability(impact_angle_deg: float) -> float:\n\tvar max_angle: float\n\tvar base_probability: float\n\n\tif caliber_data:\n\t\tmax_angle = caliber_data.max_ricochet_angle if \"max_ricochet_angle\" in caliber_data else DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = caliber_data.base_ricochet_probability if \"base_ricochet_probability\" in caliber_data else DEFAULT_BASE_RICOCHET_PROBABILITY\n\telse:\n\t\tmax_angle = DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = DEFAULT_BASE_RICOCHET_PROBABILITY\n\n\t# No ricochet if angle exceeds maximum\n\tif impact_angle_deg > max_angle:\n\t\treturn 0.0\n\n\t# Custom curve for realistic ricochet probability:\n\t# probability = base * (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_deg / 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_probability * angle_factor\n\n\n## Performs the ricochet: updates direction, speed, and damage.\n## Also calculates the post-ricochet maximum travel distance based on viewport and angle.\nfunc _perform_ricochet(surface_normal: Vector2) -> void:\n\t_ricochet_count += 1\n\n\t# Calculate the impact angle for determining post-ricochet distance\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\t# Calculate reflected direction\n\t# reflection = direction - 2 * dot(direction, normal) * normal\n\tvar reflected := direction - 2.0 * direction.dot(surface_normal) * surface_normal\n\treflected = reflected.normalized()\n\n\t# Add random deviation for realism\n\tvar deviation := _get_ricochet_deviation()\n\treflected = reflected.rotated(deviation)\n\n\t# Update direction\n\tdirection = reflected\n\t_update_rotation()\n\n\t# Reduce velocity\n\tvar velocity_retention := _get_velocity_retention()\n\tspeed *= velocity_retention\n\n\t# Reduce damage multiplier\n\tvar damage_mult := _get_ricochet_damage_multiplier()\n\tdamage_multiplier *= damage_mult\n\n\t# Move bullet slightly away from surface to prevent immediate re-collision\n\tglobal_position += direction * 5.0\n\n\t# Mark bullet as having ricocheted and set viewport-based lifetime\n\t_has_ricocheted = true\n\t_ricochet_position = global_position\n\t_distance_since_ricochet = 0.0\n\n\t# Calculate max post-ricochet distance based on viewport and ricochet angle\n\t# Shallow angles (grazing) -> bullet travels longer after ricochet\n\t# Steeper angles -> bullet travels shorter distance (more energy lost)\n\t# Formula: max_distance = viewport_diagonal * (1 - angle/90)\n\t# At 0° (grazing): full viewport diagonal\n\t# At 90° (perpendicular): 0 distance (but this wouldn't ricochet anyway)\n\tvar angle_factor := 1.0 - (impact_angle_deg / 90.0)\n\tangle_factor = clampf(angle_factor, 0.1, 1.0) # Minimum 10% to prevent instant destruction\n\t_max_post_ricochet_distance = _viewport_diagonal * angle_factor\n\n\t# Clear trail history to avoid visual artifacts\n\t_position_history.clear()\n\n\t# Play ricochet sound\n\t_play_ricochet_sound()\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet #\", _ricochet_count, \" - New speed: \", speed, \", Damage mult: \", damage_multiplier, \", Max post-ricochet distance: \", _max_post_ricochet_distance)\n\n\n## Gets the velocity retention factor for ricochet.\nfunc _get_velocity_retention() -> float:\n\tif caliber_data and \"velocity_retention\" in caliber_data:\n\t\treturn caliber_data.velocity_retention\n\treturn DEFAULT_VELOCITY_RETENTION\n\n\n## Gets the damage multiplier for ricochet.\nfunc _get_ricochet_damage_multiplier() -> float:\n\tif caliber_data and \"ricochet_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.ricochet_damage_multiplier\n\treturn DEFAULT_RICOCHET_DAMAGE_MULTIPLIER\n\n\n## Gets a random deviation angle for ricochet direction.\nfunc _get_ricochet_deviation() -> float:\n\tvar deviation_deg: float\n\tif caliber_data:\n\t\tif caliber_data.has_method(\"get_random_ricochet_deviation\"):\n\t\t\treturn caliber_data.get_random_ricochet_deviation()\n\t\tdeviation_deg = caliber_data.ricochet_angle_deviation if \"ricochet_angle_deviation\" in caliber_data else DEFAULT_RICOCHET_ANGLE_DEVIATION\n\telse:\n\t\tdeviation_deg = DEFAULT_RICOCHET_ANGLE_DEVIATION\n\n\tvar deviation_rad := deg_to_rad(deviation_deg)\n\treturn randf_range(-deviation_rad, deviation_rad)\n\n\n## Plays the ricochet sound effect.\nfunc _play_ricochet_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_ricochet\"):\n\t\taudio_manager.play_bullet_ricochet(global_position)\n\telif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Fallback to wall hit sound if ricochet sound not available\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\n\n## Checks if this bullet was fired by the player.\nfunc _is_player_bullet() -> bool:\n\tif shooter_id == -1:\n\t\treturn false\n\n\tvar shooter: Object = instance_from_id(shooter_id)\n\tif shooter == null:\n\t\treturn false\n\n\t# Check if the shooter is a player by script path\n\tvar script: Script = shooter.get_script()\n\tif script and script.resource_path.contains(\"player\"):\n\t\treturn true\n\n\treturn false\n\n\n## Triggers hit effects via the HitEffectsManager autoload.\n## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\nfunc _trigger_player_hit_effects() -> void:\n\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n\t\thit_effects_manager.on_player_hit_enemy()\n\n\n## Applies stun effect to the hit enemy via StatusEffectsManager.\n## Used by weapons like MakarovPM (100ms) and SilencedPistol (600ms).\nfunc _apply_stun_effect(enemy: Node) -> void:\n\tif stun_duration <= 0:\n\t\treturn\n\tif not enemy is Node2D:\n\t\treturn\n\tvar status_effects_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\tif status_effects_manager and status_effects_manager.has_method(\"apply_stun\"):\n\t\tstatus_effects_manager.apply_stun(enemy, stun_duration)\n\n\n## Returns the current ricochet count.\nfunc get_ricochet_count() -> int:\n\treturn _ricochet_count\n\n\n## Returns the current damage multiplier (accounting for ricochets).\nfunc get_damage_multiplier() -> float:\n\treturn damage_multiplier\n\n\n## Returns whether ricochet is enabled for this bullet.\nfunc can_ricochet() -> bool:\n\tif caliber_data and \"can_ricochet\" in caliber_data:\n\t\treturn caliber_data.can_ricochet\n\treturn true # Default to enabled\n\n\n## Spawns dust/debris particles when bullet hits a wall or static body.\n## @param body: The body that was hit (used to get surface normal).\nfunc _spawn_wall_hit_effect(body: Node2D) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n\t\treturn\n\n\t# Get surface normal for particle direction\n\tvar surface_normal := _get_surface_normal(body)\n\n\t# Spawn dust effect at hit position\n\timpact_manager.spawn_dust_effect(global_position, surface_normal, caliber_data)\n\n\n# ============================================================================\n# Distance-Based Penetration Helpers\n# ============================================================================\n\n\n## Gets the distance from the current bullet position to the shooter's original position.\nfunc _get_distance_to_shooter() -> float:\n\t_log_penetration(\"_get_distance_to_shooter: shooter_position=%s, shooter_id=%s, bullet_pos=%s\" % [shooter_position, shooter_id, global_position])\n\n\tif shooter_position == Vector2.ZERO:\n\t\t# Fallback: use shooter instance position if available\n\t\tif shooter_id != -1:\n\t\t\tvar shooter: Object = instance_from_id(shooter_id)\n\t\t\tif shooter != null and shooter is Node2D:\n\t\t\t\tvar dist := global_position.distance_to((shooter as Node2D).global_position)\n\t\t\t\t_log_penetration(\"Using shooter_id fallback, distance=%s\" % dist)\n\t\t\t\treturn dist\n\t\t# Unable to determine shooter position - assume close range\n\t\t_log_penetration(\"WARNING: Unable to determine shooter position, defaulting to bullet position distance from origin\")\n\n\tvar dist := global_position.distance_to(shooter_position)\n\t_log_penetration(\"Using shooter_position, distance=%s\" % dist)\n\treturn dist\n\n\n## Calculates the penetration chance based on distance from shooter.\n## @param distance_ratio: Distance as a ratio of viewport diagonal (0.0 to 1.0+).\n## @return: Penetration chance (0.0 to 1.0).\nfunc _calculate_distance_penetration_chance(distance_ratio: float) -> float:\n\t# At 40% (RICOCHET_RULES_DISTANCE_RATIO): 100% penetration chance\n\t# At 100% (viewport diagonal): MAX_PENETRATION_CHANCE_AT_DISTANCE (30%)\n\t# Beyond 100%: continues to decrease linearly\n\n\tif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n\t\treturn 1.0 # Full penetration chance within ricochet rules range\n\n\t# Linear interpolation from 100% at 40% to 30% at 100%\n\t# penetration_chance = 1.0 - (distance_ratio - 0.4) / 0.6 * 0.7\n\tvar range_start := RICOCHET_RULES_DISTANCE_RATIO # 0.4\n\tvar range_end := 1.0 # viewport distance\n\tvar range_span := range_end - range_start # 0.6\n\n\tvar position_in_range := (distance_ratio - range_start) / range_span\n\tposition_in_range = clampf(position_in_range, 0.0, 1.0)\n\n\t# Interpolate from 1.0 to MAX_PENETRATION_CHANCE_AT_DISTANCE\n\tvar penetration_chance := lerpf(1.0, MAX_PENETRATION_CHANCE_AT_DISTANCE, position_in_range)\n\n\t# Beyond viewport distance, continue decreasing (but clamp to minimum of 5%)\n\tif distance_ratio > 1.0:\n\t\tvar beyond_viewport := distance_ratio - 1.0\n\t\tpenetration_chance = maxf(MAX_PENETRATION_CHANCE_AT_DISTANCE - beyond_viewport * 0.2, 0.05)\n\n\treturn penetration_chance\n\n\n## Checks if the bullet is currently inside an existing penetration hole area.\n## If so, the bullet should pass through without triggering new penetration.\nfunc _is_inside_penetration_hole() -> bool:\n\t# Get overlapping areas\n\tvar overlapping_areas := get_overlapping_areas()\n\tfor area in overlapping_areas:\n\t\t# Check if this is a penetration hole (by script or name)\n\t\tif area.get_script() != null:\n\t\t\tvar script_path: String = area.get_script().resource_path\n\t\t\tif script_path.contains(\"penetration_hole\"):\n\t\t\t\treturn true\n\t\t# Also check by node name as fallback\n\t\tif area.name.contains(\"PenetrationHole\"):\n\t\t\treturn true\n\treturn false\n\n\n# ============================================================================\n# Wall Penetration System\n# ============================================================================\n\n\n## Attempts to penetrate through a wall when ricochet fails.\n## Returns true if penetration started successfully.\n## @param body: The static body (wall) to penetrate.\nfunc _try_penetration(body: Node2D) -> bool:\n\t# Check if caliber allows penetration\n\tif not _can_penetrate():\n\t\t_log_penetration(\"Caliber cannot penetrate walls\")\n\t\treturn false\n\n\t# Don't start a new penetration if already penetrating\n\tif _is_penetrating:\n\t\t_log_penetration(\"Already penetrating, cannot start new penetration\")\n\t\treturn false\n\n\t_log_penetration(\"Starting wall penetration at %s\" % global_position)\n\n\t# Mark as penetrating\n\t_is_penetrating = true\n\t_penetrating_body = body\n\t_penetration_entry_point = global_position\n\t_penetration_distance_traveled = 0.0\n\n\t# Spawn entry hole effect\n\t_spawn_penetration_hole_effect(body, global_position, true)\n\n\t# Move bullet slightly forward to avoid immediate re-collision\n\tglobal_position += direction * 5.0\n\n\treturn true\n\n\n## Checks if the bullet can penetrate walls based on caliber data.\nfunc _can_penetrate() -> bool:\n\tif caliber_data and caliber_data.has_method(\"can_penetrate_walls\"):\n\t\treturn caliber_data.can_penetrate_walls()\n\tif caliber_data and \"can_penetrate\" in caliber_data:\n\t\treturn caliber_data.can_penetrate\n\treturn DEFAULT_CAN_PENETRATE\n\n\n## Gets the maximum penetration distance from caliber data.\nfunc _get_max_penetration_distance() -> float:\n\tif caliber_data and caliber_data.has_method(\"get_max_penetration_distance\"):\n\t\treturn caliber_data.get_max_penetration_distance()\n\tif caliber_data and \"max_penetration_distance\" in caliber_data:\n\t\treturn caliber_data.max_penetration_distance\n\treturn DEFAULT_MAX_PENETRATION_DISTANCE\n\n\n## Gets the post-penetration damage multiplier from caliber data.\nfunc _get_post_penetration_damage_multiplier() -> float:\n\tif caliber_data and \"post_penetration_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.post_penetration_damage_multiplier\n\treturn DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER\n\n\n## Checks if the bullet is still inside an obstacle using raycasting.\n## Returns true if still inside, false if exited.\n## Uses longer raycasts to account for high bullet speeds (2500 px/s = ~41 pixels/frame at 60 FPS).\nfunc _is_still_inside_obstacle() -> bool:\n\tif _penetrating_body == null or not is_instance_valid(_penetrating_body):\n\t\treturn false\n\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Use longer raycasts to account for bullet speed\n\t# Cast forward ~50 pixels (slightly more than max penetration of 48)\n\tvar ray_length := 50.0\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * ray_length\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If we hit the same body in front, we're still inside\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast forward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t# Also check backwards to see if we're still overlapping\n\tray_end = global_position - direction * ray_length\n\tquery = PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tresult = space_state.intersect_ray(query)\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast backward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t_log_penetration(\"No longer inside obstacle - raycasts found no collision with penetrating body\")\n\treturn false\n\n\n## Called when the bullet exits a penetrated wall.\nfunc _exit_penetration() -> void:\n\t# Prevent double-calling (can happen from both body_exited and raycast check)\n\tif not _is_penetrating:\n\t\treturn\n\n\tvar exit_point := global_position\n\n\t_log_penetration(\"Exiting penetration at %s after traveling %s pixels through wall\" % [exit_point, _penetration_distance_traveled])\n\n\t# Visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\n\t# Apply damage reduction after penetration\n\tif not _has_penetrated:\n\t\tdamage_multiplier *= _get_post_penetration_damage_multiplier()\n\t\t_has_penetrated = true\n\n\t\t_log_penetration(\"Damage multiplier after penetration: %s\" % damage_multiplier)\n\n\t# Play penetration exit sound (use wall hit sound for now)\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(exit_point)\n\n\t# Reset penetration state\n\t_is_penetrating = false\n\t_penetrating_body = null\n\t_penetration_distance_traveled = 0.0\n\n\t# Destroy bullet after successful penetration\n\t# Bullets don't continue flying after penetrating a wall\n\tqueue_free()\n\n\n## Spawns a visual hole effect at penetration entry or exit point.\n## DISABLED: As per user request, all penetration visual effects are removed.\n## The penetration functionality remains (bullet passes through thin walls),\n## but no visual effects (dust, trails, holes) are spawned.\n## @param body: The wall being penetrated.\n## @param pos: Position of the hole.\n## @param is_entry: True for entry hole, false for exit hole.\nfunc _spawn_penetration_hole_effect(_body: Node2D, _pos: Vector2, _is_entry: bool) -> void:\n\t# All visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\tpass\n\n\n## Spawns a collision hole that creates an actual gap in wall collision.\n## This allows other bullets and vision to pass through the hole.\n## @param entry_point: Where the bullet entered the wall.\n## @param exit_point: Where the bullet exited the wall.\nfunc _spawn_collision_hole(entry_point: Vector2, exit_point: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null:\n\t\treturn\n\n\tif impact_manager.has_method(\"spawn_collision_hole\"):\n\t\timpact_manager.spawn_collision_hole(entry_point, exit_point, direction, caliber_data)\n\t\t_log_penetration(\"Collision hole spawned from %s to %s\" % [entry_point, exit_point])\n\n\n## Returns whether the bullet has penetrated at least one wall.\nfunc has_penetrated() -> bool:\n\treturn _has_penetrated\n\n\n## Returns whether the bullet is currently penetrating a wall.\nfunc is_penetrating() -> bool:\n\treturn _is_penetrating\n\n\n## Returns the distance traveled through walls while penetrating.\nfunc get_penetration_distance() -> float:\n\treturn _penetration_distance_traveled\n\n\n# ============================================================================\n# Homing Bullet System (Issue #677)\n# ============================================================================\n\n\n## Enables homing on this bullet, storing the original direction.\nfunc enable_homing() -> void:\n\thoming_enabled = true\n\t_homing_original_direction = direction.normalized()\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing enabled, original direction: \", _homing_original_direction)\n\n\n## Applies homing steering toward the nearest alive enemy.\n## The bullet turns toward the nearest enemy but cannot exceed the max turn angle\n## from its original firing direction (110 degrees each side).\nfunc _apply_homing_steering(delta: float) -> void:\n\t# Only player bullets should home\n\tif not _is_player_bullet():\n\t\treturn\n\n\t# Find nearest alive enemy\n\tvar target_pos := _find_nearest_enemy_position()\n\tif target_pos == Vector2.ZERO:\n\t\treturn # No valid target found\n\n\t# Calculate desired direction toward target\n\tvar to_target := (target_pos - global_position).normalized()\n\n\t# Calculate the angle difference between current direction and desired\n\tvar angle_diff := direction.angle_to(to_target)\n\n\t# Limit per-frame steering (smooth turning)\n\tvar max_steer_this_frame := homing_steer_speed * delta\n\tangle_diff = clampf(angle_diff, -max_steer_this_frame, max_steer_this_frame)\n\n\t# Calculate proposed new direction\n\tvar new_direction := direction.rotated(angle_diff).normalized()\n\n\t# Check if the new direction would exceed the max turn angle from original\n\tvar angle_from_original := _homing_original_direction.angle_to(new_direction)\n\tif absf(angle_from_original) > homing_max_turn_angle:\n\t\tif _debug_homing:\n\t\t\tprint(\"[Bullet] Homing angle limit reached: \", rad_to_deg(absf(angle_from_original)), \"°\")\n\t\treturn # Don't steer further, angle limit reached\n\n\t# Apply the steering\n\tdirection = new_direction\n\t_update_rotation()\n\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing steer: angle_diff=\", rad_to_deg(angle_diff), \"° total_turn=\", rad_to_deg(absf(angle_from_original)), \"°\")\n\n\n## Finds the position of the nearest alive enemy.\n## Returns Vector2.ZERO if no enemies are found.\nfunc _find_nearest_enemy_position() -> Vector2:\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn Vector2.ZERO\n\n\tvar enemies := tree.get_nodes_in_group(\"enemies\")\n\tif enemies.is_empty():\n\t\treturn Vector2.ZERO\n\n\tvar nearest_pos := Vector2.ZERO\n\tvar nearest_dist := INF\n\n\tfor enemy in enemies:\n\t\tif not enemy is Node2D:\n\t\t\tcontinue\n\t\t# Skip dead enemies\n\t\tif enemy.has_method(\"is_alive\") and not enemy.is_alive():\n\t\t\tcontinue\n\t\tvar dist := global_position.distance_squared_to(enemy.global_position)\n\t\tif dist < nearest_dist:\n\t\t\tnearest_dist = dist\n\t\t\tnearest_pos = enemy.global_position\n\n\treturn nearest_pos\n\n\n# ============================================================================\n# Breaker Bullet System (Issue #678)\n# ============================================================================\n\n\n## Checks if a wall or enemy is within BREAKER_DETONATION_DISTANCE ahead.\n## If so, triggers the breaker detonation and returns true.\n## @return: True if detonation occurred, false otherwise.\nfunc _check_breaker_detonation() -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn false\n\n\t# Raycast forward from bullet position\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * BREAKER_DETONATION_DISTANCE\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\t# Check against walls/obstacles and characters (enemies)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn false # Nothing ahead within detonation distance\n\n\t# Check if the hit is a wall (StaticBody2D/TileMap) or an alive enemy (CharacterBody2D)\n\tvar collider: Object = result.collider\n\tif collider is StaticBody2D or collider is TileMap:\n\t\t# Wall detected within range — trigger detonation!\n\t\tvar detonation_pos := global_position\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Wall detected at distance %.1f, detonating at %s\" % [\n\t\t\t\tglobal_position.distance_to(result.position), detonation_pos])\n\t\t_breaker_detonate(detonation_pos)\n\t\treturn true\n\telif collider is CharacterBody2D:\n\t\t# Enemy detected — check if alive\n\t\tif collider.has_method(\"is_alive\") and collider.is_alive():\n\t\t\tvar detonation_pos := global_position\n\t\t\tif _debug_breaker:\n\t\t\t\tprint(\"[Bullet.Breaker] Enemy %s detected at distance %.1f, detonating at %s\" % [\n\t\t\t\t\tcollider.name, global_position.distance_to(result.position), detonation_pos])\n\t\t\t_breaker_detonate(detonation_pos)\n\t\t\treturn true\n\n\treturn false # Hit something we don't detonate for\n\n\n## Triggers the breaker bullet detonation: explosion damage + shrapnel cone.\n## @param detonation_pos: The position where the detonation occurs.\nfunc _breaker_detonate(detonation_pos: Vector2) -> void:\n\t# 1. Apply explosion damage in radius\n\t_breaker_apply_explosion_damage(detonation_pos)\n\n\t# 2. Spawn visual explosion effect\n\t_breaker_spawn_explosion_effect(detonation_pos)\n\n\t# 3. Spawn shrapnel in a forward cone\n\t_breaker_spawn_shrapnel(detonation_pos)\n\n\t# 4. Play explosion sound\n\t_breaker_play_explosion_sound(detonation_pos)\n\n\t# 5. Destroy the bullet\n\tqueue_free()\n\n\n## Applies explosion damage to all enemies within BREAKER_EXPLOSION_RADIUS.\n## @param center: Center of the explosion.\nfunc _breaker_apply_explosion_damage(center: Vector2) -> void:\n\t# Find all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\n\t# Check enemies in radius\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and enemy.has_method(\"is_alive\") and enemy.is_alive():\n\t\t\tvar distance := center.distance_to(enemy.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\t# Check line of sight\n\t\t\t\tif _breaker_has_line_of_sight(center, enemy.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(enemy, BREAKER_EXPLOSION_DAMAGE)\n\n\t# Also check player (breaker explosion can hurt the player at close range)\n\tfor player in players:\n\t\tif player is Node2D:\n\t\t\t# Don't damage the shooter\n\t\t\tif shooter_id == player.get_instance_id():\n\t\t\t\tcontinue\n\t\t\tvar distance := center.distance_to(player.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tif _breaker_has_line_of_sight(center, player.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(player, BREAKER_EXPLOSION_DAMAGE)\n\n\n## Applies damage to a target.\nfunc _breaker_apply_damage_to(target: Node2D, amount: float) -> void:\n\tvar hit_direction := (target.global_position - global_position).normalized()\n\n\tif target.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\ttarget.on_hit_with_bullet_info_and_damage(hit_direction, null, false, false, amount)\n\telif target.has_method(\"on_hit_with_info\"):\n\t\ttarget.on_hit_with_info(hit_direction, null)\n\telif target.has_method(\"on_hit\"):\n\t\ttarget.on_hit()\n\n\tif _debug_breaker:\n\t\tprint(\"[Bullet.Breaker] Explosion damage %.1f applied to %s\" % [amount, target.name])\n\n\n## Checks line of sight from a position to a target position.\nfunc _breaker_has_line_of_sight(from: Vector2, to: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.create(from, to)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\tvar result := space_state.intersect_ray(query)\n\treturn result.is_empty()\n\n\n## Spawns a small visual explosion effect at the detonation point.\nfunc _breaker_spawn_explosion_effect(center: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n\t\timpact_manager.spawn_explosion_effect(center, BREAKER_EXPLOSION_RADIUS)\n\telse:\n\t\t# Fallback: create simple flash\n\t\t_breaker_create_simple_flash(center)\n\n\n## Plays a small explosion sound at the detonation point.\nfunc _breaker_play_explosion_sound(center: Vector2) -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Use wall hit sound as explosion (small detonation)\n\t\taudio_manager.play_bullet_wall_hit(center)\n\n\t# Emit sound for AI awareness\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\t# Small explosion — use shorter range than grenade\n\t\tsound_propagation.emit_sound(1, center, 0, self, 500.0) # 1 = EXPLOSION, 0 = PLAYER\n\n\n## Creates a simple explosion flash if no manager is available.\nfunc _breaker_create_simple_flash(center: Vector2) -> void:\n\tvar flash := Sprite2D.new()\n\tvar size := int(BREAKER_EXPLOSION_RADIUS) * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar img_center := Vector2(BREAKER_EXPLOSION_RADIUS, BREAKER_EXPLOSION_RADIUS)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar dist := pos.distance_to(img_center)\n\t\t\tif dist <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tvar alpha := 1.0 - (dist / BREAKER_EXPLOSION_RADIUS)\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.8, 0.4, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\tflash.texture = ImageTexture.create_from_image(image)\n\tflash.global_position = center\n\tflash.modulate = Color(1.0, 0.7, 0.3, 0.9)\n\tflash.z_index = 100\n\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(flash)\n\t\tvar tween := get_tree().create_tween()\n\t\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.15)\n\t\ttween.tween_callback(flash.queue_free)\n\n\n## Maximum shrapnel pieces per single detonation (performance cap, Issue #678 optimization).\n## This prevents FPS drops when many pellets detonate simultaneously (e.g. shotgun).\nconst BREAKER_MAX_SHRAPNEL_PER_DETONATION: int = 10\n\n## Maximum total concurrent breaker shrapnel in the scene (global cap).\n## If exceeded, new shrapnel spawning is skipped to maintain FPS.\nconst BREAKER_MAX_CONCURRENT_SHRAPNEL: int = 60\n\n\n## Checks if a position is inside a wall or obstacle (Issue #740).\n## Used to prevent spawning shrapnel inside walls.\n## @param pos: The position to check.\n## @return: true if position is inside a wall, false otherwise.\nfunc _is_position_inside_wall(pos: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsPointQueryParameters2D.new()\n\tquery.position = pos\n\tquery.collision_mask = 4 # Layer 3 (obstacles/walls)\n\tvar result := space_state.intersect_point(query, 1)\n\treturn not result.is_empty()\n\n\n## Spawns breaker shrapnel pieces in a forward cone.\n## Shrapnel count is capped for performance (Issue #678 optimization).\n## Validates spawn positions to prevent shrapnel spawning behind walls (Issue #740).\nfunc _breaker_spawn_shrapnel(center: Vector2) -> void:\n\tif _breaker_shrapnel_scene == null:\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Check global concurrent shrapnel limit\n\tvar existing_shrapnel := get_tree().get_nodes_in_group(\"breaker_shrapnel\")\n\tif existing_shrapnel.size() >= BREAKER_MAX_CONCURRENT_SHRAPNEL:\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel spawn: global limit %d reached\" % BREAKER_MAX_CONCURRENT_SHRAPNEL)\n\t\treturn\n\n\t# Calculate shrapnel count based on bullet damage, capped for performance\n\tvar effective_damage := damage * damage_multiplier\n\tvar shrapnel_count := int(effective_damage * BREAKER_SHRAPNEL_COUNT_MULTIPLIER)\n\tshrapnel_count = clampi(shrapnel_count, 1, BREAKER_MAX_SHRAPNEL_PER_DETONATION)\n\n\t# Further reduce if approaching global limit\n\tvar remaining_budget := BREAKER_MAX_CONCURRENT_SHRAPNEL - existing_shrapnel.size()\n\tshrapnel_count = mini(shrapnel_count, remaining_budget)\n\n\tvar half_angle_rad := deg_to_rad(BREAKER_SHRAPNEL_HALF_ANGLE)\n\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\tvar spawned_count := 0\n\tvar skipped_count := 0\n\n\tfor i in range(shrapnel_count):\n\t\t# Random angle within the forward cone\n\t\tvar random_angle := randf_range(-half_angle_rad, half_angle_rad)\n\t\tvar shrapnel_direction := direction.rotated(random_angle)\n\n\t\t# Calculate potential spawn position (Issue #740 fix)\n\t\tvar spawn_offset := 5.0\n\t\tvar spawn_pos := center + shrapnel_direction * spawn_offset\n\n\t\t# Check if spawn position is inside a wall (Issue #740 fix)\n\t\tif _is_position_inside_wall(spawn_pos):\n\t\t\tif _debug_breaker:\n\t\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel #%d: spawn position inside wall at %s\" % [i, spawn_pos])\n\t\t\tskipped_count += 1\n\t\t\tcontinue\n\n\t\t# Create shrapnel instance\n\t\tvar shrapnel := _breaker_shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = spawn_pos\n\t\tshrapnel.direction = shrapnel_direction\n\t\tshrapnel.source_id = shooter_id # Prevent self-damage using original shooter\n\t\tshrapnel.damage = BREAKER_SHRAPNEL_DAMAGE\n\n\t\t# Vary speed slightly for natural spread\n\t\tshrapnel.speed = randf_range(1400.0, 2200.0)\n\n\t\t# Add to scene using call_deferred to batch scene tree changes (Issue #678 optimization)\n\t\tscene.call_deferred(\"add_child\", shrapnel)\n\t\tspawned_count += 1\n\n\tif _debug_breaker:\n\t\tprint(\"[Bullet.Breaker] Spawned %d shrapnel pieces (%d skipped, budget: %d) in %.0f-degree cone\" % [\n\t\t\tspawned_count, skipped_count, remaining_budget, BREAKER_SHRAPNEL_HALF_ANGLE * 2])\n",
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" ## Enable/disable debug logging for breaker bullet behavior.",
" var _debug_breaker: bool = false",
" ",
"+# ============================================================================",
"+# Issue #724: Optimization - Cached Manager References",
"+# ============================================================================",
"+# These are cached once in _ready() to avoid repeated get_node_or_null() calls.",
"+# This reduces per-frame overhead in bullet-hell scenarios.",
" ",
"+## Cached reference to AudioManager autoload.",
"+var _audio_manager: Node = null",
"+",
"+## Cached reference to ImpactEffectsManager autoload.",
"+var _impact_manager: Node = null",
"+",
"+## Cached reference to HitEffectsManager autoload.",
"+var _hit_effects_manager: Node = null",
"+",
"+## Cached reference to DifficultyManager autoload.",
"+var _difficulty_manager: Node = null",
"+",
"+## Cached reference to StatusEffectsManager autoload.",
"+var _status_effects_manager: Node = null",
"+",
"+## Cached reference to SoundPropagation autoload.",
"+var _sound_propagation: Node = null",
"+",
"+## Cached reference to ProjectilePool autoload.",
"+var _projectile_pool: Node = null",
"+",
"+## Whether this bullet is managed by the ProjectilePool.",
"+## When true, destruction returns bullet to pool instead of queue_free().",
"+var _is_pooled: bool = false",
"+",
"+## Default caliber data resource (loaded once and reused).",
"+static var _default_caliber_data: Resource = null",
"+",
"+",
" func _ready() -> void:",
"+ # Cache manager references once to avoid repeated get_node_or_null() calls",
"+ _cache_manager_references()",
" # Connect to collision signals",
" body_entered.connect(_on_body_entered)",
" body_exited.connect(_on_body_exited)"
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"text": "Now let me read more of the _ready function to add the caching call after the existing initialization."
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"content": " 175→# Issue #724: Optimization - Cached Manager References\n 176→# ============================================================================\n 177→# These are cached once in _ready() to avoid repeated get_node_or_null() calls.\n 178→# This reduces per-frame overhead in bullet-hell scenarios.\n 179→\n 180→## Cached reference to AudioManager autoload.\n 181→var _audio_manager: Node = null\n 182→\n 183→## Cached reference to ImpactEffectsManager autoload.\n 184→var _impact_manager: Node = null\n 185→\n 186→## Cached reference to HitEffectsManager autoload.\n 187→var _hit_effects_manager: Node = null\n 188→\n 189→## Cached reference to DifficultyManager autoload.\n 190→var _difficulty_manager: Node = null\n 191→\n 192→## Cached reference to StatusEffectsManager autoload.\n 193→var _status_effects_manager: Node = null\n 194→\n 195→## Cached reference to SoundPropagation autoload.\n 196→var _sound_propagation: Node = null\n 197→\n 198→## Cached reference to ProjectilePool autoload.\n 199→var _projectile_pool: Node = null\n 200→\n 201→## Whether this bullet is managed by the ProjectilePool.\n 202→## When true, destruction returns bullet to pool instead of queue_free().\n 203→var _is_pooled: bool = false\n 204→\n 205→## Default caliber data resource (loaded once and reused).\n 206→static var _default_caliber_data: Resource = null\n 207→\n 208→\n 209→func _ready() -> void:\n 210→\t# Cache manager references once to avoid repeated get_node_or_null() calls\n 211→\t_cache_manager_references()\n 212→\t# Connect to collision signals\n 213→\tbody_entered.connect(_on_body_entered)\n 214→\tbody_exited.connect(_on_body_exited)\n 215→\tarea_entered.connect(_on_area_entered)\n 216→\n 217→\t# Get trail reference if it exists\n 218→\t_trail = get_node_or_null(\"Trail\")\n 219→\tif _trail:\n 220→\t\t_trail.clear_points()\n 221→\t\t# Set trail to use global coordinates (not relative to bullet)\n 222→\t\t_trail.top_level = true\n 223→\t\t# Reset position to origin so points added are truly global\n 224→\t\t# (when top_level becomes true, the Line2D's position becomes its global position,\n 225→\t\t# so we need to reset it to (0,0) for added points to be at their true global positions)\n 226→\t\t_trail.position = Vector2.ZERO\n 227→\n 228→\t# Load default caliber data if not set\n 229→\tif caliber_data == null:\n 230→\t\tcaliber_data = _load_default_caliber_data()\n 231→\n 232→\t# Calculate viewport diagonal for post-ricochet lifetime\n 233→\t_calculate_viewport_diagonal()\n 234→\n 235→\t# Set initial rotation based on direction\n 236→\t_update_rotation()\n 237→\n 238→\t# Load breaker shrapnel scene if this is a breaker bullet\n 239→\tif is_breaker_bullet:\n 240→\t\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n 241→\t\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n 242→\t\tif _debug_breaker:\n 243→\t\t\tprint(\"[Bullet.Breaker] Breaker bullet initialized, shrapnel scene: %s\" % (\n 244→\t\t\t\t\"loaded\" if _breaker_shrapnel_scene else \"MISSING\"))\n 245→\n 246→\n 247→## Calculates the viewport diagonal distance for post-ricochet lifetime.\n 248→func _calculate_viewport_diagonal() -> void:\n 249→\tvar viewport := get_viewport()\n 250→\tif viewport:\n 251→\t\tvar size := viewport.get_visible_rect().size\n 252→\t\t_viewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 253→\telse:\n 254→\t\t# Fallback to a reasonable default (1920x1080 diagonal ~= 2203)\n 255→\t\t_viewport_diagonal = 2203.0\n 256→\n 257→\n 258→## Loads the default 5.45x39mm caliber data.\n 259→func _load_default_caliber_data() -> Resource:\n 260→\tvar path := \"res://resources/calibers/caliber_545x39.tres\"\n 261→\tif ResourceLoader.exists(path):\n 262→\t\treturn load(path)\n 263→\treturn null\n 264→\n 265→\n 266→## Updates the bullet rotation to match its travel direction.\n 267→func _update_rotation() -> void:\n 268→\trotation = direction.angle()\n 269→\n 270→\n 271→## Logs a penetration-related message to both console and file logger.\n 272→## @param message: The message to log.\n 273→func _log_penetration(message: String) -> void:\n 274→\tif not _debug_penetration:\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": "# Issue #724: Optimization - Cached Manager References\n# ============================================================================\n# These are cached once in _ready() to avoid repeated get_node_or_null() calls.\n# This reduces per-frame overhead in bullet-hell scenarios.\n\n## Cached reference to AudioManager autoload.\nvar _audio_manager: Node = null\n\n## Cached reference to ImpactEffectsManager autoload.\nvar _impact_manager: Node = null\n\n## Cached reference to HitEffectsManager autoload.\nvar _hit_effects_manager: Node = null\n\n## Cached reference to DifficultyManager autoload.\nvar _difficulty_manager: Node = null\n\n## Cached reference to StatusEffectsManager autoload.\nvar _status_effects_manager: Node = null\n\n## Cached reference to SoundPropagation autoload.\nvar _sound_propagation: Node = null\n\n## Cached reference to ProjectilePool autoload.\nvar _projectile_pool: Node = null\n\n## Whether this bullet is managed by the ProjectilePool.\n## When true, destruction returns bullet to pool instead of queue_free().\nvar _is_pooled: bool = false\n\n## Default caliber data resource (loaded once and reused).\nstatic var _default_caliber_data: Resource = null\n\n\nfunc _ready() -> void:\n\t# Cache manager references once to avoid repeated get_node_or_null() calls\n\t_cache_manager_references()\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\t# Load breaker shrapnel scene if this is a breaker bullet\n\tif is_breaker_bullet:\n\t\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n\t\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Breaker bullet initialized, shrapnel scene: %s\" % (\n\t\t\t\t\"loaded\" if _breaker_shrapnel_scene else \"MISSING\"))\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:",
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"text": "Now I need to add the caching method and update the _load_default_caliber_data to use static caching. Let me also add the reset_for_pool method and update destruction paths. Let me find where the queue_free calls are and add the helper methods."
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[2026-02-10T21:11:36.264Z] [INFO] {
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"old_string": "## 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()",
"new_string": "## Loads the default 5.45x39mm caliber data.\n## Uses static caching to avoid repeated resource loads (Issue #724 optimization).\nfunc _load_default_caliber_data() -> Resource:\n\tif _default_caliber_data != null:\n\t\treturn _default_caliber_data\n\tvar path := \"res://resources/calibers/caliber_545x39.tres\"\n\tif ResourceLoader.exists(path):\n\t\t_default_caliber_data = load(path)\n\t\treturn _default_caliber_data\n\treturn null\n\n\n## Caches references to autoload managers.\n## Called once in _ready() to avoid repeated get_node_or_null() calls.\n## Issue #724 optimization: Reduces per-bullet overhead in bullet-hell scenarios.\nfunc _cache_manager_references() -> void:\n\t_audio_manager = get_node_or_null(\"/root/AudioManager\")\n\t_impact_manager = get_node_or_null(\"/root/ImpactEffectsManager\")\n\t_hit_effects_manager = get_node_or_null(\"/root/HitEffectsManager\")\n\t_difficulty_manager = get_node_or_null(\"/root/DifficultyManager\")\n\t_status_effects_manager = get_node_or_null(\"/root/StatusEffectsManager\")\n\t_sound_propagation = get_node_or_null(\"/root/SoundPropagation\")\n\t_projectile_pool = get_node_or_null(\"/root/ProjectilePool\")\n\n\n## Resets the bullet to its default state for object pool reuse.\n## Called by ProjectilePool before reactivating a pooled bullet.\n## Issue #724 optimization: Enables efficient bullet recycling.\nfunc reset_for_pool() -> void:\n\t# Reset basic properties\n\tdirection = Vector2.RIGHT\n\tspeed = 2500.0\n\tdamage = 1.0\n\tdamage_multiplier = 1.0\n\tshooter_id = -1\n\tshooter_position = Vector2.ZERO\n\tstun_duration = 0.0\n\thoming_enabled = false\n\tis_breaker_bullet = false\n\tcaliber_data = _load_default_caliber_data()\n\n\t# Reset internal state\n\t_time_alive = 0.0\n\t_ricochet_count = 0\n\t_has_ricocheted = false\n\t_has_penetrated = false\n\t_is_penetrating = false\n\t_penetrating_body = null\n\t_penetration_distance_traveled = 0.0\n\t_penetration_entry_point = Vector2.ZERO\n\t_distance_since_ricochet = 0.0\n\t_ricochet_position = Vector2.ZERO\n\t_max_post_ricochet_distance = 0.0\n\t_homing_original_direction = Vector2.ZERO\n\n\t# Clear trail\n\t_position_history.clear()\n\tif _trail:\n\t\t_trail.clear_points()\n\n\t# Reset visual state\n\trotation = 0.0\n\n\n## Deactivates the bullet, returning it to the pool if pooled, or freeing it.\n## Use this instead of queue_free() for proper pool support.\n## Issue #724 optimization: Enables bullet recycling to reduce allocations.\nfunc deactivate() -> void:\n\tif _is_pooled and _projectile_pool and _projectile_pool.has_method(\"return_bullet\"):\n\t\t_projectile_pool.return_bullet(self)\n\telse:\n\t\tqueue_free()\n\n\n## Updates the bullet rotation to match its travel direction.\nfunc _update_rotation() -> void:\n\trotation = direction.angle()"
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"content": "The file /tmp/gh-issue-solver-1770757484176/scripts/projectiles/bullet.gd has been updated successfully."
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"oldString": "## 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()",
"newString": "## Loads the default 5.45x39mm caliber data.\n## Uses static caching to avoid repeated resource loads (Issue #724 optimization).\nfunc _load_default_caliber_data() -> Resource:\n\tif _default_caliber_data != null:\n\t\treturn _default_caliber_data\n\tvar path := \"res://resources/calibers/caliber_545x39.tres\"\n\tif ResourceLoader.exists(path):\n\t\t_default_caliber_data = load(path)\n\t\treturn _default_caliber_data\n\treturn null\n\n\n## Caches references to autoload managers.\n## Called once in _ready() to avoid repeated get_node_or_null() calls.\n## Issue #724 optimization: Reduces per-bullet overhead in bullet-hell scenarios.\nfunc _cache_manager_references() -> void:\n\t_audio_manager = get_node_or_null(\"/root/AudioManager\")\n\t_impact_manager = get_node_or_null(\"/root/ImpactEffectsManager\")\n\t_hit_effects_manager = get_node_or_null(\"/root/HitEffectsManager\")\n\t_difficulty_manager = get_node_or_null(\"/root/DifficultyManager\")\n\t_status_effects_manager = get_node_or_null(\"/root/StatusEffectsManager\")\n\t_sound_propagation = get_node_or_null(\"/root/SoundPropagation\")\n\t_projectile_pool = get_node_or_null(\"/root/ProjectilePool\")\n\n\n## Resets the bullet to its default state for object pool reuse.\n## Called by ProjectilePool before reactivating a pooled bullet.\n## Issue #724 optimization: Enables efficient bullet recycling.\nfunc reset_for_pool() -> void:\n\t# Reset basic properties\n\tdirection = Vector2.RIGHT\n\tspeed = 2500.0\n\tdamage = 1.0\n\tdamage_multiplier = 1.0\n\tshooter_id = -1\n\tshooter_position = Vector2.ZERO\n\tstun_duration = 0.0\n\thoming_enabled = false\n\tis_breaker_bullet = false\n\tcaliber_data = _load_default_caliber_data()\n\n\t# Reset internal state\n\t_time_alive = 0.0\n\t_ricochet_count = 0\n\t_has_ricocheted = false\n\t_has_penetrated = false\n\t_is_penetrating = false\n\t_penetrating_body = null\n\t_penetration_distance_traveled = 0.0\n\t_penetration_entry_point = Vector2.ZERO\n\t_distance_since_ricochet = 0.0\n\t_ricochet_position = Vector2.ZERO\n\t_max_post_ricochet_distance = 0.0\n\t_homing_original_direction = Vector2.ZERO\n\n\t# Clear trail\n\t_position_history.clear()\n\tif _trail:\n\t\t_trail.clear_points()\n\n\t# Reset visual state\n\trotation = 0.0\n\n\n## Deactivates the bullet, returning it to the pool if pooled, or freeing it.\n## Use this instead of queue_free() for proper pool support.\n## Issue #724 optimization: Enables bullet recycling to reduce allocations.\nfunc deactivate() -> void:\n\tif _is_pooled and _projectile_pool and _projectile_pool.has_method(\"return_bullet\"):\n\t\t_projectile_pool.return_bullet(self)\n\telse:\n\t\tqueue_free()\n\n\n## Updates the bullet rotation to match its travel direction.\nfunc _update_rotation() -> void:\n\trotation = direction.angle()",
"originalFile": "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## Duration in seconds to stun enemies on hit (0 = no stun effect).\n## Set by weapons like MakarovPM and SilencedPistol via Node.Set().\nvar stun_duration: float = 0.0\n\n## Whether this bullet has homing enabled (steers toward nearest enemy).\nvar homing_enabled: bool = false\n\n## Maximum angle (in radians) the bullet can turn from its original direction.\n## Default 110 degrees = ~1.92 radians.\nvar homing_max_turn_angle: float = deg_to_rad(110.0)\n\n## Steering force for homing (radians per second of turning).\n## Higher values make bullets turn faster.\nvar homing_steer_speed: float = 8.0\n\n## The original firing direction (stored when homing is enabled).\n## Used to limit total turn angle.\nvar _homing_original_direction: Vector2 = Vector2.ZERO\n\n## Enable/disable debug logging for homing calculations.\nvar _debug_homing: bool = false\n\n## Whether this bullet uses breaker behavior (Issue #678).\n## Breaker bullets explode 60px before hitting a wall or enemy, spawning shrapnel in a forward cone.\nvar is_breaker_bullet: bool = false\n\n## Distance in pixels ahead of the bullet at which to trigger breaker detonation.\nconst BREAKER_DETONATION_DISTANCE: float = 60.0\n\n## Explosion damage radius for breaker bullet detonation (in pixels).\nconst BREAKER_EXPLOSION_RADIUS: float = 15.0\n\n## Explosion damage dealt by breaker bullet detonation.\nconst BREAKER_EXPLOSION_DAMAGE: float = 1.0\n\n## Half-angle of the shrapnel cone in degrees (total cone = 2 * half_angle).\nconst BREAKER_SHRAPNEL_HALF_ANGLE: float = 30.0\n\n## Damage per breaker shrapnel piece.\nconst BREAKER_SHRAPNEL_DAMAGE: float = 0.1\n\n## Multiplier for shrapnel count: shrapnel_count = bullet_damage * this multiplier.\nconst BREAKER_SHRAPNEL_COUNT_MULTIPLIER: float = 10.0\n\n## Breaker shrapnel scene path.\nconst BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n\n## Cached breaker shrapnel scene (loaded once).\nvar _breaker_shrapnel_scene: PackedScene = null\n\n## Enable/disable debug logging for breaker bullet behavior.\nvar _debug_breaker: bool = false\n\n# ============================================================================\n# Issue #724: Optimization - Cached Manager References\n# ============================================================================\n# These are cached once in _ready() to avoid repeated get_node_or_null() calls.\n# This reduces per-frame overhead in bullet-hell scenarios.\n\n## Cached reference to AudioManager autoload.\nvar _audio_manager: Node = null\n\n## Cached reference to ImpactEffectsManager autoload.\nvar _impact_manager: Node = null\n\n## Cached reference to HitEffectsManager autoload.\nvar _hit_effects_manager: Node = null\n\n## Cached reference to DifficultyManager autoload.\nvar _difficulty_manager: Node = null\n\n## Cached reference to StatusEffectsManager autoload.\nvar _status_effects_manager: Node = null\n\n## Cached reference to SoundPropagation autoload.\nvar _sound_propagation: Node = null\n\n## Cached reference to ProjectilePool autoload.\nvar _projectile_pool: Node = null\n\n## Whether this bullet is managed by the ProjectilePool.\n## When true, destruction returns bullet to pool instead of queue_free().\nvar _is_pooled: bool = false\n\n## Default caliber data resource (loaded once and reused).\nstatic var _default_caliber_data: Resource = null\n\n\nfunc _ready() -> void:\n\t# Cache manager references once to avoid repeated get_node_or_null() calls\n\t_cache_manager_references()\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\t# Load breaker shrapnel scene if this is a breaker bullet\n\tif is_breaker_bullet:\n\t\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n\t\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Breaker bullet initialized, shrapnel scene: %s\" % (\n\t\t\t\t\"loaded\" if _breaker_shrapnel_scene else \"MISSING\"))\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# Apply homing steering if enabled\n\tif homing_enabled:\n\t\t_apply_homing_steering(delta)\n\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# Check for breaker detonation (raycast ahead for walls)\n\tif is_breaker_bullet and not _is_penetrating:\n\t\tif _check_breaker_detonation():\n\t\t\treturn # Bullet detonated and was freed\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\n\t\t\t# At 40% distance: 100% chance (if ricochet failed)\n\t\t\t# At 100% (viewport) distance: 30% chance\n\t\t\tvar penetration_chance := _calculate_distance_penetration_chance(distance_ratio)\n\n\t\t\t_log_penetration(\"Distance-based penetration chance: %s%%\" % [penetration_chance * 100])\n\n\t\t\t# Roll for penetration\n\t\t\tif randf() <= penetration_chance:\n\t\t\t\tif _try_penetration(body):\n\t\t\t\t\treturn # Bullet is penetrating\n\t\t\telse:\n\t\t\t\t_log_penetration(\"Penetration failed (distance roll)\")\n\n\t# Play wall impact sound and destroy bullet\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\tqueue_free()\n\n\n## Called when the bullet exits a body (wall).\n## Used for detecting penetration exit via the physics system.\nfunc _on_body_exited(body: Node2D) -> void:\n\t# Only process if we're currently penetrating this specific body\n\tif not _is_penetrating or _penetrating_body != body:\n\t\treturn\n\n\t# Log exit detection\n\t_log_penetration(\"Body exited signal received for penetrating body\")\n\n\t# Call exit penetration\n\t_exit_penetration()\n\n\nfunc _on_area_entered(area: Area2D) -> void:\n\t# Hit another area (like a target or hit detection area)\n\t# Only destroy bullet if the area has on_hit method (actual hit targets)\n\t# This allows bullets to pass through detection-only areas like ThreatSpheres\n\tif area.has_method(\"on_hit\"):\n\t\t# Check if this is a HitArea - if so, check against parent's instance ID\n\t\t# This prevents the shooter from damaging themselves with direct shots\n\t\t# BUT ricocheted bullets CAN damage the shooter (realistic self-damage)\n\t\tvar parent: Node = area.get_parent()\n\t\tif parent and shooter_id == parent.get_instance_id() and not _has_ricocheted:\n\t\t\treturn # Don't hit the shooter with direct shots\n\n\t\t# Power Fantasy mode: Ricocheted bullets do NOT damage the player\n\t\tif _has_ricocheted and parent and parent.is_in_group(\"player\"):\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager and difficulty_manager.has_method(\"do_ricochets_damage_player\"):\n\t\t\t\tif not difficulty_manager.do_ricochets_damage_player():\n\t\t\t\t\treturn # Pass through player without damage in Power Fantasy mode\n\n\t\t# Check if the parent is dead - bullets should pass through dead entities\n\t\t# This is a fallback check in case the collision shape/layer disabling\n\t\t# doesn't take effect immediately (see Godot issues #62506, #100687)\n\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n\t\t\treturn # Pass through dead entities\n\n\t\t# Calculate effective damage (base damage × multiplier from ricochets/penetration)\n\t\tvar effective_damage: float = damage * damage_multiplier\n\n\t\t# Call on_hit with extended parameters if supported, otherwise use basic call\n\t\tif area.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\t\t# Pass full bullet information including damage amount\n\t\t\tarea.on_hit_with_bullet_info_and_damage(direction, caliber_data, _has_ricocheted, _has_penetrated, effective_damage)\n\t\telif area.has_method(\"on_hit_with_bullet_info\"):\n\t\t\t# Legacy path - pass bullet info without explicit damage (will use default)\n\t\t\tarea.on_hit_with_bullet_info(direction, caliber_data, _has_ricocheted, _has_penetrated)\n\t\telif area.has_method(\"on_hit_with_info\"):\n\t\t\tarea.on_hit_with_info(direction, caliber_data)\n\t\telse:\n\t\t\tarea.on_hit()\n\n\t\t# Apply stun effect if configured (e.g., MakarovPM, SilencedPistol)\n\t\tif stun_duration > 0 and parent:\n\t\t\t_apply_stun_effect(parent)\n\n\t\t# Trigger hit effects if this is a player bullet hitting an enemy\n\t\tif _is_player_bullet():\n\t\t\t_trigger_player_hit_effects()\n\n\t\tqueue_free()\n\n\n## Attempts to ricochet the bullet off a surface.\n## Returns true if ricochet occurred, false if bullet should be destroyed.\n## @param body: The body the bullet collided with.\nfunc _try_ricochet(body: Node2D) -> bool:\n\t# Check if we've exceeded maximum ricochets (-1 = unlimited)\n\tvar max_ricochets := _get_max_ricochets()\n\tif max_ricochets >= 0 and _ricochet_count >= max_ricochets:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Max ricochets reached: \", _ricochet_count)\n\t\treturn false\n\n\t# Get the surface normal at the collision point\n\tvar surface_normal := _get_surface_normal(body)\n\tif surface_normal == Vector2.ZERO:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Could not determine surface normal\")\n\t\treturn false\n\n\t# Calculate impact angle (angle between bullet direction and surface)\n\t# 0 degrees = parallel to surface (grazing shot)\n\t# 90 degrees = perpendicular to surface (direct hit)\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Impact angle: \", impact_angle_deg, \" degrees\")\n\n\t# Calculate ricochet probability based on impact angle\n\tvar ricochet_probability := _calculate_ricochet_probability(impact_angle_deg)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet probability: \", ricochet_probability * 100, \"%\")\n\n\t# Random roll to determine if ricochet occurs\n\tif randf() > ricochet_probability:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Ricochet failed (random)\")\n\t\treturn false\n\n\t# Ricochet successful - calculate new direction\n\t_perform_ricochet(surface_normal)\n\treturn true\n\n\n## Gets the maximum number of ricochets allowed.\nfunc _get_max_ricochets() -> int:\n\tif caliber_data and caliber_data.has_method(\"get\") and \"max_ricochets\" in caliber_data:\n\t\treturn caliber_data.max_ricochets\n\treturn DEFAULT_MAX_RICOCHETS\n\n\n## Gets the surface normal at the collision point.\n## Uses raycasting to determine the exact collision point and normal.\nfunc _get_surface_normal(body: Node2D) -> Vector2:\n\t# Create a raycast to find the exact collision point\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Cast ray from slightly behind the bullet to current position\n\tvar ray_start := global_position - direction * 50.0\n\tvar ray_end := global_position + direction * 10.0\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# Fallback: estimate normal based on bullet direction\n\t\t# Assume the surface is perpendicular to the approach\n\t\treturn -direction.normalized()\n\n\treturn result.normal\n\n\n## Calculates the impact angle between bullet direction and surface.\n## This returns the GRAZING angle (angle from the surface plane).\n## Returns angle in radians (0 = grazing/parallel to surface, PI/2 = perpendicular/head-on).\nfunc _calculate_impact_angle(surface_normal: Vector2) -> float:\n\t# We want the GRAZING angle (angle from the surface, not from the normal).\n\t# The grazing angle is 90° - (angle from normal).\n\t#\n\t# Using dot product with the normal:\n\t# dot(direction, -normal) = cos(angle_from_normal)\n\t#\n\t# The grazing angle = 90° - angle_from_normal\n\t# So: grazing_angle = asin(|dot(direction, normal)|)\n\t#\n\t# For grazing shots (parallel to surface): direction ⊥ normal, dot ≈ 0, grazing_angle ≈ 0°\n\t# For direct hits (perpendicular to surface): direction ∥ -normal, dot ≈ 1, grazing_angle ≈ 90°\n\n\tvar dot := absf(direction.normalized().dot(surface_normal.normalized()))\n\t# Clamp to avoid numerical issues with asin\n\tdot = clampf(dot, 0.0, 1.0)\n\treturn asin(dot)\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)\nfunc _calculate_ricochet_probability(impact_angle_deg: float) -> float:\n\tvar max_angle: float\n\tvar base_probability: float\n\n\tif caliber_data:\n\t\tmax_angle = caliber_data.max_ricochet_angle if \"max_ricochet_angle\" in caliber_data else DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = caliber_data.base_ricochet_probability if \"base_ricochet_probability\" in caliber_data else DEFAULT_BASE_RICOCHET_PROBABILITY\n\telse:\n\t\tmax_angle = DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = DEFAULT_BASE_RICOCHET_PROBABILITY\n\n\t# No ricochet if angle exceeds maximum\n\tif impact_angle_deg > max_angle:\n\t\treturn 0.0\n\n\t# Custom curve for realistic ricochet probability:\n\t# probability = base * (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_deg / 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_probability * angle_factor\n\n\n## Performs the ricochet: updates direction, speed, and damage.\n## Also calculates the post-ricochet maximum travel distance based on viewport and angle.\nfunc _perform_ricochet(surface_normal: Vector2) -> void:\n\t_ricochet_count += 1\n\n\t# Calculate the impact angle for determining post-ricochet distance\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\t# Calculate reflected direction\n\t# reflection = direction - 2 * dot(direction, normal) * normal\n\tvar reflected := direction - 2.0 * direction.dot(surface_normal) * surface_normal\n\treflected = reflected.normalized()\n\n\t# Add random deviation for realism\n\tvar deviation := _get_ricochet_deviation()\n\treflected = reflected.rotated(deviation)\n\n\t# Update direction\n\tdirection = reflected\n\t_update_rotation()\n\n\t# Reduce velocity\n\tvar velocity_retention := _get_velocity_retention()\n\tspeed *= velocity_retention\n\n\t# Reduce damage multiplier\n\tvar damage_mult := _get_ricochet_damage_multiplier()\n\tdamage_multiplier *= damage_mult\n\n\t# Move bullet slightly away from surface to prevent immediate re-collision\n\tglobal_position += direction * 5.0\n\n\t# Mark bullet as having ricocheted and set viewport-based lifetime\n\t_has_ricocheted = true\n\t_ricochet_position = global_position\n\t_distance_since_ricochet = 0.0\n\n\t# Calculate max post-ricochet distance based on viewport and ricochet angle\n\t# Shallow angles (grazing) -> bullet travels longer after ricochet\n\t# Steeper angles -> bullet travels shorter distance (more energy lost)\n\t# Formula: max_distance = viewport_diagonal * (1 - angle/90)\n\t# At 0° (grazing): full viewport diagonal\n\t# At 90° (perpendicular): 0 distance (but this wouldn't ricochet anyway)\n\tvar angle_factor := 1.0 - (impact_angle_deg / 90.0)\n\tangle_factor = clampf(angle_factor, 0.1, 1.0) # Minimum 10% to prevent instant destruction\n\t_max_post_ricochet_distance = _viewport_diagonal * angle_factor\n\n\t# Clear trail history to avoid visual artifacts\n\t_position_history.clear()\n\n\t# Play ricochet sound\n\t_play_ricochet_sound()\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet #\", _ricochet_count, \" - New speed: \", speed, \", Damage mult: \", damage_multiplier, \", Max post-ricochet distance: \", _max_post_ricochet_distance)\n\n\n## Gets the velocity retention factor for ricochet.\nfunc _get_velocity_retention() -> float:\n\tif caliber_data and \"velocity_retention\" in caliber_data:\n\t\treturn caliber_data.velocity_retention\n\treturn DEFAULT_VELOCITY_RETENTION\n\n\n## Gets the damage multiplier for ricochet.\nfunc _get_ricochet_damage_multiplier() -> float:\n\tif caliber_data and \"ricochet_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.ricochet_damage_multiplier\n\treturn DEFAULT_RICOCHET_DAMAGE_MULTIPLIER\n\n\n## Gets a random deviation angle for ricochet direction.\nfunc _get_ricochet_deviation() -> float:\n\tvar deviation_deg: float\n\tif caliber_data:\n\t\tif caliber_data.has_method(\"get_random_ricochet_deviation\"):\n\t\t\treturn caliber_data.get_random_ricochet_deviation()\n\t\tdeviation_deg = caliber_data.ricochet_angle_deviation if \"ricochet_angle_deviation\" in caliber_data else DEFAULT_RICOCHET_ANGLE_DEVIATION\n\telse:\n\t\tdeviation_deg = DEFAULT_RICOCHET_ANGLE_DEVIATION\n\n\tvar deviation_rad := deg_to_rad(deviation_deg)\n\treturn randf_range(-deviation_rad, deviation_rad)\n\n\n## Plays the ricochet sound effect.\nfunc _play_ricochet_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_ricochet\"):\n\t\taudio_manager.play_bullet_ricochet(global_position)\n\telif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Fallback to wall hit sound if ricochet sound not available\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\n\n## Checks if this bullet was fired by the player.\nfunc _is_player_bullet() -> bool:\n\tif shooter_id == -1:\n\t\treturn false\n\n\tvar shooter: Object = instance_from_id(shooter_id)\n\tif shooter == null:\n\t\treturn false\n\n\t# Check if the shooter is a player by script path\n\tvar script: Script = shooter.get_script()\n\tif script and script.resource_path.contains(\"player\"):\n\t\treturn true\n\n\treturn false\n\n\n## Triggers hit effects via the HitEffectsManager autoload.\n## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\nfunc _trigger_player_hit_effects() -> void:\n\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n\t\thit_effects_manager.on_player_hit_enemy()\n\n\n## Applies stun effect to the hit enemy via StatusEffectsManager.\n## Used by weapons like MakarovPM (100ms) and SilencedPistol (600ms).\nfunc _apply_stun_effect(enemy: Node) -> void:\n\tif stun_duration <= 0:\n\t\treturn\n\tif not enemy is Node2D:\n\t\treturn\n\tvar status_effects_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\tif status_effects_manager and status_effects_manager.has_method(\"apply_stun\"):\n\t\tstatus_effects_manager.apply_stun(enemy, stun_duration)\n\n\n## Returns the current ricochet count.\nfunc get_ricochet_count() -> int:\n\treturn _ricochet_count\n\n\n## Returns the current damage multiplier (accounting for ricochets).\nfunc get_damage_multiplier() -> float:\n\treturn damage_multiplier\n\n\n## Returns whether ricochet is enabled for this bullet.\nfunc can_ricochet() -> bool:\n\tif caliber_data and \"can_ricochet\" in caliber_data:\n\t\treturn caliber_data.can_ricochet\n\treturn true # Default to enabled\n\n\n## Spawns dust/debris particles when bullet hits a wall or static body.\n## @param body: The body that was hit (used to get surface normal).\nfunc _spawn_wall_hit_effect(body: Node2D) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n\t\treturn\n\n\t# Get surface normal for particle direction\n\tvar surface_normal := _get_surface_normal(body)\n\n\t# Spawn dust effect at hit position\n\timpact_manager.spawn_dust_effect(global_position, surface_normal, caliber_data)\n\n\n# ============================================================================\n# Distance-Based Penetration Helpers\n# ============================================================================\n\n\n## Gets the distance from the current bullet position to the shooter's original position.\nfunc _get_distance_to_shooter() -> float:\n\t_log_penetration(\"_get_distance_to_shooter: shooter_position=%s, shooter_id=%s, bullet_pos=%s\" % [shooter_position, shooter_id, global_position])\n\n\tif shooter_position == Vector2.ZERO:\n\t\t# Fallback: use shooter instance position if available\n\t\tif shooter_id != -1:\n\t\t\tvar shooter: Object = instance_from_id(shooter_id)\n\t\t\tif shooter != null and shooter is Node2D:\n\t\t\t\tvar dist := global_position.distance_to((shooter as Node2D).global_position)\n\t\t\t\t_log_penetration(\"Using shooter_id fallback, distance=%s\" % dist)\n\t\t\t\treturn dist\n\t\t# Unable to determine shooter position - assume close range\n\t\t_log_penetration(\"WARNING: Unable to determine shooter position, defaulting to bullet position distance from origin\")\n\n\tvar dist := global_position.distance_to(shooter_position)\n\t_log_penetration(\"Using shooter_position, distance=%s\" % dist)\n\treturn dist\n\n\n## Calculates the penetration chance based on distance from shooter.\n## @param distance_ratio: Distance as a ratio of viewport diagonal (0.0 to 1.0+).\n## @return: Penetration chance (0.0 to 1.0).\nfunc _calculate_distance_penetration_chance(distance_ratio: float) -> float:\n\t# At 40% (RICOCHET_RULES_DISTANCE_RATIO): 100% penetration chance\n\t# At 100% (viewport diagonal): MAX_PENETRATION_CHANCE_AT_DISTANCE (30%)\n\t# Beyond 100%: continues to decrease linearly\n\n\tif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n\t\treturn 1.0 # Full penetration chance within ricochet rules range\n\n\t# Linear interpolation from 100% at 40% to 30% at 100%\n\t# penetration_chance = 1.0 - (distance_ratio - 0.4) / 0.6 * 0.7\n\tvar range_start := RICOCHET_RULES_DISTANCE_RATIO # 0.4\n\tvar range_end := 1.0 # viewport distance\n\tvar range_span := range_end - range_start # 0.6\n\n\tvar position_in_range := (distance_ratio - range_start) / range_span\n\tposition_in_range = clampf(position_in_range, 0.0, 1.0)\n\n\t# Interpolate from 1.0 to MAX_PENETRATION_CHANCE_AT_DISTANCE\n\tvar penetration_chance := lerpf(1.0, MAX_PENETRATION_CHANCE_AT_DISTANCE, position_in_range)\n\n\t# Beyond viewport distance, continue decreasing (but clamp to minimum of 5%)\n\tif distance_ratio > 1.0:\n\t\tvar beyond_viewport := distance_ratio - 1.0\n\t\tpenetration_chance = maxf(MAX_PENETRATION_CHANCE_AT_DISTANCE - beyond_viewport * 0.2, 0.05)\n\n\treturn penetration_chance\n\n\n## Checks if the bullet is currently inside an existing penetration hole area.\n## If so, the bullet should pass through without triggering new penetration.\nfunc _is_inside_penetration_hole() -> bool:\n\t# Get overlapping areas\n\tvar overlapping_areas := get_overlapping_areas()\n\tfor area in overlapping_areas:\n\t\t# Check if this is a penetration hole (by script or name)\n\t\tif area.get_script() != null:\n\t\t\tvar script_path: String = area.get_script().resource_path\n\t\t\tif script_path.contains(\"penetration_hole\"):\n\t\t\t\treturn true\n\t\t# Also check by node name as fallback\n\t\tif area.name.contains(\"PenetrationHole\"):\n\t\t\treturn true\n\treturn false\n\n\n# ============================================================================\n# Wall Penetration System\n# ============================================================================\n\n\n## Attempts to penetrate through a wall when ricochet fails.\n## Returns true if penetration started successfully.\n## @param body: The static body (wall) to penetrate.\nfunc _try_penetration(body: Node2D) -> bool:\n\t# Check if caliber allows penetration\n\tif not _can_penetrate():\n\t\t_log_penetration(\"Caliber cannot penetrate walls\")\n\t\treturn false\n\n\t# Don't start a new penetration if already penetrating\n\tif _is_penetrating:\n\t\t_log_penetration(\"Already penetrating, cannot start new penetration\")\n\t\treturn false\n\n\t_log_penetration(\"Starting wall penetration at %s\" % global_position)\n\n\t# Mark as penetrating\n\t_is_penetrating = true\n\t_penetrating_body = body\n\t_penetration_entry_point = global_position\n\t_penetration_distance_traveled = 0.0\n\n\t# Spawn entry hole effect\n\t_spawn_penetration_hole_effect(body, global_position, true)\n\n\t# Move bullet slightly forward to avoid immediate re-collision\n\tglobal_position += direction * 5.0\n\n\treturn true\n\n\n## Checks if the bullet can penetrate walls based on caliber data.\nfunc _can_penetrate() -> bool:\n\tif caliber_data and caliber_data.has_method(\"can_penetrate_walls\"):\n\t\treturn caliber_data.can_penetrate_walls()\n\tif caliber_data and \"can_penetrate\" in caliber_data:\n\t\treturn caliber_data.can_penetrate\n\treturn DEFAULT_CAN_PENETRATE\n\n\n## Gets the maximum penetration distance from caliber data.\nfunc _get_max_penetration_distance() -> float:\n\tif caliber_data and caliber_data.has_method(\"get_max_penetration_distance\"):\n\t\treturn caliber_data.get_max_penetration_distance()\n\tif caliber_data and \"max_penetration_distance\" in caliber_data:\n\t\treturn caliber_data.max_penetration_distance\n\treturn DEFAULT_MAX_PENETRATION_DISTANCE\n\n\n## Gets the post-penetration damage multiplier from caliber data.\nfunc _get_post_penetration_damage_multiplier() -> float:\n\tif caliber_data and \"post_penetration_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.post_penetration_damage_multiplier\n\treturn DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER\n\n\n## Checks if the bullet is still inside an obstacle using raycasting.\n## Returns true if still inside, false if exited.\n## Uses longer raycasts to account for high bullet speeds (2500 px/s = ~41 pixels/frame at 60 FPS).\nfunc _is_still_inside_obstacle() -> bool:\n\tif _penetrating_body == null or not is_instance_valid(_penetrating_body):\n\t\treturn false\n\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Use longer raycasts to account for bullet speed\n\t# Cast forward ~50 pixels (slightly more than max penetration of 48)\n\tvar ray_length := 50.0\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * ray_length\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If we hit the same body in front, we're still inside\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast forward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t# Also check backwards to see if we're still overlapping\n\tray_end = global_position - direction * ray_length\n\tquery = PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tresult = space_state.intersect_ray(query)\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast backward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t_log_penetration(\"No longer inside obstacle - raycasts found no collision with penetrating body\")\n\treturn false\n\n\n## Called when the bullet exits a penetrated wall.\nfunc _exit_penetration() -> void:\n\t# Prevent double-calling (can happen from both body_exited and raycast check)\n\tif not _is_penetrating:\n\t\treturn\n\n\tvar exit_point := global_position\n\n\t_log_penetration(\"Exiting penetration at %s after traveling %s pixels through wall\" % [exit_point, _penetration_distance_traveled])\n\n\t# Visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\n\t# Apply damage reduction after penetration\n\tif not _has_penetrated:\n\t\tdamage_multiplier *= _get_post_penetration_damage_multiplier()\n\t\t_has_penetrated = true\n\n\t\t_log_penetration(\"Damage multiplier after penetration: %s\" % damage_multiplier)\n\n\t# Play penetration exit sound (use wall hit sound for now)\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(exit_point)\n\n\t# Reset penetration state\n\t_is_penetrating = false\n\t_penetrating_body = null\n\t_penetration_distance_traveled = 0.0\n\n\t# Destroy bullet after successful penetration\n\t# Bullets don't continue flying after penetrating a wall\n\tqueue_free()\n\n\n## Spawns a visual hole effect at penetration entry or exit point.\n## DISABLED: As per user request, all penetration visual effects are removed.\n## The penetration functionality remains (bullet passes through thin walls),\n## but no visual effects (dust, trails, holes) are spawned.\n## @param body: The wall being penetrated.\n## @param pos: Position of the hole.\n## @param is_entry: True for entry hole, false for exit hole.\nfunc _spawn_penetration_hole_effect(_body: Node2D, _pos: Vector2, _is_entry: bool) -> void:\n\t# All visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\tpass\n\n\n## Spawns a collision hole that creates an actual gap in wall collision.\n## This allows other bullets and vision to pass through the hole.\n## @param entry_point: Where the bullet entered the wall.\n## @param exit_point: Where the bullet exited the wall.\nfunc _spawn_collision_hole(entry_point: Vector2, exit_point: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null:\n\t\treturn\n\n\tif impact_manager.has_method(\"spawn_collision_hole\"):\n\t\timpact_manager.spawn_collision_hole(entry_point, exit_point, direction, caliber_data)\n\t\t_log_penetration(\"Collision hole spawned from %s to %s\" % [entry_point, exit_point])\n\n\n## Returns whether the bullet has penetrated at least one wall.\nfunc has_penetrated() -> bool:\n\treturn _has_penetrated\n\n\n## Returns whether the bullet is currently penetrating a wall.\nfunc is_penetrating() -> bool:\n\treturn _is_penetrating\n\n\n## Returns the distance traveled through walls while penetrating.\nfunc get_penetration_distance() -> float:\n\treturn _penetration_distance_traveled\n\n\n# ============================================================================\n# Homing Bullet System (Issue #677)\n# ============================================================================\n\n\n## Enables homing on this bullet, storing the original direction.\nfunc enable_homing() -> void:\n\thoming_enabled = true\n\t_homing_original_direction = direction.normalized()\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing enabled, original direction: \", _homing_original_direction)\n\n\n## Applies homing steering toward the nearest alive enemy.\n## The bullet turns toward the nearest enemy but cannot exceed the max turn angle\n## from its original firing direction (110 degrees each side).\nfunc _apply_homing_steering(delta: float) -> void:\n\t# Only player bullets should home\n\tif not _is_player_bullet():\n\t\treturn\n\n\t# Find nearest alive enemy\n\tvar target_pos := _find_nearest_enemy_position()\n\tif target_pos == Vector2.ZERO:\n\t\treturn # No valid target found\n\n\t# Calculate desired direction toward target\n\tvar to_target := (target_pos - global_position).normalized()\n\n\t# Calculate the angle difference between current direction and desired\n\tvar angle_diff := direction.angle_to(to_target)\n\n\t# Limit per-frame steering (smooth turning)\n\tvar max_steer_this_frame := homing_steer_speed * delta\n\tangle_diff = clampf(angle_diff, -max_steer_this_frame, max_steer_this_frame)\n\n\t# Calculate proposed new direction\n\tvar new_direction := direction.rotated(angle_diff).normalized()\n\n\t# Check if the new direction would exceed the max turn angle from original\n\tvar angle_from_original := _homing_original_direction.angle_to(new_direction)\n\tif absf(angle_from_original) > homing_max_turn_angle:\n\t\tif _debug_homing:\n\t\t\tprint(\"[Bullet] Homing angle limit reached: \", rad_to_deg(absf(angle_from_original)), \"°\")\n\t\treturn # Don't steer further, angle limit reached\n\n\t# Apply the steering\n\tdirection = new_direction\n\t_update_rotation()\n\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing steer: angle_diff=\", rad_to_deg(angle_diff), \"° total_turn=\", rad_to_deg(absf(angle_from_original)), \"°\")\n\n\n## Finds the position of the nearest alive enemy.\n## Returns Vector2.ZERO if no enemies are found.\nfunc _find_nearest_enemy_position() -> Vector2:\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn Vector2.ZERO\n\n\tvar enemies := tree.get_nodes_in_group(\"enemies\")\n\tif enemies.is_empty():\n\t\treturn Vector2.ZERO\n\n\tvar nearest_pos := Vector2.ZERO\n\tvar nearest_dist := INF\n\n\tfor enemy in enemies:\n\t\tif not enemy is Node2D:\n\t\t\tcontinue\n\t\t# Skip dead enemies\n\t\tif enemy.has_method(\"is_alive\") and not enemy.is_alive():\n\t\t\tcontinue\n\t\tvar dist := global_position.distance_squared_to(enemy.global_position)\n\t\tif dist < nearest_dist:\n\t\t\tnearest_dist = dist\n\t\t\tnearest_pos = enemy.global_position\n\n\treturn nearest_pos\n\n\n# ============================================================================\n# Breaker Bullet System (Issue #678)\n# ============================================================================\n\n\n## Checks if a wall or enemy is within BREAKER_DETONATION_DISTANCE ahead.\n## If so, triggers the breaker detonation and returns true.\n## @return: True if detonation occurred, false otherwise.\nfunc _check_breaker_detonation() -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn false\n\n\t# Raycast forward from bullet position\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * BREAKER_DETONATION_DISTANCE\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\t# Check against walls/obstacles and characters (enemies)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn false # Nothing ahead within detonation distance\n\n\t# Check if the hit is a wall (StaticBody2D/TileMap) or an alive enemy (CharacterBody2D)\n\tvar collider: Object = result.collider\n\tif collider is StaticBody2D or collider is TileMap:\n\t\t# Wall detected within range — trigger detonation!\n\t\tvar detonation_pos := global_position\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Wall detected at distance %.1f, detonating at %s\" % [\n\t\t\t\tglobal_position.distance_to(result.position), detonation_pos])\n\t\t_breaker_detonate(detonation_pos)\n\t\treturn true\n\telif collider is CharacterBody2D:\n\t\t# Enemy detected — check if alive\n\t\tif collider.has_method(\"is_alive\") and collider.is_alive():\n\t\t\tvar detonation_pos := global_position\n\t\t\tif _debug_breaker:\n\t\t\t\tprint(\"[Bullet.Breaker] Enemy %s detected at distance %.1f, detonating at %s\" % [\n\t\t\t\t\tcollider.name, global_position.distance_to(result.position), detonation_pos])\n\t\t\t_breaker_detonate(detonation_pos)\n\t\t\treturn true\n\n\treturn false # Hit something we don't detonate for\n\n\n## Triggers the breaker bullet detonation: explosion damage + shrapnel cone.\n## @param detonation_pos: The position where the detonation occurs.\nfunc _breaker_detonate(detonation_pos: Vector2) -> void:\n\t# 1. Apply explosion damage in radius\n\t_breaker_apply_explosion_damage(detonation_pos)\n\n\t# 2. Spawn visual explosion effect\n\t_breaker_spawn_explosion_effect(detonation_pos)\n\n\t# 3. Spawn shrapnel in a forward cone\n\t_breaker_spawn_shrapnel(detonation_pos)\n\n\t# 4. Play explosion sound\n\t_breaker_play_explosion_sound(detonation_pos)\n\n\t# 5. Destroy the bullet\n\tqueue_free()\n\n\n## Applies explosion damage to all enemies within BREAKER_EXPLOSION_RADIUS.\n## @param center: Center of the explosion.\nfunc _breaker_apply_explosion_damage(center: Vector2) -> void:\n\t# Find all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\n\t# Check enemies in radius\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and enemy.has_method(\"is_alive\") and enemy.is_alive():\n\t\t\tvar distance := center.distance_to(enemy.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\t# Check line of sight\n\t\t\t\tif _breaker_has_line_of_sight(center, enemy.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(enemy, BREAKER_EXPLOSION_DAMAGE)\n\n\t# Also check player (breaker explosion can hurt the player at close range)\n\tfor player in players:\n\t\tif player is Node2D:\n\t\t\t# Don't damage the shooter\n\t\t\tif shooter_id == player.get_instance_id():\n\t\t\t\tcontinue\n\t\t\tvar distance := center.distance_to(player.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tif _breaker_has_line_of_sight(center, player.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(player, BREAKER_EXPLOSION_DAMAGE)\n\n\n## Applies damage to a target.\nfunc _breaker_apply_damage_to(target: Node2D, amount: float) -> void:\n\tvar hit_direction := (target.global_position - global_position).normalized()\n\n\tif target.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\ttarget.on_hit_with_bullet_info_and_damage(hit_direction, null, false, false, amount)\n\telif target.has_method(\"on_hit_with_info\"):\n\t\ttarget.on_hit_with_info(hit_direction, null)\n\telif target.has_method(\"on_hit\"):\n\t\ttarget.on_hit()\n\n\tif _debug_breaker:\n\t\tprint(\"[Bullet.Breaker] Explosion damage %.1f applied to %s\" % [amount, target.name])\n\n\n## Checks line of sight from a position to a target position.\nfunc _breaker_has_line_of_sight(from: Vector2, to: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.create(from, to)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\tvar result := space_state.intersect_ray(query)\n\treturn result.is_empty()\n\n\n## Spawns a small visual explosion effect at the detonation point.\nfunc _breaker_spawn_explosion_effect(center: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n\t\timpact_manager.spawn_explosion_effect(center, BREAKER_EXPLOSION_RADIUS)\n\telse:\n\t\t# Fallback: create simple flash\n\t\t_breaker_create_simple_flash(center)\n\n\n## Plays a small explosion sound at the detonation point.\nfunc _breaker_play_explosion_sound(center: Vector2) -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Use wall hit sound as explosion (small detonation)\n\t\taudio_manager.play_bullet_wall_hit(center)\n\n\t# Emit sound for AI awareness\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\t# Small explosion — use shorter range than grenade\n\t\tsound_propagation.emit_sound(1, center, 0, self, 500.0) # 1 = EXPLOSION, 0 = PLAYER\n\n\n## Creates a simple explosion flash if no manager is available.\nfunc _breaker_create_simple_flash(center: Vector2) -> void:\n\tvar flash := Sprite2D.new()\n\tvar size := int(BREAKER_EXPLOSION_RADIUS) * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar img_center := Vector2(BREAKER_EXPLOSION_RADIUS, BREAKER_EXPLOSION_RADIUS)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar dist := pos.distance_to(img_center)\n\t\t\tif dist <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tvar alpha := 1.0 - (dist / BREAKER_EXPLOSION_RADIUS)\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.8, 0.4, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\tflash.texture = ImageTexture.create_from_image(image)\n\tflash.global_position = center\n\tflash.modulate = Color(1.0, 0.7, 0.3, 0.9)\n\tflash.z_index = 100\n\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(flash)\n\t\tvar tween := get_tree().create_tween()\n\t\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.15)\n\t\ttween.tween_callback(flash.queue_free)\n\n\n## Maximum shrapnel pieces per single detonation (performance cap, Issue #678 optimization).\n## This prevents FPS drops when many pellets detonate simultaneously (e.g. shotgun).\nconst BREAKER_MAX_SHRAPNEL_PER_DETONATION: int = 10\n\n## Maximum total concurrent breaker shrapnel in the scene (global cap).\n## If exceeded, new shrapnel spawning is skipped to maintain FPS.\nconst BREAKER_MAX_CONCURRENT_SHRAPNEL: int = 60\n\n\n## Checks if a position is inside a wall or obstacle (Issue #740).\n## Used to prevent spawning shrapnel inside walls.\n## @param pos: The position to check.\n## @return: true if position is inside a wall, false otherwise.\nfunc _is_position_inside_wall(pos: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsPointQueryParameters2D.new()\n\tquery.position = pos\n\tquery.collision_mask = 4 # Layer 3 (obstacles/walls)\n\tvar result := space_state.intersect_point(query, 1)\n\treturn not result.is_empty()\n\n\n## Spawns breaker shrapnel pieces in a forward cone.\n## Shrapnel count is capped for performance (Issue #678 optimization).\n## Validates spawn positions to prevent shrapnel spawning behind walls (Issue #740).\nfunc _breaker_spawn_shrapnel(center: Vector2) -> void:\n\tif _breaker_shrapnel_scene == null:\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Check global concurrent shrapnel limit\n\tvar existing_shrapnel := get_tree().get_nodes_in_group(\"breaker_shrapnel\")\n\tif existing_shrapnel.size() >= BREAKER_MAX_CONCURRENT_SHRAPNEL:\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel spawn: global limit %d reached\" % BREAKER_MAX_CONCURRENT_SHRAPNEL)\n\t\treturn\n\n\t# Calculate shrapnel count based on bullet damage, capped for performance\n\tvar effective_damage := damage * damage_multiplier\n\tvar shrapnel_count := int(effective_damage * BREAKER_SHRAPNEL_COUNT_MULTIPLIER)\n\tshrapnel_count = clampi(shrapnel_count, 1, BREAKER_MAX_SHRAPNEL_PER_DETONATION)\n\n\t# Further reduce if approaching global limit\n\tvar remaining_budget := BREAKER_MAX_CONCURRENT_SHRAPNEL - existing_shrapnel.size()\n\tshrapnel_count = mini(shrapnel_count, remaining_budget)\n\n\tvar half_angle_rad := deg_to_rad(BREAKER_SHRAPNEL_HALF_ANGLE)\n\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\tvar spawned_count := 0\n\tvar skipped_count := 0\n\n\tfor i in range(shrapnel_count):\n\t\t# Random angle within the forward cone\n\t\tvar random_angle := randf_range(-half_angle_rad, half_angle_rad)\n\t\tvar shrapnel_direction := direction.rotated(random_angle)\n\n\t\t# Calculate potential spawn position (Issue #740 fix)\n\t\tvar spawn_offset := 5.0\n\t\tvar spawn_pos := center + shrapnel_direction * spawn_offset\n\n\t\t# Check if spawn position is inside a wall (Issue #740 fix)\n\t\tif _is_position_inside_wall(spawn_pos):\n\t\t\tif _debug_breaker:\n\t\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel #%d: spawn position inside wall at %s\" % [i, spawn_pos])\n\t\t\tskipped_count += 1\n\t\t\tcontinue\n\n\t\t# Create shrapnel instance\n\t\tvar shrapnel := _breaker_shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = spawn_pos\n\t\tshrapnel.direction = shrapnel_direction\n\t\tshrapnel.source_id = shooter_id # Prevent self-damage using original shooter\n\t\tshrapnel.damage = BREAKER_SHRAPNEL_DAMAGE\n\n\t\t# Vary speed slightly for natural spread\n\t\tshrapnel.speed = randf_range(1400.0, 2200.0)\n\n\t\t# Add to scene using call_deferred to batch scene tree changes (Issue #678 optimization)\n\t\tscene.call_deferred(\"add_child\", shrapnel)\n\t\tspawned_count += 1\n\n\tif _debug_breaker:\n\t\tprint(\"[Bullet.Breaker] Spawned %d shrapnel pieces (%d skipped, budget: %d) in %.0f-degree cone\" % [\n\t\t\tspawned_count, skipped_count, remaining_budget, BREAKER_SHRAPNEL_HALF_ANGLE * 2])\n",
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" ",
" ",
" ## Loads the default 5.45x39mm caliber data.",
"+## Uses static caching to avoid repeated resource loads (Issue #724 optimization).",
" func _load_default_caliber_data() -> Resource:",
"+ if _default_caliber_data != null:",
"+ return _default_caliber_data",
" var path := \"res://resources/calibers/caliber_545x39.tres\"",
" if ResourceLoader.exists(path):",
"- return load(path)",
"+ _default_caliber_data = load(path)",
"+ return _default_caliber_data",
" return null",
" ",
" ",
"+## Caches references to autoload managers.",
"+## Called once in _ready() to avoid repeated get_node_or_null() calls.",
"+## Issue #724 optimization: Reduces per-bullet overhead in bullet-hell scenarios.",
"+func _cache_manager_references() -> void:",
"+ _audio_manager = get_node_or_null(\"/root/AudioManager\")",
"+ _impact_manager = get_node_or_null(\"/root/ImpactEffectsManager\")",
"+ _hit_effects_manager = get_node_or_null(\"/root/HitEffectsManager\")",
"+ _difficulty_manager = get_node_or_null(\"/root/DifficultyManager\")",
"+ _status_effects_manager = get_node_or_null(\"/root/StatusEffectsManager\")",
"+ _sound_propagation = get_node_or_null(\"/root/SoundPropagation\")",
"+ _projectile_pool = get_node_or_null(\"/root/ProjectilePool\")",
"+",
"+",
"+## Resets the bullet to its default state for object pool reuse.",
"+## Called by ProjectilePool before reactivating a pooled bullet.",
"+## Issue #724 optimization: Enables efficient bullet recycling.",
"+func reset_for_pool() -> void:",
"+ # Reset basic properties",
"+ direction = Vector2.RIGHT",
"+ speed = 2500.0",
"+ damage = 1.0",
"+ damage_multiplier = 1.0",
"+ shooter_id = -1",
"+ shooter_position = Vector2.ZERO",
"+ stun_duration = 0.0",
"+ homing_enabled = false",
"+ is_breaker_bullet = false",
"+ caliber_data = _load_default_caliber_data()",
"+",
"+ # Reset internal state",
"+ _time_alive = 0.0",
"+ _ricochet_count = 0",
"+ _has_ricocheted = false",
"+ _has_penetrated = false",
"+ _is_penetrating = false",
"+ _penetrating_body = null",
"+ _penetration_distance_traveled = 0.0",
"+ _penetration_entry_point = Vector2.ZERO",
"+ _distance_since_ricochet = 0.0",
"+ _ricochet_position = Vector2.ZERO",
"+ _max_post_ricochet_distance = 0.0",
"+ _homing_original_direction = Vector2.ZERO",
"+",
"+ # Clear trail",
"+ _position_history.clear()",
"+ if _trail:",
"+ _trail.clear_points()",
"+",
"+ # Reset visual state",
"+ rotation = 0.0",
"+",
"+",
"+## Deactivates the bullet, returning it to the pool if pooled, or freeing it.",
"+## Use this instead of queue_free() for proper pool support.",
"+## Issue #724 optimization: Enables bullet recycling to reduce allocations.",
"+func deactivate() -> void:",
"+ if _is_pooled and _projectile_pool and _projectile_pool.has_method(\"return_bullet\"):",
"+ _projectile_pool.return_bullet(self)",
"+ else:",
"+ queue_free()",
"+",
"+",
" ## Updates the bullet rotation to match its travel direction.",
" func _update_rotation() -> void:",
" rotation = direction.angle()"
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[2026-02-10T21:11:39.810Z] [INFO] {
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{
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"text": "Now I need to update all the queue_free() calls in the bullet script to use deactivate() instead. Let me find and replace them."
}
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"content": "202:## When true, destruction returns bullet to pool instead of queue_free().\n323:## Use this instead of queue_free() for proper pool support.\n329:\t\tqueue_free()\n368:\t\t\tqueue_free()\n381:\t\t\tqueue_free()\n400:\t\tqueue_free()\n490:\tqueue_free()\n555:\t\tqueue_free()\n1057:\tqueue_free()\n1250:\tqueue_free()"
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"text": "I can see the queue_free() calls. Let me update them to use deactivate() instead. First let me read those sections to understand the context."
}
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[2026-02-10T21:11:45.264Z] [INFO] {
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{
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"content": " 360→\n 361→\t# Track distance traveled since last ricochet (for viewport-based lifetime)\n 362→\tif _has_ricocheted:\n 363→\t\t_distance_since_ricochet += movement.length()\n 364→\t\t# Destroy bullet if it has traveled more than the viewport-based max distance\n 365→\t\tif _distance_since_ricochet >= _max_post_ricochet_distance:\n 366→\t\t\tif _debug_ricochet:\n 367→\t\t\t\tprint(\"[Bullet] Post-ricochet distance exceeded: \", _distance_since_ricochet, \" >= \", _max_post_ricochet_distance)\n 368→\t\t\tqueue_free()\n 369→\t\t\treturn\n 370→\n 371→\t# Track penetration distance while inside a wall\n 372→\tif _is_penetrating:\n 373→\t\t_penetration_distance_traveled += movement.length()\n 374→\t\tvar max_pen_distance := _get_max_penetration_distance()\n 375→\n 376→\t\t# Check if we've exceeded max penetration distance\n 377→\t\tif max_pen_distance > 0 and _penetration_distance_traveled >= max_pen_distance:\n 378→\t\t\t_log_penetration(\"Max penetration distance exceeded: %s >= %s\" % [_penetration_distance_traveled, max_pen_distance])\n 379→\t\t\t# Bullet stopped inside the wall - destroy it\n 380→\t\t\t# Visual effects disabled as per user request\n 381→\t\t\tqueue_free()\n 382→\t\t\treturn\n 383→\n 384→\t\t# Check if we've exited the obstacle (raycast forward to see if still inside)\n 385→\t\t# Note: body_exited signal also triggers _exit_penetration for reliability\n 386→\t\tif not _is_still_inside_obstacle():\n 387→\t\t\t_exit_penetration()\n 388→\n 389→\t# Check for breaker detonation (raycast ahead for walls)\n 390→\tif is_breaker_bullet and not _is_penetrating:\n 391→\t\tif _check_breaker_detonation():\n 392→\t\t\treturn # Bullet detonated and was freed\n 393→\n 394→\t# Update trail effect\n 395→\t_update_trail()\n 396→\n 397→\t# Track lifetime and auto-destroy if exceeded\n 398→\t_time_alive += delta\n 399→\tif _time_alive >= lifetime:\n 400→\t\tqueue_free()\n 401→\n 402→\n 403→## Updates the visual trail effect by maintaining position history.\n 404→func _update_trail() -> void:\n 405→\tif not _trail:\n 406→\t\treturn\n 407→\n 408→\t# Add current position to history\n 409→\t_position_history.push_front(global_position)\n 410→\n 411→\t# Limit trail length\n 412→\twhile _position_history.size() > trail_length:\n 413→\t\t_position_history.pop_back()\n 414→\n 415→\t# Update Line2D points\n 416→\t_trail.clear_points()\n 417→\tfor pos in _position_history:\n 418→\t\t_trail.add_point(pos)\n 419→\n 420→\n 421→func _on_body_entered(body: Node2D) -> void:\n 422→\t# Check if this is the shooter - don't collide with own body\n 423→\tif shooter_id == body.get_instance_id():\n 424→\t\treturn # Pass through the shooter\n 425→\n 426→\t# Check if this is a dead enemy - bullets should pass through dead entities\n 427→\t# This handles the CharacterBody2D collision (separate from HitArea collision)\n 428→\tif body.has_method(\"is_alive\") and not body.is_alive():\n 429→\t\treturn # Pass through dead entities\n 430→\n 431→\t# If we're currently penetrating the same body, ignore re-entry\n 432→\tif _is_penetrating and _penetrating_body == body:\n 433→\t\treturn\n 434→\n 435→\t# Check if bullet is inside an existing penetration hole - pass through without re-triggering\n 436→\tif _is_inside_penetration_hole():\n 437→\t\t_log_penetration(\"Inside existing penetration hole, passing through\")\n 438→\t\treturn\n 439→\n 440→\t# Hit a static body (wall or obstacle) or alive enemy body\n 441→\t# Try to ricochet off static bodies (walls/obstacles)\n 442→\tif body is StaticBody2D or body is TileMap:\n 443→\t\t# Always spawn dust effect when hitting walls, regardless of ricochet\n 444→\t\t_spawn_wall_hit_effect(body)\n 445→\n 446→\t\t# Calculate distance from shooter to determine penetration behavior\n 447→\t\tvar distance_to_wall := _get_distance_to_shooter()\n 448→\t\tvar distance_ratio := distance_to_wall / _viewport_diagonal if _viewport_diagonal > 0 else 1.0\n 449→\n 450→\t\t_log_penetration(\"Distance to wall: %s (%s%% of viewport)\" % [distance_to_wall, distance_ratio * 100])\n 451→\n 452→\t\t# Point-blank shots (very close to shooter): 100% penetration, ignore ricochet\n 453→\t\tif distance_ratio <= POINT_BLANK_DISTANCE_RATIO + 0.05: # ~5% tolerance for \"point blank\"\n 454→\t\t\t_log_penetration(\"Point-blank shot - 100% penetration, ignoring ricochet\")\n 455→\t\t\tif _try_penetration(body):\n 456→\t\t\t\treturn # Bullet is penetrating\n 457→\t\t# At 40% or less of viewport: normal ricochet rules apply\n 458→\t\telif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n 459→\t\t\t_log_penetration(\"Within ricochet range - trying ricochet first\")\n 460→\t\t\t# First try ricochet\n 461→\t\t\tif _try_ricochet(body):\n 462→\t\t\t\treturn # Bullet ricocheted, don't destroy\n 463→\t\t\t# Ricochet failed - try penetration (if not ricochet, then penetrate)\n 464→\t\t\tif _try_penetration(body):\n 465→\t\t\t\treturn # Bullet is penetrating, don't destroy\n 466→\t\t# Beyond 40% of viewport: distance-based penetration chance\n 467→\t\telse:\n 468→\t\t\t# First try ricochet (shallow angles still ricochet)\n 469→\t\t\tif _try_ricochet(body):\n 470→\t\t\t\treturn # Bullet ricocheted, don't destroy\n 471→\n 472→\t\t\t# Calculate penetration chance based on distance\n 473→\t\t\t# At 40% distance: 100% chance (if ricochet failed)\n 474→\t\t\t# At 100% (viewport) distance: 30% chance\n 475→\t\t\tvar penetration_chance := _calculate_distance_penetration_chance(distance_ratio)\n 476→\n 477→\t\t\t_log_penetration(\"Distance-based penetration chance: %s%%\" % [penetration_chance * 100])\n 478→\n 479→\t\t\t# Roll for penetration\n 480→\t\t\tif randf() <= penetration_chance:\n 481→\t\t\t\tif _try_penetration(body):\n 482→\t\t\t\t\treturn # Bullet is penetrating\n 483→\t\t\telse:\n 484→\t\t\t\t_log_penetration(\"Penetration failed (distance roll)\")\n 485→\n 486→\t# Play wall impact sound and destroy bullet\n 487→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 488→\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 489→\t\taudio_manager.play_bullet_wall_hit(global_position)\n 490→\tqueue_free()\n 491→\n 492→\n 493→## Called when the bullet exits a body (wall).\n 494→## Used for detecting penetration exit via the physics system.\n 495→func _on_body_exited(body: Node2D) -> void:\n 496→\t# Only process if we're currently penetrating this specific body\n 497→\tif not _is_penetrating or _penetrating_body != body:\n 498→\t\treturn\n 499→\n 500→\t# Log exit detection\n 501→\t_log_penetration(\"Body exited signal received for penetrating body\")\n 502→\n 503→\t# Call exit penetration\n 504→\t_exit_penetration()\n 505→\n 506→\n 507→func _on_area_entered(area: Area2D) -> void:\n 508→\t# Hit another area (like a target or hit detection area)\n 509→\t# Only destroy bullet if the area has on_hit method (actual hit targets)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "\n\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# Check for breaker detonation (raycast ahead for walls)\n\tif is_breaker_bullet and not _is_penetrating:\n\t\tif _check_breaker_detonation():\n\t\t\treturn # Bullet detonated and was freed\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\n\t\t\t# At 40% distance: 100% chance (if ricochet failed)\n\t\t\t# At 100% (viewport) distance: 30% chance\n\t\t\tvar penetration_chance := _calculate_distance_penetration_chance(distance_ratio)\n\n\t\t\t_log_penetration(\"Distance-based penetration chance: %s%%\" % [penetration_chance * 100])\n\n\t\t\t# Roll for penetration\n\t\t\tif randf() <= penetration_chance:\n\t\t\t\tif _try_penetration(body):\n\t\t\t\t\treturn # Bullet is penetrating\n\t\t\telse:\n\t\t\t\t_log_penetration(\"Penetration failed (distance roll)\")\n\n\t# Play wall impact sound and destroy bullet\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\tqueue_free()\n\n\n## Called when the bullet exits a body (wall).\n## Used for detecting penetration exit via the physics system.\nfunc _on_body_exited(body: Node2D) -> void:\n\t# Only process if we're currently penetrating this specific body\n\tif not _is_penetrating or _penetrating_body != body:\n\t\treturn\n\n\t# Log exit detection\n\t_log_penetration(\"Body exited signal received for penetrating body\")\n\n\t# Call exit penetration\n\t_exit_penetration()\n\n\nfunc _on_area_entered(area: Area2D) -> void:\n\t# Hit another area (like a target or hit detection area)\n\t# Only destroy bullet if the area has on_hit method (actual hit targets)",
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"text": "Now let me replace the queue_free() calls with deactivate() calls. Let me also use the cached _audio_manager instead of get_node_or_null."
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[2026-02-10T21:11:52.620Z] [INFO] {
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"old_string": "\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",
"new_string": "\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\tdeactivate()\n\t\t\treturn"
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"content": "The file /tmp/gh-issue-solver-1770757484176/scripts/projectiles/bullet.gd has been updated successfully."
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"oldString": "\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",
"newString": "\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\tdeactivate()\n\t\t\treturn",
"originalFile": "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## Duration in seconds to stun enemies on hit (0 = no stun effect).\n## Set by weapons like MakarovPM and SilencedPistol via Node.Set().\nvar stun_duration: float = 0.0\n\n## Whether this bullet has homing enabled (steers toward nearest enemy).\nvar homing_enabled: bool = false\n\n## Maximum angle (in radians) the bullet can turn from its original direction.\n## Default 110 degrees = ~1.92 radians.\nvar homing_max_turn_angle: float = deg_to_rad(110.0)\n\n## Steering force for homing (radians per second of turning).\n## Higher values make bullets turn faster.\nvar homing_steer_speed: float = 8.0\n\n## The original firing direction (stored when homing is enabled).\n## Used to limit total turn angle.\nvar _homing_original_direction: Vector2 = Vector2.ZERO\n\n## Enable/disable debug logging for homing calculations.\nvar _debug_homing: bool = false\n\n## Whether this bullet uses breaker behavior (Issue #678).\n## Breaker bullets explode 60px before hitting a wall or enemy, spawning shrapnel in a forward cone.\nvar is_breaker_bullet: bool = false\n\n## Distance in pixels ahead of the bullet at which to trigger breaker detonation.\nconst BREAKER_DETONATION_DISTANCE: float = 60.0\n\n## Explosion damage radius for breaker bullet detonation (in pixels).\nconst BREAKER_EXPLOSION_RADIUS: float = 15.0\n\n## Explosion damage dealt by breaker bullet detonation.\nconst BREAKER_EXPLOSION_DAMAGE: float = 1.0\n\n## Half-angle of the shrapnel cone in degrees (total cone = 2 * half_angle).\nconst BREAKER_SHRAPNEL_HALF_ANGLE: float = 30.0\n\n## Damage per breaker shrapnel piece.\nconst BREAKER_SHRAPNEL_DAMAGE: float = 0.1\n\n## Multiplier for shrapnel count: shrapnel_count = bullet_damage * this multiplier.\nconst BREAKER_SHRAPNEL_COUNT_MULTIPLIER: float = 10.0\n\n## Breaker shrapnel scene path.\nconst BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n\n## Cached breaker shrapnel scene (loaded once).\nvar _breaker_shrapnel_scene: PackedScene = null\n\n## Enable/disable debug logging for breaker bullet behavior.\nvar _debug_breaker: bool = false\n\n# ============================================================================\n# Issue #724: Optimization - Cached Manager References\n# ============================================================================\n# These are cached once in _ready() to avoid repeated get_node_or_null() calls.\n# This reduces per-frame overhead in bullet-hell scenarios.\n\n## Cached reference to AudioManager autoload.\nvar _audio_manager: Node = null\n\n## Cached reference to ImpactEffectsManager autoload.\nvar _impact_manager: Node = null\n\n## Cached reference to HitEffectsManager autoload.\nvar _hit_effects_manager: Node = null\n\n## Cached reference to DifficultyManager autoload.\nvar _difficulty_manager: Node = null\n\n## Cached reference to StatusEffectsManager autoload.\nvar _status_effects_manager: Node = null\n\n## Cached reference to SoundPropagation autoload.\nvar _sound_propagation: Node = null\n\n## Cached reference to ProjectilePool autoload.\nvar _projectile_pool: Node = null\n\n## Whether this bullet is managed by the ProjectilePool.\n## When true, destruction returns bullet to pool instead of queue_free().\nvar _is_pooled: bool = false\n\n## Default caliber data resource (loaded once and reused).\nstatic var _default_caliber_data: Resource = null\n\n\nfunc _ready() -> void:\n\t# Cache manager references once to avoid repeated get_node_or_null() calls\n\t_cache_manager_references()\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\t# Load breaker shrapnel scene if this is a breaker bullet\n\tif is_breaker_bullet:\n\t\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n\t\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Breaker bullet initialized, shrapnel scene: %s\" % (\n\t\t\t\t\"loaded\" if _breaker_shrapnel_scene else \"MISSING\"))\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.\n## Uses static caching to avoid repeated resource loads (Issue #724 optimization).\nfunc _load_default_caliber_data() -> Resource:\n\tif _default_caliber_data != null:\n\t\treturn _default_caliber_data\n\tvar path := \"res://resources/calibers/caliber_545x39.tres\"\n\tif ResourceLoader.exists(path):\n\t\t_default_caliber_data = load(path)\n\t\treturn _default_caliber_data\n\treturn null\n\n\n## Caches references to autoload managers.\n## Called once in _ready() to avoid repeated get_node_or_null() calls.\n## Issue #724 optimization: Reduces per-bullet overhead in bullet-hell scenarios.\nfunc _cache_manager_references() -> void:\n\t_audio_manager = get_node_or_null(\"/root/AudioManager\")\n\t_impact_manager = get_node_or_null(\"/root/ImpactEffectsManager\")\n\t_hit_effects_manager = get_node_or_null(\"/root/HitEffectsManager\")\n\t_difficulty_manager = get_node_or_null(\"/root/DifficultyManager\")\n\t_status_effects_manager = get_node_or_null(\"/root/StatusEffectsManager\")\n\t_sound_propagation = get_node_or_null(\"/root/SoundPropagation\")\n\t_projectile_pool = get_node_or_null(\"/root/ProjectilePool\")\n\n\n## Resets the bullet to its default state for object pool reuse.\n## Called by ProjectilePool before reactivating a pooled bullet.\n## Issue #724 optimization: Enables efficient bullet recycling.\nfunc reset_for_pool() -> void:\n\t# Reset basic properties\n\tdirection = Vector2.RIGHT\n\tspeed = 2500.0\n\tdamage = 1.0\n\tdamage_multiplier = 1.0\n\tshooter_id = -1\n\tshooter_position = Vector2.ZERO\n\tstun_duration = 0.0\n\thoming_enabled = false\n\tis_breaker_bullet = false\n\tcaliber_data = _load_default_caliber_data()\n\n\t# Reset internal state\n\t_time_alive = 0.0\n\t_ricochet_count = 0\n\t_has_ricocheted = false\n\t_has_penetrated = false\n\t_is_penetrating = false\n\t_penetrating_body = null\n\t_penetration_distance_traveled = 0.0\n\t_penetration_entry_point = Vector2.ZERO\n\t_distance_since_ricochet = 0.0\n\t_ricochet_position = Vector2.ZERO\n\t_max_post_ricochet_distance = 0.0\n\t_homing_original_direction = Vector2.ZERO\n\n\t# Clear trail\n\t_position_history.clear()\n\tif _trail:\n\t\t_trail.clear_points()\n\n\t# Reset visual state\n\trotation = 0.0\n\n\n## Deactivates the bullet, returning it to the pool if pooled, or freeing it.\n## Use this instead of queue_free() for proper pool support.\n## Issue #724 optimization: Enables bullet recycling to reduce allocations.\nfunc deactivate() -> void:\n\tif _is_pooled and _projectile_pool and _projectile_pool.has_method(\"return_bullet\"):\n\t\t_projectile_pool.return_bullet(self)\n\telse:\n\t\tqueue_free()\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# Apply homing steering if enabled\n\tif homing_enabled:\n\t\t_apply_homing_steering(delta)\n\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# Check for breaker detonation (raycast ahead for walls)\n\tif is_breaker_bullet and not _is_penetrating:\n\t\tif _check_breaker_detonation():\n\t\t\treturn # Bullet detonated and was freed\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\n\t\t\t# At 40% distance: 100% chance (if ricochet failed)\n\t\t\t# At 100% (viewport) distance: 30% chance\n\t\t\tvar penetration_chance := _calculate_distance_penetration_chance(distance_ratio)\n\n\t\t\t_log_penetration(\"Distance-based penetration chance: %s%%\" % [penetration_chance * 100])\n\n\t\t\t# Roll for penetration\n\t\t\tif randf() <= penetration_chance:\n\t\t\t\tif _try_penetration(body):\n\t\t\t\t\treturn # Bullet is penetrating\n\t\t\telse:\n\t\t\t\t_log_penetration(\"Penetration failed (distance roll)\")\n\n\t# Play wall impact sound and destroy bullet\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\tqueue_free()\n\n\n## Called when the bullet exits a body (wall).\n## Used for detecting penetration exit via the physics system.\nfunc _on_body_exited(body: Node2D) -> void:\n\t# Only process if we're currently penetrating this specific body\n\tif not _is_penetrating or _penetrating_body != body:\n\t\treturn\n\n\t# Log exit detection\n\t_log_penetration(\"Body exited signal received for penetrating body\")\n\n\t# Call exit penetration\n\t_exit_penetration()\n\n\nfunc _on_area_entered(area: Area2D) -> void:\n\t# Hit another area (like a target or hit detection area)\n\t# Only destroy bullet if the area has on_hit method (actual hit targets)\n\t# This allows bullets to pass through detection-only areas like ThreatSpheres\n\tif area.has_method(\"on_hit\"):\n\t\t# Check if this is a HitArea - if so, check against parent's instance ID\n\t\t# This prevents the shooter from damaging themselves with direct shots\n\t\t# BUT ricocheted bullets CAN damage the shooter (realistic self-damage)\n\t\tvar parent: Node = area.get_parent()\n\t\tif parent and shooter_id == parent.get_instance_id() and not _has_ricocheted:\n\t\t\treturn # Don't hit the shooter with direct shots\n\n\t\t# Power Fantasy mode: Ricocheted bullets do NOT damage the player\n\t\tif _has_ricocheted and parent and parent.is_in_group(\"player\"):\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager and difficulty_manager.has_method(\"do_ricochets_damage_player\"):\n\t\t\t\tif not difficulty_manager.do_ricochets_damage_player():\n\t\t\t\t\treturn # Pass through player without damage in Power Fantasy mode\n\n\t\t# Check if the parent is dead - bullets should pass through dead entities\n\t\t# This is a fallback check in case the collision shape/layer disabling\n\t\t# doesn't take effect immediately (see Godot issues #62506, #100687)\n\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n\t\t\treturn # Pass through dead entities\n\n\t\t# Calculate effective damage (base damage × multiplier from ricochets/penetration)\n\t\tvar effective_damage: float = damage * damage_multiplier\n\n\t\t# Call on_hit with extended parameters if supported, otherwise use basic call\n\t\tif area.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\t\t# Pass full bullet information including damage amount\n\t\t\tarea.on_hit_with_bullet_info_and_damage(direction, caliber_data, _has_ricocheted, _has_penetrated, effective_damage)\n\t\telif area.has_method(\"on_hit_with_bullet_info\"):\n\t\t\t# Legacy path - pass bullet info without explicit damage (will use default)\n\t\t\tarea.on_hit_with_bullet_info(direction, caliber_data, _has_ricocheted, _has_penetrated)\n\t\telif area.has_method(\"on_hit_with_info\"):\n\t\t\tarea.on_hit_with_info(direction, caliber_data)\n\t\telse:\n\t\t\tarea.on_hit()\n\n\t\t# Apply stun effect if configured (e.g., MakarovPM, SilencedPistol)\n\t\tif stun_duration > 0 and parent:\n\t\t\t_apply_stun_effect(parent)\n\n\t\t# Trigger hit effects if this is a player bullet hitting an enemy\n\t\tif _is_player_bullet():\n\t\t\t_trigger_player_hit_effects()\n\n\t\tqueue_free()\n\n\n## Attempts to ricochet the bullet off a surface.\n## Returns true if ricochet occurred, false if bullet should be destroyed.\n## @param body: The body the bullet collided with.\nfunc _try_ricochet(body: Node2D) -> bool:\n\t# Check if we've exceeded maximum ricochets (-1 = unlimited)\n\tvar max_ricochets := _get_max_ricochets()\n\tif max_ricochets >= 0 and _ricochet_count >= max_ricochets:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Max ricochets reached: \", _ricochet_count)\n\t\treturn false\n\n\t# Get the surface normal at the collision point\n\tvar surface_normal := _get_surface_normal(body)\n\tif surface_normal == Vector2.ZERO:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Could not determine surface normal\")\n\t\treturn false\n\n\t# Calculate impact angle (angle between bullet direction and surface)\n\t# 0 degrees = parallel to surface (grazing shot)\n\t# 90 degrees = perpendicular to surface (direct hit)\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Impact angle: \", impact_angle_deg, \" degrees\")\n\n\t# Calculate ricochet probability based on impact angle\n\tvar ricochet_probability := _calculate_ricochet_probability(impact_angle_deg)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet probability: \", ricochet_probability * 100, \"%\")\n\n\t# Random roll to determine if ricochet occurs\n\tif randf() > ricochet_probability:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Ricochet failed (random)\")\n\t\treturn false\n\n\t# Ricochet successful - calculate new direction\n\t_perform_ricochet(surface_normal)\n\treturn true\n\n\n## Gets the maximum number of ricochets allowed.\nfunc _get_max_ricochets() -> int:\n\tif caliber_data and caliber_data.has_method(\"get\") and \"max_ricochets\" in caliber_data:\n\t\treturn caliber_data.max_ricochets\n\treturn DEFAULT_MAX_RICOCHETS\n\n\n## Gets the surface normal at the collision point.\n## Uses raycasting to determine the exact collision point and normal.\nfunc _get_surface_normal(body: Node2D) -> Vector2:\n\t# Create a raycast to find the exact collision point\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Cast ray from slightly behind the bullet to current position\n\tvar ray_start := global_position - direction * 50.0\n\tvar ray_end := global_position + direction * 10.0\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# Fallback: estimate normal based on bullet direction\n\t\t# Assume the surface is perpendicular to the approach\n\t\treturn -direction.normalized()\n\n\treturn result.normal\n\n\n## Calculates the impact angle between bullet direction and surface.\n## This returns the GRAZING angle (angle from the surface plane).\n## Returns angle in radians (0 = grazing/parallel to surface, PI/2 = perpendicular/head-on).\nfunc _calculate_impact_angle(surface_normal: Vector2) -> float:\n\t# We want the GRAZING angle (angle from the surface, not from the normal).\n\t# The grazing angle is 90° - (angle from normal).\n\t#\n\t# Using dot product with the normal:\n\t# dot(direction, -normal) = cos(angle_from_normal)\n\t#\n\t# The grazing angle = 90° - angle_from_normal\n\t# So: grazing_angle = asin(|dot(direction, normal)|)\n\t#\n\t# For grazing shots (parallel to surface): direction ⊥ normal, dot ≈ 0, grazing_angle ≈ 0°\n\t# For direct hits (perpendicular to surface): direction ∥ -normal, dot ≈ 1, grazing_angle ≈ 90°\n\n\tvar dot := absf(direction.normalized().dot(surface_normal.normalized()))\n\t# Clamp to avoid numerical issues with asin\n\tdot = clampf(dot, 0.0, 1.0)\n\treturn asin(dot)\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)\nfunc _calculate_ricochet_probability(impact_angle_deg: float) -> float:\n\tvar max_angle: float\n\tvar base_probability: float\n\n\tif caliber_data:\n\t\tmax_angle = caliber_data.max_ricochet_angle if \"max_ricochet_angle\" in caliber_data else DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = caliber_data.base_ricochet_probability if \"base_ricochet_probability\" in caliber_data else DEFAULT_BASE_RICOCHET_PROBABILITY\n\telse:\n\t\tmax_angle = DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = DEFAULT_BASE_RICOCHET_PROBABILITY\n\n\t# No ricochet if angle exceeds maximum\n\tif impact_angle_deg > max_angle:\n\t\treturn 0.0\n\n\t# Custom curve for realistic ricochet probability:\n\t# probability = base * (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_deg / 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_probability * angle_factor\n\n\n## Performs the ricochet: updates direction, speed, and damage.\n## Also calculates the post-ricochet maximum travel distance based on viewport and angle.\nfunc _perform_ricochet(surface_normal: Vector2) -> void:\n\t_ricochet_count += 1\n\n\t# Calculate the impact angle for determining post-ricochet distance\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\t# Calculate reflected direction\n\t# reflection = direction - 2 * dot(direction, normal) * normal\n\tvar reflected := direction - 2.0 * direction.dot(surface_normal) * surface_normal\n\treflected = reflected.normalized()\n\n\t# Add random deviation for realism\n\tvar deviation := _get_ricochet_deviation()\n\treflected = reflected.rotated(deviation)\n\n\t# Update direction\n\tdirection = reflected\n\t_update_rotation()\n\n\t# Reduce velocity\n\tvar velocity_retention := _get_velocity_retention()\n\tspeed *= velocity_retention\n\n\t# Reduce damage multiplier\n\tvar damage_mult := _get_ricochet_damage_multiplier()\n\tdamage_multiplier *= damage_mult\n\n\t# Move bullet slightly away from surface to prevent immediate re-collision\n\tglobal_position += direction * 5.0\n\n\t# Mark bullet as having ricocheted and set viewport-based lifetime\n\t_has_ricocheted = true\n\t_ricochet_position = global_position\n\t_distance_since_ricochet = 0.0\n\n\t# Calculate max post-ricochet distance based on viewport and ricochet angle\n\t# Shallow angles (grazing) -> bullet travels longer after ricochet\n\t# Steeper angles -> bullet travels shorter distance (more energy lost)\n\t# Formula: max_distance = viewport_diagonal * (1 - angle/90)\n\t# At 0° (grazing): full viewport diagonal\n\t# At 90° (perpendicular): 0 distance (but this wouldn't ricochet anyway)\n\tvar angle_factor := 1.0 - (impact_angle_deg / 90.0)\n\tangle_factor = clampf(angle_factor, 0.1, 1.0) # Minimum 10% to prevent instant destruction\n\t_max_post_ricochet_distance = _viewport_diagonal * angle_factor\n\n\t# Clear trail history to avoid visual artifacts\n\t_position_history.clear()\n\n\t# Play ricochet sound\n\t_play_ricochet_sound()\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet #\", _ricochet_count, \" - New speed: \", speed, \", Damage mult: \", damage_multiplier, \", Max post-ricochet distance: \", _max_post_ricochet_distance)\n\n\n## Gets the velocity retention factor for ricochet.\nfunc _get_velocity_retention() -> float:\n\tif caliber_data and \"velocity_retention\" in caliber_data:\n\t\treturn caliber_data.velocity_retention\n\treturn DEFAULT_VELOCITY_RETENTION\n\n\n## Gets the damage multiplier for ricochet.\nfunc _get_ricochet_damage_multiplier() -> float:\n\tif caliber_data and \"ricochet_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.ricochet_damage_multiplier\n\treturn DEFAULT_RICOCHET_DAMAGE_MULTIPLIER\n\n\n## Gets a random deviation angle for ricochet direction.\nfunc _get_ricochet_deviation() -> float:\n\tvar deviation_deg: float\n\tif caliber_data:\n\t\tif caliber_data.has_method(\"get_random_ricochet_deviation\"):\n\t\t\treturn caliber_data.get_random_ricochet_deviation()\n\t\tdeviation_deg = caliber_data.ricochet_angle_deviation if \"ricochet_angle_deviation\" in caliber_data else DEFAULT_RICOCHET_ANGLE_DEVIATION\n\telse:\n\t\tdeviation_deg = DEFAULT_RICOCHET_ANGLE_DEVIATION\n\n\tvar deviation_rad := deg_to_rad(deviation_deg)\n\treturn randf_range(-deviation_rad, deviation_rad)\n\n\n## Plays the ricochet sound effect.\nfunc _play_ricochet_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_ricochet\"):\n\t\taudio_manager.play_bullet_ricochet(global_position)\n\telif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Fallback to wall hit sound if ricochet sound not available\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\n\n## Checks if this bullet was fired by the player.\nfunc _is_player_bullet() -> bool:\n\tif shooter_id == -1:\n\t\treturn false\n\n\tvar shooter: Object = instance_from_id(shooter_id)\n\tif shooter == null:\n\t\treturn false\n\n\t# Check if the shooter is a player by script path\n\tvar script: Script = shooter.get_script()\n\tif script and script.resource_path.contains(\"player\"):\n\t\treturn true\n\n\treturn false\n\n\n## Triggers hit effects via the HitEffectsManager autoload.\n## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\nfunc _trigger_player_hit_effects() -> void:\n\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n\t\thit_effects_manager.on_player_hit_enemy()\n\n\n## Applies stun effect to the hit enemy via StatusEffectsManager.\n## Used by weapons like MakarovPM (100ms) and SilencedPistol (600ms).\nfunc _apply_stun_effect(enemy: Node) -> void:\n\tif stun_duration <= 0:\n\t\treturn\n\tif not enemy is Node2D:\n\t\treturn\n\tvar status_effects_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\tif status_effects_manager and status_effects_manager.has_method(\"apply_stun\"):\n\t\tstatus_effects_manager.apply_stun(enemy, stun_duration)\n\n\n## Returns the current ricochet count.\nfunc get_ricochet_count() -> int:\n\treturn _ricochet_count\n\n\n## Returns the current damage multiplier (accounting for ricochets).\nfunc get_damage_multiplier() -> float:\n\treturn damage_multiplier\n\n\n## Returns whether ricochet is enabled for this bullet.\nfunc can_ricochet() -> bool:\n\tif caliber_data and \"can_ricochet\" in caliber_data:\n\t\treturn caliber_data.can_ricochet\n\treturn true # Default to enabled\n\n\n## Spawns dust/debris particles when bullet hits a wall or static body.\n## @param body: The body that was hit (used to get surface normal).\nfunc _spawn_wall_hit_effect(body: Node2D) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n\t\treturn\n\n\t# Get surface normal for particle direction\n\tvar surface_normal := _get_surface_normal(body)\n\n\t# Spawn dust effect at hit position\n\timpact_manager.spawn_dust_effect(global_position, surface_normal, caliber_data)\n\n\n# ============================================================================\n# Distance-Based Penetration Helpers\n# ============================================================================\n\n\n## Gets the distance from the current bullet position to the shooter's original position.\nfunc _get_distance_to_shooter() -> float:\n\t_log_penetration(\"_get_distance_to_shooter: shooter_position=%s, shooter_id=%s, bullet_pos=%s\" % [shooter_position, shooter_id, global_position])\n\n\tif shooter_position == Vector2.ZERO:\n\t\t# Fallback: use shooter instance position if available\n\t\tif shooter_id != -1:\n\t\t\tvar shooter: Object = instance_from_id(shooter_id)\n\t\t\tif shooter != null and shooter is Node2D:\n\t\t\t\tvar dist := global_position.distance_to((shooter as Node2D).global_position)\n\t\t\t\t_log_penetration(\"Using shooter_id fallback, distance=%s\" % dist)\n\t\t\t\treturn dist\n\t\t# Unable to determine shooter position - assume close range\n\t\t_log_penetration(\"WARNING: Unable to determine shooter position, defaulting to bullet position distance from origin\")\n\n\tvar dist := global_position.distance_to(shooter_position)\n\t_log_penetration(\"Using shooter_position, distance=%s\" % dist)\n\treturn dist\n\n\n## Calculates the penetration chance based on distance from shooter.\n## @param distance_ratio: Distance as a ratio of viewport diagonal (0.0 to 1.0+).\n## @return: Penetration chance (0.0 to 1.0).\nfunc _calculate_distance_penetration_chance(distance_ratio: float) -> float:\n\t# At 40% (RICOCHET_RULES_DISTANCE_RATIO): 100% penetration chance\n\t# At 100% (viewport diagonal): MAX_PENETRATION_CHANCE_AT_DISTANCE (30%)\n\t# Beyond 100%: continues to decrease linearly\n\n\tif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n\t\treturn 1.0 # Full penetration chance within ricochet rules range\n\n\t# Linear interpolation from 100% at 40% to 30% at 100%\n\t# penetration_chance = 1.0 - (distance_ratio - 0.4) / 0.6 * 0.7\n\tvar range_start := RICOCHET_RULES_DISTANCE_RATIO # 0.4\n\tvar range_end := 1.0 # viewport distance\n\tvar range_span := range_end - range_start # 0.6\n\n\tvar position_in_range := (distance_ratio - range_start) / range_span\n\tposition_in_range = clampf(position_in_range, 0.0, 1.0)\n\n\t# Interpolate from 1.0 to MAX_PENETRATION_CHANCE_AT_DISTANCE\n\tvar penetration_chance := lerpf(1.0, MAX_PENETRATION_CHANCE_AT_DISTANCE, position_in_range)\n\n\t# Beyond viewport distance, continue decreasing (but clamp to minimum of 5%)\n\tif distance_ratio > 1.0:\n\t\tvar beyond_viewport := distance_ratio - 1.0\n\t\tpenetration_chance = maxf(MAX_PENETRATION_CHANCE_AT_DISTANCE - beyond_viewport * 0.2, 0.05)\n\n\treturn penetration_chance\n\n\n## Checks if the bullet is currently inside an existing penetration hole area.\n## If so, the bullet should pass through without triggering new penetration.\nfunc _is_inside_penetration_hole() -> bool:\n\t# Get overlapping areas\n\tvar overlapping_areas := get_overlapping_areas()\n\tfor area in overlapping_areas:\n\t\t# Check if this is a penetration hole (by script or name)\n\t\tif area.get_script() != null:\n\t\t\tvar script_path: String = area.get_script().resource_path\n\t\t\tif script_path.contains(\"penetration_hole\"):\n\t\t\t\treturn true\n\t\t# Also check by node name as fallback\n\t\tif area.name.contains(\"PenetrationHole\"):\n\t\t\treturn true\n\treturn false\n\n\n# ============================================================================\n# Wall Penetration System\n# ============================================================================\n\n\n## Attempts to penetrate through a wall when ricochet fails.\n## Returns true if penetration started successfully.\n## @param body: The static body (wall) to penetrate.\nfunc _try_penetration(body: Node2D) -> bool:\n\t# Check if caliber allows penetration\n\tif not _can_penetrate():\n\t\t_log_penetration(\"Caliber cannot penetrate walls\")\n\t\treturn false\n\n\t# Don't start a new penetration if already penetrating\n\tif _is_penetrating:\n\t\t_log_penetration(\"Already penetrating, cannot start new penetration\")\n\t\treturn false\n\n\t_log_penetration(\"Starting wall penetration at %s\" % global_position)\n\n\t# Mark as penetrating\n\t_is_penetrating = true\n\t_penetrating_body = body\n\t_penetration_entry_point = global_position\n\t_penetration_distance_traveled = 0.0\n\n\t# Spawn entry hole effect\n\t_spawn_penetration_hole_effect(body, global_position, true)\n\n\t# Move bullet slightly forward to avoid immediate re-collision\n\tglobal_position += direction * 5.0\n\n\treturn true\n\n\n## Checks if the bullet can penetrate walls based on caliber data.\nfunc _can_penetrate() -> bool:\n\tif caliber_data and caliber_data.has_method(\"can_penetrate_walls\"):\n\t\treturn caliber_data.can_penetrate_walls()\n\tif caliber_data and \"can_penetrate\" in caliber_data:\n\t\treturn caliber_data.can_penetrate\n\treturn DEFAULT_CAN_PENETRATE\n\n\n## Gets the maximum penetration distance from caliber data.\nfunc _get_max_penetration_distance() -> float:\n\tif caliber_data and caliber_data.has_method(\"get_max_penetration_distance\"):\n\t\treturn caliber_data.get_max_penetration_distance()\n\tif caliber_data and \"max_penetration_distance\" in caliber_data:\n\t\treturn caliber_data.max_penetration_distance\n\treturn DEFAULT_MAX_PENETRATION_DISTANCE\n\n\n## Gets the post-penetration damage multiplier from caliber data.\nfunc _get_post_penetration_damage_multiplier() -> float:\n\tif caliber_data and \"post_penetration_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.post_penetration_damage_multiplier\n\treturn DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER\n\n\n## Checks if the bullet is still inside an obstacle using raycasting.\n## Returns true if still inside, false if exited.\n## Uses longer raycasts to account for high bullet speeds (2500 px/s = ~41 pixels/frame at 60 FPS).\nfunc _is_still_inside_obstacle() -> bool:\n\tif _penetrating_body == null or not is_instance_valid(_penetrating_body):\n\t\treturn false\n\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Use longer raycasts to account for bullet speed\n\t# Cast forward ~50 pixels (slightly more than max penetration of 48)\n\tvar ray_length := 50.0\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * ray_length\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If we hit the same body in front, we're still inside\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast forward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t# Also check backwards to see if we're still overlapping\n\tray_end = global_position - direction * ray_length\n\tquery = PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tresult = space_state.intersect_ray(query)\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast backward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t_log_penetration(\"No longer inside obstacle - raycasts found no collision with penetrating body\")\n\treturn false\n\n\n## Called when the bullet exits a penetrated wall.\nfunc _exit_penetration() -> void:\n\t# Prevent double-calling (can happen from both body_exited and raycast check)\n\tif not _is_penetrating:\n\t\treturn\n\n\tvar exit_point := global_position\n\n\t_log_penetration(\"Exiting penetration at %s after traveling %s pixels through wall\" % [exit_point, _penetration_distance_traveled])\n\n\t# Visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\n\t# Apply damage reduction after penetration\n\tif not _has_penetrated:\n\t\tdamage_multiplier *= _get_post_penetration_damage_multiplier()\n\t\t_has_penetrated = true\n\n\t\t_log_penetration(\"Damage multiplier after penetration: %s\" % damage_multiplier)\n\n\t# Play penetration exit sound (use wall hit sound for now)\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(exit_point)\n\n\t# Reset penetration state\n\t_is_penetrating = false\n\t_penetrating_body = null\n\t_penetration_distance_traveled = 0.0\n\n\t# Destroy bullet after successful penetration\n\t# Bullets don't continue flying after penetrating a wall\n\tqueue_free()\n\n\n## Spawns a visual hole effect at penetration entry or exit point.\n## DISABLED: As per user request, all penetration visual effects are removed.\n## The penetration functionality remains (bullet passes through thin walls),\n## but no visual effects (dust, trails, holes) are spawned.\n## @param body: The wall being penetrated.\n## @param pos: Position of the hole.\n## @param is_entry: True for entry hole, false for exit hole.\nfunc _spawn_penetration_hole_effect(_body: Node2D, _pos: Vector2, _is_entry: bool) -> void:\n\t# All visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\tpass\n\n\n## Spawns a collision hole that creates an actual gap in wall collision.\n## This allows other bullets and vision to pass through the hole.\n## @param entry_point: Where the bullet entered the wall.\n## @param exit_point: Where the bullet exited the wall.\nfunc _spawn_collision_hole(entry_point: Vector2, exit_point: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null:\n\t\treturn\n\n\tif impact_manager.has_method(\"spawn_collision_hole\"):\n\t\timpact_manager.spawn_collision_hole(entry_point, exit_point, direction, caliber_data)\n\t\t_log_penetration(\"Collision hole spawned from %s to %s\" % [entry_point, exit_point])\n\n\n## Returns whether the bullet has penetrated at least one wall.\nfunc has_penetrated() -> bool:\n\treturn _has_penetrated\n\n\n## Returns whether the bullet is currently penetrating a wall.\nfunc is_penetrating() -> bool:\n\treturn _is_penetrating\n\n\n## Returns the distance traveled through walls while penetrating.\nfunc get_penetration_distance() -> float:\n\treturn _penetration_distance_traveled\n\n\n# ============================================================================\n# Homing Bullet System (Issue #677)\n# ============================================================================\n\n\n## Enables homing on this bullet, storing the original direction.\nfunc enable_homing() -> void:\n\thoming_enabled = true\n\t_homing_original_direction = direction.normalized()\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing enabled, original direction: \", _homing_original_direction)\n\n\n## Applies homing steering toward the nearest alive enemy.\n## The bullet turns toward the nearest enemy but cannot exceed the max turn angle\n## from its original firing direction (110 degrees each side).\nfunc _apply_homing_steering(delta: float) -> void:\n\t# Only player bullets should home\n\tif not _is_player_bullet():\n\t\treturn\n\n\t# Find nearest alive enemy\n\tvar target_pos := _find_nearest_enemy_position()\n\tif target_pos == Vector2.ZERO:\n\t\treturn # No valid target found\n\n\t# Calculate desired direction toward target\n\tvar to_target := (target_pos - global_position).normalized()\n\n\t# Calculate the angle difference between current direction and desired\n\tvar angle_diff := direction.angle_to(to_target)\n\n\t# Limit per-frame steering (smooth turning)\n\tvar max_steer_this_frame := homing_steer_speed * delta\n\tangle_diff = clampf(angle_diff, -max_steer_this_frame, max_steer_this_frame)\n\n\t# Calculate proposed new direction\n\tvar new_direction := direction.rotated(angle_diff).normalized()\n\n\t# Check if the new direction would exceed the max turn angle from original\n\tvar angle_from_original := _homing_original_direction.angle_to(new_direction)\n\tif absf(angle_from_original) > homing_max_turn_angle:\n\t\tif _debug_homing:\n\t\t\tprint(\"[Bullet] Homing angle limit reached: \", rad_to_deg(absf(angle_from_original)), \"°\")\n\t\treturn # Don't steer further, angle limit reached\n\n\t# Apply the steering\n\tdirection = new_direction\n\t_update_rotation()\n\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing steer: angle_diff=\", rad_to_deg(angle_diff), \"° total_turn=\", rad_to_deg(absf(angle_from_original)), \"°\")\n\n\n## Finds the position of the nearest alive enemy.\n## Returns Vector2.ZERO if no enemies are found.\nfunc _find_nearest_enemy_position() -> Vector2:\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn Vector2.ZERO\n\n\tvar enemies := tree.get_nodes_in_group(\"enemies\")\n\tif enemies.is_empty():\n\t\treturn Vector2.ZERO\n\n\tvar nearest_pos := Vector2.ZERO\n\tvar nearest_dist := INF\n\n\tfor enemy in enemies:\n\t\tif not enemy is Node2D:\n\t\t\tcontinue\n\t\t# Skip dead enemies\n\t\tif enemy.has_method(\"is_alive\") and not enemy.is_alive():\n\t\t\tcontinue\n\t\tvar dist := global_position.distance_squared_to(enemy.global_position)\n\t\tif dist < nearest_dist:\n\t\t\tnearest_dist = dist\n\t\t\tnearest_pos = enemy.global_position\n\n\treturn nearest_pos\n\n\n# ============================================================================\n# Breaker Bullet System (Issue #678)\n# ============================================================================\n\n\n## Checks if a wall or enemy is within BREAKER_DETONATION_DISTANCE ahead.\n## If so, triggers the breaker detonation and returns true.\n## @return: True if detonation occurred, false otherwise.\nfunc _check_breaker_detonation() -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn false\n\n\t# Raycast forward from bullet position\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * BREAKER_DETONATION_DISTANCE\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\t# Check against walls/obstacles and characters (enemies)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn false # Nothing ahead within detonation distance\n\n\t# Check if the hit is a wall (StaticBody2D/TileMap) or an alive enemy (CharacterBody2D)\n\tvar collider: Object = result.collider\n\tif collider is StaticBody2D or collider is TileMap:\n\t\t# Wall detected within range — trigger detonation!\n\t\tvar detonation_pos := global_position\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Wall detected at distance %.1f, detonating at %s\" % [\n\t\t\t\tglobal_position.distance_to(result.position), detonation_pos])\n\t\t_breaker_detonate(detonation_pos)\n\t\treturn true\n\telif collider is CharacterBody2D:\n\t\t# Enemy detected — check if alive\n\t\tif collider.has_method(\"is_alive\") and collider.is_alive():\n\t\t\tvar detonation_pos := global_position\n\t\t\tif _debug_breaker:\n\t\t\t\tprint(\"[Bullet.Breaker] Enemy %s detected at distance %.1f, detonating at %s\" % [\n\t\t\t\t\tcollider.name, global_position.distance_to(result.position), detonation_pos])\n\t\t\t_breaker_detonate(detonation_pos)\n\t\t\treturn true\n\n\treturn false # Hit something we don't detonate for\n\n\n## Triggers the breaker bullet detonation: explosion damage + shrapnel cone.\n## @param detonation_pos: The position where the detonation occurs.\nfunc _breaker_detonate(detonation_pos: Vector2) -> void:\n\t# 1. Apply explosion damage in radius\n\t_breaker_apply_explosion_damage(detonation_pos)\n\n\t# 2. Spawn visual explosion effect\n\t_breaker_spawn_explosion_effect(detonation_pos)\n\n\t# 3. Spawn shrapnel in a forward cone\n\t_breaker_spawn_shrapnel(detonation_pos)\n\n\t# 4. Play explosion sound\n\t_breaker_play_explosion_sound(detonation_pos)\n\n\t# 5. Destroy the bullet\n\tqueue_free()\n\n\n## Applies explosion damage to all enemies within BREAKER_EXPLOSION_RADIUS.\n## @param center: Center of the explosion.\nfunc _breaker_apply_explosion_damage(center: Vector2) -> void:\n\t# Find all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\n\t# Check enemies in radius\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and enemy.has_method(\"is_alive\") and enemy.is_alive():\n\t\t\tvar distance := center.distance_to(enemy.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\t# Check line of sight\n\t\t\t\tif _breaker_has_line_of_sight(center, enemy.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(enemy, BREAKER_EXPLOSION_DAMAGE)\n\n\t# Also check player (breaker explosion can hurt the player at close range)\n\tfor player in players:\n\t\tif player is Node2D:\n\t\t\t# Don't damage the shooter\n\t\t\tif shooter_id == player.get_instance_id():\n\t\t\t\tcontinue\n\t\t\tvar distance := center.distance_to(player.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tif _breaker_has_line_of_sight(center, player.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(player, BREAKER_EXPLOSION_DAMAGE)\n\n\n## Applies damage to a target.\nfunc _breaker_apply_damage_to(target: Node2D, amount: float) -> void:\n\tvar hit_direction := (target.global_position - global_position).normalized()\n\n\tif target.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\ttarget.on_hit_with_bullet_info_and_damage(hit_direction, null, false, false, amount)\n\telif target.has_method(\"on_hit_with_info\"):\n\t\ttarget.on_hit_with_info(hit_direction, null)\n\telif target.has_method(\"on_hit\"):\n\t\ttarget.on_hit()\n\n\tif _debug_breaker:\n\t\tprint(\"[Bullet.Breaker] Explosion damage %.1f applied to %s\" % [amount, target.name])\n\n\n## Checks line of sight from a position to a target position.\nfunc _breaker_has_line_of_sight(from: Vector2, to: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.create(from, to)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\tvar result := space_state.intersect_ray(query)\n\treturn result.is_empty()\n\n\n## Spawns a small visual explosion effect at the detonation point.\nfunc _breaker_spawn_explosion_effect(center: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n\t\timpact_manager.spawn_explosion_effect(center, BREAKER_EXPLOSION_RADIUS)\n\telse:\n\t\t# Fallback: create simple flash\n\t\t_breaker_create_simple_flash(center)\n\n\n## Plays a small explosion sound at the detonation point.\nfunc _breaker_play_explosion_sound(center: Vector2) -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Use wall hit sound as explosion (small detonation)\n\t\taudio_manager.play_bullet_wall_hit(center)\n\n\t# Emit sound for AI awareness\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\t# Small explosion — use shorter range than grenade\n\t\tsound_propagation.emit_sound(1, center, 0, self, 500.0) # 1 = EXPLOSION, 0 = PLAYER\n\n\n## Creates a simple explosion flash if no manager is available.\nfunc _breaker_create_simple_flash(center: Vector2) -> void:\n\tvar flash := Sprite2D.new()\n\tvar size := int(BREAKER_EXPLOSION_RADIUS) * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar img_center := Vector2(BREAKER_EXPLOSION_RADIUS, BREAKER_EXPLOSION_RADIUS)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar dist := pos.distance_to(img_center)\n\t\t\tif dist <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tvar alpha := 1.0 - (dist / BREAKER_EXPLOSION_RADIUS)\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.8, 0.4, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\tflash.texture = ImageTexture.create_from_image(image)\n\tflash.global_position = center\n\tflash.modulate = Color(1.0, 0.7, 0.3, 0.9)\n\tflash.z_index = 100\n\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(flash)\n\t\tvar tween := get_tree().create_tween()\n\t\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.15)\n\t\ttween.tween_callback(flash.queue_free)\n\n\n## Maximum shrapnel pieces per single detonation (performance cap, Issue #678 optimization).\n## This prevents FPS drops when many pellets detonate simultaneously (e.g. shotgun).\nconst BREAKER_MAX_SHRAPNEL_PER_DETONATION: int = 10\n\n## Maximum total concurrent breaker shrapnel in the scene (global cap).\n## If exceeded, new shrapnel spawning is skipped to maintain FPS.\nconst BREAKER_MAX_CONCURRENT_SHRAPNEL: int = 60\n\n\n## Checks if a position is inside a wall or obstacle (Issue #740).\n## Used to prevent spawning shrapnel inside walls.\n## @param pos: The position to check.\n## @return: true if position is inside a wall, false otherwise.\nfunc _is_position_inside_wall(pos: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsPointQueryParameters2D.new()\n\tquery.position = pos\n\tquery.collision_mask = 4 # Layer 3 (obstacles/walls)\n\tvar result := space_state.intersect_point(query, 1)\n\treturn not result.is_empty()\n\n\n## Spawns breaker shrapnel pieces in a forward cone.\n## Shrapnel count is capped for performance (Issue #678 optimization).\n## Validates spawn positions to prevent shrapnel spawning behind walls (Issue #740).\nfunc _breaker_spawn_shrapnel(center: Vector2) -> void:\n\tif _breaker_shrapnel_scene == null:\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Check global concurrent shrapnel limit\n\tvar existing_shrapnel := get_tree().get_nodes_in_group(\"breaker_shrapnel\")\n\tif existing_shrapnel.size() >= BREAKER_MAX_CONCURRENT_SHRAPNEL:\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel spawn: global limit %d reached\" % BREAKER_MAX_CONCURRENT_SHRAPNEL)\n\t\treturn\n\n\t# Calculate shrapnel count based on bullet damage, capped for performance\n\tvar effective_damage := damage * damage_multiplier\n\tvar shrapnel_count := int(effective_damage * BREAKER_SHRAPNEL_COUNT_MULTIPLIER)\n\tshrapnel_count = clampi(shrapnel_count, 1, BREAKER_MAX_SHRAPNEL_PER_DETONATION)\n\n\t# Further reduce if approaching global limit\n\tvar remaining_budget := BREAKER_MAX_CONCURRENT_SHRAPNEL - existing_shrapnel.size()\n\tshrapnel_count = mini(shrapnel_count, remaining_budget)\n\n\tvar half_angle_rad := deg_to_rad(BREAKER_SHRAPNEL_HALF_ANGLE)\n\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\tvar spawned_count := 0\n\tvar skipped_count := 0\n\n\tfor i in range(shrapnel_count):\n\t\t# Random angle within the forward cone\n\t\tvar random_angle := randf_range(-half_angle_rad, half_angle_rad)\n\t\tvar shrapnel_direction := direction.rotated(random_angle)\n\n\t\t# Calculate potential spawn position (Issue #740 fix)\n\t\tvar spawn_offset := 5.0\n\t\tvar spawn_pos := center + shrapnel_direction * spawn_offset\n\n\t\t# Check if spawn position is inside a wall (Issue #740 fix)\n\t\tif _is_position_inside_wall(spawn_pos):\n\t\t\tif _debug_breaker:\n\t\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel #%d: spawn position inside wall at %s\" % [i, spawn_pos])\n\t\t\tskipped_count += 1\n\t\t\tcontinue\n\n\t\t# Create shrapnel instance\n\t\tvar shrapnel := _breaker_shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = spawn_pos\n\t\tshrapnel.direction = shrapnel_direction\n\t\tshrapnel.source_id = shooter_id # Prevent self-damage using original shooter\n\t\tshrapnel.damage = BREAKER_SHRAPNEL_DAMAGE\n\n\t\t# Vary speed slightly for natural spread\n\t\tshrapnel.speed = randf_range(1400.0, 2200.0)\n\n\t\t# Add to scene using call_deferred to batch scene tree changes (Issue #678 optimization)\n\t\tscene.call_deferred(\"add_child\", shrapnel)\n\t\tspawned_count += 1\n\n\tif _debug_breaker:\n\t\tprint(\"[Bullet.Breaker] Spawned %d shrapnel pieces (%d skipped, budget: %d) in %.0f-degree cone\" % [\n\t\t\tspawned_count, skipped_count, remaining_budget, BREAKER_SHRAPNEL_HALF_ANGLE * 2])\n",
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" if _distance_since_ricochet >= _max_post_ricochet_distance:",
" if _debug_ricochet:",
" print(\"[Bullet] Post-ricochet distance exceeded: \", _distance_since_ricochet, \" >= \", _max_post_ricochet_distance)",
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"+ deactivate()",
" return",
" ",
" # Track penetration distance while inside a wall"
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[2026-02-10T21:11:55.579Z] [INFO] {
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"old_string": "\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",
"new_string": "\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\tdeactivate()\n\t\t\treturn"
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"oldString": "\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",
"newString": "\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\tdeactivate()\n\t\t\treturn",
"originalFile": "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## Duration in seconds to stun enemies on hit (0 = no stun effect).\n## Set by weapons like MakarovPM and SilencedPistol via Node.Set().\nvar stun_duration: float = 0.0\n\n## Whether this bullet has homing enabled (steers toward nearest enemy).\nvar homing_enabled: bool = false\n\n## Maximum angle (in radians) the bullet can turn from its original direction.\n## Default 110 degrees = ~1.92 radians.\nvar homing_max_turn_angle: float = deg_to_rad(110.0)\n\n## Steering force for homing (radians per second of turning).\n## Higher values make bullets turn faster.\nvar homing_steer_speed: float = 8.0\n\n## The original firing direction (stored when homing is enabled).\n## Used to limit total turn angle.\nvar _homing_original_direction: Vector2 = Vector2.ZERO\n\n## Enable/disable debug logging for homing calculations.\nvar _debug_homing: bool = false\n\n## Whether this bullet uses breaker behavior (Issue #678).\n## Breaker bullets explode 60px before hitting a wall or enemy, spawning shrapnel in a forward cone.\nvar is_breaker_bullet: bool = false\n\n## Distance in pixels ahead of the bullet at which to trigger breaker detonation.\nconst BREAKER_DETONATION_DISTANCE: float = 60.0\n\n## Explosion damage radius for breaker bullet detonation (in pixels).\nconst BREAKER_EXPLOSION_RADIUS: float = 15.0\n\n## Explosion damage dealt by breaker bullet detonation.\nconst BREAKER_EXPLOSION_DAMAGE: float = 1.0\n\n## Half-angle of the shrapnel cone in degrees (total cone = 2 * half_angle).\nconst BREAKER_SHRAPNEL_HALF_ANGLE: float = 30.0\n\n## Damage per breaker shrapnel piece.\nconst BREAKER_SHRAPNEL_DAMAGE: float = 0.1\n\n## Multiplier for shrapnel count: shrapnel_count = bullet_damage * this multiplier.\nconst BREAKER_SHRAPNEL_COUNT_MULTIPLIER: float = 10.0\n\n## Breaker shrapnel scene path.\nconst BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n\n## Cached breaker shrapnel scene (loaded once).\nvar _breaker_shrapnel_scene: PackedScene = null\n\n## Enable/disable debug logging for breaker bullet behavior.\nvar _debug_breaker: bool = false\n\n# ============================================================================\n# Issue #724: Optimization - Cached Manager References\n# ============================================================================\n# These are cached once in _ready() to avoid repeated get_node_or_null() calls.\n# This reduces per-frame overhead in bullet-hell scenarios.\n\n## Cached reference to AudioManager autoload.\nvar _audio_manager: Node = null\n\n## Cached reference to ImpactEffectsManager autoload.\nvar _impact_manager: Node = null\n\n## Cached reference to HitEffectsManager autoload.\nvar _hit_effects_manager: Node = null\n\n## Cached reference to DifficultyManager autoload.\nvar _difficulty_manager: Node = null\n\n## Cached reference to StatusEffectsManager autoload.\nvar _status_effects_manager: Node = null\n\n## Cached reference to SoundPropagation autoload.\nvar _sound_propagation: Node = null\n\n## Cached reference to ProjectilePool autoload.\nvar _projectile_pool: Node = null\n\n## Whether this bullet is managed by the ProjectilePool.\n## When true, destruction returns bullet to pool instead of queue_free().\nvar _is_pooled: bool = false\n\n## Default caliber data resource (loaded once and reused).\nstatic var _default_caliber_data: Resource = null\n\n\nfunc _ready() -> void:\n\t# Cache manager references once to avoid repeated get_node_or_null() calls\n\t_cache_manager_references()\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\t# Load breaker shrapnel scene if this is a breaker bullet\n\tif is_breaker_bullet:\n\t\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n\t\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Breaker bullet initialized, shrapnel scene: %s\" % (\n\t\t\t\t\"loaded\" if _breaker_shrapnel_scene else \"MISSING\"))\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.\n## Uses static caching to avoid repeated resource loads (Issue #724 optimization).\nfunc _load_default_caliber_data() -> Resource:\n\tif _default_caliber_data != null:\n\t\treturn _default_caliber_data\n\tvar path := \"res://resources/calibers/caliber_545x39.tres\"\n\tif ResourceLoader.exists(path):\n\t\t_default_caliber_data = load(path)\n\t\treturn _default_caliber_data\n\treturn null\n\n\n## Caches references to autoload managers.\n## Called once in _ready() to avoid repeated get_node_or_null() calls.\n## Issue #724 optimization: Reduces per-bullet overhead in bullet-hell scenarios.\nfunc _cache_manager_references() -> void:\n\t_audio_manager = get_node_or_null(\"/root/AudioManager\")\n\t_impact_manager = get_node_or_null(\"/root/ImpactEffectsManager\")\n\t_hit_effects_manager = get_node_or_null(\"/root/HitEffectsManager\")\n\t_difficulty_manager = get_node_or_null(\"/root/DifficultyManager\")\n\t_status_effects_manager = get_node_or_null(\"/root/StatusEffectsManager\")\n\t_sound_propagation = get_node_or_null(\"/root/SoundPropagation\")\n\t_projectile_pool = get_node_or_null(\"/root/ProjectilePool\")\n\n\n## Resets the bullet to its default state for object pool reuse.\n## Called by ProjectilePool before reactivating a pooled bullet.\n## Issue #724 optimization: Enables efficient bullet recycling.\nfunc reset_for_pool() -> void:\n\t# Reset basic properties\n\tdirection = Vector2.RIGHT\n\tspeed = 2500.0\n\tdamage = 1.0\n\tdamage_multiplier = 1.0\n\tshooter_id = -1\n\tshooter_position = Vector2.ZERO\n\tstun_duration = 0.0\n\thoming_enabled = false\n\tis_breaker_bullet = false\n\tcaliber_data = _load_default_caliber_data()\n\n\t# Reset internal state\n\t_time_alive = 0.0\n\t_ricochet_count = 0\n\t_has_ricocheted = false\n\t_has_penetrated = false\n\t_is_penetrating = false\n\t_penetrating_body = null\n\t_penetration_distance_traveled = 0.0\n\t_penetration_entry_point = Vector2.ZERO\n\t_distance_since_ricochet = 0.0\n\t_ricochet_position = Vector2.ZERO\n\t_max_post_ricochet_distance = 0.0\n\t_homing_original_direction = Vector2.ZERO\n\n\t# Clear trail\n\t_position_history.clear()\n\tif _trail:\n\t\t_trail.clear_points()\n\n\t# Reset visual state\n\trotation = 0.0\n\n\n## Deactivates the bullet, returning it to the pool if pooled, or freeing it.\n## Use this instead of queue_free() for proper pool support.\n## Issue #724 optimization: Enables bullet recycling to reduce allocations.\nfunc deactivate() -> void:\n\tif _is_pooled and _projectile_pool and _projectile_pool.has_method(\"return_bullet\"):\n\t\t_projectile_pool.return_bullet(self)\n\telse:\n\t\tqueue_free()\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# Apply homing steering if enabled\n\tif homing_enabled:\n\t\t_apply_homing_steering(delta)\n\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\tdeactivate()\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# Check for breaker detonation (raycast ahead for walls)\n\tif is_breaker_bullet and not _is_penetrating:\n\t\tif _check_breaker_detonation():\n\t\t\treturn # Bullet detonated and was freed\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\n\t\t\t# At 40% distance: 100% chance (if ricochet failed)\n\t\t\t# At 100% (viewport) distance: 30% chance\n\t\t\tvar penetration_chance := _calculate_distance_penetration_chance(distance_ratio)\n\n\t\t\t_log_penetration(\"Distance-based penetration chance: %s%%\" % [penetration_chance * 100])\n\n\t\t\t# Roll for penetration\n\t\t\tif randf() <= penetration_chance:\n\t\t\t\tif _try_penetration(body):\n\t\t\t\t\treturn # Bullet is penetrating\n\t\t\telse:\n\t\t\t\t_log_penetration(\"Penetration failed (distance roll)\")\n\n\t# Play wall impact sound and destroy bullet\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\tqueue_free()\n\n\n## Called when the bullet exits a body (wall).\n## Used for detecting penetration exit via the physics system.\nfunc _on_body_exited(body: Node2D) -> void:\n\t# Only process if we're currently penetrating this specific body\n\tif not _is_penetrating or _penetrating_body != body:\n\t\treturn\n\n\t# Log exit detection\n\t_log_penetration(\"Body exited signal received for penetrating body\")\n\n\t# Call exit penetration\n\t_exit_penetration()\n\n\nfunc _on_area_entered(area: Area2D) -> void:\n\t# Hit another area (like a target or hit detection area)\n\t# Only destroy bullet if the area has on_hit method (actual hit targets)\n\t# This allows bullets to pass through detection-only areas like ThreatSpheres\n\tif area.has_method(\"on_hit\"):\n\t\t# Check if this is a HitArea - if so, check against parent's instance ID\n\t\t# This prevents the shooter from damaging themselves with direct shots\n\t\t# BUT ricocheted bullets CAN damage the shooter (realistic self-damage)\n\t\tvar parent: Node = area.get_parent()\n\t\tif parent and shooter_id == parent.get_instance_id() and not _has_ricocheted:\n\t\t\treturn # Don't hit the shooter with direct shots\n\n\t\t# Power Fantasy mode: Ricocheted bullets do NOT damage the player\n\t\tif _has_ricocheted and parent and parent.is_in_group(\"player\"):\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager and difficulty_manager.has_method(\"do_ricochets_damage_player\"):\n\t\t\t\tif not difficulty_manager.do_ricochets_damage_player():\n\t\t\t\t\treturn # Pass through player without damage in Power Fantasy mode\n\n\t\t# Check if the parent is dead - bullets should pass through dead entities\n\t\t# This is a fallback check in case the collision shape/layer disabling\n\t\t# doesn't take effect immediately (see Godot issues #62506, #100687)\n\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n\t\t\treturn # Pass through dead entities\n\n\t\t# Calculate effective damage (base damage × multiplier from ricochets/penetration)\n\t\tvar effective_damage: float = damage * damage_multiplier\n\n\t\t# Call on_hit with extended parameters if supported, otherwise use basic call\n\t\tif area.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\t\t# Pass full bullet information including damage amount\n\t\t\tarea.on_hit_with_bullet_info_and_damage(direction, caliber_data, _has_ricocheted, _has_penetrated, effective_damage)\n\t\telif area.has_method(\"on_hit_with_bullet_info\"):\n\t\t\t# Legacy path - pass bullet info without explicit damage (will use default)\n\t\t\tarea.on_hit_with_bullet_info(direction, caliber_data, _has_ricocheted, _has_penetrated)\n\t\telif area.has_method(\"on_hit_with_info\"):\n\t\t\tarea.on_hit_with_info(direction, caliber_data)\n\t\telse:\n\t\t\tarea.on_hit()\n\n\t\t# Apply stun effect if configured (e.g., MakarovPM, SilencedPistol)\n\t\tif stun_duration > 0 and parent:\n\t\t\t_apply_stun_effect(parent)\n\n\t\t# Trigger hit effects if this is a player bullet hitting an enemy\n\t\tif _is_player_bullet():\n\t\t\t_trigger_player_hit_effects()\n\n\t\tqueue_free()\n\n\n## Attempts to ricochet the bullet off a surface.\n## Returns true if ricochet occurred, false if bullet should be destroyed.\n## @param body: The body the bullet collided with.\nfunc _try_ricochet(body: Node2D) -> bool:\n\t# Check if we've exceeded maximum ricochets (-1 = unlimited)\n\tvar max_ricochets := _get_max_ricochets()\n\tif max_ricochets >= 0 and _ricochet_count >= max_ricochets:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Max ricochets reached: \", _ricochet_count)\n\t\treturn false\n\n\t# Get the surface normal at the collision point\n\tvar surface_normal := _get_surface_normal(body)\n\tif surface_normal == Vector2.ZERO:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Could not determine surface normal\")\n\t\treturn false\n\n\t# Calculate impact angle (angle between bullet direction and surface)\n\t# 0 degrees = parallel to surface (grazing shot)\n\t# 90 degrees = perpendicular to surface (direct hit)\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Impact angle: \", impact_angle_deg, \" degrees\")\n\n\t# Calculate ricochet probability based on impact angle\n\tvar ricochet_probability := _calculate_ricochet_probability(impact_angle_deg)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet probability: \", ricochet_probability * 100, \"%\")\n\n\t# Random roll to determine if ricochet occurs\n\tif randf() > ricochet_probability:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Ricochet failed (random)\")\n\t\treturn false\n\n\t# Ricochet successful - calculate new direction\n\t_perform_ricochet(surface_normal)\n\treturn true\n\n\n## Gets the maximum number of ricochets allowed.\nfunc _get_max_ricochets() -> int:\n\tif caliber_data and caliber_data.has_method(\"get\") and \"max_ricochets\" in caliber_data:\n\t\treturn caliber_data.max_ricochets\n\treturn DEFAULT_MAX_RICOCHETS\n\n\n## Gets the surface normal at the collision point.\n## Uses raycasting to determine the exact collision point and normal.\nfunc _get_surface_normal(body: Node2D) -> Vector2:\n\t# Create a raycast to find the exact collision point\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Cast ray from slightly behind the bullet to current position\n\tvar ray_start := global_position - direction * 50.0\n\tvar ray_end := global_position + direction * 10.0\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# Fallback: estimate normal based on bullet direction\n\t\t# Assume the surface is perpendicular to the approach\n\t\treturn -direction.normalized()\n\n\treturn result.normal\n\n\n## Calculates the impact angle between bullet direction and surface.\n## This returns the GRAZING angle (angle from the surface plane).\n## Returns angle in radians (0 = grazing/parallel to surface, PI/2 = perpendicular/head-on).\nfunc _calculate_impact_angle(surface_normal: Vector2) -> float:\n\t# We want the GRAZING angle (angle from the surface, not from the normal).\n\t# The grazing angle is 90° - (angle from normal).\n\t#\n\t# Using dot product with the normal:\n\t# dot(direction, -normal) = cos(angle_from_normal)\n\t#\n\t# The grazing angle = 90° - angle_from_normal\n\t# So: grazing_angle = asin(|dot(direction, normal)|)\n\t#\n\t# For grazing shots (parallel to surface): direction ⊥ normal, dot ≈ 0, grazing_angle ≈ 0°\n\t# For direct hits (perpendicular to surface): direction ∥ -normal, dot ≈ 1, grazing_angle ≈ 90°\n\n\tvar dot := absf(direction.normalized().dot(surface_normal.normalized()))\n\t# Clamp to avoid numerical issues with asin\n\tdot = clampf(dot, 0.0, 1.0)\n\treturn asin(dot)\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)\nfunc _calculate_ricochet_probability(impact_angle_deg: float) -> float:\n\tvar max_angle: float\n\tvar base_probability: float\n\n\tif caliber_data:\n\t\tmax_angle = caliber_data.max_ricochet_angle if \"max_ricochet_angle\" in caliber_data else DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = caliber_data.base_ricochet_probability if \"base_ricochet_probability\" in caliber_data else DEFAULT_BASE_RICOCHET_PROBABILITY\n\telse:\n\t\tmax_angle = DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = DEFAULT_BASE_RICOCHET_PROBABILITY\n\n\t# No ricochet if angle exceeds maximum\n\tif impact_angle_deg > max_angle:\n\t\treturn 0.0\n\n\t# Custom curve for realistic ricochet probability:\n\t# probability = base * (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_deg / 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_probability * angle_factor\n\n\n## Performs the ricochet: updates direction, speed, and damage.\n## Also calculates the post-ricochet maximum travel distance based on viewport and angle.\nfunc _perform_ricochet(surface_normal: Vector2) -> void:\n\t_ricochet_count += 1\n\n\t# Calculate the impact angle for determining post-ricochet distance\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\t# Calculate reflected direction\n\t# reflection = direction - 2 * dot(direction, normal) * normal\n\tvar reflected := direction - 2.0 * direction.dot(surface_normal) * surface_normal\n\treflected = reflected.normalized()\n\n\t# Add random deviation for realism\n\tvar deviation := _get_ricochet_deviation()\n\treflected = reflected.rotated(deviation)\n\n\t# Update direction\n\tdirection = reflected\n\t_update_rotation()\n\n\t# Reduce velocity\n\tvar velocity_retention := _get_velocity_retention()\n\tspeed *= velocity_retention\n\n\t# Reduce damage multiplier\n\tvar damage_mult := _get_ricochet_damage_multiplier()\n\tdamage_multiplier *= damage_mult\n\n\t# Move bullet slightly away from surface to prevent immediate re-collision\n\tglobal_position += direction * 5.0\n\n\t# Mark bullet as having ricocheted and set viewport-based lifetime\n\t_has_ricocheted = true\n\t_ricochet_position = global_position\n\t_distance_since_ricochet = 0.0\n\n\t# Calculate max post-ricochet distance based on viewport and ricochet angle\n\t# Shallow angles (grazing) -> bullet travels longer after ricochet\n\t# Steeper angles -> bullet travels shorter distance (more energy lost)\n\t# Formula: max_distance = viewport_diagonal * (1 - angle/90)\n\t# At 0° (grazing): full viewport diagonal\n\t# At 90° (perpendicular): 0 distance (but this wouldn't ricochet anyway)\n\tvar angle_factor := 1.0 - (impact_angle_deg / 90.0)\n\tangle_factor = clampf(angle_factor, 0.1, 1.0) # Minimum 10% to prevent instant destruction\n\t_max_post_ricochet_distance = _viewport_diagonal * angle_factor\n\n\t# Clear trail history to avoid visual artifacts\n\t_position_history.clear()\n\n\t# Play ricochet sound\n\t_play_ricochet_sound()\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet #\", _ricochet_count, \" - New speed: \", speed, \", Damage mult: \", damage_multiplier, \", Max post-ricochet distance: \", _max_post_ricochet_distance)\n\n\n## Gets the velocity retention factor for ricochet.\nfunc _get_velocity_retention() -> float:\n\tif caliber_data and \"velocity_retention\" in caliber_data:\n\t\treturn caliber_data.velocity_retention\n\treturn DEFAULT_VELOCITY_RETENTION\n\n\n## Gets the damage multiplier for ricochet.\nfunc _get_ricochet_damage_multiplier() -> float:\n\tif caliber_data and \"ricochet_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.ricochet_damage_multiplier\n\treturn DEFAULT_RICOCHET_DAMAGE_MULTIPLIER\n\n\n## Gets a random deviation angle for ricochet direction.\nfunc _get_ricochet_deviation() -> float:\n\tvar deviation_deg: float\n\tif caliber_data:\n\t\tif caliber_data.has_method(\"get_random_ricochet_deviation\"):\n\t\t\treturn caliber_data.get_random_ricochet_deviation()\n\t\tdeviation_deg = caliber_data.ricochet_angle_deviation if \"ricochet_angle_deviation\" in caliber_data else DEFAULT_RICOCHET_ANGLE_DEVIATION\n\telse:\n\t\tdeviation_deg = DEFAULT_RICOCHET_ANGLE_DEVIATION\n\n\tvar deviation_rad := deg_to_rad(deviation_deg)\n\treturn randf_range(-deviation_rad, deviation_rad)\n\n\n## Plays the ricochet sound effect.\nfunc _play_ricochet_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_ricochet\"):\n\t\taudio_manager.play_bullet_ricochet(global_position)\n\telif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Fallback to wall hit sound if ricochet sound not available\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\n\n## Checks if this bullet was fired by the player.\nfunc _is_player_bullet() -> bool:\n\tif shooter_id == -1:\n\t\treturn false\n\n\tvar shooter: Object = instance_from_id(shooter_id)\n\tif shooter == null:\n\t\treturn false\n\n\t# Check if the shooter is a player by script path\n\tvar script: Script = shooter.get_script()\n\tif script and script.resource_path.contains(\"player\"):\n\t\treturn true\n\n\treturn false\n\n\n## Triggers hit effects via the HitEffectsManager autoload.\n## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\nfunc _trigger_player_hit_effects() -> void:\n\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n\t\thit_effects_manager.on_player_hit_enemy()\n\n\n## Applies stun effect to the hit enemy via StatusEffectsManager.\n## Used by weapons like MakarovPM (100ms) and SilencedPistol (600ms).\nfunc _apply_stun_effect(enemy: Node) -> void:\n\tif stun_duration <= 0:\n\t\treturn\n\tif not enemy is Node2D:\n\t\treturn\n\tvar status_effects_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\tif status_effects_manager and status_effects_manager.has_method(\"apply_stun\"):\n\t\tstatus_effects_manager.apply_stun(enemy, stun_duration)\n\n\n## Returns the current ricochet count.\nfunc get_ricochet_count() -> int:\n\treturn _ricochet_count\n\n\n## Returns the current damage multiplier (accounting for ricochets).\nfunc get_damage_multiplier() -> float:\n\treturn damage_multiplier\n\n\n## Returns whether ricochet is enabled for this bullet.\nfunc can_ricochet() -> bool:\n\tif caliber_data and \"can_ricochet\" in caliber_data:\n\t\treturn caliber_data.can_ricochet\n\treturn true # Default to enabled\n\n\n## Spawns dust/debris particles when bullet hits a wall or static body.\n## @param body: The body that was hit (used to get surface normal).\nfunc _spawn_wall_hit_effect(body: Node2D) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n\t\treturn\n\n\t# Get surface normal for particle direction\n\tvar surface_normal := _get_surface_normal(body)\n\n\t# Spawn dust effect at hit position\n\timpact_manager.spawn_dust_effect(global_position, surface_normal, caliber_data)\n\n\n# ============================================================================\n# Distance-Based Penetration Helpers\n# ============================================================================\n\n\n## Gets the distance from the current bullet position to the shooter's original position.\nfunc _get_distance_to_shooter() -> float:\n\t_log_penetration(\"_get_distance_to_shooter: shooter_position=%s, shooter_id=%s, bullet_pos=%s\" % [shooter_position, shooter_id, global_position])\n\n\tif shooter_position == Vector2.ZERO:\n\t\t# Fallback: use shooter instance position if available\n\t\tif shooter_id != -1:\n\t\t\tvar shooter: Object = instance_from_id(shooter_id)\n\t\t\tif shooter != null and shooter is Node2D:\n\t\t\t\tvar dist := global_position.distance_to((shooter as Node2D).global_position)\n\t\t\t\t_log_penetration(\"Using shooter_id fallback, distance=%s\" % dist)\n\t\t\t\treturn dist\n\t\t# Unable to determine shooter position - assume close range\n\t\t_log_penetration(\"WARNING: Unable to determine shooter position, defaulting to bullet position distance from origin\")\n\n\tvar dist := global_position.distance_to(shooter_position)\n\t_log_penetration(\"Using shooter_position, distance=%s\" % dist)\n\treturn dist\n\n\n## Calculates the penetration chance based on distance from shooter.\n## @param distance_ratio: Distance as a ratio of viewport diagonal (0.0 to 1.0+).\n## @return: Penetration chance (0.0 to 1.0).\nfunc _calculate_distance_penetration_chance(distance_ratio: float) -> float:\n\t# At 40% (RICOCHET_RULES_DISTANCE_RATIO): 100% penetration chance\n\t# At 100% (viewport diagonal): MAX_PENETRATION_CHANCE_AT_DISTANCE (30%)\n\t# Beyond 100%: continues to decrease linearly\n\n\tif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n\t\treturn 1.0 # Full penetration chance within ricochet rules range\n\n\t# Linear interpolation from 100% at 40% to 30% at 100%\n\t# penetration_chance = 1.0 - (distance_ratio - 0.4) / 0.6 * 0.7\n\tvar range_start := RICOCHET_RULES_DISTANCE_RATIO # 0.4\n\tvar range_end := 1.0 # viewport distance\n\tvar range_span := range_end - range_start # 0.6\n\n\tvar position_in_range := (distance_ratio - range_start) / range_span\n\tposition_in_range = clampf(position_in_range, 0.0, 1.0)\n\n\t# Interpolate from 1.0 to MAX_PENETRATION_CHANCE_AT_DISTANCE\n\tvar penetration_chance := lerpf(1.0, MAX_PENETRATION_CHANCE_AT_DISTANCE, position_in_range)\n\n\t# Beyond viewport distance, continue decreasing (but clamp to minimum of 5%)\n\tif distance_ratio > 1.0:\n\t\tvar beyond_viewport := distance_ratio - 1.0\n\t\tpenetration_chance = maxf(MAX_PENETRATION_CHANCE_AT_DISTANCE - beyond_viewport * 0.2, 0.05)\n\n\treturn penetration_chance\n\n\n## Checks if the bullet is currently inside an existing penetration hole area.\n## If so, the bullet should pass through without triggering new penetration.\nfunc _is_inside_penetration_hole() -> bool:\n\t# Get overlapping areas\n\tvar overlapping_areas := get_overlapping_areas()\n\tfor area in overlapping_areas:\n\t\t# Check if this is a penetration hole (by script or name)\n\t\tif area.get_script() != null:\n\t\t\tvar script_path: String = area.get_script().resource_path\n\t\t\tif script_path.contains(\"penetration_hole\"):\n\t\t\t\treturn true\n\t\t# Also check by node name as fallback\n\t\tif area.name.contains(\"PenetrationHole\"):\n\t\t\treturn true\n\treturn false\n\n\n# ============================================================================\n# Wall Penetration System\n# ============================================================================\n\n\n## Attempts to penetrate through a wall when ricochet fails.\n## Returns true if penetration started successfully.\n## @param body: The static body (wall) to penetrate.\nfunc _try_penetration(body: Node2D) -> bool:\n\t# Check if caliber allows penetration\n\tif not _can_penetrate():\n\t\t_log_penetration(\"Caliber cannot penetrate walls\")\n\t\treturn false\n\n\t# Don't start a new penetration if already penetrating\n\tif _is_penetrating:\n\t\t_log_penetration(\"Already penetrating, cannot start new penetration\")\n\t\treturn false\n\n\t_log_penetration(\"Starting wall penetration at %s\" % global_position)\n\n\t# Mark as penetrating\n\t_is_penetrating = true\n\t_penetrating_body = body\n\t_penetration_entry_point = global_position\n\t_penetration_distance_traveled = 0.0\n\n\t# Spawn entry hole effect\n\t_spawn_penetration_hole_effect(body, global_position, true)\n\n\t# Move bullet slightly forward to avoid immediate re-collision\n\tglobal_position += direction * 5.0\n\n\treturn true\n\n\n## Checks if the bullet can penetrate walls based on caliber data.\nfunc _can_penetrate() -> bool:\n\tif caliber_data and caliber_data.has_method(\"can_penetrate_walls\"):\n\t\treturn caliber_data.can_penetrate_walls()\n\tif caliber_data and \"can_penetrate\" in caliber_data:\n\t\treturn caliber_data.can_penetrate\n\treturn DEFAULT_CAN_PENETRATE\n\n\n## Gets the maximum penetration distance from caliber data.\nfunc _get_max_penetration_distance() -> float:\n\tif caliber_data and caliber_data.has_method(\"get_max_penetration_distance\"):\n\t\treturn caliber_data.get_max_penetration_distance()\n\tif caliber_data and \"max_penetration_distance\" in caliber_data:\n\t\treturn caliber_data.max_penetration_distance\n\treturn DEFAULT_MAX_PENETRATION_DISTANCE\n\n\n## Gets the post-penetration damage multiplier from caliber data.\nfunc _get_post_penetration_damage_multiplier() -> float:\n\tif caliber_data and \"post_penetration_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.post_penetration_damage_multiplier\n\treturn DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER\n\n\n## Checks if the bullet is still inside an obstacle using raycasting.\n## Returns true if still inside, false if exited.\n## Uses longer raycasts to account for high bullet speeds (2500 px/s = ~41 pixels/frame at 60 FPS).\nfunc _is_still_inside_obstacle() -> bool:\n\tif _penetrating_body == null or not is_instance_valid(_penetrating_body):\n\t\treturn false\n\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Use longer raycasts to account for bullet speed\n\t# Cast forward ~50 pixels (slightly more than max penetration of 48)\n\tvar ray_length := 50.0\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * ray_length\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If we hit the same body in front, we're still inside\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast forward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t# Also check backwards to see if we're still overlapping\n\tray_end = global_position - direction * ray_length\n\tquery = PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tresult = space_state.intersect_ray(query)\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast backward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t_log_penetration(\"No longer inside obstacle - raycasts found no collision with penetrating body\")\n\treturn false\n\n\n## Called when the bullet exits a penetrated wall.\nfunc _exit_penetration() -> void:\n\t# Prevent double-calling (can happen from both body_exited and raycast check)\n\tif not _is_penetrating:\n\t\treturn\n\n\tvar exit_point := global_position\n\n\t_log_penetration(\"Exiting penetration at %s after traveling %s pixels through wall\" % [exit_point, _penetration_distance_traveled])\n\n\t# Visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\n\t# Apply damage reduction after penetration\n\tif not _has_penetrated:\n\t\tdamage_multiplier *= _get_post_penetration_damage_multiplier()\n\t\t_has_penetrated = true\n\n\t\t_log_penetration(\"Damage multiplier after penetration: %s\" % damage_multiplier)\n\n\t# Play penetration exit sound (use wall hit sound for now)\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(exit_point)\n\n\t# Reset penetration state\n\t_is_penetrating = false\n\t_penetrating_body = null\n\t_penetration_distance_traveled = 0.0\n\n\t# Destroy bullet after successful penetration\n\t# Bullets don't continue flying after penetrating a wall\n\tqueue_free()\n\n\n## Spawns a visual hole effect at penetration entry or exit point.\n## DISABLED: As per user request, all penetration visual effects are removed.\n## The penetration functionality remains (bullet passes through thin walls),\n## but no visual effects (dust, trails, holes) are spawned.\n## @param body: The wall being penetrated.\n## @param pos: Position of the hole.\n## @param is_entry: True for entry hole, false for exit hole.\nfunc _spawn_penetration_hole_effect(_body: Node2D, _pos: Vector2, _is_entry: bool) -> void:\n\t# All visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\tpass\n\n\n## Spawns a collision hole that creates an actual gap in wall collision.\n## This allows other bullets and vision to pass through the hole.\n## @param entry_point: Where the bullet entered the wall.\n## @param exit_point: Where the bullet exited the wall.\nfunc _spawn_collision_hole(entry_point: Vector2, exit_point: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null:\n\t\treturn\n\n\tif impact_manager.has_method(\"spawn_collision_hole\"):\n\t\timpact_manager.spawn_collision_hole(entry_point, exit_point, direction, caliber_data)\n\t\t_log_penetration(\"Collision hole spawned from %s to %s\" % [entry_point, exit_point])\n\n\n## Returns whether the bullet has penetrated at least one wall.\nfunc has_penetrated() -> bool:\n\treturn _has_penetrated\n\n\n## Returns whether the bullet is currently penetrating a wall.\nfunc is_penetrating() -> bool:\n\treturn _is_penetrating\n\n\n## Returns the distance traveled through walls while penetrating.\nfunc get_penetration_distance() -> float:\n\treturn _penetration_distance_traveled\n\n\n# ============================================================================\n# Homing Bullet System (Issue #677)\n# ============================================================================\n\n\n## Enables homing on this bullet, storing the original direction.\nfunc enable_homing() -> void:\n\thoming_enabled = true\n\t_homing_original_direction = direction.normalized()\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing enabled, original direction: \", _homing_original_direction)\n\n\n## Applies homing steering toward the nearest alive enemy.\n## The bullet turns toward the nearest enemy but cannot exceed the max turn angle\n## from its original firing direction (110 degrees each side).\nfunc _apply_homing_steering(delta: float) -> void:\n\t# Only player bullets should home\n\tif not _is_player_bullet():\n\t\treturn\n\n\t# Find nearest alive enemy\n\tvar target_pos := _find_nearest_enemy_position()\n\tif target_pos == Vector2.ZERO:\n\t\treturn # No valid target found\n\n\t# Calculate desired direction toward target\n\tvar to_target := (target_pos - global_position).normalized()\n\n\t# Calculate the angle difference between current direction and desired\n\tvar angle_diff := direction.angle_to(to_target)\n\n\t# Limit per-frame steering (smooth turning)\n\tvar max_steer_this_frame := homing_steer_speed * delta\n\tangle_diff = clampf(angle_diff, -max_steer_this_frame, max_steer_this_frame)\n\n\t# Calculate proposed new direction\n\tvar new_direction := direction.rotated(angle_diff).normalized()\n\n\t# Check if the new direction would exceed the max turn angle from original\n\tvar angle_from_original := _homing_original_direction.angle_to(new_direction)\n\tif absf(angle_from_original) > homing_max_turn_angle:\n\t\tif _debug_homing:\n\t\t\tprint(\"[Bullet] Homing angle limit reached: \", rad_to_deg(absf(angle_from_original)), \"°\")\n\t\treturn # Don't steer further, angle limit reached\n\n\t# Apply the steering\n\tdirection = new_direction\n\t_update_rotation()\n\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing steer: angle_diff=\", rad_to_deg(angle_diff), \"° total_turn=\", rad_to_deg(absf(angle_from_original)), \"°\")\n\n\n## Finds the position of the nearest alive enemy.\n## Returns Vector2.ZERO if no enemies are found.\nfunc _find_nearest_enemy_position() -> Vector2:\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn Vector2.ZERO\n\n\tvar enemies := tree.get_nodes_in_group(\"enemies\")\n\tif enemies.is_empty():\n\t\treturn Vector2.ZERO\n\n\tvar nearest_pos := Vector2.ZERO\n\tvar nearest_dist := INF\n\n\tfor enemy in enemies:\n\t\tif not enemy is Node2D:\n\t\t\tcontinue\n\t\t# Skip dead enemies\n\t\tif enemy.has_method(\"is_alive\") and not enemy.is_alive():\n\t\t\tcontinue\n\t\tvar dist := global_position.distance_squared_to(enemy.global_position)\n\t\tif dist < nearest_dist:\n\t\t\tnearest_dist = dist\n\t\t\tnearest_pos = enemy.global_position\n\n\treturn nearest_pos\n\n\n# ============================================================================\n# Breaker Bullet System (Issue #678)\n# ============================================================================\n\n\n## Checks if a wall or enemy is within BREAKER_DETONATION_DISTANCE ahead.\n## If so, triggers the breaker detonation and returns true.\n## @return: True if detonation occurred, false otherwise.\nfunc _check_breaker_detonation() -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn false\n\n\t# Raycast forward from bullet position\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * BREAKER_DETONATION_DISTANCE\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\t# Check against walls/obstacles and characters (enemies)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn false # Nothing ahead within detonation distance\n\n\t# Check if the hit is a wall (StaticBody2D/TileMap) or an alive enemy (CharacterBody2D)\n\tvar collider: Object = result.collider\n\tif collider is StaticBody2D or collider is TileMap:\n\t\t# Wall detected within range — trigger detonation!\n\t\tvar detonation_pos := global_position\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Wall detected at distance %.1f, detonating at %s\" % [\n\t\t\t\tglobal_position.distance_to(result.position), detonation_pos])\n\t\t_breaker_detonate(detonation_pos)\n\t\treturn true\n\telif collider is CharacterBody2D:\n\t\t# Enemy detected — check if alive\n\t\tif collider.has_method(\"is_alive\") and collider.is_alive():\n\t\t\tvar detonation_pos := global_position\n\t\t\tif _debug_breaker:\n\t\t\t\tprint(\"[Bullet.Breaker] Enemy %s detected at distance %.1f, detonating at %s\" % [\n\t\t\t\t\tcollider.name, global_position.distance_to(result.position), detonation_pos])\n\t\t\t_breaker_detonate(detonation_pos)\n\t\t\treturn true\n\n\treturn false # Hit something we don't detonate for\n\n\n## Triggers the breaker bullet detonation: explosion damage + shrapnel cone.\n## @param detonation_pos: The position where the detonation occurs.\nfunc _breaker_detonate(detonation_pos: Vector2) -> void:\n\t# 1. Apply explosion damage in radius\n\t_breaker_apply_explosion_damage(detonation_pos)\n\n\t# 2. Spawn visual explosion effect\n\t_breaker_spawn_explosion_effect(detonation_pos)\n\n\t# 3. Spawn shrapnel in a forward cone\n\t_breaker_spawn_shrapnel(detonation_pos)\n\n\t# 4. Play explosion sound\n\t_breaker_play_explosion_sound(detonation_pos)\n\n\t# 5. Destroy the bullet\n\tqueue_free()\n\n\n## Applies explosion damage to all enemies within BREAKER_EXPLOSION_RADIUS.\n## @param center: Center of the explosion.\nfunc _breaker_apply_explosion_damage(center: Vector2) -> void:\n\t# Find all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\n\t# Check enemies in radius\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and enemy.has_method(\"is_alive\") and enemy.is_alive():\n\t\t\tvar distance := center.distance_to(enemy.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\t# Check line of sight\n\t\t\t\tif _breaker_has_line_of_sight(center, enemy.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(enemy, BREAKER_EXPLOSION_DAMAGE)\n\n\t# Also check player (breaker explosion can hurt the player at close range)\n\tfor player in players:\n\t\tif player is Node2D:\n\t\t\t# Don't damage the shooter\n\t\t\tif shooter_id == player.get_instance_id():\n\t\t\t\tcontinue\n\t\t\tvar distance := center.distance_to(player.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tif _breaker_has_line_of_sight(center, player.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(player, BREAKER_EXPLOSION_DAMAGE)\n\n\n## Applies damage to a target.\nfunc _breaker_apply_damage_to(target: Node2D, amount: float) -> void:\n\tvar hit_direction := (target.global_position - global_position).normalized()\n\n\tif target.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\ttarget.on_hit_with_bullet_info_and_damage(hit_direction, null, false, false, amount)\n\telif target.has_method(\"on_hit_with_info\"):\n\t\ttarget.on_hit_with_info(hit_direction, null)\n\telif target.has_method(\"on_hit\"):\n\t\ttarget.on_hit()\n\n\tif _debug_breaker:\n\t\tprint(\"[Bullet.Breaker] Explosion damage %.1f applied to %s\" % [amount, target.name])\n\n\n## Checks line of sight from a position to a target position.\nfunc _breaker_has_line_of_sight(from: Vector2, to: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.create(from, to)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\tvar result := space_state.intersect_ray(query)\n\treturn result.is_empty()\n\n\n## Spawns a small visual explosion effect at the detonation point.\nfunc _breaker_spawn_explosion_effect(center: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n\t\timpact_manager.spawn_explosion_effect(center, BREAKER_EXPLOSION_RADIUS)\n\telse:\n\t\t# Fallback: create simple flash\n\t\t_breaker_create_simple_flash(center)\n\n\n## Plays a small explosion sound at the detonation point.\nfunc _breaker_play_explosion_sound(center: Vector2) -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Use wall hit sound as explosion (small detonation)\n\t\taudio_manager.play_bullet_wall_hit(center)\n\n\t# Emit sound for AI awareness\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\t# Small explosion — use shorter range than grenade\n\t\tsound_propagation.emit_sound(1, center, 0, self, 500.0) # 1 = EXPLOSION, 0 = PLAYER\n\n\n## Creates a simple explosion flash if no manager is available.\nfunc _breaker_create_simple_flash(center: Vector2) -> void:\n\tvar flash := Sprite2D.new()\n\tvar size := int(BREAKER_EXPLOSION_RADIUS) * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar img_center := Vector2(BREAKER_EXPLOSION_RADIUS, BREAKER_EXPLOSION_RADIUS)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar dist := pos.distance_to(img_center)\n\t\t\tif dist <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tvar alpha := 1.0 - (dist / BREAKER_EXPLOSION_RADIUS)\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.8, 0.4, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\tflash.texture = ImageTexture.create_from_image(image)\n\tflash.global_position = center\n\tflash.modulate = Color(1.0, 0.7, 0.3, 0.9)\n\tflash.z_index = 100\n\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(flash)\n\t\tvar tween := get_tree().create_tween()\n\t\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.15)\n\t\ttween.tween_callback(flash.queue_free)\n\n\n## Maximum shrapnel pieces per single detonation (performance cap, Issue #678 optimization).\n## This prevents FPS drops when many pellets detonate simultaneously (e.g. shotgun).\nconst BREAKER_MAX_SHRAPNEL_PER_DETONATION: int = 10\n\n## Maximum total concurrent breaker shrapnel in the scene (global cap).\n## If exceeded, new shrapnel spawning is skipped to maintain FPS.\nconst BREAKER_MAX_CONCURRENT_SHRAPNEL: int = 60\n\n\n## Checks if a position is inside a wall or obstacle (Issue #740).\n## Used to prevent spawning shrapnel inside walls.\n## @param pos: The position to check.\n## @return: true if position is inside a wall, false otherwise.\nfunc _is_position_inside_wall(pos: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsPointQueryParameters2D.new()\n\tquery.position = pos\n\tquery.collision_mask = 4 # Layer 3 (obstacles/walls)\n\tvar result := space_state.intersect_point(query, 1)\n\treturn not result.is_empty()\n\n\n## Spawns breaker shrapnel pieces in a forward cone.\n## Shrapnel count is capped for performance (Issue #678 optimization).\n## Validates spawn positions to prevent shrapnel spawning behind walls (Issue #740).\nfunc _breaker_spawn_shrapnel(center: Vector2) -> void:\n\tif _breaker_shrapnel_scene == null:\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Check global concurrent shrapnel limit\n\tvar existing_shrapnel := get_tree().get_nodes_in_group(\"breaker_shrapnel\")\n\tif existing_shrapnel.size() >= BREAKER_MAX_CONCURRENT_SHRAPNEL:\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel spawn: global limit %d reached\" % BREAKER_MAX_CONCURRENT_SHRAPNEL)\n\t\treturn\n\n\t# Calculate shrapnel count based on bullet damage, capped for performance\n\tvar effective_damage := damage * damage_multiplier\n\tvar shrapnel_count := int(effective_damage * BREAKER_SHRAPNEL_COUNT_MULTIPLIER)\n\tshrapnel_count = clampi(shrapnel_count, 1, BREAKER_MAX_SHRAPNEL_PER_DETONATION)\n\n\t# Further reduce if approaching global limit\n\tvar remaining_budget := BREAKER_MAX_CONCURRENT_SHRAPNEL - existing_shrapnel.size()\n\tshrapnel_count = mini(shrapnel_count, remaining_budget)\n\n\tvar half_angle_rad := deg_to_rad(BREAKER_SHRAPNEL_HALF_ANGLE)\n\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\tvar spawned_count := 0\n\tvar skipped_count := 0\n\n\tfor i in range(shrapnel_count):\n\t\t# Random angle within the forward cone\n\t\tvar random_angle := randf_range(-half_angle_rad, half_angle_rad)\n\t\tvar shrapnel_direction := direction.rotated(random_angle)\n\n\t\t# Calculate potential spawn position (Issue #740 fix)\n\t\tvar spawn_offset := 5.0\n\t\tvar spawn_pos := center + shrapnel_direction * spawn_offset\n\n\t\t# Check if spawn position is inside a wall (Issue #740 fix)\n\t\tif _is_position_inside_wall(spawn_pos):\n\t\t\tif _debug_breaker:\n\t\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel #%d: spawn position inside wall at %s\" % [i, spawn_pos])\n\t\t\tskipped_count += 1\n\t\t\tcontinue\n\n\t\t# Create shrapnel instance\n\t\tvar shrapnel := _breaker_shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = spawn_pos\n\t\tshrapnel.direction = shrapnel_direction\n\t\tshrapnel.source_id = shooter_id # Prevent self-damage using original shooter\n\t\tshrapnel.damage = BREAKER_SHRAPNEL_DAMAGE\n\n\t\t# Vary speed slightly for natural spread\n\t\tshrapnel.speed = randf_range(1400.0, 2200.0)\n\n\t\t# Add to scene using call_deferred to batch scene tree changes (Issue #678 optimization)\n\t\tscene.call_deferred(\"add_child\", shrapnel)\n\t\tspawned_count += 1\n\n\tif _debug_breaker:\n\t\tprint(\"[Bullet.Breaker] Spawned %d shrapnel pieces (%d skipped, budget: %d) in %.0f-degree cone\" % [\n\t\t\tspawned_count, skipped_count, remaining_budget, BREAKER_SHRAPNEL_HALF_ANGLE * 2])\n",
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" _log_penetration(\"Max penetration distance exceeded: %s >= %s\" % [_penetration_distance_traveled, max_pen_distance])",
" # Bullet stopped inside the wall - destroy it",
" # Visual effects disabled as per user request",
"- queue_free()",
"+ deactivate()",
" return",
" ",
" # Check if we've exited the obstacle (raycast forward to see if still inside)"
]
}
],
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[2026-02-10T21:11:57.302Z] [INFO] {
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"old_string": "\t# Track lifetime and auto-destroy if exceeded\n\t_time_alive += delta\n\tif _time_alive >= lifetime:\n\t\tqueue_free()",
"new_string": "\t# Track lifetime and auto-destroy if exceeded\n\t_time_alive += delta\n\tif _time_alive >= lifetime:\n\t\tdeactivate()"
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[2026-02-10T21:11:57.311Z] [INFO] {
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"oldString": "\t# Track lifetime and auto-destroy if exceeded\n\t_time_alive += delta\n\tif _time_alive >= lifetime:\n\t\tqueue_free()",
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"originalFile": "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##
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